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@@ -43,16 +43,40 @@
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#include "editor/plugins/node_3d_editor_plugin.h"
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#endif
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-Vector3 PhysicsBody3D::get_linear_velocity() const {
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- return Vector3();
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+void PhysicsBody3D::_bind_methods() {
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+ ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "test_only"), &PhysicsBody3D::_move, DEFVAL(true), DEFVAL(true), DEFVAL(false));
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+ ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "collision"), &PhysicsBody3D::test_move, DEFVAL(true), DEFVAL(true), DEFVAL(Variant()));
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+
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+ ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &PhysicsBody3D::set_safe_margin);
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+ ClassDB::bind_method(D_METHOD("get_safe_margin"), &PhysicsBody3D::get_safe_margin);
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+
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+ ClassDB::bind_method(D_METHOD("set_axis_lock", "axis", "lock"), &PhysicsBody3D::set_axis_lock);
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+ ClassDB::bind_method(D_METHOD("get_axis_lock", "axis"), &PhysicsBody3D::get_axis_lock);
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+
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+ ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &PhysicsBody3D::get_collision_exceptions);
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+ ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &PhysicsBody3D::add_collision_exception_with);
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+ ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &PhysicsBody3D::remove_collision_exception_with);
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+
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+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin");
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+
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+ ADD_GROUP("Axis Lock", "axis_lock_");
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+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_x"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_X);
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+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_y"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_Y);
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+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_z"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_Z);
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+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_x"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_ANGULAR_X);
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+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_y"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_ANGULAR_Y);
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+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_z"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_ANGULAR_Z);
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}
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-Vector3 PhysicsBody3D::get_angular_velocity() const {
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- return Vector3();
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+PhysicsBody3D::PhysicsBody3D(PhysicsServer3D::BodyMode p_mode) :
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+ CollisionObject3D(PhysicsServer3D::get_singleton()->body_create(), false) {
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+ PhysicsServer3D::get_singleton()->body_set_mode(get_rid(), p_mode);
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}
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-real_t PhysicsBody3D::get_inverse_mass() const {
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- return 0;
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+PhysicsBody3D::~PhysicsBody3D() {
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+ if (motion_cache.is_valid()) {
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+ motion_cache->owner = nullptr;
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+ }
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}
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TypedArray<PhysicsBody3D> PhysicsBody3D::get_collision_exceptions() {
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@@ -83,11 +107,84 @@ void PhysicsBody3D::remove_collision_exception_with(Node *p_node) {
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PhysicsServer3D::get_singleton()->body_remove_collision_exception(get_rid(), collision_object->get_rid());
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}
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-void PhysicsBody3D::_bind_methods() {}
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+Ref<KinematicCollision3D> PhysicsBody3D::_move(const Vector3 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, bool p_test_only) {
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+ PhysicsServer3D::MotionResult result;
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+ if (move_and_collide(p_motion, p_infinite_inertia, result, p_exclude_raycast_shapes, p_test_only)) {
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+ if (motion_cache.is_null()) {
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+ motion_cache.instance();
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+ motion_cache->owner = this;
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+ }
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-PhysicsBody3D::PhysicsBody3D(PhysicsServer3D::BodyMode p_mode) :
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- CollisionObject3D(PhysicsServer3D::get_singleton()->body_create(), false) {
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- PhysicsServer3D::get_singleton()->body_set_mode(get_rid(), p_mode);
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+ motion_cache->result = result;
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+
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+ return motion_cache;
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+ }
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+
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+ return Ref<KinematicCollision3D>();
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+}
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+
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+bool PhysicsBody3D::move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, PhysicsServer3D::MotionResult &r_result, bool p_exclude_raycast_shapes, bool p_test_only) {
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+ Transform3D gt = get_global_transform();
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+ bool colliding = PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, &r_result, p_exclude_raycast_shapes);
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+
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+ for (int i = 0; i < 3; i++) {
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+ if (locked_axis & (1 << i)) {
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+ r_result.motion[i] = 0;
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+ }
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+ }
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+
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+ if (!p_test_only) {
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+ gt.origin += r_result.motion;
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+ set_global_transform(gt);
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+ }
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+
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+ return colliding;
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+}
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+
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+bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, const Ref<KinematicCollision3D> &r_collision) {
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+ ERR_FAIL_COND_V(!is_inside_tree(), false);
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+
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+ PhysicsServer3D::MotionResult *r = nullptr;
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+ if (r_collision.is_valid()) {
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+ // Needs const_cast because method bindings don't support non-const Ref.
