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diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp
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+/*************************************************************************/
+/* physics_body_3d.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "physics_body_3d.h"
+
+#include "core/core_string_names.h"
+#include "core/engine.h"
+#include "core/list.h"
+#include "core/method_bind_ext.gen.inc"
+#include "core/object.h"
+#include "core/rid.h"
+#include "scene/3d/collision_shape_3d.h"
+#include "scene/scene_string_names.h"
+#include "servers/navigation_server.h"
+
+#ifdef TOOLS_ENABLED
+#include "editor/plugins/spatial_editor_plugin.h"
+#endif
+
+Vector3 PhysicsBody3D::get_linear_velocity() const {
+
+ return Vector3();
+}
+Vector3 PhysicsBody3D::get_angular_velocity() const {
+
+ return Vector3();
+}
+
+float PhysicsBody3D::get_inverse_mass() const {
+
+ return 0;
+}
+
+void PhysicsBody3D::set_collision_layer(uint32_t p_layer) {
+
+ collision_layer = p_layer;
+ PhysicsServer::get_singleton()->body_set_collision_layer(get_rid(), p_layer);
+}
+
+uint32_t PhysicsBody3D::get_collision_layer() const {
+
+ return collision_layer;
+}
+
+void PhysicsBody3D::set_collision_mask(uint32_t p_mask) {
+
+ collision_mask = p_mask;
+ PhysicsServer::get_singleton()->body_set_collision_mask(get_rid(), p_mask);
+}
+
+uint32_t PhysicsBody3D::get_collision_mask() const {
+
+ return collision_mask;
+}
+
+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);
+}
+
+bool PhysicsBody3D::get_collision_mask_bit(int p_bit) const {
+
+ return get_collision_mask() & (1 << p_bit);
+}
+
+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);
+ set_collision_layer(mask);
+}
+
+bool PhysicsBody3D::get_collision_layer_bit(int p_bit) const {
+
+ return get_collision_layer() & (1 << p_bit);
+}
+
+Array PhysicsBody3D::get_collision_exceptions() {
+ List<RID> exceptions;
+ PhysicsServer::get_singleton()->body_get_collision_exceptions(get_rid(), &exceptions);
+ Array ret;
+ for (List<RID>::Element *E = exceptions.front(); E; E = E->next()) {
+ RID body = E->get();
+ ObjectID instance_id = PhysicsServer::get_singleton()->body_get_object_instance_id(body);
+ Object *obj = ObjectDB::get_instance(instance_id);
+ PhysicsBody3D *physics_body = Object::cast_to<PhysicsBody3D>(obj);
+ ret.append(physics_body);
+ }
+ return ret;
+}
+
+void PhysicsBody3D::add_collision_exception_with(Node *p_node) {
+
+ ERR_FAIL_NULL(p_node);
+ CollisionObject3D *collision_object = Object::cast_to<CollisionObject3D>(p_node);
+ ERR_FAIL_COND_MSG(!collision_object, "Collision exception only works between two CollisionObject.");
+ PhysicsServer::get_singleton()->body_add_collision_exception(get_rid(), collision_object->get_rid());
+}
+
+void PhysicsBody3D::remove_collision_exception_with(Node *p_node) {
+
+ ERR_FAIL_NULL(p_node);
+ CollisionObject3D *collision_object = Object::cast_to<CollisionObject3D>(p_node);
+ ERR_FAIL_COND_MSG(!collision_object, "Collision exception only works between two CollisionObject.");
+ PhysicsServer::get_singleton()->body_remove_collision_exception(get_rid(), collision_object->get_rid());
+}
+
+void PhysicsBody3D::_set_layers(uint32_t p_mask) {
+ set_collision_layer(p_mask);
+ set_collision_mask(p_mask);
+}
+
+uint32_t PhysicsBody3D::_get_layers() const {
+
+ return get_collision_layer();
+}
+
+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);
+
+ 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);
+
+ 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);
+
+ 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);
+
+ ClassDB::bind_method(D_METHOD("_set_layers", "mask"), &PhysicsBody3D::_set_layers);
+ ClassDB::bind_method(D_METHOD("_get_layers"), &PhysicsBody3D::_get_layers);
+
+ 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");
+}
+
+PhysicsBody3D::PhysicsBody3D(PhysicsServer::BodyMode p_mode) :
+ CollisionObject3D(PhysicsServer::get_singleton()->body_create(p_mode), false) {
+
+ collision_layer = 1;
+ collision_mask = 1;
+}
+
+void StaticBody3D::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, &StaticBody3D::_reload_physics_characteristics))) {
+ physics_material_override->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &StaticBody3D::_reload_physics_characteristics));
+ }
+ }
+
+ physics_material_override = p_physics_material_override;
+
+ if (physics_material_override.is_valid()) {
+ physics_material_override->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &StaticBody3D::_reload_physics_characteristics));
+ }
+ _reload_physics_characteristics();
+}
+
+Ref<PhysicsMaterial> StaticBody3D::get_physics_material_override() const {
+ return physics_material_override;
+}
+
+void StaticBody3D::set_constant_linear_velocity(const Vector3 &p_vel) {
+
+ constant_linear_velocity = p_vel;
+ PhysicsServer::get_singleton()->body_set_state(get_rid(), PhysicsServer::BODY_STATE_LINEAR_VELOCITY, constant_linear_velocity);
+}
+
+void StaticBody3D::set_constant_angular_velocity(const Vector3 &p_vel) {
+
+ constant_angular_velocity = p_vel;
+ PhysicsServer::get_singleton()->body_set_state(get_rid(), PhysicsServer::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;
+}
+
+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);
+
+ 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");
+}
+
+StaticBody3D::StaticBody3D() :
+ PhysicsBody3D(PhysicsServer::BODY_MODE_STATIC) {
+}
+
+StaticBody3D::~StaticBody3D() {}
+
+void StaticBody3D::_reload_physics_characteristics() {
+ if (physics_material_override.is_null()) {
+ PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_BOUNCE, 0);
+ PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_FRICTION, 1);
+ } else {
+ PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce());
+ PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_FRICTION, physics_material_override->computed_friction());
+ }
+}
+
+void RigidBody3D::_body_enter_tree(ObjectID p_id) {
+
+ Object *obj = ObjectDB::get_instance(p_id);
+ Node *node = Object::cast_to<Node>(obj);
+ ERR_FAIL_COND(!node);
+
+ ERR_FAIL_COND(!contact_monitor);
+ Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(p_id);
+ ERR_FAIL_COND(!E);
+ ERR_FAIL_COND(E->get().in_tree);
+
+ E->get().in_tree = true;
+
+ contact_monitor->locked = true;
+
+ 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);
+ }
+
+ contact_monitor->locked = false;
+}
+
+void RigidBody3D::_body_exit_tree(ObjectID p_id) {
+
+ Object *obj = ObjectDB::get_instance(p_id);
+ Node *node = Object::cast_to<Node>(obj);
+ ERR_FAIL_COND(!node);
+ ERR_FAIL_COND(!contact_monitor);
+ Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(p_id);
+ ERR_FAIL_COND(!E);
+ ERR_FAIL_COND(!E->get().in_tree);
+ E->get().in_tree = false;
+
+ contact_monitor->locked = true;
+
+ 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);
+ }
+
+ contact_monitor->locked = false;
+}
+
+void RigidBody3D::_body_inout(int p_status, ObjectID p_instance, int p_body_shape, int p_local_shape) {
+
+ bool body_in = p_status == 1;
+ ObjectID objid = p_instance;
+
+ Object *obj = ObjectDB::get_instance(objid);
+ Node *node = Object::cast_to<Node>(obj);
+
+ ERR_FAIL_COND(!contact_monitor);
+ Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(objid);
+
+ ERR_FAIL_COND(!body_in && !E);
+
+ if (body_in) {
+ if (!E) {
+
+ E = contact_monitor->body_map.insert(objid, BodyState());
+ //E->get().rc=0;
+ E->get().in_tree = node && node->is_inside_tree();
+ if (node) {
+ node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody3D::_body_enter_tree), make_binds(objid));
+ node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody3D::_body_exit_tree), make_binds(objid));
+ if (E->get().in_tree) {
+ emit_signal(SceneStringNames::get_singleton()->body_entered, node);
+ }
+ }
+ }
+ //E->get().rc++;
+ if (node)
+ E->get().shapes.insert(ShapePair(p_body_shape, p_local_shape));
+
+ if (E->get().in_tree) {
+ emit_signal(SceneStringNames::get_singleton()->body_shape_entered, objid, node, p_body_shape, p_local_shape);
+ }
+
+ } else {
+
+ //E->get().rc--;
+
+ if (node)
+ E->get().shapes.erase(ShapePair(p_body_shape, p_local_shape));
+
+ bool in_tree = E->get().in_tree;
+
+ if (E->get().shapes.empty()) {
+
+ if (node) {
+ node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody3D::_body_enter_tree));
+ node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody3D::_body_exit_tree));
+ if (in_tree)
+ emit_signal(SceneStringNames::get_singleton()->body_exited, node);
+ }
+
+ 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);
+ }
+ }
+}
+
+struct _RigidBodyInOut {
+
+ ObjectID id;
+ int shape;
+ int local_shape;
+};
+
+void RigidBody3D::_direct_state_changed(Object *p_state) {
+
+#ifdef DEBUG_ENABLED
+ state = Object::cast_to<PhysicsDirectBodyState>(p_state);
+#else
+ state = (PhysicsDirectBodyState *)p_state; //trust it
+#endif
+
+ set_ignore_transform_notification(true);
+ set_global_transform(state->get_transform());
+ linear_velocity = state->get_linear_velocity();
+ angular_velocity = state->get_angular_velocity();
+ if (sleeping != state->is_sleeping()) {
+ sleeping = state->is_sleeping();
+ emit_signal(SceneStringNames::get_singleton()->sleeping_state_changed);
+ }
+ if (get_script_instance())
+ get_script_instance()->call("_integrate_forces", state);
+ set_ignore_transform_notification(false);
+
+ if (contact_monitor) {
+
+ contact_monitor->locked = true;
+
+ //untag all
+ int rc = 0;
+ 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++) {
+
+ E->get().shapes[i].tagged = false;
+ rc++;
+ }
+ }
+
+ _RigidBodyInOut *toadd = (_RigidBodyInOut *)alloca(state->get_contact_count() * sizeof(_RigidBodyInOut));
+ int toadd_count = 0; //state->get_contact_count();
+ RigidBody_RemoveAction *toremove = (RigidBody_RemoveAction *)alloca(rc * sizeof(RigidBody_RemoveAction));
+ int toremove_count = 0;
+
+ //put the ones to add
+
+ for (int i = 0; i < state->get_contact_count(); 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);
+
+ //bool found=false;
