Geekotron
57710897d6
Fix Physics3D and Physics2D CCD sometimes adjusting velocity too much (preventing collision) or not enough (allowing tunneling)
2022-12-13 18:01:21 -07:00
Rémi Verschelde
de6994aa95
Merge pull request #69674 from rburing/conStraint
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Fix typo in physics step: contraint -> constraint
2022-12-07 13:25:28 +01:00
Ricardo Buring
53e90bd6ca
Fix typo in physics step: contraint -> constraint
2022-12-06 17:32:45 +01:00
Ricardo Buring
29ab86aa7d
Fix collision detection for degenerate capsules
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In GodotCapsuleShape3D::get_supports and
GodotCapsuleShape2D::get_supports, return a point instead of an edge of
length zero in case the capsule degenerates to a sphere or circle.
2022-12-06 14:17:24 +01:00
kobewi
d9f066d5fa
Remove duplicate project settings definitions
2022-11-08 01:29:39 +01:00
bruvzg
0103af1ddd
Fix MSVC warnings, rename shadowed variables, fix uninitialized values, change warnings=all to use /W4.
2022-10-07 11:32:33 +03:00
Rémi Verschelde
5b6ccf2fd2
Merge pull request #66720 from qarmin/unintialized_memory
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Remove usage of unitialized variables
2022-10-05 11:42:47 +02:00
Rafał Mikrut
2233624152
Remove usage of unitialized variables
2022-10-01 21:09:22 +02:00
Haoyu Qiu
8320e12ac1
Fix crash when executing `PhysicsServer2D.joint_clear`
2022-09-30 10:36:05 +08:00
bruvzg
ea1848ce0a
Use `constexpr` in the conditions with template parameters and `sizeof`s to suppress C4127 warnings.
2022-09-29 10:38:21 +03:00
Rémi Verschelde
e5857bd6c7
Merge pull request #66548 from akien-mga/msvc-warnings-c4701-c4703
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Fix MSVC warnings C4701 and C4703: Potentially uninitialized variable used
2022-09-28 20:47:50 +02:00
Rémi Verschelde
85fe6ecc32
Fix MSVC warnings C4701 and C4703: Potentially uninitialized variable used
2022-09-28 17:05:34 +02:00
Rémi Verschelde
7ab01450cf
Fix MSVC warning C4702: unreachable code
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Part of #66537 .
2022-09-28 16:46:48 +02:00
Mansur Isaev
efd4dc20a3
Add `area_get_collision_layer` and `area_get_collision_mask`
2022-09-25 14:34:35 +04:00
Rémi Verschelde
28e1dc6162
Merge pull request #65828 from rburing/body_state_sync_callable
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make `body_set_state_sync_callback` take a `Callable`
2022-09-21 11:05:41 +02:00
fabriceci
7a15ccfa7b
Warn users when collisions are not supported
2022-09-19 16:51:41 +02:00
Ricardo Buring
ff4e72a0bc
PhysicsServer2D and PhysicsServer3D: make body_set_state_sync_callback take a Callable
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Prefer Callable to a C-style callback. This is helpful for GDExtension.
2022-09-15 15:09:23 +02:00
Rémi Verschelde
6fd3f6a287
Merge pull request #65048 from rburing/solve_static_world_boundary_motion_2d
2022-09-14 23:13:35 +02:00
Jonathan Nicholl
15d057c521
Add `is_zero_approx` methods to `Vector2`, `3`, and `4`
2022-09-02 00:29:50 -04:00
Ricardo Buring
219a582a15
Fix collision solving between world boundary and shapes in motion (2D)
2022-08-29 17:34:06 +02:00
Rémi Verschelde
f9f2446972
Merge pull request #64367 from Mickeon/rename-var-to-str
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Rename `str2var` to `str_to_var` and similar
2022-08-26 23:04:06 +02:00
Micky
59e11934d8
Rename `str2var` to `str_to_var` and similar
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Affects the Math class, a good chunk of the audio code, and a lot of other miscellaneous classes, too.
- `var2str` -> `var_to_str`
- `str2var` -> `str_to_var`
- `bytes2var` -> `bytes_to_var`
- `bytes2var_with_objects` -> `bytes_to_var_with_objects`
- `var2bytes` -> `var_to_bytes`
- `var2bytes_with_objects` -> `var_to_bytes_with_objects`
- `linear2db` -> `linear_to_db`
- `db2linear` -> `db_to_linear`
- `deg2rad` -> `deg_to_rad`
- `rad2deg` -> `rad_to_deg`
- `dict2inst` -> `dict_to_inst`
- `inst2dict` -> `inst_to_dict`
2022-08-26 14:58:22 +02:00
fabriceci
f8cc88fab3
Restore RigidBody2/3D, SoftBody names in physics
2022-08-26 12:26:25 +02:00
Silc Renew
b31115cdc1
Add collision weight to PhysicsBody for penetrations must be avoided
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Co-authored-by: Juan Linietsky <reduzio@gmail.com>
2022-08-18 08:10:31 +09:00
Ryan Heath
9d4e5a466e
Add area monitor callback error checking
2022-08-07 13:47:03 -07:00
Juan Linietsky
d4433ae6d3
Remove Signal connect binds
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Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
2022-07-29 16:26:13 +02:00
Juan Linietsky
c7255388e1
Remove ThreadWorkPool, replace by WorkerThreadPool
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The former needs to be allocated once per usage. The later is shared for all threads, which is more efficient.
