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authorRicardo Buring <ricardo.buring@gmail.com>2022-09-15 14:15:39 +0200
committerRicardo Buring <ricardo.buring@gmail.com>2022-09-15 15:09:23 +0200
commitff4e72a0bcf8ee1b8db2cb492397866559d17a73 (patch)
tree93f66050a4a2dac4a20943fdf94db068a63b433d /servers/physics_3d
parent4ba934bf3d1e697d8f332b5e8cfd694cdf49a7ba (diff)
PhysicsServer2D and PhysicsServer3D: make body_set_state_sync_callback take a Callable
Prefer Callable to a C-style callback. This is helpful for GDExtension.
Diffstat (limited to 'servers/physics_3d')
-rw-r--r--servers/physics_3d/godot_body_3d.cpp17
-rw-r--r--servers/physics_3d/godot_body_3d.h5
-rw-r--r--servers/physics_3d/godot_physics_server_3d.cpp4
-rw-r--r--servers/physics_3d/godot_physics_server_3d.h2
4 files changed, 15 insertions, 13 deletions
diff --git a/servers/physics_3d/godot_body_3d.cpp b/servers/physics_3d/godot_body_3d.cpp
index b632f7f461..19f065c319 100644
--- a/servers/physics_3d/godot_body_3d.cpp
+++ b/servers/physics_3d/godot_body_3d.cpp
@@ -674,7 +674,7 @@ void GodotBody3D::integrate_velocities(real_t p_step) {
return;
}
- if (fi_callback_data || body_state_callback) {
+ if (fi_callback_data || body_state_callback.get_object()) {
get_space()->body_add_to_state_query_list(&direct_state_query_list);
}
@@ -756,11 +756,12 @@ void GodotBody3D::wakeup_neighbours() {
}
void GodotBody3D::call_queries() {
+ Variant direct_state_variant = get_direct_state();
+
if (fi_callback_data) {
if (!fi_callback_data->callable.get_object()) {
set_force_integration_callback(Callable());
} else {
- Variant direct_state_variant = get_direct_state();
const Variant *vp[2] = { &direct_state_variant, &fi_callback_data->udata };
Callable::CallError ce;
@@ -770,8 +771,11 @@ void GodotBody3D::call_queries() {
}
}
- if (body_state_callback_instance) {
- (body_state_callback)(body_state_callback_instance, get_direct_state());
+ if (body_state_callback.get_object()) {
+ const Variant *vp[1] = { &direct_state_variant };
+ Callable::CallError ce;
+ Variant rv;
+ body_state_callback.callp(vp, 1, rv, ce);
}
}
@@ -792,9 +796,8 @@ bool GodotBody3D::sleep_test(real_t p_step) {
}
}
-void GodotBody3D::set_state_sync_callback(void *p_instance, PhysicsServer3D::BodyStateCallback p_callback) {
- body_state_callback_instance = p_instance;
- body_state_callback = p_callback;
+void GodotBody3D::set_state_sync_callback(const Callable &p_callable) {
+ body_state_callback = p_callable;
}
void GodotBody3D::set_force_integration_callback(const Callable &p_callable, const Variant &p_udata) {
diff --git a/servers/physics_3d/godot_body_3d.h b/servers/physics_3d/godot_body_3d.h
index 2153ca4e91..412cbebc7d 100644
--- a/servers/physics_3d/godot_body_3d.h
+++ b/servers/physics_3d/godot_body_3d.h
@@ -131,8 +131,7 @@ class GodotBody3D : public GodotCollisionObject3D {
Vector<Contact> contacts; //no contacts by default
int contact_count = 0;
- void *body_state_callback_instance = nullptr;
- PhysicsServer3D::BodyStateCallback body_state_callback = nullptr;
+ Callable body_state_callback;
struct ForceIntegrationCallbackData {
Callable callable;
@@ -150,7 +149,7 @@ class GodotBody3D : public GodotCollisionObject3D {
friend class GodotPhysicsDirectBodyState3D; // i give up, too many functions to expose
public:
- void set_state_sync_callback(void *p_instance, PhysicsServer3D::BodyStateCallback p_callback);
+ void set_state_sync_callback(const Callable &p_callable);
void set_force_integration_callback(const Callable &p_callable, const Variant &p_udata = Variant());
GodotPhysicsDirectBodyState3D *get_direct_state();
diff --git a/servers/physics_3d/godot_physics_server_3d.cpp b/servers/physics_3d/godot_physics_server_3d.cpp
index b028c00a31..7f2ec72921 100644
--- a/servers/physics_3d/godot_physics_server_3d.cpp
+++ b/servers/physics_3d/godot_physics_server_3d.cpp
@@ -877,10 +877,10 @@ int GodotPhysicsServer3D::body_get_max_contacts_reported(RID p_body) const {
return body->get_max_contacts_reported();
}
-void GodotPhysicsServer3D::body_set_state_sync_callback(RID p_body, void *p_instance, BodyStateCallback p_callback) {
+void GodotPhysicsServer3D::body_set_state_sync_callback(RID p_body, const Callable &p_callable) {
GodotBody3D *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
- body->set_state_sync_callback(p_instance, p_callback);
+ body->set_state_sync_callback(p_callable);
}
void GodotPhysicsServer3D::body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata) {
diff --git a/servers/physics_3d/godot_physics_server_3d.h b/servers/physics_3d/godot_physics_server_3d.h
index b429f23a0c..6dc9330caf 100644
--- a/servers/physics_3d/godot_physics_server_3d.h
+++ b/servers/physics_3d/godot_physics_server_3d.h
@@ -242,7 +242,7 @@ public:
virtual void body_set_max_contacts_reported(RID p_body, int p_contacts) override;
virtual int body_get_max_contacts_reported(RID p_body) const override;
- virtual void body_set_state_sync_callback(RID p_body, void *p_instance, BodyStateCallback p_callback) override;
+ virtual void body_set_state_sync_callback(RID p_body, const Callable &p_callable) override;
virtual void body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata = Variant()) override;
virtual void body_set_ray_pickable(RID p_body, bool p_enable) override;