diff options
Diffstat (limited to 'modules/bullet/rigid_body_bullet.cpp')
-rw-r--r-- | modules/bullet/rigid_body_bullet.cpp | 60 |
1 files changed, 40 insertions, 20 deletions
diff --git a/modules/bullet/rigid_body_bullet.cpp b/modules/bullet/rigid_body_bullet.cpp index f263893287..2fca7fe633 100644 --- a/modules/bullet/rigid_body_bullet.cpp +++ b/modules/bullet/rigid_body_bullet.cpp @@ -283,8 +283,9 @@ RigidBodyBullet::RigidBodyBullet() : RigidBodyBullet::~RigidBodyBullet() { bulletdelete(godotMotionState); - if (force_integration_callback) + if (force_integration_callback) { memdelete(force_integration_callback); + } destroy_kinematic_utilities(); } @@ -309,8 +310,9 @@ void RigidBodyBullet::main_shape_changed() { void RigidBodyBullet::reload_body() { if (space) { space->remove_rigid_body(this); - if (get_main_shape()) + if (get_main_shape()) { space->add_rigid_body(this); + } } } @@ -336,8 +338,9 @@ void RigidBodyBullet::set_space(SpaceBullet *p_space) { void RigidBodyBullet::dispatch_callbacks() { /// The check isFirstTransformChanged is necessary in order to call integrated forces only when the first transform is sent if ((btBody->isKinematicObject() || btBody->isActive() || previousActiveState != btBody->isActive()) && force_integration_callback && can_integrate_forces) { - if (omit_forces_integration) + if (omit_forces_integration) { btBody->clearForces(); + } BulletPhysicsDirectBodyState3D *bodyDirect = BulletPhysicsDirectBodyState3D::get_singleton(this); @@ -431,8 +434,9 @@ bool RigidBodyBullet::add_collision_object(RigidBodyBullet *p_otherObject, const bool RigidBodyBullet::was_colliding(RigidBodyBullet *p_other_object) { for (int i = prev_collision_count - 1; 0 <= i; --i) { - if ((*prev_collision_traces)[i] == p_other_object) + if ((*prev_collision_traces)[i] == p_other_object) { return true; + } } return false; } @@ -607,8 +611,9 @@ Variant RigidBodyBullet::get_state(PhysicsServer3D::BodyState p_state) const { void RigidBodyBullet::apply_central_impulse(const Vector3 &p_impulse) { btVector3 btImpu; G_TO_B(p_impulse, btImpu); - if (Vector3() != p_impulse) + if (Vector3() != p_impulse) { btBody->activate(); + } btBody->applyCentralImpulse(btImpu); } @@ -617,16 +622,18 @@ void RigidBodyBullet::apply_impulse(const Vector3 &p_pos, const Vector3 &p_impul btVector3 btPos; G_TO_B(p_impulse, btImpu); G_TO_B(p_pos, btPos); - if (Vector3() != p_impulse) + if (Vector3() != p_impulse) { btBody->activate(); + } btBody->applyImpulse(btImpu, btPos); } void RigidBodyBullet::apply_torque_impulse(const Vector3 &p_impulse) { btVector3 btImp; G_TO_B(p_impulse, btImp); - if (Vector3() != p_impulse) + if (Vector3() != p_impulse) { btBody->activate(); + } btBody->applyTorqueImpulse(btImp); } @@ -635,32 +642,36 @@ void RigidBodyBullet::apply_force(const Vector3 &p_force, const Vector3 &p_pos) btVector3 btPos; G_TO_B(p_force, btForce); G_TO_B(p_pos, btPos); - if (Vector3() != p_force) + if (Vector3() != p_force) { btBody->activate(); + } btBody->applyForce(btForce, btPos); } void RigidBodyBullet::apply_central_force(const Vector3 &p_force) { btVector3 btForce; G_TO_B(p_force, btForce); - if (Vector3() != p_force) + if (Vector3() != p_force) { btBody->activate(); + } btBody->applyCentralForce(btForce); } void RigidBodyBullet::apply_torque(const Vector3 &p_torque) { btVector3 btTorq; G_TO_B(p_torque, btTorq); - if (Vector3() != p_torque) + if (Vector3() != p_torque) { btBody->activate(); + } btBody->applyTorque(btTorq); } void RigidBodyBullet::set_applied_force(const Vector3 &p_force) { btVector3 btVec = btBody->getTotalTorque(); - if (Vector3() != p_force) + if (Vector3() != p_force) { btBody->activate(); + } btBody->clearForces(); btBody->applyTorque(btVec); @@ -678,8 +689,9 @@ Vector3 RigidBodyBullet::get_applied_force() const { void RigidBodyBullet::set_applied_torque(const Vector3 &p_torque) { btVector3 btVec = btBody->getTotalForce(); - if (Vector3() != p_torque) + if (Vector3() != p_torque) { btBody->activate(); + } btBody->clearForces(); btBody->applyCentralForce(btVec); @@ -747,8 +759,9 @@ bool RigidBodyBullet::is_continuous_collision_detection_enabled() const { void RigidBodyBullet::set_linear_velocity(const Vector3 &p_velocity) { btVector3 btVec; G_TO_B(p_velocity, btVec); - if (Vector3() != p_velocity) + if (Vector3() != p_velocity) { btBody->activate(); + } btBody->setLinearVelocity(btVec); } @@ -761,8 +774,9 @@ Vector3 RigidBodyBullet::get_linear_velocity() const { void RigidBodyBullet::set_angular_velocity(const Vector3 &p_velocity) { btVector3 btVec; G_TO_B(p_velocity, btVec); - if (Vector3() != p_velocity) + if (Vector3() != p_velocity) { btBody->activate(); + } btBody->setAngularVelocity(btVec); } @@ -774,8 +788,9 @@ Vector3 RigidBodyBullet::get_angular_velocity() const { void RigidBodyBullet::set_transform__bullet(const btTransform &p_global_transform) { if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC) { - if (space && space->get_delta_time() != 0) + if (space && space->get_delta_time() != 0) { btBody->setLinearVelocity((p_global_transform.getOrigin() - btBody->getWorldTransform().getOrigin()) / space->get_delta_time()); + } // The kinematic use MotionState class godotMotionState->moveBody(p_global_transform); } else { @@ -804,8 +819,9 @@ void RigidBodyBullet::reload_shapes() { // shapes incorrectly do not set the vector in calculateLocalIntertia. // Arbitrary zero is preferable to undefined behaviour. btVector3 inertia(0, 0, 0); - if (EMPTY_SHAPE_PROXYTYPE != mainShape->getShapeType()) // Necessary to avoid assertion of the empty shape + if (EMPTY_SHAPE_PROXYTYPE != mainShape->getShapeType()) { // Necessary to avoid assertion of the empty shape mainShape->calculateLocalInertia(mass, inertia); + } btBody->setMassProps(mass, inertia); } btBody->updateInertiaTensor(); @@ -879,8 +895,9 @@ void RigidBodyBullet::on_exit_area(AreaBullet *p_area) { void RigidBodyBullet::reload_space_override_modificator() { // Make sure that kinematic bodies have their total gravity calculated - if (!is_active() && PhysicsServer3D::BODY_MODE_KINEMATIC != mode) + if (!is_active() && PhysicsServer3D::BODY_MODE_KINEMATIC != mode) { return; + } Vector3 newGravity(0.0, 0.0, 0.0); real_t newLinearDamp = MAX(0.0, linearDamp); @@ -1001,12 +1018,14 @@ void RigidBodyBullet::_internal_set_mass(real_t p_mass) { // Rigidbody is dynamic if and only if mass is non Zero, otherwise static const bool isDynamic = p_mass != 0.f; if (isDynamic) { - if (PhysicsServer3D::BODY_MODE_RIGID != mode && PhysicsServer3D::BODY_MODE_CHARACTER != mode) + if (PhysicsServer3D::BODY_MODE_RIGID != mode && PhysicsServer3D::BODY_MODE_CHARACTER != mode) { return; + } m_isStatic = false; - if (mainShape) + if (mainShape) { mainShape->calculateLocalInertia(p_mass, localInertia); + } if (PhysicsServer3D::BODY_MODE_RIGID == mode) { btBody->setCollisionFlags(clearedCurrentFlags); // Just set the flags without Kin and Static @@ -1020,8 +1039,9 @@ void RigidBodyBullet::_internal_set_mass(real_t p_mass) { btBody->forceActivationState(DISABLE_DEACTIVATION); // DISABLE_DEACTIVATION 4 } } else { - if (PhysicsServer3D::BODY_MODE_STATIC != mode && PhysicsServer3D::BODY_MODE_KINEMATIC != mode) + if (PhysicsServer3D::BODY_MODE_STATIC != mode && PhysicsServer3D::BODY_MODE_KINEMATIC != mode) { return; + } m_isStatic = true; if (PhysicsServer3D::BODY_MODE_STATIC == mode) { |