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Custom colliders support #9
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This is definitely something on my roadmap. |
Especially important with the release of bevy_xpbd. |
I came up with something that might work for this. #14 It changes the internals from using The bevy_xpbd support only required impl Collider for XpbdCollider {
fn into_typed_shape(&self) -> TypedShape {
self.as_typed_shape()
}
fn t_compute_local_aabb(&self) -> Aabb {
self.compute_local_aabb()
}
} |
Could work, but I think that the suggested enum is a better solution, it could work even without physics. There is no reason to depend on |
I quite like @Elabajaba's solution for being generic over colliders. Seems to me it should be possible to combine it with the enum but simply have a generic collider variant instead (for example): enum NavMeshAffector {
#[cfg(any(feature = "rapier", feature = "xpbd"))]
Collider,
Mesh,
Aabb,
} Parry dependency should also then be optional behind any of the physics features. |
You are right, this does makes sense. |
I originally tried something similar to the |
Currently the plugin uses only Rapier colliders for calculating the navigation. But it would be great to make this integration optional for games that does not use physics like mine. I would like to suggest to add support for using AABB and mesh for path navigation calculation.
So I proposing to turn
NavMeshAffector
into enum with the following fields:The text was updated successfully, but these errors were encountered: