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			If the module is enabled (default), 3D physics works as it did before. If the module is disabled and no other 3D physics server is registered (via a module or GDExtension), then we fall back to a dummy implementation which effectively disables 3D physics functionality (and a warning is printed). The dummy 3D physics server can also be selected explicitly, in which case no warning is printed.
		
			
				
	
	
		
			237 lines
		
	
	
	
		
			8.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			237 lines
		
	
	
	
		
			8.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /**************************************************************************/
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| /*  godot_body_direct_state_3d.cpp                                        */
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| /**************************************************************************/
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| /*                         This file is part of:                          */
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| /*                             GODOT ENGINE                               */
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| /*                        https://godotengine.org                         */
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| /**************************************************************************/
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| /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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| /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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| /*                                                                        */
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| /* Permission is hereby granted, free of charge, to any person obtaining  */
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| /* a copy of this software and associated documentation files (the        */
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| /* "Software"), to deal in the Software without restriction, including    */
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| /* without limitation the rights to use, copy, modify, merge, publish,    */
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| /* distribute, sublicense, and/or sell copies of the Software, and to     */
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| /* permit persons to whom the Software is furnished to do so, subject to  */
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| /* the following conditions:                                              */
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| /*                                                                        */
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| /* The above copyright notice and this permission notice shall be         */
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| /* included in all copies or substantial portions of the Software.        */
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| /*                                                                        */
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| /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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| /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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| /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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| /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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| /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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| /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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| /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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| /**************************************************************************/
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| 
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| #include "godot_body_direct_state_3d.h"
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| 
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| #include "godot_body_3d.h"
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| #include "godot_space_3d.h"
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| 
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| Vector3 GodotPhysicsDirectBodyState3D::get_total_gravity() const {
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| 	return body->gravity;
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| }
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| 
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| real_t GodotPhysicsDirectBodyState3D::get_total_angular_damp() const {
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| 	return body->total_angular_damp;
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| }
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| 
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| real_t GodotPhysicsDirectBodyState3D::get_total_linear_damp() const {
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| 	return body->total_linear_damp;
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| }
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| 
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| Vector3 GodotPhysicsDirectBodyState3D::get_center_of_mass() const {
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| 	return body->get_center_of_mass();
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| }
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| 
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| Vector3 GodotPhysicsDirectBodyState3D::get_center_of_mass_local() const {
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| 	return body->get_center_of_mass_local();
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| }
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| 
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| Basis GodotPhysicsDirectBodyState3D::get_principal_inertia_axes() const {
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| 	return body->get_principal_inertia_axes();
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| }
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| 
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| real_t GodotPhysicsDirectBodyState3D::get_inverse_mass() const {
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| 	return body->get_inv_mass();
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| }
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| 
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| Vector3 GodotPhysicsDirectBodyState3D::get_inverse_inertia() const {
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| 	return body->get_inv_inertia();
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| }
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| 
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| Basis GodotPhysicsDirectBodyState3D::get_inverse_inertia_tensor() const {
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| 	return body->get_inv_inertia_tensor();
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| }
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| 
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| void GodotPhysicsDirectBodyState3D::set_linear_velocity(const Vector3 &p_velocity) {
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| 	body->wakeup();
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| 	body->set_linear_velocity(p_velocity);
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| }
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| 
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| Vector3 GodotPhysicsDirectBodyState3D::get_linear_velocity() const {
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| 	return body->get_linear_velocity();
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| }
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| 
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| void GodotPhysicsDirectBodyState3D::set_angular_velocity(const Vector3 &p_velocity) {
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| 	body->wakeup();
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| 	body->set_angular_velocity(p_velocity);
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| }
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| 
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| Vector3 GodotPhysicsDirectBodyState3D::get_angular_velocity() const {
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| 	return body->get_angular_velocity();
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| }
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| 
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| void GodotPhysicsDirectBodyState3D::set_transform(const Transform3D &p_transform) {
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| 	body->set_state(PhysicsServer3D::BODY_STATE_TRANSFORM, p_transform);
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| }
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| 
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| Transform3D GodotPhysicsDirectBodyState3D::get_transform() const {
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| 	return body->get_transform();
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| }
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| 
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| Vector3 GodotPhysicsDirectBodyState3D::get_velocity_at_local_position(const Vector3 &p_position) const {
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| 	return body->get_velocity_in_local_point(p_position);
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| }
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| 
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| void GodotPhysicsDirectBodyState3D::apply_central_impulse(const Vector3 &p_impulse) {
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| 	body->wakeup();
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| 	body->apply_central_impulse(p_impulse);
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| }
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| 
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| void GodotPhysicsDirectBodyState3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) {
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| 	body->wakeup();
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| 	body->apply_impulse(p_impulse, p_position);
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| }
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| 
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| void GodotPhysicsDirectBodyState3D::apply_torque_impulse(const Vector3 &p_impulse) {
