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Description
Describe the project you are working on
V-Sekai development community focuses on providing social VR functionality for the open source Godot Engine.
We want to implement KHR_physics as some point as a glTF2 extension.
Describe the problem or limitation you are having in your project
Tapered capsule is a dependency of KHR_physics. Implementing KHR_physics allows us to have a path from blender to import physics and collision properties.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Recording.2025-07-26.161231.mp4
A capsule (cylinder with hemispherical ends) centered at the origin and defined by two "capping" spheres with potentially different radii, aligned along the Y axis in local space.
Add this type of tapered capsule to Godot Engine.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Jolt added tapered capsule jrouwe/JoltPhysics#1241 and we already use a release of that pull request on jolt.
My current plan is to make a new tapered capsule classes for shape (physics), mesh (mesh instance 3d).
I will test that CSGMesh3D will be able to import tapered capsule meshes as CSG.
We cannot reuse the height value of the existing capsule classes due to a different definition so for new developers it would be confusing to reuse the existing capsule classes.
We can handle the conversion internally I think for KHR_physics.
If this enhancement will not be used often, can it be worked around with a few lines of script?
Not a few lines of script.
Is there a reason why this should be core and not an add-on in the asset library?
If we want to have full support of KHR_physics, we'd need to have this in the engine source code rather than a gdscript or gdextension addon.