2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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2020-03-26 21:49:16 +00:00
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/* physics_joint_3d.cpp */
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2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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2017-08-27 12:16:55 +00:00
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/* https://godotengine.org */
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2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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2020-01-01 10:16:22 +00:00
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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2014-02-10 01:10:30 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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2018-01-04 23:50:27 +00:00
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2020-03-26 21:49:16 +00:00
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#include "physics_joint_3d.h"
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2014-09-15 14:33:30 +00:00
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2020-03-26 21:49:16 +00:00
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void Joint3D::_update_joint(bool p_only_free) {
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2014-09-15 14:33:30 +00:00
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if (joint.is_valid()) {
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2017-08-29 21:15:12 +00:00
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if (ba.is_valid() && bb.is_valid())
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2020-03-27 18:21:27 +00:00
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PhysicsServer3D::get_singleton()->body_remove_collision_exception(ba, bb);
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2015-12-08 20:47:12 +00:00
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2020-03-27 18:21:27 +00:00
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PhysicsServer3D::get_singleton()->free(joint);
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2017-03-05 15:44:50 +00:00
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joint = RID();
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ba = RID();
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bb = RID();
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2014-09-15 14:33:30 +00:00
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}
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2014-11-06 00:20:42 +00:00
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if (p_only_free || !is_inside_tree())
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2014-09-15 14:33:30 +00:00
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return;
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2020-04-01 23:20:12 +00:00
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Node *node_a = has_node(get_node_a()) ? get_node(get_node_a()) : (Node *)nullptr;
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Node *node_b = has_node(get_node_b()) ? get_node(get_node_b()) : (Node *)nullptr;
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2014-09-15 14:33:30 +00:00
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2020-03-26 21:49:16 +00:00
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PhysicsBody3D *body_a = Object::cast_to<PhysicsBody3D>(node_a);
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PhysicsBody3D *body_b = Object::cast_to<PhysicsBody3D>(node_b);
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2014-09-15 14:33:30 +00:00
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2018-08-16 06:23:08 +00:00
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if (!body_a && body_b)
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2017-03-05 15:44:50 +00:00
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SWAP(body_a, body_b);
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2018-08-16 06:23:08 +00:00
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if (!body_a)
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return;
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2014-09-15 14:33:30 +00:00
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2017-03-05 15:44:50 +00:00
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joint = _configure_joint(body_a, body_b);
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2014-09-15 14:33:30 +00:00
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2017-08-29 21:15:12 +00:00
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if (!joint.is_valid())
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return;
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2020-03-27 18:21:27 +00:00
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PhysicsServer3D::get_singleton()->joint_set_solver_priority(joint, solver_priority);
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2014-10-03 03:10:51 +00:00
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2017-08-29 21:15:12 +00:00
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ba = body_a->get_rid();
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2018-08-16 06:23:08 +00:00
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if (body_b)
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bb = body_b->get_rid();
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2014-09-15 14:33:30 +00:00
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2020-03-27 18:21:27 +00:00
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PhysicsServer3D::get_singleton()->joint_disable_collisions_between_bodies(joint, exclude_from_collision);
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2014-09-15 14:33:30 +00:00
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}
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2020-03-26 21:49:16 +00:00
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void Joint3D::set_node_a(const NodePath &p_node_a) {
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2017-03-05 15:44:50 +00:00
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if (a == p_node_a)
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2014-09-15 14:33:30 +00:00
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return;
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2017-03-05 15:44:50 +00:00
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a = p_node_a;
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2014-09-15 14:33:30 +00:00
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_update_joint();
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}
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2020-03-26 21:49:16 +00:00
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NodePath Joint3D::get_node_a() const {
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2014-09-15 14:33:30 +00:00
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return a;
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}
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2020-03-26 21:49:16 +00:00
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void Joint3D::set_node_b(const NodePath &p_node_b) {
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2017-03-05 15:44:50 +00:00
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if (b == p_node_b)
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2014-09-15 14:33:30 +00:00
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return;
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2017-03-05 15:44:50 +00:00
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b = p_node_b;
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2014-09-15 14:33:30 +00:00
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_update_joint();
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}
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2020-03-26 21:49:16 +00:00
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NodePath Joint3D::get_node_b() const {
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2014-09-15 14:33:30 +00:00
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return b;
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}
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2020-03-26 21:49:16 +00:00
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void Joint3D::set_solver_priority(int p_priority) {
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2017-03-05 15:44:50 +00:00
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solver_priority = p_priority;
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2014-10-03 03:10:51 +00:00
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if (joint.is_valid())
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2020-03-27 18:21:27 +00:00
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PhysicsServer3D::get_singleton()->joint_set_solver_priority(joint, solver_priority);
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2014-10-03 03:10:51 +00:00
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}
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2020-03-26 21:49:16 +00:00
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int Joint3D::get_solver_priority() const {
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2014-10-03 03:10:51 +00:00
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return solver_priority;
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}
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2020-03-26 21:49:16 +00:00
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void Joint3D::_notification(int p_what) {
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2017-03-05 15:44:50 +00:00
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switch (p_what) {
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2014-09-15 14:33:30 +00:00
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case NOTIFICATION_READY: {
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_update_joint();
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} break;
