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@@ -376,7 +376,7 @@ AnimatableBody3D::AnimatableBody3D() :
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PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), this, _body_state_changed_callback);
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}
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-void RigidDynamicBody3D::_body_enter_tree(ObjectID p_id) {
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+void RigidBody3D::_body_enter_tree(ObjectID p_id) {
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Object *obj = ObjectDB::get_instance(p_id);
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Node *node = Object::cast_to<Node>(obj);
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ERR_FAIL_COND(!node);
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@@ -399,7 +399,7 @@ void RigidDynamicBody3D::_body_enter_tree(ObjectID p_id) {
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contact_monitor->locked = false;
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}
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-void RigidDynamicBody3D::_body_exit_tree(ObjectID p_id) {
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+void RigidBody3D::_body_exit_tree(ObjectID p_id) {
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Object *obj = ObjectDB::get_instance(p_id);
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Node *node = Object::cast_to<Node>(obj);
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ERR_FAIL_COND(!node);
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@@ -420,7 +420,7 @@ void RigidDynamicBody3D::_body_exit_tree(ObjectID p_id) {
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contact_monitor->locked = false;
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}
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-void RigidDynamicBody3D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape) {
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+void RigidBody3D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape) {
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bool body_in = p_status == 1;
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ObjectID objid = p_instance;
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@@ -439,8 +439,8 @@ void RigidDynamicBody3D::_body_inout(int p_status, const RID &p_body, ObjectID p
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//E->value.rc=0;
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E->value.in_tree = node && node->is_inside_tree();
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if (node) {
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- node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidDynamicBody3D::_body_enter_tree).bind(objid));
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- node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidDynamicBody3D::_body_exit_tree).bind(objid));
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+ node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody3D::_body_enter_tree).bind(objid));
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+ node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody3D::_body_exit_tree).bind(objid));
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if (E->value.in_tree) {
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emit_signal(SceneStringNames::get_singleton()->body_entered, node);
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}
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@@ -466,8 +466,8 @@ void RigidDynamicBody3D::_body_inout(int p_status, const RID &p_body, ObjectID p
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if (E->value.shapes.is_empty()) {
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if (node) {
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- node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidDynamicBody3D::_body_enter_tree));
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- node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidDynamicBody3D::_body_exit_tree));
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+ node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody3D::_body_enter_tree));
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+ node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody3D::_body_exit_tree));
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if (in_tree) {
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emit_signal(SceneStringNames::get_singleton()->body_exited, node);
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}
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@@ -481,19 +481,19 @@ void RigidDynamicBody3D::_body_inout(int p_status, const RID &p_body, ObjectID p
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}
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}
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-struct _RigidDynamicBodyInOut {
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+struct _RigidBodyInOut {
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RID rid;
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ObjectID id;
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int shape = 0;
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int local_shape = 0;
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};
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-void RigidDynamicBody3D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state) {
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- RigidDynamicBody3D *body = (RigidDynamicBody3D *)p_instance;
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+void RigidBody3D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state) {
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+ RigidBody3D *body = (RigidBody3D *)p_instance;
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body->_body_state_changed(p_state);
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}
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-void RigidDynamicBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
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+void RigidBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
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set_ignore_transform_notification(true);
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set_global_transform(p_state->get_transform());
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@@ -524,9 +524,9 @@ void RigidDynamicBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state)
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}
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}
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- _RigidDynamicBodyInOut *toadd = (_RigidDynamicBodyInOut *)alloca(p_state->get_contact_count() * sizeof(_RigidDynamicBodyInOut));
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+ _RigidBodyInOut *toadd = (_RigidBodyInOut *)alloca(p_state->get_contact_count() * sizeof(_RigidBodyInOut));
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int toadd_count = 0;
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- RigidDynamicBody3D_RemoveAction *toremove = (RigidDynamicBody3D_RemoveAction *)alloca(rc * sizeof(RigidDynamicBody3D_RemoveAction));
