initial commit, 4.5 stable
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This commit is contained in:
9
scene/3d/physics/SCsub
Normal file
9
scene/3d/physics/SCsub
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@@ -0,0 +1,9 @@
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#!/usr/bin/env python
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from misc.utility.scons_hints import *
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Import("env")
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env.add_source_files(env.scene_sources, "*.cpp")
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# Chain load SCsubs
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SConscript("joints/SCsub")
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128
scene/3d/physics/animatable_body_3d.cpp
Normal file
128
scene/3d/physics/animatable_body_3d.cpp
Normal file
@@ -0,0 +1,128 @@
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/**************************************************************************/
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/* animatable_body_3d.cpp */
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/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
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||||
/* https://godotengine.org */
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||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
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|
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#include "animatable_body_3d.h"
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Vector3 AnimatableBody3D::get_linear_velocity() const {
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return linear_velocity;
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}
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Vector3 AnimatableBody3D::get_angular_velocity() const {
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return angular_velocity;
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}
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void AnimatableBody3D::set_sync_to_physics(bool p_enable) {
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if (sync_to_physics == p_enable) {
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return;
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}
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sync_to_physics = p_enable;
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_update_kinematic_motion();
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}
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bool AnimatableBody3D::is_sync_to_physics_enabled() const {
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return sync_to_physics;
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}
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void AnimatableBody3D::_update_kinematic_motion() {
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#ifdef TOOLS_ENABLED
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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#endif
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if (sync_to_physics) {
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set_only_update_transform_changes(true);
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set_notify_local_transform(true);
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} else {
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set_only_update_transform_changes(false);
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set_notify_local_transform(false);
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}
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}
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void AnimatableBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
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linear_velocity = p_state->get_linear_velocity();
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angular_velocity = p_state->get_angular_velocity();
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if (!sync_to_physics) {
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return;
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}
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last_valid_transform = p_state->get_transform();
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set_notify_local_transform(false);
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set_global_transform(last_valid_transform);
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set_notify_local_transform(true);
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_on_transform_changed();
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}
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void AnimatableBody3D::_notification(int p_what) {
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#ifdef TOOLS_ENABLED
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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#endif
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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last_valid_transform = get_global_transform();
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_update_kinematic_motion();
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} break;
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case NOTIFICATION_EXIT_TREE: {
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set_only_update_transform_changes(false);
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set_notify_local_transform(false);
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} break;
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case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
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// Used by sync to physics, send the new transform to the physics...
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Transform3D new_transform = get_global_transform();
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PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_TRANSFORM, new_transform);
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// ... but then revert changes.
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set_notify_local_transform(false);
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set_global_transform(last_valid_transform);
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set_notify_local_transform(true);
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_on_transform_changed();
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} break;
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}
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}
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void AnimatableBody3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &AnimatableBody3D::set_sync_to_physics);
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ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &AnimatableBody3D::is_sync_to_physics_enabled);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled");
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}
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AnimatableBody3D::AnimatableBody3D() :
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StaticBody3D(PhysicsServer3D::BODY_MODE_KINEMATIC) {
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PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &AnimatableBody3D::_body_state_changed));
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}
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64
scene/3d/physics/animatable_body_3d.h
Normal file
64
scene/3d/physics/animatable_body_3d.h
Normal file
@@ -0,0 +1,64 @@
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/**************************************************************************/
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/* animatable_body_3d.h */
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/**************************************************************************/
|
||||
/* This file is part of: */
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/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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||||
/**************************************************************************/
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#pragma once
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#include "scene/3d/physics/static_body_3d.h"
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class AnimatableBody3D : public StaticBody3D {
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GDCLASS(AnimatableBody3D, StaticBody3D);
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private:
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Vector3 linear_velocity;
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Vector3 angular_velocity;
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bool sync_to_physics = true;
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Transform3D last_valid_transform;
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static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state);
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void _body_state_changed(PhysicsDirectBodyState3D *p_state);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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virtual Vector3 get_linear_velocity() const override;
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virtual Vector3 get_angular_velocity() const override;
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AnimatableBody3D();
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private:
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void _update_kinematic_motion();
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void set_sync_to_physics(bool p_enable);
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bool is_sync_to_physics_enabled() const;
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};
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826
scene/3d/physics/area_3d.cpp
Normal file
826
scene/3d/physics/area_3d.cpp
Normal file
@@ -0,0 +1,826 @@
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/**************************************************************************/
|
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/* area_3d.cpp */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
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/**************************************************************************/
|
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#include "area_3d.h"
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#include "servers/audio_server.h"
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void Area3D::set_gravity_space_override_mode(SpaceOverride p_mode) {
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gravity_space_override = p_mode;
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PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_GRAVITY_OVERRIDE_MODE, p_mode);
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}
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Area3D::SpaceOverride Area3D::get_gravity_space_override_mode() const {
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return gravity_space_override;
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}
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void Area3D::set_gravity_is_point(bool p_enabled) {
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gravity_is_point = p_enabled;
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PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_GRAVITY_IS_POINT, p_enabled);
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}
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bool Area3D::is_gravity_a_point() const {
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return gravity_is_point;
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}
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void Area3D::set_gravity_point_unit_distance(real_t p_scale) {
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gravity_point_unit_distance = p_scale;
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PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_GRAVITY_POINT_UNIT_DISTANCE, p_scale);
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}
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real_t Area3D::get_gravity_point_unit_distance() const {
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return gravity_point_unit_distance;
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}
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|
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void Area3D::set_gravity_point_center(const Vector3 &p_center) {
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gravity_vec = p_center;
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PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR, p_center);
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}
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|
||||
const Vector3 &Area3D::get_gravity_point_center() const {
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||||
return gravity_vec;
|
||||
}
|
||||
|
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void Area3D::set_gravity_direction(const Vector3 &p_direction) {
|
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gravity_vec = p_direction;
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PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR, p_direction);
|
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}
|
||||
|
||||
const Vector3 &Area3D::get_gravity_direction() const {
|
||||
return gravity_vec;
|
||||
}
|
||||
|
||||
void Area3D::set_gravity(real_t p_gravity) {
|
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gravity = p_gravity;
|
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PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_GRAVITY, p_gravity);
|
||||
}
|
||||
|
||||
real_t Area3D::get_gravity() const {
|
||||
return gravity;
|
||||
}
|
||||
|
||||
void Area3D::set_linear_damp_space_override_mode(SpaceOverride p_mode) {
|
||||
linear_damp_space_override = p_mode;
|
||||
PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE, p_mode);
|
||||
}
|
||||
|
||||
Area3D::SpaceOverride Area3D::get_linear_damp_space_override_mode() const {
|
||||
return linear_damp_space_override;
|
||||
}
|
||||
|
||||
void Area3D::set_angular_damp_space_override_mode(SpaceOverride p_mode) {
|
||||
angular_damp_space_override = p_mode;
|
||||
PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE, p_mode);
|
||||
}
|
||||
|
||||
Area3D::SpaceOverride Area3D::get_angular_damp_space_override_mode() const {
|
||||
return angular_damp_space_override;
|
||||
}
|
||||
|
||||
void Area3D::set_linear_damp(real_t p_linear_damp) {
|
||||
linear_damp = p_linear_damp;
|
||||
PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_LINEAR_DAMP, p_linear_damp);
|
||||
}
|
||||
|
||||
real_t Area3D::get_linear_damp() const {
|
||||
return linear_damp;
|
||||
}
|
||||
|
||||
void Area3D::set_angular_damp(real_t p_angular_damp) {
|
||||
angular_damp = p_angular_damp;
|
||||
PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP, p_angular_damp);
|
||||
}
|
||||
|
||||
real_t Area3D::get_angular_damp() const {
|
||||
return angular_damp;
|
||||
}
|
||||
|
||||
void Area3D::set_priority(int p_priority) {
|
||||
priority = p_priority;
|
||||
PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_PRIORITY, p_priority);
|
||||
}
|
||||
|
||||
int Area3D::get_priority() const {
|
||||
return priority;
|
||||
}
|
||||
|
||||
void Area3D::set_wind_force_magnitude(real_t p_wind_force_magnitude) {
|
||||
wind_force_magnitude = p_wind_force_magnitude;
|
||||
if (is_inside_tree()) {
|
||||
_initialize_wind();
|
||||
}
|
||||
}
|
||||
|
||||
real_t Area3D::get_wind_force_magnitude() const {
|
||||
return wind_force_magnitude;
|
||||
}
|
||||
|
||||
void Area3D::set_wind_attenuation_factor(real_t p_wind_force_attenuation_factor) {
|
||||
wind_attenuation_factor = p_wind_force_attenuation_factor;
|
||||
if (is_inside_tree()) {
|
||||
_initialize_wind();
|
||||
}
|
||||
}
|
||||
|
||||
real_t Area3D::get_wind_attenuation_factor() const {
|
||||
return wind_attenuation_factor;
|
||||
}
|
||||
|
||||
void Area3D::set_wind_source_path(const NodePath &p_wind_source_path) {
|
||||
wind_source_path = p_wind_source_path;
|
||||
if (is_inside_tree()) {
|
||||
_initialize_wind();
|
||||
}
|
||||
}
|
||||
|
||||
const NodePath &Area3D::get_wind_source_path() const {
|
||||
return wind_source_path;
|
||||
}
|
||||
|
||||
void Area3D::_initialize_wind() {
|
||||
real_t temp_magnitude = 0.0;
|
||||
Vector3 wind_direction(0., 0., 0.);
|
||||
Vector3 wind_source(0., 0., 0.);
|
||||
|
||||
// Overwrite with area-specified info if available
|
||||
if (!wind_source_path.is_empty()) {
|
||||
Node *wind_source_node = get_node_or_null(wind_source_path);
|
||||
ERR_FAIL_NULL_MSG(wind_source_node, "Path to wind source is invalid: '" + String(wind_source_path) + "'.");
|
||||
Node3D *wind_source_node3d = Object::cast_to<Node3D>(wind_source_node);
|
||||
ERR_FAIL_NULL_MSG(wind_source_node3d, "Path to wind source does not point to a Node3D: '" + String(wind_source_path) + "'.");
|
||||
Transform3D global_transform = wind_source_node3d->get_transform();
|
||||
wind_direction = -global_transform.basis.get_column(Vector3::AXIS_Z).normalized();
|
||||
wind_source = global_transform.origin;
|
||||
temp_magnitude = wind_force_magnitude;
|
||||
}
|
||||
|
||||
// Set force, source and direction in the physics server.
|
||||
PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_WIND_ATTENUATION_FACTOR, wind_attenuation_factor);
|
||||
PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_WIND_SOURCE, wind_source);
|
||||
PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_WIND_DIRECTION, wind_direction);
|
||||
PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_WIND_FORCE_MAGNITUDE, temp_magnitude);
|
||||
}
|
||||
|
||||
void Area3D::_body_enter_tree(ObjectID p_id) {
|
||||
Object *obj = ObjectDB::get_instance(p_id);
|
||||
Node *node = Object::cast_to<Node>(obj);
|
||||
ERR_FAIL_NULL(node);
|
||||
|
||||
HashMap<ObjectID, BodyState>::Iterator E = body_map.find(p_id);
|
||||
ERR_FAIL_COND(!E);
|
||||
ERR_FAIL_COND(E->value.in_tree);
|
||||
|
||||
E->value.in_tree = true;
|
||||
emit_signal(SceneStringName(body_entered), node);
|
||||
for (int i = 0; i < E->value.shapes.size(); i++) {
|
||||
emit_signal(SceneStringName(body_shape_entered), E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].area_shape);
|
||||
}
|
||||
}
|
||||
|
||||
void Area3D::_body_exit_tree(ObjectID p_id) {
|
||||
Object *obj = ObjectDB::get_instance(p_id);
|
||||
Node *node = Object::cast_to<Node>(obj);
|
||||
ERR_FAIL_NULL(node);
|
||||
HashMap<ObjectID, BodyState>::Iterator E = body_map.find(p_id);
|
||||
ERR_FAIL_COND(!E);
|
||||
ERR_FAIL_COND(!E->value.in_tree);
|
||||
E->value.in_tree = false;
|
||||
emit_signal(SceneStringName(body_exited), node);
|
||||
for (int i = 0; i < E->value.shapes.size(); i++) {
|
||||
emit_signal(SceneStringName(body_shape_exited), E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].area_shape);
|
||||
}
|
||||
}
|
||||
|
||||
void Area3D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_area_shape) {
|
||||
bool body_in = p_status == PhysicsServer3D::AREA_BODY_ADDED;
|
||||
ObjectID objid = p_instance;
|
||||
|
||||
// Exit early if instance is invalid.
|
||||
if (objid.is_null()) {
|
||||
lock_callback();
|
||||
locked = true;
|
||||
// Emit the appropriate signals.
|
||||
if (body_in) {
|
||||
emit_signal(SceneStringName(body_shape_entered), p_body, (Node *)nullptr, p_body_shape, p_area_shape);
|
||||
} else {
|
||||
emit_signal(SceneStringName(body_shape_exited), p_body, (Node *)nullptr, p_body_shape, p_area_shape);
|
||||
}
|
||||
locked = false;
|
||||
unlock_callback();
|
||||
return;
|
||||
}
|
||||
|
||||
Object *obj = ObjectDB::get_instance(objid);
|
||||
Node *node = Object::cast_to<Node>(obj);
|
||||
|
||||
HashMap<ObjectID, BodyState>::Iterator E = body_map.find(objid);
|
||||
|
||||
if (!body_in && !E) {
|
||||
return; //likely removed from the tree
|
||||
}
|
||||
|
||||
lock_callback();
|
||||
locked = true;
|
||||
|
||||
if (body_in) {
|
||||
if (!E) {
|
||||
E = body_map.insert(objid, BodyState());
|
||||
E->value.rid = p_body;
|
||||
E->value.rc = 0;
|
||||
E->value.in_tree = node && node->is_inside_tree();
|
||||
if (node) {
|
||||
node->connect(SceneStringName(tree_entered), callable_mp(this, &Area3D::_body_enter_tree).bind(objid));
|
||||
node->connect(SceneStringName(tree_exiting), callable_mp(this, &Area3D::_body_exit_tree).bind(objid));
|
||||
if (E->value.in_tree) {
|
||||
emit_signal(SceneStringName(body_entered), node);
|
||||
}
|
||||
}
|
||||
}
|
||||
E->value.rc++;
|
||||
if (node) {
|
||||
E->value.shapes.insert(ShapePair(p_body_shape, p_area_shape));
|
||||
}
|
||||
|
||||
if (!node || E->value.in_tree) {
|
||||
emit_signal(SceneStringName(body_shape_entered), p_body, node, p_body_shape, p_area_shape);
|
||||
}
|
||||
|
||||
} else {
|
||||
E->value.rc--;
|
||||
|
||||
if (node) {
|
||||
E->value.shapes.erase(ShapePair(p_body_shape, p_area_shape));
|
||||
}
|
||||
|
||||
bool in_tree = E->value.in_tree;
|
||||
if (E->value.rc == 0) {
|
||||
body_map.remove(E);
|
||||
if (node) {
|
||||
node->disconnect(SceneStringName(tree_entered), callable_mp(this, &Area3D::_body_enter_tree));
|
||||
node->disconnect(SceneStringName(tree_exiting), callable_mp(this, &Area3D::_body_exit_tree));
|
||||
if (in_tree) {
|
||||
emit_signal(SceneStringName(body_exited), obj);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!node || in_tree) {
|
||||
emit_signal(SceneStringName(body_shape_exited), p_body, obj, p_body_shape, p_area_shape);
|
||||
}
|
||||
}
|
||||
|
||||
locked = false;
|
||||
unlock_callback();
|
||||
}
|
||||
|
||||
void Area3D::_clear_monitoring() {
|
||||
ERR_FAIL_COND_MSG(locked, "This function can't be used during the in/out signal.");
|
||||
|
||||
{
|
||||
HashMap<ObjectID, BodyState> bmcopy = body_map;
|
||||
body_map.clear();
|
||||
//disconnect all monitored stuff
|
||||
|
||||
for (const KeyValue<ObjectID, BodyState> &E : bmcopy) {
|
||||
Object *obj = ObjectDB::get_instance(E.key);
|
||||
Node *node = Object::cast_to<Node>(obj);
|
||||
|
||||
if (!node) { //node may have been deleted in previous frame or at other legitimate point
|
||||
continue;
|
||||
}
|
||||
//ERR_CONTINUE(!node);
|
||||
|
||||
node->disconnect(SceneStringName(tree_entered), callable_mp(this, &Area3D::_body_enter_tree));
|
||||
node->disconnect(SceneStringName(tree_exiting), callable_mp(this, &Area3D::_body_exit_tree));
|
||||
|
||||
if (!E.value.in_tree) {
|
||||
continue;
|
||||
}
|
||||
|
||||
for (int i = 0; i < E.value.shapes.size(); i++) {
|
||||
emit_signal(SceneStringName(body_shape_exited), E.value.rid, node, E.value.shapes[i].body_shape, E.value.shapes[i].area_shape);
|
||||
}
|
||||
|
||||
emit_signal(SceneStringName(body_exited), node);
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
HashMap<ObjectID, AreaState> bmcopy = area_map;
|
||||
area_map.clear();
|
||||
//disconnect all monitored stuff
|
||||
|
||||
for (const KeyValue<ObjectID, AreaState> &E : bmcopy) {
|
||||
Object *obj = ObjectDB::get_instance(E.key);
|
||||
Node *node = Object::cast_to<Node>(obj);
|
||||
|
||||
if (!node) { //node may have been deleted in previous frame or at other legitimate point
|
||||
continue;
|
||||
}
|
||||
//ERR_CONTINUE(!node);
|
||||
|
||||
node->disconnect(SceneStringName(tree_entered), callable_mp(this, &Area3D::_area_enter_tree));
|
||||
node->disconnect(SceneStringName(tree_exiting), callable_mp(this, &Area3D::_area_exit_tree));
|
||||
|
||||
if (!E.value.in_tree) {
|
||||
continue;
|
||||
}
|
||||
|
||||
for (int i = 0; i < E.value.shapes.size(); i++) {
|
||||
emit_signal(SceneStringName(area_shape_exited), E.value.rid, node, E.value.shapes[i].area_shape, E.value.shapes[i].self_shape);
|
||||
}
|
||||
|
||||
emit_signal(SceneStringName(area_exited), obj);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Area3D::_space_changed(const RID &p_new_space) {
|
||||
if (p_new_space.is_null()) {
|
||||
_clear_monitoring();
|
||||
}
|
||||
}
|
||||
|
||||
void Area3D::_notification(int p_what) {
|
||||
switch (p_what) {
|
||||
case NOTIFICATION_ENTER_TREE: {
|
||||
_initialize_wind();
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
void Area3D::set_monitoring(bool p_enable) {
|
||||
ERR_FAIL_COND_MSG(locked, "Function blocked during in/out signal. Use set_deferred(\"monitoring\", true/false).");
|
||||
|
||||
if (p_enable == monitoring) {
|
||||
return;
|
||||
}
|
||||
|
||||
monitoring = p_enable;
|
||||
|
||||
if (monitoring) {
|
||||
PhysicsServer3D::get_singleton()->area_set_monitor_callback(get_rid(), callable_mp(this, &Area3D::_body_inout));
|
||||
PhysicsServer3D::get_singleton()->area_set_area_monitor_callback(get_rid(), callable_mp(this, &Area3D::_area_inout));
|
||||
} else {
|
||||
PhysicsServer3D::get_singleton()->area_set_monitor_callback(get_rid(), Callable());
|
||||
PhysicsServer3D::get_singleton()->area_set_area_monitor_callback(get_rid(), Callable());
|
||||
_clear_monitoring();
|
||||
}
|
||||
}
|
||||
|
||||
void Area3D::_area_enter_tree(ObjectID p_id) {
|
||||
Object *obj = ObjectDB::get_instance(p_id);
|
||||
Node *node = Object::cast_to<Node>(obj);
|
||||
ERR_FAIL_NULL(node);
|
||||
|
||||
HashMap<ObjectID, AreaState>::Iterator E = area_map.find(p_id);
|
||||
ERR_FAIL_COND(!E);
|
||||
ERR_FAIL_COND(E->value.in_tree);
|
||||
|
||||
E->value.in_tree = true;
|
||||
emit_signal(SceneStringName(area_entered), node);
|
||||
for (int i = 0; i < E->value.shapes.size(); i++) {
|
||||
emit_signal(SceneStringName(area_shape_entered), E->value.rid, node, E->value.shapes[i].area_shape, E->value.shapes[i].self_shape);
|
||||
}
|
||||
}
|
||||
|
||||
void Area3D::_area_exit_tree(ObjectID p_id) {
|
||||
Object *obj = ObjectDB::get_instance(p_id);
|
||||
Node *node = Object::cast_to<Node>(obj);
|
||||
ERR_FAIL_NULL(node);
|
||||
HashMap<ObjectID, AreaState>::Iterator E = area_map.find(p_id);
|
||||
ERR_FAIL_COND(!E);
|
||||
ERR_FAIL_COND(!E->value.in_tree);
|
||||
E->value.in_tree = false;
|
||||
emit_signal(SceneStringName(area_exited), node);
|
||||
for (int i = 0; i < E->value.shapes.size(); i++) {
|
||||
emit_signal(SceneStringName(area_shape_exited), E->value.rid, node, E->value.shapes[i].area_shape, E->value.shapes[i].self_shape);
|
||||
}
|
||||
}
|
||||
|
||||
void Area3D::_area_inout(int p_status, const RID &p_area, ObjectID p_instance, int p_area_shape, int p_self_shape) {
|
||||
bool area_in = p_status == PhysicsServer3D::AREA_BODY_ADDED;
|
||||
ObjectID objid = p_instance;
|
||||
|
||||
// Exit if instance is invalid.
|
||||
if (objid.is_null()) {
|
||||
lock_callback();
|
||||
locked = true;
|
||||
// Emit the appropriate signals.
|
||||
if (area_in) {
|
||||
emit_signal(SceneStringName(area_shape_entered), p_area, (Node *)nullptr, p_area_shape, p_self_shape);
|
||||
} else {
|
||||
emit_signal(SceneStringName(area_shape_exited), p_area, (Node *)nullptr, p_area_shape, p_self_shape);
|
||||
}
|
||||
locked = false;
|
||||
unlock_callback();
|
||||
return;
|
||||
}
|
||||
|
||||
Object *obj = ObjectDB::get_instance(objid);
|
||||
Node *node = Object::cast_to<Node>(obj);
|
||||
|
||||
HashMap<ObjectID, AreaState>::Iterator E = area_map.find(objid);
|
||||
|
||||
if (!area_in && !E) {
|
||||
return; //likely removed from the tree
|
||||
}
|
||||
|
||||
lock_callback();
|
||||
locked = true;
|
||||
|
||||
if (area_in) {
|
||||
if (!E) {
|
||||
E = area_map.insert(objid, AreaState());
|
||||
E->value.rid = p_area;
|
||||
E->value.rc = 0;
|
||||
E->value.in_tree = node && node->is_inside_tree();
|
||||
if (node) {
|
||||
node->connect(SceneStringName(tree_entered), callable_mp(this, &Area3D::_area_enter_tree).bind(objid));
|
||||
node->connect(SceneStringName(tree_exiting), callable_mp(this, &Area3D::_area_exit_tree).bind(objid));
|
||||
if (E->value.in_tree) {
|
||||
emit_signal(SceneStringName(area_entered), node);
|
||||
}
|
||||
}
|
||||
}
|
||||
E->value.rc++;
|
||||
if (node) {
|
||||
E->value.shapes.insert(AreaShapePair(p_area_shape, p_self_shape));
|
||||
}
|
||||
|
||||
if (!node || E->value.in_tree) {
|
||||
emit_signal(SceneStringName(area_shape_entered), p_area, node, p_area_shape, p_self_shape);
|
||||
}
|
||||
|
||||
} else {
|
||||
E->value.rc--;
|
||||
|
||||
if (node) {
|
||||
E->value.shapes.erase(AreaShapePair(p_area_shape, p_self_shape));
|
||||
}
|
||||
|
||||
bool in_tree = E->value.in_tree;
|
||||
if (E->value.rc == 0) {
|
||||
area_map.remove(E);
|
||||
if (node) {
|
||||
node->disconnect(SceneStringName(tree_entered), callable_mp(this, &Area3D::_area_enter_tree));
|
||||
node->disconnect(SceneStringName(tree_exiting), callable_mp(this, &Area3D::_area_exit_tree));
|
||||
if (in_tree) {
|
||||
emit_signal(SceneStringName(area_exited), obj);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!node || in_tree) {
|
||||
emit_signal(SceneStringName(area_shape_exited), p_area, obj, p_area_shape, p_self_shape);
|
||||
}
|
||||
}
|
||||
|
||||
locked = false;
|
||||
unlock_callback();
|
||||
}
|
||||
|
||||
bool Area3D::is_monitoring() const {
|
||||
return monitoring;
|
||||
}
|
||||
|
||||
TypedArray<Node3D> Area3D::get_overlapping_bodies() const {
|
||||
TypedArray<Node3D> ret;
|
||||
ERR_FAIL_COND_V_MSG(!monitoring, ret, "Can't find overlapping bodies when monitoring is off.");
|
||||
ret.resize(body_map.size());
|
||||
int idx = 0;
|
||||
for (const KeyValue<ObjectID, BodyState> &E : body_map) {
|
||||
Object *obj = ObjectDB::get_instance(E.key);
|
||||
if (obj) {
|
||||
ret[idx] = obj;
|
||||
idx++;
|
||||
}
|
||||
}
|
||||
|
||||
ret.resize(idx);
|
||||
return ret;
|
||||
}
|
||||
|
||||
bool Area3D::has_overlapping_bodies() const {
|
||||
ERR_FAIL_COND_V_MSG(!monitoring, false, "Can't find overlapping bodies when monitoring is off.");
|
||||
return !body_map.is_empty();
|
||||
}
|
||||
|
||||
void Area3D::set_monitorable(bool p_enable) {
|
||||
ERR_FAIL_COND_MSG(locked || (is_inside_tree() && PhysicsServer3D::get_singleton()->is_flushing_queries()), "Function blocked during in/out signal. Use set_deferred(\"monitorable\", true/false).");
|
||||
|
||||
if (p_enable == monitorable) {
|
||||
return;
|
||||
}
|
||||
|
||||
monitorable = p_enable;
|
||||
|
||||
PhysicsServer3D::get_singleton()->area_set_monitorable(get_rid(), monitorable);
|
||||
}
|
||||
|
||||
bool Area3D::is_monitorable() const {
|
||||
return monitorable;
|
||||
}
|
||||
|
||||
TypedArray<Area3D> Area3D::get_overlapping_areas() const {
|
||||
TypedArray<Area3D> ret;
|
||||
ERR_FAIL_COND_V_MSG(!monitoring, ret, "Can't find overlapping areas when monitoring is off.");
|
||||
ret.resize(area_map.size());
|
||||
int idx = 0;
|
||||
for (const KeyValue<ObjectID, AreaState> &E : area_map) {
|
||||
Object *obj = ObjectDB::get_instance(E.key);
|
||||
if (obj) {
|
||||
ret[idx] = obj;
|
||||
idx++;
|
||||
}
|
||||
}
|
||||
ret.resize(idx);
|
||||
return ret;
|
||||
}
|
||||
|
||||
bool Area3D::has_overlapping_areas() const {
|
||||
ERR_FAIL_COND_V_MSG(!monitoring, false, "Can't find overlapping areas when monitoring is off.");
|
||||
return !area_map.is_empty();
|
||||
}
|
||||
|
||||
bool Area3D::overlaps_area(Node *p_area) const {
|
||||
ERR_FAIL_NULL_V(p_area, false);
|
||||
HashMap<ObjectID, AreaState>::ConstIterator E = area_map.find(p_area->get_instance_id());
|
||||
if (!E) {
|
||||
return false;
|
||||
}
|
||||
return E->value.in_tree;
|
||||
}
|
||||
|
||||
bool Area3D::overlaps_body(Node *p_body) const {
|
||||
ERR_FAIL_NULL_V(p_body, false);
|
||||
HashMap<ObjectID, BodyState>::ConstIterator E = body_map.find(p_body->get_instance_id());
|
||||
if (!E) {
|
||||
return false;
|
||||
}
|
||||
return E->value.in_tree;
|
||||
}
|
||||
|
||||
void Area3D::set_audio_bus_override(bool p_override) {
|
||||
audio_bus_override = p_override;
|
||||
}
|
||||
|
||||
bool Area3D::is_overriding_audio_bus() const {
|
||||
return audio_bus_override;
|
||||
}
|
||||
|
||||
void Area3D::set_audio_bus_name(const StringName &p_audio_bus) {
|
||||
audio_bus = p_audio_bus;
|
||||
}
|
||||
|
||||
StringName Area3D::get_audio_bus_name() const {
|
||||
for (int i = 0; i < AudioServer::get_singleton()->get_bus_count(); i++) {
|
||||
if (AudioServer::get_singleton()->get_bus_name(i) == audio_bus) {
|
||||
return audio_bus;
|
||||
}
|
||||
}
|
||||
return SceneStringName(Master);
|
||||
}
|
||||
|
||||
void Area3D::set_use_reverb_bus(bool p_enable) {
|
||||
use_reverb_bus = p_enable;
|
||||
}
|
||||
|
||||
bool Area3D::is_using_reverb_bus() const {
|
||||
return use_reverb_bus;
|
||||
}
|
||||
|
||||
void Area3D::set_reverb_bus_name(const StringName &p_audio_bus) {
|
||||
reverb_bus = p_audio_bus;
|
||||
}
|
||||
|
||||
StringName Area3D::get_reverb_bus_name() const {
|
||||
for (int i = 0; i < AudioServer::get_singleton()->get_bus_count(); i++) {
|
||||
if (AudioServer::get_singleton()->get_bus_name(i) == reverb_bus) {
|
||||
return reverb_bus;
|
||||
}
|
||||
}
|
||||
return SceneStringName(Master);
|
||||
}
|
||||
|
||||
void Area3D::set_reverb_amount(float p_amount) {
|
||||
reverb_amount = p_amount;
|
||||
}
|
||||
|
||||
float Area3D::get_reverb_amount() const {
|
||||
return reverb_amount;
|
||||
}
|
||||
|
||||
void Area3D::set_reverb_uniformity(float p_uniformity) {
|
||||
reverb_uniformity = p_uniformity;
|
||||
}
|
||||
|
||||
float Area3D::get_reverb_uniformity() const {
|
||||
return reverb_uniformity;
|
||||
}
|
||||
|
||||
void Area3D::_validate_property(PropertyInfo &p_property) const {
|
||||
if (!Engine::get_singleton()->is_editor_hint()) {
|
||||
return;
|
||||
}
|
||||
if (p_property.name == "audio_bus_name" || p_property.name == "reverb_bus_name") {
|
||||
String options;
|
||||
for (int i = 0; i < AudioServer::get_singleton()->get_bus_count(); i++) {
|
||||
if (i > 0) {
|
||||
options += ",";
|
||||
}
|
||||
String name = AudioServer::get_singleton()->get_bus_name(i);
|
||||
options += name;
|
||||
}
|
||||
|
||||
p_property.hint_string = options;
|
||||
} else if (p_property.name.begins_with("gravity") && p_property.name != "gravity_space_override") {
|
||||
if (gravity_space_override == SPACE_OVERRIDE_DISABLED) {
|
||||
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
|
||||
} else {
|
||||
if (gravity_is_point) {
|
||||
if (p_property.name == "gravity_direction") {
|
||||
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
|
||||
}
|
||||
} else {
|
||||
if (p_property.name.begins_with("gravity_point_")) {
|
||||
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
|
||||
}
|
||||
}
|
||||
}
|
||||
} else if (p_property.name.begins_with("linear_damp") && p_property.name != "linear_damp_space_override") {
|
||||
if (linear_damp_space_override == SPACE_OVERRIDE_DISABLED) {
|
||||
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
|
||||
}
|
||||
} else if (p_property.name.begins_with("angular_damp") && p_property.name != "angular_damp_space_override") {
|
||||
if (angular_damp_space_override == SPACE_OVERRIDE_DISABLED) {
|
||||
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Area3D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_gravity_space_override_mode", "space_override_mode"), &Area3D::set_gravity_space_override_mode);
|
||||
ClassDB::bind_method(D_METHOD("get_gravity_space_override_mode"), &Area3D::get_gravity_space_override_mode);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_gravity_is_point", "enable"), &Area3D::set_gravity_is_point);
|
||||
ClassDB::bind_method(D_METHOD("is_gravity_a_point"), &Area3D::is_gravity_a_point);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_gravity_point_unit_distance", "distance_scale"), &Area3D::set_gravity_point_unit_distance);
|
||||
ClassDB::bind_method(D_METHOD("get_gravity_point_unit_distance"), &Area3D::get_gravity_point_unit_distance);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_gravity_point_center", "center"), &Area3D::set_gravity_point_center);
|
||||
ClassDB::bind_method(D_METHOD("get_gravity_point_center"), &Area3D::get_gravity_point_center);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_gravity_direction", "direction"), &Area3D::set_gravity_direction);
|
||||
ClassDB::bind_method(D_METHOD("get_gravity_direction"), &Area3D::get_gravity_direction);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_gravity", "gravity"), &Area3D::set_gravity);
|
||||
ClassDB::bind_method(D_METHOD("get_gravity"), &Area3D::get_gravity);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_linear_damp_space_override_mode", "space_override_mode"), &Area3D::set_linear_damp_space_override_mode);
|
||||
ClassDB::bind_method(D_METHOD("get_linear_damp_space_override_mode"), &Area3D::get_linear_damp_space_override_mode);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_angular_damp_space_override_mode", "space_override_mode"), &Area3D::set_angular_damp_space_override_mode);
|
||||
ClassDB::bind_method(D_METHOD("get_angular_damp_space_override_mode"), &Area3D::get_angular_damp_space_override_mode);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &Area3D::set_angular_damp);
|
||||
ClassDB::bind_method(D_METHOD("get_angular_damp"), &Area3D::get_angular_damp);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &Area3D::set_linear_damp);
|
||||
ClassDB::bind_method(D_METHOD("get_linear_damp"), &Area3D::get_linear_damp);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_priority", "priority"), &Area3D::set_priority);
|
||||
ClassDB::bind_method(D_METHOD("get_priority"), &Area3D::get_priority);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_wind_force_magnitude", "wind_force_magnitude"), &Area3D::set_wind_force_magnitude);
|
||||
ClassDB::bind_method(D_METHOD("get_wind_force_magnitude"), &Area3D::get_wind_force_magnitude);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_wind_attenuation_factor", "wind_attenuation_factor"), &Area3D::set_wind_attenuation_factor);
|
||||
ClassDB::bind_method(D_METHOD("get_wind_attenuation_factor"), &Area3D::get_wind_attenuation_factor);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_wind_source_path", "wind_source_path"), &Area3D::set_wind_source_path);
|
||||
ClassDB::bind_method(D_METHOD("get_wind_source_path"), &Area3D::get_wind_source_path);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_monitorable", "enable"), &Area3D::set_monitorable);
|
||||
ClassDB::bind_method(D_METHOD("is_monitorable"), &Area3D::is_monitorable);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_monitoring", "enable"), &Area3D::set_monitoring);
|
||||
ClassDB::bind_method(D_METHOD("is_monitoring"), &Area3D::is_monitoring);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_overlapping_bodies"), &Area3D::get_overlapping_bodies);
|
||||
ClassDB::bind_method(D_METHOD("get_overlapping_areas"), &Area3D::get_overlapping_areas);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("has_overlapping_bodies"), &Area3D::has_overlapping_bodies);
|
||||
ClassDB::bind_method(D_METHOD("has_overlapping_areas"), &Area3D::has_overlapping_areas);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("overlaps_body", "body"), &Area3D::overlaps_body);
|
||||
ClassDB::bind_method(D_METHOD("overlaps_area", "area"), &Area3D::overlaps_area);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_audio_bus_override", "enable"), &Area3D::set_audio_bus_override);
|
||||
ClassDB::bind_method(D_METHOD("is_overriding_audio_bus"), &Area3D::is_overriding_audio_bus);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_audio_bus_name", "name"), &Area3D::set_audio_bus_name);
|
||||
ClassDB::bind_method(D_METHOD("get_audio_bus_name"), &Area3D::get_audio_bus_name);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_use_reverb_bus", "enable"), &Area3D::set_use_reverb_bus);
|
||||
ClassDB::bind_method(D_METHOD("is_using_reverb_bus"), &Area3D::is_using_reverb_bus);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_reverb_bus_name", "name"), &Area3D::set_reverb_bus_name);
|
||||
ClassDB::bind_method(D_METHOD("get_reverb_bus_name"), &Area3D::get_reverb_bus_name);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_reverb_amount", "amount"), &Area3D::set_reverb_amount);
|
||||
ClassDB::bind_method(D_METHOD("get_reverb_amount"), &Area3D::get_reverb_amount);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_reverb_uniformity", "amount"), &Area3D::set_reverb_uniformity);
|
||||
ClassDB::bind_method(D_METHOD("get_reverb_uniformity"), &Area3D::get_reverb_uniformity);
|
||||
|
||||
ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node3D"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index")));
|
||||
ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node3D"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index")));
|
||||
ADD_SIGNAL(MethodInfo("body_entered", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node3D")));
|
||||
ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node3D")));
|
||||
|
||||
ADD_SIGNAL(MethodInfo("area_shape_entered", PropertyInfo(Variant::RID, "area_rid"), PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area3D"), PropertyInfo(Variant::INT, "area_shape_index"), PropertyInfo(Variant::INT, "local_shape_index")));
|
||||
ADD_SIGNAL(MethodInfo("area_shape_exited", PropertyInfo(Variant::RID, "area_rid"), PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area3D"), PropertyInfo(Variant::INT, "area_shape_index"), PropertyInfo(Variant::INT, "local_shape_index")));
|
||||
ADD_SIGNAL(MethodInfo("area_entered", PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area3D")));
|
||||
ADD_SIGNAL(MethodInfo("area_exited", PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area3D")));
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "monitoring"), "set_monitoring", "is_monitoring");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "monitorable"), "set_monitorable", "is_monitorable");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "priority", PROPERTY_HINT_RANGE, "0,100000,1,or_greater,or_less"), "set_priority", "get_priority");
|
||||
|
||||
ADD_GROUP("Gravity", "gravity_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "gravity_space_override", PROPERTY_HINT_ENUM, "Disabled,Combine,Combine-Replace,Replace,Replace-Combine", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_gravity_space_override_mode", "get_gravity_space_override_mode");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "gravity_point", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_gravity_is_point", "is_gravity_a_point");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity_point_unit_distance", PROPERTY_HINT_RANGE, "0,1024,0.001,or_greater,exp,suffix:m"), "set_gravity_point_unit_distance", "get_gravity_point_unit_distance");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "gravity_point_center", PROPERTY_HINT_NONE, "suffix:m"), "set_gravity_point_center", "get_gravity_point_center");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "gravity_direction"), "set_gravity_direction", "get_gravity_direction");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity", PROPERTY_HINT_RANGE, U"-32,32,0.001,or_less,or_greater,suffix:m/s\u00B2"), "set_gravity", "get_gravity");
|
||||
|
||||
ADD_GROUP("Linear Damp", "linear_damp_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "linear_damp_space_override", PROPERTY_HINT_ENUM, "Disabled,Combine,Combine-Replace,Replace,Replace-Combine", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_linear_damp_space_override_mode", "get_linear_damp_space_override_mode");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp");
|
||||
|
||||
ADD_GROUP("Angular Damp", "angular_damp_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "angular_damp_space_override", PROPERTY_HINT_ENUM, "Disabled,Combine,Combine-Replace,Replace,Replace-Combine", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_angular_damp_space_override_mode", "get_angular_damp_space_override_mode");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp");
|
||||
|
||||
ADD_GROUP("Wind", "wind_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wind_force_magnitude", PROPERTY_HINT_RANGE, "0,10,0.001,or_greater"), "set_wind_force_magnitude", "get_wind_force_magnitude");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wind_attenuation_factor", PROPERTY_HINT_RANGE, "0.0,3.0,0.001,or_greater"), "set_wind_attenuation_factor", "get_wind_attenuation_factor");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "wind_source_path", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Node3D"), "set_wind_source_path", "get_wind_source_path");
|
||||
|
||||
ADD_GROUP("Audio Bus", "audio_bus_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "audio_bus_override"), "set_audio_bus_override", "is_overriding_audio_bus");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "audio_bus_name", PROPERTY_HINT_ENUM, ""), "set_audio_bus_name", "get_audio_bus_name");
|
||||
|
||||
ADD_GROUP("Reverb Bus", "reverb_bus_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "reverb_bus_enabled"), "set_use_reverb_bus", "is_using_reverb_bus");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "reverb_bus_name", PROPERTY_HINT_ENUM, ""), "set_reverb_bus_name", "get_reverb_bus_name");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "reverb_bus_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_reverb_amount", "get_reverb_amount");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "reverb_bus_uniformity", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_reverb_uniformity", "get_reverb_uniformity");
|
||||
|
||||
BIND_ENUM_CONSTANT(SPACE_OVERRIDE_DISABLED);
|
||||
BIND_ENUM_CONSTANT(SPACE_OVERRIDE_COMBINE);
|
||||
BIND_ENUM_CONSTANT(SPACE_OVERRIDE_COMBINE_REPLACE);
|
||||
BIND_ENUM_CONSTANT(SPACE_OVERRIDE_REPLACE);
|
||||
BIND_ENUM_CONSTANT(SPACE_OVERRIDE_REPLACE_COMBINE);
|
||||
}
|
||||
|
||||
Area3D::Area3D() :
|
||||
CollisionObject3D(PhysicsServer3D::get_singleton()->area_create(), true) {
|
||||
audio_bus = SceneStringName(Master);
|
||||
reverb_bus = SceneStringName(Master);
|
||||
set_gravity(9.8);
|
||||
set_gravity_direction(Vector3(0, -1, 0));
|
||||
set_monitoring(true);
|
||||
set_monitorable(true);
|
||||
}
|
||||
|
||||
Area3D::~Area3D() {
|
||||
}
|
||||
232
scene/3d/physics/area_3d.h
Normal file
232
scene/3d/physics/area_3d.h
Normal file
@@ -0,0 +1,232 @@
|
||||
/**************************************************************************/
|
||||
/* area_3d.h */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "core/templates/vset.h"
|
||||
#include "scene/3d/physics/collision_object_3d.h"
|
||||
|
||||
class Area3D : public CollisionObject3D {
|
||||
GDCLASS(Area3D, CollisionObject3D);
|
||||
|
||||
public:
|
||||
enum SpaceOverride {
|
||||
SPACE_OVERRIDE_DISABLED,
|
||||
SPACE_OVERRIDE_COMBINE,
|
||||
SPACE_OVERRIDE_COMBINE_REPLACE,
|
||||
SPACE_OVERRIDE_REPLACE,
|
||||
SPACE_OVERRIDE_REPLACE_COMBINE
|
||||
};
|
||||
|
||||
private:
|
||||
SpaceOverride gravity_space_override = SPACE_OVERRIDE_DISABLED;
|
||||
Vector3 gravity_vec;
|
||||
real_t gravity = 0.0;
|
||||
bool gravity_is_point = false;
|
||||
real_t gravity_point_unit_distance = 0.0;
|
||||
|
||||
SpaceOverride linear_damp_space_override = SPACE_OVERRIDE_DISABLED;
|
||||
SpaceOverride angular_damp_space_override = SPACE_OVERRIDE_DISABLED;
|
||||
real_t angular_damp = 0.1;
|
||||
real_t linear_damp = 0.1;
|
||||
|
||||
int priority = 0;
|
||||
|
||||
real_t wind_force_magnitude = 0.0;
|
||||
real_t wind_attenuation_factor = 0.0;
|
||||
NodePath wind_source_path;
|
||||
|
||||
bool monitoring = false;
|
||||
bool monitorable = false;
|
||||
bool locked = false;
|
||||
|
||||
void _body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_area_shape);
|
||||
|
||||
void _body_enter_tree(ObjectID p_id);
|
||||
void _body_exit_tree(ObjectID p_id);
|
||||
|
||||
struct ShapePair {
|
||||
int body_shape = 0;
|
||||
int area_shape = 0;
|
||||
bool operator<(const ShapePair &p_sp) const {
|
||||
if (body_shape == p_sp.body_shape) {
|
||||
return area_shape < p_sp.area_shape;
|
||||
} else {
|
||||
return body_shape < p_sp.body_shape;
|
||||
}
|
||||
}
|
||||
|
||||
ShapePair() {}
|
||||
ShapePair(int p_bs, int p_as) {
|
||||
body_shape = p_bs;
|
||||
area_shape = p_as;
|
||||
}
|
||||
};
|
||||
|
||||
struct BodyState {
|
||||
RID rid;
|
||||
int rc = 0;
|
||||
bool in_tree = false;
|
||||
VSet<ShapePair> shapes;
|
||||
};
|
||||
|
||||
HashMap<ObjectID, BodyState> body_map;
|
||||
|
||||
void _area_inout(int p_status, const RID &p_area, ObjectID p_instance, int p_area_shape, int p_self_shape);
|
||||
|
||||
void _area_enter_tree(ObjectID p_id);
|
||||
void _area_exit_tree(ObjectID p_id);
|
||||
|
||||
struct AreaShapePair {
|
||||
int area_shape = 0;
|
||||
int self_shape = 0;
|
||||
bool operator<(const AreaShapePair &p_sp) const {
|
||||
if (area_shape == p_sp.area_shape) {
|
||||
return self_shape < p_sp.self_shape;
|
||||
} else {
|
||||
return area_shape < p_sp.area_shape;
|
||||
}
|
||||
}
|
||||
|
||||
AreaShapePair() {}
|
||||
AreaShapePair(int p_bs, int p_as) {
|
||||
area_shape = p_bs;
|
||||
self_shape = p_as;
|
||||
}
|
||||
};
|
||||
|
||||
struct AreaState {
|
||||
RID rid;
|
||||
int rc = 0;
|
||||
bool in_tree = false;
|
||||
VSet<AreaShapePair> shapes;
|
||||
};
|
||||
|
||||
HashMap<ObjectID, AreaState> area_map;
|
||||
void _clear_monitoring();
|
||||
|
||||
bool audio_bus_override = false;
|
||||
StringName audio_bus;
|
||||
|
||||
bool use_reverb_bus = false;
|
||||
StringName reverb_bus;
|
||||
float reverb_amount = 0.0;
|
||||
float reverb_uniformity = 0.0;
|
||||
|
||||
void _initialize_wind();
|
||||
|
||||
protected:
|
||||
void _notification(int p_what);
|
||||
static void _bind_methods();
|
||||
void _validate_property(PropertyInfo &p_property) const;
|
||||
|
||||
virtual void _space_changed(const RID &p_new_space) override;
|
||||
|
||||
public:
|
||||
void set_gravity_space_override_mode(SpaceOverride p_mode);
|
||||
SpaceOverride get_gravity_space_override_mode() const;
|
||||
|
||||
void set_gravity_is_point(bool p_enabled);
|
||||
bool is_gravity_a_point() const;
|
||||
|
||||
void set_gravity_point_unit_distance(real_t p_scale);
|
||||
real_t get_gravity_point_unit_distance() const;
|
||||
|
||||
void set_gravity_point_center(const Vector3 &p_center);
|
||||
const Vector3 &get_gravity_point_center() const;
|
||||
|
||||
void set_gravity_direction(const Vector3 &p_direction);
|
||||
const Vector3 &get_gravity_direction() const;
|
||||
|
||||
void set_gravity(real_t p_gravity);
|
||||
real_t get_gravity() const;
|
||||
|
||||
void set_linear_damp_space_override_mode(SpaceOverride p_mode);
|
||||
SpaceOverride get_linear_damp_space_override_mode() const;
|
||||
|
||||
void set_angular_damp_space_override_mode(SpaceOverride p_mode);
|
||||
SpaceOverride get_angular_damp_space_override_mode() const;
|
||||
|
||||
void set_angular_damp(real_t p_angular_damp);
|
||||
real_t get_angular_damp() const;
|
||||
|
||||
void set_linear_damp(real_t p_linear_damp);
|
||||
real_t get_linear_damp() const;
|
||||
|
||||
void set_priority(int p_priority);
|
||||
int get_priority() const;
|
||||
|
||||
void set_wind_force_magnitude(real_t p_wind_force_magnitude);
|
||||
real_t get_wind_force_magnitude() const;
|
||||
|
||||
void set_wind_attenuation_factor(real_t p_wind_attenuation_factor);
|
||||
real_t get_wind_attenuation_factor() const;
|
||||
|
||||
void set_wind_source_path(const NodePath &p_wind_source_path);
|
||||
const NodePath &get_wind_source_path() const;
|
||||
|
||||
void set_monitoring(bool p_enable);
|
||||
bool is_monitoring() const;
|
||||
|
||||
void set_monitorable(bool p_enable);
|
||||
bool is_monitorable() const;
|
||||
|
||||
TypedArray<Node3D> get_overlapping_bodies() const;
|
||||
TypedArray<Area3D> get_overlapping_areas() const; //function for script
|
||||
|
||||
bool has_overlapping_bodies() const;
|
||||
bool has_overlapping_areas() const;
|
||||
|
||||
bool overlaps_area(Node *p_area) const;
|
||||
bool overlaps_body(Node *p_body) const;
|
||||
|
||||
void set_audio_bus_override(bool p_override);
|
||||
bool is_overriding_audio_bus() const;
|
||||
|
||||
void set_audio_bus_name(const StringName &p_audio_bus);
|
||||
StringName get_audio_bus_name() const;
|
||||
|
||||
void set_use_reverb_bus(bool p_enable);
|
||||
bool is_using_reverb_bus() const;
|
||||
|
||||
void set_reverb_bus_name(const StringName &p_audio_bus);
|
||||
StringName get_reverb_bus_name() const;
|
||||
|
||||
void set_reverb_amount(float p_amount);
|
||||
float get_reverb_amount() const;
|
||||
|
||||
void set_reverb_uniformity(float p_uniformity);
|
||||
float get_reverb_uniformity() const;
|
||||
|
||||
Area3D();
|
||||
~Area3D();
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST(Area3D::SpaceOverride);
|
||||
965
scene/3d/physics/character_body_3d.cpp
Normal file
965
scene/3d/physics/character_body_3d.cpp
Normal file
@@ -0,0 +1,965 @@
|
||||
/**************************************************************************/
|
||||
/* character_body_3d.cpp */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#include "character_body_3d.h"
|
||||
|
||||
#ifndef DISABLE_DEPRECATED
|
||||
#include "servers/extensions/physics_server_3d_extension.h"
|
||||
#endif
|
||||
|
||||
//so, if you pass 45 as limit, avoid numerical precision errors when angle is 45.
|
||||
#define FLOOR_ANGLE_THRESHOLD 0.01
|
||||
|
||||
bool CharacterBody3D::move_and_slide() {
|
||||
// Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky
|
||||
double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
|
||||
|
||||
for (int i = 0; i < 3; i++) {
|
||||
if (locked_axis & (1 << i)) {
|
||||
velocity[i] = 0.0;
|
||||
}
|
||||
}
|
||||
|
||||
Transform3D gt = get_global_transform();
|
||||
previous_position = gt.origin;
|
||||
|
||||
Vector3 current_platform_velocity = platform_velocity;
|
||||
|
||||
if ((collision_state.floor || collision_state.wall) && platform_rid.is_valid()) {
|
||||
bool excluded = false;
|
||||
if (collision_state.floor) {
|
||||
excluded = (platform_floor_layers & platform_layer) == 0;
|
||||
} else if (collision_state.wall) {
|
||||
excluded = (platform_wall_layers & platform_layer) == 0;
|
||||
}
|
||||
if (!excluded) {
|
||||
PhysicsDirectBodyState3D *bs = nullptr;
|
||||
|
||||
// We need to check the platform_rid object still exists before accessing.
|
||||
// A valid RID is no guarantee that the object has not been deleted.
|
||||
|
||||
// We can only perform the ObjectDB lifetime check on Object derived objects.
|
||||
// Note that physics also creates RIDs for non-Object derived objects, these cannot
|
||||
// be lifetime checked through ObjectDB, and therefore there is a still a vulnerability
|
||||
// to dangling RIDs (access after free) in this scenario.
|
||||
if (platform_object_id.is_null() || ObjectDB::get_instance(platform_object_id)) {
|
||||
// This approach makes sure there is less delay between the actual body velocity and the one we saved.
|
||||
bs = PhysicsServer3D::get_singleton()->body_get_direct_state(platform_rid);
|
||||
}
|
||||
|
||||
if (bs) {
|
||||
Vector3 local_position = gt.origin - bs->get_transform().origin;
|
||||
current_platform_velocity = bs->get_velocity_at_local_position(local_position);
|
||||
} else {
|
||||
// Body is removed or destroyed, invalidate floor.
|
||||
current_platform_velocity = Vector3();
|
||||
platform_rid = RID();
|
||||
}
|
||||
} else {
|
||||
current_platform_velocity = Vector3();
|
||||
}
|
||||
}
|
||||
|
||||
motion_results.clear();
|
||||
|
||||
bool was_on_floor = collision_state.floor;
|
||||
collision_state.state = 0;
|
||||
|
||||
last_motion = Vector3();
|
||||
|
||||
if (!current_platform_velocity.is_zero_approx()) {
|
||||
PhysicsServer3D::MotionParameters parameters(get_global_transform(), current_platform_velocity * delta, margin);
|
||||
parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
|
||||
|
||||
parameters.exclude_bodies.insert(platform_rid);
|
||||
if (platform_object_id.is_valid()) {
|
||||
parameters.exclude_objects.insert(platform_object_id);
|
||||
}
|
||||
|
||||
PhysicsServer3D::MotionResult floor_result;
|
||||
if (move_and_collide(parameters, floor_result, false, false)) {
|
||||
motion_results.push_back(floor_result);
|
||||
|
||||
CollisionState result_state;
|
||||
_set_collision_direction(floor_result, result_state);
|
||||
}
|
||||
}
|
||||
|
||||
if (motion_mode == MOTION_MODE_GROUNDED) {
|
||||
_move_and_slide_grounded(delta, was_on_floor);
|
||||
} else {
|
||||
_move_and_slide_floating(delta);
|
||||
}
|
||||
|
||||
// Compute real velocity.
|
||||
real_velocity = get_position_delta() / delta;
|
||||
|
||||
if (platform_on_leave != PLATFORM_ON_LEAVE_DO_NOTHING) {
|
||||
// Add last platform velocity when just left a moving platform.
|
||||
if (!collision_state.floor && !collision_state.wall) {
|
||||
if (platform_on_leave == PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY && current_platform_velocity.dot(up_direction) < 0) {
|
||||
current_platform_velocity = current_platform_velocity.slide(up_direction);
|
||||
}
|
||||
velocity += current_platform_velocity;
|
||||
}
|
||||
}
|
||||
|
||||
return motion_results.size() > 0;
|
||||
}
|
||||
|
||||
void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor) {
|
||||
Vector3 motion = velocity * p_delta;
|
||||
Vector3 motion_slide_up = motion.slide(up_direction);
|
||||
Vector3 prev_floor_normal = floor_normal;
|
||||
|
||||
platform_rid = RID();
|
||||
platform_object_id = ObjectID();
|
||||
platform_velocity = Vector3();
|
||||
platform_angular_velocity = Vector3();
|
||||
platform_ceiling_velocity = Vector3();
|
||||
floor_normal = Vector3();
|
||||
wall_normal = Vector3();
|
||||
ceiling_normal = Vector3();
|
||||
|
||||
// No sliding on first attempt to keep floor motion stable when possible,
|
||||
// When stop on slope is enabled or when there is no up direction.
|
||||
bool sliding_enabled = !floor_stop_on_slope;
|
||||
// Constant speed can be applied only the first time sliding is enabled.
|
||||
bool can_apply_constant_speed = sliding_enabled;
|
||||
// If the platform's ceiling push down the body.
|
||||
bool apply_ceiling_velocity = false;
|
||||
bool first_slide = true;
|
||||
bool vel_dir_facing_up = velocity.dot(up_direction) > 0;
|
||||
Vector3 total_travel;
|
||||
|
||||
for (int iteration = 0; iteration < max_slides; ++iteration) {
|
||||
PhysicsServer3D::MotionParameters parameters(get_global_transform(), motion, margin);
|
||||
parameters.max_collisions = 6; // There can be 4 collisions between 2 walls + 2 more for the floor.
|
||||
parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
|
||||
|
||||
PhysicsServer3D::MotionResult result;
|
||||
bool collided = move_and_collide(parameters, result, false, !sliding_enabled);
|
||||
|
||||
last_motion = result.travel;
|
||||
|
||||
if (collided) {
|
||||
motion_results.push_back(result);
|
||||
|
||||
CollisionState previous_state = collision_state;
|
||||
|
||||
CollisionState result_state;
|
||||
_set_collision_direction(result, result_state);
|
||||
|
||||
// If we hit a ceiling platform, we set the vertical velocity to at least the platform one.
|
||||
if (collision_state.ceiling && platform_ceiling_velocity != Vector3() && platform_ceiling_velocity.dot(up_direction) < 0) {
|
||||
// If ceiling sliding is on, only apply when the ceiling is flat or when the motion is upward.
|
||||
if (!slide_on_ceiling || motion.dot(up_direction) < 0 || (ceiling_normal + up_direction).length() < 0.01) {
|
||||
apply_ceiling_velocity = true;
|
||||
Vector3 ceiling_vertical_velocity = up_direction * up_direction.dot(platform_ceiling_velocity);
|
||||
Vector3 motion_vertical_velocity = up_direction * up_direction.dot(velocity);
|
||||
if (motion_vertical_velocity.dot(up_direction) > 0 || ceiling_vertical_velocity.length_squared() > motion_vertical_velocity.length_squared()) {
|
||||
velocity = ceiling_vertical_velocity + velocity.slide(up_direction);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (collision_state.floor && floor_stop_on_slope && (velocity.normalized() + up_direction).length() < 0.01) {
|
||||
Transform3D gt = get_global_transform();
|
||||
if (result.travel.length() <= margin + CMP_EPSILON) {
|
||||
gt.origin -= result.travel;
|
||||
}
|
||||
set_global_transform(gt);
|
||||
velocity = Vector3();
|
||||
motion = Vector3();
|
||||
last_motion = Vector3();
|
||||
break;
|
||||
}
|
||||
|
||||
if (result.remainder.is_zero_approx()) {
|
||||
motion = Vector3();
|
||||
break;
|
||||
}
|
||||
|
||||
// Apply regular sliding by default.
|
||||
bool apply_default_sliding = true;
|
||||
|
||||
// Wall collision checks.
|
||||
if (result_state.wall && (motion_slide_up.dot(wall_normal) <= 0)) {
|
||||
// Move on floor only checks.
|
||||
if (floor_block_on_wall) {
|
||||
// Needs horizontal motion from current motion instead of motion_slide_up
|
||||
// to properly test the angle and avoid standing on slopes
|
||||
Vector3 horizontal_motion = motion.slide(up_direction);
|
||||
Vector3 horizontal_normal = wall_normal.slide(up_direction).normalized();
|
||||
real_t motion_angle = Math::abs(Math::acos(-horizontal_normal.dot(horizontal_motion.normalized())));
|
||||
|
||||
// Avoid to move forward on a wall if floor_block_on_wall is true.
|
||||
// Applies only when the motion angle is under 90 degrees,
|
||||
// in order to avoid blocking lateral motion along a wall.
|
||||
if (motion_angle < .5 * Math::PI) {
|
||||
apply_default_sliding = false;
|
||||
if (p_was_on_floor && !vel_dir_facing_up) {
|
||||
// Cancel the motion.
|
||||
Transform3D gt = get_global_transform();
|
||||
real_t travel_total = result.travel.length();
|
||||
real_t cancel_dist_max = MIN(0.1, margin * 20);
|
||||
if (travel_total <= margin + CMP_EPSILON) {
|
||||
gt.origin -= result.travel;
|
||||
result.travel = Vector3(); // Cancel for constant speed computation.
|
||||
} else if (travel_total < cancel_dist_max) { // If the movement is large the body can be prevented from reaching the walls.
|
||||
gt.origin -= result.travel.slide(up_direction);
|
||||
// Keep remaining motion in sync with amount canceled.
|
||||
motion = motion.slide(up_direction);
|
||||
result.travel = Vector3();
|
||||
} else {
|
||||
// Travel is too high to be safely canceled, we take it into account.