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2014-11-06 00:20:42 +00:00
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case NOTIFICATION_EXIT_TREE: {
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2014-09-15 14:33:30 +00:00
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if (joint.is_valid()) {
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_update_joint(true);
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}
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} break;
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}
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}
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2020-03-26 21:49:16 +00:00
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void Joint3D::set_exclude_nodes_from_collision(bool p_enable) {
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2017-03-05 15:44:50 +00:00
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if (exclude_from_collision == p_enable)
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2015-12-08 20:47:12 +00:00
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return;
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2017-03-05 15:44:50 +00:00
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exclude_from_collision = p_enable;
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2015-12-08 20:47:12 +00:00
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_update_joint();
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}
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2020-03-26 21:49:16 +00:00
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bool Joint3D::get_exclude_nodes_from_collision() const {
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2015-12-08 20:47:12 +00:00
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return exclude_from_collision;
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}
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2020-03-26 21:49:16 +00:00
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void Joint3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_node_a", "node"), &Joint3D::set_node_a);
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ClassDB::bind_method(D_METHOD("get_node_a"), &Joint3D::get_node_a);
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2014-09-15 14:33:30 +00:00
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2020-03-26 21:49:16 +00:00
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ClassDB::bind_method(D_METHOD("set_node_b", "node"), &Joint3D::set_node_b);
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ClassDB::bind_method(D_METHOD("get_node_b"), &Joint3D::get_node_b);
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2015-12-08 20:47:12 +00:00
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2020-03-26 21:49:16 +00:00
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ClassDB::bind_method(D_METHOD("set_solver_priority", "priority"), &Joint3D::set_solver_priority);
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ClassDB::bind_method(D_METHOD("get_solver_priority"), &Joint3D::get_solver_priority);
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2015-12-08 20:47:12 +00:00
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2020-03-26 21:49:16 +00:00
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ClassDB::bind_method(D_METHOD("set_exclude_nodes_from_collision", "enable"), &Joint3D::set_exclude_nodes_from_collision);
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ClassDB::bind_method(D_METHOD("get_exclude_nodes_from_collision"), &Joint3D::get_exclude_nodes_from_collision);
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2015-12-08 20:47:12 +00:00
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2020-03-26 21:49:16 +00:00
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ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "nodes/node_a", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "CollisionObject3D"), "set_node_a", "get_node_a");
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ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "nodes/node_b", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "CollisionObject3D"), "set_node_b", "get_node_b");
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2017-03-05 15:44:50 +00:00
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ADD_PROPERTY(PropertyInfo(Variant::INT, "solver/priority", PROPERTY_HINT_RANGE, "1,8,1"), "set_solver_priority", "get_solver_priority");
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2014-09-15 14:33:30 +00:00
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2017-03-05 15:44:50 +00:00
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collision/exclude_nodes"), "set_exclude_nodes_from_collision", "get_exclude_nodes_from_collision");
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2014-09-15 14:33:30 +00:00
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}
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2020-03-26 21:49:16 +00:00
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Joint3D::Joint3D() {
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2017-03-05 15:44:50 +00:00
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exclude_from_collision = true;
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solver_priority = 1;
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2017-01-12 23:35:46 +00:00
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set_notify_transform(true);
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2014-09-15 14:33:30 +00:00
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}
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///////////////////////////////////
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2020-03-26 21:49:16 +00:00
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void PinJoint3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &PinJoint3D::set_param);
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ClassDB::bind_method(D_METHOD("get_param", "param"), &PinJoint3D::get_param);
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2014-09-15 14:33:30 +00:00
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Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "params/bias", PROPERTY_HINT_RANGE, "0.01,0.99,0.01"), "set_param", "get_param", PARAM_BIAS);
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "params/damping", PROPERTY_HINT_RANGE, "0.01,8.0,0.01"), "set_param", "get_param", PARAM_DAMPING);
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ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "params/impulse_clamp", PROPERTY_HINT_RANGE, "0.0,64.0,0.01"), "set_param", "get_param", PARAM_IMPULSE_CLAMP);
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2014-09-15 14:33:30 +00:00
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2017-08-20 15:45:01 +00:00
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BIND_ENUM_CONSTANT(PARAM_BIAS);
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BIND_ENUM_CONSTANT(PARAM_DAMPING);
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BIND_ENUM_CONSTANT(PARAM_IMPULSE_CLAMP);
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2014-09-15 14:33:30 +00:00
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}
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2020-03-26 21:49:16 +00:00
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void PinJoint3D::set_param(Param p_param, float p_value) {
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2017-03-05 15:44:50 +00:00
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ERR_FAIL_INDEX(p_param, 3);
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params[p_param] = p_value;
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2014-09-15 14:33:30 +00:00
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if (get_joint().is_valid())
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2020-03-27 18:21:27 +00:00
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PhysicsServer3D::get_singleton()->pin_joint_set_param(get_joint(), PhysicsServer3D::PinJointParam(p_param), p_value);
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2014-09-15 14:33:30 +00:00
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}
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2020-03-26 21:49:16 +00:00
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float PinJoint3D::get_param(Param p_param) const {
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2017-03-05 15:44:50 +00:00
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ERR_FAIL_INDEX_V(p_param, 3, 0);
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2014-09-15 14:33:30 +00:00
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return params[p_param];
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}
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2020-03-26 21:49:16 +00:00
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RID PinJoint3D::_configure_joint(PhysicsBody3D *body_a, PhysicsBody3D *body_b) {
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2014-09-15 14:33:30 +00:00
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Vector3 pinpos = get_global_transform().origin;
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Vector3 local_a = body_a->get_global_transform().affine_inverse().xform(pinpos);
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Vector3 local_b;
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if (body_b)
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local_b = body_b->get_global_transform().affine_inverse().xform(pinpos);
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else
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2017-03-05 15:44:50 +00:00
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local_b = pinpos;
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2014-09-15 14:33:30 +00:00
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2020-03-27 18:21:27 +00:00
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RID j = PhysicsServer3D::get_singleton()->joint_create_pin(body_a->get_rid(), local_a, body_b ? body_b->get_rid() : RID(), local_b);
