利用者:Sergof/GSoC2012/todo
< 利用者:Sergof | GSoC2012
2013年9月21日 (土) 04:59時点におけるwiki>Sergofによる版
目次
Bullet Integration TODOs:
This is a list of things I'd like to have have for the rigid body simulation.
I'll work on all of them eventually but would be happy to get patches from others of course :)
General
- Add option to calculate mass automaticall (based on volume)
- Improve integration with the animation system
- Remove/Reduce cases thac cause 1 frame of lag.
Rigid Body World
Allow world to be scaledLook into using bullet's multithreading capabilities
Rigid Bodies
Add proper activation system (instead of using rigid body deactivation)Add activation conditions (On collision, on time, ...)Add ghost objects that can be used as geometry triggers
Look into using ccdAdd effector weights for individual rigid bodies
Force fields
Account for timestep (right now forces get weaker the more steps per second are made)- Implement follow transformation force field (moves, rotates objects when moved, rotated)
Collision shapes
Object origin should be center of gravity for all shapes (may not be possible)Add convex decomposition shapeAdd compound shapeAdd non uniform sphere shape (maybe)Add plane shape (maybe)Add internal edge utility for static bvh mesh shapesTake shape keys into account when creating shapesAdd option to update mesh shapes while the simulation is running- Convex hulls should have simplification options (like max verts)
Add collision shape visualization
Constraints
- Add hinge 2 constraint
- Add cone twist constraint
- Add universal constraint
- Add spring constraint
- Add motors
- Add constraint visualization
- Add utilities to connect selected objects with constraints
Point cache
- Allow point cache rna functions to work with scenes (needed for some ui properties)
- Add more depsgraph dependencies so cache invalidation works when combining rigid bodies with other simulations