|
||||
result.travel = result.travel.slide(up_direction);
|
||||
motion = result.remainder;
|
||||
}
|
||||
set_global_transform(gt);
|
||||
// Determines if you are on the ground, and limits the possibility of climbing on the walls because of the approximations.
|
||||
_snap_on_floor(true, false);
|
||||
} else {
|
||||
// If the movement is not canceled we only keep the remaining.
|
||||
motion = result.remainder;
|
||||
}
|
||||
|
||||
// Apply slide on forward in order to allow only lateral motion on next step.
|
||||
Vector3 forward = wall_normal.slide(up_direction).normalized();
|
||||
motion = motion.slide(forward);
|
||||
|
||||
// Scales the horizontal velocity according to the wall slope.
|
||||
if (vel_dir_facing_up) {
|
||||
Vector3 slide_motion = velocity.slide(result.collisions[0].normal);
|
||||
// Keeps the vertical motion from velocity and add the horizontal motion of the projection.
|
||||
velocity = up_direction * up_direction.dot(velocity) + slide_motion.slide(up_direction);
|
||||
} else {
|
||||
velocity = velocity.slide(forward);
|
||||
}
|
||||
|
||||
// Allow only lateral motion along previous floor when already on floor.
|
||||
// Fixes slowing down when moving in diagonal against an inclined wall.
|
||||
if (p_was_on_floor && !vel_dir_facing_up && (motion.dot(up_direction) > 0.0)) {
|
||||
// Slide along the corner between the wall and previous floor.
|
||||
Vector3 floor_side = prev_floor_normal.cross(wall_normal);
|
||||
if (floor_side != Vector3()) {
|
||||
motion = floor_side * motion.dot(floor_side);
|
||||
}
|
||||
}
|
||||
|
||||
// Stop all motion when a second wall is hit (unless sliding down or jumping),
|
||||
// in order to avoid jittering in corner cases.
|
||||
bool stop_all_motion = previous_state.wall && !vel_dir_facing_up;
|
||||
|
||||
// Allow sliding when the body falls.
|
||||
if (!collision_state.floor && motion.dot(up_direction) < 0) {
|
||||
Vector3 slide_motion = motion.slide(wall_normal);
|
||||
// Test again to allow sliding only if the result goes downwards.
|
||||
// Fixes jittering issues at the bottom of inclined walls.
|
||||
if (slide_motion.dot(up_direction) < 0) {
|
||||
stop_all_motion = false;
|
||||
motion = slide_motion;
|
||||
}
|
||||
}
|
||||
|
||||
if (stop_all_motion) {
|
||||
motion = Vector3();
|
||||
velocity = Vector3();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Stop horizontal motion when under wall slide threshold.
|
||||
if (p_was_on_floor && (wall_min_slide_angle > 0.0) && result_state.wall) {
|
||||
Vector3 horizontal_normal = wall_normal.slide(up_direction).normalized();
|
||||
real_t motion_angle = Math::abs(Math::acos(-horizontal_normal.dot(motion_slide_up.normalized())));
|
||||
if (motion_angle < wall_min_slide_angle) {
|
||||
motion = up_direction * motion.dot(up_direction);
|
||||
velocity = up_direction * velocity.dot(up_direction);
|
||||
|
||||
apply_default_sliding = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (apply_default_sliding) {
|
||||
// Regular sliding, the last part of the test handle the case when you don't want to slide on the ceiling.
|
||||
if ((sliding_enabled || !collision_state.floor) && (!collision_state.ceiling || slide_on_ceiling || !vel_dir_facing_up) && !apply_ceiling_velocity) {
|
||||
const PhysicsServer3D::MotionCollision &collision = result.collisions[0];
|
||||
|
||||
Vector3 slide_motion = result.remainder.slide(collision.normal);
|
||||
if (collision_state.floor && !collision_state.wall && !motion_slide_up.is_zero_approx()) {
|
||||
// Slide using the intersection between the motion plane and the floor plane,
|
||||
// in order to keep the direction intact.
|
||||
real_t motion_length = slide_motion.length();
|
||||
slide_motion = up_direction.cross(result.remainder).cross(floor_normal);
|
||||
|
||||
// Keep the length from default slide to change speed in slopes by default,
|
||||
// when constant speed is not enabled.
|
||||
slide_motion.normalize();
|
||||
slide_motion *= motion_length;
|
||||
}
|
||||
|
||||
if (slide_motion.dot(velocity) > 0.0) {
|
||||
motion = slide_motion;
|
||||
} else {
|
||||
motion = Vector3();
|
||||
}
|
||||
|
||||
if (slide_on_ceiling && result_state.ceiling) {
|
||||
// Apply slide only in the direction of the input motion, otherwise just stop to avoid jittering when moving against a wall.
|
||||
if (vel_dir_facing_up) {
|
||||
velocity = velocity.slide(collision.normal);
|
||||
} else {
|
||||
// Avoid acceleration in slope when falling.
|
||||
velocity = up_direction * up_direction.dot(velocity);
|
||||
}
|
||||
}
|
||||
}
|
||||
// No sliding on first attempt to keep floor motion stable when possible.
|
||||
else {
|
||||
motion = result.remainder;
|
||||
if (result_state.ceiling && !slide_on_ceiling && vel_dir_facing_up) {
|
||||
velocity = velocity.slide(up_direction);
|
||||
motion = motion.slide(up_direction);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
total_travel += result.travel;
|
||||
|
||||
// Apply Constant Speed.
|
||||
if (p_was_on_floor && floor_constant_speed && can_apply_constant_speed && collision_state.floor && !motion.is_zero_approx()) {
|
||||
Vector3 travel_slide_up = total_travel.slide(up_direction);
|
||||
motion = motion.normalized() * MAX(0, (motion_slide_up.length() - travel_slide_up.length()));
|
||||
}
|
||||
}
|
||||
// When you move forward in a downward slope you don’t collide because you will be in the air.
|
||||
// This test ensures that constant speed is applied, only if the player is still on the ground after the snap is applied.
|
||||
else if (floor_constant_speed && first_slide && _on_floor_if_snapped(p_was_on_floor, vel_dir_facing_up)) {
|
||||
can_apply_constant_speed = false;
|
||||
sliding_enabled = true;
|
||||
Transform3D gt = get_global_transform();
|
||||
gt.origin = gt.origin - result.travel;
|
||||
set_global_transform(gt);
|
||||
|
||||
// Slide using the intersection between the motion plane and the floor plane,
|
||||
// in order to keep the direction intact.
|
||||
Vector3 motion_slide_norm = up_direction.cross(motion).cross(prev_floor_normal);
|
||||
motion_slide_norm.normalize();
|
||||
|
||||
motion = motion_slide_norm * (motion_slide_up.length());
|
||||
collided = true;
|
||||
}
|
||||
|
||||
if (!collided || motion.is_zero_approx()) {
|
||||
break;
|
||||
}
|
||||
|
||||
can_apply_constant_speed = !can_apply_constant_speed && !sliding_enabled;
|
||||
sliding_enabled = true;
|
||||
first_slide = false;
|
||||
}
|
||||
|
||||
_snap_on_floor(p_was_on_floor, vel_dir_facing_up);
|
||||
|
||||
// Reset the gravity accumulation when touching the ground.
|
||||
if (collision_state.floor && !vel_dir_facing_up) {
|
||||
velocity = velocity.slide(up_direction);
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterBody3D::_move_and_slide_floating(double p_delta) {
|
||||
Vector3 motion = velocity * p_delta;
|
||||
|
||||
platform_rid = RID();
|
||||
platform_object_id = ObjectID();
|
||||
floor_normal = Vector3();
|
||||
platform_velocity = Vector3();
|
||||
platform_angular_velocity = Vector3();
|
||||
|
||||
bool first_slide = true;
|
||||
for (int iteration = 0; iteration < max_slides; ++iteration) {
|
||||
PhysicsServer3D::MotionParameters parameters(get_global_transform(), motion, margin);
|
||||
parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
|
||||
|
||||
PhysicsServer3D::MotionResult result;
|
||||
bool collided = move_and_collide(parameters, result, false, false);
|
||||
|
||||
last_motion = result.travel;
|
||||
|
||||
if (collided) {
|
||||
motion_results.push_back(result);
|
||||
|
||||
CollisionState result_state;
|
||||
_set_collision_direction(result, result_state);
|
||||
|
||||
if (result.remainder.is_zero_approx()) {
|
||||
motion = Vector3();
|
||||
break;
|
||||
}
|
||||
|
||||
if (wall_min_slide_angle != 0 && Math::acos(wall_normal.dot(-velocity.normalized())) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) {
|
||||
motion = Vector3();
|
||||
if (result.travel.length() < margin + CMP_EPSILON) {
|
||||
Transform3D gt = get_global_transform();
|
||||
gt.origin -= result.travel;
|
||||
set_global_transform(gt);
|
||||
}
|
||||
} else if (first_slide) {
|
||||
Vector3 motion_slide_norm = result.remainder.slide(wall_normal).normalized();
|
||||
motion = motion_slide_norm * (motion.length() - result.travel.length());
|
||||
} else {
|
||||
motion = result.remainder.slide(wall_normal);
|
||||
}
|
||||
|
||||
if (motion.dot(velocity) <= 0.0) {
|
||||
motion = Vector3();
|
||||
}
|
||||
}
|
||||
|
||||
if (!collided || motion.is_zero_approx()) {
|
||||
break;
|
||||
}
|
||||
|
||||
first_slide = false;
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterBody3D::apply_floor_snap() {
|
||||
if (collision_state.floor) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Snap by at least collision margin to keep floor state consistent.
|
||||
real_t length = MAX(floor_snap_length, margin);
|
||||
|
||||
PhysicsServer3D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin);
|
||||
parameters.max_collisions = 4;
|
||||
parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
|
||||
parameters.collide_separation_ray = true;
|
||||
|
||||
PhysicsServer3D::MotionResult result;
|
||||
if (move_and_collide(parameters, result, true, false)) {
|
||||
CollisionState result_state;
|
||||
// Apply direction for floor only.
|
||||
_set_collision_direction(result, result_state, CollisionState(true, false, false));
|
||||
|
||||
if (result_state.floor) {
|
||||
// Ensure that we only move the body along the up axis, because
|
||||
// move_and_collide may stray the object a bit when getting it unstuck.
|
||||
// Canceling this motion should not affect move_and_slide, as previous
|
||||
// calls to move_and_collide already took care of freeing the body.
|
||||
if (result.travel.length() > margin) {
|
||||
result.travel = up_direction * up_direction.dot(result.travel);
|
||||
} else {
|
||||
result.travel = Vector3();
|
||||
}
|
||||
|
||||
parameters.from.origin += result.travel;
|
||||
set_global_transform(parameters.from);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterBody3D::_snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up) {
|
||||
if (collision_state.floor || !p_was_on_floor || p_vel_dir_facing_up) {
|
||||
return;
|
||||
}
|
||||
|
||||
apply_floor_snap();
|
||||
}
|
||||
|
||||
bool CharacterBody3D::_on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up) {
|
||||
if (up_direction == Vector3() || collision_state.floor || !p_was_on_floor || p_vel_dir_facing_up) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Snap by at least collision margin to keep floor state consistent.
|
||||
real_t length = MAX(floor_snap_length, margin);
|
||||
|
||||
PhysicsServer3D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin);
|
||||
parameters.max_collisions = 4;
|
||||
parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
|
||||
parameters.collide_separation_ray = true;
|
||||
|
||||
PhysicsServer3D::MotionResult result;
|
||||
if (move_and_collide(parameters, result, true, false)) {
|
||||
CollisionState result_state;
|
||||
// Don't apply direction for any type.
|
||||
_set_collision_direction(result, result_state, CollisionState());
|
||||
|
||||
return result_state.floor;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void CharacterBody3D::_set_collision_direction(const PhysicsServer3D::MotionResult &p_result, CollisionState &r_state, CollisionState p_apply_state) {
|
||||
r_state.state = 0;
|
||||
|
||||
real_t wall_depth = -1.0;
|
||||
real_t floor_depth = -1.0;
|
||||
|
||||
bool was_on_wall = collision_state.wall;
|
||||
Vector3 prev_wall_normal = wall_normal;
|
||||
int wall_collision_count = 0;
|
||||
Vector3 combined_wall_normal;
|
||||
Vector3 tmp_wall_col; // Avoid duplicate on average calculation.
|
||||
|
||||
for (int i = p_result.collision_count - 1; i >= 0; i--) {
|
||||
const PhysicsServer3D::MotionCollision &collision = p_result.collisions[i];
|
||||
|
||||
if (motion_mode == MOTION_MODE_GROUNDED) {
|
||||
// Check if any collision is floor.
|
||||
real_t floor_angle = collision.get_angle(up_direction);
|
||||
if (floor_angle <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
|
||||
r_state.floor = true;
|
||||
if (p_apply_state.floor && collision.depth > floor_depth) {
|
||||
collision_state.floor = true;
|
||||
floor_normal = collision.normal;
|
||||
floor_depth = collision.depth;
|
||||
_set_platform_data(collision);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
// Check if any collision is ceiling.
|
||||
real_t ceiling_angle = collision.get_angle(-up_direction);
|
||||
if (ceiling_angle <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
|
||||
r_state.ceiling = true;
|
||||
if (p_apply_state.ceiling) {
|
||||
platform_ceiling_velocity = collision.collider_velocity;
|
||||
ceiling_normal = collision.normal;
|
||||
collision_state.ceiling = true;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// Collision is wall by default.
|
||||
r_state.wall = true;
|
||||
|
||||
if (p_apply_state.wall && collision.depth > wall_depth) {
|
||||
collision_state.wall = true;
|
||||
wall_depth = collision.depth;
|
||||
wall_normal = collision.normal;
|
||||
|
||||
// Don't apply wall velocity when the collider is a CharacterBody3D.
|
||||
if (ObjectDB::get_instance<CharacterBody3D>(collision.collider_id) == nullptr) {
|
||||
_set_platform_data(collision);
|
||||
}
|
||||
}
|
||||
|
||||
// Collect normal for calculating average.
|
||||
if (!collision.normal.is_equal_approx(tmp_wall_col)) {
|
||||
tmp_wall_col = collision.normal;
|
||||
combined_wall_normal += collision.normal;
|
||||
wall_collision_count++;
|
||||
}
|
||||
}
|
||||
|
||||
if (r_state.wall) {
|
||||
if (wall_collision_count > 1 && !r_state.floor) {
|
||||
// Check if wall normals cancel out to floor support.
|
||||
if (!r_state.floor && motion_mode == MOTION_MODE_GROUNDED) {
|
||||
combined_wall_normal.normalize();
|
||||
real_t floor_angle = Math::acos(combined_wall_normal.dot(up_direction));
|
||||
if (floor_angle <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
|
||||
r_state.floor = true;
|
||||
r_state.wall = false;
|
||||
if (p_apply_state.floor) {
|
||||
collision_state.floor = true;
|
||||
floor_normal = combined_wall_normal;
|
||||
}
|
||||
if (p_apply_state.wall) {
|
||||
collision_state.wall = was_on_wall;
|
||||
wall_normal = prev_wall_normal;
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterBody3D::_set_platform_data(const PhysicsServer3D::MotionCollision &p_collision) {
|
||||
PhysicsDirectBodyState3D *bs = PhysicsServer3D::get_singleton()->body_get_direct_state(p_collision.collider);
|
||||
if (bs == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
platform_rid = p_collision.collider;
|
||||
platform_object_id = p_collision.collider_id;
|
||||
platform_velocity = p_collision.collider_velocity;
|
||||
platform_angular_velocity = p_collision.collider_angular_velocity;
|
||||
|
||||
#ifndef DISABLE_DEPRECATED
|
||||
// Try to accommodate for any physics extensions that have yet to implement `PhysicsDirectBodyState3D::get_collision_layer`.
|
||||
PhysicsDirectBodyState3DExtension *bs_ext = Object::cast_to<PhysicsDirectBodyState3DExtension>(bs);
|
||||
if (bs_ext != nullptr && !GDVIRTUAL_IS_OVERRIDDEN_PTR(bs_ext, _get_collision_layer)) {
|
||||
platform_layer = PhysicsServer3D::get_singleton()->body_get_collision_layer(p_collision.collider);
|
||||
} else
|
||||
#endif
|
||||
{
|
||||
platform_layer = bs->get_collision_layer();
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterBody3D::set_safe_margin(real_t p_margin) {
|
||||
margin = p_margin;
|
||||
}
|
||||
|
||||
real_t CharacterBody3D::get_safe_margin() const {
|
||||
return margin;
|
||||
}
|
||||
|
||||
const Vector3 &CharacterBody3D::get_velocity() const {
|
||||
return velocity;
|
||||
}
|
||||
|
||||
void CharacterBody3D::set_velocity(const Vector3 &p_velocity) {
|
||||
velocity = p_velocity;
|
||||
}
|
||||
|
||||
bool CharacterBody3D::is_on_floor() const {
|
||||
return collision_state.floor;
|
||||
}
|
||||
|
||||
bool CharacterBody3D::is_on_floor_only() const {
|
||||
return collision_state.floor && !collision_state.wall && !collision_state.ceiling;
|
||||
}
|
||||
|
||||
bool CharacterBody3D::is_on_wall() const {
|
||||
return collision_state.wall;
|
||||
}
|
||||
|
||||
bool CharacterBody3D::is_on_wall_only() const {
|
||||
return collision_state.wall && !collision_state.floor && !collision_state.ceiling;
|
||||
}
|
||||
|
||||
bool CharacterBody3D::is_on_ceiling() const {
|
||||
return collision_state.ceiling;
|
||||
}
|
||||
|
||||
bool CharacterBody3D::is_on_ceiling_only() const {
|
||||
return collision_state.ceiling && !collision_state.floor && !collision_state.wall;
|
||||
}
|
||||
|
||||
const Vector3 &CharacterBody3D::get_floor_normal() const {
|
||||
return floor_normal;
|
||||
}
|
||||
|
||||
const Vector3 &CharacterBody3D::get_wall_normal() const {
|
||||
return wall_normal;
|
||||
}
|
||||
|
||||
const Vector3 &CharacterBody3D::get_last_motion() const {
|
||||
return last_motion;
|
||||
}
|
||||
|
||||
Vector3 CharacterBody3D::get_position_delta() const {
|
||||
return get_global_transform().origin - previous_position;
|
||||
}
|
||||
|
||||
const Vector3 &CharacterBody3D::get_real_velocity() const {
|
||||
return real_velocity;
|
||||
}
|
||||
|
||||
real_t CharacterBody3D::get_floor_angle(const Vector3 &p_up_direction) const {
|
||||
ERR_FAIL_COND_V(p_up_direction == Vector3(), 0);
|
||||
return Math::acos(floor_normal.dot(p_up_direction));
|
||||
}
|
||||
|
||||
const Vector3 &CharacterBody3D::get_platform_velocity() const {
|
||||
return platform_velocity;
|
||||
}
|
||||
|
||||
const Vector3 &CharacterBody3D::get_platform_angular_velocity() const {
|
||||
return platform_angular_velocity;
|
||||
}
|
||||
|
||||
Vector3 CharacterBody3D::get_linear_velocity() const {
|
||||
return get_real_velocity();
|
||||
}
|
||||
|
||||
int CharacterBody3D::get_slide_collision_count() const {
|
||||
return motion_results.size();
|
||||
}
|
||||
|
||||
PhysicsServer3D::MotionResult CharacterBody3D::get_slide_collision(int p_bounce) const {
|
||||
ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), PhysicsServer3D::MotionResult());
|
||||
return motion_results[p_bounce];
|
||||
}
|
||||
|
||||
Ref<KinematicCollision3D> CharacterBody3D::_get_slide_collision(int p_bounce) {
|
||||
ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), Ref<KinematicCollision3D>());
|
||||
if (p_bounce >= slide_colliders.size()) {
|
||||
slide_colliders.resize(p_bounce + 1);
|
||||
}
|
||||
|
||||
// Create a new instance when the cached reference is invalid or still in use in script.
|
||||
if (slide_colliders[p_bounce].is_null() || slide_colliders[p_bounce]->get_reference_count() > 1) {
|
||||
slide_colliders.write[p_bounce].instantiate();
|
||||
slide_colliders.write[p_bounce]->owner_id = get_instance_id();
|
||||
}
|
||||
|
||||
slide_colliders.write[p_bounce]->result = motion_results[p_bounce];
|
||||
return slide_colliders[p_bounce];
|
||||
}
|
||||
|
||||
Ref<KinematicCollision3D> CharacterBody3D::_get_last_slide_collision() {
|
||||
if (motion_results.is_empty()) {
|
||||
return Ref<KinematicCollision3D>();
|
||||
}
|
||||
return _get_slide_collision(motion_results.size() - 1);
|
||||
}
|
||||
|
||||
bool CharacterBody3D::is_floor_stop_on_slope_enabled() const {
|
||||
return floor_stop_on_slope;
|
||||
}
|
||||
|
||||
void CharacterBody3D::set_floor_stop_on_slope_enabled(bool p_enabled) {
|
||||
floor_stop_on_slope = p_enabled;
|
||||
}
|
||||
|
||||
bool CharacterBody3D::is_floor_constant_speed_enabled() const {
|
||||
return floor_constant_speed;
|
||||
}
|
||||
|
||||
void CharacterBody3D::set_floor_constant_speed_enabled(bool p_enabled) {
|
||||
floor_constant_speed = p_enabled;
|
||||
}
|
||||
|
||||
bool CharacterBody3D::is_floor_block_on_wall_enabled() const {
|
||||
return floor_block_on_wall;
|
||||
}
|
||||
|
||||
void CharacterBody3D::set_floor_block_on_wall_enabled(bool p_enabled) {
|
||||
floor_block_on_wall = p_enabled;
|
||||
}
|
||||
|
||||
bool CharacterBody3D::is_slide_on_ceiling_enabled() const {
|
||||
return slide_on_ceiling;
|
||||
}
|
||||
|
||||
void CharacterBody3D::set_slide_on_ceiling_enabled(bool p_enabled) {
|
||||
slide_on_ceiling = p_enabled;
|
||||
}
|
||||
|
||||
uint32_t CharacterBody3D::get_platform_floor_layers() const {
|
||||
return platform_floor_layers;
|
||||
}
|
||||
|
||||
void CharacterBody3D::set_platform_floor_layers(uint32_t p_exclude_layers) {
|
||||
platform_floor_layers = p_exclude_layers;
|
||||
}
|
||||
|
||||
uint32_t CharacterBody3D::get_platform_wall_layers() const {
|
||||
return platform_wall_layers;
|
||||
}
|
||||
|
||||
void CharacterBody3D::set_platform_wall_layers(uint32_t p_exclude_layers) {
|
||||
platform_wall_layers = p_exclude_layers;
|
||||
}
|
||||
|
||||
void CharacterBody3D::set_motion_mode(MotionMode p_mode) {
|
||||
motion_mode = p_mode;
|
||||
}
|
||||
|
||||
CharacterBody3D::MotionMode CharacterBody3D::get_motion_mode() const {
|
||||
return motion_mode;
|
||||
}
|
||||
|
||||
void CharacterBody3D::set_platform_on_leave(PlatformOnLeave p_on_leave_apply_velocity) {
|
||||
platform_on_leave = p_on_leave_apply_velocity;
|
||||
}
|
||||
|
||||
CharacterBody3D::PlatformOnLeave CharacterBody3D::get_platform_on_leave() const {
|
||||
return platform_on_leave;
|
||||
}
|
||||
|
||||
int CharacterBody3D::get_max_slides() const {
|
||||
return max_slides;
|
||||
}
|
||||
|
||||
void CharacterBody3D::set_max_slides(int p_max_slides) {
|
||||
ERR_FAIL_COND(p_max_slides < 1);
|
||||
max_slides = p_max_slides;
|
||||
}
|
||||
|
||||
real_t CharacterBody3D::get_floor_max_angle() const {
|
||||
return floor_max_angle;
|
||||
}
|
||||
|
||||
void CharacterBody3D::set_floor_max_angle(real_t p_radians) {
|
||||
floor_max_angle = p_radians;
|
||||
}
|
||||
|
||||
real_t CharacterBody3D::get_floor_snap_length() {
|
||||
return floor_snap_length;
|
||||
}
|
||||
|
||||
void CharacterBody3D::set_floor_snap_length(real_t p_floor_snap_length) {
|
||||
ERR_FAIL_COND(p_floor_snap_length < 0);
|
||||
floor_snap_length = p_floor_snap_length;
|
||||
}
|
||||
|
||||
real_t CharacterBody3D::get_wall_min_slide_angle() const {
|
||||
return wall_min_slide_angle;
|
||||
}
|
||||
|
||||
void CharacterBody3D::set_wall_min_slide_angle(real_t p_radians) {
|
||||
wall_min_slide_angle = p_radians;
|
||||
}
|
||||
|
||||
const Vector3 &CharacterBody3D::get_up_direction() const {
|
||||
return up_direction;
|
||||
}
|
||||
|
||||
void CharacterBody3D::set_up_direction(const Vector3 &p_up_direction) {
|
||||
ERR_FAIL_COND_MSG(p_up_direction == Vector3(), "up_direction can't be equal to Vector3.ZERO, consider using Floating motion mode instead.");
|
||||
up_direction = p_up_direction.normalized();
|
||||
}
|
||||
|
||||
void CharacterBody3D::_notification(int p_what) {
|
||||
switch (p_what) {
|
||||
case NOTIFICATION_ENTER_TREE: {
|
||||
// Reset move_and_slide() data.
|
||||
collision_state.state = 0;
|
||||
platform_rid = RID();
|
||||
platform_object_id = ObjectID();
|
||||
motion_results.clear();
|
||||
platform_velocity = Vector3();
|
||||
platform_angular_velocity = Vector3();
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterBody3D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("move_and_slide"), &CharacterBody3D::move_and_slide);
|
||||
ClassDB::bind_method(D_METHOD("apply_floor_snap"), &CharacterBody3D::apply_floor_snap);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_velocity", "velocity"), &CharacterBody3D::set_velocity);
|
||||
ClassDB::bind_method(D_METHOD("get_velocity"), &CharacterBody3D::get_velocity);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_safe_margin", "margin"), &CharacterBody3D::set_safe_margin);
|
||||
ClassDB::bind_method(D_METHOD("get_safe_margin"), &CharacterBody3D::get_safe_margin);
|
||||
ClassDB::bind_method(D_METHOD("is_floor_stop_on_slope_enabled"), &CharacterBody3D::is_floor_stop_on_slope_enabled);
|
||||
ClassDB::bind_method(D_METHOD("set_floor_stop_on_slope_enabled", "enabled"), &CharacterBody3D::set_floor_stop_on_slope_enabled);
|
||||
ClassDB::bind_method(D_METHOD("set_floor_constant_speed_enabled", "enabled"), &CharacterBody3D::set_floor_constant_speed_enabled);
|
||||
ClassDB::bind_method(D_METHOD("is_floor_constant_speed_enabled"), &CharacterBody3D::is_floor_constant_speed_enabled);
|
||||
ClassDB::bind_method(D_METHOD("set_floor_block_on_wall_enabled", "enabled"), &CharacterBody3D::set_floor_block_on_wall_enabled);
|
||||
ClassDB::bind_method(D_METHOD("is_floor_block_on_wall_enabled"), &CharacterBody3D::is_floor_block_on_wall_enabled);
|
||||
ClassDB::bind_method(D_METHOD("set_slide_on_ceiling_enabled", "enabled"), &CharacterBody3D::set_slide_on_ceiling_enabled);
|
||||
ClassDB::bind_method(D_METHOD("is_slide_on_ceiling_enabled"), &CharacterBody3D::is_slide_on_ceiling_enabled);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_platform_floor_layers", "exclude_layer"), &CharacterBody3D::set_platform_floor_layers);
|
||||
ClassDB::bind_method(D_METHOD("get_platform_floor_layers"), &CharacterBody3D::get_platform_floor_layers);
|
||||
ClassDB::bind_method(D_METHOD("set_platform_wall_layers", "exclude_layer"), &CharacterBody3D::set_platform_wall_layers);
|
||||
ClassDB::bind_method(D_METHOD("get_platform_wall_layers"), &CharacterBody3D::get_platform_wall_layers);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_max_slides"), &CharacterBody3D::get_max_slides);
|
||||
ClassDB::bind_method(D_METHOD("set_max_slides", "max_slides"), &CharacterBody3D::set_max_slides);
|
||||
ClassDB::bind_method(D_METHOD("get_floor_max_angle"), &CharacterBody3D::get_floor_max_angle);
|
||||
ClassDB::bind_method(D_METHOD("set_floor_max_angle", "radians"), &CharacterBody3D::set_floor_max_angle);
|
||||
ClassDB::bind_method(D_METHOD("get_floor_snap_length"), &CharacterBody3D::get_floor_snap_length);
|
||||
ClassDB::bind_method(D_METHOD("set_floor_snap_length", "floor_snap_length"), &CharacterBody3D::set_floor_snap_length);
|
||||
ClassDB::bind_method(D_METHOD("get_wall_min_slide_angle"), &CharacterBody3D::get_wall_min_slide_angle);
|
||||
ClassDB::bind_method(D_METHOD("set_wall_min_slide_angle", "radians"), &CharacterBody3D::set_wall_min_slide_angle);
|
||||
ClassDB::bind_method(D_METHOD("get_up_direction"), &CharacterBody3D::get_up_direction);
|
||||
ClassDB::bind_method(D_METHOD("set_up_direction", "up_direction"), &CharacterBody3D::set_up_direction);
|
||||
ClassDB::bind_method(D_METHOD("set_motion_mode", "mode"), &CharacterBody3D::set_motion_mode);
|
||||
ClassDB::bind_method(D_METHOD("get_motion_mode"), &CharacterBody3D::get_motion_mode);
|
||||
ClassDB::bind_method(D_METHOD("set_platform_on_leave", "on_leave_apply_velocity"), &CharacterBody3D::set_platform_on_leave);
|
||||
ClassDB::bind_method(D_METHOD("get_platform_on_leave"), &CharacterBody3D::get_platform_on_leave);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("is_on_floor"), &CharacterBody3D::is_on_floor);
|
||||
ClassDB::bind_method(D_METHOD("is_on_floor_only"), &CharacterBody3D::is_on_floor_only);
|
||||
ClassDB::bind_method(D_METHOD("is_on_ceiling"), &CharacterBody3D::is_on_ceiling);
|
||||
ClassDB::bind_method(D_METHOD("is_on_ceiling_only"), &CharacterBody3D::is_on_ceiling_only);
|
||||
ClassDB::bind_method(D_METHOD("is_on_wall"), &CharacterBody3D::is_on_wall);
|
||||
ClassDB::bind_method(D_METHOD("is_on_wall_only"), &CharacterBody3D::is_on_wall_only);
|
||||
ClassDB::bind_method(D_METHOD("get_floor_normal"), &CharacterBody3D::get_floor_normal);
|
||||
ClassDB::bind_method(D_METHOD("get_wall_normal"), &CharacterBody3D::get_wall_normal);
|
||||
ClassDB::bind_method(D_METHOD("get_last_motion"), &CharacterBody3D::get_last_motion);
|
||||
ClassDB::bind_method(D_METHOD("get_position_delta"), &CharacterBody3D::get_position_delta);
|
||||
ClassDB::bind_method(D_METHOD("get_real_velocity"), &CharacterBody3D::get_real_velocity);
|
||||
ClassDB::bind_method(D_METHOD("get_floor_angle", "up_direction"), &CharacterBody3D::get_floor_angle, DEFVAL(Vector3(0.0, 1.0, 0.0)));
|
||||
ClassDB::bind_method(D_METHOD("get_platform_velocity"), &CharacterBody3D::get_platform_velocity);
|
||||
ClassDB::bind_method(D_METHOD("get_platform_angular_velocity"), &CharacterBody3D::get_platform_angular_velocity);
|
||||
ClassDB::bind_method(D_METHOD("get_slide_collision_count"), &CharacterBody3D::get_slide_collision_count);
|
||||
ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &CharacterBody3D::_get_slide_collision);
|
||||
ClassDB::bind_method(D_METHOD("get_last_slide_collision"), &CharacterBody3D::_get_last_slide_collision);
|
||||
|
||||
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");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "up_direction"), "set_up_direction", "get_up_direction");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slide_on_ceiling"), "set_slide_on_ceiling_enabled", "is_slide_on_ceiling_enabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "velocity", PROPERTY_HINT_NONE, "suffix:m/s", PROPERTY_USAGE_NO_EDITOR), "set_velocity", "get_velocity");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_slides", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_max_slides", "get_max_slides");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wall_min_slide_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians_as_degrees", PROPERTY_USAGE_DEFAULT), "set_wall_min_slide_angle", "get_wall_min_slide_angle");
|
||||
|
||||
ADD_GROUP("Floor", "floor_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_stop_on_slope"), "set_floor_stop_on_slope_enabled", "is_floor_stop_on_slope_enabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_constant_speed"), "set_floor_constant_speed_enabled", "is_floor_constant_speed_enabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_block_on_wall"), "set_floor_block_on_wall_enabled", "is_floor_block_on_wall_enabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_max_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians_as_degrees"), "set_floor_max_angle", "get_floor_max_angle");
|
||||
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");
|
||||
|
||||
ADD_GROUP("Moving Platform", "platform_");
|
||||
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");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_floor_layers", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_platform_floor_layers", "get_platform_floor_layers");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_wall_layers", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_platform_wall_layers", "get_platform_wall_layers");
|
||||
|
||||
ADD_GROUP("Collision", "");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001,suffix:m"), "set_safe_margin", "get_safe_margin");
|
||||
|
||||
BIND_ENUM_CONSTANT(MOTION_MODE_GROUNDED);
|
||||
BIND_ENUM_CONSTANT(MOTION_MODE_FLOATING);
|
||||
|
||||
BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_ADD_VELOCITY);
|
||||
BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY);
|
||||
BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_DO_NOTHING);
|
||||
}
|
||||
|
||||
void CharacterBody3D::_validate_property(PropertyInfo &p_property) const {
|
||||
if (!Engine::get_singleton()->is_editor_hint()) {
|
||||
return;
|
||||
}
|
||||
if (motion_mode == MOTION_MODE_FLOATING) {
|
||||
if (p_property.name.begins_with("floor_") || p_property.name == "up_direction" || p_property.name == "slide_on_ceiling") {
|
||||
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CharacterBody3D::CharacterBody3D() :
|
||||
PhysicsBody3D(PhysicsServer3D::BODY_MODE_KINEMATIC) {
|
||||
}
|
||||
186
scene/3d/physics/character_body_3d.h
Normal file
186
scene/3d/physics/character_body_3d.h
Normal file
@@ -0,0 +1,186 @@
|
||||
/**************************************************************************/
|
||||
/* character_body_3d.h */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "scene/3d/physics/kinematic_collision_3d.h"
|
||||
#include "scene/3d/physics/physics_body_3d.h"
|
||||
|
||||
class CharacterBody3D : public PhysicsBody3D {
|
||||
GDCLASS(CharacterBody3D, PhysicsBody3D);
|
||||
|
||||
public:
|
||||
enum MotionMode {
|
||||
MOTION_MODE_GROUNDED,
|
||||
MOTION_MODE_FLOATING,
|
||||
};
|
||||
enum PlatformOnLeave {
|
||||
PLATFORM_ON_LEAVE_ADD_VELOCITY,
|
||||
PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY,
|
||||
PLATFORM_ON_LEAVE_DO_NOTHING,
|
||||
};
|
||||
bool move_and_slide();
|
||||
void apply_floor_snap();
|
||||
|
||||
const Vector3 &get_velocity() const;
|
||||
void set_velocity(const Vector3 &p_velocity);
|
||||
|
||||
bool is_on_floor() const;
|
||||
bool is_on_floor_only() const;
|
||||
bool is_on_wall() const;
|
||||
bool is_on_wall_only() const;
|
||||
bool is_on_ceiling() const;
|
||||
bool is_on_ceiling_only() const;
|
||||
const Vector3 &get_last_motion() const;
|
||||
Vector3 get_position_delta() const;
|
||||
const Vector3 &get_floor_normal() const;
|
||||
const Vector3 &get_wall_normal() const;
|
||||
const Vector3 &get_real_velocity() const;
|
||||
real_t get_floor_angle(const Vector3 &p_up_direction = Vector3(0.0, 1.0, 0.0)) const;
|
||||
const Vector3 &get_platform_velocity() const;
|
||||
const Vector3 &get_platform_angular_velocity() const;
|
||||
|
||||
virtual Vector3 get_linear_velocity() const override;
|
||||
|
||||
int get_slide_collision_count() const;
|
||||
PhysicsServer3D::MotionResult get_slide_collision(int p_bounce) const;
|
||||
|
||||
void set_safe_margin(real_t p_margin);
|
||||
real_t get_safe_margin() const;
|
||||
|
||||
bool is_floor_stop_on_slope_enabled() const;
|
||||
void set_floor_stop_on_slope_enabled(bool p_enabled);
|
||||
|
||||
bool is_floor_constant_speed_enabled() const;
|
||||
void set_floor_constant_speed_enabled(bool p_enabled);
|
||||
|
||||
bool is_floor_block_on_wall_enabled() const;
|
||||
void set_floor_block_on_wall_enabled(bool p_enabled);
|
||||
|
||||
bool is_slide_on_ceiling_enabled() const;
|
||||
void set_slide_on_ceiling_enabled(bool p_enabled);
|
||||
|
||||
int get_max_slides() const;
|
||||
void set_max_slides(int p_max_slides);
|
||||
|
||||
real_t get_floor_max_angle() const;
|
||||
void set_floor_max_angle(real_t p_radians);
|
||||
|
||||
real_t get_floor_snap_length();
|
||||
void set_floor_snap_length(real_t p_floor_snap_length);
|
||||
|
||||
real_t get_wall_min_slide_angle() const;
|
||||
void set_wall_min_slide_angle(real_t p_radians);
|
||||
|
||||
uint32_t get_platform_floor_layers() const;
|
||||
void set_platform_floor_layers(const uint32_t p_exclude_layer);
|
||||
|
||||
uint32_t get_platform_wall_layers() const;
|
||||
void set_platform_wall_layers(const uint32_t p_exclude_layer);
|
||||
|
||||
void set_motion_mode(MotionMode p_mode);
|
||||
MotionMode get_motion_mode() const;
|
||||
|
||||
void set_platform_on_leave(PlatformOnLeave p_on_leave_velocity);
|
||||
PlatformOnLeave get_platform_on_leave() const;
|
||||
|
||||
CharacterBody3D();
|
||||
|
||||
private:
|
||||
real_t margin = 0.001;
|
||||
MotionMode motion_mode = MOTION_MODE_GROUNDED;
|
||||
PlatformOnLeave platform_on_leave = PLATFORM_ON_LEAVE_ADD_VELOCITY;
|
||||
union CollisionState {
|
||||
uint32_t state = 0;
|
||||
struct {
|
||||
bool floor;
|
||||
bool wall;
|
||||
bool ceiling;
|
||||
};
|
||||
|
||||
CollisionState() {
|
||||
}
|
||||
|
||||
CollisionState(bool p_floor, bool p_wall, bool p_ceiling) {
|
||||
floor = p_floor;
|
||||
wall = p_wall;
|
||||
ceiling = p_ceiling;
|
||||
}
|
||||
};
|
||||
|
||||
CollisionState collision_state;
|
||||
bool floor_constant_speed = false;
|
||||
bool floor_stop_on_slope = true;
|
||||
bool floor_block_on_wall = true;
|
||||
bool slide_on_ceiling = true;
|
||||
int max_slides = 6;
|
||||
int platform_layer = 0;
|
||||
RID platform_rid;
|
||||
ObjectID platform_object_id;
|
||||
uint32_t platform_floor_layers = UINT32_MAX;
|
||||
uint32_t platform_wall_layers = 0;
|
||||
real_t floor_snap_length = 0.1;
|
||||
real_t floor_max_angle = Math::deg_to_rad((real_t)45.0);
|
||||
real_t wall_min_slide_angle = Math::deg_to_rad((real_t)15.0);
|
||||
Vector3 up_direction = Vector3(0.0, 1.0, 0.0);
|
||||
Vector3 velocity;
|
||||
Vector3 floor_normal;
|
||||
Vector3 wall_normal;
|
||||
Vector3 ceiling_normal;
|
||||
Vector3 last_motion;
|
||||
Vector3 platform_velocity;
|
||||
Vector3 platform_angular_velocity;
|
||||
Vector3 platform_ceiling_velocity;
|
||||
Vector3 previous_position;
|
||||
Vector3 real_velocity;
|
||||
|
||||
Vector<PhysicsServer3D::MotionResult> motion_results;
|
||||
Vector<Ref<KinematicCollision3D>> slide_colliders;
|
||||
|
||||
void _move_and_slide_floating(double p_delta);
|
||||
void _move_and_slide_grounded(double p_delta, bool p_was_on_floor);
|
||||
|
||||
Ref<KinematicCollision3D> _get_slide_collision(int p_bounce);
|
||||
Ref<KinematicCollision3D> _get_last_slide_collision();
|
||||
const Vector3 &get_up_direction() const;
|
||||
bool _on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up);
|
||||
void set_up_direction(const Vector3 &p_up_direction);
|
||||
void _set_collision_direction(const PhysicsServer3D::MotionResult &p_result, CollisionState &r_state, CollisionState p_apply_state = CollisionState(true, true, true));
|
||||
void _set_platform_data(const PhysicsServer3D::MotionCollision &p_collision);
|
||||
void _snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up);
|
||||
|
||||
protected:
|
||||
void _notification(int p_what);
|
||||
static void _bind_methods();
|
||||
void _validate_property(PropertyInfo &p_property) const;
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST(CharacterBody3D::MotionMode);
|
||||
VARIANT_ENUM_CAST(CharacterBody3D::PlatformOnLeave);
|
||||
758
scene/3d/physics/collision_object_3d.cpp
Normal file
758
scene/3d/physics/collision_object_3d.cpp
Normal file
@@ -0,0 +1,758 @@
|
||||
/**************************************************************************/
|
||||
/* collision_object_3d.cpp */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#include "collision_object_3d.h"
|
||||
|
||||
#include "scene/resources/3d/shape_3d.h"
|
||||
|
||||
void CollisionObject3D::_notification(int p_what) {
|
||||
switch (p_what) {
|
||||
case NOTIFICATION_ENTER_TREE: {
|
||||
if (_are_collision_shapes_visible()) {
|
||||
debug_shape_old_transform = get_global_transform();
|
||||
for (const KeyValue<uint32_t, ShapeData> &E : shapes) {
|
||||
debug_shapes_to_update.insert(E.key);
|
||||
}
|
||||
_update_debug_shapes();
|
||||
}
|
||||
#ifdef TOOLS_ENABLED
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
set_notify_local_transform(true); // Used for warnings and only in editor.
|
||||
}
|
||||
#endif
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_EXIT_TREE: {
|
||||
if (debug_shapes_count > 0) {
|
||||
_clear_debug_shapes();
|
||||
}
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_ENTER_WORLD: {
|
||||
if (area) {
|
||||
PhysicsServer3D::get_singleton()->area_set_transform(rid, get_global_transform());
|
||||
} else {
|
||||
PhysicsServer3D::get_singleton()->body_set_state(rid, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform());
|
||||
}
|
||||
|
||||
bool disabled = !is_enabled();
|
||||
|
||||
if (disabled && (disable_mode != DISABLE_MODE_REMOVE)) {
|
||||
_apply_disabled();
|
||||
}
|
||||
|
||||
if (!disabled || (disable_mode != DISABLE_MODE_REMOVE)) {
|
||||
Ref<World3D> world_ref = get_world_3d();
|
||||
ERR_FAIL_COND(world_ref.is_null());
|
||||
RID space = world_ref->get_space();
|
||||
if (area) {
|
||||
PhysicsServer3D::get_singleton()->area_set_space(rid, space);
|
||||
} else {
|
||||
PhysicsServer3D::get_singleton()->body_set_space(rid, space);
|
||||
}
|
||||
_space_changed(space);
|
||||
}
|
||||
|
||||
_update_pickable();
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
|
||||
update_configuration_warnings();
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_TRANSFORM_CHANGED: {
|
||||
if (only_update_transform_changes) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (area) {
|
||||
PhysicsServer3D::get_singleton()->area_set_transform(rid, get_global_transform());
|
||||
} else {
|
||||
PhysicsServer3D::get_singleton()->body_set_state(rid, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform());
|
||||
}
|
||||
|
||||
_on_transform_changed();
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_VISIBILITY_CHANGED: {
|
||||
_update_pickable();
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_EXIT_WORLD: {
|
||||
bool disabled = !is_enabled();
|
||||
|
||||
if (!disabled || (disable_mode != DISABLE_MODE_REMOVE)) {
|
||||
if (callback_lock > 0) {
|
||||
ERR_PRINT("Removing a CollisionObject node during a physics callback is not allowed and will cause undesired behavior. Remove with call_deferred() instead.");
|
||||
} else {
|
||||
if (area) {
|
||||
PhysicsServer3D::get_singleton()->area_set_space(rid, RID());
|
||||
} else {
|
||||
PhysicsServer3D::get_singleton()->body_set_space(rid, RID());
|
||||
}
|
||||
_space_changed(RID());
|
||||
}
|
||||
}
|
||||
|
||||
if (disabled && (disable_mode != DISABLE_MODE_REMOVE)) {
|
||||
_apply_enabled();
|
||||
}
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_DISABLED: {
|
||||
_apply_disabled();
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_ENABLED: {
|
||||
_apply_enabled();
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
void CollisionObject3D::set_collision_layer(uint32_t p_layer) {
|
||||
collision_layer = p_layer;
|
||||
if (area) {
|
||||
PhysicsServer3D::get_singleton()->area_set_collision_layer(get_rid(), p_layer);
|
||||
} else {
|
||||
PhysicsServer3D::get_singleton()->body_set_collision_layer(get_rid(), p_layer);
|
||||
}
|
||||
}
|
||||
|
||||
uint32_t CollisionObject3D::get_collision_layer() const {
|
||||
return collision_layer;
|
||||
}
|
||||
|
||||
void CollisionObject3D::set_collision_mask(uint32_t p_mask) {
|
||||
collision_mask = p_mask;
|
||||
if (area) {
|
||||
PhysicsServer3D::get_singleton()->area_set_collision_mask(get_rid(), p_mask);
|
||||
} else {
|
||||
PhysicsServer3D::get_singleton()->body_set_collision_mask(get_rid(), p_mask);
|
||||
}
|
||||
}
|
||||
|
||||
uint32_t CollisionObject3D::get_collision_mask() const {
|
||||
return collision_mask;
|
||||
}
|
||||
|
||||
void CollisionObject3D::set_collision_layer_value(int p_layer_number, bool p_value) {
|
||||
ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
uint32_t collision_layer_new = get_collision_layer();
|
||||
if (p_value) {
|
||||
collision_layer_new |= 1 << (p_layer_number - 1);
|
||||
} else {
|
||||
collision_layer_new &= ~(1 << (p_layer_number - 1));
|
||||
}
|
||||
set_collision_layer(collision_layer_new);
|
||||
}
|
||||
|
||||
bool CollisionObject3D::get_collision_layer_value(int p_layer_number) const {
|
||||
ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
return get_collision_layer() & (1 << (p_layer_number - 1));
|
||||
}
|
||||
|
||||
void CollisionObject3D::set_collision_mask_value(int p_layer_number, bool p_value) {
|
||||
ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
uint32_t mask = get_collision_mask();
|
||||
if (p_value) {
|
||||
mask |= 1 << (p_layer_number - 1);
|
||||
} else {
|
||||
mask &= ~(1 << (p_layer_number - 1));
|
||||
}
|
||||
set_collision_mask(mask);
|
||||
}
|
||||
|
||||
bool CollisionObject3D::get_collision_mask_value(int p_layer_number) const {
|
||||
ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
return get_collision_mask() & (1 << (p_layer_number - 1));
|
||||
}
|
||||
|
||||
void CollisionObject3D::set_collision_priority(real_t p_priority) {
|
||||
collision_priority = p_priority;
|
||||
if (!area) {
|
||||
PhysicsServer3D::get_singleton()->body_set_collision_priority(get_rid(), p_priority);
|
||||
}
|
||||
}
|
||||
|
||||
real_t CollisionObject3D::get_collision_priority() const {
|
||||
return collision_priority;
|
||||
}
|
||||
|
||||
void CollisionObject3D::set_disable_mode(DisableMode p_mode) {
|
||||
if (disable_mode == p_mode) {
|
||||
return;
|
||||
}
|
||||
|
||||
bool disabled = is_inside_tree() && !is_enabled();
|
||||
|
||||
if (disabled) {
|
||||
// Cancel previous disable mode.
|
||||
_apply_enabled();
|
||||
}
|
||||
|
||||
disable_mode = p_mode;
|
||||
|
||||
if (disabled) {
|
||||
// Apply new disable mode.
|
||||
_apply_disabled();
|
||||
}
|
||||
}
|
||||
|
||||
CollisionObject3D::DisableMode CollisionObject3D::get_disable_mode() const {
|
||||
return disable_mode;
|
||||
}
|
||||
|
||||
void CollisionObject3D::_apply_disabled() {
|
||||
switch (disable_mode) {
|
||||
case DISABLE_MODE_REMOVE: {
|
||||
if (is_inside_tree()) {
|
||||
if (callback_lock > 0) {
|
||||
ERR_PRINT("Disabling a CollisionObject node during a physics callback is not allowed and will cause undesired behavior. Disable with call_deferred() instead.");
|
||||
} else {
|
||||
if (area) {
|
||||
PhysicsServer3D::get_singleton()->area_set_space(rid, RID());
|
||||
} else {
|
||||
PhysicsServer3D::get_singleton()->body_set_space(rid, RID());
|
||||
}
|
||||
_space_changed(RID());
|
||||
}
|
||||
}
|
||||
} break;
|
||||
|
||||
case DISABLE_MODE_MAKE_STATIC: {
|
||||
if (!area && (body_mode != PhysicsServer3D::BODY_MODE_STATIC)) {
|
||||
PhysicsServer3D::get_singleton()->body_set_mode(rid, PhysicsServer3D::BODY_MODE_STATIC);
|
||||
}
|
||||
} break;
|
||||
|
||||
case DISABLE_MODE_KEEP_ACTIVE: {
|
||||
// Nothing to do.
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
void CollisionObject3D::_apply_enabled() {
|
||||
switch (disable_mode) {
|
||||
case DISABLE_MODE_REMOVE: {
|
||||
if (is_inside_tree()) {
|
||||
RID space = get_world_3d()->get_space();
|
||||
if (area) {
|
||||
PhysicsServer3D::get_singleton()->area_set_space(rid, space);
|
||||
} else {
|
||||
PhysicsServer3D::get_singleton()->body_set_space(rid, space);
|
||||
}
|
||||
_space_changed(space);
|
||||
}
|
||||
} break;
|
||||
|
||||
case DISABLE_MODE_MAKE_STATIC: {
|
||||
if (!area && (body_mode != PhysicsServer3D::BODY_MODE_STATIC)) {
|
||||
PhysicsServer3D::get_singleton()->body_set_mode(rid, body_mode);
|
||||
}
|
||||
} break;
|
||||
|
||||
case DISABLE_MODE_KEEP_ACTIVE: {
|
||||
// Nothing to do.
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
void CollisionObject3D::_input_event_call(Camera3D *p_camera, const Ref<InputEvent> &p_input_event, const Vector3 &p_pos, const Vector3 &p_normal, int p_shape) {
|
||||
GDVIRTUAL_CALL(_input_event, p_camera, p_input_event, p_pos, p_normal, p_shape);
|
||||
emit_signal(SceneStringName(input_event), p_camera, p_input_event, p_pos, p_normal, p_shape);
|
||||
}
|
||||
|
||||
void CollisionObject3D::_mouse_enter() {
|
||||
GDVIRTUAL_CALL(_mouse_enter);
|
||||
emit_signal(SceneStringName(mouse_entered));
|
||||
}
|
||||
|
||||
void CollisionObject3D::_mouse_exit() {
|
||||
GDVIRTUAL_CALL(_mouse_exit);
|
||||
emit_signal(SceneStringName(mouse_exited));
|
||||
}
|
||||
|
||||
void CollisionObject3D::set_body_mode(PhysicsServer3D::BodyMode p_mode) {
|
||||
ERR_FAIL_COND(area);
|
||||
|
||||
if (body_mode == p_mode) {
|
||||
return;
|
||||
}
|
||||
|
||||
body_mode = p_mode;
|
||||
|
||||
if (is_inside_tree() && !is_enabled() && (disable_mode == DISABLE_MODE_MAKE_STATIC)) {
|
||||
return;
|
||||
}
|
||||
|
||||
PhysicsServer3D::get_singleton()->body_set_mode(rid, p_mode);
|
||||
}
|
||||
|
||||
void CollisionObject3D::_space_changed(const RID &p_new_space) {
|
||||
}
|
||||
|
||||
void CollisionObject3D::set_only_update_transform_changes(bool p_enable) {
|
||||
only_update_transform_changes = p_enable;
|
||||
}
|
||||
|
||||
bool CollisionObject3D::is_only_update_transform_changes_enabled() const {
|
||||
return only_update_transform_changes;
|
||||
}
|
||||
|
||||
void CollisionObject3D::_update_pickable() {
|
||||
if (!is_inside_tree()) {
|
||||
return;
|
||||
}
|
||||
|
||||
bool pickable = ray_pickable && is_visible_in_tree();
|
||||
if (area) {
|
||||
PhysicsServer3D::get_singleton()->area_set_ray_pickable(rid, pickable);
|
||||
} else {
|
||||
PhysicsServer3D::get_singleton()->body_set_ray_pickable(rid, pickable);
|
||||
}
|
||||
}
|
||||
|
||||
bool CollisionObject3D::_are_collision_shapes_visible() {
|
||||
return is_inside_tree() && get_tree()->is_debugging_collisions_hint() && !Engine::get_singleton()->is_editor_hint();
|
||||
}
|
||||
|
||||
void CollisionObject3D::_update_shape_data(uint32_t p_owner) {
|
||||
if (_are_collision_shapes_visible()) {
|
||||
if (debug_shapes_to_update.is_empty()) {
|
||||
callable_mp(this, &CollisionObject3D::_update_debug_shapes).call_deferred();
|
||||
}
|
||||
debug_shapes_to_update.insert(p_owner);
|
||||
}
|
||||
}
|
||||
|
||||
void CollisionObject3D::_shape_changed(const Ref<Shape3D> &p_shape) {
|
||||
for (KeyValue<uint32_t, ShapeData> &E : shapes) {
|
||||
ShapeData &shapedata = E.value;
|
||||
ShapeData::ShapeBase *shape_bases = shapedata.shapes.ptrw();
|
||||
for (int i = 0; i < shapedata.shapes.size(); i++) {
|
||||
ShapeData::ShapeBase &s = shape_bases[i];
|
||||
if (s.shape == p_shape && s.debug_shape.is_valid()) {
|
||||
Ref<Mesh> mesh = s.shape->get_debug_mesh();
|
||||
RS::get_singleton()->instance_set_base(s.debug_shape, mesh->get_rid());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CollisionObject3D::_update_debug_shapes() {
|
||||
ERR_FAIL_NULL(RenderingServer::get_singleton());
|
||||
|
||||
if (!is_inside_tree()) {
|
||||
debug_shapes_to_update.clear();
|
||||
return;
|
||||
}
|
||||
|
||||
for (const uint32_t &shapedata_idx : debug_shapes_to_update) {
|
||||
if (shapes.has(shapedata_idx)) {
|
||||
ShapeData &shapedata = shapes[shapedata_idx];
|
||||
ShapeData::ShapeBase *shape_bases = shapedata.shapes.ptrw();
|
||||
for (int i = 0; i < shapedata.shapes.size(); i++) {
|
||||
ShapeData::ShapeBase &s = shape_bases[i];
|
||||
if (s.shape.is_null() || shapedata.disabled) {
|
||||
if (s.debug_shape.is_valid()) {
|
||||
RS::get_singleton()->free(s.debug_shape);
|
||||
s.debug_shape = RID();
|
||||
--debug_shapes_count;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
if (s.debug_shape.is_null()) {
|
||||
s.debug_shape = RS::get_singleton()->instance_create();
|
||||
RS::get_singleton()->instance_set_scenario(s.debug_shape, get_world_3d()->get_scenario());
|
||||
s.shape->connect_changed(callable_mp(this, &CollisionObject3D::_shape_changed).bind(s.shape), CONNECT_DEFERRED);
|
||||
++debug_shapes_count;
|
||||
}
|
||||
|
||||
Ref<Mesh> mesh = s.shape->get_debug_mesh();
|
||||
RS::get_singleton()->instance_set_base(s.debug_shape, mesh->get_rid());
|
||||
RS::get_singleton()->instance_set_transform(s.debug_shape, get_global_transform() * shapedata.xform);
|
||||
}
|
||||
}
|
||||
}
|
||||
debug_shapes_to_update.clear();
|
||||
}
|
||||
|
||||
void CollisionObject3D::_clear_debug_shapes() {
|
||||
ERR_FAIL_NULL(RenderingServer::get_singleton());
|
||||
|
||||
for (KeyValue<uint32_t, ShapeData> &E : shapes) {
|
||||
ShapeData &shapedata = E.value;
|
||||
ShapeData::ShapeBase *shape_bases = shapedata.shapes.ptrw();
|
||||
for (int i = 0; i < shapedata.shapes.size(); i++) {
|
||||
ShapeData::ShapeBase &s = shape_bases[i];
|
||||
if (s.debug_shape.is_valid()) {
|
||||
RS::get_singleton()->free(s.debug_shape);
|
||||
s.debug_shape = RID();
|
||||
if (s.shape.is_valid()) {
|
||||
s.shape->disconnect_changed(callable_mp(this, &CollisionObject3D::_update_shape_data));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
debug_shapes_count = 0;
|
||||
}
|
||||
|
||||
void CollisionObject3D::_on_transform_changed() {
|
||||
if (debug_shapes_count > 0 && !debug_shape_old_transform.is_equal_approx(get_global_transform())) {
|
||||
debug_shape_old_transform = get_global_transform();
|
||||
for (KeyValue<uint32_t, ShapeData> &E : shapes) {
|
||||
ShapeData &shapedata = E.value;
|
||||
if (shapedata.disabled) {
|
||||
continue; // If disabled then there are no debug shapes to update.
|
||||
}
|
||||
const ShapeData::ShapeBase *shape_bases = shapedata.shapes.ptr();
|
||||
for (int i = 0; i < shapedata.shapes.size(); i++) {
|
||||
if (shape_bases[i].debug_shape.is_null()) {
|
||||
continue;
|
||||
}
|
||||
RS::get_singleton()->instance_set_transform(shape_bases[i].debug_shape, debug_shape_old_transform * shapedata.xform);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CollisionObject3D::set_ray_pickable(bool p_ray_pickable) {
|
||||
ray_pickable = p_ray_pickable;
|
||||
_update_pickable();
|
||||
}
|
||||
|
||||
bool CollisionObject3D::is_ray_pickable() const {
|
||||
return ray_pickable;
|
||||
}
|
||||
|
||||
void CollisionObject3D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &CollisionObject3D::set_collision_layer);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_layer"), &CollisionObject3D::get_collision_layer);
|
||||
ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &CollisionObject3D::set_collision_mask);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_mask"), &CollisionObject3D::get_collision_mask);
|
||||
ClassDB::bind_method(D_METHOD("set_collision_layer_value", "layer_number", "value"), &CollisionObject3D::set_collision_layer_value);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_layer_value", "layer_number"), &CollisionObject3D::get_collision_layer_value);
|
||||
ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &CollisionObject3D::set_collision_mask_value);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &CollisionObject3D::get_collision_mask_value);
|
||||
ClassDB::bind_method(D_METHOD("set_collision_priority", "priority"), &CollisionObject3D::set_collision_priority);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_priority"), &CollisionObject3D::get_collision_priority);
|
||||
ClassDB::bind_method(D_METHOD("set_disable_mode", "mode"), &CollisionObject3D::set_disable_mode);
|
||||
ClassDB::bind_method(D_METHOD("get_disable_mode"), &CollisionObject3D::get_disable_mode);
|
||||
ClassDB::bind_method(D_METHOD("set_ray_pickable", "ray_pickable"), &CollisionObject3D::set_ray_pickable);
|
||||
ClassDB::bind_method(D_METHOD("is_ray_pickable"), &CollisionObject3D::is_ray_pickable);
|
||||
ClassDB::bind_method(D_METHOD("set_capture_input_on_drag", "enable"), &CollisionObject3D::set_capture_input_on_drag);
|
||||
ClassDB::bind_method(D_METHOD("get_capture_input_on_drag"), &CollisionObject3D::get_capture_input_on_drag);
|
||||
ClassDB::bind_method(D_METHOD("get_rid"), &CollisionObject3D::get_rid);
|
||||
ClassDB::bind_method(D_METHOD("create_shape_owner", "owner"), &CollisionObject3D::create_shape_owner);
|
||||
ClassDB::bind_method(D_METHOD("remove_shape_owner", "owner_id"), &CollisionObject3D::remove_shape_owner);
|
||||
ClassDB::bind_method(D_METHOD("get_shape_owners"), &CollisionObject3D::_get_shape_owners);
|
||||
ClassDB::bind_method(D_METHOD("shape_owner_set_transform", "owner_id", "transform"), &CollisionObject3D::shape_owner_set_transform);
|
||||
ClassDB::bind_method(D_METHOD("shape_owner_get_transform", "owner_id"), &CollisionObject3D::shape_owner_get_transform);
|
||||
ClassDB::bind_method(D_METHOD("shape_owner_get_owner", "owner_id"), &CollisionObject3D::shape_owner_get_owner);
|
||||
ClassDB::bind_method(D_METHOD("shape_owner_set_disabled", "owner_id", "disabled"), &CollisionObject3D::shape_owner_set_disabled);
|
||||
ClassDB::bind_method(D_METHOD("is_shape_owner_disabled", "owner_id"), &CollisionObject3D::is_shape_owner_disabled);
|
||||
ClassDB::bind_method(D_METHOD("shape_owner_add_shape", "owner_id", "shape"), &CollisionObject3D::shape_owner_add_shape);
|
||||
ClassDB::bind_method(D_METHOD("shape_owner_get_shape_count", "owner_id"), &CollisionObject3D::shape_owner_get_shape_count);
|
||||
ClassDB::bind_method(D_METHOD("shape_owner_get_shape", "owner_id", "shape_id"), &CollisionObject3D::shape_owner_get_shape);
|
||||
ClassDB::bind_method(D_METHOD("shape_owner_get_shape_index", "owner_id", "shape_id"), &CollisionObject3D::shape_owner_get_shape_index);
|
||||
ClassDB::bind_method(D_METHOD("shape_owner_remove_shape", "owner_id", "shape_id"), &CollisionObject3D::shape_owner_remove_shape);
|
||||
ClassDB::bind_method(D_METHOD("shape_owner_clear_shapes", "owner_id"), &CollisionObject3D::shape_owner_clear_shapes);
|
||||
ClassDB::bind_method(D_METHOD("shape_find_owner", "shape_index"), &CollisionObject3D::shape_find_owner);
|
||||
|
||||
GDVIRTUAL_BIND(_input_event, "camera", "event", "event_position", "normal", "shape_idx");
|
||||
GDVIRTUAL_BIND(_mouse_enter);
|
||||
GDVIRTUAL_BIND(_mouse_exit);
|
||||
|
||||
ADD_SIGNAL(MethodInfo("input_event", PropertyInfo(Variant::OBJECT, "camera", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::OBJECT, "event", PROPERTY_HINT_RESOURCE_TYPE, "InputEvent"), PropertyInfo(Variant::VECTOR3, "event_position"), PropertyInfo(Variant::VECTOR3, "normal"), PropertyInfo(Variant::INT, "shape_idx")));
|
||||
ADD_SIGNAL(MethodInfo("mouse_entered"));
|
||||
ADD_SIGNAL(MethodInfo("mouse_exited"));
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "disable_mode", PROPERTY_HINT_ENUM, "Remove,Make Static,Keep Active"), "set_disable_mode", "get_disable_mode");
|
||||
|
||||
ADD_GROUP("Collision", "collision_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_priority"), "set_collision_priority", "get_collision_priority");
|
||||
|
||||
ADD_GROUP("Input", "input_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "input_ray_pickable"), "set_ray_pickable", "is_ray_pickable");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "input_capture_on_drag"), "set_capture_input_on_drag", "get_capture_input_on_drag");
|
||||
|
||||
BIND_ENUM_CONSTANT(DISABLE_MODE_REMOVE);
|
||||
BIND_ENUM_CONSTANT(DISABLE_MODE_MAKE_STATIC);
|
||||
BIND_ENUM_CONSTANT(DISABLE_MODE_KEEP_ACTIVE);
|
||||
}
|
||||
|
||||
uint32_t CollisionObject3D::create_shape_owner(Object *p_owner) {
|
||||
ShapeData sd;
|
||||
uint32_t id;
|
||||
|
||||
if (shapes.is_empty()) {
|
||||
id = 0;
|
||||
} else {
|
||||
id = shapes.back()->key() + 1;
|
||||
}
|
||||
|
||||
sd.owner_id = p_owner ? p_owner->get_instance_id() : ObjectID();
|
||||
|
||||
shapes[id] = sd;
|
||||
|
||||
return id;
|
||||
}
|
||||
|
||||
void CollisionObject3D::remove_shape_owner(uint32_t owner) {
|
||||
ERR_FAIL_COND(!shapes.has(owner));
|
||||
|
||||
shape_owner_clear_shapes(owner);
|
||||
|
||||
shapes.erase(owner);
|
||||
}
|
||||
|
||||
void CollisionObject3D::shape_owner_set_disabled(uint32_t p_owner, bool p_disabled) {
|
||||
ERR_FAIL_COND(!shapes.has(p_owner));
|
||||
|
||||
ShapeData &sd = shapes[p_owner];
|
||||
if (sd.disabled == p_disabled) {
|
||||
return;
|
||||
}
|
||||
sd.disabled = p_disabled;
|
||||
|
||||
for (int i = 0; i < sd.shapes.size(); i++) {
|
||||
if (area) {
|
||||
PhysicsServer3D::get_singleton()->area_set_shape_disabled(rid, sd.shapes[i].index, p_disabled);
|
||||
} else {
|
||||
PhysicsServer3D::get_singleton()->body_set_shape_disabled(rid, sd.shapes[i].index, p_disabled);
|
||||
}
|
||||
}
|
||||
_update_shape_data(p_owner);
|
||||
}
|
||||
|
||||
bool CollisionObject3D::is_shape_owner_disabled(uint32_t p_owner) const {
|
||||
ERR_FAIL_COND_V(!shapes.has(p_owner), false);
|
||||
|
||||
return shapes[p_owner].disabled;
|
||||
}
|
||||
|
||||
void CollisionObject3D::get_shape_owners(List<uint32_t> *r_owners) {
|
||||
for (const KeyValue<uint32_t, ShapeData> &E : shapes) {
|
||||
r_owners->push_back(E.key);
|
||||
}
|
||||
}
|
||||
|
||||
PackedInt32Array CollisionObject3D::_get_shape_owners() {
|
||||
PackedInt32Array ret;
|
||||
for (const KeyValue<uint32_t, ShapeData> &E : shapes) {
|
||||
ret.push_back(E.key);
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
void CollisionObject3D::shape_owner_set_transform(uint32_t p_owner, const Transform3D &p_transform) {
|
||||
ERR_FAIL_COND(!shapes.has(p_owner));
|
||||
|
||||
ShapeData &sd = shapes[p_owner];
|
||||
sd.xform = p_transform;
|
||||
for (int i = 0; i < sd.shapes.size(); i++) {
|
||||
if (area) {
|
||||
PhysicsServer3D::get_singleton()->area_set_shape_transform(rid, sd.shapes[i].index, p_transform);
|
||||
} else {
|
||||
PhysicsServer3D::get_singleton()->body_set_shape_transform(rid, sd.shapes[i].index, p_transform);
|
||||
}
|
||||
}
|
||||
|
||||
_update_shape_data(p_owner);
|
||||
}
|
||||
Transform3D CollisionObject3D::shape_owner_get_transform(uint32_t p_owner) const {
|
||||
ERR_FAIL_COND_V(!shapes.has(p_owner), Transform3D());
|
||||
|
||||
return shapes[p_owner].xform;
|
||||
}
|
||||
|
||||
Object *CollisionObject3D::shape_owner_get_owner(uint32_t p_owner) const {
|
||||
ERR_FAIL_COND_V(!shapes.has(p_owner), nullptr);
|
||||
|
||||
return ObjectDB::get_instance(shapes[p_owner].owner_id);
|
||||
}
|
||||
|
||||
void CollisionObject3D::shape_owner_add_shape(uint32_t p_owner, const Ref<Shape3D> &p_shape) {
|
||||
ERR_FAIL_COND(!shapes.has(p_owner));
|
||||
ERR_FAIL_COND(p_shape.is_null());
|
||||
|
||||
ShapeData &sd = shapes[p_owner];
|
||||
ShapeData::ShapeBase s;
|
||||
s.index = total_subshapes;
|
||||
s.shape = p_shape;
|
||||
|
||||
if (area) {
|
||||
PhysicsServer3D::get_singleton()->area_add_shape(rid, p_shape->get_rid(), sd.xform, sd.disabled);
|
||||
} else {
|
||||
PhysicsServer3D::get_singleton()->body_add_shape(rid, p_shape->get_rid(), sd.xform, sd.disabled);
|
||||
}
|
||||
sd.shapes.push_back(s);
|
||||
|
||||
total_subshapes++;
|
||||
|
||||
_update_shape_data(p_owner);
|
||||
update_gizmos();
|
||||
}
|
||||
|
||||
int CollisionObject3D::shape_owner_get_shape_count(uint32_t p_owner) const {
|
||||
ERR_FAIL_COND_V(!shapes.has(p_owner), 0);
|
||||
|
||||
return shapes[p_owner].shapes.size();
|
||||
}
|
||||
|
||||
Ref<Shape3D> CollisionObject3D::shape_owner_get_shape(uint32_t p_owner, int p_shape) const {
|
||||
ERR_FAIL_COND_V(!shapes.has(p_owner), Ref<Shape3D>());
|
||||
ERR_FAIL_INDEX_V(p_shape, shapes[p_owner].shapes.size(), Ref<Shape3D>());
|
||||
|
||||
return shapes[p_owner].shapes[p_shape].shape;
|
||||
}
|
||||
|
||||
int CollisionObject3D::shape_owner_get_shape_index(uint32_t p_owner, int p_shape) const {
|
||||
ERR_FAIL_COND_V(!shapes.has(p_owner), -1);
|
||||
ERR_FAIL_INDEX_V(p_shape, shapes[p_owner].shapes.size(), -1);
|
||||
|
||||
return shapes[p_owner].shapes[p_shape].index;
|
||||
}
|
||||
|
||||
void CollisionObject3D::shape_owner_remove_shape(uint32_t p_owner, int p_shape) {
|
||||
ERR_FAIL_NULL(RenderingServer::get_singleton());
|
||||
ERR_FAIL_COND(!shapes.has(p_owner));
|
||||
ERR_FAIL_INDEX(p_shape, shapes[p_owner].shapes.size());
|
||||
|
||||
ShapeData::ShapeBase &s = shapes[p_owner].shapes.write[p_shape];
|
||||
int index_to_remove = s.index;
|
||||
|
||||
if (area) {
|
||||
PhysicsServer3D::get_singleton()->area_remove_shape(rid, index_to_remove);
|
||||
} else {
|
||||
PhysicsServer3D::get_singleton()->body_remove_shape(rid, index_to_remove);
|
||||
}
|
||||
|
||||
if (s.debug_shape.is_valid()) {
|
||||
RS::get_singleton()->free(s.debug_shape);
|
||||
if (s.shape.is_valid()) {
|
||||
s.shape->disconnect_changed(callable_mp(this, &CollisionObject3D::_shape_changed));
|
||||
}
|
||||
--debug_shapes_count;
|
||||
}
|
||||
|
||||
shapes[p_owner].shapes.remove_at(p_shape);
|
||||
|
||||
for (KeyValue<uint32_t, ShapeData> &E : shapes) {
|
||||
for (int i = 0; i < E.value.shapes.size(); i++) {
|
||||
if (E.value.shapes[i].index > index_to_remove) {
|
||||
E.value.shapes.write[i].index -= 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
total_subshapes--;
|
||||
}
|
||||
|
||||
void CollisionObject3D::shape_owner_clear_shapes(uint32_t p_owner) {
|
||||
ERR_FAIL_COND(!shapes.has(p_owner));
|
||||
|
||||
while (shape_owner_get_shape_count(p_owner) > 0) {
|
||||
shape_owner_remove_shape(p_owner, 0);
|
||||
}
|
||||
|
||||
update_gizmos();
|
||||
}
|
||||
|
||||
uint32_t CollisionObject3D::shape_find_owner(int p_shape_index) const {
|
||||
ERR_FAIL_INDEX_V(p_shape_index, total_subshapes, UINT32_MAX);
|
||||
|
||||
for (const KeyValue<uint32_t, ShapeData> &E : shapes) {
|
||||
for (int i = 0; i < E.value.shapes.size(); i++) {
|
||||
if (E.value.shapes[i].index == p_shape_index) {
|
||||
return E.key;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//in theory it should be unreachable
|
||||
ERR_FAIL_V_MSG(UINT32_MAX, "Can't find owner for shape index " + itos(p_shape_index) + ".");
|
||||
}
|
||||
|
||||
CollisionObject3D::CollisionObject3D(RID p_rid, bool p_area) {
|
||||
rid = p_rid;
|
||||
area = p_area;
|
||||
set_notify_transform(true);
|
||||
|
||||
if (p_area) {
|
||||
PhysicsServer3D::get_singleton()->area_attach_object_instance_id(rid, get_instance_id());
|
||||
} else {
|
||||
PhysicsServer3D::get_singleton()->body_attach_object_instance_id(rid, get_instance_id());
|
||||
PhysicsServer3D::get_singleton()->body_set_mode(rid, body_mode);
|
||||
}
|
||||
}
|
||||
|
||||
void CollisionObject3D::set_capture_input_on_drag(bool p_capture) {
|
||||
capture_input_on_drag = p_capture;
|
||||
}
|
||||
|
||||
bool CollisionObject3D::get_capture_input_on_drag() const {
|
||||
return capture_input_on_drag;
|
||||
}
|
||||
|
||||
PackedStringArray CollisionObject3D::get_configuration_warnings() const {
|
||||
PackedStringArray warnings = Node3D::get_configuration_warnings();
|
||||
|
||||
if (shapes.is_empty()) {
|
||||
warnings.push_back(RTR("This node has no shape, so it can't collide or interact with other objects.\nConsider adding a CollisionShape3D or CollisionPolygon3D as a child to define its shape."));
|
||||
}
|
||||
|
||||
Vector3 scale = get_transform().get_basis().get_scale();
|
||||
if (!(Math::is_zero_approx(scale.x - scale.y) && Math::is_zero_approx(scale.y - scale.z))) {
|
||||
warnings.push_back(RTR("With a non-uniform scale this node will probably not function as expected.\nPlease make its scale uniform (i.e. the same on all axes), and change the size in children collision shapes instead."));
|
||||
}
|
||||
|
||||
return warnings;
|
||||
}
|
||||
|
||||
CollisionObject3D::CollisionObject3D() {
|
||||
set_notify_transform(true);
|
||||
//owner=
|
||||
|
||||
//set_transform_notify(true);
|
||||
}
|
||||
|
||||
CollisionObject3D::~CollisionObject3D() {
|
||||
ERR_FAIL_NULL(PhysicsServer3D::get_singleton());
|
||||
PhysicsServer3D::get_singleton()->free(rid);
|
||||
}
|
||||
181
scene/3d/physics/collision_object_3d.h
Normal file
181
scene/3d/physics/collision_object_3d.h
Normal file
@@ -0,0 +1,181 @@
|
||||
/**************************************************************************/
|
||||
/* collision_object_3d.h */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "scene/3d/camera_3d.h"
|
||||
#include "scene/3d/node_3d.h"
|
||||
|
||||
class CollisionObject3D : public Node3D {
|
||||
GDCLASS(CollisionObject3D, Node3D);
|
||||
|
||||
public:
|
||||
enum DisableMode {
|
||||
DISABLE_MODE_REMOVE,
|
||||
DISABLE_MODE_MAKE_STATIC,
|
||||
DISABLE_MODE_KEEP_ACTIVE,
|
||||
};
|
||||
|
||||
private:
|
||||
uint32_t collision_layer = 1;
|
||||
uint32_t collision_mask = 1;
|
||||
real_t collision_priority = 1.0;
|
||||
|
||||
bool area = false;
|
||||
|
||||
RID rid;
|
||||
uint32_t callback_lock = 0;
|
||||
|
||||
DisableMode disable_mode = DISABLE_MODE_REMOVE;
|
||||
|
||||
PhysicsServer3D::BodyMode body_mode = PhysicsServer3D::BODY_MODE_STATIC;
|
||||
|
||||
struct ShapeData {
|
||||
ObjectID owner_id;
|
||||
Transform3D xform;
|
||||
struct ShapeBase {
|
||||
RID debug_shape;
|
||||
Ref<Shape3D> shape;
|
||||
int index = 0;
|
||||
};
|
||||
|
||||
Vector<ShapeBase> shapes;
|
||||
bool disabled = false;
|
||||
};
|
||||
|
||||
int total_subshapes = 0;
|
||||
|
||||
RBMap<uint32_t, ShapeData> shapes;
|
||||
|
||||
bool only_update_transform_changes = false; // This is used for sync to physics.
|
||||
|
||||
bool capture_input_on_drag = false;
|
||||
bool ray_pickable = true;
|
||||
|
||||
HashSet<uint32_t> debug_shapes_to_update;
|
||||
int debug_shapes_count = 0;
|
||||
Transform3D debug_shape_old_transform;
|
||||
|
||||
void _update_pickable();
|
||||
|
||||
bool _are_collision_shapes_visible();
|
||||
void _update_shape_data(uint32_t p_owner);
|
||||
void _shape_changed(const Ref<Shape3D> &p_shape);
|
||||
void _update_debug_shapes();
|
||||
void _clear_debug_shapes();
|
||||
|
||||
void _apply_disabled();
|
||||
void _apply_enabled();
|
||||
|
||||
protected:
|
||||
CollisionObject3D(RID p_rid, bool p_area);
|
||||
|
||||
_FORCE_INLINE_ void lock_callback() { callback_lock++; }
|
||||
_FORCE_INLINE_ void unlock_callback() {
|
||||
ERR_FAIL_COND(callback_lock == 0);
|
||||
callback_lock--;
|
||||
}
|
||||
|
||||
void _notification(int p_what);
|
||||
static void _bind_methods();
|
||||
|
||||
void _on_transform_changed();
|
||||
|
||||
friend class Viewport;
|
||||
virtual void _input_event_call(Camera3D *p_camera, const Ref<InputEvent> &p_input_event, const Vector3 &p_pos, const Vector3 &p_normal, int p_shape);
|
||||
virtual void _mouse_enter();
|
||||
virtual void _mouse_exit();
|
||||
|
||||
void set_body_mode(PhysicsServer3D::BodyMode p_mode);
|
||||
|
||||
virtual void _space_changed(const RID &p_new_space);
|
||||
|
||||
void set_only_update_transform_changes(bool p_enable);
|
||||
bool is_only_update_transform_changes_enabled() const;
|
||||
|
||||
GDVIRTUAL5(_input_event, Camera3D *, Ref<InputEvent>, Vector3, Vector3, int)
|
||||
GDVIRTUAL0(_mouse_enter)
|
||||
GDVIRTUAL0(_mouse_exit)
|
||||
public:
|
||||
void set_collision_layer(uint32_t p_layer);
|
||||
uint32_t get_collision_layer() const;
|
||||
|
||||
void set_collision_mask(uint32_t p_mask);
|
||||
uint32_t get_collision_mask() const;
|
||||
|
||||
void set_collision_layer_value(int p_layer_number, bool p_value);
|
||||
bool get_collision_layer_value(int p_layer_number) const;
|
||||
|
||||
void set_collision_mask_value(int p_layer_number, bool p_value);
|
||||
bool get_collision_mask_value(int p_layer_number) const;
|
||||
|
||||
void set_collision_priority(real_t p_priority);
|
||||
real_t get_collision_priority() const;
|
||||
|
||||
void set_disable_mode(DisableMode p_mode);
|
||||
DisableMode get_disable_mode() const;
|
||||
|
||||
uint32_t create_shape_owner(Object *p_owner);
|
||||
void remove_shape_owner(uint32_t owner);
|
||||
void get_shape_owners(List<uint32_t> *r_owners);
|
||||
PackedInt32Array _get_shape_owners();
|
||||
|
||||
void shape_owner_set_transform(uint32_t p_owner, const Transform3D &p_transform);
|
||||
Transform3D shape_owner_get_transform(uint32_t p_owner) const;
|
||||
Object *shape_owner_get_owner(uint32_t p_owner) const;
|
||||
|
||||
void shape_owner_set_disabled(uint32_t p_owner, bool p_disabled);
|
||||
bool is_shape_owner_disabled(uint32_t p_owner) const;
|
||||
|
||||
void shape_owner_add_shape(uint32_t p_owner, const Ref<Shape3D> &p_shape);
|
||||
int shape_owner_get_shape_count(uint32_t p_owner) const;
|
||||
Ref<Shape3D> shape_owner_get_shape(uint32_t p_owner, int p_shape) const;
|
||||
int shape_owner_get_shape_index(uint32_t p_owner, int p_shape) const;
|
||||
|
||||
void shape_owner_remove_shape(uint32_t p_owner, int p_shape);
|
||||
void shape_owner_clear_shapes(uint32_t p_owner);
|
||||
|
||||
uint32_t shape_find_owner(int p_shape_index) const;
|
||||
|
||||
void set_ray_pickable(bool p_ray_pickable);
|
||||
bool is_ray_pickable() const;
|
||||
|
||||
void set_capture_input_on_drag(bool p_capture);
|
||||
bool get_capture_input_on_drag() const;
|
||||
|
||||
_FORCE_INLINE_ RID get_rid() const { return rid; }
|
||||
|
||||
PackedStringArray get_configuration_warnings() const override;
|
||||
|
||||
CollisionObject3D();
|
||||
~CollisionObject3D();
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST(CollisionObject3D::DisableMode);
|
||||
294
scene/3d/physics/collision_polygon_3d.cpp
Normal file
294
scene/3d/physics/collision_polygon_3d.cpp
Normal file
@@ -0,0 +1,294 @@
|
||||
/**************************************************************************/
|
||||
/* collision_polygon_3d.cpp */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#include "collision_polygon_3d.h"
|
||||
|
||||
#include "core/math/geometry_2d.h"
|
||||
#include "scene/3d/physics/collision_object_3d.h"
|
||||
#include "scene/resources/3d/convex_polygon_shape_3d.h"
|
||||
|
||||
void CollisionPolygon3D::_build_polygon() {
|
||||
if (!collision_object) {
|
||||
return;
|
||||
}
|
||||
|
||||
collision_object->shape_owner_clear_shapes(owner_id);
|
||||
|
||||
if (polygon.is_empty()) {
|
||||
return;
|
||||
}
|
||||
|
||||
Vector<Vector<Vector2>> decomp = Geometry2D::decompose_polygon_in_convex(polygon);
|
||||
if (decomp.is_empty()) {
|
||||
return;
|
||||
}
|
||||
|
||||
//here comes the sun, lalalala
|
||||
//decompose concave into multiple convex polygons and add them
|
||||
|
||||
for (int i = 0; i < decomp.size(); i++) {
|
||||
Ref<ConvexPolygonShape3D> convex = memnew(ConvexPolygonShape3D);
|
||||
Vector<Vector3> cp;
|
||||
int cs = decomp[i].size();
|
||||
cp.resize(cs * 2);
|
||||
{
|
||||
Vector3 *w = cp.ptrw();
|
||||
int idx = 0;
|
||||
for (int j = 0; j < cs; j++) {
|
||||
Vector2 d = decomp[i][j];
|
||||
w[idx++] = Vector3(d.x, d.y, depth * 0.5);
|
||||
w[idx++] = Vector3(d.x, d.y, -depth * 0.5);
|
||||
}
|
||||
}
|
||||
|
||||
convex->set_points(cp);
|
||||
convex->set_margin(margin);
|
||||
convex->set_debug_color(debug_color);
|
||||
convex->set_debug_fill(debug_fill);
|
||||
collision_object->shape_owner_add_shape(owner_id, convex);
|
||||
collision_object->shape_owner_set_disabled(owner_id, disabled);
|
||||
}
|
||||
}
|
||||
|
||||
void CollisionPolygon3D::_update_in_shape_owner(bool p_xform_only) {
|
||||
collision_object->shape_owner_set_transform(owner_id, get_transform());
|
||||
if (p_xform_only) {
|
||||
return;
|
||||
}
|
||||
collision_object->shape_owner_set_disabled(owner_id, disabled);
|
||||
}
|
||||
|
||||
void CollisionPolygon3D::_notification(int p_what) {
|
||||
switch (p_what) {
|
||||
case NOTIFICATION_PARENTED: {
|
||||
collision_object = Object::cast_to<CollisionObject3D>(get_parent());
|
||||
if (collision_object) {
|
||||
owner_id = collision_object->create_shape_owner(this);
|
||||
_build_polygon();
|
||||
_update_in_shape_owner();
|
||||
}
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_ENTER_TREE: {
|
||||
if (collision_object) {
|
||||
_update_in_shape_owner();
|
||||
}
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
|
||||
if (collision_object) {
|
||||
_update_in_shape_owner(true);
|
||||
}
|
||||
update_configuration_warnings();
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_UNPARENTED: {
|
||||
if (collision_object) {
|
||||
collision_object->remove_shape_owner(owner_id);
|
||||
}
|
||||
owner_id = 0;
|
||||
collision_object = nullptr;
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
void CollisionPolygon3D::set_polygon(const Vector<Point2> &p_polygon) {
|
||||
polygon = p_polygon;
|
||||
if (collision_object) {
|
||||
_build_polygon();
|
||||
}
|
||||
update_configuration_warnings();
|
||||
update_gizmos();
|
||||
}
|
||||
|
||||
Vector<Point2> CollisionPolygon3D::get_polygon() const {
|
||||
return polygon;
|
||||
}
|
||||
|
||||
AABB CollisionPolygon3D::get_item_rect() const {
|
||||
return aabb;
|
||||
}
|
||||
|
||||
void CollisionPolygon3D::set_depth(real_t p_depth) {
|
||||
depth = p_depth;
|
||||
_build_polygon();
|
||||
update_gizmos();
|
||||
}
|
||||
|
||||
real_t CollisionPolygon3D::get_depth() const {
|
||||
return depth;
|
||||
}
|
||||
|
||||
void CollisionPolygon3D::set_disabled(bool p_disabled) {
|
||||
disabled = p_disabled;
|
||||
update_gizmos();
|
||||
|
||||
if (collision_object) {
|
||||
collision_object->shape_owner_set_disabled(owner_id, p_disabled);
|
||||
}
|
||||
}
|
||||
|
||||
bool CollisionPolygon3D::is_disabled() const {
|
||||
return disabled;
|
||||
}
|
||||
|
||||
Color CollisionPolygon3D::_get_default_debug_color() const {
|
||||
const SceneTree *st = SceneTree::get_singleton();
|
||||
return st ? st->get_debug_collisions_color() : Color(0.0, 0.0, 0.0, 0.0);
|
||||
}
|
||||
|
||||
void CollisionPolygon3D::set_debug_color(const Color &p_color) {
|
||||
if (debug_color == p_color) {
|
||||
return;
|
||||
}
|
||||
|
||||
debug_color = p_color;
|
||||
|
||||
update_gizmos();
|
||||
}
|
||||
|
||||
Color CollisionPolygon3D::get_debug_color() const {
|
||||
return debug_color;
|
||||
}
|
||||
|
||||
void CollisionPolygon3D::set_debug_fill_enabled(bool p_enable) {
|
||||
if (debug_fill == p_enable) {
|
||||
return;
|
||||
}
|
||||
|
||||
debug_fill = p_enable;
|
||||
|
||||
update_gizmos();
|
||||
}
|
||||
|
||||
bool CollisionPolygon3D::get_debug_fill_enabled() const {
|
||||
return debug_fill;
|
||||
}
|
||||
|
||||
#ifdef DEBUG_ENABLED
|
||||
|
||||
bool CollisionPolygon3D::_property_can_revert(const StringName &p_name) const {
|
||||
if (p_name == "debug_color") {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool CollisionPolygon3D::_property_get_revert(const StringName &p_name, Variant &r_property) const {
|
||||
if (p_name == "debug_color") {
|
||||
r_property = _get_default_debug_color();
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void CollisionPolygon3D::_validate_property(PropertyInfo &p_property) const {
|
||||
if (p_property.name == "debug_color") {
|
||||
if (debug_color == _get_default_debug_color()) {
|
||||
p_property.usage = PROPERTY_USAGE_DEFAULT & ~PROPERTY_USAGE_STORAGE;
|
||||
} else {
|
||||
p_property.usage = PROPERTY_USAGE_DEFAULT;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif // DEBUG_ENABLED
|
||||
|
||||
real_t CollisionPolygon3D::get_margin() const {
|
||||
return margin;
|
||||
}
|
||||
|
||||
void CollisionPolygon3D::set_margin(real_t p_margin) {
|
||||
margin = p_margin;
|
||||
if (collision_object) {
|
||||
_build_polygon();
|
||||
}
|
||||
}
|
||||
|
||||
PackedStringArray CollisionPolygon3D::get_configuration_warnings() const {
|
||||
PackedStringArray warnings = Node3D::get_configuration_warnings();
|
||||
|
||||
if (!Object::cast_to<CollisionObject3D>(get_parent())) {
|
||||
warnings.push_back(RTR("CollisionPolygon3D only serves to provide a collision shape to a CollisionObject3D derived node.\nPlease only use it as a child of Area3D, StaticBody3D, RigidBody3D, CharacterBody3D, etc. to give them a shape."));
|
||||
}
|
||||
|
||||
if (polygon.is_empty()) {
|
||||
warnings.push_back(RTR("An empty CollisionPolygon3D has no effect on collision."));
|
||||
}
|
||||
|
||||
Vector3 scale = get_transform().get_basis().get_scale();
|
||||
if (!(Math::is_zero_approx(scale.x - scale.y) && Math::is_zero_approx(scale.y - scale.z))) {
|
||||
warnings.push_back(RTR("A non-uniformly scaled CollisionPolygon3D node will probably not function as expected.\nPlease make its scale uniform (i.e. the same on all axes), and change its polygon's vertices instead."));
|
||||
}
|
||||
|
||||
return warnings;
|
||||
}
|
||||
|
||||
bool CollisionPolygon3D::_is_editable_3d_polygon() const {
|
||||
return true;
|
||||
}
|
||||
|
||||
void CollisionPolygon3D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_depth", "depth"), &CollisionPolygon3D::set_depth);
|
||||
ClassDB::bind_method(D_METHOD("get_depth"), &CollisionPolygon3D::get_depth);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &CollisionPolygon3D::set_polygon);
|
||||
ClassDB::bind_method(D_METHOD("get_polygon"), &CollisionPolygon3D::get_polygon);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_disabled", "disabled"), &CollisionPolygon3D::set_disabled);
|
||||
ClassDB::bind_method(D_METHOD("is_disabled"), &CollisionPolygon3D::is_disabled);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_debug_color", "color"), &CollisionPolygon3D::set_debug_color);
|
||||
ClassDB::bind_method(D_METHOD("get_debug_color"), &CollisionPolygon3D::get_debug_color);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_enable_debug_fill", "enable"), &CollisionPolygon3D::set_debug_fill_enabled);
|
||||
ClassDB::bind_method(D_METHOD("get_enable_debug_fill"), &CollisionPolygon3D::get_debug_fill_enabled);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_margin", "margin"), &CollisionPolygon3D::set_margin);
|
||||
ClassDB::bind_method(D_METHOD("get_margin"), &CollisionPolygon3D::get_margin);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("_is_editable_3d_polygon"), &CollisionPolygon3D::_is_editable_3d_polygon);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth", PROPERTY_HINT_NONE, "suffix:m"), "set_depth", "get_depth");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0.001,10,0.001,suffix:m"), "set_margin", "get_margin");
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "debug_color"), "set_debug_color", "get_debug_color");
|
||||
// Default value depends on a project setting, override for doc generation purposes.
|
||||
ADD_PROPERTY_DEFAULT("debug_color", Color(0.0, 0.0, 0.0, 0.0));
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_fill"), "set_enable_debug_fill", "get_enable_debug_fill");
|
||||
}
|
||||
|
||||
CollisionPolygon3D::CollisionPolygon3D() {
|
||||
set_notify_local_transform(true);
|
||||
debug_color = _get_default_debug_color();
|
||||
}
|
||||
95
scene/3d/physics/collision_polygon_3d.h
Normal file
95
scene/3d/physics/collision_polygon_3d.h
Normal file
@@ -0,0 +1,95 @@
|
||||
/**************************************************************************/
|
||||
/* collision_polygon_3d.h */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "scene/3d/node_3d.h"
|
||||
|
||||
class CollisionObject3D;
|
||||
class CollisionPolygon3D : public Node3D {
|
||||
GDCLASS(CollisionPolygon3D, Node3D);
|
||||
real_t margin = 0.04;
|
||||
|
||||
protected:
|
||||
real_t depth = 1.0;
|
||||
AABB aabb = AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2));
|
||||
Vector<Point2> polygon;
|
||||
|
||||
uint32_t owner_id = 0;
|
||||
CollisionObject3D *collision_object = nullptr;
|
||||
|
||||
Color debug_color;
|
||||
bool debug_fill = true;
|
||||
|
||||
Color _get_default_debug_color() const;
|
||||
|
||||
bool disabled = false;
|
||||
|
||||
void _build_polygon();
|
||||
|
||||
void _update_in_shape_owner(bool p_xform_only = false);
|
||||
|
||||
bool _is_editable_3d_polygon() const;
|
||||
|
||||
protected:
|
||||
void _notification(int p_what);
|
||||
static void _bind_methods();
|
||||
|
||||
#ifdef DEBUG_ENABLED
|
||||
bool _property_can_revert(const StringName &p_name) const;
|
||||
bool _property_get_revert(const StringName &p_name, Variant &r_property) const;
|
||||
void _validate_property(PropertyInfo &p_property) const;
|
||||
#endif // DEBUG_ENABLED
|
||||
|
||||
public:
|
||||
void set_depth(real_t p_depth);
|
||||
real_t get_depth() const;
|
||||
|
||||
void set_polygon(const Vector<Point2> &p_polygon);
|
||||
Vector<Point2> get_polygon() const;
|
||||
|
||||
void set_disabled(bool p_disabled);
|
||||
bool is_disabled() const;
|
||||
|
||||
void set_debug_color(const Color &p_color);
|
||||
Color get_debug_color() const;
|
||||
|
||||
void set_debug_fill_enabled(bool p_enable);
|
||||
bool get_debug_fill_enabled() const;
|
||||
|
||||
virtual AABB get_item_rect() const;
|
||||
|
||||
real_t get_margin() const;
|
||||
void set_margin(real_t p_margin);
|
||||
|
||||
PackedStringArray get_configuration_warnings() const override;
|
||||
|
||||
CollisionPolygon3D();
|
||||
};
|
||||
330
scene/3d/physics/collision_shape_3d.cpp
Normal file
330
scene/3d/physics/collision_shape_3d.cpp
Normal file
@@ -0,0 +1,330 @@
|
||||
/**************************************************************************/
|
||||
/* collision_shape_3d.cpp */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#include "collision_shape_3d.h"
|
||||
|
||||
#include "scene/3d/mesh_instance_3d.h"
|
||||
#include "scene/3d/physics/character_body_3d.h"
|
||||
#include "scene/3d/physics/vehicle_body_3d.h"
|
||||
#include "scene/resources/3d/concave_polygon_shape_3d.h"
|
||||
#include "scene/resources/3d/convex_polygon_shape_3d.h"
|
||||
#include "scene/resources/3d/world_boundary_shape_3d.h"
|
||||
|
||||
void CollisionShape3D::make_convex_from_siblings() {
|
||||
Node *p = get_parent();
|
||||
if (!p) {
|
||||
return;
|
||||
}
|
||||
|
||||
Vector<Vector3> vertices;
|
||||
|
||||
for (int i = 0; i < p->get_child_count(); i++) {
|
||||
Node *n = p->get_child(i);
|
||||
MeshInstance3D *mi = Object::cast_to<MeshInstance3D>(n);
|
||||
if (mi) {
|
||||
Ref<Mesh> m = mi->get_mesh();
|
||||
if (m.is_valid()) {
|
||||
for (int j = 0; j < m->get_surface_count(); j++) {
|
||||
Array a = m->surface_get_arrays(j);
|
||||
if (!a.is_empty()) {
|
||||
Vector<Vector3> v = a[RenderingServer::ARRAY_VERTEX];
|
||||
for (int k = 0; k < v.size(); k++) {
|
||||
vertices.append(mi->get_transform().xform(v[k]));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Ref<ConvexPolygonShape3D> shape_new = memnew(ConvexPolygonShape3D);
|
||||
shape_new->set_points(vertices);
|
||||
set_shape(shape_new);
|
||||
}
|
||||
|
||||
void CollisionShape3D::_update_in_shape_owner(bool p_xform_only) {
|
||||
collision_object->shape_owner_set_transform(owner_id, get_transform());
|
||||
if (p_xform_only) {
|
||||
return;
|
||||
}
|
||||
collision_object->shape_owner_set_disabled(owner_id, disabled);
|
||||
}
|
||||
|
||||
void CollisionShape3D::_notification(int p_what) {
|
||||
switch (p_what) {
|
||||
case NOTIFICATION_PARENTED: {
|
||||
collision_object = Object::cast_to<CollisionObject3D>(get_parent());
|
||||
if (collision_object) {
|
||||
owner_id = collision_object->create_shape_owner(this);
|
||||
if (shape.is_valid()) {
|
||||
collision_object->shape_owner_add_shape(owner_id, shape);
|
||||
}
|
||||
|
||||
_update_in_shape_owner();
|
||||
}
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_ENTER_TREE: {
|
||||
if (collision_object) {
|
||||
_update_in_shape_owner();
|
||||
}
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
|
||||
if (collision_object) {
|
||||
_update_in_shape_owner(true);
|
||||
}
|
||||
update_configuration_warnings();
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_UNPARENTED: {
|
||||
if (collision_object) {
|
||||
collision_object->remove_shape_owner(owner_id);
|
||||
}
|
||||
owner_id = 0;
|
||||
collision_object = nullptr;
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
#ifndef DISABLE_DEPRECATED
|
||||
void CollisionShape3D::resource_changed(Ref<Resource> res) {
|
||||
}
|
||||
#endif
|
||||
|
||||
PackedStringArray CollisionShape3D::get_configuration_warnings() const {
|
||||
PackedStringArray warnings = Node3D::get_configuration_warnings();
|
||||
|
||||
CollisionObject3D *col_object = Object::cast_to<CollisionObject3D>(get_parent());
|
||||
if (col_object == nullptr) {
|
||||
warnings.push_back(RTR("CollisionShape3D only serves to provide a collision shape to a CollisionObject3D derived node.\nPlease only use it as a child of Area3D, StaticBody3D, RigidBody3D, CharacterBody3D, etc. to give them a shape."));
|
||||
}
|
||||
|
||||
if (shape.is_null()) {
|
||||
warnings.push_back(RTR("A shape must be provided for CollisionShape3D to function. Please create a shape resource for it."));
|
||||
}
|
||||
|
||||
if (shape.is_valid() && Object::cast_to<RigidBody3D>(col_object)) {
|
||||
String body_type = "RigidBody3D";
|
||||
if (Object::cast_to<VehicleBody3D>(col_object)) {
|
||||
body_type = "VehicleBody3D";
|
||||
}
|
||||
|
||||
if (Object::cast_to<ConcavePolygonShape3D>(*shape)) {
|
||||
warnings.push_back(vformat(RTR("When used for collision, ConcavePolygonShape3D is intended to work with static CollisionObject3D nodes like StaticBody3D.\nIt will likely not behave well for %ss (except when frozen and freeze_mode set to FREEZE_MODE_STATIC)."), body_type));
|
||||
} else if (Object::cast_to<WorldBoundaryShape3D>(*shape)) {
|
||||
warnings.push_back(RTR("WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static."));
|
||||
}
|
||||
}
|
||||
|
||||
if (shape.is_valid() && Object::cast_to<CharacterBody3D>(col_object)) {
|
||||
if (Object::cast_to<ConcavePolygonShape3D>(*shape)) {
|
||||
warnings.push_back(RTR("When used for collision, ConcavePolygonShape3D is intended to work with static CollisionObject3D nodes like StaticBody3D.\nIt will likely not behave well for CharacterBody3Ds."));
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 scale = get_transform().get_basis().get_scale();
|
||||
if (!(Math::is_zero_approx(scale.x - scale.y) && Math::is_zero_approx(scale.y - scale.z))) {
|
||||
warnings.push_back(RTR("A non-uniformly scaled CollisionShape3D node will probably not function as expected.\nPlease make its scale uniform (i.e. the same on all axes), and change the size of its shape resource instead."));
|
||||
}
|
||||
|
||||
return warnings;
|
||||
}
|
||||
|
||||
void CollisionShape3D::_bind_methods() {
|
||||
#ifndef DISABLE_DEPRECATED
|
||||
ClassDB::bind_method(D_METHOD("resource_changed", "resource"), &CollisionShape3D::resource_changed);
|
||||
#endif
|
||||
ClassDB::bind_method(D_METHOD("set_shape", "shape"), &CollisionShape3D::set_shape);
|
||||
ClassDB::bind_method(D_METHOD("get_shape"), &CollisionShape3D::get_shape);
|
||||
ClassDB::bind_method(D_METHOD("set_disabled", "enable"), &CollisionShape3D::set_disabled);
|
||||
ClassDB::bind_method(D_METHOD("is_disabled"), &CollisionShape3D::is_disabled);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("make_convex_from_siblings"), &CollisionShape3D::make_convex_from_siblings);
|
||||
ClassDB::set_method_flags("CollisionShape3D", "make_convex_from_siblings", METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape3D"), "set_shape", "get_shape");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled");
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_debug_color", "color"), &CollisionShape3D::set_debug_color);
|
||||
ClassDB::bind_method(D_METHOD("get_debug_color"), &CollisionShape3D::get_debug_color);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_enable_debug_fill", "enable"), &CollisionShape3D::set_debug_fill_enabled);
|
||||
ClassDB::bind_method(D_METHOD("get_enable_debug_fill"), &CollisionShape3D::get_debug_fill_enabled);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "debug_color"), "set_debug_color", "get_debug_color");
|
||||
// Default value depends on a project setting, override for doc generation purposes.
|
||||
ADD_PROPERTY_DEFAULT("debug_color", Color(0.0, 0.0, 0.0, 0.0));
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_fill"), "set_enable_debug_fill", "get_enable_debug_fill");
|
||||
}
|
||||
|
||||
void CollisionShape3D::set_shape(const Ref<Shape3D> &p_shape) {
|
||||
if (p_shape == shape) {
|
||||
return;
|
||||
}
|
||||
if (shape.is_valid()) {
|
||||
#ifdef DEBUG_ENABLED
|
||||
shape->disconnect_changed(callable_mp(this, &CollisionShape3D::_shape_changed));
|
||||
#endif // DEBUG_ENABLED
|
||||
shape->disconnect_changed(callable_mp((Node3D *)this, &Node3D::update_gizmos));
|
||||
}
|
||||
shape = p_shape;
|
||||
if (shape.is_valid()) {
|
||||
#ifdef DEBUG_ENABLED
|
||||
if (shape->are_debug_properties_edited()) {
|
||||
set_debug_color(shape->get_debug_color());
|
||||
set_debug_fill_enabled(shape->get_debug_fill());
|
||||
} else {
|
||||
shape->set_debug_color(debug_color);
|
||||
shape->set_debug_fill(debug_fill);
|
||||
}
|
||||
#endif // DEBUG_ENABLED
|
||||
|
||||
shape->connect_changed(callable_mp((Node3D *)this, &Node3D::update_gizmos));
|
||||
#ifdef DEBUG_ENABLED
|
||||
shape->connect_changed(callable_mp(this, &CollisionShape3D::_shape_changed));
|
||||
#endif // DEBUG_ENABLED
|
||||
}
|
||||
update_gizmos();
|
||||
if (collision_object) {
|
||||
collision_object->shape_owner_clear_shapes(owner_id);
|
||||
if (shape.is_valid()) {
|
||||
collision_object->shape_owner_add_shape(owner_id, shape);
|
||||
}
|
||||
}
|
||||
|
||||
if (is_inside_tree() && collision_object) {
|
||||
// If this is a heightfield shape our center may have changed
|
||||
_update_in_shape_owner(true);
|
||||
}
|
||||
update_configuration_warnings();
|
||||
}
|
||||
|
||||
Ref<Shape3D> CollisionShape3D::get_shape() const {
|
||||
return shape;
|
||||
}
|
||||
|
||||
void CollisionShape3D::set_disabled(bool p_disabled) {
|
||||
disabled = p_disabled;
|
||||
update_gizmos();
|
||||
if (collision_object) {
|
||||
collision_object->shape_owner_set_disabled(owner_id, p_disabled);
|
||||
}
|
||||
}
|
||||
|
||||
bool CollisionShape3D::is_disabled() const {
|
||||
return disabled;
|
||||
}
|
||||
|
||||
Color CollisionShape3D::_get_default_debug_color() const {
|
||||
const SceneTree *st = SceneTree::get_singleton();
|
||||
return st ? st->get_debug_collisions_color() : Color(0.0, 0.0, 0.0, 0.0);
|
||||
}
|
||||
|
||||
void CollisionShape3D::set_debug_color(const Color &p_color) {
|
||||
if (debug_color == p_color) {
|
||||
return;
|
||||
}
|
||||
|
||||
debug_color = p_color;
|
||||
|
||||
if (shape.is_valid()) {
|
||||
shape->set_debug_color(p_color);
|
||||
}
|
||||
}
|
||||
|
||||
Color CollisionShape3D::get_debug_color() const {
|
||||
return debug_color;
|
||||
}
|
||||
|
||||
void CollisionShape3D::set_debug_fill_enabled(bool p_enable) {
|
||||
if (debug_fill == p_enable) {
|
||||
return;
|
||||
}
|
||||
|
||||
debug_fill = p_enable;
|
||||
|
||||
if (shape.is_valid()) {
|
||||
shape->set_debug_fill(p_enable);
|
||||
}
|
||||
}
|
||||
|
||||
bool CollisionShape3D::get_debug_fill_enabled() const {
|
||||
return debug_fill;
|
||||
}
|
||||
|
||||
#ifdef DEBUG_ENABLED
|
||||
|
||||
bool CollisionShape3D::_property_can_revert(const StringName &p_name) const {
|
||||
if (p_name == "debug_color") {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool CollisionShape3D::_property_get_revert(const StringName &p_name, Variant &r_property) const {
|
||||
if (p_name == "debug_color") {
|
||||
r_property = _get_default_debug_color();
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void CollisionShape3D::_validate_property(PropertyInfo &p_property) const {
|
||||
if (p_property.name == "debug_color") {
|
||||
if (debug_color == _get_default_debug_color()) {
|
||||
p_property.usage = PROPERTY_USAGE_DEFAULT & ~PROPERTY_USAGE_STORAGE;
|
||||
} else {
|
||||
p_property.usage = PROPERTY_USAGE_DEFAULT;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CollisionShape3D::_shape_changed() {
|
||||
if (shape->get_debug_color() != debug_color) {
|
||||
set_debug_color(shape->get_debug_color());
|
||||
}
|
||||
if (shape->get_debug_fill() != debug_fill) {
|
||||
set_debug_fill_enabled(shape->get_debug_fill());
|
||||
}
|
||||
}
|
||||
|
||||
#endif // DEBUG_ENABLED
|
||||
|
||||
CollisionShape3D::CollisionShape3D() {
|
||||
//indicator = RenderingServer::get_singleton()->mesh_create();
|
||||
set_notify_local_transform(true);
|
||||
debug_color = _get_default_debug_color();
|
||||
}
|
||||
|
||||
CollisionShape3D::~CollisionShape3D() {
|
||||
//RenderingServer::get_singleton()->free(indicator);
|
||||
}
|
||||
91
scene/3d/physics/collision_shape_3d.h
Normal file
91
scene/3d/physics/collision_shape_3d.h
Normal file
@@ -0,0 +1,91 @@
|
||||
/**************************************************************************/
|
||||
/* collision_shape_3d.h */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "scene/3d/node_3d.h"
|
||||
#include "scene/resources/3d/shape_3d.h"
|
||||
|
||||
class CollisionObject3D;
|
||||
class CollisionShape3D : public Node3D {
|
||||
GDCLASS(CollisionShape3D, Node3D);
|
||||
|
||||
Ref<Shape3D> shape;
|
||||
|
||||
uint32_t owner_id = 0;
|
||||
CollisionObject3D *collision_object = nullptr;
|
||||
|
||||
Color debug_color;
|
||||
bool debug_fill = true;
|
||||
|
||||
Color _get_default_debug_color() const;
|
||||
|
||||
#ifdef DEBUG_ENABLED
|
||||
void _shape_changed();
|
||||
#endif // DEBUG_ENABLED
|
||||
|
||||
#ifndef DISABLE_DEPRECATED
|
||||
void resource_changed(Ref<Resource> res);
|
||||
#endif
|
||||
bool disabled = false;
|
||||
|
||||
protected:
|
||||
void _update_in_shape_owner(bool p_xform_only = false);
|
||||
|
||||
protected:
|
||||
void _notification(int p_what);
|
||||
static void _bind_methods();
|
||||
|
||||
#ifdef DEBUG_ENABLED
|
||||
bool _property_can_revert(const StringName &p_name) const;
|
||||
bool _property_get_revert(const StringName &p_name, Variant &r_property) const;
|
||||
void _validate_property(PropertyInfo &p_property) const;
|
||||
#endif // DEBUG_ENABLED
|
||||
|
||||
public:
|
||||
void make_convex_from_siblings();
|
||||
|
||||
void set_shape(const Ref<Shape3D> &p_shape);
|
||||
Ref<Shape3D> get_shape() const;
|
||||
|
||||
void set_disabled(bool p_disabled);
|
||||
bool is_disabled() const;
|
||||
|
||||
void set_debug_color(const Color &p_color);
|
||||
Color get_debug_color() const;
|
||||
|
||||
void set_debug_fill_enabled(bool p_enable);
|
||||
bool get_debug_fill_enabled() const;
|
||||
|
||||
PackedStringArray get_configuration_warnings() const override;
|
||||
|
||||
CollisionShape3D();
|
||||
~CollisionShape3D();
|
||||
};
|
||||
6
scene/3d/physics/joints/SCsub
Normal file
6
scene/3d/physics/joints/SCsub
Normal file
@@ -0,0 +1,6 @@
|
||||
#!/usr/bin/env python
|
||||
from misc.utility.scons_hints import *
|
||||
|
||||
Import("env")
|
||||
|
||||
env.add_source_files(env.scene_sources, "*.cpp")
|
||||
95
scene/3d/physics/joints/cone_twist_joint_3d.cpp
Normal file
95
scene/3d/physics/joints/cone_twist_joint_3d.cpp
Normal file
@@ -0,0 +1,95 @@
|
||||
/**************************************************************************/
|
||||
/* cone_twist_joint_3d.cpp */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#include "cone_twist_joint_3d.h"
|
||||
|
||||
void ConeTwistJoint3D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &ConeTwistJoint3D::set_param);
|
||||
ClassDB::bind_method(D_METHOD("get_param", "param"), &ConeTwistJoint3D::get_param);
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "swing_span", PROPERTY_HINT_RANGE, "-180,180,0.1,radians_as_degrees"), "set_param", "get_param", PARAM_SWING_SPAN);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "twist_span", PROPERTY_HINT_RANGE, "-40000,40000,0.1,radians_as_degrees"), "set_param", "get_param", PARAM_TWIST_SPAN);
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "bias", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_BIAS);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_SOFTNESS);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "relaxation", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_RELAXATION);
|
||||
|
||||
BIND_ENUM_CONSTANT(PARAM_SWING_SPAN);
|
||||
BIND_ENUM_CONSTANT(PARAM_TWIST_SPAN);
|
||||
BIND_ENUM_CONSTANT(PARAM_BIAS);
|
||||
BIND_ENUM_CONSTANT(PARAM_SOFTNESS);
|
||||
BIND_ENUM_CONSTANT(PARAM_RELAXATION);
|
||||
BIND_ENUM_CONSTANT(PARAM_MAX);
|
||||
}
|
||||
|
||||
void ConeTwistJoint3D::set_param(Param p_param, real_t p_value) {
|
||||
ERR_FAIL_INDEX(p_param, PARAM_MAX);
|
||||
params[p_param] = p_value;
|
||||
if (is_configured()) {
|
||||
PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(get_rid(), PhysicsServer3D::ConeTwistJointParam(p_param), p_value);
|
||||
}
|
||||
|
||||
update_gizmos();
|
||||
}
|
||||
|
||||
real_t ConeTwistJoint3D::get_param(Param p_param) const {
|
||||
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
|
||||
return params[p_param];
|
||||
}
|
||||
|
||||
void ConeTwistJoint3D::_configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) {
|
||||
Transform3D gt = get_global_transform();
|
||||
|
||||
Transform3D ainv = body_a->get_global_transform().affine_inverse();
|
||||
|
||||
Transform3D local_a = ainv * gt;
|
||||
local_a.orthonormalize();
|
||||
Transform3D local_b = gt;
|
||||
|
||||
if (body_b) {
|
||||
Transform3D binv = body_b->get_global_transform().affine_inverse();
|
||||
local_b = binv * gt;
|
||||
}
|
||||
|
||||
local_b.orthonormalize();
|
||||
|
||||
PhysicsServer3D::get_singleton()->joint_make_cone_twist(p_joint, body_a->get_rid(), local_a, body_b ? body_b->get_rid() : RID(), local_b);
|
||||
for (int i = 0; i < PARAM_MAX; i++) {
|
||||
PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(p_joint, PhysicsServer3D::ConeTwistJointParam(i), params[i]);
|
||||
}
|
||||
}
|
||||
|
||||
ConeTwistJoint3D::ConeTwistJoint3D() {
|
||||
params[PARAM_SWING_SPAN] = Math::PI * 0.25;
|
||||
params[PARAM_TWIST_SPAN] = Math::PI;
|
||||
params[PARAM_BIAS] = 0.3;
|
||||
params[PARAM_SOFTNESS] = 0.8;
|
||||
params[PARAM_RELAXATION] = 1.0;
|
||||
}
|
||||
60
scene/3d/physics/joints/cone_twist_joint_3d.h
Normal file
60
scene/3d/physics/joints/cone_twist_joint_3d.h
Normal file
@@ -0,0 +1,60 @@
|
||||
/**************************************************************************/
|
||||
/* cone_twist_joint_3d.h */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "scene/3d/physics/joints/joint_3d.h"
|
||||
|
||||
class ConeTwistJoint3D : public Joint3D {
|
||||
GDCLASS(ConeTwistJoint3D, Joint3D);
|
||||
|
||||
public:
|
||||
enum Param {
|
||||
PARAM_SWING_SPAN,
|
||||
PARAM_TWIST_SPAN,
|
||||
PARAM_BIAS,
|
||||
PARAM_SOFTNESS,
|
||||
PARAM_RELAXATION,
|
||||
PARAM_MAX
|
||||
};
|
||||
|
||||
protected:
|
||||
real_t params[PARAM_MAX];
|
||||
virtual void _configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) override;
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
void set_param(Param p_param, real_t p_value);
|
||||
real_t get_param(Param p_param) const;
|
||||
|
||||
ConeTwistJoint3D();
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST(ConeTwistJoint3D::Param);
|
||||
405
scene/3d/physics/joints/generic_6dof_joint_3d.cpp
Normal file
405
scene/3d/physics/joints/generic_6dof_joint_3d.cpp
Normal file
@@ -0,0 +1,405 @@
|
||||
/**************************************************************************/
|
||||
/* generic_6dof_joint_3d.cpp */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#include "generic_6dof_joint_3d.h"
|
||||
|
||||
void Generic6DOFJoint3D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_param_x", "param", "value"), &Generic6DOFJoint3D::set_param_x);
|
||||
ClassDB::bind_method(D_METHOD("get_param_x", "param"), &Generic6DOFJoint3D::get_param_x);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_param_y", "param", "value"), &Generic6DOFJoint3D::set_param_y);
|
||||
ClassDB::bind_method(D_METHOD("get_param_y", "param"), &Generic6DOFJoint3D::get_param_y);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_param_z", "param", "value"), &Generic6DOFJoint3D::set_param_z);
|
||||
ClassDB::bind_method(D_METHOD("get_param_z", "param"), &Generic6DOFJoint3D::get_param_z);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_flag_x", "flag", "value"), &Generic6DOFJoint3D::set_flag_x);
|
||||
ClassDB::bind_method(D_METHOD("get_flag_x", "flag"), &Generic6DOFJoint3D::get_flag_x);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_flag_y", "flag", "value"), &Generic6DOFJoint3D::set_flag_y);
|
||||
ClassDB::bind_method(D_METHOD("get_flag_y", "flag"), &Generic6DOFJoint3D::get_flag_y);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_flag_z", "flag", "value"), &Generic6DOFJoint3D::set_flag_z);
|
||||
ClassDB::bind_method(D_METHOD("get_flag_z", "flag"), &Generic6DOFJoint3D::get_flag_z);
|
||||
|
||||
ADD_GROUP("Linear Limit", "linear_limit_");
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_limit_x/enabled"), "set_flag_x", "get_flag_x", FLAG_ENABLE_LINEAR_LIMIT);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_x/upper_distance", PROPERTY_HINT_NONE, "suffix:m"), "set_param_x", "get_param_x", PARAM_LINEAR_UPPER_LIMIT);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_x/lower_distance", PROPERTY_HINT_NONE, "suffix:m"), "set_param_x", "get_param_x", PARAM_LINEAR_LOWER_LIMIT);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_x/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_x", "get_param_x", PARAM_LINEAR_LIMIT_SOFTNESS);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_x/restitution", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_x", "get_param_x", PARAM_LINEAR_RESTITUTION);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_x/damping", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_x", "get_param_x", PARAM_LINEAR_DAMPING);
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_limit_y/enabled"), "set_flag_y", "get_flag_y", FLAG_ENABLE_LINEAR_LIMIT);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_y/upper_distance", PROPERTY_HINT_NONE, "suffix:m"), "set_param_y", "get_param_y", PARAM_LINEAR_UPPER_LIMIT);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_y/lower_distance", PROPERTY_HINT_NONE, "suffix:m"), "set_param_y", "get_param_y", PARAM_LINEAR_LOWER_LIMIT);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_y/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_y", "get_param_y", PARAM_LINEAR_LIMIT_SOFTNESS);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_y/restitution", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_y", "get_param_y", PARAM_LINEAR_RESTITUTION);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_y/damping", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_y", "get_param_y", PARAM_LINEAR_DAMPING);
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_limit_z/enabled"), "set_flag_z", "get_flag_z", FLAG_ENABLE_LINEAR_LIMIT);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_z/upper_distance", PROPERTY_HINT_NONE, "suffix:m"), "set_param_z", "get_param_z", PARAM_LINEAR_UPPER_LIMIT);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_z/lower_distance", PROPERTY_HINT_NONE, "suffix:m"), "set_param_z", "get_param_z", PARAM_LINEAR_LOWER_LIMIT);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_z/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_z", "get_param_z", PARAM_LINEAR_LIMIT_SOFTNESS);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_z/restitution", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_z", "get_param_z", PARAM_LINEAR_RESTITUTION);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_z/damping", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_z", "get_param_z", PARAM_LINEAR_DAMPING);
|
||||
|
||||
ADD_GROUP("Linear Motor", "linear_motor_");
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_motor_x/enabled"), "set_flag_x", "get_flag_x", FLAG_ENABLE_LINEAR_MOTOR);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motor_x/target_velocity", PROPERTY_HINT_NONE, "suffix:m/s"), "set_param_x", "get_param_x", PARAM_LINEAR_MOTOR_TARGET_VELOCITY);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motor_x/force_limit", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m/s\u00B2 (N)"), "set_param_x", "get_param_x", PARAM_LINEAR_MOTOR_FORCE_LIMIT);
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_motor_y/enabled"), "set_flag_y", "get_flag_y", FLAG_ENABLE_LINEAR_MOTOR);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motor_y/target_velocity", PROPERTY_HINT_NONE, "suffix:m/s"), "set_param_y", "get_param_y", PARAM_LINEAR_MOTOR_TARGET_VELOCITY);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motor_y/force_limit", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m/s\u00B2 (N)"), "set_param_y", "get_param_y", PARAM_LINEAR_MOTOR_FORCE_LIMIT);
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_motor_z/enabled"), "set_flag_z", "get_flag_z", FLAG_ENABLE_LINEAR_MOTOR);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motor_z/target_velocity", PROPERTY_HINT_NONE, "suffix:m/s"), "set_param_z", "get_param_z", PARAM_LINEAR_MOTOR_TARGET_VELOCITY);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motor_z/force_limit", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m/s\u00B2 (N)"), "set_param_z", "get_param_z", PARAM_LINEAR_MOTOR_FORCE_LIMIT);
|
||||
|
||||
ADD_GROUP("Linear Spring", "linear_spring_");
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_spring_x/enabled"), "set_flag_x", "get_flag_x", FLAG_ENABLE_LINEAR_SPRING);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_x/stiffness"), "set_param_x", "get_param_x", PARAM_LINEAR_SPRING_STIFFNESS);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_x/damping"), "set_param_x", "get_param_x", PARAM_LINEAR_SPRING_DAMPING);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_x/equilibrium_point", PROPERTY_HINT_NONE, "suffix:m"), "set_param_x", "get_param_x", PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT);
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_spring_y/enabled"), "set_flag_y", "get_flag_y", FLAG_ENABLE_LINEAR_SPRING);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_y/stiffness"), "set_param_y", "get_param_y", PARAM_LINEAR_SPRING_STIFFNESS);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_y/damping"), "set_param_y", "get_param_y", PARAM_LINEAR_SPRING_DAMPING);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_y/equilibrium_point", PROPERTY_HINT_NONE, "suffix:m"), "set_param_y", "get_param_y", PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT);
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_spring_z/enabled"), "set_flag_z", "get_flag_z", FLAG_ENABLE_LINEAR_SPRING);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_z/stiffness"), "set_param_z", "get_param_z", PARAM_LINEAR_SPRING_STIFFNESS);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_z/damping"), "set_param_z", "get_param_z", PARAM_LINEAR_SPRING_DAMPING);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_z/equilibrium_point", PROPERTY_HINT_NONE, "suffix:m"), "set_param_z", "get_param_z", PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT);
|
||||
|
||||
ADD_GROUP("Angular Limit", "angular_limit_");
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_limit_x/enabled"), "set_flag_x", "get_flag_x", FLAG_ENABLE_ANGULAR_LIMIT);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_x/upper_angle", PROPERTY_HINT_RANGE, "-180,180,0.01,radians_as_degrees"), "set_param_x", "get_param_x", PARAM_ANGULAR_UPPER_LIMIT);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_x/lower_angle", PROPERTY_HINT_RANGE, "-180,180,0.01,radians_as_degrees"), "set_param_x", "get_param_x", PARAM_ANGULAR_LOWER_LIMIT);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_x/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_x", "get_param_x", PARAM_ANGULAR_LIMIT_SOFTNESS);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_x/restitution", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_x", "get_param_x", PARAM_ANGULAR_RESTITUTION);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_x/damping", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_x", "get_param_x", PARAM_ANGULAR_DAMPING);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_x/force_limit", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m\u00B2/s\u00B2 (Nm)"), "set_param_x", "get_param_x", PARAM_ANGULAR_FORCE_LIMIT);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_x/erp"), "set_param_x", "get_param_x", PARAM_ANGULAR_ERP);
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_limit_y/enabled"), "set_flag_y", "get_flag_y", FLAG_ENABLE_ANGULAR_LIMIT);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_y/upper_angle", PROPERTY_HINT_RANGE, "-180,180,0.01,radians_as_degrees"), "set_param_y", "get_param_y", PARAM_ANGULAR_UPPER_LIMIT);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_y/lower_angle", PROPERTY_HINT_RANGE, "-180,180,0.01,radians_as_degrees"), "set_param_y", "get_param_y", PARAM_ANGULAR_LOWER_LIMIT);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_y/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_y", "get_param_y", PARAM_ANGULAR_LIMIT_SOFTNESS);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_y/restitution", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_y", "get_param_y", PARAM_ANGULAR_RESTITUTION);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_y/damping", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_y", "get_param_y", PARAM_ANGULAR_DAMPING);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_y/force_limit", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m\u00B2/s\u00B2 (Nm)"), "set_param_y", "get_param_y", PARAM_ANGULAR_FORCE_LIMIT);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_y/erp"), "set_param_y", "get_param_y", PARAM_ANGULAR_ERP);
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_limit_z/enabled"), "set_flag_z", "get_flag_z", FLAG_ENABLE_ANGULAR_LIMIT);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_z/upper_angle", PROPERTY_HINT_RANGE, "-180,180,0.01,radians_as_degrees"), "set_param_z", "get_param_z", PARAM_ANGULAR_UPPER_LIMIT);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_z/lower_angle", PROPERTY_HINT_RANGE, "-180,180,0.01,radians_as_degrees"), "set_param_z", "get_param_z", PARAM_ANGULAR_LOWER_LIMIT);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_z/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_z", "get_param_z", PARAM_ANGULAR_LIMIT_SOFTNESS);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_z/restitution", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_z", "get_param_z", PARAM_ANGULAR_RESTITUTION);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_z/damping", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_z", "get_param_z", PARAM_ANGULAR_DAMPING);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_z/force_limit", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m\u00B2/s\u00B2 (Nm)"), "set_param_z", "get_param_z", PARAM_ANGULAR_FORCE_LIMIT);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_z/erp"), "set_param_z", "get_param_z", PARAM_ANGULAR_ERP);
|
||||
|
||||
ADD_GROUP("Angular Motor", "angular_motor_");
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_motor_x/enabled"), "set_flag_x", "get_flag_x", FLAG_ENABLE_MOTOR);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motor_x/target_velocity", PROPERTY_HINT_NONE, U"radians_as_degrees,suffix:\u00B0/s"), "set_param_x", "get_param_x", PARAM_ANGULAR_MOTOR_TARGET_VELOCITY);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motor_x/force_limit", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m\u00B2/s\u00B2 (Nm)"), "set_param_x", "get_param_x", PARAM_ANGULAR_MOTOR_FORCE_LIMIT);
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_motor_y/enabled"), "set_flag_y", "get_flag_y", FLAG_ENABLE_MOTOR);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motor_y/target_velocity", PROPERTY_HINT_NONE, U"radians_as_degrees,suffix:\u00B0/s"), "set_param_y", "get_param_y", PARAM_ANGULAR_MOTOR_TARGET_VELOCITY);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motor_y/force_limit", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m\u00B2/s\u00B2 (Nm)"), "set_param_y", "get_param_y", PARAM_ANGULAR_MOTOR_FORCE_LIMIT);
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_motor_z/enabled"), "set_flag_z", "get_flag_z", FLAG_ENABLE_MOTOR);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motor_z/target_velocity", PROPERTY_HINT_NONE, U"radians_as_degrees,suffix:\u00B0/s"), "set_param_z", "get_param_z", PARAM_ANGULAR_MOTOR_TARGET_VELOCITY);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motor_z/force_limit", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m\u00B2/s\u00B2 (Nm)"), "set_param_z", "get_param_z", PARAM_ANGULAR_MOTOR_FORCE_LIMIT);
|
||||
|
||||
ADD_GROUP("Angular Spring", "angular_spring_");
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_spring_x/enabled"), "set_flag_x", "get_flag_x", FLAG_ENABLE_ANGULAR_SPRING);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_x/stiffness"), "set_param_x", "get_param_x", PARAM_ANGULAR_SPRING_STIFFNESS);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_x/damping"), "set_param_x", "get_param_x", PARAM_ANGULAR_SPRING_DAMPING);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_x/equilibrium_point", PROPERTY_HINT_RANGE, "-180,180,0.01,radians_as_degrees"), "set_param_x", "get_param_x", PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT);
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_spring_y/enabled"), "set_flag_y", "get_flag_y", FLAG_ENABLE_ANGULAR_SPRING);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_y/stiffness"), "set_param_y", "get_param_y", PARAM_ANGULAR_SPRING_STIFFNESS);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_y/damping"), "set_param_y", "get_param_y", PARAM_ANGULAR_SPRING_DAMPING);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_y/equilibrium_point", PROPERTY_HINT_RANGE, "-180,180,0.01,radians_as_degrees"), "set_param_y", "get_param_y", PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT);
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_spring_z/enabled"), "set_flag_z", "get_flag_z", FLAG_ENABLE_ANGULAR_SPRING);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_z/stiffness"), "set_param_z", "get_param_z", PARAM_ANGULAR_SPRING_STIFFNESS);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_z/damping"), "set_param_z", "get_param_z", PARAM_ANGULAR_SPRING_DAMPING);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_z/equilibrium_point", PROPERTY_HINT_RANGE, "-180,180,0.01,radians_as_degrees"), "set_param_z", "get_param_z", PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT);
|
||||
|
||||
BIND_ENUM_CONSTANT(PARAM_LINEAR_LOWER_LIMIT);
|
||||
BIND_ENUM_CONSTANT(PARAM_LINEAR_UPPER_LIMIT);
|
||||
BIND_ENUM_CONSTANT(PARAM_LINEAR_LIMIT_SOFTNESS);
|
||||
BIND_ENUM_CONSTANT(PARAM_LINEAR_RESTITUTION);
|
||||
BIND_ENUM_CONSTANT(PARAM_LINEAR_DAMPING);
|
||||
BIND_ENUM_CONSTANT(PARAM_LINEAR_MOTOR_TARGET_VELOCITY);
|
||||
BIND_ENUM_CONSTANT(PARAM_LINEAR_MOTOR_FORCE_LIMIT);
|
||||
BIND_ENUM_CONSTANT(PARAM_LINEAR_SPRING_STIFFNESS);
|
||||
BIND_ENUM_CONSTANT(PARAM_LINEAR_SPRING_DAMPING);
|
||||
BIND_ENUM_CONSTANT(PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT);
|
||||
BIND_ENUM_CONSTANT(PARAM_ANGULAR_LOWER_LIMIT);
|
||||
BIND_ENUM_CONSTANT(PARAM_ANGULAR_UPPER_LIMIT);
|
||||
BIND_ENUM_CONSTANT(PARAM_ANGULAR_LIMIT_SOFTNESS);
|
||||
BIND_ENUM_CONSTANT(PARAM_ANGULAR_DAMPING);
|
||||
BIND_ENUM_CONSTANT(PARAM_ANGULAR_RESTITUTION);
|
||||
BIND_ENUM_CONSTANT(PARAM_ANGULAR_FORCE_LIMIT);
|
||||
BIND_ENUM_CONSTANT(PARAM_ANGULAR_ERP);
|
||||
BIND_ENUM_CONSTANT(PARAM_ANGULAR_MOTOR_TARGET_VELOCITY);
|
||||
BIND_ENUM_CONSTANT(PARAM_ANGULAR_MOTOR_FORCE_LIMIT);
|
||||
BIND_ENUM_CONSTANT(PARAM_ANGULAR_SPRING_STIFFNESS);
|
||||
BIND_ENUM_CONSTANT(PARAM_ANGULAR_SPRING_DAMPING);
|
||||
BIND_ENUM_CONSTANT(PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT);
|
||||
BIND_ENUM_CONSTANT(PARAM_MAX);
|
||||
|
||||
BIND_ENUM_CONSTANT(FLAG_ENABLE_LINEAR_LIMIT);
|
||||
BIND_ENUM_CONSTANT(FLAG_ENABLE_ANGULAR_LIMIT);
|
||||
BIND_ENUM_CONSTANT(FLAG_ENABLE_LINEAR_SPRING);
|
||||
BIND_ENUM_CONSTANT(FLAG_ENABLE_ANGULAR_SPRING);
|
||||
BIND_ENUM_CONSTANT(FLAG_ENABLE_MOTOR);
|
||||
BIND_ENUM_CONSTANT(FLAG_ENABLE_LINEAR_MOTOR);
|
||||
BIND_ENUM_CONSTANT(FLAG_MAX);
|
||||
}
|
||||
|
||||
void Generic6DOFJoint3D::set_param_x(Param p_param, real_t p_value) {
|
||||
ERR_FAIL_INDEX(p_param, PARAM_MAX);
|
||||
params_x[p_param] = p_value;
|
||||
if (is_configured()) {
|
||||
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(get_rid(), Vector3::AXIS_X, PhysicsServer3D::G6DOFJointAxisParam(p_param), p_value);
|
||||
}
|
||||
|
||||
update_gizmos();
|
||||
}
|
||||
|
||||
real_t Generic6DOFJoint3D::get_param_x(Param p_param) const {
|
||||
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
|
||||
return params_x[p_param];
|
||||
}
|
||||
|
||||
void Generic6DOFJoint3D::set_param_y(Param p_param, real_t p_value) {
|
||||
ERR_FAIL_INDEX(p_param, PARAM_MAX);
|
||||
params_y[p_param] = p_value;
|
||||
if (is_configured()) {
|
||||
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(get_rid(), Vector3::AXIS_Y, PhysicsServer3D::G6DOFJointAxisParam(p_param), p_value);
|
||||
}
|
||||
update_gizmos();
|
||||
}
|
||||
|
||||
real_t Generic6DOFJoint3D::get_param_y(Param p_param) const {
|
||||
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
|
||||
return params_y[p_param];
|
||||
}
|
||||
|
||||
void Generic6DOFJoint3D::set_param_z(Param p_param, real_t p_value) {
|
||||
ERR_FAIL_INDEX(p_param, PARAM_MAX);
|
||||
params_z[p_param] = p_value;
|
||||
if (is_configured()) {
|
||||
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(get_rid(), Vector3::AXIS_Z, PhysicsServer3D::G6DOFJointAxisParam(p_param), p_value);
|
||||
}
|
||||
update_gizmos();
|
||||
}
|
||||
|
||||
real_t Generic6DOFJoint3D::get_param_z(Param p_param) const {
|
||||
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
|
||||
return params_z[p_param];
|
||||
}
|
||||
|
||||
void Generic6DOFJoint3D::set_flag_x(Flag p_flag, bool p_enabled) {
|
||||
ERR_FAIL_INDEX(p_flag, FLAG_MAX);
|
||||
flags_x[p_flag] = p_enabled;
|
||||
if (is_configured()) {
|
||||
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(get_rid(), Vector3::AXIS_X, PhysicsServer3D::G6DOFJointAxisFlag(p_flag), p_enabled);
|
||||
}
|
||||
update_gizmos();
|
||||
}
|
||||
|
||||
bool Generic6DOFJoint3D::get_flag_x(Flag p_flag) const {
|
||||
ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
|
||||
return flags_x[p_flag];
|
||||
}
|
||||
|
||||
void Generic6DOFJoint3D::set_flag_y(Flag p_flag, bool p_enabled) {
|
||||
ERR_FAIL_INDEX(p_flag, FLAG_MAX);
|
||||
flags_y[p_flag] = p_enabled;
|
||||
if (is_configured()) {
|
||||
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(get_rid(), Vector3::AXIS_Y, PhysicsServer3D::G6DOFJointAxisFlag(p_flag), p_enabled);
|
||||
}
|
||||
update_gizmos();
|
||||
}
|
||||
|
||||
bool Generic6DOFJoint3D::get_flag_y(Flag p_flag) const {
|
||||
ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
|
||||
return flags_y[p_flag];
|
||||
}
|
||||
|
||||
void Generic6DOFJoint3D::set_flag_z(Flag p_flag, bool p_enabled) {
|
||||
ERR_FAIL_INDEX(p_flag, FLAG_MAX);
|
||||
flags_z[p_flag] = p_enabled;
|
||||
if (is_configured()) {
|
||||
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(get_rid(), Vector3::AXIS_Z, PhysicsServer3D::G6DOFJointAxisFlag(p_flag), p_enabled);
|
||||
}
|
||||
update_gizmos();
|
||||
}
|
||||
|
||||
bool Generic6DOFJoint3D::get_flag_z(Flag p_flag) const {
|
||||
ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
|
||||
return flags_z[p_flag];
|
||||
}
|
||||
|
||||
void Generic6DOFJoint3D::_configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) {
|
||||
Transform3D gt = get_global_transform();
|
||||
//Vector3 cone_twistpos = gt.origin;
|
||||
//Vector3 cone_twistdir = gt.basis.get_axis(2);
|
||||
|
||||
Transform3D ainv = body_a->get_global_transform().affine_inverse();
|
||||
|
||||
Transform3D local_a = ainv * gt;
|
||||
local_a.orthonormalize();
|
||||
Transform3D local_b = gt;
|
||||
|
||||
if (body_b) {
|
||||
Transform3D binv = body_b->get_global_transform().affine_inverse();
|
||||
local_b = binv * gt;
|
||||
}
|
||||
|
||||
local_b.orthonormalize();
|
||||
|
||||
PhysicsServer3D::get_singleton()->joint_make_generic_6dof(p_joint, body_a->get_rid(), local_a, body_b ? body_b->get_rid() : RID(), local_b);
|
||||
for (int i = 0; i < PARAM_MAX; i++) {
|
||||
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(p_joint, Vector3::AXIS_X, PhysicsServer3D::G6DOFJointAxisParam(i), params_x[i]);
|
||||
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(p_joint, Vector3::AXIS_Y, PhysicsServer3D::G6DOFJointAxisParam(i), params_y[i]);
|
||||
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(p_joint, Vector3::AXIS_Z, PhysicsServer3D::G6DOFJointAxisParam(i), params_z[i]);
|
||||
}
|
||||
for (int i = 0; i < FLAG_MAX; i++) {
|
||||
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(p_joint, Vector3::AXIS_X, PhysicsServer3D::G6DOFJointAxisFlag(i), flags_x[i]);
|
||||
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(p_joint, Vector3::AXIS_Y, PhysicsServer3D::G6DOFJointAxisFlag(i), flags_y[i]);
|
||||
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(p_joint, Vector3::AXIS_Z, PhysicsServer3D::G6DOFJointAxisFlag(i), flags_z[i]);
|
||||
}
|
||||
}
|
||||
|
||||
Generic6DOFJoint3D::Generic6DOFJoint3D() {
|
||||
set_param_x(PARAM_LINEAR_LOWER_LIMIT, 0);
|
||||
set_param_x(PARAM_LINEAR_UPPER_LIMIT, 0);
|
||||
set_param_x(PARAM_LINEAR_LIMIT_SOFTNESS, 0.7);
|
||||
set_param_x(PARAM_LINEAR_RESTITUTION, 0.5);
|
||||
set_param_x(PARAM_LINEAR_DAMPING, 1.0);
|
||||
set_param_x(PARAM_LINEAR_MOTOR_TARGET_VELOCITY, 0);
|
||||
set_param_x(PARAM_LINEAR_MOTOR_FORCE_LIMIT, 0);
|
||||
set_param_x(PARAM_LINEAR_SPRING_STIFFNESS, 0.01);
|
||||
set_param_x(PARAM_LINEAR_SPRING_DAMPING, 0.01);
|
||||
set_param_x(PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT, 0.0);
|
||||
set_param_x(PARAM_ANGULAR_LOWER_LIMIT, 0);
|
||||
set_param_x(PARAM_ANGULAR_UPPER_LIMIT, 0);
|
||||
set_param_x(PARAM_ANGULAR_LIMIT_SOFTNESS, 0.5f);
|
||||
set_param_x(PARAM_ANGULAR_DAMPING, 1.0f);
|
||||
set_param_x(PARAM_ANGULAR_RESTITUTION, 0);
|
||||
set_param_x(PARAM_ANGULAR_FORCE_LIMIT, 0);
|
||||
set_param_x(PARAM_ANGULAR_ERP, 0.5);
|
||||
set_param_x(PARAM_ANGULAR_MOTOR_TARGET_VELOCITY, 0);
|
||||
set_param_x(PARAM_ANGULAR_MOTOR_FORCE_LIMIT, 300);
|
||||
set_param_x(PARAM_ANGULAR_SPRING_STIFFNESS, 0);
|
||||
set_param_x(PARAM_ANGULAR_SPRING_DAMPING, 0);
|
||||
set_param_x(PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT, 0);
|
||||
|
||||
set_flag_x(FLAG_ENABLE_ANGULAR_LIMIT, true);
|
||||
set_flag_x(FLAG_ENABLE_LINEAR_LIMIT, true);
|
||||
set_flag_x(FLAG_ENABLE_ANGULAR_SPRING, false);
|
||||
set_flag_x(FLAG_ENABLE_LINEAR_SPRING, false);
|
||||
set_flag_x(FLAG_ENABLE_MOTOR, false);
|
||||
set_flag_x(FLAG_ENABLE_LINEAR_MOTOR, false);
|
||||
|
||||
set_param_y(PARAM_LINEAR_LOWER_LIMIT, 0);
|
||||
set_param_y(PARAM_LINEAR_UPPER_LIMIT, 0);
|
||||
set_param_y(PARAM_LINEAR_LIMIT_SOFTNESS, 0.7);
|
||||
set_param_y(PARAM_LINEAR_RESTITUTION, 0.5);
|
||||
set_param_y(PARAM_LINEAR_DAMPING, 1.0);
|
||||
set_param_y(PARAM_LINEAR_MOTOR_TARGET_VELOCITY, 0);
|
||||
set_param_y(PARAM_LINEAR_MOTOR_FORCE_LIMIT, 0);
|
||||
set_param_y(PARAM_LINEAR_SPRING_STIFFNESS, 0.01);
|
||||
set_param_y(PARAM_LINEAR_SPRING_DAMPING, 0.01);
|
||||
set_param_y(PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT, 0.0);
|
||||
set_param_y(PARAM_ANGULAR_LOWER_LIMIT, 0);
|
||||
set_param_y(PARAM_ANGULAR_UPPER_LIMIT, 0);
|
||||
set_param_y(PARAM_ANGULAR_LIMIT_SOFTNESS, 0.5f);
|
||||
set_param_y(PARAM_ANGULAR_DAMPING, 1.0f);
|
||||
set_param_y(PARAM_ANGULAR_RESTITUTION, 0);
|
||||
set_param_y(PARAM_ANGULAR_FORCE_LIMIT, 0);
|
||||
set_param_y(PARAM_ANGULAR_ERP, 0.5);
|
||||
set_param_y(PARAM_ANGULAR_MOTOR_TARGET_VELOCITY, 0);
|
||||
set_param_y(PARAM_ANGULAR_MOTOR_FORCE_LIMIT, 300);
|
||||
set_param_y(PARAM_ANGULAR_SPRING_STIFFNESS, 0);
|
||||
set_param_y(PARAM_ANGULAR_SPRING_DAMPING, 0);
|
||||
set_param_y(PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT, 0);
|
||||
|
||||
set_flag_y(FLAG_ENABLE_ANGULAR_LIMIT, true);
|
||||
set_flag_y(FLAG_ENABLE_LINEAR_LIMIT, true);
|
||||
set_flag_y(FLAG_ENABLE_ANGULAR_SPRING, false);
|
||||
set_flag_y(FLAG_ENABLE_LINEAR_SPRING, false);
|
||||
set_flag_y(FLAG_ENABLE_MOTOR, false);
|
||||
set_flag_y(FLAG_ENABLE_LINEAR_MOTOR, false);
|
||||
|
||||
set_param_z(PARAM_LINEAR_LOWER_LIMIT, 0);
|
||||
set_param_z(PARAM_LINEAR_UPPER_LIMIT, 0);
|
||||
set_param_z(PARAM_LINEAR_LIMIT_SOFTNESS, 0.7);
|
||||
set_param_z(PARAM_LINEAR_RESTITUTION, 0.5);
|
||||
set_param_z(PARAM_LINEAR_DAMPING, 1.0);
|
||||
set_param_z(PARAM_LINEAR_MOTOR_TARGET_VELOCITY, 0);
|
||||
set_param_z(PARAM_LINEAR_MOTOR_FORCE_LIMIT, 0);
|
||||
set_param_z(PARAM_LINEAR_SPRING_STIFFNESS, 0.01);
|
||||
set_param_z(PARAM_LINEAR_SPRING_DAMPING, 0.01);
|
||||
set_param_z(PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT, 0.0);
|
||||
set_param_z(PARAM_ANGULAR_LOWER_LIMIT, 0);
|
||||
set_param_z(PARAM_ANGULAR_UPPER_LIMIT, 0);
|
||||
set_param_z(PARAM_ANGULAR_LIMIT_SOFTNESS, 0.5f);
|
||||
set_param_z(PARAM_ANGULAR_DAMPING, 1.0f);
|
||||
set_param_z(PARAM_ANGULAR_RESTITUTION, 0);
|
||||
set_param_z(PARAM_ANGULAR_FORCE_LIMIT, 0);
|
||||
set_param_z(PARAM_ANGULAR_ERP, 0.5);
|
||||
set_param_z(PARAM_ANGULAR_MOTOR_TARGET_VELOCITY, 0);
|
||||
set_param_z(PARAM_ANGULAR_MOTOR_FORCE_LIMIT, 300);
|
||||
set_param_z(PARAM_ANGULAR_SPRING_STIFFNESS, 0);
|
||||
set_param_z(PARAM_ANGULAR_SPRING_DAMPING, 0);
|
||||
set_param_z(PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT, 0);
|
||||
|
||||
set_flag_z(FLAG_ENABLE_ANGULAR_LIMIT, true);
|
||||
set_flag_z(FLAG_ENABLE_LINEAR_LIMIT, true);
|
||||
set_flag_z(FLAG_ENABLE_ANGULAR_SPRING, false);
|
||||
set_flag_z(FLAG_ENABLE_LINEAR_SPRING, false);
|
||||
set_flag_z(FLAG_ENABLE_MOTOR, false);
|
||||
set_flag_z(FLAG_ENABLE_LINEAR_MOTOR, false);
|
||||
}
|
||||
109
scene/3d/physics/joints/generic_6dof_joint_3d.h
Normal file
109
scene/3d/physics/joints/generic_6dof_joint_3d.h
Normal file
@@ -0,0 +1,109 @@
|
||||
/**************************************************************************/
|
||||
/* generic_6dof_joint_3d.h */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "scene/3d/physics/joints/joint_3d.h"
|
||||
|
||||
class Generic6DOFJoint3D : public Joint3D {
|
||||
GDCLASS(Generic6DOFJoint3D, Joint3D);
|
||||
|
||||
public:
|
||||
enum Param {
|
||||
PARAM_LINEAR_LOWER_LIMIT = PhysicsServer3D::G6DOF_JOINT_LINEAR_LOWER_LIMIT,
|
||||
PARAM_LINEAR_UPPER_LIMIT = PhysicsServer3D::G6DOF_JOINT_LINEAR_UPPER_LIMIT,
|
||||
PARAM_LINEAR_LIMIT_SOFTNESS = PhysicsServer3D::G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS,
|
||||
PARAM_LINEAR_RESTITUTION = PhysicsServer3D::G6DOF_JOINT_LINEAR_RESTITUTION,
|
||||
PARAM_LINEAR_DAMPING = PhysicsServer3D::G6DOF_JOINT_LINEAR_DAMPING,
|
||||
PARAM_LINEAR_MOTOR_TARGET_VELOCITY = PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY,
|
||||
PARAM_LINEAR_MOTOR_FORCE_LIMIT = PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT,
|
||||
PARAM_LINEAR_SPRING_STIFFNESS = PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS,
|
||||
PARAM_LINEAR_SPRING_DAMPING = PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_DAMPING,
|
||||
PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT = PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT,
|
||||
PARAM_ANGULAR_LOWER_LIMIT = PhysicsServer3D::G6DOF_JOINT_ANGULAR_LOWER_LIMIT,
|
||||
PARAM_ANGULAR_UPPER_LIMIT = PhysicsServer3D::G6DOF_JOINT_ANGULAR_UPPER_LIMIT,
|
||||
PARAM_ANGULAR_LIMIT_SOFTNESS = PhysicsServer3D::G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS,
|
||||
PARAM_ANGULAR_DAMPING = PhysicsServer3D::G6DOF_JOINT_ANGULAR_DAMPING,
|
||||
PARAM_ANGULAR_RESTITUTION = PhysicsServer3D::G6DOF_JOINT_ANGULAR_RESTITUTION,
|
||||
PARAM_ANGULAR_FORCE_LIMIT = PhysicsServer3D::G6DOF_JOINT_ANGULAR_FORCE_LIMIT,
|
||||
PARAM_ANGULAR_ERP = PhysicsServer3D::G6DOF_JOINT_ANGULAR_ERP,
|
||||
PARAM_ANGULAR_MOTOR_TARGET_VELOCITY = PhysicsServer3D::G6DOF_JOINT_ANGULAR_MOTOR_TARGET_VELOCITY,
|
||||
PARAM_ANGULAR_MOTOR_FORCE_LIMIT = PhysicsServer3D::G6DOF_JOINT_ANGULAR_MOTOR_FORCE_LIMIT,
|
||||
PARAM_ANGULAR_SPRING_STIFFNESS = PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS,
|
||||
PARAM_ANGULAR_SPRING_DAMPING = PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_DAMPING,
|
||||
PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT = PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT,
|
||||
PARAM_MAX = PhysicsServer3D::G6DOF_JOINT_MAX,
|
||||
};
|
||||
|
||||
enum Flag {
|
||||
FLAG_ENABLE_LINEAR_LIMIT = PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT,
|
||||
FLAG_ENABLE_ANGULAR_LIMIT = PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT,
|
||||
FLAG_ENABLE_LINEAR_SPRING = PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING,
|
||||
FLAG_ENABLE_ANGULAR_SPRING = PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING,
|
||||
FLAG_ENABLE_MOTOR = PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_MOTOR,
|
||||
FLAG_ENABLE_LINEAR_MOTOR = PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR,
|
||||
FLAG_MAX = PhysicsServer3D::G6DOF_JOINT_FLAG_MAX
|
||||
};
|
||||
|
||||
protected:
|
||||
real_t params_x[PARAM_MAX];
|
||||
bool flags_x[FLAG_MAX];
|
||||
real_t params_y[PARAM_MAX];
|
||||
bool flags_y[FLAG_MAX];
|
||||
real_t params_z[PARAM_MAX];
|
||||
bool flags_z[FLAG_MAX];
|
||||
|
||||
virtual void _configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) override;
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
void set_param_x(Param p_param, real_t p_value);
|
||||
real_t get_param_x(Param p_param) const;
|
||||
|
||||
void set_param_y(Param p_param, real_t p_value);
|
||||
real_t get_param_y(Param p_param) const;
|
||||
|
||||
void set_param_z(Param p_param, real_t p_value);
|
||||
real_t get_param_z(Param p_param) const;
|
||||
|
||||
void set_flag_x(Flag p_flag, bool p_enabled);
|
||||
bool get_flag_x(Flag p_flag) const;
|
||||
|
||||
void set_flag_y(Flag p_flag, bool p_enabled);
|
||||
bool get_flag_y(Flag p_flag) const;
|
||||
|
||||
void set_flag_z(Flag p_flag, bool p_enabled);
|
||||
bool get_flag_z(Flag p_flag) const;
|
||||
|
||||
Generic6DOFJoint3D();
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST(Generic6DOFJoint3D::Param);
|
||||
VARIANT_ENUM_CAST(Generic6DOFJoint3D::Flag);
|
||||
135
scene/3d/physics/joints/hinge_joint_3d.cpp
Normal file
135
scene/3d/physics/joints/hinge_joint_3d.cpp
Normal file
@@ -0,0 +1,135 @@
|
||||
/**************************************************************************/
|
||||
/* hinge_joint_3d.cpp */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#include "hinge_joint_3d.h"
|
||||
|
||||
void HingeJoint3D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &HingeJoint3D::set_param);
|
||||
ClassDB::bind_method(D_METHOD("get_param", "param"), &HingeJoint3D::get_param);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_flag", "flag", "enabled"), &HingeJoint3D::set_flag);
|
||||
ClassDB::bind_method(D_METHOD("get_flag", "flag"), &HingeJoint3D::get_flag);
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "params/bias", PROPERTY_HINT_RANGE, "0.00,0.99,0.01"), "set_param", "get_param", PARAM_BIAS);
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_limit/enable"), "set_flag", "get_flag", FLAG_USE_LIMIT);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/upper", PROPERTY_HINT_RANGE, "-180,180,0.1,radians_as_degrees"), "set_param", "get_param", PARAM_LIMIT_UPPER);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/lower", PROPERTY_HINT_RANGE, "-180,180,0.1,radians_as_degrees"), "set_param", "get_param", PARAM_LIMIT_LOWER);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/bias", PROPERTY_HINT_RANGE, "0.01,0.99,0.01"), "set_param", "get_param", PARAM_LIMIT_BIAS);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param", "get_param", PARAM_LIMIT_SOFTNESS);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/relaxation", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param", "get_param", PARAM_LIMIT_RELAXATION);
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "motor/enable"), "set_flag", "get_flag", FLAG_ENABLE_MOTOR);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "motor/target_velocity", PROPERTY_HINT_RANGE, U"-200,200,0.01,or_greater,or_less,radians_as_degrees,suffix:\u00B0/s"), "set_param", "get_param", PARAM_MOTOR_TARGET_VELOCITY);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "motor/max_impulse", PROPERTY_HINT_RANGE, "0.01,1024,0.01"), "set_param", "get_param", PARAM_MOTOR_MAX_IMPULSE);
|
||||
|
||||
BIND_ENUM_CONSTANT(PARAM_BIAS);
|
||||
BIND_ENUM_CONSTANT(PARAM_LIMIT_UPPER);
|
||||
BIND_ENUM_CONSTANT(PARAM_LIMIT_LOWER);
|
||||
BIND_ENUM_CONSTANT(PARAM_LIMIT_BIAS);
|
||||
BIND_ENUM_CONSTANT(PARAM_LIMIT_SOFTNESS);
|
||||
BIND_ENUM_CONSTANT(PARAM_LIMIT_RELAXATION);
|
||||
BIND_ENUM_CONSTANT(PARAM_MOTOR_TARGET_VELOCITY);
|
||||
BIND_ENUM_CONSTANT(PARAM_MOTOR_MAX_IMPULSE);
|
||||
BIND_ENUM_CONSTANT(PARAM_MAX);
|
||||
|
||||
BIND_ENUM_CONSTANT(FLAG_USE_LIMIT);
|
||||
BIND_ENUM_CONSTANT(FLAG_ENABLE_MOTOR);
|
||||
BIND_ENUM_CONSTANT(FLAG_MAX);
|
||||
}
|
||||
|
||||
void HingeJoint3D::set_param(Param p_param, real_t p_value) {
|
||||
ERR_FAIL_INDEX(p_param, PARAM_MAX);
|
||||
params[p_param] = p_value;
|
||||
if (is_configured()) {
|
||||
PhysicsServer3D::get_singleton()->hinge_joint_set_param(get_rid(), PhysicsServer3D::HingeJointParam(p_param), p_value);
|
||||
}
|
||||
|
||||
update_gizmos();
|
||||
}
|
||||
|
||||
real_t HingeJoint3D::get_param(Param p_param) const {
|
||||
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
|
||||
return params[p_param];
|
||||
}
|
||||
|
||||
void HingeJoint3D::set_flag(Flag p_flag, bool p_value) {
|
||||
ERR_FAIL_INDEX(p_flag, FLAG_MAX);
|
||||
flags[p_flag] = p_value;
|
||||
if (is_configured()) {
|
||||
PhysicsServer3D::get_singleton()->hinge_joint_set_flag(get_rid(), PhysicsServer3D::HingeJointFlag(p_flag), p_value);
|
||||
}
|
||||
|
||||
update_gizmos();
|
||||
}
|
||||
|
||||
bool HingeJoint3D::get_flag(Flag p_flag) const {
|
||||
ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
|
||||
return flags[p_flag];
|
||||
}
|
||||
|
||||
void HingeJoint3D::_configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) {
|
||||
Transform3D gt = get_global_transform();
|
||||
Transform3D ainv = body_a->get_global_transform().affine_inverse();
|
||||
|
||||
Transform3D local_a = ainv * gt;
|
||||
local_a.orthonormalize();
|
||||
Transform3D local_b = gt;
|
||||
|
||||
if (body_b) {
|
||||
Transform3D binv = body_b->get_global_transform().affine_inverse();
|
||||
local_b = binv * gt;
|
||||
}
|
||||
|
||||
local_b.orthonormalize();
|
||||
|
||||
PhysicsServer3D::get_singleton()->joint_make_hinge(p_joint, body_a->get_rid(), local_a, body_b ? body_b->get_rid() : RID(), local_b);
|
||||
for (int i = 0; i < PARAM_MAX; i++) {
|
||||
PhysicsServer3D::get_singleton()->hinge_joint_set_param(p_joint, PhysicsServer3D::HingeJointParam(i), params[i]);
|
||||
}
|
||||
for (int i = 0; i < FLAG_MAX; i++) {
|
||||
set_flag(Flag(i), flags[i]);
|
||||
PhysicsServer3D::get_singleton()->hinge_joint_set_flag(p_joint, PhysicsServer3D::HingeJointFlag(i), flags[i]);
|
||||
}
|
||||
}
|
||||
|
||||
HingeJoint3D::HingeJoint3D() {
|
||||
params[PARAM_BIAS] = 0.3;
|
||||
params[PARAM_LIMIT_UPPER] = Math::PI * 0.5;
|
||||
params[PARAM_LIMIT_LOWER] = -Math::PI * 0.5;
|
||||
params[PARAM_LIMIT_BIAS] = 0.3;
|
||||
params[PARAM_LIMIT_SOFTNESS] = 0.9;
|
||||
params[PARAM_LIMIT_RELAXATION] = 1.0;
|
||||
params[PARAM_MOTOR_TARGET_VELOCITY] = 1;
|
||||
params[PARAM_MOTOR_MAX_IMPULSE] = 1;
|
||||
|
||||
flags[FLAG_USE_LIMIT] = false;
|
||||
flags[FLAG_ENABLE_MOTOR] = false;
|
||||
}
|
||||
74
scene/3d/physics/joints/hinge_joint_3d.h
Normal file
74
scene/3d/physics/joints/hinge_joint_3d.h
Normal file
@@ -0,0 +1,74 @@
|
||||
/**************************************************************************/
|
||||
/* hinge_joint_3d.h */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "scene/3d/physics/joints/joint_3d.h"
|
||||
|
||||
class HingeJoint3D : public Joint3D {
|
||||
GDCLASS(HingeJoint3D, Joint3D);
|
||||
|
||||
public:
|
||||
enum Param {
|
||||
PARAM_BIAS = PhysicsServer3D::HINGE_JOINT_BIAS,
|
||||
PARAM_LIMIT_UPPER = PhysicsServer3D::HINGE_JOINT_LIMIT_UPPER,
|
||||
PARAM_LIMIT_LOWER = PhysicsServer3D::HINGE_JOINT_LIMIT_LOWER,
|
||||
PARAM_LIMIT_BIAS = PhysicsServer3D::HINGE_JOINT_LIMIT_BIAS,
|
||||
PARAM_LIMIT_SOFTNESS = PhysicsServer3D::HINGE_JOINT_LIMIT_SOFTNESS,
|
||||
PARAM_LIMIT_RELAXATION = PhysicsServer3D::HINGE_JOINT_LIMIT_RELAXATION,
|
||||
PARAM_MOTOR_TARGET_VELOCITY = PhysicsServer3D::HINGE_JOINT_MOTOR_TARGET_VELOCITY,
|
||||
PARAM_MOTOR_MAX_IMPULSE = PhysicsServer3D::HINGE_JOINT_MOTOR_MAX_IMPULSE,
|
||||
PARAM_MAX = PhysicsServer3D::HINGE_JOINT_MAX
|
||||
};
|
||||
|
||||
enum Flag {
|
||||
FLAG_USE_LIMIT = PhysicsServer3D::HINGE_JOINT_FLAG_USE_LIMIT,
|
||||
FLAG_ENABLE_MOTOR = PhysicsServer3D::HINGE_JOINT_FLAG_ENABLE_MOTOR,
|
||||
FLAG_MAX = PhysicsServer3D::HINGE_JOINT_FLAG_MAX
|
||||
};
|
||||
|
||||
protected:
|
||||
real_t params[PARAM_MAX];
|
||||
bool flags[FLAG_MAX];
|
||||
virtual void _configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) override;
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
void set_param(Param p_param, real_t p_value);
|
||||
real_t get_param(Param p_param) const;
|
||||
|
||||
void set_flag(Flag p_flag, bool p_value);
|
||||
bool get_flag(Flag p_flag) const;
|
||||
|
||||
HingeJoint3D();
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST(HingeJoint3D::Param);
|
||||
VARIANT_ENUM_CAST(HingeJoint3D::Flag);
|
||||
243
scene/3d/physics/joints/joint_3d.cpp
Normal file
243
scene/3d/physics/joints/joint_3d.cpp
Normal file
@@ -0,0 +1,243 @@
|
||||
/**************************************************************************/
|
||||
/* joint_3d.cpp */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#include "joint_3d.h"
|
||||
|
||||
void Joint3D::_disconnect_signals() {
|
||||
Node *node_a = get_node_or_null(a);
|
||||
PhysicsBody3D *body_a = Object::cast_to<PhysicsBody3D>(node_a);
|
||||
if (body_a) {
|
||||
body_a->disconnect(SceneStringName(tree_exiting), callable_mp(this, &Joint3D::_body_exit_tree));
|
||||
}
|
||||
|
||||
Node *node_b = get_node_or_null(b);
|
||||
PhysicsBody3D *body_b = Object::cast_to<PhysicsBody3D>(node_b);
|
||||
if (body_b) {
|
||||
body_b->disconnect(SceneStringName(tree_exiting), callable_mp(this, &Joint3D::_body_exit_tree));
|
||||
}
|
||||
}
|
||||
|
||||
void Joint3D::_body_exit_tree() {
|
||||
_disconnect_signals();
|
||||
_update_joint(true);
|
||||
update_configuration_warnings();
|
||||
}
|
||||
|
||||
void Joint3D::_update_joint(bool p_only_free) {
|
||||
if (ba.is_valid() && bb.is_valid()) {
|
||||
PhysicsServer3D::get_singleton()->body_remove_collision_exception(ba, bb);
|
||||
PhysicsServer3D::get_singleton()->body_remove_collision_exception(bb, ba);
|
||||
}
|
||||
|
||||
ba = RID();
|
||||
bb = RID();
|
||||
|
||||
configured = false;
|
||||
|
||||
if (p_only_free || !is_inside_tree()) {
|
||||
PhysicsServer3D::get_singleton()->joint_clear(joint);
|
||||
warning = String();
|
||||
return;
|
||||
}
|
||||
|
||||
Node *node_a = get_node_or_null(a);
|
||||
Node *node_b = get_node_or_null(b);
|
||||
|
||||
PhysicsBody3D *body_a = Object::cast_to<PhysicsBody3D>(node_a);
|
||||
PhysicsBody3D *body_b = Object::cast_to<PhysicsBody3D>(node_b);
|
||||
|
||||
if (node_a && !body_a && node_b && !body_b) {
|
||||
warning = RTR("Node A and Node B must be PhysicsBody3Ds");
|
||||
} else if (node_a && !body_a) {
|
||||
warning = RTR("Node A must be a PhysicsBody3D");
|
||||
} else if (node_b && !body_b) {
|
||||
warning = RTR("Node B must be a PhysicsBody3D");
|
||||
} else if (!body_a && !body_b) {
|
||||
warning = RTR("Joint is not connected to any PhysicsBody3Ds");
|
||||
} else if (body_a == body_b) {
|
||||
warning = RTR("Node A and Node B must be different PhysicsBody3Ds");
|
||||
} else {
|
||||
warning = String();
|
||||
}
|
||||
|
||||
update_configuration_warnings();
|
||||
|
||||
if (!warning.is_empty()) {
|
||||
PhysicsServer3D::get_singleton()->joint_clear(joint);
|
||||
return;
|
||||
}
|
||||
|
||||
configured = true;
|
||||
|
||||
if (body_a) {
|
||||
_configure_joint(joint, body_a, body_b);
|
||||
} else if (body_b) {
|
||||
_configure_joint(joint, body_b, nullptr);
|
||||
}
|
||||
|
||||
PhysicsServer3D::get_singleton()->joint_set_solver_priority(joint, solver_priority);
|
||||
|
||||
if (body_a) {
|
||||
ba = body_a->get_rid();
|
||||
if (!body_a->is_connected(SceneStringName(tree_exiting), callable_mp(this, &Joint3D::_body_exit_tree))) {
|
||||
body_a->connect(SceneStringName(tree_exiting), callable_mp(this, &Joint3D::_body_exit_tree));
|
||||
}
|
||||
}
|
||||
|
||||
if (body_b) {
|
||||
bb = body_b->get_rid();
|
||||
if (!body_b->is_connected(SceneStringName(tree_exiting), callable_mp(this, &Joint3D::_body_exit_tree))) {
|
||||
body_b->connect(SceneStringName(tree_exiting), callable_mp(this, &Joint3D::_body_exit_tree));
|
||||
}
|
||||
}
|
||||
|
||||
PhysicsServer3D::get_singleton()->joint_disable_collisions_between_bodies(joint, exclude_from_collision);
|
||||
}
|
||||
|
||||
void Joint3D::set_node_a(const NodePath &p_node_a) {
|
||||
if (a == p_node_a) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (is_configured()) {
|
||||
_disconnect_signals();
|
||||
}
|
||||
|
||||
a = p_node_a;
|
||||
_update_joint();
|
||||
}
|
||||
|
||||
NodePath Joint3D::get_node_a() const {
|
||||
return a;
|
||||
}
|
||||
|
||||
void Joint3D::set_node_b(const NodePath &p_node_b) {
|
||||
if (b == p_node_b) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (is_configured()) {
|
||||
_disconnect_signals();
|
||||
}
|
||||
|
||||
b = p_node_b;
|
||||
_update_joint();
|
||||
}
|
||||
|
||||
NodePath Joint3D::get_node_b() const {
|
||||
return b;
|
||||
}
|
||||
|
||||
void Joint3D::set_solver_priority(int p_priority) {
|
||||
solver_priority = p_priority;
|
||||
if (joint.is_valid()) {
|
||||
PhysicsServer3D::get_singleton()->joint_set_solver_priority(joint, solver_priority);
|
||||
}
|
||||
}
|
||||
|
||||
int Joint3D::get_solver_priority() const {
|
||||
return solver_priority;
|
||||
}
|
||||
|
||||
void Joint3D::_notification(int p_what) {
|
||||
switch (p_what) {
|
||||
case NOTIFICATION_POST_ENTER_TREE: {
|
||||
if (is_configured()) {
|
||||
_disconnect_signals();
|
||||
}
|
||||
_update_joint();
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_EXIT_TREE: {
|
||||
if (is_configured()) {
|
||||
_disconnect_signals();
|
||||
}
|
||||
_update_joint(true);
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
void Joint3D::set_exclude_nodes_from_collision(bool p_enable) {
|
||||
if (exclude_from_collision == p_enable) {
|
||||
return;
|
||||
}
|
||||
if (is_configured()) {
|
||||
_disconnect_signals();
|
||||
}
|
||||
_update_joint(true);
|
||||
exclude_from_collision = p_enable;
|
||||
_update_joint();
|
||||
}
|
||||
|
||||
bool Joint3D::get_exclude_nodes_from_collision() const {
|
||||
return exclude_from_collision;
|
||||
}
|
||||
|
||||
PackedStringArray Joint3D::get_configuration_warnings() const {
|
||||
PackedStringArray warnings = Node3D::get_configuration_warnings();
|
||||
|
||||
if (!warning.is_empty()) {
|
||||
warnings.push_back(warning);
|
||||
}
|
||||
|
||||
return warnings;
|
||||
}
|
||||
|
||||
void Joint3D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_node_a", "node"), &Joint3D::set_node_a);
|
||||
ClassDB::bind_method(D_METHOD("get_node_a"), &Joint3D::get_node_a);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_node_b", "node"), &Joint3D::set_node_b);
|
||||
ClassDB::bind_method(D_METHOD("get_node_b"), &Joint3D::get_node_b);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_solver_priority", "priority"), &Joint3D::set_solver_priority);
|
||||
ClassDB::bind_method(D_METHOD("get_solver_priority"), &Joint3D::get_solver_priority);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_exclude_nodes_from_collision", "enable"), &Joint3D::set_exclude_nodes_from_collision);
|
||||
ClassDB::bind_method(D_METHOD("get_exclude_nodes_from_collision"), &Joint3D::get_exclude_nodes_from_collision);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_rid"), &Joint3D::get_rid);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "node_a", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "PhysicsBody3D"), "set_node_a", "get_node_a");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "node_b", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "PhysicsBody3D"), "set_node_b", "get_node_b");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "solver_priority", PROPERTY_HINT_RANGE, "1,8,1"), "set_solver_priority", "get_solver_priority");
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_nodes_from_collision"), "set_exclude_nodes_from_collision", "get_exclude_nodes_from_collision");
|
||||
}
|
||||
|
||||
Joint3D::Joint3D() {
|
||||
set_notify_transform(true);
|
||||
joint = PhysicsServer3D::get_singleton()->joint_create();
|
||||
}
|
||||
|
||||
Joint3D::~Joint3D() {
|
||||
ERR_FAIL_NULL(PhysicsServer3D::get_singleton());
|
||||
PhysicsServer3D::get_singleton()->free(joint);
|
||||
}
|
||||
82
scene/3d/physics/joints/joint_3d.h
Normal file
82
scene/3d/physics/joints/joint_3d.h
Normal file
@@ -0,0 +1,82 @@
|
||||
/**************************************************************************/
|
||||
/* joint_3d.h */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "scene/3d/node_3d.h"
|
||||
#include "scene/3d/physics/physics_body_3d.h"
|
||||
|
||||
class Joint3D : public Node3D {
|
||||
GDCLASS(Joint3D, Node3D);
|
||||
|
||||
RID ba, bb;
|
||||
|
||||
RID joint;
|
||||
|
||||
NodePath a;
|
||||
NodePath b;
|
||||
|
||||
int solver_priority = 1;
|
||||
bool exclude_from_collision = true;
|
||||
String warning;
|
||||
bool configured = false;
|
||||
|
||||
protected:
|
||||
void _disconnect_signals();
|
||||
void _body_exit_tree();
|
||||
void _update_joint(bool p_only_free = false);
|
||||
|
||||
void _notification(int p_what);
|
||||
|
||||
virtual void _configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) = 0;
|
||||
|
||||
static void _bind_methods();
