Joona Aalto
Joona Aalto
This issue tracks progress on primitive shapes, which were first added in #10466 based on the `primitive-shapes` [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/12-primitive-shapes.md). ## Next steps - [ ] #10569: Support `Mesh` creation from primitive...
## What problem does this solve or what need does it fill? Primitive shapes were added in #10466. It should be possible to render them using Bevy's gizmos. This would...
# Objective It can sometimes be useful to transform actual `Mesh` data without needing to change the `Transform` of an entity. For example, one might want to spawn a circle...
# Objective Working towards finishing a part of #10572, this PR adds a ton of math helpers and useful constructors for primitive shapes. I also tried fixing some naming inconsistencies....
# Objective Currently, the `Capsule` primitive is technically dimension-agnostic in that it implements both `Primitive2d` and `Primitive3d`. This seems good on paper, but it can often be useful to have...
# Objective The first part of #10569, split up from #11007. The goal is to implement meshing support for Bevy's new geometric primitives, starting with 2D primitives. 3D meshing will...
# Objective The `Cone` primitive should support meshing. ## Solution Implement meshing for the `Cone` primitive. The default cone has a height of 1 and a base radius of 0.5,...
# Objective The `ConicalFrustum` primitive should support meshing. ## Solution Implement meshing for the `ConicalFrustum` primitive. The implementation is nearly identical to `Cylinder` meshing, but supports two radii. The default...
[Bevy XPBD](https://github.com/Jondolf/bevy_xpbd) is using Parry internally for spatial queries, and the `rebalance` method of `Qbvh` is causing panics with the error 'attempt to add with overflow'. #139 claims to fix...
Hi! I'm having an issue in my physics engine bevy_xpbd where convex hulls with large faces can return invalid contact manifolds, which produces very buggy and explosive behavior. This also...