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			828 lines
		
	
	
	
		
			32 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			828 lines
		
	
	
	
		
			32 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /**************************************************************************/
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| /*  rigid_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 "rigid_body_3d.h"
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| 
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| void RigidBody3D::_body_enter_tree(ObjectID p_id) {
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| 	Object *obj = ObjectDB::get_instance(p_id);
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| 	Node *node = Object::cast_to<Node>(obj);
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| 	ERR_FAIL_NULL(node);
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| 	ERR_FAIL_NULL(contact_monitor);
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| 	HashMap<ObjectID, BodyState>::Iterator E = contact_monitor->body_map.find(p_id);
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| 	ERR_FAIL_COND(!E);
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| 	ERR_FAIL_COND(E->value.in_tree);
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| 
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| 	E->value.in_tree = true;
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| 
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| 	contact_monitor->locked = true;
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| 
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| 	emit_signal(SceneStringName(body_entered), node);
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| 
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| 	for (int i = 0; i < E->value.shapes.size(); i++) {
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| 		emit_signal(SceneStringName(body_shape_entered), E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].local_shape);
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| 	}
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| 
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| 	contact_monitor->locked = false;
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| }
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| 
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| void RigidBody3D::_body_exit_tree(ObjectID p_id) {
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| 	Object *obj = ObjectDB::get_instance(p_id);
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| 	Node *node = Object::cast_to<Node>(obj);
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| 	ERR_FAIL_NULL(node);
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| 	ERR_FAIL_NULL(contact_monitor);
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| 	HashMap<ObjectID, BodyState>::Iterator E = contact_monitor->body_map.find(p_id);
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| 	ERR_FAIL_COND(!E);
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| 	ERR_FAIL_COND(!E->value.in_tree);
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| 	E->value.in_tree = false;
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| 
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| 	contact_monitor->locked = true;
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| 
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| 	emit_signal(SceneStringName(body_exited), node);
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| 
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| 	for (int i = 0; i < E->value.shapes.size(); i++) {
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| 		emit_signal(SceneStringName(body_shape_exited), E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].local_shape);
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| 	}
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| 
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| 	contact_monitor->locked = false;
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| }
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| 
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| void RigidBody3D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape) {
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| 	bool body_in = p_status == 1;
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| 	ObjectID objid = p_instance;
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| 
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| 	Object *obj = ObjectDB::get_instance(objid);
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| 	Node *node = Object::cast_to<Node>(obj);
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| 
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| 	ERR_FAIL_NULL(contact_monitor);
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| 	HashMap<ObjectID, BodyState>::Iterator E = contact_monitor->body_map.find(objid);
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| 
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| 	ERR_FAIL_COND(!body_in && !E);
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| 
 | |
| 	if (body_in) {
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| 		if (!E) {
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| 			E = contact_monitor->body_map.insert(objid, BodyState());
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| 			E->value.rid = p_body;
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| 			//E->value.rc=0;
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| 			E->value.in_tree = node && node->is_inside_tree();
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| 			if (node) {
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| 				node->connect(SceneStringName(tree_entered), callable_mp(this, &RigidBody3D::_body_enter_tree).bind(objid));
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| 				node->connect(SceneStringName(tree_exiting), callable_mp(this, &RigidBody3D::_body_exit_tree).bind(objid));
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| 				if (E->value.in_tree) {
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| 					emit_signal(SceneStringName(body_entered), node);
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| 				}
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| 			}
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| 		}
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| 		//E->value.rc++;
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| 		if (node) {
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| 			E->value.shapes.insert(ShapePair(p_body_shape, p_local_shape));
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| 		}
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| 
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| 		if (E->value.in_tree) {
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| 			emit_signal(SceneStringName(body_shape_entered), p_body, node, p_body_shape, p_local_shape);
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| 		}
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| 
 | |
| 	} else {
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| 		//E->value.rc--;
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| 
 | |
| 		if (node) {
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| 			E->value.shapes.erase(ShapePair(p_body_shape, p_local_shape));
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| 		}
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| 
 | |
| 		bool in_tree = E->value.in_tree;
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| 
 | |
| 		if (E->value.shapes.is_empty()) {
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| 			if (node) {
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| 				node->disconnect(SceneStringName(tree_entered), callable_mp(this, &RigidBody3D::_body_enter_tree));
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| 				node->disconnect(SceneStringName(tree_exiting), callable_mp(this, &RigidBody3D::_body_exit_tree));
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| 				if (in_tree) {
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| 					emit_signal(SceneStringName(body_exited), node);
