Commit Graph

308 Commits

Author SHA1 Message Date
Rémi Verschelde fc5b106369
Merge pull request #42168 from madmiraal/fix-42108-3.2
[3.2]  Remove the unnecessary sync() and the restrictions it imposes on 3D Physics.
2020-11-16 09:33:17 +01:00
Marcel Admiraal 6c4a02479d
Fix how Line2D obtains the other object's supports
Measure the distance from the line against the rotated object, not the
rotated line, when obtaining the object's supports against a line.

(cherry picked from commit 7e44682c03)
2020-10-04 20:54:35 +02:00
Fabio Alessandrelli 6dffc1ef46
Ignore thread models when compiling with NO_THREAD
The thread model option for physics (2D) and rendering (single-unsafe,
single-safe, multithread), was causing crashes/locks when set as
multithreaded and exported for a platform that does not support threads
(namely HTML5).

This commit ensures that when threads support is not available, that
option is ignored, and the equivalent of "single-unsafe" is always used
instead.

(cherry picked from commit f3c6ac1d71)
2020-09-24 14:43:08 +02:00
Keegan Owsley 777d90d7a1
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.

(cherry picked from commit e148338d42)
2020-09-24 14:43:06 +02:00
Markus Sauermann d2636cd30f
Wake up RigidBody 2D after applying torque
(cherry picked from commit 8335f00949)
2020-09-24 14:43:05 +02:00
Marcel Admiraal fc72c3fdf5 Remove the unnecessary sync() and the restrictions it imposes on 3D Physics. 2020-09-18 10:42:59 +01:00
Rémi Verschelde 400a780050 Revert "Allow Area2D and 3D mouse events without a collision layer"
This reverts commit 15850687a8.
2020-07-27 22:46:04 +02:00
Tomasz Chabora 15850687a8 Allow Area2D and 3D mouse events without a collision layer
Co-authored-by:    Tomasz Chabora <kobewi4e@gmail.com>
2020-07-11 11:14:12 +01:00
Marcel Admiraal ccdfaf2491 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 10:08:33 +01:00
Cevantime 6206f4439d fix laxist collision detection on one way shapes
(cherry picked from commit 23f7d2c29d)
2020-07-03 15:34:30 +02:00
Marcel Admiraal de284ea5d2 Trigger broadphase update when changing collision layer/mask, and
check for collision layer/mask changes in 2D hash grid broadphase update.
2020-06-27 18:11:21 +01:00
Marcel Admiraal a48e13101d Ensure pair callback data is set to null when it's null. 2020-06-13 14:37:40 +01:00
Rémi Verschelde 7bf9787921 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.

(cherry picked from commit cd4e46ee65)
2020-06-10 15:30:52 +02:00
Marcel Admiraal 5794a4e11e Test collision mask before creating constraint pair in Godot physics
broadphase 2D and 3D.
2020-06-08 17:43:41 +01:00
Rhathe 768f4e684c Enable setting of collision iterations in Physics2DServer
This allows fine-tuning of collision iterations for more
accurate collision physics with a performance cost.
2020-05-01 03:49:21 -04:00
Marcel Admiraal 3e71992eda Assign zero to range when ConvexPolygonShape2D is empty.
(cherry picked from commit 88d307df14)
2020-04-16 12:57:22 +02:00
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