diff options
author | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-12-07 18:09:54 -0700 |
---|---|---|
committer | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-12-10 15:55:40 -0700 |
commit | 940f3fde5c5f902b6efd0f35fb6c7d23edd1da14 (patch) | |
tree | 1af330b010e4234cfe2694e94d25756c8e4e3734 /servers | |
parent | e69fa16eb3cd4cf4a591eb4c533b9eff45f79850 (diff) |
Improve RigidDynamicBody force and torque API
Makes the API for forces and impulses more flexible, easier to
understand and harmonized between 2D and 3D.
Rigid bodies now have 3 sets of methods for forces and impulses:
-apply_impulse() for impulses (one-shot and time independent)
-apply_force() for forces (time dependent) applied for the current step
-add_constant_force() for forces that keeps being applied each step
Also updated the documentation to clarify the different methods and
parameters in rigid body nodes, body direct state and physics servers.
Diffstat (limited to 'servers')
-rw-r--r-- | servers/physics_2d/godot_body_2d.cpp | 10 | ||||
-rw-r--r-- | servers/physics_2d/godot_body_2d.h | 54 | ||||
-rw-r--r-- | servers/physics_2d/godot_body_direct_state_2d.cpp | 61 | ||||
-rw-r--r-- | servers/physics_2d/godot_body_direct_state_2d.h | 17 | ||||
-rw-r--r-- | servers/physics_2d/godot_physics_server_2d.cpp | 122 | ||||
-rw-r--r-- | servers/physics_2d/godot_physics_server_2d.h | 25 | ||||
-rw-r--r-- | servers/physics_3d/godot_body_3d.cpp | 5 | ||||
-rw-r--r-- | servers/physics_3d/godot_body_3d.h | 34 | ||||
-rw-r--r-- | servers/physics_3d/godot_body_direct_state_3d.cpp | 61 | ||||
-rw-r--r-- | servers/physics_3d/godot_body_direct_state_3d.h | 17 | ||||
-rw-r--r-- | servers/physics_3d/godot_physics_server_3d.cpp | 116 | ||||
-rw-r--r-- | servers/physics_3d/godot_physics_server_3d.h | 25 | ||||
-rw-r--r-- | servers/physics_server_2d.cpp | 35 | ||||
-rw-r--r-- | servers/physics_server_2d.h | 43 | ||||
-rw-r--r-- | servers/physics_server_2d_wrap_mt.h | 24 | ||||
-rw-r--r-- | servers/physics_server_3d.cpp | 36 | ||||
-rw-r--r-- | servers/physics_server_3d.h | 43 | ||||
-rw-r--r-- | servers/physics_server_3d_wrap_mt.h | 24 |
18 files changed, 517 insertions, 235 deletions
diff --git a/servers/physics_2d/godot_body_2d.cpp b/servers/physics_2d/godot_body_2d.cpp index 44da5d4f3b..886fe4af0f 100644 --- a/servers/physics_2d/godot_body_2d.cpp +++ b/servers/physics_2d/godot_body_2d.cpp @@ -569,9 +569,8 @@ void GodotBody2D::integrate_forces(real_t p_step) { if (!omit_force_integration) { //overridden by direct state query - Vector2 force = gravity * mass; - force += applied_force; - real_t torque = applied_torque; + Vector2 force = gravity * mass + applied_force + constant_force; + real_t torque = applied_torque + constant_torque; real_t damp = 1.0 - p_step * total_linear_damp; @@ -598,7 +597,10 @@ void GodotBody2D::integrate_forces(real_t p_step) { } } - biased_angular_velocity = 0; + applied_force = Vector2(); + applied_torque = 0.0; + + biased_angular_velocity = 0.0; biased_linear_velocity = Vector2(); if (do_motion) { //shapes temporarily extend for raycast diff --git a/servers/physics_2d/godot_body_2d.h b/servers/physics_2d/godot_body_2d.h index f00512fe92..9902da9b46 100644 --- a/servers/physics_2d/godot_body_2d.h +++ b/servers/physics_2d/godot_body_2d.h @@ -89,6 +89,9 @@ class GodotBody2D : public GodotCollisionObject2D { Vector2 applied_force; real_t applied_torque = 0.0; + Vector2 constant_force; + real_t constant_torque = 0.0; + SelfList<GodotBody2D> active_list; SelfList<GodotBody2D> mass_properties_update_list; SelfList<GodotBody2D> direct_state_query_list; @@ -245,6 +248,38 @@ public: } } + _FORCE_INLINE_ void apply_central_force(const Vector2 &p_force) { + applied_force += p_force; + } + + _FORCE_INLINE_ void apply_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) { + applied_force += p_force; + applied_torque += (p_position - center_of_mass).cross(p_force); + } + + _FORCE_INLINE_ void apply_torque(real_t p_torque) { + applied_torque += p_torque; + } + + _FORCE_INLINE_ void add_constant_central_force(const Vector2 &p_force) { + constant_force += p_force; + } + + _FORCE_INLINE_ void add_constant_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) { + constant_force += p_force; + constant_torque += (p_position - center_of_mass).cross(p_force); + } + + _FORCE_INLINE_ void add_constant_torque(real_t p_torque) { + constant_torque += p_torque; + } + + void set_constant_force(const Vector2 &p_force) { constant_force = p_force; } + Vector2 get_constant_force() const { return constant_force; } + + void set_constant_torque(real_t p_torque) { constant_torque = p_torque; } + real_t get_constant_torque() const { return constant_torque; } + void set_active(bool p_active); _FORCE_INLINE_ bool is_active() const { return active; } @@ -264,25 +299,6 @@ public: void set_state(PhysicsServer2D::BodyState p_state, const Variant &p_variant); Variant get_state(PhysicsServer2D::BodyState p_state) const; - void set_applied_force(const Vector2 &p_force) { applied_force = p_force; } - Vector2 get_applied_force() const { return applied_force; } - - void set_applied_torque(real_t p_torque) { applied_torque = p_torque; } - real_t get_applied_torque() const { return applied_torque; } - - _FORCE_INLINE_ void add_central_force(const Vector2 &p_force) { - applied_force += p_force; - } - - _FORCE_INLINE_ void add_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) { - applied_force += p_force; - applied_torque += (p_position - center_of_mass).cross(p_force); - } - - _FORCE_INLINE_ void add_torque(real_t p_torque) { - applied_torque += p_torque; - } - _FORCE_INLINE_ void set_continuous_collision_detection_mode(PhysicsServer2D::CCDMode p_mode) { continuous_cd_mode = p_mode; } _FORCE_INLINE_ PhysicsServer2D::CCDMode get_continuous_collision_detection_mode() const { return continuous_cd_mode; } diff --git a/servers/physics_2d/godot_body_direct_state_2d.cpp b/servers/physics_2d/godot_body_direct_state_2d.cpp index 9c9bd56268..2843466e01 100644 --- a/servers/physics_2d/godot_body_direct_state_2d.cpp +++ b/servers/physics_2d/godot_body_direct_state_2d.cpp @@ -92,34 +92,71 @@ Vector2 GodotPhysicsDirectBodyState2D::get_velocity_at_local_position(const Vect return body->get_velocity_in_local_point(p_position); } -void GodotPhysicsDirectBodyState2D::add_central_force(const Vector2 &p_force) { +void GodotPhysicsDirectBodyState2D::apply_central_impulse(const Vector2 &p_impulse) { body->wakeup(); - body->add_central_force(p_force); + body->apply_central_impulse(p_impulse); } -void GodotPhysicsDirectBodyState2D::add_force(const Vector2 &p_force, const Vector2 &p_position) { +void GodotPhysicsDirectBodyState2D::apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position) { body->wakeup(); - body->add_force(p_force, p_position); + body->apply_impulse(p_impulse, p_position); } -void GodotPhysicsDirectBodyState2D::add_torque(real_t p_torque) { +void GodotPhysicsDirectBodyState2D::apply_torque_impulse(real_t p_torque) { body->wakeup(); - body->add_torque(p_torque); + body->apply_torque_impulse(p_torque); } -void