Add ActiveCollisionTypes to easily enable collision-detection between two non-static rigid-body.

This commit is contained in:
Crozet Sébastien
2021-06-01 17:59:07 +02:00
parent 1839f61d81
commit 7153eb7779
12 changed files with 230 additions and 181 deletions

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@@ -3,6 +3,12 @@ The user-guide has been fully rewritten and is now exhaustive! Check it out on [
### 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
- Renamed `BodyStatus` to `RigidBodyType`.
@@ -37,6 +43,16 @@ FIXME:
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- The `RigidBodyType::Kinematic` variant has been replaced by two variants: `RigidBodyType::KinematicVelocityBased` and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