godot/scene/3d/physics_body.cpp

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/*************************************************************************/
/* physics_body.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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#include "physics_body.h"
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#include "core/core_string_names.h"
#include "core/engine.h"
#include "core/list.h"
#include "core/method_bind_ext.gen.inc"
#include "core/object.h"
#include "core/rid.h"
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#include "scene/scene_string_names.h"
#ifdef TOOLS_ENABLED
#include "editor/plugins/spatial_editor_plugin.h"
#endif
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void PhysicsBody::_notification(int p_what) {
}
Vector3 PhysicsBody::get_linear_velocity() const {
return Vector3();
}
Vector3 PhysicsBody::get_angular_velocity() const {
return Vector3();
}
float PhysicsBody::get_inverse_mass() const {
return 0;
}
Array PhysicsBody::get_collision_exceptions() {
List<RID> exceptions;
PhysicsServer::get_singleton()->body_get_collision_exceptions(get_rid(), &exceptions);
Array ret;
for (List<RID>::Element *E = exceptions.front(); E; E = E->next()) {
RID body = E->get();
ObjectID instance_id = PhysicsServer::get_singleton()->body_get_object_instance_id(body);
Object *obj = ObjectDB::get_instance(instance_id);
PhysicsBody *physics_body = Object::cast_to<PhysicsBody>(obj);
ret.append(physics_body);
}
return ret;
}
void PhysicsBody::add_collision_exception_with(Node *p_node) {
ERR_FAIL_NULL(p_node);
CollisionObject *collision_object = Object::cast_to<CollisionObject>(p_node);
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ERR_FAIL_COND_MSG(!collision_object, "Collision exception only works between two CollisionObject.");
PhysicsServer::get_singleton()->body_add_collision_exception(get_rid(), collision_object->get_rid());
}
void PhysicsBody::remove_collision_exception_with(Node *p_node) {
ERR_FAIL_NULL(p_node);
CollisionObject *collision_object = Object::cast_to<CollisionObject>(p_node);
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ERR_FAIL_COND_MSG(!collision_object, "Collision exception only works between two CollisionObject.");
PhysicsServer::get_singleton()->body_remove_collision_exception(get_rid(), collision_object->get_rid());
}
void PhysicsBody::_set_layers(uint32_t p_mask) {
set_collision_layer(p_mask);
set_collision_mask(p_mask);
}
uint32_t PhysicsBody::_get_layers() const {
return get_collision_layer();
}
void PhysicsBody::_bind_methods() {
ClassDB::bind_method(D_METHOD("_set_layers", "mask"), &PhysicsBody::_set_layers);
ClassDB::bind_method(D_METHOD("_get_layers"), &PhysicsBody::_get_layers);
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}
PhysicsBody::PhysicsBody(PhysicsServer::BodyMode p_mode) :
CollisionObject(RID_PRIME(PhysicsServer::get_singleton()->body_create(p_mode)), false) {
}
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#ifndef DISABLE_DEPRECATED
void StaticBody::set_friction(real_t p_friction) {
if (p_friction == 1.0 && physics_material_override.is_null()) { // default value, don't create an override for that
return;
}
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WARN_DEPRECATED_MSG("The method set_friction has been deprecated and will be removed in the future, use physics material instead.");
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ERR_FAIL_COND_MSG(p_friction < 0 || p_friction > 1, "Friction must be between 0 and 1.");
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if (physics_material_override.is_null()) {
physics_material_override.instance();
set_physics_material_override(physics_material_override);
}
physics_material_override->set_friction(p_friction);
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}
real_t StaticBody::get_friction() const {
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WARN_DEPRECATED_MSG("The method get_friction has been deprecated and will be removed in the future, use physics material instead.");
if (physics_material_override.is_null()) {
return 1;
}
return physics_material_override->get_friction();
}
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void StaticBody::set_bounce(real_t p_bounce) {
if (p_bounce == 0.0 && physics_material_override.is_null()) { // default value, don't create an override for that
return;
}
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WARN_DEPRECATED_MSG("The method set_bounce has been deprecated and will be removed in the future, use physics material instead.");
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ERR_FAIL_COND_MSG(p_bounce < 0 || p_bounce > 1, "Bounce must be between 0 and 1.");
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if (physics_material_override.is_null()) {
physics_material_override.instance();
set_physics_material_override(physics_material_override);
}
physics_material_override->set_bounce(p_bounce);
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}
real_t StaticBody::get_bounce() const {
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WARN_DEPRECATED_MSG("The method get_bounce has been deprecated and will be removed in the future, use physics material instead.");
if (physics_material_override.is_null()) {
return 0;
}
return physics_material_override->get_bounce();
}
#endif
void StaticBody::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {
if (physics_material_override.is_valid()) {
if (physics_material_override->is_connected(CoreStringNames::get_singleton()->changed, this, "_reload_physics_characteristics")) {
physics_material_override->disconnect(CoreStringNames::get_singleton()->changed, this, "_reload_physics_characteristics");
}
}
physics_material_override = p_physics_material_override;
if (physics_material_override.is_valid()) {
physics_material_override->connect(CoreStringNames::get_singleton()->changed, this, "_reload_physics_characteristics");
}
_reload_physics_characteristics();
}
Ref<PhysicsMaterial> StaticBody::get_physics_material_override() const {
return physics_material_override;
}
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void StaticBody::set_constant_linear_velocity(const Vector3 &p_vel) {
constant_linear_velocity = p_vel;
PhysicsServer::get_singleton()->body_set_state(get_rid(), PhysicsServer::BODY_STATE_LINEAR_VELOCITY, constant_linear_velocity);
}
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void StaticBody::set_constant_angular_velocity(const Vector3 &p_vel) {
constant_angular_velocity = p_vel;
PhysicsServer::get_singleton()->body_set_state(get_rid(), PhysicsServer::BODY_STATE_ANGULAR_VELOCITY, constant_angular_velocity);
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}
Vector3 StaticBody::get_constant_linear_velocity() const {
return constant_linear_velocity;
}
Vector3 StaticBody::get_constant_angular_velocity() const {
return constant_angular_velocity;
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}
void StaticBody::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_constant_linear_velocity", "vel"), &StaticBody::set_constant_linear_velocity);
ClassDB::bind_method(D_METHOD("set_constant_angular_velocity", "vel"), &StaticBody::set_constant_angular_velocity);
ClassDB::bind_method(D_METHOD("get_constant_linear_velocity"), &StaticBody::get_constant_linear_velocity);
ClassDB::bind_method(D_METHOD("get_constant_angular_velocity"), &StaticBody::get_constant_angular_velocity);
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#ifndef DISABLE_DEPRECATED
ClassDB::bind_method(D_METHOD("set_friction", "friction"), &StaticBody::set_friction);
ClassDB::bind_method(D_METHOD("get_friction"), &StaticBody::get_friction);
ClassDB::bind_method(D_METHOD("set_bounce", "bounce"), &StaticBody::set_bounce);
ClassDB::bind_method(D_METHOD("get_bounce"), &StaticBody::get_bounce);
#endif // DISABLE_DEPRECATED
ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &StaticBody::set_physics_material_override);
ClassDB::bind_method(D_METHOD("get_physics_material_override"), &StaticBody::get_physics_material_override);
ClassDB::bind_method(D_METHOD("_reload_physics_characteristics"), &StaticBody::_reload_physics_characteristics);
ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &PhysicsBody::get_collision_exceptions);
ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &PhysicsBody::add_collision_exception_with);
ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &PhysicsBody::remove_collision_exception_with);
#ifndef DISABLE_DEPRECATED
ADD_PROPERTY(PropertyInfo(Variant::REAL, "friction", PROPERTY_HINT_RANGE, "0,1,0.01", 0), "set_friction", "get_friction");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01", 0), "set_bounce", "get_bounce");
#endif // DISABLE_DEPRECATED
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_linear_velocity"), "set_constant_linear_velocity", "get_constant_linear_velocity");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_angular_velocity"), "set_constant_angular_velocity", "get_constant_angular_velocity");
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}
StaticBody::StaticBody() :
PhysicsBody(PhysicsServer::BODY_MODE_STATIC) {
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}
StaticBody::~StaticBody() {}
void StaticBody::_reload_physics_characteristics() {
if (physics_material_override.is_null()) {
PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_BOUNCE, 0);
PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_FRICTION, 1);
} else {
PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce());
PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_FRICTION, physics_material_override->computed_friction());
}
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}
void RigidBody::_body_enter_tree(ObjectID p_id) {
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Object *obj = ObjectDB::get_instance(p_id);
Node *node = Object::cast_to<Node>(obj);
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ERR_FAIL_COND(!node);
ERR_FAIL_COND(!contact_monitor);
Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(p_id);
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ERR_FAIL_COND(!E);
ERR_FAIL_COND(E->get().in_tree);
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E->get().in_tree = true;
contact_monitor->locked = true;
emit_signal(SceneStringNames::get_singleton()->body_entered, node);
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for (int i = 0; i < E->get().shapes.size(); i++) {
emit_signal(SceneStringNames::get_singleton()->body_shape_entered, E->get().rid, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape);
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}
contact_monitor->locked = false;
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}
void RigidBody::_body_exit_tree(ObjectID p_id) {
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Object *obj = ObjectDB::get_instance(p_id);
Node *node = Object::cast_to<Node>(obj);
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ERR_FAIL_COND(!node);
ERR_FAIL_COND(!contact_monitor);
Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(p_id);
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ERR_FAIL_COND(!E);
ERR_FAIL_COND(!E->get().in_tree);
E->get().in_tree = false;
contact_monitor->locked = true;
emit_signal(SceneStringNames::get_singleton()->body_exited, node);
for (int i = 0; i < E->get().shapes.size(); i++) {
emit_signal(SceneStringNames::get_singleton()->body_shape_exited, E->get().rid, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape);
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}
contact_monitor->locked = false;
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}
void RigidBody::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape) {
bool body_in = p_status == 1;
ObjectID objid = p_instance;
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Object *obj = ObjectDB::get_instance(objid);
Node *node = Object::cast_to<Node>(obj);
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ERR_FAIL_COND(!contact_monitor);
Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(objid);
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ERR_FAIL_COND(!body_in && !E);
if (body_in) {
if (!E) {
E = contact_monitor->body_map.insert(objid, BodyState());
E->get().rid = p_body;
//E->get().rc=0;
E->get().in_tree = node && node->is_inside_tree();
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if (node) {
node->connect(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_body_enter_tree, make_binds(objid));
node->connect(SceneStringNames::get_singleton()->tree_exiting, this, SceneStringNames::get_singleton()->_body_exit_tree, make_binds(objid));
if (E->get().in_tree) {
emit_signal(SceneStringNames::get_singleton()->body_entered, node);
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}
}
}
//E->get().rc++;
if (node) {
E->get().shapes.insert(ShapePair(p_body_shape, p_local_shape));
}
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if (E->get().in_tree) {
emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_body, node, p_body_shape, p_local_shape);
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}
} else {
//E->get().rc--;
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if (node) {
E->get().shapes.erase(ShapePair(p_body_shape, p_local_shape));
}
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bool in_tree = E->get().in_tree;
if (E->get().shapes.empty()) {
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if (node) {
node->disconnect(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_body_enter_tree);
node->disconnect(SceneStringNames::get_singleton()->tree_exiting, this, SceneStringNames::get_singleton()->_body_exit_tree);
if (in_tree) {
emit_signal(SceneStringNames::get_singleton()->body_exited, node);
}
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}
contact_monitor->body_map.erase(E);
}
if (node && in_tree) {
emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_body, obj, p_body_shape, p_local_shape);
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}
}
}
struct _RigidBodyInOut {
RID rid;
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ObjectID id;
int shape;
int local_shape;
};
void RigidBody::_direct_state_changed(Object *p_state) {
state = Object::cast_to<PhysicsDirectBodyState>(p_state);
ERR_FAIL_COND_MSG(!state, "Method '_direct_state_changed' must receive a valid PhysicsDirectBodyState object as argument");
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set_ignore_transform_notification(true);
set_global_transform(state->get_transform());
linear_velocity = state->get_linear_velocity();
angular_velocity = state->get_angular_velocity();
inverse_inertia_tensor = state->get_inverse_inertia_tensor();
if (sleeping != state->is_sleeping()) {
sleeping = state->is_sleeping();
emit_signal(SceneStringNames::get_singleton()->sleeping_state_changed);
}
if (get_script_instance()) {
get_script_instance()->call("_integrate_forces", state);
}
set_ignore_transform_notification(false);
_on_transform_changed();
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if (contact_monitor) {
contact_monitor->locked = true;
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//untag all
int rc = 0;
for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
for (int i = 0; i < E->get().shapes.size(); i++) {
E->get().shapes[i].tagged = false;
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rc++;
}
}
_RigidBodyInOut *toadd = (_RigidBodyInOut *)alloca(state->get_contact_count() * sizeof(_RigidBodyInOut));
int toadd_count = 0; //state->get_contact_count();
RigidBody_RemoveAction *toremove = (RigidBody_RemoveAction *)alloca(rc * sizeof(RigidBody_RemoveAction));
int toremove_count = 0;
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//put the ones to add
for (int i = 0; i < state->get_contact_count(); i++) {
RID rid = state->get_contact_collider(i);
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ObjectID obj = state->get_contact_collider_id(i);
int local_shape = state->get_contact_local_shape(i);
int shape = state->get_contact_collider_shape(i);
//bool found=false;
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Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(obj);
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if (!E) {
toadd[toadd_count].rid = rid;
toadd[toadd_count].local_shape = local_shape;
toadd[toadd_count].id = obj;
toadd[toadd_count].shape = shape;
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toadd_count++;
continue;
}
ShapePair sp(shape, local_shape);
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int idx = E->get().shapes.find(sp);
if (idx == -1) {
toadd[toadd_count].rid = rid;
toadd[toadd_count].local_shape = local_shape;
toadd[toadd_count].id = obj;
toadd[toadd_count].shape = shape;
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toadd_count++;
continue;
}
E->get().shapes[idx].tagged = true;
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}
//put the ones to remove
for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
for (int i = 0; i < E->get().shapes.size(); i++) {
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if (!E->get().shapes[i].tagged) {
toremove[toremove_count].rid = E->get().rid;
toremove[toremove_count].body_id = E->key();
toremove[toremove_count].pair = E->get().shapes[i];
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toremove_count++;
}
}
}
//process remotions
for (int i = 0; i < toremove_count; i++) {
_body_inout(0, toremove[i].rid, toremove[i].body_id, toremove[i].pair.body_shape, toremove[i].pair.local_shape);
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}
//process aditions
for (int i = 0; i < toadd_count; i++) {
_body_inout(1, toadd[i].rid, toadd[i].id, toadd[i].shape, toadd[i].local_shape);
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}
contact_monitor->locked = false;
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}
state = nullptr;
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}
void RigidBody::_notification(int p_what) {
#ifdef TOOLS_ENABLED
if (p_what == NOTIFICATION_ENTER_TREE) {
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if (Engine::get_singleton()->is_editor_hint()) {
set_notify_local_transform(true); //used for warnings and only in editor
}
}
if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {
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if (Engine::get_singleton()->is_editor_hint()) {
update_configuration_warning();
}
}
#endif
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}
void RigidBody::set_mode(Mode p_mode) {
mode = p_mode;
switch (p_mode) {
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case MODE_RIGID: {
PhysicsServer::get_singleton()->body_set_mode(get_rid(), PhysicsServer::BODY_MODE_RIGID);
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} break;
case MODE_STATIC: {
PhysicsServer::get_singleton()->body_set_mode(get_rid(), PhysicsServer::BODY_MODE_STATIC);
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} break;
case MODE_CHARACTER: {
PhysicsServer::get_singleton()->body_set_mode(get_rid(), PhysicsServer::BODY_MODE_CHARACTER);
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} break;
case MODE_KINEMATIC: {
PhysicsServer::get_singleton()->body_set_mode(get_rid(), PhysicsServer::BODY_MODE_KINEMATIC);
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} break;
}
update_configuration_warning();
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}
RigidBody::Mode RigidBody::get_mode() const {
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return mode;
}
void RigidBody::set_mass(real_t p_mass) {
ERR_FAIL_COND(p_mass <= 0);
mass = p_mass;
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_change_notify("mass");
_change_notify("weight");
PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_MASS, mass);
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}
real_t RigidBody::get_mass() const {
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return mass;
}
void RigidBody::set_weight(real_t p_weight) {
set_mass(p_weight / real_t(GLOBAL_DEF("physics/3d/default_gravity", 9.8)));
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}
real_t RigidBody::get_weight() const {
return mass * real_t(GLOBAL_DEF("physics/3d/default_gravity", 9.8));
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}
#ifndef DISABLE_DEPRECATED
void RigidBody::set_friction(real_t p_friction) {
if (p_friction == 1.0 && physics_material_override.is_null()) { // default value, don't create an override for that
return;
}
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WARN_DEPRECATED_MSG("The method set_friction has been deprecated and will be removed in the future, use physics material instead.");
ERR_FAIL_COND(p_friction < 0 || p_friction > 1);
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if (physics_material_override.is_null()) {
physics_material_override.instance();
set_physics_material_override(physics_material_override);
}
