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Added gravity scale, and linear/angular damp override to 3D physics.

Juan Linietsky 10 年之前
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2d8866574d

+ 24 - 9
scene/3d/area.cpp

@@ -83,15 +83,25 @@ real_t Area::get_gravity() const{
 
 	return gravity;
 }
+void Area::set_linear_damp(real_t p_linear_damp){
 
-void Area::set_density(real_t p_density){
+	linear_damp=p_linear_damp;
+	PhysicsServer::get_singleton()->area_set_param(get_rid(),PhysicsServer::AREA_PARAM_LINEAR_DAMP,p_linear_damp);
+}
+real_t Area::get_linear_damp() const{
+
+	return linear_damp;
+}
 
-	density=p_density;
-	PhysicsServer::get_singleton()->area_set_param(get_rid(),PhysicsServer::AREA_PARAM_DENSITY,p_density);
+void Area::set_angular_damp(real_t p_angular_damp){
+
+	angular_damp=p_angular_damp;
+	PhysicsServer::get_singleton()->area_set_param(get_rid(),PhysicsServer::AREA_PARAM_ANGULAR_DAMP,p_angular_damp);
 }
-real_t Area::get_density() const{
 
-	return density;
+real_t Area::get_angular_damp() const{
+
+	return angular_damp;
 }
 
 void Area::set_priority(real_t p_priority){
@@ -533,8 +543,11 @@ void Area::_bind_methods() {
 	ObjectTypeDB::bind_method(_MD("set_gravity","gravity"),&Area::set_gravity);
 	ObjectTypeDB::bind_method(_MD("get_gravity"),&Area::get_gravity);
 
-	ObjectTypeDB::bind_method(_MD("set_density","density"),&Area::set_density);
-	ObjectTypeDB::bind_method(_MD("get_density"),&Area::get_density);
+	ObjectTypeDB::bind_method(_MD("set_angular_damp","angular_damp"),&Area::set_angular_damp);
+	ObjectTypeDB::bind_method(_MD("get_angular_damp"),&Area::get_angular_damp);
+
+	ObjectTypeDB::bind_method(_MD("set_linear_damp","linear_damp"),&Area::set_linear_damp);
+	ObjectTypeDB::bind_method(_MD("get_linear_damp"),&Area::get_linear_damp);
 
 	ObjectTypeDB::bind_method(_MD("set_priority","priority"),&Area::set_priority);
 	ObjectTypeDB::bind_method(_MD("get_priority"),&Area::get_priority);
@@ -571,7 +584,8 @@ void Area::_bind_methods() {
 	ADD_PROPERTY( PropertyInfo(Variant::REAL,"gravity_distance_scale", PROPERTY_HINT_RANGE,"0,1024,0.001"),_SCS("set_gravity_distance_scale"),_SCS("get_gravity_distance_scale"));
 	ADD_PROPERTY( PropertyInfo(Variant::VECTOR3,"gravity_vec"),_SCS("set_gravity_vector"),_SCS("get_gravity_vector"));
 	ADD_PROPERTY( PropertyInfo(Variant::REAL,"gravity",PROPERTY_HINT_RANGE,"-1024,1024,0.01"),_SCS("set_gravity"),_SCS("get_gravity"));
-	ADD_PROPERTY( PropertyInfo(Variant::REAL,"density",PROPERTY_HINT_RANGE,"0,1024,0.001"),_SCS("set_density"),_SCS("get_density"));
+	ADD_PROPERTY( PropertyInfo(Variant::REAL,"linear_damp",PROPERTY_HINT_RANGE,"0,1024,0.001"),_SCS("set_linear_damp"),_SCS("get_linear_damp"));
+	ADD_PROPERTY( PropertyInfo(Variant::REAL,"angular_damp",PROPERTY_HINT_RANGE,"0,1024,0.001"),_SCS("set_angular_damp"),_SCS("get_angular_damp"));
 	ADD_PROPERTY( PropertyInfo(Variant::INT,"priority",PROPERTY_HINT_RANGE,"0,128,1"),_SCS("set_priority"),_SCS("get_priority"));
 	ADD_PROPERTY( PropertyInfo(Variant::BOOL,"monitoring"),_SCS("set_enable_monitoring"),_SCS("is_monitoring_enabled"));
 	ADD_PROPERTY( PropertyInfo(Variant::BOOL,"monitorable"),_SCS("set_monitorable"),_SCS("is_monitorable"));
@@ -586,7 +600,8 @@ Area::Area() : CollisionObject(PhysicsServer::get_singleton()->area_create(),tru
 	set_gravity_vector(Vector3(0,-1,0));
 	gravity_is_point=false;
 	gravity_distance_scale=0;
-	density=0.1;
+	linear_damp=0.1;
+	angular_damp=1;
 	priority=0;
 	monitoring=false;
 	set_ray_pickable(false);

