This patch fixes:
+ the scale_get function(the soft body shape scale was not been set),
+ the soft body evas object deletion callback, it wasn't properly freeing
the slices evas objects;
+ puts the soft body base evas object back to canvas;
Patch by: Leandro Dorileo <dorileo@profusion.mobi>
SVN revision: 78093
This patch introduces an API to freeze(dragging_set) an specific
soft body trimesh face untill it gets called to unfreeze(dragging_unset) it.
Patch by: Leandro Dorileo <dorileo@profusion.mobi>
SVN revision: 78091
Since we want to restack all the bodies evas objects against each other,
being it a soft body or not, we can't have the soft body slices member
of something else.
Patch by: Leandro Dorileo <dorileo@profusion.mobi>
SVN revision: 78090
This patch introduces soft body's mesh triangle manipulation, for picking
the triangle of a body in X and Y and moving it as well.
Patch by: Leandro Dorileo <dorileo@profusion.mobi>
SVN revision: 78088
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
This patch introduces support for multi point deformation mapping,
it's wrapped with an evas smart object to handle multiple slices.
Patch by: Leandro Dorileo <dorileo@profusion.mobi>
SVN revision: 77466
Using material_set it will be easier to set density, friction
and restitution to a body, simulating properties of the selected
material.
SVN revision: 77462
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
** 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
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