Defer physics overhaul 4 for larger timeblock
All checks were successful
studiorailgun/Renderer/pipeline/head This commit looks good
All checks were successful
studiorailgun/Renderer/pipeline/head This commit looks good
This commit is contained in:
parent
4fd56da7df
commit
aa1e7fa117
@ -182,16 +182,6 @@ Fix Character creation preview not working
|
|||||||
|
|
||||||
# TODO
|
# TODO
|
||||||
|
|
||||||
Fix bad data with human mesh textures not mapping
|
|
||||||
|
|
||||||
Clean up main method/class
|
|
||||||
|
|
||||||
Include Remotery library
|
|
||||||
|
|
||||||
Physics-controlled objects system
|
|
||||||
|
|
||||||
Shader library system
|
|
||||||
- Abiltiy to include the shader library in individual files (ie implement #include)
|
|
||||||
|
|
||||||
Level loading/saving + Basic Editor
|
Level loading/saving + Basic Editor
|
||||||
- Spin up voxel level (think arena mode)
|
- Spin up voxel level (think arena mode)
|
||||||
@ -199,6 +189,11 @@ Level loading/saving + Basic Editor
|
|||||||
- Basic editor functionality
|
- Basic editor functionality
|
||||||
- Menu of types of entities to spawn
|
- Menu of types of entities to spawn
|
||||||
- Button to spawn them at cursor
|
- Button to spawn them at cursor
|
||||||
|
|
||||||
|
Physics-controlled objects system
|
||||||
|
|
||||||
|
Shader library system
|
||||||
|
- Abiltiy to include the shader library in individual files (ie implement #include)
|
||||||
|
|
||||||
|
|
||||||
Transvoxel Algorithm
|
Transvoxel Algorithm
|
||||||
@ -233,6 +228,13 @@ Light Manager
|
|||||||
- Eventually support spot lights?
|
- Eventually support spot lights?
|
||||||
- Point shadows ???
|
- Point shadows ???
|
||||||
|
|
||||||
|
Clean up main method/class
|
||||||
|
- Include Remotery library
|
||||||
|
|
||||||
|
gltf Support
|
||||||
|
- Fix bad data with human mesh textures not mapping
|
||||||
|
- Texture loading from gltf file
|
||||||
|
|
||||||
|
|
||||||
Cellular Automata Fluid Dynamics System
|
Cellular Automata Fluid Dynamics System
|
||||||
- Advect force
|
- Advect force
|
||||||
|
|||||||
@ -60,7 +60,7 @@ import electrosphere.logger.LoggerInterface;
|
|||||||
*/
|
*/
|
||||||
public class CollisionEngine {
|
public class CollisionEngine {
|
||||||
|
|
||||||
public static final float ENGINE_STEP_SIZE = 1000.0f / 120.0f;
|
public static final float ENGINE_STEP_SIZE = 0.01f;
|
||||||
|
|
||||||
//world data that the collision engine leverages for position correction and the like
|
//world data that the collision engine leverages for position correction and the like
|
||||||
CollisionWorldData collisionWorldData;
|
CollisionWorldData collisionWorldData;
|
||||||
@ -68,7 +68,7 @@ public class CollisionEngine {
|
|||||||
//Ode-specific stuff
|
//Ode-specific stuff
|
||||||
private DWorld world;
|
private DWorld world;
|
||||||
private DSpace space;
|
private DSpace space;
|
||||||
private Semaphore spaceLock = new Semaphore(1);
|
private static Semaphore spaceLock = new Semaphore(1);
|
||||||
private DJointGroup contactgroup;
|
private DJointGroup contactgroup;
|
||||||
|
|
||||||
private static final int MAX_CONTACTS = 1; // maximum number of contact points per body
|
private static final int MAX_CONTACTS = 1; // maximum number of contact points per body
|
||||||
@ -713,5 +713,15 @@ public class CollisionEngine {
|
|||||||
spaceLock.release();
|
spaceLock.release();
|
||||||
return rVal;
|
return rVal;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Sets a body to be kinematic (infinite mass, not affected by gravity)
|
||||||
|
* @param body The body to set
|
||||||
|
*/
|
||||||
|
protected void setKinematic(DBody body){
|
||||||
|
spaceLock.acquireUninterruptibly();
|
||||||
|
body.setKinematic();
|
||||||
|
spaceLock.release();
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
Loading…
Reference in New Issue
Block a user