Quote: "- Custom dimensions and offsets for shapes. (ie. I might have a roughly cube shaped model, but which is not centered, and has bits which stick out. In this case I might want to choose exactly where the virtual collision cube is placed in relation to the model, and what dimensions it has. The same goes for other shapes)"
Ok, Havok has some ways of doing that.
Quote: "- Convex shapes."
Already implemented.
Quote: "- Combined shapes. Some objects may be only representable by a cube and sphere joined together, etc."
That will be a
little more difficult,
but it will be easy to implement. I've done it before myself when making a game in C++ with Havok, so I can definitely implement it in this plugin.
Edit
Diggsey, if I were going to add that all in, I think it would be easier to create a shape command set and simplify the rigid body creation command set to:
xeno make dynamic rigid body objectID, shapeID
xeno make static rigid body objectID, shapeID
Although, I
could simply supplement the current rigid body creation commands with those above. Then you could use more customized shapes if you need to. Of course, all customized shapes will most likely be like this:
xeno make box shape ID, length, height, width
xeno make sphere shape ID, radius
xeno make cylinder shape ID, height, radius
xeno make capsule shape ID, height, radius
xeno make convex mesh ID, objectID
xeno make mesh ID, objectID
xeno make list shape ID
xeno add shape to list listID, shapeID
xeno rotate shape ID, x, y, z
xeno translate shape ID, x, y, z
Do those seem like they'd help? I'll implement those today or tomorrow if you think that's what you'll need. That would also mean you could translate and rotate a shape,
then add it to a shape list. That would give you nearly unlimited control of dynamic shapes in a very simple manner.