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-rw-r--r--doc/classes/PhysicalBone3D.xml16
-rw-r--r--modules/gdscript/gdscript_analyzer.cpp14
-rw-r--r--modules/gdscript/gdscript_compiler.cpp26
-rw-r--r--modules/gdscript/gdscript_function.cpp2
-rw-r--r--modules/webrtc/webrtc_multiplayer_peer.cpp6
-rw-r--r--scene/3d/physics_body_3d.cpp50
-rw-r--r--scene/3d/physics_body_3d.h14
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;