Water
2009-12-23
What's new:
- Added SpawnThreshold parameter for particle systems (spawn rate for 'random' and 'spark' emitters depends on the speed of parent objects).
- Separate axis flip for particles: 'variation_x' and 'variation_y' parameters (run upgrade.py script for data upgrade).
- Shared 2D reflections (the same way as cube reflections are shared).
- New BodyWater for physical simulation of shallow water with two-way interaction.
- Access to floating objects in PhysicalWater.
- PhysicalWater and BodyWater spawn spark particles on contact, if particle system is made a child node.
- Emitters of child particle systems are synchronously enabled when the parent emitter is enabled.
- Continuous collision detection for spheres vs convex hulls, spheres vs meshes, capsules vs convex hulls and capsules vs meshes.
- Less memory allocations by render.
- Added two more flags for nodes: isVisible (the node was shown in a viewport) and isShadow (the node casted shadow).
- Added camera limitations for PlayerSpectator.
- Per-object freeze speed of physical objects.
- Inverse kinematics for ragdolls.
- Added more physical cloth samples, including ones of attaching the cloth to skinned mesh.
- Added BodyWater samples.
- Added inverse kinematics samples.
- Visualization of full ragdoll hierarchy and bone hierarchy in UnigineEditor.
- Reduced memory consumption by plugins for 3D editors.
- Fixed MeshSkinnedImport plugin for 3ds Max.
- Updated Softimage plugins (usability improvements).
- Added documentation on grass ("Principles of Operation / Objects / Grass" section of the manual).
API changes:
- engine.world.addVisibleNode() is renamed into engine.world.addUpdateNode().
- engine.world.getNodes() is renamed into engine.world.getIntersectionNodes().
- engine.world.getObjects() is renamed into engine.world.getIntersectionObjects().
Physical cloth on skinned mesh objects:
Interaction of objects with physical water:
Следующая:
Physical destruction, bugfixes