GodotPhysicsDirectBodyState2D::apply_central_impulse(const Vector2 &p_impulse) { +void GodotPhysicsDirectBodyState2D::apply_central_force(const Vector2 &p_force) { body->wakeup(); - body->apply_central_impulse(p_impulse); + body->apply_central_force(p_force); } -void GodotPhysicsDirectBodyState2D::apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position) { +void GodotPhysicsDirectBodyState2D::apply_force(const Vector2 &p_force, const Vector2 &p_position) { body->wakeup(); - body->apply_impulse(p_impulse, p_position); + body->apply_force(p_force, p_position); } -void GodotPhysicsDirectBodyState2D::apply_torque_impulse(real_t p_torque) { +void GodotPhysicsDirectBodyState2D::apply_torque(real_t p_torque) { body->wakeup(); - body->apply_torque_impulse(p_torque); + body->apply_torque(p_torque); +} + +void GodotPhysicsDirectBodyState2D::add_constant_central_force(const Vector2 &p_force) { + body->wakeup(); + body->add_constant_central_force(p_force); +} + +void GodotPhysicsDirectBodyState2D::add_constant_force(const Vector2 &p_force, const Vector2 &p_position) { + body->wakeup(); + body->add_constant_force(p_force, p_position); +} + +void GodotPhysicsDirectBodyState2D::add_constant_torque(real_t p_torque) { + body->wakeup(); + body->add_constant_torque(p_torque); +} + +void GodotPhysicsDirectBodyState2D::set_constant_force(const Vector2 &p_force) { + if (!p_force.is_equal_approx(Vector2())) { + body->wakeup(); + } + body->set_constant_force(p_force); +} + +Vector2 GodotPhysicsDirectBodyState2D::get_constant_force() const { + return body->get_constant_force(); +} + +void GodotPhysicsDirectBodyState2D::set_constant_torque(real_t p_torque) { + if (!Math::is_zero_approx(p_torque)) { + body->wakeup(); + } + body->set_constant_torque(p_torque); +} + +real_t GodotPhysicsDirectBodyState2D::get_constant_torque() const { + return body->get_constant_torque(); } void GodotPhysicsDirectBodyState2D::set_sleep_state(bool p_enable) { diff --git a/servers/physics_2d/godot_body_direct_state_2d.h b/servers/physics_2d/godot_body_direct_state_2d.h index ff25205d52..bc6038f7e8 100644 --- a/servers/physics_2d/godot_body_direct_state_2d.h +++ b/servers/physics_2d/godot_body_direct_state_2d.h @@ -61,13 +61,24 @@ public: virtual Vector2 get_velocity_at_local_position(const Vector2 &p_position) const override; - virtual void add_central_force(const Vector2 &p_force) override; - virtual void add_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) override; - virtual void add_torque(real_t p_torque) override; virtual void apply_central_impulse(const Vector2 &p_impulse) override; virtual void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) override; virtual void apply_torque_impulse(real_t p_torque) override; + virtual void apply_central_force(const Vector2 &p_force) override; + virtual void apply_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) override; + virtual void apply_torque(real_t p_torque) override; + + virtual void add_constant_central_force(const Vector2 &p_force) override; + virtual void add_constant_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) override; + virtual void add_constant_torque(real_t p_torque) override; + + virtual void set_constant_force(const Vector2 &p_force) override; + virtual Vector2 get_constant_force() const override; + + virtual void set_constant_torque(real_t p_torque) override; + virtual real_t get_constant_torque() const override; + virtual void set_sleep_state(bool p_enable) override; virtual bool is_sleeping() const override; diff --git a/servers/physics_2d/godot_physics_server_2d.cpp b/servers/physics_2d/godot_physics_server_2d.cpp index c88fd39657..a1b2d8c3e0 100644 --- a/servers/physics_2d/godot_physics_server_2d.cpp +++ b/servers/physics_2d/godot_physics_server_2d.cpp @@ -669,68 +669,68 @@ void GodotPhysicsServer2D::body_attach_object_instance_id(RID p_body, ObjectID p ERR_FAIL_COND(!body); body->set_instance_id(p_id); -}; +} ObjectID GodotPhysicsServer2D::body_get_object_instance_id(RID p_body) const { GodotBody2D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!body, ObjectID()); return body->get_instance_id(); -}; +} void GodotPhysicsServer2D::body_attach_canvas_instance_id(RID p_body, ObjectID p_id) { GodotBody2D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); body->set_canvas_instance_id(p_id); -}; +} ObjectID GodotPhysicsServer2D::body_get_canvas_instance_id(RID p_body) const { GodotBody2D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!body, ObjectID()); return body->get_canvas_instance_id(); -}; +} void GodotPhysicsServer2D::body_set_collision_layer(RID p_body, uint32_t p_layer) { GodotBody2D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); body->set_collision_layer(p_layer); -}; +} uint32_t GodotPhysicsServer2D::body_get_collision_layer(RID p_body) const { GodotBody2D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!body, 0); return body->get_collision_layer(); -}; +} void GodotPhysicsServer2D::body_set_collision_mask(RID p_body, uint32_t p_mask) { GodotBody2D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); body->set_collision_mask(p_mask); -}; +} uint32_t GodotPhysicsServer2D::body_get_collision_mask(RID p_body) const { GodotBody2D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!body, 0); return body->get_collision_mask(); -}; +} void GodotPhysicsServer2D::body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) { GodotBody2D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); body->set_param(p_param, p_value); -}; +} Variant GodotPhysicsServer2D::body_get_param(RID p_body, BodyParameter p_param) const { GodotBody2D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!body, 0); return body->get_param(p_param); -}; +} void GodotPhysicsServer2D::body_reset_mass_properties(RID p_body) { GodotBody2D *body = body_owner.get_or_null(p_body); @@ -744,95 +744,123 @@ void GodotPhysicsServer2D::body_set_state(RID p_body, BodyState p_state, const V ERR_FAIL_COND(!body); body->set_state(p_state, p_variant); -}; +} Variant GodotPhysicsServer2D::body_get_state(RID p_body, BodyState p_state) const { GodotBody2D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!body, Variant()); return body->get_state(p_state); -}; +} -void GodotPhysicsServer2D::body_set_applied_force(RID p_body, const Vector2 &p_force) { +void GodotPhysicsServer2D::body_apply_central_impulse(RID p_body, const Vector2 &p_impulse) { GodotBody2D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); - body->set_applied_force(p_force); + body->apply_central_impulse(p_impulse); body->wakeup(); -}; +} -Vector2 GodotPhysicsServer2D::body_get_applied_force(RID p_body) const { +void GodotPhysicsServer2D::body_apply_torque_impulse(RID p_body, real_t p_torque) { GodotBody2D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, Vector2()); - return body->get_applied_force(); -}; + ERR_FAIL_COND(!body); -void GodotPhysicsServer2D::body_set_applied_torque(RID p_body, real_t p_torque) { + _update_shapes(); + + body->apply_torque_impulse(p_torque); + body->wakeup(); +} + +void