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2017-03-05 15:44:50 +00:00
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for (int i = 0; i < 3; i++) {
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2020-03-27 18:21:27 +00:00
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PhysicsServer3D::get_singleton()->pin_joint_set_param(j, PhysicsServer3D::PinJointParam(i), params[i]);
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2014-09-15 14:33:30 +00:00
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}
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return j;
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}
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2020-03-26 21:49:16 +00:00
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PinJoint3D::PinJoint3D() {
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2017-03-05 15:44:50 +00:00
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params[PARAM_BIAS] = 0.3;
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params[PARAM_DAMPING] = 1;
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params[PARAM_IMPULSE_CLAMP] = 0;
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2014-09-15 14:33:30 +00:00
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}
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/////////////////////////////////////////////////
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///////////////////////////////////
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2020-03-26 21:49:16 +00:00
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void HingeJoint3D::_set_upper_limit(float p_limit) {
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2017-03-05 15:44:50 +00:00
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set_param(PARAM_LIMIT_UPPER, Math::deg2rad(p_limit));
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2014-09-15 14:33:30 +00:00
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}
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2020-03-26 21:49:16 +00:00
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float HingeJoint3D::_get_upper_limit() const {
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2014-09-15 14:33:30 +00:00
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return Math::rad2deg(get_param(PARAM_LIMIT_UPPER));
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}
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2020-03-26 21:49:16 +00:00
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void HingeJoint3D::_set_lower_limit(float p_limit) {
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2017-03-05 15:44:50 +00:00
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set_param(PARAM_LIMIT_LOWER, Math::deg2rad(p_limit));
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2014-09-15 14:33:30 +00:00
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}
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2020-03-26 21:49:16 +00:00
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float HingeJoint3D::_get_lower_limit() const {
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2014-09-15 14:33:30 +00:00
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return Math::rad2deg(get_param(PARAM_LIMIT_LOWER));
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}
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2020-03-26 21:49:16 +00:00
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void HingeJoint3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &HingeJoint3D::set_param);
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ClassDB::bind_method(D_METHOD("get_param", "param"), &HingeJoint3D::get_param);
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2014-09-15 14:33:30 +00:00
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2020-03-26 21:49:16 +00:00
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ClassDB::bind_method(D_METHOD("set_flag", "flag", "enabled"), &HingeJoint3D::set_flag);
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ClassDB::bind_method(D_METHOD("get_flag", "flag"), &HingeJoint3D::get_flag);
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2014-09-15 14:33:30 +00:00
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2020-03-26 21:49:16 +00:00
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ClassDB::bind_method(D_METHOD("_set_upper_limit", "upper_limit"), &HingeJoint3D::_set_upper_limit);
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ClassDB::bind_method(D_METHOD("_get_upper_limit"), &HingeJoint3D::_get_upper_limit);
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2014-09-15 14:33:30 +00:00
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|
|
2020-03-26 21:49:16 +00:00
|
|
|
ClassDB::bind_method(D_METHOD("_set_lower_limit", "lower_limit"), &HingeJoint3D::_set_lower_limit);
|
|
|
|
ClassDB::bind_method(D_METHOD("_get_lower_limit"), &HingeJoint3D::_get_lower_limit);
|
2014-09-15 14:33:30 +00:00
|
|
|
|
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "params/bias", PROPERTY_HINT_RANGE, "0.00,0.99,0.01"), "set_param", "get_param", PARAM_BIAS);
|
2014-09-15 14:33:30 +00:00
|
|
|
|
2017-03-05 15:44:50 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_limit/enable"), "set_flag", "get_flag", FLAG_USE_LIMIT);
|
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_limit/upper", PROPERTY_HINT_RANGE, "-180,180,0.1"), "_set_upper_limit", "_get_upper_limit");
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_limit/lower", PROPERTY_HINT_RANGE, "-180,180,0.1"), "_set_lower_limit", "_get_lower_limit");
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/bias", PROPERTY_HINT_RANGE, "0.01,0.99,0.01"), "set_param", "get_param", PARAM_LIMIT_BIAS);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param", "get_param", PARAM_LIMIT_SOFTNESS);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/relaxation", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param", "get_param", PARAM_LIMIT_RELAXATION);
|
2014-09-15 14:33:30 +00:00
|
|
|
|
2017-03-05 15:44:50 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "motor/enable"), "set_flag", "get_flag", FLAG_ENABLE_MOTOR);
|
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "motor/target_velocity", PROPERTY_HINT_RANGE, "-200,200,0.01,or_greater,or_lesser"), "set_param", "get_param", PARAM_MOTOR_TARGET_VELOCITY);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "motor/max_impulse", PROPERTY_HINT_RANGE, "0.01,1024,0.01"), "set_param", "get_param", PARAM_MOTOR_MAX_IMPULSE);
|
2014-09-15 14:33:30 +00:00
|
|
|
|
2017-08-20 15:45:01 +00:00
|
|
|
BIND_ENUM_CONSTANT(PARAM_BIAS);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_LIMIT_UPPER);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_LIMIT_LOWER);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_LIMIT_BIAS);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_LIMIT_SOFTNESS);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_LIMIT_RELAXATION);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_MOTOR_TARGET_VELOCITY);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_MOTOR_MAX_IMPULSE);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_MAX);
|
2014-09-15 14:33:30 +00:00
|
|
|
|
2017-08-20 15:45:01 +00:00
|
|
|
BIND_ENUM_CONSTANT(FLAG_USE_LIMIT);
|
|
|
|
BIND_ENUM_CONSTANT(FLAG_ENABLE_MOTOR);
|
|
|
|
BIND_ENUM_CONSTANT(FLAG_MAX);
|
2014-09-15 14:33:30 +00:00
|
|
|
}
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
void HingeJoint3D::set_param(Param p_param, float p_value) {
|
2017-03-05 15:44:50 +00:00
|
|
|
ERR_FAIL_INDEX(p_param, PARAM_MAX);
|
|
|
|
params[p_param] = p_value;
|
2014-09-15 14:33:30 +00:00
|
|
|
if (get_joint().is_valid())
|
2020-03-27 18:21:27 +00:00
|
|
|
PhysicsServer3D::get_singleton()->hinge_joint_set_param(get_joint(), PhysicsServer3D::HingeJointParam(p_param), p_value);
|
2014-09-15 14:33:30 +00:00
|
|
|
|
|
|
|
update_gizmo();
|
|
|
|
}
|
2020-03-26 21:49:16 +00:00
|
|
|
float HingeJoint3D::get_param(Param p_param) const {
|
2017-03-05 15:44:50 +00:00
|
|
|
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
|
2014-09-15 14:33:30 +00:00
|
|
|
return params[p_param];
|
|
|
|
}
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
void HingeJoint3D::set_flag(Flag p_flag, bool p_value) {
|
2017-03-05 15:44:50 +00:00
|
|
|
ERR_FAIL_INDEX(p_flag, FLAG_MAX);
|
|
|
|
flags[p_flag] = p_value;
|
2014-09-15 14:33:30 +00:00
|
|
|
if (get_joint().is_valid())
|
2020-03-27 18:21:27 +00:00
|
|
|
PhysicsServer3D::get_singleton()->hinge_joint_set_flag(get_joint(), PhysicsServer3D::HingeJointFlag(p_flag), p_value);
|
2014-09-15 14:33:30 +00:00
|
|
|
|
|
|
|
update_gizmo();
|
|
|
|
}
|
2020-03-26 21:49:16 +00:00
|
|
|
bool HingeJoint3D::get_flag(Flag p_flag) const {
|
2017-03-05 15:44:50 +00:00
|
|
|
ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
|
2014-09-15 14:33:30 +00:00
|
|
|
return flags[p_flag];
|
|
|
|
}
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
RID HingeJoint3D::_configure_joint(PhysicsBody3D *body_a, PhysicsBody3D *body_b) {
|
2014-09-15 14:33:30 +00:00
|
|
|
Transform gt = get_global_transform();
|
|
|
|
Transform ainv = body_a->get_global_transform().affine_inverse();
|
|
|
|
|
|
|
|
Transform local_a = ainv * gt;
|
|
|
|
local_a.orthonormalize();
|
|
|
|
Transform local_b = gt;
|
|
|
|
|
|
|
|
if (body_b) {
|
|
|
|
Transform binv = body_b->get_global_transform().affine_inverse();
|
|
|
|
local_b = binv * gt;
|
|
|
|
}
|
|
|
|
|
|
|
|
local_b.orthonormalize();
|
|
|
|
|
2020-03-27 18:21:27 +00:00
|
|
|
RID j = PhysicsServer3D::get_singleton()->joint_create_hinge(body_a->get_rid(), local_a, body_b ? body_b->get_rid() : RID(), local_b);
|
2017-03-05 15:44:50 +00:00
|
|
|
for (int i = 0; i < PARAM_MAX; i++) {
|
2020-03-27 18:21:27 +00:00
|
|
|
PhysicsServer3D::get_singleton()->hinge_joint_set_param(j, PhysicsServer3D::HingeJointParam(i), params[i]);
|
2014-09-15 14:33:30 +00:00
|
|
|
}
|
2017-03-05 15:44:50 +00:00
|
|
|
for (int i = 0; i < FLAG_MAX; i++) {
|
|
|
|
set_flag(Flag(i), flags[i]);
|
2020-03-27 18:21:27 +00:00
|
|
|
PhysicsServer3D::get_singleton()->hinge_joint_set_flag(j, PhysicsServer3D::HingeJointFlag(i), flags[i]);
