diff options
Diffstat (limited to 'servers/physics_3d/body_3d_sw.cpp')
-rw-r--r-- | servers/physics_3d/body_3d_sw.cpp | 117 |
1 files changed, 41 insertions, 76 deletions
diff --git a/servers/physics_3d/body_3d_sw.cpp b/servers/physics_3d/body_3d_sw.cpp index 64ba0cb09d..ea6064cb4c 100644 --- a/servers/physics_3d/body_3d_sw.cpp +++ b/servers/physics_3d/body_3d_sw.cpp @@ -54,7 +54,7 @@ void Body3DSW::update_inertias() { // Update shapes and motions. switch (mode) { - case PhysicsServer3D::BODY_MODE_RIGID: { + case PhysicsServer3D::BODY_MODE_DYNAMIC: { // Update tensor for all shapes, not the best way but should be somehow OK. (inspired from bullet) real_t total_area = 0; @@ -65,16 +65,18 @@ void Body3DSW::update_inertias() { // We have to recompute the center of mass. center_of_mass_local.zero(); - for (int i = 0; i < get_shape_count(); i++) { - real_t area = get_shape_area(i); + if (total_area != 0.0) { + for (int i = 0; i < get_shape_count(); i++) { + real_t area = get_shape_area(i); - real_t mass = area * this->mass / total_area; + real_t mass = area * this->mass / total_area; - // NOTE: we assume that the shape origin is also its center of mass. - center_of_mass_local += mass * get_shape_transform(i).origin; - } + // NOTE: we assume that the shape origin is also its center of mass. + center_of_mass_local += mass * get_shape_transform(i).origin; + } - center_of_mass_local /= mass; + center_of_mass_local /= mass; + } // Recompute the inertia tensor. Basis inertia_tensor; @@ -86,16 +88,19 @@ void Body3DSW::update_inertias() { continue; } + real_t area = get_shape_area(i); + if (area == 0.0) { + continue; + } + inertia_set = true; const Shape3DSW *shape = get_shape(i); - real_t area = get_shape_area(i); - real_t mass = area * this->mass / total_area; Basis shape_inertia_tensor = shape->get_moment_of_inertia(mass).to_diagonal_matrix(); - Transform shape_transform = get_shape_transform(i); + Transform3D shape_transform = get_shape_transform(i); Basis shape_basis = shape_transform.basis.orthonormalized(); // NOTE: we don't take the scale of collision shapes into account when computing the inertia tensor! @@ -127,7 +132,7 @@ void Body3DSW::update_inertias() { _inv_inertia_tensor.set_zero(); _inv_mass = 0; } break; - case PhysicsServer3D::BODY_MODE_CHARACTER: { + case PhysicsServer3D::BODY_MODE_DYNAMIC_LOCKED: { _inv_inertia_tensor.set_zero(); _inv_mass = 1.0 / mass; @@ -145,31 +150,17 @@ void Body3DSW::set_active(bool p_active) { } active = p_active; - if (!p_active) { - if (get_space()) { - get_space()->body_remove_from_active_list(&active_list); - } - } else { + + if (active) { if (mode == PhysicsServer3D::BODY_MODE_STATIC) { - return; //static bodies can't become active - } - if (get_space()) { + // Static bodies can't be active. + active = false; + } else if (get_space()) { get_space()->body_add_to_active_list(&active_list); } - - //still_time=0; - } - /* - if (!space) - return; - - for(int i=0;i<get_shape_count();i++) { - Shape &s=shapes[i]; - if (s.bpid>0) { - get_space()->get_broadphase()->set_active(s.bpid,active); - } + } else if (get_space()) { + get_space()->body_remove_from_active_list(&active_list); } -*/ } void Body3DSW::set_param(PhysicsServer3D::BodyParameter p_param, real_t p_value) { @@ -248,13 +239,13 @@ void Body3DSW::set_mode(PhysicsServer3D::BodyMode p_mode) { } } break; - case PhysicsServer3D::BODY_MODE_RIGID: { + case PhysicsServer3D::BODY_MODE_DYNAMIC: { _inv_mass = mass > 0 ? (1.0 / mass) : 0; _set_static(false); set_active(true); } break; - case PhysicsServer3D::BODY_MODE_CHARACTER: { + case PhysicsServer3D::BODY_MODE_DYNAMIC_LOCKED: { _inv_mass = mass > 0 ? (1.0 / mass) : 0; _set_static(false); set_active(true); @@ -295,7 +286,7 @@ void Body3DSW::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_va _set_inv_transform(get_transform().affine_inverse()); wakeup_neighbours(); } else { - Transform t = p_variant; + Transform3D t = p_variant; t.orthonormalize(); new_transform = get_transform(); //used as old to compute motion if (new_transform == t) { @@ -308,24 +299,15 @@ void Body3DSW::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_va } break; case PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY: { - /* - if (mode==PhysicsServer3D::BODY_MODE_STATIC) - break; - */ linear_velocity = p_variant; wakeup(); } break; case PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY: { - /* - if (mode!