box2d
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v3.2 Tasks
- [ ] Cable Joints
- [x] Gears
- [ ] Serialization
- [ ] Rollback
- [ ] Rounded rectangle mover
- [ ] Compare with fixed rotation mover
- [ ] Extend character sample with tile-based
- [ ] Report contact points in local space? So they can be resolved at the final transform.
- [x] Text rendering
- [x] Contact Ids
- [x] Simplify island merging
- [x] Joint local transforms
- [ ] Toggle sensor with b2SensorEndTouchReason enum
- [ ] push and clip values on shapes for character movement
- [ ] Defer body waking to make more body functions thread-safe
- [x] Add max force/torque to weld joint
- [x] Motor joint sucks
- [ ] Sample with b2Body_IsValid before b2DestroyBody
- [ ] Luxo lamp sample
- [ ] deferred restitution
- [ ] optional skin radius to reduce ghost collisions
- [ ] rename weld joint to flex joint for clarity
- [ ] document how to glue and split bodies
I think gears should just be geometry now. Pulleys could use chains like the gate demo.
https://matthias-research.github.io/pages/publications/cableJoints.pdf
Option for text, add these two functions to my imgui_user.xxx
void ScreenText( const ImVec2& Pos, ImU32 Col, const char* Format, ... )
{
va_list Args;
va_start( Args, Format );
ScreenTextV( Pos, Col, Format, Args );
va_end( Args );
}
void ScreenTextV( const ImVec2& Pos, ImU32 Col, const char* Format, va_list Args )
{
char Text[ 512 ];
vsprintf_s( Text, Format, Args );
ImGuiViewport* Viewport = ImGui::GetMainViewport();
ImDrawList* DrawList = ImGui::GetBackgroundDrawList( Viewport );
DrawList->AddText( IMGUI_FONT_REGULAR_BOLD, 0.0f, Viewport->WorkPos + Pos, Col, Text );
}