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-rw-r--r--scene/3d/collision_polygon_3d.cpp2
-rw-r--r--scene/3d/collision_shape_3d.cpp6
-rw-r--r--scene/3d/navigation_obstacle_3d.cpp2
-rw-r--r--scene/3d/physics_body_3d.cpp298
-rw-r--r--scene/3d/physics_body_3d.h16
-rw-r--r--scene/3d/soft_body_3d.cpp (renamed from scene/3d/soft_dynamic_body_3d.cpp)230
-rw-r--r--scene/3d/soft_body_3d.h (renamed from scene/3d/soft_dynamic_body_3d.h)28
-rw-r--r--scene/3d/vehicle_body_3d.cpp2
-rw-r--r--scene/3d/vehicle_body_3d.h4
9 files changed, 294 insertions, 294 deletions
diff --git a/scene/3d/collision_polygon_3d.cpp b/scene/3d/collision_polygon_3d.cpp
index bd6a70e566..90099d787b 100644
--- a/scene/3d/collision_polygon_3d.cpp
+++ b/scene/3d/collision_polygon_3d.cpp
@@ -171,7 +171,7 @@ TypedArray<String> CollisionPolygon3D::get_configuration_warnings() const {
TypedArray<String> warnings = Node::get_configuration_warnings();
if (!Object::cast_to<CollisionObject3D>(get_parent())) {
- warnings.push_back(RTR("CollisionPolygon3D only serves to provide a collision shape to a CollisionObject3D derived node. Please only use it as a child of Area3D, StaticBody3D, RigidDynamicBody3D, CharacterBody3D, etc. to give them a shape."));
+ warnings.push_back(RTR("CollisionPolygon3D only serves to provide a collision shape to a CollisionObject3D derived node. Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, CharacterBody3D, etc. to give them a shape."));
}
if (polygon.is_empty()) {
diff --git a/scene/3d/collision_shape_3d.cpp b/scene/3d/collision_shape_3d.cpp
index 759997de7b..a9bc28b464 100644
--- a/scene/3d/collision_shape_3d.cpp
+++ b/scene/3d/collision_shape_3d.cpp
@@ -118,7 +118,7 @@ TypedArray<String> CollisionShape3D::get_configuration_warnings() const {
TypedArray<String> warnings = Node::get_configuration_warnings();
if (!Object::cast_to<CollisionObject3D>(get_parent())) {
- warnings.push_back(RTR("CollisionShape3D only serves to provide a collision shape to a CollisionObject3D derived node. Please only use it as a child of Area3D, StaticBody3D, RigidDynamicBody3D, CharacterBody3D, etc. to give them a shape."));
+ warnings.push_back(RTR("CollisionShape3D only serves to provide a collision shape to a CollisionObject3D derived node. Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, CharacterBody3D, etc. to give them a shape."));
}
if (!shape.is_valid()) {
@@ -126,9 +126,9 @@ TypedArray<String> CollisionShape3D::get_configuration_warnings() const {
}
if (shape.is_valid() &&
- Object::cast_to<RigidDynamicBody3D>(get_parent()) &&
+ Object::cast_to<RigidBody3D>(get_parent()) &&
Object::cast_to<ConcavePolygonShape3D>(*shape)) {
- warnings.push_back(RTR("ConcavePolygonShape3D doesn't support RigidDynamicBody3D in another mode than static."));
+ warnings.push_back(RTR("ConcavePolygonShape3D doesn't support RigidBody3D in another mode than static."));
}
return warnings;
diff --git a/scene/3d/navigation_obstacle_3d.cpp b/scene/3d/navigation_obstacle_3d.cpp
index ef9e191f69..953e52e591 100644
--- a/scene/3d/navigation_obstacle_3d.cpp
+++ b/scene/3d/navigation_obstacle_3d.cpp
@@ -133,7 +133,7 @@ TypedArray<String> NavigationObstacle3D::get_configuration_warnings() const {
}
if (Object::cast_to<StaticBody3D>(get_parent())) {
- warnings.push_back(RTR("The NavigationObstacle3D is intended for constantly moving bodies like CharacterBody3D or RigidDynamicBody3D as it creates only an RVO avoidance radius and does not follow scene geometry exactly."
+ warnings.push_back(RTR("The NavigationObstacle3D is intended for constantly moving bodies like CharacterBody3D or RigidBody3D as it creates only an RVO avoidance radius and does not follow scene geometry exactly."
"\nNot constantly moving or complete static objects should be (re)baked to a NavigationMesh so agents can not only avoid them but also move along those objects outline at high detail"));
}
diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp
index c690b5d6ff..3e0aaa1204 100644
--- a/scene/3d/physics_body_3d.cpp
+++ b/scene/3d/physics_body_3d.cpp
@@ -376,7 +376,7 @@ AnimatableBody3D::AnimatableBody3D() :
PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), this, _body_state_changed_callback);
}
-void RigidDynamicBody3D::_body_enter_tree(ObjectID p_id) {
+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);
@@ -399,7 +399,7 @@ void RigidDynamicBody3D::_body_enter_tree(ObjectID p_id) {
contact_monitor->locked = false;
}
-void RigidDynamicBody3D::_body_exit_tree(ObjectID p_id) {
+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);
@@ -420,7 +420,7 @@ void RigidDynamicBody3D::_body_exit_tree(ObjectID p_id) {
contact_monitor->locked = false;
}
-void RigidDynamicBody3D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape) {
+void RigidBody3D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape) {
bool body_in = p_status == 1;
ObjectID objid = p_instance;
@@ -439,8 +439,8 @@ void RigidDynamicBody3D::_body_inout(int p_status, const RID &p_body, ObjectID p
//E->value.rc=0;
E->value.in_tree = node && node->is_inside_tree();
if (node) {
- node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidDynamicBody3D::_body_enter_tree).bind(objid));
- node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidDynamicBody3D::_body_exit_tree).bind(objid));
+ node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody3D::_body_enter_tree).bind(objid));
+ node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody3D::_body_exit_tree).bind(objid));
if (E->value.in_tree) {
emit_signal(SceneStringNames::get_singleton()->body_entered, node);
}
@@ -466,8 +466,8 @@ void RigidDynamicBody3D::_body_inout(int p_status, const RID &p_body, ObjectID p
if (E->value.shapes.is_empty()) {
if (node) {
- node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidDynamicBody3D::_body_enter_tree));
- node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidDynamicBody3D::_body_exit_tree));
+ 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);
}
@@ -481,19 +481,19 @@ void RigidDynamicBody3D::_body_inout(int p_status, const RID &p_body, ObjectID p
}
}
-struct _RigidDynamicBodyInOut {
+struct _RigidBodyInOut {
RID rid;
ObjectID id;
int shape = 0;
int local_shape = 0;
};
-void RigidDynamicBody3D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state) {
- RigidDynamicBody3D *body = (RigidDynamicBody3D *)p_instance;
+void RigidBody3D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state) {
+ RigidBody3D *body = (RigidBody3D *)p_instance;
body->_body_state_changed(p_state);
}
-void RigidDynamicBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
+void RigidBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
set_ignore_transform_notification(true);
set_global_transform(p_state->get_transform());
@@ -524,9 +524,9 @@ void RigidDynamicBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state)
}
}
- _RigidDynamicBodyInOut *toadd = (_RigidDynamicBodyInOut *)alloca(p_state->get_contact_count() * sizeof(_RigidDynamicBodyInOut));
+ _RigidBodyInOut *toadd = (_RigidBodyInOut *)alloca(p_state->get_contact_count() * sizeof(_RigidBodyInOut));
int toadd_count = 0;
- RigidDynamicBody3D_RemoveAction *toremove = (RigidDynamicBody3D_RemoveAction *)alloca(rc * sizeof(RigidDynamicBody3D_RemoveAction));
+ RigidBody3D_RemoveAction *toremove = (RigidBody3D_RemoveAction *)alloca(rc * sizeof(RigidBody3D_RemoveAction));
int toremove_count = 0;
//put the ones to add
@@ -590,7 +590,7 @@ void RigidDynamicBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state)
}
}
-void RigidDynamicBody3D::_notification(int p_what) {
+void RigidBody3D::_notification(int p_what) {
#ifdef TOOLS_ENABLED
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
@@ -608,7 +608,7 @@ void RigidDynamicBody3D::_notification(int p_what) {
#endif
}
-void RigidDynamicBody3D::_apply_body_mode() {
+void RigidBody3D::_apply_body_mode() {
if (freeze) {
switch (freeze_mode) {
case FREEZE_MODE_STATIC: {
@@ -619,13 +619,13 @@ void RigidDynamicBody3D::_apply_body_mode() {
} break;
}
} else if (lock_rotation) {
- set_body_mode(PhysicsServer3D::BODY_MODE_DYNAMIC_LINEAR);
+ set_body_mode(PhysicsServer3D::BODY_MODE_RIGID_LINEAR);
} else {
- set_body_mode(PhysicsServer3D::BODY_MODE_DYNAMIC);
+ set_body_mode(PhysicsServer3D::BODY_MODE_RIGID);
}
}
