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Releases: c-frame/aframe-physics-system

Publish to npm

06 Jan 13:54
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Version released to npm:
https://www.npmjs.com/package/@c-frame/aframe-physics-system

One bug fix:

  • Move patch-package from devDependencies to dependencies.

1.4.0 compatibility release

06 Jan 11:26
bf61f08
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This release delivers compatibility with A-Frame 1.4.0

  • All examples updated to use 1.4.0
  • Varous fixes to address THREE.js deprecations
  • Fix to Cannon driver to address scenarios where applyImpulse could trigger an infinite loop

Various improvements

03 Jan 15:11
c864138
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Updates as follows:

  • Patch three-to-ammo to not use getInverse() (deprecated in A-Frame 1.4.0)
  • Fix tests that were broken by move to package lock v2
  • Extend examples so that each example is available for each of Ammo, Cannon & Cannon Worker (some Cannon Worker examples don't work)
  • Performance example (balls rolling down a pinboard)
  • Performance statistics for both Cannon & Ammo drivers
  • Performance improvements for Ammo driver (don't update static entity positions every frame, guidance on performance impact of fit:all)

Back compatibility:

  • For performance reasons, the Ammo driver no longer updates static object positions to the physics engine every tick. See docs for more detail.

Add 1.3.0 compatibility (inaugural c-frame updates)

08 Oct 20:51
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Overhaul to get back in good working condition. Fixes as follows:

  • Updated examples to use A-Frame 1.3.0
  • Updated to use three-to-cannon v4
  • Updated examples to use latest environment component & sphere colliders
  • Updated CANNON-shape2mesh to use BufferGeometry rather than Geometry. This affects all of: convex polyhedron, trimesh & heightfield. Only convex polyhedron has been tested. Trimesh and heightfield are implemented in CANNON.shape2mesh (copied from here, but not actually supported in aframe-physics-system, hence code changes are untested)
  • Optimize with buffergeometry by using typed array directly without intermediate vector3's
  • Fixed issues with force-pushable resolved by tightening up raycast targets
  • Added interactivity to compound & constraints
  • Removed cannon worker driver from examples, as it doesn't work with some features; I'll raise a separate issue to track that
  • Added commentary and code links to each example