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path: root/servers/physics_2d/body_2d_sw.h
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2020-06-02Refactor physics force and impulse codeAaron Franke
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: 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.
2020-05-10Style: 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.
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-28More server renames for consistency after #37361Rémi Verschelde
2020-03-27Renaming of servers for coherency.Juan Linietsky
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
2020-02-12ObjectID converted to a structure, fixes many bugs where used incorrectly as ↵Juan Linietsky
32 bits.
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.
2019-08-22Fix custom inertia in physics2d, closes#30838RaphaelHunter
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
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.
2018-08-07Merge 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
2018-07-26Reduce 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.
2018-07-24Modified 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
2018-01-05Add 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!
2017-09-20Rename pos to position in user facing methods and variablesletheed
Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-01Improve cleanup of physics constraintsPedro J. Estébanez
Don't abort the loop when one is already released Remove warning on already-released constraint Clean up area's contraints as well Clear the constraint data as well Do the cleanup as soon as the space changes
2017-06-23-Trigger shapes removed in 2D, they became obsolete long ago when areas ↵Juan Linietsky
could detect their own overlap -Added ability to disable individual collisionshape/polygon -Moved One Way Collision to shape, allowing more flexibility -Changed internals of CollisionObject, shapes are generated from child nodes on the fly, not stored inside any longer. -Modifying a CollisionPolygon2D on the fly now works, it can even be animated. Will port this to 3D once well tested. Have fun!
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
2017-02-13Use 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.
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2017-01-02ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky
Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
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!
2016-04-26RigidBody2D (add_force, set_inertia): new methods.Josh Grams
2016-04-24RigidBody2D: rename apply_impulse(pos) to offset.Josh Grams
2016-01-23Merge pull request #2698 from Faless/add_area_fixJuan Linietsky
Fix bug in Body(2D)SW::add_area
2016-01-03physics state properly returns contact metadata, closes #1979Juan Linietsky
2016-01-02skip the first integration in physics bodies, fixes #2213Juan Linietsky
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-12-08Areas now calculate their dampenings the same way as their gravity.Ovnuniarchos
2015-12-02Fix Body (and Body2D) add_area / remove_area when area have multiple shapesFabio Alessandrelli
2015-08-30Added gravity scale, and linear/angular damp override to 3D physics.Juan Linietsky
2015-05-16sleeping property now should work properly, fixes #1892Juan Linietsky
2015-05-03-Made one way collision work with 2D physics (rigidbody)Juan Linietsky
2015-04-26properly wake up bodies when a parameter changes, fixes #1740Juan Linietsky
2015-04-18Merge pull request #1691 from Faless/area_combine_2dJuan Linietsky
Implement Area2D space_override_mode = COMBINE
2015-04-18Updated copyright year in all headersJuan Linietsky
2015-04-14Fix operator definition for AreaCMPFabio Alessandrelli
2015-04-14Implement Area2D space_override_mode combineFabio Alessandrelli
2015-01-13-Add support for one-way collision in 2D (only works for kinematic body so far)Juan Linietsky
-Solve drawing order bug introduced in previous commit: solves #1214
2015-01-13-begin work on unidirectional collision detectionJuan Linietsky
-fixed performance issue in new 2D engine -texscreen() working in shader 2D
2015-01-05Changes to 2D physics engineJuan Linietsky
-=-=-=-=-=-=-=-=-=-=-=-=-=-= -Removed "density" property -Added instead more flexible "angular damp" and "linear damp" -Added ability to override angular and linear damp in rigidbody -Added gravity scale option rigidbody Test well and iron out bugs, when it works the same will be moved to 3D
2014-10-16-added custom metadata to physics shapes (2D only for now)Juan Linietsky
-gizmos are not displayed in camera preview
2014-10-14ColladaJuan Linietsky
-=-=-=- -Fixed some DAE import & export bugs -Changed Collada exporter to use the mesh loops API -Added tangent export to Collada exporter -Added triangulation option to Collada exporter -Changed a little how normalmaps are handled in shader. Not sure if it's working properly, be careful. -Fixed some strange bug with kinematic bodies #776 -Fix release compilaiton issues #782