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-rw-r--r--servers/physics_3d/godot_body_3d.cpp194
1 files changed, 135 insertions, 59 deletions
diff --git a/servers/physics_3d/godot_body_3d.cpp b/servers/physics_3d/godot_body_3d.cpp
index 02929eeaed..4c89106839 100644
--- a/servers/physics_3d/godot_body_3d.cpp
+++ b/servers/physics_3d/godot_body_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -227,8 +227,19 @@ void GodotBody3D::set_param(PhysicsServer3D::BodyParameter p_param, const Varian
_update_transform_dependent();
} break;
case PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE: {
+ if (Math::is_zero_approx(gravity_scale)) {
+ wakeup();
+ }
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;
@@ -259,11 +270,17 @@ Variant GodotBody3D::get_param(PhysicsServer3D::BodyParameter p_param) const {
}
} break;
case PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS: {
- return center_of_mass;
+ return center_of_mass_local;
} 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;
@@ -443,15 +460,6 @@ void GodotBody3D::set_space(GodotSpace3D *p_space) {
}
}
-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;
-
- area_linear_damp += p_area->get_linear_damp();
- area_angular_damp += p_area->get_angular_damp();
-}
-
void GodotBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool lock) {
if (lock) {
locked_axis |= p_axis;
@@ -469,63 +477,135 @@ void GodotBody3D::integrate_forces(real_t p_step) {
return;
}
- GodotArea3D *def_area = get_space()->get_default_area();
-
- ERR_FAIL_COND(!def_area);
+ ERR_FAIL_COND(!get_space());
int ac = areas.size();
+
+ bool gravity_done = false;
+ bool linear_damp_done = false;
+ bool angular_damp_done = false;
+
bool stopped = false;
+
gravity = Vector3(0, 0, 0);
- area_linear_damp = 0;
- area_angular_damp = 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];
- // 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 (!gravity_done) {
+ PhysicsServer3D::AreaSpaceOverrideMode area_gravity_mode = (PhysicsServer3D::AreaSpaceOverrideMode)(int)aa[i].area->get_param(PhysicsServer3D::AREA_PARAM_GRAVITY_OVERRIDE_MODE);
+ if (area_gravity_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
+ Vector3 area_gravity;
+ aa[i].area->compute_gravity(get_transform().get_origin(), area_gravity);
+ switch (area_gravity_mode) {
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE:
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
+ gravity += area_gravity;
+ gravity_done = area_gravity_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
+ } break;
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE:
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
+ gravity = area_gravity;
+ gravity_done = area_gravity_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE;
+ } break;
+ default: {
+ }
+ }
+ }
+ }
+ if (!linear_damp_done) {
+ PhysicsServer3D::AreaSpaceOverrideMode area_linear_damp_mode = (PhysicsServer3D::AreaSpaceOverrideMode)(int)aa[i].area->get_param(PhysicsServer3D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE);
+ if (area_linear_damp_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
+ real_t area_linear_damp = aa[i].area->get_linear_damp();
+ switch (area_linear_damp_mode) {
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE:
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
+ total_linear_damp += area_linear_damp;
+ linear_damp_done = area_linear_damp_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
+ } break;
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE:
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
+ total_linear_damp = area_linear_damp;
+ linear_damp_done = area_linear_damp_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE;
+ } break;
+ default: {
+ }
+ }
}
}
+ if (!angular_damp_done) {
+ PhysicsServer3D::AreaSpaceOverrideMode area_angular_damp_mode = (PhysicsServer3D::AreaSpaceOverrideMode)(int)aa[i].area->get_param(PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE);
+ if (area_angular_damp_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
+ real_t area_angular_damp = aa[i].area->get_angular_damp();
+ switch (area_angular_damp_mode) {
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE:
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
+ total_angular_damp += area_angular_damp;
+ angular_damp_done = area_angular_damp_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
+ } break;
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE:
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
+ total_angular_damp = area_angular_damp;
+ angular_damp_done = area_angular_damp_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE;
+ } break;
+ default: {
+ }
+ }
+ }
+ }
+ stopped = gravity_done && linear_damp_done && angular_damp_done;
}
}
+ // Add default gravity and damping from space area.
if (!stopped) {
- _compute_area_gravity_and_damping(def_area);
- }
+ GodotArea3D *default_area = get_space()->get_default_area();
+ ERR_FAIL_COND(!default_area);
- gravity *= gravity_scale;
+ if (!gravity_done) {
+ Vector3 default_gravity;
+ default_area->compute_gravity(get_transform().get_origin(), default_gravity);
+ gravity += default_gravity;
+ }
+
+ if (!linear_damp_done) {
+ total_linear_damp += default_area->get_linear_damp();
+ }
+
+ if (!angular_damp_done) {
+ total_angular_damp += default_area->get_angular_damp();
+ }
+ }
- // If less than 0, override dampenings with that of the Body
- if (angular_damp >= 0) {
- area_angular_damp = angular_damp;
+ // 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;
}
- /*
- else
- area_angular_damp=damp_area->get_angular_damp();
- */
- if (linear_damp >= 0) {
- area_linear_damp = linear_damp;
+ // 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;
}
- /*
- else
- area_linear_damp=damp_area->get_linear_damp();
- */
+
+ gravity *= gravity_scale;
+
+ prev_linear_velocity = linear_velocity;
+ prev_angular_velocity = angular_velocity;
Vector3 motion;
bool do_motion = false;
@@ -548,17 +628,16 @@ void GodotBody3D::integrate_forces(real_t p_step) {
if (!omit_force_integration) {
//overridden by direct state query
- Vector3 force = gravity * mass;
- force += applied_force;
- Vector3 torque = applied_torque;
+ Vector3 force = gravity * mass + applied_force + constant_force;
+ Vector3 torque = applied_torque + constant_torque;
- real_t damp = 1.0 - p_step * area_linear_damp;
+ 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 * area_angular_damp;
+ real_t angular_damp = 1.0 - p_step * total_angular_damp;
if (angular_damp < 0) { // reached zero in the given time
angular_damp = 0;
@@ -580,8 +659,6 @@ void GodotBody3D::integrate_forces(real_t p_step) {
applied_force = Vector3();
applied_torque = Vector3();
- //motion=linear_velocity*p_step;
-
biased_angular_velocity = Vector3();
biased_linear_velocity = Vector3();
@@ -589,7 +666,6 @@ void GodotBody3D::integrate_forces(real_t p_step) {
_update_shapes_with_motion(motion);
}
- def_area = nullptr; // clear the area, so it is set in the next frame
contact_count = 0;
}
@@ -690,7 +766,7 @@ void GodotBody3D::call_queries() {
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);
+ fi_callback_data->callable.callp(vp, argc, rv, ce);
}
}