User:CrosRoad95
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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??
- 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