|
2014-09-15 14:33:30 +00:00
|
|
|
}
|
|
|
|
return j;
|
|
|
|
}
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
HingeJoint3D::HingeJoint3D() {
|
2017-03-05 15:44:50 +00:00
|
|
|
params[PARAM_BIAS] = 0.3;
|
|
|
|
params[PARAM_LIMIT_UPPER] = Math_PI * 0.5;
|
|
|
|
params[PARAM_LIMIT_LOWER] = -Math_PI * 0.5;
|
|
|
|
params[PARAM_LIMIT_BIAS] = 0.3;
|
|
|
|
params[PARAM_LIMIT_SOFTNESS] = 0.9;
|
|
|
|
params[PARAM_LIMIT_RELAXATION] = 1.0;
|
|
|
|
params[PARAM_MOTOR_TARGET_VELOCITY] = 1;
|
|
|
|
params[PARAM_MOTOR_MAX_IMPULSE] = 1;
|
2014-09-15 14:33:30 +00:00
|
|
|
|
2017-03-05 15:44:50 +00:00
|
|
|
flags[FLAG_USE_LIMIT] = false;
|
|
|
|
flags[FLAG_ENABLE_MOTOR] = false;
|
2014-09-15 14:33:30 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////
|
|
|
|
|
|
|
|
//////////////////////////////////
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
void SliderJoint3D::_set_upper_limit_angular(float p_limit_angular) {
|
2017-03-05 15:44:50 +00:00
|
|
|
set_param(PARAM_ANGULAR_LIMIT_UPPER, Math::deg2rad(p_limit_angular));
|
2014-09-15 14:33:30 +00:00
|
|
|
}
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
float SliderJoint3D::_get_upper_limit_angular() const {
|
2014-09-15 14:33:30 +00:00
|
|
|
return Math::rad2deg(get_param(PARAM_ANGULAR_LIMIT_UPPER));
|
|
|
|
}
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
void SliderJoint3D::_set_lower_limit_angular(float p_limit_angular) {
|
2017-03-05 15:44:50 +00:00
|
|
|
set_param(PARAM_ANGULAR_LIMIT_LOWER, Math::deg2rad(p_limit_angular));
|
2014-09-15 14:33:30 +00:00
|
|
|
}
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
float SliderJoint3D::_get_lower_limit_angular() const {
|
2014-09-15 14:33:30 +00:00
|
|
|
return Math::rad2deg(get_param(PARAM_ANGULAR_LIMIT_LOWER));
|
|
|
|
}
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
void SliderJoint3D::_bind_methods() {
|
|
|
|
ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &SliderJoint3D::set_param);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_param", "param"), &SliderJoint3D::get_param);
|
2017-03-05 15:44:50 +00:00
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
ClassDB::bind_method(D_METHOD("_set_upper_limit_angular", "upper_limit_angular"), &SliderJoint3D::_set_upper_limit_angular);
|
|
|
|
ClassDB::bind_method(D_METHOD("_get_upper_limit_angular"), &SliderJoint3D::_get_upper_limit_angular);
|
2017-03-05 15:44:50 +00:00
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
ClassDB::bind_method(D_METHOD("_set_lower_limit_angular", "lower_limit_angular"), &SliderJoint3D::_set_lower_limit_angular);
|
|
|
|
ClassDB::bind_method(D_METHOD("_get_lower_limit_angular"), &SliderJoint3D::_get_lower_limit_angular);
|
2017-03-05 15:44:50 +00:00
|
|
|
|
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit/upper_distance", PROPERTY_HINT_RANGE, "-1024,1024,0.01"), "set_param", "get_param", PARAM_LINEAR_LIMIT_UPPER);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit/lower_distance", PROPERTY_HINT_RANGE, "-1024,1024,0.01"), "set_param", "get_param", PARAM_LINEAR_LIMIT_LOWER);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit/softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_LIMIT_SOFTNESS);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit/restitution", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_LIMIT_RESTITUTION);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit/damping", PROPERTY_HINT_RANGE, "0,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_LIMIT_DAMPING);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motion/softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_MOTION_SOFTNESS);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motion/restitution", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_MOTION_RESTITUTION);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motion/damping", PROPERTY_HINT_RANGE, "0,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_MOTION_DAMPING);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_ortho/softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_ORTHOGONAL_SOFTNESS);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_ortho/restitution", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_ORTHOGONAL_RESTITUTION);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_ortho/damping", PROPERTY_HINT_RANGE, "0,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_ORTHOGONAL_DAMPING);
|
|
|
|
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_limit/upper_angle", PROPERTY_HINT_RANGE, "-180,180,0.1"), "_set_upper_limit_angular", "_get_upper_limit_angular");
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_limit/lower_angle", PROPERTY_HINT_RANGE, "-180,180,0.1"), "_set_lower_limit_angular", "_get_lower_limit_angular");
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_LIMIT_SOFTNESS);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/restitution", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_LIMIT_RESTITUTION);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/damping", PROPERTY_HINT_RANGE, "0,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_LIMIT_DAMPING);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motion/softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_MOTION_SOFTNESS);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motion/restitution", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_MOTION_RESTITUTION);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motion/damping", PROPERTY_HINT_RANGE, "0,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_MOTION_DAMPING);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_ortho/softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_ORTHOGONAL_SOFTNESS);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_ortho/restitution", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_ORTHOGONAL_RESTITUTION);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_ortho/damping", PROPERTY_HINT_RANGE, "0,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_ORTHOGONAL_DAMPING);
|
2017-03-05 15:44:50 +00:00
|
|
|
|
2017-08-20 15:45:01 +00:00
|
|
|
BIND_ENUM_CONSTANT(PARAM_LINEAR_LIMIT_UPPER);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_LINEAR_LIMIT_LOWER);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_LINEAR_LIMIT_SOFTNESS);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_LINEAR_LIMIT_RESTITUTION);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_LINEAR_LIMIT_DAMPING);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_LINEAR_MOTION_SOFTNESS);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_LINEAR_MOTION_RESTITUTION);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_LINEAR_MOTION_DAMPING);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_LINEAR_ORTHOGONAL_SOFTNESS);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_LINEAR_ORTHOGONAL_RESTITUTION);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_LINEAR_ORTHOGONAL_DAMPING);
|
|
|
|
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_ANGULAR_LIMIT_UPPER);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_ANGULAR_LIMIT_LOWER);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_ANGULAR_LIMIT_SOFTNESS);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_ANGULAR_LIMIT_RESTITUTION);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_ANGULAR_LIMIT_DAMPING);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_ANGULAR_MOTION_SOFTNESS);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_ANGULAR_MOTION_RESTITUTION);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_ANGULAR_MOTION_DAMPING);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_ANGULAR_ORTHOGONAL_SOFTNESS);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_ANGULAR_ORTHOGONAL_RESTITUTION);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_ANGULAR_ORTHOGONAL_DAMPING);
|
|
|
|
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_MAX);
|
2017-03-05 15:44:50 +00:00
|
|
|
}
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
void SliderJoint3D::set_param(Param p_param, float p_value) {
|
2017-03-05 15:44:50 +00:00
|
|
|
ERR_FAIL_INDEX(p_param, PARAM_MAX);
|
|
|
|
params[p_param] = p_value;
|
2014-09-15 14:33:30 +00:00
|
|
|
if (get_joint().is_valid())
|
2020-03-27 18:21:27 +00:00
|
|
|
PhysicsServer3D::get_singleton()->slider_joint_set_param(get_joint(), PhysicsServer3D::SliderJointParam(p_param), p_value);
|
2014-09-15 14:33:30 +00:00
|
|
|
update_gizmo();
|
|
|
|
}
|
2020-03-26 21:49:16 +00:00
|
|
|
float SliderJoint3D::get_param(Param p_param) const {
|
2017-03-05 15:44:50 +00:00
|
|
|
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
|
2014-09-15 14:33:30 +00:00
|
|
|
return params[p_param];
|
|
|
|
}
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
RID SliderJoint3D::_configure_joint(PhysicsBody3D *body_a, PhysicsBody3D *body_b) {
|
2014-09-15 14:33:30 +00:00
|
|
|
Transform gt = get_global_transform();
|
|
|
|
Transform ainv = body_a->get_global_transform().affine_inverse();
|
|
|
|
|
|
|
|
Transform local_a = ainv * gt;
|
|
|
|
local_a.orthonormalize();
|
|
|
|
Transform local_b = gt;
|
|
|
|
|
|
|
|
if (body_b) {
|
|
|
|
Transform binv = body_b->get_global_transform().affine_inverse();
|
|
|
|
local_b = binv * gt;
|
|
|
|
}
|
|
|
|
|
|
|
|
local_b.orthonormalize();
|
|
|
|
|
2020-03-27 18:21:27 +00:00
|
|
|
RID j = PhysicsServer3D::get_singleton()->joint_create_slider(body_a->get_rid(), local_a, body_b ? body_b->get_rid() : RID(), local_b);
|
2017-03-05 15:44:50 +00:00
|
|
|
for (int i = 0; i < PARAM_MAX; i++) {
|
2020-03-27 18:21:27 +00:00
|
|
|
PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SliderJointParam(i), params[i]);
|
2014-09-15 14:33:30 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
return j;
|
|
|
|
}
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
SliderJoint3D::SliderJoint3D() {
|
2017-03-05 15:44:50 +00:00
|
|
|
params[PARAM_LINEAR_LIMIT_UPPER] = 1.0;
|
|
|
|
params[PARAM_LINEAR_LIMIT_LOWER] = -1.0;
|
|
|
|
params[PARAM_LINEAR_LIMIT_SOFTNESS] = 1.0;
|
|
|
|
params[PARAM_LINEAR_LIMIT_RESTITUTION] = 0.7;
|
|
|
|
params[PARAM_LINEAR_LIMIT_DAMPING] = 1.0;
|
|
|
|
params[PARAM_LINEAR_MOTION_SOFTNESS] = 1.0;
