/**************************************************************************/ /* rigid_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. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "rigid_body_3d.h" #include "scene/scene_string_names.h" void RigidBody3D::_body_enter_tree(ObjectID p_id) { Object *obj = ObjectDB::get_instance(p_id); Node *node = Object::cast_to(obj); ERR_FAIL_NULL(node); ERR_FAIL_NULL(contact_monitor); HashMap::Iterator E = contact_monitor->body_map.find(p_id); ERR_FAIL_COND(!E); ERR_FAIL_COND(E->value.in_tree); E->value.in_tree = true; contact_monitor->locked = true; emit_signal(SceneStringNames::get_singleton()->body_entered, node); 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); } contact_monitor->locked = false; } void RigidBody3D::_body_exit_tree(ObjectID p_id) { Object *obj = ObjectDB::get_instance(p_id); Node *node = Object::cast_to(obj); ERR_FAIL_NULL(node); ERR_FAIL_NULL(contact_monitor); HashMap::Iterator E = contact_monitor->body_map.find(p_id); ERR_FAIL_COND(!E); ERR_FAIL_COND(!E->value.in_tree); E->value.in_tree = false; contact_monitor->locked = true; emit_signal(SceneStringNames::get_singleton()->body_exited, node); 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); } contact_monitor->locked = false; } void RigidBody3D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape) { bool body_in = p_status == 1; ObjectID objid = p_instance; Object *obj = ObjectDB::get_instance(objid); Node *node = Object::cast_to(obj); ERR_FAIL_NULL(contact_monitor); HashMap::Iterator E = contact_monitor->body_map.find(objid); ERR_FAIL_COND(!body_in && !E); if (body_in) { if (!E) { E = contact_monitor->body_map.insert(objid, BodyState()); E->value.rid = p_body; //E->value.rc=0; E->value.in_tree = node && node->is_inside_tree(); if (node) { 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)); if (E->value.in_tree) { emit_signal(SceneStringNames::get_singleton()->body_entered, node); } } } //E->value.rc++; if (node) { E->value.shapes.insert(ShapePair(p_body_shape, p_local_shape)); } if (E->value.in_tree) { emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_body, node, p_body_shape, p_local_shape); } } else { //E->value.rc--; if (node) { E->value.shapes.erase(ShapePair(p_body_shape, p_local_shape)); } bool in_tree = E->value.in_tree; if (E->value.shapes.is_empty()) { if (node) { 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)); if (in_tree) { emit_signal(SceneStringNames::get_singleton()->body_exited, node); } } contact_monitor->body_map.remove(E); } if (node && in_tree) { emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_body, obj, p_body_shape, p_local_shape); } } } struct _RigidBodyInOut { RID rid; ObjectID id; int shape = 0; int local_shape = 0; }; void RigidBody3D::_sync_body_state(PhysicsDirectBodyState3D *p_state) { set_ignore_transform_notification(true); set_global_transform(p_state->get_transform()); set_ignore_transform_notification(false); linear_velocity = p_state->get_linear_velocity(); angular_velocity = p_state->get_angular_velocity(); inverse_inertia_tensor = p_state->get_inverse_inertia_tensor(); contact_count = p_state->get_contact_count(); if (sleeping != p_state->is_sleeping()) { sleeping = p_state->is_sleeping(); emit_signal(SceneStringNames::get_singleton()->sleeping_state_changed); } } void RigidBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) { lock_callback(); if (GDVIRTUAL_IS_OVERRIDDEN(_integrate_forces)) { _sync_body_state(p_state); Transform3D old_transform = get_global_transform(); GDVIRTUAL_CALL(_integrate_forces, p_state); Transform3D new_transform = get_global_transform(); if (new_transform != old_transform) { // Update the physics server with the new transform, to prevent it from being overwritten at the sync below. PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_TRANSFORM, new_transform); } } _sync_body_state(p_state); _on_transform_changed(); if (contact_monitor) { contact_monitor->locked = true; //untag all int rc = 0; for (KeyValue &E : contact_monitor->body_map) { for (int i = 0; i < E.value.shapes.size(); i++) { E.value.shapes[i].tagged = false; rc++; } } _RigidBodyInOut *toadd = (_RigidBodyInOut *)alloca(p_state->get_contact_count() * sizeof(_RigidBodyInOut)); int toadd_count = 0; RigidBody3D_RemoveAction *toremove = (RigidBody3D_RemoveAction *)alloca(rc * sizeof(RigidBody3D_RemoveAction)); int toremove_count = 0; //put the ones to add for (int i = 0; i < p_state->get_contact_count(); i++) { RID col_rid = p_state->get_contact_collider(i); ObjectID col_obj = p_state->get_contact_collider_id(i); int local_shape = p_state->get_contact_local_shape(i); int col_shape = p_state->get_contact_collider_shape(i); HashMap::Iterator E = contact_monitor->body_map.find(col_obj); if (!E) { toadd[toadd_count].rid = col_rid; toadd[toadd_count].local_shape = local_shape; toadd[toadd_count].id = col_obj; toadd[toadd_count].shape = col_shape; toadd_count++; continue; } ShapePair sp(col_shape, local_shape); int idx = E->value.shapes.find(sp); if (idx == -1) { toadd[toadd_count].rid = col_rid; toadd[toadd_count].local_shape = local_shape; toadd[toadd_count].id = col_obj; toadd[toadd_count].shape = col_shape; toadd_count++; continue; } E->value.shapes[idx].tagged = true; } //put the ones to remove for (const KeyValue &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]; toremove_count++; } } } //process removals for (int i = 0; i < toremove_count; i++) { _body_inout(0, toremove[i].rid, toremove[i].body_id, toremove[i].pair.body_shape, toremove[i].pair.local_shape); } //process additions for (int i = 0; i < toadd_count; i++) { _body_inout(1, toremove[i].rid, toadd[i].id, toadd[i].shape, toadd[i].local_shape); } contact_monitor->locked = false; } unlock_callback(); } void RigidBody3D::_notification(int p_what) { #ifdef TOOLS_ENABLED switch (p_what) { case NOTIFICATION_ENTER_TREE: { if (Engine::get_singleton()->is_editor_hint()) { set_notify_local_transform(true); // Used for warnings and only in editor. } } break; case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { update_configuration_warnings(); } break; } #endif } void RigidBody3D::_apply_body_mode() { 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) { set_body_mode(PhysicsServer3D::BODY_MODE_RIGID_LINEAR); } else { set_body_mode(PhysicsServer3D::BODY_MODE_RIGID); } } void RigidBody3D::set_lock_rotation_enabled(bool p_lock_rotation) { if (p_lock_rotation == lock_rotation) { return; } lock_rotation = p_lock_rotation; _apply_body_mode(); } bool RigidBody3D::is_lock_rotation_enabled() const { return lock_rotation; } void RigidBody3D::set_freeze_enabled(bool p_freeze) { if (p_freeze == freeze) { return; } freeze = p_freeze; _apply_body_mode(); } bool RigidBody3D::is_freeze_enabled() const { return freeze; } void RigidBody3D::set_freeze_mode(FreezeMode p_freeze_mode) { if (p_freeze_mode == freeze_mode) { return; } freeze_mode = p_freeze_mode; _apply_body_mode(); } RigidBody3D::FreezeMode RigidBody3D::get_freeze_mode() const { return freeze_mode; } void RigidBody3D::set_mass(real_t p_mass) { ERR_FAIL_COND(p_mass <= 0); mass = p_mass; PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_MASS, mass); } real_t RigidBody3D::get_mass() const { return mass; } void RigidBody3D::set_inertia(const Vector3 &p_inertia) { 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); } const Vector3 &RigidBody3D::get_inertia() const { return inertia; } void RigidBody3D::set_center_of_mass_mode(CenterOfMassMode p_mode) { 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; } } RigidBody3D::CenterOfMassMode RigidBody3D::get_center_of_mass_mode() const { return center_of_mass_mode; } void RigidBody3D::set_center_of_mass(const Vector3 &p_center_of_mass) { 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); } const Vector3 &RigidBody3D::get_center_of_mass() const { return center_of_mass; } void RigidBody3D::set_physics_material_override(const Ref &p_physics_material_override) { if (physics_material_override.is_valid()) { physics_material_override->disconnect_changed(callable_mp(this, &RigidBody3D::_reload_physics_characteristics)); } physics_material_override = p_physics_material_override; if (physics_material_override.is_valid()) { physics_material_override->connect_changed(callable_mp(this, &RigidBody3D::_reload_physics_characteristics)); } _reload_physics_characteristics(); } Ref RigidBody3D::get_physics_material_override() const { return physics_material_override; } void RigidBody3D::set_gravity_scale(real_t p_gravity_scale) { gravity_scale = p_gravity_scale; PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE, gravity_scale); } real_t RigidBody3D::get_gravity_scale() const { return gravity_scale; } void RigidBody3D::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); } RigidBody3D::DampMode RigidBody3D::get_linear_damp_mode() const { return linear_damp_mode; } void RigidBody3D::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); } RigidBody3D::DampMode RigidBody3D::get_angular_damp_mode() const { return angular_damp_mode; } void RigidBody3D::set_linear_damp(real_t p_linear_damp) { ERR_FAIL_COND(p_linear_damp < 0.0); linear_damp = p_linear_damp; PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_LINEAR_DAMP, linear_damp); } real_t RigidBody3D::get_linear_damp() const { return linear_damp; } void RigidBody3D::set_angular_damp(real_t p_angular_damp) { ERR_FAIL_COND(p_angular_damp < 0.0); angular_damp = p_angular_damp; PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP, angular_damp); } real_t RigidBody3D::get_angular_damp() const { return angular_damp; } void RigidBody3D::set_axis_velocity(const Vector3 &p_axis) { Vector3 axis = p_axis.normalized(); 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); } void RigidBody3D::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 RigidBody3D::get_linear_velocity() const { return linear_velocity; } void RigidBody3D::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 RigidBody3D::get_angular_velocity() const { return angular_velocity; } Basis RigidBody3D::get_inverse_inertia_tensor() const { return inverse_inertia_tensor; } void RigidBody3D::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 RigidBody3D::is_using_custom_integrator() { return custom_integrator; } void RigidBody3D::set_sleeping(bool p_sleeping) { sleeping = p_sleeping; PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_SLEEPING, sleeping); } void RigidBody3D::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 RigidBody3D::is_able_to_sleep() const { return can_sleep; } bool RigidBody3D::is_sleeping() const { return sleeping; } void RigidBody3D::set_max_contacts_reported(int p_amount) { max_contacts_reported = p_amount; PhysicsServer3D::get_singleton()->body_set_max_contacts_reported(get_rid(), p_amount); } int RigidBody3D::get_max_contacts_reported() const { return max_contacts_reported; } int RigidBody3D::get_contact_count() const { return contact_count; } void RigidBody3D::apply_central_impulse(const Vector3 &p_impulse) { PhysicsServer3D::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse); } void RigidBody3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) { PhysicsServer3D *singleton = PhysicsServer3D::get_singleton(); singleton->body_apply_impulse(get_rid(), p_impulse, p_position); } void RigidBody3D::apply_torque_impulse(const Vector3 &p_impulse) { PhysicsServer3D::get_singleton()->body_apply_torque_impulse(get_rid(), p_impulse); } void RigidBody3D::apply_central_force(const Vector3 &p_force) { PhysicsServer3D::get_singleton()->body_apply_central_force(get_rid(), p_force); } void RigidBody3D::apply_force(const Vector3 &p_force, const Vector3 &p_position) { PhysicsServer3D *singleton = PhysicsServer3D::get_singleton(); singleton->body_apply_force(get_rid(), p_force, p_position); } void RigidBody3D::apply_torque(const Vector3 &p_torque) { PhysicsServer3D::get_singleton()->body_apply_torque(get_rid(), p_torque); } void RigidBody3D::add_constant_central_force(const Vector3 &p_force) { PhysicsServer3D::get_singleton()->body_add_constant_central_force(get_rid(), p_force); } void RigidBody3D::add_constant_force(const Vector3 &p_force, const Vector3 &p_position) { PhysicsServer3D *singleton = PhysicsServer3D::get_singleton(); singleton->body_add_constant_force(get_rid(), p_force, p_position); } void RigidBody3D::add_constant_torque(const Vector3 &p_torque) { PhysicsServer3D::get_singleton()->body_add_constant_torque(get_rid(), p_torque); } void RigidBody3D::set_constant_force(const Vector3 &p_force) { PhysicsServer3D::get_singleton()->body_set_constant_force(get_rid(), p_force); } Vector3 RigidBody3D::get_constant_force() const { return PhysicsServer3D::get_singleton()->body_get_constant_force(get_rid()); } void RigidBody3D::set_constant_torque(const Vector3 &p_torque) { PhysicsServer3D::get_singleton()->body_set_constant_torque(get_rid(), p_torque); } Vector3 RigidBody3D::get_constant_torque() const { return PhysicsServer3D::get_singleton()->body_get_constant_torque(get_rid()); } void RigidBody3D::set_use_continuous_collision_detection(bool p_enable) { ccd = p_enable; PhysicsServer3D::get_singleton()->body_set_enable_continuous_collision_detection(get_rid(), p_enable); } bool RigidBody3D::is_using_continuous_collision_detection() const { return ccd; } void RigidBody3D::set_contact_monitor(bool p_enabled) { if (p_enabled == is_contact_monitor_enabled()) { return; } if (!p_enabled) { ERR_FAIL_COND_MSG(contact_monitor->locked, "Can't disable contact monitoring during in/out callback. Use call_deferred(\"set_contact_monitor\", false) instead."); for (const KeyValue &E : contact_monitor->body_map) { //clean up mess Object *obj = ObjectDB::get_instance(E.key); Node *node = Object::cast_to(obj); if (node) { 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)); } } memdelete(contact_monitor); contact_monitor = nullptr; } else { contact_monitor = memnew(ContactMonitor); contact_monitor->locked = false; } } bool RigidBody3D::is_contact_monitor_enabled() const { return contact_monitor != nullptr; } TypedArray RigidBody3D::get_colliding_bodies() const { ERR_FAIL_NULL_V(contact_monitor, TypedArray()); TypedArray ret; ret.resize(contact_monitor->body_map.size()); int idx = 0; for (const KeyValue &E : contact_monitor->body_map) { Object *obj = ObjectDB::get_instance(E.key); if (!obj) { ret.resize(ret.size() - 1); //ops } else { ret[idx++] = obj; } } return ret; } void RigidBody3D::_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); } else { 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()); } } PackedStringArray RigidBody3D::get_configuration_warnings() const { PackedStringArray warnings = CollisionObject3D::get_configuration_warnings(); 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.\nPlease change the size in children collision shapes instead.")); } return warnings; } void RigidBody3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_mass", "mass"), &RigidBody3D::set_mass); ClassDB::bind_method(D_METHOD("get_mass"), &RigidBody3D::get_mass); ClassDB::bind_method(D_METHOD("set_inertia", "inertia"), &RigidBody3D::set_inertia); ClassDB::bind_method(D_METHOD("get_inertia"), &RigidBody3D::get_inertia); ClassDB::bind_method(D_METHOD("set_center_of_mass_mode", "mode"), &RigidBody3D::set_center_of_mass_mode); ClassDB::bind_method(D_METHOD("get_center_of_mass_mode"), &RigidBody3D::get_center_of_mass_mode); ClassDB::bind_method(D_METHOD("set_center_of_mass", "center_of_mass"), &RigidBody3D::set_center_of_mass); ClassDB::bind_method(D_METHOD("get_center_of_mass"), &RigidBody3D::get_center_of_mass); ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &RigidBody3D::set_physics_material_override); ClassDB::bind_method(D_METHOD("get_physics_material_override"), &RigidBody3D::get_physics_material_override); ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &RigidBody3D::set_linear_velocity); ClassDB::bind_method(D_METHOD("get_linear_velocity"), &RigidBody3D::get_linear_velocity); ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &RigidBody3D::set_angular_velocity); ClassDB::bind_method(D_METHOD("get_angular_velocity"), &RigidBody3D::get_angular_velocity); ClassDB::bind_method(D_METHOD("get_inverse_inertia_tensor"), &RigidBody3D::get_inverse_inertia_tensor); ClassDB::bind_method(D_METHOD("set_gravity_scale", "gravity_scale"), &RigidBody3D::set_gravity_scale); ClassDB::bind_method(D_METHOD("get_gravity_scale"), &RigidBody3D::get_gravity_scale); ClassDB::bind_method(D_METHOD("set_linear_damp_mode", "linear_damp_mode"), &RigidBody3D::set_linear_damp_mode); ClassDB::bind_method(D_METHOD("get_linear_damp_mode"), &RigidBody3D::get_linear_damp_mode); ClassDB::bind_method(D_METHOD("set_angular_damp_mode", "angular_damp_mode"), &RigidBody3D::set_angular_damp_mode); ClassDB::bind_method(D_METHOD("get_angular_damp_mode"), &RigidBody3D::get_angular_damp_mode); ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &RigidBody3D::set_linear_damp); ClassDB::bind_method(D_METHOD("get_linear_damp"), &RigidBody3D::get_linear_damp); ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &RigidBody3D::set_angular_damp); ClassDB::bind_method(D_METHOD("get_angular_damp"), &RigidBody3D::get_angular_damp); ClassDB::bind_method(D_METHOD("set_max_contacts_reported", "amount"), &RigidBody3D::set_max_contacts_reported); ClassDB::bind_method(D_METHOD("get_max_contacts_reported"), &RigidBody3D::get_max_contacts_reported); ClassDB::bind_method(D_METHOD("get_contact_count"), &RigidBody3D::get_contact_count); ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &RigidBody3D::set_use_custom_integrator); ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &RigidBody3D::is_using_custom_integrator); ClassDB::bind_method(D_METHOD("set_contact_monitor", "enabled"), &RigidBody3D::set_contact_monitor); ClassDB::bind_method(D_METHOD("is_contact_monitor_enabled"), &RigidBody3D::is_contact_monitor_enabled); ClassDB::bind_method(D_METHOD("set_use_continuous_collision_detection", "enable"), &RigidBody3D::set_use_continuous_collision_detection); ClassDB::bind_method(D_METHOD("is_using_continuous_collision_detection"), &RigidBody3D::is_using_continuous_collision_detection); ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidBody3D::set_axis_velocity); 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); 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); 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); 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); 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); ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidBody3D::set_sleeping); ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidBody3D::is_sleeping); 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); 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); 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); 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); ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody3D::get_colliding_bodies); GDVIRTUAL_BIND(_integrate_forces, "state"); 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::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity_scale", PROPERTY_HINT_RANGE, "-8,8,0.001,or_less,or_greater"), "set_gravity_scale", "get_gravity_scale"); ADD_GROUP("Mass Distribution", ""); 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"); 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"); ADD_LINKED_PROPERTY("center_of_mass_mode", "center_of_mass"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "inertia", PROPERTY_HINT_RANGE, U"0,1000,0.01,or_greater,exp,suffix:kg\u22C5m\u00B2"), "set_inertia", "get_inertia"); ADD_GROUP("Deactivation", ""); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleeping", "is_sleeping"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep"); 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"); ADD_GROUP("Solver", ""); 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"); ADD_PROPERTY(PropertyInfo(Variant::INT, "max_contacts_reported", PROPERTY_HINT_RANGE, "0,64,1,or_greater"), "set_max_contacts_reported", "get_max_contacts_reported"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "contact_monitor"), "set_contact_monitor", "is_contact_monitor_enabled"); ADD_GROUP("Linear", "linear_"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity", PROPERTY_HINT_NONE, "suffix:m/s"), "set_linear_velocity", "get_linear_velocity"); 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_GROUP("Angular", "angular_"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "angular_velocity", PROPERTY_HINT_NONE, U"radians_as_degrees,suffix:\u00B0/s"), "set_angular_velocity", "get_angular_velocity"); 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"); ADD_GROUP("Constant Forces", "constant_"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_force", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m/s\u00B2 (N)"), "set_constant_force", "get_constant_force"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_torque", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m\u00B2/s\u00B2/rad"), "set_constant_torque", "get_constant_torque"); 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"))); 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"))); ADD_SIGNAL(MethodInfo("sleeping_state_changed")); BIND_ENUM_CONSTANT(FREEZE_MODE_STATIC); BIND_ENUM_CONSTANT(FREEZE_MODE_KINEMATIC); BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_AUTO); BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_CUSTOM); BIND_ENUM_CONSTANT(DAMP_MODE_COMBINE); BIND_ENUM_CONSTANT(DAMP_MODE_REPLACE); } void RigidBody3D::_validate_property(PropertyInfo &p_property) const { if (center_of_mass_mode != CENTER_OF_MASS_MODE_CUSTOM) { if (p_property.name == "center_of_mass") { p_property.usage = PROPERTY_USAGE_NO_EDITOR; } } } RigidBody3D::RigidBody3D() : PhysicsBody3D(PhysicsServer3D::BODY_MODE_RIGID) { PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &RigidBody3D::_body_state_changed)); } RigidBody3D::~RigidBody3D() { if (contact_monitor) { memdelete(contact_monitor); } }