Commit Graph

343 Commits

Author SHA1 Message Date
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
Bastiaan Olij e4dea0595a Add transform support to deal with Bullets centering of shapes 2019-05-07 22:43:10 +10:00
Rémi Verschelde 262924296b
Merge pull request #27415 from aqnuep/kinematicbody_fixes
KinematicBody performance and quality improvements
2019-05-02 18:03:58 +02:00
Rémi Verschelde d52b70fb5e SCons: Always use env.Prepend for CPPPATH
Include paths are processed from left to right, so we use Prepend to
ensure that paths to bundled thirdparty files will have precedence over
system paths (e.g. `/usr/include` should have lowest priority).
2019-04-30 13:12:06 +02:00
Rémi Verschelde f40c62fa29
Merge pull request #27371 from ShyRed/fixdisabled2dcollisions
Allow adding disabled shapes
2019-04-30 11:43:11 +02:00
Rémi Verschelde c2a669a9f0 SCons: Review uses of CCFLAGS, CXXFLAGS and CPPFLAGS
Many contributors (me included) did not fully understand what CCFLAGS,
CXXFLAGS and CPPFLAGS refer to exactly, and were thus not using them
in the way they are intended to be.

As per the SCons manual: https://www.scons.org/doc/HTML/scons-user/apa.html

- CCFLAGS: General options that are passed to the C and C++ compilers.
- CFLAGS: General options that are passed to the C compiler (C only;
  not C++).
- CXXFLAGS: General options that are passed to the C++ compiler. By
  default, this includes the value of $CCFLAGS, so that setting
  $CCFLAGS affects both C and C++ compilation.
- CPPFLAGS: User-specified C preprocessor options. These will be
  included in any command that uses the C preprocessor, including not
  just compilation of C and C++ source files [...], but also [...]
  Fortran [...] and [...] assembly language source file[s].

TL;DR: Compiler options go to CCFLAGS, unless they must be restricted
to either C (CFLAGS) or C++ (CXXFLAGS). Preprocessor defines go to
CPPFLAGS.
2019-04-24 16:57:58 +02:00
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 458827efc2
Revert "Implemented terrain raycast acceleration" 2019-04-23 13:56:23 +02:00
Hein-Pieter van Braam 4575769115
Merge pull request #25543 from Zylann/optimize_bullet_heightfield_raycast2
Implemented terrain raycast acceleration
2019-04-23 06:25:15 +03:00
Hein-Pieter van Braam 7ba772d4ba
Merge pull request #27730 from ShyRed/fix3dphyscansleep
Fix missing re-activation of bullet physics sleep feature
2019-04-23 06:03:27 +03:00
Rémi Verschelde 6af69f851a doc: Drop unused <demos> tag 2019-04-19 11:03:46 +02:00
ShyRed 0877cf6419 Fix missing re-activation of bullet physics sleep feature
Adds the missing option of re-enabling the sleep feature in bullet physics once a body had the sleep feature disabled.
2019-04-06 17:11:36 +02:00
Marc Gilleron cdcdba704b Fix wrong heights data used to compute min and max heights 2019-04-04 21:22:18 +01:00
Rémi Verschelde 39c868171e doc: Bump version to 3.2 2019-04-01 12:33:56 +02:00
Daniel Rakos 6dd65c0d67 KinematicBody performance and quality improvements
With this change finally one can use compound collisions (like those created
by Gridmaps) without serious performance issues. The previous KinematicBody
code for Bullet was practically doing a whole bunch of unnecessary
calculations. Gridmaps with fairly large octant sizes (in my case 32) can get
up to 10000x speedup with this change (literally!). I expect the FPS demo to
get a fair speedup as well.

List of fixes and improvements:

- Fixed a general bug in move_and_slide that affects both GodotPhysics and
  Bullet, where ray shapes would be ignored unless the stop_on_slope parameter
  is disabled. Not sure where that came from, but looking at the 2D physics
  code it was obvious there's a difference.
- Enabled the dynamic AABB tree that Bullet uses to allow broadphase collision
  tests against individual shapes of compound shapes. This is crucial to get
  good performance with Gridmaps and in general improves the performance
  whenever a KinematicBody collides with compound collision shapes.
- Added code to the broadphase collision detection code used by the Bullet
  module for KinematicBodies to also do broadphase on the sub-shapes of
  compound collision shapes. This is possible thanks to the dynamic AABB
  tree that was previously disabled and it's the change that provides the
  biggest performance boost.
- Now broadphase test is only done once per KinematicBody in Bullet instead of
  once per each of its shapes which was completely unnecessary.
- Fixed the way how the ray separation results are populated in Bullet which
  was completely broken previously, overwriting previous results and similar
  non-sense.
- Fixed ray shapes for good now. Previously the margin set in the editor was
  not respected at all, and the KinematicBody code for ray separation was
  complete bogus, thus all previous attempts to fix it were mislead.
- Fixed an obvious bug also in GodotPhysics where an out-of-bounds index was
  used in the ray result array.

There are a whole set of other problems with the KinematicBody code of Bullet
which cost performance and may cause unexpected behavior, but those are not
addressed in this change (need to keep it "simple").

