Commit graph

481 commits

Author SHA1 Message Date
Rémi Verschelde
2d9b409103
Merge pull request #41528 from keegano/physics-fix-wrap-angle
Wrap angles to (-pi, pi) in momentum calculation.
2020-09-17 16:32:53 +02:00
TwistedTwigleg
0205eef96b Fixed 2D physics regression that causes RigidBody2D nodes to spin uncontrollably when colliding 2020-08-28 14:16:12 -04:00
Keegan Owsley
e148338d42 Wrap angles to (-pi, pi) in momentum calculation.
Fixes a bug that causes KinematicBody2Ds to produce too much angular
momentum when rotating beyond 180 degrees.
2020-08-26 08:25:28 -07:00
Markus Sauermann
8335f00949 Wake up RigidBody 2D after applying torque 2020-08-01 14:36:24 +02:00
Rémi Verschelde
c845e20add Revert "Allow Area2D and 3D mouse events without a collision layer"
This reverts commit 7eebb06b55.
2020-07-27 22:45:01 +02:00
Rémi Verschelde
d0cea291d2
Merge pull request #40193 from KoBeWi/dem_pikks
Allow Area2D and 3D mouse events without collision layer
2020-07-11 00:26:56 +02:00
Marcel Admiraal
26fcf2b04c Add override keywords. 2020-07-10 13:56:54 +01:00
Tomasz Chabora
7eebb06b55 Allow Area2D and 3D mouse events without a collision layer
Co-authored-by: madmiraal <madmiraal@users.noreply.github.com>
2020-07-10 13:23:20 +02:00
Marcel Admiraal
7eb0fcdb1a Remove elements from monitored_bodies and monitored_areas as they are
processed before calling the callback, instead of after they have all
been processed, because the callbacks may readd them.
2020-07-04 10:17:57 +01:00
Cevantime
23f7d2c29d fix laxist collision detection on one way shapes 2020-07-03 11:24:15 +02:00
Rémi Verschelde
67e4082b1e
Merge pull request #37350 from aaronfranke/force-impulse
Refactor physics force and impulse code to use (force, position) order
2020-07-02 18:39:16 +02:00
Marcel Admiraal
79d3d3d17b Trigger broadphase update when changing collision layer/mask, and
check for collision layer/mask changes in 2D hash grid broadphase update.
2020-06-27 18:34:16 +01:00
Marcel Admiraal
62142c5416 Ensure pair callback data is set to null when it's null. 2020-06-13 14:43:25 +01:00
Marcel Admiraal
a442526744 Test collision mask before creating constraint pair in Godot physics broadphase 2D and 3D. 2020-06-08 17:46:21 +01:00
Marcel Admiraal
b5e31b70dc Correct misspellings of damped spring. 2020-06-04 18:07:24 +01:00
Aaron Franke
ba27deef06
Refactor physics force and impulse code 2020-06-02 23:18:59 -04:00
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
ca3192d18a Style: Fix unnecessary semicolons that confused clang-format 2020-05-19 11:24:58 +02:00
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
Rémi Verschelde
dcd1151d77 Enforce use of bool literals instead of integers
Using clang-tidy's `modernize-use-bool-literals`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-bool-literals.html
2020-05-14 13:45:01 +02:00
Rémi Verschelde
69de7ce38c Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine
Part of #33027.
2020-05-10 13:13:54 +02:00
Rémi Verschelde
e956e80c1f Style: clang-format: Disable AllowShortIfStatementsOnASingleLine
Part of #33027, also discussed in #29848.

Enforcing the use of brackets even on single line statements would be
preferred, but `clang-format` doesn't have this functionality yet.
2020-05-10 13:12:16 +02:00
Marcel Admiraal
88d307df14 Assign zero to range when ConvexPolygonShape2D is empty. 2020-04-14 12:53:32 +01:00
lupoDharkael
95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Rémi Verschelde
cd4e46ee65 SCons: Format buildsystem files with psf/black
Configured for a max line length of 120 characters.

psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:

- Manually wrapped strings will be reflowed, so by using a line length
  of 120 for the sake of preserving readability for our long command
  calls, it also means that some manually wrapped strings are back on
  the same line and should be manually merged again.

- Code generators using string concatenation extensively look awful,
  since black puts each operand on a single line. We need to refactor
  these generators to use more pythonic string formatting, for which
  many options are available (`%`, `format` or f-strings).

- CI checks and a pre-commit hook will be added to ensure that future
  buildsystem changes are well-formatted.
2020-03-30 09:05:53 +02:00
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
Fabio Alessandrelli
b8ddaf9c33 Refactor ScriptDebugger.
EngineDebugger is the new interface to access the debugger.
It tries to be as agnostic as possible on the data that various
subsystems can expose.

It allows 2 types of interactions:

- Profilers:
  A subsystem can register a profiler, assigning it a unique name.
  That name can be used to activate the profiler or add data to it.
  The registered profiler can be composed of up to 3 functions:
    - Toggle: called when the profiler is activated/deactivated.
    - Add: called whenever data is added to the debugger
      (via `EngineDebugger::profiler_add_frame_data`)
    - Tick: called every frame (during idle), receives frame times.

