Merge pull request #58717 from CrezyDud/master
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9c6b6ffe13
3 changed files with 80 additions and 0 deletions
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@ -7,6 +7,13 @@
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<tutorials>
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</tutorials>
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<methods>
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<method name="_integrate_forces" qualifiers="virtual">
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<return type="void" />
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<argument index="0" name="state" type="PhysicsDirectBodyState3D" />
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<description>
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Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default, it works in addition to the usual physics behavior, but the [member custom_integrator] property allows you to disable the default behavior and do fully custom force integration for a body.
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</description>
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</method>
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<method name="apply_central_impulse">
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<return type="void" />
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<argument index="0" name="impulse" type="Vector3" />
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@ -44,6 +51,9 @@
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<member name="angular_damp_mode" type="int" setter="set_angular_damp_mode" getter="get_angular_damp_mode" enum="PhysicalBone3D.DampMode" default="0">
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Defines how [member angular_damp] is applied. See [enum DampMode] for possible values.
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</member>
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<member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity" default="Vector3(0, 0, 0)">
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The PhysicalBone3D's rotational velocity in [i]radians[/i] per second.
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</member>
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<member name="body_offset" type="Transform3D" setter="set_body_offset" getter="get_body_offset" default="Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)">
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Sets the body's transform.
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</member>
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@ -53,6 +63,9 @@
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<member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true">
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If [code]true[/code], the body is deactivated when there is no movement, so it will not take part in the simulation until it is awakened by an external force.
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</member>
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<member name="custom_integrator" type="bool" setter="set_use_custom_integrator" getter="is_using_custom_integrator" default="false">
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If [code]true[/code], internal force integration will be disabled (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the [method _integrate_forces] function, if defined.
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</member>
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<member name="friction" type="float" setter="set_friction" getter="get_friction" default="1.0">
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The body's friction, from [code]0[/code] (frictionless) to [code]1[/code] (max friction).
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</member>
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@ -75,6 +88,9 @@
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<member name="linear_damp_mode" type="int" setter="set_linear_damp_mode" getter="get_linear_damp_mode" enum="PhysicalBone3D.DampMode" default="0">
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Defines how [member linear_damp] is applied. See [enum DampMode] for possible values.
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</member>
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<member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector3(0, 0, 0)">
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The body's linear velocity in units per second. Can be used sporadically, but [b]don't set this every frame[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state.
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</member>
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<member name="mass" type="float" setter="set_mass" getter="get_mass" default="1.0">
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The body's mass.
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</member>
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@ -2159,6 +2159,37 @@ void PhysicalBone3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_po
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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) {
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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 PhysicalBone3D::get_linear_velocity() const {
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return linear_velocity;
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}
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void PhysicalBone3D::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 PhysicalBone3D::get_angular_velocity() const {
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return angular_velocity;
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}
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void PhysicalBone3D::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 PhysicalBone3D::is_using_custom_integrator() {
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return custom_integrator;
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}
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void PhysicalBone3D::reset_physics_simulation_state() {
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if (simulate_physics) {
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_start_physics_simulation();
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@ -2867,6 +2898,11 @@ void PhysicalBone3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
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return;
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}
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linear_velocity = p_state->get_linear_velocity();
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angular_velocity = p_state->get_angular_velocity();
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GDVIRTUAL_CALL(_integrate_forces, p_state);
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/// Update bone transform.
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Transform3D global_transform(p_state->get_transform());
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@ -2929,9 +2965,20 @@ void PhysicalBone3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &PhysicalBone3D::set_angular_damp);
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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);
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ClassDB::bind_method(D_METHOD("get_linear_velocity"), &PhysicalBone3D::get_linear_velocity);
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ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &PhysicalBone3D::set_angular_velocity);
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ClassDB::bind_method(D_METHOD("get_angular_velocity"), &PhysicalBone3D::get_angular_velocity);
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ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &PhysicalBone3D::set_use_custom_integrator);
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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);
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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_");
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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"), "set_joint_offset", "get_joint_offset");
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@ -2943,10 +2990,13 @@ void PhysicalBone3D::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "friction", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_friction", "get_friction");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_bounce", "get_bounce");
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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");
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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_PROPERTY(PropertyInfo(Variant::INT, "angular_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_angular_damp_mode", "get_angular_damp_mode");
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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"), "set_linear_velocity", "get_linear_velocity");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "angular_velocity"), "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);
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@ -662,9 +662,13 @@ private:
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real_t bounce = 0.0;
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real_t mass = 1.0;
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real_t friction = 1.0;
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Vector3 linear_velocity;
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Vector3 angular_velocity;
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real_t gravity_scale = 1.0;
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bool can_sleep = true;
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bool custom_integrator = false;
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DampMode linear_damp_mode = DAMP_MODE_COMBINE;
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DampMode angular_damp_mode = DAMP_MODE_COMBINE;
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@ -676,6 +680,7 @@ protected:
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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void _notification(int p_what);
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GDVIRTUAL1(_integrate_forces, PhysicsDirectBodyState3D *)
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static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state);
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void _body_state_changed(PhysicsDirectBodyState3D *p_state);
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@ -691,6 +696,15 @@ private:
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public:
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void _on_bone_parent_changed();
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void set_linear_velocity(const Vector3 &p_velocity);
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Vector3 get_linear_velocity() const override;
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void set_angular_velocity(const Vector3 &p_velocity);
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Vector3 get_angular_velocity() const override;
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void set_use_custom_integrator(bool p_enable);
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bool is_using_custom_integrator();
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#ifdef TOOLS_ENABLED
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void _set_gizmo_move_joint(bool p_move_joint);
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virtual Transform3D get_global_gizmo_transform() const override;
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