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125 files changed, 2421 insertions, 1652 deletions
diff --git a/CHANGELOG.md b/CHANGELOG.md index 2d3dcf9..52f5a35 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,7 +1,71 @@ ## v0.9.0 +The user-guide has been fully rewritten and is now exhaustive! Check it out on [rapier.rs](https://rapier.rs/) + +### Added +- A prelude has been added in order to simplify the most common imports. For example: `use rapier3d::prelude::*` +- Add `RigidBody::set_translation` and `RigidBody.translation()`. +- Add `RigidBody::set_rotation` and `RigidBody.rotation(). +- Add `RigidBody::set_next_translation` for setting the next translation of a position-based kinematic body. +- Add `RigidBody::set_next_rotation` for setting the next rotation of a position-based kinematic body. +- Add kinematic bodies controlled at the velocity level: use `RigidBodyBuilder::new_kinematic_velocity_based` or + `RigidBodyType::KinematicVelocityBased`. ### Modified +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. + +#### 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 +- The `RigidBodyType::Kinematic` variant has been replaced by two variants: `RigidBodyType::KinematicVelocityBased` and + `RigidBodyType::KinematicPositionBased`.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 `InteractionGr |
