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Rework deferred collider initialization #378
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janhohenheim
changed the title
Make AsyncCollider Reflect
Rework lazy collider initialization
Jun 19, 2024
janhohenheim
changed the title
Rework lazy collider initialization
Rework deferred collider initialization
Jun 20, 2024
Jondolf
reviewed
Jun 23, 2024
Jondolf
reviewed
Jun 23, 2024
Jondolf
reviewed
Jun 23, 2024
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This change removes or changes behavior or APIs, requiring users to adapt
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Jun 23, 2024
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Looks good now, thank you for all the hard work and patience on this!
I see this also adds crate-wide allows for clippy::type_complexity
and clippy::too_many_arguments
. I agree we should probably do this. The existing per-method allows can be removed in a follow-up.
Jondolf
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Jun 29, 2024
…#386) # Objective When loading a (glTF) scene and generating colliders for it, it can be useful to be able to add all entities in that scene to some collision layer. However, `ColliderConstructorHierarchy` (previously `AsyncSceneCollider`, see #378) doesn't currently allow specifying default collision layer or density configurations despite allowing configurations for individual entities. ## Solution Add `default_layers` and `default_density` properties for `ColliderConstructorHierarchy`. The `layers` and `density` properties of `ColliderConstructorHierarchyData` are now `Option`s, and if they are `None`, the default values are used. I also moved the collider constructor types and tests to their own module, and updated some docs to remove mesh-specific wording. For reviewing purposes, the first commit (8cbe48c) should be easier to read, the other commit just moves code to the `constructor` module.
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Objective
As we all know,
Collider
is notReflect
. This is a bit of a problem for people wanting to load collider shapes from code-external sources. Notably, people using @kaosat-dev 's excellent Blender-GLTF workflow as an editor need to setup their ownReflect
version ofCollider
all the time, usually something like this:and then attach XPBD colliders to entities holding the above fake collider.
I've been thinking about opening a PR on the Blender workflow to do this automatically based on a cargo feature, but then I thought that maybe this would be better in XPBD / Avian proper so that other reflect-heavy workflows may profit from it as well. I'm thinking about scene structures, embedding colliders in BSN and future Bevy editor prototypes.
Solution
My approach is to extend ComputedCollider to cover all variants of creating a collider. Some of these require a Mesh, some don't. When going through AsyncColliders, I can see if the specified creation method needs a Mesh. If so, the entity that the AsyncCollider is on must also hold a Handle
Changelog
ComputedCollider
andAsyncCollider
have been combined intoColliderConstructor
and support all possible collider shapes except compounds.ColliderConstructor
isReflect
,Serialize
andDeserialize
. You can use it to statically configure your colliders when loading them from code external sources such as save files or serialized level definitions.ColliderConstructor
supports creating primitive shapes, so it does not need to be placed on an entity holding a mesh.ColliderConstructor
can be used in 2D when not using computed shapesAsyncSceneCollider
is now calledColliderConstructorHierarchy
and no longer requires being placed on aScene
. It will generally generate a collider for all available descendants.ColliderConstructor
also apply herebevy_scene
is enabled, placingColliderConstructorHierarchy
on aScene
will still wait until the scene is loadedColliderConstructorHierarchy::new
now takes animpl Into<Option>
instead of anOption
, so you can drop theSome
from your calls if you want:AsyncSceneCollider::new(Some(Foo))
becomesColliderConstructorHierarchy::new(Foo)
ColliderConstructorHierarchy
can be used in 2D when not using computed shapesbevy_scene
can now be feature gated off while still using deferred collidersbevy_gltf
is no longer pulled inMigration Guide
async-collider
. If you need to use computed shapes, use the featurecollider-from-mesh
. If you depend onColliderConstructorHierarchy
waiting for a scene to load, use the featurebevy_scene
AsyncCollider
and useColliderConstructor
directlyAsyncSceneCollider
toColliderConstructorHierarchy
AsyncSceneCollider::default_shape
toColliderConstructorHierarchy::default_constructor
AsyncSceneCollider::meshes_by_name
toColliderConstructorHierarchy::config
AsyncSceneCollider::with_shape_for_name
toColliderConstructorHierarchy::with_constructor_for_name
AsyncSceneCollider::without_shape_for_name
toColliderConstructorHierarchy::without_constructor_for_name
AsyncSceneColliderData
toColliderConstructorHierarchyConfig
AsyncSceneColliderData::shape
toColliderConstructorHierarchyConfig::constructor
ComputedCollider
toColliderConstructor
.ComputedCollider::TriMesh
toColliderConstructor::TrimeshFromMesh
ComputedCollider::TriMeshWithFlags
toColliderConstructor::TrimeshFromMeshWithConfig
ComputedCollider::ConvexHull
toColliderConstructor::ConvexHullFromMesh
ComputedCollider::ConvexDecomposition
toColliderConstructor::ConvexDecompositionFromMeshWithConfig
VHACDParameters
toVhacdParameters
Collider::halfspace
toCollider::half_space
Linked Issues
bevy/bevy_gltf
dependency fromasync-collider
#306