** linear/angular joints:
We don't need the linear and angular joints for soft bodies.
Actually these joint's are pulling the soft body towards (0, 0, 0).
The soft body is anchored with the rigid one, so limiting the rigid body
angular and linear movements seems to be enough.
** soft body configs:
Some soft body configurations were tweaked to fix issues of instability
of soft bodies.
** soft body hardness API:
Soft body hardness API was introduced as well.
** points of deformation:
The points of deformation were inverted;
** soft body mass:
Fixed issues with soft body mass changing, now it doesn't "explode" after
changing its mass.
Patch by: Leandro Dorileo <dorileo@profusion.mobi>
SVN revision: 76560
improve docs
It should use a unit based on pixels, not meters.
This way is more compatible with the rest of API and easier
to see the result.
SVN revision: 75472
It was already possible to move and resize using geometry get / set,
but if just one of the actions is wanted, this new API is easier for the user
and save a few operations.
SVN revision: 75471
Reasons:
- we don't have previewed cases for that (would be code to be implemented
and maintained without use)
- can be done on user side changing world rate, camera position, objects size
SVN revision: 75329
This patch introduces the slider constraint, adds an slider constraint
test, move p2p constraint from ephysics_constraint_add to
ephysics_constraint_p2p_add migrates its usage.
Further work will migrate the btConstraint of p2p for Generic6Dof constraint
since it's flexible enough to implement most of constraints.
Patch by: Leandro Dorileo <dorileo@profusion.mobi>
SVN revision: 74699
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 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
Implementation of functions for retrieving both the linear and angular
velocity on x, y and z axis.
Patch by Leandro Dorileo <dorileo@profusion.mobi>
SVN revision: 73182
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