Added Physics state APIs
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@ -114,10 +114,18 @@ Transform BulletPhysicsDirectBodyState::get_transform() const {
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return body->get_transform();
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}
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void BulletPhysicsDirectBodyState::add_central_force(const Vector3 &p_force) {
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body->apply_central_force(p_force);
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}
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void BulletPhysicsDirectBodyState::add_force(const Vector3 &p_force, const Vector3 &p_pos) {
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body->apply_force(p_force, p_pos);
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}
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void BulletPhysicsDirectBodyState::add_torque(const Vector3 &p_torque) {
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body->apply_torque(p_torque);
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}
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void BulletPhysicsDirectBodyState::apply_impulse(const Vector3 &p_pos, const Vector3 &p_j) {
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body->apply_impulse(p_pos, p_j);
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}
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@ -110,7 +110,9 @@ public:
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virtual void set_transform(const Transform &p_transform);
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virtual Transform get_transform() const;
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virtual void add_central_force(const Vector3 &p_force);
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virtual void add_force(const Vector3 &p_force, const Vector3 &p_pos);
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virtual void add_torque(const Vector3 &p_torque);
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virtual void apply_impulse(const Vector3 &p_pos, const Vector3 &p_j);
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virtual void apply_torque_impulse(const Vector3 &p_j);
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@ -245,12 +245,21 @@ public:
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biased_angular_velocity += _inv_inertia_tensor.xform(p_j);
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}
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_FORCE_INLINE_ void add_central_force(const Vector3 &p_force) {
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applied_force += p_force;
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}
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_FORCE_INLINE_ void add_force(const Vector3 &p_force, const Vector3 &p_pos) {
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applied_force += p_force;
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applied_torque += p_pos.cross(p_force);
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}
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_FORCE_INLINE_ void add_torque(const Vector3 &p_torque) {
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applied_torque += p_torque;
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}
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void set_active(bool p_active);
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_FORCE_INLINE_ bool is_active() const { return active; }
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@ -401,7 +410,9 @@ public:
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virtual void set_transform(const Transform &p_transform) { body->set_state(PhysicsServer::BODY_STATE_TRANSFORM, p_transform); }
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virtual Transform get_transform() const { return body->get_transform(); }
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virtual void add_central_force(const Vector3 &p_force) { body->add_central_force(p_force); }
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virtual void add_force(const Vector3 &p_force, const Vector3 &p_pos) { body->add_force(p_force, p_pos); }
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virtual void add_torque(const Vector3 &p_torque) { body->add_torque(p_torque); }
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virtual void apply_impulse(const Vector3 &p_pos, const Vector3 &p_j) { body->apply_impulse(p_pos, p_j); }
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virtual void apply_torque_impulse(const Vector3 &p_j) { body->apply_torque_impulse(p_j); }
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@ -92,7 +92,9 @@ void PhysicsDirectBodyState::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_transform", "transform"), &PhysicsDirectBodyState::set_transform);
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ClassDB::bind_method(D_METHOD("get_transform"), &PhysicsDirectBodyState::get_transform);
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ClassDB::bind_method(D_METHOD("add_central_force", "force"), &PhysicsDirectBodyState::add_central_force);
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ClassDB::bind_method(D_METHOD("add_force", "force", "position"), &PhysicsDirectBodyState::add_force);
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ClassDB::bind_method(D_METHOD("add_torque", "torque"), &PhysicsDirectBodyState::add_torque);
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ClassDB::bind_method(D_METHOD("apply_impulse", "position", "j"), &PhysicsDirectBodyState::apply_impulse);
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ClassDB::bind_method(D_METHOD("apply_torqe_impulse", "j"), &PhysicsDirectBodyState::apply_torque_impulse);
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@ -63,7 +63,9 @@ public:
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virtual void set_transform(const Transform &p_transform) = 0;
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virtual Transform get_transform() const = 0;
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virtual void add_central_force(const Vector3 &p_force) = 0;
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virtual void add_force(const Vector3 &p_force, const Vector3 &p_pos) = 0;
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virtual void add_torque(const Vector3 &p_torque) = 0;
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virtual void apply_impulse(const Vector3 &p_pos, const Vector3 &p_j) = 0;
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virtual void apply_torque_impulse(const Vector3 &p_j) = 0;
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