### CONTRIBUTING # Contributing to Rapier Thank you for wanting to contribute! Contribution can take many forms, including: - Reporting a bug. - Submitting a fix. - Fixing typos. - Improving the docs. - [Donations on GitHub Sponsors](https://github.com/sponsors/dimforge). It is strongly recommended to [open an issue](https://github.com/dimforge/rapier/issues) or to discuss with us [on Discord][discord] before fixing complicated issues, or implementing new features. ## Contributing to the Rust code The Rust source code of the Rapier physics engines is available on our `rapier` repository [on GitHub](https://github.com/dimforge/rapier.rs). 1. Fork our `rapier` repository [on GitHub](https://github.com/dimforge/rapier). 2. Clone the repository and make the necessary changes. 3. In order to debug your changes and check that it works, do the following: - Run the tests `cargo test` - Run the 2D examples and see if they behave as expected: `cargo run --release --bin all_examples2` - Run the 3D examples and see if they behave as expected: `cargo run --release --bin all_examples3` - Run the 2D examples with the `parallel` feature enabled: `cargo run --release --bin all_examples2 --features parallel` - Run the 3D examples with the `parallel` feature enabled: `cargo run --release --bin all_examples3 --features parallel` 4. Once you are satisfied with your changes, submit them by [opening a Pull Request](https://github.com/dimforge/rapier/pulls) on GitHub. 5. If that Pull Request does something you need urgently, or if you think it has been forgotten, don't hesitate to ask **@sebcrozet** directly [on Discord][discord] for a review. 6. Iterate with the reviewer until the PR gets merged. ## Contributing to the user-guide [rapier](https://rapier.rs) The [official website](https://rapier.rs) for Rapier is built with [Docusaurus 2](https://docusaurus.io/). Its source code can be found on our `rapier.rs` repository [on GitHub](https://github.com/dimforge/rapier.rs). If you find a typo or some outdated information on the website, please don't hesitate to reach out! We can't stress enough how helpful it is for you to report (or fix) typo errors. If you would like to fix it yourself, here is the procedure: 1. Fork our `rapier.rs` repository [on GitHub](https://github.com/dimforge/rapier.rs). 2. Clone the repository and make the necessary changes. 3. In order to debug your changes and check that it works, do the following: - `cd website; yarn install; yarn start;` This will open the website on your browser locally. The default local address is http://localhost:3000 . 4. Once you are satisfied with your changes, submit them by [opening a Pull Request](https://github.com/dimforge/rapier.rs/pulls) on GitHub. 5. If that Pull Request does something you need urgently, or if you think it has been forgotten, don't hesitate to ask **@sebcrozet** directly [on Discord][discord] for a review. 6. Iterate with the reviewer until the PR gets merged. ## Contributing to the JavaScript/TypeScript bindings The source code of the official JavaScript/TypeScript bindings for Rapier are available on our `rapier.js` repository [on GitHub](https://github.com/dimforge/rapier.js). You will have to make sure that you have [wasm-pack](https://github.com/rustwasm/wasm-pack) installed because it is responsible for generating the low-level bindings. In order to modify the bindings and test your changes you may: 1. Fork our `rapier.js` repository [on GitHub](https://github.com/dimforge/rapier.js). 2. Clone the repository and make the necessary changes. 3. In order to debug your changes and check that it works, do the following for the 3D version of rapier (the procedure for the 2D version is similar): - `cd rapier3d; npm install; ./build_all.sh`. This will build the JS bindings, TS type definitions, and generate the documentation. This will take several minutes to complete. - After making changes to the Rust code on that repository, you need to run `./build_rust.sh`. - After making changes to the TypeScript code on that repository, you need to run `./build_typescript.sh`. - To test your changes, go back to the repository's root directory, and do: `cd testbed3d; npm install; npm link ../rapier3d/pkg; npm run start`. This will open the 3D examples on your browser. - Our build system for these JS bindings is still a bit messy right now. If you have any trouble, don't hesitate to contact us [on Discord][discord]. 4. Once you are satisfied with your changes, submit them by [opening a Pull Request](https://github.com/dimforge/rapier.js/pulls) on GitHub. 5. If that Pull Request does something you need urgently, or if you think it has been forgotten, don't hesitate to ask **@sebcrozet** directly [on Discord][discord] for a review. 6. Iterate with the reviewer until the PR gets merged. [discord]: https://discord.gg/vt9DJSW --- ### CHANGELOG ## v0.35.1 (08 August 2026) ### Added - Added public access to the testbed’s `Window` and `GraphicsManager` to enable custom rendering on third-party examples. ## v0.35.0 (08 August 2026) ### Added - `ContactForceEvent::first_tick`: `true` on the step a pair's total contact force first exceeds its `contact_force_event_threshold` (coming from below it, or from separation), `false` while it stays above on consecutive steps — the analogue of PhysX's "threshold force found" vs "persists" report. The status resets when the force drops back below the threshold or the colliders separate. - `CoefficientCombineRule::GeometricMean`: combines friction/restitution as `sqrt(c1 * c2)`, the convention used by several other engines. It has the highest rule priority, and clamps negative coefficients to zero before the square root. - `DebugRenderStyle::sleep_eligible_color_multiplier`: the debug-renderer now draws bodies that are eligible for sleep but still awake in a distinct color, making it easy to spot what is keeping a pile awake. ### Fixed - `Wheel::rotation` now accumulates from the wheel's own rolling direction on the contact plane (`contact normal × axle`, the same forward direction used by the friction update) instead of the chassis' `index_forward_axis`, so wheels visually spin whenever the vehicle actually rolls (adapted from PR #950 by @tomo0613). - `DynamicRayCastVehicleController` no longer has unlimited braking friction when a wheel's side impulse is exactly zero (e.g. braking in a straight line): the skid clamp now applies to the forward impulse as well, so braking strength is bounded by `friction_slip` (PR #947 by @tomo0613). - Angular joint limits are no longer restricted to `(-π, π)`: the limit rows now measure the wrapped joint angle from the middle of the allowed range (with the joint axis as the row's jacobian, like the angular motor rows), so a range may sit anywhere on the circle (`[0, 3π/2]` stops the joint at 3π/2 instead of π/2, and ranges crossing the ±π seam like `[3π/4, 5π/4]` work at all). A range wider than a full turn is indistinguishable from "no limit" for an angle read off a relative rotation, so it now leaves the axis free instead of clamping it at some folded-back angle. - Joint limit rows (linear and angular) now cap their position-correction bias by `IntegrationParameters::max_corrective_velocity`, like contacts always did: a deep limit violation recovers over a few steps instead of catapulting the bodies. - Python: `DynamicRayCastVehicleController.update_vehicle` now excludes the chassis body from the suspension raycasts by default (their origins sit on its own collider). - The character controller's snap-to-ground now triggers on any movement that isn't upwards, including movements exactly orthogonal to the up vector, instead of requiring a downward motion larger than an arbitrary epsilon. Purely lateral movement along the ground no longer flickers the `grounded` flag when snap-to-ground is enabled (PR #481 by @ChrisJanssens). - Restitution is now applied as an end-of-step pass instead of during the velocity solve, so contacts detected speculatively (within the prediction distance) bounce with the requested coefficient instead of being damped away by the prediction distance (issue #974). - SIMD joint constraints now build their local frames relative to the body's center of mass, fixing joints on bodies whose center of mass isn't at their origin (PR #953 by @Kyzzsa). - The broad phase now filters candidate pairs by collision groups, so colliders that can never interact don't reach the narrow phase at all (issue #288). - `ContactForceEvent` sums the pair's *solver* manifolds, so contact clustering no longer makes the reported force and contact point disagree with what the solver applied. - Generic (multibody) contact constraints now rebuild their anchors in the same frames the substep update uses, fixing multibodies welded to rigid-bodies never settling (issue #968). - `RigidBodyBuilder::additional_mass` on a body whose colliders are all massless (zero density) now derives the angular inertia from the collider shapes instead of leaving it null, so such bodies rotate (issue #666). - Joints specified through a subset of their axes now complete the missing frame axes with a twist-consistent minimal rotation, so a prismatic joint whose axis isn't `x` no longer picks an arbitrarily rolled frame (issue #746). - `RigidBody::sleep()` is now honored immediately, even when the body was repositioned during the same frame (issue #448). - `ImpulseJointSet::joints_between` now yields every joint between the two bodies instead of only the first (issue #866). - `CollisionPipeline::step` now clears the rigid-bodies' modified flags, so a collision-only pipeline no longer accumulates stale change tracking (issue #662). - Contact impulses are stored with canonicalized signed zeros, removing a source of cross-platform divergence with `enhanced-determinism`. - The debug-renderer now draws the border radius of 2D round triangles (issue #634). - Testbed: objects no longer flash visible for one frame when the surface rendering is disabled (issue #843). ### Modified - The broad phase no longer creates pairs between colliders attached to the same rigid-body (they can never collide). A single awake body carrying thousands of mutually-overlapping colliders previously flooded the pair map and contact graph with pairs the narrow phase re-discarded every step; the issue #970 scene (2,210 convex colliders on one always-awake body) steps ~90x faster while stationary and ~18x faster while moving. Note that `NarrowPhase::contact_pair` now returns `None` for same-parent colliders instead of a manifold-less pair. - Sleep eligibility is now judged on the actual per-step pose displacement (measured at the body’s farthest point) instead of the velocities: a body held in place by contacts can sleep even with residual solver velocities, while a body creeping through solver position corrections cannot. - With the `block-solver` feature, manifolds whose 2x2 constraint matrix is almost singular (e.g. redundant contact points) are now solved with the sequential solver instead of a degraded one-point solve, removing residual jiggle in piles. The block solver also uses the same lexicographic manifold point ordering as the sequential solver. - Improved 3D solver performance by caching the constraints angular jacobians instead of recomputing them at each solver iteration. ## v0.35.0-beta.0 (02 August 2026) ### Breaking changes - ⚠ Removed the `simd-stable`, `simd-nightly` and `simd-is-enabled` features: SIMD is now always on, backed by `wide` (which falls back to scalar code where unsupported); the nightly `core::simd` backend is gone (we will support it when it get stabilized). Just drop these features from your `Cargo.toml`. - ⚠ `PhysicsHooks` and `EventHandler` now require `Sync` instead of `Send + Sync` (through the blanket-implemented `utils::MaybeSync`). Existing implementations keep compiling. - ⚠ Sleeping was rewritten around persistent islands: an island sleeps and wakes strictly as a unit, so a body is never frozen while something it touches still moves. The `IslandManager` and `RigidBodyActivation` serialization formats changed. - ⚠ Sleep thresholds changed: `normalized_linear_threshold` defaults to `0.05` (was `0.4`, and is now measured at the body’s farthest point) and `time_until_sleep` to `0.5` seconds (was `2.0`). - ⚠ Awake bodies are solved as a single active set: `IntegrationParameters::min_island_size` was removed. - ⚠ The CCD solver was rewritten around sweep-based time of impact: each fast body is clamped to its earliest impact (pose only; velocities resolve through speculative contacts), and already-touching pairs no longer pin the body in place. `CCDSolver::predict_impacts_at_next_positions`/`clamp_motions`, `PredictedImpacts` and `TOIEntry` were replaced by `CCDSolver::solve_continuous`. - ⚠ Fast dynamic bodies now always run CCD against fixed colliders; `ccd_enabled` upgrades a body to a "bullet" that also sweeps kinematic and dynamic bodies. Set `IntegrationParameters::max_ccd_substeps` to `0` to disable CCD entirely. - ⚠ Body velocities are now capped each substep: linear speed at `IntegrationParameters::max_linear_velocity()` (default 400 units/s) and rotation at ~45° per step (`RigidBody::set_allow_fast_rotation` bypasses the angular cap). `RigidBodyCcd::ccd_max_dist` became `RigidBody::max_extent()`, which `max_point_velocity` now takes as an argument. - ⚠ Contact defaults changed: `normalized_prediction_distance` is `0.02` (was `0.002`), `normalized_max_corrective_velocity` is `3.0` (was `10.0`) and `normalized_allowed_linear_error` is `0.005` (was `0.001`), greatly reducing tunneling through thin walls. Contacts against fixed bodies use a stiffer spring (`IntegrationParameters::static_contact_softness`). - ⚠ `SolverContact` stores per-body anchors instead of a single world point, and friction and restitution became per-manifold (new `friction`/`restitution` fields on `ContactModificationContext`, instead of per-contact). Inside `PhysicsHooks::modify_solver_contacts` the anchors still hold fresh world-space points, and `dist` edits are still honored. `ContactModificationContext::solver_contacts` is now a `SolverContacts` (an inline `ArrayVec` in 2D, still a `Vec` in 3D). - ⚠ `ContactPair` can now store reduced *solver clusters* alongside its manifolds; use `ContactPair::solver_manifolds()` to read what the solver actually sees. - ⚠ `RigidBody::additional_solver_iterations` now adds whole solver substeps for the body’s constraint-connected component, converging much better on high mass ratios. ### Added - NaN/infinity quarantine: bodies and colliders whose pose, velocity or geometry goes non-finite are rolled back to their last valid pose, disabled, and reported through `PhysicsPipeline::quarantine()`/`PhysicsWorld::quarantine()` (new `Quarantine` type), instead of corrupting the rest of the simulation. - Thread-pool API on `PhysicsPipeline`/`PhysicsWorld` (`parallel` feature): `configure_thread_pool`, `set_thread_pool`, `thread_pool`, `clear_thread_pool` and `num_threads`. When set, the whole step runs inside that pool. - `enhanced-determinism` can now be combined with `parallel`, with results bitwise identical for any thread-pool size, and costs no measurable performance anymore (cross-platform determinism now rests on glam’s shared scalar core plus `libm`-pinned transcendentals). It remains incompatible with `simd8`, and cross-platform reproducibility still requires matching numeric features (`block-solver`, f32 vs f64). - New `simd8` feature: widens the solver’s SIMD from 4 to 8 lanes (f32 only; needs an AVX2-capable target to emit 256-bit instructions). - New `block-solver` feature (on by default in 2D): solves adjacent contact points as coupled 2x2 blocks for better resting-stack stability. - New `unsync-callbacks` feature: drops the `Sync` requirement from `PhysicsHooks` and `EventHandler` for thread-affine callbacks (a JS closure, a GUI handle). Callbacks then all run on the thread driving `step()`, and the thread-pool API above is compiled out (install a pool by stepping from inside it). Parallelism is kept: only the pairs that can reach a callback are held back for the driving thread. - New `solver-bounds-checks` feature: validates the solver’s body indices at constraint generation, turning a stale index into a clean panic instead of an unchecked SIMD gather. - `ColliderBuilder::oriented_polyline` (2D): a one-sided polyline that only collides on the side determined by vertex winding. - `IntegrationParameters::contact_clustering` and `contact_recycling` (both on by default, plus `normalized_contact_recycle_distance`): reduce narrow-phase and solver work on composite-shape and resting contacts. - `IntegrationParameters::friction_in_bias_pass` and `warmstart_joints` solver tuning knobs. ### Modified - The narrow phase and constraint solver were reworked around a persistent contact graph and a staged multithreaded solver (parallelism within a single island), for lower per-step overhead and steadier timings; multithreaded trajectories may shift within solver tolerance. - The broad phase was reworked for large, mostly-static worlds: scenes with very large static collider counts now pay near-zero per-step broad-phase cost. - Gyroscopic forces are applied per-substep in the principal inertia frame, improving fast-spinning asymmetric bodies. - Removed the x86 flush-to-zero/denormals-are-zero floating-point flag: it mutated a process-wide control register behind the user’s back. ## v0.34.0 (04 July 2026) ### Added - Multibody joints now support a per-DoF **armature** (reflected rotor inertia, matching MuJoCo's concept), exposed via `Multibody::armature()` / `armature_mut()`. The related `Multibody::dof_inverse_inertia()` returns the articulated DoF inverse inertia including armature. - Multibody joints now support passive **per-DoF springs** (MuJoCo-style spring/damper) via `MultibodyJoint::set_spring()` / `spring()`, integrated implicitly. - Multibody joints now support **holonomic DoF coupling**: constrain one generalized coordinate to another via `MultibodyDofCoupling` and `Multibody::add_dof_coupling()` / `couplings()`. - `MultibodyLink::assembly_id()` exposes the offset of a link's DoFs in the multibody's generalized coordinate/velocity vectors. - `rapier3d-mjcf`: support for tendons, equality constraints, materials (including visual-mesh materials), actuator max-force, joint DoF coupling, armature, per-DoF spring/damper, and control. - Testbed: the ability to specify a material. ### Fixed - Corrected the local frame of impulse joints attached to multibodies. - Added a missing coupling term for loop-closing impulse-joint constraints (bodies with a non-zero center-of-mass offset). - Fixed a crash occurring with the `parallel` feature enabled. ### Modified - **Breaking (`rapier_testbed` only):** the testbed was reworked to remove the callback-based API. `Harness::add_callback` / `clear_callbacks` and the `HarnessPlugin` trait were removed, and several testbed/harness types (`RunState`, `PhysicsState`, `RapierBroadPhaseType`, `TestbedApp::from_builders` / `set_builders`, etc.) were changed. Simulation setup now drives the physics world directly instead of registering per-step callbacks. The core `rapier2d`/`rapier3d` physics API is unaffected. ## v0.33.0 (05 June 2026) ### Added - New `mjcf-rs` and `rapier3d-mjcf` crates: a pure-Rust (no `libmujoco`/FFI) loader for the MuJoCo MJCF XML format. `mjcf-rs` parses MJCF into a typed AST — resolving ``, `` class inheritance, angle units, and the several rotation specs (`quat`, `axisangle`, `euler`, `xyaxes`, `zaxis`) — and `rapier3d-mjcf` converts a model into rigid-bodies, colliders, and joints via `MjcfRobot`. Meshes load behind the `stl`/`wavefront`/`msh` features, and visual meshes support per-vertex normals with optional smoothing ([#936](https://github.com/dimforge/rapier/pull/936), [#943](https://github.com/dimforge/rapier/pull/943)). - Python bindings for Rapier 2D/3D (`rapier-py-*` crates under `python/`), generated and published as installable wheels ([#938](https://github.com/dimforge/rapier/pull/938)). - New `PhysicsWorld` convenience wrapper bundling `RigidBodySet`, `ColliderSet`, the broad/narrow phases, islands, joints, the CCD solver, gravity, and integration parameters in a single struct, for simpler setup of basic simulations. It also exposes helpers for waking bodies (`wake_up`, `wake_up_all`), iterating only active bodies (`active_bodies`), and iterating joints — including those attached to a given body (`impulse_joints`, `impulse_joints_with`, `multibody_joints`, `multibody_joints_with`). - `std`/`alloc` feature gating: `no_std` builds are now supported, and a subset of the library compiles without `alloc` as well (e.g. for `spirv` targets) ([#928](https://github.com/dimforge/rapier/pull/928)). - `InteractionGroups` and `Group` now derive `bytemuck::NoUninit` under the `bytemuck` feature, and `InteractionTestMode` is `#[repr(u32)]`, making them GPU-uploadable. - `MultibodyJoint::joint_rot()` and `MultibodyJoint::coords()` expose the joint’s rotation and generalized coordinates publicly. - `ImpulseJointSet::set_bodies` rewires an existing impulse joint to a new pair of bodies while preserving its handle, configuration, and warm-started impulses. - `rapier3d-urdf`: - New `UrdfLoaderOptions::mesh_converter` lets the loader replace the original mesh with a cheap proxy shape (e.g. `MeshConverter::Obb`) while keeping the source mesh available for rendering via the new `UrdfCollider::visual` / `UrdfVisual` types. - New `UrdfLoaderOptions::scale` applies a uniform scale to link positions, joint anchors, mesh sizes, primitive shape sizes, inertial offsets, and prismatic joint limits. - New `UrdfLoaderOptions::squeeze_empty_fixed_links` (default `true`) removes empty links connected by fixed joints, splicing the kinematic chain so bodyless “frame-only” links (e.g. `world`, `*_tcp`) no longer create mass-less rigid-bodies. - URDF files with empty `` blocks are now accepted (sanitized before parsing, then skipped when building colliders). - The `urdf_rs` crate is re-exported. ### Fixed - `QueryPipeline::project_point` now honors its `max_dist` argument (it was previously ignored). - Several multibody-related crashes ([#906](https://github.com/dimforge/rapier/issues/906), [#907](https://github.com/dimforge/rapier/issues/907), [#908](https://github.com/dimforge/rapier/issues/908), [#927](https://github.com/dimforge/rapier/issues/927)). - Continuous Collision Detection now consults the user's `PhysicsHooks::filter_contact_pair` hook, matching narrow-phase semantics. Previously, CCD would clamp a fast-moving body's motion at a predicted impact with a pair the user had filtered out ([#929](https://github.com/dimforge/rapier/pull/929), closes [#754](https://github.com/dimforge/rapier/issues/754)). - Corrected the documentation of `RigidBody::add_force` / `add_torque` / `reset_forces` / `reset_torques`: user-defined forces and torques are **not** cleared automatically between steps and persist until explicitly reset ([#903](https://github.com/dimforge/rapier/issues/903)). ### Modified - Unify version numbers for `rapier3d-urdf`, `rapier3d-meshloader`, and `rapier3d-mjcf` so they follow the same versioning as the other libraries in the workspace. - **Breaking (CCD solver direct callers only):** `CCDSolver::find_first_impact` and `CCDSolver::predict_impacts_at_next_positions` now take an extra `hooks: &dyn PhysicsHooks` argument. `PhysicsPipeline::step` callers are unaffected. - **Breaking:** `QueryPipeline::project_point_and_get_feature` now takes an additional `max_dist: Real` argument. - **Breaking (`rapier3d-urdf`):** `UrdfLink::colliders` and `UrdfLinkHandle::colliders` changed from `Vec` / `Vec` to `Vec` / `Vec` to carry the optional visual mesh override. - **Behavior change (`rapier3d-urdf`):** with `squeeze_empty_fixed_links` defaulting to `true`, empty links bridged by fixed joints are now collapsed by default. Set it to `false` to keep the previous behavior. - Update `glamx` to 0.3. - Updated `wide` version to `1` ([#902](https://github.com/dimforge/rapier/issues/902)). ## v0.32.0 (09 Jan. 2026) ### Modified - **Breaking:** Migrate math types from nalgebra to glam (via parry). The main type aliases are now: - `Isometry` → `Pose` (glamx `Pose2/3`) - `Point` → `Vector` for world-space positions (parry no longer distinguishes Point from Vector) - `Rotation` → `Rotation` (glamx `Rot2` or `Quat`) - `Translation` → removed, use `Pose::from_translation()` - nalgebra is still used internally for SIMD code and multibody Jacobians (via `SimdVector`, `SimdPose`, `DVector`, `DMatrix`). - **Breaking:** Several getters now return by value instead of by reference: - `RigidBody::linvel()` returns `Vector` instead of `&Vector` - `RigidBody::angvel()` returns `AngVector` instead of `&Vector` (3D) or `Real` (2D) - `RigidBody::center_of_mass()` returns `Vector` instead of `&Point` - `RigidBody::local_center_of_mass()` returns `Vector` instead of `&Point` - `Collider::translation()` returns `Vector` instead of `&Vector` - `Collider::rotation()` returns `Rotation` instead of `&Rotation` - **Breaking:** `DebugRenderBackend::draw_line` signature changed: takes `Vector` instead of `Point` for line endpoints. - **Breaking:** `DebugRenderBackend::draw_polyline` and `draw_line_strip` now take `&Pose` and `Vector` instead of `&Isometry` and `&Vector`. - Testbed migrated from Bevy to kiss3d for lighter dependencies and simpler maintenance. - Removed `benchmarks2d` and `benchmarks3d` crates (merged with `examples2d` and `examples3d`). ### Migration guide If your codebase currently relies on `nalgebra`, note that `nalgebra` and `glamx` provide type conversion. Enable the corresponding features: - `nalgebra = { version = "0.34", features = [ "convert-glam030" ] }` - `glamx = { version = "0.1", features = ["nalgebra"] }` then you can convert between `glam` and `nalgebra` types using `.into()`. 1. **Type changes:** Replace `Isometry` with `Pose`, and `Point` with `Vector` for positions. 2. **Pose construction:** - `Isometry::identity()` → `Pose::IDENTITY` - `Isometry::translation(x, y, z)` → `Pose::from_translation(Vector::new(x, y, z))` - `Isometry::rotation(axis_angle)` → `Pose::from_rotation(Rotation::from_scaled_axis(axis_angle))` - `isometry.translation.vector` → `pose.translation` - `isometry.rotation.scaled_axis()` → `pose.rotation.to_scaled_axis()` 3. **Getter usage:** Remove `&` or `.clone()` when using `linvel()`, `angvel()`, `center_of_mass()`, `translation()`, `rotation()` since they now return by value. 4. **Debug renderer:** Update `DebugRenderBackend` implementations to use `Vector` instead of `Point`. 5. **glam access:** The `glamx` crate is re-exported as `rapier::glamx` for direct glam type access if needed. ## v0.31.0 (21 Nov. 2025) - `InteractionGroups` struct now contains `InteractionTestMode`. Continues [rapier/pull/170](https://github.com/dimforge/rapier/pull/170) for [rapier/issues/622](https://github.com/dimforge/rapier/issues/622) - `InteractionGroups` constructor now requires an `InteractionTestMode` parameter. If you want same behaviour as before, use `InteractionTestMode::And` (eg. `InteractionGroups::new(Group::GROUP_1, Group::GROUP_1, InteractionTestMode::And)`) - `CoefficientCombineRule::Min` - now makes sure it uses a non zero value as result by using `coeff1.min(coeff2).abs()` - `InteractionTestMode`: Specifies which method should be used to test interactions. Supports `AND` and `OR`. - `CoefficientCombineRule::ClampedSum` - Adds the two coefficients and does a clamp to have at most 1. - Rename `ColliderChanges::CHANGED` to `::IN_CHANGED_SET` to make its meaning more precise. - Rename `RigidBodyChanges::CHANGED` to `::IN_CHANGED_SET` to make its meaning more precise. - Fix colliders ignoring user-changes after the first simulation step. - Fix broad-phase incorrectly taking into account disabled colliders attached to an enabled dynamic rigid-body. - Grouped `IntegrationParameters::contact_natural_frequency` and `IntegrationParameters::contact_damping_ratio` behind a single `IntegrationParameters::contact_softness` (#789). - Removed the `Integration_parameters` methods related to `erp` and `cfm`. They are now methods of the `IntegrationParameters::softness` and `GenericJoint::softness` fields (#789). - Removed `IntegrationParameters::joint_natural_frequency` and `IntegrationParameters::joint_damping_ratio` in favor of per-joint softness coefficients `GenericJoint::softness` (#789). - Make `SolverContact::contact_id` public so that user code knows what geometric contact it originates from (#888). ## v0.30.1 (17 Oct. 2025) - Kinematic rigid-bodies will no longer fall asleep if they have a nonzero velocity, even if that velocity is very small. The rationale is that, since that velocity is chosen by the user, they really want the platform to move even if the speed is low. - Fix bug where kinematic bodies would ignore the `wake_up` flag passed to `set_linear_velocity` and `set_angular_velocity`. - Add serde derives to `PdController`, `PidController` and `DynamicRaycastVehicle` controllers. ## v0.30.0 (03 Oct. 2025) - Update to parry 0.25 (which involves breaking changes in the `Voxels` API but improves its internal storage to support large voxel maps). ## v0.29.0 (05 Sept. 2025) This version contains a significant rework of the internal velocity constraints solver. This makes it both simpler and more optimized (making the whole simulation up to 25% faster). For details on all the changes, see [#876](https://github.com/dimforge/rapier/pull/876). Notable changes include: - Update to parry 0.24 (includes a breaking change where all the `*angular_inertia_sqrt` fields and functions have been replaced by their non-square-root equivalent. - Fixed bug where friction on kinematic bodies would affect dynamic bodies much more weakly than it should. - In 3D, added a new friction model that is more efficient than the traditional Coulomb friction. This new simplified model is enabled by default and can be changed with `IntegrationParameters::friction_model`. - Removed support for the legacy PGS solver. Removed `IntegrationParameters::pgs_legacy` and `::tgs_soft_without_warmstart`. ## v0.28.0 (08 August 2025) ### Modified - Update to nalgebra 0.34 and parry 0.23. - Only run the broad-phase once at the beginning of the physics step. - Don’t rebuild a BVH from scratch for CCD. Instead, reuse the broad-phase bvh with localized changes. - The public methods of `IslandSolver` has changed slightly to take the broad-phase as input. - Removed the `BroadPhase` trait and use the BVH broad-phase directly instead of a trait-object. ### Added - Add `Collider::compute_broad_phase_aabb` to compute the AABB to be used by the broad-phase, taking into account its contact skin, prediction, and soft-ccd. ### Fix - Fix issue where some solver contacts would disappear from the contact graph before the user had a chance to read them. ## v0.27.0 (24 July 2025) ### Modified - Modified the `QueryPipeline` API to take some geometric elements by-value instead of by-reference to make them easier to use. - Modified the character controller to take the query-pipeline by reference instead of by-value. ### Fixed - Fix crash in the new BVH broad-phase when removing colliders in a particular order. ## v0.27.0-beta.0 (11 July 2025) ### Modified - Replace the hierarchical SAP broad-phase by a broad-phase based on parry’s new BVH structure. - The `QueryPipeline` is now and ephemeral object obtained from the broad-phase with `broad_phase.as_query_pipeline()`. It no longer needs to be updated separately from the broad-phase. ### Fixed - Fix NaN resulting from non-clamped input to simd_asin in angular motor solver. ## v0.26.1 (23 May 2025) ### Added - Add `RigidBodySet::get_pair_mut` and `ColliderSet::get_pair_mut` to get two mutable rigid-bodies or colliders simultaneously. ## v0.26.0 (16 May 2025) ### Modified - Update to parry 0.21.0. This changes the initialization of `Voxels` colliders by removing the primitive geometry argument. This also fixes intersection checks with voxels, and force calculation between voxels and other voxels or compound shapes. ## v0.25.1 (02 May 2025) ### Modified - Pin parry version to 0.20.1. ## v0.25.0 (24 April 2025) ### Added - Added support for parry’s new `Voxels` collider shape with `ColliderBuilder::voxels`, `ColliderBuilder::voxels_from_points`, and `ColliderBuilder::voxelized_mesh`. - `MeshConverter` now implements `Copy`. ### Modified - Update parry to 0.20.0. ## v0.24.0 (10 April 2025) ### Added - `IntegrationParameters` now implements `PartialEq`. ### Modified - Update dependencies (including `parry` 0.19). ## v0.23.1 (05 March 2025) ### Added - Add `PdController` and `PidController` for making it easier to control dynamic rigid-bodies at the velocity level. This can for example be used as a building block for a dynamic character controller. - Add `RigidBodyPosition::pose_errors` to compute the translational and rotational delta between `RigidBodyPosition::position` and `::next_position`. - Implement `Sub` for `RigidBodyVelocity`. - Add `RigidBody::local_center_of_mass()` to get its center-of-mass in the rigid-body’s local-space. ## v0.23.0 (08 Jan 2025) ### Fix - The broad-phase region key has been replaced by an i64 in the f64 version of rapier, increasing the range before panics occur. - Fix `BroadphaseMultiSap` not being able to serialize correctly with serde_json. - Fix `KinematicCharacterController::move_shape` not respecting parameters `max_slope_climb_angle` and `min_slope_slide_angle`. - Improve ground detection reliability for `KinematicCharacterController`. (#715) - Fix wasm32 default values for physics hooks filter to be consistent with native: `COMPUTE_IMPULSES`. - Fix changing a collider parent when ongoing collisions should be affected (#742): - Fix collisions not being removed when a collider is parented to a rigidbody while in collision with it. - Fix collisions not being added when the parent was removed while intersecting a (previously) sibling collider. ### Added - `RigidBodySet` and `ColliderSet` have a new constructor `with_capacity`. - Use `profiling` crate to provide helpful profiling information in different tools. - The testbeds have been updated to use `puffin_egui` ### Modified - `InteractionGroups` default value for `memberships` is now `GROUP_1` (#706) - `ImpulseJointSet::get_mut` has a new parameter `wake_up: bool`, to wake up connected bodies. - Removed unmaintained `instant` in favor of `web-time`. This effectively removes the `wasm-bindgen` transitive dependency as it's no longer needed. - Significantly improve performances of `QueryPipeline::intersection_with_shape`. ## v0.22.0 (20 July 2024) ### Fix - Fix crash when removing a multibody joint, or a rigid-body with a multipody-joint attached to it. - Fix crash when inserting multibody joints in an arbitrary order (instead of incrementally from root to leaf). - Fix `BroadphaseMultiSap` not being able to serialize a field with serde_json. ### Added - Implement rotation gizmo for Ball 2D shape (as radius line) in Debug renderer if `DebugRenderMode::COLLIDER_SHAPES` enabled - Implement `Debug` for `ColliderSet`, `InteractionGraph`, `MultibodyLink`, `MultibodyJointSet`, `Multibody`, `ImpulseJointSet` ### Modified - Update parry to v0.17. Refer to [its changelog](https://github.com/dimforge/parry/blob/master/CHANGELOG.md#v0170) for further details. - Divided by two the value of each `QueryFilterFlags` variant so that the smallest one is 1 instead of 2 (fixes a bug in rapier.js). - `BroadphaseMultiSap` now serializes its `colliders_proxy_ids` as `Vec[(ColliderHandle, BroadPhaseProxyIndex)]`. ## v0.21.0 (23 June 2024) ### Fix - Fix `NaN` values appearing in bodies translation and rotation after a simulation step with a delta time equal to 0 ([#660](https://github.com/dimforge/rapier/pull/660)). - Fix crash in the SAP broad-phase when teleporting an object. ### Modified - Update to `nalgebra` 0.33 and `parry` 0.16. - `solve_character_collision_impulses` collisions parameter is now an iterator over references. ## v0.20.0 (9 June 2024) This release introduces two new crates: - `rapier3d-urdf` for loading URDF files into rapier3d. This will load the rigid-bodies, colliders, and joints. - `rapier3d-stl` for loading an STL file as a collision shape. ### Added - Add `Multibody::inverse_kinematics`, `Multibody::inverse_kinematics_delta`, and `::inverse_kinematics_delta_with_jacobian` for running inverse kinematics on a multibody to align one its links pose to the given prescribed pose. - Add `InverseKinematicsOption` to customize some behaviors of the inverse-kinematics solver. - Add `Multibody::body_jacobian` to get the jacobian of a specific link. - Add `Multibody::update_rigid_bodies` to update rigid-bodies based on the multibody links poses. - Add `Multibody::forward_kinematics_single_link` to run forward-kinematics to compute the new pose and jacobian of a single link without mutating the multibody. This can take an optional displacement on generalized coordinates that are taken into account during transform propagation. - Implement `Debug` for `ColliderBuilder`. - Add `Collider::converted_trimesh` and `MeshConverter` for building a collider with a shape computed from a mesh’s index and vertex buffers. That computed shape can currently be a `TriMesh`, a `Cuboid` (covering the mesh’s AABB or OBB), a convex hull, or a convex decomposition. - Implement `Default` for `RigidBodyBuilder`. This is equivalent to `RigidBodyBuilder::dynamic()`. - Implement `Default` for `ColliderBuilder`. This is equivalent to `ColliderBuilder::ball(0.5)`. - Add `RevoluteJoint::angle` to compute the joint’s angle given the rotation of its attached rigid-bodies. ### Modified - Renamed `JointAxesMask::X/Y/Z` to `::LIN_X/LIN_Y/LIN_Z`; and renamed `JointAxesMask::X/Y/Z` to `::LinX/LinY/LynZ` to make it clear it is not to be used as angular axes (the angular axis are `JointAxesMask::ANG_X/ANG_Y/AngZ` and `JointAxesMask::AngX/AngY/AngZ`). - The contact constraints regularization parameters have been changed from `erp/damping_ratio` to `natural_frequency/damping_ratio`. This helps define them in a timestep-length independent way. The new variables are named `IntegrationParameters::contact_natural_frequency` and `IntegrationParameters::contact_damping_ratio`. - The `IntegrationParameters::normalized_max_penetration_correction` has been replaced by `::normalized_max_corrective_velocity` to make the parameter more timestep-length independent. It is now set to a non-infinite value to eliminate aggressive "popping effects". - The `Multibody::forward_kinematics` method will no longer automatically update the poses of the `RigidBody` associated to each joint. Instead `Multibody::update_rigid_bodies` has to be called explicitly. - The `Multibody::forward_kinematics` method will automatically adjust the multibody’s degrees of freedom if the root rigid-body changed type (between dynamic and non-dynamic). It can also optionally apply the root’s rigid-body pose instead of the root link’s pose (useful for example if you modified the root rigid-body pose externally and wanted to propagate it to the multibody). - Remove an internal special-case for contact constraints on fast contacts. The doesn’t seem necessary with the substep solver. - Remove `RigidBody::add_collider`. This was an implementation detail previously needed by `bevy_rapier`. To attach a collider to a rigid-body, use `ColliderSet::insert_with_parent` or `ColliderSet::set_parent`. - Rename `JointAxis::X/Y/Z` to `::LinX/LinY/LinZ` to avoid confusing it with `::AngX/AngY/AngZ`. - Rename `JointAxesMask::X/Y/Z` to `::LIN_X/LIN_Y/LIN_Z` to avoid confusing it with `::ANG_X/ANG_Y/ANG_Z`. - The function `RigidBody::add_collider` is now private. It was only public because it was needed for some internal `bevy_rapier` plumbings, but it is no longer useful. Adding a collider must always go through the `ColliderSet`. - `CharacterController::solve_character_collision_impulses` now takes multiple `CharacterCollision` as parameter: this change will allow further internal optimizations. - `QueryPipeline::update` now doesn't need the `RigidBodySet` as parameter. - Removed `QueryPipelineMode`. - `QueryPipeline::update_with_mode` was renamed to `::update_with_generator` and now takes `impl QbvhDataGenerator` as parameter see [`QueryPipeline::updaters`] module for more information. ## v0.19.0 (05 May 2024) ### Fix - Fix crash when simulating a spring joint between two dynamic bodies. - Fix kinematic bodies not being affected by gravity after being switched back to dynamic. - Fix regression on contact force reporting from contact force events. - Fix kinematic character controller getting stuck against vertical walls. - Fix joint limits/motors occasionally not being applied properly when one of the attached rigid-bodies is fixed. - Fix an issue where contacts would be completely ignored between two convex shapes. ### Added **Many stability improvements were added as part of this release. To see illustrations of some of these changes, see [#625](https://github.com/dimforge/rapier/pull/625).