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+ r = const_cast<PhysicsServer3D::MotionResult *>(&r_collision->result);
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+ }
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+
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+ return PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, p_infinite_inertia, r, p_exclude_raycast_shapes);
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+}
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+
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+void PhysicsBody3D::set_safe_margin(real_t p_margin) {
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+ margin = p_margin;
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+ PhysicsServer3D::get_singleton()->body_set_kinematic_safe_margin(get_rid(), margin);
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+}
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+
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+real_t PhysicsBody3D::get_safe_margin() const {
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+ return margin;
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+}
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+
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+void PhysicsBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock) {
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+ if (p_lock) {
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+ locked_axis |= p_axis;
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+ } else {
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+ locked_axis &= (~p_axis);
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+ }
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+ PhysicsServer3D::get_singleton()->body_set_axis_lock(get_rid(), p_axis, p_lock);
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+}
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+
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+bool PhysicsBody3D::get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const {
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+ return (locked_axis & p_axis);
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+}
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+
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+Vector3 PhysicsBody3D::get_linear_velocity() const {
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+ return Vector3();
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+}
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+
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+Vector3 PhysicsBody3D::get_angular_velocity() const {
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+ return Vector3();
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+}
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+
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+real_t PhysicsBody3D::get_inverse_mass() const {
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+ return 0;
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}
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void StaticBody3D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {
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@@ -136,10 +233,6 @@ void StaticBody3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &StaticBody3D::set_physics_material_override);
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ClassDB::bind_method(D_METHOD("get_physics_material_override"), &StaticBody3D::get_physics_material_override);
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- ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &PhysicsBody3D::get_collision_exceptions);
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- ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &PhysicsBody3D::add_collision_exception_with);
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- ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &PhysicsBody3D::remove_collision_exception_with);
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-
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_linear_velocity"), "set_constant_linear_velocity", "get_constant_linear_velocity");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_angular_velocity"), "set_constant_angular_velocity", "get_constant_angular_velocity");
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@@ -627,14 +720,6 @@ bool RigidBody3D::is_contact_monitor_enabled() const {
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return contact_monitor != nullptr;
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}
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-void RigidBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock) {
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- PhysicsServer3D::get_singleton()->body_set_axis_lock(get_rid(), p_axis, p_lock);
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-}
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-
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-bool RigidBody3D::get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const {
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- return PhysicsServer3D::get_singleton()->body_is_axis_locked(get_rid(), p_axis);
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-}
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-
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Array RigidBody3D::get_colliding_bodies() const {
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ERR_FAIL_COND_V(!contact_monitor, Array());
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@@ -720,9 +805,6 @@ void RigidBody3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidBody3D::set_can_sleep);
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ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidBody3D::is_able_to_sleep);
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- ClassDB::bind_method(D_METHOD("set_axis_lock", "axis", "lock"), &RigidBody3D::set_axis_lock);
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- ClassDB::bind_method(D_METHOD("get_axis_lock", "axis"), &RigidBody3D::get_axis_lock);
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-
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ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody3D::get_colliding_bodies);
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BIND_VMETHOD(MethodInfo("_integrate_forces", PropertyInfo(Variant::OBJECT, "state", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsDirectBodyState3D")));
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@@ -737,13 +819,6 @@ void RigidBody3D::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "contact_monitor"), "set_contact_monitor", "is_contact_monitor_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleeping", "is_sleeping");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep");
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- ADD_GROUP("Axis Lock", "axis_lock_");
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- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_x"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_X);
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- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_y"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_Y);
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- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_z"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_Z);
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- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_x"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_ANGULAR_X);
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- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_y"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_ANGULAR_Y);
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- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_z"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_ANGULAR_Z);
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ADD_GROUP("Linear", "linear_");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity"), "set_linear_velocity", "get_linear_velocity");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp");
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@@ -784,69 +859,20 @@ void RigidBody3D::_reload_physics_characteristics() {
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}
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}
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-//////////////////////////////////////////////////////
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-//////////////////////////
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-
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-Ref<KinematicCollision3D> KinematicBody3D::_move(const Vector3 &p_motion, bool p_infinite_inertia, bool p_exclude_raycast_shapes, bool p_test_only) {
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- Collision col;
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- if (move_and_collide(p_motion, p_infinite_inertia, col, p_exclude_raycast_shapes, p_test_only)) {
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- if (motion_cache.is_null()) {
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- motion_cache.instance();
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- motion_cache->owner = this;
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- }
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-
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- motion_cache->collision = col;
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-
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- return motion_cache;
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- }
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-
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- return Ref<KinematicCollision3D>();
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-}
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+///////////////////////////////////////
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-Vector3 KinematicBody3D::get_linear_velocity() const {
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+Vector3 CharacterBody3D::get_linear_velocity() const {
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return linear_velocity;
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}
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-Vector3 KinematicBody3D::get_angular_velocity() const {
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+Vector3 CharacterBody3D::get_angular_velocity() const {
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return angular_velocity;
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}
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-bool KinematicBody3D::move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes, bool p_test_only) {
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- Transform3D gt = get_global_transform();
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- PhysicsServer3D::MotionResult result;
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- bool colliding = PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, &result, p_exclude_raycast_shapes);
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-
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- if (colliding) {
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- r_collision.collider_metadata = result.collider_metadata;
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- r_collision.collider_shape = result.collider_shape;
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- r_collision.collider_vel = result.collider_velocity;
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- r_collision.collision = result.collision_point;
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- r_collision.normal = result.collision_normal;
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- r_collision.collider = result.collider_id;
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- r_collision.collider_rid = result.collider;
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- r_collision.travel = result.motion;
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- r_collision.remainder = result.remainder;
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- r_collision.local_shape = result.collision_local_shape;
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- }
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-
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- for (int i = 0; i < 3; i++) {
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- if (locked_axis & (1 << i)) {
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- result.motion[i] = 0;
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- }
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- }
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-
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- if (!p_test_only) {
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- gt.origin += result.motion;
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- set_global_transform(gt);
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- }
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-
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- return colliding;
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-}
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-
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//so, if you pass 45 as limit, avoid numerical precision errors when angle is 45.
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#define FLOOR_ANGLE_THRESHOLD 0.01
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-Vector3 KinematicBody3D::move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_up_direction, bool p_stop_on_slope, int p_max_slides, real_t p_floor_max_angle, bool p_infinite_inertia) {
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+Vector3 CharacterBody3D::move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_up_direction, bool p_stop_on_slope, int p_max_slides, real_t p_floor_max_angle, bool p_infinite_inertia) {
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Vector3 body_velocity = p_linear_velocity;
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Vector3 body_velocity_normal = body_velocity.normalized();
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Vector3 up_direction = p_up_direction.normalized();
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@@ -864,63 +890,63 @@ Vector3 KinematicBody3D::move_and_slide(const Vector3 &p_linear_velocity, const
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on_floor_body = RID();
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on_ceiling = false;
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on_wall = false;
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- colliders.clear();
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+ motion_results.clear();
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floor_normal = Vector3();
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floor_velocity = Vector3();
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while (p_max_slides) {
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- Collision collision;
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+ PhysicsServer3D::MotionResult result;
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bool found_collision = false;
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for (int i = 0; i < 2; ++i) {
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bool collided;
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if (i == 0) { //collide
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- collided = move_and_collide(motion, p_infinite_inertia, collision);
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+ collided = move_and_collide(motion, p_infinite_inertia, result);
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if (!collided) {
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motion = Vector3(); //clear because no collision happened and motion completed
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}
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} else { //separate raycasts (if any)
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- collided = separate_raycast_shapes(p_infinite_inertia, collision);
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+ collided = separate_raycast_shapes(p_infinite_inertia, result);
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if (collided) {
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- collision.remainder = motion; //keep
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- collision.travel = Vector3();
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+ result.remainder = motion; //keep
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+ result.motion = Vector3();
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}
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}
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if (collided) {
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found_collision = true;
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- colliders.push_back(collision);
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- motion = collision.remainder;
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+ motion_results.push_back(result);
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+ motion = result.remainder;
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if (up_direction == Vector3()) {
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//all is a wall
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on_wall = true;
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} else {
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- if (Math::acos(collision.normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
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+ if (Math::acos(result.collision_normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
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on_floor = true;
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- floor_normal = collision.normal;
|
|
|
- on_floor_body = collision.collider_rid;
|
|
|
- floor_velocity = collision.collider_vel;
|
|
|
+ floor_normal = result.collision_normal;
|
|
|
+ on_floor_body = result.collider;
|
|
|
+ floor_velocity = result.collider_velocity;
|
|
|
|
|
|
if (p_stop_on_slope) {
|
|
|
- if ((body_velocity_normal + up_direction).length() < 0.01 && collision.travel.length() < 1) {
|
|
|
+ if ((body_velocity_normal + up_direction).length() < 0.01 && result.motion.length() < 1) {
|
|
|
Transform3D gt = get_global_transform();
|
|
|
- gt.origin -= collision.travel.slide(up_direction);
|
|
|
+ gt.origin -= result.motion.slide(up_direction);
|
|
|
set_global_transform(gt);
|
|
|
return Vector3();
|
|
|
}
|
|
|
}
|
|
|
- } else if (Math::acos(collision.normal.dot(-up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
|
|
|
+ } else if (Math::acos(result.collision_normal.dot(-up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
|
|
|
on_ceiling = true;
|
|
|
} else {
|
|
|
on_wall = true;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
- motion = motion.slide(collision.normal);
|
|
|
- body_velocity = body_velocity.slide(collision.normal);
|
|
|
+ motion = motion.slide(result.collision_normal);
|
|
|
+ body_velocity = body_velocity.slide(result.collision_normal);
|
|
|
|
|
|
for (int j = 0; j < 3; j++) {
|
|
|
if (locked_axis & (1 << j)) {
|
|
@@ -940,7 +966,7 @@ Vector3 KinematicBody3D::move_and_slide(const Vector3 &p_linear_velocity, const
|
|
|
return body_velocity;
|
|
|
}
|
|
|
|
|
|
-Vector3 KinematicBody3D::move_and_slide_with_snap(const Vector3 &p_linear_velocity, const Vector3 &p_snap, const Vector3 &p_up_direction, bool p_stop_on_slope, int p_max_slides, real_t p_floor_max_angle, bool p_infinite_inertia) {
|
|
|
+Vector3 CharacterBody3D::move_and_slide_with_snap(const Vector3 &p_linear_velocity, const Vector3 &p_snap, const Vector3 &p_up_direction, bool p_stop_on_slope, int p_max_slides, real_t p_floor_max_angle, bool p_infinite_inertia) {
|
|
|
Vector3 up_direction = p_up_direction.normalized();
|
|
|
bool was_on_floor = on_floor;
|
|
|
|
|
@@ -949,28 +975,28 @@ Vector3 KinematicBody3D::move_and_slide_with_snap(const Vector3 &p_linear_veloci
|
|
|
return ret;
|
|
|
}
|
|
|
|
|
|
- Collision col;
|
|
|
+ PhysicsServer3D::MotionResult result;
|
|
|
Transform3D gt = get_global_transform();
|
|
|
|
|
|
- if (move_and_collide(p_snap, p_infinite_inertia, col, false, true)) {
|
|
|
+ if (move_and_collide(p_snap, p_infinite_inertia, result, false, true)) {
|
|
|
bool apply = true;
|
|
|
if (up_direction != Vector3()) {
|
|
|
- if (Math::acos(col.normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
|
|
|
+ if (Math::acos(result.collision_normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
|
|
|
on_floor = true;
|
|
|
- floor_normal = col.normal;
|
|
|
- on_floor_body = col.collider_rid;
|
|
|
- floor_velocity = col.collider_vel;
|
|
|
+ floor_normal = result.collision_normal;
|
|
|
+ on_floor_body = result.collider;
|
|
|
+ floor_velocity = result.collider_velocity;
|
|
|
if (p_stop_on_slope) {
|
|
|
// move and collide may stray the object a bit because of pre un-stucking,
|
|
|
// so only ensure that motion happens on floor direction in this case.
|
|
|
- col.travel = col.travel.project(up_direction);
|
|
|
+ result.motion = result.motion.project(up_direction);
|
|
|
}
|
|
|
} else {
|
|
|
apply = false; //snapped with floor direction, but did not snap to a floor, do not snap.