GodotPhysicsServer2D::body_apply_impulse(RID p_body, const Vector2 &p_impulse, const Vector2 &p_position) { GodotBody2D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); - body->set_applied_torque(p_torque); + _update_shapes(); + + body->apply_impulse(p_impulse, p_position); body->wakeup(); -}; +} -real_t GodotPhysicsServer2D::body_get_applied_torque(RID p_body) const { +void GodotPhysicsServer2D::body_apply_central_force(RID p_body, const Vector2 &p_force) { GodotBody2D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, 0); + ERR_FAIL_COND(!body); - return body->get_applied_torque(); -}; + body->apply_central_force(p_force); + body->wakeup(); +} -void GodotPhysicsServer2D::body_apply_central_impulse(RID p_body, const Vector2 &p_impulse) { +void GodotPhysicsServer2D::body_apply_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position) { GodotBody2D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); - body->apply_central_impulse(p_impulse); + body->apply_force(p_force, p_position); body->wakeup(); } -void GodotPhysicsServer2D::body_apply_torque_impulse(RID p_body, real_t p_torque) { +void GodotPhysicsServer2D::body_apply_torque(RID p_body, real_t p_torque) { GodotBody2D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); - _update_shapes(); - - body->apply_torque_impulse(p_torque); + body->apply_torque(p_torque); body->wakeup(); } -void GodotPhysicsServer2D::body_apply_impulse(RID p_body, const Vector2 &p_impulse, const Vector2 &p_position) { +void GodotPhysicsServer2D::body_add_constant_central_force(RID p_body, const Vector2 &p_force) { GodotBody2D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); - _update_shapes(); - - body->apply_impulse(p_impulse, p_position); + body->add_constant_central_force(p_force); body->wakeup(); -}; +} -void GodotPhysicsServer2D::body_add_central_force(RID p_body, const Vector2 &p_force) { +void GodotPhysicsServer2D::body_add_constant_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position) { GodotBody2D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); - body->add_central_force(p_force); + body->add_constant_force(p_force, p_position); body->wakeup(); -}; +} -void GodotPhysicsServer2D::body_add_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position) { +void GodotPhysicsServer2D::body_add_constant_torque(RID p_body, real_t p_torque) { GodotBody2D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); - body->add_force(p_force, p_position); + body->add_constant_torque(p_torque); body->wakeup(); -}; +} -void GodotPhysicsServer2D::body_add_torque(RID p_body, real_t p_torque) { +void GodotPhysicsServer2D::body_set_constant_force(RID p_body, const Vector2 &p_force) { GodotBody2D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); - body->add_torque(p_torque); - body->wakeup(); -}; + body->set_constant_force(p_force); + if (!p_force.is_equal_approx(Vector2())) { + body->wakeup(); + } +} + +Vector2 GodotPhysicsServer2D::body_get_constant_force(RID p_body) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, Vector2()); + return body->get_constant_force(); +} + +void GodotPhysicsServer2D::body_set_constant_torque(RID p_body, real_t p_torque) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->set_constant_torque(p_torque); + if (!Math::is_zero_approx(p_torque)) { + body->wakeup(); + } +} + +real_t GodotPhysicsServer2D::body_get_constant_torque(RID p_body) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, 0); + + return body->get_constant_torque(); +} void GodotPhysicsServer2D::body_set_axis_velocity(RID p_body, const Vector2 &p_axis_velocity) { GodotBody2D *body = body_owner.get_or_null(p_body); diff --git a/servers/physics_2d/godot_physics_server_2d.h b/servers/physics_2d/godot_physics_server_2d.h index ad6d5e0940..bdf614a16d 100644 --- a/servers/physics_2d/godot_physics_server_2d.h +++ b/servers/physics_2d/godot_physics_server_2d.h @@ -207,19 +207,24 @@ public: virtual void body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) override; virtual Variant body_get_state(RID p_body, BodyState p_state) const override; - virtual void body_set_applied_force(RID p_body, const Vector2 &p_force) override; - virtual Vector2 body_get_applied_force(RID p_body) const override; - - virtual void body_set_applied_torque(RID p_body, real_t p_torque) override; - virtual real_t body_get_applied_torque(RID p_body) const override; - - virtual void body_add_central_force(RID p_body, const Vector2 &p_force) override; - virtual void body_add_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position = Vector2()) override; - virtual void body_add_torque(RID p_body, real_t p_torque) override; - virtual void body_apply_central_impulse(RID p_body, const Vector2 &p_impulse) override; virtual void body_apply_torque_impulse(RID p_body, real_t p_torque) override; virtual void body_apply_impulse(RID p_body, const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) override; + + virtual void body_apply_central_force(RID p_body, const Vector2 &p_force) override; + virtual void body_apply_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position = Vector2()) override; + virtual void body_apply_torque(RID p_body, real_t p_torque) override; + + virtual void body_add_constant_central_force(RID p_body, const Vector2 &p_force) override; + virtual void body_add_constant_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position = Vector2()) override; + virtual void body_add_constant_torque(RID p_body, real_t p_torque) override; + + virtual void body_set_constant_force(RID p_body, const Vector2 &p_force) override; + virtual Vector2 body_get_constant_force(RID p_body) const override; + + virtual void body_set_constant_torque(RID p_body, real_t p_torque) override; + virtual real_t body_get_constant_torque(RID p_body) const override; + virtual void body_set_axis_velocity(RID p_body, const Vector2 &p_axis_velocity) override; virtual void body_add_collision_exception(RID p_body, RID p_body_b) override; diff --git a/servers/physics_3d/godot_body_3d.cpp b/servers/physics_3d/godot_body_3d.cpp index d5098a2a5f..fca8a3f3a9 100644 --- a/servers/physics_3d/godot_body_3d.cpp +++ b/servers/physics_3d/godot_body_3d.cpp @@ -628,9 +628,8 @@ void GodotBody3D::integrate_forces(real_t p_step) { if (!omit_force_integration) { //overridden by direct state query - Vector3 force = gravity * mass; - force += applied_force; - Vector3 torque = applied_torque; + Vector3 force = gravity * mass + applied_force + constant_force; + Vector3 torque = applied_torque + constant_torque; real_t damp = 1.0 - p_step * total_linear_damp; diff --git a/servers/physics_3d/godot_body_3d.h b/servers/physics_3d/godot_body_3d.h index 6ea6d1fcaa..5868d8c282 100644 --- a/servers/physics_3d/godot_body_3d.h +++ b/servers/physics_3d/godot_body_3d.h @@ -93,6 +93,9 @@ class GodotBody3D : public GodotCollisionObject3D { Vector3 applied_force; Vector3 applied_torque; + Vector3 constant_force; + Vector3 