1/**************************************************************************/
2/* physics_body_3d.cpp */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
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8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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21/* */
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29/**************************************************************************/
30
31#include "physics_body_3d.h"
32
33#include "scene/scene_string_names.h"
34
35void 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
55PhysicsBody3D::PhysicsBody3D(PhysicsServer3D::BodyMode p_mode) :
56 CollisionObject3D(PhysicsServer3D::get_singleton()->body_create(), false) {
57 set_body_mode(p_mode);
58}
59
60PhysicsBody3D::~PhysicsBody3D() {
61 if (motion_cache.is_valid()) {
62 motion_cache->owner = nullptr;
63 }
64}
65
66TypedArray<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
79void 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
86void 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
93Ref<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
115bool 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
171bool 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
189void 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
198bool PhysicsBody3D::get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const {
199 return (locked_axis & p_axis);
200}
201
202Vector3 PhysicsBody3D::get_linear_velocity() const {
203 return Vector3();
204}
205
206Vector3 PhysicsBody3D::get_angular_velocity() const {
207 return Vector3();
208}
209
210real_t PhysicsBody3D::get_inverse_mass() const {
211 return 0;
212}
213
214void 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
227Ref<PhysicsMaterial> StaticBody3D::get_physics_material_override() const {
228 return physics_material_override;
229}
230
231void 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
237void 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
243Vector3 StaticBody3D::get_constant_linear_velocity() const {
244 return constant_linear_velocity;
245}
246
247Vector3 StaticBody3D::get_constant_angular_velocity() const {
248 return constant_angular_velocity;
249}
250
251void 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
265StaticBody3D::StaticBody3D(PhysicsServer3D::BodyMode p_mode) :
266 PhysicsBody3D(p_mode) {
267}
268
269void 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
279Vector3 AnimatableBody3D::get_linear_velocity() const {
280 return linear_velocity;
281}
282
283Vector3 AnimatableBody3D::get_angular_velocity() const {
284 return angular_velocity;
285}
286
287void 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
297bool AnimatableBody3D::is_sync_to_physics_enabled() const {
298 return sync_to_physics;
299}
300
301void 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
317void 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
332void 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
364void 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
371AnimatableBody3D::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
376void 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
398void 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
419void 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
480struct _RigidBodyInOut {
481 RID rid;
482 ObjectID id;
483 int shape = 0;
484 int local_shape = 0;
485};
486
487void 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
501void 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
593void 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
609void 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
626void 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
635bool RigidBody3D::is_lock_rotation_enabled() const {
636 return lock_rotation;
637}
638
639void 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
648bool RigidBody3D::is_freeze_enabled() const {
649 return freeze;
650}
651
652void 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
661RigidBody3D::FreezeMode RigidBody3D::get_freeze_mode() const {
662 return freeze_mode;
663}
664
665void 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
671real_t RigidBody3D::get_mass() const {
672 return mass;
673}
674
675void 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
684const Vector3 &RigidBody3D::get_inertia() const {
685 return inertia;
686}
687
688void 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
710RigidBody3D::CenterOfMassMode RigidBody3D::get_center_of_mass_mode() const {
711 return center_of_mass_mode;
712}
713
714void 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
725const Vector3 &RigidBody3D::get_center_of_mass() const {
