diff options
author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2020-04-14 18:33:43 +0200 |
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committer | GitHub <noreply@github.com> | 2020-04-14 18:33:43 +0200 |
commit | 59a8af210616bbfdb4380eb9f4d3b7973e4bea6b (patch) | |
tree | 9ba02129ea1c40a000b55b0d9ed08742c9fc1fd2 /scene/3d/physics_body_3d.cpp | |
parent | 5e5103f460f406899582e4307e56882401fd37d5 (diff) | |
parent | 5c1c03f29a5315bf50dab4c6bea54929eea1fd4d (diff) |
Merge pull request #37316 from nekomatata/physical-bone-settings
Add PhysicalBone rotation, damping, axis lock & can sleep
Diffstat (limited to 'scene/3d/physics_body_3d.cpp')
-rw-r--r-- | scene/3d/physics_body_3d.cpp | 130 |
1 files changed, 107 insertions, 23 deletions
diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp index 2b6eb8ac8a..72d1762ab5 100644 --- a/scene/3d/physics_body_3d.cpp +++ b/scene/3d/physics_body_3d.cpp @@ -2134,6 +2134,10 @@ void PhysicalBone3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_joint_offset", "offset"), &PhysicalBone3D::set_joint_offset); ClassDB::bind_method(D_METHOD("get_joint_offset"), &PhysicalBone3D::get_joint_offset); + ClassDB::bind_method(D_METHOD("set_joint_rotation", "euler"), &PhysicalBone3D::set_joint_rotation); + ClassDB::bind_method(D_METHOD("get_joint_rotation"), &PhysicalBone3D::get_joint_rotation); + ClassDB::bind_method(D_METHOD("set_joint_rotation_degrees", "euler_degrees"), &PhysicalBone3D::set_joint_rotation_degrees); + ClassDB::bind_method(D_METHOD("get_joint_rotation_degrees"), &PhysicalBone3D::get_joint_rotation_degrees); ClassDB::bind_method(D_METHOD("set_body_offset", "offset"), &PhysicalBone3D::set_body_offset); ClassDB::bind_method(D_METHOD("get_body_offset"), &PhysicalBone3D::get_body_offset); @@ -2159,9 +2163,23 @@ void PhysicalBone3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_gravity_scale", "gravity_scale"), &PhysicalBone3D::set_gravity_scale); ClassDB::bind_method(D_METHOD("get_gravity_scale"), &PhysicalBone3D::get_gravity_scale); + ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &PhysicalBone3D::set_linear_damp); + ClassDB::bind_method(D_METHOD("get_linear_damp"), &PhysicalBone3D::get_linear_damp); + + ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &PhysicalBone3D::set_angular_damp); + ClassDB::bind_method(D_METHOD("get_angular_damp"), &PhysicalBone3D::get_angular_damp); + + ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &PhysicalBone3D::set_can_sleep); + ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &PhysicalBone3D::is_able_to_sleep); + + ClassDB::bind_method(D_METHOD("set_axis_lock", "axis", "lock"), &PhysicalBone3D::set_axis_lock); + ClassDB::bind_method(D_METHOD("get_axis_lock", "axis"), &PhysicalBone3D::get_axis_lock); + 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::VECTOR3, "joint_rotation_degrees", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_joint_rotation_degrees", "get_joint_rotation_degrees"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "joint_rotation", PROPERTY_HINT_NONE, "", 0), "set_joint_rotation", "get_joint_rotation"); ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "body_offset"), "set_body_offset", "get_body_offset"); @@ -2170,6 +2188,17 @@ void PhysicalBone3D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "friction", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_friction", "get_friction"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_bounce", "get_bounce"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity_scale", PROPERTY_HINT_RANGE, "-10,10,0.01"), "set_gravity_scale", "get_gravity_scale"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp"); + 