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Migrate WorldQuery from Bevy #314

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jpedrick opened this issue Jan 27, 2024 · 0 comments · Fixed by #315
Closed

Migrate WorldQuery from Bevy #314

jpedrick opened this issue Jan 27, 2024 · 0 comments · Fixed by #315

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@jpedrick
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Using Bevy master to compile bevy_xpbd results in the following errors:

error: cannot find derive macro `WorldQuery` in this scope
 --> crates/bevy_xpbd_3d/../../src/components/world_queries.rs:8:10
  |
8 | #[derive(WorldQuery)]
  |          ^^^^^^^^^^
  |
note: `WorldQuery` is imported here, but it is only a trait, without a derive macro
 --> crates/bevy_xpbd_3d/../../src/components/world_queries.rs:4:5
  |
4 | use bevy::ecs::query::WorldQuery;
  |     ^^^^^^^^^^^^^^^^^^^^^^^^^^^^

error: cannot find attribute `world_query` in this scope
 --> crates/bevy_xpbd_3d/../../src/components/world_queries.rs:9:3
  |
9 | #[world_query(mutable)]
  |   ^^^^^^^^^^^

error: cannot find derive macro `WorldQuery` in this scope
  --> crates/bevy_xpbd_3d/../../src/components/world_queries.rs:88:10
   |
88 | #[derive(WorldQuery)]
   |          ^^^^^^^^^^
   |
note: `WorldQuery` is imported here, but it is only a trait, without a derive macro
  --> crates/bevy_xpbd_3d/../../src/components/world_queries.rs:4:5
   |
4  | use bevy::ecs::query::WorldQuery;
   |     ^^^^^^^^^^^^^^^^^^^^^^^^^^^^

The source of the problem is this pull request: bevyengine/bevy#10779 which includes a migration guide.

jpedrick added a commit to jpedrick/bevy_xpbd that referenced this issue Jan 27, 2024
@Jondolf Jondolf mentioned this issue Jan 27, 2024
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Jondolf added a commit that referenced this issue Feb 20, 2024
# Objective

Closes #314 and #317.

This PR will be merged once Bevy 0.13 is released. Feel free to use this `bevy-main` branch in the meantime if you want to use the main branch of Bevy with `bevy_xpbd`.

## Solution

Update to the latest Bevy version.

For the 0.13 migration, I will be trying to implement various changes, mostly surrounding the new geometric primitives and ray structs. I will probably do these in PRs that I merge into this one, and it will all be merged into main once 0.13 is actually released.

- [x] Combine `PhysicsDebugRenderer` and `PhysicsDebugConfig` into `PhysicsGizmos` gizmo configuration group
- [x] Support creating colliders from primitives #326
- [x] Support ellipses and regular polygons as colliders (conical frusta and tori later) #326
- [x] Support creating `ShapeCaster`s with primitive shapes
- [x] Use `Direction2d`/`Direction3d` in spatial query APIs #329

---

## Migration Guide

### Debug rendering

The `PhysicsDebugConfig` resource and `PhysicsDebugRenderer` system parameter have been removed in favor of the new `PhysicsGizmos` [gizmo configuration group](https://bevyengine.org/news/bevy-0-13/#multiple-gizmo-configurations).

Before:

```rust
fn main() {
    App::new()
        .add_plugins((
            DefaultPlugins,
            PhysicsPlugins::default(),
            PhysicsDebugPlugin::default(),
        ))
        // Configure physics debug rendering
        .insert_resource(PhysicsDebugConfig {
            aabb_color: Some(Color::WHITE),
            ..default()
        })
        .run();
}
```

After:

```rust
fn main() {
    App::new()
        .add_plugins((
            DefaultPlugins,
            PhysicsPlugins::default(),
            PhysicsDebugPlugin::default(),
        ))
        // Configure physics debug rendering
        .insert_gizmo_group(
            PhysicsGizmos {
                aabb_color: Some(Color::WHITE),
                ..default()
            },
            GizmoConfig::default(),
        )
        .run();
}
```

This also allows you to configure e.g. line width for just physics gizmos by configuring their `GizmoConfig`.

### Renamed `Collider` constructors (#326)

- Replace `Collider::ball` with `Collider::circle` in 2D and `Collider::sphere` in 3D
- Replace `Collider::cuboid` with `Collider::rectangle` in 2D

### Ray and shape casting (#329)

For spatial queries, replace `Vec2`/`Vec3` directions with [`Direction2d`](https://docs.rs/bevy/0.13.0/bevy/math/primitives/struct.Direction2d.html)/[`Direction3d`](https://docs.rs/bevy/0.13.0/bevy/math/primitives/struct.Direction3d.html).

```rust
// Before
let caster = RayCaster::new(Vec3::ZERO, Vec3::X);

// After
let caster = RayCaster::new(Vec3::ZERO, Direction3d::X);
```

This applies to `RayCaster`, `ShapeCaster`, `SpatialQuery` methods like `cast_ray`, and many other methods that use directions.
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