Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Update dependency @dimforge/rapier3d-compat to ^0.15.0 #363

Open
wants to merge 1 commit into
base: master
Choose a base branch
from

Conversation

renovate[bot]
Copy link
Contributor

@renovate renovate bot commented Apr 6, 2025

This PR contains the following updates:

Package Change Age Adoption Passing Confidence
@dimforge/rapier3d-compat (source) ^0.11.2 -> ^0.15.0 age adoption passing confidence

Release Notes

dimforge/rapier.js (@​dimforge/rapier3d-compat)

v0.15.0

Compare Source

v0.14.0

Compare Source

Modified
  • Update from the rust library of rapier 0.19 to 0.22, see rapier's changelog for more context.
Added
  • Added RigidBody.userForce function to retrieve the constant force(s) the user added to a rigid-body
  • Added RigidBody.userTorque function to retrieve the constant torque(s) the user added to a rigid-body

v0.13.1

Compare Source

Fixed
  • Fix regression that could cause missed contact between a ball and another shape type.

v0.13.0

Compare Source

Several stability improvements are added as part of this release.
See rapier#625 for overviews of the most important improvements.

Modified
  • The castShape and castCollider functions have been modified to add a targetDistance parameter. This parameter
    indicates the distance below which a hit is detected.
  • Rename RayIntersection.toi to .timeOfImpact for better clarity.
  • Rename RayColliderIntersection.toi to .timeOfImpact for better clarity.
  • Rename RayColliderToi to RayColliderHit.
  • Rename RayColliderHit.toi to .timeOfImpact for better clarity.
  • Rename ShapeTOI to ShapeCastHit.
  • Rename ShapeColliderTOI to ColliderShapeCastHit.
  • Rename ShapeCastHit.toi to .timeOfImpact.
Added
  • Fix the kinematic character controller getting stuck against vertical walls.
  • Add KinematicCharacterController.normalNudgeFactor and .setNormalNudgeFactor so set a coefficient used for
    avoiding having the character controller get stuck on penetrations.
  • Add RigidBody.softCcdPrediction, .setSoftCcdPrediction, and RigidBodyDesc.setSoftCcdPrediction for configuring
    soft-ccd on the rigid-body. See rapier#625 for additional details on
    soft-ccd.
  • 3D version only: add TriMeshFlags::FIX_INTERNAL_EDGES and HeightFieldFlags::FIX_INTERNAL_EDGES for enabling
    internal edges correction (which is no longer enabled by default). The flags have been added as an optional parameter
    when building the shapes.
  • Add Collider.contactSkin, .setContactSkin, and ColliderDesc.setContactSkin for configuring the collider’s
    contact skin. See rapier#625 for additional details on contact skins.
  • Add World.lengthUnit which can be used to indicate the typical size of dynamic objects (e.g. 100 pixels instead of
    1 meter). This helps the physics engine adjust internal thresholds for better results.
Fixed
  • Fix an issue where the reported contact force are lower than their actual value.

v0.12.0

Compare Source

The main highlight of this release is the implementation of a new non-linear constraints solver for better stability
and increased convergence rates. See #​579 for additional information.

In order to adjust the number of iterations of the new solver, simply adjust World.numSolverIterations.
If recovering the old solver behavior is useful to you, call World.switchToStandardPgsSolver().

It is now possible to specify some additional solver iteration for specific rigid-bodies (and everything interacting
with it directly or indirectly through contacts and joints): RigidBodyDesc.additionalSolverIterations and
RigidBody::setAdditionalSolverIterations. This allows for higher-accuracy on subsets of the physics scene
without affecting performance of the other parts of the simulation.

Modified
  • Renamed CharacterController.translationApplied, .translationRemaining and the desiredTranslation
    method argument to CharacterController.translationDeltaApplied, .translationDeltaRemaining and the
    desiredTranslationDelta to avoid confusion with the usage of the translation world in RigidBody.translation().
Added
  • Added DynamicRayCastVehicleController to simulate vehicles based on ray-casting.
  • Added JointData.generic (3D only) to create a generic 6-dof joint and manually specify the locked axes.

Configuration

📅 Schedule: Branch creation - At any time (no schedule defined), Automerge - At any time (no schedule defined).

🚦 Automerge: Disabled by config. Please merge this manually once you are satisfied.

Rebasing: Whenever PR is behind base branch, or you tick the rebase/retry checkbox.

🔕 Ignore: Close this PR and you won't be reminded about this update again.


  • If you want to rebase/retry this PR, check this box

This PR was generated by Mend Renovate. View the repository job log.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

0 participants