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path: root/servers/physics_2d_server.h
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* Improved kinematic body 2D and 3D, Now can move rigid bodyAndrea Catania2018-02-201-2/+2
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* Added physics API in order to enable/disable collisions between rigidbody ↵Andrea Catania2018-02-051-0/+3
| | | | | | attached to a joint with bullet physics bullet Fixes #16424
* 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 Verschelde2017-12-071-6/+9
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* Removed type_mask and fixed some variable nameAndreaCatania2017-11-211-27/+11
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* Reworked how servers preallocate RIDs, should fix #10970Juan Linietsky2017-11-091-2/+10
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* Implemented physics plugAndreaCatania2017-11-041-0/+37
| | | | | | | | | | | | | | | | | | | | Moved init_physics Implemented physics 2D plug Fix clang Fix clang Fix static check Fix clang Fix static check Moved physics server initialization Moved physics server settings initialization
* Added new API to get body direct stateAndreaCatania2017-09-291-1/+4
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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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* ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-0/+2
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* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-4/+4
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* Refactor 'treshold' to 'threshold'Poommetee Ketson2017-07-081-4/+4
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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 Linietsky2017-06-231-8/+4
| | | | | | | | | | | 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 Ketson2017-06-141-12/+12
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-211/+194
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Type renames:Juan Linietsky2017-01-111-21/+21
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-6/+6
| | | | | | | | 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!
* -Fixed issue in Kinematicbody2DJuan Linietsky2016-09-011-2/+2
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* First version of ProfilerJuan Linietsky2016-05-211-1/+3
| | | | | It is now possible to profile GDScript as well as some parts of Godot internals.
* RigidBody2D (add_force, set_inertia): new methods.Josh Grams2016-04-261-1/+3
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* RigidBody2D: add and bind get_inertia() method.Josh Grams2016-04-201-0/+1
| | | | | | | 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 Jarosz2016-03-091-1/+1
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* Physics2D: Allow to use 'intersect_point' with objects which is not 'pickable'Biliogadafr2016-02-011-1/+1
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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.Ovnuniarchos2015-12-141-0/+2
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* Expose softness parameter of pin joint to the editor.Biliogadafr2015-10-101-0/+7
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* Ability to visually debug geometry visually:Juan Linietsky2015-09-201-0/+3
| | | | | | | -Visible 2D and 3D Shapes, Polygons, Tile collisions, etc. -Visible Navmesh and Navpoly -Visible collision contacts for 2D and 3D as a red point -Customizable colors in project settings
* Merge pull request #1932 from Faless/gravity_distance_fullJuan Linietsky2015-06-071-0/+1
|\ | | | | Calculate gravity based on distance from body to gravity point
| * Calculate gravity based on distance from body to gravity point (2D)Fabio Alessandrelli2015-05-181-0/+1
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* | ability to run 2D physics in a threadJuan Linietsky2015-05-261-2/+3
|/ | | | | also, 2D physics is now thread safe too. see physics_2d/thread_model
* -new collision layer & mask system for 2D, for more flexible collision maskingJuan Linietsky2015-05-031-2/+5
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* -Rewritten KinematicBody2D::move to MUCH more efficient code.Juan Linietsky2015-04-191-0/+50
| | | | | | -KinematicBody2D::move now properly recognizes collision exceptions and masks, fixes #1649 -Removed object type masking for KinematicBody2D -Added a test_motion() function to RigidBody2D, allowing simlar behavior to KinematicBody2D::move there.
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* fixes/cleans upJuan Linietsky2015-03-221-0/+1
| | | | | | -input now correctly works when using viewport scaling -added function to get areas/bodies in given point -added function to get space state directly from world
* input events on Area2D is now supportedJuan Linietsky2015-03-221-0/+5
| | | | also added a demo showing how this works
* Area2D can now detect overlap with other areasJuan Linietsky2015-03-171-0/+3
| | | | this should make everything simpler, specially for newcomers to Godot
* -Add support for one-way collision in 2D (only works for kinematic body so far)Juan Linietsky2015-01-131-0/+3
| | | | -Solve drawing order bug introduced in previous commit: solves #1214
* -begin work on unidirectional collision detectionJuan Linietsky2015-01-131-0/+3
| | | | | -fixed performance issue in new 2D engine -texscreen() working in shader 2D
* Changes to 2D physics engineJuan Linietsky2015-01-051-4/+8
| | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= -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
* -added custom metadata to physics shapes (2D only for now)Juan Linietsky2014-10-161-0/+7
| | | | -gizmos are not displayed in camera preview
* 3D Physics and Other StuffJuan Linietsky2014-09-021-5/+60
| | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-= -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 Linietsky2014-05-141-8/+11
| | | | | | | | | | | | | -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.
* -added kinematic bodyJuan Linietsky2014-02-221-10/+21
| | | | -added kinematic body demos
* -improved physics ccdJuan Linietsky2014-02-191-8/+37
| | | | | | -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/+426