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authorCrozet Sébastien <developer@crozet.re>2021-06-02 16:07:14 +0200
committerCrozet Sébastien <developer@crozet.re>2021-06-02 16:07:14 +0200
commitacc4e4f3016c99a3c8b762f0e787f38c84df3998 (patch)
treee09e43a48e65e0ef5f8d574fdb2217ddba4c19ff
parente0e341214c35347a30c3e76265d216396abc2cfb (diff)
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Reorganize the CHANGELOG for the next version.
-rw-r--r--CHANGELOG.md45
1 files changed, 29 insertions, 16 deletions
diff --git a/CHANGELOG.md b/CHANGELOG.md
index 6d0af45..52f5a35 100644
--- a/CHANGELOG.md
+++ b/CHANGELOG.md
@@ -11,48 +11,61 @@ The user-guide has been fully rewritten and is now exhaustive! Check it out on [
`RigidBodyType::KinematicVelocityBased`.
### Modified
-- Renamed `BodyStatus` to `RigidBodyType`.
+The use of `RigidBodySet, ColliderSet, RigidBody, Collider` is no longer mandatory. Rigid-bodies and colliders have
+been split into multiple components that can be stored in a user-defined set. This is useful for integrating Rapier
+with other engines (for example this allows use to use Bevy's Query as our rigid-body/collider sets).
+
+The `RigidBodySet, ColliderSet, RigidBody, Collider` are still the best option for whoever doesn't want to
+provide their own component sets.
-FIXME:
+#### Rigid-bodies
+- Renamed `BodyStatus` to `RigidBodyType`.
- `RigidBodyBuilder::translation` now takes a vector instead of individual components.
- `RigidBodyBuilder::linvel` now takes a vector instead of individual components.
+- The `RigidBodyBuilder::new_kinematic` has be replaced by the `RigidBodyBuilder::new_kinematic_position_based` and
+ `RigidBodyBuilder::new_kinematic_velocity_based` constructors.
+- The `RigidBodyType::Kinematic` variant has been replaced by two variants: `RigidBodyType::KinematicVelocityBased` and
+ `RigidBodyType::KinematicPositionBased`.
+
+#### Colliders
- `Colliderbuilder::translation` now takes a vector instead of individual components.
- The way `PhysicsHooks` are enabled changed. Now, a physics hooks is executed if any of the two
colliders involved in the contact/intersection pair contains the related `PhysicsHooksFlag`.
These flags are configured on each collider with `ColliderBuilder::active_hooks`. As a result,
there is no `PhysicsHooks::active_hooks` method any more.
+- All events are now disabled for all colliders by default. Enable events for specific colliders by setting its
+ `active_events` bit mask to `ActiveEvents::CONTACT_EVENTS` and/or `ActiveEvents::PROXIMITY_EVENTS`.
+- Add a simpler way of enabling collision-detection between colliders attached to two non-dynamic rigid-bodies: see
+ `ColliderBuilder::active_collision_types`.
+- The `InteractionGroups` is now a structures with two `u32` integers: one integers for the groups
+ membership and one for the group filter mask. (Before, both were only 16-bits wide, and were
+ packed into a single `u32`).
- Before, sensor colliders had a default density set to 0.0 whereas non-sensor colliders had a
default density of 1.0. This has been unified by setting the default density to 1.0 for both
sensor and non-sensor colliders.
- Colliders are no longer required to be attached to a rigid-body. Therefore, `ColliderSet::insert`
only takes the collider as argument now. In order to attach the collider to a rigid-body,
(i.e., the old behavior of `ColliderSet::insert`), use `ColliderSet::insert_with_parent`.
-- The field `ContactPair::pair` (which contained two collider handles) has been replaced by two
- fields: `ContactPair::collider1` and `ContactPair::collider2`.
+- Fixed a bug where collision groups were ignored by CCD.
+
+#### Joints
- The fields `FixedJoint::local_anchor1` and `FixedJoint::local_anchor2` have been renamed to
`FixedJoint::local_frame1` and `FixedJoint::local_frame2`.
+
+#### Pipelines and others
+- The field `ContactPair::pair` (which contained two collider handles) has been replaced by two
+ fields: `ContactPair::collider1` and `ContactPair::collider2`.
- The list of active dynamic bodies is no retrieved with `IslandManager::active_dynamic_bodies`
instead of `RigidBodySet::iter_active_dynamic`.
- The list of active kinematic bodies is no retrieved with `IslandManager::active_kinematic_bodies`
instead of `RigidBodySet::iter_active_kinematic`.
-- The `InteractionGroups` is now a structures with two `u32` integers: one integers for the groups
- membership and one for the group filter mask. (Before, both were only 16-bits wide, and were
- packed into a single `u32`).
- `NarrowPhase::contacts_with` now returns an `impl Iterator<Item = &ContactPair>` instead of
an `Option<impl Iterator<Item = (ColliderHandle, ColliderHandle, &ContactPair)>>`. The colliders
handles can be read from the contact-pair itself.
- `NarrowPhase::intersections_with` now returns an iterator directly instead of an `Option<impl Iterator>`.
- Rename `PhysicsHooksFlags` to `ActiveHooks`.
-- The `RigidBodyBuilder::new_kinematic` has be replaced by the `RigidBodyBuilder::new_kinematic_position_based` and
- `RigidBodyBuilder::new_kinematic_velocity_based` constructors.
-- The `RigidBodyType::Kinematic` variant has been replaced by two variants: `RigidBodyType::KinematicVelocityBased` and
- `RigidBodyType::KinematicPositionBased`.
-- Fixed a bug where collision groups were ignored by CCD.
- Add the contact pair as an argument to `EventHandler::handle_contact_event`
-- All events are now disabled for all colliders by default. Enable events for specific colliders by setting its
- `active_events` bit mask to `ActiveEvents::CONTACT_EVENTS` and/or `ActiveEvents::PROXIMITY_EVENTS`.
-- Add a simpler way of enabling collision-detection between colliders attached to two non-dynamic rigid-bodies: see
- `ColliderBuilder::active_collision_types`.
+
## v0.8.0
### Modified