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-rw-r--r--scene/2d/physical_bone_2d.cpp20
-rw-r--r--scene/2d/physics_body_2d.cpp93
-rw-r--r--scene/2d/physics_body_2d.h26
-rw-r--r--scene/3d/collision_shape_3d.cpp3
-rw-r--r--scene/3d/physics_body_3d.cpp95
-rw-r--r--scene/3d/physics_body_3d.h36
-rw-r--r--scene/3d/vehicle_body_3d.cpp6
7 files changed, 180 insertions, 99 deletions
diff --git a/scene/2d/physical_bone_2d.cpp b/scene/2d/physical_bone_2d.cpp
index c4b2608812..48817679bc 100644
--- a/scene/2d/physical_bone_2d.cpp
+++ b/scene/2d/physical_bone_2d.cpp
@@ -150,27 +150,15 @@ void PhysicalBone2D::_start_physics_simulation() {
return;
}
- // Reset to Bone2D position
+ // Reset to Bone2D position.
_position_at_bone2d();
- // Apply the layers and masks
+ // Apply the layers and masks.
PhysicsServer2D::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer());
PhysicsServer2D::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask());
- // Apply the correct mode
- RigidDynamicBody2D::Mode rigid_mode = get_mode();
- if (rigid_mode == RigidDynamicBody2D::MODE_STATIC) {
- set_body_mode(PhysicsServer2D::BODY_MODE_STATIC);
- } else if (rigid_mode == RigidDynamicBody2D::MODE_DYNAMIC) {
- set_body_mode(PhysicsServer2D::BODY_MODE_DYNAMIC);
- } else if (rigid_mode == RigidDynamicBody2D::MODE_KINEMATIC) {
- set_body_mode(PhysicsServer2D::BODY_MODE_KINEMATIC);
- } else if (rigid_mode == RigidDynamicBody2D::MODE_DYNAMIC_LOCKED) {
- set_body_mode(PhysicsServer2D::BODY_MODE_DYNAMIC_LOCKED);
- } else {
- // Default to Dynamic.
- set_body_mode(PhysicsServer2D::BODY_MODE_DYNAMIC);
- }
+ // Apply the correct mode.
+ _apply_body_mode();
_internal_simulate_physics = true;
set_physics_process_internal(true);
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp
index 3281afd819..c07a999588 100644
--- a/scene/2d/physics_body_2d.cpp
+++ b/scene/2d/physics_body_2d.cpp
@@ -436,7 +436,7 @@ void RigidDynamicBody2D::_body_state_changed_callback(void *p_instance, PhysicsD
void RigidDynamicBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) {
set_block_transform_notify(true); // don't want notify (would feedback loop)
- if (mode != MODE_KINEMATIC) {
+ if (!freeze || freeze_mode != FREEZE_MODE_KINEMATIC) {
set_global_transform(p_state->get_transform());
}
@@ -530,29 +530,60 @@ void RigidDynamicBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state)
}
}
-void RigidDynamicBody2D::set_mode(Mode p_mode) {
- mode = p_mode;
- switch (p_mode) {
- case MODE_DYNAMIC: {
- set_body_mode(PhysicsServer2D::BODY_MODE_DYNAMIC);
- } break;
- case MODE_STATIC: {
- set_body_mode(PhysicsServer2D::BODY_MODE_STATIC);
+void RigidDynamicBody2D::_apply_body_mode() {
+ if (freeze) {
+ switch (freeze_mode) {
+ case FREEZE_MODE_STATIC: {
+ set_body_mode(PhysicsServer2D::BODY_MODE_STATIC);
+ } break;
+ case FREEZE_MODE_KINEMATIC: {
+ set_body_mode(PhysicsServer2D::BODY_MODE_KINEMATIC);
+ } break;
+ }
+ } else if (lock_rotation) {
+ set_body_mode(PhysicsServer2D::BODY_MODE_DYNAMIC_LINEAR);
+ } else {
+ set_body_mode(PhysicsServer2D::BODY_MODE_DYNAMIC);
+ }
+}
- } break;
- case MODE_KINEMATIC: {
- set_body_mode(PhysicsServer2D::BODY_MODE_KINEMATIC);
