Commit graph

98 commits

Author SHA1 Message Date
Juan Linietsky
c02fb271fd apply a threshold for floor angle, fixes #16037, fixes #15632 2018-08-10 13:07:52 -03:00
Juan Linietsky
14fd797c53
Merge pull request #20381 from AndreaCatania/phymat_2
Improved Physics material
2018-08-07 15:31:26 -03:00
Andrea Catania
5e65e28eed Removed physics material combination mode. Added rough and absorbent parameter to material. Fixed 'change' signal connection 2018-08-07 19:38:04 +02:00
Rémi Verschelde
12254594ac Fix PhysicsBody build with deprecated=no
Fixes #20483.
2018-07-27 15:34:58 +02:00
Hein-Pieter van Braam
0e29f7974b Reduce unnecessary COW on Vector by make writing explicit
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.
2018-07-26 00:54:16 +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
39fb83630d
Added forgotten infinite_inertia to bindings
Related to this comment: https://github.com/godotengine/godot/pull/16757#discussion_r169470394
2018-02-21 08:42:36 +01:00
Rémi Verschelde
497a4e9e25
Merge pull request #16757 from AndreaCatania/kinpush
Improved kinematic body, Now can move rigid body
2018-02-20 15:41:10 +01:00
Andrea Catania
6ed392f47a Improved kinematic body 2D and 3D, Now can move rigid body 2018-02-20 12:43:47 +01:00
Artem Varaksa
d35e486228 Clean up some bad words from code comments 2018-02-17 16:00:39 +03:00
Bernhard Liebl
e9237d83c7 Fix crash on deleted rigidbodies without contact monitor (issue 15904) 2018-01-21 12:46:13 +01:00
Rémi Verschelde
9f479f096c Fix typos in code and docs with codespell
Using v1.11.0 from https://github.com/lucasdemarchi/codespell
2018-01-18 22:01:42 +01:00
Juan Linietsky
a26e6c8215 Renamed tree_exited to tree_exiting. tree_exited is now used for actual out of tree notification.
Updated doc accordingly.
2018-01-12 08:29:24 -03:00
Bojidar Marinov
9b8e8b2220
Bind many more properties to scripts
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
2018-01-12 00:58:14 +02:00
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
Rémi Verschelde
13c2ff9320 Style: Apply new clang-format 5.0 style to all files 2017-12-07 08:02:00 +01:00
Eric Wiltfang
7dd9e5c57c Fix the prevention for sliding on slopes in the 2d version of move_and_slide
Done by using the same method the 3d counterpart uses.

Fixes #13063.
2017-11-20 01:42:44 +01:00
Juan Linietsky
192a4d7de5 Reworked how servers preallocate RIDs, should fix #10970 2017-11-09 23:35:34 -03:00
Poommetee Ketson
9cadb9e5f3 Bind unbound enums, rearrange some by value 2017-10-22 01:58:02 +07:00
AndreaCatania
4537977d6d Renamed fixed_process to physics_process 2017-09-30 16:19:07 +02:00
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
Ignacio Etcheverry
c16d00591b DocData and type hints fixes
- Makes vararg methods automatically use PROPERTY_USAGE_NIL_IS_VARIANT on return types
- Completely removes the ":type" suffix for method names. Virtual methods must use the MethodInfo constructors that takes Variant::Type or PropertyHint as the first parameter for the return type (with CLASS_INFO as a helper to get the PropertyInfo). Parameters must use PROPERTY_HINT_RESOURCE_TYPE and hint string.
- PROPERTY_USAGE_NIL_IS_VARIANT is no longer needed for parameters, because parameters cannot be void.
- Adds missing PROPERTY_USAGE_NIL_IS_VARIANT to virtual and built-in methods that return Variant.
2017-08-29 19:40:21 +02:00
Rémi Verschelde
7ad14e7a3e Dead code tells no tales 2017-08-27 22:13:45 +02:00
Rémi Verschelde
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Hein-Pieter van Braam
cacced7e50 Convert Object::cast_to() to the static version
Currently we rely on some undefined behavior when Object->cast_to() gets
called with a Null pointer. This used to work fine with GCC < 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.

This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.

It is explained in this article: https://www.viva64.com/en/b/0226/
2017-08-24 23:08:24 +02:00
Juan Linietsky
2cc8309249 Merge pull request #10351 from neikeq/enums-are-for-the-weak
ClassDB: Provide the enum name of integer constants
2017-08-21 19:56:08 -03:00
Ignacio Etcheverry
32dd9a9f66 ClassDB: Provide the enum name of integer constants 2017-08-20 22:07:43 +02:00
Juan Linietsky
541fdffc0a Merge pull request #10319 from neikeq/pr-engine-editor-hint
Adds Engine::is_editor_hint() method
2017-08-20 12:55:46 -03:00
Ignacio Etcheverry
90b8a5b71e Removes editor_hint from SceneTree 2017-08-19 01:29:45 +02:00
Nathan Hold
fb40846dca Fix missing and incorrect values in return value of _move method 2017-08-12 19:59:39 +10:00
Ignacio Etcheverry
78619a5866 Fixes method definitions with extra number of arguments 2017-08-10 07:17:51 +02:00
Ignacio Etcheverry
2f290038d6 Removes type information from method binds 2017-08-10 07:17:50 +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
Johan Manuel
00afca31c6 Use the gravity constant to calculate weights 2017-07-05 15:14:12 +02:00
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
gamemanj
0a4dde93d4 Apply is_ceiling/is_wall swap fix to 2D move_and_slide (minus explaination)
As it turns out, is_ceiling would be true when hitting a wall,
 and is_wall would be true momentarily when hitting a ceiling.

This makes a tiny one-line change to fix that.
Without trying to explain the code for anyone else having to
 mess around with it.
2017-04-15 10:24:36 +01:00
Rémi Verschelde
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Rémi Verschelde
02f9851d0d Merge pull request #8259 from bojidar-bg/move-slide-wall-fix
Fix is_move_and_slide_on_wall, make move_and_slide floor angle configurable
2017-04-05 01:24:19 +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
Ferenc Arn
1a620bd5fa Made slide and reflect active verbs acting on itself in Vector2 and Vector3.
This is in alignment with other functions in vector classes.
Also added checks for normalization, fixed the sign of reflect (which now corresponds to reflection along a plane mathematically), added bounce method and updated docs.

Fixes #8201.
2017-04-03 10:02:12 -05:00
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
Hein-Pieter van Braam
411ee71b4d Rename the _MD macro to D_METHOD
This new name also makes its purpose a little clearer

This is a step towards fixing #56
2017-02-13 12:50:02 +01:00