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| 				}
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| 			}
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| 
 | |
| 			contact_monitor->body_map.remove(E);
 | |
| 		}
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| 		if (node && in_tree) {
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| 			emit_signal(SceneStringName(body_shape_exited), p_body, obj, p_body_shape, p_local_shape);
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| 		}
 | |
| 	}
 | |
| }
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| 
 | |
| struct _RigidBodyInOut {
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| 	RID rid;
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| 	ObjectID id;
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| 	int shape = 0;
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| 	int local_shape = 0;
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| };
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| 
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| void RigidBody3D::_sync_body_state(PhysicsDirectBodyState3D *p_state) {
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| 	set_ignore_transform_notification(true);
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| 	set_global_transform(p_state->get_transform());
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| 	set_ignore_transform_notification(false);
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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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| 	inverse_inertia_tensor = p_state->get_inverse_inertia_tensor();
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| 
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| 	contact_count = p_state->get_contact_count();
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| 
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| 	if (sleeping != p_state->is_sleeping()) {
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| 		sleeping = p_state->is_sleeping();
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| 		emit_signal(SceneStringName(sleeping_state_changed));
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| 	}
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| }
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| 
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| void RigidBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
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| 	lock_callback();
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| 
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| 	if (GDVIRTUAL_IS_OVERRIDDEN(_integrate_forces)) {
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| 		_sync_body_state(p_state);
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| 
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| 		Transform3D old_transform = get_global_transform();
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| 		GDVIRTUAL_CALL(_integrate_forces, p_state);
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| 		Transform3D new_transform = get_global_transform();
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| 
 | |
| 		if (new_transform != old_transform) {
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| 			// Update the physics server with the new transform, to prevent it from being overwritten at the sync below.
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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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| 	}
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| 
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| 	_sync_body_state(p_state);
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| 	_on_transform_changed();
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| 
 | |
| 	if (contact_monitor) {
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| 		contact_monitor->locked = true;
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| 
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| 		//untag all
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| 		int rc = 0;
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| 		for (KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) {
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| 			for (int i = 0; i < E.value.shapes.size(); i++) {
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| 				E.value.shapes[i].tagged = false;
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| 				rc++;
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| 			}
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| 		}
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| 
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| 		_RigidBodyInOut *toadd = (_RigidBodyInOut *)alloca(p_state->get_contact_count() * sizeof(_RigidBodyInOut));
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| 		int toadd_count = 0;
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| 		RigidBody3D_RemoveAction *toremove = (RigidBody3D_RemoveAction *)alloca(rc * sizeof(RigidBody3D_RemoveAction));
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| 		int toremove_count = 0;
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| 
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| 		//put the ones to add
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| 
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| 		for (int i = 0; i < p_state->get_contact_count(); i++) {
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| 			RID col_rid = p_state->get_contact_collider(i);
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| 			ObjectID col_obj = p_state->get_contact_collider_id(i);
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| 			int local_shape = p_state->get_contact_local_shape(i);
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| 			int col_shape = p_state->get_contact_collider_shape(i);
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| 
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| 			HashMap<ObjectID, BodyState>::Iterator E = contact_monitor->body_map.find(col_obj);
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| 			if (!E) {
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| 				toadd[toadd_count].rid = col_rid;
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| 				toadd[toadd_count].local_shape = local_shape;
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| 				toadd[toadd_count].id = col_obj;
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| 				toadd[toadd_count].shape = col_shape;
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| 				toadd_count++;
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| 				continue;
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| 			}
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| 
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| 			ShapePair sp(col_shape, local_shape);
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| 			int idx = E->value.shapes.find(sp);
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| 			if (idx == -1) {
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| 				toadd[toadd_count].rid = col_rid;
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| 				toadd[toadd_count].local_shape = local_shape;
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| 				toadd[toadd_count].id = col_obj;
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| 				toadd[toadd_count].shape = col_shape;
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| 				toadd_count++;
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| 				continue;
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| 			}
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| 
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| 			E->value.shapes[idx].tagged = true;
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| 		}
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| 
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| 		//put the ones to remove
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| 
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| 		for (const KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) {
