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/**************************************************************************/
/* physics_body_3d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* the following conditions: */
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/* The above copyright notice and this permission notice shall be */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/**************************************************************************/
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# include "physics_body_3d.h"
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# include "scene/scene_string_names.h"
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void PhysicsBody3D : : _bind_methods ( ) {
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ClassDB : : bind_method ( D_METHOD ( " move_and_collide " , " motion " , " test_only " , " safe_margin " , " recovery_as_collision " , " max_collisions " ) , & PhysicsBody3D : : _move , DEFVAL ( false ) , DEFVAL ( 0.001 ) , DEFVAL ( false ) , DEFVAL ( 1 ) ) ;
ClassDB : : bind_method ( D_METHOD ( " test_move " , " from " , " motion " , " collision " , " safe_margin " , " recovery_as_collision " , " max_collisions " ) , & PhysicsBody3D : : test_move , DEFVAL ( Variant ( ) ) , DEFVAL ( 0.001 ) , DEFVAL ( false ) , DEFVAL ( 1 ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_axis_lock " , " axis " , " lock " ) , & PhysicsBody3D : : set_axis_lock ) ;
ClassDB : : bind_method ( D_METHOD ( " get_axis_lock " , " axis " ) , & PhysicsBody3D : : get_axis_lock ) ;
ClassDB : : bind_method ( D_METHOD ( " get_collision_exceptions " ) , & PhysicsBody3D : : get_collision_exceptions ) ;
ClassDB : : bind_method ( D_METHOD ( " add_collision_exception_with " , " body " ) , & PhysicsBody3D : : add_collision_exception_with ) ;
ClassDB : : bind_method ( D_METHOD ( " remove_collision_exception_with " , " body " ) , & PhysicsBody3D : : remove_collision_exception_with ) ;
ADD_GROUP ( " Axis Lock " , " axis_lock_ " ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " axis_lock_linear_x " ) , " set_axis_lock " , " get_axis_lock " , PhysicsServer3D : : BODY_AXIS_LINEAR_X ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " axis_lock_linear_y " ) , " set_axis_lock " , " get_axis_lock " , PhysicsServer3D : : BODY_AXIS_LINEAR_Y ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " axis_lock_linear_z " ) , " set_axis_lock " , " get_axis_lock " , PhysicsServer3D : : BODY_AXIS_LINEAR_Z ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " axis_lock_angular_x " ) , " set_axis_lock " , " get_axis_lock " , PhysicsServer3D : : BODY_AXIS_ANGULAR_X ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " axis_lock_angular_y " ) , " set_axis_lock " , " get_axis_lock " , PhysicsServer3D : : BODY_AXIS_ANGULAR_Y ) ;
ADD_PROPERTYI ( PropertyInfo ( Variant : : BOOL , " axis_lock_angular_z " ) , " set_axis_lock " , " get_axis_lock " , PhysicsServer3D : : BODY_AXIS_ANGULAR_Z ) ;
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}
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PhysicsBody3D : : PhysicsBody3D ( PhysicsServer3D : : BodyMode p_mode ) :
CollisionObject3D ( PhysicsServer3D : : get_singleton ( ) - > body_create ( ) , false ) {
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set_body_mode ( p_mode ) ;
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}
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PhysicsBody3D : : ~ PhysicsBody3D ( ) {
if ( motion_cache . is_valid ( ) ) {
motion_cache - > owner = nullptr ;
}
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}
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TypedArray < PhysicsBody3D > PhysicsBody3D : : get_collision_exceptions ( ) {
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List < RID > exceptions ;
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PhysicsServer3D : : get_singleton ( ) - > body_get_collision_exceptions ( get_rid ( ) , & exceptions ) ;
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Array ret ;
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for ( const RID & body : exceptions ) {
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ObjectID instance_id = PhysicsServer3D : : get_singleton ( ) - > body_get_object_instance_id ( body ) ;
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Object * obj = ObjectDB : : get_instance ( instance_id ) ;
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PhysicsBody3D * physics_body = Object : : cast_to < PhysicsBody3D > ( obj ) ;
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ret . append ( physics_body ) ;
}
return ret ;
}
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void PhysicsBody3D : : add_collision_exception_with ( Node * p_node ) {
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ERR_FAIL_NULL ( p_node ) ;
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CollisionObject3D * collision_object = Object : : cast_to < CollisionObject3D > ( p_node ) ;
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ERR_FAIL_NULL_MSG ( collision_object , " Collision exception only works between two nodes that inherit from CollisionObject3D (such as Area3D or PhysicsBody3D). " ) ;
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PhysicsServer3D : : get_singleton ( ) - > body_add_collision_exception ( get_rid ( ) , collision_object - > get_rid ( ) ) ;
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}
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void PhysicsBody3D : : remove_collision_exception_with ( Node * p_node ) {
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ERR_FAIL_NULL ( p_node ) ;
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CollisionObject3D * collision_object = Object : : cast_to < CollisionObject3D > ( p_node ) ;
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ERR_FAIL_NULL_MSG ( collision_object , " Collision exception only works between two nodes that inherit from CollisionObject3D (such as Area3D or PhysicsBody3D). " ) ;
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PhysicsServer3D : : get_singleton ( ) - > body_remove_collision_exception ( get_rid ( ) , collision_object - > get_rid ( ) ) ;
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}
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Ref < KinematicCollision3D > PhysicsBody3D : : _move ( const Vector3 & p_motion , bool p_test_only , real_t p_margin , bool p_recovery_as_collision , int p_max_collisions ) {
PhysicsServer3D : : MotionParameters parameters ( get_global_transform ( ) , p_motion , p_margin ) ;
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parameters . max_collisions = p_max_collisions ;
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parameters . recovery_as_collision = p_recovery_as_collision ;
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PhysicsServer3D : : MotionResult result ;
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if ( move_and_collide ( parameters , result , p_test_only ) ) {
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// Create a new instance when the cached reference is invalid or still in use in script.
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if ( motion_cache . is_null ( ) | | motion_cache - > get_reference_count ( ) > 1 ) {
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motion_cache . instantiate ( ) ;
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motion_cache - > owner = this ;
}
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motion_cache - > result = result ;
return motion_cache ;
}
return Ref < KinematicCollision3D > ( ) ;
}
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bool PhysicsBody3D : : move_and_collide ( const PhysicsServer3D : : MotionParameters & p_parameters , PhysicsServer3D : : MotionResult & r_result , bool p_test_only , bool p_cancel_sliding ) {
bool colliding = PhysicsServer3D : : get_singleton ( ) - > body_test_motion ( get_rid ( ) , p_parameters , & r_result ) ;
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// Restore direction of motion to be along original motion,
// in order to avoid sliding due to recovery,
// but only if collision depth is low enough to avoid tunneling.
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if ( p_cancel_sliding ) {
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real_t motion_length = p_parameters . motion . length ( ) ;
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real_t precision = 0.001 ;
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if ( colliding ) {
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// Can't just use margin as a threshold because collision depth is calculated on unsafe motion,
// so even in normal resting cases the depth can be a bit more than the margin.
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precision + = motion_length * ( r_result . collision_unsafe_fraction - r_result . collision_safe_fraction ) ;
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if ( r_result . collisions [ 0 ] . depth > p_parameters . margin + precision ) {
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p_cancel_sliding = false ;
}
}
if ( p_cancel_sliding ) {
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// When motion is null, recovery is the resulting motion.
Vector3 motion_normal ;
if ( motion_length > CMP_EPSILON ) {
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motion_normal = p_parameters . motion / motion_length ;
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}
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// Check depth of recovery.
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real_t projected_length = r_result . travel . dot ( motion_normal ) ;
Vector3 recovery = r_result . travel - motion_normal * projected_length ;
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real_t recovery_length = recovery . length ( ) ;
// Fixes cases where canceling slide causes the motion to go too deep into the ground,
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// because we're only taking rest information into account and not general recovery.
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if ( recovery_length < p_parameters . margin + precision ) {
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// Apply adjustment to motion.
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r_result . travel = motion_normal * projected_length ;
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r_result . remainder = p_parameters . motion - r_result . travel ;
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}
}
}
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for ( int i = 0 ; i < 3 ; i + + ) {
if ( locked_axis & ( 1 < < i ) ) {
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r_result . travel [ i ] = 0 ;
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}
}
if ( ! p_test_only ) {
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Transform3D gt = p_parameters . from ;
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gt . origin + = r_result . travel ;
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set_global_transform ( gt ) ;
}
return colliding ;
}
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bool PhysicsBody3D : : test_move ( const Transform3D & p_from , const Vector3 & p_motion , const Ref < KinematicCollision3D > & r_collision , real_t p_margin , bool p_recovery_as_collision , int p_max_collisions ) {
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ERR_FAIL_COND_V ( ! is_inside_tree ( ) , false ) ;
PhysicsServer3D : : MotionResult * r = nullptr ;
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PhysicsServer3D : : MotionResult temp_result ;
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if ( r_collision . is_valid ( ) ) {
// Needs const_cast because method bindings don't support non-const Ref.
r = const_cast < PhysicsServer3D : : MotionResult * > ( & r_collision - > result ) ;
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} else {
r = & temp_result ;
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}
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PhysicsServer3D : : MotionParameters parameters ( p_from , p_motion , p_margin ) ;
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parameters . recovery_as_collision = p_recovery_as_collision ;
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return PhysicsServer3D : : get_singleton ( ) - > body_test_motion ( get_rid ( ) , parameters , r ) ;
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}
void PhysicsBody3D : : set_axis_lock ( PhysicsServer3D : : BodyAxis p_axis , bool p_lock ) {
if ( p_lock ) {
locked_axis | = p_axis ;
} else {
locked_axis & = ( ~ p_axis ) ;
}
PhysicsServer3D : : get_singleton ( ) - > body_set_axis_lock ( get_rid ( ) , p_axis , p_lock ) ;
}
bool PhysicsBody3D : : get_axis_lock ( PhysicsServer3D : : BodyAxis p_axis ) const {
return ( locked_axis & p_axis ) ;
}
Vector3 PhysicsBody3D : : get_linear_velocity ( ) const {
return Vector3 ( ) ;
}
Vector3 PhysicsBody3D : : get_angular_velocity ( ) const {
return Vector3 ( ) ;
}
real_t PhysicsBody3D : : get_inverse_mass ( ) const {
return 0 ;
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}
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void StaticBody3D : : set_physics_material_override ( const Ref < PhysicsMaterial > & p_physics_material_override ) {
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if ( physics_material_override . is_valid ( ) ) {
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physics_material_override - > disconnect_changed ( callable_mp ( this , & StaticBody3D : : _reload_physics_characteristics ) ) ;
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}
physics_material_override = p_physics_material_override ;
if ( physics_material_override . is_valid ( ) ) {
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physics_material_override - > connect_changed ( callable_mp ( this , & StaticBody3D : : _reload_physics_characteristics ) ) ;
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}
_reload_physics_characteristics ( ) ;
}
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Ref < PhysicsMaterial > StaticBody3D : : get_physics_material_override ( ) const {
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return physics_material_override ;
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}
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void StaticBody3D : : set_constant_linear_velocity ( const Vector3 & p_vel ) {
constant_linear_velocity = p_vel ;
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PhysicsServer3D : : get_singleton ( ) - > body_set_state ( get_rid ( ) , PhysicsServer3D : : BODY_STATE_LINEAR_VELOCITY , constant_linear_velocity ) ;
}
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void StaticBody3D : : set_constant_angular_velocity ( const Vector3 & p_vel ) {
constant_angular_velocity = p_vel ;
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PhysicsServer3D : : get_singleton ( ) - > body_set_state ( get_rid ( ) , PhysicsServer3D : : BODY_STATE_ANGULAR_VELOCITY , constant_angular_velocity ) ;
}
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Vector3 StaticBody3D : : get_constant_linear_velocity ( ) const {
return constant_linear_velocity ;
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}
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Vector3 StaticBody3D : : get_constant_angular_velocity ( ) const {
return constant_angular_velocity ;
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}
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void StaticBody3D : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_constant_linear_velocity " , " vel " ) , & StaticBody3D : : set_constant_linear_velocity ) ;
ClassDB : : bind_method ( D_METHOD ( " set_constant_angular_velocity " , " vel " ) , & StaticBody3D : : set_constant_angular_velocity ) ;
ClassDB : : bind_method ( D_METHOD ( " get_constant_linear_velocity " ) , & StaticBody3D : : get_constant_linear_velocity ) ;
ClassDB : : bind_method ( D_METHOD ( " get_constant_angular_velocity " ) , & StaticBody3D : : get_constant_angular_velocity ) ;
ClassDB : : bind_method ( D_METHOD ( " set_physics_material_override " , " physics_material_override " ) , & StaticBody3D : : set_physics_material_override ) ;
ClassDB : : bind_method ( D_METHOD ( " get_physics_material_override " ) , & StaticBody3D : : get_physics_material_override ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " physics_material_override " , PROPERTY_HINT_RESOURCE_TYPE , " PhysicsMaterial " ) , " set_physics_material_override " , " get_physics_material_override " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR3 , " constant_linear_velocity " , PROPERTY_HINT_NONE , " suffix:m/s " ) , " set_constant_linear_velocity " , " get_constant_linear_velocity " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR3 , " constant_angular_velocity " , PROPERTY_HINT_NONE , U " radians,suffix: \u00B0 /s " ) , " set_constant_angular_velocity " , " get_constant_angular_velocity " ) ;
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}
StaticBody3D : : StaticBody3D ( PhysicsServer3D : : BodyMode p_mode ) :
PhysicsBody3D ( p_mode ) {
}
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void StaticBody3D : : _reload_physics_characteristics ( ) {
if ( physics_material_override . is_null ( ) ) {
PhysicsServer3D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer3D : : BODY_PARAM_BOUNCE , 0 ) ;
PhysicsServer3D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer3D : : BODY_PARAM_FRICTION , 1 ) ;
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} else {
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PhysicsServer3D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer3D : : BODY_PARAM_BOUNCE , physics_material_override - > computed_bounce ( ) ) ;
PhysicsServer3D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer3D : : BODY_PARAM_FRICTION , physics_material_override - > computed_friction ( ) ) ;
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}
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}
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Vector3 AnimatableBody3D : : get_linear_velocity ( ) const {
return linear_velocity ;
}
Vector3 AnimatableBody3D : : get_angular_velocity ( ) const {
return angular_velocity ;
}
void AnimatableBody3D : : set_sync_to_physics ( bool p_enable ) {
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if ( sync_to_physics = = p_enable ) {
return ;
}
sync_to_physics = p_enable ;
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_update_kinematic_motion ( ) ;
}
bool AnimatableBody3D : : is_sync_to_physics_enabled ( ) const {
return sync_to_physics ;
}
void AnimatableBody3D : : _update_kinematic_motion ( ) {
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# ifdef TOOLS_ENABLED
if ( Engine : : get_singleton ( ) - > is_editor_hint ( ) ) {
return ;
}
# endif
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if ( sync_to_physics ) {
set_only_update_transform_changes ( true ) ;
set_notify_local_transform ( true ) ;
} else {
set_only_update_transform_changes ( false ) ;
set_notify_local_transform ( false ) ;
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}
}
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void AnimatableBody3D : : _body_state_changed ( PhysicsDirectBodyState3D * p_state ) {
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linear_velocity = p_state - > get_linear_velocity ( ) ;
angular_velocity = p_state - > get_angular_velocity ( ) ;
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if ( ! sync_to_physics ) {
return ;
}
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last_valid_transform = p_state - > get_transform ( ) ;
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set_notify_local_transform ( false ) ;
set_global_transform ( last_valid_transform ) ;
set_notify_local_transform ( true ) ;
_on_transform_changed ( ) ;
}
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void AnimatableBody3D : : _notification ( int p_what ) {
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# ifdef TOOLS_ENABLED
if ( Engine : : get_singleton ( ) - > is_editor_hint ( ) ) {
return ;
}
# endif
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switch ( p_what ) {
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case NOTIFICATION_ENTER_TREE : {
last_valid_transform = get_global_transform ( ) ;
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_update_kinematic_motion ( ) ;
} break ;
case NOTIFICATION_EXIT_TREE : {
set_only_update_transform_changes ( false ) ;
set_notify_local_transform ( false ) ;
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} break ;
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED : {
// Used by sync to physics, send the new transform to the physics...
Transform3D new_transform = get_global_transform ( ) ;
PhysicsServer3D : : get_singleton ( ) - > body_set_state ( get_rid ( ) , PhysicsServer3D : : BODY_STATE_TRANSFORM , new_transform ) ;
// ... but then revert changes.
set_notify_local_transform ( false ) ;
set_global_transform ( last_valid_transform ) ;
set_notify_local_transform ( true ) ;
_on_transform_changed ( ) ;
} break ;
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}
}
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void AnimatableBody3D : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_sync_to_physics " , " enable " ) , & AnimatableBody3D : : set_sync_to_physics ) ;
ClassDB : : bind_method ( D_METHOD ( " is_sync_to_physics_enabled " ) , & AnimatableBody3D : : is_sync_to_physics_enabled ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " sync_to_physics " ) , " set_sync_to_physics " , " is_sync_to_physics_enabled " ) ;
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}
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AnimatableBody3D : : AnimatableBody3D ( ) :
StaticBody3D ( PhysicsServer3D : : BODY_MODE_KINEMATIC ) {
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PhysicsServer3D : : get_singleton ( ) - > body_set_state_sync_callback ( get_rid ( ) , callable_mp ( this , & AnimatableBody3D : : _body_state_changed ) ) ;
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}
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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_NULL ( node ) ;
ERR_FAIL_NULL ( contact_monitor ) ;
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HashMap < ObjectID , BodyState > : : Iterator E = contact_monitor - > body_map . find ( p_id ) ;
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ERR_FAIL_COND ( ! E ) ;
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ERR_FAIL_COND ( E - > value . in_tree ) ;
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E - > value . in_tree = true ;
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contact_monitor - > locked = true ;
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emit_signal ( SceneStringNames : : get_singleton ( ) - > body_entered , node ) ;
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for ( int i = 0 ; i < E - > value . shapes . size ( ) ; i + + ) {
emit_signal ( SceneStringNames : : get_singleton ( ) - > body_shape_entered , E - > value . rid , node , E - > value . shapes [ i ] . body_shape , E - > value . shapes [ i ] . local_shape ) ;
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}
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contact_monitor - > locked = false ;
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}
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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_NULL ( node ) ;
ERR_FAIL_NULL ( contact_monitor ) ;
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HashMap < ObjectID , BodyState > : : Iterator E = contact_monitor - > body_map . find ( p_id ) ;
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ERR_FAIL_COND ( ! E ) ;
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ERR_FAIL_COND ( ! E - > value . in_tree ) ;
E - > value . in_tree = false ;
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contact_monitor - > locked = true ;
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emit_signal ( SceneStringNames : : get_singleton ( ) - > body_exited , node ) ;
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for ( int i = 0 ; i < E - > value . shapes . size ( ) ; i + + ) {
emit_signal ( SceneStringNames : : get_singleton ( ) - > body_shape_exited , E - > value . rid , node , E - > value . shapes [ i ] . body_shape , E - > value . shapes [ i ] . local_shape ) ;
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}
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contact_monitor - > locked = false ;
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}
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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 ;
ObjectID objid = p_instance ;
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Object * obj = ObjectDB : : get_instance ( objid ) ;
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Node * node = Object : : cast_to < Node > ( obj ) ;
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ERR_FAIL_NULL ( contact_monitor ) ;
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HashMap < ObjectID , BodyState > : : Iterator E = contact_monitor - > body_map . find ( objid ) ;
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ERR_FAIL_COND ( ! body_in & & ! E ) ;
if ( body_in ) {
if ( ! E ) {
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E = contact_monitor - > body_map . insert ( objid , BodyState ( ) ) ;
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E - > value . rid = p_body ;
//E->value.rc=0;
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 , & RigidBody3D : : _body_enter_tree ) . bind ( objid ) ) ;
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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//E->value.rc++;
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if ( node ) {
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E - > value . shapes . insert ( ShapePair ( p_body_shape , p_local_shape ) ) ;
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}
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if ( E - > value . in_tree ) {
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emit_signal ( SceneStringNames : : get_singleton ( ) - > body_shape_entered , p_body , node , p_body_shape , p_local_shape ) ;
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}
} else {
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//E->value.rc--;
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if ( node ) {
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E - > value . shapes . erase ( ShapePair ( p_body_shape , p_local_shape ) ) ;
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}
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bool in_tree = E - > value . in_tree ;
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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 , & RigidBody3D : : _body_enter_tree ) ) ;
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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}
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contact_monitor - > body_map . remove ( E ) ;
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}
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if ( node & & in_tree ) {
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emit_signal ( SceneStringNames : : get_singleton ( ) - > body_shape_exited , p_body , obj , p_body_shape , p_local_shape ) ;
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}
}
}
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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 ;
int local_shape = 0 ;
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} ;
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void RigidBody3D : : _sync_body_state ( PhysicsDirectBodyState3D * p_state ) {
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set_global_transform ( p_state - > get_transform ( ) ) ;
linear_velocity = p_state - > get_linear_velocity ( ) ;
angular_velocity = p_state - > get_angular_velocity ( ) ;
inverse_inertia_tensor = p_state - > get_inverse_inertia_tensor ( ) ;
if ( sleeping ! = p_state - > is_sleeping ( ) ) {
sleeping = p_state - > is_sleeping ( ) ;
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emit_signal ( SceneStringNames : : get_singleton ( ) - > sleeping_state_changed ) ;
}
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}
void RigidBody3D : : _body_state_changed ( PhysicsDirectBodyState3D * p_state ) {
lock_callback ( ) ;
set_ignore_transform_notification ( true ) ;
_sync_body_state ( p_state ) ;
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GDVIRTUAL_CALL ( _integrate_forces , p_state ) ;
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_sync_body_state ( p_state ) ;
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set_ignore_transform_notification ( false ) ;
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_on_transform_changed ( ) ;
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if ( contact_monitor ) {
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contact_monitor - > locked = true ;
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//untag all
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int rc = 0 ;
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for ( KeyValue < ObjectID , BodyState > & E : contact_monitor - > body_map ) {
for ( int i = 0 ; i < E . value . shapes . size ( ) ; i + + ) {
E . value . shapes [ i ] . tagged = false ;
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rc + + ;
}
}
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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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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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for ( int i = 0 ; i < p_state - > get_contact_count ( ) ; i + + ) {
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RID col_rid = p_state - > get_contact_collider ( i ) ;
ObjectID col_obj = p_state - > get_contact_collider_id ( i ) ;
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int local_shape = p_state - > get_contact_local_shape ( i ) ;
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int col_shape = p_state - > get_contact_collider_shape ( i ) ;
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HashMap < ObjectID , BodyState > : : Iterator E = contact_monitor - > body_map . find ( col_obj ) ;
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if ( ! E ) {
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toadd [ toadd_count ] . rid = col_rid ;
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toadd [ toadd_count ] . local_shape = local_shape ;
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toadd [ toadd_count ] . id = col_obj ;
toadd [ toadd_count ] . shape = col_shape ;
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toadd_count + + ;
continue ;
}
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ShapePair sp ( col_shape , local_shape ) ;
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int idx = E - > value . shapes . find ( sp ) ;
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if ( idx = = - 1 ) {
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toadd [ toadd_count ] . rid = col_rid ;
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toadd [ toadd_count ] . local_shape = local_shape ;
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toadd [ toadd_count ] . id = col_obj ;
toadd [ toadd_count ] . shape = col_shape ;
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toadd_count + + ;
continue ;
}
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E - > value . shapes [ idx ] . tagged = true ;
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}
//put the ones to remove
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for ( const KeyValue < ObjectID , BodyState > & E : contact_monitor - > body_map ) {
for ( int i = 0 ; i < E . value . shapes . size ( ) ; i + + ) {
if ( ! E . value . shapes [ i ] . tagged ) {
toremove [ toremove_count ] . rid = E . value . rid ;
toremove [ toremove_count ] . body_id = E . key ;
toremove [ toremove_count ] . pair = E . value . shapes [ i ] ;
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toremove_count + + ;
}
}
}
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//process removals
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for ( int i = 0 ; i < toremove_count ; i + + ) {
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_body_inout ( 0 , toremove [ i ] . rid , toremove [ i ] . body_id , toremove [ i ] . pair . body_shape , toremove [ i ] . pair . local_shape ) ;
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}
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//process additions
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for ( int i = 0 ; i < toadd_count ; i + + ) {
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_body_inout ( 1 , toremove [ i ] . rid , toadd [ i ] . id , toadd [ i ] . shape , toadd [ i ] . local_shape ) ;
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}
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contact_monitor - > locked = false ;
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}
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unlock_callback ( ) ;
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}
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void RigidBody3D : : _notification ( int p_what ) {
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# ifdef TOOLS_ENABLED
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switch ( p_what ) {
case NOTIFICATION_ENTER_TREE : {
if ( Engine : : get_singleton ( ) - > is_editor_hint ( ) ) {
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set_notify_local_transform ( true ) ; // Used for warnings and only in editor.
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}
} break ;
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case NOTIFICATION_LOCAL_TRANSFORM_CHANGED : {
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update_configuration_warnings ( ) ;
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} break ;
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}
# endif
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}
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void RigidBody3D : : _apply_body_mode ( ) {
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if ( freeze ) {
switch ( freeze_mode ) {
case FREEZE_MODE_STATIC : {
set_body_mode ( PhysicsServer3D : : BODY_MODE_STATIC ) ;
} break ;
case FREEZE_MODE_KINEMATIC : {
set_body_mode ( PhysicsServer3D : : BODY_MODE_KINEMATIC ) ;
} break ;
}
} else if ( lock_rotation ) {
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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_RIGID ) ;
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}
}
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void RigidBody3D : : set_lock_rotation_enabled ( bool p_lock_rotation ) {
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if ( p_lock_rotation = = lock_rotation ) {
return ;
}
lock_rotation = p_lock_rotation ;
_apply_body_mode ( ) ;
}
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bool RigidBody3D : : is_lock_rotation_enabled ( ) const {
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return lock_rotation ;
}
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void RigidBody3D : : set_freeze_enabled ( bool p_freeze ) {
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if ( p_freeze = = freeze ) {
return ;
}
freeze = p_freeze ;
_apply_body_mode ( ) ;
}
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bool RigidBody3D : : is_freeze_enabled ( ) const {
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return freeze ;
}
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void RigidBody3D : : set_freeze_mode ( FreezeMode p_freeze_mode ) {
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if ( p_freeze_mode = = freeze_mode ) {
return ;
}
freeze_mode = p_freeze_mode ;
_apply_body_mode ( ) ;
}
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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 RigidBody3D : : set_mass ( real_t p_mass ) {
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ERR_FAIL_COND ( p_mass < = 0 ) ;
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 RigidBody3D : : get_mass ( ) const {
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return mass ;
}
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void RigidBody3D : : set_inertia ( const Vector3 & p_inertia ) {
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ERR_FAIL_COND ( p_inertia . x < 0 ) ;
ERR_FAIL_COND ( p_inertia . y < 0 ) ;
ERR_FAIL_COND ( p_inertia . z < 0 ) ;
inertia = p_inertia ;
PhysicsServer3D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer3D : : BODY_PARAM_INERTIA , inertia ) ;
}
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const Vector3 & RigidBody3D : : get_inertia ( ) const {
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return inertia ;
}
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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 ) {
return ;
}
center_of_mass_mode = p_mode ;
switch ( center_of_mass_mode ) {
case CENTER_OF_MASS_MODE_AUTO : {
center_of_mass = Vector3 ( ) ;
PhysicsServer3D : : get_singleton ( ) - > body_reset_mass_properties ( get_rid ( ) ) ;
if ( inertia ! = Vector3 ( ) ) {
PhysicsServer3D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer3D : : BODY_PARAM_INERTIA , inertia ) ;
}
} break ;
case CENTER_OF_MASS_MODE_CUSTOM : {
PhysicsServer3D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer3D : : BODY_PARAM_CENTER_OF_MASS , center_of_mass ) ;
} break ;
}
}
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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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void RigidBody3D : : set_center_of_mass ( const Vector3 & p_center_of_mass ) {
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if ( center_of_mass = = p_center_of_mass ) {
return ;
}
ERR_FAIL_COND ( center_of_mass_mode ! = CENTER_OF_MASS_MODE_CUSTOM ) ;
center_of_mass = p_center_of_mass ;
PhysicsServer3D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer3D : : BODY_PARAM_CENTER_OF_MASS , center_of_mass ) ;
}
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const Vector3 & RigidBody3D : : get_center_of_mass ( ) const {
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return center_of_mass ;
}
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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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physics_material_override - > disconnect_changed ( callable_mp ( this , & RigidBody3D : : _reload_physics_characteristics ) ) ;
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}
physics_material_override = p_physics_material_override ;
if ( physics_material_override . is_valid ( ) ) {
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physics_material_override - > connect_changed ( callable_mp ( this , & RigidBody3D : : _reload_physics_characteristics ) ) ;
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}
_reload_physics_characteristics ( ) ;
}
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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 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 RigidBody3D : : get_gravity_scale ( ) const {
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return gravity_scale ;
}
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void RigidBody3D : : set_linear_damp_mode ( DampMode p_mode ) {
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linear_damp_mode = p_mode ;
PhysicsServer3D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer3D : : BODY_PARAM_LINEAR_DAMP_MODE , linear_damp_mode ) ;
}
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RigidBody3D : : DampMode RigidBody3D : : get_linear_damp_mode ( ) const {
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return linear_damp_mode ;
}
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void RigidBody3D : : set_angular_damp_mode ( DampMode p_mode ) {
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angular_damp_mode = p_mode ;
PhysicsServer3D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer3D : : BODY_PARAM_ANGULAR_DAMP_MODE , angular_damp_mode ) ;
}
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RigidBody3D : : DampMode RigidBody3D : : get_angular_damp_mode ( ) const {
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return angular_damp_mode ;
}
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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 RigidBody3D : : get_linear_damp ( ) const {
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return linear_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 RigidBody3D : : get_angular_damp ( ) const {
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return angular_damp ;
}
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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 ) ;
linear_velocity + = p_axis ;
PhysicsServer3D : : get_singleton ( ) - > body_set_state ( get_rid ( ) , PhysicsServer3D : : BODY_STATE_LINEAR_VELOCITY , linear_velocity ) ;
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}
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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 RigidBody3D : : get_linear_velocity ( ) const {
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return linear_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 RigidBody3D : : get_angular_velocity ( ) const {
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return angular_velocity ;
}
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Basis RigidBody3D : : get_inverse_inertia_tensor ( ) const {
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return inverse_inertia_tensor ;
}
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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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custom_integrator = 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 RigidBody3D : : is_using_custom_integrator ( ) {
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return custom_integrator ;
}
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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 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 RigidBody3D : : is_able_to_sleep ( ) const {
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return can_sleep ;
}
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bool RigidBody3D : : is_sleeping ( ) const {
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return sleeping ;
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}
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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 RigidBody3D : : get_max_contacts_reported ( ) const {
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return max_contacts_reported ;
}
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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 ( ) ) ;
ERR_FAIL_NULL_V ( bs , 0 ) ;
return bs - > get_contact_count ( ) ;
}
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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 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 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 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 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 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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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 RigidBody3D : : add_constant_force ( const Vector3 & p_force , const Vector3 & p_position ) {
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PhysicsServer3D * singleton = PhysicsServer3D : : get_singleton ( ) ;
singleton - > body_add_constant_force ( get_rid ( ) , p_force , p_position ) ;
}
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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 ) ;
}
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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 RigidBody3D : : get_constant_force ( ) const {
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return PhysicsServer3D : : get_singleton ( ) - > body_get_constant_force ( get_rid ( ) ) ;
}
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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 ) ;
}
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Vector3 RigidBody3D : : get_constant_torque ( ) const {
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return PhysicsServer3D : : get_singleton ( ) - > body_get_constant_torque ( get_rid ( ) ) ;
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}
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void RigidBody3D : : set_use_continuous_collision_detection ( bool p_enable ) {
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ccd = p_enable ;
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PhysicsServer3D : : get_singleton ( ) - > body_set_enable_continuous_collision_detection ( get_rid ( ) , p_enable ) ;
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}
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bool RigidBody3D : : is_using_continuous_collision_detection ( ) const {
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return ccd ;
}
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void RigidBody3D : : set_contact_monitor ( bool p_enabled ) {
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if ( p_enabled = = is_contact_monitor_enabled ( ) ) {
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return ;
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}
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if ( ! p_enabled ) {
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ERR_FAIL_COND_MSG ( contact_monitor - > locked , " Can't disable contact monitoring during in/out callback. Use call_deferred( \" set_contact_monitor \" , false) instead. " ) ;
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for ( const KeyValue < ObjectID , BodyState > & E : contact_monitor - > body_map ) {
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//clean up mess
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Object * obj = ObjectDB : : get_instance ( E . key ) ;
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Node * node = Object : : cast_to < Node > ( obj ) ;
if ( node ) {
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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 ) ) ;
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}
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}
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memdelete ( contact_monitor ) ;
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contact_monitor = nullptr ;
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} else {
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contact_monitor = memnew ( ContactMonitor ) ;
contact_monitor - > locked = false ;
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}
}
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bool RigidBody3D : : is_contact_monitor_enabled ( ) const {
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return contact_monitor ! = nullptr ;
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}
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TypedArray < Node3D > RigidBody3D : : get_colliding_bodies ( ) const {
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ERR_FAIL_NULL_V ( contact_monitor , TypedArray < Node3D > ( ) ) ;
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TypedArray < Node3D > ret ;
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ret . resize ( contact_monitor - > body_map . size ( ) ) ;
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int idx = 0 ;
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for ( const KeyValue < ObjectID , BodyState > & E : contact_monitor - > body_map ) {
Object * obj = ObjectDB : : get_instance ( E . key ) ;
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if ( ! obj ) {
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ret . resize ( ret . size ( ) - 1 ) ; //ops
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} else {
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ret [ idx + + ] = obj ;
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}
}
return ret ;
}
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PackedStringArray RigidBody3D : : get_configuration_warnings ( ) const {
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PackedStringArray warnings = CollisionObject3D : : get_configuration_warnings ( ) ;
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Vector3 scale = get_transform ( ) . get_basis ( ) . get_scale ( ) ;
if ( ABS ( scale . x - 1.0 ) > 0.05 | | ABS ( scale . y - 1.0 ) > 0.05 | | ABS ( scale . z - 1.0 ) > 0.05 ) {
warnings . push_back ( RTR ( " Scale changes to RigidBody3D will be overridden by the physics engine when running. \n Please change the size in children collision shapes instead. " ) ) ;
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}
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return warnings ;
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}
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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 ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_inertia " , " inertia " ) , & RigidBody3D : : set_inertia ) ;
ClassDB : : bind_method ( D_METHOD ( " get_inertia " ) , & RigidBody3D : : get_inertia ) ;
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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 ) ;
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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 ) ;
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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 ) ;
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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 ) ;
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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 ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_inverse_inertia_tensor " ) , & RigidBody3D : : get_inverse_inertia_tensor ) ;
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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 ) ;
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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 ) ;
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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 ) ;
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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 ) ;
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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 ) ;
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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 ) ;
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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 ) ;
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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 ) ;
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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 ) ;
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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 " ) , & RigidBody3D : : apply_central_impulse ) ;
ClassDB : : bind_method ( D_METHOD ( " apply_impulse " , " impulse " , " position " ) , & RigidBody3D : : apply_impulse , Vector3 ( ) ) ;
ClassDB : : bind_method ( D_METHOD ( " apply_torque_impulse " , " impulse " ) , & RigidBody3D : : apply_torque_impulse ) ;
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ClassDB : : bind_method ( D_METHOD ( " apply_central_force " , " force " ) , & RigidBody3D : : apply_central_force ) ;
ClassDB : : bind_method ( D_METHOD ( " apply_force " , " force " , " position " ) , & RigidBody3D : : apply_force , Vector3 ( ) ) ;
ClassDB : : bind_method ( D_METHOD ( " apply_torque " , " torque " ) , & RigidBody3D : : apply_torque ) ;
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ClassDB : : bind_method ( D_METHOD ( " add_constant_central_force " , " force " ) , & RigidBody3D : : add_constant_central_force ) ;
ClassDB : : bind_method ( D_METHOD ( " add_constant_force " , " force " , " position " ) , & RigidBody3D : : add_constant_force , Vector3 ( ) ) ;
ClassDB : : bind_method ( D_METHOD ( " add_constant_torque " , " torque " ) , & RigidBody3D : : add_constant_torque ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_constant_force " , " force " ) , & RigidBody3D : : set_constant_force ) ;
ClassDB : : bind_method ( D_METHOD ( " get_constant_force " ) , & RigidBody3D : : get_constant_force ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_constant_torque " , " torque " ) , & RigidBody3D : : set_constant_torque ) ;
ClassDB : : bind_method ( D_METHOD ( " get_constant_torque " ) , & RigidBody3D : : get_constant_torque ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_sleeping " , " sleeping " ) , & RigidBody3D : : set_sleeping ) ;
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 " ) , & RigidBody3D : : set_can_sleep ) ;
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 " ) , & RigidBody3D : : set_lock_rotation_enabled ) ;
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 " ) , & RigidBody3D : : set_freeze_enabled ) ;
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 " ) , & RigidBody3D : : set_freeze_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " get_freeze_mode " ) , & RigidBody3D : : get_freeze_mode ) ;
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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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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " mass " , PROPERTY_HINT_RANGE , " 0.01,1000,0.01,or_greater,exp,suffix:kg " ) , " set_mass " , " get_mass " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR3 , " inertia " , PROPERTY_HINT_RANGE , U " 0,1000,0.01,or_greater,exp,suffix:kg \u22C5 m \u00B2 " ) , " set_inertia " , " get_inertia " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " center_of_mass_mode " , PROPERTY_HINT_ENUM , " Auto,Custom " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED ) , " set_center_of_mass_mode " , " get_center_of_mass_mode " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR3 , " center_of_mass " , PROPERTY_HINT_RANGE , " -10,10,0.01,or_less,or_greater,suffix:m " ) , " set_center_of_mass " , " get_center_of_mass " ) ;
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ADD_LINKED_PROPERTY ( " center_of_mass_mode " , " center_of_mass " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " physics_material_override " , PROPERTY_HINT_RESOURCE_TYPE , " PhysicsMaterial " ) , " set_physics_material_override " , " get_physics_material_override " ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " gravity_scale " , PROPERTY_HINT_RANGE , " -128,128,0.01 " ) , " set_gravity_scale " , " get_gravity_scale " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " custom_integrator " ) , " set_use_custom_integrator " , " is_using_custom_integrator " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " continuous_cd " ) , " set_use_continuous_collision_detection " , " is_using_continuous_collision_detection " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " max_contacts_reported " , PROPERTY_HINT_RANGE , " 0,64,1,or_greater " ) , " set_max_contacts_reported " , " get_max_contacts_reported " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " contact_monitor " ) , " set_contact_monitor " , " is_contact_monitor_enabled " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " sleeping " ) , " set_sleeping " , " is_sleeping " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " can_sleep " ) , " set_can_sleep " , " is_able_to_sleep " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " lock_rotation " ) , " set_lock_rotation_enabled " , " is_lock_rotation_enabled " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " freeze " ) , " set_freeze_enabled " , " is_freeze_enabled " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " freeze_mode " , PROPERTY_HINT_ENUM , " Static,Kinematic " ) , " set_freeze_mode " , " get_freeze_mode " ) ;
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ADD_GROUP ( " Linear " , " linear_ " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR3 , " linear_velocity " , PROPERTY_HINT_NONE , " suffix:m/s " ) , " set_linear_velocity " , " get_linear_velocity " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " linear_damp_mode " , PROPERTY_HINT_ENUM , " Combine,Replace " ) , " set_linear_damp_mode " , " get_linear_damp_mode " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " linear_damp " , PROPERTY_HINT_RANGE , " 0,100,0.001,or_greater " ) , " set_linear_damp " , " get_linear_damp " ) ;
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ADD_GROUP ( " Angular " , " angular_ " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR3 , " angular_velocity " , PROPERTY_HINT_NONE , U " radians,suffix: \u00B0 /s " ) , " set_angular_velocity " , " get_angular_velocity " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " angular_damp_mode " , PROPERTY_HINT_ENUM , " Combine,Replace " ) , " set_angular_damp_mode " , " get_angular_damp_mode " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " angular_damp " , PROPERTY_HINT_RANGE , " 0,100,0.001,or_greater " ) , " set_angular_damp " , " get_angular_damp " ) ;
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ADD_GROUP ( " Constant Forces " , " constant_ " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR3 , " constant_force " , PROPERTY_HINT_NONE , U " suffix:kg \u22C5 m/s \u00B2 (N) " ) , " set_constant_force " , " get_constant_force " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR3 , " constant_torque " , PROPERTY_HINT_NONE , U " suffix:kg \u22C5 m \u00B2 /s \u00B2 /rad " ) , " set_constant_torque " , " get_constant_torque " ) ;
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ADD_SIGNAL ( MethodInfo ( " body_shape_entered " , PropertyInfo ( Variant : : RID , " body_rid " ) , PropertyInfo ( Variant : : OBJECT , " body " , PROPERTY_HINT_RESOURCE_TYPE , " Node " ) , PropertyInfo ( Variant : : INT , " body_shape_index " ) , PropertyInfo ( Variant : : INT , " local_shape_index " ) ) ) ;
ADD_SIGNAL ( MethodInfo ( " body_shape_exited " , PropertyInfo ( Variant : : RID , " body_rid " ) , PropertyInfo ( Variant : : OBJECT , " body " , PROPERTY_HINT_RESOURCE_TYPE , " Node " ) , PropertyInfo ( Variant : : INT , " body_shape_index " ) , PropertyInfo ( Variant : : INT , " local_shape_index " ) ) ) ;
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ADD_SIGNAL ( MethodInfo ( " body_entered " , PropertyInfo ( Variant : : OBJECT , " body " , PROPERTY_HINT_RESOURCE_TYPE , " Node " ) ) ) ;
ADD_SIGNAL ( MethodInfo ( " body_exited " , PropertyInfo ( Variant : : OBJECT , " body " , PROPERTY_HINT_RESOURCE_TYPE , " Node " ) ) ) ;
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ADD_SIGNAL ( MethodInfo ( " sleeping_state_changed " ) ) ;
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BIND_ENUM_CONSTANT ( FREEZE_MODE_STATIC ) ;
BIND_ENUM_CONSTANT ( FREEZE_MODE_KINEMATIC ) ;
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BIND_ENUM_CONSTANT ( CENTER_OF_MASS_MODE_AUTO ) ;
BIND_ENUM_CONSTANT ( CENTER_OF_MASS_MODE_CUSTOM ) ;
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BIND_ENUM_CONSTANT ( DAMP_MODE_COMBINE ) ;
BIND_ENUM_CONSTANT ( DAMP_MODE_REPLACE ) ;
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}
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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 " ) {
p_property . usage = PROPERTY_USAGE_NO_EDITOR ;
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}
}
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}
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RigidBody3D : : RigidBody3D ( ) :
PhysicsBody3D ( PhysicsServer3D : : BODY_MODE_RIGID ) {
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PhysicsServer3D : : get_singleton ( ) - > body_set_state_sync_callback ( get_rid ( ) , callable_mp ( this , & RigidBody3D : : _body_state_changed ) ) ;
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}
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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 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 ) ;
PhysicsServer3D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer3D : : BODY_PARAM_FRICTION , 1 ) ;
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} else {
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PhysicsServer3D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer3D : : BODY_PARAM_BOUNCE , physics_material_override - > computed_bounce ( ) ) ;
PhysicsServer3D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer3D : : BODY_PARAM_FRICTION , physics_material_override - > computed_friction ( ) ) ;
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}
}
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///////////////////////////////////////
2014-09-03 04:13:40 +02:00
Fix misc. source comment typos
Found using `codespell -q 3 -S ./thirdparty,*.po -L ang,ba,cas,dof,doubleclick,fave,hist,leapyear,lod,nd,numer,ois,paket,seeked,sinc,switchs,te,uint -D ~/Projects/codespell/codespell_lib/data/dictionary.txt `
2019-09-19 20:36:39 +02:00
//so, if you pass 45 as limit, avoid numerical precision errors when angle is 45.
