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-rw-r--r--scene/3d/physics_body.cpp942
1 files changed, 429 insertions, 513 deletions
diff --git a/scene/3d/physics_body.cpp b/scene/3d/physics_body.cpp
index af514a171f..78a00e4a7f 100644
--- a/scene/3d/physics_body.cpp
+++ b/scene/3d/physics_body.cpp
@@ -31,7 +31,7 @@
void PhysicsBody::_notification(int p_what) {
-/*
+ /*
switch(p_what) {
case NOTIFICATION_TRANSFORM_CHANGED: {
@@ -57,11 +57,10 @@ float PhysicsBody::get_inverse_mass() const {
return 0;
}
-
void PhysicsBody::set_collision_layer(uint32_t p_mask) {
- layer_mask=p_mask;
- PhysicsServer::get_singleton()->body_set_layer_mask(get_rid(),p_mask);
+ layer_mask = p_mask;
+ PhysicsServer::get_singleton()->body_set_layer_mask(get_rid(), p_mask);
}
uint32_t PhysicsBody::get_collision_layer() const {
@@ -71,8 +70,8 @@ uint32_t PhysicsBody::get_collision_layer() const {
void PhysicsBody::set_collision_mask(uint32_t p_mask) {
- collision_mask=p_mask;
- PhysicsServer::get_singleton()->body_set_collision_mask(get_rid(),p_mask);
+ collision_mask = p_mask;
+ PhysicsServer::get_singleton()->body_set_collision_mask(get_rid(), p_mask);
}
uint32_t PhysicsBody::get_collision_mask() const {
@@ -84,36 +83,33 @@ void PhysicsBody::set_collision_mask_bit(int p_bit, bool p_value) {
uint32_t mask = get_collision_mask();
if (p_value)
- mask|=1<<p_bit;
+ mask |= 1 << p_bit;
else
- mask&=~(1<<p_bit);
+ mask &= ~(1 << p_bit);
set_collision_mask(mask);
-
}
-bool PhysicsBody::get_collision_mask_bit(int p_bit) const{
+bool PhysicsBody::get_collision_mask_bit(int p_bit) const {
- return get_collision_mask()&(1<<p_bit);
+ return get_collision_mask() & (1 << p_bit);
}
-
void PhysicsBody::set_collision_layer_bit(int p_bit, bool p_value) {
uint32_t mask = get_collision_layer();
if (p_value)
- mask|=1<<p_bit;
+ mask |= 1 << p_bit;
else
- mask&=~(1<<p_bit);
+ mask &= ~(1 << p_bit);
set_collision_layer(mask);
-
}
-bool PhysicsBody::get_collision_layer_bit(int p_bit) const{
+bool PhysicsBody::get_collision_layer_bit(int p_bit) const {
- return get_collision_layer()&(1<<p_bit);
+ return get_collision_layer() & (1 << p_bit);
}
-void PhysicsBody::add_collision_exception_with(Node* p_node) {
+void PhysicsBody::add_collision_exception_with(Node *p_node) {
ERR_FAIL_NULL(p_node);
PhysicsBody *physics_body = p_node->cast_to<PhysicsBody>();
@@ -121,11 +117,10 @@ void PhysicsBody::add_collision_exception_with(Node* p_node) {
ERR_EXPLAIN("Collision exception only works between two objects of PhysicsBody type");
}
ERR_FAIL_COND(!physics_body);
- PhysicsServer::get_singleton()->body_add_collision_exception(get_rid(),physics_body->get_rid());
-
+ PhysicsServer::get_singleton()->body_add_collision_exception(get_rid(), physics_body->get_rid());
}
-void PhysicsBody::remove_collision_exception_with(Node* p_node) {
+void PhysicsBody::remove_collision_exception_with(Node *p_node) {
ERR_FAIL_NULL(p_node);
PhysicsBody *physics_body = p_node->cast_to<PhysicsBody>();
@@ -133,7 +128,7 @@ void PhysicsBody::remove_collision_exception_with(Node* p_node) {
ERR_EXPLAIN("Collision exception only works between two objects of PhysicsBody type");
}
ERR_FAIL_COND(!physics_body);
- PhysicsServer::get_singleton()->body_remove_collision_exception(get_rid(),physics_body->get_rid());
+ PhysicsServer::get_singleton()->body_remove_collision_exception(get_rid(), physics_body->get_rid());
}
void PhysicsBody::_set_layers(uint32_t p_mask) {
@@ -141,80 +136,73 @@ void PhysicsBody::_set_layers(uint32_t p_mask) {
set_collision_mask(p_mask);
}
-uint32_t PhysicsBody::_get_layers() const{
+uint32_t PhysicsBody::_get_layers() const {
return get_collision_layer();
}
void PhysicsBody::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_collision_layer","layer"),&PhysicsBody::set_collision_layer);
- ClassDB::bind_method(D_METHOD("get_collision_layer"),&PhysicsBody::get_collision_layer);
+ ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &PhysicsBody::set_collision_layer);
+ ClassDB::bind_method(D_METHOD("get_collision_layer"), &PhysicsBody::get_collision_layer);
- ClassDB::bind_method(D_METHOD("set_collision_mask","mask"),&PhysicsBody::set_collision_mask);
- ClassDB::bind_method(D_METHOD("get_collision_mask"),&PhysicsBody::get_collision_mask);
+ ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &PhysicsBody::set_collision_mask);
+ ClassDB::bind_method(D_METHOD("get_collision_mask"), &PhysicsBody::get_collision_mask);
- ClassDB::bind_method(D_METHOD("set_collision_mask_bit","bit","value"),&PhysicsBody::set_collision_mask_bit);
- ClassDB::bind_method(D_METHOD("get_collision_mask_bit","bit"),&PhysicsBody::get_collision_mask_bit);
+ ClassDB::bind_method(D_METHOD("set_collision_mask_bit", "bit", "value"), &PhysicsBody::set_collision_mask_bit);
+ ClassDB::bind_method(D_METHOD("get_collision_mask_bit", "bit"), &PhysicsBody::get_collision_mask_bit);
- ClassDB::bind_method(D_METHOD("set_collision_layer_bit","bit","value"),&PhysicsBody::set_collision_layer_bit);
- ClassDB::bind_method(D_METHOD("get_collision_layer_bit","bit"),&PhysicsBody::get_collision_layer_bit);
+ ClassDB::bind_method(D_METHOD("set_collision_layer_bit", "bit", "value"), &PhysicsBody::set_collision_layer_bit);
+ ClassDB::bind_method(D_METHOD("get_collision_layer_bit", "bit"), &PhysicsBody::get_collision_layer_bit);
- ClassDB::bind_method(D_METHOD("_set_layers","mask"),&PhysicsBody::_set_layers);
- ClassDB::bind_method(D_METHOD("_get_layers"),&PhysicsBody::_get_layers);
+ ClassDB::bind_method(D_METHOD("_set_layers", "mask"), &PhysicsBody::_set_layers);
+ ClassDB::bind_method(D_METHOD("_get_layers"), &PhysicsBody::_get_layers);
- ADD_GROUP("Collision","collision_");
- ADD_PROPERTY(PropertyInfo(Variant::INT,"collision_layer",PROPERTY_HINT_LAYERS_3D_PHYSICS),"set_collision_layer","get_collision_layer");
- ADD_PROPERTY(PropertyInfo(Variant::INT,"collision_mask",PROPERTY_HINT_LAYERS_3D_PHYSICS),"set_collision_mask","get_collision_mask");
+ ADD_GROUP("Collision", "collision_");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
}
+PhysicsBody::PhysicsBody(PhysicsServer::BodyMode p_mode)
+ : CollisionObject(PhysicsServer::get_singleton()->body_create(p_mode), false) {
-PhysicsBody::PhysicsBody(PhysicsServer::BodyMode p_mode) : CollisionObject( PhysicsServer::get_singleton()->body_create(p_mode), false) {
-
- layer_mask=1;
- collision_mask=1;
-
+ layer_mask = 1;
+ collision_mask = 1;
}
+void StaticBody::set_friction(real_t p_friction) {
-void StaticBody::set_friction(real_t p_friction){
-
- ERR_FAIL_COND(p_friction<0 || p_friction>1);
-
- friction=p_friction;
- PhysicsServer::get_singleton()->body_set_param(get_rid(),PhysicsServer::BODY_PARAM_FRICTION,friction);
+ ERR_FAIL_COND(p_friction < 0 || p_friction > 1);
+ friction = p_friction;
+ PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_FRICTION, friction);
}
-real_t StaticBody::get_friction() const{
+real_t StaticBody::get_friction() const {
return friction;
}
-void StaticBody::set_bounce(real_t p_bounce){
-
- ERR_FAIL_COND(p_bounce<0 || p_bounce>1);
+void StaticBody::set_bounce(real_t p_bounce) {
- bounce=p_bounce;
- PhysicsServer::get_singleton()->body_set_param(get_rid(),PhysicsServer::BODY_PARAM_BOUNCE,bounce);
+ ERR_FAIL_COND(p_bounce < 0 || p_bounce > 1);
+ bounce = p_bounce;
+ PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_BOUNCE, bounce);
}
-real_t StaticBody::get_bounce() const{
+real_t StaticBody::get_bounce() const {
return bounce;
}
+void StaticBody::set_constant_linear_velocity(const Vector3 &p_vel) {
-
-void StaticBody::set_constant_linear_velocity(const Vector3& p_vel) {
-
- constant_linear_velocity=p_vel;
- PhysicsServer::get_singleton()->body_set_state(get_rid(),PhysicsServer::BODY_STATE_LINEAR_VELOCITY,constant_linear_velocity);
-
+ constant_linear_velocity = p_vel;
