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Diffstat (limited to 'servers/physics_3d/godot_body_3d.cpp')
-rw-r--r-- | servers/physics_3d/godot_body_3d.cpp | 776 |
1 files changed, 776 insertions, 0 deletions
diff --git a/servers/physics_3d/godot_body_3d.cpp b/servers/physics_3d/godot_body_3d.cpp new file mode 100644 index 0000000000..768c9e6572 --- /dev/null +++ b/servers/physics_3d/godot_body_3d.cpp @@ -0,0 +1,776 @@ +/*************************************************************************/ +/* godot_body_3d.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 "godot_body_3d.h" + +#include "godot_area_3d.h" +#include "godot_body_direct_state_3d.h" +#include "godot_space_3d.h" + +void GodotBody3D::_mass_properties_changed() { + if (get_space() && !mass_properties_update_list.in_list() && (calculate_inertia || calculate_center_of_mass)) { + get_space()->body_add_to_mass_properties_update_list(&mass_properties_update_list); + } +} + +void GodotBody3D::_update_transform_dependent() { + 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 GodotBody3D::update_mass_properties() { + // Update shapes and motions. + + switch (mode) { + case PhysicsServer3D::BODY_MODE_DYNAMIC: { + real_t total_area = 0; + for (int i = 0; i < get_shape_count(); i++) { + if (is_shape_disabled(i)) { + continue; + } + + total_area += get_shape_area(i); + } + + if (calculate_center_of_mass) { + // 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++) { + if (is_shape_disabled(i)) { + continue; + } + + 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; + } + } + + if (calculate_inertia) { + // 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 GodotShape3D *shape = get_shape(i); + + real_t mass = area * this->mass / total_area; + + Basis shape_inertia_tensor = Basis::from_scale(shape->get_moment_of_inertia(mass)); + 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 = Basis(); + } + + // Handle partial custom inertia. + if (inertia.x > 0.0) { + inertia_tensor[0][0] = inertia.x; + } + if (inertia.y > 0.0) { + inertia_tensor[1][1] = inertia.y; + } + if (inertia.z > 0.0) { + inertia_tensor[2][2] = inertia.z; + } + + // 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 = Vector3(); + _inv_mass = 0; + } break; + case PhysicsServer3D::BODY_MODE_DYNAMIC_LINEAR: { + _inv_inertia_tensor.set_zero(); + _inv_mass = 1.0 / mass; + + } break; + } + + _update_transform_dependent(); +} + +void GodotBody3D::reset_mass_properties() { + calculate_inertia = true; + calculate_center_of_mass = true; + _mass_properties_changed(); +} + +void GodotBody3D::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 GodotBody3D::set_param(PhysicsServer3D::BodyParameter p_param, const Variant &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: { + real_t mass_value = p_value; + ERR_FAIL_COND(mass_value <= 0); + mass = mass_value; + if (mode >= PhysicsServer3D::BODY_MODE_DYNAMIC) { + _mass_properties_changed(); + } + } break; + case PhysicsServer3D::BODY_PARAM_INERTIA: { + inertia = p_value; + if ((inertia.x <= 0.0) || (inertia.y <= 0.0) || (inertia.z <= 0.0)) { + calculate_inertia = true; + if (mode == PhysicsServer3D::BODY_MODE_DYNAMIC) { + _mass_properties_changed(); + } + } else { + calculate_inertia = false; + if (mode == PhysicsServer3D::BODY_MODE_DYNAMIC) { + principal_inertia_axes_local = Basis(); + _inv_inertia = inertia.inverse(); + _update_transform_dependent(); + } + } + } break; + case PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS: { + calculate_center_of_mass = false; + center_of_mass_local = p_value; + _update_transform_dependent(); + } break; + case PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE: { + gravity_scale = p_value; + } break; + case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP_MODE: { + int mode_value = p_value; + linear_damp_mode = (PhysicsServer3D::BodyDampMode)mode_value; + } break; + case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP_MODE: { + int mode_value = p_value; + angular_damp_mode = (PhysicsServer3D::BodyDampMode)mode_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: { + } + } +} + +Variant GodotBody3D::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_INERTIA: { + if (mode == PhysicsServer3D::BODY_MODE_DYNAMIC) { + return _inv_inertia.inverse(); + } else { + return Vector3(); + } + } break; + case PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS: { + return center_of_mass; + } break; + case PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE: { + return gravity_scale; + } break; + case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP_MODE: { + return linear_damp_mode; + } + case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP_MODE: { + return angular_damp_mode; + } + case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP: { + return linear_damp; + } break; + case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP: { + return angular_damp; + } break; + + default: { + } + } + + return 0; +} + +void GodotBody3D::set_mode(PhysicsServer3D::BodyMode p_mode) { + PhysicsServer3D::BodyMode prev = mode; + mode = p_mode; + + switch (p_mode) { + case PhysicsServer3D::BODY_MODE_STATIC: + case PhysicsServer3D::BODY_MODE_KINEMATIC: { + _set_inv_transform(get_transform().affine_inverse()); + _inv_mass = 0; + _inv_inertia = Vector3(); + _set_static(p_mode == PhysicsServer3D::BODY_MODE_STATIC); + 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; + } + _update_transform_dependent(); + + } break; + case PhysicsServer3D::BODY_MODE_DYNAMIC: { + _inv_mass = mass > 0 ? (1.0 / mass) : 0; + if (!calculate_inertia) { + principal_inertia_axes_local = Basis(); + _inv_inertia = inertia.inverse(); + _update_transform_dependent(); + } + _mass_properties_changed(); + _set_static(false); + set_active(true); + + } break; + case PhysicsServer3D::BODY_MODE_DYNAMIC_LINEAR: { + _inv_mass = mass > 0 ? (1.0 / mass) : 0; + _inv_inertia = Vector3(); + angular_velocity = Vector3(); + _update_transform_dependent(); + _set_static(false); + set_active(true); + } + } +} + +PhysicsServer3D::BodyMode GodotBody3D::get_mode() const { + return mode; +} + +void GodotBody3D::_shapes_changed() { + _mass_properties_changed(); + wakeup(); + wakeup_neighbours(); +} + +void GodotBody3D::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()); + _update_transform_dependent(); + } + wakeup(); + + } break; + case PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY: { + linear_velocity = p_variant; + constant_linear_velocity = linear_velocity; + wakeup(); + } break; + case PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY: { + angular_velocity = p_variant; + constant_angular_velocity = angular_velocity; + 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 GodotBody3D::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 GodotBody3D::set_space(GodotSpace3D *p_space) { + if (get_space()) { + if (mass_properties_update_list.in_list()) { + get_space()->body_remove_from_mass_properties_update_list(&mass_properties_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()) { + _mass_properties_changed(); + if (active) { + get_space()->body_add_to_active_list(&active_list); + } + } +} + +void GodotBody3D::_compute_area_gravity_and_damping(const GodotArea3D *p_area) { + Vector3 area_gravity; + p_area->compute_gravity(get_transform().get_origin(), area_gravity); + gravity += area_gravity; + + total_linear_damp += p_area->get_linear_damp(); + total_angular_damp += p_area->get_angular_damp(); +} + +void GodotBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool lock) { + if (lock) { + locked_axis |= p_axis; + } else { + locked_axis &= ~p_axis; + } +} + +bool GodotBody3D::is_axis_locked(PhysicsServer3D::BodyAxis p_axis) const { + return locked_axis & p_axis; +} + +void GodotBody3D::integrate_forces(real_t p_step) { + if (mode == PhysicsServer3D::BODY_MODE_STATIC) { + return; + } + + int ac = areas.size(); + bool stopped = false; + gravity = Vector3(0, 0, 0); + + total_linear_damp = 0.0; + total_angular_damp = 0.0; + + // Combine gravity and damping from overlapping areas in priority order. + if (ac) { + areas.sort(); + const AreaCMP *aa = &areas[0]; + 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); + total_linear_damp = 0.0; + total_angular_damp = 0.0; + _compute_area_gravity_and_damping(aa[i].area); + stopped = mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE; + } break; + default: { + } + } + } + } + + // Add default gravity and damping from space area. + if (!stopped) { + GodotArea3D *def_area = get_space()->get_default_area(); + ERR_FAIL_COND(!def_area); + + _compute_area_gravity_and_damping(def_area); + } + + // Override linear damping with body's value. + switch (linear_damp_mode) { + case PhysicsServer3D::BODY_DAMP_MODE_COMBINE: { + total_linear_damp += linear_damp; + } break; + case PhysicsServer3D::BODY_DAMP_MODE_REPLACE: { + total_linear_damp = linear_damp; + } break; + } + + // Override angular damping with body's value. + switch (angular_damp_mode) { + case PhysicsServer3D::BODY_DAMP_MODE_COMBINE: { + total_angular_damp += angular_damp; + } break; + case PhysicsServer3D::BODY_DAMP_MODE_REPLACE: { + total_angular_damp = angular_damp; + } break; + } + + gravity *= gravity_scale; + + 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 = constant_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 = constant_angular_velocity + axis * (angle / p_step); + } else { + if (!omit_force_integration) { + //overridden by direct state query + + Vector3 force = gravity * mass; + force += applied_force; + Vector3 torque = applied_torque; + + real_t damp = 1.0 - p_step * total_linear_damp; + + if (damp < 0) { // reached zero in the given time + damp = 0; + } + + real_t angular_damp = 1.0 - p_step * total_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(); + + biased_angular_velocity = Vector3(); + biased_linear_velocity = Vector3(); + + if (do_motion) { //shapes temporarily extend for raycast + _update_shapes_with_motion(motion); + } + + contact_count = 0; +} + +void GodotBody3D::integrate_velocities(real_t p_step) { + if (mode == PhysicsServer3D::BODY_MODE_STATIC) { + return; + } + + if (fi_callback_data || body_state_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_dependent(); +} + +void GodotBody3D::wakeup_neighbours() { + for (const KeyValue<GodotConstraint3D *, int> &E : constraint_map) { + const GodotConstraint3D *c = E.key; + GodotBody3D **n = c->get_body_ptr(); + int bc = c->get_body_count(); + + for (int i = 0; i < bc; i++) { + if (i == E.value) { + continue; + } + GodotBody3D *b = n[i]; + if (b->mode < PhysicsServer3D::BODY_MODE_DYNAMIC) { + continue; + } + + if (!b->is_active()) { + b->set_active(true); + } + } + } +} + +void GodotBody3D::call_queries() { + if (fi_callback_data) { + if (!fi_callback_data->callable.get_object()) { + set_force_integration_callback(Callable()); + } else { + Variant direct_state_variant = get_direct_state(); + const Variant *vp[2] = { &direct_state_variant, &fi_callback_data->udata }; + + Callable::CallError ce; + int argc = (fi_callback_data->udata.get_type() == Variant::NIL) ? 1 : 2; + Variant rv; + fi_callback_data->callable.call(vp, argc, rv, ce); + } + } + + if (body_state_callback_instance) { + (body_state_callback)(body_state_callback_instance, get_direct_state()); + } +} + +bool GodotBody3D::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 GodotBody3D::set_state_sync_callback(void *p_instance, PhysicsServer3D::BodyStateCallback p_callback) { + body_state_callback_instance = p_instance; + body_state_callback = p_callback; +} + +void GodotBody3D::set_force_integration_callback(const Callable &p_callable, const Variant &p_udata) { + if (p_callable.get_object()) { + if (!fi_callback_data) { + fi_callback_data = memnew(ForceIntegrationCallbackData); + } + fi_callback_data->callable = p_callable; + fi_callback_data->udata = p_udata; + } else if (fi_callback_data) { + memdelete(fi_callback_data); + fi_callback_data = nullptr; + } +} + +GodotPhysicsDirectBodyState3D *GodotBody3D::get_direct_state() { + if (!direct_state) { + direct_state = memnew(GodotPhysicsDirectBodyState3D); + direct_state->body = this; + } + return direct_state; +} + +GodotBody3D::GodotBody3D() : + GodotCollisionObject3D(TYPE_BODY), + active_list(this), + mass_properties_update_list(this), + direct_state_query_list(this) { + _set_static(false); +} + +GodotBody3D::~GodotBody3D() { + if (fi_callback_data) { + memdelete(fi_callback_data); + } + if (direct_state) { + memdelete(direct_state); + } +} |