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