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", PhysicsServer3D::BODY_AXIS_LINEAR_X); + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_y"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_Y); + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_z"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_Z); + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_x"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_ANGULAR_X); + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_y"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_ANGULAR_Y); + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_z"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_ANGULAR_Z); BIND_ENUM_CONSTANT(JOINT_TYPE_NONE); BIND_ENUM_CONSTANT(JOINT_TYPE_PIN); @@ -2187,6 +2216,19 @@ Skeleton3D *PhysicalBone3D::find_skeleton_parent(Node *p_parent) { return s ? s : find_skeleton_parent(p_parent->get_parent()); } +void PhysicalBone3D::_update_joint_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 +} + void PhysicalBone3D::_fix_joint_offset() { // Clamp joint origin to bone origin if (parent_skeleton) { @@ -2370,16 +2412,31 @@ PhysicalBone3D::JointType PhysicalBone3D::get_joint_type() const { void PhysicalBone3D::set_joint_offset(const Transform &p_offset) { joint_offset = p_offset; - _fix_joint_offset(); + _update_joint_offset(); + _change_notify("joint_rotation_degrees"); +} - set_ignore_transform_notification(true); - reset_to_rest_position(); - set_ignore_transform_notification(false); +const Transform &PhysicalBone3D::get_joint_offset() const { + return joint_offset; +} -#ifdef TOOLS_ENABLED - if (get_gizmo().is_valid()) - get_gizmo()->redraw(); -#endif +void PhysicalBone3D::set_joint_rotation(const Vector3 &p_euler_rad) { + joint_offset.basis.set_euler_scale(p_euler_rad, joint_offset.basis.get_scale()); + + _update_joint_offset(); + _change_notify("joint_offset"); +} + +Vector3 PhysicalBone3D::get_joint_rotation() const { + return joint_offset.basis.get_rotation(); +} + +void PhysicalBone3D::set_joint_rotation_degrees(const Vector3 &p_euler_deg) { + set_joint_rotation(p_euler_deg * Math_PI / 180.0); +} + +Vector3 PhysicalBone3D::get_joint_rotation_degrees() const { + return get_joint_rotation() * 180.0 / Math_PI; } const Transform &PhysicalBone3D::get_body_offset() const { @@ -2390,20 +2447,7 @@ void PhysicalBone3D::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 &PhysicalBone3D::get_joint_offset() const { - return joint_offset; + _update_joint_offset(); } void PhysicalBone3D::set_simulate_physics(bool p_simulate) { @@ -2496,6 +2540,43 @@ real_t PhysicalBone3D::get_gravity_scale() const { return gravity_scale; } +void PhysicalBone3D::set_linear_damp(real_t p_linear_damp) { + ERR_FAIL_COND(p_linear_damp < -1); + linear_damp = p_linear_damp; + PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_LINEAR_DAMP, linear_damp); +} + +real_t PhysicalBone3D::get_linear_damp() const { + return linear_damp; +} + +void PhysicalBone3D::set_angular_damp(real_t p_angular_damp) { + ERR_FAIL_COND(p_angular_damp < -1); + angular_damp = p_angular_damp; + PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP, angular_damp); +} + +real_t PhysicalBone3D::get_angular_damp() const { + return angular_damp; +} + +void PhysicalBone3D::set_can_sleep(bool p_active) { + can_sleep = p_active; + PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_CAN_SLEEP, p_active); +} + +bool PhysicalBone3D::is_able_to_sleep() const { + return can_sleep; +} + +void PhysicalBone3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock) { + PhysicsServer3D::get_singleton()->body_set_axis_lock(get_rid(), p_axis, p_lock); +} + +bool PhysicalBone3D::get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const { + return PhysicsServer3D::get_singleton()->body_is_axis_locked(get_rid(), p_axis); +} + PhysicalBone3D::PhysicalBone3D() : PhysicsBody3D(PhysicsServer3D::BODY_MODE_STATIC), #ifdef TOOLS_ENABLED @@ -2510,7 +2591,10 @@ PhysicalBone3D::PhysicalBone3D() : bounce(0), mass(1), friction(1), - gravity_scale(1) { + gravity_scale(1), + linear_damp(-1), + angular_damp(-1), + can_sleep(true) { reset_physics_simulation_state(); } |