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# define FLOOR_ANGLE_THRESHOLD 0.01
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bool CharacterBody3D : : move_and_slide ( ) {
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// Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky
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double delta = Engine : : get_singleton ( ) - > is_in_physics_frame ( ) ? get_physics_process_delta_time ( ) : get_process_delta_time ( ) ;
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for ( int i = 0 ; i < 3 ; i + + ) {
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if ( locked_axis & ( 1 < < i ) ) {
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velocity [ i ] = 0.0 ;
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}
}
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Transform3D gt = get_global_transform ( ) ;
previous_position = gt . origin ;
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Vector3 current_platform_velocity = platform_velocity ;
if ( ( collision_state . floor | | collision_state . wall ) & & platform_rid . is_valid ( ) ) {
bool excluded = false ;
if ( collision_state . floor ) {
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excluded = ( platform_floor_layers & platform_layer ) = = 0 ;
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} else if ( collision_state . wall ) {
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excluded = ( platform_wall_layers & platform_layer ) = = 0 ;
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}
if ( ! excluded ) {
//this approach makes sure there is less delay between the actual body velocity and the one we saved
PhysicsDirectBodyState3D * bs = PhysicsServer3D : : get_singleton ( ) - > body_get_direct_state ( platform_rid ) ;
if ( bs ) {
Vector3 local_position = gt . origin - bs - > get_transform ( ) . origin ;
current_platform_velocity = bs - > get_velocity_at_local_position ( local_position ) ;
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} else {
// Body is removed or destroyed, invalidate floor.
current_platform_velocity = Vector3 ( ) ;
platform_rid = RID ( ) ;
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}
} else {
current_platform_velocity = Vector3 ( ) ;
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}
}
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motion_results . clear ( ) ;
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bool was_on_floor = collision_state . floor ;
collision_state . state = 0 ;
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last_motion = Vector3 ( ) ;
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if ( ! current_platform_velocity . is_zero_approx ( ) ) {
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PhysicsServer3D : : MotionParameters parameters ( get_global_transform ( ) , current_platform_velocity * delta , margin ) ;
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parameters . recovery_as_collision = true ; // Also report collisions generated only from recovery.
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parameters . exclude_bodies . insert ( platform_rid ) ;
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if ( platform_object_id . is_valid ( ) ) {
parameters . exclude_objects . insert ( platform_object_id ) ;
}
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PhysicsServer3D : : MotionResult floor_result ;
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if ( move_and_collide ( parameters , floor_result , false , false ) ) {
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motion_results . push_back ( floor_result ) ;
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CollisionState result_state ;
_set_collision_direction ( floor_result , result_state ) ;
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}
}
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if ( motion_mode = = MOTION_MODE_GROUNDED ) {
_move_and_slide_grounded ( delta , was_on_floor ) ;
} else {
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_move_and_slide_floating ( delta ) ;
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}
// Compute real velocity.
real_velocity = get_position_delta ( ) / delta ;
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if ( platform_on_leave ! = PLATFORM_ON_LEAVE_DO_NOTHING ) {
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// Add last platform velocity when just left a moving platform.
if ( ! collision_state . floor & & ! collision_state . wall ) {
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if ( platform_on_leave = = PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY & & current_platform_velocity . dot ( up_direction ) < 0 ) {
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current_platform_velocity = current_platform_velocity . slide ( up_direction ) ;
}
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velocity + = current_platform_velocity ;
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}
}
return motion_results . size ( ) > 0 ;
}
void CharacterBody3D : : _move_and_slide_grounded ( double p_delta , bool p_was_on_floor ) {
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Vector3 motion = velocity * p_delta ;
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Vector3 motion_slide_up = motion . slide ( up_direction ) ;
Vector3 prev_floor_normal = floor_normal ;
platform_rid = RID ( ) ;
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platform_object_id = ObjectID ( ) ;
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platform_velocity = Vector3 ( ) ;
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platform_angular_velocity = Vector3 ( ) ;
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platform_ceiling_velocity = Vector3 ( ) ;
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floor_normal = Vector3 ( ) ;
wall_normal = Vector3 ( ) ;
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ceiling_normal = Vector3 ( ) ;
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// No sliding on first attempt to keep floor motion stable when possible,
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// When stop on slope is enabled or when there is no up direction.
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bool sliding_enabled = ! floor_stop_on_slope ;
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// Constant speed can be applied only the first time sliding is enabled.
bool can_apply_constant_speed = sliding_enabled ;
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// If the platform's ceiling push down the body.
bool apply_ceiling_velocity = false ;
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bool first_slide = true ;
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bool vel_dir_facing_up = velocity . dot ( up_direction ) > 0 ;
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Vector3 total_travel ;
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for ( int iteration = 0 ; iteration < max_slides ; + + iteration ) {
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PhysicsServer3D : : MotionParameters parameters ( get_global_transform ( ) , motion , margin ) ;
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parameters . max_collisions = 6 ; // There can be 4 collisions between 2 walls + 2 more for the floor.
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parameters . recovery_as_collision = true ; // Also report collisions generated only from recovery.
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PhysicsServer3D : : MotionResult result ;
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bool collided = move_and_collide ( parameters , result , false , ! sliding_enabled ) ;
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last_motion = result . travel ;
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if ( collided ) {
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motion_results . push_back ( result ) ;
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CollisionState previous_state = collision_state ;
CollisionState result_state ;
_set_collision_direction ( result , result_state ) ;
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// If we hit a ceiling platform, we set the vertical velocity to at least the platform one.
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if ( collision_state . ceiling & & platform_ceiling_velocity ! = Vector3 ( ) & & platform_ceiling_velocity . dot ( up_direction ) < 0 ) {
// If ceiling sliding is on, only apply when the ceiling is flat or when the motion is upward.
if ( ! slide_on_ceiling | | motion . dot ( up_direction ) < 0 | | ( ceiling_normal + up_direction ) . length ( ) < 0.01 ) {
apply_ceiling_velocity = true ;
Vector3 ceiling_vertical_velocity = up_direction * up_direction . dot ( platform_ceiling_velocity ) ;
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Vector3 motion_vertical_velocity = up_direction * up_direction . dot ( velocity ) ;
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if ( motion_vertical_velocity . dot ( up_direction ) > 0 | | ceiling_vertical_velocity . length_squared ( ) > motion_vertical_velocity . length_squared ( ) ) {
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velocity = ceiling_vertical_velocity + velocity . slide ( up_direction ) ;
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}
}
}
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if ( collision_state . floor & & floor_stop_on_slope & & ( velocity . normalized ( ) + up_direction ) . length ( ) < 0.01 ) {
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Transform3D gt = get_global_transform ( ) ;
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if ( result . travel . length ( ) < = margin + CMP_EPSILON ) {
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gt . origin - = result . travel ;
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}
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set_global_transform ( gt ) ;
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velocity = Vector3 ( ) ;
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motion = Vector3 ( ) ;
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last_motion = Vector3 ( ) ;
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break ;
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}
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if ( result . remainder . is_zero_approx ( ) ) {
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motion = Vector3 ( ) ;
break ;
}
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// Apply regular sliding by default.
bool apply_default_sliding = true ;
// Wall collision checks.
if ( result_state . wall & & ( motion_slide_up . dot ( wall_normal ) < = 0 ) ) {
// Move on floor only checks.
if ( floor_block_on_wall ) {
// Needs horizontal motion from current motion instead of motion_slide_up
// to properly test the angle and avoid standing on slopes
Vector3 horizontal_motion = motion . slide ( up_direction ) ;
Vector3 horizontal_normal = wall_normal . slide ( up_direction ) . normalized ( ) ;
real_t motion_angle = Math : : abs ( Math : : acos ( - horizontal_normal . dot ( horizontal_motion . normalized ( ) ) ) ) ;
// Avoid to move forward on a wall if floor_block_on_wall is true.
// Applies only when the motion angle is under 90 degrees,
// in order to avoid blocking lateral motion along a wall.
if ( motion_angle < .5 * Math_PI ) {
apply_default_sliding = false ;
if ( p_was_on_floor & & ! vel_dir_facing_up ) {
// Cancel the motion.
Transform3D gt = get_global_transform ( ) ;
real_t travel_total = result . travel . length ( ) ;
real_t cancel_dist_max = MIN ( 0.1 , margin * 20 ) ;
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if ( travel_total < = margin + CMP_EPSILON ) {
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gt . origin - = result . travel ;
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result . travel = Vector3 ( ) ; // Cancel for constant speed computation.
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} else if ( travel_total < cancel_dist_max ) { // If the movement is large the body can be prevented from reaching the walls.
gt . origin - = result . travel . slide ( up_direction ) ;
// Keep remaining motion in sync with amount canceled.
motion = motion . slide ( up_direction ) ;
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result . travel = Vector3 ( ) ;
} else {
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// Travel is too high to be safely canceled, we take it into account.
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result . travel = result . travel . slide ( up_direction ) ;
motion = motion . normalized ( ) * result . travel . length ( ) ;
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}
set_global_transform ( gt ) ;
// Determines if you are on the ground, and limits the possibility of climbing on the walls because of the approximations.
_snap_on_floor ( true , false ) ;
} else {
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// If the movement is not canceled we only keep the remaining.
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motion = result . remainder ;
}
// Apply slide on forward in order to allow only lateral motion on next step.
Vector3 forward = wall_normal . slide ( up_direction ) . normalized ( ) ;
motion = motion . slide ( forward ) ;
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// Scales the horizontal velocity according to the wall slope.
if ( vel_dir_facing_up ) {
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Vector3 slide_motion = velocity . slide ( result . collisions [ 0 ] . normal ) ;
// Keeps the vertical motion from velocity and add the horizontal motion of the projection.
velocity = up_direction * up_direction . dot ( velocity ) + slide_motion . slide ( up_direction ) ;
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} else {
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velocity = velocity . slide ( forward ) ;
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}
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// Allow only lateral motion along previous floor when already on floor.
// Fixes slowing down when moving in diagonal against an inclined wall.
if ( p_was_on_floor & & ! vel_dir_facing_up & & ( motion . dot ( up_direction ) > 0.0 ) ) {
// Slide along the corner between the wall and previous floor.
Vector3 floor_side = prev_floor_normal . cross ( wall_normal ) ;
if ( floor_side ! = Vector3 ( ) ) {
motion = floor_side * motion . dot ( floor_side ) ;
}
}
// Stop all motion when a second wall is hit (unless sliding down or jumping),
// in order to avoid jittering in corner cases.
bool stop_all_motion = previous_state . wall & & ! vel_dir_facing_up ;
// Allow sliding when the body falls.
if ( ! collision_state . floor & & motion . dot ( up_direction ) < 0 ) {
Vector3 slide_motion = motion . slide ( wall_normal ) ;
// Test again to allow sliding only if the result goes downwards.
// Fixes jittering issues at the bottom of inclined walls.
if ( slide_motion . dot ( up_direction ) < 0 ) {
stop_all_motion = false ;
motion = slide_motion ;
}
}
if ( stop_all_motion ) {
motion = Vector3 ( ) ;
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velocity = Vector3 ( ) ;
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}
}
}
// Stop horizontal motion when under wall slide threshold.
if ( p_was_on_floor & & ( wall_min_slide_angle > 0.0 ) & & result_state . wall ) {
Vector3 horizontal_normal = wall_normal . slide ( up_direction ) . normalized ( ) ;
real_t motion_angle = Math : : abs ( Math : : acos ( - horizontal_normal . dot ( motion_slide_up . normalized ( ) ) ) ) ;
if ( motion_angle < wall_min_slide_angle ) {
motion = up_direction * motion . dot ( up_direction ) ;
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velocity = up_direction * velocity . dot ( up_direction ) ;
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apply_default_sliding = false ;
}
}
}
if ( apply_default_sliding ) {
// Regular sliding, the last part of the test handle the case when you don't want to slide on the ceiling.
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if ( ( sliding_enabled | | ! collision_state . floor ) & & ( ! collision_state . ceiling | | slide_on_ceiling | | ! vel_dir_facing_up ) & & ! apply_ceiling_velocity ) {
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const PhysicsServer3D : : MotionCollision & collision = result . collisions [ 0 ] ;
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Vector3 slide_motion = result . remainder . slide ( collision . normal ) ;
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if ( collision_state . floor & & ! collision_state . wall & & ! motion_slide_up . is_zero_approx ( ) ) {
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// Slide using the intersection between the motion plane and the floor plane,
// in order to keep the direction intact.
real_t motion_length = slide_motion . length ( ) ;
slide_motion = up_direction . cross ( result . remainder ) . cross ( floor_normal ) ;
// Keep the length from default slide to change speed in slopes by default,
// when constant speed is not enabled.
slide_motion . normalize ( ) ;
slide_motion * = motion_length ;
}
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if ( slide_motion . dot ( velocity ) > 0.0 ) {
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motion = slide_motion ;
} else {
motion = Vector3 ( ) ;
}
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if ( slide_on_ceiling & & result_state . ceiling ) {
// Apply slide only in the direction of the input motion, otherwise just stop to avoid jittering when moving against a wall.
if ( vel_dir_facing_up ) {
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velocity = velocity . slide ( collision . normal ) ;
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} else {
// Avoid acceleration in slope when falling.
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velocity = up_direction * up_direction . dot ( velocity ) ;
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}
}
}
// No sliding on first attempt to keep floor motion stable when possible.
else {
motion = result . remainder ;
if ( result_state . ceiling & & ! slide_on_ceiling & & vel_dir_facing_up ) {
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velocity = velocity . slide ( up_direction ) ;
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motion = motion . slide ( up_direction ) ;
}
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}
}
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total_travel + = result . travel ;
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// Apply Constant Speed.
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if ( p_was_on_floor & & floor_constant_speed & & can_apply_constant_speed & & collision_state . floor & & ! motion . is_zero_approx ( ) ) {
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Vector3 travel_slide_up = total_travel . slide ( up_direction ) ;
motion = motion . normalized ( ) * MAX ( 0 , ( motion_slide_up . length ( ) - travel_slide_up . length ( ) ) ) ;
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}
}
// When you move forward in a downward slope you don’ t collide because you will be in the air.
// This test ensures that constant speed is applied, only if the player is still on the ground after the snap is applied.
else if ( floor_constant_speed & & first_slide & & _on_floor_if_snapped ( p_was_on_floor , vel_dir_facing_up ) ) {
can_apply_constant_speed = false ;
sliding_enabled = true ;
Transform3D gt = get_global_transform ( ) ;
gt . origin = gt . origin - result . travel ;
set_global_transform ( gt ) ;
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// Slide using the intersection between the motion plane and the floor plane,
// in order to keep the direction intact.
Vector3 motion_slide_norm = up_direction . cross ( motion ) . cross ( prev_floor_normal ) ;
motion_slide_norm . normalize ( ) ;
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motion = motion_slide_norm * ( motion_slide_up . length ( ) ) ;
collided = true ;
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}
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if ( ! collided | | motion . is_zero_approx ( ) ) {
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break ;
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}
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can_apply_constant_speed = ! can_apply_constant_speed & & ! sliding_enabled ;
sliding_enabled = true ;
first_slide = false ;
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}
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_snap_on_floor ( p_was_on_floor , vel_dir_facing_up ) ;
// Reset the gravity accumulation when touching the ground.
if ( collision_state . floor & & ! vel_dir_facing_up ) {
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velocity = velocity . slide ( up_direction ) ;
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}
}
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void CharacterBody3D : : _move_and_slide_floating ( double p_delta ) {
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Vector3 motion = velocity * p_delta ;
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platform_rid = RID ( ) ;
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platform_object_id = ObjectID ( ) ;
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floor_normal = Vector3 ( ) ;
platform_velocity = Vector3 ( ) ;
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platform_angular_velocity = Vector3 ( ) ;
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bool first_slide = true ;
for ( int iteration = 0 ; iteration < max_slides ; + + iteration ) {
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PhysicsServer3D : : MotionParameters parameters ( get_global_transform ( ) , motion , margin ) ;
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parameters . recovery_as_collision = true ; // Also report collisions generated only from recovery.
