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-rw-r--r--doc/classes/PhysicsDirectBodyState2D.xml79
-rw-r--r--doc/classes/PhysicsDirectBodyState3D.xml81
-rw-r--r--doc/classes/PhysicsServer2D.xml92
-rw-r--r--doc/classes/PhysicsServer3D.xml92
-rw-r--r--doc/classes/RigidDynamicBody2D.xml63
-rw-r--r--doc/classes/RigidDynamicBody3D.xml60
-rw-r--r--scene/2d/physics_body_2d.cpp72
-rw-r--r--scene/2d/physics_body_2d.h18
-rw-r--r--scene/3d/physics_body_3d.cpp74
-rw-r--r--scene/3d/physics_body_3d.h18
-rw-r--r--servers/physics_2d/godot_body_2d.cpp10
-rw-r--r--servers/physics_2d/godot_body_2d.h54
-rw-r--r--servers/physics_2d/godot_body_direct_state_2d.cpp61
-rw-r--r--servers/physics_2d/godot_body_direct_state_2d.h17
-rw-r--r--servers/physics_2d/godot_physics_server_2d.cpp122
-rw-r--r--servers/physics_2d/godot_physics_server_2d.h25
-rw-r--r--servers/physics_3d/godot_body_3d.cpp5
-rw-r--r--servers/physics_3d/godot_body_3d.h34
-rw-r--r--servers/physics_3d/godot_body_direct_state_3d.cpp61
-rw-r--r--servers/physics_3d/godot_body_direct_state_3d.h17
-rw-r--r--servers/physics_3d/godot_physics_server_3d.cpp116
-rw-r--r--servers/physics_3d/godot_physics_server_3d.h25
-rw-r--r--servers/physics_server_2d.cpp35
-rw-r--r--servers/physics_server_2d.h43
-rw-r--r--servers/physics_server_2d_wrap_mt.h24
-rw-r--r--servers/physics_server_3d.cpp36
-rw-r--r--servers/physics_server_3d.h43
-rw-r--r--servers/physics_server_3d_wrap_mt.h24
28 files changed, 1044 insertions, 357 deletions
diff --git a/doc/classes/PhysicsDirectBodyState2D.xml b/doc/classes/PhysicsDirectBodyState2D.xml
index c33bd930be..fbadfd2702 100644
--- a/doc/classes/PhysicsDirectBodyState2D.xml
+++ b/doc/classes/PhysicsDirectBodyState2D.xml
@@ -11,26 +11,36 @@
<link title="Ray-casting">$DOCS_URL/tutorials/physics/ray-casting.html</link>
</tutorials>
<methods>
- <method name="add_central_force">
+ <method name="add_constant_central_force">
<return type="void" />
- <argument index="0" name="force" type="Vector2" />
+ <argument index="0" name="force" type="Vector2" default="Vector2(0, 0)" />
<description>
- Adds a constant directional force without affecting rotation.
+ Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with [code]constant_force = Vector2(0, 0)[/code].
+ This is equivalent to using [method add_constant_force] at the body's center of mass.
</description>
</method>
- <method name="add_force">
+ <method name="add_constant_force">
<return type="void" />
<argument index="0" name="force" type="Vector2" />
<argument index="1" name="position" type="Vector2" default="Vector2(0, 0)" />
<description>
- Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.
+ Adds a constant positioned force to the body that keeps being applied over time until cleared with [code]constant_force = Vector2(0, 0)[/code].
+ [code]position[/code] is the offset from the body origin in global coordinates.
</description>
</method>
- <method name="add_torque">
+ <method name="add_constant_torque">
<return type="void" />
<argument index="0" name="torque" type="float" />
<description>
- Adds a constant rotational force.
+ Adds a constant rotational force without affecting position that keeps being applied over time until cleared with [code]constant_torque = 0[/code].
+ </description>
+ </method>
+ <method name="apply_central_force">
+ <return type="void" />
+ <argument index="0" name="force" type="Vector2" default="Vector2(0, 0)" />
+ <description>
+ Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.
+ This is equivalent to using [method apply_force] at the body's center of mass.
</description>
</method>
<method name="apply_central_impulse">
@@ -38,6 +48,17 @@
<argument index="0" name="impulse" type="Vector2" />
<description>
Applies a directional impulse without affecting rotation.
+ An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
+ This is equivalent to using [method apply_impulse] at the body's center of mass.
+ </description>
+ </method>
+ <method name="apply_force">
+ <return type="void" />
+ <argument index="0" name="force" type="Vector2" />
+ <argument index="1" name="position" type="Vector2" default="Vector2(0, 0)" />
+ <description>
+ Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.
+ [code]position[/code] is the offset from the body origin in global coordinates.
</description>
</method>
<method name="apply_impulse">
@@ -45,14 +66,38 @@
<argument index="0" name="impulse" type="Vector2" />
<argument index="1" name="position" type="Vector2" default="Vector2(0, 0)" />
<description>
- Applies a positioned impulse to the body. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise). The offset uses the rotation of the global coordinate system, but is centered at the object's origin.
+ Applies a positioned impulse to the body.
+ An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
+ [code]position[/code] is the offset from the body origin in global coordinates.
+ </description>
+ </method>
+ <method name="apply_torque">
+ <return type="void" />
+ <argument index="0" name="torque" type="float" />
+ <description>
+ Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
</description>
</method>
<method name="apply_torque_impulse">
<return type="void" />
<argument index="0" name="impulse" type="float" />
<description>
- Applies a rotational impulse to the body.
+ Applies a rotational impulse to the body without affecting the position.
+ An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
+ </description>
+ </method>
+ <method name="get_constant_force" qualifiers="const">
+ <return type="Vector2" />
+ <description>
+ Returns the body's total constant positional forces applied during each physics update.
+ See [method add_constant_force] and [method add_constant_central_force].
+ </description>
+ </method>
+ <method name="get_constant_torque" qualifiers="const">
+ <return type="float" />
+ <description>
+ Returns the body's total constant rotational forces applied during each physics update.
+ See [method add_constant_torque].
</description>
</method>
<method name="get_contact_collider" qualifiers="const">
@@ -144,6 +189,22 @@
Calls the built-in force integration code.
</description>
</method>
+ <method name="set_constant_force">
+ <return type="void" />
+ <argument index="0" name="force" type="Vector2" />
+ <description>
+ Sets the body's total constant positional forces applied during each physics update.