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+ RigidBody3D_RemoveAction *toremove = (RigidBody3D_RemoveAction *)alloca(rc * sizeof(RigidBody3D_RemoveAction));
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int toremove_count = 0;
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//put the ones to add
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@@ -590,7 +590,7 @@ void RigidDynamicBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state)
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}
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}
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-void RigidDynamicBody3D::_notification(int p_what) {
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+void RigidBody3D::_notification(int p_what) {
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#ifdef TOOLS_ENABLED
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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@@ -608,7 +608,7 @@ void RigidDynamicBody3D::_notification(int p_what) {
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#endif
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}
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-void RigidDynamicBody3D::_apply_body_mode() {
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+void RigidBody3D::_apply_body_mode() {
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if (freeze) {
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switch (freeze_mode) {
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case FREEZE_MODE_STATIC: {
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@@ -619,13 +619,13 @@ void RigidDynamicBody3D::_apply_body_mode() {
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} break;
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}
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} else if (lock_rotation) {
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- set_body_mode(PhysicsServer3D::BODY_MODE_DYNAMIC_LINEAR);
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+ set_body_mode(PhysicsServer3D::BODY_MODE_RIGID_LINEAR);
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} else {
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- set_body_mode(PhysicsServer3D::BODY_MODE_DYNAMIC);
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+ set_body_mode(PhysicsServer3D::BODY_MODE_RIGID);
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}
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}
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-void RigidDynamicBody3D::set_lock_rotation_enabled(bool p_lock_rotation) {
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+void RigidBody3D::set_lock_rotation_enabled(bool p_lock_rotation) {
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if (p_lock_rotation == lock_rotation) {
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return;
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}
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@@ -634,11 +634,11 @@ void RigidDynamicBody3D::set_lock_rotation_enabled(bool p_lock_rotation) {
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_apply_body_mode();
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}
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-bool RigidDynamicBody3D::is_lock_rotation_enabled() const {
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+bool RigidBody3D::is_lock_rotation_enabled() const {
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return lock_rotation;
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}
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-void RigidDynamicBody3D::set_freeze_enabled(bool p_freeze) {
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+void RigidBody3D::set_freeze_enabled(bool p_freeze) {
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if (p_freeze == freeze) {
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return;
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}
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@@ -647,11 +647,11 @@ void RigidDynamicBody3D::set_freeze_enabled(bool p_freeze) {
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_apply_body_mode();
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}
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-bool RigidDynamicBody3D::is_freeze_enabled() const {
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+bool RigidBody3D::is_freeze_enabled() const {
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return freeze;
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}
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-void RigidDynamicBody3D::set_freeze_mode(FreezeMode p_freeze_mode) {
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+void RigidBody3D::set_freeze_mode(FreezeMode p_freeze_mode) {
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if (p_freeze_mode == freeze_mode) {
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return;
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}
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@@ -660,21 +660,21 @@ void RigidDynamicBody3D::set_freeze_mode(FreezeMode p_freeze_mode) {
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_apply_body_mode();
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}
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-RigidDynamicBody3D::FreezeMode RigidDynamicBody3D::get_freeze_mode() const {
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+RigidBody3D::FreezeMode RigidBody3D::get_freeze_mode() const {
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return freeze_mode;
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}
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-void RigidDynamicBody3D::set_mass(real_t p_mass) {
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+void RigidBody3D::set_mass(real_t p_mass) {
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ERR_FAIL_COND(p_mass <= 0);
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mass = p_mass;
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PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_MASS, mass);
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}
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-real_t RigidDynamicBody3D::get_mass() const {
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+real_t RigidBody3D::get_mass() const {
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return mass;
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}
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-void RigidDynamicBody3D::set_inertia(const Vector3 &p_inertia) {
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+void RigidBody3D::set_inertia(const Vector3 &p_inertia) {
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ERR_FAIL_COND(p_inertia.x < 0);
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ERR_FAIL_COND(p_inertia.y < 0);
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ERR_FAIL_COND(p_inertia.z < 0);
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@@ -683,11 +683,11 @@ void RigidDynamicBody3D::set_inertia(const Vector3 &p_inertia) {