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PhysicsServer3D : : MotionResult result ;
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bool collided = move_and_collide ( parameters , result , false , false ) ;
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last_motion = result . travel ;
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if ( collided ) {
motion_results . push_back ( result ) ;
CollisionState result_state ;
_set_collision_direction ( result , result_state ) ;
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if ( result . remainder . is_zero_approx ( ) ) {
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motion = Vector3 ( ) ;
break ;
}
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if ( wall_min_slide_angle ! = 0 & & Math : : acos ( wall_normal . dot ( - velocity . normalized ( ) ) ) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD ) {
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motion = Vector3 ( ) ;
if ( result . travel . length ( ) < margin + CMP_EPSILON ) {
Transform3D gt = get_global_transform ( ) ;
gt . origin - = result . travel ;
set_global_transform ( gt ) ;
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}
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} else if ( first_slide ) {
Vector3 motion_slide_norm = result . remainder . slide ( wall_normal ) . normalized ( ) ;
motion = motion_slide_norm * ( motion . length ( ) - result . travel . length ( ) ) ;
} else {
motion = result . remainder . slide ( wall_normal ) ;
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}
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if ( motion . dot ( velocity ) < = 0.0 ) {
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motion = Vector3 ( ) ;
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}
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}
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if ( ! collided | | motion . is_zero_approx ( ) ) {
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break ;
}
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first_slide = false ;
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}
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}
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void CharacterBody3D : : apply_floor_snap ( ) {
if ( collision_state . floor ) {
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return ;
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}
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// Snap by at least collision margin to keep floor state consistent.
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real_t length = MAX ( floor_snap_length , margin ) ;
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PhysicsServer3D : : MotionParameters parameters ( get_global_transform ( ) , - up_direction * length , margin ) ;
parameters . max_collisions = 4 ;
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parameters . recovery_as_collision = true ; // Also report collisions generated only from recovery.
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parameters . collide_separation_ray = true ;
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PhysicsServer3D : : MotionResult result ;
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if ( move_and_collide ( parameters , result , true , false ) ) {
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CollisionState result_state ;
// Apply direction for floor only.
_set_collision_direction ( result , result_state , CollisionState ( true , false , false ) ) ;
if ( result_state . floor ) {
if ( floor_stop_on_slope ) {
// move and collide may stray the object a bit because of pre un-stucking,
// so only ensure that motion happens on floor direction in this case.
if ( result . travel . length ( ) > margin ) {
result . travel = up_direction * up_direction . dot ( result . travel ) ;
} else {
result . travel = Vector3 ( ) ;
}
}
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parameters . from . origin + = result . travel ;
set_global_transform ( parameters . from ) ;
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}
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}
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}
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void CharacterBody3D : : _snap_on_floor ( bool p_was_on_floor , bool p_vel_dir_facing_up ) {
if ( collision_state . floor | | ! p_was_on_floor | | p_vel_dir_facing_up ) {
return ;
}
apply_floor_snap ( ) ;
}
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bool CharacterBody3D : : _on_floor_if_snapped ( bool p_was_on_floor , bool p_vel_dir_facing_up ) {
if ( up_direction = = Vector3 ( ) | | collision_state . floor | | ! p_was_on_floor | | p_vel_dir_facing_up ) {
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return false ;
}
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// Snap by at least collision margin to keep floor state consistent.
real_t length = MAX ( floor_snap_length , margin ) ;
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PhysicsServer3D : : MotionParameters parameters ( get_global_transform ( ) , - up_direction * length , margin ) ;
parameters . max_collisions = 4 ;
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parameters . recovery_as_collision = true ; // Also report collisions generated only from recovery.
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parameters . collide_separation_ray = true ;
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PhysicsServer3D : : MotionResult result ;
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if ( move_and_collide ( parameters , result , true , false ) ) {
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CollisionState result_state ;
// Don't apply direction for any type.
_set_collision_direction ( result , result_state , CollisionState ( ) ) ;
return result_state . floor ;
}
return false ;
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}
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void CharacterBody3D : : _set_collision_direction ( const PhysicsServer3D : : MotionResult & p_result , CollisionState & r_state , CollisionState p_apply_state ) {
r_state . state = 0 ;
real_t wall_depth = - 1.0 ;
real_t floor_depth = - 1.0 ;
bool was_on_wall = collision_state . wall ;
Vector3 prev_wall_normal = wall_normal ;
int wall_collision_count = 0 ;
Vector3 combined_wall_normal ;
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Vector3 tmp_wall_col ; // Avoid duplicate on average calculation.
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for ( int i = p_result . collision_count - 1 ; i > = 0 ; i - - ) {
const PhysicsServer3D : : MotionCollision & collision = p_result . collisions [ i ] ;
if ( motion_mode = = MOTION_MODE_GROUNDED ) {
// Check if any collision is floor.
real_t floor_angle = collision . get_angle ( up_direction ) ;
if ( floor_angle < = floor_max_angle + FLOOR_ANGLE_THRESHOLD ) {
r_state . floor = true ;
if ( p_apply_state . floor & & collision . depth > floor_depth ) {
collision_state . floor = true ;
floor_normal = collision . normal ;
floor_depth = collision . depth ;
_set_platform_data ( collision ) ;
}
continue ;
}
// Check if any collision is ceiling.
real_t ceiling_angle = collision . get_angle ( - up_direction ) ;
if ( ceiling_angle < = floor_max_angle + FLOOR_ANGLE_THRESHOLD ) {
r_state . ceiling = true ;
if ( p_apply_state . ceiling ) {
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platform_ceiling_velocity = collision . collider_velocity ;
ceiling_normal = collision . normal ;
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collision_state . ceiling = true ;
}
continue ;
}
}
// Collision is wall by default.
r_state . wall = true ;
if ( p_apply_state . wall & & collision . depth > wall_depth ) {
collision_state . wall = true ;
wall_depth = collision . depth ;
wall_normal = collision . normal ;
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// Don't apply wall velocity when the collider is a CharacterBody3D.
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if ( Object : : cast_to < CharacterBody3D > ( ObjectDB : : get_instance ( collision . collider_id ) ) = = nullptr ) {
_set_platform_data ( collision ) ;
}
}
// Collect normal for calculating average.
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if ( ! collision . normal . is_equal_approx ( tmp_wall_col ) ) {
tmp_wall_col = collision . normal ;
combined_wall_normal + = collision . normal ;
wall_collision_count + + ;
}
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}
if ( r_state . wall ) {
if ( wall_collision_count > 1 & & ! r_state . floor ) {
// Check if wall normals cancel out to floor support.
if ( ! r_state . floor & & motion_mode = = MOTION_MODE_GROUNDED ) {
combined_wall_normal . normalize ( ) ;
real_t floor_angle = Math : : acos ( combined_wall_normal . dot ( up_direction ) ) ;
if ( floor_angle < = floor_max_angle + FLOOR_ANGLE_THRESHOLD ) {
r_state . floor = true ;
r_state . wall = false ;
if ( p_apply_state . floor ) {
collision_state . floor = true ;
floor_normal = combined_wall_normal ;
}
if ( p_apply_state . wall ) {
collision_state . wall = was_on_wall ;
wall_normal = prev_wall_normal ;
}
return ;
}
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}
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}
}
}
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void CharacterBody3D : : _set_platform_data ( const PhysicsServer3D : : MotionCollision & p_collision ) {
platform_rid = p_collision . collider ;
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platform_object_id = p_collision . collider_id ;
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platform_velocity = p_collision . collider_velocity ;
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platform_angular_velocity = p_collision . collider_angular_velocity ;
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platform_layer = PhysicsServer3D : : get_singleton ( ) - > body_get_collision_layer ( platform_rid ) ;
}
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void CharacterBody3D : : set_safe_margin ( real_t p_margin ) {
margin = p_margin ;
}
real_t CharacterBody3D : : get_safe_margin ( ) const {
return margin ;
}
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const Vector3 & CharacterBody3D : : get_velocity ( ) const {
return velocity ;
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}
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void CharacterBody3D : : set_velocity ( const Vector3 & p_velocity ) {
velocity = p_velocity ;
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}
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bool CharacterBody3D : : is_on_floor ( ) const {
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return collision_state . floor ;
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}
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bool CharacterBody3D : : is_on_floor_only ( ) const {
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return collision_state . floor & & ! collision_state . wall & & ! collision_state . ceiling ;
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}
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bool CharacterBody3D : : is_on_wall ( ) const {
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return collision_state . wall ;
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}
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bool CharacterBody3D : : is_on_wall_only ( ) const {
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return collision_state . wall & & ! collision_state . floor & & ! collision_state . ceiling ;
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}
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bool CharacterBody3D : : is_on_ceiling ( ) const {
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return collision_state . ceiling ;
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}
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bool CharacterBody3D : : is_on_ceiling_only ( ) const {
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return collision_state . ceiling & & ! collision_state . floor & & ! collision_state . wall ;
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}
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const Vector3 & CharacterBody3D : : get_floor_normal ( ) const {
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return floor_normal ;
}
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const Vector3 & CharacterBody3D : : get_wall_normal ( ) const {
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return wall_normal ;
}
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const Vector3 & CharacterBody3D : : get_last_motion ( ) const {
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return last_motion ;
}
Vector3 CharacterBody3D : : get_position_delta ( ) const {
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return get_global_transform ( ) . origin - previous_position ;
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}
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const Vector3 & CharacterBody3D : : get_real_velocity ( ) const {
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return real_velocity ;
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}
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real_t CharacterBody3D : : get_floor_angle ( const Vector3 & p_up_direction ) const {
ERR_FAIL_COND_V ( p_up_direction = = Vector3 ( ) , 0 ) ;
return Math : : acos ( floor_normal . dot ( p_up_direction ) ) ;
}
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const Vector3 & CharacterBody3D : : get_platform_velocity ( ) const {
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return platform_velocity ;
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}
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const Vector3 & CharacterBody3D : : get_platform_angular_velocity ( ) const {
return platform_angular_velocity ;
}
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Vector3 CharacterBody3D : : get_linear_velocity ( ) const {
return get_real_velocity ( ) ;
}
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int CharacterBody3D : : get_slide_collision_count ( ) const {
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return motion_results . size ( ) ;
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}
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PhysicsServer3D : : MotionResult CharacterBody3D : : get_slide_collision ( int p_bounce ) const {
ERR_FAIL_INDEX_V ( p_bounce , motion_results . size ( ) , PhysicsServer3D : : MotionResult ( ) ) ;
return motion_results [ p_bounce ] ;
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}
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Ref < KinematicCollision3D > CharacterBody3D : : _get_slide_collision ( int p_bounce ) {
ERR_FAIL_INDEX_V ( p_bounce , motion_results . size ( ) , Ref < KinematicCollision3D > ( ) ) ;
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if ( p_bounce > = slide_colliders . size ( ) ) {
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slide_colliders . resize ( p_bounce + 1 ) ;
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}
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// Create a new instance when the cached reference is invalid or still in use in script.
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if ( slide_colliders [ p_bounce ] . is_null ( ) | | slide_colliders [ p_bounce ] - > get_reference_count ( ) > 1 ) {
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slide_colliders . write [ p_bounce ] . instantiate ( ) ;
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slide_colliders . write [ p_bounce ] - > owner = this ;
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}
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slide_colliders . write [ p_bounce ] - > result = motion_results [ p_bounce ] ;
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return slide_colliders [ p_bounce ] ;
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}
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Ref < KinematicCollision3D > CharacterBody3D : : _get_last_slide_collision ( ) {
if ( motion_results . size ( ) = = 0 ) {
return Ref < KinematicCollision3D > ( ) ;
}
return _get_slide_collision ( motion_results . size ( ) - 1 ) ;
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}
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bool CharacterBody3D : : is_floor_stop_on_slope_enabled ( ) const {
return floor_stop_on_slope ;
}
void CharacterBody3D : : set_floor_stop_on_slope_enabled ( bool p_enabled ) {
floor_stop_on_slope = p_enabled ;
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}
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bool CharacterBody3D : : is_floor_constant_speed_enabled ( ) const {
return floor_constant_speed ;
}
void CharacterBody3D : : set_floor_constant_speed_enabled ( bool p_enabled ) {
floor_constant_speed = p_enabled ;
}
bool CharacterBody3D : : is_floor_block_on_wall_enabled ( ) const {
return floor_block_on_wall ;
}
void CharacterBody3D : : set_floor_block_on_wall_enabled ( bool p_enabled ) {
floor_block_on_wall = p_enabled ;
}
bool CharacterBody3D : : is_slide_on_ceiling_enabled ( ) const {
return slide_on_ceiling ;
}
void CharacterBody3D : : set_slide_on_ceiling_enabled ( bool p_enabled ) {
slide_on_ceiling = p_enabled ;
}
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uint32_t CharacterBody3D : : get_platform_floor_layers ( ) const {
return platform_floor_layers ;
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}
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void CharacterBody3D : : set_platform_floor_layers ( uint32_t p_exclude_layers ) {
platform_floor_layers = p_exclude_layers ;
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}
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uint32_t CharacterBody3D : : get_platform_wall_layers ( ) const {
return platform_wall_layers ;
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}
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void CharacterBody3D : : set_platform_wall_layers ( uint32_t p_exclude_layers ) {
platform_wall_layers = p_exclude_layers ;
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}
void CharacterBody3D : : set_motion_mode ( MotionMode p_mode ) {
motion_mode = p_mode ;
}
CharacterBody3D : : MotionMode CharacterBody3D : : get_motion_mode ( ) const {
return motion_mode ;
}
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void CharacterBody3D : : set_platform_on_leave ( PlatformOnLeave p_on_leave_apply_velocity ) {
platform_on_leave = p_on_leave_apply_velocity ;
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}
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CharacterBody3D : : PlatformOnLeave CharacterBody3D : : get_platform_on_leave ( ) const {
return platform_on_leave ;
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}
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int CharacterBody3D : : get_max_slides ( ) const {
return max_slides ;
}
void CharacterBody3D : : set_max_slides ( int p_max_slides ) {
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ERR_FAIL_COND ( p_max_slides < 1 ) ;
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max_slides = p_max_slides ;
}
real_t CharacterBody3D : : get_floor_max_angle ( ) const {
return floor_max_angle ;
}
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void CharacterBody3D : : set_floor_max_angle ( real_t p_radians ) {
floor_max_angle = p_radians ;
}
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real_t CharacterBody3D : : get_floor_snap_length ( ) {
return floor_snap_length ;
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}
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void CharacterBody3D : : set_floor_snap_length ( real_t p_floor_snap_length ) {
ERR_FAIL_COND ( p_floor_snap_length < 0 ) ;
floor_snap_length = p_floor_snap_length ;
}
real_t CharacterBody3D : : get_wall_min_slide_angle ( ) const {
return wall_min_slide_angle ;
}
void CharacterBody3D : : set_wall_min_slide_angle ( real_t p_radians ) {
wall_min_slide_angle = p_radians ;
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}
const Vector3 & CharacterBody3D : : get_up_direction ( ) const {
return up_direction ;
}
void CharacterBody3D : : set_up_direction ( const Vector3 & p_up_direction ) {
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ERR_FAIL_COND_MSG ( p_up_direction = = Vector3 ( ) , " up_direction can't be equal to Vector3.ZERO, consider using Floating motion mode instead. " ) ;
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up_direction = p_up_direction . normalized ( ) ;
}
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void CharacterBody3D : : _notification ( int p_what ) {
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switch ( p_what ) {
case NOTIFICATION_ENTER_TREE : {
// Reset move_and_slide() data.
