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-rw-r--r--scene/3d/physics_body_3d.cpp429
1 files changed, 191 insertions, 238 deletions
diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp
index 06a4087b60..00c6664e65 100644
--- a/scene/3d/physics_body_3d.cpp
+++ b/scene/3d/physics_body_3d.cpp
@@ -223,121 +223,113 @@ Ref<PhysicsMaterial> StaticBody3D::get_physics_material_override() const {
return physics_material_override;
}
-void StaticBody3D::set_kinematic_motion_enabled(bool p_enabled) {
- if (p_enabled == kinematic_motion) {
- return;
- }
+void StaticBody3D::set_constant_linear_velocity(const Vector3 &p_vel) {
+ constant_linear_velocity = p_vel;
- kinematic_motion = p_enabled;
+ PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, constant_linear_velocity);
+}
- if (kinematic_motion) {
- set_body_mode(PhysicsServer3D::BODY_MODE_KINEMATIC);
- } else {
- set_body_mode(PhysicsServer3D::BODY_MODE_STATIC);
- }
+void StaticBody3D::set_constant_angular_velocity(const Vector3 &p_vel) {
+ constant_angular_velocity = p_vel;
-#ifdef TOOLS_ENABLED
- if (Engine::get_singleton()->is_editor_hint()) {
- update_configuration_warnings();
- return;
- }
-#endif
+ PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY, constant_angular_velocity);
+}
- _update_kinematic_motion();
+Vector3 StaticBody3D::get_constant_linear_velocity() const {
+ return constant_linear_velocity;
}
-bool StaticBody3D::is_kinematic_motion_enabled() const {
- return kinematic_motion;
+Vector3 StaticBody3D::get_constant_angular_velocity() const {
+ return constant_angular_velocity;
}
-void StaticBody3D::set_constant_linear_velocity(const Vector3 &p_vel) {
- constant_linear_velocity = p_vel;
+void StaticBody3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_constant_linear_velocity", "vel"), &StaticBody3D::set_constant_linear_velocity);
+ ClassDB::bind_method(D_METHOD("set_constant_angular_velocity", "vel"), &StaticBody3D::set_constant_angular_velocity);
+ ClassDB::bind_method(D_METHOD("get_constant_linear_velocity"), &StaticBody3D::get_constant_linear_velocity);
+ ClassDB::bind_method(D_METHOD("get_constant_angular_velocity"), &StaticBody3D::get_constant_angular_velocity);
+
+ ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &StaticBody3D::set_physics_material_override);
+ ClassDB::bind_method(D_METHOD("get_physics_material_override"), &StaticBody3D::get_physics_material_override);
+
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_linear_velocity"), "set_constant_linear_velocity", "get_constant_linear_velocity");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_angular_velocity"), "set_constant_angular_velocity", "get_constant_angular_velocity");
+}
+
+StaticBody3D::StaticBody3D(PhysicsServer3D::BodyMode p_mode) :
+ PhysicsBody3D(p_mode) {
+}
- if (kinematic_motion) {
- _update_kinematic_motion();
+void StaticBody3D::_reload_physics_characteristics() {
+ if (physics_material_override.is_null()) {
+ PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_BOUNCE, 0);
+ PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_FRICTION, 1);
} else {
- PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, constant_linear_velocity);
+ PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce());
+ PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_FRICTION, physics_material_override->computed_friction());
}
}
-void StaticBody3D::set_sync_to_physics(bool p_enable) {
+Vector3 AnimatableBody3D::get_linear_velocity() const {
+ return linear_velocity;
+}
+
+Vector3 AnimatableBody3D::get_angular_velocity() const {
+ return angular_velocity;
+}
+
+void AnimatableBody3D::set_sync_to_physics(bool p_enable) {
if (sync_to_physics == p_enable) {
return;
}
sync_to_physics = p_enable;
+ _update_kinematic_motion();
+}
+
+bool AnimatableBody3D::is_sync_to_physics_enabled() const {
+ return sync_to_physics;
+}
+
+void AnimatableBody3D::_update_kinematic_motion() {
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
- update_configuration_warnings();
return;
}
#endif
- if (kinematic_motion) {