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PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_INERTIA, inertia);
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}
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-const Vector3 &RigidDynamicBody3D::get_inertia() const {
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+const Vector3 &RigidBody3D::get_inertia() const {
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return inertia;
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}
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-void RigidDynamicBody3D::set_center_of_mass_mode(CenterOfMassMode p_mode) {
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+void RigidBody3D::set_center_of_mass_mode(CenterOfMassMode p_mode) {
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if (center_of_mass_mode == p_mode) {
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return;
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}
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@@ -709,11 +709,11 @@ void RigidDynamicBody3D::set_center_of_mass_mode(CenterOfMassMode p_mode) {
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}
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}
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-RigidDynamicBody3D::CenterOfMassMode RigidDynamicBody3D::get_center_of_mass_mode() const {
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+RigidBody3D::CenterOfMassMode RigidBody3D::get_center_of_mass_mode() const {
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return center_of_mass_mode;
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}
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-void RigidDynamicBody3D::set_center_of_mass(const Vector3 &p_center_of_mass) {
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+void RigidBody3D::set_center_of_mass(const Vector3 &p_center_of_mass) {
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if (center_of_mass == p_center_of_mass) {
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return;
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}
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@@ -724,106 +724,106 @@ void RigidDynamicBody3D::set_center_of_mass(const Vector3 &p_center_of_mass) {
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PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS, center_of_mass);
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}
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-const Vector3 &RigidDynamicBody3D::get_center_of_mass() const {
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+const Vector3 &RigidBody3D::get_center_of_mass() const {
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return center_of_mass;
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}
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-void RigidDynamicBody3D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {
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+void RigidBody3D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {
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if (physics_material_override.is_valid()) {
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- if (physics_material_override->is_connected(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidDynamicBody3D::_reload_physics_characteristics))) {
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- physics_material_override->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidDynamicBody3D::_reload_physics_characteristics));
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+ if (physics_material_override->is_connected(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidBody3D::_reload_physics_characteristics))) {
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+ physics_material_override->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidBody3D::_reload_physics_characteristics));
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}
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}
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physics_material_override = p_physics_material_override;
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if (physics_material_override.is_valid()) {
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- physics_material_override->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidDynamicBody3D::_reload_physics_characteristics));
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+ physics_material_override->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidBody3D::_reload_physics_characteristics));
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}
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_reload_physics_characteristics();
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}
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-Ref<PhysicsMaterial> RigidDynamicBody3D::get_physics_material_override() const {
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+Ref<PhysicsMaterial> RigidBody3D::get_physics_material_override() const {
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return physics_material_override;
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}
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-void RigidDynamicBody3D::set_gravity_scale(real_t p_gravity_scale) {
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+void RigidBody3D::set_gravity_scale(real_t p_gravity_scale) {
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gravity_scale = p_gravity_scale;
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PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE, gravity_scale);
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}
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-real_t RigidDynamicBody3D::get_gravity_scale() const {
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+real_t RigidBody3D::get_gravity_scale() const {
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return gravity_scale;
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}
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-void RigidDynamicBody3D::set_linear_damp_mode(DampMode p_mode) {
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+void RigidBody3D::set_linear_damp_mode(DampMode p_mode) {
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linear_damp_mode = p_mode;
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PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_LINEAR_DAMP_MODE, linear_damp_mode);
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}
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-RigidDynamicBody3D::DampMode RigidDynamicBody3D::get_linear_damp_mode() const {
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+RigidBody3D::DampMode RigidBody3D::get_linear_damp_mode() const {
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return linear_damp_mode;
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}
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-void RigidDynamicBody3D::set_angular_damp_mode(DampMode p_mode) {
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+void RigidBody3D::set_angular_damp_mode(DampMode p_mode) {
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angular_damp_mode = p_mode;