+
+ Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(obj);
+ if (!E) {
+ toadd[toadd_count].local_shape = local_shape;
+ toadd[toadd_count].id = obj;
+ toadd[toadd_count].shape = shape;
+ toadd_count++;
+ continue;
+ }
+
+ ShapePair sp(shape, local_shape);
+ int idx = E->get().shapes.find(sp);
+ if (idx == -1) {
+
+ toadd[toadd_count].local_shape = local_shape;
+ toadd[toadd_count].id = obj;
+ toadd[toadd_count].shape = shape;
+ toadd_count++;
+ continue;
+ }
+
+ E->get().shapes[idx].tagged = true;
+ }
+
+ //put the ones to remove
+
+ 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].body_id = E->key();
+ toremove[toremove_count].pair = E->get().shapes[i];
+ toremove_count++;
+ }
+ }
+ }
+
+ //process remotions
+
+ 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);
+ }
+
+ //process aditions
+
+ for (int i = 0; i < toadd_count; i++) {
+
+ _body_inout(1, toadd[i].id, toadd[i].shape, toadd[i].local_shape);
+ }
+
+ contact_monitor->locked = false;
+ }
+
+ state = NULL;
+}
+
+void RigidBody3D::_notification(int p_what) {
+
+#ifdef TOOLS_ENABLED
+ if (p_what == NOTIFICATION_ENTER_TREE) {
+ if (Engine::get_singleton()->is_editor_hint()) {
+ set_notify_local_transform(true); //used for warnings and only in editor
+ }
+ }
+
+ if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {
+ if (Engine::get_singleton()->is_editor_hint()) {
+ update_configuration_warning();
+ }
+ }
+
+#endif
+}
+
+void RigidBody3D::set_mode(Mode p_mode) {
+
+ mode = p_mode;
+ switch (p_mode) {
+
+ case MODE_RIGID: {
+
+ PhysicsServer::get_singleton()->body_set_mode(get_rid(), PhysicsServer::BODY_MODE_RIGID);
+ } break;
+ case MODE_STATIC: {
+
+ PhysicsServer::get_singleton()->body_set_mode(get_rid(), PhysicsServer::BODY_MODE_STATIC);
+
+ } break;
+ case MODE_CHARACTER: {
+ PhysicsServer::get_singleton()->body_set_mode(get_rid(), PhysicsServer::BODY_MODE_CHARACTER);
+
+ } break;
+ case MODE_KINEMATIC: {
+
+ PhysicsServer::get_singleton()->body_set_mode(get_rid(), PhysicsServer::BODY_MODE_KINEMATIC);
+ } break;
+ }
+ update_configuration_warning();
+}
+
+RigidBody3D::Mode RigidBody3D::get_mode() const {
+
+ return mode;
+}
+
+void RigidBody3D::set_mass(real_t p_mass) {
+
+ ERR_FAIL_COND(p_mass <= 0);
+ mass = p_mass;
+ _change_notify("mass");
+ _change_notify("weight");
+ PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_MASS, mass);
+}
+real_t RigidBody3D::get_mass() const {
+
+ return mass;
+}
+
+void RigidBody3D::set_weight(real_t p_weight) {
+
+ set_mass(p_weight / real_t(GLOBAL_DEF("physics/3d/default_gravity", 9.8)));
+}
+real_t RigidBody3D::get_weight() const {
+
+ return mass * real_t(GLOBAL_DEF("physics/3d/default_gravity", 9.8));
+}
+
+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))) {
+ physics_material_override->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidBody3D::_reload_physics_characteristics));
+ }
+ }
+
+ physics_material_override = p_physics_material_override;
+
+ if (physics_material_override.is_valid()) {
+ physics_material_override->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidBody3D::_reload_physics_characteristics));
+ }
+ _reload_physics_characteristics();
+}
+
+Ref<PhysicsMaterial> RigidBody3D::get_physics_material_override() const {
+ return physics_material_override;
+}
+
+void RigidBody3D::set_gravity_scale(real_t p_gravity_scale) {
+
+ gravity_scale = p_gravity_scale;
+ PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_GRAVITY_SCALE, gravity_scale);
+}
+real_t RigidBody3D::get_gravity_scale() const {
+
+ return gravity_scale;
+}
+
+void RigidBody3D::set_linear_damp(real_t p_linear_damp) {
+
+ ERR_FAIL_COND(p_linear_damp < -1);
+ linear_damp = p_linear_damp;
+ PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_LINEAR_DAMP, linear_damp);
+}
+real_t RigidBody3D::get_linear_damp() const {
+
+ return linear_damp;
+}
+
+void RigidBody3D::set_angular_damp(real_t p_angular_damp) {
+
+ ERR_FAIL_COND(p_angular_damp < -1);
+ angular_damp = p_angular_damp;
+ PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_ANGULAR_DAMP, angular_damp);
+}
+real_t RigidBody3D::get_angular_damp() const {
+
+ return angular_damp;
+}
+
+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 {
+ PhysicsServer::get_singleton()->body_set_axis_velocity(get_rid(), p_axis);
+ linear_velocity = v;
+ }
+}
+
+void RigidBody3D::set_linear_velocity(const Vector3 &p_velocity) {
+
+ linear_velocity = p_velocity;
+ if (state)
+ state->set_linear_velocity(linear_velocity);
+ else
+ PhysicsServer::get_singleton()->body_set_state(get_rid(), PhysicsServer::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
+}
+
+Vector3 RigidBody3D::get_linear_velocity() const {
+
+ return linear_velocity;
+}
+
+void RigidBody3D::set_angular_velocity(const Vector3 &p_velocity) {
+
+ angular_velocity = p_velocity;
+ if (state)
+ state->set_angular_velocity(angular_velocity);
+ else
+ PhysicsServer::get_singleton()->body_set_state(get_rid(), PhysicsServer::BODY_STATE_ANGULAR_VELOCITY, angular_velocity);
+}
+Vector3 RigidBody3D::get_angular_velocity() const {
+
+ return angular_velocity;
+}
+
+void RigidBody3D::set_use_custom_integrator(bool p_enable) {
+
+ if (custom_integrator == p_enable)
+ return;
+
+ custom_integrator = p_enable;
+ PhysicsServer::get_singleton()->body_set_omit_force_integration(get_rid(), p_enable);
+}
+bool RigidBody3D::is_using_custom_integrator() {
+
+ return custom_integrator;
+}
+
+void RigidBody3D::set_sleeping(bool p_sleeping) {
+
+ sleeping = p_sleeping;
+ PhysicsServer::get_singleton()->body_set_state(get_rid(), PhysicsServer::BODY_STATE_SLEEPING, sleeping);
+}
+
+void RigidBody3D::set_can_sleep(bool p_active) {
+
+ can_sleep = p_active;
+ PhysicsServer::get_singleton()->body_set_state(get_rid(), PhysicsServer::BODY_STATE_CAN_SLEEP, p_active);
+}
+
+bool RigidBody3D::is_able_to_sleep() const {
+
+ return can_sleep;
+}
+
+bool RigidBody3D::is_sleeping() const {
+
+ return sleeping;
+}
+
+void RigidBody3D::set_max_contacts_reported(int p_amount) {
+
+ max_contacts_reported = p_amount;
+ PhysicsServer::get_singleton()->body_set_max_contacts_reported(get_rid(), p_amount);
+}
+
+int RigidBody3D::get_max_contacts_reported() const {
+
+ return max_contacts_reported;
+}
+
+void RigidBody3D::add_central_force(const Vector3 &p_force) {
+ PhysicsServer::get_singleton()->body_add_central_force(get_rid(), p_force);
+}
+
+void RigidBody3D::add_force(const Vector3 &p_force, const Vector3 &p_pos) {
+ PhysicsServer::get_singleton()->body_add_force(get_rid(), p_force, p_pos);
+}
+
+void RigidBody3D::add_torque(const Vector3 &p_torque) {
+ PhysicsServer::get_singleton()->body_add_torque(get_rid(), p_torque);
+}
+
+void RigidBody3D::apply_central_impulse(const Vector3 &p_impulse) {
+ PhysicsServer::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse);
+}
+
+void RigidBody3D::apply_impulse(const Vector3 &p_pos, const Vector3 &p_impulse) {
+
+ PhysicsServer::get_singleton()->body_apply_impulse(get_rid(), p_pos, p_impulse);
+}
+
+void RigidBody3D::apply_torque_impulse(const Vector3 &p_impulse) {
+ PhysicsServer::get_singleton()->body_apply_torque_impulse(get_rid(), p_impulse);
+}
+
+void RigidBody3D::set_use_continuous_collision_detection(bool p_enable) {
+
+ ccd = p_enable;
+ PhysicsServer::get_singleton()->body_set_enable_continuous_collision_detection(get_rid(), p_enable);
+}
+
+bool RigidBody3D::is_using_continuous_collision_detection() const {
+
+ return ccd;
+}
+
+void RigidBody3D::set_contact_monitor(bool p_enabled) {
+
+ if (p_enabled == is_contact_monitor_enabled())
+ return;
+
+ if (!p_enabled) {
+
+ ERR_FAIL_COND_MSG(contact_monitor->locked, "Can't disable contact monitoring during in/out callback. Use call_deferred(\"set_contact_monitor\", false) instead.");
+
+ for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
+
+ //clean up mess
+ Object *obj = ObjectDB::get_instance(E->key());
+ Node *node = Object::cast_to<Node>(obj);
+
+ if (node) {
+ node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody3D::_body_enter_tree));
+ node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody3D::_body_exit_tree));
+ }
+ }
+
+ memdelete(contact_monitor);
+ contact_monitor = NULL;
+ } else {
+
+ contact_monitor = memnew(ContactMonitor);
+ contact_monitor->locked = false;
+ }
+}
+
+bool RigidBody3D::is_contact_monitor_enabled() const {
+
+ return contact_monitor != NULL;
+}
+
+void RigidBody3D::set_axis_lock(PhysicsServer::BodyAxis p_axis, bool p_lock) {
+ PhysicsServer::get_singleton()->body_set_axis_lock(get_rid(), p_axis, p_lock);
+}
+
+bool RigidBody3D::get_axis_lock(PhysicsServer::BodyAxis p_axis) const {
+ return PhysicsServer::get_singleton()->body_is_axis_locked(get_rid(), p_axis);
+}
+
+Array RigidBody3D::get_colliding_bodies() const {
+
+ ERR_FAIL_COND_V(!contact_monitor, Array());
+
+ Array ret;
+ ret.resize(contact_monitor->body_map.size());
+ int idx = 0;
+ for (const Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
+ Object *obj = ObjectDB::get_instance(E->key());
+ if (!obj) {
+ ret.resize(ret.size() - 1); //ops
+ } else {
+ ret[idx++] = obj;
+ }
+ }
+
+ return ret;
+}
+
+String RigidBody3D::get_configuration_warning() const {
+
+ Transform t = get_transform();
+
+ String warning = CollisionObject3D::get_configuration_warning();
+
+ 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 != String()) {
+ warning += "\n\n";
+ }
+ warning += TTR("Size changes to RigidBody (in character or rigid modes) will be overridden by the physics engine when running.\nChange the size in children collision shapes instead.");
+ }
+
+ return warning;
+}
+
+void RigidBody3D::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_mode", "mode"), &RigidBody3D::set_mode);
+ ClassDB::bind_method(D_METHOD("get_mode"), &RigidBody3D::get_mode);
+
+ 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_weight", "weight"), &RigidBody3D::set_weight);
+ ClassDB::bind_method(D_METHOD("get_weight"), &RigidBody3D::get_weight);
+
+ 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);
+
+ ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &RigidBody3D::set_linear_velocity);
+ ClassDB::bind_method(D_METHOD("get_linear_velocity"), &RigidBody3D::get_linear_velocity);
+
+ ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &RigidBody3D::set_angular_velocity);
+ ClassDB::bind_method(D_METHOD("get_angular_velocity"), &RigidBody3D::get_angular_velocity);
+
+ ClassDB::bind_method(D_METHOD("set_gravity_scale", "gravity_scale"), &RigidBody3D::set_gravity_scale);
+ ClassDB::bind_method(D_METHOD("get_gravity_scale"), &RigidBody3D::get_gravity_scale);
+
+ ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &RigidBody3D::set_linear_damp);
+ ClassDB::bind_method(D_METHOD("get_linear_damp"), &RigidBody3D::get_linear_damp);
+
+ ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &RigidBody3D::set_angular_damp);
+ ClassDB::bind_method(D_METHOD("get_angular_damp"), &RigidBody3D::get_angular_damp);
+
+ ClassDB::bind_method(D_METHOD("set_max_contacts_reported", "amount"), &RigidBody3D::set_max_contacts_reported);
+ ClassDB::bind_method(D_METHOD("get_max_contacts_reported"), &RigidBody3D::get_max_contacts_reported);
+
+ ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &RigidBody3D::set_use_custom_integrator);
+ ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &RigidBody3D::is_using_custom_integrator);
+
+ ClassDB::bind_method(D_METHOD("set_contact_monitor", "enabled"), &RigidBody3D::set_contact_monitor);
+ ClassDB::bind_method(D_METHOD("is_contact_monitor_enabled"), &RigidBody3D::is_contact_monitor_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_use_continuous_collision_detection", "enable"), &RigidBody3D::set_use_continuous_collision_detection);
+ ClassDB::bind_method(D_METHOD("is_using_continuous_collision_detection"), &RigidBody3D::is_using_continuous_collision_detection);
+
+ ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidBody3D::set_axis_velocity);
+
+ ClassDB::bind_method(D_METHOD("add_central_force", "force"), &RigidBody3D::add_central_force);
+ ClassDB::bind_method(D_METHOD("add_force", "force", "position"), &RigidBody3D::add_force);
+ ClassDB::bind_method(D_METHOD("add_torque", "torque"), &RigidBody3D::add_torque);
+
+ ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &RigidBody3D::apply_central_impulse);
+ ClassDB::bind_method(D_METHOD("apply_impulse", "position", "impulse"), &RigidBody3D::apply_impulse);
+ ClassDB::bind_method(D_METHOD("apply_torque_impulse", "impulse"), &RigidBody3D::apply_torque_impulse);
+
+ ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidBody3D::set_sleeping);
+ ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidBody3D::is_sleeping);
+
+ 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, "PhysicsDirectBodyState")));
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Rigid,Static,Character,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::FLOAT, "weight", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01", PROPERTY_USAGE_EDITOR), "set_weight", "get_weight");
+ 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");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "continuous_cd"), "set_use_continuous_collision_detection", "is_using_continuous_collision_detection");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "contacts_reported", PROPERTY_HINT_RANGE, "0,64,1,or_greater"), "set_max_contacts_reported", "get_max_contacts_reported");
+ 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", PhysicsServer::BODY_AXIS_LINEAR_X);
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_y"), "set_axis_lock", "get_axis_lock", PhysicsServer::BODY_AXIS_LINEAR_Y);
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_z"), "set_axis_lock", "get_axis_lock", PhysicsServer::BODY_AXIS_LINEAR_Z);
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_x"), "set_axis_lock", "get_axis_lock", PhysicsServer::BODY_AXIS_ANGULAR_X);
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_y"), "set_axis_lock", "get_axis_lock", PhysicsServer::BODY_AXIS_ANGULAR_Y);
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_z"), "set_axis_lock", "get_axis_lock", PhysicsServer::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");
+ ADD_GROUP("Angular", "angular_");
+ 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_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_STATIC);
+ BIND_ENUM_CONSTANT(MODE_CHARACTER);
+ BIND_ENUM_CONSTANT(MODE_KINEMATIC);
+}
+
+RigidBody3D::RigidBody3D() :
+ PhysicsBody3D(PhysicsServer::BODY_MODE_RIGID) {
+
+ mode = MODE_RIGID;
+
+ mass = 1;
+ max_contacts_reported = 0;
+ state = NULL;
+
+ gravity_scale = 1;
+ linear_damp = -1;
+ angular_damp = -1;
+
+ //angular_velocity=0;
+ sleeping = false;
+ ccd = false;
+
+ custom_integrator = false;
+ contact_monitor = NULL;
+ can_sleep = true;
+
+ PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed");
+}
+
+RigidBody3D::~RigidBody3D() {
+
+ if (contact_monitor)
+ memdelete(contact_monitor);
+}
+
+void RigidBody3D::_reload_physics_characteristics() {
+ if (physics_material_override.is_null()) {
+ PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_BOUNCE, 0);
+ PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_FRICTION, 1);
+ } else {
+ PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce());
+ PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_FRICTION, physics_material_override->computed_friction());
+ }
+}
+
+//////////////////////////////////////////////////////
+//////////////////////////
+
+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();
+ PhysicsServer::MotionResult result;
+ bool colliding = PhysicsServer::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, float p_floor_max_angle, bool p_infinite_inertia) {
+
+ Vector3 body_velocity = p_linear_velocity;
+ Vector3 body_velocity_normal = body_velocity.normalized();
+
+ for (int i = 0; i < 3; i++) {
+ if (locked_axis & (1 << i)) {
+ body_velocity[i] = 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());
+
+ on_floor = false;
+ on_floor_body = RID();
+ on_ceiling = false;
+ on_wall = false;
+ colliders.clear();
+ floor_normal = Vector3();
+ floor_velocity = Vector3();
+
+ while (p_max_slides) {
+
+ Collision collision;
+ 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);
+ 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);
+ if (collided) {
+ collision.remainder = motion; //keep
+ collision.travel = Vector3();
+ }
+ }
+
+ if (collided) {
+ found_collision = true;
+
+ colliders.push_back(collision);
+ motion = collision.remainder;
+
+ if (p_up_direction == Vector3()) {
+ //all is a wall
+ on_wall = true;
+ } else {
+ if (Math::acos(collision.normal.dot(p_up_direction)) <= p_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 + p_up_direction).length() < 0.01 && collision.travel.length() < 1) {
+ Transform gt = get_global_transform();
+ gt.origin -= collision.travel.slide(p_up_direction);
+ set_global_transform(gt);
+ return Vector3();
+ }
+ }
+ } else if (Math::acos(collision.normal.dot(-p_up_direction)) <= p_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);
+
+ for (int j = 0; j < 3; j++) {
+ if (locked_axis & (1 << j)) {
+ body_velocity[j] = 0;
+ }
+ }
+ }
+ }
+
+ if (!found_collision || motion == Vector3())
+ break;
+
+ --p_max_slides;
+ }
+
+ 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, float p_floor_max_angle, bool p_infinite_inertia) {
+
+ bool was_on_floor = on_floor;
+
+ Vector3 ret = move_and_slide(p_linear_velocity, p_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;
+ }
+
+ Collision col;
+ Transform gt = get_global_transform();
+
+ if (move_and_collide(p_snap, p_infinite_inertia, col, false, true)) {
+
+ bool apply = true;
+ if (p_up_direction != Vector3()) {
+ if (Math::acos(p_up_direction.normalized().dot(col.normal)) < p_floor_max_angle) {
+ on_floor = true;
+ floor_normal = col.normal;
+ on_floor_body = col.collider_rid;
+ floor_velocity = col.collider_vel;
+ if (p_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(p_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;
+ 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 PhysicsServer::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) {
+
+ PhysicsServer::SeparationResult sep_res[8]; //max 8 rays
+
+ Transform gt = get_global_transform();
+
+ Vector3 recover;
+ int hits = PhysicsServer::get_singleton()->body_test_ray_separation(get_rid(), gt, p_infinite_inertia, recover, sep_res, 8, margin);
+ int deepest = -1;
+ float deepest_depth;
+ for (int i = 0; i < hits; i++) {
+ if (deepest == -1 || sep_res[i].collision_depth > deepest_depth) {
+ deepest = i;
+ deepest_depth = sep_res[i].collision_depth;
+ }
+ }
+
+ gt.origin += recover;
+ 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();
+
+ return true;
+ } else {
+ return false;
+ }
+}
+
+void KinematicBody3D::set_axis_lock(PhysicsServer::BodyAxis p_axis, bool p_lock) {
+ PhysicsServer::get_singleton()->body_set_axis_lock(get_rid(), p_axis, p_lock);
+}
+
+bool KinematicBody3D::get_axis_lock(PhysicsServer::BodyAxis p_axis) const {
+ return PhysicsServer::get_singleton()->body_is_axis_locked(get_rid(), p_axis);
+}
+
+void KinematicBody3D::set_safe_margin(float p_margin) {
+
+ margin = p_margin;
+ PhysicsServer::get_singleton()->body_set_kinematic_safe_margin(get_rid(), margin);
+}
+
+float KinematicBody3D::get_safe_margin() const {
+
+ return margin;
+}
+int KinematicBody3D::get_slide_count() const {
+
+ return colliders.size();
+}
+
+KinematicBody3D::Collision KinematicBody3D::get_slide_collision(int p_bounce) const {
+ ERR_FAIL_INDEX_V(p_bounce, colliders.size(), Collision());
+ return colliders[p_bounce];
+}
+
+Ref<KinematicCollision3D> KinematicBody3D::_get_slide_collision(int p_bounce) {
+
+ ERR_FAIL_INDEX_V(p_bounce, colliders.size(), Ref<KinematicCollision3D>());
+ if (p_bounce >= slide_colliders.size()) {
+ slide_colliders.resize(p_bounce + 1);
+ }
+
+ if (slide_colliders[p_bounce].is_null()) {
+ slide_colliders.write[p_bounce].instance();
+ slide_colliders.write[p_bounce]->owner = this;
+ }
+
