| 1 | /**************************************************************************/ |
| 2 | /* physics_body_3d.cpp */ |
| 3 | /**************************************************************************/ |
| 4 | /* This file is part of: */ |
| 5 | /* GODOT ENGINE */ |
| 6 | /* https://godotengine.org */ |
| 7 | /**************************************************************************/ |
| 8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
| 9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
| 10 | /* */ |
| 11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
| 12 | /* a copy of this software and associated documentation files (the */ |
| 13 | /* "Software"), to deal in the Software without restriction, including */ |
| 14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
| 15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
| 16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
| 17 | /* the following conditions: */ |
| 18 | /* */ |
| 19 | /* The above copyright notice and this permission notice shall be */ |
| 20 | /* included in all copies or substantial portions of the Software. */ |
| 21 | /* */ |
| 22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
| 23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
| 24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
| 25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
| 26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
| 27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
| 28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
| 29 | /**************************************************************************/ |
| 30 | |
| 31 | #include "physics_body_3d.h" |
| 32 | |
| 33 | #include "scene/scene_string_names.h" |
| 34 | |
| 35 | void PhysicsBody3D::_bind_methods() { |
| 36 | ClassDB::bind_method(D_METHOD("move_and_collide" , "motion" , "test_only" , "safe_margin" , "recovery_as_collision" , "max_collisions" ), &PhysicsBody3D::_move, DEFVAL(false), DEFVAL(0.001), DEFVAL(false), DEFVAL(1)); |
| 37 | ClassDB::bind_method(D_METHOD("test_move" , "from" , "motion" , "collision" , "safe_margin" , "recovery_as_collision" , "max_collisions" ), &PhysicsBody3D::test_move, DEFVAL(Variant()), DEFVAL(0.001), DEFVAL(false), DEFVAL(1)); |
| 38 | |
| 39 | ClassDB::bind_method(D_METHOD("set_axis_lock" , "axis" , "lock" ), &PhysicsBody3D::set_axis_lock); |
| 40 | ClassDB::bind_method(D_METHOD("get_axis_lock" , "axis" ), &PhysicsBody3D::get_axis_lock); |
| 41 | |
| 42 | ClassDB::bind_method(D_METHOD("get_collision_exceptions" ), &PhysicsBody3D::get_collision_exceptions); |
| 43 | ClassDB::bind_method(D_METHOD("add_collision_exception_with" , "body" ), &PhysicsBody3D::add_collision_exception_with); |
| 44 | ClassDB::bind_method(D_METHOD("remove_collision_exception_with" , "body" ), &PhysicsBody3D::remove_collision_exception_with); |
| 45 | |
| 46 | ADD_GROUP("Axis Lock" , "axis_lock_" ); |
| 47 | ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_x" ), "set_axis_lock" , "get_axis_lock" , PhysicsServer3D::BODY_AXIS_LINEAR_X); |
| 48 | ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_y" ), "set_axis_lock" , "get_axis_lock" , PhysicsServer3D::BODY_AXIS_LINEAR_Y); |
| 49 | ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_z" ), "set_axis_lock" , "get_axis_lock" , PhysicsServer3D::BODY_AXIS_LINEAR_Z); |
| 50 | ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_x" ), "set_axis_lock" , "get_axis_lock" , PhysicsServer3D::BODY_AXIS_ANGULAR_X); |
| 51 | ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_y" ), "set_axis_lock" , "get_axis_lock" , PhysicsServer3D::BODY_AXIS_ANGULAR_Y); |
| 52 | ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_z" ), "set_axis_lock" , "get_axis_lock" , PhysicsServer3D::BODY_AXIS_ANGULAR_Z); |
| 53 | } |
| 54 | |
| 55 | PhysicsBody3D::PhysicsBody3D(PhysicsServer3D::BodyMode p_mode) : |
| 56 | CollisionObject3D(PhysicsServer3D::get_singleton()->body_create(), false) { |
| 57 | set_body_mode(p_mode); |
| 58 | } |
| 59 | |
| 60 | PhysicsBody3D::~PhysicsBody3D() { |
| 61 | if (motion_cache.is_valid()) { |
| 62 | motion_cache->owner = nullptr; |
| 63 | } |
| 64 | } |
| 65 | |
| 66 | TypedArray<PhysicsBody3D> PhysicsBody3D::get_collision_exceptions() { |
| 67 | List<RID> exceptions; |
| 68 | PhysicsServer3D::get_singleton()->body_get_collision_exceptions(get_rid(), &exceptions); |
| 69 | Array ret; |
| 70 | for (const RID &body : exceptions) { |
| 71 | ObjectID instance_id = PhysicsServer3D::get_singleton()->body_get_object_instance_id(body); |
| 72 | Object *obj = ObjectDB::get_instance(instance_id); |
| 73 | PhysicsBody3D *physics_body = Object::cast_to<PhysicsBody3D>(obj); |
| 74 | ret.append(physics_body); |
| 75 | } |
| 76 | return ret; |
| 77 | } |
| 78 | |
| 79 | void PhysicsBody3D::add_collision_exception_with(Node *p_node) { |
| 80 | ERR_FAIL_NULL(p_node); |
| 81 | CollisionObject3D *collision_object = Object::cast_to<CollisionObject3D>(p_node); |
| 82 | ERR_FAIL_NULL_MSG(collision_object, "Collision exception only works between two nodes that inherit from CollisionObject3D (such as Area3D or PhysicsBody3D)." ); |
| 83 | PhysicsServer3D::get_singleton()->body_add_collision_exception(get_rid(), collision_object->get_rid()); |
| 84 | } |
| 85 | |
| 86 | void PhysicsBody3D::remove_collision_exception_with(Node *p_node) { |
| 87 | ERR_FAIL_NULL(p_node); |
| 88 | CollisionObject3D *collision_object = Object::cast_to<CollisionObject3D>(p_node); |
| 89 | ERR_FAIL_NULL_MSG(collision_object, "Collision exception only works between two nodes that inherit from CollisionObject3D (such as Area3D or PhysicsBody3D)." ); |
| 90 | PhysicsServer3D::get_singleton()->body_remove_collision_exception(get_rid(), collision_object->get_rid()); |
| 91 | } |
| 92 | |
| 93 | Ref<KinematicCollision3D> PhysicsBody3D::_move(const Vector3 &p_motion, bool p_test_only, real_t p_margin, bool p_recovery_as_collision, int p_max_collisions) { |
| 94 | PhysicsServer3D::MotionParameters parameters(get_global_transform(), p_motion, p_margin); |
| 95 | parameters.max_collisions = p_max_collisions; |
| 96 | parameters.recovery_as_collision = p_recovery_as_collision; |
| 97 | |
| 98 | PhysicsServer3D::MotionResult result; |
| 99 | |
| 100 | if (move_and_collide(parameters, result, p_test_only)) { |
| 101 | // Create a new instance when the cached reference is invalid or still in use in script. |
| 102 | if (motion_cache.is_null() || motion_cache->get_reference_count() > 1) { |
| 103 | motion_cache.instantiate(); |
| 104 | motion_cache->owner = this; |
| 105 | } |
| 106 | |
| 107 | motion_cache->result = result; |
| 108 | |
| 109 | return motion_cache; |
| 110 | } |
| 111 | |
| 112 | return Ref<KinematicCollision3D>(); |
| 113 | } |
| 114 | |
| 115 | bool PhysicsBody3D::move_and_collide(const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult &r_result, bool p_test_only, bool p_cancel_sliding) { |
| 116 | bool colliding = PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), p_parameters, &r_result); |
| 117 | |
| 118 | // Restore direction of motion to be along original motion, |
| 119 | // in order to avoid sliding due to recovery, |
| 120 | // but only if collision depth is low enough to avoid tunneling. |
| 121 | if (p_cancel_sliding) { |
| 122 | real_t motion_length = p_parameters.motion.length(); |
| 123 | real_t precision = 0.001; |
| 124 | |
| 125 | if (colliding) { |
| 126 | // Can't just use margin as a threshold because collision depth is calculated on unsafe motion, |
| 127 | // so even in normal resting cases the depth can be a bit more than the margin. |
| 128 | precision += motion_length * (r_result.collision_unsafe_fraction - r_result.collision_safe_fraction); |
| 129 | |
| 130 | if (r_result.collisions[0].depth > p_parameters.margin + precision) { |
| 131 | p_cancel_sliding = false; |
| 132 | } |
| 133 | } |
| 134 | |
| 135 | if (p_cancel_sliding) { |
| 136 | // When motion is null, recovery is the resulting motion. |
| 137 | Vector3 motion_normal; |
| 138 | if (motion_length > CMP_EPSILON) { |
| 139 | motion_normal = p_parameters.motion / motion_length; |
| 140 | } |
| 141 | |
| 142 | // Check depth of recovery. |
| 143 | real_t projected_length = r_result.travel.dot(motion_normal); |
| 144 | Vector3 recovery = r_result.travel - motion_normal * projected_length; |
| 145 | real_t recovery_length = recovery.length(); |
| 146 | // Fixes cases where canceling slide causes the motion to go too deep into the ground, |
| 147 | // because we're only taking rest information into account and not general recovery. |
| 148 | if (recovery_length < p_parameters.margin + precision) { |
| 149 | // Apply adjustment to motion. |
| 150 | r_result.travel = motion_normal * projected_length; |
| 151 | r_result.remainder = p_parameters.motion - r_result.travel; |
| 152 | } |
| 153 | } |
| 154 | } |
| 155 | |
| 156 | for (int i = 0; i < 3; i++) { |
| 157 | if (locked_axis & (1 << i)) { |
| 158 | r_result.travel[i] = 0; |
| 159 | } |
| 160 | } |
| 161 | |
| 162 | if (!p_test_only) { |
| 163 | Transform3D gt = p_parameters.from; |
| 164 | gt.origin += r_result.travel; |
| 165 | set_global_transform(gt); |
| 166 | } |
| 167 | |
| 168 | return colliding; |
| 169 | } |
| 170 | |
| 171 | bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_motion, const Ref<KinematicCollision3D> &r_collision, real_t p_margin, bool p_recovery_as_collision, int p_max_collisions) { |
| 172 | ERR_FAIL_COND_V(!is_inside_tree(), false); |
| 173 | |
| 174 | PhysicsServer3D::MotionResult *r = nullptr; |
| 175 | PhysicsServer3D::MotionResult temp_result; |
| 176 | if (r_collision.is_valid()) { |
| 177 | // Needs const_cast because method bindings don't support non-const Ref. |
| 178 | r = const_cast<PhysicsServer3D::MotionResult *>(&r_collision->result); |
| 179 | } else { |
| 180 | r = &temp_result; |
| 181 | } |
| 182 | |
| 183 | PhysicsServer3D::MotionParameters parameters(p_from, p_motion, p_margin); |
| 184 | parameters.recovery_as_collision = p_recovery_as_collision; |
| 185 | |
| 186 | return PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), parameters, r); |
| 187 | } |
| 188 | |
| 189 | void PhysicsBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock) { |
| 190 | if (p_lock) { |
| 191 | locked_axis |= p_axis; |
| 192 | } else { |
| 193 | locked_axis &= (~p_axis); |
| 194 | } |
| 195 | PhysicsServer3D::get_singleton()->body_set_axis_lock(get_rid(), p_axis, p_lock); |
| 196 | } |
| 197 | |
| 198 | bool PhysicsBody3D::get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const { |
| 199 | return (locked_axis & p_axis); |
| 200 | } |
| 201 | |
| 202 | Vector3 PhysicsBody3D::get_linear_velocity() const { |
| 203 | return Vector3(); |
| 204 | } |
| 205 | |
| 206 | Vector3 PhysicsBody3D::get_angular_velocity() const { |
| 207 | return Vector3(); |
| 208 | } |
| 209 | |
| 210 | real_t PhysicsBody3D::get_inverse_mass() const { |
| 211 | return 0; |
| 212 | } |
| 213 | |
| 214 | void StaticBody3D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) { |
| 215 | if (physics_material_override.is_valid()) { |
| 216 | physics_material_override->disconnect_changed(callable_mp(this, &StaticBody3D::_reload_physics_characteristics)); |
| 217 | } |
| 218 | |
| 219 | physics_material_override = p_physics_material_override; |
| 220 | |
| 221 | if (physics_material_override.is_valid()) { |
| 222 | physics_material_override->connect_changed(callable_mp(this, &StaticBody3D::_reload_physics_characteristics)); |
| 223 | } |
| 224 | _reload_physics_characteristics(); |
| 225 | } |
| 226 | |
| 227 | Ref<PhysicsMaterial> StaticBody3D::get_physics_material_override() const { |
| 228 | return physics_material_override; |
| 229 | } |
| 230 | |
| 231 | void StaticBody3D::set_constant_linear_velocity(const Vector3 &p_vel) { |
| 232 | constant_linear_velocity = p_vel; |
| 233 | |
| 234 | PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, constant_linear_velocity); |
| 235 | } |
| 236 | |
| 237 | void StaticBody3D::set_constant_angular_velocity(const Vector3 &p_vel) { |
| 238 | constant_angular_velocity = p_vel; |
| 239 | |
| 240 | PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY, constant_angular_velocity); |
| 241 | } |
| 242 | |
| 243 | Vector3 StaticBody3D::get_constant_linear_velocity() const { |
| 244 | return constant_linear_velocity; |
| 245 | } |
| 246 | |
| 247 | Vector3 StaticBody3D::get_constant_angular_velocity() const { |
| 248 | return constant_angular_velocity; |
| 249 | } |
| 250 | |
| 251 | void StaticBody3D::_bind_methods() { |
| 252 | ClassDB::bind_method(D_METHOD("set_constant_linear_velocity" , "vel" ), &StaticBody3D::set_constant_linear_velocity); |
| 253 | ClassDB::bind_method(D_METHOD("set_constant_angular_velocity" , "vel" ), &StaticBody3D::set_constant_angular_velocity); |
| 254 | ClassDB::bind_method(D_METHOD("get_constant_linear_velocity" ), &StaticBody3D::get_constant_linear_velocity); |
| 255 | ClassDB::bind_method(D_METHOD("get_constant_angular_velocity" ), &StaticBody3D::get_constant_angular_velocity); |
| 256 | |
| 257 | ClassDB::bind_method(D_METHOD("set_physics_material_override" , "physics_material_override" ), &StaticBody3D::set_physics_material_override); |
| 258 | ClassDB::bind_method(D_METHOD("get_physics_material_override" ), &StaticBody3D::get_physics_material_override); |
| 259 | |
| 260 | ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override" , PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial" ), "set_physics_material_override" , "get_physics_material_override" ); |
| 261 | ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_linear_velocity" , PROPERTY_HINT_NONE, "suffix:m/s" ), "set_constant_linear_velocity" , "get_constant_linear_velocity" ); |
| 262 | ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_angular_velocity" , PROPERTY_HINT_NONE, U"radians,suffix:\u00B0/s" ), "set_constant_angular_velocity" , "get_constant_angular_velocity" ); |
| 263 | } |
| 264 | |
| 265 | StaticBody3D::StaticBody3D(PhysicsServer3D::BodyMode p_mode) : |
| 266 | PhysicsBody3D(p_mode) { |
| 267 | } |
| 268 | |
| 269 | void StaticBody3D::_reload_physics_characteristics() { |
| 270 | if (physics_material_override.is_null()) { |
| 271 | PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_BOUNCE, 0); |
| 272 | PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_FRICTION, 1); |
| 273 | } else { |
| 274 | PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce()); |
| 275 | PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_FRICTION, physics_material_override->computed_friction()); |
| 276 | } |
| 277 | } |
| 278 | |
| 279 | Vector3 AnimatableBody3D::get_linear_velocity() const { |
| 280 | return linear_velocity; |
| 281 | } |
| 282 | |
| 283 | Vector3 AnimatableBody3D::get_angular_velocity() const { |
| 284 | return angular_velocity; |
| 285 | } |
| 286 | |
| 287 | void AnimatableBody3D::set_sync_to_physics(bool p_enable) { |
| 288 | if (sync_to_physics == p_enable) { |
| 289 | return; |
| 290 | } |
| 291 | |
| 292 | sync_to_physics = p_enable; |
| 293 | |
| 294 | _update_kinematic_motion(); |
| 295 | } |
| 296 | |
| 297 | bool AnimatableBody3D::is_sync_to_physics_enabled() const { |
| 298 | return sync_to_physics; |
| 299 | } |
| 300 | |
| 301 | void AnimatableBody3D::_update_kinematic_motion() { |
| 302 | #ifdef TOOLS_ENABLED |
| 303 | if (Engine::get_singleton()->is_editor_hint()) { |
| 304 | return; |
| 305 | } |
| 306 | #endif |
| 307 | |
| 308 | if (sync_to_physics) { |
| 309 | set_only_update_transform_changes(true); |
| 310 | set_notify_local_transform(true); |
| 311 | } else { |
| 312 | set_only_update_transform_changes(false); |
| 313 | set_notify_local_transform(false); |
| 314 | } |
| 315 | } |
| 316 | |
| 317 | void AnimatableBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) { |
| 318 | linear_velocity = p_state->get_linear_velocity(); |
| 319 | angular_velocity = p_state->get_angular_velocity(); |
| 320 | |
| 321 | if (!sync_to_physics) { |
| 322 | return; |
| 323 | } |
| 324 | |
| 325 | last_valid_transform = p_state->get_transform(); |
| 326 | set_notify_local_transform(false); |
| 327 | set_global_transform(last_valid_transform); |
| 328 | set_notify_local_transform(true); |
| 329 | _on_transform_changed(); |
| 330 | } |
| 331 | |
| 332 | void AnimatableBody3D::_notification(int p_what) { |
| 333 | #ifdef TOOLS_ENABLED |
| 334 | if (Engine::get_singleton()->is_editor_hint()) { |
| 335 | return; |
| 336 | } |
| 337 | #endif |
| 338 | switch (p_what) { |
| 339 | case NOTIFICATION_ENTER_TREE: { |
| 340 | last_valid_transform = get_global_transform(); |
| 341 | _update_kinematic_motion(); |
| 342 | } break; |
| 343 | |
| 344 | case NOTIFICATION_EXIT_TREE: { |
| 345 | set_only_update_transform_changes(false); |
| 346 | set_notify_local_transform(false); |
| 347 | } break; |
| 348 | |
| 349 | case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { |
| 350 | // Used by sync to physics, send the new transform to the physics... |
| 351 | Transform3D new_transform = get_global_transform(); |
| 352 | |
| 353 | PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_TRANSFORM, new_transform); |
| 354 | |
| 355 | // ... but then revert changes. |
| 356 | set_notify_local_transform(false); |
| 357 | set_global_transform(last_valid_transform); |
| 358 | set_notify_local_transform(true); |
| 359 | _on_transform_changed(); |
| 360 | } break; |
| 361 | } |
| 362 | } |
| 363 | |
| 364 | void AnimatableBody3D::_bind_methods() { |
| 365 | ClassDB::bind_method(D_METHOD("set_sync_to_physics" , "enable" ), &AnimatableBody3D::set_sync_to_physics); |
| 366 | ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled" ), &AnimatableBody3D::is_sync_to_physics_enabled); |
| 367 | |
| 368 | ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync_to_physics" ), "set_sync_to_physics" , "is_sync_to_physics_enabled" ); |
| 369 | } |
| 370 | |
| 371 | AnimatableBody3D::AnimatableBody3D() : |
| 372 | StaticBody3D(PhysicsServer3D::BODY_MODE_KINEMATIC) { |
| 373 | PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &AnimatableBody3D::_body_state_changed)); |
| 374 | } |
| 375 | |
| 376 | void RigidBody3D::_body_enter_tree(ObjectID p_id) { |
| 377 | Object *obj = ObjectDB::get_instance(p_id); |
| 378 | Node *node = Object::cast_to<Node>(obj); |
| 379 | ERR_FAIL_NULL(node); |
| 380 | ERR_FAIL_NULL(contact_monitor); |
| 381 | HashMap<ObjectID, BodyState>::Iterator E = contact_monitor->body_map.find(p_id); |
| 382 | ERR_FAIL_COND(!E); |
| 383 | ERR_FAIL_COND(E->value.in_tree); |
| 384 | |
| 385 | E->value.in_tree = true; |
| 386 | |
| 387 | contact_monitor->locked = true; |
| 388 | |
| 389 | emit_signal(SceneStringNames::get_singleton()->body_entered, node); |
| 390 | |
| 391 | for (int i = 0; i < E->value.shapes.size(); i++) { |
| 392 | emit_signal(SceneStringNames::get_singleton()->body_shape_entered, E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].local_shape); |
| 393 | } |
| 394 | |
| 395 | contact_monitor->locked = false; |
| 396 | } |
| 397 | |
| 398 | void RigidBody3D::_body_exit_tree(ObjectID p_id) { |
| 399 | Object *obj = ObjectDB::get_instance(p_id); |
| 400 | Node *node = Object::cast_to<Node>(obj); |
| 401 | ERR_FAIL_NULL(node); |
| 402 | ERR_FAIL_NULL(contact_monitor); |
| 403 | HashMap<ObjectID, BodyState>::Iterator E = contact_monitor->body_map.find(p_id); |
| 404 | ERR_FAIL_COND(!E); |
| 405 | ERR_FAIL_COND(!E->value.in_tree); |
| 406 | E->value.in_tree = false; |
| 407 | |
| 408 | contact_monitor->locked = true; |
| 409 | |
| 410 | emit_signal(SceneStringNames::get_singleton()->body_exited, node); |
| 411 | |
| 412 | for (int i = 0; i < E->value.shapes.size(); i++) { |
| 413 | emit_signal(SceneStringNames::get_singleton()->body_shape_exited, E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].local_shape); |
| 414 | } |
| 415 | |
| 416 | contact_monitor->locked = false; |
| 417 | } |
| 418 | |
| 419 | void RigidBody3D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape) { |
| 420 | bool body_in = p_status == 1; |
| 421 | ObjectID objid = p_instance; |
| 422 | |
| 423 | Object *obj = ObjectDB::get_instance(objid); |
| 424 | Node *node = Object::cast_to<Node>(obj); |
| 425 | |
| 426 | ERR_FAIL_NULL(contact_monitor); |
| 427 | HashMap<ObjectID, BodyState>::Iterator E = contact_monitor->body_map.find(objid); |
| 428 | |
| 429 | ERR_FAIL_COND(!body_in && !E); |
| 430 | |
| 431 | if (body_in) { |
| 432 | if (!E) { |
| 433 | E = contact_monitor->body_map.insert(objid, BodyState()); |
| 434 | E->value.rid = p_body; |
| 435 | //E->value.rc=0; |
| 436 | E->value.in_tree = node && node->is_inside_tree(); |
| 437 | if (node) { |
| 438 | node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody3D::_body_enter_tree).bind(objid)); |
| 439 | node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody3D::_body_exit_tree).bind(objid)); |
| 440 | if (E->value.in_tree) { |
| 441 | emit_signal(SceneStringNames::get_singleton()->body_entered, node); |
| 442 | } |
| 443 | } |
| 444 | } |
| 445 | //E->value.rc++; |
| 446 | if (node) { |
| 447 | E->value.shapes.insert(ShapePair(p_body_shape, p_local_shape)); |
| 448 | } |
| 449 | |
| 450 | if (E->value.in_tree) { |
