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-rw-r--r--scene/3d/audio_stream_player_3d.cpp661
-rw-r--r--scene/3d/audio_stream_player_3d.h42
-rw-r--r--scene/3d/physics_body_3d.cpp132
-rw-r--r--scene/3d/physics_body_3d.h12
-rw-r--r--scene/3d/soft_body_3d.cpp5
-rw-r--r--scene/3d/sprite_3d.cpp2
-rw-r--r--scene/3d/vehicle_body_3d.cpp33
-rw-r--r--scene/3d/vehicle_body_3d.h3
8 files changed, 356 insertions, 534 deletions
diff --git a/scene/3d/audio_stream_player_3d.cpp b/scene/3d/audio_stream_player_3d.cpp
index 3b44580264..16d5b9da3e 100644
--- a/scene/3d/audio_stream_player_3d.cpp
+++ b/scene/3d/audio_stream_player_3d.cpp
@@ -95,7 +95,7 @@ static const Vector3 speaker_directions[7] = {
Vector3(1.0, 0.0, 0.0).normalized(), // side-right
};
-void AudioStreamPlayer3D::_calc_output_vol(const Vector3 &source_dir, real_t tightness, AudioStreamPlayer3D::Output &output) {
+void AudioStreamPlayer3D::_calc_output_vol(const Vector3 &source_dir, real_t tightness, Vector<AudioFrame> &output) {
unsigned int speaker_count = 0; // only main speakers (no LFE)
switch (AudioServer::get_singleton()->get_speaker_mode()) {
case AudioServer::SPEAKER_MODE_STEREO:
@@ -118,182 +118,94 @@ void AudioStreamPlayer3D::_calc_output_vol(const Vector3 &source_dir, real_t tig
switch (AudioServer::get_singleton()->get_speaker_mode()) {
case AudioServer::SPEAKER_SURROUND_71:
- output.vol[3].l = volumes[5]; // side-left
- output.vol[3].r = volumes[6]; // side-right
+ output.write[3].l = volumes[5]; // side-left
+ output.write[3].r = volumes[6]; // side-right
[[fallthrough]];
case AudioServer::SPEAKER_SURROUND_51:
- output.vol[2].l = volumes[3]; // rear-left
- output.vol[2].r = volumes[4]; // rear-right
+ output.write[2].l = volumes[3]; // rear-left
+ output.write[2].r = volumes[4]; // rear-right
[[fallthrough]];
case AudioServer::SPEAKER_SURROUND_31:
- output.vol[1].r = 1.0; // LFE - always full power
- output.vol[1].l = volumes[2]; // center
+ output.write[1].r = 1.0; // LFE - always full power
+ output.write[1].l = volumes[2]; // center
[[fallthrough]];
case AudioServer::SPEAKER_MODE_STEREO:
- output.vol[0].r = volumes[1]; // front-right
- output.vol[0].l = volumes[0]; // front-left
+ output.write[0].r = volumes[1]; // front-right
+ output.write[0].l = volumes[0]; // front-left
break;
}
}
-void AudioStreamPlayer3D::_mix_audio() {
- if (!stream_playback.is_valid() || !active.is_set() ||
- (stream_paused && !stream_paused_fade_out)) {
- return;
- }
+void AudioStreamPlayer3D::_calc_reverb_vol(Area3D *area, Vector3 listener_area_pos, Vector<AudioFrame> direct_path_vol, Vector<AudioFrame> &reverb_vol) {
+ reverb_vol.resize(4);
+ reverb_vol.write[0] = AudioFrame(0, 0);
+ reverb_vol.write[1] = AudioFrame(0, 0);
+ reverb_vol.write[2] = AudioFrame(0, 0);
+ reverb_vol.write[3] = AudioFrame(0, 0);
- bool started = false;
- if (setseek.get() >= 0.0) {
- stream_playback->start(setseek.get());
- setseek.set(-1.0); //reset seek
- started = true;
- }
+ float uniformity = area->get_reverb_uniformity();
+ float area_send = area->get_reverb_amount();
- //get data
- AudioFrame *buffer = mix_buffer.ptrw();
- int buffer_size = mix_buffer.size();
+ if (uniformity > 0.0) {
+ float distance = listener_area_pos.length();
+ float attenuation = Math::db2linear(_get_attenuation_db(distance));
- if (stream_paused_fade_out) {
- // Short fadeout ramp
- buffer_size = MIN(buffer_size, 128);
- }
+ // Determine the fraction of sound that would come from each speaker if they were all driven uniformly.
+ float center_val[3] = { 0.5f, 0.25f, 0.16666f };
+ int channel_count = AudioServer::get_singleton()->get_channel_count();
+ AudioFrame center_frame(center_val[channel_count - 1], center_val[channel_count - 1]);
- // Mix if we're not paused or we're fading out
- if ((output_count.get() > 0 || out_of_range_mode == OUT_OF_RANGE_MIX)) {
- float output_pitch_scale = 0.0;
- if (output_count.get()) {
- //used for doppler, not realistic but good enough
- for (int i = 0; i < output_count.get(); i++) {
- output_pitch_scale += outputs[i].pitch_scale;
- }
- output_pitch_scale /= float(output_count.get());
- } else {
- output_pitch_scale = 1.0;
- }
+ if (attenuation < 1.0) {
+ //pan the uniform sound
+ Vector3 rev_pos = listener_area_pos;
+ rev_pos.y = 0;
+ rev_pos.normalize();
- stream_playback->mix(buffer, pitch_scale * output_pitch_scale, buffer_size);
- }
-
- //write all outputs
- for (int i = 0; i < output_count.get(); i++) {
- Output current = outputs[i];
-
- //see if current output exists, to keep volume ramp
- bool found = false;
- for (int j = i; j < prev_output_count; j++) {
- if (prev_outputs[j].viewport == current.viewport) {
- if (j != i) {
- SWAP(prev_outputs[j], prev_outputs[i]);
- }
- found = true;
- break;
+ if (channel_count >= 1) {
+ // Stereo pair
+ float c = rev_pos.x * 0.5 + 0.5;
+ reverb_vol.write[0].l = 1.0 - c;
+ reverb_vol.write[0].r = c;
}
- }
- bool interpolate_filter = !started;
+ if (channel_count >= 3) {
+ // Center pair + Side pair
+ float xl = Vector3(-1, 0, -1).normalized().dot(rev_pos) * 0.5 + 0.5;
+ float xr = Vector3(1, 0, -1).normalized().dot(rev_pos) * 0.5 + 0.5;
- if (!found) {
- //create new if was not used before
- if (prev_output_count < MAX_OUTPUTS) {
- prev_outputs[prev_output_count] = prev_outputs[i]; //may be owned by another viewport
- prev_output_count++;
+ reverb_vol.write[1].l = xl;
+ reverb_vol.write[1].r = xr;
+ reverb_vol.write[2].l = 1.0 - xr;
+ reverb_vol.write[2].r = 1.0 - xl;
}
- prev_outputs[i] = current;
- interpolate_filter = false;
- }
-
- //mix!
