754 lines
38 KiB
Markdown
754 lines
38 KiB
Markdown
## Unreleased
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### Fix
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- Fix crash when simulating a spring joint between two dynamic bodies.
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- Fix kinematic bodies not being affected by gravity after being switched back to dynamic.
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- Fix regression on contact force reporting from contact force events.
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- Fix kinematic character controller getting stuck against vertical walls.
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### Added
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- Add `RigidBody::predict_position_using_velocity` to predict the next position of the rigid-body
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based only on its current velocity.
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- Add `Collider::copy_from` to copy most collider attributes to an existing collider.
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- Add `RigidBody::copy_from` to copy most rigid-body attributes to an existing rigid-body.
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- Add the `BroadPhase` trait and expect an implementor of this trait as input to `PhysicsPipeline::step`.
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### Modified
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**Many shape-casting related functions/structs were renamed. Check out the CHANGELOG for parry 0.15.0 for
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additional details.**
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- Renamed `BroadPhase` to `BroadPhaseMultiSap`. The `BroadPhase` is now a trait that can be
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implemented for providing a custom broad-phase to rapier. Equivalently, the `DefaultBroadPhase` type
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alias can be used in place of `BroadPhaseMultiSap`.
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- The kinematic character controller autostepping is now disabled by default.
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- Add `KinematicCharacterController::normal_nudge_factor` used to help getting the character unstuck
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due to rounding errors.
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- Rename `TOI` to `ShapeCastHit`.
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- Rename many fields from `toi` to `time_of_impact`.
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- The `QueryPipeline::cast_shape` method now takes a `ShapeCastOptions` instead of the `max_toi`
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and `stop_at_penetration` parameters. This allows a couple of extra configurations, including the
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ability to have the shape-cast target a specific distance instead of actual shape overlap.
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## v0.18.0 (24 Jan. 2024)
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The main highlight of this release is the implementation of a new non-linear constraints solver for better stability
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and increased convergence rates. See [#579](https://github.com/dimforge/rapier/pull/579) for additional information.
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In order to adjust the number of iterations of the new solver, simply
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adjust `IntegrationParameters::num_solver_iterations`.
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If recovering the old solver behavior is useful to you, call `IntegrationParameters::switch_to_standard_pgs_solver()`.
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It is now possible to specify some additional solver iteration for specific rigid-bodies (and everything interacting
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with it directly or indirectly through contacts and joints): `RigidBodyBuilder::additional_solver_iterations` and
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`RigidBodyBuilder::set_additional_solver_iterations`. This allows for higher-accuracy on subsets of the physics scene
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without affecting performance of the other parts of the simulation.
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### Fix
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- Fix bug causing angular joint limits and motor to sometimes only take into account half of the angles specified by the
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user.
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- Fix bug where collisions would not be re-computed after a collider was re-enabled.
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### Added
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- Add a `SpringJoint` and `SpringJointBuilder` for simulating springs with customizable stiffness and damping
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coefficients.
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- Add `SphericalJoint::local_frame1/2`, `::set_local_frame1/2`, and `SphericalJointBuilder::local_frame1/2` to set both
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the joint’s anchor and reference orientation.
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- Add `EffectiveCharacterMovement::is_sliding_down_slope` to indicate if the character controlled by the kinematic
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character controller is sliding on a slope that is too steep.
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- Add `Wheel::side_friction_stiffness` to customize the side friction applied to the vehicle controller’s wheel.
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- Add `Wheel::raycast_info` to access more wheel information relative to the ground.
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- Add `DebugRenderStyle::disabled_color_multiplier` to make the debug-renderer color disabled object differently.
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- Fix incorrect update of angular degrees-of-freedoms on spherical multibody joints.
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- Fix debug-renderer showing moved kinematic rigid-bodies only at their initial position.
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### Modified
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- Make `Wheel::friction_slip` public to customize the front friction applied to the vehicle controller’s wheels.
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- Add the `DebugRenderBackend::filter_object` predicate that can be implemented to apply custom filtering rules
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on the objects being rendered.
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- Switch the testbed to `bevy 0.12` and use its new Gizmos API for rendering lines.
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- Rename `NarrowPhase::contacts_with` to `NarrowPhase::contact_pairs_with`.
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- Rename `NarrowPhase::intersections_with` to `NarrowPhase::intersection_pairs_with`.
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## v0.17.2 (26 Feb. 2023)
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### Fix
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- Fix issue with convex polyhedron jitter due to missing contacts.
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- Fix character controller getting stuck against vertical walls.
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- Fix character controller’s snapping to ground not triggering sometimes.
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- Fix character controller’s horizontal offset being mostly ignored and some instances of vertical offset being ignored.