| 451 | emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_body, node, p_body_shape, p_local_shape); |
| 452 | } |
| 453 | |
| 454 | } else { |
| 455 | //E->value.rc--; |
| 456 | |
| 457 | if (node) { |
| 458 | E->value.shapes.erase(ShapePair(p_body_shape, p_local_shape)); |
| 459 | } |
| 460 | |
| 461 | bool in_tree = E->value.in_tree; |
| 462 | |
| 463 | if (E->value.shapes.is_empty()) { |
| 464 | if (node) { |
| 465 | node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody3D::_body_enter_tree)); |
| 466 | node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody3D::_body_exit_tree)); |
| 467 | if (in_tree) { |
| 468 | emit_signal(SceneStringNames::get_singleton()->body_exited, node); |
| 469 | } |
| 470 | } |
| 471 | |
| 472 | contact_monitor->body_map.remove(E); |
| 473 | } |
| 474 | if (node && in_tree) { |
| 475 | emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_body, obj, p_body_shape, p_local_shape); |
| 476 | } |
| 477 | } |
| 478 | } |
| 479 | |
| 480 | struct _RigidBodyInOut { |
| 481 | RID rid; |
| 482 | ObjectID id; |
| 483 | int shape = 0; |
| 484 | int local_shape = 0; |
| 485 | }; |
| 486 | |
| 487 | void RigidBody3D::_sync_body_state(PhysicsDirectBodyState3D *p_state) { |
| 488 | set_global_transform(p_state->get_transform()); |
| 489 | |
| 490 | linear_velocity = p_state->get_linear_velocity(); |
| 491 | angular_velocity = p_state->get_angular_velocity(); |
| 492 | |
| 493 | inverse_inertia_tensor = p_state->get_inverse_inertia_tensor(); |
| 494 | |
| 495 | if (sleeping != p_state->is_sleeping()) { |
| 496 | sleeping = p_state->is_sleeping(); |
| 497 | emit_signal(SceneStringNames::get_singleton()->sleeping_state_changed); |
| 498 | } |
| 499 | } |
| 500 | |
| 501 | void RigidBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) { |
| 502 | lock_callback(); |
| 503 | |
| 504 | set_ignore_transform_notification(true); |
| 505 | _sync_body_state(p_state); |
| 506 | |
| 507 | GDVIRTUAL_CALL(_integrate_forces, p_state); |
| 508 | |
| 509 | _sync_body_state(p_state); |
| 510 | set_ignore_transform_notification(false); |
| 511 | _on_transform_changed(); |
| 512 | |
| 513 | if (contact_monitor) { |
| 514 | contact_monitor->locked = true; |
| 515 | |
| 516 | //untag all |
| 517 | int rc = 0; |
| 518 | for (KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) { |
| 519 | for (int i = 0; i < E.value.shapes.size(); i++) { |
| 520 | E.value.shapes[i].tagged = false; |
| 521 | rc++; |
| 522 | } |
| 523 | } |
| 524 | |
| 525 | _RigidBodyInOut *toadd = (_RigidBodyInOut *)alloca(p_state->get_contact_count() * sizeof(_RigidBodyInOut)); |
| 526 | int toadd_count = 0; |
| 527 | RigidBody3D_RemoveAction *toremove = (RigidBody3D_RemoveAction *)alloca(rc * sizeof(RigidBody3D_RemoveAction)); |
| 528 | int toremove_count = 0; |
| 529 | |
| 530 | //put the ones to add |
| 531 | |
| 532 | for (int i = 0; i < p_state->get_contact_count(); i++) { |
| 533 | RID col_rid = p_state->get_contact_collider(i); |
| 534 | ObjectID col_obj = p_state->get_contact_collider_id(i); |
| 535 | int local_shape = p_state->get_contact_local_shape(i); |
| 536 | int col_shape = p_state->get_contact_collider_shape(i); |
| 537 | |
| 538 | HashMap<ObjectID, BodyState>::Iterator E = contact_monitor->body_map.find(col_obj); |
| 539 | if (!E) { |
| 540 | toadd[toadd_count].rid = col_rid; |
| 541 | toadd[toadd_count].local_shape = local_shape; |
| 542 | toadd[toadd_count].id = col_obj; |
| 543 | toadd[toadd_count].shape = col_shape; |
| 544 | toadd_count++; |
| 545 | continue; |
| 546 | } |
| 547 | |
| 548 | ShapePair sp(col_shape, local_shape); |
| 549 | int idx = E->value.shapes.find(sp); |
| 550 | if (idx == -1) { |
| 551 | toadd[toadd_count].rid = col_rid; |
| 552 | toadd[toadd_count].local_shape = local_shape; |
| 553 | toadd[toadd_count].id = col_obj; |
| 554 | toadd[toadd_count].shape = col_shape; |
| 555 | toadd_count++; |
| 556 | continue; |
| 557 | } |
| 558 | |
| 559 | E->value.shapes[idx].tagged = true; |
| 560 | } |
| 561 | |
| 562 | //put the ones to remove |
| 563 | |
| 564 | for (const KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) { |
| 565 | for (int i = 0; i < E.value.shapes.size(); i++) { |
| 566 | if (!E.value.shapes[i].tagged) { |
| 567 | toremove[toremove_count].rid = E.value.rid; |
| 568 | toremove[toremove_count].body_id = E.key; |
| 569 | toremove[toremove_count].pair = E.value.shapes[i]; |
| 570 | toremove_count++; |
| 571 | } |
| 572 | } |
| 573 | } |
| 574 | |
| 575 | //process removals |
| 576 | |
| 577 | for (int i = 0; i < toremove_count; i++) { |
| 578 | _body_inout(0, toremove[i].rid, toremove[i].body_id, toremove[i].pair.body_shape, toremove[i].pair.local_shape); |
| 579 | } |
| 580 | |
| 581 | //process additions |
| 582 | |
| 583 | for (int i = 0; i < toadd_count; i++) { |
| 584 | _body_inout(1, toremove[i].rid, toadd[i].id, toadd[i].shape, toadd[i].local_shape); |
| 585 | } |
| 586 | |
| 587 | contact_monitor->locked = false; |
| 588 | } |
| 589 | |
| 590 | unlock_callback(); |
| 591 | } |
| 592 | |
| 593 | void RigidBody3D::_notification(int p_what) { |
| 594 | #ifdef TOOLS_ENABLED |
| 595 | switch (p_what) { |
| 596 | case NOTIFICATION_ENTER_TREE: { |
| 597 | if (Engine::get_singleton()->is_editor_hint()) { |
| 598 | set_notify_local_transform(true); // Used for warnings and only in editor. |
| 599 | } |
| 600 | } break; |
| 601 | |
| 602 | case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { |
| 603 | update_configuration_warnings(); |
| 604 | } break; |
| 605 | } |
| 606 | #endif |
| 607 | } |
| 608 | |
| 609 | void RigidBody3D::_apply_body_mode() { |
| 610 | if (freeze) { |
| 611 | switch (freeze_mode) { |
| 612 | case FREEZE_MODE_STATIC: { |
| 613 | set_body_mode(PhysicsServer3D::BODY_MODE_STATIC); |
| 614 | } break; |
| 615 | case FREEZE_MODE_KINEMATIC: { |
| 616 | set_body_mode(PhysicsServer3D::BODY_MODE_KINEMATIC); |
| 617 | } break; |
| 618 | } |
| 619 | } else if (lock_rotation) { |
| 620 | set_body_mode(PhysicsServer3D::BODY_MODE_RIGID_LINEAR); |
| 621 | } else { |
| 622 | set_body_mode(PhysicsServer3D::BODY_MODE_RIGID); |
| 623 | } |
| 624 | } |
| 625 | |
| 626 | void RigidBody3D::set_lock_rotation_enabled(bool p_lock_rotation) { |
| 627 | if (p_lock_rotation == lock_rotation) { |
| 628 | return; |
| 629 | } |
| 630 | |
| 631 | lock_rotation = p_lock_rotation; |
| 632 | _apply_body_mode(); |
| 633 | } |
| 634 | |
| 635 | bool RigidBody3D::is_lock_rotation_enabled() const { |
| 636 | return lock_rotation; |
| 637 | } |
| 638 | |
| 639 | void RigidBody3D::set_freeze_enabled(bool p_freeze) { |
| 640 | if (p_freeze == freeze) { |
| 641 | return; |
| 642 | } |
| 643 | |
| 644 | freeze = p_freeze; |
| 645 | _apply_body_mode(); |
| 646 | } |
| 647 | |
| 648 | bool RigidBody3D::is_freeze_enabled() const { |
| 649 | return freeze; |
| 650 | } |
| 651 | |
| 652 | void RigidBody3D::set_freeze_mode(FreezeMode p_freeze_mode) { |
| 653 | if (p_freeze_mode == freeze_mode) { |
| 654 | return; |
| 655 | } |
| 656 | |
| 657 | freeze_mode = p_freeze_mode; |
| 658 | _apply_body_mode(); |
| 659 | } |
| 660 | |
| 661 | RigidBody3D::FreezeMode RigidBody3D::get_freeze_mode() const { |
| 662 | return freeze_mode; |
| 663 | } |
| 664 | |
| 665 | void RigidBody3D::set_mass(real_t p_mass) { |
| 666 | ERR_FAIL_COND(p_mass <= 0); |
| 667 | mass = p_mass; |
| 668 | PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_MASS, mass); |
| 669 | } |
| 670 | |
| 671 | real_t RigidBody3D::get_mass() const { |
| 672 | return mass; |
| 673 | } |
| 674 | |
| 675 | void RigidBody3D::set_inertia(const Vector3 &p_inertia) { |
| 676 | ERR_FAIL_COND(p_inertia.x < 0); |
| 677 | ERR_FAIL_COND(p_inertia.y < 0); |
| 678 | ERR_FAIL_COND(p_inertia.z < 0); |
| 679 | |
| 680 | inertia = p_inertia; |
| 681 | PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_INERTIA, inertia); |
| 682 | } |
| 683 | |
| 684 | const Vector3 &RigidBody3D::get_inertia() const { |
| 685 | return inertia; |
| 686 | } |
| 687 | |
| 688 | void RigidBody3D::set_center_of_mass_mode(CenterOfMassMode p_mode) { |
| 689 | if (center_of_mass_mode == p_mode) { |
| 690 | return; |
| 691 | } |
| 692 | |
| 693 | center_of_mass_mode = p_mode; |
| 694 | |
| 695 | switch (center_of_mass_mode) { |
| 696 | case CENTER_OF_MASS_MODE_AUTO: { |
| 697 | center_of_mass = Vector3(); |
| 698 | PhysicsServer3D::get_singleton()->body_reset_mass_properties(get_rid()); |
| 699 | if (inertia != Vector3()) { |
| 700 | PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_INERTIA, inertia); |
| 701 | } |
| 702 | } break; |
| 703 | |
| 704 | case CENTER_OF_MASS_MODE_CUSTOM: { |
| 705 | PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS, center_of_mass); |
| 706 | } break; |
| 707 | } |
| 708 | } |
| 709 | |
| 710 | RigidBody3D::CenterOfMassMode RigidBody3D::get_center_of_mass_mode() const { |
| 711 | return center_of_mass_mode; |
| 712 | } |
| 713 | |
| 714 | void RigidBody3D::set_center_of_mass(const Vector3 &p_center_of_mass) { |
| 715 | if (center_of_mass == p_center_of_mass) { |
| 716 | return; |
| 717 | } |
| 718 | |
| 719 | ERR_FAIL_COND(center_of_mass_mode != CENTER_OF_MASS_MODE_CUSTOM); |
| 720 | center_of_mass = p_center_of_mass; |
| 721 | |
| 722 | PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS, center_of_mass); |
| 723 | } |
| 724 | |
| 725 | const Vector3 &RigidBody3D::get_center_of_mass() const { |
| 726 | return center_of_mass; |
| 727 | } |
| 728 | |
| 729 | void RigidBody3D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) { |
| 730 | if (physics_material_override.is_valid()) { |
| 731 | physics_material_override->disconnect_changed(callable_mp(this, &RigidBody3D::_reload_physics_characteristics)); |
| 732 | } |
| 733 | |
| 734 | physics_material_override = p_physics_material_override; |
| 735 | |
| 736 | if (physics_material_override.is_valid()) { |
| 737 | physics_material_override->connect_changed(callable_mp(this, &RigidBody3D::_reload_physics_characteristics)); |
| 738 | } |
| 739 | _reload_physics_characteristics(); |
| 740 | } |
| 741 | |
| 742 | Ref<PhysicsMaterial> RigidBody3D::get_physics_material_override() const { |
| 743 | return physics_material_override; |
| 744 | } |
| 745 | |
| 746 | void RigidBody3D::set_gravity_scale(real_t p_gravity_scale) { |
| 747 | gravity_scale = p_gravity_scale; |
| 748 | PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE, gravity_scale); |
| 749 | } |
| 750 | |
| 751 | real_t RigidBody3D::get_gravity_scale() const { |
| 752 | return gravity_scale; |
| 753 | } |
| 754 | |
| 755 | void RigidBody3D::set_linear_damp_mode(DampMode p_mode) { |
| 756 | linear_damp_mode = p_mode; |
| 757 | PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_LINEAR_DAMP_MODE, linear_damp_mode); |
| 758 | } |
| 759 | |
| 760 | RigidBody3D::DampMode RigidBody3D::get_linear_damp_mode() const { |
| 761 | return linear_damp_mode; |
| 762 | } |
| 763 | |
| 764 | void RigidBody3D::set_angular_damp_mode(DampMode p_mode) { |
| 765 | angular_damp_mode = p_mode; |
| 766 | PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP_MODE, angular_damp_mode); |
| 767 | } |
| 768 | |
| 769 | RigidBody3D::DampMode RigidBody3D::get_angular_damp_mode() const { |
| 770 | return angular_damp_mode; |
| 771 | } |
| 772 | |
| 773 | void RigidBody3D::set_linear_damp(real_t p_linear_damp) { |
| 774 | ERR_FAIL_COND(p_linear_damp < 0.0); |
| 775 | linear_damp = p_linear_damp; |
| 776 | PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_LINEAR_DAMP, linear_damp); |
| 777 | } |
| 778 | |
| 779 | real_t RigidBody3D::get_linear_damp() const { |
| 780 | return linear_damp; |
| 781 | } |
| 782 | |
| 783 | void RigidBody3D::set_angular_damp(real_t p_angular_damp) { |
| 784 | ERR_FAIL_COND(p_angular_damp < 0.0); |
| 785 | angular_damp = p_angular_damp; |
| 786 | PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP, angular_damp); |
| 787 | } |
| 788 | |
| 789 | real_t RigidBody3D::get_angular_damp() const { |
| 790 | return angular_damp; |
| 791 | } |
| 792 | |
| 793 | void RigidBody3D::set_axis_velocity(const Vector3 &p_axis) { |
| 794 | Vector3 axis = p_axis.normalized(); |
| 795 | linear_velocity -= axis * axis.dot(linear_velocity); |
| 796 | linear_velocity += p_axis; |
| 797 | PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, linear_velocity); |
| 798 | } |
| 799 | |
| 800 | void RigidBody3D::set_linear_velocity(const Vector3 &p_velocity) { |
| 801 | linear_velocity = p_velocity; |
| 802 | PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, linear_velocity); |
| 803 | } |
| 804 | |
| 805 | Vector3 RigidBody3D::get_linear_velocity() const { |
| 806 | return linear_velocity; |
| 807 | } |
| 808 | |
| 809 | void RigidBody3D::set_angular_velocity(const Vector3 &p_velocity) { |
| 810 | angular_velocity = p_velocity; |
| 811 | PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY, angular_velocity); |
| 812 | } |
| 813 | |
| 814 | Vector3 RigidBody3D::get_angular_velocity() const { |
| 815 | return angular_velocity; |
| 816 | } |
| 817 | |
| 818 | Basis RigidBody3D::get_inverse_inertia_tensor() const { |
| 819 | return inverse_inertia_tensor; |
| 820 | } |
| 821 | |
| 822 | void RigidBody3D::set_use_custom_integrator(bool p_enable) { |
| 823 | if (custom_integrator == p_enable) { |
| 824 | return; |
| 825 | } |
| 826 | |
| 827 | custom_integrator = p_enable; |
| 828 | PhysicsServer3D::get_singleton()->body_set_omit_force_integration(get_rid(), p_enable); |
| 829 | } |
| 830 | |
| 831 | bool RigidBody3D::is_using_custom_integrator() { |
| 832 | return custom_integrator; |
| 833 | } |
| 834 | |
| 835 | void RigidBody3D::set_sleeping(bool p_sleeping) { |
| 836 | sleeping = p_sleeping; |
| 837 | PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_SLEEPING, sleeping); |
| 838 | } |
| 839 | |
| 840 | void RigidBody3D::set_can_sleep(bool p_active) { |
| 841 | can_sleep = p_active; |
| 842 | PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_CAN_SLEEP, p_active); |
| 843 | } |
| 844 | |
| 845 | bool RigidBody3D::is_able_to_sleep() const { |
| 846 | return can_sleep; |
| 847 | } |
| 848 | |
| 849 | bool RigidBody3D::is_sleeping() const { |
| 850 | return sleeping; |
| 851 | } |
| 852 | |
| 853 | void RigidBody3D::set_max_contacts_reported(int p_amount) { |
| 854 | max_contacts_reported = p_amount; |
| 855 | PhysicsServer3D::get_singleton()->body_set_max_contacts_reported(get_rid(), p_amount); |
| 856 | } |
| 857 | |
| 858 | int RigidBody3D::get_max_contacts_reported() const { |
| 859 | return max_contacts_reported; |
| 860 | } |
| 861 | |
| 862 | int RigidBody3D::get_contact_count() const { |
| 863 | PhysicsDirectBodyState3D *bs = PhysicsServer3D::get_singleton()->body_get_direct_state(get_rid()); |
| 864 | ERR_FAIL_NULL_V(bs, 0); |
| 865 | return bs->get_contact_count(); |
| 866 | } |
| 867 | |
| 868 | void RigidBody3D::apply_central_impulse(const Vector3 &p_impulse) { |
| 869 | PhysicsServer3D::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse); |
| 870 | } |
| 871 | |
| 872 | void RigidBody3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) { |
| 873 | PhysicsServer3D *singleton = PhysicsServer3D::get_singleton(); |
| 874 | singleton->body_apply_impulse(get_rid(), p_impulse, p_position); |
| 875 | } |
| 876 | |
| 877 | void RigidBody3D::apply_torque_impulse(const Vector3 &p_impulse) { |
| 878 | PhysicsServer3D::get_singleton()->body_apply_torque_impulse(get_rid(), p_impulse); |
| 879 | } |
| 880 | |
| 881 | void RigidBody3D::apply_central_force(const Vector3 &p_force) { |
| 882 | PhysicsServer3D::get_singleton()->body_apply_central_force(get_rid(), p_force); |
| 883 | } |
| 884 | |
| 885 | void RigidBody3D::apply_force(const Vector3 &p_force, const Vector3 &p_position) { |
| 886 | PhysicsServer3D *singleton = PhysicsServer3D::get_singleton(); |
| 887 | singleton->body_apply_force(get_rid(), p_force, p_position); |
| 888 | } |
| 889 | |
| 890 | void RigidBody3D::apply_torque(const Vector3 &p_torque) { |
| 891 | PhysicsServer3D::get_singleton()->body_apply_torque(get_rid(), p_torque); |
| 892 | } |
| 893 | |
| 894 | void RigidBody3D::add_constant_central_force(const Vector3 &p_force) { |
| 895 | PhysicsServer3D::get_singleton()->body_add_constant_central_force(get_rid(), p_force); |
| 896 | } |
| 897 | |
| 898 | void RigidBody3D::add_constant_force(const Vector3 &p_force, const Vector3 &p_position) { |
| 899 | PhysicsServer3D *singleton = PhysicsServer3D::get_singleton(); |
| 900 | singleton->body_add_constant_force(get_rid(), p_force, p_position); |
| 901 | } |
| 902 | |
| 903 | void RigidBody3D::add_constant_torque(const Vector3 &p_torque) { |
| 904 | PhysicsServer3D::get_singleton()->body_add_constant_torque(get_rid(), p_torque); |
| 905 | } |
| 906 | |
| 907 | void RigidBody3D::set_constant_force(const Vector3 &p_force) { |
| 908 | PhysicsServer3D::get_singleton()->body_set_constant_force(get_rid(), p_force); |
| 909 | } |
| 910 | |
| 911 | Vector3 RigidBody3D::get_constant_force() const { |
| 912 | return PhysicsServer3D::get_singleton()->body_get_constant_force(get_rid()); |
| 913 | } |
| 914 | |
| 915 | void RigidBody3D::set_constant_torque(const Vector3 &p_torque) { |
| 916 | PhysicsServer3D::get_singleton()->body_set_constant_torque(get_rid(), p_torque); |
| 917 | } |
| 918 | |
| 919 | Vector3 RigidBody3D::get_constant_torque() const { |
| 920 | return PhysicsServer3D::get_singleton()->body_get_constant_torque(get_rid()); |
| 921 | } |
| 922 | |
| 923 | void RigidBody3D::set_use_continuous_collision_detection(bool p_enable) { |
| 924 | ccd = p_enable; |
| 925 | PhysicsServer3D::get_singleton()->body_set_enable_continuous_collision_detection(get_rid(), p_enable); |
| 926 | } |
| 927 | |
| 928 | bool RigidBody3D::is_using_continuous_collision_detection() const { |
| 929 | return ccd; |
| 930 | } |
| 931 | |
| 932 | void RigidBody3D::set_contact_monitor(bool p_enabled) { |
| 933 | if (p_enabled == is_contact_monitor_enabled()) { |
| 934 | return; |
| 935 | } |
| 936 | |
| 937 | if (!p_enabled) { |
| 938 | ERR_FAIL_COND_MSG(contact_monitor->locked, "Can't disable contact monitoring during in/out callback. Use call_deferred(\"set_contact_monitor\", false) instead." ); |
| 939 | |
| 940 | for (const KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) { |
| 941 | //clean up mess |
| 942 | Object *obj = ObjectDB::get_instance(E.key); |
| 943 | Node *node = Object::cast_to<Node>(obj); |
| 944 | |
| 945 | if (node) { |
| 946 | node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody3D::_body_enter_tree)); |
| 947 | node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody3D::_body_exit_tree)); |
| 948 | } |
| 949 | } |
| 950 | |
| 951 | memdelete(contact_monitor); |
| 952 | contact_monitor = nullptr; |
| 953 | } else { |
| 954 | contact_monitor = memnew(ContactMonitor); |
| 955 | contact_monitor->locked = false; |
| 956 | } |
| 957 | } |
| 958 | |
| 959 | bool RigidBody3D::is_contact_monitor_enabled() const { |
| 960 | return contact_monitor != nullptr; |
| 961 | } |
| 962 | |
| 963 | TypedArray<Node3D> RigidBody3D::get_colliding_bodies() const { |
| 964 | ERR_FAIL_NULL_V(contact_monitor, TypedArray<Node3D>()); |
| 965 | |
| 966 | TypedArray<Node3D> ret; |
| 967 | ret.resize(contact_monitor->body_map.size()); |
| 968 | int idx = 0; |
| 969 | for (const KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) { |
| 970 | Object *obj = ObjectDB::get_instance(E.key); |
| 971 | if (!obj) { |
| 972 | ret.resize(ret.size() - 1); //ops |
| 973 | } else { |
| 974 | ret[idx++] = obj; |
| 975 | } |
| 976 | } |
| 977 | |
| 978 | return ret; |
| 979 | } |
| 980 | |
| 981 | PackedStringArray RigidBody3D::get_configuration_warnings() const { |
| 982 | PackedStringArray warnings = CollisionObject3D::get_configuration_warnings(); |
| 983 | |
| 984 | Vector3 scale = get_transform().get_basis().get_scale(); |
| 985 | if (ABS(scale.x - 1.0) > 0.05 || ABS(scale.y - 1.0) > 0.05 || ABS(scale.z - 1.0) > 0.05) { |
| 986 | warnings.push_back(RTR("Scale changes to RigidBody3D will be overridden by the physics engine when running.\nPlease change the size in children collision shapes instead." )); |
| 987 | } |
| 988 | |
| 989 | return warnings; |
| 990 | } |
| 991 | |
| 992 | void RigidBody3D::_bind_methods() { |
| 993 | ClassDB::bind_method(D_METHOD("set_mass" , "mass" ), &RigidBody3D::set_mass); |
| 994 | ClassDB::bind_method(D_METHOD("get_mass" ), &RigidBody3D::get_mass); |
| 995 | |
| 996 | ClassDB::bind_method(D_METHOD("set_inertia" , "inertia" ), &RigidBody3D::set_inertia); |
| 997 | ClassDB::bind_method(D_METHOD("get_inertia" ), &RigidBody3D::get_inertia); |
| 998 | |
| 999 | ClassDB::bind_method(D_METHOD("set_center_of_mass_mode" , "mode" ), &RigidBody3D::set_center_of_mass_mode); |
| 1000 | ClassDB::bind_method(D_METHOD("get_center_of_mass_mode" ), &RigidBody3D::get_center_of_mass_mode); |
| 1001 | |
| 1002 | ClassDB::bind_method(D_METHOD("set_center_of_mass" , "center_of_mass" ), &RigidBody3D::set_center_of_mass); |
| 1003 | ClassDB::bind_method(D_METHOD("get_center_of_mass" ), &RigidBody3D::get_center_of_mass); |
| 1004 | |
| 1005 | ClassDB::bind_method(D_METHOD("set_physics_material_override" , "physics_material_override" ), &RigidBody3D::set_physics_material_override); |
