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path: root/servers/physics/shape_sw.cpp
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2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
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.
2019-07-20Changed some code showed in LGTM and Coverageqarmin
2019-07-06Added release function to PoolVector::Access.Ibrahn Sahir
For clarity, assign-to-release idiom for PoolVector::Read/Write replaced with a function call. Existing uses replaced (or removed if already handled by scope)
2019-02-12Core: Ensure classes match their header filenameRémi Verschelde
Also drop some unused files. Renamed: - `core/dvector.h` -> `pool_vector.h` - `core/io/resource_import.h` -> `resource_importer.h` - `core/sort.h` -> `sort_array.h` - `core/string_db.h` -> `string_name.h` Dropped: - `core/allocators.h` - `core/os/shell.h` - `core/variant_construct_string.cpp`
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-10-04Fix more "may be used initialized" warnings from GCC 7Rémi Verschelde
Fixes the following GCC 7 warnings: ``` core/cowdata.h:269:47: warning: 'alloc_size' may be used uninitialized in this function [-Wmaybe-uninitialized] core/error_macros.h:163:26: warning: 'nearest_point' may be used uninitialized in this function [-Wmaybe-uninitialized] core/image.cpp:1579:5: warning: 'colormap_size' may be used uninitialized in this function [-Wmaybe-uninitialized] core/image.cpp:1582:12: warning: 'size_height' may be used uninitialized in this function [-Wmaybe-uninitialized] core/image.cpp:1590:23: warning: 'size_width' may be used uninitialized in this function [-Wmaybe-uninitialized] core/image.cpp:1599:29: warning: 'pixel_size' may be used uninitialized in this function [-Wmaybe-uninitialized] core/math/face3.cpp:207:15: warning: 'tri_max' may be used uninitialized in this function [-Wmaybe-uninitialized] core/math/face3.cpp:209:15: warning: 'tri_min' may be used uninitialized in this function [-Wmaybe-uninitialized] drivers/gles3/rasterizer_scene_gles3.cpp:665:22: warning: 'best_used_frame' may be used uninitialized in this function [-Wmaybe-uninitialized] drivers/gles3/rasterizer_storage_gles3.cpp:865:27: warning: 'blit_target' may be used uninitialized in this function [-Wmaybe-uninitialized] drivers/gles3/rasterizer_storage_gles3.cpp:980:29: warning: 'blit_target' may be used uninitialized in this function [-Wmaybe-uninitialized] drivers/gles3/shader_gles3.h:122:9: warning: '<anonymous>.ShaderGLES3::Version::frag_id' may be used uninitialized in this function [-Wmaybe-uninitialized] drivers/gles3/shader_gles3.h:122:9: warning: '<anonymous>.ShaderGLES3::Version::id' may be used uninitialized in this function [-Wmaybe-uninitialized] drivers/gles3/shader_gles3.h:122:9: warning: '<anonymous>.ShaderGLES3::Version::vert_id' may be used uninitialized in this function [-Wmaybe-uninitialized] editor/plugins/script_editor_plugin.cpp:1980:31: warning: 'se' may be used uninitialized in this function [-Wmaybe-uninitialized] editor/scene_tree_dock.cpp:840:30: warning: 'new_node' may be used uninitialized in this function [-Wmaybe-uninitialized] editor/spatial_editor_gizmos.cpp:4259:9: warning: 'a1' may be used uninitialized in this function [-Wmaybe-uninitialized] editor/spatial_editor_gizmos.cpp:4259:9: warning: 'lll' may be used uninitialized in this function [-Wmaybe-uninitialized] editor/spatial_editor_gizmos.cpp:4259:9: warning: 'lul' may be used uninitialized in this function [-Wmaybe-uninitialized] editor/spatial_editor_gizmos.cpp:4260:9: warning: 'a2' may be used uninitialized in this function [-Wmaybe-uninitialized] editor/spatial_editor_gizmos.cpp:4261:9: warning: 'a3' may be used uninitialized in this function [-Wmaybe-uninitialized] editor/spatial_editor_gizmos.cpp:4265:3: warning: 'enable_lin' may be used uninitialized in this function [-Wmaybe-uninitialized] editor/spatial_editor_gizmos.cpp:4294:3: warning: 'enable_ang' may be used uninitialized in this function [-Wmaybe-uninitialized] editor/spatial_editor_gizmos.cpp:4311:34: warning: 'll' may be used uninitialized in this function [-Wmaybe-uninitialized] editor/spatial_editor_gizmos.cpp:4311:34: warning: 'ul' may be used uninitialized in this function [-Wmaybe-uninitialized] scene/3d/voxel_light_baker.cpp:1655:47: warning: 'cone_dirs' may be used uninitialized in this function [-Wmaybe-uninitialized] scene/3d/voxel_light_baker.cpp:1656:73: warning: 'cone_weights' may be used uninitialized in this function [-Wmaybe-uninitialized] scene/gui/texture_progress.cpp:181:6: warning: 'cp' may be used uninitialized in this function [-Wmaybe-uninitialized] scene/gui/texture_progress.cpp:181:6: warning: 'cq' may be used uninitialized in this function [-Wmaybe-uninitialized] servers/physics/shape_sw.cpp:1056:19: warning: 'support_max' may be used uninitialized in this function [-Wmaybe-uninitialized] ```
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.
