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authorJuan Linietsky <reduzio@gmail.com>2021-08-22 09:31:44 -0300
committerGitHub <noreply@github.com>2021-08-22 09:31:44 -0300
commita73b5fa1124ab91401f965f0bf6fd48407b79c4e (patch)
treefee311b675144ae3a5fecc58857912ea250b1bb7 /scene/3d
parent2a5c64f2a188360d09f793c0dbd35e1911b4c073 (diff)
parent3682978aee06cd5cf26ba462a4e44d352e9e0cd1 (diff)
Merge pull request #51970 from reduz/implement-gdvirtuals-everywhere
Replace BIND_VMETHOD by new GDVIRTUAL syntax
Diffstat (limited to 'scene/3d')
-rw-r--r--scene/3d/physics_body_3d.cpp8
-rw-r--r--scene/3d/physics_body_3d.h2
2 files changed, 6 insertions, 4 deletions
diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp
index 092efc55d7..4c36618c99 100644
--- a/scene/3d/physics_body_3d.cpp
+++ b/scene/3d/physics_body_3d.cpp
@@ -599,9 +599,9 @@ void RigidBody3D::_direct_state_changed(Object *p_state) {
sleeping = state->is_sleeping();
emit_signal(SceneStringNames::get_singleton()->sleeping_state_changed);
}
- if (get_script_instance()) {
- get_script_instance()->call("_integrate_forces", state);
- }
+
+ GDVIRTUAL_CALL(_integrate_forces, state);
+
set_ignore_transform_notification(false);
_on_transform_changed();
@@ -1022,7 +1022,7 @@ void RigidBody3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody3D::get_colliding_bodies);
- BIND_VMETHOD(MethodInfo("_integrate_forces", PropertyInfo(Variant::OBJECT, "state", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsDirectBodyState3D")));
+ GDVIRTUAL_BIND(_integrate_forces, "state");
ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Dynamic,Static,DynamicLocked,Kinematic"), "set_mode", "get_mode");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_RANGE, "0.01,65535,0.01,exp"), "set_mass", "get_mass");
diff --git a/scene/3d/physics_body_3d.h b/scene/3d/physics_body_3d.h
index 9c40f92f06..26b9a39047 100644
--- a/scene/3d/physics_body_3d.h
+++ b/scene/3d/physics_body_3d.h
@@ -132,6 +132,8 @@ public:
MODE_KINEMATIC,
};
+ GDVIRTUAL1(_integrate_forces, PhysicsDirectBodyState3D *)
+
protected:
bool can_sleep = true;
PhysicsDirectBodyState3D *state = nullptr;