+ 7 - 3
scene/3d/area.h

@@ -50,7 +50,8 @@ private:
 	real_t gravity;
 	bool gravity_is_point;
 	real_t gravity_distance_scale;
-	real_t density;
+	real_t angular_damp;
+	real_t linear_damp;
 	int priority;
 	bool monitoring;
 	bool monitorable;
@@ -139,8 +140,11 @@ public:
 	void set_gravity(real_t p_gravity);
 	real_t get_gravity() const;
 
-	void set_density(real_t p_density);
-	real_t get_density() 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(real_t p_priority);
 	real_t get_priority() const;

+ 55 - 0
scene/3d/physics_body.cpp

@@ -133,6 +133,8 @@ real_t StaticBody::get_bounce() const{
 	return bounce;
 }
 
+
+
 void StaticBody::set_constant_linear_velocity(const Vector3& p_vel) {
 
 	constant_linear_velocity=p_vel;
@@ -494,6 +496,42 @@ real_t RigidBody::get_bounce() const{
 	return bounce;
 }
 
+
+void RigidBody::set_gravity_scale(real_t p_gravity_scale){
+
+	gravity_scale=p_gravity_scale;
+	PhysicsServer::get_singleton()->body_set_param(get_rid(),PhysicsServer::BODY_PARAM_GRAVITY_SCALE,gravity_scale);
+
+}
+real_t RigidBody::get_gravity_scale() const{
+
+	return gravity_scale;
+}
+
+void RigidBody::set_linear_damp(real_t p_linear_damp){
+
+	ERR_FAIL_COND(p_linear_damp<-1);
+	linear_damp=p_linear_damp;
+	PhysicsServer::get_singleton()->body_set_param(get_rid(),PhysicsServer::BODY_PARAM_LINEAR_DAMP,linear_damp);
+
+}
+real_t RigidBody::get_linear_damp() const{
+
+	return linear_damp;
+}
+
+void RigidBody::set_angular_damp(real_t p_angular_damp){
+
+	ERR_FAIL_COND(p_angular_damp<-1);
+	angular_damp=p_angular_damp;
+	PhysicsServer::get_singleton()->body_set_param(get_rid(),PhysicsServer::BODY_PARAM_ANGULAR_DAMP,angular_damp);
+
+}
+real_t RigidBody::get_angular_damp() const{
+
+	return angular_damp;
+}
+
 void RigidBody::set_axis_velocity(const Vector3& p_axis) {
 
 	Vector3 v = state? state->get_linear_velocity() : linear_velocity;
@@ -685,6 +723,16 @@ void RigidBody::_bind_methods() {
 	ObjectTypeDB::bind_method(_MD("set_angular_velocity","angular_velocity"),&RigidBody::set_angular_velocity);
 	ObjectTypeDB::bind_method(_MD("get_angular_velocity"),&RigidBody::get_angular_velocity);
 
+	ObjectTypeDB::bind_method(_MD("set_gravity_scale","gravity_scale"),&RigidBody::set_gravity_scale);
+	ObjectTypeDB::bind_method(_MD("get_gravity_scale"),&RigidBody::get_gravity_scale);
+
+	ObjectTypeDB::bind_method(_MD("set_linear_damp","linear_damp"),&RigidBody::set_linear_damp);
+	ObjectTypeDB::bind_method(_MD("get_linear_damp"),&RigidBody::get_linear_damp);
+
+	ObjectTypeDB::bind_method(_MD("set_angular_damp","angular_damp"),&RigidBody::set_angular_damp);
+	ObjectTypeDB::bind_method(_MD("get_angular_damp"),&RigidBody::get_angular_damp);
+
+
 	ObjectTypeDB::bind_method(_MD("set_max_contacts_reported","amount"),&RigidBody::set_max_contacts_reported);
 	ObjectTypeDB::bind_method(_MD("get_max_contacts_reported"),&RigidBody::get_max_contacts_reported);
 
@@ -722,6 +770,7 @@ void RigidBody::_bind_methods() {
 	ADD_PROPERTY( PropertyInfo(Variant::REAL,"weight",PROPERTY_HINT_EXP_RANGE,"0.01,65535,0.01",PROPERTY_USAGE_EDITOR),_SCS("set_weight"),_SCS("get_weight"));
 	ADD_PROPERTY( PropertyInfo(Variant::REAL,"friction",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_friction"),_SCS("get_friction"));
 	ADD_PROPERTY( PropertyInfo(Variant::REAL,"bounce",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_bounce"),_SCS("get_bounce"));
+	ADD_PROPERTY( PropertyInfo(Variant::REAL,"gravity_scale",PROPERTY_HINT_RANGE,"-128,128,0.01"),_SCS("set_gravity_scale"),_SCS("get_gravity_scale"));
 	ADD_PROPERTY( PropertyInfo(Variant::BOOL,"custom_integrator"),_SCS("set_use_custom_integrator"),_SCS("is_using_custom_integrator"));
 	ADD_PROPERTY( PropertyInfo(Variant::BOOL,"continuous_cd"),_SCS("set_use_continuous_collision_detection"),_SCS("is_using_continuous_collision_detection"));
 	ADD_PROPERTY( PropertyInfo(Variant::INT,"contacts_reported"),_SCS("set_max_contacts_reported"),_SCS("get_max_contacts_reported"));
@@ -731,6 +780,8 @@ void RigidBody::_bind_methods() {
 	ADD_PROPERTY( PropertyInfo(Variant::INT,"axis_lock",PROPERTY_HINT_ENUM,"Disabled,Lock X,Lock Y,Lock Z"),_SCS("set_axis_lock"),_SCS("get_axis_lock"));
 	ADD_PROPERTY( PropertyInfo(Variant::VECTOR3,"velocity/linear"),_SCS("set_linear_velocity"),_SCS("get_linear_velocity"));
 	ADD_PROPERTY( PropertyInfo(Variant::VECTOR3,"velocity/angular"),_SCS("set_angular_velocity"),_SCS("get_angular_velocity"));
+	ADD_PROPERTY( PropertyInfo(Variant::REAL,"damp_override/linear",PROPERTY_HINT_RANGE,"-1,128,0.01"),_SCS("set_linear_damp"),_SCS("get_linear_damp"));
+	ADD_PROPERTY( PropertyInfo(Variant::REAL,"damp_override/angular",PROPERTY_HINT_RANGE,"-1,128,0.01"),_SCS("set_angular_damp"),_SCS("get_angular_damp"));
 
 	ADD_SIGNAL( MethodInfo("body_enter_shape",PropertyInfo(Variant::INT,"body_id"),PropertyInfo(Variant::OBJECT,"body"),PropertyInfo(Variant::INT,"body_shape"),PropertyInfo(Variant::INT,"local_shape")));
 	ADD_SIGNAL( MethodInfo("body_exit_shape",PropertyInfo(Variant::INT,"body_id"),PropertyInfo(Variant::OBJECT,"body"),PropertyInfo(Variant::INT,"body_shape"),PropertyInfo(Variant::INT,"local_shape")));
@@ -753,6 +804,10 @@ RigidBody::RigidBody() : PhysicsBody(PhysicsServer::BODY_MODE_RIGID) {
 	max_contacts_reported=0;
 	state=NULL;
 
+	gravity_scale=1;
+	linear_damp=-1;
+	angular_damp=-1;
+
 	//angular_velocity=0;
 	sleeping=false;
 	ccd=false;

+ 14 - 0
scene/3d/physics_body.h

@@ -129,6 +129,10 @@ private:
 
 	Vector3 linear_velocity;
 	Vector3  angular_velocity;
+	real_t gravity_scale;
+	real_t linear_damp;
+	real_t angular_damp;
+
 	bool sleeping;
 	bool ccd;
 
