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path: root/scene/3d/physics_body_3d.cpp
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2021-06-04Linear velocity cleanupPouleyKetchoupp
CharacterBody has a linear_velocity property to replace the argument in move_and_slide. StaticBody handles reporting linear/angular velocity correctly when kinematic motion is used (in 3D, used in vehicle and navigation).
2021-06-04Safe margin cleanupPouleyKetchoupp
Safe margin property on CharacterBody only, used as argument in move_and_collide. Removed kinematic_safe_margin in 3D physics server, not really useful and now harmonized with 2D.
2021-06-04Support for kinematic_motion in StaticBodyPouleyKetchoupp
Does the same thing as simulate motion from RigidBody in Kinematic mode, and CharacterBody (previously KinematicBody). Added support for constant linear/angular velocity with kinematic_motion in StaticBody, which moves the body in physics. Updated documentation for StaticBody and CharacterBody to describe their functionalities more accurately.
2021-06-04More explanatory names for RigidBody modesPouleyKetchoupp
MODE_DYNAMIC instead of MODE_RIGID MODE_DYNAMIC_LOCKED instead of MODE_CHARACTER No more special case for sleeping behavior for MODE_DYNAMIC_LOCKED (MODE_CHARACTER was forcing the body not to sleep, which is redundant with can_sleep and wasn't done in Bullet).
2021-06-04Properties for move_and_slide and remove move_and_slide_with_snapPouleyKetchoupp
- snap property to replace move_and_slide_with_snap() - floor_max_angle, stop_on_slope, infinite_inertia, max_slides, up_direction properties to replace arguments from move_and_slide() - up direction now defaults to Vector3.UP and Vector2.UP
2021-06-04KinematicBody split between new CharacterBody and PhysicsBodyPouleyKetchoupp
PhysicsBody now has methods move_and_collide/test_move and needed properties for these methods: safe margin, locked axes (3D only). Moved collision_exceptions from StaticBody to PhysicsBody for 3D (same as 2D, and conforms to documentation). RigidBody doesn't have test_motion method anymore, it's now redundant with PhysicsBody.test_move.
2021-06-03Rename Variant TRANSFORM to TRANSFORM3DAaron Franke
Also _transform to _transform3d
2021-06-03Rename Transform to Transform3D in coreAaron Franke
2021-05-20Merge pull request #48860 from JohnM666/fix-basis-variant-initializationRémi Verschelde
Fix RigidBody3D.get_inverse_inertia_tensor() crash
2021-05-20Fix #46282 Executing RigidBody3D.get_inverse_inertia_tensor() crashes GodotJohnM666
2021-05-19Fix ragdoll simulation when parent was readded to sceneHaoyu Qiu
2021-05-18Merge pull request #42742 from madmiraal/fix-12215Rémi Verschelde
Return RID instead of Object id in area-body_shape_entered-exited signals.
2021-05-05Create CollisionObject3D debug shapes using RStrollodel
2021-04-22Unexpose _direct_state_changed in PhysicsBodyrafallus
Removed _direct_state_changed bindings Affects 2D and 3D nodes Callbacks now use Callable Tests were changed accordingly
2021-04-20Move collision layer and mask into CollisionObject.Marcel Admiraal
2021-04-11Use Array for node configuration warningsNathan Franke
Previously, the warnings were passed as a string and delimitation of which were hard coded at each implementation.
2021-03-12Fixes small typos and grammar correctionAnshul7sp1
2021-03-06Return RID instead of Object id in area-body_shape_entered-exited signals.Marcel Admiraal
2021-02-10Removed _change_notifyreduz
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-10Make Servers truly Thread Safereduz
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread). -RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault. -Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory). -3D physics server changed to be made multithread friendly. -Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads. -Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
2021-02-07Initialize class variables with default values in scene/ [1/2]Rafał Mikrut
2021-02-01Merge pull request #37547 from aaronfranke/tauRémi Verschelde
Use Math_TAU and deg2rad/etc in more places and optimize code
2021-01-29Use real_t in physics nodesAaron Franke
2021-01-19Fixed 6DOF set/get check for the path starting with joint_constraintsHipsterPenguin
New code checks whether or not property has joint_constraints as the first part of its path.
2021-01-09Use Math_TAU and deg2rad/rad2deg in more places and optimize codeAaron Franke
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-12-22Fix joint RID not being passed to _set in PhysicalBoneDavid Hoppenbrouwers
Also remove default RID() argument from JointData._set()
2020-11-27Remove RigidBody weight propertyMarcel Admiraal
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-10-18Refactor MethodBind to use variadic templatesreduz
Removed make_binders and the old style generated binders.
2020-10-13Remove old RigidBody layers property and methods.Marcel Admiraal
2020-10-02Merge pull request #42451 from Duroxxigar/rename-toplevelRémi Verschelde
Renamed toplevel to be top_level
2020-10-01Merge pull request #38743 from arrowinaknee/node-config-warningsRémi Verschelde
Update all get_configuration_warning() to retrieve warnings from the parent
2020-10-01Renamed toplevel to be top_levelDuroxxigar
2020-07-21Add Method get_inverse_inertia_tensorYerik
2020-07-14Properly pass safe margin on initialization.Juan Linietsky
Fixes jitter.
2020-07-02Merge pull request #37350 from aaronfranke/force-impulseRémi Verschelde
Refactor physics force and impulse code to use (force, position) order
2020-06-16Normalise p_up_direction vector in move_and_slide() andMarcel Admiraal
move_and_slide_with_snap() and fix tolerance in move_and_slide_with_snap() max floor angle.
2020-06-02Refactor physics force and impulse codeAaron Franke
2020-05-19Fixed kinematic body axis lockAndrea Catania
2020-05-16Update all get_configuration_warning to retrieve warnings from the parentArrowInAKnee
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14Style: Enforce separation line between function definitionsRémi Verschelde
I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027.
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
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.
2020-05-10Style: clang-format: Disable AllowShortIfStatementsOnASingleLineRémi Verschelde
Part of #33027, also discussed in #29848. Enforcing the use of brackets even on single line statements would be preferred, but `clang-format` doesn't have this functionality yet.
2020-04-21Add proper type to most public API uses of ArrayJuan Linietsky
2020-04-14Merge pull request #37316 from nekomatata/physical-bone-settingsRémi Verschelde
Add PhysicalBone rotation, damping, axis lock & can sleep
2020-04-14Add PhysicalBone rotation, damping, axis lock & can sleepPouleyKetchoupp