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* Revert "Allow Area2D and 3D mouse events without a collision layer"Rémi Verschelde2020-07-271-1/+1
| | | | This reverts commit 7eebb06b5571437828d8c5099558c303c72cd1f4.
* Allow Area2D and 3D mouse events without a collision layerTomasz Chabora2020-07-101-1/+1
| | | | Co-authored-by: madmiraal <madmiraal@users.noreply.github.com>
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-21/+41
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-5/+0
| | | | | | | | | | | | | | Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
* Replace NULL with nullptrlupoDharkael2020-04-021-2/+2
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* Renaming of servers for coherency.Juan Linietsky2020-03-271-2/+2
| | | | | | | | | | VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
* ObjectID converted to a structure, fixes many bugs where used incorrectly as ↵Juan Linietsky2020-02-121-2/+2
| | | | 32 bits.
* 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.
* Fix RayShape collision when used with a KinematicBody (Bullet Physics)Daniel Rakos2019-02-191-9/+1
| | | | | | | | | | | | | | | | | - Added code handling non-compound collision to recover_from_penetration_ray() which is now needed due to the optimization avoiding the use of compound collisions when only a single collision shape is used. - Removed arbitrary margin applied in the collision algorithm of RayShapes which causes jittered movement. For lack of a better replacement and for lack of any explanation on why it has been introduced, it's now using the shape's margin property instead which is small enough to not show visible jitter. - Tried to get rid of inconsistent uses of the collision margin. - Removed hack from GodotDeepPenetrationContactResultCallback::addContactPoint for RayShape collision as it's no longer needed as the collision algorithm of RayShapes correctly calculates the contact normal for a while now. Fixes #25227.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* `GodotRestInfoContactResultCallback::addSingleResult` now returns normalDaniel Abbott2018-12-221-0/+1
| | | | | `PhysicsDirectSpaceState.get_rest_info()` now provides normals in result Addresses issue 24558
* Add more max-checking to physics queriesFlorian Jung2018-11-261-0/+8
| | | | | | | Fixes some out-of-bounds problems when there are more collisions than have been requested for. This extends what has been done in 444b8471a3. Fixes godotengine/godot#23990
* Add null check in godot result callbackmuiroc2018-09-161-3/+5
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* Fixing trimesh precisionAndrea Catania2018-09-061-0/+8
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* Added ray / shape / point / motion / rest cast exclusion of area and or bodyAndrea Catania2018-08-211-1/+50
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* Merge pull request #20908 from AndreaCatania/kiSlopeJuan Linietsky2018-08-201-2/+11
|\ | | | | Improved move_and_slide function stay on slope
| * Added ray shape and move_and_slide with snapping on 3D.Andrea Catania2018-08-191-2/+11
| | | | | | | | Added stop_on_slope on 2d part
* | Bullet picking will now ignore objects without input_ray_pickableJohn Teasdale2018-08-191-2/+2
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* Implemented ragdollAndreaCatania2018-05-071-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Implementing ragdoll Implementing ragdoll Implementing ragdoll Implementing ragdoll Implementing ragdoll a Implemented implicit hierarchy. Improved Added some physics properties Added bone offset to preserve COM, partially fixed scaling work in progress WIP wip Implemented Joint Gizmos Implemented pin joint joint Implemented all joints
* Removed useless checkAndrea Catania2018-04-121-8/+2
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* Corrected physics query max result checkingAndrea Catania2018-04-041-3/+10
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* Fixed kinematic sliding on trimeshAndrea Catania2018-04-041-6/+3
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* Fixed kinematic char slidingAndrea Catania2018-02-251-13/+10
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* Improved kinematic body 2D and 3D, Now can move rigid bodyAndrea Catania2018-02-201-3/+8
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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-2/+6
| | | | | | 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!
* Fixed intersect_shape crash, closes #13697AndreaCatania2017-12-231-1/+4
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* Fixed kinematic movement on concave shapeAndreaCatania2017-11-191-2/+20
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* Rewritten kinematic systemAndreaCatania2017-11-071-47/+0
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* Bullet physics engine implementationAndreaCatania2017-11-041-0/+291
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.