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path: root/modules/bullet/collision_object_bullet.h
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2020-10-08Revert "Optimized physics object spawn time and optimized shape usage when ↵Andrea Catania
the shape is not scaled" This reverts commit 7709a8349354b469361ec7e1429af0dc8af80b2a.
2020-10-08Revert "- Enhanced the flush mechanism by flushing only needed thing."Andrea Catania
This reverts commit 8d0d6d6921d5dfb398f4ab04e4d3937ab550c4ff.
2020-07-27- Enhanced the flush mechanism by flushing only needed thing.Andrea Catania
- 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
2020-06-24Optimized physics object spawn time and optimized shape usage when the shape ↵Andrea Catania
is not scaled
2020-05-14Port member initialization from constructor to declaration (C++11)Rémi Verschelde
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.
2020-04-02Replace NULL with nullptrlupoDharkael
2020-01-01Update copyright statements to 2020Rémi Verschelde
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.
2019-10-08Fixed RigidBody stuttering when changing collision layer/maskPouleyKetchoupp
- 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
2019-05-07Add transform support to deal with Bullets centering of shapesBastiaan Olij
2019-04-23Allow adding disabled shapesShyRed
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.
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-10-07Optimitzed area overlap checksAndrea Catania
2018-10-06Improved code that handles collision shapes, fixes #21945Andrea Catania
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
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.
2018-09-06Optimized in case is used just 1 shape with no transformAndrea Catania
2018-01-08Fixed Bullet collision shapes scaleAndreaCatania
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
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.
2018-01-04Merge pull request #13257 from AndreaCatania/masterRémi Verschelde
Fixed kinematic movement stuck, Changed how shape scale works.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-23Fixed kinematic movement stuck, Changed how shape scale works, OptimizedAndreaCatania
2017-12-08Fixed bullet get_transform scaleAndreaCatania
2017-12-07Style: Apply new clang-format 5.0 style to all filesRémi Verschelde
2017-11-04Bullet physics engine implementationAndreaCatania
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.