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## v0.17.1 (22 Jan. 2023)
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### Fix
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- Fix bug resulting in dynamic rigid-bodies acting as kinematic bodies after being disabled and then re-enabled.
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## v0.17.0 (15 Jan. 2023)
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### Added
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- Add `RigidBody::set_enabled`, `RigidBody::is_enabled`, `RigidBodyBuilder::enabled` to enable/disable a rigid-body
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without having to delete it. Disabling a rigid-body attached to a multibody joint isn’t supported yet.
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- Add `Collider::set_enabled`, `Collider::is_enabled`, `ColliderBuilder::enabled` to enable/disable a collider
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without having to delete it.
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- Add `GenericJoint::set_enabled`, `GenericJoint::is_enabled` to enable/disable a joint without having to delete it.
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Disabling a multibody joint isn’t supported yet.
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- Add `DynamicRayCastVehicleController`, a vehicle controller based on ray-casting and dynamic rigid-bodies (mostly
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a port of the vehicle controller from Bullet physics).
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- Add `RigidBody::user_force` and `RigidBody::user_torque` to read the forces or torques added by the user to a
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dynamic rigid-body.
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- Add `RigidBody::locked_axes` to get the rigid-body axes that were locked by the user.
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### Modified
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- Add the `QueryPipeline` as an optional argument to `PhysicsPipeline::step` and `CollisionPipeline::step`. If this
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argument is specified, then the query pipeline will be incrementally (i.e. more efficiently) update at the same time
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as
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these other pipelines. In that case, calling `QueryPipeline::update` a `PhysicsPipeline::step` isn’t needed.
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- `RigidBody::set_body_type` now takes an extra boolean argument indicating if the rigid-body should be woken-up
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(if it becomes dynamic).
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- `RigidBody::mass_properties` now also returns the world-space mass-properties of the rigid-body.
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### Fix
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- Fix bug resulting in rigid-bodies being awakened after they are created, even if they are created sleeping.
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## v0.16.1 (10 Nov. 2022)
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### Fix
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- Fixed docs build on `docs.rs`.
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## v0.16.0 (30 Oct. 2022)
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### Added
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- Implement `Copy` for `CharacterCollision`.
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- Implement conversion (`From` trait) between `Group` and `u32`.
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- Add `ColliderBuilder::trimesh_with_flags` to build a triangle mesh with specific flags controlling
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its initialization.
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### Modified
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- Rename `AABB` to `Aabb` to comply with Rust’s style guide.
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- Switch to `parry 0.11`.
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### Fix
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- Fix internal edges of 3D triangle meshes or 3D heightfields generating invalid contacts preventing
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balls from moving straight.
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## v0.15.0 (02 Oct. 2022)
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### Added
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- Add a **kinematic character** controller implementation. See the `control` module. The character controller currently
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supports the following features:
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- Slide on uneven terrains
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- Interaction with dynamic bodies.
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- Climb stairs automatically.
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- Automatically snap the body to the floor when going downstairs.
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- Prevent sliding up slopes that are too steep
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- Prevent sliding down slopes that are not steep enough
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- Interactions with moving platforms.
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- Report information on the obstacles it hit on its path.
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- Implement `serde` serialization/deserialization for `CollisionEvents` when the `serde-serialize` feature is enabled
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### Modified
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- The methods `Collider::set_rotation`, `RigidBody::set_rotation`, and `RigidBody::set_next_kinematic_rotation` now
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take a rotation (`UnitQuaternion` or `UnitComplex`) instead of a vector/angle.
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- The method `QueryFilter::exclude_dynamic` is now a static method (the `self` argument was removed).
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- The `QueryPipeline::cast_shape` method has a new argument `stop_at_penertation`. If set to `false`, the linear
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shape-cast won’t immediately stop if the shape is penetrating another shape at its starting point **and** its
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trajectory is such that it’s on a path to exist that penetration state.
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- The `InteractionGroups` is now a set of explicit bit flags instead of a raw `u32`.
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- The world-space mass properties of rigid-bodies are now updated automatically whenever the user changes their
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position.
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## v0.14.0 (09 July 2022)
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### Fixed
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- Fix unpredictable broad-phase panic when using small colliders in the simulation.
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- Fix collision events being incorrectly generated for any shape that produces multiple
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contact manifolds (like triangle meshes).
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- Fix panic in the `CollisionPipeline` if a collider is both added and removed before a call
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to `CollisionPipeline::step`.
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### Modified
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- The `RigidBodyBuilder::additional_mass` method will now result in the additional angular inertia
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being automatically computed based on the shapes of the colliders attached to the rigid-body.