+ slide_colliders.write[p_bounce]->collision = colliders[p_bounce];
+ return slide_colliders[p_bounce];
+}
+
+void KinematicBody3D::_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();
+ 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((float)45)), 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((float)45)), DEFVAL(true));
+
+ ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia"), &KinematicBody3D::test_move, DEFVAL(true));
+
+ 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_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("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_PROPERTYI(PropertyInfo(Variant::BOOL, "move_lock_x", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_axis_lock", "get_axis_lock", PhysicsServer::BODY_AXIS_LINEAR_X);
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "move_lock_y", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_axis_lock", "get_axis_lock", PhysicsServer::BODY_AXIS_LINEAR_Y);
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "move_lock_z", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_axis_lock", "get_axis_lock", PhysicsServer::BODY_AXIS_LINEAR_Z);
+
+ 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
+ PhysicsDirectBodyState *state = Object::cast_to<PhysicsDirectBodyState>(p_state);
+#else
+ PhysicsDirectBodyState *state = (PhysicsDirectBodyState *)p_state; //trust it
+#endif
+
+ linear_velocity = state->get_linear_velocity();
+ angular_velocity = state->get_angular_velocity();
+}
+
+KinematicBody3D::KinematicBody3D() :
+ PhysicsBody3D(PhysicsServer::BODY_MODE_KINEMATIC) {
+
+ margin = 0.001;
+ locked_axis = 0;
+ on_floor = false;
+ on_ceiling = false;
+ on_wall = false;
+
+ PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed");
+}
+KinematicBody3D::~KinematicBody3D() {
+
+ if (motion_cache.is_valid()) {
+ motion_cache->owner = NULL;
+ }
+
+ for (int i = 0; i < slide_colliders.size(); i++) {
+ if (slide_colliders[i].is_valid()) {
+ slide_colliders.write[i]->owner = NULL;
+ }
+ }
+}
+///////////////////////////////////////
+
+Vector3 KinematicCollision3D::get_position() const {
+
+ return collision.collision;
+}
+Vector3 KinematicCollision3D::get_normal() const {
+ return collision.normal;
+}
+Vector3 KinematicCollision3D::get_travel() const {
+ return collision.travel;
+}
+Vector3 KinematicCollision3D::get_remainder() const {
+ return collision.remainder;
+}
+Object *KinematicCollision3D::get_local_shape() const {
+ if (!owner) return NULL;
+ uint32_t ownerid = owner->shape_find_owner(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);
+ }
+
+ return NULL;
+}
+ObjectID KinematicCollision3D::get_collider_id() const {
+
+ return collision.collider;
+}
+Object *KinematicCollision3D::get_collider_shape() const {
+
+ Object *collider = get_collider();
+ if (collider) {
+ CollisionObject3D *obj2d = Object::cast_to<CollisionObject3D>(collider);
+ if (obj2d) {
+ uint32_t ownerid = obj2d->shape_find_owner(collision.collider_shape);
+ return obj2d->shape_owner_get_owner(ownerid);
+ }
+ }
+
+ return NULL;
+}
+int KinematicCollision3D::get_collider_shape_index() const {
+
+ return collision.collider_shape;
+}
+Vector3 KinematicCollision3D::get_collider_velocity() const {
+
+ return collision.collider_vel;
+}
+Variant KinematicCollision3D::get_collider_metadata() const {
+
+ return Variant();
+}
+
+void KinematicCollision3D::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("get_position"), &KinematicCollision3D::get_position);
+ ClassDB::bind_method(D_METHOD("get_normal"), &KinematicCollision3D::get_normal);
+ ClassDB::bind_method(D_METHOD("get_travel"), &KinematicCollision3D::get_travel);
+ ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision3D::get_remainder);
+ ClassDB::bind_method(D_METHOD("get_local_shape"), &KinematicCollision3D::get_local_shape);
+ ClassDB::bind_method(D_METHOD("get_collider"), &KinematicCollision3D::get_collider);
+ ClassDB::bind_method(D_METHOD("get_collider_id"), &KinematicCollision3D::get_collider_id);
+ ClassDB::bind_method(D_METHOD("get_collider_shape"), &KinematicCollision3D::get_collider_shape);
+ ClassDB::bind_method(D_METHOD("get_collider_shape_index"), &KinematicCollision3D::get_collider_shape_index);
+ ClassDB::bind_method(D_METHOD("get_collider_velocity"), &KinematicCollision3D::get_collider_velocity);
+ ClassDB::bind_method(D_METHOD("get_collider_metadata"), &KinematicCollision3D::get_collider_metadata);
+
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "position"), "", "get_position");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "normal"), "", "get_normal");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "travel"), "", "get_travel");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "remainder"), "", "get_remainder");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "local_shape"), "", "get_local_shape");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider"), "", "get_collider");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_id"), "", "get_collider_id");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider_shape"), "", "get_collider_shape");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_shape_index"), "", "get_collider_shape_index");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "collider_velocity"), "", "get_collider_velocity");
+ 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 = NULL;
+}
+
+///////////////////////////////////////
+
+bool PhysicalBone3D::JointData::_set(const StringName &p_name, const Variant &p_value, RID j) {
+ return false;
+}
+
+bool PhysicalBone3D::JointData::_get(const StringName &p_name, Variant &r_ret) const {
+ return false;
+}
+
+void PhysicalBone3D::JointData::_get_property_list(List<PropertyInfo> *p_list) const {
+}
+
+void PhysicalBone3D::apply_central_impulse(const Vector3 &p_impulse) {
+ PhysicsServer::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse);
+}
+
+void PhysicalBone3D::apply_impulse(const Vector3 &p_pos, const Vector3 &p_impulse) {
+ PhysicsServer::get_singleton()->body_apply_impulse(get_rid(), p_pos, p_impulse);
+}
+
+void PhysicalBone3D::reset_physics_simulation_state() {
+ if (simulate_physics) {
+ _start_physics_simulation();
+ } else {
+ _stop_physics_simulation();
+ }
+}
+
+void PhysicalBone3D::reset_to_rest_position() {
+ if (parent_skeleton) {
+ if (-1 == bone_id) {
+ set_global_transform(parent_skeleton->get_global_transform() * body_offset);
+ } else {
+ set_global_transform(parent_skeleton->get_global_transform() * parent_skeleton->get_bone_global_pose(bone_id) * body_offset);
+ }
+ }
+}
+
+bool PhysicalBone3D::PinJointData::_set(const StringName &p_name, const Variant &p_value, RID j) {
+ if (JointData::_set(p_name, p_value, j)) {
+ return true;
+ }
+
+ if ("joint_constraints/bias" == p_name) {
+ bias = p_value;
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->pin_joint_set_param(j, PhysicsServer::PIN_JOINT_BIAS, bias);
+
+ } else if ("joint_constraints/damping" == p_name) {
+ damping = p_value;
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->pin_joint_set_param(j, PhysicsServer::PIN_JOINT_DAMPING, damping);
+
+ } else if ("joint_constraints/impulse_clamp" == p_name) {
+ impulse_clamp = p_value;
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->pin_joint_set_param(j, PhysicsServer::PIN_JOINT_IMPULSE_CLAMP, impulse_clamp);
+
+ } else {
+ return false;
+ }
+
+ return true;
+}
+
+bool PhysicalBone3D::PinJointData::_get(const StringName &p_name, Variant &r_ret) const {
+ if (JointData::_get(p_name, r_ret)) {
+ return true;
+ }
+
+ if ("joint_constraints/bias" == p_name) {
+ r_ret = bias;
+ } else if ("joint_constraints/damping" == p_name) {
+ r_ret = damping;
+ } else if ("joint_constraints/impulse_clamp" == p_name) {
+ r_ret = impulse_clamp;
+ } else {
+ return false;
+ }
+
+ return true;
+}
+
+void PhysicalBone3D::PinJointData::_get_property_list(List<PropertyInfo> *p_list) const {
+ JointData::_get_property_list(p_list);
+
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/bias", PROPERTY_HINT_RANGE, "0.01,0.99,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/damping", PROPERTY_HINT_RANGE, "0.01,8.0,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/impulse_clamp", PROPERTY_HINT_RANGE, "0.0,64.0,0.01"));
+}
+
+bool PhysicalBone3D::ConeJointData::_set(const StringName &p_name, const Variant &p_value, RID j) {
+ if (JointData::_set(p_name, p_value, j)) {
+ return true;
+ }
+
+ if ("joint_constraints/swing_span" == p_name) {
+ swing_span = Math::deg2rad(real_t(p_value));
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->cone_twist_joint_set_param(j, PhysicsServer::CONE_TWIST_JOINT_SWING_SPAN, swing_span);
+
+ } else if ("joint_constraints/twist_span" == p_name) {
+ twist_span = Math::deg2rad(real_t(p_value));
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->cone_twist_joint_set_param(j, PhysicsServer::CONE_TWIST_JOINT_TWIST_SPAN, twist_span);
+
+ } else if ("joint_constraints/bias" == p_name) {
+ bias = p_value;
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->cone_twist_joint_set_param(j, PhysicsServer::CONE_TWIST_JOINT_BIAS, bias);
+
+ } else if ("joint_constraints/softness" == p_name) {
+ softness = p_value;
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->cone_twist_joint_set_param(j, PhysicsServer::CONE_TWIST_JOINT_SOFTNESS, softness);
+
+ } else if ("joint_constraints/relaxation" == p_name) {
+ relaxation = p_value;
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->cone_twist_joint_set_param(j, PhysicsServer::CONE_TWIST_JOINT_RELAXATION, relaxation);
+
+ } else {
+ return false;
+ }
+
+ return true;
+}
+
+bool PhysicalBone3D::ConeJointData::_get(const StringName &p_name, Variant &r_ret) const {
+ if (JointData::_get(p_name, r_ret)) {
+ return true;
+ }
+
+ if ("joint_constraints/swing_span" == p_name) {
+ r_ret = Math::rad2deg(swing_span);
+ } else if ("joint_constraints/twist_span" == p_name) {
+ r_ret = Math::rad2deg(twist_span);
+ } else if ("joint_constraints/bias" == p_name) {
+ r_ret = bias;