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collision_state . state = 0 ;
platform_rid = RID ( ) ;
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platform_object_id = ObjectID ( ) ;
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motion_results . clear ( ) ;
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platform_velocity = Vector3 ( ) ;
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platform_angular_velocity = Vector3 ( ) ;
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} break ;
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}
}
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void CharacterBody3D : : _bind_methods ( ) {
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ClassDB : : bind_method ( D_METHOD ( " move_and_slide " ) , & CharacterBody3D : : move_and_slide ) ;
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ClassDB : : bind_method ( D_METHOD ( " apply_floor_snap " ) , & CharacterBody3D : : apply_floor_snap ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_velocity " , " velocity " ) , & CharacterBody3D : : set_velocity ) ;
ClassDB : : bind_method ( D_METHOD ( " get_velocity " ) , & CharacterBody3D : : get_velocity ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_safe_margin " , " margin " ) , & CharacterBody3D : : set_safe_margin ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_safe_margin " ) , & CharacterBody3D : : get_safe_margin ) ;
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ClassDB : : bind_method ( D_METHOD ( " is_floor_stop_on_slope_enabled " ) , & CharacterBody3D : : is_floor_stop_on_slope_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " set_floor_stop_on_slope_enabled " , " enabled " ) , & CharacterBody3D : : set_floor_stop_on_slope_enabled ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_floor_constant_speed_enabled " , " enabled " ) , & CharacterBody3D : : set_floor_constant_speed_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " is_floor_constant_speed_enabled " ) , & CharacterBody3D : : is_floor_constant_speed_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " set_floor_block_on_wall_enabled " , " enabled " ) , & CharacterBody3D : : set_floor_block_on_wall_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " is_floor_block_on_wall_enabled " ) , & CharacterBody3D : : is_floor_block_on_wall_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " set_slide_on_ceiling_enabled " , " enabled " ) , & CharacterBody3D : : set_slide_on_ceiling_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " is_slide_on_ceiling_enabled " ) , & CharacterBody3D : : is_slide_on_ceiling_enabled ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_platform_floor_layers " , " exclude_layer " ) , & CharacterBody3D : : set_platform_floor_layers ) ;
ClassDB : : bind_method ( D_METHOD ( " get_platform_floor_layers " ) , & CharacterBody3D : : get_platform_floor_layers ) ;
ClassDB : : bind_method ( D_METHOD ( " set_platform_wall_layers " , " exclude_layer " ) , & CharacterBody3D : : set_platform_wall_layers ) ;
ClassDB : : bind_method ( D_METHOD ( " get_platform_wall_layers " ) , & CharacterBody3D : : get_platform_wall_layers ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_max_slides " ) , & CharacterBody3D : : get_max_slides ) ;
ClassDB : : bind_method ( D_METHOD ( " set_max_slides " , " max_slides " ) , & CharacterBody3D : : set_max_slides ) ;
ClassDB : : bind_method ( D_METHOD ( " get_floor_max_angle " ) , & CharacterBody3D : : get_floor_max_angle ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_floor_max_angle " , " radians " ) , & CharacterBody3D : : set_floor_max_angle ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_floor_snap_length " ) , & CharacterBody3D : : get_floor_snap_length ) ;
ClassDB : : bind_method ( D_METHOD ( " set_floor_snap_length " , " floor_snap_length " ) , & CharacterBody3D : : set_floor_snap_length ) ;
ClassDB : : bind_method ( D_METHOD ( " get_wall_min_slide_angle " ) , & CharacterBody3D : : get_wall_min_slide_angle ) ;
ClassDB : : bind_method ( D_METHOD ( " set_wall_min_slide_angle " , " radians " ) , & CharacterBody3D : : set_wall_min_slide_angle ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_up_direction " ) , & CharacterBody3D : : get_up_direction ) ;
ClassDB : : bind_method ( D_METHOD ( " set_up_direction " , " up_direction " ) , & CharacterBody3D : : set_up_direction ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_motion_mode " , " mode " ) , & CharacterBody3D : : set_motion_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " get_motion_mode " ) , & CharacterBody3D : : get_motion_mode ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_platform_on_leave " , " on_leave_apply_velocity " ) , & CharacterBody3D : : set_platform_on_leave ) ;
ClassDB : : bind_method ( D_METHOD ( " get_platform_on_leave " ) , & CharacterBody3D : : get_platform_on_leave ) ;
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ClassDB : : bind_method ( D_METHOD ( " is_on_floor " ) , & CharacterBody3D : : is_on_floor ) ;
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ClassDB : : bind_method ( D_METHOD ( " is_on_floor_only " ) , & CharacterBody3D : : is_on_floor_only ) ;
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ClassDB : : bind_method ( D_METHOD ( " is_on_ceiling " ) , & CharacterBody3D : : is_on_ceiling ) ;
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ClassDB : : bind_method ( D_METHOD ( " is_on_ceiling_only " ) , & CharacterBody3D : : is_on_ceiling_only ) ;
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ClassDB : : bind_method ( D_METHOD ( " is_on_wall " ) , & CharacterBody3D : : is_on_wall ) ;
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ClassDB : : bind_method ( D_METHOD ( " is_on_wall_only " ) , & CharacterBody3D : : is_on_wall_only ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_floor_normal " ) , & CharacterBody3D : : get_floor_normal ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_wall_normal " ) , & CharacterBody3D : : get_wall_normal ) ;
ClassDB : : bind_method ( D_METHOD ( " get_last_motion " ) , & CharacterBody3D : : get_last_motion ) ;
ClassDB : : bind_method ( D_METHOD ( " get_position_delta " ) , & CharacterBody3D : : get_position_delta ) ;
ClassDB : : bind_method ( D_METHOD ( " get_real_velocity " ) , & CharacterBody3D : : get_real_velocity ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_floor_angle " , " up_direction " ) , & CharacterBody3D : : get_floor_angle , DEFVAL ( Vector3 ( 0.0 , 1.0 , 0.0 ) ) ) ;
ClassDB : : bind_method ( D_METHOD ( " get_platform_velocity " ) , & CharacterBody3D : : get_platform_velocity ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_platform_angular_velocity " ) , & CharacterBody3D : : get_platform_angular_velocity ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_slide_collision_count " ) , & CharacterBody3D : : get_slide_collision_count ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_slide_collision " , " slide_idx " ) , & CharacterBody3D : : _get_slide_collision ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_last_slide_collision " ) , & CharacterBody3D : : _get_last_slide_collision ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " motion_mode " , PROPERTY_HINT_ENUM , " Grounded,Floating " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED ) , " set_motion_mode " , " get_motion_mode " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR3 , " up_direction " ) , " set_up_direction " , " get_up_direction " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " slide_on_ceiling " ) , " set_slide_on_ceiling_enabled " , " is_slide_on_ceiling_enabled " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR3 , " velocity " , PROPERTY_HINT_NONE , " suffix:m/s " , PROPERTY_USAGE_NO_EDITOR ) , " set_velocity " , " get_velocity " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " max_slides " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NO_EDITOR ) , " set_max_slides " , " get_max_slides " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " wall_min_slide_angle " , PROPERTY_HINT_RANGE , " 0,180,0.1,radians " , PROPERTY_USAGE_DEFAULT ) , " set_wall_min_slide_angle " , " get_wall_min_slide_angle " ) ;
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ADD_GROUP ( " Floor " , " floor_ " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " floor_stop_on_slope " ) , " set_floor_stop_on_slope_enabled " , " is_floor_stop_on_slope_enabled " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " floor_constant_speed " ) , " set_floor_constant_speed_enabled " , " is_floor_constant_speed_enabled " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " floor_block_on_wall " ) , " set_floor_block_on_wall_enabled " , " is_floor_block_on_wall_enabled " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " floor_max_angle " , PROPERTY_HINT_RANGE , " 0,180,0.1,radians " ) , " set_floor_max_angle " , " get_floor_max_angle " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " floor_snap_length " , PROPERTY_HINT_RANGE , " 0,1,0.01,or_greater,suffix:m " ) , " set_floor_snap_length " , " get_floor_snap_length " ) ;
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ADD_GROUP ( " Moving Platform " , " platform_ " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " platform_on_leave " , PROPERTY_HINT_ENUM , " Add Velocity,Add Upward Velocity,Do Nothing " , PROPERTY_USAGE_DEFAULT ) , " set_platform_on_leave " , " get_platform_on_leave " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " platform_floor_layers " , PROPERTY_HINT_LAYERS_3D_PHYSICS ) , " set_platform_floor_layers " , " get_platform_floor_layers " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " platform_wall_layers " , PROPERTY_HINT_LAYERS_3D_PHYSICS ) , " set_platform_wall_layers " , " get_platform_wall_layers " ) ;
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ADD_GROUP ( " Collision " , " " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " safe_margin " , PROPERTY_HINT_RANGE , " 0.001,256,0.001,suffix:m " ) , " set_safe_margin " , " get_safe_margin " ) ;
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BIND_ENUM_CONSTANT ( MOTION_MODE_GROUNDED ) ;
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BIND_ENUM_CONSTANT ( MOTION_MODE_FLOATING ) ;
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BIND_ENUM_CONSTANT ( PLATFORM_ON_LEAVE_ADD_VELOCITY ) ;
BIND_ENUM_CONSTANT ( PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY ) ;
BIND_ENUM_CONSTANT ( PLATFORM_ON_LEAVE_DO_NOTHING ) ;
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}
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void CharacterBody3D : : _validate_property ( PropertyInfo & p_property ) const {
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if ( motion_mode = = MOTION_MODE_FLOATING ) {
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if ( p_property . name . begins_with ( " floor_ " ) | | p_property . name = = " up_direction " | | p_property . name = = " slide_on_ceiling " ) {
p_property . usage = PROPERTY_USAGE_NO_EDITOR ;
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}
}
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}
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CharacterBody3D : : CharacterBody3D ( ) :
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PhysicsBody3D ( PhysicsServer3D : : BODY_MODE_KINEMATIC ) {
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}
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CharacterBody3D : : ~ CharacterBody3D ( ) {
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for ( int i = 0 ; i < slide_colliders . size ( ) ; i + + ) {
if ( slide_colliders [ i ] . is_valid ( ) ) {
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slide_colliders . write [ i ] - > owner = nullptr ;
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}
}
}
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///////////////////////////////////////
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Vector3 KinematicCollision3D : : get_travel ( ) const {
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return result . travel ;
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}
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Vector3 KinematicCollision3D : : get_remainder ( ) const {
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return result . remainder ;
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}
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int KinematicCollision3D : : get_collision_count ( ) const {
return result . collision_count ;
}
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real_t KinematicCollision3D : : get_depth ( ) const {
return result . collision_depth ;
}
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Vector3 KinematicCollision3D : : get_position ( int p_collision_index ) const {
ERR_FAIL_INDEX_V ( p_collision_index , result . collision_count , Vector3 ( ) ) ;
return result . collisions [ p_collision_index ] . position ;
}
Vector3 KinematicCollision3D : : get_normal ( int p_collision_index ) const {
ERR_FAIL_INDEX_V ( p_collision_index , result . collision_count , Vector3 ( ) ) ;
return result . collisions [ p_collision_index ] . normal ;
}
real_t KinematicCollision3D : : get_angle ( int p_collision_index , const Vector3 & p_up_direction ) const {
ERR_FAIL_INDEX_V ( p_collision_index , result . collision_count , 0.0 ) ;
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ERR_FAIL_COND_V ( p_up_direction = = Vector3 ( ) , 0 ) ;
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return result . collisions [ p_collision_index ] . get_angle ( p_up_direction ) ;
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}
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Object * KinematicCollision3D : : get_local_shape ( int p_collision_index ) const {
ERR_FAIL_INDEX_V ( p_collision_index , result . collision_count , nullptr ) ;
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if ( ! owner ) {
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return nullptr ;
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}
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uint32_t ownerid = owner - > shape_find_owner ( result . collisions [ p_collision_index ] . local_shape ) ;
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return owner - > shape_owner_get_owner ( ownerid ) ;
}
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Object * KinematicCollision3D : : get_collider ( int p_collision_index ) const {
ERR_FAIL_INDEX_V ( p_collision_index , result . collision_count , nullptr ) ;
if ( result . collisions [ p_collision_index ] . collider_id . is_valid ( ) ) {
return ObjectDB : : get_instance ( result . collisions [ p_collision_index ] . collider_id ) ;
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}
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return nullptr ;
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}
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ObjectID KinematicCollision3D : : get_collider_id ( int p_collision_index ) const {
ERR_FAIL_INDEX_V ( p_collision_index , result . collision_count , ObjectID ( ) ) ;
return result . collisions [ p_collision_index ] . collider_id ;
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}
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RID KinematicCollision3D : : get_collider_rid ( int p_collision_index ) const {
ERR_FAIL_INDEX_V ( p_collision_index , result . collision_count , RID ( ) ) ;
return result . collisions [ p_collision_index ] . collider ;
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}
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Object * KinematicCollision3D : : get_collider_shape ( int p_collision_index ) const {
Object * collider = get_collider ( p_collision_index ) ;
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if ( collider ) {
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CollisionObject3D * obj2d = Object : : cast_to < CollisionObject3D > ( collider ) ;
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if ( obj2d ) {
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uint32_t ownerid = obj2d - > shape_find_owner ( result . collisions [ p_collision_index ] . collider_shape ) ;
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return obj2d - > shape_owner_get_owner ( ownerid ) ;
}
}
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return nullptr ;
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}
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int KinematicCollision3D : : get_collider_shape_index ( int p_collision_index ) const {
ERR_FAIL_INDEX_V ( p_collision_index , result . collision_count , 0 ) ;
return result . collisions [ p_collision_index ] . collider_shape ;
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}
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Vector3 KinematicCollision3D : : get_collider_velocity ( int p_collision_index ) const {
ERR_FAIL_INDEX_V ( p_collision_index , result . collision_count , Vector3 ( ) ) ;
return result . collisions [ p_collision_index ] . collider_velocity ;
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}
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void KinematicCollision3D : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " get_travel " ) , & KinematicCollision3D : : get_travel ) ;
ClassDB : : bind_method ( D_METHOD ( " get_remainder " ) , & KinematicCollision3D : : get_remainder ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_depth " ) , & KinematicCollision3D : : get_depth ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_collision_count " ) , & KinematicCollision3D : : get_collision_count ) ;
ClassDB : : bind_method ( D_METHOD ( " get_position " , " collision_index " ) , & KinematicCollision3D : : get_position , DEFVAL ( 0 ) ) ;
ClassDB : : bind_method ( D_METHOD ( " get_normal " , " collision_index " ) , & KinematicCollision3D : : get_normal , DEFVAL ( 0 ) ) ;
ClassDB : : bind_method ( D_METHOD ( " get_angle " , " collision_index " , " up_direction " ) , & KinematicCollision3D : : get_angle , DEFVAL ( 0 ) , DEFVAL ( Vector3 ( 0.0 , 1.0 , 0.0 ) ) ) ;
ClassDB : : bind_method ( D_METHOD ( " get_local_shape " , " collision_index " ) , & KinematicCollision3D : : get_local_shape , DEFVAL ( 0 ) ) ;
ClassDB : : bind_method ( D_METHOD ( " get_collider " , " collision_index " ) , & KinematicCollision3D : : get_collider , DEFVAL ( 0 ) ) ;
ClassDB : : bind_method ( D_METHOD ( " get_collider_id " , " collision_index " ) , & KinematicCollision3D : : get_collider_id , DEFVAL ( 0 ) ) ;
ClassDB : : bind_method ( D_METHOD ( " get_collider_rid " , " collision_index " ) , & KinematicCollision3D : : get_collider_rid , DEFVAL ( 0 ) ) ;
ClassDB : : bind_method ( D_METHOD ( " get_collider_shape " , " collision_index " ) , & KinematicCollision3D : : get_collider_shape , DEFVAL ( 0 ) ) ;
ClassDB : : bind_method ( D_METHOD ( " get_collider_shape_index " , " collision_index " ) , & KinematicCollision3D : : get_collider_shape_index , DEFVAL ( 0 ) ) ;
ClassDB : : bind_method ( D_METHOD ( " get_collider_velocity " , " collision_index " ) , & KinematicCollision3D : : get_collider_velocity , DEFVAL ( 0 ) ) ;
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}
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///////////////////////////////////////
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bool PhysicalBone3D : : JointData : : _set ( const StringName & p_name , const Variant & p_value , RID j ) {
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return false ;
}
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bool PhysicalBone3D : : JointData : : _get ( const StringName & p_name , Variant & r_ret ) const {
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return false ;
}
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void PhysicalBone3D : : JointData : : _get_property_list ( List < PropertyInfo > * p_list ) const {
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}
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void PhysicalBone3D : : 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 PhysicalBone3D : : apply_impulse ( const Vector3 & p_impulse , const Vector3 & p_position ) {
PhysicsServer3D : : get_singleton ( ) - > body_apply_impulse ( get_rid ( ) , p_impulse , p_position ) ;
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}
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void PhysicalBone3D : : set_linear_velocity ( const Vector3 & p_velocity ) {
linear_velocity = p_velocity ;
PhysicsServer3D : : get_singleton ( ) - > body_set_state ( get_rid ( ) , PhysicsServer3D : : BODY_STATE_LINEAR_VELOCITY , linear_velocity ) ;
}
Vector3 PhysicalBone3D : : get_linear_velocity ( ) const {
return linear_velocity ;
}
void PhysicalBone3D : : set_angular_velocity ( const Vector3 & p_velocity ) {
angular_velocity = p_velocity ;
PhysicsServer3D : : get_singleton ( ) - > body_set_state ( get_rid ( ) , PhysicsServer3D : : BODY_STATE_ANGULAR_VELOCITY , angular_velocity ) ;
}
Vector3 PhysicalBone3D : : get_angular_velocity ( ) const {
return angular_velocity ;
}
void PhysicalBone3D : : set_use_custom_integrator ( bool p_enable ) {
if ( custom_integrator = = p_enable ) {
return ;
}
custom_integrator = p_enable ;
PhysicsServer3D : : get_singleton ( ) - > body_set_omit_force_integration ( get_rid ( ) , p_enable ) ;
}
bool PhysicalBone3D : : is_using_custom_integrator ( ) {
return custom_integrator ;
}
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void PhysicalBone3D : : reset_physics_simulation_state ( ) {
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if ( simulate_physics ) {
_start_physics_simulation ( ) ;
} else {
_stop_physics_simulation ( ) ;
}
}
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void PhysicalBone3D : : reset_to_rest_position ( ) {
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if ( parent_skeleton ) {
if ( - 1 = = bone_id ) {
set_global_transform ( parent_skeleton - > get_global_transform ( ) * body_offset ) ;
} else {
set_global_transform ( parent_skeleton - > get_global_transform ( ) * parent_skeleton - > get_bone_global_pose ( bone_id ) * body_offset ) ;
}
}
}
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bool PhysicalBone3D : : PinJointData : : _set ( const StringName & p_name , const Variant & p_value , RID j ) {
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if ( JointData : : _set ( p_name , p_value , j ) ) {
return true ;
}
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bool is_valid_pin = j . is_valid ( ) & & PhysicsServer3D : : get_singleton ( ) - > joint_get_type ( j ) = = PhysicsServer3D : : JOINT_TYPE_PIN ;
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if ( " joint_constraints/bias " = = p_name ) {
bias = p_value ;
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if ( is_valid_pin ) {
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PhysicsServer3D : : get_singleton ( ) - > pin_joint_set_param ( j , PhysicsServer3D : : PIN_JOINT_BIAS , bias ) ;
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}
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} else if ( " joint_constraints/damping " = = p_name ) {
damping = p_value ;
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if ( is_valid_pin ) {
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PhysicsServer3D : : get_singleton ( ) - > pin_joint_set_param ( j , PhysicsServer3D : : PIN_JOINT_DAMPING , damping ) ;
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}
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} else if ( " joint_constraints/impulse_clamp " = = p_name ) {
impulse_clamp = p_value ;
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if ( is_valid_pin ) {
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PhysicsServer3D : : get_singleton ( ) - > pin_joint_set_param ( j , PhysicsServer3D : : PIN_JOINT_IMPULSE_CLAMP , impulse_clamp ) ;
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}
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} else {
return false ;
}
return true ;
}
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bool PhysicalBone3D : : PinJointData : : _get ( const StringName & p_name , Variant & r_ret ) const {
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if ( JointData : : _get ( p_name , r_ret ) ) {
return true ;
}
if ( " joint_constraints/bias " = = p_name ) {
r_ret = bias ;
} else if ( " joint_constraints/damping " = = p_name ) {
r_ret = damping ;
} else if ( " joint_constraints/impulse_clamp " = = p_name ) {
r_ret = impulse_clamp ;
} else {
return false ;
}
return true ;
}
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void PhysicalBone3D : : PinJointData : : _get_property_list ( List < PropertyInfo > * p_list ) const {
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JointData : : _get_property_list ( p_list ) ;
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p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , PNAME ( " joint_constraints/bias " ) , PROPERTY_HINT_RANGE , " 0.01,0.99,0.01 " ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , PNAME ( " joint_constraints/damping " ) , PROPERTY_HINT_RANGE , " 0.01,8.0,0.01 " ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , PNAME ( " joint_constraints/impulse_clamp " ) , PROPERTY_HINT_RANGE , " 0.0,64.0,0.01 " ) ) ;
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}
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bool PhysicalBone3D : : ConeJointData : : _set ( const StringName & p_name , const Variant & p_value , RID j ) {
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if ( JointData : : _set ( p_name , p_value , j ) ) {
return true ;
}
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bool is_valid_cone = j . is_valid ( ) & & PhysicsServer3D : : get_singleton ( ) - > joint_get_type ( j ) = = PhysicsServer3D : : JOINT_TYPE_CONE_TWIST ;
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if ( " joint_constraints/swing_span " = = p_name ) {
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swing_span = Math : : deg_to_rad ( real_t ( p_value ) ) ;
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if ( is_valid_cone ) {
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PhysicsServer3D : : get_singleton ( ) - > cone_twist_joint_set_param ( j , PhysicsServer3D : : CONE_TWIST_JOINT_SWING_SPAN , swing_span ) ;
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}
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} else if ( " joint_constraints/twist_span " = = p_name ) {
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twist_span = Math : : deg_to_rad ( real_t ( p_value ) ) ;