- Captures: (Only relevant in remote debugger for now)
  A subsystem can register a capture, assigning it a unique name.
  When receiving a message, the remote debugger will check if it starts
  with `[prefix]:` and call the associated capture with name `prefix`.

Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new
profiler system.

Port SceneDebugger and RemoteDebugger to the new capture system.
The LocalDebugger also uses the new profiler system for scripts
profiling.
2020-03-08 12:36:39 +01:00
Pedro J. Estébanez
9a3a2b03b8 Drop old semaphore implementation
- Removed platform-specific implementations.
- Now all semaphores are in-object, unless they need to be conditionally created.
- Similarly to `Mutex`, provided a dummy implementation for when `NO_THREADS` is defined.
- Similarly to `Mutex`, methods are made `const` for easy use in such contexts.
- Language bindings updated: `wait()` and `post()` are now `void`.
- Language bindings updated: `try_wait()` added.

Bonus:
- Rewritten the `#ifdef` in `mutex.h` to meet the code style.
2020-03-03 13:20:42 +01:00
Pedro J. Estébanez
18fbdbb456 Reimplement Mutex with C++'s <mutex>
Main:
- It's now implemented thanks to `<mutex>`. No more platform-specific implementations.
- `BinaryMutex` (non-recursive) is added, as an alternative for special cases.
- Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes.
- Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts.
- A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this.
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- Thread-safe utilities are therefore simpler now.

Misc.:
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
- Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock).
- `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-26 20:40:10 +01:00
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
69c95f4b4c Reworked signal connection system, added support for Callable and Signal objects and made them default. 2020-02-20 08:24:50 +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
Juan Linietsky
cf8c679a23 ObjectID converted to a structure, fixes many bugs where used incorrectly as 32 bits. 2020-02-12 14:24:54 -03:00
Rémi Verschelde
fff4240bb4 Fix code formatting issues and VS compilation
Also temporarily disable multicheck build so that we get a full build
even when there are style issues on Vulkan.

Fixes #33356.
2020-02-11 12:05:19 +01:00
Juan Linietsky
c613ead5fa Added a spinlock template as well as a thread work pool class.
Also, optimized shader compilation to happen on threads.
2020-02-11 11:53:29 +01:00
Juan Linietsky
4f163972bb Refactored RID/RID_Owner to always use O(1) allocation.
* Implements a growing chunked allocator
* Removed redudant methods get and getptr, only getornull is supported now.
2020-02-11 11:53:26 +01:00
Rémi Verschelde
6fd4afa96b
Merge pull request #33615 from raphael10241024/fix_shape_change
refresh area2d collision when shape changes
2020-01-16 22:56:16 +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
Rafał Mikrut
ed1c4bc77d Removed unused variables, add some constants numbers 2019-12-10 05:13:02 +01:00
RaphaelHunter
8330e70e2c refresh area2d collision when shape changes, close #33369 2019-11-14 15:48:41 +08:00
Rémi Verschelde
5cdecb8227
Merge pull request #32845 from madmiraal/rigidbody-mode-change
Activate Body(2D)SW when switching to rigid or character mode.
2019-10-25 23:36:17 +02:00
Rafał Mikrut
d468e28874 Fix leak in Physics2DServerSW 2019-10-24 20:12:46 +02:00
Marcel Admiraal
13798746e7 Activate Body(2D)SW when switching to rigid or character mode. 2019-10-15 07:41:13 +02:00
Marcel Admiraal
42a9ae7a82 Fix mismatch between RigidBody(2D) and Body(2D)SW can_sleep defaults.
- Set Body2DSW can_sleep default to true.