-void RigidDynamicBody3D::set_lock_rotation_enabled(bool p_lock_rotation) {
+void RigidBody3D::set_lock_rotation_enabled(bool p_lock_rotation) {
if (p_lock_rotation == lock_rotation) {
return;
}
@@ -634,11 +634,11 @@ void RigidDynamicBody3D::set_lock_rotation_enabled(bool p_lock_rotation) {
_apply_body_mode();
}
-bool RigidDynamicBody3D::is_lock_rotation_enabled() const {
+bool RigidBody3D::is_lock_rotation_enabled() const {
return lock_rotation;
}
-void RigidDynamicBody3D::set_freeze_enabled(bool p_freeze) {
+void RigidBody3D::set_freeze_enabled(bool p_freeze) {
if (p_freeze == freeze) {
return;
}
@@ -647,11 +647,11 @@ void RigidDynamicBody3D::set_freeze_enabled(bool p_freeze) {
_apply_body_mode();
}
-bool RigidDynamicBody3D::is_freeze_enabled() const {
+bool RigidBody3D::is_freeze_enabled() const {
return freeze;
}
-void RigidDynamicBody3D::set_freeze_mode(FreezeMode p_freeze_mode) {
+void RigidBody3D::set_freeze_mode(FreezeMode p_freeze_mode) {
if (p_freeze_mode == freeze_mode) {
return;
}
@@ -660,21 +660,21 @@ void RigidDynamicBody3D::set_freeze_mode(FreezeMode p_freeze_mode) {
_apply_body_mode();
}
-RigidDynamicBody3D::FreezeMode RigidDynamicBody3D::get_freeze_mode() const {
+RigidBody3D::FreezeMode RigidBody3D::get_freeze_mode() const {
return freeze_mode;
}
-void RigidDynamicBody3D::set_mass(real_t p_mass) {
+void RigidBody3D::set_mass(real_t p_mass) {
ERR_FAIL_COND(p_mass <= 0);
mass = p_mass;
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_MASS, mass);
}
-real_t RigidDynamicBody3D::get_mass() const {
+real_t RigidBody3D::get_mass() const {
return mass;
}
-void RigidDynamicBody3D::set_inertia(const Vector3 &p_inertia) {
+void RigidBody3D::set_inertia(const Vector3 &p_inertia) {
ERR_FAIL_COND(p_inertia.x < 0);
ERR_FAIL_COND(p_inertia.y < 0);
ERR_FAIL_COND(p_inertia.z < 0);
@@ -683,11 +683,11 @@ void RigidDynamicBody3D::set_inertia(const Vector3 &p_inertia) {
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_INERTIA, inertia);
}
-const Vector3 &RigidDynamicBody3D::get_inertia() const {
+const Vector3 &RigidBody3D::get_inertia() const {
return inertia;
}
-void RigidDynamicBody3D::set_center_of_mass_mode(CenterOfMassMode p_mode) {
+void RigidBody3D::set_center_of_mass_mode(CenterOfMassMode p_mode) {
if (center_of_mass_mode == p_mode) {
return;
}
@@ -709,11 +709,11 @@ void RigidDynamicBody3D::set_center_of_mass_mode(CenterOfMassMode p_mode) {
}
}
-RigidDynamicBody3D::CenterOfMassMode RigidDynamicBody3D::get_center_of_mass_mode() const {
+RigidBody3D::CenterOfMassMode RigidBody3D::get_center_of_mass_mode() const {
return center_of_mass_mode;
}
-void RigidDynamicBody3D::set_center_of_mass(const Vector3 &p_center_of_mass) {
+void RigidBody3D::set_center_of_mass(const Vector3 &p_center_of_mass) {
if (center_of_mass == p_center_of_mass) {
return;
}
@@ -724,106 +724,106 @@ void RigidDynamicBody3D::set_center_of_mass(const Vector3 &p_center_of_mass) {
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS, center_of_mass);
}
-const Vector3 &RigidDynamicBody3D::get_center_of_mass() const {
+const Vector3 &RigidBody3D::get_center_of_mass() const {
return center_of_mass;
}
-void RigidDynamicBody3D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {
+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, &RigidDynamicBody3D::_reload_physics_characteristics))) {
- physics_material_override->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidDynamicBody3D::_reload_physics_characteristics));
+ 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, &RigidDynamicBody3D::_reload_physics_characteristics));
+ physics_material_override->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidBody3D::_reload_physics_characteristics));
}
_reload_physics_characteristics();
}
-Ref<PhysicsMaterial> RigidDynamicBody3D::get_physics_material_override() const {
+Ref<PhysicsMaterial> RigidBody3D::get_physics_material_override() const {
return physics_material_override;
}
-void RigidDynamicBody3D::set_gravity_scale(real_t p_gravity_scale) {
+void RigidBody3D::set_gravity_scale(real_t p_gravity_scale) {
gravity_scale = p_gravity_scale;
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE, gravity_scale);
}
-real_t RigidDynamicBody3D::get_gravity_scale() const {
+real_t RigidBody3D::get_gravity_scale() const {
return gravity_scale;
}
-void RigidDynamicBody3D::set_linear_damp_mode(DampMode p_mode) {
+void RigidBody3D::set_linear_damp_mode(DampMode p_mode) {
linear_damp_mode = p_mode;
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_LINEAR_DAMP_MODE, linear_damp_mode);
}
-RigidDynamicBody3D::DampMode RigidDynamicBody3D::get_linear_damp_mode() const {
+RigidBody3D::DampMode RigidBody3D::get_linear_damp_mode() const {
return linear_damp_mode;
}
-void RigidDynamicBody3D::set_angular_damp_mode(DampMode p_mode) {
+void RigidBody3D::set_angular_damp_mode(DampMode p_mode) {
angular_damp_mode = p_mode;
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP_MODE, angular_damp_mode);
}
-RigidDynamicBody3D::DampMode RigidDynamicBody3D::get_angular_damp_mode() const {
+RigidBody3D::DampMode RigidBody3D::get_angular_damp_mode() const {
return angular_damp_mode;
}
-void RigidDynamicBody3D::set_linear_damp(real_t p_linear_damp) {
+void RigidBody3D::set_linear_damp(real_t p_linear_damp) {
ERR_FAIL_COND(p_linear_damp < 0.0);
linear_damp = p_linear_damp;
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_LINEAR_DAMP, linear_damp);
}
-real_t RigidDynamicBody3D::get_linear_damp() const {
+real_t RigidBody3D::get_linear_damp() const {
return linear_damp;
}
-void RigidDynamicBody3D::set_angular_damp(real_t p_angular_damp) {
+void RigidBody3D::set_angular_damp(real_t p_angular_damp) {
ERR_FAIL_COND(p_angular_damp < 0.0);
angular_damp = p_angular_damp;
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP, angular_damp);
}
-real_t RigidDynamicBody3D::get_angular_damp() const {
+real_t RigidBody3D::get_angular_damp() const {
return angular_damp;
}
-void RigidDynamicBody3D::set_axis_velocity(const Vector3 &p_axis) {
+void RigidBody3D::set_axis_velocity(const Vector3 &p_axis) {
Vector3 axis = p_axis.normalized();
linear_velocity -= axis * axis.dot(linear_velocity);
linear_velocity += p_axis;
PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
}
-void RigidDynamicBody3D::set_linear_velocity(const Vector3 &p_velocity) {
+void RigidBody3D::set_linear_velocity(const Vector3 &p_velocity) {
linear_velocity = p_velocity;
PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
}
-Vector3 RigidDynamicBody3D::get_linear_velocity() const {
+Vector3 RigidBody3D::get_linear_velocity() const {
return linear_velocity;
}
-void RigidDynamicBody3D::set_angular_velocity(const Vector3 &p_velocity) {
+void RigidBody3D::set_angular_velocity(const Vector3 &p_velocity) {
angular_velocity = p_velocity;
PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY, angular_velocity);
}
-Vector3 RigidDynamicBody3D::get_angular_velocity() const {
+Vector3 RigidBody3D::get_angular_velocity() const {
return angular_velocity;
}
-Basis RigidDynamicBody3D::get_inverse_inertia_tensor() const {
+Basis RigidBody3D::get_inverse_inertia_tensor() const {
return inverse_inertia_tensor;
}
-void RigidDynamicBody3D::set_use_custom_integrator(bool p_enable) {
+void RigidBody3D::set_use_custom_integrator(bool p_enable) {
if (custom_integrator == p_enable) {
return;
}
@@ -832,108 +832,108 @@ void RigidDynamicBody3D::set_use_custom_integrator(bool p_enable) {
PhysicsServer3D::get_singleton()->body_set_omit_force_integration(get_rid(), p_enable);
}
-bool RigidDynamicBody3D::is_using_custom_integrator() {
+bool RigidBody3D::is_using_custom_integrator() {
return custom_integrator;
}
-void RigidDynamicBody3D::set_sleeping(bool p_sleeping) {
+void RigidBody3D::set_sleeping(bool p_sleeping) {
sleeping = p_sleeping;
PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_SLEEPING, sleeping);
}
-void RigidDynamicBody3D::set_can_sleep(bool p_active) {
+void RigidBody3D::set_can_sleep(bool p_active) {
can_sleep = p_active;
PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_CAN_SLEEP, p_active);
}
-bool RigidDynamicBody3D::is_able_to_sleep() const {
+bool RigidBody3D::is_able_to_sleep() const {
return can_sleep;
}
-bool RigidDynamicBody3D::is_sleeping() const {
+bool RigidBody3D::is_sleeping() const {
return sleeping;
}
-void RigidDynamicBody3D::set_max_contacts_reported(int p_amount) {
