virtualx-engine/servers/physics_3d
PouleyKetchoupp 5650c83e4b Fix applied rotation from moving platforms in move_and_slide
When synchronizing CharacterBody motion with moving the platform using
direct body state, only the linear velocity was taken into account.

This change exposes velocity at local point in direct body state and
uses it in move_and_slide to get the proper velocity that includes
rotations.
2021-08-09 12:30:17 -07:00
..
joints Fix various typos with codespell 2021-07-25 11:21:51 +02:00
area_3d_sw.cpp Rename Transform to Transform3D in core 2021-06-03 07:30:01 -04:00
area_3d_sw.h Rename Transform to Transform3D in core 2021-06-03 07:30:01 -04:00
area_pair_3d_sw.cpp Ensure KinematicBodies only interact with other Bodies with matching mask. 2021-07-19 17:03:43 +01:00
area_pair_3d_sw.h Godot Physics collisions and solver processed on threads 2021-04-26 18:26:00 -07:00
body_3d_sw.cpp Safe margin cleanup 2021-06-04 11:40:36 -07:00
body_3d_sw.h Fix applied rotation from moving platforms in move_and_slide 2021-08-09 12:30:17 -07:00
body_pair_3d_sw.cpp One-directional collision layer check for rigid bodies and soft bodies 2021-07-19 17:24:04 -07:00
body_pair_3d_sw.h One-directional collision layer check for rigid bodies and soft bodies 2021-07-19 17:24:04 -07:00
broad_phase_3d_bvh.cpp Dynamic BVH broadphase in 2D & 3D Godot Physics 2021-05-10 16:28:55 -07:00
broad_phase_3d_bvh.h Dynamic BVH broadphase in 2D & 3D Godot Physics 2021-05-10 16:28:55 -07:00
broad_phase_3d_sw.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
broad_phase_3d_sw.h Dynamic BVH broadphase in 2D & 3D Godot Physics 2021-05-10 16:28:55 -07:00
collision_object_3d_sw.cpp Fix and clean disabled shapes handling in godot physics servers 2021-06-22 16:51:47 -07:00
collision_object_3d_sw.h One-directional collision layer check for rigid bodies and soft bodies 2021-07-19 17:24:04 -07:00
collision_solver_3d_sat.cpp Use is_equal_approx in more places 2021-07-21 00:32:37 -04:00
collision_solver_3d_sat.h Rename Transform to Transform3D in core 2021-06-03 07:30:01 -04:00
collision_solver_3d_sw.cpp Rename Transform to Transform3D in core 2021-06-03 07:30:01 -04:00
collision_solver_3d_sw.h Rename Transform to Transform3D in core 2021-06-03 07:30:01 -04:00
constraint_3d_sw.h Godot Physics collisions and solver processed on threads 2021-04-26 18:26:00 -07:00
gjk_epa.cpp Rename Transform to Transform3D in core 2021-06-03 07:30:01 -04:00
gjk_epa.h Rename Transform to Transform3D in core 2021-06-03 07:30:01 -04:00
joints_3d_sw.h Godot Physics collisions and solver processed on threads 2021-04-26 18:26:00 -07:00
physics_server_3d_sw.cpp Add a method to set the number of physics solver iterations in 3D 2021-07-10 16:28:34 +02:00
physics_server_3d_sw.h Add a method to set the number of physics solver iterations in 3D 2021-07-10 16:28:34 +02:00
physics_server_3d_wrap_mt.cpp Refactor CommandQueueMT 2021-06-09 13:10:49 -03:00
physics_server_3d_wrap_mt.h Add a method to set the number of physics solver iterations in 3D 2021-07-10 16:28:34 +02:00
SCsub SCons: Format buildsystem files with psf/black 2020-03-30 09:05:53 +02:00
shape_3d_sw.cpp Use is_equal_approx in more places 2021-07-21 00:32:37 -04:00
shape_3d_sw.h Use the standard C INFINITY and NAN constants directly 2021-07-21 10:41:08 +02:00
soft_body_3d_sw.cpp Use the standard C INFINITY and NAN constants directly 2021-07-21 10:41:08 +02:00
soft_body_3d_sw.h Rename Transform to Transform3D in core 2021-06-03 07:30:01 -04:00
space_3d_sw.cpp One-directional collision layer check for rigid bodies and soft bodies 2021-07-19 17:24:04 -07:00
space_3d_sw.h Rename Transform to Transform3D in core 2021-06-03 07:30:01 -04:00
step_3d_sw.cpp Godot Physics collisions and solver processed on threads 2021-04-26 18:26:00 -07:00
step_3d_sw.h Godot Physics collisions and solver processed on threads 2021-04-26 18:26:00 -07:00