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-rw-r--r--servers/physics_server_3d.cpp48
1 files changed, 34 insertions, 14 deletions
diff --git a/servers/physics_server_3d.cpp b/servers/physics_server_3d.cpp
index 373f216e01..8fafd07f87 100644
--- a/servers/physics_server_3d.cpp
+++ b/servers/physics_server_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 */
@@ -94,13 +94,24 @@ void PhysicsDirectBodyState3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_velocity_at_local_position", "local_position"), &PhysicsDirectBodyState3D::get_velocity_at_local_position);
- ClassDB::bind_method(D_METHOD("add_central_force", "force"), &PhysicsDirectBodyState3D::add_central_force, Vector3());
- ClassDB::bind_method(D_METHOD("add_force", "force", "position"), &PhysicsDirectBodyState3D::add_force, Vector3());
- ClassDB::bind_method(D_METHOD("add_torque", "torque"), &PhysicsDirectBodyState3D::add_torque);
ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &PhysicsDirectBodyState3D::apply_central_impulse, Vector3());
ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &PhysicsDirectBodyState3D::apply_impulse, Vector3());
ClassDB::bind_method(D_METHOD("apply_torque_impulse", "impulse"), &PhysicsDirectBodyState3D::apply_torque_impulse);
+ ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &PhysicsDirectBodyState3D::apply_central_force, Vector3());
+ ClassDB::bind_method(D_METHOD("apply_force", "force", "position"), &PhysicsDirectBodyState3D::apply_force, Vector3());
+ ClassDB::bind_method(D_METHOD("apply_torque", "torque"), &PhysicsDirectBodyState3D::apply_torque);
+
+ ClassDB::bind_method(D_METHOD("add_constant_central_force", "force"), &PhysicsDirectBodyState3D::add_constant_central_force, Vector3());
+ ClassDB::bind_method(D_METHOD("add_constant_force", "force", "position"), &PhysicsDirectBodyState3D::add_constant_force, Vector3());
+ ClassDB::bind_method(D_METHOD("add_constant_torque", "torque"), &PhysicsDirectBodyState3D::add_constant_torque);
+
+ ClassDB::bind_method(D_METHOD("set_constant_force", "force"), &PhysicsDirectBodyState3D::set_constant_force);
+ ClassDB::bind_method(D_METHOD("get_constant_force"), &PhysicsDirectBodyState3D::get_constant_force);
+
+ ClassDB::bind_method(D_METHOD("set_constant_torque", "torque"), &PhysicsDirectBodyState3D::set_constant_torque);
+ ClassDB::bind_method(D_METHOD("get_constant_torque"), &PhysicsDirectBodyState3D::get_constant_torque);
+
ClassDB::bind_method(D_METHOD("set_sleep_state", "enabled"), &PhysicsDirectBodyState3D::set_sleep_state);
ClassDB::bind_method(D_METHOD("is_sleeping"), &PhysicsDirectBodyState3D::is_sleeping);
@@ -731,13 +742,24 @@ void PhysicsServer3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("body_set_state", "body", "state", "value"), &PhysicsServer3D::body_set_state);
ClassDB::bind_method(D_METHOD("body_get_state", "body", "state"), &PhysicsServer3D::body_get_state);
- ClassDB::bind_method(D_METHOD("body_add_central_force", "body", "force"), &PhysicsServer3D::body_add_central_force);
- ClassDB::bind_method(D_METHOD("body_add_force", "body", "force", "position"), &PhysicsServer3D::body_add_force, Vector3());
- ClassDB::bind_method(D_METHOD("body_add_torque", "body", "torque"), &PhysicsServer3D::body_add_torque);
-
ClassDB::bind_method(D_METHOD("body_apply_central_impulse", "body", "impulse"), &PhysicsServer3D::body_apply_central_impulse);
ClassDB::bind_method(D_METHOD("body_apply_impulse", "body", "impulse", "position"), &PhysicsServer3D::body_apply_impulse, Vector3());
ClassDB::bind_method(D_METHOD("body_apply_torque_impulse", "body", "impulse"), &PhysicsServer3D::body_apply_torque_impulse);
+
+ ClassDB::bind_method(D_METHOD("body_apply_central_force", "body", "force"), &PhysicsServer3D::body_apply_central_force);
+ ClassDB::bind_method(D_METHOD("body_apply_force", "body", "force", "position"), &PhysicsServer3D::body_apply_force, Vector3());
+ ClassDB::bind_method(D_METHOD("body_apply_torque", "body", "torque"), &PhysicsServer3D::body_apply_torque);
+
+ ClassDB::bind_method(D_METHOD("body_add_constant_central_force", "body", "force"), &PhysicsServer3D::body_add_constant_central_force);
+ ClassDB::bind_method(D_METHOD("body_add_constant_force", "body", "force", "position"), &PhysicsServer3D::body_add_constant_force, Vector3());
+ ClassDB::bind_method(D_METHOD("body_add_constant_torque", "body", "torque"), &PhysicsServer3D::body_add_constant_torque);
+
+ ClassDB::bind_method(D_METHOD("body_set_constant_force", "body", "force"), &PhysicsServer3D::body_set_constant_force);
+ ClassDB::bind_method(D_METHOD("body_get_constant_force", "body"), &PhysicsServer3D::body_get_constant_force);
+
+ ClassDB::bind_method(D_METHOD("body_set_constant_torque", "body", "torque"), &PhysicsServer3D::body_set_constant_torque);
+ ClassDB::bind_method(D_METHOD("body_get_constant_torque", "body"), &PhysicsServer3D::body_get_constant_torque);
+
ClassDB::bind_method(D_METHOD("body_set_axis_velocity", "body", "axis_velocity"), &PhysicsServer3D::body_set_axis_velocity);
ClassDB::bind_method(D_METHOD("body_set_axis_lock", "body", "axis", "lock"), &PhysicsServer3D::body_set_axis_lock);
@@ -890,8 +912,6 @@ void PhysicsServer3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_active", "active"), &PhysicsServer3D::set_active);
- ClassDB::bind_method(D_METHOD("set_collision_iterations", "iterations"), &PhysicsServer3D::set_collision_iterations);
-
ClassDB::bind_method(D_METHOD("get_process_info", "process_info"), &PhysicsServer3D::get_process_info);
BIND_ENUM_CONSTANT(SHAPE_WORLD_BOUNDARY);
@@ -963,12 +983,12 @@ void PhysicsServer3D::_bind_methods() {
BIND_ENUM_CONSTANT(SPACE_PARAM_CONTACT_RECYCLE_RADIUS);
BIND_ENUM_CONSTANT(SPACE_PARAM_CONTACT_MAX_SEPARATION);
- BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION);
+ BIND_ENUM_CONSTANT(SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION);
+ BIND_ENUM_CONSTANT(SPACE_PARAM_CONTACT_DEFAULT_BIAS);
BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD);
BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD);
BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_TIME_TO_SLEEP);
- BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO);
- BIND_ENUM_CONSTANT(SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS);
+ BIND_ENUM_CONSTANT(SPACE_PARAM_SOLVER_ITERATIONS);
BIND_ENUM_CONSTANT(BODY_AXIS_LINEAR_X);
BIND_ENUM_CONSTANT(BODY_AXIS_LINEAR_Y);