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- Remove the deprecated methods `RigidBodyBuilder::mass`, `::principal_angular_inertia`, `::principal_inertia`.
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- Remove the methods `RigidBodyBuilder::additional_principal_angular_inertia`. Use
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`RigidBodyBuilder::additional_mass_properties` instead.
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- The `Collider::density` method now always returns a `Real` (instead of an `Option<Real>`).
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- Rename `RigidBody::restrict_rotations` and `RigidBody::restrict_translations` to
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`RigidBody::set_enabled_rotations` and `RigidBody::set_enabled_translations`.
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- Rename `RigidBodyBuilder::restrict_rotations` and `RigidBodyBuilder::restrict_translations` to
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`RigidBodyBuilder::enabled_rotations` and `RigidBodyBuilder::enabled_translations`.
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### Added
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- Add `RigidBody::recompute_mass_properties_from_colliders` to force the immediate computation
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of a rigid-body’s mass properties (instead of waiting for them to be recomputed during the next
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timestep). This is useful to be able to read immediately the result of a change of a rigid-body
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additional mass-properties or a change of one of its collider’s mass-properties.
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- Add `RigidBody::set_additional_mass` to set the additional mass for the collider. The additional
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angular inertia is automatically computed based on the attached colliders shapes.
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- Add `Collider::set_density`, `::set_mass`, `set_mass_properties`, to alter a collider’s mass
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properties. Note that `::set_mass` will result in the collider’s angular inertia being automatically
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computed based on this mass and on its shape.
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- Add `ColliderBuilder::mass` to set the mass of the collider instead of its density. Its angular
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inertia tensor will be automatically computed based on this mass and its shape.
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- Add `Collider::mass` and `Collider::volume` to retrieve the mass or volume of a collider.
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- Add the `QueryFilter` that is now used by all the scene queries instead of the `CollisionGroups`
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and `Fn(ColliderHandle) -> bool`
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closure. This `QueryFilter` provides easy access to most common filtering strategies (e.g. dynamic bodies only,
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excluding one particular collider, etc.) for scene queries.
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- Add force reporting based on contact force events. The `EventHandler` trait has been modified to include
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the method `EventHandler::handle_contact_force_event`. Contact force events are generated whenever the sum of the
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magnitudes of all the forces between two colliders is greater than any of their
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`Collider::contact_force_event_threshold` values (only the colliders wit the `ActiveEvents::CONTACT_FORCE_EVENT` flag
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set are taken into account for this threshold).
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- Add the `ContactForceEvent` struct that is generated by the `ChannelEventCollector` to report
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contact force events.
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## v0.13.0 (31 May 2022)
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### Fixed
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- Fix incorrect sensor events being generated after collider removal.
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- Fix bug where the CCD thickness wasn’t initialized properly.
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- Fix bug where the contact compliance would result in undesired tunneling, despite CCD being enabled.
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### Modified
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- Add a `wake_up: bool` argument to the `ImpulseJointSet::insert` and `MultibodyJointSet::insert` to
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automatically wake-up the rigid-bodies attached to the inserted joint.
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- The methods `ImpulseJointSet::remove/remove_joints_attached_to_rigid_body`,
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`MultibodyJointSet::remove/remove_joints_attached_to_rigid_body` and
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`MultibodyjointSet::remove_multibody_articulations` no longer require the `bodies`
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and `islands` arguments.
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- Make the `instant` dependency optional, behind a `profiler` cargo feature.
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- Rename STATIC to FIXED in the `ActiveCollisionTypes` flags.
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- Rename `ImpulseJointSet::joints_with` to `::attached_joints`. Add the joint’s handle to the closure arguments.
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- Make the default debug-render less noisy out-of-the-box by only rendering joints, rigid-bodies, and colliders
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by default.
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### Added
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- Debug-renderer: add rendering of contacts, solver contacts, and collider Aabbs
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- Add `MultibodyJointSet::attached_joints` to return all the multibody joints attached to a given rigid-body.
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## v0.12.0 (30 Apr. 2022)
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### Fixed
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- Fix the simulation when the `parallel` feature is enabled.
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- Fix bug where damping would not be applied properly to some bodies.
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- Fix panics caused by various situations (contact or joints) involving rigid-bodies with locked translations/rotations.
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- Fix bug where collider modifications (like changes of collision groups, or shape) would not wake-up their attached
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rigid-body, or would not have any effect on pre-existing contacts.
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- Fix the automatic update of a rigid-body’s mass properties after changing one of its attached colliders.
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- Fix the broad-phase becoming potentially invalid after a change of collision groups.
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### Modified
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- Switch to `nalgebra` 0.31.
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- Switch to `parry` 0.9.
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- Rename `JointHandle` to `ImpulseJointHandle`.
