User:CrosRoad95: Difference between revisions
Jump to navigation
Jump to search
CrosRoad95 (talk | contribs) No edit summary |
CrosRoad95 (talk | contribs) No edit summary |
||
(5 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
List of functions i'm working on: | |||
{{Client_physics_functions}} | |||
Future ideas for physics: | |||
# gear constraint | |||
# wheels | |||
# detailed raycast | |||
# copying shape | |||
# respawn point for rigid body, if will not activated for some time, got moved to respawn point | |||
- | # attaching rigid body to mta object | ||
# multimaterial triangle mesh | |||
- / | # options to build gta collision function: | ||
## - what models should be created as rigid body, do they should have set respawn point? | |||
## - reuse shapes, create new for duplicated models | |||
## - don't create compound shape if not needed | |||
# soft bodies | |||
# drawing debug only for specified rigid body/static collision/shape | |||
# debug mode to render only rigids, only static collision or both | |||
# fast 3d line | |||
# profiling | |||
# quering physics element | |||
# world size option to automatic get rid of rigid bodies which fall off world | |||
# creating static or rigids collisions from objects created by createObject | |||
# add rest of properties for everything | |||
# improve current functions | |||
## triangle mesh should accept `verteX, vertex, vertex, verteX, vertex, vertex` or {verteX, vertex, vertex, verteX, vertex, vertex,} or {{verteX, vertex, vertex}, {verteX, vertex, vertex}} | |||
# multithreading physics simulation | |||
# add missing shapes: btBox2dShape, btConvex2dShape, btEmptyShape, btGImpactCompoundShape, btGImpactMeshShape, btMinkowskiSumShape, CbtMultiSphereShape, CbtMultimaterialTriangleMeshShape, btPlaneShape, CbtScaledBvhTriangleMeshShape, | |||
## |
Latest revision as of 06:40, 20 February 2020
List of functions i'm working on:
- physicsCreateWorld
- physicsDestroy
- physicsCreateShape
- physicsCreateShapeFromModel
- physicsCreateRigidBody
- physicsCreateStaticCollision
- physicsCreateConstraint
- physicsAddChildShape
- physicsRemoveChildShape
- physicsGetChildShapes
- physicsSetChildShapeOffsets
- physicsGetChildShapeOffsets
- physicsGetShapes
- physicsGetRigidBodies
- physicsGetStaticCollisions
- physicsGetConstraints
- physicsSetProperties
- physicsGetProperties
- physicsDrawDebug
- physicsSetDebugMode
- physicsBuildCollisionFromGTA
- physicsApplyVelocity
- physicsApplyVelocityForce
- physicsApplyAngularVelocity
- physicsApplyAngularVelocityForce
- physicsApplyDamping
- physicsRayCast
- physicsShapeCast
- physicsGetElementType
- physicsIsElement
Future ideas for physics:
- gear constraint
- wheels
- detailed raycast
- copying shape
- respawn point for rigid body, if will not activated for some time, got moved to respawn point
- attaching rigid body to mta object
- multimaterial triangle mesh
- options to build gta collision function:
- - what models should be created as rigid body, do they should have set respawn point?
- - reuse shapes, create new for duplicated models
- - don't create compound shape if not needed
- soft bodies
- drawing debug only for specified rigid body/static collision/shape
- debug mode to render only rigids, only static collision or both
- fast 3d line
- profiling
- quering physics element
- world size option to automatic get rid of rigid bodies which fall off world
- creating static or rigids collisions from objects created by createObject
- add rest of properties for everything
- improve current functions
- triangle mesh should accept `verteX, vertex, vertex, verteX, vertex, vertex` or {verteX, vertex, vertex, verteX, vertex, vertex,} or {{verteX, vertex, vertex}, {verteX, vertex, vertex}}
- multithreading physics simulation
- add missing shapes: btBox2dShape, btConvex2dShape, btEmptyShape, btGImpactCompoundShape, btGImpactMeshShape, btMinkowskiSumShape, CbtMultiSphereShape, CbtMultimaterialTriangleMeshShape, btPlaneShape, CbtScaledBvhTriangleMeshShape,