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+/*************************************************************************/
+/* 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);
+ }
+}