/**************************************************************************/ /* animatable_body_3d.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /**************************************************************************/ #include "animatable_body_3d.h" Vector3 AnimatableBody3D::get_linear_velocity() const { return linear_velocity; } Vector3 AnimatableBody3D::get_angular_velocity() const { return angular_velocity; } void AnimatableBody3D::set_sync_to_physics(bool p_enable) { if (sync_to_physics == p_enable) { return; } sync_to_physics = p_enable; _update_kinematic_motion(); } bool AnimatableBody3D::is_sync_to_physics_enabled() const { return sync_to_physics; } void AnimatableBody3D::_update_kinematic_motion() { #ifdef TOOLS_ENABLED if (Engine::get_singleton()->is_editor_hint()) { return; } #endif if (sync_to_physics) { set_only_update_transform_changes(true); set_notify_local_transform(true); } else { set_only_update_transform_changes(false); set_notify_local_transform(false); } } void AnimatableBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) { linear_velocity = p_state->get_linear_velocity(); angular_velocity = p_state->get_angular_velocity(); if (!sync_to_physics) { return; } last_valid_transform = p_state->get_transform(); set_notify_local_transform(false); set_global_transform(last_valid_transform); set_notify_local_transform(true); _on_transform_changed(); } void AnimatableBody3D::_notification(int p_what) { #ifdef TOOLS_ENABLED if (Engine::get_singleton()->is_editor_hint()) { return; } #endif switch (p_what) { case NOTIFICATION_ENTER_TREE: { last_valid_transform = get_global_transform(); _update_kinematic_motion(); } break; case NOTIFICATION_EXIT_TREE: { set_only_update_transform_changes(false); set_notify_local_transform(false); } break; case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { // Used by sync to physics, send the new transform to the physics... Transform3D new_transform = get_global_transform(); PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::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(); } break; } } void AnimatableBody3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &AnimatableBody3D::set_sync_to_physics); ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &AnimatableBody3D::is_sync_to_physics_enabled); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled"); } AnimatableBody3D::AnimatableBody3D() : StaticBody3D(PhysicsServer3D::BODY_MODE_KINEMATIC) { PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &AnimatableBody3D::_body_state_changed)); }