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author | Juan Linietsky <reduzio@gmail.com> | 2014-09-15 11:33:30 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2014-09-15 11:33:30 -0300 |
commit | 8cab401d08f8e25aa9b2dc710204785858ff3dbb (patch) | |
tree | 1a4cec868f937fb24d340ee33fbeba2f1c6fa9f2 /bin | |
parent | 1a2cb755e2d8b9d59178f36702f6dff7235b9088 (diff) |
3D Physics Rework, Other Stuff
-=-=-=-=-=-=-=-=-=-=-=-=-=-
3D Physics:
-Fixed "Bounce" parameter in 3D
-Fixed bug affecting Area (sometims it would not detect properly)
-Vehicle Body has seen heavy work
-Added Query API for doing space queries in 3D. Needs some docs though.
-Added JOINTS! Adapted Bullet Joints: and created easy gizmos for setting them up:
-PinJoint
-HingeJoint (with motor)
-SliderJoint
-ConeTwistJoint
-Generic6DOFJoint
-Added OBJECT PICKING! based on the new query API. Any physics object now (Area or Body) has the following signals and virtual functions:
-input_event (mouse or multitouch input over the body)
-mouse_enter (mouse entered the body area)
-mouse_exit (mouse exited body area)
For Area it needs to be activated manually, as it isn't by default (ray goes thru).
Other:
-Begun working on Windows 8 (RT) port. Compiles but does not work yet.
-Added TheoraPlayer library for improved to-texture and portable video support.
-Fixed a few bugs in the renderer, collada importer, collada exporter, etc.
Diffstat (limited to 'bin')
-rw-r--r-- | bin/tests/test_physics.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/bin/tests/test_physics.cpp b/bin/tests/test_physics.cpp index ba305cc769..c183720617 100644 --- a/bin/tests/test_physics.cpp +++ b/bin/tests/test_physics.cpp @@ -92,7 +92,7 @@ protected: RID mesh_instance = vs->instance_create2(type_mesh_map[p_shape],scenario); RID body = ps->body_create(p_body,!p_active_default); ps->body_set_space(body,space); - ps->body_set_param(body,PhysicsServer::BODY_PARAM_BOUNCE,0.5); + ps->body_set_param(body,PhysicsServer::BODY_PARAM_BOUNCE,0.0); //todo set space ps->body_add_shape(body,type_shape_map[p_shape]); ps->body_set_force_integration_callback(body,this,"body_changed_transform",mesh_instance); |