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diff --git a/servers/physics_3d/body_3d_sw.cpp b/servers/physics_3d/body_3d_sw.cpp
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-/*************************************************************************/
-/* body_3d_sw.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#include "body_3d_sw.h"
-#include "area_3d_sw.h"
-#include "space_3d_sw.h"
-
-void Body3DSW::_update_inertia() {
- if (get_space() && !inertia_update_list.in_list()) {
- get_space()->body_add_to_inertia_update_list(&inertia_update_list);
- }
-}
-
-void Body3DSW::_update_transform_dependant() {
- center_of_mass = get_transform().basis.xform(center_of_mass_local);
- principal_inertia_axes = get_transform().basis * principal_inertia_axes_local;
-
- // update inertia tensor
- Basis tb = principal_inertia_axes;
- Basis tbt = tb.transposed();
- Basis diag;
- diag.scale(_inv_inertia);
- _inv_inertia_tensor = tb * diag * tbt;
-}
-
-void Body3DSW::update_inertias() {
- // Update shapes and motions.
-
- switch (mode) {
- 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;
-
- for (int i = 0; i < get_shape_count(); i++) {
- total_area += get_shape_area(i);
- }
-
- // We have to recompute the center of mass.
- center_of_mass_local.zero();
-
- 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;
-
- // 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;
- }
-
- // Recompute the inertia tensor.
- Basis inertia_tensor;
- inertia_tensor.set_zero();
- bool inertia_set = false;
-
- for (int i = 0; i < get_shape_count(); i++) {
- if (is_shape_disabled(i)) {
- continue;
- }
-
- real_t area = get_shape_area(i);
- if (area == 0.0) {
- continue;
- }
-
- inertia_set = true;
-
- const Shape3DSW *shape = get_shape(i);
-
- real_t mass = area * this->mass / total_area;
-
- Basis shape_inertia_tensor = shape->get_moment_of_inertia(mass).to_diagonal_matrix();
- 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!
- shape_inertia_tensor = shape_basis * shape_inertia_tensor * shape_basis.transposed();
-
- Vector3 shape_origin = shape_transform.origin - center_of_mass_local;
- inertia_tensor += shape_inertia_tensor + (Basis() * shape_origin.dot(shape_origin) - shape_origin.outer(shape_origin)) * mass;
- }
-
- // Set the inertia to a valid value when there are no valid shapes.
- if (!inertia_set) {
- inertia_tensor.set_diagonal(Vector3(1.0, 1.0, 1.0));
- }
-
- // Compute the principal axes of inertia.
- principal_inertia_axes_local = inertia_tensor.diagonalize().transposed();
- _inv_inertia = inertia_tensor.get_main_diagonal().inverse();
-
- if (mass) {
- _inv_mass = 1.0 / mass;
- } else {
- _inv_mass = 0;
- }
-
- } break;
-
- case PhysicsServer3D::BODY_MODE_KINEMATIC:
- case PhysicsServer3D::BODY_MODE_STATIC: {
- _inv_inertia_tensor.set_zero();
- _inv_mass = 0;
- } break;
- case PhysicsServer3D::BODY_MODE_DYNAMIC_LOCKED: {
- _inv_inertia_tensor.set_zero();
- _inv_mass = 1.0 / mass;
-
- } break;
- }
-
- //_update_shapes();
-
- _update_transform_dependant();
-}
-
-void Body3DSW::set_active(bool p_active) {
- if (active == p_active) {
- return;
- }
-
- active = p_active;
-
- if (active) {
- if (mode == PhysicsServer3D::BODY_MODE_STATIC) {
- // Static bodies can't be active.