-
- int buffers = AudioServer::get_singleton()->get_channel_count();
-
- for (int k = 0; k < buffers; k++) {
- AudioFrame target_volume = stream_paused_fade_out ? AudioFrame(0.f, 0.f) : current.vol[k];
- AudioFrame vol_prev = stream_paused_fade_in ? AudioFrame(0.f, 0.f) : prev_outputs[i].vol[k];
- AudioFrame vol_inc = (target_volume - vol_prev) / float(buffer_size);
- AudioFrame vol = vol_prev;
- if (!AudioServer::get_singleton()->thread_has_channel_mix_buffer(current.bus_index, k)) {
- continue; //may have been deleted, will be updated on process
+ if (channel_count >= 4) {
+ // Rear pair
+ // FIXME: Not sure what math should be done here
+ float c = rev_pos.x * 0.5 + 0.5;
+ reverb_vol.write[3].l = 1.0 - c;
+ reverb_vol.write[3].r = c;
}
- AudioFrame *target = AudioServer::get_singleton()->thread_get_channel_mix_buffer(current.bus_index, k);
- current.filter.set_mode(AudioFilterSW::HIGHSHELF);
- current.filter.set_sampling_rate(AudioServer::get_singleton()->get_mix_rate());
- current.filter.set_cutoff(attenuation_filter_cutoff_hz);
- current.filter.set_resonance(1);
- current.filter.set_stages(1);
- current.filter.set_gain(current.filter_gain);
-
- if (interpolate_filter) {
- current.filter_process[k * 2 + 0] = prev_outputs[i].filter_process[k * 2 + 0];
- current.filter_process[k * 2 + 1] = prev_outputs[i].filter_process[k * 2 + 1];
-
- current.filter_process[k * 2 + 0].set_filter(&current.filter, false);
- current.filter_process[k * 2 + 1].set_filter(&current.filter, false);
-
- current.filter_process[k * 2 + 0].update_coeffs(buffer_size);
- current.filter_process[k * 2 + 1].update_coeffs(buffer_size);
- for (int j = 0; j < buffer_size; j++) {
- AudioFrame f = buffer[j] * vol;
- current.filter_process[k * 2 + 0].process_one_interp(f.l);
- current.filter_process[k * 2 + 1].process_one_interp(f.r);
-
- target[j] += f;
- vol += vol_inc;
- }
- } else {
- current.filter_process[k * 2 + 0].set_filter(&current.filter);
- current.filter_process[k * 2 + 1].set_filter(&current.filter);
-
- current.filter_process[k * 2 + 0].update_coeffs();
- current.filter_process[k * 2 + 1].update_coeffs();
- for (int j = 0; j < buffer_size; j++) {
- AudioFrame f = buffer[j] * vol;
- current.filter_process[k * 2 + 0].process_one(f.l);
- current.filter_process[k * 2 + 1].process_one(f.r);
-
- target[j] += f;
- vol += vol_inc;
- }
+ for (int i = 0; i < channel_count; i++) {
+ reverb_vol.write[i] = reverb_vol[i].lerp(center_frame, attenuation);
}
-
- if (current.reverb_bus_index >= 0) {
- if (!AudioServer::get_singleton()->thread_has_channel_mix_buffer(current.reverb_bus_index, k)) {
- continue; //may have been deleted, will be updated on process
- }
-
- AudioFrame *rtarget = AudioServer::get_singleton()->thread_get_channel_mix_buffer(current.reverb_bus_index, k);
-
- if (current.reverb_bus_index == prev_outputs[i].reverb_bus_index) {
- AudioFrame rvol_inc = (current.reverb_vol[k] - prev_outputs[i].reverb_vol[k]) / float(buffer_size);
- AudioFrame rvol = prev_outputs[i].reverb_vol[k];
-
- for (int j = 0; j < buffer_size; j++) {
- rtarget[j] += buffer[j] * rvol;
- rvol += rvol_inc;
- }
- } else {
- AudioFrame rvol = current.reverb_vol[k];
- for (int j = 0; j < buffer_size; j++) {
- rtarget[j] += buffer[j] * rvol;
- }
- }
+ } else {
+ for (int i = 0; i < channel_count; i++) {
+ reverb_vol.write[i] = center_frame;
}
}
- prev_outputs[i] = current;
- }
-
- prev_output_count = output_count.get();
+ for (int i = 0; i < channel_count; i++) {
+ reverb_vol.write[i] = direct_path_vol[i].lerp(reverb_vol[i] * attenuation, uniformity);
+ reverb_vol.write[i] *= area_send;
+ }
- //stream is no longer active, disable this.
- if (!stream_playback->is_playing()) {
- active.clear();
+ } else {
+ for (int i = 0; i < 4; i++) {
+ reverb_vol.write[i] = direct_path_vol[i] * area_send;
+ }
}
-
- output_ready.clear();
- stream_paused_fade_in = false;
- stream_paused_fade_out = false;
}
float AudioStreamPlayer3D::_get_attenuation_db(float p_distance) const {
@@ -329,14 +241,15 @@ float AudioStreamPlayer3D::_get_attenuation_db(float p_distance) const {
void AudioStreamPlayer3D::_notification(int p_what) {
if (p_what == NOTIFICATION_ENTER_TREE) {
velocity_tracker->reset(get_global_transform().origin);
- AudioServer::get_singleton()->add_callback(_mix_audios, this);
+ AudioServer::get_singleton()->add_listener_changed_callback(_listener_changed_cb, this);
if (autoplay && !Engine::get_singleton()->is_editor_hint()) {
play();
}
}
if (p_what == NOTIFICATION_EXIT_TREE) {
- AudioServer::get_singleton()->remove_callback(_mix_audios, this);
+ stop();
+ AudioServer::get_singleton()->remove_listener_changed_callback(_listener_changed_cb, this);
}
if (p_what == NOTIFICATION_PAUSED) {
@@ -359,268 +272,216 @@ void AudioStreamPlayer3D::_notification(int p_what) {
if (p_what == NOTIFICATION_INTERNAL_PHYSICS_PROCESS) {
//update anything related to position first, if possible of course
- if (!output_ready.is_set()) {
- Vector3 linear_velocity;
+ if (!stream_playback.is_valid()) {
+ return;
+ }
+ //start playing if requested
- //compute linear velocity for doppler
- if (doppler_tracking != DOPPLER_TRACKING_DISABLED) {
- linear_velocity = velocity_tracker->get_tracked_linear_velocity();
- }
+ if (setplay.get() >= 0) {
+ Vector<AudioFrame> volume_vector = _update_panning();
+ AudioServer::get_singleton()->start_playback_stream(stream_playback, _get_actual_bus(), volume_vector, setplay.get());
+ active.set();
+ setplay.set(-1);
+ }
+
+ if (active.is_set() && last_mix_count != AudioServer::get_singleton()->get_mix_count()) {
+ _update_panning();
+ last_mix_count = AudioServer::get_singleton()->get_mix_count();
+ }
+
+ // Stop playing if no longer active.
