diff options
author | A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> | 2023-09-09 17:04:18 +0200 |
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committer | A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> | 2023-09-25 18:45:30 +0200 |
commit | fdd3d36c6d09923f4e458d4526a7b968e7e026d8 (patch) | |
tree | d6eb7281c6af0748f77ed81e16d410afcaa9cf9a /servers/physics_3d/godot_physics_server_3d.cpp | |
parent | 82f6e9be5ea06bfef1adb315f15a409939b4a100 (diff) | |
download | redot-engine-fdd3d36c6d09923f4e458d4526a7b968e7e026d8.tar.gz |
[Servers] Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable
Diffstat (limited to 'servers/physics_3d/godot_physics_server_3d.cpp')
-rw-r--r-- | servers/physics_3d/godot_physics_server_3d.cpp | 360 |
1 files changed, 180 insertions, 180 deletions
diff --git a/servers/physics_3d/godot_physics_server_3d.cpp b/servers/physics_3d/godot_physics_server_3d.cpp index b6d8acfbf3..02e22775e8 100644 --- a/servers/physics_3d/godot_physics_server_3d.cpp +++ b/servers/physics_3d/godot_physics_server_3d.cpp @@ -104,25 +104,25 @@ RID GodotPhysicsServer3D::custom_shape_create() { void GodotPhysicsServer3D::shape_set_data(RID p_shape, const Variant &p_data) { GodotShape3D *shape = shape_owner.get_or_null(p_shape); - ERR_FAIL_COND(!shape); + ERR_FAIL_NULL(shape); shape->set_data(p_data); }; void GodotPhysicsServer3D::shape_set_custom_solver_bias(RID p_shape, real_t p_bias) { GodotShape3D *shape = shape_owner.get_or_null(p_shape); - ERR_FAIL_COND(!shape); + ERR_FAIL_NULL(shape); shape->set_custom_bias(p_bias); } PhysicsServer3D::ShapeType GodotPhysicsServer3D::shape_get_type(RID p_shape) const { const GodotShape3D *shape = shape_owner.get_or_null(p_shape); - ERR_FAIL_COND_V(!shape, SHAPE_CUSTOM); + ERR_FAIL_NULL_V(shape, SHAPE_CUSTOM); return shape->get_type(); }; Variant GodotPhysicsServer3D::shape_get_data(RID p_shape) const { const GodotShape3D *shape = shape_owner.get_or_null(p_shape); - ERR_FAIL_COND_V(!shape, Variant()); + ERR_FAIL_NULL_V(shape, Variant()); ERR_FAIL_COND_V(!shape->is_configured(), Variant()); return shape->get_data(); }; @@ -136,7 +136,7 @@ real_t GodotPhysicsServer3D::shape_get_margin(RID p_shape) const { real_t GodotPhysicsServer3D::shape_get_custom_solver_bias(RID p_shape) const { const GodotShape3D *shape = shape_owner.get_or_null(p_shape); - ERR_FAIL_COND_V(!shape, 0); + ERR_FAIL_NULL_V(shape, 0); return shape->get_custom_bias(); } @@ -146,7 +146,7 @@ RID GodotPhysicsServer3D::space_create() { space->set_self(id); RID area_id = area_create(); GodotArea3D *area = area_owner.get_or_null(area_id); - ERR_FAIL_COND_V(!area, RID()); + ERR_FAIL_NULL_V(area, RID()); space->set_default_area(area); area->set_space(space); area->set_priority(-1); @@ -160,7 +160,7 @@ RID GodotPhysicsServer3D::space_create() { void GodotPhysicsServer3D::space_set_active(RID p_space, bool p_active) { GodotSpace3D *space = space_owner.get_or_null(p_space); - ERR_FAIL_COND(!space); + ERR_FAIL_NULL(space); if (p_active) { active_spaces.insert(space); } else { @@ -170,27 +170,27 @@ void GodotPhysicsServer3D::space_set_active(RID p_space, bool p_active) { bool GodotPhysicsServer3D::space_is_active(RID p_space) const { const GodotSpace3D *space = space_owner.get_or_null(p_space); - ERR_FAIL_COND_V(!space, false); + ERR_FAIL_NULL_V(space, false); return active_spaces.has(space); } void GodotPhysicsServer3D::space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) { GodotSpace3D *space = space_owner.get_or_null(p_space); - ERR_FAIL_COND(!space); + ERR_FAIL_NULL(space); space->set_param(p_param, p_value); } real_t GodotPhysicsServer3D::space_get_param(RID p_space, SpaceParameter p_param) const { const GodotSpace3D *space = space_owner.get_or_null(p_space); - ERR_FAIL_COND_V(!space, 0); + ERR_FAIL_NULL_V(space, 0); return space->get_param(p_param); } PhysicsDirectSpaceState3D *GodotPhysicsServer3D::space_get_direct_state(RID p_space) { GodotSpace3D *space = space_owner.get_or_null(p_space); - ERR_FAIL_COND_V(!space, nullptr); + ERR_FAIL_NULL_V(space, nullptr); ERR_FAIL_COND_V_MSG((using_threads && !doing_sync) || space->is_locked(), nullptr, "Space state is inaccessible right now, wait for iteration or physics process notification."); return space->get_direct_state(); @@ -198,19 +198,19 @@ PhysicsDirectSpaceState3D *GodotPhysicsServer3D::space_get_direct_state(RID p_sp void GodotPhysicsServer3D::space_set_debug_contacts(RID p_space, int p_max_contacts) { GodotSpace3D *space = space_owner.get_or_null(p_space); - ERR_FAIL_COND(!space); + ERR_FAIL_NULL(space); space->set_debug_contacts(p_max_contacts); } Vector<Vector3> GodotPhysicsServer3D::space_get_contacts(RID p_space) const { GodotSpace3D *space = space_owner.get_or_null(p_space); - ERR_FAIL_COND_V(!space, Vector<Vector3>()); + ERR_FAIL_NULL_V(space, Vector<Vector3>()); return space->get_debug_contacts(); } int GodotPhysicsServer3D::space_get_contact_count(RID p_space) const { GodotSpace3D *space = space_owner.get_or_null(p_space); - ERR_FAIL_COND_V(!space, 0); + ERR_FAIL_NULL_V(space, 0); return space->get_debug_contact_count(); } @@ -223,12 +223,12 @@ RID GodotPhysicsServer3D::area_create() { void GodotPhysicsServer3D::area_set_space(RID p_area, RID p_space) { GodotArea3D *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); + ERR_FAIL_NULL(area); GodotSpace3D *space = nullptr; if (p_space.is_valid()) { space = space_owner.get_or_null(p_space); - ERR_FAIL_COND(!space); + ERR_FAIL_NULL(space); } if (area->get_space() == space) { @@ -241,7 +241,7 @@ void GodotPhysicsServer3D::area_set_space(RID p_area, RID p_space) { RID GodotPhysicsServer3D::area_get_space(RID p_area) const { GodotArea3D *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND_V(!area, RID()); + ERR_FAIL_NULL_V(area, RID()); GodotSpace3D *space = area->get_space(); if (!space) { @@ -252,20 +252,20 @@ RID GodotPhysicsServer3D::area_get_space(RID p_area) const { void GodotPhysicsServer3D::area_add_shape(RID p_area, RID p_shape, const Transform3D &p_transform, bool p_disabled) { GodotArea3D *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); + ERR_FAIL_NULL(area); GodotShape3D *shape = shape_owner.get_or_null(p_shape); - ERR_FAIL_COND(!shape); + ERR_FAIL_NULL(shape); area->add_shape(shape, p_transform, p_disabled); } void