| 1006 | ClassDB::bind_method(D_METHOD("get_physics_material_override" ), &RigidBody3D::get_physics_material_override); |
| 1007 | |
| 1008 | ClassDB::bind_method(D_METHOD("set_linear_velocity" , "linear_velocity" ), &RigidBody3D::set_linear_velocity); |
| 1009 | ClassDB::bind_method(D_METHOD("get_linear_velocity" ), &RigidBody3D::get_linear_velocity); |
| 1010 | |
| 1011 | ClassDB::bind_method(D_METHOD("set_angular_velocity" , "angular_velocity" ), &RigidBody3D::set_angular_velocity); |
| 1012 | ClassDB::bind_method(D_METHOD("get_angular_velocity" ), &RigidBody3D::get_angular_velocity); |
| 1013 | |
| 1014 | ClassDB::bind_method(D_METHOD("get_inverse_inertia_tensor" ), &RigidBody3D::get_inverse_inertia_tensor); |
| 1015 | |
| 1016 | ClassDB::bind_method(D_METHOD("set_gravity_scale" , "gravity_scale" ), &RigidBody3D::set_gravity_scale); |
| 1017 | ClassDB::bind_method(D_METHOD("get_gravity_scale" ), &RigidBody3D::get_gravity_scale); |
| 1018 | |
| 1019 | ClassDB::bind_method(D_METHOD("set_linear_damp_mode" , "linear_damp_mode" ), &RigidBody3D::set_linear_damp_mode); |
| 1020 | ClassDB::bind_method(D_METHOD("get_linear_damp_mode" ), &RigidBody3D::get_linear_damp_mode); |
| 1021 | |
| 1022 | ClassDB::bind_method(D_METHOD("set_angular_damp_mode" , "angular_damp_mode" ), &RigidBody3D::set_angular_damp_mode); |
| 1023 | ClassDB::bind_method(D_METHOD("get_angular_damp_mode" ), &RigidBody3D::get_angular_damp_mode); |
| 1024 | |
| 1025 | ClassDB::bind_method(D_METHOD("set_linear_damp" , "linear_damp" ), &RigidBody3D::set_linear_damp); |
| 1026 | ClassDB::bind_method(D_METHOD("get_linear_damp" ), &RigidBody3D::get_linear_damp); |
| 1027 | |
| 1028 | ClassDB::bind_method(D_METHOD("set_angular_damp" , "angular_damp" ), &RigidBody3D::set_angular_damp); |
| 1029 | ClassDB::bind_method(D_METHOD("get_angular_damp" ), &RigidBody3D::get_angular_damp); |
| 1030 | |
| 1031 | ClassDB::bind_method(D_METHOD("set_max_contacts_reported" , "amount" ), &RigidBody3D::set_max_contacts_reported); |
| 1032 | ClassDB::bind_method(D_METHOD("get_max_contacts_reported" ), &RigidBody3D::get_max_contacts_reported); |
| 1033 | ClassDB::bind_method(D_METHOD("get_contact_count" ), &RigidBody3D::get_contact_count); |
| 1034 | |
| 1035 | ClassDB::bind_method(D_METHOD("set_use_custom_integrator" , "enable" ), &RigidBody3D::set_use_custom_integrator); |
| 1036 | ClassDB::bind_method(D_METHOD("is_using_custom_integrator" ), &RigidBody3D::is_using_custom_integrator); |
| 1037 | |
| 1038 | ClassDB::bind_method(D_METHOD("set_contact_monitor" , "enabled" ), &RigidBody3D::set_contact_monitor); |
| 1039 | ClassDB::bind_method(D_METHOD("is_contact_monitor_enabled" ), &RigidBody3D::is_contact_monitor_enabled); |
| 1040 | |
| 1041 | ClassDB::bind_method(D_METHOD("set_use_continuous_collision_detection" , "enable" ), &RigidBody3D::set_use_continuous_collision_detection); |
| 1042 | ClassDB::bind_method(D_METHOD("is_using_continuous_collision_detection" ), &RigidBody3D::is_using_continuous_collision_detection); |
| 1043 | |
| 1044 | ClassDB::bind_method(D_METHOD("set_axis_velocity" , "axis_velocity" ), &RigidBody3D::set_axis_velocity); |
| 1045 | |
| 1046 | ClassDB::bind_method(D_METHOD("apply_central_impulse" , "impulse" ), &RigidBody3D::apply_central_impulse); |
| 1047 | ClassDB::bind_method(D_METHOD("apply_impulse" , "impulse" , "position" ), &RigidBody3D::apply_impulse, Vector3()); |
| 1048 | ClassDB::bind_method(D_METHOD("apply_torque_impulse" , "impulse" ), &RigidBody3D::apply_torque_impulse); |
| 1049 | |
| 1050 | ClassDB::bind_method(D_METHOD("apply_central_force" , "force" ), &RigidBody3D::apply_central_force); |
| 1051 | ClassDB::bind_method(D_METHOD("apply_force" , "force" , "position" ), &RigidBody3D::apply_force, Vector3()); |
| 1052 | ClassDB::bind_method(D_METHOD("apply_torque" , "torque" ), &RigidBody3D::apply_torque); |
| 1053 | |
| 1054 | ClassDB::bind_method(D_METHOD("add_constant_central_force" , "force" ), &RigidBody3D::add_constant_central_force); |
| 1055 | ClassDB::bind_method(D_METHOD("add_constant_force" , "force" , "position" ), &RigidBody3D::add_constant_force, Vector3()); |
| 1056 | ClassDB::bind_method(D_METHOD("add_constant_torque" , "torque" ), &RigidBody3D::add_constant_torque); |
| 1057 | |
| 1058 | ClassDB::bind_method(D_METHOD("set_constant_force" , "force" ), &RigidBody3D::set_constant_force); |
| 1059 | ClassDB::bind_method(D_METHOD("get_constant_force" ), &RigidBody3D::get_constant_force); |
| 1060 | |
| 1061 | ClassDB::bind_method(D_METHOD("set_constant_torque" , "torque" ), &RigidBody3D::set_constant_torque); |
| 1062 | ClassDB::bind_method(D_METHOD("get_constant_torque" ), &RigidBody3D::get_constant_torque); |
| 1063 | |
| 1064 | ClassDB::bind_method(D_METHOD("set_sleeping" , "sleeping" ), &RigidBody3D::set_sleeping); |
| 1065 | ClassDB::bind_method(D_METHOD("is_sleeping" ), &RigidBody3D::is_sleeping); |
| 1066 | |
| 1067 | ClassDB::bind_method(D_METHOD("set_can_sleep" , "able_to_sleep" ), &RigidBody3D::set_can_sleep); |
| 1068 | ClassDB::bind_method(D_METHOD("is_able_to_sleep" ), &RigidBody3D::is_able_to_sleep); |
| 1069 | |
| 1070 | ClassDB::bind_method(D_METHOD("set_lock_rotation_enabled" , "lock_rotation" ), &RigidBody3D::set_lock_rotation_enabled); |
| 1071 | ClassDB::bind_method(D_METHOD("is_lock_rotation_enabled" ), &RigidBody3D::is_lock_rotation_enabled); |
| 1072 | |
| 1073 | ClassDB::bind_method(D_METHOD("set_freeze_enabled" , "freeze_mode" ), &RigidBody3D::set_freeze_enabled); |
| 1074 | ClassDB::bind_method(D_METHOD("is_freeze_enabled" ), &RigidBody3D::is_freeze_enabled); |
| 1075 | |
| 1076 | ClassDB::bind_method(D_METHOD("set_freeze_mode" , "freeze_mode" ), &RigidBody3D::set_freeze_mode); |
| 1077 | ClassDB::bind_method(D_METHOD("get_freeze_mode" ), &RigidBody3D::get_freeze_mode); |
| 1078 | |
| 1079 | ClassDB::bind_method(D_METHOD("get_colliding_bodies" ), &RigidBody3D::get_colliding_bodies); |
| 1080 | |
| 1081 | GDVIRTUAL_BIND(_integrate_forces, "state" ); |
| 1082 | |
| 1083 | ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass" , PROPERTY_HINT_RANGE, "0.01,1000,0.01,or_greater,exp,suffix:kg" ), "set_mass" , "get_mass" ); |
| 1084 | ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override" , PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial" ), "set_physics_material_override" , "get_physics_material_override" ); |
| 1085 | ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity_scale" , PROPERTY_HINT_RANGE, "-128,128,0.01" ), "set_gravity_scale" , "get_gravity_scale" ); |
| 1086 | ADD_GROUP("Mass Distribution" , "" ); |
| 1087 | ADD_PROPERTY(PropertyInfo(Variant::INT, "center_of_mass_mode" , PROPERTY_HINT_ENUM, "Auto,Custom" , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_center_of_mass_mode" , "get_center_of_mass_mode" ); |
| 1088 | ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "center_of_mass" , PROPERTY_HINT_RANGE, "-10,10,0.01,or_less,or_greater,suffix:m" ), "set_center_of_mass" , "get_center_of_mass" ); |
| 1089 | ADD_LINKED_PROPERTY("center_of_mass_mode" , "center_of_mass" ); |
| 1090 | ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "inertia" , PROPERTY_HINT_RANGE, U"0,1000,0.01,or_greater,exp,suffix:kg\u22C5m\u00B2" ), "set_inertia" , "get_inertia" ); |
| 1091 | ADD_GROUP("Deactivation" , "" ); |
| 1092 | ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping" ), "set_sleeping" , "is_sleeping" ); |
| 1093 | ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep" ), "set_can_sleep" , "is_able_to_sleep" ); |
| 1094 | ADD_PROPERTY(PropertyInfo(Variant::BOOL, "lock_rotation" ), "set_lock_rotation_enabled" , "is_lock_rotation_enabled" ); |
| 1095 | ADD_PROPERTY(PropertyInfo(Variant::BOOL, "freeze" ), "set_freeze_enabled" , "is_freeze_enabled" ); |
| 1096 | ADD_PROPERTY(PropertyInfo(Variant::INT, "freeze_mode" , PROPERTY_HINT_ENUM, "Static,Kinematic" ), "set_freeze_mode" , "get_freeze_mode" ); |
| 1097 | ADD_GROUP("Solver" , "" ); |
| 1098 | ADD_PROPERTY(PropertyInfo(Variant::BOOL, "custom_integrator" ), "set_use_custom_integrator" , "is_using_custom_integrator" ); |
| 1099 | ADD_PROPERTY(PropertyInfo(Variant::BOOL, "continuous_cd" ), "set_use_continuous_collision_detection" , "is_using_continuous_collision_detection" ); |
| 1100 | ADD_PROPERTY(PropertyInfo(Variant::INT, "max_contacts_reported" , PROPERTY_HINT_RANGE, "0,64,1,or_greater" ), "set_max_contacts_reported" , "get_max_contacts_reported" ); |
| 1101 | ADD_PROPERTY(PropertyInfo(Variant::BOOL, "contact_monitor" ), "set_contact_monitor" , "is_contact_monitor_enabled" ); |
| 1102 | ADD_GROUP("Linear" , "linear_" ); |
| 1103 | ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity" , PROPERTY_HINT_NONE, "suffix:m/s" ), "set_linear_velocity" , "get_linear_velocity" ); |
| 1104 | ADD_PROPERTY(PropertyInfo(Variant::INT, "linear_damp_mode" , PROPERTY_HINT_ENUM, "Combine,Replace" ), "set_linear_damp_mode" , "get_linear_damp_mode" ); |
| 1105 | ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp" , PROPERTY_HINT_RANGE, "0,100,0.001,or_greater" ), "set_linear_damp" , "get_linear_damp" ); |
| 1106 | ADD_GROUP("Angular" , "angular_" ); |
| 1107 | ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "angular_velocity" , PROPERTY_HINT_NONE, U"radians,suffix:\u00B0/s" ), "set_angular_velocity" , "get_angular_velocity" ); |
| 1108 | ADD_PROPERTY(PropertyInfo(Variant::INT, "angular_damp_mode" , PROPERTY_HINT_ENUM, "Combine,Replace" ), "set_angular_damp_mode" , "get_angular_damp_mode" ); |
| 1109 | ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp" , PROPERTY_HINT_RANGE, "0,100,0.001,or_greater" ), "set_angular_damp" , "get_angular_damp" ); |
| 1110 | ADD_GROUP("Constant Forces" , "constant_" ); |
| 1111 | ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_force" , PROPERTY_HINT_NONE, U"suffix:kg\u22C5m/s\u00B2 (N)" ), "set_constant_force" , "get_constant_force" ); |
| 1112 | ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_torque" , PROPERTY_HINT_NONE, U"suffix:kg\u22C5m\u00B2/s\u00B2/rad" ), "set_constant_torque" , "get_constant_torque" ); |
| 1113 | |
| 1114 | ADD_SIGNAL(MethodInfo("body_shape_entered" , PropertyInfo(Variant::RID, "body_rid" ), PropertyInfo(Variant::OBJECT, "body" , PROPERTY_HINT_RESOURCE_TYPE, "Node" ), PropertyInfo(Variant::INT, "body_shape_index" ), PropertyInfo(Variant::INT, "local_shape_index" ))); |
| 1115 | ADD_SIGNAL(MethodInfo("body_shape_exited" , PropertyInfo(Variant::RID, "body_rid" ), PropertyInfo(Variant::OBJECT, "body" , PROPERTY_HINT_RESOURCE_TYPE, "Node" ), PropertyInfo(Variant::INT, "body_shape_index" ), PropertyInfo(Variant::INT, "local_shape_index" ))); |
| 1116 | ADD_SIGNAL(MethodInfo("body_entered" , PropertyInfo(Variant::OBJECT, "body" , PROPERTY_HINT_RESOURCE_TYPE, "Node" ))); |
| 1117 | ADD_SIGNAL(MethodInfo("body_exited" , PropertyInfo(Variant::OBJECT, "body" , PROPERTY_HINT_RESOURCE_TYPE, "Node" ))); |
| 1118 | ADD_SIGNAL(MethodInfo("sleeping_state_changed" )); |
| 1119 | |
| 1120 | BIND_ENUM_CONSTANT(FREEZE_MODE_STATIC); |
| 1121 | BIND_ENUM_CONSTANT(FREEZE_MODE_KINEMATIC); |
| 1122 | |
| 1123 | BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_AUTO); |
| 1124 | BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_CUSTOM); |
| 1125 | |
| 1126 | BIND_ENUM_CONSTANT(DAMP_MODE_COMBINE); |
| 1127 | BIND_ENUM_CONSTANT(DAMP_MODE_REPLACE); |
| 1128 | } |
| 1129 | |
| 1130 | void RigidBody3D::_validate_property(PropertyInfo &p_property) const { |
| 1131 | if (center_of_mass_mode != CENTER_OF_MASS_MODE_CUSTOM) { |
| 1132 | if (p_property.name == "center_of_mass" ) { |
| 1133 | p_property.usage = PROPERTY_USAGE_NO_EDITOR; |
| 1134 | } |
| 1135 | } |
| 1136 | } |
| 1137 | |
| 1138 | RigidBody3D::RigidBody3D() : |
| 1139 | PhysicsBody3D(PhysicsServer3D::BODY_MODE_RIGID) { |
| 1140 | PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &RigidBody3D::_body_state_changed)); |
| 1141 | } |
| 1142 | |
| 1143 | RigidBody3D::~RigidBody3D() { |
| 1144 | if (contact_monitor) { |
| 1145 | memdelete(contact_monitor); |
| 1146 | } |
| 1147 | } |
| 1148 | |
| 1149 | void RigidBody3D::_reload_physics_characteristics() { |
| 1150 | if (physics_material_override.is_null()) { |
| 1151 | PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_BOUNCE, 0); |
| 1152 | PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_FRICTION, 1); |
| 1153 | } else { |
| 1154 | PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce()); |
| 1155 | PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_FRICTION, physics_material_override->computed_friction()); |
| 1156 | } |
| 1157 | } |
| 1158 | |
| 1159 | /////////////////////////////////////// |
| 1160 | |
| 1161 | //so, if you pass 45 as limit, avoid numerical precision errors when angle is 45. |
| 1162 | #define FLOOR_ANGLE_THRESHOLD 0.01 |
| 1163 | |
| 1164 | bool CharacterBody3D::move_and_slide() { |
| 1165 | // Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky |
| 1166 | double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time(); |
| 1167 | |
| 1168 | for (int i = 0; i < 3; i++) { |
| 1169 | if (locked_axis & (1 << i)) { |
| 1170 | velocity[i] = 0.0; |
| 1171 | } |
| 1172 | } |
| 1173 | |
| 1174 | Transform3D gt = get_global_transform(); |
| 1175 | previous_position = gt.origin; |
| 1176 | |
| 1177 | Vector3 current_platform_velocity = platform_velocity; |
| 1178 | |
| 1179 | if ((collision_state.floor || collision_state.wall) && platform_rid.is_valid()) { |
| 1180 | bool excluded = false; |
| 1181 | if (collision_state.floor) { |
| 1182 | excluded = (platform_floor_layers & platform_layer) == 0; |
| 1183 | } else if (collision_state.wall) { |
| 1184 | excluded = (platform_wall_layers & platform_layer) == 0; |
| 1185 | } |
| 1186 | if (!excluded) { |
| 1187 | //this approach makes sure there is less delay between the actual body velocity and the one we saved |
| 1188 | PhysicsDirectBodyState3D *bs = PhysicsServer3D::get_singleton()->body_get_direct_state(platform_rid); |
| 1189 | if (bs) { |
| 1190 | Vector3 local_position = gt.origin - bs->get_transform().origin; |
| 1191 | current_platform_velocity = bs->get_velocity_at_local_position(local_position); |
| 1192 | } else { |
| 1193 | // Body is removed or destroyed, invalidate floor. |
| 1194 | current_platform_velocity = Vector3(); |
| 1195 | platform_rid = RID(); |
| 1196 | } |
| 1197 | } else { |
| 1198 | current_platform_velocity = Vector3(); |
| 1199 | } |
| 1200 | } |
| 1201 | |
| 1202 | motion_results.clear(); |
| 1203 | |
| 1204 | bool was_on_floor = collision_state.floor; |
| 1205 | collision_state.state = 0; |
| 1206 | |
| 1207 | last_motion = Vector3(); |
| 1208 | |
| 1209 | if (!current_platform_velocity.is_zero_approx()) { |
| 1210 | PhysicsServer3D::MotionParameters parameters(get_global_transform(), current_platform_velocity * delta, margin); |
| 1211 | parameters.recovery_as_collision = true; // Also report collisions generated only from recovery. |
| 1212 | |
| 1213 | parameters.exclude_bodies.insert(platform_rid); |
| 1214 | if (platform_object_id.is_valid()) { |
| 1215 | parameters.exclude_objects.insert(platform_object_id); |
| 1216 | } |
| 1217 | |
| 1218 | PhysicsServer3D::MotionResult floor_result; |
| 1219 | if (move_and_collide(parameters, floor_result, false, false)) { |
| 1220 | motion_results.push_back(floor_result); |
| 1221 | |
| 1222 | CollisionState result_state; |
| 1223 | _set_collision_direction(floor_result, result_state); |
| 1224 | } |
| 1225 | } |
| 1226 | |
| 1227 | if (motion_mode == MOTION_MODE_GROUNDED) { |
| 1228 | _move_and_slide_grounded(delta, was_on_floor); |
| 1229 | } else { |
| 1230 | _move_and_slide_floating(delta); |
| 1231 | } |
| 1232 | |
| 1233 | // Compute real velocity. |
| 1234 | real_velocity = get_position_delta() / delta; |
| 1235 | |
| 1236 | if (platform_on_leave != PLATFORM_ON_LEAVE_DO_NOTHING) { |
| 1237 | // Add last platform velocity when just left a moving platform. |
| 1238 | if (!collision_state.floor && !collision_state.wall) { |
| 1239 | if (platform_on_leave == PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY && current_platform_velocity.dot(up_direction) < 0) { |
| 1240 | current_platform_velocity = current_platform_velocity.slide(up_direction); |
| 1241 | } |
| 1242 | velocity += current_platform_velocity; |
| 1243 | } |
| 1244 | } |
| 1245 | |
| 1246 | return motion_results.size() > 0; |
| 1247 | } |
| 1248 | |
| 1249 | void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor) { |
| 1250 | Vector3 motion = velocity * p_delta; |
| 1251 | Vector3 motion_slide_up = motion.slide(up_direction); |
| 1252 | Vector3 prev_floor_normal = floor_normal; |
| 1253 | |
| 1254 | platform_rid = RID(); |
| 1255 | platform_object_id = ObjectID(); |
| 1256 | platform_velocity = Vector3(); |
| 1257 | platform_angular_velocity = Vector3(); |
| 1258 | platform_ceiling_velocity = Vector3(); |
| 1259 | floor_normal = Vector3(); |
| 1260 | wall_normal = Vector3(); |
| 1261 | ceiling_normal = Vector3(); |
| 1262 | |
| 1263 | // No sliding on first attempt to keep floor motion stable when possible, |
| 1264 | // When stop on slope is enabled or when there is no up direction. |
| 1265 | bool sliding_enabled = !floor_stop_on_slope; |
| 1266 | // Constant speed can be applied only the first time sliding is enabled. |
| 1267 | bool can_apply_constant_speed = sliding_enabled; |
| 1268 | // If the platform's ceiling push down the body. |
| 1269 | bool apply_ceiling_velocity = false; |
| 1270 | bool first_slide = true; |
| 1271 | bool vel_dir_facing_up = velocity.dot(up_direction) > 0; |
| 1272 | Vector3 total_travel; |
| 1273 | |
| 1274 | for (int iteration = 0; iteration < max_slides; ++iteration) { |
| 1275 | PhysicsServer3D::MotionParameters parameters(get_global_transform(), motion, margin); |
| 1276 | parameters.max_collisions = 6; // There can be 4 collisions between 2 walls + 2 more for the floor. |
| 1277 | parameters.recovery_as_collision = true; // Also report collisions generated only from recovery. |
| 1278 | |
| 1279 | PhysicsServer3D::MotionResult result; |
| 1280 | bool collided = move_and_collide(parameters, result, false, !sliding_enabled); |
| 1281 | |
| 1282 | last_motion = result.travel; |
| 1283 | |
| 1284 | if (collided) { |
| 1285 | motion_results.push_back(result); |
| 1286 | |
| 1287 | CollisionState previous_state = collision_state; |
| 1288 | |
| 1289 | CollisionState result_state; |
| 1290 | _set_collision_direction(result, result_state); |
| 1291 | |
| 1292 | // If we hit a ceiling platform, we set the vertical velocity to at least the platform one. |
| 1293 | if (collision_state.ceiling && platform_ceiling_velocity != Vector3() && platform_ceiling_velocity.dot(up_direction) < 0) { |
| 1294 | // If ceiling sliding is on, only apply when the ceiling is flat or when the motion is upward. |
| 1295 | if (!slide_on_ceiling || motion.dot(up_direction) < 0 || (ceiling_normal + up_direction).length() < 0.01) { |
| 1296 | apply_ceiling_velocity = true; |
| 1297 | Vector3 ceiling_vertical_velocity = up_direction * up_direction.dot(platform_ceiling_velocity); |
| 1298 | Vector3 motion_vertical_velocity = up_direction * up_direction.dot(velocity); |
| 1299 | if (motion_vertical_velocity.dot(up_direction) > 0 || ceiling_vertical_velocity.length_squared() > motion_vertical_velocity.length_squared()) { |
| 1300 | velocity = ceiling_vertical_velocity + velocity.slide(up_direction); |
| 1301 | } |
| 1302 | } |
| 1303 | } |
| 1304 | |
| 1305 | if (collision_state.floor && floor_stop_on_slope && (velocity.normalized() + up_direction).length() < 0.01) { |
| 1306 | Transform3D gt = get_global_transform(); |
| 1307 | if (result.travel.length() <= margin + CMP_EPSILON) { |
| 1308 | gt.origin -= result.travel; |
| 1309 | } |
| 1310 | set_global_transform(gt); |
| 1311 | velocity = Vector3(); |
| 1312 | motion = Vector3(); |
| 1313 | last_motion = Vector3(); |
| 1314 | break; |
| 1315 | } |
| 1316 | |
| 1317 | if (result.remainder.is_zero_approx()) { |
| 1318 | motion = Vector3(); |
| 1319 | break; |
| 1320 | } |
| 1321 | |
| 1322 | // Apply regular sliding by default. |
| 1323 | bool apply_default_sliding = true; |
| 1324 | |
| 1325 | // Wall collision checks. |
| 1326 | if (result_state.wall && (motion_slide_up.dot(wall_normal) <= 0)) { |
| 1327 | // Move on floor only checks. |
| 1328 | if (floor_block_on_wall) { |
| 1329 | // Needs horizontal motion from current motion instead of motion_slide_up |
| 1330 | // to properly test the angle and avoid standing on slopes |
| 1331 | Vector3 horizontal_motion = motion.slide(up_direction); |
| 1332 | Vector3 horizontal_normal = wall_normal.slide(up_direction).normalized(); |
| 1333 | real_t motion_angle = Math::abs(Math::acos(-horizontal_normal.dot(horizontal_motion.normalized()))); |
| 1334 | |
| 1335 | // Avoid to move forward on a wall if floor_block_on_wall is true. |
| 1336 | // Applies only when the motion angle is under 90 degrees, |
| 1337 | // in order to avoid blocking lateral motion along a wall. |
| 1338 | if (motion_angle < .5 * Math_PI) { |
| 1339 | apply_default_sliding = false; |
| 1340 | if (p_was_on_floor && !vel_dir_facing_up) { |
| 1341 | // Cancel the motion. |
| 1342 | Transform3D gt = get_global_transform(); |
| 1343 | real_t travel_total = result.travel.length(); |