- active = false;
- } else if (get_space()) {
- get_space()->body_add_to_active_list(&active_list);
- }
- } 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) {
- switch (p_param) {
- case PhysicsServer3D::BODY_PARAM_BOUNCE: {
- bounce = p_value;
- } break;
- case PhysicsServer3D::BODY_PARAM_FRICTION: {
- friction = p_value;
- } break;
- case PhysicsServer3D::BODY_PARAM_MASS: {
- ERR_FAIL_COND(p_value <= 0);
- mass = p_value;
- _update_inertia();
-
- } break;
- case PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE: {
- gravity_scale = p_value;
- } break;
- case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP: {
- linear_damp = p_value;
- } break;
- case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP: {
- angular_damp = p_value;
- } break;
- default: {
- }
- }
-}
-
-real_t Body3DSW::get_param(PhysicsServer3D::BodyParameter p_param) const {
- switch (p_param) {
- case PhysicsServer3D::BODY_PARAM_BOUNCE: {
- return bounce;
- } break;
- case PhysicsServer3D::BODY_PARAM_FRICTION: {
- return friction;
- } break;
- case PhysicsServer3D::BODY_PARAM_MASS: {
- return mass;
- } break;
- case PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE: {
- return gravity_scale;
- } break;
- case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP: {
- return linear_damp;
- } break;
- case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP: {
- return angular_damp;
- } break;
-
- default: {
- }
- }
-
- return 0;
-}
-
-void Body3DSW::set_mode(PhysicsServer3D::BodyMode p_mode) {
- PhysicsServer3D::BodyMode prev = mode;
- mode = p_mode;
-
- switch (p_mode) {
- //CLEAR UP EVERYTHING IN CASE IT NOT WORKS!
- case PhysicsServer3D::BODY_MODE_STATIC:
- case PhysicsServer3D::BODY_MODE_KINEMATIC: {
- _set_inv_transform(get_transform().affine_inverse());
- _inv_mass = 0;
- _set_static(p_mode == PhysicsServer3D::BODY_MODE_STATIC);
- //set_active(p_mode==PhysicsServer3D::BODY_MODE_KINEMATIC);
- set_active(p_mode == PhysicsServer3D::BODY_MODE_KINEMATIC && contacts.size());
- linear_velocity = Vector3();
- angular_velocity = Vector3();
- if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC && prev != mode) {
- first_time_kinematic = true;
- }
-
- } break;
- case PhysicsServer3D::BODY_MODE_DYNAMIC: {
- _inv_mass = mass > 0 ? (1.0 / mass) : 0;
- _set_static(false);
- set_active(true);
-
- } break;
- case PhysicsServer3D::BODY_MODE_DYNAMIC_LOCKED: {
- _inv_mass = mass > 0 ? (1.0 / mass) : 0;
- _set_static(false);
- set_active(true);
- angular_velocity = Vector3();
- } break;
- }
-
- _update_inertia();
- /*
- if (get_space())
- _update_queries();
- */
-}
-
-PhysicsServer3D::BodyMode Body3DSW::get_mode() const {
- return mode;
-}
-
-void Body3DSW::_shapes_changed() {
- _update_inertia();
-}
-
-void Body3DSW::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant) {
- switch (p_state) {
- case PhysicsServer3D::BODY_STATE_TRANSFORM: {
- if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC) {
- new_transform = p_variant;
- //wakeup_neighbours();
- set_active(true);
- if (first_time_kinematic) {
- _set_transform(p_variant);
- _set_inv_transform(get_transform().affine_inverse());
- first_time_kinematic = false;
- }
-
- } else if (mode == PhysicsServer3D::BODY_MODE_STATIC) {
- _set_transform(p_variant);
- _set_inv_transform(get_transform().affine_inverse());
- wakeup_neighbours();
- } else {
- Transform3D t = p_variant;
- t.orthonormalize();
- new_transform = get_transform(); //used as old to compute motion
- if (new_transform == t) {
- break;
- }
- _set_transform(t);
- _set_inv_transform(get_transform().inverse());
- }
- wakeup();
-
- } break;
- case PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY: {
- linear_velocity = p_variant;
