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* Remove unused Bullet module and thirdparty codeRémi Verschelde2022-03-091-255/+0
| | | | | | | It has been disabled in `master` since one year (#45852) and our plan is for Bullet, and possibly other thirdparty physics engines, to be implemented via GDExtension so that they can be selected by the users who need them.
* Style: Remove inconsistently used `@author` docstringsRémi Verschelde2022-01-041-5/+1
| | | | | | | | | | Each file in Godot has had multiple contributors who co-authored it over the years, and the information of who was the original person to create that file is not very relevant, especially when used so inconsistently. `git blame` is a much better way to know who initially authored or later modified a given chunk of code, and most IDEs now have good integration to show this information.
* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Merge pull request #42306 from madmiraal/fix-39947Camille Mohr-Daurat2021-11-181-3/+3
|\ | | | | Update Bullet Area overlaps when Area properties or shapes change.
| * Update Bullet Area overlaps when Area properties or shapes change.Marcel Admiraal2020-10-081-3/+3
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* | Rename files and the exposed name for Transform3DAaron Franke2021-06-031-1/+1
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* | Rename Transform to Transform3D in coreAaron Franke2021-06-031-7/+7
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* | Initialize class/struct variables with default values in modules/Rafał Mikrut2021-02-081-1/+1
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* | Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* | Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-2/+2
| | | | | | | | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* | Refactor MethodBind to use variadic templatesreduz2020-10-181-1/+1
|/ | | | Removed make_binders and the old style generated binders.
* Revert "Optimized physics object spawn time and optimized shape usage when ↵Andrea Catania2020-10-081-23/+3
| | | | | | the shape is not scaled" This reverts commit 7709a8349354b469361ec7e1429af0dc8af80b2a.
* Revert "- Enhanced the flush mechanism by flushing only needed thing."Andrea Catania2020-10-081-21/+19
| | | | This reverts commit 8d0d6d6921d5dfb398f4ab04e4d3937ab550c4ff.
* - Enhanced the flush mechanism by flushing only needed thing.Andrea Catania2020-07-271-19/+21
| | | | | | | | | | - Flushing Areas before anything else. - Make sure to correctly fetch gravity when the integrate_forces function is used - Lazy reload body when layer and mask changes - Shapes are reloaded just before the physics step starts. - Improved some other parts of the code. - Added override keyword - Using LocalVector
* Optimized physics object spawn time and optimized shape usage when the shape ↵Andrea Catania2020-06-241-3/+23
| | | | is not scaled
* Port member initialization from constructor to declaration (C++11)Rémi Verschelde2020-05-141-21/+17
| | | | | | | | | | Using `clang-tidy`'s `modernize-use-default-member-init` check and manual review of the changes, and some extra manual changes that `clang-tidy` failed to do. Also went manually through all of `core` to find occurrences that `clang-tidy` couldn't handle, especially all initializations done in a constructor without using initializer lists.
* Replace NULL with nullptrlupoDharkael2020-04-021-4/+4
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* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
* Fixed RigidBody stuttering when changing collision layer/maskPouleyKetchoupp2019-10-081-4/+8
| | | | | | | | - Changing collision layer/mask now only updates the broadphase proxy to avoid the velocity to be reset each time (also avoids unnecessary computations) - No rigid body update at all when the collision layer/mask stays the same - Same changes for Area for optimization purpose Fixes #32577
* Add transform support to deal with Bullets centering of shapesBastiaan Olij2019-05-071-0/+1
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* Allow adding disabled shapesShyRed2019-04-231-1/+1
| | | | Adds the ability to directly add disabled shapes to a collision object. Before this commit a shape has always been assumed to be enabled and had to be disabled in an extra step.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Optimitzed area overlap checksAndrea Catania2018-10-071-1/+6
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* Improved code that handles collision shapes, fixes #21945Andrea Catania2018-10-061-17/+18
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* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-3/+3
| | | | | | This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
* Optimized in case is used just 1 shape with no transformAndrea Catania2018-09-061-5/+8
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* Fixed Bullet collision shapes scaleAndreaCatania2018-01-081-0/+2
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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-3/+7
| | | | | | 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.
* Merge pull request #13257 from AndreaCatania/masterRémi Verschelde2018-01-041-0/+1
|\ | | | | Fixed kinematic movement stuck, Changed how shape scale works.
| * Fixed kinematic movement stuck, Changed how shape scale works, OptimizedAndreaCatania2017-12-231-0/+1
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* | Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* Fixed bullet get_transform scaleAndreaCatania2017-12-081-1/+3
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* Style: Apply new clang-format 5.0 style to all filesRémi Verschelde2017-12-071-7/+13
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* Bullet physics engine implementationAndreaCatania2017-11-041-0/+234
This is a bullet wrapper that allows Godot to use Bullet physics and benefit about all features. Also it support all specific Godot physics functionality like multi shape body, areas, RayShape, etc.. It improve the Joints, Trimesh shape, and add support to soft body even if Godot is not yet ready to it.