+ if (!active.is_set()) {
+ set_physics_process_internal(false);
+ emit_signal(SNAME("finished"));
+ }
+ }
+}
+
+Area3D *AudioStreamPlayer3D::_get_overriding_area() {
+ //check if any area is diverting sound into a bus
+ Ref<World3D> world_3d = get_world_3d();
+ ERR_FAIL_COND_V(world_3d.is_null(), nullptr);
+
+ Vector3 global_pos = get_global_transform().origin;
- Ref<World3D> world_3d = get_world_3d();
- ERR_FAIL_COND(world_3d.is_null());
+ PhysicsDirectSpaceState3D *space_state = PhysicsServer3D::get_singleton()->space_get_direct_state(world_3d->get_space());
- int new_output_count = 0;
+ PhysicsDirectSpaceState3D::ShapeResult sr[MAX_INTERSECT_AREAS];
- Vector3 global_pos = get_global_transform().origin;
+ int areas = space_state->intersect_point(global_pos, sr, MAX_INTERSECT_AREAS, Set<RID>(), area_mask, false, true);
- int bus_index = AudioServer::get_singleton()->thread_find_bus_index(bus);
+ for (int i = 0; i < areas; i++) {
+ if (!sr[i].collider) {
+ continue;
+ }
+
+ Area3D *tarea = Object::cast_to<Area3D>(sr[i].collider);
+ if (!tarea) {
+ continue;
+ }
+
+ if (!tarea->is_overriding_audio_bus() && !tarea->is_using_reverb_bus()) {
+ continue;
+ }
+
+ return tarea;
+ }
+ return nullptr;
+}
- //check if any area is diverting sound into a bus
+StringName AudioStreamPlayer3D::_get_actual_bus() {
+ if (!stream_playback.is_valid()) {
+ return SNAME("Master");
+ }
+ Area3D *overriding_area = _get_overriding_area();
+ if (overriding_area && overriding_area->is_overriding_audio_bus() && !overriding_area->is_using_reverb_bus()) {
+ return overriding_area->get_audio_bus_name();
+ }
+ return bus;
+}
- PhysicsDirectSpaceState3D *space_state = PhysicsServer3D::get_singleton()->space_get_direct_state(world_3d->get_space());
+Vector<AudioFrame> AudioStreamPlayer3D::_update_panning() {
+ Vector<AudioFrame> output_volume_vector;
+ output_volume_vector.resize(4);
+ for (AudioFrame &frame : output_volume_vector) {
+ frame = AudioFrame(0, 0);
+ }
- PhysicsDirectSpaceState3D::ShapeResult sr[MAX_INTERSECT_AREAS];
+ ERR_FAIL_COND_V(stream_playback.is_null(), output_volume_vector);
- int areas = space_state->intersect_point(global_pos, sr, MAX_INTERSECT_AREAS, Set<RID>(), area_mask, false, true);
- Area3D *area = nullptr;
+ Vector3 linear_velocity;
- for (int i = 0; i < areas; i++) {
- if (!sr[i].collider) {
- continue;
- }
+ //compute linear velocity for doppler
+ if (doppler_tracking != DOPPLER_TRACKING_DISABLED) {
+ linear_velocity = velocity_tracker->get_tracked_linear_velocity();
+ }
- Area3D *tarea = Object::cast_to<Area3D>(sr[i].collider);
- if (!tarea) {
- continue;
- }
+ Vector3 global_pos = get_global_transform().origin;
- if (!tarea->is_overriding_audio_bus() && !tarea->is_using_reverb_bus()) {
- continue;
- }
+ Ref<World3D> world_3d = get_world_3d();
+ ERR_FAIL_COND_V(world_3d.is_null(), output_volume_vector);
- area = tarea;
- break;
+ Set<Camera3D *> cameras = world_3d->get_cameras();
+ cameras.insert(get_viewport()->get_camera_3d());
+
+ PhysicsDirectSpaceState3D *space_state = PhysicsServer3D::get_singleton()->space_get_direct_state(world_3d->get_space());
+
+ for (Camera3D *camera : cameras) {
+ Viewport *vp = camera->get_viewport();
+ if (!vp->is_audio_listener_3d()) {
+ continue;
+ }
+
+ bool listener_is_camera = true;
+ Node3D *listener_node = camera;
+
+ Listener3D *listener = vp->get_listener_3d();
+ if (listener) {
+ listener_node = listener;
+ listener_is_camera = false;
+ }
+
+ Vector3 local_pos = listener_node->get_global_transform().orthonormalized().affine_inverse().xform(global_pos);
+
+ float dist = local_pos.length();
+
+ Vector3 area_sound_pos;
+ Vector3 listener_area_pos;
+
+ Area3D *area = _get_overriding_area();
+
+ if (area && area->is_using_reverb_bus() && area->get_reverb_uniformity() > 0) {
+ area_sound_pos = space_state->get_closest_point_to_object_volume(area->get_rid(), listener_node->get_global_transform().origin);
+ listener_area_pos = listener_node->get_global_transform().affine_inverse().xform(area_sound_pos);
+ }
+
+ if (max_distance > 0) {
+ float total_max = max_distance;
+
+ if (area && area->is_using_reverb_bus() && area->get_reverb_uniformity() > 0) {
+ total_max = MAX(total_max, listener_area_pos.length());
}
+ if (total_max > max_distance) {
+ continue; //can't hear this sound in this listener
+ }
+ }
+
+ float multiplier = Math::db2linear(_get_attenuation_db(dist));
+ if (max_distance > 0) {
+ multiplier *= MAX(0, 1.0 - (dist / max_distance));
+ }
- for (const Set<Camera3D *>::Element *E = world_3d->get_cameras().front(); E; E = E->next()) {
- Camera3D *camera = E->get();
- Viewport *vp = camera->get_viewport();
- if (!vp->is_audio_listener_3d()) {
- continue;
- }
-
- bool listener_is_camera = true;
- Node3D *listener_node = camera;
-
- Listener3D *listener = vp->get_listener_3d();
- if (listener) {
- listener_node = listener;
- listener_is_camera = false;
- }
-
- Vector3 local_pos = listener_node->get_global_transform().orthonormalized().affine_inverse().xform(global_pos);
-
- float dist = local_pos.length();
-
- Vector3 area_sound_pos;
- Vector3 listener_area_pos;
-
- if (area && area->is_using_reverb_bus() && area->get_reverb_uniformity() > 0) {
- area_sound_pos = space_state->get_closest_point_to_object_volume(area->get_rid(), listener_node->get_global_transform().origin);
- listener_area_pos = listener_node->to_local(area_sound_pos);
- }
-
- if (max_distance > 0) {
- float total_max = max_distance;
-
- if (area && area->is_using_reverb_bus() && area->get_reverb_uniformity() > 0) {
- total_max = MAX(total_max, listener_area_pos.length());
- }
- if (total_max > max_distance) {
- continue; //can't hear this sound in this listener
- }
- }
-
- float multiplier = Math::db2linear(_get_attenuation_db(dist));
- if (max_distance > 0) {
- multiplier *= MAX(0, 1.0 - (dist / max_distance));
- }
-
- Output output;
- output.bus_index = bus_index;
- output.reverb_bus_index = -1; //no reverb by default
- output.viewport = vp;
-
- float db_att = (1.0 - MIN(1.0, multiplier)) * attenuation_filter_db;
-
- if (emission_angle_enabled) {
- Vector3 listenertopos = global_pos - listener_node->get_global_transform().origin;
- float c = listenertopos.normalized().dot(get_global_transform().basis.get_axis(2).normalized()); //it's z negative
- float angle = Math::rad2deg(Math::acos(c));
- if (angle > emission_angle) {
- db_att -= -emission_angle_filter_attenuation_db;
- }
- }
-
- output.filter_gain = Math::db2linear(db_att);
-
- //TODO: The lower the second parameter (tightness) the more the sound will "enclose" the listener (more undirected / playing from
- // speakers not facing the source) - this could be made distance dependent.
