yin / yngine

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Integrate JBullet physics into scenegraph #3

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
JBullet world and engine world should have their representation integrated into 
scenegraph. Objects should be created as scenegraph nodes, physics and 
rendering (sound, etc.) should integrate automatically if both enabled in the 
node.

What is the expected output? What do you see instead?
Explanation by Example: I want to be able to implement a 'Mine', which would 
explode if something touches it (effectively lunching everything all around).

But there is no Trigger object (or actor in UnrealScript), no 
SceneNode.touch(SceneNode other) method and no other way to observe collisions 
from the engine.

Next on list is the feedback to the physics world. There has to be a way to 
apply the explosion impulse, or maybe pressure forces to objects in an 
radius... and forces should decrease somewhat quadratically towards the radius. 
With appropriate changes to the particle system to render the explosion flames, 
this could create an interesting dynamic effect.

Original issue reported on code.google.com by yinotaurus on 8 Dec 2010 at 12:37

GoogleCodeExporter commented 8 years ago

Original comment by yinotaurus on 10 Dec 2010 at 2:29

GoogleCodeExporter commented 8 years ago
New scene graph implmentation now provides PhysicsAttribute, which extends 
ITransformAttribute and automatically synchronizes JBullet world objects and 
scene tranformation. The Trigger and collision observation task will be done in 
a separate task. 

Original comment by yinotaurus on 16 Dec 2010 at 12:32