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PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP_MODE, angular_damp_mode);
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}
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-RigidDynamicBody3D::DampMode RigidDynamicBody3D::get_angular_damp_mode() const {
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+RigidBody3D::DampMode RigidBody3D::get_angular_damp_mode() const {
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return angular_damp_mode;
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}
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-void RigidDynamicBody3D::set_linear_damp(real_t p_linear_damp) {
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+void RigidBody3D::set_linear_damp(real_t p_linear_damp) {
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ERR_FAIL_COND(p_linear_damp < 0.0);
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linear_damp = p_linear_damp;
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PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_LINEAR_DAMP, linear_damp);
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}
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-real_t RigidDynamicBody3D::get_linear_damp() const {
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+real_t RigidBody3D::get_linear_damp() const {
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return linear_damp;
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}
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-void RigidDynamicBody3D::set_angular_damp(real_t p_angular_damp) {
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+void RigidBody3D::set_angular_damp(real_t p_angular_damp) {
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ERR_FAIL_COND(p_angular_damp < 0.0);
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angular_damp = p_angular_damp;
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PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP, angular_damp);
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}
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-real_t RigidDynamicBody3D::get_angular_damp() const {
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+real_t RigidBody3D::get_angular_damp() const {
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return angular_damp;
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}
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-void RigidDynamicBody3D::set_axis_velocity(const Vector3 &p_axis) {
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+void RigidBody3D::set_axis_velocity(const Vector3 &p_axis) {
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Vector3 axis = p_axis.normalized();
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linear_velocity -= axis * axis.dot(linear_velocity);
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linear_velocity += p_axis;
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PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
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}
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-void RigidDynamicBody3D::set_linear_velocity(const Vector3 &p_velocity) {
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+void RigidBody3D::set_linear_velocity(const Vector3 &p_velocity) {
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linear_velocity = p_velocity;
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PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
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}
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-Vector3 RigidDynamicBody3D::get_linear_velocity() const {
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+Vector3 RigidBody3D::get_linear_velocity() const {
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return linear_velocity;
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}
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-void RigidDynamicBody3D::set_angular_velocity(const Vector3 &p_velocity) {
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+void RigidBody3D::set_angular_velocity(const Vector3 &p_velocity) {
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angular_velocity = p_velocity;
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PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY, angular_velocity);
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}
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-Vector3 RigidDynamicBody3D::get_angular_velocity() const {
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+Vector3 RigidBody3D::get_angular_velocity() const {
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return angular_velocity;
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}
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-Basis RigidDynamicBody3D::get_inverse_inertia_tensor() const {
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+Basis RigidBody3D::get_inverse_inertia_tensor() const {
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return inverse_inertia_tensor;
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}
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|
-void RigidDynamicBody3D::set_use_custom_integrator(bool p_enable) {
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+void RigidBody3D::set_use_custom_integrator(bool p_enable) {
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if (custom_integrator == p_enable) {
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return;
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}
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@@ -832,108 +832,108 @@ void RigidDynamicBody3D::set_use_custom_integrator(bool p_enable) {
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PhysicsServer3D::get_singleton()->body_set_omit_force_integration(get_rid(), p_enable);
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}
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-bool RigidDynamicBody3D::is_using_custom_integrator() {
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+bool RigidBody3D::is_using_custom_integrator() {
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return custom_integrator;
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}
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-void RigidDynamicBody3D::set_sleeping(bool p_sleeping) {
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+void RigidBody3D::set_sleeping(bool p_sleeping) {
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sleeping = p_sleeping;
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PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_SLEEPING, sleeping);
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}
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-void RigidDynamicBody3D::set_can_sleep(bool p_active) {
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+void RigidBody3D::set_can_sleep(bool p_active) {
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can_sleep = p_active;
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PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_CAN_SLEEP, p_active);
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}
