virtualx-engine/servers/physics_2d
PouleyKetchoupp 83baecdff0 Add AnimatableBody inherited from StaticBody for moving platforms
Instead of having a physics node named Static that can be either Static
or Kinematic, AnimatableBody is added again as a separate node:
-Inherited from StaticBody to make its usage clearer
-Still separated from CharacterBody to make its usage more focused

Properly implemented constant velocity for kinematic bodies in godot
physics servers (induced velocity without actually moving).

Also updated description for the different physics nodes to make their
usage clearer.
2021-08-31 18:14:32 -07:00
..
area_2d_sw.cpp Fix point gravity calculation 2021-08-24 09:32:28 -07:00
area_2d_sw.h Fix point gravity calculation 2021-08-24 09:32:28 -07:00
area_pair_2d_sw.cpp One-directional layer check for Area vs. RigidBody/SoftBody/Area 2021-08-17 09:32:00 -07:00
area_pair_2d_sw.h One-directional layer check for Area vs. RigidBody/SoftBody/Area 2021-08-17 09:32:00 -07:00
body_2d_sw.cpp Add AnimatableBody inherited from StaticBody for moving platforms 2021-08-31 18:14:32 -07:00
body_2d_sw.h Add AnimatableBody inherited from StaticBody for moving platforms 2021-08-31 18:14:32 -07:00
body_direct_state_2d_sw.cpp Clean physics direct body state usage in 2D and 3D physics 2021-08-25 08:57:42 -07:00
body_direct_state_2d_sw.h Clean physics direct body state usage in 2D and 3D physics 2021-08-25 08:57:42 -07:00
body_pair_2d_sw.cpp Fix RayShape collision detection 2021-08-24 16:03:05 -07:00
body_pair_2d_sw.h One-directional collision layer check for rigid bodies and soft bodies 2021-07-19 17:24:04 -07:00
broad_phase_2d_bvh.cpp Dynamic BVH broadphase in 2D & 3D Godot Physics 2021-05-10 16:28:55 -07:00
broad_phase_2d_bvh.h Dynamic BVH broadphase in 2D & 3D Godot Physics 2021-05-10 16:28:55 -07:00
broad_phase_2d_sw.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
broad_phase_2d_sw.h Dynamic BVH broadphase in 2D & 3D Godot Physics 2021-05-10 16:28:55 -07:00
collision_object_2d_sw.cpp Fix and clean disabled shapes handling in godot physics servers 2021-06-22 16:51:47 -07:00
collision_object_2d_sw.h One-directional collision layer check for rigid bodies and soft bodies 2021-07-19 17:24:04 -07:00
collision_solver_2d_sat.cpp Rename RayShape to SeparationRayShape 2021-08-24 17:34:55 -07:00
collision_solver_2d_sat.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
collision_solver_2d_sw.cpp Optimize area detection and intersect_shape queries with concave shapes 2021-08-27 09:53:40 -07:00
collision_solver_2d_sw.h Optimize area detection and intersect_shape queries with concave shapes 2021-08-27 09:53:40 -07:00
constraint_2d_sw.h Godot Physics collisions and solver processed on threads 2021-04-26 18:26:00 -07:00
joints_2d_sw.cpp Rename Vector2 clamped to limit_length and add limit_length to Vector3 2021-06-03 12:04:57 -04:00
joints_2d_sw.h Godot Physics collisions and solver processed on threads 2021-04-26 18:26:00 -07:00
physics_server_2d_sw.cpp Merge pull request #49471 from nekomatata/body-state-sync-callback 2021-08-31 14:30:17 -03:00
physics_server_2d_sw.h Merge pull request #49471 from nekomatata/body-state-sync-callback 2021-08-31 14:30:17 -03:00
physics_server_2d_wrap_mt.cpp Refactor CommandQueueMT 2021-06-09 13:10:49 -03:00
physics_server_2d_wrap_mt.h Merge pull request #49471 from nekomatata/body-state-sync-callback 2021-08-31 14:30:17 -03:00
SCsub SCons: Format buildsystem files with psf/black 2020-03-30 09:05:53 +02:00
shape_2d_sw.cpp Optimize area detection and intersect_shape queries with concave shapes 2021-08-27 09:53:40 -07:00
shape_2d_sw.h Optimize area detection and intersect_shape queries with concave shapes 2021-08-27 09:53:40 -07:00
space_2d_sw.cpp Merge pull request #49471 from nekomatata/body-state-sync-callback 2021-08-31 14:30:17 -03:00
space_2d_sw.h Merge pull request #49471 from nekomatata/body-state-sync-callback 2021-08-31 14:30:17 -03:00
step_2d_sw.cpp Clean physics direct body state usage in 2D and 3D physics 2021-08-25 08:57:42 -07:00
step_2d_sw.h Godot Physics collisions and solver processed on threads 2021-04-26 18:26:00 -07:00