Commit graph

70 commits

Author SHA1 Message Date
Marcel Admiraal
26fcf2b04c Add override keywords. 2020-07-10 13:56:54 +01:00
Aaron Franke
ba27deef06
Refactor physics force and impulse code 2020-06-02 23:18:59 -04:00
Rémi Verschelde
0ee0fa42e6 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00
Rémi Verschelde
0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
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.
2020-05-14 16:54:55 +02:00
Juan Linietsky
f8ef38efed Add proper type to most public API uses of Array 2020-04-21 12:16:45 -03:00
Rémi Verschelde
0c320a6bf3 More server renames for consistency after #37361 2020-03-28 13:20:48 +01:00
Juan Linietsky
a6f3bc7c69 Renaming of servers for coherency.
VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D

Also renamed corresponding files.
2020-03-27 15:21:27 -03:00
Rémi Verschelde
cb282c6ef0 Style: Set clang-format Standard to Cpp11
For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.

Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-17 07:36:24 +01:00
Rémi Verschelde
1206bdb71b Remove deprecated PhysicsBody friction and bounce parameters
They were replaced in 3.1 by PhysicsMaterial properties via #12403.
2020-02-12 13:39:55 +01:00
Andrea Catania
9f1f4620e0 Added function to expose floor normal, useful to correctly calculate player velocity.
This work has been kindly sponsored by IMVU.
2020-01-10 14:58:19 +01:00
Rémi Verschelde
a7f49ac9a1 Update copyright statements to 2020
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.
2020-01-01 11:16:22 +01:00
qarmin
4e5310cc60 Some code changed with Clang-Tidy 2019-06-26 15:08:25 +02:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Rémi Verschelde
2815e708a0
Merge pull request #23090 from DavidSichma/inconsistent-kinematic
Consistency in KinematicBody
2018-11-12 20:30:38 +01:00
Guilherme Recchi Cardozo
3fb2069d39 Add method get_collision_exceptions
Adding this method to PhysicsBody, PhysicsBody2D and
SoftBody. It returns a list of nodes included in
collision exceptions.

Fixes #23235, cheers!
2018-11-01 06:41:34 -03:00
David Sichma
6ec4da2e3b Fix inconsistency in KinematicBody
- moved new infinite_inertia argument of move_and_slide and
move_and_slide_with_snap in KinematicBody and KinematicBody2D to the
end if not already there. This makes the order of arguments consistent
and should keep projects from 3.0 compatible as this argument did not
exist in 3.0. Docs updated accordingly.
- renamed max_bounces to max_slides for consistency. Docs updated
accordingly.
- the argument infinite_inertia in test_move is now optional, as it is
in every other movement related method. This closes #22829.
2018-10-17 17:22:14 +02:00
Rémi Verschelde
277b24dfb7 Make core/ includes absolute, remove subfolders from include path
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.
2018-09-12 09:52:22 +02:00
Rémi Verschelde
ab3716bd46 Revert "Take CanvasLayer transform into account for 2D physics"
This reverts commit 4839e5f6d9.

Fixes #21289.
2018-08-23 21:49:24 +02:00
Pedro J. Estébanez
4839e5f6d9 Take CanvasLayer transform into account for 2D physics
Fixes #18073.
2018-08-21 20:10:15 +02:00
Andrea Catania
0010d9c82a Added ray shape and move_and_slide with snapping on 3D.
Added stop_on_slope on 2d part
2018-08-19 13:45:23 +02:00
Tiger Caldwell
40c7716586 Modified RigidBody, PhysicsDirectBodyState, PhysicsServer, and their 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
2018-07-24 05:00:56 -04:00
Juan Linietsky
1ad20dc2f1
Merge pull request #12403 from AndreaCatania/phymat
Physics material
2018-07-23 07:37:03 -03:00
Juan Linietsky
13a801430b Further fixes to KinematicBody2D API, support for sync motion in moving objects 2018-07-17 08:58:04 -03:00
Juan Linietsky
e1f2feec2e Changes to how snap works (I think this makes more sense now) 2018-07-16 21:30:44 -03:00
Juan Linietsky
063a22851a -Added support for raycast in KinematicBody2D
-Added support for snapping in KinematicBody2D
2018-07-16 20:04:07 -03:00
AndreaCatania
5f66734d2d Implemented physics material
Hidden a function

