Changes to 2D physics engine
-=-=-=-=-=-=-=-=-=-=-=-=-=-= -Removed "density" property -Added instead more flexible "angular damp" and "linear damp" -Added ability to override angular and linear damp in rigidbody -Added gravity scale option rigidbody Test well and iron out bugs, when it works the same will be moved to 3D
This commit is contained in:
parent
1ff0d5c4e5
commit
b51f645711
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@ -73,14 +73,25 @@ real_t Area2D::get_gravity() const{
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return gravity;
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}
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void Area2D::set_density(real_t p_density){
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void Area2D::set_linear_damp(real_t p_linear_damp){
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density=p_density;
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Physics2DServer::get_singleton()->area_set_param(get_rid(),Physics2DServer::AREA_PARAM_DENSITY,p_density);
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linear_damp=p_linear_damp;
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Physics2DServer::get_singleton()->area_set_param(get_rid(),Physics2DServer::AREA_PARAM_LINEAR_DAMP,p_linear_damp);
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}
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real_t Area2D::get_density() const{
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real_t Area2D::get_linear_damp() const{
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return density;
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return linear_damp;
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}
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void Area2D::set_angular_damp(real_t p_angular_damp){
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angular_damp=p_angular_damp;
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Physics2DServer::get_singleton()->area_set_param(get_rid(),Physics2DServer::AREA_PARAM_ANGULAR_DAMP,p_angular_damp);
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}
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real_t Area2D::get_angular_damp() const{
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return angular_damp;
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}
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void Area2D::set_priority(real_t p_priority){
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@ -314,8 +325,11 @@ void Area2D::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("set_gravity","gravity"),&Area2D::set_gravity);
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ObjectTypeDB::bind_method(_MD("get_gravity"),&Area2D::get_gravity);
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ObjectTypeDB::bind_method(_MD("set_density","density"),&Area2D::set_density);
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ObjectTypeDB::bind_method(_MD("get_density"),&Area2D::get_density);
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ObjectTypeDB::bind_method(_MD("set_linear_damp","linear_damp"),&Area2D::set_linear_damp);
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ObjectTypeDB::bind_method(_MD("get_linear_damp"),&Area2D::get_linear_damp);
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ObjectTypeDB::bind_method(_MD("set_angular_damp","angular_damp"),&Area2D::set_angular_damp);
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ObjectTypeDB::bind_method(_MD("get_angular_damp"),&Area2D::get_angular_damp);
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ObjectTypeDB::bind_method(_MD("set_priority","priority"),&Area2D::set_priority);
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ObjectTypeDB::bind_method(_MD("get_priority"),&Area2D::get_priority);
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@ -337,7 +351,8 @@ void Area2D::_bind_methods() {
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ADD_PROPERTY( PropertyInfo(Variant::BOOL,"gravity_point"),_SCS("set_gravity_is_point"),_SCS("is_gravity_a_point"));
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ADD_PROPERTY( PropertyInfo(Variant::VECTOR2,"gravity_vec"),_SCS("set_gravity_vector"),_SCS("get_gravity_vector"));
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ADD_PROPERTY( PropertyInfo(Variant::REAL,"gravity",PROPERTY_HINT_RANGE,"-1024,1024,0.01"),_SCS("set_gravity"),_SCS("get_gravity"));
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ADD_PROPERTY( PropertyInfo(Variant::REAL,"density",PROPERTY_HINT_RANGE,"0,1024,0.001"),_SCS("set_density"),_SCS("get_density"));
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ADD_PROPERTY( PropertyInfo(Variant::REAL,"linear_damp",PROPERTY_HINT_RANGE,"0,1024,0.001"),_SCS("set_linear_damp"),_SCS("get_linear_damp"));
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ADD_PROPERTY( PropertyInfo(Variant::REAL,"angular_damp",PROPERTY_HINT_RANGE,"0,1024,0.001"),_SCS("set_angular_damp"),_SCS("get_angular_damp"));
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ADD_PROPERTYNZ( PropertyInfo(Variant::INT,"priority",PROPERTY_HINT_RANGE,"0,128,1"),_SCS("set_priority"),_SCS("get_priority"));
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ADD_PROPERTY( PropertyInfo(Variant::BOOL,"monitoring"),_SCS("set_enable_monitoring"),_SCS("is_monitoring_enabled"));
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@ -349,7 +364,8 @@ Area2D::Area2D() : CollisionObject2D(Physics2DServer::get_singleton()->area_crea
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set_gravity(98);;
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set_gravity_vector(Vector2(0,1));
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gravity_is_point=false;
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density=0.1;
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linear_damp=0.1;
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angular_damp=1;
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locked=false;
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priority=0;
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monitoring=false;
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@ -49,7 +49,8 @@ private:
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Vector2 gravity_vec;
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real_t gravity;
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bool gravity_is_point;
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real_t density;
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real_t linear_damp;
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real_t angular_damp;
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int priority;
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bool monitoring;
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bool locked;
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@ -104,8 +105,11 @@ public:
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void set_gravity(real_t p_gravity);
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real_t get_gravity() const;
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void set_density(real_t p_density);
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real_t get_density() const;
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void set_linear_damp(real_t p_linear_damp);
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real_t get_linear_damp() const;
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void set_angular_damp(real_t p_angular_damp);
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real_t get_angular_damp() const;
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void set_priority(real_t p_priority);
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real_t get_priority() const;
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@ -496,6 +496,42 @@ real_t RigidBody2D::get_bounce() const{
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return bounce;
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}
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void RigidBody2D::set_gravity_scale(real_t p_gravity_scale){
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gravity_scale=p_gravity_scale;
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Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_GRAVITY_SCALE,gravity_scale);
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}
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real_t RigidBody2D::get_gravity_scale() const{
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return gravity_scale;
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}
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void RigidBody2D::set_linear_damp(real_t p_linear_damp){
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ERR_FAIL_COND(p_linear_damp<-1);
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linear_damp=p_linear_damp;
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Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_LINEAR_DAMP,linear_damp);
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}
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real_t RigidBody2D::get_linear_damp() const{
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return linear_damp;
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}
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void RigidBody2D::set_angular_damp(real_t p_angular_damp){
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ERR_FAIL_COND(p_angular_damp<-1);
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angular_damp=p_angular_damp;