+void RigidBody3D::set_max_contacts_reported(int p_amount) {
max_contacts_reported = p_amount;
PhysicsServer3D::get_singleton()->body_set_max_contacts_reported(get_rid(), p_amount);
}
-int RigidDynamicBody3D::get_max_contacts_reported() const {
+int RigidBody3D::get_max_contacts_reported() const {
return max_contacts_reported;
}
-int RigidDynamicBody3D::get_contact_count() const {
+int RigidBody3D::get_contact_count() const {
PhysicsDirectBodyState3D *bs = PhysicsServer3D::get_singleton()->body_get_direct_state(get_rid());
ERR_FAIL_NULL_V(bs, 0);
return bs->get_contact_count();
}
-void RigidDynamicBody3D::apply_central_impulse(const Vector3 &p_impulse) {
+void RigidBody3D::apply_central_impulse(const Vector3 &p_impulse) {
PhysicsServer3D::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse);
}
-void RigidDynamicBody3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) {
+void RigidBody3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) {
PhysicsServer3D *singleton = PhysicsServer3D::get_singleton();
singleton->body_apply_impulse(get_rid(), p_impulse, p_position);
}
-void RigidDynamicBody3D::apply_torque_impulse(const Vector3 &p_impulse) {
+void RigidBody3D::apply_torque_impulse(const Vector3 &p_impulse) {
PhysicsServer3D::get_singleton()->body_apply_torque_impulse(get_rid(), p_impulse);
}
-void RigidDynamicBody3D::apply_central_force(const Vector3 &p_force) {
+void RigidBody3D::apply_central_force(const Vector3 &p_force) {
PhysicsServer3D::get_singleton()->body_apply_central_force(get_rid(), p_force);
}
-void RigidDynamicBody3D::apply_force(const Vector3 &p_force, const Vector3 &p_position) {
+void RigidBody3D::apply_force(const Vector3 &p_force, const Vector3 &p_position) {
PhysicsServer3D *singleton = PhysicsServer3D::get_singleton();
singleton->body_apply_force(get_rid(), p_force, p_position);
}
-void RigidDynamicBody3D::apply_torque(const Vector3 &p_torque) {
+void RigidBody3D::apply_torque(const Vector3 &p_torque) {
PhysicsServer3D::get_singleton()->body_apply_torque(get_rid(), p_torque);
}
-void RigidDynamicBody3D::add_constant_central_force(const Vector3 &p_force) {
+void RigidBody3D::add_constant_central_force(const Vector3 &p_force) {
PhysicsServer3D::get_singleton()->body_add_constant_central_force(get_rid(), p_force);
}
-void RigidDynamicBody3D::add_constant_force(const Vector3 &p_force, const Vector3 &p_position) {
+void RigidBody3D::add_constant_force(const Vector3 &p_force, const Vector3 &p_position) {
PhysicsServer3D *singleton = PhysicsServer3D::get_singleton();
singleton->body_add_constant_force(get_rid(), p_force, p_position);
}
-void RigidDynamicBody3D::add_constant_torque(const Vector3 &p_torque) {
+void RigidBody3D::add_constant_torque(const Vector3 &p_torque) {
PhysicsServer3D::get_singleton()->body_add_constant_torque(get_rid(), p_torque);
}
-void RigidDynamicBody3D::set_constant_force(const Vector3 &p_force) {
+void RigidBody3D::set_constant_force(const Vector3 &p_force) {
PhysicsServer3D::get_singleton()->body_set_constant_force(get_rid(), p_force);
}
-Vector3 RigidDynamicBody3D::get_constant_force() const {
+Vector3 RigidBody3D::get_constant_force() const {
return PhysicsServer3D::get_singleton()->body_get_constant_force(get_rid());
}
-void RigidDynamicBody3D::set_constant_torque(const Vector3 &p_torque) {
+void RigidBody3D::set_constant_torque(const Vector3 &p_torque) {
PhysicsServer3D::get_singleton()->body_set_constant_torque(get_rid(), p_torque);
}
-Vector3 RigidDynamicBody3D::get_constant_torque() const {
+Vector3 RigidBody3D::get_constant_torque() const {
return PhysicsServer3D::get_singleton()->body_get_constant_torque(get_rid());
}
-void RigidDynamicBody3D::set_use_continuous_collision_detection(bool p_enable) {
+void RigidBody3D::set_use_continuous_collision_detection(bool p_enable) {
ccd = p_enable;
PhysicsServer3D::get_singleton()->body_set_enable_continuous_collision_detection(get_rid(), p_enable);
}
-bool RigidDynamicBody3D::is_using_continuous_collision_detection() const {
+bool RigidBody3D::is_using_continuous_collision_detection() const {
return ccd;
}
-void RigidDynamicBody3D::set_contact_monitor(bool p_enabled) {
+void RigidBody3D::set_contact_monitor(bool p_enabled) {
if (p_enabled == is_contact_monitor_enabled()) {
return;
}
@@ -947,8 +947,8 @@ void RigidDynamicBody3D::set_contact_monitor(bool p_enabled) {
Node *node = Object::cast_to<Node>(obj);
if (node) {
- node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidDynamicBody3D::_body_enter_tree));
- node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidDynamicBody3D::_body_exit_tree));
+ 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));
}
}
@@ -960,11 +960,11 @@ void RigidDynamicBody3D::set_contact_monitor(bool p_enabled) {
}
}
-bool RigidDynamicBody3D::is_contact_monitor_enabled() const {
+bool RigidBody3D::is_contact_monitor_enabled() const {
return contact_monitor != nullptr;
}
-TypedArray<Node3D> RigidDynamicBody3D::get_colliding_bodies() const {
+TypedArray<Node3D> RigidBody3D::get_colliding_bodies() const {
ERR_FAIL_COND_V(!contact_monitor, TypedArray<Node3D>());
TypedArray<Node3D> ret;
@@ -982,106 +982,106 @@ TypedArray<Node3D> RigidDynamicBody3D::get_colliding_bodies() const {
return ret;
}
-TypedArray<String> RigidDynamicBody3D::get_configuration_warnings() const {
+TypedArray<String> RigidBody3D::get_configuration_warnings() const {
Transform3D t = get_transform();
TypedArray<String> warnings = Node::get_configuration_warnings();
if (ABS(t.basis.get_column(0).length() - 1.0) > 0.05 || ABS(t.basis.get_column(1).length() - 1.0) > 0.05 || ABS(t.basis.get_column(2).length() - 1.0) > 0.05) {
- warnings.push_back(RTR("Size changes to RigidDynamicBody will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."));
+ warnings.push_back(RTR("Size changes to RigidBody will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."));
}
return warnings;
}
-void RigidDynamicBody3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_mass", "mass"), &RigidDynamicBody3D::set_mass);
- ClassDB::bind_method(D_METHOD("get_mass"), &RigidDynamicBody3D::get_mass);
+void RigidBody3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_mass", "mass"), &RigidBody3D::set_mass);
+ ClassDB::bind_method(D_METHOD("get_mass"), &RigidBody3D::get_mass);
- ClassDB::bind_method(D_METHOD("set_inertia", "inertia"), &RigidDynamicBody3D::set_inertia);
- ClassDB::bind_method(D_METHOD("get_inertia"), &RigidDynamicBody3D::get_inertia);
+ ClassDB::bind_method(D_METHOD("set_inertia", "inertia"), &RigidBody3D::set_inertia);
+ ClassDB::bind_method(D_METHOD("get_inertia"), &RigidBody3D::get_inertia);
- ClassDB::bind_method(D_METHOD("set_center_of_mass_mode", "mode"), &RigidDynamicBody3D::set_center_of_mass_mode);
- ClassDB::bind_method(D_METHOD("get_center_of_mass_mode"), &RigidDynamicBody3D::get_center_of_mass_mode);
+ ClassDB::bind_method(D_METHOD("set_center_of_mass_mode", "mode"), &RigidBody3D::set_center_of_mass_mode);
+ ClassDB::bind_method(D_METHOD("get_center_of_mass_mode"), &RigidBody3D::get_center_of_mass_mode);
- ClassDB::bind_method(D_METHOD("set_center_of_mass", "center_of_mass"), &RigidDynamicBody3D::set_center_of_mass);
- ClassDB::bind_method(D_METHOD("get_center_of_mass"), &RigidDynamicBody3D::get_center_of_mass);
+ ClassDB::bind_method(D_METHOD("set_center_of_mass", "center_of_mass"), &RigidBody3D::set_center_of_mass);
+ ClassDB::bind_method(D_METHOD("get_center_of_mass"), &RigidBody3D::get_center_of_mass);
- ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &RigidDynamicBody3D::set_physics_material_override);
- ClassDB::bind_method(D_METHOD("get_physics_material_override"), &RigidDynamicBody3D::get_physics_material_override);
+ 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"), &RigidDynamicBody3D::set_linear_velocity);
- ClassDB::bind_method(D_METHOD("get_linear_velocity"), &RigidDynamicBody3D::get_linear_velocity);
+ 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"), &RigidDynamicBody3D::set_angular_velocity);
- ClassDB::bind_method(D_METHOD("get_angular_velocity"), &RigidDynamicBody3D::get_angular_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("get_inverse_inertia_tensor"), &RigidDynamicBody3D::get_inverse_inertia_tensor);
+ ClassDB::bind_method(D_METHOD("get_inverse_inertia_tensor"), &RigidBody3D::get_inverse_inertia_tensor);