|
|
|
|
params[PARAM_LINEAR_MOTION_RESTITUTION] = 0.7;
|
|
|
|
params[PARAM_LINEAR_MOTION_DAMPING] = 0; //1.0;
|
|
|
|
params[PARAM_LINEAR_ORTHOGONAL_SOFTNESS] = 1.0;
|
|
|
|
params[PARAM_LINEAR_ORTHOGONAL_RESTITUTION] = 0.7;
|
|
|
|
params[PARAM_LINEAR_ORTHOGONAL_DAMPING] = 1.0;
|
|
|
|
|
|
|
|
params[PARAM_ANGULAR_LIMIT_UPPER] = 0;
|
|
|
|
params[PARAM_ANGULAR_LIMIT_LOWER] = 0;
|
|
|
|
params[PARAM_ANGULAR_LIMIT_SOFTNESS] = 1.0;
|
|
|
|
params[PARAM_ANGULAR_LIMIT_RESTITUTION] = 0.7;
|
|
|
|
params[PARAM_ANGULAR_LIMIT_DAMPING] = 0; //1.0;
|
|
|
|
params[PARAM_ANGULAR_MOTION_SOFTNESS] = 1.0;
|
|
|
|
params[PARAM_ANGULAR_MOTION_RESTITUTION] = 0.7;
|
|
|
|
params[PARAM_ANGULAR_MOTION_DAMPING] = 1.0;
|
|
|
|
params[PARAM_ANGULAR_ORTHOGONAL_SOFTNESS] = 1.0;
|
|
|
|
params[PARAM_ANGULAR_ORTHOGONAL_RESTITUTION] = 0.7;
|
|
|
|
params[PARAM_ANGULAR_ORTHOGONAL_DAMPING] = 1.0;
|
2014-09-15 14:33:30 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
void ConeTwistJoint3D::_set_swing_span(float p_limit_angular) {
|
2017-03-05 15:44:50 +00:00
|
|
|
set_param(PARAM_SWING_SPAN, Math::deg2rad(p_limit_angular));
|
2014-09-15 14:33:30 +00:00
|
|
|
}
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
float ConeTwistJoint3D::_get_swing_span() const {
|
2014-09-15 14:33:30 +00:00
|
|
|
return Math::rad2deg(get_param(PARAM_SWING_SPAN));
|
|
|
|
}
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
void ConeTwistJoint3D::_set_twist_span(float p_limit_angular) {
|
2017-03-05 15:44:50 +00:00
|
|
|
set_param(PARAM_TWIST_SPAN, Math::deg2rad(p_limit_angular));
|
2014-09-15 14:33:30 +00:00
|
|
|
}
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
float ConeTwistJoint3D::_get_twist_span() const {
|
2014-09-15 14:33:30 +00:00
|
|
|
return Math::rad2deg(get_param(PARAM_TWIST_SPAN));
|
|
|
|
}
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
void ConeTwistJoint3D::_bind_methods() {
|
|
|
|
ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &ConeTwistJoint3D::set_param);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_param", "param"), &ConeTwistJoint3D::get_param);
|
2014-09-15 14:33:30 +00:00
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
ClassDB::bind_method(D_METHOD("_set_swing_span", "swing_span"), &ConeTwistJoint3D::_set_swing_span);
|
|
|
|
ClassDB::bind_method(D_METHOD("_get_swing_span"), &ConeTwistJoint3D::_get_swing_span);
|
2014-09-15 14:33:30 +00:00
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
ClassDB::bind_method(D_METHOD("_set_twist_span", "twist_span"), &ConeTwistJoint3D::_set_twist_span);
|
|
|
|
ClassDB::bind_method(D_METHOD("_get_twist_span"), &ConeTwistJoint3D::_get_twist_span);
|
2014-09-15 14:33:30 +00:00
|
|
|
|
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "swing_span", PROPERTY_HINT_RANGE, "-180,180,0.1"), "_set_swing_span", "_get_swing_span");
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "twist_span", PROPERTY_HINT_RANGE, "-40000,40000,0.1"), "_set_twist_span", "_get_twist_span");
|
2014-09-15 14:33:30 +00:00
|
|
|
|
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "bias", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_BIAS);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_SOFTNESS);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "relaxation", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_RELAXATION);
|
2014-09-15 14:33:30 +00:00
|
|
|
|
2017-08-20 15:45:01 +00:00
|
|
|
BIND_ENUM_CONSTANT(PARAM_SWING_SPAN);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_TWIST_SPAN);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_BIAS);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_SOFTNESS);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_RELAXATION);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_MAX);
|
2014-09-15 14:33:30 +00:00
|
|
|
}
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
void ConeTwistJoint3D::set_param(Param p_param, float p_value) {
|
2017-03-05 15:44:50 +00:00
|
|
|
ERR_FAIL_INDEX(p_param, PARAM_MAX);
|
|
|
|
params[p_param] = p_value;
|
2014-09-15 14:33:30 +00:00
|
|
|
if (get_joint().is_valid())
|
2020-03-27 18:21:27 +00:00
|
|
|
PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(get_joint(), PhysicsServer3D::ConeTwistJointParam(p_param), p_value);
|
2014-09-15 14:33:30 +00:00
|
|
|
|
|
|
|
update_gizmo();
|
|
|
|
}
|
2020-03-26 21:49:16 +00:00
|
|
|
float ConeTwistJoint3D::get_param(Param p_param) const {
|
2017-03-05 15:44:50 +00:00
|
|
|
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
|
2014-09-15 14:33:30 +00:00
|
|
|
return params[p_param];
|
|
|
|
}
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
RID ConeTwistJoint3D::_configure_joint(PhysicsBody3D *body_a, PhysicsBody3D *body_b) {
|
2014-09-15 14:33:30 +00:00
|
|
|
Transform gt = get_global_transform();
|
|
|
|
//Vector3 cone_twistpos = gt.origin;
|
|
|
|
//Vector3 cone_twistdir = gt.basis.get_axis(2);
|
|
|
|
|
|
|
|
Transform ainv = body_a->get_global_transform().affine_inverse();
|
|
|
|
|
|
|
|
Transform local_a = ainv * gt;
|
|
|
|
local_a.orthonormalize();
|
|
|
|
Transform local_b = gt;
|
|
|
|
|
|
|
|
if (body_b) {
|
|
|
|
Transform binv = body_b->get_global_transform().affine_inverse();
|
|
|
|
local_b = binv * gt;
|
|
|
|
}
|
|
|
|
|
|
|
|
local_b.orthonormalize();
|
|
|
|
|
2020-03-27 18:21:27 +00:00
|
|
|
RID j = PhysicsServer3D::get_singleton()->joint_create_cone_twist(body_a->get_rid(), local_a, body_b ? body_b->get_rid() : RID(), local_b);
|
2017-03-05 15:44:50 +00:00
|
|
|
for (int i = 0; i < PARAM_MAX; i++) {
|
2020-03-27 18:21:27 +00:00
|
|
|
PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(j, PhysicsServer3D::ConeTwistJointParam(i), params[i]);
|
2014-09-15 14:33:30 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
return j;
|
|
|
|
}
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
ConeTwistJoint3D::ConeTwistJoint3D() {
|
2017-03-05 15:44:50 +00:00
|
|
|
params[PARAM_SWING_SPAN] = Math_PI * 0.25;
|
|
|
|
params[PARAM_TWIST_SPAN] = Math_PI;
|
|
|
|
params[PARAM_BIAS] = 0.3;
|
|
|
|
params[PARAM_SOFTNESS] = 0.8;
|
|
|
|
params[PARAM_RELAXATION] = 1.0;
|
2014-09-15 14:33:30 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
void Generic6DOFJoint3D::_set_angular_hi_limit_x(float p_limit_angular) {
|
2017-03-05 15:44:50 +00:00
|
|
|
set_param_x(PARAM_ANGULAR_UPPER_LIMIT, Math::deg2rad(p_limit_angular));
|
2014-09-15 14:33:30 +00:00
|
|
|
}
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
float Generic6DOFJoint3D::_get_angular_hi_limit_x() const {
|
2014-09-15 14:33:30 +00:00
|
|
|
return Math::rad2deg(get_param_x(PARAM_ANGULAR_UPPER_LIMIT));
|
|
|
|
}
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
void Generic6DOFJoint3D::_set_angular_lo_limit_x(float p_limit_angular) {
|
2017-03-05 15:44:50 +00:00
|
|
|
set_param_x(PARAM_ANGULAR_LOWER_LIMIT, Math::deg2rad(p_limit_angular));
|
2014-09-15 14:33:30 +00:00
|
|
|
}
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
float Generic6DOFJoint3D::_get_angular_lo_limit_x() const {
|
2014-09-15 14:33:30 +00:00
|
|
|
return Math::rad2deg(get_param_x(PARAM_ANGULAR_LOWER_LIMIT));
|
|
|
|
}
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
void Generic6DOFJoint3D::_set_angular_hi_limit_y(float p_limit_angular) {
|
2017-03-05 15:44:50 +00:00
|
|
|
set_param_y(PARAM_ANGULAR_UPPER_LIMIT, Math::deg2rad(p_limit_angular));
|
2014-09-15 14:33:30 +00:00
|
|
|
}
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
float Generic6DOFJoint3D::_get_angular_hi_limit_y() const {
|
2014-09-15 14:33:30 +00:00
|
|
|
return Math::rad2deg(get_param_y(PARAM_ANGULAR_UPPER_LIMIT));
|
|
|
|
}
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
void Generic6DOFJoint3D::_set_angular_lo_limit_y(float p_limit_angular) {
|
2017-03-05 15:44:50 +00:00
|
|
|
set_param_y(PARAM_ANGULAR_LOWER_LIMIT, Math::deg2rad(p_limit_angular));
|
2014-09-15 14:33:30 +00:00
|
|
|
}
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
float Generic6DOFJoint3D::_get_angular_lo_limit_y() const {
|
2014-09-15 14:33:30 +00:00
|
|
|
return Math::rad2deg(get_param_y(PARAM_ANGULAR_LOWER_LIMIT));
|
|
|
|
}
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
void Generic6DOFJoint3D::_set_angular_hi_limit_z(float p_limit_angular) {
|
2017-03-05 15:44:50 +00:00
|
|
|
set_param_z(PARAM_ANGULAR_UPPER_LIMIT, Math::deg2rad(p_limit_angular));
|
2014-09-15 14:33:30 +00:00
|
|
|
}
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
float Generic6DOFJoint3D::_get_angular_hi_limit_z() const {
|
2014-09-15 14:33:30 +00:00
|
|
|
return Math::rad2deg(get_param_z(PARAM_ANGULAR_UPPER_LIMIT));
|
|
|
|
}
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
void Generic6DOFJoint3D::_set_angular_lo_limit_z(float p_limit_angular) {
|
2017-03-05 15:44:50 +00:00
|
|
|
set_param_z(PARAM_ANGULAR_LOWER_LIMIT, Math::deg2rad(p_limit_angular));
|
2014-09-15 14:33:30 +00:00
|
|
|
}
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
float Generic6DOFJoint3D::_get_angular_lo_limit_z() const {
|
2014-09-15 14:33:30 +00:00
|
|
|
return Math::rad2deg(get_param_z(PARAM_ANGULAR_LOWER_LIMIT));
|
|
|
|
}
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
void Generic6DOFJoint3D::_bind_methods() {
|
|
|
|
ClassDB::bind_method(D_METHOD("_set_angular_hi_limit_x", "angle"), &Generic6DOFJoint3D::_set_angular_hi_limit_x);
|
|
|
|
ClassDB::bind_method(D_METHOD("_get_angular_hi_limit_x"), &Generic6DOFJoint3D::_get_angular_hi_limit_x);
|
2017-03-05 15:44:50 +00:00
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
ClassDB::bind_method(D_METHOD("_set_angular_lo_limit_x", "angle"), &Generic6DOFJoint3D::_set_angular_lo_limit_x);
|
|
|
|
ClassDB::bind_method(D_METHOD("_get_angular_lo_limit_x"), &Generic6DOFJoint3D::_get_angular_lo_limit_x);
|
2017-03-05 15:44:50 +00:00
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
ClassDB::bind_method(D_METHOD("_set_angular_hi_limit_y", "angle"), &Generic6DOFJoint3D::_set_angular_hi_limit_y);
|
|
|
|
ClassDB::bind_method(D_METHOD("_get_angular_hi_limit_y"), &Generic6DOFJoint3D::_get_angular_hi_limit_y);
|
2017-03-05 15:44:50 +00:00
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
ClassDB::bind_method(D_METHOD("_set_angular_lo_limit_y", "angle"), &Generic6DOFJoint3D::_set_angular_lo_limit_y);
