virtualx-engine/servers/physics_3d/godot_body_direct_state_3d.cpp
PouleyKetchoupp daf7dcac7a Improved RigidDynamicBody linear/angular damping override
Damping values are now non-negative.

Add new properties linear_damp_mode and angular_damp_mode to set the way
RigidDynamicBody and PhysicalBone (2D & 3D) use damping values.
It can now be Combine (default) to add to the default/areas, or Replace
to override the value completely (current behavior).
2021-10-25 18:22:12 -07:00

190 lines
7.1 KiB
C++

/*************************************************************************/
/* godot_body_direct_state_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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#include "godot_body_direct_state_3d.h"
#include "godot_body_3d.h"
#include "godot_space_3d.h"
Vector3 GodotPhysicsDirectBodyState3D::get_total_gravity() const {
return body->gravity;
}
real_t GodotPhysicsDirectBodyState3D::get_total_angular_damp() const {
return body->total_angular_damp;
}
real_t GodotPhysicsDirectBodyState3D::get_total_linear_damp() const {
return body->total_linear_damp;
}
Vector3 GodotPhysicsDirectBodyState3D::get_center_of_mass() const {
return body->get_center_of_mass();
}
Basis GodotPhysicsDirectBodyState3D::get_principal_inertia_axes() const {
return body->get_principal_inertia_axes();
}
real_t GodotPhysicsDirectBodyState3D::get_inverse_mass() const {
return body->get_inv_mass();
}
Vector3 GodotPhysicsDirectBodyState3D::get_inverse_inertia() const {
return body->get_inv_inertia();
}
Basis GodotPhysicsDirectBodyState3D::get_inverse_inertia_tensor() const {
return body->get_inv_inertia_tensor();
}
void GodotPhysicsDirectBodyState3D::set_linear_velocity(const Vector3 &p_velocity) {
body->wakeup();
body->set_linear_velocity(p_velocity);
}
Vector3 GodotPhysicsDirectBodyState3D::get_linear_velocity() const {
return body->get_linear_velocity();
}
void GodotPhysicsDirectBodyState3D::set_angular_velocity(const Vector3 &p_velocity) {
body->wakeup();
body->set_angular_velocity(p_velocity);
}
Vector3 GodotPhysicsDirectBodyState3D::get_angular_velocity() const {
return body->get_angular_velocity();
}
void GodotPhysicsDirectBodyState3D::set_transform(const Transform3D &p_transform) {
body->set_state(PhysicsServer3D::BODY_STATE_TRANSFORM, p_transform);
}
Transform3D GodotPhysicsDirectBodyState3D::get_transform() const {
return body->get_transform();
}
Vector3 GodotPhysicsDirectBodyState3D::get_velocity_at_local_position(const Vector3 &p_position) const {
return body->get_velocity_in_local_point(p_position);
}
void GodotPhysicsDirectBodyState3D::add_central_force(const Vector3 &p_force) {
body->wakeup();
body->add_central_force(p_force);
}
void GodotPhysicsDirectBodyState3D::add_force(const Vector3 &p_force, const Vector3 &p_position) {
body->wakeup();
body->add_force(p_force, p_position);
}
void GodotPhysicsDirectBodyState3D::add_torque(const Vector3 &p_torque) {
body->wakeup();
body->add_torque(p_torque);
}
void GodotPhysicsDirectBodyState3D::apply_central_impulse(const Vector3 &p_impulse) {
body->wakeup();
body->apply_central_impulse(p_impulse);
}
void GodotPhysicsDirectBodyState3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) {
body->wakeup();
body->apply_impulse(p_impulse, p_position);
}
void GodotPhysicsDirectBodyState3D::apply_torque_impulse(const Vector3 &p_impulse) {
body->wakeup();
body->apply_torque_impulse(p_impulse);
}
void GodotPhysicsDirectBodyState3D::set_sleep_state(bool p_sleep) {
body->set_active(!p_sleep);
}
bool GodotPhysicsDirectBodyState3D::is_sleeping() const {
return !body->is_active();
}
int GodotPhysicsDirectBodyState3D::get_contact_count() const {
return body->contact_count;
}
Vector3 GodotPhysicsDirectBodyState3D::get_contact_local_position(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
return body->contacts[p_contact_idx].local_pos;
}
Vector3 GodotPhysicsDirectBodyState3D::get_contact_local_normal(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
return body->contacts[p_contact_idx].local_normal;
}
real_t GodotPhysicsDirectBodyState3D::get_contact_impulse(int p_contact_idx) const {
return 0.0f; // Only implemented for bullet
}
int GodotPhysicsDirectBodyState3D::get_contact_local_shape(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, -1);
return body->contacts[p_contact_idx].local_shape;
}
RID GodotPhysicsDirectBodyState3D::get_contact_collider(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, RID());
return body->contacts[p_contact_idx].collider;
}
Vector3 GodotPhysicsDirectBodyState3D::get_contact_collider_position(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
return body->contacts[p_contact_idx].collider_pos;
}
ObjectID GodotPhysicsDirectBodyState3D::get_contact_collider_id(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, ObjectID());
return body->contacts[p_contact_idx].collider_instance_id;
}
int GodotPhysicsDirectBodyState3D::get_contact_collider_shape(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, 0);
return body->contacts[p_contact_idx].collider_shape;
}
Vector3 GodotPhysicsDirectBodyState3D::get_contact_collider_velocity_at_position(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
return body->contacts[p_contact_idx].collider_velocity_at_pos;
}
PhysicsDirectSpaceState3D *GodotPhysicsDirectBodyState3D::get_space_state() {
return body->get_space()->get_direct_state();
}
real_t GodotPhysicsDirectBodyState3D::get_step() const {
return body->get_space()->get_last_step();
}