- ClassDB::bind_method(D_METHOD("set_gravity_scale", "gravity_scale"), &RigidDynamicBody3D::set_gravity_scale);
- ClassDB::bind_method(D_METHOD("get_gravity_scale"), &RigidDynamicBody3D::get_gravity_scale);
+ 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_mode", "linear_damp_mode"), &RigidDynamicBody3D::set_linear_damp_mode);
- ClassDB::bind_method(D_METHOD("get_linear_damp_mode"), &RigidDynamicBody3D::get_linear_damp_mode);
+ ClassDB::bind_method(D_METHOD("set_linear_damp_mode", "linear_damp_mode"), &RigidBody3D::set_linear_damp_mode);
+ ClassDB::bind_method(D_METHOD("get_linear_damp_mode"), &RigidBody3D::get_linear_damp_mode);
- ClassDB::bind_method(D_METHOD("set_angular_damp_mode", "angular_damp_mode"), &RigidDynamicBody3D::set_angular_damp_mode);
- ClassDB::bind_method(D_METHOD("get_angular_damp_mode"), &RigidDynamicBody3D::get_angular_damp_mode);
+ ClassDB::bind_method(D_METHOD("set_angular_damp_mode", "angular_damp_mode"), &RigidBody3D::set_angular_damp_mode);
+ ClassDB::bind_method(D_METHOD("get_angular_damp_mode"), &RigidBody3D::get_angular_damp_mode);
- ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &RigidDynamicBody3D::set_linear_damp);
- ClassDB::bind_method(D_METHOD("get_linear_damp"), &RigidDynamicBody3D::get_linear_damp);
+ 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"), &RigidDynamicBody3D::set_angular_damp);
- ClassDB::bind_method(D_METHOD("get_angular_damp"), &RigidDynamicBody3D::get_angular_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"), &RigidDynamicBody3D::set_max_contacts_reported);
- ClassDB::bind_method(D_METHOD("get_max_contacts_reported"), &RigidDynamicBody3D::get_max_contacts_reported);
- ClassDB::bind_method(D_METHOD("get_contact_count"), &RigidDynamicBody3D::get_contact_count);
+ 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("get_contact_count"), &RigidBody3D::get_contact_count);
- ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &RigidDynamicBody3D::set_use_custom_integrator);
- ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &RigidDynamicBody3D::is_using_custom_integrator);
+ 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"), &RigidDynamicBody3D::set_contact_monitor);
- ClassDB::bind_method(D_METHOD("is_contact_monitor_enabled"), &RigidDynamicBody3D::is_contact_monitor_enabled);
+ 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"), &RigidDynamicBody3D::set_use_continuous_collision_detection);
- ClassDB::bind_method(D_METHOD("is_using_continuous_collision_detection"), &RigidDynamicBody3D::is_using_continuous_collision_detection);
+ 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"), &RigidDynamicBody3D::set_axis_velocity);
+ ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidBody3D::set_axis_velocity);
- ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &RigidDynamicBody3D::apply_central_impulse);
- ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &RigidDynamicBody3D::apply_impulse, Vector3());
- ClassDB::bind_method(D_METHOD("apply_torque_impulse", "impulse"), &RigidDynamicBody3D::apply_torque_impulse);
+ ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &RigidBody3D::apply_central_impulse);
+ ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &RigidBody3D::apply_impulse, Vector3());
+ ClassDB::bind_method(D_METHOD("apply_torque_impulse", "impulse"), &RigidBody3D::apply_torque_impulse);
- ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &RigidDynamicBody3D::apply_central_force);
- ClassDB::bind_method(D_METHOD("apply_force", "force", "position"), &RigidDynamicBody3D::apply_force, Vector3());
- ClassDB::bind_method(D_METHOD("apply_torque", "torque"), &RigidDynamicBody3D::apply_torque);
+ ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &RigidBody3D::apply_central_force);
+ ClassDB::bind_method(D_METHOD("apply_force", "force", "position"), &RigidBody3D::apply_force, Vector3());
+ ClassDB::bind_method(D_METHOD("apply_torque", "torque"), &RigidBody3D::apply_torque);
- ClassDB::bind_method(D_METHOD("add_constant_central_force", "force"), &RigidDynamicBody3D::add_constant_central_force);
- ClassDB::bind_method(D_METHOD("add_constant_force", "force", "position"), &RigidDynamicBody3D::add_constant_force, Vector3());
- ClassDB::bind_method(D_METHOD("add_constant_torque", "torque"), &RigidDynamicBody3D::add_constant_torque);
+ ClassDB::bind_method(D_METHOD("add_constant_central_force", "force"), &RigidBody3D::add_constant_central_force);
+ ClassDB::bind_method(D_METHOD("add_constant_force", "force", "position"), &RigidBody3D::add_constant_force, Vector3());
+ ClassDB::bind_method(D_METHOD("add_constant_torque", "torque"), &RigidBody3D::add_constant_torque);
- ClassDB::bind_method(D_METHOD("set_constant_force", "force"), &RigidDynamicBody3D::set_constant_force);
- ClassDB::bind_method(D_METHOD("get_constant_force"), &RigidDynamicBody3D::get_constant_force);
+ ClassDB::bind_method(D_METHOD("set_constant_force", "force"), &RigidBody3D::set_constant_force);
+ ClassDB::bind_method(D_METHOD("get_constant_force"), &RigidBody3D::get_constant_force);
- ClassDB::bind_method(D_METHOD("set_constant_torque", "torque"), &RigidDynamicBody3D::set_constant_torque);
- ClassDB::bind_method(D_METHOD("get_constant_torque"), &RigidDynamicBody3D::get_constant_torque);
+ ClassDB::bind_method(D_METHOD("set_constant_torque", "torque"), &RigidBody3D::set_constant_torque);
+ ClassDB::bind_method(D_METHOD("get_constant_torque"), &RigidBody3D::get_constant_torque);
- ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidDynamicBody3D::set_sleeping);
- ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidDynamicBody3D::is_sleeping);
+ 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"), &RigidDynamicBody3D::set_can_sleep);
- ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidDynamicBody3D::is_able_to_sleep);
+ 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("set_lock_rotation_enabled", "lock_rotation"), &RigidDynamicBody3D::set_lock_rotation_enabled);
- ClassDB::bind_method(D_METHOD("is_lock_rotation_enabled"), &RigidDynamicBody3D::is_lock_rotation_enabled);
+ ClassDB::bind_method(D_METHOD("set_lock_rotation_enabled", "lock_rotation"), &RigidBody3D::set_lock_rotation_enabled);
+ ClassDB::bind_method(D_METHOD("is_lock_rotation_enabled"), &RigidBody3D::is_lock_rotation_enabled);
- ClassDB::bind_method(D_METHOD("set_freeze_enabled", "freeze_mode"), &RigidDynamicBody3D::set_freeze_enabled);
- ClassDB::bind_method(D_METHOD("is_freeze_enabled"), &RigidDynamicBody3D::is_freeze_enabled);
+ ClassDB::bind_method(D_METHOD("set_freeze_enabled", "freeze_mode"), &RigidBody3D::set_freeze_enabled);
+ ClassDB::bind_method(D_METHOD("is_freeze_enabled"), &RigidBody3D::is_freeze_enabled);
- ClassDB::bind_method(D_METHOD("set_freeze_mode", "freeze_mode"), &RigidDynamicBody3D::set_freeze_mode);
- ClassDB::bind_method(D_METHOD("get_freeze_mode"), &RigidDynamicBody3D::get_freeze_mode);
+ ClassDB::bind_method(D_METHOD("set_freeze_mode", "freeze_mode"), &RigidBody3D::set_freeze_mode);
+ ClassDB::bind_method(D_METHOD("get_freeze_mode"), &RigidBody3D::get_freeze_mode);
- ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidDynamicBody3D::get_colliding_bodies);
+ ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody3D::get_colliding_bodies);
GDVIRTUAL_BIND(_integrate_forces, "state");
@@ -1129,7 +1129,7 @@ void RigidDynamicBody3D::_bind_methods() {
BIND_ENUM_CONSTANT(DAMP_MODE_REPLACE);
}
-void RigidDynamicBody3D::_validate_property(PropertyInfo &p_property) const {
+void RigidBody3D::_validate_property(PropertyInfo &p_property) const {
if (center_of_mass_mode != CENTER_OF_MASS_MODE_CUSTOM) {
if (p_property.name == "center_of_mass") {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
@@ -1137,18 +1137,18 @@ void RigidDynamicBody3D::_validate_property(PropertyInfo &p_property) const {
}
}
-RigidDynamicBody3D::RigidDynamicBody3D() :
- PhysicsBody3D(PhysicsServer3D::BODY_MODE_DYNAMIC) {
+RigidBody3D::RigidBody3D() :
+ PhysicsBody3D(PhysicsServer3D::BODY_MODE_RIGID) {
PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), this, _body_state_changed_callback);
}
-RigidDynamicBody3D::~RigidDynamicBody3D() {
+RigidBody3D::~RigidBody3D() {
if (contact_monitor) {
memdelete(contact_monitor);
}
}