constant_torque; + SelfList<GodotBody3D> active_list; SelfList<GodotBody3D> mass_properties_update_list; SelfList<GodotBody3D> direct_state_query_list; @@ -244,19 +247,38 @@ public: biased_angular_velocity += _inv_inertia_tensor.xform(p_impulse); } - _FORCE_INLINE_ void add_central_force(const Vector3 &p_force) { + _FORCE_INLINE_ void apply_central_force(const Vector3 &p_force) { applied_force += p_force; } - _FORCE_INLINE_ void add_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) { + _FORCE_INLINE_ void apply_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) { applied_force += p_force; applied_torque += (p_position - center_of_mass).cross(p_force); } - _FORCE_INLINE_ void add_torque(const Vector3 &p_torque) { + _FORCE_INLINE_ void apply_torque(const Vector3 &p_torque) { applied_torque += p_torque; } + _FORCE_INLINE_ void add_constant_central_force(const Vector3 &p_force) { + constant_force += p_force; + } + + _FORCE_INLINE_ void add_constant_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) { + constant_force += p_force; + constant_torque += (p_position - center_of_mass).cross(p_force); + } + + _FORCE_INLINE_ void add_constant_torque(const Vector3 &p_torque) { + constant_torque += p_torque; + } + + void set_constant_force(const Vector3 &p_force) { constant_force = p_force; } + Vector3 get_constant_force() const { return constant_force; } + + void set_constant_torque(const Vector3 &p_torque) { constant_torque = p_torque; } + Vector3 get_constant_torque() const { return constant_torque; } + void set_active(bool p_active); _FORCE_INLINE_ bool is_active() const { return active; } @@ -276,12 +298,6 @@ public: void set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant); Variant get_state(PhysicsServer3D::BodyState p_state) const; - void set_applied_force(const Vector3 &p_force) { applied_force = p_force; } - Vector3 get_applied_force() const { return applied_force; } - - void set_applied_torque(const Vector3 &p_torque) { applied_torque = p_torque; } - Vector3 get_applied_torque() const { return applied_torque; } - _FORCE_INLINE_ void set_continuous_collision_detection(bool p_enable) { continuous_cd = p_enable; } _FORCE_INLINE_ bool is_continuous_collision_detection_enabled() const { return continuous_cd; } diff --git a/servers/physics_3d/godot_body_direct_state_3d.cpp b/servers/physics_3d/godot_body_direct_state_3d.cpp index a929cab6f9..e45180cd02 100644 --- a/servers/physics_3d/godot_body_direct_state_3d.cpp +++ b/servers/physics_3d/godot_body_direct_state_3d.cpp @@ -99,34 +99,71 @@ Vector3 GodotPhysicsDirectBodyState3D::get_velocity_at_local_position(const Vect return body->get_velocity_in_local_point(p_position); } -void GodotPhysicsDirectBodyState3D::add_central_force(const Vector3 &p_force) { +void GodotPhysicsDirectBodyState3D::apply_central_impulse(const Vector3 &p_impulse) { body->wakeup(); - body->add_central_force(p_force); + body->apply_central_impulse(p_impulse); } -void GodotPhysicsDirectBodyState3D::add_force(const Vector3 &p_force, const Vector3 &p_position) { +void GodotPhysicsDirectBodyState3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) { body->wakeup(); - body->add_force(p_force, p_position); + body->apply_impulse(p_impulse, p_position); } -void GodotPhysicsDirectBodyState3D::add_torque(const Vector3 &p_torque) { +void GodotPhysicsDirectBodyState3D::apply_torque_impulse(const Vector3 &p_impulse) { body->wakeup(); - body->add_torque(p_torque); + body->apply_torque_impulse(p_impulse); } -void GodotPhysicsDirectBodyState3D::apply_central_impulse(const Vector3 &p_impulse) { +void GodotPhysicsDirectBodyState3D::apply_central_force(const Vector3 &p_force) { body->wakeup(); - body->apply_central_impulse(p_impulse); + body->apply_central_force(p_force); } -void GodotPhysicsDirectBodyState3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) { +void GodotPhysicsDirectBodyState3D::apply_force(const Vector3 &p_force, const Vector3 &p_position) { body->wakeup(); - body->apply_impulse(p_impulse, p_position); + body->apply_force(p_force, p_position); } -void GodotPhysicsDirectBodyState3D::apply_torque_impulse(const Vector3 &p_impulse) { +void GodotPhysicsDirectBodyState3D::apply_torque(const Vector3 &p_torque) { body->wakeup(); - body->apply_torque_impulse(p_impulse); + body->apply_torque(p_torque); +} + +void GodotPhysicsDirectBodyState3D::add_constant_central_force(const Vector3 &p_force) { + body->wakeup(); + body->add_constant_central_force(p_force); +} + +void GodotPhysicsDirectBodyState3D::add_constant_force(const Vector3 &p_force, const Vector3 &p_position) { + body->wakeup(); + body->add_constant_force(p_force, p_position); +} + +void GodotPhysicsDirectBodyState3D::add_constant_torque(const Vector3 &p_torque) { + body->wakeup(); + body->add_constant_torque(p_torque); +} + +void GodotPhysicsDirectBodyState3D::set_constant_force(const Vector3 &p_force) { + if (!p_force.is_equal_approx(Vector3())) { + body->wakeup(); + } + body->set_constant_force(p_force); +} + +Vector3 GodotPhysicsDirectBodyState3D::get_constant_force() const { + return body->get_constant_force(); +} + +void GodotPhysicsDirectBodyState3D::set_constant_torque(const Vector3 &p_torque) { + if (!p_torque.is_equal_approx(Vector3())) { + body->wakeup(); + } + body->set_constant_torque(p_torque); +} + +Vector3 GodotPhysicsDirectBodyState3D::get_constant_torque() const { + return body->get_constant_torque(); } void GodotPhysicsDirectBodyState3D::set_sleep_state(bool p_sleep) { diff --git a/servers/physics_3d/godot_body_direct_state_3d.h b/servers/physics_3d/godot_body_direct_state_3d.h index 35fd1543b0..93e9997e11 100644 --- a/servers/physics_3d/godot_body_direct_state_3d.h +++ b/servers/physics_3d/godot_body_direct_state_3d.h @@ -64,13 +64,24 @@ public: virtual Vector3 get_velocity_at_local_position(const Vector3 &p_position) const override; - virtual void add_central_force(const Vector3 &p_force) override; - virtual void add_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) override; - virtual void add_torque(const Vector3 &p_torque) override; virtual void apply_central_impulse(const Vector3 &p_impulse) override; virtual void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3()) override; virtual void apply_torque_impulse(const Vector3 &p_impulse) override; + virtual void apply_central_force(const Vector3 &p_force) override; + virtual void apply_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) override; + virtual void apply_torque(const Vector3 &p_torque) override; + + virtual void add_constant_central_force(const Vector3 &p_force) override; + virtual void add_constant_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) override; + virtual void add_constant_torque(const Vector3 &p_torque) override; + + virtual void set_constant_force(const Vector3 &p_force) override; + virtual Vector3 get_constant_force() const override; + + virtual void set_constant_torque(const Vector3 &p_torque) override; + virtual Vector3 get_constant_torque() const override; + virtual void set_sleep_state(bool p_sleep) override; virtual bool is_sleeping() const override; diff --git