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authorreduz <reduzio@gmail.com>2022-03-14 15:52:03 +0100
committerreduz <reduzio@gmail.com>2022-03-15 18:39:31 +0100
commit8b547331bec150b682fda94da1568fbcbda689ba (patch)
tree49159fd03ccc81cbfc2b4c6a70d1b7f1ac9cc5a1 /scene/3d
parent41edfc88a3f82e643ad3f4613de7a787a00ee68a (diff)
Create GDExtension clases for PhysicsServer3D
* Allows creating a GDExtension based 3D Physics Server (for Bullet, PhysX, etc. support) * Some changes on native struct binding for PhysicsServer This allows a 3D Physics server created entirely from GDExtension. Once it works, the idea is to port the 2D one to it.
Diffstat (limited to 'scene/3d')
-rw-r--r--scene/3d/soft_dynamic_body_3d.cpp14
-rw-r--r--scene/3d/soft_dynamic_body_3d.h4
2 files changed, 10 insertions, 8 deletions
diff --git a/scene/3d/soft_dynamic_body_3d.cpp b/scene/3d/soft_dynamic_body_3d.cpp
index 8ee777bcbf..eafb74f203 100644
--- a/scene/3d/soft_dynamic_body_3d.cpp
+++ b/scene/3d/soft_dynamic_body_3d.cpp
@@ -417,8 +417,8 @@ void SoftDynamicBody3D::_draw_soft_mesh() {
PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, mesh_rid);
}
- if (!rendering_server_handler.is_ready(mesh_rid)) {
- rendering_server_handler.prepare(mesh_rid, 0);
+ if (!rendering_server_handler->is_ready(mesh_rid)) {
+ rendering_server_handler->prepare(mesh_rid, 0);
/// Necessary in order to render the mesh correctly (Soft body nodes are in global space)
simulation_started = true;
@@ -428,11 +428,11 @@ void SoftDynamicBody3D::_draw_soft_mesh() {
_update_physics_server();
- rendering_server_handler.open();
- PhysicsServer3D::get_singleton()->soft_body_update_rendering_server(physics_rid, &rendering_server_handler);
- rendering_server_handler.close();
+ rendering_server_handler->open();
+ PhysicsServer3D::get_singleton()->soft_body_update_rendering_server(physics_rid, rendering_server_handler);
+ rendering_server_handler->close();
- rendering_server_handler.commit_changes();
+ rendering_server_handler->commit_changes();
}
void SoftDynamicBody3D::_prepare_physics_server() {
@@ -688,10 +688,12 @@ bool SoftDynamicBody3D::is_ray_pickable() const {
SoftDynamicBody3D::SoftDynamicBody3D() :
physics_rid(PhysicsServer3D::get_singleton()->soft_body_create()) {
+ rendering_server_handler = memnew(SoftDynamicBodyRenderingServerHandler);
PhysicsServer3D::get_singleton()->body_attach_object_instance_id(physics_rid, get_instance_id());
}
SoftDynamicBody3D::~SoftDynamicBody3D() {
+ memdelete(rendering_server_handler);
PhysicsServer3D::get_singleton()->free(physics_rid);
}
diff --git a/scene/3d/soft_dynamic_body_3d.h b/scene/3d/soft_dynamic_body_3d.h
index c30ec701c7..e11e5c73df 100644
--- a/scene/3d/soft_dynamic_body_3d.h
+++ b/scene/3d/soft_dynamic_body_3d.h
@@ -36,7 +36,7 @@
class SoftDynamicBody3D;
-class SoftDynamicBodyRenderingServerHandler : public RenderingServerHandler {
+class SoftDynamicBodyRenderingServerHandler : public PhysicsServer3DRenderingServerHandler {
friend class SoftDynamicBody3D;
RID mesh;
@@ -84,7 +84,7 @@ public:
};
private:
- SoftDynamicBodyRenderingServerHandler rendering_server_handler;
+ SoftDynamicBodyRenderingServerHandler *rendering_server_handler = nullptr;
RID physics_rid;