+void RigidDynamicBody2D::set_lock_rotation_enabled(bool p_lock_rotation) {
+ if (p_lock_rotation == lock_rotation) {
+ return;
+ }
- } break;
- case MODE_DYNAMIC_LOCKED: {
- set_body_mode(PhysicsServer2D::BODY_MODE_DYNAMIC_LOCKED);
+ lock_rotation = p_lock_rotation;
+ _apply_body_mode();
+}
- } break;
+bool RigidDynamicBody2D::is_lock_rotation_enabled() const {
+ return lock_rotation;
+}
+
+void RigidDynamicBody2D::set_freeze_enabled(bool p_freeze) {
+ if (p_freeze == freeze) {
+ return;
}
+
+ freeze = p_freeze;
+ _apply_body_mode();
+}
+
+bool RigidDynamicBody2D::is_freeze_enabled() const {
+ return freeze;
}
-RigidDynamicBody2D::Mode RigidDynamicBody2D::get_mode() const {
- return mode;
+void RigidDynamicBody2D::set_freeze_mode(FreezeMode p_freeze_mode) {
+ if (p_freeze_mode == freeze_mode) {
+ return;
+ }
+
+ freeze_mode = p_freeze_mode;
+ _apply_body_mode();
+}
+
+RigidDynamicBody2D::FreezeMode RigidDynamicBody2D::get_freeze_mode() const {
+ return freeze_mode;
}
void RigidDynamicBody2D::set_mass(real_t p_mass) {
@@ -850,17 +881,14 @@ TypedArray<String> RigidDynamicBody2D::get_configuration_warnings() const {
TypedArray<String> warnings = CollisionObject2D::get_configuration_warnings();
- if ((get_mode() == MODE_DYNAMIC || get_mode() == MODE_DYNAMIC_LOCKED) && (ABS(t.elements[0].length() - 1.0) > 0.05 || ABS(t.elements[1].length() - 1.0) > 0.05)) {
- warnings.push_back(TTR("Size changes to RigidDynamicBody2D (in dynamic modes) will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."));
+ if (ABS(t.elements[0].length() - 1.0) > 0.05 || ABS(t.elements[1].length() - 1.0) > 0.05) {
+ warnings.push_back(TTR("Size changes to RigidDynamicBody2D will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."));
}
return warnings;
}
void RigidDynamicBody2D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_mode", "mode"), &RigidDynamicBody2D::set_mode);
- ClassDB::bind_method(D_METHOD("get_mode"), &RigidDynamicBody2D::get_mode);
-
ClassDB::bind_method(D_METHOD("set_mass", "mass"), &RigidDynamicBody2D::set_mass);
ClassDB::bind_method(D_METHOD("get_mass"), &RigidDynamicBody2D::get_mass);
@@ -924,11 +952,19 @@ void RigidDynamicBody2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidDynamicBody2D::set_can_sleep);
ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidDynamicBody2D::is_able_to_sleep);
+ ClassDB::bind_method(D_METHOD("set_lock_rotation_enabled", "lock_rotation"), &RigidDynamicBody2D::set_lock_rotation_enabled);
+ ClassDB::bind_method(D_METHOD("is_lock_rotation_enabled"), &RigidDynamicBody2D::is_lock_rotation_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_freeze_enabled", "freeze_mode"), &RigidDynamicBody2D::set_freeze_enabled);
+ ClassDB::bind_method(D_METHOD("is_freeze_enabled"), &RigidDynamicBody2D::is_freeze_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_freeze_mode", "freeze_mode"), &RigidDynamicBody2D::set_freeze_mode);
+ ClassDB::bind_method(D_METHOD("get_freeze_mode"), &RigidDynamicBody2D::get_freeze_mode);
+
ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidDynamicBody2D::get_colliding_bodies);
GDVIRTUAL_BIND(_integrate_forces, "state");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Dynamic,Static,DynamicLocked,Kinematic"), "set_mode", "get_mode");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_RANGE, "0.01,1000,0.01,or_greater,exp"), "set_mass", "get_mass");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inertia", PROPERTY_HINT_RANGE, "0,1000,0.01,or_greater,exp"), "set_inertia", "get_inertia");
ADD_PROPERTY(PropertyInfo(Variant::INT, "center_of_mass_mode", PROPERTY_HINT_ENUM, "Auto,Custom", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_center_of_mass_mode", "get_center_of_mass_mode");
@@ -942,6 +978,9 @@ void RigidDynamicBody2D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "contact_monitor"), "set_contact_monitor", "is_contact_monitor_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleeping", "is_sleeping");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "lock_rotation"), "set_lock_rotation_enabled", "is_lock_rotation_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "freeze"), "set_freeze_enabled", "is_freeze_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "freeze_mode", PROPERTY_HINT_ENUM, "Static,Kinematic"), "set_freeze_mode", "get_freeze_mode");
ADD_GROUP("Linear", "linear_");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "linear_velocity"), "set_linear_velocity", "get_linear_velocity");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp");
@@ -958,10 +997,8 @@ void RigidDynamicBody2D::_bind_methods() {
ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("sleeping_state_changed"));
- BIND_ENUM_CONSTANT(MODE_DYNAMIC);
- BIND_ENUM_CONSTANT(MODE_STATIC);
- BIND_ENUM_CONSTANT(MODE_DYNAMIC_LOCKED);
- BIND_ENUM_CONSTANT(MODE_KINEMATIC);
+ BIND_ENUM_CONSTANT(FREEZE_MODE_STATIC);
+ BIND_ENUM_CONSTANT(FREEZE_MODE_KINEMATIC);
BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_AUTO);
BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_CUSTOM);
diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h
index 42b602db2f..e789ac4cb7 100644
--- a/scene/2d/physics_body_2d.h
+++ b/scene/2d/physics_body_2d.h
@@ -117,11 +117,9 @@ class RigidDynamicBody2D : public PhysicsBody2D {
GDCLASS(RigidDynamicBody2D, PhysicsBody2D);
public:
- enum Mode {
- MODE_DYNAMIC,
- MODE_STATIC,
- MODE_DYNAMIC_LOCKED,
- MODE_KINEMATIC,
+ enum FreezeMode {
+ FREEZE_MODE_STATIC,
+ FREEZE_MODE_KINEMATIC,
};
enum CenterOfMassMode {
@@ -137,7 +135,9 @@ public:
private:
bool can_sleep = true;
- Mode mode = MODE_DYNAMIC;
+ bool lock_rotation = false;
+ bool freeze = false;
+ FreezeMode freeze_mode = FREEZE_MODE_STATIC;
real_t mass = 1.0;
real_t inertia = 0.0;
@@ -211,9 +211,17 @@ protected:
GDVIRTUAL1(_integrate_forces, PhysicsDirectBodyState2D *)
+ void _apply_body_mode();
+
public:
- void set_mode(Mode p_mode);
- Mode get_mode() const;
+ void set_lock_rotation_enabled(bool p_lock_rotation);
+ bool is_lock_rotation_enabled() const;
+
+ void set_freeze_enabled(bool p_freeze);
+ bool is_freeze_enabled() const;
+
+ void set_freeze_mode(FreezeMode p_freeze_mode);
+ FreezeMode get_freeze_mode() const;
void set_mass(real_t p_mass);
real_t get_mass() const;
@@ -290,7 +298,7 @@ private:
void _reload_physics_characteristics();
};
-VARIANT_ENUM_CAST(RigidDynamicBody2D::Mode);
+VARIANT_ENUM_CAST(RigidDynamicBody2D::FreezeMode);