+ PhysicsServer::get_singleton()->body_set_state(get_rid(), PhysicsServer::BODY_STATE_LINEAR_VELOCITY, constant_linear_velocity);
}
-void StaticBody::set_constant_angular_velocity(const Vector3& p_vel) {
+void StaticBody::set_constant_angular_velocity(const Vector3 &p_vel) {
- constant_angular_velocity=p_vel;
- PhysicsServer::get_singleton()->body_set_state(get_rid(),PhysicsServer::BODY_STATE_ANGULAR_VELOCITY,constant_angular_velocity);
+ constant_angular_velocity = p_vel;
+ PhysicsServer::get_singleton()->body_set_state(get_rid(), PhysicsServer::BODY_STATE_ANGULAR_VELOCITY, constant_angular_velocity);
}
Vector3 StaticBody::get_constant_linear_velocity() const {
@@ -226,69 +214,61 @@ Vector3 StaticBody::get_constant_angular_velocity() const {
return constant_angular_velocity;
}
-
-
void StaticBody::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_constant_linear_velocity","vel"),&StaticBody::set_constant_linear_velocity);
- ClassDB::bind_method(D_METHOD("set_constant_angular_velocity","vel"),&StaticBody::set_constant_angular_velocity);
- ClassDB::bind_method(D_METHOD("get_constant_linear_velocity"),&StaticBody::get_constant_linear_velocity);
- ClassDB::bind_method(D_METHOD("get_constant_angular_velocity"),&StaticBody::get_constant_angular_velocity);
+ ClassDB::bind_method(D_METHOD("set_constant_linear_velocity", "vel"), &StaticBody::set_constant_linear_velocity);
+ ClassDB::bind_method(D_METHOD("set_constant_angular_velocity", "vel"), &StaticBody::set_constant_angular_velocity);
+ ClassDB::bind_method(D_METHOD("get_constant_linear_velocity"), &StaticBody::get_constant_linear_velocity);
+ ClassDB::bind_method(D_METHOD("get_constant_angular_velocity"), &StaticBody::get_constant_angular_velocity);
- ClassDB::bind_method(D_METHOD("set_friction","friction"),&StaticBody::set_friction);
- ClassDB::bind_method(D_METHOD("get_friction"),&StaticBody::get_friction);
+ ClassDB::bind_method(D_METHOD("set_friction", "friction"), &StaticBody::set_friction);
+ ClassDB::bind_method(D_METHOD("get_friction"), &StaticBody::get_friction);
- ClassDB::bind_method(D_METHOD("set_bounce","bounce"),&StaticBody::set_bounce);
- ClassDB::bind_method(D_METHOD("get_bounce"),&StaticBody::get_bounce);
+ ClassDB::bind_method(D_METHOD("set_bounce", "bounce"), &StaticBody::set_bounce);
+ ClassDB::bind_method(D_METHOD("get_bounce"), &StaticBody::get_bounce);
- ClassDB::bind_method(D_METHOD("add_collision_exception_with","body:PhysicsBody"),&PhysicsBody::add_collision_exception_with);
- ClassDB::bind_method(D_METHOD("remove_collision_exception_with","body:PhysicsBody"),&PhysicsBody::remove_collision_exception_with);
+ ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body:PhysicsBody"), &PhysicsBody::add_collision_exception_with);
+ ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body:PhysicsBody"), &PhysicsBody::remove_collision_exception_with);
- ADD_PROPERTY( PropertyInfo(Variant::REAL,"friction",PROPERTY_HINT_RANGE,"0,1,0.01"),"set_friction","get_friction");
- ADD_PROPERTY( PropertyInfo(Variant::REAL,"bounce",PROPERTY_HINT_RANGE,"0,1,0.01"),"set_bounce","get_bounce");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "friction", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_friction", "get_friction");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_bounce", "get_bounce");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3,"constant_linear_velocity"),"set_constant_linear_velocity","get_constant_linear_velocity");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3,"constant_angular_velocity"),"set_constant_angular_velocity","get_constant_angular_velocity");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_linear_velocity"), "set_constant_linear_velocity", "get_constant_linear_velocity");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_angular_velocity"), "set_constant_angular_velocity", "get_constant_angular_velocity");
}
-StaticBody::StaticBody() : PhysicsBody(PhysicsServer::BODY_MODE_STATIC) {
+StaticBody::StaticBody()
+ : PhysicsBody(PhysicsServer::BODY_MODE_STATIC) {
- bounce=0;
- friction=1;
+ bounce = 0;
+ friction = 1;
}
StaticBody::~StaticBody() {
-
-
}
-
-
-
void RigidBody::_body_enter_tree(ObjectID p_id) {
Object *obj = ObjectDB::get_instance(p_id);
Node *node = obj ? obj->cast_to<Node>() : NULL;
ERR_FAIL_COND(!node);
- Map<ObjectID,BodyState>::Element *E=contact_monitor->body_map.find(p_id);
+ Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(p_id);
ERR_FAIL_COND(!E);
ERR_FAIL_COND(E->get().in_tree);
- E->get().in_tree=true;
+ E->get().in_tree = true;
- contact_monitor->locked=true;
+ contact_monitor->locked = true;
- emit_signal(SceneStringNames::get_singleton()->body_entered,node);
+ emit_signal(SceneStringNames::get_singleton()->body_entered, node);
- for(int i=0;i<E->get().shapes.size();i++) {
+ for (int i = 0; i < E->get().shapes.size(); i++) {
- emit_signal(SceneStringNames::get_singleton()->body_shape_entered,p_id,node,E->get().shapes[i].body_shape,E->get().shapes[i].local_shape);
+ emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_id, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape);
}
- contact_monitor->locked=false;
-
-
+ contact_monitor->locked = false;
}
void RigidBody::_body_exit_tree(ObjectID p_id) {
@@ -296,58 +276,55 @@ void RigidBody::_body_exit_tree(ObjectID p_id) {
Object *obj = ObjectDB::get_instance(p_id);
Node *node = obj ? obj->cast_to<Node>() : NULL;
ERR_FAIL_COND(!node);
- Map<ObjectID,BodyState>::Element *E=contact_monitor->body_map.find(p_id);
+ Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(p_id);
ERR_FAIL_COND(!E);
ERR_FAIL_COND(!E->get().in_tree);
- E->get().in_tree=false;
+ E->get().in_tree = false;
- contact_monitor->locked=true;
+ contact_monitor->locked = true;
- emit_signal(SceneStringNames::get_singleton()->body_exited,node);
+ emit_signal(SceneStringNames::get_singleton()->body_exited, node);
- for(int i=0;i<E->get().shapes.size();i++) {
+ for (int i = 0; i < E->get().shapes.size(); i++) {
- emit_signal(SceneStringNames::get_singleton()->body_shape_exited,p_id,node,E->get().shapes[i].body_shape,E->get().shapes[i].local_shape);
+ emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_id, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape);
}
- contact_monitor->locked=false;
-
+ contact_monitor->locked = false;
}
-void RigidBody::_body_inout(int p_status, ObjectID p_instance, int p_body_shape,int p_local_shape) {
+void RigidBody::_body_inout(int p_status, ObjectID p_instance, int p_body_shape, int p_local_shape) {
- bool body_in = p_status==1;
- ObjectID objid=p_instance;
+ bool body_in = p_status == 1;
+ ObjectID objid = p_instance;
Object *obj = ObjectDB::get_instance(objid);
Node *node = obj ? obj->cast_to<Node>() : NULL;
- Map<ObjectID,BodyState>::Element *E=contact_monitor->body_map.find(objid);
+ Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(objid);
ERR_FAIL_COND(!body_in && !E);
if (body_in) {
if (!E) {
- E = contact_monitor->body_map.insert(objid,BodyState());
+ E = contact_monitor->body_map.insert(objid, BodyState());
//E->get().rc=0;
- E->get().in_tree=node && node->is_inside_tree();
+ E->get().in_tree = node && node->is_inside_tree();
if (node) {
- node->connect(SceneStringNames::get_singleton()->tree_entered,this,SceneStringNames::get_singleton()->_body_enter_tree,make_binds(objid));
- node->connect(SceneStringNames::get_singleton()->tree_exited,this,SceneStringNames::get_singleton()->_body_exit_tree,make_binds(objid));
+ node->connect(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_body_enter_tree, make_binds(objid));
+ node->connect(SceneStringNames::get_singleton()->tree_exited, this, SceneStringNames::get_singleton()->_body_exit_tree, make_binds(objid));
if (E->get().in_tree) {
- emit_signal(SceneStringNames::get_singleton()->body_entered,node);
+ emit_signal(SceneStringNames::get_singleton()->body_entered, node);
}
}
-
}
//E->get().rc++;
