diff options
author | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-05-19 18:15:07 -0700 |
---|---|---|
committer | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-06-04 11:40:36 -0700 |
commit | ee4b756a51dd8806335e7e201e274b1e43692bf4 (patch) | |
tree | 1a943bc3b2fffd1aa619ceeb5305612822013f67 /servers | |
parent | 287c3900fdc2629fecefa10ff1c1aced7466c398 (diff) |
More explanatory names for RigidBody modes
MODE_DYNAMIC instead of MODE_RIGID
MODE_DYNAMIC_LOCKED instead of MODE_CHARACTER
No more special case for sleeping behavior for MODE_DYNAMIC_LOCKED
(MODE_CHARACTER was forcing the body not to sleep, which is redundant
with can_sleep and wasn't done in Bullet).
Diffstat (limited to 'servers')
-rw-r--r-- | servers/physics_2d/body_2d_sw.cpp | 29 | ||||
-rw-r--r-- | servers/physics_2d/space_2d_sw.cpp | 4 | ||||
-rw-r--r-- | servers/physics_3d/body_3d_sw.cpp | 27 | ||||
-rw-r--r-- | servers/physics_server_2d.cpp | 4 | ||||
-rw-r--r-- | servers/physics_server_2d.h | 4 | ||||
-rw-r--r-- | servers/physics_server_3d.cpp | 4 | ||||
-rw-r--r-- | servers/physics_server_3d.h | 4 |
7 files changed, 27 insertions, 49 deletions
diff --git a/servers/physics_2d/body_2d_sw.cpp b/servers/physics_2d/body_2d_sw.cpp index f78a487e27..6f244deb1e 100644 --- a/servers/physics_2d/body_2d_sw.cpp +++ b/servers/physics_2d/body_2d_sw.cpp @@ -43,7 +43,7 @@ void Body2DSW::update_inertias() { //update shapes and motions switch (mode) { - case PhysicsServer2D::BODY_MODE_RIGID: { + case PhysicsServer2D::BODY_MODE_DYNAMIC: { if (user_inertia) { _inv_inertia = inertia > 0 ? (1.0 / inertia) : 0; break; @@ -87,7 +87,7 @@ void Body2DSW::update_inertias() { _inv_inertia = 0; _inv_mass = 0; } break; - case PhysicsServer2D::BODY_MODE_CHARACTER: { + case PhysicsServer2D::BODY_MODE_DYNAMIC_LOCKED: { _inv_inertia = 0; _inv_mass = 1.0 / mass; @@ -204,14 +204,14 @@ void Body2DSW::set_mode(PhysicsServer2D::BodyMode p_mode) { first_time_kinematic = true; } } break; - case PhysicsServer2D::BODY_MODE_RIGID: { + case PhysicsServer2D::BODY_MODE_DYNAMIC: { _inv_mass = mass > 0 ? (1.0 / mass) : 0; _inv_inertia = inertia > 0 ? (1.0 / inertia) : 0; _set_static(false); set_active(true); } break; - case PhysicsServer2D::BODY_MODE_CHARACTER: { + case PhysicsServer2D::BODY_MODE_DYNAMIC_LOCKED: { _inv_mass = mass > 0 ? (1.0 / mass) : 0; _inv_inertia = 0; _set_static(false); @@ -219,7 +219,7 @@ void Body2DSW::set_mode(PhysicsServer2D::BodyMode p_mode) { angular_velocity = 0; } break; } - if (p_mode == PhysicsServer2D::BODY_MODE_RIGID && _inv_inertia == 0) { + if (p_mode == PhysicsServer2D::BODY_MODE_DYNAMIC && _inv_inertia == 0) { _update_inertia(); } /* @@ -267,25 +267,16 @@ void Body2DSW::set_state(PhysicsServer2D::BodyState p_state, const Variant &p_va } break; case PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY: { - /* - if (mode==PhysicsServer2D::BODY_MODE_STATIC) - break; - */ linear_velocity = p_variant; wakeup(); } break; case PhysicsServer2D::BODY_STATE_ANGULAR_VELOCITY: { - /* - if (mode!=PhysicsServer2D::BODY_MODE_RIGID) - break; - */ angular_velocity = p_variant; wakeup(); } break; case PhysicsServer2D::BODY_STATE_SLEEPING: { - //? if (mode == PhysicsServer2D::BODY_MODE_STATIC || mode == PhysicsServer2D::BODY_MODE_KINEMATIC) { break; } @@ -304,7 +295,7 @@ void Body2DSW::set_state(PhysicsServer2D::BodyState p_state, const Variant &p_va } break; case PhysicsServer2D::BODY_STATE_CAN_SLEEP: { can_sleep = p_variant; - if (mode == PhysicsServer2D::BODY_MODE_RIGID && !active && !can_sleep) { + if (mode == PhysicsServer2D::BODY_MODE_DYNAMIC && !active && !can_sleep) { set_active(true); } @@ -551,7 +542,7 @@ void Body2DSW::wakeup_neighbours() { continue; } Body2DSW *b = n[i]; - if (b->mode != PhysicsServer2D::BODY_MODE_RIGID) { + if (b->mode != PhysicsServer2D::BODY_MODE_DYNAMIC) { continue; } @@ -588,9 +579,7 @@ void Body2DSW::call_queries() { bool Body2DSW::sleep_test(real_t p_step) { if (mode == PhysicsServer2D::BODY_MODE_STATIC || mode == PhysicsServer2D::BODY_MODE_KINEMATIC) { - return true; // - } else if (mode == PhysicsServer2D::BODY_MODE_CHARACTER) { - return !active; // characters and kinematic bodies don't sleep unless asked to sleep + return true; } else if (!can_sleep) { return false; } @@ -623,7 +612,7 @@ Body2DSW::Body2DSW() : active_list(this), inertia_update_list(this), direct_state_query_list(this) { - mode = PhysicsServer2D::BODY_MODE_RIGID; + mode = PhysicsServer2D::BODY_MODE_DYNAMIC; active = true; angular_velocity = 0; biased_angular_velocity = 0; diff --git a/servers/physics_2d/space_2d_sw.cpp b/servers/physics_2d/space_2d_sw.cpp index 4f12248c3e..1380e57b57 100644 --- a/servers/physics_2d/space_2d_sw.cpp +++ b/servers/physics_2d/space_2d_sw.cpp @@ -827,7 +827,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co if (col_obj->get_type() == CollisionObject2DSW::TYPE_BODY) { const Body2DSW *b = static_cast<const Body2DSW *>(col_obj); - if (b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC || b->get_mode() == PhysicsServer2D::BODY_MODE_RIGID) { + if (b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC || b->get_mode() == PhysicsServer2D::BODY_MODE_DYNAMIC) { //fix for moving platforms (kinematic and dynamic), margin is increased by how much it moved in the given direction Vector2 lv = b->get_linear_velocity(); //compute displacement from linear velocity @@ -1109,7 +1109,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co if (col_obj->get_type() == CollisionObject2DSW::TYPE_BODY) { const Body2DSW *b = static_cast<const Body2DSW *>(col_obj); - if (b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC || b->get_mode() == PhysicsServer2D::BODY_MODE_RIGID) { + if (b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC || b->get_mode() == PhysicsServer2D::BODY_MODE_DYNAMIC) { //fix for moving platforms (kinematic and dynamic), margin is increased by how much it moved in the given direction Vector2 lv = b->get_linear_velocity(); //compute displacement from linear velocity diff --git a/servers/physics_3d/body_3d_sw.cpp b/servers/physics_3d/body_3d_sw.cpp index afcfde7bbb..64bc10b8eb 100644 --- a/servers/physics_3d/body_3d_sw.cpp +++ b/servers/physics_3d/body_3d_sw.cpp @@ -54,7 +54,7 @@ void Body3DSW::update_inertias() { // Update shapes and motions. switch (mode) { - case PhysicsServer3D::BODY_MODE_RIGID: { + case PhysicsServer3D::BODY_MODE_DYNAMIC: { // Update tensor for all shapes, not the best way but should be somehow OK. (inspired from bullet) real_t total_area = 0; @@ -132,7 +132,7 @@ void Body3DSW::update_inertias() { _inv_inertia_tensor.set_zero(); _inv_mass = 0; } break; - case PhysicsServer3D::BODY_MODE_CHARACTER: { + case PhysicsServer3D::BODY_MODE_DYNAMIC_LOCKED: { _inv_inertia_tensor.set_zero(); _inv_mass = 1.0 / mass; @@ -239,13 +239,13 @@ void Body3DSW::set_mode(PhysicsServer3D::BodyMode p_mode) { } } break; - case PhysicsServer3D::BODY_MODE_RIGID: { + case PhysicsServer3D::BODY_MODE_DYNAMIC: { _inv_mass = mass > 0 ? (1.0 / mass) : 0; _set_static(false); set_active(true); } break; - case PhysicsServer3D::BODY_MODE_CHARACTER: { + case PhysicsServer3D::BODY_MODE_DYNAMIC_LOCKED: { _inv_mass = mass > 0 ? (1.0 / mass) : 0; _set_static(false); set_active(true); @@ -299,24 +299,15 @@ void Body3DSW::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_va } break; case PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY: { - /* - if (mode==PhysicsServer3D::BODY_MODE_STATIC) - break; - */ linear_velocity = p_variant; wakeup(); } break; case PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY: { - /* - if (mode!