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| 			for (int i = 0; i < E.value.shapes.size(); i++) {
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| 				if (!E.value.shapes[i].tagged) {
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| 					toremove[toremove_count].rid = E.value.rid;
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| 					toremove[toremove_count].body_id = E.key;
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| 					toremove[toremove_count].pair = E.value.shapes[i];
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| 					toremove_count++;
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| 				}
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| 			}
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| 		}
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| 
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| 		//process removals
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| 
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| 		for (int i = 0; i < toremove_count; i++) {
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| 			_body_inout(0, toremove[i].rid, toremove[i].body_id, toremove[i].pair.body_shape, toremove[i].pair.local_shape);
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| 		}
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| 
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| 		//process additions
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| 
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| 		for (int i = 0; i < toadd_count; i++) {
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| 			_body_inout(1, toadd[i].rid, toadd[i].id, toadd[i].shape, toadd[i].local_shape);
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| 		}
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| 
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| 		contact_monitor->locked = false;
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| 	}
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| 
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| 	unlock_callback();
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| }
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| 
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| void RigidBody3D::_notification(int p_what) {
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| #ifdef TOOLS_ENABLED
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| 	switch (p_what) {
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| 		case NOTIFICATION_ENTER_TREE: {
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| 			if (Engine::get_singleton()->is_editor_hint()) {
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| 				set_notify_local_transform(true); // Used for warnings and only in editor.
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| 			}
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| 		} break;
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| 
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| 		case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
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| 			update_configuration_warnings();
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| 		} break;
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| 	}
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| #endif
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| }
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| 
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| void RigidBody3D::_apply_body_mode() {
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| 	if (freeze) {
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| 		switch (freeze_mode) {
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| 			case FREEZE_MODE_STATIC: {
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| 				set_body_mode(PhysicsServer3D::BODY_MODE_STATIC);
 | |
| 			} break;
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| 			case FREEZE_MODE_KINEMATIC: {
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| 				set_body_mode(PhysicsServer3D::BODY_MODE_KINEMATIC);
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| 			} break;
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| 		}
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| 	} else if (lock_rotation) {
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| 		set_body_mode(PhysicsServer3D::BODY_MODE_RIGID_LINEAR);
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| 	} else {
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| 		set_body_mode(PhysicsServer3D::BODY_MODE_RIGID);
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| 	}
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| }
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| 
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| void RigidBody3D::set_lock_rotation_enabled(bool p_lock_rotation) {
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| 	if (p_lock_rotation == lock_rotation) {
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| 		return;
 | |
| 	}
 | |
| 
 | |
| 	lock_rotation = p_lock_rotation;
 | |
| 	_apply_body_mode();
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| }
 | |
| 
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| bool RigidBody3D::is_lock_rotation_enabled() const {
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| 	return lock_rotation;
 | |
| }
 | |
| 
 | |
| void RigidBody3D::set_freeze_enabled(bool p_freeze) {
 | |
| 	if (p_freeze == freeze) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	freeze = p_freeze;
 | |
| 	_apply_body_mode();
 | |
| }
 | |
| 
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| bool RigidBody3D::is_freeze_enabled() const {
 | |
| 	return freeze;
 | |
| }
 | |
| 
 | |
| void RigidBody3D::set_freeze_mode(FreezeMode p_freeze_mode) {
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| 	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;
 | |
| 	}
 | |
| 
 | |
| 	notify_property_list_changed();
 | |
| }
 | |
| 
 | |
| 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<PhysicsMaterial> &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<PhysicsMaterial> 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<ObjectID, BodyState> &E : contact_monitor->body_map) {
 | |
| 			//clean up mess
 | |
| 			Object *obj = ObjectDB::get_instance(E.key);
 | |
| 			Node *node = Object::cast_to<Node>(obj);
 | |
| 
 | |
| 			if (node) {
 | |
| 				node->disconnect(SceneStringName(tree_entered), callable_mp(this, &RigidBody3D::_body_enter_tree));
 | |
| 				node->disconnect(SceneStringName(tree_exiting), callable_mp(this, &RigidBody3D::_body_exit_tree));
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		memdelete(contact_monitor);
 | |
| 		contact_monitor = nullptr;
 | |
| 	} else {
 | |
| 		contact_monitor = memnew(ContactMonitor);
 | |
| 		contact_monitor->locked = false;
 | |
| 	}
 | |
| 
 | |
| 	notify_property_list_changed();
 | |
| }
 | |
| 
 | |
| bool RigidBody3D::is_contact_monitor_enabled() const {
 | |
| 	return contact_monitor != nullptr;
 | |
| }
 | |
| 
 | |
| TypedArray<Node3D> RigidBody3D::get_colliding_bodies() const {
 | |
| 	ERR_FAIL_NULL_V(contact_monitor, TypedArray<Node3D>());
 | |
| 
 | |
| 	TypedArray<Node3D> ret;
 | |
| 	ret.resize(contact_monitor->body_map.size());
 | |
| 	int idx = 0;
 | |
| 	for (const KeyValue<ObjectID, BodyState> &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 = PhysicsBody3D::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, "0.001,1000,0.001,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"), "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_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::BOOL, "contact_monitor"), "set_contact_monitor", "is_contact_monitor_enabled");
 | |
| 	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_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 && p_property.name == "center_of_mass") {
 | |
| 		p_property.usage = PROPERTY_USAGE_NO_EDITOR;
 | |
| 	}
 | |
| 
 | |
| 	if (!contact_monitor && p_property.name == "max_contacts_reported") {
 | |
| 		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);
 | |
| 	}
 | |
| }
 | 