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if ( is_valid_cone ) {
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PhysicsServer3D : : get_singleton ( ) - > cone_twist_joint_set_param ( j , PhysicsServer3D : : CONE_TWIST_JOINT_TWIST_SPAN , twist_span ) ;
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}
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} else if ( " joint_constraints/bias " = = p_name ) {
bias = p_value ;
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if ( is_valid_cone ) {
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PhysicsServer3D : : get_singleton ( ) - > cone_twist_joint_set_param ( j , PhysicsServer3D : : CONE_TWIST_JOINT_BIAS , bias ) ;
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}
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} else if ( " joint_constraints/softness " = = p_name ) {
softness = p_value ;
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if ( is_valid_cone ) {
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PhysicsServer3D : : get_singleton ( ) - > cone_twist_joint_set_param ( j , PhysicsServer3D : : CONE_TWIST_JOINT_SOFTNESS , softness ) ;
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}
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} else if ( " joint_constraints/relaxation " = = p_name ) {
relaxation = p_value ;
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if ( is_valid_cone ) {
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PhysicsServer3D : : get_singleton ( ) - > cone_twist_joint_set_param ( j , PhysicsServer3D : : CONE_TWIST_JOINT_RELAXATION , relaxation ) ;
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}
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} else {
return false ;
}
return true ;
}
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bool PhysicalBone3D : : ConeJointData : : _get ( const StringName & p_name , Variant & r_ret ) const {
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if ( JointData : : _get ( p_name , r_ret ) ) {
return true ;
}
if ( " joint_constraints/swing_span " = = p_name ) {
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r_ret = Math : : rad_to_deg ( swing_span ) ;
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} else if ( " joint_constraints/twist_span " = = p_name ) {
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r_ret = Math : : rad_to_deg ( twist_span ) ;
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} else if ( " joint_constraints/bias " = = p_name ) {
r_ret = bias ;
} else if ( " joint_constraints/softness " = = p_name ) {
r_ret = softness ;
} else if ( " joint_constraints/relaxation " = = p_name ) {
r_ret = relaxation ;
} else {
return false ;
}
return true ;
}
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void PhysicalBone3D : : ConeJointData : : _get_property_list ( List < PropertyInfo > * p_list ) const {
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JointData : : _get_property_list ( p_list ) ;
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p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , PNAME ( " joint_constraints/swing_span " ) , PROPERTY_HINT_RANGE , " -180,180,0.01 " ) ) ;
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p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , PNAME ( " joint_constraints/twist_span " ) , PROPERTY_HINT_RANGE , " -40000,40000,0.1,or_less,or_greater " ) ) ;
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p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , PNAME ( " joint_constraints/bias " ) , PROPERTY_HINT_RANGE , " 0.01,16.0,0.01 " ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , PNAME ( " joint_constraints/softness " ) , PROPERTY_HINT_RANGE , " 0.01,16.0,0.01 " ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , PNAME ( " joint_constraints/relaxation " ) , PROPERTY_HINT_RANGE , " 0.01,16.0,0.01 " ) ) ;
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}
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bool PhysicalBone3D : : HingeJointData : : _set ( const StringName & p_name , const Variant & p_value , RID j ) {
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if ( JointData : : _set ( p_name , p_value , j ) ) {
return true ;
}
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bool is_valid_hinge = j . is_valid ( ) & & PhysicsServer3D : : get_singleton ( ) - > joint_get_type ( j ) = = PhysicsServer3D : : JOINT_TYPE_HINGE ;
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if ( " joint_constraints/angular_limit_enabled " = = p_name ) {
angular_limit_enabled = p_value ;
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if ( is_valid_hinge ) {
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PhysicsServer3D : : get_singleton ( ) - > hinge_joint_set_flag ( j , PhysicsServer3D : : HINGE_JOINT_FLAG_USE_LIMIT , angular_limit_enabled ) ;
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}
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} else if ( " joint_constraints/angular_limit_upper " = = p_name ) {
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angular_limit_upper = Math : : deg_to_rad ( real_t ( p_value ) ) ;
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if ( is_valid_hinge ) {
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PhysicsServer3D : : get_singleton ( ) - > hinge_joint_set_param ( j , PhysicsServer3D : : HINGE_JOINT_LIMIT_UPPER , angular_limit_upper ) ;
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}
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} else if ( " joint_constraints/angular_limit_lower " = = p_name ) {
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angular_limit_lower = Math : : deg_to_rad ( real_t ( p_value ) ) ;
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if ( is_valid_hinge ) {
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PhysicsServer3D : : get_singleton ( ) - > hinge_joint_set_param ( j , PhysicsServer3D : : HINGE_JOINT_LIMIT_LOWER , angular_limit_lower ) ;
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}
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} else if ( " joint_constraints/angular_limit_bias " = = p_name ) {
angular_limit_bias = p_value ;
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if ( is_valid_hinge ) {
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PhysicsServer3D : : get_singleton ( ) - > hinge_joint_set_param ( j , PhysicsServer3D : : HINGE_JOINT_LIMIT_BIAS , angular_limit_bias ) ;
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}
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} else if ( " joint_constraints/angular_limit_softness " = = p_name ) {
angular_limit_softness = p_value ;
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if ( is_valid_hinge ) {
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PhysicsServer3D : : get_singleton ( ) - > hinge_joint_set_param ( j , PhysicsServer3D : : HINGE_JOINT_LIMIT_SOFTNESS , angular_limit_softness ) ;
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}
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} else if ( " joint_constraints/angular_limit_relaxation " = = p_name ) {
angular_limit_relaxation = p_value ;
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if ( is_valid_hinge ) {
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PhysicsServer3D : : get_singleton ( ) - > hinge_joint_set_param ( j , PhysicsServer3D : : HINGE_JOINT_LIMIT_RELAXATION , angular_limit_relaxation ) ;
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}
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} else {
return false ;
}
return true ;
}
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bool PhysicalBone3D : : HingeJointData : : _get ( const StringName & p_name , Variant & r_ret ) const {
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if ( JointData : : _get ( p_name , r_ret ) ) {
return true ;
}
if ( " joint_constraints/angular_limit_enabled " = = p_name ) {
r_ret = angular_limit_enabled ;
} else if ( " joint_constraints/angular_limit_upper " = = p_name ) {
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r_ret = Math : : rad_to_deg ( angular_limit_upper ) ;
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} else if ( " joint_constraints/angular_limit_lower " = = p_name ) {
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r_ret = Math : : rad_to_deg ( angular_limit_lower ) ;
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} else if ( " joint_constraints/angular_limit_bias " = = p_name ) {
r_ret = angular_limit_bias ;
} else if ( " joint_constraints/angular_limit_softness " = = p_name ) {
r_ret = angular_limit_softness ;
} else if ( " joint_constraints/angular_limit_relaxation " = = p_name ) {
r_ret = angular_limit_relaxation ;
} else {
return false ;
}
return true ;
}
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void PhysicalBone3D : : HingeJointData : : _get_property_list ( List < PropertyInfo > * p_list ) const {
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JointData : : _get_property_list ( p_list ) ;
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p_list - > push_back ( PropertyInfo ( Variant : : BOOL , PNAME ( " joint_constraints/angular_limit_enabled " ) ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , PNAME ( " joint_constraints/angular_limit_upper " ) , PROPERTY_HINT_RANGE , " -180,180,0.01 " ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , PNAME ( " joint_constraints/angular_limit_lower " ) , PROPERTY_HINT_RANGE , " -180,180,0.01 " ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , PNAME ( " joint_constraints/angular_limit_bias " ) , PROPERTY_HINT_RANGE , " 0.01,0.99,0.01 " ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , PNAME ( " joint_constraints/angular_limit_softness " ) , PROPERTY_HINT_RANGE , " 0.01,16,0.01 " ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , PNAME ( " joint_constraints/angular_limit_relaxation " ) , PROPERTY_HINT_RANGE , " 0.01,16,0.01 " ) ) ;
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}
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bool PhysicalBone3D : : SliderJointData : : _set ( const StringName & p_name , const Variant & p_value , RID j ) {
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if ( JointData : : _set ( p_name , p_value , j ) ) {
return true ;
}
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bool is_valid_slider = j . is_valid ( ) & & PhysicsServer3D : : get_singleton ( ) - > joint_get_type ( j ) = = PhysicsServer3D : : JOINT_TYPE_SLIDER ;
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if ( " joint_constraints/linear_limit_upper " = = p_name ) {
linear_limit_upper = p_value ;
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if ( is_valid_slider ) {
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PhysicsServer3D : : get_singleton ( ) - > slider_joint_set_param ( j , PhysicsServer3D : : SLIDER_JOINT_LINEAR_LIMIT_UPPER , linear_limit_upper ) ;
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}
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} else if ( " joint_constraints/linear_limit_lower " = = p_name ) {
linear_limit_lower = p_value ;
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if ( is_valid_slider ) {
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PhysicsServer3D : : get_singleton ( ) - > slider_joint_set_param ( j , PhysicsServer3D : : SLIDER_JOINT_LINEAR_LIMIT_LOWER , linear_limit_lower ) ;
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}
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} else if ( " joint_constraints/linear_limit_softness " = = p_name ) {
linear_limit_softness = p_value ;
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if ( is_valid_slider ) {
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PhysicsServer3D : : get_singleton ( ) - > slider_joint_set_param ( j , PhysicsServer3D : : SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS , linear_limit_softness ) ;
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}
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} else if ( " joint_constraints/linear_limit_restitution " = = p_name ) {
linear_limit_restitution = p_value ;
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if ( is_valid_slider ) {
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PhysicsServer3D : : get_singleton ( ) - > slider_joint_set_param ( j , PhysicsServer3D : : SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION , linear_limit_restitution ) ;
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}
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} else if ( " joint_constraints/linear_limit_damping " = = p_name ) {
linear_limit_damping = p_value ;
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if ( is_valid_slider ) {
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PhysicsServer3D : : get_singleton ( ) - > slider_joint_set_param ( j , PhysicsServer3D : : SLIDER_JOINT_LINEAR_LIMIT_DAMPING , linear_limit_restitution ) ;
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}
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} else if ( " joint_constraints/angular_limit_upper " = = p_name ) {
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angular_limit_upper = Math : : deg_to_rad ( real_t ( p_value ) ) ;
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if ( is_valid_slider ) {
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PhysicsServer3D : : get_singleton ( ) - > slider_joint_set_param ( j , PhysicsServer3D : : SLIDER_JOINT_ANGULAR_LIMIT_UPPER , angular_limit_upper ) ;
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}
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} else if ( " joint_constraints/angular_limit_lower " = = p_name ) {
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angular_limit_lower = Math : : deg_to_rad ( real_t ( p_value ) ) ;
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if ( is_valid_slider ) {
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PhysicsServer3D : : get_singleton ( ) - > slider_joint_set_param ( j , PhysicsServer3D : : SLIDER_JOINT_ANGULAR_LIMIT_LOWER , angular_limit_lower ) ;
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}
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} else if ( " joint_constraints/angular_limit_softness " = = p_name ) {
angular_limit_softness = p_value ;
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if ( is_valid_slider ) {
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PhysicsServer3D : : get_singleton ( ) - > slider_joint_set_param ( j , PhysicsServer3D : : SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS , angular_limit_softness ) ;
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}
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} else if ( " joint_constraints/angular_limit_restitution " = = p_name ) {
angular_limit_restitution = p_value ;
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if ( is_valid_slider ) {
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PhysicsServer3D : : get_singleton ( ) - > slider_joint_set_param ( j , PhysicsServer3D : : SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS , angular_limit_softness ) ;
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}
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} else if ( " joint_constraints/angular_limit_damping " = = p_name ) {
angular_limit_damping = p_value ;
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if ( is_valid_slider ) {
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PhysicsServer3D : : get_singleton ( ) - > slider_joint_set_param ( j , PhysicsServer3D : : SLIDER_JOINT_ANGULAR_LIMIT_DAMPING , angular_limit_damping ) ;
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}
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} else {
return false ;
}
return true ;
}
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bool PhysicalBone3D : : SliderJointData : : _get ( const StringName & p_name , Variant & r_ret ) const {
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if ( JointData : : _get ( p_name , r_ret ) ) {
return true ;
}
if ( " joint_constraints/linear_limit_upper " = = p_name ) {
r_ret = linear_limit_upper ;
} else if ( " joint_constraints/linear_limit_lower " = = p_name ) {
r_ret = linear_limit_lower ;
} else if ( " joint_constraints/linear_limit_softness " = = p_name ) {
r_ret = linear_limit_softness ;
} else if ( " joint_constraints/linear_limit_restitution " = = p_name ) {
r_ret = linear_limit_restitution ;
} else if ( " joint_constraints/linear_limit_damping " = = p_name ) {
r_ret = linear_limit_damping ;
} else if ( " joint_constraints/angular_limit_upper " = = p_name ) {
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r_ret = Math : : rad_to_deg ( angular_limit_upper ) ;
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} else if ( " joint_constraints/angular_limit_lower " = = p_name ) {
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r_ret = Math : : rad_to_deg ( angular_limit_lower ) ;
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} else if ( " joint_constraints/angular_limit_softness " = = p_name ) {
r_ret = angular_limit_softness ;
} else if ( " joint_constraints/angular_limit_restitution " = = p_name ) {
r_ret = angular_limit_restitution ;
} else if ( " joint_constraints/angular_limit_damping " = = p_name ) {
r_ret = angular_limit_damping ;
} else {
return false ;
}
return true ;
}
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void PhysicalBone3D : : SliderJointData : : _get_property_list ( List < PropertyInfo > * p_list ) const {
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JointData : : _get_property_list ( p_list ) ;
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p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , PNAME ( " joint_constraints/linear_limit_upper " ) ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , PNAME ( " joint_constraints/linear_limit_lower " ) ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , PNAME ( " joint_constraints/linear_limit_softness " ) , PROPERTY_HINT_RANGE , " 0.01,16.0,0.01 " ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , PNAME ( " joint_constraints/linear_limit_restitution " ) , PROPERTY_HINT_RANGE , " 0.01,16.0,0.01 " ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , PNAME ( " joint_constraints/linear_limit_damping " ) , PROPERTY_HINT_RANGE , " 0,16.0,0.01 " ) ) ;
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p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , PNAME ( " joint_constraints/angular_limit_upper " ) , PROPERTY_HINT_RANGE , " -180,180,0.01 " ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , PNAME ( " joint_constraints/angular_limit_lower " ) , PROPERTY_HINT_RANGE , " -180,180,0.01 " ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , PNAME ( " joint_constraints/angular_limit_softness " ) , PROPERTY_HINT_RANGE , " 0.01,16.0,0.01 " ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , PNAME ( " joint_constraints/angular_limit_restitution " ) , PROPERTY_HINT_RANGE , " 0.01,16.0,0.01 " ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , PNAME ( " joint_constraints/angular_limit_damping " ) , PROPERTY_HINT_RANGE , " 0,16.0,0.01 " ) ) ;
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}
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bool PhysicalBone3D : : SixDOFJointData : : _set ( const StringName & p_name , const Variant & p_value , RID j ) {
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if ( JointData : : _set ( p_name , p_value , j ) ) {
return true ;
}
String path = p_name ;
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if ( ! path . begins_with ( " joint_constraints/ " ) ) {
return false ;
}
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Vector3 : : Axis axis ;
{
const String axis_s = path . get_slicec ( ' / ' , 1 ) ;
if ( " x " = = axis_s ) {
axis = Vector3 : : AXIS_X ;
} else if ( " y " = = axis_s ) {
axis = Vector3 : : AXIS_Y ;
} else if ( " z " = = axis_s ) {
axis = Vector3 : : AXIS_Z ;
} else {
return false ;
}
}
String var_name = path . get_slicec ( ' / ' , 2 ) ;
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bool is_valid_6dof = j . is_valid ( ) & & PhysicsServer3D : : get_singleton ( ) - > joint_get_type ( j ) = = PhysicsServer3D : : JOINT_TYPE_6DOF ;
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if ( " linear_limit_enabled " = = var_name ) {
axis_data [ axis ] . linear_limit_enabled = p_value ;
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if ( is_valid_6dof ) {
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PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_flag ( j , axis , PhysicsServer3D : : G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT , axis_data [ axis ] . linear_limit_enabled ) ;
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}
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} else if ( " linear_limit_upper " = = var_name ) {
axis_data [ axis ] . linear_limit_upper = p_value ;
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if ( is_valid_6dof ) {
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PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_param ( j , axis , PhysicsServer3D : : G6DOF_JOINT_LINEAR_UPPER_LIMIT , axis_data [ axis ] . linear_limit_upper ) ;
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}
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} else if ( " linear_limit_lower " = = var_name ) {
axis_data [ axis ] . linear_limit_lower = p_value ;
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if ( is_valid_6dof ) {
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PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_param ( j , axis , PhysicsServer3D : : G6DOF_JOINT_LINEAR_LOWER_LIMIT , axis_data [ axis ] . linear_limit_lower ) ;
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}
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} else if ( " linear_limit_softness " = = var_name ) {
axis_data [ axis ] . linear_limit_softness = p_value ;
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if ( is_valid_6dof ) {
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PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_param ( j , axis , PhysicsServer3D : : G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS , axis_data [ axis ] . linear_limit_softness ) ;
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}
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} else if ( " linear_spring_enabled " = = var_name ) {
axis_data [ axis ] . linear_spring_enabled = p_value ;
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if ( is_valid_6dof ) {
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PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_flag ( j , axis , PhysicsServer3D : : G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING , axis_data [ axis ] . linear_spring_enabled ) ;
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}
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} else if ( " linear_spring_stiffness " = = var_name ) {
axis_data [ axis ] . linear_spring_stiffness = p_value ;
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if ( is_valid_6dof ) {
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PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_param ( j , axis , PhysicsServer3D : : G6DOF_JOINT_LINEAR_SPRING_STIFFNESS , axis_data [ axis ] . linear_spring_stiffness ) ;
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}
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} else if ( " linear_spring_damping " = = var_name ) {
axis_data [ axis ] . linear_spring_damping = p_value ;
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if ( is_valid_6dof ) {
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PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_param ( j , axis , PhysicsServer3D : : G6DOF_JOINT_LINEAR_SPRING_DAMPING , axis_data [ axis ] . linear_spring_damping ) ;
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}
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} else if ( " linear_equilibrium_point " = = var_name ) {
axis_data [ axis ] . linear_equilibrium_point = p_value ;
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if ( is_valid_6dof ) {
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PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_param ( j , axis , PhysicsServer3D : : G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT , axis_data [ axis ] . linear_equilibrium_point ) ;
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}
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} else if ( " linear_restitution " = = var_name ) {
axis_data [ axis ] . linear_restitution = p_value ;
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if ( is_valid_6dof ) {
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PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_param ( j , axis , PhysicsServer3D : : G6DOF_JOINT_LINEAR_RESTITUTION , axis_data [ axis ] . linear_restitution ) ;
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}
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} else if ( " linear_damping " = = var_name ) {
axis_data [ axis ] . linear_damping = p_value ;
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if ( is_valid_6dof ) {
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PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_param ( j , axis , PhysicsServer3D : : G6DOF_JOINT_LINEAR_DAMPING , axis_data [ axis ] . linear_damping ) ;
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}
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} else if ( " angular_limit_enabled " = = var_name ) {
axis_data [ axis ] . angular_limit_enabled = p_value ;
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if ( is_valid_6dof ) {
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PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_flag ( j , axis , PhysicsServer3D : : G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT , axis_data [ axis ] . angular_limit_enabled ) ;
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}
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} else if ( " angular_limit_upper " = = var_name ) {
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axis_data [ axis ] . angular_limit_upper = Math : : deg_to_rad ( real_t ( p_value ) ) ;
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if ( is_valid_6dof ) {
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PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_param ( j , axis , PhysicsServer3D : : G6DOF_JOINT_ANGULAR_UPPER_LIMIT , axis_data [ axis ] . angular_limit_upper ) ;
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}