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- Rename `RigidBodyMassPropsFlags` to `LockedAxes`.
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- Rename `RigidBody::apply_force`, `::apply_torque`, `::apply_force_at_point` to `::add_force`,
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`::add_torque`, and `::add_force_at_point` to better reflect the fact that they are not cleared at the end
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of the timestep.
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- Rename `RigidBodyType::Static` to `RigidBodyType::Fixed` to avoid confusion with the `static` keyword.
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- All method referring to `static` rigid-bodies now use `fixed` instead of `static`.
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- Rename `RigidBodyBuilder::new_static, new_kinematic_velocity_based, new_kinematic_velocity_based` to
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`RigidBodyBuilder::fixed, kinematic_velocity_based, kinematic_velocity_based`.
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- The `ContactEvent` and `IntersectionEvent` have been replaced by a single enum `CollisionEvent` in order
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to simplify the user’s event handling.
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- The `ActiveEvents::CONTACT_EVENTS` and `ActiveEvents::INTERSECTION_EVENTS` flags have been replaced by a single
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flag `ActiveEvents::COLLISION_EVENTS`.
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- Joint motors no longer have a `VelocityBased` model. The new choices are `AccelerationBased` and `ForceBased`
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which are more stable.
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- Calling the `.build()` function from builders (`RigidBodyBuilder`, `ColliderBuilder`, etc.) is no longer necessary
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when adding them to sets. It is automatically called thanks to `Into<_>` implementations.
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- The `ComponentSet` abstractions (and related `_generic` methods like `PhysicsPipeline::step_generic`) have been
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removed. Custom storage for colliders and rigid-bodies are no longer possible: use the built-in `RigidBodySet` and
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`ColliderSet` instead.
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### Semantic modifications
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These are changes in the behavior of the physics engine that are not necessarily
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reflected by an API change. See [#304](https://github.com/dimforge/rapier/pull/304) for extensive details.
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- `RigidBody::set_linvel` and `RigidBody::set_angvel` no longer modify the velocity of static bodies.
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- `RigidBody::set_body_type` will reset the velocity of a rigid-body to zero if it is static.
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- Don’t automatically clear forces at the end of a timestep.
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- Don’t reset the velocity of kinematic bodies to zero at the end of the timestep.
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- Events `CollisionEvent::Stopped` are now generated after a collider is removed.
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### Added
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- Significantly improve the API of joints by adding:
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* Builders based on the builder pattern.
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* Getters and setters for all joints.
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* Method to convert a `GenericJoint` to one of the more specific joint type.
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- Improve stability of joint motors.
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- Adds a `bool` argument to `RigidBodySet::remove`. If set to `false`, the colliders attached to the rigid-body
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won’t be automatically deleted (they will only be detached from the deleted rigid-body instead).
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- Add `RigidBody::reset_forces` and `RigidBody::reset_torques` to reset all the forces and torques added to the
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rigid-body by the user.
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- Add the `debug-render` cargo feature that enables the `DebugRenderPipeline`: a line-based backend-agnostic
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renderer to debug the state of the physics engine.
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## v0.12.0-alpha.0 (2 Jan. 2022)
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### Fixed
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- Fixed `RigidBody::restrict_rotations` to properly take into account the axes to lock.
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### Modified
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- All the impulse-based joints have been replaced by a single generic 6-Dofs joint in 3D
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(or 3-Dofs joint in 2D) named `ImpulseJoint`. The `RevoluteJoint, PrismaticJoint, FixedJoint`,
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and `SphericalJoint` (formerly named `BallJoint`) structures still exist but are just convenient
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ways to initialize the generic `ImpulseJoint`.
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- Our constraints solver has been modified. Before we used one velocity-based resolution followed
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by one position-based resolution. We are now using two velocity-based resolution: the first one
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includes constraints regularization whereas the second one doesn’t. This simplifies the resolution
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code significantly while offering stiffer results.
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### Added
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- Added multibody joints: joints based on the reduced-coordinates modeling. These joints can’t
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violate their positional constraint.
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- Implement `Default` for most of the struct that supports it.
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## v0.11.1
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### Fixed
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- Fix a bug causing large moving colliders to miss some collisions after some time.
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- Fix invalid forces generated by contacts with position-based kinematic bodies.
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- Fix a bug where two colliders without parent would not have their collision computed even if the
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appropriate flags were set.
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## v0.11.0
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Check out the user-guide for the JS/Typescript bindings for rapier. It has been fully rewritten and is now exhaustive!
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Check it out on [rapier.rs](https://www.rapier.rs/docs/user_guides/javascript/getting_started_js)
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### Added
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- Joint limits are now implemented for all joints that can support them (prismatic, revolute, and ball joints).
