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Use direction types in ray and shape casting APIs and add RayCaster::from_ray
#329
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Jondolf
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Feb 20, 2024
# Objective Closes #314 and #317. This PR will be merged once Bevy 0.13 is released. Feel free to use this `bevy-main` branch in the meantime if you want to use the main branch of Bevy with `bevy_xpbd`. ## Solution Update to the latest Bevy version. For the 0.13 migration, I will be trying to implement various changes, mostly surrounding the new geometric primitives and ray structs. I will probably do these in PRs that I merge into this one, and it will all be merged into main once 0.13 is actually released. - [x] Combine `PhysicsDebugRenderer` and `PhysicsDebugConfig` into `PhysicsGizmos` gizmo configuration group - [x] Support creating colliders from primitives #326 - [x] Support ellipses and regular polygons as colliders (conical frusta and tori later) #326 - [x] Support creating `ShapeCaster`s with primitive shapes - [x] Use `Direction2d`/`Direction3d` in spatial query APIs #329 --- ## Migration Guide ### Debug rendering The `PhysicsDebugConfig` resource and `PhysicsDebugRenderer` system parameter have been removed in favor of the new `PhysicsGizmos` [gizmo configuration group](https://bevyengine.org/news/bevy-0-13/#multiple-gizmo-configurations). Before: ```rust fn main() { App::new() .add_plugins(( DefaultPlugins, PhysicsPlugins::default(), PhysicsDebugPlugin::default(), )) // Configure physics debug rendering .insert_resource(PhysicsDebugConfig { aabb_color: Some(Color::WHITE), ..default() }) .run(); } ``` After: ```rust fn main() { App::new() .add_plugins(( DefaultPlugins, PhysicsPlugins::default(), PhysicsDebugPlugin::default(), )) // Configure physics debug rendering .insert_gizmo_group( PhysicsGizmos { aabb_color: Some(Color::WHITE), ..default() }, GizmoConfig::default(), ) .run(); } ``` This also allows you to configure e.g. line width for just physics gizmos by configuring their `GizmoConfig`. ### Renamed `Collider` constructors (#326) - Replace `Collider::ball` with `Collider::circle` in 2D and `Collider::sphere` in 3D - Replace `Collider::cuboid` with `Collider::rectangle` in 2D ### Ray and shape casting (#329) For spatial queries, replace `Vec2`/`Vec3` directions with [`Direction2d`](https://docs.rs/bevy/0.13.0/bevy/math/primitives/struct.Direction2d.html)/[`Direction3d`](https://docs.rs/bevy/0.13.0/bevy/math/primitives/struct.Direction3d.html). ```rust // Before let caster = RayCaster::new(Vec3::ZERO, Vec3::X); // After let caster = RayCaster::new(Vec3::ZERO, Direction3d::X); ``` This applies to `RayCaster`, `ShapeCaster`, `SpatialQuery` methods like `cast_ray`, and many other methods that use directions.
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Labels
A-Spatial-Query
Relates to spatial queries, such as ray casting, shape casting, and intersection tests
C-Breaking-Change
This change removes or changes behavior or APIs, requiring users to adapt
C-Enhancement
New feature or request
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Objective
Bevy 0.13 added the
Direction2d
andDirection3d
types along withRay2d
andRay3d
types. The new direction types are a great fit for ray directions, as they guarantee that the direction is normalized. This avoids the potential footgun where unnormalized directions are actually treated like velocity, which affects the time of impact.Ray and shape casting APIs should use the direction types. It should also be possible to make a
RayCaster
from a ray conveniently.Solution
Add
Ray
andDir
type aliases to support 2D and 3D, and useDir
for directions forRayCaster
,ShapeCaster
, andSpatialQuery
methods. I also added aRayCaster::from_ray
constructor.Migration Guide
For spatial queries, replace
Vec2
/Vec3
directions withDirection2d
/Direction3d
.