726 return center_of_mass;
727}
728
729void 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
742Ref<PhysicsMaterial> RigidBody3D::get_physics_material_override() const {
743 return physics_material_override;
744}
745
746void 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
751real_t RigidBody3D::get_gravity_scale() const {
752 return gravity_scale;
753}
754
755void 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
760RigidBody3D::DampMode RigidBody3D::get_linear_damp_mode() const {
761 return linear_damp_mode;
762}
763
764void 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
769RigidBody3D::DampMode RigidBody3D::get_angular_damp_mode() const {
770 return angular_damp_mode;
771}
772
773void 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
779real_t RigidBody3D::get_linear_damp() const {
780 return linear_damp;
781}
782
783void 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
789real_t RigidBody3D::get_angular_damp() const {
790 return angular_damp;
791}
792
793void 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
800void 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
805Vector3 RigidBody3D::get_linear_velocity() const {
806 return linear_velocity;
807}
808
809void 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
814Vector3 RigidBody3D::get_angular_velocity() const {
815 return angular_velocity;
816}
817
818Basis RigidBody3D::get_inverse_inertia_tensor() const {
819 return inverse_inertia_tensor;
820}
821
822void 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
831bool RigidBody3D::is_using_custom_integrator() {
832 return custom_integrator;
833}
834
835void 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
840void 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
845bool RigidBody3D::is_able_to_sleep() const {
846 return can_sleep;
847}
848
849bool RigidBody3D::is_sleeping() const {
850 return sleeping;
851}
852
853void 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
858int RigidBody3D::get_max_contacts_reported() const {
859 return max_contacts_reported;
860}
861
862int 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
868void RigidBody3D::apply_central_impulse(const Vector3 &p_impulse) {
869 PhysicsServer3D::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse);
870}
871
872void 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
877void RigidBody3D::apply_torque_impulse(const Vector3 &p_impulse) {
878 PhysicsServer3D::get_singleton()->body_apply_torque_impulse(get_rid(), p_impulse);
879}
880
881void RigidBody3D::apply_central_force(const Vector3 &p_force) {
882 PhysicsServer3D::get_singleton()->body_apply_central_force(get_rid(), p_force);
883}
884
885void 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
890void RigidBody3D::apply_torque(const Vector3 &p_torque) {
891 PhysicsServer3D::get_singleton()->body_apply_torque(get_rid(), p_torque);
892}
893
894void RigidBody3D::add_constant_central_force(const Vector3 &p_force) {
895 PhysicsServer3D::get_singleton()->body_add_constant_central_force(get_rid(), p_force);
896}
897
898void 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
903void RigidBody3D::add_constant_torque(const Vector3 &p_torque) {
904 PhysicsServer3D::get_singleton()->body_add_constant_torque(get_rid(), p_torque);
905}
906
907void RigidBody3D::set_constant_force(const Vector3 &p_force) {
908 PhysicsServer3D::get_singleton()->body_set_constant_force(get_rid(), p_force);
909}
910
911Vector3 RigidBody3D::get_constant_force() const {
912 return PhysicsServer3D::get_singleton()->body_get_constant_force(get_rid());
913}
914
915void RigidBody3D::set_constant_torque(const Vector3 &p_torque) {
916 PhysicsServer3D::get_singleton()->body_set_constant_torque(get_rid(), p_torque);
917}
918
919Vector3 RigidBody3D::get_constant_torque() const {
920 return PhysicsServer3D::get_singleton()->body_get_constant_torque(get_rid());
921}
922
923void 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
928bool RigidBody3D::is_using_continuous_collision_detection() const {
929 return ccd;
930}
931
932void 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
959bool RigidBody3D::is_contact_monitor_enabled() const {
960 return contact_monitor != nullptr;
961}
962
963TypedArray<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
981PackedStringArray 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
992void 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
1130void 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
1138RigidBody3D::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
1143RigidBody3D::~RigidBody3D() {
1144 if (contact_monitor) {
1145 memdelete(contact_monitor);
1146 }
1147}
1148
1149void 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