GodotPhysicsServer3D::area_set_shape(RID p_area, int p_shape_idx, RID p_shape) { GodotArea3D *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); + ERR_FAIL_NULL(area); GodotShape3D *shape = shape_owner.get_or_null(p_shape); - ERR_FAIL_COND(!shape); + ERR_FAIL_NULL(shape); ERR_FAIL_COND(!shape->is_configured()); area->set_shape(p_shape_idx, shape); @@ -273,45 +273,45 @@ void GodotPhysicsServer3D::area_set_shape(RID p_area, int p_shape_idx, RID p_sha void GodotPhysicsServer3D::area_set_shape_transform(RID p_area, int p_shape_idx, const Transform3D &p_transform) { GodotArea3D *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); + ERR_FAIL_NULL(area); area->set_shape_transform(p_shape_idx, p_transform); } int GodotPhysicsServer3D::area_get_shape_count(RID p_area) const { GodotArea3D *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND_V(!area, -1); + ERR_FAIL_NULL_V(area, -1); return area->get_shape_count(); } RID GodotPhysicsServer3D::area_get_shape(RID p_area, int p_shape_idx) const { GodotArea3D *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND_V(!area, RID()); + ERR_FAIL_NULL_V(area, RID()); GodotShape3D *shape = area->get_shape(p_shape_idx); - ERR_FAIL_COND_V(!shape, RID()); + ERR_FAIL_NULL_V(shape, RID()); return shape->get_self(); } Transform3D GodotPhysicsServer3D::area_get_shape_transform(RID p_area, int p_shape_idx) const { GodotArea3D *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND_V(!area, Transform3D()); + ERR_FAIL_NULL_V(area, Transform3D()); return area->get_shape_transform(p_shape_idx); } void GodotPhysicsServer3D::area_remove_shape(RID p_area, int p_shape_idx) { GodotArea3D *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); + ERR_FAIL_NULL(area); area->remove_shape(p_shape_idx); } void GodotPhysicsServer3D::area_clear_shapes(RID p_area) { GodotArea3D *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); + ERR_FAIL_NULL(area); while (area->get_shape_count()) { area->remove_shape(0); @@ -320,7 +320,7 @@ void GodotPhysicsServer3D::area_clear_shapes(RID p_area) { void GodotPhysicsServer3D::area_set_shape_disabled(RID p_area, int p_shape_idx, bool p_disabled) { GodotArea3D *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); + ERR_FAIL_NULL(area); ERR_FAIL_INDEX(p_shape_idx, area->get_shape_count()); FLUSH_QUERY_CHECK(area); area->set_shape_disabled(p_shape_idx, p_disabled); @@ -332,7 +332,7 @@ void GodotPhysicsServer3D::area_attach_object_instance_id(RID p_area, ObjectID p p_area = space->get_default_area()->get_self(); } GodotArea3D *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); + ERR_FAIL_NULL(area); area->set_instance_id(p_id); } @@ -342,7 +342,7 @@ ObjectID GodotPhysicsServer3D::area_get_object_instance_id(RID p_area) const { p_area = space->get_default_area()->get_self(); } GodotArea3D *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND_V(!area, ObjectID()); + ERR_FAIL_NULL_V(area, ObjectID()); return area->get_instance_id(); } @@ -352,13 +352,13 @@ void GodotPhysicsServer3D::area_set_param(RID p_area, AreaParameter p_param, con p_area = space->get_default_area()->get_self(); } GodotArea3D *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); + ERR_FAIL_NULL(area); area->set_param(p_param, p_value); }; void GodotPhysicsServer3D::area_set_transform(RID p_area, const Transform3D &p_transform) { GodotArea3D *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); + ERR_FAIL_NULL(area); area->set_transform(p_transform); }; @@ -368,49 +368,49 @@ Variant GodotPhysicsServer3D::area_get_param(RID p_area, AreaParameter p_param) p_area = space->get_default_area()->get_self(); } GodotArea3D *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND_V(!area, Variant()); + ERR_FAIL_NULL_V(area, Variant()); return area->get_param(p_param); }; Transform3D GodotPhysicsServer3D::area_get_transform(RID p_area) const { GodotArea3D *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND_V(!area, Transform3D()); + ERR_FAIL_NULL_V(area, Transform3D()); return area->get_transform(); }; void GodotPhysicsServer3D::area_set_collision_layer(RID p_area, uint32_t p_layer) { GodotArea3D *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); + ERR_FAIL_NULL(area); area->set_collision_layer(p_layer); } uint32_t GodotPhysicsServer3D::area_get_collision_layer(RID p_area) const { GodotArea3D *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND_V(!area, 0); + ERR_FAIL_NULL_V(area, 0); return area->get_collision_layer(); } void GodotPhysicsServer3D::area_set_collision_mask(RID p_area, uint32_t p_mask) { GodotArea3D *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); + ERR_FAIL_NULL(area); area->set_collision_mask(p_mask); } uint32_t GodotPhysicsServer3D::area_get_collision_mask(RID p_area) const { GodotArea3D *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND_V(!area, 0); + ERR_FAIL_NULL_V(area, 0); return area->get_collision_mask(); } void GodotPhysicsServer3D::area_set_monitorable(RID p_area, bool p_monitorable) { GodotArea3D *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); + ERR_FAIL_NULL(area); FLUSH_QUERY_CHECK(area); area->set_monitorable(p_monitorable); @@ -418,21 +418,21 @@ void GodotPhysicsServer3D::area_set_monitorable(RID p_area, bool p_monitorable) void GodotPhysicsServer3D::area_set_monitor_callback(RID p_area, const Callable &p_callback) { GodotArea3D *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); + ERR_FAIL_NULL(area); area->set_monitor_callback(p_callback.is_valid() ? p_callback : Callable()); } void GodotPhysicsServer3D::area_set_ray_pickable(RID p_area, bool p_enable) { GodotArea3D *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); + ERR_FAIL_NULL(area); area->set_ray_pickable(p_enable); } void GodotPhysicsServer3D::area_set_area_monitor_callback(RID p_area, const Callable &p_callback) { GodotArea3D *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); + ERR_FAIL_NULL(area); area->set_area_monitor_callback(p_callback.is_valid() ? p_callback : Callable()); } @@ -448,12 +448,12 @@ RID GodotPhysicsServer3D::body_create() { void GodotPhysicsServer3D::body_set_space(RID p_body, RID p_space) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); + ERR_FAIL_NULL(body); GodotSpace3D *space = nullptr; if (p_space.is_valid()) { space = space_owner.get_or_null(p_space); - ERR_FAIL_COND(!space); + ERR_FAIL_NULL(space); } if (body->get_space() == space) { @@ -466,7 +466,7 @@ void GodotPhysicsServer3D::body_set_space(RID p_body, RID p_space) { RID GodotPhysicsServer3D::body_get_space(RID p_body) const { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, RID()); + ERR_FAIL_NULL_V(body, RID()); GodotSpace3D *space = body->get_space(); if (!space) { @@ -477,65 +477,65 @@ RID GodotPhysicsServer3D::body_get_space(RID p_body) const { void GodotPhysicsServer3D::body_set_mode(RID p_body, BodyMode p_mode) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); + ERR_FAIL_NULL(body); body->set_mode(p_mode); }; PhysicsServer3D::BodyMode GodotPhysicsServer3D::body_get_mode(RID p_body) const { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, BODY_MODE_STATIC); + ERR_FAIL_NULL_V(body, BODY_MODE_STATIC); return body->get_mode(); }; void GodotPhysicsServer3D::body_add_shape(RID p_body, RID p_shape, const Transform3D &p_transform, bool p_disabled) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); + ERR_FAIL_NULL(body); GodotShape3D *shape = shape_owner.get_or_null(p_shape); - ERR_FAIL_COND(!shape); + ERR_FAIL_NULL(shape); body->add_shape(shape, p_transform, p_disabled); } void GodotPhysicsServer3D::body_set_shape(RID p_body, int p_shape_idx, RID p_shape) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); + ERR_FAIL_NULL(body); GodotShape3D *shape = shape_owner.get_or_null(p_shape); - ERR_FAIL_COND(!shape); + ERR_FAIL_NULL(shape); ERR_FAIL_COND(!shape->is_configured()); body->set_shape(p_shape_idx, shape); } void GodotPhysicsServer3D::body_set_shape_transform(RID p_body, int p_shape_idx, const Transform3D &p_transform) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); + ERR_FAIL_NULL(body); body->set_shape_transform(p_shape_idx, p_transform); } int GodotPhysicsServer3D::body_get_shape_count(RID p_body) const { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, -1); + ERR_FAIL_NULL_V(body, -1); return body->get_shape_count(); } RID GodotPhysicsServer3D::body_get_shape(RID p_body, int p_shape_idx) const { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, RID()); + ERR_FAIL_NULL_V(body, RID()); GodotShape3D *shape = body->get_shape(p_shape_idx); - ERR_FAIL_COND_V(!shape, RID()); + ERR_FAIL_NULL_V(shape, RID()); return shape->get_self(); } void GodotPhysicsServer3D::body_set_shape_disabled(RID p_body, int p_shape_idx, bool p_disabled) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); + ERR_FAIL_NULL(body); ERR_FAIL_INDEX(p_shape_idx, body->get_shape_count()); FLUSH_QUERY_CHECK(body); @@ -544,21 +544,21 @@ void GodotPhysicsServer3D::body_set_shape_disabled(RID p_body, int p_shape_idx, Transform3D GodotPhysicsServer3D::body_get_shape_transform(RID p_body, int p_shape_idx) const { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, Transform3D()); + ERR_FAIL_NULL_V(body, Transform3D()); return body->get_shape_transform(p_shape_idx); } void GodotPhysicsServer3D::body_remove_shape(RID p_body, int p_shape_idx) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); + ERR_FAIL_NULL(body); body->remove_shape(p_shape_idx); } void GodotPhysicsServer3D::body_clear_shapes(RID p_body) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); + ERR_FAIL_NULL(body); while (body->get_shape_count()) { body->remove_shape(0); @@ -567,56 +567,56 @@ void GodotPhysicsServer3D::body_clear_shapes(RID p_body) { void GodotPhysicsServer3D::body_set_enable_continuous_collision_detection(RID p_body, bool p_enable) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); + ERR_FAIL_NULL(body); body->set_continuous_collision_detection(p_enable); } bool GodotPhysicsServer3D::body_is_continuous_collision_detection_enabled(RID p_body) const { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, false); + ERR_FAIL_NULL_V(body, false); return body->is_continuous_collision_detection_enabled(); } void GodotPhysicsServer3D::body_set_collision_layer(RID p_body, uint32_t p_layer) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); + ERR_FAIL_NULL(body); body->set_collision_layer(p_layer); } uint32_t GodotPhysicsServer3D::body_get_collision_layer(RID p_body) const { const GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, 0); + ERR_FAIL_NULL_V(body, 0); return body->get_collision_layer(); } void GodotPhysicsServer3D::body_set_collision_mask(RID p_body, uint32_t p_mask) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); + ERR_FAIL_NULL(body); body->set_collision_mask(p_mask); } uint32_t GodotPhysicsServer3D::body_get_collision_mask(RID p_body) const { const GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, 0); + ERR_FAIL_NULL_V(body, 0); return body->get_collision_mask(); } void GodotPhysicsServer3D::body_set_collision_priority(RID p_body, real_t p_priority) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); + ERR_FAIL_NULL(body); body->set_collision_priority(p_priority); } real_t GodotPhysicsServer3D::body_get_collision_priority(RID p_body) const { const GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, 0); + ERR_FAIL_NULL_V(body, 0); return body->get_collision_priority(); } @@ -639,61 +639,61 @@ void GodotPhysicsServer3D::body_attach_object_instance_id(RID p_body, ObjectID p ObjectID GodotPhysicsServer3D::body_get_object_instance_id(RID p_body) const { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, ObjectID()); + ERR_FAIL_NULL_V(body, ObjectID()); return body->get_instance_id(); } void GodotPhysicsServer3D::body_set_user_flags(RID p_body, uint32_t p_flags) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); + ERR_FAIL_NULL(body); } uint32_t GodotPhysicsServer3D::body_get_user_flags(RID p_body) const { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, 0); + ERR_FAIL_NULL_V(body, 0); return 0; } void GodotPhysicsServer3D::body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); + ERR_FAIL_NULL(body); body->set_param(p_param, p_value); } Variant GodotPhysicsServer3D::body_get_param(RID p_body, BodyParameter p_param) const { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, 0); + ERR_FAIL_NULL_V(body, 0); return body->get_param(p_param); } void GodotPhysicsServer3D::body_reset_mass_properties(RID p_body) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); + ERR_FAIL_NULL(body); return body->reset_mass_properties(); } void GodotPhysicsServer3D::body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); + ERR_FAIL_NULL(body); body->set_state(p_state, p_variant); } Variant GodotPhysicsServer3D::body_get_state(RID p_body, BodyState p_state) const { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, Variant()); + ERR_FAIL_NULL_V(body, Variant()); return body->get_state(p_state); } void GodotPhysicsServer3D::body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); + ERR_FAIL_NULL(body); _update_shapes(); @@ -703,7 +703,7 @@ void GodotPhysicsServer3D::body_apply_central_impulse(RID p_body, const Vector3 void GodotPhysicsServer3D::body_apply_impulse(RID p_body, const Vector3 &p_impulse, const Vector3 &p_position) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); + ERR_FAIL_NULL(body); _update_shapes(); @@ -713,7 +713,7 @@ void GodotPhysicsServer3D::body_apply_impulse(RID p_body, const Vector3 &p_impul void GodotPhysicsServer3D::body_apply_torque_impulse(RID p_body, const Vector3 &p_impulse) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); + ERR_FAIL_NULL(body); _update_shapes(); @@ -723,7 +723,7 @@ void GodotPhysicsServer3D::body_apply_torque_impulse(RID p_body, const Vector3 & void GodotPhysicsServer3D::body_apply_central_force(RID p_body, const Vector3 &p_force) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); + ERR_FAIL_NULL(body); body->apply_central_force(p_force); body->wakeup(); @@ -731,7 +731,7 @@ void GodotPhysicsServer3D::body_apply_central_force(RID p_body, const Vector3 &p void GodotPhysicsServer3D::body_apply_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); + ERR_FAIL_NULL(body); body->apply_force(p_force, p_position); body->wakeup(); @@ -739,7 +739,7 @@ void GodotPhysicsServer3D::body_apply_force(RID p_body, const Vector3 &p_force, void GodotPhysicsServer3D::body_apply_torque(RID p_body, const Vector3 &p_torque) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); + ERR_FAIL_NULL(body); body->apply_torque(p_torque); body->wakeup(); @@ -747,7 +747,7 @@ void GodotPhysicsServer3D::body_apply_torque(RID p_body, const Vector3 &p_torque void GodotPhysicsServer3D::body_add_constant_central_force(RID p_body, const Vector3 &p_force) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); + ERR_FAIL_NULL(body); body->add_constant_central_force(p_force); body->wakeup(); @@ -755,7 +755,7 @@ void GodotPhysicsServer3D::body_add_constant_central_force(RID p_body, const Vec void GodotPhysicsServer3D::body_add_constant_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); + ERR_FAIL_NULL(body); body->add_constant_force(p_force, p_position); body->wakeup(); @@ -763,7 +763,7 @@ void GodotPhysicsServer3D::body_add_constant_force(RID p_body, const Vector3 &p_ void GodotPhysicsServer3D::body_add_constant_torque(RID p_body, const Vector3 &p_torque) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); + ERR_FAIL_NULL(body); body->add_constant_torque(p_torque); body->wakeup(); @@ -771,7 +771,7 @@ void GodotPhysicsServer3D::body_add_constant_torque(RID p_body, const Vector3 &p void GodotPhysicsServer3D::body_set_constant_force(RID p_body, const Vector3 &p_force) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); + ERR_FAIL_NULL(body); body->set_constant_force(p_force); if (!p_force.is_zero_approx()) { @@ -781,13 +781,13 @@ void GodotPhysicsServer3D::body_set_constant_force(RID p_body, const Vector3 &p_ Vector3 GodotPhysicsServer3D::body_get_constant_force(RID p_body) const { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, Vector3()); + ERR_FAIL_NULL_V(body, Vector3()); return body->get_constant_force(); } void GodotPhysicsServer3D::body_set_constant_torque(RID p_body, const Vector3 &p_torque) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); + ERR_FAIL_NULL(body); body->set_constant_torque(p_torque); if (!p_torque.is_zero_approx()) { @@ -797,14 +797,14 @@ void GodotPhysicsServer3D::body_set_constant_torque(RID p_body, const Vector3 &p Vector3 GodotPhysicsServer3D::body_get_constant_torque(RID p_body) const { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, Vector3()); + ERR_FAIL_NULL_V(body, Vector3()); return body->get_constant_torque(); } void GodotPhysicsServer3D::body_set_axis_velocity(RID p_body, const Vector3 &p_axis_velocity) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); + ERR_FAIL_NULL(body); _update_shapes(); @@ -818,7 +818,7 @@ void GodotPhysicsServer3D::body_set_axis_velocity(RID p_body, const Vector3 &p_a void GodotPhysicsServer3D::body_set_axis_lock(RID p_body, BodyAxis p_axis, bool p_lock) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); + ERR_FAIL_NULL(body); body->set_axis_lock(p_axis, p_lock); body->wakeup(); @@ -826,13 +826,13 @@ void GodotPhysicsServer3D::body_set_axis_lock(RID p_body, BodyAxis p_axis, bool bool GodotPhysicsServer3D::body_is_axis_locked(RID p_body, BodyAxis p_axis) const { const GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, 0); + ERR_FAIL_NULL_V(body, 0); return body->is_axis_locked(p_axis); } void GodotPhysicsServer3D::body_add_collision_exception(RID p_body, RID p_body_b) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); + ERR_FAIL_NULL(body); body->add_exception(p_body_b); body->wakeup(); @@ -840,7 +840,7 @@ void GodotPhysicsServer3D::body_add_collision_exception(RID p_body, RID p_body_b void GodotPhysicsServer3D::body_remove_collision_exception(RID p_body, RID p_body_b) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); + ERR_FAIL_NULL(body); body->remove_exception(p_body_b); body->wakeup(); @@ -848,7 +848,7 @@ void GodotPhysicsServer3D::body_remove_collision_exception(RID p_body, RID p_bod void GodotPhysicsServer3D::body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); + ERR_FAIL_NULL(body); for (int i = 0; i < body->get_exceptions().size(); i++) { p_exceptions->push_back(body->get_exceptions()[i]); @@ -857,61 +857,61 @@ void GodotPhysicsServer3D::body_get_collision_exceptions(RID p_body, List<RID> * void GodotPhysicsServer3D::body_set_contacts_reported_depth_threshold(RID p_body, real_t p_threshold) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); + ERR_FAIL_NULL(body); }; real_t GodotPhysicsServer3D::body_get_contacts_reported_depth_threshold(RID p_body) const { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, 0); + ERR_FAIL_NULL_V(body, 0); return 