godot/servers/physics_2d
PouleyKetchoupp 6a9ed72185 Clean physics direct body state usage in 2D and 3D physics
Use a C++ callback instead of Callable for synchronizing physics nodes' state with physics servers.

Remove usage of PhysicsDirectBodyState in physics nodes when not
necessary.

Store PhysicsDirectBodyState for bodies individually instead of a
singleton to avoid issues when accessing direct body state for multiple
bodies.

PhysicsDirectBodyState is initialized only when needed, so it doesn't
have to be created when using the physics server directly.

Move PhysicsDirectBodyState2D and PhysicsDirectBodyState3D to separate
cpp files.
2021-08-25 08:57:42 -07:00
..
area_2d_sw.cpp Merge pull request #44695 from madmiraal/fix-44632 2021-03-26 16:34:02 +01:00
area_2d_sw.h
area_pair_2d_sw.cpp Ensure KinematicBodies only interact with other Bodies with matching mask. 2021-07-19 17:03:43 +01:00
area_pair_2d_sw.h Godot Physics collisions and solver processed on threads 2021-04-26 18:26:00 -07:00
body_2d_sw.cpp Clean physics direct body state usage in 2D and 3D physics 2021-08-25 08:57:42 -07:00
body_2d_sw.h Clean physics direct body state usage in 2D and 3D physics 2021-08-25 08:57:42 -07:00
body_direct_state_2d_sw.cpp Clean physics direct body state usage in 2D and 3D physics 2021-08-25 08:57:42 -07:00
body_direct_state_2d_sw.h Clean physics direct body state usage in 2D and 3D physics 2021-08-25 08:57:42 -07:00
body_pair_2d_sw.cpp One-directional collision layer check for rigid bodies and soft bodies 2021-07-19 17:24:04 -07:00
body_pair_2d_sw.h One-directional collision layer check for rigid bodies and soft bodies 2021-07-19 17:24:04 -07:00
broad_phase_2d_bvh.cpp Dynamic BVH broadphase in 2D & 3D Godot Physics 2021-05-10 16:28:55 -07:00
broad_phase_2d_bvh.h Dynamic BVH broadphase in 2D & 3D Godot Physics 2021-05-10 16:28:55 -07:00
broad_phase_2d_sw.cpp
broad_phase_2d_sw.h Dynamic BVH broadphase in 2D & 3D Godot Physics 2021-05-10 16:28:55 -07:00
collision_object_2d_sw.cpp Fix and clean disabled shapes handling in godot physics servers 2021-06-22 16:51:47 -07:00
collision_object_2d_sw.h One-directional collision layer check for rigid bodies and soft bodies 2021-07-19 17:24:04 -07:00
collision_solver_2d_sat.cpp Rename LineShape2D to WorldMarginShape2D 2021-08-14 03:12:13 +02:00
collision_solver_2d_sat.h
collision_solver_2d_sw.cpp Rename LineShape2D to WorldMarginShape2D 2021-08-14 03:12:13 +02:00
collision_solver_2d_sw.h Rename LineShape2D to WorldMarginShape2D 2021-08-14 03:12:13 +02:00
constraint_2d_sw.h Godot Physics collisions and solver processed on threads 2021-04-26 18:26:00 -07:00
joints_2d_sw.cpp Rename Vector2 clamped to limit_length and add limit_length to Vector3 2021-06-03 12:04:57 -04:00
joints_2d_sw.h Godot Physics collisions and solver processed on threads 2021-04-26 18:26:00 -07:00
physics_server_2d_sw.cpp Clean physics direct body state usage in 2D and 3D physics 2021-08-25 08:57:42 -07:00
physics_server_2d_sw.h Clean physics direct body state usage in 2D and 3D physics 2021-08-25 08:57:42 -07:00
physics_server_2d_wrap_mt.cpp Refactor CommandQueueMT 2021-06-09 13:10:49 -03:00
physics_server_2d_wrap_mt.h Clean physics direct body state usage in 2D and 3D physics 2021-08-25 08:57:42 -07:00
SCsub
shape_2d_sw.cpp Rename LineShape2D to WorldMarginShape2D 2021-08-14 03:12:13 +02:00
shape_2d_sw.h Fix compilation warnings in Shape2DSW/Shape3DSW 2021-08-19 16:19:49 -07:00
space_2d_sw.cpp Clean physics direct body state usage in 2D and 3D physics 2021-08-25 08:57:42 -07:00
space_2d_sw.h Clean physics direct body state usage in 2D and 3D physics 2021-08-25 08:57:42 -07:00
step_2d_sw.cpp Clean physics direct body state usage in 2D and 3D physics 2021-08-25 08:57:42 -07:00
step_2d_sw.h Godot Physics collisions and solver processed on threads 2021-04-26 18:26:00 -07:00