+ } else if ("joint_constraints/softness" == p_name) {
+ r_ret = softness;
+ } else if ("joint_constraints/relaxation" == p_name) {
+ r_ret = relaxation;
+ } else {
+ return false;
+ }
+
+ return true;
+}
+
+void PhysicalBone3D::ConeJointData::_get_property_list(List<PropertyInfo> *p_list) const {
+ JointData::_get_property_list(p_list);
+
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/swing_span", PROPERTY_HINT_RANGE, "-180,180,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/twist_span", PROPERTY_HINT_RANGE, "-40000,40000,0.1,or_lesser,or_greater"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/bias", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/relaxation", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"));
+}
+
+bool PhysicalBone3D::HingeJointData::_set(const StringName &p_name, const Variant &p_value, RID j) {
+ if (JointData::_set(p_name, p_value, j)) {
+ return true;
+ }
+
+ if ("joint_constraints/angular_limit_enabled" == p_name) {
+ angular_limit_enabled = p_value;
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->hinge_joint_set_flag(j, PhysicsServer::HINGE_JOINT_FLAG_USE_LIMIT, angular_limit_enabled);
+
+ } else if ("joint_constraints/angular_limit_upper" == p_name) {
+ angular_limit_upper = Math::deg2rad(real_t(p_value));
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->hinge_joint_set_param(j, PhysicsServer::HINGE_JOINT_LIMIT_UPPER, angular_limit_upper);
+
+ } else if ("joint_constraints/angular_limit_lower" == p_name) {
+ angular_limit_lower = Math::deg2rad(real_t(p_value));
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->hinge_joint_set_param(j, PhysicsServer::HINGE_JOINT_LIMIT_LOWER, angular_limit_lower);
+
+ } else if ("joint_constraints/angular_limit_bias" == p_name) {
+ angular_limit_bias = p_value;
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->hinge_joint_set_param(j, PhysicsServer::HINGE_JOINT_LIMIT_BIAS, angular_limit_bias);
+
+ } else if ("joint_constraints/angular_limit_softness" == p_name) {
+ angular_limit_softness = p_value;
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->hinge_joint_set_param(j, PhysicsServer::HINGE_JOINT_LIMIT_SOFTNESS, angular_limit_softness);
+
+ } else if ("joint_constraints/angular_limit_relaxation" == p_name) {
+ angular_limit_relaxation = p_value;
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->hinge_joint_set_param(j, PhysicsServer::HINGE_JOINT_LIMIT_RELAXATION, angular_limit_relaxation);
+
+ } else {
+ return false;
+ }
+
+ return true;
+}
+
+bool PhysicalBone3D::HingeJointData::_get(const StringName &p_name, Variant &r_ret) const {
+ if (JointData::_get(p_name, r_ret)) {
+ return true;
+ }
+
+ if ("joint_constraints/angular_limit_enabled" == p_name) {
+ r_ret = angular_limit_enabled;
+ } else if ("joint_constraints/angular_limit_upper" == p_name) {
+ r_ret = Math::rad2deg(angular_limit_upper);
+ } else if ("joint_constraints/angular_limit_lower" == p_name) {
+ r_ret = Math::rad2deg(angular_limit_lower);
+ } else if ("joint_constraints/angular_limit_bias" == p_name) {
+ r_ret = angular_limit_bias;
+ } else if ("joint_constraints/angular_limit_softness" == p_name) {
+ r_ret = angular_limit_softness;
+ } else if ("joint_constraints/angular_limit_relaxation" == p_name) {
+ r_ret = angular_limit_relaxation;
+ } else {
+ return false;
+ }
+
+ return true;
+}
+
+void PhysicalBone3D::HingeJointData::_get_property_list(List<PropertyInfo> *p_list) const {
+ JointData::_get_property_list(p_list);
+
+ p_list->push_back(PropertyInfo(Variant::BOOL, "joint_constraints/angular_limit_enabled"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/angular_limit_upper", PROPERTY_HINT_RANGE, "-180,180,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/angular_limit_lower", PROPERTY_HINT_RANGE, "-180,180,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/angular_limit_bias", PROPERTY_HINT_RANGE, "0.01,0.99,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/angular_limit_softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/angular_limit_relaxation", PROPERTY_HINT_RANGE, "0.01,16,0.01"));
+}
+
+bool PhysicalBone3D::SliderJointData::_set(const StringName &p_name, const Variant &p_value, RID j) {
+ if (JointData::_set(p_name, p_value, j)) {
+ return true;
+ }
+
+ if ("joint_constraints/linear_limit_upper" == p_name) {
+ linear_limit_upper = p_value;
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->slider_joint_set_param(j, PhysicsServer::SLIDER_JOINT_LINEAR_LIMIT_UPPER, linear_limit_upper);
+
+ } else if ("joint_constraints/linear_limit_lower" == p_name) {
+ linear_limit_lower = p_value;
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->slider_joint_set_param(j, PhysicsServer::SLIDER_JOINT_LINEAR_LIMIT_LOWER, linear_limit_lower);
+
+ } else if ("joint_constraints/linear_limit_softness" == p_name) {
+ linear_limit_softness = p_value;
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->slider_joint_set_param(j, PhysicsServer::SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS, linear_limit_softness);
+
+ } else if ("joint_constraints/linear_limit_restitution" == p_name) {
+ linear_limit_restitution = p_value;
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->slider_joint_set_param(j, PhysicsServer::SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION, linear_limit_restitution);
+
+ } else if ("joint_constraints/linear_limit_damping" == p_name) {
+ linear_limit_damping = p_value;
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->slider_joint_set_param(j, PhysicsServer::SLIDER_JOINT_LINEAR_LIMIT_DAMPING, linear_limit_restitution);
+
+ } else if ("joint_constraints/angular_limit_upper" == p_name) {
+ angular_limit_upper = Math::deg2rad(real_t(p_value));
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->slider_joint_set_param(j, PhysicsServer::SLIDER_JOINT_ANGULAR_LIMIT_UPPER, angular_limit_upper);
+
+ } else if ("joint_constraints/angular_limit_lower" == p_name) {
+ angular_limit_lower = Math::deg2rad(real_t(p_value));
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->slider_joint_set_param(j, PhysicsServer::SLIDER_JOINT_ANGULAR_LIMIT_LOWER, angular_limit_lower);
+
+ } else if ("joint_constraints/angular_limit_softness" == p_name) {
+ angular_limit_softness = p_value;
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->slider_joint_set_param(j, PhysicsServer::SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS, angular_limit_softness);
+
+ } else if ("joint_constraints/angular_limit_restitution" == p_name) {
+ angular_limit_restitution = p_value;
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->slider_joint_set_param(j, PhysicsServer::SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS, angular_limit_softness);
+
+ } else if ("joint_constraints/angular_limit_damping" == p_name) {
+ angular_limit_damping = p_value;
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->slider_joint_set_param(j, PhysicsServer::SLIDER_JOINT_ANGULAR_LIMIT_DAMPING, angular_limit_damping);
+
+ } else {
+ return false;
+ }
+
+ return true;
+}
+
+bool PhysicalBone3D::SliderJointData::_get(const StringName &p_name, Variant &r_ret) const {
+ if (JointData::_get(p_name, r_ret)) {
+ return true;
+ }
+
+ if ("joint_constraints/linear_limit_upper" == p_name) {
+ r_ret = linear_limit_upper;
+ } else if ("joint_constraints/linear_limit_lower" == p_name) {
+ r_ret = linear_limit_lower;
+ } else if ("joint_constraints/linear_limit_softness" == p_name) {
+ r_ret = linear_limit_softness;
+ } else if ("joint_constraints/linear_limit_restitution" == p_name) {
+ r_ret = linear_limit_restitution;
+ } else if ("joint_constraints/linear_limit_damping" == p_name) {
+ r_ret = linear_limit_damping;
+ } else if ("joint_constraints/angular_limit_upper" == p_name) {
+ r_ret = Math::rad2deg(angular_limit_upper);
+ } else if ("joint_constraints/angular_limit_lower" == p_name) {
+ r_ret = Math::rad2deg(angular_limit_lower);
+ } else if ("joint_constraints/angular_limit_softness" == p_name) {
+ r_ret = angular_limit_softness;
+ } else if ("joint_constraints/angular_limit_restitution" == p_name) {
+ r_ret = angular_limit_restitution;
+ } else if ("joint_constraints/angular_limit_damping" == p_name) {
+ r_ret = angular_limit_damping;
+ } else {
+ return false;
+ }
+
+ return true;
+}
+
+void PhysicalBone3D::SliderJointData::_get_property_list(List<PropertyInfo> *p_list) const {
+ JointData::_get_property_list(p_list);
+
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/linear_limit_upper"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/linear_limit_lower"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/linear_limit_softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/linear_limit_restitution", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/linear_limit_damping", PROPERTY_HINT_RANGE, "0,16.0,0.01"));
+
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/angular_limit_upper", PROPERTY_HINT_RANGE, "-180,180,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/angular_limit_lower", PROPERTY_HINT_RANGE, "-180,180,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/angular_limit_softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/angular_limit_restitution", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/angular_limit_damping", PROPERTY_HINT_RANGE, "0,16.0,0.01"));
+}
+
+bool PhysicalBone3D::SixDOFJointData::_set(const StringName &p_name, const Variant &p_value, RID j) {
+ if (JointData::_set(p_name, p_value, j)) {
+ return true;
+ }
+
+ String path = p_name;
+
+ Vector3::Axis axis;
+ {
+ const String axis_s = path.get_slicec('/', 1);
+ if ("x" == axis_s) {
+ axis = Vector3::AXIS_X;
+ } else if ("y" == axis_s) {
+ axis = Vector3::AXIS_Y;
+ } else if ("z" == axis_s) {
+ axis = Vector3::AXIS_Z;
+ } else {
+ return false;
+ }
+ }
+
+ String var_name = path.get_slicec('/', 2);
+
+ if ("linear_limit_enabled" == var_name) {
+ axis_data[axis].linear_limit_enabled = p_value;