|
|
|
|
ClassDB::bind_method(D_METHOD("_get_angular_lo_limit_y"), &Generic6DOFJoint3D::_get_angular_lo_limit_y);
|
2017-03-05 15:44:50 +00:00
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
ClassDB::bind_method(D_METHOD("_set_angular_hi_limit_z", "angle"), &Generic6DOFJoint3D::_set_angular_hi_limit_z);
|
|
|
|
ClassDB::bind_method(D_METHOD("_get_angular_hi_limit_z"), &Generic6DOFJoint3D::_get_angular_hi_limit_z);
|
2017-03-05 15:44:50 +00:00
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
ClassDB::bind_method(D_METHOD("_set_angular_lo_limit_z", "angle"), &Generic6DOFJoint3D::_set_angular_lo_limit_z);
|
|
|
|
ClassDB::bind_method(D_METHOD("_get_angular_lo_limit_z"), &Generic6DOFJoint3D::_get_angular_lo_limit_z);
|
2017-03-05 15:44:50 +00:00
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
ClassDB::bind_method(D_METHOD("set_param_x", "param", "value"), &Generic6DOFJoint3D::set_param_x);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_param_x", "param"), &Generic6DOFJoint3D::get_param_x);
|
2017-03-05 15:44:50 +00:00
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
ClassDB::bind_method(D_METHOD("set_param_y", "param", "value"), &Generic6DOFJoint3D::set_param_y);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_param_y", "param"), &Generic6DOFJoint3D::get_param_y);
|
2017-03-05 15:44:50 +00:00
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
ClassDB::bind_method(D_METHOD("set_param_z", "param", "value"), &Generic6DOFJoint3D::set_param_z);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_param_z", "param"), &Generic6DOFJoint3D::get_param_z);
|
2017-03-05 15:44:50 +00:00
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
ClassDB::bind_method(D_METHOD("set_flag_x", "flag", "value"), &Generic6DOFJoint3D::set_flag_x);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_flag_x", "flag"), &Generic6DOFJoint3D::get_flag_x);
|
2017-03-05 15:44:50 +00:00
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
ClassDB::bind_method(D_METHOD("set_flag_y", "flag", "value"), &Generic6DOFJoint3D::set_flag_y);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_flag_y", "flag"), &Generic6DOFJoint3D::get_flag_y);
|
2017-03-05 15:44:50 +00:00
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
ClassDB::bind_method(D_METHOD("set_flag_z", "flag", "value"), &Generic6DOFJoint3D::set_flag_z);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_flag_z", "flag"), &Generic6DOFJoint3D::get_flag_z);
|
2017-03-05 15:44:50 +00:00
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
ClassDB::bind_method(D_METHOD("set_precision", "precision"), &Generic6DOFJoint3D::set_precision);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_precision"), &Generic6DOFJoint3D::get_precision);
|
2018-11-27 06:11:28 +00:00
|
|
|
|
2017-03-05 15:44:50 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_limit_x/enabled"), "set_flag_x", "get_flag_x", FLAG_ENABLE_LINEAR_LIMIT);
|
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_x/upper_distance"), "set_param_x", "get_param_x", PARAM_LINEAR_UPPER_LIMIT);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_x/lower_distance"), "set_param_x", "get_param_x", PARAM_LINEAR_LOWER_LIMIT);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_x/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_x", "get_param_x", PARAM_LINEAR_LIMIT_SOFTNESS);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_x/restitution", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_x", "get_param_x", PARAM_LINEAR_RESTITUTION);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_x/damping", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_x", "get_param_x", PARAM_LINEAR_DAMPING);
|
2018-03-16 12:07:52 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_motor_x/enabled"), "set_flag_x", "get_flag_x", FLAG_ENABLE_LINEAR_MOTOR);
|
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motor_x/target_velocity"), "set_param_x", "get_param_x", PARAM_LINEAR_MOTOR_TARGET_VELOCITY);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motor_x/force_limit"), "set_param_x", "get_param_x", PARAM_LINEAR_MOTOR_FORCE_LIMIT);
|
2018-11-09 11:58:57 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_spring_x/enabled"), "set_flag_x", "get_flag_x", FLAG_ENABLE_LINEAR_SPRING);
|
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_x/stiffness"), "set_param_x", "get_param_x", PARAM_LINEAR_SPRING_STIFFNESS);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_x/damping"), "set_param_x", "get_param_x", PARAM_LINEAR_SPRING_DAMPING);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_x/equilibrium_point"), "set_param_x", "get_param_x", PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT);
|
2018-11-09 11:58:57 +00:00
|
|
|
|
2017-03-05 15:44:50 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_limit_x/enabled"), "set_flag_x", "get_flag_x", FLAG_ENABLE_ANGULAR_LIMIT);
|
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_limit_x/upper_angle", PROPERTY_HINT_RANGE, "-180,180,0.01"), "_set_angular_hi_limit_x", "_get_angular_hi_limit_x");
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_limit_x/lower_angle", PROPERTY_HINT_RANGE, "-180,180,0.01"), "_set_angular_lo_limit_x", "_get_angular_lo_limit_x");
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_x/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_x", "get_param_x", PARAM_ANGULAR_LIMIT_SOFTNESS);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_x/restitution", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_x", "get_param_x", PARAM_ANGULAR_RESTITUTION);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_x/damping", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_x", "get_param_x", PARAM_ANGULAR_DAMPING);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_x/force_limit"), "set_param_x", "get_param_x", PARAM_ANGULAR_FORCE_LIMIT);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_x/erp"), "set_param_x", "get_param_x", PARAM_ANGULAR_ERP);
|
2017-03-05 15:44:50 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_motor_x/enabled"), "set_flag_x", "get_flag_x", FLAG_ENABLE_MOTOR);
|
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motor_x/target_velocity"), "set_param_x", "get_param_x", PARAM_ANGULAR_MOTOR_TARGET_VELOCITY);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motor_x/force_limit"), "set_param_x", "get_param_x", PARAM_ANGULAR_MOTOR_FORCE_LIMIT);
|
2018-11-09 11:58:57 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_spring_x/enabled"), "set_flag_x", "get_flag_x", FLAG_ENABLE_ANGULAR_SPRING);
|
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_x/stiffness"), "set_param_x", "get_param_x", PARAM_ANGULAR_SPRING_STIFFNESS);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_x/damping"), "set_param_x", "get_param_x", PARAM_ANGULAR_SPRING_DAMPING);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_x/equilibrium_point"), "set_param_x", "get_param_x", PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT);
|
2017-03-05 15:44:50 +00:00
|
|
|
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_limit_y/enabled"), "set_flag_y", "get_flag_y", FLAG_ENABLE_LINEAR_LIMIT);
|
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_y/upper_distance"), "set_param_y", "get_param_y", PARAM_LINEAR_UPPER_LIMIT);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_y/lower_distance"), "set_param_y", "get_param_y", PARAM_LINEAR_LOWER_LIMIT);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_y/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_y", "get_param_y", PARAM_LINEAR_LIMIT_SOFTNESS);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_y/restitution", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_y", "get_param_y", PARAM_LINEAR_RESTITUTION);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_y/damping", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_y", "get_param_y", PARAM_LINEAR_DAMPING);
|
2018-03-16 12:07:52 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_motor_y/enabled"), "set_flag_y", "get_flag_y", FLAG_ENABLE_LINEAR_MOTOR);
|
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motor_y/target_velocity"), "set_param_y", "get_param_y", PARAM_LINEAR_MOTOR_TARGET_VELOCITY);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motor_y/force_limit"), "set_param_y", "get_param_y", PARAM_LINEAR_MOTOR_FORCE_LIMIT);
|
2018-11-09 11:58:57 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_spring_y/enabled"), "set_flag_y", "get_flag_y", FLAG_ENABLE_LINEAR_SPRING);
|
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_y/stiffness"), "set_param_y", "get_param_y", PARAM_LINEAR_SPRING_STIFFNESS);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_y/damping"), "set_param_y", "get_param_y", PARAM_LINEAR_SPRING_DAMPING);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_y/equilibrium_point"), "set_param_y", "get_param_y", PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT);
|
2017-03-05 15:44:50 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_limit_y/enabled"), "set_flag_y", "get_flag_y", FLAG_ENABLE_ANGULAR_LIMIT);
|
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_limit_y/upper_angle", PROPERTY_HINT_RANGE, "-180,180,0.01"), "_set_angular_hi_limit_y", "_get_angular_hi_limit_y");
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_limit_y/lower_angle", PROPERTY_HINT_RANGE, "-180,180,0.01"), "_set_angular_lo_limit_y", "_get_angular_lo_limit_y");
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_y/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_y", "get_param_y", PARAM_ANGULAR_LIMIT_SOFTNESS);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_y/restitution", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_y", "get_param_y", PARAM_ANGULAR_RESTITUTION);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_y/damping", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_y", "get_param_y", PARAM_ANGULAR_DAMPING);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_y/force_limit"), "set_param_y", "get_param_y", PARAM_ANGULAR_FORCE_LIMIT);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_y/erp"), "set_param_y", "get_param_y", PARAM_ANGULAR_ERP);
|
