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2021-08-28Merge pull request #52070 from nekomatata/area-point-gravity-fixFabio Alessandrelli
Fix point gravity calculation
2021-08-27Optimize area detection and intersect_shape queries with concave shapesPouleyKetchoupp
Whenever contact points are not needed, collision checks with concave shapes (triangle mesh and heightmap) stop at the first colliding triangle.
2021-08-27Merge pull request #51896 from nekomatata/restore-ray-shapeCamille Mohr-Daurat
Refactor RayShape and rename to SeparationRayShape
2021-08-26Merge pull request #51801 from nekomatata/area-one-directional-layer-checkCamille Mohr-Daurat
One-directional layer check for Area vs. RigidBody/SoftBody/Area
2021-08-24Rename RayShape to SeparationRayShapePouleyKetchoupp
Makes it clearer that it's used for special cases when picking a collision shape.
2021-08-24Rename slips_on_slope to slide_on_slopePouleyKetchoupp
Also added some precision to the documentation.
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).
2021-08-24Fix RayShape collision detectionPouleyKetchoupp
One-way collision is disabled for both rigid bodies and character bodies. Kinematic margin is now applied to ray shapes to help getting consistent results in slopes and flat surfaces. Convex shapes don't return inverted normals when a segment test starts inside (raycasting will be made consistent in a separate patch). Ray shapes also discard contacts when fully contained inside a shape and when the contact direction is inverted, so the behavior is consistent with all shape types. Now they always separate only when intersecting the top of a shape (for downward rays).
2021-08-24Restore RayShape as a regular shape typePouleyKetchoupp
Partial revert from previously removing ray shapes completely, added back as a shape type but without the specific character controller code.
2021-08-24Fix point gravity calculationPouleyKetchoupp
Removing the + 1 in point gravity formula when using distance scale to make it more accurate for standard gravitation. Fixes precession in orbits for games using gravitation. Also moved gravity calculation to area to use it for both rigid bodies and soft bodies in 3D (same change in 2D for consistency). Co-authored-by: Ryan Peach <ryan.peach@keysight.com>
2021-08-23Merge pull request #51751 from jeffrey-cochran/windforceCamille Mohr-Daurat
Created an area-specific wind force that interacts with soft bodies
2021-08-23Enabled area-specific wind forcesJeffrey Cochran
2021-08-22Replace HTTP links with HTTPS for sites with HTTPS versionsAaron Franke
2021-08-19Fix compilation warnings in Shape2DSW/Shape3DSWPouleyKetchoupp
2021-08-17One-directional layer check for Area vs. RigidBody/SoftBody/AreaPouleyKetchoupp
Same thing that was already done for rigid body and character body collision detection.
2021-08-16Epsilon check for angular velocity in Body3DSWLoipesMas
2021-08-16Merge pull request #51645 from fabriceci/improve-physics-apiRémi Verschelde
API improvement on the physics (CharacterBody and related classes)
2021-08-15Enabled softbody-area collision (intersection) and enabled area-specific ↵Jeffrey Cochran
gravity for soft bodies.
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.
2021-08-11Make radius & height in CapsuleShape3D independentPouleyKetchoupp
Also changed CapsuleMesh to make settings consistent between render and physics.
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.
2021-08-10Merge pull request #51457 from nekomatata/moving-platforms-3dRémi Verschelde
Fix 3D moving platform logic
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>
2021-08-09Some work on double supportAaron Franke
2021-08-09Merge pull request #51446 from nekomatata/fix-moving-platform-rotationRémi Verschelde
Fix applied rotation from moving platforms in move_and_slide
2021-08-09Fix applied rotation from moving platforms in move_and_slidePouleyKetchoupp
When synchronizing CharacterBody motion with moving the platform using direct body state, only the linear velocity was taken into account. This change exposes velocity at local point in direct body state and uses it in move_and_slide to get the proper velocity that includes rotations.
2021-08-07Fix Transform::xform(Plane) functionslawnjelly
The Transform::xform and xform_inv are made safe for Planes when using non-uniform scaling. Optimization of calling sites to prevent loss of performance from the changes to xform(Plane).