if (node)
- E->get().shapes.insert(ShapePair(p_body_shape,p_local_shape));
-
+ E->get().shapes.insert(ShapePair(p_body_shape, p_local_shape));
if (E->get().in_tree) {
- emit_signal(SceneStringNames::get_singleton()->body_shape_entered,objid,node,p_body_shape,p_local_shape);
+ emit_signal(SceneStringNames::get_singleton()->body_shape_entered, objid, node, p_body_shape, p_local_shape);
}
} else {
@@ -355,31 +332,27 @@ void RigidBody::_body_inout(int p_status, ObjectID p_instance, int p_body_shape,
//E->get().rc--;
if (node)
- E->get().shapes.erase(ShapePair(p_body_shape,p_local_shape));
+ E->get().shapes.erase(ShapePair(p_body_shape, p_local_shape));
bool in_tree = E->get().in_tree;
if (E->get().shapes.empty()) {
if (node) {
- node->disconnect(SceneStringNames::get_singleton()->tree_entered,this,SceneStringNames::get_singleton()->_body_enter_tree);
- node->disconnect(SceneStringNames::get_singleton()->tree_exited,this,SceneStringNames::get_singleton()->_body_exit_tree);
+ node->disconnect(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_body_enter_tree);
+ node->disconnect(SceneStringNames::get_singleton()->tree_exited, this, SceneStringNames::get_singleton()->_body_exit_tree);
if (in_tree)
- emit_signal(SceneStringNames::get_singleton()->body_exited,obj);
-
+ emit_signal(SceneStringNames::get_singleton()->body_exited, obj);
}
contact_monitor->body_map.erase(E);
}
if (node && in_tree) {
- emit_signal(SceneStringNames::get_singleton()->body_shape_exited,objid,obj,p_body_shape,p_local_shape);
+ emit_signal(SceneStringNames::get_singleton()->body_shape_exited, objid, obj, p_body_shape, p_local_shape);
}
-
}
-
}
-
struct _RigidBodyInOut {
ObjectID id;
@@ -389,49 +362,49 @@ struct _RigidBodyInOut {
void RigidBody::_direct_state_changed(Object *p_state) {
- //eh.. fuck
+//eh.. fuck
#ifdef DEBUG_ENABLED
- state=p_state->cast_to<PhysicsDirectBodyState>();
+ state = p_state->cast_to<PhysicsDirectBodyState>();
#else
- state=(PhysicsDirectBodyState*)p_state; //trust it
+ state = (PhysicsDirectBodyState *)p_state; //trust it
#endif
set_ignore_transform_notification(true);
set_global_transform(state->get_transform());
- linear_velocity=state->get_linear_velocity();
- angular_velocity=state->get_angular_velocity();
- if(sleeping!=state->is_sleeping()) {
- sleeping=state->is_sleeping();
+ linear_velocity = state->get_linear_velocity();
+ angular_velocity = state->get_angular_velocity();
+ if (sleeping != state->is_sleeping()) {
+ sleeping = state->is_sleeping();
emit_signal(SceneStringNames::get_singleton()->sleeping_state_changed);
}
if (get_script_instance())
- get_script_instance()->call("_integrate_forces",state);
+ get_script_instance()->call("_integrate_forces", state);
set_ignore_transform_notification(false);
if (contact_monitor) {
- contact_monitor->locked=true;
+ contact_monitor->locked = true;
//untag all
- int rc=0;
- for( Map<ObjectID,BodyState>::Element *E=contact_monitor->body_map.front();E;E=E->next()) {
+ int rc = 0;
+ for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
- for(int i=0;i<E->get().shapes.size();i++) {
+ for (int i = 0; i < E->get().shapes.size(); i++) {
- E->get().shapes[i].tagged=false;
+ E->get().shapes[i].tagged = false;
rc++;
}
}
- _RigidBodyInOut *toadd=(_RigidBodyInOut*)alloca(state->get_contact_count()*sizeof(_RigidBodyInOut));
- int toadd_count=0;//state->get_contact_count();
- RigidBody_RemoveAction *toremove=(RigidBody_RemoveAction*)alloca(rc*sizeof(RigidBody_RemoveAction));
- int toremove_count=0;
+ _RigidBodyInOut *toadd = (_RigidBodyInOut *)alloca(state->get_contact_count() * sizeof(_RigidBodyInOut));
+ int toadd_count = 0; //state->get_contact_count();
+ RigidBody_RemoveAction *toremove = (RigidBody_RemoveAction *)alloca(rc * sizeof(RigidBody_RemoveAction));
+ int toremove_count = 0;
//put the ones to add
- for(int i=0;i<state->get_contact_count();i++) {
+ for (int i = 0; i < state->get_contact_count(); i++) {
ObjectID obj = state->get_contact_collider_id(i);
int local_shape = state->get_contact_local_shape(i);
@@ -439,258 +412,239 @@ void RigidBody::_direct_state_changed(Object *p_state) {
//bool found=false;
- Map<ObjectID,BodyState>::Element *E=contact_monitor->body_map.find(obj);
+ Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(obj);
if (!E) {
- toadd[toadd_count].local_shape=local_shape;
- toadd[toadd_count].id=obj;
- toadd[toadd_count].shape=shape;
+ toadd[toadd_count].local_shape = local_shape;
+ toadd[toadd_count].id = obj;
+ toadd[toadd_count].shape = shape;
toadd_count++;
continue;
}
- ShapePair sp( shape,local_shape );
+ ShapePair sp(shape, local_shape);
int idx = E->get().shapes.find(sp);
- if (idx==-1) {
+ if (idx == -1) {
- toadd[toadd_count].local_shape=local_shape;
- toadd[toadd_count].id=obj;
- toadd[toadd_count].shape=shape;
+ toadd[toadd_count].local_shape = local_shape;
+ toadd[toadd_count].id = obj;
+ toadd[toadd_count].shape = shape;
toadd_count++;
continue;
}
- E->get().shapes[idx].tagged=true;
+ E->get().shapes[idx].tagged = true;
}
//put the ones to remove
- for( Map<ObjectID,BodyState>::Element *E=contact_monitor->body_map.front();E;E=E->next()) {
+ for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
- for(int i=0;i<E->get().shapes.size();i++) {
+ for (int i = 0; i < E->get().shapes.size(); i++) {
if (!E->get().shapes[i].tagged) {
- toremove[toremove_count].body_id=E->key();
- toremove[toremove_count].pair=E->get().shapes[i];
+ toremove[toremove_count].body_id = E->key();
+ toremove[toremove_count].pair = E->get().shapes[i];
toremove_count++;
}
}
}
-
//process remotions
- for(int i=0;i<toremove_count;i++) {
+ for (int i = 0; i < toremove_count; i++) {
- _body_inout(0,toremove[i].body_id,toremove[i].pair.body_shape,toremove[i].pair.local_shape);
+ _body_inout(0, toremove[i].body_id, toremove[i].pair.body_shape, toremove[i].pair.local_shape);
}
//process aditions
- for(int i=0;i<toadd_count;i++) {
+ for (int i = 0; i < toadd_count; i++) {
- _body_inout(1,toadd[i].id,toadd[i].shape,toadd[i].local_shape);
+ _body_inout(1, toadd[i].id, toadd[i].shape, toadd[i].local_shape);
}
- contact_monitor->locked=false;
-
+ contact_monitor->locked = false;
}
-
-
- state=NULL;
+ state = NULL;
}
void RigidBody::_notification(int p_what) {
-
-
}
void RigidBody::set_mode(Mode p_mode) {
- mode=p_mode;
- switch(p_mode) {
+ mode = p_mode;
+ switch (p_mode) {
case MODE_RIGID: {
- PhysicsServer::get_singleton()->body_set_mode(get_rid(),PhysicsServer::BODY_MODE_RIGID);
+ PhysicsServer::get_singleton()->body_set_mode(get_rid(), PhysicsServer::BODY_MODE_RIGID);
} break;
case MODE_STATIC: {
- PhysicsServer::get_singleton()->body_set_mode(get_rid(),PhysicsServer::BODY_MODE_STATIC);
+ PhysicsServer::get_singleton()->body_set_mode(get_rid(), PhysicsServer::BODY_MODE_STATIC);
} break;
case MODE_CHARACTER: {
- PhysicsServer::get_singleton()->body_set_mode(get_rid(),PhysicsServer::BODY_MODE_CHARACTER);
+ PhysicsServer::get_singleton()->body_set_mode(get_rid(), PhysicsServer::BODY_MODE_CHARACTER);
} break;
case MODE_KINEMATIC: {
- PhysicsServer::get_singleton()->body_set_mode(get_rid(),PhysicsServer::BODY_MODE_KINEMATIC);
+ PhysicsServer::get_singleton()->body_set_mode(get_rid(), PhysicsServer::BODY_MODE_KINEMATIC);
} break;
-
}
}
-RigidBody::Mode RigidBody::get_mode() const{
+RigidBody::Mode RigidBody::get_mode() const {
return mode;
}
-void RigidBody::set_mass(real_t p_mass){
+void RigidBody::set_mass(real_t p_mass) {
- ERR_FAIL_COND(p_mass<=0);
- mass=p_mass;
+ ERR_FAIL_COND(p_mass <= 0);
+ mass = p_mass;
_change_notify("mass");
_change_notify("weight");
- PhysicsServer::get_singleton()->body_set_param(get_rid(),PhysicsServer::BODY_PARAM_MASS,mass);
-
+ PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_MASS, mass);
}
-real_t RigidBody::get_mass() const{
+real_t RigidBody::get_mass() const {
return mass;
}
-void RigidBody::set_weight(real_t p_weight){