0; }; void GodotPhysicsServer3D::body_set_omit_force_integration(RID p_body, bool p_omit) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); + ERR_FAIL_NULL(body); body->set_omit_force_integration(p_omit); }; bool GodotPhysicsServer3D::body_is_omitting_force_integration(RID p_body) const { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, false); + ERR_FAIL_NULL_V(body, false); return body->get_omit_force_integration(); }; void GodotPhysicsServer3D::body_set_max_contacts_reported(RID p_body, int p_contacts) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); + ERR_FAIL_NULL(body); body->set_max_contacts_reported(p_contacts); } int GodotPhysicsServer3D::body_get_max_contacts_reported(RID p_body) const { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, -1); + ERR_FAIL_NULL_V(body, -1); return body->get_max_contacts_reported(); } void GodotPhysicsServer3D::body_set_state_sync_callback(RID p_body, const Callable &p_callable) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); + ERR_FAIL_NULL(body); body->set_state_sync_callback(p_callable); } void GodotPhysicsServer3D::body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); + ERR_FAIL_NULL(body); body->set_force_integration_callback(p_callable, p_udata); } void GodotPhysicsServer3D::body_set_ray_pickable(RID p_body, bool p_enable) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); + ERR_FAIL_NULL(body); body->set_ray_pickable(p_enable); } bool GodotPhysicsServer3D::body_test_motion(RID p_body, const MotionParameters &p_parameters, MotionResult *r_result) { GodotBody3D *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, false); + ERR_FAIL_NULL_V(body, false); ERR_FAIL_COND_V(!body->get_space(), false); ERR_FAIL_COND_V(body->get_space()->is_locked(), false); @@ -950,19 +950,19 @@ RID GodotPhysicsServer3D::soft_body_create() { void GodotPhysicsServer3D::soft_body_update_rendering_server(RID p_body, PhysicsServer3DRenderingServerHandler *p_rendering_server_handler) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); + ERR_FAIL_NULL(soft_body); soft_body->update_rendering_server(p_rendering_server_handler); } void GodotPhysicsServer3D::soft_body_set_space(RID p_body, RID p_space) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); + ERR_FAIL_NULL(soft_body); GodotSpace3D *space = nullptr; if (p_space.is_valid()) { space = space_owner.get_or_null(p_space); - ERR_FAIL_COND(!space); + ERR_FAIL_NULL(space); } if (soft_body->get_space() == space) { @@ -974,7 +974,7 @@ void GodotPhysicsServer3D::soft_body_set_space(RID p_body, RID p_space) { RID GodotPhysicsServer3D::soft_body_get_space(RID p_body) const { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!soft_body, RID()); + ERR_FAIL_NULL_V(soft_body, RID()); GodotSpace3D *space = soft_body->get_space(); if (!space) { @@ -985,49 +985,49 @@ RID GodotPhysicsServer3D::soft_body_get_space(RID p_body) const { void GodotPhysicsServer3D::soft_body_set_collision_layer(RID p_body, uint32_t p_layer) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); + ERR_FAIL_NULL(soft_body); soft_body->set_collision_layer(p_layer); } uint32_t GodotPhysicsServer3D::soft_body_get_collision_layer(RID p_body) const { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!soft_body, 0); + ERR_FAIL_NULL_V(soft_body, 0); return soft_body->get_collision_layer(); } void GodotPhysicsServer3D::soft_body_set_collision_mask(RID p_body, uint32_t p_mask) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); + ERR_FAIL_NULL(soft_body); soft_body->set_collision_mask(p_mask); } uint32_t GodotPhysicsServer3D::soft_body_get_collision_mask(RID p_body) const { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!soft_body, 0); + ERR_FAIL_NULL_V(soft_body, 0); return soft_body->get_collision_mask(); } void GodotPhysicsServer3D::soft_body_add_collision_exception(RID p_body, RID p_body_b) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); + ERR_FAIL_NULL(soft_body); soft_body->add_exception(p_body_b); } void GodotPhysicsServer3D::soft_body_remove_collision_exception(RID p_body, RID p_body_b) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); + ERR_FAIL_NULL(soft_body); soft_body->remove_exception(p_body_b); } void GodotPhysicsServer3D::soft_body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); + ERR_FAIL_NULL(soft_body); for (int i = 0; i < soft_body->get_exceptions().size(); i++) { p_exceptions->push_back(soft_body->get_exceptions()[i]); @@ -1036,154 +1036,154 @@ void GodotPhysicsServer3D::soft_body_get_collision_exceptions(RID p_body, List<R void GodotPhysicsServer3D::soft_body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); + ERR_FAIL_NULL(soft_body); soft_body->set_state(p_state, p_variant); } Variant GodotPhysicsServer3D::soft_body_get_state(RID p_body, BodyState p_state) const { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!soft_body, Variant()); + ERR_FAIL_NULL_V(soft_body, Variant()); return soft_body->get_state(p_state); } void GodotPhysicsServer3D::soft_body_set_transform(RID p_body, const Transform3D &p_transform) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); + ERR_FAIL_NULL(soft_body); soft_body->set_state(BODY_STATE_TRANSFORM, p_transform); } void GodotPhysicsServer3D::soft_body_set_ray_pickable(RID p_body, bool p_enable) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); + ERR_FAIL_NULL(soft_body); soft_body->set_ray_pickable(p_enable); } void GodotPhysicsServer3D::soft_body_set_simulation_precision(RID p_body, int p_simulation_precision) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); + ERR_FAIL_NULL(soft_body); soft_body->set_iteration_count(p_simulation_precision); } int GodotPhysicsServer3D::soft_body_get_simulation_precision(RID p_body) const { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!soft_body, 0.f); + ERR_FAIL_NULL_V(soft_body, 0.f); return soft_body->get_iteration_count(); } void GodotPhysicsServer3D::soft_body_set_total_mass(RID p_body, real_t p_total_mass) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); + ERR_FAIL_NULL(soft_body); soft_body->set_total_mass(p_total_mass); } real_t GodotPhysicsServer3D::soft_body_get_total_mass(RID p_body) const { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!soft_body, 0.f); + ERR_FAIL_NULL_V(soft_body, 0.f); return soft_body->get_total_mass(); } void