|
||||
|
||||
_FORCE_INLINE_ bool is_configured() const { return configured; }
|
||||
|
||||
public:
|
||||
virtual PackedStringArray get_configuration_warnings() const override;
|
||||
|
||||
void set_node_a(const NodePath &p_node_a);
|
||||
NodePath get_node_a() const;
|
||||
|
||||
void set_node_b(const NodePath &p_node_b);
|
||||
NodePath get_node_b() const;
|
||||
|
||||
void set_solver_priority(int p_priority);
|
||||
int get_solver_priority() const;
|
||||
|
||||
void set_exclude_nodes_from_collision(bool p_enable);
|
||||
bool get_exclude_nodes_from_collision() const;
|
||||
|
||||
RID get_rid() const { return joint; }
|
||||
Joint3D();
|
||||
~Joint3D();
|
||||
};
|
||||
80
scene/3d/physics/joints/pin_joint_3d.cpp
Normal file
80
scene/3d/physics/joints/pin_joint_3d.cpp
Normal file
@@ -0,0 +1,80 @@
|
||||
/**************************************************************************/
|
||||
/* pin_joint_3d.cpp */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#include "pin_joint_3d.h"
|
||||
|
||||
void PinJoint3D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &PinJoint3D::set_param);
|
||||
ClassDB::bind_method(D_METHOD("get_param", "param"), &PinJoint3D::get_param);
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "params/bias", PROPERTY_HINT_RANGE, "0.01,0.99,0.01"), "set_param", "get_param", PARAM_BIAS);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "params/damping", PROPERTY_HINT_RANGE, "0.01,8.0,0.01"), "set_param", "get_param", PARAM_DAMPING);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "params/impulse_clamp", PROPERTY_HINT_RANGE, "0.0,64.0,0.01"), "set_param", "get_param", PARAM_IMPULSE_CLAMP);
|
||||
|
||||
BIND_ENUM_CONSTANT(PARAM_BIAS);
|
||||
BIND_ENUM_CONSTANT(PARAM_DAMPING);
|
||||
BIND_ENUM_CONSTANT(PARAM_IMPULSE_CLAMP);
|
||||
}
|
||||
|
||||
void PinJoint3D::set_param(Param p_param, real_t p_value) {
|
||||
ERR_FAIL_INDEX(p_param, 3);
|
||||
params[p_param] = p_value;
|
||||
if (is_configured()) {
|
||||
PhysicsServer3D::get_singleton()->pin_joint_set_param(get_rid(), PhysicsServer3D::PinJointParam(p_param), p_value);
|
||||
}
|
||||
}
|
||||
|
||||
real_t PinJoint3D::get_param(Param p_param) const {
|
||||
ERR_FAIL_INDEX_V(p_param, 3, 0);
|
||||
return params[p_param];
|
||||
}
|
||||
|
||||
void PinJoint3D::_configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) {
|
||||
Vector3 pinpos = get_global_transform().origin;
|
||||
Vector3 local_a = body_a->to_local(pinpos);
|
||||
Vector3 local_b;
|
||||
|
||||
if (body_b) {
|
||||
local_b = body_b->to_local(pinpos);
|
||||
} else {
|
||||
local_b = pinpos;
|
||||
}
|
||||
|
||||
PhysicsServer3D::get_singleton()->joint_make_pin(p_joint, body_a->get_rid(), local_a, body_b ? body_b->get_rid() : RID(), local_b);
|
||||
for (int i = 0; i < 3; i++) {
|
||||
PhysicsServer3D::get_singleton()->pin_joint_set_param(p_joint, PhysicsServer3D::PinJointParam(i), params[i]);
|
||||
}
|
||||
}
|
||||
|
||||
PinJoint3D::PinJoint3D() {
|
||||
params[PARAM_BIAS] = 0.3;
|
||||
params[PARAM_DAMPING] = 1;
|
||||
params[PARAM_IMPULSE_CLAMP] = 0;
|
||||
}
|
||||
57
scene/3d/physics/joints/pin_joint_3d.h
Normal file
57
scene/3d/physics/joints/pin_joint_3d.h
Normal file
@@ -0,0 +1,57 @@
|
||||
/**************************************************************************/
|
||||
/* pin_joint_3d.h */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "scene/3d/physics/joints/joint_3d.h"
|
||||
|
||||
class PinJoint3D : public Joint3D {
|
||||
GDCLASS(PinJoint3D, Joint3D);
|
||||
|
||||
public:
|
||||
enum Param {
|
||||
PARAM_BIAS = PhysicsServer3D::PIN_JOINT_BIAS,
|
||||
PARAM_DAMPING = PhysicsServer3D::PIN_JOINT_DAMPING,
|
||||
PARAM_IMPULSE_CLAMP = PhysicsServer3D::PIN_JOINT_IMPULSE_CLAMP
|
||||
};
|
||||
|
||||
protected:
|
||||
real_t params[3];
|
||||
virtual void _configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) override;
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
void set_param(Param p_param, real_t p_value);
|
||||
real_t get_param(Param p_param) const;
|
||||
|
||||
PinJoint3D();
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST(PinJoint3D::Param);
|
||||
147
scene/3d/physics/joints/slider_joint_3d.cpp
Normal file
147
scene/3d/physics/joints/slider_joint_3d.cpp
Normal file
@@ -0,0 +1,147 @@
|
||||
/**************************************************************************/
|
||||
/* slider_joint_3d.cpp */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#include "slider_joint_3d.h"
|
||||
|
||||
void SliderJoint3D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &SliderJoint3D::set_param);
|
||||
ClassDB::bind_method(D_METHOD("get_param", "param"), &SliderJoint3D::get_param);
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit/upper_distance", PROPERTY_HINT_RANGE, "-1024,1024,0.01,suffix:m"), "set_param", "get_param", PARAM_LINEAR_LIMIT_UPPER);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit/lower_distance", PROPERTY_HINT_RANGE, "-1024,1024,0.01,suffix:m"), "set_param", "get_param", PARAM_LINEAR_LIMIT_LOWER);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit/softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_LIMIT_SOFTNESS);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit/restitution", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_LIMIT_RESTITUTION);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit/damping", PROPERTY_HINT_RANGE, "0,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_LIMIT_DAMPING);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motion/softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_MOTION_SOFTNESS);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motion/restitution", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_MOTION_RESTITUTION);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motion/damping", PROPERTY_HINT_RANGE, "0,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_MOTION_DAMPING);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_ortho/softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_ORTHOGONAL_SOFTNESS);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_ortho/restitution", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_ORTHOGONAL_RESTITUTION);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_ortho/damping", PROPERTY_HINT_RANGE, "0,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_ORTHOGONAL_DAMPING);
|
||||
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/upper_angle", PROPERTY_HINT_RANGE, "-180,180,0.1,radians_as_degrees"), "set_param", "get_param", PARAM_ANGULAR_LIMIT_UPPER);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/lower_angle", PROPERTY_HINT_RANGE, "-180,180,0.1,radians_as_degrees"), "set_param", "get_param", PARAM_ANGULAR_LIMIT_LOWER);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_LIMIT_SOFTNESS);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/restitution", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_LIMIT_RESTITUTION);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/damping", PROPERTY_HINT_RANGE, "0,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_LIMIT_DAMPING);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motion/softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_MOTION_SOFTNESS);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motion/restitution", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_MOTION_RESTITUTION);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motion/damping", PROPERTY_HINT_RANGE, "0,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_MOTION_DAMPING);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_ortho/softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_ORTHOGONAL_SOFTNESS);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_ortho/restitution", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_ORTHOGONAL_RESTITUTION);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_ortho/damping", PROPERTY_HINT_RANGE, "0,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_ORTHOGONAL_DAMPING);
|
||||
|
||||
BIND_ENUM_CONSTANT(PARAM_LINEAR_LIMIT_UPPER);
|
||||
BIND_ENUM_CONSTANT(PARAM_LINEAR_LIMIT_LOWER);
|
||||
BIND_ENUM_CONSTANT(PARAM_LINEAR_LIMIT_SOFTNESS);
|
||||
BIND_ENUM_CONSTANT(PARAM_LINEAR_LIMIT_RESTITUTION);
|
||||
BIND_ENUM_CONSTANT(PARAM_LINEAR_LIMIT_DAMPING);
|
||||
BIND_ENUM_CONSTANT(PARAM_LINEAR_MOTION_SOFTNESS);
|
||||
BIND_ENUM_CONSTANT(PARAM_LINEAR_MOTION_RESTITUTION);
|
||||
BIND_ENUM_CONSTANT(PARAM_LINEAR_MOTION_DAMPING);
|
||||
BIND_ENUM_CONSTANT(PARAM_LINEAR_ORTHOGONAL_SOFTNESS);
|
||||
BIND_ENUM_CONSTANT(PARAM_LINEAR_ORTHOGONAL_RESTITUTION);
|
||||
BIND_ENUM_CONSTANT(PARAM_LINEAR_ORTHOGONAL_DAMPING);
|
||||
|
||||
BIND_ENUM_CONSTANT(PARAM_ANGULAR_LIMIT_UPPER);
|
||||
BIND_ENUM_CONSTANT(PARAM_ANGULAR_LIMIT_LOWER);
|
||||
BIND_ENUM_CONSTANT(PARAM_ANGULAR_LIMIT_SOFTNESS);
|
||||
BIND_ENUM_CONSTANT(PARAM_ANGULAR_LIMIT_RESTITUTION);
|
||||
BIND_ENUM_CONSTANT(PARAM_ANGULAR_LIMIT_DAMPING);
|
||||
BIND_ENUM_CONSTANT(PARAM_ANGULAR_MOTION_SOFTNESS);
|
||||
BIND_ENUM_CONSTANT(PARAM_ANGULAR_MOTION_RESTITUTION);
|
||||
BIND_ENUM_CONSTANT(PARAM_ANGULAR_MOTION_DAMPING);
|
||||
BIND_ENUM_CONSTANT(PARAM_ANGULAR_ORTHOGONAL_SOFTNESS);
|
||||
BIND_ENUM_CONSTANT(PARAM_ANGULAR_ORTHOGONAL_RESTITUTION);
|
||||
BIND_ENUM_CONSTANT(PARAM_ANGULAR_ORTHOGONAL_DAMPING);
|
||||
|
||||
BIND_ENUM_CONSTANT(PARAM_MAX);
|
||||
}
|
||||
|
||||
void SliderJoint3D::set_param(Param p_param, real_t p_value) {
|
||||
ERR_FAIL_INDEX(p_param, PARAM_MAX);
|
||||
params[p_param] = p_value;
|
||||
if (is_configured()) {
|
||||
PhysicsServer3D::get_singleton()->slider_joint_set_param(get_rid(), PhysicsServer3D::SliderJointParam(p_param), p_value);
|
||||
}
|
||||
update_gizmos();
|
||||
}
|
||||
|
||||
real_t SliderJoint3D::get_param(Param p_param) const {
|
||||
ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
|
||||
return params[p_param];
|
||||
}
|
||||
|
||||
void SliderJoint3D::_configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) {
|
||||
Transform3D gt = get_global_transform();
|
||||
Transform3D ainv = body_a->get_global_transform().affine_inverse();
|
||||
|
||||
Transform3D local_a = ainv * gt;
|
||||
local_a.orthonormalize();
|
||||
Transform3D local_b = gt;
|
||||
|
||||
if (body_b) {
|
||||
Transform3D binv = body_b->get_global_transform().affine_inverse();
|
||||
local_b = binv * gt;
|
||||
}
|
||||
|
||||
local_b.orthonormalize();
|
||||
|
||||
PhysicsServer3D::get_singleton()->joint_make_slider(p_joint, body_a->get_rid(), local_a, body_b ? body_b->get_rid() : RID(), local_b);
|
||||
for (int i = 0; i < PARAM_MAX; i++) {
|
||||
PhysicsServer3D::get_singleton()->slider_joint_set_param(p_joint, PhysicsServer3D::SliderJointParam(i), params[i]);
|
||||
}
|
||||
}
|
||||
|
||||
SliderJoint3D::SliderJoint3D() {
|
||||
params[PARAM_LINEAR_LIMIT_UPPER] = 1.0;
|
||||
params[PARAM_LINEAR_LIMIT_LOWER] = -1.0;
|
||||
params[PARAM_LINEAR_LIMIT_SOFTNESS] = 1.0;
|
||||
params[PARAM_LINEAR_LIMIT_RESTITUTION] = 0.7;
|
||||
params[PARAM_LINEAR_LIMIT_DAMPING] = 1.0;
|
||||
params[PARAM_LINEAR_MOTION_SOFTNESS] = 1.0;
|
||||
params[PARAM_LINEAR_MOTION_RESTITUTION] = 0.7;
|
||||
params[PARAM_LINEAR_MOTION_DAMPING] = 0; //1.0;
|
||||
params[PARAM_LINEAR_ORTHOGONAL_SOFTNESS] = 1.0;
|
||||
params[PARAM_LINEAR_ORTHOGONAL_RESTITUTION] = 0.7;
|
||||
params[PARAM_LINEAR_ORTHOGONAL_DAMPING] = 1.0;
|
||||
|
||||
params[PARAM_ANGULAR_LIMIT_UPPER] = 0;
|
||||
params[PARAM_ANGULAR_LIMIT_LOWER] = 0;
|
||||
params[PARAM_ANGULAR_LIMIT_SOFTNESS] = 1.0;
|
||||
params[PARAM_ANGULAR_LIMIT_RESTITUTION] = 0.7;
|
||||
params[PARAM_ANGULAR_LIMIT_DAMPING] = 0; //1.0;
|
||||
params[PARAM_ANGULAR_MOTION_SOFTNESS] = 1.0;
|
||||
params[PARAM_ANGULAR_MOTION_RESTITUTION] = 0.7;
|
||||
params[PARAM_ANGULAR_MOTION_DAMPING] = 1.0;
|
||||
params[PARAM_ANGULAR_ORTHOGONAL_SOFTNESS] = 1.0;
|
||||
params[PARAM_ANGULAR_ORTHOGONAL_RESTITUTION] = 0.7;
|
||||
params[PARAM_ANGULAR_ORTHOGONAL_DAMPING] = 1.0;
|
||||
}
|
||||
79
scene/3d/physics/joints/slider_joint_3d.h
Normal file
79
scene/3d/physics/joints/slider_joint_3d.h
Normal file
@@ -0,0 +1,79 @@
|
||||
/**************************************************************************/
|
||||
/* slider_joint_3d.h */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "scene/3d/physics/joints/joint_3d.h"
|
||||
|
||||
class SliderJoint3D : public Joint3D {
|
||||
GDCLASS(SliderJoint3D, Joint3D);
|
||||
|
||||
public:
|
||||
enum Param {
|
||||
PARAM_LINEAR_LIMIT_UPPER = PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_UPPER,
|
||||
PARAM_LINEAR_LIMIT_LOWER = PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_LOWER,
|
||||
PARAM_LINEAR_LIMIT_SOFTNESS = PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS,
|
||||
PARAM_LINEAR_LIMIT_RESTITUTION = PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION,
|
||||
PARAM_LINEAR_LIMIT_DAMPING = PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_DAMPING,
|
||||
PARAM_LINEAR_MOTION_SOFTNESS = PhysicsServer3D::SLIDER_JOINT_LINEAR_MOTION_SOFTNESS,
|
||||
PARAM_LINEAR_MOTION_RESTITUTION = PhysicsServer3D::SLIDER_JOINT_LINEAR_MOTION_RESTITUTION,
|
||||
PARAM_LINEAR_MOTION_DAMPING = PhysicsServer3D::SLIDER_JOINT_LINEAR_MOTION_DAMPING,
|
||||
PARAM_LINEAR_ORTHOGONAL_SOFTNESS = PhysicsServer3D::SLIDER_JOINT_LINEAR_ORTHOGONAL_SOFTNESS,
|
||||
PARAM_LINEAR_ORTHOGONAL_RESTITUTION = PhysicsServer3D::SLIDER_JOINT_LINEAR_ORTHOGONAL_RESTITUTION,
|
||||
PARAM_LINEAR_ORTHOGONAL_DAMPING = PhysicsServer3D::SLIDER_JOINT_LINEAR_ORTHOGONAL_DAMPING,
|
||||
|
||||
PARAM_ANGULAR_LIMIT_UPPER = PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_UPPER,
|
||||
PARAM_ANGULAR_LIMIT_LOWER = PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_LOWER,
|
||||
PARAM_ANGULAR_LIMIT_SOFTNESS = PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS,
|
||||
PARAM_ANGULAR_LIMIT_RESTITUTION = PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_RESTITUTION,
|
||||
PARAM_ANGULAR_LIMIT_DAMPING = PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_DAMPING,
|
||||
PARAM_ANGULAR_MOTION_SOFTNESS = PhysicsServer3D::SLIDER_JOINT_ANGULAR_MOTION_SOFTNESS,
|
||||
PARAM_ANGULAR_MOTION_RESTITUTION = PhysicsServer3D::SLIDER_JOINT_ANGULAR_MOTION_RESTITUTION,
|
||||
PARAM_ANGULAR_MOTION_DAMPING = PhysicsServer3D::SLIDER_JOINT_ANGULAR_MOTION_DAMPING,
|
||||
PARAM_ANGULAR_ORTHOGONAL_SOFTNESS = PhysicsServer3D::SLIDER_JOINT_ANGULAR_ORTHOGONAL_SOFTNESS,
|
||||
PARAM_ANGULAR_ORTHOGONAL_RESTITUTION = PhysicsServer3D::SLIDER_JOINT_ANGULAR_ORTHOGONAL_RESTITUTION,
|
||||
PARAM_ANGULAR_ORTHOGONAL_DAMPING = PhysicsServer3D::SLIDER_JOINT_ANGULAR_ORTHOGONAL_DAMPING,
|
||||
PARAM_MAX = PhysicsServer3D::SLIDER_JOINT_MAX
|
||||
|
||||
};
|
||||
|
||||
protected:
|
||||
real_t params[PARAM_MAX];
|
||||
virtual void _configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) override;
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
void set_param(Param p_param, real_t p_value);
|
||||
real_t get_param(Param p_param) const;
|
||||
|
||||
SliderJoint3D();
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST(SliderJoint3D::Param);
|
||||
134
scene/3d/physics/kinematic_collision_3d.cpp
Normal file
134
scene/3d/physics/kinematic_collision_3d.cpp
Normal file
@@ -0,0 +1,134 @@
|
||||
/**************************************************************************/
|
||||
/* kinematic_collision_3d.cpp */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#include "kinematic_collision_3d.h"
|
||||
|
||||
#include "scene/3d/physics/physics_body_3d.h"
|
||||
|
||||
Vector3 KinematicCollision3D::get_travel() const {
|
||||
return result.travel;
|
||||
}
|
||||
|
||||
Vector3 KinematicCollision3D::get_remainder() const {
|
||||
return result.remainder;
|
||||
}
|
||||
|
||||
int KinematicCollision3D::get_collision_count() const {
|
||||
return result.collision_count;
|
||||
}
|
||||
|
||||
real_t KinematicCollision3D::get_depth() const {
|
||||
return result.collision_depth;
|
||||
}
|
||||
|
||||
Vector3 KinematicCollision3D::get_position(int p_collision_index) const {
|
||||
ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3());
|
||||
return result.collisions[p_collision_index].position;
|
||||
}
|
||||
|
||||
Vector3 KinematicCollision3D::get_normal(int p_collision_index) const {
|
||||
ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3());
|
||||
return result.collisions[p_collision_index].normal;
|
||||
}
|
||||
|
||||
real_t KinematicCollision3D::get_angle(int p_collision_index, const Vector3 &p_up_direction) const {
|
||||
ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, 0.0);
|
||||
ERR_FAIL_COND_V(p_up_direction == Vector3(), 0);
|
||||
return result.collisions[p_collision_index].get_angle(p_up_direction);
|
||||
}
|
||||
|
||||
Object *KinematicCollision3D::get_local_shape(int p_collision_index) const {
|
||||
ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, nullptr);
|
||||
PhysicsBody3D *owner = ObjectDB::get_instance<PhysicsBody3D>(owner_id);
|
||||
if (!owner) {
|
||||
return nullptr;
|
||||
}
|
||||
uint32_t ownerid = owner->shape_find_owner(result.collisions[p_collision_index].local_shape);
|
||||
return owner->shape_owner_get_owner(ownerid);
|
||||
}
|
||||
|
||||
Object *KinematicCollision3D::get_collider(int p_collision_index) const {
|
||||
ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, nullptr);
|
||||
if (result.collisions[p_collision_index].collider_id.is_valid()) {
|
||||
return ObjectDB::get_instance(result.collisions[p_collision_index].collider_id);
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
ObjectID KinematicCollision3D::get_collider_id(int p_collision_index) const {
|
||||
ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, ObjectID());
|
||||
return result.collisions[p_collision_index].collider_id;
|
||||
}
|
||||
|
||||
RID KinematicCollision3D::get_collider_rid(int p_collision_index) const {
|
||||
ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, RID());
|
||||
return result.collisions[p_collision_index].collider;
|
||||
}
|
||||
|
||||
Object *KinematicCollision3D::get_collider_shape(int p_collision_index) const {
|
||||
Object *collider = get_collider(p_collision_index);
|
||||
if (collider) {
|
||||
CollisionObject3D *obj2d = Object::cast_to<CollisionObject3D>(collider);
|
||||
if (obj2d) {
|
||||
uint32_t ownerid = obj2d->shape_find_owner(result.collisions[p_collision_index].collider_shape);
|
||||
return obj2d->shape_owner_get_owner(ownerid);
|
||||
}
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
int KinematicCollision3D::get_collider_shape_index(int p_collision_index) const {
|
||||
ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, 0);
|
||||
return result.collisions[p_collision_index].collider_shape;
|
||||
}
|
||||
|
||||
Vector3 KinematicCollision3D::get_collider_velocity(int p_collision_index) const {
|
||||
ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3());
|
||||
return result.collisions[p_collision_index].collider_velocity;
|
||||
}
|
||||
|
||||
void KinematicCollision3D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("get_travel"), &KinematicCollision3D::get_travel);
|
||||
ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision3D::get_remainder);
|
||||
ClassDB::bind_method(D_METHOD("get_depth"), &KinematicCollision3D::get_depth);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_count"), &KinematicCollision3D::get_collision_count);
|
||||
ClassDB::bind_method(D_METHOD("get_position", "collision_index"), &KinematicCollision3D::get_position, DEFVAL(0));
|
||||
ClassDB::bind_method(D_METHOD("get_normal", "collision_index"), &KinematicCollision3D::get_normal, DEFVAL(0));
|
||||
ClassDB::bind_method(D_METHOD("get_angle", "collision_index", "up_direction"), &KinematicCollision3D::get_angle, DEFVAL(0), DEFVAL(Vector3(0.0, 1.0, 0.0)));
|
||||
ClassDB::bind_method(D_METHOD("get_local_shape", "collision_index"), &KinematicCollision3D::get_local_shape, DEFVAL(0));
|
||||
ClassDB::bind_method(D_METHOD("get_collider", "collision_index"), &KinematicCollision3D::get_collider, DEFVAL(0));
|
||||
ClassDB::bind_method(D_METHOD("get_collider_id", "collision_index"), &KinematicCollision3D::get_collider_id, DEFVAL(0));
|
||||
ClassDB::bind_method(D_METHOD("get_collider_rid", "collision_index"), &KinematicCollision3D::get_collider_rid, DEFVAL(0));
|
||||
ClassDB::bind_method(D_METHOD("get_collider_shape", "collision_index"), &KinematicCollision3D::get_collider_shape, DEFVAL(0));
|
||||
ClassDB::bind_method(D_METHOD("get_collider_shape_index", "collision_index"), &KinematicCollision3D::get_collider_shape_index, DEFVAL(0));
|
||||
ClassDB::bind_method(D_METHOD("get_collider_velocity", "collision_index"), &KinematicCollision3D::get_collider_velocity, DEFVAL(0));
|
||||
}
|
||||
62
scene/3d/physics/kinematic_collision_3d.h
Normal file
62
scene/3d/physics/kinematic_collision_3d.h
Normal file
@@ -0,0 +1,62 @@
|
||||
/**************************************************************************/
|
||||
/* kinematic_collision_3d.h */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "core/object/ref_counted.h"
|
||||
#include "servers/physics_server_3d.h"
|
||||
|
||||
class KinematicCollision3D : public RefCounted {
|
||||
GDCLASS(KinematicCollision3D, RefCounted);
|
||||
|
||||
ObjectID owner_id;
|
||||
friend class PhysicsBody3D;
|
||||
friend class CharacterBody3D;
|
||||
PhysicsServer3D::MotionResult result;
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
Vector3 get_travel() const;
|
||||
Vector3 get_remainder() const;
|
||||
int get_collision_count() const;
|
||||
real_t get_depth() const;
|
||||
Vector3 get_position(int p_collision_index = 0) const;
|
||||
Vector3 get_normal(int p_collision_index = 0) const;
|
||||
real_t get_angle(int p_collision_index = 0, const Vector3 &p_up_direction = Vector3(0.0, 1.0, 0.0)) const;
|
||||
Object *get_local_shape(int p_collision_index = 0) const;
|
||||
Object *get_collider(int p_collision_index = 0) const;
|
||||
ObjectID get_collider_id(int p_collision_index = 0) const;
|
||||
RID get_collider_rid(int p_collision_index = 0) const;
|
||||
Object *get_collider_shape(int p_collision_index = 0) const;
|
||||
int get_collider_shape_index(int p_collision_index = 0) const;
|
||||
Vector3 get_collider_velocity(int p_collision_index = 0) const;
|
||||
};
|
||||
1370
scene/3d/physics/physical_bone_3d.cpp
Normal file
1370
scene/3d/physics/physical_bone_3d.cpp
Normal file
File diff suppressed because it is too large
Load Diff
306
scene/3d/physics/physical_bone_3d.h
Normal file
306
scene/3d/physics/physical_bone_3d.h
Normal file
@@ -0,0 +1,306 @@
|
||||
/**************************************************************************/
|
||||
/* physical_bone_3d.h */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "scene/3d/physics/physics_body_3d.h"
|
||||
#include "scene/3d/skeleton_3d.h"
|
||||
|
||||
class PhysicalBoneSimulator3D;
|
||||
|
||||
class PhysicalBone3D : public PhysicsBody3D {
|
||||
GDCLASS(PhysicalBone3D, PhysicsBody3D);
|
||||
|
||||
public:
|
||||
enum DampMode {
|
||||
DAMP_MODE_COMBINE,
|
||||
DAMP_MODE_REPLACE,
|
||||
};
|
||||
|
||||
enum JointType {
|
||||
JOINT_TYPE_NONE,
|
||||
JOINT_TYPE_PIN,
|
||||
JOINT_TYPE_CONE,
|
||||
JOINT_TYPE_HINGE,
|
||||
JOINT_TYPE_SLIDER,
|
||||
JOINT_TYPE_6DOF
|
||||
};
|
||||
|
||||
struct JointData {
|
||||
virtual JointType get_joint_type() { return JOINT_TYPE_NONE; }
|
||||
|
||||
/// "j" is used to set the parameter inside the PhysicsServer3D
|
||||
virtual bool _set(const StringName &p_name, const Variant &p_value, RID j);
|
||||
virtual bool _get(const StringName &p_name, Variant &r_ret) const;
|
||||
virtual void _get_property_list(List<PropertyInfo> *p_list) const;
|
||||
|
||||
virtual ~JointData() {}
|
||||
};
|
||||
|
||||
struct PinJointData : public JointData {
|
||||
virtual JointType get_joint_type() { return JOINT_TYPE_PIN; }
|
||||
|
||||
virtual bool _set(const StringName &p_name, const Variant &p_value, RID j);
|
||||
virtual bool _get(const StringName &p_name, Variant &r_ret) const;
|
||||
virtual void _get_property_list(List<PropertyInfo> *p_list) const;
|
||||
|
||||
real_t bias = 0.3;
|
||||
real_t damping = 1.0;
|
||||
real_t impulse_clamp = 0.0;
|
||||
};
|
||||
|
||||
struct ConeJointData : public JointData {
|
||||
virtual JointType get_joint_type() { return JOINT_TYPE_CONE; }
|
||||
|
||||
virtual bool _set(const StringName &p_name, const Variant &p_value, RID j);
|
||||
virtual bool _get(const StringName &p_name, Variant &r_ret) const;
|
||||
virtual void _get_property_list(List<PropertyInfo> *p_list) const;
|
||||
|
||||
real_t swing_span = Math::PI * 0.25;
|
||||
real_t twist_span = Math::PI;
|
||||
real_t bias = 0.3;
|
||||
real_t softness = 0.8;
|
||||
real_t relaxation = 1.;
|
||||
};
|
||||
|
||||
struct HingeJointData : public JointData {
|
||||
virtual JointType get_joint_type() { return JOINT_TYPE_HINGE; }
|
||||
|
||||
virtual bool _set(const StringName &p_name, const Variant &p_value, RID j);
|
||||
virtual bool _get(const StringName &p_name, Variant &r_ret) const;
|
||||
virtual void _get_property_list(List<PropertyInfo> *p_list) const;
|
||||
|
||||
bool angular_limit_enabled = false;
|
||||
real_t angular_limit_upper = Math::PI * 0.5;
|
||||
real_t angular_limit_lower = -Math::PI * 0.5;
|
||||
real_t angular_limit_bias = 0.3;
|
||||
real_t angular_limit_softness = 0.9;
|
||||
real_t angular_limit_relaxation = 1.;
|
||||
};
|
||||
|
||||
struct SliderJointData : public JointData {
|
||||
virtual JointType get_joint_type() { return JOINT_TYPE_SLIDER; }
|
||||
|
||||
virtual bool _set(const StringName &p_name, const Variant &p_value, RID j);
|
||||
virtual bool _get(const StringName &p_name, Variant &r_ret) const;
|
||||
virtual void _get_property_list(List<PropertyInfo> *p_list) const;
|
||||
|
||||
real_t linear_limit_upper = 1.0;
|
||||
real_t linear_limit_lower = -1.0;
|
||||
real_t linear_limit_softness = 1.0;
|
||||
real_t linear_limit_restitution = 0.7;
|
||||
real_t linear_limit_damping = 1.0;
|
||||
real_t angular_limit_upper = 0.0;
|
||||
real_t angular_limit_lower = 0.0;
|
||||
real_t angular_limit_softness = 1.0;
|
||||
real_t angular_limit_restitution = 0.7;
|
||||
real_t angular_limit_damping = 1.0;
|
||||
};
|
||||
|
||||
struct SixDOFJointData : public JointData {
|
||||
struct SixDOFAxisData {
|
||||
bool linear_limit_enabled = true;
|
||||
real_t linear_limit_upper = 0.0;
|
||||
real_t linear_limit_lower = 0.0;
|
||||
real_t linear_limit_softness = 0.7;
|
||||
real_t linear_restitution = 0.5;
|
||||
real_t linear_damping = 1.0;
|
||||
bool linear_spring_enabled = false;
|
||||
real_t linear_spring_stiffness = 0.0;
|
||||
real_t linear_spring_damping = 0.0;
|
||||
real_t linear_equilibrium_point = 0.0;
|
||||
bool angular_limit_enabled = true;
|
||||
real_t angular_limit_upper = 0.0;
|
||||
real_t angular_limit_lower = 0.0;
|
||||
real_t angular_limit_softness = 0.5;
|
||||
real_t angular_restitution = 0.0;
|
||||
real_t angular_damping = 1.0;
|
||||
real_t erp = 0.5;
|
||||
bool angular_spring_enabled = false;
|
||||
real_t angular_spring_stiffness = 0.0;
|
||||
real_t angular_spring_damping = 0.0;
|
||||
real_t angular_equilibrium_point = 0.0;
|
||||
};
|
||||
|
||||
virtual JointType get_joint_type() { return JOINT_TYPE_6DOF; }
|
||||
|
||||
virtual bool _set(const StringName &p_name, const Variant &p_value, RID j);
|
||||
virtual bool _get(const StringName &p_name, Variant &r_ret) const;
|
||||
virtual void _get_property_list(List<PropertyInfo> *p_list) const;
|
||||
|
||||
SixDOFAxisData axis_data[3];
|
||||
};
|
||||
|
||||
private:
|
||||
#ifdef TOOLS_ENABLED
|
||||
// if false gizmo move body
|
||||
bool gizmo_move_joint = false;
|
||||
#endif
|
||||
|
||||
JointData *joint_data = nullptr;
|
||||
Transform3D joint_offset;
|
||||
RID joint;
|
||||
|
||||
ObjectID simulator_id;
|
||||
Transform3D body_offset;
|
||||
Transform3D body_offset_inverse;
|
||||
bool simulate_physics = false;
|
||||
bool _internal_simulate_physics = false;
|
||||
int bone_id = -1;
|
||||
|
||||
String bone_name;
|
||||
real_t bounce = 0.0;
|
||||
real_t mass = 1.0;
|
||||
real_t friction = 1.0;
|
||||
Vector3 linear_velocity;
|
||||
Vector3 angular_velocity;
|
||||
real_t gravity_scale = 1.0;
|
||||
bool can_sleep = true;
|
||||
|
||||
bool custom_integrator = false;
|
||||
|
||||
DampMode linear_damp_mode = DAMP_MODE_COMBINE;
|
||||
DampMode angular_damp_mode = DAMP_MODE_COMBINE;
|
||||
|
||||
real_t linear_damp = 0.0;
|
||||
real_t angular_damp = 0.0;
|
||||
|
||||
protected:
|
||||
bool _set(const StringName &p_name, const Variant &p_value);
|
||||
bool _get(const StringName &p_name, Variant &r_ret) const;
|
||||
void _get_property_list(List<PropertyInfo> *p_list) const;
|
||||
void _notification(int p_what);
|
||||
GDVIRTUAL1(_integrate_forces, PhysicsDirectBodyState3D *)
|
||||
static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state);
|
||||
void _body_state_changed(PhysicsDirectBodyState3D *p_state);
|
||||
|
||||
static void _bind_methods();
|
||||
|
||||
private:
|
||||
void _sync_body_state(PhysicsDirectBodyState3D *p_state);
|
||||
|
||||
void _update_joint_offset();
|
||||
void _fix_joint_offset();
|
||||
void _reload_joint();
|
||||
|
||||
void _update_simulator_path();
|
||||
|
||||
public:
|
||||
void _on_bone_parent_changed();
|
||||
|
||||
PhysicalBoneSimulator3D *get_simulator() const;
|
||||
Skeleton3D *get_skeleton() const;
|
||||
|
||||
void set_linear_velocity(const Vector3 &p_velocity);
|
||||
Vector3 get_linear_velocity() const override;
|
||||
|
||||
void set_angular_velocity(const Vector3 &p_velocity);
|
||||
Vector3 get_angular_velocity() const override;
|
||||
|
||||
void set_use_custom_integrator(bool p_enable);
|
||||
bool is_using_custom_integrator();
|
||||
|
||||
#ifdef TOOLS_ENABLED
|
||||
void _set_gizmo_move_joint(bool p_move_joint);
|
||||
virtual Transform3D get_global_gizmo_transform() const override;
|
||||
virtual Transform3D get_local_gizmo_transform() const override;
|
||||
#endif
|
||||
|
||||
const JointData *get_joint_data() const;
|
||||
|
||||
int get_bone_id() const {
|
||||
return bone_id;
|
||||
}
|
||||
|
||||
void set_joint_type(JointType p_joint_type);
|
||||
JointType get_joint_type() const;
|
||||
|
||||
void set_joint_offset(const Transform3D &p_offset);
|
||||
const Transform3D &get_joint_offset() const;
|
||||
|
||||
void set_joint_rotation(const Vector3 &p_euler_rad);
|
||||
Vector3 get_joint_rotation() const;
|
||||
|
||||
void set_body_offset(const Transform3D &p_offset);
|
||||
const Transform3D &get_body_offset() const;
|
||||
|
||||
void set_simulate_physics(bool p_simulate);
|
||||
bool get_simulate_physics();
|
||||
bool is_simulating_physics();
|
||||
|
||||
void set_bone_name(const String &p_name);
|
||||
const String &get_bone_name() const;
|
||||
|
||||
void set_mass(real_t p_mass);
|
||||
real_t get_mass() const;
|
||||
|
||||
void set_friction(real_t p_friction);
|
||||
real_t get_friction() const;
|
||||
|
||||
void set_bounce(real_t p_bounce);
|
||||
real_t get_bounce() const;
|
||||
|
||||
void set_gravity_scale(real_t p_gravity_scale);
|
||||
real_t get_gravity_scale() const;
|
||||
|
||||
void set_linear_damp_mode(DampMode p_mode);
|
||||
DampMode get_linear_damp_mode() const;
|
||||
|
||||
void set_angular_damp_mode(DampMode p_mode);
|
||||
DampMode get_angular_damp_mode() const;
|
||||
|
||||
void set_linear_damp(real_t p_linear_damp);
|
||||
real_t get_linear_damp() const;
|
||||
|
||||
void set_angular_damp(real_t p_angular_damp);
|
||||
real_t get_angular_damp() const;
|
||||
|
||||
void set_can_sleep(bool p_active);
|
||||
bool is_able_to_sleep() const;
|
||||
|
||||
void apply_central_impulse(const Vector3 &p_impulse);
|
||||
void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3());
|
||||
|
||||
void reset_physics_simulation_state();
|
||||
void reset_to_rest_position();
|
||||
|
||||
PhysicalBone3D();
|
||||
~PhysicalBone3D();
|
||||
|
||||
private:
|
||||
void update_bone_id();
|
||||
void update_offset();
|
||||
|
||||
void _start_physics_simulation();
|
||||
void _stop_physics_simulation();
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST(PhysicalBone3D::JointType);
|
||||
VARIANT_ENUM_CAST(PhysicalBone3D::DampMode);
|
||||
396
scene/3d/physics/physical_bone_simulator_3d.cpp
Normal file
396
scene/3d/physics/physical_bone_simulator_3d.cpp
Normal file
@@ -0,0 +1,396 @@
|
||||
/**************************************************************************/
|
||||
/* physical_bone_simulator_3d.cpp */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#include "physical_bone_simulator_3d.h"
|
||||
|
||||
#include "scene/3d/physics/physical_bone_3d.h"
|
||||
|
||||
void PhysicalBoneSimulator3D::_skeleton_changed(Skeleton3D *p_old, Skeleton3D *p_new) {
|
||||
if (p_old) {
|
||||
if (p_old->is_connected(SNAME("bone_list_changed"), callable_mp(this, &PhysicalBoneSimulator3D::_bone_list_changed))) {
|
||||
p_old->disconnect(SNAME("bone_list_changed"), callable_mp(this, &PhysicalBoneSimulator3D::_bone_list_changed));
|
||||
}
|
||||
if (p_old->is_connected(SceneStringName(pose_updated), callable_mp(this, &PhysicalBoneSimulator3D::_pose_updated))) {
|
||||
p_old->disconnect(SceneStringName(pose_updated), callable_mp(this, &PhysicalBoneSimulator3D::_pose_updated));
|
||||
}
|
||||
}
|
||||
if (p_new) {
|
||||
if (!p_new->is_connected(SNAME("bone_list_changed"), callable_mp(this, &PhysicalBoneSimulator3D::_bone_list_changed))) {
|
||||
p_new->connect(SNAME("bone_list_changed"), callable_mp(this, &PhysicalBoneSimulator3D::_bone_list_changed));
|
||||
}
|
||||
if (!p_new->is_connected(SceneStringName(pose_updated), callable_mp(this, &PhysicalBoneSimulator3D::_pose_updated))) {
|
||||
p_new->connect(SceneStringName(pose_updated), callable_mp(this, &PhysicalBoneSimulator3D::_pose_updated));
|
||||
}
|
||||
}
|
||||
_bone_list_changed();
|
||||
}
|
||||
|
||||
void PhysicalBoneSimulator3D::_bone_list_changed() {
|
||||
bones.clear();
|
||||
Skeleton3D *skeleton = get_skeleton();
|
||||
if (!skeleton) {
|
||||
return;
|
||||
}
|
||||
for (int i = 0; i < skeleton->get_bone_count(); i++) {
|
||||
SimulatedBone sb;
|
||||
sb.parent = skeleton->get_bone_parent(i);
|
||||
sb.child_bones = skeleton->get_bone_children(i);
|
||||
bones.push_back(sb);
|
||||
}
|
||||
_rebuild_physical_bones_cache();
|
||||
_pose_updated();
|
||||
}
|
||||
|
||||
void PhysicalBoneSimulator3D::_pose_updated() {
|
||||
Skeleton3D *skeleton = get_skeleton();
|
||||
if (!skeleton || simulating) {
|
||||
return;
|
||||
}
|
||||
// If this triggers that means that we likely haven't rebuilt the bone list yet.
|
||||
if (skeleton->get_bone_count() != bones.size()) {
|
||||
// NOTE: this is re-entrant and will call _pose_updated again.
|
||||
_bone_list_changed();
|
||||
} else {
|
||||
for (int i = 0; i < skeleton->get_bone_count(); i++) {
|
||||
_bone_pose_updated(skeleton, i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void PhysicalBoneSimulator3D::_bone_pose_updated(Skeleton3D *p_skeleton, int p_bone_id) {
|
||||
ERR_FAIL_INDEX(p_bone_id, bones.size());
|
||||
bones.write[p_bone_id].global_pose = p_skeleton->get_bone_global_pose(p_bone_id);
|
||||
}
|
||||
|
||||
void PhysicalBoneSimulator3D::_set_active(bool p_active) {
|
||||
if (!Engine::get_singleton()->is_editor_hint()) {
|
||||
_reset_physical_bones_state();
|
||||
}
|
||||
}
|
||||
|
||||
void PhysicalBoneSimulator3D::_reset_physical_bones_state() {
|
||||
for (int i = 0; i < bones.size(); i += 1) {
|
||||
if (bones[i].physical_bone) {
|
||||
bones[i].physical_bone->reset_physics_simulation_state();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool PhysicalBoneSimulator3D::is_simulating_physics() const {
|
||||
return simulating;
|
||||
}
|
||||
|
||||
int PhysicalBoneSimulator3D::find_bone(const String &p_name) const {
|
||||
Skeleton3D *skeleton = get_skeleton();
|
||||
if (!skeleton) {
|
||||
return -1;
|
||||
}
|
||||
return skeleton->find_bone(p_name);
|
||||
}
|
||||
|
||||
String PhysicalBoneSimulator3D::get_bone_name(int p_bone) const {
|
||||
Skeleton3D *skeleton = get_skeleton();
|
||||
if (!skeleton) {
|
||||
return String();
|
||||
}
|
||||
return skeleton->get_bone_name(p_bone);
|
||||
}
|
||||
|
||||
int PhysicalBoneSimulator3D::get_bone_count() const {
|
||||
return bones.size();
|
||||
}
|
||||
|
||||
bool PhysicalBoneSimulator3D::is_bone_parent_of(int p_bone, int p_parent_bone_id) const {
|
||||
Skeleton3D *skeleton = get_skeleton();
|
||||
if (!skeleton) {
|
||||
return false;
|
||||
}
|
||||
return skeleton->is_bone_parent_of(p_bone, p_parent_bone_id);
|
||||
}
|
||||
|
||||
void PhysicalBoneSimulator3D::bind_physical_bone_to_bone(int p_bone, PhysicalBone3D *p_physical_bone) {
|
||||
const int bone_size = bones.size();
|
||||
ERR_FAIL_INDEX(p_bone, bone_size);
|
||||
ERR_FAIL_COND(bones[p_bone].physical_bone);
|
||||
ERR_FAIL_NULL(p_physical_bone);
|
||||
bones.write[p_bone].physical_bone = p_physical_bone;
|
||||
|
||||
_rebuild_physical_bones_cache();
|
||||
}
|
||||
|
||||
void PhysicalBoneSimulator3D::unbind_physical_bone_from_bone(int p_bone) {
|
||||
const int bone_size = bones.size();
|
||||
ERR_FAIL_INDEX(p_bone, bone_size);
|
||||
bones.write[p_bone].physical_bone = nullptr;
|
||||
|
||||
_rebuild_physical_bones_cache();
|
||||
}
|
||||
|
||||
PhysicalBone3D *PhysicalBoneSimulator3D::get_physical_bone(int p_bone) {
|
||||
const int bone_size = bones.size();
|
||||
ERR_FAIL_INDEX_V(p_bone, bone_size, nullptr);
|
||||
|
||||
return bones[p_bone].physical_bone;
|
||||
}
|
||||
|
||||
PhysicalBone3D *PhysicalBoneSimulator3D::get_physical_bone_parent(int p_bone) {
|
||||
const int bone_size = bones.size();
|
||||
ERR_FAIL_INDEX_V(p_bone, bone_size, nullptr);
|
||||
|
||||
if (bones[p_bone].cache_parent_physical_bone) {
|
||||
return bones[p_bone].cache_parent_physical_bone;
|
||||
}
|
||||
|
||||
return _get_physical_bone_parent(p_bone);
|
||||
}
|
||||
|
||||
PhysicalBone3D *PhysicalBoneSimulator3D::_get_physical_bone_parent(int p_bone) {
|
||||
const int bone_size = bones.size();
|
||||
ERR_FAIL_INDEX_V(p_bone, bone_size, nullptr);
|
||||
|
||||
const int parent_bone = bones[p_bone].parent;
|
||||
if (parent_bone < 0) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
PhysicalBone3D *pb = bones[parent_bone].physical_bone;
|
||||
if (pb) {
|
||||
return pb;
|
||||
} else {
|
||||
return get_physical_bone_parent(parent_bone);
|
||||
}
|
||||
}
|
||||
|
||||
void PhysicalBoneSimulator3D::_rebuild_physical_bones_cache() {
|
||||
const int b_size = bones.size();
|
||||
for (int i = 0; i < b_size; ++i) {
|
||||
PhysicalBone3D *parent_pb = _get_physical_bone_parent(i);
|
||||
if (parent_pb != bones[i].cache_parent_physical_bone) {
|
||||
bones.write[i].cache_parent_physical_bone = parent_pb;
|
||||
if (bones[i].physical_bone) {
|
||||
bones[i].physical_bone->_on_bone_parent_changed();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#ifndef DISABLE_DEPRECATED
|
||||
void _pb_stop_simulation_compat(Node *p_node) {
|
||||
PhysicalBoneSimulator3D *ps = Object::cast_to<PhysicalBoneSimulator3D>(p_node);
|
||||
if (ps) {
|
||||
return; // Prevent conflict.
|
||||
}
|
||||
for (int i = p_node->get_child_count() - 1; i >= 0; --i) {
|
||||
_pb_stop_simulation_compat(p_node->get_child(i));
|
||||
}
|
||||
PhysicalBone3D *pb = Object::cast_to<PhysicalBone3D>(p_node);
|
||||
if (pb) {
|
||||
pb->set_simulate_physics(false);
|
||||
}
|
||||
}
|
||||
#endif // _DISABLE_DEPRECATED
|
||||
|
||||
void _pb_stop_simulation(Node *p_node) {
|
||||
for (int i = p_node->get_child_count() - 1; i >= 0; --i) {
|
||||
PhysicalBone3D *pb = Object::cast_to<PhysicalBone3D>(p_node->get_child(i));
|
||||
if (!pb) {
|
||||
continue;
|
||||
}
|
||||
_pb_stop_simulation(pb);
|
||||
}
|
||||
PhysicalBone3D *pb = Object::cast_to<PhysicalBone3D>(p_node);
|
||||
if (pb) {
|
||||
pb->set_simulate_physics(false);
|
||||
}
|
||||
}
|
||||
|
||||
void PhysicalBoneSimulator3D::physical_bones_stop_simulation() {
|
||||
simulating = false;
|
||||
_reset_physical_bones_state();
|
||||
#ifndef DISABLE_DEPRECATED
|
||||
if (is_compat) {
|
||||
Skeleton3D *sk = get_skeleton();
|
||||
if (sk) {
|
||||
_pb_stop_simulation_compat(sk);
|
||||
}
|
||||
} else {
|
||||
_pb_stop_simulation(this);
|
||||
}
|
||||
#else
|
||||
_pb_stop_simulation(this);
|
||||
#endif // _DISABLE_DEPRECATED
|
||||
}
|
||||
|
||||
#ifndef DISABLE_DEPRECATED
|
||||
void _pb_start_simulation_compat(const PhysicalBoneSimulator3D *p_simulator, Node *p_node, const Vector<int> &p_sim_bones) {
|
||||
PhysicalBoneSimulator3D *ps = Object::cast_to<PhysicalBoneSimulator3D>(p_node);
|
||||
if (ps) {
|
||||
return; // Prevent conflict.
|
||||
}
|
||||
for (int i = p_node->get_child_count() - 1; i >= 0; --i) {
|
||||
_pb_start_simulation_compat(p_simulator, p_node->get_child(i), p_sim_bones);
|
||||
}
|
||||
PhysicalBone3D *pb = Object::cast_to<PhysicalBone3D>(p_node);
|
||||
if (pb) {
|
||||
if (p_sim_bones.is_empty()) { // If no bones are specified, activate ragdoll on full body.
|
||||
pb->set_simulate_physics(true);
|
||||
} else {
|
||||
for (int i = p_sim_bones.size() - 1; i >= 0; --i) {
|
||||
if (p_sim_bones[i] == pb->get_bone_id() || p_simulator->is_bone_parent_of(pb->get_bone_id(), p_sim_bones[i])) {
|
||||
pb->set_simulate_physics(true);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif // _DISABLE_DEPRECATED
|
||||
|
||||
void _pb_start_simulation(const PhysicalBoneSimulator3D *p_simulator, Node *p_node, const Vector<int> &p_sim_bones) {
|
||||
for (int i = p_node->get_child_count() - 1; i >= 0; --i) {
|
||||
PhysicalBone3D *pb = Object::cast_to<PhysicalBone3D>(p_node->get_child(i));
|
||||
if (!pb) {
|
||||
continue;
|
||||
}
|
||||
_pb_start_simulation(p_simulator, pb, p_sim_bones);
|
||||
}
|
||||
PhysicalBone3D *pb = Object::cast_to<PhysicalBone3D>(p_node);
|
||||
if (pb) {
|
||||
if (p_sim_bones.is_empty()) { // If no bones are specified, activate ragdoll on full body.
|
||||
pb->set_simulate_physics(true);
|
||||
} else {
|
||||
for (int i = p_sim_bones.size() - 1; i >= 0; --i) {
|
||||
if (p_sim_bones[i] == pb->get_bone_id() || p_simulator->is_bone_parent_of(pb->get_bone_id(), p_sim_bones[i])) {
|
||||
pb->set_simulate_physics(true);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void PhysicalBoneSimulator3D::physical_bones_start_simulation_on(const TypedArray<StringName> &p_bones) {
|
||||
_pose_updated();
|
||||
|
||||
simulating = true;
|
||||
_reset_physical_bones_state();
|
||||
|
||||
Vector<int> sim_bones;
|
||||
if (p_bones.size() > 0) {
|
||||
sim_bones.resize(p_bones.size());
|
||||
int c = 0;
|
||||
for (int i = sim_bones.size() - 1; i >= 0; --i) {
|
||||
int bone_id = find_bone(p_bones[i]);
|
||||
if (bone_id != -1) {
|
||||
sim_bones.write[c++] = bone_id;
|
||||
}
|
||||
}
|
||||
sim_bones.resize(c);
|
||||
}
|
||||
|
||||
#ifndef DISABLE_DEPRECATED
|
||||
if (is_compat) {
|
||||
Skeleton3D *sk = get_skeleton();
|
||||
if (sk) {
|
||||
_pb_start_simulation_compat(this, sk, sim_bones);
|
||||
}
|
||||
} else {
|
||||
_pb_start_simulation(this, this, sim_bones);
|
||||
}
|
||||
#else
|
||||
_pb_start_simulation(this, this, sim_bones);
|
||||
#endif // _DISABLE_DEPRECATED
|
||||
}
|
||||
|
||||
void _physical_bones_add_remove_collision_exception(bool p_add, Node *p_node, RID p_exception) {
|
||||
for (int i = p_node->get_child_count() - 1; i >= 0; --i) {
|
||||
_physical_bones_add_remove_collision_exception(p_add, p_node->get_child(i), p_exception);
|
||||
}
|
||||
|
||||
CollisionObject3D *co = Object::cast_to<CollisionObject3D>(p_node);
|
||||
if (co) {
|
||||
if (p_add) {
|
||||
PhysicsServer3D::get_singleton()->body_add_collision_exception(co->get_rid(), p_exception);
|
||||
} else {
|
||||
PhysicsServer3D::get_singleton()->body_remove_collision_exception(co->get_rid(), p_exception);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void PhysicalBoneSimulator3D::physical_bones_add_collision_exception(RID p_exception) {
|
||||
_physical_bones_add_remove_collision_exception(true, this, p_exception);
|
||||
}
|
||||
|
||||
void PhysicalBoneSimulator3D::physical_bones_remove_collision_exception(RID p_exception) {
|
||||
_physical_bones_add_remove_collision_exception(false, this, p_exception);
|
||||
}
|
||||
|
||||
Transform3D PhysicalBoneSimulator3D::get_bone_global_pose(int p_bone) const {
|
||||
const int bone_size = bones.size();
|
||||
ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
|
||||
return bones[p_bone].global_pose;
|
||||
}
|
||||
|
||||
void PhysicalBoneSimulator3D::set_bone_global_pose(int p_bone, const Transform3D &p_pose) {
|
||||
const int bone_size = bones.size();
|
||||
ERR_FAIL_INDEX(p_bone, bone_size);
|
||||
bones.write[p_bone].global_pose = p_pose;
|
||||
}
|
||||
|
||||
void PhysicalBoneSimulator3D::_process_modification(double p_delta) {
|
||||
Skeleton3D *skeleton = get_skeleton();
|
||||
if (!skeleton) {
|
||||
return;
|
||||
}
|
||||
ERR_FAIL_COND(skeleton->get_bone_count() != bones.size());
|
||||
for (int i = 0; i < skeleton->get_bone_count(); i++) {
|
||||
if (!bones[i].physical_bone) {
|
||||
continue;
|
||||
}
|
||||
if (bones[i].physical_bone->is_simulating_physics() == false) {
|
||||
_bone_pose_updated(skeleton, i);
|
||||
bones[i].physical_bone->reset_to_rest_position();
|
||||
} else if (simulating) {
|
||||
skeleton->set_bone_global_pose(i, bones[i].global_pose);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void PhysicalBoneSimulator3D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("is_simulating_physics"), &PhysicalBoneSimulator3D::is_simulating_physics);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("physical_bones_stop_simulation"), &PhysicalBoneSimulator3D::physical_bones_stop_simulation);
|
||||
ClassDB::bind_method(D_METHOD("physical_bones_start_simulation", "bones"), &PhysicalBoneSimulator3D::physical_bones_start_simulation_on, DEFVAL(Array()));
|
||||
ClassDB::bind_method(D_METHOD("physical_bones_add_collision_exception", "exception"), &PhysicalBoneSimulator3D::physical_bones_add_collision_exception);
|
||||
ClassDB::bind_method(D_METHOD("physical_bones_remove_collision_exception", "exception"), &PhysicalBoneSimulator3D::physical_bones_remove_collision_exception);
|
||||
}
|
||||
|
||||
PhysicalBoneSimulator3D::PhysicalBoneSimulator3D() {
|
||||
}
|
||||
105
scene/3d/physics/physical_bone_simulator_3d.h
Normal file
105
scene/3d/physics/physical_bone_simulator_3d.h
Normal file
@@ -0,0 +1,105 @@
|
||||
/**************************************************************************/
|
||||
/* physical_bone_simulator_3d.h */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "scene/3d/skeleton_modifier_3d.h"
|
||||
|
||||
class PhysicalBone3D;
|
||||
|
||||
class PhysicalBoneSimulator3D : public SkeletonModifier3D {
|
||||
GDCLASS(PhysicalBoneSimulator3D, SkeletonModifier3D);
|
||||
|
||||
bool simulating = false;
|
||||
|
||||
struct SimulatedBone {
|
||||
int parent;
|
||||
Vector<int> child_bones;
|
||||
|
||||
Transform3D global_pose;
|
||||
|
||||
PhysicalBone3D *physical_bone = nullptr;
|
||||
PhysicalBone3D *cache_parent_physical_bone = nullptr;
|
||||
|
||||
SimulatedBone() {
|
||||
parent = -1;
|
||||
global_pose = Transform3D();
|
||||
physical_bone = nullptr;
|
||||
cache_parent_physical_bone = nullptr;
|
||||
}
|
||||
};
|
||||
|
||||
Vector<SimulatedBone> bones;
|
||||
|
||||
/// This is a slow API, so it's cached
|
||||
PhysicalBone3D *_get_physical_bone_parent(int p_bone);
|
||||
void _rebuild_physical_bones_cache();
|
||||
void _reset_physical_bones_state();
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
virtual void _set_active(bool p_active) override;
|
||||
|
||||
void _bone_list_changed();
|
||||
void _pose_updated();
|
||||
void _bone_pose_updated(Skeleton3D *skeleton, int p_bone_id);
|
||||
|
||||
virtual void _process_modification(double p_delta) override;
|
||||
|
||||
virtual void _skeleton_changed(Skeleton3D *p_old, Skeleton3D *p_new) override;
|
||||
|
||||
public:
|
||||
#ifndef DISABLE_DEPRECATED
|
||||
bool is_compat = false;
|
||||
#endif // _DISABLE_DEPRECATED
|
||||
bool is_simulating_physics() const;
|
||||
|
||||
int find_bone(const String &p_name) const;
|
||||
String get_bone_name(int p_bone) const;
|
||||
int get_bone_count() const;
|
||||
bool is_bone_parent_of(int p_bone_id, int p_parent_bone_id) const;
|
||||
|
||||
Transform3D get_bone_global_pose(int p_bone) const;
|
||||
void set_bone_global_pose(int p_bone, const Transform3D &p_pose);
|
||||
|
||||
void bind_physical_bone_to_bone(int p_bone, PhysicalBone3D *p_physical_bone);
|
||||
void unbind_physical_bone_from_bone(int p_bone);
|
||||
|
||||
PhysicalBone3D *get_physical_bone(int p_bone);
|
||||
PhysicalBone3D *get_physical_bone_parent(int p_bone);
|
||||
|
||||
void physical_bones_stop_simulation();
|
||||
void physical_bones_start_simulation_on(const TypedArray<StringName> &p_bones);
|
||||
void physical_bones_add_collision_exception(RID p_exception);
|
||||
void physical_bones_remove_collision_exception(RID p_exception);
|
||||
|
||||
PhysicalBoneSimulator3D();
|
||||
};
|
||||
229
scene/3d/physics/physics_body_3d.cpp
Normal file
229
scene/3d/physics/physics_body_3d.cpp
Normal file
@@ -0,0 +1,229 @@
|
||||
/**************************************************************************/
|
||||
/* physics_body_3d.cpp */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#include "physics_body_3d.h"
|
||||
|
||||
void PhysicsBody3D::_bind_methods() {
|
||||
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));
|
||||
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));
|
||||
ClassDB::bind_method(D_METHOD("get_gravity"), &PhysicsBody3D::get_gravity);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_axis_lock", "axis", "lock"), &PhysicsBody3D::set_axis_lock);
|
||||
ClassDB::bind_method(D_METHOD("get_axis_lock", "axis"), &PhysicsBody3D::get_axis_lock);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &PhysicsBody3D::get_collision_exceptions);
|
||||
ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &PhysicsBody3D::add_collision_exception_with);
|
||||
ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &PhysicsBody3D::remove_collision_exception_with);
|
||||
|
||||
ADD_GROUP("Axis Lock", "axis_lock_");
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_x"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_X);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_y"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_Y);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_z"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_Z);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_x"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_ANGULAR_X);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_y"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_ANGULAR_Y);
|
||||
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_z"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_ANGULAR_Z);
|
||||
}
|
||||
|
||||
PhysicsBody3D::PhysicsBody3D(PhysicsServer3D::BodyMode p_mode) :
|
||||
CollisionObject3D(PhysicsServer3D::get_singleton()->body_create(), false) {
|
||||
set_body_mode(p_mode);
|
||||
}
|
||||
|
||||
TypedArray<PhysicsBody3D> PhysicsBody3D::get_collision_exceptions() {
|
||||
List<RID> exceptions;
|
||||
PhysicsServer3D::get_singleton()->body_get_collision_exceptions(get_rid(), &exceptions);
|
||||
Array ret;
|
||||
for (const RID &body : exceptions) {
|
||||
ObjectID instance_id = PhysicsServer3D::get_singleton()->body_get_object_instance_id(body);
|
||||
Object *obj = ObjectDB::get_instance(instance_id);
|
||||
PhysicsBody3D *physics_body = Object::cast_to<PhysicsBody3D>(obj);
|
||||
ret.append(physics_body);
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
void PhysicsBody3D::add_collision_exception_with(Node *p_node) {
|
||||
ERR_FAIL_NULL(p_node);
|
||||
CollisionObject3D *collision_object = Object::cast_to<CollisionObject3D>(p_node);
|
||||
ERR_FAIL_NULL_MSG(collision_object, "Collision exception only works between two nodes that inherit from CollisionObject3D (such as Area3D or PhysicsBody3D).");
|
||||
PhysicsServer3D::get_singleton()->body_add_collision_exception(get_rid(), collision_object->get_rid());
|
||||
}
|
||||
|
||||
void PhysicsBody3D::remove_collision_exception_with(Node *p_node) {
|
||||
ERR_FAIL_NULL(p_node);
|
||||
CollisionObject3D *collision_object = Object::cast_to<CollisionObject3D>(p_node);
|
||||
ERR_FAIL_NULL_MSG(collision_object, "Collision exception only works between two nodes that inherit from CollisionObject3D (such as Area3D or PhysicsBody3D).");
|
||||
PhysicsServer3D::get_singleton()->body_remove_collision_exception(get_rid(), collision_object->get_rid());
|
||||
}
|
||||
|
||||
Ref<KinematicCollision3D> PhysicsBody3D::_move(const Vector3 &p_motion, bool p_test_only, real_t p_margin, bool p_recovery_as_collision, int p_max_collisions) {
|
||||
PhysicsServer3D::MotionParameters parameters(get_global_transform(), p_motion, p_margin);
|
||||
parameters.max_collisions = p_max_collisions;
|
||||
parameters.recovery_as_collision = p_recovery_as_collision;
|
||||
|
||||
PhysicsServer3D::MotionResult result;
|
||||
|
||||
if (move_and_collide(parameters, result, p_test_only)) {
|
||||
// Create a new instance when the cached reference is invalid or still in use in script.
|
||||
if (motion_cache.is_null() || motion_cache->get_reference_count() > 1) {
|
||||
motion_cache.instantiate();
|
||||
motion_cache->owner_id = get_instance_id();
|
||||
}
|
||||
|
||||
motion_cache->result = result;
|
||||
|
||||
return motion_cache;
|
||||
}
|
||||
|
||||
return Ref<KinematicCollision3D>();
|
||||
}
|
||||
|
||||
bool PhysicsBody3D::move_and_collide(const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult &r_result, bool p_test_only, bool p_cancel_sliding) {
|
||||
bool colliding = PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), p_parameters, &r_result);
|
||||
|
||||
// Restore direction of motion to be along original motion,
|
||||
// in order to avoid sliding due to recovery,
|
||||
// but only if collision depth is low enough to avoid tunneling.
|
||||
if (p_cancel_sliding) {
|
||||
real_t motion_length = p_parameters.motion.length();
|
||||
real_t precision = 0.001;
|
||||
|
||||
if (colliding) {
|
||||
// Can't just use margin as a threshold because collision depth is calculated on unsafe motion,
|
||||
// so even in normal resting cases the depth can be a bit more than the margin.
|
||||
precision += motion_length * (r_result.collision_unsafe_fraction - r_result.collision_safe_fraction);
|
||||
|
||||
if (r_result.collisions[0].depth > p_parameters.margin + precision) {
|
||||
p_cancel_sliding = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (p_cancel_sliding) {
|
||||
// When motion is null, recovery is the resulting motion.
|
||||
Vector3 motion_normal;
|
||||
if (motion_length > CMP_EPSILON) {
|
||||
motion_normal = p_parameters.motion / motion_length;
|
||||
}
|
||||
|
||||
// Check depth of recovery.
|
||||
real_t projected_length = r_result.travel.dot(motion_normal);
|
||||
Vector3 recovery = r_result.travel - motion_normal * projected_length;
|
||||
real_t recovery_length = recovery.length();
|
||||
// Fixes cases where canceling slide causes the motion to go too deep into the ground,
|
||||
// because we're only taking rest information into account and not general recovery.
|
||||
if (recovery_length < p_parameters.margin + precision) {
|
||||
// Apply adjustment to motion.
|
||||
r_result.travel = motion_normal * projected_length;
|
||||
r_result.remainder = p_parameters.motion - r_result.travel;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < 3; i++) {
|
||||
if (locked_axis & (1 << i)) {
|
||||
r_result.travel[i] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (!p_test_only) {
|
||||
Transform3D gt = p_parameters.from;
|
||||
gt.origin += r_result.travel;
|
||||
set_global_transform(gt);
|
||||
}
|
||||
|
||||
return colliding;
|
||||
}
|
||||
|
||||
bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_motion, const Ref<KinematicCollision3D> &r_collision, real_t p_margin, bool p_recovery_as_collision, int p_max_collisions) {
|
||||
ERR_FAIL_COND_V(!is_inside_tree(), false);
|
||||
|
||||
PhysicsServer3D::MotionResult *r = nullptr;
|
||||
PhysicsServer3D::MotionResult temp_result;
|
||||
if (r_collision.is_valid()) {
|
||||
r = &r_collision->result;
|
||||
} else {
|
||||
r = &temp_result;
|
||||
}
|
||||
|
||||
PhysicsServer3D::MotionParameters parameters(p_from, p_motion, p_margin);
|
||||
parameters.recovery_as_collision = p_recovery_as_collision;
|
||||
parameters.max_collisions = p_max_collisions;
|
||||
|
||||
return PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), parameters, r);
|
||||
}
|
||||
|
||||
Vector3 PhysicsBody3D::get_gravity() const {
|
||||
PhysicsDirectBodyState3D *state = PhysicsServer3D::get_singleton()->body_get_direct_state(get_rid());
|
||||
ERR_FAIL_NULL_V(state, Vector3());
|
||||
return state->get_total_gravity();
|
||||
}
|
||||
|
||||
void PhysicsBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock) {
|
||||
if (p_lock) {
|
||||
locked_axis |= p_axis;
|
||||
} else {
|
||||
locked_axis &= (~p_axis);
|
||||
}
|
||||
PhysicsServer3D::get_singleton()->body_set_axis_lock(get_rid(), p_axis, p_lock);
|
||||
}
|
||||
|
||||
bool PhysicsBody3D::get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const {
|
||||
return (locked_axis & p_axis);
|
||||
}
|
||||
|
||||
Vector3 PhysicsBody3D::get_linear_velocity() const {
|
||||
return Vector3();
|
||||
}
|
||||
|
||||
Vector3 PhysicsBody3D::get_angular_velocity() const {
|
||||
return Vector3();
|
||||
}
|
||||
|
||||
real_t PhysicsBody3D::get_inverse_mass() const {
|
||||
return 0;
|
||||
}
|
||||
|
||||
PackedStringArray PhysicsBody3D::get_configuration_warnings() const {
|
||||
PackedStringArray warnings = CollisionObject3D::get_configuration_warnings();
|
||||
|
||||
if (SceneTree::is_fti_enabled_in_project() && !is_physics_interpolated()) {
|
||||
warnings.push_back(RTR("PhysicsBody3D will not work correctly on a non-interpolated branch of the SceneTree.\nCheck the node's inherited physics_interpolation_mode."));
|
||||
}
|
||||
|
||||
return warnings;
|
||||
}
|
||||
|
||||
///////////////////////////////////////
|
||||
|
||||
//so, if you pass 45 as limit, avoid numerical precision errors when angle is 45.