a/servers/physics_3d/godot_physics_server_3d.cpp b/servers/physics_3d/godot_physics_server_3d.cpp index 573a5d373f..f301b791bb 100644 --- a/servers/physics_3d/godot_physics_server_3d.cpp +++ b/servers/physics_3d/godot_physics_server_3d.cpp @@ -607,40 +607,40 @@ void GodotPhysicsServer3D::body_attach_object_instance_id(RID p_body, ObjectID p } ERR_FAIL_MSG("Invalid ID."); -}; +} ObjectID GodotPhysicsServer3D::body_get_object_instance_id(RID p_body) const { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!body, ObjectID()); return body->get_instance_id(); -}; +} void GodotPhysicsServer3D::body_set_user_flags(RID p_body, uint32_t p_flags) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); -}; +} uint32_t GodotPhysicsServer3D::body_get_user_flags(RID p_body) const { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!body, 0); return 0; -}; +} void GodotPhysicsServer3D::body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); body->set_param(p_param, p_value); -}; +} Variant GodotPhysicsServer3D::body_get_param(RID p_body, BodyParameter p_param) const { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!body, 0); return body->get_param(p_param); -}; +} void GodotPhysicsServer3D::body_reset_mass_properties(RID p_body) { GodotBody3D *body = body_owner.get_or_null(p_body); @@ -654,97 +654,125 @@ void GodotPhysicsServer3D::body_set_state(RID p_body, BodyState p_state, const V ERR_FAIL_COND(!body); body->set_state(p_state, p_variant); -}; +} Variant GodotPhysicsServer3D::body_get_state(RID p_body, BodyState p_state) const { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!body, Variant()); return body->get_state(p_state); -}; +} -void GodotPhysicsServer3D::body_set_applied_force(RID p_body, const Vector3 &p_force) { +void GodotPhysicsServer3D::body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); - body->set_applied_force(p_force); + _update_shapes(); + + body->apply_central_impulse(p_impulse); body->wakeup(); -}; +} -Vector3 GodotPhysicsServer3D::body_get_applied_force(RID p_body) const { +void GodotPhysicsServer3D::body_apply_impulse(RID p_body, const Vector3 &p_impulse, const Vector3 &p_position) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, Vector3()); - return body->get_applied_force(); -}; + ERR_FAIL_COND(!body); + + _update_shapes(); -void GodotPhysicsServer3D::body_set_applied_torque(RID p_body, const Vector3 &p_torque) { + body->apply_impulse(p_impulse, p_position); + body->wakeup(); +} + +void GodotPhysicsServer3D::body_apply_torque_impulse(RID p_body, const Vector3 &p_impulse) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); - body->set_applied_torque(p_torque); + _update_shapes(); + + body->apply_torque_impulse(p_impulse); body->wakeup(); -}; +} -Vector3 GodotPhysicsServer3D::body_get_applied_torque(RID p_body) const { +void GodotPhysicsServer3D::body_apply_central_force(RID p_body, const Vector3 &p_force) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, Vector3()); + ERR_FAIL_COND(!body); - return body->get_applied_torque(); -}; + body->apply_central_force(p_force); + body->wakeup(); +} -void GodotPhysicsServer3D::body_add_central_force(RID p_body, const Vector3 &p_force) { +void GodotPhysicsServer3D::body_apply_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); - body->add_central_force(p_force); + body->apply_force(p_force, p_position); body->wakeup(); } -void GodotPhysicsServer3D::body_add_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position) { +void GodotPhysicsServer3D::body_apply_torque(RID p_body, const Vector3 &p_torque) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); - body->add_force(p_force, p_position); + body->apply_torque(p_torque); body->wakeup(); -}; +} -void GodotPhysicsServer3D::body_add_torque(RID p_body, const Vector3 &p_torque) { +void GodotPhysicsServer3D::body_add_constant_central_force(RID p_body, const Vector3 &p_force) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); - body->add_torque(p_torque); + body->add_constant_central_force(p_force); body->wakeup(); -}; +} -void GodotPhysicsServer3D::body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) { +void GodotPhysicsServer3D::body_add_constant_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); - _update_shapes(); + body->add_constant_force(p_force, p_position); + body->wakeup(); +} - body->apply_central_impulse(p_impulse); +void GodotPhysicsServer3D::body_add_constant_torque(RID p_body, const Vector3 &p_torque) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->add_constant_torque(p_torque); body->wakeup(); } -void GodotPhysicsServer3D::body_apply_impulse(RID p_body, const Vector3 &p_impulse, const Vector3 &p_position) { +void GodotPhysicsServer3D::body_set_constant_force(RID p_body, const Vector3 &p_force) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); - _update_shapes(); + body->set_constant_force(p_force); + if (!p_force.is_equal_approx(Vector3())) { + body->wakeup(); + } +} - body->apply_impulse(p_impulse, p_position); - body->wakeup(); -}; +Vector3 GodotPhysicsServer3D::body_get_constant_force(RID p_body) const { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, Vector3()); + return body->get_constant_force(); +} -void GodotPhysicsServer3D::body_apply_torque_impulse(RID p_body, const Vector3 &p_impulse) { +void GodotPhysicsServer3D::body_set_constant_torque(RID p_body, const Vector3 &p_torque) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); - _update_shapes(); + body->set_constant_torque(p_torque); + if (!p_torque.is_equal_approx(Vector3())) { + body->wakeup(); + } +} - body->apply_torque_impulse(p_impulse); - body->wakeup(); -}; +Vector3 GodotPhysicsServer3D::body_get_constant_torque(RID p_body) const { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, Vector3()); + + return body->get_constant_torque(); +} void GodotPhysicsServer3D::body_set_axis_velocity(RID p_body, const Vector3 &p_axis_velocity) { GodotBody3D *body = body_owner.get_or_null(p_body); @@ -758,7 +786,7 @@ void GodotPhysicsServer3D::body_set_axis_velocity(RID p_body, const Vector3 &p_a v += p_axis_velocity; body->set_linear_velocity(v); body->wakeup(); -}; +} void GodotPhysicsServer3D::body_set_axis_lock(RID p_body, BodyAxis p_axis, bool p_lock) { GodotBody3D *body = body_owner.get_or_null(p_body); diff --git a/servers/physics_3d/godot_physics_server_3d.h b/servers/physics_3d/godot_physics_server_3d.h index be9bbea76b..ab9cd19723 100644 --- a/servers/physics_3d/godot_physics_server_3d.h +++ b/servers/physics_3d/godot_physics_server_3d.h @@ -203,19 +203,24 @@ public: virtual void body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) override; virtual Variant body_get_state(RID p_body, BodyState p_state) const override; - virtual void body_set_applied_force(RID p_body, const Vector3 &p_force) override; - virtual Vector3 body_get_applied_force(RID p_body) const override; - - virtual void body_set_applied_torque(RID p_body, const Vector3 &p_torque) override; - virtual Vector3 body_get_applied_torque(RID p_body) const override; - - virtual void body_add_central_force(RID