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-rw-r--r--scene/3d/physics_body_3d.cpp842
1 files changed, 449 insertions, 393 deletions
diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp
index e225c1f22d..25c7c3d798 100644
--- a/scene/3d/physics_body_3d.cpp
+++ b/scene/3d/physics_body_3d.cpp
@@ -43,62 +43,35 @@
#include "editor/plugins/node_3d_editor_plugin.h"
#endif
-Vector3 PhysicsBody3D::get_linear_velocity() const {
- return Vector3();
-}
-
-Vector3 PhysicsBody3D::get_angular_velocity() const {
- return Vector3();
-}
-
-real_t PhysicsBody3D::get_inverse_mass() const {
- return 0;
-}
-
-void PhysicsBody3D::set_collision_layer(uint32_t p_layer) {
- collision_layer = p_layer;
- PhysicsServer3D::get_singleton()->body_set_collision_layer(get_rid(), p_layer);
-}
-
-uint32_t PhysicsBody3D::get_collision_layer() const {
- return collision_layer;
-}
+void PhysicsBody3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "test_only", "safe_margin"), &PhysicsBody3D::_move, DEFVAL(true), DEFVAL(true), DEFVAL(false), DEFVAL(0.001));
+ ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "collision", "safe_margin"), &PhysicsBody3D::test_move, DEFVAL(true), DEFVAL(true), DEFVAL(Variant()), DEFVAL(0.001));
-void PhysicsBody3D::set_collision_mask(uint32_t p_mask) {
- collision_mask = p_mask;
- PhysicsServer3D::get_singleton()->body_set_collision_mask(get_rid(), p_mask);
-}
+ ClassDB::bind_method(D_METHOD("set_axis_lock", "axis", "lock"), &PhysicsBody3D::set_axis_lock);
+ ClassDB::bind_method(D_METHOD("get_axis_lock", "axis"), &PhysicsBody3D::get_axis_lock);
-uint32_t PhysicsBody3D::get_collision_mask() const {
- return collision_mask;
-}
+ ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &PhysicsBody3D::get_collision_exceptions);
+ ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &PhysicsBody3D::add_collision_exception_with);
+ ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &PhysicsBody3D::remove_collision_exception_with);
-void PhysicsBody3D::set_collision_mask_bit(int p_bit, bool p_value) {
- uint32_t mask = get_collision_mask();
- if (p_value) {
- mask |= 1 << p_bit;
- } else {
- mask &= ~(1 << p_bit);
- }
- set_collision_mask(mask);
+ ADD_GROUP("Axis Lock", "axis_lock_");
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_x"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_X);
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_y"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_Y);
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_z"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_Z);
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_x"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_ANGULAR_X);
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_y"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_ANGULAR_Y);
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_z"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_ANGULAR_Z);
}
-bool PhysicsBody3D::get_collision_mask_bit(int p_bit) const {
- return get_collision_mask() & (1 << p_bit);
+PhysicsBody3D::PhysicsBody3D(PhysicsServer3D::BodyMode p_mode) :
+ CollisionObject3D(PhysicsServer3D::get_singleton()->body_create(), false) {
+ PhysicsServer3D::get_singleton()->body_set_mode(get_rid(), p_mode);
}
-void PhysicsBody3D::set_collision_layer_bit(int p_bit, bool p_value) {
- uint32_t mask = get_collision_layer();
- if (p_value) {
- mask |= 1 << p_bit;
- } else {
- mask &= ~(1 << p_bit);
+PhysicsBody3D::~PhysicsBody3D() {
+ if (motion_cache.is_valid()) {
+ motion_cache->owner = nullptr;
}
- set_collision_layer(mask);
-}
-
-bool PhysicsBody3D::get_collision_layer_bit(int p_bit) const {
- return get_collision_layer() & (1 << p_bit);
}
TypedArray<PhysicsBody3D> PhysicsBody3D::get_collision_exceptions() {
@@ -129,29 +102,75 @@ void PhysicsBody3D::remove_collision_exception_with(Node *p_node) {
PhysicsServer3D::get_singleton()->body_remove_collision_exception(get_rid(), collision_object->get_rid());
}
-void PhysicsBody3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &PhysicsBody3D::set_collision_layer);
- ClassDB::bind_method(D_METHOD("get_collision_layer"), &PhysicsBody3D::get_collision_layer);
+Ref<KinematicCollision3D> PhysicsBody3D::_move(const Vector3 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, bool p_test_only, real_t p_margin) {
+ PhysicsServer3D::MotionResult result;
+ if (move_and_collide(p_motion, p_infinite_inertia, result, p_margin, p_exclude_raycast_shapes, p_test_only)) {
+ if (motion_cache.is_null()) {
+ motion_cache.instance();
+ motion_cache->owner = this;
+ }
- ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &PhysicsBody3D::set_collision_mask);
- ClassDB::bind_method(D_METHOD("get_collision_mask"), &PhysicsBody3D::get_collision_mask);
+ motion_cache->result = result;
- ClassDB::bind_method(D_METHOD("set_collision_mask_bit", "bit", "value"), &PhysicsBody3D::set_collision_mask_bit);
- ClassDB::bind_method(D_METHOD("get_collision_mask_bit", "bit"), &PhysicsBody3D::get_collision_mask_bit);
+ return motion_cache;
+ }
- ClassDB::bind_method(D_METHOD("set_collision_layer_bit", "bit", "value"), &PhysicsBody3D::set_collision_layer_bit);
- ClassDB::bind_method(D_METHOD("get_collision_layer_bit", "bit"), &PhysicsBody3D::get_collision_layer_bit);
+ return Ref<KinematicCollision3D>();
+}
+
+bool PhysicsBody3D::move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, PhysicsServer3D::MotionResult &r_result, real_t p_margin, bool p_exclude_raycast_shapes, bool p_test_only) {
+ Transform3D gt = get_global_transform();
+ bool colliding = PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, p_margin, &r_result, p_exclude_raycast_shapes);
- ADD_GROUP("Collision", "collision_");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
+ for (int i = 0; i < 3; i++) {
+ if (locked_axis & (1 << i)) {
+ r_result.motion[i] = 0;
+ }
+ }
+
+ if (!p_test_only) {
+ gt.origin += r_result.motion;
+ set_global_transform(gt);
+ }
+
+ return colliding;
}
-PhysicsBody3D::PhysicsBody3D(PhysicsServer3D::BodyMode p_mode) :
- CollisionObject3D(PhysicsServer3D::get_singleton()->body_create(), false) {
- PhysicsServer3D::get_singleton()->body_set_mode(get_rid(), p_mode);
- collision_layer = 1;
- collision_mask = 1;
+bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, const Ref<KinematicCollision3D> &r_collision, real_t p_margin) {
+ ERR_FAIL_COND_V(!is_inside_tree(), false);
+
+ PhysicsServer3D::MotionResult *r = nullptr;
+ if (r_collision.is_valid()) {
+ // Needs const_cast because method bindings don't support non-const Ref.
+ r = const_cast<PhysicsServer3D::MotionResult *>(&r_collision->result);
+ }
+
+ return PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, p_infinite_inertia, p_margin, r, p_exclude_raycast_shapes);
+}
+
+void PhysicsBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock) {
+ if (p_lock) {
+ locked_axis |= p_axis;
+ } else {
+ locked_axis &= (~p_axis);
+ }
+ PhysicsServer3D::get_singleton()->body_set_axis_lock(get_rid(), p_axis, p_lock);
+}
+
+bool PhysicsBody3D::get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const {
+ return (locked_axis & p_axis);
+}
+
+Vector3 PhysicsBody3D::get_linear_velocity() const {
+ return Vector3();
+}
+
+Vector3 PhysicsBody3D::get_angular_velocity() const {
+ return Vector3();
+}
+
+real_t PhysicsBody3D::get_inverse_mass() const {
+ return 0;
}
void StaticBody3D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {
@@ -173,14 +192,44 @@ 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;
+ }
+
+ kinematic_motion = p_enabled;
+
+ if (kinematic_motion) {
+ PhysicsServer3D::get_singleton()->body_set_mode(get_rid(), PhysicsServer3D::BODY_MODE_KINEMATIC);
+ } else {
+ PhysicsServer3D::get_singleton()->body_set_mode(get_rid(), PhysicsServer3D::BODY_MODE_STATIC);
+ }
+
+ _update_kinematic_motion();
+}
+
+bool StaticBody3D::is_kinematic_motion_enabled() const {
+ return kinematic_motion;
+}
+
void StaticBody3D::set_constant_linear_velocity(const Vector3 &p_vel) {
constant_linear_velocity = p_vel;
- PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, constant_linear_velocity);
+
+ if (kinematic_motion) {
+ _update_kinematic_motion();
+ } else {
+ PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, constant_linear_velocity);
+ }
}
void StaticBody3D::set_constant_angular_velocity(const Vector3 &p_vel) {
constant_angular_velocity = p_vel;
- PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY, constant_angular_velocity);
+
+ 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 {
@@ -191,30 +240,81 @@ 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) {
+ if (p_what == NOTIFICATION_INTERNAL_PHYSICS_PROCESS) {
+#ifdef TOOLS_ENABLED
+ if (Engine::get_singleton()->is_editor_hint()) {
+ return;
+ }
+#endif
+
+ ERR_FAIL_COND(!kinematic_motion);
+
+ real_t delta_time = get_physics_process_delta_time();
+
+ Transform3D new_transform = get_global_transform();
+ 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);
+
+ // Propagate transform change to node.
+ set_ignore_transform_notification(true);
+ set_global_transform(new_transform);
+ set_ignore_transform_notification(false);
+ _on_transform_changed();
+ }
+}
+
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);
+
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("get_collision_exceptions"), &PhysicsBody3D::get_collision_exceptions);
- ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &PhysicsBody3D::add_collision_exception_with);
- ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &PhysicsBody3D::remove_collision_exception_with);
-
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");
+}
+
+void StaticBody3D::_direct_state_changed(Object *p_state) {
+#ifdef DEBUG_ENABLED
+ 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");
+#else
+ PhysicsDirectBodyState3D *state = (PhysicsDirectBodyState3D *)p_state; //trust it
+#endif
+
+ linear_velocity = state->get_linear_velocity();
+ angular_velocity = state->get_angular_velocity();
}
StaticBody3D::StaticBody3D() :
PhysicsBody3D(PhysicsServer3D::BODY_MODE_STATIC) {
}
-StaticBody3D::~StaticBody3D() {}
-
void StaticBody3D::_reload_physics_characteristics() {
if (physics_material_override.is_null()) {
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_BOUNCE, 0);
@@ -225,6 +325,27 @@ void StaticBody3D::_reload_physics_characteristics() {
}
}
+void StaticBody3D::_update_kinematic_motion() {
+#ifdef TOOLS_ENABLED
+ if (Engine::get_singleton()->is_editor_hint()) {
+ return;
+ }
+#endif
+
+ 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())) {
+ set_physics_process_internal(true);
+ return;
+ }
+ } else {
+ PhysicsServer3D::get_singleton()->body_set_force_integration_callback(get_rid(), Callable());
+ }
+
+ set_physics_process_internal(false);
+}
+
void RigidBody3D::_body_enter_tree(ObjectID p_id) {
Object *obj = ObjectDB::get_instance(p_id);
Node *node = Object::cast_to<Node>(obj);
@@ -242,7 +363,7 @@ void RigidBody3D::_body_enter_tree(ObjectID p_id) {
emit_signal(SceneStringNames::get_singleton()->body_entered, node);
for (int i = 0; i < E->get().shapes.size(); i++) {
- emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_id, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape);
+ emit_signal(SceneStringNames::get_singleton()->body_shape_entered, E->get().rid, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape);
}
contact_monitor->locked = false;
@@ -263,13 +384,13 @@ void RigidBody3D::_body_exit_tree(ObjectID p_id) {
emit_signal(SceneStringNames::get_singleton()->body_exited, node);
for (int i = 0; i < E->get().shapes.size(); i++) {
- emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_id, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape);
+ emit_signal(SceneStringNames::get_singleton()->body_shape_exited, E->get().rid, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape);
}
contact_monitor->locked = false;
}
-void RigidBody3D::_body_inout(int p_status, ObjectID p_instance, int p_body_shape, int p_local_shape) {
+void RigidBody3D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape) {
bool body_in = p_status == 1;
ObjectID objid = p_instance;
@@ -284,6 +405,7 @@ void RigidBody3D::_body_inout(int p_status, ObjectID p_instance, int p_body_shap
if (body_in) {
if (!E) {
E = contact_monitor->body_map.insert(objid, BodyState());
+ E->get().rid = p_body;
//E->get().rc=0;
E->get().in_tree = node && node->is_inside_tree();
if (node) {
@@ -300,7 +422,7 @@ void RigidBody3D::_body_inout(int p_status, ObjectID p_instance, int p_body_shap
}
if (E->get().in_tree) {
- emit_signal(SceneStringNames::get_singleton()->body_shape_entered, objid, node, p_body_shape, p_local_shape);
+ emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_body, node, p_body_shape, p_local_shape);
}
} else {
@@ -324,12 +446,13 @@ void RigidBody3D::_body_inout(int p_status, ObjectID p_instance, int p_body_shap
contact_monitor->body_map.erase(E);
}
if (node && in_tree) {
- emit_signal(SceneStringNames::get_singleton()->body_shape_exited, objid, obj, p_body_shape, p_local_shape);
+ emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_body, obj, p_body_shape, p_local_shape);
}
}
}
struct _RigidBodyInOut {
+ RID rid;
ObjectID id;
int shape = 0;
int local_shape = 0;
@@ -338,6 +461,7 @@ struct _RigidBodyInOut {
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
@@ -355,6 +479,7 @@ void RigidBody3D::_direct_state_changed(Object *p_state) {
get_script_instance()->call("_integrate_forces", state);
}
set_ignore_transform_notification(false);
+ _on_transform_changed();
if (contact_monitor) {
contact_monitor->locked = true;
@@ -376,6 +501,7 @@ void RigidBody3D::_direct_state_changed(Object *p_state) {
//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);
@@ -384,6 +510,7 @@ void RigidBody3D::_direct_state_changed(Object *p_state) {
Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(obj);
if (!E) {
+ toadd[toadd_count].rid = rid;
toadd[toadd_count].local_shape = local_shape;
toadd[toadd_count].id = obj;
toadd[toadd_count].shape = shape;
@@ -394,6 +521,7 @@ void RigidBody3D::_direct_state_changed(Object *p_state) {
ShapePair sp(shape, local_shape);
int idx = E->get().shapes.find(sp);
if (idx == -1) {
+ toadd[toadd_count].rid = rid;
toadd[toadd_count].local_shape = local_shape;
toadd[toadd_count].id = obj;
toadd[toadd_count].shape = shape;
@@ -409,6 +537,7 @@ void RigidBody3D::_direct_state_changed(Object *p_state) {
for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
for (int i = 0; i < E->get().shapes.size(); i++) {
if (!E->get().shapes[i].tagged) {
+ toremove[toremove_count].rid = E->get().rid;
toremove[toremove_count].body_id = E->key();
toremove[toremove_count].pair = E->get().shapes[i];
toremove_count++;
@@ -419,13 +548,13 @@ void RigidBody3D::_direct_state_changed(Object *p_state) {
//process removals
for (int i = 0; i < toremove_count; i++) {
- _body_inout(0, toremove[i].body_id, toremove[i].pair.body_shape, toremove[i].pair.local_shape);
+ _body_inout(0, toremove[i].rid, toremove[i].body_id, toremove[i].pair.body_shape, toremove[i].pair.local_shape);
}
//process additions
for (int i = 0; i < toadd_count; i++) {
- _body_inout(1, toadd[i].id, toadd[i].shape, toadd[i].local_shape);
+ _body_inout(1, toremove[i].rid, toadd[i].id, toadd[i].shape, toadd[i].local_shape);
}
contact_monitor->locked = false;
@@ -444,7 +573,7 @@ void RigidBody3D::_notification(int p_what) {
if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {
if (Engine::get_singleton()->is_editor_hint()) {
- update_configuration_warning();
+ update_configuration_warnings();
}
}
@@ -454,22 +583,22 @@ void RigidBody3D::_notification(int p_what) {
void RigidBody3D::set_mode(Mode p_mode) {
mode = p_mode;
switch (p_mode) {
- case MODE_RIGID: {
- PhysicsServer3D::get_singleton()->body_set_mode(get_rid(), PhysicsServer3D::BODY_MODE_RIGID);
+ case MODE_DYNAMIC: {
+ PhysicsServer3D::get_singleton()->body_set_mode(get_rid(), PhysicsServer3D::BODY_MODE_DYNAMIC);
} break;
case MODE_STATIC: {
PhysicsServer3D::get_singleton()->body_set_mode(get_rid(), PhysicsServer3D::BODY_MODE_STATIC);
} break;
- case MODE_CHARACTER: {
- PhysicsServer3D::get_singleton()->body_set_mode(get_rid(), PhysicsServer3D::BODY_MODE_CHARACTER);
+ case MODE_DYNAMIC_LOCKED: {
+ PhysicsServer3D::get_singleton()->body_set_mode(get_rid(), PhysicsServer3D::BODY_MODE_DYNAMIC_LOCKED);
} break;
case MODE_KINEMATIC: {
PhysicsServer3D::get_singleton()->body_set_mode(get_rid(), PhysicsServer3D::BODY_MODE_KINEMATIC);
} break;
}
- update_configuration_warning();
+ update_configuration_warnings();
}
RigidBody3D::Mode RigidBody3D::get_mode() const {
@@ -573,7 +702,7 @@ Vector3 RigidBody3D::get_angular_velocity() const {
return angular_velocity;
}
-Basis RigidBody3D::get_inverse_inertia_tensor() {
+Basis RigidBody3D::get_inverse_inertia_tensor() const {
return inverse_inertia_tensor;
}
@@ -683,14 +812,6 @@ bool RigidBody3D::is_contact_monitor_enabled() const {
return contact_monitor != nullptr;
}
-void RigidBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock) {
- PhysicsServer3D::get_singleton()->body_set_axis_lock(get_rid(), p_axis, p_lock);
-}
-
-bool RigidBody3D::get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const {
- return PhysicsServer3D::get_singleton()->body_is_axis_locked(get_rid(), p_axis);
-}
-
Array RigidBody3D::get_colliding_bodies() const {
ERR_FAIL_COND_V(!contact_monitor, Array());
@@ -709,19 +830,16 @@ Array RigidBody3D::get_colliding_bodies() const {
return ret;
}
-String RigidBody3D::get_configuration_warning() const {
- Transform t = get_transform();
+TypedArray<String> RigidBody3D::get_configuration_warnings() const {
+ Transform3D t = get_transform();
- String warning = CollisionObject3D::get_configuration_warning();
+ TypedArray<String> warnings = Node::get_configuration_warnings();
- if ((get_mode() == MODE_RIGID || get_mode() == MODE_CHARACTER) && (ABS(t.basis.get_axis(0).length() - 1.0) > 0.05 || ABS(t.basis.get_axis(1).length() - 1.0) > 0.05 || ABS(t.basis.get_axis(2).length() - 1.0) > 0.05)) {
- if (!warning.is_empty()) {
- warning += "\n\n";
- }
- warning += TTR("Size changes to RigidBody3D (in character or rigid modes) will be overridden by the physics engine when running.\nChange the size in children collision shapes instead.");
+ if ((get_mode() == MODE_DYNAMIC || get_mode() == MODE_DYNAMIC_LOCKED) && (ABS(t.basis.get_axis(0).length() - 1.0) > 0.05 || ABS(t.basis.get_axis(1).length() - 1.0) > 0.05 || ABS(t.basis.get_axis(2).length() - 1.0) > 0.05)) {
+ warnings.push_back(TTR("Size changes to RigidBody3D (in dynamic modes) will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."));
}
- return warning;
+ return warnings;
}
void RigidBody3D::_bind_methods() {
@@ -779,16 +897,11 @@ void RigidBody3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidBody3D::set_can_sleep);
ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidBody3D::is_able_to_sleep);
- ClassDB::bind_method(D_METHOD("_direct_state_changed"), &RigidBody3D::_direct_state_changed);
-
- ClassDB::bind_method(D_METHOD("set_axis_lock", "axis", "lock"), &RigidBody3D::set_axis_lock);
- ClassDB::bind_method(D_METHOD("get_axis_lock", "axis"), &RigidBody3D::get_axis_lock);
-
ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody3D::get_colliding_bodies);
BIND_VMETHOD(MethodInfo("_integrate_forces", PropertyInfo(Variant::OBJECT, "state", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsDirectBodyState3D")));
- ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Rigid,Static,Character,Kinematic"), "set_mode", "get_mode");
+ 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_EXP_RANGE, "0.01,65535,0.01"), "set_mass", "get_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");
@@ -798,13 +911,6 @@ void RigidBody3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "contact_monitor"), "set_contact_monitor", "is_contact_monitor_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleeping", "is_sleeping");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep");
- ADD_GROUP("Axis Lock", "axis_lock_");
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_x"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_X);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_y"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_Y);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_z"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_Z);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_x"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_ANGULAR_X);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_y"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_ANGULAR_Y);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_z"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_ANGULAR_Z);
ADD_GROUP("Linear", "linear_");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity"), "set_linear_velocity", "get_linear_velocity");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp");
@@ -812,21 +918,21 @@ void RigidBody3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "angular_velocity"), "set_angular_velocity", "get_angular_velocity");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp");
- ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape")));
- ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape")));
+ 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"), PropertyInfo(Variant::INT, "local_shape")));
+ 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"), PropertyInfo(Variant::INT, "local_shape")));
ADD_SIGNAL(MethodInfo("body_entered", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("sleeping_state_changed"));
- BIND_ENUM_CONSTANT(MODE_RIGID);
+ BIND_ENUM_CONSTANT(MODE_DYNAMIC);
BIND_ENUM_CONSTANT(MODE_STATIC);
- BIND_ENUM_CONSTANT(MODE_CHARACTER);
+ BIND_ENUM_CONSTANT(MODE_DYNAMIC_LOCKED);
BIND_ENUM_CONSTANT(MODE_KINEMATIC);
}
RigidBody3D::RigidBody3D() :
- PhysicsBody3D(PhysicsServer3D::BODY_MODE_RIGID) {
- PhysicsServer3D::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed");
+ PhysicsBody3D(PhysicsServer3D::BODY_MODE_DYNAMIC) {
+ PhysicsServer3D::get_singleton()->body_set_force_integration_callback(get_rid(), callable_mp(this, &RigidBody3D::_direct_state_changed));
}
RigidBody3D::~RigidBody3D() {
@@ -845,147 +951,92 @@ void RigidBody3D::_reload_physics_characteristics() {
}
}
-//////////////////////////////////////////////////////
-//////////////////////////
-
-Ref<KinematicCollision3D> KinematicBody3D::_move(const Vector3 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, bool p_test_only) {
- Collision col;
- if (move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes, p_test_only)) {
- if (motion_cache.is_null()) {
- motion_cache.instance();
- motion_cache->owner = this;
- }
-
- motion_cache->collision = col;
-
- return motion_cache;
- }
-
- return Ref<KinematicCollision3D>();
-}
-
-Vector3 KinematicBody3D::get_linear_velocity() const {
- return linear_velocity;
-}
-
-Vector3 KinematicBody3D::get_angular_velocity() const {
- return angular_velocity;
-}
-
-bool KinematicBody3D::move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes, bool p_test_only) {
- Transform gt = get_global_transform();
- PhysicsServer3D::MotionResult result;
- bool colliding = PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, &result, p_exclude_raycast_shapes);
-
- if (colliding) {
- r_collision.collider_metadata = result.collider_metadata;
- r_collision.collider_shape = result.collider_shape;
- r_collision.collider_vel = result.collider_velocity;
- r_collision.collision = result.collision_point;
- r_collision.normal = result.collision_normal;
- r_collision.collider = result.collider_id;
- r_collision.collider_rid = result.collider;
- r_collision.travel = result.motion;
- r_collision.remainder = result.remainder;
- r_collision.local_shape = result.collision_local_shape;
- }
-
- for (int i = 0; i < 3; i++) {
- if (locked_axis & (1 << i)) {
- result.motion[i] = 0;
- }
- }
-
- if (!p_test_only) {
- gt.origin += result.motion;
- set_global_transform(gt);
- }
-
- return colliding;
-}
+///////////////////////////////////////
//so, if you pass 45 as limit, avoid numerical precision errors when angle is 45.
#define FLOOR_ANGLE_THRESHOLD 0.01
-Vector3 KinematicBody3D::move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_up_direction, bool p_stop_on_slope, int p_max_slides, real_t p_floor_max_angle, bool p_infinite_inertia) {
- Vector3 body_velocity = p_linear_velocity;
- Vector3 body_velocity_normal = body_velocity.normalized();
- Vector3 up_direction = p_up_direction.normalized();
+void CharacterBody3D::move_and_slide() {
+ Vector3 body_velocity_normal = linear_velocity.normalized();
+
+ bool was_on_floor = on_floor;
for (int i = 0; i < 3; i++) {
if (locked_axis & (1 << i)) {
- body_velocity[i] = 0;
+ linear_velocity[i] = 0.0;
}
}
// Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky
- Vector3 motion = (floor_velocity + body_velocity) * (Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time());
+ Vector3 motion = (floor_velocity + linear_velocity) * (Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time());
on_floor = false;
on_floor_body = RID();
on_ceiling = false;
on_wall = false;
- colliders.clear();
+ motion_results.clear();
floor_normal = Vector3();
floor_velocity = Vector3();
- while (p_max_slides) {
- Collision collision;
+ int slide_count = max_slides;
+ while (slide_count) {
+ PhysicsServer3D::MotionResult result;
bool found_collision = false;
for (int i = 0; i < 2; ++i) {
bool collided;
if (i == 0) { //collide
- collided = move_and_collide(motion, p_infinite_inertia, collision);
+ collided = move_and_collide(motion, infinite_inertia, result, margin);
if (!collided) {
motion = Vector3(); //clear because no collision happened and motion completed
}
} else { //separate raycasts (if any)
- collided = separate_raycast_shapes(p_infinite_inertia, collision);
+ collided = separate_raycast_shapes(result);
if (collided) {
- collision.remainder = motion; //keep
- collision.travel = Vector3();
+ result.remainder = motion; //keep
+ result.motion = Vector3();
}
}
if (collided) {
found_collision = true;
- colliders.push_back(collision);
- motion = collision.remainder;
+ motion_results.push_back(result);
+ motion = result.remainder;
if (up_direction == Vector3()) {
//all is a wall
on_wall = true;
} else {
- if (Math::acos(collision.normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
+ if (Math::acos(result.collision_normal.dot(up_direction)) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
on_floor = true;
- floor_normal = collision.normal;
- on_floor_body = collision.collider_rid;
- floor_velocity = collision.collider_vel;
-
- if (p_stop_on_slope) {
- if ((body_velocity_normal + up_direction).length() < 0.01 && collision.travel.length() < 1) {
- Transform gt = get_global_transform();
- gt.origin -= collision.travel.slide(up_direction);
+ floor_normal = result.collision_normal;
+ on_floor_body = result.collider;
+ floor_velocity = result.collider_velocity;
+
+ if (stop_on_slope) {
+ if ((body_velocity_normal + up_direction).length() < 0.01 && result.motion.length() < 1) {
+ Transform3D gt = get_global_transform();
+ gt.origin -= result.motion.slide(up_direction);
set_global_transform(gt);
- return Vector3();
+ linear_velocity = Vector3();
+ return;
}
}
- } else if (Math::acos(collision.normal.dot(-up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
+ } else if (Math::acos(result.collision_normal.dot(-up_direction)) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
on_ceiling = true;
} else {
on_wall = true;
}
}
- motion = motion.slide(collision.normal);
- body_velocity = body_velocity.slide(collision.normal);
+ motion = motion.slide(result.collision_normal);
+ linear_velocity = linear_velocity.slide(result.collision_normal);
for (int j = 0; j < 3; j++) {
if (locked_axis & (1 << j)) {
- body_velocity[j] = 0;
+ linear_velocity[j] = 0.0;
}
}
}
@@ -995,83 +1046,47 @@ Vector3 KinematicBody3D::move_and_slide(const Vector3 &p_linear_velocity, const
break;
}
- --p_max_slides;
+ --slide_count;
}
- return body_velocity;
-}
-
-Vector3 KinematicBody3D::move_and_slide_with_snap(const Vector3 &p_linear_velocity, const Vector3 &p_snap, const Vector3 &p_up_direction, bool p_stop_on_slope, int p_max_slides, real_t p_floor_max_angle, bool p_infinite_inertia) {
- Vector3 up_direction = p_up_direction.normalized();
- bool was_on_floor = on_floor;
-
- Vector3 ret = move_and_slide(p_linear_velocity, up_direction, p_stop_on_slope, p_max_slides, p_floor_max_angle, p_infinite_inertia);
- if (!was_on_floor || p_snap == Vector3()) {
- return ret;
+ if (!was_on_floor || snap == Vector3()) {
+ return;
}
- Collision col;
- Transform gt = get_global_transform();
-
- if (move_and_collide(p_snap, p_infinite_inertia, col, false, true)) {
+ // Apply snap.
+ Transform3D gt = get_global_transform();
+ PhysicsServer3D::MotionResult result;
+ if (move_and_collide(snap, infinite_inertia, result, margin, false, true)) {
bool apply = true;
if (up_direction != Vector3()) {
- if (Math::acos(col.normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
+ if (Math::acos(result.collision_normal.dot(up_direction)) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
on_floor = true;
- floor_normal = col.normal;
- on_floor_body = col.collider_rid;
- floor_velocity = col.collider_vel;
- if (p_stop_on_slope) {
+ floor_normal = result.collision_normal;
+ on_floor_body = result.collider;
+ floor_velocity = result.collider_velocity;
+ if (stop_on_slope) {
// move and collide may stray the object a bit because of pre un-stucking,
// so only ensure that motion happens on floor direction in this case.
- col.travel = col.travel.project(up_direction);
+ result.motion = result.motion.project(up_direction);
}
} else {
apply = false; //snapped with floor direction, but did not snap to a floor, do not snap.
}
}
if (apply) {
- gt.origin += col.travel;
+ gt.origin += result.motion;
set_global_transform(gt);
}
}
-
- return ret;
-}
-
-bool KinematicBody3D::is_on_floor() const {
- return on_floor;
-}
-
-bool KinematicBody3D::is_on_wall() const {
- return on_wall;
-}
-
-bool KinematicBody3D::is_on_ceiling() const {
- return on_ceiling;
-}
-
-Vector3 KinematicBody3D::get_floor_normal() const {
- return floor_normal;
-}
-
-Vector3 KinematicBody3D::get_floor_velocity() const {
- return floor_velocity;
-}
-
-bool KinematicBody3D::test_move(const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia) {
- ERR_FAIL_COND_V(!is_inside_tree(), false);
-
- return PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, p_infinite_inertia);
}
-bool KinematicBody3D::separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision) {
+bool CharacterBody3D::separate_raycast_shapes(PhysicsServer3D::MotionResult &r_result) {
PhysicsServer3D::SeparationResult sep_res[8]; //max 8 rays
- Transform gt = get_global_transform();
+ Transform3D gt = get_global_transform();
Vector3 recover;
- int hits = PhysicsServer3D::get_singleton()->body_test_ray_separation(get_rid(), gt, p_infinite_inertia, recover, sep_res, 8, margin);
+ int hits = PhysicsServer3D::get_singleton()->body_test_ray_separation(get_rid(), gt, infinite_inertia, recover, sep_res, 8, margin);
int deepest = -1;
real_t deepest_depth;
for (int i = 0; i < hits; i++) {
@@ -1085,15 +1100,15 @@ bool KinematicBody3D::separate_raycast_shapes(bool p_infinite_inertia, Collision
set_global_transform(gt);
if (deepest != -1) {
- r_collision.collider = sep_res[deepest].collider_id;
- r_collision.collider_metadata = sep_res[deepest].collider_metadata;
- r_collision.collider_shape = sep_res[deepest].collider_shape;
- r_collision.collider_vel = sep_res[deepest].collider_velocity;
- r_collision.collision = sep_res[deepest].collision_point;
- r_collision.normal = sep_res[deepest].collision_normal;
- r_collision.local_shape = sep_res[deepest].collision_local_shape;
- r_collision.travel = recover;
- r_collision.remainder = Vector3();
+ r_result.collider_id = sep_res[deepest].collider_id;
+ r_result.collider_metadata = sep_res[deepest].collider_metadata;
+ r_result.collider_shape = sep_res[deepest].collider_shape;
+ r_result.collider_velocity = sep_res[deepest].collider_velocity;
+ r_result.collision_point = sep_res[deepest].collision_point;
+ r_result.collision_normal = sep_res[deepest].collision_normal;
+ r_result.collision_local_shape = sep_res[deepest].collision_local_shape;
+ r_result.motion = recover;
+ r_result.remainder = Vector3();
return true;
} else {
@@ -1101,39 +1116,53 @@ bool KinematicBody3D::separate_raycast_shapes(bool p_infinite_inertia, Collision
}
}
-void KinematicBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock) {
- if (p_lock) {
- locked_axis |= p_axis;
- } else {
- locked_axis &= (~p_axis);
- }
- PhysicsServer3D::get_singleton()->body_set_axis_lock(get_rid(), p_axis, p_lock);
+void CharacterBody3D::set_safe_margin(real_t p_margin) {
+ margin = p_margin;
}
-bool KinematicBody3D::get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const {
- return PhysicsServer3D::get_singleton()->body_is_axis_locked(get_rid(), p_axis);
+real_t CharacterBody3D::get_safe_margin() const {
+ return margin;
}
-void KinematicBody3D::set_safe_margin(real_t p_margin) {
- margin = p_margin;
- PhysicsServer3D::get_singleton()->body_set_kinematic_safe_margin(get_rid(), margin);
+Vector3 CharacterBody3D::get_linear_velocity() const {
+ return linear_velocity;
}
-real_t KinematicBody3D::get_safe_margin() const {
- return margin;
+void CharacterBody3D::set_linear_velocity(const Vector3 &p_velocity) {
+ linear_velocity = p_velocity;
}
-int KinematicBody3D::get_slide_count() const {
- return colliders.size();
+bool CharacterBody3D::is_on_floor() const {
+ return on_floor;
}
-KinematicBody3D::Collision KinematicBody3D::get_slide_collision(int p_bounce) const {
- ERR_FAIL_INDEX_V(p_bounce, colliders.size(), Collision());
- return colliders[p_bounce];
+bool CharacterBody3D::is_on_wall() const {
+ return on_wall;
+}
+
+bool CharacterBody3D::is_on_ceiling() const {
+ return on_ceiling;
+}
+
+Vector3 CharacterBody3D::get_floor_normal() const {
+ return floor_normal;
}
-Ref<KinematicCollision3D> KinematicBody3D::_get_slide_collision(int p_bounce) {
- ERR_FAIL_INDEX_V(p_bounce, colliders.size(), Ref<KinematicCollision3D>());
+Vector3 CharacterBody3D::get_floor_velocity() const {
+ return floor_velocity;
+}
+
+int CharacterBody3D::get_slide_count() const {
+ return motion_results.size();
+}
+
+PhysicsServer3D::MotionResult CharacterBody3D::get_slide_collision(int p_bounce) const {
+ ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), PhysicsServer3D::MotionResult());
+ return motion_results[p_bounce];
+}
+
+Ref<KinematicCollision3D> CharacterBody3D::_get_slide_collision(int p_bounce) {
+ ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), Ref<KinematicCollision3D>());
if (p_bounce >= slide_colliders.size()) {
slide_colliders.resize(p_bounce + 1);
}
@@ -1143,76 +1172,126 @@ Ref<KinematicCollision3D> KinematicBody3D::_get_slide_collision(int p_bounce) {
slide_colliders.write[p_bounce]->owner = this;
}
- slide_colliders.write[p_bounce]->collision = colliders[p_bounce];
+ slide_colliders.write[p_bounce]->result = motion_results[p_bounce];
return slide_colliders[p_bounce];
}
-void KinematicBody3D::_notification(int p_what) {
+bool CharacterBody3D::is_stop_on_slope_enabled() const {
+ return stop_on_slope;
+}
+
+void CharacterBody3D::set_stop_on_slope_enabled(bool p_enabled) {
+ stop_on_slope = p_enabled;
+}
+
+bool CharacterBody3D::is_infinite_inertia_enabled() const {
+ return infinite_inertia;
+}
+void CharacterBody3D::set_infinite_inertia_enabled(bool p_enabled) {
+ infinite_inertia = p_enabled;
+}
+
+int CharacterBody3D::get_max_slides() const {
+ return max_slides;
+}
+
+void CharacterBody3D::set_max_slides(int p_max_slides) {
+ ERR_FAIL_COND(p_max_slides > 0);
+ max_slides = p_max_slides;
+}
+
+real_t CharacterBody3D::get_floor_max_angle() const {
+ return floor_max_angle;
+}
+
+void CharacterBody3D::set_floor_max_angle(real_t p_radians) {
+ floor_max_angle = p_radians;
+}
+
+real_t CharacterBody3D::get_floor_max_angle_degrees() const {
+ return Math::rad2deg(floor_max_angle);
+}
+
+void CharacterBody3D::set_floor_max_angle_degrees(real_t p_degrees) {
+ floor_max_angle = Math::deg2rad(p_degrees);
+}
+
+const Vector3 &CharacterBody3D::get_snap() const {
+ return snap;
+}
+
+void CharacterBody3D::set_snap(const Vector3 &p_snap) {
+ snap = p_snap;
+}
+
+const Vector3 &CharacterBody3D::get_up_direction() const {
+ return up_direction;
+}
+
+void CharacterBody3D::set_up_direction(const Vector3 &p_up_direction) {
+ up_direction = p_up_direction.normalized();
+}
+
+void CharacterBody3D::_notification(int p_what) {
if (p_what == NOTIFICATION_ENTER_TREE) {
// Reset move_and_slide() data.
on_floor = false;
on_floor_body = RID();
on_ceiling = false;
on_wall = false;
- colliders.clear();
+ motion_results.clear();
floor_velocity = Vector3();
}
}
-void KinematicBody3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("_direct_state_changed"), &KinematicBody3D::_direct_state_changed);
-
- ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "test_only"), &KinematicBody3D::_move, DEFVAL(true), DEFVAL(true), DEFVAL(false));
- ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody3D::move_and_slide, DEFVAL(Vector3(0, 0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((real_t)45.0)), DEFVAL(true));
- ClassDB::bind_method(D_METHOD("move_and_slide_with_snap", "linear_velocity", "snap", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody3D::move_and_slide_with_snap, DEFVAL(Vector3(0, 0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((real_t)45.0)), DEFVAL(true));
+void CharacterBody3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("move_and_slide"), &CharacterBody3D::move_and_slide);
- ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia"), &KinematicBody3D::test_move, DEFVAL(true));
+ ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &CharacterBody3D::set_linear_velocity);
+ ClassDB::bind_method(D_METHOD("get_linear_velocity"), &CharacterBody3D::get_linear_velocity);
- ClassDB::bind_method(D_METHOD("is_on_floor"), &KinematicBody3D::is_on_floor);
- ClassDB::bind_method(D_METHOD("is_on_ceiling"), &KinematicBody3D::is_on_ceiling);
- ClassDB::bind_method(D_METHOD("is_on_wall"), &KinematicBody3D::is_on_wall);
- ClassDB::bind_method(D_METHOD("get_floor_normal"), &KinematicBody3D::get_floor_normal);
- ClassDB::bind_method(D_METHOD("get_floor_velocity"), &KinematicBody3D::get_floor_velocity);
+ ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &CharacterBody3D::set_safe_margin);
+ ClassDB::bind_method(D_METHOD("get_safe_margin"), &CharacterBody3D::get_safe_margin);
+ ClassDB::bind_method(D_METHOD("is_stop_on_slope_enabled"), &CharacterBody3D::is_stop_on_slope_enabled);
+ ClassDB::bind_method(D_METHOD("set_stop_on_slope_enabled", "enabled"), &CharacterBody3D::set_stop_on_slope_enabled);
+ ClassDB::bind_method(D_METHOD("is_infinite_inertia_enabled"), &CharacterBody3D::is_infinite_inertia_enabled);
+ ClassDB::bind_method(D_METHOD("set_infinite_inertia_enabled", "enabled"), &CharacterBody3D::set_infinite_inertia_enabled);
+ ClassDB::bind_method(D_METHOD("get_max_slides"), &CharacterBody3D::get_max_slides);
+ ClassDB::bind_method(D_METHOD("set_max_slides", "max_slides"), &CharacterBody3D::set_max_slides);
+ ClassDB::bind_method(D_METHOD("get_floor_max_angle"), &CharacterBody3D::get_floor_max_angle);
+ ClassDB::bind_method(D_METHOD("set_floor_max_angle", "radians"), &CharacterBody3D::set_floor_max_angle);
+ ClassDB::bind_method(D_METHOD("get_floor_max_angle_degrees"), &CharacterBody3D::get_floor_max_angle_degrees);
+ ClassDB::bind_method(D_METHOD("set_floor_max_angle_degrees", "degrees"), &CharacterBody3D::set_floor_max_angle_degrees);
+ ClassDB::bind_method(D_METHOD("get_snap"), &CharacterBody3D::get_snap);
+ ClassDB::bind_method(D_METHOD("set_snap", "snap"), &CharacterBody3D::set_snap);
+ ClassDB::bind_method(D_METHOD("get_up_direction"), &CharacterBody3D::get_up_direction);
+ ClassDB::bind_method(D_METHOD("set_up_direction", "up_direction"), &CharacterBody3D::set_up_direction);
- ClassDB::bind_method(D_METHOD("set_axis_lock", "axis", "lock"), &KinematicBody3D::set_axis_lock);
- ClassDB::bind_method(D_METHOD("get_axis_lock", "axis"), &KinematicBody3D::get_axis_lock);
+ ClassDB::bind_method(D_METHOD("is_on_floor"), &CharacterBody3D::is_on_floor);
+ ClassDB::bind_method(D_METHOD("is_on_ceiling"), &CharacterBody3D::is_on_ceiling);
+ ClassDB::bind_method(D_METHOD("is_on_wall"), &CharacterBody3D::is_on_wall);
+ ClassDB::bind_method(D_METHOD("get_floor_normal"), &CharacterBody3D::get_floor_normal);
+ ClassDB::bind_method(D_METHOD("get_floor_velocity"), &CharacterBody3D::get_floor_velocity);
- ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &KinematicBody3D::set_safe_margin);
- ClassDB::bind_method(D_METHOD("get_safe_margin"), &KinematicBody3D::get_safe_margin);
-
- ClassDB::bind_method(D_METHOD("get_slide_count"), &KinematicBody3D::get_slide_count);
- ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &KinematicBody3D::_get_slide_collision);
-
- ADD_GROUP("Axis Lock", "axis_lock_");
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_motion_x"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_X);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_motion_y"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_Y);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_motion_z"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_Z);
+ ClassDB::bind_method(D_METHOD("get_slide_count"), &CharacterBody3D::get_slide_count);
+ ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &CharacterBody3D::_get_slide_collision);
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity"), "set_linear_velocity", "get_linear_velocity");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "stop_on_slope"), "set_stop_on_slope_enabled", "is_stop_on_slope_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "infinite_inertia"), "set_infinite_inertia_enabled", "is_infinite_inertia_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "max_slides"), "set_max_slides", "get_max_slides");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_max_angle", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_floor_max_angle", "get_floor_max_angle");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_max_angle_degrees", PROPERTY_HINT_RANGE, "0,180,0.1", PROPERTY_USAGE_EDITOR), "set_floor_max_angle_degrees", "get_floor_max_angle_degrees");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "snap"), "set_snap", "get_snap");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "up_direction"), "set_up_direction", "get_up_direction");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin");
}
-void KinematicBody3D::_direct_state_changed(Object *p_state) {
-#ifdef DEBUG_ENABLED
- PhysicsDirectBodyState3D *state = Object::cast_to<PhysicsDirectBodyState3D>(p_state);
-#else
- PhysicsDirectBodyState3D *state = (PhysicsDirectBodyState3D *)p_state; //trust it
-#endif
-
- linear_velocity = state->get_linear_velocity();
- angular_velocity = state->get_angular_velocity();
-}
-
-KinematicBody3D::KinematicBody3D() :
+CharacterBody3D::CharacterBody3D() :
PhysicsBody3D(PhysicsServer3D::BODY_MODE_KINEMATIC) {
- set_safe_margin(0.001);
- PhysicsServer3D::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed");
}
-KinematicBody3D::~KinematicBody3D() {
- if (motion_cache.is_valid()) {
- motion_cache->owner = nullptr;
- }
-
+CharacterBody3D::~CharacterBody3D() {
for (int i = 0; i < slide_colliders.size(); i++) {
if (slide_colliders[i].is_valid()) {
slide_colliders.write[i]->owner = nullptr;
@@ -1223,39 +1302,39 @@ KinematicBody3D::~KinematicBody3D() {
///////////////////////////////////////
Vector3 KinematicCollision3D::get_position() const {
- return collision.collision;
+ return result.collision_point;
}
Vector3 KinematicCollision3D::get_normal() const {
- return collision.normal;
+ return result.collision_normal;
}
Vector3 KinematicCollision3D::get_travel() const {
- return collision.travel;
+ return result.motion;
}
Vector3 KinematicCollision3D::get_remainder() const {
- return collision.remainder;
+ return result.remainder;
}
Object *KinematicCollision3D::get_local_shape() const {
if (!owner) {
return nullptr;
}
- uint32_t ownerid = owner->shape_find_owner(collision.local_shape);
+ uint32_t ownerid = owner->shape_find_owner(result.collision_local_shape);
return owner->shape_owner_get_owner(ownerid);
}
Object *KinematicCollision3D::get_collider() const {
- if (collision.collider.is_valid()) {
- return ObjectDB::get_instance(collision.collider);
+ if (result.collider_id.is_valid()) {
+ return ObjectDB::get_instance(result.collider_id);
}
return nullptr;
}
ObjectID KinematicCollision3D::get_collider_id() const {
- return collision.collider;
+ return result.collider_id;
}
Object *KinematicCollision3D::get_collider_shape() const {
@@ -1263,7 +1342,7 @@ Object *KinematicCollision3D::get_collider_shape() const {
if (collider) {
CollisionObject3D *obj2d = Object::cast_to<CollisionObject3D>(collider);
if (obj2d) {
- uint32_t ownerid = obj2d->shape_find_owner(collision.collider_shape);
+ uint32_t ownerid = obj2d->shape_find_owner(result.collider_shape);
return obj2d->shape_owner_get_owner(ownerid);
}
}
@@ -1272,11 +1351,11 @@ Object *KinematicCollision3D::get_collider_shape() const {
}
int KinematicCollision3D::get_collider_shape_index() const {
- return collision.collider_shape;
+ return result.collider_shape;
}
Vector3 KinematicCollision3D::get_collider_velocity() const {
- return collision.collider_vel;
+ return result.collider_velocity;
}
Variant KinematicCollision3D::get_collider_metadata() const {
@@ -1309,12 +1388,6 @@ void KinematicCollision3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::NIL, "collider_metadata", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT), "", "get_collider_metadata");
}
-KinematicCollision3D::KinematicCollision3D() {
- collision.collider_shape = 0;
- collision.local_shape = 0;
- owner = nullptr;
-}
-
///////////////////////////////////////
bool PhysicalBone3D::JointData::_set(const StringName &p_name, const Variant &p_value, RID j) {
@@ -2020,6 +2093,8 @@ void PhysicalBone3D::_notification(int p_what) {
if (parent_skeleton) {
if (-1 != bone_id) {
parent_skeleton->unbind_physical_bone_from_bone(bone_id);
+ parent_skeleton->unbind_child_node_from_bone(bone_id, this);
+ bone_id = -1;
}
}
parent_skeleton = nullptr;
@@ -2044,15 +2119,17 @@ void PhysicalBone3D::_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
- Transform global_transform(state->get_transform());
+ Transform3D global_transform(state->get_transform());
set_ignore_transform_notification(true);
set_global_transform(global_transform);
set_ignore_transform_notification(false);
+ _on_transform_changed();
// Update skeleton
if (parent_skeleton) {
@@ -2066,8 +2143,6 @@ void PhysicalBone3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &PhysicalBone3D::apply_central_impulse);
ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &PhysicalBone3D::apply_impulse, Vector3());
- ClassDB::bind_method(D_METHOD("_direct_state_changed"), &PhysicalBone3D::_direct_state_changed);
-
ClassDB::bind_method(D_METHOD("set_joint_type", "joint_type"), &PhysicalBone3D::set_joint_type);
ClassDB::bind_method(D_METHOD("get_joint_type"), &PhysicalBone3D::get_joint_type);
@@ -2108,16 +2183,13 @@ void PhysicalBone3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &PhysicalBone3D::set_can_sleep);
ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &PhysicalBone3D::is_able_to_sleep);
- ClassDB::bind_method(D_METHOD("set_axis_lock", "axis", "lock"), &PhysicalBone3D::set_axis_lock);
- ClassDB::bind_method(D_METHOD("get_axis_lock", "axis"), &PhysicalBone3D::get_axis_lock);
-
ADD_GROUP("Joint", "joint_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "joint_type", PROPERTY_HINT_ENUM, "None,PinJoint,ConeJoint,HingeJoint,SliderJoint,6DOFJoint"), "set_joint_type", "get_joint_type");
- ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "joint_offset"), "set_joint_offset", "get_joint_offset");
+ ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "joint_offset"), "set_joint_offset", "get_joint_offset");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "joint_rotation_degrees", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_joint_rotation_degrees", "get_joint_rotation_degrees");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "joint_rotation", PROPERTY_HINT_NONE, "", 0), "set_joint_rotation", "get_joint_rotation");
- ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "body_offset"), "set_body_offset", "get_body_offset");
+ ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "body_offset"), "set_body_offset", "get_body_offset");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01"), "set_mass", "get_mass");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "friction", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_friction", "get_friction");
@@ -2127,14 +2199,6 @@ void PhysicalBone3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep");
- ADD_GROUP("Axis Lock", "axis_lock_");
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_x"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_X);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_y"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_Y);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_z"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_Z);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_x"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_ANGULAR_X);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_y"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_ANGULAR_Y);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_z"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_ANGULAR_Z);
-
BIND_ENUM_CONSTANT(JOINT_TYPE_NONE);
BIND_ENUM_CONSTANT(JOINT_TYPE_PIN);
BIND_ENUM_CONSTANT(JOINT_TYPE_CONE);
@@ -2184,8 +2248,8 @@ void PhysicalBone3D::_reload_joint() {
return;
}
- Transform joint_transf = get_global_transform() * joint_offset;
- Transform local_a = body_a->get_global_transform().affine_inverse() * joint_transf;
+ Transform3D joint_transf = get_global_transform() * joint_offset;
+ Transform3D local_a = body_a->get_global_transform().affine_inverse() * joint_transf;
local_a.orthonormalize();
switch (get_joint_type()) {
@@ -2278,11 +2342,11 @@ void PhysicalBone3D::_set_gizmo_move_joint(bool p_move_joint) {
}
#ifdef TOOLS_ENABLED
-Transform PhysicalBone3D::get_global_gizmo_transform() const {
+Transform3D PhysicalBone3D::get_global_gizmo_transform() const {
return gizmo_move_joint ? get_global_transform() * joint_offset : get_global_transform();
}
-Transform PhysicalBone3D::get_local_gizmo_transform() const {
+Transform3D PhysicalBone3D::get_local_gizmo_transform() const {
return gizmo_move_joint ? get_transform() * joint_offset : get_transform();
}
#endif
@@ -2338,13 +2402,13 @@ PhysicalBone3D::JointType PhysicalBone3D::get_joint_type() const {
return joint_data ? joint_data->get_joint_type() : JOINT_TYPE_NONE;
}
-void PhysicalBone3D::set_joint_offset(const Transform &p_offset) {
+void PhysicalBone3D::set_joint_offset(const Transform3D &p_offset) {
joint_offset = p_offset;
_update_joint_offset();
}
-const Transform &PhysicalBone3D::get_joint_offset() const {
+const Transform3D &PhysicalBone3D::get_joint_offset() const {
return joint_offset;
}
@@ -2366,11 +2430,11 @@ Vector3 PhysicalBone3D::get_joint_rotation_degrees() const {
return get_joint_rotation() * (180.0 / Math_PI);
}
-const Transform &PhysicalBone3D::get_body_offset() const {
+const Transform3D &PhysicalBone3D::get_body_offset() const {
return body_offset;
}
-void PhysicalBone3D::set_body_offset(const Transform &p_offset) {
+void PhysicalBone3D::set_body_offset(const Transform3D &p_offset) {
body_offset = p_offset;
body_offset_inverse = body_offset.affine_inverse();
@@ -2476,14 +2540,6 @@ bool PhysicalBone3D::is_able_to_sleep() const {
return can_sleep;
}
-void PhysicalBone3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock) {
- PhysicsServer3D::get_singleton()->body_set_axis_lock(get_rid(), p_axis, p_lock);
-}
-
-bool PhysicalBone3D::get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const {
- return PhysicsServer3D::get_singleton()->body_is_axis_locked(get_rid(), p_axis);
-}
-
PhysicalBone3D::PhysicalBone3D() :
PhysicsBody3D(PhysicsServer3D::BODY_MODE_STATIC) {
joint = PhysicsServer3D::get_singleton()->joint_create();
@@ -2523,7 +2579,7 @@ void PhysicalBone3D::update_bone_id() {
void PhysicalBone3D::update_offset() {
#ifdef TOOLS_ENABLED
if (parent_skeleton) {
- Transform bone_transform(parent_skeleton->get_global_transform());
+ Transform3D bone_transform(parent_skeleton->get_global_transform());
if (-1 != bone_id) {
bone_transform *= parent_skeleton->get_bone_global_pose(bone_id);
}
@@ -2543,10 +2599,10 @@ void PhysicalBone3D::_start_physics_simulation() {
return;
}
reset_to_rest_position();
- PhysicsServer3D::get_singleton()->body_set_mode(get_rid(), PhysicsServer3D::BODY_MODE_RIGID);
+ PhysicsServer3D::get_singleton()->body_set_mode(get_rid(), 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(), this, "_direct_state_changed");
+ PhysicsServer3D::get_singleton()->body_set_force_integration_callback(get_rid(), callable_mp(this, &PhysicalBone3D::_direct_state_changed));
set_as_top_level(true);
_internal_simulate_physics = true;
}
@@ -2565,8 +2621,8 @@ 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(), nullptr, "");
- parent_skeleton->set_bone_global_pose_override(bone_id, Transform(), 0.0, false);
+ PhysicsServer3D::get_singleton()->body_set_force_integration_callback(get_rid(), Callable());
+ parent_skeleton->set_bone_global_pose_override(bone_id, Transform3D(), 0.0, false);
set_as_top_level(false);
_internal_simulate_physics = false;
}