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* Added Physics state APIsAndrea Catania2018-02-161-0/+11
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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 lockAndreaCatania2017-12-101-3/+3
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* Allow double-axis lock in RigidBody and KinematicBodyEric Rybicki2017-11-101-3/+3
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* Merge pull request #12713 from AndreaCatania/masterJuan Linietsky2017-11-091-0/+4
|\ | | | | Rewritten kinematic system
| * Rewritten kinematic systemAndreaCatania2017-11-071-0/+4
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* | Merge pull request #11379 from m4nu3lf/feature/no_bias_overrotationRémi Verschelde2017-11-081-2/+8
|\ \ | |/ |/| Avoid bias over rotation in contact resolution
| * Avoid bias overrotation in contact resolutionm4nu3lf2017-09-181-2/+8
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* | Rename pos to position in user facing methods and variablesletheed2017-09-201-3/+3
|/ | | | | | | | | | | Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Improve cleanup of physics constraintsPedro J. Estébanez2017-08-011-0/+1
| | | | | | | | Don't abort the loop when one is already released Remove warning on already-released constraint Clean up area's contraints as well Clear the constraint data as well Do the cleanup as soon as the space changes
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-124/+138
| | | | | | | | | | | | | | | | | | | | | | | | 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 Arn2017-02-131-11/+11
| | | | | | 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.
* Type renames:Juan Linietsky2017-01-111-7/+7
| | | | | | | | | | | | 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 massm4nu3lf2017-01-091-8/+29
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* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-1/+1
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* 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!
* Merge pull request #2698 from Faless/add_area_fixJuan Linietsky2016-01-231-3/+19
|\ | | | | Fix bug in Body(2D)SW::add_area
| * Fix Body (and Body2D) add_area / remove_area when area have multiple shapesFabio Alessandrelli2015-12-021-3/+19
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* | skip the first integration in physics bodies, fixes #2213Juan Linietsky2016-01-021-0/+2
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* | Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* | Areas now calculate their dampenings the same way as their gravity.Ovnuniarchos2015-12-081-1/+1
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* Added gravity scale, and linear/angular damp override to 3D physics.Juan Linietsky2015-08-301-4/+11
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* sleeping property now should work properly, fixes #1892Juan Linietsky2015-05-161-1/+1
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* properly wake up bodies when a parameter changes, fixes #1740Juan Linietsky2015-04-261-0/+6
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* Merge pull request #1691 from Faless/area_combine_2dJuan Linietsky2015-04-181-1/+1
|\ | | | | Implement Area2D space_override_mode = COMBINE
| * Fix operator definition for AreaCMPFabio Alessandrelli2015-04-141-1/+1
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* | Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* Use Vector for storing areasFabio Alessandrelli2015-03-241-5/+4
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* ColladaJuan Linietsky2014-10-141-0/+1
| | | | | | | | | | | | -=-=-=- -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 Linietsky2014-10-031-1/+1
| | | | | must have made some mistake with git, not sure why they were not sent..
* 3D Physics Rework, Other StuffJuan Linietsky2014-09-151-0/+22
| | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- 3D Physics: -Fixed "Bounce" parameter in 3D -Fixed bug affecting Area (sometims it would not detect properly) -Vehicle Body has seen heavy work -Added Query API for doing space queries in 3D. Needs some docs though. -Added JOINTS! Adapted Bullet Joints: and created easy gizmos for setting them up: -PinJoint -HingeJoint (with motor) -SliderJoint -ConeTwistJoint -Generic6DOFJoint -Added OBJECT PICKING! based on the new query API. Any physics object now (Area or Body) has the following signals and virtual functions: -input_event (mouse or multitouch input over the body) -mouse_enter (mouse entered the body area) -mouse_exit (mouse exited body area) For Area it needs to be activated manually, as it isn't by default (ray goes thru). Other: -Begun working on Windows 8 (RT) port. Compiles but does not work yet. -Added TheoraPlayer library for improved to-texture and portable video support. -Fixed a few bugs in the renderer, collada importer, collada exporter, etc.
* 3D Physics and Other StuffJuan Linietsky2014-09-021-2/+3
| | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-= -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!
* Little BitsJuan Linietsky2014-08-141-0/+1
| | | | | | | | -=-=-=-=-=- -Fixed small bugs all around -Added ability to show/hide entire sections of the spatial (3D) tree -WIP new vehicle (not ready yet) based on Bullet
* A bit of everything:Juan Linietsky2014-05-141-320/+325
| | | | | | | | | | | | | -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.
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+348