flutter3d_physics 0.5.0
flutter3d_physics: ^0.5.0 copied to clipboard
Collision shapes, a broadphase, queries and a character controller. No Flutter, no renderer, no game.
0.5.0 #
Breaking. The contact filter takes one object.
ContactFilterisbool Function(SweptContact). A function type is frozen the day it is published, so telling a filter the contact point or how far along the sweep it happened would have broken every filter anybody had written.tool/filter_cost.dartsays what it cost: 1.932 microseconds a step became 1.953, and thelate-field version that would have cost 1.997 is what the object avoids. The number is written into the benchmark beside it.CharacterController.groundNormal. The probe that decides whether a body is standing on something reads a normal to do it and discarded it, so a caller that wanted to know which way the floor tilts had to sweep again for what this had just measured. Straight up while airborne rather than null, so arithmetic on it needs no branch.
0.4.0 #
- No changes of its own; the version moves with the workspace, whose sibling constraints name a single release. The README's closing section now says what the engine around this package is.
0.3.0 #
- No changes of its own. The workspace is released as a set, in the order
ARCHITECTURE.md§16 gives, so this package's version moves with the rest and its constraints on its siblings move with it.
0.2.0 #
- Collision shapes, a broadphase grid, ray and overlap queries, and a capsule character controller that walks slopes, steps and ramps.
- Rigid bodies with mass, gravity, impulses, pushing and rest — no rotation yet, and the character controller stays kinematic on purpose.
- No Flutter and no renderer in it, which is the boundary the package exists to
keep: it runs under
dart test.