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| 	body->wakeup();
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| 	body->apply_torque_impulse(p_impulse);
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| }
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| 
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| void GodotPhysicsDirectBodyState3D::apply_central_force(const Vector3 &p_force) {
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| 	body->wakeup();
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| 	body->apply_central_force(p_force);
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| }
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| 
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| void GodotPhysicsDirectBodyState3D::apply_force(const Vector3 &p_force, const Vector3 &p_position) {
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| 	body->wakeup();
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| 	body->apply_force(p_force, p_position);
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| }
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| 
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| void GodotPhysicsDirectBodyState3D::apply_torque(const Vector3 &p_torque) {
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| 	body->wakeup();
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| 	body->apply_torque(p_torque);
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| }
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| 
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| void GodotPhysicsDirectBodyState3D::add_constant_central_force(const Vector3 &p_force) {
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| 	body->wakeup();
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| 	body->add_constant_central_force(p_force);
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| }
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| 
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| void GodotPhysicsDirectBodyState3D::add_constant_force(const Vector3 &p_force, const Vector3 &p_position) {
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| 	body->wakeup();
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| 	body->add_constant_force(p_force, p_position);
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| }
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| 
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| void GodotPhysicsDirectBodyState3D::add_constant_torque(const Vector3 &p_torque) {
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| 	body->wakeup();
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| 	body->add_constant_torque(p_torque);
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| }
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| 
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| void GodotPhysicsDirectBodyState3D::set_constant_force(const Vector3 &p_force) {
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| 	if (!p_force.is_zero_approx()) {
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| 		body->wakeup();
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| 	}
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| 	body->set_constant_force(p_force);
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| }
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| 
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| Vector3 GodotPhysicsDirectBodyState3D::get_constant_force() const {
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| 	return body->get_constant_force();
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| }
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| 
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| void GodotPhysicsDirectBodyState3D::set_constant_torque(const Vector3 &p_torque) {
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| 	if (!p_torque.is_zero_approx()) {
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| 		body->wakeup();
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| 	}
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| 	body->set_constant_torque(p_torque);
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| }
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| 
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| Vector3 GodotPhysicsDirectBodyState3D::get_constant_torque() const {
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| 	return body->get_constant_torque();
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| }
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| 
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| void GodotPhysicsDirectBodyState3D::set_sleep_state(bool p_sleep) {
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| 	body->set_active(!p_sleep);
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| }
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| 
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| bool GodotPhysicsDirectBodyState3D::is_sleeping() const {
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| 	return !body->is_active();
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| }
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| 
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| int GodotPhysicsDirectBodyState3D::get_contact_count() const {
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| 	return body->contact_count;
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| }
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| 
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| Vector3 GodotPhysicsDirectBodyState3D::get_contact_local_position(int p_contact_idx) const {
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| 	ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
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| 	return body->contacts[p_contact_idx].local_pos;
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| }
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| 
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| Vector3 GodotPhysicsDirectBodyState3D::get_contact_local_normal(int p_contact_idx) const {
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| 	ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
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| 	return body->contacts[p_contact_idx].local_normal;
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| }
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| 
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| Vector3 GodotPhysicsDirectBodyState3D::get_contact_impulse(int p_contact_idx) const {
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| 	ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
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| 	return body->contacts[p_contact_idx].impulse;
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| }
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| 
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| Vector3 GodotPhysicsDirectBodyState3D::get_contact_local_velocity_at_position(int p_contact_idx) const {
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| 	ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
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| 	return body->contacts[p_contact_idx].local_velocity_at_pos;
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| }
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| 
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| int GodotPhysicsDirectBodyState3D::get_contact_local_shape(int p_contact_idx) const {
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| 	ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, -1);
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| 	return body->contacts[p_contact_idx].local_shape;
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| }
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| 
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| RID GodotPhysicsDirectBodyState3D::get_contact_collider(int p_contact_idx) const {
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| 	ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, RID());
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| 	return body->contacts[p_contact_idx].collider;
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| }
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| 
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| Vector3 GodotPhysicsDirectBodyState3D::get_contact_collider_position(int p_contact_idx) const {
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| 	ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
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| 	return body->contacts[p_contact_idx].collider_pos;
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| }
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| 
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| ObjectID GodotPhysicsDirectBodyState3D::get_contact_collider_id(int p_contact_idx) const {
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| 	ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, ObjectID());
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| 	return body->contacts[p_contact_idx].collider_instance_id;
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| }
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| 
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| int GodotPhysicsDirectBodyState3D::get_contact_collider_shape(int p_contact_idx) const {
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| 	ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, 0);
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| 	return body->contacts[p_contact_idx].collider_shape;
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| }
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| 
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| Vector3 GodotPhysicsDirectBodyState3D::get_contact_collider_velocity_at_position(int p_contact_idx) const {
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| 	ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
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| 	return body->contacts[p_contact_idx].collider_velocity_at_pos;
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| }
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| 
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| PhysicsDirectSpaceState3D *GodotPhysicsDirectBodyState3D::get_space_state() {
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| 	return body->get_space()->get_direct_state();
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| }
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| 
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| real_t GodotPhysicsDirectBodyState3D::get_step() const {
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| 	return body->get_space()->get_last_step();
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| }
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