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Tracking Issue: Primitive Shapes #10572
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A-MathFundamental domain-agnostic mathematical operationsFundamental domain-agnostic mathematical operationsA-RenderingDrawing game state to the screenDrawing game state to the screenC-FeatureA new feature, making something new possibleA new feature, making something new possibleC-Tracking-IssueAn issue that collects information about a broad development initiativeAn issue that collects information about a broad development initiative
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A-MathFundamental domain-agnostic mathematical operationsFundamental domain-agnostic mathematical operationsA-RenderingDrawing game state to the screenDrawing game state to the screenC-FeatureA new feature, making something new possibleA new feature, making something new possibleC-Tracking-IssueAn issue that collects information about a broad development initiativeAn issue that collects information about a broad development initiative
This issue tracks progress on primitive shapes, which were first added in #10466 based on the
primitive-shapesRFC.Meshing #10569
Primitives should support
Meshconstruction.Meshabletrait and implement meshing for 2D primitives #11431Meshablefor some 3D primitives #11688bevy_render::mesh::shapeDeprecate shapes inbevy_render::mesh::shape#11773Gizmos #10571
Gizmos should support drawing primitives.
Bounding volumes #10570
Bevy should have first-party bounding volumes and support computing them for primitives.
List of primitives
Annulusprimitive tobevy_math::primitives#12706Arc2d,CircularSector,CircularSegment#13482Arc2d,CircularSector,CircularSegment#13482Arc2d,CircularSector,CircularSegment#13482Remove bounding volumes from
bevy_renderSee #13945
Misc
RayintoRay2dandRay3dand simplify plane construction #10856bevy_spriteUseIntersectsVolumefor breakout example collisions #11500project_point,contains_point, etc.)Long-term possibilities