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path: root/servers/physics_2d/space_2d_sw.cpp (follow)
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* Merge pull request #18349 from Gorgexpress/masterMax Hilbrunner2018-05-261-1/+4
|\ | | | | Fixed 2D intersect_shape limiting broadphase results
| * Fixed 2D intersect_shape limiting broadphase resultsMichael2018-04-221-1/+4
| | | | | | | | | | | | | | | | | | Physics2DDirectSpaceStateSW was applying the result limit to broadphase collision detection instead of narrow. This is inconsistent with its 3D variant, as well as the rest of the 2D direct space state functions. Broadphase is now limited by INTERSECTION_QUERY_MAX like everything else, and narrow phase is exited early when the result limit has been reached.
* | Resolves crash on shape2D culling for empty Concave shapesCrazy-P2018-04-121-0/+1
|/ | | | Fixes https://github.com/godotengine/godot/issues/17789
* Improved kinematic body 2D and 3D, Now can move rigid bodyAndrea Catania2018-02-201-1/+22
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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!
* Removed type_mask and fixed some variable nameAndreaCatania2017-11-211-22/+14
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* Remove node from list before calling queries, fixes #10886Juan Linietsky2017-11-101-2/+2
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* Fixing bad index used in Space2DSWMateusMP2017-11-081-13/+13
| | | | | Fix wrong col_obj access using wrong index variable. Related with issue #11695
* Rename RayCasts collision_layer to collision_maskPedro J. Estébanez2017-10-211-14/+14
| | | | | | | | The point is that `RayCast`s are checked against objects' `collision_layer`(s), but they themselves are considered no to _belong_ to any layer. Therefore, the correct name for their property is `collision_mask`, rather than `collision_layer`. Only renaming is needed since the behavior was already the right one, only that it wasn't matching what users would expect from the name and description of the property. Fixes #7589, where it's also discussed.
* correction to one way collision codeJuan Linietsky2017-09-171-3/+3
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* fixes to one way collision, closes #10971Juan Linietsky2017-09-171-4/+8
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* Fix special case where KinematicBody fails one way collisions by adding ↵Juan Linietsky2017-08-311-7/+53
| | | | exclusion lists, closes #9729
* Dead code tells no talesRémi Verschelde2017-08-271-15/+1
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Removed unnecessary assignmentsWilson E. Alvarez2017-08-211-5/+2
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* Remove needless check in motion testPedro J. Estébanez2017-08-161-17/+13
| | | | Since now one-way collision is at shapes, the removed if was unneeded.
* Fix crash in Space2DSW::test_body_motion()Pedro J. Estébanez2017-07-251-1/+1
| | | | Fixes #9692.
* Lots of work on Audio & Physics engine:Juan Linietsky2017-07-151-156/+0
| | | | | | | | -Added new 3D stream player node -Added ability for Area to capture sound from streams -Added small features in physics to be able to properly guess distance to areas for sound -Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children -Fixed KinematicBody API to make it the same as 2D.
* Some more typo fixes for "threshold"Rémi Verschelde2017-07-151-1/+1
| | | | Looks like @reduz really does not like that word.
* Refactor 'treshold' to 'threshold'Poommetee Ketson2017-07-081-6/+6
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* Simplified 2D Kinematicbody.. 3D will wait a bit.Juan Linietsky2017-06-241-0/+1
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* -Trigger shapes removed in 2D, they became obsolete long ago when areas ↵Juan Linietsky2017-06-231-82/+24
| | | | | | | | | | | 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!
* Refactor layer_mask to collision_layerPoommetee Ketson2017-06-141-14/+14
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* renamed all Rect2.pos to Rect2.positionalexholly2017-06-041-7/+7
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Complement KinematicBody2D fixPedro J. Estébanez2017-03-061-0/+2
| | | | >> which was done at 5fc084c28e912c54bf64645df3e6cf2cd2c30be6
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-511/+407
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Merge pull request #7802 from tagcup/physics_64bitRémi Verschelde2017-02-261-27/+27
|\ | | | | Use real_t as floating point type in physics code.
| * Use real_t as floating point type in physics code.Ferenc Arn2017-02-131-27/+27
| | | | | | | | | | | | 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.
* | Many fixes to make exported scenes work better, still buggy.Juan Linietsky2017-02-151-1/+5
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* fixed to 2D physics, makes it work againJuan Linietsky2017-01-151-2/+2
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* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-11/+16
| | | | | 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 Linietsky2017-01-111-14/+14
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* Various corrections in 2D math.Ferenc Arn2017-01-101-6/+6
| | | | | | | | 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.
* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-3/+3
| | | | | | | | categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
* 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 #6691 from Faless/expose_more_physicsRémi Verschelde2016-10-091-7/+7
|\ | | | | Expose more 2D/3D physics options in project settings (#5029)
| * Expose more 2D/3D physics options in project settingsFabio Alessandrelli2016-10-031-7/+7
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* | Now ignoring remaining collision shapes.Victor Seiji Hariki2016-09-261-0/+3
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* -Fixed issue in Kinematicbody2DJuan Linietsky2016-09-011-9/+18
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* More improvements to visual script..Juan Linietsky2016-08-311-1/+11
| | | | fixed a bug of not saving when sub-nodes changed.
* Remove unused variables (fourth pass) + dead codeRémi Verschelde2016-07-081-4/+0
| | | | Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33.
* First version of ProfilerJuan Linietsky2016-05-211-1/+2
| | | | | It is now possible to profile GDScript as well as some parts of Godot internals.
* Fixed #4163 (intersect_shape crashes on results limit)Marc Gilleron2016-04-121-1/+1
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* remove trailing whitespaceHubert Jarosz2016-03-091-2/+2
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* Physics2D: Allow to use 'intersect_point' with objects which is not 'pickable'Biliogadafr2016-02-011-2/+2
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* -Fix crash at exit due to unnecesary check in command queue, fixes #2034Juan Linietsky2016-01-041-4/+4
| | | | -Fix memory corruption due to using wrong singleton in multithreaded physics, fixes #2760
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Fix Area2D type mask matchingeska2015-10-091-2/+2
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