2017-03-05 15:44:50 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_motor_y/enabled"), "set_flag_y", "get_flag_y", FLAG_ENABLE_MOTOR);
|
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motor_y/target_velocity"), "set_param_y", "get_param_y", PARAM_ANGULAR_MOTOR_TARGET_VELOCITY);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motor_y/force_limit"), "set_param_y", "get_param_y", PARAM_ANGULAR_MOTOR_FORCE_LIMIT);
|
2018-11-09 11:58:57 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_spring_y/enabled"), "set_flag_y", "get_flag_y", FLAG_ENABLE_ANGULAR_SPRING);
|
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_y/stiffness"), "set_param_y", "get_param_y", PARAM_ANGULAR_SPRING_STIFFNESS);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_y/damping"), "set_param_y", "get_param_y", PARAM_ANGULAR_SPRING_DAMPING);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_y/equilibrium_point"), "set_param_y", "get_param_y", PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT);
|
2017-03-05 15:44:50 +00:00
|
|
|
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_limit_z/enabled"), "set_flag_z", "get_flag_z", FLAG_ENABLE_LINEAR_LIMIT);
|
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_z/upper_distance"), "set_param_z", "get_param_z", PARAM_LINEAR_UPPER_LIMIT);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_z/lower_distance"), "set_param_z", "get_param_z", PARAM_LINEAR_LOWER_LIMIT);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_z/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_z", "get_param_z", PARAM_LINEAR_LIMIT_SOFTNESS);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_z/restitution", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_z", "get_param_z", PARAM_LINEAR_RESTITUTION);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_z/damping", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_z", "get_param_z", PARAM_LINEAR_DAMPING);
|
2018-03-16 12:07:52 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_motor_z/enabled"), "set_flag_z", "get_flag_z", FLAG_ENABLE_LINEAR_MOTOR);
|
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motor_z/target_velocity"), "set_param_z", "get_param_z", PARAM_LINEAR_MOTOR_TARGET_VELOCITY);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motor_z/force_limit"), "set_param_z", "get_param_z", PARAM_LINEAR_MOTOR_FORCE_LIMIT);
|
2018-11-09 11:58:57 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_spring_z/enabled"), "set_flag_z", "get_flag_z", FLAG_ENABLE_LINEAR_SPRING);
|
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_z/stiffness"), "set_param_z", "get_param_z", PARAM_LINEAR_SPRING_STIFFNESS);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_z/damping"), "set_param_z", "get_param_z", PARAM_LINEAR_SPRING_DAMPING);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_z/equilibrium_point"), "set_param_z", "get_param_z", PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT);
|
2017-03-05 15:44:50 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_limit_z/enabled"), "set_flag_z", "get_flag_z", FLAG_ENABLE_ANGULAR_LIMIT);
|
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_limit_z/upper_angle", PROPERTY_HINT_RANGE, "-180,180,0.01"), "_set_angular_hi_limit_z", "_get_angular_hi_limit_z");
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_limit_z/lower_angle", PROPERTY_HINT_RANGE, "-180,180,0.01"), "_set_angular_lo_limit_z", "_get_angular_lo_limit_z");
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_z/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_z", "get_param_z", PARAM_ANGULAR_LIMIT_SOFTNESS);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_z/restitution", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_z", "get_param_z", PARAM_ANGULAR_RESTITUTION);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_z/damping", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_z", "get_param_z", PARAM_ANGULAR_DAMPING);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_z/force_limit"), "set_param_z", "get_param_z", PARAM_ANGULAR_FORCE_LIMIT);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_z/erp"), "set_param_z", "get_param_z", PARAM_ANGULAR_ERP);
|
2017-03-05 15:44:50 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_motor_z/enabled"), "set_flag_z", "get_flag_z", FLAG_ENABLE_MOTOR);
|
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motor_z/target_velocity"), "set_param_z", "get_param_z", PARAM_ANGULAR_MOTOR_TARGET_VELOCITY);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motor_z/force_limit"), "set_param_z", "get_param_z", PARAM_ANGULAR_MOTOR_FORCE_LIMIT);
|
2018-11-09 11:58:57 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_spring_z/enabled"), "set_flag_z", "get_flag_z", FLAG_ENABLE_ANGULAR_SPRING);
|
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_z/stiffness"), "set_param_z", "get_param_z", PARAM_ANGULAR_SPRING_STIFFNESS);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_z/damping"), "set_param_z", "get_param_z", PARAM_ANGULAR_SPRING_DAMPING);
|
|
|
|
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_z/equilibrium_point"), "set_param_z", "get_param_z", PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT);
|
2017-03-05 15:44:50 +00:00
|
|
|
|
2018-11-27 06:11:28 +00:00
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "precision", PROPERTY_HINT_RANGE, "1,99999,1"), "set_precision", "get_precision");
|
|
|
|
|
2017-08-20 15:45:01 +00:00
|
|
|
BIND_ENUM_CONSTANT(PARAM_LINEAR_LOWER_LIMIT);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_LINEAR_UPPER_LIMIT);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_LINEAR_LIMIT_SOFTNESS);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_LINEAR_RESTITUTION);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_LINEAR_DAMPING);
|
2018-03-16 12:07:52 +00:00
|
|
|
BIND_ENUM_CONSTANT(PARAM_LINEAR_MOTOR_TARGET_VELOCITY);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_LINEAR_MOTOR_FORCE_LIMIT);
|
2020-05-02 11:48:00 +00:00
|
|
|
BIND_ENUM_CONSTANT(PARAM_LINEAR_SPRING_STIFFNESS);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_LINEAR_SPRING_DAMPING);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT);
|
2017-08-20 15:45:01 +00:00
|
|
|
BIND_ENUM_CONSTANT(PARAM_ANGULAR_LOWER_LIMIT);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_ANGULAR_UPPER_LIMIT);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_ANGULAR_LIMIT_SOFTNESS);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_ANGULAR_DAMPING);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_ANGULAR_RESTITUTION);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_ANGULAR_FORCE_LIMIT);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_ANGULAR_ERP);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_ANGULAR_MOTOR_TARGET_VELOCITY);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_ANGULAR_MOTOR_FORCE_LIMIT);
|
2020-05-02 11:48:00 +00:00
|
|
|
BIND_ENUM_CONSTANT(PARAM_ANGULAR_SPRING_STIFFNESS);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_ANGULAR_SPRING_DAMPING);
|
|
|
|
BIND_ENUM_CONSTANT(PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT);
|
2017-08-20 15:45:01 +00:00
|
|
|
BIND_ENUM_CONSTANT(PARAM_MAX);
|
|
|
|
|
|
|
|
BIND_ENUM_CONSTANT(FLAG_ENABLE_LINEAR_LIMIT);
|
|
|
|
BIND_ENUM_CONSTANT(FLAG_ENABLE_ANGULAR_LIMIT);
|
2018-11-09 11:58:57 +00:00
|
|
|
BIND_ENUM_CONSTANT(FLAG_ENABLE_LINEAR_SPRING);
|
|
|
|
BIND_ENUM_CONSTANT(FLAG_ENABLE_ANGULAR_SPRING);
|
2017-08-20 15:45:01 +00:00
|
|
|
BIND_ENUM_CONSTANT(FLAG_ENABLE_MOTOR);
|
2018-03-16 12:07:52 +00:00
|
|
|
BIND_ENUM_CONSTANT(FLAG_ENABLE_LINEAR_MOTOR);
|
2017-08-20 15:45:01 +00:00
|
|
|
BIND_ENUM_CONSTANT(FLAG_MAX);
|
2017-03-05 15:44:50 +00:00
|
|
|
}
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
void Generic6DOFJoint3D::set_param_x(Param p_param, float p_value) {
|
2017-03-05 15:44:50 +00:00
|
|
|
ERR_FAIL_INDEX(p_param, PARAM_MAX);
|
|
|
|
params_x[p_param] = p_value;
|
2014-09-15 14:33:30 +00:00
|
|
|
if (get_joint().is_valid())
|
2020-03-27 18:21:27 +00:00
|
|
|
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(get_joint(), Vector3::AXIS_X, PhysicsServer3D::G6DOFJointAxisParam(p_param), p_value);
|
2014-09-15 14:33:30 +00:00
|
|
|
|
|
|
|
update_gizmo();
|
|
|
|
}
|
2020-03-26 21:49:16 +00:00
|
|
|
float Generic6DOFJoint3D::get_param_x(Param p_param) const {
|
2017-03-05 15:44:50 +00:00
|
|
|
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
|
2014-09-15 14:33:30 +00:00
|
|
|
return params_x[p_param];
|
|
|
|
}
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
void Generic6DOFJoint3D::set_param_y(Param p_param, float p_value) {
|
2017-03-05 15:44:50 +00:00
|
|
|
ERR_FAIL_INDEX(p_param, PARAM_MAX);
|
|
|
|
params_y[p_param] = p_value;
|
2014-09-15 14:33:30 +00:00
|
|
|
if (get_joint().is_valid())
|
2020-03-27 18:21:27 +00:00
|
|
|
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(get_joint(), Vector3::AXIS_Y, PhysicsServer3D::G6DOFJointAxisParam(p_param), p_value);
|
2014-09-15 14:33:30 +00:00
|
|
|
update_gizmo();
|
|
|
|
}
|
2020-03-26 21:49:16 +00:00
|
|
|
float Generic6DOFJoint3D::get_param_y(Param p_param) const {
|
2017-03-05 15:44:50 +00:00
|
|
|
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
|
2014-09-15 14:33:30 +00:00
|
|
|
return params_y[p_param];
|
|
|
|
}
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
void Generic6DOFJoint3D::set_param_z(Param p_param, float p_value) {
|
2017-03-05 15:44:50 +00:00
|
|
|
ERR_FAIL_INDEX(p_param, PARAM_MAX);
|
|
|
|
params_z[p_param] = p_value;
|
2014-09-15 14:33:30 +00:00
|
|
|
if (get_joint().is_valid())
|
2020-03-27 18:21:27 +00:00
|
|
|
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(get_joint(), Vector3::AXIS_Z, PhysicsServer3D::G6DOFJointAxisParam(p_param), p_value);
|
2014-09-15 14:33:30 +00:00
|
|
|
update_gizmo();
|
|
|
|
}
|
2020-03-26 21:49:16 +00:00
|
|
|
float Generic6DOFJoint3D::get_param_z(Param p_param) const {
|
2017-03-05 15:44:50 +00:00
|
|
|
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
|
2014-09-15 14:33:30 +00:00
|
|
|
return params_z[p_param];
|
|
|
|
}
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
void Generic6DOFJoint3D::set_flag_x(Flag p_flag, bool p_enabled) {
|
