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author | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-12-07 18:09:54 -0700 |
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committer | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-12-10 15:55:40 -0700 |
commit | 940f3fde5c5f902b6efd0f35fb6c7d23edd1da14 (patch) | |
tree | 1af330b010e4234cfe2694e94d25756c8e4e3734 /scene/3d/physics_body_3d.cpp | |
parent | e69fa16eb3cd4cf4a591eb4c533b9eff45f79850 (diff) | |
download | redot-engine-940f3fde5c5f902b6efd0f35fb6c7d23edd1da14.tar.gz |
Improve RigidDynamicBody force and torque API
Makes the API for forces and impulses more flexible, easier to
understand and harmonized between 2D and 3D.
Rigid bodies now have 3 sets of methods for forces and impulses:
-apply_impulse() for impulses (one-shot and time independent)
-apply_force() for forces (time dependent) applied for the current step
-add_constant_force() for forces that keeps being applied each step
Also updated the documentation to clarify the different methods and
parameters in rigid body nodes, body direct state and physics servers.
Diffstat (limited to 'scene/3d/physics_body_3d.cpp')
-rw-r--r-- | scene/3d/physics_body_3d.cpp | 74 |
1 files changed, 58 insertions, 16 deletions
diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp index 393e29e398..b65f3e0e75 100644 --- a/scene/3d/physics_body_3d.cpp +++ b/scene/3d/physics_body_3d.cpp @@ -875,30 +875,59 @@ int RigidDynamicBody3D::get_max_contacts_reported() const { return max_contacts_reported; } -void RigidDynamicBody3D::add_central_force(const Vector3 &p_force) { - PhysicsServer3D::get_singleton()->body_add_central_force(get_rid(), p_force); +void RigidDynamicBody3D::apply_central_impulse(const Vector3 &p_impulse) { + PhysicsServer3D::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse); } -void RigidDynamicBody3D::add_force(const Vector3 &p_force, const Vector3 &p_position) { +void RigidDynamicBody3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) { PhysicsServer3D *singleton = PhysicsServer3D::get_singleton(); - singleton->body_add_force(get_rid(), p_force, p_position); + singleton->body_apply_impulse(get_rid(), p_impulse, p_position); } -void RigidDynamicBody3D::add_torque(const Vector3 &p_torque) { - PhysicsServer3D::get_singleton()->body_add_torque(get_rid(), p_torque); +void RigidDynamicBody3D::apply_torque_impulse(const Vector3 &p_impulse) { + PhysicsServer3D::get_singleton()->body_apply_torque_impulse(get_rid(), p_impulse); } -void RigidDynamicBody3D::apply_central_impulse(const Vector3 &p_impulse) { - PhysicsServer3D::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse); +void RigidDynamicBody3D::apply_central_force(const Vector3 &p_force) { + PhysicsServer3D::get_singleton()->body_apply_central_force(get_rid(), p_force); } -void RigidDynamicBody3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) { +void RigidDynamicBody3D::apply_force(const Vector3 &p_force, const Vector3 &p_position) { PhysicsServer3D *singleton = PhysicsServer3D::get_singleton(); - singleton->body_apply_impulse(get_rid(), p_impulse, p_position); + singleton->body_apply_force(get_rid(), p_force, p_position); } -void RigidDynamicBody3D::apply_torque_impulse(const Vector3 &p_impulse) { - PhysicsServer3D::get_singleton()->body_apply_torque_impulse(get_rid(), p_impulse); +void RigidDynamicBody3D::apply_torque(const Vector3 &p_torque) { + PhysicsServer3D::get_singleton()->body_apply_torque(get_rid(), p_torque); +} + +void RigidDynamicBody3D::add_constant_central_force(const Vector3 &p_force) { + PhysicsServer3D::get_singleton()->body_add_constant_central_force(get_rid(), p_force); +} + +void RigidDynamicBody3D::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 RigidDynamicBody3D::add_constant_torque(const Vector3 &p_torque) { + PhysicsServer3D::get_singleton()->body_add_constant_torque(get_rid(), p_torque); +} + +void RigidDynamicBody3D::set_constant_force(const Vector3 &p_force) { + PhysicsServer3D::get_singleton()->body_set_constant_force(get_rid(), p_force); +} + +Vector3 RigidDynamicBody3D::get_constant_force() const { + return PhysicsServer3D::get_singleton()->body_get_constant_force(get_rid()); +} + +void RigidDynamicBody3D::set_constant_torque(const Vector3 &p_torque) { + PhysicsServer3D::get_singleton()->body_set_constant_torque(get_rid(), p_torque); +} + +Vector3 RigidDynamicBody3D::get_constant_torque() const { + return PhysicsServer3D::get_singleton()->body_get_constant_torque(get_rid()); } void RigidDynamicBody3D::set_use_continuous_collision_detection(bool p_enable) { @@ -1024,14 +1053,24 @@ void RigidDynamicBody3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidDynamicBody3D::set_axis_velocity); - ClassDB::bind_method(D_METHOD("add_central_force", "force"), &RigidDynamicBody3D::add_central_force); - ClassDB::bind_method(D_METHOD("add_force", "force", "position"), &RigidDynamicBody3D::add_force, Vector3()); - ClassDB::bind_method(D_METHOD("add_torque", "torque"), &RigidDynamicBody3D::add_torque); - ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &RigidDynamicBody3D::apply_central_impulse); ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &RigidDynamicBody3D::apply_impulse, Vector3()); ClassDB::bind_method(D_METHOD("apply_torque_impulse", "impulse"), &RigidDynamicBody3D::apply_torque_impulse); + ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &RigidDynamicBody3D::apply_central_force); + ClassDB::bind_method(D_METHOD("apply_force", "force", "position"), &RigidDynamicBody3D::apply_force, Vector3()); + ClassDB::bind_method(D_METHOD("apply_torque", "torque"), &RigidDynamicBody3D::apply_torque); + + ClassDB::bind_method(D_METHOD("add_constant_central_force", "force"), &RigidDynamicBody3D::add_constant_central_force); + ClassDB::bind_method(D_METHOD("add_constant_force", "force", "position"), &RigidDynamicBody3D::add_constant_force, Vector3()); + ClassDB::bind_method(D_METHOD("add_constant_torque", "torque"), &RigidDynamicBody3D::add_constant_torque); + + ClassDB::bind_method(D_METHOD("set_constant_force", "force"), &RigidDynamicBody3D::set_constant_force); + ClassDB::bind_method(D_METHOD("get_constant_force"), &RigidDynamicBody3D::get_constant_force); + + ClassDB::bind_method(D_METHOD("set_constant_torque", "torque"), &RigidDynamicBody3D::set_constant_torque); + ClassDB::bind_method(D_METHOD("get_constant_torque"), &RigidDynamicBody3D::get_constant_torque); + ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidDynamicBody3D::set_sleeping); ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidDynamicBody3D::is_sleeping); @@ -1075,6 +1114,9 @@ void RigidDynamicBody3D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "angular_velocity"), "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"), "set_constant_force", "get_constant_force"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_torque"), "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"))); |