** - Add `RigidBody::predict_position_using_velocity` to predict the next position of the rigid-body based only on its current velocity. - Add `Collider::copy_from` to copy most collider attributes to an existing collider. - Add `RigidBody::copy_from` to copy most rigid-body attributes to an existing rigid-body. - Add the `BroadPhase` trait and expect an implementor of this trait as input to `PhysicsPipeline::step`. - Implement a 2D block-solver as well as warmstarting. Significantly improves stacking capabilities. Generally reduces the "pop" effect that can happen due to penetration corrections. - Add `RigidBodyBuilder::soft_ccd_prediction` and `RigidBody::set_soft_ccd_prediction` to enable `soft-ccd`: a form of CCD based on predictive contacts. This is helpful for objects moving moderately fast. This form of CCD is generally cheaper than the normal (time-dropping) CCD implemented so far. It is possible to combine both soft-ccd and time-dropping ccd. - Add a `ColliderBuilder::contact_skin`, `Collider::set_contact_skin`, and `Collider::contact_skin`. This forces the solver te maintain a gap between colliders with non-zero contact skin, as if they had a slight margin around them. This helps performance and stability for thin objects (like triangle meshes). - Internal edges were reworked to avoid dropping contacts that would help with stability, and improve stability of collisions between two triangle meshes. The `TriMeshFlags::FIX_INTERNAL_EDGES` and `HeightFieldFlags::FIX_INTERNAL_EDGES` flags were added to enable internal edges handling. - Add `IntegrationParameters::length_units` to automatically adjust internal thresholds when the user relies on custom length units (e.g. pixels in 2D). ### Modified **Many shape-casting related functions/structs were renamed. Check out the CHANGELOG for parry 0.15.0 for additional details.** - Renamed `BroadPhase` to `BroadPhaseMultiSap`. The `BroadPhase` is now a trait that can be implemented for providing a custom broad-phase to rapier. Equivalently, the `DefaultBroadPhase` type alias can be used in place of `BroadPhaseMultiSap`. - The kinematic character controller autostepping is now disabled by default. - Add `KinematicCharacterController::normal_nudge_factor` used to help getting the character unstuck due to rounding errors. - Rename `TOI` to `ShapeCastHit`. - Rename many fields from `toi` to `time_of_impact`. - The `QueryPipeline::cast_shape` method now takes a `ShapeCastOptions` instead of the `max_toi` and `stop_at_penetration` parameters. This allows a couple of extra configurations, including the ability to have the shape-cast target a specific distance instead of actual shape overlap. ## v0.18.0 (24 Jan. 2024) The main highlight of this release is the implementation of a new non-linear constraints solver for better stability and increased convergence rates. See [#579](https://github.com/dimforge/rapier/pull/579) for additional information. In order to adjust the number of iterations of the new solver, simply adjust `IntegrationParameters::num_solver_iterations`. If recovering the old solver behavior is useful to you, call `IntegrationParameters::switch_to_standard_pgs_solver()`. It is now possible to specify some additional solver iteration for specific rigid-bodies (and everything interacting with it directly or indirectly through contacts and joints): `RigidBodyBuilder::additional_solver_iterations` and `RigidBodyBuilder::set_additional_solver_iterations`. This allows for higher-accuracy on subsets of the physics scene without affecting performance of the other parts of the simulation. ### Fix - Fix bug causing angular joint limits and motor to sometimes only take into account half of the angles specified by the user. - Fix bug where collisions would not be re-computed after a collider was re-enabled. ### Added - Add a `SpringJoint` and `SpringJointBuilder` for simulating springs with customizable stiffness and damping coefficients. - Add `SphericalJoint::local_frame1/2`, `::set_local_frame1/2`, and `SphericalJointBuilder::local_frame1/2` to set both the joint’s anchor and reference orientation. - Add `EffectiveCharacterMovement::is_sliding_down_slope` to indicate if the character controlled by the kinematic character controller is sliding on a slope that is too steep. - Add `Wheel::side_friction_stiffness` to customize the side friction applied to the vehicle controller’s wheel. - Add `Wheel::raycast_info` to access more wheel information relative to the ground. - Add `DebugRenderStyle::disabled_color_multiplier` to make the debug-renderer color disabled object differently. - Fix incorrect update of angular degrees-of-freedoms on spherical multibody joints. - Fix debug-renderer showing moved kinematic rigid-bodies only at their initial position. ### Modified - Make `Wheel::friction_slip` public to customize the front friction applied to the vehicle controller’s wheels. - Add the `DebugRenderBackend::filter_object` predicate that can be implemented to apply custom filtering rules on the objects being rendered. - Switch the testbed to `bevy 0.12` and use its new Gizmos API for rendering lines. - Rename `NarrowPhase::contacts_with` to `NarrowPhase::contact_pairs_with`. - Rename `NarrowPhase::intersections_with` to `NarrowPhase::intersection_pairs_with`. ## v0.17.2 (26 Feb. 2023) ### Fix - Fix issue with convex polyhedron jitter due to missing contacts. - Fix character controller getting stuck against vertical walls. - Fix character controller’s snapping to ground not triggering sometimes. - Fix character controller’s horizontal offset being mostly ignored and some instances of vertical offset being ignored. ## v0.17.1 (22 Jan. 2023) ### Fix - Fix bug resulting in dynamic rigid-bodies acting as kinematic bodies after being disabled and then re-enabled. ## v0.17.0 (15 Jan. 2023) ### Added - Add `RigidBody::set_enabled`, `RigidBody::is_enabled`, `RigidBodyBuilder::enabled` to enable/disable a rigid-body without having to delete it. Disabling a rigid-body attached to a multibody joint isn’t supported yet. - Add `Collider::set_enabled`, `Collider::is_enabled`, `ColliderBuilder::enabled` to enable/disable a collider without having to delete it. - Add `GenericJoint::set_enabled`, `GenericJoint::is_enabled` to enable/disable a joint without having to delete it. Disabling a multibody joint isn’t supported yet. - Add `DynamicRayCastVehicleController`, a vehicle controller based on ray-casting and dynamic rigid-bodies (mostly a port of the vehicle controller from Bullet physics). - Add `RigidBody::user_force` and `RigidBody::user_torque` to read the forces or torques added by the user to a dynamic rigid-body. - Add `RigidBody::locked_axes` to get the rigid-body axes that were locked by the user. ### Modified - Add the `QueryPipeline` as an optional argument to `PhysicsPipeline::step` and `CollisionPipeline::step`. If this argument is specified, then the query pipeline will be incrementally (i.e. more efficiently) update at the same time as these other pipelines. In that case, calling `QueryPipeline::update` a `PhysicsPipeline::step` isn’t needed. - `RigidBody::set_body_type` now takes an extra boolean argument indicating if the rigid-body should be woken-up (if it becomes dynamic). - `RigidBody::mass_properties` now also returns the world-space mass-properties of the rigid-body. ### Fix - Fix bug resulting in rigid-bodies being awakened after they are created, even if they are created sleeping. ## v0.16.1 (10 Nov. 2022) ### Fix - Fixed docs build on `docs.rs`. ## v0.16.0 (30 Oct. 2022) ### Added - Implement `Copy` for `CharacterCollision`. - Implement conversion (`From` trait) between `Group` and `u32`. - Add `ColliderBuilder::trimesh_with_flags` to build a triangle mesh with specific flags controlling its initialization. ### Modified - Rename `AABB` to `Aabb` to comply with Rust’s style guide. - Switch to `parry 0.11`. ### Fix - Fix internal edges of 3D triangle meshes or 3D heightfields generating invalid contacts preventing balls from moving straight. ## v0.15.0 (02 Oct. 2022) ### Added - Add a **kinematic character** controller implementation. See the `control` module. The character controller currently supports the following features: - Slide on uneven terrains - Interaction with dynamic bodies. - Climb stairs automatically. - Automatically snap the body to the floor when going downstairs. - Prevent sliding up slopes that are too steep - Prevent sliding down slopes that are not steep enough - Interactions with moving platforms. - Report information on the obstacles it hit on its path. - Implement `serde` serialization/deserialization for `CollisionEvents` when the `serde-serialize` feature is enabled ### Modified - The methods `Collider::set_rotation`, `RigidBody::set_rotation`, and `RigidBody::set_next_kinematic_rotation` now take a rotation (`UnitQuaternion` or `UnitComplex`) instead of a vector/angle. - The method `QueryFilter::exclude_dynamic` is now a static method (the `self` argument was removed). - The `QueryPipeline::cast_shape` method has a new argument `stop_at_penertation`. If set to `false`, the linear shape-cast won’t immediately stop if the shape is penetrating another shape at its starting point **and** its trajectory is such that it’s on a path to exit that penetration state. - The `InteractionGroups` is now a set of explicit bit flags instead of a raw `u32`. - The world-space mass properties of rigid-bodies are now updated automatically whenever the user changes their position. ## v0.14.0 (09 July 2022) ### Fixed - Fix unpredictable broad-phase panic when using small colliders in the simulation. - Fix collision events being incorrectly generated for any shape that produces multiple contact manifolds (like