- _calc_output_vol(local_pos.normalized(), 4.0, output);
-
- unsigned int cc = AudioServer::get_singleton()->get_channel_count();
- for (unsigned int k = 0; k < cc; k++) {
- output.vol[k] *= multiplier;
- }
-
- bool filled_reverb = false;
- int vol_index_max = AudioServer::get_singleton()->get_speaker_mode() + 1;
-
- if (area) {
- if (area->is_overriding_audio_bus()) {
- //override audio bus
- StringName bus_name = area->get_audio_bus_name();
- output.bus_index = AudioServer::get_singleton()->thread_find_bus_index(bus_name);
- }
-
- if (area->is_using_reverb_bus()) {
- filled_reverb = true;
- StringName bus_name = area->get_reverb_bus();
- output.reverb_bus_index = AudioServer::get_singleton()->thread_find_bus_index(bus_name);
-
- float uniformity = area->get_reverb_uniformity();
- float area_send = area->get_reverb_amount();
-
- if (uniformity > 0.0) {
- float distance = listener_area_pos.length();
- float attenuation = Math::db2linear(_get_attenuation_db(distance));
-
- //float dist_att_db = -20 * Math::log(dist + 0.00001); //logarithmic attenuation, like in real life
-
- float center_val[3] = { 0.5f, 0.25f, 0.16666f };
- AudioFrame center_frame(center_val[vol_index_max - 1], center_val[vol_index_max - 1]);
-
- if (attenuation < 1.0) {
- //pan the uniform sound
- Vector3 rev_pos = listener_area_pos;
- rev_pos.y = 0;
- rev_pos.normalize();
-
- if (cc >= 1) {
- // Stereo pair
- float c = rev_pos.x * 0.5 + 0.5;
- output.reverb_vol[0].l = 1.0 - c;
- output.reverb_vol[0].r = c;
- }
-
- if (cc >= 3) {
- // Center pair + Side pair
- float xl = Vector3(-1, 0, -1).normalized().dot(rev_pos) * 0.5 + 0.5;
- float xr = Vector3(1, 0, -1).normalized().dot(rev_pos) * 0.5 + 0.5;
-
- output.reverb_vol[1].l = xl;
- output.reverb_vol[1].r = xr;
- output.reverb_vol[2].l = 1.0 - xr;
- output.reverb_vol[2].r = 1.0 - xl;
- }
-
- if (cc >= 4) {
- // Rear pair
- // FIXME: Not sure what math should be done here
- float c = rev_pos.x * 0.5 + 0.5;
- output.reverb_vol[3].l = 1.0 - c;
- output.reverb_vol[3].r = c;
- }
-
- for (int i = 0; i < vol_index_max; i++) {
- output.reverb_vol[i] = output.reverb_vol[i].lerp(center_frame, attenuation);
- }
- } else {
- for (int i = 0; i < vol_index_max; i++) {
- output.reverb_vol[i] = center_frame;
- }
- }
-
- for (int i = 0; i < vol_index_max; i++) {
- output.reverb_vol[i] = output.vol[i].lerp(output.reverb_vol[i] * attenuation, uniformity);
- output.reverb_vol[i] *= area_send;
- }
-
- } else {
- for (int i = 0; i < vol_index_max; i++) {
- output.reverb_vol[i] = output.vol[i] * area_send;
- }
- }
- }
- }
-
- if (doppler_tracking != DOPPLER_TRACKING_DISABLED) {
- Vector3 listener_velocity;
-
- if (listener_is_camera) {
- listener_velocity = camera->get_doppler_tracked_velocity();
- }
-
- Vector3 local_velocity = listener_node->get_global_transform().orthonormalized().basis.xform_inv(linear_velocity - listener_velocity);
-
- if (local_velocity == Vector3()) {
- output.pitch_scale = 1.0;
- } else {
- float approaching = local_pos.normalized().dot(local_velocity.normalized());
- float velocity = local_velocity.length();
- float speed_of_sound = 343.0;
-
- output.pitch_scale = speed_of_sound / (speed_of_sound + velocity * approaching);
- output.pitch_scale = CLAMP(output.pitch_scale, (1 / 8.0), 8.0); //avoid crazy stuff
- }
-
- } else {
- output.pitch_scale = 1.0;
- }
-
- if (!filled_reverb) {
- for (int i = 0; i < vol_index_max; i++) {
- output.reverb_vol[i] = AudioFrame(0, 0);
- }
- }
-
- outputs[new_output_count] = output;
- new_output_count++;
- if (new_output_count == MAX_OUTPUTS) {
- break;
- }
+ float db_att = (1.0 - MIN(1.0, multiplier)) * attenuation_filter_db;
+
+ if (emission_angle_enabled) {
+ Vector3 listenertopos = global_pos - listener_node->get_global_transform().origin;
+ float c = listenertopos.normalized().dot(get_global_transform().basis.get_axis(2).normalized()); //it's z negative
+ float angle = Math::rad2deg(Math::acos(c));
+ if (angle > emission_angle) {
+ db_att -= -emission_angle_filter_attenuation_db;
}
+ }
+
+ AudioServer::get_singleton()->set_playback_highshelf_params(stream_playback, Math::db2linear(db_att), attenuation_filter_cutoff_hz);
+ //TODO: The lower the second parameter (tightness) the more the sound will "enclose" the listener (more undirected / playing from
+ // speakers not facing the source) - this could be made distance dependent.
