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path: root/servers/physics_2d/body_2d_sw.cpp (follow)
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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!
* Style: Apply new clang-format 5.0 style to all filesRémi Verschelde2017-12-071-2/+5
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Refactor 'treshold' to 'threshold'Poommetee Ketson2017-07-081-1/+1
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* -Trigger shapes removed in 2D, they became obsolete long ago when areas ↵Juan Linietsky2017-06-231-2/+0
| | | | | | | | | | | could detect their own overlap -Added ability to disable individual collisionshape/polygon -Moved One Way Collision to shape, allowing more flexibility -Changed internals of CollisionObject, shapes are generated from child nodes on the fly, not stored inside any longer. -Modifying a CollisionPolygon2D on the fly now works, it can even be animated. Will port this to 3D once well tested. Have fun!
* 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 Verschelde2017-03-051-215/+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 Arn2017-02-131-5/+5
| | | | | | 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.
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-19/+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 Linietsky2017-01-111-3/+3
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* Various corrections in 2D math.Ferenc Arn2017-01-101-4/+5
| | | | | | | | This is the follow up for the 2D changes mentioned in PR #6865. It fixes various mistakes regarding the order of matrix indices, order of transformation operations, usage of atan2 function and ensures that the sense of rotation is compatible with a left-handed coordinate system with Y-axis pointing down (which flips the sense of rotations along the z-axis). Also replaced float with real_t, and tried to make use of Matrix32 methods rather than accessing its elements directly. Affected code in the Godot code base is also fixed in this commit. The user code using functions involving angles such as atan2, angle_to, get_rotation, set_rotation will need to be updated to conform with the new behavior. Furthermore, the sign of the rotation angles in existing 2D scene files need to be flipped as well.
* 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!
* RigidBody2D (add_force, set_inertia): new methods.Josh Grams2016-04-261-3/+14
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* RigidBody2D: add and bind get_inertia() method.Josh Grams2016-04-201-0/+4
| | | | | | | You can't set this value very well, since it's automatically computed from the mass and the collision shapes. But since the values are higher than many people might suspect, so being able to read it helps estimate the amount of torque you might need to apply.
* remove trailing whitespaceHubert Jarosz2016-03-091-4/+4
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* physics state properly returns contact metadata, closes #1979Juan Linietsky2016-01-031-0/+22
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* skip the first integration in physics bodies, fixes #2213Juan Linietsky2016-01-021-1/+4
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* remove error print in area collision, should be a valid situation, closes #2463Juan Linietsky2015-12-311-2/+1
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* New and corrected are override modes.Ovnuniarchos2015-12-141-10/+23
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* Areas now calculate their dampenings the same way as their gravity.Ovnuniarchos2015-12-081-10/+15
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* -remove Vector2.atan2() replaced by Vector2.angle(), fixes #2260Juan Linietsky2015-11-191-1/+1
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* Calculate gravity based on distance from body to gravity point (2D)Fabio 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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* -Made one way collision work with 2D physics (rigidbody)Juan Linietsky2015-05-031-0/+1
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* properly wake up bodies when a parameter changes, fixes #1740Juan Linietsky2015-04-261-0/+3
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* Merge pull request #1691 from Faless/area_combine_2dJuan Linietsky2015-04-181-15/+22
|\ | | | | Implement Area2D space_override_mode = COMBINE
| * Implement Area2D space_override_mode combineFabio Alessandrelli2015-04-141-15/+22
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* | Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* fix area center of gravityJuan Linietsky2015-03-221-1/+1
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* -Add support for one-way collision in 2D (only works for kinematic body so far)Juan Linietsky2015-01-131-0/+1
| | | | -Solve drawing order bug introduced in previous commit: solves #1214
* Changes to 2D physics engineJuan Linietsky2015-01-051-4/+41
| | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= -Removed "density" property -Added instead more flexible "angular damp" and "linear damp" -Added ability to override angular and linear damp in rigidbody -Added gravity scale option rigidbody Test well and iron out bugs, when it works the same will be moved to 3D
* Bug FixesJuan Linietsky2014-11-021-1/+7
| | | | | | | | | | | | | | | | -=-=-=-=- -Fixed problem with scaling shapes (#827), related to not taking scale in consideration for calculating the moment of inertia -Added support for multiline strings (or comments) using """ -Save subscene bug, properties not being saved in root node (#806) -Fix Crash in CollisionPolygon2DEditor (#814) -Restored Ability to compile without 3D (#795) -Fix InterpolatedCamera (#803) -Fix UV Import for OBJ Meshes (#771) -Fixed issue with modifier gizmos (#794) -Fixed CapsuleShape gizmo handle (#50) -Fixed Import Button (not properly working in 3D) (#733) -Many misc fixes (though no new features)
* ColladaJuan Linietsky2014-10-141-1/+12
| | | | | | | | | | | | -=-=-=- -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 Linietsky2014-10-031-8/+9
| | | | | must have made some mistake with git, not sure why they were not sent..
* -improved physics ccdJuan Linietsky2014-02-191-581/+586
| | | | | | -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/+609