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* Update copyright statements to 2018Rémi Verschelde2018-01-0111-22/+22
| | | | Happy new year to the wonderful Godot community!
* Style: Apply new clang-format 5.0 style to all filesRémi Verschelde2017-12-076-21/+27
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* Merge pull request #11249 from m4nu3lf/bugfix/get_eulerRémi Verschelde2017-10-311-2/+2
|\ | | | | Fix inertia tensor update & Generic6DOFJoint & Simplify Basis::get_euler()
| * Fix wrong index in get_euler_xyz and wrong get_euler in G6DF Jointm4nu3lf2017-09-221-1/+1
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| * Fix Inertia tensor update & Generic 6DOF Jointm4nu3lf2017-09-221-1/+1
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* | Added documentation for 3D Joints, the 2D Pin Joint, and the Physicsservers, ↵Grosskopf2017-10-141-2/+2
| | | | | | | | also a minor bugfix in the 3D Pinjoint.
* | Rename pos to position in user facing methods and variablesletheed2017-09-201-2/+2
|/ | | | | | | | | | | 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 Verschelde2017-08-2711-11/+11
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* Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-164-12/+12
| | | | Fixes #10244.
* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-4/+4
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* ConeTwistJoint: Initialize 'm_angularOnly'.dotquixote2017-06-261-0/+1
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* Improve documentation of thirdparty code snippetsRémi Verschelde2017-05-075-5/+90
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-0811-0/+11
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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 Verschelde2017-03-0511-1317/+1003
| | | | | | | | | | | | | | | | | | | | | | | | 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 Arn2017-02-1310-86/+38
| | | | | | 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 property setter in G6DOF jointm4nu3lf2017-02-031-1/+1
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* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-1/+1
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* Style: Fix whole-line commented codeRémi Verschelde2017-01-144-22/+23
| | | | | 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 Linietsky2017-01-113-12/+12
| | | | | | | | | | | | 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 massm4nu3lf2017-01-095-31/+31
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* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-0111-11/+11
| | | | | | | | 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!
* style: Fix PEP8 whitespace issues in Python filesRémi Verschelde2016-11-011-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Done with `autopep8 --select=E2,W2`, fixes: - E201 - Remove extraneous whitespace. - E202 - Remove extraneous whitespace. - E203 - Remove extraneous whitespace. - E211 - Remove extraneous whitespace. - E221 - Fix extraneous whitespace around keywords. - E222 - Fix extraneous whitespace around keywords. - E223 - Fix extraneous whitespace around keywords. - E224 - Remove extraneous whitespace around operator. - E225 - Fix missing whitespace around operator. - E226 - Fix missing whitespace around operator. - E227 - Fix missing whitespace around operator. - E228 - Fix missing whitespace around operator. - E231 - Add missing whitespace. - E231 - Fix various deprecated code (via lib2to3). - E241 - Fix extraneous whitespace around keywords. - E242 - Remove extraneous whitespace around operator. - E251 - Remove whitespace around parameter '=' sign. - E261 - Fix spacing after comment hash. - E262 - Fix spacing after comment hash. - E265 - Format block comments. - E271 - Fix extraneous whitespace around keywords. - E272 - Fix extraneous whitespace around keywords. - E273 - Fix extraneous whitespace around keywords. - E274 - Fix extraneous whitespace around keywords. - W291 - Remove trailing whitespace. - W293 - Remove trailing whitespace.
* SCsub: Add python shebang as a hint for syntax highlightingRémi Verschelde2016-10-171-0/+2
| | | | Also switch existing shebangs to "better" /usr/bin/env python.
* Drop empty .cpp files for header-only classesRémi Verschelde2016-06-181-35/+0
| | | | Part of #5272
* Add missing license headers in our source files (#5255)Rémi Verschelde2016-06-1812-6/+406
| | | Also removes a couple wrong Godot headers from third-party source files.
* Remove noisy printCarter Anderson2016-05-231-1/+0
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* Cosmetic fixes to SCons buildsystemRémi Verschelde2015-11-011-3/+0
| | | | | | - Removed trailing spaces - Made sure all indentation is done using tabs (fixes #39) - Potentially fixed an identation issue for openssl check
* -Fixes from source code analyzizer, closes #1768Juan Linietsky2015-05-011-1/+1
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* 3D Physics Rework, Other StuffJuan Linietsky2014-09-1513-0/+3118
-=-=-=-=-=-=-=-=-=-=-=-=-=- 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.