summaryrefslogtreecommitdiff
path: root/servers
diff options
context:
space:
mode:
Diffstat (limited to 'servers')
-rw-r--r--servers/physics_2d/body_2d_sw.cpp17
-rw-r--r--servers/physics_2d/body_2d_sw.h6
-rw-r--r--servers/physics_2d/physics_2d_server_sw.cpp9
-rw-r--r--servers/physics_2d/physics_2d_server_sw.h2
-rw-r--r--servers/physics_2d/physics_2d_server_wrap_mt.h1
-rw-r--r--servers/physics_2d_server.cpp1
-rw-r--r--servers/physics_2d_server.h4
7 files changed, 36 insertions, 4 deletions
diff --git a/servers/physics_2d/body_2d_sw.cpp b/servers/physics_2d/body_2d_sw.cpp
index 97f08a6aa3..12ac0bd1ca 100644
--- a/servers/physics_2d/body_2d_sw.cpp
+++ b/servers/physics_2d/body_2d_sw.cpp
@@ -33,7 +33,7 @@
void Body2DSW::_update_inertia() {
- if (get_space() && !inertia_update_list.in_list())
+ if (!user_inertia && get_space() && !inertia_update_list.in_list())
get_space()->body_add_to_inertia_update_list(&inertia_update_list);
}
@@ -48,6 +48,8 @@ void Body2DSW::update_inertias() {
case Physics2DServer::BODY_MODE_RIGID: {
+ if(user_inertia) break;
+
//update tensor for allshapes, not the best way but should be somehow OK. (inspired from bullet)
float total_area=0;
@@ -157,6 +159,15 @@ void Body2DSW::set_param(Physics2DServer::BodyParameter p_param, float p_value)
_update_inertia();
} break;
+ case Physics2DServer::BODY_PARAM_INERTIA: {
+ if(p_value<=0) {
+ user_inertia = false;
+ _update_inertia();
+ } else {
+ user_inertia = true;
+ _inv_inertia = 1.0 / p_value;
+ }
+ } break;
case Physics2DServer::BODY_PARAM_GRAVITY_SCALE: {
gravity_scale=p_value;
} break;
@@ -187,8 +198,7 @@ float Body2DSW::get_param(Physics2DServer::BodyParameter p_param) const {
return mass;
} break;
case Physics2DServer::BODY_PARAM_INERTIA: {
- if(_inv_inertia == 0) return INFINITY;
- else return 1.0 / _inv_inertia;
+ return _inv_inertia==0 ? 0 : 1.0 / _inv_inertia;
} break;
case Physics2DServer::BODY_PARAM_GRAVITY_SCALE: {
return gravity_scale;
@@ -669,6 +679,7 @@ Body2DSW::Body2DSW() : CollisionObject2DSW(TYPE_BODY), active_list(this), inerti
angular_velocity=0;
biased_angular_velocity=0;
mass=1;
+ user_inertia=false;
_inv_inertia=0;
_inv_mass=1;
bounce=0;
diff --git a/servers/physics_2d/body_2d_sw.h b/servers/physics_2d/body_2d_sw.h
index 6d9bf3cb03..ed98017629 100644
--- a/servers/physics_2d/body_2d_sw.h
+++ b/servers/physics_2d/body_2d_sw.h
@@ -57,6 +57,7 @@ class Body2DSW : public CollisionObject2DSW {
real_t _inv_mass;
real_t _inv_inertia;
+ bool user_inertia;
Vector2 gravity;
real_t area_linear_damp;
@@ -243,6 +244,11 @@ public:
void set_applied_torque(real_t p_torque) { applied_torque=p_torque; }
real_t get_applied_torque() const { return applied_torque; }
+ _FORCE_INLINE_ void add_force(const Vector2& p_force, const Vector2& p_offset) {
+
+ applied_force += p_force;
+ applied_torque += p_offset.cross(p_force);
+ }
_FORCE_INLINE_ void set_continuous_collision_detection_mode(Physics2DServer::CCDMode p_mode) { continuous_cd_mode=p_mode; }
_FORCE_INLINE_ Physics2DServer::CCDMode get_continuous_collision_detection_mode() const { return continuous_cd_mode; }
diff --git a/servers/physics_2d/physics_2d_server_sw.cpp b/servers/physics_2d/physics_2d_server_sw.cpp
index c571331498..3796ddd961 100644
--- a/servers/physics_2d/physics_2d_server_sw.cpp
