diff options
Diffstat (limited to 'scene')
-rw-r--r-- | scene/2d/physics_body_2d.cpp | 128 | ||||
-rw-r--r-- | scene/2d/physics_body_2d.h | 22 | ||||
-rw-r--r-- | scene/3d/physics_body_3d.cpp | 117 | ||||
-rw-r--r-- | scene/3d/physics_body_3d.h | 10 | ||||
-rw-r--r-- | scene/3d/soft_body_3d.cpp | 5 | ||||
-rw-r--r-- | scene/3d/vehicle_body_3d.cpp | 33 | ||||
-rw-r--r-- | scene/3d/vehicle_body_3d.h | 3 | ||||
-rw-r--r-- | scene/gui/tab_container.cpp | 17 | ||||
-rw-r--r-- | scene/resources/resource_format_text.cpp | 4 |
9 files changed, 165 insertions, 174 deletions
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp index 8d8b187445..3518d434c3 100644 --- a/scene/2d/physics_body_2d.cpp +++ b/scene/2d/physics_body_2d.cpp @@ -259,15 +259,17 @@ bool StaticBody2D::is_sync_to_physics_enabled() const { return sync_to_physics; } -void StaticBody2D::_direct_state_changed(Object *p_state) { +void StaticBody2D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState2D *p_state) { + StaticBody2D *body = (StaticBody2D *)p_instance; + body->_body_state_changed(p_state); +} + +void StaticBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) { if (!sync_to_physics) { return; } - PhysicsDirectBodyState2D *state = Object::cast_to<PhysicsDirectBodyState2D>(p_state); - ERR_FAIL_NULL_MSG(state, "Method '_direct_state_changed' must receive a valid PhysicsDirectBodyState2D object as argument"); - - 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); @@ -293,7 +295,7 @@ void StaticBody2D::_notification(int p_what) { // Used by sync to physics, send the new transform to the physics... Transform2D new_transform = get_global_transform(); - real_t delta_time = get_physics_process_delta_time(); + double delta_time = get_physics_process_delta_time(); new_transform.translate(constant_linear_velocity * delta_time); new_transform.set_rotation(new_transform.get_rotation() + constant_angular_velocity * delta_time); @@ -316,7 +318,7 @@ void StaticBody2D::_notification(int p_what) { Transform2D new_transform = get_global_transform(); - real_t delta_time = get_physics_process_delta_time(); + double delta_time = get_physics_process_delta_time(); new_transform.translate(constant_linear_velocity * delta_time); new_transform.set_rotation(new_transform.get_rotation() + constant_angular_velocity * delta_time); @@ -379,11 +381,11 @@ void StaticBody2D::_update_kinematic_motion() { #endif if (kinematic_motion && sync_to_physics) { - PhysicsServer2D::get_singleton()->body_set_force_integration_callback(get_rid(), callable_mp(this, &StaticBody2D::_direct_state_changed)); + PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), this, _body_state_changed_callback); set_only_update_transform_changes(true); set_notify_local_transform(true); } else { - PhysicsServer2D::get_singleton()->body_set_force_integration_callback(get_rid(), Callable()); + PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), nullptr, nullptr); set_only_update_transform_changes(false); set_notify_local_transform(false); } @@ -511,26 +513,26 @@ struct _RigidBody2DInOut { int local_shape = 0; }; -void RigidBody2D::_direct_state_changed(Object *p_state) { -#ifdef DEBUG_ENABLED - state = Object::cast_to<PhysicsDirectBodyState2D>(p_state); - ERR_FAIL_NULL_MSG(state, "Method '_direct_state_changed' must receive a valid PhysicsDirectBodyState2D object as argument"); -#else - state = (PhysicsDirectBodyState2D *)p_state; //trust it -#endif +void RigidBody2D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState2D *p_state) { + RigidBody2D *body = (RigidBody2D *)p_instance; + body->_body_state_changed(p_state); +} +void RigidBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) { set_block_transform_notify(true); // don't want notify (would feedback loop) if (mode != MODE_KINEMATIC) { - set_global_transform(state->get_transform()); + set_global_transform(p_state->get_transform()); } - linear_velocity = state->get_linear_velocity(); - angular_velocity = state->get_angular_velocity(); - if (sleeping != state->is_sleeping()) { - sleeping = state->is_sleeping(); + + linear_velocity = p_state->get_linear_velocity(); + angular_velocity = p_state->get_angular_velocity(); + + 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_block_transform_notify(false); // want it back @@ -546,20 +548,18 @@ void RigidBody2D::_direct_state_changed(Object *p_state) { } } - _RigidBody2DInOut *toadd = (_RigidBody2DInOut *)alloca(state->get_contact_count() * sizeof(_RigidBody2DInOut)); + _RigidBody2DInOut *toadd = (_RigidBody2DInOut *)alloca(p_state->get_contact_count() * sizeof(_RigidBody2DInOut)); int toadd_count = 0; //state->get_contact_count(); RigidBody2D_RemoveAction *toremove = (RigidBody2D_RemoveAction *)alloca(rc * sizeof(RigidBody2D_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); - - //bool found=false; + 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); Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(obj); if (!E) { @@ -612,8 +612,6 @@ void RigidBody2D::_direct_state_changed(Object *p_state) { contact_monitor->locked = false; } - - state = nullptr; } void RigidBody2D::set_mode(Mode p_mode) { @@ -709,25 +707,15 @@ real_t RigidBody2D::get_angular_damp() const { } void RigidBody2D::set_axis_velocity(const Vector2 &p_axis) { - Vector2 v = state ? state->get_linear_velocity() : linear_velocity; Vector2 axis = p_axis.normalized(); - v -= axis * axis.dot(v); - v += p_axis; - if (state) { - set_linear_velocity(v); - } else { - PhysicsServer2D::get_singleton()->body_set_axis_velocity(get_rid(), p_axis); - linear_velocity = v; - } + linear_velocity -= axis * axis.dot(linear_velocity); + linear_velocity += p_axis; + PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, linear_velocity); } void RigidBody2D::set_linear_velocity(const Vector2 &p_velocity) { linear_velocity = p_velocity; - if (state) { - state->set_linear_velocity(linear_velocity); - } else { - PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, linear_velocity); - } + PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, linear_velocity); } Vector2 RigidBody2D::get_linear_velocity() const { @@ -736,11 +724,7 @@ Vector2 RigidBody2D::get_linear_velocity() const { void RigidBody2D::set_angular_velocity(real_t p_velocity) { angular_velocity = p_velocity; - if (state) { - state->set_angular_velocity(angular_velocity); - } else { - PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_ANGULAR_VELOCITY, angular_velocity); - } + PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_ANGULAR_VELOCITY, angular_velocity); } real_t RigidBody2D::get_angular_velocity() const { @@ -1019,7 +1003,7 @@ void RigidBody2D::_bind_methods() { RigidBody2D::RigidBody2D() : PhysicsBody2D(PhysicsServer2D::BODY_MODE_DYNAMIC) { - PhysicsServer2D::get_singleton()->body_set_force_integration_callback(get_rid(), callable_mp(this, &RigidBody2D::_direct_state_changed)); + PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), this, _body_state_changed_callback); } RigidBody2D::~RigidBody2D() { @@ -1045,14 +1029,19 @@ void RigidBody2D::_reload_physics_characteristics() { bool CharacterBody2D::move_and_slide() { // 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(); Vector2 current_platform_velocity = platform_velocity; if ((on_floor || on_wall) && platform_rid.is_valid()) { - bool excluded = (moving_platform_ignore_layers & platform_layer) != 0; + bool excluded = false; + if (on_floor) { + excluded = (moving_platform_floor_layers & platform_layer) == 0; + } else if (on_wall) { + excluded = (moving_platform_wall_layers & platform_layer) == 0; + } if (!excluded) { - // This approach makes sure there is less delay between the actual body velocity and the one we saved. + //this approach makes sure there is less delay between the actual body velocity and the one we saved PhysicsDirectBodyState2D *bs = PhysicsServer2D::get_singleton()->body_get_direct_state(platform_rid); if (bs) { Transform2D gt = get_global_transform(); @@ -1095,7 +1084,7 @@ bool CharacterBody2D::move_and_slide() { return motion_results.size() > 0; } -void CharacterBody2D::_move_and_slide_grounded(real_t p_delta, bool p_was_on_floor, const Vector2 &p_prev_platform_velocity) { +void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor, const Vector2 &p_prev_platform_velocity) { Vector2 motion = linear_velocity * p_delta; Vector2 motion_slide_up = motion.slide(up_direction); @@ -1239,7 +1228,7 @@ void CharacterBody2D::_move_and_slide_grounded(real_t p_delta, bool p_was_on_flo } } -void CharacterBody2D::_move_and_slide_free(real_t p_delta) { +void CharacterBody2D::_move_and_slide_free(double p_delta) { Vector2 motion = linear_velocity * p_delta; platform_rid = RID(); @@ -1469,12 +1458,20 @@ void CharacterBody2D::set_slide_on_ceiling_enabled(bool p_enabled) { slide_on_ceiling = p_enabled; } -uint32_t CharacterBody2D::get_moving_platform_ignore_layers() const { - return moving_platform_ignore_layers; +uint32_t CharacterBody2D::get_moving_platform_floor_layers() const { + return moving_platform_floor_layers; +} + +void