| 1344 | real_t cancel_dist_max = MIN(0.1, margin * 20); |
| 1345 | if (travel_total <= margin + CMP_EPSILON) { |
| 1346 | gt.origin -= result.travel; |
| 1347 | result.travel = Vector3(); // Cancel for constant speed computation. |
| 1348 | } else if (travel_total < cancel_dist_max) { // If the movement is large the body can be prevented from reaching the walls. |
| 1349 | gt.origin -= result.travel.slide(up_direction); |
| 1350 | // Keep remaining motion in sync with amount canceled. |
| 1351 | motion = motion.slide(up_direction); |
| 1352 | result.travel = Vector3(); |
| 1353 | } else { |
| 1354 | // Travel is too high to be safely canceled, we take it into account. |
| 1355 | result.travel = result.travel.slide(up_direction); |
| 1356 | motion = motion.normalized() * result.travel.length(); |
| 1357 | } |
| 1358 | set_global_transform(gt); |
| 1359 | // Determines if you are on the ground, and limits the possibility of climbing on the walls because of the approximations. |
| 1360 | _snap_on_floor(true, false); |
| 1361 | } else { |
| 1362 | // If the movement is not canceled we only keep the remaining. |
| 1363 | motion = result.remainder; |
| 1364 | } |
| 1365 | |
| 1366 | // Apply slide on forward in order to allow only lateral motion on next step. |
| 1367 | Vector3 forward = wall_normal.slide(up_direction).normalized(); |
| 1368 | motion = motion.slide(forward); |
| 1369 | |
| 1370 | // Scales the horizontal velocity according to the wall slope. |
| 1371 | if (vel_dir_facing_up) { |
| 1372 | Vector3 slide_motion = velocity.slide(result.collisions[0].normal); |
| 1373 | // Keeps the vertical motion from velocity and add the horizontal motion of the projection. |
| 1374 | velocity = up_direction * up_direction.dot(velocity) + slide_motion.slide(up_direction); |
| 1375 | } else { |
| 1376 | velocity = velocity.slide(forward); |
| 1377 | } |
| 1378 | |
| 1379 | // Allow only lateral motion along previous floor when already on floor. |
| 1380 | // Fixes slowing down when moving in diagonal against an inclined wall. |
| 1381 | if (p_was_on_floor && !vel_dir_facing_up && (motion.dot(up_direction) > 0.0)) { |
| 1382 | // Slide along the corner between the wall and previous floor. |
| 1383 | Vector3 floor_side = prev_floor_normal.cross(wall_normal); |
| 1384 | if (floor_side != Vector3()) { |
| 1385 | motion = floor_side * motion.dot(floor_side); |
| 1386 | } |
| 1387 | } |
| 1388 | |
| 1389 | // Stop all motion when a second wall is hit (unless sliding down or jumping), |
| 1390 | // in order to avoid jittering in corner cases. |
| 1391 | bool stop_all_motion = previous_state.wall && !vel_dir_facing_up; |
| 1392 | |
| 1393 | // Allow sliding when the body falls. |
| 1394 | if (!collision_state.floor && motion.dot(up_direction) < 0) { |
| 1395 | Vector3 slide_motion = motion.slide(wall_normal); |
| 1396 | // Test again to allow sliding only if the result goes downwards. |
| 1397 | // Fixes jittering issues at the bottom of inclined walls. |
| 1398 | if (slide_motion.dot(up_direction) < 0) { |
| 1399 | stop_all_motion = false; |
| 1400 | motion = slide_motion; |
| 1401 | } |
| 1402 | } |
| 1403 | |
| 1404 | if (stop_all_motion) { |
| 1405 | motion = Vector3(); |
| 1406 | velocity = Vector3(); |
| 1407 | } |
| 1408 | } |
| 1409 | } |
| 1410 | |
| 1411 | // Stop horizontal motion when under wall slide threshold. |
| 1412 | if (p_was_on_floor && (wall_min_slide_angle > 0.0) && result_state.wall) { |
| 1413 | Vector3 horizontal_normal = wall_normal.slide(up_direction).normalized(); |
| 1414 | real_t motion_angle = Math::abs(Math::acos(-horizontal_normal.dot(motion_slide_up.normalized()))); |
| 1415 | if (motion_angle < wall_min_slide_angle) { |
| 1416 | motion = up_direction * motion.dot(up_direction); |
| 1417 | velocity = up_direction * velocity.dot(up_direction); |
| 1418 | |
| 1419 | apply_default_sliding = false; |
| 1420 | } |
| 1421 | } |
| 1422 | } |
| 1423 | |
| 1424 | if (apply_default_sliding) { |
| 1425 | // Regular sliding, the last part of the test handle the case when you don't want to slide on the ceiling. |
| 1426 | if ((sliding_enabled || !collision_state.floor) && (!collision_state.ceiling || slide_on_ceiling || !vel_dir_facing_up) && !apply_ceiling_velocity) { |
| 1427 | const PhysicsServer3D::MotionCollision &collision = result.collisions[0]; |
| 1428 | |
| 1429 | Vector3 slide_motion = result.remainder.slide(collision.normal); |
| 1430 | if (collision_state.floor && !collision_state.wall && !motion_slide_up.is_zero_approx()) { |
| 1431 | // Slide using the intersection between the motion plane and the floor plane, |
| 1432 | // in order to keep the direction intact. |
| 1433 | real_t motion_length = slide_motion.length(); |
| 1434 | slide_motion = up_direction.cross(result.remainder).cross(floor_normal); |
| 1435 | |
| 1436 | // Keep the length from default slide to change speed in slopes by default, |
| 1437 | // when constant speed is not enabled. |
| 1438 | slide_motion.normalize(); |
| 1439 | slide_motion *= motion_length; |
| 1440 | } |
| 1441 | |
| 1442 | if (slide_motion.dot(velocity) > 0.0) { |
| 1443 | motion = slide_motion; |
| 1444 | } else { |
| 1445 | motion = Vector3(); |
| 1446 | } |
| 1447 | |
| 1448 | if (slide_on_ceiling && result_state.ceiling) { |
| 1449 | // Apply slide only in the direction of the input motion, otherwise just stop to avoid jittering when moving against a wall. |
| 1450 | if (vel_dir_facing_up) { |
| 1451 | velocity = velocity.slide(collision.normal); |
| 1452 | } else { |
| 1453 | // Avoid acceleration in slope when falling. |
| 1454 | velocity = up_direction * up_direction.dot(velocity); |
| 1455 | } |
| 1456 | } |
| 1457 | } |
| 1458 | // No sliding on first attempt to keep floor motion stable when possible. |
| 1459 | else { |
| 1460 | motion = result.remainder; |
| 1461 | if (result_state.ceiling && !slide_on_ceiling && vel_dir_facing_up) { |
| 1462 | velocity = velocity.slide(up_direction); |
| 1463 | motion = motion.slide(up_direction); |
| 1464 | } |
| 1465 | } |
| 1466 | } |
| 1467 | |
| 1468 | total_travel += result.travel; |
| 1469 | |
| 1470 | // Apply Constant Speed. |
| 1471 | if (p_was_on_floor && floor_constant_speed && can_apply_constant_speed && collision_state.floor && !motion.is_zero_approx()) { |
| 1472 | Vector3 travel_slide_up = total_travel.slide(up_direction); |
| 1473 | motion = motion.normalized() * MAX(0, (motion_slide_up.length() - travel_slide_up.length())); |
| 1474 | } |
| 1475 | } |
| 1476 | // When you move forward in a downward slope you don’t collide because you will be in the air. |
| 1477 | // This test ensures that constant speed is applied, only if the player is still on the ground after the snap is applied. |
| 1478 | else if (floor_constant_speed && first_slide && _on_floor_if_snapped(p_was_on_floor, vel_dir_facing_up)) { |
| 1479 | can_apply_constant_speed = false; |
| 1480 | sliding_enabled = true; |
| 1481 | Transform3D gt = get_global_transform(); |
| 1482 | gt.origin = gt.origin - result.travel; |
| 1483 | set_global_transform(gt); |
| 1484 | |
| 1485 | // Slide using the intersection between the motion plane and the floor plane, |
| 1486 | // in order to keep the direction intact. |
| 1487 | Vector3 motion_slide_norm = up_direction.cross(motion).cross(prev_floor_normal); |
| 1488 | motion_slide_norm.normalize(); |
| 1489 | |
| 1490 | motion = motion_slide_norm * (motion_slide_up.length()); |
| 1491 | collided = true; |
| 1492 | } |
| 1493 | |
| 1494 | if (!collided || motion.is_zero_approx()) { |
| 1495 | break; |
| 1496 | } |
| 1497 | |
| 1498 | can_apply_constant_speed = !can_apply_constant_speed && !sliding_enabled; |
| 1499 | sliding_enabled = true; |
| 1500 | first_slide = false; |
| 1501 | } |
| 1502 | |
| 1503 | _snap_on_floor(p_was_on_floor, vel_dir_facing_up); |
| 1504 | |
| 1505 | // Reset the gravity accumulation when touching the ground. |
| 1506 | if (collision_state.floor && !vel_dir_facing_up) { |
| 1507 | velocity = velocity.slide(up_direction); |
| 1508 | } |
| 1509 | } |
| 1510 | |
| 1511 | void CharacterBody3D::_move_and_slide_floating(double p_delta) { |
| 1512 | Vector3 motion = velocity * p_delta; |
| 1513 | |
| 1514 | platform_rid = RID(); |
| 1515 | platform_object_id = ObjectID(); |
| 1516 | floor_normal = Vector3(); |
| 1517 | platform_velocity = Vector3(); |
| 1518 | platform_angular_velocity = Vector3(); |
| 1519 | |
| 1520 | bool first_slide = true; |
| 1521 | for (int iteration = 0; iteration < max_slides; ++iteration) { |
| 1522 | PhysicsServer3D::MotionParameters parameters(get_global_transform(), motion, margin); |
| 1523 | parameters.recovery_as_collision = true; // Also report collisions generated only from recovery. |
| 1524 | |
| 1525 | PhysicsServer3D::MotionResult result; |
| 1526 | bool collided = move_and_collide(parameters, result, false, false); |
| 1527 | |
| 1528 | last_motion = result.travel; |
| 1529 | |
| 1530 | if (collided) { |
| 1531 | motion_results.push_back(result); |
| 1532 | |
| 1533 | CollisionState result_state; |
| 1534 | _set_collision_direction(result, result_state); |
| 1535 | |
| 1536 | if (result.remainder.is_zero_approx()) { |
| 1537 | motion = Vector3(); |
| 1538 | break; |
| 1539 | } |
| 1540 | |
| 1541 | if (wall_min_slide_angle != 0 && Math::acos(wall_normal.dot(-velocity.normalized())) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) { |
| 1542 | motion = Vector3(); |
| 1543 | if (result.travel.length() < margin + CMP_EPSILON) { |
| 1544 | Transform3D gt = get_global_transform(); |
| 1545 | gt.origin -= result.travel; |
| 1546 | set_global_transform(gt); |
| 1547 | } |
| 1548 | } else if (first_slide) { |
| 1549 | Vector3 motion_slide_norm = result.remainder.slide(wall_normal).normalized(); |
| 1550 | motion = motion_slide_norm * (motion.length() - result.travel.length()); |
| 1551 | } else { |
| 1552 | motion = result.remainder.slide(wall_normal); |
| 1553 | } |
| 1554 | |
| 1555 | if (motion.dot(velocity) <= 0.0) { |
| 1556 | motion = Vector3(); |
| 1557 | } |
| 1558 | } |
| 1559 | |
| 1560 | if (!collided || motion.is_zero_approx()) { |
| 1561 | break; |
| 1562 | } |
| 1563 | |
| 1564 | first_slide = false; |
| 1565 | } |
| 1566 | } |
| 1567 | |
| 1568 | void CharacterBody3D::apply_floor_snap() { |
| 1569 | if (collision_state.floor) { |
| 1570 | return; |
| 1571 | } |
| 1572 | |
| 1573 | // Snap by at least collision margin to keep floor state consistent. |
| 1574 | real_t length = MAX(floor_snap_length, margin); |
| 1575 | |
| 1576 | PhysicsServer3D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin); |
| 1577 | parameters.max_collisions = 4; |
| 1578 | parameters.recovery_as_collision = true; // Also report collisions generated only from recovery. |
| 1579 | parameters.collide_separation_ray = true; |
| 1580 | |
| 1581 | PhysicsServer3D::MotionResult result; |
| 1582 | if (move_and_collide(parameters, result, true, false)) { |
| 1583 | CollisionState result_state; |
| 1584 | // Apply direction for floor only. |
| 1585 | _set_collision_direction(result, result_state, CollisionState(true, false, false)); |
| 1586 | |
| 1587 | if (result_state.floor) { |
| 1588 | if (floor_stop_on_slope) { |
| 1589 | // move and collide may stray the object a bit because of pre un-stucking, |
| 1590 | // so only ensure that motion happens on floor direction in this case. |
| 1591 | if (result.travel.length() > margin) { |
| 1592 | result.travel = up_direction * up_direction.dot(result.travel); |
| 1593 | } else { |
| 1594 | result.travel = Vector3(); |
| 1595 | } |
| 1596 | } |
| 1597 | |
| 1598 | parameters.from.origin += result.travel; |
| 1599 | set_global_transform(parameters.from); |
| 1600 | } |
| 1601 | } |
| 1602 | } |
| 1603 | |
| 1604 | void CharacterBody3D::_snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up) { |
| 1605 | if (collision_state.floor || !p_was_on_floor || p_vel_dir_facing_up) { |
| 1606 | return; |
| 1607 | } |
| 1608 | |
| 1609 | apply_floor_snap(); |
| 1610 | } |
| 1611 | |
| 1612 | bool CharacterBody3D::_on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up) { |
| 1613 | if (up_direction == Vector3() || collision_state.floor || !p_was_on_floor || p_vel_dir_facing_up) { |
| 1614 | return false; |
| 1615 | } |
| 1616 | |
| 1617 | // Snap by at least collision margin to keep floor state consistent. |
| 1618 | real_t length = MAX(floor_snap_length, margin); |
| 1619 | |
| 1620 | PhysicsServer3D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin); |
| 1621 | parameters.max_collisions = 4; |
| 1622 | parameters.recovery_as_collision = true; // Also report collisions generated only from recovery. |
| 1623 | parameters.collide_separation_ray = true; |
| 1624 | |
| 1625 | PhysicsServer3D::MotionResult result; |
| 1626 | if (move_and_collide(parameters, result, true, false)) { |
| 1627 | CollisionState result_state; |
| 1628 | // Don't apply direction for any type. |
| 1629 | _set_collision_direction(result, result_state, CollisionState()); |
| 1630 | |
| 1631 | return result_state.floor; |
| 1632 | } |
| 1633 | |
| 1634 | return false; |
| 1635 | } |
| 1636 | |
| 1637 | void CharacterBody3D::_set_collision_direction(const PhysicsServer3D::MotionResult &p_result, CollisionState &r_state, CollisionState p_apply_state) { |
| 1638 | r_state.state = 0; |
| 1639 | |
| 1640 | real_t wall_depth = -1.0; |
| 1641 | real_t floor_depth = -1.0; |
| 1642 | |
| 1643 | bool was_on_wall = collision_state.wall; |
| 1644 | Vector3 prev_wall_normal = wall_normal; |
| 1645 | int wall_collision_count = 0; |
| 1646 | Vector3 combined_wall_normal; |
| 1647 | Vector3 tmp_wall_col; // Avoid duplicate on average calculation. |
| 1648 | |
| 1649 | for (int i = p_result.collision_count - 1; i >= 0; i--) { |
| 1650 | const PhysicsServer3D::MotionCollision &collision = p_result.collisions[i]; |
| 1651 | |
| 1652 | if (motion_mode == MOTION_MODE_GROUNDED) { |
| 1653 | // Check if any collision is floor. |
| 1654 | real_t floor_angle = collision.get_angle(up_direction); |
| 1655 | if (floor_angle <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { |
| 1656 | r_state.floor = true; |
| 1657 | if (p_apply_state.floor && collision.depth > floor_depth) { |
| 1658 | collision_state.floor = true; |
| 1659 | floor_normal = collision.normal; |
| 1660 | floor_depth = collision.depth; |
| 1661 | _set_platform_data(collision); |
| 1662 | } |
| 1663 | continue; |
| 1664 | } |
| 1665 | |
| 1666 | // Check if any collision is ceiling. |
| 1667 | real_t ceiling_angle = collision.get_angle(-up_direction); |
| 1668 | if (ceiling_angle <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { |
| 1669 | r_state.ceiling = true; |
| 1670 | if (p_apply_state.ceiling) { |
| 1671 | platform_ceiling_velocity = collision.collider_velocity; |
| 1672 | ceiling_normal = collision.normal; |
| 1673 | collision_state.ceiling = true; |
| 1674 | } |
| 1675 | continue; |
| 1676 | } |
| 1677 | } |
| 1678 | |
| 1679 | // Collision is wall by default. |
| 1680 | r_state.wall = true; |
| 1681 | |
| 1682 | if (p_apply_state.wall && collision.depth > wall_depth) { |
| 1683 | collision_state.wall = true; |
| 1684 | wall_depth = collision.depth; |
| 1685 | wall_normal = collision.normal; |
| 1686 | |
| 1687 | // Don't apply wall velocity when the collider is a CharacterBody3D. |
| 1688 | if (Object::cast_to<CharacterBody3D>(ObjectDB::get_instance(collision.collider_id)) == nullptr) { |
| 1689 | _set_platform_data(collision); |
| 1690 | } |
| 1691 | } |
| 1692 | |
| 1693 | // Collect normal for calculating average. |
| 1694 | if (!collision.normal.is_equal_approx(tmp_wall_col)) { |
| 1695 | tmp_wall_col = collision.normal; |
| 1696 | combined_wall_normal += collision.normal; |
| 1697 | wall_collision_count++; |
| 1698 | } |
| 1699 | } |
| 1700 | |
| 1701 | if (r_state.wall) { |
| 1702 | if (wall_collision_count > 1 && !r_state.floor) { |
| 1703 | // Check if wall normals cancel out to floor support. |
| 1704 | if (!r_state.floor && motion_mode == MOTION_MODE_GROUNDED) { |
| 1705 | combined_wall_normal.normalize(); |
| 1706 | real_t floor_angle = Math::acos(combined_wall_normal.dot(up_direction)); |
| 1707 | if (floor_angle <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { |
| 1708 | r_state.floor = true; |
| 1709 | r_state.wall = false; |
| 1710 | if (p_apply_state.floor) { |
| 1711 | collision_state.floor = true; |
| 1712 | floor_normal = combined_wall_normal; |
| 1713 | } |
| 1714 | if (p_apply_state.wall) { |
| 1715 | collision_state.wall = was_on_wall; |
| 1716 | wall_normal = prev_wall_normal; |
| 1717 | } |
| 1718 | return; |
| 1719 | } |
| 1720 | } |
| 1721 | } |
| 1722 | } |
| 1723 | } |
| 1724 | |
| 1725 | void CharacterBody3D::_set_platform_data(const PhysicsServer3D::MotionCollision &p_collision) { |
| 1726 | platform_rid = p_collision.collider; |
| 1727 | platform_object_id = p_collision.collider_id; |
| 1728 | platform_velocity = p_collision.collider_velocity; |
| 1729 | platform_angular_velocity = p_collision.collider_angular_velocity; |
| 1730 | platform_layer = PhysicsServer3D::get_singleton()->body_get_collision_layer(platform_rid); |
| 1731 | } |
| 1732 | |
| 1733 | void CharacterBody3D::set_safe_margin(real_t p_margin) { |
| 1734 | margin = p_margin; |
| 1735 | } |
| 1736 | |
| 1737 | real_t CharacterBody3D::get_safe_margin() const { |
| 1738 | return margin; |
| 1739 | } |
| 1740 | |
| 1741 | const Vector3 &CharacterBody3D::get_velocity() const { |
| 1742 | return velocity; |
| 1743 | } |
| 1744 | |
| 1745 | void CharacterBody3D::set_velocity(const Vector3 &p_velocity) { |
| 1746 | velocity = p_velocity; |
| 1747 | } |
| 1748 | |
| 1749 | bool CharacterBody3D::is_on_floor() const { |
| 1750 | return collision_state.floor; |
| 1751 | } |
| 1752 | |
| 1753 | bool CharacterBody3D::is_on_floor_only() const { |
| 1754 | return collision_state.floor && !collision_state.wall && !collision_state.ceiling; |
| 1755 | } |
| 1756 | |
| 1757 | bool CharacterBody3D::is_on_wall() const { |
| 1758 | return collision_state.wall; |
| 1759 | } |
| 1760 | |
| 1761 | bool CharacterBody3D::is_on_wall_only() const { |
| 1762 | return collision_state.wall && !collision_state.floor && !collision_state.ceiling; |
| 1763 | } |
| 1764 | |
| 1765 | bool CharacterBody3D::is_on_ceiling() const { |
| 1766 | return collision_state.ceiling; |
| 1767 | } |
| 1768 | |
| 1769 | bool CharacterBody3D::is_on_ceiling_only() const { |
| 1770 | return collision_state.ceiling && !collision_state.floor && !collision_state.wall; |
| 1771 | } |
| 1772 | |
| 1773 | const Vector3 &CharacterBody3D::get_floor_normal() const { |
| 1774 | return floor_normal; |
| 1775 | } |
| 1776 | |
| 1777 | const Vector3 &CharacterBody3D::get_wall_normal() const { |
| 1778 | return wall_normal; |
| 1779 | } |
| 1780 | |
| 1781 | const Vector3 &CharacterBody3D::get_last_motion() const { |
| 1782 | return last_motion; |
| 1783 | } |
| 1784 | |
| 1785 | Vector3 CharacterBody3D::get_position_delta() const { |
| 1786 | return get_global_transform().origin - previous_position; |
| 1787 | } |
| 1788 | |
| 1789 | const Vector3 &CharacterBody3D::get_real_velocity() const { |
| 1790 | return real_velocity; |
| 1791 | } |
| 1792 | |
| 1793 | real_t CharacterBody3D::get_floor_angle(const Vector3 &p_up_direction) const { |
| 1794 | ERR_FAIL_COND_V(p_up_direction == Vector3(), 0); |
| 1795 | return Math::acos(floor_normal.dot(p_up_direction)); |
| 1796 | } |
| 1797 | |
| 1798 | const Vector3 &CharacterBody3D::get_platform_velocity() const { |
| 1799 | return platform_velocity; |
| 1800 | } |
| 1801 | |
| 1802 | const Vector3 &CharacterBody3D::get_platform_angular_velocity() const { |
| 1803 | return platform_angular_velocity; |
| 1804 | } |
| 1805 | |
| 1806 | Vector3 CharacterBody3D::get_linear_velocity() const { |
| 1807 | return get_real_velocity(); |
| 1808 | } |
| 1809 | |
| 1810 | int CharacterBody3D::get_slide_collision_count() const { |
| 1811 | return motion_results.size(); |
| 1812 | } |
| 1813 | |
| 1814 | PhysicsServer3D::MotionResult CharacterBody3D::get_slide_collision(int p_bounce) const { |
| 1815 | ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), PhysicsServer3D::MotionResult()); |
| 1816 | return motion_results[p_bounce]; |
| 1817 | } |
| 1818 | |
| 1819 | Ref<KinematicCollision3D> CharacterBody3D::_get_slide_collision(int p_bounce) { |
| 1820 | ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), Ref<KinematicCollision3D>()); |
| 1821 | if (p_bounce >= slide_colliders.size()) { |
| 1822 | slide_colliders.resize(p_bounce + 1); |
| 1823 | } |
| 1824 | |
| 1825 | // Create a new instance when the cached reference is invalid or still in use in script. |
| 1826 | if (slide_colliders[p_bounce].is_null() || slide_colliders[p_bounce]->get_reference_count() > 1) { |
| 1827 | slide_colliders.write[p_bounce].instantiate(); |
| 1828 | slide_colliders.write[p_bounce]->owner = this; |
| 1829 | } |
| 1830 | |
| 1831 | slide_colliders.write[p_bounce]->result = motion_results[p_bounce]; |
| 1832 | return slide_colliders[p_bounce]; |
| 1833 | } |
| 1834 | |
| 1835 | Ref<KinematicCollision3D> CharacterBody3D::_get_last_slide_collision() { |
| 1836 | if (motion_results.size() == 0) { |
| 1837 | return Ref<KinematicCollision3D>(); |
