Expose PhysicsDirectBodyState.get_contact_impulse
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@ -91,6 +91,15 @@
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<description>
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</description>
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</method>
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<method name="get_contact_impulse" qualifiers="const">
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<return type="float">
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</return>
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<argument index="0" name="contact_idx" type="int">
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</argument>
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<description>
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Impulse created by the contact. Only implemented for Bullet physics.
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</description>
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</method>
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<method name="get_contact_local_normal" qualifiers="const">
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<return type="Vector3">
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</return>
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@ -146,6 +146,10 @@ Vector3 BulletPhysicsDirectBodyState::get_contact_local_normal(int p_contact_idx
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return body->collisions[p_contact_idx].hitNormal;
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}
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float BulletPhysicsDirectBodyState::get_contact_impulse(int p_contact_idx) const {
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return body->collisions[p_contact_idx].appliedImpulse;
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}
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int BulletPhysicsDirectBodyState::get_contact_local_shape(int p_contact_idx) const {
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return body->collisions[p_contact_idx].local_shape;
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}
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@ -388,7 +392,7 @@ void RigidBodyBullet::on_collision_checker_start() {
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collisionsCount = 0;
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}
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bool RigidBodyBullet::add_collision_object(RigidBodyBullet *p_otherObject, const Vector3 &p_hitWorldLocation, const Vector3 &p_hitLocalLocation, const Vector3 &p_hitNormal, int p_other_shape_index, int p_local_shape_index) {
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bool RigidBodyBullet::add_collision_object(RigidBodyBullet *p_otherObject, const Vector3 &p_hitWorldLocation, const Vector3 &p_hitLocalLocation, const Vector3 &p_hitNormal, const float &p_appliedImpulse, int p_other_shape_index, int p_local_shape_index) {
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if (collisionsCount >= maxCollisionsDetection) {
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return false;
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@ -399,6 +403,7 @@ bool RigidBodyBullet::add_collision_object(RigidBodyBullet *p_otherObject, const
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cd.otherObject = p_otherObject;
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cd.hitWorldLocation = p_hitWorldLocation;
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cd.hitNormal = p_hitNormal;
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cd.appliedImpulse = p_appliedImpulse;
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cd.other_object_shape = p_other_shape_index;
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cd.local_shape = p_local_shape_index;
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@ -121,6 +121,7 @@ public:
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virtual Vector3 get_contact_local_position(int p_contact_idx) const;
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virtual Vector3 get_contact_local_normal(int p_contact_idx) const;
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virtual float get_contact_impulse(int p_contact_idx) const;
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virtual int get_contact_local_shape(int p_contact_idx) const;
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virtual RID get_contact_collider(int p_contact_idx) const;
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@ -147,6 +148,7 @@ public:
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Vector3 hitLocalLocation;
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Vector3 hitWorldLocation;
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Vector3 hitNormal;
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float appliedImpulse;
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};
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struct ForceIntegrationCallback {
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@ -245,7 +247,7 @@ public:
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}
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bool can_add_collision() { return collisionsCount < maxCollisionsDetection; }
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bool add_collision_object(RigidBodyBullet *p_otherObject, const Vector3 &p_hitWorldLocation, const Vector3 &p_hitLocalLocation, const Vector3 &p_hitNormal, int p_other_shape_index, int p_local_shape_index);
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bool add_collision_object(RigidBodyBullet *p_otherObject, const Vector3 &p_hitWorldLocation, const Vector3 &p_hitLocalLocation, const Vector3 &p_hitNormal, const float &p_appliedImpulse, int p_other_shape_index, int p_local_shape_index);
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void assert_no_constraints();
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@ -751,19 +751,20 @@ void SpaceBullet::check_body_collision() {
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Vector3 collisionWorldPosition;
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Vector3 collisionLocalPosition;
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Vector3 normalOnB;
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float appliedImpulse = pt.m_appliedImpulse;
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B_TO_G(pt.m_normalWorldOnB, normalOnB);
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if (bodyA->can_add_collision()) {
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B_TO_G(pt.getPositionWorldOnB(), collisionWorldPosition);
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/// pt.m_localPointB Doesn't report the exact point in local space
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B_TO_G(pt.getPositionWorldOnB() - contactManifold->getBody1()->getWorldTransform().getOrigin(), collisionLocalPosition);
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bodyA->add_collision_object(bodyB, collisionWorldPosition, collisionLocalPosition, normalOnB, pt.m_index1, pt.m_index0);
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bodyA->add_collision_object(bodyB, collisionWorldPosition, collisionLocalPosition, normalOnB, appliedImpulse, pt.m_index1, pt.m_index0);
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}
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if (bodyB->can_add_collision()) {
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B_TO_G(pt.getPositionWorldOnA(), collisionWorldPosition);
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/// pt.m_localPointA Doesn't report the exact point in local space
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B_TO_G(pt.getPositionWorldOnA() - contactManifold->getBody0()->getWorldTransform().getOrigin(), collisionLocalPosition);
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bodyB->add_collision_object(bodyA, collisionWorldPosition, collisionLocalPosition, normalOnB * -1, pt.m_index0, pt.m_index1);
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bodyB->add_collision_object(bodyA, collisionWorldPosition, collisionLocalPosition, normalOnB * -1, appliedImpulse * -1, pt.m_index0, pt.m_index1);
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}
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#ifdef DEBUG_ENABLED
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@ -418,6 +418,9 @@ public:
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ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
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return body->contacts[p_contact_idx].local_normal;
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}
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virtual float get_contact_impulse(int p_contact_idx) const {
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return 0.0f; // Only implemented for bullet
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}
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virtual int get_contact_local_shape(int p_contact_idx) const {
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ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, -1);
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return body->contacts[p_contact_idx].local_shape;
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@ -103,6 +103,7 @@ void PhysicsDirectBodyState::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_contact_local_position", "contact_idx"), &PhysicsDirectBodyState::get_contact_local_position);
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ClassDB::bind_method(D_METHOD("get_contact_local_normal", "contact_idx"), &PhysicsDirectBodyState::get_contact_local_normal);
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ClassDB::bind_method(D_METHOD("get_contact_impulse", "contact_idx"), &PhysicsDirectBodyState::get_contact_impulse);
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ClassDB::bind_method(D_METHOD("get_contact_local_shape", "contact_idx"), &PhysicsDirectBodyState::get_contact_local_shape);
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ClassDB::bind_method(D_METHOD("get_contact_collider", "contact_idx"), &PhysicsDirectBodyState::get_contact_collider);
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ClassDB::bind_method(D_METHOD("get_contact_collider_position", "contact_idx"), &PhysicsDirectBodyState::get_contact_collider_position);
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@ -74,6 +74,7 @@ public:
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virtual Vector3 get_contact_local_position(int p_contact_idx) const = 0;
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virtual Vector3 get_contact_local_normal(int p_contact_idx) const = 0;
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virtual float get_contact_impulse(int p_contact_idx) const = 0;
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virtual int get_contact_local_shape(int p_contact_idx) const = 0;
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virtual RID get_contact_collider(int p_contact_idx) const = 0;
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