Skip to content

v0.5.0

Compare
Choose a tag to compare
@DanielChappuis DanielChappuis released this 15 Mar 19:42
· 1300 commits to master since this release

ReactPhysics3D version 0.5.0

What is new in this version:

  • It is now possible to use multiple collision shapes per body.
  • Add ray casting support.
  • Replace the Sweep-And-Prune algorithm by a Dynamic AABB Tree for the broad-phase collision detection.
  • Add methods to check if a point is inside a body or a proxy shape.
  • The center of mass of a body is now automatically computed from its collision shapes.
  • Add collision filtering using collision categories (with bit masks).
  • It is possible to attach user data to a body or a proxy shape.
  • It is now possible to create a quaternion using Euler angles.
  • It now possible to activate of deactivate a body.
  • Differentiation between dynamic, kinematic and static bodies.
  • Gravity can now be changed after the creation of the world.
  • The center of mass and inertia tensor of a body can be set manually (center of mass can be different from the body origin).
  • Add a simulation step callback in the EventListener class that is called at each internal physics tick.
  • Add methods to transform points/vectors from/into local-space/world-space coordinates of a body.
  • Add CollisionWorld::testAABBOverlap() method to test overlap between two bodies or two proxy shapes.
  • Fix two issues in the EPA algorithm.
  • Add a ray casting example.
  • Add unit tests for ray casting and collision detection.
  • Use GLFW instead of GLUT/Freeglut for the examples.