- Set Body2D can_sleep default to true.
2019-10-12 12:11:11 +02:00
Andrii Doroshenko (Xrayez)
718f09ad20 Fix uninitialized inertia value in Body2DSW 2019-08-23 20:13:57 +03:00
RaphaelHunter
74713fe970 Fix custom inertia in physics2d, closes#30838 2019-08-22 20:30:03 +08:00
Michael Alexsander Silva Dias
5ca7460421 Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in "main" and "servers" directories 2019-08-09 11:27:39 -03:00
qarmin
e0b5b21863 Add some code changes/fixes proposed by Coverity and Clang Tidy 2019-08-07 12:54:30 +02:00
IAmActuallyCthulhu
4e617d2ca2
Correct typo and format of comments 2019-07-30 16:43:07 -05:00
santouits
472cda9047 Remove physics thread getting the gl context 2019-07-27 22:08:10 +03:00
Michael Alexsander Silva Dias
12ae7a4c02 Update some dead links in the codebase 2019-07-23 21:06:12 -03:00
qarmin
aab8da25ad Fix some code found by Coverity Scan and PVS Studio 2019-07-23 09:14:31 +02:00
qarmin
6cbaf7662f Changed some code showed in LGTM and Coverage 2019-07-20 08:09:57 +02:00
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
Rémi Verschelde
d40dbd6d11
Merge pull request #29951 from raphael10241024/add_physics_2d_optimize
add 2d physic optimization similar to 3d physics
2019-07-01 17:08:05 +02:00
qarmin
4e5310cc60 Some code changed with Clang-Tidy 2019-06-26 15:08:25 +02:00
yakun.zhang
434fd71d2a add 2d physic optimization simlilar to 3d physics 2019-06-21 19:33:01 +08:00
Rémi Verschelde
6d16f2f053 Fix error macro calls not ending with semicolon
It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
2019-06-11 14:49:34 +02:00
yakun.zhang
1808c5113a Fix some shape2d get_moment_of_inertia error 2019-05-20 12:19:14 +08:00
Rémi Verschelde
e0574e1d98 Fix typos with codespell
Using codespell 1.15.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
doubleclick
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2019-05-19 13:10:35 +02:00
Aaron Franke
702b539405
Change "ID" to lowercase "id"
Reasoning: ID is not an acronym, it is simply short for identification, so it logically should not be capitalized. But even if it was an acronym, other acronyms in Godot are not capitalized, like p_rid, p_ip, and p_json.
2019-05-09 06:25:32 -04:00
Rémi Verschelde
f40c62fa29
Merge pull request #27371 from ShyRed/fixdisabled2dcollisions
Allow adding disabled shapes
2019-04-30 11:43:11 +02:00
Aaron Franke
b659e1eb2b
Use approximate equallity methods in many places 2019-04-25 13:20:29 -04:00
ShyRed
a9d4cde0f5 Allow adding disabled shapes
Adds the ability to directly add disabled shapes to a collision object. Before this commit a shape has always been assumed to be enabled and had to be disabled in an extra step.
2019-04-23 18:06:48 +02:00
Rémi Verschelde
a342131eba
Merge pull request #27673 from qarmin/small_fixes
Small fixes, mostly duplicated code
2019-04-22 12:00:34 +02:00
Rémi Verschelde
c8994b56f9 Style: Apply new changes from clang-format 8.0
It seems to stay compatible with formatting done by clang-format 6.0 and 7.0,
so contributors can keep using those versions for now (they will not undo those
changes).
2019-04-09 17:09:48 +02:00
qarmin
856a8226a5 Small fixes, mostly dupicated code 2019-04-08 11:03:37 +02:00
ShyRed
96093778ed Remove hardcoded joint bias
Use user provided bias instead of hardcoded bias.
2019-03-27 19:21:07 +01:00
Juan Linietsky
b84b015225 Make query checks less agressive, fixes #24694 2019-03-02 08:48:47 -03:00
Juan Linietsky
87b303aa95 Fixed bugs in test body motion and removed unnecesary test in move_and_slide. Fixes #25968 2019-02-21 17:21:36 -03:00
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
Juan Linietsky
81e15358c0 Skip disabled shape when getting rest info. Fixes #25941 2019-02-16 16:32:30 -03:00
Juan Linietsky
6d4eaebe1e Support multiple ray shapes in kinematicbody, fixes #25050 2019-02-16 16:15:22 -03:00
Juan Linietsky
ee464f56c4 Add a minimum treshold for acquiring rest contacts to avoid numerical precision issues. Fixes #25074 2019-02-16 13:45:01 -03:00
Juan Linietsky
f439b786ea Allow kinematic bodies without shapes to still move, fixes #24775 2019-02-16 11:06:44 -03:00
Juan Linietsky
2e6c98058f Make ray shapes not work with OWC. They don't make practical sense together. Closes #25532 2019-02-16 10:07:27 -03:00
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
Juan Linietsky
cb09abdbbd Fixed OWC for rigid bodies, closes #25732 2019-02-12 08:40:18 -03:00
Rémi Verschelde
769341e180 Cleanup after @reduz :)
Fixes #25172.
2019-01-21 11:12:55 +01:00
Juan Linietsky
d8b702b566 -Re-added margins in one way collision (made in a more user friendly way than in Godot 2.1), fixes #23860
-Fixed potential bug in OWC (i dont think anyone had it but..)
2019-01-18 14:15:05 -03:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
hedin
1dfdd6834e fixes crash when Body2DSW doesn't have space 2018-12-27 19:29:47 +02:00
Stanislav
9edf98e841 Disabled CollisionShape and CollisionShape2D are not processed now
Fixes #24183
2018-12-12 17:48:35 +03:00
Juan Linietsky
0b1e93ccd4 -Make sure monitorable cant be flipped while flushing queries, fixes #17330
-Also added set_deferred, this was missing.
2018-11-16 08:49:26 -03:00
Juan Linietsky
66c6dfb3fd Ensure that even at slow speed, you will always get collision using kinematic motion. Fixes #16250 2018-11-14 21:21:51 -03:00
Juan Linietsky
3226b44f79 Make sure rotated shapes with one way direction collisions work, fixes #12791 2018-11-10 10:12:35 -03:00
Juan Linietsky
d403b4086c 2D Rigid Body CCD should work again, fixes #6664 2018-11-08 15:22:28 -03:00
Juan Linietsky
daa1686772
Merge pull request #21386 from RandomShaper/fix-picking-in-canvas-layers
Fix picking in CanvasLayer
2018-11-07 17:51:27 -03:00
Juan Linietsky
121cead38e <fales> end of the week ;-) 2018-11-03 13:30:08 -03:00
Juan Linietsky
3a62f29eef Fix condition test 2018-11-03 13:23:38 -03:00
Juan Linietsky
414097ebd9 Simple workaround to make one way moving platforms work, fixes #9399 2018-11-02 16:22:23 -03:00
Juan Linietsky
64f649a80c -Fix problem in OWC logic closes #11357
-Fix problem with kinematic move and disabled shapes, in both 2D and 3D
2018-11-02 15:45:36 -03:00
Juan Linietsky
e52b439eaa
Merge pull request #22933 from SeleckyErik/issue-9148
Fixed non-monitorable areas triggering overlap (reopened)
2018-11-01 12:39:50 -03:00
Rémi Verschelde
1169196f04
Merge pull request #22779 from Superwaitsum/LimitSettings
Limit several project settings
2018-10-25 11:38:06 +02:00
Superwaitsum
e5041ad0f5 Add some limits on the Editor Settings 2018-10-24 19:46:33 -05:00
Erik
09250850ec Fixed non-monitorable areas triggering overlap
Non-monitorable areas are never removed from the monitor query of other areas. This makes areas that turn not
monitorable while overlapping with other areas get stuck in the other areas' monitor query and trigger false
overlaps.