1164bool 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
1249void 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
1511void 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
1568void 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
1604void 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
1612bool 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
1637void 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
1725void 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
1733void CharacterBody3D::set_safe_margin(real_t p_margin) {
1734 margin = p_margin;
1735}
1736
1737real_t CharacterBody3D::get_safe_margin() const {
1738 return margin;
1739}
1740
1741const Vector3 &CharacterBody3D::get_velocity() const {
1742 return velocity;
1743}
1744
1745void CharacterBody3D::set_velocity(const Vector3 &p_velocity) {
1746 velocity = p_velocity;
1747}
1748
1749bool CharacterBody3D::is_on_floor() const {
1750 return collision_state.floor;
1751}
1752
1753bool CharacterBody3D::is_on_floor_only() const {
1754 return collision_state.floor && !collision_state.wall && !collision_state.ceiling;
1755}
1756
1757bool CharacterBody3D::is_on_wall() const {
1758 return collision_state.wall;
1759}
1760
1761bool CharacterBody3D::is_on_wall_only() const {
1762 return collision_state.wall && !collision_state.floor && !collision_state.ceiling;
1763}
1764
1765bool CharacterBody3D::is_on_ceiling() const {
1766 return collision_state.ceiling;
1767}
1768
1769bool CharacterBody3D::is_on_ceiling_only() const {
1770 return collision_state.ceiling && !collision_state.floor && !collision_state.wall;
1771}
1772
1773const Vector3 &CharacterBody3D::get_floor_normal() const {
1774 return floor_normal;
1775}
1776
1777const Vector3 &CharacterBody3D::get_wall_normal() const {
1778 return wall_normal;
1779}
1780
1781const Vector3 &CharacterBody3D::get_last_motion() const {
1782 return last_motion;
1783}
1784
1785Vector3 CharacterBody3D::get_position_delta() const {
1786 return get_global_transform().origin - previous_position;
1787}
1788
1789const Vector3 &CharacterBody3D::get_real_velocity() const {
1790 return real_velocity;
1791}
1792
1793real_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
1798const Vector3 &CharacterBody3D::get_platform_velocity() const {
1799 return platform_velocity;
1800}
1801
1802const Vector3 &CharacterBody3D::get_platform_angular_velocity() const {
1803 return platform_angular_velocity;
1804}
1805
1806Vector3 CharacterBody3D::get_linear_velocity() const {
1807 return get_real_velocity();
1808}
1809
1810int CharacterBody3D::get_slide_collision_count() const {
1811 return motion_results.size();
1812}
1813
1814PhysicsServer3D::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
1819Ref<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
1835Ref<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
1842bool CharacterBody3D::is_floor_stop_on_slope_enabled() const {
1843 return floor_stop_on_slope;
1844}
1845
1846void CharacterBody3D::set_floor_stop_on_slope_enabled(bool p_enabled) {
1847 floor_stop_on_slope = p_enabled;
1848}
1849
1850bool CharacterBody3D::is_floor_constant_speed_enabled() const {
1851 return floor_constant_speed;
1852}
1853
1854void CharacterBody3D::set_floor_constant_speed_enabled(bool p_enabled) {
1855 floor_constant_speed = p_enabled;
1856}
1857
1858bool CharacterBody3D::is_floor_block_on_wall_enabled() const {
1859 return floor_block_on_wall;
1860}
1861
1862void CharacterBody3D::set_floor_block_on_wall_enabled(bool p_enabled) {
1863 floor_block_on_wall = p_enabled;
1864}
1865
1866bool CharacterBody3D::is_slide_on_ceiling_enabled() const {
1867 return slide_on_ceiling;
1868}
1869
1870void CharacterBody3D::set_slide_on_ceiling_enabled(bool p_enabled) {
1871 slide_on_ceiling = p_enabled;
1872}
1873
1874uint32_t CharacterBody3D::get_platform_floor_layers() const {
1875 return platform_floor_layers;
1876}
1877
1878void CharacterBody3D::set_platform_floor_layers(uint32_t p_exclude_layers) {
1879 platform_floor_layers = p_exclude_layers;
1880}
1881
1882uint32_t CharacterBody3D::get_platform_wall_layers() const {
1883 return platform_wall_layers;
1884}
1885
1886void CharacterBody3D::set_platform_wall_layers(uint32_t p_exclude_layers) {
1887 platform_wall_layers = p_exclude_layers;
1888}
1889
1890void CharacterBody3D::set_motion_mode(MotionMode p_mode) {
1891 motion_mode = p_mode;
1892}
1893
1894CharacterBody3D::MotionMode CharacterBody3D::get_motion_mode() const {
1895 return motion_mode;
1896}
1897
1898void CharacterBody3D::set_platform_on_leave(PlatformOnLeave p_on_leave_apply_velocity) {
1899 platform_on_leave = p_on_leave_apply_velocity;
1900}
1901
1902CharacterBody3D::PlatformOnLeave CharacterBody3D::get_platform_on_leave() const {