VARIANT_ENUM_CAST(RigidDynamicBody2D::CenterOfMassMode);
VARIANT_ENUM_CAST(RigidDynamicBody2D::CCDMode);
diff --git a/scene/3d/collision_shape_3d.cpp b/scene/3d/collision_shape_3d.cpp
index c79f956642..4e496fba47 100644
--- a/scene/3d/collision_shape_3d.cpp
+++ b/scene/3d/collision_shape_3d.cpp
@@ -124,8 +124,7 @@ TypedArray<String> CollisionShape3D::get_configuration_warnings() const {
if (shape.is_valid() &&
Object::cast_to<RigidDynamicBody3D>(get_parent()) &&
- Object::cast_to<ConcavePolygonShape3D>(*shape) &&
- Object::cast_to<RigidDynamicBody3D>(get_parent())->get_mode() != RigidDynamicBody3D::MODE_STATIC) {
+ Object::cast_to<ConcavePolygonShape3D>(*shape)) {
warnings.push_back(TTR("ConcavePolygonShape3D doesn't support RigidDynamicBody3D in another mode than static."));
}
diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp
index f4b431598a..bbf2c81a92 100644
--- a/scene/3d/physics_body_3d.cpp
+++ b/scene/3d/physics_body_3d.cpp
@@ -605,27 +605,60 @@ void RigidDynamicBody3D::_notification(int p_what) {
#endif
}
-void RigidDynamicBody3D::set_mode(Mode p_mode) {
- mode = p_mode;
- switch (p_mode) {
- case MODE_DYNAMIC: {
- set_body_mode(PhysicsServer3D::BODY_MODE_DYNAMIC);
- } break;
- case MODE_STATIC: {
- set_body_mode(PhysicsServer3D::BODY_MODE_STATIC);
- } break;
- case MODE_DYNAMIC_LOCKED: {
- set_body_mode(PhysicsServer3D::BODY_MODE_DYNAMIC_LOCKED);
- } break;
- case MODE_KINEMATIC: {
- set_body_mode(PhysicsServer3D::BODY_MODE_KINEMATIC);
- } break;
+void RigidDynamicBody3D::_apply_body_mode() {
+ if (freeze) {
+ switch (freeze_mode) {
+ case FREEZE_MODE_STATIC: {
+ set_body_mode(PhysicsServer3D::BODY_MODE_STATIC);
+ } break;
+ case FREEZE_MODE_KINEMATIC: {
+ set_body_mode(PhysicsServer3D::BODY_MODE_KINEMATIC);
+ } break;
+ }
+ } else if (lock_rotation) {
+ set_body_mode(PhysicsServer3D::BODY_MODE_DYNAMIC_LINEAR);
+ } else {
+ set_body_mode(PhysicsServer3D::BODY_MODE_DYNAMIC);
+ }
+}
+
+void RigidDynamicBody3D::set_lock_rotation_enabled(bool p_lock_rotation) {
+ if (p_lock_rotation == lock_rotation) {
+ return;
+ }
+
+ lock_rotation = p_lock_rotation;
+ _apply_body_mode();
+}
+
+bool RigidDynamicBody3D::is_lock_rotation_enabled() const {
+ return lock_rotation;
+}
+
+void RigidDynamicBody3D::set_freeze_enabled(bool p_freeze) {
+ if (p_freeze == freeze) {
+ return;
+ }
+
+ freeze = p_freeze;
+ _apply_body_mode();
+}
+
+bool RigidDynamicBody3D::is_freeze_enabled() const {
+ return freeze;
+}
+
+void RigidDynamicBody3D::set_freeze_mode(FreezeMode p_freeze_mode) {
+ if (p_freeze_mode == freeze_mode) {
+ return;
}
- update_configuration_warnings();
+
+ freeze_mode = p_freeze_mode;
+ _apply_body_mode();
}
-RigidDynamicBody3D::Mode RigidDynamicBody3D::get_mode() const {
- return mode;
+RigidDynamicBody3D::FreezeMode RigidDynamicBody3D::get_freeze_mode() const {
+ return freeze_mode;
}
void RigidDynamicBody3D::set_mass(real_t p_mass) {
@@ -898,17 +931,14 @@ TypedArray<String> RigidDynamicBody3D::get_configuration_warnings() const {
TypedArray<String> warnings = Node::get_configuration_warnings();