+void RigidBody::set_weight(real_t p_weight) {
- set_mass(p_weight/9.8);
+ set_mass(p_weight / 9.8);
}
-real_t RigidBody::get_weight() const{
+real_t RigidBody::get_weight() const {
- return mass*9.8;
+ return mass * 9.8;
}
+void RigidBody::set_friction(real_t p_friction) {
-void RigidBody::set_friction(real_t p_friction){
-
- ERR_FAIL_COND(p_friction<0 || p_friction>1);
-
- friction=p_friction;
- PhysicsServer::get_singleton()->body_set_param(get_rid(),PhysicsServer::BODY_PARAM_FRICTION,friction);
+ ERR_FAIL_COND(p_friction < 0 || p_friction > 1);
+ friction = p_friction;
+ PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_FRICTION, friction);
}
-real_t RigidBody::get_friction() const{
+real_t RigidBody::get_friction() const {
return friction;
}
-void RigidBody::set_bounce(real_t p_bounce){
+void RigidBody::set_bounce(real_t p_bounce) {
- ERR_FAIL_COND(p_bounce<0 || p_bounce>1);
-
- bounce=p_bounce;
- PhysicsServer::get_singleton()->body_set_param(get_rid(),PhysicsServer::BODY_PARAM_BOUNCE,bounce);
+ ERR_FAIL_COND(p_bounce < 0 || p_bounce > 1);
+ bounce = p_bounce;
+ PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_BOUNCE, bounce);
}
-real_t RigidBody::get_bounce() const{
+real_t RigidBody::get_bounce() const {
return bounce;
}
+void RigidBody::set_gravity_scale(real_t p_gravity_scale) {
-void RigidBody::set_gravity_scale(real_t p_gravity_scale){
-
- gravity_scale=p_gravity_scale;
- PhysicsServer::get_singleton()->body_set_param(get_rid(),PhysicsServer::BODY_PARAM_GRAVITY_SCALE,gravity_scale);
-
+ gravity_scale = p_gravity_scale;
+ PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_GRAVITY_SCALE, gravity_scale);
}
-real_t RigidBody::get_gravity_scale() const{
+real_t RigidBody::get_gravity_scale() const {
return gravity_scale;
}
-void RigidBody::set_linear_damp(real_t p_linear_damp){
-
- ERR_FAIL_COND(p_linear_damp<-1);
- linear_damp=p_linear_damp;
- PhysicsServer::get_singleton()->body_set_param(get_rid(),PhysicsServer::BODY_PARAM_LINEAR_DAMP,linear_damp);
+void RigidBody::set_linear_damp(real_t p_linear_damp) {
+ ERR_FAIL_COND(p_linear_damp < -1);
+ linear_damp = p_linear_damp;
+ PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_LINEAR_DAMP, linear_damp);
}
-real_t RigidBody::get_linear_damp() const{
+real_t RigidBody::get_linear_damp() const {
return linear_damp;
}
-void RigidBody::set_angular_damp(real_t p_angular_damp){
-
- ERR_FAIL_COND(p_angular_damp<-1);
- angular_damp=p_angular_damp;
- PhysicsServer::get_singleton()->body_set_param(get_rid(),PhysicsServer::BODY_PARAM_ANGULAR_DAMP,angular_damp);
+void RigidBody::set_angular_damp(real_t p_angular_damp) {
+ ERR_FAIL_COND(p_angular_damp < -1);
+ angular_damp = p_angular_damp;
+ PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_ANGULAR_DAMP, angular_damp);
}
-real_t RigidBody::get_angular_damp() const{
+real_t RigidBody::get_angular_damp() const {
return angular_damp;
}
-void RigidBody::set_axis_velocity(const Vector3& p_axis) {
+void RigidBody::set_axis_velocity(const Vector3 &p_axis) {
- Vector3 v = state? state->get_linear_velocity() : linear_velocity;
+ Vector3 v = state ? state->get_linear_velocity() : linear_velocity;
Vector3 axis = p_axis.normalized();
- v-=axis*axis.dot(v);
- v+=p_axis;
+ v -= axis * axis.dot(v);
+ v += p_axis;
if (state) {
set_linear_velocity(v);
} else {
- PhysicsServer::get_singleton()->body_set_axis_velocity(get_rid(),p_axis);
- linear_velocity=v;
+ PhysicsServer::get_singleton()->body_set_axis_velocity(get_rid(), p_axis);
+ linear_velocity = v;
}
}
-void RigidBody::set_linear_velocity(const Vector3& p_velocity){
+void RigidBody::set_linear_velocity(const Vector3 &p_velocity) {
- linear_velocity=p_velocity;
+ linear_velocity = p_velocity;
if (state)
state->set_linear_velocity(linear_velocity);
else
- PhysicsServer::get_singleton()->body_set_state(get_rid(),PhysicsServer::BODY_STATE_LINEAR_VELOCITY,linear_velocity);
-
+ PhysicsServer::get_singleton()->body_set_state(get_rid(), PhysicsServer::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
}
-Vector3 RigidBody::get_linear_velocity() const{
+Vector3 RigidBody::get_linear_velocity() const {
return linear_velocity;
}
-void RigidBody::set_angular_velocity(const Vector3& p_velocity){
+void RigidBody::set_angular_velocity(const Vector3 &p_velocity) {
- angular_velocity=p_velocity;
+ angular_velocity = p_velocity;
if (state)
state->set_angular_velocity(angular_velocity);
else
- PhysicsServer::get_singleton()->body_set_state(get_rid(),PhysicsServer::BODY_STATE_ANGULAR_VELOCITY,angular_velocity);
+ PhysicsServer::get_singleton()->body_set_state(get_rid(), PhysicsServer::BODY_STATE_ANGULAR_VELOCITY, angular_velocity);
}
-Vector3 RigidBody::get_angular_velocity() const{
+Vector3 RigidBody::get_angular_velocity() const {
return angular_velocity;
}
-void RigidBody::set_use_custom_integrator(bool p_enable){
+void RigidBody::set_use_custom_integrator(bool p_enable) {
- if (custom_integrator==p_enable)
+ if (custom_integrator == p_enable)
return;
- custom_integrator=p_enable;
- PhysicsServer::get_singleton()->body_set_omit_force_integration(get_rid(),p_enable);
-
-
+ custom_integrator = p_enable;
+ PhysicsServer::get_singleton()->body_set_omit_force_integration(get_rid(), p_enable);
}
-bool RigidBody::is_using_custom_integrator(){
+bool RigidBody::is_using_custom_integrator() {
return custom_integrator;
}
void RigidBody::set_sleeping(bool p_sleeping) {
- sleeping=p_sleeping;
- PhysicsServer::get_singleton()->body_set_state(get_rid(),PhysicsServer::BODY_STATE_SLEEPING,sleeping);
-
+ sleeping = p_sleeping;
+ PhysicsServer::get_singleton()->body_set_state(get_rid(), PhysicsServer::BODY_STATE_SLEEPING, sleeping);
}
void RigidBody::set_can_sleep(bool p_active) {
- can_sleep=p_active;
- PhysicsServer::get_singleton()->body_set_state(get_rid(),PhysicsServer::BODY_STATE_CAN_SLEEP,p_active);
+ can_sleep = p_active;
+ PhysicsServer::get_singleton()->body_set_state(get_rid(), PhysicsServer::BODY_STATE_CAN_SLEEP, p_active);
}
bool RigidBody::is_able_to_sleep() const {
@@ -705,36 +659,34 @@ bool RigidBody::is_sleeping() const {
void RigidBody::set_max_contacts_reported(int p_amount) {
- max_contacts_reported=p_amount;
- PhysicsServer::get_singleton()->body_set_max_contacts_reported(get_rid(),p_amount);
+ max_contacts_reported = p_amount;
+ PhysicsServer::get_singleton()->body_set_max_contacts_reported(get_rid(), p_amount);
}
-int RigidBody::get_max_contacts_reported() const{
+int RigidBody::get_max_contacts_reported() const {
return max_contacts_reported;
}
-void RigidBody::apply_impulse(const Vector3& p_pos, const Vector3& p_impulse) {
+void RigidBody::apply_impulse(const Vector3 &p_pos, const Vector3 &p_impulse) {
- PhysicsServer::get_singleton()->body_apply_impulse(get_rid(),p_pos,p_impulse);
+ PhysicsServer::get_singleton()->body_apply_impulse(get_rid(), p_pos, p_impulse);
}
void RigidBody::set_use_continuous_collision_detection(bool p_enable) {
- ccd=p_enable;
- PhysicsServer::get_singleton()->body_set_enable_continuous_collision_detection(get_rid(),p_enable);
+ ccd = p_enable;
+ PhysicsServer::get_singleton()->body_set_enable_continuous_collision_detection(get_rid(), p_enable);
}
bool RigidBody::is_using_continuous_collision_detection() const {
-
return ccd;
}
-
void RigidBody::set_contact_monitor(bool p_enabled) {
- if (p_enabled==is_contact_monitor_enabled())
+ if (p_enabled == is_contact_monitor_enabled())
return;
if (!p_enabled) {
@@ -744,31 +696,29 @@ void RigidBody::set_contact_monitor(bool p_enabled) {
}
ERR_FAIL_COND(contact_monitor->locked);
- for(Map<ObjectID,BodyState>::Element *E=contact_monitor->body_map.front();E;E=E->next()) {
+ for (Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
//clean up mess
}
- memdelete( contact_monitor );
- contact_monitor=NULL;
+ memdelete(contact_monitor);
+ contact_monitor = NULL;