@@ -217,6 +221,16 @@ public:
 	void set_angular_velocity(const Vector3&p_velocity);
 	Vector3  get_angular_velocity() const;
 
+	void set_gravity_scale(real_t p_gravity_scale);
+	real_t get_gravity_scale() 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();
 

+ 6 - 3
servers/physics/area_sw.cpp

@@ -123,7 +123,8 @@ void AreaSW::set_param(PhysicsServer::AreaParameter p_param, const Variant& p_va
 		case PhysicsServer::AREA_PARAM_GRAVITY_IS_POINT: gravity_is_point=p_value; ; break;
 		case PhysicsServer::AREA_PARAM_GRAVITY_DISTANCE_SCALE: gravity_distance_scale=p_value; ; break;
 		case PhysicsServer::AREA_PARAM_GRAVITY_POINT_ATTENUATION:  point_attenuation=p_value; ; break;
-		case PhysicsServer::AREA_PARAM_DENSITY: density=p_value; ; break;
+		case PhysicsServer::AREA_PARAM_LINEAR_DAMP: linear_damp=p_value; ; break;
+		case PhysicsServer::AREA_PARAM_ANGULAR_DAMP: angular_damp=p_value; ; break;
 		case PhysicsServer::AREA_PARAM_PRIORITY: priority=p_value; ; break;
 	}
 
@@ -139,7 +140,8 @@ Variant AreaSW::get_param(PhysicsServer::AreaParameter p_param) const {
 		case PhysicsServer::AREA_PARAM_GRAVITY_IS_POINT: return gravity_is_point;
 		case PhysicsServer::AREA_PARAM_GRAVITY_DISTANCE_SCALE: return gravity_distance_scale;
 		case PhysicsServer::AREA_PARAM_GRAVITY_POINT_ATTENUATION: return  point_attenuation;
-		case PhysicsServer::AREA_PARAM_DENSITY: return density;
+		case PhysicsServer::AREA_PARAM_LINEAR_DAMP: return linear_damp;
+		case PhysicsServer::AREA_PARAM_ANGULAR_DAMP: return angular_damp;
 		case PhysicsServer::AREA_PARAM_PRIORITY: return priority;
 	}
 
@@ -248,7 +250,8 @@ AreaSW::AreaSW() : CollisionObjectSW(TYPE_AREA), monitor_query_list(this),  move
 	gravity_is_point=false;
 	gravity_distance_scale=0;
 	point_attenuation=1;
-	density=0.1;
+	angular_damp=1.0;
+	linear_damp=0.1;
 	priority=0;
 	set_ray_pickable(false);
 	monitor_callback_id=0;

+ 7 - 3
servers/physics/area_sw.h

@@ -47,7 +47,8 @@ class AreaSW : public CollisionObjectSW{
 	bool gravity_is_point;
 	float gravity_distance_scale;
 	float point_attenuation;
-	float density;
+	float linear_damp;
+	float angular_damp;
 	int priority;
 	bool monitorable;
 
@@ -145,8 +146,11 @@ public:
 	_FORCE_INLINE_ void set_point_attenuation(float p_point_attenuation) { point_attenuation=p_point_attenuation; }
 	_FORCE_INLINE_ float get_point_attenuation() const { return point_attenuation; }
 
-	_FORCE_INLINE_ void set_density(float p_density) { density=p_density; }
-	_FORCE_INLINE_ float get_density() const { return density; }
+	_FORCE_INLINE_ void set_linear_damp(float p_linear_damp) { linear_damp=p_linear_damp; }
+	_FORCE_INLINE_ float get_linear_damp() const { return linear_damp; }
+
+	_FORCE_INLINE_ void set_angular_damp(float p_angular_damp) { angular_damp=p_angular_damp; }
+	_FORCE_INLINE_ float get_angular_damp() const { return angular_damp; }
 
 	_FORCE_INLINE_ void set_priority(int p_priority) { priority=p_priority; }
 	_FORCE_INLINE_ int get_priority() const { return priority; }

+ 47 - 6
servers/physics/body_sw.cpp

@@ -159,6 +159,17 @@ void BodySW::set_param(PhysicsServer::BodyParameter p_param, float p_value) {
 			_update_inertia();
 
