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Minie library v0.4.0

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@stephengold stephengold released this 20 Oct 16:14
· 1488 commits to master since this release

Extensive design and implementation changes to KinematicRagdollControl and its ilk, now in its own com.jme3.bullet.animation package. DynamicAnimControl is now the core, with ConfigDynamicAnimControl for configuration.

  • Bone shapes are now aligned with bone coordinate axes instead of mesh coordinate axes.
  • The inverse-kinematics code has been removed in anticipation of a complete redesign.
  • Kinematic mode now has 4 submodes.
  • Rigid body updates now take place just before each physics tick instead of during scene-graph updates.
  • Added an interim tool for tuning a DynamicAnimationControl.
  • Added example tunings for the Jaime and Elephant models.
  • Added per-axis freezing of dynamic joints.

Other noteworthy changes to Minie:

  • Added a getSpatial() method to the AbstractPhysicsControl class and privatized its spatial field. Also added an empty controlRender() method.
  • Bugfix: NullPointerException in PhysicsSpace.getGravity().
  • Bugfix: JVM crashed while reading a SixDofJoint from a J3O asset.
  • Added check for invalid location in RigidBodyMotionState.getWorldLocation()
  • Disabled the isInWorld checks in PhysicsRigidBody.
  • Renamed and standardized the accessors of RigidBodyMotionState.
  • In RotationalLimitMotor: renamed the limit/bounce accessors, added accessors for CFM parameters, added getAccumulatedImpulse() and getAngle() methods.
  • In TranslationalLimitMotor: added accessors for 4 parameters, added getOffset() and setTargetVelocity() methods.
  • Added getPhysicsTransform() and setPhysicsTransform() methods to the PhysicsRigidBody class.
  • Bypassed setSpatial() in GhostControl and RigidBodyControl in case the spatial does not change.
  • Eliminated unnecessary aliasing in joint constructors.
  • Named the debug textures in BulletDebugAppState.
  • Visualize kinematic bodies in blue instead of magenta, to distinguish them from dynamic bodies.