+++ b/servers/physics_2d/physics_2d_server_sw.cpp
@@ -860,6 +860,15 @@ void Physics2DServerSW::body_apply_impulse(RID p_body, const Vector2& p_pos, con
body->wakeup();
};
+void Physics2DServerSW::body_add_force(RID p_body, const Vector2& p_offset, const Vector2& p_force) {
+
+ Body2DSW *body = body_owner.get(p_body);
+ ERR_FAIL_COND(!body);
+
+ body->add_force(p_force,p_offset);
+ body->wakeup();
+};
+
void Physics2DServerSW::body_set_axis_velocity(RID p_body, const Vector2& p_axis_velocity) {
Body2DSW *body = body_owner.get(p_body);
diff --git a/servers/physics_2d/physics_2d_server_sw.h b/servers/physics_2d/physics_2d_server_sw.h
index cd4dfc1a8b..6415786803 100644
--- a/servers/physics_2d/physics_2d_server_sw.h
+++ b/servers/physics_2d/physics_2d_server_sw.h
@@ -205,6 +205,8 @@ public:
virtual void body_set_applied_torque(RID p_body, float p_torque);
virtual float body_get_applied_torque(RID p_body) const;
+ virtual void body_add_force(RID p_body, const Vector2& p_offset, const Vector2& p_force);
+
virtual void body_apply_impulse(RID p_body, const Vector2& p_pos, const Vector2& p_impulse);
virtual void body_set_axis_velocity(RID p_body, const Vector2& p_axis_velocity);
diff --git a/servers/physics_2d/physics_2d_server_wrap_mt.h b/servers/physics_2d/physics_2d_server_wrap_mt.h
index 60f8a4c879..891c45addf 100644
--- a/servers/physics_2d/physics_2d_server_wrap_mt.h
+++ b/servers/physics_2d/physics_2d_server_wrap_mt.h
@@ -205,6 +205,7 @@ public:
FUNC2(body_set_applied_torque,RID,float);
FUNC1RC(float,body_get_applied_torque,RID);
+ FUNC3(body_add_force,RID,const Vector2&,const Vector2&);
FUNC3(body_apply_impulse,RID,const Vector2&,const Vector2&);
FUNC2(body_set_axis_velocity,RID,const Vector2&);
diff --git a/servers/physics_2d_server.cpp b/servers/physics_2d_server.cpp
index 0ff5dba6ee..a85fefe5ad 100644
--- a/servers/physics_2d_server.cpp
+++ b/servers/physics_2d_server.cpp
@@ -597,6 +597,7 @@ void Physics2DServer::_bind_methods() {
ObjectTypeDB::bind_method(_MD("body_get_state","body","state"),&Physics2DServer::body_get_state);
ObjectTypeDB::bind_method(_MD("body_apply_impulse","body","pos","impulse"),&Physics2DServer::body_apply_impulse);
+ ObjectTypeDB::bind_method(_MD("body_add_force","body","offset","force"),&Physics2DServer::body_add_force);
ObjectTypeDB::bind_method(_MD("body_set_axis_velocity","body","axis_velocity"),&Physics2DServer::body_set_axis_velocity);
ObjectTypeDB::bind_method(_MD("body_add_collision_exception","body","excepted_body"),&Physics2DServer::body_add_collision_exception);
diff --git a/servers/physics_2d_server.h b/servers/physics_2d_server.h
index 2d6c4fe3f8..dd04f0f6b8 100644
--- a/servers/physics_2d_server.h
+++ b/servers/physics_2d_server.h
@@ -451,7 +451,9 @@ public:
virtual void body_set_applied_torque(RID p_body, float p_torque)=0;
virtual float body_get_applied_torque(RID p_body) const=0;
- virtual void body_apply_impulse(RID p_body, const Vector2& p_pos, const Vector2& p_impulse)=0;
+ virtual void body_add_force(RID p_body, const Vector2& p_offset, const Vector2& p_force)=0;
+
+ virtual void body_apply_impulse(RID p_body, const Vector2& p_offset, const Vector2& p_impulse)=0;
virtual void body_set_axis_velocity(RID p_body, const Vector2& p_axis_velocity)=0;
//fix