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-bool RigidDynamicBody3D::is_able_to_sleep() const {
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+bool RigidBody3D::is_able_to_sleep() const {
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return can_sleep;
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}
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-bool RigidDynamicBody3D::is_sleeping() const {
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+bool RigidBody3D::is_sleeping() const {
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return sleeping;
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}
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-void RigidDynamicBody3D::set_max_contacts_reported(int p_amount) {
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+void RigidBody3D::set_max_contacts_reported(int p_amount) {
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max_contacts_reported = p_amount;
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PhysicsServer3D::get_singleton()->body_set_max_contacts_reported(get_rid(), p_amount);
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}
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-int RigidDynamicBody3D::get_max_contacts_reported() const {
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+int RigidBody3D::get_max_contacts_reported() const {
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return max_contacts_reported;
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}
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-int RigidDynamicBody3D::get_contact_count() const {
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+int RigidBody3D::get_contact_count() const {
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PhysicsDirectBodyState3D *bs = PhysicsServer3D::get_singleton()->body_get_direct_state(get_rid());
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ERR_FAIL_NULL_V(bs, 0);
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return bs->get_contact_count();
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}
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-void RigidDynamicBody3D::apply_central_impulse(const Vector3 &p_impulse) {
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+void RigidBody3D::apply_central_impulse(const Vector3 &p_impulse) {
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PhysicsServer3D::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse);
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}
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-void RigidDynamicBody3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) {
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+void RigidBody3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) {
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|
PhysicsServer3D *singleton = PhysicsServer3D::get_singleton();
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singleton->body_apply_impulse(get_rid(), p_impulse, p_position);
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}
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-void RigidDynamicBody3D::apply_torque_impulse(const Vector3 &p_impulse) {
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+void RigidBody3D::apply_torque_impulse(const Vector3 &p_impulse) {
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PhysicsServer3D::get_singleton()->body_apply_torque_impulse(get_rid(), p_impulse);
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|
}
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-void RigidDynamicBody3D::apply_central_force(const Vector3 &p_force) {
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|
+void RigidBody3D::apply_central_force(const Vector3 &p_force) {
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|
PhysicsServer3D::get_singleton()->body_apply_central_force(get_rid(), p_force);
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|
}
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|
-void RigidDynamicBody3D::apply_force(const Vector3 &p_force, const Vector3 &p_position) {
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|
+void RigidBody3D::apply_force(const Vector3 &p_force, const Vector3 &p_position) {
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|
PhysicsServer3D *singleton = PhysicsServer3D::get_singleton();
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|
singleton->body_apply_force(get_rid(), p_force, p_position);
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|
}
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|
|
|
|
|
-void RigidDynamicBody3D::apply_torque(const Vector3 &p_torque) {
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|
|
+void RigidBody3D::apply_torque(const Vector3 &p_torque) {
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|
|
PhysicsServer3D::get_singleton()->body_apply_torque(get_rid(), p_torque);
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|
|
}
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|
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|
|
|
-void RigidDynamicBody3D::add_constant_central_force(const Vector3 &p_force) {
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|
|
+void RigidBody3D::add_constant_central_force(const Vector3 &p_force) {
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|
|
PhysicsServer3D::get_singleton()->body_add_constant_central_force(get_rid(), p_force);
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|
|
}
|
|
|
|
|
|
-void RigidDynamicBody3D::add_constant_force(const Vector3 &p_force, const Vector3 &p_position) {
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|
|
+void RigidBody3D::add_constant_force(const Vector3 &p_force, const Vector3 &p_position) {
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|
|
PhysicsServer3D *singleton = PhysicsServer3D::get_singleton();
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|
|
singleton->body_add_constant_force(get_rid(), p_force, p_position);
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|
|
}
|
|
|
|
|
|
-void RigidDynamicBody3D::add_constant_torque(const Vector3 &p_torque) {
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|
|
+void RigidBody3D::add_constant_torque(const Vector3 &p_torque) {
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|
|
PhysicsServer3D::get_singleton()->body_add_constant_torque(get_rid(), p_torque);
|
|
|
}
|
|
|
|
|
|
-void RigidDynamicBody3D::set_constant_force(const Vector3 &p_force) {
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|
|
+void RigidBody3D::set_constant_force(const Vector3 &p_force) {
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|
|
PhysicsServer3D::get_singleton()->body_set_constant_force(get_rid(), p_force);
|
|
|
}
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|
|
|
|
|
-Vector3 RigidDynamicBody3D::get_constant_force() const {
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|
|
+Vector3 RigidBody3D::get_constant_force() const {
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|
|
return PhysicsServer3D::get_singleton()->body_get_constant_force(get_rid());
|
|
|
}
|
|
|
|
|
|
-void RigidDynamicBody3D::set_constant_torque(const Vector3 &p_torque) {
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|
|
+void RigidBody3D::set_constant_torque(const Vector3 &p_torque) {