-void RigidDynamicBody3D::_reload_physics_characteristics() {
+void RigidBody3D::_reload_physics_characteristics() {
if (physics_material_override.is_null()) {
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_BOUNCE, 0);
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_FRICTION, 1);
@@ -3421,7 +3421,7 @@ void PhysicalBone3D::_start_physics_simulation() {
return;
}
reset_to_rest_position();
- set_body_mode(PhysicsServer3D::BODY_MODE_DYNAMIC);
+ set_body_mode(PhysicsServer3D::BODY_MODE_RIGID);
PhysicsServer3D::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer());
PhysicsServer3D::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask());
PhysicsServer3D::get_singleton()->body_set_collision_priority(get_rid(), get_collision_priority());
diff --git a/scene/3d/physics_body_3d.h b/scene/3d/physics_body_3d.h
index 14a1cf7228..528c138fb3 100644
--- a/scene/3d/physics_body_3d.h
+++ b/scene/3d/physics_body_3d.h
@@ -129,8 +129,8 @@ private:
bool is_sync_to_physics_enabled() const;
};
-class RigidDynamicBody3D : public PhysicsBody3D {
- GDCLASS(RigidDynamicBody3D, PhysicsBody3D);
+class RigidBody3D : public PhysicsBody3D {
+ GDCLASS(RigidBody3D, PhysicsBody3D);
public:
enum FreezeMode {
@@ -198,7 +198,7 @@ private:
tagged = false;
}
};
- struct RigidDynamicBody3D_RemoveAction {
+ struct RigidBody3D_RemoveAction {
RID rid;
ObjectID body_id;
ShapePair pair;
@@ -327,16 +327,16 @@ public:
virtual TypedArray<String> get_configuration_warnings() const override;
- RigidDynamicBody3D();
- ~RigidDynamicBody3D();
+ RigidBody3D();
+ ~RigidBody3D();
private:
void _reload_physics_characteristics();
};
-VARIANT_ENUM_CAST(RigidDynamicBody3D::FreezeMode);
-VARIANT_ENUM_CAST(RigidDynamicBody3D::CenterOfMassMode);
-VARIANT_ENUM_CAST(RigidDynamicBody3D::DampMode);
+VARIANT_ENUM_CAST(RigidBody3D::FreezeMode);
+VARIANT_ENUM_CAST(RigidBody3D::CenterOfMassMode);
+VARIANT_ENUM_CAST(RigidBody3D::DampMode);
class KinematicCollision3D;
diff --git a/scene/3d/soft_dynamic_body_3d.cpp b/scene/3d/soft_body_3d.cpp
index 2650d62fa4..47858b372c 100644
--- a/scene/3d/soft_dynamic_body_3d.cpp
+++ b/scene/3d/soft_body_3d.cpp
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* soft_dynamic_body_3d.cpp */
+/* soft_body_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,13 +28,13 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "soft_dynamic_body_3d.h"
+#include "soft_body_3d.h"
#include "scene/3d/physics_body_3d.h"
-SoftDynamicBodyRenderingServerHandler::SoftDynamicBodyRenderingServerHandler() {}
+SoftBodyRenderingServerHandler::SoftBodyRenderingServerHandler() {}
-void SoftDynamicBodyRenderingServerHandler::prepare(RID p_mesh, int p_surface) {
+void SoftBodyRenderingServerHandler::prepare(RID p_mesh, int p_surface) {
clear();
ERR_FAIL_COND(!p_mesh.is_valid());
@@ -56,7 +56,7 @@ void SoftDynamicBodyRenderingServerHandler::prepare(RID p_mesh, int p_surface) {
offset_normal = surface_offsets[RS::ARRAY_NORMAL];
}
-void SoftDynamicBodyRenderingServerHandler::clear() {
+void SoftBodyRenderingServerHandler::clear() {
buffer.resize(0);
stride = 0;
offset_vertices = 0;
@@ -66,23 +66,23 @@ void SoftDynamicBodyRenderingServerHandler::clear() {
mesh = RID();
}
-void SoftDynamicBodyRenderingServerHandler::open() {
+void SoftBodyRenderingServerHandler::open() {
write_buffer = buffer.ptrw();
}
-void SoftDynamicBodyRenderingServerHandler::close() {
+void SoftBodyRenderingServerHandler::close() {
write_buffer = nullptr;
}
-void SoftDynamicBodyRenderingServerHandler::commit_changes() {
+void SoftBodyRenderingServerHandler::commit_changes() {
RS::get_singleton()->mesh_surface_update_vertex_region(mesh, surface, 0, buffer);
}
-void SoftDynamicBodyRenderingServerHandler::set_vertex(int p_vertex_id, const void *p_vector3) {
+void SoftBodyRenderingServerHandler::set_vertex(int p_vertex_id, const void *p_vector3) {
memcpy(&write_buffer[p_vertex_id * stride + offset_vertices], p_vector3, sizeof(float) * 3);
}
-void SoftDynamicBodyRenderingServerHandler::set_normal(int p_vertex_id, const void *p_vector3) {
+void SoftBodyRenderingServerHandler::set_normal(int p_vertex_id, const void *p_vector3) {
// Store normal vector in A2B10G10R10 format.
Vector3 n;
memcpy(&n, p_vector3, sizeof(Vector3));
@@ -95,28 +95,28 @@ void SoftDynamicBodyRenderingServerHandler::set_normal(int p_vertex_id, const vo
memcpy(&write_buffer[p_vertex_id * stride + offset_normal], &value, sizeof(uint32_t));
}
-void SoftDynamicBodyRenderingServerHandler::set_aabb(const AABB &p_aabb) {
+void SoftBodyRenderingServerHandler::set_aabb(const AABB &p_aabb) {
RS::get_singleton()->mesh_set_custom_aabb(mesh, p_aabb);
}
-SoftDynamicBody3D::PinnedPoint::PinnedPoint() {
+SoftBody3D::PinnedPoint::PinnedPoint() {
}
-SoftDynamicBody3D::PinnedPoint::PinnedPoint(const PinnedPoint &obj_tocopy) {
+SoftBody3D::PinnedPoint::PinnedPoint(const PinnedPoint &obj_tocopy) {
point_index = obj_tocopy.point_index;
spatial_attachment_path = obj_tocopy.spatial_attachment_path;
spatial_attachment = obj_tocopy.spatial_attachment;
offset = obj_tocopy.offset;
}
-void SoftDynamicBody3D::PinnedPoint::operator=(const PinnedPoint &obj) {
+void SoftBody3D::PinnedPoint::operator=(const PinnedPoint &obj) {
point_index = obj.point_index;
spatial_attachment_path = obj.spatial_attachment_path;
spatial_attachment = obj.spatial_attachment;
offset = obj.offset;
}
-void SoftDynamicBody3D::_update_pickable() {
+void SoftBody3D::_update_pickable() {
if (!is_inside_tree()) {
return;
}
@@ -124,7 +124,7 @@ void SoftDynamicBody3D::_update_pickable() {
PhysicsServer3D::get_singleton()->soft_body_set_ray_pickable(physics_rid, pickable);
}
-bool SoftDynamicBody3D::_set(const StringName &p_name, const Variant &p_value) {
+bool SoftBody3D::_set(const StringName &p_name, const Variant &p_value) {
String name = p_name;
String which = name.get_slicec('/', 0);
@@ -141,7 +141,7 @@ bool SoftDynamicBody3D::_set(const StringName &p_name, const Variant &p_value) {
return false;
}
-bool SoftDynamicBody3D::_get(const StringName &p_name, Variant &r_ret) const {
+bool SoftBody3D::_get(const StringName &p_name, Variant &r_ret) const {
String name = p_name;
String which = name.get_slicec('/', 0);
@@ -168,7 +168,7 @@ bool SoftDynamicBody3D::_get(const StringName &p_name, Variant &r_ret) const {
return false;
}
-void SoftDynamicBody3D::_get_property_list(List<PropertyInfo> *p_list) const {
+void SoftBody3D::_get_property_list(List<PropertyInfo> *p_list) const {
const int pinned_points_indices_size = pinned_points.size();
p_list->push_back(PropertyInfo(Variant::PACKED_INT32_ARRAY, PNAME("pinned_points")));
@@ -181,7 +181,7 @@ void SoftDynamicBody3D::_get_property_list(List<PropertyInfo> *p_list) const {
}
}
-bool SoftDynamicBody3D::_set_property_pinned_points_indices(const Array &p_indices) {
+bool SoftBody3D::_set_property_pinned_points_indices(const Array &p_indices) {
const int p_indices_size = p_indices.size();
{ // Remove the pined points on physics server that will be removed by resize
@@ -210,7 +210,7 @@ bool SoftDynamicBody3D::_set_property_pinned_points_indices(const Array &p_indic
return true;
}
-bool SoftDynamicBody3D::_set_property_pinned_points_attachment(int p_item, const String &p_what, const Variant &p_value) {
+bool SoftBody3D::_set_property_pinned_points_attachment(int p_item, const String &p_what, const Variant &p_value) {
if (pinned_points.size() <= p_item) {
return false;
}
@@ -229,7 +229,7 @@ bool SoftDynamicBody3D::_set_property_pinned_points_attachment(int p_item, const
return true;
}
-bool SoftDynamicBody3D::_get_property_pinned_points(int p_item, const String &p_what, Variant &r_ret) const {
+bool SoftBody3D::_get_property_pinned_points(int p_item, const String &p_what, Variant &r_ret) const {
if (pinned_points.size() <= p_item) {
return false;
}
@@ -248,7 +248,7 @@ bool SoftDynamicBody3D::_get_property_pinned_points(int p_item, const String &p_
return true;
}
-void SoftDynamicBody3D::_notification(int p_what) {
+void SoftBody3D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_WORLD: {
if (Engine::get_singleton()->is_editor_hint()) {
@@ -313,56 +313,56 @@ void SoftDynamicBody3D::_notification(int p_what) {
}
}
-void SoftDynamicBody3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("get_physics_rid"), &SoftDynamicBody3D::get_physics_rid);