| 1838 | } |
| 1839 | return _get_slide_collision(motion_results.size() - 1); |
| 1840 | } |
| 1841 | |
| 1842 | bool CharacterBody3D::is_floor_stop_on_slope_enabled() const { |
| 1843 | return floor_stop_on_slope; |
| 1844 | } |
| 1845 | |
| 1846 | void CharacterBody3D::set_floor_stop_on_slope_enabled(bool p_enabled) { |
| 1847 | floor_stop_on_slope = p_enabled; |
| 1848 | } |
| 1849 | |
| 1850 | bool CharacterBody3D::is_floor_constant_speed_enabled() const { |
| 1851 | return floor_constant_speed; |
| 1852 | } |
| 1853 | |
| 1854 | void CharacterBody3D::set_floor_constant_speed_enabled(bool p_enabled) { |
| 1855 | floor_constant_speed = p_enabled; |
| 1856 | } |
| 1857 | |
| 1858 | bool CharacterBody3D::is_floor_block_on_wall_enabled() const { |
| 1859 | return floor_block_on_wall; |
| 1860 | } |
| 1861 | |
| 1862 | void CharacterBody3D::set_floor_block_on_wall_enabled(bool p_enabled) { |
| 1863 | floor_block_on_wall = p_enabled; |
| 1864 | } |
| 1865 | |
| 1866 | bool CharacterBody3D::is_slide_on_ceiling_enabled() const { |
| 1867 | return slide_on_ceiling; |
| 1868 | } |
| 1869 | |
| 1870 | void CharacterBody3D::set_slide_on_ceiling_enabled(bool p_enabled) { |
| 1871 | slide_on_ceiling = p_enabled; |
| 1872 | } |
| 1873 | |
| 1874 | uint32_t CharacterBody3D::get_platform_floor_layers() const { |
| 1875 | return platform_floor_layers; |
| 1876 | } |
| 1877 | |
| 1878 | void CharacterBody3D::set_platform_floor_layers(uint32_t p_exclude_layers) { |
| 1879 | platform_floor_layers = p_exclude_layers; |
| 1880 | } |
| 1881 | |
| 1882 | uint32_t CharacterBody3D::get_platform_wall_layers() const { |
| 1883 | return platform_wall_layers; |
| 1884 | } |
| 1885 | |
| 1886 | void CharacterBody3D::set_platform_wall_layers(uint32_t p_exclude_layers) { |
| 1887 | platform_wall_layers = p_exclude_layers; |
| 1888 | } |
| 1889 | |
| 1890 | void CharacterBody3D::set_motion_mode(MotionMode p_mode) { |
| 1891 | motion_mode = p_mode; |
| 1892 | } |
| 1893 | |
| 1894 | CharacterBody3D::MotionMode CharacterBody3D::get_motion_mode() const { |
| 1895 | return motion_mode; |
| 1896 | } |
| 1897 | |
| 1898 | void CharacterBody3D::set_platform_on_leave(PlatformOnLeave p_on_leave_apply_velocity) { |
| 1899 | platform_on_leave = p_on_leave_apply_velocity; |
| 1900 | } |
| 1901 | |
| 1902 | CharacterBody3D::PlatformOnLeave CharacterBody3D::get_platform_on_leave() const { |
| 1903 | return platform_on_leave; |
| 1904 | } |
| 1905 | |
| 1906 | int CharacterBody3D::get_max_slides() const { |
| 1907 | return max_slides; |
| 1908 | } |
| 1909 | |
| 1910 | void CharacterBody3D::set_max_slides(int p_max_slides) { |
| 1911 | ERR_FAIL_COND(p_max_slides < 1); |
| 1912 | max_slides = p_max_slides; |
| 1913 | } |
| 1914 | |
| 1915 | real_t CharacterBody3D::get_floor_max_angle() const { |
| 1916 | return floor_max_angle; |
| 1917 | } |
| 1918 | |
| 1919 | void CharacterBody3D::set_floor_max_angle(real_t p_radians) { |
| 1920 | floor_max_angle = p_radians; |
| 1921 | } |
| 1922 | |
| 1923 | real_t CharacterBody3D::get_floor_snap_length() { |
| 1924 | return floor_snap_length; |
| 1925 | } |
| 1926 | |
| 1927 | void CharacterBody3D::set_floor_snap_length(real_t p_floor_snap_length) { |
| 1928 | ERR_FAIL_COND(p_floor_snap_length < 0); |
| 1929 | floor_snap_length = p_floor_snap_length; |
| 1930 | } |
| 1931 | |
| 1932 | real_t CharacterBody3D::get_wall_min_slide_angle() const { |
| 1933 | return wall_min_slide_angle; |
| 1934 | } |
| 1935 | |
| 1936 | void CharacterBody3D::set_wall_min_slide_angle(real_t p_radians) { |
| 1937 | wall_min_slide_angle = p_radians; |
| 1938 | } |
| 1939 | |
| 1940 | const Vector3 &CharacterBody3D::get_up_direction() const { |
| 1941 | return up_direction; |
| 1942 | } |
| 1943 | |
| 1944 | void CharacterBody3D::set_up_direction(const Vector3 &p_up_direction) { |
| 1945 | ERR_FAIL_COND_MSG(p_up_direction == Vector3(), "up_direction can't be equal to Vector3.ZERO, consider using Floating motion mode instead." ); |
| 1946 | up_direction = p_up_direction.normalized(); |
| 1947 | } |
| 1948 | |
| 1949 | void CharacterBody3D::_notification(int p_what) { |
| 1950 | switch (p_what) { |
| 1951 | case NOTIFICATION_ENTER_TREE: { |
| 1952 | // Reset move_and_slide() data. |
| 1953 | collision_state.state = 0; |
| 1954 | platform_rid = RID(); |
| 1955 | platform_object_id = ObjectID(); |
| 1956 | motion_results.clear(); |
| 1957 | platform_velocity = Vector3(); |
| 1958 | platform_angular_velocity = Vector3(); |
| 1959 | } break; |
| 1960 | } |
| 1961 | } |
| 1962 | |
| 1963 | void CharacterBody3D::_bind_methods() { |
| 1964 | ClassDB::bind_method(D_METHOD("move_and_slide" ), &CharacterBody3D::move_and_slide); |
| 1965 | ClassDB::bind_method(D_METHOD("apply_floor_snap" ), &CharacterBody3D::apply_floor_snap); |
| 1966 | |
| 1967 | ClassDB::bind_method(D_METHOD("set_velocity" , "velocity" ), &CharacterBody3D::set_velocity); |
| 1968 | ClassDB::bind_method(D_METHOD("get_velocity" ), &CharacterBody3D::get_velocity); |
| 1969 | |
| 1970 | ClassDB::bind_method(D_METHOD("set_safe_margin" , "margin" ), &CharacterBody3D::set_safe_margin); |
| 1971 | ClassDB::bind_method(D_METHOD("get_safe_margin" ), &CharacterBody3D::get_safe_margin); |
| 1972 | ClassDB::bind_method(D_METHOD("is_floor_stop_on_slope_enabled" ), &CharacterBody3D::is_floor_stop_on_slope_enabled); |
| 1973 | ClassDB::bind_method(D_METHOD("set_floor_stop_on_slope_enabled" , "enabled" ), &CharacterBody3D::set_floor_stop_on_slope_enabled); |
| 1974 | ClassDB::bind_method(D_METHOD("set_floor_constant_speed_enabled" , "enabled" ), &CharacterBody3D::set_floor_constant_speed_enabled); |
| 1975 | ClassDB::bind_method(D_METHOD("is_floor_constant_speed_enabled" ), &CharacterBody3D::is_floor_constant_speed_enabled); |
| 1976 | ClassDB::bind_method(D_METHOD("set_floor_block_on_wall_enabled" , "enabled" ), &CharacterBody3D::set_floor_block_on_wall_enabled); |
| 1977 | ClassDB::bind_method(D_METHOD("is_floor_block_on_wall_enabled" ), &CharacterBody3D::is_floor_block_on_wall_enabled); |
| 1978 | ClassDB::bind_method(D_METHOD("set_slide_on_ceiling_enabled" , "enabled" ), &CharacterBody3D::set_slide_on_ceiling_enabled); |
| 1979 | ClassDB::bind_method(D_METHOD("is_slide_on_ceiling_enabled" ), &CharacterBody3D::is_slide_on_ceiling_enabled); |
| 1980 | |
| 1981 | ClassDB::bind_method(D_METHOD("set_platform_floor_layers" , "exclude_layer" ), &CharacterBody3D::set_platform_floor_layers); |
| 1982 | ClassDB::bind_method(D_METHOD("get_platform_floor_layers" ), &CharacterBody3D::get_platform_floor_layers); |
| 1983 | ClassDB::bind_method(D_METHOD("set_platform_wall_layers" , "exclude_layer" ), &CharacterBody3D::set_platform_wall_layers); |
| 1984 | ClassDB::bind_method(D_METHOD("get_platform_wall_layers" ), &CharacterBody3D::get_platform_wall_layers); |
| 1985 | |
| 1986 | ClassDB::bind_method(D_METHOD("get_max_slides" ), &CharacterBody3D::get_max_slides); |
| 1987 | ClassDB::bind_method(D_METHOD("set_max_slides" , "max_slides" ), &CharacterBody3D::set_max_slides); |
| 1988 | ClassDB::bind_method(D_METHOD("get_floor_max_angle" ), &CharacterBody3D::get_floor_max_angle); |
| 1989 | ClassDB::bind_method(D_METHOD("set_floor_max_angle" , "radians" ), &CharacterBody3D::set_floor_max_angle); |
| 1990 | ClassDB::bind_method(D_METHOD("get_floor_snap_length" ), &CharacterBody3D::get_floor_snap_length); |
| 1991 | ClassDB::bind_method(D_METHOD("set_floor_snap_length" , "floor_snap_length" ), &CharacterBody3D::set_floor_snap_length); |
| 1992 | ClassDB::bind_method(D_METHOD("get_wall_min_slide_angle" ), &CharacterBody3D::get_wall_min_slide_angle); |
| 1993 | ClassDB::bind_method(D_METHOD("set_wall_min_slide_angle" , "radians" ), &CharacterBody3D::set_wall_min_slide_angle); |
| 1994 | ClassDB::bind_method(D_METHOD("get_up_direction" ), &CharacterBody3D::get_up_direction); |
| 1995 | ClassDB::bind_method(D_METHOD("set_up_direction" , "up_direction" ), &CharacterBody3D::set_up_direction); |
| 1996 | ClassDB::bind_method(D_METHOD("set_motion_mode" , "mode" ), &CharacterBody3D::set_motion_mode); |
| 1997 | ClassDB::bind_method(D_METHOD("get_motion_mode" ), &CharacterBody3D::get_motion_mode); |
| 1998 | ClassDB::bind_method(D_METHOD("set_platform_on_leave" , "on_leave_apply_velocity" ), &CharacterBody3D::set_platform_on_leave); |
| 1999 | ClassDB::bind_method(D_METHOD("get_platform_on_leave" ), &CharacterBody3D::get_platform_on_leave); |
| 2000 | |
| 2001 | ClassDB::bind_method(D_METHOD("is_on_floor" ), &CharacterBody3D::is_on_floor); |
| 2002 | ClassDB::bind_method(D_METHOD("is_on_floor_only" ), &CharacterBody3D::is_on_floor_only); |
| 2003 | ClassDB::bind_method(D_METHOD("is_on_ceiling" ), &CharacterBody3D::is_on_ceiling); |
| 2004 | ClassDB::bind_method(D_METHOD("is_on_ceiling_only" ), &CharacterBody3D::is_on_ceiling_only); |
| 2005 | ClassDB::bind_method(D_METHOD("is_on_wall" ), &CharacterBody3D::is_on_wall); |
| 2006 | ClassDB::bind_method(D_METHOD("is_on_wall_only" ), &CharacterBody3D::is_on_wall_only); |
| 2007 | ClassDB::bind_method(D_METHOD("get_floor_normal" ), &CharacterBody3D::get_floor_normal); |
| 2008 | ClassDB::bind_method(D_METHOD("get_wall_normal" ), &CharacterBody3D::get_wall_normal); |
| 2009 | ClassDB::bind_method(D_METHOD("get_last_motion" ), &CharacterBody3D::get_last_motion); |
| 2010 | ClassDB::bind_method(D_METHOD("get_position_delta" ), &CharacterBody3D::get_position_delta); |
| 2011 | ClassDB::bind_method(D_METHOD("get_real_velocity" ), &CharacterBody3D::get_real_velocity); |
| 2012 | ClassDB::bind_method(D_METHOD("get_floor_angle" , "up_direction" ), &CharacterBody3D::get_floor_angle, DEFVAL(Vector3(0.0, 1.0, 0.0))); |
| 2013 | ClassDB::bind_method(D_METHOD("get_platform_velocity" ), &CharacterBody3D::get_platform_velocity); |
| 2014 | ClassDB::bind_method(D_METHOD("get_platform_angular_velocity" ), &CharacterBody3D::get_platform_angular_velocity); |
| 2015 | ClassDB::bind_method(D_METHOD("get_slide_collision_count" ), &CharacterBody3D::get_slide_collision_count); |
| 2016 | ClassDB::bind_method(D_METHOD("get_slide_collision" , "slide_idx" ), &CharacterBody3D::_get_slide_collision); |
| 2017 | ClassDB::bind_method(D_METHOD("get_last_slide_collision" ), &CharacterBody3D::_get_last_slide_collision); |
| 2018 | |
| 2019 | ADD_PROPERTY(PropertyInfo(Variant::INT, "motion_mode" , PROPERTY_HINT_ENUM, "Grounded,Floating" , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_motion_mode" , "get_motion_mode" ); |
| 2020 | ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "up_direction" ), "set_up_direction" , "get_up_direction" ); |
| 2021 | ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slide_on_ceiling" ), "set_slide_on_ceiling_enabled" , "is_slide_on_ceiling_enabled" ); |
| 2022 | ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "velocity" , PROPERTY_HINT_NONE, "suffix:m/s" , PROPERTY_USAGE_NO_EDITOR), "set_velocity" , "get_velocity" ); |
| 2023 | ADD_PROPERTY(PropertyInfo(Variant::INT, "max_slides" , PROPERTY_HINT_NONE, "" , PROPERTY_USAGE_NO_EDITOR), "set_max_slides" , "get_max_slides" ); |
| 2024 | ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wall_min_slide_angle" , PROPERTY_HINT_RANGE, "0,180,0.1,radians" , PROPERTY_USAGE_DEFAULT), "set_wall_min_slide_angle" , "get_wall_min_slide_angle" ); |
| 2025 | |
| 2026 | ADD_GROUP("Floor" , "floor_" ); |
| 2027 | ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_stop_on_slope" ), "set_floor_stop_on_slope_enabled" , "is_floor_stop_on_slope_enabled" ); |
| 2028 | ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_constant_speed" ), "set_floor_constant_speed_enabled" , "is_floor_constant_speed_enabled" ); |
| 2029 | ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_block_on_wall" ), "set_floor_block_on_wall_enabled" , "is_floor_block_on_wall_enabled" ); |
| 2030 | ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_max_angle" , PROPERTY_HINT_RANGE, "0,180,0.1,radians" ), "set_floor_max_angle" , "get_floor_max_angle" ); |
| 2031 | ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_snap_length" , PROPERTY_HINT_RANGE, "0,1,0.01,or_greater,suffix:m" ), "set_floor_snap_length" , "get_floor_snap_length" ); |
| 2032 | |
| 2033 | ADD_GROUP("Moving Platform" , "platform_" ); |
| 2034 | ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_on_leave" , PROPERTY_HINT_ENUM, "Add Velocity,Add Upward Velocity,Do Nothing" , PROPERTY_USAGE_DEFAULT), "set_platform_on_leave" , "get_platform_on_leave" ); |
| 2035 | ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_floor_layers" , PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_platform_floor_layers" , "get_platform_floor_layers" ); |
| 2036 | ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_wall_layers" , PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_platform_wall_layers" , "get_platform_wall_layers" ); |
| 2037 | |
| 2038 | ADD_GROUP("Collision" , "" ); |
| 2039 | ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "safe_margin" , PROPERTY_HINT_RANGE, "0.001,256,0.001,suffix:m" ), "set_safe_margin" , "get_safe_margin" ); |
| 2040 | |
| 2041 | BIND_ENUM_CONSTANT(MOTION_MODE_GROUNDED); |
| 2042 | BIND_ENUM_CONSTANT(MOTION_MODE_FLOATING); |
| 2043 | |
| 2044 | BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_ADD_VELOCITY); |
| 2045 | BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY); |
| 2046 | BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_DO_NOTHING); |
| 2047 | } |
| 2048 | |
| 2049 | void CharacterBody3D::_validate_property(PropertyInfo &p_property) const { |
| 2050 | if (motion_mode == MOTION_MODE_FLOATING) { |
| 2051 | if (p_property.name.begins_with("floor_" ) || p_property.name == "up_direction" || p_property.name == "slide_on_ceiling" ) { |
| 2052 | p_property.usage = PROPERTY_USAGE_NO_EDITOR; |
| 2053 | } |
| 2054 | } |
| 2055 | } |
| 2056 | |
| 2057 | CharacterBody3D::CharacterBody3D() : |
| 2058 | PhysicsBody3D(PhysicsServer3D::BODY_MODE_KINEMATIC) { |
| 2059 | } |
| 2060 | |
| 2061 | CharacterBody3D::~CharacterBody3D() { |
| 2062 | for (int i = 0; i < slide_colliders.size(); i++) { |
| 2063 | if (slide_colliders[i].is_valid()) { |
| 2064 | slide_colliders.write[i]->owner = nullptr; |
| 2065 | } |
| 2066 | } |
| 2067 | } |
| 2068 | |
| 2069 | /////////////////////////////////////// |
| 2070 | |
| 2071 | Vector3 KinematicCollision3D::get_travel() const { |
| 2072 | return result.travel; |
| 2073 | } |
| 2074 | |
| 2075 | Vector3 KinematicCollision3D::get_remainder() const { |
| 2076 | return result.remainder; |
| 2077 | } |
| 2078 | |
| 2079 | int KinematicCollision3D::get_collision_count() const { |
| 2080 | return result.collision_count; |
| 2081 | } |
| 2082 | |
| 2083 | real_t KinematicCollision3D::get_depth() const { |
| 2084 | return result.collision_depth; |
| 2085 | } |
| 2086 | |
| 2087 | Vector3 KinematicCollision3D::get_position(int p_collision_index) const { |
| 2088 | ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3()); |
| 2089 | return result.collisions[p_collision_index].position; |
| 2090 | } |
| 2091 | |
| 2092 | Vector3 KinematicCollision3D::get_normal(int p_collision_index) const { |
| 2093 | ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3()); |
| 2094 | return result.collisions[p_collision_index].normal; |
| 2095 | } |
| 2096 | |
| 2097 | real_t KinematicCollision3D::get_angle(int p_collision_index, const Vector3 &p_up_direction) const { |
| 2098 | ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, 0.0); |
| 2099 | ERR_FAIL_COND_V(p_up_direction == Vector3(), 0); |
| 2100 | return result.collisions[p_collision_index].get_angle(p_up_direction); |
| 2101 | } |
| 2102 | |
| 2103 | Object *KinematicCollision3D::get_local_shape(int p_collision_index) const { |
| 2104 | ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, nullptr); |
| 2105 | if (!owner) { |
| 2106 | return nullptr; |
| 2107 | } |
| 2108 | uint32_t ownerid = owner->shape_find_owner(result.collisions[p_collision_index].local_shape); |
| 2109 | return owner->shape_owner_get_owner(ownerid); |
| 2110 | } |
| 2111 | |
| 2112 | Object *KinematicCollision3D::get_collider(int p_collision_index) const { |
| 2113 | ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, nullptr); |
| 2114 | if (result.collisions[p_collision_index].collider_id.is_valid()) { |
| 2115 | return ObjectDB::get_instance(result.collisions[p_collision_index].collider_id); |
| 2116 | } |
| 2117 | |
| 2118 | return nullptr; |
| 2119 | } |
| 2120 | |
| 2121 | ObjectID KinematicCollision3D::get_collider_id(int p_collision_index) const { |
| 2122 | ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, ObjectID()); |
| 2123 | return result.collisions[p_collision_index].collider_id; |
| 2124 | } |
| 2125 | |
| 2126 | RID KinematicCollision3D::get_collider_rid(int p_collision_index) const { |
| 2127 | ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, RID()); |
| 2128 | return result.collisions[p_collision_index].collider; |
| 2129 | } |
| 2130 | |
| 2131 | Object *KinematicCollision3D::get_collider_shape(int p_collision_index) const { |
| 2132 | Object *collider = get_collider(p_collision_index); |
| 2133 | if (collider) { |
| 2134 | CollisionObject3D *obj2d = Object::cast_to<CollisionObject3D>(collider); |
| 2135 | if (obj2d) { |
| 2136 | uint32_t ownerid = obj2d->shape_find_owner(result.collisions[p_collision_index].collider_shape); |
| 2137 | return obj2d->shape_owner_get_owner(ownerid); |
| 2138 | } |
| 2139 | } |
| 2140 | |
| 2141 | return nullptr; |
| 2142 | } |
| 2143 | |
| 2144 | int KinematicCollision3D::get_collider_shape_index(int p_collision_index) const { |
| 2145 | ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, 0); |
| 2146 | return result.collisions[p_collision_index].collider_shape; |
| 2147 | } |
| 2148 | |
| 2149 | Vector3 KinematicCollision3D::get_collider_velocity(int p_collision_index) const { |
| 2150 | ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3()); |
| 2151 | return result.collisions[p_collision_index].collider_velocity; |
| 2152 | } |
| 2153 | |
| 2154 | void KinematicCollision3D::_bind_methods() { |
| 2155 | ClassDB::bind_method(D_METHOD("get_travel" ), &KinematicCollision3D::get_travel); |
| 2156 | ClassDB::bind_method(D_METHOD("get_remainder" ), &KinematicCollision3D::get_remainder); |
| 2157 | ClassDB::bind_method(D_METHOD("get_depth" ), &KinematicCollision3D::get_depth); |
| 2158 | ClassDB::bind_method(D_METHOD("get_collision_count" ), &KinematicCollision3D::get_collision_count); |
| 2159 | ClassDB::bind_method(D_METHOD("get_position" , "collision_index" ), &KinematicCollision3D::get_position, DEFVAL(0)); |
| 2160 | ClassDB::bind_method(D_METHOD("get_normal" , "collision_index" ), &KinematicCollision3D::get_normal, DEFVAL(0)); |
| 2161 | ClassDB::bind_method(D_METHOD("get_angle" , "collision_index" , "up_direction" ), &KinematicCollision3D::get_angle, DEFVAL(0), DEFVAL(Vector3(0.0, 1.0, 0.0))); |
| 2162 | ClassDB::bind_method(D_METHOD("get_local_shape" , "collision_index" ), &KinematicCollision3D::get_local_shape, DEFVAL(0)); |
| 2163 | ClassDB::bind_method(D_METHOD("get_collider" , "collision_index" ), &KinematicCollision3D::get_collider, DEFVAL(0)); |
| 2164 | ClassDB::bind_method(D_METHOD("get_collider_id" , "collision_index" ), &KinematicCollision3D::get_collider_id, DEFVAL(0)); |
| 2165 | ClassDB::bind_method(D_METHOD("get_collider_rid" , "collision_index" ), &KinematicCollision3D::get_collider_rid, DEFVAL(0)); |
| 2166 | ClassDB::bind_method(D_METHOD("get_collider_shape" , "collision_index" ), &KinematicCollision3D::get_collider_shape, DEFVAL(0)); |
| 2167 | ClassDB::bind_method(D_METHOD("get_collider_shape_index" , "collision_index" ), &KinematicCollision3D::get_collider_shape_index, DEFVAL(0)); |
| 2168 | ClassDB::bind_method(D_METHOD("get_collider_velocity" , "collision_index" ), &KinematicCollision3D::get_collider_velocity, DEFVAL(0)); |
| 2169 | } |
| 2170 | |
| 2171 | /////////////////////////////////////// |
| 2172 | |
| 2173 | bool PhysicalBone3D::JointData::_set(const StringName &p_name, const Variant &p_value, RID j) { |
| 2174 | return false; |
| 2175 | } |
| 2176 | |
| 2177 | bool PhysicalBone3D::JointData::_get(const StringName &p_name, Variant &r_ret) const { |
| 2178 | return false; |
| 2179 | } |
| 2180 | |
| 2181 | void PhysicalBone3D::JointData::_get_property_list(List<PropertyInfo> *p_list) const { |
| 2182 | } |
| 2183 | |
| 2184 | void PhysicalBone3D::apply_central_impulse(const Vector3 &p_impulse) { |
| 2185 | PhysicsServer3D::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse); |
| 2186 | } |
| 2187 | |
| 2188 | void PhysicalBone3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) { |
| 2189 | PhysicsServer3D::get_singleton()->body_apply_impulse(get_rid(), p_impulse, p_position); |
| 2190 | } |
| 2191 | |
| 2192 | void PhysicalBone3D::set_linear_velocity(const Vector3 &p_velocity) { |
| 2193 | linear_velocity = p_velocity; |
| 2194 | PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, linear_velocity); |
| 2195 | } |
| 2196 | |
| 2197 | Vector3 PhysicalBone3D::get_linear_velocity() const { |
| 2198 | return linear_velocity; |
| 2199 | } |
| 2200 | |
| 2201 | void PhysicalBone3D::set_angular_velocity(const Vector3 &p_velocity) { |
| 2202 | angular_velocity = p_velocity; |
| 2203 | PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY, angular_velocity); |
| 2204 | } |
| 2205 | |
| 2206 | Vector3 PhysicalBone3D::get_angular_velocity() const { |
| 2207 | return angular_velocity; |
| 2208 | } |
| 2209 | |
| 2210 | void PhysicalBone3D::set_use_custom_integrator(bool p_enable) { |
| 2211 | if (custom_integrator == p_enable) { |
| 2212 | return; |
| 2213 | } |
| 2214 | |
| 2215 | custom_integrator = p_enable; |
| 2216 | PhysicsServer3D::get_singleton()->body_set_omit_force_integration(get_rid(), p_enable); |
| 2217 | } |
| 2218 | |
| 2219 | bool PhysicalBone3D::is_using_custom_integrator() { |
| 2220 | return custom_integrator; |
| 2221 | } |
| 2222 | |
| 2223 | void PhysicalBone3D::reset_physics_simulation_state() { |
| 2224 | if (simulate_physics) { |
| 2225 | _start_physics_simulation(); |
| 2226 | } else { |
| 2227 | _stop_physics_simulation(); |
| 2228 | } |
| 2229 | } |
| 2230 | |
| 2231 | void PhysicalBone3D::reset_to_rest_position() { |
| 2232 | if (parent_skeleton) { |
| 2233 | if (-1 == bone_id) { |
| 2234 | set_global_transform(parent_skeleton->get_global_transform() * body_offset); |
| 2235 | } else { |
| 2236 | set_global_transform(parent_skeleton->get_global_transform() * parent_skeleton->get_bone_global_pose(bone_id) * body_offset); |
| 2237 | } |
| 2238 | } |
| 2239 | } |
| 2240 | |
| 2241 | bool PhysicalBone3D::PinJointData::_set(const StringName &p_name, const Variant &p_value, RID j) { |
| 2242 | if (JointData::_set(p_name, p_value, j)) { |
| 2243 | return true; |
| 2244 | } |
| 2245 | |
| 2246 | bool is_valid_pin = j.is_valid() && PhysicsServer3D::get_singleton()->joint_get_type(j) == PhysicsServer3D::JOINT_TYPE_PIN; |
| 2247 | if ("joint_constraints/bias" == p_name) { |
| 2248 | bias = p_value; |
| 2249 | if (is_valid_pin) { |
| 2250 | PhysicsServer3D::get_singleton()->pin_joint_set_param(j, PhysicsServer3D::PIN_JOINT_BIAS, bias); |
| 2251 | } |
| 2252 | |
| 2253 | } else if ("joint_constraints/damping" == p_name) { |
| 2254 | damping = p_value; |
| 2255 | if (is_valid_pin) { |
| 2256 | PhysicsServer3D::get_singleton()->pin_joint_set_param(j, PhysicsServer3D::PIN_JOINT_DAMPING, damping); |
| 2257 | } |
| 2258 | |
| 2259 | } else if ("joint_constraints/impulse_clamp" == p_name) { |
| 2260 | impulse_clamp = p_value; |
| 2261 | if (is_valid_pin) { |
| 2262 | PhysicsServer3D::get_singleton()->pin_joint_set_param(j, PhysicsServer3D::PIN_JOINT_IMPULSE_CLAMP, impulse_clamp); |
| 2263 | } |
| 2264 | |
| 2265 | } else { |
| 2266 | return false; |
| 2267 | } |
| 2268 | |
| 2269 | return true; |
| 2270 | } |
| 2271 | |
| 2272 | bool PhysicalBone3D::PinJointData::_get(const StringName &p_name, Variant &r_ret) const { |
| 2273 | if (JointData::_get(p_name, r_ret)) { |
| 2274 | return true; |
| 2275 | } |
| 2276 | |
| 2277 | if ("joint_constraints/bias" == p_name) { |
| 2278 | r_ret = bias; |
| 2279 | } else if ("joint_constraints/damping" == p_name) { |
| 2280 | r_ret = damping; |
| 2281 | } else if ("joint_constraints/impulse_clamp" == p_name) { |
| 2282 | r_ret = impulse_clamp; |
| 2283 | } else { |
| 2284 | return false; |
| 2285 | } |
| 2286 | |
| 2287 | return true; |
| 2288 | } |
| 2289 | |
| 2290 | void PhysicalBone3D::PinJointData::_get_property_list(List<PropertyInfo> *p_list) const { |
| 2291 | JointData::_get_property_list(p_list); |
| 2292 | |
| 2293 | p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/bias" ), PROPERTY_HINT_RANGE, "0.01,0.99,0.01" )); |
| 2294 | p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/damping" ), PROPERTY_HINT_RANGE, "0.01,8.0,0.01" )); |
| 2295 | p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/impulse_clamp" ), PROPERTY_HINT_RANGE, "0.0,64.0,0.01" )); |
| 2296 | } |
| 2297 | |
| 2298 | bool PhysicalBone3D::ConeJointData::_set(const StringName &p_name, const Variant &p_value, RID j) { |
| 2299 | if (JointData::_set(p_name, p_value, j)) { |
| 2300 | return true; |
| 2301 | } |
| 2302 | |
| 2303 | bool is_valid_cone = j.is_valid() && PhysicsServer3D::get_singleton()->joint_get_type(j) == PhysicsServer3D::JOINT_TYPE_CONE_TWIST; |
| 2304 | if ("joint_constraints/swing_span" == p_name) { |
| 2305 | swing_span = Math::deg_to_rad(real_t(p_value)); |
| 2306 | if (is_valid_cone) { |
| 2307 | PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(j, PhysicsServer3D::CONE_TWIST_JOINT_SWING_SPAN, swing_span); |
| 2308 | } |
| 2309 | |
| 2310 | } else if ("joint_constraints/twist_span" == p_name) { |
| 2311 | twist_span = Math::deg_to_rad(real_t(p_value)); |
| 2312 | if (is_valid_cone) { |
| 2313 | PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(j, PhysicsServer3D::CONE_TWIST_JOINT_TWIST_SPAN, twist_span); |
| 2314 | } |
| 2315 | |
| 2316 | } else if ("joint_constraints/bias" == p_name) { |
| 2317 | bias = p_value; |
| 2318 | if (is_valid_cone) { |
| 2319 | PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(j, PhysicsServer3D::CONE_TWIST_JOINT_BIAS, bias); |
| 2320 | } |
| 2321 | |
| 2322 | } else if ("joint_constraints/softness" == p_name) { |
| 2323 | softness = p_value; |
| 2324 | if (is_valid_cone) { |
| 2325 | PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(j, PhysicsServer3D::CONE_TWIST_JOINT_SOFTNESS, softness); |
| 2326 | } |
| 2327 | |
| 2328 | } else if ("joint_constraints/relaxation" == p_name) { |
| 2329 | relaxation = p_value; |
| 2330 | if (is_valid_cone) { |
| 2331 | PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(j, PhysicsServer3D::CONE_TWIST_JOINT_RELAXATION, relaxation); |
| 2332 | } |
| 2333 | |
| 2334 | } else { |
| 2335 | return false; |
| 2336 | } |
| 2337 | |
| 2338 | return true; |
| 2339 | } |
| 2340 | |
| 2341 | bool PhysicalBone3D::ConeJointData::_get(const StringName &p_name, Variant &r_ret) const { |
| 2342 | if (JointData::_get(p_name, r_ret)) { |
| 2343 | return true; |
| 2344 | } |
| 2345 | |
| 2346 | if ("joint_constraints/swing_span" == p_name) { |
| 2347 | r_ret = Math::rad_to_deg(swing_span); |
| 2348 | } else if ("joint_constraints/twist_span" == p_name) { |
| 2349 | r_ret = Math::rad_to_deg(twist_span); |
| 2350 | } else if ("joint_constraints/bias" == p_name) { |
| 2351 | r_ret = bias; |
| 2352 | } else if ("joint_constraints/softness" == p_name) { |
| 2353 | r_ret = softness; |
| 2354 | } else if ("joint_constraints/relaxation" == p_name) { |
| 2355 | r_ret = relaxation; |
| 2356 | } else { |
| 2357 | return false; |
| 2358 | } |
| 2359 | |
| 2360 | return true; |
| 2361 | } |
| 2362 | |
| 2363 | void PhysicalBone3D::ConeJointData::_get_property_list(List<PropertyInfo> *p_list) const { |
| 2364 | JointData::_get_property_list(p_list); |
| 2365 | |
| 2366 | p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/swing_span" ), PROPERTY_HINT_RANGE, "-180,180,0.01" )); |
| 2367 | p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/twist_span" ), PROPERTY_HINT_RANGE, "-40000,40000,0.1,or_less,or_greater" )); |
| 2368 | p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/bias" ), PROPERTY_HINT_RANGE, "0.01,16.0,0.01" )); |
| 2369 | p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/softness" ), PROPERTY_HINT_RANGE, "0.01,16.0,0.01" )); |
| 2370 | p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/relaxation" ), PROPERTY_HINT_RANGE, "0.01,16.0,0.01" )); |
| 2371 | } |
| 2372 | |
| 2373 | bool PhysicalBone3D::HingeJointData::_set(const StringName &p_name, const Variant &p_value, RID j) { |
| 2374 | if (JointData::_set(p_name, p_value, j)) { |
| 2375 | return true; |
| 2376 | } |
| 2377 | |
| 2378 | bool is_valid_hinge = j.is_valid() && PhysicsServer3D::get_singleton()->joint_get_type(j) == PhysicsServer3D::JOINT_TYPE_HINGE; |
| 2379 | if ("joint_constraints/angular_limit_enabled" == p_name) { |
| 2380 | angular_limit_enabled = p_value; |
| 2381 | if (is_valid_hinge) { |
| 2382 | PhysicsServer3D::get_singleton()->hinge_joint_set_flag(j, PhysicsServer3D::HINGE_JOINT_FLAG_USE_LIMIT, angular_limit_enabled); |
| 2383 | } |
| 2384 | |
| 2385 | } else if ("joint_constraints/angular_limit_upper" == p_name) { |
| 2386 | angular_limit_upper = Math::deg_to_rad(real_t(p_value)); |
| 2387 | if (is_valid_hinge) { |
| 2388 | PhysicsServer3D::get_singleton()->hinge_joint_set_param(j, PhysicsServer3D::HINGE_JOINT_LIMIT_UPPER, angular_limit_upper); |
| 2389 | } |
| 2390 | |
| 2391 | } else if ("joint_constraints/angular_limit_lower" == p_name) { |
| 2392 | angular_limit_lower = Math::deg_to_rad(real_t(p_value)); |
| 2393 | if (is_valid_hinge) { |
| 2394 | PhysicsServer3D::get_singleton()->hinge_joint_set_param(j, PhysicsServer3D::HINGE_JOINT_LIMIT_LOWER, angular_limit_lower); |
| 2395 | } |
| 2396 | |
| 2397 | } else if ("joint_constraints/angular_limit_bias" == p_name) { |
| 2398 | angular_limit_bias = p_value; |
| 2399 | if (is_valid_hinge) { |
| 2400 | PhysicsServer3D::get_singleton()->hinge_joint_set_param(j, PhysicsServer3D::HINGE_JOINT_LIMIT_BIAS, angular_limit_bias); |
| 2401 | } |
| 2402 | |
| 2403 | } else if ("joint_constraints/angular_limit_softness" == p_name) { |
| 2404 | angular_limit_softness = p_value; |
| 2405 | if (is_valid_hinge) { |
| 2406 | PhysicsServer3D::get_singleton()->hinge_joint_set_param(j, PhysicsServer3D::HINGE_JOINT_LIMIT_SOFTNESS, angular_limit_softness); |
| 2407 | } |
| 2408 | |
| 2409 | } else if ("joint_constraints/angular_limit_relaxation" == p_name) { |
| 2410 | angular_limit_relaxation = p_value; |
| 2411 | if (is_valid_hinge) { |
| 2412 | PhysicsServer3D::get_singleton()->hinge_joint_set_param(j, PhysicsServer3D::HINGE_JOINT_LIMIT_RELAXATION, angular_limit_relaxation); |
| 2413 | } |
| 2414 | |
| 2415 | } else { |
| 2416 | return false; |
| 2417 | } |
| 2418 | |
| 2419 | return true; |
| 2420 | } |
| 2421 | |
| 2422 | bool PhysicalBone3D::HingeJointData::_get(const StringName &p_name, Variant &r_ret) const { |
| 2423 | if (JointData::_get(p_name, r_ret)) { |
| 2424 | return true; |
| 2425 | } |
| 2426 | |
| 2427 | if ("joint_constraints/angular_limit_enabled" == p_name) { |
| 2428 | r_ret = angular_limit_enabled; |
| 2429 | } else if ("joint_constraints/angular_limit_upper" == p_name) { |
| 2430 | r_ret = Math::rad_to_deg(angular_limit_upper); |
| 2431 | } else if ("joint_constraints/angular_limit_lower" == p_name) { |
| 2432 | r_ret = Math::rad_to_deg(angular_limit_lower); |
| 2433 | } else if ("joint_constraints/angular_limit_bias" == p_name) { |
| 2434 | r_ret = angular_limit_bias; |
| 2435 | } else if ("joint_constraints/angular_limit_softness" == p_name) { |
| 2436 | r_ret = angular_limit_softness; |
| 2437 | } else if ("joint_constraints/angular_limit_relaxation" == p_name) { |
| 2438 | r_ret = angular_limit_relaxation; |
| 2439 | } else { |
| 2440 | return false; |
| 2441 | } |
| 2442 | |
| 2443 | return true; |
| 2444 | } |
| 2445 | |
| 2446 | void PhysicalBone3D::HingeJointData::_get_property_list(List<PropertyInfo> *p_list) const { |
| 2447 | JointData::_get_property_list(p_list); |
| 2448 | |
| 2449 | p_list->push_back(PropertyInfo(Variant::BOOL, PNAME("joint_constraints/angular_limit_enabled" ))); |
| 2450 | p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_upper" ), PROPERTY_HINT_RANGE, "-180,180,0.01" )); |
| 2451 | p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_lower" ), PROPERTY_HINT_RANGE, "-180,180,0.01" )); |
| 2452 | p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_bias" ), PROPERTY_HINT_RANGE, "0.01,0.99,0.01" )); |
| 2453 | p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_softness" ), PROPERTY_HINT_RANGE, "0.01,16,0.01" )); |
| 2454 | p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_relaxation" ), PROPERTY_HINT_RANGE, "0.01,16,0.01" )); |
| 2455 | } |
| 2456 | |
| 2457 | bool PhysicalBone3D::SliderJointData::_set(const StringName &p_name, const Variant &p_value, RID j) { |
| 2458 | if (JointData::_set(p_name, p_value, j)) { |
| 2459 | return true; |
| 2460 | } |
| 2461 | |
| 2462 | bool is_valid_slider = j.is_valid() && PhysicsServer3D::get_singleton()->joint_get_type(j) == PhysicsServer3D::JOINT_TYPE_SLIDER; |
| 2463 | if ("joint_constraints/linear_limit_upper" == p_name) { |
| 2464 | linear_limit_upper = p_value; |
| 2465 | if (is_valid_slider) { |
| 2466 | PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_UPPER, linear_limit_upper); |
| 2467 | } |
| 2468 | |
| 2469 | } else if ("joint_constraints/linear_limit_lower" == p_name) { |
| 2470 | linear_limit_lower = p_value; |
| 2471 | if (is_valid_slider) { |
| 2472 | PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_LOWER, linear_limit_lower); |
| 2473 | } |
| 2474 | |
| 2475 | } else if ("joint_constraints/linear_limit_softness" == p_name) { |
| 2476 | linear_limit_softness = p_value; |
| 2477 | if (is_valid_slider) { |
| 2478 | PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS, linear_limit_softness); |
| 2479 | } |
| 2480 | |
| 2481 | } else if ("joint_constraints/linear_limit_restitution" == p_name) { |
| 2482 | linear_limit_restitution = p_value; |
| 2483 | if (is_valid_slider) { |
| 2484 | PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION, linear_limit_restitution); |
| 2485 | } |
| 2486 | |
| 2487 | } else if ("joint_constraints/linear_limit_damping" == p_name) { |
| 2488 | linear_limit_damping = p_value; |
| 2489 | if (is_valid_slider) { |
| 2490 | PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_DAMPING, linear_limit_restitution); |
| 2491 | } |
| 2492 | |
| 2493 | } else if ("joint_constraints/angular_limit_upper" == p_name) { |
| 2494 | angular_limit_upper = Math::deg_to_rad(real_t(p_value)); |
| 2495 | if (is_valid_slider) { |
| 2496 | PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_UPPER, angular_limit_upper); |
| 2497 | } |
| 2498 | |
| 2499 | } else if ("joint_constraints/angular_limit_lower" == p_name) { |
| 2500 | angular_limit_lower = Math::deg_to_rad(real_t(p_value)); |
| 2501 | if (is_valid_slider) { |
| 2502 | PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_LOWER, angular_limit_lower); |
| 2503 | } |
| 2504 | |
| 2505 | } else if ("joint_constraints/angular_limit_softness" == p_name) { |
| 2506 | angular_limit_softness = p_value; |
| 2507 | if (is_valid_slider) { |
| 2508 | PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS, angular_limit_softness); |
| 2509 | } |
| 2510 | |
| 2511 | } else if ("joint_constraints/angular_limit_restitution" == p_name) { |
| 2512 | angular_limit_restitution = p_value; |
| 2513 | if (is_valid_slider) { |
| 2514 | PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS, angular_limit_softness); |
| 2515 | } |
| 2516 | |
| 2517 | } else if ("joint_constraints/angular_limit_damping" == p_name) { |
| 2518 | angular_limit_damping = p_value; |
| 2519 | if (is_valid_slider) { |
| 2520 | PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_DAMPING, angular_limit_damping); |
| 2521 | } |
| 2522 | |
| 2523 | } else { |
| 2524 | return false; |
| 2525 | } |
| 2526 | |
| 2527 | return true; |
| 2528 | } |
| 2529 | |
| 2530 | bool PhysicalBone3D::SliderJointData::_get(const StringName &p_name, Variant &r_ret) const { |
| 2531 | if (JointData::_get(p_name, r_ret)) { |
| 2532 | return true; |
| 2533 | } |
| 2534 | |
| 2535 | if ("joint_constraints/linear_limit_upper" == p_name) { |
| 2536 | r_ret = linear_limit_upper; |
| 2537 | } else if ("joint_constraints/linear_limit_lower" == p_name) { |
| 2538 | r_ret = linear_limit_lower; |
| 2539 | } else if ("joint_constraints/linear_limit_softness" == p_name) { |
| 2540 | r_ret = linear_limit_softness; |
| 2541 | } else if ("joint_constraints/linear_limit_restitution" == p_name) { |
| 2542 | r_ret = linear_limit_restitution; |
| 2543 | } else if ("joint_constraints/linear_limit_damping" == p_name) { |
| 2544 | r_ret = linear_limit_damping; |
| 2545 | } else if ("joint_constraints/angular_limit_upper" == p_name) { |
| 2546 | r_ret = Math::rad_to_deg(angular_limit_upper); |
| 2547 | } else if ("joint_constraints/angular_limit_lower" == p_name) { |
| 2548 | r_ret = Math::rad_to_deg(angular_limit_lower); |
| 2549 | } else if ("joint_constraints/angular_limit_softness" == p_name) { |
| 2550 | r_ret = angular_limit_softness; |
| 2551 | } else if ("joint_constraints/angular_limit_restitution" == p_name) { |
| 2552 | r_ret = angular_limit_restitution; |
| 2553 | } else if ("joint_constraints/angular_limit_damping" == p_name) { |
| 2554 | r_ret = angular_limit_damping; |
| 2555 | } else { |
| 2556 | return false; |
| 2557 | } |
| 2558 | |
| 2559 | return true; |
| 2560 | } |
| 2561 | |
| 2562 | void PhysicalBone3D::SliderJointData::_get_property_list(List<PropertyInfo> *p_list) const { |
| 2563 | JointData::_get_property_list(p_list); |
| 2564 | |
| 2565 | p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/linear_limit_upper" ))); |
| 2566 | p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/linear_limit_lower" ))); |
| 2567 | p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/linear_limit_softness" ), PROPERTY_HINT_RANGE, "0.01,16.0,0.01" )); |
| 2568 | p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/linear_limit_restitution" ), PROPERTY_HINT_RANGE, "0.01,16.0,0.01" )); |
| 2569 | p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/linear_limit_damping" ), PROPERTY_HINT_RANGE, "0,16.0,0.01" )); |
| 2570 | |
| 2571 | p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_upper" ), PROPERTY_HINT_RANGE, "-180,180,0.01" )); |
| 2572 | p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_lower" ), PROPERTY_HINT_RANGE, "-180,180,0.01" )); |
| 2573 | p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_softness" ), PROPERTY_HINT_RANGE, "0.01,16.0,0.01" )); |
| 2574 | p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_restitution" ), PROPERTY_HINT_RANGE, "0.01,16.0,0.01" )); |
| 2575 | p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_damping" ), PROPERTY_HINT_RANGE, "0,16.0,0.01" )); |
| 2576 | } |
| 2577 | |
| 2578 | bool PhysicalBone3D::SixDOFJointData::_set(const StringName &p_name, const Variant &p_value, RID j) { |
| 2579 | if (JointData::_set(p_name, p_value, j)) { |
| 2580 | return true; |
| 2581 | } |
| 2582 | |
| 2583 | String path = p_name; |
| 2584 | |
| 2585 | if (!path.begins_with("joint_constraints/" )) { |
| 2586 | return false; |
| 2587 | } |
| 2588 | |
| 2589 | Vector3::Axis axis; |
| 2590 | { |
| 2591 | const String axis_s = path.get_slicec('/', 1); |
| 2592 | if ("x" == axis_s) { |
| 2593 | axis = Vector3::AXIS_X; |
| 2594 | } else if ("y" == axis_s) { |
| 2595 | axis = Vector3::AXIS_Y; |
| 2596 | } else if ("z" == axis_s) { |
| 2597 | axis = Vector3::AXIS_Z; |
| 2598 | } else { |
| 2599 | return false; |
| 2600 | } |
| 2601 | } |
| 2602 | |
| 2603 | String var_name = path.get_slicec('/', 2); |
| 2604 | bool is_valid_6dof = j.is_valid() && PhysicsServer3D::get_singleton()->joint_get_type(j) == PhysicsServer3D::JOINT_TYPE_6DOF; |
| 2605 | if ("linear_limit_enabled" == var_name) { |
| 2606 | axis_data[axis].linear_limit_enabled = p_value; |
| 2607 | if (is_valid_6dof) { |
| 2608 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(j, axis, PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT, axis_data[axis].linear_limit_enabled); |
| 2609 | } |
| 2610 | |
| 2611 | } else if ("linear_limit_upper" == var_name) { |
| 2612 | axis_data[axis].linear_limit_upper = p_value; |
| 2613 | if (is_valid_6dof) { |
| 2614 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_LINEAR_UPPER_LIMIT, axis_data[axis].linear_limit_upper); |
| 2615 | } |
| 2616 | |
| 2617 | } else if ("linear_limit_lower" == var_name) { |
| 2618 | axis_data[axis].linear_limit_lower = p_value; |
| 2619 | if (is_valid_6dof) { |
| 2620 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_LINEAR_LOWER_LIMIT, axis_data[axis].linear_limit_lower); |
| 2621 | } |
| 2622 | |
| 2623 | } else if ("linear_limit_softness" == var_name) { |
| 2624 | axis_data[axis].linear_limit_softness = p_value; |
| 2625 | if (is_valid_6dof) { |
| 2626 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS, axis_data[axis].linear_limit_softness); |
| 2627 | } |
| 2628 | |
| 2629 | } else if ("linear_spring_enabled" == var_name) { |
| 2630 | axis_data[axis].linear_spring_enabled = p_value; |
| 2631 | if (is_valid_6dof) { |
| 2632 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(j, axis, PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING, axis_data[axis].linear_spring_enabled); |
| 2633 | } |
| 2634 | |
| 2635 | } else if ("linear_spring_stiffness" == var_name) { |
| 2636 | axis_data[axis].linear_spring_stiffness = p_value; |
| 2637 | if (is_valid_6dof) { |
| 2638 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS, axis_data[axis].linear_spring_stiffness); |
| 2639 | } |
| 2640 | |
| 2641 | } else if ("linear_spring_damping" == var_name) { |
| 2642 | axis_data[axis].linear_spring_damping = p_value; |
| 2643 | if (is_valid_6dof) { |
| 2644 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_DAMPING, axis_data[axis].linear_spring_damping); |
| 2645 | } |
| 2646 | |
| 2647 | } else if ("linear_equilibrium_point" == var_name) { |
| 2648 | axis_data[axis].linear_equilibrium_point = p_value; |
| 2649 | if (is_valid_6dof) { |
| 2650 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT, axis_data[axis].linear_equilibrium_point); |
| 2651 | } |
| 2652 | |
| 2653 | } else if ("linear_restitution" == var_name) { |