triangle meshes). - Fix panic in the `CollisionPipeline` if a collider is both added and removed before a call to `CollisionPipeline::step`. ### Modified - The `RigidBodyBuilder::additional_mass` method will now result in the additional angular inertia being automatically computed based on the shapes of the colliders attached to the rigid-body. - Remove the deprecated methods `RigidBodyBuilder::mass`, `::principal_angular_inertia`, `::principal_inertia`. - Remove the methods `RigidBodyBuilder::additional_principal_angular_inertia`. Use `RigidBodyBuilder::additional_mass_properties` instead. - The `Collider::density` method now always returns a `Real` (instead of an `Option`). - Rename `RigidBody::restrict_rotations` and `RigidBody::restrict_translations` to `RigidBody::set_enabled_rotations` and `RigidBody::set_enabled_translations`. - Rename `RigidBodyBuilder::restrict_rotations` and `RigidBodyBuilder::restrict_translations` to `RigidBodyBuilder::enabled_rotations` and `RigidBodyBuilder::enabled_translations`. ### Added - Add `RigidBody::recompute_mass_properties_from_colliders` to force the immediate computation of a rigid-body’s mass properties (instead of waiting for them to be recomputed during the next timestep). This is useful to be able to read immediately the result of a change of a rigid-body additional mass-properties or a change of one of its collider’s mass-properties. - Add `RigidBody::set_additional_mass` to set the additional mass for the collider. The additional angular inertia is automatically computed based on the attached colliders shapes. - Add `Collider::set_density`, `::set_mass`, `set_mass_properties`, to alter a collider’s mass properties. Note that `::set_mass` will result in the collider’s angular inertia being automatically computed based on this mass and on its shape. - Add `ColliderBuilder::mass` to set the mass of the collider instead of its density. Its angular inertia tensor will be automatically computed based on this mass and its shape. - Add `Collider::mass` and `Collider::volume` to retrieve the mass or volume of a collider. - Add the `QueryFilter` that is now used by all the scene queries instead of the `CollisionGroups` and `Fn(ColliderHandle) -> bool` closure. This `QueryFilter` provides easy access to most common filtering strategies (e.g. dynamic bodies only, excluding one particular collider, etc.) for scene queries. - Add force reporting based on contact force events. The `EventHandler` trait has been modified to include the method `EventHandler::handle_contact_force_event`. Contact force events are generated whenever the sum of the magnitudes of all the forces between two colliders is greater than any of their `Collider::contact_force_event_threshold` values (only the colliders wit the `ActiveEvents::CONTACT_FORCE_EVENT` flag set are taken into account for this threshold). - Add the `ContactForceEvent` struct that is generated by the `ChannelEventCollector` to report contact force events. ## v0.13.0 (31 May 2022) ### Fixed - Fix incorrect sensor events being generated after collider removal. - Fix bug where the CCD thickness wasn’t initialized properly. - Fix bug where the contact compliance would result in undesired tunneling, despite CCD being enabled. ### Modified - Add a `wake_up: bool` argument to the `ImpulseJointSet::insert` and `MultibodyJointSet::insert` to automatically wake-up the rigid-bodies attached to the inserted joint. - The methods `ImpulseJointSet::remove/remove_joints_attached_to_rigid_body`, `MultibodyJointSet::remove/remove_joints_attached_to_rigid_body` and `MultibodyjointSet::remove_multibody_articulations` no longer require the `bodies` and `islands` arguments. - Make the `instant` dependency optional, behind a `profiler` cargo feature. - Rename STATIC to FIXED in the `ActiveCollisionTypes` flags. - Rename `ImpulseJointSet::joints_with` to `::attached_joints`. Add the joint’s handle to the closure arguments. - Make the default debug-render less noisy out-of-the-box by only rendering joints, rigid-bodies, and colliders by default. ### Added - Debug-renderer: add rendering of contacts, solver contacts, and collider Aabbs - Add `MultibodyJointSet::attached_joints` to return all the multibody joints attached to a given rigid-body. ## v0.12.0 (30 Apr. 2022) ### Fixed - Fix the simulation when the `parallel` feature is enabled. - Fix bug where damping would not be applied properly to some bodies. - Fix panics caused by various situations (contact or joints) involving rigid-bodies with locked translations/rotations. - Fix bug where collider modifications (like changes of collision groups, or shape) would not wake-up their attached rigid-body, or would not have any effect on pre-existing contacts. - Fix the automatic update of a rigid-body’s mass properties after changing one of its attached colliders. - Fix the broad-phase becoming potentially invalid after a change of collision groups. ### Modified - Switch to `nalgebra` 0.31. - Switch to `parry` 0.9. - Rename `JointHandle` to `ImpulseJointHandle`. - Rename `RigidBodyMassPropsFlags` to `LockedAxes`. - Rename `RigidBody::apply_force`, `::apply_torque`, `::apply_force_at_point` to `::add_force`, `::add_torque`, and `::add_force_at_point` to better reflect the fact that they are not cleared at the end of the timestep. - Rename `RigidBodyType::Static` to `RigidBodyType::Fixed` to avoid confusion with the `static` keyword. - All method referring to `static` rigid-bodies now use `fixed` instead of `static`. - Rename `RigidBodyBuilder::new_static, new_kinematic_velocity_based, new_kinematic_velocity_based` to `RigidBodyBuilder::fixed, kinematic_velocity_based, kinematic_velocity_based`. - The `ContactEvent` and `IntersectionEvent` have been replaced by a single enum `CollisionEvent` in order to simplify the user’s event handling. - The `ActiveEvents::CONTACT_EVENTS` and `ActiveEvents::INTERSECTION_EVENTS` flags have been replaced by a single flag `ActiveEvents::COLLISION_EVENTS`. - Joint motors no longer have a `VelocityBased` model. The new choices are `AccelerationBased` and `ForceBased` which are more stable. - Calling the `.build()` function from builders (`RigidBodyBuilder`, `ColliderBuilder`, etc.) is no longer necessary when adding them to sets. It is automatically called thanks to `Into<_>` implementations. - The `ComponentSet` abstractions (and related `_generic` methods like `PhysicsPipeline::step_generic`) have been removed. Custom storage for colliders and rigid-bodies are no longer possible: use the built-in `RigidBodySet` and `ColliderSet` instead. ### Semantic modifications These are changes in the behavior of the physics engine that are not necessarily reflected by an API change. See [#304](https://github.com/dimforge/rapier/pull/304) for extensive details. - `RigidBody::set_linvel` and `RigidBody::set_angvel` no longer modify the velocity of static bodies. - `RigidBody::set_body_type` will reset the velocity of a rigid-body to zero if it is static. - Don’t automatically clear forces at the end of a timestep. - Don’t reset the velocity of kinematic bodies to zero at the end of the timestep. - Events `CollisionEvent::Stopped` are now generated after a collider is removed. ### Added - Significantly improve the API of joints by adding: * Builders based on the builder pattern. * Getters and setters for all joints. * Method to convert a `GenericJoint` to one of the more specific joint type. - Improve stability of joint motors. - Adds a `bool` argument to `RigidBodySet::remove`. If set to `false`, the colliders attached to the rigid-body won’t be automatically deleted (they will only be detached from the deleted rigid-body instead). - Add `RigidBody::reset_forces` and `RigidBody::reset_torques` to reset all the forces and torques added to the rigid-body by the user. - Add the `debug-render` cargo feature that enables the `DebugRenderPipeline`: a line-based backend-agnostic renderer to debug the state of the physics engine. ## v0.12.0-alpha.0 (2 Jan. 2022) ### Fixed - Fixed `RigidBody::restrict_rotations` to properly take into account the axes to lock. ### Modified - All the impulse-based joints have been replaced by a single generic 6-Dofs joint in 3D (or 3-Dofs joint in 2D) named `ImpulseJoint`. The `RevoluteJoint, PrismaticJoint, FixedJoint`, and `SphericalJoint` (formerly named `BallJoint`) structures still exist but are just convenient ways to initialize the generic `ImpulseJoint`. - Our constraints solver has been modified. Before we used one velocity-based resolution followed by one position-based resolution. We are now using two velocity-based resolution: the first one includes constraints regularization whereas the second one doesn’t. This simplifies the resolution code significantly while offering stiffer results. ### Added - Added multibody joints: joints based on the reduced-coordinates modeling. These joints can’t violate their positional constraint. - Implement `Default` for most of the struct that supports it. ## v0.11.1 ### Fixed - Fix a bug causing large moving colliders to miss some collisions after some time. - Fix invalid forces generated by contacts with position-based kinematic bodies. - Fix a bug where two colliders without parent would not have their collision computed even if the appropriate flags were set. ## v0.11.0 Check out the user-guide for the JS/Typescript bindings for rapier. It has been fully rewritten and is now exhaustive! Check it out on [rapier.rs](https://www.rapier.rs/docs/user_guides/javascript/getting_started_js) ### Added - Joint limits are now implemented for all joints that can support them (prismatic, revolute, and ball joints). ### Modified - Switch to `nalgebra 0.29`. ### Fixed - Fix the build of Rapier when targeting emscripten. ## v0.10.1 ### Added - Add `Collider::set_translation_wrt_parent` to change the translation of a collider with respect to its parent rigid-body. - Add `Collider::set_rotation_wrt_parent` to change the translation of a collider with respect to its parent rigid-body. ## v0.10.0 ### Added - Implement `Clone` for `IslandManager`. ### Modified - `JointSet::insert` no longer takes the rigid-body set in its arguments. - Modify the testbed's plugin system to let plugins interact with the rendering. - Implement `PartialEq` for most collider and rigid-body components. ## v0.9.2 ### Added - Make the method JointSet::remove_joints_attached_to_rigid_body public so that it can can be called externally for letting component-based Rapier integration call it to cleanup joints after a rigid-body removal. ### Fixed - Fix a panic that could happen when the same collider is listed twice in the removed_colliders array. ## v0.9.1 ### Added - Add `rapier::prelude::nalgebra` so that the `vector!