Modified RigidBody, PhysicsDirectBodyState, PhysicsServer, and their respective 2D counterparts to be more consistent and to include more useful methods.

RigidBody:
- Added add_central_force
- Added add_force
- Added add_torque
- Added apply_central_impulse

RigidBody2D:
- Added add_central_force
- Added add_torque
- Added apply_central_impulse
- Added apply_torque_impulse

PhysicsDirectBodyState:
- Added apply_central_impulse

Physics2DDirectBodyState:
- Added add_central_force
- Added add_force
- Added add_torque
- Added apply_central_impulse
- Added apply_impulse
- Added apply_torque_impulse

PhysicsServer:
- Added body_add_force
- Added body_add_torque
- Added body_add_central_force
- Added body_apply_central_impulse

Physics2DServer:
- Added body_add_torque
- Added body_add_central_force
- Added body_apply_central_impulse
- Added body_apply_torque_impulse

Also fixed some small bugs along the way
This commit is contained in:
Tiger Caldwell 2018-07-24 03:49:12 -04:00
parent 4b277c2c20
commit 40c7716586
19 changed files with 231 additions and 2 deletions

View file

@ -721,6 +721,34 @@ Vector3 BulletPhysicsServer::body_get_applied_torque(RID p_body) const {
return body->get_applied_torque();
}
void BulletPhysicsServer::body_add_central_force(RID p_body, const Vector3 &p_force) {
RigidBodyBullet *body = rigid_body_owner.get(p_body);
ERR_FAIL_COND(!body);
body->apply_central_force(p_force);
}
void BulletPhysicsServer::body_add_force(RID p_body, const Vector3 &p_force, const Vector3 &p_pos) {
RigidBodyBullet *body = rigid_body_owner.get(p_body);
ERR_FAIL_COND(!body);
body->apply_force(p_force, p_pos);
}
void BulletPhysicsServer::body_add_torque(RID p_body, const Vector3 &p_torque) {
RigidBodyBullet *body = rigid_body_owner.get(p_body);
ERR_FAIL_COND(!body);
body->apply_torque(p_torque);
}
void BulletPhysicsServer::body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) {
RigidBodyBullet *body = rigid_body_owner.get(p_body);
ERR_FAIL_COND(!body);
body->apply_central_impulse(p_impulse);
}
void BulletPhysicsServer::body_apply_impulse(RID p_body, const Vector3 &p_pos, const Vector3 &p_impulse) {
RigidBodyBullet *body = rigid_body_owner.get(p_body);
ERR_FAIL_COND(!body);