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https://github.com/space-wizards/RobustToolbox.git
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* Physics worlds * Paul's a good boy * Build working * Ingame and not lagging to hell * Why didn't you commit ahhhhh * Hard collisions working * Solver parity * Decent broadphase work done * BroadPhase outline done * BroadPhase working * waiting for pvs * Fix static PVS AABB * Stop static bodies from awakening * Optimise a bunch of stuff * Even more broadphase stuff * I'm fucking stupid * Optimise fixture updates * Collision solver start * Building * A is for Argumentative * Fix contact caching island flags * Circle shapes actually workeded * Damping * DS2 consumables only * Slightly more stable * Even slightlier more stablier * VV your heart out * Initial joint support * 90% of joints I just wanted to push as I'd scream if I lost progress * JOINT PURGATORY * Joints barely functional lmao * Okay these joints slightly more functional * Remove station FrictionJoint * Also that * Some Box2D ports * Cleanup mass * Edge shape * Active contacts * Fix active contacts * Optimise active contacts even more * Boxes be stacking * I would die for smug oh my fucking god * In which everything is fixed * Distance joints working LETS GO * Remove frequency on distancejoint * Fix some stuff and break joints * Crashing fixed mehbeh * ICollideSpecial and more resilience * auto-clear * showbb vera * Slap that TODO in there * Fix restartround crash * Random fixes * Fix fixture networking * Add intersection method for broadphase * Fix contacts * Licenses done * Optimisations * Fix wall clips * Config caching for island * allocations optimisations * Optimise casts * Optimise events queue for physics * Contact manager optimisations * Optimise controllers * Sloth joint or something idk * Controller graph * Remove content cvar * Random cleanup * Finally remove VirtualController * Manifold structs again * Optimise this absolute retardation * Optimise * fix license * Cleanup physics interface * AHHHHHHHHHHHHH * Fix collisions again * snivybus * Fix potential nasty manifold bug * Tests go snivy * Disable prediction for now * Spans * Fix ShapeTypes * fixes * ch ch changeesss * Kinematic idea * Prevent static bodies from waking * Pass WorldAABB to MoveEvent * Fix collisions * manifold structs fucking WOOORRKKKINNGGG * Better pushing * Fix merge ickies * Optimise MoveEvents * Use event for collisions performance * Fix content tests * Do not research tests * Fix most conflicts * Paul's trying to kill me * Maybe collisions work idk * Make us whole again * Smug is also trying to kill me * nani * shitty collisions * Settling * Do not research collisions * SHIP IT * Fix joints * PVS moment * Fix other assert * Fix locker collisions * serializable sleeptime * Aether2D contacts * Physics is no longer crashing (and burning) * Add to the TODO list Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
37 lines
1.3 KiB
C#
37 lines
1.3 KiB
C#
using System;
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using Robust.Shared.Serialization;
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namespace Robust.Shared.Physics
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{
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/// <summary>
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/// The properties of physical body. This determines how collisions will effect this body.
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/// </summary>
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[Serializable, NetSerializable]
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[Flags]
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public enum BodyType : byte
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{
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/// <summary>
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/// Kinematic objects have to be moved manually and have their forces reset every tick.
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/// </summary>
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Kinematic = 0,
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// Custom from Box2D so we can get a good character controller and also good collisions.
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/// <summary>
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/// Kinematic controller objects are similar to kinematic bodies except they cannot push anything at all.
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/// </summary>
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KinematicController = 1 << 1,
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/// <summary>
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/// Static objects have infinite mass and cannot be moved by forces or collisions. They are solid,
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/// will collide with other objects, and raise collision events. This is what you use for immovable level geometry.
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/// </summary>
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Static = 1 << 2,
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/// <summary>
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/// Dynamic objects will respond to collisions and forces. They will raise collision events. This is what
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/// you use for movable objects in the game.
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/// </summary>
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Dynamic = 1 << 3,
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}
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}
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