bevy_rapier
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Separate debug-render dimensions from simulation.
Split debug-render
feature into debug-render-2d
and debug-render-3d
and allow either or both for bevy_rapier2d
and bevy_rapier3d
.
Fixes #139. Fixes #170.
Replace setup_graphics
in boxes3
with the following snippet and run it with cargo run --example boxes3 --features debug-render-2d
to see this PR in action.
Snippet
fn setup_graphics(mut commands: Commands, windows: Res<Windows>) {
use bevy::{core_pipeline::clear_color::ClearColorConfig, render::camera::Viewport};
let window = windows.primary();
let half_width = (window.width() / 2.) as u32;
let height = window.height() as u32;
commands.spawn_bundle(Camera3dBundle {
transform: Transform::from_xyz(-30.0, 20.0, 100.0)
.looking_at(Vec3::X * -30. + Vec3::Y * 10., Vec3::Y),
camera: Camera {
viewport: Some(Viewport {
physical_size: UVec2::new(half_width, height),
..default()
}),
..default()
},
..default()
});
commands.spawn_bundle(Camera2dBundle {
transform: Transform::from_xyz(-25.0, 20.0, 100.0),
camera: Camera {
viewport: Some(Viewport {
physical_position: UVec2::X * half_width,
physical_size: UVec2::new(half_width, height),
..default()
}),
priority: 1,
..default()
},
projection: OrthographicProjection {
scale: 0.15,
..Default::default()
},
camera_2d: Camera2d {
clear_color: ClearColorConfig::None,
},
..default()
});
}
I kept the debug-render
feature around partially because removing it broke the checks q: and that way this is not a breaking change which is nice?
Probably better to remove it though since it's redundant.