2018-02-19Merge pull request #16530 from AndreaCatania/raysRémi Verschelde
Improved ray shape (2D and 3D) by addiing the possibility to act as r…
2018-02-19Improved ray shape (2D and 3D) by addiing the possibility to act as regular ↵Andrea Catania
shape
2018-02-17Clean up some bad words from code commentsArtem Varaksa
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!
2017-11-17Rename Rect3 to AABB.Ferenc Arn
Fixes #12973.
2017-09-13Merge pull request #11125 from zavb074/masterRémi Verschelde
Removed code that flips normal if facing away from test direction
2017-09-09Removed code that flips normal if facing away from test directionLewis
2017-09-08Fix unused variable warningsHein-Pieter van Braam
The forth in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-02Fix use of unitialized variablesHein-Pieter van Braam
The second in my quest to make Godot 3.x compile with -Werror on GCC7
2017-08-27Dead code tells no talesRémi Verschelde
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-07-15Lots of work on Audio & Physics engine:Juan Linietsky
-Added new 3D stream player node -Added ability for Area to capture sound from streams -Added small features in physics to be able to properly guess distance to areas for sound -Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children -Fixed KinematicBody API to make it the same as 2D.
2017-07-08Refactor 'treshold' to 'threshold'Poommetee Ketson
2017-06-09renamed all Rect3.pos to Rect3.positionalexholly
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
2017-02-28 Various fixes detected using PVS-Studio static analyzer.Thaer Razeq
- Add FIXME tags comments to some unfixed potential bugs - Remove some checks (always false: unsigned never < 0) - Fix some if statements based on reviews. - Bunch of missing `else` statements
2017-02-13Use real_t as floating point type in physics code.Ferenc Arn
This is a continuation of an on-going work for 64-bit floating point builds, started in PR #7528. Covers physics, physics/joints and physics_2d code. Also removed matrixToEulerXYZ function in favor of Basis::get_euler.
2017-01-16Style: Fix statements ending with ';;'Rémi Verschelde
2017-01-14Style: Fix whole-line commented codeRémi Verschelde
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2017-01-07Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky
renamed to PoolVector
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
2016-07-08Remove unused variables (fourth pass) + dead codeRémi Verschelde
Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33.
2016-01-10avoid crash with empty concavepolygonshape, fixes #3169Juan Linietsky
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-04-26fixes crash related to empty concavecollisionshape, fixes #1709Juan Linietsky
2015-04-18Updated copyright year in all headersJuan Linietsky
2014-09-023D Physics and Other StuffJuan Linietsky
-=-=-=-=-=-=-=-=-=-=-=-=-= -New Vehicle (Based on Bullet's RaycastVehicle) - Vehiclebody/VehicleWheel. Demo will come soon, old vehicle (CarBody) will go away soon too. -A lot of fixes to the 3D physics engine -Added KinematicBody with demo -Fixed the space query API for 2D (demo will come soon). 3D is WIP. -Fixed long-standing bug with body_enter/body_exit for Area and Area2D -Performance variables now includes physics (active bodies, collision pairs and islands) -Ability to see what's inside of instanced scenes! -Fixed Blend Shapes (no bs+skeleton yet) -Added an Android JavaClassWrapper singleton for using Android native classes directly from GDScript. This is very Alpha!
2014-08-14Little BitsJuan Linietsky
-=-=-=-=-=- -Fixed small bugs all around -Added ability to show/hide entire sections of the spatial (3D) tree -WIP new vehicle (not ready yet) based on Bullet
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky