Implemented physics linear and angular lock
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@@ -723,16 +723,16 @@ void BulletPhysicsServer::body_set_axis_velocity(RID p_body, const Vector3 &p_ax
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body->set_linear_velocity(v);
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}
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void BulletPhysicsServer::body_set_axis_lock(RID p_body, int axis, bool p_lock) {
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void BulletPhysicsServer::body_set_axis_lock(RID p_body, BodyAxis p_axis, bool p_lock) {
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RigidBodyBullet *body = rigid_body_owner.get(p_body);
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ERR_FAIL_COND(!body);
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body->set_axis_lock(axis, p_lock);
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body->set_axis_lock(p_axis, p_lock);
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}
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bool BulletPhysicsServer::body_get_axis_lock(RID p_body) const {
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bool BulletPhysicsServer::body_is_axis_locked(RID p_body, BodyAxis p_axis) const {
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const RigidBodyBullet *body = rigid_body_owner.get(p_body);
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ERR_FAIL_COND_V(!body, 0);
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return body->get_axis_lock();
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return body->is_axis_locked(p_axis);
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}
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void BulletPhysicsServer::body_add_collision_exception(RID p_body, RID p_body_b) {
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@@ -226,8 +226,8 @@ public:
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virtual void body_apply_torque_impulse(RID p_body, const Vector3 &p_impulse);
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virtual void body_set_axis_velocity(RID p_body, const Vector3 &p_axis_velocity);
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virtual void body_set_axis_lock(RID p_body, int axis, bool p_lock);
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virtual bool body_get_axis_lock(RID p_body) const;
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virtual void body_set_axis_lock(RID p_body, BodyAxis p_axis, bool p_lock);
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virtual bool body_is_axis_locked(RID p_body, BodyAxis p_axis) const;
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virtual void body_add_collision_exception(RID p_body, RID p_body_b);
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virtual void body_remove_collision_exception(RID p_body, RID p_body_b);
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@@ -253,6 +253,7 @@ void RigidBodyBullet::KinematicUtilities::just_delete_shapes(int new_size) {
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RigidBodyBullet::RigidBodyBullet() :
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RigidCollisionObjectBullet(CollisionObjectBullet::TYPE_RIGID_BODY),
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kinematic_utilities(NULL),
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locked_axis(0),
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gravity_scale(1),
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mass(1),
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linearDamp(0),
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@@ -277,7 +278,7 @@ RigidBodyBullet::RigidBodyBullet() :
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setupBulletCollisionObject(btBody);
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set_mode(PhysicsServer::BODY_MODE_RIGID);
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set_axis_lock(0, locked_axis[0]);
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reload_axis_lock();
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areasWhereIam.resize(maxAreasWhereIam);
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for (int i = areasWhereIam.size() - 1; 0 <= i; --i) {
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@@ -498,25 +499,25 @@ void RigidBodyBullet::set_mode(PhysicsServer::BodyMode p_mode) {
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switch (p_mode) {
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case PhysicsServer::BODY_MODE_KINEMATIC:
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mode = PhysicsServer::BODY_MODE_KINEMATIC;
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set_axis_lock(0, locked_axis[0]); // Reload axis lock
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reload_axis_lock();
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_internal_set_mass(0);
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init_kinematic_utilities();
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break;
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case PhysicsServer::BODY_MODE_STATIC:
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mode = PhysicsServer::BODY_MODE_STATIC;
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set_axis_lock(0, locked_axis[0]); // Reload axis lock
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reload_axis_lock();
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_internal_set_mass(0);
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break;
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case PhysicsServer::BODY_MODE_RIGID: {
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mode = PhysicsServer::BODY_MODE_RIGID;
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set_axis_lock(0, locked_axis[0]); // Reload axis lock
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reload_axis_lock();
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_internal_set_mass(0 == mass ? 1 : mass);
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scratch_space_override_modificator();
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break;
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}
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case PhysicsServer::BODY_MODE_CHARACTER: {
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mode = PhysicsServer::BODY_MODE_CHARACTER;
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set_axis_lock(0, locked_axis[0]); // Reload axis lock
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reload_axis_lock();
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_internal_set_mass(0 == mass ? 1 : mass);
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scratch_space_override_modificator();
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break;
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@@ -655,23 +656,29 @@ Vector3 RigidBodyBullet::get_applied_torque() const {
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return gTotTorq;
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}
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void RigidBodyBullet::set_axis_lock(int axis, bool p_lock) {
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locked_axis[axis] = p_lock;
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btBody->setLinearFactor(btVector3(locked_axis[0] ? 0 : 1., locked_axis[1] ? 0 : 1., locked_axis[2] ? 0 : 1.));
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if (locked_axis[0] || locked_axis[1] || locked_axis[2])
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btBody->setAngularFactor(btVector3(locked_axis[0] ? 1. : 0, locked_axis[1] ? 1. : 0, locked_axis[2] ? 1. : 0));
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else
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btBody->setAngularFactor(btVector3(1., 1., 1.));
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if (PhysicsServer::BODY_MODE_CHARACTER == mode) {
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/// When character lock angular
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btBody->setAngularFactor(btVector3(0., 0., 0.));
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void RigidBodyBullet::set_axis_lock(PhysicsServer::BodyAxis p_axis, bool lock) {
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if (lock) {
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locked_axis |= p_axis;
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} else {
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locked_axis &= ~p_axis;
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}
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reload_axis_lock();
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}
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bool RigidBodyBullet::get_axis_lock() const {
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return locked_axis;
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bool RigidBodyBullet::is_axis_locked(PhysicsServer::BodyAxis p_axis) const {
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return locked_axis & p_axis;
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}
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void RigidBodyBullet::reload_axis_lock() {
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btBody->setLinearFactor(btVector3(!is_axis_locked(PhysicsServer::BODY_AXIS_LINEAR_X), !is_axis_locked(PhysicsServer::BODY_AXIS_LINEAR_Y), !is_axis_locked(PhysicsServer::BODY_AXIS_LINEAR_Z)));
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if (PhysicsServer::BODY_MODE_CHARACTER == mode) {
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/// When character angular is always locked
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btBody->setAngularFactor(btVector3(0., 0., 0.));
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} else {
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btBody->setAngularFactor(btVector3(!is_axis_locked(PhysicsServer::BODY_AXIS_ANGULAR_X), !is_axis_locked(PhysicsServer::BODY_AXIS_ANGULAR_Y), !is_axis_locked(PhysicsServer::BODY_AXIS_ANGULAR_Z)));
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}
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}
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void RigidBodyBullet::set_continuous_collision_detection(bool p_enable) {
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@@ -184,9 +184,9 @@ private:
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KinematicUtilities *kinematic_utilities;
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PhysicsServer::BodyMode mode;
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bool locked_axis[3] = { false, false, false };
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GodotMotionState *godotMotionState;
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btRigidBody *btBody;
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uint16_t locked_axis;
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real_t mass;
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real_t gravity_scale;
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real_t linearDamp;
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@@ -269,8 +269,9 @@ public:
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void set_applied_torque(const Vector3 &p_torque);
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Vector3 get_applied_torque() const;
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void set_axis_lock(int axis, bool p_lock);
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bool get_axis_lock() const;
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void set_axis_lock(PhysicsServer::BodyAxis p_axis, bool lock);
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bool is_axis_locked(PhysicsServer::BodyAxis p_axis) const;
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void reload_axis_lock();
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/// Doc:
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/// http://www.bulletphysics.org/mediawiki-1.5.8/index.php?title=Anti_tunneling_by_Motion_Clamping
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