This is a  fix for issue #9148.
2018-10-11 12:19:03 +02:00
Aaron Franke
4f7b33cdcf Remove redundant "== false" code
Some of this code has been re-organized.
f
2018-10-06 16:20:41 -04:00
Aaron Franke
37386f112b Remove redundant "== true" code
If it can be compared to a boolean, it can be evaluated as one in-place.
2018-10-06 16:12:36 -04:00
Rémi Verschelde
cdc411fd54 Fix various warnings: [-Waddress], [-Wpointer-arith], [-Wwrite-strings], [-Wreturn-local-addr] and more
Fixes the following GCC 5 warnings:
```
core/os/file_access.cpp:49:19: warning: the address of 'FileAccess::create_func' will always evaluate as 'true' [-Waddress]
servers/audio_server.cpp:192:70: warning: comparison with string literal results in unspecified behaviour [-Waddress]

drivers/gles2/rasterizer_storage_gles2.cpp:4095:90: warning: NULL used in arithmetic [-Wpointer-arith]

modules/gdnative/register_types.cpp:237:3: warning: deprecated conversion from string constant to 'char*' [-Wwrite-strings]
platform/android/export/export.cpp:207:1: warning: deprecated conversion from string constant to 'char*' [-Wwrite-strings]

modules/gdscript/gdscript.h:150:67: warning: returning reference to temporary [-Wreturn-local-addr]
servers/physics_2d/collision_object_2d_sw.h:119:56: warning: returning reference to temporary [-Wreturn-local-addr]
servers/physics_2d/collision_object_2d_sw.h:123:56: warning: returning reference to temporary [-Wreturn-local-addr]
servers/physics_2d/collision_object_2d_sw.h:127:50: warning: returning reference to temporary [-Wreturn-local-addr]
servers/physics_2d/collision_object_2d_sw.h:131:52: warning: returning reference to temporary [-Wreturn-local-addr]

editor/plugins/skeleton_editor_plugin.cpp:34:36: warning: extra tokens at end of #include directive
modules/bullet/bullet_types_converter.cpp:31:9: warning: #pragma once in main file

editor/import/editor_scene_importer_gltf.cpp:1996:51: warning: name lookup of 'i' changed
modules/visual_script/visual_script_property_selector.cpp:402:45: warning: name lookup of 'E' changed
scene/gui/tree.cpp:1268:25: warning: name lookup of 'i' changed
scene/resources/visual_shader.cpp:808:32: warning: name lookup of 'i' changed
```
2018-09-27 16:33:52 +02:00
Rémi Verschelde
1a16dabfb5
Merge pull request #21982 from luzpaz/misc-typos
Misc. typos
2018-09-13 10:59:00 +02:00
luz.paz
08bde5b2de Misc. typos
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
2018-09-12 21:39:17 -04:00
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
Pedro J. Estébanez
6d0f4a4ad7 Fix picking in CanvasLayer
New APIs in 2D physics allow intersection queries filtered by CanvasLayer object instance id. Viewport keep an inventory of its descendant CanvasLayers and takes advantage of all that to test picking with the mouse/touch position correctly transformed for each CanvasLayer.
2018-08-25 00:03:26 +02:00
Rémi Verschelde
52466d57e9 Make some debug prints verbose-only, remove others 2018-08-24 14:59:01 +02:00
Juan Linietsky
ee07fb5ebe Changes to ClippedCamera, RayCast,Raycast2D and 2D physics API to add ability to choose between bodies and areas when colliding. 2018-08-21 15:31:23 -03:00
Thomas Herzog
037f4638ab add project method to Vector2/3 2018-08-16 12:52:38 +02:00
Aaron Franke
cf136a91d6 [Core] Completely kill math_2d.h, change includes 2018-08-11 03:08:34 -05:00
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
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
063a22851a -Added support for raycast in KinematicBody2D
-Added support for snapping in KinematicBody2D
2018-07-16 20:04:07 -03:00
Max Hilbrunner
e790d4aafa
Merge pull request #18349 from Gorgexpress/master
Fixed 2D intersect_shape limiting broadphase results
2018-05-26 18:29:49 +02:00
AndreaCatania
5f66734d2d Implemented physics material
Hidden a function

Fixed travis static check
2018-05-11 03:23:09 +02:00
Juan Linietsky
4897373015
Merge pull request #18144 from Crazy-P/Resolves-crash-on-shape2D-culling-for-empty-Concave-shapes
Resolves crash on shape2D culling for empty Concave shapes
2018-05-07 15:35:33 -03:00
Michael
1ba106a71e Fixed 2D intersect_shape limiting broadphase results
Physics2DDirectSpaceStateSW was applying the result limit to broadphase
collision detection instead of narrow. This is inconsistent with its 3D
variant, as well as the rest of the 2D direct space state functions.

Broadphase is now limited by INTERSECTION_QUERY_MAX like everything else,
and narrow phase is exited early when the result limit has been reached.
2018-04-22 06:01:29 -04:00
Rémi Verschelde
bf7ca623a6 Fix Coverity reports of uninitialized scalar variable
Fixes most current reports on Coverity Scan of uninitialized scalar
variable (CWE-457): https://cwe.mitre.org/data/definitions/457.html

These happen most of the time (in our code) when instanciating structs
without a constructor (or with an incomplete one), and later returning
the instance. This is sometimes intended though, as some parameters are
only used in some situations and should not be double-initialized for
performance reasons (e.g. `constant` in ShaderLanguage::Token).
2018-04-19 15:20:45 +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
Juan Linietsky
20e68fef85
Merge pull request #17151 from ShyRed/disabled_shapes_2d
Remove disabled shapes from physics 2D calculations
2018-04-08 11:16:55 -03:00
Bernhard Liebl
9d7856620c Bring back Vector2.cross() 2018-03-07 21:10:31 +01:00
ShyRed
4d6bb43931 Remove disabled shapes from physics
Disabling a shape removes it from physics calculations. Enabling a shape adds it back to the physics calculations.
2018-03-07 18:03:44 +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
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
Konrad Nowakowski
3659df6624 Fix 2d collision body update on shape remove 2018-02-18 20:46:37 +00:00
Artem Varaksa
d35e486228 Clean up some bad words from code comments 2018-02-17 16:00:39 +03:00
Andrea Catania
a42765dada Added physics API in order to enable/disable collisions between rigidbody attached to a joint with bullet physics bullet
Fixes #16424
2018-02-05 18:54:07 +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
Rémi Verschelde
13c2ff9320 Style: Apply new clang-format 5.0 style to all files 2017-12-07 08:02:00 +01:00
AndreaCatania
d6e413bb9c Removed type_mask and fixed some variable name 2017-11-21 22:56:40 +01:00
Juan Linietsky
4deac219b0 Remove node from list before calling queries, fixes #10886 2017-11-10 08:32:02 -03:00
Juan Linietsky
192a4d7de5 Reworked how servers preallocate RIDs, should fix #10970 2017-11-09 23:35:34 -03:00
MateusMP
b37e277303 Fixing bad index used in Space2DSW
Fix wrong col_obj access using wrong index variable.
Related with issue #11695
2017-11-08 20:38:49 -02:00
Rémi Verschelde
24b3733f3b
Merge pull request #10770 from RandomShaper/fix-joints
Fix joints collision exceptions, plus a bit more
2017-10-31 23:02:37 +01:00
Pedro J. Estébanez
7b12ae39f2 Rename RayCasts collision_layer to collision_mask
The point is that `RayCast`s are checked against objects' `collision_layer`(s), but they themselves are considered no to _belong_ to any layer. Therefore, the correct name for their property is `collision_mask`, rather than `collision_layer`.

Only renaming is needed since the behavior was already the right one, only that it wasn't matching what users would expect from the name and description of the property.

Fixes #7589, where it's also discussed.
2017-10-21 22:17:47 +02:00
Marcelo Fernandez
79922be693 Prevent a possible crash at collision_object_2d_sw.h 2017-10-12 14:25:40 -03:00
Rémi Verschelde
8e9b99fe59 Merge pull request #11702 from AndreaCatania/bodyDS
Added new API to get body direct state
2017-10-09 11:01:36 +02:00
AndreaCatania
4537977d6d Renamed fixed_process to physics_process 2017-09-30 16:19:07 +02:00
AndreaCatania
c56c67db39 Added new API to get body direct state 2017-09-29 17:33:30 +02:00
Indah Sylvia
1ed5e75dd7 Removed print_line in Physics2DServerWrapMT::init() 2017-09-25 15:05:32 +07:00
letheed
5ad9be4c24 Rename pos to position in user facing methods and variables
Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:

* pos -> position
* rot -> rotation
* loc -> location

C++ variables are left as is.
2017-09-20 13:11:10 +02:00
Juan Linietsky
d22ceeef1b correction to one way collision code 2017-09-17 10:18:09 -03:00
Juan Linietsky
5886f810c2 fixes to one way collision, closes #10971 2017-09-17 09:39:03 -03:00
Pedro J. Estébanez
fbeb27b01d Remove joint freeing logic from physics servers
Since joint resources are created by joint nodes and also they take care of freeing them, the physics server doesn't need to free bodies' joints explicitly.

The logic for clearing the constraints map/set is still relevant as there may be collision pairs and in their case its the server itself the one creating them and therefore releasing them.
2017-09-09 21:45:22 +02:00
Hein-Pieter van Braam
f9467ec1ea Fix signed and unsigned comparisons
The first in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-01 08:13:12 +02:00
Juan Linietsky
77ec304966 Fix special case where KinematicBody fails one way collisions by adding exclusion lists, closes #9729 2017-08-31 22:55:01 -03:00
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
Wilson E. Alvarez
738d2ab969 Removed unnecessary assignments 2017-08-21 15:15:55 -04:00
TwistedTwigleg
00f6c85928 Synchronize parameter names in definition and declaration
Fixes #10244.
2017-08-16 17:22:23 +02:00
Pedro J. Estébanez
e1bdf81008 Remove needless check in motion test
Since now one-way collision is at shapes, the removed if was unneeded.
2017-08-16 12:36:26 +02:00
Bojidar Marinov
fe1c3349e5
Fix freeze on close of game using 2D physics introduced by #9832
Additionally, port the fix to 3D physics, just in case
2017-08-08 23:17:11 +03:00
Indah Sylvia
5ae78fdf6a Makes all Godot API's methods Lower Case 2017-08-07 18:24:35 +07:00
Rémi Verschelde
7c860a7d4f Merge pull request #9832 from RandomShaper/port-physics-fixes
Port physics fixes
2017-08-01 22:23:59 +02:00
Pedro J. Estébanez
7264716e86 Improve cleanup of physics constraints
Don't abort the loop when one is already released
Remove warning on already-released constraint
Clean up area's contraints as well
Clear the constraint data as well
Do the cleanup as soon as the space changes
2017-08-01 01:39:40 +02:00
Pedro J. Estébanez
bc1d58c50d Extend check for same space to all 2D/3D bodies/shapes 2017-07-25 04:45:01 +02:00
Pedro J. Estébanez
507b48179f Fix 2D broadphase remove-while-iterating logic 2017-07-25 04:45:01 +02:00
Pedro J. Estébanez
b4129df96c Fix crash in Space2DSW::test_body_motion()
Fixes #9692.
2017-07-25 03:57:11 +02:00
Poommetee Ketson
c7c65ca6ba Clang-formatting *.cpp and *.h (some files excluded) 2017-07-22 18:14:08 +07:00
Juan Linietsky
25678b1876 -Renamed GlobalConfig to ProjectSettings, makes more sense.
-Added system for feature overrides, it's pretty cool :)
2017-07-19 17:06:03 -03:00
Juan Linietsky
bbada82f80 -Reorganized all properties of project settings (Sorry, Again).
(Lot's of bloat accumulated, so it was time for clean up.)
-Made EditorSettings and ProjectSettings search more useful (search in sections too)
2017-07-17 22:18:58 -03:00
Juan Linietsky
2e73be99d8 Lots of work on Audio & Physics engine:
-Added new 3D stream player node
-Added ability for Area to capture sound from streams
-Added small features in physics to be able to properly guess distance to areas for sound
-Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children
-Fixed KinematicBody API to make it the same as 2D.
2017-07-15 08:32:34 -03:00
Rémi Verschelde
e64b82ebfc Some more typo fixes for "threshold"
Looks like @reduz really does not like that word.
2017-07-15 12:01:46 +02:00
Poommetee Ketson
2fd204c35e Refactor 'treshold' to 'threshold' 2017-07-08 22:24:56 +07:00
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
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
debeee56f7 Fix typos in source code using codespell
From https://github.com/lucasdemarchi/codespell
2017-03-24 21:45:31 +01:00
Pedro J. Estébanez
32eb2cc61e Complement KinematicBody2D fix
>> which was done at 5fc084c28e
2017-03-06 05:25:22 +01:00
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
Rémi Verschelde
f13e87e257 Merge pull request #7802 from tagcup/physics_64bit
Use real_t as floating point type in physics code.
2017-02-26 20:10:54 +01:00
Juan Linietsky
de0045cf1b -renamed globals.h to global_config.cpp (this seems to have caused a few modified files)
-.pck and .zip exporting redone, seems to be working..
2017-02-21 00:06:30 -03:00
Juan Linietsky
da11d6d9e8 Many fixes to make exported scenes work better, still buggy. 2017-02-15 08:34:02 -03:00
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
Ferenc Arn
6f4f9aa6de Overloaded basic math funcs (double and float variants). Use real_t rather than float or double in generic functions (core/math) whenever possible.
Also inlined some more math functions.
2017-01-16 13:36:33 -06:00
Rémi Verschelde
f44ee891be Style: Fix statements ending with ';;' 2017-01-16 08:49:52 +01:00
Rémi Verschelde
e0faf8a51b Style: Cosmetic fixes to play nice with clang-format 2017-01-15 16:42:17 +01:00
Juan Linietsky
52e2a1e98d fixed to 2D physics, makes it work again 2017-01-15 09:50:27 -03:00
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
Juan Linietsky
6671670e81 Merge pull request #7445 from tagcup/2d_math_fixes
Various corrections in 2D math.
2017-01-10 22:25:45 -03:00
Ferenc Arn
f271591ac2 Various corrections in 2D math.
This is the follow up for the 2D changes mentioned in PR #6865. It fixes various mistakes regarding the order of matrix indices, order of transformation operations, usage of atan2 function and ensures that the sense of rotation is compatible with a left-handed coordinate system with Y-axis pointing down (which flips the sense of rotations along the z-axis). Also replaced float with real_t, and tried to make use of Matrix32 methods rather than accessing its elements directly.