` and `point!` macros work out-of-the-box after importing the prelude: `use rapier::prelude::*` ## v0.9.0 The user-guide has been fully rewritten and is now exhaustive! Check it out on [rapier.rs](https://rapier.rs/) ### Added - A prelude has been added in order to simplify the most common imports. For example: `use rapier3d::prelude::*` - Add `RigidBody::set_translation` and `RigidBody.translation()`. - Add `RigidBody::set_rotation` and `RigidBody.rotation()`. - Add `RigidBody::set_next_translation` for setting the next translation of a position-based kinematic body. - Add `RigidBody::set_next_rotation` for setting the next rotation of a position-based kinematic body. - Add kinematic bodies controlled at the velocity level: use `RigidBodyBuilder::new_kinematic_velocity_based` or `RigidBodyType::KinematicVelocityBased`. - Add the cargo feature `debug-disable-legitimate-fe-exceptions` that can be enabled for debugging purpose. This will disable floating point exceptions whenever they happen at places where we do expect them to happen (for example some SIMD code do generate NaNs which are filtered out by lane-wise selection). ### Modified The use of `RigidBodySet, ColliderSet, RigidBody, Collider` is no longer mandatory. Rigid-bodies and colliders have been split into multiple components that can be stored in a user-defined set. This is useful for integrating Rapier with other engines (for example this allows us to use Bevy's Query as our rigid-body/collider sets). The `RigidBodySet, ColliderSet, RigidBody, Collider` are still the best option for whoever doesn't want to provide their own component sets. #### Rigid-bodies - Renamed `BodyStatus` to `RigidBodyType`. - `RigidBodyBuilder::translation` now takes a vector instead of individual components. - `RigidBodyBuilder::linvel` now takes a vector instead of individual components. - The `RigidBodyBuilder::new_kinematic` has be replaced by the `RigidBodyBuilder::new_kinematic_position_based` and `RigidBodyBuilder::new_kinematic_velocity_based` constructors. - The `RigidBodyType::Kinematic` variant has been replaced by two variants: `RigidBodyType::KinematicVelocityBased` and `RigidBodyType::KinematicPositionBased`. #### Colliders - `Colliderbuilder::translation` now takes a vector instead of individual components. - The way `PhysicsHooks` are enabled changed. Now, a physics hooks is executed if any of the two colliders involved in the contact/intersection pair contains the related `PhysicsHooksFlag`. These flags are configured on each collider with `ColliderBuilder::active_hooks`. As a result, there is no `PhysicsHooks::active_hooks` method any more. - All events are now disabled for all colliders by default. Enable events for specific colliders by setting its `active_events` bit mask to `ActiveEvents::CONTACT_EVENTS` and/or `ActiveEvents::PROXIMITY_EVENTS`. - Add a simpler way of enabling collision-detection between colliders attached to two non-dynamic rigid-bodies: see `ColliderBuilder::active_collision_types`. - The `InteractionGroups` is now a structures with two `u32` integers: one integers for the groups membership and one for the group filter mask. (Before, both were only 16-bits wide, and were packed into a single `u32`). - Before, sensor colliders had a default density set to 0.0 whereas non-sensor colliders had a default density of 1.0. This has been unified by setting the default density to 1.0 for both sensor and non-sensor colliders. - Colliders are no longer required to be attached to a rigid-body. Therefore, `ColliderSet::insert` only takes the collider as argument now. In order to attach the collider to a rigid-body, (i.e., the old behavior of `ColliderSet::insert`), use `ColliderSet::insert_with_parent`. - Fixed a bug where collision groups were ignored by CCD. #### Joints - The fields `FixedJoint::local_anchor1` and `FixedJoint::local_anchor2` have been renamed to `FixedJoint::local_frame1` and `FixedJoint::local_frame2`. #### Pipelines and others - The field `ContactPair::pair` (which contained two collider handles) has been replaced by two fields: `ContactPair::collider1` and `ContactPair::collider2`. - The list of active dynamic bodies is now retrieved with `IslandManager::active_dynamic_bodies` instead of `RigidBodySet::iter_active_dynamic`. - The list of active kinematic bodies is now retrieved with `IslandManager::active_kinematic_bodies` instead of `RigidBodySet::iter_active_kinematic`. - `NarrowPhase::contacts_with` now returns an `impl Iterator` instead of an `Option>`. The colliders handles can be read from the contact-pair itself. - `NarrowPhase::intersections_with` now returns an iterator directly instead of an `Option`. - Rename `PhysicsHooksFlags` to `ActiveHooks`. - Add the contact pair as an argument to `EventHandler::handle_contact_event` ## v0.8.0 ### Modified - Switch to nalgebra 0.26. ## v0.7.2 ### Added - Implement `Serialize` and `Deserialize` for the `CCDSolver`. ### Fixed - Fix a crash that could happen after adding and then removing a collider right away, before stepping the simulation. ## v0.7.1 ### Fixed - Fixed a bug in the broad-phase that could cause non-determinism after snapshot restoration. ## v0.7.0 ### Added - Add the support of **Continuous Collision Detection** (CCD) to make sure that some fast-moving objects (chosen by the user) don't miss any contacts. This is done by using motion-clamping, i.e., each fast-moving rigid-body with CCD enabled will be stopped at the time where their first contact happen. This will result in some "time loss" for that rigid-body. This loss of time can be reduced by increasing the maximum number of CCD substeps executed (the default being 1). - Add the support of **collider modification**. Now, most of the characteristics of a collider can be modified after the collider has been created. - We now use an **implicit friction cone** for handling friction, instead of a pyramidal approximation of the friction cone. This means that friction will now behave in a more isotropic way (i.e. more realistic Coulomb friction). - Add the support of **custom filters** for the `QueryPipeline`. So far, interaction groups (bit masks) had to be used to exclude from colliders from a query made with the `QueryPipeline`. Now it is also possible to provide a custom closures to apply arbitrary user-defined filters. - It is now possible to solve penetrations using the velocity solver instead of (or alongside) the position solver (this is disabled by default, set `IntegrationParameters::velocity_based_erp` to a value `> 0.0` to enable.). Added the methods: - `ColliderBuilder::halfspace` to create a collider with an unbounded plane shape. - `Collider::shape_mut` to get a mutable reference to its shape. - `Collider::set_shape`, `::set_restitution_combine_rule`, `::set_position_wrt_parent`, `::set_collision_groups` `::set_solver_groups` to change various properties of a collider after its creation. - `RigidBodyBuilder::ccd_enabled` to enable CCD for a rigid-body. ### Modified - The `target_dist` argument of `QueryPipeline::cast_shape` was removed. - `RigidBodyBuilder::mass_properties` has been deprecated, replaced by `::additional_mass_properties`. - `RigidBodyBuilder::mass` has been deprecated, replaced by `::additional_mass`. - `RigidBodyBuilder::principal_angular_inertia` has been deprecated, replaced by `::additional_principal_angular_inertia`. - The field `SolveContact::data` has been replaced by the fields `SolverContact::warmstart_impulse`, `SolverContact::warmstart_tangent_impulse`, and `SolverContact::prev_rhs`. - All the fields of `IntegrationParameters` that we don't use have been removed. - `NarrowPhase::maintain` has been renamed to `NarrowPhase::handle_user_changes`. - `BroadPhase::maintain` has been removed. Use ` BroadPhase::update` directly. ### Fixed - The Broad-Phase algorithm has been completely reworked to support large colliders properly (until now they could result in very large memory and CPU usage). ## v0.6.1 ### Fixed - Fix a determinism problem that may happen after snapshot restoration, if a rigid-body is sleeping at the time the snapshot is taken. ## v0.6.0 ### Added - The support of **dominance groups** have been added. Each rigid-body is part of a dominance group in [-127; 127] (the default is 0). If two rigid-body are in contact, the one with the highest dominance will act as if it has an infinite mass, making it immune to the forces the other body would apply on it. See [#122](https://github.com/dimforge/rapier/pull/122) for further details. - The support for **contact modification** has been added. This can bee used to simulate conveyor belts, one-way platforms and other non-physical effects. It can also be used to simulate materials with variable friction and restitution coefficient on a single collider. See [#120](https://github.com/dimforge/rapier/pull/120) for further details. - The support for **joint motors** have been added. This can be used to control the position and/or velocity of a joint based on a spring-like equation. See [#119](https://github.com/dimforge/rapier/pull/119) for further details. ### Removed - The `ContactPairFilter` and `IntersectionPairFilter` traits have been removed. They are both combined in a single new trait: `PhysicsHooks`. ## v0.5.0 In this release we are dropping `ncollide` and use our new crate [`parry`](https://parry.rs) instead! This comes with a lot of new features, as well as two new crates: `rapier2d-f64` and `rapier3d-f64` for physics simulation with 64-bits floats. ### Added - Added a `RAPIER.version()` function at the root of the package to retrieve the version of Rapier as a