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Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_ANGULAR_DAMP,angular_damp);
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}
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real_t RigidBody2D::get_angular_damp() const{
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return angular_damp;
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}
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void RigidBody2D::set_axis_velocity(const Vector2& p_axis) {
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Vector2 v = state? state->get_linear_velocity() : linear_velocity;
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@ -683,6 +719,15 @@ void RigidBody2D::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("set_bounce","bounce"),&RigidBody2D::set_bounce);
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ObjectTypeDB::bind_method(_MD("get_bounce"),&RigidBody2D::get_bounce);
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ObjectTypeDB::bind_method(_MD("set_gravity_scale","gravity_scale"),&RigidBody2D::set_gravity_scale);
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ObjectTypeDB::bind_method(_MD("get_gravity_scale"),&RigidBody2D::get_gravity_scale);
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ObjectTypeDB::bind_method(_MD("set_linear_damp","linear_damp"),&RigidBody2D::set_linear_damp);
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ObjectTypeDB::bind_method(_MD("get_linear_damp"),&RigidBody2D::get_linear_damp);
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ObjectTypeDB::bind_method(_MD("set_angular_damp","angular_damp"),&RigidBody2D::set_angular_damp);
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ObjectTypeDB::bind_method(_MD("get_angular_damp"),&RigidBody2D::get_angular_damp);
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ObjectTypeDB::bind_method(_MD("set_linear_velocity","linear_velocity"),&RigidBody2D::set_linear_velocity);
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ObjectTypeDB::bind_method(_MD("get_linear_velocity"),&RigidBody2D::get_linear_velocity);
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@ -726,6 +771,7 @@ void RigidBody2D::_bind_methods() {
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ADD_PROPERTY( PropertyInfo(Variant::REAL,"weight",PROPERTY_HINT_EXP_RANGE,"0.01,65535,0.01",PROPERTY_USAGE_EDITOR),_SCS("set_weight"),_SCS("get_weight"));
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ADD_PROPERTY( PropertyInfo(Variant::REAL,"friction",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_friction"),_SCS("get_friction"));
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ADD_PROPERTY( PropertyInfo(Variant::REAL,"bounce",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_bounce"),_SCS("get_bounce"));
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ADD_PROPERTY( PropertyInfo(Variant::REAL,"gravity_scale",PROPERTY_HINT_RANGE,"-128,128,0.01"),_SCS("set_gravity_scale"),_SCS("get_gravity_scale"));
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ADD_PROPERTY( PropertyInfo(Variant::BOOL,"custom_integrator"),_SCS("set_use_custom_integrator"),_SCS("is_using_custom_integrator"));
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ADD_PROPERTY( PropertyInfo(Variant::INT,"continuous_cd",PROPERTY_HINT_ENUM,"Disabled,Cast Ray,Cast Shape"),_SCS("set_continuous_collision_detection_mode"),_SCS("get_continuous_collision_detection_mode"));
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ADD_PROPERTY( PropertyInfo(Variant::INT,"contacts_reported"),_SCS("set_max_contacts_reported"),_SCS("get_max_contacts_reported"));
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@ -734,6 +780,8 @@ void RigidBody2D::_bind_methods() {
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ADD_PROPERTY( PropertyInfo(Variant::BOOL,"can_sleep"),_SCS("set_can_sleep"),_SCS("is_able_to_sleep"));
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ADD_PROPERTY( PropertyInfo(Variant::VECTOR2,"velocity/linear"),_SCS("set_linear_velocity"),_SCS("get_linear_velocity"));
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ADD_PROPERTY( PropertyInfo(Variant::REAL,"velocity/angular"),_SCS("set_angular_velocity"),_SCS("get_angular_velocity"));
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ADD_PROPERTY( PropertyInfo(Variant::REAL,"damp_override/linear",PROPERTY_HINT_RANGE,"-1,128,0.01"),_SCS("set_linear_damp"),_SCS("get_linear_damp"));
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ADD_PROPERTY( PropertyInfo(Variant::REAL,"damp_override/angular",PROPERTY_HINT_RANGE,"-1,128,0.01"),_SCS("set_angular_damp"),_SCS("get_angular_damp"));
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ADD_SIGNAL( MethodInfo("body_enter_shape",PropertyInfo(Variant::INT,"body_id"),PropertyInfo(Variant::OBJECT,"body"),PropertyInfo(Variant::INT,"body_shape"),PropertyInfo(Variant::INT,"local_shape")));