+ See [method add_constant_force] and [method add_constant_central_force].
+ </description>
+ </method>
+ <method name="set_constant_torque">
+ <return type="void" />
+ <argument index="0" name="torque" type="float" />
+ <description>
+ Sets the body's total constant rotational forces applied during each physics update.
+ See [method add_constant_torque].
+ </description>
+ </method>
</methods>
<members>
<member name="angular_velocity" type="float" setter="set_angular_velocity" getter="get_angular_velocity">
diff --git a/doc/classes/PhysicsDirectBodyState3D.xml b/doc/classes/PhysicsDirectBodyState3D.xml
index 7aa46dec2f..58c4294d66 100644
--- a/doc/classes/PhysicsDirectBodyState3D.xml
+++ b/doc/classes/PhysicsDirectBodyState3D.xml
@@ -11,35 +11,54 @@
<link title="Ray-casting">$DOCS_URL/tutorials/physics/ray-casting.html</link>
</tutorials>
<methods>
- <method name="add_central_force">
+ <method name="add_constant_central_force">
<return type="void" />
<argument index="0" name="force" type="Vector3" default="Vector3(0, 0, 0)" />
<description>
- Adds a constant directional force without affecting rotation.
- This is equivalent to [code]add_force(force, Vector3(0,0,0))[/code].
+ Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with [code]constant_force = Vector3(0, 0, 0)[/code].
+ This is equivalent to using [method add_constant_force] at the body's center of mass.
</description>
</method>
- <method name="add_force">
+ <method name="add_constant_force">
<return type="void" />
<argument index="0" name="force" type="Vector3" />
<argument index="1" name="position" type="Vector3" default="Vector3(0, 0, 0)" />
<description>
- Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.
+ Adds a constant positioned force to the body that keeps being applied over time until cleared with [code]constant_force = Vector3(0, 0, 0)[/code].
+ [code]position[/code] is the offset from the body origin in global coordinates.
</description>
</method>
- <method name="add_torque">
+ <method name="add_constant_torque">
<return type="void" />
<argument index="0" name="torque" type="Vector3" />
<description>
- Adds a constant rotational force without affecting position.
+ Adds a constant rotational force without affecting position that keeps being applied over time until cleared with [code]constant_torque = Vector3(0, 0, 0)[/code].
+ </description>
+ </method>
+ <method name="apply_central_force">
+ <return type="void" />
+ <argument index="0" name="force" type="Vector3" default="Vector3(0, 0, 0)" />
+ <description>
+ Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.
+ This is equivalent to using [method apply_force] at the body's center of mass.
</description>
</method>
<method name="apply_central_impulse">
<return type="void" />
<argument index="0" name="impulse" type="Vector3" default="Vector3(0, 0, 0)" />
<description>
- Applies a single directional impulse without affecting rotation.
- This is equivalent to [code]apply_impulse(Vector3(0, 0, 0), impulse)[/code].
+ Applies a directional impulse without affecting rotation.
+ An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
+ This is equivalent to using [method apply_impulse] at the body's center of mass.
+ </description>
+ </method>
+ <method name="apply_force">
+ <return type="void" />
+ <argument index="0" name="force" type="Vector3" />
+ <argument index="1" name="position" type="Vector3" default="Vector3(0, 0, 0)" />
+ <description>
+ Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.
+ [code]position[/code] is the offset from the body origin in global coordinates.
</description>
</method>
<method name="apply_impulse">
@@ -47,14 +66,38 @@
<argument index="0" name="impulse" type="Vector3" />
<argument index="1" name="position" type="Vector3" default="Vector3(0, 0, 0)" />
<description>
- Applies a positioned impulse to the body. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason it should only be used when simulating one-time impacts. The position uses the rotation of the global coordinate system, but is centered at the object's origin.
+ Applies a positioned impulse to the body.
+ An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
+ [code]position[/code] is the offset from the body origin in global coordinates.
+ </description>
+ </method>
+ <method name="apply_torque">
+ <return type="void" />
+ <argument index="0" name="torque" type="Vector3" />
+ <description>
+ Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
</description>
</method>
<method name="apply_torque_impulse">
<return type="void" />
<argument index="0" name="impulse" type="Vector3" />
<description>
- Apply a torque impulse (which will be affected by the body mass and shape). This will rotate the body around the vector [code]j[/code] passed as parameter.
+ Applies a rotational impulse to the body without affecting the position.
+ An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
+ </description>
+ </method>
+ <method name="get_constant_force" qualifiers="const">
+ <return type="Vector3" />
+ <description>
+ Returns the body's total constant positional forces applied during each physics update.
+ See [method add_constant_force] and [method add_constant_central_force].
+ </description>
+ </method>
+ <method name="get_constant_torque" qualifiers="const">
+ <return type="Vector3" />
+ <description>
+ Returns the body's total constant rotational forces applied during each physics update.
+ See [method add_constant_torque].
</description>
</method>
<method name="get_contact_collider" qualifiers="const">
@@ -153,6 +196,22 @@
Calls the built-in force integration code.
</description>
</method>
+ <method name="set_constant_force">
+ <return type="void" />
+ <argument index="0" name="force" type="Vector3" />
+ <description>
+ Sets the body's total constant positional forces applied during each physics update.
+ See [method add_constant_force] and [method add_constant_central_force].
+ </description>
+ </method>
+ <method name="set_constant_torque">
+ <return type="void" />
+ <argument index="0" name="torque" type="Vector3" />
+ <description>
+ Sets the body's total constant rotational forces applied during each physics update.
+ See [method add_constant_torque].
+ </description>
+ </method>
</methods>
<members>
<member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity">
diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml
index bfb4ca58ef..624f5e7b17 100644
--- a/doc/classes/PhysicsServer2D.xml
+++ b/doc/classes/PhysicsServer2D.xml
@@ -208,28 +208,39 @@
Sets the transform matrix for an area.
</description>
</method>
- <method name="body_add_central_force">
+ <method name="body_add_collision_exception">
<return type="void" />
<argument index="0" name="body" type="RID" />
- <argument index="1" name="force" type="Vector2" />
+ <argument index="1" name="excepted_body" type="RID" />
<description>
+ Adds a body to the list of bodies exempt from collisions.