GodotPhysicsServer3D::soft_body_set_linear_stiffness(RID p_body, real_t p_stiffness) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); + ERR_FAIL_NULL(soft_body); soft_body->set_linear_stiffness(p_stiffness); } real_t GodotPhysicsServer3D::soft_body_get_linear_stiffness(RID p_body) const { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!soft_body, 0.f); + ERR_FAIL_NULL_V(soft_body, 0.f); return soft_body->get_linear_stiffness(); } void GodotPhysicsServer3D::soft_body_set_pressure_coefficient(RID p_body, real_t p_pressure_coefficient) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); + ERR_FAIL_NULL(soft_body); soft_body->set_pressure_coefficient(p_pressure_coefficient); } real_t GodotPhysicsServer3D::soft_body_get_pressure_coefficient(RID p_body) const { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!soft_body, 0.f); + ERR_FAIL_NULL_V(soft_body, 0.f); return soft_body->get_pressure_coefficient(); } void GodotPhysicsServer3D::soft_body_set_damping_coefficient(RID p_body, real_t p_damping_coefficient) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); + ERR_FAIL_NULL(soft_body); soft_body->set_damping_coefficient(p_damping_coefficient); } real_t GodotPhysicsServer3D::soft_body_get_damping_coefficient(RID p_body) const { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!soft_body, 0.f); + ERR_FAIL_NULL_V(soft_body, 0.f); return soft_body->get_damping_coefficient(); } void GodotPhysicsServer3D::soft_body_set_drag_coefficient(RID p_body, real_t p_drag_coefficient) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); + ERR_FAIL_NULL(soft_body); soft_body->set_drag_coefficient(p_drag_coefficient); } real_t GodotPhysicsServer3D::soft_body_get_drag_coefficient(RID p_body) const { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!soft_body, 0.f); + ERR_FAIL_NULL_V(soft_body, 0.f); return soft_body->get_drag_coefficient(); } void GodotPhysicsServer3D::soft_body_set_mesh(RID p_body, RID p_mesh) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); + ERR_FAIL_NULL(soft_body); soft_body->set_mesh(p_mesh); } AABB GodotPhysicsServer3D::soft_body_get_bounds(RID p_body) const { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!soft_body, AABB()); + ERR_FAIL_NULL_V(soft_body, AABB()); return soft_body->get_bounds(); } void GodotPhysicsServer3D::soft_body_move_point(RID p_body, int p_point_index, const Vector3 &p_global_position) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); + ERR_FAIL_NULL(soft_body); soft_body->set_vertex_position(p_point_index, p_global_position); } Vector3 GodotPhysicsServer3D::soft_body_get_point_global_position(RID p_body, int p_point_index) const { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!soft_body, Vector3()); + ERR_FAIL_NULL_V(soft_body, Vector3()); return soft_body->get_vertex_position(p_point_index); } void GodotPhysicsServer3D::soft_body_remove_all_pinned_points(RID p_body) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); + ERR_FAIL_NULL(soft_body); soft_body->unpin_all_vertices(); } void GodotPhysicsServer3D::soft_body_pin_point(RID p_body, int p_point_index, bool p_pin) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); + ERR_FAIL_NULL(soft_body); if (p_pin) { soft_body->pin_vertex(p_point_index); @@ -1194,7 +1194,7 @@ void GodotPhysicsServer3D::soft_body_pin_point(RID p_body, int p_point_index, bo bool GodotPhysicsServer3D::soft_body_is_point_pinned(RID p_body, int p_point_index) const { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!soft_body, false); + ERR_FAIL_NULL_V(soft_body, false); return soft_body->is_vertex_pinned(p_point_index); } @@ -1222,7 +1222,7 @@ void GodotPhysicsServer3D::joint_clear(RID p_joint) { void GodotPhysicsServer3D::joint_make_pin(RID p_joint, RID p_body_A, const Vector3 &p_local_A, RID p_body_B, const Vector3 &p_local_B) { GodotBody3D *body_A = body_owner.get_or_null(p_body_A); - ERR_FAIL_COND(!body_A); + ERR_FAIL_NULL(body_A); if (!p_body_B.is_valid()) { ERR_FAIL_COND(!body_A->get_space()); @@ -1230,12 +1230,12 @@ void GodotPhysicsServer3D::joint_make_pin(RID p_joint, RID p_body_A, const Vecto } GodotBody3D *body_B = body_owner.get_or_null(p_body_B); - ERR_FAIL_COND(!body_B); + ERR_FAIL_NULL(body_B); ERR_FAIL_COND(body_A == body_B); GodotJoint3D *prev_joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(prev_joint == nullptr); + ERR_FAIL_NULL(prev_joint); GodotJoint3D *joint = memnew(GodotPinJoint3D(body_A, p_local_A, body_B, p_local_B)); @@ -1246,7 +1246,7 @@ void GodotPhysicsServer3D::joint_make_pin(RID p_joint, RID p_body_A, const Vecto void GodotPhysicsServer3D::pin_joint_set_param(RID p_joint, PinJointParam p_param, real_t p_value) { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(!joint); + ERR_FAIL_NULL(joint); ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_PIN); GodotPinJoint3D *pin_joint = static_cast<GodotPinJoint3D *>(joint); pin_joint->set_param(p_param, p_value); @@ -1254,7 +1254,7 @@ void GodotPhysicsServer3D::pin_joint_set_param(RID p_joint, PinJointParam p_para real_t GodotPhysicsServer3D::pin_joint_get_param(RID p_joint, PinJointParam p_param) const { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND_V(!joint, 0); + ERR_FAIL_NULL_V(joint, 0); ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_PIN, 0); GodotPinJoint3D *pin_joint = static_cast<GodotPinJoint3D *>(joint); return pin_joint->get_param(p_param); @@ -1262,7 +1262,7 @@ real_t GodotPhysicsServer3D::pin_joint_get_param(RID p_joint, PinJointParam p_pa void GodotPhysicsServer3D::pin_joint_set_local_a(RID p_joint, const Vector3 &p_A) { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(!joint); + ERR_FAIL_NULL(joint); ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_PIN); GodotPinJoint3D *pin_joint = static_cast<GodotPinJoint3D *>(joint); pin_joint->set_pos_a(p_A); @@ -1270,7 +1270,7 @@ void GodotPhysicsServer3D::pin_joint_set_local_a(RID p_joint, const Vector3 &p_A Vector3 GodotPhysicsServer3D::pin_joint_get_local_a(RID p_joint) const { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND_V(!joint, Vector3()); + ERR_FAIL_NULL_V(joint, Vector3()); ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_PIN, Vector3()); GodotPinJoint3D *pin_joint = static_cast<GodotPinJoint3D *>(joint); return pin_joint->get_position_a(); @@ -1278,7 +1278,7 @@ Vector3 