diff options
author | Camille Mohr-Daurat <pouleyKetchoup@gmail.com> | 2021-12-10 17:16:28 -0700 |
---|---|---|
committer | GitHub <noreply@github.com> | 2021-12-10 17:16:28 -0700 |
commit | f1ca14cc8daf7529569a11c9209c18f8f73e837a (patch) | |
tree | 937b7a7c559d6c2394cceb1874131df7b80bde0e /scene | |
parent | c6fe431a02a490aa42d8cbf5d573feb6edc7f0a8 (diff) | |
parent | 940f3fde5c5f902b6efd0f35fb6c7d23edd1da14 (diff) |
Merge pull request #55736 from nekomatata/physics-apply-forces
Improve RigidDynamicBody force and torque API
Diffstat (limited to 'scene')
-rw-r--r-- | scene/2d/physics_body_2d.cpp | 72 | ||||
-rw-r--r-- | scene/2d/physics_body_2d.h | 18 | ||||
-rw-r--r-- | scene/3d/physics_body_3d.cpp | 74 | ||||
-rw-r--r-- | scene/3d/physics_body_3d.h | 18 |
4 files changed, 127 insertions, 55 deletions
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp index f0e51097db..70df587e22 100644 --- a/scene/2d/physics_body_2d.cpp +++ b/scene/2d/physics_body_2d.cpp @@ -809,32 +809,44 @@ void RigidDynamicBody2D::apply_torque_impulse(real_t p_torque) { PhysicsServer2D::get_singleton()->body_apply_torque_impulse(get_rid(), p_torque); } -void RigidDynamicBody2D::set_applied_force(const Vector2 &p_force) { - PhysicsServer2D::get_singleton()->body_set_applied_force(get_rid(), p_force); -}; +void RigidDynamicBody2D::apply_central_force(const Vector2 &p_force) { + PhysicsServer2D::get_singleton()->body_apply_central_force(get_rid(), p_force); +} -Vector2 RigidDynamicBody2D::get_applied_force() const { - return PhysicsServer2D::get_singleton()->body_get_applied_force(get_rid()); -}; +void RigidDynamicBody2D::apply_force(const Vector2 &p_force, const Vector2 &p_position) { + PhysicsServer2D::get_singleton()->body_apply_force(get_rid(), p_force, p_position); +} -void RigidDynamicBody2D::set_applied_torque(const real_t p_torque) { - PhysicsServer2D::get_singleton()->body_set_applied_torque(get_rid(), p_torque); -}; +void RigidDynamicBody2D::apply_torque(real_t p_torque) { + PhysicsServer2D::get_singleton()->body_apply_torque(get_rid(), p_torque); +} -real_t RigidDynamicBody2D::get_applied_torque() const { - return PhysicsServer2D::get_singleton()->body_get_applied_torque(get_rid()); -}; +void RigidDynamicBody2D::add_constant_central_force(const Vector2 &p_force) { + PhysicsServer2D::get_singleton()->body_add_constant_central_force(get_rid(), p_force); +} -void RigidDynamicBody2D::add_central_force(const Vector2 &p_force) { - PhysicsServer2D::get_singleton()->body_add_central_force(get_rid(), p_force); +void RigidDynamicBody2D::add_constant_force(const Vector2 &p_force, const Vector2 &p_position) { + PhysicsServer2D::get_singleton()->body_add_constant_force(get_rid(), p_force, p_position); } -void RigidDynamicBody2D::add_force(const Vector2 &p_force, const Vector2 &p_position) { - PhysicsServer2D::get_singleton()->body_add_force(get_rid(), p_force, p_position); +void RigidDynamicBody2D::add_constant_torque(const real_t p_torque) { + PhysicsServer2D::get_singleton()->body_add_constant_torque(get_rid(), p_torque); } -void RigidDynamicBody2D::add_torque(const real_t p_torque) { - PhysicsServer2D::get_singleton()->body_add_torque(get_rid(), p_torque); +void RigidDynamicBody2D::set_constant_force(const Vector2 &p_force) { + PhysicsServer2D::get_singleton()->body_set_constant_force(get_rid(), p_force); +} + +Vector2 RigidDynamicBody2D::get_constant_force() const { + return PhysicsServer2D::get_singleton()->body_get_constant_force(get_rid()); +} + +void RigidDynamicBody2D::set_constant_torque(real_t p_torque) { + PhysicsServer2D::get_singleton()->body_set_constant_torque(get_rid(), p_torque); +} + +real_t RigidDynamicBody2D::get_constant_torque() const { + return PhysicsServer2D::get_singleton()->body_get_constant_torque(get_rid()); } void RigidDynamicBody2D::set_continuous_collision_detection_mode(CCDMode p_mode) { @@ -979,15 +991,19 @@ void RigidDynamicBody2D::_bind_methods() { ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &RigidDynamicBody2D::apply_impulse, Vector2()); ClassDB::bind_method(D_METHOD("apply_torque_impulse", "torque"), &RigidDynamicBody2D::apply_torque_impulse); - ClassDB::bind_method(D_METHOD("set_applied_force", "force"), &RigidDynamicBody2D::set_applied_force); - ClassDB::bind_method(D_METHOD("get_applied_force"), &RigidDynamicBody2D::get_applied_force); + ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &RigidDynamicBody2D::apply_central_force); + ClassDB::bind_method(D_METHOD("apply_force", "force", "position"), &RigidDynamicBody2D::apply_force, Vector2()); + ClassDB::bind_method(D_METHOD("apply_torque", "torque"), &RigidDynamicBody2D::apply_torque); + + ClassDB::bind_method(D_METHOD("add_constant_central_force", "force"), &RigidDynamicBody2D::add_constant_central_force); + ClassDB::bind_method(D_METHOD("add_constant_force", "force", "position"), &RigidDynamicBody2D::add_constant_force, Vector2()); + ClassDB::bind_method(D_METHOD("add_constant_torque", "torque"), &RigidDynamicBody2D::add_constant_torque); - ClassDB::bind_method(D_METHOD("set_applied_torque", "torque"), &RigidDynamicBody2D::set_applied_torque); - ClassDB::bind_method(D_METHOD("get_applied_torque"), &RigidDynamicBody2D::get_applied_torque); + ClassDB::bind_method(D_METHOD("set_constant_force", "force"), &RigidDynamicBody2D::set_constant_force); + ClassDB::bind_method(D_METHOD("get_constant_force"), &RigidDynamicBody2D::get_constant_force); - ClassDB::bind_method(D_METHOD("add_central_force", "force"), &RigidDynamicBody2D::add_central_force); - ClassDB::bind_method(D_METHOD("add_force", "force", "position"), &RigidDynamicBody2D::add_force, Vector2()); - ClassDB::bind_method(D_METHOD("add_torque", "torque"), &RigidDynamicBody2D::add_torque); + ClassDB::bind_method(D_METHOD("set_constant_torque", "torque"), &RigidDynamicBody2D::set_constant_torque); + ClassDB::bind_method(D_METHOD("get_constant_torque"), &RigidDynamicBody2D::get_constant_torque); ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidDynamicBody2D::set_sleeping); ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidDynamicBody2D::is_sleeping); @@ -1032,9 +1048,9 @@ void RigidDynamicBody2D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_velocity"), "set_angular_velocity", "get_angular_velocity"); ADD_PROPERTY(PropertyInfo(Variant::INT, "angular_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_angular_damp_mode", "get_angular_damp_mode"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp"); - ADD_GROUP("Applied Forces", "applied_"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "applied_force"), "set_applied_force", "get_applied_force"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "applied_torque"), "set_applied_torque", "get_applied_torque"); + ADD_GROUP("Constant Forces", "constant_"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant_force"), "set_constant_force", "get_constant_force"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant_torque"), "set_constant_torque", "get_constant_torque"); ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index"))); ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index"))); diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h index 2abce4b0a5..71a7908bd7 100644 --- a/scene/2d/physics_body_2d.h +++ b/scene/2d/physics_body_2d.h @@ -292,15 +292,19 @@ public: void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2()); void apply_torque_impulse(real_t p_torque); - void set_applied_force(const Vector2 &p_force); - Vector2 get_applied_force() const; + void apply_central_force(const Vector2 &p_force); + void apply_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()); + void apply_torque(real_t p_torque); - void set_applied_torque(const real_t p_torque); - real_t get_applied_torque() const; + void add_constant_central_force(const Vector2 &p_force); + void add_constant_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()); + void