You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
A custom godot physics engine for 2d with box2d underneath.
Describe the problem or limitation you are having in your project
I want the plugin that I am developing that is extending/replacing the use of Godot Physics 2D to use nodes to their full potential but also not make users use new nodes to do so.
I want to use some of the features that box2D has to offer in terms of joints:
Revolute Joint: Similar to Pin joint. Has extra motor speed, angle limits. Has flag to enable angle limits and motor.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Update the PhysicsServer2D api to have angle limits and motor speed and possibly a flag for angle limits and motor speed.
The angle limits, at least for box2d, aren't common for all joint types, so adding it to a function like:
PhysicsServer2D.pin_joint_set_param() would be great.
The following params would need to be exposed:
angle_lower_limit
angle_upper_limit
motor_speed
And for PhysicsServer2D.pin_joint_set_flag:
motor_flag
angle_limits_flag
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Not 100% sure of the implementation in godot 2d physics, as I am really interested in the box2d plugin only. If needed, I can look into this one as well.
If this enhancement will not be used often, can it be worked around with a few lines of script?
No. Except for adding a new node that does the above mentioned functionality, but then users won't be able to use it as a drop in solution.
Is there a reason why this should be core and not an add-on in the asset library?
This helps a lot of use cases that aren't possible with regular Godot Physics 2D solution.
The text was updated successfully, but these errors were encountered:
Describe the project you are working on
A custom godot physics engine for 2d with box2d underneath.
Describe the problem or limitation you are having in your project
I want the plugin that I am developing that is extending/replacing the use of Godot Physics 2D to use nodes to their full potential but also not make users use new nodes to do so.
I want to use some of the features that box2D has to offer in terms of joints:
Revolute Joint
: Similar toPin
joint. Has extra motor speed, angle limits. Has flag to enable angle limits and motor.Describe the feature / enhancement and how it helps to overcome the problem or limitation
Update the PhysicsServer2D api to have angle limits and motor speed and possibly a flag for angle limits and motor speed.
The angle limits, at least for box2d, aren't common for all joint types, so adding it to a function like:
PhysicsServer2D.pin_joint_set_param() would be great.
The following params would need to be exposed:
And for PhysicsServer2D.pin_joint_set_flag:
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Not 100% sure of the implementation in godot 2d physics, as I am really interested in the box2d plugin only. If needed, I can look into this one as well.
If this enhancement will not be used often, can it be worked around with a few lines of script?
No. Except for adding a new node that does the above mentioned functionality, but then users won't be able to use it as a drop in solution.
Is there a reason why this should be core and not an add-on in the asset library?
This helps a lot of use cases that aren't possible with regular Godot Physics 2D solution.
The text was updated successfully, but these errors were encountered: