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path: root/servers/physics/physics_server_sw.h
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* Renaming of servers for coherency.Juan Linietsky2020-03-271-382/+0
| | | | | | | | | | 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.
* Refactored RID/RID_Owner to always use O(1) allocation.Juan Linietsky2020-02-111-5/+6
| | | | | * Implements a growing chunked allocator * Removed redudant methods get and getptr, only getornull is supported now.
* 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.
* Change "ID" to lowercase "id"Aaron Franke2019-05-091-2/+2
| | | | Reasoning: ID is not an acronym, it is simply short for identification, so it logically should not be capitalized. But even if it was an acronym, other acronyms in Godot are not capitalized, like p_rid, p_ip, and p_json.
* Allow adding disabled shapesShyRed2019-04-231-2/+2
| | | | 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!
* Added function to control 6DOF precisionAndrea Catania2018-11-271-0/+3
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* -Make sure monitorable cant be flipped while flushing queries, fixes #17330Juan Linietsky2018-11-161-0/+4
| | | | -Also added set_deferred, this was missing.
* Merge pull request #20101 from panzergame/shape_marginRémi Verschelde2018-08-211-0/+4
|\ | | | | Expose bullet shape margin to UI.
| * Expose bullet shape margin to UI.Tristan Porteries2018-08-161-0/+4
| | | | | | | | | | | | | | | | The margin value is exposed into the UI for shape ressource. This value can be modified through set_margin and get from get_margin or by using the property margin. Each time the margin is modified the associated collision shape is recreated and the margin value is used in ShapeBullet::prepare.
* | Fixes to move and slide and ray separation, implement separation in Godot ↵Juan Linietsky2018-08-201-2/+2
| | | | | | | | physics
* | Added ray shape and move_and_slide with snapping on 3D.Andrea Catania2018-08-191-0/+1
| | | | | | | | Added stop_on_slope on 2d part
* | Merge pull request #20381 from AndreaCatania/phymat_2Juan Linietsky2018-08-071-4/+0
|\ \ | | | | | | Improved Physics material
| * | Removed physics material combination mode. Added rough and absorbent ↵Andrea Catania2018-08-071-4/+0
| | | | | | | | | | | | parameter to material. Fixed 'change' signal connection
* | | Modified RigidBody, PhysicsDirectBodyState, PhysicsServer, and their ↵Tiger Caldwell2018-07-241-0/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | respective 2D counterparts to be more consistent and to include more useful methods. RigidBody: - Added add_central_force - Added add_force - Added add_torque - Added apply_central_impulse RigidBody2D: - Added add_central_force - Added add_torque - Added apply_central_impulse - Added apply_torque_impulse PhysicsDirectBodyState: - Added apply_central_impulse Physics2DDirectBodyState: - Added add_central_force - Added add_force - Added add_torque - Added apply_central_impulse - Added apply_impulse - Added apply_torque_impulse PhysicsServer: - Added body_add_force - Added body_add_torque - Added body_add_central_force - Added body_apply_central_impulse Physics2DServer: - Added body_add_torque - Added body_add_central_force - Added body_apply_central_impulse - Added body_apply_torque_impulse Also fixed some small bugs along the way
* | | Implemented Soft bodyAndreaCatania2018-07-231-0/+66
|/ / | | | | | | | | | | | | - Soft Body Physics node - Soft Body Rendering - Soft body Editor - Soft body importer
* / Implemented physics materialAndreaCatania2018-05-111-0/+4
|/ | | | | | Hidden a function Fixed travis static check
* Improved kinematic body 2D and 3D, Now can move rigid bodyAndrea Catania2018-02-201-1/+1
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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!
* Implemented physics linear and angular lockAndreaCatania2017-12-101-2/+2
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* Allow double-axis lock in RigidBody and KinematicBodyEric Rybicki2017-11-101-2/+2
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* Rewritten kinematic systemAndreaCatania2017-11-071-1/+4
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* Merge pull request #11702 from AndreaCatania/bodyDSRémi Verschelde2017-10-091-0/+3
|\ | | | | Added new API to get body direct state
| * Added new API to get body direct stateAndreaCatania2017-09-291-0/+3
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* | Renamed fixed_process to physics_processAndreaCatania2017-09-301-1/+1
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* -Added an optimization so physics shapes are configured later, speeds up ↵Juan Linietsky2017-09-031-0/+4
| | | | grid map loading and editing
* Dead code tells no talesRémi Verschelde2017-08-271-12/+0
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-161-1/+1
| | | | Fixes #10244.
* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-8/+8
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* Lots of work on Audio & Physics engine:Juan Linietsky2017-07-151-2/+7
| | | | | | | | -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.
* Refactor 'treshold' to 'threshold'Poommetee Ketson2017-07-081-2/+2
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* Refactor layer_mask to collision_layerPoommetee Ketson2017-06-141-5/+5
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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 Verschelde2017-03-051-71/+64
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Use real_t as floating point type in physics code.Ferenc Arn2017-02-131-15/+15
| | | | | | 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.
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-1/+1
| | | | | 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.
* Fixed inertia tensor computation and center of massm4nu3lf2017-01-091-0/+1
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* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-1/+1
| | | | | | | | 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!
* Port collision and layer masks to 3D, fixes #1759Bojidar Marinov2016-04-091-0/+6
| | | | Raycasts now have type_mask and layer_mask. Areas - collision_mask and layer_mask. PhysicsBodies needed only collision_mask.
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Remove bogus argument in body_get_nodeRémi Verschelde2015-12-281-1/+1
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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
* added ability for Area (3D) to detect other areasJuan Linietsky2015-06-121-0/+3
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* Huge Amount of BugFixJuan Linietsky2014-10-031-0/+6
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)