Not sure whether this fixes any outstanding Github issues but I wouldn't be
surprised.
2019-03-27 00:39:47 +01:00
Rémi Verschelde e22f6e9ace
Revert "Optimized area check" 2019-02-22 12:46:54 +01:00
marxin c11e7ffd0e Fix warnings seen with -Wignored-qualifiers. 2019-02-21 20:24:29 +01:00
Rémi Verschelde ced77db950
Merge pull request #26111 from AndreaCatania/areaopti
Optimized area check
2019-02-21 13:58:38 +01:00
Andrea Catania b1934cfd0d Optimized area check 2019-02-21 08:41:31 +01:00
Daniel Rakos 6587024207 Fix RayShape collision jitter when used with a RigidBody
Scaling the depth was the wrong solution for the KinematicBody jitter
because it causes jitter with RigidBody. Instead scale the margin that
is ignored to allow KinematicBody to still pick up the ray shape in the
kinematic test when the shape is just at margin distance from another
one. This solution does not cause jitter with either KinematicBody or
RigidBody.
2019-02-20 15:06:08 +01:00
Rémi Verschelde 2f9b7e6b63
Merge pull request #25788 from aqnuep/rayshape_fix
Fix RayShape collision when used with a KinematicBody (Bullet Physics)
2019-02-19 14:42:04 +01:00
Daniel Rakos f7511511b1 Fix RayShape collision when used with a KinematicBody (Bullet Physics)
- Added code handling non-compound collision to recover_from_penetration_ray()
  which is now needed due to the optimization avoiding the use of compound
  collisions when only a single collision shape is used.
- Removed arbitrary margin applied in the collision algorithm of RayShapes
  which causes jittered movement. For lack of a better replacement and for
  lack of any explanation on why it has been introduced, it's now using the
  shape's margin property instead which is small enough to not show visible
  jitter.
- Tried to get rid of inconsistent uses of the collision margin.
- Removed hack from GodotDeepPenetrationContactResultCallback::addContactPoint
  for RayShape collision as it's no longer needed as the collision algorithm
  of RayShapes correctly calculates the contact normal for a while now.

Fixes #25227.
2019-02-19 11:16:05 +01:00
Rémi Verschelde 049bb75f9e
Merge pull request #26014 from AndreaCatania/bugfix
Fixed area collision report with concave
2019-02-18 15:24:09 +01:00
Andrea Catania 66420aea9c Fixed area collision report with concave 2019-02-18 14:15:27 +01:00
Rémi Verschelde f023e40f6e
Merge pull request #26011 from AndreaCatania/bugfix
Added support to scale areas, fixes #23448
2019-02-18 13:21:02 +01:00
Andrea Catania 90d05cbe30 Added support to scale areas 2019-02-18 12:57:55 +01:00
Rémi Verschelde 13c50e8aa5
Merge pull request #25481 from hpvb/fix-ubsan-asan-reports
Fix many asan and ubsan reported issues
2019-02-12 12:21:01 +01:00
Aaron Franke 3f837d5cc5 [Core] Rename Matrix3 file to Basis
The code already referred to "Basis", it's just the file name that was different for some reason.
2019-02-09 14:42:23 -05:00
Daniel Abbott b3c0cb08b0 Disable BT_DEBUG, works around #25476 and #25431 2019-02-08 11:11:01 +01:00
Marc Gilleron bd9f92cdf8 Implemented terrain raycast acceleration using Bresenham traversal and 1 level of chunks 2019-02-01 14:57:17 +01:00
Andrea Catania 5a26c7e0e5 Avoid inertia calculation for empty shape - Bullet 2019-01-30 10:33:33 +01:00
Hein-Pieter van Braam d308eb091a Fix many asan and ubsan reported issues
This allows most demos to run without any ubsan or asan errors. There
are still some things in thirdpart/ and some things in AudioServer that
needs a look but this fixes a lot of issues. This should help debug less
obvious issues, hopefully.

This fixes #25217 and fixes #25218
2019-01-30 06:43:56 +01:00
Andrea Catania 8d4617439c Fixed Rigidbody first frame center spawn 2019-01-28 08:30:26 +01:00
Rémi Verschelde 3e78a55e14 Bullet: Enable BT_DEBUG on debug builds
Fixes #25301.
2019-01-27 11:08:01 +01:00
Andrea Catania a9214bcee7 Fixed area overlaps if not move 2019-01-21 08:30:49 +01:00
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Rémi Verschelde de4d7a785e Fix size in HeightMapShapeBullet::set_data 2018-12-27 10:29:25 +01:00
Daniel Abbott 572367552c `GodotRestInfoContactResultCallback::addSingleResult` now returns normal
`PhysicsDirectSpaceState.get_rest_info()` now provides normals in result
Addresses issue 24558
2018-12-22 19:26:18 -07:00
Rémi Verschelde 286f52c70a
Merge pull request #20745 from Zylann/heightmap_from_image
Allow to create a heightmap collision shape from an image
2018-12-09 23:08:51 +01:00
Rémi Verschelde 78cdbc54b0
Merge pull request #23994 from AndreaCatania/prec
Added function to control 6DOF precision
2018-11-28 10:30:47 +01:00
Andrea Catania a395d809a5 Added function to control 6DOF precision 2018-11-27 07:11:28 +01:00
Florian Jung e10c3e7ec5 Add more max-checking to physics queries
Fixes some out-of-bounds problems when there are more collisions than
have been requested for. This extends what has been done in 444b8471a3.