CharacterBody2D::set_moving_platform_floor_layers(uint32_t p_exclude_layers) { + moving_platform_floor_layers = p_exclude_layers; +} + +uint32_t CharacterBody2D::get_moving_platform_wall_layers() const { + return moving_platform_wall_layers; } -void CharacterBody2D::set_moving_platform_ignore_layers(uint32_t p_exclude_layers) { - moving_platform_ignore_layers = p_exclude_layers; +void CharacterBody2D::set_moving_platform_wall_layers(uint32_t p_exclude_layers) { + moving_platform_wall_layers = p_exclude_layers; } void CharacterBody2D::set_motion_mode(MotionMode p_mode) { @@ -1559,8 +1556,10 @@ void CharacterBody2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_slide_on_ceiling_enabled", "enabled"), &CharacterBody2D::set_slide_on_ceiling_enabled); ClassDB::bind_method(D_METHOD("is_slide_on_ceiling_enabled"), &CharacterBody2D::is_slide_on_ceiling_enabled); - ClassDB::bind_method(D_METHOD("set_moving_platform_ignore_layers", "exclude_layer"), &CharacterBody2D::set_moving_platform_ignore_layers); - ClassDB::bind_method(D_METHOD("get_moving_platform_ignore_layers"), &CharacterBody2D::get_moving_platform_ignore_layers); + ClassDB::bind_method(D_METHOD("set_moving_platform_floor_layers", "exclude_layer"), &CharacterBody2D::set_moving_platform_floor_layers); + ClassDB::bind_method(D_METHOD("get_moving_platform_floor_layers"), &CharacterBody2D::get_moving_platform_floor_layers); + ClassDB::bind_method(D_METHOD("set_moving_platform_wall_layers", "exclude_layer"), &CharacterBody2D::set_moving_platform_wall_layers); + ClassDB::bind_method(D_METHOD("get_moving_platform_wall_layers"), &CharacterBody2D::get_moving_platform_wall_layers); ClassDB::bind_method(D_METHOD("get_max_slides"), &CharacterBody2D::get_max_slides); ClassDB::bind_method(D_METHOD("set_max_slides", "max_slides"), &CharacterBody2D::set_max_slides); @@ -1602,7 +1601,8 @@ void CharacterBody2D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_max_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians"), "set_floor_max_angle", "get_floor_max_angle"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_snap_length", PROPERTY_HINT_RANGE, "0,1000,0.1"), "set_floor_snap_length", "get_floor_snap_length"); ADD_GROUP("Moving platform", "moving_platform"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "moving_platform_ignore_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_moving_platform_ignore_layers", "get_moving_platform_ignore_layers"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "moving_platform_floor_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_moving_platform_floor_layers", "get_moving_platform_floor_layers"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "moving_platform_wall_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_moving_platform_wall_layers", "get_moving_platform_wall_layers"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin"); BIND_ENUM_CONSTANT(MOTION_MODE_GROUNDED); diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h index 885f0ace05..1bf53ea53c 100644 --- a/scene/2d/physics_body_2d.h +++ b/scene/2d/physics_body_2d.h @@ -73,7 +73,8 @@ class StaticBody2D : public PhysicsBody2D { Transform2D last_valid_transform; - void _direct_state_changed(Object *p_state); + static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState2D *p_state); + void _body_state_changed(PhysicsDirectBodyState2D *p_state); protected: void _notification(int p_what); @@ -124,7 +125,6 @@ public: private: bool can_sleep = true; - PhysicsDirectBodyState2D *state = nullptr; Mode mode = MODE_DYNAMIC; real_t mass = 1.0; @@ -183,7 +183,9 @@ private: 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); - void _direct_state_changed(Object *p_state); + + static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState2D *p_state); + void _body_state_changed(PhysicsDirectBodyState2D *p_state); protected: void _notification(int p_what); @@ -310,7 +312,8 @@ private: float floor_snap_length = 0; real_t free_mode_min_slide_angle = Math::deg2rad((real_t)15.0); Vector2 up_direction = Vector2(0.0, -1.0); - uint32_t moving_platform_ignore_layers = 0; + uint32_t moving_platform_floor_layers = UINT32_MAX; + uint32_t moving_platform_wall_layers = 0; Vector2 linear_velocity; Vector2 floor_normal; @@ -350,14 +353,17 @@ private: real_t get_free_mode_min_slide_angle() const; void set_free_mode_min_slide_angle(real_t p_radians); - uint32_t get_moving_platform_ignore_layers() const; - void set_moving_platform_ignore_layers(const uint32_t p_exclude_layer); + uint32_t