</description>
</method>
- <method name="body_add_collision_exception">
+ <method name="body_add_constant_central_force">
<return type="void" />
<argument index="0" name="body" type="RID" />
- <argument index="1" name="excepted_body" type="RID" />
+ <argument index="1" name="force" type="Vector2" />
<description>
- Adds a body to the list of bodies exempt from collisions.
+ Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with [code]body_set_constant_force(body, Vector2(0, 0))[/code].
+ This is equivalent to using [method body_add_constant_force] at the body's center of mass.
</description>
</method>
- <method name="body_add_force">
+ <method name="body_add_constant_force">
<return type="void" />
<argument index="0" name="body" type="RID" />
<argument index="1" name="force" type="Vector2" />
<argument index="2" name="position" type="Vector2" default="Vector2(0, 0)" />
<description>
- Adds a positioned force to the applied force and torque. As with [method body_apply_impulse], both the force and the offset from the body origin are in global coordinates. A force differs from an impulse in that, while the two are forces, the impulse clears itself after being applied.
+ Adds a constant positioned force to the body that keeps being applied over time until cleared with [code]body_set_constant_force(body, Vector2(0, 0))[/code].
+ [code]position[/code] is the offset from the body origin in global coordinates.
+ </description>
+ </method>
+ <method name="body_add_constant_torque">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="torque" type="float" />
+ <description>
+ Adds a constant rotational force without affecting position that keeps being applied over time until cleared with [code]body_set_constant_torque(body, 0)[/code].
</description>
</method>
<method name="body_add_shape">
@@ -242,11 +253,13 @@
Adds a shape to the body, along with a transform matrix. Shapes are usually referenced by their index, so you should track which shape has a given index.
</description>
</method>
- <method name="body_add_torque">
+ <method name="body_apply_central_force">
<return type="void" />
<argument index="0" name="body" type="RID" />
- <argument index="1" name="torque" type="float" />
+ <argument index="1" name="force" type="Vector2" />
<description>
+ Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.
+ This is equivalent to using [method body_apply_force] at the body's center of mass.
</description>
</method>
<method name="body_apply_central_impulse">
@@ -254,6 +267,19 @@
<argument index="0" name="body" type="RID" />
<argument index="1" name="impulse" type="Vector2" />
<description>
+ Applies a directional impulse without affecting rotation.
+ An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
+ This is equivalent to using [method body_apply_impulse] at the body's center of mass.
+ </description>
+ </method>
+ <method name="body_apply_force">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="force" type="Vector2" />
+ <argument index="2" name="position" type="Vector2" default="Vector2(0, 0)" />
+ <description>
+ Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.
+ [code]position[/code] is the offset from the body origin in global coordinates.
</description>
</method>
<method name="body_apply_impulse">
@@ -262,7 +288,17 @@
<argument index="1" name="impulse" type="Vector2" />
<argument index="2" name="position" type="Vector2" default="Vector2(0, 0)" />
<description>
- Adds a positioned impulse to the applied force and torque. Both the force and the offset from the body origin are in global coordinates.
+ Applies a positioned impulse to the body.
+ An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
+ [code]position[/code] is the offset from the body origin in global coordinates.
+ </description>
+ </method>
+ <method name="body_apply_torque">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="torque" type="float" />
+ <description>
+ Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
</description>
</method>
<method name="body_apply_torque_impulse">
@@ -270,6 +306,8 @@
<argument index="0" name="body" type="RID" />
<argument index="1" name="impulse" type="float" />
<description>
+ Applies a rotational impulse to the body without affecting the position.
+ An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
</description>
</method>
<method name="body_attach_canvas_instance_id">
@@ -320,6 +358,22 @@
Returns the physics layer or layers a body can collide with.
</description>
</method>
+ <method name="body_get_constant_force" qualifiers="const">
+ <return type="Vector2" />
+ <argument index="0" name="body" type="RID" />
+ <description>
+ Returns the body's total constant positional forces applied during each physics update.
+ See [method body_add_constant_force] and [method body_add_constant_central_force].
+ </description>
+ </method>
+ <method name="body_get_constant_torque" qualifiers="const">
+ <return type="float" />
+ <argument index="0" name="body" type="RID" />
+ <description>
+ Returns the body's total constant rotational forces applied during each physics update.
+ See [method body_add_constant_torque].
+ </description>
+ </method>
<method name="body_get_continuous_collision_detection_mode" qualifiers="const">
<return type="int" enum="PhysicsServer2D.CCDMode" />
<argument index="0" name="body" type="RID" />
@@ -455,6 +509,24 @@
Sets the physics layer or layers a body can collide with.
</description>
</method>
+ <method name="body_set_constant_force">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="force" type="Vector2" />
+ <description>
+ Sets the body's total constant positional forces applied during each physics update.
+ See [method body_add_constant_force] and [method body_add_constant_central_force].
+ </description>
+ </method>
+ <method name="body_set_constant_torque">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="torque" type="float" />
+ <description>
+ Sets the body's total constant rotational forces applied during each physics update.
+ See [method body_add_constant_torque].
+ </description>
+ </method>
<method name="body_set_continuous_collision_detection_mode">
<return type="void" />
<argument index="0" name="body" type="RID" />
diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml
index b264590055..16c195c6dc 100644
--- a/doc/classes/PhysicsServer3D.xml
+++ b/doc/classes/PhysicsServer3D.xml
@@ -202,27 +202,39 @@
Sets the transform matrix for an area.
</description>
</method>
- <method name="body_add_central_force">
+ <method name="body_add_collision_exception">
<return type="void" />
<argument index="0" name="body" type="RID" />
- <argument index="1" name="force" type="Vector3" />
+ <argument index="1" name="excepted_body" type="RID" />
<description>
+ Adds a body to the list of bodies exempt from collisions.
</description>
</method>
- <method name="body_add_collision_exception">
+ <method name="body_add_constant_central_force">
<return type="void" />
<argument index="0" name="body" type="RID" />
- <argument index="1" name="excepted_body" type="RID" />
+ <argument index="1" name="force" type="Vector3" />
<description>
- Adds a body to the list of bodies exempt from collisions.
+ Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with [code]body_set_constant_force(body, Vector3(0, 0, 0))[/code].
+ This is equivalent to using [method body_add_constant_force] at the body's center of mass.