+void SoftBody3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("get_physics_rid"), &SoftBody3D::get_physics_rid);
- ClassDB::bind_method(D_METHOD("set_collision_mask", "collision_mask"), &SoftDynamicBody3D::set_collision_mask);
- ClassDB::bind_method(D_METHOD("get_collision_mask"), &SoftDynamicBody3D::get_collision_mask);
+ ClassDB::bind_method(D_METHOD("set_collision_mask", "collision_mask"), &SoftBody3D::set_collision_mask);
+ ClassDB::bind_method(D_METHOD("get_collision_mask"), &SoftBody3D::get_collision_mask);
- ClassDB::bind_method(D_METHOD("set_collision_layer", "collision_layer"), &SoftDynamicBody3D::set_collision_layer);
- ClassDB::bind_method(D_METHOD("get_collision_layer"), &SoftDynamicBody3D::get_collision_layer);
+ ClassDB::bind_method(D_METHOD("set_collision_layer", "collision_layer"), &SoftBody3D::set_collision_layer);
+ ClassDB::bind_method(D_METHOD("get_collision_layer"), &SoftBody3D::get_collision_layer);
- ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &SoftDynamicBody3D::set_collision_mask_value);
- ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &SoftDynamicBody3D::get_collision_mask_value);
+ ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &SoftBody3D::set_collision_mask_value);
+ ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &SoftBody3D::get_collision_mask_value);
- ClassDB::bind_method(D_METHOD("set_collision_layer_value", "layer_number", "value"), &SoftDynamicBody3D::set_collision_layer_value);
- ClassDB::bind_method(D_METHOD("get_collision_layer_value", "layer_number"), &SoftDynamicBody3D::get_collision_layer_value);
+ ClassDB::bind_method(D_METHOD("set_collision_layer_value", "layer_number", "value"), &SoftBody3D::set_collision_layer_value);
+ ClassDB::bind_method(D_METHOD("get_collision_layer_value", "layer_number"), &SoftBody3D::get_collision_layer_value);
- ClassDB::bind_method(D_METHOD("set_parent_collision_ignore", "parent_collision_ignore"), &SoftDynamicBody3D::set_parent_collision_ignore);
- ClassDB::bind_method(D_METHOD("get_parent_collision_ignore"), &SoftDynamicBody3D::get_parent_collision_ignore);
+ ClassDB::bind_method(D_METHOD("set_parent_collision_ignore", "parent_collision_ignore"), &SoftBody3D::set_parent_collision_ignore);
+ ClassDB::bind_method(D_METHOD("get_parent_collision_ignore"), &SoftBody3D::get_parent_collision_ignore);
- ClassDB::bind_method(D_METHOD("set_disable_mode", "mode"), &SoftDynamicBody3D::set_disable_mode);
- ClassDB::bind_method(D_METHOD("get_disable_mode"), &SoftDynamicBody3D::get_disable_mode);
+ ClassDB::bind_method(D_METHOD("set_disable_mode", "mode"), &SoftBody3D::set_disable_mode);
+ ClassDB::bind_method(D_METHOD("get_disable_mode"), &SoftBody3D::get_disable_mode);
- ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &SoftDynamicBody3D::get_collision_exceptions);
- ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &SoftDynamicBody3D::add_collision_exception_with);
- ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &SoftDynamicBody3D::remove_collision_exception_with);
+ ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &SoftBody3D::get_collision_exceptions);
+ ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &SoftBody3D::add_collision_exception_with);
+ ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &SoftBody3D::remove_collision_exception_with);
- ClassDB::bind_method(D_METHOD("set_simulation_precision", "simulation_precision"), &SoftDynamicBody3D::set_simulation_precision);
- ClassDB::bind_method(D_METHOD("get_simulation_precision"), &SoftDynamicBody3D::get_simulation_precision);
+ ClassDB::bind_method(D_METHOD("set_simulation_precision", "simulation_precision"), &SoftBody3D::set_simulation_precision);
+ ClassDB::bind_method(D_METHOD("get_simulation_precision"), &SoftBody3D::get_simulation_precision);
- ClassDB::bind_method(D_METHOD("set_total_mass", "mass"), &SoftDynamicBody3D::set_total_mass);
- ClassDB::bind_method(D_METHOD("get_total_mass"), &SoftDynamicBody3D::get_total_mass);
+ ClassDB::bind_method(D_METHOD("set_total_mass", "mass"), &SoftBody3D::set_total_mass);
+ ClassDB::bind_method(D_METHOD("get_total_mass"), &SoftBody3D::get_total_mass);
- ClassDB::bind_method(D_METHOD("set_linear_stiffness", "linear_stiffness"), &SoftDynamicBody3D::set_linear_stiffness);
- ClassDB::bind_method(D_METHOD("get_linear_stiffness"), &SoftDynamicBody3D::get_linear_stiffness);
+ ClassDB::bind_method(D_METHOD("set_linear_stiffness", "linear_stiffness"), &SoftBody3D::set_linear_stiffness);
+ ClassDB::bind_method(D_METHOD("get_linear_stiffness"), &SoftBody3D::get_linear_stiffness);
- ClassDB::bind_method(D_METHOD("set_pressure_coefficient", "pressure_coefficient"), &SoftDynamicBody3D::set_pressure_coefficient);
- ClassDB::bind_method(D_METHOD("get_pressure_coefficient"), &SoftDynamicBody3D::get_pressure_coefficient);
+ ClassDB::bind_method(D_METHOD("set_pressure_coefficient", "pressure_coefficient"), &SoftBody3D::set_pressure_coefficient);
+ ClassDB::bind_method(D_METHOD("get_pressure_coefficient"), &SoftBody3D::get_pressure_coefficient);
- ClassDB::bind_method(D_METHOD("set_damping_coefficient", "damping_coefficient"), &SoftDynamicBody3D::set_damping_coefficient);
- ClassDB::bind_method(D_METHOD("get_damping_coefficient"), &SoftDynamicBody3D::get_damping_coefficient);
+ ClassDB::bind_method(D_METHOD("set_damping_coefficient", "damping_coefficient"), &SoftBody3D::set_damping_coefficient);
+ ClassDB::bind_method(D_METHOD("get_damping_coefficient"), &SoftBody3D::get_damping_coefficient);
- ClassDB::bind_method(D_METHOD("set_drag_coefficient", "drag_coefficient"), &SoftDynamicBody3D::set_drag_coefficient);
- ClassDB::bind_method(D_METHOD("get_drag_coefficient"), &SoftDynamicBody3D::get_drag_coefficient);
+ ClassDB::bind_method(D_METHOD("set_drag_coefficient", "drag_coefficient"), &SoftBody3D::set_drag_coefficient);
+ ClassDB::bind_method(D_METHOD("get_drag_coefficient"), &SoftBody3D::get_drag_coefficient);
- ClassDB::bind_method(D_METHOD("get_point_transform", "point_index"), &SoftDynamicBody3D::get_point_transform);
+ ClassDB::bind_method(D_METHOD("get_point_transform", "point_index"), &SoftBody3D::get_point_transform);
- ClassDB::bind_method(D_METHOD("set_point_pinned", "point_index", "pinned", "attachment_path"), &SoftDynamicBody3D::pin_point, DEFVAL(NodePath()));
- ClassDB::bind_method(D_METHOD("is_point_pinned", "point_index"), &SoftDynamicBody3D::is_point_pinned);
+ ClassDB::bind_method(D_METHOD("set_point_pinned", "point_index", "pinned", "attachment_path"), &SoftBody3D::pin_point, DEFVAL(NodePath()));
+ ClassDB::bind_method(D_METHOD("is_point_pinned", "point_index"), &SoftBody3D::is_point_pinned);
- ClassDB::bind_method(D_METHOD("set_ray_pickable", "ray_pickable"), &SoftDynamicBody3D::set_ray_pickable);
- ClassDB::bind_method(D_METHOD("is_ray_pickable"), &SoftDynamicBody3D::is_ray_pickable);
+ ClassDB::bind_method(D_METHOD("set_ray_pickable", "ray_pickable"), &SoftBody3D::set_ray_pickable);
+ ClassDB::bind_method(D_METHOD("is_ray_pickable"), &SoftBody3D::is_ray_pickable);
ADD_GROUP("Collision", "collision_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
@@ -384,7 +384,7 @@ void SoftDynamicBody3D::_bind_methods() {
BIND_ENUM_CONSTANT(DISABLE_MODE_KEEP_ACTIVE);
}
-TypedArray<String> SoftDynamicBody3D::get_configuration_warnings() const {
+TypedArray<String> SoftBody3D::get_configuration_warnings() const {
TypedArray<String> warnings = Node::get_configuration_warnings();
if (mesh.is_null()) {
@@ -393,13 +393,13 @@ TypedArray<String> SoftDynamicBody3D::get_configuration_warnings() const {
Transform3D t = get_transform();
if ((ABS(t.basis.get_column(0).length() - 1.0) > 0.05 || ABS(t.basis.get_column(1).length() - 1.0) > 0.05 || ABS(t.basis.get_column(2).length() - 1.0) > 0.05)) {
- warnings.push_back(RTR("Size changes to SoftDynamicBody3D will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."));
+ warnings.push_back(RTR("Size changes to SoftBody3D will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."));
}
return warnings;
}
-void SoftDynamicBody3D::_update_physics_server() {
+void SoftBody3D::_update_physics_server() {
if (!simulation_started) {
return;
}
@@ -415,7 +415,7 @@ void SoftDynamicBody3D::_update_physics_server() {
}
}
-void SoftDynamicBody3D::_draw_soft_mesh() {
+void SoftBody3D::_draw_soft_mesh() {
if (mesh.is_null()) {
return;
}