Affected code in the Godot code base is also fixed in this commit.

The user code using functions involving angles such as atan2, angle_to, get_rotation, set_rotation will need to be updated to conform with the new behavior. Furthermore, the sign of the rotation angles in existing 2D scene files need to be flipped as well.
2017-01-10 10:14:20 -06:00
Juan Linietsky
2ab83e1abb Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
Juan Linietsky
0f7af4ea51 -Changed most project settings in the engine, so they have major and minor categories.
-Changed SectionedPropertyEditor to support this
-Renamed Globals singleton to GlobalConfig, makes more sense.
-Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
2017-01-05 09:16:00 -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
3f3f5a5359 Merge remote-tracking branch 'origin/gles3' into gles3-on-master
Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
2017-01-02 21:52:26 +01:00
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
Rémi Verschelde
d4c17700aa style: Fix PEP8 whitespace issues in Python files
Done with `autopep8 --select=E2,W2`, fixes:

- E201 - Remove extraneous whitespace.
- E202 - Remove extraneous whitespace.
- E203 - Remove extraneous whitespace.
- E211 - Remove extraneous whitespace.
- E221 - Fix extraneous whitespace around keywords.
- E222 - Fix extraneous whitespace around keywords.
- E223 - Fix extraneous whitespace around keywords.
- E224 - Remove extraneous whitespace around operator.
- E225 - Fix missing whitespace around operator.
- E226 - Fix missing whitespace around operator.
- E227 - Fix missing whitespace around operator.
- E228 - Fix missing whitespace around operator.
- E231 - Add missing whitespace.
- E231 - Fix various deprecated code (via lib2to3).
- E241 - Fix extraneous whitespace around keywords.
- E242 - Remove extraneous whitespace around operator.
- E251 - Remove whitespace around parameter '=' sign.
- E261 - Fix spacing after comment hash.
- E262 - Fix spacing after comment hash.
- E265 - Format block comments.
- E271 - Fix extraneous whitespace around keywords.
- E272 - Fix extraneous whitespace around keywords.
- E273 - Fix extraneous whitespace around keywords.
- E274 - Fix extraneous whitespace around keywords.
- W291 - Remove trailing whitespace.
- W293 - Remove trailing whitespace.
2016-11-01 00:35:16 +01:00
Rémi Verschelde
fc8ccd5b8c SCsub: Add python shebang as a hint for syntax highlighting
Also switch existing shebangs to "better" /usr/bin/env python.
2016-10-17 20:10:46 +02:00
Rémi Verschelde
1c6058a5bc Merge pull request #6691 from Faless/expose_more_physics
Expose more 2D/3D physics options in project settings (#5029)
2016-10-09 14:08:50 +02:00
Juan Linietsky
22d83bc9f6 Begining of GLES3 renderer:
-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
2016-10-03 21:35:16 +02:00
Fabio Alessandrelli
1d09c27ba4 Expose more 2D/3D physics options in project settings 2016-10-03 14:40:47 +02:00
Victor Seiji Hariki
e5edd50d62 Now ignoring remaining collision shapes. 2016-09-26 23:40:06 -03:00
anneomcl
aa5ade834c Fix for #6158. Converting Vector2 to Size2 for scaling functions. 2016-09-19 23:31:45 -07:00
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
Rémi Verschelde
3725114a16 Merge pull request #5383 from Ovnuniarchos/OptimizeOneWay
Optimized one-way collision loops.
2016-07-18 16:37:50 +02:00
Rémi Verschelde
f40f360a2c Remove unused variables (fourth pass) + dead code
Also fix a potential regression from 3fcb9b1ec1.
2016-07-08 16:47:55 +02:00
Ovnuniarchos
b09b449615 Optimized one way collision loops. 2016-06-24 08:43:23 +02:00
Juan Linietsky
4b05181397 Fixed a stupid bug with segment-segment collision in SAT physics, closes #4801 , closes #4984 2016-06-18 18:32:10 -03:00
Juan Linietsky
b4b80625d1 Change hash grid in 2D physics to contemplate large objects as separate cases, to avoid huge memory and performance penalty. Fixes #4662 2016-06-18 17:21:53 -03:00
Rémi Verschelde
80727b6896 Drop empty .cpp files for header-only classes
Part of #5272
2016-06-18 20:00:08 +02:00
Rémi Verschelde
a7fc04626a Add missing license headers in our source files (#5255)
Also removes a couple wrong Godot headers from third-party source files.
2016-06-18 14:46:12 +02:00
Juan Linietsky
a75f896338 First version of Profiler