+ _calc_output_vol(local_pos.normalized(), 4.0, output_volume_vector);
- output_count.set(new_output_count);
- output_ready.set();
+ for (unsigned int k = 0; k < 4; k++) {
+ output_volume_vector.write[k] = multiplier * output_volume_vector[k];
}
- //start playing if requested
- if (setplay.get() >= 0.0) {
- setseek.set(setplay.get());
- active.set();
- setplay.set(-1);
+ Map<StringName, Vector<AudioFrame>> bus_volumes;
+ if (area) {
+ if (area->is_overriding_audio_bus()) {
+ //override audio bus
+ bus_volumes[area->get_audio_bus_name()] = output_volume_vector;
+ }
+
+ if (area->is_using_reverb_bus()) {
+ StringName reverb_bus_name = area->get_reverb_bus();
+ Vector<AudioFrame> reverb_vol;
+ _calc_reverb_vol(area, listener_area_pos, output_volume_vector, reverb_vol);
+ bus_volumes[reverb_bus_name] = reverb_vol;
+ }
+ } else {
+ bus_volumes[bus] = output_volume_vector;
}
+ AudioServer::get_singleton()->set_playback_bus_volumes_linear(stream_playback, bus_volumes);
- //stop playing if no longer active
- if (!active.is_set()) {
- set_physics_process_internal(false);
- emit_signal(SNAME("finished"));
+ if (doppler_tracking != DOPPLER_TRACKING_DISABLED) {
+ Vector3 listener_velocity;
+
+ if (listener_is_camera) {
+ listener_velocity = camera->get_doppler_tracked_velocity();
+ }
+
+ Vector3 local_velocity = listener_node->get_global_transform().orthonormalized().basis.xform_inv(linear_velocity - listener_velocity);
+
+ if (local_velocity == Vector3()) {
+ AudioServer::get_singleton()->set_playback_pitch_scale(stream_playback, pitch_scale);
+ } else {
+ float approaching = local_pos.normalized().dot(local_velocity.normalized());
+ float velocity = local_velocity.length();
+ float speed_of_sound = 343.0;
+
+ float doppler_pitch_scale = pitch_scale * speed_of_sound / (speed_of_sound + velocity * approaching);
+ doppler_pitch_scale = CLAMP(doppler_pitch_scale, (1 / 8.0), 8.0); //avoid crazy stuff
+
+ AudioServer::get_singleton()->set_playback_pitch_scale(stream_playback, doppler_pitch_scale);
+ }
+ } else {
+ AudioServer::get_singleton()->set_playback_pitch_scale(stream_playback, pitch_scale);
}
}
+ return output_volume_vector;
}
void AudioStreamPlayer3D::set_stream(Ref<AudioStream> p_stream) {
- AudioServer::get_singleton()->lock();
-
- mix_buffer.resize(AudioServer::get_singleton()->thread_get_mix_buffer_size());
-
if (stream_playback.is_valid()) {
+ stop();
stream_playback.unref();
stream.unref();
- active.clear();
- setseek.set(-1);
}
if (p_stream.is_valid()) {
@@ -632,8 +493,6 @@ void AudioStreamPlayer3D::set_stream(Ref<AudioStream> p_stream) {
}
}
- AudioServer::get_singleton()->unlock();
-
if (p_stream.is_valid() && stream_playback.is_null()) {
stream.unref();
}
@@ -677,27 +536,22 @@ float AudioStreamPlayer3D::get_pitch_scale() const {
}
void AudioStreamPlayer3D::play(float p_from_pos) {
- if (!is_playing()) {
- // Reset the prev_output_count if the stream is stopped
- prev_output_count = 0;
- }
-
if (stream_playback.is_valid()) {
setplay.set(p_from_pos);
- output_ready.clear();
set_physics_process_internal(true);
}
}
void AudioStreamPlayer3D::seek(float p_seconds) {
- if (stream_playback.is_valid()) {
- setseek.set(p_seconds);
+ if (stream_playback.is_valid() && active.is_set()) {
+ play(p_seconds);
}
}
void AudioStreamPlayer3D::stop() {
if (stream_playback.is_valid()) {
active.clear();
+ AudioServer::get_singleton()->stop_playback_stream(stream_playback);
set_physics_process_internal(false);
setplay.set(-1);
}
@@ -713,11 +567,7 @@ bool AudioStreamPlayer3D::is_playing() const {
float AudioStreamPlayer3D::get_playback_position() {
if (stream_playback.is_valid()) {
- float ss = setseek.get();
- if (ss >= 0.0) {
- return ss;
- }
- return stream_playback->get_playback_position();
+ return AudioServer::get_singleton()->get_playback_position(stream_playback);
}
return 0;
@@ -736,7 +586,7 @@ StringName AudioStreamPlayer3D::get_bus() const {
return bus;
}
}
- return "Master";
+ return SNAME("Master");
}
void AudioStreamPlayer3D::set_autoplay(bool p_enable) {
@@ -879,15 +729,16 @@ AudioStreamPlayer3D::DopplerTracking AudioStreamPlayer3D::get_doppler_tracking()
}
void AudioStreamPlayer3D::set_stream_paused(bool p_pause) {
- if (p_pause != stream_paused) {
- stream_paused = p_pause;
- stream_paused_fade_in = !stream_paused;
- stream_paused_fade_out = stream_paused;
+ if (stream_playback.is_valid()) {
+ AudioServer::get_singleton()->set_playback_paused(stream_playback, p_pause);
}
}
bool AudioStreamPlayer3D::get_stream_paused() const {
- return stream_paused;
+ if (stream_playback.is_valid()) {
+ return AudioServer::get_singleton()->is_playback_paused(stream_playback);
+ }
+ return false;
}
Ref<AudioStreamPlayback> AudioStreamPlayer3D::get_stream_playback() {
diff --git a/scene/3d/audio_stream_player_3d.h b/scene/3d/audio_stream_player_3d.h
index f86e19403c..f915abad2b 100644
--- a/scene/3d/audio_stream_player_3d.h
+++ b/scene/3d/audio_stream_player_3d.h
@@ -31,10 +31,12 @@
#ifndef AUDIO_STREAM_PLAYER_3D_H
#define AUDIO_STREAM_PLAYER_3D_H
+#include "scene/3d/area_3d.h"
#include "scene/3d/node_3d.h"
#include "scene/3d/velocity_tracker_3d.h"
#include "servers/audio/audio_filter_sw.h"
#include "servers/audio/audio_stream.h"
+#include "servers/audio_server.h"
class Camera3D;
class AudioStreamPlayer3D : public Node3D {
@@ -66,31 +68,9 @@ private:
};
- struct Output {
- AudioFilterSW filter;
- AudioFilterSW::Processor filter_process[8];
- AudioFrame vol[4];
- float filter_gain = 0.0;
- float pitch_scale = 0.0;
- int bus_index = -1;
- int reverb_bus_index = -1;
- AudioFrame reverb_vol[4];
- Viewport *viewport = nullptr; //pointer only used for reference to previous mix
- };
-
- Output outputs[MAX_OUTPUTS];
- SafeNumeric<int> output_count;
- SafeFlag output_ready;
-
- //these are used by audio thread to have a reference of previous volumes (for ramping volume and avoiding clicks)
- Output prev_outputs[MAX_OUTPUTS];
- int prev_output_count = 0;
-
Ref<AudioStreamPlayback> stream_playback;
Ref<AudioStream> stream;
