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Changelog
Chandler edited this page Mar 14, 2016
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32 revisions
- Increase rate of contact resolution #56
- Optimize creation of contact/friction constraints #13
- When removing a rigid body, clean up references to it #57
- Fixed bug in PointConstraint #61
- Attach Goblin to web worker's
self
context if present. #54
- Add MeshShape/MeshShape collision detection [#45] (https://github.com/chandlerprall/GoblinPhysics/issues/45)
- Allow
MeshShape
to be a child ofCompoundShape
#44
- Fixed two bugs in SAPBroadphase where it ignored collision masks and incorrectly removed bodies #51 #52
- Fixed bug in BasicBroadphase where it attempted to call a non-existent method #50
- Fixed edge-case bug in Vector3.makeOrthogonal #49
- Changed build system to Gulp
- Comprehensive collision events
- Added GhostBody for collision detection without response
- Added HingeConstraint
- Added Sweep-And-Prune (SAP) broadphase
- Improve friction and slider constraint models
- Fixed bug which prevented a body's mass from being updated
- Added LineSweptShape
- Added linear and angular velocity factors to
RigidBody
- Renamed GjkEpa2 -> GjkEpa, NearPhase -> NarrowPhase, RevoluteConstraint -> PointConstraint
- MeshShape (concave/triangle meshes)
- ConvexShape properly applies mass to inertia tensor
- Collision masking/filtering
- GJK shape margins
- ConvexShape
- Velocity damping
- Constraint solver warm starting
- Fixed event system
- Replaced gl-matrix with custom math library
- Constraints (Weld, Revolute, Slider)
- Fixed bug in friction constraint
- Added ray tracing example
- Fixed errors in ray tracing (incorrect t values, ray-aabb testing)
- Event callbacks
- Fixed GJK
- Ray casting against compound shapes
- Compound shapes have proper inertia tensors
- Corrected friction constraint model
- Rewrote constraint solver
- Reusing simplex vertices in GJK/EPA [optimization]
- Compound shapes
- Ray casting
- Cone, Cylinder, and Plane shapes
- Reworked the BoxSphere collision detector to support case where sphere's center is inside the box
- Completely switched out the bounding spheres for axis-aligned bounding boxes.
- Box & Sphere shapes
- Contact & Friction constraints
- Iterative solver