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_flag(j, axis, PhysicsServer::G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT, axis_data[axis].linear_limit_enabled);
+
+ } else if ("linear_limit_upper" == var_name) {
+ axis_data[axis].linear_limit_upper = p_value;
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_LINEAR_UPPER_LIMIT, axis_data[axis].linear_limit_upper);
+
+ } else if ("linear_limit_lower" == var_name) {
+ axis_data[axis].linear_limit_lower = p_value;
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_LINEAR_LOWER_LIMIT, axis_data[axis].linear_limit_lower);
+
+ } else if ("linear_limit_softness" == var_name) {
+ axis_data[axis].linear_limit_softness = p_value;
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS, axis_data[axis].linear_limit_softness);
+
+ } else if ("linear_spring_enabled" == var_name) {
+ axis_data[axis].linear_spring_enabled = p_value;
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_flag(j, axis, PhysicsServer::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING, axis_data[axis].linear_spring_enabled);
+
+ } else if ("linear_spring_stiffness" == var_name) {
+ axis_data[axis].linear_spring_stiffness = p_value;
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS, axis_data[axis].linear_spring_stiffness);
+
+ } else if ("linear_spring_damping" == var_name) {
+ axis_data[axis].linear_spring_damping = p_value;
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_LINEAR_SPRING_DAMPING, axis_data[axis].linear_spring_damping);
+
+ } else if ("linear_equilibrium_point" == var_name) {
+ axis_data[axis].linear_equilibrium_point = p_value;
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT, axis_data[axis].linear_equilibrium_point);
+
+ } else if ("linear_restitution" == var_name) {
+ axis_data[axis].linear_restitution = p_value;
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_LINEAR_RESTITUTION, axis_data[axis].linear_restitution);
+
+ } else if ("linear_damping" == var_name) {
+ axis_data[axis].linear_damping = p_value;
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_LINEAR_DAMPING, axis_data[axis].linear_damping);
+
+ } else if ("angular_limit_enabled" == var_name) {
+ axis_data[axis].angular_limit_enabled = p_value;
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_flag(j, axis, PhysicsServer::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT, axis_data[axis].angular_limit_enabled);
+
+ } else if ("angular_limit_upper" == var_name) {
+ axis_data[axis].angular_limit_upper = Math::deg2rad(real_t(p_value));
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_ANGULAR_UPPER_LIMIT, axis_data[axis].angular_limit_upper);
+
+ } else if ("angular_limit_lower" == var_name) {
+ axis_data[axis].angular_limit_lower = Math::deg2rad(real_t(p_value));
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_ANGULAR_LOWER_LIMIT, axis_data[axis].angular_limit_lower);
+
+ } else if ("angular_limit_softness" == var_name) {
+ axis_data[axis].angular_limit_softness = p_value;
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS, axis_data[axis].angular_limit_softness);
+
+ } else if ("angular_restitution" == var_name) {
+ axis_data[axis].angular_restitution = p_value;
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_ANGULAR_RESTITUTION, axis_data[axis].angular_restitution);
+
+ } else if ("angular_damping" == var_name) {
+ axis_data[axis].angular_damping = p_value;
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_ANGULAR_DAMPING, axis_data[axis].angular_damping);
+
+ } else if ("erp" == var_name) {
+ axis_data[axis].erp = p_value;
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_ANGULAR_ERP, axis_data[axis].erp);
+
+ } else if ("angular_spring_enabled" == var_name) {
+ axis_data[axis].angular_spring_enabled = p_value;
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_flag(j, axis, PhysicsServer::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING, axis_data[axis].angular_spring_enabled);
+
+ } else if ("angular_spring_stiffness" == var_name) {
+ axis_data[axis].angular_spring_stiffness = p_value;
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS, axis_data[axis].angular_spring_stiffness);
+
+ } else if ("angular_spring_damping" == var_name) {
+ axis_data[axis].angular_spring_damping = p_value;
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_ANGULAR_SPRING_DAMPING, axis_data[axis].angular_spring_damping);
+
+ } else if ("angular_equilibrium_point" == var_name) {
+ axis_data[axis].angular_equilibrium_point = p_value;
+ if (j.is_valid())
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT, axis_data[axis].angular_equilibrium_point);
+
+ } else {
+ return false;
+ }
+
+ return true;
+}
+
+bool PhysicalBone3D::SixDOFJointData::_get(const StringName &p_name, Variant &r_ret) const {
+ if (JointData::_get(p_name, r_ret)) {
+ return true;
+ }
+
+ String path = p_name;
+
+ int axis;
+ {
+ const String axis_s = path.get_slicec('/', 1);
+ if ("x" == axis_s) {
+ axis = 0;
+ } else if ("y" == axis_s) {
+ axis = 1;
+ } else if ("z" == axis_s) {
+ axis = 2;
+ } else {
+ return false;
+ }
+ }
+
+ String var_name = path.get_slicec('/', 2);
+
+ if ("linear_limit_enabled" == var_name) {
+ r_ret = axis_data[axis].linear_limit_enabled;
+ } else if ("linear_limit_upper" == var_name) {
+ r_ret = axis_data[axis].linear_limit_upper;
+ } else if ("linear_limit_lower" == var_name) {
+ r_ret = axis_data[axis].linear_limit_lower;
+ } else if ("linear_limit_softness" == var_name) {
+ r_ret = axis_data[axis].linear_limit_softness;
+ } else if ("linear_spring_enabled" == var_name) {
+ r_ret = axis_data[axis].linear_spring_enabled;
+ } else if ("linear_spring_stiffness" == var_name) {
+ r_ret = axis_data[axis].linear_spring_stiffness;
+ } else if ("linear_spring_damping" == var_name) {
+ r_ret = axis_data[axis].linear_spring_damping;
+ } else if ("linear_equilibrium_point" == var_name) {
+ r_ret = axis_data[axis].linear_equilibrium_point;
+ } else if ("linear_restitution" == var_name) {
+ r_ret = axis_data[axis].linear_restitution;
+ } else if ("linear_damping" == var_name) {
+ r_ret = axis_data[axis].linear_damping;
+ } else if ("angular_limit_enabled" == var_name) {
+ r_ret = axis_data[axis].angular_limit_enabled;
+ } else if ("angular_limit_upper" == var_name) {
+ r_ret = Math::rad2deg(axis_data[axis].angular_limit_upper);
+ } else if ("angular_limit_lower" == var_name) {
+ r_ret = Math::rad2deg(axis_data[axis].angular_limit_lower);
+ } else if ("angular_limit_softness" == var_name) {
+ r_ret = axis_data[axis].angular_limit_softness;
+ } else if ("angular_restitution" == var_name) {
+ r_ret = axis_data[axis].angular_restitution;
+ } else if ("angular_damping" == var_name) {
+ r_ret = axis_data[axis].angular_damping;
+ } else if ("erp" == var_name) {
+ r_ret = axis_data[axis].erp;
+ } else if ("angular_spring_enabled" == var_name) {
+ r_ret = axis_data[axis].angular_spring_enabled;
+ } else if ("angular_spring_stiffness" == var_name) {
+ r_ret = axis_data[axis].angular_spring_stiffness;
+ } else if ("angular_spring_damping" == var_name) {
+ r_ret = axis_data[axis].angular_spring_damping;
+ } else if ("angular_equilibrium_point" == var_name) {
+ r_ret = axis_data[axis].angular_equilibrium_point;
+ } else {
+ return false;
+ }
+
+ return true;
+}
+
+void PhysicalBone3D::SixDOFJointData::_get_property_list(List<PropertyInfo> *p_list) const {
+ const StringName axis_names[] = { "x", "y", "z" };
+ for (int i = 0; i < 3; ++i) {
+ p_list->push_back(PropertyInfo(Variant::BOOL, "joint_constraints/" + axis_names[i] + "/linear_limit_enabled"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/" + axis_names[i] + "/linear_limit_upper"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/" + axis_names[i] + "/linear_limit_lower"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/" + axis_names[i] + "/linear_limit_softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"));
+ p_list->push_back(PropertyInfo(Variant::BOOL, "joint_constraints/" + axis_names[i] + "/linear_spring_enabled"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/" + axis_names[i] + "/linear_spring_stiffness"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/" + axis_names[i] + "/linear_spring_damping"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/" + axis_names[i] + "/linear_equilibrium_point"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/" + axis_names[i] + "/linear_restitution", PROPERTY_HINT_RANGE, "0.01,16,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/" + axis_names[i] + "/linear_damping", PROPERTY_HINT_RANGE, "0.01,16,0.01"));
+ p_list->push_back(PropertyInfo(Variant::BOOL, "joint_constraints/" + axis_names[i] + "/angular_limit_enabled"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/" + axis_names[i] + "/angular_limit_upper", PROPERTY_HINT_RANGE, "-180,180,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/" + axis_names[i] + "/angular_limit_lower", PROPERTY_HINT_RANGE, "-180,180,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/" + axis_names[i] + "/angular_limit_softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/" + axis_names[i] + "/angular_restitution", PROPERTY_HINT_RANGE, "0.01,16,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/" + axis_names[i] + "/angular_damping", PROPERTY_HINT_RANGE, "0.01,16,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/" + axis_names[i] + "/erp"));
+ p_list->push_back(PropertyInfo(Variant::BOOL, "joint_constraints/" + axis_names[i] + "/angular_spring_enabled"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/" + axis_names[i] + "/angular_spring_stiffness"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/" + axis_names[i] + "/angular_spring_damping"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/" + axis_names[i] + "/angular_equilibrium_point"));
+ }
+}
+
+bool PhysicalBone3D::_set(const StringName &p_name, const Variant &p_value) {
+ if (p_name == "bone_name") {
+ set_bone_name(p_value);
+ return true;
+ }
+
+ if (joint_data) {
+ if (joint_data->_set(p_name, p_value)) {
+#ifdef TOOLS_ENABLED
+ if (get_gizmo().is_valid())
+ get_gizmo()->redraw();
+#endif
+ return true;
+ }
+ }
+
+ return false;
+}
+
+bool PhysicalBone3D::_get(const StringName &p_name, Variant &r_ret) const {
+ if (p_name == "bone_name") {
+ r_ret = get_bone_name();
+ return true;
+ }
+
+ if (joint_data) {
+ return joint_data->_get(p_name, r_ret);
+ }
+
+ return false;
+}
+
+void PhysicalBone3D::_get_property_list(List<PropertyInfo> *p_list) const {
+
+ Skeleton3D *parent = find_skeleton_parent(get_parent());
+
+ if (parent) {
+
+ String names;
+ for (int i = 0; i < parent->get_bone_count(); i++) {
+ if (i > 0)
+ names += ",";
+ names += parent->get_bone_name(i);
+ }
+
+ p_list->push_back(PropertyInfo(Variant::STRING_NAME, "bone_name", PROPERTY_HINT_ENUM, names));
+ } else {
+
+ p_list->push_back(PropertyInfo(Variant::STRING_NAME, "bone_name"));
+ }
+
+ if (joint_data) {
+ joint_data->_get_property_list(p_list);
+ }
+}
+
+void PhysicalBone3D::_notification(int p_what) {
+ switch (p_what) {
+ case NOTIFICATION_ENTER_TREE:
+ parent_skeleton = find_skeleton_parent(get_parent());
+ update_bone_id();
+ reset_to_rest_position();
+ reset_physics_simulation_state();
+ if (!joint.is_valid() && joint_data) {
+ _reload_joint();
+ }
+ break;
+ case NOTIFICATION_EXIT_TREE:
+ if (parent_skeleton) {
+ if (-1 != bone_id) {
+ parent_skeleton->unbind_physical_bone_from_bone(bone_id);
+ }
+ }
+ parent_skeleton = NULL;
+ if (joint.is_valid()) {
+ PhysicsServer::get_singleton()->free(joint);
+ joint = RID();
+ }
+ break;
+ case NOTIFICATION_TRANSFORM_CHANGED:
+ if (Engine::get_singleton()->is_editor_hint()) {
+
+ update_offset();
+ }
+ break;
+ }
+}
+
+void PhysicalBone3D::_direct_state_changed(Object *p_state) {
+
+ if (!simulate_physics || !_internal_simulate_physics) {
+ return;
+ }
+
+ /// Update bone transform
+
+ PhysicsDirectBodyState *state;
+
+#ifdef DEBUG_ENABLED
+ state = Object::cast_to<PhysicsDirectBodyState>(p_state);
+#else
+ state = (PhysicsDirectBodyState *)p_state; //trust it
+#endif
+
+ Transform global_transform(state->get_transform());
+
+ set_ignore_transform_notification(true);
+ set_global_transform(global_transform);
+ set_ignore_transform_notification(false);
+
+ // Update skeleton
+ if (parent_skeleton) {
+ if (-1 != bone_id) {
+ parent_skeleton->set_bone_global_pose_override(bone_id, parent_skeleton->get_global_transform().affine_inverse() * (global_transform * body_offset_inverse), 1.0, true);
+ }
+ }
+}
+
+void PhysicalBone3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &PhysicalBone3D::apply_central_impulse);
+ ClassDB::bind_method(D_METHOD("apply_impulse", "position", "impulse"), &PhysicalBone3D::apply_impulse);
+
+ 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);
+
+ ClassDB::bind_method(D_METHOD("set_joint_offset", "offset"), &PhysicalBone3D::set_joint_offset);
+ ClassDB::bind_method(D_METHOD("get_joint_offset"), &PhysicalBone3D::get_joint_offset);
+
+ ClassDB::bind_method(D_METHOD("set_body_offset", "offset"), &PhysicalBone3D::set_body_offset);
+ ClassDB::bind_method(D_METHOD("get_body_offset"), &PhysicalBone3D::get_body_offset);
+
+ ClassDB::bind_method(D_METHOD("get_simulate_physics"), &PhysicalBone3D::get_simulate_physics);
+
+ ClassDB::bind_method(D_METHOD("is_simulating_physics"), &PhysicalBone3D::is_simulating_physics);
+
+ ClassDB::bind_method(D_METHOD("get_bone_id"), &PhysicalBone3D::get_bone_id);
+
+ ClassDB::bind_method(D_METHOD("set_mass", "mass"), &PhysicalBone3D::set_mass);
+ ClassDB::bind_method(D_METHOD("get_mass"), &PhysicalBone3D::get_mass);
+
+ ClassDB::bind_method(D_METHOD("set_weight", "weight"), &PhysicalBone3D::set_weight);
+ ClassDB::bind_method(D_METHOD("get_weight"), &PhysicalBone3D::get_weight);
+
+ ClassDB::bind_method(D_METHOD("set_friction", "friction"), &PhysicalBone3D::set_friction);
+ ClassDB::bind_method(D_METHOD("get_friction"), &PhysicalBone3D::get_friction);
+
+ ClassDB::bind_method(D_METHOD("set_bounce", "bounce"), &PhysicalBone3D::set_bounce);
+ ClassDB::bind_method(D_METHOD("get_bounce"), &PhysicalBone3D::get_bounce);
+
+ ClassDB::bind_method(D_METHOD("set_gravity_scale", "gravity_scale"), &PhysicalBone3D::set_gravity_scale);
+ ClassDB::bind_method(D_METHOD("get_gravity_scale"), &PhysicalBone3D::get_gravity_scale);
+
+ 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::TRANSFORM, "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, "weight", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01"), "set_weight", "get_weight");
+ 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");
+
+ BIND_ENUM_CONSTANT(JOINT_TYPE_NONE);
+ BIND_ENUM_CONSTANT(JOINT_TYPE_PIN);
+ BIND_ENUM_CONSTANT(JOINT_TYPE_CONE);
+ BIND_ENUM_CONSTANT(JOINT_TYPE_HINGE);
+ BIND_ENUM_CONSTANT(JOINT_TYPE_SLIDER);
+ BIND_ENUM_CONSTANT(JOINT_TYPE_6DOF);
+}
+
+Skeleton3D *PhysicalBone3D::find_skeleton_parent(Node *p_parent) {
+ if (!p_parent) {
+ return NULL;
+ }
+ Skeleton3D *s = Object::cast_to<Skeleton3D>(p_parent);
+ return s ? s : find_skeleton_parent(p_parent->get_parent());
+}
+
+void PhysicalBone3D::_fix_joint_offset() {
+ // Clamp joint origin to bone origin
+ if (parent_skeleton) {
+ joint_offset.origin = body_offset.affine_inverse().origin;
+ }
+}
+
+void PhysicalBone3D::_reload_joint() {
+
+ if (joint.is_valid()) {
+ PhysicsServer::get_singleton()->free(joint);
+ joint = RID();
+ }
+
+ if (!parent_skeleton) {
+ return;
+ }
+
+ PhysicalBone3D *body_a = parent_skeleton->get_physical_bone_parent(bone_id);
+ if (!body_a) {
+ return;
+ }
+
+ Transform joint_transf = get_global_transform() * joint_offset;
+ Transform local_a = body_a->get_global_transform().affine_inverse() * joint_transf;
+ local_a.orthonormalize();
+
+ switch (get_joint_type()) {
+ case JOINT_TYPE_PIN: {
+
+ joint = PhysicsServer::get_singleton()->joint_create_pin(body_a->get_rid(), local_a.origin, get_rid(), joint_offset.origin);
+ const PinJointData *pjd(static_cast<const PinJointData *>(joint_data));
+ PhysicsServer::get_singleton()->pin_joint_set_param(joint, PhysicsServer::PIN_JOINT_BIAS, pjd->bias);
+ PhysicsServer::get_singleton()->pin_joint_set_param(joint, PhysicsServer::PIN_JOINT_DAMPING, pjd->damping);
+ PhysicsServer::get_singleton()->pin_joint_set_param(joint, PhysicsServer::PIN_JOINT_IMPULSE_CLAMP, pjd->impulse_clamp);
+
+ } break;
+ case JOINT_TYPE_CONE: {
+
+ joint = PhysicsServer::get_singleton()->joint_create_cone_twist(body_a->get_rid(), local_a, get_rid(), joint_offset);
+ const ConeJointData *cjd(static_cast<const ConeJointData *>(joint_data));
+ PhysicsServer::get_singleton()->cone_twist_joint_set_param(joint, PhysicsServer::CONE_TWIST_JOINT_SWING_SPAN, cjd->swing_span);
+ PhysicsServer::get_singleton()->cone_twist_joint_set_param(joint, PhysicsServer::CONE_TWIST_JOINT_TWIST_SPAN, cjd->twist_span);
+ PhysicsServer::get_singleton()->cone_twist_joint_set_param(joint, PhysicsServer::CONE_TWIST_JOINT_BIAS, cjd->bias);
+ PhysicsServer::get_singleton()->cone_twist_joint_set_param(joint, PhysicsServer::CONE_TWIST_JOINT_SOFTNESS, cjd->softness);
+ PhysicsServer::get_singleton()->cone_twist_joint_set_param(joint, PhysicsServer::CONE_TWIST_JOINT_RELAXATION, cjd->relaxation);
+
+ } break;
+ case JOINT_TYPE_HINGE: {
+
+ joint = PhysicsServer::get_singleton()->joint_create_hinge(body_a->get_rid(), local_a, get_rid(), joint_offset);
+ const HingeJointData *hjd(static_cast<const HingeJointData *>(joint_data));
+ PhysicsServer::get_singleton()->hinge_joint_set_flag(joint, PhysicsServer::HINGE_JOINT_FLAG_USE_LIMIT, hjd->angular_limit_enabled);
+ PhysicsServer::get_singleton()->hinge_joint_set_param(joint, PhysicsServer::HINGE_JOINT_LIMIT_UPPER, hjd->angular_limit_upper);
+ PhysicsServer::get_singleton()->hinge_joint_set_param(joint, PhysicsServer::HINGE_JOINT_LIMIT_LOWER, hjd->angular_limit_lower);
+ PhysicsServer::get_singleton()->hinge_joint_set_param(joint, PhysicsServer::HINGE_JOINT_LIMIT_BIAS, hjd->angular_limit_bias);
+ PhysicsServer::get_singleton()->hinge_joint_set_param(joint, PhysicsServer::HINGE_JOINT_LIMIT_SOFTNESS, hjd->angular_limit_softness);
+ PhysicsServer::get_singleton()->hinge_joint_set_param(joint, PhysicsServer::HINGE_JOINT_LIMIT_RELAXATION, hjd->angular_limit_relaxation);
+
+ } break;
+ case JOINT_TYPE_SLIDER: {
+
+ joint = PhysicsServer::get_singleton()->joint_create_slider(body_a->get_rid(), local_a, get_rid(), joint_offset);
+ const SliderJointData *sjd(static_cast<const SliderJointData *>(joint_data));
+ PhysicsServer::get_singleton()->slider_joint_set_param(joint, PhysicsServer::SLIDER_JOINT_LINEAR_LIMIT_UPPER, sjd->linear_limit_upper);
+ PhysicsServer::get_singleton()->slider_joint_set_param(joint, PhysicsServer::SLIDER_JOINT_LINEAR_LIMIT_LOWER, sjd->linear_limit_lower);
+ PhysicsServer::get_singleton()->slider_joint_set_param(joint, PhysicsServer::SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS, sjd->linear_limit_softness);
+ PhysicsServer::get_singleton()->slider_joint_set_param(joint, PhysicsServer::SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION, sjd->linear_limit_restitution);
+ PhysicsServer::get_singleton()->slider_joint_set_param(joint, PhysicsServer::SLIDER_JOINT_LINEAR_LIMIT_DAMPING, sjd->linear_limit_restitution);
+ PhysicsServer::get_singleton()->slider_joint_set_param(joint, PhysicsServer::SLIDER_JOINT_ANGULAR_LIMIT_UPPER, sjd->angular_limit_upper);
+ PhysicsServer::get_singleton()->slider_joint_set_param(joint, PhysicsServer::SLIDER_JOINT_ANGULAR_LIMIT_LOWER, sjd->angular_limit_lower);
+ PhysicsServer::get_singleton()->slider_joint_set_param(joint, PhysicsServer::SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS, sjd->angular_limit_softness);
+ PhysicsServer::get_singleton()->slider_joint_set_param(joint, PhysicsServer::SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS, sjd->angular_limit_softness);
+ PhysicsServer::get_singleton()->slider_joint_set_param(joint, PhysicsServer::SLIDER_JOINT_ANGULAR_LIMIT_DAMPING, sjd->angular_limit_damping);
+
+ } break;
+ case JOINT_TYPE_6DOF: {
+
+ joint = PhysicsServer::get_singleton()->joint_create_generic_6dof(body_a->get_rid(), local_a, get_rid(), joint_offset);