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ADD_SIGNAL( MethodInfo("body_exit_shape",PropertyInfo(Variant::INT,"body_id"),PropertyInfo(Variant::OBJECT,"body"),PropertyInfo(Variant::INT,"body_shape"),PropertyInfo(Variant::INT,"local_shape")));
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@ -758,6 +806,11 @@ RigidBody2D::RigidBody2D() : PhysicsBody2D(Physics2DServer::BODY_MODE_RIGID) {
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bounce=0;
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mass=1;
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friction=1;
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gravity_scale=1;
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linear_damp=-1;
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angular_damp=-1;
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max_contacts_reported=0;
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state=NULL;
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@ -119,6 +119,9 @@ private:
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real_t bounce;
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real_t mass;
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real_t friction;
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real_t gravity_scale;
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real_t linear_damp;
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real_t angular_damp;
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Vector2 linear_velocity;
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real_t angular_velocity;
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@ -198,6 +201,15 @@ public:
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void set_bounce(real_t p_bounce);
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real_t get_bounce() const;
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void set_gravity_scale(real_t p_gravity_scale);
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real_t get_gravity_scale() const;
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void set_linear_damp(real_t p_linear_damp);
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real_t get_linear_damp() const;
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void set_angular_damp(real_t p_angular_damp);
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real_t get_angular_damp() const;
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void set_linear_velocity(const Vector2& p_velocity);
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Vector2 get_linear_velocity() const;
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@ -364,12 +364,12 @@ World2D::World2D() {
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Physics2DServer::get_singleton()->space_set_active(space,true);
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Physics2DServer::get_singleton()->area_set_param(space,Physics2DServer::AREA_PARAM_GRAVITY,GLOBAL_DEF("physics_2d/default_gravity",98));
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Physics2DServer::get_singleton()->area_set_param(space,Physics2DServer::AREA_PARAM_GRAVITY_VECTOR,GLOBAL_DEF("physics_2d/default_gravity_vector",Vector2(0,1)));
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Physics2DServer::get_singleton()->area_set_param(space,Physics2DServer::AREA_PARAM_DENSITY,GLOBAL_DEF("physics_2d/default_density",0.1));
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Physics2DServer::get_singleton()->area_set_param(space,Physics2DServer::AREA_PARAM_LINEAR_DAMP,GLOBAL_DEF("physics_2d/default_density",0.1));
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Physics2DServer::get_singleton()->area_set_param(space,Physics2DServer::AREA_PARAM_ANGULAR_DAMP,GLOBAL_DEF("physics_2d/default_density",1));
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Physics2DServer::get_singleton()->space_set_param(space,Physics2DServer::SPACE_PARAM_CONTACT_RECYCLE_RADIUS,1.0);
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Physics2DServer::get_singleton()->space_set_param(space,Physics2DServer::SPACE_PARAM_CONTACT_MAX_SEPARATION,1.5);
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Physics2DServer::get_singleton()->space_set_param(space,Physics2DServer::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION,0.3);
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Physics2DServer::get_singleton()->space_set_param(space,Physics2DServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_TRESHOLD,2);
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Physics2DServer::get_singleton()->space_set_param(space,Physics2DServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO,20);
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Physics2DServer::get_singleton()->space_set_param(space,Physics2DServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS,0.2);
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indexer = memnew( SpatialIndexer2D );
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@ -99,7 +99,8 @@ void Area2DSW::set_param(Physics2DServer::AreaParameter p_param, const Variant&
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case Physics2DServer::AREA_PARAM_GRAVITY_VECTOR: gravity_vector=p_value; ; break;
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case Physics2DServer::AREA_PARAM_GRAVITY_IS_POINT: gravity_is_point=p_value; ; break;
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case Physics2DServer::AREA_PARAM_GRAVITY_POINT_ATTENUATION: point_attenuation=p_value; ; break;
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case Physics2DServer::AREA_PARAM_DENSITY: density=p_value; ; break;
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case Physics2DServer::AREA_PARAM_LINEAR_DAMP: linear_damp=p_value; ; break;
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case Physics2DServer::AREA_PARAM_ANGULAR_DAMP: angular_damp=p_value; ; break;
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case Physics2DServer::AREA_PARAM_PRIORITY: priority=p_value; ; break;
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}
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@ -114,7 +115,8 @@ Variant Area2DSW::get_param(Physics2DServer::AreaParameter p_param) const {
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case Physics2DServer::AREA_PARAM_GRAVITY_VECTOR: return gravity_vector;
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case Physics2DServer::AREA_PARAM_GRAVITY_IS_POINT: return gravity_is_point;
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case Physics2DServer::AREA_PARAM_GRAVITY_POINT_ATTENUATION: return point_attenuation;
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case Physics2DServer::AREA_PARAM_DENSITY: return density;
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case Physics2DServer::AREA_PARAM_LINEAR_DAMP: return linear_damp;
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case Physics2DServer::AREA_PARAM_ANGULAR_DAMP: return angular_damp;
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case Physics2DServer::AREA_PARAM_PRIORITY: return priority;
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}
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@ -181,7 +183,8 @@ Area2DSW::Area2DSW() : CollisionObject2DSW(TYPE_AREA), monitor_query_list(this),
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gravity_is_point=false;
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point_attenuation=1;
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density=0.1;
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angular_damp=1.0;
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linear_damp=0.1;
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priority=0;
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monitor_callback_id=0;
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@ -47,7 +47,8 @@ class Area2DSW : public CollisionObject2DSW{
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Vector2 gravity_vector;
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bool gravity_is_point;
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float point_attenuation;
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float density;
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float linear_damp;
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float angular_damp;
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int priority;
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ObjectID monitor_callback_id;
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_FORCE_INLINE_ void set_point_attenuation(float p_point_attenuation) { point_attenuation=p_point_attenuation; }
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_FORCE_INLINE_ float get_point_attenuation() const { return point_attenuation; }
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_FORCE_INLINE_ void set_density(float p_density) { density=p_density; }
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_FORCE_INLINE_ float get_density() const { return density; }
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_FORCE_INLINE_ void set_linear_damp(float p_linear_damp) { linear_damp=p_linear_damp; }
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_FORCE_INLINE_ float get_linear_damp() const { return linear_damp; }
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_FORCE_INLINE_ void set_angular_damp(float p_angular_damp) { angular_damp=p_angular_damp; }
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_FORCE_INLINE_ float get_angular_damp() const { return angular_damp; }