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### Modified
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- Switch to `nalgebra 0.29`.
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### Fixed
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- Fix the build of Rapier when targeting emscripten.
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## v0.10.1
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### Added
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- Add `Collider::set_translation_wrt_parent` to change the translation of a collider with respect to its parent
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rigid-body.
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- Add `Collider::set_rotation_wrt_parent` to change the translation of a collider with respect to its parent rigid-body.
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## v0.10.0
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### Added
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- Implement `Clone` for `IslandManager`.
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### Modified
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- `JointSet::insert` no longer takes the rigid-body set in its arguments.
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- Modify the testbed's plugin system to let plugins interact with the rendering.
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- Implement `PartialEq` for most collider and rigid-body components.
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## v0.9.2
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### Added
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- Make the method JointSet::remove_joints_attached_to_rigid_body public so that it can can be called externally for
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letting component-based Rapier integration call it to cleanup joints after a rigid-body removal.
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### Fixed
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- Fix a panic that could happen when the same collider is listed twice in the removed_colliders array.
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## v0.9.1
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### Added
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- Add `rapier::prelude::nalgebra` so that the `vector!` and `point!` macros work out-of-the-box after importing
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the prelude: `use rapier::prelude::*`
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## v0.9.0
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The user-guide has been fully rewritten and is now exhaustive! Check it out on [rapier.rs](https://rapier.rs/)
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### Added
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- A prelude has been added in order to simplify the most common imports. For example: `use rapier3d::prelude::*`
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- Add `RigidBody::set_translation` and `RigidBody.translation()`.
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- Add `RigidBody::set_rotation` and `RigidBody.rotation()`.
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- 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`.
|
||
- Add the cargo feature `debug-disable-legitimate-fe-exceptions` that can be enabled for debugging purpose. This will
|
||
disable floating point exceptions whenever they happen at places where we do expect them to happen (for example
|
||
some SIMD code do generate NaNs which are filtered out by lane-wise selection).
|
||
|
||
### 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 us 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 `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`.
|
||
- 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 now retrieved with `IslandManager::active_dynamic_bodies`
|
||
instead of `RigidBodySet::iter_active_dynamic`.
|
||
- The list of active kinematic bodies is now retrieved with `IslandManager::active_kinematic_bodies`
|
||
instead of `RigidBodySet::iter_active_kinematic`.
|
||
- `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`.
|
||
- Add the contact pair as an argument to `EventHandler::handle_contact_event`
|
||
|
||
## v0.8.0
|
||
|
||
### Modified
|
||
|
||
- Switch to nalgebra 0.26.
|
||
|
||
## v0.7.2
|
||
|
||
### Added
|
||
|
||
- Implement `Serialize` and `Deserialize` for the `CCDSolver`.
|
||
|
||
### Fixed
|
||
|
||
- Fix a crash that could happen after adding and then removing a collider right away,
|
||
before stepping the simulation.
|
||
|
||
## v0.7.1
|
||
|
||
### Fixed
|
||
|
||
- Fixed a bug in the broad-phase that could cause non-determinism after snapshot restoration.
|
||
|
||
## v0.7.0
|
||
|
||
### Added
|
||
|
||
- Add the support of **Continuous Collision Detection** (CCD) to
|
||
make sure that some fast-moving objects (chosen by the user) don't miss any contacts.
|
||
This is done by using motion-clamping, i.e., each fast-moving rigid-body with CCD enabled will
|
||
be stopped at the time where their first contact happen. This will result in some "time loss" for that
|
||
rigid-body. This loss of time can be reduced by increasing the maximum number of CCD substeps executed
|
||
(the default being 1).
|
||
- Add the support of **collider modification**. Now, most of the characteristics of a collider can be
|
||
modified after the collider has been created.
|
||
- We now use an **implicit friction cone** for handling friction, instead of a pyramidal approximation
|
||
of the friction cone. This means that friction will now behave in a more isotropic way (i.e. more realistic
|
||
Coulomb friction).
|
||
- Add the support of **custom filters** for the `QueryPipeline`. So far, interaction groups (bit masks)
|
||
had to be used to exclude from colliders from a query made with the `QueryPipeline`. Now it is also
|
||
possible to provide a custom closures to apply arbitrary user-defined filters.
|
||
- It is now possible to solve penetrations using the velocity solver instead of (or alongside) the
|
||
position solver (this is disabled by default, set `IntegrationParameters::velocity_based_erp` to
|
||
a value `> 0.0` to enable.).
|
||
|
||
Added the methods:
|
||
|
||
- `ColliderBuilder::halfspace` to create a collider with an unbounded plane shape.
