Public repository for tracking and resolving project issues. Submit and follow progress using provided guidelines. Aiming to improve project quality. Thank you for your contribution.
Add the ability to use any mesh, if non selected then use itself (add declaration when doing this)
When Convex hull is selected:
Add debug toggle (show collider wireframe in the viewport)
Add the ability to change the number of convex hull points
Using ColliderDesc.convexHull(points). This is the simplest approach: it will automatically compute the convex hull of the given set of points. A convex hull is the smallest convex shape that contains all the given points.
When Primitive is selected:
Add debug toggle (show collider wireframe in the viewport)
Add the ability to select primitive and change its properties
Add Translation matrix for .setTranslation(1.0, 2.0, 3.0) and .setRotation({ w: 1.0, x: 0.0, y: 0.0, z: 0.0 })
When Compound Primitive is selected
functionally the same as a primitive collider but adds a button to add another primitive
It is discouraged to use a triangle meshes or a polylines for colliders attached to dynamic rigid-bodies. Because they have no interior, it is easy for another object to get stuck into them. In order to simulate properly non-convex objects, it is recommended to use a convex decomposition with a compound shape instead.
Add a sub-tab called Properties
Move "Mass" Set default to 0
Add "Density" Set default to 1 (this makes the "weight" be calculated from the size of the collider)
Add "Friction"
Add "Restitution"
Move angular and linear damping
could also add options to set center of mass
Add a sub-tab called advanced (should be at the bottom)and add:
Rigid Body tab:
Add a sub-tab called Collider
When Triangle mesh is selected:
When Convex hull is selected:
When Primitive is selected:
When Compound Primitive is selected
Add a sub-tab called Properties
Add a sub-tab called advanced (should be at the bottom)and add: