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path: root/modules/bullet/rigid_body_bullet.h
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2020-04-14Fix set_sleep_state in Bullet body direct statePouleyKetchoupp
It was inverted, it should set the body to be active when sleep is disabled.
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-30doc: Update classref with node renamesRémi Verschelde
A few extra renames for classes which were missed in last week's PRs.
2020-03-27Renaming of servers for coherency.Juan Linietsky
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
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.
2019-10-28Fix some crashes and using null pointersRafał Mikrut
2019-07-23Update some dead links in the codebaseMichael Alexsander Silva Dias
2019-06-19Made use of semicolons more consitent, fixed formattingJohnJLight
2019-02-21Fix warnings seen with -Wignored-qualifiers.marxin
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-11-22Improved algorithm that check collisionAndrea Catania
2018-10-07Optimitzed area overlap checksAndrea Catania
2018-10-06Improved code that handles collision shapes, fixes #21945Andrea Catania
2018-10-01Fix mismatched class/struct definition warnings [-Wmismatched-tags]Rémi Verschelde
Fixes the following Clang 7 warnings: ``` core/object.cpp:44:1: warning: '_ObjectDebugLock' defined as a struct here but previously declared as a class [-Wmismatched-tags] core/variant_call.cpp:43:1: warning: '_VariantCall' defined as a struct here but previously declared as a class [-Wmismatched-tags] drivers/gles3/rasterizer_storage_gles3.h:765:2: warning: 'MultiMesh' defined as a struct here but previously declared as a class [-Wmismatched-tags] editor/editor_node.h:794:1: warning: 'EditorProgress' defined as a struct here but previously declared as a class [-Wmismatched-tags] modules/bullet/rigid_body_bullet.h:230:17: warning: class 'KinematicUtilities' was previously declared as a struct [-Wmismatched-tags] modules/bullet/space_bullet.h:60:1: warning: class 'btSoftBodyWorldInfo' was previously declared as a struct [-Wmismatched-tags] scene/resources/world_2d.cpp:40:1: warning: 'SpatialIndexer2D' defined as a struct here but previously declared as a class [-Wmismatched-tags] scene/resources/world.cpp:39:1: warning: 'SpatialIndexer' defined as a struct here but previously declared as a class [-Wmismatched-tags] servers/audio/reverb_sw.cpp:60:1: warning: 'ReverbParamsSW' defined as a struct here but previously declared as a class [-Wmismatched-tags] thirdparty/bullet/BulletSoftBody/btSoftBody.h:43:1: warning: 'btSoftBodyWorldInfo' defined as a struct here but previously declared as a class [-Wmismatched-tags] ```
2018-09-06Optimized in case is used just 1 shape with no transformAndrea Catania
2018-08-07Merge pull request #20381 from AndreaCatania/phymat_2Juan Linietsky
Improved Physics material
2018-08-07Removed physics material combination mode. Added rough and absorbent ↵Andrea Catania
parameter to material. Fixed 'change' signal connection
2018-07-26Merge pull request #15643 from organicpencil/bullet_contact_impulseRémi Verschelde
Expose PhysicsDirectBodyState.get_contact_impulse
2018-07-24Modified RigidBody, PhysicsDirectBodyState, PhysicsServer, and their ↵Tiger Caldwell
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
2018-05-11Implemented physics materialAndreaCatania
Hidden a function Fixed travis static check
2018-02-27Implemented Bullet method omit forcesAndrea Catania
2018-02-16Added Physics state APIsAndrea Catania
2018-02-01Fix inconsistencies and typos in argument namesPaolo Perkovic
2018-01-18Fix typos in code and docs with codespellRémi Verschelde
Using v1.11.0 from https://github.com/lucasdemarchi/codespell
2018-01-12Expose PhysicsDirectBodyState.get_contact_impulseLee Pugh
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.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-23Fixed rigidbody sleping, Fixes #13952AndreaCatania
2017-12-10Implemented physics linear and angular lockAndreaCatania
2017-12-09Merge pull request #12756 from Stratos695/masterRémi Verschelde
Allowing double-axis lock in RigidBody & KinematicBody (Fixes #12500)
2017-12-07Style: Apply new clang-format 5.0 style to all filesRémi Verschelde
2017-11-10Allow double-axis lock in RigidBody and KinematicBodyEric Rybicki
2017-11-07Rewritten kinematic systemAndreaCatania
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.