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Diffstat (limited to 'servers/physics_3d/body_3d_sw.cpp')
| -rw-r--r-- | servers/physics_3d/body_3d_sw.cpp | 751 | 
1 files changed, 0 insertions, 751 deletions
diff --git a/servers/physics_3d/body_3d_sw.cpp b/servers/physics_3d/body_3d_sw.cpp deleted file mode 100644 index 397a38079b..0000000000 --- a/servers/physics_3d/body_3d_sw.cpp +++ /dev/null @@ -1,751 +0,0 @@ -/*************************************************************************/ -/*  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(); -}  |