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@dimforge/rapier3d-compat

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@dimforge/rapier3d-compat - npm Package Versions

1
67

0.5.1

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Changelog

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v0.5.1

  • Fix a determinism issue after snapshot restoration.
sebcrozet
published 0.4.1 •

sebcrozet
published 0.4.0 •

Changelog

Source

v0.4.0

  • Fix a bug in ball/convex shape collision detection causing the ball to ignore penetrations with depths greater than its radius.

Breaking changes:

  • Removed IntegrationParameters.restitutionVelocityThreshold and IntegrationParameters.set_restitutionVelocityThreshold.
sebcrozet
published 0.3.1 •

Changelog

Source

v0.3.1

  • Fix crash happening when creating a collider with a ColliderDesc.convexHull shape.
  • Actually remove the second argument of RigidBodyDesc.setMass as mentioned in the 0.3.0 changelog.
  • Improve snapshotting performances.
sebcrozet
published 0.3.0 •

Changelog

Source

v0.3.0

Added
  • Added a RAPIER.version() function at the root of the package to retrieve the version of Rapier as a string.

Several geometric queries have been added (the same methods have been added to the QueryPipeline too):

  • World.intersectionsWithRay: get all colliders intersecting a ray.
  • World.intersectionWithShape: get one collider intersecting a shape.
  • World.projectPoint: get the projection of a point on the closest collider.
  • World.intersectionsWithPoint: get all the colliders containing a point.
  • World.castShape: get the first collider intersecting a shape moving linearly (aka. sweep test).
  • World.intersectionsWithShape: get all the colliders intersecting a shape.

Several new shape types are now supported:

  • RoundCuboid, Segment, Triangle, RoundTriangle, Polyline, ConvexPolygon (2D only), RoundConvexPolygon (2D only), ConvexPolyhedron (3D only), RoundConvexPolyhedron (3D only), RoundCone (3D only).

It is possible to build ColliderDesc using these new shapes:

  • ColliderDesc.roundCuboid, ColliderDesc.segment, ColliderDesc.triangle, ColliderDesc.roundTriangle, ColliderDesc.convexHull, ColliderDesc.roundConvexHull, ColliderDesc.Polyline, ColliderDesc.convexPolyline (2D only), ColliderDesc.roundConvexPolyline (2D only), ColliderDesc.convexMesh (3D only),ColliderDesc.roundConvexMesh (3D only), ColliderDesc.roundCone (3D only).

It is possible to specify different rules for combining friction and restitution coefficients of the two colliders involved in a contact with:

  • ColliderDesc.frictionCombineRule, and ColliderDesc.restitutionCombineRule.

Various RigidBody-related getter and setters have been added:

  • RigidBodyDesc.newStatic, RigidBodyDesc.newDynamic, and RigidBodyDesc.newKinematic are new static method, short equivalent to new RigidBodyDesc(BodyStatus.Static), etc.
  • RigidBodyDesc.setGravityScale, RigidBody.gravityScale, RigidBody.setGravityScale to get/set the scale factor applied to the gravity affecting a rigid-body. Setting this to 0.0 will make the rigid-body ignore gravity.
  • RigidBody.setLinearDamping and RigidBody.setAngularDamping to set the linear and angular damping of the rigid-body.
  • RigidBodyDesc.restrictRotations to prevent rotations along specific coordinate axes. This replaces the three boolean arguments previously passed to .setPrincipalAngularInertia.
Breaking changes

Breaking changes related to rigid-bodies:

  • The RigidBodyDesc.setTranslation and RigidBodyDesc.setLinvel methods now take the components of the translation directly as arguments instead of a single Vector.
  • The RigidBodyDesc.setMass takes only one argument now. Use RigidBodyDesc.lockTranslations to lock the translational motion of the rigid-body.
  • The RigidBodyDesc.setPrincipalAngularInertia no longer have boolean parameters to lock rotations. Use RigidBodyDesc.lockRotations or RigidBodyDesc.restrictRotations to lock the rotational motion of the rigid-body.

Breaking changes related to colliders:

  • The ColliderDesc.setTranslation method now take the components of the translation directly as arguments instead of a single Vector.
  • The roundRadius fields have been renamed borderRadius.
  • The RawShapeType.Polygon no longer exists. For a 2D convex polygon, use RawShapeType.ConvexPolygon instead.
  • All occurrences of Trimesh have been replaced by TriMesh (note the change in case).

Breaking changes related to events:

  • Rename all occurrences of Proximity to Intersection.
  • The Proximity enum has been removed.
  • The drainIntersectionEvents (previously called drainProximityEvent) will now call a callback with arguments (number, number, boolean): two collider handles, and a boolean indicating if they are intersecting.

Breaking changes related to scene queries:

  • The QueryPipeline.castRay method now takes two additional parameters: a boolean indicating if the ray should not propagate if it starts inside of a shape, and a bit mask indicating the group the ray is part of and these it interacts with.
  • The World.castRay and QueryPipeline.castRay now return a struct of type RayColliderHit which no longer contains the normal at the hit point. Use the new methods World.castRayAndGetNormal or QueryPipeline.castRayAndGetNormal in order to retrieve the normal too.
sebcrozet
published 0.2.13 •

Changelog

Source

v0.2.13

  • Fix a bug where RigidBodyDesc.setMass(m) with m != 0.0 would cause the rotations of the created rigid-body to be locked.
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