add_constant_torque(real_t p_torque); - void add_central_force(const Vector2 &p_force); - void add_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()); - void add_torque(real_t p_torque); + void set_constant_force(const Vector2 &p_force); + Vector2 get_constant_force() const; + + void set_constant_torque(real_t p_torque); + real_t get_constant_torque() const; TypedArray<Node2D> get_colliding_bodies() const; //function for script diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp index 393e29e398..b65f3e0e75 100644 --- a/scene/3d/physics_body_3d.cpp +++ b/scene/3d/physics_body_3d.cpp @@ -875,30 +875,59 @@ int RigidDynamicBody3D::get_max_contacts_reported() const { return max_contacts_reported; } -void RigidDynamicBody3D::add_central_force(const Vector3 &p_force) { - PhysicsServer3D::get_singleton()->body_add_central_force(get_rid(), p_force); +void RigidDynamicBody3D::apply_central_impulse(const Vector3 &p_impulse) { + PhysicsServer3D::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse); } -void RigidDynamicBody3D::add_force(const Vector3 &p_force, const Vector3 &p_position) { +void RigidDynamicBody3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) { PhysicsServer3D *singleton = PhysicsServer3D::get_singleton(); - singleton->body_add_force(get_rid(), p_force, p_position); + singleton->body_apply_impulse(get_rid(), p_impulse, p_position); } -void RigidDynamicBody3D::add_torque(const Vector3 &p_torque) { - PhysicsServer3D::get_singleton()->body_add_torque(get_rid(), p_torque); +void RigidDynamicBody3D::apply_torque_impulse(const Vector3 &p_impulse) { + PhysicsServer3D::get_singleton()->body_apply_torque_impulse(get_rid(), p_impulse); } -void RigidDynamicBody3D::apply_central_impulse(const Vector3 &p_impulse) { - PhysicsServer3D::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse); +void RigidDynamicBody3D::apply_central_force(const Vector3 &p_force) { + PhysicsServer3D::get_singleton()->body_apply_central_force(get_rid(), p_force); } -void RigidDynamicBody3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) { +void RigidDynamicBody3D::apply_force(const Vector3 &p_force, const Vector3 &p_position) { PhysicsServer3D *singleton = PhysicsServer3D::get_singleton(); - singleton->body_apply_impulse(get_rid(), p_impulse, p_position); + singleton->body_apply_force(get_rid(), p_force, p_position); } -void RigidDynamicBody3D::apply_torque_impulse(const Vector3 &p_impulse) { - PhysicsServer3D::get_singleton()->body_apply_torque_impulse(get_rid(), p_impulse); +void RigidDynamicBody3D::apply_torque(const Vector3 &p_torque) { + PhysicsServer3D::get_singleton()->body_apply_torque(get_rid(), p_torque); +} + +void RigidDynamicBody3D::add_constant_central_force(const Vector3 &p_force) { + PhysicsServer3D::get_singleton()->body_add_constant_central_force(get_rid(), p_force); +} + +void RigidDynamicBody3D::add_constant_force(const Vector3 &p_force, const Vector3 &p_position) { + PhysicsServer3D *singleton = PhysicsServer3D::get_singleton(); + singleton->body_add_constant_force(get_rid(), p_force, p_position); +} + +void RigidDynamicBody3D::add_constant_torque(const Vector3 &p_torque) { + PhysicsServer3D::get_singleton()->body_add_constant_torque(get_rid(), p_torque); +} + +void RigidDynamicBody3D::set_constant_force(const Vector3 &p_force) { + PhysicsServer3D::get_singleton()->body_set_constant_force(get_rid(), p_force); +} + +Vector3 RigidDynamicBody3D::get_constant_force() const { + return PhysicsServer3D::get_singleton()->body_get_constant_force(get_rid()); +} + +void RigidDynamicBody3D::set_constant_torque(const Vector3 &p_torque) { + PhysicsServer3D::get_singleton()->body_set_constant_torque(get_rid(), p_torque); +} + +Vector3 RigidDynamicBody3D::get_constant_torque() const { + return PhysicsServer3D::get_singleton()->body_get_constant_torque(get_rid()); } void RigidDynamicBody3D::set_use_continuous_collision_detection(bool p_enable) { @@ -1024,14 +1053,24 @@ void