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Merge remote-tracking branch 'upstream' into RapierContext_Component
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Vrixyz committed Sep 9, 2024
2 parents 5dc5b2d + 030dc61 commit d0961d0
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10 changes: 5 additions & 5 deletions CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -166,14 +166,14 @@ performance of the other parts of the simulation.

- Add a joint for simulating ropes: the `RopeJoint`.
- Add `Velocity::linear_velocity_at_point` to calculate the linear velocity at the given world-space point.
- Add the `ComputedColliderShape::ConvexHull` variant to automatcially calculate the convex-hull of an imported mesh.
- Add the `ComputedColliderShape::ConvexHull` variant to automatically calculate the convex-hull of an imported mesh.
- Implement `Reflect` for the debug-renderer.

### Fix

- Fix broken interpolation for rigid-bodies with the `TransformInterpolation` component.
- Fix compilation when `bevy_rapier` is being used with headless bevy.
- Improved performance of the writeback system by not iterting on non-rigid-body entities.
- Improved performance of the writeback system by not iterating on non-rigid-body entities.
- Fix typo by renaming `CuboidViewMut::sed_half_extents` to `set_half_extents`.
- Properly scale parented collider’s offset based on changes on its `ColliderScale`.

Expand All @@ -183,7 +183,7 @@ performance of the other parts of the simulation.

- Update to Bevy 0.10.
- The `PhysicsHooksWithQuery` trait has been renamed to by the `BevyPhysicsHooks`.
- Bevy resources and queries accessed by the physics hook are now specified by the implementor of `BevyPhysicsHooks`
- Bevy resources and queries accessed by the physics hook are now specified by the implementer of `BevyPhysicsHooks`
which must derive Bevy’s `SystemParam` trait. This implies that the physics hook’s `filter_contact_pair` (and
all its other methods) no longer take the Bevy `Query` as argument. Queries and resources are accessed through
`self`.
Expand Down Expand Up @@ -474,7 +474,7 @@ Finally, there is now a prelude: `use bevy_rapier2d::prelude::*`.
is used. It will silently ignore the shape instead.
- The crate has now a `render` feature that allows building it without any
rendering support (avoiding some dependencies that may not compile when
targetting WASM).
targeting WASM).

## 0.7.0

Expand Down Expand Up @@ -504,7 +504,7 @@ Finally, there is now a prelude: `use bevy_rapier2d::prelude::*`.

- It is now possible to attach multiple colliders to a single
rigid-body by using Bevy hierarchy: an entity contains
the `RigidBodyBuider` whereas its children contain the `ColliderBuilder`.
the `RigidBodyBuilder` whereas its children contain the `ColliderBuilder`.

### Changed

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4 changes: 2 additions & 2 deletions src/control/character_controller.rs
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Expand Up @@ -81,7 +81,7 @@ pub struct MoveShapeOptions {
/// Increase this number if your character appears to get stuck when sliding against surfaces.
///
/// This is a small distance applied to the movement toward the contact normals of shapes hit
/// by the character controller. This helps shape-casting not getting stuck in an alway-penetrating
/// by the character controller. This helps shape-casting not getting stuck in an always-penetrating
/// state during the sliding calculation.
///
/// This value should remain fairly small since it can introduce artificial "bumps" when sliding
Expand Down Expand Up @@ -151,7 +151,7 @@ pub struct KinematicCharacterController {
/// Increase this number if your character appears to get stuck when sliding against surfaces.
///
/// This is a small distance applied to the movement toward the contact normals of shapes hit
/// by the character controller. This helps shape-casting not getting stuck in an alway-penetrating
/// by the character controller. This helps shape-casting not getting stuck in an always-penetrating
/// state during the sliding calculation.
///
/// This value should remain fairly small since it can introduce artificial "bumps" when sliding
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2 changes: 1 addition & 1 deletion src/lib.rs
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Expand Up @@ -5,7 +5,7 @@
//! physics simulation. Its target application include video games, animation, robotics, etc.
//!
//! The `bevy_rapier` projects implements two other crates `bevy_rapier2d` and `bevy_rapier3d` which
//! defines physics plugins for the Bevy game engine.
//! define physics plugins for the Bevy game engine.
//!
//! User documentation for `bevy_rapier` is on [the official Rapier site](https://rapier.rs/docs/).
//!
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3 changes: 1 addition & 2 deletions src/plugin/context/mod.rs
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Expand Up @@ -388,14 +388,13 @@ impl RapierContext {
for collision_event in self.collision_events_to_send.drain(..) {
collision_event_writer.send(collision_event);
}

for contact_force_event in self.contact_force_events_to_send.drain(..) {
contact_force_event_writer.send(contact_force_event);
}
}

/// This method makes sure that the rigid-body positions have been propagated to
/// their attached colliders, without having to perform a srimulation step.
/// their attached colliders, without having to perform a simulation step.
pub fn propagate_modified_body_positions_to_colliders(&mut self) {
self.bodies
.propagate_modified_body_positions_to_colliders(&mut self.colliders);
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