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_FORCE_INLINE_ void set_priority(int p_priority) { priority=p_priority; }
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_FORCE_INLINE_ int get_priority() const { return priority; }
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@ -156,6 +156,17 @@ void Body2DSW::set_param(Physics2DServer::BodyParameter p_param, float p_value)
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_update_inertia();
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} break;
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case Physics2DServer::BODY_PARAM_GRAVITY_SCALE: {
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gravity_scale=p_value;
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} break;
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case Physics2DServer::BODY_PARAM_LINEAR_DAMP: {
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linear_damp=p_value;
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} break;
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case Physics2DServer::BODY_PARAM_ANGULAR_DAMP: {
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angular_damp=p_value;
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} break;
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default:{}
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}
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}
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@ -174,6 +185,17 @@ float Body2DSW::get_param(Physics2DServer::BodyParameter p_param) const {
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case Physics2DServer::BODY_PARAM_MASS: {
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return mass;
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} break;
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case Physics2DServer::BODY_PARAM_GRAVITY_SCALE: {
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return gravity_scale;
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} break;
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case Physics2DServer::BODY_PARAM_LINEAR_DAMP: {
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return linear_damp;
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} break;
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case Physics2DServer::BODY_PARAM_ANGULAR_DAMP: {
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return angular_damp;
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} break;
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default:{}
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}
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@ -362,6 +384,8 @@ void Body2DSW::_compute_area_gravity(const Area2DSW *p_area) {
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} else {
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gravity = p_area->get_gravity_vector() * p_area->get_gravity();
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}
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gravity*=gravity_scale;
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}
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void Body2DSW::integrate_forces(real_t p_step) {
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@ -385,7 +409,16 @@ void Body2DSW::integrate_forces(real_t p_step) {
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}
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_compute_area_gravity(current_area);
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density=current_area->get_density();
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if (angular_damp>=0)
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area_angular_damp=angular_damp;
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else
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area_angular_damp=current_area->get_angular_damp();
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if (linear_damp>=0)
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area_linear_damp=linear_damp;
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else
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area_linear_damp=current_area->get_linear_damp();
|
||||
|
||||
Vector2 motion;
|
||||
bool do_motion=false;
|
||||
|
@ -414,12 +447,12 @@ void Body2DSW::integrate_forces(real_t p_step) {
|
|||
force+=applied_force;
|
||||
real_t torque=applied_torque;
|
||||
|
||||
real_t damp = 1.0 - p_step * density;
|
||||
real_t damp = 1.0 - p_step * area_linear_damp;
|
||||
|
||||
if (damp<0) // reached zero in the given time
|
||||
damp=0;
|
||||
|
||||
real_t angular_damp = 1.0 - p_step * density * get_space()->get_body_angular_velocity_damp_ratio();
|
||||
real_t angular_damp = 1.0 - p_step * area_angular_damp;
|
||||
|
||||
