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path: root/scene/2d/physics_body_2d.h
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2022-09-17Add recovery_as_collision in move_and_collide/test_movefabriceci
2022-08-26Merge pull request #64367 from Mickeon/rename-var-to-strRémi Verschelde
Rename `str2var` to `str_to_var` and similar
2022-08-26Rename `str2var` to `str_to_var` and similarMicky
Affects the Math class, a good chunk of the audio code, and a lot of other miscellaneous classes, too. - `var2str` -> `var_to_str` - `str2var` -> `str_to_var` - `bytes2var` -> `bytes_to_var` - `bytes2var_with_objects` -> `bytes_to_var_with_objects` - `var2bytes` -> `var_to_bytes` - `var2bytes_with_objects` -> `var_to_bytes_with_objects` - `linear2db` -> `linear_to_db` - `db2linear` -> `db_to_linear` - `deg2rad` -> `deg_to_rad` - `rad2deg` -> `rad_to_deg` - `dict2inst` -> `dict_to_inst` - `inst2dict` -> `inst_to_dict`
2022-08-26Restore RigidBody2/3D, SoftBody names in physicsfabriceci
2022-08-25Shorten variable names for moving platforms in CharacterBodyfabriceci
2022-08-24Improves the API for monitoring contacts in RigidDynamicBodyfabriceci
2022-08-22Make `_validate_property` a multilevel methodYuri Sizov
2022-08-10add get_depth() to KinematicCollision3D as same of 2DSilc Renew
2022-05-16Replace most uses of Map by HashMapreduz
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
2022-03-21Fix 2D jitter on slight slopefabriceci
2022-02-22Rename motion_velocity to velocityChris Bradfield
2022-01-26Revert #53174 (applying the delta in move and collide), rename rec_vel to ↵fabriceci
distance and improve the doc description
2022-01-24rename free mode to floating modefabriceci
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-10Improve RigidDynamicBody force and torque APIPouleyKetchoupp
Makes the API for forces and impulses more flexible, easier to understand and harmonized between 2D and 3D. Rigid bodies now have 3 sets of methods for forces and impulses: -apply_impulse() for impulses (one-shot and time independent) -apply_force() for forces (time dependent) applied for the current step -add_constant_force() for forces that keeps being applied each step Also updated the documentation to clarify the different methods and parameters in rigid body nodes, body direct state and physics servers.
2021-11-01Merge pull request #37880 from nekomatata/rigid-body-damping-overrideCamille Mohr-Daurat
Improved RigidDynamicBody linear/angular damping override
2021-10-27Fix #54298 where a CharacterBody2D can be stuck on the wall.fabriceci
2021-10-25Improved RigidDynamicBody linear/angular damping overridePouleyKetchoupp
Damping values are now non-negative. Add new properties linear_damp_mode and angular_damp_mode to set the way RigidDynamicBody and PhysicalBone (2D & 3D) use damping values. It can now be Combine (default) to add to the default/areas, or Replace to override the value completely (current behavior).
2021-10-04Fix physics glitch with TileMap moving platformsPouleyKetchoupp
Added a parameter in test_body_motion to exclude attached objects from collision, used to avoid collision with all TileMap tiles with moving platform motion instead of just the one tile the character touches. Same changes made in 3D for consistency, and handling potential similar cases.
2021-10-04Script interface improvements for test body motionPouleyKetchoupp
-Physics servers test body motion use a class to hold parameters instead of multiple arguments to make it more readable and flexible since there are many options -Improved documentation for test body motion and kinematic collision -Removed read-only properties for body motion results (not handled in scripts, so they should be get_ methods only instead)
2021-09-30Remove shape metadata from 2D physics serverPouleyKetchoupp
Shape metadata was only used to get tile information when colliding with tilemaps. It's not needed anymore since there's an API in tilemap using body ids instead.
2021-09-30Add latest changes added in the 3D versionfabriceci
2021-09-28Merge pull request #52754 from nekomatata/dynamic-body-modesCamille Mohr-Daurat
Clarify RigidDynamicBody modes
2021-09-28Set stop on slope on by default on CharacterBody.fabriceci
2021-09-28Sync to physics true by default for AnimatableBodyfabriceci
2021-09-27Improved logic for CharacterBody collision recovery depthPouleyKetchoupp
Allows 2D character controller to work without applying gravity when touching the ground (also more safely in 3D), and collision detection is more flexible with different safe margin values. Character body motion changes in 2D and 3D: -Recovery only for depth > min contact depth to help with collision detection consistency (rest info could be lost if recovery was too much) -Adaptive min contact depth (based on margin) instead of space parameter Extra CharacterBody changes: -2D: apply changes made in 3D for stop on slope and floor snap that help fixing some jittering cases -3D: fix minor inconsistencies in stop on slope and floor snap logic
2021-09-22Port 2D improvement to move and slide 3Dfabriceci
Co-authored-by: Camille Mohr-Daurat <pouleyketchoup@gmail.com>
2021-09-16Clarify RigidDynamicBody modesPouleyKetchoupp
RigidDynamicBody modes are replaced with several properties to make their usage clearer: -lock_rotation: disable body's rotation (instead of MODE_LOCKED) -freeze: no gravity or forces (instead of MODE_STATIC and MODE_KINEMATIC) -freeze_mode: Static (can be only teleported) or Kinematic (can be animated) Also renamed MODE_DYNAMIC_LOCKED to MODE_DYNAMIC_LINEAR in the physics servers.