=PhysicsServer3D::BODY_MODE_RIGID) - break; - */ angular_velocity = p_variant; wakeup(); } break; case PhysicsServer3D::BODY_STATE_SLEEPING: { - //? if (mode == PhysicsServer3D::BODY_MODE_STATIC || mode == PhysicsServer3D::BODY_MODE_KINEMATIC) { break; } @@ -342,7 +324,7 @@ void Body3DSW::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_va } break; case PhysicsServer3D::BODY_STATE_CAN_SLEEP: { can_sleep = p_variant; - if (mode == PhysicsServer3D::BODY_MODE_RIGID && !active && !can_sleep) { + if (mode == PhysicsServer3D::BODY_MODE_DYNAMIC && !active && !can_sleep) { set_active(true); } @@ -392,13 +374,6 @@ void Body3DSW::set_space(Space3DSW *p_space) { if (active) { get_space()->body_add_to_active_list(&active_list); } - /* - _update_queries(); - if (is_active()) { - active=false; - set_active(true); - } - */ } first_integration = true; @@ -601,7 +576,7 @@ void Body3DSW::integrate_velocities(real_t p_step) { Vector3 total_angular_velocity = angular_velocity + biased_angular_velocity; real_t ang_vel = total_angular_velocity.length(); - Transform transform = get_transform(); + Transform3D transform = get_transform(); if (ang_vel != 0.0) { Vector3 ang_vel_axis = total_angular_velocity / ang_vel; @@ -633,8 +608,8 @@ void Body3DSW::integrate_velocities(real_t p_step) { } /* -void BodySW::simulate_motion(const Transform& p_xform,real_t p_step) { - Transform inv_xform = p_xform.affine_inverse(); +void BodySW::simulate_motion(const Transform3D& p_xform,real_t p_step) { + Transform3D inv_xform = p_xform.affine_inverse(); if (!get_space()) { _set_transform(p_xform); _set_inv_transform(inv_xform); @@ -675,7 +650,7 @@ void Body3DSW::wakeup_neighbours() { continue; } Body3DSW *b = n[i]; - if (b->mode != PhysicsServer3D::BODY_MODE_RIGID) { + if (b->mode != PhysicsServer3D::BODY_MODE_DYNAMIC) { continue; } @@ -693,24 +668,23 @@ void Body3DSW::call_queries() { Variant v = dbs; - Object *obj = ObjectDB::get_instance(fi_callback->id); + Object *obj = fi_callback->callable.get_object(); if (!obj) { - set_force_integration_callback(ObjectID(), StringName()); + set_force_integration_callback(Callable()); } else { const Variant *vp[2] = { &v, &fi_callback->udata }; Callable::CallError ce; int argc = (fi_callback->udata.get_type() == Variant::NIL) ? 1 : 2; - obj->call(fi_callback->method, vp, argc, ce); + Variant rv; + fi_callback->callable.call(vp, argc, rv, ce); } } } bool Body3DSW::sleep_test(real_t p_step) { if (mode == PhysicsServer3D::BODY_MODE_STATIC || mode == PhysicsServer3D::BODY_MODE_KINEMATIC) { - return true; // - } else if (mode == PhysicsServer3D::BODY_MODE_CHARACTER) { - return !active; // characters don't sleep unless asked to sleep + return true; } else if (!can_sleep) { return false; } @@ -725,44 +699,35 @@ bool Body3DSW::sleep_test(real_t p_step) { } } -void Body3DSW::set_force_integration_callback(ObjectID p_id, const StringName &p_method, const Variant &p_udata) { +void Body3DSW::set_force_integration_callback(const Callable &p_callable, const Variant &p_udata) { if (fi_callback) { memdelete(fi_callback); fi_callback = nullptr; } - if (p_id.is_valid()) { + if (p_callable.get_object()) { fi_callback = memnew(ForceIntegrationCallback); - fi_callback->id = p_id; - fi_callback->method = p_method; + fi_callback->callable = p_callable; fi_callback->udata = p_udata; } } -void Body3DSW::set_kinematic_margin(real_t p_margin) { - kinematic_safe_margin = p_margin; -} - Body3DSW::Body3DSW() : CollisionObject3DSW(TYPE_BODY), active_list(this), inertia_update_list(this), direct_state_query_list(this) { - mode = PhysicsServer3D::BODY_MODE_RIGID; + mode = PhysicsServer3D::BODY_MODE_DYNAMIC; active = true; mass = 1; - kinematic_safe_margin = 0.001; - //_inv_inertia=Transform(); _inv_mass = 1; bounce = 0; friction = 1; omit_force_integration = false; //applied_torque=0; island_step = 0; - island_next = nullptr; - island_list_next = nullptr; first_time_kinematic = false; first_integration = false; _set_static(false); |