physics_material_override->set_friction(p_friction);
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}
real_t RigidBody::get_friction() const {
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WARN_DEPRECATED_MSG("The method get_friction has been deprecated and will be removed in the future, use physics material instead.");
if (physics_material_override.is_null()) {
return 1;
}
return physics_material_override->get_friction();
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}
void RigidBody::set_bounce(real_t p_bounce) {
if (p_bounce == 0.0 && physics_material_override.is_null()) { // default value, don't create an override for that
return;
}
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WARN_DEPRECATED_MSG("The method set_bounce has been deprecated and will be removed in the future, use physics material instead.");
ERR_FAIL_COND(p_bounce < 0 || p_bounce > 1);
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if (physics_material_override.is_null()) {
physics_material_override.instance();
set_physics_material_override(physics_material_override);
}
physics_material_override->set_bounce(p_bounce);
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}
real_t RigidBody::get_bounce() const {
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WARN_DEPRECATED_MSG("The method get_bounce has been deprecated and will be removed in the future, use physics material instead.");
if (physics_material_override.is_null()) {
return 0;
}
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return physics_material_override->get_bounce();
}
#endif // DISABLE_DEPRECATED
void RigidBody::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {
if (physics_material_override.is_valid()) {
if (physics_material_override->is_connected(CoreStringNames::get_singleton()->changed, this, "_reload_physics_characteristics")) {
physics_material_override->disconnect(CoreStringNames::get_singleton()->changed, this, "_reload_physics_characteristics");
}
}
physics_material_override = p_physics_material_override;
if (physics_material_override.is_valid()) {
physics_material_override->connect(CoreStringNames::get_singleton()->changed, this, "_reload_physics_characteristics");
}
_reload_physics_characteristics();
}
Ref<PhysicsMaterial> RigidBody::get_physics_material_override() const {
return physics_material_override;
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}
void RigidBody::set_gravity_scale(real_t p_gravity_scale) {
gravity_scale = p_gravity_scale;
PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_GRAVITY_SCALE, gravity_scale);
}
real_t RigidBody::get_gravity_scale() const {
return gravity_scale;
}
void RigidBody::set_linear_damp(real_t p_linear_damp) {
ERR_FAIL_COND(p_linear_damp < -1);
linear_damp = p_linear_damp;
PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_LINEAR_DAMP, linear_damp);
}
real_t RigidBody::get_linear_damp() const {
return linear_damp;
}
void RigidBody::set_angular_damp(real_t p_angular_damp) {
ERR_FAIL_COND(p_angular_damp < -1);
angular_damp = p_angular_damp;
PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_ANGULAR_DAMP, angular_damp);
}
real_t RigidBody::get_angular_damp() const {
return angular_damp;
}
void RigidBody::set_axis_velocity(const Vector3 &p_axis) {
Vector3 v = state ? state->get_linear_velocity() : linear_velocity;
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Vector3 axis = p_axis.normalized();
v -= axis * axis.dot(v);
v += p_axis;
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if (state) {
set_linear_velocity(v);
} else {
PhysicsServer::get_singleton()->body_set_axis_velocity(get_rid(), p_axis);
linear_velocity = v;
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}
}
void RigidBody::set_linear_velocity(const Vector3 &p_velocity) {
linear_velocity = p_velocity;
if (state) {
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state->set_linear_velocity(linear_velocity);
} else {
PhysicsServer::get_singleton()->body_set_state(get_rid(), PhysicsServer::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
}
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}
Vector3 RigidBody::get_linear_velocity() const {
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return linear_velocity;
}
void RigidBody::set_angular_velocity(const Vector3 &p_velocity) {
angular_velocity = p_velocity;
if (state) {
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state->set_angular_velocity(angular_velocity);
} else {
PhysicsServer::get_singleton()->body_set_state(get_rid(), PhysicsServer::BODY_STATE_ANGULAR_VELOCITY, angular_velocity);
}
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}
Vector3 RigidBody::get_angular_velocity() const {
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return angular_velocity;
}
Basis RigidBody::get_inverse_inertia_tensor() {
return inverse_inertia_tensor;
}
void RigidBody::set_use_custom_integrator(bool p_enable) {
if (custom_integrator == p_enable) {
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return;
}
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custom_integrator = p_enable;
PhysicsServer::get_singleton()->body_set_omit_force_integration(get_rid(), p_enable);
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}
bool RigidBody::is_using_custom_integrator() {
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return custom_integrator;
}
void RigidBody::set_sleeping(bool p_sleeping) {
sleeping = p_sleeping;
PhysicsServer::get_singleton()->body_set_state(get_rid(), PhysicsServer::BODY_STATE_SLEEPING, sleeping);
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}
void RigidBody::set_can_sleep(bool p_active) {
can_sleep = p_active;
PhysicsServer::get_singleton()->body_set_state(get_rid(), PhysicsServer::BODY_STATE_CAN_SLEEP, p_active);
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}
bool RigidBody::is_able_to_sleep() const {
return can_sleep;
}
bool RigidBody::is_sleeping() const {
return sleeping;
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}
void RigidBody::set_max_contacts_reported(int p_amount) {
max_contacts_reported = p_amount;
PhysicsServer::get_singleton()->body_set_max_contacts_reported(get_rid(), p_amount);
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}
int RigidBody::get_max_contacts_reported() const {
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return max_contacts_reported;
}
void RigidBody::add_central_force(const Vector3 &p_force) {
PhysicsServer::get_singleton()->body_add_central_force(get_rid(), p_force);
}
void RigidBody::add_force(const Vector3 &p_force, const Vector3 &p_pos) {
PhysicsServer::get_singleton()->body_add_force(get_rid(), p_force, p_pos);
}
void RigidBody::add_torque(const Vector3 &p_torque) {
PhysicsServer::get_singleton()->body_add_torque(get_rid(), p_torque);
}
void RigidBody::apply_central_impulse(const Vector3 &p_impulse) {
PhysicsServer::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse);
}
void RigidBody::apply_impulse(const Vector3 &p_pos, const Vector3 &p_impulse) {
PhysicsServer::get_singleton()->body_apply_impulse(get_rid(), p_pos, p_impulse);
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}
void RigidBody::apply_torque_impulse(const Vector3 &p_impulse) {
PhysicsServer::get_singleton()->body_apply_torque_impulse(get_rid(), p_impulse);
}
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void RigidBody::set_use_continuous_collision_detection(bool p_enable) {
ccd = p_enable;
PhysicsServer::get_singleton()->body_set_enable_continuous_collision_detection(get_rid(), p_enable);
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}
bool RigidBody::is_using_continuous_collision_detection() const {
return ccd;
}
void RigidBody::set_contact_monitor(bool p_enabled) {
if (p_enabled == is_contact_monitor_enabled()) {
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return;
}
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if (!p_enabled) {
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ERR_FAIL_COND_MSG(contact_monitor->locked, "Can't disable contact monitoring during in/out callback. Use call_deferred(\"set_contact_monitor\", false) instead.");
for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
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//clean up mess
Object *obj = ObjectDB::get_instance(E->key());
Node *node = Object::cast_to<Node>(obj);
if (node) {
node->disconnect(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_body_enter_tree);
node->disconnect(SceneStringNames::get_singleton()->tree_exiting, this, SceneStringNames::get_singleton()->_body_exit_tree);
}
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}
memdelete(contact_monitor);
contact_monitor = nullptr;
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} else {
contact_monitor = memnew(ContactMonitor);
contact_monitor->locked = false;
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}
}
bool RigidBody::is_contact_monitor_enabled() const {
return contact_monitor != nullptr;
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}
void RigidBody::set_axis_lock(PhysicsServer::BodyAxis p_axis, bool p_lock) {
PhysicsServer::get_singleton()->body_set_axis_lock(get_rid(), p_axis, p_lock);
}
bool RigidBody::get_axis_lock(PhysicsServer::BodyAxis p_axis) const {
return PhysicsServer::get_singleton()->body_is_axis_locked(get_rid(), p_axis);
}
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Array RigidBody::get_colliding_bodies() const {
ERR_FAIL_COND_V(!contact_monitor, Array());
Array ret;
ret.resize(contact_monitor->body_map.size());
int idx = 0;
for (const Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
Object *obj = ObjectDB::get_instance(E->key());
if (!obj) {
ret.resize(ret.size() - 1); //ops
} else {
ret[idx++] = obj;
}
}
return ret;
}
String RigidBody::get_configuration_warning() const {
Transform t = get_transform();
String warning = CollisionObject::get_configuration_warning();
if ((get_mode() == MODE_RIGID || get_mode() == MODE_CHARACTER) && (ABS(t.basis.get_axis(0).length() - 1.0) > 0.05 || ABS(t.basis.get_axis(1).length() - 1.0) > 0.05 || ABS(t.basis.get_axis(2).length() - 1.0) > 0.05)) {
if (warning != String()) {
warning += "\n\n";
}
warning += TTR("Size changes to RigidBody (in character or rigid modes) will be overridden by the physics engine when running.\nChange the size in children collision shapes instead.");
}
return warning;
}
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void RigidBody::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_mode", "mode"), &RigidBody::set_mode);
ClassDB::bind_method(D_METHOD("get_mode"), &RigidBody::get_mode);
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ClassDB::bind_method(D_METHOD("set_mass", "mass"), &RigidBody::set_mass);
ClassDB::bind_method(D_METHOD("get_mass"), &RigidBody::get_mass);
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ClassDB::bind_method(D_METHOD("set_weight", "weight"), &RigidBody::set_weight);
ClassDB::bind_method(D_METHOD("get_weight"), &RigidBody::get_weight);
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#ifndef DISABLE_DEPRECATED
ClassDB::bind_method(D_METHOD("set_friction", "friction"), &RigidBody::set_friction);
ClassDB::bind_method(D_METHOD("get_friction"), &RigidBody::get_friction);
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ClassDB::bind_method(D_METHOD("set_bounce", "bounce"), &RigidBody::set_bounce);
ClassDB::bind_method(D_METHOD("get_bounce"), &RigidBody::get_bounce);
#endif // DISABLE_DEPRECATED
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ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &RigidBody::set_physics_material_override);
ClassDB::bind_method(D_METHOD("get_physics_material_override"), &RigidBody::get_physics_material_override);
ClassDB::bind_method(D_METHOD("_reload_physics_characteristics"), &RigidBody::_reload_physics_characteristics);
ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &RigidBody::set_linear_velocity);
ClassDB::bind_method(D_METHOD("get_linear_velocity"), &RigidBody::get_linear_velocity);
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ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &RigidBody::set_angular_velocity);
ClassDB::bind_method(D_METHOD("get_angular_velocity"), &RigidBody::get_angular_velocity);
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ClassDB::bind_method(D_METHOD("get_inverse_inertia_tensor"), &RigidBody::get_inverse_inertia_tensor);
ClassDB::bind_method(D_METHOD("set_gravity_scale", "gravity_scale"), &RigidBody::set_gravity_scale);
ClassDB::bind_method(D_METHOD("get_gravity_scale"), &RigidBody::get_gravity_scale);
ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &RigidBody::set_linear_damp);
ClassDB::bind_method(D_METHOD("get_linear_damp"), &RigidBody::get_linear_damp);
ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &RigidBody::set_angular_damp);
ClassDB::bind_method(D_METHOD("get_angular_damp"), &RigidBody::get_angular_damp);
ClassDB::bind_method(D_METHOD("set_max_contacts_reported", "amount"), &RigidBody::set_max_contacts_reported);
ClassDB::bind_method(D_METHOD("get_max_contacts_reported"), &RigidBody::get_max_contacts_reported);
ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &RigidBody::set_use_custom_integrator);
ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &RigidBody::is_using_custom_integrator);
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ClassDB::bind_method(D_METHOD("set_contact_monitor", "enabled"), &RigidBody::set_contact_monitor);
ClassDB::bind_method(D_METHOD("is_contact_monitor_enabled"), &RigidBody::is_contact_monitor_enabled);
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ClassDB::bind_method(D_METHOD("set_use_continuous_collision_detection", "enable"), &RigidBody::set_use_continuous_collision_detection);
ClassDB::bind_method(D_METHOD("is_using_continuous_collision_detection"), &RigidBody::is_using_continuous_collision_detection);
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ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidBody::set_axis_velocity);
ClassDB::bind_method(D_METHOD("add_central_force", "force"), &RigidBody::add_central_force);
ClassDB::bind_method(D_METHOD("add_force", "force", "position"), &RigidBody::add_force);
ClassDB::bind_method(D_METHOD("add_torque", "torque"), &RigidBody::add_torque);
ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &RigidBody::apply_central_impulse);
ClassDB::bind_method(D_METHOD("apply_impulse", "position", "impulse"), &RigidBody::apply_impulse);
ClassDB::bind_method(D_METHOD("apply_torque_impulse", "impulse"), &RigidBody::apply_torque_impulse);
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ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidBody::set_sleeping);
ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidBody::is_sleeping);
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ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidBody::set_can_sleep);
ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidBody::is_able_to_sleep);
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ClassDB::bind_method(D_METHOD("_direct_state_changed"), &RigidBody::_direct_state_changed);
ClassDB::bind_method(D_METHOD("_body_enter_tree"), &RigidBody::_body_enter_tree);
ClassDB::bind_method(D_METHOD("_body_exit_tree"), &RigidBody::_body_exit_tree);
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ClassDB::bind_method(D_METHOD("set_axis_lock", "axis", "lock"), &RigidBody::set_axis_lock);
ClassDB::bind_method(D_METHOD("get_axis_lock", "axis"), &RigidBody::get_axis_lock);
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ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody::get_colliding_bodies);
BIND_VMETHOD(MethodInfo("_integrate_forces", PropertyInfo(Variant::OBJECT, "state", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsDirectBodyState")));
ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Rigid,Static,Character,Kinematic"), "set_mode", "get_mode");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "mass", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01,or_greater"), "set_mass", "get_mass");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "weight", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01,or_greater", PROPERTY_USAGE_EDITOR), "set_weight", "get_weight");
#ifndef DISABLE_DEPRECATED
ADD_PROPERTY(PropertyInfo(Variant::REAL, "friction", PROPERTY_HINT_RANGE, "0,1,0.01", 0), "set_friction", "get_friction");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01", 0), "set_bounce", "get_bounce");
#endif // DISABLE_DEPRECATED
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "gravity_scale", PROPERTY_HINT_RANGE, "-128,128,0.01"), "set_gravity_scale", "get_gravity_scale");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "custom_integrator"), "set_use_custom_integrator", "is_using_custom_integrator");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "continuous_cd"), "set_use_continuous_collision_detection", "is_using_continuous_collision_detection");
ADD_PROPERTY(PropertyInfo(Variant::INT, "contacts_reported", PROPERTY_HINT_RANGE, "0,64,1,or_greater"), "set_max_contacts_reported", "get_max_contacts_reported");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "contact_monitor"), "set_contact_monitor", "is_contact_monitor_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleeping", "is_sleeping");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep");
ADD_GROUP("Axis Lock", "axis_lock_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_x"), "set_axis_lock", "get_axis_lock", PhysicsServer::BODY_AXIS_LINEAR_X);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_y"), "set_axis_lock", "get_axis_lock", PhysicsServer::BODY_AXIS_LINEAR_Y);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_z"), "set_axis_lock", "get_axis_lock", PhysicsServer::BODY_AXIS_LINEAR_Z);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_x"), "set_axis_lock", "get_axis_lock", PhysicsServer::BODY_AXIS_ANGULAR_X);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_y"), "set_axis_lock", "get_axis_lock", PhysicsServer::BODY_AXIS_ANGULAR_Y);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_z"), "set_axis_lock", "get_axis_lock", PhysicsServer::BODY_AXIS_ANGULAR_Z);
ADD_GROUP("Linear", "linear_");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity"), "set_linear_velocity", "get_linear_velocity");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp");
ADD_GROUP("Angular", "angular_");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "angular_velocity"), "set_angular_velocity", "get_angular_velocity");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp");
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ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::_RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index")));
ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::_RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index")));
ADD_SIGNAL(MethodInfo("body_entered", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("sleeping_state_changed"));
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BIND_ENUM_CONSTANT(MODE_RIGID);
BIND_ENUM_CONSTANT(MODE_STATIC);
BIND_ENUM_CONSTANT(MODE_CHARACTER);
BIND_ENUM_CONSTANT(MODE_KINEMATIC);
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}
RigidBody::RigidBody() :
PhysicsBody(PhysicsServer::BODY_MODE_RIGID) {
mode = MODE_RIGID;
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mass = 1;
max_contacts_reported = 0;
state = nullptr;
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gravity_scale = 1;
linear_damp = -1;
angular_damp = -1;
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//angular_velocity=0;
sleeping = false;
ccd = false;
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custom_integrator = false;
contact_monitor = nullptr;
can_sleep = true;
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PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed");
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}
RigidBody::~RigidBody() {
if (contact_monitor) {
memdelete(contact_monitor);
}
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}
void RigidBody::_reload_physics_characteristics() {
if (physics_material_override.is_null()) {
PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_BOUNCE, 0);
PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_FRICTION, 1);
} else {
PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce());
PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_FRICTION, physics_material_override->computed_friction());
}
}
//////////////////////////////////////////////////////
//////////////////////////
Ref<KinematicCollision> KinematicBody::_move(const Vector3 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, bool p_test_only) {
Collision col;
bool collided = move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes, p_test_only);
// Ugly hack as a hot fix, 65b3200 fix an issue but cause a problem with Bullet that broke games using Bullet.
