branchsbox/jolt_physics2cancel

116 Commits over 0 Days - ∞cph!

2 Years Ago
Lower the density of hulls for now, they're way too heavy
2 Years Ago
some file renames for vphysics2 module to keep that tidy too
2 Years Ago
Rename IVPhysics2World to IPhysicsWorld Rename IVPhysics2 to IPhysicsSystem Rename g_pVPhysics2 to g_pPhysicsSystem
2 Years Ago
Build aggregate constraints
2 Years Ago
Build aggregate joints
2 Years Ago
AddSpringJoint
2 Years Ago
Debug draw constraints https://files.facepunch.com/layla/1b0911b1/sbox_0088.mp4
2 Years Ago
Use distance constraint for weld joint for now so physgun sort of works, I don't think jolt weld is a soft constraint - https://files.facepunch.com/layla/1b0911b1/sbox_0081.mp4
2 Years Ago
Delay delete joints
2 Years Ago
Create new joints so game has valid joint handles
2 Years Ago
physicsjoint stubs
2 Years Ago
Remove GetLocalInertiaInv
2 Years Ago
Impl GetBodyTransform for aggregate
2 Years Ago
PhysicsWorld::AddBody creates body with empty mutable compound shape, mostly to stop game complaining about invalid bodies
2 Years Ago
Only destroy jolt bodies that are ready to be deleted. Make sure to call ReadyDelayedDeleteObjects in ClearIntersectionNotifications
2 Years Ago
Move client side kinematics (UpdateShadow, but we don't have shadows yet)
2 Years Ago
Remove GetPhysicalMassInv
2 Years Ago
DelayedDelete aggregate
2 Years Ago
Do the delayed delete shit instead of deleting straight away
2 Years Ago
Remove even more junk from the interfaces
2 Years Ago
Remove ApplyPositionImpulseAt, ApplyOrienationOmega Return normal for CastRaySingle https://files.facepunch.com/layla/1b0911b1/sbox_0049.mp4
2 Years Ago
CastRaySingle SetGameSceneNodeHandle, GetGameSceneNodeHandle, GetEntityID - https://files.facepunch.com/layla/1b0811b1/sbox_0003.mp4
2 Years Ago
Linear and angular damping
2 Years Ago
Add step listener to call PrePhysicsStep
2 Years Ago
Impl parts of physicsaggregate that are not api specific
2 Years Ago
Impl DestroyAggregateInstance, RemoveBody etc
2 Years Ago
Only destroy aggregate in SetupPhysicsFromUnscaledModel if we're not already SOLID_VPHYSICS - avoids recreating the aggregate when we shouldn't need to
2 Years Ago
Fix capsule shapes
2 Years Ago
Add command line switch to change physics module
2 Years Ago
Disable collision for kinematics for now, many intersecting kinematics (server side bodies on client) seem to be completely fucking up the simulation, causing everything to fall through world https://files.facepunch.com/layla/1b0711b1/sbox_0061_Trim.mp4
2 Years Ago
matrix conversion
2 Years Ago
Init debug renderer so we have all the geometry batches for primitives
2 Years Ago
batch debug drawing properly
2 Years Ago
make a start on debug rendering so i can see what the fuck is going on
2 Years Ago
Remove wokeup and asleep lists from world step results, shouldn't have to need these
2 Years Ago
Remove HintSimRateChange
2 Years Ago
Remove SetBuoyancyRatio
2 Years Ago
Remove GetSphereRadius and SetSphereRadius
2 Years Ago
Same for drag and damping
2 Years Ago
Impl a few velocity related functions in physics aggregate
2 Years Ago
Create physics shapes for each jolt subshape
2 Years Ago
Override mass if provided, set inertia scale if provided
2 Years Ago
Use a rotated translated shape for single spheres and capsules so they can be offset
2 Years Ago
Rotate capsule using the two center points
2 Years Ago
Aggregates build body and shapes with a single BodyCreationSettings - rubikon could create a body and add shapes at will, jolt doesn't work that way :(
2 Years Ago
Make all bodies with compounds for now so we can collide with world
2 Years Ago
Alloc phys data Set shape userdata
2 Years Ago
SetAngularVelocity, GetAngularVelocity ApplyLinearImpulse, ApplyLinearImpulseAtWorldSpace ApplyAngularImpulse ApplyForce, ApplyForceAt
2 Years Ago
Set motion type of aggregate (on client, networked bodies get set to keyframed) this fixes SetLinearVelocity etc https://files.facepunch.com/layla/1b0511b1/sbox_0036.mp4
2 Years Ago
Add collision shapes to body