} else {
- contact_monitor = memnew( ContactMonitor );
- contact_monitor->locked=false;
-
+ contact_monitor = memnew(ContactMonitor);
+ contact_monitor->locked = false;
}
-
}
bool RigidBody::is_contact_monitor_enabled() const {
- return contact_monitor!=NULL;
+ return contact_monitor != NULL;
}
void RigidBody::set_axis_lock(AxisLock p_lock) {
- axis_lock=p_lock;
- PhysicsServer::get_singleton()->body_set_axis_lock(get_rid(),PhysicsServer::BodyAxisLock(axis_lock));
+ axis_lock = p_lock;
+ PhysicsServer::get_singleton()->body_set_axis_lock(get_rid(), PhysicsServer::BodyAxisLock(axis_lock));
}
RigidBody::AxisLock RigidBody::get_axis_lock() const {
@@ -776,168 +726,161 @@ RigidBody::AxisLock RigidBody::get_axis_lock() const {
return axis_lock;
}
-
Array RigidBody::get_colliding_bodies() const {
- ERR_FAIL_COND_V(!contact_monitor,Array());
+ ERR_FAIL_COND_V(!contact_monitor, Array());
Array ret;
ret.resize(contact_monitor->body_map.size());
- int idx=0;
- for (const Map<ObjectID,BodyState>::Element *E=contact_monitor->body_map.front();E;E=E->next()) {
+ int idx = 0;
+ for (const Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.front(); E; E = E->next()) {
Object *obj = ObjectDB::get_instance(E->key());
if (!obj) {
- ret.resize( ret.size() -1 ); //ops
+ ret.resize(ret.size() - 1); //ops
} else {
- ret[idx++]=obj;
+ ret[idx++] = obj;
}
-
}
return ret;
}
-
void RigidBody::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_mode","mode"),&RigidBody::set_mode);
- ClassDB::bind_method(D_METHOD("get_mode"),&RigidBody::get_mode);
+ ClassDB::bind_method(D_METHOD("set_mode", "mode"), &RigidBody::set_mode);
+ ClassDB::bind_method(D_METHOD("get_mode"), &RigidBody::get_mode);
- ClassDB::bind_method(D_METHOD("set_mass","mass"),&RigidBody::set_mass);
- ClassDB::bind_method(D_METHOD("get_mass"),&RigidBody::get_mass);
+ ClassDB::bind_method(D_METHOD("set_mass", "mass"), &RigidBody::set_mass);
+ ClassDB::bind_method(D_METHOD("get_mass"), &RigidBody::get_mass);
- ClassDB::bind_method(D_METHOD("set_weight","weight"),&RigidBody::set_weight);
- ClassDB::bind_method(D_METHOD("get_weight"),&RigidBody::get_weight);
+ ClassDB::bind_method(D_METHOD("set_weight", "weight"), &RigidBody::set_weight);
+ ClassDB::bind_method(D_METHOD("get_weight"), &RigidBody::get_weight);
- ClassDB::bind_method(D_METHOD("set_friction","friction"),&RigidBody::set_friction);
- ClassDB::bind_method(D_METHOD("get_friction"),&RigidBody::get_friction);
+ ClassDB::bind_method(D_METHOD("set_friction", "friction"), &RigidBody::set_friction);
+ ClassDB::bind_method(D_METHOD("get_friction"), &RigidBody::get_friction);
- ClassDB::bind_method(D_METHOD("set_bounce","bounce"),&RigidBody::set_bounce);
- ClassDB::bind_method(D_METHOD("get_bounce"),&RigidBody::get_bounce);
+ ClassDB::bind_method(D_METHOD("set_bounce", "bounce"), &RigidBody::set_bounce);
+ ClassDB::bind_method(D_METHOD("get_bounce"), &RigidBody::get_bounce);
- ClassDB::bind_method(D_METHOD("set_linear_velocity","linear_velocity"),&RigidBody::set_linear_velocity);
- ClassDB::bind_method(D_METHOD("get_linear_velocity"),&RigidBody::get_linear_velocity);
+ ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &RigidBody::set_linear_velocity);
+ ClassDB::bind_method(D_METHOD("get_linear_velocity"), &RigidBody::get_linear_velocity);
- ClassDB::bind_method(D_METHOD("set_angular_velocity","angular_velocity"),&RigidBody::set_angular_velocity);
- ClassDB::bind_method(D_METHOD("get_angular_velocity"),&RigidBody::get_angular_velocity);
+ ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &RigidBody::set_angular_velocity);
+ ClassDB::bind_method(D_METHOD("get_angular_velocity"), &RigidBody::get_angular_velocity);
- ClassDB::bind_method(D_METHOD("set_gravity_scale","gravity_scale"),&RigidBody::set_gravity_scale);
- ClassDB::bind_method(D_METHOD("get_gravity_scale"),&RigidBody::get_gravity_scale);
+ ClassDB::bind_method(D_METHOD("set_gravity_scale", "gravity_scale"), &RigidBody::set_gravity_scale);
+ ClassDB::bind_method(D_METHOD("get_gravity_scale"), &RigidBody::get_gravity_scale);
- ClassDB::bind_method(D_METHOD("set_linear_damp","linear_damp"),&RigidBody::set_linear_damp);
- ClassDB::bind_method(D_METHOD("get_linear_damp"),&RigidBody::get_linear_damp);
+ ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &RigidBody::set_linear_damp);
+ ClassDB::bind_method(D_METHOD("get_linear_damp"), &RigidBody::get_linear_damp);
- ClassDB::bind_method(D_METHOD("set_angular_damp","angular_damp"),&RigidBody::set_angular_damp);
- ClassDB::bind_method(D_METHOD("get_angular_damp"),&RigidBody::get_angular_damp);
+ ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &RigidBody::set_angular_damp);
+ ClassDB::bind_method(D_METHOD("get_angular_damp"), &RigidBody::get_angular_damp);
+ ClassDB::bind_method(D_METHOD("set_max_contacts_reported", "amount"), &RigidBody::set_max_contacts_reported);
+ ClassDB::bind_method(D_METHOD("get_max_contacts_reported"), &RigidBody::get_max_contacts_reported);
- ClassDB::bind_method(D_METHOD("set_max_contacts_reported","amount"),&RigidBody::set_max_contacts_reported);
- ClassDB::bind_method(D_METHOD("get_max_contacts_reported"),&RigidBody::get_max_contacts_reported);
+ ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &RigidBody::set_use_custom_integrator);
+ ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &RigidBody::is_using_custom_integrator);
- ClassDB::bind_method(D_METHOD("set_use_custom_integrator","enable"),&RigidBody::set_use_custom_integrator);
- ClassDB::bind_method(D_METHOD("is_using_custom_integrator"),&RigidBody::is_using_custom_integrator);
+ ClassDB::bind_method(D_METHOD("set_contact_monitor", "enabled"), &RigidBody::set_contact_monitor);
+ ClassDB::bind_method(D_METHOD("is_contact_monitor_enabled"), &RigidBody::is_contact_monitor_enabled);
- ClassDB::bind_method(D_METHOD("set_contact_monitor","enabled"),&RigidBody::set_contact_monitor);
- ClassDB::bind_method(D_METHOD("is_contact_monitor_enabled"),&RigidBody::is_contact_monitor_enabled);
+ ClassDB::bind_method(D_METHOD("set_use_continuous_collision_detection", "enable"), &RigidBody::set_use_continuous_collision_detection);
+ ClassDB::bind_method(D_METHOD("is_using_continuous_collision_detection"), &RigidBody::is_using_continuous_collision_detection);
- ClassDB::bind_method(D_METHOD("set_use_continuous_collision_detection","enable"),&RigidBody::set_use_continuous_collision_detection);
- ClassDB::bind_method(D_METHOD("is_using_continuous_collision_detection"),&RigidBody::is_using_continuous_collision_detection);
+ ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidBody::set_axis_velocity);
+ ClassDB::bind_method(D_METHOD("apply_impulse", "pos", "impulse"), &RigidBody::apply_impulse);
- ClassDB::bind_method(D_METHOD("set_axis_velocity","axis_velocity"),&RigidBody::set_axis_velocity);
- ClassDB::bind_method(D_METHOD("apply_impulse","pos","impulse"),&RigidBody::apply_impulse);
+ ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidBody::set_sleeping);
+ ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidBody::is_sleeping);
- ClassDB::bind_method(D_METHOD("set_sleeping","sleeping"),&RigidBody::set_sleeping);
- ClassDB::bind_method(D_METHOD("is_sleeping"),&RigidBody::is_sleeping);
+ ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidBody::set_can_sleep);
+ ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidBody::is_able_to_sleep);
- ClassDB::bind_method(D_METHOD("set_can_sleep","able_to_sleep"),&RigidBody::set_can_sleep);
- ClassDB::bind_method(D_METHOD("is_able_to_sleep"),&RigidBody::is_able_to_sleep);
+ ClassDB::bind_method(D_METHOD("_direct_state_changed"), &RigidBody::_direct_state_changed);
+ ClassDB::bind_method(D_METHOD("_body_enter_tree"), &RigidBody::_body_enter_tree);
+ ClassDB::bind_method(D_METHOD("_body_exit_tree"), &RigidBody::_body_exit_tree);