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|
|
PhysicsServer3D::get_singleton()->body_set_constant_torque(get_rid(), p_torque);
|
|
|
}
|
|
|
|
|
|
-Vector3 RigidDynamicBody3D::get_constant_torque() const {
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|
|
+Vector3 RigidBody3D::get_constant_torque() const {
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|
|
return PhysicsServer3D::get_singleton()->body_get_constant_torque(get_rid());
|
|
|
}
|
|
|
|
|
|
-void RigidDynamicBody3D::set_use_continuous_collision_detection(bool p_enable) {
|
|
|
+void RigidBody3D::set_use_continuous_collision_detection(bool p_enable) {
|
|
|
ccd = p_enable;
|
|
|
PhysicsServer3D::get_singleton()->body_set_enable_continuous_collision_detection(get_rid(), p_enable);
|
|
|
}
|
|
|
|
|
|
-bool RigidDynamicBody3D::is_using_continuous_collision_detection() const {
|
|
|
+bool RigidBody3D::is_using_continuous_collision_detection() const {
|
|
|
return ccd;
|
|
|
}
|
|
|
|
|
|
-void RigidDynamicBody3D::set_contact_monitor(bool p_enabled) {
|
|
|
+void RigidBody3D::set_contact_monitor(bool p_enabled) {
|
|
|
if (p_enabled == is_contact_monitor_enabled()) {
|
|
|
return;
|
|
|
}
|
|
@@ -947,8 +947,8 @@ void RigidDynamicBody3D::set_contact_monitor(bool p_enabled) {
|
|
|
Node *node = Object::cast_to<Node>(obj);
|
|
|
|
|
|
if (node) {
|
|
|
- node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidDynamicBody3D::_body_enter_tree));
|
|
|
- node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidDynamicBody3D::_body_exit_tree));
|
|
|
+ node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody3D::_body_enter_tree));
|
|
|
+ node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody3D::_body_exit_tree));
|
|
|
}
|
|
|
}
|
|
|
|
|
@@ -960,11 +960,11 @@ void RigidDynamicBody3D::set_contact_monitor(bool p_enabled) {
|
|
|
}
|
|
|
}
|
|
|
|
|
|
-bool RigidDynamicBody3D::is_contact_monitor_enabled() const {
|
|
|
+bool RigidBody3D::is_contact_monitor_enabled() const {
|
|
|
return contact_monitor != nullptr;
|
|
|
}
|
|
|
|
|
|
-TypedArray<Node3D> RigidDynamicBody3D::get_colliding_bodies() const {
|
|
|
+TypedArray<Node3D> RigidBody3D::get_colliding_bodies() const {
|
|
|
ERR_FAIL_COND_V(!contact_monitor, TypedArray<Node3D>());
|
|
|
|
|
|
TypedArray<Node3D> ret;
|
|
@@ -982,106 +982,106 @@ TypedArray<Node3D> RigidDynamicBody3D::get_colliding_bodies() const {
|
|
|
return ret;
|
|
|
}
|
|
|
|
|
|
-TypedArray<String> RigidDynamicBody3D::get_configuration_warnings() const {
|
|
|
+TypedArray<String> RigidBody3D::get_configuration_warnings() const {
|
|
|
Transform3D t = get_transform();
|
|
|
|
|
|
TypedArray<String> warnings = Node::get_configuration_warnings();
|
|
|
|
|
|
if (ABS(t.basis.get_column(0).length() - 1.0) > 0.05 || ABS(t.basis.get_column(1).length() - 1.0) > 0.05 || ABS(t.basis.get_column(2).length() - 1.0) > 0.05) {
|
|
|
- warnings.push_back(RTR("Size changes to RigidDynamicBody will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."));
|
|
|
+ warnings.push_back(RTR("Size changes to RigidBody will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."));
|
|
|
}
|
|
|
|
|
|
return warnings;
|
|
|
}
|
|
|
|
|
|
-void RigidDynamicBody3D::_bind_methods() {
|
|
|
- ClassDB::bind_method(D_METHOD("set_mass", "mass"), &RigidDynamicBody3D::set_mass);
|
|
|
- ClassDB::bind_method(D_METHOD("get_mass"), &RigidDynamicBody3D::get_mass);
|
|
|
+void RigidBody3D::_bind_methods() {
|
|
|
+ ClassDB::bind_method(D_METHOD("set_mass", "mass"), &RigidBody3D::set_mass);
|
|
|
+ ClassDB::bind_method(D_METHOD("get_mass"), &RigidBody3D::get_mass);
|
|
|
|
|
|
- ClassDB::bind_method(D_METHOD("set_inertia", "inertia"), &RigidDynamicBody3D::set_inertia);
|
|
|
- ClassDB::bind_method(D_METHOD("get_inertia"), &RigidDynamicBody3D::get_inertia);
|
|
|
+ ClassDB::bind_method(D_METHOD("set_inertia", "inertia"), &RigidBody3D::set_inertia);
|
|
|
+ ClassDB::bind_method(D_METHOD("get_inertia"), &RigidBody3D::get_inertia);
|
|
|
|
|
|
- ClassDB::bind_method(D_METHOD("set_center_of_mass_mode", "mode"), &RigidDynamicBody3D::set_center_of_mass_mode);
|
|
|
- ClassDB::bind_method(D_METHOD("get_center_of_mass_mode"), &RigidDynamicBody3D::get_center_of_mass_mode);
|
|
|
+ ClassDB::bind_method(D_METHOD("set_center_of_mass_mode", "mode"), &RigidBody3D::set_center_of_mass_mode);
|
|
|
+ ClassDB::bind_method(D_METHOD("get_center_of_mass_mode"), &RigidBody3D::get_center_of_mass_mode);
|
|
|
|
|
|
- ClassDB::bind_method(D_METHOD("set_center_of_mass", "center_of_mass"), &RigidDynamicBody3D::set_center_of_mass);
|
|
|
- ClassDB::bind_method(D_METHOD("get_center_of_mass"), &RigidDynamicBody3D::get_center_of_mass);
|
|
|
+ ClassDB::bind_method(D_METHOD("set_center_of_mass", "center_of_mass"), &RigidBody3D::set_center_of_mass);
|
|
|
+ ClassDB::bind_method(D_METHOD("get_center_of_mass"), &RigidBody3D::get_center_of_mass);
|
|
|
|
|
|
- ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &RigidDynamicBody3D::set_physics_material_override);
|
|
|
- ClassDB::bind_method(D_METHOD("get_physics_material_override"), &RigidDynamicBody3D::get_physics_material_override);
|
|
|
+ ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &RigidBody3D::set_physics_material_override);
|
|
|
+ ClassDB::bind_method(D_METHOD("get_physics_material_override"), &RigidBody3D::get_physics_material_override);
|
|
|
|
|
|
- ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &RigidDynamicBody3D::set_linear_velocity);
|
|
|
- ClassDB::bind_method(D_METHOD("get_linear_velocity"), &RigidDynamicBody3D::get_linear_velocity);
|
|
|
+ ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &RigidBody3D::set_linear_velocity);
|
|
|
+ ClassDB::bind_method(D_METHOD("get_linear_velocity"), &RigidBody3D::get_linear_velocity);
|
|
|
|
|
|
- ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &RigidDynamicBody3D::set_angular_velocity);
|
|
|
- ClassDB::bind_method(D_METHOD("get_angular_velocity"), &RigidDynamicBody3D::get_angular_velocity);
|
|
|
+ ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &RigidBody3D::set_angular_velocity);
|
|
|
+ ClassDB::bind_method(D_METHOD("get_angular_velocity"), &RigidBody3D::get_angular_velocity);
|
|
|
|
|
|
- ClassDB::bind_method(D_METHOD("get_inverse_inertia_tensor"), &RigidDynamicBody3D::get_inverse_inertia_tensor);
|
|
|
+ ClassDB::bind_method(D_METHOD("get_inverse_inertia_tensor"), &RigidBody3D::get_inverse_inertia_tensor);
|
|
|
|
|
|
- ClassDB::bind_method(D_METHOD("set_gravity_scale", "gravity_scale"), &RigidDynamicBody3D::set_gravity_scale);
|
|
|
- ClassDB::bind_method(D_METHOD("get_gravity_scale"), &RigidDynamicBody3D::get_gravity_scale);
|
|
|
+ ClassDB::bind_method(D_METHOD("set_gravity_scale", "gravity_scale"), &RigidBody3D::set_gravity_scale);
|
|
|
+ ClassDB::bind_method(D_METHOD("get_gravity_scale"), &RigidBody3D::get_gravity_scale);
|
|
|
|
|
|
- ClassDB::bind_method(D_METHOD("set_linear_damp_mode", "linear_damp_mode"), &RigidDynamicBody3D::set_linear_damp_mode);
|
|
|
- ClassDB::bind_method(D_METHOD("get_linear_damp_mode"), &RigidDynamicBody3D::get_linear_damp_mode);
|
|
|
+ ClassDB::bind_method(D_METHOD("set_linear_damp_mode", "linear_damp_mode"), &RigidBody3D::set_linear_damp_mode);
|
|
|
+ ClassDB::bind_method(D_METHOD("get_linear_damp_mode"), &RigidBody3D::get_linear_damp_mode);
|
|
|
|
|
|
- ClassDB::bind_method(D_METHOD("set_angular_damp_mode", "angular_damp_mode"), &RigidDynamicBody3D::set_angular_damp_mode);
|
|
|
- ClassDB::bind_method(D_METHOD("get_angular_damp_mode"), &RigidDynamicBody3D::get_angular_damp_mode);
|
|
|
+ ClassDB::bind_method(D_METHOD("set_angular_damp_mode", "angular_damp_mode"), &RigidBody3D::set_angular_damp_mode);
|
|
|
+ ClassDB::bind_method(D_METHOD("get_angular_damp_mode"), &RigidBody3D::get_angular_damp_mode);
|
|
|
|
|
|
- ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &RigidDynamicBody3D::set_linear_damp);
|
|
|
- ClassDB::bind_method(D_METHOD("get_linear_damp"), &RigidDynamicBody3D::get_linear_damp);
|
|
|
+ ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &RigidBody3D::set_linear_damp);
|
|
|
+ ClassDB::bind_method(D_METHOD("get_linear_damp"), &RigidBody3D::get_linear_damp);
|
|
|
|
|
|
- ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &RigidDynamicBody3D::set_angular_damp);
|
|
|
- ClassDB::bind_method(D_METHOD("get_angular_damp"), &RigidDynamicBody3D::get_angular_damp);
|
|
|
+ ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &RigidBody3D::set_angular_damp);
|
|
|
+ ClassDB::bind_method(D_METHOD("get_angular_damp"), &RigidBody3D::get_angular_damp);
|
|
|
|
|
|
- ClassDB::bind_method(D_METHOD("set_max_contacts_reported", "amount"), &RigidDynamicBody3D::set_max_contacts_reported);
|
|
|
- ClassDB::bind_method(D_METHOD("get_max_contacts_reported"), &RigidDynamicBody3D::get_max_contacts_reported);
|
|
|
- ClassDB::bind_method(D_METHOD("get_contact_count"), &RigidDynamicBody3D::get_contact_count);
|
|
|
+ ClassDB::bind_method(D_METHOD("set_max_contacts_reported", "amount"), &RigidBody3D::set_max_contacts_reported);
|
|
|
+ ClassDB::bind_method(D_METHOD("get_max_contacts_reported"), &RigidBody3D::get_max_contacts_reported);
|
|
|
+ ClassDB::bind_method(D_METHOD("get_contact_count"), &RigidBody3D::get_contact_count);
|
|
|
|
|
|
- ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &RigidDynamicBody3D::set_use_custom_integrator);
|
|
|
- ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &RigidDynamicBody3D::is_using_custom_integrator);
|
|
|
+ ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &RigidBody3D::set_use_custom_integrator);
|
|
|
+ ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &RigidBody3D::is_using_custom_integrator);
|
|
|
|
|
|
- ClassDB::bind_method(D_METHOD("set_contact_monitor", "enabled"), &RigidDynamicBody3D::set_contact_monitor);
|
|
|
- ClassDB::bind_method(D_METHOD("is_contact_monitor_enabled"), &RigidDynamicBody3D::is_contact_monitor_enabled);
|
|
|
+ ClassDB::bind_method(D_METHOD("set_contact_monitor", "enabled"), &RigidBody3D::set_contact_monitor);
|
|
|
+ ClassDB::bind_method(D_METHOD("is_contact_monitor_enabled"), &RigidBody3D::is_contact_monitor_enabled);
|
|
|
|
|
|
- ClassDB::bind_method(D_METHOD("set_use_continuous_collision_detection", "enable"), &RigidDynamicBody3D::set_use_continuous_collision_detection);
|
|
|
- ClassDB::bind_method(D_METHOD("is_using_continuous_collision_detection"), &RigidDynamicBody3D::is_using_continuous_collision_detection);
|
|
|
+ ClassDB::bind_method(D_METHOD("set_use_continuous_collision_detection", "enable"), &RigidBody3D::set_use_continuous_collision_detection);
|
|
|
+ ClassDB::bind_method(D_METHOD("is_using_continuous_collision_detection"), &RigidBody3D::is_using_continuous_collision_detection);
|
|
|
|
|
|
- ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidDynamicBody3D::set_axis_velocity);
|
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+ ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidBody3D::set_axis_velocity);
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- ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &RigidDynamicBody3D::apply_central_impulse);
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- ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &RigidDynamicBody3D::apply_impulse, Vector3());
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- ClassDB::bind_method(D_METHOD("apply_torque_impulse", "impulse"), &RigidDynamicBody3D::apply_torque_impulse);
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+ ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &RigidBody3D::apply_central_impulse);
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+ ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &RigidBody3D::apply_impulse, Vector3());
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+ ClassDB::bind_method(D_METHOD("apply_torque_impulse", "impulse"), &RigidBody3D::apply_torque_impulse);
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- ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &RigidDynamicBody3D::apply_central_force);
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- ClassDB::bind_method(D_METHOD("apply_force", "force", "position"), &RigidDynamicBody3D::apply_force, Vector3());
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- ClassDB::bind_method(D_METHOD("apply_torque", "torque"), &RigidDynamicBody3D::apply_torque);
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+ ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &RigidBody3D::apply_central_force);
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+ ClassDB::bind_method(D_METHOD("apply_force", "force", "position"), &RigidBody3D::apply_force, Vector3());
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+ ClassDB::bind_method(D_METHOD("apply_torque", "torque"), &RigidBody3D::apply_torque);
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- ClassDB::bind_method(D_METHOD("add_constant_central_force", "force"), &RigidDynamicBody3D::add_constant_central_force);
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- ClassDB::bind_method(D_METHOD("add_constant_force", "force", "position"), &RigidDynamicBody3D::add_constant_force, Vector3());
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- ClassDB::bind_method(D_METHOD("add_constant_torque", "torque"), &RigidDynamicBody3D::add_constant_torque);
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+ ClassDB::bind_method(D_METHOD("add_constant_central_force", "force"), &RigidBody3D::add_constant_central_force);
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+ ClassDB::bind_method(D_METHOD("add_constant_force", "force", "position"), &RigidBody3D::add_constant_force, Vector3());
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+ ClassDB::bind_method(D_METHOD("add_constant_torque", "torque"), &RigidBody3D::add_constant_torque);
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- ClassDB::bind_method(D_METHOD("set_constant_force", "force"), &RigidDynamicBody3D::set_constant_force);
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- ClassDB::bind_method(D_METHOD("get_constant_force"), &RigidDynamicBody3D::get_constant_force);
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+ ClassDB::bind_method(D_METHOD("set_constant_force", "force"), &RigidBody3D::set_constant_force);
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+ ClassDB::bind_method(D_METHOD("get_constant_force"), &RigidBody3D::get_constant_force);
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- ClassDB::bind_method(D_METHOD("set_constant_torque", "torque"), &RigidDynamicBody3D::set_constant_torque);