2021-07-31Merge pull request #50625 from nekomatata/body-one-direction-layersRémi Verschelde
One-directional collision layer check for rigid bodies and soft bodies
2021-07-25Fix various typos with codespellluz paz
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-21Merge pull request #50686 from Calinou/use-standard-inf-nan-constantsRémi Verschelde
Use the standard C `INFINITY` and `NAN` constants directly
2021-07-21Use the standard C `INFINITY` and `NAN` constants directlyHugo Locurcio
The `Math_INF` and `Math_NAN` defines were just aliases for those constants, so we might as well use them directly. Some portions of the code were already using `INFINITY` directly.
2021-07-21Use is_equal_approx in more placesAaron Franke
2021-07-19One-directional collision layer check for rigid bodies and soft bodiesPouleyKetchoupp
Check for each body individually if it collides with the other one or ignores it. When a body is being ignored, the other body's mass is considered infinite when applying impulses to avoid extra overlapping.
2021-07-19Ensure KinematicBodies only interact with other Bodies with matching mask.Marcel Admiraal
2021-07-14Merge pull request #50255 from Calinou/physicsserver3d-add-set-iterationsRémi Verschelde
Add a method to set the number of physics solver iterations in 3D
2021-07-13Merge pull request #50063 from nekomatata/more-accurate-move-and-slideRémi Verschelde
Make move_and_slide collision detection more accurate
2021-07-10Add a method to set the number of physics solver iterations in 3DHugo Locurcio
This is only for GodotPhysics, and adds a 3D counterpart to the 2D method that was recently added.
2021-07-06Fix concave collision with backface collision disabledPouleyKetchoupp
Disabled backface collision is only applied on face separation axes, because applying it also on edges and vertices was causing some contacts to be wrongly disabled and contact points to be off.
2021-07-01Make move_and_slide collision detection more accuratePouleyKetchoupp
More accurate unsafe motion calculation * Safe and unsafe motion are calculated by dichotomy with a limited number of steps. It's good for performance, but on long motions that either collide near the beginning or near the end, the result can be very imprecise. * Now a factor 0.25 or 0.75 is used to converge faster when this case happens, which allows longer motions to get more accurate collision detection. * Makes snap collision more precise, and helps with cases where diagonal collision on the border of a platform can lead to the character being stuck. Additional improvements to move_and_slide: * Handle slide canceling in move_and_collide with 0 velocity instead of not applying it. * Better handling of snap with custom logic to cancel sliding. * Remove small jittering when using stop on slope, by canceling the motion completely when the resulting motion is less than margin instead of always projecting to the up direction (in both body motion and snap). Co-authored-by: fabriceci <fabricecipolla@gmail.com>
2021-06-30Merge pull request #49844 from nekomatata/physics-disabled-shapesRémi Verschelde
Fix and clean disabled shapes handling in godot physics servers
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>
2021-06-22Fix and clean disabled shapes handling in godot physics serversPouleyKetchoupp
In 3D, disabled shapes are now not added to the broadphase anymore. Since they are removed right away when disabled, no need to check for disabled shapes for any query that comes from the broadphase. Also Fixes raycast queries returning disabled shapes. In 2D, disabled shapes where already not added to the broadphase. Remove the same unnecessary checks as in 3D. Overall harmonized API for disabled shapes in the physics servers and removed duplicate method.
2021-06-11Merge pull request #42636 from madmiraal/fix-infinite-inertiaRémi Verschelde
2021-06-09Refactor CommandQueueMTreduz
* RingBuffer had no reason to be in this context * A single buffer is used that can grow as much as the game needs. This should make thread loading entirely reliable.
2021-06-07Style: Cleanup uses of double spaces between wordsRémi Verschelde
Or after punctuation. Tried to leave third-party stuff alone, unless it has been heavily modified for Godot.
2021-06-05Merge pull request #45364 from madmiraal/rename-quatRémi Verschelde
Rename Quat to Quaternion
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.
2021-06-04More 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).
2021-06-04Rename Quat to QuaternionMarcel Admiraal
2021-06-03Rename files and the exposed name for Transform3DAaron Franke