Defer physics overhaul 4 for larger timeblock
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@ -182,16 +182,6 @@ Fix Character creation preview not working
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# TODO
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Fix bad data with human mesh textures not mapping
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Clean up main method/class
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Include Remotery library
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Physics-controlled objects system
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Shader library system
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- Abiltiy to include the shader library in individual files (ie implement #include)
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Level loading/saving + Basic Editor
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- Spin up voxel level (think arena mode)
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@ -200,6 +190,11 @@ Level loading/saving + Basic Editor
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- Menu of types of entities to spawn
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- Button to spawn them at cursor
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Physics-controlled objects system
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Shader library system
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- Abiltiy to include the shader library in individual files (ie implement #include)
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Transvoxel Algorithm
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Client Terrain Entity Management (specifically creation/teardown for client)
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@ -233,6 +228,13 @@ Light Manager
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- Eventually support spot lights?
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- Point shadows ???
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Clean up main method/class
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- Include Remotery library
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gltf Support
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- Fix bad data with human mesh textures not mapping
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- Texture loading from gltf file
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Cellular Automata Fluid Dynamics System
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- Advect force
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@ -60,7 +60,7 @@ import electrosphere.logger.LoggerInterface;
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*/
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public class CollisionEngine {
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public static final float ENGINE_STEP_SIZE = 1000.0f / 120.0f;
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public static final float ENGINE_STEP_SIZE = 0.01f;
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//world data that the collision engine leverages for position correction and the like
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CollisionWorldData collisionWorldData;
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@ -68,7 +68,7 @@ public class CollisionEngine {
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//Ode-specific stuff
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private DWorld world;
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private DSpace space;
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private Semaphore spaceLock = new Semaphore(1);
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private static Semaphore spaceLock = new Semaphore(1);
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private DJointGroup contactgroup;
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private static final int MAX_CONTACTS = 1; // maximum number of contact points per body
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@ -714,4 +714,14 @@ public class CollisionEngine {
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return rVal;
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}
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/**
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* Sets a body to be kinematic (infinite mass, not affected by gravity)
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* @param body The body to set
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*/
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protected void setKinematic(DBody body){
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spaceLock.acquireUninterruptibly();
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body.setKinematic();
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spaceLock.release();
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}
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}
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