- ClassDB::bind_method(D_METHOD("_direct_state_changed"),&RigidBody::_direct_state_changed);
- ClassDB::bind_method(D_METHOD("_body_enter_tree"),&RigidBody::_body_enter_tree);
- ClassDB::bind_method(D_METHOD("_body_exit_tree"),&RigidBody::_body_exit_tree);
+ ClassDB::bind_method(D_METHOD("set_axis_lock", "axis_lock"), &RigidBody::set_axis_lock);
+ ClassDB::bind_method(D_METHOD("get_axis_lock"), &RigidBody::get_axis_lock);
- ClassDB::bind_method(D_METHOD("set_axis_lock","axis_lock"),&RigidBody::set_axis_lock);
- ClassDB::bind_method(D_METHOD("get_axis_lock"),&RigidBody::get_axis_lock);
+ ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody::get_colliding_bodies);
- ClassDB::bind_method(D_METHOD("get_colliding_bodies"),&RigidBody::get_colliding_bodies);
+ BIND_VMETHOD(MethodInfo("_integrate_forces", PropertyInfo(Variant::OBJECT, "state:PhysicsDirectBodyState")));
- BIND_VMETHOD(MethodInfo("_integrate_forces",PropertyInfo(Variant::OBJECT,"state:PhysicsDirectBodyState")));
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Rigid,Static,Character,Kinematic"), "set_mode", "get_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "mass", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01"), "set_mass", "get_mass");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "weight", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01", PROPERTY_USAGE_EDITOR), "set_weight", "get_weight");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "friction", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_friction", "get_friction");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_bounce", "get_bounce");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "gravity_scale", PROPERTY_HINT_RANGE, "-128,128,0.01"), "set_gravity_scale", "get_gravity_scale");
+ 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::INT, "contacts_reported"), "set_max_contacts_reported", "get_max_contacts_reported");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "contact_monitor"), "set_contact_monitor", "is_contact_monitor_enabled");
+ 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::INT, "axis_lock", PROPERTY_HINT_ENUM, "Disabled,Lock X,Lock Y,Lock Z"), "set_axis_lock", "get_axis_lock");
+ ADD_GROUP("Linear", "linear_");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity"), "set_linear_velocity", "get_linear_velocity");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "linear_damp", PROPERTY_HINT_RANGE, "-1,128,0.01"), "set_linear_damp", "get_linear_damp");
+ ADD_GROUP("Angular", "angular_");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "angular_velocity"), "set_angular_velocity", "get_angular_velocity");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_damp", PROPERTY_HINT_RANGE, "-1,128,0.01"), "set_angular_damp", "get_angular_damp");
- ADD_PROPERTY( PropertyInfo(Variant::INT,"mode",PROPERTY_HINT_ENUM,"Rigid,Static,Character,Kinematic"),"set_mode","get_mode");
- ADD_PROPERTY( PropertyInfo(Variant::REAL,"mass",PROPERTY_HINT_EXP_RANGE,"0.01,65535,0.01"),"set_mass","get_mass");
- ADD_PROPERTY( PropertyInfo(Variant::REAL,"weight",PROPERTY_HINT_EXP_RANGE,"0.01,65535,0.01",PROPERTY_USAGE_EDITOR),"set_weight","get_weight");
- ADD_PROPERTY( PropertyInfo(Variant::REAL,"friction",PROPERTY_HINT_RANGE,"0,1,0.01"),"set_friction","get_friction");
- ADD_PROPERTY( PropertyInfo(Variant::REAL,"bounce",PROPERTY_HINT_RANGE,"0,1,0.01"),"set_bounce","get_bounce");
- ADD_PROPERTY( PropertyInfo(Variant::REAL,"gravity_scale",PROPERTY_HINT_RANGE,"-128,128,0.01"),"set_gravity_scale","get_gravity_scale");
- 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::INT,"contacts_reported"),"set_max_contacts_reported","get_max_contacts_reported");
- ADD_PROPERTY( PropertyInfo(Variant::BOOL,"contact_monitor"),"set_contact_monitor","is_contact_monitor_enabled");
- 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::INT,"axis_lock",PROPERTY_HINT_ENUM,"Disabled,Lock X,Lock Y,Lock Z"),"set_axis_lock","get_axis_lock");
- ADD_GROUP("Linear","linear_");
- ADD_PROPERTY( PropertyInfo(Variant::VECTOR3,"linear_velocity"),"set_linear_velocity","get_linear_velocity");
- ADD_PROPERTY( PropertyInfo(Variant::REAL,"linear_damp",PROPERTY_HINT_RANGE,"-1,128,0.01"),"set_linear_damp","get_linear_damp");
- ADD_GROUP("Angular","angular_");
- ADD_PROPERTY( PropertyInfo(Variant::VECTOR3,"angular_velocity"),"set_angular_velocity","get_angular_velocity");
- ADD_PROPERTY( PropertyInfo(Variant::REAL,"angular_damp",PROPERTY_HINT_RANGE,"-1,128,0.01"),"set_angular_damp","get_angular_damp");
+ ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape")));
+ ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape")));
+ ADD_SIGNAL(MethodInfo("body_entered", PropertyInfo(Variant::OBJECT, "body")));
+ ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body")));
+ ADD_SIGNAL(MethodInfo("sleeping_state_changed"));
- ADD_SIGNAL( MethodInfo("body_shape_entered",PropertyInfo(Variant::INT,"body_id"),PropertyInfo(Variant::OBJECT,"body"),PropertyInfo(Variant::INT,"body_shape"),PropertyInfo(Variant::INT,"local_shape")));
- ADD_SIGNAL( MethodInfo("body_shape_exited",PropertyInfo(Variant::INT,"body_id"),PropertyInfo(Variant::OBJECT,"body"),PropertyInfo(Variant::INT,"body_shape"),PropertyInfo(Variant::INT,"local_shape")));
- ADD_SIGNAL( MethodInfo("body_entered",PropertyInfo(Variant::OBJECT,"body")));
- ADD_SIGNAL( MethodInfo("body_exited",PropertyInfo(Variant::OBJECT,"body")));
- ADD_SIGNAL( MethodInfo("sleeping_state_changed"));
-
- BIND_CONSTANT( MODE_STATIC );
- BIND_CONSTANT( MODE_KINEMATIC );
- BIND_CONSTANT( MODE_RIGID );
- BIND_CONSTANT( MODE_CHARACTER );
+ BIND_CONSTANT(MODE_STATIC);
+ BIND_CONSTANT(MODE_KINEMATIC);
+ BIND_CONSTANT(MODE_RIGID);
+ BIND_CONSTANT(MODE_CHARACTER);
}
-RigidBody::RigidBody() : PhysicsBody(PhysicsServer::BODY_MODE_RIGID) {
+RigidBody::RigidBody()
+ : PhysicsBody(PhysicsServer::BODY_MODE_RIGID) {
- mode=MODE_RIGID;
+ mode = MODE_RIGID;
- bounce=0;
- mass=1;
- friction=1;
- max_contacts_reported=0;
- state=NULL;
+ bounce = 0;
+ mass = 1;
+ friction = 1;
+ max_contacts_reported = 0;
+ state = NULL;
- gravity_scale=1;
- linear_damp=-1;
- angular_damp=-1;
+ gravity_scale = 1;
+ linear_damp = -1;
+ angular_damp = -1;
//angular_velocity=0;
- sleeping=false;
- ccd=false;
+ sleeping = false;
+ ccd = false;
- custom_integrator=false;
- contact_monitor=NULL;
- can_sleep=true;
+ custom_integrator = false;
+ contact_monitor = NULL;
+ can_sleep = true;
axis_lock = AXIS_LOCK_DISABLED;
- PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(),this,"_direct_state_changed");
+ PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed");
}
RigidBody::~RigidBody() {
if (contact_monitor)
- memdelete( contact_monitor );
-
-
-
+ memdelete(contact_monitor);
}
//////////////////////////////////////////////////////
//////////////////////////
-
Variant KinematicBody::_get_collider() const {
- ObjectID oid=get_collider();
- if (oid==0)
+ ObjectID oid = get_collider();
+ if (oid == 0)
return Variant();
Object *obj = ObjectDB::get_instance(oid);
if (!obj)
@@ -951,10 +894,9 @@ Variant KinematicBody::_get_collider() const {
return obj;
}
-
bool KinematicBody::_ignores_mode(PhysicsServer::BodyMode p_mode) const {
- switch(p_mode) {
+ switch (p_mode) {
case PhysicsServer::BODY_MODE_STATIC: return !collide_static;
case PhysicsServer::BODY_MODE_KINEMATIC: return !collide_kinematic;
case PhysicsServer::BODY_MODE_RIGID: return !collide_rigid;
@@ -964,7 +906,7 @@ bool KinematicBody::_ignores_mode(PhysicsServer::BodyMode p_mode) const {
return true;
}
-Vector3 KinematicBody::move(const Vector3& p_motion) {
+Vector3 KinematicBody::move(const Vector3 &p_motion) {
//give me back regular physics engine logic
//this is madness
@@ -973,32 +915,30 @@ Vector3 KinematicBody::move(const Vector3& p_motion) {
//this took about a week to get right..
//but is it right? who knows at this point..
