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			128 lines
		
	
	
	
		
			4.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			128 lines
		
	
	
	
		
			4.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /**************************************************************************/
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| /*  animatable_body_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 "animatable_body_3d.h"
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| 
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| Vector3 AnimatableBody3D::get_linear_velocity() const {
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| 	return linear_velocity;
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| }
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| 
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| Vector3 AnimatableBody3D::get_angular_velocity() const {
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| 	return angular_velocity;
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| }
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| 
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| void AnimatableBody3D::set_sync_to_physics(bool p_enable) {
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| 	if (sync_to_physics == p_enable) {
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| 		return;
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| 	}
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| 
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| 	sync_to_physics = p_enable;
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| 
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| 	_update_kinematic_motion();
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| }
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| 
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| bool AnimatableBody3D::is_sync_to_physics_enabled() const {
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| 	return sync_to_physics;
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| }
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| 
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| void AnimatableBody3D::_update_kinematic_motion() {
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| #ifdef TOOLS_ENABLED
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| 	if (Engine::get_singleton()->is_editor_hint()) {
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| 		return;
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| 	}
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| #endif
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| 
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| 	if (sync_to_physics) {
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| 		set_only_update_transform_changes(true);
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| 		set_notify_local_transform(true);
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| 	} else {
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| 		set_only_update_transform_changes(false);
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| 		set_notify_local_transform(false);
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| 	}
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| }
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| 
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| void AnimatableBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
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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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| 
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| 	if (!sync_to_physics) {
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| 		return;
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| 	}
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| 
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| 	last_valid_transform = p_state->get_transform();
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| 	set_notify_local_transform(false);
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| 	set_global_transform(last_valid_transform);
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| 	set_notify_local_transform(true);
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| 	_on_transform_changed();
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| }
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| 
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| void AnimatableBody3D::_notification(int p_what) {
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| #ifdef TOOLS_ENABLED
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| 	if (Engine::get_singleton()->is_editor_hint()) {
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| 		return;
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| 	}
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| #endif
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| 	switch (p_what) {
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| 		case NOTIFICATION_ENTER_TREE: {
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| 			last_valid_transform = get_global_transform();
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| 			_update_kinematic_motion();
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| 		} break;
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| 
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| 		case NOTIFICATION_EXIT_TREE: {
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| 			set_only_update_transform_changes(false);
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| 			set_notify_local_transform(false);
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| 		} break;
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| 
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| 		case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
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| 			// Used by sync to physics, send the new transform to the physics...
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| 			Transform3D new_transform = get_global_transform();
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| 
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| 			PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_TRANSFORM, new_transform);
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| 
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| 			// ... but then revert changes.
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| 			set_notify_local_transform(false);
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| 			set_global_transform(last_valid_transform);
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| 			set_notify_local_transform(true);
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| 			_on_transform_changed();
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| 		} break;
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| 	}
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| }
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| 
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| void AnimatableBody3D::_bind_methods() {
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| 	ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &AnimatableBody3D::set_sync_to_physics);
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| 	ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &AnimatableBody3D::is_sync_to_physics_enabled);
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| 
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| 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled");
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| }
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| 
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| AnimatableBody3D::AnimatableBody3D() :
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| 		StaticBody3D(PhysicsServer3D::BODY_MODE_KINEMATIC) {
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| 	PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &AnimatableBody3D::_body_state_changed));
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| }
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