Fixes godotengine/godot#23990
2018-11-26 18:15:58 +01:00
Andrea Catania c6e6249143 Improved algorithm that check collision 2018-11-22 09:03:21 +01:00
Rémi Verschelde 5075e372f3
Merge pull request #23668 from sdfgeoff/fix_angular_constraints
Exposing more of bullets 6DOF spring constraints
2018-11-17 16:15:33 +01:00
Ibrahn Sahir d1550215b0 Fix some undefined behaviour in Bullet module.
Nulling mainShape when it's deleted to avoid double free.
Initialising vector in inertia calculation to work around bug in bullet.
2018-11-16 14:20:09 +00:00
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
Geoffrey Irons e149327be0 Added angular restitution
Adding angular and linear springs

Added getters
2018-11-13 09:24:00 +01:00
J08nY 56005772cd Fix multi-statement macro call not being covered. 2018-10-08 12:31:28 +02:00
Andrea Catania 15305ec91f Optimitzed area overlap checks 2018-10-07 07:14:38 +02:00
Andrea Catania 7d681274f8 Improved code that handles collision shapes, fixes #21945 2018-10-06 16:50:10 +02:00
Andrea Catania 5328dcb7bb Improved trimesh stability 2018-10-05 15:15:54 +02:00
Andrea Catania 62fc66291b Removed wrong equal vertex thresold to GJK solver 2018-10-05 10:51:24 +02:00
Andrea Catania 821bc40dc8 Added correct allowed penetration parameter to cast motion API 2018-10-05 10:44:10 +02:00
Rémi Verschelde 686f6ff279 Fix mismatched class/struct definition warnings [-Wmismatched-tags]
Fixes the following Clang 7 warnings:
```
core/object.cpp:44:1: warning: '_ObjectDebugLock' defined as a struct here but previously declared as a class [-Wmismatched-tags]
core/variant_call.cpp:43:1: warning: '_VariantCall' defined as a struct here but previously declared as a class [-Wmismatched-tags]
drivers/gles3/rasterizer_storage_gles3.h:765:2: warning: 'MultiMesh' defined as a struct here but previously declared as a class [-Wmismatched-tags]
editor/editor_node.h:794:1: warning: 'EditorProgress' defined as a struct here but previously declared as a class [-Wmismatched-tags]
modules/bullet/rigid_body_bullet.h:230:17: warning: class 'KinematicUtilities' was previously declared as a struct [-Wmismatched-tags]
modules/bullet/space_bullet.h:60:1: warning: class 'btSoftBodyWorldInfo' was previously declared as a struct [-Wmismatched-tags]
scene/resources/world_2d.cpp:40:1: warning: 'SpatialIndexer2D' defined as a struct here but previously declared as a class [-Wmismatched-tags]
scene/resources/world.cpp:39:1: warning: 'SpatialIndexer' defined as a struct here but previously declared as a class [-Wmismatched-tags]
servers/audio/reverb_sw.cpp:60:1: warning: 'ReverbParamsSW' defined as a struct here but previously declared as a class [-Wmismatched-tags]
thirdparty/bullet/BulletSoftBody/btSoftBody.h:43:1: warning: 'btSoftBodyWorldInfo' defined as a struct here but previously declared as a class [-Wmismatched-tags]
```
2018-10-01 17:02:47 +02:00
Rémi Verschelde 2091f20443 Fix warnings about wrong member initialization order [-Wreorder]
Fixes the following GCC 5 warnings:
```
core/object.h:193:11: warning: 'MethodInfo::flags' will be initialized after [-Wreorder]
core/object.h:192:15: warning:   'PropertyInfo MethodInfo::return_val' [-Wreorder]
core/object.cpp:278:1: warning:   when initialized here [-Wreorder]
core/script_debugger_remote.h:97:6: warning: 'ScriptDebuggerRemote::max_cps' will be initialized after [-Wreorder]
core/script_debugger_remote.h:91:6: warning:   'int ScriptDebuggerRemote::max_messages_per_frame' [-Wreorder]
core/script_debugger_remote.cpp:1086:1: warning:   when initialized here [-Wreorder]
core/script_debugger_remote.h:98:6: warning: 'ScriptDebuggerRemote::char_count' will be initialized after [-Wreorder]
core/script_debugger_remote.h:92:6: warning:   'int ScriptDebuggerRemote::n_messages_dropped' [-Wreorder]
core/script_debugger_remote.cpp:1086:1: warning:   when initialized here [-Wreorder]
modules/bullet/area_bullet.h:102:7: warning: 'AreaBullet::isScratched' will be initialized after [-Wreorder]
modules/bullet/area_bullet.h:92:39: warning:   'PhysicsServer::AreaSpaceOverrideMode AreaBullet::spOv_mode' [-Wreorder]
modules/bullet/area_bullet.cpp:46:1: warning:   when initialized here [-Wreorder]
modules/bullet/collision_object_bullet.h:127:15: warning: 'CollisionObjectBullet::space' will be initialized after [-Wreorder]
modules/bullet/collision_object_bullet.h:117:7: warning:   'CollisionObjectBullet::Type CollisionObjectBullet::type' [-Wreorder]
modules/bullet/collision_object_bullet.cpp:67:1: warning:   when initialized here [-Wreorder]
modules/bullet/godot_ray_world_algorithm.h:48:7: warning: 'GodotRayWorldAlgorithm::m_ownManifol1d' will be initialized after [-Wreorder]
modules/bullet/godot_ray_world_algorithm.h:46:33: warning:   'const btDiscreteDynamicsWorld* GodotRayWorldAlgorithm::m_world' [-Wreorder]
modules/bullet/godot_ray_world_algorithm.cpp:50:1: warning:   when initialized here [-Wreorder]
modules/bullet/godot_result_callbacks.h:91:18: warning: 'GodotAllConvexResultCallback::m_exclude' will be initialized after [-Wreorder]
modules/bullet/godot_result_callbacks.h:89:6: warning:   'int GodotAllConvexResultCallback::m_resultMax' [-Wreorder]
modules/bullet/godot_result_callbacks.h:93:2: warning:   when initialized here [-Wreorder]
modules/bullet/godot_result_callbacks.h:142:18: warning: 'GodotAllContactResultCallback::m_exclude' will be initialized after [-Wreorder]
modules/bullet/godot_result_callbacks.h:140:6: warning:   'int GodotAllContactResultCallback::m_resultMax' [-Wreorder]
modules/bullet/godot_result_callbacks.h:147:2: warning:   when initialized here [-Wreorder]