-
- colliding=false;
- ERR_FAIL_COND_V(!is_inside_tree(),Vector3());
+ colliding = false;
+ ERR_FAIL_COND_V(!is_inside_tree(), Vector3());
PhysicsDirectSpaceState *dss = PhysicsServer::get_singleton()->space_get_direct_state(get_world()->get_space());
- ERR_FAIL_COND_V(!dss,Vector3());
- const int max_shapes=32;
- Vector3 sr[max_shapes*2];
+ ERR_FAIL_COND_V(!dss, Vector3());
+ const int max_shapes = 32;
+ Vector3 sr[max_shapes * 2];
int res_shapes;
Set<RID> exclude;
exclude.insert(get_rid());
-
//recover first
- int recover_attempts=4;
+ int recover_attempts = 4;
- bool collided=false;
- uint32_t mask=0;
+ bool collided = false;
+ uint32_t mask = 0;
if (collide_static)
- mask|=PhysicsDirectSpaceState::TYPE_MASK_STATIC_BODY;
+ mask |= PhysicsDirectSpaceState::TYPE_MASK_STATIC_BODY;
if (collide_kinematic)
- mask|=PhysicsDirectSpaceState::TYPE_MASK_KINEMATIC_BODY;
+ mask |= PhysicsDirectSpaceState::TYPE_MASK_KINEMATIC_BODY;
if (collide_rigid)
- mask|=PhysicsDirectSpaceState::TYPE_MASK_RIGID_BODY;
+ mask |= PhysicsDirectSpaceState::TYPE_MASK_RIGID_BODY;
if (collide_character)
- mask|=PhysicsDirectSpaceState::TYPE_MASK_CHARACTER_BODY;
+ mask |= PhysicsDirectSpaceState::TYPE_MASK_CHARACTER_BODY;
//print_line("motion: "+p_motion+" margin: "+rtos(margin));
@@ -1010,31 +950,28 @@ Vector3 KinematicBody::move(const Vector3& p_motion) {
do {
//motion recover
- for(int i=0;i<get_shape_count();i++) {
+ for (int i = 0; i < get_shape_count(); i++) {
if (is_shape_set_as_trigger(i))
continue;
- if (dss->collide_shape(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i),m,sr,max_shapes,res_shapes,exclude,get_collision_layer(),mask)) {
- collided=true;
+ if (dss->collide_shape(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), m, sr, max_shapes, res_shapes, exclude, get_collision_layer(), mask)) {
+ collided = true;
}
-
}
-
-
if (!collided)
break;
//print_line("have to recover");
Vector3 recover_motion;
- bool all_outside=true;
- for(int j=0;j<8;j++) {
- for(int i=0;i<res_shapes;i++) {
+ bool all_outside = true;
+ for (int j = 0; j < 8; j++) {
+ for (int i = 0; i < res_shapes; i++) {
- Vector3 a = sr[i*2+0];
- Vector3 b = sr[i*2+1];
- //print_line(String()+a+" -> "+b);
+ Vector3 a = sr[i * 2 + 0];
+ Vector3 b = sr[i * 2 + 1];
+//print_line(String()+a+" -> "+b);
#if 0
float d = a.distance_to(b);
@@ -1045,29 +982,27 @@ Vector3 KinematicBody::move(const Vector3& p_motion) {
recover_motion+=(b-a)*0.2;
#else
float dist = a.distance_to(b);
- if (dist>CMP_EPSILON) {
- Vector3 norm = (b-a).normalized();
- if (dist>margin*0.5)
- all_outside=false;
+ if (dist > CMP_EPSILON) {
+ Vector3 norm = (b - a).normalized();
+ if (dist > margin * 0.5)
+ all_outside = false;
float adv = norm.dot(recover_motion);
//print_line(itos(i)+" dist: "+rtos(dist)+" adv: "+rtos(adv));
- recover_motion+=norm*MAX(dist-adv,0)*0.4;
+ recover_motion += norm * MAX(dist - adv, 0) * 0.4;
}
#endif
-
}
}
-
- if (recover_motion==Vector3()) {
- collided=false;
+ if (recover_motion == Vector3()) {
+ collided = false;
break;
}
//print_line("**** RECOVER: "+recover_motion);
Transform gt = get_global_transform();
- gt.origin+=recover_motion;
+ gt.origin += recover_motion;
set_global_transform(gt);
recover_attempts--;
@@ -1077,133 +1012,127 @@ Vector3 KinematicBody::move(const Vector3& p_motion) {
} while (recover_attempts);
-
//move second
float safe = 1.0;
float unsafe = 1.0;
- int best_shape=-1;
+ int best_shape = -1;
PhysicsDirectSpaceState::ShapeRestInfo rest;
//print_line("pos: "+get_global_transform().origin);
//print_line("motion: "+p_motion);
-
- for(int i=0;i<get_shape_count();i++) {
-
+ for (int i = 0; i < get_shape_count(); i++) {
if (is_shape_set_as_trigger(i))
continue;
- float lsafe,lunsafe;
+ float lsafe, lunsafe;
PhysicsDirectSpaceState::ShapeRestInfo lrest;
- bool valid = dss->cast_motion(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), p_motion,0, lsafe,lunsafe,exclude,get_collision_layer(),mask,&lrest);
+ bool valid = dss->cast_motion(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), p_motion, 0, lsafe, lunsafe, exclude, get_collision_layer(), mask, &lrest);
//print_line("shape: "+itos(i)+" travel:"+rtos(ltravel));
if (!valid) {
- safe=0;
- unsafe=0;
- best_shape=i; //sadly it's the best
+ safe = 0;
+ unsafe = 0;
+ best_shape = i; //sadly it's the best
//print_line("initial stuck");
break;
}
- if (lsafe==1.0) {
+ if (lsafe == 1.0) {
//print_line("initial free");
continue;
}
if (lsafe < safe) {
//print_line("initial at "+rtos(lsafe));
- safe=lsafe;
- safe=MAX(0,lsafe-0.01);
- unsafe=lunsafe;
- best_shape=i;
- rest=lrest;
+ safe = lsafe;
+ safe = MAX(0, lsafe - 0.01);
+ unsafe = lunsafe;
+ best_shape = i;
+ rest = lrest;
}
}
-
//print_line("best shape: "+itos(best_shape)+" motion "+p_motion);
- if (safe>=1) {
+ if (safe >= 1) {
//not collided
- colliding=false;
+ colliding = false;
} else {
- colliding=true;
+ colliding = true;
- if (true || (safe==0 && unsafe==0)) { //use it always because it's more precise than GJK
+ if (true || (safe == 0 && unsafe == 0)) { //use it always because it's more precise than GJK
//no advance, use rest info from collision
Transform ugt = get_global_transform();
- ugt.origin+=p_motion*unsafe;
+ ugt.origin += p_motion * unsafe;
PhysicsDirectSpaceState::ShapeRestInfo rest_info;
- bool c2 = dss->rest_info(get_shape(best_shape)->get_rid(), ugt*get_shape_transform(best_shape), m,&rest,exclude,get_collision_layer(),mask);
+ bool c2 = dss->rest_info(get_shape(best_shape)->get_rid(), ugt * get_shape_transform(best_shape), m, &rest, exclude, get_collision_layer(), mask);
if (!c2) {
//should not happen, but floating point precision is so weird..
- colliding=false;
+ colliding = false;
}
//print_line("Rest Travel: "+rest.normal);
-
}
if (colliding) {
- collision=rest.point;
- normal=rest.normal;
- collider=rest.collider_id;
- collider_vel=rest.linear_velocity;
- collider_shape=rest.shape;
+ collision = rest.point;
+ normal = rest.normal;
+ collider = rest.collider_id;
+ collider_vel = rest.linear_velocity;
+ collider_shape = rest.shape;
}
}
- Vector3 motion=p_motion*safe;
+ Vector3 motion = p_motion * safe;
/*
if (colliding)
motion+=normal*0.001;
*/
Transform gt = get_global_transform();
- gt.origin+=motion;
+ gt.origin += motion;
set_global_transform(gt);
- return p_motion-motion;
-
+ return p_motion - motion;
}
-Vector3 KinematicBody::move_to(const Vector3& p_position) {
+Vector3 KinematicBody::move_to(const Vector3 &p_position) {
- return move(p_position-get_global_transform().origin);
+ return move(p_position - get_global_transform().origin);
}
-bool KinematicBody::can_teleport_to(const Vector3& p_position) {
+bool KinematicBody::can_teleport_to(const Vector3 &p_position) {
- ERR_FAIL_COND_V(!is_inside_tree(),false);
+ ERR_FAIL_COND_V(!is_inside_tree(), false);
PhysicsDirectSpaceState *dss = PhysicsServer::get_singleton()->space_get_direct_state(get_world()->get_space());
- ERR_FAIL_COND_V(!dss,false);
+ ERR_FAIL_COND_V(!dss, false);
- uint32_t mask=0;
+ uint32_t mask = 0;
if (collide_static)
- mask|=PhysicsDirectSpaceState::TYPE_MASK_STATIC_BODY;
+ mask |= PhysicsDirectSpaceState::TYPE_MASK_STATIC_BODY;
if (collide_kinematic)
- mask|=PhysicsDirectSpaceState::TYPE_MASK_KINEMATIC_BODY;
+ mask |= PhysicsDirectSpaceState::TYPE_MASK_KINEMATIC_BODY;
if (collide_rigid)
- mask|=PhysicsDirectSpaceState::TYPE_MASK_RIGID_BODY;
+ mask |= PhysicsDirectSpaceState::TYPE_MASK_RIGID_BODY;
if (collide_character)
- mask|=PhysicsDirectSpaceState::TYPE_MASK_CHARACTER_BODY;
+ mask |= PhysicsDirectSpaceState::TYPE_MASK_CHARACTER_BODY;
- Transform xform=get_global_transform();
- xform.origin=p_position;
+ Transform xform = get_global_transform();
+ xform.origin = p_position;
Set<RID> exclude;
exclude.insert(get_rid());
- for(int i=0;i<get_shape_count();i++) {
+ for (int i = 0; i < get_shape_count(); i++) {
if (is_shape_set_as_trigger(i))
continue;
- bool col = dss->intersect_shape(get_shape(i)->get_rid(), xform * get_shape_transform(i),0,NULL,1,exclude,get_collision_layer(),mask);
+ bool col = dss->intersect_shape(get_shape(i)->get_rid(), xform * get_shape_transform(i), 0, NULL, 1, exclude, get_collision_layer(), mask);
if (col)
return false;
}
@@ -1213,21 +1142,19 @@ bool KinematicBody::can_teleport_to(const Vector3& p_position) {