 		} break;
+		case PhysicsServer::BODY_PARAM_GRAVITY_SCALE: {
+			gravity_scale=p_value;
+		} break;
+		case PhysicsServer::BODY_PARAM_LINEAR_DAMP: {
+
+			linear_damp=p_value;
+		} break;
+		case PhysicsServer::BODY_PARAM_ANGULAR_DAMP: {
+
+			angular_damp=p_value;
+		} break;
 		default:{}
 	}
 }
@@ -177,6 +188,18 @@ float BodySW::get_param(PhysicsServer::BodyParameter p_param) const {
 		case PhysicsServer::BODY_PARAM_MASS: {
 			return mass;
 		} break;
+		case PhysicsServer::BODY_PARAM_GRAVITY_SCALE: {
+			return gravity_scale;
+		} break;
+		case PhysicsServer::BODY_PARAM_LINEAR_DAMP: {
+
+			return linear_damp;
+		} break;
+		case PhysicsServer::BODY_PARAM_ANGULAR_DAMP: {
+
+			return angular_damp;
+		} break;
+
 		default:{}
 	}
 
@@ -380,6 +403,8 @@ void BodySW::integrate_forces(real_t p_step) {
 		return;
 
 	AreaSW *def_area = get_space()->get_default_area();
+	AreaSW *damp_area = def_area;
+
 	ERR_FAIL_COND(!def_area);
 
 	int ac = areas.size();
@@ -388,7 +413,7 @@ void BodySW::integrate_forces(real_t p_step) {
 	if (ac) {
 		areas.sort();
 		const AreaCMP *aa = &areas[0];
-		density = aa[ac-1].area->get_density();
+		damp_area = aa[ac-1].area;
 		for(int i=ac-1;i>=0;i--) {
 			_compute_area_gravity(aa[i].area);
 			if (aa[i].area->get_space_override_mode() == PhysicsServer::AREA_SPACE_OVERRIDE_REPLACE) {
@@ -396,13 +421,25 @@ void BodySW::integrate_forces(real_t p_step) {
 				break;
 			}
 		}
-	} else {
-		density=def_area->get_density();
 	}
+
 	if( !replace ) {
 		_compute_area_gravity(def_area);
 	}
 
+	gravity*=gravity_scale;
+
+	if (angular_damp>=0)
+		area_angular_damp=angular_damp;
+	else
+		area_angular_damp=damp_area->get_angular_damp();
+
+	if (linear_damp>=0)
+		area_linear_damp=linear_damp;
+	else
+		area_linear_damp=damp_area->get_linear_damp();
+
+
 	Vector3 motion;
 	bool do_motion=false;
 
@@ -431,12 +468,12 @@ void BodySW::integrate_forces(real_t p_step) {
 			force+=applied_force;
 			Vector3 torque=applied_torque;
 
-			real_t damp = 1.0 - p_step * density;
+			real_t damp = 1.0 - p_step * area_linear_damp;
 
 			if (damp<0) // reached zero in the given time
 				damp=0;
 
-			real_t angular_damp = 1.0 - p_step * density * get_space()->get_body_angular_velocity_damp_ratio();
+			real_t angular_damp = 1.0 - p_step * area_angular_damp;
 
 			if (angular_damp<0) // reached zero in the given time
 				angular_damp=0;
@@ -695,8 +732,12 @@ BodySW::BodySW() : CollisionObjectSW(TYPE_BODY), active_list(this), inertia_upda
 	island_list_next=NULL;
 	first_time_kinematic=false;
 	_set_static(false);
-	density=0;
+
 	contact_count=0;
+	gravity_scale=1.0;
+
+	area_angular_damp=0;
+	area_linear_damp=0;
 
 	still_time=0;
 	continuous_cd=false;

+ 11 - 4
servers/physics/body_sw.h

@@ -50,6 +50,10 @@ class BodySW : public CollisionObjectSW {
 	real_t bounce;
 	real_t friction;
 
+	real_t linear_damp;
+	real_t angular_damp;
+	real_t gravity_scale;
+
 	PhysicsServer::BodyAxisLock axis_lock;
 
 	real_t _inv_mass;
@@ -57,13 +61,16 @@ class BodySW : public CollisionObjectSW {
 	Matrix3 _inv_inertia_tensor;
 