|
||
- `Collider::shape_mut` to get a mutable reference to its shape.
|
||
- `Collider::set_shape`, `::set_restitution_combine_rule`, `::set_position_wrt_parent`, `::set_collision_groups`
|
||
`::set_solver_groups` to change various properties of a collider after its creation.
|
||
- `RigidBodyBuilder::ccd_enabled` to enable CCD for a rigid-body.
|
||
|
||
### Modified
|
||
|
||
- The `target_dist` argument of `QueryPipeline::cast_shape` was removed.
|
||
- `RigidBodyBuilder::mass_properties` has been deprecated, replaced by `::additional_mass_properties`.
|
||
- `RigidBodyBuilder::mass` has been deprecated, replaced by `::additional_mass`.
|
||
- `RigidBodyBuilder::principal_angular_inertia` has been deprecated, replaced
|
||
by `::additional_principal_angular_inertia`.
|
||
- The field `SolveContact::data` has been replaced by the fields `SolverContact::warmstart_impulse`,
|
||
`SolverContact::warmstart_tangent_impulse`, and `SolverContact::prev_rhs`.
|
||
- All the fields of `IntegrationParameters` that we don't use have been removed.
|
||
- `NarrowPhase::maintain` has been renamed to `NarrowPhase::handle_user_changes`.
|
||
- `BroadPhase::maintain` has been removed. Use ` BroadPhase::update` directly.
|
||
|
||
### Fixed
|
||
|
||
- The Broad-Phase algorithm has been completely reworked to support large colliders properly (until now
|
||
they could result in very large memory and CPU usage).
|
||
|
||
## v0.6.1
|
||
|
||
### Fixed
|
||
|
||
- Fix a determinism problem that may happen after snapshot restoration, if a rigid-body is sleeping at
|
||
the time the snapshot is taken.
|
||
|
||
## v0.6.0
|
||
|
||
### Added
|
||
|
||
- The support of **dominance groups** have been added. Each rigid-body is part of a dominance group in [-127; 127]
|
||
(the default is 0). If two rigid-body are in contact, the one with the highest dominance will act as if it has
|
||
an infinite mass, making it immune to the forces the other body would apply on it.
|
||
See [#122](https://github.com/dimforge/rapier/pull/122)
|
||
for further details.
|
||
- The support for **contact modification** has been added. This can bee used to simulate conveyor belts,
|
||
one-way platforms and other non-physical effects. It can also be used to simulate materials with
|
||
variable friction and restitution coefficient on a single collider.
|
||
See [#120](https://github.com/dimforge/rapier/pull/120)
|
||
for further details.
|
||
- The support for **joint motors** have been added. This can be used to control the position and/or
|
||
velocity of a joint based on a spring-like equation. See [#119](https://github.com/dimforge/rapier/pull/119)
|
||
for further details.
|
||
|
||
### Removed
|
||
|
||
- The `ContactPairFilter` and `IntersectionPairFilter` traits have been removed. They are both
|
||
combined in a single new trait: `PhysicsHooks`.
|
||
|
||
## v0.5.0
|
||
|
||
In this release we are dropping `ncollide` and use our new crate [`parry`](https://parry.rs)
|
||
instead! This comes with a lot of new features, as well as two new crates: `rapier2d-f64` and
|
||
`rapier3d-f64` for physics simulation with 64-bits floats.
|
||
|
||
### Added
|
||
|
||
- Added a `RAPIER.version()` function at the root of the package to retrieve the version of Rapier
|
||
as a string.
|
||
|
||
Several geometric queries have been added to the `QueryPipeline`:
|
||
|
||
- `QueryPipeline::intersections_with_ray`: get all colliders intersecting a ray.
|
||
- `QueryPipeline::intersection_with_shape`: get one collider intersecting a shape.
|
||
- `QueryPipeline::project_point`: get the projection of a point on the closest collider.
|
||
- `QueryPipeline::intersections_with_point`: get all the colliders containing a point.
|
||
- `QueryPipeline::cast_shape`: get the first collider intersecting a shape moving linearly
|
||
(aka. sweep test).
|
||
- `QueryPipeline::intersections_with_shape`: get all the colliders intersecting a shape.
|
||
|
||
Several new shape types are now supported:
|
||
|
||
- `RoundCuboid`, `Segment`, `Triangle`, `RoundTriangle`, `Polyline`, `ConvexPolygon` (2D only),
|
||
`RoundConvexPolygon` (2D only), `ConvexPolyhedron` (3D only), `RoundConvexPolyhedron` (3D only),
|
||
`RoundCone` (3D only).