</description>
</method>
- <method name="body_add_force">
+ <method name="body_add_constant_force">
<return type="void" />
<argument index="0" name="body" type="RID" />
<argument index="1" name="force" type="Vector3" />
<argument index="2" name="position" type="Vector3" default="Vector3(0, 0, 0)" />
<description>
+ Adds a constant positioned force to the body that keeps being applied over time until cleared with [code]body_set_constant_force(body, Vector3(0, 0, 0))[/code].
+ [code]position[/code] is the offset from the body origin in global coordinates.
+ </description>
+ </method>
+ <method name="body_add_constant_torque">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="torque" type="Vector3" />
+ <description>
+ Adds a constant rotational force without affecting position that keeps being applied over time until cleared with [code]body_set_constant_torque(body, Vector3(0, 0, 0))[/code].
</description>
</method>
<method name="body_add_shape">
@@ -235,11 +247,13 @@
Adds a shape to the body, along with a transform matrix. Shapes are usually referenced by their index, so you should track which shape has a given index.
</description>
</method>
- <method name="body_add_torque">
+ <method name="body_apply_central_force">
<return type="void" />
<argument index="0" name="body" type="RID" />
- <argument index="1" name="torque" type="Vector3" />
+ <argument index="1" name="force" type="Vector3" />
<description>
+ Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.
+ This is equivalent to using [method body_apply_force] at the body's center of mass.
</description>
</method>
<method name="body_apply_central_impulse">
@@ -247,6 +261,19 @@
<argument index="0" name="body" type="RID" />
<argument index="1" name="impulse" type="Vector3" />
<description>
+ Applies a directional impulse without affecting rotation.
+ An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
+ This is equivalent to using [method body_apply_impulse] at the body's center of mass.
+ </description>
+ </method>
+ <method name="body_apply_force">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="force" type="Vector3" />
+ <argument index="2" name="position" type="Vector3" default="Vector3(0, 0, 0)" />
+ <description>
+ Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.
+ [code]position[/code] is the offset from the body origin in global coordinates.
</description>
</method>
<method name="body_apply_impulse">
@@ -255,7 +282,17 @@
<argument index="1" name="impulse" type="Vector3" />
<argument index="2" name="position" type="Vector3" default="Vector3(0, 0, 0)" />
<description>
- Gives the body a push at a [code]position[/code] in the direction of the [code]impulse[/code].
+ Applies a positioned impulse to the body.
+ An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
+ [code]position[/code] is the offset from the body origin in global coordinates.
+ </description>
+ </method>
+ <method name="body_apply_torque">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="torque" type="Vector3" />
+ <description>
+ Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
</description>
</method>
<method name="body_apply_torque_impulse">
@@ -263,7 +300,8 @@
<argument index="0" name="body" type="RID" />
<argument index="1" name="impulse" type="Vector3" />
<description>
- Gives the body a push to rotate it.
+ Applies a rotational impulse to the body without affecting the position.
+ An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
</description>
</method>
<method name="body_attach_object_instance_id">
@@ -301,6 +339,22 @@
-
</description>
</method>
+ <method name="body_get_constant_force" qualifiers="const">
+ <return type="Vector3" />
+ <argument index="0" name="body" type="RID" />
+ <description>
+ Returns the body's total constant positional forces applied during each physics update.
+ See [method body_add_constant_force] and [method body_add_constant_central_force].
+ </description>
+ </method>
+ <method name="body_get_constant_torque" qualifiers="const">
+ <return type="Vector3" />
+ <argument index="0" name="body" type="RID" />
+ <description>
+ Returns the body's total constant rotational forces applied during each physics update.
+ See [method body_add_constant_torque].
+ </description>
+ </method>
<method name="body_get_direct_state">
<return type="PhysicsDirectBodyState3D" />
<argument index="0" name="body" type="RID" />
@@ -452,6 +506,24 @@
Sets the physics layer or layers a body can collide with.
</description>
</method>
+ <method name="body_set_constant_force">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="force" type="Vector3" />
+ <description>
+ Sets the body's total constant positional forces applied during each physics update.
+ See [method body_add_constant_force] and [method body_add_constant_central_force].
+ </description>
+ </method>
+ <method name="body_set_constant_torque">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="torque" type="Vector3" />
+ <description>
+ Sets the body's total constant rotational forces applied during each physics update.
+ See [method body_add_constant_torque].
+ </description>
+ </method>
<method name="body_set_enable_continuous_collision_detection">
<return type="void" />
<argument index="0" name="body" type="RID" />
diff --git a/doc/classes/RigidDynamicBody2D.xml b/doc/classes/RigidDynamicBody2D.xml
index b8680b99b3..0026c49651 100644
--- a/doc/classes/RigidDynamicBody2D.xml
+++ b/doc/classes/RigidDynamicBody2D.xml
@@ -22,26 +22,36 @@
Allows you to read and safely modify the simulation state for the object. Use this instead of [method Node._physics_process] if you need to directly change the body's [code]position[/code] or other physics properties. By default, it works in addition to the usual physics behavior, but [member custom_integrator] allows you to disable the default behavior and write custom force integration for a body.
</description>
</method>
- <method name="add_central_force">
+ <method name="add_constant_central_force">
<return type="void" />
<argument index="0" name="force" type="Vector2" />
<description>
- Adds a constant directional force without affecting rotation.
+ Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with [code]constant_force = Vector2(0, 0)[/code].
+ This is equivalent to using [method add_constant_force] at the body's center of mass.
</description>
</method>
- <method name="add_force">
+ <method name="add_constant_force">
<return type="void" />
<argument index="0" name="force" type="Vector2" />
<argument index="1" name="position" type="Vector2" default="Vector2(0, 0)" />
<description>
- Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.
+ Adds a constant positioned force to the body that keeps being applied over time until cleared with [code]constant_force = Vector2(0, 0)[/code].
+ [code]position[/code] is the offset from the body origin in global coordinates.
</description>
</method>
- <method name="add_torque">
+ <method name="add_constant_torque">
<return type="void" />
<argument index="0" name="torque" type="float" />
<description>
- Adds a constant rotational force.
+ Adds a constant rotational force without affecting position that keeps being applied over time until cleared with [code]constant_torque = 0[/code].
+ </description>
+ </method>
+ <method name="apply_central_force">
+ <return type="void" />
+ <argument index="0" name="force" type="Vector2" />
+ <description>
+ Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.
