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Merge pull request #106346 from mihe/jolt/scu-support

Fix SCU build issues related to Jolt Physics
Thaddeus Crews преди 3 месеца
родител
ревизия
f70420a8b1

+ 9 - 9
modules/jolt_physics/joints/jolt_cone_twist_joint_3d.cpp

@@ -38,9 +38,9 @@
 
 namespace {
 
-constexpr double DEFAULT_BIAS = 0.3;
-constexpr double DEFAULT_SOFTNESS = 0.8;
-constexpr double DEFAULT_RELAXATION = 1.0;
+constexpr double CONE_TWIST_DEFAULT_BIAS = 0.3;
+constexpr double CONE_TWIST_DEFAULT_SOFTNESS = 0.8;
+constexpr double CONE_TWIST_DEFAULT_RELAXATION = 1.0;
 
 } // namespace
 
@@ -168,13 +168,13 @@ double JoltConeTwistJoint3D::get_param(PhysicsServer3D::ConeTwistJointParam p_pa
 			return twist_limit_span;
 		}
 		case PhysicsServer3D::CONE_TWIST_JOINT_BIAS: {
-			return DEFAULT_BIAS;
+			return CONE_TWIST_DEFAULT_BIAS;
 		}
 		case PhysicsServer3D::CONE_TWIST_JOINT_SOFTNESS: {
-			return DEFAULT_SOFTNESS;
+			return CONE_TWIST_DEFAULT_SOFTNESS;
 		}
 		case PhysicsServer3D::CONE_TWIST_JOINT_RELAXATION: {
-			return DEFAULT_RELAXATION;
+			return CONE_TWIST_DEFAULT_RELAXATION;
 		}
 		default: {
 			ERR_FAIL_V_MSG(0.0, vformat("Unhandled cone twist joint parameter: '%d'. This should not happen. Please report this.", p_param));
@@ -193,17 +193,17 @@ void JoltConeTwistJoint3D::set_param(PhysicsServer3D::ConeTwistJointParam p_para
 			_limits_changed();
 		} break;
 		case PhysicsServer3D::CONE_TWIST_JOINT_BIAS: {
-			if (!Math::is_equal_approx(p_value, DEFAULT_BIAS)) {
+			if (!Math::is_equal_approx(p_value, CONE_TWIST_DEFAULT_BIAS)) {
 				WARN_PRINT(vformat("Cone twist joint bias is not supported when using Jolt Physics. Any such value will be ignored. This joint connects %s.", _bodies_to_string()));
 			}
 		} break;
 		case PhysicsServer3D::CONE_TWIST_JOINT_SOFTNESS: {
-			if (!Math::is_equal_approx(p_value, DEFAULT_SOFTNESS)) {
+			if (!Math::is_equal_approx(p_value, CONE_TWIST_DEFAULT_SOFTNESS)) {
 				WARN_PRINT(vformat("Cone twist joint softness is not supported when using Jolt Physics. Any such value will be ignored. This joint connects %s.", _bodies_to_string()));
 			}
 		} break;
 		case PhysicsServer3D::CONE_TWIST_JOINT_RELAXATION: {
-			if (!Math::is_equal_approx(p_value, DEFAULT_RELAXATION)) {
+			if (!Math::is_equal_approx(p_value, CONE_TWIST_DEFAULT_RELAXATION)) {
 				WARN_PRINT(vformat("Cone twist joint relaxation is not supported when using Jolt Physics. Any such value will be ignored. This joint connects %s.", _bodies_to_string()));
 			}
 		} break;

+ 24 - 24
modules/jolt_physics/joints/jolt_generic_6dof_joint_3d.cpp

@@ -38,15 +38,15 @@
 
 namespace {
 
-constexpr double DEFAULT_LINEAR_LIMIT_SOFTNESS = 0.7;
-constexpr double DEFAULT_LINEAR_RESTITUTION = 0.5;
-constexpr double DEFAULT_LINEAR_DAMPING = 1.0;
+constexpr double G6DOF_DEFAULT_LINEAR_LIMIT_SOFTNESS = 0.7;
+constexpr double G6DOF_DEFAULT_LINEAR_RESTITUTION = 0.5;
+constexpr double G6DOF_DEFAULT_LINEAR_DAMPING = 1.0;
 
-constexpr double DEFAULT_ANGULAR_LIMIT_SOFTNESS = 0.5;
-constexpr double DEFAULT_ANGULAR_DAMPING = 1.0;
-constexpr double DEFAULT_ANGULAR_RESTITUTION = 0.0;
-constexpr double DEFAULT_ANGULAR_FORCE_LIMIT = 0.0;
-constexpr double DEFAULT_ANGULAR_ERP = 0.5;
+constexpr double G6DOF_DEFAULT_ANGULAR_LIMIT_SOFTNESS = 0.5;
+constexpr double G6DOF_DEFAULT_ANGULAR_DAMPING = 1.0;
+constexpr double G6DOF_DEFAULT_ANGULAR_RESTITUTION = 0.0;
+constexpr double G6DOF_DEFAULT_ANGULAR_FORCE_LIMIT = 0.0;
+constexpr double G6DOF_DEFAULT_ANGULAR_ERP = 0.5;
 
 } // namespace
 
@@ -271,13 +271,13 @@ double JoltGeneric6DOFJoint3D::get_param(Axis p_axis, Param p_param) const {
 			return limit_upper[axis_lin];
 		}
 		case PhysicsServer3D::G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS: {
-			return DEFAULT_LINEAR_LIMIT_SOFTNESS;
+			return G6DOF_DEFAULT_LINEAR_LIMIT_SOFTNESS;
 		}
 		case PhysicsServer3D::G6DOF_JOINT_LINEAR_RESTITUTION: {
-			return DEFAULT_LINEAR_RESTITUTION;
+			return G6DOF_DEFAULT_LINEAR_RESTITUTION;
 		}
 		case PhysicsServer3D::G6DOF_JOINT_LINEAR_DAMPING: {
-			return DEFAULT_LINEAR_DAMPING;
+			return G6DOF_DEFAULT_LINEAR_DAMPING;
 		}
 		case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY: {
 			return motor_speed[axis_lin];
@@ -301,19 +301,19 @@ double JoltGeneric6DOFJoint3D::get_param(Axis p_axis, Param p_param) const {
 			return limit_upper[axis_ang];
 		}
 		case PhysicsServer3D::G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS: {
-			return DEFAULT_ANGULAR_LIMIT_SOFTNESS;
+			return G6DOF_DEFAULT_ANGULAR_LIMIT_SOFTNESS;
 		}
 		case PhysicsServer3D::G6DOF_JOINT_ANGULAR_DAMPING: {
-			return DEFAULT_ANGULAR_DAMPING;
+			return G6DOF_DEFAULT_ANGULAR_DAMPING;
 		}
 		case PhysicsServer3D::G6DOF_JOINT_ANGULAR_RESTITUTION: {
-			return DEFAULT_ANGULAR_RESTITUTION;
+			return G6DOF_DEFAULT_ANGULAR_RESTITUTION;
 		}
 		case PhysicsServer3D::G6DOF_JOINT_ANGULAR_FORCE_LIMIT: {
-			return DEFAULT_ANGULAR_FORCE_LIMIT;
+			return G6DOF_DEFAULT_ANGULAR_FORCE_LIMIT;
 		}
 		case PhysicsServer3D::G6DOF_JOINT_ANGULAR_ERP: {
-			return DEFAULT_ANGULAR_ERP;
+			return G6DOF_DEFAULT_ANGULAR_ERP;
 		}
 		case PhysicsServer3D::G6DOF_JOINT_ANGULAR_MOTOR_TARGET_VELOCITY: {
 			return motor_speed[axis_ang];
@@ -350,17 +350,17 @@ void JoltGeneric6DOFJoint3D::set_param(Axis p_axis, Param p_param, double p_valu
 			_limits_changed();
 		} break;
 		case PhysicsServer3D::G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS: {
-			if (!Math::is_equal_approx(p_value, DEFAULT_LINEAR_LIMIT_SOFTNESS)) {
+			if (!Math::is_equal_approx(p_value, G6DOF_DEFAULT_LINEAR_LIMIT_SOFTNESS)) {
 				WARN_PRINT(vformat("6DOF joint linear limit softness is not supported when using Jolt Physics. Any such value will be ignored. This joint connects %s.", _bodies_to_string()));
 			}
 		} break;
 		case PhysicsServer3D::G6DOF_JOINT_LINEAR_RESTITUTION: {
-			if (!Math::is_equal_approx(p_value, DEFAULT_LINEAR_RESTITUTION)) {
+			if (!Math::is_equal_approx(p_value, G6DOF_DEFAULT_LINEAR_RESTITUTION)) {
 				WARN_PRINT(vformat("6DOF joint linear restitution is not supported when using Jolt Physics. Any such value will be ignored. This joint connects %s.", _bodies_to_string()));
 			}
 		} break;
 		case PhysicsServer3D::G6DOF_JOINT_LINEAR_DAMPING: {
-			if (!Math::is_equal_approx(p_value, DEFAULT_LINEAR_DAMPING)) {
+			if (!Math::is_equal_approx(p_value, G6DOF_DEFAULT_LINEAR_DAMPING)) {
 				WARN_PRINT(vformat("6DOF joint linear damping is not supported when using Jolt Physics. Any such value will be ignored. This joint connects %s.", _bodies_to_string()));
 			}
 		} break;
@@ -393,27 +393,27 @@ void JoltGeneric6DOFJoint3D::set_param(Axis p_axis, Param p_param, double p_valu
 			_limits_changed();
 		} break;
 		case PhysicsServer3D::G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS: {
-			if (!Math::is_equal_approx(p_value, DEFAULT_ANGULAR_LIMIT_SOFTNESS)) {
+			if (!Math::is_equal_approx(p_value, G6DOF_DEFAULT_ANGULAR_LIMIT_SOFTNESS)) {
 				WARN_PRINT(vformat("6DOF joint angular limit softness is not supported when using Jolt Physics. Any such value will be ignored. This joint connects %s.", _bodies_to_string()));
 			}
 		} break;
 		case PhysicsServer3D::G6DOF_JOINT_ANGULAR_DAMPING: {
-			if (!Math::is_equal_approx(p_value, DEFAULT_ANGULAR_DAMPING)) {
+			if (!Math::is_equal_approx(p_value, G6DOF_DEFAULT_ANGULAR_DAMPING)) {
 				WARN_PRINT(vformat("6DOF joint angular damping is not supported when using Jolt Physics. Any such value will be ignored. This joint connects %s.", _bodies_to_string()));
 			}
 		} break;
 		case PhysicsServer3D::G6DOF_JOINT_ANGULAR_RESTITUTION: {
-			if (!Math::is_equal_approx(p_value, DEFAULT_ANGULAR_RESTITUTION)) {
+			if (!Math::is_equal_approx(p_value, G6DOF_DEFAULT_ANGULAR_RESTITUTION)) {
 				WARN_PRINT(vformat("6DOF joint angular restitution is not supported when using Jolt Physics. Any such value will be ignored. This joint connects %s.", _bodies_to_string()));
 			}
 		} break;
 		case PhysicsServer3D::G6DOF_JOINT_ANGULAR_FORCE_LIMIT: {
-			if (!Math::is_equal_approx(p_value, DEFAULT_ANGULAR_FORCE_LIMIT)) {
+			if (!Math::is_equal_approx(p_value, G6DOF_DEFAULT_ANGULAR_FORCE_LIMIT)) {
 				WARN_PRINT(vformat("6DOF joint angular force limit is not supported when using Jolt Physics. Any such value will be ignored. This joint connects %s.", _bodies_to_string()));
 			}
 		} break;
 		case PhysicsServer3D::G6DOF_JOINT_ANGULAR_ERP: {
-			if (!Math::is_equal_approx(p_value, DEFAULT_ANGULAR_ERP)) {
+			if (!Math::is_equal_approx(p_value, G6DOF_DEFAULT_ANGULAR_ERP)) {
 				WARN_PRINT(vformat("6DOF joint angular ERP is not supported when using Jolt Physics. Any such value will be ignored. This joint connects %s.", _bodies_to_string()));
 			}
 		} break;

+ 12 - 12
modules/jolt_physics/joints/jolt_hinge_joint_3d.cpp

@@ -41,10 +41,10 @@
 
 namespace {
 
-constexpr double DEFAULT_BIAS = 0.3;
-constexpr double DEFAULT_LIMIT_BIAS = 0.3;
-constexpr double DEFAULT_SOFTNESS = 0.9;
-constexpr double DEFAULT_RELAXATION = 1.0;
+constexpr double HINGE_DEFAULT_BIAS = 0.3;
+constexpr double HINGE_DEFAULT_LIMIT_BIAS = 0.3;
+constexpr double HINGE_DEFAULT_SOFTNESS = 0.9;
+constexpr double HINGE_DEFAULT_RELAXATION = 1.0;
 
 double estimate_physics_step() {
 	Engine *engine = Engine::get_singleton();
@@ -171,7 +171,7 @@ JoltHingeJoint3D::JoltHingeJoint3D(const JoltJoint3D &p_old_joint, JoltBody3D *p
 double JoltHingeJoint3D::get_param(Parameter p_param) const {
 	switch (p_param) {
 		case PhysicsServer3D::HINGE_JOINT_BIAS: {
-			return DEFAULT_BIAS;
+			return HINGE_DEFAULT_BIAS;
 		}
 		case PhysicsServer3D::HINGE_JOINT_LIMIT_UPPER: {
 			return limit_upper;
@@ -180,13 +180,13 @@ double JoltHingeJoint3D::get_param(Parameter p_param) const {
 			return limit_lower;
 		}
 		case PhysicsServer3D::HINGE_JOINT_LIMIT_BIAS: {
-			return DEFAULT_LIMIT_BIAS;
+			return HINGE_DEFAULT_LIMIT_BIAS;
 		}
 		case PhysicsServer3D::HINGE_JOINT_LIMIT_SOFTNESS: {
-			return DEFAULT_SOFTNESS;
+			return HINGE_DEFAULT_SOFTNESS;
 		}
 		case PhysicsServer3D::HINGE_JOINT_LIMIT_RELAXATION: {
-			return DEFAULT_RELAXATION;
+			return HINGE_DEFAULT_RELAXATION;
 		}
 		case PhysicsServer3D::HINGE_JOINT_MOTOR_TARGET_VELOCITY: {
 			return motor_target_speed;
@@ -204,7 +204,7 @@ double JoltHingeJoint3D::get_param(Parameter p_param) const {
 void JoltHingeJoint3D::set_param(Parameter p_param, double p_value) {
 	switch (p_param) {
 		case PhysicsServer3D::HINGE_JOINT_BIAS: {
-			if (!Math::is_equal_approx(p_value, DEFAULT_BIAS)) {
+			if (!Math::is_equal_approx(p_value, HINGE_DEFAULT_BIAS)) {
 				WARN_PRINT(vformat("Hinge joint bias is not supported when using Jolt Physics. Any such value will be ignored. This joint connects %s.", _bodies_to_string()));
 			}
 		} break;
@@ -217,17 +217,17 @@ void JoltHingeJoint3D::set_param(Parameter p_param, double p_value) {
 			_limits_changed();
 		} break;
 		case PhysicsServer3D::HINGE_JOINT_LIMIT_BIAS: {
-			if (!Math::is_equal_approx(p_value, DEFAULT_LIMIT_BIAS)) {
+			if (!Math::is_equal_approx(p_value, HINGE_DEFAULT_LIMIT_BIAS)) {
 				WARN_PRINT(vformat("Hinge joint bias limit is not supported when using Jolt Physics. Any such value will be ignored. This joint connects %s.", _bodies_to_string()));
 			}
 		} break;
 		case PhysicsServer3D::HINGE_JOINT_LIMIT_SOFTNESS: {
-			if (!Math::is_equal_approx(p_value, DEFAULT_SOFTNESS)) {
+			if (!Math::is_equal_approx(p_value, HINGE_DEFAULT_SOFTNESS)) {
 				WARN_PRINT(vformat("Hinge joint softness is not supported when using Jolt Physics. Any such value will be ignored. This joint connects %s.", _bodies_to_string()));
 			}
 		} break;
 		case PhysicsServer3D::HINGE_JOINT_LIMIT_RELAXATION: {
-			if (!Math::is_equal_approx(p_value, DEFAULT_RELAXATION)) {
+			if (!Math::is_equal_approx(p_value, HINGE_DEFAULT_RELAXATION)) {
 				WARN_PRINT(vformat("Hinge joint relaxation is not supported when using Jolt Physics. Any such value will be ignored. This joint connects %s.", _bodies_to_string()));
 			}
 		} break;

+ 3 - 3
modules/jolt_physics/joints/jolt_joint_3d.cpp

@@ -37,7 +37,7 @@
 
 namespace {
 
-constexpr int DEFAULT_SOLVER_PRIORITY = 1;
+constexpr int JOINT_DEFAULT_SOLVER_PRIORITY = 1;
 
 } // namespace
 
@@ -173,11 +173,11 @@ void JoltJoint3D::set_enabled(bool p_enabled) {
 }
 
 int JoltJoint3D::get_solver_priority() const {
-	return DEFAULT_SOLVER_PRIORITY;
+	return JOINT_DEFAULT_SOLVER_PRIORITY;
 }
 
 void JoltJoint3D::set_solver_priority(int p_priority) {
-	if (p_priority != DEFAULT_SOLVER_PRIORITY) {
+	if (p_priority != JOINT_DEFAULT_SOLVER_PRIORITY) {
 		WARN_PRINT(vformat("Joint solver priority is not supported when using Jolt Physics. Any such value will be ignored. This joint connects %s.", _bodies_to_string()));
 	}
 }

+ 9 - 9
modules/jolt_physics/joints/jolt_pin_joint_3d.cpp

@@ -38,9 +38,9 @@
 
 namespace {
 
-constexpr double DEFAULT_BIAS = 0.3;
-constexpr double DEFAULT_DAMPING = 1.0;
-constexpr double DEFAULT_IMPULSE_CLAMP = 0.0;
+constexpr double PIN_DEFAULT_BIAS = 0.3;
+constexpr double PIN_DEFAULT_DAMPING = 1.0;
+constexpr double PIN_DEFAULT_IMPULSE_CLAMP = 0.0;
 
 } // namespace
 
@@ -82,13 +82,13 @@ void JoltPinJoint3D::set_local_b(const Vector3 &p_local_b) {
 double JoltPinJoint3D::get_param(PhysicsServer3D::PinJointParam p_param) const {
 	switch (p_param) {
 		case PhysicsServer3D::PIN_JOINT_BIAS: {
-			return DEFAULT_BIAS;
+			return PIN_DEFAULT_BIAS;
 		}
 		case PhysicsServer3D::PIN_JOINT_DAMPING: {
-			return DEFAULT_DAMPING;
+			return PIN_DEFAULT_DAMPING;
 		}
 		case PhysicsServer3D::PIN_JOINT_IMPULSE_CLAMP: {
-			return DEFAULT_IMPULSE_CLAMP;
+			return PIN_DEFAULT_IMPULSE_CLAMP;
 		}
 		default: {
 			ERR_FAIL_V_MSG(0.0, vformat("Unhandled pin joint parameter: '%d'. This should not happen. Please report this.", p_param));
@@ -99,17 +99,17 @@ double JoltPinJoint3D::get_param(PhysicsServer3D::PinJointParam p_param) const {
 void JoltPinJoint3D::set_param(PhysicsServer3D::PinJointParam p_param, double p_value) {
 	switch (p_param) {
 		case PhysicsServer3D::PIN_JOINT_BIAS: {
-			if (!Math::is_equal_approx(p_value, DEFAULT_BIAS)) {
+			if (!Math::is_equal_approx(p_value, PIN_DEFAULT_BIAS)) {
 				WARN_PRINT(vformat("Pin joint bias is not supported when using Jolt Physics. Any such value will be ignored. This joint connects %s.", _bodies_to_string()));
 			}
 		} break;
 		case PhysicsServer3D::PIN_JOINT_DAMPING: {
-			if (!Math::is_equal_approx(p_value, DEFAULT_DAMPING)) {
+			if (!Math::is_equal_approx(p_value, PIN_DEFAULT_DAMPING)) {
 				WARN_PRINT(vformat("Pin joint damping is not supported when using Jolt Physics. Any such value will be ignored. This joint connects %s.", _bodies_to_string()));
 			}
 		} break;
 		case PhysicsServer3D::PIN_JOINT_IMPULSE_CLAMP: {
-			if (!Math::is_equal_approx(p_value, DEFAULT_IMPULSE_CLAMP)) {
+			if (!Math::is_equal_approx(p_value, PIN_DEFAULT_IMPULSE_CLAMP)) {
 				WARN_PRINT(vformat("Pin joint impulse clamp is not supported when using Jolt Physics. Any such value will be ignored. This joint connects %s.", _bodies_to_string()));
 			}
 		} break;

+ 60 - 60
modules/jolt_physics/joints/jolt_slider_joint_3d.cpp

@@ -39,31 +39,31 @@
 
 namespace {
 
-constexpr double DEFAULT_LINEAR_LIMIT_SOFTNESS = 1.0;
-constexpr double DEFAULT_LINEAR_LIMIT_RESTITUTION = 0.7;
-constexpr double DEFAULT_LINEAR_LIMIT_DAMPING = 1.0;
+constexpr double SLIDER_DEFAULT_LINEAR_LIMIT_SOFTNESS = 1.0;
+constexpr double SLIDER_DEFAULT_LINEAR_LIMIT_RESTITUTION = 0.7;
+constexpr double SLIDER_DEFAULT_LINEAR_LIMIT_DAMPING = 1.0;
 
-constexpr double DEFAULT_LINEAR_MOTION_SOFTNESS = 1.0;
-constexpr double DEFAULT_LINEAR_MOTION_RESTITUTION = 0.7;
-constexpr double DEFAULT_LINEAR_MOTION_DAMPING = 0.0;
+constexpr double SLIDER_DEFAULT_LINEAR_MOTION_SOFTNESS = 1.0;
+constexpr double SLIDER_DEFAULT_LINEAR_MOTION_RESTITUTION = 0.7;
+constexpr double SLIDER_DEFAULT_LINEAR_MOTION_DAMPING = 0.0;
 
-constexpr double DEFAULT_LINEAR_ORTHO_SOFTNESS = 1.0;
-constexpr double DEFAULT_LINEAR_ORTHO_RESTITUTION = 0.7;
-constexpr double DEFAULT_LINEAR_ORTHO_DAMPING = 1.0;
+constexpr double SLIDER_DEFAULT_LINEAR_ORTHO_SOFTNESS = 1.0;
+constexpr double SLIDER_DEFAULT_LINEAR_ORTHO_RESTITUTION = 0.7;
+constexpr double SLIDER_DEFAULT_LINEAR_ORTHO_DAMPING = 1.0;
 
-constexpr double DEFAULT_ANGULAR_LIMIT_UPPER = 0.0;
-constexpr double DEFAULT_ANGULAR_LIMIT_LOWER = 0.0;
-constexpr double DEFAULT_ANGULAR_LIMIT_SOFTNESS = 1.0;
-constexpr double DEFAULT_ANGULAR_LIMIT_RESTITUTION = 0.7;
-constexpr double DEFAULT_ANGULAR_LIMIT_DAMPING = 0.0;
+constexpr double SLIDER_DEFAULT_ANGULAR_LIMIT_UPPER = 0.0;
+constexpr double SLIDER_DEFAULT_ANGULAR_LIMIT_LOWER = 0.0;
+constexpr double SLIDER_DEFAULT_ANGULAR_LIMIT_SOFTNESS = 1.0;
+constexpr double SLIDER_DEFAULT_ANGULAR_LIMIT_RESTITUTION = 0.7;
+constexpr double SLIDER_DEFAULT_ANGULAR_LIMIT_DAMPING = 0.0;
 
-constexpr double DEFAULT_ANGULAR_MOTION_SOFTNESS = 1.0;
-constexpr double DEFAULT_ANGULAR_MOTION_RESTITUTION = 0.7;
-constexpr double DEFAULT_ANGULAR_MOTION_DAMPING = 1.0;
+constexpr double SLIDER_DEFAULT_ANGULAR_MOTION_SOFTNESS = 1.0;
+constexpr double SLIDER_DEFAULT_ANGULAR_MOTION_RESTITUTION = 0.7;
+constexpr double SLIDER_DEFAULT_ANGULAR_MOTION_DAMPING = 1.0;
 
-constexpr double DEFAULT_ANGULAR_ORTHO_SOFTNESS = 1.0;
-constexpr double DEFAULT_ANGULAR_ORTHO_RESTITUTION = 0.7;
-constexpr double DEFAULT_ANGULAR_ORTHO_DAMPING = 1.0;
+constexpr double SLIDER_DEFAULT_ANGULAR_ORTHO_SOFTNESS = 1.0;
+constexpr double SLIDER_DEFAULT_ANGULAR_ORTHO_RESTITUTION = 0.7;
+constexpr double SLIDER_DEFAULT_ANGULAR_ORTHO_DAMPING = 1.0;
 
 } // namespace
 
@@ -187,64 +187,64 @@ double JoltSliderJoint3D::get_param(PhysicsServer3D::SliderJointParam p_param) c
 			return limit_lower;
 		}
 		case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS: {
-			return DEFAULT_LINEAR_LIMIT_SOFTNESS;
+			return SLIDER_DEFAULT_LINEAR_LIMIT_SOFTNESS;
 		}
 		case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION: {
-			return DEFAULT_LINEAR_LIMIT_RESTITUTION;
+			return SLIDER_DEFAULT_LINEAR_LIMIT_RESTITUTION;
 		}
 		case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_DAMPING: {
-			return DEFAULT_LINEAR_LIMIT_DAMPING;
+			return SLIDER_DEFAULT_LINEAR_LIMIT_DAMPING;
 		}
 		case PhysicsServer3D::SLIDER_JOINT_LINEAR_MOTION_SOFTNESS: {
-			return DEFAULT_LINEAR_MOTION_SOFTNESS;
+			return SLIDER_DEFAULT_LINEAR_MOTION_SOFTNESS;
 		}
 		case PhysicsServer3D::SLIDER_JOINT_LINEAR_MOTION_RESTITUTION: {
-			return DEFAULT_LINEAR_MOTION_RESTITUTION;
+			return SLIDER_DEFAULT_LINEAR_MOTION_RESTITUTION;
 		}
 		case PhysicsServer3D::SLIDER_JOINT_LINEAR_MOTION_DAMPING: {
-			return DEFAULT_LINEAR_MOTION_DAMPING;
+			return SLIDER_DEFAULT_LINEAR_MOTION_DAMPING;
 		}
 		case PhysicsServer3D::SLIDER_JOINT_LINEAR_ORTHOGONAL_SOFTNESS: {
-			return DEFAULT_LINEAR_ORTHO_SOFTNESS;
+			return SLIDER_DEFAULT_LINEAR_ORTHO_SOFTNESS;
 		}
 		case PhysicsServer3D::SLIDER_JOINT_LINEAR_ORTHOGONAL_RESTITUTION: {
-			return DEFAULT_LINEAR_ORTHO_RESTITUTION;
+			return SLIDER_DEFAULT_LINEAR_ORTHO_RESTITUTION;
 		}
 		case PhysicsServer3D::SLIDER_JOINT_LINEAR_ORTHOGONAL_DAMPING: {
-			return DEFAULT_LINEAR_ORTHO_DAMPING;
+			return SLIDER_DEFAULT_LINEAR_ORTHO_DAMPING;
 		}
 		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_UPPER: {
-			return DEFAULT_ANGULAR_LIMIT_UPPER;
+			return SLIDER_DEFAULT_ANGULAR_LIMIT_UPPER;
 		}
 		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_LOWER: {
-			return DEFAULT_ANGULAR_LIMIT_LOWER;
+			return SLIDER_DEFAULT_ANGULAR_LIMIT_LOWER;
 		}
 		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS: {
-			return DEFAULT_ANGULAR_LIMIT_SOFTNESS;
+			return SLIDER_DEFAULT_ANGULAR_LIMIT_SOFTNESS;
 		}
 		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_RESTITUTION: {
-			return DEFAULT_ANGULAR_LIMIT_RESTITUTION;
+			return SLIDER_DEFAULT_ANGULAR_LIMIT_RESTITUTION;
 		}
 		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_DAMPING: {
-			return DEFAULT_ANGULAR_LIMIT_DAMPING;
+			return SLIDER_DEFAULT_ANGULAR_LIMIT_DAMPING;
 		}
 		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_MOTION_SOFTNESS: {
-			return DEFAULT_ANGULAR_MOTION_SOFTNESS;
+			return SLIDER_DEFAULT_ANGULAR_MOTION_SOFTNESS;
 		}
 		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_MOTION_RESTITUTION: {
-			return DEFAULT_ANGULAR_MOTION_RESTITUTION;
+			return SLIDER_DEFAULT_ANGULAR_MOTION_RESTITUTION;
 		}
 		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_MOTION_DAMPING: {
-			return DEFAULT_ANGULAR_MOTION_DAMPING;
+			return SLIDER_DEFAULT_ANGULAR_MOTION_DAMPING;
 		}
 		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_ORTHOGONAL_SOFTNESS: {
-			return DEFAULT_ANGULAR_ORTHO_SOFTNESS;
+			return SLIDER_DEFAULT_ANGULAR_ORTHO_SOFTNESS;
 		}
 		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_ORTHOGONAL_RESTITUTION: {
-			return DEFAULT_ANGULAR_ORTHO_RESTITUTION;
+			return SLIDER_DEFAULT_ANGULAR_ORTHO_RESTITUTION;
 		}
 		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_ORTHOGONAL_DAMPING: {
-			return DEFAULT_ANGULAR_ORTHO_DAMPING;
+			return SLIDER_DEFAULT_ANGULAR_ORTHO_DAMPING;
 		}
 		default: {
 			ERR_FAIL_V_MSG(0.0, vformat("Unhandled slider joint parameter: '%d'. This should not happen. Please report this.", p_param));
@@ -263,102 +263,102 @@ void JoltSliderJoint3D::set_param(PhysicsServer3D::SliderJointParam p_param, dou
 			_limits_changed();
 		} break;
 		case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS: {
-			if (!Math::is_equal_approx(p_value, DEFAULT_LINEAR_LIMIT_SOFTNESS)) {
+			if (!Math::is_equal_approx(p_value, SLIDER_DEFAULT_LINEAR_LIMIT_SOFTNESS)) {
 				WARN_PRINT(vformat("Slider joint linear limit softness is not supported when using Jolt Physics. Any such value will be ignored. This joint connects %s.", _bodies_to_string()));
 			}
 		} break;
 		case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION: {
-			if (!Math::is_equal_approx(p_value, DEFAULT_LINEAR_LIMIT_RESTITUTION)) {
+			if (!Math::is_equal_approx(p_value, SLIDER_DEFAULT_LINEAR_LIMIT_RESTITUTION)) {
 				WARN_PRINT(vformat("Slider joint linear limit restitution is not supported when using Jolt Physics. Any such value will be ignored. This joint connects %s.", _bodies_to_string()));
 			}
 		} break;
 		case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_DAMPING: {
-			if (!Math::is_equal_approx(p_value, DEFAULT_LINEAR_LIMIT_DAMPING)) {
+			if (!Math::is_equal_approx(p_value, SLIDER_DEFAULT_LINEAR_LIMIT_DAMPING)) {
 				WARN_PRINT(vformat("Slider joint linear limit damping is not supported when using Jolt Physics. Any such value will be ignored. This joint connects %s.", _bodies_to_string()));
 			}
 		} break;
 		case PhysicsServer3D::SLIDER_JOINT_LINEAR_MOTION_SOFTNESS: {
-			if (!Math::is_equal_approx(p_value, DEFAULT_LINEAR_MOTION_SOFTNESS)) {
+			if (!Math::is_equal_approx(p_value, SLIDER_DEFAULT_LINEAR_MOTION_SOFTNESS)) {
 				WARN_PRINT(vformat("Slider joint linear motion softness is not supported when using Jolt Physics. Any such value will be ignored. This joint connects %s.", _bodies_to_string()));
 			}
 		} break;
 		case PhysicsServer3D::SLIDER_JOINT_LINEAR_MOTION_RESTITUTION: {
-			if (!Math::is_equal_approx(p_value, DEFAULT_LINEAR_MOTION_RESTITUTION)) {
+			if (!Math::is_equal_approx(p_value, SLIDER_DEFAULT_LINEAR_MOTION_RESTITUTION)) {
 				WARN_PRINT(vformat("Slider joint linear motion restitution is not supported when using Jolt Physics. Any such value will be ignored. This joint connects %s.", _bodies_to_string()));
 			}
 		} break;
 		case PhysicsServer3D::SLIDER_JOINT_LINEAR_MOTION_DAMPING: {
-			if (!Math::is_equal_approx(p_value, DEFAULT_LINEAR_MOTION_DAMPING)) {
+			if (!Math::is_equal_approx(p_value, SLIDER_DEFAULT_LINEAR_MOTION_DAMPING)) {
 				WARN_PRINT(vformat("Slider joint linear motion damping is not supported when using Jolt Physics. Any such value will be ignored. This joint connects %s.", _bodies_to_string()));
 			}
 		} break;
 		case PhysicsServer3D::SLIDER_JOINT_LINEAR_ORTHOGONAL_SOFTNESS: {
-			if (!Math::is_equal_approx(p_value, DEFAULT_LINEAR_ORTHO_SOFTNESS)) {
+			if (!Math::is_equal_approx(p_value, SLIDER_DEFAULT_LINEAR_ORTHO_SOFTNESS)) {
 				WARN_PRINT(vformat("Slider joint linear ortho softness is not supported when using Jolt Physics. Any such value will be ignored. This joint connects %s.", _bodies_to_string()));
 			}
 		} break;
 		case PhysicsServer3D::SLIDER_JOINT_LINEAR_ORTHOGONAL_RESTITUTION: {
-			if (!Math::is_equal_approx(p_value, DEFAULT_LINEAR_ORTHO_RESTITUTION)) {
+			if (!Math::is_equal_approx(p_value, SLIDER_DEFAULT_LINEAR_ORTHO_RESTITUTION)) {
 				WARN_PRINT(vformat("Slider joint linear ortho restitution is not supported when using Jolt Physics. Any such value will be ignored. This joint connects %s.", _bodies_to_string()));
 			}
 		} break;
 		case PhysicsServer3D::SLIDER_JOINT_LINEAR_ORTHOGONAL_DAMPING: {
-			if (!Math::is_equal_approx(p_value, DEFAULT_LINEAR_ORTHO_DAMPING)) {
+			if (!Math::is_equal_approx(p_value, SLIDER_DEFAULT_LINEAR_ORTHO_DAMPING)) {
 				WARN_PRINT(vformat("Slider joint linear ortho damping is not supported when using Jolt Physics. Any such value will be ignored. This joint connects %s.", _bodies_to_string()));
 			}
 		} break;
 		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_UPPER: {
-			if (!Math::is_equal_approx(p_value, DEFAULT_ANGULAR_LIMIT_UPPER)) {
+			if (!Math::is_equal_approx(p_value, SLIDER_DEFAULT_ANGULAR_LIMIT_UPPER)) {
 				WARN_PRINT(vformat("Slider joint angular limits are not supported when using Jolt Physics. Any such value will be ignored. Try using Generic6DOFJoint3D instead. This joint connects %s.", _bodies_to_string()));
 			}
 		} break;
 		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_LOWER: {
-			if (!Math::is_equal_approx(p_value, DEFAULT_ANGULAR_LIMIT_LOWER)) {
+			if (!Math::is_equal_approx(p_value, SLIDER_DEFAULT_ANGULAR_LIMIT_LOWER)) {
 				WARN_PRINT(vformat("Slider joint angular limits are not supported when using Jolt Physics. Any such value will be ignored. Try using Generic6DOFJoint3D instead. This joint connects %s.", _bodies_to_string()));
 			}
 		} break;
 		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS: {
-			if (!Math::is_equal_approx(p_value, DEFAULT_ANGULAR_LIMIT_SOFTNESS)) {
+			if (!Math::is_equal_approx(p_value, SLIDER_DEFAULT_ANGULAR_LIMIT_SOFTNESS)) {
 				WARN_PRINT(vformat("Slider joint angular limit softness is not supported when using Jolt Physics. Any such value will be ignored. This joint connects %s.", _bodies_to_string()));
 			}
 		} break;
 		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_RESTITUTION: {
-			if (!Math::is_equal_approx(p_value, DEFAULT_ANGULAR_LIMIT_RESTITUTION)) {
+			if (!Math::is_equal_approx(p_value, SLIDER_DEFAULT_ANGULAR_LIMIT_RESTITUTION)) {
 				WARN_PRINT(vformat("Slider joint angular limit restitution is not supported when using Jolt Physics. Any such value will be ignored. This joint connects %s.", _bodies_to_string()));
 			}
 		} break;
 		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_DAMPING: {
-			if (!Math::is_equal_approx(p_value, DEFAULT_ANGULAR_LIMIT_DAMPING)) {
+			if (!Math::is_equal_approx(p_value, SLIDER_DEFAULT_ANGULAR_LIMIT_DAMPING)) {
 				WARN_PRINT(vformat("Slider joint angular limit damping is not supported when using Jolt Physics. Any such value will be ignored. This joint connects %s.", _bodies_to_string()));
 			}
 		} break;
 		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_MOTION_SOFTNESS: {
-			if (!Math::is_equal_approx(p_value, DEFAULT_ANGULAR_MOTION_SOFTNESS)) {
+			if (!Math::is_equal_approx(p_value, SLIDER_DEFAULT_ANGULAR_MOTION_SOFTNESS)) {
 				WARN_PRINT(vformat("Slider joint angular motion softness is not supported when using Jolt Physics. Any such value will be ignored. This joint connects %s.", _bodies_to_string()));
 			}
 		} break;
 		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_MOTION_RESTITUTION: {
-			if (!Math::is_equal_approx(p_value, DEFAULT_ANGULAR_MOTION_RESTITUTION)) {
+			if (!Math::is_equal_approx(p_value, SLIDER_DEFAULT_ANGULAR_MOTION_RESTITUTION)) {
 				WARN_PRINT(vformat("Slider joint angular motion restitution is not supported when using Jolt Physics. Any such value will be ignored. This joint connects %s.", _bodies_to_string()));
 			}
 		} break;
 		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_MOTION_DAMPING: {
-			if (!Math::is_equal_approx(p_value, DEFAULT_ANGULAR_MOTION_DAMPING)) {
+			if (!Math::is_equal_approx(p_value, SLIDER_DEFAULT_ANGULAR_MOTION_DAMPING)) {
 				WARN_PRINT(vformat("Slider joint angular motion damping is not supported when using Jolt Physics. Any such value will be ignored. This joint connects %s.", _bodies_to_string()));
 			}
 		} break;
 		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_ORTHOGONAL_SOFTNESS: {
-			if (!Math::is_equal_approx(p_value, DEFAULT_ANGULAR_ORTHO_SOFTNESS)) {
+			if (!Math::is_equal_approx(p_value, SLIDER_DEFAULT_ANGULAR_ORTHO_SOFTNESS)) {
 				WARN_PRINT(vformat("Slider joint angular ortho softness is not supported when using Jolt Physics. Any such value will be ignored. This joint connects %s.", _bodies_to_string()));
 			}
 		} break;
 		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_ORTHOGONAL_RESTITUTION: {
-			if (!Math::is_equal_approx(p_value, DEFAULT_ANGULAR_ORTHO_RESTITUTION)) {
+			if (!Math::is_equal_approx(p_value, SLIDER_DEFAULT_ANGULAR_ORTHO_RESTITUTION)) {
 				WARN_PRINT(vformat("Slider joint angular ortho restitution is not supported when using Jolt Physics. Any such value will be ignored. This joint connects %s.", _bodies_to_string()));
 			}
 		} break;
 		case PhysicsServer3D::SLIDER_JOINT_ANGULAR_ORTHOGONAL_DAMPING: {
-			if (!Math::is_equal_approx(p_value, DEFAULT_ANGULAR_ORTHO_DAMPING)) {
+			if (!Math::is_equal_approx(p_value, SLIDER_DEFAULT_ANGULAR_ORTHO_DAMPING)) {
 				WARN_PRINT(vformat("Slider joint angular ortho damping is not supported when using Jolt Physics. Any such value will be ignored. This joint connects %s.", _bodies_to_string()));
 			}
 		} break;

+ 12 - 12
modules/jolt_physics/objects/jolt_area_3d.cpp

@@ -42,11 +42,11 @@
 
 namespace {
 
-constexpr double DEFAULT_WIND_FORCE_MAGNITUDE = 0.0;
-constexpr double DEFAULT_WIND_ATTENUATION_FACTOR = 0.0;
+constexpr double AREA_DEFAULT_WIND_MAGNITUDE = 0.0;
+constexpr double AREA_DEFAULT_WIND_ATTENUATION = 0.0;
 
-const Vector3 DEFAULT_WIND_SOURCE = Vector3();
-const Vector3 DEFAULT_WIND_DIRECTION = Vector3();
+const Vector3 AREA_DEFAULT_WIND_SOURCE = Vector3();
+const Vector3 AREA_DEFAULT_WIND_DIRECTION = Vector3();
 
 } // namespace
 
@@ -407,16 +407,16 @@ Variant JoltArea3D::get_param(PhysicsServer3D::AreaParameter p_param) const {
 			return get_priority();
 		}
 		case PhysicsServer3D::AREA_PARAM_WIND_FORCE_MAGNITUDE: {
-			return DEFAULT_WIND_FORCE_MAGNITUDE;
+			return AREA_DEFAULT_WIND_MAGNITUDE;
 		}
 		case PhysicsServer3D::AREA_PARAM_WIND_SOURCE: {
-			return DEFAULT_WIND_SOURCE;
+			return AREA_DEFAULT_WIND_SOURCE;
 		}
 		case PhysicsServer3D::AREA_PARAM_WIND_DIRECTION: {
-			return DEFAULT_WIND_DIRECTION;
+			return AREA_DEFAULT_WIND_DIRECTION;
 		}
 		case PhysicsServer3D::AREA_PARAM_WIND_ATTENUATION_FACTOR: {
-			return DEFAULT_WIND_ATTENUATION_FACTOR;
+			return AREA_DEFAULT_WIND_ATTENUATION;
 		}
 		default: {
 			ERR_FAIL_V_MSG(Variant(), vformat("Unhandled area parameter: '%d'. This should not happen. Please report this.", p_param));
@@ -457,22 +457,22 @@ void JoltArea3D::set_param(PhysicsServer3D::AreaParameter p_param, const Variant
 			set_priority(p_value);
 		} break;
 		case PhysicsServer3D::AREA_PARAM_WIND_FORCE_MAGNITUDE: {
-			if (!Math::is_equal_approx((double)p_value, DEFAULT_WIND_FORCE_MAGNITUDE)) {
+			if (!Math::is_equal_approx((double)p_value, AREA_DEFAULT_WIND_MAGNITUDE)) {
 				WARN_PRINT(vformat("Invalid wind force magnitude for '%s'. Area wind force magnitude is not supported when using Jolt Physics. Any such value will be ignored.", to_string()));
 			}
 		} break;
 		case PhysicsServer3D::AREA_PARAM_WIND_SOURCE: {
-			if (!((Vector3)p_value).is_equal_approx(DEFAULT_WIND_SOURCE)) {
+			if (!((Vector3)p_value).is_equal_approx(AREA_DEFAULT_WIND_SOURCE)) {
 				WARN_PRINT(vformat("Invalid wind source for '%s'. Area wind source is not supported when using Jolt Physics. Any such value will be ignored.", to_string()));
 			}
 		} break;
 		case PhysicsServer3D::AREA_PARAM_WIND_DIRECTION: {
-			if (!((Vector3)p_value).is_equal_approx(DEFAULT_WIND_DIRECTION)) {
+			if (!((Vector3)p_value).is_equal_approx(AREA_DEFAULT_WIND_DIRECTION)) {
 				WARN_PRINT(vformat("Invalid wind direction for '%s'. Area wind direction is not supported when using Jolt Physics. Any such value will be ignored.", to_string()));
 			}
 		} break;
 		case PhysicsServer3D::AREA_PARAM_WIND_ATTENUATION_FACTOR: {
-			if (!Math::is_equal_approx((double)p_value, DEFAULT_WIND_ATTENUATION_FACTOR)) {
+			if (!Math::is_equal_approx((double)p_value, AREA_DEFAULT_WIND_ATTENUATION)) {
 				WARN_PRINT(vformat("Invalid wind attenuation for '%s'. Area wind attenuation is not supported when using Jolt Physics. Any such value will be ignored.", to_string()));
 			}
 		} break;

+ 14 - 14
modules/jolt_physics/spaces/jolt_space_3d.cpp

@@ -52,13 +52,13 @@
 
 namespace {
 
-constexpr double DEFAULT_CONTACT_RECYCLE_RADIUS = 0.01;
-constexpr double DEFAULT_CONTACT_MAX_SEPARATION = 0.05;
-constexpr double DEFAULT_CONTACT_MAX_ALLOWED_PENETRATION = 0.01;
-constexpr double DEFAULT_CONTACT_DEFAULT_BIAS = 0.8;
-constexpr double DEFAULT_SLEEP_THRESHOLD_LINEAR = 0.1;
-constexpr double DEFAULT_SLEEP_THRESHOLD_ANGULAR = 8.0 * Math::PI / 180;
-constexpr double DEFAULT_SOLVER_ITERATIONS = 8;
+constexpr double SPACE_DEFAULT_CONTACT_RECYCLE_RADIUS = 0.01;
+constexpr double SPACE_DEFAULT_CONTACT_MAX_SEPARATION = 0.05;
+constexpr double SPACE_DEFAULT_CONTACT_MAX_ALLOWED_PENETRATION = 0.01;
+constexpr double SPACE_DEFAULT_CONTACT_DEFAULT_BIAS = 0.8;
+constexpr double SPACE_DEFAULT_SLEEP_THRESHOLD_LINEAR = 0.1;
+constexpr double SPACE_DEFAULT_SLEEP_THRESHOLD_ANGULAR = 8.0 * Math::PI / 180;
+constexpr double SPACE_DEFAULT_SOLVER_ITERATIONS = 8;
 
 } // namespace
 
@@ -209,28 +209,28 @@ void JoltSpace3D::call_queries() {
 double JoltSpace3D::get_param(PhysicsServer3D::SpaceParameter p_param) const {
 	switch (p_param) {
 		case PhysicsServer3D::SPACE_PARAM_CONTACT_RECYCLE_RADIUS: {
-			return DEFAULT_CONTACT_RECYCLE_RADIUS;
+			return SPACE_DEFAULT_CONTACT_RECYCLE_RADIUS;
 		}
 		case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_SEPARATION: {
-			return DEFAULT_CONTACT_MAX_SEPARATION;
+			return SPACE_DEFAULT_CONTACT_MAX_SEPARATION;
 		}
 		case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION: {
-			return DEFAULT_CONTACT_MAX_ALLOWED_PENETRATION;
+			return SPACE_DEFAULT_CONTACT_MAX_ALLOWED_PENETRATION;
 		}
 		case PhysicsServer3D::SPACE_PARAM_CONTACT_DEFAULT_BIAS: {
-			return DEFAULT_CONTACT_DEFAULT_BIAS;
+			return SPACE_DEFAULT_CONTACT_DEFAULT_BIAS;
 		}
 		case PhysicsServer3D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD: {
-			return DEFAULT_SLEEP_THRESHOLD_LINEAR;
+			return SPACE_DEFAULT_SLEEP_THRESHOLD_LINEAR;
 		}
 		case PhysicsServer3D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD: {
-			return DEFAULT_SLEEP_THRESHOLD_ANGULAR;
+			return SPACE_DEFAULT_SLEEP_THRESHOLD_ANGULAR;
 		}
 		case PhysicsServer3D::SPACE_PARAM_BODY_TIME_TO_SLEEP: {
 			return JoltProjectSettings::sleep_time_threshold;
 		}
 		case PhysicsServer3D::SPACE_PARAM_SOLVER_ITERATIONS: {
-			return DEFAULT_SOLVER_ITERATIONS;
+			return SPACE_DEFAULT_SOLVER_ITERATIONS;
 		}
 		default: {
 			ERR_FAIL_V_MSG(0.0, vformat("Unhandled space parameter: '%d'. This should not happen. Please report this.", p_param));

+ 26 - 26
thirdparty/jolt_physics/Jolt/Physics/Character/Character.cpp

@@ -13,17 +13,17 @@
 
 JPH_NAMESPACE_BEGIN
 
-static inline const BodyLockInterface &sGetBodyLockInterface(const PhysicsSystem *inSystem, bool inLockBodies)
+static inline const BodyLockInterface &sCharacterGetBodyLockInterface(const PhysicsSystem *inSystem, bool inLockBodies)
 {
 	return inLockBodies? static_cast<const BodyLockInterface &>(inSystem->GetBodyLockInterface()) : static_cast<const BodyLockInterface &>(inSystem->GetBodyLockInterfaceNoLock());
 }
 
-static inline BodyInterface &sGetBodyInterface(PhysicsSystem *inSystem, bool inLockBodies)
+static inline BodyInterface &sCharacterGetBodyInterface(PhysicsSystem *inSystem, bool inLockBodies)
 {
 	return inLockBodies? inSystem->GetBodyInterface() : inSystem->GetBodyInterfaceNoLock();
 }
 
-static inline const NarrowPhaseQuery &sGetNarrowPhaseQuery(const PhysicsSystem *inSystem, bool inLockBodies)
+static inline const NarrowPhaseQuery &sCharacterGetNarrowPhaseQuery(const PhysicsSystem *inSystem, bool inLockBodies)
 {
 	return inLockBodies? inSystem->GetNarrowPhaseQuery() : inSystem->GetNarrowPhaseQueryNoLock();
 }
@@ -54,17 +54,17 @@ Character::~Character()
 
 void Character::AddToPhysicsSystem(EActivation inActivationMode, bool inLockBodies)
 {
-	sGetBodyInterface(mSystem, inLockBodies).AddBody(mBodyID, inActivationMode);
+	sCharacterGetBodyInterface(mSystem, inLockBodies).AddBody(mBodyID, inActivationMode);
 }
 
 void Character::RemoveFromPhysicsSystem(bool inLockBodies)
 {
-	sGetBodyInterface(mSystem, inLockBodies).RemoveBody(mBodyID);
+	sCharacterGetBodyInterface(mSystem, inLockBodies).RemoveBody(mBodyID);
 }
 
 void Character::Activate(bool inLockBodies)
 {
-	sGetBodyInterface(mSystem, inLockBodies).ActivateBody(mBodyID);
+	sCharacterGetBodyInterface(mSystem, inLockBodies).ActivateBody(mBodyID);
 }
 
 void Character::CheckCollision(RMat44Arg inCenterOfMassTransform, Vec3Arg inMovementDirection, float inMaxSeparationDistance, const Shape *inShape, RVec3Arg inBaseOffset, CollideShapeCollector &ioCollector, bool inLockBodies) const
@@ -95,7 +95,7 @@ void Character::CheckCollision(RMat44Arg inCenterOfMassTransform, Vec3Arg inMove
 	settings.mActiveEdgeMovementDirection = inMovementDirection;
 	settings.mBackFaceMode = EBackFaceMode::IgnoreBackFaces;
 
-	sGetNarrowPhaseQuery(mSystem, inLockBodies).CollideShape(inShape, Vec3::sOne(), inCenterOfMassTransform, settings, inBaseOffset, ioCollector, broadphase_layer_filter, object_layer_filter, body_filter);
+	sCharacterGetNarrowPhaseQuery(mSystem, inLockBodies).CollideShape(inShape, Vec3::sOne(), inCenterOfMassTransform, settings, inBaseOffset, ioCollector, broadphase_layer_filter, object_layer_filter, body_filter);
 }
 
 void Character::CheckCollision(RVec3Arg inPosition, QuatArg inRotation, Vec3Arg inMovementDirection, float inMaxSeparationDistance, const Shape *inShape, RVec3Arg inBaseOffset, CollideShapeCollector &ioCollector, bool inLockBodies) const
@@ -112,7 +112,7 @@ void Character::CheckCollision(const Shape *inShape, float inMaxSeparationDistan
 	RMat44 query_transform;
 	Vec3 velocity;
 	{
-		BodyLockRead lock(sGetBodyLockInterface(mSystem, inLockBodies), mBodyID);
+		BodyLockRead lock(sCharacterGetBodyLockInterface(mSystem, inLockBodies), mBodyID);
 		if (!lock.Succeeded())
 			return;
 
@@ -133,7 +133,7 @@ void Character::PostSimulation(float inMaxSeparationDistance, bool inLockBodies)
 	Quat char_rot;
 	Vec3 char_vel;
 	{
-		BodyLockRead lock(sGetBodyLockInterface(mSystem, inLockBodies), mBodyID);
+		BodyLockRead lock(sCharacterGetBodyLockInterface(mSystem, inLockBodies), mBodyID);
 		if (!lock.Succeeded())
 			return;
 		const Body &body = lock.GetBody();
@@ -186,7 +186,7 @@ void Character::PostSimulation(float inMaxSeparationDistance, bool inLockBodies)
 	mGroundNormal = collector.mGroundNormal;
 
 	// Get additional data from body
-	BodyLockRead lock(sGetBodyLockInterface(mSystem, inLockBodies), mGroundBodyID);
+	BodyLockRead lock(sCharacterGetBodyLockInterface(mSystem, inLockBodies), mGroundBodyID);
 	if (lock.Succeeded())
 	{
 		const Body &body = lock.GetBody();
@@ -216,74 +216,74 @@ void Character::PostSimulation(float inMaxSeparationDistance, bool inLockBodies)
 
 void Character::SetLinearAndAngularVelocity(Vec3Arg inLinearVelocity, Vec3Arg inAngularVelocity, bool inLockBodies)
 {
-	sGetBodyInterface(mSystem, inLockBodies).SetLinearAndAngularVelocity(mBodyID, inLinearVelocity, inAngularVelocity);
+	sCharacterGetBodyInterface(mSystem, inLockBodies).SetLinearAndAngularVelocity(mBodyID, inLinearVelocity, inAngularVelocity);
 }
 
 Vec3 Character::GetLinearVelocity(bool inLockBodies) const
 {
-	return sGetBodyInterface(mSystem, inLockBodies).GetLinearVelocity(mBodyID);
+	return sCharacterGetBodyInterface(mSystem, inLockBodies).GetLinearVelocity(mBodyID);
 }
 
 void Character::SetLinearVelocity(Vec3Arg inLinearVelocity, bool inLockBodies)
 {
-	sGetBodyInterface(mSystem, inLockBodies).SetLinearVelocity(mBodyID, inLinearVelocity);
+	sCharacterGetBodyInterface(mSystem, inLockBodies).SetLinearVelocity(mBodyID, inLinearVelocity);
 }
 
 void Character::AddLinearVelocity(Vec3Arg inLinearVelocity, bool inLockBodies)
 {
-	sGetBodyInterface(mSystem, inLockBodies).AddLinearVelocity(mBodyID, inLinearVelocity);
+	sCharacterGetBodyInterface(mSystem, inLockBodies).AddLinearVelocity(mBodyID, inLinearVelocity);
 }
 
 void Character::AddImpulse(Vec3Arg inImpulse, bool inLockBodies)
 {
-	sGetBodyInterface(mSystem, inLockBodies).AddImpulse(mBodyID, inImpulse);
+	sCharacterGetBodyInterface(mSystem, inLockBodies).AddImpulse(mBodyID, inImpulse);
 }
 
 void Character::GetPositionAndRotation(RVec3 &outPosition, Quat &outRotation, bool inLockBodies) const
 {
-	sGetBodyInterface(mSystem, inLockBodies).GetPositionAndRotation(mBodyID, outPosition, outRotation);
+	sCharacterGetBodyInterface(mSystem, inLockBodies).GetPositionAndRotation(mBodyID, outPosition, outRotation);
 }
 
 void Character::SetPositionAndRotation(RVec3Arg inPosition, QuatArg inRotation, EActivation inActivationMode, bool inLockBodies) const
 {
-	sGetBodyInterface(mSystem, inLockBodies).SetPositionAndRotation(mBodyID, inPosition, inRotation, inActivationMode);
+	sCharacterGetBodyInterface(mSystem, inLockBodies).SetPositionAndRotation(mBodyID, inPosition, inRotation, inActivationMode);
 }
 
 RVec3 Character::GetPosition(bool inLockBodies) const
 {
-	return sGetBodyInterface(mSystem, inLockBodies).GetPosition(mBodyID);
+	return sCharacterGetBodyInterface(mSystem, inLockBodies).GetPosition(mBodyID);
 }
 
 void Character::SetPosition(RVec3Arg inPosition, EActivation inActivationMode, bool inLockBodies)
 {
-	sGetBodyInterface(mSystem, inLockBodies).SetPosition(mBodyID, inPosition, inActivationMode);
+	sCharacterGetBodyInterface(mSystem, inLockBodies).SetPosition(mBodyID, inPosition, inActivationMode);
 }
 
 Quat Character::GetRotation(bool inLockBodies) const
 {
-	return sGetBodyInterface(mSystem, inLockBodies).GetRotation(mBodyID);
+	return sCharacterGetBodyInterface(mSystem, inLockBodies).GetRotation(mBodyID);
 }
 
 void Character::SetRotation(QuatArg inRotation, EActivation inActivationMode, bool inLockBodies)
 {
-	sGetBodyInterface(mSystem, inLockBodies).SetRotation(mBodyID, inRotation, inActivationMode);
+	sCharacterGetBodyInterface(mSystem, inLockBodies).SetRotation(mBodyID, inRotation, inActivationMode);
 }
 
 RVec3 Character::GetCenterOfMassPosition(bool inLockBodies) const
 {
-	return sGetBodyInterface(mSystem, inLockBodies).GetCenterOfMassPosition(mBodyID);
+	return sCharacterGetBodyInterface(mSystem, inLockBodies).GetCenterOfMassPosition(mBodyID);
 }
 
 RMat44 Character::GetWorldTransform(bool inLockBodies) const
 {
-	return sGetBodyInterface(mSystem, inLockBodies).GetWorldTransform(mBodyID);
+	return sCharacterGetBodyInterface(mSystem, inLockBodies).GetWorldTransform(mBodyID);
 }
 
 void Character::SetLayer(ObjectLayer inLayer, bool inLockBodies)
 {
 	mLayer = inLayer;
 
-	sGetBodyInterface(mSystem, inLockBodies).SetObjectLayer(mBodyID, inLayer);
+	sCharacterGetBodyInterface(mSystem, inLockBodies).SetObjectLayer(mBodyID, inLayer);
 }
 
 bool Character::SetShape(const Shape *inShape, float inMaxPenetrationDepth, bool inLockBodies)
@@ -321,13 +321,13 @@ bool Character::SetShape(const Shape *inShape, float inMaxPenetrationDepth, bool
 
 	// Switch the shape
 	mShape = inShape;
-	sGetBodyInterface(mSystem, inLockBodies).SetShape(mBodyID, mShape, false, EActivation::Activate);
+	sCharacterGetBodyInterface(mSystem, inLockBodies).SetShape(mBodyID, mShape, false, EActivation::Activate);
 	return true;
 }
 
 TransformedShape Character::GetTransformedShape(bool inLockBodies) const
 {
-	return sGetBodyInterface(mSystem, inLockBodies).GetTransformedShape(mBodyID);
+	return sCharacterGetBodyInterface(mSystem, inLockBodies).GetTransformedShape(mBodyID);
 }
 