|
|
|
}
|
|
|
}
|
|
|
if (apply) {
|
|
|
- gt.origin += col.travel;
|
|
|
+ gt.origin += result.motion;
|
|
|
set_global_transform(gt);
|
|
|
}
|
|
|
}
|
|
@@ -978,39 +1004,13 @@ Vector3 KinematicBody3D::move_and_slide_with_snap(const Vector3 &p_linear_veloci
|
|
|
return ret;
|
|
|
}
|
|
|
|
|
|
-bool KinematicBody3D::is_on_floor() const {
|
|
|
- return on_floor;
|
|
|
-}
|
|
|
-
|
|
|
-bool KinematicBody3D::is_on_wall() const {
|
|
|
- return on_wall;
|
|
|
-}
|
|
|
-
|
|
|
-bool KinematicBody3D::is_on_ceiling() const {
|
|
|
- return on_ceiling;
|
|
|
-}
|
|
|
-
|
|
|
-Vector3 KinematicBody3D::get_floor_normal() const {
|
|
|
- return floor_normal;
|
|
|
-}
|
|
|
-
|
|
|
-Vector3 KinematicBody3D::get_floor_velocity() const {
|
|
|
- return floor_velocity;
|
|
|
-}
|
|
|
-
|
|
|
-bool KinematicBody3D::test_move(const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia) {
|
|
|
- ERR_FAIL_COND_V(!is_inside_tree(), false);
|
|
|
-
|
|
|
- return PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, p_infinite_inertia);
|
|
|
-}
|
|
|
-
|
|
|
-bool KinematicBody3D::separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision) {
|
|
|
+bool CharacterBody3D::separate_raycast_shapes(PhysicsServer3D::MotionResult &r_result) {
|
|
|
PhysicsServer3D::SeparationResult sep_res[8]; //max 8 rays
|
|
|
|
|
|
Transform3D gt = get_global_transform();
|
|
|
|
|
|
Vector3 recover;
|
|
|
- int hits = PhysicsServer3D::get_singleton()->body_test_ray_separation(get_rid(), gt, p_infinite_inertia, recover, sep_res, 8, margin);
|
|
|
+ int hits = PhysicsServer3D::get_singleton()->body_test_ray_separation(get_rid(), gt, infinite_inertia, recover, sep_res, 8, margin);
|
|
|
int deepest = -1;
|
|
|
real_t deepest_depth;
|
|
|
for (int i = 0; i < hits; i++) {
|
|
@@ -1024,15 +1024,15 @@ bool KinematicBody3D::separate_raycast_shapes(bool p_infinite_inertia, Collision
|
|
|
set_global_transform(gt);
|
|
|
|
|
|
if (deepest != -1) {
|
|
|
- r_collision.collider = sep_res[deepest].collider_id;
|
|
|
- r_collision.collider_metadata = sep_res[deepest].collider_metadata;
|
|
|
- r_collision.collider_shape = sep_res[deepest].collider_shape;
|
|
|
- r_collision.collider_vel = sep_res[deepest].collider_velocity;
|
|
|
- r_collision.collision = sep_res[deepest].collision_point;
|
|
|
- r_collision.normal = sep_res[deepest].collision_normal;
|
|
|
- r_collision.local_shape = sep_res[deepest].collision_local_shape;
|
|
|
- r_collision.travel = recover;
|
|
|
- r_collision.remainder = Vector3();
|
|
|
+ r_result.collider_id = sep_res[deepest].collider_id;
|
|
|
+ r_result.collider_metadata = sep_res[deepest].collider_metadata;
|
|
|
+ r_result.collider_shape = sep_res[deepest].collider_shape;
|
|
|
+ r_result.collider_velocity = sep_res[deepest].collider_velocity;
|
|
|
+ r_result.collision_point = sep_res[deepest].collision_point;
|
|
|
+ r_result.collision_normal = sep_res[deepest].collision_normal;
|
|
|
+ r_result.collision_local_shape = sep_res[deepest].collision_local_shape;
|
|
|
+ r_result.motion = recover;
|
|
|
+ r_result.remainder = Vector3();
|
|
|
|
|
|
return true;
|
|
|
} else {
|
|
@@ -1040,39 +1040,37 @@ bool KinematicBody3D::separate_raycast_shapes(bool p_infinite_inertia, Collision
|
|
|
}
|
|
|
}
|
|
|
|
|
|
-void KinematicBody3D::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 CharacterBody3D::is_on_floor() const {
|
|
|
+ return on_floor;
|
|
|
}
|
|
|
|
|
|
-bool KinematicBody3D::get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const {
|
|
|
- return PhysicsServer3D::get_singleton()->body_is_axis_locked(get_rid(), p_axis);
|
|
|
+bool CharacterBody3D::is_on_wall() const {
|
|
|
+ return on_wall;
|
|
|
}
|
|
|
|
|
|
-void KinematicBody3D::set_safe_margin(real_t p_margin) {
|
|
|
- margin = p_margin;
|
|
|
- PhysicsServer3D::get_singleton()->body_set_kinematic_safe_margin(get_rid(), margin);
|
|
|
+bool CharacterBody3D::is_on_ceiling() const {
|
|
|
+ return on_ceiling;
|
|
|
}
|
|
|
|
|
|
-real_t KinematicBody3D::get_safe_margin() const {
|
|
|
- return margin;
|
|
|
+Vector3 CharacterBody3D::get_floor_normal() const {
|
|
|
+ return floor_normal;
|
|
|
+}
|
|
|
+
|
|
|
+Vector3 CharacterBody3D::get_floor_velocity() const {
|
|
|
+ return floor_velocity;
|
|
|
}
|
|
|
|
|
|
-int KinematicBody3D::get_slide_count() const {
|
|
|
- return colliders.size();
|
|
|
+int CharacterBody3D::get_slide_count() const {
|
|
|
+ return motion_results.size();
|
|
|
}
|
|
|
|
|
|