+ This is equivalent to using [method apply_force] at the body's center of mass.
</description>
</method>
<method name="apply_central_impulse">
@@ -49,6 +59,17 @@
<argument index="0" name="impulse" type="Vector2" default="Vector2(0, 0)" />
<description>
Applies a directional impulse without affecting rotation.
+ An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
+ This is equivalent to using [method apply_impulse] at the body's center of mass.
+ </description>
+ </method>
+ <method name="apply_force">
+ <return type="void" />
+ <argument index="0" name="force" type="Vector2" />
+ <argument index="1" name="position" type="Vector2" default="Vector2(0, 0)" />
+ <description>
+ Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.
+ [code]position[/code] is the offset from the body origin in global coordinates.
</description>
</method>
<method name="apply_impulse">
@@ -56,14 +77,24 @@
<argument index="0" name="impulse" type="Vector2" />
<argument index="1" name="position" type="Vector2" default="Vector2(0, 0)" />
<description>
- Applies a positioned impulse to the body. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason it should only be used when simulating one-time impacts (use the "_force" functions otherwise). The position uses the rotation of the global coordinate system, but is centered at the object's origin.
+ Applies a positioned impulse to the body.
+ An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
+ [code]position[/code] is the offset from the body origin in global coordinates.
+ </description>
+ </method>
+ <method name="apply_torque">
+ <return type="void" />
+ <argument index="0" name="torque" type="float" />
+ <description>
+ Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
</description>
</method>
<method name="apply_torque_impulse">
<return type="void" />
<argument index="0" name="torque" type="float" />
<description>
- Applies a rotational impulse to the body.
+ Applies a rotational impulse to the body without affecting the position.
+ An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
</description>
</method>
<method name="get_colliding_bodies" qualifiers="const">
@@ -92,12 +123,6 @@
<member name="angular_velocity" type="float" setter="set_angular_velocity" getter="get_angular_velocity" default="0.0">
The body's rotational velocity.
</member>
- <member name="applied_force" type="Vector2" setter="set_applied_force" getter="get_applied_force" default="Vector2(0, 0)">
- The body's total applied force.
- </member>
- <member name="applied_torque" type="float" setter="set_applied_torque" getter="get_applied_torque" default="0.0">
- The body's total applied torque.
- </member>
<member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true">
If [code]true[/code], the body can enter sleep mode when there is no movement. See [member sleeping].
</member>
@@ -108,6 +133,14 @@
<member name="center_of_mass_mode" type="int" setter="set_center_of_mass_mode" getter="get_center_of_mass_mode" enum="RigidDynamicBody2D.CenterOfMassMode" default="0">
Defines the way the body's center of mass is set. See [enum CenterOfMassMode] for possible values.
</member>
+ <member name="constant_force" type="Vector2" setter="set_constant_force" getter="get_constant_force" default="Vector2(0, 0)">
+ The body's total constant positional forces applied during each physics update.
+ See [method add_constant_force] and [method add_constant_central_force].
+ </member>
+ <member name="constant_torque" type="float" setter="set_constant_torque" getter="get_constant_torque" default="0.0">
+ The body's total constant rotational forces applied during each physics update.
+ See [method add_constant_torque].
+ </member>
<member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" default="false">
If [code]true[/code], the body will emit signals when it collides with another RigidDynamicBody2D. See also [member contacts_reported].
</member>
@@ -159,7 +192,7 @@
If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.
</member>
<member name="sleeping" type="bool" setter="set_sleeping" getter="is_sleeping" default="false">
- If [code]true[/code], the body will not move and will not calculate forces until woken up by another body through, for example, a collision, or by using the [method apply_impulse] or [method add_force] methods.
+ If [code]true[/code], the body will not move and will not calculate forces until woken up by another body through, for example, a collision, or by using the [method apply_impulse] or [method apply_force] methods.
</member>
</members>
<signals>
diff --git a/doc/classes/RigidDynamicBody3D.xml b/doc/classes/RigidDynamicBody3D.xml
index c75055e0df..3dffdcbf83 100644
--- a/doc/classes/RigidDynamicBody3D.xml
+++ b/doc/classes/RigidDynamicBody3D.xml
@@ -22,28 +22,36 @@
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="add_central_force">
+ <method name="add_constant_central_force">
<return type="void" />
<argument index="0" name="force" type="Vector3" />
<description>
- Adds a constant directional force (i.e. acceleration) without affecting rotation.
- This is equivalent to [code]add_force(force, Vector3(0,0,0))[/code].
+ Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with [code]constant_force = Vector3(0, 0, 0)[/code].
+ This is equivalent to using [method add_constant_force] at the body's center of mass.
</description>
</method>
- <method name="add_force">
+ <method name="add_constant_force">
<return type="void" />
<argument index="0" name="force" type="Vector3" />
<argument index="1" name="position" type="Vector3" default="Vector3(0, 0, 0)" />
<description>
- Adds a constant directional force (i.e. acceleration).
- The position uses the rotation of the global coordinate system, but is centered at the object's origin.
+ Adds a constant positioned force to the body that keeps being applied over time until cleared with [code]constant_force = Vector3(0, 0, 0)[/code].
+ [code]position[/code] is the offset from the body origin in global coordinates.
</description>
</method>
- <method name="add_torque">
+ <method name="add_constant_torque">
<return type="void" />
<argument index="0" name="torque" type="Vector3" />
<description>
- Adds a constant rotational force (i.e. a motor) without affecting position.
+ Adds a constant rotational force without affecting position that keeps being applied over time until cleared with [code]constant_torque = Vector3(0, 0, 0)[/code].
+ </description>
+ </method>
+ <method name="apply_central_force">
+ <return type="void" />
+ <argument index="0" name="force" type="Vector3" />
+ <description>
+ Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.
+ This is equivalent to using [method apply_force] at the body's center of mass.
</description>
</method>
<method name="apply_central_impulse">
@@ -51,7 +59,17 @@
<argument index="0" name="impulse" type="Vector3" />
<description>
Applies a directional impulse without affecting rotation.
- This is equivalent to [code]apply_impulse(Vector3(0,0,0), impulse)[/code].
+ An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
+ This is equivalent to using [method apply_impulse] at the body's center of mass.