|
||
|
||
It is possible to build `ColliderDesc` using these new shapes:
|
||
|
||
- `ColliderBuilder::round_cuboid`, `ColliderBuilder::segment`, `ColliderBuilder::triangle`, `ColliderBuilder::round_triangle`,
|
||
`ColliderBuilder::convex_hull`, `ColliderBuilder::round_convex_hull`, `ColliderBuilder::polyline`,
|
||
`ColliderBuilder::convex_decomposition`, `ColliderBuilder::round_convex_decomposition`,
|
||
`ColliderBuilder::convex_polyline` (2D only), `ColliderBuilder::round_convex_polyline` (2D only),
|
||
`ColliderBuilder::convex_mesh` (3D only),`ColliderBuilder::round_convex_mesh` (3D
|
||
only), `ColliderBuilder::round_cone` (3D only).
|
||
|
||
It is possible to specify different rules for combining friction and restitution coefficients
|
||
of the two colliders involved in a contact with:
|
||
|
||
- `ColliderDesc::friction_combine_rule`, and `ColliderDesc::restitution_combine_rule`.
|
||
|
||
Various RigidBody-related getter and setters have been added:
|
||
|
||
- `RigidBodyBuilder::gravity_scale`, `RigidBody::gravity_scale`, `RigidBody::set_gravity_scale` to get/set the scale
|
||
factor applied to the gravity affecting a rigid-body. Setting this to 0.0 will make the rigid-body ignore gravity.
|
||
- `RigidBody::set_linear_damping` and `RigidBody::set_angular_damping` to set the linear and angular damping of
|
||
the rigid-body.
|
||
- `RigidBodyBuilder::restrict_rotations` to prevent rotations along specific coordinate axes. This replaces the three
|
||
boolean arguments previously passed to `.set_principal_angular_inertia`.
|
||
|
||
### Breaking changes
|
||
|
||
Breaking changes related to contacts:
|
||
|
||
- The way contacts are represented changed. Refer to the documentation
|
||
of `parry::query::ContactManifold`, `parry::query::TrackedContact`
|
||
and `rapier::geometry::ContactManifoldData` and `rapier::geometry::ContactData` for details.
|
||
|
||
Breaking changes related to rigid-bodies:
|
||
|
||
- The `RigidBodyDesc.setMass` takes only one argument now. Use `RigidBodyDesc.lockTranslations` to lock the
|
||
translational
|
||
motion of the rigid-body.
|
||
- The `RigidBodyDesc.setPrincipalAngularInertia` no longer have boolean parameters to lock rotations.
|
||
Use `RigidBodyDesc.lockRotations` or `RigidBodyDesc.restrictRotations` to lock the rotational motion of the
|
||
rigid-body.
|
||
|
||
Breaking changes related to colliders:
|
||
|
||
- The collider shape type has been renamed from `ColliderShape` to `SharedShape` (now part of the Parry crate).
|
||
- The `Polygon` shape no longer exists. For a 2D convex polygon, use a `ConvexPolygon` instead.
|
||
- All occurrences of `Trimesh` have been replaced by `TriMesh` (note the change in case).
|
||
|
||
Breaking changes related to events:
|
||
|
||
- Rename all occurrences of `Proximity` to `Intersection`.
|
||
- The `Proximity` enum has been removed, it's replaced by a boolean.
|
||
|
||
## v0.4.2
|
||
|
||
- Fix a bug in angular inertia tensor computation that could cause rotations not to
|
||
work properly.
|
||
- Add `RigidBody::set_mass_properties` to set the mass properties of an already-constructed
|
||
rigid-body.
|
||
|
||
## v0.4.1
|
||
|
||
- The `RigidBodyBuilder::principal_inertia` method has been deprecated and renamed to
|
||
`principal_angular_inertia` for clarity.
|
||
|
||
## v0.4.0
|
||
|
||
- The rigid-body `linvel`, `angvel`, and `position` fields are no longer public. Access using
|
||
their corresponding getters/setters. For example: `rb.linvel()`, `rb.set_linvel(vel, true)`.
|
||
- Add `RigidBodyBuilder::sleeping(true)` to allow the creation of a rigid-body that is asleep
|
||
at initialization-time.
|
||
|
||
#### Locking translation and rotations of a rigid-body
|
||
|
||
- Add `RigidBodyBuilder::lock_rotations` to prevent a rigid-body from rotating because of forces.
|
||
- Add `RigidBodyBuilder::lock_translations` to prevent a rigid-body from translating because of forces.
|
||
- Add `RigidBodyBuilder::principal_inertia` for setting the principal inertia of a rigid-body, and/or
|
||
preventing the rigid-body from rotating along a specific axis.
|
||
- Change `RigidBodyBuilder::mass` by adding a bool parameter indicating whether or not the collider
|
||
contributions should be taken into account in the future too.