- Vector<AudioFrame> mix_buffer;
- SafeNumeric<float> setseek{ -1.0 };
SafeFlag active;
SafeNumeric<float> setplay{ -1.0 };
@@ -100,17 +80,21 @@ private:
float max_db = 3.0;
float pitch_scale = 1.0;
bool autoplay = false;
- bool stream_paused = false;
- bool stream_paused_fade_in = false;
- bool stream_paused_fade_out = false;
- StringName bus;
+ StringName bus = "Master";
+
+ uint64_t last_mix_count = -1;
+
+ static void _calc_output_vol(const Vector3 &source_dir, real_t tightness, Vector<AudioFrame> &output);
+
+ void _calc_reverb_vol(Area3D *area, Vector3 listener_area_pos, Vector<AudioFrame> direct_path_vol, Vector<AudioFrame> &reverb_vol);
- static void _calc_output_vol(const Vector3 &source_dir, real_t tightness, Output &output);
- void _mix_audio();
- static void _mix_audios(void *self) { reinterpret_cast<AudioStreamPlayer3D *>(self)->_mix_audio(); }
+ static void _listener_changed_cb(void *self) { reinterpret_cast<AudioStreamPlayer3D *>(self)->_update_panning(); }
void _set_playing(bool p_enable);
bool _is_active() const;
+ StringName _get_actual_bus();
+ Area3D *_get_overriding_area();
+ Vector<AudioFrame> _update_panning();
void _bus_layout_changed();
diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp
index d34331e1d8..0356994cdb 100644
--- a/scene/3d/physics_body_3d.cpp
+++ b/scene/3d/physics_body_3d.cpp
@@ -111,9 +111,9 @@ Ref<KinematicCollision3D> PhysicsBody3D::_move(const Vector3 &p_motion, bool p_t
return Ref<KinematicCollision3D>();
}
-bool PhysicsBody3D::move_and_collide(const Vector3 &p_motion, PhysicsServer3D::MotionResult &r_result, real_t p_margin, bool p_test_only, bool p_cancel_sliding, const Set<RID> &p_exclude) {
+bool PhysicsBody3D::move_and_collide(const Vector3 &p_motion, PhysicsServer3D::MotionResult &r_result, real_t p_margin, bool p_test_only, bool p_cancel_sliding, bool p_collide_separation_ray, const Set<RID> &p_exclude) {
Transform3D gt = get_global_transform();
- bool colliding = PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_margin, &r_result, p_exclude);
+ bool colliding = PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_margin, &r_result, p_collide_separation_ray, p_exclude);
// Restore direction of motion to be along original motion,
// in order to avoid sliding due to recovery,
@@ -283,18 +283,20 @@ bool StaticBody3D::is_sync_to_physics_enabled() const {
return sync_to_physics;
}
-void StaticBody3D::_direct_state_changed(Object *p_state) {
- PhysicsDirectBodyState3D *state = Object::cast_to<PhysicsDirectBodyState3D>(p_state);
- ERR_FAIL_NULL_MSG(state, "Method '_direct_state_changed' must receive a valid PhysicsDirectBodyState3D object as argument");
+void StaticBody3D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state) {
+ StaticBody3D *body = (StaticBody3D *)p_instance;
+ body->_body_state_changed(p_state);
+}
- linear_velocity = state->get_linear_velocity();
- angular_velocity = state->get_angular_velocity();
+void StaticBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
+ linear_velocity = p_state->get_linear_velocity();
+ angular_velocity = p_state->get_angular_velocity();
if (!sync_to_physics) {
return;
}
- last_valid_transform = state->get_transform();
+ last_valid_transform = p_state->get_transform();
set_notify_local_transform(false);
set_global_transform(last_valid_transform);
set_notify_local_transform(true);
@@ -347,7 +349,7 @@ void StaticBody3D::_notification(int p_what) {
// Used by sync to physics, send the new transform to the physics...
Transform3D new_transform = get_global_transform();
- real_t delta_time = get_physics_process_delta_time();
+ double delta_time = get_physics_process_delta_time();
new_transform.origin += constant_linear_velocity * delta_time;
real_t ang_vel = constant_angular_velocity.length();
@@ -378,7 +380,7 @@ void StaticBody3D::_notification(int p_what) {
Transform3D new_transform = get_global_transform();
- real_t delta_time = get_physics_process_delta_time();
+ double delta_time = get_physics_process_delta_time();
new_transform.origin += constant_linear_velocity * delta_time;
real_t ang_vel = constant_angular_velocity.length();
@@ -458,13 +460,13 @@ void StaticBody3D::_update_kinematic_motion() {
bool needs_physics_process = false;
if (kinematic_motion) {
- PhysicsServer3D::get_singleton()->body_set_force_integration_callback(get_rid(), callable_mp(this, &StaticBody3D::_direct_state_changed));
+ PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), this, &StaticBody3D::_body_state_changed_callback);
if (!constant_angular_velocity.is_equal_approx(Vector3()) || !constant_linear_velocity.is_equal_approx(Vector3())) {
needs_physics_process = true;
}
} else {
- PhysicsServer3D::get_singleton()->body_set_force_integration_callback(get_rid(), Callable());
+ PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), nullptr, nullptr);
}
set_physics_process_internal(needs_physics_process);
@@ -582,25 +584,26 @@ struct _RigidBodyInOut {
int local_shape = 0;
};
-void RigidBody3D::_direct_state_changed(Object *p_state) {
-#ifdef DEBUG_ENABLED
- state = Object::cast_to<PhysicsDirectBodyState3D>(p_state);
- ERR_FAIL_NULL_MSG(state, "Method '_direct_state_changed' must receive a valid PhysicsDirectBodyState3D object as argument");
-#else
- state = (PhysicsDirectBodyState3D *)p_state; //trust it
-#endif
+void RigidBody3D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state) {
+ RigidBody3D *body = (RigidBody3D *)p_instance;
+ body->_body_state_changed(p_state);
+}
+void RigidBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
set_ignore_transform_notification(true);
- set_global_transform(state->get_transform());
- linear_velocity = state->get_linear_velocity();
- angular_velocity = state->get_angular_velocity();
- inverse_inertia_tensor = state->get_inverse_inertia_tensor();
- if (sleeping != state->is_sleeping()) {
- sleeping = state->is_sleeping();
+ set_global_transform(p_state->get_transform());
+
+ linear_velocity = p_state->get_linear_velocity();