modules/bullet/godot_result_callbacks.h:168:18: warning: 'GodotContactPairContactResultCallback::m_exclude' will be initialized after [-Wreorder]
modules/bullet/godot_result_callbacks.h:166:6: warning:   'int GodotContactPairContactResultCallback::m_resultMax' [-Wreorder]
modules/bullet/godot_result_callbacks.h:173:2: warning:   when initialized here [-Wreorder]
modules/bullet/godot_result_callbacks.h:195:18: warning: 'GodotRestInfoContactResultCallback::m_exclude' will be initialized after [-Wreorder]
modules/bullet/godot_result_callbacks.h:191:7: warning:   'bool GodotRestInfoContactResultCallback::m_collided' [-Wreorder]
modules/bullet/godot_result_callbacks.h:199:2: warning:   when initialized here [-Wreorder]
modules/bullet/rigid_body_bullet.h:200:9: warning: 'RigidBodyBullet::gravity_scale' will be initialized after [-Wreorder]
modules/bullet/rigid_body_bullet.h:199:9: warning:   'real_t RigidBodyBullet::mass' [-Wreorder]
modules/bullet/rigid_body_bullet.cpp:258:1: warning:   when initialized here [-Wreorder]
modules/bullet/rigid_body_bullet.h:222:28: warning: 'RigidBodyBullet::force_integration_callback' will be initialized after [-Wreorder]
modules/bullet/rigid_body_bullet.h:219:7: warning:   'bool RigidBodyBullet::isTransformChanged' [-Wreorder]
modules/bullet/rigid_body_bullet.cpp:258:1: warning:   when initialized here [-Wreorder]
modules/bullet/rigid_body_bullet.h:220:7: warning: 'RigidBodyBullet::previousActiveState' will be initialized after [-Wreorder]
modules/bullet/rigid_body_bullet.h:208:6: warning:   'int RigidBodyBullet::maxCollisionsDetection' [-Wreorder]
modules/bullet/rigid_body_bullet.cpp:258:1: warning:   when initialized here [-Wreorder]
modules/bullet/soft_body_bullet.h:69:9: warning: 'SoftBodyBullet::total_mass' will be initialized after [-Wreorder]
modules/bullet/soft_body_bullet.h:68:6: warning:   'int SoftBodyBullet::simulation_precision' [-Wreorder]
modules/bullet/soft_body_bullet.cpp:38:1: warning:   when initialized here [-Wreorder]
modules/bullet/soft_body_bullet.h:76:9: warning: 'SoftBodyBullet::drag_coefficient' will be initialized after [-Wreorder]
modules/bullet/soft_body_bullet.h:61:14: warning:   'btSoftBody* SoftBodyBullet::bt_soft_body' [-Wreorder]
modules/bullet/soft_body_bullet.cpp:38:1: warning:   when initialized here [-Wreorder]
modules/bullet/space_bullet.h:97:22: warning: 'SpaceBullet::solver' will be initialized after [-Wreorder]
modules/bullet/space_bullet.h:95:35: warning:   'btDefaultCollisionConfiguration* SpaceBullet::collisionConfiguration' [-Wreorder]
modules/bullet/space_bullet.cpp:333:1: warning:   when initialized here [-Wreorder]
modules/bullet/space_bullet.h:101:23: warning: 'SpaceBullet::soft_body_world_info' will be initialized after [-Wreorder]
modules/bullet/space_bullet.h:99:23: warning:   'btGhostPairCallback* SpaceBullet::ghostPairCallback' [-Wreorder]
modules/bullet/space_bullet.cpp:333:1: warning:   when initialized here [-Wreorder]
modules/gdnative/nativescript/nativescript.h:79:13: warning: 'NativeScriptDesc::base_native_type' will be initialized after [-Wreorder]
modules/gdnative/nativescript/nativescript.h:73:9: warning:   'String NativeScriptDesc::documentation' [-Wreorder]
modules/gdnative/nativescript/nativescript.h:88:9: warning:   when initialized here [-Wreorder]
modules/gdscript/gdscript.h:296:6: warning: 'GDScriptWarning::line' will be initialized after [-Wreorder]
modules/gdscript/gdscript.h:294:4: warning:   'GDScriptWarning::Code GDScriptWarning::code' [-Wreorder]
modules/gdscript/gdscript.h:303:2: warning:   when initialized here [-Wreorder]
scene/3d/physics_body.h:544:7: warning: 'PhysicalBone::simulate_physics' will be initialized after [-Wreorder]
scene/3d/physics_body.h:543:7: warning:   'bool PhysicalBone::_internal_static_body' [-Wreorder]
scene/3d/physics_body.cpp:2502:1: warning:   when initialized here [-Wreorder]
scene/3d/physics_body.h:546:6: warning: 'PhysicalBone::bone_id' will be initialized after [-Wreorder]
scene/3d/physics_body.h:539:12: warning:   'Skeleton* PhysicalBone::parent_skeleton' [-Wreorder]
scene/3d/physics_body.cpp:2502:1: warning:   when initialized here [-Wreorder]
scene/3d/spring_arm.h:44:11: warning: 'SpringArm::mask' will be initialized after [-Wreorder]
scene/3d/spring_arm.h:43:8: warning:   'float SpringArm::current_spring_length' [-Wreorder]
scene/3d/spring_arm.cpp:37:1: warning:   when initialized here [-Wreorder]
scene/animation/skeleton_ik.h:159:11: warning: 'SkeletonIK::target_node_override' will be initialized after [-Wreorder]
scene/animation/skeleton_ik.h:152:7: warning:   'bool SkeletonIK::use_magnet' [-Wreorder]
scene/animation/skeleton_ik.cpp:418:1: warning:   when initialized here [-Wreorder]
scene/resources/tile_set.h:84:9: warning: 'TileSet::AutotileData::size' will be initialized after [-Wreorder]
scene/resources/tile_set.h:83:7: warning:   'int TileSet::AutotileData::spacing' [-Wreorder]
scene/resources/tile_set.h:92:12: warning:   when initialized here [-Wreorder]
scene/resources/tile_set.h:115:12: warning: 'TileSet::TileData::tile_mode' will be initialized after [-Wreorder]
scene/resources/tile_set.h:114:9: warning:   'Color TileSet::TileData::modulate' [-Wreorder]
scene/resources/tile_set.h:120:12: warning:   when initialized here [-Wreorder]
servers/physics/body_sw.h:84:19: warning: 'BodySW::direct_state_query_list' will be initialized after [-Wreorder]
servers/physics/body_sw.h:57:11: warning:   'uint16_t BodySW::locked_axis' [-Wreorder]
servers/physics/body_sw.cpp:756:1: warning:   when initialized here [-Wreorder]
```