+ </description>
+ </method>
+ <method name="apply_force">
+ <return type="void" />
+ <argument index="0" name="force" type="Vector3" />
+ <argument index="1" name="position" type="Vector3" default="Vector3(0, 0, 0)" />
+ <description>
+ Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.
+ [code]position[/code] is the offset from the body origin in global coordinates.
</description>
</method>
<method name="apply_impulse">
@@ -59,14 +77,24 @@
<argument index="0" name="impulse" type="Vector3" />
<argument index="1" name="position" type="Vector3" default="Vector3(0, 0, 0)" />
<description>
- Applies a positioned impulse to the body. An impulse is time independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason it should only be used when simulating one-time impacts. The position uses the rotation of the global coordinate system, but is centered at the object's origin.
+ Applies a positioned impulse to the body.
+ An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
+ [code]position[/code] is the offset from the body origin in global coordinates.
+ </description>
+ </method>
+ <method name="apply_torque">
+ <return type="void" />
+ <argument index="0" name="torque" type="Vector3" />
+ <description>
+ Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
</description>
</method>
<method name="apply_torque_impulse">
<return type="void" />
<argument index="0" name="impulse" type="Vector3" />
<description>
- Applies a torque impulse which will be affected by the body mass and shape. This will rotate the body around the [code]impulse[/code] vector passed.
+ Applies a rotational impulse to the body without affecting the position.
+ An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
</description>
</method>
<method name="get_colliding_bodies" qualifiers="const">
@@ -111,6 +139,14 @@
<member name="center_of_mass_mode" type="int" setter="set_center_of_mass_mode" getter="get_center_of_mass_mode" enum="RigidDynamicBody3D.CenterOfMassMode" default="0">
Defines the way the body's center of mass is set. See [enum CenterOfMassMode] for possible values.
</member>
+ <member name="constant_force" type="Vector3" setter="set_constant_force" getter="get_constant_force" default="Vector3(0, 0, 0)">
+ The body's total constant positional forces applied during each physics update.
+ See [method add_constant_force] and [method add_constant_central_force].
+ </member>
+ <member name="constant_torque" type="Vector3" setter="set_constant_torque" getter="get_constant_torque" default="Vector3(0, 0, 0)">
+ The body's total constant rotational forces applied during each physics update.
+ See [method add_constant_torque].
+ </member>
<member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" default="false">
If [code]true[/code], the RigidDynamicBody3D will emit signals when it collides with another RigidDynamicBody3D. See also [member contacts_reported].
</member>
@@ -162,7 +198,7 @@
If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.
</member>
<member name="sleeping" type="bool" setter="set_sleeping" getter="is_sleeping" default="false">
- If [code]true[/code], the body will not move and will not calculate forces until woken up by another body through, for example, a collision, or by using the [method apply_impulse] or [method add_force] methods.
+ If [code]true[/code], the body will not move and will not calculate forces until woken up by another body through, for example, a collision, or by using the [method apply_impulse] or [method apply_force] methods.
</member>
</members>
<signals>
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp
index f0e51097db..70df587e22 100644
--- a/scene/2d/physics_body_2d.cpp
+++ b/scene/2d/physics_body_2d.cpp
@@ -809,32 +809,44 @@ void RigidDynamicBody2D::apply_torque_impulse(real_t p_torque) {
PhysicsServer2D::get_singleton()->body_apply_torque_impulse(get_rid(), p_torque);
}
-void RigidDynamicBody2D::set_applied_force(const Vector2 &p_force) {
- PhysicsServer2D::get_singleton()->body_set_applied_force(get_rid(), p_force);
-};
+void RigidDynamicBody2D::apply_central_force(const Vector2 &p_force) {
+ PhysicsServer2D::get_singleton()->body_apply_central_force(get_rid(), p_force);
+}
-Vector2 RigidDynamicBody2D::get_applied_force() const {
- return PhysicsServer2D::get_singleton()->body_get_applied_force(get_rid());
-};
+void RigidDynamicBody2D::apply_force(const Vector2 &p_force, const Vector2 &p_position) {
+ PhysicsServer2D::get_singleton()->body_apply_force(get_rid(), p_force, p_position);
+}
-void RigidDynamicBody2D::set_applied_torque(const real_t p_torque) {
- PhysicsServer2D::get_singleton()->body_set_applied_torque(get_rid(), p_torque);
-};
+void RigidDynamicBody2D::apply_torque(real_t p_torque) {
+ PhysicsServer2D::get_singleton()->body_apply_torque(get_rid(), p_torque);
+}
-real_t RigidDynamicBody2D::get_applied_torque() const {
- return PhysicsServer2D::get_singleton()->body_get_applied_torque(get_rid());
-};
+void RigidDynamicBody2D::add_constant_central_force(const Vector2 &p_force) {
+ PhysicsServer2D::get_singleton()->body_add_constant_central_force(get_rid(), p_force);
+}
-void RigidDynamicBody2D::add_central_force(const Vector2 &p_force) {
- PhysicsServer2D::get_singleton()->body_add_central_force(get_rid(), p_force);
+void RigidDynamicBody2D::add_constant_force(const Vector2 &p_force, const Vector2 &p_position) {
+ PhysicsServer2D::get_singleton()->body_add_constant_force(get_rid(), p_force, p_position);
}
-void RigidDynamicBody2D::add_force(const Vector2 &p_force, const Vector2 &p_position) {
- PhysicsServer2D::get_singleton()->body_add_force(get_rid(), p_force, p_position);
+void RigidDynamicBody2D::add_constant_torque(const real_t p_torque) {
+ PhysicsServer2D::get_singleton()->body_add_constant_torque(get_rid(), p_torque);
}
-void RigidDynamicBody2D::add_torque(const real_t p_torque) {
- PhysicsServer2D::get_singleton()->body_add_torque(get_rid(), p_torque);
+void RigidDynamicBody2D::set_constant_force(const Vector2 &p_force) {
+ PhysicsServer2D::get_singleton()->body_set_constant_force(get_rid(), p_force);
+}
+
+Vector2 RigidDynamicBody2D::get_constant_force() const {
