This patch introduces a --enable-build-docs-only and in that case
will not check for dependencies and will have just the make doc
target.
Patch by: Leandro Dorileo <dorileo@profusion.mobi>
SVN revision: 76680
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
** 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
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
Convex meshes often have too many vertices.
This slows down collision detection a lot, and there is no benefit in the
unnecessary details.
SVN revision: 75571
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
Just making it possible to fix world rate set.
This code will be modified when all constraints are added as generic
and modified later.
SVN revision: 75333
Linear and angular.
It has to be done on user side, since it requires to keep previous
velocity to calculate it.
I'll expose forces later but I don't think it would be enough
because impulses just modifies the ammount of velocity directly,
it doesn't create a force for a tick or something like that.
So velocity changes caused by impulse wouldn't be get as acceleration.
SVN revision: 75330
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