// The bug is something internal to Bullet, seems to be related to the Bullets margin. As not proper fix was found yet,
// this temporary solution solves the issue for games using Bullet.
bool is_bullet = PhysicsServerManager::current_server_id != 0;
// Don't report collision when the whole motion is done.
if (collided && (col.collision_safe_fraction < 1 || is_bullet)) {
// Create a new instance when the cached reference is invalid or still in use in script.
if (motion_cache.is_null() || motion_cache->reference_get_count() > 1) {
motion_cache.instance();
motion_cache->owner = this;
}
motion_cache->collision = col;
return motion_cache;
}
return Ref<KinematicCollision>();
}
bool KinematicBody::move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes, bool p_test_only, bool p_cancel_sliding, const Set<RID> &p_exclude) {
if (sync_to_physics) {
ERR_PRINT("Functions move_and_slide and move_and_collide do not work together with 'sync to physics' option. Please read the documentation.");
}
Transform gt = get_global_transform();
PhysicsServer::MotionResult result;
bool colliding = PhysicsServer::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, &result, p_exclude_raycast_shapes, p_exclude);
// Restore direction of motion to be along original motion,
// in order to avoid sliding due to recovery,
// but only if collision depth is low enough to avoid tunneling.
if (p_cancel_sliding) {
real_t motion_length = p_motion.length();
real_t precision = 0.001;
if (colliding) {
// Can't just use margin as a threshold because collision depth is calculated on unsafe motion,
// so even in normal resting cases the depth can be a bit more than the margin.
precision += motion_length * (result.collision_unsafe_fraction - result.collision_safe_fraction);
if (result.collision_depth > (real_t)margin + precision) {
p_cancel_sliding = false;
}
}
if (p_cancel_sliding) {
// When motion is null, recovery is the resulting motion.
Vector3 motion_normal;
if (motion_length > CMP_EPSILON) {
motion_normal = p_motion / motion_length;
}
// Check depth of recovery.
real_t projected_length = result.motion.dot(motion_normal);
Vector3 recovery = result.motion - motion_normal * projected_length;
real_t recovery_length = recovery.length();
// Fixes cases where canceling slide causes the motion to go too deep into the ground,
// because we're only taking rest information into account and not general recovery.
if (recovery_length < (real_t)margin + precision) {
// Apply adjustment to motion.
result.motion = motion_normal * projected_length;
result.remainder = p_motion - result.motion;
}
}
}
if (colliding) {
r_collision.collider_metadata = result.collider_metadata;
r_collision.collider_shape = result.collider_shape;
r_collision.collider_vel = result.collider_velocity;
r_collision.collision = result.collision_point;
r_collision.normal = result.collision_normal;
r_collision.collider = result.collider_id;
r_collision.collider_rid = result.collider;
r_collision.travel = result.motion;
r_collision.remainder = result.remainder;
r_collision.local_shape = result.collision_local_shape;
r_collision.collision_safe_fraction = result.collision_safe_fraction;
}
for (int i = 0; i < 3; i++) {
if (locked_axis & (1 << i)) {
result.motion[i] = 0;
}
}
if (!p_test_only) {
gt.origin += result.motion;
set_global_transform(gt);
}
return colliding;
}
//so, if you pass 45 as limit, avoid numerical precision errors when angle is 45.
#define FLOOR_ANGLE_THRESHOLD 0.01
Vector3 KinematicBody::_move_and_slide_internal(const Vector3 &p_linear_velocity, const Vector3 &p_snap, const Vector3 &p_up_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) {
Vector3 body_velocity = p_linear_velocity;
Vector3 body_velocity_normal = body_velocity.normalized();
Vector3 up_direction = p_up_direction.normalized();
bool was_on_floor = on_floor;
for (int i = 0; i < 3; i++) {
if (locked_axis & (1 << i)) {
body_velocity[i] = 0;
}
}
// Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky
float delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
Vector3 current_floor_velocity = floor_velocity;
if (on_floor && on_floor_body.is_valid()) {
// This approach makes sure there is less delay between the actual body velocity and the one we saved.
PhysicsDirectBodyState *bs = PhysicsServer::get_singleton()->body_get_direct_state(on_floor_body);
if (bs) {
Transform gt = get_global_transform();
Vector3 local_position = gt.origin - bs->get_transform().origin;
current_floor_velocity = bs->get_velocity_at_local_position(local_position);
} else {
// Body is removed or destroyed, invalidate floor.
current_floor_velocity = Vector3();
on_floor_body = RID();
}
}
colliders.clear();
on_floor = false;
on_ceiling = false;
on_wall = false;
floor_normal = Vector3();
floor_velocity = Vector3();
if (current_floor_velocity != Vector3() && on_floor_body.is_valid()) {
Collision floor_collision;
Set<RID> exclude;
exclude.insert(on_floor_body);
if (move_and_collide(current_floor_velocity * delta, p_infinite_inertia, floor_collision, true, false, false, exclude)) {
colliders.push_back(floor_collision);
_set_collision_direction(floor_collision, up_direction, p_floor_max_angle);
}
}
on_floor_body = RID();
Vector3 motion = body_velocity * delta;
// No sliding on first attempt to keep floor motion stable when possible,
// when stop on slope is enabled.
bool sliding_enabled = !p_stop_on_slope;
for (int iteration = 0; iteration < p_max_slides; ++iteration) {
Collision collision;
bool found_collision = false;
KinematicBody performance and quality improvements With this change finally one can use compound collisions (like those created by Gridmaps) without serious performance issues. The previous KinematicBody code for Bullet was practically doing a whole bunch of unnecessary calculations. Gridmaps with fairly large octant sizes (in my case 32) can get up to 10000x speedup with this change (literally!). I expect the FPS demo to get a fair speedup as well. List of fixes and improvements: - Fixed a general bug in move_and_slide that affects both GodotPhysics and Bullet, where ray shapes would be ignored unless the stop_on_slope parameter is disabled. Not sure where that came from, but looking at the 2D physics code it was obvious there's a difference. - Enabled the dynamic AABB tree that Bullet uses to allow broadphase collision tests against individual shapes of compound shapes. This is crucial to get good performance with Gridmaps and in general improves the performance whenever a KinematicBody collides with compound collision shapes. - Added code to the broadphase collision detection code used by the Bullet module for KinematicBodies to also do broadphase on the sub-shapes of compound collision shapes. This is possible thanks to the dynamic AABB tree that was previously disabled and it's the change that provides the biggest performance boost. - Now broadphase test is only done once per KinematicBody in Bullet instead of once per each of its shapes which was completely unnecessary. - Fixed the way how the ray separation results are populated in Bullet which was completely broken previously, overwriting previous results and similar non-sense. - Fixed ray shapes for good now. Previously the margin set in the editor was not respected at all, and the KinematicBody code for ray separation was complete bogus, thus all previous attempts to fix it were mislead. - Fixed an obvious bug also in GodotPhysics where an out-of-bounds index was used in the ray result array. There are a whole set of other problems with the KinematicBody code of Bullet which cost performance and may cause unexpected behavior, but those are not addressed in this change (need to keep it "simple"). Not sure whether this fixes any outstanding Github issues but I wouldn't be surprised.
2019-03-25 21:46:26 +00:00
for (int i = 0; i < 2; ++i) {
bool collided;
KinematicBody performance and quality improvements With this change finally one can use compound collisions (like those created by Gridmaps) without serious performance issues. The previous KinematicBody code for Bullet was practically doing a whole bunch of unnecessary calculations. Gridmaps with fairly large octant sizes (in my case 32) can get up to 10000x speedup with this change (literally!). I expect the FPS demo to get a fair speedup as well. List of fixes and improvements: - Fixed a general bug in move_and_slide that affects both GodotPhysics and Bullet, where ray shapes would be ignored unless the stop_on_slope parameter is disabled. Not sure where that came from, but looking at the 2D physics code it was obvious there's a difference. - Enabled the dynamic AABB tree that Bullet uses to allow broadphase collision tests against individual shapes of compound shapes. This is crucial to get good performance with Gridmaps and in general improves the performance whenever a KinematicBody collides with compound collision shapes. - Added code to the broadphase collision detection code used by the Bullet module for KinematicBodies to also do broadphase on the sub-shapes of compound collision shapes. This is possible thanks to the dynamic AABB tree that was previously disabled and it's the change that provides the biggest performance boost. - Now broadphase test is only done once per KinematicBody in Bullet instead of once per each of its shapes which was completely unnecessary. - Fixed the way how the ray separation results are populated in Bullet which was completely broken previously, overwriting previous results and similar non-sense. - Fixed ray shapes for good now. Previously the margin set in the editor was not respected at all, and the KinematicBody code for ray separation was complete bogus, thus all previous attempts to fix it were mislead. - Fixed an obvious bug also in GodotPhysics where an out-of-bounds index was used in the ray result array. There are a whole set of other problems with the KinematicBody code of Bullet which cost performance and may cause unexpected behavior, but those are not addressed in this change (need to keep it "simple"). Not sure whether this fixes any outstanding Github issues but I wouldn't be surprised.
2019-03-25 21:46:26 +00:00
if (i == 0) { //collide
collided = move_and_collide(motion, p_infinite_inertia, collision, true, false, !sliding_enabled);
if (!collided) {
motion = Vector3(); //clear because no collision happened and motion completed
}
KinematicBody performance and quality improvements With this change finally one can use compound collisions (like those created by Gridmaps) without serious performance issues. The previous KinematicBody code for Bullet was practically doing a whole bunch of unnecessary calculations. Gridmaps with fairly large octant sizes (in my case 32) can get up to 10000x speedup with this change (literally!). I expect the FPS demo to get a fair speedup as well. List of fixes and improvements: - Fixed a general bug in move_and_slide that affects both GodotPhysics and Bullet, where ray shapes would be ignored unless the stop_on_slope parameter is disabled. Not sure where that came from, but looking at the 2D physics code it was obvious there's a difference. - Enabled the dynamic AABB tree that Bullet uses to allow broadphase collision tests against individual shapes of compound shapes. This is crucial to get good performance with Gridmaps and in general improves the performance whenever a KinematicBody collides with compound collision shapes. - Added code to the broadphase collision detection code used by the Bullet module for KinematicBodies to also do broadphase on the sub-shapes of compound collision shapes. This is possible thanks to the dynamic AABB tree that was previously disabled and it's the change that provides the biggest performance boost. - Now broadphase test is only done once per KinematicBody in Bullet instead of once per each of its shapes which was completely unnecessary. - Fixed the way how the ray separation results are populated in Bullet which was completely broken previously, overwriting previous results and similar non-sense. - Fixed ray shapes for good now. Previously the margin set in the editor was not respected at all, and the KinematicBody code for ray separation was complete bogus, thus all previous attempts to fix it were mislead. - Fixed an obvious bug also in GodotPhysics where an out-of-bounds index was used in the ray result array. There are a whole set of other problems with the KinematicBody code of Bullet which cost performance and may cause unexpected behavior, but those are not addressed in this change (need to keep it "simple"). Not sure whether this fixes any outstanding Github issues but I wouldn't be surprised.
2019-03-25 21:46:26 +00:00
} else { //separate raycasts (if any)
collided = separate_raycast_shapes(p_infinite_inertia, collision);
if (collided) {
collision.remainder = motion; //keep
collision.travel = Vector3();
}
}
if (collided) {
found_collision = true;
colliders.push_back(collision);
_set_collision_direction(collision, up_direction, p_floor_max_angle);
if (on_floor && p_stop_on_slope) {
if ((body_velocity_normal + up_direction).length() < 0.01) {
Transform gt = get_global_transform();
if (collision.travel.length() > margin) {
gt.origin -= collision.travel.slide(up_direction);
} else {
gt.origin -= collision.travel;
}
set_global_transform(gt);
return Vector3();
}
}
if (sliding_enabled || !on_floor) {
motion = collision.remainder.slide(collision.normal);
body_velocity = body_velocity.slide(collision.normal);
for (int j = 0; j < 3; j++) {
if (locked_axis & (1 << j)) {
body_velocity[j] = 0;
}
}
} else {
motion = collision.remainder;
}
}
sliding_enabled = true;
KinematicBody performance and quality improvements With this change finally one can use compound collisions (like those created by Gridmaps) without serious performance issues. The previous KinematicBody code for Bullet was practically doing a whole bunch of unnecessary calculations. Gridmaps with fairly large octant sizes (in my case 32) can get up to 10000x speedup with this change (literally!). I expect the FPS demo to get a fair speedup as well. List of fixes and improvements: - Fixed a general bug in move_and_slide that affects both GodotPhysics and Bullet, where ray shapes would be ignored unless the stop_on_slope parameter is disabled. Not sure where that came from, but looking at the 2D physics code it was obvious there's a difference. - Enabled the dynamic AABB tree that Bullet uses to allow broadphase collision tests against individual shapes of compound shapes. This is crucial to get good performance with Gridmaps and in general improves the performance whenever a KinematicBody collides with compound collision shapes. - Added code to the broadphase collision detection code used by the Bullet module for KinematicBodies to also do broadphase on the sub-shapes of compound collision shapes. This is possible thanks to the dynamic AABB tree that was previously disabled and it's the change that provides the biggest performance boost. - Now broadphase test is only done once per KinematicBody in Bullet instead of once per each of its shapes which was completely unnecessary. - Fixed the way how the ray separation results are populated in Bullet which was completely broken previously, overwriting previous results and similar non-sense. - Fixed ray shapes for good now. Previously the margin set in the editor was not respected at all, and the KinematicBody code for ray separation was complete bogus, thus all previous attempts to fix it were mislead. - Fixed an obvious bug also in GodotPhysics where an out-of-bounds index was used in the ray result array. There are a whole set of other problems with the KinematicBody code of Bullet which cost performance and may cause unexpected behavior, but those are not addressed in this change (need to keep it "simple"). Not sure whether this fixes any outstanding Github issues but I wouldn't be surprised.
