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path: root/servers/physics_2d_server.cpp
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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.
2018-09-10PhysicsServer: Add validity checks for shape query parametersRémi Verschelde
Fixes #17439.
2018-08-21Changes to ClippedCamera, RayCast,Raycast2D and 2D physics API to add ↵Juan Linietsky
ability to choose between bodies and areas when colliding.
2018-07-26doc: Sync classref with current sourceRémi Verschelde
Fix various missing arguments in bindings.
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
2018-05-25Expose methods area_set_area_monitor_callback and area_set_monitorable in ↵MrCdK
PhysicsServer and Physics2DServer
2018-02-20Improved kinematic body 2D and 3D, Now can move rigid bodyAndrea Catania
2018-02-01Fix inconsistencies and typos in argument namesPaolo Perkovic
2018-01-12Bind many more properties to scriptsBojidar Marinov
Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added
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!
2017-12-24Mono: Make the bindings generator output enumsIgnacio Etcheverry
- Switch to PascalCase for constants names
2017-11-25Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵Juan Linietsky
wrong function, leading to unnecesary copy on writes and reduced performance.
2017-11-21Removed type_mask and fixed some variable nameAndreaCatania
2017-11-10Remove node from list before calling queries, fixes #10886Juan Linietsky
2017-11-09Reworked how servers preallocate RIDs, should fix #10970Juan Linietsky
2017-11-03Merge pull request #12262 from AndreaCatania/pplugJuan Linietsky
Physics server plug
2017-11-04Implemented physics plugAndreaCatania
Moved init_physics Implemented physics 2D plug Fix clang Fix clang Fix static check Fix clang Fix static check Moved physics server initialization Moved physics server settings initialization
2017-10-22Bind unbound enums, rearrange some by valuePoommetee Ketson
2017-09-29Added new API to get body direct stateAndreaCatania
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
2017-08-20ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry
2017-08-16Synchronize parameter names in definition and declarationTwistedTwigleg
Fixes #10244.
2017-08-10Removes type information from method bindsIgnacio Etcheverry
2017-08-07Makes all Godot API's methods Lower CaseIndah Sylvia
2017-07-08Refactor 'treshold' to 'threshold'Poommetee Ketson
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!
2017-06-14Refactor layer_mask to collision_layerPoommetee Ketson
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
2017-02-13Rename the _MD macro to D_METHODHein-Pieter van Braam
This new name also makes its purpose a little clearer This is a step towards fixing #56
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.
2017-01-11Both Array and Dictionary are always in shared mode (removed copy on write).Juan Linietsky
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!
2016-09-01-Fixed issue in Kinematicbody2DJuan Linietsky
2016-06-12Documented many Physics2D* classesOvnuniarchos
2016-05-04Fix wrong return and argument types in documentationIgnacio Etcheverry
2016-04-26RigidBody2D (add_force, set_inertia): new methods.Josh Grams
2016-04-20RigidBody2D: add and bind get_inertia() method.Josh Grams
You can't set this value very well, since it's automatically computed from the mass and the collision shapes. But since the values are higher than many people might suspect, so being able to read it helps estimate the amount of torque you might need to apply.
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-12-28Add missing argument names in GDScript bindingsRémi Verschelde
All classes were reviewed apart from VisualServer for which no argument name is documented at all. While doing this review, I found quite a few bugs that were fixed either in earlier commits or this one (mostly documentation bugs though, i.e. some arguments were listed at the wrong place).
2015-12-22Merge pull request #3071 from Ovnuniarchos/NewAreaCombinersJuan Linietsky
New and corrected area override modes.
2015-12-14replaced :var by :Variant in documentation, fixes #2897Juan Linietsky
2015-12-14New and corrected are override modes.Ovnuniarchos
2015-06-07Merge pull request #1932 from Faless/gravity_distance_fullJuan Linietsky
Calculate gravity based on distance from body to gravity point