- if ((get_mode() == MODE_DYNAMIC || get_mode() == MODE_DYNAMIC_LOCKED) && (ABS(t.basis.get_axis(0).length() - 1.0) > 0.05 || ABS(t.basis.get_axis(1).length() - 1.0) > 0.05 || ABS(t.basis.get_axis(2).length() - 1.0) > 0.05)) {
- warnings.push_back(TTR("Size changes to RigidDynamicBody (in dynamic modes) will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."));
+ if (ABS(t.basis.get_axis(0).length() - 1.0) > 0.05 || ABS(t.basis.get_axis(1).length() - 1.0) > 0.05 || ABS(t.basis.get_axis(2).length() - 1.0) > 0.05) {
+ warnings.push_back(TTR("Size changes to RigidDynamicBody 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_mode", "mode"), &RigidDynamicBody3D::set_mode);
- ClassDB::bind_method(D_METHOD("get_mode"), &RigidDynamicBody3D::get_mode);
-
ClassDB::bind_method(D_METHOD("set_mass", "mass"), &RigidDynamicBody3D::set_mass);
ClassDB::bind_method(D_METHOD("get_mass"), &RigidDynamicBody3D::get_mass);
@@ -969,11 +999,19 @@ void RigidDynamicBody3D::_bind_methods() {
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_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_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_mode", "freeze_mode"), &RigidDynamicBody3D::set_freeze_mode);
+ ClassDB::bind_method(D_METHOD("get_freeze_mode"), &RigidDynamicBody3D::get_freeze_mode);
+
ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidDynamicBody3D::get_colliding_bodies);
GDVIRTUAL_BIND(_integrate_forces, "state");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Dynamic,Static,DynamicLocked,Kinematic"), "set_mode", "get_mode");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_RANGE, "0.01,1000,0.01,or_greater,exp"), "set_mass", "get_mass");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "inertia", PROPERTY_HINT_RANGE, "0,1000,0.01,or_greater,exp"), "set_inertia", "get_inertia");
ADD_PROPERTY(PropertyInfo(Variant::INT, "center_of_mass_mode", PROPERTY_HINT_ENUM, "Auto,Custom", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_center_of_mass_mode", "get_center_of_mass_mode");
@@ -987,6 +1025,9 @@ void RigidDynamicBody3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "contact_monitor"), "set_contact_monitor", "is_contact_monitor_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleeping", "is_sleeping");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "lock_rotation"), "set_lock_rotation_enabled", "is_lock_rotation_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "freeze"), "set_freeze_enabled", "is_freeze_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "freeze_mode", PROPERTY_HINT_ENUM, "Static,Kinematic"), "set_freeze_mode", "get_freeze_mode");
ADD_GROUP("Linear", "linear_");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity"), "set_linear_velocity", "get_linear_velocity");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp");
@@ -1000,10 +1041,8 @@ void RigidDynamicBody3D::_bind_methods() {
ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("sleeping_state_changed"));
- BIND_ENUM_CONSTANT(MODE_DYNAMIC);
- BIND_ENUM_CONSTANT(MODE_STATIC);
- BIND_ENUM_CONSTANT(MODE_DYNAMIC_LOCKED);
- BIND_ENUM_CONSTANT(MODE_KINEMATIC);
+ BIND_ENUM_CONSTANT(FREEZE_MODE_STATIC);
+ BIND_ENUM_CONSTANT(FREEZE_MODE_KINEMATIC);
BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_AUTO);
BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_CUSTOM);
diff --git a/scene/3d/physics_body_3d.h b/scene/3d/physics_body_3d.h
index 00a5190824..a53147cb8f 100644
--- a/scene/3d/physics_body_3d.h
+++ b/scene/3d/physics_body_3d.h
@@ -133,11 +133,9 @@ class RigidDynamicBody3D : public PhysicsBody3D {
GDCLASS(RigidDynamicBody3D, PhysicsBody3D);
public:
- enum Mode {
- MODE_DYNAMIC,
- MODE_STATIC,
- MODE_DYNAMIC_LOCKED,
- MODE_KINEMATIC,
+ enum FreezeMode {
+ FREEZE_MODE_STATIC,
+ FREEZE_MODE_KINEMATIC,
};
enum CenterOfMassMode {
@@ -145,11 +143,11 @@ public:
CENTER_OF_MASS_MODE_CUSTOM,
};
- GDVIRTUAL1(_integrate_forces, PhysicsDirectBodyState3D *)
-
-protected:
+private:
bool can_sleep = true;
- Mode mode = MODE_DYNAMIC;
+ bool lock_rotation = false;
+ bool freeze = false;
+ FreezeMode freeze_mode = FREEZE_MODE_STATIC;
real_t mass = 1.0;
Vector3 inertia;
@@ -214,16 +212,28 @@ protected:
void _body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape);
static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state);
- virtual void _body_state_changed(PhysicsDirectBodyState3D *p_state);
+protected:
void _notification(int p_what);
static void _bind_methods();
virtual void _validate_property(PropertyInfo &property) const override;
+ GDVIRTUAL1(_integrate_forces, PhysicsDirectBodyState3D *)
+
+ virtual void _body_state_changed(PhysicsDirectBodyState3D *p_state);
+
+ void _apply_body_mode();
+
public:
- void set_mode(Mode p_mode);
- Mode get_mode() const;
+ void set_lock_rotation_enabled(bool p_lock_rotation);
+ bool is_lock_rotation_enabled() const;
+
+ void set_freeze_enabled(bool p_freeze);
+ bool is_freeze_enabled() const;
+
+ void set_freeze_mode(FreezeMode p_freeze_mode);
+ FreezeMode get_freeze_mode() const;
void set_mass(real_t p_mass);
real_t get_mass() const;
@@ -298,7 +308,7 @@ private:
void _reload_physics_characteristics();
};
-VARIANT_ENUM_CAST(RigidDynamicBody3D::Mode);
+VARIANT_ENUM_CAST(RigidDynamicBody3D::FreezeMode);
VARIANT_ENUM_CAST(RigidDynamicBody3D::CenterOfMassMode);
class KinematicCollision3D;
diff --git a/scene/3d/vehicle_body_3d.cpp b/scene/3d/vehicle_body_3d.cpp
index bc3bb81ed4..9a2aaa8be2 100644
--- a/scene/3d/vehicle_body_3d.cpp
+++ b/scene/3d/vehicle_body_3d.cpp
@@ -470,7 +470,7 @@ real_t VehicleBody3D::_ray_cast(int p_idx, PhysicsDirectBodyState3D *s) {
}
void VehicleBody3D::_update_suspension(PhysicsDirectBodyState3D *s) {
- real_t chassisMass = mass;
+ real_t chassisMass = get_mass();
for (int w_it = 0; w_it < wheels.size(); w_it++) {
VehicleWheel3D &wheel_info = *wheels[w_it];
@@ -558,7 +558,7 @@ void VehicleBody3D::_resolve_single_bilateral(PhysicsDirectBodyState3D *s, const
rel_pos2,
normal,
s->get_inverse_inertia_tensor().get_main_diagonal(),
- 1.0 / mass,
+ 1.0 / get_mass(),
b2invinertia,
b2invmass);
@@ -584,7 +584,7 @@ void VehicleBody3D::_resolve_single_bilateral(PhysicsDirectBodyState3D *s, const
#define ONLY_USE_LINEAR_MASS
#ifdef ONLY_USE_LINEAR_MASS
- real_t massTerm = real_t(1.) / ((1.0 / mass) + b2invmass);
+ real_t massTerm = real_t(1.) / ((1.0 / get_mass()) + b2invmass);
impulse = -contactDamping * rel_vel * massTerm;
#else
real_t velocityImpulse = -contactDamping * rel_vel * jacDiagABInv;