|
||||
|
||||
///////////////////////////////////////
|
||||
|
||||
///////////////////////////////////////
|
||||
68
scene/3d/physics/physics_body_3d.h
Normal file
68
scene/3d/physics/physics_body_3d.h
Normal file
@@ -0,0 +1,68 @@
|
||||
/**************************************************************************/
|
||||
/* physics_body_3d.h */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "scene/3d/physics/collision_object_3d.h"
|
||||
#include "scene/3d/physics/kinematic_collision_3d.h"
|
||||
#include "scene/resources/physics_material.h"
|
||||
#include "servers/physics_server_3d.h"
|
||||
|
||||
class PhysicsBody3D : public CollisionObject3D {
|
||||
GDCLASS(PhysicsBody3D, CollisionObject3D);
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
PhysicsBody3D(PhysicsServer3D::BodyMode p_mode);
|
||||
|
||||
Ref<KinematicCollision3D> motion_cache;
|
||||
|
||||
uint16_t locked_axis = 0;
|
||||
|
||||
Ref<KinematicCollision3D> _move(const Vector3 &p_motion, bool p_test_only = false, real_t p_margin = 0.001, bool p_recovery_as_collision = false, int p_max_collisions = 1);
|
||||
|
||||
public:
|
||||
PackedStringArray get_configuration_warnings() const override;
|
||||
|
||||
bool move_and_collide(const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true);
|
||||
bool test_move(const Transform3D &p_from, const Vector3 &p_motion, const Ref<KinematicCollision3D> &r_collision = Ref<KinematicCollision3D>(), real_t p_margin = 0.001, bool p_recovery_as_collision = false, int p_max_collisions = 1);
|
||||
Vector3 get_gravity() const;
|
||||
|
||||
void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock);
|
||||
bool get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const;
|
||||
|
||||
virtual Vector3 get_linear_velocity() const;
|
||||
virtual Vector3 get_angular_velocity() const;
|
||||
virtual real_t get_inverse_mass() const;
|
||||
|
||||
TypedArray<PhysicsBody3D> get_collision_exceptions();
|
||||
void add_collision_exception_with(Node *p_node); //must be physicsbody
|
||||
void remove_collision_exception_with(Node *p_node);
|
||||
};
|
||||
560
scene/3d/physics/ray_cast_3d.cpp
Normal file
560
scene/3d/physics/ray_cast_3d.cpp
Normal file
@@ -0,0 +1,560 @@
|
||||
/**************************************************************************/
|
||||
/* ray_cast_3d.cpp */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#include "ray_cast_3d.h"
|
||||
|
||||
#include "scene/3d/physics/collision_object_3d.h"
|
||||
|
||||
void RayCast3D::set_target_position(const Vector3 &p_point) {
|
||||
target_position = p_point;
|
||||
update_gizmos();
|
||||
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
if (is_inside_tree()) {
|
||||
_update_debug_shape_vertices();
|
||||
}
|
||||
} else if (debug_instance.is_valid()) {
|
||||
_update_debug_shape();
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 RayCast3D::get_target_position() const {
|
||||
return target_position;
|
||||
}
|
||||
|
||||
void RayCast3D::set_collision_mask(uint32_t p_mask) {
|
||||
collision_mask = p_mask;
|
||||
}
|
||||
|
||||
uint32_t RayCast3D::get_collision_mask() const {
|
||||
return collision_mask;
|
||||
}
|
||||
|
||||
void RayCast3D::set_collision_mask_value(int p_layer_number, bool p_value) {
|
||||
ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
uint32_t mask = get_collision_mask();
|
||||
if (p_value) {
|
||||
mask |= 1 << (p_layer_number - 1);
|
||||
} else {
|
||||
mask &= ~(1 << (p_layer_number - 1));
|
||||
}
|
||||
set_collision_mask(mask);
|
||||
}
|
||||
|
||||
bool RayCast3D::get_collision_mask_value(int p_layer_number) const {
|
||||
ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
return get_collision_mask() & (1 << (p_layer_number - 1));
|
||||
}
|
||||
|
||||
bool RayCast3D::is_colliding() const {
|
||||
return collided;
|
||||
}
|
||||
|
||||
Object *RayCast3D::get_collider() const {
|
||||
if (against.is_null()) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return ObjectDB::get_instance(against);
|
||||
}
|
||||
|
||||
RID RayCast3D::get_collider_rid() const {
|
||||
return against_rid;
|
||||
}
|
||||
|
||||
int RayCast3D::get_collider_shape() const {
|
||||
return against_shape;
|
||||
}
|
||||
|
||||
Vector3 RayCast3D::get_collision_point() const {
|
||||
return collision_point;
|
||||
}
|
||||
|
||||
Vector3 RayCast3D::get_collision_normal() const {
|
||||
return collision_normal;
|
||||
}
|
||||
|
||||
int RayCast3D::get_collision_face_index() const {
|
||||
return collision_face_index;
|
||||
}
|
||||
|
||||
void RayCast3D::set_enabled(bool p_enabled) {
|
||||
enabled = p_enabled;
|
||||
update_gizmos();
|
||||
|
||||
if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) {
|
||||
set_physics_process_internal(p_enabled);
|
||||
}
|
||||
if (!p_enabled) {
|
||||
collided = false;
|
||||
}
|
||||
|
||||
if (is_inside_tree() && get_tree()->is_debugging_collisions_hint()) {
|
||||
if (p_enabled) {
|
||||
_update_debug_shape();
|
||||
} else {
|
||||
_clear_debug_shape();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool RayCast3D::is_enabled() const {
|
||||
return enabled;
|
||||
}
|
||||
|
||||
void RayCast3D::set_exclude_parent_body(bool p_exclude_parent_body) {
|
||||
if (exclude_parent_body == p_exclude_parent_body) {
|
||||
return;
|
||||
}
|
||||
|
||||
exclude_parent_body = p_exclude_parent_body;
|
||||
|
||||
if (!is_inside_tree()) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (Object::cast_to<CollisionObject3D>(get_parent())) {
|
||||
if (exclude_parent_body) {
|
||||
exclude.insert(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
|
||||
} else {
|
||||
exclude.erase(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool RayCast3D::get_exclude_parent_body() const {
|
||||
return exclude_parent_body;
|
||||
}
|
||||
|
||||
void RayCast3D::_notification(int p_what) {
|
||||
switch (p_what) {
|
||||
case NOTIFICATION_ENTER_TREE: {
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
_update_debug_shape_vertices();
|
||||
}
|
||||
if (enabled && !Engine::get_singleton()->is_editor_hint()) {
|
||||
set_physics_process_internal(true);
|
||||
} else {
|
||||
set_physics_process_internal(false);
|
||||
}
|
||||
|
||||
if (get_tree()->is_debugging_collisions_hint()) {
|
||||
_update_debug_shape();
|
||||
}
|
||||
|
||||
if (Object::cast_to<CollisionObject3D>(get_parent())) {
|
||||
if (exclude_parent_body) {
|
||||
exclude.insert(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
|
||||
} else {
|
||||
exclude.erase(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
|
||||
}
|
||||
}
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_EXIT_TREE: {
|
||||
if (enabled) {
|
||||
set_physics_process_internal(false);
|
||||
}
|
||||
|
||||
if (debug_instance.is_valid()) {
|
||||
_clear_debug_shape();
|
||||
}
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_VISIBILITY_CHANGED: {
|
||||
if (is_inside_tree() && debug_instance.is_valid()) {
|
||||
RenderingServer::get_singleton()->instance_set_visible(debug_instance, is_visible_in_tree());
|
||||
}
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
|
||||
if (!enabled) {
|
||||
break;
|
||||
}
|
||||
|
||||
bool prev_collision_state = collided;
|
||||
_update_raycast_state();
|
||||
if (get_tree()->is_debugging_collisions_hint()) {
|
||||
if (prev_collision_state != collided) {
|
||||
_update_debug_shape_material(true);
|
||||
}
|
||||
if (is_inside_tree() && debug_instance.is_valid()) {
|
||||
RenderingServer::get_singleton()->instance_set_transform(debug_instance, get_global_transform());
|
||||
}
|
||||
}
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
void RayCast3D::_update_raycast_state() {
|
||||
Ref<World3D> w3d = get_world_3d();
|
||||
ERR_FAIL_COND(w3d.is_null());
|
||||
|
||||
PhysicsDirectSpaceState3D *dss = PhysicsServer3D::get_singleton()->space_get_direct_state(w3d->get_space());
|
||||
ERR_FAIL_NULL(dss);
|
||||
|
||||
Transform3D gt = get_global_transform();
|
||||
|
||||
Vector3 to = target_position;
|
||||
if (to == Vector3()) {
|
||||
to = Vector3(0, 0.01, 0);
|
||||
}
|
||||
|
||||
PhysicsDirectSpaceState3D::RayParameters ray_params;
|
||||
ray_params.from = gt.get_origin();
|
||||
ray_params.to = gt.xform(to);
|
||||
ray_params.exclude = exclude;
|
||||
ray_params.collision_mask = collision_mask;
|
||||
ray_params.collide_with_bodies = collide_with_bodies;
|
||||
ray_params.collide_with_areas = collide_with_areas;
|
||||
ray_params.hit_from_inside = hit_from_inside;
|
||||
ray_params.hit_back_faces = hit_back_faces;
|
||||
|
||||
PhysicsDirectSpaceState3D::RayResult rr;
|
||||
if (dss->intersect_ray(ray_params, rr)) {
|
||||
collided = true;
|
||||
against = rr.collider_id;
|
||||
against_rid = rr.rid;
|
||||
collision_point = rr.position;
|
||||
collision_normal = rr.normal;
|
||||
collision_face_index = rr.face_index;
|
||||
against_shape = rr.shape;
|
||||
} else {
|
||||
collided = false;
|
||||
against = ObjectID();
|
||||
against_rid = RID();
|
||||
against_shape = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void RayCast3D::force_raycast_update() {
|
||||
_update_raycast_state();
|
||||
}
|
||||
|
||||
void RayCast3D::add_exception_rid(const RID &p_rid) {
|
||||
exclude.insert(p_rid);
|
||||
}
|
||||
|
||||
void RayCast3D::add_exception(const CollisionObject3D *p_node) {
|
||||
ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject3D.");
|
||||
add_exception_rid(p_node->get_rid());
|
||||
}
|
||||
|
||||
void RayCast3D::remove_exception_rid(const RID &p_rid) {
|
||||
exclude.erase(p_rid);
|
||||
}
|
||||
|
||||
void RayCast3D::remove_exception(const CollisionObject3D *p_node) {
|
||||
ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject3D.");
|
||||
remove_exception_rid(p_node->get_rid());
|
||||
}
|
||||
|
||||
void RayCast3D::clear_exceptions() {
|
||||
exclude.clear();
|
||||
|
||||
if (exclude_parent_body && is_inside_tree()) {
|
||||
CollisionObject3D *parent = Object::cast_to<CollisionObject3D>(get_parent());
|
||||
if (parent) {
|
||||
exclude.insert(parent->get_rid());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void RayCast3D::set_collide_with_areas(bool p_enabled) {
|
||||
collide_with_areas = p_enabled;
|
||||
}
|
||||
|
||||
bool RayCast3D::is_collide_with_areas_enabled() const {
|
||||
return collide_with_areas;
|
||||
}
|
||||
|
||||
void RayCast3D::set_collide_with_bodies(bool p_enabled) {
|
||||
collide_with_bodies = p_enabled;
|
||||
}
|
||||
|
||||
bool RayCast3D::is_collide_with_bodies_enabled() const {
|
||||
return collide_with_bodies;
|
||||
}
|
||||
|
||||
void RayCast3D::set_hit_from_inside(bool p_enabled) {
|
||||
hit_from_inside = p_enabled;
|
||||
}
|
||||
|
||||
bool RayCast3D::is_hit_from_inside_enabled() const {
|
||||
return hit_from_inside;
|
||||
}
|
||||
|
||||
void RayCast3D::set_hit_back_faces(bool p_enabled) {
|
||||
hit_back_faces = p_enabled;
|
||||
}
|
||||
|
||||
bool RayCast3D::is_hit_back_faces_enabled() const {
|
||||
return hit_back_faces;
|
||||
}
|
||||
|
||||
void RayCast3D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &RayCast3D::set_enabled);
|
||||
ClassDB::bind_method(D_METHOD("is_enabled"), &RayCast3D::is_enabled);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_target_position", "local_point"), &RayCast3D::set_target_position);
|
||||
ClassDB::bind_method(D_METHOD("get_target_position"), &RayCast3D::get_target_position);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("is_colliding"), &RayCast3D::is_colliding);
|
||||
ClassDB::bind_method(D_METHOD("force_raycast_update"), &RayCast3D::force_raycast_update);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_collider"), &RayCast3D::get_collider);
|
||||
ClassDB::bind_method(D_METHOD("get_collider_rid"), &RayCast3D::get_collider_rid);
|
||||
ClassDB::bind_method(D_METHOD("get_collider_shape"), &RayCast3D::get_collider_shape);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_point"), &RayCast3D::get_collision_point);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_normal"), &RayCast3D::get_collision_normal);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_face_index"), &RayCast3D::get_collision_face_index);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &RayCast3D::add_exception_rid);
|
||||
ClassDB::bind_method(D_METHOD("add_exception", "node"), &RayCast3D::add_exception);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &RayCast3D::remove_exception_rid);
|
||||
ClassDB::bind_method(D_METHOD("remove_exception", "node"), &RayCast3D::remove_exception);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("clear_exceptions"), &RayCast3D::clear_exceptions);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &RayCast3D::set_collision_mask);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_mask"), &RayCast3D::get_collision_mask);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &RayCast3D::set_collision_mask_value);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &RayCast3D::get_collision_mask_value);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &RayCast3D::set_exclude_parent_body);
|
||||
ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &RayCast3D::get_exclude_parent_body);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &RayCast3D::set_collide_with_areas);
|
||||
ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &RayCast3D::is_collide_with_areas_enabled);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &RayCast3D::set_collide_with_bodies);
|
||||
ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &RayCast3D::is_collide_with_bodies_enabled);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_hit_from_inside", "enable"), &RayCast3D::set_hit_from_inside);
|
||||
ClassDB::bind_method(D_METHOD("is_hit_from_inside_enabled"), &RayCast3D::is_hit_from_inside_enabled);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_hit_back_faces", "enable"), &RayCast3D::set_hit_back_faces);
|
||||
ClassDB::bind_method(D_METHOD("is_hit_back_faces_enabled"), &RayCast3D::is_hit_back_faces_enabled);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_debug_shape_custom_color", "debug_shape_custom_color"), &RayCast3D::set_debug_shape_custom_color);
|
||||
ClassDB::bind_method(D_METHOD("get_debug_shape_custom_color"), &RayCast3D::get_debug_shape_custom_color);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_debug_shape_thickness", "debug_shape_thickness"), &RayCast3D::set_debug_shape_thickness);
|
||||
ClassDB::bind_method(D_METHOD("get_debug_shape_thickness"), &RayCast3D::get_debug_shape_thickness);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "target_position", PROPERTY_HINT_NONE, "suffix:m"), "set_target_position", "get_target_position");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hit_from_inside"), "set_hit_from_inside", "is_hit_from_inside_enabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hit_back_faces"), "set_hit_back_faces", "is_hit_back_faces_enabled");
|
||||
|
||||
ADD_GROUP("Collide With", "collide_with");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas"), "set_collide_with_areas", "is_collide_with_areas_enabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies"), "set_collide_with_bodies", "is_collide_with_bodies_enabled");
|
||||
|
||||
ADD_GROUP("Debug Shape", "debug_shape");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "debug_shape_custom_color"), "set_debug_shape_custom_color", "get_debug_shape_custom_color");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "debug_shape_thickness", PROPERTY_HINT_RANGE, "1,5"), "set_debug_shape_thickness", "get_debug_shape_thickness");
|
||||
}
|
||||
|
||||
int RayCast3D::get_debug_shape_thickness() const {
|
||||
return debug_shape_thickness;
|
||||
}
|
||||
|
||||
void RayCast3D::_update_debug_shape_vertices() {
|
||||
debug_shape_vertices.clear();
|
||||
debug_line_vertices.clear();
|
||||
|
||||
if (target_position == Vector3()) {
|
||||
return;
|
||||
}
|
||||
|
||||
debug_line_vertices.push_back(Vector3());
|
||||
debug_line_vertices.push_back(target_position);
|
||||
|
||||
if (debug_shape_thickness > 1) {
|
||||
float scale_factor = 100.0;
|
||||
Vector3 dir = Vector3(target_position).normalized();
|
||||
// Draw truncated pyramid
|
||||
Vector3 normal = (std::abs(dir.x) + std::abs(dir.y) > CMP_EPSILON) ? Vector3(-dir.y, dir.x, 0).normalized() : Vector3(0, -dir.z, dir.y).normalized();
|
||||
normal *= debug_shape_thickness / scale_factor;
|
||||
int vertices_strip_order[14] = { 4, 5, 0, 1, 2, 5, 6, 4, 7, 0, 3, 2, 7, 6 };
|
||||
for (int v = 0; v < 14; v++) {
|
||||
Vector3 vertex = vertices_strip_order[v] < 4 ? normal : normal / 3.0 + target_position;
|
||||
debug_shape_vertices.push_back(vertex.rotated(dir, Math::PI * (0.5 * (vertices_strip_order[v] % 4) + 0.25)));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void RayCast3D::set_debug_shape_thickness(const int p_debug_shape_thickness) {
|
||||
debug_shape_thickness = p_debug_shape_thickness;
|
||||
update_gizmos();
|
||||
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
if (is_inside_tree()) {
|
||||
_update_debug_shape_vertices();
|
||||
}
|
||||
} else if (debug_instance.is_valid()) {
|
||||
_update_debug_shape();
|
||||
}
|
||||
}
|
||||
|
||||
const Vector<Vector3> &RayCast3D::get_debug_shape_vertices() const {
|
||||
return debug_shape_vertices;
|
||||
}
|
||||
|
||||
const Vector<Vector3> &RayCast3D::get_debug_line_vertices() const {
|
||||
return debug_line_vertices;
|
||||
}
|
||||
|
||||
void RayCast3D::set_debug_shape_custom_color(const Color &p_color) {
|
||||
debug_shape_custom_color = p_color;
|
||||
if (debug_material.is_valid()) {
|
||||
_update_debug_shape_material();
|
||||
}
|
||||
}
|
||||
|
||||
Ref<StandardMaterial3D> RayCast3D::get_debug_material() {
|
||||
_update_debug_shape_material();
|
||||
return debug_material;
|
||||
}
|
||||
|
||||
const Color &RayCast3D::get_debug_shape_custom_color() const {
|
||||
return debug_shape_custom_color;
|
||||
}
|
||||
|
||||
void RayCast3D::_create_debug_shape() {
|
||||
_update_debug_shape_material();
|
||||
|
||||
if (!debug_instance.is_valid()) {
|
||||
debug_instance = RenderingServer::get_singleton()->instance_create();
|
||||
}
|
||||
|
||||
if (debug_mesh.is_null()) {
|
||||
debug_mesh.instantiate();
|
||||
}
|
||||
}
|
||||
|
||||
void RayCast3D::_update_debug_shape_material(bool p_check_collision) {
|
||||
if (debug_material.is_null()) {
|
||||
Ref<StandardMaterial3D> material = memnew(StandardMaterial3D);
|
||||
debug_material = material;
|
||||
|
||||
material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
|
||||
material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
|
||||
// Use double-sided rendering so that the RayCast can be seen if the camera is inside.
|
||||
material->set_cull_mode(BaseMaterial3D::CULL_DISABLED);
|
||||
material->set_transparency(BaseMaterial3D::TRANSPARENCY_ALPHA);
|
||||
}
|
||||
|
||||
Color color = debug_shape_custom_color;
|
||||
if (color == Color(0.0, 0.0, 0.0)) {
|
||||
// Use the default debug shape color defined in the Project Settings.
|
||||
color = get_tree()->get_debug_collisions_color();
|
||||
}
|
||||
|
||||
if (p_check_collision && collided) {
|
||||
if ((color.get_h() < 0.055 || color.get_h() > 0.945) && color.get_s() > 0.5 && color.get_v() > 0.5) {
|
||||
// If base color is already quite reddish, highlight collision with green color
|
||||
color = Color(0.0, 1.0, 0.0, color.a);
|
||||
} else {
|
||||
// Else, highlight collision with red color
|
||||
color = Color(1.0, 0, 0, color.a);
|
||||
}
|
||||
}
|
||||
|
||||
Ref<StandardMaterial3D> material = static_cast<Ref<StandardMaterial3D>>(debug_material);
|
||||
material->set_albedo(color);
|
||||
}
|
||||
|
||||
void RayCast3D::_update_debug_shape() {
|
||||
if (!enabled) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!debug_instance.is_valid()) {
|
||||
_create_debug_shape();
|
||||
}
|
||||
|
||||
if (!debug_instance.is_valid() || debug_mesh.is_null()) {
|
||||
return;
|
||||
}
|
||||
|
||||
_update_debug_shape_vertices();
|
||||
|
||||
debug_mesh->clear_surfaces();
|
||||
|
||||
Array a;
|
||||
a.resize(Mesh::ARRAY_MAX);
|
||||
|
||||
uint32_t flags = 0;
|
||||
int surface_count = 0;
|
||||
|
||||
if (!debug_line_vertices.is_empty()) {
|
||||
a[Mesh::ARRAY_VERTEX] = debug_line_vertices;
|
||||
debug_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a, Array(), Dictionary(), flags);
|
||||
debug_mesh->surface_set_material(surface_count, debug_material);
|
||||
++surface_count;
|
||||
}
|
||||
|
||||
if (!debug_shape_vertices.is_empty()) {
|
||||
a[Mesh::ARRAY_VERTEX] = debug_shape_vertices;
|
||||
debug_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLE_STRIP, a, Array(), Dictionary(), flags);
|
||||
debug_mesh->surface_set_material(surface_count, debug_material);
|
||||
++surface_count;
|
||||
}
|
||||
|
||||
RenderingServer::get_singleton()->instance_set_base(debug_instance, debug_mesh->get_rid());
|
||||
if (is_inside_tree()) {
|
||||
RenderingServer::get_singleton()->instance_set_scenario(debug_instance, get_world_3d()->get_scenario());
|
||||
RenderingServer::get_singleton()->instance_set_visible(debug_instance, is_visible_in_tree());
|
||||
RenderingServer::get_singleton()->instance_set_transform(debug_instance, get_global_transform());
|
||||
}
|
||||
}
|
||||
|
||||
void RayCast3D::_clear_debug_shape() {
|
||||
ERR_FAIL_NULL(RenderingServer::get_singleton());
|
||||
if (debug_instance.is_valid()) {
|
||||
RenderingServer::get_singleton()->free(debug_instance);
|
||||
debug_instance = RID();
|
||||
}
|
||||
if (debug_mesh.is_valid()) {
|
||||
RenderingServer::get_singleton()->free(debug_mesh->get_rid());
|
||||
debug_mesh = Ref<ArrayMesh>();
|
||||
}
|
||||
}
|
||||
|
||||
RayCast3D::RayCast3D() {
|
||||
}
|
||||
136
scene/3d/physics/ray_cast_3d.h
Normal file
136
scene/3d/physics/ray_cast_3d.h
Normal file
@@ -0,0 +1,136 @@
|
||||
/**************************************************************************/
|
||||
/* ray_cast_3d.h */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "scene/3d/node_3d.h"
|
||||
|
||||
class CollisionObject3D;
|
||||
|
||||
class RayCast3D : public Node3D {
|
||||
GDCLASS(RayCast3D, Node3D);
|
||||
|
||||
bool enabled = true;
|
||||
bool collided = false;
|
||||
ObjectID against;
|
||||
RID against_rid;
|
||||
int against_shape = 0;
|
||||
Vector3 collision_point;
|
||||
Vector3 collision_normal;
|
||||
int collision_face_index = -1;
|
||||
|
||||
Vector3 target_position = Vector3(0, -1, 0);
|
||||
HashSet<RID> exclude;
|
||||
|
||||
uint32_t collision_mask = 1;
|
||||
bool exclude_parent_body = true;
|
||||
|
||||
Ref<Material> debug_material;
|
||||
Color debug_shape_custom_color = Color(0.0, 0.0, 0.0);
|
||||
int debug_shape_thickness = 2;
|
||||
Vector<Vector3> debug_shape_vertices;
|
||||
Vector<Vector3> debug_line_vertices;
|
||||
|
||||
void _create_debug_shape();
|
||||
void _update_debug_shape();
|
||||
void _update_debug_shape_material(bool p_check_collision = false);
|
||||
void _update_debug_shape_vertices();
|
||||
void _clear_debug_shape();
|
||||
|
||||
bool collide_with_areas = false;
|
||||
bool collide_with_bodies = true;
|
||||
|
||||
bool hit_from_inside = false;
|
||||
bool hit_back_faces = true;
|
||||
|
||||
RID debug_instance;
|
||||
Ref<ArrayMesh> debug_mesh;
|
||||
|
||||
protected:
|
||||
void _notification(int p_what);
|
||||
void _update_raycast_state();
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
void set_collide_with_areas(bool p_enabled);
|
||||
bool is_collide_with_areas_enabled() const;
|
||||
|
||||
void set_collide_with_bodies(bool p_enabled);
|
||||
bool is_collide_with_bodies_enabled() const;
|
||||
|
||||
void set_hit_from_inside(bool p_enabled);
|
||||
bool is_hit_from_inside_enabled() const;
|
||||
|
||||
void set_hit_back_faces(bool p_enabled);
|
||||
bool is_hit_back_faces_enabled() const;
|
||||
|
||||
void set_enabled(bool p_enabled);
|
||||
bool is_enabled() const;
|
||||
|
||||
void set_target_position(const Vector3 &p_point);
|
||||
Vector3 get_target_position() const;
|
||||
|
||||
void set_collision_mask(uint32_t p_mask);
|
||||
uint32_t get_collision_mask() const;
|
||||
|
||||
void set_collision_mask_value(int p_layer_number, bool p_value);
|
||||
bool get_collision_mask_value(int p_layer_number) const;
|
||||
|
||||
void set_exclude_parent_body(bool p_exclude_parent_body);
|
||||
bool get_exclude_parent_body() const;
|
||||
|
||||
const Color &get_debug_shape_custom_color() const;
|
||||
void set_debug_shape_custom_color(const Color &p_color);
|
||||
|
||||
const Vector<Vector3> &get_debug_shape_vertices() const;
|
||||
const Vector<Vector3> &get_debug_line_vertices() const;
|
||||
|
||||
Ref<StandardMaterial3D> get_debug_material();
|
||||
|
||||
int get_debug_shape_thickness() const;
|
||||
void set_debug_shape_thickness(const int p_debug_thickness);
|
||||
|
||||
void force_raycast_update();
|
||||
bool is_colliding() const;
|
||||
Object *get_collider() const;
|
||||
RID get_collider_rid() const;
|
||||
int get_collider_shape() const;
|
||||
Vector3 get_collision_point() const;
|
||||
Vector3 get_collision_normal() const;
|
||||
int get_collision_face_index() const;
|
||||
|
||||
void add_exception_rid(const RID &p_rid);
|
||||
void add_exception(const CollisionObject3D *p_node);
|
||||
void remove_exception_rid(const RID &p_rid);
|
||||
void remove_exception(const CollisionObject3D *p_node);
|
||||
void clear_exceptions();
|
||||
|
||||
RayCast3D();
|
||||
};
|
||||
832
scene/3d/physics/rigid_body_3d.cpp
Normal file
832
scene/3d/physics/rigid_body_3d.cpp
Normal file
@@ -0,0 +1,832 @@
|
||||
/**************************************************************************/
|
||||
/* rigid_body_3d.cpp */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#include "rigid_body_3d.h"
|
||||
|
||||
void RigidBody3D::_body_enter_tree(ObjectID p_id) {
|
||||
Object *obj = ObjectDB::get_instance(p_id);
|
||||
Node *node = Object::cast_to<Node>(obj);
|
||||
ERR_FAIL_NULL(node);
|
||||
ERR_FAIL_NULL(contact_monitor);
|
||||
HashMap<ObjectID, BodyState>::Iterator E = contact_monitor->body_map.find(p_id);
|
||||
ERR_FAIL_COND(!E);
|
||||
ERR_FAIL_COND(E->value.in_tree);
|
||||
|
||||
E->value.in_tree = true;
|
||||
|
||||
contact_monitor->locked = true;
|
||||
|
||||
emit_signal(SceneStringName(body_entered), node);
|
||||
|
||||
for (int i = 0; i < E->value.shapes.size(); i++) {
|
||||
emit_signal(SceneStringName(body_shape_entered), E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].local_shape);
|
||||
}
|
||||
|
||||
contact_monitor->locked = false;
|
||||
}
|
||||
|
||||
void RigidBody3D::_body_exit_tree(ObjectID p_id) {
|
||||
Object *obj = ObjectDB::get_instance(p_id);
|
||||
Node *node = Object::cast_to<Node>(obj);
|
||||
ERR_FAIL_NULL(node);
|
||||
ERR_FAIL_NULL(contact_monitor);
|
||||
HashMap<ObjectID, BodyState>::Iterator E = contact_monitor->body_map.find(p_id);
|
||||
ERR_FAIL_COND(!E);
|
||||
ERR_FAIL_COND(!E->value.in_tree);
|
||||
E->value.in_tree = false;
|
||||
|
||||
contact_monitor->locked = true;
|
||||
|
||||
emit_signal(SceneStringName(body_exited), node);
|
||||
|
||||
for (int i = 0; i < E->value.shapes.size(); i++) {
|
||||
emit_signal(SceneStringName(body_shape_exited), E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].local_shape);
|
||||
}
|
||||
|
||||
contact_monitor->locked = false;
|
||||
}
|
||||
|
||||
void RigidBody3D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape) {
|
||||
bool body_in = p_status == 1;
|
||||
ObjectID objid = p_instance;
|
||||
|
||||
Object *obj = ObjectDB::get_instance(objid);
|
||||
Node *node = Object::cast_to<Node>(obj);
|
||||
|
||||
ERR_FAIL_NULL(contact_monitor);
|
||||
HashMap<ObjectID, BodyState>::Iterator E = contact_monitor->body_map.find(objid);
|
||||
|
||||
ERR_FAIL_COND(!body_in && !E);
|
||||
|
||||
if (body_in) {
|
||||
if (!E) {
|
||||
E = contact_monitor->body_map.insert(objid, BodyState());
|
||||
E->value.rid = p_body;
|
||||
//E->value.rc=0;
|
||||
E->value.in_tree = node && node->is_inside_tree();
|
||||
if (node) {
|
||||
node->connect(SceneStringName(tree_entered), callable_mp(this, &RigidBody3D::_body_enter_tree).bind(objid));
|
||||
node->connect(SceneStringName(tree_exiting), callable_mp(this, &RigidBody3D::_body_exit_tree).bind(objid));
|
||||
if (E->value.in_tree) {
|
||||
emit_signal(SceneStringName(body_entered), node);
|
||||
}
|
||||
}
|
||||
}
|
||||
//E->value.rc++;
|
||||
if (node) {
|
||||
E->value.shapes.insert(ShapePair(p_body_shape, p_local_shape));
|
||||
}
|
||||
|
||||
if (E->value.in_tree) {
|
||||
emit_signal(SceneStringName(body_shape_entered), p_body, node, p_body_shape, p_local_shape);
|
||||
}
|
||||
|
||||
} else {
|
||||
//E->value.rc--;
|
||||
|
||||
if (node) {
|
||||
E->value.shapes.erase(ShapePair(p_body_shape, p_local_shape));
|
||||
}
|
||||
|
||||
bool in_tree = E->value.in_tree;
|
||||
|
||||
if (E->value.shapes.is_empty()) {
|
||||
if (node) {
|
||||
node->disconnect(SceneStringName(tree_entered), callable_mp(this, &RigidBody3D::_body_enter_tree));
|
||||
node->disconnect(SceneStringName(tree_exiting), callable_mp(this, &RigidBody3D::_body_exit_tree));
|
||||
if (in_tree) {
|
||||
emit_signal(SceneStringName(body_exited), node);
|
||||
}
|
||||
}
|
||||
|
||||
contact_monitor->body_map.remove(E);
|
||||
}
|
||||
if (node && in_tree) {
|
||||
emit_signal(SceneStringName(body_shape_exited), p_body, obj, p_body_shape, p_local_shape);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct _RigidBodyInOut {
|
||||
RID rid;
|
||||
ObjectID id;
|
||||
int shape = 0;
|
||||
int local_shape = 0;
|
||||
};
|
||||
|
||||
void RigidBody3D::_sync_body_state(PhysicsDirectBodyState3D *p_state) {
|
||||
set_ignore_transform_notification(true);
|
||||
set_global_transform(p_state->get_transform());
|
||||
set_ignore_transform_notification(false);
|
||||
|
||||
linear_velocity = p_state->get_linear_velocity();
|
||||
angular_velocity = p_state->get_angular_velocity();
|
||||
|
||||
inverse_inertia_tensor = p_state->get_inverse_inertia_tensor();
|
||||
|
||||
contact_count = p_state->get_contact_count();
|
||||
|
||||
if (sleeping != p_state->is_sleeping()) {
|
||||
sleeping = p_state->is_sleeping();
|
||||
emit_signal(SceneStringName(sleeping_state_changed));
|
||||
}
|
||||
}
|
||||
|
||||
void RigidBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
|
||||
lock_callback();
|
||||
|
||||
if (GDVIRTUAL_IS_OVERRIDDEN(_integrate_forces)) {
|
||||
_sync_body_state(p_state);
|
||||
|
||||
Transform3D old_transform = get_global_transform();
|
||||
GDVIRTUAL_CALL(_integrate_forces, p_state);
|
||||
Transform3D new_transform = get_global_transform();
|
||||
|
||||
if (new_transform != old_transform) {
|
||||
// Update the physics server with the new transform, to prevent it from being overwritten at the sync below.
|
||||
PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_TRANSFORM, new_transform);
|
||||
}
|
||||
}
|
||||
|
||||
_sync_body_state(p_state);
|
||||
_on_transform_changed();
|
||||
|
||||
if (contact_monitor) {
|
||||
contact_monitor->locked = true;
|
||||
|
||||
//untag all
|
||||
int rc = 0;
|
||||
for (KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) {
|
||||
for (int i = 0; i < E.value.shapes.size(); i++) {
|
||||
E.value.shapes[i].tagged = false;
|
||||
rc++;
|
||||
}
|
||||
}
|
||||
|
||||
_RigidBodyInOut *toadd = (_RigidBodyInOut *)alloca(p_state->get_contact_count() * sizeof(_RigidBodyInOut));
|
||||
int toadd_count = 0;
|
||||
RigidBody3D_RemoveAction *toremove = (RigidBody3D_RemoveAction *)alloca(rc * sizeof(RigidBody3D_RemoveAction));
|
||||
int toremove_count = 0;
|
||||
|
||||
//put the ones to add
|
||||
|
||||
for (int i = 0; i < p_state->get_contact_count(); i++) {
|
||||
RID col_rid = p_state->get_contact_collider(i);
|
||||
ObjectID col_obj = p_state->get_contact_collider_id(i);
|
||||
int local_shape = p_state->get_contact_local_shape(i);
|
||||
int col_shape = p_state->get_contact_collider_shape(i);
|
||||
|
||||
HashMap<ObjectID, BodyState>::Iterator E = contact_monitor->body_map.find(col_obj);
|
||||
if (!E) {
|
||||
toadd[toadd_count].rid = col_rid;
|
||||
toadd[toadd_count].local_shape = local_shape;
|
||||
toadd[toadd_count].id = col_obj;
|
||||
toadd[toadd_count].shape = col_shape;
|
||||
toadd_count++;
|
||||
continue;
|
||||
}
|
||||
|
||||
ShapePair sp(col_shape, local_shape);
|
||||
int idx = E->value.shapes.find(sp);
|
||||
if (idx == -1) {
|
||||
toadd[toadd_count].rid = col_rid;
|
||||
toadd[toadd_count].local_shape = local_shape;
|
||||
toadd[toadd_count].id = col_obj;
|
||||
toadd[toadd_count].shape = col_shape;
|
||||
toadd_count++;
|
||||
continue;
|
||||
}
|
||||
|
||||
E->value.shapes[idx].tagged = true;
|
||||
}
|
||||
|
||||
//put the ones to remove
|
||||
|
||||
for (const KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) {
|
||||
for (int i = 0; i < E.value.shapes.size(); i++) {
|
||||
if (!E.value.shapes[i].tagged) {
|
||||
toremove[toremove_count].rid = E.value.rid;
|
||||
toremove[toremove_count].body_id = E.key;
|
||||
toremove[toremove_count].pair = E.value.shapes[i];
|
||||
toremove_count++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//process removals
|
||||
|
||||
for (int i = 0; i < toremove_count; i++) {
|
||||
_body_inout(0, toremove[i].rid, toremove[i].body_id, toremove[i].pair.body_shape, toremove[i].pair.local_shape);
|
||||
}
|
||||
|
||||
//process additions
|
||||
|
||||
for (int i = 0; i < toadd_count; i++) {
|
||||
_body_inout(1, toadd[i].rid, toadd[i].id, toadd[i].shape, toadd[i].local_shape);
|
||||
}
|
||||
|
||||
contact_monitor->locked = false;
|
||||
}
|
||||
|
||||
unlock_callback();
|
||||
}
|
||||
|
||||
void RigidBody3D::_notification(int p_what) {
|
||||
#ifdef TOOLS_ENABLED
|
||||
switch (p_what) {
|
||||
case NOTIFICATION_ENTER_TREE: {
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
set_notify_local_transform(true); // Used for warnings and only in editor.
|
||||
}
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
|
||||
update_configuration_warnings();
|
||||
} break;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void RigidBody3D::_apply_body_mode() {
|
||||
if (freeze) {
|
||||
switch (freeze_mode) {
|
||||
case FREEZE_MODE_STATIC: {
|
||||
set_body_mode(PhysicsServer3D::BODY_MODE_STATIC);
|
||||
} break;
|
||||
case FREEZE_MODE_KINEMATIC: {
|
||||
set_body_mode(PhysicsServer3D::BODY_MODE_KINEMATIC);
|
||||
} break;
|
||||
}
|
||||
} else if (lock_rotation) {
|
||||
set_body_mode(PhysicsServer3D::BODY_MODE_RIGID_LINEAR);
|
||||
} else {
|
||||
set_body_mode(PhysicsServer3D::BODY_MODE_RIGID);
|
||||
}
|
||||
}
|
||||
|
||||
void RigidBody3D::set_lock_rotation_enabled(bool p_lock_rotation) {
|
||||
if (p_lock_rotation == lock_rotation) {
|
||||
return;
|
||||
}
|
||||
|
||||
lock_rotation = p_lock_rotation;
|
||||
_apply_body_mode();
|
||||
}
|
||||
|
||||
bool RigidBody3D::is_lock_rotation_enabled() const {
|
||||
return lock_rotation;
|
||||
}
|
||||
|
||||
void RigidBody3D::set_freeze_enabled(bool p_freeze) {
|
||||
if (p_freeze == freeze) {
|
||||
return;
|
||||
}
|
||||
|
||||
freeze = p_freeze;
|
||||
_apply_body_mode();
|
||||
}
|
||||
|
||||
bool RigidBody3D::is_freeze_enabled() const {
|
||||
return freeze;
|
||||
}
|
||||
|
||||
void RigidBody3D::set_freeze_mode(FreezeMode p_freeze_mode) {
|
||||
if (p_freeze_mode == freeze_mode) {
|
||||
return;
|
||||
}
|
||||
|
||||
freeze_mode = p_freeze_mode;
|
||||
_apply_body_mode();
|
||||
}
|
||||
|
||||
RigidBody3D::FreezeMode RigidBody3D::get_freeze_mode() const {
|
||||
return freeze_mode;
|
||||
}
|
||||
|
||||
void RigidBody3D::set_mass(real_t p_mass) {
|
||||
ERR_FAIL_COND(p_mass <= 0);
|
||||
mass = p_mass;
|
||||
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_MASS, mass);
|
||||
}
|
||||
|
||||
real_t RigidBody3D::get_mass() const {
|
||||
return mass;
|
||||
}
|
||||
|
||||
void RigidBody3D::set_inertia(const Vector3 &p_inertia) {
|
||||
ERR_FAIL_COND(p_inertia.x < 0);
|
||||
ERR_FAIL_COND(p_inertia.y < 0);
|
||||
ERR_FAIL_COND(p_inertia.z < 0);
|
||||
|
||||
inertia = p_inertia;
|
||||
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_INERTIA, inertia);
|
||||
}
|
||||
|
||||
const Vector3 &RigidBody3D::get_inertia() const {
|
||||
return inertia;
|
||||
}
|
||||
|
||||
void RigidBody3D::set_center_of_mass_mode(CenterOfMassMode p_mode) {
|
||||
if (center_of_mass_mode == p_mode) {
|
||||
return;
|
||||
}
|
||||
|
||||
center_of_mass_mode = p_mode;
|
||||
|
||||
switch (center_of_mass_mode) {
|
||||
case CENTER_OF_MASS_MODE_AUTO: {
|
||||
center_of_mass = Vector3();
|
||||
PhysicsServer3D::get_singleton()->body_reset_mass_properties(get_rid());
|
||||
if (inertia != Vector3()) {
|
||||
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_INERTIA, inertia);
|
||||
}
|
||||
} break;
|
||||
|
||||
case CENTER_OF_MASS_MODE_CUSTOM: {
|
||||
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS, center_of_mass);
|
||||
} break;
|
||||
}
|
||||
|
||||
notify_property_list_changed();
|
||||
}
|
||||
|
||||
RigidBody3D::CenterOfMassMode RigidBody3D::get_center_of_mass_mode() const {
|
||||
return center_of_mass_mode;
|
||||
}
|
||||
|
||||
void RigidBody3D::set_center_of_mass(const Vector3 &p_center_of_mass) {
|
||||
if (center_of_mass == p_center_of_mass) {
|
||||
return;
|
||||
}
|
||||
|
||||
ERR_FAIL_COND(center_of_mass_mode != CENTER_OF_MASS_MODE_CUSTOM);
|
||||
center_of_mass = p_center_of_mass;
|
||||
|
||||
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS, center_of_mass);
|
||||
}
|
||||
|
||||
const Vector3 &RigidBody3D::get_center_of_mass() const {
|
||||
return center_of_mass;
|
||||
}
|
||||
|
||||
void RigidBody3D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {
|
||||
if (physics_material_override.is_valid()) {
|
||||
physics_material_override->disconnect_changed(callable_mp(this, &RigidBody3D::_reload_physics_characteristics));
|
||||
}
|
||||
|
||||
physics_material_override = p_physics_material_override;
|
||||
|
||||
if (physics_material_override.is_valid()) {
|
||||
physics_material_override->connect_changed(callable_mp(this, &RigidBody3D::_reload_physics_characteristics));
|
||||
}
|
||||
_reload_physics_characteristics();
|
||||
}
|
||||
|
||||
Ref<PhysicsMaterial> RigidBody3D::get_physics_material_override() const {
|
||||
return physics_material_override;
|
||||
}
|
||||
|
||||
void RigidBody3D::set_gravity_scale(real_t p_gravity_scale) {
|
||||
gravity_scale = p_gravity_scale;
|
||||
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE, gravity_scale);
|
||||
}
|
||||
|
||||
real_t RigidBody3D::get_gravity_scale() const {
|
||||
return gravity_scale;
|
||||
}
|
||||
|
||||
void RigidBody3D::set_linear_damp_mode(DampMode p_mode) {
|
||||
linear_damp_mode = p_mode;
|
||||
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_LINEAR_DAMP_MODE, linear_damp_mode);
|
||||
}
|
||||
|
||||
RigidBody3D::DampMode RigidBody3D::get_linear_damp_mode() const {
|
||||
return linear_damp_mode;
|
||||
}
|
||||
|
||||
void RigidBody3D::set_angular_damp_mode(DampMode p_mode) {
|
||||
angular_damp_mode = p_mode;
|
||||
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP_MODE, angular_damp_mode);
|
||||
}
|
||||
|
||||
RigidBody3D::DampMode RigidBody3D::get_angular_damp_mode() const {
|
||||
return angular_damp_mode;
|
||||
}
|
||||
|
||||
void RigidBody3D::set_linear_damp(real_t p_linear_damp) {
|
||||
ERR_FAIL_COND(p_linear_damp < 0.0);
|
||||
linear_damp = p_linear_damp;
|
||||
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_LINEAR_DAMP, linear_damp);
|
||||
}
|
||||
|
||||
real_t RigidBody3D::get_linear_damp() const {
|
||||
return linear_damp;
|
||||
}
|
||||
|
||||
void RigidBody3D::set_angular_damp(real_t p_angular_damp) {
|
||||
ERR_FAIL_COND(p_angular_damp < 0.0);
|
||||
angular_damp = p_angular_damp;
|
||||
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP, angular_damp);
|
||||
}
|
||||
|
||||
real_t RigidBody3D::get_angular_damp() const {
|
||||
return angular_damp;
|
||||
}
|
||||
|
||||
void RigidBody3D::set_axis_velocity(const Vector3 &p_axis) {
|
||||
Vector3 axis = p_axis.normalized();
|
||||
linear_velocity -= axis * axis.dot(linear_velocity);
|
||||
linear_velocity += p_axis;
|
||||
PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
|
||||
}
|
||||
|
||||
void RigidBody3D::set_linear_velocity(const Vector3 &p_velocity) {
|
||||
linear_velocity = p_velocity;
|
||||
PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
|
||||
}
|
||||
|
||||
Vector3 RigidBody3D::get_linear_velocity() const {
|
||||
return linear_velocity;
|
||||
}
|
||||
|
||||
void RigidBody3D::set_angular_velocity(const Vector3 &p_velocity) {
|
||||
angular_velocity = p_velocity;
|
||||
PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY, angular_velocity);
|
||||
}
|
||||
|
||||
Vector3 RigidBody3D::get_angular_velocity() const {
|
||||
return angular_velocity;
|
||||
}
|
||||
|
||||
Basis RigidBody3D::get_inverse_inertia_tensor() const {
|
||||
return inverse_inertia_tensor;
|
||||
}
|
||||
|
||||
void RigidBody3D::set_use_custom_integrator(bool p_enable) {
|
||||
if (custom_integrator == p_enable) {
|
||||
return;
|
||||
}
|
||||
|
||||
custom_integrator = p_enable;
|
||||
PhysicsServer3D::get_singleton()->body_set_omit_force_integration(get_rid(), p_enable);
|
||||
}
|
||||
|
||||
bool RigidBody3D::is_using_custom_integrator() {
|
||||
return custom_integrator;
|
||||
}
|
||||
|
||||
void RigidBody3D::set_sleeping(bool p_sleeping) {
|
||||
sleeping = p_sleeping;
|
||||
PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_SLEEPING, sleeping);
|
||||
}
|
||||
|
||||
void RigidBody3D::set_can_sleep(bool p_active) {
|
||||
can_sleep = p_active;
|
||||
PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_CAN_SLEEP, p_active);
|
||||
}
|
||||
|
||||
bool RigidBody3D::is_able_to_sleep() const {
|
||||
return can_sleep;
|
||||
}
|
||||
|
||||
bool RigidBody3D::is_sleeping() const {
|
||||
return sleeping;
|
||||
}
|
||||
|
||||
void RigidBody3D::set_max_contacts_reported(int p_amount) {
|
||||
ERR_FAIL_INDEX_MSG(p_amount, MAX_CONTACTS_REPORTED_3D_MAX, "Max contacts reported allocates memory (about 80 bytes each), and therefore must not be set too high.");
|
||||
max_contacts_reported = p_amount;
|
||||
PhysicsServer3D::get_singleton()->body_set_max_contacts_reported(get_rid(), p_amount);
|
||||
}
|
||||
|
||||
int RigidBody3D::get_max_contacts_reported() const {
|
||||
return max_contacts_reported;
|
||||
}
|
||||
|
||||
int RigidBody3D::get_contact_count() const {
|
||||
return contact_count;
|
||||
}
|
||||
|
||||
void RigidBody3D::apply_central_impulse(const Vector3 &p_impulse) {
|
||||
PhysicsServer3D::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse);
|
||||
}
|
||||
|
||||
void RigidBody3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) {
|
||||
PhysicsServer3D *singleton = PhysicsServer3D::get_singleton();
|
||||
singleton->body_apply_impulse(get_rid(), p_impulse, p_position);
|
||||
}
|
||||
|
||||
void RigidBody3D::apply_torque_impulse(const Vector3 &p_impulse) {
|
||||
PhysicsServer3D::get_singleton()->body_apply_torque_impulse(get_rid(), p_impulse);
|
||||
}
|
||||
|
||||
void RigidBody3D::apply_central_force(const Vector3 &p_force) {
|
||||
PhysicsServer3D::get_singleton()->body_apply_central_force(get_rid(), p_force);
|
||||
}
|
||||
|
||||
void RigidBody3D::apply_force(const Vector3 &p_force, const Vector3 &p_position) {
|
||||
PhysicsServer3D *singleton = PhysicsServer3D::get_singleton();
|
||||
singleton->body_apply_force(get_rid(), p_force, p_position);
|
||||
}
|
||||
|
||||
void RigidBody3D::apply_torque(const Vector3 &p_torque) {
|
||||
PhysicsServer3D::get_singleton()->body_apply_torque(get_rid(), p_torque);
|
||||
}
|
||||
|
||||
void RigidBody3D::add_constant_central_force(const Vector3 &p_force) {
|
||||
PhysicsServer3D::get_singleton()->body_add_constant_central_force(get_rid(), p_force);
|
||||
}
|
||||
|
||||
void RigidBody3D::add_constant_force(const Vector3 &p_force, const Vector3 &p_position) {
|
||||
PhysicsServer3D *singleton = PhysicsServer3D::get_singleton();
|
||||
singleton->body_add_constant_force(get_rid(), p_force, p_position);
|
||||
}
|
||||
|
||||
void RigidBody3D::add_constant_torque(const Vector3 &p_torque) {
|
||||
PhysicsServer3D::get_singleton()->body_add_constant_torque(get_rid(), p_torque);
|
||||
}
|
||||
|
||||
void RigidBody3D::set_constant_force(const Vector3 &p_force) {
|
||||
PhysicsServer3D::get_singleton()->body_set_constant_force(get_rid(), p_force);
|
||||
}
|
||||
|
||||
Vector3 RigidBody3D::get_constant_force() const {
|
||||
return PhysicsServer3D::get_singleton()->body_get_constant_force(get_rid());
|
||||
}
|
||||
|
||||
void RigidBody3D::set_constant_torque(const Vector3 &p_torque) {
|
||||
PhysicsServer3D::get_singleton()->body_set_constant_torque(get_rid(), p_torque);
|
||||
}
|
||||
|
||||
Vector3 RigidBody3D::get_constant_torque() const {
|
||||
return PhysicsServer3D::get_singleton()->body_get_constant_torque(get_rid());
|
||||
}
|
||||
|
||||
void RigidBody3D::set_use_continuous_collision_detection(bool p_enable) {
|
||||
ccd = p_enable;
|
||||
PhysicsServer3D::get_singleton()->body_set_enable_continuous_collision_detection(get_rid(), p_enable);
|
||||
}
|
||||
|
||||
bool RigidBody3D::is_using_continuous_collision_detection() const {
|
||||
return ccd;
|
||||
}
|
||||
|
||||
void RigidBody3D::set_contact_monitor(bool p_enabled) {
|
||||
if (p_enabled == is_contact_monitor_enabled()) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!p_enabled) {
|
||||
ERR_FAIL_COND_MSG(contact_monitor->locked, "Can't disable contact monitoring during in/out callback. Use call_deferred(\"set_contact_monitor\", false) instead.");
|
||||
|
||||
for (const KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) {
|
||||
//clean up mess
|
||||
Object *obj = ObjectDB::get_instance(E.key);
|
||||
Node *node = Object::cast_to<Node>(obj);
|
||||
|
||||
if (node) {
|
||||
node->disconnect(SceneStringName(tree_entered), callable_mp(this, &RigidBody3D::_body_enter_tree));
|
||||
node->disconnect(SceneStringName(tree_exiting), callable_mp(this, &RigidBody3D::_body_exit_tree));
|
||||
}
|
||||
}
|
||||
|
||||
memdelete(contact_monitor);
|
||||
contact_monitor = nullptr;
|
||||
} else {
|
||||
contact_monitor = memnew(ContactMonitor);
|
||||
contact_monitor->locked = false;
|
||||
}
|
||||
|
||||
notify_property_list_changed();
|
||||
}
|
||||
|
||||
bool RigidBody3D::is_contact_monitor_enabled() const {
|
||||
return contact_monitor != nullptr;
|
||||
}
|
||||
|
||||
TypedArray<Node3D> RigidBody3D::get_colliding_bodies() const {
|
||||
ERR_FAIL_NULL_V(contact_monitor, TypedArray<Node3D>());
|
||||
|
||||
TypedArray<Node3D> ret;
|
||||
ret.resize(contact_monitor->body_map.size());
|
||||
int idx = 0;
|
||||
for (const KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) {
|
||||
Object *obj = ObjectDB::get_instance(E.key);
|
||||
if (!obj) {
|
||||
ret.resize(ret.size() - 1); //ops
|
||||
} else {
|
||||
ret[idx++] = obj;
|
||||
}
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
void RigidBody3D::_reload_physics_characteristics() {
|
||||
if (physics_material_override.is_null()) {
|
||||
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_BOUNCE, 0);
|
||||
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_FRICTION, 1);
|
||||
} else {
|
||||
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce());
|
||||
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_FRICTION, physics_material_override->computed_friction());
|
||||
}
|
||||
}
|
||||
|
||||
PackedStringArray RigidBody3D::get_configuration_warnings() const {
|
||||
PackedStringArray warnings = PhysicsBody3D::get_configuration_warnings();
|
||||
|
||||
Vector3 scale = get_transform().get_basis().get_scale();
|
||||
if (Math::abs(scale.x - 1.0) > 0.05 || Math::abs(scale.y - 1.0) > 0.05 || Math::abs(scale.z - 1.0) > 0.05) {
|
||||
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."));
|
||||
}
|
||||
|
||||
return warnings;
|
||||
}
|
||||
|
||||
void RigidBody3D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_mass", "mass"), &RigidBody3D::set_mass);
|
||||
ClassDB::bind_method(D_METHOD("get_mass"), &RigidBody3D::get_mass);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_inertia", "inertia"), &RigidBody3D::set_inertia);
|
||||
ClassDB::bind_method(D_METHOD("get_inertia"), &RigidBody3D::get_inertia);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_center_of_mass_mode", "mode"), &RigidBody3D::set_center_of_mass_mode);
|
||||
ClassDB::bind_method(D_METHOD("get_center_of_mass_mode"), &RigidBody3D::get_center_of_mass_mode);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_center_of_mass", "center_of_mass"), &RigidBody3D::set_center_of_mass);
|
||||
ClassDB::bind_method(D_METHOD("get_center_of_mass"), &RigidBody3D::get_center_of_mass);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &RigidBody3D::set_physics_material_override);
|
||||
ClassDB::bind_method(D_METHOD("get_physics_material_override"), &RigidBody3D::get_physics_material_override);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &RigidBody3D::set_linear_velocity);
|
||||
ClassDB::bind_method(D_METHOD("get_linear_velocity"), &RigidBody3D::get_linear_velocity);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &RigidBody3D::set_angular_velocity);
|
||||
ClassDB::bind_method(D_METHOD("get_angular_velocity"), &RigidBody3D::get_angular_velocity);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_inverse_inertia_tensor"), &RigidBody3D::get_inverse_inertia_tensor);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_gravity_scale", "gravity_scale"), &RigidBody3D::set_gravity_scale);
|
||||
ClassDB::bind_method(D_METHOD("get_gravity_scale"), &RigidBody3D::get_gravity_scale);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_linear_damp_mode", "linear_damp_mode"), &RigidBody3D::set_linear_damp_mode);
|
||||
ClassDB::bind_method(D_METHOD("get_linear_damp_mode"), &RigidBody3D::get_linear_damp_mode);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_angular_damp_mode", "angular_damp_mode"), &RigidBody3D::set_angular_damp_mode);
|
||||
ClassDB::bind_method(D_METHOD("get_angular_damp_mode"), &RigidBody3D::get_angular_damp_mode);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &RigidBody3D::set_linear_damp);
|
||||
ClassDB::bind_method(D_METHOD("get_linear_damp"), &RigidBody3D::get_linear_damp);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &RigidBody3D::set_angular_damp);
|
||||
ClassDB::bind_method(D_METHOD("get_angular_damp"), &RigidBody3D::get_angular_damp);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_max_contacts_reported", "amount"), &RigidBody3D::set_max_contacts_reported);
|
||||
ClassDB::bind_method(D_METHOD("get_max_contacts_reported"), &RigidBody3D::get_max_contacts_reported);
|
||||
ClassDB::bind_method(D_METHOD("get_contact_count"), &RigidBody3D::get_contact_count);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &RigidBody3D::set_use_custom_integrator);
|
||||
ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &RigidBody3D::is_using_custom_integrator);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_contact_monitor", "enabled"), &RigidBody3D::set_contact_monitor);
|
||||
ClassDB::bind_method(D_METHOD("is_contact_monitor_enabled"), &RigidBody3D::is_contact_monitor_enabled);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_use_continuous_collision_detection", "enable"), &RigidBody3D::set_use_continuous_collision_detection);
|
||||
ClassDB::bind_method(D_METHOD("is_using_continuous_collision_detection"), &RigidBody3D::is_using_continuous_collision_detection);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidBody3D::set_axis_velocity);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &RigidBody3D::apply_central_impulse);
|
||||
ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &RigidBody3D::apply_impulse, Vector3());
|
||||
ClassDB::bind_method(D_METHOD("apply_torque_impulse", "impulse"), &RigidBody3D::apply_torque_impulse);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &RigidBody3D::apply_central_force);
|
||||
ClassDB::bind_method(D_METHOD("apply_force", "force", "position"), &RigidBody3D::apply_force, Vector3());
|
||||
ClassDB::bind_method(D_METHOD("apply_torque", "torque"), &RigidBody3D::apply_torque);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("add_constant_central_force", "force"), &RigidBody3D::add_constant_central_force);
|
||||
ClassDB::bind_method(D_METHOD("add_constant_force", "force", "position"), &RigidBody3D::add_constant_force, Vector3());
|
||||
ClassDB::bind_method(D_METHOD("add_constant_torque", "torque"), &RigidBody3D::add_constant_torque);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_constant_force", "force"), &RigidBody3D::set_constant_force);
|
||||
ClassDB::bind_method(D_METHOD("get_constant_force"), &RigidBody3D::get_constant_force);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_constant_torque", "torque"), &RigidBody3D::set_constant_torque);
|
||||
ClassDB::bind_method(D_METHOD("get_constant_torque"), &RigidBody3D::get_constant_torque);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidBody3D::set_sleeping);
|
||||
ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidBody3D::is_sleeping);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidBody3D::set_can_sleep);
|
||||
ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidBody3D::is_able_to_sleep);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_lock_rotation_enabled", "lock_rotation"), &RigidBody3D::set_lock_rotation_enabled);
|
||||
ClassDB::bind_method(D_METHOD("is_lock_rotation_enabled"), &RigidBody3D::is_lock_rotation_enabled);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_freeze_enabled", "freeze_mode"), &RigidBody3D::set_freeze_enabled);
|
||||
ClassDB::bind_method(D_METHOD("is_freeze_enabled"), &RigidBody3D::is_freeze_enabled);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_freeze_mode", "freeze_mode"), &RigidBody3D::set_freeze_mode);
|
||||
ClassDB::bind_method(D_METHOD("get_freeze_mode"), &RigidBody3D::get_freeze_mode);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody3D::get_colliding_bodies);
|
||||
|
||||
GDVIRTUAL_BIND(_integrate_forces, "state");
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_RANGE, "0.001,1000,0.001,or_greater,exp,suffix:kg"), "set_mass", "get_mass");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity_scale", PROPERTY_HINT_RANGE, "-8,8,0.001,or_less,or_greater"), "set_gravity_scale", "get_gravity_scale");
|
||||
ADD_GROUP("Mass Distribution", "");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "center_of_mass_mode", PROPERTY_HINT_ENUM, "Auto,Custom"), "set_center_of_mass_mode", "get_center_of_mass_mode");
|
||||