2019-03-25 21:46:26 +00:00
}
if (!found_collision || motion == Vector3()) {
break;
}
}
if (was_on_floor && p_snap != Vector3() && !on_floor) {
// Apply snap.
Collision col;
Transform gt = get_global_transform();
if (move_and_collide(p_snap, p_infinite_inertia, col, false, true, false)) {
bool apply = true;
if (up_direction != Vector3()) {
if (Math::acos(col.normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
on_floor = true;
floor_normal = col.normal;
on_floor_body = col.collider_rid;
floor_velocity = col.collider_vel;
if (p_stop_on_slope) {
// move and collide may stray the object a bit because of pre un-stucking,
// so only ensure that motion happens on floor direction in this case.
if (col.travel.length() > margin) {
col.travel = col.travel.project(up_direction);
} else {
col.travel = Vector3();
}
}
} else {
apply = false; //snapped with floor direction, but did not snap to a floor, do not snap.
}
}
if (apply) {
gt.origin += col.travel;
set_global_transform(gt);
}
}
}
if (moving_platform_apply_velocity_on_leave != PLATFORM_VEL_ON_LEAVE_NEVER) {
// Add last platform velocity when just left a moving platform.
if (!on_floor) {
if (moving_platform_apply_velocity_on_leave == PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY && current_floor_velocity.dot(up_direction) < 0) {
current_floor_velocity = current_floor_velocity.slide(up_direction);
}
return body_velocity + current_floor_velocity;
}
}
return body_velocity;
}
Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_up_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) {
return _move_and_slide_internal(p_linear_velocity, Vector3(), p_up_direction, p_stop_on_slope, p_max_slides, p_floor_max_angle, p_infinite_inertia);
}
Vector3 KinematicBody::move_and_slide_with_snap(const Vector3 &p_linear_velocity, const Vector3 &p_snap, const Vector3 &p_up_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) {
return _move_and_slide_internal(p_linear_velocity, p_snap, p_up_direction, p_stop_on_slope, p_max_slides, p_floor_max_angle, p_infinite_inertia);
}
void KinematicBody::_set_collision_direction(const Collision &p_collision, const Vector3 &p_up_direction, float p_floor_max_angle) {
if (p_up_direction == Vector3()) {
//all is a wall
on_wall = true;
} else {
if (Math::acos(p_collision.normal.dot(p_up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
on_floor = true;
floor_normal = p_collision.normal;
on_floor_body = p_collision.collider_rid;
floor_velocity = p_collision.collider_vel;
} else if (Math::acos(p_collision.normal.dot(-p_up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
on_ceiling = true;
} else {
on_wall = true;
}
}
}
bool KinematicBody::is_on_floor() const {
return on_floor;
}
bool KinematicBody::is_on_wall() const {
return on_wall;
}
bool KinematicBody::is_on_ceiling() const {
return on_ceiling;
}
Vector3 KinematicBody::get_floor_normal() const {
return floor_normal;
}
real_t KinematicBody::get_floor_angle(const Vector3 &p_up_direction) const {
ERR_FAIL_COND_V(p_up_direction == Vector3(), 0);
return Math::acos(floor_normal.dot(p_up_direction));
}
Vector3 KinematicBody::get_floor_velocity() const {
return floor_velocity;
}
void KinematicBody::set_moving_platform_apply_velocity_on_leave(MovingPlatformApplyVelocityOnLeave p_on_leave_apply_velocity) {
moving_platform_apply_velocity_on_leave = p_on_leave_apply_velocity;
}
KinematicBody::MovingPlatformApplyVelocityOnLeave KinematicBody::get_moving_platform_apply_velocity_on_leave() const {
return moving_platform_apply_velocity_on_leave;
}
bool KinematicBody::test_move(const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia) {
ERR_FAIL_COND_V(!is_inside_tree(), false);
PhysicsServer::MotionResult result;
bool colliding = PhysicsServer::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, p_infinite_inertia, &result);
if (colliding) {
// Don't report collision when the whole motion is done.
return (result.collision_safe_fraction < 1.0);
} else {
return false;
}
}
bool KinematicBody::separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision) {
PhysicsServer::SeparationResult sep_res[8]; //max 8 rays
Transform gt = get_global_transform();
Vector3 recover;
int hits = PhysicsServer::get_singleton()->body_test_ray_separation(get_rid(), gt, p_infinite_inertia, recover, sep_res, 8, margin);
int deepest = -1;
float deepest_depth;
for (int i = 0; i < hits; i++) {
if (deepest == -1 || sep_res[i].collision_depth > deepest_depth) {
deepest = i;
deepest_depth = sep_res[i].collision_depth;
}
}
gt.origin += recover;
set_global_transform(gt);
if (deepest != -1) {
r_collision.collider = sep_res[deepest].collider_id;
r_collision.collider_rid = sep_res[deepest].collider;
r_collision.collider_metadata = sep_res[deepest].collider_metadata;
r_collision.collider_shape = sep_res[deepest].collider_shape;
r_collision.collider_vel = sep_res[deepest].collider_velocity;
r_collision.collision = sep_res[deepest].collision_point;
r_collision.normal = sep_res[deepest].collision_normal;
r_collision.local_shape = sep_res[deepest].collision_local_shape;
r_collision.travel = recover;
r_collision.remainder = Vector3();
return true;
} else {
return false;
}
}
void KinematicBody::set_axis_lock(PhysicsServer::BodyAxis p_axis, bool p_lock) {
2021-08-30 00:19:06 +00:00
if (p_lock) {
locked_axis |= p_axis;
} else {
locked_axis &= (~p_axis);
}
PhysicsServer::get_singleton()->body_set_axis_lock(get_rid(), p_axis, p_lock);
}
bool KinematicBody::get_axis_lock(PhysicsServer::BodyAxis p_axis) const {
return PhysicsServer::get_singleton()->body_is_axis_locked(get_rid(), p_axis);
}
void KinematicBody::set_safe_margin(float p_margin) {
margin = p_margin;
2017-11-07 14:22:09 +00:00
PhysicsServer::get_singleton()->body_set_kinematic_safe_margin(get_rid(), margin);
}
float KinematicBody::get_safe_margin() const {
return margin;
}
int KinematicBody::get_slide_count() const {
return colliders.size();
}
KinematicBody::Collision KinematicBody::get_slide_collision(int p_bounce) const {
ERR_FAIL_INDEX_V(p_bounce, colliders.size(), Collision());
return colliders[p_bounce];
}
Ref<KinematicCollision> KinematicBody::_get_slide_collision(int p_bounce) {
ERR_FAIL_INDEX_V(p_bounce, colliders.size(), Ref<KinematicCollision>());
if (p_bounce >= slide_colliders.size()) {
slide_colliders.resize(p_bounce + 1);
}
// Create a new instance when the cached reference is invalid or still in use in script.
if (slide_colliders[p_bounce].is_null() || slide_colliders[p_bounce]->reference_get_count() > 1) {
slide_colliders.write[p_bounce].instance();
slide_colliders.write[p_bounce]->owner = this;
}
slide_colliders.write[p_bounce]->collision = colliders[p_bounce];
return slide_colliders[p_bounce];
}
Ref<KinematicCollision> KinematicBody::_get_last_slide_collision() {
if (colliders.size() == 0) {
return Ref<KinematicCollision>();
}
return _get_slide_collision(colliders.size() - 1);
}
void KinematicBody::set_sync_to_physics(bool p_enable) {
if (sync_to_physics == p_enable) {
return;
}
sync_to_physics = p_enable;
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
if (p_enable) {
PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed");
set_only_update_transform_changes(true);
set_notify_local_transform(true);
} else {
PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(), nullptr, "");
set_only_update_transform_changes(false);
set_notify_local_transform(false);
}
}
bool KinematicBody::is_sync_to_physics_enabled() const {
return sync_to_physics;
}
void KinematicBody::_direct_state_changed(Object *p_state) {
if (!sync_to_physics) {
return;
}
PhysicsDirectBodyState *state = Object::cast_to<PhysicsDirectBodyState>(p_state);
ERR_FAIL_COND_MSG(!state, "Method '_direct_state_changed' must receive a valid PhysicsDirectBodyState object as argument");
last_valid_transform = state->get_transform();
set_notify_local_transform(false);
set_global_transform(last_valid_transform);
set_notify_local_transform(true);
_on_transform_changed();
}
void KinematicBody::_notification(int p_what) {
if (p_what == NOTIFICATION_ENTER_TREE) {
last_valid_transform = get_global_transform();
// Reset move_and_slide() data.
on_floor = false;
on_floor_body = RID();
on_ceiling = false;
on_wall = false;
colliders.clear();
floor_velocity = Vector3();
}
if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {
//used by sync to physics, send the new transform to the physics
Transform new_transform = get_global_transform();
PhysicsServer::get_singleton()->body_set_state(get_rid(), PhysicsServer::BODY_STATE_TRANSFORM, new_transform);
//but then revert changes
set_notify_local_transform(false);
set_global_transform(last_valid_transform);
set_notify_local_transform(true);
_on_transform_changed();
}
}
void KinematicBody::_bind_methods() {
ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "test_only"), &KinematicBody::_move, DEFVAL(true), DEFVAL(true), DEFVAL(false));
ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody::move_and_slide, DEFVAL(Vector3(0, 0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true));
ClassDB::bind_method(D_METHOD("move_and_slide_with_snap", "linear_velocity", "snap", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody::move_and_slide_with_snap, DEFVAL(Vector3(0, 0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true));
ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia"), &KinematicBody::test_move, DEFVAL(true));
ClassDB::bind_method(D_METHOD("is_on_floor"), &KinematicBody::is_on_floor);
ClassDB::bind_method(D_METHOD("is_on_ceiling"), &KinematicBody::is_on_ceiling);
ClassDB::bind_method(D_METHOD("is_on_wall"), &KinematicBody::is_on_wall);
ClassDB::bind_method(D_METHOD("get_floor_normal"), &KinematicBody::get_floor_normal);
ClassDB::bind_method(D_METHOD("get_floor_angle", "up_direction"), &KinematicBody::get_floor_angle, DEFVAL(Vector3(0.0, 1.0, 0.0)));
ClassDB::bind_method(D_METHOD("get_floor_velocity"), &KinematicBody::get_floor_velocity);
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ClassDB::bind_method(D_METHOD("set_axis_lock", "axis", "lock"), &KinematicBody::set_axis_lock);
ClassDB::bind_method(D_METHOD("get_axis_lock", "axis"), &KinematicBody::get_axis_lock);
ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &KinematicBody::set_safe_margin);
ClassDB::bind_method(D_METHOD("get_safe_margin"), &KinematicBody::get_safe_margin);
ClassDB::bind_method(D_METHOD("set_moving_platform_apply_velocity_on_leave", "on_leave_apply_velocity"), &KinematicBody::set_moving_platform_apply_velocity_on_leave);
ClassDB::bind_method(D_METHOD("get_moving_platform_apply_velocity_on_leave"), &KinematicBody::get_moving_platform_apply_velocity_on_leave);
ClassDB::bind_method(D_METHOD("get_slide_count"), &KinematicBody::get_slide_count);
ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &KinematicBody::_get_slide_collision);
ClassDB::bind_method(D_METHOD("get_last_slide_collision"), &KinematicBody::_get_last_slide_collision);
ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &KinematicBody::set_sync_to_physics);
ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &KinematicBody::is_sync_to_physics_enabled);
ClassDB::bind_method(D_METHOD("_direct_state_changed"), &KinematicBody::_direct_state_changed);
2021-08-30 00:19:06 +00:00
ADD_GROUP("Axis Lock", "axis_lock_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_motion_x"), "set_axis_lock", "get_axis_lock", PhysicsServer::BODY_AXIS_LINEAR_X);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_motion_y"), "set_axis_lock", "get_axis_lock", PhysicsServer::BODY_AXIS_LINEAR_Y);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_motion_z"), "set_axis_lock", "get_axis_lock", PhysicsServer::BODY_AXIS_LINEAR_Z);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "move_lock_x", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_axis_lock", "get_axis_lock", PhysicsServer::BODY_AXIS_LINEAR_X);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "move_lock_y", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_axis_lock", "get_axis_lock", PhysicsServer::BODY_AXIS_LINEAR_Y);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "move_lock_z", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_axis_lock", "get_axis_lock", PhysicsServer::BODY_AXIS_LINEAR_Z);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "motion/sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled");
ADD_GROUP("Moving Platform", "moving_platform");
ADD_PROPERTY(PropertyInfo(Variant::INT, "moving_platform_apply_velocity_on_leave", PROPERTY_HINT_ENUM, "Always,Upward Only,Never", PROPERTY_USAGE_DEFAULT), "set_moving_platform_apply_velocity_on_leave", "get_moving_platform_apply_velocity_on_leave");
BIND_ENUM_CONSTANT(PLATFORM_VEL_ON_LEAVE_ALWAYS);
BIND_ENUM_CONSTANT(PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY);
BIND_ENUM_CONSTANT(PLATFORM_VEL_ON_LEAVE_NEVER);
}
KinematicBody::KinematicBody() :
PhysicsBody(PhysicsServer::BODY_MODE_KINEMATIC) {
locked_axis = 0;
on_floor = false;
on_ceiling = false;
on_wall = false;
set_safe_margin(0.001);
}
KinematicBody::~KinematicBody() {
if (motion_cache.is_valid()) {
motion_cache->owner = nullptr;
}
for (int i = 0; i < slide_colliders.size(); i++) {
if (slide_colliders[i].is_valid()) {
slide_colliders.write[i]->owner = nullptr;
}
}
}
2021-08-30 00:19:06 +00:00
///////////////////////////////////////
Vector3 KinematicCollision::get_position() const {
return collision.collision;
}
Vector3 KinematicCollision::get_normal() const {
return collision.normal;
}
Vector3 KinematicCollision::get_travel() const {
return collision.travel;
}
Vector3 KinematicCollision::get_remainder() const {
return collision.remainder;
}
real_t KinematicCollision::get_angle(const Vector3 &p_up_direction) const {
ERR_FAIL_COND_V(p_up_direction == Vector3(), 0);
return collision.get_angle(p_up_direction);
}
Object *KinematicCollision::get_local_shape() const {
if (!owner) {
return nullptr;
}
uint32_t ownerid = owner->shape_find_owner(collision.local_shape);
return owner->shape_owner_get_owner(ownerid);
}
Object *KinematicCollision::get_collider() const {
if (collision.collider) {
return ObjectDB::get_instance(collision.collider);
}
return nullptr;
}
ObjectID KinematicCollision::get_collider_id() const {
return collision.collider;
}
RID KinematicCollision::get_collider_rid() const {
return collision.collider_rid;
}
Object *KinematicCollision::get_collider_shape() const {
Object *collider = get_collider();