+ angular_velocity = p_state->get_angular_velocity();
+
+ inverse_inertia_tensor = p_state->get_inverse_inertia_tensor();
+
+ if (sleeping != p_state->is_sleeping()) {
+ sleeping = p_state->is_sleeping();
emit_signal(SceneStringNames::get_singleton()->sleeping_state_changed);
}
- GDVIRTUAL_CALL(_integrate_forces, state);
+ GDVIRTUAL_CALL(_integrate_forces, p_state);
set_ignore_transform_notification(false);
_on_transform_changed();
@@ -617,18 +620,18 @@ void RigidBody3D::_direct_state_changed(Object *p_state) {
}
}
- _RigidBodyInOut *toadd = (_RigidBodyInOut *)alloca(state->get_contact_count() * sizeof(_RigidBodyInOut));
+ _RigidBodyInOut *toadd = (_RigidBodyInOut *)alloca(p_state->get_contact_count() * sizeof(_RigidBodyInOut));
int toadd_count = 0; //state->get_contact_count();
RigidBody3D_RemoveAction *toremove = (RigidBody3D_RemoveAction *)alloca(rc * sizeof(RigidBody3D_RemoveAction));
int toremove_count = 0;
//put the ones to add
- for (int i = 0; i < state->get_contact_count(); i++) {
- RID rid = state->get_contact_collider(i);
- ObjectID obj = state->get_contact_collider_id(i);
- int local_shape = state->get_contact_local_shape(i);
- int shape = state->get_contact_collider_shape(i);
+ for (int i = 0; i < p_state->get_contact_count(); i++) {
+ RID rid = p_state->get_contact_collider(i);
+ ObjectID obj = p_state->get_contact_collider_id(i);
+ int local_shape = p_state->get_contact_local_shape(i);
+ int shape = p_state->get_contact_collider_shape(i);
//bool found=false;
@@ -683,8 +686,6 @@ void RigidBody3D::_direct_state_changed(Object *p_state) {
contact_monitor->locked = false;
}
-
- state = nullptr;
}
void RigidBody3D::_notification(int p_what) {
@@ -787,25 +788,15 @@ real_t RigidBody3D::get_angular_damp() const {
}
void RigidBody3D::set_axis_velocity(const Vector3 &p_axis) {
- Vector3 v = state ? state->get_linear_velocity() : linear_velocity;
Vector3 axis = p_axis.normalized();
- v -= axis * axis.dot(v);
- v += p_axis;
- if (state) {
- set_linear_velocity(v);
- } else {
- PhysicsServer3D::get_singleton()->body_set_axis_velocity(get_rid(), p_axis);
- linear_velocity = v;
- }
+ linear_velocity -= axis * axis.dot(linear_velocity);
+ linear_velocity += p_axis;
+ PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
}
void RigidBody3D::set_linear_velocity(const Vector3 &p_velocity) {
linear_velocity = p_velocity;
- if (state) {
- state->set_linear_velocity(linear_velocity);
- } else {
- PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
- }
+ PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
}
Vector3 RigidBody3D::get_linear_velocity() const {
@@ -814,11 +805,7 @@ Vector3 RigidBody3D::get_linear_velocity() const {
void RigidBody3D::set_angular_velocity(const Vector3 &p_velocity) {
angular_velocity = p_velocity;
- if (state) {
- state->set_angular_velocity(angular_velocity);
- } else {
- PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY, angular_velocity);
- }
+ PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY, angular_velocity);
}
Vector3 RigidBody3D::get_angular_velocity() const {
@@ -1055,7 +1042,7 @@ void RigidBody3D::_bind_methods() {
RigidBody3D::RigidBody3D() :
PhysicsBody3D(PhysicsServer3D::BODY_MODE_DYNAMIC) {
- PhysicsServer3D::get_singleton()->body_set_force_integration_callback(get_rid(), callable_mp(this, &RigidBody3D::_direct_state_changed));
+ PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), this, &RigidBody3D::_body_state_changed_callback);
}
RigidBody3D::~RigidBody3D() {
@@ -1083,7 +1070,7 @@ bool CharacterBody3D::move_and_slide() {
bool was_on_floor = on_floor;
// Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky
- float delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
+ double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
for (int i = 0; i < 3; i++) {
if (locked_axis & (1 << i)) {
@@ -1113,7 +1100,7 @@ bool CharacterBody3D::move_and_slide() {
PhysicsServer3D::MotionResult floor_result;
Set<RID> exclude;
exclude.insert(on_floor_body);
- if (move_and_collide(current_floor_velocity * delta, floor_result, margin, false, false, exclude)) {
+ if (move_and_collide(current_floor_velocity * delta, floor_result, margin, false, false, false, exclude)) {
motion_results.push_back(floor_result);
_set_collision_direction(floor_result);
}
@@ -1174,7 +1161,7 @@ bool CharacterBody3D::move_and_slide() {
// Apply snap.
Transform3D gt = get_global_transform();
PhysicsServer3D::MotionResult result;
- if (move_and_collide(snap, result, margin, true, false)) {
+ if (move_and_collide(snap, result, margin, true, false, true)) {
bool apply = true;
if (up_direction != Vector3()) {
if (result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
@@ -1229,8 +1216,11 @@ void CharacterBody3D::_set_collision_direction(const PhysicsServer3D::MotionResu
on_ceiling = true;
} else {
on_wall = true;
- on_floor_body = p_result.collider;
- floor_velocity = p_result.collider_velocity;
+ // Don't apply wall velocity when the collider is a CharacterBody3D.
+ if (Object::cast_to<CharacterBody3D>(ObjectDB::get_instance(p_result.collider_id)) == nullptr) {
+ on_floor_body = p_result.collider;
+ floor_velocity = p_result.collider_velocity;
+ }
}
}
}
@@ -2249,23 +2239,19 @@ void PhysicalBone3D::_notification(int p_what) {
}
}
-void PhysicalBone3D::_direct_state_changed(Object *p_state) {
+void PhysicalBone3D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state) {
+ PhysicalBone3D *bone = (PhysicalBone3D *)p_instance;
+ bone->_body_state_changed(p_state);
+}
+
+void PhysicalBone3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
if (!simulate_physics || !_internal_simulate_physics) {
return;
}
- /// Update bone transform
-
- PhysicsDirectBodyState3D *state;
-
-#ifdef DEBUG_ENABLED
- state = Object::cast_to<PhysicsDirectBodyState3D>(p_state);
- ERR_FAIL_NULL_MSG(state, "Method '_direct_state_changed' must receive a valid PhysicsDirectBodyState3D object as argument");
-#else
- state = (PhysicsDirectBodyState3D *)p_state; //trust it
-#endif
+ /// Update bone transform.