Nothing really relevant for us, but it's not a bad consistency
improvement anyway so worth taking.
2018-09-28 17:30:28 +02:00
Rémi Verschelde 3a2ca68af3 SCons: Build thirdparty code in own env, disable warnings
Also remove unnecessary `Export('env')` in other SCsubs,
Export should only be used when exporting *new* objects.
2018-09-28 14:07:39 +02:00
Rémi Verschelde 7b081a7fc8 Fix warnings about unhandled enum value in switch [-Wswitch]
Fixes GCC 5 warnings of the form:

core/io/http_client.cpp:288:9: warning: enumeration value 'STATUS_SSL_HANDSHAKE_ERROR' not handled in switch [-Wswitch]
core/io/marshalls.cpp:806:9: warning: enumeration value 'AABB' not handled in switch [-Wswitch]

Those can be trivial cases where adding a default fallback is the solution,
or more complex issues/hidden bugs where missed values are actually meant
to be handled.
2018-09-27 18:34:30 +02:00
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
Andrea Catania d226ba7c2b Corrected cast_motion query behaviour 2018-09-22 11:17:31 +02:00
Andrea Catania 29e01f97e4 Added rayshape solver algorithm to soft body configurator fixes #22283 fixes #22249 fixes #22281 2018-09-22 09:42:19 +02:00
Andrea Catania 0a2c154c8e Added automatically set velocity when rigid is kinematic 2018-09-19 19:46:07 +02:00
Andrea Catania 42f2ff2f8d Added check to prevent contact signal to happen too early 2018-09-19 19:01:59 +02:00
muiroc 23a61c7342 Add null check in godot result callback 2018-09-16 16:02:15 +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
Rémi Verschelde d9a96878f2
Merge pull request #21921 from AndreaCatania/bugfix2
Fix bullet crashes
2018-09-10 08:20:15 +02:00
Andrea Catania b252e66414 Fiex bullet crash 2018-09-10 07:55:11 +02:00
Poommetee Ketson bb0e8d260c Fix indentation in bullet SCsub 2018-09-10 12:22:23 +07:00
Andrea Catania 3eaaf712db Fixed crash during raycast and CCD radius calculation 2018-09-07 20:38:30 +02:00
Juan Linietsky fc50728d45
Merge pull request #21808 from AndreaCatania/optitri
Optimized bullet trimesh collision
2018-09-07 15:09:26 -03:00
Andrea Catania 6142448417 Update bullet to Master 12409f1118a7c7a266f9071350c70789dfe73bb9 2018-09-07 16:11:04 +02:00
Andrea Catania 88967e4001 Fixing trimesh precision 2018-09-06 18:53:03 +02:00
Andrea Catania 9b446f1cc3 Optimized in case is used just 1 shape with no transform 2018-09-06 18:19:05 +02:00
Andrea Catania ce138d3449 Fixed bullet area vs Trimesh shape overlap 2018-09-05 13:43:02 +02:00
Andrea Catania 9a67a07a2c Fixed crash if convex has 0 vertices 2018-08-29 17:34:26 +02:00
Ibrahn Sahir 2a823a38ac Initialise rays_found count in test_ray_separation.
Prevents branch on uninit that could result in crashes with
move_and_slide.
2018-08-29 13:23:14 +01:00
Rémi Verschelde ddfef86836 Fix build after c2a9cb34
`return` statements were missing, and those warnings do not need to be
behind #ifdefs, they do not expose any deprecated API.
2018-08-27 10:10:40 +02:00
Andrea Catania 64b5eaf43c Correctly set safe_motion on cast_motion query Fixes: #21212 2018-08-26 12:09:52 +02:00
Andrea Catania c2a9cb343b Added deprecated to joints un/used parameters 2018-08-26 09:10:30 +02:00
Rémi Verschelde 77185aaf21
Merge pull request #21049 from AndreaCatania/joints
Improved 6DOF joint implementation
2018-08-24 17:10:54 +02:00
Rémi Verschelde 52466d57e9 Make some debug prints verbose-only, remove others 2018-08-24 14:59:01 +02:00
Andrea Catania 0b98834b77 Added ray / shape / point / motion / rest cast exclusion of area and or body 2018-08-21 18:51:08 +02:00
Rémi Verschelde 912131fe03
Merge pull request #20101 from panzergame/shape_margin
Expose bullet shape margin to UI.
2018-08-21 16:17:11 +02:00
Juan Linietsky d88d0d457d Fixes to move and slide and ray separation, implement separation in Godot physics 2018-08-20 17:31:55 -03:00
Juan Linietsky 1b66b08fdb
Merge pull request #20908 from AndreaCatania/kiSlope
Improved move_and_slide function stay on slope
2018-08-20 13:24:28 -03:00
John Teasdale 7323f7998b Bullet picking will now ignore objects without input_ray_pickable 2018-08-19 13:14:12 -07:00
Andrea Catania 0010d9c82a Added ray shape and move_and_slide with snapping on 3D.
Added stop_on_slope on 2d part
2018-08-19 13:45:23 +02:00
Andrea Catania 9826456f2e Improved move_and_slide function to stay on slope and fall on steep slope 2018-08-18 15:11:51 +02:00
Tristan Porteries e5bfa98d0f Expose bullet shape margin to UI.
The margin value is exposed into the UI for shape ressource.
This value can be modified through set_margin and get from get_margin
or by using the property margin. Each time the margin is modified
the associated collision shape is recreated and the margin value is
used in ShapeBullet::prepare.
2018-08-16 16:58:15 +02:00
Andrea Catania a12e3bab23 Improved 6DOF joint implementation, and removed useless function from cone joint 2018-08-15 18:14:32 +02:00
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
Marc Gilleron 6cf4f62f2b Allow to create a heightmap collision shape from an image 2018-08-05 19:43:47 +01:00
Andrea Catania b469267d94 Fixed SoftBody pinned point offset calculation 2018-08-03 17:44:09 +02:00
Rémi Verschelde ef93fec789
Merge pull request #15643 from organicpencil/bullet_contact_impulse
Expose PhysicsDirectBodyState.get_contact_impulse
2018-07-26 15:36:37 +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
AndreaCatania 17ebbfb56d Implemented Soft body
- Soft Body Physics node
- Soft Body Rendering
- Soft body Editor
- Soft body importer
2018-07-23 20:50:23 +02:00
Juan Linietsky 1ad20dc2f1
Merge pull request #12403 from AndreaCatania/phymat
Physics material
2018-07-23 07:37:03 -03:00
Juan Linietsky 2b9902db06 -Fix disable_3d flag
-Add extra flag optimize=[size,speed] to be able to prioritize size
2018-07-21 17:26:49 -03:00
muiroc 0a36e974da added cylinder shape support 2018-07-01 11:16:54 +02:00
Rémi Verschelde 3334209a73 SCons: Pass env to modules can_build method
This allows to disable modules based on the environment,
in particular `env[tools]` which tells us if we are
building the editor or not.
2018-05-30 19:11:36 +02:00
Andrea Catania 97a1011ba1 Improved kinematic test_body_motion code 2018-05-27 14:55:52 +02:00
AndreaCatania 5f66734d2d Implemented physics material
Hidden a function