if (collider) {
CollisionObject *obj2d = Object::cast_to<CollisionObject>(collider);
if (obj2d) {
uint32_t ownerid = obj2d->shape_find_owner(collision.collider_shape);
return obj2d->shape_owner_get_owner(ownerid);
}
}
return nullptr;
}
int KinematicCollision::get_collider_shape_index() const {
return collision.collider_shape;
}
Vector3 KinematicCollision::get_collider_velocity() const {
return collision.collider_vel;
}
Variant KinematicCollision::get_collider_metadata() const {
return Variant();
}
void KinematicCollision::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_position"), &KinematicCollision::get_position);
ClassDB::bind_method(D_METHOD("get_normal"), &KinematicCollision::get_normal);
ClassDB::bind_method(D_METHOD("get_travel"), &KinematicCollision::get_travel);
ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision::get_remainder);
ClassDB::bind_method(D_METHOD("get_angle", "up_direction"), &KinematicCollision::get_angle, DEFVAL(Vector3(0.0, 1.0, 0.0)));
ClassDB::bind_method(D_METHOD("get_local_shape"), &KinematicCollision::get_local_shape);
ClassDB::bind_method(D_METHOD("get_collider"), &KinematicCollision::get_collider);
ClassDB::bind_method(D_METHOD("get_collider_id"), &KinematicCollision::get_collider_id);
ClassDB::bind_method(D_METHOD("get_collider_rid"), &KinematicCollision::get_collider_rid);
ClassDB::bind_method(D_METHOD("get_collider_shape"), &KinematicCollision::get_collider_shape);
ClassDB::bind_method(D_METHOD("get_collider_shape_index"), &KinematicCollision::get_collider_shape_index);
ClassDB::bind_method(D_METHOD("get_collider_velocity"), &KinematicCollision::get_collider_velocity);
ClassDB::bind_method(D_METHOD("get_collider_metadata"), &KinematicCollision::get_collider_metadata);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "position"), "", "get_position");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "normal"), "", "get_normal");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "travel"), "", "get_travel");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "remainder"), "", "get_remainder");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "local_shape"), "", "get_local_shape");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider"), "", "get_collider");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_id"), "", "get_collider_id");
ADD_PROPERTY(PropertyInfo(Variant::_RID, "collider_rid"), "", "get_collider_rid");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider_shape"), "", "get_collider_shape");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_shape_index"), "", "get_collider_shape_index");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "collider_velocity"), "", "get_collider_velocity");
ADD_PROPERTY(PropertyInfo(Variant::NIL, "collider_metadata", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT), "", "get_collider_metadata");
}
KinematicCollision::KinematicCollision() {
collision.collider = 0;
collision.collider_shape = 0;
collision.local_shape = 0;
owner = nullptr;
}
///////////////////////////////////////
bool PhysicalBone::JointData::_set(const StringName &p_name, const Variant &p_value, RID j) {
return false;
}
bool PhysicalBone::JointData::_get(const StringName &p_name, Variant &r_ret) const {
return false;
}
void PhysicalBone::JointData::_get_property_list(List<PropertyInfo> *p_list) const {
}
void PhysicalBone::apply_central_impulse(const Vector3 &p_impulse) {
PhysicsServer::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse);
}
void PhysicalBone::apply_impulse(const Vector3 &p_pos, const Vector3 &p_impulse) {
PhysicsServer::get_singleton()->body_apply_impulse(get_rid(), p_pos, p_impulse);
}
bool PhysicalBone::PinJointData::_set(const StringName &p_name, const Variant &p_value, RID j) {
if (JointData::_set(p_name, p_value, j)) {
return true;
}
if ("joint_constraints/bias" == p_name) {
bias = p_value;
if (j.is_valid()) {
PhysicsServer::get_singleton()->pin_joint_set_param(j, PhysicsServer::PIN_JOINT_BIAS, bias);
}
} else if ("joint_constraints/damping" == p_name) {
damping = p_value;
if (j.is_valid()) {
PhysicsServer::get_singleton()->pin_joint_set_param(j, PhysicsServer::PIN_JOINT_DAMPING, damping);
}
} else if ("joint_constraints/impulse_clamp" == p_name) {
impulse_clamp = p_value;
if (j.is_valid()) {
PhysicsServer::get_singleton()->pin_joint_set_param(j, PhysicsServer::PIN_JOINT_IMPULSE_CLAMP, impulse_clamp);
}
} else {
return false;
}
return true;
}
bool PhysicalBone::PinJointData::_get(const StringName &p_name, Variant &r_ret) const {
if (JointData::_get(p_name, r_ret)) {
return true;
}
if ("joint_constraints/bias" == p_name) {
r_ret = bias;
} else if ("joint_constraints/damping" == p_name) {
r_ret = damping;
} else if ("joint_constraints/impulse_clamp" == p_name) {
r_ret = impulse_clamp;
} else {
return false;
}
return true;
}
void PhysicalBone::PinJointData::_get_property_list(List<PropertyInfo> *p_list) const {
JointData::_get_property_list(p_list);
p_list->push_back(PropertyInfo(Variant::REAL, PNAME("joint_constraints/bias"), PROPERTY_HINT_RANGE, "0.01,0.99,0.01"));
p_list->push_back(PropertyInfo(Variant::REAL, PNAME("joint_constraints/damping"), PROPERTY_HINT_RANGE, "0.01,8.0,0.01"));
p_list->push_back(PropertyInfo(Variant::REAL, PNAME("joint_constraints/impulse_clamp"), PROPERTY_HINT_RANGE, "0.0,64.0,0.01"));
}
bool PhysicalBone::ConeJointData::_set(const StringName &p_name, const Variant &p_value, RID j) {
if (JointData::_set(p_name, p_value, j)) {
return true;
}
if ("joint_constraints/swing_span" == p_name) {
swing_span = Math::deg2rad(real_t(p_value));
if (j.is_valid()) {
PhysicsServer::get_singleton()->cone_twist_joint_set_param(j, PhysicsServer::CONE_TWIST_JOINT_SWING_SPAN, swing_span);
}
} else if ("joint_constraints/twist_span" == p_name) {
twist_span = Math::deg2rad(real_t(p_value));
if (j.is_valid()) {
PhysicsServer::get_singleton()->cone_twist_joint_set_param(j, PhysicsServer::CONE_TWIST_JOINT_TWIST_SPAN, twist_span);
}
} else if ("joint_constraints/bias" == p_name) {
bias = p_value;
if (j.is_valid()) {
PhysicsServer::get_singleton()->cone_twist_joint_set_param(j, PhysicsServer::CONE_TWIST_JOINT_BIAS, bias);
}
} else if ("joint_constraints/softness" == p_name) {
softness = p_value;
if (j.is_valid()) {
PhysicsServer::get_singleton()->cone_twist_joint_set_param(j, PhysicsServer::CONE_TWIST_JOINT_SOFTNESS, softness);
}
} else if ("joint_constraints/relaxation" == p_name) {
relaxation = p_value;
if (j.is_valid()) {
PhysicsServer::get_singleton()->cone_twist_joint_set_param(j, PhysicsServer::CONE_TWIST_JOINT_RELAXATION, relaxation);
}
} else {
return false;
}
return true;
}
bool PhysicalBone::ConeJointData::_get(const StringName &p_name, Variant &r_ret) const {
if (JointData::_get(p_name, r_ret)) {
return true;
}
if ("joint_constraints/swing_span" == p_name) {
r_ret = Math::rad2deg(swing_span);
} else if ("joint_constraints/twist_span" == p_name) {
r_ret = Math::rad2deg(twist_span);
} else if ("joint_constraints/bias" == p_name) {
r_ret = bias;
} else if ("joint_constraints/softness" == p_name) {
r_ret = softness;
} else if ("joint_constraints/relaxation" == p_name) {
r_ret = relaxation;
} else {
return false;
}
return true;
}
void PhysicalBone::ConeJointData::_get_property_list(List<PropertyInfo> *p_list) const {
JointData::_get_property_list(p_list);
p_list->push_back(PropertyInfo(Variant::REAL, PNAME("joint_constraints/swing_span"), PROPERTY_HINT_RANGE, "-180,180,0.01"));
p_list->push_back(PropertyInfo(Variant::REAL, PNAME("joint_constraints/twist_span"), PROPERTY_HINT_RANGE, "-40000,40000,0.1,or_lesser,or_greater"));
p_list->push_back(PropertyInfo(Variant::REAL, PNAME("joint_constraints/bias"), PROPERTY_HINT_RANGE, "0.01,16.0,0.01"));
p_list->push_back(PropertyInfo(Variant::REAL, PNAME("joint_constraints/softness"), PROPERTY_HINT_RANGE, "0.01,16.0,0.01"));
p_list->push_back(PropertyInfo(Variant::REAL, PNAME("joint_constraints/relaxation"), PROPERTY_HINT_RANGE, "0.01,16.0,0.01"));
}
bool PhysicalBone::HingeJointData::_set(const StringName &p_name, const Variant &p_value, RID j) {
if (JointData::_set(p_name, p_value, j)) {
return true;
}
if ("joint_constraints/angular_limit_enabled" == p_name) {
angular_limit_enabled = p_value;
if (j.is_valid()) {
PhysicsServer::get_singleton()->hinge_joint_set_flag(j, PhysicsServer::HINGE_JOINT_FLAG_USE_LIMIT, angular_limit_enabled);
}
} else if ("joint_constraints/angular_limit_upper" == p_name) {
angular_limit_upper = Math::deg2rad(real_t(p_value));
if (j.is_valid()) {
PhysicsServer::get_singleton()->hinge_joint_set_param(j, PhysicsServer::HINGE_JOINT_LIMIT_UPPER, angular_limit_upper);
}
} else if ("joint_constraints/angular_limit_lower" == p_name) {
angular_limit_lower = Math::deg2rad(real_t(p_value));
if (j.is_valid()) {
PhysicsServer::get_singleton()->hinge_joint_set_param(j, PhysicsServer::HINGE_JOINT_LIMIT_LOWER, angular_limit_lower);
}
} else if ("joint_constraints/angular_limit_bias" == p_name) {
angular_limit_bias = p_value;
if (j.is_valid()) {
PhysicsServer::get_singleton()->hinge_joint_set_param(j, PhysicsServer::HINGE_JOINT_LIMIT_BIAS, angular_limit_bias);
}
} else if ("joint_constraints/angular_limit_softness" == p_name) {
angular_limit_softness = p_value;
if (j.is_valid()) {
PhysicsServer::get_singleton()->hinge_joint_set_param(j, PhysicsServer::HINGE_JOINT_LIMIT_SOFTNESS, angular_limit_softness);
}
} else if ("joint_constraints/angular_limit_relaxation" == p_name) {
angular_limit_relaxation = p_value;
if (j.is_valid()) {
PhysicsServer::get_singleton()->hinge_joint_set_param(j, PhysicsServer::HINGE_JOINT_LIMIT_RELAXATION, angular_limit_relaxation);
}
} else {
return false;
}
return true;
}
bool PhysicalBone::HingeJointData::_get(const StringName &p_name, Variant &r_ret) const {
if (JointData::_get(p_name, r_ret)) {
return true;
}
if ("joint_constraints/angular_limit_enabled" == p_name) {
r_ret = angular_limit_enabled;
} else if ("joint_constraints/angular_limit_upper" == p_name) {
r_ret = Math::rad2deg(angular_limit_upper);
} else if ("joint_constraints/angular_limit_lower" == p_name) {
r_ret = Math::rad2deg(angular_limit_lower);
} else if ("joint_constraints/angular_limit_bias" == p_name) {
r_ret = angular_limit_bias;
} else if ("joint_constraints/angular_limit_softness" == p_name) {
r_ret = angular_limit_softness;
} else if ("joint_constraints/angular_limit_relaxation" == p_name) {
r_ret = angular_limit_relaxation;
} else {
return false;
}
return true;
}
void PhysicalBone::HingeJointData::_get_property_list(List<PropertyInfo> *p_list) const {
JointData::_get_property_list(p_list);
p_list->push_back(PropertyInfo(Variant::BOOL, PNAME("joint_constraints/angular_limit_enabled")));
p_list->push_back(PropertyInfo(Variant::REAL, PNAME("joint_constraints/angular_limit_upper"), PROPERTY_HINT_RANGE, "-180,180,0.01"));
p_list->push_back(PropertyInfo(Variant::REAL, PNAME("joint_constraints/angular_limit_lower"), PROPERTY_HINT_RANGE, "-180,180,0.01"));
p_list->push_back(PropertyInfo(Variant::REAL, PNAME("joint_constraints/angular_limit_bias"), PROPERTY_HINT_RANGE, "0.01,0.99,0.01"));
p_list->push_back(PropertyInfo(Variant::REAL, PNAME("joint_constraints/angular_limit_softness"), PROPERTY_HINT_RANGE, "0.01,16,0.01"));
p_list->push_back(PropertyInfo(Variant::REAL, PNAME("joint_constraints/angular_limit_relaxation"), PROPERTY_HINT_RANGE, "0.01,16,0.01"));
}
bool PhysicalBone::SliderJointData::_set(const StringName &p_name, const Variant &p_value, RID j) {
if (JointData::_set(p_name, p_value, j)) {
return true;
}
if ("joint_constraints/linear_limit_upper" == p_name) {
linear_limit_upper = p_value;
if (j.is_valid()) {
PhysicsServer::get_singleton()->slider_joint_set_param(j, PhysicsServer::SLIDER_JOINT_LINEAR_LIMIT_UPPER, linear_limit_upper);
}
} else if ("joint_constraints/linear_limit_lower" == p_name) {
linear_limit_lower = p_value;
if (j.is_valid()) {
PhysicsServer::get_singleton()->slider_joint_set_param(j, PhysicsServer::SLIDER_JOINT_LINEAR_LIMIT_LOWER, linear_limit_lower);
}
} else if ("joint_constraints/linear_limit_softness" == p_name) {
linear_limit_softness = p_value;
if (j.is_valid()) {
PhysicsServer::get_singleton()->slider_joint_set_param(j, PhysicsServer::SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS, linear_limit_softness);
}
} else if ("joint_constraints/linear_limit_restitution" == p_name) {
linear_limit_restitution = p_value;
if (j.is_valid()) {
PhysicsServer::get_singleton()->slider_joint_set_param(j, PhysicsServer::SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION, linear_limit_restitution);
}
} else if ("joint_constraints/linear_limit_damping" == p_name) {
linear_limit_damping = p_value;
if (j.is_valid()) {
PhysicsServer::get_singleton()->slider_joint_set_param(j, PhysicsServer::SLIDER_JOINT_LINEAR_LIMIT_DAMPING, linear_limit_restitution);
}
} else if ("joint_constraints/angular_limit_upper" == p_name) {
angular_limit_upper = Math::deg2rad(real_t(p_value));
if (j.is_valid()) {
PhysicsServer::get_singleton()->slider_joint_set_param(j, PhysicsServer::SLIDER_JOINT_ANGULAR_LIMIT_UPPER, angular_limit_upper);
}
} else if ("joint_constraints/angular_limit_lower" == p_name) {
angular_limit_lower = Math::deg2rad(real_t(p_value));
if (j.is_valid()) {
PhysicsServer::get_singleton()->slider_joint_set_param(j, PhysicsServer::SLIDER_JOINT_ANGULAR_LIMIT_LOWER, angular_limit_lower);
}
} else if ("joint_constraints/angular_limit_softness" == p_name) {
angular_limit_softness = p_value;
if (j.is_valid()) {
PhysicsServer::get_singleton()->slider_joint_set_param(j, PhysicsServer::SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS, angular_limit_softness);
}
} else if ("joint_constraints/angular_limit_restitution" == p_name) {
angular_limit_restitution = p_value;
if (j.is_valid()) {
PhysicsServer::get_singleton()->slider_joint_set_param(j, PhysicsServer::SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS, angular_limit_softness);
}
} else if ("joint_constraints/angular_limit_damping" == p_name) {
angular_limit_damping = p_value;
if (j.is_valid()) {
PhysicsServer::get_singleton()->slider_joint_set_param(j, PhysicsServer::SLIDER_JOINT_ANGULAR_LIMIT_DAMPING, angular_limit_damping);
}
} else {
return false;
}
return true;
}
bool PhysicalBone::SliderJointData::_get(const StringName &p_name, Variant &r_ret) const {
if (JointData::_get(p_name, r_ret)) {
return true;
}
if ("joint_constraints/linear_limit_upper" == p_name) {