- _update_kinematic_motion();
+ if (sync_to_physics) {
+ set_only_update_transform_changes(true);
+ set_notify_local_transform(true);
+ } else {
+ set_only_update_transform_changes(false);
+ set_notify_local_transform(false);
}
}
-bool StaticBody3D::is_sync_to_physics_enabled() const {
- return sync_to_physics;
+void AnimatableBody3D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state) {
+ AnimatableBody3D *body = (AnimatableBody3D *)p_instance;
+ body->_body_state_changed(p_state);
}
-void StaticBody3D::_direct_state_changed(Object *p_state) {
- PhysicsDirectBodyState3D *state = Object::cast_to<PhysicsDirectBodyState3D>(p_state);
- ERR_FAIL_NULL_MSG(state, "Method '_direct_state_changed' must receive a valid PhysicsDirectBodyState3D object as argument");
-
- linear_velocity = state->get_linear_velocity();
- angular_velocity = state->get_angular_velocity();
+void AnimatableBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
+ linear_velocity = p_state->get_linear_velocity();
+ angular_velocity = p_state->get_angular_velocity();
if (!sync_to_physics) {
return;
}
- last_valid_transform = state->get_transform();
+ last_valid_transform = p_state->get_transform();
set_notify_local_transform(false);
set_global_transform(last_valid_transform);
set_notify_local_transform(true);
_on_transform_changed();
}
-TypedArray<String> StaticBody3D::get_configuration_warnings() const {
- TypedArray<String> warnings = PhysicsBody3D::get_configuration_warnings();
-
- if (sync_to_physics && !kinematic_motion) {
- warnings.push_back(TTR("Sync to physics works only when kinematic motion is enabled."));
- }
-
- return warnings;
-}
-
-void StaticBody3D::set_constant_angular_velocity(const Vector3 &p_vel) {
- constant_angular_velocity = p_vel;
-
- if (kinematic_motion) {
- _update_kinematic_motion();
- } else {
- PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY, constant_angular_velocity);
- }
-}
-
-Vector3 StaticBody3D::get_constant_linear_velocity() const {
- return constant_linear_velocity;
-}
-
-Vector3 StaticBody3D::get_constant_angular_velocity() const {
- return constant_angular_velocity;
-}
-
-Vector3 StaticBody3D::get_linear_velocity() const {
- return linear_velocity;
-}
-
-Vector3 StaticBody3D::get_angular_velocity() const {
- return angular_velocity;
-}
-
-void StaticBody3D::_notification(int p_what) {
+void AnimatableBody3D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
last_valid_transform = get_global_transform();
@@ -347,17 +339,6 @@ void StaticBody3D::_notification(int p_what) {
// Used by sync to physics, send the new transform to the physics...
Transform3D new_transform = get_global_transform();
- real_t delta_time = get_physics_process_delta_time();
- new_transform.origin += constant_linear_velocity * delta_time;
-
- real_t ang_vel = constant_angular_velocity.length();
- if (!Math::is_zero_approx(ang_vel)) {
- Vector3 ang_vel_axis = constant_angular_velocity / ang_vel;
- Basis rot(ang_vel_axis, ang_vel * delta_time);
- new_transform.basis = rot * new_transform.basis;
- new_transform.orthonormalize();
- }
-
PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_TRANSFORM, new_transform);
// ... but then revert changes.
@@ -366,108 +347,21 @@ void StaticBody3D::_notification(int p_what) {
set_notify_local_transform(true);
_on_transform_changed();
} break;
-
- case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
-#ifdef TOOLS_ENABLED
- if (Engine::get_singleton()->is_editor_hint()) {
- return;
- }
-#endif
-
- ERR_FAIL_COND(!kinematic_motion);
-
- Transform3D new_transform = get_global_transform();
-
- real_t delta_time = get_physics_process_delta_time();
- new_transform.origin += constant_linear_velocity * delta_time;
-
- real_t ang_vel = constant_angular_velocity.length();
- if (!Math::is_zero_approx(ang_vel)) {
- Vector3 ang_vel_axis = constant_angular_velocity / ang_vel;
- Basis rot(ang_vel_axis, ang_vel * delta_time);
- new_transform.basis = rot * new_transform.basis;
- new_transform.orthonormalize();
- }
-
- if (sync_to_physics) {
- // Propagate transform change to node.
- set_global_transform(new_transform);
- } else {
- PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_TRANSFORM, new_transform);
-
- // Propagate transform change to node.
- set_ignore_transform_notification(true);
- set_global_transform(new_transform);
- set_ignore_transform_notification(false);
- _on_transform_changed();
- }
- } break;
}
}
-void StaticBody3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_constant_linear_velocity", "vel"), &StaticBody3D::set_constant_linear_velocity);
- ClassDB::bind_method(D_METHOD("set_constant_angular_velocity", "vel"), &StaticBody3D::set_constant_angular_velocity);
- ClassDB::bind_method(D_METHOD("get_constant_linear_velocity"), &StaticBody3D::get_constant_linear_velocity);
- ClassDB::bind_method(D_METHOD("get_constant_angular_velocity"), &StaticBody3D::get_constant_angular_velocity);
-
- ClassDB::bind_method(D_METHOD("set_kinematic_motion_enabled", "enabled"), &StaticBody3D::set_kinematic_motion_enabled);
- ClassDB::bind_method(D_METHOD("is_kinematic_motion_enabled"), &StaticBody3D::is_kinematic_motion_enabled);
+void AnimatableBody3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &AnimatableBody3D::set_sync_to_physics);
+ ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &AnimatableBody3D::is_sync_to_physics_enabled);
- ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &StaticBody3D::set_physics_material_override);
- ClassDB::bind_method(D_METHOD("get_physics_material_override"), &StaticBody3D::get_physics_material_override);
-
- ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &StaticBody3D::set_sync_to_physics);
- ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &StaticBody3D::is_sync_to_physics_enabled);
-
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_linear_velocity"), "set_constant_linear_velocity", "get_constant_linear_velocity");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_angular_velocity"), "set_constant_angular_velocity", "get_constant_angular_velocity");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "kinematic_motion"), "set_kinematic_motion_enabled", "is_kinematic_motion_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled");
}
-StaticBody3D::StaticBody3D() :
- PhysicsBody3D(PhysicsServer3D::BODY_MODE_STATIC) {
-}
+AnimatableBody3D::AnimatableBody3D() :
+ StaticBody3D(PhysicsServer3D::BODY_MODE_KINEMATIC) {
+ PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), this, _body_state_changed_callback);
-void StaticBody3D::_reload_physics_characteristics() {
- if (physics_material_override.is_null()) {
- PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_BOUNCE, 0);
- PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_FRICTION, 1);
- } else {
- PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce());
- PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_FRICTION, physics_material_override->computed_friction());
- }
-}
-
-void StaticBody3D::_update_kinematic_motion() {
-#ifdef TOOLS_ENABLED
- if (Engine::get_singleton()->is_editor_hint()) {
- return;
- }
-#endif
-
- if (kinematic_motion && sync_to_physics) {
- set_only_update_transform_changes(true);
- set_notify_local_transform(true);
- } else {
- set_only_update_transform_changes(false);
- set_notify_local_transform(false);
- }
-
- bool needs_physics_process = false;
- if (kinematic_motion) {
- PhysicsServer3D::get_singleton()->body_set_force_integration_callback(get_rid(), callable_mp(this, &StaticBody3D::_direct_state_changed));
-
- if (!constant_angular_velocity.is_equal_approx(Vector3()) || !constant_linear_velocity.is_equal_approx(Vector3())) {
- needs_physics_process = true;
- }
- } else {
- PhysicsServer3D::get_singleton()->body_set_force_integration_callback(get_rid(), Callable());
- }
-
- set_physics_process_internal(needs_physics_process);
+ _update_kinematic_motion();
}
void RigidBody3D::_body_enter_tree(ObjectID p_id) {
@@ -582,25 +476,26 @@ struct _RigidBodyInOut {
int local_shape = 0;
};
-void RigidBody3D::_direct_state_changed(Object *p_state) {
-#ifdef DEBUG_ENABLED
- state = Object::cast_to<PhysicsDirectBodyState3D>(p_state);
- ERR_FAIL_NULL_MSG(state, "Method '_direct_state_changed' must receive a valid PhysicsDirectBodyState3D object as argument");
-#else
- state = (PhysicsDirectBodyState3D *)p_state; //trust it
-#endif
+void RigidBody3D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state) {
+ RigidBody3D *body = (RigidBody3D *)p_instance;
+ body->_body_state_changed(p_state);
+}
+void RigidBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
set_ignore_transform_notification(true);
- set_global_transform(state->get_transform());
- linear_velocity = state->get_linear_velocity();
- angular_velocity = state->get_angular_velocity();
- inverse_inertia_tensor = state->get_inverse_inertia_tensor();
- if (sleeping != state->is_sleeping()) {
- sleeping = state->is_sleeping();
+ set_global_transform(p_state->get_transform());
+
+ linear_velocity = p_state->get_linear_velocity();
+ angular_velocity = p_state->get_angular_velocity();
+
+ inverse_inertia_tensor = p_state->get_inverse_inertia_tensor();
+
+ if (sleeping != p_state->is_sleeping()) {
+ sleeping = p_state->is_sleeping();
emit_signal(SceneStringNames::get_singleton()->sleeping_state_changed);
}
- GDVIRTUAL_CALL(_integrate_forces, state);
+ GDVIRTUAL_CALL(_integrate_forces, p_state);
set_ignore_transform_notification(false);
_on_transform_changed();
@@ -617,18 +512,18 @@ void RigidBody3D::_direct_state_changed(Object *p_state) {
}
}
- _RigidBodyInOut *toadd = (_RigidBodyInOut *)alloca(state->get_contact_count() * sizeof(_RigidBodyInOut));
+ _RigidBodyInOut *toadd = (_RigidBodyInOut *)alloca(p_state->get_contact_count() * sizeof(_RigidBodyInOut));
int toadd_count = 0; //state->get_contact_count();
RigidBody3D_RemoveAction *toremove = (RigidBody3D_RemoveAction *)alloca(rc * sizeof(RigidBody3D_RemoveAction));
int toremove_count = 0;
//put the ones to add
- for (int i = 0; i < state->get_contact_count(); i++) {
- RID rid = state->get_contact_collider(i);
- ObjectID obj = state->get_contact_collider_id(i);
- int local_shape = state->get_contact_local_shape(i);
- int shape = state->get_contact_collider_shape(i);
+ for (int i = 0; i < p_state->get_contact_count(); i++) {
+ RID rid = p_state->get_contact_collider(i);
+ ObjectID obj = p_state->get_contact_collider_id(i);
+ int local_shape = p_state->get_contact_local_shape(i);
+ int shape = p_state->get_contact_collider_shape(i);
//bool found=false;
@@ -683,8 +578,6 @@ void RigidBody3D::_direct_state_changed(Object *p_state) {
contact_monitor->locked = false;
}
-
- state = nullptr;
}
void RigidBody3D::_notification(int p_what) {
@@ -738,6 +631,60 @@ real_t RigidBody3D::get_mass() const {
return mass;
}
+void RigidBody3D::set_inertia(const Vector3 &p_inertia) {
+ ERR_FAIL_COND(p_inertia.x < 0);
+ ERR_FAIL_COND(p_inertia.y < 0);
+ ERR_FAIL_COND(p_inertia.z < 0);
+
+ inertia = p_inertia;
+ PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_INERTIA, inertia);
+}
+
+const Vector3 &RigidBody3D::get_inertia() const {
+ return inertia;
+}
+
+void RigidBody3D::set_center_of_mass_mode(CenterOfMassMode p_mode) {
+ if (center_of_mass_mode == p_mode) {
+ return;
+ }
+
+ center_of_mass_mode = p_mode;
+
+ switch (center_of_mass_mode) {
+ case CENTER_OF_MASS_MODE_AUTO: {
+ center_of_mass = Vector3();
+ PhysicsServer3D::get_singleton()->body_reset_mass_properties(get_rid());
+ if (inertia != Vector3()) {
+ PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_INERTIA, inertia);
+ }
+ } break;
+
+ case CENTER_OF_MASS_MODE_CUSTOM: {
+ PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS, center_of_mass);
+ } break;
+ }
+}
+
+RigidBody3D::CenterOfMassMode RigidBody3D::get_center_of_mass_mode() const {
+ return center_of_mass_mode;
+}
+
+void RigidBody3D::set_center_of_mass(const Vector3 &p_center_of_mass) {
+ if (center_of_mass == p_center_of_mass) {
+ return;
+ }
+
+ ERR_FAIL_COND(center_of_mass_mode != CENTER_OF_MASS_MODE_CUSTOM);
+ center_of_mass = p_center_of_mass;
+
+ PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS, center_of_mass);
+}
+
+const Vector3 &RigidBody3D::get_center_of_mass() const {
+ return center_of_mass;
+}
+
void RigidBody3D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {
if (physics_material_override.is_valid()) {
if (physics_material_override->is_connected(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidBody3D::_reload_physics_characteristics))) {
@@ -787,25 +734,15 @@ real_t RigidBody3D::get_angular_damp() const {
}
void RigidBody3D::set_axis_velocity(const Vector3 &p_axis) {
- Vector3 v = state ? state->get_linear_velocity() : linear_velocity;
Vector3 axis = p_axis.normalized();
- v -= axis * axis.dot(v);
- v += p_axis;
- if (state) {
- set_linear_velocity(v);
- } else {
- PhysicsServer3D::get_singleton()->body_set_axis_velocity(get_rid(), p_axis);
- linear_velocity = v;
- }
+ linear_velocity -= axis * axis.dot(linear_velocity);
+ linear_velocity += p_axis;
+ PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
}
void RigidBody3D::set_linear_velocity(const Vector3 &p_velocity) {
linear_velocity = p_velocity;
- if (state) {
- state->set_linear_velocity(linear_velocity);
- } else {
- PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
- }
+ PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
}
Vector3 RigidBody3D::get_linear_velocity() const {
@@ -814,11 +751,7 @@ Vector3 RigidBody3D::get_linear_velocity() const {
void RigidBody3D::set_angular_velocity(const Vector3 &p_velocity) {
angular_velocity = p_velocity;
- if (state) {
- state->set_angular_velocity(angular_velocity);
- } else {
- PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY, angular_velocity);
- }
+ PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY, angular_velocity);
}
Vector3 RigidBody3D::get_angular_velocity() const {
@@ -972,6 +905,15 @@ void RigidBody3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_mass", "mass"), &RigidBody3D::set_mass);
ClassDB::bind_method(D_METHOD("get_mass"), &RigidBody3D::get_mass);
+ ClassDB::bind_method(D_METHOD("set_inertia", "inertia"), &RigidBody3D::set_inertia);
+ ClassDB::bind_method(D_METHOD("get_inertia"), &RigidBody3D::get_inertia);
+
+ ClassDB::bind_method(D_METHOD("set_center_of_mass_mode", "mode"), &RigidBody3D::set_center_of_mass_mode);
+ ClassDB::bind_method(D_METHOD("get_center_of_mass_mode"), &RigidBody3D::get_center_of_mass_mode);
+
+ ClassDB::bind_method(D_METHOD("set_center_of_mass", "center_of_mass"), &RigidBody3D::set_center_of_mass);
+ ClassDB::bind_method(D_METHOD("get_center_of_mass"), &RigidBody3D::get_center_of_mass);
+
ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &RigidBody3D::set_physics_material_override);
ClassDB::bind_method(D_METHOD("get_physics_material_override"), &RigidBody3D::get_physics_material_override);
@@ -1025,7 +967,11 @@ void RigidBody3D::_bind_methods() {
GDVIRTUAL_BIND(_integrate_forces, "state");
ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Dynamic,Static,DynamicLocked,Kinematic"), "set_mode", "get_mode");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_RANGE, "0.01,65535,0.01,exp"), "set_mass", "get_mass");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_RANGE, "0.01,1000,0.01,or_greater,exp"), "set_mass", "get_mass");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "inertia", PROPERTY_HINT_RANGE, "0,1000,0.01,or_greater,exp"), "set_inertia", "get_inertia");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "center_of_mass_mode", PROPERTY_HINT_ENUM, "Auto,Custom", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_center_of_mass_mode", "get_center_of_mass_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "center_of_mass", PROPERTY_HINT_RANGE, "-10,10,0.01,or_lesser,or_greater"), "set_center_of_mass", "get_center_of_mass");
+ ADD_LINKED_PROPERTY("center_of_mass_mode", "center_of_mass");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity_scale", PROPERTY_HINT_RANGE, "-128,128,0.01"), "set_gravity_scale", "get_gravity_scale");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "custom_integrator"), "set_use_custom_integrator", "is_using_custom_integrator");
@@ -1051,11 +997,22 @@ void RigidBody3D::_bind_methods() {
BIND_ENUM_CONSTANT(MODE_STATIC);
BIND_ENUM_CONSTANT(MODE_DYNAMIC_LOCKED);
BIND_ENUM_CONSTANT(MODE_KINEMATIC);
+
+ BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_AUTO);
+ BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_CUSTOM);
+}
+
+void RigidBody3D::_validate_property(PropertyInfo &property) const {
+ if (center_of_mass_mode != CENTER_OF_MASS_MODE_CUSTOM) {
+ if (property.name == "center_of_mass") {
+ property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
+ }
+ }
}
RigidBody3D::RigidBody3D() :
PhysicsBody3D(PhysicsServer3D::BODY_MODE_DYNAMIC) {
- PhysicsServer3D::get_singleton()->body_set_force_integration_callback(get_rid(), callable_mp(this, &RigidBody3D::_direct_state_changed));
+ PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), this, _body_state_changed_callback);
}
RigidBody3D::~RigidBody3D() {
@@ -1083,7 +1040,7 @@ bool CharacterBody3D::move_and_slide() {
bool was_on_floor = on_floor;
// Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky
- float delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
+ double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
for (int i = 0; i < 3; i++) {
if (locked_axis & (1 << i)) {
@@ -2252,23 +2209,19 @@ void PhysicalBone3D::_notification(int p_what) {
}
}
-void PhysicalBone3D::_direct_state_changed(Object *p_state) {
+void PhysicalBone3D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state) {
+ PhysicalBone3D *bone = (PhysicalBone3D *)p_instance;
+ bone->_body_state_changed(p_state);
+}
+
+void PhysicalBone3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
if (!simulate_physics || !_internal_simulate_physics) {
return;
}
- /// Update bone transform
-
- PhysicsDirectBodyState3D *state;
-
-#ifdef DEBUG_ENABLED
- state = Object::cast_to<PhysicsDirectBodyState3D>(p_state);
- ERR_FAIL_NULL_MSG(state, "Method '_direct_state_changed' must receive a valid PhysicsDirectBodyState3D object as argument");
-#else
- state = (PhysicsDirectBodyState3D *)p_state; //trust it
-#endif
+ /// Update bone transform.
- Transform3D global_transform(state->get_transform());
+ Transform3D global_transform(p_state->get_transform());
set_ignore_transform_notification(true);
set_global_transform(global_transform);
@@ -2332,7 +2285,7 @@ void PhysicalBone3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "body_offset"), "set_body_offset", "get_body_offset");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_RANGE, "0.01,65535,0.01,exp"), "set_mass", "get_mass");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_RANGE, "0.01,1000,0.01,or_greater,exp"), "set_mass", "get_mass");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "friction", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_friction", "get_friction");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_bounce", "get_bounce");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity_scale", PROPERTY_HINT_RANGE, "-10,10,0.01"), "set_gravity_scale", "get_gravity_scale");
@@ -2730,7 +2683,7 @@ void PhysicalBone3D::_start_physics_simulation() {
set_body_mode(PhysicsServer3D::BODY_MODE_DYNAMIC);
PhysicsServer3D::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer());
PhysicsServer3D::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask());
- PhysicsServer3D::get_singleton()->body_set_force_integration_callback(get_rid(), callable_mp(this, &PhysicalBone3D::_direct_state_changed));
+ PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), this, _body_state_changed_callback);
set_as_top_level(true);
_internal_simulate_physics = true;
}
@@ -2749,7 +2702,7 @@ void PhysicalBone3D::_stop_physics_simulation() {
PhysicsServer3D::get_singleton()->body_set_collision_mask(get_rid(), 0);
}
if (_internal_simulate_physics) {
- PhysicsServer3D::get_singleton()->body_set_force_integration_callback(get_rid(), Callable());
+ PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), nullptr, nullptr);
parent_skeleton->set_bone_global_pose_override(bone_id, Transform3D(), 0.0, false);
set_as_top_level(false);
_internal_simulate_physics = false;