2017-03-05 15:44:50 +00:00
|
|
|
ERR_FAIL_INDEX(p_flag, FLAG_MAX);
|
|
|
|
flags_x[p_flag] = p_enabled;
|
2014-09-15 14:33:30 +00:00
|
|
|
if (get_joint().is_valid())
|
2020-03-27 18:21:27 +00:00
|
|
|
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(get_joint(), Vector3::AXIS_X, PhysicsServer3D::G6DOFJointAxisFlag(p_flag), p_enabled);
|
2014-09-15 14:33:30 +00:00
|
|
|
update_gizmo();
|
|
|
|
}
|
2020-03-26 21:49:16 +00:00
|
|
|
bool Generic6DOFJoint3D::get_flag_x(Flag p_flag) const {
|
2017-03-05 15:44:50 +00:00
|
|
|
ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
|
2014-09-15 14:33:30 +00:00
|
|
|
return flags_x[p_flag];
|
|
|
|
}
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
void Generic6DOFJoint3D::set_flag_y(Flag p_flag, bool p_enabled) {
|
2017-03-05 15:44:50 +00:00
|
|
|
ERR_FAIL_INDEX(p_flag, FLAG_MAX);
|
|
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|
flags_y[p_flag] = p_enabled;
|
2014-09-15 14:33:30 +00:00
|
|
|
if (get_joint().is_valid())
|
2020-03-27 18:21:27 +00:00
|
|
|
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(get_joint(), Vector3::AXIS_Y, PhysicsServer3D::G6DOFJointAxisFlag(p_flag), p_enabled);
|
2014-09-15 14:33:30 +00:00
|
|
|
update_gizmo();
|
|
|
|
}
|
2020-03-26 21:49:16 +00:00
|
|
|
bool Generic6DOFJoint3D::get_flag_y(Flag p_flag) const {
|
2017-03-05 15:44:50 +00:00
|
|
|
ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
|
2014-09-15 14:33:30 +00:00
|
|
|
return flags_y[p_flag];
|
|
|
|
}
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
void Generic6DOFJoint3D::set_flag_z(Flag p_flag, bool p_enabled) {
|
2017-03-05 15:44:50 +00:00
|
|
|
ERR_FAIL_INDEX(p_flag, FLAG_MAX);
|
|
|
|
flags_z[p_flag] = p_enabled;
|
2014-09-15 14:33:30 +00:00
|
|
|
if (get_joint().is_valid())
|
2020-03-27 18:21:27 +00:00
|
|
|
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(get_joint(), Vector3::AXIS_Z, PhysicsServer3D::G6DOFJointAxisFlag(p_flag), p_enabled);
|
2014-09-15 14:33:30 +00:00
|
|
|
update_gizmo();
|
|
|
|
}
|
2020-03-26 21:49:16 +00:00
|
|
|
bool Generic6DOFJoint3D::get_flag_z(Flag p_flag) const {
|
2017-03-05 15:44:50 +00:00
|
|
|
ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
|
2014-09-15 14:33:30 +00:00
|
|
|
return flags_z[p_flag];
|
|
|
|
}
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
void Generic6DOFJoint3D::set_precision(int p_precision) {
|
2018-11-27 06:11:28 +00:00
|
|
|
precision = p_precision;
|
|
|
|
|
2020-03-27 18:21:27 +00:00
|
|
|
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_precision(
|
2018-11-27 06:11:28 +00:00
|
|
|
get_joint(),
|
|
|
|
precision);
|
|
|
|
}
|
|
|
|
|
2020-03-26 21:49:16 +00:00
|
|
|
RID Generic6DOFJoint3D::_configure_joint(PhysicsBody3D *body_a, PhysicsBody3D *body_b) {
|
2014-09-15 14:33:30 +00:00
|
|
|
Transform gt = get_global_transform();
|
|
|
|
//Vector3 cone_twistpos = gt.origin;
|
|
|
|
//Vector3 cone_twistdir = gt.basis.get_axis(2);
|
|
|
|
|
|
|
|
Transform ainv = body_a->get_global_transform().affine_inverse();
|
|
|
|
|
|
|
|
Transform local_a = ainv * gt;
|
|
|
|
local_a.orthonormalize();
|
|
|
|
Transform local_b = gt;
|
|
|
|
|
|
|
|
if (body_b) {
|
|
|
|
Transform binv = body_b->get_global_transform().affine_inverse();
|
|
|
|
local_b = binv * gt;
|
|
|
|
}
|
|
|
|
|
|
|
|
local_b.orthonormalize();
|
|
|
|
|
2020-03-27 18:21:27 +00:00
|
|
|
RID j = PhysicsServer3D::get_singleton()->joint_create_generic_6dof(body_a->get_rid(), local_a, body_b ? body_b->get_rid() : RID(), local_b);
|
2017-03-05 15:44:50 +00:00
|
|
|
for (int i = 0; i < PARAM_MAX; i++) {
|
2020-03-27 18:21:27 +00:00
|
|
|
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, Vector3::AXIS_X, PhysicsServer3D::G6DOFJointAxisParam(i), params_x[i]);
|
|
|
|
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, Vector3::AXIS_Y, PhysicsServer3D::G6DOFJointAxisParam(i), params_y[i]);
|
|
|
|
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, Vector3::AXIS_Z, PhysicsServer3D::G6DOFJointAxisParam(i), params_z[i]);
|
2014-09-15 14:33:30 +00:00
|
|
|
}
|
2017-03-05 15:44:50 +00:00
|
|
|
for (int i = 0; i < FLAG_MAX; i++) {
|
2020-03-27 18:21:27 +00:00
|
|
|
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(j, Vector3::AXIS_X, PhysicsServer3D::G6DOFJointAxisFlag(i), flags_x[i]);
|
|
|
|
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(j, Vector3::AXIS_Y, PhysicsServer3D::G6DOFJointAxisFlag(i), flags_y[i]);
|
|
|
|
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(j, Vector3::AXIS_Z, PhysicsServer3D::G6DOFJointAxisFlag(i), flags_z[i]);
|
2014-09-15 14:33:30 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
return j;
|
|
|
|
}
|
|
|
|
|
2020-05-12 15:01:17 +00:00
|
|
|
Generic6DOFJoint3D::Generic6DOFJoint3D() {
|
2017-03-05 15:44:50 +00:00
|
|
|
set_param_x(PARAM_LINEAR_LOWER_LIMIT, 0);
|
|
|
|
set_param_x(PARAM_LINEAR_UPPER_LIMIT, 0);
|
|
|
|
set_param_x(PARAM_LINEAR_LIMIT_SOFTNESS, 0.7);
|
|
|
|
set_param_x(PARAM_LINEAR_RESTITUTION, 0.5);
|
|
|
|
set_param_x(PARAM_LINEAR_DAMPING, 1.0);
|
2018-03-16 12:07:52 +00:00
|
|
|
set_param_x(PARAM_LINEAR_MOTOR_TARGET_VELOCITY, 0);
|
|
|
|
set_param_x(PARAM_LINEAR_MOTOR_FORCE_LIMIT, 0);
|
2018-11-09 11:58:57 +00:00
|
|
|
set_param_x(PARAM_LINEAR_SPRING_STIFFNESS, 0.01);
|
|
|
|
set_param_x(PARAM_LINEAR_SPRING_DAMPING, 0.01);
|
|
|
|
set_param_x(PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT, 0.0);
|
2017-03-05 15:44:50 +00:00
|
|
|
set_param_x(PARAM_ANGULAR_LOWER_LIMIT, 0);
|
|
|
|
set_param_x(PARAM_ANGULAR_UPPER_LIMIT, 0);
|
|
|
|
set_param_x(PARAM_ANGULAR_LIMIT_SOFTNESS, 0.5f);
|
|
|
|
set_param_x(PARAM_ANGULAR_DAMPING, 1.0f);
|
|
|
|
set_param_x(PARAM_ANGULAR_RESTITUTION, 0);
|
|
|
|
set_param_x(PARAM_ANGULAR_FORCE_LIMIT, 0);
|
|
|
|
set_param_x(PARAM_ANGULAR_ERP, 0.5);
|
|
|
|
set_param_x(PARAM_ANGULAR_MOTOR_TARGET_VELOCITY, 0);
|
|
|
|
set_param_x(PARAM_ANGULAR_MOTOR_FORCE_LIMIT, 300);
|
2018-11-09 11:58:57 +00:00
|
|
|
set_param_x(PARAM_ANGULAR_SPRING_STIFFNESS, 0);
|
|
|
|
set_param_x(PARAM_ANGULAR_SPRING_DAMPING, 0);
|
|
|
|
set_param_x(PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT, 0);
|
2017-03-05 15:44:50 +00:00
|
|
|
|
|
|
|
set_flag_x(FLAG_ENABLE_ANGULAR_LIMIT, true);
|
|
|
|
set_flag_x(FLAG_ENABLE_LINEAR_LIMIT, true);
|
2018-11-09 11:58:57 +00:00
|
|
|
set_flag_x(FLAG_ENABLE_ANGULAR_SPRING, false);
|
|
|
|
set_flag_x(FLAG_ENABLE_LINEAR_SPRING, false);
|
2017-03-05 15:44:50 +00:00
|
|
|
set_flag_x(FLAG_ENABLE_MOTOR, false);
|
2018-03-16 12:07:52 +00:00
|
|
|
set_flag_x(FLAG_ENABLE_LINEAR_MOTOR, false);
|
2017-03-05 15:44:50 +00:00
|
|
|
|
|
|
|
set_param_y(PARAM_LINEAR_LOWER_LIMIT, 0);
|
|
|
|
set_param_y(PARAM_LINEAR_UPPER_LIMIT, 0);
|
|
|
|
set_param_y(PARAM_LINEAR_LIMIT_SOFTNESS, 0.7);
|
|
|
|
set_param_y(PARAM_LINEAR_RESTITUTION, 0.5);
|
|
|
|
set_param_y(PARAM_LINEAR_DAMPING, 1.0);
|
2018-03-16 12:07:52 +00:00
|
|
|
set_param_y(PARAM_LINEAR_MOTOR_TARGET_VELOCITY, 0);
|
|
|
|
set_param_y(PARAM_LINEAR_MOTOR_FORCE_LIMIT, 0);
|
2018-11-09 11:58:57 +00:00
|
|
|
set_param_y(PARAM_LINEAR_SPRING_STIFFNESS, 0.01);
|
|
|
|
set_param_y(PARAM_LINEAR_SPRING_DAMPING, 0.01);
|
|
|
|
set_param_y(PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT, 0.0);
|
2017-03-05 15:44:50 +00:00
|
|
|
set_param_y(PARAM_ANGULAR_LOWER_LIMIT, 0);
|
|
|
|
set_param_y(PARAM_ANGULAR_UPPER_LIMIT, 0);
|
|
|
|
set_param_y(PARAM_ANGULAR_LIMIT_SOFTNESS, 0.5f);
|
|
|
|
set_param_y(PARAM_ANGULAR_DAMPING, 1.0f);
|
|
|
|
set_param_y(PARAM_ANGULAR_RESTITUTION, 0);
|
|
|
|
set_param_y(PARAM_ANGULAR_FORCE_LIMIT, 0);
|
|
|
|
set_param_y(PARAM_ANGULAR_ERP, 0.5);
|
|
|
|
set_param_y(PARAM_ANGULAR_MOTOR_TARGET_VELOCITY, 0);
|
|
|
|
set_param_y(PARAM_ANGULAR_MOTOR_FORCE_LIMIT, 300);
|
2018-11-09 11:58:57 +00:00
|
|
|
set_param_y(PARAM_ANGULAR_SPRING_STIFFNESS, 0);
|
|
|
|
set_param_y(PARAM_ANGULAR_SPRING_DAMPING, 0);
|
|
|
|
set_param_y(PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT, 0);
|
2017-03-05 15:44:50 +00:00
|
|
|
|
|
|
|
set_flag_y(FLAG_ENABLE_ANGULAR_LIMIT, true);
|
|
|
|
set_flag_y(FLAG_ENABLE_LINEAR_LIMIT, true);
|
2018-11-09 11:58:57 +00:00
|
|
|
set_flag_y(FLAG_ENABLE_ANGULAR_SPRING, false);
|
|
|
|
set_flag_y(FLAG_ENABLE_LINEAR_SPRING, false);
|
2017-03-05 15:44:50 +00:00
|
|
|
set_flag_y(FLAG_ENABLE_MOTOR, false);
|
2018-03-16 12:07:52 +00:00
|
|
|
set_flag_y(FLAG_ENABLE_LINEAR_MOTOR, false);
|
2017-03-05 15:44:50 +00:00
|
|
|
|
|
|
|
set_param_z(PARAM_LINEAR_LOWER_LIMIT, 0);
|
|
|
|
set_param_z(PARAM_LINEAR_UPPER_LIMIT, 0);
|
|
|
|
set_param_z(PARAM_LINEAR_LIMIT_SOFTNESS, 0.7);
|
|
|
|
set_param_z(PARAM_LINEAR_RESTITUTION, 0.5);
|
|
|
|
set_param_z(PARAM_LINEAR_DAMPING, 1.0);
|
2018-03-16 12:07:52 +00:00
|
|
|
set_param_z(PARAM_LINEAR_MOTOR_TARGET_VELOCITY, 0);
|
|
|
|
set_param_z(PARAM_LINEAR_MOTOR_FORCE_LIMIT, 0);
|
2018-11-09 11:58:57 +00:00
|
|
|
set_param_z(PARAM_LINEAR_SPRING_STIFFNESS, 0.01);
|
|
|
|
set_param_z(PARAM_LINEAR_SPRING_DAMPING, 0.01);
|
|
|
|
set_param_z(PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT, 0.0);
|
2017-03-05 15:44:50 +00:00
|
|
|
set_param_z(PARAM_ANGULAR_LOWER_LIMIT, 0);
|
|
|
|
set_param_z(PARAM_ANGULAR_UPPER_LIMIT, 0);
|
|
|
|
set_param_z(PARAM_ANGULAR_LIMIT_SOFTNESS, 0.5f);
|
|
|
|
set_param_z(PARAM_ANGULAR_DAMPING, 1.0f);
|
|
|
|
set_param_z(PARAM_ANGULAR_RESTITUTION, 0);
|
|
|
|
set_param_z(PARAM_ANGULAR_FORCE_LIMIT, 0);
|
|
|
|
set_param_z(PARAM_ANGULAR_ERP, 0.5);
|
|
|
|
set_param_z(PARAM_ANGULAR_MOTOR_TARGET_VELOCITY, 0);
|
|
|
|
set_param_z(PARAM_ANGULAR_MOTOR_FORCE_LIMIT, 300);
|
2018-11-09 11:58:57 +00:00
|
|
|
set_param_z(PARAM_ANGULAR_SPRING_STIFFNESS, 0);
|
|
|
|
set_param_z(PARAM_ANGULAR_SPRING_DAMPING, 0);
|
|
|
|
set_param_z(PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT, 0);
|
2017-03-05 15:44:50 +00:00
|
|
|
|
|
|
|
set_flag_z(FLAG_ENABLE_ANGULAR_LIMIT, true);
|
|
|
|
set_flag_z(FLAG_ENABLE_LINEAR_LIMIT, true);
|
2018-11-09 11:58:57 +00:00
|
|
|
set_flag_z(FLAG_ENABLE_ANGULAR_SPRING, false);
|
|
|
|
set_flag_z(FLAG_ENABLE_LINEAR_SPRING, false);
|
2017-03-05 15:44:50 +00:00
|
|
|
set_flag_z(FLAG_ENABLE_MOTOR, false);
|
2018-03-16 12:07:52 +00:00
|
|
|
set_flag_z(FLAG_ENABLE_LINEAR_MOTOR, false);
|
2014-09-15 14:33:30 +00:00
|
|
|
}
|