Commit graph

64 commits

Author SHA1 Message Date
PouleyKetchoupp
cc43c2ea16 Optimize area detection and intersect_shape queries with concave shapes
Whenever contact points are not needed, collision checks with concave
shapes (triangle mesh and heightmap) stop at the first colliding
triangle.
2021-08-27 09:53:40 -07:00
PouleyKetchoupp
3d5dc80348 Rename RayShape to SeparationRayShape
Makes it clearer that it's used for special cases when picking a
collision shape.
2021-08-24 17:34:55 -07:00
PouleyKetchoupp
aa4791735d Rename slips_on_slope to slide_on_slope
Also added some precision to the documentation.
2021-08-24 17:34:55 -07:00
PouleyKetchoupp
829fb4fba1 Fix RayShape collision detection
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).
2021-08-24 16:03:05 -07:00
PouleyKetchoupp
45c7af9862 Restore RayShape as a regular shape type
Partial revert from previously removing ray shapes completely, added
back as a shape type but without the specific character controller code.
2021-08-24 16:03:05 -07:00
Hugo Locurcio
8e3f71d750
Rename LineShape2D to WorldMarginShape2D
The new name makes it more obvious that it acts as an infinite plane,
and is consistent with its 3D counterpart (WorldMarginShape3D).
2021-08-14 03:12:13 +02:00
Tomasz Chabora
f12f5b36b5 Make radius & height in CapsuleShape2D independent 2021-08-11 17:34:27 +02:00
PouleyKetchoupp
4da3a87f7d Remove infinite inertia and ray shapes from CharacterBody
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.
2021-08-10 12:10:26 -07:00
Rémi Verschelde
68b28c6cd4
Merge pull request #47678 from madmiraal/fix-47436.1
Check for empty ConcavePolygonShape2D before checking for intersection
2021-04-06 22:35:49 +02:00
Rémi Verschelde
7fa84d8bd3
Merge pull request #47675 from madmiraal/fix-47436
Check ConvexPolygonShape2D point count before calcuating moment of inertia
2021-04-06 22:35:01 +02:00
Marcel Admiraal
2abfc0518f Check for empty ConcavePolygonShape2D before checking for intersection 2021-04-06 20:05:10 +01:00
Marcel Admiraal
25593a481a Check ConvexPolygonShape2D point count before calcuating moment of inertia 2021-04-06 19:15:09 +01:00
Marcel Admiraal
0d4d8925b7 Ensure ConvexPolygonShape support count variable is initialised 2021-04-06 16:18:49 +01:00
Aaron Franke
cb9fc117d1
Use real_t in physics code 2021-01-28 18:15:42 -05:00
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
Marcel Admiraal
a24c38d1a8 Rename Vector2.tangent() to Vector2.orthogonal() 2020-12-06 18:16:06 +00:00
reduz
127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
Andrii Doroshenko (Xrayez)
69d5de632e Split Geometry singleton into Geometry2D and Geometry3D
Extra `_2d` suffixes are removed from 2D methods accoringly.
2020-05-27 14:28:34 +03:00
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
07bc4e2f96 Style: Enforce separation line between function definitions
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
  -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
  -o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```

This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.

This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.

Part of #33027.
2020-05-14 16:54:55 +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
lupoDharkael
95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Juan Linietsky
33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
Juan Linietsky
3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +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
Ibrahn Sahir
4e4697b1c4 Added release function to PoolVector::Access.
For clarity, assign-to-release idiom for PoolVector::Read/Write
replaced with a function call.
Existing uses replaced (or removed if already handled by scope)
2019-07-06 12:04:27 +01:00
yakun.zhang
1808c5113a Fix some shape2d get_moment_of_inertia error 2019-05-20 12:19:14 +08:00
qarmin
856a8226a5 Small fixes, mostly dupicated code 2019-04-08 11:03:37 +02:00
Rémi Verschelde
cac1a93d1b
Merge pull request #26103 from nekomatata/area2d-rectangle-collision-fix
Fixed Area2d input events ignoring the top and left edge of rectangle shape
2019-02-21 14:39:26 +01:00
PouleyKetchoupp
edcfe41bd5 Area2d rectangle collision check doesn't ignore the first pixel row and column (fix #25462) 2019-02-21 00:34:57 +01:00
marxin
8d51618949 Add -Wshadow=local to warnings and fix reported issues.
Fixes #25316.
2019-02-20 19:44:12 +01:00
Rémi Verschelde
b7cc2bb1e2 Core: Ensure classes match their header filename
Also drop some unused files.

Renamed:
- `core/dvector.h` -> `pool_vector.h`
- `core/io/resource_import.h` -> `resource_importer.h`
- `core/sort.h` -> `sort_array.h`
- `core/string_db.h` -> `string_name.h`

Dropped:
- `core/allocators.h`
- `core/os/shell.h`
- `core/variant_construct_string.cpp`
2019-02-12 13:34:25 +01:00
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
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
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
Crazy-P
158c7c72c7 Resolves crash on shape2D culling for empty Concave shapes
Fixes https://github.com/godotengine/godot/issues/17789
2018-04-12 18:15:34 +08:00
Rémi Verschelde
b2aeb02e7d
Merge pull request #16530 from AndreaCatania/rays
Improved ray shape (2D and 3D) by addiing the possibility to act as r…
2018-02-19 22:15:49 +01:00
Andrea Catania
ffc3ef8677 Improved ray shape (2D and 3D) by addiing the possibility to act as regular shape 2018-02-19 20:59:57 +01:00
Artem Varaksa
d35e486228 Clean up some bad words from code comments 2018-02-17 16:00:39 +03:00
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
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
Poommetee Ketson
2fd204c35e Refactor 'treshold' to 'threshold' 2017-07-08 22:24:56 +07:00
alexholly
a3c90b0293 renamed all Rect2.pos to Rect2.position 2017-06-04 02:09:17 +02:00
Rémi Verschelde
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
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
Ferenc Arn
eae94ba1c8 Use real_t as floating point type in physics code.
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.
2017-02-13 17:42:02 -06:00
Rémi Verschelde
93ab45b6b5 Style: Fix whole-line commented code
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.
2017-01-14 14:52:23 +01:00
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