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[Feature] Persistent 2D contact events #203
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enhancementNew feature or requestNew feature or requestlambda-rsIssues pertaining to the core frameworkIssues pertaining to the core frameworklambda-rs-platformIssues pertaining to the dependency & platform wrappersIssues pertaining to the dependency & platform wrappersphysicsAll things related to physicsAll things related to physics
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enhancementNew feature or requestNew feature or requestlambda-rsIssues pertaining to the core frameworkIssues pertaining to the core frameworklambda-rs-platformIssues pertaining to the dependency & platform wrappersIssues pertaining to the dependency & platform wrappersphysicsAll things related to physicsAll things related to physics
Overview
Add an optional persistent-contact event mode for
PhysicsWorld2Dsogameplay code can observe pairs that remain in contact across consecutive
steps without reconstructing that state manually from
StartedandEnded.Current State
The public API only exposes
CollisionEventKind::{Started, Ended}incrates/lambda-rs/src/physics/mod.rs. Users who need "stay" semantics mustcache active pairs in gameplay code and rebuild that view themselves.
Scope
Goals:
StartedandEndedsemanticsNon-Goals:
Proposed API
Acceptance Criteria
Startedfires once on contact beginEndedfires once when the pair separatesStarted/EndedAffected Crates
lambda-rs, lambda-rs-platform
Notes
Stayeddirectly tocollision_events()increases event volume.steady-state event stream.