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159 Commits over 30 Days - 0.22cph!

1 Year Ago
Rescale body when setting transform with different scale
1 Year Ago
Simple debug drawing for sphere and capsule, they were drawing too much geometry
1 Year Ago
SweepBody, SweepBodyMultiple
1 Year Ago
Shape sweeping
1 Year Ago
Activate non solid contacts regardless of if neither is dynamic (triggers)
1 Year Ago
Pulley debug drawing
1 Year Ago
Port over pulley joint
1 Year Ago
HullCreateCylinder
1 Year Ago
Create BVH and copy it to RnMesh_t (for tools)
1 Year Ago
BVH resource pointers point to rubikon data Swap these bits around in bvh node because that's the order rubikon has it
1 Year Ago
Use aligned vertices for RnMesh_t, convert post load if they're unaligned
1 Year Ago
Add materials back to BVH
1 Year Ago
Save RnHull_t on shape so tools can grab it later
1 Year Ago
Create RnHull from library hull, just copy everything over
1 Year Ago
Revert "Don't add hulls and meshes to aggregate if they fail to build (old data)" This reverts commit 54d7102f39ce1aca8dde5f84c4cb91070f953eb2. Revert "Abstract physics hull" This reverts commit 592ef2bbb12f7cb633735b58c7ff5f594c292715. Revert "Allow BVH to have optional material indices" This reverts commit 6ba259ea8f0271d3f59e7b138a07f691cc918c6f. Revert "Move CPhysicsMesh and CPhysicsHull to their own files" This reverts commit 9c6ca449f38b72260189f2dc093aa4325b96fee6. Revert "Abstract physics mesh, phase out RnMesh_t but keep around for loading old collision data" This reverts commit 883b63ad78c97bd879a9f64e14551ff13bebca5f. Revert "Start trying to phase out RnHull and RnMesh" This reverts commit 71878031f158215d4f40a4f1dc913827824394ba. Revert "Remove bullshit from RnHull and RnMesh to see if still loads and how" This reverts commit 288df9621dd0c6cb6de3e35b958cecc4cb267102. Try pointing hull resource pointers to rubikon data, much easier if works Resource pointer needs to use intptr_t Add a hull deep clone Cherry picked SAT fixes in library
1 Year Ago
Don't add hulls and meshes to aggregate if they fail to build (old data)
1 Year Ago
Abstract physics hull
1 Year Ago
Move CPhysicsMesh and CPhysicsHull to their own files Allow BVH to have optional material indices
1 Year Ago
Abstract physics mesh, phase out RnMesh_t but keep around for loading old collision data
1 Year Ago
Start trying to phase out RnHull and RnMesh
1 Year Ago
Remove bullshit from RnHull and RnMesh to see if still loads and how
1 Year Ago
Rescale bodies and joints on aggregate creation using aggregates scale
1 Year Ago
Support joint scaling https://files.facepunch.com/layla/1b1411b1/sbox_0123.mp4
1 Year Ago
Support hull scaling
1 Year Ago
Support capsule scaling
1 Year Ago
Support sphere shape scaling Scale sphere debug shape transform
1 Year Ago
Port over shadow controller
1 Year Ago
Fix trigger touch events, skip contact AFTER activating it
1 Year Ago
Adjust inertia tensor based on the ratio of custom mass to computed mass
1 Year Ago
Shape AsSphere and AsCapsule
1 Year Ago
Remove shape creation from interface, used for getting hit point and normal from sweeps, should just have a function for it on interface
1 Year Ago
Make aggregate physics library agnostic
1 Year Ago
Implement some more annoying joint functions
1 Year Ago
Set joint local frames
1 Year Ago
Get joint local and global frames
1 Year Ago
Touch found, touch persists and touch lost Enable contact modification if touch persists is enabled Allow contacts to be flagged as non solid so they get reported but not resolved (triggers)
1 Year Ago
Non dynamic bodies mass center is bounds center for now
1 Year Ago
Compute mass for hull Compute mass for sphere and capsule
1 Year Ago
Remove game mass, unused
1 Year Ago
Do the same for HullCreateBox so we can get player hull starting to work
1 Year Ago
HullCreate with just the vertices until we have a shared hull class or interface
1 Year Ago
Store the original triangle index on BVH before it runs through mesh builder and sorting so we can get the original triangle and triangle material
1 Year Ago
Revert this, it cocks everything up, find a different way
1 Year Ago
Calculate mass for all bodies, not just dynamic, our API relies on it
1 Year Ago
Oops, wouldn't have worked, now it does
1 Year Ago
Traces get start solid from solver, not fraction being zero
1 Year Ago
Cast callbacks calls world ShouldHit, does some extra checking for static/dynamic
1 Year Ago
Save pre velocity for intersection notifications
1 Year Ago
Support body inertia scale
1 Year Ago
For aggregate CheckShapeOverlap, just use CastShape, that will handle meshes for us Fix body CheckOverlap, switch the test around when the shape is a mesh