summaryrefslogtreecommitdiffstats
path: root/scene/3d/ray_cast.cpp
Commit message (Collapse)AuthorAgeFilesLines
* Renamed 2D and 3D nodes to make their types explicitJuan Linietsky2020-03-271-405/+0
| | | | Fixes #30736.
* Style: Set clang-format Standard to Cpp11Rémi Verschelde2020-03-171-2/+2
| | | | | | | | | | For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
* ObjectID converted to a structure, fixes many bugs where used incorrectly as ↵Juan Linietsky2020-02-121-3/+3
| | | | 32 bits.
* Modernized default 3D material, fixes material bugs.Juan Linietsky2020-02-111-4/+4
|
* Base 3D engine done, still untested, though.Juan Linietsky2020-02-111-2/+1
|
* Changes to material required to add custom shaders in RD rendererJuan Linietsky2020-02-111-1/+0
|
* 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.
* Draw 3D collision shape/raycast gizmos in grayscale when disabledHugo Locurcio2019-08-211-0/+2
| | | | | This makes them easier to distinguish from their enabled counterparts, as is already done in the 2D editor.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-1/+1
| | | | | | 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.
* Changes to ClippedCamera, RayCast,Raycast2D and 2D physics API to add ↵Juan Linietsky2018-08-211-30/+32
| | | | ability to choose between bodies and areas when colliding.
* Added ray / shape / point / motion / rest cast exclusion of area and or bodyAndrea Catania2018-08-211-1/+31
|
* Use internal physics processing for Nodes' internal logicRémi Verschelde2018-04-111-5/+5
|
* Reset collider on ray nodeAndreaCatania2018-01-121-0/+2
|
* 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!
* Ported 'Exclude Parent' from Raycast2D to RaycastMarco Masselli2017-11-301-0/+35
|
* Removed type_mask and fixed some variable nameAndreaCatania2017-11-211-16/+1
|
* missing set/get_collision_mask_bit() for RayCastJakub Grzesik2017-10-231-0/+18
| | | | in the same fastion how it's implemented in Area or Bodies
* Rename RayCasts collision_layer to collision_maskPedro J. Estébanez2017-10-211-9/+9
| | | | | | | | 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.
* Renamed fixed_process to physics_processAndreaCatania2017-09-301-5/+5
|
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
|
* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-2/+2
| | | | | | | | | | | | Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
* Removes editor_hint from SceneTreeIgnacio Etcheverry2017-08-191-3/+5
|
* Refactor layer_mask to collision_layerPoommetee Ketson2017-06-141-9/+9
|
* -Added proper access to depth texture from shaderJuan Linietsky2017-06-071-2/+2
| | | | -Split Mesh into Mesh (abstrat class) and ArrayMesh, to allow to proper mesh primitives, as well as streamable meshes in the future.
* Fixed #8102, by renaming FixedSpatialMaterial to SpatialMaterialNuno Donato2017-04-241-4/+4
|
* Merge pull request #8102 from bd339/iss3172Rémi Verschelde2017-04-241-0/+86
|\ | | | | Show 3D raycasts when debugging collisions
| * Show 3D raycasts when debugging collisionsBenjamin Dahse2017-03-301-0/+86
| | | | | | | | | | Represent a raycast by a line segment using the direction and magnitude of the cast_to vector. The entire line segment will become red while a collision occurs.
* | Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
|/
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-76/+63
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-19/+19
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Remove use of _SCS from ADD_METHODHein-Pieter van Braam2017-02-131-4/+4
| | | | This saves typing and is a step towards fixing #56
* It is now possible to name layers of different kinds!Juan Linietsky2017-01-101-1/+1
|
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-19/+19
| | | | | | | | 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!
* Added force_raycast_update GDScript method for RayCast[2D]Karol Walasek2016-10-031-21/+27
|
* Port collision and layer masks to 3D, fixes #1759Bojidar Marinov2016-04-091-1/+31
| | | | Raycasts now have type_mask and layer_mask. Areas - collision_mask and layer_mask. PhysicsBodies needed only collision_mask.
* Fix RayCast not updating when debugging collissionsIgnacio Etcheverry2016-04-071-1/+1
|
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
|
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
|
* -Work in progress visual shader editor *DOES NOT WORK YET*Juan Linietsky2015-01-031-14/+44
|
* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-051-5/+5
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+190