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+/*************************************************************************/
+/* body_3d_sw.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 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_RIGID: {
+
+ //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();
+
+ 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();
+
+ for (int i = 0; i < get_shape_count(); i++) {
+
+ if (is_shape_disabled(i)) {
+ continue;
+ }
+
+ 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);
+ 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;
+ }
+
+ // 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_CHARACTER: {
+
+ _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 (!p_active) {
+ if (get_space())
+ get_space()->body_remove_from_active_list(&active_list);
+ } else {
+ if (mode == PhysicsServer3D::BODY_MODE_STATIC)
+ return; //static bodies can't become active
+ 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);
+ }
+ }
+*/
+}
+
+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_RIGID: {
+
+ _inv_mass = mass > 0 ? (1.0 / mass) : 0;
+ _set_static(false);
+ set_active(true);
+
+ } break;
+ case PhysicsServer3D::BODY_MODE_CHARACTER: {
+
+ _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 {
+ Transform 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: {
+
+ /*
+ 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;
+ 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_RIGID && !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);
+ /*
+ _update_queries();
+ if (is_active()) {
+ active=false;
+ set_active(true);
+ }
+ */
+ }
+
+ first_integration = true;
+}
+
+void Body3DSW::_compute_area_gravity_and_dampenings(const Area3DSW *p_area) {
+
+ if (p_area->is_gravity_point()) {
+ if (p_area->get_gravity_distance_scale() > 0) {
+ Vector3 v = p_area->get_transform().xform(p_area->get_gravity_vector()) - get_transform().get_origin();
+ gravity += v.normalized() * (p_area->get_gravity() / Math::pow(v.length() * p_area->get_gravity_distance_scale() + 1, 2));
+ } else {
+ gravity += (p_area->get_transform().xform(p_area->get_gravity_vector()) - get_transform().get_origin()).normalized() * p_area->get_gravity();
+ }
+ } else {
+ gravity += p_area->get_gravity_vector() * p_area->get_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_dampenings(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_dampenings(aa[i].area);
+ stopped = mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE;
+ } break;
+ default: {
+ }
+ }
+ }
+ }
+
+ if (!stopped) {
+ _compute_area_gravity_and_dampenings(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
+ linear_velocity = (new_transform.origin - get_transform().origin) / p_step;
+
+ //compute a FAKE angular velocity, not so easy
+ Basis rot = new_transform.basis.orthonormalized().transposed() * get_transform().basis.orthonormalized();
+ Vector3 axis;
+ real_t angle;
+
+ rot.get_axis_angle(axis, angle);
+ axis.normalize();
+ angular_velocity = axis.normalized() * (angle / p_step);
+
+ motion = new_transform.origin - get_transform().origin;
+ do_motion = true;
+
+ } 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();
+ Transform transform = get_transform();
+
+ if (ang_vel != 0.0) {
+ 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 Transform& p_xform,real_t p_step) {
+
+ Transform 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_RIGID)
+ 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 = ObjectDB::get_instance(fi_callback->id);
+ if (!obj) {
+
+ set_force_integration_callback(ObjectID(), StringName());
+ } 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);
+ }
+ }
+}
+
+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
+ 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(ObjectID p_id, const StringName &p_method, const Variant &p_udata) {
+
+ if (fi_callback) {
+
+ memdelete(fi_callback);
+ fi_callback = nullptr;
+ }
+
+ if (p_id.is_valid()) {
+
+ fi_callback = memnew(ForceIntegrationCallback);
+ fi_callback->id = p_id;
+ fi_callback->method = p_method;
+ fi_callback->udata = p_udata;
+ }
+}
+
+void Body3DSW::set_kinematic_margin(real_t p_margin) {
+ kinematic_safe_margin = p_margin;
+}
+
+Body3DSW::Body3DSW() :
+ CollisionObject3DSW(TYPE_BODY),
+ locked_axis(0),
+ active_list(this),
+ inertia_update_list(this),
+ direct_state_query_list(this) {
+
+ mode = PhysicsServer3D::BODY_MODE_RIGID;
+ active = true;
+
+ mass = 1;
+ kinematic_safe_margin = 0.01;
+ //_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);
+
+ 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();
+}