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");
|
||||
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");
|
||||
ADD_GROUP("Deactivation", "");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleeping", "is_sleeping");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "lock_rotation"), "set_lock_rotation_enabled", "is_lock_rotation_enabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "freeze"), "set_freeze_enabled", "is_freeze_enabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "freeze_mode", PROPERTY_HINT_ENUM, "Static,Kinematic"), "set_freeze_mode", "get_freeze_mode");
|
||||
ADD_GROUP("Solver", "");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "custom_integrator"), "set_use_custom_integrator", "is_using_custom_integrator");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "continuous_cd"), "set_use_continuous_collision_detection", "is_using_continuous_collision_detection");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "contact_monitor"), "set_contact_monitor", "is_contact_monitor_enabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_contacts_reported", PROPERTY_HINT_RANGE, "0,64,1,or_greater"), "set_max_contacts_reported", "get_max_contacts_reported");
|
||||
ADD_GROUP("Linear", "linear_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity", PROPERTY_HINT_NONE, "suffix:m/s"), "set_linear_velocity", "get_linear_velocity");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "linear_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_linear_damp_mode", "get_linear_damp_mode");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp");
|
||||
ADD_GROUP("Angular", "angular_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "angular_velocity", PROPERTY_HINT_NONE, U"radians_as_degrees,suffix:\u00B0/s"), "set_angular_velocity", "get_angular_velocity");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "angular_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_angular_damp_mode", "get_angular_damp_mode");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp");
|
||||
ADD_GROUP("Constant Forces", "constant_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_force", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m/s\u00B2 (N)"), "set_constant_force", "get_constant_force");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_torque", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m\u00B2/s\u00B2/rad"), "set_constant_torque", "get_constant_torque");
|
||||
|
||||
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")));
|
||||
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")));
|
||||
ADD_SIGNAL(MethodInfo("body_entered", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
|
||||
ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
|
||||
ADD_SIGNAL(MethodInfo("sleeping_state_changed"));
|
||||
|
||||
BIND_ENUM_CONSTANT(FREEZE_MODE_STATIC);
|
||||
BIND_ENUM_CONSTANT(FREEZE_MODE_KINEMATIC);
|
||||
|
||||
BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_AUTO);
|
||||
BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_CUSTOM);
|
||||
|
||||
BIND_ENUM_CONSTANT(DAMP_MODE_COMBINE);
|
||||
BIND_ENUM_CONSTANT(DAMP_MODE_REPLACE);
|
||||
}
|
||||
|
||||
void RigidBody3D::_validate_property(PropertyInfo &p_property) const {
|
||||
if (!Engine::get_singleton()->is_editor_hint()) {
|
||||
return;
|
||||
}
|
||||
if (center_of_mass_mode != CENTER_OF_MASS_MODE_CUSTOM && p_property.name == "center_of_mass") {
|
||||
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
|
||||
}
|
||||
|
||||
if (!contact_monitor && p_property.name == "max_contacts_reported") {
|
||||
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
|
||||
}
|
||||
}
|
||||
|
||||
RigidBody3D::RigidBody3D() :
|
||||
PhysicsBody3D(PhysicsServer3D::BODY_MODE_RIGID) {
|
||||
PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &RigidBody3D::_body_state_changed));
|
||||
}
|
||||
|
||||
RigidBody3D::~RigidBody3D() {
|
||||
if (contact_monitor) {
|
||||
memdelete(contact_monitor);
|
||||
}
|
||||
}
|
||||
246
scene/3d/physics/rigid_body_3d.h
Normal file
246
scene/3d/physics/rigid_body_3d.h
Normal file
@@ -0,0 +1,246 @@
|
||||
/**************************************************************************/
|
||||
/* rigid_body_3d.h */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "core/templates/vset.h"
|
||||
#include "scene/3d/physics/physics_body_3d.h"
|
||||
|
||||
class RigidBody3D : public PhysicsBody3D {
|
||||
GDCLASS(RigidBody3D, PhysicsBody3D);
|
||||
|
||||
public:
|
||||
enum FreezeMode {
|
||||
FREEZE_MODE_STATIC,
|
||||
FREEZE_MODE_KINEMATIC,
|
||||
};
|
||||
|
||||
enum CenterOfMassMode {
|
||||
CENTER_OF_MASS_MODE_AUTO,
|
||||
CENTER_OF_MASS_MODE_CUSTOM,
|
||||
};
|
||||
|
||||
enum DampMode {
|
||||
DAMP_MODE_COMBINE,
|
||||
DAMP_MODE_REPLACE,
|
||||
};
|
||||
|
||||
private:
|
||||
bool can_sleep = true;
|
||||
bool lock_rotation = false;
|
||||
bool freeze = false;
|
||||
FreezeMode freeze_mode = FREEZE_MODE_STATIC;
|
||||
|
||||
real_t mass = 1.0;
|
||||
Vector3 inertia;
|
||||
CenterOfMassMode center_of_mass_mode = CENTER_OF_MASS_MODE_AUTO;
|
||||
Vector3 center_of_mass;
|
||||
|
||||
Ref<PhysicsMaterial> physics_material_override;
|
||||
|
||||
Vector3 linear_velocity;
|
||||
Vector3 angular_velocity;
|
||||
Basis inverse_inertia_tensor;
|
||||
real_t gravity_scale = 1.0;
|
||||
|
||||
DampMode linear_damp_mode = DAMP_MODE_COMBINE;
|
||||
DampMode angular_damp_mode = DAMP_MODE_COMBINE;
|
||||
|
||||
real_t linear_damp = 0.0;
|
||||
real_t angular_damp = 0.0;
|
||||
|
||||
bool sleeping = false;
|
||||
bool ccd = false;
|
||||
|
||||
int max_contacts_reported = 0;
|
||||
int contact_count = 0;
|
||||
|
||||
bool custom_integrator = false;
|
||||
|
||||
struct ShapePair {
|
||||
int body_shape = 0;
|
||||
int local_shape = 0;
|
||||
bool tagged = false;
|
||||
bool operator<(const ShapePair &p_sp) const {
|
||||
if (body_shape == p_sp.body_shape) {
|
||||
return local_shape < p_sp.local_shape;
|
||||
} else {
|
||||
return body_shape < p_sp.body_shape;
|
||||
}
|
||||
}
|
||||
|
||||
ShapePair() {}
|
||||
ShapePair(int p_bs, int p_ls) {
|
||||
body_shape = p_bs;
|
||||
local_shape = p_ls;
|
||||
tagged = false;
|
||||
}
|
||||
};
|
||||
struct RigidBody3D_RemoveAction {
|
||||
RID rid;
|
||||
ObjectID body_id;
|
||||
ShapePair pair;
|
||||
};
|
||||
struct BodyState {
|
||||
RID rid;
|
||||
//int rc;
|
||||
bool in_tree = false;
|
||||
VSet<ShapePair> shapes;
|
||||
};
|
||||
|
||||
struct ContactMonitor {
|
||||
bool locked = false;
|
||||
HashMap<ObjectID, BodyState> body_map;
|
||||
};
|
||||
|
||||
ContactMonitor *contact_monitor = nullptr;
|
||||
void _body_enter_tree(ObjectID p_id);
|
||||
void _body_exit_tree(ObjectID p_id);
|
||||
|
||||
void _body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape);
|
||||
static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state);
|
||||
|
||||
void _sync_body_state(PhysicsDirectBodyState3D *p_state);
|
||||
|
||||
protected:
|
||||
void _notification(int p_what);
|
||||
static void _bind_methods();
|
||||
|
||||
void _validate_property(PropertyInfo &p_property) const;
|
||||
|
||||
GDVIRTUAL1(_integrate_forces, PhysicsDirectBodyState3D *)
|
||||
|
||||
virtual void _body_state_changed(PhysicsDirectBodyState3D *p_state);
|
||||
|
||||
void _apply_body_mode();
|
||||
|
||||
public:
|
||||
void set_lock_rotation_enabled(bool p_lock_rotation);
|
||||
bool is_lock_rotation_enabled() const;
|
||||
|
||||
void set_freeze_enabled(bool p_freeze);
|
||||
bool is_freeze_enabled() const;
|
||||
|
||||
void set_freeze_mode(FreezeMode p_freeze_mode);
|
||||
FreezeMode get_freeze_mode() const;
|
||||
|
||||
void set_mass(real_t p_mass);
|
||||
real_t get_mass() const;
|
||||
|
||||
virtual real_t get_inverse_mass() const override { return 1.0 / mass; }
|
||||
|
||||
void set_inertia(const Vector3 &p_inertia);
|
||||
const Vector3 &get_inertia() const;
|
||||
|
||||
void set_center_of_mass_mode(CenterOfMassMode p_mode);
|
||||
CenterOfMassMode get_center_of_mass_mode() const;
|
||||
|
||||
void set_center_of_mass(const Vector3 &p_center_of_mass);
|
||||
const Vector3 &get_center_of_mass() const;
|
||||
|
||||
void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override);
|
||||
Ref<PhysicsMaterial> get_physics_material_override() const;
|
||||
|
||||
void set_linear_velocity(const Vector3 &p_velocity);
|
||||
Vector3 get_linear_velocity() const override;
|
||||
|
||||
void set_axis_velocity(const Vector3 &p_axis);
|
||||
|
||||
void set_angular_velocity(const Vector3 &p_velocity);
|
||||
Vector3 get_angular_velocity() const override;
|
||||
|
||||
Basis get_inverse_inertia_tensor() const;
|
||||
|
||||
void set_gravity_scale(real_t p_gravity_scale);
|
||||
real_t get_gravity_scale() const;
|
||||
|
||||
void set_linear_damp_mode(DampMode p_mode);
|
||||
DampMode get_linear_damp_mode() const;
|
||||
|
||||
void set_angular_damp_mode(DampMode p_mode);
|
||||
DampMode get_angular_damp_mode() const;
|
||||
|
||||
void set_linear_damp(real_t p_linear_damp);
|
||||
real_t get_linear_damp() const;
|
||||
|
||||
void set_angular_damp(real_t p_angular_damp);
|
||||
real_t get_angular_damp() const;
|
||||
|
||||
void set_use_custom_integrator(bool p_enable);
|
||||
bool is_using_custom_integrator();
|
||||
|
||||
void set_sleeping(bool p_sleeping);
|
||||
bool is_sleeping() const;
|
||||
|
||||
void set_can_sleep(bool p_active);
|
||||
bool is_able_to_sleep() const;
|
||||
|
||||
void set_contact_monitor(bool p_enabled);
|
||||
bool is_contact_monitor_enabled() const;
|
||||
|
||||
void set_max_contacts_reported(int p_amount);
|
||||
int get_max_contacts_reported() const;
|
||||
int get_contact_count() const;
|
||||
|
||||
void set_use_continuous_collision_detection(bool p_enable);
|
||||
bool is_using_continuous_collision_detection() const;
|
||||
|
||||
TypedArray<Node3D> get_colliding_bodies() const;
|
||||
|
||||
void apply_central_impulse(const Vector3 &p_impulse);
|
||||
void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3());
|
||||
void apply_torque_impulse(const Vector3 &p_impulse);
|
||||
|
||||
void apply_central_force(const Vector3 &p_force);
|
||||
void apply_force(const Vector3 &p_force, const Vector3 &p_position = Vector3());
|
||||
void apply_torque(const Vector3 &p_torque);
|
||||
|
||||
void add_constant_central_force(const Vector3 &p_force);
|
||||
void add_constant_force(const Vector3 &p_force, const Vector3 &p_position = Vector3());
|
||||
void add_constant_torque(const Vector3 &p_torque);
|
||||
|
||||
void set_constant_force(const Vector3 &p_force);
|
||||
Vector3 get_constant_force() const;
|
||||
|
||||
void set_constant_torque(const Vector3 &p_torque);
|
||||
Vector3 get_constant_torque() const;
|
||||
|
||||
virtual PackedStringArray get_configuration_warnings() const override;
|
||||
|
||||
RigidBody3D();
|
||||
~RigidBody3D();
|
||||
|
||||
private:
|
||||
void _reload_physics_characteristics();
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST(RigidBody3D::FreezeMode);
|
||||
VARIANT_ENUM_CAST(RigidBody3D::CenterOfMassMode);
|
||||
VARIANT_ENUM_CAST(RigidBody3D::DampMode);
|
||||
643
scene/3d/physics/shape_cast_3d.cpp
Normal file
643
scene/3d/physics/shape_cast_3d.cpp
Normal file
@@ -0,0 +1,643 @@
|
||||
/**************************************************************************/
|
||||
/* shape_cast_3d.cpp */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#include "shape_cast_3d.h"
|
||||
|
||||
#include "scene/3d/physics/collision_object_3d.h"
|
||||
#include "scene/resources/3d/concave_polygon_shape_3d.h"
|
||||
|
||||
void ShapeCast3D::_notification(int p_what) {
|
||||
switch (p_what) {
|
||||
case NOTIFICATION_ENTER_TREE: {
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
_update_debug_shape_vertices();
|
||||
}
|
||||
if (enabled && !Engine::get_singleton()->is_editor_hint()) {
|
||||
set_physics_process_internal(true);
|
||||
} else {
|
||||
set_physics_process_internal(false);
|
||||
}
|
||||
|
||||
if (get_tree()->is_debugging_collisions_hint()) {
|
||||
_update_debug_shape();
|
||||
}
|
||||
|
||||
if (Object::cast_to<CollisionObject3D>(get_parent())) {
|
||||
if (exclude_parent_body) {
|
||||
exclude.insert(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
|
||||
} else {
|
||||
exclude.erase(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
|
||||
}
|
||||
}
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_EXIT_TREE: {
|
||||
if (enabled) {
|
||||
set_physics_process_internal(false);
|
||||
}
|
||||
|
||||
if (debug_instance.is_valid()) {
|
||||
_clear_debug_shape();
|
||||
}
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_VISIBILITY_CHANGED: {
|
||||
if (is_inside_tree() && debug_instance.is_valid()) {
|
||||
RenderingServer::get_singleton()->instance_set_visible(debug_instance, is_visible_in_tree());
|
||||
}
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
|
||||
if (!enabled) {
|
||||
break;
|
||||
}
|
||||
|
||||
bool prev_collision_state = collided;
|
||||
_update_shapecast_state();
|
||||
if (get_tree()->is_debugging_collisions_hint()) {
|
||||
if (prev_collision_state != collided) {
|
||||
_update_debug_shape_material(true);
|
||||
}
|
||||
if (collided) {
|
||||
_update_debug_shape();
|
||||
}
|
||||
if (prev_collision_state == collided && !collided) {
|
||||
_update_debug_shape();
|
||||
}
|
||||
if (is_inside_tree() && debug_instance.is_valid()) {
|
||||
RenderingServer::get_singleton()->instance_set_transform(debug_instance, get_global_transform());
|
||||
}
|
||||
}
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
void ShapeCast3D::_bind_methods() {
|
||||
#ifndef DISABLE_DEPRECATED
|
||||
ClassDB::bind_method(D_METHOD("resource_changed", "resource"), &ShapeCast3D::resource_changed);
|
||||
#endif
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &ShapeCast3D::set_enabled);
|
||||
ClassDB::bind_method(D_METHOD("is_enabled"), &ShapeCast3D::is_enabled);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_shape", "shape"), &ShapeCast3D::set_shape);
|
||||
ClassDB::bind_method(D_METHOD("get_shape"), &ShapeCast3D::get_shape);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_target_position", "local_point"), &ShapeCast3D::set_target_position);
|
||||
ClassDB::bind_method(D_METHOD("get_target_position"), &ShapeCast3D::get_target_position);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_margin", "margin"), &ShapeCast3D::set_margin);
|
||||
ClassDB::bind_method(D_METHOD("get_margin"), &ShapeCast3D::get_margin);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_max_results", "max_results"), &ShapeCast3D::set_max_results);
|
||||
ClassDB::bind_method(D_METHOD("get_max_results"), &ShapeCast3D::get_max_results);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("is_colliding"), &ShapeCast3D::is_colliding);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_count"), &ShapeCast3D::get_collision_count);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("force_shapecast_update"), &ShapeCast3D::force_shapecast_update);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_collider", "index"), &ShapeCast3D::get_collider);
|
||||
ClassDB::bind_method(D_METHOD("get_collider_rid", "index"), &ShapeCast3D::get_collider_rid);
|
||||
ClassDB::bind_method(D_METHOD("get_collider_shape", "index"), &ShapeCast3D::get_collider_shape);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_point", "index"), &ShapeCast3D::get_collision_point);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_normal", "index"), &ShapeCast3D::get_collision_normal);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_closest_collision_safe_fraction"), &ShapeCast3D::get_closest_collision_safe_fraction);
|
||||
ClassDB::bind_method(D_METHOD("get_closest_collision_unsafe_fraction"), &ShapeCast3D::get_closest_collision_unsafe_fraction);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &ShapeCast3D::add_exception_rid);
|
||||
ClassDB::bind_method(D_METHOD("add_exception", "node"), &ShapeCast3D::add_exception);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &ShapeCast3D::remove_exception_rid);
|
||||
ClassDB::bind_method(D_METHOD("remove_exception", "node"), &ShapeCast3D::remove_exception);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("clear_exceptions"), &ShapeCast3D::clear_exceptions);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &ShapeCast3D::set_collision_mask);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_mask"), &ShapeCast3D::get_collision_mask);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &ShapeCast3D::set_collision_mask_value);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &ShapeCast3D::get_collision_mask_value);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &ShapeCast3D::set_exclude_parent_body);
|
||||
ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &ShapeCast3D::get_exclude_parent_body);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &ShapeCast3D::set_collide_with_areas);
|
||||
ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &ShapeCast3D::is_collide_with_areas_enabled);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &ShapeCast3D::set_collide_with_bodies);
|
||||
ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &ShapeCast3D::is_collide_with_bodies_enabled);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_collision_result"), &ShapeCast3D::get_collision_result);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_debug_shape_custom_color", "debug_shape_custom_color"), &ShapeCast3D::set_debug_shape_custom_color);
|
||||
ClassDB::bind_method(D_METHOD("get_debug_shape_custom_color"), &ShapeCast3D::get_debug_shape_custom_color);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape3D"), "set_shape", "get_shape");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "target_position", PROPERTY_HINT_NONE, "suffix:m"), "set_target_position", "get_target_position");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0,100,0.01,suffix:m"), "set_margin", "get_margin");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_results"), "set_max_results", "get_max_results");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "collision_result", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "", "get_collision_result");
|
||||
|
||||
ADD_GROUP("Collide With", "collide_with");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas"), "set_collide_with_areas", "is_collide_with_areas_enabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies"), "set_collide_with_bodies", "is_collide_with_bodies_enabled");
|
||||
|
||||
ADD_GROUP("Debug Shape", "debug_shape");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "debug_shape_custom_color"), "set_debug_shape_custom_color", "get_debug_shape_custom_color");
|
||||
}
|
||||
|
||||
PackedStringArray ShapeCast3D::get_configuration_warnings() const {
|
||||
PackedStringArray warnings = Node3D::get_configuration_warnings();
|
||||
|
||||
if (shape.is_null()) {
|
||||
warnings.push_back(RTR("This node cannot interact with other objects unless a Shape3D is assigned."));
|
||||
}
|
||||
if (shape.is_valid() && Object::cast_to<ConcavePolygonShape3D>(*shape)) {
|
||||
warnings.push_back(RTR("ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be reported."));
|
||||
}
|
||||
return warnings;
|
||||
}
|
||||
|
||||
void ShapeCast3D::set_enabled(bool p_enabled) {
|
||||
enabled = p_enabled;
|
||||
update_gizmos();
|
||||
|
||||
if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) {
|
||||
set_physics_process_internal(p_enabled);
|
||||
}
|
||||
if (!p_enabled) {
|
||||
collided = false;
|
||||
}
|
||||
|
||||
if (is_inside_tree() && get_tree()->is_debugging_collisions_hint()) {
|
||||
if (p_enabled) {
|
||||
_update_debug_shape();
|
||||
} else {
|
||||
_clear_debug_shape();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool ShapeCast3D::is_enabled() const {
|
||||
return enabled;
|
||||
}
|
||||
|
||||
void ShapeCast3D::set_target_position(const Vector3 &p_point) {
|
||||
target_position = p_point;
|
||||
if (is_inside_tree() && get_tree()->is_debugging_collisions_hint()) {
|
||||
_update_debug_shape();
|
||||
}
|
||||
update_gizmos();
|
||||
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
if (is_inside_tree()) {
|
||||
_update_debug_shape_vertices();
|
||||
}
|
||||
} else if (debug_instance.is_valid()) {
|
||||
_update_debug_shape();
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 ShapeCast3D::get_target_position() const {
|
||||
return target_position;
|
||||
}
|
||||
|
||||
void ShapeCast3D::set_margin(real_t p_margin) {
|
||||
margin = p_margin;
|
||||
}
|
||||
|
||||
real_t ShapeCast3D::get_margin() const {
|
||||
return margin;
|
||||
}
|
||||
|
||||
void ShapeCast3D::set_max_results(int p_max_results) {
|
||||
max_results = p_max_results;
|
||||
}
|
||||
|
||||
int ShapeCast3D::get_max_results() const {
|
||||
return max_results;
|
||||
}
|
||||
|
||||
void ShapeCast3D::set_collision_mask(uint32_t p_mask) {
|
||||
collision_mask = p_mask;
|
||||
}
|
||||
|
||||
uint32_t ShapeCast3D::get_collision_mask() const {
|
||||
return collision_mask;
|
||||
}
|
||||
|
||||
void ShapeCast3D::set_collision_mask_value(int p_layer_number, bool p_value) {
|
||||
ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
uint32_t mask = get_collision_mask();
|
||||
if (p_value) {
|
||||
mask |= 1 << (p_layer_number - 1);
|
||||
} else {
|
||||
mask &= ~(1 << (p_layer_number - 1));
|
||||
}
|
||||
set_collision_mask(mask);
|
||||
}
|
||||
|
||||
bool ShapeCast3D::get_collision_mask_value(int p_layer_number) const {
|
||||
ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
return get_collision_mask() & (1 << (p_layer_number - 1));
|
||||
}
|
||||
|
||||
int ShapeCast3D::get_collision_count() const {
|
||||
return result.size();
|
||||
}
|
||||
|
||||
bool ShapeCast3D::is_colliding() const {
|
||||
return collided;
|
||||
}
|
||||
|
||||
Object *ShapeCast3D::get_collider(int p_idx) const {
|
||||
ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), nullptr, "No collider found.");
|
||||
|
||||
if (result[p_idx].collider_id.is_null()) {
|
||||
return nullptr;
|
||||
}
|
||||
return ObjectDB::get_instance(result[p_idx].collider_id);
|
||||
}
|
||||
|
||||
RID ShapeCast3D::get_collider_rid(int p_idx) const {
|
||||
ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), RID(), "No collider RID found.");
|
||||
return result[p_idx].rid;
|
||||
}
|
||||
|
||||
int ShapeCast3D::get_collider_shape(int p_idx) const {
|
||||
ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), -1, "No collider shape found.");
|
||||
return result[p_idx].shape;
|
||||
}
|
||||
|
||||
Vector3 ShapeCast3D::get_collision_point(int p_idx) const {
|
||||
ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector3(), "No collision point found.");
|
||||
return result[p_idx].point;
|
||||
}
|
||||
|
||||
Vector3 ShapeCast3D::get_collision_normal(int p_idx) const {
|
||||
ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector3(), "No collision normal found.");
|
||||
return result[p_idx].normal;
|
||||
}
|
||||
|
||||
real_t ShapeCast3D::get_closest_collision_safe_fraction() const {
|
||||
return collision_safe_fraction;
|
||||
}
|
||||
|
||||
real_t ShapeCast3D::get_closest_collision_unsafe_fraction() const {
|
||||
return collision_unsafe_fraction;
|
||||
}
|
||||
|
||||
#ifndef DISABLE_DEPRECATED
|
||||
void ShapeCast3D::resource_changed(Ref<Resource> p_res) {
|
||||
}
|
||||
#endif
|
||||
|
||||
void ShapeCast3D::_shape_changed() {
|
||||
update_gizmos();
|
||||
bool is_editor = Engine::get_singleton()->is_editor_hint();
|
||||
if (is_inside_tree() && (is_editor || get_tree()->is_debugging_collisions_hint())) {
|
||||
_update_debug_shape();
|
||||
}
|
||||
}
|
||||
|
||||
void ShapeCast3D::set_shape(const Ref<Shape3D> &p_shape) {
|
||||
if (p_shape == shape) {
|
||||
return;
|
||||
}
|
||||
if (shape.is_valid()) {
|
||||
shape->disconnect_changed(callable_mp(this, &ShapeCast3D::_shape_changed));
|
||||
}
|
||||
shape = p_shape;
|
||||
if (shape.is_valid()) {
|
||||
shape->connect_changed(callable_mp(this, &ShapeCast3D::_shape_changed));
|
||||
shape_rid = shape->get_rid();
|
||||
}
|
||||
|
||||
bool is_editor = Engine::get_singleton()->is_editor_hint();
|
||||
if (is_inside_tree() && (is_editor || get_tree()->is_debugging_collisions_hint())) {
|
||||
_update_debug_shape();
|
||||
}
|
||||
update_gizmos();
|
||||
update_configuration_warnings();
|
||||
}
|
||||
|
||||
Ref<Shape3D> ShapeCast3D::get_shape() const {
|
||||
return shape;
|
||||
}
|
||||
|
||||
void ShapeCast3D::set_exclude_parent_body(bool p_exclude_parent_body) {
|
||||
if (exclude_parent_body == p_exclude_parent_body) {
|
||||
return;
|
||||
}
|
||||
exclude_parent_body = p_exclude_parent_body;
|
||||
|
||||
if (!is_inside_tree()) {
|
||||
return;
|
||||
}
|
||||
if (Object::cast_to<CollisionObject3D>(get_parent())) {
|
||||
if (exclude_parent_body) {
|
||||
exclude.insert(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
|
||||
} else {
|
||||
exclude.erase(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool ShapeCast3D::get_exclude_parent_body() const {
|
||||
return exclude_parent_body;
|
||||
}
|
||||
|
||||
void ShapeCast3D::_update_shapecast_state() {
|
||||
result.clear();
|
||||
|
||||
ERR_FAIL_COND_MSG(shape.is_null(), "Null reference to shape. ShapeCast3D requires a Shape3D to sweep for collisions.");
|
||||
|
||||
Ref<World3D> w3d = get_world_3d();
|
||||
ERR_FAIL_COND(w3d.is_null());
|
||||
|
||||
PhysicsDirectSpaceState3D *dss = PhysicsServer3D::get_singleton()->space_get_direct_state(w3d->get_space());
|
||||
ERR_FAIL_NULL(dss);
|
||||
|
||||
Transform3D gt = get_global_transform();
|
||||
|
||||
PhysicsDirectSpaceState3D::ShapeParameters params;
|
||||
params.shape_rid = shape_rid;
|
||||
params.transform = gt;
|
||||
params.motion = gt.basis.xform(target_position);
|
||||
params.margin = margin;
|
||||
params.exclude = exclude;
|
||||
params.collision_mask = collision_mask;
|
||||
params.collide_with_bodies = collide_with_bodies;
|
||||
params.collide_with_areas = collide_with_areas;
|
||||
|
||||
collision_safe_fraction = 0.0;
|
||||
collision_unsafe_fraction = 0.0;
|
||||
|
||||
if (target_position != Vector3()) {
|
||||
dss->cast_motion(params, collision_safe_fraction, collision_unsafe_fraction);
|
||||
if (collision_unsafe_fraction < 1.0) {
|
||||
// Move shape transform to the point of impact,
|
||||
// so we can collect contact info at that point.
|
||||
gt.set_origin(gt.get_origin() + params.motion * (collision_unsafe_fraction + CMP_EPSILON));
|
||||
params.transform = gt;
|
||||
}
|
||||
}
|
||||
// Regardless of whether the shape is stuck or it's moved along
|
||||
// the motion vector, we'll only consider static collisions from now on.
|
||||
params.motion = Vector3();
|
||||
|
||||
bool intersected = true;
|
||||
while (intersected && result.size() < max_results) {
|
||||
PhysicsDirectSpaceState3D::ShapeRestInfo info;
|
||||
intersected = dss->rest_info(params, &info);
|
||||
if (intersected) {
|
||||
result.push_back(info);
|
||||
params.exclude.insert(info.rid);
|
||||
}
|
||||
}
|
||||
collided = !result.is_empty();
|
||||
}
|
||||
|
||||
void ShapeCast3D::force_shapecast_update() {
|
||||
_update_shapecast_state();
|
||||
}
|
||||
|
||||
void ShapeCast3D::add_exception_rid(const RID &p_rid) {
|
||||
exclude.insert(p_rid);
|
||||
}
|
||||
|
||||
void ShapeCast3D::add_exception(const CollisionObject3D *p_node) {
|
||||
ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject3D.");
|
||||
add_exception_rid(p_node->get_rid());
|
||||
}
|
||||
|
||||
void ShapeCast3D::remove_exception_rid(const RID &p_rid) {
|
||||
exclude.erase(p_rid);
|
||||
}
|
||||
|
||||
void ShapeCast3D::remove_exception(const CollisionObject3D *p_node) {
|
||||
ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject3D.");
|
||||
remove_exception_rid(p_node->get_rid());
|
||||
}
|
||||
|
||||
void ShapeCast3D::clear_exceptions() {
|
||||
exclude.clear();
|
||||
}
|
||||
|
||||
void ShapeCast3D::set_collide_with_areas(bool p_clip) {
|
||||
collide_with_areas = p_clip;
|
||||
}
|
||||
|
||||
bool ShapeCast3D::is_collide_with_areas_enabled() const {
|
||||
return collide_with_areas;
|
||||
}
|
||||
|
||||
void ShapeCast3D::set_collide_with_bodies(bool p_clip) {
|
||||
collide_with_bodies = p_clip;
|
||||
}
|
||||
|
||||
bool ShapeCast3D::is_collide_with_bodies_enabled() const {
|
||||
return collide_with_bodies;
|
||||
}
|
||||
|
||||
Array ShapeCast3D::get_collision_result() const {
|
||||
Array ret;
|
||||
|
||||
for (int i = 0; i < result.size(); ++i) {
|
||||
const PhysicsDirectSpaceState3D::ShapeRestInfo &sri = result[i];
|
||||
|
||||
Dictionary col;
|
||||
col["point"] = sri.point;
|
||||
col["normal"] = sri.normal;
|
||||
col["rid"] = sri.rid;
|
||||
col["collider"] = ObjectDB::get_instance(sri.collider_id);
|
||||
col["collider_id"] = sri.collider_id;
|
||||
col["shape"] = sri.shape;
|
||||
col["linear_velocity"] = sri.linear_velocity;
|
||||
|
||||
ret.push_back(col);
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
void ShapeCast3D::_update_debug_shape_vertices() {
|
||||
debug_shape_vertices.clear();
|
||||
debug_line_vertices.clear();
|
||||
|
||||
if (shape.is_valid()) {
|
||||
debug_shape_vertices.append_array(shape->get_debug_mesh_lines());
|
||||
for (int i = 0; i < debug_shape_vertices.size(); i++) {
|
||||
debug_shape_vertices.set(i, debug_shape_vertices[i] + Vector3(target_position * get_closest_collision_safe_fraction()));
|
||||
}
|
||||
}
|
||||
|
||||
if (target_position == Vector3()) {
|
||||
return;
|
||||
}
|
||||
|
||||
debug_line_vertices.push_back(Vector3());
|
||||
debug_line_vertices.push_back(target_position);
|
||||
}
|
||||
|
||||
const Vector<Vector3> &ShapeCast3D::get_debug_shape_vertices() const {
|
||||
return debug_shape_vertices;
|
||||
}
|
||||
|
||||
const Vector<Vector3> &ShapeCast3D::get_debug_line_vertices() const {
|
||||
return debug_line_vertices;
|
||||
}
|
||||
|
||||
void ShapeCast3D::set_debug_shape_custom_color(const Color &p_color) {
|
||||
debug_shape_custom_color = p_color;
|
||||
if (debug_material.is_valid()) {
|
||||
_update_debug_shape_material();
|
||||
}
|
||||
}
|
||||
|
||||
Ref<StandardMaterial3D> ShapeCast3D::get_debug_material() {
|
||||
_update_debug_shape_material();
|
||||
return debug_material;
|
||||
}
|
||||
|
||||
const Color &ShapeCast3D::get_debug_shape_custom_color() const {
|
||||
return debug_shape_custom_color;
|
||||
}
|
||||
|
||||
void ShapeCast3D::_create_debug_shape() {
|
||||
_update_debug_shape_material();
|
||||
|
||||
if (!debug_instance.is_valid()) {
|
||||
debug_instance = RenderingServer::get_singleton()->instance_create();
|
||||
}
|
||||
|
||||
if (debug_mesh.is_null()) {
|
||||
debug_mesh.instantiate();
|
||||
}
|
||||
}
|
||||
|
||||
void ShapeCast3D::_update_debug_shape_material(bool p_check_collision) {
|
||||
if (debug_material.is_null()) {
|
||||
Ref<StandardMaterial3D> material = memnew(StandardMaterial3D);
|
||||
debug_material = material;
|
||||
|
||||
material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
|
||||
material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
|
||||
// Use double-sided rendering so that the RayCast can be seen if the camera is inside.
|
||||
material->set_cull_mode(BaseMaterial3D::CULL_DISABLED);
|
||||
material->set_transparency(BaseMaterial3D::TRANSPARENCY_ALPHA);
|
||||
}
|
||||
|
||||
Color color = debug_shape_custom_color;
|
||||
if (color == Color(0.0, 0.0, 0.0)) {
|
||||
// Use the default debug shape color defined in the Project Settings.
|
||||
color = get_tree()->get_debug_collisions_color();
|
||||
}
|
||||
|
||||
if (p_check_collision && collided) {
|
||||
if ((color.get_h() < 0.055 || color.get_h() > 0.945) && color.get_s() > 0.5 && color.get_v() > 0.5) {
|
||||
// If base color is already quite reddish, highlight collision with green color
|
||||
color = Color(0.0, 1.0, 0.0, color.a);
|
||||
} else {
|
||||
// Else, highlight collision with red color
|
||||
color = Color(1.0, 0, 0, color.a);
|
||||
}
|
||||
}
|
||||
|
||||
Ref<StandardMaterial3D> material = static_cast<Ref<StandardMaterial3D>>(debug_material);
|
||||
material->set_albedo(color);
|
||||
}
|
||||
|
||||
void ShapeCast3D::_update_debug_shape() {
|
||||
if (!enabled) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!debug_instance.is_valid()) {
|
||||
_create_debug_shape();
|
||||
}
|
||||
|
||||
_update_debug_shape_vertices();
|
||||
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!debug_instance.is_valid() || debug_mesh.is_null()) {
|
||||
return;
|
||||
}
|
||||
|
||||
debug_mesh->clear_surfaces();
|
||||
|
||||
Array a;
|
||||
a.resize(Mesh::ARRAY_MAX);
|
||||
|
||||
uint32_t flags = 0;
|
||||
int surface_count = 0;
|
||||
|
||||
if (!debug_shape_vertices.is_empty()) {
|
||||
a[Mesh::ARRAY_VERTEX] = debug_shape_vertices;
|
||||
debug_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a, Array(), Dictionary(), flags);
|
||||
debug_mesh->surface_set_material(surface_count, debug_material);
|
||||
++surface_count;
|
||||
}
|
||||
|
||||
if (!debug_line_vertices.is_empty()) {
|
||||
a[Mesh::ARRAY_VERTEX] = debug_line_vertices;
|
||||
debug_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a, Array(), Dictionary(), flags);
|
||||
debug_mesh->surface_set_material(surface_count, debug_material);
|
||||
++surface_count;
|
||||
}
|
||||
|
||||
RenderingServer::get_singleton()->instance_set_base(debug_instance, debug_mesh->get_rid());
|
||||
if (is_inside_tree()) {
|
||||
RenderingServer::get_singleton()->instance_set_scenario(debug_instance, get_world_3d()->get_scenario());
|
||||
RenderingServer::get_singleton()->instance_set_visible(debug_instance, is_visible_in_tree());
|
||||
RenderingServer::get_singleton()->instance_set_transform(debug_instance, get_global_transform());
|
||||
}
|
||||
}
|
||||
|
||||
void ShapeCast3D::_clear_debug_shape() {
|
||||
ERR_FAIL_NULL(RenderingServer::get_singleton());
|
||||
if (debug_instance.is_valid()) {
|
||||
RenderingServer::get_singleton()->free(debug_instance);
|
||||
debug_instance = RID();
|
||||
}
|
||||
if (debug_mesh.is_valid()) {
|
||||
RenderingServer::get_singleton()->free(debug_mesh->get_rid());
|
||||
debug_mesh = Ref<ArrayMesh>();
|
||||
}
|
||||
}
|
||||
144
scene/3d/physics/shape_cast_3d.h
Normal file
144
scene/3d/physics/shape_cast_3d.h
Normal file
@@ -0,0 +1,144 @@
|
||||
/**************************************************************************/
|
||||
/* shape_cast_3d.h */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "scene/3d/node_3d.h"
|
||||
#include "scene/resources/3d/shape_3d.h"
|
||||
|
||||
class CollisionObject3D;
|
||||
|
||||
class ShapeCast3D : public Node3D {
|
||||
GDCLASS(ShapeCast3D, Node3D);
|
||||
|
||||
bool enabled = true;
|
||||
#ifndef DISABLE_DEPRECATED
|
||||
void resource_changed(Ref<Resource> p_res);
|
||||
#endif
|
||||
|
||||
Ref<Shape3D> shape;
|
||||
RID shape_rid;
|
||||
Vector3 target_position = Vector3(0, -1, 0);
|
||||
|
||||
HashSet<RID> exclude;
|
||||
real_t margin = 0.0;
|
||||
uint32_t collision_mask = 1;
|
||||
bool exclude_parent_body = true;
|
||||
bool collide_with_areas = false;
|
||||
bool collide_with_bodies = true;
|
||||
|
||||
Ref<Material> debug_material;
|
||||
Color debug_shape_custom_color = Color(0.0, 0.0, 0.0);
|
||||
Vector<Vector3> debug_shape_vertices;
|
||||
Vector<Vector3> debug_line_vertices;
|
||||
|
||||
void _create_debug_shape();
|
||||
void _update_debug_shape();
|
||||
void _update_debug_shape_material(bool p_check_collision = false);
|
||||
void _update_debug_shape_vertices();
|
||||
void _clear_debug_shape();
|
||||
|
||||
// Result
|
||||
int max_results = 32;
|
||||
Vector<PhysicsDirectSpaceState3D::ShapeRestInfo> result;
|
||||
bool collided = false;
|
||||
real_t collision_safe_fraction = 1.0;
|
||||
real_t collision_unsafe_fraction = 1.0;
|
||||
|
||||
RID debug_instance;
|
||||
Ref<ArrayMesh> debug_mesh;
|
||||
|
||||
protected:
|
||||
void _notification(int p_what);
|
||||
void _update_shapecast_state();
|
||||
void _shape_changed();
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
void set_collide_with_areas(bool p_clip);
|
||||
bool is_collide_with_areas_enabled() const;
|
||||
|
||||
void set_collide_with_bodies(bool p_clip);
|
||||
bool is_collide_with_bodies_enabled() const;
|
||||
|
||||
void set_enabled(bool p_enabled);
|
||||
bool is_enabled() const;
|
||||
|
||||
void set_shape(const Ref<Shape3D> &p_shape);
|
||||
Ref<Shape3D> get_shape() const;
|
||||
|
||||
void set_target_position(const Vector3 &p_point);
|
||||
Vector3 get_target_position() const;
|
||||
|
||||
void set_margin(real_t p_margin);
|
||||
real_t get_margin() const;
|
||||
|
||||
void set_max_results(int p_max_results);
|
||||
int get_max_results() const;
|
||||
|
||||
void set_collision_mask(uint32_t p_mask);
|
||||
uint32_t get_collision_mask() const;
|
||||
|
||||
void set_collision_mask_value(int p_layer_number, bool p_value);
|
||||
bool get_collision_mask_value(int p_layer_number) const;
|
||||
|
||||
void set_exclude_parent_body(bool p_exclude_parent_body);
|
||||
bool get_exclude_parent_body() const;
|
||||
|
||||
const Color &get_debug_shape_custom_color() const;
|
||||
void set_debug_shape_custom_color(const Color &p_color);
|
||||
|
||||
const Vector<Vector3> &get_debug_shape_vertices() const;
|
||||
const Vector<Vector3> &get_debug_line_vertices() const;
|
||||
|
||||
Ref<StandardMaterial3D> get_debug_material();
|
||||
|
||||
Array get_collision_result() const;
|
||||
int get_collision_count() const;
|
||||
Object *get_collider(int p_idx) const;
|
||||
RID get_collider_rid(int p_idx) const;
|
||||
int get_collider_shape(int p_idx) const;
|
||||
Vector3 get_collision_point(int p_idx) const;
|
||||
Vector3 get_collision_normal(int p_idx) const;
|
||||
|
||||
real_t get_closest_collision_safe_fraction() const;
|
||||
real_t get_closest_collision_unsafe_fraction() const;
|
||||
|
||||
void force_shapecast_update();
|
||||
bool is_colliding() const;
|
||||
|
||||
void add_exception_rid(const RID &p_rid);
|
||||
void add_exception(const CollisionObject3D *p_node);
|
||||
void remove_exception_rid(const RID &p_rid);
|
||||
void remove_exception(const CollisionObject3D *p_node);
|
||||
void clear_exceptions();
|
||||
|
||||
virtual PackedStringArray get_configuration_warnings() const override;
|
||||
};
|
||||
41
scene/3d/physics/soft_body_3d.compat.inc
Normal file
41
scene/3d/physics/soft_body_3d.compat.inc
Normal file
@@ -0,0 +1,41 @@
|
||||
/**************************************************************************/
|
||||
/* soft_body_3d.compat.inc */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#ifndef DISABLE_DEPRECATED
|
||||
|
||||
void SoftBody3D::_pin_point_bind_compat_94684(int p_point_index, bool pin, const NodePath &p_spatial_attachment_path) {
|
||||
pin_point(p_point_index, pin, p_spatial_attachment_path, -1);
|
||||
}
|
||||
|
||||
void SoftBody3D::_bind_compatibility_methods() {
|
||||
ClassDB::bind_compatibility_method(D_METHOD("set_point_pinned", "point_index", "pinned", "attachment_path"), &SoftBody3D::_pin_point_bind_compat_94684, DEFVAL(NodePath()));
|
||||
}
|
||||
|
||||
#endif // DISABLE_DEPRECATED
|
||||
852
scene/3d/physics/soft_body_3d.cpp
Normal file
852
scene/3d/physics/soft_body_3d.cpp
Normal file
@@ -0,0 +1,852 @@
|
||||
/**************************************************************************/
|
||||
/* soft_body_3d.cpp */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#include "soft_body_3d.h"
|
||||
#include "soft_body_3d.compat.inc"
|
||||
|
||||
#include "scene/3d/physics/physics_body_3d.h"
|
||||
|
||||
SoftBodyRenderingServerHandler::SoftBodyRenderingServerHandler() {}
|
||||
|
||||
void SoftBodyRenderingServerHandler::prepare(RID p_mesh, int p_surface) {
|
||||
clear();
|
||||
|
||||
ERR_FAIL_COND(!p_mesh.is_valid());
|
||||
|
||||
mesh = p_mesh;
|
||||
surface = p_surface;
|
||||
|
||||
RS::SurfaceData surface_data = RS::get_singleton()->mesh_get_surface(mesh, surface);
|
||||
|
||||
uint32_t surface_offsets[RS::ARRAY_MAX];
|
||||
uint32_t vertex_stride;
|
||||
uint32_t normal_tangent_stride;
|
||||
uint32_t attrib_stride;
|
||||
uint32_t skin_stride;
|
||||
RS::get_singleton()->mesh_surface_make_offsets_from_format(surface_data.format, surface_data.vertex_count, surface_data.index_count, surface_offsets, vertex_stride, normal_tangent_stride, attrib_stride, skin_stride);
|
||||
|
||||
buffer = surface_data.vertex_data;
|
||||
stride = vertex_stride;
|
||||
normal_stride = normal_tangent_stride;
|
||||
offset_vertices = surface_offsets[RS::ARRAY_VERTEX];
|
||||
offset_normal = surface_offsets[RS::ARRAY_NORMAL];
|
||||
}
|
||||
|
||||
void SoftBodyRenderingServerHandler::clear() {
|
||||
buffer.resize(0);
|
||||
stride = 0;
|
||||
normal_stride = 0;
|
||||
offset_vertices = 0;
|
||||
offset_normal = 0;
|
||||
|
||||
surface = 0;
|
||||
mesh = RID();
|
||||
}
|
||||
|
||||
void SoftBodyRenderingServerHandler::open() {
|
||||
write_buffer = buffer.ptrw();
|
||||
}
|
||||
|
||||
void SoftBodyRenderingServerHandler::close() {
|
||||
write_buffer = nullptr;
|
||||
}
|
||||
|
||||
void SoftBodyRenderingServerHandler::commit_changes() {
|
||||
RS::get_singleton()->mesh_surface_update_vertex_region(mesh, surface, 0, buffer);
|
||||
}
|
||||
|
||||
void SoftBodyRenderingServerHandler::set_vertex(int p_vertex_id, const Vector3 &p_vertex) {
|
||||
float *vertex_buffer = reinterpret_cast<float *>(write_buffer + p_vertex_id * stride + offset_vertices);
|
||||
*vertex_buffer++ = (float)p_vertex.x;
|
||||
*vertex_buffer++ = (float)p_vertex.y;
|
||||
*vertex_buffer++ = (float)p_vertex.z;
|
||||
}
|
||||
|
||||
void SoftBodyRenderingServerHandler::set_normal(int p_vertex_id, const Vector3 &p_normal) {
|
||||
Vector2 res = p_normal.octahedron_encode();
|
||||
uint32_t value = 0;
|
||||
value |= (uint16_t)CLAMP(res.x * 65535, 0, 65535);
|
||||
value |= (uint16_t)CLAMP(res.y * 65535, 0, 65535) << 16;
|
||||
memcpy(&write_buffer[p_vertex_id * normal_stride + offset_normal], &value, sizeof(uint32_t));
|
||||
}
|
||||
|
||||
void SoftBodyRenderingServerHandler::set_aabb(const AABB &p_aabb) {
|
||||
RS::get_singleton()->mesh_set_custom_aabb(mesh, p_aabb);
|
||||
}
|
||||
|
||||
SoftBody3D::PinnedPoint::PinnedPoint() {
|
||||
}
|
||||
|
||||
SoftBody3D::PinnedPoint::PinnedPoint(const PinnedPoint &obj_tocopy) {
|
||||
point_index = obj_tocopy.point_index;
|
||||
spatial_attachment_path = obj_tocopy.spatial_attachment_path;
|
||||
spatial_attachment = obj_tocopy.spatial_attachment;
|
||||
offset = obj_tocopy.offset;
|
||||
}
|
||||
|
||||
void SoftBody3D::PinnedPoint::operator=(const PinnedPoint &obj) {
|
||||
point_index = obj.point_index;
|
||||
spatial_attachment_path = obj.spatial_attachment_path;
|
||||
spatial_attachment = obj.spatial_attachment;
|
||||
offset = obj.offset;
|
||||
}
|
||||
|
||||
void SoftBody3D::_update_pickable() {
|
||||
if (!is_inside_tree()) {
|
||||
return;
|
||||
}
|
||||
bool pickable = ray_pickable && is_visible_in_tree();
|
||||
PhysicsServer3D::get_singleton()->soft_body_set_ray_pickable(physics_rid, pickable);
|
||||
}
|
||||
|
||||
bool SoftBody3D::_set(const StringName &p_name, const Variant &p_value) {
|
||||
String name = p_name;
|
||||
String which = name.get_slicec('/', 0);
|
||||
|
||||
if ("pinned_points" == which) {
|
||||
return _set_property_pinned_points_indices(p_value);
|
||||
|
||||
} else if ("attachments" == which) {
|
||||
int idx = name.get_slicec('/', 1).to_int();
|
||||
String what = name.get_slicec('/', 2);
|
||||
|
||||
return _set_property_pinned_points_attachment(idx, what, p_value);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SoftBody3D::_get(const StringName &p_name, Variant &r_ret) const {
|
||||
String name = p_name;
|
||||
String which = name.get_slicec('/', 0);
|
||||
|
||||
if ("pinned_points" == which) {
|
||||
Array arr_ret;
|
||||
const int pinned_points_indices_size = pinned_points.size();
|
||||
const PinnedPoint *r = pinned_points.ptr();
|
||||
arr_ret.resize(pinned_points_indices_size);
|
||||
|
||||
for (int i = 0; i < pinned_points_indices_size; ++i) {
|
||||
arr_ret[i] = r[i].point_index;
|
||||
}
|
||||
|
||||
r_ret = arr_ret;
|
||||
return true;
|
||||
|
||||
} else if ("attachments" == which) {
|
||||
int idx = name.get_slicec('/', 1).to_int();
|
||||
String what = name.get_slicec('/', 2);
|
||||
|
||||
return _get_property_pinned_points(idx, what, r_ret);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void SoftBody3D::_get_property_list(List<PropertyInfo> *p_list) const {
|
||||
const int pinned_points_indices_size = pinned_points.size();
|
||||
|
||||
p_list->push_back(PropertyInfo(Variant::PACKED_INT32_ARRAY, PNAME("pinned_points")));
|
||||
|
||||
for (int i = 0; i < pinned_points_indices_size; ++i) {
|
||||
const String prefix = vformat("%s/%d/", PNAME("attachments"), i);
|
||||
p_list->push_back(PropertyInfo(Variant::INT, prefix + PNAME("point_index")));
|
||||
p_list->push_back(PropertyInfo(Variant::NODE_PATH, prefix + PNAME("spatial_attachment_path")));
|
||||
p_list->push_back(PropertyInfo(Variant::VECTOR3, prefix + PNAME("offset")));
|
||||
}
|
||||
}
|
||||
|
||||
bool SoftBody3D::_set_property_pinned_points_indices(const Array &p_indices) {
|
||||
const int p_indices_size = p_indices.size();
|
||||
|
||||
{ // Remove the pined points on physics server that will be removed by resize
|
||||
const PinnedPoint *r = pinned_points.ptr();
|
||||
if (p_indices_size < pinned_points.size()) {
|
||||
for (int i = pinned_points.size() - 1; i >= p_indices_size; --i) {
|
||||
pin_point(r[i].point_index, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pinned_points.resize(p_indices_size);
|
||||
|
||||
PinnedPoint *w = pinned_points.ptrw();
|
||||
int point_index;
|
||||
for (int i = 0; i < p_indices_size; ++i) {
|
||||
point_index = p_indices.get(i);
|
||||
if (w[i].point_index != point_index || pinned_points.size() < p_indices_size) {
|
||||
bool insert = false;
|
||||
if (w[i].point_index != -1 && p_indices.find(w[i].point_index) == -1) {
|
||||
pin_point(w[i].point_index, false);
|
||||
insert = true;
|
||||
}
|
||||
w[i].point_index = point_index;
|
||||
if (insert) {
|
||||
pin_point(w[i].point_index, true, NodePath(), i);
|
||||
} else {
|
||||
pin_point(w[i].point_index, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoftBody3D::_set_property_pinned_points_attachment(int p_item, const String &p_what, const Variant &p_value) {
|
||||
if (pinned_points.size() <= p_item) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if ("spatial_attachment_path" == p_what) {
|
||||
PinnedPoint *w = pinned_points.ptrw();
|
||||
|
||||
if (is_inside_tree()) {
|
||||
callable_mp(this, &SoftBody3D::_pin_point_deferred).call_deferred(Variant(w[p_item].point_index), true, p_value);
|
||||
} else {
|
||||
pin_point(w[p_item].point_index, true, p_value);
|
||||
_make_cache_dirty();
|
||||
}
|
||||
} else if ("offset" == p_what) {
|
||||
PinnedPoint *w = pinned_points.ptrw();
|
||||
w[p_item].offset = p_value;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SoftBody3D::_get_property_pinned_points(int p_item, const String &p_what, Variant &r_ret) const {
|
||||
if (pinned_points.size() <= p_item) {
|
||||
return false;
|
||||
}
|
||||
const PinnedPoint *r = pinned_points.ptr();
|
||||
|
||||
if ("point_index" == p_what) {
|
||||
r_ret = r[p_item].point_index;
|
||||
} else if ("spatial_attachment_path" == p_what) {
|
||||
r_ret = r[p_item].spatial_attachment_path;
|
||||
} else if ("offset" == p_what) {
|
||||
r_ret = r[p_item].offset;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void SoftBody3D::_notification(int p_what) {
|
||||
switch (p_what) {
|
||||
case NOTIFICATION_ENTER_WORLD: {
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
// I have no idea what this is supposed to do, it's really weird
|
||||
// leaving for upcoming PK work on physics
|
||||
//add_change_receptor(this);
|
||||
}
|
||||
|
||||
RID space = get_world_3d()->get_space();
|
||||
PhysicsServer3D::get_singleton()->soft_body_set_space(physics_rid, space);
|
||||
_prepare_physics_server();
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_READY: {
|
||||
if (!parent_collision_ignore.is_empty()) {
|
||||
add_collision_exception_with(get_node(parent_collision_ignore));
|
||||
}
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_TRANSFORM_CHANGED: {
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
_reset_points_offsets();
|
||||
return;
|
||||
}
|
||||
|
||||
PhysicsServer3D::get_singleton()->soft_body_set_transform(physics_rid, get_global_transform());
|
||||
|
||||
set_notify_transform(false);
|
||||
// Required to be top level with Transform at center of world in order to modify RenderingServer only to support custom Transform
|
||||
set_as_top_level(true);
|
||||
set_transform(Transform3D());
|
||||
set_notify_transform(true);
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_VISIBILITY_CHANGED: {
|
||||
_update_pickable();
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_EXIT_WORLD: {
|
||||
PhysicsServer3D::get_singleton()->soft_body_set_space(physics_rid, RID());
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_DISABLED: {
|
||||
if (is_inside_tree() && (disable_mode == DISABLE_MODE_REMOVE)) {
|
||||
_prepare_physics_server();
|
||||
}
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_ENABLED: {
|
||||
if (is_inside_tree() && (disable_mode == DISABLE_MODE_REMOVE)) {
|
||||
_prepare_physics_server();
|
||||
}
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
void SoftBody3D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("get_physics_rid"), &SoftBody3D::get_physics_rid);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_collision_mask", "collision_mask"), &SoftBody3D::set_collision_mask);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_mask"), &SoftBody3D::get_collision_mask);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_collision_layer", "collision_layer"), &SoftBody3D::set_collision_layer);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_layer"), &SoftBody3D::get_collision_layer);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &SoftBody3D::set_collision_mask_value);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &SoftBody3D::get_collision_mask_value);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_collision_layer_value", "layer_number", "value"), &SoftBody3D::set_collision_layer_value);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_layer_value", "layer_number"), &SoftBody3D::get_collision_layer_value);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_parent_collision_ignore", "parent_collision_ignore"), &SoftBody3D::set_parent_collision_ignore);
|
||||
ClassDB::bind_method(D_METHOD("get_parent_collision_ignore"), &SoftBody3D::get_parent_collision_ignore);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_disable_mode", "mode"), &SoftBody3D::set_disable_mode);
|
||||
ClassDB::bind_method(D_METHOD("get_disable_mode"), &SoftBody3D::get_disable_mode);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &SoftBody3D::get_collision_exceptions);
|
||||
ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &SoftBody3D::add_collision_exception_with);
|
||||
ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &SoftBody3D::remove_collision_exception_with);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_simulation_precision", "simulation_precision"), &SoftBody3D::set_simulation_precision);
|
||||
ClassDB::bind_method(D_METHOD("get_simulation_precision"), &SoftBody3D::get_simulation_precision);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_total_mass", "mass"), &SoftBody3D::set_total_mass);
|
||||
ClassDB::bind_method(D_METHOD("get_total_mass"), &SoftBody3D::get_total_mass);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_linear_stiffness", "linear_stiffness"), &SoftBody3D::set_linear_stiffness);
|
||||
ClassDB::bind_method(D_METHOD("get_linear_stiffness"), &SoftBody3D::get_linear_stiffness);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_shrinking_factor", "shrinking_factor"), &SoftBody3D::set_shrinking_factor);
|
||||
ClassDB::bind_method(D_METHOD("get_shrinking_factor"), &SoftBody3D::get_shrinking_factor);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_pressure_coefficient", "pressure_coefficient"), &SoftBody3D::set_pressure_coefficient);
|
||||
ClassDB::bind_method(D_METHOD("get_pressure_coefficient"), &SoftBody3D::get_pressure_coefficient);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_damping_coefficient", "damping_coefficient"), &SoftBody3D::set_damping_coefficient);
|
||||
ClassDB::bind_method(D_METHOD("get_damping_coefficient"), &SoftBody3D::get_damping_coefficient);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_drag_coefficient", "drag_coefficient"), &SoftBody3D::set_drag_coefficient);
|
||||
ClassDB::bind_method(D_METHOD("get_drag_coefficient"), &SoftBody3D::get_drag_coefficient);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_point_transform", "point_index"), &SoftBody3D::get_point_transform);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("apply_impulse", "point_index", "impulse"), &SoftBody3D::apply_impulse);
|
||||
ClassDB::bind_method(D_METHOD("apply_force", "point_index", "force"), &SoftBody3D::apply_force);
|
||||
ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &SoftBody3D::apply_central_impulse);
|
||||
ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &SoftBody3D::apply_central_force);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_point_pinned", "point_index", "pinned", "attachment_path", "insert_at"), &SoftBody3D::pin_point, DEFVAL(NodePath()), DEFVAL(-1));
|
||||
ClassDB::bind_method(D_METHOD("is_point_pinned", "point_index"), &SoftBody3D::is_point_pinned);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_ray_pickable", "ray_pickable"), &SoftBody3D::set_ray_pickable);
|
||||
ClassDB::bind_method(D_METHOD("is_ray_pickable"), &SoftBody3D::is_ray_pickable);
|
||||
|
||||
ADD_GROUP("Collision", "collision_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "parent_collision_ignore", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "CollisionObject3D"), "set_parent_collision_ignore", "get_parent_collision_ignore");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "simulation_precision", PROPERTY_HINT_RANGE, "1,100,1"), "set_simulation_precision", "get_simulation_precision");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "total_mass", PROPERTY_HINT_RANGE, "0.01,10000,1"), "set_total_mass", "get_total_mass");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_stiffness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_linear_stiffness", "get_linear_stiffness");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "shrinking_factor", PROPERTY_HINT_RANGE, "-1,1,0.01,or_less,or_greater"), "set_shrinking_factor", "get_shrinking_factor");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "pressure_coefficient"), "set_pressure_coefficient", "get_pressure_coefficient");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "damping_coefficient", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater"), "set_damping_coefficient", "get_damping_coefficient");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "drag_coefficient", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_drag_coefficient", "get_drag_coefficient");