It is now possible to profile GDScript as well as some parts of Godot
internals.
2016-05-21 21:18:16 -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
Marc Gilleron
d239e6bc0e Fixed #4163 (intersect_shape crashes on results limit) 2016-04-12 02:18:41 +02:00
Rémi Verschelde
b5f873c9d1 Merge pull request #3999 from neikeq/issues_3650_3990
Fix crash when resizing ConcavePolygonShape2D segments
2016-03-10 06:29:20 +01:00
Ignacio Etcheverry
3fc16d4025 Fix crash when resizing ConcavePolygonShape2D segments 2016-03-09 19:52:15 +01:00
Hubert Jarosz
4a4f247914
remove trailing whitespace 2016-03-09 00:00:52 +01:00
Biliogadafr
e8c5b41dd8 Physics2D: Allow to use 'intersect_point' with objects which is not 'pickable' 2016-02-01 04:30:16 +03:00
Juan Linietsky
d01f55a78e Merge pull request #2698 from Faless/add_area_fix
Fix bug in Body(2D)SW::add_area
2016-01-23 23:07:23 -03:00
Juan Linietsky
0e71d49ef4 -Fix crash at exit due to unnecesary check in command queue, fixes #2034
-Fix memory corruption due to using wrong singleton in multithreaded physics, fixes #2760
2016-01-04 00:00:33 -03:00
Juan Linietsky
606729fa2d physics state properly returns contact metadata, closes #1979 2016-01-03 20:23:44 -03:00
Juan Linietsky
27c47e09a1 skip the first integration in physics bodies, fixes #2213 2016-01-02 13:28:18 -03:00
Juan Linietsky
0ed864d876 properly removing unprocessed objects from physics islands fixes one way platforms for rigidbodies, closes #2345 2016-01-01 12:13:17 -03:00
George Marques
5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
Juan Linietsky
1e65c3c701 remove error print in area collision, should be a valid situation, closes #2463 2015-12-31 11:15:49 -03:00
Ovnuniarchos
89efebbf56 New and corrected are override modes. 2015-12-14 02:56:49 +01:00
Ovnuniarchos
43b2c9c7a4 Areas now calculate their dampenings the same way as their gravity. 2015-12-08 18:45:14 +01:00
Fabio Alessandrelli
1231c795de Fix Body (and Body2D) add_area / remove_area when area have multiple shapes 2015-12-02 11:30:48 +01:00
Juan Linietsky
d3eb9e8c54 -remove Vector2.atan2() replaced by Vector2.angle(), fixes #2260 2015-11-19 10:41:20 -03:00
Rémi Verschelde
399b1b0474 Cosmetic fixes to SCons buildsystem
- Removed trailing spaces
- Made sure all indentation is done using tabs (fixes #39)
- Potentially fixed an identation issue for openssl check
2015-11-01 20:53:26 +01:00
Juan Linietsky
a871fc9112 Merge pull request #2587 from eska014/fix-area2d-mask-matching
Fix Area/Area2D mask matching
2015-10-17 09:47:27 -03:00
Biliogadafr
2ffc90d8b4 Expose softness parameter of pin joint to the editor. 2015-10-10 23:28:05 +03:00
eska
13ff4bde65 Fix Area2D type mask matching 2015-10-09 21:54:16 +02:00
Juan Linietsky
83d9a692be Ability to visually debug geometry visually:
-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc.
-Visible Navmesh and Navpoly
-Visible collision contacts for 2D and 3D as a red point
-Customizable colors in project settings
2015-09-20 13:03:46 -03:00
Juan Linietsky
b0aa49accb merged some stuff for okam 2015-09-03 23:24:55 -03:00
Juan Linietsky
2d8866574d Added gravity scale, and linear/angular damp override to 3D physics. 2015-08-30 18:57:17 -03:00
Juan Linietsky
4613a3f2c0 small fixes 2015-06-30 11:59:00 -03:00
Juan Linietsky
5064cc5006 Merge pull request #1932 from Faless/gravity_distance_full
Calculate gravity based on distance from body to gravity point
2015-06-07 00:25:37 -03:00
Juan Linietsky
f62961aba3 -fix bug in animation editor
-fix crash bug in physics motion, closes #1993
2015-05-27 17:30:50 -03:00
Juan Linietsky
b1b7826ea7 oops, previous commit was not working
it is working now
2015-05-26 01:30:36 -03:00
Juan Linietsky
9df77d2765 ability to run 2D physics in a thread
also, 2D physics is now thread safe too.
see physics_2d/thread_model
2015-05-26 01:06:05 -03:00
Fabio Alessandrelli
590afbcac4 Calculate gravity based on distance from body to gravity point (2D) 2015-05-18 01:32:26 +00:00
Juan Linietsky
bbe9a37f1d sleeping property now should work properly, fixes #1892 2015-05-16 17:54:36 -03:00
Juan Linietsky
32b1b472af -improved one-way collision handling in both dynamic and character bodies for 2D, fixes #1854 2015-05-10 19:24:09 -03:00
Juan Linietsky
e7aa37fe75 improved kinematic motion, improved demos for kinematic motion 2015-05-03 22:37:10 -03:00