+ return PhysicsServer2D::get_singleton()->body_get_constant_force(get_rid());
+}
+
+void RigidDynamicBody2D::set_constant_torque(real_t p_torque) {
+ PhysicsServer2D::get_singleton()->body_set_constant_torque(get_rid(), p_torque);
+}
+
+real_t RigidDynamicBody2D::get_constant_torque() const {
+ return PhysicsServer2D::get_singleton()->body_get_constant_torque(get_rid());
}
void RigidDynamicBody2D::set_continuous_collision_detection_mode(CCDMode p_mode) {
@@ -979,15 +991,19 @@ void RigidDynamicBody2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &RigidDynamicBody2D::apply_impulse, Vector2());
ClassDB::bind_method(D_METHOD("apply_torque_impulse", "torque"), &RigidDynamicBody2D::apply_torque_impulse);
- ClassDB::bind_method(D_METHOD("set_applied_force", "force"), &RigidDynamicBody2D::set_applied_force);
- ClassDB::bind_method(D_METHOD("get_applied_force"), &RigidDynamicBody2D::get_applied_force);
+ ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &RigidDynamicBody2D::apply_central_force);
+ ClassDB::bind_method(D_METHOD("apply_force", "force", "position"), &RigidDynamicBody2D::apply_force, Vector2());
+ ClassDB::bind_method(D_METHOD("apply_torque", "torque"), &RigidDynamicBody2D::apply_torque);
+
+ ClassDB::bind_method(D_METHOD("add_constant_central_force", "force"), &RigidDynamicBody2D::add_constant_central_force);
+ ClassDB::bind_method(D_METHOD("add_constant_force", "force", "position"), &RigidDynamicBody2D::add_constant_force, Vector2());
+ ClassDB::bind_method(D_METHOD("add_constant_torque", "torque"), &RigidDynamicBody2D::add_constant_torque);
- ClassDB::bind_method(D_METHOD("set_applied_torque", "torque"), &RigidDynamicBody2D::set_applied_torque);
- ClassDB::bind_method(D_METHOD("get_applied_torque"), &RigidDynamicBody2D::get_applied_torque);
+ ClassDB::bind_method(D_METHOD("set_constant_force", "force"), &RigidDynamicBody2D::set_constant_force);
+ ClassDB::bind_method(D_METHOD("get_constant_force"), &RigidDynamicBody2D::get_constant_force);
- ClassDB::bind_method(D_METHOD("add_central_force", "force"), &RigidDynamicBody2D::add_central_force);
- ClassDB::bind_method(D_METHOD("add_force", "force", "position"), &RigidDynamicBody2D::add_force, Vector2());
- ClassDB::bind_method(D_METHOD("add_torque", "torque"), &RigidDynamicBody2D::add_torque);
+ ClassDB::bind_method(D_METHOD("set_constant_torque", "torque"), &RigidDynamicBody2D::set_constant_torque);
+ ClassDB::bind_method(D_METHOD("get_constant_torque"), &RigidDynamicBody2D::get_constant_torque);
ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidDynamicBody2D::set_sleeping);
ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidDynamicBody2D::is_sleeping);
@@ -1032,9 +1048,9 @@ void RigidDynamicBody2D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_velocity"), "set_angular_velocity", "get_angular_velocity");
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, "-1,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp");
- ADD_GROUP("Applied Forces", "applied_");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "applied_force"), "set_applied_force", "get_applied_force");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "applied_torque"), "set_applied_torque", "get_applied_torque");
+ ADD_GROUP("Constant Forces", "constant_");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant_force"), "set_constant_force", "get_constant_force");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant_torque"), "set_constant_torque", "get_constant_torque");
ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index")));
ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index")));
diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h
index 2abce4b0a5..71a7908bd7 100644
--- a/scene/2d/physics_body_2d.h
+++ b/scene/2d/physics_body_2d.h
@@ -292,15 +292,19 @@ public:
void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2());
void apply_torque_impulse(real_t p_torque);
- void set_applied_force(const Vector2 &p_force);
- Vector2 get_applied_force() const;
+ void apply_central_force(const Vector2 &p_force);
+ void apply_force(const Vector2 &p_force, const Vector2 &p_position = Vector2());
+ void apply_torque(real_t p_torque);
- void set_applied_torque(const real_t p_torque);
- real_t get_applied_torque() const;
+ void add_constant_central_force(const Vector2 &p_force);
+ void add_constant_force(const Vector2 &p_force, const Vector2 &p_position = Vector2());
+ void add_constant_torque(real_t p_torque);
- void add_central_force(const Vector2 &p_force);
- void add_force(const Vector2 &p_force, const Vector2 &p_position = Vector2());
- void add_torque(real_t p_torque);
+ void set_constant_force(const Vector2 &p_force);
+ Vector2 get_constant_force() const;
+
+ void set_constant_torque(real_t p_torque);
+ real_t get_constant_torque() const;
TypedArray<Node2D> get_colliding_bodies() const; //function for script
diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp
index 393e29e398..b65f3e0e75 100644
--- a/scene/3d/physics_body_3d.cpp
+++ b/scene/3d/physics_body_3d.cpp
@@ -875,30 +875,59 @@ int RigidDynamicBody3D::get_max_contacts_reported() const {
return max_contacts_reported;
}
-void RigidDynamicBody3D::add_central_force(const Vector3 &p_force) {
- PhysicsServer3D::get_singleton()->body_add_central_force(get_rid(), p_force);
+void RigidDynamicBody3D::apply_central_impulse(const Vector3 &p_impulse) {
+ PhysicsServer3D::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse);
}
-void RigidDynamicBody3D::add_force(const Vector3 &p_force, const Vector3 &p_position) {
+void RigidDynamicBody3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) {
PhysicsServer3D *singleton = PhysicsServer3D::get_singleton();
- singleton->body_add_force(get_rid(), p_force, p_position);
+ singleton->body_apply_impulse(get_rid(), p_impulse, p_position);
}
-void RigidDynamicBody3D::add_torque(const Vector3 &p_torque) {
- PhysicsServer3D::get_singleton()->body_add_torque(get_rid(), p_torque);
+void RigidDynamicBody3D::apply_torque_impulse(const Vector3 &p_impulse) {
+ PhysicsServer3D::get_singleton()->body_apply_torque_impulse(get_rid(), p_impulse);
}
