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