Commit Graph

11 Commits

Author SHA1 Message Date
bruvzg
f851c4aa33
Fix some issues found by cppcheck. 2022-04-06 14:34:37 +03:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
PouleyKetchoupp
940f3fde5c Improve RigidDynamicBody force and torque API
Makes the API for forces and impulses more flexible, easier to
understand and harmonized between 2D and 3D.

Rigid bodies now have 3 sets of methods for forces and impulses:
-apply_impulse() for impulses (one-shot and time independent)
-apply_force() for forces (time dependent) applied for the current step
-add_constant_force() for forces that keeps being applied each step

Also updated the documentation to clarify the different methods and
parameters in rigid body nodes, body direct state and physics servers.
2021-12-10 15:55:40 -07:00
PouleyKetchoupp
5cbc7149a1 Improve RigidDynamicBody contacts in 2D and 3D
Changed the algorithm for solving contacts to keep previous contacts as
long as they are under the max separation threshold to keep contact
impulses more consistent and contacts more stable.

Also made 2D consistent with 3D and changed some default parameters:
-Contact bias is now 0.8 instead of 0.3 to avoid springy contacts
-Solver iterations are 16 instead of 8 by default for better stability

Performance considerations:
Tested with stress tests that include lots of contacts from overlapping
bodies.
3D: There's no measurable difference in performance.
2D: Performance is a bit lower (close to 10% slower in extreme cases)
The benefit for 2D physics to be much more stable outweighs the slight
decrease in performance, and this could be alleviated by changing the
algorithm to use jacobians for contact solving to help with cache
efficiency and memory allocations.
2021-12-03 10:40:15 -07:00
PouleyKetchoupp
7032cf0637 Fix RigidDynamicBody gaining momentum with bounce
Bounce calculation now uses the previous frame's velocity, so it's
consistent with the actual motion of the bodies involved and not the
yet-to-be-applied forces.

When bounce is 1, using the current velocity was causing the new forces
(including gravity) to be taken into account, which lead to the bounce
velocity to be higher than the falling velocity at the moment of impact,
adding more and more energy over time.
2021-11-25 09:51:57 -07:00
Lightning_A
e078f970db Rename remove() to remove_at() when removing by index 2021-11-23 18:58:57 -07:00
PouleyKetchoupp
3d1c123d45 Separate space override modes for gravity/damping in Area
Also make inspector clearer for gravity point properties.
2021-11-09 10:29:24 -07:00
PouleyKetchoupp
fc8c766ef9 Expose local center of mass in physics servers
Center of mass in body's local space is more useful than the transformed
one in some cases, like drawing its position for debug.

It's especially useful to get the generated local center of mass when
in auto mode (by default).

Physics Server BODY_PARAM_CENTER_OF_MASS:
Now always returns the local center of mass, instead of setting a local
center of mass and getting a transformed one.
This causes compatibility breaking, but it makes more sense for the
parameter to be consistent between getter and setter.

Direct Body State:
There are now two properties, because both of them can be useful in
different situations.
center_of_mass: relative position in global coordinates (same as before)
center_of_mass_local: position in local coordinates
2021-11-08 16:17:57 -07:00
PouleyKetchoupp
daf7dcac7a Improved RigidDynamicBody linear/angular damping override
Damping values are now non-negative.

Add new properties linear_damp_mode and angular_damp_mode to set the way
RigidDynamicBody and PhysicalBone (2D & 3D) use damping values.
It can now be Combine (default) to add to the default/areas, or Replace
to override the value completely (current behavior).
2021-10-25 18:22:12 -07:00
PouleyKetchoupp
c1577e5a3f Fix 2D center of mass not updated from transform
Same logic as what was done in 3D, applied to 2D center of mass.

Also did some minor cleanup in 3D and fixed center of mass transform
during the first frame after teleporting a dynamic body.
2021-10-19 16:22:30 -07:00
PouleyKetchoupp
cc39dca9f7 Rename Godot Physics classes from *SW to Godot*
Also moved MT physics server wrappers to the main servers folder, since
they don't have to be implementation specific.
2021-10-18 17:01:10 -07:00