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} else if ( " angular_limit_lower " = = var_name ) {
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axis_data [ axis ] . angular_limit_lower = Math : : deg_to_rad ( real_t ( p_value ) ) ;
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if ( is_valid_6dof ) {
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PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_param ( j , axis , PhysicsServer3D : : G6DOF_JOINT_ANGULAR_LOWER_LIMIT , axis_data [ axis ] . angular_limit_lower ) ;
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}
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} else if ( " angular_limit_softness " = = var_name ) {
axis_data [ axis ] . angular_limit_softness = p_value ;
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if ( is_valid_6dof ) {
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PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_param ( j , axis , PhysicsServer3D : : G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS , axis_data [ axis ] . angular_limit_softness ) ;
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}
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} else if ( " angular_restitution " = = var_name ) {
axis_data [ axis ] . angular_restitution = p_value ;
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if ( is_valid_6dof ) {
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PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_param ( j , axis , PhysicsServer3D : : G6DOF_JOINT_ANGULAR_RESTITUTION , axis_data [ axis ] . angular_restitution ) ;
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}
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} else if ( " angular_damping " = = var_name ) {
axis_data [ axis ] . angular_damping = p_value ;
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if ( is_valid_6dof ) {
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PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_param ( j , axis , PhysicsServer3D : : G6DOF_JOINT_ANGULAR_DAMPING , axis_data [ axis ] . angular_damping ) ;
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}
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} else if ( " erp " = = var_name ) {
axis_data [ axis ] . erp = p_value ;
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if ( is_valid_6dof ) {
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PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_param ( j , axis , PhysicsServer3D : : G6DOF_JOINT_ANGULAR_ERP , axis_data [ axis ] . erp ) ;
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}
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} else if ( " angular_spring_enabled " = = var_name ) {
axis_data [ axis ] . angular_spring_enabled = p_value ;
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if ( is_valid_6dof ) {
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PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_flag ( j , axis , PhysicsServer3D : : G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING , axis_data [ axis ] . angular_spring_enabled ) ;
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}
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} else if ( " angular_spring_stiffness " = = var_name ) {
axis_data [ axis ] . angular_spring_stiffness = p_value ;
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if ( is_valid_6dof ) {
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PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_param ( j , axis , PhysicsServer3D : : G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS , axis_data [ axis ] . angular_spring_stiffness ) ;
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}
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} else if ( " angular_spring_damping " = = var_name ) {
axis_data [ axis ] . angular_spring_damping = p_value ;
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if ( is_valid_6dof ) {
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PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_param ( j , axis , PhysicsServer3D : : G6DOF_JOINT_ANGULAR_SPRING_DAMPING , axis_data [ axis ] . angular_spring_damping ) ;
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}
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} else if ( " angular_equilibrium_point " = = var_name ) {
axis_data [ axis ] . angular_equilibrium_point = p_value ;
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if ( is_valid_6dof ) {
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PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_param ( j , axis , PhysicsServer3D : : G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT , axis_data [ axis ] . angular_equilibrium_point ) ;
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}
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} else {
return false ;
}
return true ;
}
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bool PhysicalBone3D : : SixDOFJointData : : _get ( const StringName & p_name , Variant & r_ret ) const {
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if ( JointData : : _get ( p_name , r_ret ) ) {
return true ;
}
String path = p_name ;
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if ( ! path . begins_with ( " joint_constraints/ " ) ) {
return false ;
}
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int axis ;
{
const String axis_s = path . get_slicec ( ' / ' , 1 ) ;
if ( " x " = = axis_s ) {
axis = 0 ;
} else if ( " y " = = axis_s ) {
axis = 1 ;
} else if ( " z " = = axis_s ) {
axis = 2 ;
} else {
return false ;
}
}
String var_name = path . get_slicec ( ' / ' , 2 ) ;
if ( " linear_limit_enabled " = = var_name ) {
r_ret = axis_data [ axis ] . linear_limit_enabled ;
} else if ( " linear_limit_upper " = = var_name ) {
r_ret = axis_data [ axis ] . linear_limit_upper ;
} else if ( " linear_limit_lower " = = var_name ) {
r_ret = axis_data [ axis ] . linear_limit_lower ;
} else if ( " linear_limit_softness " = = var_name ) {
r_ret = axis_data [ axis ] . linear_limit_softness ;
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} else if ( " linear_spring_enabled " = = var_name ) {
r_ret = axis_data [ axis ] . linear_spring_enabled ;
} else if ( " linear_spring_stiffness " = = var_name ) {
r_ret = axis_data [ axis ] . linear_spring_stiffness ;
} else if ( " linear_spring_damping " = = var_name ) {
r_ret = axis_data [ axis ] . linear_spring_damping ;
} else if ( " linear_equilibrium_point " = = var_name ) {
r_ret = axis_data [ axis ] . linear_equilibrium_point ;
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} else if ( " linear_restitution " = = var_name ) {
r_ret = axis_data [ axis ] . linear_restitution ;
} else if ( " linear_damping " = = var_name ) {
r_ret = axis_data [ axis ] . linear_damping ;
} else if ( " angular_limit_enabled " = = var_name ) {
r_ret = axis_data [ axis ] . angular_limit_enabled ;
} else if ( " angular_limit_upper " = = var_name ) {
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r_ret = Math : : rad_to_deg ( axis_data [ axis ] . angular_limit_upper ) ;
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} else if ( " angular_limit_lower " = = var_name ) {
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r_ret = Math : : rad_to_deg ( axis_data [ axis ] . angular_limit_lower ) ;
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} else if ( " angular_limit_softness " = = var_name ) {
r_ret = axis_data [ axis ] . angular_limit_softness ;
} else if ( " angular_restitution " = = var_name ) {
r_ret = axis_data [ axis ] . angular_restitution ;
} else if ( " angular_damping " = = var_name ) {
r_ret = axis_data [ axis ] . angular_damping ;
} else if ( " erp " = = var_name ) {
r_ret = axis_data [ axis ] . erp ;
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} else if ( " angular_spring_enabled " = = var_name ) {
r_ret = axis_data [ axis ] . angular_spring_enabled ;
} else if ( " angular_spring_stiffness " = = var_name ) {
r_ret = axis_data [ axis ] . angular_spring_stiffness ;
} else if ( " angular_spring_damping " = = var_name ) {
r_ret = axis_data [ axis ] . angular_spring_damping ;
} else if ( " angular_equilibrium_point " = = var_name ) {
r_ret = axis_data [ axis ] . angular_equilibrium_point ;
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} else {
return false ;
}
return true ;
}
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void PhysicalBone3D : : SixDOFJointData : : _get_property_list ( List < PropertyInfo > * p_list ) const {
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const StringName axis_names [ ] = { PNAME ( " x " ) , PNAME ( " y " ) , PNAME ( " z " ) } ;
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for ( int i = 0 ; i < 3 ; + + i ) {
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const String prefix = vformat ( " %s/%s/ " , PNAME ( " joint_constraints " ) , axis_names [ i ] ) ;
p_list - > push_back ( PropertyInfo ( Variant : : BOOL , prefix + PNAME ( " linear_limit_enabled " ) ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , prefix + PNAME ( " linear_limit_upper " ) ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , prefix + PNAME ( " linear_limit_lower " ) ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , prefix + PNAME ( " linear_limit_softness " ) , PROPERTY_HINT_RANGE , " 0.01,16,0.01 " ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : BOOL , prefix + PNAME ( " linear_spring_enabled " ) ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , prefix + PNAME ( " linear_spring_stiffness " ) ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , prefix + PNAME ( " linear_spring_damping " ) ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , prefix + PNAME ( " linear_equilibrium_point " ) ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , prefix + PNAME ( " linear_restitution " ) , PROPERTY_HINT_RANGE , " 0.01,16,0.01 " ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , prefix + PNAME ( " linear_damping " ) , PROPERTY_HINT_RANGE , " 0.01,16,0.01 " ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : BOOL , prefix + PNAME ( " angular_limit_enabled " ) ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , prefix + PNAME ( " angular_limit_upper " ) , PROPERTY_HINT_RANGE , " -180,180,0.01 " ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , prefix + PNAME ( " angular_limit_lower " ) , PROPERTY_HINT_RANGE , " -180,180,0.01 " ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , prefix + PNAME ( " angular_limit_softness " ) , PROPERTY_HINT_RANGE , " 0.01,16,0.01 " ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , prefix + PNAME ( " angular_restitution " ) , PROPERTY_HINT_RANGE , " 0.01,16,0.01 " ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , prefix + PNAME ( " angular_damping " ) , PROPERTY_HINT_RANGE , " 0.01,16,0.01 " ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , prefix + PNAME ( " erp " ) ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : BOOL , prefix + PNAME ( " angular_spring_enabled " ) ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , prefix + PNAME ( " angular_spring_stiffness " ) ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , prefix + PNAME ( " angular_spring_damping " ) ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : FLOAT , prefix + PNAME ( " angular_equilibrium_point " ) ) ) ;
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}
}
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bool PhysicalBone3D : : _set ( const StringName & p_name , const Variant & p_value ) {
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if ( p_name = = " bone_name " ) {
set_bone_name ( p_value ) ;
return true ;
}
if ( joint_data ) {
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if ( joint_data - > _set ( p_name , p_value , joint ) ) {
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# ifdef TOOLS_ENABLED
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update_gizmos ( ) ;
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# endif
return true ;
}
}
return false ;
}
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bool PhysicalBone3D : : _get ( const StringName & p_name , Variant & r_ret ) const {
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if ( p_name = = " bone_name " ) {
r_ret = get_bone_name ( ) ;
return true ;
}
if ( joint_data ) {
return joint_data - > _get ( p_name , r_ret ) ;
}
return false ;
}
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void PhysicalBone3D : : _get_property_list ( List < PropertyInfo > * p_list ) const {
Skeleton3D * parent = find_skeleton_parent ( get_parent ( ) ) ;
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if ( parent ) {
String names ;
for ( int i = 0 ; i < parent - > get_bone_count ( ) ; i + + ) {
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if ( i > 0 ) {
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names + = " , " ;
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}
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names + = parent - > get_bone_name ( i ) ;
}
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p_list - > push_back ( PropertyInfo ( Variant : : STRING_NAME , PNAME ( " bone_name " ) , PROPERTY_HINT_ENUM , names ) ) ;
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} else {
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p_list - > push_back ( PropertyInfo ( Variant : : STRING_NAME , PNAME ( " bone_name " ) ) ) ;
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}
if ( joint_data ) {
joint_data - > _get_property_list ( p_list ) ;
}
}
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void PhysicalBone3D : : _notification ( int p_what ) {
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switch ( p_what ) {
case NOTIFICATION_ENTER_TREE :
parent_skeleton = find_skeleton_parent ( get_parent ( ) ) ;
update_bone_id ( ) ;
reset_to_rest_position ( ) ;
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reset_physics_simulation_state ( ) ;
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if ( joint_data ) {
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_reload_joint ( ) ;
}
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break ;
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case NOTIFICATION_EXIT_TREE : {
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if ( parent_skeleton ) {
if ( - 1 ! = bone_id ) {
parent_skeleton - > unbind_physical_bone_from_bone ( bone_id ) ;
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bone_id = - 1 ;
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}
}
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parent_skeleton = nullptr ;
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PhysicsServer3D : : get_singleton ( ) - > joint_clear ( joint ) ;
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} break ;
case NOTIFICATION_TRANSFORM_CHANGED : {
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if ( Engine : : get_singleton ( ) - > is_editor_hint ( ) ) {
update_offset ( ) ;
}
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} break ;
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}
}
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void PhysicalBone3D : : _sync_body_state ( PhysicsDirectBodyState3D * p_state ) {
set_global_transform ( p_state - > get_transform ( ) ) ;
linear_velocity = p_state - > get_linear_velocity ( ) ;
angular_velocity = p_state - > get_angular_velocity ( ) ;
}
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void PhysicalBone3D : : _body_state_changed ( PhysicsDirectBodyState3D * p_state ) {
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if ( ! simulate_physics | | ! _internal_simulate_physics ) {
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return ;
}
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set_ignore_transform_notification ( true ) ;
_sync_body_state ( p_state ) ;
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GDVIRTUAL_CALL ( _integrate_forces , p_state ) ;
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_sync_body_state ( p_state ) ;
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set_ignore_transform_notification ( false ) ;
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_on_transform_changed ( ) ;
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Transform3D global_transform ( p_state - > get_transform ( ) ) ;
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// Update skeleton
if ( parent_skeleton ) {
if ( - 1 ! = bone_id ) {
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parent_skeleton - > set_bone_global_pose_override ( bone_id , parent_skeleton - > get_global_transform ( ) . affine_inverse ( ) * ( global_transform * body_offset_inverse ) , 1.0 , true ) ;
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}
}
}
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void PhysicalBone3D : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " apply_central_impulse " , " impulse " ) , & PhysicalBone3D : : apply_central_impulse ) ;
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ClassDB : : bind_method ( D_METHOD ( " apply_impulse " , " impulse " , " position " ) , & PhysicalBone3D : : apply_impulse , Vector3 ( ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_joint_type " , " joint_type " ) , & PhysicalBone3D : : set_joint_type ) ;
ClassDB : : bind_method ( D_METHOD ( " get_joint_type " ) , & PhysicalBone3D : : get_joint_type ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_joint_offset " , " offset " ) , & PhysicalBone3D : : set_joint_offset ) ;
ClassDB : : bind_method ( D_METHOD ( " get_joint_offset " ) , & PhysicalBone3D : : get_joint_offset ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_joint_rotation " , " euler " ) , & PhysicalBone3D : : set_joint_rotation ) ;
ClassDB : : bind_method ( D_METHOD ( " get_joint_rotation " ) , & PhysicalBone3D : : get_joint_rotation ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_body_offset " , " offset " ) , & PhysicalBone3D : : set_body_offset ) ;
ClassDB : : bind_method ( D_METHOD ( " get_body_offset " ) , & PhysicalBone3D : : get_body_offset ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_simulate_physics " ) , & PhysicalBone3D : : get_simulate_physics ) ;
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ClassDB : : bind_method ( D_METHOD ( " is_simulating_physics " ) , & PhysicalBone3D : : is_simulating_physics ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_bone_id " ) , & PhysicalBone3D : : get_bone_id ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_mass " , " mass " ) , & PhysicalBone3D : : set_mass ) ;
ClassDB : : bind_method ( D_METHOD ( " get_mass " ) , & PhysicalBone3D : : get_mass ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_friction " , " friction " ) , & PhysicalBone3D : : set_friction ) ;
ClassDB : : bind_method ( D_METHOD ( " get_friction " ) , & PhysicalBone3D : : get_friction ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_bounce " , " bounce " ) , & PhysicalBone3D : : set_bounce ) ;
ClassDB : : bind_method ( D_METHOD ( " get_bounce " ) , & PhysicalBone3D : : get_bounce ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_gravity_scale " , " gravity_scale " ) , & PhysicalBone3D : : set_gravity_scale ) ;
ClassDB : : bind_method ( D_METHOD ( " get_gravity_scale " ) , & PhysicalBone3D : : get_gravity_scale ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_linear_damp_mode " , " linear_damp_mode " ) , & PhysicalBone3D : : set_linear_damp_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " get_linear_damp_mode " ) , & PhysicalBone3D : : get_linear_damp_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " set_angular_damp_mode " , " angular_damp_mode " ) , & PhysicalBone3D : : set_angular_damp_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " get_angular_damp_mode " ) , & PhysicalBone3D : : get_angular_damp_mode ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_linear_damp " , " linear_damp " ) , & PhysicalBone3D : : set_linear_damp ) ;
ClassDB : : bind_method ( D_METHOD ( " get_linear_damp " ) , & PhysicalBone3D : : get_linear_damp ) ;
ClassDB : : bind_method ( D_METHOD ( " set_angular_damp " , " angular_damp " ) , & PhysicalBone3D : : set_angular_damp ) ;
ClassDB : : bind_method ( D_METHOD ( " get_angular_damp " ) , & PhysicalBone3D : : get_angular_damp ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_linear_velocity " , " linear_velocity " ) , & PhysicalBone3D : : set_linear_velocity ) ;
ClassDB : : bind_method ( D_METHOD ( " get_linear_velocity " ) , & PhysicalBone3D : : get_linear_velocity ) ;
ClassDB : : bind_method ( D_METHOD ( " set_angular_velocity " , " angular_velocity " ) , & PhysicalBone3D : : set_angular_velocity ) ;
ClassDB : : bind_method ( D_METHOD ( " get_angular_velocity " ) , & PhysicalBone3D : : get_angular_velocity ) ;
ClassDB : : bind_method ( D_METHOD ( " set_use_custom_integrator " , " enable " ) , & PhysicalBone3D : : set_use_custom_integrator ) ;
ClassDB : : bind_method ( D_METHOD ( " is_using_custom_integrator " ) , & PhysicalBone3D : : is_using_custom_integrator ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_can_sleep " , " able_to_sleep " ) , & PhysicalBone3D : : set_can_sleep ) ;
ClassDB : : bind_method ( D_METHOD ( " is_able_to_sleep " ) , & PhysicalBone3D : : is_able_to_sleep ) ;
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GDVIRTUAL_BIND ( _integrate_forces , " state " ) ;
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ADD_GROUP ( " Joint " , " joint_ " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " joint_type " , PROPERTY_HINT_ENUM , " None,PinJoint,ConeJoint,HingeJoint,SliderJoint,6DOFJoint " ) , " set_joint_type " , " get_joint_type " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : TRANSFORM3D , " joint_offset " , PROPERTY_HINT_NONE , " suffix:m " ) , " set_joint_offset " , " get_joint_offset " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR3 , " joint_rotation " , PROPERTY_HINT_RANGE , " -360,360,0.01,or_less,or_greater,radians " ) , " set_joint_rotation " , " get_joint_rotation " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : TRANSFORM3D , " body_offset " , PROPERTY_HINT_NONE , " suffix:m " ) , " set_body_offset " , " get_body_offset " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " mass " , PROPERTY_HINT_RANGE , " 0.01,1000,0.01,or_greater,exp,suffix:kg " ) , " set_mass " , " get_mass " ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " friction " , PROPERTY_HINT_RANGE , " 0,1,0.01 " ) , " set_friction " , " get_friction " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " bounce " , PROPERTY_HINT_RANGE , " 0,1,0.01 " ) , " set_bounce " , " get_bounce " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " gravity_scale " , PROPERTY_HINT_RANGE , " -10,10,0.01 " ) , " set_gravity_scale " , " get_gravity_scale " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " custom_integrator " ) , " set_use_custom_integrator " , " is_using_custom_integrator " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " linear_damp_mode " , PROPERTY_HINT_ENUM , " Combine,Replace " ) , " set_linear_damp_mode " , " get_linear_damp_mode " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " linear_damp " , PROPERTY_HINT_RANGE , " 0,100,0.001,or_greater " ) , " set_linear_damp " , " get_linear_damp " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " angular_damp_mode " , PROPERTY_HINT_ENUM , " Combine,Replace " ) , " set_angular_damp_mode " , " get_angular_damp_mode " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " angular_damp " , PROPERTY_HINT_RANGE , " 0,100,0.001,or_greater " ) , " set_angular_damp " , " get_angular_damp " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR3 , " linear_velocity " , PROPERTY_HINT_NONE , " suffix:m/s " ) , " set_linear_velocity " , " get_linear_velocity " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR3 , " angular_velocity " , PROPERTY_HINT_NONE , U " radians,suffix: \u00B0 /s " ) , " set_angular_velocity " , " get_angular_velocity " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " can_sleep " ) , " set_can_sleep " , " is_able_to_sleep " ) ;
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BIND_ENUM_CONSTANT ( DAMP_MODE_COMBINE ) ;
BIND_ENUM_CONSTANT ( DAMP_MODE_REPLACE ) ;
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BIND_ENUM_CONSTANT ( JOINT_TYPE_NONE ) ;
BIND_ENUM_CONSTANT ( JOINT_TYPE_PIN ) ;
BIND_ENUM_CONSTANT ( JOINT_TYPE_CONE ) ;
BIND_ENUM_CONSTANT ( JOINT_TYPE_HINGE ) ;
BIND_ENUM_CONSTANT ( JOINT_TYPE_SLIDER ) ;
BIND_ENUM_CONSTANT ( JOINT_TYPE_6DOF ) ;
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}
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Skeleton3D * PhysicalBone3D : : find_skeleton_parent ( Node * p_parent ) {
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if ( ! p_parent ) {
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return nullptr ;
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}
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Skeleton3D * s = Object : : cast_to < Skeleton3D > ( p_parent ) ;
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return s ? s : find_skeleton_parent ( p_parent - > get_parent ( ) ) ;
}
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void PhysicalBone3D : : _update_joint_offset ( ) {
_fix_joint_offset ( ) ;
set_ignore_transform_notification ( true ) ;
reset_to_rest_position ( ) ;
set_ignore_transform_notification ( false ) ;
# ifdef TOOLS_ENABLED
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update_gizmos ( ) ;
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# endif
}
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void PhysicalBone3D : : _fix_joint_offset ( ) {
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// Clamp joint origin to bone origin
if ( parent_skeleton ) {
joint_offset . origin = body_offset . affine_inverse ( ) . origin ;
}
}
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void PhysicalBone3D : : _reload_joint ( ) {
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if ( ! parent_skeleton ) {
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PhysicsServer3D : : get_singleton ( ) - > joint_clear ( joint ) ;
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return ;
}
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PhysicalBone3D * body_a = parent_skeleton - > get_physical_bone_parent ( bone_id ) ;
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if ( ! body_a ) {
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PhysicsServer3D : : get_singleton ( ) - > joint_clear ( joint ) ;
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return ;
}
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Transform3D joint_transf = get_global_transform ( ) * joint_offset ;