p_body, const Vector3 &p_force) override; - virtual void body_add_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position = Vector3()) override; - virtual void body_add_torque(RID p_body, const Vector3 &p_torque) override; - virtual void body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) override; virtual void body_apply_impulse(RID p_body, const Vector3 &p_impulse, const Vector3 &p_position = Vector3()) override; virtual void body_apply_torque_impulse(RID p_body, const Vector3 &p_impulse) override; + + virtual void body_apply_central_force(RID p_body, const Vector3 &p_force) override; + virtual void body_apply_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position = Vector3()) override; + virtual void body_apply_torque(RID p_body, const Vector3 &p_torque) override; + + virtual void body_add_constant_central_force(RID p_body, const Vector3 &p_force) override; + virtual void body_add_constant_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position = Vector3()) override; + virtual void body_add_constant_torque(RID p_body, const Vector3 &p_torque) override; + + virtual void body_set_constant_force(RID p_body, const Vector3 &p_force) override; + virtual Vector3 body_get_constant_force(RID p_body) const override; + + virtual void body_set_constant_torque(RID p_body, const Vector3 &p_torque) override; + virtual Vector3 body_get_constant_torque(RID p_body) const override; + virtual void body_set_axis_velocity(RID p_body, const Vector3 &p_axis_velocity) override; virtual void body_set_axis_lock(RID p_body, BodyAxis p_axis, bool p_lock) override; diff --git a/servers/physics_server_2d.cpp b/servers/physics_server_2d.cpp index c660bd4d69..f76e00d466 100644 --- a/servers/physics_server_2d.cpp +++ b/servers/physics_server_2d.cpp @@ -93,13 +93,24 @@ void PhysicsDirectBodyState2D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_velocity_at_local_position", "local_position"), &PhysicsDirectBodyState2D::get_velocity_at_local_position); - ClassDB::bind_method(D_METHOD("add_central_force", "force"), &PhysicsDirectBodyState2D::add_central_force); - ClassDB::bind_method(D_METHOD("add_force", "force", "position"), &PhysicsDirectBodyState2D::add_force, Vector2()); - ClassDB::bind_method(D_METHOD("add_torque", "torque"), &PhysicsDirectBodyState2D::add_torque); ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &PhysicsDirectBodyState2D::apply_central_impulse); ClassDB::bind_method(D_METHOD("apply_torque_impulse", "impulse"), &PhysicsDirectBodyState2D::apply_torque_impulse); ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &PhysicsDirectBodyState2D::apply_impulse, Vector2()); + ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &PhysicsDirectBodyState2D::apply_central_force, Vector2()); + ClassDB::bind_method(D_METHOD("apply_force", "force", "position"), &PhysicsDirectBodyState2D::apply_force, Vector2()); + ClassDB::bind_method(D_METHOD("apply_torque", "torque"), &PhysicsDirectBodyState2D::apply_torque); + + ClassDB::bind_method(D_METHOD("add_constant_central_force", "force"), &PhysicsDirectBodyState2D::add_constant_central_force, Vector2()); + ClassDB::bind_method(D_METHOD("add_constant_force", "force", "position"), &PhysicsDirectBodyState2D::add_constant_force, Vector2()); + ClassDB::bind_method(D_METHOD("add_constant_torque", "torque"), &PhysicsDirectBodyState2D::add_constant_torque); + + ClassDB::bind_method(D_METHOD("set_constant_force", "force"), &PhysicsDirectBodyState2D::set_constant_force); + ClassDB::bind_method(D_METHOD("get_constant_force"), &PhysicsDirectBodyState2D::get_constant_force); + + ClassDB::bind_method(D_METHOD("set_constant_torque", "torque"), &PhysicsDirectBodyState2D::set_constant_torque); + ClassDB::bind_method(D_METHOD("get_constant_torque"), &PhysicsDirectBodyState2D::get_constant_torque); + ClassDB::bind_method(D_METHOD("set_sleep_state", "enabled"), &PhysicsDirectBodyState2D::set_sleep_state); ClassDB::bind_method(D_METHOD("is_sleeping"), &PhysicsDirectBodyState2D::is_sleeping); @@ -688,9 +699,21 @@ void PhysicsServer2D::_bind_methods() { ClassDB::bind_method(D_METHOD("body_apply_central_impulse", "body", "impulse"), &PhysicsServer2D::body_apply_central_impulse); ClassDB::bind_method(D_METHOD("body_apply_torque_impulse", "body", "impulse"), &PhysicsServer2D::body_apply_torque_impulse); ClassDB::bind_method(D_METHOD("body_apply_impulse", "body", "impulse", "position"), &PhysicsServer2D::body_apply_impulse, Vector2()); - ClassDB::bind_method(D_METHOD("body_add_central_force", "body", "force"), &PhysicsServer2D::body_add_central_force); - ClassDB::bind_method(D_METHOD("body_add_force", "body", "force", "position"), &PhysicsServer2D::body_add_force, Vector2()); - ClassDB::bind_method(D_METHOD("body_add_torque", "body", "torque"), &PhysicsServer2D::body_add_torque); + + ClassDB::bind_method(D_METHOD("body_apply_central_force", "body", "force"), &PhysicsServer2D::body_apply_central_force); + ClassDB::bind_method(D_METHOD("body_apply_force", "body", "force", "position"), &PhysicsServer2D::body_apply_force, Vector2()); + ClassDB::bind_method(D_METHOD("body_apply_torque", "body", "torque"), &PhysicsServer2D::body_apply_torque); + + ClassDB::bind_method(D_METHOD("body_add_constant_central_force", "body", "force"), &PhysicsServer2D::body_add_constant_central_force); + ClassDB::bind_method(D_METHOD("body_add_constant_force", "body", "force", "position"), &PhysicsServer2D::body_add_constant_force, Vector2()); + ClassDB::bind_method(D_METHOD("body_add_constant_torque", "body", "torque"), &PhysicsServer2D::body_add_constant_torque); + + ClassDB::bind_method(D_METHOD("body_set_constant_force", "body", "force"), &PhysicsServer2D::body_set_constant_force); + ClassDB::bind_method(D_METHOD("body_get_constant_force", "body"), &PhysicsServer2D::body_get_constant_force); + + ClassDB::bind_method(D_METHOD("body_set_constant_torque", "body", "torque"), &PhysicsServer2D::body_set_constant_torque); + ClassDB::bind_method(D_METHOD("body_get_constant_torque", "body"), &PhysicsServer2D::body_get_constant_torque); + ClassDB::bind_method(D_METHOD("body_set_axis_velocity", "body", "axis_velocity"), &PhysicsServer2D::body_set_axis_velocity); ClassDB::bind_method(D_METHOD("body_add_collision_exception", "body", "excepted_body"), &PhysicsServer2D::body_add_collision_exception); diff --git a/servers/physics_server_2d.h b/servers/physics_server_2d.h index 6625be6d14..87a549e72d 100644 --- a/servers/physics_server_2d.h +++ b/servers/physics_server_2d.h @@ -64,13 +64,24 @@ public: virtual Vector2 get_velocity_at_local_position(const Vector2 &p_position) const = 0; - virtual void add_central_force(const Vector2 &p_force) = 0; - virtual void add_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) = 0; - virtual void add_torque(real_t p_torque) = 0; virtual void apply_central_impulse(const Vector2 &p_impulse) = 0; virtual void apply_torque_impulse(real_t p_torque) = 0; virtual void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) = 0; + virtual void apply_central_force(const Vector2 &p_force) = 0; + virtual void apply_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) = 0; + virtual void apply_torque(real_t p_torque) = 0; + + virtual void add_constant_central_force(const Vector2 &p_force) = 0; + virtual void add_constant_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) = 0; + virtual void add_constant_torque(real_t p_torque) = 0; + + virtual void set_constant_force(const Vector2 &p_force) = 0; + virtual Vector2 get_constant_force() const = 0; + + virtual void set_constant_torque(real_t p_torque) = 0; + virtual real_t get_constant_torque() const = 0; + virtual void set_sleep_state(bool p_enable) = 0; virtual bool is_sleeping() const = 0; @@ -419,20 +430,24 @@ public: virtual void body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) = 0; virtual Variant body_get_state(RID p_body, BodyState p_state) const = 0; - //do something about it - virtual void body_set_applied_force(RID p_body, const Vector2 &p_force) = 0; - virtual Vector2 body_get_applied_force(RID p_body) const = 0; - - virtual void body_set_applied_torque(RID p_body, real_t p_torque) = 0; - virtual real_t body_get_applied_torque(RID p_body) const = 0; - - virtual void body_add_central_force(RID p_body, const Vector2 &p_force) = 0; - virtual void body_add_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position = Vector2()) = 0; - virtual void body_add_torque(RID p_body, real_t p_torque) = 0; - virtual void body_apply_central_impulse(RID p_body, const Vector2 &p_impulse) = 0; virtual void body_apply_torque_impulse(RID p_body, real_t p_torque) = 0; virtual void body_apply_impulse(RID p_body, const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) = 0; + + virtual void body_apply_central_force(RID p_body, const Vector2 &p_force) = 0; + virtual void body_apply_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position = Vector2()) = 0; + virtual void body_apply_torque(RID p_body, real_t p_torque) = 0; + + virtual void body_add_constant_central_force(RID p_body, const Vector2 &p_force) = 0; + virtual void body_add_constant_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position = Vector2()) = 0; + virtual void body_add_constant_torque(RID p_body, real_t p_torque) = 0; + + virtual void body_set_constant_force(RID p_body, const Vector2 &p_force) = 0; + virtual Vector2 body_get_constant_force(RID p_body) const = 0; + + virtual void body_set_constant_torque(RID p_body, real_t p_torque) = 0; + virtual real_t body_get_constant_torque(RID p_body) const = 0; + virtual void body_set_axis_velocity(RID p_body, const Vector2 &p_axis_velocity) = 0; //fix diff --git a/servers/physics_server_2d_wrap_mt.h b/servers/physics_server_2d_wrap_mt.h index f65c8921ce..cb6e6fc084 100644 --- a/servers/physics_server_2d_wrap_mt.h +++ b/servers/physics_server_2d_wrap_mt.h @@ -213,18 +213,24 @@ public: FUNC3(body_set_state, RID, BodyState, const Variant &); FUNC2RC(Variant, body_get_state, RID, BodyState); - FUNC2(body_set_applied_force, RID, const Vector2 &); - FUNC1RC(Vector2, body_get_applied_force, RID); - - FUNC2(body_set_applied_torque, RID, real_t); - FUNC1RC(real_t, body_get_applied_torque, RID); - - FUNC2(body_add_central_force, RID, const Vector2 &); - FUNC3(body_add_force, RID, const Vector2 &, const Vector2 &); - FUNC2(body_add_torque, RID, real_t); FUNC2(body_apply_central_impulse, RID, const Vector2 &); FUNC2(body_apply_torque_impulse, RID, real_t); FUNC3(body_apply_impulse, RID, const Vector2 &, const Vector2 &); + + FUNC2(body_apply_central_force, RID, const Vector2 &); + FUNC3(body_apply_force, RID, const Vector2 &, const Vector2 &); + FUNC2(body_apply_torque, RID, real_t); + + FUNC2(body_add_constant_central_force, RID, const Vector2 &); + FUNC3(body_add_constant_force, RID, const Vector2 &, const Vector2 &); + FUNC2(body_add_constant_torque, RID, real_t); + + FUNC2(body_set_constant_force, RID, const Vector2 &); + FUNC1RC(Vector2, body_get_constant_force, RID); + + FUNC2(body_set_constant_torque, RID, real_t); + FUNC1RC(real_t, body_get_constant_torque, RID); + FUNC2(body_set_axis_velocity, RID, const Vector2 &); FUNC2(body_add_collision_exception, RID, RID); diff --git a/servers/physics_server_3d.cpp b/servers/physics_server_3d.cpp index 405188d8d9..f5a099013f 100644 --- a/servers/physics_server_3d.cpp +++ b/servers/physics_server_3d.cpp @@ -94,13 +94,24 @@ void PhysicsDirectBodyState3D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_velocity_at_local_position", "local_position"), &PhysicsDirectBodyState3D::get_velocity_at_local_position); - ClassDB::bind_method(D_METHOD("add_central_force", "force"), &PhysicsDirectBodyState3D::add_central_force, Vector3()); - ClassDB::bind_method(D_METHOD("add_force", "force", "position"), &PhysicsDirectBodyState3D::add_force, Vector3()); - ClassDB::bind_method(D_METHOD("add_torque", "torque"), &PhysicsDirectBodyState3D::add_torque); ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &PhysicsDirectBodyState3D::apply_central_impulse, Vector3()); ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &PhysicsDirectBodyState3D::apply_impulse, Vector3()); ClassDB::bind_method(D_METHOD("apply_torque_impulse", "impulse"), &PhysicsDirectBodyState3D::apply_torque_impulse); + ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &PhysicsDirectBodyState3D::apply_central_force, Vector3()); + ClassDB::bind_method(D_METHOD("apply_force", "force", "position"), &PhysicsDirectBodyState3D::apply_force, Vector3()); + ClassDB::bind_method(D_METHOD("apply_torque", "torque"), &PhysicsDirectBodyState3D::apply_torque); + + ClassDB::bind_method(D_METHOD("add_constant_central_force", "force"), &PhysicsDirectBodyState3D::add_constant_central_force, Vector3()); + ClassDB::bind_method(D_METHOD("add_constant_force", "force", "position"), &PhysicsDirectBodyState3D::add_constant_force, Vector3()); + ClassDB::bind_method(D_METHOD("add_constant_torque", "torque"), &PhysicsDirectBodyState3D::add_constant_torque); + + ClassDB::bind_method(D_METHOD("set_constant_force", "force"), &PhysicsDirectBodyState3D::set_constant_force); + ClassDB::bind_method(D_METHOD("get_constant_force"), &PhysicsDirectBodyState3D::get_constant_force); + + ClassDB::bind_method(D_METHOD("set_constant_torque", "torque"), &PhysicsDirectBodyState3D::set_constant_torque); + ClassDB::bind_method(D_METHOD("get_constant_torque"), &PhysicsDirectBodyState3D::get_constant_torque); + ClassDB::bind_method(D_METHOD("set_sleep_state", "enabled"), &PhysicsDirectBodyState3D::set_sleep_state); ClassDB::bind_method(D_METHOD("is_sleeping"), &PhysicsDirectBodyState3D::is_sleeping); @@ -731,13 +742,24 @@ void