diff options
Diffstat (limited to 'servers/physics_2d/body_2d_sw.h')
-rw-r--r-- | servers/physics_2d/body_2d_sw.h | 75 |
1 files changed, 42 insertions, 33 deletions
diff --git a/servers/physics_2d/body_2d_sw.h b/servers/physics_2d/body_2d_sw.h index 9cd53ceca1..95e89786cd 100644 --- a/servers/physics_2d/body_2d_sw.h +++ b/servers/physics_2d/body_2d_sw.h @@ -41,48 +41,55 @@ class Constraint2DSW; class PhysicsDirectBodyState2DSW; class Body2DSW : public CollisionObject2DSW { - PhysicsServer2D::BodyMode mode; + PhysicsServer2D::BodyMode mode = PhysicsServer2D::BODY_MODE_DYNAMIC; Vector2 biased_linear_velocity; - real_t biased_angular_velocity; + real_t biased_angular_velocity = 0.0; Vector2 linear_velocity; - real_t angular_velocity; + real_t angular_velocity = 0.0; - real_t linear_damp; - real_t angular_damp; - real_t gravity_scale; + Vector2 constant_linear_velocity; + real_t constant_angular_velocity = 0.0; - real_t mass; - real_t inertia; - real_t bounce; - real_t friction; + real_t linear_damp = -1.0; + real_t angular_damp = -1.0; + real_t gravity_scale = 1.0; - real_t _inv_mass; - real_t _inv_inertia; - bool user_inertia; + real_t bounce = 0.0; + real_t friction = 1.0; + + real_t mass = 1.0; + real_t _inv_mass = 1.0; + + real_t inertia = 0.0; + real_t _inv_inertia = 0.0; + + Vector2 center_of_mass; + + bool calculate_inertia = true; + bool calculate_center_of_mass = true; Vector2 gravity; - real_t area_linear_damp; - real_t area_angular_damp; + real_t area_linear_damp = 0.0; + real_t area_angular_damp = 0.0; - real_t still_time; + real_t still_time = 0.0; Vector2 applied_force; - real_t applied_torque; + real_t applied_torque = 0.0; SelfList<Body2DSW> active_list; - SelfList<Body2DSW> inertia_update_list; + SelfList<Body2DSW> mass_properties_update_list; SelfList<Body2DSW> direct_state_query_list; VSet<RID> exceptions; - PhysicsServer2D::CCDMode continuous_cd_mode; - bool omit_force_integration; - bool active; - bool can_sleep; - bool first_time_kinematic; - bool first_integration; - void _update_inertia(); + PhysicsServer2D::CCDMode continuous_cd_mode = PhysicsServer2D::CCD_MODE_DISABLED; + bool omit_force_integration = false; + bool active = true; + bool can_sleep = true; + bool first_time_kinematic = false; + void _mass_properties_changed(); virtual void _shapes_changed(); Transform2D new_transform; @@ -115,7 +122,7 @@ class Body2DSW : public CollisionObject2DSW { }; Vector<Contact> contacts; //no contacts by default - int contact_count; + int contact_count = 0; void *body_state_callback_instance = nullptr; PhysicsServer2D::BodyStateCallback body_state_callback = nullptr; @@ -129,7 +136,7 @@ class Body2DSW : public CollisionObject2DSW { PhysicsDirectBodyState2DSW *direct_state = nullptr; - uint64_t island_step; + uint64_t island_step = 0; _FORCE_INLINE_ void _compute_area_gravity_and_damping(const Area2DSW *p_area); @@ -207,7 +214,7 @@ public: _FORCE_INLINE_ void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) { linear_velocity += p_impulse * _inv_mass; - angular_velocity += _inv_inertia * p_position.cross(p_impulse); + angular_velocity += _inv_inertia * (p_position - center_of_mass).cross(p_impulse); } _FORCE_INLINE_ void apply_torque_impulse(real_t p_torque) { @@ -216,7 +223,7 @@ public: _FORCE_INLINE_ void apply_bias_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) { biased_linear_velocity += p_impulse * _inv_mass; - biased_angular_velocity += _inv_inertia * p_position.cross(p_impulse); + biased_angular_velocity += _inv_inertia * (p_position - center_of_mass).cross(p_impulse); } void set_active(bool p_active); @@ -229,8 +236,8 @@ public: set_active(true); } - void set_param(PhysicsServer2D::BodyParameter p_param, real_t); - real_t get_param(PhysicsServer2D::BodyParameter p_param) const; + void set_param(PhysicsServer2D::BodyParameter p_param, const Variant &p_value); + Variant get_param(PhysicsServer2D::BodyParameter p_param) const; void set_mode(PhysicsServer2D::BodyMode p_mode); PhysicsServer2D::BodyMode get_mode() const; @@ -250,7 +257,7 @@ public: _FORCE_INLINE_ void add_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) { applied_force += p_force; - applied_torque += p_position.cross(p_force); + applied_torque += (p_position - center_of_mass).cross(p_force); } _FORCE_INLINE_ void add_torque(real_t p_torque) { @@ -262,8 +269,10 @@ public: void set_space(Space2DSW *p_space); - void update_inertias(); + void update_mass_properties(); + void reset_mass_properties(); + _FORCE_INLINE_ Vector2 get_center_of_mass() const { return center_of_mass; } _FORCE_INLINE_ real_t get_inv_mass() const { return _inv_mass; } _FORCE_INLINE_ real_t get_inv_inertia() const { return _inv_inertia; } _FORCE_INLINE_ real_t get_friction() const { return friction; } |