Comments (3)
We should probably do something like this going forward to keep NarrowPhase.elm from growing on the order of n^2 as we add shapes. I don't know that it's worth applying this convention retroactively to existing shapes. It would make the most sense to have a separate ShapeAShapeB module when the implementation depended on lots of implementation details of both shapes. When ShapeA is relatively simple like a Plane or even a Sphere I don't see a great deal of harm in the current approach of keeping the collision code in NarrowPhase.elm or in ShapeB.elm.
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There's enough testing now to have confidence that the benchmark results will be valid.
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@paulmartel what do you think of creating the NarrowPhase
subfolder and moving all ShapeAShapeB.elm
collision functions there?
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Related Issues (20)
- Let user configure max step iterations
- Capsule shape support
- Body API additions for raycast vehicle simulation HOT 2
- Model state seems to miracliously change in the Dominoes Demo HOT 1
- Samples need other/more dependecies HOT 1
- The elm-package example source links are outdated (404) HOT 3
- Build a pluggable debugger for physics
- Body.map HOT 1
- Add the Particle (point mass) Shape type as supported in current.js.
- Add ray-body collision detection to enable future mouse support. HOT 1
- Add Physics.shapeFromVertices : Array Vec3 -> Result (Maybe Vec3, String) Shape HOT 2
- Task: benchmark convex/convex collisions. HOT 1
- Bug: spheres not behaving properly
- Does Physics.Constraint.pointToPoint constrain relative rotation? HOT 1
- Collision detection between a block and a sphere fails sometimes HOT 5
- Support a convex polyhedron shape HOT 1
- type of constraint that links two bodies, including rotation? HOT 2
- Improve moment of inertia calculation
- Introduce a way to bypass collisions
- Unexpected default behavior for Body HOT 2
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