Fixed travis static check
2018-05-11 03:23:09 +02:00
Rémi Verschelde de9683b605
Merge pull request #17559 from simedis/joint_motors
Implemented interface for bullet linear motors
2018-05-08 10:23:41 +02:00
AndreaCatania 9e57a07fb6 Implemented ragdoll
Implementing ragdoll

Implementing ragdoll

Implementing ragdoll

Implementing ragdoll

Implementing ragdoll

a

Implemented implicit hierarchy.

Improved

Added some physics properties

Added bone offset to preserve COM, partially fixed scaling

work in progress

WIP

wip

Implemented Joint Gizmos

Implemented pin joint joint

Implemented all joints
2018-05-07 21:03:16 +02:00
Rémi Verschelde 3018132244
Merge pull request #18204 from tagcup/quat_scale
Avoid converting Quat to Euler angles when not necessary.
2018-04-18 13:55:35 +02:00
tagcup a5e0bb447c Avoid converting Quat to Euler angles when not necessary.
Also ensure that get_scale doesn't arbitrarlity change the signs of scales, ensuring that the combination of get_rotation and get_scale gives the correct basis.

Added various missing functions and constructors.

Should close #17968.
2018-04-14 15:53:25 -04:00
Andrea Catania 2cfa861222 Removed useless check 2018-04-12 11:37:36 +02:00
Andrea Catania df2a626b49 Fixed wrong function call 2018-04-12 11:02:43 +02:00
Andrea Catania f0abdf06ad
Rigidbody wake up when hitten by a kinematic body 2018-04-12 07:59:12 +02:00
Andrea Catania 45b778c7f8 Fixed area overlap cleaning 2018-04-09 09:33:29 +02:00
Rémi Verschelde bdfa10fc8f
Merge pull request #17899 from AndreaCatania/area_cleaning
Fixed physics server area cleaning
2018-04-06 08:15:22 +02:00
Andrea Catania 776942981b Fixed physics server area cleaning 2018-04-06 07:48:30 +02:00
Rémi Verschelde e1b9c98032
Merge pull request #17806 from Zylann/fix_heightmap_shape_size_check
Make heightmap shape usable in PhysicsServer
2018-04-05 13:29:57 +02:00
Andrea Catania 444b8471a3 Corrected physics query max result checking 2018-04-04 11:55:58 +02:00
Rémi Verschelde e1fef9bd76
Merge pull request #17959 from AndreaCatania/kinfix2
Fixed kinematic sliding on trimesh
2018-04-04 11:21:49 +02:00
Andrea Catania b050525072 Fixed kinematic sliding on trimesh 2018-04-04 10:49:10 +02:00
Rémi Verschelde a7dd698d4d
Merge pull request #17900 from AndreaCatania/area_mon
physics area added monitorable check
2018-04-03 22:09:56 +02:00
Alexander Alekseev b569251110 Fix of a possible memory leak: ConcavePolygonShapeBullet::setup was able to exit without releasing the 'shapeInterface' pointer. 2018-04-02 09:29:34 +03:00
Andrea Catania fe768f4f00 physics area added monitorable check 2018-04-01 11:27:18 +02:00
Marc Gilleron a66e1af168 Make heightmap shape usable from PhysicsServer
- Fixed bad size check
- Fixed bad member initialization
- Removed unused cell_size (Bullet expects us to use localScaling)
- Accept precomputed min/max height, will be calculated if not provided
2018-03-28 20:33:51 +02:00
Geoffrey 09c887f38e Implemented interface for bullet joint motors 2018-03-16 13:37:15 +01:00
Wilson E. Alvarez e5ae9750ed Fixed leak in BulletPhysicsServer 2018-03-13 15:24:30 -04:00
Rémi Verschelde 3fa77b3172 doc: Remove status from hardcoded version string
It has no practical use case and just generates noise for each alpha, beta, etc.
2018-02-27 13:40:49 +01:00
Rémi Verschelde 4b9ab27dea
Merge pull request #17021 from AndreaCatania/kinfix
Fixed bullet kinematic char sliding
2018-02-27 11:40:11 +01:00
Andrea Catania e1e78a51aa Implemented Bullet method omit forces 2018-02-27 08:41:17 +01:00
Andrea Catania 0e446f8aff Fixed kinematic char sliding 2018-02-25 21:05:14 +01:00
luz.paz 612ab4bbc6 Fix typos with codespell
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
2018-02-21 19:46:06 +01:00
Rémi Verschelde 497a4e9e25