- Transform3D global_transform(state->get_transform());
+ Transform3D global_transform(p_state->get_transform());
set_ignore_transform_notification(true);
set_global_transform(global_transform);
@@ -2727,7 +2713,7 @@ void PhysicalBone3D::_start_physics_simulation() {
set_body_mode(PhysicsServer3D::BODY_MODE_DYNAMIC);
PhysicsServer3D::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer());
PhysicsServer3D::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask());
- PhysicsServer3D::get_singleton()->body_set_force_integration_callback(get_rid(), callable_mp(this, &PhysicalBone3D::_direct_state_changed));
+ PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), this, &PhysicalBone3D::_body_state_changed_callback);
set_as_top_level(true);
_internal_simulate_physics = true;
}
@@ -2746,7 +2732,7 @@ void PhysicalBone3D::_stop_physics_simulation() {
PhysicsServer3D::get_singleton()->body_set_collision_mask(get_rid(), 0);
}
if (_internal_simulate_physics) {
- PhysicsServer3D::get_singleton()->body_set_force_integration_callback(get_rid(), Callable());
+ PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), nullptr, nullptr);
parent_skeleton->set_bone_global_pose_override(bone_id, Transform3D(), 0.0, false);
set_as_top_level(false);
_internal_simulate_physics = false;
diff --git a/scene/3d/physics_body_3d.h b/scene/3d/physics_body_3d.h
index 26b9a39047..8c09f77846 100644
--- a/scene/3d/physics_body_3d.h
+++ b/scene/3d/physics_body_3d.h
@@ -53,7 +53,7 @@ protected:
Ref<KinematicCollision3D> _move(const Vector3 &p_motion, bool p_test_only = false, real_t p_margin = 0.001);
public:
- bool move_and_collide(const Vector3 &p_motion, PhysicsServer3D::MotionResult &r_result, real_t p_margin, bool p_test_only = false, bool p_cancel_sliding = true, const Set<RID> &p_exclude = Set<RID>());
+ bool move_and_collide(const Vector3 &p_motion, PhysicsServer3D::MotionResult &r_result, real_t p_margin, bool p_test_only = false, bool p_cancel_sliding = true, bool p_collide_separation_ray = false, const Set<RID> &p_exclude = Set<RID>());
bool test_move(const Transform3D &p_from, const Vector3 &p_motion, const Ref<KinematicCollision3D> &r_collision = Ref<KinematicCollision3D>(), real_t p_margin = 0.001);
void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock);
@@ -86,7 +86,8 @@ class StaticBody3D : public PhysicsBody3D {
Transform3D last_valid_transform;
- void _direct_state_changed(Object *p_state);
+ static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state);
+ void _body_state_changed(PhysicsDirectBodyState3D *p_state);
protected:
void _notification(int p_what);
@@ -136,7 +137,6 @@ public:
protected:
bool can_sleep = true;
- PhysicsDirectBodyState3D *state = nullptr;
Mode mode = MODE_DYNAMIC;
real_t mass = 1.0;
@@ -197,7 +197,8 @@ protected:
void _body_exit_tree(ObjectID p_id);
void _body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape);
- virtual void _direct_state_changed(Object *p_state);
+ static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state);
+ virtual void _body_state_changed(PhysicsDirectBodyState3D *p_state);
void _notification(int p_what);
static void _bind_methods();
@@ -525,7 +526,8 @@ protected:
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
void _notification(int p_what);
- void _direct_state_changed(Object *p_state);
+ static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state);
+ void _body_state_changed(PhysicsDirectBodyState3D *p_state);
static void _bind_methods();
diff --git a/scene/3d/soft_body_3d.cpp b/scene/3d/soft_body_3d.cpp
index 28ff3e9412..7eb189e890 100644
--- a/scene/3d/soft_body_3d.cpp
+++ b/scene/3d/soft_body_3d.cpp
@@ -355,6 +355,11 @@ void SoftBody3D::_bind_methods() {
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"), &SoftBody3D::get_point_transform);
+
+ 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"), &SoftBody3D::set_ray_pickable);
ClassDB::bind_method(D_METHOD("is_ray_pickable"), &SoftBody3D::is_ray_pickable);
diff --git a/scene/3d/sprite_3d.cpp b/scene/3d/sprite_3d.cpp
index a28382f4cb..b9a2736918 100644
--- a/scene/3d/sprite_3d.cpp
+++ b/scene/3d/sprite_3d.cpp
@@ -1177,7 +1177,7 @@ void AnimatedSprite3D::stop() {
}
bool AnimatedSprite3D::is_playing() const {
- return is_processing();
+ return playing;
}
void AnimatedSprite3D::_reset_timeout() {
diff --git a/scene/3d/vehicle_body_3d.cpp b/scene/3d/vehicle_body_3d.cpp
index 92c0e09947..daeea81891 100644
--- a/scene/3d/vehicle_body_3d.cpp
+++ b/scene/3d/vehicle_body_3d.cpp
@@ -802,24 +802,21 @@ void VehicleBody3D::_update_friction(PhysicsDirectBodyState3D *s) {
}
}
-void VehicleBody3D::_direct_state_changed(Object *p_state) {
- RigidBody3D::_direct_state_changed(p_state);
+void VehicleBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
+ RigidBody3D::_body_state_changed(p_state);
- state = Object::cast_to<PhysicsDirectBodyState3D>(p_state);
- ERR_FAIL_NULL_MSG(state, "Method '_direct_state_changed' must receive a valid PhysicsDirectBodyState3D object as argument");
-
- real_t step = state->get_step();
+ real_t step = p_state->get_step();
for (int i = 0; i < wheels.size(); i++) {
- _update_wheel(i, state);
+ _update_wheel(i, p_state);
}
for (int i = 0; i < wheels.size(); i++) {
- _ray_cast(i, state);
- wheels[i]->set_transform(state->get_transform().inverse() * wheels[i]->m_worldTransform);
+ _ray_cast(i, p_state);
+ wheels[i]->set_transform(p_state->get_transform().inverse() * wheels[i]->m_worldTransform);
}
- _update_suspension(state);
+ _update_suspension(p_state);
for (int i = 0; i < wheels.size(); i++) {
//apply suspension force
@@ -831,20 +828,20 @@ void VehicleBody3D::_direct_state_changed(Object *p_state) {
suspensionForce = wheel.m_maxSuspensionForce;
}
Vector3 impulse = wheel.m_raycastInfo.m_contactNormalWS * suspensionForce * step;
- Vector3 relative_position = wheel.m_raycastInfo.m_contactPointWS - state->get_transform().origin;
+ Vector3 relative_position = wheel.m_raycastInfo.m_contactPointWS - p_state->get_transform().origin;
- state->apply_impulse(impulse, relative_position);
+ p_state->apply_impulse(impulse, relative_position);
}
- _update_friction(state);
+ _update_friction(p_state);
for (int i = 0; i < wheels.size(); i++) {
VehicleWheel3D &wheel = *wheels[i];
- Vector3 relpos = wheel.m_raycastInfo.m_hardPointWS - state->get_transform().origin;
- Vector3 vel = state->get_linear_velocity() + (state->get_angular_velocity()).cross(relpos); // * mPos);
+ Vector3 relpos = wheel.m_raycastInfo.m_hardPointWS - p_state->get_transform().origin;
+ Vector3 vel = p_state->get_linear_velocity() + (p_state->get_angular_velocity()).cross(relpos); // * mPos);
if (wheel.m_raycastInfo.m_isInContact) {
- const Transform3D &chassisWorldTransform = state->get_transform();
+ const Transform3D &chassisWorldTransform = p_state->get_transform();
Vector3 fwd(
chassisWorldTransform.basis[0][Vector3::AXIS_Z],
@@ -864,8 +861,6 @@ void VehicleBody3D::_direct_state_changed(Object *p_state) {
wheel.m_deltaRotation *= real_t(0.99); //damping of rotation when not in contact
}
-
- state = nullptr;
}
void VehicleBody3D::set_engine_force(real_t p_engine_force) {
@@ -926,7 +921,5 @@ void VehicleBody3D::_bind_methods() {
VehicleBody3D::VehicleBody3D() {
exclude.insert(get_rid());
- //PhysicsServer3D::get_singleton()->body_set_force_integration_callback(get_rid(), callable_mp(this, &VehicleBody3D::_direct_state_changed));
-
set_mass(40);
}
diff --git a/scene/3d/vehicle_body_3d.h b/scene/3d/vehicle_body_3d.h
index 2c10205ea3..f29c3d89b7 100644
--- a/scene/3d/vehicle_body_3d.h
+++ b/scene/3d/vehicle_body_3d.h
@@ -192,7 +192,8 @@ class VehicleBody3D : public RigidBody3D {
static void _bind_methods();
- void _direct_state_changed(Object *p_state) override;
+ static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state);
+ virtual void _body_state_changed(PhysicsDirectBodyState3D *p_state) override;
public:
void set_engine_force(real_t p_engine_force);