-KinematicBody3D::Collision KinematicBody3D::get_slide_collision(int p_bounce) const {
|
|
|
- ERR_FAIL_INDEX_V(p_bounce, colliders.size(), Collision());
|
|
|
- return colliders[p_bounce];
|
|
|
+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> KinematicBody3D::_get_slide_collision(int p_bounce) {
|
|
|
- ERR_FAIL_INDEX_V(p_bounce, colliders.size(), Ref<KinematicCollision3D>());
|
|
|
+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);
|
|
|
}
|
|
@@ -1082,53 +1080,37 @@ Ref<KinematicCollision3D> KinematicBody3D::_get_slide_collision(int p_bounce) {
|
|
|
slide_colliders.write[p_bounce]->owner = this;
|
|
|
}
|
|
|
|
|
|
- slide_colliders.write[p_bounce]->collision = colliders[p_bounce];
|
|
|
+ slide_colliders.write[p_bounce]->result = motion_results[p_bounce];
|
|
|
return slide_colliders[p_bounce];
|
|
|
}
|
|
|
|
|
|
-void KinematicBody3D::_notification(int p_what) {
|
|
|
+void CharacterBody3D::_notification(int p_what) {
|
|
|
if (p_what == NOTIFICATION_ENTER_TREE) {
|
|
|
// Reset move_and_slide() data.
|
|
|
on_floor = false;
|
|
|
on_floor_body = RID();
|
|
|
on_ceiling = false;
|
|
|
on_wall = false;
|
|
|
- colliders.clear();
|
|
|
+ motion_results.clear();
|
|
|
floor_velocity = Vector3();
|
|
|
}
|
|
|
}
|
|
|
|
|
|
-void KinematicBody3D::_bind_methods() {
|
|
|
- ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "test_only"), &KinematicBody3D::_move, DEFVAL(true), DEFVAL(true), DEFVAL(false));
|
|
|
- ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody3D::move_and_slide, DEFVAL(Vector3(0, 0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((real_t)45.0)), DEFVAL(true));
|
|
|
- ClassDB::bind_method(D_METHOD("move_and_slide_with_snap", "linear_velocity", "snap", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody3D::move_and_slide_with_snap, DEFVAL(Vector3(0, 0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((real_t)45.0)), DEFVAL(true));
|
|
|
-
|
|
|
- ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia"), &KinematicBody3D::test_move, DEFVAL(true));
|
|
|
-
|
|
|
- ClassDB::bind_method(D_METHOD("is_on_floor"), &KinematicBody3D::is_on_floor);
|
|
|
- ClassDB::bind_method(D_METHOD("is_on_ceiling"), &KinematicBody3D::is_on_ceiling);
|
|
|
- ClassDB::bind_method(D_METHOD("is_on_wall"), &KinematicBody3D::is_on_wall);
|
|
|
- ClassDB::bind_method(D_METHOD("get_floor_normal"), &KinematicBody3D::get_floor_normal);
|
|
|
- ClassDB::bind_method(D_METHOD("get_floor_velocity"), &KinematicBody3D::get_floor_velocity);
|
|
|
+void CharacterBody3D::_bind_methods() {
|
|
|
+ ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &CharacterBody3D::move_and_slide, DEFVAL(Vector3(0, 0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((real_t)45.0)), DEFVAL(true));
|
|
|
+ ClassDB::bind_method(D_METHOD("move_and_slide_with_snap", "linear_velocity", "snap", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &CharacterBody3D::move_and_slide_with_snap, DEFVAL(Vector3(0, 0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((real_t)45.0)), DEFVAL(true));
|
|
|
|
|
|
- ClassDB::bind_method(D_METHOD("set_axis_lock", "axis", "lock"), &KinematicBody3D::set_axis_lock);
|
|
|
- ClassDB::bind_method(D_METHOD("get_axis_lock", "axis"), &KinematicBody3D::get_axis_lock);
|
|
|
+ ClassDB::bind_method(D_METHOD("is_on_floor"), &CharacterBody3D::is_on_floor);
|
|
|
+ ClassDB::bind_method(D_METHOD("is_on_ceiling"), &CharacterBody3D::is_on_ceiling);
|
|
|
+ ClassDB::bind_method(D_METHOD("is_on_wall"), &CharacterBody3D::is_on_wall);
|
|
|
+ ClassDB::bind_method(D_METHOD("get_floor_normal"), &CharacterBody3D::get_floor_normal);
|
|
|
+ ClassDB::bind_method(D_METHOD("get_floor_velocity"), &CharacterBody3D::get_floor_velocity);
|
|
|
|
|
|
- ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &KinematicBody3D::set_safe_margin);
|
|
|
- ClassDB::bind_method(D_METHOD("get_safe_margin"), &KinematicBody3D::get_safe_margin);
|
|
|
-
|
|
|
- ClassDB::bind_method(D_METHOD("get_slide_count"), &KinematicBody3D::get_slide_count);
|
|
|
- ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &KinematicBody3D::_get_slide_collision);
|
|
|
-
|
|
|
- ADD_GROUP("Axis Lock", "axis_lock_");
|
|
|
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_motion_x"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_X);
|
|
|
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_motion_y"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_Y);
|
|
|
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_motion_z"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_Z);