 JPH_NAMESPACE_END

+ 16 - 16
thirdparty/jolt_physics/Jolt/Physics/Ragdoll/Ragdoll.cpp

@@ -38,12 +38,12 @@ JPH_IMPLEMENT_SERIALIZABLE_NON_VIRTUAL(RagdollSettings)
 	JPH_ADD_ATTRIBUTE(RagdollSettings, mAdditionalConstraints)
 }
 
-static inline BodyInterface &sGetBodyInterface(PhysicsSystem *inSystem, bool inLockBodies)
+static inline BodyInterface &sRagdollGetBodyInterface(PhysicsSystem *inSystem, bool inLockBodies)
 {
 	return inLockBodies? inSystem->GetBodyInterface() : inSystem->GetBodyInterfaceNoLock();
 }
 
-static inline const BodyLockInterface &sGetBodyLockInterface(const PhysicsSystem *inSystem, bool inLockBodies)
+static inline const BodyLockInterface &sRagdollGetBodyLockInterface(const PhysicsSystem *inSystem, bool inLockBodies)
 {
 	return inLockBodies? static_cast<const BodyLockInterface &>(inSystem->GetBodyLockInterface()) : static_cast<const BodyLockInterface &>(inSystem->GetBodyLockInterfaceNoLock());
 }
@@ -476,7 +476,7 @@ void Ragdoll::AddToPhysicsSystem(EActivation inActivationMode, bool inLockBodies
 		memcpy(bodies, mBodyIDs.data(), num_bodies * sizeof(BodyID));
 
 		// Insert bodies as a batch
-		BodyInterface &bi = sGetBodyInterface(mSystem, inLockBodies);
+		BodyInterface &bi = sRagdollGetBodyInterface(mSystem, inLockBodies);
 		BodyInterface::AddState add_state = bi.AddBodiesPrepare(bodies, num_bodies);
 		bi.AddBodiesFinalize(bodies, num_bodies, add_state, inActivationMode);
 	}
@@ -498,20 +498,20 @@ void Ragdoll::RemoveFromPhysicsSystem(bool inLockBodies)
 		memcpy(bodies, mBodyIDs.data(), num_bodies * sizeof(BodyID));
 
 		// Remove all bodies as a batch
-		sGetBodyInterface(mSystem, inLockBodies).RemoveBodies(bodies, num_bodies);
+		sRagdollGetBodyInterface(mSystem, inLockBodies).RemoveBodies(bodies, num_bodies);
 	}
 }
 
 void Ragdoll::Activate(bool inLockBodies)
 {
-	sGetBodyInterface(mSystem, inLockBodies).ActivateBodies(mBodyIDs.data(), (int)mBodyIDs.size());
+	sRagdollGetBodyInterface(mSystem, inLockBodies).ActivateBodies(mBodyIDs.data(), (int)mBodyIDs.size());
 }
 
 bool Ragdoll::IsActive(bool inLockBodies) const
 {
 	// Lock the bodies
 	int body_count = (int)mBodyIDs.size();
-	BodyLockMultiRead lock(sGetBodyLockInterface(mSystem, inLockBodies), mBodyIDs.data(), body_count);
+	BodyLockMultiRead lock(sRagdollGetBodyLockInterface(mSystem, inLockBodies), mBodyIDs.data(), body_count);
 
 	// Test if any body is active
 	for (int b = 0; b < body_count; ++b)
@@ -528,7 +528,7 @@ void Ragdoll::SetGroupID(CollisionGroup::GroupID inGroupID, bool inLockBodies)
 {
 	// Lock the bodies
 	int body_count = (int)mBodyIDs.size();
-	BodyLockMultiWrite lock(sGetBodyLockInterface(mSystem, inLockBodies), mBodyIDs.data(), body_count);
+	BodyLockMultiWrite lock(sRagdollGetBodyLockInterface(mSystem, inLockBodies), mBodyIDs.data(), body_count);
 
 	// Update group ID
 	for (int b = 0; b < body_count; ++b)
@@ -548,7 +548,7 @@ void Ragdoll::SetPose(const SkeletonPose &inPose, bool inLockBodies)
 void Ragdoll::SetPose(RVec3Arg inRootOffset, const Mat44 *inJointMatrices, bool inLockBodies)
 {
 	// Move bodies instantly into the correct position
-	BodyInterface &bi = sGetBodyInterface(mSystem, inLockBodies);
+	BodyInterface &bi = sRagdollGetBodyInterface(mSystem, inLockBodies);
 	for (int i = 0; i < (int)mBodyIDs.size(); ++i)
 	{
 		const Mat44 &joint = inJointMatrices[i];
@@ -571,7 +571,7 @@ void Ragdoll::GetPose(RVec3 &outRootOffset, Mat44 *outJointMatrices, bool inLock
 	int body_count = (int)mBodyIDs.size();
 	if (body_count == 0)
 		return;
-	BodyLockMultiRead lock(sGetBodyLockInterface(mSystem, inLockBodies), mBodyIDs.data(), body_count);
+	BodyLockMultiRead lock(sRagdollGetBodyLockInterface(mSystem, inLockBodies), mBodyIDs.data(), body_count);
 
 	// Get root matrix
 	const Body *root = lock.GetBody(0);
@@ -604,7 +604,7 @@ void Ragdoll::DriveToPoseUsingKinematics(const SkeletonPose &inPose, float inDel
 void Ragdoll::DriveToPoseUsingKinematics(RVec3Arg inRootOffset, const Mat44 *inJointMatrices, float inDeltaTime, bool inLockBodies)
 {
 	// Move bodies into the correct position using kinematics
-	BodyInterface &bi = sGetBodyInterface(mSystem, inLockBodies);
+	BodyInterface &bi = sRagdollGetBodyInterface(mSystem, inLockBodies);
 	for (int i = 0; i < (int)mBodyIDs.size(); ++i)
 	{
 		const Mat44 &joint = inJointMatrices[i];
@@ -643,35 +643,35 @@ void Ragdoll::DriveToPoseUsingMotors(const SkeletonPose &inPose)
 
 void Ragdoll::SetLinearAndAngularVelocity(Vec3Arg inLinearVelocity, Vec3Arg inAngularVelocity, bool inLockBodies)
 {
-	BodyInterface &bi = sGetBodyInterface(mSystem, inLockBodies);
+	BodyInterface &bi = sRagdollGetBodyInterface(mSystem, inLockBodies);
 	for (BodyID body_id : mBodyIDs)
 		bi.SetLinearAndAngularVelocity(body_id, inLinearVelocity, inAngularVelocity);
 }
 
 void Ragdoll::SetLinearVelocity(Vec3Arg inLinearVelocity, bool inLockBodies)
 {
-	BodyInterface &bi = sGetBodyInterface(mSystem, inLockBodies);
+	BodyInterface &bi = sRagdollGetBodyInterface(mSystem, inLockBodies);
 	for (BodyID body_id : mBodyIDs)
 		bi.SetLinearVelocity(body_id, inLinearVelocity);
 }
 
 void Ragdoll::AddLinearVelocity(Vec3Arg inLinearVelocity, bool inLockBodies)
 {
-	BodyInterface &bi = sGetBodyInterface(mSystem, inLockBodies);
+	BodyInterface &bi = sRagdollGetBodyInterface(mSystem, inLockBodies);
 	for (BodyID body_id : mBodyIDs)
 		bi.AddLinearVelocity(body_id, inLinearVelocity);
 }
 
 void Ragdoll::AddImpulse(Vec3Arg inImpulse, bool inLockBodies)
 {
-	BodyInterface &bi = sGetBodyInterface(mSystem, inLockBodies);
+	BodyInterface &bi = sRagdollGetBodyInterface(mSystem, inLockBodies);
 	for (BodyID body_id : mBodyIDs)
 		bi.AddImpulse(body_id, inImpulse);
 }
 
 void Ragdoll::GetRootTransform(RVec3 &outPosition, Quat &outRotation, bool inLockBodies) const
 {
-	BodyLockRead lock(sGetBodyLockInterface(mSystem, inLockBodies), mBodyIDs[0]);
+	BodyLockRead lock(sRagdollGetBodyLockInterface(mSystem, inLockBodies), mBodyIDs[0]);
 	if (lock.Succeeded())
 	{
 		const Body &body = lock.GetBody();
@@ -689,7 +689,7 @@ AABox Ragdoll::GetWorldSpaceBounds(bool inLockBodies) const
 {
 	// Lock the bodies
 	int body_count = (int)mBodyIDs.size();
-	BodyLockMultiRead lock(sGetBodyLockInterface(mSystem, inLockBodies), mBodyIDs.data(), body_count);
+	BodyLockMultiRead lock(sRagdollGetBodyLockInterface(mSystem, inLockBodies), mBodyIDs.data(), body_count);
 
 	// Encapsulate all bodies
 	AABox bounds;