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Malek/omi physics bevy main #337
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# Objective Support creating colliders from the new geometric primitives in Bevy 0.13. ## Solution Add an `IntoCollider` trait and implement it for primitives. For now, tori and conical frusta are not supported, as they aren't as trivial to implement. Some new collider shapes are also supported: ellipses and regular polygons. These are implemented using custom shapes, as Parry doesn't have them built-in. `Collider::ball` is now also `Collider::circle` in 2D and `Collider::sphere` in 3D. `Collider::cuboid` is `Collider::rectangle` in 2D. This makes the naming consistent with Bevy. --- ## Migration Guide - Replace `Collider::ball` with `Collider::circle` in 2D and `Collider::sphere` in 3D - Replace `Collider::cuboid` with `Collider::rectangle` in 2D
…for `ShapeCaster::new`
…:from_ray` (Jondolf#329) # Objective Bevy 0.13 added the `Direction2d` and `Direction3d` types along with `Ray2d` and `Ray3d` 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` and `Dir` type aliases to support 2D and 3D, and use `Dir` for directions for `RayCaster`, `ShapeCaster`, and `SpatialQuery` methods. I also added a `RayCaster::from_ray` constructor. --- ## Migration Guide For spatial queries, replace `Vec2`/`Vec3` directions with `Direction2d`/`Direction3d`. ```rust // Before let caster = RayCaster::new(Vec3::ZERO, Vec3::X); // After let caster = RayCaster::new(Vec3::ZERO, Direction3d::X); ```
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Objective
Solution
Changelog
Migration Guide