if (angular_damp<0) // reached zero in the given time
|
||||
angular_damp=0;
|
||||
|
@ -608,8 +641,12 @@ Body2DSW::Body2DSW() : CollisionObject2DSW(TYPE_BODY), active_list(this), inerti
|
|||
island_list_next=NULL;
|
||||
_set_static(false);
|
||||
first_time_kinematic=false;
|
||||
density=0;
|
||||
linear_damp=-1;
|
||||
angular_damp=-1;
|
||||
area_angular_damp=0;
|
||||
area_linear_damp=0;
|
||||
contact_count=0;
|
||||
gravity_scale=1.0;
|
||||
|
||||
still_time=0;
|
||||
continuous_cd_mode=Physics2DServer::CCD_MODE_DISABLED;
|
||||
|
|
|
@ -47,6 +47,10 @@ class Body2DSW : public CollisionObject2DSW {
|
|||
Vector2 linear_velocity;
|
||||
real_t angular_velocity;
|
||||
|
||||
real_t linear_damp;
|
||||
real_t angular_damp;
|
||||
real_t gravity_scale;
|
||||
|
||||
real_t mass;
|
||||
real_t bounce;
|
||||
real_t friction;
|
||||
|
@ -55,7 +59,8 @@ class Body2DSW : public CollisionObject2DSW {
|
|||
real_t _inv_inertia;
|
||||
|
||||
Vector2 gravity;
|
||||
real_t density;
|
||||
real_t area_linear_damp;
|
||||
real_t area_angular_damp;
|
||||
|
||||
real_t still_time;
|
||||
|
||||
|
@ -219,8 +224,10 @@ public:
|
|||
_FORCE_INLINE_ real_t get_inv_inertia() const { return _inv_inertia; }
|
||||
_FORCE_INLINE_ real_t get_friction() const { return friction; }
|
||||
_FORCE_INLINE_ Vector2 get_gravity() const { return gravity; }
|
||||
_FORCE_INLINE_ real_t get_density() const { return density; }
|
||||
_FORCE_INLINE_ real_t get_bounce() const { return bounce; }
|
||||
_FORCE_INLINE_ real_t get_linear_damp() const { return linear_damp; }
|
||||
_FORCE_INLINE_ real_t get_angular_damp() const { return angular_damp; }
|
||||
|
||||
|
||||
void integrate_forces(real_t p_step);
|
||||
void integrate_velocities(real_t p_step);
|
||||
|
@ -306,7 +313,8 @@ public:
|
|||
real_t step;
|
||||
|
||||
virtual Vector2 get_total_gravity() const { return body->get_gravity(); } // get gravity vector working on this body space/area
|
||||
virtual float get_total_density() const { return body->get_density(); } // get density of this body space/area
|
||||
virtual float get_total_angular_damp() const { return body->get_angular_damp(); } // get density of this body space/area
|
||||
virtual float get_total_linear_damp() const { return body->get_linear_damp(); } // get density of this body space/area
|
||||
|
||||
virtual float get_inverse_mass() const { return body->get_inv_mass(); } // get the mass
|
||||
virtual real_t get_inverse_inertia() const { return body->get_inv_inertia(); } // get density of this body space
|
||||
|
|
|
@ -606,8 +606,7 @@ void Space2DSW::set_param(Physics2DServer::SpaceParameter p_param, real_t p_valu
|
|||
case Physics2DServer::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION: contact_max_allowed_penetration=p_value; break;
|
||||
case Physics2DServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_TRESHOLD: body_linear_velocity_sleep_treshold=p_value; break;
|
||||
case Physics2DServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_TRESHOLD: body_angular_velocity_sleep_treshold=p_value; break;
|
||||
case Physics2DServer::SPACE_PARAM_BODY_TIME_TO_SLEEP: body_time_to_sleep=p_value; break;
|
||||
case Physics2DServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO: body_angular_velocity_damp_ratio=p_value; break;
|
||||
case Physics2DServer::SPACE_PARAM_BODY_TIME_TO_SLEEP: body_time_to_sleep=p_value; break;
|
||||
case Physics2DServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: constraint_bias=p_value; break;
|
||||
}
|
||||
}
|
||||
|
@ -622,7 +621,6 @@ real_t Space2DSW::get_param(Physics2DServer::SpaceParameter p_param) const {
|
|||
case Physics2DServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_TRESHOLD: return body_linear_velocity_sleep_treshold;
|
||||
case Physics2DServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_TRESHOLD: return body_angular_velocity_sleep_treshold;
|
||||
case Physics2DServer::SPACE_PARAM_BODY_TIME_TO_SLEEP: return body_time_to_sleep;
|
||||
case Physics2DServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO: return body_angular_velocity_damp_ratio;
|
||||
case Physics2DServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: return constraint_bias;
|
||||
}
|
||||
return 0;
|
||||
|
@ -664,7 +662,6 @@ Space2DSW::Space2DSW() {
|
|||
body_linear_velocity_sleep_treshold=0.01;
|
||||
body_angular_velocity_sleep_treshold=(8.0 / 180.0 * Math_PI);
|
||||
body_time_to_sleep=0.5;
|
||||
body_angular_velocity_damp_ratio=15;
|
||||
|
||||
|
||||
broadphase = BroadPhase2DSW::create_func();
|
||||
|
|
|
@ -93,7 +93,6 @@ class Space2DSW {
|
|||
float body_linear_velocity_sleep_treshold;
|
||||
float body_angular_velocity_sleep_treshold;
|
||||
float body_time_to_sleep;
|
||||
float body_angular_velocity_damp_ratio;
|
||||
|
||||
bool locked;
|
||||
|
||||
|
@ -142,7 +141,7 @@ public:
