Comments (10)
It should be a simple matter. Thanks for the suggestion!
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@aecsocket: the work took a week longer than it should've, but I believe v17.1.0 should meet your needs. Please try it and let me know whether it does or not.
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1.7.10 provides a lot of the methods needed, and is almost perfect for my needs. However it's still missing a few methods which would be useful:
- CollisionSpace.rayTestDp
- PhysicsGhostObject.setPhysicsRotationDp
- ManifoldPoints.getPositionWorldOnADp
- ManifoldPoints.getPositionWorldOnBDp
- TransformDp.combineWithParent
- TransformDp.transformInverseVector
- Quatd.toRotationMatrix
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Thanks for the feedback. I'll keep this issue open until those suggestions are addressed.
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Doing another pass over my code, one place where double precision would be useful is in joints and constraints. Specifically New6Dof's Vector3f and Matrix3f parameters: if the A end is in world space, the Vector3f may not be precise enough to express the extremes of coordinates. However this is a more niche use-case, since in my code most of the time bodies will be constrained to other bodies.
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I'll take a look at New6Dof
and add methods that seem appropriate to me.
I'm curious about your Minecraft plugin. What is its name and purpose?
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I started implementing a double-precision constructor for a single-ended New6Dof
. The impact of that change rippled through the com.jme3.bullet.joints package. It seems a much bigger project than I'm prepared to tackle right now, so I'm going to revert the changes and publish v17.2.0 without them.
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Yes it sounds like joints and constraints will need a lot more work to add dp support. It seems more of an edge case though, so it shouldn't be too high priority.
I'm trying to write a server-side physics framework for Minecraft servers (project CraftBullet), and also developing a (pseudo-)entity-component-system on top of that to allow me to make generic entities (project Sokol). I appreciate your work greatly since without it my ideas wouldn't even be possible!
My more long-term aim is to make server-side weapons and vehicles frameworks (projects Calibre, Diesel), for which physics - and a robust ECS - would be essential. On top of those frameworks I could make any project I wanted, one which I have ideas for currently is a first person shooter. I know that you've seen DynamX, which I was also partially inspired by, and although it's an impressive mod, it still requires clients to download it manually, which is why I'm writing server-side plugins. I'd love to show some of it, but right now I don't have anything really "presentable" - maybe in the future!
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Thanks for sharing details about CraftBullet. I'm glad to help out.
Currently the 17.2.0 release is being delayed by an authentication issue at the build server. I've opened a ticket ...
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The 17.2.0 release has been published, so I'm closing this issue. If you wish to propose new features, I invite you to open (a) new issue(s) here at GitHub.
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Related Issues (20)
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- Please revise your math classes to not be final. (Compatibility with other Math APIs) HOT 15
- where is CollisionShapeFactory? HOT 3
- Create a method in MeshCollisionShape to get a triangle HOT 8
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- RigidBody Location/Orientation listener ? HOT 6
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