@@ -445,7 +445,7 @@ void SoftDynamicBody3D::_draw_soft_mesh() {
rendering_server_handler->commit_changes();
}
-void SoftDynamicBody3D::_prepare_physics_server() {
+void SoftBody3D::_prepare_physics_server() {
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
if (mesh.is_valid()) {
@@ -465,22 +465,22 @@ void SoftDynamicBody3D::_prepare_physics_server() {
mesh_rid = mesh->get_rid();
}
PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, mesh_rid);
- RS::get_singleton()->connect("frame_pre_draw", callable_mp(this, &SoftDynamicBody3D::_draw_soft_mesh));
+ RS::get_singleton()->connect("frame_pre_draw", callable_mp(this, &SoftBody3D::_draw_soft_mesh));
} else {
PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, RID());
- if (RS::get_singleton()->is_connected("frame_pre_draw", callable_mp(this, &SoftDynamicBody3D::_draw_soft_mesh))) {
- RS::get_singleton()->disconnect("frame_pre_draw", callable_mp(this, &SoftDynamicBody3D::_draw_soft_mesh));
+ if (RS::get_singleton()->is_connected("frame_pre_draw", callable_mp(this, &SoftBody3D::_draw_soft_mesh))) {
+ RS::get_singleton()->disconnect("frame_pre_draw", callable_mp(this, &SoftBody3D::_draw_soft_mesh));
}
}
}
-void SoftDynamicBody3D::_become_mesh_owner() {
+void SoftBody3D::_become_mesh_owner() {
Vector<Ref<Material>> copy_materials;
copy_materials.append_array(surface_override_materials);
ERR_FAIL_COND(!mesh->get_surface_count());
- // Get current mesh array and create new mesh array with necessary flag for SoftDynamicBody
+ // Get current mesh array and create new mesh array with necessary flag for SoftBody
Array surface_arrays = mesh->surface_get_arrays(0);
Array surface_blend_arrays = mesh->surface_get_blend_shape_arrays(0);
Dictionary surface_lods = mesh->surface_get_lods(0);
@@ -502,25 +502,25 @@ void SoftDynamicBody3D::_become_mesh_owner() {
owned_mesh = soft_mesh->get_rid();
}
-void SoftDynamicBody3D::set_collision_mask(uint32_t p_mask) {
+void SoftBody3D::set_collision_mask(uint32_t p_mask) {
collision_mask = p_mask;
PhysicsServer3D::get_singleton()->soft_body_set_collision_mask(physics_rid, p_mask);
}
-uint32_t SoftDynamicBody3D::get_collision_mask() const {
+uint32_t SoftBody3D::get_collision_mask() const {
return collision_mask;
}
-void SoftDynamicBody3D::set_collision_layer(uint32_t p_layer) {
+void SoftBody3D::set_collision_layer(uint32_t p_layer) {
collision_layer = p_layer;
PhysicsServer3D::get_singleton()->soft_body_set_collision_layer(physics_rid, p_layer);
}
-uint32_t SoftDynamicBody3D::get_collision_layer() const {
+uint32_t SoftBody3D::get_collision_layer() const {
return collision_layer;
}
-void SoftDynamicBody3D::set_collision_layer_value(int p_layer_number, bool p_value) {
+void SoftBody3D::set_collision_layer_value(int p_layer_number, bool p_value) {
ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
uint32_t collision_layer = get_collision_layer();
@@ -532,13 +532,13 @@ void SoftDynamicBody3D::set_collision_layer_value(int p_layer_number, bool p_val
set_collision_layer(collision_layer);
}
-bool SoftDynamicBody3D::get_collision_layer_value(int p_layer_number) const {
+bool SoftBody3D::get_collision_layer_value(int p_layer_number) const {
ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
return get_collision_layer() & (1 << (p_layer_number - 1));
}
-void SoftDynamicBody3D::set_collision_mask_value(int p_layer_number, bool p_value) {
+void SoftBody3D::set_collision_mask_value(int p_layer_number, bool p_value) {
ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
uint32_t mask = get_collision_mask();
@@ -550,13 +550,13 @@ void SoftDynamicBody3D::set_collision_mask_value(int p_layer_number, bool p_valu
set_collision_mask(mask);
}
-bool SoftDynamicBody3D::get_collision_mask_value(int p_layer_number) const {
+bool SoftBody3D::get_collision_mask_value(int p_layer_number) const {
ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
return get_collision_mask() & (1 << (p_layer_number - 1));
}
-void SoftDynamicBody3D::set_disable_mode(DisableMode p_mode) {
+void SoftBody3D::set_disable_mode(DisableMode p_mode) {
if (disable_mode == p_mode) {
return;
}
@@ -568,30 +568,30 @@ void SoftDynamicBody3D::set_disable_mode(DisableMode p_mode) {
}
}
-SoftDynamicBody3D::DisableMode SoftDynamicBody3D::get_disable_mode() const {
+SoftBody3D::DisableMode SoftBody3D::get_disable_mode() const {
return disable_mode;
}
-void SoftDynamicBody3D::set_parent_collision_ignore(const NodePath &p_parent_collision_ignore) {
+void SoftBody3D::set_parent_collision_ignore(const NodePath &p_parent_collision_ignore) {
parent_collision_ignore = p_parent_collision_ignore;
}
-const NodePath &SoftDynamicBody3D::get_parent_collision_ignore() const {
+const NodePath &SoftBody3D::get_parent_collision_ignore() const {
return parent_collision_ignore;
}
-void SoftDynamicBody3D::set_pinned_points_indices(Vector<SoftDynamicBody3D::PinnedPoint> p_pinned_points_indices) {
+void SoftBody3D::set_pinned_points_indices(Vector<SoftBody3D::PinnedPoint> p_pinned_points_indices) {
pinned_points = p_pinned_points_indices;
for (int i = pinned_points.size() - 1; 0 <= i; --i) {
pin_point(p_pinned_points_indices[i].point_index, true);
}
}
-Vector<SoftDynamicBody3D::PinnedPoint> SoftDynamicBody3D::get_pinned_points_indices() {
+Vector<SoftBody3D::PinnedPoint> SoftBody3D::get_pinned_points_indices() {
return pinned_points;
}
-TypedArray<PhysicsBody3D> SoftDynamicBody3D::get_collision_exceptions() {
+TypedArray<PhysicsBody3D> SoftBody3D::get_collision_exceptions() {
List<RID> exceptions;
PhysicsServer3D::get_singleton()->soft_body_get_collision_exceptions(physics_rid, &exceptions);
TypedArray<PhysicsBody3D> ret;
@@ -604,77 +604,77 @@ TypedArray<PhysicsBody3D> SoftDynamicBody3D::get_collision_exceptions() {
return ret;
}
-void SoftDynamicBody3D::add_collision_exception_with(Node *p_node) {
+void SoftBody3D::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 CollisionObject3Ds.");
PhysicsServer3D::get_singleton()->soft_body_add_collision_exception(physics_rid, collision_object->get_rid());
}
-void SoftDynamicBody3D::remove_collision_exception_with(Node *p_node) {
+void SoftBody3D::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 CollisionObject3Ds.");
PhysicsServer3D::get_singleton()->soft_body_remove_collision_exception(physics_rid, collision_object->get_rid());
}
-int SoftDynamicBody3D::get_simulation_precision() {
+int SoftBody3D::get_simulation_precision() {
return PhysicsServer3D::get_singleton()->soft_body_get_simulation_precision(physics_rid);
}
-void SoftDynamicBody3D::set_simulation_precision(int p_simulation_precision) {
+void SoftBody3D::set_simulation_precision(int p_simulation_precision) {
PhysicsServer3D::get_singleton()->soft_body_set_simulation_precision(physics_rid, p_simulation_precision);
}
-real_t SoftDynamicBody3D::get_total_mass() {
+real_t SoftBody3D::get_total_mass() {
return PhysicsServer3D::get_singleton()->soft_body_get_total_mass(physics_rid);
}
-void SoftDynamicBody3D::set_total_mass(real_t p_total_mass) {
+void SoftBody3D::set_total_mass(real_t p_total_mass) {
PhysicsServer3D::get_singleton()->soft_body_set_total_mass(physics_rid, p_total_mass);
}
-void SoftDynamicBody3D::set_linear_stiffness(real_t p_linear_stiffness) {
+void SoftBody3D::set_linear_stiffness(real_t p_linear_stiffness) {
PhysicsServer3D::get_singleton()->soft_body_set_linear_stiffness(physics_rid, p_linear_stiffness);
}
-real_t SoftDynamicBody3D::get_linear_stiffness() {
+real_t SoftBody3D::get_linear_stiffness() {
return PhysicsServer3D::get_singleton()->soft_body_get_linear_stiffness(physics_rid);
}
-real_t SoftDynamicBody3D::get_pressure_coefficient() {
+real_t SoftBody3D::get_pressure_coefficient() {
return PhysicsServer3D::get_singleton()->soft_body_get_pressure_coefficient(physics_rid);
}
-void SoftDynamicBody3D::set_pressure_coefficient(real_t p_pressure_coefficient) {
+void SoftBody3D::set_pressure_coefficient(real_t p_pressure_coefficient) {
PhysicsServer3D::get_singleton()->soft_body_set_pressure_coefficient(physics_rid, p_pressure_coefficient);
}
-real_t SoftDynamicBody3D::get_damping_coefficient() {
+real_t SoftBody3D::get_damping_coefficient() {
return PhysicsServer3D::get_singleton()->soft_body_get_damping_coefficient(physics_rid);
}
-void SoftDynamicBody3D::set_damping_coefficient(real_t p_damping_coefficient) {