1903 return platform_on_leave;
1904}
1905
1906int CharacterBody3D::get_max_slides() const {
1907 return max_slides;
1908}
1909
1910void CharacterBody3D::set_max_slides(int p_max_slides) {
1911 ERR_FAIL_COND(p_max_slides < 1);
1912 max_slides = p_max_slides;
1913}
1914
1915real_t CharacterBody3D::get_floor_max_angle() const {
1916 return floor_max_angle;
1917}
1918
1919void CharacterBody3D::set_floor_max_angle(real_t p_radians) {
1920 floor_max_angle = p_radians;
1921}
1922
1923real_t CharacterBody3D::get_floor_snap_length() {
1924 return floor_snap_length;
1925}
1926
1927void 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
1932real_t CharacterBody3D::get_wall_min_slide_angle() const {
1933 return wall_min_slide_angle;
1934}
1935
1936void CharacterBody3D::set_wall_min_slide_angle(real_t p_radians) {
1937 wall_min_slide_angle = p_radians;
1938}
1939
1940const Vector3 &CharacterBody3D::get_up_direction() const {
1941 return up_direction;
1942}
1943
1944void 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
1949void 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
1963void 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
2049void 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
2057CharacterBody3D::CharacterBody3D() :
2058 PhysicsBody3D(PhysicsServer3D::BODY_MODE_KINEMATIC) {
2059}
2060
2061CharacterBody3D::~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
2071Vector3 KinematicCollision3D::get_travel() const {
2072 return result.travel;
2073}
2074
2075Vector3 KinematicCollision3D::get_remainder() const {
2076 return result.remainder;
2077}
2078
2079int KinematicCollision3D::get_collision_count() const {
2080 return result.collision_count;
2081}
2082
2083real_t KinematicCollision3D::get_depth() const {
2084 return result.collision_depth;
2085}
2086
2087Vector3 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
2092Vector3 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
2097real_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
2103Object *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
2112Object *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
2121ObjectID 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
2126RID 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
2131Object *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
2144int 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
2149Vector3 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
2154void 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
2173bool PhysicalBone3D::JointData::_set(const StringName &p_name, const Variant &p_value, RID j) {
2174 return false;
2175}
2176
2177bool PhysicalBone3D::JointData::_get(const StringName &p_name, Variant &r_ret) const {
2178 return false;
2179}
2180
2181void PhysicalBone3D::JointData::_get_property_list(List<PropertyInfo> *p_list) const {
2182}
2183
2184void PhysicalBone3D::apply_central_impulse(const Vector3 &p_impulse) {
2185 PhysicsServer3D::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse);
2186}
2187
2188void 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
2192void 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
2197Vector3 PhysicalBone3D::get_linear_velocity() const {
2198 return linear_velocity;
2199}
2200
2201void 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
2206Vector3 PhysicalBone3D::get_angular_velocity() const {
2207 return angular_velocity;
2208}
2209
2210void 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
2219bool PhysicalBone3D::is_using_custom_integrator() {
2220 return custom_integrator;
2221}
2222
2223void PhysicalBone3D::reset_physics_simulation_state() {
2224 if (simulate_physics) {
2225 _start_physics_simulation();
2226 } else {
2227 _stop_physics_simulation();
2228 }
2229}
2230
2231void 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
2241bool 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
2272bool 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
2290void 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
2298bool 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
2341bool 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
2363void 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
2373bool 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
2422bool 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
2446void 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
2457bool 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
2530bool 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
2562void 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
2578bool 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
2738bool 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