Transform3D local_a = body_a - > get_global_transform ( ) . affine_inverse ( ) * joint_transf ;
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local_a . orthonormalize ( ) ;
switch ( get_joint_type ( ) ) {
case JOINT_TYPE_PIN : {
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PhysicsServer3D : : get_singleton ( ) - > joint_make_pin ( joint , body_a - > get_rid ( ) , local_a . origin , get_rid ( ) , joint_offset . origin ) ;
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const PinJointData * pjd ( static_cast < const PinJointData * > ( joint_data ) ) ;
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PhysicsServer3D : : get_singleton ( ) - > pin_joint_set_param ( joint , PhysicsServer3D : : PIN_JOINT_BIAS , pjd - > bias ) ;
PhysicsServer3D : : get_singleton ( ) - > pin_joint_set_param ( joint , PhysicsServer3D : : PIN_JOINT_DAMPING , pjd - > damping ) ;
PhysicsServer3D : : get_singleton ( ) - > pin_joint_set_param ( joint , PhysicsServer3D : : PIN_JOINT_IMPULSE_CLAMP , pjd - > impulse_clamp ) ;
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} break ;
case JOINT_TYPE_CONE : {
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PhysicsServer3D : : get_singleton ( ) - > joint_make_cone_twist ( joint , body_a - > get_rid ( ) , local_a , get_rid ( ) , joint_offset ) ;
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const ConeJointData * cjd ( static_cast < const ConeJointData * > ( joint_data ) ) ;
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PhysicsServer3D : : get_singleton ( ) - > cone_twist_joint_set_param ( joint , PhysicsServer3D : : CONE_TWIST_JOINT_SWING_SPAN , cjd - > swing_span ) ;
PhysicsServer3D : : get_singleton ( ) - > cone_twist_joint_set_param ( joint , PhysicsServer3D : : CONE_TWIST_JOINT_TWIST_SPAN , cjd - > twist_span ) ;
PhysicsServer3D : : get_singleton ( ) - > cone_twist_joint_set_param ( joint , PhysicsServer3D : : CONE_TWIST_JOINT_BIAS , cjd - > bias ) ;
PhysicsServer3D : : get_singleton ( ) - > cone_twist_joint_set_param ( joint , PhysicsServer3D : : CONE_TWIST_JOINT_SOFTNESS , cjd - > softness ) ;
PhysicsServer3D : : get_singleton ( ) - > cone_twist_joint_set_param ( joint , PhysicsServer3D : : CONE_TWIST_JOINT_RELAXATION , cjd - > relaxation ) ;
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} break ;
case JOINT_TYPE_HINGE : {
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PhysicsServer3D : : get_singleton ( ) - > joint_make_hinge ( joint , body_a - > get_rid ( ) , local_a , get_rid ( ) , joint_offset ) ;
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const HingeJointData * hjd ( static_cast < const HingeJointData * > ( joint_data ) ) ;
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PhysicsServer3D : : get_singleton ( ) - > hinge_joint_set_flag ( joint , PhysicsServer3D : : HINGE_JOINT_FLAG_USE_LIMIT , hjd - > angular_limit_enabled ) ;
PhysicsServer3D : : get_singleton ( ) - > hinge_joint_set_param ( joint , PhysicsServer3D : : HINGE_JOINT_LIMIT_UPPER , hjd - > angular_limit_upper ) ;
PhysicsServer3D : : get_singleton ( ) - > hinge_joint_set_param ( joint , PhysicsServer3D : : HINGE_JOINT_LIMIT_LOWER , hjd - > angular_limit_lower ) ;
PhysicsServer3D : : get_singleton ( ) - > hinge_joint_set_param ( joint , PhysicsServer3D : : HINGE_JOINT_LIMIT_BIAS , hjd - > angular_limit_bias ) ;
PhysicsServer3D : : get_singleton ( ) - > hinge_joint_set_param ( joint , PhysicsServer3D : : HINGE_JOINT_LIMIT_SOFTNESS , hjd - > angular_limit_softness ) ;
PhysicsServer3D : : get_singleton ( ) - > hinge_joint_set_param ( joint , PhysicsServer3D : : HINGE_JOINT_LIMIT_RELAXATION , hjd - > angular_limit_relaxation ) ;
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} break ;
case JOINT_TYPE_SLIDER : {
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PhysicsServer3D : : get_singleton ( ) - > joint_make_slider ( joint , body_a - > get_rid ( ) , local_a , get_rid ( ) , joint_offset ) ;
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const SliderJointData * sjd ( static_cast < const SliderJointData * > ( joint_data ) ) ;
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PhysicsServer3D : : get_singleton ( ) - > slider_joint_set_param ( joint , PhysicsServer3D : : SLIDER_JOINT_LINEAR_LIMIT_UPPER , sjd - > linear_limit_upper ) ;
PhysicsServer3D : : get_singleton ( ) - > slider_joint_set_param ( joint , PhysicsServer3D : : SLIDER_JOINT_LINEAR_LIMIT_LOWER , sjd - > linear_limit_lower ) ;
PhysicsServer3D : : get_singleton ( ) - > slider_joint_set_param ( joint , PhysicsServer3D : : SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS , sjd - > linear_limit_softness ) ;
PhysicsServer3D : : get_singleton ( ) - > slider_joint_set_param ( joint , PhysicsServer3D : : SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION , sjd - > linear_limit_restitution ) ;
PhysicsServer3D : : get_singleton ( ) - > slider_joint_set_param ( joint , PhysicsServer3D : : SLIDER_JOINT_LINEAR_LIMIT_DAMPING , sjd - > linear_limit_restitution ) ;
PhysicsServer3D : : get_singleton ( ) - > slider_joint_set_param ( joint , PhysicsServer3D : : SLIDER_JOINT_ANGULAR_LIMIT_UPPER , sjd - > angular_limit_upper ) ;
PhysicsServer3D : : get_singleton ( ) - > slider_joint_set_param ( joint , PhysicsServer3D : : SLIDER_JOINT_ANGULAR_LIMIT_LOWER , sjd - > angular_limit_lower ) ;
PhysicsServer3D : : get_singleton ( ) - > slider_joint_set_param ( joint , PhysicsServer3D : : SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS , sjd - > angular_limit_softness ) ;
PhysicsServer3D : : get_singleton ( ) - > slider_joint_set_param ( joint , PhysicsServer3D : : SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS , sjd - > angular_limit_softness ) ;
PhysicsServer3D : : get_singleton ( ) - > slider_joint_set_param ( joint , PhysicsServer3D : : SLIDER_JOINT_ANGULAR_LIMIT_DAMPING , sjd - > angular_limit_damping ) ;
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} break ;
case JOINT_TYPE_6DOF : {
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PhysicsServer3D : : get_singleton ( ) - > joint_make_generic_6dof ( joint , body_a - > get_rid ( ) , local_a , get_rid ( ) , joint_offset ) ;
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const SixDOFJointData * g6dofjd ( static_cast < const SixDOFJointData * > ( joint_data ) ) ;
for ( int axis = 0 ; axis < 3 ; + + axis ) {
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PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_flag ( joint , static_cast < Vector3 : : Axis > ( axis ) , PhysicsServer3D : : G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT , g6dofjd - > axis_data [ axis ] . linear_limit_enabled ) ;
PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_param ( joint , static_cast < Vector3 : : Axis > ( axis ) , PhysicsServer3D : : G6DOF_JOINT_LINEAR_UPPER_LIMIT , g6dofjd - > axis_data [ axis ] . linear_limit_upper ) ;
PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_param ( joint , static_cast < Vector3 : : Axis > ( axis ) , PhysicsServer3D : : G6DOF_JOINT_LINEAR_LOWER_LIMIT , g6dofjd - > axis_data [ axis ] . linear_limit_lower ) ;
PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_param ( joint , static_cast < Vector3 : : Axis > ( axis ) , PhysicsServer3D : : G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS , g6dofjd - > axis_data [ axis ] . linear_limit_softness ) ;
PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_flag ( joint , static_cast < Vector3 : : Axis > ( axis ) , PhysicsServer3D : : G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING , g6dofjd - > axis_data [ axis ] . linear_spring_enabled ) ;
PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_param ( joint , static_cast < Vector3 : : Axis > ( axis ) , PhysicsServer3D : : G6DOF_JOINT_LINEAR_SPRING_STIFFNESS , g6dofjd - > axis_data [ axis ] . linear_spring_stiffness ) ;
PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_param ( joint , static_cast < Vector3 : : Axis > ( axis ) , PhysicsServer3D : : G6DOF_JOINT_LINEAR_SPRING_DAMPING , g6dofjd - > axis_data [ axis ] . linear_spring_damping ) ;
PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_param ( joint , static_cast < Vector3 : : Axis > ( axis ) , PhysicsServer3D : : G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT , g6dofjd - > axis_data [ axis ] . linear_equilibrium_point ) ;
PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_param ( joint , static_cast < Vector3 : : Axis > ( axis ) , PhysicsServer3D : : G6DOF_JOINT_LINEAR_RESTITUTION , g6dofjd - > axis_data [ axis ] . linear_restitution ) ;
PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_param ( joint , static_cast < Vector3 : : Axis > ( axis ) , PhysicsServer3D : : G6DOF_JOINT_LINEAR_DAMPING , g6dofjd - > axis_data [ axis ] . linear_damping ) ;
PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_flag ( joint , static_cast < Vector3 : : Axis > ( axis ) , PhysicsServer3D : : G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT , g6dofjd - > axis_data [ axis ] . angular_limit_enabled ) ;
PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_param ( joint , static_cast < Vector3 : : Axis > ( axis ) , PhysicsServer3D : : G6DOF_JOINT_ANGULAR_UPPER_LIMIT , g6dofjd - > axis_data [ axis ] . angular_limit_upper ) ;
PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_param ( joint , static_cast < Vector3 : : Axis > ( axis ) , PhysicsServer3D : : G6DOF_JOINT_ANGULAR_LOWER_LIMIT , g6dofjd - > axis_data [ axis ] . angular_limit_lower ) ;
PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_param ( joint , static_cast < Vector3 : : Axis > ( axis ) , PhysicsServer3D : : G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS , g6dofjd - > axis_data [ axis ] . angular_limit_softness ) ;
PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_param ( joint , static_cast < Vector3 : : Axis > ( axis ) , PhysicsServer3D : : G6DOF_JOINT_ANGULAR_RESTITUTION , g6dofjd - > axis_data [ axis ] . angular_restitution ) ;
PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_param ( joint , static_cast < Vector3 : : Axis > ( axis ) , PhysicsServer3D : : G6DOF_JOINT_ANGULAR_DAMPING , g6dofjd - > axis_data [ axis ] . angular_damping ) ;
PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_param ( joint , static_cast < Vector3 : : Axis > ( axis ) , PhysicsServer3D : : G6DOF_JOINT_ANGULAR_ERP , g6dofjd - > axis_data [ axis ] . erp ) ;
PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_flag ( joint , static_cast < Vector3 : : Axis > ( axis ) , PhysicsServer3D : : G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING , g6dofjd - > axis_data [ axis ] . angular_spring_enabled ) ;
PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_param ( joint , static_cast < Vector3 : : Axis > ( axis ) , PhysicsServer3D : : G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS , g6dofjd - > axis_data [ axis ] . angular_spring_stiffness ) ;
PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_param ( joint , static_cast < Vector3 : : Axis > ( axis ) , PhysicsServer3D : : G6DOF_JOINT_ANGULAR_SPRING_DAMPING , g6dofjd - > axis_data [ axis ] . angular_spring_damping ) ;
PhysicsServer3D : : get_singleton ( ) - > generic_6dof_joint_set_param ( joint , static_cast < Vector3 : : Axis > ( axis ) , PhysicsServer3D : : G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT , g6dofjd - > axis_data [ axis ] . angular_equilibrium_point ) ;
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}
} break ;
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case JOINT_TYPE_NONE : {
} break ;
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}
}
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void PhysicalBone3D : : _on_bone_parent_changed ( ) {
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_reload_joint ( ) ;
}
# ifdef TOOLS_ENABLED
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void PhysicalBone3D : : _set_gizmo_move_joint ( bool p_move_joint ) {
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gizmo_move_joint = p_move_joint ;
}
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Transform3D PhysicalBone3D : : get_global_gizmo_transform ( ) const {
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return gizmo_move_joint ? get_global_transform ( ) * joint_offset : get_global_transform ( ) ;
}
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Transform3D PhysicalBone3D : : get_local_gizmo_transform ( ) const {
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return gizmo_move_joint ? get_transform ( ) * joint_offset : get_transform ( ) ;
}
# endif
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const PhysicalBone3D : : JointData * PhysicalBone3D : : get_joint_data ( ) const {
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return joint_data ;
}
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Skeleton3D * PhysicalBone3D : : find_skeleton_parent ( ) {
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return find_skeleton_parent ( this ) ;
}
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void PhysicalBone3D : : set_joint_type ( JointType p_joint_type ) {
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if ( p_joint_type = = get_joint_type ( ) ) {
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return ;
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}
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if ( joint_data ) {
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memdelete ( joint_data ) ;
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}
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joint_data = nullptr ;
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switch ( p_joint_type ) {
case JOINT_TYPE_PIN :
joint_data = memnew ( PinJointData ) ;
break ;
case JOINT_TYPE_CONE :
joint_data = memnew ( ConeJointData ) ;
break ;
case JOINT_TYPE_HINGE :
joint_data = memnew ( HingeJointData ) ;
break ;
case JOINT_TYPE_SLIDER :
joint_data = memnew ( SliderJointData ) ;
break ;
case JOINT_TYPE_6DOF :
joint_data = memnew ( SixDOFJointData ) ;
break ;
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case JOINT_TYPE_NONE :
break ;
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}
_reload_joint ( ) ;
# ifdef TOOLS_ENABLED
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notify_property_list_changed ( ) ;
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update_gizmos ( ) ;
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# endif
}
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PhysicalBone3D : : JointType PhysicalBone3D : : get_joint_type ( ) const {
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return joint_data ? joint_data - > get_joint_type ( ) : JOINT_TYPE_NONE ;
}
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void PhysicalBone3D : : set_joint_offset ( const Transform3D & p_offset ) {
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joint_offset = p_offset ;
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_update_joint_offset ( ) ;
}
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const Transform3D & PhysicalBone3D : : get_joint_offset ( ) const {
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return joint_offset ;
}
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void PhysicalBone3D : : set_joint_rotation ( const Vector3 & p_euler_rad ) {
joint_offset . basis . set_euler_scale ( p_euler_rad , joint_offset . basis . get_scale ( ) ) ;
_update_joint_offset ( ) ;
}
Vector3 PhysicalBone3D : : get_joint_rotation ( ) const {
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return joint_offset . basis . get_euler_normalized ( ) ;
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}
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const Transform3D & PhysicalBone3D : : get_body_offset ( ) const {
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return body_offset ;
}
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void PhysicalBone3D : : set_body_offset ( const Transform3D & p_offset ) {
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body_offset = p_offset ;
body_offset_inverse = body_offset . affine_inverse ( ) ;
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_update_joint_offset ( ) ;
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}
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void PhysicalBone3D : : set_simulate_physics ( bool p_simulate ) {
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if ( simulate_physics = = p_simulate ) {
return ;
}
simulate_physics = p_simulate ;
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reset_physics_simulation_state ( ) ;
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}
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bool PhysicalBone3D : : get_simulate_physics ( ) {
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return simulate_physics ;
}
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bool PhysicalBone3D : : is_simulating_physics ( ) {
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return _internal_simulate_physics ;
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}
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void PhysicalBone3D : : set_bone_name ( const String & p_name ) {
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bone_name = p_name ;
bone_id = - 1 ;
update_bone_id ( ) ;
reset_to_rest_position ( ) ;
}
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const String & PhysicalBone3D : : get_bone_name ( ) const {
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return bone_name ;
}
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void PhysicalBone3D : : set_mass ( real_t p_mass ) {
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ERR_FAIL_COND ( p_mass < = 0 ) ;
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 PhysicalBone3D : : get_mass ( ) const {
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return mass ;
}
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void PhysicalBone3D : : set_friction ( real_t p_friction ) {
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ERR_FAIL_COND ( p_friction < 0 | | p_friction > 1 ) ;
friction = p_friction ;
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PhysicsServer3D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer3D : : BODY_PARAM_FRICTION , friction ) ;
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}
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real_t PhysicalBone3D : : get_friction ( ) const {
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return friction ;
}
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void PhysicalBone3D : : set_bounce ( real_t p_bounce ) {
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ERR_FAIL_COND ( p_bounce < 0 | | p_bounce > 1 ) ;
bounce = p_bounce ;
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PhysicsServer3D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer3D : : BODY_PARAM_BOUNCE , bounce ) ;
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}
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real_t PhysicalBone3D : : get_bounce ( ) const {
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return bounce ;
}
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void PhysicalBone3D : : 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 PhysicalBone3D : : get_gravity_scale ( ) const {
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return gravity_scale ;
}
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void PhysicalBone3D : : set_linear_damp_mode ( DampMode p_mode ) {
linear_damp_mode = p_mode ;
PhysicsServer3D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer3D : : BODY_PARAM_LINEAR_DAMP_MODE , linear_damp_mode ) ;
}
PhysicalBone3D : : DampMode PhysicalBone3D : : get_linear_damp_mode ( ) const {
return linear_damp_mode ;
}
void PhysicalBone3D : : set_angular_damp_mode ( DampMode p_mode ) {
angular_damp_mode = p_mode ;
PhysicsServer3D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer3D : : BODY_PARAM_ANGULAR_DAMP_MODE , angular_damp_mode ) ;
}
PhysicalBone3D : : DampMode PhysicalBone3D : : get_angular_damp_mode ( ) const {
return angular_damp_mode ;
}
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void PhysicalBone3D : : set_linear_damp ( real_t p_linear_damp ) {
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ERR_FAIL_COND ( p_linear_damp < 0 ) ;
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linear_damp = p_linear_damp ;
PhysicsServer3D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer3D : : BODY_PARAM_LINEAR_DAMP , linear_damp ) ;
}
real_t PhysicalBone3D : : get_linear_damp ( ) const {
return linear_damp ;
}
void PhysicalBone3D : : set_angular_damp ( real_t p_angular_damp ) {
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ERR_FAIL_COND ( p_angular_damp < 0 ) ;
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angular_damp = p_angular_damp ;
PhysicsServer3D : : get_singleton ( ) - > body_set_param ( get_rid ( ) , PhysicsServer3D : : BODY_PARAM_ANGULAR_DAMP , angular_damp ) ;
}
real_t PhysicalBone3D : : get_angular_damp ( ) const {
return angular_damp ;
}
void PhysicalBone3D : : set_can_sleep ( bool p_active ) {
can_sleep = p_active ;
PhysicsServer3D : : get_singleton ( ) - > body_set_state ( get_rid ( ) , PhysicsServer3D : : BODY_STATE_CAN_SLEEP , p_active ) ;
}
bool PhysicalBone3D : : is_able_to_sleep ( ) const {
return can_sleep ;
}
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PhysicalBone3D : : PhysicalBone3D ( ) :
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PhysicsBody3D ( PhysicsServer3D : : BODY_MODE_STATIC ) {
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joint = PhysicsServer3D : : get_singleton ( ) - > joint_create ( ) ;
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reset_physics_simulation_state ( ) ;
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}
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PhysicalBone3D : : ~ PhysicalBone3D ( ) {
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if ( joint_data ) {
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memdelete ( joint_data ) ;
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}
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ERR_FAIL_NULL ( PhysicsServer3D : : get_singleton ( ) ) ;
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PhysicsServer3D : : get_singleton ( ) - > free ( joint ) ;
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}
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void PhysicalBone3D : : update_bone_id ( ) {
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if ( ! parent_skeleton ) {
return ;
}
const int new_bone_id = parent_skeleton - > find_bone ( bone_name ) ;
if ( new_bone_id ! = bone_id ) {
if ( - 1 ! = bone_id ) {
// Assert the unbind from old node
parent_skeleton - > unbind_physical_bone_from_bone ( bone_id ) ;
}
bone_id = new_bone_id ;
parent_skeleton - > bind_physical_bone_to_bone ( bone_id , this ) ;
_fix_joint_offset ( ) ;
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reset_physics_simulation_state ( ) ;
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}
}
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void PhysicalBone3D : : update_offset ( ) {
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# ifdef TOOLS_ENABLED
if ( parent_skeleton ) {
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Transform3D bone_transform ( parent_skeleton - > get_global_transform ( ) ) ;
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if ( - 1 ! = bone_id ) {
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bone_transform * = parent_skeleton - > get_bone_global_pose ( bone_id ) ;
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}
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if ( gizmo_move_joint ) {
bone_transform * = body_offset ;
set_joint_offset ( bone_transform . affine_inverse ( ) * get_global_transform ( ) ) ;
} else {
set_body_offset ( bone_transform . affine_inverse ( ) * get_global_transform ( ) ) ;
}
}
# endif
}
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void PhysicalBone3D : : _start_physics_simulation ( ) {
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if ( _internal_simulate_physics | | ! parent_skeleton ) {
return ;
}
reset_to_rest_position ( ) ;
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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 ( ) ) ;
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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PhysicsServer3D : : get_singleton ( ) - > body_set_state_sync_callback ( get_rid ( ) , callable_mp ( this , & PhysicalBone3D : : _body_state_changed ) ) ;
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set_as_top_level ( true ) ;
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_internal_simulate_physics = true ;
}
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void PhysicalBone3D : : _stop_physics_simulation ( ) {
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if ( ! parent_skeleton ) {
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return ;
}
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if ( parent_skeleton - > get_animate_physical_bones ( ) ) {
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set_body_mode ( PhysicsServer3D : : BODY_MODE_KINEMATIC ) ;
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PhysicsServer3D : : get_singleton ( ) - > body_set_collision_layer ( get_rid ( ) , get_collision_layer ( ) ) ;
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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} else {
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set_body_mode ( PhysicsServer3D : : BODY_MODE_STATIC ) ;
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PhysicsServer3D : : get_singleton ( ) - > body_set_collision_layer ( get_rid ( ) , 0 ) ;
PhysicsServer3D : : get_singleton ( ) - > body_set_collision_mask ( get_rid ( ) , 0 ) ;
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PhysicsServer3D : : get_singleton ( ) - > body_set_collision_priority ( get_rid ( ) , 1.0 ) ;
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}
if ( _internal_simulate_physics ) {
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PhysicsServer3D : : get_singleton ( ) - > body_set_state_sync_callback ( get_rid ( ) , Callable ( ) ) ;
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parent_skeleton - > set_bone_global_pose_override ( bone_id , Transform3D ( ) , 0.0 , false ) ;
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set_as_top_level ( false ) ;
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_internal_simulate_physics = false ;
}
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}