|
|||
_FORCE_INLINE_ real_t get_body_linear_velocity_sleep_treshold() const { return body_linear_velocity_sleep_treshold; }
|
||||
_FORCE_INLINE_ real_t get_body_angular_velocity_sleep_treshold() const { return body_angular_velocity_sleep_treshold; }
|
||||
_FORCE_INLINE_ real_t get_body_time_to_sleep() const { return body_time_to_sleep; }
|
||||
_FORCE_INLINE_ real_t get_body_angular_velocity_damp_ratio() const { return body_angular_velocity_damp_ratio; }
|
||||
|
||||
|
||||
|
||||
void update();
|
||||
|
|
|
@ -39,20 +39,24 @@ void Physics2DDirectBodyState::integrate_forces() {
|
|||
|
||||
real_t av = get_angular_velocity();
|
||||
|
||||
float damp = 1.0 - step * get_total_density();
|
||||
float damp = 1.0 - step * get_total_linear_damp();
|
||||
|
||||
if (damp<0) // reached zero in the given time
|
||||
damp=0;
|
||||
|
||||
lv*=damp;
|
||||
|
||||
damp = 1.0 - step * get_total_angular_damp();
|
||||
|
||||
if (damp<0) // reached zero in the given time
|
||||
damp=0;
|
||||
|
||||
av*=damp;
|
||||
|
||||
set_linear_velocity(lv);
|
||||
set_angular_velocity(av);
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
Object* Physics2DDirectBodyState::get_contact_collider_object(int p_contact_idx) const {
|
||||
|
@ -70,7 +74,8 @@ Physics2DServer * Physics2DServer::get_singleton() {
|
|||
void Physics2DDirectBodyState::_bind_methods() {
|
||||
|
||||
ObjectTypeDB::bind_method(_MD("get_total_gravity"),&Physics2DDirectBodyState::get_total_gravity);
|
||||
ObjectTypeDB::bind_method(_MD("get_total_density"),&Physics2DDirectBodyState::get_total_density);
|
||||
ObjectTypeDB::bind_method(_MD("get_total_linear_damp"),&Physics2DDirectBodyState::get_total_linear_damp);
|
||||
ObjectTypeDB::bind_method(_MD("get_total_angular_damp"),&Physics2DDirectBodyState::get_total_angular_damp);
|
||||
|
||||
ObjectTypeDB::bind_method(_MD("get_inverse_mass"),&Physics2DDirectBodyState::get_inverse_mass);
|
||||
ObjectTypeDB::bind_method(_MD("get_inverse_inertia"),&Physics2DDirectBodyState::get_inverse_inertia);
|
||||
|
@ -538,7 +543,8 @@ void Physics2DServer::_bind_methods() {
|
|||
BIND_CONSTANT( AREA_PARAM_GRAVITY_VECTOR );
|
||||
BIND_CONSTANT( AREA_PARAM_GRAVITY_IS_POINT );
|
||||
BIND_CONSTANT( AREA_PARAM_GRAVITY_POINT_ATTENUATION );
|
||||
BIND_CONSTANT( AREA_PARAM_DENSITY );
|
||||
BIND_CONSTANT( AREA_PARAM_LINEAR_DAMP);
|
||||
BIND_CONSTANT( AREA_PARAM_ANGULAR_DAMP);
|
||||
BIND_CONSTANT( AREA_PARAM_PRIORITY );
|
||||
|
||||
BIND_CONSTANT( AREA_SPACE_OVERRIDE_COMBINE );
|
||||
|
@ -553,6 +559,9 @@ void Physics2DServer::_bind_methods() {
|
|||
BIND_CONSTANT( BODY_PARAM_BOUNCE );
|
||||
BIND_CONSTANT( BODY_PARAM_FRICTION );
|
||||
BIND_CONSTANT( BODY_PARAM_MASS );
|
||||
BIND_CONSTANT( BODY_PARAM_GRAVITY_SCALE );
|
||||
BIND_CONSTANT( BODY_PARAM_LINEAR_DAMP);
|
||||
BIND_CONSTANT( BODY_PARAM_ANGULAR_DAMP);
|
||||
BIND_CONSTANT( BODY_PARAM_MAX );
|
||||
|
||||
BIND_CONSTANT( BODY_STATE_TRANSFORM );
|
||||
|
|
|
@ -43,7 +43,8 @@ protected:
|
|||
public:
|
||||
|
||||
virtual Vector2 get_total_gravity() const=0; // get gravity vector working on this body space/area
|
||||
virtual float get_total_density() const=0; // get density of this body space/area
|
||||
virtual float get_total_linear_damp() const=0; // get density of this body space/area
|
||||
virtual float get_total_angular_damp() const=0; // get density of this body space/area
|
||||
|
||||
virtual float get_inverse_mass() const=0; // get the mass
|
||||
virtual real_t get_inverse_inertia() const=0; // get density of this body space
|
||||
|
@ -277,7 +278,6 @@ public:
|
|||
SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_TRESHOLD,
|
||||
SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_TRESHOLD,
|
||||
SPACE_PARAM_BODY_TIME_TO_SLEEP,
|
||||
SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO,
|
||||
SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS,
|
||||
};
|
||||
|
||||
|
@ -301,7 +301,8 @@ public:
|
|||
AREA_PARAM_GRAVITY_VECTOR,
|
||||
AREA_PARAM_GRAVITY_IS_POINT,
|
||||
AREA_PARAM_GRAVITY_POINT_ATTENUATION,
|
||||
AREA_PARAM_DENSITY,
|
||||
AREA_PARAM_LINEAR_DAMP,
|
||||
AREA_PARAM_ANGULAR_DAMP,
|
||||
AREA_PARAM_PRIORITY
|
||||
};
|
||||
|
||||
|
@ -401,6 +402,9 @@ public:
|
|||
BODY_PARAM_BOUNCE,
|
||||
BODY_PARAM_FRICTION,
|
||||
BODY_PARAM_MASS, ///< unused for static, always infinite
|
||||
BODY_PARAM_GRAVITY_SCALE,
|
||||
BODY_PARAM_LINEAR_DAMP,
|
||||
BODY_PARAM_ANGULAR_DAMP,
|
||||
BODY_PARAM_MAX,
|
||||
};
|
||||
|
||||
|
@ -414,7 +418,7 @@ public:
|
|||
BODY_STATE_LINEAR_VELOCITY,
|
||||
BODY_STATE_ANGULAR_VELOCITY,
|
||||
BODY_STATE_SLEEPING,
|
||||
BODY_STATE_CAN_SLEEP
|
||||
BODY_STATE_CAN_SLEEP,
|
||||
};
|
||||
|
||||
virtual void body_set_state(RID p_body, BodyState p_state, const Variant& p_variant)=0;
|
||||
|
|
Loading…
Reference in New Issue