bool KinematicBody::is_colliding() const {
- ERR_FAIL_COND_V(!is_inside_tree(),false);
+ ERR_FAIL_COND_V(!is_inside_tree(), false);
return colliding;
}
Vector3 KinematicBody::get_collision_pos() const {
- ERR_FAIL_COND_V(!colliding,Vector3());
+ ERR_FAIL_COND_V(!colliding, Vector3());
return collision;
-
}
Vector3 KinematicBody::get_collision_normal() const {
- ERR_FAIL_COND_V(!colliding,Vector3());
+ ERR_FAIL_COND_V(!colliding, Vector3());
return normal;
-
}
Vector3 KinematicBody::get_collider_velocity() const {
@@ -1237,18 +1164,17 @@ Vector3 KinematicBody::get_collider_velocity() const {
ObjectID KinematicBody::get_collider() const {
- ERR_FAIL_COND_V(!colliding,0);
+ ERR_FAIL_COND_V(!colliding, 0);
return collider;
}
int KinematicBody::get_collider_shape() const {
- ERR_FAIL_COND_V(!colliding,-1);
+ ERR_FAIL_COND_V(!colliding, -1);
return collider_shape;
-
}
void KinematicBody::set_collide_with_static_bodies(bool p_enable) {
- collide_static=p_enable;
+ collide_static = p_enable;
}
bool KinematicBody::can_collide_with_static_bodies() const {
@@ -1257,19 +1183,16 @@ bool KinematicBody::can_collide_with_static_bodies() const {
void KinematicBody::set_collide_with_rigid_bodies(bool p_enable) {
- collide_rigid=p_enable;
-
+ collide_rigid = p_enable;
}
bool KinematicBody::can_collide_with_rigid_bodies() const {
-
return collide_rigid;
}
void KinematicBody::set_collide_with_kinematic_bodies(bool p_enable) {
- collide_kinematic=p_enable;
-
+ collide_kinematic = p_enable;
}
bool KinematicBody::can_collide_with_kinematic_bodies() const {
@@ -1278,7 +1201,7 @@ bool KinematicBody::can_collide_with_kinematic_bodies() const {
void KinematicBody::set_collide_with_character_bodies(bool p_enable) {
- collide_character=p_enable;
+ collide_character = p_enable;
}
bool KinematicBody::can_collide_with_character_bodies() const {
@@ -1287,70 +1210,63 @@ bool KinematicBody::can_collide_with_character_bodies() const {
void KinematicBody::set_collision_margin(float p_margin) {
- margin=p_margin;
+ margin = p_margin;
}
-float KinematicBody::get_collision_margin() const{
+float KinematicBody::get_collision_margin() const {
return margin;
}
void KinematicBody::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("move", "rel_vec"), &KinematicBody::move);
+ ClassDB::bind_method(D_METHOD("move_to", "position"), &KinematicBody::move_to);
- ClassDB::bind_method(D_METHOD("move","rel_vec"),&KinematicBody::move);
- ClassDB::bind_method(D_METHOD("move_to","position"),&KinematicBody::move_to);
-
- ClassDB::bind_method(D_METHOD("can_teleport_to","position"),&KinematicBody::can_teleport_to);
-
- ClassDB::bind_method(D_METHOD("is_colliding"),&KinematicBody::is_colliding);
-
- ClassDB::bind_method(D_METHOD("get_collision_pos"),&KinematicBody::get_collision_pos);
- ClassDB::bind_method(D_METHOD("get_collision_normal"),&KinematicBody::get_collision_normal);
- ClassDB::bind_method(D_METHOD("get_collider_velocity"),&KinematicBody::get_collider_velocity);
- ClassDB::bind_method(D_METHOD("get_collider:Variant"),&KinematicBody::_get_collider);
- ClassDB::bind_method(D_METHOD("get_collider_shape"),&KinematicBody::get_collider_shape);
+ ClassDB::bind_method(D_METHOD("can_teleport_to", "position"), &KinematicBody::can_teleport_to);
+ ClassDB::bind_method(D_METHOD("is_colliding"), &KinematicBody::is_colliding);
- ClassDB::bind_method(D_METHOD("set_collide_with_static_bodies","enable"),&KinematicBody::set_collide_with_static_bodies);
- ClassDB::bind_method(D_METHOD("can_collide_with_static_bodies"),&KinematicBody::can_collide_with_static_bodies);
+ ClassDB::bind_method(D_METHOD("get_collision_pos"), &KinematicBody::get_collision_pos);
+ ClassDB::bind_method(D_METHOD("get_collision_normal"), &KinematicBody::get_collision_normal);
+ ClassDB::bind_method(D_METHOD("get_collider_velocity"), &KinematicBody::get_collider_velocity);
+ ClassDB::bind_method(D_METHOD("get_collider:Variant"), &KinematicBody::_get_collider);
+ ClassDB::bind_method(D_METHOD("get_collider_shape"), &KinematicBody::get_collider_shape);
- ClassDB::bind_method(D_METHOD("set_collide_with_kinematic_bodies","enable"),&KinematicBody::set_collide_with_kinematic_bodies);
- ClassDB::bind_method(D_METHOD("can_collide_with_kinematic_bodies"),&KinematicBody::can_collide_with_kinematic_bodies);
+ ClassDB::bind_method(D_METHOD("set_collide_with_static_bodies", "enable"), &KinematicBody::set_collide_with_static_bodies);
+ ClassDB::bind_method(D_METHOD("can_collide_with_static_bodies"), &KinematicBody::can_collide_with_static_bodies);
- ClassDB::bind_method(D_METHOD("set_collide_with_rigid_bodies","enable"),&KinematicBody::set_collide_with_rigid_bodies);
- ClassDB::bind_method(D_METHOD("can_collide_with_rigid_bodies"),&KinematicBody::can_collide_with_rigid_bodies);
+ ClassDB::bind_method(D_METHOD("set_collide_with_kinematic_bodies", "enable"), &KinematicBody::set_collide_with_kinematic_bodies);
+ ClassDB::bind_method(D_METHOD("can_collide_with_kinematic_bodies"), &KinematicBody::can_collide_with_kinematic_bodies);
- ClassDB::bind_method(D_METHOD("set_collide_with_character_bodies","enable"),&KinematicBody::set_collide_with_character_bodies);
- ClassDB::bind_method(D_METHOD("can_collide_with_character_bodies"),&KinematicBody::can_collide_with_character_bodies);
+ ClassDB::bind_method(D_METHOD("set_collide_with_rigid_bodies", "enable"), &KinematicBody::set_collide_with_rigid_bodies);
+ ClassDB::bind_method(D_METHOD("can_collide_with_rigid_bodies"), &KinematicBody::can_collide_with_rigid_bodies);
- ClassDB::bind_method(D_METHOD("set_collision_margin","pixels"),&KinematicBody::set_collision_margin);
- ClassDB::bind_method(D_METHOD("get_collision_margin","pixels"),&KinematicBody::get_collision_margin);
-
- ADD_PROPERTY( PropertyInfo(Variant::BOOL,"collide_with/static"),"set_collide_with_static_bodies","can_collide_with_static_bodies");
- ADD_PROPERTY( PropertyInfo(Variant::BOOL,"collide_with/kinematic"),"set_collide_with_kinematic_bodies","can_collide_with_kinematic_bodies");
- ADD_PROPERTY( PropertyInfo(Variant::BOOL,"collide_with/rigid"),"set_collide_with_rigid_bodies","can_collide_with_rigid_bodies");
- ADD_PROPERTY( PropertyInfo(Variant::BOOL,"collide_with/character"),"set_collide_with_character_bodies","can_collide_with_character_bodies");
- ADD_PROPERTY( PropertyInfo(Variant::REAL,"collision/margin",PROPERTY_HINT_RANGE,"0.001,256,0.001"),"set_collision_margin","get_collision_margin");
+ ClassDB::bind_method(D_METHOD("set_collide_with_character_bodies", "enable"), &KinematicBody::set_collide_with_character_bodies);
+ ClassDB::bind_method(D_METHOD("can_collide_with_character_bodies"), &KinematicBody::can_collide_with_character_bodies);
+ ClassDB::bind_method(D_METHOD("set_collision_margin", "pixels"), &KinematicBody::set_collision_margin);
+ ClassDB::bind_method(D_METHOD("get_collision_margin", "pixels"), &KinematicBody::get_collision_margin);
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with/static"), "set_collide_with_static_bodies", "can_collide_with_static_bodies");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with/kinematic"), "set_collide_with_kinematic_bodies", "can_collide_with_kinematic_bodies");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with/rigid"), "set_collide_with_rigid_bodies", "can_collide_with_rigid_bodies");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with/character"), "set_collide_with_character_bodies", "can_collide_with_character_bodies");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision/margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_collision_margin", "get_collision_margin");
}
-KinematicBody::KinematicBody() : PhysicsBody(PhysicsServer::BODY_MODE_KINEMATIC){
+KinematicBody::KinematicBody()
+ : PhysicsBody(PhysicsServer::BODY_MODE_KINEMATIC) {
- collide_static=true;
- collide_rigid=true;
- collide_kinematic=true;
- collide_character=true;
+ collide_static = true;
+ collide_rigid = true;
+ collide_kinematic = true;
+ collide_character = true;
- colliding=false;
- collider=0;
- margin=0.001;
- collider_shape=0;
+ colliding = false;
+ collider = 0;
+ margin = 0.001;
+ collider_shape = 0;
}
-KinematicBody::~KinematicBody() {
-
-
+KinematicBody::~KinematicBody() {
}
-
-