2021-09-16Rename RigidBody to RigidDynamicBody and SoftBody to SoftDynamicBodyPouleyKetchoupp
2021-09-06Proper support for custom mass properties in 2D/3D physics bodiesPouleyKetchoupp
Changes: -Added support for custom inertia and center of mass in 3D -Added support for custom center of mass in 2D -Calculated center of mass from shapes in 2D (same as in 3D) -Fixed mass properties calculation with disabled shapes in 2D/3D -Removed first_integration which is not used in 2D and doesn't seem to make a lot of sense (prevents omit_force_integration to work during the first frame) -Support for custom inertia on different axes for RigidBody3D
2021-08-31Add AnimatableBody inherited from StaticBody for moving platformsPouleyKetchoupp
Instead of having a physics node named Static that can be either Static or Kinematic, AnimatableBody is added again as a separate node: -Inherited from StaticBody to make its usage clearer -Still separated from CharacterBody to make its usage more focused Properly implemented constant velocity for kinematic bodies in godot physics servers (induced velocity without actually moving). Also updated description for the different physics nodes to make their usage clearer.
2021-08-31Merge pull request #49471 from nekomatata/body-state-sync-callbackJuan Linietsky
Clean physics direct body state usage in 2D and 3D physics
2021-08-31Merge pull request #52279 from fabriceci/delta-doubleCamille Mohr-Daurat
Change delta type to double in Physics_body_2/3D
2021-08-31delta time as doublefabriceci
2021-08-31Change platform detection by allowing select layers by type (wall or floor)fabriceci
2021-08-25Clean physics direct body state usage in 2D and 3D physicsPouleyKetchoupp
Use a C++ callback instead of Callable for synchronizing physics nodes' state with physics servers. Remove usage of PhysicsDirectBodyState in physics nodes when not necessary. Store PhysicsDirectBodyState for bodies individually instead of a singleton to avoid issues when accessing direct body state for multiple bodies. PhysicsDirectBodyState is initialized only when needed, so it doesn't have to be created when using the physics server directly. Move PhysicsDirectBodyState2D and PhysicsDirectBodyState3D to separate cpp files.
2021-08-24Fix CharacterBody motion with RayShapePouleyKetchoupp
Make separation ray shapes work properly in move_and_slide, wihtout the specific code in CharacterBody like before. Now most of the logic is handled inside the physics server. The only thing that's needed is to use ray shapes only for recovery and ignore them when performing the motion itself (unless we're snapping or slips on slope is on).
2021-08-22Replace BIND_VMETHOD by new GDVIRTUAL syntaxreduz
* New syntax is type safe. * New syntax allows for type safe virtuals in native extensions. * New syntax permits extremely fast calling. Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`. These will require API rework on a separate PR as they work different than the rest of the functions. Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
2021-08-20add motion mode to handle TPSfabriceci
2021-08-15API improvement on physics, mainly CharacterBodyfabriceci
Changes: - Rename few methods/property and group them in the editor when it's possible - Make MotionResult API consistency with KinematicCollision - Return a boolean in move_and_slide if there was a collision - New methods: - get_floor_angle on CharacterBody to get the floor angle. - get_angle on KinematicCollision to get the collision angle. - get_last_slide_collision to quickly get the latest collision of move_and_slide.
2021-08-10Remove infinite inertia and ray shapes from CharacterBodyPouleyKetchoupp
Infinite inertia: Not needed anymore, since it's now possible to set one-directional collision layers in order for characters to ignore rigid bodies, while rigid bodies still collide with characters. Ray shapes: They were introduced as a work around to allow constant speed on slopes, which is now possible with the new property in CharacterBody instead.
2021-08-10Add properties to CharacterBody for more move_and_slide optionsfabriceci
2021-08-09Fix 3D moving platform logicPouleyKetchoupp
Same thing that was already done in 2D, applies moving platform motion by using a call to move_and_collide that excludes the platform itself, instead of making it part of the body motion. Helps with handling walls and slopes correctly when the character walks on the moving platform. Also made some minor adjustments to the 2D version and documentation. Co-authored-by: fabriceci <fabricecipolla@gmail.com>
2021-07-15Move sync to physics to StaticBody2DPouleyKetchoupp
Now static body is used for moving platforms through kinematic motion property, so sync to physics needs to be in StaticBody2D instead of CharacterBody2D. Constant kinematic motion is also supported in combination with sync to physics for smoother movements.
2021-07-15Fixing 2D moving platform logicfabriceci
Fixing by applying the movement in two steps, first the platform movement, and then the body movement. Plus, add the platform movement when we are on_wall.
2021-06-30Merge pull request #50009 from reduz/fix-suffixes-and-degreesRémi Verschelde
Fix editor suffixes and degrees conversion
2021-06-30Fix editor suffixes and degrees conversionreduz
* Functions to convert to/from degrees are all gone. Conversion is done by the editor. * Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees. * Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m" * In general, can add suffixes for EditorSpinSlider Not covered by this PR, will have to be addressed by future ones: * Ability to switch radians/degrees in the inspector for angle properties (if actually wanted). * Animations previously made will most likely break, need to add a way to make old ones compatible. * Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes. * Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
2021-06-28Fix move_and_collide causing sliding on slopesPouleyKetchoupp
Make sure the direction of the motion is preserved, unless the depth is higher than the margin, which means the body needs depenetration in any direction. Also changed move_and_slide to avoid sliding on the first motion, in order to avoid issues with unstable position on ground when jumping. Co-authored-by: fabriceci <fabricecipolla@gmail.com>
2021-06-18Merge pull request #49475 from nekomatata/kinematic-collision-ridRémi Verschelde
Expose collider RID in 2D/3D kinematic collision
2021-06-11Rename Reference to RefCountedPedro J. Estébanez