- wakeup();
- } break;
- case PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY: {
- angular_velocity = p_variant;
- wakeup();
-
- } break;
- case PhysicsServer3D::BODY_STATE_SLEEPING: {
- if (mode == PhysicsServer3D::BODY_MODE_STATIC || mode == PhysicsServer3D::BODY_MODE_KINEMATIC) {
- break;
- }
- bool do_sleep = p_variant;
- if (do_sleep) {
- linear_velocity = Vector3();
- //biased_linear_velocity=Vector3();
- angular_velocity = Vector3();
- //biased_angular_velocity=Vector3();
- set_active(false);
- } else {
- set_active(true);
- }
- } break;
- case PhysicsServer3D::BODY_STATE_CAN_SLEEP: {
- can_sleep = p_variant;
- if (mode == PhysicsServer3D::BODY_MODE_DYNAMIC && !active && !can_sleep) {
- set_active(true);
- }
-
- } break;
- }
-}
-
-Variant Body3DSW::get_state(PhysicsServer3D::BodyState p_state) const {
- switch (p_state) {
- case PhysicsServer3D::BODY_STATE_TRANSFORM: {
- return get_transform();
- } break;
- case PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY: {
- return linear_velocity;
- } break;
- case PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY: {
- return angular_velocity;
- } break;
- case PhysicsServer3D::BODY_STATE_SLEEPING: {
- return !is_active();
- } break;
- case PhysicsServer3D::BODY_STATE_CAN_SLEEP: {
- return can_sleep;
- } break;
- }
-
- return Variant();
-}
-
-void Body3DSW::set_space(Space3DSW *p_space) {
- if (get_space()) {
- if (inertia_update_list.in_list()) {
- get_space()->body_remove_from_inertia_update_list(&inertia_update_list);
- }
- if (active_list.in_list()) {
- get_space()->body_remove_from_active_list(&active_list);
- }
- if (direct_state_query_list.in_list()) {
- get_space()->body_remove_from_state_query_list(&direct_state_query_list);
- }
- }
-
- _set_space(p_space);
-
- if (get_space()) {
- _update_inertia();
- if (active) {
- get_space()->body_add_to_active_list(&active_list);
- }
- }
-
- first_integration = true;
-}
-
-void Body3DSW::_compute_area_gravity_and_damping(const Area3DSW *p_area) {
- Vector3 area_gravity;
- p_area->compute_gravity(get_transform().get_origin(), area_gravity);
- gravity += area_gravity;
-
- area_linear_damp += p_area->get_linear_damp();
- area_angular_damp += p_area->get_angular_damp();
-}
-
-void Body3DSW::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool lock) {
- if (lock) {
- locked_axis |= p_axis;
- } else {
- locked_axis &= ~p_axis;
- }
-}
-
-bool Body3DSW::is_axis_locked(PhysicsServer3D::BodyAxis p_axis) const {
- return locked_axis & p_axis;
-}
-
-void Body3DSW::integrate_forces(real_t p_step) {
- if (mode == PhysicsServer3D::BODY_MODE_STATIC) {
- return;
- }
-
- Area3DSW *def_area = get_space()->get_default_area();
- // AreaSW *damp_area = def_area;
-
- ERR_FAIL_COND(!def_area);
-
- int ac = areas.size();
- bool stopped = false;
- gravity = Vector3(0, 0, 0);
- area_linear_damp = 0;
- area_angular_damp = 0;
- if (ac) {
- areas.sort();
- const AreaCMP *aa = &areas[0];
- // damp_area = aa[ac-1].area;
- for (int i = ac - 1; i >= 0 && !stopped; i--) {
- PhysicsServer3D::AreaSpaceOverrideMode mode = aa[i].area->get_space_override_mode();
- switch (mode) {
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE:
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
- _compute_area_gravity_and_damping(aa[i].area);
- stopped = mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
- } break;
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE:
- case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
- gravity = Vector3(0, 0, 0);
- area_angular_damp = 0;
- area_linear_damp = 0;
- _compute_area_gravity_and_damping(aa[i].area);
- stopped = mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE;
- } break;
- default: {
- }
- }
- }
- }
-