 	Vector3 gravity;
-	real_t density;
 
 	real_t still_time;
 
 	Vector3 applied_force;
 	Vector3 applied_torque;
 
+	float area_angular_damp;
+	float area_linear_damp;
+
+
 	SelfList<BodySW> active_list;
 	SelfList<BodySW> inertia_update_list;
 	SelfList<BodySW> direct_state_query_list;
@@ -233,7 +240,6 @@ public:
 	_FORCE_INLINE_ Matrix3 get_inv_inertia_tensor() const { return _inv_inertia_tensor; }
 	_FORCE_INLINE_ real_t get_friction() const { return friction; }
 	_FORCE_INLINE_ Vector3 get_gravity() const { return gravity; }
-	_FORCE_INLINE_ real_t get_density() const { return density; }
 	_FORCE_INLINE_ real_t get_bounce() const { return bounce; }
 
 	_FORCE_INLINE_ void set_axis_lock(PhysicsServer::BodyAxisLock p_lock) { axis_lock=p_lock; }
@@ -335,8 +341,9 @@ public:
 	BodySW *body;
 	real_t step;
 
-	virtual Vector3 get_total_gravity() const {  return body->get_gravity();  } // get gravity vector working on this body space/area
-	virtual float get_total_density() const {  return body->get_density();  } // get density of this body space/area
+	virtual Vector3 get_total_gravity() const {  return body->gravity;  } // get gravity vector working on this body space/area
+	virtual float get_total_angular_damp() const {  return body->area_angular_damp;  } // get density of this body space/area
+	virtual float get_total_linear_damp() const {  return body->area_linear_damp;  } // get density of this body space/area
 
 	virtual float get_inverse_mass() const {  return body->get_inv_mass();  } // get the mass
 	virtual Vector3 get_inverse_inertia() const { return body->get_inv_inertia();   } // get density of this body space

+ 3 - 3
servers/physics_2d/body_2d_sw.h

@@ -337,9 +337,9 @@ public:
 	Body2DSW *body;
 	real_t step;
 
-	virtual Vector2 get_total_gravity() const {  return body->get_gravity();  } // get gravity vector working on this body space/area
-	virtual float get_total_angular_damp() const {  return body->get_angular_damp();  } // get density of this body space/area
-	virtual float get_total_linear_damp() const {  return body->get_linear_damp();  } // get density of this body space/area
+	virtual Vector2 get_total_gravity() const {  return body->gravity;  } // get gravity vector working on this body space/area
+	virtual float get_total_angular_damp() const {  return body->area_angular_damp;  } // get density of this body space/area
+	virtual float get_total_linear_damp() const {  return body->area_linear_damp;  } // get density of this body space/area
 
 	virtual float get_inverse_mass() const {  return body->get_inv_mass();  } // get the mass
 	virtual real_t get_inverse_inertia() const { return body->get_inv_inertia();   } // get density of this body space

+ 17 - 7
servers/physics_server.cpp

@@ -39,13 +39,18 @@ void PhysicsDirectBodyState::integrate_forces() {
 
 	Vector3 av = get_angular_velocity();
 
-	float damp = 1.0 - step * get_total_density();
+	float linear_damp = 1.0 - step * get_total_linear_damp();
 
-	if (damp<0) // reached zero in the given time
-		damp=0;
+	if (linear_damp<0) // reached zero in the given time
+		linear_damp=0;
 
-	lv*=damp;
-	av*=damp;
+	float angular_damp = 1.0 - step * get_total_angular_damp();
+
+	if (angular_damp<0) // reached zero in the given time
+		angular_damp=0;
+
+	lv*=linear_damp;
+	av*=angular_damp;
 
 	set_linear_velocity(lv);
 	set_angular_velocity(av);
@@ -70,7 +75,8 @@ PhysicsServer * PhysicsServer::get_singleton() {
 void PhysicsDirectBodyState::_bind_methods() {
 
