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path: root/modules/bullet/shape_bullet.cpp
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2019-05-16Revert "Revert "Implemented terrain raycast acceleration""Rémi Verschelde
2019-04-23Revert "Implemented terrain raycast acceleration"Rémi Verschelde
2019-04-23Merge pull request #25543 from Zylann/optimize_bullet_heightfield_raycast2Hein-Pieter van Braam
Implemented terrain raycast acceleration
2019-04-04Fix wrong heights data used to compute min and max heightsMarc Gilleron
2019-02-01Implemented terrain raycast acceleration using Bresenham traversal and 1 ↵Marc Gilleron
level of chunks
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-27Fix size in HeightMapShapeBullet::set_dataRémi Verschelde
2018-12-09Merge pull request #20745 from Zylann/heightmap_from_imageRémi Verschelde
Allow to create a heightmap collision shape from an image
2018-10-06Improved code that handles collision shapes, fixes #21945Andrea Catania
2018-10-05Improved trimesh stabilityAndrea Catania
2018-09-06Fixing trimesh precisionAndrea Catania
2018-08-29Fixed crash if convex has 0 verticesAndrea Catania
2018-08-21Merge pull request #20101 from panzergame/shape_marginRémi Verschelde
Expose bullet shape margin to UI.
2018-08-16Expose bullet shape margin to UI.Tristan Porteries
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.
2018-08-05Allow to create a heightmap collision shape from an imageMarc Gilleron
2018-07-26Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam
This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
2018-07-01added cylinder shape supportmuiroc
2018-04-05Merge pull request #17806 from Zylann/fix_heightmap_shape_size_checkRémi Verschelde
Make heightmap shape usable in PhysicsServer
2018-04-02Fix of a possible memory leak: ConcavePolygonShapeBullet::setup was able to ↵Alexander Alekseev
exit without releasing the 'shapeInterface' pointer.
2018-03-28Make heightmap shape usable from PhysicsServerMarc Gilleron
- Fixed bad size check - Fixed bad member initialization - Removed unused cell_size (Bullet expects us to use localScaling) - Accept precomputed min/max height, will be calculated if not provided
2018-02-19Improved ray shape (2D and 3D) by addiing the possibility to act as regular ↵Andrea Catania
shape
2018-01-18Fix typos in code and docs with codespellRémi Verschelde
Using v1.11.0 from https://github.com/lucasdemarchi/codespell
2018-01-08Removed useless error print on bullet shapesAndreaCatania
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
2017-12-07Style: Apply new clang-format 5.0 style to all filesRémi Verschelde
2017-11-23Removed shape marginAndreaCatania
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.