diff options
-rw-r--r-- | doc/classes/PhysicalBone3D.xml | 16 | ||||
-rw-r--r-- | modules/gdscript/gdscript_analyzer.cpp | 14 | ||||
-rw-r--r-- | modules/gdscript/gdscript_compiler.cpp | 26 | ||||
-rw-r--r-- | modules/gdscript/gdscript_function.cpp | 2 | ||||
-rw-r--r-- | modules/webrtc/webrtc_multiplayer_peer.cpp | 6 | ||||
-rw-r--r-- | scene/3d/physics_body_3d.cpp | 50 | ||||
-rw-r--r-- | scene/3d/physics_body_3d.h | 14 |
7 files changed, 110 insertions, 18 deletions
diff --git a/doc/classes/PhysicalBone3D.xml b/doc/classes/PhysicalBone3D.xml index e7c702aefb..7e8cc91766 100644 --- a/doc/classes/PhysicalBone3D.xml +++ b/doc/classes/PhysicalBone3D.xml @@ -7,6 +7,13 @@ <tutorials> </tutorials> <methods> + <method name="_integrate_forces" qualifiers="virtual"> + <return type="void" /> + <argument index="0" name="state" type="PhysicsDirectBodyState3D" /> + <description> + Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default, it works in addition to the usual physics behavior, but the [member custom_integrator] property allows you to disable the default behavior and do fully custom force integration for a body. + </description> + </method> <method name="apply_central_impulse"> <return type="void" /> <argument index="0" name="impulse" type="Vector3" /> @@ -44,6 +51,9 @@ <member name="angular_damp_mode" type="int" setter="set_angular_damp_mode" getter="get_angular_damp_mode" enum="PhysicalBone3D.DampMode" default="0"> Defines how [member angular_damp] is applied. See [enum DampMode] for possible values. </member> + <member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity" default="Vector3(0, 0, 0)"> + The PhysicalBone3D's rotational velocity in [i]radians[/i] per second. + </member> <member name="body_offset" type="Transform3D" setter="set_body_offset" getter="get_body_offset" default="Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)"> Sets the body's transform. </member> @@ -53,6 +63,9 @@ <member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true"> If [code]true[/code], the body is deactivated when there is no movement, so it will not take part in the simulation until it is awakened by an external force. </member> + <member name="custom_integrator" type="bool" setter="set_use_custom_integrator" getter="is_using_custom_integrator" default="false"> + If [code]true[/code], internal force integration will be disabled (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the [method _integrate_forces] function, if defined. + </member> <member name="friction" type="float" setter="set_friction" getter="get_friction" default="1.0"> The body's friction, from [code]0[/code] (frictionless) to [code]1[/code] (max friction). </member> @@ -75,6 +88,9 @@ <member name="linear_damp_mode" type="int" setter="set_linear_damp_mode" getter="get_linear_damp_mode" enum="PhysicalBone3D.DampMode" default="0"> Defines how [member linear_damp] is applied. See [enum DampMode] for possible values. </member> + <member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector3(0, 0, 0)"> + The body's linear velocity in units per second. Can be used sporadically, but [b]don't set this every frame[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state. + </member> <member name="mass" type="float" setter="set_mass" getter="get_mass" default="1.0"> The body's mass. </member> diff --git a/modules/gdscript/gdscript_analyzer.cpp b/modules/gdscript/gdscript_analyzer.cpp index 204dde4d6a..3ff8b2b91a 100644 --- a/modules/gdscript/gdscript_analyzer.cpp +++ b/modules/gdscript/gdscript_analyzer.cpp @@ -1424,7 +1424,7 @@ void GDScriptAnalyzer::resolve_variable(GDScriptParser::VariableNode *p_variable parser->push_warning(p_variable->initializer, GDScriptWarning::NARROWING_CONVERSION); #endif } - if (p_variable->initializer->get_datatype().is_variant()) { + if (p_variable->initializer->get_datatype().is_variant() && !type.is_variant()) { // TODO: Warn unsafe assign. mark_node_unsafe(p_variable->initializer); p_variable->use_conversion_assign = true; @@ -2575,18 +2575,24 @@ void GDScriptAnalyzer::reduce_get_node(GDScriptParser::GetNodeNode *p_get_node) } GDScriptParser::DataType GDScriptAnalyzer::make_global_class_meta_type(const StringName &p_class_name, const GDScriptParser::Node *p_source) { + GDScriptParser::DataType type; + Ref<GDScriptParserRef> ref = get_parser_for(ScriptServer::get_global_class_path(p_class_name)); - Error err = ref->raise_status(GDScriptParserRef::INTERFACE_SOLVED); + if (ref.is_null()) { + push_error(vformat(R"(Could not find script for class "%s".)", p_class_name), p_source); + type.type_source = GDScriptParser::DataType::UNDETECTED; + type.kind = GDScriptParser::DataType::VARIANT; + return type; + } + Error err = ref->raise_status(GDScriptParserRef::INTERFACE_SOLVED); if (err) { push_error(vformat(R"(Could not resolve class "%s", because of a parser error.)", p_class_name), p_source); - GDScriptParser::DataType type; type.type_source = GDScriptParser::DataType::UNDETECTED; type.kind = GDScriptParser::DataType::VARIANT; return type; } - GDScriptParser::DataType type; type.type_source = GDScriptParser::DataType::ANNOTATED_EXPLICIT; type.kind = GDScriptParser::DataType::CLASS; type.builtin_type = Variant::OBJECT; diff --git a/modules/gdscript/gdscript_compiler.cpp b/modules/gdscript/gdscript_compiler.cpp index 108c988add..8190eecbc7 100644 --- a/modules/gdscript/gdscript_compiler.cpp +++ b/modules/gdscript/gdscript_compiler.cpp @@ -98,6 +98,7 @@ GDScriptDataType GDScriptCompiler::_gdtype_from_datatype(const GDScriptParser::D case GDScriptParser::DataType::NATIVE: { result.kind = GDScriptDataType::NATIVE; result.native_type = p_datatype.native_type; + result.builtin_type = p_datatype.builtin_type; } break; case GDScriptParser::DataType::SCRIPT: { result.kind = GDScriptDataType::SCRIPT; @@ -132,11 +133,13 @@ GDScriptDataType GDScriptCompiler::_gdtype_from_datatype(const GDScriptParser::D result.kind = GDScriptDataType::GDSCRIPT; result.script_type = script.ptr(); result.native_type = script->get_instance_base_type(); + result.builtin_type = p_datatype.builtin_type; } else { result.kind = GDScriptDataType::GDSCRIPT; result.script_type_ref = GDScriptCache::get_shallow_script(p_datatype.script_path, main_script->path); result.script_type = result.script_type_ref.ptr(); result.native_type = p_datatype.native_type; + result.builtin_type = p_datatype.builtin_type; } } } break; @@ -291,16 +294,21 @@ GDScriptCodeGenerator::Address GDScriptCompiler::_parse_expression(CodeGen &code // Try signals and methods (can be made callables). { - if (codegen.class_node->members_indices.has(identifier)) { - const GDScriptParser::ClassNode::Member &member = codegen.class_node->members[codegen.class_node->members_indices[identifier]]; - if (member.type == GDScriptParser::ClassNode::Member::FUNCTION || member.type == GDScriptParser::ClassNode::Member::SIGNAL) { - // Get like it was a property. - GDScriptCodeGenerator::Address temp = codegen.add_temporary(); // TODO: Get type here. - GDScriptCodeGenerator::Address self(GDScriptCodeGenerator::Address::SELF); - - gen->write_get_named(temp, identifier, self); - return temp; + // Search upwards through parent classes: + const GDScriptParser::ClassNode *base_class = codegen.class_node; + while (base_class != nullptr) { + if (base_class->has_member(identifier)) { + const GDScriptParser::ClassNode::Member &member = base_class->get_member(identifier); + if (member.type == GDScriptParser::ClassNode::Member::FUNCTION || member.type == GDScriptParser::ClassNode::Member::SIGNAL) { + // Get like it was a property. + GDScriptCodeGenerator::Address temp = codegen.add_temporary(); // TODO: Get type here. + GDScriptCodeGenerator::Address self(GDScriptCodeGenerator::Address::SELF); + + gen->write_get_named(temp, identifier, self); + return temp; + } } + base_class = base_class->base_type.class_type; } // Try in native base. diff --git a/modules/gdscript/gdscript_function.cpp b/modules/gdscript/gdscript_function.cpp index 9424de9d22..3d708955ed 100644 --- a/modules/gdscript/gdscript_function.cpp +++ b/modules/gdscript/gdscript_function.cpp @@ -95,7 +95,7 @@ void GDScriptFunction::debug_get_stack_member_state(int p_line, List<Pair<String int oc = 0; Map<StringName, _GDFKC> sdmap; for (const StackDebug &sd : stack_debug) { - if (sd.line > p_line) { + if (sd.line >= p_line) { break; } diff --git a/modules/webrtc/webrtc_multiplayer_peer.cpp b/modules/webrtc/webrtc_multiplayer_peer.cpp index bc3c0d9265..0bc42b104c 100644 --- a/modules/webrtc/webrtc_multiplayer_peer.cpp +++ b/modules/webrtc/webrtc_multiplayer_peer.cpp @@ -353,10 +353,8 @@ Error WebRTCMultiplayerPeer::put_packet(const uint8_t *p_buffer, int p_buffer_si ch += CH_RESERVED_MAX - 1; } - Map<int, Ref<ConnectedPeer>>::Element *E = nullptr; - if (target_peer > 0) { - E = peer_map.find(target_peer); + Map<int, Ref<ConnectedPeer>>::Element *E = peer_map.find(target_peer); ERR_FAIL_COND_V_MSG(!E, ERR_INVALID_PARAMETER, "Invalid target peer: " + itos(target_peer) + "."); ERR_FAIL_COND_V_MSG(E->value()->channels.size() <= ch, ERR_INVALID_PARAMETER, vformat("Unable to send packet on channel %d, max channels: %d", ch, E->value()->channels.size())); @@ -372,7 +370,7 @@ Error WebRTCMultiplayerPeer::put_packet(const uint8_t *p_buffer, int p_buffer_si continue; } - ERR_CONTINUE_MSG(F.value->channels.size() <= ch, vformat("Unable to send packet on channel %d, max channels: %d", ch, E->value()->channels.size())); + ERR_CONTINUE_MSG(F.value->channels.size() <= ch, vformat("Unable to send packet on channel %d, max channels: %d", ch, F.value->channels.size())); ERR_CONTINUE(F.value->channels[ch].is_null()); F.value->channels[ch]->put_packet(p_buffer, p_buffer_size); } diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp index 25411e54c0..c1f5ab1d32 100644 --- a/scene/3d/physics_body_3d.cpp +++ b/scene/3d/physics_body_3d.cpp @@ -2159,6 +2159,37 @@ void PhysicalBone3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_po PhysicsServer3D::get_singleton()->body_apply_impulse(get_rid(), p_impulse, p_position); } +void PhysicalBone3D::set_linear_velocity(const Vector3 &p_velocity) { + linear_velocity = p_velocity; + PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, linear_velocity); +} + +Vector3 PhysicalBone3D::get_linear_velocity() const { + return linear_velocity; +} + +void PhysicalBone3D::set_angular_velocity(const Vector3 &p_velocity) { + angular_velocity = p_velocity; + PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY, angular_velocity); +} + +Vector3 PhysicalBone3D::get_angular_velocity() const { + return angular_velocity; +} + +void PhysicalBone3D::set_use_custom_integrator(bool p_enable) { + if (custom_integrator == p_enable) { + return; + } + + custom_integrator = p_enable; + PhysicsServer3D::get_singleton()->body_set_omit_force_integration(get_rid(), p_enable); +} + +bool PhysicalBone3D::is_using_custom_integrator() { + return custom_integrator; +} + void PhysicalBone3D::reset_physics_simulation_state() { if (simulate_physics) { _start_physics_simulation(); @@ -2867,6 +2898,11 @@ void PhysicalBone3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) { return; } + linear_velocity = p_state->get_linear_velocity(); + angular_velocity = p_state->get_angular_velocity(); + + GDVIRTUAL_CALL(_integrate_forces, p_state); + /// Update bone transform. Transform3D global_transform(p_state->get_transform()); @@ -2929,9 +2965,20 @@ void