-void RigidDynamicBody3D::apply_central_impulse(const Vector3 &p_impulse) {
- PhysicsServer3D::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse);
+void RigidDynamicBody3D::apply_central_force(const Vector3 &p_force) {
+ PhysicsServer3D::get_singleton()->body_apply_central_force(get_rid(), p_force);
}
-void RigidDynamicBody3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) {
+void RigidDynamicBody3D::apply_force(const Vector3 &p_force, const Vector3 &p_position) {
PhysicsServer3D *singleton = PhysicsServer3D::get_singleton();
- singleton->body_apply_impulse(get_rid(), p_impulse, p_position);
+ singleton->body_apply_force(get_rid(), p_force, p_position);
}
-void RigidDynamicBody3D::apply_torque_impulse(const Vector3 &p_impulse) {
- PhysicsServer3D::get_singleton()->body_apply_torque_impulse(get_rid(), p_impulse);
+void RigidDynamicBody3D::apply_torque(const Vector3 &p_torque) {
+ PhysicsServer3D::get_singleton()->body_apply_torque(get_rid(), p_torque);
+}
+
+void RigidDynamicBody3D::add_constant_central_force(const Vector3 &p_force) {
+ PhysicsServer3D::get_singleton()->body_add_constant_central_force(get_rid(), p_force);
+}
+
+void RigidDynamicBody3D::add_constant_force(const Vector3 &p_force, const Vector3 &p_position) {
+ PhysicsServer3D *singleton = PhysicsServer3D::get_singleton();
+ singleton->body_add_constant_force(get_rid(), p_force, p_position);
+}
+
+void RigidDynamicBody3D::add_constant_torque(const Vector3 &p_torque) {
+ PhysicsServer3D::get_singleton()->body_add_constant_torque(get_rid(), p_torque);
+}
+
+void RigidDynamicBody3D::set_constant_force(const Vector3 &p_force) {
+ PhysicsServer3D::get_singleton()->body_set_constant_force(get_rid(), p_force);
+}
+
+Vector3 RigidDynamicBody3D::get_constant_force() const {
+ return PhysicsServer3D::get_singleton()->body_get_constant_force(get_rid());
+}
+
+void RigidDynamicBody3D::set_constant_torque(const Vector3 &p_torque) {
+ PhysicsServer3D::get_singleton()->body_set_constant_torque(get_rid(), p_torque);
+}
+
+Vector3 RigidDynamicBody3D::get_constant_torque() const {
+ return PhysicsServer3D::get_singleton()->body_get_constant_torque(get_rid());
}
void RigidDynamicBody3D::set_use_continuous_collision_detection(bool p_enable) {
@@ -1024,14 +1053,24 @@ void RigidDynamicBody3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidDynamicBody3D::set_axis_velocity);
- ClassDB::bind_method(D_METHOD("add_central_force", "force"), &RigidDynamicBody3D::add_central_force);
- ClassDB::bind_method(D_METHOD("add_force", "force", "position"), &RigidDynamicBody3D::add_force, Vector3());
- ClassDB::bind_method(D_METHOD("add_torque", "torque"), &RigidDynamicBody3D::add_torque);
-
ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &RigidDynamicBody3D::apply_central_impulse);
ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &RigidDynamicBody3D::apply_impulse, Vector3());
ClassDB::bind_method(D_METHOD("apply_torque_impulse", "impulse"), &RigidDynamicBody3D::apply_torque_impulse);
+ ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &RigidDynamicBody3D::apply_central_force);
+ ClassDB::bind_method(D_METHOD("apply_force", "force", "position"), &RigidDynamicBody3D::apply_force, Vector3());
+ ClassDB::bind_method(D_METHOD("apply_torque", "torque"), &RigidDynamicBody3D::apply_torque);
+
+ ClassDB::bind_method(D_METHOD("add_constant_central_force", "force"), &RigidDynamicBody3D::add_constant_central_force);
+ ClassDB::bind_method(D_METHOD("add_constant_force", "force", "position"), &RigidDynamicBody3D::add_constant_force, Vector3());
+ ClassDB::bind_method(D_METHOD("add_constant_torque", "torque"), &RigidDynamicBody3D::add_constant_torque);
+
+ ClassDB::bind_method(D_METHOD("set_constant_force", "force"), &RigidDynamicBody3D::set_constant_force);
+ ClassDB::bind_method(D_METHOD("get_constant_force"), &RigidDynamicBody3D::get_constant_force);
+
+ ClassDB::bind_method(D_METHOD("set_constant_torque", "torque"), &RigidDynamicBody3D::set_constant_torque);
+ ClassDB::bind_method(D_METHOD("get_constant_torque"), &RigidDynamicBody3D::get_constant_torque);
+
ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidDynamicBody3D::set_sleeping);
ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidDynamicBody3D::is_sleeping);
@@ -1075,6 +1114,9 @@ void RigidDynamicBody3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "angular_velocity"), "set_angular_velocity", "get_angular_velocity");
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_GROUP("Constant Forces", "constant_");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_force"), "set_constant_force", "get_constant_force");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_torque"), "set_constant_torque", "get_constant_torque");
ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index")));
ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index")));
diff --git a/scene/3d/physics_body_3d.h b/scene/3d/physics_body_3d.h
index 2ea796d335..beed8a6b36 100644
--- a/scene/3d/physics_body_3d.h
+++ b/scene/3d/physics_body_3d.h
@@ -306,14 +306,24 @@ public:
Array get_colliding_bodies() const;
- void add_central_force(const Vector3 &p_force);
- void add_force(const Vector3 &p_force, const Vector3 &p_position = Vector3());
- void add_torque(const Vector3 &p_torque);
-
void apply_central_impulse(const Vector3 &p_impulse);
void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3());
void apply_torque_impulse(const Vector3 &p_impulse);
+ void apply_central_force(const Vector3 &p_force);
+ void apply_force(const Vector3 &p_force, const Vector3 &p_position = Vector3());
+ void apply_torque(const Vector3 &p_torque);
+
+ void add_constant_central_force(const Vector3 &p_force);
+ void add_constant_force(const Vector3 &p_force, const Vector3 &p_position = Vector3());
+ void add_constant_torque(const Vector3 &p_torque);
+
+ void set_constant_force(const Vector3 &p_force);
+ Vector3 get_constant_force() const;
+
+ void set_constant_torque(const Vector3 &p_torque);
+ Vector3 get_constant_torque() const;
+
virtual TypedArray<String> get_configuration_warnings() const override;
RigidDynamicBody3D();
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);