Fixed travis static check
2018-05-11 03:23:09 +02:00
Andrea Catania
6ed392f47a Improved kinematic body 2D and 3D, Now can move rigid body 2018-02-20 12:43:47 +01:00
Rémi Verschelde
e4213e66b2 Add missing copyright headers and fix formatting
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.
2018-01-05 01:22:23 +01:00
Rémi Verschelde
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Aron de Castro
6e0892f223 Added to kinematicbody2d the copy and paste of the API friendler of KinematicBody 2017-09-10 13:07:47 -03:00
Rémi Verschelde
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Juan Linietsky
de9fb90dbf Warn about resizing a rigidbody (2D or 3D), covers the most common cases, closes #7615 2017-08-05 16:06:15 -03:00
Juan Linietsky
bc509ac7bd Simplified 2D Kinematicbody.. 3D will wait a bit. 2017-06-24 12:34:29 -03:00
Juan Linietsky
6ba1e4677b -Trigger shapes removed in 2D, they became obsolete long ago when areas 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!
2017-06-23 23:39:52 -03:00
Poommetee Ketson
6c44fff508 Refactor layer_mask to collision_layer 2017-06-14 10:58:34 +07:00
Rémi Verschelde
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Bojidar Marinov
289abd3710
Fix is_move_and_slide_on_wall, make move_and_slide floor angle configurable
Fixes #7313
2017-04-04 18:32:27 +03:00
Rémi Verschelde
5dbf1809c6 A Whole New World (clang-format edition)
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
2017-03-05 16:44:50 +01:00
Juan Linietsky
0ad9939603 Rename collision layer as suggested in #5696 2017-01-13 11:01:19 -03:00
Juan Linietsky
bc26f90581 Type renames:
Matrix32 -> Transform2D
	Matrix3 -> Basis
	AABB -> Rect3
	RawArray -> PoolByteArray
	IntArray -> PoolIntArray
	FloatArray -> PoolFloatArray
	Vector2Array -> PoolVector2Array
	Vector3Array -> PoolVector3Array
	ColorArray -> PoolColorArray
2017-01-11 00:52:51 -03:00
Juan Linietsky
118eed485e ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to 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()
2017-01-02 23:03:46 -03:00
Rémi Verschelde
c7bc44d5ad Welcome in 2017, dear changelog reader!
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!
2017-01-01 22:03:33 +01:00
Juan Linietsky
5fc084c28e -Fixed issue in Kinematicbody2D 2016-09-01 12:03:55 -03:00
Juan Linietsky
fc70824f7c More improvements to visual script..
fixed a bug of not saving when sub-nodes changed.
2016-08-31 17:58:51 -03:00
Juan Linietsky
748836e0b3 Several all around fixes to visual scripting (in the process of creating demos) 2016-08-28 20:59:01 -03:00
Josh Grams
a7b4127481 RigidBody2D (add_force, set_inertia): new methods. 2016-04-26 08:15:15 -04:00
Josh Grams
ffaced87a6 RigidBody2D: rename apply_impulse(pos) to offset. 2016-04-24 04:36:51 -04:00
Josh Grams
f7d31cec38 RigidBody2D: add and bind get_inertia() method.
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.
2016-04-20 20:49:37 -04:00
Josh Grams
dbabe4c07c RigidBody2D: add and bind get/set_applied_torque. 2016-04-20 19:49:35 -04:00
Juan Linietsky
a625f7d073 -Properly lock and and warn about switching off contact monitoring, fixes #3041 2016-01-12 06:14:15 -03:00