+ const SixDOFJointData *g6dofjd(static_cast<const SixDOFJointData *>(joint_data));
+ for (int axis = 0; axis < 3; ++axis) {
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_flag(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT, g6dofjd->axis_data[axis].linear_limit_enabled);
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_LINEAR_UPPER_LIMIT, g6dofjd->axis_data[axis].linear_limit_upper);
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_LINEAR_LOWER_LIMIT, g6dofjd->axis_data[axis].linear_limit_lower);
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS, g6dofjd->axis_data[axis].linear_limit_softness);
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_flag(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING, g6dofjd->axis_data[axis].linear_spring_enabled);
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS, g6dofjd->axis_data[axis].linear_spring_stiffness);
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_LINEAR_SPRING_DAMPING, g6dofjd->axis_data[axis].linear_spring_damping);
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT, g6dofjd->axis_data[axis].linear_equilibrium_point);
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_LINEAR_RESTITUTION, g6dofjd->axis_data[axis].linear_restitution);
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_LINEAR_DAMPING, g6dofjd->axis_data[axis].linear_damping);
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_flag(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT, g6dofjd->axis_data[axis].angular_limit_enabled);
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_ANGULAR_UPPER_LIMIT, g6dofjd->axis_data[axis].angular_limit_upper);
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_ANGULAR_LOWER_LIMIT, g6dofjd->axis_data[axis].angular_limit_lower);
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS, g6dofjd->axis_data[axis].angular_limit_softness);
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_ANGULAR_RESTITUTION, g6dofjd->axis_data[axis].angular_restitution);
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_ANGULAR_DAMPING, g6dofjd->axis_data[axis].angular_damping);
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_ANGULAR_ERP, g6dofjd->axis_data[axis].erp);
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_flag(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING, g6dofjd->axis_data[axis].angular_spring_enabled);
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS, g6dofjd->axis_data[axis].angular_spring_stiffness);
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_ANGULAR_SPRING_DAMPING, g6dofjd->axis_data[axis].angular_spring_damping);
+ PhysicsServer::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT, g6dofjd->axis_data[axis].angular_equilibrium_point);
+ }
+
+ } break;
+ case JOINT_TYPE_NONE: {
+ } break;
+ }
+}
+
+void PhysicalBone3D::_on_bone_parent_changed() {
+ _reload_joint();
+}
+
+void PhysicalBone3D::_set_gizmo_move_joint(bool p_move_joint) {
+#ifdef TOOLS_ENABLED
+ gizmo_move_joint = p_move_joint;
+ Node3DEditor::get_singleton()->update_transform_gizmo();
+#endif
+}
+
+#ifdef TOOLS_ENABLED
+Transform 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 {
+ return gizmo_move_joint ? get_transform() * joint_offset : get_transform();
+}
+#endif
+
+const PhysicalBone3D::JointData *PhysicalBone3D::get_joint_data() const {
+ return joint_data;
+}
+
+Skeleton3D *PhysicalBone3D::find_skeleton_parent() {
+ return find_skeleton_parent(this);
+}
+
+void PhysicalBone3D::set_joint_type(JointType p_joint_type) {
+
+ if (p_joint_type == get_joint_type())
+ return;
+
+ if (joint_data)
+ memdelete(joint_data);
+ joint_data = NULL;
+ switch (p_joint_type) {
+ case JOINT_TYPE_PIN:
+ joint_data = memnew(PinJointData);
+ break;
+ case JOINT_TYPE_CONE:
+ joint_data = memnew(ConeJointData);
+ break;
+ case JOINT_TYPE_HINGE:
+ joint_data = memnew(HingeJointData);
+ break;
+ case JOINT_TYPE_SLIDER:
+ joint_data = memnew(SliderJointData);
+ break;
+ case JOINT_TYPE_6DOF:
+ joint_data = memnew(SixDOFJointData);
+ break;
+ case JOINT_TYPE_NONE:
+ break;
+ }
+
+ _reload_joint();
+
+#ifdef TOOLS_ENABLED
+ _change_notify();
+ if (get_gizmo().is_valid())
+ get_gizmo()->redraw();
+#endif
+}
+
+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) {
+ joint_offset = p_offset;
+
+ _fix_joint_offset();
+
+ set_ignore_transform_notification(true);
+ reset_to_rest_position();
+ set_ignore_transform_notification(false);
+
+#ifdef TOOLS_ENABLED
+ if (get_gizmo().is_valid())
+ get_gizmo()->redraw();
+#endif
+}
+
+const Transform &PhysicalBone3D::get_body_offset() const {
+ return body_offset;
+}
+
+void PhysicalBone3D::set_body_offset(const Transform &p_offset) {
+ body_offset = p_offset;
+ body_offset_inverse = body_offset.affine_inverse();
+
+ _fix_joint_offset();
+
+ set_ignore_transform_notification(true);
+ reset_to_rest_position();
+ set_ignore_transform_notification(false);
+
+#ifdef TOOLS_ENABLED
+ if (get_gizmo().is_valid())
+ get_gizmo()->redraw();
+#endif
+}
+
+const Transform &PhysicalBone3D::get_joint_offset() const {
+ return joint_offset;
+}
+
+void PhysicalBone3D::set_simulate_physics(bool p_simulate) {
+ if (simulate_physics == p_simulate) {
+ return;
+ }
+
+ simulate_physics = p_simulate;
+ reset_physics_simulation_state();
+}
+
+bool PhysicalBone3D::get_simulate_physics() {
+ return simulate_physics;
+}
+
+bool PhysicalBone3D::is_simulating_physics() {
+ return _internal_simulate_physics;
+}
+
+void PhysicalBone3D::set_bone_name(const String &p_name) {
+
+ bone_name = p_name;
+ bone_id = -1;
+
+ update_bone_id();
+ reset_to_rest_position();
+}
+
+const String &PhysicalBone3D::get_bone_name() const {
+
+ return bone_name;
+}
+
+void PhysicalBone3D::set_mass(real_t p_mass) {
+
+ ERR_FAIL_COND(p_mass <= 0);
+ mass = p_mass;
+ PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_MASS, mass);
+}
+
+real_t PhysicalBone3D::get_mass() const {
+
+ return mass;
+}
+
+void PhysicalBone3D::set_weight(real_t p_weight) {
+
+ set_mass(p_weight / real_t(GLOBAL_DEF("physics/3d/default_gravity", 9.8)));
+}
+
+real_t PhysicalBone3D::get_weight() const {
+
+ return mass * real_t(GLOBAL_DEF("physics/3d/default_gravity", 9.8));
+}
+
+void PhysicalBone3D::set_friction(real_t p_friction) {
+
+ ERR_FAIL_COND(p_friction < 0 || p_friction > 1);
+
+ friction = p_friction;
+ PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_FRICTION, friction);
+}
+
+real_t PhysicalBone3D::get_friction() const {
+
+ return friction;
+}
+
+void PhysicalBone3D::set_bounce(real_t p_bounce) {
+
+ ERR_FAIL_COND(p_bounce < 0 || p_bounce > 1);
+
+ bounce = p_bounce;
+ PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_BOUNCE, bounce);
+}
+
+real_t PhysicalBone3D::get_bounce() const {
+
+ return bounce;
+}
+
+void PhysicalBone3D::set_gravity_scale(real_t p_gravity_scale) {
+
+ gravity_scale = p_gravity_scale;
+ PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_GRAVITY_SCALE, gravity_scale);
+}
+
+real_t PhysicalBone3D::get_gravity_scale() const {
+
+ return gravity_scale;
+}
+
+PhysicalBone3D::PhysicalBone3D() :
+ PhysicsBody3D(PhysicsServer::BODY_MODE_STATIC),
+#ifdef TOOLS_ENABLED
+ gizmo_move_joint(false),
+#endif
+ joint_data(NULL),
+ parent_skeleton(NULL),
+ simulate_physics(false),
+ _internal_simulate_physics(false),
+ bone_id(-1),
+ bone_name(""),
+ bounce(0),
+ mass(1),
+ friction(1),
+ gravity_scale(1) {
+
+ reset_physics_simulation_state();
+}
+
+PhysicalBone3D::~PhysicalBone3D() {
+ if (joint_data)
+ memdelete(joint_data);
+}
+
+void PhysicalBone3D::update_bone_id() {
+ if (!parent_skeleton) {
+ return;
+ }
+
+ const int new_bone_id = parent_skeleton->find_bone(bone_name);
+
+ if (new_bone_id != bone_id) {
+ if (-1 != bone_id) {
+ // Assert the unbind from old node
+ parent_skeleton->unbind_physical_bone_from_bone(bone_id);
+ parent_skeleton->unbind_child_node_from_bone(bone_id, this);
+ }
+
+ bone_id = new_bone_id;
+
+ parent_skeleton->bind_physical_bone_to_bone(bone_id, this);
+
+ _fix_joint_offset();
+ reset_physics_simulation_state();
+ }
+}
+
+void PhysicalBone3D::update_offset() {
+#ifdef TOOLS_ENABLED
+ if (parent_skeleton) {
+
+ Transform bone_transform(parent_skeleton->get_global_transform());
+ if (-1 != bone_id)
+ bone_transform *= parent_skeleton->get_bone_global_pose(bone_id);
+
+ if (gizmo_move_joint) {
+ bone_transform *= body_offset;
+ set_joint_offset(bone_transform.affine_inverse() * get_global_transform());
+ } else {
+ set_body_offset(bone_transform.affine_inverse() * get_global_transform());
+ }
+ }
+#endif
+}
+
+void PhysicalBone3D::_start_physics_simulation() {
+ if (_internal_simulate_physics || !parent_skeleton) {
+ return;
+ }
+ reset_to_rest_position();
+ PhysicsServer::get_singleton()->body_set_mode(get_rid(), PhysicsServer::BODY_MODE_RIGID);
+ PhysicsServer::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer());
+ PhysicsServer::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask());
+ PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed");
+ set_as_toplevel(true);
+ _internal_simulate_physics = true;
+}
+
+void PhysicalBone3D::_stop_physics_simulation() {
+ if (!parent_skeleton) {
+ return;
+ }
+ if (parent_skeleton->get_animate_physical_bones()) {
+ PhysicsServer::get_singleton()->body_set_mode(get_rid(), PhysicsServer::BODY_MODE_KINEMATIC);
+ PhysicsServer::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer());
+ PhysicsServer::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask());
+ } else {
+ PhysicsServer::get_singleton()->body_set_mode(get_rid(), PhysicsServer::BODY_MODE_STATIC);
+ PhysicsServer::get_singleton()->body_set_collision_layer(get_rid(), 0);
+ PhysicsServer::get_singleton()->body_set_collision_mask(get_rid(), 0);
+ }
+ if (_internal_simulate_physics) {
+ PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(), NULL, "");
+ parent_skeleton->set_bone_global_pose_override(bone_id, Transform(), 0.0, false);
+ set_as_toplevel(false);
+ _internal_simulate_physics = false;
+ }
+}