RigidDynamicBody3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidDynamicBody3D::set_axis_velocity); - ClassDB::bind_method(D_METHOD("add_central_force", "force"), &RigidDynamicBody3D::add_central_force); - ClassDB::bind_method(D_METHOD("add_force", "force", "position"), &RigidDynamicBody3D::add_force, Vector3()); - ClassDB::bind_method(D_METHOD("add_torque", "torque"), &RigidDynamicBody3D::add_torque); - ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &RigidDynamicBody3D::apply_central_impulse); ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &RigidDynamicBody3D::apply_impulse, Vector3()); ClassDB::bind_method(D_METHOD("apply_torque_impulse", "impulse"), &RigidDynamicBody3D::apply_torque_impulse); + ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &RigidDynamicBody3D::apply_central_force); + ClassDB::bind_method(D_METHOD("apply_force", "force", "position"), &RigidDynamicBody3D::apply_force, Vector3()); + ClassDB::bind_method(D_METHOD("apply_torque", "torque"), &RigidDynamicBody3D::apply_torque); + + ClassDB::bind_method(D_METHOD("add_constant_central_force", "force"), &RigidDynamicBody3D::add_constant_central_force); + ClassDB::bind_method(D_METHOD("add_constant_force", "force", "position"), &RigidDynamicBody3D::add_constant_force, Vector3()); + ClassDB::bind_method(D_METHOD("add_constant_torque", "torque"), &RigidDynamicBody3D::add_constant_torque); + + ClassDB::bind_method(D_METHOD("set_constant_force", "force"), &RigidDynamicBody3D::set_constant_force); + ClassDB::bind_method(D_METHOD("get_constant_force"), &RigidDynamicBody3D::get_constant_force); + + ClassDB::bind_method(D_METHOD("set_constant_torque", "torque"), &RigidDynamicBody3D::set_constant_torque); + ClassDB::bind_method(D_METHOD("get_constant_torque"), &RigidDynamicBody3D::get_constant_torque); + ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidDynamicBody3D::set_sleeping); ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidDynamicBody3D::is_sleeping); @@ -1075,6 +1114,9 @@ void RigidDynamicBody3D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "angular_velocity"), "set_angular_velocity", "get_angular_velocity"); ADD_PROPERTY(PropertyInfo(Variant::INT, "angular_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_angular_damp_mode", "get_angular_damp_mode"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp"); + ADD_GROUP("Constant Forces", "constant_"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_force"), "set_constant_force", "get_constant_force"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_torque"), "set_constant_torque", "get_constant_torque"); ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index"))); ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index"))); diff --git a/scene/3d/physics_body_3d.h b/scene/3d/physics_body_3d.h index 2ea796d335..beed8a6b36 100644 --- a/scene/3d/physics_body_3d.h +++ b/scene/3d/physics_body_3d.h @@ -306,14 +306,24 @@ public: Array get_colliding_bodies() const; - void add_central_force(const Vector3 &p_force); - void add_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()); - void add_torque(const Vector3 &p_torque); - void apply_central_impulse(const Vector3 &p_impulse); void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3()); void apply_torque_impulse(const Vector3 &p_impulse); + void apply_central_force(const Vector3 &p_force); + void apply_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()); + void apply_torque(const Vector3 &p_torque); + + void add_constant_central_force(const Vector3 &p_force); + void add_constant_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()); + void add_constant_torque(const Vector3 &p_torque); + + void set_constant_force(const Vector3 &p_force); + Vector3 get_constant_force() const; + + void set_constant_torque(const Vector3 &p_torque); + Vector3 get_constant_torque() const; + virtual TypedArray<String> get_configuration_warnings() const override; RigidDynamicBody3D(); |