Commit graph

28 commits

Author SHA1 Message Date
Rémi Verschelde
ef93fec789
Merge pull request #15643 from organicpencil/bullet_contact_impulse
Expose PhysicsDirectBodyState.get_contact_impulse
2018-07-26 15:36:37 +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
muiroc
0a36e974da added cylinder shape support 2018-07-01 11:16:54 +02:00
AndreaCatania
5f66734d2d Implemented physics material
Hidden a function

Fixed travis static check
2018-05-11 03:23:09 +02:00
Andrea Catania
e1e78a51aa Implemented Bullet method omit forces 2018-02-27 08:41:17 +01:00
Andrea Catania
a930797c31 Added Physics state APIs 2018-02-16 17:48:07 +01:00
Neil Moore
5fb8a6a6c2 Fixes gravity calculation for kinematic bodies in Bullet 2018-02-13 19:14:10 -05:00
Mariano Suligoy
d090856560 attemp to fix #15743 2018-01-21 14:23:30 -03:00
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
Lee Pugh
ac26bf0fb4 Expose PhysicsDirectBodyState.get_contact_impulse 2018-01-12 15:27:45 -06:00
AndreaCatania
50c99370d2 Fixed Bullet collision shapes scale 2018-01-08 16:44:33 +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
f8b58784bc
Merge pull request #13257 from AndreaCatania/master
Fixed kinematic movement stuck, Changed how shape scale works.
2018-01-04 15:26:23 +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
AndreaCatania
f4b96cc0a9 Fixed kinematic movement stuck, Changed how shape scale works, Optimized 2017-12-23 18:23:12 +01:00
AndreaCatania
0f5c87bfa4 Fixed dispatch callback 2017-12-23 12:36:51 +01:00
AndreaCatania
aea1b2e6c3 Fixed rigidbody sleping, Fixes #13952 2017-12-23 05:13:39 +01:00
Rémi Verschelde
dfb3634c34
Merge pull request #13836 from AndreaCatania/scale
Fixed bullet scale on get_transform and joints
2017-12-11 10:35:09 +01:00
AndreaCatania
5dee44bbc1 Implemented physics linear and angular lock 2017-12-10 17:21:14 +01:00
Rémi Verschelde
25b36f18d3
Merge pull request #12756 from Stratos695/master
Allowing double-axis lock in RigidBody & KinematicBody (Fixes #12500)
2017-12-09 13:01:41 +01:00
AndreaCatania
5cfc98cace Fixed bullet get_transform scale 2017-12-08 16:46:41 +01:00
Rémi Verschelde
13c2ff9320 Style: Apply new clang-format 5.0 style to all files 2017-12-07 08:02:00 +01:00
AndreaCatania
967854f8e9 Set gravity on change body mode
Fixes #13140
2017-11-21 18:31:43 +01:00
Eric Rybicki
bd5df84199 Allow double-axis lock in RigidBody and KinematicBody 2017-11-10 22:33:54 +01:00
AndreaCatania
10f879bf88 Rewritten kinematic system 2017-11-07 15:22:09 +01:00
AndreaCatania
fb4871c919 Bullet physics engine implementation
This is a bullet wrapper that allows Godot to use Bullet physics and benefit about all features.
Also it support all specific Godot physics functionality like multi shape body, areas, RayShape, etc..
It improve the Joints, Trimesh shape, and add support to soft body even if Godot is not yet ready to it.
2017-11-04 20:52:59 +01:00