+void SoftBody3D::set_damping_coefficient(real_t p_damping_coefficient) {
PhysicsServer3D::get_singleton()->soft_body_set_damping_coefficient(physics_rid, p_damping_coefficient);
}
-real_t SoftDynamicBody3D::get_drag_coefficient() {
+real_t SoftBody3D::get_drag_coefficient() {
return PhysicsServer3D::get_singleton()->soft_body_get_drag_coefficient(physics_rid);
}
-void SoftDynamicBody3D::set_drag_coefficient(real_t p_drag_coefficient) {
+void SoftBody3D::set_drag_coefficient(real_t p_drag_coefficient) {
PhysicsServer3D::get_singleton()->soft_body_set_drag_coefficient(physics_rid, p_drag_coefficient);
}
-Vector3 SoftDynamicBody3D::get_point_transform(int p_point_index) {
+Vector3 SoftBody3D::get_point_transform(int p_point_index) {
return PhysicsServer3D::get_singleton()->soft_body_get_point_global_position(physics_rid, p_point_index);
}
-void SoftDynamicBody3D::pin_point_toggle(int p_point_index) {
+void SoftBody3D::pin_point_toggle(int p_point_index) {
pin_point(p_point_index, !(-1 != _has_pinned_point(p_point_index)));
}
-void SoftDynamicBody3D::pin_point(int p_point_index, bool pin, const NodePath &p_spatial_attachment_path) {
+void SoftBody3D::pin_point(int p_point_index, bool pin, const NodePath &p_spatial_attachment_path) {
_pin_point_on_physics_server(p_point_index, pin);
if (pin) {
_add_pinned_point(p_point_index, p_spatial_attachment_path);
@@ -683,35 +683,35 @@ void SoftDynamicBody3D::pin_point(int p_point_index, bool pin, const NodePath &p
}
}
-bool SoftDynamicBody3D::is_point_pinned(int p_point_index) const {
+bool SoftBody3D::is_point_pinned(int p_point_index) const {
return -1 != _has_pinned_point(p_point_index);
}
-void SoftDynamicBody3D::set_ray_pickable(bool p_ray_pickable) {
+void SoftBody3D::set_ray_pickable(bool p_ray_pickable) {
ray_pickable = p_ray_pickable;
_update_pickable();
}
-bool SoftDynamicBody3D::is_ray_pickable() const {
+bool SoftBody3D::is_ray_pickable() const {
return ray_pickable;
}
-SoftDynamicBody3D::SoftDynamicBody3D() :
+SoftBody3D::SoftBody3D() :
physics_rid(PhysicsServer3D::get_singleton()->soft_body_create()) {
- rendering_server_handler = memnew(SoftDynamicBodyRenderingServerHandler);
+ rendering_server_handler = memnew(SoftBodyRenderingServerHandler);
PhysicsServer3D::get_singleton()->body_attach_object_instance_id(physics_rid, get_instance_id());
}
-SoftDynamicBody3D::~SoftDynamicBody3D() {
+SoftBody3D::~SoftBody3D() {
memdelete(rendering_server_handler);
PhysicsServer3D::get_singleton()->free(physics_rid);
}
-void SoftDynamicBody3D::_make_cache_dirty() {
+void SoftBody3D::_make_cache_dirty() {
pinned_points_cache_dirty = true;
}
-void SoftDynamicBody3D::_update_cache_pin_points_datas() {
+void SoftBody3D::_update_cache_pin_points_datas() {
if (!pinned_points_cache_dirty) {
return;
}
@@ -724,17 +724,17 @@ void SoftDynamicBody3D::_update_cache_pin_points_datas() {
w[i].spatial_attachment = Object::cast_to<Node3D>(get_node(w[i].spatial_attachment_path));
}
if (!w[i].spatial_attachment) {
- ERR_PRINT("Node3D node not defined in the pinned point, this is undefined behavior for SoftDynamicBody3D!");
+ ERR_PRINT("Node3D node not defined in the pinned point, this is undefined behavior for SoftBody3D!");
}
}
}
-void SoftDynamicBody3D::_pin_point_on_physics_server(int p_point_index, bool pin) {
+void SoftBody3D::_pin_point_on_physics_server(int p_point_index, bool pin) {
PhysicsServer3D::get_singleton()->soft_body_pin_point(physics_rid, p_point_index, pin);
}
-void SoftDynamicBody3D::_add_pinned_point(int p_point_index, const NodePath &p_spatial_attachment_path) {
- SoftDynamicBody3D::PinnedPoint *pinned_point;
+void SoftBody3D::_add_pinned_point(int p_point_index, const NodePath &p_spatial_attachment_path) {
+ SoftBody3D::PinnedPoint *pinned_point;
if (-1 == _get_pinned_point(p_point_index, pinned_point)) {
// Create new
PinnedPoint pp;
@@ -759,7 +759,7 @@ void SoftDynamicBody3D::_add_pinned_point(int p_point_index, const NodePath &p_s
}
}
-void SoftDynamicBody3D::_reset_points_offsets() {
+void SoftBody3D::_reset_points_offsets() {
if (!Engine::get_singleton()->is_editor_hint()) {
return;
}
@@ -781,25 +781,25 @@ void SoftDynamicBody3D::_reset_points_offsets() {
}
}
-void SoftDynamicBody3D::_remove_pinned_point(int p_point_index) {
+void SoftBody3D::_remove_pinned_point(int p_point_index) {
const int id(_has_pinned_point(p_point_index));
if (-1 != id) {
pinned_points.remove_at(id);
}
}
-int SoftDynamicBody3D::_get_pinned_point(int p_point_index, SoftDynamicBody3D::PinnedPoint *&r_point) const {
+int SoftBody3D::_get_pinned_point(int p_point_index, SoftBody3D::PinnedPoint *&r_point) const {
const int id = _has_pinned_point(p_point_index);
if (-1 == id) {
r_point = nullptr;
return -1;
} else {
- r_point = const_cast<SoftDynamicBody3D::PinnedPoint *>(&pinned_points.ptr()[id]);
+ r_point = const_cast<SoftBody3D::PinnedPoint *>(&pinned_points.ptr()[id]);
return id;
}
}
-int SoftDynamicBody3D::_has_pinned_point(int p_point_index) const {
+int SoftBody3D::_has_pinned_point(int p_point_index) const {
const PinnedPoint *r = pinned_points.ptr();
for (int i = pinned_points.size() - 1; 0 <= i; --i) {
if (p_point_index == r[i].point_index) {
diff --git a/scene/3d/soft_dynamic_body_3d.h b/scene/3d/soft_body_3d.h
index 2b86fe2cae..40f3d6f1f4 100644
--- a/scene/3d/soft_dynamic_body_3d.h
+++ b/scene/3d/soft_body_3d.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* soft_dynamic_body_3d.h */
+/* soft_body_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,17 +28,17 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef SOFT_DYNAMIC_BODY_3D_H
-#define SOFT_DYNAMIC_BODY_3D_H
+#ifndef SOFT_BODY_3D_H
+#define SOFT_BODY_3D_H
#include "scene/3d/mesh_instance_3d.h"
#include "servers/physics_server_3d.h"
class PhysicsBody3D;
-class SoftDynamicBody3D;
+class SoftBody3D;
-class SoftDynamicBodyRenderingServerHandler : public PhysicsServer3DRenderingServerHandler {
- friend class SoftDynamicBody3D;
+class SoftBodyRenderingServerHandler : public PhysicsServer3DRenderingServerHandler {
+ friend class SoftBody3D;
RID mesh;
int surface = 0;
@@ -50,7 +50,7 @@ class SoftDynamicBodyRenderingServerHandler : public PhysicsServer3DRenderingSer
uint8_t *write_buffer = nullptr;
private:
- SoftDynamicBodyRenderingServerHandler();
+ SoftBodyRenderingServerHandler();
bool is_ready(RID p_mesh_rid) const { return mesh.is_valid() && mesh == p_mesh_rid; }
void prepare(RID p_mesh_rid, int p_surface);
void clear();
@@ -64,8 +64,8 @@ public:
void set_aabb(const AABB &p_aabb) override;
};
-class SoftDynamicBody3D : public MeshInstance3D {
- GDCLASS(SoftDynamicBody3D, MeshInstance3D);
+class SoftBody3D : public MeshInstance3D {
+ GDCLASS(SoftBody3D, MeshInstance3D);
public:
enum DisableMode {
@@ -85,7 +85,7 @@ public:
};
private:
- SoftDynamicBodyRenderingServerHandler *rendering_server_handler = nullptr;
+ SoftBodyRenderingServerHandler *rendering_server_handler = nullptr;
RID physics_rid;
@@ -182,8 +182,8 @@ public:
void set_ray_pickable(bool p_ray_pickable);
bool is_ray_pickable() const;
- SoftDynamicBody3D();
- ~SoftDynamicBody3D();
+ SoftBody3D();
+ ~SoftBody3D();
private:
void _make_cache_dirty();
@@ -198,6 +198,6 @@ private:
int _has_pinned_point(int p_point_index) const;
};
-VARIANT_ENUM_CAST(SoftDynamicBody3D::DisableMode);
+VARIANT_ENUM_CAST(SoftBody3D::DisableMode);
-#endif // SOFT_DYNAMIC_BODY_3D_H
+#endif // SOFT_BODY_3D_H
diff --git a/scene/3d/vehicle_body_3d.cpp b/scene/3d/vehicle_body_3d.cpp
index 42ed52c9f2..d61b49eaa7 100644
--- a/scene/3d/vehicle_body_3d.cpp
+++ b/scene/3d/vehicle_body_3d.cpp
@@ -807,7 +807,7 @@ void VehicleBody3D::_update_friction(PhysicsDirectBodyState3D *s) {
}
void VehicleBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
- RigidDynamicBody3D::_body_state_changed(p_state);
+ RigidBody3D::_body_state_changed(p_state);
real_t step = p_state->get_step();
diff --git a/scene/3d/vehicle_body_3d.h b/scene/3d/vehicle_body_3d.h
index 2f3a37af2a..5c4f4beaea 100644
--- a/scene/3d/vehicle_body_3d.h
+++ b/scene/3d/vehicle_body_3d.h
@@ -152,8 +152,8 @@ public:
VehicleWheel3D();
};
-class VehicleBody3D : public RigidDynamicBody3D {
- GDCLASS(VehicleBody3D, RigidDynamicBody3D);
+class VehicleBody3D : public RigidBody3D {
+ GDCLASS(VehicleBody3D, RigidBody3D);
real_t engine_force = 0.0;
real_t brake = 0.0;