| 2654 | axis_data[axis].linear_restitution = p_value; |
| 2655 | if (is_valid_6dof) { |
| 2656 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_LINEAR_RESTITUTION, axis_data[axis].linear_restitution); |
| 2657 | } |
| 2658 | |
| 2659 | } else if ("linear_damping" == var_name) { |
| 2660 | axis_data[axis].linear_damping = p_value; |
| 2661 | if (is_valid_6dof) { |
| 2662 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_LINEAR_DAMPING, axis_data[axis].linear_damping); |
| 2663 | } |
| 2664 | |
| 2665 | } else if ("angular_limit_enabled" == var_name) { |
| 2666 | axis_data[axis].angular_limit_enabled = p_value; |
| 2667 | if (is_valid_6dof) { |
| 2668 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(j, axis, PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT, axis_data[axis].angular_limit_enabled); |
| 2669 | } |
| 2670 | |
| 2671 | } else if ("angular_limit_upper" == var_name) { |
| 2672 | axis_data[axis].angular_limit_upper = Math::deg_to_rad(real_t(p_value)); |
| 2673 | if (is_valid_6dof) { |
| 2674 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_ANGULAR_UPPER_LIMIT, axis_data[axis].angular_limit_upper); |
| 2675 | } |
| 2676 | |
| 2677 | } else if ("angular_limit_lower" == var_name) { |
| 2678 | axis_data[axis].angular_limit_lower = Math::deg_to_rad(real_t(p_value)); |
| 2679 | if (is_valid_6dof) { |
| 2680 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_ANGULAR_LOWER_LIMIT, axis_data[axis].angular_limit_lower); |
| 2681 | } |
| 2682 | |
| 2683 | } else if ("angular_limit_softness" == var_name) { |
| 2684 | axis_data[axis].angular_limit_softness = p_value; |
| 2685 | if (is_valid_6dof) { |
| 2686 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS, axis_data[axis].angular_limit_softness); |
| 2687 | } |
| 2688 | |
| 2689 | } else if ("angular_restitution" == var_name) { |
| 2690 | axis_data[axis].angular_restitution = p_value; |
| 2691 | if (is_valid_6dof) { |
| 2692 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_ANGULAR_RESTITUTION, axis_data[axis].angular_restitution); |
| 2693 | } |
| 2694 | |
| 2695 | } else if ("angular_damping" == var_name) { |
| 2696 | axis_data[axis].angular_damping = p_value; |
| 2697 | if (is_valid_6dof) { |
| 2698 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_ANGULAR_DAMPING, axis_data[axis].angular_damping); |
| 2699 | } |
| 2700 | |
| 2701 | } else if ("erp" == var_name) { |
| 2702 | axis_data[axis].erp = p_value; |
| 2703 | if (is_valid_6dof) { |
| 2704 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_ANGULAR_ERP, axis_data[axis].erp); |
| 2705 | } |
| 2706 | |
| 2707 | } else if ("angular_spring_enabled" == var_name) { |
| 2708 | axis_data[axis].angular_spring_enabled = p_value; |
| 2709 | if (is_valid_6dof) { |
| 2710 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(j, axis, PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING, axis_data[axis].angular_spring_enabled); |
| 2711 | } |
| 2712 | |
| 2713 | } else if ("angular_spring_stiffness" == var_name) { |
| 2714 | axis_data[axis].angular_spring_stiffness = p_value; |
| 2715 | if (is_valid_6dof) { |
| 2716 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS, axis_data[axis].angular_spring_stiffness); |
| 2717 | } |
| 2718 | |
| 2719 | } else if ("angular_spring_damping" == var_name) { |
| 2720 | axis_data[axis].angular_spring_damping = p_value; |
| 2721 | if (is_valid_6dof) { |
| 2722 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_DAMPING, axis_data[axis].angular_spring_damping); |
| 2723 | } |
| 2724 | |
| 2725 | } else if ("angular_equilibrium_point" == var_name) { |
| 2726 | axis_data[axis].angular_equilibrium_point = p_value; |
| 2727 | if (is_valid_6dof) { |
| 2728 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT, axis_data[axis].angular_equilibrium_point); |
| 2729 | } |
| 2730 | |
| 2731 | } else { |
| 2732 | return false; |
| 2733 | } |
| 2734 | |
| 2735 | return true; |
| 2736 | } |
| 2737 | |
| 2738 | bool PhysicalBone3D::SixDOFJointData::_get(const StringName &p_name, Variant &r_ret) const { |
| 2739 | if (JointData::_get(p_name, r_ret)) { |
| 2740 | return true; |
| 2741 | } |
| 2742 | |
| 2743 | String path = p_name; |
| 2744 | |
| 2745 | if (!path.begins_with("joint_constraints/" )) { |
| 2746 | return false; |
| 2747 | } |
| 2748 | |
| 2749 | int axis; |
| 2750 | { |
| 2751 | const String axis_s = path.get_slicec('/', 1); |
| 2752 | if ("x" == axis_s) { |
| 2753 | axis = 0; |
| 2754 | } else if ("y" == axis_s) { |
| 2755 | axis = 1; |
| 2756 | } else if ("z" == axis_s) { |
| 2757 | axis = 2; |
| 2758 | } else { |
| 2759 | return false; |
| 2760 | } |
| 2761 | } |
| 2762 | |
| 2763 | String var_name = path.get_slicec('/', 2); |
| 2764 | |
| 2765 | if ("linear_limit_enabled" == var_name) { |
| 2766 | r_ret = axis_data[axis].linear_limit_enabled; |
| 2767 | } else if ("linear_limit_upper" == var_name) { |
| 2768 | r_ret = axis_data[axis].linear_limit_upper; |
| 2769 | } else if ("linear_limit_lower" == var_name) { |
| 2770 | r_ret = axis_data[axis].linear_limit_lower; |
| 2771 | } else if ("linear_limit_softness" == var_name) { |
| 2772 | r_ret = axis_data[axis].linear_limit_softness; |
| 2773 | } else if ("linear_spring_enabled" == var_name) { |
| 2774 | r_ret = axis_data[axis].linear_spring_enabled; |
| 2775 | } else if ("linear_spring_stiffness" == var_name) { |
| 2776 | r_ret = axis_data[axis].linear_spring_stiffness; |
| 2777 | } else if ("linear_spring_damping" == var_name) { |
| 2778 | r_ret = axis_data[axis].linear_spring_damping; |
| 2779 | } else if ("linear_equilibrium_point" == var_name) { |
| 2780 | r_ret = axis_data[axis].linear_equilibrium_point; |
| 2781 | } else if ("linear_restitution" == var_name) { |
| 2782 | r_ret = axis_data[axis].linear_restitution; |
| 2783 | } else if ("linear_damping" == var_name) { |
| 2784 | r_ret = axis_data[axis].linear_damping; |
| 2785 | } else if ("angular_limit_enabled" == var_name) { |
| 2786 | r_ret = axis_data[axis].angular_limit_enabled; |
| 2787 | } else if ("angular_limit_upper" == var_name) { |
| 2788 | r_ret = Math::rad_to_deg(axis_data[axis].angular_limit_upper); |
| 2789 | } else if ("angular_limit_lower" == var_name) { |
| 2790 | r_ret = Math::rad_to_deg(axis_data[axis].angular_limit_lower); |
| 2791 | } else if ("angular_limit_softness" == var_name) { |
| 2792 | r_ret = axis_data[axis].angular_limit_softness; |
| 2793 | } else if ("angular_restitution" == var_name) { |
| 2794 | r_ret = axis_data[axis].angular_restitution; |
| 2795 | } else if ("angular_damping" == var_name) { |
| 2796 | r_ret = axis_data[axis].angular_damping; |
| 2797 | } else if ("erp" == var_name) { |
| 2798 | r_ret = axis_data[axis].erp; |
| 2799 | } else if ("angular_spring_enabled" == var_name) { |
| 2800 | r_ret = axis_data[axis].angular_spring_enabled; |
| 2801 | } else if ("angular_spring_stiffness" == var_name) { |
| 2802 | r_ret = axis_data[axis].angular_spring_stiffness; |
| 2803 | } else if ("angular_spring_damping" == var_name) { |
| 2804 | r_ret = axis_data[axis].angular_spring_damping; |
| 2805 | } else if ("angular_equilibrium_point" == var_name) { |
| 2806 | r_ret = axis_data[axis].angular_equilibrium_point; |
| 2807 | } else { |
| 2808 | return false; |
| 2809 | } |
| 2810 | |
| 2811 | return true; |
| 2812 | } |
| 2813 | |
| 2814 | void PhysicalBone3D::SixDOFJointData::_get_property_list(List<PropertyInfo> *p_list) const { |
| 2815 | const StringName axis_names[] = { PNAME("x" ), PNAME("y" ), PNAME("z" ) }; |
| 2816 | for (int i = 0; i < 3; ++i) { |
| 2817 | const String prefix = vformat("%s/%s/" , PNAME("joint_constraints" ), axis_names[i]); |
| 2818 | p_list->push_back(PropertyInfo(Variant::BOOL, prefix + PNAME("linear_limit_enabled" ))); |
| 2819 | p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("linear_limit_upper" ))); |
| 2820 | p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("linear_limit_lower" ))); |
| 2821 | p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("linear_limit_softness" ), PROPERTY_HINT_RANGE, "0.01,16,0.01" )); |
| 2822 | p_list->push_back(PropertyInfo(Variant::BOOL, prefix + PNAME("linear_spring_enabled" ))); |
| 2823 | p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("linear_spring_stiffness" ))); |
| 2824 | p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("linear_spring_damping" ))); |
| 2825 | p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("linear_equilibrium_point" ))); |
| 2826 | p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("linear_restitution" ), PROPERTY_HINT_RANGE, "0.01,16,0.01" )); |
| 2827 | p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("linear_damping" ), PROPERTY_HINT_RANGE, "0.01,16,0.01" )); |
| 2828 | p_list->push_back(PropertyInfo(Variant::BOOL, prefix + PNAME("angular_limit_enabled" ))); |
| 2829 | p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("angular_limit_upper" ), PROPERTY_HINT_RANGE, "-180,180,0.01" )); |
| 2830 | p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("angular_limit_lower" ), PROPERTY_HINT_RANGE, "-180,180,0.01" )); |
| 2831 | p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("angular_limit_softness" ), PROPERTY_HINT_RANGE, "0.01,16,0.01" )); |
| 2832 | p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("angular_restitution" ), PROPERTY_HINT_RANGE, "0.01,16,0.01" )); |
| 2833 | p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("angular_damping" ), PROPERTY_HINT_RANGE, "0.01,16,0.01" )); |
| 2834 | p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("erp" ))); |
| 2835 | p_list->push_back(PropertyInfo(Variant::BOOL, prefix + PNAME("angular_spring_enabled" ))); |
| 2836 | p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("angular_spring_stiffness" ))); |
| 2837 | p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("angular_spring_damping" ))); |
| 2838 | p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("angular_equilibrium_point" ))); |
| 2839 | } |
| 2840 | } |
| 2841 | |
| 2842 | bool PhysicalBone3D::_set(const StringName &p_name, const Variant &p_value) { |
| 2843 | if (p_name == "bone_name" ) { |
| 2844 | set_bone_name(p_value); |
| 2845 | return true; |
| 2846 | } |
| 2847 | |
| 2848 | if (joint_data) { |
| 2849 | if (joint_data->_set(p_name, p_value, joint)) { |
| 2850 | #ifdef TOOLS_ENABLED |
| 2851 | update_gizmos(); |
| 2852 | #endif |
| 2853 | return true; |
| 2854 | } |
| 2855 | } |
| 2856 | |
| 2857 | return false; |
| 2858 | } |
| 2859 | |
| 2860 | bool PhysicalBone3D::_get(const StringName &p_name, Variant &r_ret) const { |
| 2861 | if (p_name == "bone_name" ) { |
| 2862 | r_ret = get_bone_name(); |
| 2863 | return true; |
| 2864 | } |
| 2865 | |
| 2866 | if (joint_data) { |
| 2867 | return joint_data->_get(p_name, r_ret); |
| 2868 | } |
| 2869 | |
| 2870 | return false; |
| 2871 | } |
| 2872 | |
| 2873 | void PhysicalBone3D::_get_property_list(List<PropertyInfo> *p_list) const { |
| 2874 | Skeleton3D *parent = find_skeleton_parent(get_parent()); |
| 2875 | |
| 2876 | if (parent) { |
| 2877 | String names; |
| 2878 | for (int i = 0; i < parent->get_bone_count(); i++) { |
| 2879 | if (i > 0) { |
| 2880 | names += "," ; |
| 2881 | } |
| 2882 | names += parent->get_bone_name(i); |
| 2883 | } |
| 2884 | |
| 2885 | p_list->push_back(PropertyInfo(Variant::STRING_NAME, PNAME("bone_name" ), PROPERTY_HINT_ENUM, names)); |
| 2886 | } else { |
| 2887 | p_list->push_back(PropertyInfo(Variant::STRING_NAME, PNAME("bone_name" ))); |
| 2888 | } |
| 2889 | |
| 2890 | if (joint_data) { |
| 2891 | joint_data->_get_property_list(p_list); |
| 2892 | } |
| 2893 | } |
| 2894 | |
| 2895 | void PhysicalBone3D::_notification(int p_what) { |
| 2896 | switch (p_what) { |
| 2897 | case NOTIFICATION_ENTER_TREE: |
| 2898 | parent_skeleton = find_skeleton_parent(get_parent()); |
| 2899 | update_bone_id(); |
| 2900 | reset_to_rest_position(); |
| 2901 | reset_physics_simulation_state(); |
| 2902 | if (joint_data) { |
| 2903 | _reload_joint(); |
| 2904 | } |
| 2905 | break; |
| 2906 | |
| 2907 | case NOTIFICATION_EXIT_TREE: { |
| 2908 | if (parent_skeleton) { |
| 2909 | if (-1 != bone_id) { |
| 2910 | parent_skeleton->unbind_physical_bone_from_bone(bone_id); |
| 2911 | bone_id = -1; |
| 2912 | } |
| 2913 | } |
| 2914 | parent_skeleton = nullptr; |
| 2915 | PhysicsServer3D::get_singleton()->joint_clear(joint); |
| 2916 | } break; |
| 2917 | |
| 2918 | case NOTIFICATION_TRANSFORM_CHANGED: { |
| 2919 | if (Engine::get_singleton()->is_editor_hint()) { |
| 2920 | update_offset(); |
| 2921 | } |
| 2922 | } break; |
| 2923 | } |
| 2924 | } |
| 2925 | |
| 2926 | void PhysicalBone3D::_sync_body_state(PhysicsDirectBodyState3D *p_state) { |
| 2927 | set_global_transform(p_state->get_transform()); |
| 2928 | linear_velocity = p_state->get_linear_velocity(); |
| 2929 | angular_velocity = p_state->get_angular_velocity(); |
| 2930 | } |
| 2931 | |
| 2932 | void PhysicalBone3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) { |
| 2933 | if (!simulate_physics || !_internal_simulate_physics) { |
| 2934 | return; |
| 2935 | } |
| 2936 | |
| 2937 | set_ignore_transform_notification(true); |
| 2938 | _sync_body_state(p_state); |
| 2939 | |
| 2940 | GDVIRTUAL_CALL(_integrate_forces, p_state); |
| 2941 | |
| 2942 | _sync_body_state(p_state); |
| 2943 | set_ignore_transform_notification(false); |
| 2944 | _on_transform_changed(); |
| 2945 | |
| 2946 | Transform3D global_transform(p_state->get_transform()); |
| 2947 | |
| 2948 | // Update skeleton |
| 2949 | if (parent_skeleton) { |
| 2950 | if (-1 != bone_id) { |
| 2951 | parent_skeleton->set_bone_global_pose_override(bone_id, parent_skeleton->get_global_transform().affine_inverse() * (global_transform * body_offset_inverse), 1.0, true); |
| 2952 | } |
| 2953 | } |
| 2954 | } |
| 2955 | |
| 2956 | void PhysicalBone3D::_bind_methods() { |
| 2957 | ClassDB::bind_method(D_METHOD("apply_central_impulse" , "impulse" ), &PhysicalBone3D::apply_central_impulse); |
| 2958 | ClassDB::bind_method(D_METHOD("apply_impulse" , "impulse" , "position" ), &PhysicalBone3D::apply_impulse, Vector3()); |
| 2959 | |
| 2960 | ClassDB::bind_method(D_METHOD("set_joint_type" , "joint_type" ), &PhysicalBone3D::set_joint_type); |
| 2961 | ClassDB::bind_method(D_METHOD("get_joint_type" ), &PhysicalBone3D::get_joint_type); |
| 2962 | |
| 2963 | ClassDB::bind_method(D_METHOD("set_joint_offset" , "offset" ), &PhysicalBone3D::set_joint_offset); |
| 2964 | ClassDB::bind_method(D_METHOD("get_joint_offset" ), &PhysicalBone3D::get_joint_offset); |
| 2965 | ClassDB::bind_method(D_METHOD("set_joint_rotation" , "euler" ), &PhysicalBone3D::set_joint_rotation); |
| 2966 | ClassDB::bind_method(D_METHOD("get_joint_rotation" ), &PhysicalBone3D::get_joint_rotation); |
| 2967 | |
| 2968 | ClassDB::bind_method(D_METHOD("set_body_offset" , "offset" ), &PhysicalBone3D::set_body_offset); |
| 2969 | ClassDB::bind_method(D_METHOD("get_body_offset" ), &PhysicalBone3D::get_body_offset); |
| 2970 | |
| 2971 | ClassDB::bind_method(D_METHOD("get_simulate_physics" ), &PhysicalBone3D::get_simulate_physics); |
| 2972 | |
| 2973 | ClassDB::bind_method(D_METHOD("is_simulating_physics" ), &PhysicalBone3D::is_simulating_physics); |
| 2974 | |
| 2975 | ClassDB::bind_method(D_METHOD("get_bone_id" ), &PhysicalBone3D::get_bone_id); |
| 2976 | |
| 2977 | ClassDB::bind_method(D_METHOD("set_mass" , "mass" ), &PhysicalBone3D::set_mass); |
| 2978 | ClassDB::bind_method(D_METHOD("get_mass" ), &PhysicalBone3D::get_mass); |
| 2979 | |
| 2980 | ClassDB::bind_method(D_METHOD("set_friction" , "friction" ), &PhysicalBone3D::set_friction); |
| 2981 | ClassDB::bind_method(D_METHOD("get_friction" ), &PhysicalBone3D::get_friction); |
| 2982 | |
| 2983 | ClassDB::bind_method(D_METHOD("set_bounce" , "bounce" ), &PhysicalBone3D::set_bounce); |
| 2984 | ClassDB::bind_method(D_METHOD("get_bounce" ), &PhysicalBone3D::get_bounce); |
| 2985 | |
| 2986 | ClassDB::bind_method(D_METHOD("set_gravity_scale" , "gravity_scale" ), &PhysicalBone3D::set_gravity_scale); |
| 2987 | ClassDB::bind_method(D_METHOD("get_gravity_scale" ), &PhysicalBone3D::get_gravity_scale); |
| 2988 | |
| 2989 | ClassDB::bind_method(D_METHOD("set_linear_damp_mode" , "linear_damp_mode" ), &PhysicalBone3D::set_linear_damp_mode); |
| 2990 | ClassDB::bind_method(D_METHOD("get_linear_damp_mode" ), &PhysicalBone3D::get_linear_damp_mode); |
| 2991 | |
| 2992 | ClassDB::bind_method(D_METHOD("set_angular_damp_mode" , "angular_damp_mode" ), &PhysicalBone3D::set_angular_damp_mode); |
| 2993 | ClassDB::bind_method(D_METHOD("get_angular_damp_mode" ), &PhysicalBone3D::get_angular_damp_mode); |
| 2994 | |
| 2995 | ClassDB::bind_method(D_METHOD("set_linear_damp" , "linear_damp" ), &PhysicalBone3D::set_linear_damp); |
| 2996 | ClassDB::bind_method(D_METHOD("get_linear_damp" ), &PhysicalBone3D::get_linear_damp); |
| 2997 | |
| 2998 | ClassDB::bind_method(D_METHOD("set_angular_damp" , "angular_damp" ), &PhysicalBone3D::set_angular_damp); |
| 2999 | ClassDB::bind_method(D_METHOD("get_angular_damp" ), &PhysicalBone3D::get_angular_damp); |
| 3000 | |
| 3001 | ClassDB::bind_method(D_METHOD("set_linear_velocity" , "linear_velocity" ), &PhysicalBone3D::set_linear_velocity); |
| 3002 | ClassDB::bind_method(D_METHOD("get_linear_velocity" ), &PhysicalBone3D::get_linear_velocity); |
| 3003 | |
| 3004 | ClassDB::bind_method(D_METHOD("set_angular_velocity" , "angular_velocity" ), &PhysicalBone3D::set_angular_velocity); |
| 3005 | ClassDB::bind_method(D_METHOD("get_angular_velocity" ), &PhysicalBone3D::get_angular_velocity); |
| 3006 | |
| 3007 | ClassDB::bind_method(D_METHOD("set_use_custom_integrator" , "enable" ), &PhysicalBone3D::set_use_custom_integrator); |
| 3008 | ClassDB::bind_method(D_METHOD("is_using_custom_integrator" ), &PhysicalBone3D::is_using_custom_integrator); |
| 3009 | |
| 3010 | ClassDB::bind_method(D_METHOD("set_can_sleep" , "able_to_sleep" ), &PhysicalBone3D::set_can_sleep); |
| 3011 | ClassDB::bind_method(D_METHOD("is_able_to_sleep" ), &PhysicalBone3D::is_able_to_sleep); |
| 3012 | |
| 3013 | GDVIRTUAL_BIND(_integrate_forces, "state" ); |
| 3014 | |
| 3015 | ADD_GROUP("Joint" , "joint_" ); |
| 3016 | ADD_PROPERTY(PropertyInfo(Variant::INT, "joint_type" , PROPERTY_HINT_ENUM, "None,PinJoint,ConeJoint,HingeJoint,SliderJoint,6DOFJoint" ), "set_joint_type" , "get_joint_type" ); |
| 3017 | ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "joint_offset" , PROPERTY_HINT_NONE, "suffix:m" ), "set_joint_offset" , "get_joint_offset" ); |
| 3018 | ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "joint_rotation" , PROPERTY_HINT_RANGE, "-360,360,0.01,or_less,or_greater,radians" ), "set_joint_rotation" , "get_joint_rotation" ); |
| 3019 | |
| 3020 | ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "body_offset" , PROPERTY_HINT_NONE, "suffix:m" ), "set_body_offset" , "get_body_offset" ); |
| 3021 | |
| 3022 | ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass" , PROPERTY_HINT_RANGE, "0.01,1000,0.01,or_greater,exp,suffix:kg" ), "set_mass" , "get_mass" ); |
| 3023 | ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "friction" , PROPERTY_HINT_RANGE, "0,1,0.01" ), "set_friction" , "get_friction" ); |
| 3024 | ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bounce" , PROPERTY_HINT_RANGE, "0,1,0.01" ), "set_bounce" , "get_bounce" ); |
| 3025 | ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity_scale" , PROPERTY_HINT_RANGE, "-10,10,0.01" ), "set_gravity_scale" , "get_gravity_scale" ); |
| 3026 | ADD_PROPERTY(PropertyInfo(Variant::BOOL, "custom_integrator" ), "set_use_custom_integrator" , "is_using_custom_integrator" ); |
| 3027 | ADD_PROPERTY(PropertyInfo(Variant::INT, "linear_damp_mode" , PROPERTY_HINT_ENUM, "Combine,Replace" ), "set_linear_damp_mode" , "get_linear_damp_mode" ); |
| 3028 | ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp" , PROPERTY_HINT_RANGE, "0,100,0.001,or_greater" ), "set_linear_damp" , "get_linear_damp" ); |
| 3029 | ADD_PROPERTY(PropertyInfo(Variant::INT, "angular_damp_mode" , PROPERTY_HINT_ENUM, "Combine,Replace" ), "set_angular_damp_mode" , "get_angular_damp_mode" ); |
| 3030 | ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp" , PROPERTY_HINT_RANGE, "0,100,0.001,or_greater" ), "set_angular_damp" , "get_angular_damp" ); |
| 3031 | ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity" , PROPERTY_HINT_NONE, "suffix:m/s" ), "set_linear_velocity" , "get_linear_velocity" ); |
| 3032 | ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "angular_velocity" , PROPERTY_HINT_NONE, U"radians,suffix:\u00B0/s" ), "set_angular_velocity" , "get_angular_velocity" ); |
| 3033 | ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep" ), "set_can_sleep" , "is_able_to_sleep" ); |
| 3034 | |
| 3035 | BIND_ENUM_CONSTANT(DAMP_MODE_COMBINE); |
| 3036 | BIND_ENUM_CONSTANT(DAMP_MODE_REPLACE); |
| 3037 | |
| 3038 | BIND_ENUM_CONSTANT(JOINT_TYPE_NONE); |
| 3039 | BIND_ENUM_CONSTANT(JOINT_TYPE_PIN); |
| 3040 | BIND_ENUM_CONSTANT(JOINT_TYPE_CONE); |
| 3041 | BIND_ENUM_CONSTANT(JOINT_TYPE_HINGE); |
| 3042 | BIND_ENUM_CONSTANT(JOINT_TYPE_SLIDER); |
| 3043 | BIND_ENUM_CONSTANT(JOINT_TYPE_6DOF); |
| 3044 | } |
| 3045 | |
| 3046 | Skeleton3D *PhysicalBone3D::find_skeleton_parent(Node *p_parent) { |