 	ObjectTypeDB::bind_method(_MD("get_total_gravity"),&PhysicsDirectBodyState::get_total_gravity);
-	ObjectTypeDB::bind_method(_MD("get_total_density"),&PhysicsDirectBodyState::get_total_density);
+	ObjectTypeDB::bind_method(_MD("get_total_linear_damp"),&PhysicsDirectBodyState::get_total_linear_damp);
+	ObjectTypeDB::bind_method(_MD("get_total_angular_damp"),&PhysicsDirectBodyState::get_total_angular_damp);
 
 	ObjectTypeDB::bind_method(_MD("get_inverse_mass"),&PhysicsDirectBodyState::get_inverse_mass);
 	ObjectTypeDB::bind_method(_MD("get_inverse_inertia"),&PhysicsDirectBodyState::get_inverse_inertia);
@@ -683,7 +689,8 @@ void PhysicsServer::_bind_methods() {
 	BIND_CONSTANT( AREA_PARAM_GRAVITY_IS_POINT );
 	BIND_CONSTANT( AREA_PARAM_GRAVITY_DISTANCE_SCALE );
 	BIND_CONSTANT( AREA_PARAM_GRAVITY_POINT_ATTENUATION );
-	BIND_CONSTANT( AREA_PARAM_DENSITY );
+	BIND_CONSTANT( AREA_PARAM_LINEAR_DAMP );
+	BIND_CONSTANT( AREA_PARAM_ANGULAR_DAMP );
 	BIND_CONSTANT( AREA_PARAM_PRIORITY );
 
 	BIND_CONSTANT( AREA_SPACE_OVERRIDE_COMBINE );
@@ -698,6 +705,9 @@ void PhysicsServer::_bind_methods() {
 	BIND_CONSTANT( BODY_PARAM_BOUNCE );
 	BIND_CONSTANT( BODY_PARAM_FRICTION );
 	BIND_CONSTANT( BODY_PARAM_MASS );
+	BIND_CONSTANT( BODY_PARAM_GRAVITY_SCALE );
+	BIND_CONSTANT( BODY_PARAM_ANGULAR_DAMP );
+	BIND_CONSTANT( BODY_PARAM_LINEAR_DAMP );
 	BIND_CONSTANT( BODY_PARAM_MAX );
 
 	BIND_CONSTANT( BODY_STATE_TRANSFORM );

+ 9 - 4
servers/physics_server.h

@@ -41,8 +41,9 @@ protected:
 	static void _bind_methods();
 public:
 
-	virtual Vector3 get_total_gravity() const=0; // get gravity vector working on this body space/area
-	virtual float get_total_density() const=0; // get density of this body space/area
+	virtual Vector3 get_total_gravity() const=0;
+	virtual float get_total_angular_damp() const=0;
+	virtual float get_total_linear_damp() const=0;
 
 	virtual float get_inverse_mass() const=0; // get the mass
 	virtual Vector3 get_inverse_inertia() const=0; // get density of this body space
@@ -300,7 +301,8 @@ public:
 		AREA_PARAM_GRAVITY_IS_POINT,
 		AREA_PARAM_GRAVITY_DISTANCE_SCALE,
 		AREA_PARAM_GRAVITY_POINT_ATTENUATION,
-		AREA_PARAM_DENSITY,
+		AREA_PARAM_LINEAR_DAMP,
+		AREA_PARAM_ANGULAR_DAMP,
 		AREA_PARAM_PRIORITY
 	};
 
@@ -398,6 +400,9 @@ public:
 		BODY_PARAM_BOUNCE,
 		BODY_PARAM_FRICTION,
 		BODY_PARAM_MASS, ///< unused for static, always infinite
+		BODY_PARAM_GRAVITY_SCALE,
+		BODY_PARAM_LINEAR_DAMP,
+		BODY_PARAM_ANGULAR_DAMP,
 		BODY_PARAM_MAX,
 	};
 
@@ -411,7 +416,7 @@ public:
 		BODY_STATE_LINEAR_VELOCITY,
 		BODY_STATE_ANGULAR_VELOCITY,
 		BODY_STATE_SLEEPING,
-		BODY_STATE_CAN_SLEEP
+		BODY_STATE_CAN_SLEEP			
 	};
 
 	virtual void body_set_state(RID p_body, BodyState p_state, const Variant& p_variant)=0;