diff options
Diffstat (limited to 'modules/bullet')
-rw-r--r-- | modules/bullet/bullet_physics_server.cpp | 8 | ||||
-rw-r--r-- | modules/bullet/bullet_physics_server.h | 4 | ||||
-rw-r--r-- | modules/bullet/rigid_body_bullet.cpp | 41 | ||||
-rw-r--r-- | modules/bullet/rigid_body_bullet.h | 7 |
4 files changed, 34 insertions, 26 deletions
diff --git a/modules/bullet/bullet_physics_server.cpp b/modules/bullet/bullet_physics_server.cpp index 339dccce33..b233edc0d4 100644 --- a/modules/bullet/bullet_physics_server.cpp +++ b/modules/bullet/bullet_physics_server.cpp @@ -723,16 +723,16 @@ void BulletPhysicsServer::body_set_axis_velocity(RID p_body, const Vector3 &p_ax body->set_linear_velocity(v); } -void BulletPhysicsServer::body_set_axis_lock(RID p_body, int axis, bool p_lock) { +void BulletPhysicsServer::body_set_axis_lock(RID p_body, BodyAxis p_axis, bool p_lock) { RigidBodyBullet *body = rigid_body_owner.get(p_body); ERR_FAIL_COND(!body); - body->set_axis_lock(axis, p_lock); + body->set_axis_lock(p_axis, p_lock); } -bool BulletPhysicsServer::body_get_axis_lock(RID p_body) const { +bool BulletPhysicsServer::body_is_axis_locked(RID p_body, BodyAxis p_axis) const { const RigidBodyBullet *body = rigid_body_owner.get(p_body); ERR_FAIL_COND_V(!body, 0); - return body->get_axis_lock(); + return body->is_axis_locked(p_axis); } void BulletPhysicsServer::body_add_collision_exception(RID p_body, RID p_body_b) { diff --git a/modules/bullet/bullet_physics_server.h b/modules/bullet/bullet_physics_server.h index ed5acb9041..8a10c87fc6 100644 --- a/modules/bullet/bullet_physics_server.h +++ b/modules/bullet/bullet_physics_server.h @@ -226,8 +226,8 @@ public: virtual void body_apply_torque_impulse(RID p_body, const Vector3 &p_impulse); virtual void body_set_axis_velocity(RID p_body, const Vector3 &p_axis_velocity); - virtual void body_set_axis_lock(RID p_body, int axis, bool p_lock); - virtual bool body_get_axis_lock(RID p_body) const; + virtual void body_set_axis_lock(RID p_body, BodyAxis p_axis, bool p_lock); + virtual bool body_is_axis_locked(RID p_body, BodyAxis p_axis) const; virtual void body_add_collision_exception(RID p_body, RID p_body_b); virtual void body_remove_collision_exception(RID p_body, RID p_body_b); diff --git a/modules/bullet/rigid_body_bullet.cpp b/modules/bullet/rigid_body_bullet.cpp index 843bdab31f..dd2e17c110 100644 --- a/modules/bullet/rigid_body_bullet.cpp +++ b/modules/bullet/rigid_body_bullet.cpp @@ -253,6 +253,7 @@ void RigidBodyBullet::KinematicUtilities::just_delete_shapes(int new_size) { RigidBodyBullet::RigidBodyBullet() : RigidCollisionObjectBullet(CollisionObjectBullet::TYPE_RIGID_BODY), kinematic_utilities(NULL), + locked_axis(0), gravity_scale(1), mass(1), linearDamp(0), @@ -277,7 +278,7 @@ RigidBodyBullet::RigidBodyBullet() : setupBulletCollisionObject(btBody); set_mode(PhysicsServer::BODY_MODE_RIGID); - set_axis_lock(0, locked_axis[0]); + reload_axis_lock(); areasWhereIam.resize(maxAreasWhereIam); for (int i = areasWhereIam.size() - 1; 0 <= i; --i) { @@ -498,25 +499,25 @@ void RigidBodyBullet::set_mode(PhysicsServer::BodyMode p_mode) { switch (p_mode) { case PhysicsServer::BODY_MODE_KINEMATIC: mode = PhysicsServer::BODY_MODE_KINEMATIC; - set_axis_lock(0, locked_axis[0]); // Reload axis lock + reload_axis_lock(); _internal_set_mass(0); init_kinematic_utilities(); break; case PhysicsServer::BODY_MODE_STATIC: mode = PhysicsServer::BODY_MODE_STATIC; - set_axis_lock(0, locked_axis[0]); // Reload axis lock + reload_axis_lock(); _internal_set_mass(0); break; case PhysicsServer::BODY_MODE_RIGID: { mode = PhysicsServer::BODY_MODE_RIGID; - set_axis_lock(0, locked_axis[0]); // Reload axis lock + reload_axis_lock(); _internal_set_mass(0 == mass ? 1 : mass); scratch_space_override_modificator(); break; } case PhysicsServer::BODY_MODE_CHARACTER: { mode = PhysicsServer::BODY_MODE_CHARACTER; - set_axis_lock(0, locked_axis[0]); // Reload axis lock + reload_axis_lock(); _internal_set_mass(0 == mass ? 1 : mass); scratch_space_override_modificator(); break; @@ -655,25 +656,31 @@ Vector3 RigidBodyBullet::get_applied_torque() const { return gTotTorq; } -void RigidBodyBullet::set_axis_lock(int axis, bool p_lock) { - locked_axis[axis] = p_lock; +void RigidBodyBullet::set_axis_lock(PhysicsServer::BodyAxis p_axis, bool lock) { + if (lock) { + locked_axis |= p_axis; + } else { + locked_axis &= ~p_axis; + } - btBody->setLinearFactor(btVector3(locked_axis[0] ? 0 : 1., locked_axis[1] ? 0 : 1., locked_axis[2] ? 0 : 1.)); - if (locked_axis[0] || locked_axis[1] || locked_axis[2]) - btBody->setAngularFactor(btVector3(locked_axis[0] ? 1. : 0, locked_axis[1] ? 1. : 0, locked_axis[2] ? 1. : 0)); - else - btBody->setAngularFactor(btVector3(1., 1., 1.)); + reload_axis_lock(); +} + +bool RigidBodyBullet::is_axis_locked(PhysicsServer::BodyAxis p_axis) const { + return locked_axis & p_axis; +} +void RigidBodyBullet::reload_axis_lock() { + + btBody->setLinearFactor(btVector3(!is_axis_locked(PhysicsServer::BODY_AXIS_LINEAR_X), !is_axis_locked(PhysicsServer::BODY_AXIS_LINEAR_Y), !is_axis_locked(PhysicsServer::BODY_AXIS_LINEAR_Z))); if (PhysicsServer::BODY_MODE_CHARACTER == mode) { - /// When character lock angular + /// When character angular is always locked btBody->setAngularFactor(btVector3(0., 0., 0.)); + } else { + btBody->setAngularFactor(btVector3(!is_axis_locked(PhysicsServer::BODY_AXIS_ANGULAR_X), !is_axis_locked(PhysicsServer::BODY_AXIS_ANGULAR_Y), !is_axis_locked(PhysicsServer::BODY_AXIS_ANGULAR_Z))); } } -bool RigidBodyBullet::get_axis_lock() const { - return locked_axis; -} - void RigidBodyBullet::set_continuous_collision_detection(bool p_enable) { if (p_enable) { // This threshold enable CCD if the object moves more than diff --git a/modules/bullet/rigid_body_bullet.h b/modules/bullet/rigid_body_bullet.h index fde8b21e17..c0eb148e24 100644 --- a/modules/bullet/rigid_body_bullet.h +++ b/modules/bullet/rigid_body_bullet.h @@ -184,9 +184,9 @@ private: KinematicUtilities *kinematic_utilities; PhysicsServer::BodyMode mode; - bool locked_axis[3] = { false, false, false }; GodotMotionState *godotMotionState; btRigidBody *btBody; + uint16_t locked_axis; real_t mass; real_t gravity_scale; real_t linearDamp; @@ -269,8 +269,9 @@ public: void set_applied_torque(const Vector3 &p_torque); Vector3 get_applied_torque() const; - void set_axis_lock(int axis, bool p_lock); - bool get_axis_lock() const; + void set_axis_lock(PhysicsServer::BodyAxis p_axis, bool lock); + bool is_axis_locked(PhysicsServer::BodyAxis p_axis) const; + void reload_axis_lock(); /// Doc: /// http://www.bulletphysics.org/mediawiki-1.5.8/index.php?title=Anti_tunneling_by_Motion_Clamping |