| 3047 | if (!p_parent) { |
| 3048 | return nullptr; |
| 3049 | } |
| 3050 | Skeleton3D *s = Object::cast_to<Skeleton3D>(p_parent); |
| 3051 | return s ? s : find_skeleton_parent(p_parent->get_parent()); |
| 3052 | } |
| 3053 | |
| 3054 | void PhysicalBone3D::_update_joint_offset() { |
| 3055 | _fix_joint_offset(); |
| 3056 | |
| 3057 | set_ignore_transform_notification(true); |
| 3058 | reset_to_rest_position(); |
| 3059 | set_ignore_transform_notification(false); |
| 3060 | |
| 3061 | #ifdef TOOLS_ENABLED |
| 3062 | update_gizmos(); |
| 3063 | #endif |
| 3064 | } |
| 3065 | |
| 3066 | void PhysicalBone3D::_fix_joint_offset() { |
| 3067 | // Clamp joint origin to bone origin |
| 3068 | if (parent_skeleton) { |
| 3069 | joint_offset.origin = body_offset.affine_inverse().origin; |
| 3070 | } |
| 3071 | } |
| 3072 | |
| 3073 | void PhysicalBone3D::_reload_joint() { |
| 3074 | if (!parent_skeleton) { |
| 3075 | PhysicsServer3D::get_singleton()->joint_clear(joint); |
| 3076 | return; |
| 3077 | } |
| 3078 | |
| 3079 | PhysicalBone3D *body_a = parent_skeleton->get_physical_bone_parent(bone_id); |
| 3080 | if (!body_a) { |
| 3081 | PhysicsServer3D::get_singleton()->joint_clear(joint); |
| 3082 | return; |
| 3083 | } |
| 3084 | |
| 3085 | Transform3D joint_transf = get_global_transform() * joint_offset; |
| 3086 | Transform3D local_a = body_a->get_global_transform().affine_inverse() * joint_transf; |
| 3087 | local_a.orthonormalize(); |
| 3088 | |
| 3089 | switch (get_joint_type()) { |
| 3090 | case JOINT_TYPE_PIN: { |
| 3091 | PhysicsServer3D::get_singleton()->joint_make_pin(joint, body_a->get_rid(), local_a.origin, get_rid(), joint_offset.origin); |
| 3092 | const PinJointData *pjd(static_cast<const PinJointData *>(joint_data)); |
| 3093 | PhysicsServer3D::get_singleton()->pin_joint_set_param(joint, PhysicsServer3D::PIN_JOINT_BIAS, pjd->bias); |
| 3094 | PhysicsServer3D::get_singleton()->pin_joint_set_param(joint, PhysicsServer3D::PIN_JOINT_DAMPING, pjd->damping); |
| 3095 | PhysicsServer3D::get_singleton()->pin_joint_set_param(joint, PhysicsServer3D::PIN_JOINT_IMPULSE_CLAMP, pjd->impulse_clamp); |
| 3096 | |
| 3097 | } break; |
| 3098 | case JOINT_TYPE_CONE: { |
| 3099 | PhysicsServer3D::get_singleton()->joint_make_cone_twist(joint, body_a->get_rid(), local_a, get_rid(), joint_offset); |
| 3100 | const ConeJointData *cjd(static_cast<const ConeJointData *>(joint_data)); |
| 3101 | PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(joint, PhysicsServer3D::CONE_TWIST_JOINT_SWING_SPAN, cjd->swing_span); |
| 3102 | PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(joint, PhysicsServer3D::CONE_TWIST_JOINT_TWIST_SPAN, cjd->twist_span); |
| 3103 | PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(joint, PhysicsServer3D::CONE_TWIST_JOINT_BIAS, cjd->bias); |
| 3104 | PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(joint, PhysicsServer3D::CONE_TWIST_JOINT_SOFTNESS, cjd->softness); |
| 3105 | PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(joint, PhysicsServer3D::CONE_TWIST_JOINT_RELAXATION, cjd->relaxation); |
| 3106 | |
| 3107 | } break; |
| 3108 | case JOINT_TYPE_HINGE: { |
| 3109 | PhysicsServer3D::get_singleton()->joint_make_hinge(joint, body_a->get_rid(), local_a, get_rid(), joint_offset); |
| 3110 | const HingeJointData *hjd(static_cast<const HingeJointData *>(joint_data)); |
| 3111 | PhysicsServer3D::get_singleton()->hinge_joint_set_flag(joint, PhysicsServer3D::HINGE_JOINT_FLAG_USE_LIMIT, hjd->angular_limit_enabled); |
| 3112 | PhysicsServer3D::get_singleton()->hinge_joint_set_param(joint, PhysicsServer3D::HINGE_JOINT_LIMIT_UPPER, hjd->angular_limit_upper); |
| 3113 | PhysicsServer3D::get_singleton()->hinge_joint_set_param(joint, PhysicsServer3D::HINGE_JOINT_LIMIT_LOWER, hjd->angular_limit_lower); |
| 3114 | PhysicsServer3D::get_singleton()->hinge_joint_set_param(joint, PhysicsServer3D::HINGE_JOINT_LIMIT_BIAS, hjd->angular_limit_bias); |
| 3115 | PhysicsServer3D::get_singleton()->hinge_joint_set_param(joint, PhysicsServer3D::HINGE_JOINT_LIMIT_SOFTNESS, hjd->angular_limit_softness); |
| 3116 | PhysicsServer3D::get_singleton()->hinge_joint_set_param(joint, PhysicsServer3D::HINGE_JOINT_LIMIT_RELAXATION, hjd->angular_limit_relaxation); |
| 3117 | |
| 3118 | } break; |
| 3119 | case JOINT_TYPE_SLIDER: { |
| 3120 | PhysicsServer3D::get_singleton()->joint_make_slider(joint, body_a->get_rid(), local_a, get_rid(), joint_offset); |
| 3121 | const SliderJointData *sjd(static_cast<const SliderJointData *>(joint_data)); |
| 3122 | PhysicsServer3D::get_singleton()->slider_joint_set_param(joint, PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_UPPER, sjd->linear_limit_upper); |
| 3123 | PhysicsServer3D::get_singleton()->slider_joint_set_param(joint, PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_LOWER, sjd->linear_limit_lower); |
| 3124 | PhysicsServer3D::get_singleton()->slider_joint_set_param(joint, PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS, sjd->linear_limit_softness); |
| 3125 | PhysicsServer3D::get_singleton()->slider_joint_set_param(joint, PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION, sjd->linear_limit_restitution); |
| 3126 | PhysicsServer3D::get_singleton()->slider_joint_set_param(joint, PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_DAMPING, sjd->linear_limit_restitution); |
| 3127 | PhysicsServer3D::get_singleton()->slider_joint_set_param(joint, PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_UPPER, sjd->angular_limit_upper); |
| 3128 | PhysicsServer3D::get_singleton()->slider_joint_set_param(joint, PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_LOWER, sjd->angular_limit_lower); |
| 3129 | PhysicsServer3D::get_singleton()->slider_joint_set_param(joint, PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS, sjd->angular_limit_softness); |
| 3130 | PhysicsServer3D::get_singleton()->slider_joint_set_param(joint, PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS, sjd->angular_limit_softness); |
| 3131 | PhysicsServer3D::get_singleton()->slider_joint_set_param(joint, PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_DAMPING, sjd->angular_limit_damping); |
| 3132 | |
| 3133 | } break; |
| 3134 | case JOINT_TYPE_6DOF: { |
| 3135 | PhysicsServer3D::get_singleton()->joint_make_generic_6dof(joint, body_a->get_rid(), local_a, get_rid(), joint_offset); |
| 3136 | const SixDOFJointData *g6dofjd(static_cast<const SixDOFJointData *>(joint_data)); |
| 3137 | for (int axis = 0; axis < 3; ++axis) { |
| 3138 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(joint, static_cast<Vector3::Axis>(axis), PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT, g6dofjd->axis_data[axis].linear_limit_enabled); |
| 3139 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer3D::G6DOF_JOINT_LINEAR_UPPER_LIMIT, g6dofjd->axis_data[axis].linear_limit_upper); |
| 3140 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer3D::G6DOF_JOINT_LINEAR_LOWER_LIMIT, g6dofjd->axis_data[axis].linear_limit_lower); |
| 3141 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer3D::G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS, g6dofjd->axis_data[axis].linear_limit_softness); |
| 3142 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(joint, static_cast<Vector3::Axis>(axis), PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING, g6dofjd->axis_data[axis].linear_spring_enabled); |
| 3143 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS, g6dofjd->axis_data[axis].linear_spring_stiffness); |
| 3144 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_DAMPING, g6dofjd->axis_data[axis].linear_spring_damping); |
| 3145 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT, g6dofjd->axis_data[axis].linear_equilibrium_point); |
| 3146 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer3D::G6DOF_JOINT_LINEAR_RESTITUTION, g6dofjd->axis_data[axis].linear_restitution); |
| 3147 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer3D::G6DOF_JOINT_LINEAR_DAMPING, g6dofjd->axis_data[axis].linear_damping); |
| 3148 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(joint, static_cast<Vector3::Axis>(axis), PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT, g6dofjd->axis_data[axis].angular_limit_enabled); |
| 3149 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer3D::G6DOF_JOINT_ANGULAR_UPPER_LIMIT, g6dofjd->axis_data[axis].angular_limit_upper); |
| 3150 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer3D::G6DOF_JOINT_ANGULAR_LOWER_LIMIT, g6dofjd->axis_data[axis].angular_limit_lower); |
| 3151 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer3D::G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS, g6dofjd->axis_data[axis].angular_limit_softness); |
| 3152 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer3D::G6DOF_JOINT_ANGULAR_RESTITUTION, g6dofjd->axis_data[axis].angular_restitution); |
| 3153 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer3D::G6DOF_JOINT_ANGULAR_DAMPING, g6dofjd->axis_data[axis].angular_damping); |
| 3154 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer3D::G6DOF_JOINT_ANGULAR_ERP, g6dofjd->axis_data[axis].erp); |
| 3155 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(joint, static_cast<Vector3::Axis>(axis), PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING, g6dofjd->axis_data[axis].angular_spring_enabled); |
| 3156 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS, g6dofjd->axis_data[axis].angular_spring_stiffness); |
| 3157 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_DAMPING, g6dofjd->axis_data[axis].angular_spring_damping); |
| 3158 | PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast<Vector3::Axis>(axis), PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT, g6dofjd->axis_data[axis].angular_equilibrium_point); |
| 3159 | } |
| 3160 | |
| 3161 | } break; |
| 3162 | case JOINT_TYPE_NONE: { |
| 3163 | } break; |
| 3164 | } |
| 3165 | } |
| 3166 | |
| 3167 | void PhysicalBone3D::_on_bone_parent_changed() { |
| 3168 | _reload_joint(); |
| 3169 | } |
| 3170 | |
| 3171 | #ifdef TOOLS_ENABLED |
| 3172 | void PhysicalBone3D::_set_gizmo_move_joint(bool p_move_joint) { |
| 3173 | gizmo_move_joint = p_move_joint; |
| 3174 | } |
| 3175 | |
| 3176 | Transform3D PhysicalBone3D::get_global_gizmo_transform() const { |
| 3177 | return gizmo_move_joint ? get_global_transform() * joint_offset : get_global_transform(); |
| 3178 | } |
| 3179 | |
| 3180 | Transform3D PhysicalBone3D::get_local_gizmo_transform() const { |
| 3181 | return gizmo_move_joint ? get_transform() * joint_offset : get_transform(); |
| 3182 | } |
| 3183 | #endif |
| 3184 | |
| 3185 | const PhysicalBone3D::JointData *PhysicalBone3D::get_joint_data() const { |
| 3186 | return joint_data; |
| 3187 | } |
| 3188 | |
| 3189 | Skeleton3D *PhysicalBone3D::find_skeleton_parent() { |
| 3190 | return find_skeleton_parent(this); |
| 3191 | } |
| 3192 | |
| 3193 | void PhysicalBone3D::set_joint_type(JointType p_joint_type) { |
| 3194 | if (p_joint_type == get_joint_type()) { |
| 3195 | return; |
| 3196 | } |
| 3197 | |
| 3198 | if (joint_data) { |
| 3199 | memdelete(joint_data); |
| 3200 | } |
| 3201 | joint_data = nullptr; |
| 3202 | switch (p_joint_type) { |
| 3203 | case JOINT_TYPE_PIN: |
| 3204 | joint_data = memnew(PinJointData); |
| 3205 | break; |
| 3206 | case JOINT_TYPE_CONE: |
| 3207 | joint_data = memnew(ConeJointData); |
| 3208 | break; |
| 3209 | case JOINT_TYPE_HINGE: |
| 3210 | joint_data = memnew(HingeJointData); |
| 3211 | break; |
| 3212 | case JOINT_TYPE_SLIDER: |
| 3213 | joint_data = memnew(SliderJointData); |
| 3214 | break; |
| 3215 | case JOINT_TYPE_6DOF: |
| 3216 | joint_data = memnew(SixDOFJointData); |
| 3217 | break; |
| 3218 | case JOINT_TYPE_NONE: |
| 3219 | break; |
| 3220 | } |
| 3221 | |
| 3222 | _reload_joint(); |
| 3223 | |
| 3224 | #ifdef TOOLS_ENABLED |
| 3225 | notify_property_list_changed(); |
| 3226 | update_gizmos(); |
| 3227 | #endif |
| 3228 | } |
| 3229 | |
| 3230 | PhysicalBone3D::JointType PhysicalBone3D::get_joint_type() const { |
| 3231 | return joint_data ? joint_data->get_joint_type() : JOINT_TYPE_NONE; |
| 3232 | } |
| 3233 | |
| 3234 | void PhysicalBone3D::set_joint_offset(const Transform3D &p_offset) { |
| 3235 | joint_offset = p_offset; |
| 3236 | |
| 3237 | _update_joint_offset(); |
| 3238 | } |
| 3239 | |
| 3240 | const Transform3D &PhysicalBone3D::get_joint_offset() const { |
| 3241 | return joint_offset; |
| 3242 | } |
| 3243 | |
| 3244 | void PhysicalBone3D::set_joint_rotation(const Vector3 &p_euler_rad) { |
| 3245 | joint_offset.basis.set_euler_scale(p_euler_rad, joint_offset.basis.get_scale()); |
| 3246 | |
| 3247 | _update_joint_offset(); |
| 3248 | } |
| 3249 | |
| 3250 | Vector3 PhysicalBone3D::get_joint_rotation() const { |
| 3251 | return joint_offset.basis.get_euler_normalized(); |
| 3252 | } |
| 3253 | |
| 3254 | const Transform3D &PhysicalBone3D::get_body_offset() const { |
| 3255 | return body_offset; |
| 3256 | } |
| 3257 | |
| 3258 | void PhysicalBone3D::set_body_offset(const Transform3D &p_offset) { |
| 3259 | body_offset = p_offset; |
| 3260 | body_offset_inverse = body_offset.affine_inverse(); |
| 3261 | |
| 3262 | _update_joint_offset(); |
| 3263 | } |
| 3264 | |
| 3265 | void PhysicalBone3D::set_simulate_physics(bool p_simulate) { |
| 3266 | if (simulate_physics == p_simulate) { |
| 3267 | return; |
| 3268 | } |
| 3269 | |
| 3270 | simulate_physics = p_simulate; |
| 3271 | reset_physics_simulation_state(); |
| 3272 | } |
| 3273 | |
| 3274 | bool PhysicalBone3D::get_simulate_physics() { |
| 3275 | return simulate_physics; |
| 3276 | } |
| 3277 | |
| 3278 | bool PhysicalBone3D::is_simulating_physics() { |
| 3279 | return _internal_simulate_physics; |
| 3280 | } |
| 3281 | |
| 3282 | void PhysicalBone3D::set_bone_name(const String &p_name) { |
| 3283 | bone_name = p_name; |
| 3284 | bone_id = -1; |
| 3285 | |
| 3286 | update_bone_id(); |
| 3287 | reset_to_rest_position(); |
| 3288 | } |
| 3289 | |
| 3290 | const String &PhysicalBone3D::get_bone_name() const { |
| 3291 | return bone_name; |
| 3292 | } |
| 3293 | |
| 3294 | void PhysicalBone3D::set_mass(real_t p_mass) { |
| 3295 | ERR_FAIL_COND(p_mass <= 0); |
| 3296 | mass = p_mass; |
| 3297 | PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_MASS, mass); |
| 3298 | } |
| 3299 | |
| 3300 | real_t PhysicalBone3D::get_mass() const { |
| 3301 | return mass; |
| 3302 | } |
| 3303 | |
| 3304 | void PhysicalBone3D::set_friction(real_t p_friction) { |
| 3305 | ERR_FAIL_COND(p_friction < 0 || p_friction > 1); |
| 3306 | |
| 3307 | friction = p_friction; |
| 3308 | PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_FRICTION, friction); |
| 3309 | } |
| 3310 | |
| 3311 | real_t PhysicalBone3D::get_friction() const { |
| 3312 | return friction; |
| 3313 | } |
| 3314 | |
| 3315 | void PhysicalBone3D::set_bounce(real_t p_bounce) { |
| 3316 | ERR_FAIL_COND(p_bounce < 0 || p_bounce > 1); |
| 3317 | |
| 3318 | bounce = p_bounce; |
| 3319 | PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_BOUNCE, bounce); |
| 3320 | } |
| 3321 | |
| 3322 | real_t PhysicalBone3D::get_bounce() const { |
| 3323 | return bounce; |
| 3324 | } |
| 3325 | |
| 3326 | void PhysicalBone3D::set_gravity_scale(real_t p_gravity_scale) { |
| 3327 | gravity_scale = p_gravity_scale; |
| 3328 | PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE, gravity_scale); |
| 3329 | } |
| 3330 | |
| 3331 | real_t PhysicalBone3D::get_gravity_scale() const { |
| 3332 | return gravity_scale; |
| 3333 | } |
| 3334 | |
| 3335 | void PhysicalBone3D::set_linear_damp_mode(DampMode p_mode) { |
| 3336 | linear_damp_mode = p_mode; |
| 3337 | PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_LINEAR_DAMP_MODE, linear_damp_mode); |
| 3338 | } |
| 3339 | |
| 3340 | PhysicalBone3D::DampMode PhysicalBone3D::get_linear_damp_mode() const { |
| 3341 | return linear_damp_mode; |
| 3342 | } |
| 3343 | |
| 3344 | void PhysicalBone3D::set_angular_damp_mode(DampMode p_mode) { |
| 3345 | angular_damp_mode = p_mode; |
| 3346 | PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP_MODE, angular_damp_mode); |
| 3347 | } |
| 3348 | |
| 3349 | PhysicalBone3D::DampMode PhysicalBone3D::get_angular_damp_mode() const { |
| 3350 | return angular_damp_mode; |
| 3351 | } |
| 3352 | |
| 3353 | void PhysicalBone3D::set_linear_damp(real_t p_linear_damp) { |
| 3354 | ERR_FAIL_COND(p_linear_damp < 0); |
| 3355 | |
| 3356 | linear_damp = p_linear_damp; |
| 3357 | PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_LINEAR_DAMP, linear_damp); |
| 3358 | } |
| 3359 | |
| 3360 | real_t PhysicalBone3D::get_linear_damp() const { |
| 3361 | return linear_damp; |
| 3362 | } |
| 3363 | |
| 3364 | void PhysicalBone3D::set_angular_damp(real_t p_angular_damp) { |
| 3365 | ERR_FAIL_COND(p_angular_damp < 0); |
| 3366 | |
| 3367 | angular_damp = p_angular_damp; |
| 3368 | PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP, angular_damp); |
| 3369 | } |
| 3370 | |
| 3371 | real_t PhysicalBone3D::get_angular_damp() const { |
| 3372 | return angular_damp; |
| 3373 | } |
| 3374 | |
| 3375 | void PhysicalBone3D::set_can_sleep(bool p_active) { |
| 3376 | can_sleep = p_active; |
| 3377 | PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_CAN_SLEEP, p_active); |
| 3378 | } |
| 3379 | |
| 3380 | bool PhysicalBone3D::is_able_to_sleep() const { |
| 3381 | return can_sleep; |
| 3382 | } |
| 3383 | |
| 3384 | PhysicalBone3D::PhysicalBone3D() : |
| 3385 | PhysicsBody3D(PhysicsServer3D::BODY_MODE_STATIC) { |
| 3386 | joint = PhysicsServer3D::get_singleton()->joint_create(); |
| 3387 | reset_physics_simulation_state(); |
| 3388 | } |
| 3389 | |
| 3390 | PhysicalBone3D::~PhysicalBone3D() { |
| 3391 | if (joint_data) { |
| 3392 | memdelete(joint_data); |
| 3393 | } |
| 3394 | ERR_FAIL_NULL(PhysicsServer3D::get_singleton()); |
| 3395 | PhysicsServer3D::get_singleton()->free(joint); |
| 3396 | } |
| 3397 | |
| 3398 | void PhysicalBone3D::update_bone_id() { |
| 3399 | if (!parent_skeleton) { |
| 3400 | return; |
| 3401 | } |
| 3402 | |
| 3403 | const int new_bone_id = parent_skeleton->find_bone(bone_name); |
| 3404 | |
| 3405 | if (new_bone_id != bone_id) { |
| 3406 | if (-1 != bone_id) { |
| 3407 | // Assert the unbind from old node |
| 3408 | parent_skeleton->unbind_physical_bone_from_bone(bone_id); |
| 3409 | } |
| 3410 | |
| 3411 | bone_id = new_bone_id; |
| 3412 | |
| 3413 | parent_skeleton->bind_physical_bone_to_bone(bone_id, this); |
| 3414 | |
| 3415 | _fix_joint_offset(); |
| 3416 | reset_physics_simulation_state(); |
| 3417 | } |
| 3418 | } |
| 3419 | |
| 3420 | void PhysicalBone3D::update_offset() { |
| 3421 | #ifdef TOOLS_ENABLED |
| 3422 | if (parent_skeleton) { |
| 3423 | Transform3D bone_transform(parent_skeleton->get_global_transform()); |
| 3424 | if (-1 != bone_id) { |
| 3425 | bone_transform *= parent_skeleton->get_bone_global_pose(bone_id); |
| 3426 | } |
| 3427 | |
| 3428 | if (gizmo_move_joint) { |
| 3429 | bone_transform *= body_offset; |
| 3430 | set_joint_offset(bone_transform.affine_inverse() * get_global_transform()); |
| 3431 | } else { |
| 3432 | set_body_offset(bone_transform.affine_inverse() * get_global_transform()); |
| 3433 | } |
| 3434 | } |
| 3435 | #endif |
| 3436 | } |
| 3437 | |
| 3438 | void PhysicalBone3D::_start_physics_simulation() { |
| 3439 | if (_internal_simulate_physics || !parent_skeleton) { |
| 3440 | return; |
| 3441 | } |
| 3442 | reset_to_rest_position(); |
| 3443 | set_body_mode(PhysicsServer3D::BODY_MODE_RIGID); |
| 3444 | PhysicsServer3D::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer()); |
| 3445 | PhysicsServer3D::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask()); |
| 3446 | PhysicsServer3D::get_singleton()->body_set_collision_priority(get_rid(), get_collision_priority()); |
| 3447 | PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &PhysicalBone3D::_body_state_changed)); |
| 3448 | set_as_top_level(true); |
| 3449 | _internal_simulate_physics = true; |
| 3450 | } |
| 3451 | |
| 3452 | void PhysicalBone3D::_stop_physics_simulation() { |
| 3453 | if (!parent_skeleton) { |
| 3454 | return; |
| 3455 | } |
| 3456 | if (parent_skeleton->get_animate_physical_bones()) { |
| 3457 | set_body_mode(PhysicsServer3D::BODY_MODE_KINEMATIC); |
| 3458 | PhysicsServer3D::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer()); |
| 3459 | PhysicsServer3D::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask()); |
| 3460 | PhysicsServer3D::get_singleton()->body_set_collision_priority(get_rid(), get_collision_priority()); |
| 3461 | } else { |
| 3462 | set_body_mode(PhysicsServer3D::BODY_MODE_STATIC); |
| 3463 | PhysicsServer3D::get_singleton()->body_set_collision_layer(get_rid(), 0); |
| 3464 | PhysicsServer3D::get_singleton()->body_set_collision_mask(get_rid(), 0); |
| 3465 | PhysicsServer3D::get_singleton()->body_set_collision_priority(get_rid(), 1.0); |
| 3466 | } |
| 3467 | if (_internal_simulate_physics) { |
| 3468 | PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), Callable()); |
| 3469 | parent_skeleton->set_bone_global_pose_override(bone_id, Transform3D(), 0.0, false); |
| 3470 | set_as_top_level(false); |
| 3471 | _internal_simulate_physics = false; |
| 3472 | } |
| 3473 | } |
| 3474 | |