This patch introduces the cloth support. Auxiliary API's for setting
full anchors, cloth nodes anchors and so on is also introduced. Few
other issues concerning soft body and cloth transform, has been worked
to fit the cloth support needs.
Patch by: Leandro Dorileo <dorileo@profusion.mobi>
SVN revision: 77467
Use a mainloop thread and one thread per world dedicated to simulation.
It's using ecore threads, out of the pool.
For now there are still some locks when trying to change physics
elements properties while a simulation is going on, but soon it will
have a queue of properties to be applied after a simulation step, so
it won't lock.
SVN revision: 77455
This patch makes sure the overlap filter callback instance is removed
on world removal.
Patch by: Leandro Dorileo <dorileo@profusion.mobi>
SVN revision: 77454
Makes sure the body is removed from the world before deleting it
so it will not mess with overlapping pair caches, proxies and so on.
Patch by: Leandro Dorileo <dorileo@profusion.mobi>
SVN revision: 76562
Otherwise it can lead to scenarios when a body 1, below body 2 is deleted
and body 2 will stay freezed in the air. Gravity won't start to
act over it until it's activated again.
SVN revision: 76155
Looks like we'll need to fix discrete dynamics world destructor
on bullet, but current revision is kind of messed.
I'll see what I can do later.
And yes, it will leak the ddw until it's fixed.
SVN revision: 75145
This patch introduces a collision filter API. Once a rigid body
has been added to some group it must just collide against rigid
bodies in the same group, if no group has been attribute it's
going to collide against any other body.
Patch by: Leandro Dorileo <dorileo@profusion.mobi>
SVN revision: 74501
This patch introduces a wrapper(EPhysics_Body_Collision) to hold
the collision data(the contact body and collision position).
This data type is used by EPHYSICS_CALLBACK_BODY_COLLISION callback. The
collision detection test is migrated to the new API as well.
Patch by: Leandro Dorileo <dorileo@profusion.mobi>
SVN revision: 74500
This patch fix a compilation warning by _ephysics_world_contact_processed_cb
not returning. Bullet doesn't care about what is returned, so this
is just a compilation warning fix.
Patch by: Leandro Dorileo <dorileo@profusion.mobi>
SVN revision: 74499
This patch introduces calls for setting the body's linear and angular
sleeping thresholds and to set the world's max sleeping time.
Patch by: Leandro Dorileo <dorileo@profusion.mobi>
SVN revision: 74498
Add a function to enable/disable the world constraint solver mode.
Also add wrappers for bullets solver modes enumerations, and a function
to query the current status.
Patch by: Leandro Dorileo <dorileo@profusion.mobi>
SVN revision: 73383
Now it's possible to request a world to delete bodies outside
render area, so we can save some resources and avoid issues
with world stopped event.
SVN revision: 73245
Constraint solver can be configured using some advanced settings, like
the solver slop factor.
Linear slop on sequencial impulse constraint solver is used as a factor
for penetration. The penetration will the manifold distance + linear slop.
SVN revision: 73066
It’s a wrapper between Bullet Physics and EFL to add physics effects
in a simple way.
More details on README, TODO, and edevelop mail list =)
SVN revision: 72896