GodotPhysicsServer3D::pin_joint_get_local_a(RID p_joint) const { void GodotPhysicsServer3D::pin_joint_set_local_b(RID p_joint, const Vector3 &p_B) { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(!joint); + ERR_FAIL_NULL(joint); ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_PIN); GodotPinJoint3D *pin_joint = static_cast<GodotPinJoint3D *>(joint); pin_joint->set_pos_b(p_B); @@ -1286,7 +1286,7 @@ void GodotPhysicsServer3D::pin_joint_set_local_b(RID p_joint, const Vector3 &p_B Vector3 GodotPhysicsServer3D::pin_joint_get_local_b(RID p_joint) const { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND_V(!joint, Vector3()); + ERR_FAIL_NULL_V(joint, Vector3()); ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_PIN, Vector3()); GodotPinJoint3D *pin_joint = static_cast<GodotPinJoint3D *>(joint); return pin_joint->get_position_b(); @@ -1294,7 +1294,7 @@ Vector3 GodotPhysicsServer3D::pin_joint_get_local_b(RID p_joint) const { void GodotPhysicsServer3D::joint_make_hinge(RID p_joint, RID p_body_A, const Transform3D &p_frame_A, RID p_body_B, const Transform3D &p_frame_B) { GodotBody3D *body_A = body_owner.get_or_null(p_body_A); - ERR_FAIL_COND(!body_A); + ERR_FAIL_NULL(body_A); if (!p_body_B.is_valid()) { ERR_FAIL_COND(!body_A->get_space()); @@ -1302,12 +1302,12 @@ void GodotPhysicsServer3D::joint_make_hinge(RID p_joint, RID p_body_A, const Tra } GodotBody3D *body_B = body_owner.get_or_null(p_body_B); - ERR_FAIL_COND(!body_B); + ERR_FAIL_NULL(body_B); ERR_FAIL_COND(body_A == body_B); GodotJoint3D *prev_joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(prev_joint == nullptr); + ERR_FAIL_NULL(prev_joint); GodotJoint3D *joint = memnew(GodotHingeJoint3D(body_A, body_B, p_frame_A, p_frame_B)); @@ -1318,7 +1318,7 @@ void GodotPhysicsServer3D::joint_make_hinge(RID p_joint, RID p_body_A, const Tra void GodotPhysicsServer3D::joint_make_hinge_simple(RID p_joint, RID p_body_A, const Vector3 &p_pivot_A, const Vector3 &p_axis_A, RID p_body_B, const Vector3 &p_pivot_B, const Vector3 &p_axis_B) { GodotBody3D *body_A = body_owner.get_or_null(p_body_A); - ERR_FAIL_COND(!body_A); + ERR_FAIL_NULL(body_A); if (!p_body_B.is_valid()) { ERR_FAIL_COND(!body_A->get_space()); @@ -1326,12 +1326,12 @@ void GodotPhysicsServer3D::joint_make_hinge_simple(RID p_joint, RID p_body_A, co } GodotBody3D *body_B = body_owner.get_or_null(p_body_B); - ERR_FAIL_COND(!body_B); + ERR_FAIL_NULL(body_B); ERR_FAIL_COND(body_A == body_B); GodotJoint3D *prev_joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(prev_joint == nullptr); + ERR_FAIL_NULL(prev_joint); GodotJoint3D *joint = memnew(GodotHingeJoint3D(body_A, body_B, p_pivot_A, p_pivot_B, p_axis_A, p_axis_B)); @@ -1342,7 +1342,7 @@ void GodotPhysicsServer3D::joint_make_hinge_simple(RID p_joint, RID p_body_A, co void GodotPhysicsServer3D::hinge_joint_set_param(RID p_joint, HingeJointParam p_param, real_t p_value) { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(!joint); + ERR_FAIL_NULL(joint); ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_HINGE); GodotHingeJoint3D *hinge_joint = static_cast<GodotHingeJoint3D *>(joint); hinge_joint->set_param(p_param, p_value); @@ -1350,7 +1350,7 @@ void GodotPhysicsServer3D::hinge_joint_set_param(RID p_joint, HingeJointParam p_ real_t GodotPhysicsServer3D::hinge_joint_get_param(RID p_joint, HingeJointParam p_param) const { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND_V(!joint, 0); + ERR_FAIL_NULL_V(joint, 0); ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_HINGE, 0); GodotHingeJoint3D *hinge_joint = static_cast<GodotHingeJoint3D *>(joint); return hinge_joint->get_param(p_param); @@ -1358,7 +1358,7 @@ real_t GodotPhysicsServer3D::hinge_joint_get_param(RID p_joint, HingeJointParam void GodotPhysicsServer3D::hinge_joint_set_flag(RID p_joint, HingeJointFlag p_flag, bool p_value) { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(!joint); + ERR_FAIL_NULL(joint); ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_HINGE); GodotHingeJoint3D *hinge_joint = static_cast<GodotHingeJoint3D *>(joint); hinge_joint->set_flag(p_flag, p_value); @@ -1366,7 +1366,7 @@ void GodotPhysicsServer3D::hinge_joint_set_flag(RID p_joint, HingeJointFlag p_fl bool GodotPhysicsServer3D::hinge_joint_get_flag(RID p_joint, HingeJointFlag p_flag) const { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND_V(!joint, false); + ERR_FAIL_NULL_V(joint, false); ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_HINGE, false); GodotHingeJoint3D *hinge_joint = static_cast<GodotHingeJoint3D *>(joint); return hinge_joint->get_flag(p_flag); @@ -1374,19 +1374,19 @@ bool GodotPhysicsServer3D::hinge_joint_get_flag(RID p_joint, HingeJointFlag p_fl void GodotPhysicsServer3D::joint_set_solver_priority(RID p_joint, int p_priority) { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(!joint); + ERR_FAIL_NULL(joint); joint->set_priority(p_priority); } int GodotPhysicsServer3D::joint_get_solver_priority(RID p_joint) const { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND_V(!joint, 0); + ERR_FAIL_NULL_V(joint, 0); return joint->get_priority(); } void GodotPhysicsServer3D::joint_disable_collisions_between_bodies(RID p_joint, bool p_disable) { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(!joint); + ERR_FAIL_NULL(joint); joint->disable_collisions_between_bodies(p_disable); @@ -1406,20 +1406,20 @@ void GodotPhysicsServer3D::joint_disable_collisions_between_bodies(RID p_joint, bool GodotPhysicsServer3D::joint_is_disabled_collisions_between_bodies(RID p_joint) const { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND_V(!joint, true); + ERR_FAIL_NULL_V(joint, true); return joint->is_disabled_collisions_between_bodies(); } GodotPhysicsServer3D::JointType GodotPhysicsServer3D::joint_get_type(RID p_joint) const { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND_V(!joint, JOINT_TYPE_PIN); + ERR_FAIL_NULL_V(joint, JOINT_TYPE_PIN); return joint->get_type(); } void GodotPhysicsServer3D::joint_make_slider(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) { GodotBody3D *body_A = body_owner.get_or_null(p_body_A); - ERR_FAIL_COND(!body_A); + ERR_FAIL_NULL(body_A); if (!p_body_B.is_valid()) { ERR_FAIL_COND(!body_A->get_space()); @@ -1427,12 +1427,12 @@ void GodotPhysicsServer3D::joint_make_slider(RID p_joint, RID