|
|
|
-
|
|
|
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin");
|
|
|
+ ClassDB::bind_method(D_METHOD("get_slide_count"), &CharacterBody3D::get_slide_count);
|
|
|
+ ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &CharacterBody3D::_get_slide_collision);
|
|
|
}
|
|
|
|
|
|
-void KinematicBody3D::_direct_state_changed(Object *p_state) {
|
|
|
+void CharacterBody3D::_direct_state_changed(Object *p_state) {
|
|
|
#ifdef DEBUG_ENABLED
|
|
|
PhysicsDirectBodyState3D *state = Object::cast_to<PhysicsDirectBodyState3D>(p_state);
|
|
|
ERR_FAIL_NULL_MSG(state, "Method '_direct_state_changed' must receive a valid PhysicsDirectBodyState3D object as argument");
|
|
@@ -1140,17 +1122,12 @@ void KinematicBody3D::_direct_state_changed(Object *p_state) {
|
|
|
angular_velocity = state->get_angular_velocity();
|
|
|
}
|
|
|
|
|
|
-KinematicBody3D::KinematicBody3D() :
|
|
|
+CharacterBody3D::CharacterBody3D() :
|
|
|
PhysicsBody3D(PhysicsServer3D::BODY_MODE_KINEMATIC) {
|
|
|
- set_safe_margin(0.001);
|
|
|
- PhysicsServer3D::get_singleton()->body_set_force_integration_callback(get_rid(), callable_mp(this, &KinematicBody3D::_direct_state_changed));
|
|
|
+ PhysicsServer3D::get_singleton()->body_set_force_integration_callback(get_rid(), callable_mp(this, &CharacterBody3D::_direct_state_changed));
|
|
|
}
|
|
|
|
|
|
-KinematicBody3D::~KinematicBody3D() {
|
|
|
- if (motion_cache.is_valid()) {
|
|
|
- motion_cache->owner = nullptr;
|
|
|
- }
|
|
|
-
|
|
|
+CharacterBody3D::~CharacterBody3D() {
|
|
|
for (int i = 0; i < slide_colliders.size(); i++) {
|
|
|
if (slide_colliders[i].is_valid()) {
|
|
|
slide_colliders.write[i]->owner = nullptr;
|
|
@@ -1161,39 +1138,39 @@ KinematicBody3D::~KinematicBody3D() {
|
|
|
///////////////////////////////////////
|
|
|
|
|
|
Vector3 KinematicCollision3D::get_position() const {
|
|
|
- return collision.collision;
|
|
|
+ return result.collision_point;
|
|
|
}
|
|
|
|
|
|
Vector3 KinematicCollision3D::get_normal() const {
|
|
|
- return collision.normal;
|
|
|
+ return result.collision_normal;
|
|
|
}
|
|
|
|
|
|
Vector3 KinematicCollision3D::get_travel() const {
|
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- return collision.travel;
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+ return result.motion;
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}
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Vector3 KinematicCollision3D::get_remainder() const {
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- return collision.remainder;
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+ return result.remainder;
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}
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Object *KinematicCollision3D::get_local_shape() const {
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if (!owner) {
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return nullptr;
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}
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- uint32_t ownerid = owner->shape_find_owner(collision.local_shape);
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+ uint32_t ownerid = owner->shape_find_owner(result.collision_local_shape);
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return owner->shape_owner_get_owner(ownerid);
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}
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Object *KinematicCollision3D::get_collider() const {
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- if (collision.collider.is_valid()) {
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- return ObjectDB::get_instance(collision.collider);
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+ if (result.collider_id.is_valid()) {
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+ return ObjectDB::get_instance(result.collider_id);
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}
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return nullptr;
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}
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ObjectID KinematicCollision3D::get_collider_id() const {
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- return collision.collider;
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+ return result.collider_id;
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}
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Object *KinematicCollision3D::get_collider_shape() const {
