Comments (4)
Thanks @faassen for this overview.
Heron doesn't have to mirror rapieri's shapes one-to-one. Where rapiers focuses on physics simulation, heron focuses on games. So only the shapes that are the most useful for gamedev should be added. And I would like to "wait for the need" rather than eagerly adding as many shapes as possible.
I think that if heron has sphere, cuboid, capsule and convex-hull (#59) as well as the ability to create multiple colliders for a single body (#11) then the most important missing building blocks would be:
For the other shapes, I'd rather wait until the need actually arise. Of course any good PR is still welcome.
About the "rounded" variants, I think I would appreciate to have a round: Option<...>
field in the shape itself, rather than having another variant. And again, I would wait until the need arise (or until someone opens a PR ^^)
About the shapes that exist only in 2d or 3d: I would probably have these variant behind a #[cfg(feature = ...)]
so the variant is available only if the user has activated the appropriate feature. But I might change my mind about that in the future....
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Agreed with your analysis, although I still don't know what a HeightField does in a physics context. :)
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HeightField does in a physics context
This is usually how (3d) terrain is represented.
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With all recently added shapes and added support for custom collision shapes (#160), I consider this "epic" done.
More shapes may (and will) still be added. One can create a dedicated issue/pr for shapes that are still missing (and needed)
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Related Issues (20)
- Crash in 3d when the collision shape has no depth HOT 14
- [ignore] Gravity component is only publicly available via deprecated import HOT 1
- Re-enable debug-3d since bevy_debug_lines implemented bevy 0.7 support HOT 3
- KinematicVelocityBased rotation is applied in world-space instead of object-local-space HOT 4
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- dependency confict with bevvy 0.8 HOT 1
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- could not find `prelude` in `heron`
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- Collision events not firing HOT 1
- Collision events for sensor always firing, PhysicsLayer issue or incorrect setup?? HOT 2
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