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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 /tools/collada/collada.h | |
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 'tools/collada/collada.h')
-rw-r--r-- | tools/collada/collada.h | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/tools/collada/collada.h b/tools/collada/collada.h index 69ed05beba..360f54ec05 100644 --- a/tools/collada/collada.h +++ b/tools/collada/collada.h @@ -544,6 +544,7 @@ public: Map<String,VisualScene> visual_scene_map; Map<String,Node*> scene_map; Set<String> idref_joints; + Map<String,String> sid_to_node_map; //Map<String,NodeJoint*> bone_map; Map<String,Transform> bone_rest_map; @@ -616,6 +617,7 @@ private: // private stuff void _find_morph_nodes(VisualScene *p_vscene,Node *p_node); bool _remove_node(Node *p_parent,Node *p_node); void _remove_node(VisualScene *p_vscene,Node *p_node); + void _merge_skeletons2(VisualScene *p_vscene); void _merge_skeletons(VisualScene *p_vscene,Node *p_node); bool _optimize_skeletons(VisualScene *p_vscene,Node *p_node); |