r_ret = linear_limit_upper;
} else if ("joint_constraints/linear_limit_lower" == p_name) {
r_ret = linear_limit_lower;
} else if ("joint_constraints/linear_limit_softness" == p_name) {
r_ret = linear_limit_softness;
} else if ("joint_constraints/linear_limit_restitution" == p_name) {
r_ret = linear_limit_restitution;
} else if ("joint_constraints/linear_limit_damping" == p_name) {
r_ret = linear_limit_damping;
} else if ("joint_constraints/angular_limit_upper" == p_name) {
r_ret = Math::rad2deg(angular_limit_upper);
} else if ("joint_constraints/angular_limit_lower" == p_name) {
r_ret = Math::rad2deg(angular_limit_lower);
} else if ("joint_constraints/angular_limit_softness" == p_name) {
r_ret = angular_limit_softness;
} else if ("joint_constraints/angular_limit_restitution" == p_name) {
r_ret = angular_limit_restitution;
} else if ("joint_constraints/angular_limit_damping" == p_name) {
r_ret = angular_limit_damping;
} else {
return false;
}
return true;
}
void PhysicalBone::SliderJointData::_get_property_list(List<PropertyInfo> *p_list) const {
JointData::_get_property_list(p_list);
p_list->push_back(PropertyInfo(Variant::REAL, PNAME("joint_constraints/linear_limit_upper")));
p_list->push_back(PropertyInfo(Variant::REAL, PNAME("joint_constraints/linear_limit_lower")));
p_list->push_back(PropertyInfo(Variant::REAL, PNAME("joint_constraints/linear_limit_softness"), PROPERTY_HINT_RANGE, "0.01,16.0,0.01"));
p_list->push_back(PropertyInfo(Variant::REAL, PNAME("joint_constraints/linear_limit_restitution"), PROPERTY_HINT_RANGE, "0.01,16.0,0.01"));
p_list->push_back(PropertyInfo(Variant::REAL, PNAME("joint_constraints/linear_limit_damping"), PROPERTY_HINT_RANGE, "0,16.0,0.01"));
p_list->push_back(PropertyInfo(Variant::REAL, PNAME("joint_constraints/angular_limit_upper"), PROPERTY_HINT_RANGE, "-180,180,0.01"));
p_list->push_back(PropertyInfo(Variant::REAL, PNAME("joint_constraints/angular_limit_lower"), PROPERTY_HINT_RANGE, "-180,180,0.01"));
p_list->push_back(PropertyInfo(Variant::REAL, PNAME("joint_constraints/angular_limit_softness"), PROPERTY_HINT_RANGE, "0.01,16.0,0.01"));
p_list->push_back(PropertyInfo(Variant::REAL, PNAME("joint_constraints/angular_limit_restitution"), PROPERTY_HINT_RANGE, "0.01,16.0,0.01"));
p_list->push_back(PropertyInfo(Variant::REAL, PNAME("joint_constraints/angular_limit_damping"), PROPERTY_HINT_RANGE, "0,16.0,0.01"));
}
bool PhysicalBone::SixDOFJointData::_set(const StringName &p_name, const Variant &p_value, RID j) {
if (JointData::_set(p_name, p_value, j)) {
return true;
}
String path = p_name;
if (!path.begins_with("joint_constraints/")) {
return false;
}
Vector3::Axis axis;
{
const String axis_s = path.get_slicec('/', 1);
if ("x" == axis_s) {
axis = Vector3::AXIS_X;
} else if ("y" == axis_s) {
axis = Vector3::AXIS_Y;
} else if ("z" == axis_s) {
axis = Vector3::AXIS_Z;
} else {
return false;
}
}
String var_name = path.get_slicec('/', 2);
if ("linear_limit_enabled" == var_name) {
axis_data[axis].linear_limit_enabled = p_value;
if (j.is_valid()) {
PhysicsServer::get_singleton()->generic_6dof_joint_set_flag(j, axis, PhysicsServer::G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT, axis_data[axis].linear_limit_enabled);
}
} else if ("linear_limit_upper" == var_name) {
axis_data[axis].linear_limit_upper = p_value;
if (j.is_valid()) {
PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_LINEAR_UPPER_LIMIT, axis_data[axis].linear_limit_upper);
}
} else if ("linear_limit_lower" == var_name) {
axis_data[axis].linear_limit_lower = p_value;
if (j.is_valid()) {
PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_LINEAR_LOWER_LIMIT, axis_data[axis].linear_limit_lower);
}
} else if ("linear_limit_softness" == var_name) {
axis_data[axis].linear_limit_softness = p_value;
if (j.is_valid()) {
PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS, axis_data[axis].linear_limit_softness);
}
} else if ("linear_spring_enabled" == var_name) {
axis_data[axis].linear_spring_enabled = p_value;
if (j.is_valid()) {
PhysicsServer::get_singleton()->generic_6dof_joint_set_flag(j, axis, PhysicsServer::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING, axis_data[axis].linear_spring_enabled);
}
} else if ("linear_spring_stiffness" == var_name) {
axis_data[axis].linear_spring_stiffness = p_value;
if (j.is_valid()) {
PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS, axis_data[axis].linear_spring_stiffness);
}
} else if ("linear_spring_damping" == var_name) {
axis_data[axis].linear_spring_damping = p_value;
if (j.is_valid()) {
PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_LINEAR_SPRING_DAMPING, axis_data[axis].linear_spring_damping);
}
} else if ("linear_equilibrium_point" == var_name) {
axis_data[axis].linear_equilibrium_point = p_value;
if (j.is_valid()) {
PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT, axis_data[axis].linear_equilibrium_point);
}
} else if ("linear_restitution" == var_name) {
axis_data[axis].linear_restitution = p_value;
if (j.is_valid()) {
PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_LINEAR_RESTITUTION, axis_data[axis].linear_restitution);
}
} else if ("linear_damping" == var_name) {
axis_data[axis].linear_damping = p_value;
if (j.is_valid()) {
PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_LINEAR_DAMPING, axis_data[axis].linear_damping);
}
} else if ("angular_limit_enabled" == var_name) {
axis_data[axis].angular_limit_enabled = p_value;
if (j.is_valid()) {
PhysicsServer::get_singleton()->generic_6dof_joint_set_flag(j, axis, PhysicsServer::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT, axis_data[axis].angular_limit_enabled);
}
} else if ("angular_limit_upper" == var_name) {
axis_data[axis].angular_limit_upper = Math::deg2rad(real_t(p_value));
if (j.is_valid()) {
PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_ANGULAR_UPPER_LIMIT, axis_data[axis].angular_limit_upper);
}
} else if ("angular_limit_lower" == var_name) {
axis_data[axis].angular_limit_lower = Math::deg2rad(real_t(p_value));
if (j.is_valid()) {
PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_ANGULAR_LOWER_LIMIT, axis_data[axis].angular_limit_lower);
}
} else if ("angular_limit_softness" == var_name) {
axis_data[axis].angular_limit_softness = p_value;
if (j.is_valid()) {
PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS, axis_data[axis].angular_limit_softness);
}
} else if ("angular_restitution" == var_name) {
axis_data[axis].angular_restitution = p_value;
if (j.is_valid()) {
PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_ANGULAR_RESTITUTION, axis_data[axis].angular_restitution);
}
} else if ("angular_damping" == var_name) {
axis_data[axis].angular_damping = p_value;
if (j.is_valid()) {
PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_ANGULAR_DAMPING, axis_data[axis].angular_damping);
}
} else if ("erp" == var_name) {
axis_data[axis].erp = p_value;
if (j.is_valid()) {
PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_ANGULAR_ERP, axis_data[axis].erp);
}
} else if ("angular_spring_enabled" == var_name) {
axis_data[axis].angular_spring_enabled = p_value;
if (j.is_valid()) {
PhysicsServer::get_singleton()->generic_6dof_joint_set_flag(j, axis, PhysicsServer::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING, axis_data[axis].angular_spring_enabled);
}
} else if ("angular_spring_stiffness" == var_name) {
axis_data[axis].angular_spring_stiffness = p_value;
if (j.is_valid()) {
PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS, axis_data[axis].angular_spring_stiffness);
}
} else if ("angular_spring_damping" == var_name) {
axis_data[axis].angular_spring_damping = p_value;
if (j.is_valid()) {
PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_ANGULAR_SPRING_DAMPING, axis_data[axis].angular_spring_damping);
}
} else if ("angular_equilibrium_point" == var_name) {
axis_data[axis].angular_equilibrium_point = p_value;
if (j.is_valid()) {
PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT, axis_data[axis].angular_equilibrium_point);
}
} else {
return false;
}
return true;
}
bool PhysicalBone::SixDOFJointData::_get(const StringName &p_name, Variant &r_ret) const {
if (JointData::_get(p_name, r_ret)) {
return true;
}
String path = p_name;
if (!path.begins_with("joint_constraints/")) {
return false;
}
int axis;
{
const String axis_s = path.get_slicec('/', 1);
if ("x" == axis_s) {
axis = 0;
} else if ("y" == axis_s) {
axis = 1;
} else if ("z" == axis_s) {
axis = 2;
} else {
return false;
}
}
String var_name = path.get_slicec('/', 2);
if ("linear_limit_enabled" == var_name) {
r_ret = axis_data[axis].linear_limit_enabled;
} else if ("linear_limit_upper" == var_name) {
r_ret = axis_data[axis].linear_limit_upper;
} else if ("linear_limit_lower" == var_name) {
r_ret = axis_data[axis].linear_limit_lower;
} else if ("linear_limit_softness" == var_name) {
r_ret = axis_data[axis].linear_limit_softness;
} else if ("linear_spring_enabled" == var_name) {
r_ret = axis_data[axis].linear_spring_enabled;
} else if ("linear_spring_stiffness" == var_name) {
r_ret = axis_data[axis].linear_spring_stiffness;
} else if ("linear_spring_damping" == var_name) {
r_ret = axis_data[axis].linear_spring_damping;
} else if ("linear_equilibrium_point" == var_name) {
r_ret = axis_data[axis].linear_equilibrium_point;
} else if ("linear_restitution" == var_name) {
r_ret = axis_data[axis].linear_restitution;
} else if ("linear_damping" == var_name) {
r_ret = axis_data[axis].linear_damping;
} else if ("angular_limit_enabled" == var_name) {
r_ret = axis_data[axis].angular_limit_enabled;
} else if ("angular_limit_upper" == var_name) {
r_ret = Math::rad2deg(axis_data[axis].angular_limit_upper);
} else if ("angular_limit_lower" == var_name) {
r_ret = Math::rad2deg(axis_data[axis].angular_limit_lower);
} else if ("angular_limit_softness" == var_name) {
r_ret = axis_data[axis].angular_limit_softness;
} else if ("angular_restitution" == var_name) {
r_ret = axis_data[axis].angular_restitution;
} else if ("angular_damping" == var_name) {
r_ret = axis_data[axis].angular_damping;
} else if ("erp" == var_name) {
r_ret = axis_data[axis].erp;
} else if ("angular_spring_enabled" == var_name) {
r_ret = axis_data[axis].angular_spring_enabled;
} else if ("angular_spring_stiffness" == var_name) {
r_ret = axis_data[axis].angular_spring_stiffness;
} else if ("angular_spring_damping" == var_name) {
r_ret = axis_data[axis].angular_spring_damping;
} else if ("angular_equilibrium_point" == var_name) {
r_ret = axis_data[axis].angular_equilibrium_point;
} else {
return false;
}
return true;
}
void PhysicalBone::SixDOFJointData::_get_property_list(List<PropertyInfo> *p_list) const {
const StringName axis_names[] = { PNAME("x"), PNAME("y"), PNAME("z") };
for (int i = 0; i < 3; ++i) {
const String prefix = vformat("%s/%s/", PNAME("joint_constraints"), axis_names[i]);
p_list->push_back(PropertyInfo(Variant::BOOL, prefix + PNAME("linear_limit_enabled")));
p_list->push_back(PropertyInfo(Variant::REAL, prefix + PNAME("linear_limit_upper")));
p_list->push_back(PropertyInfo(Variant::REAL, prefix + PNAME("linear_limit_lower")));
p_list->push_back(PropertyInfo(Variant::REAL, prefix + PNAME("linear_limit_softness"), PROPERTY_HINT_RANGE, "0.01,16,0.01"));
p_list->push_back(PropertyInfo(Variant::BOOL, prefix + PNAME("linear_spring_enabled")));
p_list->push_back(PropertyInfo(Variant::REAL, prefix + PNAME("linear_spring_stiffness")));
p_list->push_back(PropertyInfo(Variant::REAL, prefix + PNAME("linear_spring_damping")));
p_list->push_back(PropertyInfo(Variant::REAL, prefix + PNAME("linear_equilibrium_point")));
p_list->push_back(PropertyInfo(Variant::REAL, prefix + PNAME("linear_restitution"), PROPERTY_HINT_RANGE, "0.01,16,0.01"));
p_list->push_back(PropertyInfo(Variant::REAL, prefix + PNAME("linear_damping"), PROPERTY_HINT_RANGE, "0.01,16,0.01"));
p_list->push_back(PropertyInfo(Variant::BOOL, prefix + PNAME("angular_limit_enabled")));
p_list->push_back(PropertyInfo(Variant::REAL, prefix + PNAME("angular_limit_upper"), PROPERTY_HINT_RANGE, "-180,180,0.01"));
p_list->push_back(PropertyInfo(Variant::REAL, prefix + PNAME("angular_limit_lower"), PROPERTY_HINT_RANGE, "-180,180,0.01"));
p_list->push_back(PropertyInfo(Variant::REAL, prefix + PNAME("angular_limit_softness"), PROPERTY_HINT_RANGE, "0.01,16,0.01"));
p_list->push_back(PropertyInfo(Variant::REAL, prefix + PNAME("angular_restitution"), PROPERTY_HINT_RANGE, "0.01,16,0.01"));
p_list->push_back(PropertyInfo(Variant::REAL, prefix + PNAME("angular_damping"), PROPERTY_HINT_RANGE, "0.01,16,0.01"));
p_list->push_back(PropertyInfo(Variant::REAL, prefix + PNAME("erp")));
p_list->push_back(PropertyInfo(Variant::BOOL, prefix + PNAME("angular_spring_enabled")));
p_list->push_back(PropertyInfo(Variant::REAL, prefix + PNAME("angular_spring_stiffness")));
p_list->push_back(PropertyInfo(Variant::REAL, prefix + PNAME("angular_spring_damping")));
p_list->push_back(PropertyInfo(Variant::REAL, prefix + PNAME("angular_equilibrium_point")));
}
}
bool PhysicalBone::_set(const StringName &p_name, const Variant &p_value) {
if (p_name == "bone_name") {
set_bone_name(p_value);
return true;
}
if (joint_data) {
if (joint_data->_set(p_name, p_value, joint)) {
#ifdef TOOLS_ENABLED
if (get_gizmo().is_valid()) {
get_gizmo()->redraw();
}
#endif
return true;
}
}
return false;
}
bool PhysicalBone::_get(const StringName &p_name, Variant &r_ret) const {
if (p_name == "bone_name") {
r_ret = get_bone_name();
return true;
}
if (joint_data) {
return joint_data->_get(p_name, r_ret);
}
return false;
}
void PhysicalBone::_get_property_list(List<PropertyInfo> *p_list) const {
Skeleton *parent = find_skeleton_parent(get_parent());
if (parent) {
String names;
for (int i = 0; i < parent->get_bone_count(); i++) {
if (i > 0) {
names += ",";
}
names += parent->get_bone_name(i);
}
p_list->push_back(PropertyInfo(Variant::STRING, PNAME("bone_name"), PROPERTY_HINT_ENUM, names));
} else {
p_list->push_back(PropertyInfo(Variant::STRING, PNAME("bone_name")));
}
if (joint_data) {
joint_data->_get_property_list(p_list);
}
}
void PhysicalBone::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE:
parent_skeleton = find_skeleton_parent(get_parent());
update_bone_id();
reset_to_rest_position();
_reset_physics_simulation_state();
if (!joint.is_valid() && joint_data) {
_reload_joint();
}
break;
case NOTIFICATION_EXIT_TREE:
if (parent_skeleton) {
if (-1 != bone_id) {
