Commit Graph

9 Commits

Author SHA1 Message Date
Ricardo Buring
aacb20437a PhysicsDirectBodyState2D: add get_contact_local_velocity_at_position 2023-04-14 11:40:06 +02:00
Ricardo Buring
3efa105548 Add get_contact_impulse method to PhysicsDirectBodyState2D
This makes it consistent with 3D.
2023-01-10 23:28:02 +01:00
Rémi Verschelde
d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
Jonathan Nicholl
15d057c521 Add is_zero_approx methods to Vector2, 3, and 4 2022-09-02 00:29:50 -04:00
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
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
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