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-rw-r--r--servers/physics_3d/body_3d_sw.h40
1 files changed, 22 insertions, 18 deletions
diff --git a/servers/physics_3d/body_3d_sw.h b/servers/physics_3d/body_3d_sw.h
index 483ea58620..2878c97c9d 100644
--- a/servers/physics_3d/body_3d_sw.h
+++ b/servers/physics_3d/body_3d_sw.h
@@ -216,23 +216,23 @@ public:
_FORCE_INLINE_ const Vector3 &get_biased_linear_velocity() const { return biased_linear_velocity; }
_FORCE_INLINE_ const Vector3 &get_biased_angular_velocity() const { return biased_angular_velocity; }
- _FORCE_INLINE_ void apply_central_impulse(const Vector3 &p_j) {
- linear_velocity += p_j * _inv_mass;
+ _FORCE_INLINE_ void apply_central_impulse(const Vector3 &p_impulse) {
+ linear_velocity += p_impulse * _inv_mass;
}
- _FORCE_INLINE_ void apply_impulse(const Vector3 &p_pos, const Vector3 &p_j) {
- linear_velocity += p_j * _inv_mass;
- angular_velocity += _inv_inertia_tensor.xform((p_pos - center_of_mass).cross(p_j));
+ _FORCE_INLINE_ void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3()) {
+ linear_velocity += p_impulse * _inv_mass;
+ angular_velocity += _inv_inertia_tensor.xform((p_position - center_of_mass).cross(p_impulse));
}
- _FORCE_INLINE_ void apply_torque_impulse(const Vector3 &p_j) {
- angular_velocity += _inv_inertia_tensor.xform(p_j);
+ _FORCE_INLINE_ void apply_torque_impulse(const Vector3 &p_impulse) {
+ angular_velocity += _inv_inertia_tensor.xform(p_impulse);
}
- _FORCE_INLINE_ void apply_bias_impulse(const Vector3 &p_pos, const Vector3 &p_j, real_t p_max_delta_av = -1.0) {
- biased_linear_velocity += p_j * _inv_mass;
+ _FORCE_INLINE_ void apply_bias_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3(), real_t p_max_delta_av = -1.0) {
+ biased_linear_velocity += p_impulse * _inv_mass;
if (p_max_delta_av != 0.0) {
- Vector3 delta_av = _inv_inertia_tensor.xform((p_pos - center_of_mass).cross(p_j));
+ Vector3 delta_av = _inv_inertia_tensor.xform((p_position - center_of_mass).cross(p_impulse));
if (p_max_delta_av > 0 && delta_av.length() > p_max_delta_av) {
delta_av = delta_av.normalized() * p_max_delta_av;
}
@@ -240,17 +240,17 @@ public:
}
}
- _FORCE_INLINE_ void apply_bias_torque_impulse(const Vector3 &p_j) {
- biased_angular_velocity += _inv_inertia_tensor.xform(p_j);
+ _FORCE_INLINE_ void apply_bias_torque_impulse(const Vector3 &p_impulse) {
+ biased_angular_velocity += _inv_inertia_tensor.xform(p_impulse);
}
_FORCE_INLINE_ void add_central_force(const Vector3 &p_force) {
applied_force += p_force;
}
- _FORCE_INLINE_ void add_force(const Vector3 &p_force, const Vector3 &p_pos) {
+ _FORCE_INLINE_ void add_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) {
applied_force += p_force;
- applied_torque += (p_pos - center_of_mass).cross(p_force);
+ applied_torque += (p_position - center_of_mass).cross(p_force);
}
_FORCE_INLINE_ void add_torque(const Vector3 &p_torque) {
@@ -403,11 +403,15 @@ public:
virtual Transform get_transform() const { return body->get_transform(); }
virtual void add_central_force(const Vector3 &p_force) { body->add_central_force(p_force); }
- virtual void add_force(const Vector3 &p_force, const Vector3 &p_pos) { body->add_force(p_force, p_pos); }
+ virtual void add_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) {
+ body->add_force(p_force, p_position);
+ }
virtual void add_torque(const Vector3 &p_torque) { body->add_torque(p_torque); }
- virtual void apply_central_impulse(const Vector3 &p_j) { body->apply_central_impulse(p_j); }
- virtual void apply_impulse(const Vector3 &p_pos, const Vector3 &p_j) { body->apply_impulse(p_pos, p_j); }
- virtual void apply_torque_impulse(const Vector3 &p_j) { body->apply_torque_impulse(p_j); }
+ virtual void apply_central_impulse(const Vector3 &p_impulse) { body->apply_central_impulse(p_impulse); }
+ virtual void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3()) {
+ body->apply_impulse(p_impulse, p_position);
+ }
+ virtual void apply_torque_impulse(const Vector3 &p_impulse) { body->apply_torque_impulse(p_impulse); }
virtual void set_sleep_state(bool p_sleep) { body->set_active(!p_sleep); }
virtual bool is_sleeping() const { return !body->is_active(); }