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@@ -1201,7 +1178,7 @@ Object *KinematicCollision3D::get_collider_shape() const {
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if (collider) {
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CollisionObject3D *obj2d = Object::cast_to<CollisionObject3D>(collider);
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if (obj2d) {
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- uint32_t ownerid = obj2d->shape_find_owner(collision.collider_shape);
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+ uint32_t ownerid = obj2d->shape_find_owner(result.collider_shape);
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return obj2d->shape_owner_get_owner(ownerid);
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}
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}
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@@ -1210,11 +1187,11 @@ Object *KinematicCollision3D::get_collider_shape() const {
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}
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int KinematicCollision3D::get_collider_shape_index() const {
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- return collision.collider_shape;
|
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+ return result.collider_shape;
|
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|
}
|
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Vector3 KinematicCollision3D::get_collider_velocity() const {
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|
- return collision.collider_vel;
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+ return result.collider_velocity;
|
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|
}
|
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Variant KinematicCollision3D::get_collider_metadata() const {
|
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@@ -1247,12 +1224,6 @@ void KinematicCollision3D::_bind_methods() {
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|
ADD_PROPERTY(PropertyInfo(Variant::NIL, "collider_metadata", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT), "", "get_collider_metadata");
|
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|
}
|
|
|
|
|
|
-KinematicCollision3D::KinematicCollision3D() {
|
|
|
- collision.collider_shape = 0;
|
|
|
- collision.local_shape = 0;
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|
- owner = nullptr;
|
|
|
-}
|
|
|
-
|
|
|
///////////////////////////////////////
|
|
|
|
|
|
bool PhysicalBone3D::JointData::_set(const StringName &p_name, const Variant &p_value, RID j) {
|
|
@@ -2048,9 +2019,6 @@ void PhysicalBone3D::_bind_methods() {
|
|
|
ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &PhysicalBone3D::set_can_sleep);
|
|
|
ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &PhysicalBone3D::is_able_to_sleep);
|
|
|
|
|
|
- ClassDB::bind_method(D_METHOD("set_axis_lock", "axis", "lock"), &PhysicalBone3D::set_axis_lock);
|
|
|
- ClassDB::bind_method(D_METHOD("get_axis_lock", "axis"), &PhysicalBone3D::get_axis_lock);
|
|
|
-
|
|
|
ADD_GROUP("Joint", "joint_");
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "joint_type", PROPERTY_HINT_ENUM, "None,PinJoint,ConeJoint,HingeJoint,SliderJoint,6DOFJoint"), "set_joint_type", "get_joint_type");
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "joint_offset"), "set_joint_offset", "get_joint_offset");
|
|
@@ -2067,14 +2035,6 @@ void PhysicalBone3D::_bind_methods() {
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp");
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep");
|
|
|
|
|
|
- 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);
|
|
|
-
|
|
|
BIND_ENUM_CONSTANT(JOINT_TYPE_NONE);
|
|
|
BIND_ENUM_CONSTANT(JOINT_TYPE_PIN);
|
|
|
BIND_ENUM_CONSTANT(JOINT_TYPE_CONE);
|
|
@@ -2416,14 +2376,6 @@ bool PhysicalBone3D::is_able_to_sleep() const {
|
|
|
return can_sleep;
|
|
|
}
|
|
|
|
|
|
-void PhysicalBone3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock) {
|
|
|
- PhysicsServer3D::get_singleton()->body_set_axis_lock(get_rid(), p_axis, p_lock);
|
|
|
-}
|
|
|
-
|
|
|
-bool PhysicalBone3D::get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const {
|
|
|
- return PhysicsServer3D::get_singleton()->body_is_axis_locked(get_rid(), p_axis);
|
|
|
-}
|
|
|
-
|
|
|
PhysicalBone3D::PhysicalBone3D() :
|
|
|
PhysicsBody3D(PhysicsServer3D::BODY_MODE_STATIC) {
|
|
|
joint = PhysicsServer3D::get_singleton()->joint_create();
|