It can also be better debugged.
2022-07-25 15:39:50 +02:00
reduz
141c375581
Clean up Hash Functions
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Clean up and do fixes to hash functions and newly introduced murmur3 hashes in #61934
* Clean up usage of murmur3
* Fixed usages of binary murmur3 on floats (this is invalid)
* Changed DJB2 to use xor (which seems to be better)
2022-06-20 12:54:19 +02:00
reduz
45af29da80
Add a new HashSet template
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* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00
Aaron Record
900c676b02
Use range iterators for RBSet in most cases
2022-05-19 12:09:16 +02:00
Ricardo Buring
f072aa69a9
Add motion parameter to toggle whether recovery is reported as a collision
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This makes the intent explicit in each use case.
2022-05-18 16:40:29 +02:00
reduz
746dddc067
Replace most uses of Map by HashMap
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* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
(order matters) but use is discouraged.
There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
Aaron Franke
fa7a7795f0
Rename Basis get_axis to get_column, remove redundant methods
2022-05-03 09:37:47 -05:00
Rémi Verschelde
931838b330
Merge pull request #60627 from aaronfranke/rename-elements
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Rename Transform2D and Basis `elements` to `columns` and `rows` respectively
2022-05-03 14:40:01 +02:00
Rémi Verschelde
c273ddc3ee
Style: Partially apply clang-tidy's `cppcoreguidelines-pro-type-member-init`
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Didn't commit all the changes where it wants to initialize a struct
with `{}`. Should be reviewed in a separate PR.
Option `IgnoreArrays` enabled for now to be conservative, can be
disabled to see if it proposes more useful changes.
Also fixed manually a handful of other missing initializations / moved
some from constructors.
2022-05-02 16:28:25 +02:00
Aaron Franke
b831fb0a54
Rename Transform2D "elements" to "columns"
2022-04-29 08:02:39 -05:00
bruvzg
de4c97758a
Fix more issues found by cppcheck.
2022-04-20 10:34:00 +03:00
bruvzg
f851c4aa33
Fix some issues found by cppcheck.
2022-04-06 14:34:37 +03:00
lawnjelly
109d08c84a
Add protective checks for invalid handle use in BVH
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Adds DEV_ASSERTS that will halt at runtime if the BVH is misused with invalid IDs, and adds ERR_FAIL macros to prevent calling with invalid IDs.
Any such misuse is a bug in the physics, but this should flag any errors quickly.
2022-03-23 09:19:26 +00:00
Ricardo Buring
3d4be5d4c2
Raycasts hitting from inside: return collision point in global coordinates
2022-03-20 10:31:03 +01:00
Ricardo Buring
7ce4a1d9f3
PinJoint2D: fix inertia tensor, taking center of mass into account
2022-03-16 22:57:38 +01:00
lawnjelly
f199d2c33c
[4.x] BVH - Fix area-area collision regression
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Minimal approach to fixing regression whereby static areas where not detect dynamic areas.
2022-03-06 14:03:19 +00:00
Rémi Verschelde
0d1e3893d9
Merge pull request #57630 from lawnjelly/bvh4_templated_checks
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[4.x] BVH - Sync BVH with 3.x
2022-03-04 23:29:38 +01:00
Ricardo Buring
d525ea2614
In final phase of test_body_motion, move and cull AABB for body once, instead of for every shape
2022-02-18 19:45:25 +01:00
Rémi Verschelde
b8b4580448
Style: Cleanup single-line blocks, semicolons, dead code
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Remove currently unused implementation of TextureBasisU, could be re-added
later on if needed and ported.
2022-02-16 14:06:29 +01:00
lawnjelly
f8eaab5b47
BVH - Sync BVH with 3.x
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Templated mask checks and generic NUM_TREES
Fix leaking leaves
2022-02-04 16:51:21 +00:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
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Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Camille Mohr-Daurat
f1ca14cc8d
Merge pull request #55736 from nekomatata/physics-apply-forces
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Improve RigidDynamicBody force and torque API
2021-12-10 17:16:28 -07:00
Camille Mohr-Daurat
c6fe431a02
Merge pull request #55773 from nekomatata/fix-raycast-ccd
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Fix rigid body ray cast CCD in 2D and 3D Godot Physics
2021-12-10 17:16:02 -07:00
PouleyKetchoupp
30a608b7b9
Fix rigid body ray cast CCD in 2D and 3D Godot Physics
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For 2D:
Raycast CCD now works the same as in 3D, it changes the body's velocity
to place it at the impact position instead of generating a contact point
that causes a wrong push back.
For both 2D and 3D:
The raycast CCD process reads and modifies body velocities, so it needs
to be moved to pre_solve() instead of setup() to be processed linearly
on the main thread, otherwise multithreading can cause some CCD results
to be randomly lost when multiple collisions occur.
2021-12-10 16:25:14 -07:00