Merge pull request #16757 from AndreaCatania/kinpush
Improved kinematic body, Now can move rigid body
2018-02-20 15:41:10 +01:00
Andrea Catania 6ed392f47a Improved kinematic body 2D and 3D, Now can move rigid body 2018-02-20 12:43:47 +01:00
Rémi Verschelde b2aeb02e7d
Merge pull request #16530 from AndreaCatania/rays
Improved ray shape (2D and 3D) by addiing the possibility to act as r…
2018-02-19 22:15:49 +01:00
Andrea Catania ffc3ef8677 Improved ray shape (2D and 3D) by addiing the possibility to act as regular shape 2018-02-19 20:59:57 +01:00
Rémi Verschelde be67f2e4ba
Merge pull request #16751 from AndreaCatania/moreAPIs
Added Physics state APIs
2018-02-19 20:22:18 +01:00
Rémi Verschelde 3c7a39b40c doc: Update version string in header 2018-02-19 10:46:33 +01:00
Andrea Catania a930797c31 Added Physics state APIs 2018-02-16 17:48:07 +01:00
Rémi Verschelde 2a754be71a
Merge pull request #16681 from AndreaCatania/kin_t
Added return true o collide when no rusult is NULL
2018-02-14 08:28:19 +01:00
Andrea Catania f48845428d Added return true o collide when no rusult is NULL 2018-02-14 08:18:48 +01:00
Rémi Verschelde 232e03e5e3
Merge pull request #16547 from Dar13/kinematic_gravity_fix
Fixes gravity calculation for kinematic bodies in Bullet
2018-02-14 08:14:38 +01:00
Neil Moore 5fb8a6a6c2 Fixes gravity calculation for kinematic bodies in Bullet 2018-02-13 19:14:10 -05:00
Andrea Catania a42765dada Added physics API in order to enable/disable collisions between rigidbody attached to a joint with bullet physics bullet
Fixes #16424
2018-02-05 18:54:07 +01:00
Paolo Perkovic 08d4bfacaf Fix inconsistencies and typos in argument names 2018-02-01 16:47:20 +01:00
Rémi Verschelde d516aab8fa doc: Sync with current source
Also enhance RigidBody docs as per https://github.com/godotengine/godot-docs/pull/1018
and fix the version tag in all files (not really stable yet, but it makes no sense
to hardcode rc3 at this stage).
2018-01-25 08:50:56 +01:00
Andrea Catania b1d35f62dd Improved stabilization of ray shape in Bullet 2018-01-24 16:00:52 +01:00
Mariano Suligoy d090856560 attemp to fix #15743 2018-01-21 14:23:30 -03:00
Rémi Verschelde 9f479f096c Fix typos in code and docs with codespell
Using v1.11.0 from https://github.com/lucasdemarchi/codespell
2018-01-18 22:01:42 +01:00
AndreaCatania ecfe932eb8 Fixed bullet physics body shape scaling 2018-01-16 12:53:01 +01:00
Rémi Verschelde e141845bfb SCons: Allow unbundling bullet on Linux (only 2.87+) 2018-01-13 15:16:22 +01:00
Rémi Verschelde e12c89e8c9 bullet: Streamline bundling, remove extraneous src/ folder
Document version and how to extract sources in thirdparty/README.md.
Drop unnecessary CMake and Premake files.
Simplify SCsub, drop unused one.
2018-01-13 14:08:45 +01:00
Rémi Verschelde e28cdc4654 doc: Update version string in XML 2018-01-13 11:43:42 +01:00
Lee Pugh ac26bf0fb4 Expose PhysicsDirectBodyState.get_contact_impulse 2018-01-12 15:27:45 -06:00
AndreaCatania c507a4988d Removed useless error print on bullet shapes 2018-01-08 16:49:04 +01:00
AndreaCatania 50c99370d2 Fixed Bullet collision shapes scale 2018-01-08 16:44:33 +01:00
Rémi Verschelde e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
Rémi Verschelde f8b58784bc
Merge pull request #13257 from AndreaCatania/master
Fixed kinematic movement stuck, Changed how shape scale works.
2018-01-04 15:26:23 +01:00
Rémi Verschelde b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
firefly2442 ac2b084fdc fix typo in switch statement 2017-12-30 21:49:04 -07:00
AndreaCatania f4b96cc0a9 Fixed kinematic movement stuck, Changed how shape scale works, Optimized 2017-12-23 18:23:12 +01:00
AndreaCatania 0f5c87bfa4 Fixed dispatch callback 2017-12-23 12:36:51 +01:00