parent_skeleton->unbind_physical_bone_from_bone(bone_id);
parent_skeleton->unbind_child_node_from_bone(bone_id, this);
bone_id = -1;
}
}
parent_skeleton = nullptr;
if (joint.is_valid()) {
PhysicsServer::get_singleton()->free(joint);
joint = RID();
}
break;
case NOTIFICATION_TRANSFORM_CHANGED:
if (Engine::get_singleton()->is_editor_hint()) {
update_offset();
}
break;
}
}
void PhysicalBone::_direct_state_changed(Object *p_state) {
if (!simulate_physics || !_internal_simulate_physics) {
return;
}
/// Update bone transform
PhysicsDirectBodyState *state = Object::cast_to<PhysicsDirectBodyState>(p_state);
ERR_FAIL_COND_MSG(!state, "Method '_direct_state_changed' must receive a valid PhysicsDirectBodyState object as argument");
Transform global_transform(state->get_transform());
set_ignore_transform_notification(true);
set_global_transform(global_transform);
set_ignore_transform_notification(false);
_on_transform_changed();
// Update skeleton
if (parent_skeleton) {
if (-1 != bone_id) {
parent_skeleton->set_bone_global_pose_override(bone_id, parent_skeleton->get_global_transform().affine_inverse() * (global_transform * body_offset_inverse), 1.0, true);
}
}
}
void PhysicalBone::_bind_methods() {
ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &PhysicalBone::apply_central_impulse);
ClassDB::bind_method(D_METHOD("apply_impulse", "position", "impulse"), &PhysicalBone::apply_impulse);
ClassDB::bind_method(D_METHOD("_direct_state_changed"), &PhysicalBone::_direct_state_changed);
ClassDB::bind_method(D_METHOD("set_joint_type", "joint_type"), &PhysicalBone::set_joint_type);
ClassDB::bind_method(D_METHOD("get_joint_type"), &PhysicalBone::get_joint_type);
ClassDB::bind_method(D_METHOD("set_joint_offset", "offset"), &PhysicalBone::set_joint_offset);
ClassDB::bind_method(D_METHOD("get_joint_offset"), &PhysicalBone::get_joint_offset);
ClassDB::bind_method(D_METHOD("set_body_offset", "offset"), &PhysicalBone::set_body_offset);
ClassDB::bind_method(D_METHOD("get_body_offset"), &PhysicalBone::get_body_offset);
ClassDB::bind_method(D_METHOD("is_static_body"), &PhysicalBone::is_static_body);
ClassDB::bind_method(D_METHOD("get_simulate_physics"), &PhysicalBone::get_simulate_physics);
ClassDB::bind_method(D_METHOD("is_simulating_physics"), &PhysicalBone::is_simulating_physics);
ClassDB::bind_method(D_METHOD("get_bone_id"), &PhysicalBone::get_bone_id);
ClassDB::bind_method(D_METHOD("set_mass", "mass"), &PhysicalBone::set_mass);
ClassDB::bind_method(D_METHOD("get_mass"), &PhysicalBone::get_mass);
ClassDB::bind_method(D_METHOD("set_weight", "weight"), &PhysicalBone::set_weight);
ClassDB::bind_method(D_METHOD("get_weight"), &PhysicalBone::get_weight);
ClassDB::bind_method(D_METHOD("set_friction", "friction"), &PhysicalBone::set_friction);
ClassDB::bind_method(D_METHOD("get_friction"), &PhysicalBone::get_friction);
ClassDB::bind_method(D_METHOD("set_bounce", "bounce"), &PhysicalBone::set_bounce);
ClassDB::bind_method(D_METHOD("get_bounce"), &PhysicalBone::get_bounce);
ClassDB::bind_method(D_METHOD("set_gravity_scale", "gravity_scale"), &PhysicalBone::set_gravity_scale);
ClassDB::bind_method(D_METHOD("get_gravity_scale"), &PhysicalBone::get_gravity_scale);
ADD_GROUP("Joint", "joint_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "joint_type", PROPERTY_HINT_ENUM, "None,PinJoint,ConeJoint,HingeJoint,SliderJoint,6DOFJoint"), "set_joint_type", "get_joint_type");
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "joint_offset"), "set_joint_offset", "get_joint_offset");
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "body_offset"), "set_body_offset", "get_body_offset");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "mass", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01"), "set_mass", "get_mass");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "weight", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01"), "set_weight", "get_weight");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "friction", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_friction", "get_friction");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_bounce", "get_bounce");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "gravity_scale", PROPERTY_HINT_RANGE, "-10,10,0.01"), "set_gravity_scale", "get_gravity_scale");
2018-05-09 00:14:31 +00:00
BIND_ENUM_CONSTANT(JOINT_TYPE_NONE);
BIND_ENUM_CONSTANT(JOINT_TYPE_PIN);
BIND_ENUM_CONSTANT(JOINT_TYPE_CONE);
BIND_ENUM_CONSTANT(JOINT_TYPE_HINGE);
BIND_ENUM_CONSTANT(JOINT_TYPE_SLIDER);
BIND_ENUM_CONSTANT(JOINT_TYPE_6DOF);
}
Skeleton *PhysicalBone::find_skeleton_parent(Node *p_parent) {
if (!p_parent) {
return nullptr;
}
Skeleton *s = Object::cast_to<Skeleton>(p_parent);
return s ? s : find_skeleton_parent(p_parent->get_parent());
}
void PhysicalBone::_fix_joint_offset() {
// Clamp joint origin to bone origin
if (parent_skeleton) {
joint_offset.origin = body_offset.affine_inverse().origin;
}
}
void PhysicalBone::_reload_joint() {
if (joint.is_valid()) {
PhysicsServer::get_singleton()->free(joint);
joint = RID();
}
if (!parent_skeleton) {
return;
}
PhysicalBone *body_a = parent_skeleton->get_physical_bone_parent(bone_id);
if (!body_a) {
return;
}
Transform joint_transf = get_global_transform() * joint_offset;
Transform local_a = body_a->get_global_transform().affine_inverse() * joint_transf;
local_a.orthonormalize();
switch (get_joint_type()) {
case JOINT_TYPE_PIN: {
joint = RID_PRIME(PhysicsServer::get_singleton()->joint_create_pin(body_a->get_rid(), local_a.origin, get_rid(), joint_offset.origin));
const PinJointData *pjd(static_cast<const PinJointData *>(joint_data));
PhysicsServer::get_singleton()->pin_joint_set_param(joint, PhysicsServer::PIN_JOINT_BIAS, pjd->bias);
PhysicsServer::get_singleton()->pin_joint_set_param(joint, PhysicsServer::PIN_JOINT_DAMPING, pjd->damping);
PhysicsServer::get_singleton()->pin_joint_set_param(joint, PhysicsServer::PIN_JOINT_IMPULSE_CLAMP, pjd->impulse_clamp);
} break;
case JOINT_TYPE_CONE: {
joint = RID_PRIME(PhysicsServer::get_singleton()->joint_create_cone_twist(body_a->get_rid(), local_a, get_rid(), joint_offset));
const ConeJointData *cjd(static_cast<const ConeJointData *>(joint_data));
PhysicsServer::get_singleton()->cone_twist_joint_set_param(joint, PhysicsServer::CONE_TWIST_JOINT_SWING_SPAN, cjd->swing_span);
PhysicsServer::get_singleton()->cone_twist_joint_set_param(joint, PhysicsServer::CONE_TWIST_JOINT_TWIST_SPAN, cjd->twist_span);
PhysicsServer::get_singleton()->cone_twist_joint_set_param(joint, PhysicsServer::CONE_TWIST_JOINT_BIAS, cjd->bias);
PhysicsServer::get_singleton()->cone_twist_joint_set_param(joint, PhysicsServer::CONE_TWIST_JOINT_SOFTNESS, cjd->softness);
PhysicsServer::get_singleton()->cone_twist_joint_set_param(joint, PhysicsServer::CONE_TWIST_JOINT_RELAXATION, cjd->relaxation);
} break;
case JOINT_TYPE_HINGE: {
joint = RID_PRIME(PhysicsServer::get_singleton()->joint_create_hinge(body_a->get_rid(), local_a, get_rid(), joint_offset));
const HingeJointData *hjd(static_cast<const HingeJointData *>(joint_data));
PhysicsServer::get_singleton()->hinge_joint_set_flag(joint, PhysicsServer::HINGE_JOINT_FLAG_USE_LIMIT, hjd->angular_limit_enabled);
PhysicsServer::get_singleton()->hinge_joint_set_param(joint, PhysicsServer::HINGE_JOINT_LIMIT_UPPER, hjd->angular_limit_upper);
PhysicsServer::get_singleton()->hinge_joint_set_param(joint, PhysicsServer::HINGE_JOINT_LIMIT_LOWER, hjd->angular_limit_lower);
PhysicsServer::get_singleton()->hinge_joint_set_param(joint, PhysicsServer::HINGE_JOINT_LIMIT_BIAS, hjd->angular_limit_bias);
PhysicsServer::get_singleton()->hinge_joint_set_param(joint, PhysicsServer::HINGE_JOINT_LIMIT_SOFTNESS, hjd->angular_limit_softness);
PhysicsServer::get_singleton()->hinge_joint_set_param(joint, PhysicsServer::HINGE_JOINT_LIMIT_RELAXATION, hjd->angular_limit_relaxation);
} break;
case JOINT_TYPE_SLIDER: {
joint = RID_PRIME(PhysicsServer::get_singleton()->joint_create_slider(body_a->get_rid(), local_a, get_rid(), joint_offset));
const SliderJointData *sjd(static_cast<const SliderJointData *>(joint_data));
PhysicsServer::get_singleton()->slider_joint_set_param(joint, PhysicsServer::SLIDER_JOINT_LINEAR_LIMIT_UPPER, sjd->linear_limit_upper);
PhysicsServer::get_singleton()->slider_joint_set_param(joint, PhysicsServer::SLIDER_JOINT_LINEAR_LIMIT_LOWER, sjd->linear_limit_lower);
PhysicsServer::get_singleton()->slider_joint_set_param(joint, PhysicsServer::SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS, sjd->linear_limit_softness);
PhysicsServer::get_singleton()->slider_joint_set_param(joint, PhysicsServer::SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION, sjd->linear_limit_restitution);
PhysicsServer::get_singleton()->slider_joint_set_param(joint, PhysicsServer::SLIDER_JOINT_LINEAR_LIMIT_DAMPING, sjd->linear_limit_restitution);
PhysicsServer::get_singleton()->slider_joint_set_param(joint, PhysicsServer::SLIDER_JOINT_ANGULAR_LIMIT_UPPER, sjd->angular_limit_upper);
PhysicsServer::get_singleton()->slider_joint_set_param(joint, PhysicsServer::SLIDER_JOINT_ANGULAR_LIMIT_LOWER, sjd->angular_limit_lower);
PhysicsServer::get_singleton()->slider_joint_set_param(joint, PhysicsServer::SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS, sjd->angular_limit_softness);
PhysicsServer::get_singleton()->slider_joint_set_param(joint, PhysicsServer::SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS, sjd->angular_limit_softness);
PhysicsServer::get_singleton()->slider_joint_set_param(joint, PhysicsServer::SLIDER_JOINT_ANGULAR_LIMIT_DAMPING, sjd->angular_limit_damping);
} break;
case JOINT_TYPE_6DOF: {
joint = RID_PRIME(PhysicsServer::get_singleton()->joint_create_generic_6dof(body_a->get_rid(), local_a, get_rid(), joint_offset));
const SixDOFJointData *g6dofjd(static_cast<const SixDOFJointData *>(joint_data));
for (int axis = 0; axis < 3; ++axis) {
PhysicsServer::get_singleton()->generic_6dof_joint_set_flag(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT, g6dofjd->axis_data[axis].linear_limit_enabled);
PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_LINEAR_UPPER_LIMIT, g6dofjd->axis_data[axis].linear_limit_upper);
PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_LINEAR_LOWER_LIMIT, g6dofjd->axis_data[axis].linear_limit_lower);
PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS, g6dofjd->axis_data[axis].linear_limit_softness);
PhysicsServer::get_singleton()->generic_6dof_joint_set_flag(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING, g6dofjd->axis_data[axis].linear_spring_enabled);
PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS, g6dofjd->axis_data[axis].linear_spring_stiffness);
PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_LINEAR_SPRING_DAMPING, g6dofjd->axis_data[axis].linear_spring_damping);
PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT, g6dofjd->axis_data[axis].linear_equilibrium_point);
PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_LINEAR_RESTITUTION, g6dofjd->axis_data[axis].linear_restitution);
PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_LINEAR_DAMPING, g6dofjd->axis_data[axis].linear_damping);
PhysicsServer::get_singleton()->generic_6dof_joint_set_flag(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT, g6dofjd->axis_data[axis].angular_limit_enabled);
PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_ANGULAR_UPPER_LIMIT, g6dofjd->axis_data[axis].angular_limit_upper);
PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_ANGULAR_LOWER_LIMIT, g6dofjd->axis_data[axis].angular_limit_lower);
PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS, g6dofjd->axis_data[axis].angular_limit_softness);
PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_ANGULAR_RESTITUTION, g6dofjd->axis_data[axis].angular_restitution);
PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_ANGULAR_DAMPING, g6dofjd->axis_data[axis].angular_damping);
PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_ANGULAR_ERP, g6dofjd->axis_data[axis].erp);
PhysicsServer::get_singleton()->generic_6dof_joint_set_flag(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING, g6dofjd->axis_data[axis].angular_spring_enabled);
PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS, g6dofjd->axis_data[axis].angular_spring_stiffness);
PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_ANGULAR_SPRING_DAMPING, g6dofjd->axis_data[axis].angular_spring_damping);
PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT, g6dofjd->axis_data[axis].angular_equilibrium_point);
}
} break;
case JOINT_TYPE_NONE: {
} break;
}
}
void PhysicalBone::_on_bone_parent_changed() {
_reload_joint();
}
void PhysicalBone::_set_gizmo_move_joint(bool p_move_joint) {
#ifdef TOOLS_ENABLED
gizmo_move_joint = p_move_joint;
SpatialEditor::get_singleton()->update_transform_gizmo();
#endif
}
#ifdef TOOLS_ENABLED
Transform PhysicalBone::get_global_gizmo_transform() const {
return gizmo_move_joint ? get_global_transform() * joint_offset : get_global_transform();
}
Transform PhysicalBone::get_local_gizmo_transform() const {
return gizmo_move_joint ? get_transform() * joint_offset : get_transform();
}
#endif
const PhysicalBone::JointData *PhysicalBone::get_joint_data() const {
return joint_data;
}
Skeleton *PhysicalBone::find_skeleton_parent() {
return find_skeleton_parent(this);
}
void PhysicalBone::set_joint_type(JointType p_joint_type) {
if (p_joint_type == get_joint_type()) {
return;
}
if (joint_data) {
2018-11-01 08:46:46 +00:00
memdelete(joint_data);
}
joint_data = nullptr;
switch (p_joint_type) {
case JOINT_TYPE_PIN:
joint_data = memnew(PinJointData);
break;
case JOINT_TYPE_CONE:
joint_data = memnew(ConeJointData);
break;
case JOINT_TYPE_HINGE:
joint_data = memnew(HingeJointData);
break;
case JOINT_TYPE_SLIDER:
joint_data = memnew(SliderJointData);
break;
case JOINT_TYPE_6DOF:
joint_data = memnew(SixDOFJointData);
break;
case JOINT_TYPE_NONE:
break;
}
_reload_joint();
#ifdef TOOLS_ENABLED
_change_notify();
if (get_gizmo().is_valid()) {
get_gizmo()->redraw();
}
#endif
}
PhysicalBone::JointType PhysicalBone::get_joint_type() const {
return joint_data ? joint_data->get_joint_type() : JOINT_TYPE_NONE;
}
void PhysicalBone::set_joint_offset(const Transform &p_offset) {
joint_offset = p_offset;
_fix_joint_offset();
set_ignore_transform_notification(true);
reset_to_rest_position();
set_ignore_transform_notification(false);
#ifdef TOOLS_ENABLED
if (get_gizmo().is_valid()) {