p_body_A, const Tr } GodotBody3D *body_B = body_owner.get_or_null(p_body_B); - ERR_FAIL_COND(!body_B); + ERR_FAIL_NULL(body_B); ERR_FAIL_COND(body_A == body_B); GodotJoint3D *prev_joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(prev_joint == nullptr); + ERR_FAIL_NULL(prev_joint); GodotJoint3D *joint = memnew(GodotSliderJoint3D(body_A, body_B, p_local_frame_A, p_local_frame_B)); @@ -1443,7 +1443,7 @@ void GodotPhysicsServer3D::joint_make_slider(RID p_joint, RID p_body_A, const Tr void GodotPhysicsServer3D::slider_joint_set_param(RID p_joint, SliderJointParam p_param, real_t p_value) { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(!joint); + ERR_FAIL_NULL(joint); ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_SLIDER); GodotSliderJoint3D *slider_joint = static_cast<GodotSliderJoint3D *>(joint); slider_joint->set_param(p_param, p_value); @@ -1451,7 +1451,7 @@ void GodotPhysicsServer3D::slider_joint_set_param(RID p_joint, SliderJointParam real_t GodotPhysicsServer3D::slider_joint_get_param(RID p_joint, SliderJointParam p_param) const { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND_V(!joint, 0); + ERR_FAIL_NULL_V(joint, 0); ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_CONE_TWIST, 0); GodotSliderJoint3D *slider_joint = static_cast<GodotSliderJoint3D *>(joint); return slider_joint->get_param(p_param); @@ -1459,7 +1459,7 @@ real_t GodotPhysicsServer3D::slider_joint_get_param(RID p_joint, SliderJointPara void GodotPhysicsServer3D::joint_make_cone_twist(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) { GodotBody3D *body_A = body_owner.get_or_null(p_body_A); - ERR_FAIL_COND(!body_A); + ERR_FAIL_NULL(body_A); if (!p_body_B.is_valid()) { ERR_FAIL_COND(!body_A->get_space()); @@ -1467,12 +1467,12 @@ void GodotPhysicsServer3D::joint_make_cone_twist(RID p_joint, RID p_body_A, cons } GodotBody3D *body_B = body_owner.get_or_null(p_body_B); - ERR_FAIL_COND(!body_B); + ERR_FAIL_NULL(body_B); ERR_FAIL_COND(body_A == body_B); GodotJoint3D *prev_joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(prev_joint == nullptr); + ERR_FAIL_NULL(prev_joint); GodotJoint3D *joint = memnew(GodotConeTwistJoint3D(body_A, body_B, p_local_frame_A, p_local_frame_B)); @@ -1483,7 +1483,7 @@ void GodotPhysicsServer3D::joint_make_cone_twist(RID p_joint, RID p_body_A, cons void GodotPhysicsServer3D::cone_twist_joint_set_param(RID p_joint, ConeTwistJointParam p_param, real_t p_value) { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(!joint); + ERR_FAIL_NULL(joint); ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_CONE_TWIST); GodotConeTwistJoint3D *cone_twist_joint = static_cast<GodotConeTwistJoint3D *>(joint); cone_twist_joint->set_param(p_param, p_value); @@ -1491,7 +1491,7 @@ void GodotPhysicsServer3D::cone_twist_joint_set_param(RID p_joint, ConeTwistJoin real_t GodotPhysicsServer3D::cone_twist_joint_get_param(RID p_joint, ConeTwistJointParam p_param) const { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND_V(!joint, 0); + ERR_FAIL_NULL_V(joint, 0); ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_CONE_TWIST, 0); GodotConeTwistJoint3D *cone_twist_joint = static_cast<GodotConeTwistJoint3D *>(joint); return cone_twist_joint->get_param(p_param); @@ -1499,7 +1499,7 @@ real_t GodotPhysicsServer3D::cone_twist_joint_get_param(RID p_joint, ConeTwistJo void GodotPhysicsServer3D::joint_make_generic_6dof(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) { GodotBody3D *body_A = body_owner.get_or_null(p_body_A); - ERR_FAIL_COND(!body_A); + ERR_FAIL_NULL(body_A); if (!p_body_B.is_valid()) { ERR_FAIL_COND(!body_A->get_space()); @@ -1507,12 +1507,12 @@ void GodotPhysicsServer3D::joint_make_generic_6dof(RID p_joint, RID p_body_A, co } GodotBody3D *body_B = body_owner.get_or_null(p_body_B); - ERR_FAIL_COND(!body_B); + ERR_FAIL_NULL(body_B); ERR_FAIL_COND(body_A == body_B); GodotJoint3D *prev_joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(prev_joint == nullptr); + ERR_FAIL_NULL(prev_joint); GodotJoint3D *joint = memnew(GodotGeneric6DOFJoint3D(body_A, body_B, p_local_frame_A, p_local_frame_B, true)); @@ -1523,7 +1523,7 @@ void GodotPhysicsServer3D::joint_make_generic_6dof(RID p_joint, RID p_body_A, co void GodotPhysicsServer3D::generic_6dof_joint_set_param(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisParam p_param, real_t p_value) { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(!joint); + ERR_FAIL_NULL(joint); ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_6DOF); GodotGeneric6DOFJoint3D *generic_6dof_joint = static_cast<GodotGeneric6DOFJoint3D *>(joint); generic_6dof_joint->set_param(p_axis, p_param, p_value); @@ -1531,7 +1531,7 @@ void GodotPhysicsServer3D::generic_6dof_joint_set_param(RID p_joint, Vector3::Ax real_t GodotPhysicsServer3D::generic_6dof_joint_get_param(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisParam p_param) const { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND_V(!joint, 0); + ERR_FAIL_NULL_V(joint, 0); ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_6DOF, 0); GodotGeneric6DOFJoint3D *generic_6dof_joint = static_cast<GodotGeneric6DOFJoint3D *>(joint); return generic_6dof_joint->get_param(p_axis, p_param); @@ -1539,7 +1539,7 @@ real_t GodotPhysicsServer3D::generic_6dof_joint_get_param(RID p_joint, Vector3:: void GodotPhysicsServer3D::generic_6dof_joint_set_flag(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisFlag p_flag, bool p_enable) { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(!joint); + ERR_FAIL_NULL(joint); ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_6DOF); GodotGeneric6DOFJoint3D *generic_6dof_joint = static_cast<GodotGeneric6DOFJoint3D *>(joint); generic_6dof_joint->set_flag(p_axis, p_flag, p_enable); @@ -1547,7 +1547,7 @@ void GodotPhysicsServer3D::generic_6dof_joint_set_flag(RID p_joint, Vector3::Axi bool GodotPhysicsServer3D::generic_6dof_joint_get_flag(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisFlag p_flag) const { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND_V(!joint, false); + ERR_FAIL_NULL_V(joint, false); ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_6DOF, false); GodotGeneric6DOFJoint3D *generic_6dof_joint = static_cast<GodotGeneric6DOFJoint3D *>(joint); return generic_6dof_joint->get_flag(p_axis, p_flag); |