string. Several geometric queries have been added to the `QueryPipeline`: - `QueryPipeline::intersections_with_ray`: get all colliders intersecting a ray. - `QueryPipeline::intersection_with_shape`: get one collider intersecting a shape. - `QueryPipeline::project_point`: get the projection of a point on the closest collider. - `QueryPipeline::intersections_with_point`: get all the colliders containing a point. - `QueryPipeline::cast_shape`: get the first collider intersecting a shape moving linearly (aka. sweep test). - `QueryPipeline::intersections_with_shape`: get all the colliders intersecting a shape. Several new shape types are now supported: - `RoundCuboid`, `Segment`, `Triangle`, `RoundTriangle`, `Polyline`, `ConvexPolygon` (2D only), `RoundConvexPolygon` (2D only), `ConvexPolyhedron` (3D only), `RoundConvexPolyhedron` (3D only), `RoundCone` (3D only). It is possible to build `ColliderDesc` using these new shapes: - `ColliderBuilder::round_cuboid`, `ColliderBuilder::segment`, `ColliderBuilder::triangle`, `ColliderBuilder::round_triangle`, `ColliderBuilder::convex_hull`, `ColliderBuilder::round_convex_hull`, `ColliderBuilder::polyline`, `ColliderBuilder::convex_decomposition`, `ColliderBuilder::round_convex_decomposition`, `ColliderBuilder::convex_polyline` (2D only), `ColliderBuilder::round_convex_polyline` (2D only), `ColliderBuilder::convex_mesh` (3D only),`ColliderBuilder::round_convex_mesh` (3D only), `ColliderBuilder::round_cone` (3D only). It is possible to specify different rules for combining friction and restitution coefficients of the two colliders involved in a contact with: - `ColliderDesc::friction_combine_rule`, and `ColliderDesc::restitution_combine_rule`. Various RigidBody-related getter and setters have been added: - `RigidBodyBuilder::gravity_scale`, `RigidBody::gravity_scale`, `RigidBody::set_gravity_scale` to get/set the scale factor applied to the gravity affecting a rigid-body. Setting this to 0.0 will make the rigid-body ignore gravity. - `RigidBody::set_linear_damping` and `RigidBody::set_angular_damping` to set the linear and angular damping of the rigid-body. - `RigidBodyBuilder::restrict_rotations` to prevent rotations along specific coordinate axes. This replaces the three boolean arguments previously passed to `.set_principal_angular_inertia`. ### Breaking changes Breaking changes related to contacts: - The way contacts are represented changed. Refer to the documentation of `parry::query::ContactManifold`, `parry::query::TrackedContact` and `rapier::geometry::ContactManifoldData` and `rapier::geometry::ContactData` for details. Breaking changes related to rigid-bodies: - The `RigidBodyDesc.setMass` takes only one argument now. Use `RigidBodyDesc.lockTranslations` to lock the translational motion of the rigid-body. - The `RigidBodyDesc.setPrincipalAngularInertia` no longer have boolean parameters to lock rotations. Use `RigidBodyDesc.lockRotations` or `RigidBodyDesc.restrictRotations` to lock the rotational motion of the rigid-body. Breaking changes related to colliders: - The collider shape type has been renamed from `ColliderShape` to `SharedShape` (now part of the Parry crate). - The `Polygon` shape no longer exists. For a 2D convex polygon, use a `ConvexPolygon` instead. - All occurrences of `Trimesh` have been replaced by `TriMesh` (note the change in case). Breaking changes related to events: - Rename all occurrences of `Proximity` to `Intersection`. - The `Proximity` enum has been removed, it's replaced by a boolean. ## v0.4.2 - Fix a bug in angular inertia tensor computation that could cause rotations not to work properly. - Add `RigidBody::set_mass_properties` to set the mass properties of an already-constructed rigid-body. ## v0.4.1 - The `RigidBodyBuilder::principal_inertia` method has been deprecated and renamed to `principal_angular_inertia` for clarity. ## v0.4.0 - The rigid-body `linvel`, `angvel`, and `position` fields are no longer public. Access using their corresponding getters/setters. For example: `rb.linvel()`, `rb.set_linvel(vel, true)`. - Add `RigidBodyBuilder::sleeping(true)` to allow the creation of a rigid-body that is asleep at initialization-time. #### Locking translation and rotations of a rigid-body - Add `RigidBodyBuilder::lock_rotations` to prevent a rigid-body from rotating because of forces. - Add `RigidBodyBuilder::lock_translations` to prevent a rigid-body from translating because of forces. - Add `RigidBodyBuilder::principal_inertia` for setting the principal inertia of a rigid-body, and/or preventing the rigid-body from rotating along a specific axis. - Change `RigidBodyBuilder::mass` by adding a bool parameter indicating whether or not the collider contributions should be taken into account in the future too. #### Reading contact and proximity information - Add `NarrowPhase::contacts_with` and `NarrowPhase::proximities_with` to retrieve all the contact pairs and proximity pairs involving a specific collider. - Add `NarrowPhase::contact_pair` and `NarrowPhase::proximity_pair` to retrieve one specific contact pair or proximity pair if it exists. - Add `NarrowPhase::contact_pairs`, and `NarrowPhase::proximity_pairs` to retrieve all the contact or proximity pairs detected by the narrow-phase. ## v0.3.2 - Add linear and angular damping. The damping factor can be set with `RigidBodyBuilder::linear_damping` and `RigidBodyBuilder::angular_damping`. - Implement `Clone` for almost everything that can be worth cloning. - Allow setting the initial mass and mass properties of a rigid-bodies using `RigidBodyBuilder::mass` and `RigidBodyBuilder::mass_properties`. - The restitution coefficient of colliders is now taken into account by the physics solver. ## v0.3.1 - Fix non-determinism problem when using triangle-meshes, cone, cylinders, or capsules. - Add `JointSet::remove(...)` to remove a joint from the `JointSet`. ## v0.3.0 - Collider shapes are now trait-objects instead of a `Shape` enum. - Add a user-defined `u128` to each colliders and rigid-bodies for storing user data. - Add the support for `Cylinder`, `RoundCylinder`, and `Cone` shapes. - Added the support for collision filtering based on bit masks (often known as collision groups, collision masks, or collision layers in other physics engines). Each collider has two groups. Their `collision_groups` is used for filtering what pair of colliders should have their contacts computed by the narrow-phase. Their `solver_groups` is used for filtering what pair of colliders should have their contact forces computed by the constraints solver. - Collision groups can also be used to filter what collider should be hit by a ray-cast performed by the `QueryPipeline`. - Added collision filters based on user-defined trait-objects. This adds two traits `ContactPairFilter` and `ProximityPairFilter` that allows user-defined logic for determining if two colliders/sensors are allowed to interact. - The `PhysicsPipeline::step` method now takes two additional arguments: the optional `&ContactPairFilter` and `&ProximityPairFilter` for filtering contact and proximity pairs. ## v0.2.1 - Fix panic in TriMesh construction and QueryPipeline update caused by a stack overflow or a subtraction underflow. ## v0.2.0 The most significant change on this version is the addition of the `QueryPipeline` responsible for performing scene-wide queries. So far only ray-casting has been implemented. - Add `ColliderSet::remove(...)` to remove a collider from the `ColliderSet`. - Replace `PhysicsPipeline::remove_rigid_body` by `RigidBodySet::remove`. - The `JointSet.iter()` now returns an iterator yielding `(JointHandle, &Joint)` instead of just `&Joint`. - Add `ColliderDesc::translation(...)` to set the translation of a collider relative to the rigid-body it is attached to. - Add `ColliderDesc::rotation(...)` to set the rotation of a collider relative to the rigid-body it is attached to. - Add `ColliderDesc::position(...)` to set the position of a collider relative to the rigid-body it is attached to. - Add `Collider::position_wrt_parent()` to get the position of a collider relative to the rigid-body it is attached to. - Modify `RigidBody::set_position(...)` so it also resets the next kinematic position to the same value. - Deprecate `Collider::delta()` in favor of the new `Collider::position_wrt_parent()`. - Fix multiple issues occurring when having colliders resulting in a non-zero center-of-mass. - Fix a crash happening when removing a rigid-body with a collider, stepping the simulation, adding another rigid-body with a collider, and stepping the simulation again. - Fix NaN when detection contacts between two polygonal faces where one has a normal perfectly perpendicular to the separating vector. - Fix bug collision detection between trimeshes and other shapes. The bug appeared depending on whether the trimesh collider was added before the other shape's collider or after. --- ### ARCHITECTURE ## Repository architecture The architecture of this repository is a bit unusual because we are using some tricks to have both the 2D and 3D version of Rapier share the same code-base. Here are the main folders: - **`build/`**: contains one folder per Rapier crate (for the 2D, 3D, `f32`, and `f64` versions). Each crate has its own `Cargo.toml` file that adjusts some cargo features, and reference the `src` folder. - **`src/`**: contains the actual `.rs` source code of the Rapier physics engine. - **`src_testbed/`**: contains the `.rs` source code of the Rapier testbed (which our examples are based on). - **`examples2d/`**: simple 2D scenes showcasing some of Rapier's capabilities. Run them with `cargo run --release --bin all_examples2`. - **`examples3d/`**: simple 3D scenes showcasing some of Rapier's capabilities. Run them with `cargo run --release --bin all_examples3`. - **`benchmarks2d/`**: a set of 2D stress-tests, to see how Rapier performs when it has lots of elements to simulate. - **`benchmarks3d/`**: a set of 3D stress-tests, to see how Rapier performs when it has lots of elements to simulate. We use the these benchmarks to track the performances of Rapier after some changes, and spot unexpected regressions: https://www.rapier.rs/benchmarks/ ---