PhysicsServer3D::_bind_methods() { ClassDB::bind_method(D_METHOD("body_set_state", "body", "state", "value"), &PhysicsServer3D::body_set_state); ClassDB::bind_method(D_METHOD("body_get_state", "body", "state"), &PhysicsServer3D::body_get_state); - ClassDB::bind_method(D_METHOD("body_add_central_force", "body", "force"), &PhysicsServer3D::body_add_central_force); - ClassDB::bind_method(D_METHOD("body_add_force", "body", "force", "position"), &PhysicsServer3D::body_add_force, Vector3()); - ClassDB::bind_method(D_METHOD("body_add_torque", "body", "torque"), &PhysicsServer3D::body_add_torque); - ClassDB::bind_method(D_METHOD("body_apply_central_impulse", "body", "impulse"), &PhysicsServer3D::body_apply_central_impulse); ClassDB::bind_method(D_METHOD("body_apply_impulse", "body", "impulse", "position"), &PhysicsServer3D::body_apply_impulse, Vector3()); ClassDB::bind_method(D_METHOD("body_apply_torque_impulse", "body", "impulse"), &PhysicsServer3D::body_apply_torque_impulse); + + ClassDB::bind_method(D_METHOD("body_apply_central_force", "body", "force"), &PhysicsServer3D::body_apply_central_force); + ClassDB::bind_method(D_METHOD("body_apply_force", "body", "force", "position"), &PhysicsServer3D::body_apply_force, Vector3()); + ClassDB::bind_method(D_METHOD("body_apply_torque", "body", "torque"), &PhysicsServer3D::body_apply_torque); + + ClassDB::bind_method(D_METHOD("body_add_constant_central_force", "body", "force"), &PhysicsServer3D::body_add_constant_central_force); + ClassDB::bind_method(D_METHOD("body_add_constant_force", "body", "force", "position"), &PhysicsServer3D::body_add_constant_force, Vector3()); + ClassDB::bind_method(D_METHOD("body_add_constant_torque", "body", "torque"), &PhysicsServer3D::body_add_constant_torque); + + ClassDB::bind_method(D_METHOD("body_set_constant_force", "body", "force"), &PhysicsServer3D::body_set_constant_force); + ClassDB::bind_method(D_METHOD("body_get_constant_force", "body"), &PhysicsServer3D::body_get_constant_force); + + ClassDB::bind_method(D_METHOD("body_set_constant_torque", "body", "torque"), &PhysicsServer3D::body_set_constant_torque); + ClassDB::bind_method(D_METHOD("body_get_constant_torque", "body"), &PhysicsServer3D::body_get_constant_torque); + ClassDB::bind_method(D_METHOD("body_set_axis_velocity", "body", "axis_velocity"), &PhysicsServer3D::body_set_axis_velocity); ClassDB::bind_method(D_METHOD("body_set_axis_lock", "body", "axis", "lock"), &PhysicsServer3D::body_set_axis_lock); diff --git a/servers/physics_server_3d.h b/servers/physics_server_3d.h index d58dccc41a..13719ba1c5 100644 --- a/servers/physics_server_3d.h +++ b/servers/physics_server_3d.h @@ -65,13 +65,24 @@ public: virtual Vector3 get_velocity_at_local_position(const Vector3 &p_position) const = 0; - virtual void add_central_force(const Vector3 &p_force) = 0; - virtual void add_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) = 0; - virtual void add_torque(const Vector3 &p_torque) = 0; virtual void apply_central_impulse(const Vector3 &p_impulse) = 0; virtual void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3()) = 0; virtual void apply_torque_impulse(const Vector3 &p_impulse) = 0; + virtual void apply_central_force(const Vector3 &p_force) = 0; + virtual void apply_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) = 0; + virtual void apply_torque(const Vector3 &p_torque) = 0; + + virtual void add_constant_central_force(const Vector3 &p_force) = 0; + virtual void add_constant_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) = 0; + virtual void add_constant_torque(const Vector3 &p_torque) = 0; + + virtual void set_constant_force(const Vector3 &p_force) = 0; + virtual Vector3 get_constant_force() const = 0; + + virtual void set_constant_torque(const Vector3 &p_torque) = 0; + virtual Vector3 get_constant_torque() const = 0; + virtual void set_sleep_state(bool p_sleep) = 0; virtual bool is_sleeping() const = 0; @@ -434,20 +445,24 @@ public: virtual void body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) = 0; virtual Variant body_get_state(RID p_body, BodyState p_state) const = 0; - //do something about it - virtual void body_set_applied_force(RID p_body, const Vector3 &p_force) = 0; - virtual Vector3 body_get_applied_force(RID p_body) const = 0; - - virtual void body_set_applied_torque(RID p_body, const Vector3 &p_torque) = 0; - virtual Vector3 body_get_applied_torque(RID p_body) const = 0; - - virtual void body_add_central_force(RID p_body, const Vector3 &p_force) = 0; - virtual void body_add_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position = Vector3()) = 0; - virtual void body_add_torque(RID p_body, const Vector3 &p_torque) = 0; - virtual void body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) = 0; virtual void body_apply_impulse(RID p_body, const Vector3 &p_impulse, const Vector3 &p_position = Vector3()) = 0; virtual void body_apply_torque_impulse(RID p_body, const Vector3 &p_impulse) = 0; + + virtual void body_apply_central_force(RID p_body, const Vector3 &p_force) = 0; + virtual void body_apply_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position = Vector3()) = 0; + virtual void body_apply_torque(RID p_body, const Vector3 &p_torque) = 0; + + virtual void body_add_constant_central_force(RID p_body, const Vector3 &p_force) = 0; + virtual void body_add_constant_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position = Vector3()) = 0; + virtual void body_add_constant_torque(RID p_body, const Vector3 &p_torque) = 0; + + virtual void body_set_constant_force(RID p_body, const Vector3 &p_force) = 0; + virtual Vector3 body_get_constant_force(RID p_body) const = 0; + + virtual void body_set_constant_torque(RID p_body, const Vector3 &p_torque) = 0; + virtual Vector3 body_get_constant_torque(RID p_body) const = 0; + virtual void body_set_axis_velocity(RID p_body, const Vector3 &p_axis_velocity) = 0; enum BodyAxis { diff --git a/servers/physics_server_3d_wrap_mt.h b/servers/physics_server_3d_wrap_mt.h index e6dc2d8ed9..179ca90a2f 100644 --- a/servers/physics_server_3d_wrap_mt.h +++ b/servers/physics_server_3d_wrap_mt.h @@ -213,18 +213,24 @@ public: FUNC3(body_set_state, RID, BodyState, const Variant &); FUNC2RC(Variant, body_get_state, RID, BodyState); - FUNC2(body_set_applied_force, RID, const Vector3 &); - FUNC1RC(Vector3, body_get_applied_force, RID); - - FUNC2(body_set_applied_torque, RID, const Vector3 &); - FUNC1RC(Vector3, body_get_applied_torque, RID); - - FUNC2(body_add_central_force, RID, const Vector3 &); - FUNC3(body_add_force, RID, const Vector3 &, const Vector3 &); - FUNC2(body_add_torque, RID, const Vector3 &); FUNC2(body_apply_torque_impulse, RID, const Vector3 &); FUNC2(body_apply_central_impulse, RID, const Vector3 &); FUNC3(body_apply_impulse, RID, const Vector3 &, const Vector3 &); + + FUNC2(body_apply_central_force, RID, const Vector3 &); + FUNC3(body_apply_force, RID, const Vector3 &, const Vector3 &); + FUNC2(body_apply_torque, RID, const Vector3 &); + + FUNC2(body_add_constant_central_force, RID, const Vector3 &); + FUNC3(body_add_constant_force, RID, const Vector3 &, const Vector3 &); + FUNC2(body_add_constant_torque, RID, const Vector3 &); + + FUNC2(body_set_constant_force, RID, const Vector3 &); + FUNC1RC(Vector3, body_get_constant_force, RID); + + FUNC2(body_set_constant_torque, RID, const Vector3 &); + FUNC1RC(Vector3, body_get_constant_torque, RID); + FUNC2(body_set_axis_velocity, RID, const Vector3 &); FUNC3(body_set_axis_lock, RID, BodyAxis, bool); |