get_moving_platform_floor_layers() const; + void set_moving_platform_floor_layers(const uint32_t p_exclude_layer); + + uint32_t get_moving_platform_wall_layers() const; + void set_moving_platform_wall_layers(const uint32_t p_exclude_layer); void set_motion_mode(MotionMode p_mode); MotionMode get_motion_mode() const; - void _move_and_slide_free(real_t p_delta); - void _move_and_slide_grounded(real_t p_delta, bool p_was_on_floor, const Vector2 &p_prev_platform_velocity); + void _move_and_slide_free(double p_delta); + void _move_and_slide_grounded(double p_delta, bool p_was_on_floor, const Vector2 &p_prev_platform_velocity); Ref<KinematicCollision2D> _get_slide_collision(int p_bounce); Ref<KinematicCollision2D> _get_last_slide_collision(); diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp index 06a4087b60..0356994cdb 100644 --- a/scene/3d/physics_body_3d.cpp +++ b/scene/3d/physics_body_3d.cpp @@ -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)) { @@ -2252,23 +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); @@ -2730,7 +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; } @@ -2749,7 +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 17e688451d..8c09f77846 100644 --- a/scene/3d/physics_body_3d.h +++ b/scene/3d/physics_body_3d.h @@ -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/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); diff --git a/scene/gui/tab_container.cpp b/scene/gui/tab_container.cpp index 481e211eb3..845a2ec6c7 100644 --- a/scene/gui/tab_container.cpp +++ b/scene/gui/tab_container.cpp @@ -434,14 +434,14 @@ void TabContainer::_notification(int p_what) { } int tab_width = tab_widths[i]; - if (get_tab_disabled(index)) { + if (index == current) { + x_current = x; + } else if (get_tab_disabled(index)) { if (rtl) { _draw_tab(tab_disabled, font_disabled_color, index, size.width - (tabs_ofs_cache + x) - tab_width); } else { _draw_tab(tab_disabled, font_disabled_color, index, tabs_ofs_cache + x); } - } else if (index == current) { - x_current = x; } else { if (rtl) { _draw_tab(tab_unselected, font_unselected_color, index, size.width - (tabs_ofs_cache + x) - tab_width); @@ -459,12 +459,13 @@ void TabContainer::_notification(int p_what) { panel->draw(canvas, Rect2(0, header_height, size.width, size.height - header_height)); } - // Draw selected tab in front. only draw selected tab when it's in visible range. + // Draw selected tab in front. Only draw selected tab when it's in visible range. if (tabs.size() > 0 && current - first_tab_cache < tab_widths.size() && current >= first_tab_cache) { + Ref<StyleBox> current_style_box = get_tab_disabled(current) ? tab_disabled : tab_selected; if (rtl) { - _draw_tab(tab_selected, font_selected_color, current, size.width - (tabs_ofs_cache + x_current) - tab_widths[current]); + _draw_tab(current_style_box, font_selected_color, current, size.width - (tabs_ofs_cache + x_current) - tab_widths[current]); } else { - _draw_tab(tab_selected, font_selected_color, current, tabs_ofs_cache + x_current); + _draw_tab(current_style_box, font_selected_color, current, tabs_ofs_cache + x_current); } } @@ -640,8 +641,8 @@ void TabContainer::_on_mouse_exited() { int TabContainer::_get_tab_width(int p_index) const { ERR_FAIL_INDEX_V(p_index, get_tab_count(), 0); - Control *control = Object::cast_to<Control>(_get_tabs()[p_index]); - if (!control || control->is_set_as_top_level() || get_tab_hidden(p_index)) { + Control *control = get_tab_control(p_index); + if (!control || get_tab_hidden(p_index)) { return 0; } diff --git a/scene/resources/resource_format_text.cpp b/scene/resources/resource_format_text.cpp index dbe118a262..b863a309c0 100644 --- a/scene/resources/resource_format_text.cpp +++ b/scene/resources/resource_format_text.cpp @@ -424,7 +424,7 @@ Error ResourceLoaderText::load() { } } - if (path.find("://") == -1 && path.is_rel_path()) { + if (path.find("://") == -1 && path.is_relative_path()) { // path is relative to file being loaded, so convert to a resource path path = ProjectSettings::get_singleton()->localize_path(local_path.get_base_dir().plus_file(path)); } @@ -768,7 +768,7 @@ void ResourceLoaderText::get_dependencies(FileAccess *p_f, List<String> *p_depen } } - if (!using_uid && path.find("://") == -1 && path.is_rel_path()) { + if (!using_uid && path.find("://") == -1 && path.is_relative_path()) { // path is relative to file being loaded, so convert to a resource path path = ProjectSettings::get_singleton()->localize_path(local_path.get_base_dir().plus_file(path)); } |