|
||
|
||
#### Reading contact and proximity information
|
||
|
||
- Add `NarrowPhase::contacts_with` and `NarrowPhase::proximities_with` to retrieve all the contact
|
||
pairs and proximity pairs involving a specific collider.
|
||
- Add `NarrowPhase::contact_pair` and `NarrowPhase::proximity_pair` to retrieve one specific contact
|
||
pair or proximity pair if it exists.
|
||
- Add `NarrowPhase::contact_pairs`, and `NarrowPhase::proximity_pairs` to retrieve all the contact or
|
||
proximity pairs detected by the narrow-phase.
|
||
|
||
## v0.3.2
|
||
|
||
- Add linear and angular damping. The damping factor can be set with `RigidBodyBuilder::linear_damping` and
|
||
`RigidBodyBuilder::angular_damping`.
|
||
- Implement `Clone` for almost everything that can be worth cloning.
|
||
- Allow setting the initial mass and mass properties of a rigid-bodies using `RigidBodyBuilder::mass` and
|
||
`RigidBodyBuilder::mass_properties`.
|
||
- The restitution coefficient of colliders is now taken into account by the physics solver.
|
||
|
||
## v0.3.1
|
||
|
||
- Fix non-determinism problem when using triangle-meshes, cone, cylinders, or capsules.
|
||
- Add `JointSet::remove(...)` to remove a joint from the `JointSet`.
|
||
|
||
## v0.3.0
|
||
|
||
- Collider shapes are now trait-objects instead of a `Shape` enum.
|
||
- Add a user-defined `u128` to each colliders and rigid-bodies for storing user data.
|
||
- Add the support for `Cylinder`, `RoundCylinder`, and `Cone` shapes.
|
||
- Added the support for collision filtering based on bit masks (often known as collision groups, collision masks, or
|
||
collision layers in other physics engines). Each collider has two groups. Their `collision_groups` is used for
|
||
filtering
|
||
what pair of colliders should have their contacts computed by the narrow-phase. Their `solver_groups` is used for
|
||
filtering
|
||
what pair of colliders should have their contact forces computed by the constraints solver.
|
||
- Collision groups can also be used to filter what collider should be hit by a ray-cast performed by
|
||
the `QueryPipeline`.
|
||
- Added collision filters based on user-defined trait-objects. This adds two traits `ContactPairFilter` and
|
||
`ProximityPairFilter` that allows user-defined logic for determining if two colliders/sensors are allowed to interact.
|
||
- The `PhysicsPipeline::step` method now takes two additional arguments: the optional `&ContactPairFilter`
|
||
and `&ProximityPairFilter`
|
||
for filtering contact and proximity pairs.
|
||
|
||
## v0.2.1
|
||
|
||
- Fix panic in TriMesh construction and QueryPipeline update caused by a stack overflow or a subtraction underflow.
|
||
|
||
## v0.2.0
|
||
|
||
The most significant change on this version is the addition of the `QueryPipeline` responsible for performing
|
||
scene-wide queries. So far only ray-casting has been implemented.
|
||
|
||
- Add `ColliderSet::remove(...)` to remove a collider from the `ColliderSet`.
|
||
- Replace `PhysicsPipeline::remove_rigid_body` by `RigidBodySet::remove`.
|
||
- The `JointSet.iter()` now returns an iterator yielding `(JointHandle, &Joint)` instead of just `&Joint`.
|
||
- Add `ColliderDesc::translation(...)` to set the translation of a collider relative to the rigid-body it is attached
|
||
to.
|
||
- Add `ColliderDesc::rotation(...)` to set the rotation of a collider relative to the rigid-body it is attached to.
|
||
- Add `ColliderDesc::position(...)` to set the position of a collider relative to the rigid-body it is attached to.
|
||
- Add `Collider::position_wrt_parent()` to get the position of a collider relative to the rigid-body it is attached to.
|
||
- Modify `RigidBody::set_position(...)` so it also resets the next kinematic position to the same value.
|
||
- Deprecate `Collider::delta()` in favor of the new `Collider::position_wrt_parent()`.
|
||
- Fix multiple issues occurring when having colliders resulting in a non-zero center-of-mass.
|
||
- Fix a crash happening when removing a rigid-body with a collider, stepping the simulation, adding another rigid-body
|
||
with a collider, and stepping the simulation again.
|
||
- Fix NaN when detection contacts between two polygonal faces where one has a normal perfectly perpendicular to the
|
||
separating vector.
|
||
- Fix bug collision detection between trimeshes and other shapes. The bug appeared depending on whether the trimesh
|
||
collider was added before the other shape's collider or after.
|