- if (!stopped) {
- _compute_area_gravity_and_damping(def_area);
- }
-
- gravity *= gravity_scale;
-
- // If less than 0, override dampenings with that of the Body
- if (angular_damp >= 0) {
- area_angular_damp = angular_damp;
- }
- /*
- else
- area_angular_damp=damp_area->get_angular_damp();
- */
-
- if (linear_damp >= 0) {
- area_linear_damp = linear_damp;
- }
- /*
- else
- area_linear_damp=damp_area->get_linear_damp();
- */
-
- Vector3 motion;
- bool do_motion = false;
-
- if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC) {
- //compute motion, angular and etc. velocities from prev transform
- motion = new_transform.origin - get_transform().origin;
- do_motion = true;
- linear_velocity = motion / p_step;
-
- //compute a FAKE angular velocity, not so easy
- Basis rot = new_transform.basis.orthonormalized() * get_transform().basis.orthonormalized().transposed();
- Vector3 axis;
- real_t angle;
-
- rot.get_axis_angle(axis, angle);
- axis.normalize();
- angular_velocity = axis * (angle / p_step);
- } else {
- if (!omit_force_integration && !first_integration) {
- //overridden by direct state query
-
- Vector3 force = gravity * mass;
- force += applied_force;
- Vector3 torque = applied_torque;
-
- real_t damp = 1.0 - p_step * area_linear_damp;
-
- if (damp < 0) { // reached zero in the given time
- damp = 0;
- }
-
- real_t angular_damp = 1.0 - p_step * area_angular_damp;
-
- if (angular_damp < 0) { // reached zero in the given time
- angular_damp = 0;
- }
-
- linear_velocity *= damp;
- angular_velocity *= angular_damp;
-
- linear_velocity += _inv_mass * force * p_step;
- angular_velocity += _inv_inertia_tensor.xform(torque) * p_step;
- }
-
- if (continuous_cd) {
- motion = linear_velocity * p_step;
- do_motion = true;
- }
- }
-
- applied_force = Vector3();
- applied_torque = Vector3();
- first_integration = false;
-
- //motion=linear_velocity*p_step;
-
- biased_angular_velocity = Vector3();
- biased_linear_velocity = Vector3();
-
- if (do_motion) { //shapes temporarily extend for raycast
- _update_shapes_with_motion(motion);
- }
-
- def_area = nullptr; // clear the area, so it is set in the next frame
- contact_count = 0;
-}
-
-void Body3DSW::integrate_velocities(real_t p_step) {
- if (mode == PhysicsServer3D::BODY_MODE_STATIC) {
- return;
- }
-
- if (fi_callback) {
- get_space()->body_add_to_state_query_list(&direct_state_query_list);
- }
-
- //apply axis lock linear
- for (int i = 0; i < 3; i++) {
- if (is_axis_locked((PhysicsServer3D::BodyAxis)(1 << i))) {
- linear_velocity[i] = 0;
- biased_linear_velocity[i] = 0;
- new_transform.origin[i] = get_transform().origin[i];
- }
- }
- //apply axis lock angular
- for (int i = 0; i < 3; i++) {
- if (is_axis_locked((PhysicsServer3D::BodyAxis)(1 << (i + 3)))) {
- angular_velocity[i] = 0;
- biased_angular_velocity[i] = 0;
- }
- }
-
- if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC) {
- _set_transform(new_transform, false);
- _set_inv_transform(new_transform.affine_inverse());
- if (contacts.size() == 0 && linear_velocity == Vector3() && angular_velocity == Vector3()) {
- set_active(false); //stopped moving, deactivate
- }
-
- return;
- }
-
- Vector3 total_angular_velocity = angular_velocity + biased_angular_velocity;
-
- real_t ang_vel = total_angular_velocity.length();
- Transform3D transform = get_transform();
-
- if (!Math::is_zero_approx(ang_vel)) {
- Vector3 ang_vel_axis = total_angular_velocity / ang_vel;
- Basis rot(ang_vel_axis, ang_vel * p_step);
- Basis identity3(1, 0, 0, 0, 1, 0, 0, 0, 1);
- transform.origin += ((identity3 - rot) * transform.basis).xform(center_of_mass_local);
- transform.basis = rot * transform.basis;
- transform.orthonormalize();
- }
-