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- ClassDB::bind_method(D_METHOD("get_constant_torque"), &RigidDynamicBody3D::get_constant_torque);
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+ ClassDB::bind_method(D_METHOD("set_constant_torque", "torque"), &RigidBody3D::set_constant_torque);
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+ ClassDB::bind_method(D_METHOD("get_constant_torque"), &RigidBody3D::get_constant_torque);
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- ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidDynamicBody3D::set_sleeping);
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- ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidDynamicBody3D::is_sleeping);
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+ ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidBody3D::set_sleeping);
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+ ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidBody3D::is_sleeping);
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- ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidDynamicBody3D::set_can_sleep);
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- ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidDynamicBody3D::is_able_to_sleep);
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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_lock_rotation_enabled", "lock_rotation"), &RigidDynamicBody3D::set_lock_rotation_enabled);
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- ClassDB::bind_method(D_METHOD("is_lock_rotation_enabled"), &RigidDynamicBody3D::is_lock_rotation_enabled);
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+ ClassDB::bind_method(D_METHOD("set_lock_rotation_enabled", "lock_rotation"), &RigidBody3D::set_lock_rotation_enabled);
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+ ClassDB::bind_method(D_METHOD("is_lock_rotation_enabled"), &RigidBody3D::is_lock_rotation_enabled);
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- ClassDB::bind_method(D_METHOD("set_freeze_enabled", "freeze_mode"), &RigidDynamicBody3D::set_freeze_enabled);
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- ClassDB::bind_method(D_METHOD("is_freeze_enabled"), &RigidDynamicBody3D::is_freeze_enabled);
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+ ClassDB::bind_method(D_METHOD("set_freeze_enabled", "freeze_mode"), &RigidBody3D::set_freeze_enabled);
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+ ClassDB::bind_method(D_METHOD("is_freeze_enabled"), &RigidBody3D::is_freeze_enabled);
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- ClassDB::bind_method(D_METHOD("set_freeze_mode", "freeze_mode"), &RigidDynamicBody3D::set_freeze_mode);
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- ClassDB::bind_method(D_METHOD("get_freeze_mode"), &RigidDynamicBody3D::get_freeze_mode);
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+ ClassDB::bind_method(D_METHOD("set_freeze_mode", "freeze_mode"), &RigidBody3D::set_freeze_mode);
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+ ClassDB::bind_method(D_METHOD("get_freeze_mode"), &RigidBody3D::get_freeze_mode);
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- ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidDynamicBody3D::get_colliding_bodies);
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+ ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody3D::get_colliding_bodies);
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GDVIRTUAL_BIND(_integrate_forces, "state");
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@@ -1129,7 +1129,7 @@ void RigidDynamicBody3D::_bind_methods() {
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BIND_ENUM_CONSTANT(DAMP_MODE_REPLACE);
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}
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-void RigidDynamicBody3D::_validate_property(PropertyInfo &p_property) const {
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+void RigidBody3D::_validate_property(PropertyInfo &p_property) const {
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if (center_of_mass_mode != CENTER_OF_MASS_MODE_CUSTOM) {
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if (p_property.name == "center_of_mass") {
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p_property.usage = PROPERTY_USAGE_NO_EDITOR;
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@@ -1137,18 +1137,18 @@ void RigidDynamicBody3D::_validate_property(PropertyInfo &p_property) const {
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}
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}
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-RigidDynamicBody3D::RigidDynamicBody3D() :
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- PhysicsBody3D(PhysicsServer3D::BODY_MODE_DYNAMIC) {
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+RigidBody3D::RigidBody3D() :
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+ PhysicsBody3D(PhysicsServer3D::BODY_MODE_RIGID) {
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PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), this, _body_state_changed_callback);
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}
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-RigidDynamicBody3D::~RigidDynamicBody3D() {
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+RigidBody3D::~RigidBody3D() {
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if (contact_monitor) {
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memdelete(contact_monitor);
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}
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}
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-void RigidDynamicBody3D::_reload_physics_characteristics() {
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+void RigidBody3D::_reload_physics_characteristics() {
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if (physics_material_override.is_null()) {
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PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_BOUNCE, 0);
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PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_FRICTION, 1);
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@@ -3421,7 +3421,7 @@ void PhysicalBone3D::_start_physics_simulation() {
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return;
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}
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reset_to_rest_position();
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- set_body_mode(PhysicsServer3D::BODY_MODE_DYNAMIC);
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+ set_body_mode(PhysicsServer3D::BODY_MODE_RIGID);
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PhysicsServer3D::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer());
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PhysicsServer3D::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask());
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PhysicsServer3D::get_singleton()->body_set_collision_priority(get_rid(), get_collision_priority());
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