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path: root/servers/physics/body_sw.cpp
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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Implemented physics linear and angular lockAndreaCatania2017-12-101-12/+27
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* Merge pull request #12756 from Stratos695/masterRémi Verschelde2017-12-091-16/+13
|\ | | | | Allowing double-axis lock in RigidBody & KinematicBody (Fixes #12500)
| * Allow double-axis lock in RigidBody and KinematicBodyEric Rybicki2017-11-101-16/+13
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* | Style: Apply new clang-format 5.0 style to all filesRémi Verschelde2017-12-071-2/+5
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* Rewritten kinematic systemAndreaCatania2017-11-071-0/+5
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* Fix Inertia tensor update & Generic 6DOF Jointm4nu3lf2017-09-221-2/+3
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Add missing initializersPedro J. Estébanez2017-07-251-1/+2
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* Refactor 'treshold' to 'threshold'Poommetee Ketson2017-07-081-1/+1
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* Merge pull request #8277 from tagcup/math_checksRémi Verschelde2017-04-241-2/+2
|\ | | | | Added various functions basic math classes. Also enabled math checks …
| * Added various functions basic math classes. Also enabled math checks only ↵Ferenc Arn2017-04-061-2/+2
| | | | | | | | | | | | | | | | for debug builds. Added set_scale, set_rotation_euler, set_rotation_axis_angle. Addresses #2565 directly. Added an euler angle constructor for Basis in GDScript and also exposed is_normalized for vectors and quaternions. Various other changes mostly cosmetic in nature.
* | Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Fix typos in source code using codespellRémi Verschelde2017-03-241-1/+1
| | | | From https://github.com/lucasdemarchi/codespell
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-219/+175
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* Use real_t as floating point type in physics code.Ferenc Arn2017-02-131-10/+10
| | | | | | This is a continuation of an on-going work for 64-bit floating point builds, started in PR #7528. Covers physics, physics/joints and physics_2d code. Also removed matrixToEulerXYZ function in favor of Basis::get_euler.
* fixed to 2D physics, makes it work againJuan Linietsky2017-01-151-1/+1
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* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-21/+33
| | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
* Type renames:Juan Linietsky2017-01-111-9/+9
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* Fixed inertia tensor computation and center of massm4nu3lf2017-01-091-17/+47
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* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
* skip the first integration in physics bodies, fixes #2213Juan Linietsky2016-01-021-1/+5
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* New and corrected are override modes.Ovnuniarchos2015-12-141-9/+21
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* Areas now calculate their dampenings the same way as their gravity.Ovnuniarchos2015-12-081-8/+14
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* Added gravity scale, and linear/angular damp override to 3D physics.Juan Linietsky2015-08-301-6/+47
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* Calculate gravity based on distance from body to gravity pointFabio Alessandrelli2015-05-181-3/+6
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* sleeping property now should work properly, fixes #1892Juan Linietsky2015-05-161-0/+2
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* properly wake up bodies when a parameter changes, fixes #1740Juan Linietsky2015-04-261-0/+3
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* Re-sort Area array during integration stepFabio Alessandrelli2015-03-241-0/+1
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* Implement combine mode for areaFabio Alessandrelli2015-03-241-13/+18
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* fix area center of gravityJuan Linietsky2015-03-221-1/+1
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* ColladaJuan Linietsky2014-10-141-0/+11
| | | | | | | | | | | | -=-=-=- -Fixed some DAE import & export bugs -Changed Collada exporter to use the mesh loops API -Added tangent export to Collada exporter -Added triangulation option to Collada exporter -Changed a little how normalmaps are handled in shader. Not sure if it's working properly, be careful. -Fixed some strange bug with kinematic bodies #776 -Fix release compilaiton issues #782
* missing fils from yesterday comit.Juan Linietsky2014-10-031-2/+3
| | | | | must have made some mistake with git, not sure why they were not sent..
* 3D Physics and Other StuffJuan Linietsky2014-09-021-35/+72
| | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-= -New Vehicle (Based on Bullet's RaycastVehicle) - Vehiclebody/VehicleWheel. Demo will come soon, old vehicle (CarBody) will go away soon too. -A lot of fixes to the 3D physics engine -Added KinematicBody with demo -Fixed the space query API for 2D (demo will come soon). 3D is WIP. -Fixed long-standing bug with body_enter/body_exit for Area and Area2D -Performance variables now includes physics (active bodies, collision pairs and islands) -Ability to see what's inside of instanced scenes! -Fixed Blend Shapes (no bs+skeleton yet) -Added an Android JavaClassWrapper singleton for using Android native classes directly from GDScript. This is very Alpha!
* A bit of everything:Juan Linietsky2014-05-141-1/+27
| | | | | | | | | | | | | -IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM. -New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally. -Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept. -Several fixes and improvements to SurfaceTool. -Anti Aliasing added to WorldEnvironment effects (using FXAA) -2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which. -2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before) -Viewport render target textures can now be filtered. -Few fixes in GDscript make it easier to work with static functions and class members. -Several and many bugfixes.
* -improved physics ccdJuan Linietsky2014-02-191-603/+603
| | | | | | -html5 exporter works again -disable repeat on image loader by default -can change shape offset en tileset, texture offset was broken
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+631