- Vector3 total_linear_velocity = linear_velocity + biased_linear_velocity;
- /*for(int i=0;i<3;i++) {
- if (axis_lock&(1<<i)) {
- transform.origin[i]=0.0;
- }
- }*/
-
- transform.origin += total_linear_velocity * p_step;
-
- _set_transform(transform);
- _set_inv_transform(get_transform().inverse());
-
- _update_transform_dependant();
-
- /*
- if (fi_callback) {
- get_space()->body_add_to_state_query_list(&direct_state_query_list);
- */
-}
-
-/*
-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);
-
- return;
- }
-
- //compute a FAKE linear velocity - this is easy
-
- linear_velocity=(p_xform.origin - get_transform().origin)/p_step;
-
- //compute a FAKE angular velocity, not so easy
- Basis rot=get_transform().basis.orthonormalized().transposed() * p_xform.basis.orthonormalized();
- Vector3 axis;
- real_t angle;
-
- rot.get_axis_angle(axis,angle);
- axis.normalize();
- angular_velocity=axis.normalized() * (angle/p_step);
- linear_velocity = (p_xform.origin - get_transform().origin)/p_step;
-
- if (!direct_state_query_list.in_list())// - callalways, so lv and av are cleared && (state_query || direct_state_query))
- get_space()->body_add_to_state_query_list(&direct_state_query_list);
- simulated_motion=true;
- _set_transform(p_xform);
-}
-
-*/
-
-void Body3DSW::wakeup_neighbours() {
- for (Map<Constraint3DSW *, int>::Element *E = constraint_map.front(); E; E = E->next()) {
- const Constraint3DSW *c = E->key();
- Body3DSW **n = c->get_body_ptr();
- int bc = c->get_body_count();
-
- for (int i = 0; i < bc; i++) {
- if (i == E->get()) {
- continue;
- }
- Body3DSW *b = n[i];
- if (b->mode != PhysicsServer3D::BODY_MODE_DYNAMIC) {
- continue;
- }
-
- if (!b->is_active()) {
- b->set_active(true);
- }
- }
- }
-}
-
-void Body3DSW::call_queries() {
- if (fi_callback) {
- PhysicsDirectBodyState3DSW *dbs = PhysicsDirectBodyState3DSW::singleton;
- dbs->body = this;
-
- Variant v = dbs;
-
- Object *obj = fi_callback->callable.get_object();
- if (!obj) {
- 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;
- 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 (!can_sleep) {
- return false;
- }
-
- if (Math::abs(angular_velocity.length()) < get_space()->get_body_angular_velocity_sleep_threshold() && Math::abs(linear_velocity.length_squared()) < get_space()->get_body_linear_velocity_sleep_threshold() * get_space()->get_body_linear_velocity_sleep_threshold()) {
- still_time += p_step;
-
- return still_time > get_space()->get_body_time_to_sleep();
- } else {
- still_time = 0; //maybe this should be set to 0 on set_active?
- return false;
- }
-}
-
-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_callable.get_object()) {
- fi_callback = memnew(ForceIntegrationCallback);
- fi_callback->callable = p_callable;
- fi_callback->udata = p_udata;
- }
-}
-
-Body3DSW::Body3DSW() :
- CollisionObject3DSW(TYPE_BODY),
-
- active_list(this),
- inertia_update_list(this),
- direct_state_query_list(this) {
- mode = PhysicsServer3D::BODY_MODE_DYNAMIC;
- active = true;
-
- mass = 1;
- _inv_mass = 1;
- bounce = 0;
- friction = 1;
- omit_force_integration = false;
- //applied_torque=0;
- island_step = 0;
- first_time_kinematic = false;
- first_integration = false;
- _set_static(false);
-
- contact_count = 0;
- gravity_scale = 1.0;
- linear_damp = -1;
- angular_damp = -1;
- area_angular_damp = 0;
- area_linear_damp = 0;
-
- still_time = 0;
- continuous_cd = false;
- can_sleep = true;
- fi_callback = nullptr;
-}
-
-Body3DSW::~Body3DSW() {
- if (fi_callback) {
- memdelete(fi_callback);
- }
-}
-
-PhysicsDirectBodyState3DSW *PhysicsDirectBodyState3DSW::singleton = nullptr;
-
-PhysicsDirectSpaceState3D *PhysicsDirectBodyState3DSW::get_space_state() {
- return body->get_space()->get_direct_state();
-}