AndreaCatania aea1b2e6c3 Fixed rigidbody sleping, Fixes #13952 2017-12-23 05:13:39 +01:00
AndreaCatania 512c60f1d8 Fixed intersect_shape crash, closes #13697 2017-12-23 00:04:53 +01:00
Andreas Haas 0e624234da
Scons: Build modules in seperate env. 2017-12-13 15:46:35 +01:00
Rémi Verschelde dfb3634c34
Merge pull request #13836 from AndreaCatania/scale
Fixed bullet scale on get_transform and joints
2017-12-11 10:35:09 +01:00
Rémi Verschelde 5cfafaf09e
Merge pull request #14516 from AndreaCatania/patch-2
Implemented physics linear and angular lock
2017-12-11 00:13:06 +01:00
AndreaCatania 5dee44bbc1 Implemented physics linear and angular lock 2017-12-10 17:21:14 +01:00
AndreaCatania 785173e899 Ray cast return shape id. Fixes #14473 2017-12-10 12:20:36 +01:00
AndreaCatania b546cd50a3 Changed how 6DOF limits works 2017-12-09 19:53:08 +01:00
Rémi Verschelde 25b36f18d3
Merge pull request #12756 from Stratos695/master
Allowing double-axis lock in RigidBody & KinematicBody (Fixes #12500)
2017-12-09 13:01:41 +01:00
AndreaCatania 32408f3bfd Fixed joint scale 2017-12-09 01:22:36 +01:00
AndreaCatania 5cfc98cace Fixed bullet get_transform scale 2017-12-08 16:46:41 +01:00
Rémi Verschelde 13c2ff9320 Style: Apply new clang-format 5.0 style to all files 2017-12-07 08:02:00 +01:00
Andrea Catania 2336927043
Fixed bullet server null pointer check
Fixed bullet server null pointer check
2017-11-30 20:38:57 +01:00
Rémi Verschelde bc75fae579 doc: Update header version for 3.0-beta 2017-11-24 09:16:52 +01:00
AndreaCatania 0a0800ebec Removed shape margin 2017-11-23 14:42:28 +01:00
Rémi Verschelde 3fffe6ccb4
Merge pull request #13202 from AndreaCatania/master
Space override scratching when body is add to world
2017-11-23 09:30:27 +01:00
AndreaCatania 8de4df3fe2 Space override scratching when body is add to world
Fixes #13182
2017-11-23 01:26:49 +01:00
Rémi Verschelde 2ea5ac17e8
Merge pull request #13159 from AndreaCatania/ray
Removed type_mask and fixed some variable name
2017-11-22 16:40:20 +01:00
AndreaCatania d6e413bb9c Removed type_mask and fixed some variable name 2017-11-21 22:56:40 +01:00
AndreaCatania 967854f8e9 Set gravity on change body mode
Fixes #13140
2017-11-21 18:31:43 +01:00
muiroc 5dac3e857f bullet cast_motion: reordered null check 2017-11-20 19:00:47 +01:00
Rémi Verschelde 249c11784a
Merge pull request #13046 from AndreaCatania/kinfix
Some Bullet bug fix
2017-11-19 20:37:04 +01:00
AndreaCatania 0327a51c12 Added null check in Bullet cast_motion API 2017-11-19 18:21:36 +01:00
AndreaCatania d250ade37b Fixed gravity scale 2017-11-19 17:52:45 +01:00
AndreaCatania aa3e740a53 Removed dynamic_cast from Bullet Server 2017-11-19 17:11:47 +01:00
AndreaCatania e6ba163031 Fixed kinematic movement on concave shape 2017-11-19 17:01:08 +01:00
Rémi Verschelde 677e95d8d1 doc: Make all module docs self-contained 2017-11-15 21:29:33 +01:00
Eric Rybicki bd5df84199 Allow double-axis lock in RigidBody and KinematicBody 2017-11-10 22:33:54 +01:00
Juan Linietsky 50a9bd4e23
Merge pull request #12713 from AndreaCatania/master
Rewritten kinematic system
2017-11-09 16:08:58 -03:00
AndreaCatania 5f110c5b98 Fixed collision exception - #12681 2017-11-07 19:07:01 +01:00
AndreaCatania 10f879bf88 Rewritten kinematic system 2017-11-07 15:22:09 +01:00
AndreaCatania 2c69f3d0d2 Bullet - Added support to multiple spaces 2017-11-05 18:50:39 +01:00
AndreaCatania fb4871c919 Bullet physics engine implementation
This is a bullet wrapper that allows Godot to use Bullet physics and benefit about all features.
Also it support all specific Godot physics functionality like multi shape body, areas, RayShape, etc..
It improve the Joints, Trimesh shape, and add support to soft body even if Godot is not yet ready to it.
2017-11-04 20:52:59 +01:00