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* 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!
* 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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* Improve cleanup of physics constraintsPedro J. Estébanez2017-08-011-0/+1
| | | | | | | | Don't abort the loop when one is already released Remove warning on already-released constraint Clean up area's contraints as well Clear the constraint data as well Do the cleanup as soon as the space changes
* -Trigger shapes removed in 2D, they became obsolete long ago when areas ↵Juan Linietsky2017-06-231-15/+0
| | | | | | | | | | | 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!
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-117/+124
| | | | | | | | | | | | | | | | | | | | | | | | 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 Arn2017-02-131-12/+12
| | | | | | 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.
* Type renames:Juan Linietsky2017-01-111-3/+3
| | | | | | | | | | | | 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 Linietsky2017-01-021-1/+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!
* RigidBody2D (add_force, set_inertia): new methods.Josh Grams2016-04-261-0/+6
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* RigidBody2D: rename apply_impulse(pos) to offset.Josh Grams2016-04-241-3/+3
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* Merge pull request #2698 from Faless/add_area_fixJuan Linietsky2016-01-231-3/+19
|\ | | | | Fix bug in Body(2D)SW::add_area
| * Fix Body (and Body2D) add_area / remove_area when area have multiple shapesFabio Alessandrelli2015-12-021-3/+19
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* | physics state properly returns contact metadata, closes #1979Juan Linietsky2016-01-031-1/+1
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* | skip the first integration in physics bodies, fixes #2213Juan Linietsky2016-01-021-0/+1
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* | Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* | Areas now calculate their dampenings the same way as their gravity.Ovnuniarchos2015-12-081-1/+1
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* Added gravity scale, and linear/angular damp override to 3D physics.Juan Linietsky2015-08-301-3/+3
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* sleeping property now should work properly, fixes #1892Juan Linietsky2015-05-161-1/+1
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* -Made one way collision work with 2D physics (rigidbody)Juan Linietsky2015-05-031-1/+7
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* properly wake up bodies when a parameter changes, fixes #1740Juan Linietsky2015-04-261-0/+9
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* Merge pull request #1691 from Faless/area_combine_2dJuan Linietsky2015-04-181-3/+4
|\ | | | | Implement Area2D space_override_mode = COMBINE
| * Fix operator definition for AreaCMPFabio Alessandrelli2015-04-141-1/+1
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| * Implement Area2D space_override_mode combineFabio Alessandrelli2015-04-141-3/+4
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* | Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* -Add support for one-way collision in 2D (only works for kinematic body so far)Juan Linietsky2015-01-131-0/+4
| | | | -Solve drawing order bug introduced in previous commit: solves #1214
* -begin work on unidirectional collision detectionJuan Linietsky2015-01-131-0/+5
| | | | | -fixed performance issue in new 2D engine -texscreen() working in shader 2D
* Changes to 2D physics engineJuan Linietsky2015-01-051-3/+11
| | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= -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/+2
| | | | -gizmos are not displayed in camera preview
* ColladaJuan Linietsky2014-10-141-0/+1
| | | | | | | | | | | | -=-=-=- -Fixed some DAE import & export bugs -Changed Collada exporter to use the mesh loops API -Added tangent export to Collada exporter -Added triangulation option to Collada exporter -Changed a little how normalmaps are handled in shader. Not sure if it's working properly, be careful. -Fixed some strange bug with kinematic bodies #776 -Fix release compilaiton issues #782
* missing fils from yesterday comit.Juan Linietsky2014-10-031-1/+2
| | | | | must have made some mistake with git, not sure why they were not sent..
* -added kinematic bodyJuan Linietsky2014-02-221-0/+1
| | | | -added kinematic body demos
* -improved physics ccdJuan Linietsky2014-02-191-306/+318
| | | | | | -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/+334