Updated status for StateManagement and Camera libraries to complete, removed Physics library section

This commit is contained in:
William Stuckey
2025-12-30 12:33:58 -06:00
parent 0ee242218c
commit 13ea042ebf

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@@ -138,7 +138,7 @@ public class PooledEvent<T> where T : class, new()
#### 1.3 - EinSoftworks.StateManagement
| | | |
|--------------|----|---------------------------------------------|
| Status | 🔴 | Incomplete |
| Status | 🟢 | Complete |
| Priority | 🔴 | Critical |
| Dependencies | ⚫ | EinSoftworks.Utilities, EinSoftworks.Events |
@@ -202,7 +202,7 @@ These libraries provide essential 3D game functionality and build upon the found
#### 2.1 - EinSoftworks.Camera
| | | |
|--------------|----|-----------------------------------------------------------------------|
| Status | 🔴 | Incomplete |
| Status | 🟢 | Complete |
| Priority | 🟡 | High |
| Dependencies | ⚫ | EinSoftworks.Input, EinSoftworks.Events, EinSoftworks.StateManagement |
@@ -268,62 +268,6 @@ public class OrbitCamera : CameraController
- Third-person camera that follows a moving object
- Orbit camera for examining 3D models
#### 2.2 - EinSoftworks.Physics
| | | |
|--------------|----|---------------------------------------------|
| Status | 🔴 | Incomplete |
| Priority | 🟡 | High |
| Dependencies | ⚫ | EinSoftworks.Utilities, EinSoftworks.Events |
**Why Build Fifth:**
- Nearly all 3D games need physics utilities
- Independent of complex game systems
- Provides foundation for character controllers and interaction systems
- Can be validated independently
**Core Features:**
```csharp
// Raycast utilities
public static class PhysicsUtils
{
public static bool Raycast(Vector3 origin, Vector3 direction, float maxDistance,
uint collisionMask = uint.MaxValue);
public static RaycastHit RaycastWithInfo(Vector3 origin, Vector3 direction, float maxDistance);
public static RaycastHit[] RaycastAll(Vector3 origin, Vector3 direction, float maxDistance);
// Shape casting
public static bool SphereCast(Vector3 origin, float radius, Vector3 direction, float maxDistance);
public static bool BoxCast(Vector3 origin, Vector3 size, Vector3 direction, float maxDistance);
// Overlap detection
public static Node3D[] OverlapSphere(Vector3 center, float radius, uint collisionMask);
public static Node3D[] OverlapBox(Vector3 center, Vector3 size, uint collisionMask);
}
// Physics materials management
public class PhysicsMaterialManager : Node
{
public void RegisterMaterial(string name, PhysicsMaterial material);
public PhysicsMaterial GetMaterial(string name);
public void ApplyMaterial(RigidBody3D body, string materialName);
}
// Trigger volume system
public partial class TriggerVolume : Area3D
{
[Signal] public delegate void BodyEnteredEventHandler(Node3D body);
[Signal] public delegate void BodyExitedEventHandler(Node3D body);
public bool IsBodyInside(Node3D body);
public Node3D[] GetBodiesInside();
}
```
**Validation Game Ideas:**
- Character that detects ground beneath them
- Interaction system using raycasts
- Trigger volumes that activate when player enters
### Phase 3: Character and Interaction Systems (Medium Priority)
These systems focus on character control and world interaction, building upon the previously established libraries.