2814void 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
2842bool 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
2860bool 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
2873void 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
2895void 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
2926void 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
2932void 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
2956void 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
3046Skeleton3D *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
3054void 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
3066void 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
3073void 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
3167void PhysicalBone3D::_on_bone_parent_changed() {
3168 _reload_joint();
3169}
3170
3171#ifdef TOOLS_ENABLED
3172void PhysicalBone3D::_set_gizmo_move_joint(bool p_move_joint) {
3173 gizmo_move_joint = p_move_joint;
3174}
3175
3176Transform3D PhysicalBone3D::get_global_gizmo_transform() const {
3177 return gizmo_move_joint ? get_global_transform() * joint_offset : get_global_transform();
3178}
3179
3180Transform3D PhysicalBone3D::get_local_gizmo_transform() const {
3181 return gizmo_move_joint ? get_transform() * joint_offset : get_transform();
3182}
3183#endif
3184
3185const PhysicalBone3D::JointData *PhysicalBone3D::get_joint_data() const {
3186 return joint_data;
3187}
3188
3189Skeleton3D *PhysicalBone3D::find_skeleton_parent() {
3190 return find_skeleton_parent(this);
3191}
3192
3193void 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
3230PhysicalBone3D::JointType PhysicalBone3D::get_joint_type() const {
3231 return joint_data ? joint_data->get_joint_type() : JOINT_TYPE_NONE;
3232}
3233
3234void PhysicalBone3D::set_joint_offset(const Transform3D &p_offset) {
3235 joint_offset = p_offset;
3236
3237 _update_joint_offset();
3238}
3239
3240const Transform3D &PhysicalBone3D::get_joint_offset() const {
3241 return joint_offset;
3242}
3243
3244void 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
3250Vector3 PhysicalBone3D::get_joint_rotation() const {
3251 return joint_offset.basis.get_euler_normalized();
3252}
3253
3254const Transform3D &PhysicalBone3D::get_body_offset() const {
3255 return body_offset;
3256}
3257
3258void 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
3265void 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
3274bool PhysicalBone3D::get_simulate_physics() {
3275 return simulate_physics;
3276}
3277
3278bool PhysicalBone3D::is_simulating_physics() {
3279 return _internal_simulate_physics;
3280}
3281
3282void 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
3290const String &PhysicalBone3D::get_bone_name() const {
3291 return bone_name;
3292}
3293
3294void 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
3300real_t PhysicalBone3D::get_mass() const {
3301 return mass;
3302}
3303
3304void 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
3311real_t PhysicalBone3D::get_friction() const {
3312 return friction;
3313}
3314
3315void 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
3322real_t PhysicalBone3D::get_bounce() const {
3323 return bounce;
3324}
3325
3326void 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
3331real_t PhysicalBone3D::get_gravity_scale() const {
3332 return gravity_scale;
3333}
3334
3335void 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
3340PhysicalBone3D::DampMode PhysicalBone3D::get_linear_damp_mode() const {
3341 return linear_damp_mode;
3342}
3343
3344void 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
3349PhysicalBone3D::DampMode PhysicalBone3D::get_angular_damp_mode() const {
3350 return angular_damp_mode;
3351}
3352
3353void 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
3360real_t PhysicalBone3D::get_linear_damp() const {
3361 return linear_damp;
3362}
3363
3364void 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
3371real_t PhysicalBone3D::get_angular_damp() const {
3372 return angular_damp;
3373}
3374
3375void 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
3380bool PhysicalBone3D::is_able_to_sleep() const {
3381 return can_sleep;
3382}
3383
3384PhysicalBone3D::PhysicalBone3D() :
3385 PhysicsBody3D(PhysicsServer3D::BODY_MODE_STATIC) {
3386 joint = PhysicsServer3D::get_singleton()->joint_create();
3387 reset_physics_simulation_state();
3388}
3389
3390PhysicalBone3D::~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
3398void 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
3420void 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
3438void 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
3452void 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