PhysicalBone3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &PhysicalBone3D::set_angular_damp); ClassDB::bind_method(D_METHOD("get_angular_damp"), &PhysicalBone3D::get_angular_damp); + ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &PhysicalBone3D::set_linear_velocity); + ClassDB::bind_method(D_METHOD("get_linear_velocity"), &PhysicalBone3D::get_linear_velocity); + + ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &PhysicalBone3D::set_angular_velocity); + ClassDB::bind_method(D_METHOD("get_angular_velocity"), &PhysicalBone3D::get_angular_velocity); + + ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &PhysicalBone3D::set_use_custom_integrator); + ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &PhysicalBone3D::is_using_custom_integrator); + ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &PhysicalBone3D::set_can_sleep); ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &PhysicalBone3D::is_able_to_sleep); + GDVIRTUAL_BIND(_integrate_forces, "state"); + ADD_GROUP("Joint", "joint_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "joint_type", PROPERTY_HINT_ENUM, "None,PinJoint,ConeJoint,HingeJoint,SliderJoint,6DOFJoint"), "set_joint_type", "get_joint_type"); ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "joint_offset"), "set_joint_offset", "get_joint_offset"); @@ -2943,10 +2990,13 @@ void PhysicalBone3D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "friction", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_friction", "get_friction"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_bounce", "get_bounce"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity_scale", PROPERTY_HINT_RANGE, "-10,10,0.01"), "set_gravity_scale", "get_gravity_scale"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "custom_integrator"), "set_use_custom_integrator", "is_using_custom_integrator"); ADD_PROPERTY(PropertyInfo(Variant::INT, "linear_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_linear_damp_mode", "get_linear_damp_mode"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp"); 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_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity"), "set_linear_velocity", "get_linear_velocity"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "angular_velocity"), "set_angular_velocity", "get_angular_velocity"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep"); BIND_ENUM_CONSTANT(DAMP_MODE_COMBINE); diff --git a/scene/3d/physics_body_3d.h b/scene/3d/physics_body_3d.h index 0f753fef76..6ace681021 100644 --- a/scene/3d/physics_body_3d.h +++ b/scene/3d/physics_body_3d.h @@ -662,9 +662,13 @@ private: real_t bounce = 0.0; real_t mass = 1.0; real_t friction = 1.0; + Vector3 linear_velocity; + Vector3 angular_velocity; real_t gravity_scale = 1.0; bool can_sleep = true; + bool custom_integrator = false; + DampMode linear_damp_mode = DAMP_MODE_COMBINE; DampMode angular_damp_mode = DAMP_MODE_COMBINE; @@ -676,6 +680,7 @@ protected: bool _get(const StringName &p_name, Variant &r_ret) const; void _get_property_list(List<PropertyInfo> *p_list) const; void _notification(int p_what); + GDVIRTUAL1(_integrate_forces, PhysicsDirectBodyState3D *) static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state); void _body_state_changed(PhysicsDirectBodyState3D *p_state); @@ -691,6 +696,15 @@ private: public: void _on_bone_parent_changed(); + void set_linear_velocity(const Vector3 &p_velocity); + Vector3 get_linear_velocity() const override; + + void set_angular_velocity(const Vector3 &p_velocity); + Vector3 get_angular_velocity() const override; + + void set_use_custom_integrator(bool p_enable); + bool is_using_custom_integrator(); + #ifdef TOOLS_ENABLED void _set_gizmo_move_joint(bool p_move_joint); virtual Transform3D get_global_gizmo_transform() const override; |