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ray_pickable"), "set_ray_pickable", "is_ray_pickable");
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "disable_mode", PROPERTY_HINT_ENUM, "Remove,KeepActive"), "set_disable_mode", "get_disable_mode");
|
||||
|
||||
BIND_ENUM_CONSTANT(DISABLE_MODE_REMOVE);
|
||||
BIND_ENUM_CONSTANT(DISABLE_MODE_KEEP_ACTIVE);
|
||||
}
|
||||
|
||||
PackedStringArray SoftBody3D::get_configuration_warnings() const {
|
||||
PackedStringArray warnings = MeshInstance3D::get_configuration_warnings();
|
||||
|
||||
if (mesh.is_null()) {
|
||||
warnings.push_back(RTR("This body will be ignored until you set a mesh."));
|
||||
}
|
||||
|
||||
return warnings;
|
||||
}
|
||||
|
||||
void SoftBody3D::_update_physics_server() {
|
||||
if (!simulation_started) {
|
||||
return;
|
||||
}
|
||||
|
||||
_update_cache_pin_points_datas();
|
||||
// Submit bone attachment
|
||||
const int pinned_points_indices_size = pinned_points.size();
|
||||
const PinnedPoint *r = pinned_points.ptr();
|
||||
for (int i = 0; i < pinned_points_indices_size; ++i) {
|
||||
if (r[i].spatial_attachment) {
|
||||
PhysicsServer3D::get_singleton()->soft_body_move_point(physics_rid, r[i].point_index, r[i].spatial_attachment->get_global_transform().xform(r[i].offset));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SoftBody3D::_draw_soft_mesh() {
|
||||
if (mesh.is_null()) {
|
||||
return;
|
||||
}
|
||||
|
||||
RID mesh_rid = mesh->get_rid();
|
||||
if (owned_mesh != mesh_rid) {
|
||||
_become_mesh_owner();
|
||||
mesh_rid = mesh->get_rid();
|
||||
PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, mesh_rid);
|
||||
}
|
||||
|
||||
if (!rendering_server_handler->is_ready(mesh_rid)) {
|
||||
rendering_server_handler->prepare(mesh_rid, 0);
|
||||
|
||||
/// Necessary in order to render the mesh correctly (Soft body nodes are in global space)
|
||||
simulation_started = true;
|
||||
callable_mp((Node3D *)this, &Node3D::set_as_top_level).call_deferred(true);
|
||||
callable_mp((Node3D *)this, &Node3D::set_transform).call_deferred(Transform3D());
|
||||
}
|
||||
|
||||
_update_physics_server();
|
||||
|
||||
rendering_server_handler->open();
|
||||
PhysicsServer3D::get_singleton()->soft_body_update_rendering_server(physics_rid, rendering_server_handler);
|
||||
rendering_server_handler->close();
|
||||
|
||||
rendering_server_handler->commit_changes();
|
||||
}
|
||||
|
||||
void SoftBody3D::_prepare_physics_server() {
|
||||
#ifdef TOOLS_ENABLED
|
||||
if (Engine::get_singleton()->is_editor_hint()) {
|
||||
if (mesh.is_valid()) {
|
||||
PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, mesh->get_rid());
|
||||
} else {
|
||||
PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, RID());
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
if (mesh.is_valid() && (is_enabled() || (disable_mode != DISABLE_MODE_REMOVE))) {
|
||||
RID mesh_rid = mesh->get_rid();
|
||||
if (owned_mesh != mesh_rid) {
|
||||
_become_mesh_owner();
|
||||
mesh_rid = mesh->get_rid();
|
||||
}
|
||||
PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, mesh_rid);
|
||||
RS::get_singleton()->connect("frame_pre_draw", callable_mp(this, &SoftBody3D::_draw_soft_mesh));
|
||||
} else {
|
||||
PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, RID());
|
||||
if (RS::get_singleton()->is_connected("frame_pre_draw", callable_mp(this, &SoftBody3D::_draw_soft_mesh))) {
|
||||
RS::get_singleton()->disconnect("frame_pre_draw", callable_mp(this, &SoftBody3D::_draw_soft_mesh));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SoftBody3D::_become_mesh_owner() {
|
||||
Vector<Ref<Material>> copy_materials;
|
||||
copy_materials.append_array(surface_override_materials);
|
||||
|
||||
ERR_FAIL_COND(!mesh->get_surface_count());
|
||||
|
||||
// Get current mesh array and create new mesh array with necessary flag for SoftBody
|
||||
Array surface_arrays = mesh->surface_get_arrays(0);
|
||||
Array surface_blend_arrays = mesh->surface_get_blend_shape_arrays(0);
|
||||
Dictionary surface_lods = mesh->surface_get_lods(0);
|
||||
uint32_t surface_format = mesh->surface_get_format(0);
|
||||
|
||||
surface_format |= Mesh::ARRAY_FLAG_USE_DYNAMIC_UPDATE;
|
||||
surface_format &= ~Mesh::ARRAY_FLAG_COMPRESS_ATTRIBUTES;
|
||||
|
||||
Ref<ArrayMesh> soft_mesh;
|
||||
soft_mesh.instantiate();
|
||||
soft_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, surface_arrays, surface_blend_arrays, surface_lods, surface_format);
|
||||
soft_mesh->surface_set_material(0, mesh->surface_get_material(0));
|
||||
|
||||
set_mesh(soft_mesh);
|
||||
|
||||
for (int i = copy_materials.size() - 1; 0 <= i; --i) {
|
||||
set_surface_override_material(i, copy_materials[i]);
|
||||
}
|
||||
|
||||
owned_mesh = soft_mesh->get_rid();
|
||||
}
|
||||
|
||||
void SoftBody3D::set_collision_mask(uint32_t p_mask) {
|
||||
collision_mask = p_mask;
|
||||
PhysicsServer3D::get_singleton()->soft_body_set_collision_mask(physics_rid, p_mask);
|
||||
}
|
||||
|
||||
uint32_t SoftBody3D::get_collision_mask() const {
|
||||
return collision_mask;
|
||||
}
|
||||
|
||||
void SoftBody3D::set_collision_layer(uint32_t p_layer) {
|
||||
collision_layer = p_layer;
|
||||
PhysicsServer3D::get_singleton()->soft_body_set_collision_layer(physics_rid, p_layer);
|
||||
}
|
||||
|
||||
uint32_t SoftBody3D::get_collision_layer() const {
|
||||
return collision_layer;
|
||||
}
|
||||
|
||||
void SoftBody3D::set_collision_layer_value(int p_layer_number, bool p_value) {
|
||||
ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
uint32_t collision_layer_new = get_collision_layer();
|
||||
if (p_value) {
|
||||
collision_layer_new |= 1 << (p_layer_number - 1);
|
||||
} else {
|
||||
collision_layer_new &= ~(1 << (p_layer_number - 1));
|
||||
}
|
||||
set_collision_layer(collision_layer_new);
|
||||
}
|
||||
|
||||
bool SoftBody3D::get_collision_layer_value(int p_layer_number) const {
|
||||
ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
return get_collision_layer() & (1 << (p_layer_number - 1));
|
||||
}
|
||||
|
||||
void SoftBody3D::set_collision_mask_value(int p_layer_number, bool p_value) {
|
||||
ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
uint32_t mask = get_collision_mask();
|
||||
if (p_value) {
|
||||
mask |= 1 << (p_layer_number - 1);
|
||||
} else {
|
||||
mask &= ~(1 << (p_layer_number - 1));
|
||||
}
|
||||
set_collision_mask(mask);
|
||||
}
|
||||
|
||||
bool SoftBody3D::get_collision_mask_value(int p_layer_number) const {
|
||||
ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
|
||||
return get_collision_mask() & (1 << (p_layer_number - 1));
|
||||
}
|
||||
|
||||
void SoftBody3D::set_disable_mode(DisableMode p_mode) {
|
||||
if (disable_mode == p_mode) {
|
||||
return;
|
||||
}
|
||||
|
||||
disable_mode = p_mode;
|
||||
|
||||
if (mesh.is_valid() && is_inside_tree() && !is_enabled()) {
|
||||
_prepare_physics_server();
|
||||
}
|
||||
}
|
||||
|
||||
SoftBody3D::DisableMode SoftBody3D::get_disable_mode() const {
|
||||
return disable_mode;
|
||||
}
|
||||
|
||||
void SoftBody3D::set_parent_collision_ignore(const NodePath &p_parent_collision_ignore) {
|
||||
parent_collision_ignore = p_parent_collision_ignore;
|
||||
}
|
||||
|
||||
const NodePath &SoftBody3D::get_parent_collision_ignore() const {
|
||||
return parent_collision_ignore;
|
||||
}
|
||||
|
||||
void SoftBody3D::set_pinned_points_indices(Vector<SoftBody3D::PinnedPoint> p_pinned_points_indices) {
|
||||
pinned_points = p_pinned_points_indices;
|
||||
for (int i = pinned_points.size() - 1; 0 <= i; --i) {
|
||||
pin_point(p_pinned_points_indices[i].point_index, true);
|
||||
}
|
||||
}
|
||||
|
||||
Vector<SoftBody3D::PinnedPoint> SoftBody3D::get_pinned_points_indices() {
|
||||
return pinned_points;
|
||||
}
|
||||
|
||||
TypedArray<PhysicsBody3D> SoftBody3D::get_collision_exceptions() {
|
||||
List<RID> exceptions;
|
||||
PhysicsServer3D::get_singleton()->soft_body_get_collision_exceptions(physics_rid, &exceptions);
|
||||
TypedArray<PhysicsBody3D> ret;
|
||||
for (const RID &body : exceptions) {
|
||||
ObjectID instance_id = PhysicsServer3D::get_singleton()->body_get_object_instance_id(body);
|
||||
Object *obj = ObjectDB::get_instance(instance_id);
|
||||
PhysicsBody3D *physics_body = Object::cast_to<PhysicsBody3D>(obj);
|
||||
ret.append(physics_body);
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
void SoftBody3D::add_collision_exception_with(Node *p_node) {
|
||||
ERR_FAIL_NULL(p_node);
|
||||
CollisionObject3D *collision_object = Object::cast_to<CollisionObject3D>(p_node);
|
||||
ERR_FAIL_NULL_MSG(collision_object, "Collision exception only works between two nodes that inherit from CollisionObject3D (such as Area3D or PhysicsBody3D).");
|
||||
PhysicsServer3D::get_singleton()->soft_body_add_collision_exception(physics_rid, collision_object->get_rid());
|
||||
}
|
||||
|
||||
void SoftBody3D::remove_collision_exception_with(Node *p_node) {
|
||||
ERR_FAIL_NULL(p_node);
|
||||
CollisionObject3D *collision_object = Object::cast_to<CollisionObject3D>(p_node);
|
||||
ERR_FAIL_NULL_MSG(collision_object, "Collision exception only works between two nodes that inherit from CollisionObject3D (such as Area3D or PhysicsBody3D).");
|
||||
PhysicsServer3D::get_singleton()->soft_body_remove_collision_exception(physics_rid, collision_object->get_rid());
|
||||
}
|
||||
|
||||
int SoftBody3D::get_simulation_precision() {
|
||||
return PhysicsServer3D::get_singleton()->soft_body_get_simulation_precision(physics_rid);
|
||||
}
|
||||
|
||||
void SoftBody3D::set_simulation_precision(int p_simulation_precision) {
|
||||
PhysicsServer3D::get_singleton()->soft_body_set_simulation_precision(physics_rid, p_simulation_precision);
|
||||
}
|
||||
|
||||
real_t SoftBody3D::get_total_mass() {
|
||||
return PhysicsServer3D::get_singleton()->soft_body_get_total_mass(physics_rid);
|
||||
}
|
||||
|
||||
void SoftBody3D::set_total_mass(real_t p_total_mass) {
|
||||
PhysicsServer3D::get_singleton()->soft_body_set_total_mass(physics_rid, p_total_mass);
|
||||
}
|
||||
|
||||
void SoftBody3D::set_linear_stiffness(real_t p_linear_stiffness) {
|
||||
PhysicsServer3D::get_singleton()->soft_body_set_linear_stiffness(physics_rid, p_linear_stiffness);
|
||||
}
|
||||
|
||||
real_t SoftBody3D::get_linear_stiffness() {
|
||||
return PhysicsServer3D::get_singleton()->soft_body_get_linear_stiffness(physics_rid);
|
||||
}
|
||||
|
||||
void SoftBody3D::set_shrinking_factor(real_t p_shrinking_factor) {
|
||||
PhysicsServer3D::get_singleton()->soft_body_set_shrinking_factor(physics_rid, p_shrinking_factor);
|
||||
}
|
||||
|
||||
real_t SoftBody3D::get_shrinking_factor() {
|
||||
return PhysicsServer3D::get_singleton()->soft_body_get_shrinking_factor(physics_rid);
|
||||
}
|
||||
|
||||
real_t SoftBody3D::get_pressure_coefficient() {
|
||||
return PhysicsServer3D::get_singleton()->soft_body_get_pressure_coefficient(physics_rid);
|
||||
}
|
||||
|
||||
void SoftBody3D::set_pressure_coefficient(real_t p_pressure_coefficient) {
|
||||
PhysicsServer3D::get_singleton()->soft_body_set_pressure_coefficient(physics_rid, p_pressure_coefficient);
|
||||
}
|
||||
|
||||
real_t SoftBody3D::get_damping_coefficient() {
|
||||
return PhysicsServer3D::get_singleton()->soft_body_get_damping_coefficient(physics_rid);
|
||||
}
|
||||
|
||||
void SoftBody3D::set_damping_coefficient(real_t p_damping_coefficient) {
|
||||
PhysicsServer3D::get_singleton()->soft_body_set_damping_coefficient(physics_rid, p_damping_coefficient);
|
||||
}
|
||||
|
||||
real_t SoftBody3D::get_drag_coefficient() {
|
||||
return PhysicsServer3D::get_singleton()->soft_body_get_drag_coefficient(physics_rid);
|
||||
}
|
||||
|
||||
void SoftBody3D::set_drag_coefficient(real_t p_drag_coefficient) {
|
||||
PhysicsServer3D::get_singleton()->soft_body_set_drag_coefficient(physics_rid, p_drag_coefficient);
|
||||
}
|
||||
|
||||
Vector3 SoftBody3D::get_point_transform(int p_point_index) {
|
||||
return PhysicsServer3D::get_singleton()->soft_body_get_point_global_position(physics_rid, p_point_index);
|
||||
}
|
||||
|
||||
void SoftBody3D::apply_impulse(int p_point_index, const Vector3 &p_impulse) {
|
||||
PhysicsServer3D::get_singleton()->soft_body_apply_point_impulse(physics_rid, p_point_index, p_impulse);
|
||||
}
|
||||
|
||||
void SoftBody3D::apply_force(int p_point_index, const Vector3 &p_force) {
|
||||
PhysicsServer3D::get_singleton()->soft_body_apply_point_force(physics_rid, p_point_index, p_force);
|
||||
}
|
||||
|
||||
void SoftBody3D::apply_central_impulse(const Vector3 &p_impulse) {
|
||||
PhysicsServer3D::get_singleton()->soft_body_apply_central_impulse(physics_rid, p_impulse);
|
||||
}
|
||||
|
||||
void SoftBody3D::apply_central_force(const Vector3 &p_force) {
|
||||
PhysicsServer3D::get_singleton()->soft_body_apply_central_force(physics_rid, p_force);
|
||||
}
|
||||
|
||||
void SoftBody3D::pin_point(int p_point_index, bool pin, const NodePath &p_spatial_attachment_path, int p_insert_at) {
|
||||
ERR_FAIL_COND_MSG(p_insert_at < -1 || p_insert_at >= pinned_points.size(), "Invalid index for pin point insertion position.");
|
||||
_pin_point_on_physics_server(p_point_index, pin);
|
||||
if (pin) {
|
||||
_add_pinned_point(p_point_index, p_spatial_attachment_path, p_insert_at);
|
||||
} else {
|
||||
_remove_pinned_point(p_point_index);
|
||||
}
|
||||
}
|
||||
|
||||
void SoftBody3D::_pin_point_deferred(int p_point_index, bool pin, const NodePath p_spatial_attachment_path) {
|
||||
pin_point(p_point_index, pin, p_spatial_attachment_path);
|
||||
_make_cache_dirty();
|
||||
}
|
||||
|
||||
bool SoftBody3D::is_point_pinned(int p_point_index) const {
|
||||
return -1 != _has_pinned_point(p_point_index);
|
||||
}
|
||||
|
||||
void SoftBody3D::set_ray_pickable(bool p_ray_pickable) {
|
||||
ray_pickable = p_ray_pickable;
|
||||
_update_pickable();
|
||||
}
|
||||
|
||||
bool SoftBody3D::is_ray_pickable() const {
|
||||
return ray_pickable;
|
||||
}
|
||||
|
||||
SoftBody3D::SoftBody3D() :
|
||||
physics_rid(PhysicsServer3D::get_singleton()->soft_body_create()) {
|
||||
rendering_server_handler = memnew(SoftBodyRenderingServerHandler);
|
||||
PhysicsServer3D::get_singleton()->body_attach_object_instance_id(physics_rid, get_instance_id());
|
||||
}
|
||||
|
||||
SoftBody3D::~SoftBody3D() {
|
||||
memdelete(rendering_server_handler);
|
||||
ERR_FAIL_NULL(PhysicsServer3D::get_singleton());
|
||||
PhysicsServer3D::get_singleton()->free(physics_rid);
|
||||
}
|
||||
|
||||
void SoftBody3D::_make_cache_dirty() {
|
||||
pinned_points_cache_dirty = true;
|
||||
}
|
||||
|
||||
void SoftBody3D::_update_cache_pin_points_datas() {
|
||||
if (!pinned_points_cache_dirty) {
|
||||
return;
|
||||
}
|
||||
|
||||
pinned_points_cache_dirty = false;
|
||||
|
||||
PinnedPoint *w = pinned_points.ptrw();
|
||||
for (int i = pinned_points.size() - 1; 0 <= i; --i) {
|
||||
if (!w[i].spatial_attachment_path.is_empty()) {
|
||||
w[i].spatial_attachment = Object::cast_to<Node3D>(get_node(w[i].spatial_attachment_path));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SoftBody3D::_pin_point_on_physics_server(int p_point_index, bool pin) {
|
||||
PhysicsServer3D::get_singleton()->soft_body_pin_point(physics_rid, p_point_index, pin);
|
||||
}
|
||||
|
||||
void SoftBody3D::_add_pinned_point(int p_point_index, const NodePath &p_spatial_attachment_path, int p_insert_at) {
|
||||
SoftBody3D::PinnedPoint *pinned_point;
|
||||
if (-1 == _get_pinned_point(p_point_index, pinned_point)) {
|
||||
// Create new
|
||||
PinnedPoint pp;
|
||||
pp.point_index = p_point_index;
|
||||
pp.spatial_attachment_path = p_spatial_attachment_path;
|
||||
|
||||
if (!p_spatial_attachment_path.is_empty() && has_node(p_spatial_attachment_path)) {
|
||||
pp.spatial_attachment = Object::cast_to<Node3D>(get_node(p_spatial_attachment_path));
|
||||
pp.offset = (pp.spatial_attachment->get_global_transform().affine_inverse() * get_global_transform()).xform(PhysicsServer3D::get_singleton()->soft_body_get_point_global_position(physics_rid, pp.point_index));
|
||||
}
|
||||
|
||||
if (p_insert_at != -1) {
|
||||
pinned_points.insert(p_insert_at, pp);
|
||||
} else {
|
||||
pinned_points.push_back(pp);
|
||||
}
|
||||
|
||||
} else {
|
||||
pinned_point->point_index = p_point_index;
|
||||
pinned_point->spatial_attachment_path = p_spatial_attachment_path;
|
||||
|
||||
if (!p_spatial_attachment_path.is_empty() && has_node(p_spatial_attachment_path)) {
|
||||
Node3D *attachment_node = Object::cast_to<Node3D>(get_node(p_spatial_attachment_path));
|
||||
|
||||
ERR_FAIL_NULL_MSG(attachment_node, "Attachment node path is invalid.");
|
||||
|
||||
pinned_point->spatial_attachment = attachment_node;
|
||||
pinned_point->offset = (pinned_point->spatial_attachment->get_global_transform().affine_inverse() * get_global_transform()).xform(PhysicsServer3D::get_singleton()->soft_body_get_point_global_position(physics_rid, pinned_point->point_index));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SoftBody3D::_reset_points_offsets() {
|
||||
if (!Engine::get_singleton()->is_editor_hint()) {
|
||||
return;
|
||||
}
|
||||
|
||||
const PinnedPoint *r = pinned_points.ptr();
|
||||
PinnedPoint *w = pinned_points.ptrw();
|
||||
for (int i = pinned_points.size() - 1; 0 <= i; --i) {
|
||||
if (!r[i].spatial_attachment) {
|
||||
if (!r[i].spatial_attachment_path.is_empty() && has_node(r[i].spatial_attachment_path)) {
|
||||
w[i].spatial_attachment = Object::cast_to<Node3D>(get_node(r[i].spatial_attachment_path));
|
||||
}
|
||||
}
|
||||
|
||||
if (!r[i].spatial_attachment) {
|
||||
continue;
|
||||
}
|
||||
|
||||
w[i].offset = (r[i].spatial_attachment->get_global_transform().affine_inverse() * get_global_transform()).xform(PhysicsServer3D::get_singleton()->soft_body_get_point_global_position(physics_rid, r[i].point_index));
|
||||
}
|
||||
}
|
||||
|
||||
void SoftBody3D::_remove_pinned_point(int p_point_index) {
|
||||
const int id(_has_pinned_point(p_point_index));
|
||||
if (-1 != id) {
|
||||
pinned_points.remove_at(id);
|
||||
}
|
||||
}
|
||||
|
||||
int SoftBody3D::_get_pinned_point(int p_point_index, SoftBody3D::PinnedPoint *&r_point) const {
|
||||
const int id = _has_pinned_point(p_point_index);
|
||||
if (-1 == id) {
|
||||
r_point = nullptr;
|
||||
return -1;
|
||||
} else {
|
||||
r_point = const_cast<SoftBody3D::PinnedPoint *>(&pinned_points.ptr()[id]);
|
||||
return id;
|
||||
}
|
||||
}
|
||||
|
||||
int SoftBody3D::_has_pinned_point(int p_point_index) const {
|
||||
const PinnedPoint *r = pinned_points.ptr();
|
||||
for (int i = pinned_points.size() - 1; 0 <= i; --i) {
|
||||
if (p_point_index == r[i].point_index) {
|
||||
return i;
|
||||
}
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
214
scene/3d/physics/soft_body_3d.h
Normal file
214
scene/3d/physics/soft_body_3d.h
Normal file
@@ -0,0 +1,214 @@
|
||||
/**************************************************************************/
|
||||
/* soft_body_3d.h */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "scene/3d/mesh_instance_3d.h"
|
||||
#include "servers/physics_server_3d.h"
|
||||
|
||||
class PhysicsBody3D;
|
||||
|
||||
class SoftBodyRenderingServerHandler : public PhysicsServer3DRenderingServerHandler {
|
||||
friend class SoftBody3D;
|
||||
|
||||
RID mesh;
|
||||
int surface = 0;
|
||||
Vector<uint8_t> buffer;
|
||||
uint32_t stride = 0;
|
||||
uint32_t normal_stride = 0;
|
||||
uint32_t offset_vertices = 0;
|
||||
uint32_t offset_normal = 0;
|
||||
|
||||
uint8_t *write_buffer = nullptr;
|
||||
|
||||
private:
|
||||
SoftBodyRenderingServerHandler();
|
||||
bool is_ready(RID p_mesh_rid) const { return mesh.is_valid() && mesh == p_mesh_rid; }
|
||||
void prepare(RID p_mesh_rid, int p_surface);
|
||||
void clear();
|
||||
void open();
|
||||
void close();
|
||||
void commit_changes();
|
||||
|
||||
public:
|
||||
void set_vertex(int p_vertex_id, const Vector3 &p_vertex) override;
|
||||
void set_normal(int p_vertex_id, const Vector3 &p_normal) override;
|
||||
void set_aabb(const AABB &p_aabb) override;
|
||||
};
|
||||
|
||||
class SoftBody3D : public MeshInstance3D {
|
||||
GDCLASS(SoftBody3D, MeshInstance3D);
|
||||
|
||||
public:
|
||||
enum DisableMode {
|
||||
DISABLE_MODE_REMOVE,
|
||||
DISABLE_MODE_KEEP_ACTIVE,
|
||||
};
|
||||
|
||||
struct PinnedPoint {
|
||||
int point_index = -1;
|
||||
NodePath spatial_attachment_path;
|
||||
Node3D *spatial_attachment = nullptr; // Cache
|
||||
Vector3 offset;
|
||||
|
||||
PinnedPoint();
|
||||
PinnedPoint(const PinnedPoint &obj_tocopy);
|
||||
void operator=(const PinnedPoint &obj);
|
||||
};
|
||||
|
||||
private:
|
||||
SoftBodyRenderingServerHandler *rendering_server_handler = nullptr;
|
||||
|
||||
RID physics_rid;
|
||||
|
||||
DisableMode disable_mode = DISABLE_MODE_REMOVE;
|
||||
|
||||
RID owned_mesh;
|
||||
uint32_t collision_mask = 1;
|
||||
uint32_t collision_layer = 1;
|
||||
NodePath parent_collision_ignore;
|
||||
Vector<PinnedPoint> pinned_points;
|
||||
bool simulation_started = false;
|
||||
bool pinned_points_cache_dirty = true;
|
||||
|
||||
Ref<ArrayMesh> debug_mesh_cache;
|
||||
class MeshInstance3D *debug_mesh = nullptr;
|
||||
|
||||
bool capture_input_on_drag = false;
|
||||
bool ray_pickable = true;
|
||||
|
||||
void _update_pickable();
|
||||
|
||||
void _update_physics_server();
|
||||
void _draw_soft_mesh();
|
||||
|
||||
void _prepare_physics_server();
|
||||
void _become_mesh_owner();
|
||||
|
||||
protected:
|
||||
bool _set(const StringName &p_name, const Variant &p_value);
|
||||
bool _get(const StringName &p_name, Variant &r_ret) const;
|
||||
void _get_property_list(List<PropertyInfo> *p_list) const;
|
||||
|
||||
bool _set_property_pinned_points_indices(const Array &p_indices);
|
||||
bool _set_property_pinned_points_attachment(int p_item, const String &p_what, const Variant &p_value);
|
||||
bool _get_property_pinned_points(int p_item, const String &p_what, Variant &r_ret) const;
|
||||
|
||||
void _notification(int p_what);
|
||||
static void _bind_methods();
|
||||
|
||||
#ifndef DISABLE_DEPRECATED
|
||||
void _pin_point_bind_compat_94684(int p_point_index, bool pin, const NodePath &p_spatial_attachment_path = NodePath());
|
||||
static void _bind_compatibility_methods();
|
||||
#endif
|
||||
|
||||
PackedStringArray get_configuration_warnings() const override;
|
||||
|
||||
public:
|
||||
RID get_physics_rid() const { return physics_rid; }
|
||||
|
||||
void set_collision_mask(uint32_t p_mask);
|
||||
uint32_t get_collision_mask() const;
|
||||
|
||||
void set_collision_layer(uint32_t p_layer);
|
||||
uint32_t get_collision_layer() const;
|
||||
|
||||
void set_collision_layer_value(int p_layer_number, bool p_value);
|
||||
bool get_collision_layer_value(int p_layer_number) const;
|
||||
|
||||
void set_collision_mask_value(int p_layer_number, bool p_value);
|
||||
bool get_collision_mask_value(int p_layer_number) const;
|
||||
|
||||
void set_disable_mode(DisableMode p_mode);
|
||||
DisableMode get_disable_mode() const;
|
||||
|
||||
void set_parent_collision_ignore(const NodePath &p_parent_collision_ignore);
|
||||
const NodePath &get_parent_collision_ignore() const;
|
||||
|
||||
void set_pinned_points_indices(Vector<PinnedPoint> p_pinned_points_indices);
|
||||
Vector<PinnedPoint> get_pinned_points_indices();
|
||||
|
||||
void set_simulation_precision(int p_simulation_precision);
|
||||
int get_simulation_precision();
|
||||
|
||||
void set_total_mass(real_t p_total_mass);
|
||||
real_t get_total_mass();
|
||||
|
||||
void set_linear_stiffness(real_t p_linear_stiffness);
|
||||
real_t get_linear_stiffness();
|
||||
|
||||
void set_shrinking_factor(real_t p_shrinking_factor);
|
||||
real_t get_shrinking_factor();
|
||||
|
||||
void set_pressure_coefficient(real_t p_pressure_coefficient);
|
||||
real_t get_pressure_coefficient();
|
||||
|
||||
void set_damping_coefficient(real_t p_damping_coefficient);
|
||||
real_t get_damping_coefficient();
|
||||
|
||||
void set_drag_coefficient(real_t p_drag_coefficient);
|
||||
real_t get_drag_coefficient();
|
||||
|
||||
TypedArray<PhysicsBody3D> get_collision_exceptions();
|
||||
void add_collision_exception_with(Node *p_node);
|
||||
void remove_collision_exception_with(Node *p_node);
|
||||
|
||||
Vector3 get_point_transform(int p_point_index);
|
||||
|
||||
void pin_point(int p_point_index, bool pin, const NodePath &p_spatial_attachment_path = NodePath(), int p_insert_at = -1);
|
||||
bool is_point_pinned(int p_point_index) const;
|
||||
|
||||
void _pin_point_deferred(int p_point_index, bool pin, const NodePath p_spatial_attachment_path);
|
||||
|
||||
void set_ray_pickable(bool p_ray_pickable);
|
||||
bool is_ray_pickable() const;
|
||||
|
||||
void apply_impulse(int p_point_index, const Vector3 &p_impulse);
|
||||
void apply_force(int p_point_index, const Vector3 &p_force);
|
||||
void apply_central_impulse(const Vector3 &p_impulse);
|
||||
void apply_central_force(const Vector3 &p_force);
|
||||
|
||||
SoftBody3D();
|
||||
~SoftBody3D();
|
||||
|
||||
private:
|
||||
void _make_cache_dirty();
|
||||
void _update_cache_pin_points_datas();
|
||||
|
||||
void _pin_point_on_physics_server(int p_point_index, bool pin);
|
||||
void _add_pinned_point(int p_point_index, const NodePath &p_spatial_attachment_path, int p_insert_at = -1);
|
||||
void _reset_points_offsets();
|
||||
|
||||
void _remove_pinned_point(int p_point_index);
|
||||
int _get_pinned_point(int p_point_index, PinnedPoint *&r_point) const;
|
||||
int _has_pinned_point(int p_point_index) const;
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST(SoftBody3D::DisableMode);
|
||||
202
scene/3d/physics/spring_arm_3d.cpp
Normal file
202
scene/3d/physics/spring_arm_3d.cpp
Normal file
@@ -0,0 +1,202 @@
|
||||
/**************************************************************************/
|
||||
/* spring_arm_3d.cpp */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#include "spring_arm_3d.h"
|
||||
|
||||
#include "scene/3d/camera_3d.h"
|
||||
#include "scene/resources/3d/shape_3d.h"
|
||||
|
||||
void SpringArm3D::_notification(int p_what) {
|
||||
switch (p_what) {
|
||||
case NOTIFICATION_ENTER_TREE: {
|
||||
if (!Engine::get_singleton()->is_editor_hint()) {
|
||||
set_physics_process_internal(true);
|
||||
}
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_EXIT_TREE: {
|
||||
if (!Engine::get_singleton()->is_editor_hint()) {
|
||||
set_physics_process_internal(false);
|
||||
}
|
||||
} break;
|
||||
|
||||
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
|
||||
process_spring();
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
void SpringArm3D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("get_hit_length"), &SpringArm3D::get_hit_length);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_length", "length"), &SpringArm3D::set_length);
|
||||
ClassDB::bind_method(D_METHOD("get_length"), &SpringArm3D::get_length);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_shape", "shape"), &SpringArm3D::set_shape);
|
||||
ClassDB::bind_method(D_METHOD("get_shape"), &SpringArm3D::get_shape);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("add_excluded_object", "RID"), &SpringArm3D::add_excluded_object);
|
||||
ClassDB::bind_method(D_METHOD("remove_excluded_object", "RID"), &SpringArm3D::remove_excluded_object);
|
||||
ClassDB::bind_method(D_METHOD("clear_excluded_objects"), &SpringArm3D::clear_excluded_objects);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &SpringArm3D::set_mask);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_mask"), &SpringArm3D::get_mask);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_margin", "margin"), &SpringArm3D::set_margin);
|
||||
ClassDB::bind_method(D_METHOD("get_margin"), &SpringArm3D::get_margin);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape3D"), "set_shape", "get_shape");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "spring_length", PROPERTY_HINT_NONE, "suffix:m"), "set_length", "get_length");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_NONE, "suffix:m"), "set_margin", "get_margin");
|
||||
}
|
||||
|
||||
real_t SpringArm3D::get_length() const {
|
||||
return spring_length;
|
||||
}
|
||||
|
||||
void SpringArm3D::set_length(real_t p_length) {
|
||||
if (is_inside_tree() && (Engine::get_singleton()->is_editor_hint() || get_tree()->is_debugging_collisions_hint())) {
|
||||
update_gizmos();
|
||||
}
|
||||
|
||||
spring_length = p_length;
|
||||
}
|
||||
|
||||
void SpringArm3D::set_shape(Ref<Shape3D> p_shape) {
|
||||
shape = p_shape;
|
||||
}
|
||||
|
||||
Ref<Shape3D> SpringArm3D::get_shape() const {
|
||||
return shape;
|
||||
}
|
||||
|
||||
void SpringArm3D::set_mask(uint32_t p_mask) {
|
||||
mask = p_mask;
|
||||
}
|
||||
|
||||
uint32_t SpringArm3D::get_mask() {
|
||||
return mask;
|
||||
}
|
||||
|
||||
real_t SpringArm3D::get_margin() {
|
||||
return margin;
|
||||
}
|
||||
|
||||
void SpringArm3D::set_margin(real_t p_margin) {
|
||||
margin = p_margin;
|
||||
}
|
||||
|
||||
void SpringArm3D::add_excluded_object(RID p_rid) {
|
||||
excluded_objects.insert(p_rid);
|
||||
}
|
||||
|
||||
bool SpringArm3D::remove_excluded_object(RID p_rid) {
|
||||
return excluded_objects.erase(p_rid);
|
||||
}
|
||||
|
||||
void SpringArm3D::clear_excluded_objects() {
|
||||
excluded_objects.clear();
|
||||
}
|
||||
|
||||
real_t SpringArm3D::get_hit_length() {
|
||||
return current_spring_length;
|
||||
}
|
||||
|
||||
void SpringArm3D::process_spring() {
|
||||
// From
|
||||
real_t motion_delta(1);
|
||||
real_t motion_delta_unsafe(1);
|
||||
|
||||
Vector3 motion;
|
||||
const Vector3 cast_direction(get_global_transform().basis.xform(Vector3(0, 0, 1)));
|
||||
|
||||
motion = Vector3(cast_direction * (spring_length));
|
||||
|
||||
if (shape.is_null()) {
|
||||
Camera3D *camera = nullptr;
|
||||
for (int i = get_child_count() - 1; 0 <= i; --i) {
|
||||
camera = Object::cast_to<Camera3D>(get_child(i));
|
||||
if (camera) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (camera != nullptr) {
|
||||
//use camera rotation, but spring arm position
|
||||
Transform3D base_transform = camera->get_global_transform();
|
||||
base_transform.origin = get_global_transform().origin;
|
||||
|
||||
PhysicsDirectSpaceState3D::ShapeParameters shape_params;
|
||||
shape_params.shape_rid = camera->get_pyramid_shape_rid();
|
||||
shape_params.transform = base_transform;
|
||||
shape_params.motion = motion;
|
||||
shape_params.exclude = excluded_objects;
|
||||
shape_params.collision_mask = mask;
|
||||
|
||||
get_world_3d()->get_direct_space_state()->cast_motion(shape_params, motion_delta, motion_delta_unsafe);
|
||||
} else {
|
||||
PhysicsDirectSpaceState3D::RayParameters ray_params;
|
||||
ray_params.from = get_global_transform().origin;
|
||||
ray_params.to = get_global_transform().origin + motion;
|
||||
ray_params.exclude = excluded_objects;
|
||||
ray_params.collision_mask = mask;
|
||||
|
||||
PhysicsDirectSpaceState3D::RayResult r;
|
||||
bool intersected = get_world_3d()->get_direct_space_state()->intersect_ray(ray_params, r);
|
||||
if (intersected) {
|
||||
real_t dist = get_global_transform().origin.distance_to(r.position);
|
||||
dist -= margin;
|
||||
motion_delta = dist / (spring_length);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
PhysicsDirectSpaceState3D::ShapeParameters shape_params;
|
||||
shape_params.shape_rid = shape->get_rid();
|
||||
shape_params.transform = get_global_transform();
|
||||
shape_params.motion = motion;
|
||||
shape_params.exclude = excluded_objects;
|
||||
shape_params.collision_mask = mask;
|
||||
|
||||
get_world_3d()->get_direct_space_state()->cast_motion(shape_params, motion_delta, motion_delta_unsafe);
|
||||
}
|
||||
|
||||
current_spring_length = spring_length * motion_delta;
|
||||
Transform3D child_transform;
|
||||
child_transform.origin = get_global_transform().origin + cast_direction * (spring_length * motion_delta);
|
||||
|
||||
for (int i = get_child_count() - 1; 0 <= i; --i) {
|
||||
Node3D *child = Object::cast_to<Node3D>(get_child(i));
|
||||
if (child) {
|
||||
child_transform.basis = child->get_global_transform().basis;
|
||||
child->set_global_transform(child_transform);
|
||||
}
|
||||
}
|
||||
}
|
||||
66
scene/3d/physics/spring_arm_3d.h
Normal file
66
scene/3d/physics/spring_arm_3d.h
Normal file
@@ -0,0 +1,66 @@
|
||||
/**************************************************************************/
|
||||
/* spring_arm_3d.h */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "scene/3d/node_3d.h"
|
||||
|
||||
class SpringArm3D : public Node3D {
|
||||
GDCLASS(SpringArm3D, Node3D);
|
||||
|
||||
Ref<Shape3D> shape;
|
||||
HashSet<RID> excluded_objects;
|
||||
real_t spring_length = 1.0;
|
||||
real_t current_spring_length = 0.0;
|
||||
bool keep_child_basis = false;
|
||||
uint32_t mask = 1;
|
||||
real_t margin = 0.01;
|
||||
|
||||
protected:
|
||||
void _notification(int p_what);
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
void set_length(real_t p_length);
|
||||
real_t get_length() const;
|
||||
void set_shape(Ref<Shape3D> p_shape);
|
||||
Ref<Shape3D> get_shape() const;
|
||||
void set_mask(uint32_t p_mask);
|
||||
uint32_t get_mask();
|
||||
void add_excluded_object(RID p_rid);
|
||||
bool remove_excluded_object(RID p_rid);
|
||||
void clear_excluded_objects();
|
||||
real_t get_hit_length();
|
||||
void set_margin(real_t p_margin);
|
||||
real_t get_margin();
|
||||
|
||||
private:
|
||||
void process_spring();
|
||||
};
|
||||
250
scene/3d/physics/static_body_3d.cpp
Normal file
250
scene/3d/physics/static_body_3d.cpp
Normal file
@@ -0,0 +1,250 @@
|
||||
/**************************************************************************/
|
||||
/* static_body_3d.cpp */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#include "static_body_3d.h"
|
||||
|
||||
#ifndef NAVIGATION_3D_DISABLED
|
||||
#include "core/math/convex_hull.h"
|
||||
#include "scene/resources/3d/box_shape_3d.h"
|
||||
#include "scene/resources/3d/capsule_shape_3d.h"
|
||||
#include "scene/resources/3d/concave_polygon_shape_3d.h"
|
||||
#include "scene/resources/3d/convex_polygon_shape_3d.h"
|
||||
#include "scene/resources/3d/cylinder_shape_3d.h"
|
||||
#include "scene/resources/3d/height_map_shape_3d.h"
|
||||
#include "scene/resources/3d/navigation_mesh_source_geometry_data_3d.h"
|
||||
#include "scene/resources/3d/primitive_meshes.h"
|
||||
#include "scene/resources/3d/shape_3d.h"
|
||||
#include "scene/resources/3d/sphere_shape_3d.h"
|
||||
#include "scene/resources/3d/world_boundary_shape_3d.h"
|
||||
#include "scene/resources/navigation_mesh.h"
|
||||
#include "servers/navigation_server_3d.h"
|
||||
|
||||
Callable StaticBody3D::_navmesh_source_geometry_parsing_callback;
|
||||
RID StaticBody3D::_navmesh_source_geometry_parser;
|
||||
#endif // NAVIGATION_3D_DISABLED
|
||||
|
||||
void StaticBody3D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {
|
||||
if (physics_material_override.is_valid()) {
|
||||
physics_material_override->disconnect_changed(callable_mp(this, &StaticBody3D::_reload_physics_characteristics));
|
||||
}
|
||||
|
||||
physics_material_override = p_physics_material_override;
|
||||
|
||||
if (physics_material_override.is_valid()) {
|
||||
physics_material_override->connect_changed(callable_mp(this, &StaticBody3D::_reload_physics_characteristics));
|
||||
}
|
||||
_reload_physics_characteristics();
|
||||
}
|
||||
|
||||
Ref<PhysicsMaterial> StaticBody3D::get_physics_material_override() const {
|
||||
return physics_material_override;
|
||||
}
|
||||
|
||||
void StaticBody3D::set_constant_linear_velocity(const Vector3 &p_vel) {
|
||||
constant_linear_velocity = p_vel;
|
||||
|
||||
PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, constant_linear_velocity);
|
||||
}
|
||||
|
||||
void StaticBody3D::set_constant_angular_velocity(const Vector3 &p_vel) {
|
||||
constant_angular_velocity = p_vel;
|
||||
|
||||
PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY, constant_angular_velocity);
|
||||
}
|
||||
|
||||
Vector3 StaticBody3D::get_constant_linear_velocity() const {
|
||||
return constant_linear_velocity;
|
||||
}
|
||||
|
||||
Vector3 StaticBody3D::get_constant_angular_velocity() const {
|
||||
return constant_angular_velocity;
|
||||
}
|
||||
|
||||
void StaticBody3D::_reload_physics_characteristics() {
|
||||
if (physics_material_override.is_null()) {
|
||||
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_BOUNCE, 0);
|
||||
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_FRICTION, 1);
|
||||
} else {
|
||||
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce());
|
||||
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_FRICTION, physics_material_override->computed_friction());
|
||||
}
|
||||
}
|
||||
|
||||
#ifndef NAVIGATION_3D_DISABLED
|
||||
void StaticBody3D::navmesh_parse_init() {
|
||||
ERR_FAIL_NULL(NavigationServer3D::get_singleton());
|
||||
if (!_navmesh_source_geometry_parser.is_valid()) {
|
||||
_navmesh_source_geometry_parsing_callback = callable_mp_static(&StaticBody3D::navmesh_parse_source_geometry);
|
||||
_navmesh_source_geometry_parser = NavigationServer3D::get_singleton()->source_geometry_parser_create();
|
||||
NavigationServer3D::get_singleton()->source_geometry_parser_set_callback(_navmesh_source_geometry_parser, _navmesh_source_geometry_parsing_callback);
|
||||
}
|
||||
}
|
||||
|
||||
void StaticBody3D::navmesh_parse_source_geometry(const Ref<NavigationMesh> &p_navigation_mesh, Ref<NavigationMeshSourceGeometryData3D> p_source_geometry_data, Node *p_node) {
|
||||
StaticBody3D *static_body = Object::cast_to<StaticBody3D>(p_node);
|
||||
|
||||
if (static_body == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
NavigationMesh::ParsedGeometryType parsed_geometry_type = p_navigation_mesh->get_parsed_geometry_type();
|
||||
uint32_t parsed_collision_mask = p_navigation_mesh->get_collision_mask();
|
||||
|
||||
if ((parsed_geometry_type == NavigationMesh::PARSED_GEOMETRY_STATIC_COLLIDERS || parsed_geometry_type == NavigationMesh::PARSED_GEOMETRY_BOTH) && (static_body->get_collision_layer() & parsed_collision_mask)) {
|
||||
List<uint32_t> shape_owners;
|
||||
static_body->get_shape_owners(&shape_owners);
|
||||
for (uint32_t shape_owner : shape_owners) {
|
||||
if (static_body->is_shape_owner_disabled(shape_owner)) {
|
||||
continue;
|
||||
}
|
||||
const int shape_count = static_body->shape_owner_get_shape_count(shape_owner);
|
||||
for (int shape_index = 0; shape_index < shape_count; shape_index++) {
|
||||
Ref<Shape3D> s = static_body->shape_owner_get_shape(shape_owner, shape_index);
|
||||
if (s.is_null()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const Transform3D transform = static_body->get_global_transform() * static_body->shape_owner_get_transform(shape_owner);
|
||||
|
||||
BoxShape3D *box = Object::cast_to<BoxShape3D>(*s);
|
||||
if (box) {
|
||||
Array arr;
|
||||
arr.resize(RS::ARRAY_MAX);
|
||||
BoxMesh::create_mesh_array(arr, box->get_size());
|
||||
p_source_geometry_data->add_mesh_array(arr, transform);
|
||||
}
|
||||
|
||||
CapsuleShape3D *capsule = Object::cast_to<CapsuleShape3D>(*s);
|
||||
if (capsule) {
|
||||
Array arr;
|
||||
arr.resize(RS::ARRAY_MAX);
|
||||
CapsuleMesh::create_mesh_array(arr, capsule->get_radius(), capsule->get_height());
|
||||
p_source_geometry_data->add_mesh_array(arr, transform);
|
||||
}
|
||||
|
||||
CylinderShape3D *cylinder = Object::cast_to<CylinderShape3D>(*s);
|
||||
if (cylinder) {
|
||||
Array arr;
|
||||
arr.resize(RS::ARRAY_MAX);
|
||||
CylinderMesh::create_mesh_array(arr, cylinder->get_radius(), cylinder->get_radius(), cylinder->get_height());
|
||||
p_source_geometry_data->add_mesh_array(arr, transform);
|
||||
}
|
||||
|
||||
SphereShape3D *sphere = Object::cast_to<SphereShape3D>(*s);
|
||||
if (sphere) {
|
||||
Array arr;
|
||||
arr.resize(RS::ARRAY_MAX);
|
||||
SphereMesh::create_mesh_array(arr, sphere->get_radius(), sphere->get_radius() * 2.0);
|
||||
p_source_geometry_data->add_mesh_array(arr, transform);
|
||||
}
|
||||
|
||||
ConcavePolygonShape3D *concave_polygon = Object::cast_to<ConcavePolygonShape3D>(*s);
|
||||
if (concave_polygon) {
|
||||
p_source_geometry_data->add_faces(concave_polygon->get_faces(), transform);
|
||||
}
|
||||
|
||||
ConvexPolygonShape3D *convex_polygon = Object::cast_to<ConvexPolygonShape3D>(*s);
|
||||
if (convex_polygon) {
|
||||
Vector<Vector3> varr = Variant(convex_polygon->get_points());
|
||||
Geometry3D::MeshData md;
|
||||
|
||||
Error err = ConvexHullComputer::convex_hull(varr, md);
|
||||
|
||||
if (err == OK) {
|
||||
PackedVector3Array faces;
|
||||
|
||||
for (const Geometry3D::MeshData::Face &face : md.faces) {
|
||||
for (uint32_t k = 2; k < face.indices.size(); ++k) {
|
||||
faces.push_back(md.vertices[face.indices[0]]);
|
||||
faces.push_back(md.vertices[face.indices[k - 1]]);
|
||||
faces.push_back(md.vertices[face.indices[k]]);
|
||||
}
|
||||
}
|
||||
|
||||
p_source_geometry_data->add_faces(faces, transform);
|
||||
}
|
||||
}
|
||||
|
||||
HeightMapShape3D *heightmap_shape = Object::cast_to<HeightMapShape3D>(*s);
|
||||
if (heightmap_shape) {
|
||||
int heightmap_depth = heightmap_shape->get_map_depth();
|
||||
int heightmap_width = heightmap_shape->get_map_width();
|
||||
|
||||
if (heightmap_depth >= 2 && heightmap_width >= 2) {
|
||||
const Vector<real_t> &map_data = heightmap_shape->get_map_data();
|
||||
|
||||
Vector2 heightmap_gridsize(heightmap_width - 1, heightmap_depth - 1);
|
||||
Vector3 start = Vector3(heightmap_gridsize.x, 0, heightmap_gridsize.y) * -0.5;
|
||||
|
||||
Vector<Vector3> vertex_array;
|
||||
vertex_array.resize((heightmap_depth - 1) * (heightmap_width - 1) * 6);
|
||||
Vector3 *vertex_array_ptrw = vertex_array.ptrw();
|
||||
const real_t *map_data_ptr = map_data.ptr();
|
||||
int vertex_index = 0;
|
||||
|
||||
for (int d = 0; d < heightmap_depth - 1; d++) {
|
||||
for (int w = 0; w < heightmap_width - 1; w++) {
|
||||
vertex_array_ptrw[vertex_index] = start + Vector3(w, map_data_ptr[(heightmap_width * d) + w], d);
|
||||
vertex_array_ptrw[vertex_index + 1] = start + Vector3(w + 1, map_data_ptr[(heightmap_width * d) + w + 1], d);
|
||||
vertex_array_ptrw[vertex_index + 2] = start + Vector3(w, map_data_ptr[(heightmap_width * d) + heightmap_width + w], d + 1);
|
||||
vertex_array_ptrw[vertex_index + 3] = start + Vector3(w + 1, map_data_ptr[(heightmap_width * d) + w + 1], d);
|
||||
vertex_array_ptrw[vertex_index + 4] = start + Vector3(w + 1, map_data_ptr[(heightmap_width * d) + heightmap_width + w + 1], d + 1);
|
||||
vertex_array_ptrw[vertex_index + 5] = start + Vector3(w, map_data_ptr[(heightmap_width * d) + heightmap_width + w], d + 1);
|
||||
vertex_index += 6;
|
||||
}
|
||||
}
|
||||
if (vertex_array.size() > 0) {
|
||||
p_source_geometry_data->add_faces(vertex_array, transform);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif // NAVIGATION_3D_DISABLED
|
||||
|
||||
void StaticBody3D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_constant_linear_velocity", "vel"), &StaticBody3D::set_constant_linear_velocity);
|
||||
ClassDB::bind_method(D_METHOD("set_constant_angular_velocity", "vel"), &StaticBody3D::set_constant_angular_velocity);
|
||||
ClassDB::bind_method(D_METHOD("get_constant_linear_velocity"), &StaticBody3D::get_constant_linear_velocity);
|
||||
ClassDB::bind_method(D_METHOD("get_constant_angular_velocity"), &StaticBody3D::get_constant_angular_velocity);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &StaticBody3D::set_physics_material_override);
|
||||
ClassDB::bind_method(D_METHOD("get_physics_material_override"), &StaticBody3D::get_physics_material_override);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_linear_velocity", PROPERTY_HINT_NONE, "suffix:m/s"), "set_constant_linear_velocity", "get_constant_linear_velocity");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_angular_velocity", PROPERTY_HINT_NONE, U"radians_as_degrees,suffix:\u00B0/s"), "set_constant_angular_velocity", "get_constant_angular_velocity");
|
||||
}
|
||||
|
||||
StaticBody3D::StaticBody3D(PhysicsServer3D::BodyMode p_mode) :
|
||||
PhysicsBody3D(p_mode) {
|
||||
}
|
||||
75
scene/3d/physics/static_body_3d.h
Normal file
75
scene/3d/physics/static_body_3d.h
Normal file
@@ -0,0 +1,75 @@
|
||||
/**************************************************************************/
|
||||
/* static_body_3d.h */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "scene/3d/physics/physics_body_3d.h"
|
||||
|
||||
#ifndef NAVIGATION_3D_DISABLED
|
||||
class NavigationMesh;
|
||||
class NavigationMeshSourceGeometryData3D;
|
||||
#endif // NAVIGATION_3D_DISABLED
|
||||
|
||||
class StaticBody3D : public PhysicsBody3D {
|
||||
GDCLASS(StaticBody3D, PhysicsBody3D);
|
||||
|
||||
private:
|
||||
Vector3 constant_linear_velocity;
|
||||
Vector3 constant_angular_velocity;
|
||||
|
||||
Ref<PhysicsMaterial> physics_material_override;
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override);
|
||||
Ref<PhysicsMaterial> get_physics_material_override() const;
|
||||
|
||||
void set_constant_linear_velocity(const Vector3 &p_vel);
|
||||
void set_constant_angular_velocity(const Vector3 &p_vel);
|
||||
|
||||
Vector3 get_constant_linear_velocity() const;
|
||||
Vector3 get_constant_angular_velocity() const;
|
||||
|
||||
StaticBody3D(PhysicsServer3D::BodyMode p_mode = PhysicsServer3D::BODY_MODE_STATIC);
|
||||
|
||||
private:
|
||||
void _reload_physics_characteristics();
|
||||
|
||||
#ifndef NAVIGATION_3D_DISABLED
|
||||
static Callable _navmesh_source_geometry_parsing_callback;
|
||||
static RID _navmesh_source_geometry_parser;
|
||||
|
||||
public:
|
||||
static void navmesh_parse_init();
|
||||
static void navmesh_parse_source_geometry(const Ref<NavigationMesh> &p_navigation_mesh, Ref<NavigationMeshSourceGeometryData3D> p_source_geometry_data, Node *p_node);
|
||||
#endif // NAVIGATION_3D_DISABLED
|
||||
};
|
||||
1065
scene/3d/physics/vehicle_body_3d.cpp
Normal file
1065
scene/3d/physics/vehicle_body_3d.cpp
Normal file
File diff suppressed because it is too large
Load Diff
261
scene/3d/physics/vehicle_body_3d.h
Normal file
261
scene/3d/physics/vehicle_body_3d.h
Normal file
@@ -0,0 +1,261 @@
|
||||
/**************************************************************************/
|
||||
/* vehicle_body_3d.h */
|
||||
/**************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/**************************************************************************/
|
||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/**************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "scene/3d/physics/physics_body_3d.h"
|
||||
#include "scene/3d/physics/rigid_body_3d.h"
|
||||
|
||||
class VehicleBody3D;
|
||||
|
||||
class VehicleWheel3D : public Node3D {
|
||||
GDCLASS(VehicleWheel3D, Node3D);
|
||||
|
||||
friend class VehicleBody3D;
|
||||
|
||||
struct WheelXform {
|
||||
Vector3 up;
|
||||
Vector3 right;
|
||||
Vector3 origin;
|
||||
real_t steering = 0;
|
||||
};
|
||||
|
||||
class FTIData {
|
||||
real_t curr_rotation = 0;
|
||||
real_t curr_rotation_delta = 0;
|
||||
|
||||
public:
|
||||
WheelXform curr;
|
||||
WheelXform prev;
|
||||
|
||||
// If a wheel is added on a frame, the xform will not be set until it has been physics updated at least once.
|
||||
bool unset = true;
|
||||
bool reset_queued = false;
|
||||
|
||||
void rotate(real_t p_delta) {
|
||||
curr_rotation += p_delta;
|
||||
curr_rotation_delta = p_delta;
|
||||
|
||||
// Wrap rotation to prevent float error.
|
||||
double wrapped = Math::fmod(curr_rotation + Math::PI, Math::TAU);
|
||||
if (wrapped < 0) {
|
||||
wrapped += Math::TAU;
|
||||
}
|
||||
curr_rotation = wrapped - Math::PI;
|
||||
}
|
||||
|
||||
void pump() {
|
||||
prev = curr;
|
||||
curr_rotation_delta = 0;
|
||||
}
|
||||
void update_world_xform(Transform3D &r_xform, real_t p_interpolation_fraction);
|
||||
} fti_data;
|
||||
|
||||
Transform3D m_worldTransform;
|
||||
Transform3D local_xform;
|
||||
bool engine_traction = false;
|
||||
bool steers = false;
|
||||
|
||||
Vector3 m_chassisConnectionPointCS; //const
|
||||
Vector3 m_wheelDirectionCS; //const
|
||||
Vector3 m_wheelAxleCS; // const or modified by steering
|
||||
|
||||
real_t m_suspensionRestLength = 0.15;
|
||||
real_t m_maxSuspensionTravel = 0.2;
|
||||
real_t m_wheelRadius = 0.5;
|
||||
|
||||
real_t m_suspensionStiffness = 5.88;
|
||||
real_t m_wheelsDampingCompression = 0.83;
|
||||
real_t m_wheelsDampingRelaxation = 0.88;
|
||||
real_t m_frictionSlip = 10.5;
|
||||
real_t m_maxSuspensionForce = 6000.0;
|
||||
bool m_bIsFrontWheel = false;
|
||||
|
||||
VehicleBody3D *body = nullptr;
|
||||
|
||||
//btVector3 m_wheelAxleCS; // const or modified by steering ?
|
||||
|
||||
real_t m_steering = 0.0;
|
||||
real_t m_rotation = 0.0;
|
||||
real_t m_deltaRotation = 0.0;
|
||||
real_t m_rpm = 0.0;
|
||||
real_t m_rollInfluence = 0.1;
|
||||
real_t m_engineForce = 0.0;
|
||||
real_t m_brake = 0.0;
|
||||
|
||||
real_t m_clippedInvContactDotSuspension = 1.0;
|
||||
real_t m_suspensionRelativeVelocity = 0.0;
|
||||
//calculated by suspension
|
||||
real_t m_wheelsSuspensionForce = 0.0;
|
||||
real_t m_skidInfo = 0.0;
|
||||
|
||||
struct RaycastInfo {
|
||||
//set by raycaster
|
||||
Vector3 m_contactNormalWS; //contactnormal
|
||||
Vector3 m_contactPointWS; //raycast hitpoint
|
||||
real_t m_suspensionLength = 0.0;
|
||||
Vector3 m_hardPointWS; //raycast starting point
|
||||
Vector3 m_wheelDirectionWS; //direction in worldspace
|
||||
Vector3 m_wheelAxleWS; // axle in worldspace
|
||||
bool m_isInContact = false;
|
||||
PhysicsBody3D *m_groundObject = nullptr; //could be general void* ptr
|
||||
} m_raycastInfo;
|
||||
|
||||
void _update(PhysicsDirectBodyState3D *s);
|
||||
|
||||
protected:
|
||||
void _notification(int p_what);
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
void set_radius(real_t p_radius);
|
||||
real_t get_radius() const;
|
||||
|
||||
void set_suspension_rest_length(real_t p_length);
|
||||
real_t get_suspension_rest_length() const;
|
||||
|
||||
void set_suspension_travel(real_t p_length);
|
||||
real_t get_suspension_travel() const;
|
||||
|
||||
void set_suspension_stiffness(real_t p_value);
|
||||
real_t get_suspension_stiffness() const;
|
||||
|
||||
void set_suspension_max_force(real_t p_value);
|
||||
real_t get_suspension_max_force() const;
|
||||
|
||||
void set_damping_compression(real_t p_value);
|
||||
real_t get_damping_compression() const;
|
||||
|
||||
void set_damping_relaxation(real_t p_value);
|
||||
real_t get_damping_relaxation() const;
|
||||
|
||||
void set_friction_slip(real_t p_value);
|
||||
real_t get_friction_slip() const;
|
||||
|
||||
void set_use_as_traction(bool p_enable);
|
||||
bool is_used_as_traction() const;
|
||||
|
||||
void set_use_as_steering(bool p_enabled);
|
||||
bool is_used_as_steering() const;
|
||||
|
||||
bool is_in_contact() const;
|
||||
|
||||
Vector3 get_contact_point() const;
|
||||
|
||||
Vector3 get_contact_normal() const;
|
||||
|
||||
Node3D *get_contact_body() const;
|
||||
|
||||
void set_roll_influence(real_t p_value);
|
||||
real_t get_roll_influence() const;
|
||||
|
||||
real_t get_skidinfo() const;
|
||||
|
||||
real_t get_rpm() const;
|
||||
|
||||
void set_engine_force(real_t p_engine_force);
|
||||
real_t get_engine_force() const;
|
||||
|
||||
void set_brake(real_t p_brake);
|
||||
real_t get_brake() const;
|
||||
|
||||
void set_steering(real_t p_steering);
|
||||
real_t get_steering() const;
|
||||
|
||||
PackedStringArray get_configuration_warnings() const override;
|
||||
|
||||
VehicleWheel3D();
|
||||
};
|
||||
|
||||
class VehicleBody3D : public RigidBody3D {
|
||||
GDCLASS(VehicleBody3D, RigidBody3D);
|
||||
|
||||
real_t engine_force = 0.0;
|
||||
real_t brake = 0.0;
|
||||
|
||||
real_t m_pitchControl = 0.0;
|
||||
real_t m_steeringValue = 0.0;
|
||||
real_t m_currentVehicleSpeedKmHour = 0.0;
|
||||
|
||||
HashSet<RID> exclude;
|
||||
|
||||
Vector<Vector3> m_forwardWS;
|
||||
Vector<Vector3> m_axle;
|
||||
Vector<real_t> m_forwardImpulse;
|
||||
Vector<real_t> m_sideImpulse;
|
||||
|
||||
struct btVehicleWheelContactPoint {
|
||||
PhysicsDirectBodyState3D *m_s = nullptr;
|
||||
PhysicsBody3D *m_body1 = nullptr;
|
||||
Vector3 m_frictionPositionWorld;
|
||||
Vector3 m_frictionDirectionWorld;
|
||||
real_t m_jacDiagABInv = 0.0;
|
||||
real_t m_maxImpulse = 0.0;
|
||||
|
||||
btVehicleWheelContactPoint(PhysicsDirectBodyState3D *s, PhysicsBody3D *body1, const Vector3 &frictionPosWorld, const Vector3 &frictionDirectionWorld, real_t maxImpulse);
|
||||
};
|
||||
|
||||
void _resolve_single_bilateral(PhysicsDirectBodyState3D *s, const Vector3 &pos1, PhysicsBody3D *body2, const Vector3 &pos2, const Vector3 &normal, real_t &impulse, const real_t p_rollInfluence);
|
||||
real_t _calc_rolling_friction(btVehicleWheelContactPoint &contactPoint);
|
||||
|
||||
void _update_friction(PhysicsDirectBodyState3D *s);
|
||||
void _update_suspension(PhysicsDirectBodyState3D *s);
|
||||
real_t _ray_cast(int p_idx, PhysicsDirectBodyState3D *s);
|
||||
void _update_wheel_transform(VehicleWheel3D &wheel, PhysicsDirectBodyState3D *s);
|
||||
void _update_wheel(int p_idx, PhysicsDirectBodyState3D *s);
|
||||
|
||||
void _update_process_mode();
|
||||
|
||||
friend class VehicleWheel3D;
|
||||
Vector<VehicleWheel3D *> wheels;
|
||||
|
||||
static void _bind_methods();
|
||||
|
||||
static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state);
|
||||
virtual void _body_state_changed(PhysicsDirectBodyState3D *p_state) override;
|
||||
|
||||
protected:
|
||||
void _notification(int p_what);
|
||||
|
||||
virtual void _physics_interpolated_changed() override;
|
||||
virtual void fti_pump_xform() override;
|
||||
|
||||
public:
|
||||
void set_engine_force(real_t p_engine_force);
|
||||
real_t get_engine_force() const;
|
||||
|
||||
void set_brake(real_t p_brake);
|
||||
real_t get_brake() const;
|
||||
|
||||
void set_steering(real_t p_steering);
|
||||
real_t get_steering() const;
|
||||
|
||||
VehicleBody3D();
|
||||
};
|
||||
Reference in New Issue
Block a user