=PhysicsServer3D::BODY_MODE_RIGID) - break; - */ angular_velocity = p_variant; wakeup(); } break; case PhysicsServer3D::BODY_STATE_SLEEPING: { - //? if (mode == PhysicsServer3D::BODY_MODE_STATIC || mode == PhysicsServer3D::BODY_MODE_KINEMATIC) { break; } @@ -333,7 +324,7 @@ void Body3DSW::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_va } break; case PhysicsServer3D::BODY_STATE_CAN_SLEEP: { can_sleep = p_variant; - if (mode == PhysicsServer3D::BODY_MODE_RIGID && !active && !can_sleep) { + if (mode == PhysicsServer3D::BODY_MODE_DYNAMIC && !active && !can_sleep) { set_active(true); } @@ -659,7 +650,7 @@ void Body3DSW::wakeup_neighbours() { continue; } Body3DSW *b = n[i]; - if (b->mode != PhysicsServer3D::BODY_MODE_RIGID) { + if (b->mode != PhysicsServer3D::BODY_MODE_DYNAMIC) { continue; } @@ -693,9 +684,7 @@ void Body3DSW::call_queries() { bool Body3DSW::sleep_test(real_t p_step) { if (mode == PhysicsServer3D::BODY_MODE_STATIC || mode == PhysicsServer3D::BODY_MODE_KINEMATIC) { - return true; // - } else if (mode == PhysicsServer3D::BODY_MODE_CHARACTER) { - return !active; // characters don't sleep unless asked to sleep + return true; } else if (!can_sleep) { return false; } @@ -733,7 +722,7 @@ Body3DSW::Body3DSW() : active_list(this), inertia_update_list(this), direct_state_query_list(this) { - mode = PhysicsServer3D::BODY_MODE_RIGID; + mode = PhysicsServer3D::BODY_MODE_DYNAMIC; active = true; mass = 1; diff --git a/servers/physics_server_2d.cpp b/servers/physics_server_2d.cpp index 0028ee0d1f..faab4f43b8 100644 --- a/servers/physics_server_2d.cpp +++ b/servers/physics_server_2d.cpp @@ -709,8 +709,8 @@ void PhysicsServer2D::_bind_methods() { BIND_ENUM_CONSTANT(BODY_MODE_STATIC); BIND_ENUM_CONSTANT(BODY_MODE_KINEMATIC); - BIND_ENUM_CONSTANT(BODY_MODE_RIGID); - BIND_ENUM_CONSTANT(BODY_MODE_CHARACTER); + BIND_ENUM_CONSTANT(BODY_MODE_DYNAMIC); + BIND_ENUM_CONSTANT(BODY_MODE_DYNAMIC_LOCKED); BIND_ENUM_CONSTANT(BODY_PARAM_BOUNCE); BIND_ENUM_CONSTANT(BODY_PARAM_FRICTION); diff --git a/servers/physics_server_2d.h b/servers/physics_server_2d.h index 4d971861eb..ff6d179f5b 100644 --- a/servers/physics_server_2d.h +++ b/servers/physics_server_2d.h @@ -370,8 +370,8 @@ public: enum BodyMode { BODY_MODE_STATIC, BODY_MODE_KINEMATIC, - BODY_MODE_RIGID, - BODY_MODE_CHARACTER + BODY_MODE_DYNAMIC, + BODY_MODE_DYNAMIC_LOCKED, }; virtual RID body_create() = 0; diff --git a/servers/physics_server_3d.cpp b/servers/physics_server_3d.cpp index 752a3b72d7..ed07a3e6df 100644 --- a/servers/physics_server_3d.cpp +++ b/servers/physics_server_3d.cpp @@ -717,8 +717,8 @@ void PhysicsServer3D::_bind_methods() { BIND_ENUM_CONSTANT(BODY_MODE_STATIC); BIND_ENUM_CONSTANT(BODY_MODE_KINEMATIC); - BIND_ENUM_CONSTANT(BODY_MODE_RIGID); - BIND_ENUM_CONSTANT(BODY_MODE_CHARACTER); + BIND_ENUM_CONSTANT(BODY_MODE_DYNAMIC); + BIND_ENUM_CONSTANT(BODY_MODE_DYNAMIC_LOCKED); BIND_ENUM_CONSTANT(BODY_PARAM_BOUNCE); BIND_ENUM_CONSTANT(BODY_PARAM_FRICTION); diff --git a/servers/physics_server_3d.h b/servers/physics_server_3d.h index 19488a5ad3..fdaec981c3 100644 --- a/servers/physics_server_3d.h +++ b/servers/physics_server_3d.h @@ -374,8 +374,8 @@ public: enum BodyMode { BODY_MODE_STATIC, BODY_MODE_KINEMATIC, - BODY_MODE_RIGID, - BODY_MODE_CHARACTER + BODY_MODE_DYNAMIC, + BODY_MODE_DYNAMIC_LOCKED, }; virtual RID body_create() = 0; |