get_gizmo()->redraw();
}
#endif
}
const Transform &PhysicalBone::get_body_offset() const {
return body_offset;
}
void PhysicalBone::set_body_offset(const Transform &p_offset) {
body_offset = p_offset;
body_offset_inverse = body_offset.affine_inverse();
_fix_joint_offset();
set_ignore_transform_notification(true);
reset_to_rest_position();
set_ignore_transform_notification(false);
#ifdef TOOLS_ENABLED
if (get_gizmo().is_valid()) {
get_gizmo()->redraw();
}
#endif
}
const Transform &PhysicalBone::get_joint_offset() const {
return joint_offset;
}
void PhysicalBone::set_static_body(bool p_static) {
static_body = p_static;
set_as_toplevel(!static_body);
_reset_physics_simulation_state();
}
bool PhysicalBone::is_static_body() {
return static_body;
}
void PhysicalBone::set_simulate_physics(bool p_simulate) {
if (simulate_physics == p_simulate) {
return;
}
simulate_physics = p_simulate;
_reset_physics_simulation_state();
}
bool PhysicalBone::get_simulate_physics() {
return simulate_physics;
}
bool PhysicalBone::is_simulating_physics() {
return _internal_simulate_physics && !_internal_static_body;
}
void PhysicalBone::set_bone_name(const String &p_name) {
bone_name = p_name;
bone_id = -1;
update_bone_id();
reset_to_rest_position();
}
const String &PhysicalBone::get_bone_name() const {
return bone_name;
}
void PhysicalBone::set_mass(real_t p_mass) {
ERR_FAIL_COND(p_mass <= 0);
mass = p_mass;
PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_MASS, mass);
}
real_t PhysicalBone::get_mass() const {
return mass;
}
void PhysicalBone::set_weight(real_t p_weight) {
set_mass(p_weight / real_t(GLOBAL_DEF("physics/3d/default_gravity", 9.8)));
}
real_t PhysicalBone::get_weight() const {
return mass * real_t(GLOBAL_DEF("physics/3d/default_gravity", 9.8));
}
void PhysicalBone::set_friction(real_t p_friction) {
ERR_FAIL_COND(p_friction < 0 || p_friction > 1);
friction = p_friction;
PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_FRICTION, friction);
}
real_t PhysicalBone::get_friction() const {
return friction;
}
void PhysicalBone::set_bounce(real_t p_bounce) {
ERR_FAIL_COND(p_bounce < 0 || p_bounce > 1);
bounce = p_bounce;
PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_BOUNCE, bounce);
}
real_t PhysicalBone::get_bounce() const {
return bounce;
}
void PhysicalBone::set_gravity_scale(real_t p_gravity_scale) {
gravity_scale = p_gravity_scale;
PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_GRAVITY_SCALE, gravity_scale);
}
real_t PhysicalBone::get_gravity_scale() const {
return gravity_scale;
}
PhysicalBone::PhysicalBone() :
PhysicsBody(PhysicsServer::BODY_MODE_STATIC),
#ifdef TOOLS_ENABLED
gizmo_move_joint(false),
#endif
joint_data(nullptr),
parent_skeleton(nullptr),
static_body(false),
_internal_static_body(false),
Fix warnings about wrong member initialization order [-Wreorder] Fixes the following GCC 5 warnings: ``` core/object.h:193:11: warning: 'MethodInfo::flags' will be initialized after [-Wreorder] core/object.h:192:15: warning: 'PropertyInfo MethodInfo::return_val' [-Wreorder] core/object.cpp:278:1: warning: when initialized here [-Wreorder] core/script_debugger_remote.h:97:6: warning: 'ScriptDebuggerRemote::max_cps' will be initialized after [-Wreorder] core/script_debugger_remote.h:91:6: warning: 'int ScriptDebuggerRemote::max_messages_per_frame' [-Wreorder] core/script_debugger_remote.cpp:1086:1: warning: when initialized here [-Wreorder] core/script_debugger_remote.h:98:6: warning: 'ScriptDebuggerRemote::char_count' will be initialized after [-Wreorder] core/script_debugger_remote.h:92:6: warning: 'int ScriptDebuggerRemote::n_messages_dropped' [-Wreorder] core/script_debugger_remote.cpp:1086:1: warning: when initialized here [-Wreorder] modules/bullet/area_bullet.h:102:7: warning: 'AreaBullet::isScratched' will be initialized after [-Wreorder] modules/bullet/area_bullet.h:92:39: warning: 'PhysicsServer::AreaSpaceOverrideMode AreaBullet::spOv_mode' [-Wreorder] modules/bullet/area_bullet.cpp:46:1: warning: when initialized here [-Wreorder] modules/bullet/collision_object_bullet.h:127:15: warning: 'CollisionObjectBullet::space' will be initialized after [-Wreorder] modules/bullet/collision_object_bullet.h:117:7: warning: 'CollisionObjectBullet::Type CollisionObjectBullet::type' [-Wreorder] modules/bullet/collision_object_bullet.cpp:67:1: warning: when initialized here [-Wreorder] modules/bullet/godot_ray_world_algorithm.h:48:7: warning: 'GodotRayWorldAlgorithm::m_ownManifol1d' will be initialized after [-Wreorder] modules/bullet/godot_ray_world_algorithm.h:46:33: warning: 'const btDiscreteDynamicsWorld* GodotRayWorldAlgorithm::m_world' [-Wreorder] modules/bullet/godot_ray_world_algorithm.cpp:50:1: warning: when initialized here [-Wreorder] modules/bullet/godot_result_callbacks.h:91:18: warning: 'GodotAllConvexResultCallback::m_exclude' will be initialized after [-Wreorder] modules/bullet/godot_result_callbacks.h:89:6: warning: 'int GodotAllConvexResultCallback::m_resultMax' [-Wreorder] modules/bullet/godot_result_callbacks.h:93:2: warning: when initialized here [-Wreorder] modules/bullet/godot_result_callbacks.h:142:18: warning: 'GodotAllContactResultCallback::m_exclude' will be initialized after [-Wreorder] modules/bullet/godot_result_callbacks.h:140:6: warning: 'int GodotAllContactResultCallback::m_resultMax' [-Wreorder] modules/bullet/godot_result_callbacks.h:147:2: warning: when initialized here [-Wreorder] modules/bullet/godot_result_callbacks.h:168:18: warning: 'GodotContactPairContactResultCallback::m_exclude' will be initialized after [-Wreorder] modules/bullet/godot_result_callbacks.h:166:6: warning: 'int GodotContactPairContactResultCallback::m_resultMax' [-Wreorder] modules/bullet/godot_result_callbacks.h:173:2: warning: when initialized here [-Wreorder] modules/bullet/godot_result_callbacks.h:195:18: warning: 'GodotRestInfoContactResultCallback::m_exclude' will be initialized after [-Wreorder] modules/bullet/godot_result_callbacks.h:191:7: warning: 'bool GodotRestInfoContactResultCallback::m_collided' [-Wreorder] modules/bullet/godot_result_callbacks.h:199:2: warning: when initialized here [-Wreorder] modules/bullet/rigid_body_bullet.h:200:9: warning: 'RigidBodyBullet::gravity_scale' will be initialized after [-Wreorder] modules/bullet/rigid_body_bullet.h:199:9: warning: 'real_t RigidBodyBullet::mass' [-Wreorder] modules/bullet/rigid_body_bullet.cpp:258:1: warning: when initialized here [-Wreorder] modules/bullet/rigid_body_bullet.h:222:28: warning: 'RigidBodyBullet::force_integration_callback' will be initialized after [-Wreorder] modules/bullet/rigid_body_bullet.h:219:7: warning: 'bool RigidBodyBullet::isTransformChanged' [-Wreorder] modules/bullet/rigid_body_bullet.cpp:258:1: warning: when initialized here [-Wreorder] modules/bullet/rigid_body_bullet.h:220:7: warning: 'RigidBodyBullet::previousActiveState' will be initialized after [-Wreorder] modules/bullet/rigid_body_bullet.h:208:6: warning: 'int RigidBodyBullet::maxCollisionsDetection' [-Wreorder] modules/bullet/rigid_body_bullet.cpp:258:1: warning: when initialized here [-Wreorder] modules/bullet/soft_body_bullet.h:69:9: warning: 'SoftBodyBullet::total_mass' will be initialized after [-Wreorder] modules/bullet/soft_body_bullet.h:68:6: warning: 'int SoftBodyBullet::simulation_precision' [-Wreorder] modules/bullet/soft_body_bullet.cpp:38:1: warning: when initialized here [-Wreorder] modules/bullet/soft_body_bullet.h:76:9: warning: 'SoftBodyBullet::drag_coefficient' will be initialized after [-Wreorder] modules/bullet/soft_body_bullet.h:61:14: warning: 'btSoftBody* SoftBodyBullet::bt_soft_body' [-Wreorder] modules/bullet/soft_body_bullet.cpp:38:1: warning: when initialized here [-Wreorder] modules/bullet/space_bullet.h:97:22: warning: 'SpaceBullet::solver' will be initialized after [-Wreorder] modules/bullet/space_bullet.h:95:35: warning: 'btDefaultCollisionConfiguration* SpaceBullet::collisionConfiguration' [-Wreorder] modules/bullet/space_bullet.cpp:333:1: warning: when initialized here [-Wreorder] modules/bullet/space_bullet.h:101:23: warning: 'SpaceBullet::soft_body_world_info' will be initialized after [-Wreorder] modules/bullet/space_bullet.h:99:23: warning: 'btGhostPairCallback* SpaceBullet::ghostPairCallback' [-Wreorder] modules/bullet/space_bullet.cpp:333:1: warning: when initialized here [-Wreorder] modules/gdnative/nativescript/nativescript.h:79:13: warning: 'NativeScriptDesc::base_native_type' will be initialized after [-Wreorder] modules/gdnative/nativescript/nativescript.h:73:9: warning: 'String NativeScriptDesc::documentation' [-Wreorder] modules/gdnative/nativescript/nativescript.h:88:9: warning: when initialized here [-Wreorder] modules/gdscript/gdscript.h:296:6: warning: 'GDScriptWarning::line' will be initialized after [-Wreorder] modules/gdscript/gdscript.h:294:4: warning: 'GDScriptWarning::Code GDScriptWarning::code' [-Wreorder] modules/gdscript/gdscript.h:303:2: warning: when initialized here [-Wreorder] scene/3d/physics_body.h:544:7: warning: 'PhysicalBone::simulate_physics' will be initialized after [-Wreorder] scene/3d/physics_body.h:543:7: warning: 'bool PhysicalBone::_internal_static_body' [-Wreorder] scene/3d/physics_body.cpp:2502:1: warning: when initialized here [-Wreorder] scene/3d/physics_body.h:546:6: warning: 'PhysicalBone::bone_id' will be initialized after [-Wreorder] scene/3d/physics_body.h:539:12: warning: 'Skeleton* PhysicalBone::parent_skeleton' [-Wreorder] scene/3d/physics_body.cpp:2502:1: warning: when initialized here [-Wreorder] scene/3d/spring_arm.h:44:11: warning: 'SpringArm::mask' will be initialized after [-Wreorder] scene/3d/spring_arm.h:43:8: warning: 'float SpringArm::current_spring_length' [-Wreorder] scene/3d/spring_arm.cpp:37:1: warning: when initialized here [-Wreorder] scene/animation/skeleton_ik.h:159:11: warning: 'SkeletonIK::target_node_override' will be initialized after [-Wreorder] scene/animation/skeleton_ik.h:152:7: warning: 'bool SkeletonIK::use_magnet' [-Wreorder] scene/animation/skeleton_ik.cpp:418:1: warning: when initialized here [-Wreorder] scene/resources/tile_set.h:84:9: warning: 'TileSet::AutotileData::size' will be initialized after [-Wreorder] scene/resources/tile_set.h:83:7: warning: 'int TileSet::AutotileData::spacing' [-Wreorder] scene/resources/tile_set.h:92:12: warning: when initialized here [-Wreorder] scene/resources/tile_set.h:115:12: warning: 'TileSet::TileData::tile_mode' will be initialized after [-Wreorder] scene/resources/tile_set.h:114:9: warning: 'Color TileSet::TileData::modulate' [-Wreorder] scene/resources/tile_set.h:120:12: warning: when initialized here [-Wreorder] servers/physics/body_sw.h:84:19: warning: 'BodySW::direct_state_query_list' will be initialized after [-Wreorder] servers/physics/body_sw.h:57:11: warning: 'uint16_t BodySW::locked_axis' [-Wreorder] servers/physics/body_sw.cpp:756:1: warning: when initialized here [-Wreorder] ``` Nothing really relevant for us, but it's not a bad consistency improvement anyway so worth taking.
2018-09-28 15:17:38 +00:00
simulate_physics(false),
_internal_simulate_physics(false),
bone_id(-1),
bone_name(""),
bounce(0),
mass(1),
friction(1),
gravity_scale(1) {
set_static_body(static_body);
_reset_physics_simulation_state();
}
PhysicalBone::~PhysicalBone() {
if (joint_data) {
2018-11-01 08:46:46 +00:00
memdelete(joint_data);
}
}
void PhysicalBone::update_bone_id() {
if (!parent_skeleton) {
return;
}
const int new_bone_id = parent_skeleton->find_bone(bone_name);
if (new_bone_id != bone_id) {
if (-1 != bone_id) {
// Assert the unbind from old node
parent_skeleton->unbind_physical_bone_from_bone(bone_id);
parent_skeleton->unbind_child_node_from_bone(bone_id, this);
}
bone_id = new_bone_id;
parent_skeleton->bind_physical_bone_to_bone(bone_id, this);
_fix_joint_offset();
_internal_static_body = !static_body; // Force staticness reset
_reset_staticness_state();
}
}
void PhysicalBone::update_offset() {
#ifdef TOOLS_ENABLED
if (parent_skeleton) {
Transform bone_transform(parent_skeleton->get_global_transform());
if (-1 != bone_id) {
bone_transform *= parent_skeleton->get_bone_global_pose(bone_id);
}
if (gizmo_move_joint) {
bone_transform *= body_offset;
set_joint_offset(bone_transform.affine_inverse() * get_global_transform());
} else {
set_body_offset(bone_transform.affine_inverse() * get_global_transform());
}
}
#endif
}
void PhysicalBone::reset_to_rest_position() {
if (parent_skeleton) {
if (-1 == bone_id) {
set_global_transform(parent_skeleton->get_global_transform() * body_offset);
} else {
set_global_transform(parent_skeleton->get_global_transform() * parent_skeleton->get_bone_global_pose(bone_id) * body_offset);
}
}
}
void PhysicalBone::_reset_physics_simulation_state() {
if (simulate_physics && !static_body) {
_start_physics_simulation();
} else {
_stop_physics_simulation();
}
_reset_staticness_state();
}
void PhysicalBone::_reset_staticness_state() {
if (parent_skeleton && -1 != bone_id) {
if (static_body && simulate_physics) { // With this check I'm sure the position of this body is updated only when it's necessary
if (_internal_static_body) {
return;
}
parent_skeleton->bind_child_node_to_bone(bone_id, this);
_internal_static_body = true;
} else {
if (!_internal_static_body) {
return;
}
parent_skeleton->unbind_child_node_from_bone(bone_id, this);
_internal_static_body = false;
}
}
}
void PhysicalBone::_start_physics_simulation() {
if (_internal_simulate_physics || !parent_skeleton) {
return;
}
reset_to_rest_position();
PhysicsServer::get_singleton()->body_set_mode(get_rid(), PhysicsServer::BODY_MODE_RIGID);
PhysicsServer::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer());
PhysicsServer::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask());
PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed");
_internal_simulate_physics = true;
}
void PhysicalBone::_stop_physics_simulation() {
if (!_internal_simulate_physics || !parent_skeleton) {
return;
}
PhysicsServer::get_singleton()->body_set_mode(get_rid(), PhysicsServer::BODY_MODE_STATIC);
PhysicsServer::get_singleton()->body_set_collision_layer(get_rid(), 0);
PhysicsServer::get_singleton()->body_set_collision_mask(get_rid(), 0);
PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(), nullptr, "");
parent_skeleton->set_bone_global_pose_override(bone_id, Transform(), 0.0, false);
_internal_simulate_physics = false;
}