diff options
Diffstat (limited to 'scene/3d/physics_body_3d.h')
-rw-r--r-- | scene/3d/physics_body_3d.h | 797 |
1 files changed, 0 insertions, 797 deletions
diff --git a/scene/3d/physics_body_3d.h b/scene/3d/physics_body_3d.h deleted file mode 100644 index b84b7c4f02..0000000000 --- a/scene/3d/physics_body_3d.h +++ /dev/null @@ -1,797 +0,0 @@ -/**************************************************************************/ -/* physics_body_3d.h */ -/**************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/**************************************************************************/ -/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ -/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/**************************************************************************/ - -#ifndef PHYSICS_BODY_3D_H -#define PHYSICS_BODY_3D_H - -#include "core/templates/vset.h" -#include "scene/3d/collision_object_3d.h" -#include "scene/resources/physics_material.h" -#include "servers/physics_server_3d.h" -#include "skeleton_3d.h" - -class KinematicCollision3D; - -class PhysicsBody3D : public CollisionObject3D { - GDCLASS(PhysicsBody3D, CollisionObject3D); - -protected: - static void _bind_methods(); - PhysicsBody3D(PhysicsServer3D::BodyMode p_mode); - - Ref<KinematicCollision3D> motion_cache; - - uint16_t locked_axis = 0; - - Ref<KinematicCollision3D> _move(const Vector3 &p_motion, bool p_test_only = false, real_t p_margin = 0.001, bool p_recovery_as_collision = false, int p_max_collisions = 1); - -public: - bool move_and_collide(const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true); - bool test_move(const Transform3D &p_from, const Vector3 &p_motion, const Ref<KinematicCollision3D> &r_collision = Ref<KinematicCollision3D>(), real_t p_margin = 0.001, bool p_recovery_as_collision = false, int p_max_collisions = 1); - Vector3 get_gravity() const; - - void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock); - bool get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const; - - virtual Vector3 get_linear_velocity() const; - virtual Vector3 get_angular_velocity() const; - virtual real_t get_inverse_mass() const; - - TypedArray<PhysicsBody3D> get_collision_exceptions(); - void add_collision_exception_with(Node *p_node); //must be physicsbody - void remove_collision_exception_with(Node *p_node); - - virtual ~PhysicsBody3D(); -}; - -class StaticBody3D : public PhysicsBody3D { - GDCLASS(StaticBody3D, PhysicsBody3D); - -private: - Vector3 constant_linear_velocity; - Vector3 constant_angular_velocity; - - Ref<PhysicsMaterial> physics_material_override; - -protected: - static void _bind_methods(); - -public: - void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override); - Ref<PhysicsMaterial> get_physics_material_override() const; - - void set_constant_linear_velocity(const Vector3 &p_vel); - void set_constant_angular_velocity(const Vector3 &p_vel); - - Vector3 get_constant_linear_velocity() const; - Vector3 get_constant_angular_velocity() const; - - StaticBody3D(PhysicsServer3D::BodyMode p_mode = PhysicsServer3D::BODY_MODE_STATIC); - -private: - void _reload_physics_characteristics(); -}; - -class AnimatableBody3D : public StaticBody3D { - GDCLASS(AnimatableBody3D, StaticBody3D); - -private: - Vector3 linear_velocity; - Vector3 angular_velocity; - - bool sync_to_physics = true; - - Transform3D last_valid_transform; - - static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state); - void _body_state_changed(PhysicsDirectBodyState3D *p_state); - -protected: - void _notification(int p_what); - static void _bind_methods(); - -public: - virtual Vector3 get_linear_velocity() const override; - virtual Vector3 get_angular_velocity() const override; - - AnimatableBody3D(); - -private: - void _update_kinematic_motion(); - - void set_sync_to_physics(bool p_enable); - bool is_sync_to_physics_enabled() const; -}; - -class RigidBody3D : public PhysicsBody3D { - GDCLASS(RigidBody3D, PhysicsBody3D); - -public: - enum FreezeMode { - FREEZE_MODE_STATIC, - FREEZE_MODE_KINEMATIC, - }; - - enum CenterOfMassMode { - CENTER_OF_MASS_MODE_AUTO, - CENTER_OF_MASS_MODE_CUSTOM, - }; - - enum DampMode { - DAMP_MODE_COMBINE, - DAMP_MODE_REPLACE, - }; - -private: - bool can_sleep = true; - bool lock_rotation = false; - bool freeze = false; - FreezeMode freeze_mode = FREEZE_MODE_STATIC; - - real_t mass = 1.0; - Vector3 inertia; - CenterOfMassMode center_of_mass_mode = CENTER_OF_MASS_MODE_AUTO; - Vector3 center_of_mass; - - Ref<PhysicsMaterial> physics_material_override; - - Vector3 linear_velocity; - Vector3 angular_velocity; - Basis inverse_inertia_tensor; - real_t gravity_scale = 1.0; - - DampMode linear_damp_mode = DAMP_MODE_COMBINE; - DampMode angular_damp_mode = DAMP_MODE_COMBINE; - - real_t linear_damp = 0.0; - real_t angular_damp = 0.0; - - bool sleeping = false; - bool ccd = false; - - int max_contacts_reported = 0; - int contact_count = 0; - - bool custom_integrator = false; - - struct ShapePair { - int body_shape = 0; - int local_shape = 0; - bool tagged = false; - bool operator<(const ShapePair &p_sp) const { - if (body_shape == p_sp.body_shape) { - return local_shape < p_sp.local_shape; - } else { - return body_shape < p_sp.body_shape; - } - } - - ShapePair() {} - ShapePair(int p_bs, int p_ls) { - body_shape = p_bs; - local_shape = p_ls; - tagged = false; - } - }; - struct RigidBody3D_RemoveAction { - RID rid; - ObjectID body_id; - ShapePair pair; - }; - struct BodyState { - RID rid; - //int rc; - bool in_tree = false; - VSet<ShapePair> shapes; - }; - - struct ContactMonitor { - bool locked = false; - HashMap<ObjectID, BodyState> body_map; - }; - - ContactMonitor *contact_monitor = nullptr; - void _body_enter_tree(ObjectID p_id); - void _body_exit_tree(ObjectID p_id); - - void _body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape); - static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state); - - void _sync_body_state(PhysicsDirectBodyState3D *p_state); - -protected: - void _notification(int p_what); - static void _bind_methods(); - - void _validate_property(PropertyInfo &p_property) const; - - GDVIRTUAL1(_integrate_forces, PhysicsDirectBodyState3D *) - - virtual void _body_state_changed(PhysicsDirectBodyState3D *p_state); - - void _apply_body_mode(); - -public: - void set_lock_rotation_enabled(bool p_lock_rotation); - bool is_lock_rotation_enabled() const; - - void set_freeze_enabled(bool p_freeze); - bool is_freeze_enabled() const; - - void set_freeze_mode(FreezeMode p_freeze_mode); - FreezeMode get_freeze_mode() const; - - void set_mass(real_t p_mass); - real_t get_mass() const; - - virtual real_t get_inverse_mass() const override { return 1.0 / mass; } - - void set_inertia(const Vector3 &p_inertia); - const Vector3 &get_inertia() const; - - void set_center_of_mass_mode(CenterOfMassMode p_mode); - CenterOfMassMode get_center_of_mass_mode() const; - - void set_center_of_mass(const Vector3 &p_center_of_mass); - const Vector3 &get_center_of_mass() const; - - void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override); - Ref<PhysicsMaterial> get_physics_material_override() const; - - void set_linear_velocity(const Vector3 &p_velocity); - Vector3 get_linear_velocity() const override; - - void set_axis_velocity(const Vector3 &p_axis); - - void set_angular_velocity(const Vector3 &p_velocity); - Vector3 get_angular_velocity() const override; - - Basis get_inverse_inertia_tensor() const; - - void set_gravity_scale(real_t p_gravity_scale); - real_t get_gravity_scale() const; - - void set_linear_damp_mode(DampMode p_mode); - DampMode get_linear_damp_mode() const; - - void set_angular_damp_mode(DampMode p_mode); - DampMode get_angular_damp_mode() const; - - void set_linear_damp(real_t p_linear_damp); - real_t get_linear_damp() const; - - void set_angular_damp(real_t p_angular_damp); - real_t get_angular_damp() const; - - void set_use_custom_integrator(bool p_enable); - bool is_using_custom_integrator(); - - void set_sleeping(bool p_sleeping); - bool is_sleeping() const; - - void set_can_sleep(bool p_active); - bool is_able_to_sleep() const; - - void set_contact_monitor(bool p_enabled); - bool is_contact_monitor_enabled() const; - - void set_max_contacts_reported(int p_amount); - int get_max_contacts_reported() const; - int get_contact_count() const; - - void set_use_continuous_collision_detection(bool p_enable); - bool is_using_continuous_collision_detection() const; - - TypedArray<Node3D> get_colliding_bodies() const; - - void apply_central_impulse(const Vector3 &p_impulse); - void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3()); - void apply_torque_impulse(const Vector3 &p_impulse); - - void apply_central_force(const Vector3 &p_force); - void apply_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()); - void apply_torque(const Vector3 &p_torque); - - void add_constant_central_force(const Vector3 &p_force); - void add_constant_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()); - void add_constant_torque(const Vector3 &p_torque); - - void set_constant_force(const Vector3 &p_force); - Vector3 get_constant_force() const; - - void set_constant_torque(const Vector3 &p_torque); - Vector3 get_constant_torque() const; - - virtual PackedStringArray get_configuration_warnings() const override; - - RigidBody3D(); - ~RigidBody3D(); - -private: - void _reload_physics_characteristics(); -}; - -VARIANT_ENUM_CAST(RigidBody3D::FreezeMode); -VARIANT_ENUM_CAST(RigidBody3D::CenterOfMassMode); -VARIANT_ENUM_CAST(RigidBody3D::DampMode); - -class KinematicCollision3D; - -class CharacterBody3D : public PhysicsBody3D { - GDCLASS(CharacterBody3D, PhysicsBody3D); - -public: - enum MotionMode { - MOTION_MODE_GROUNDED, - MOTION_MODE_FLOATING, - }; - enum PlatformOnLeave { - PLATFORM_ON_LEAVE_ADD_VELOCITY, - PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY, - PLATFORM_ON_LEAVE_DO_NOTHING, - }; - bool move_and_slide(); - void apply_floor_snap(); - - const Vector3 &get_velocity() const; - void set_velocity(const Vector3 &p_velocity); - - bool is_on_floor() const; - bool is_on_floor_only() const; - bool is_on_wall() const; - bool is_on_wall_only() const; - bool is_on_ceiling() const; - bool is_on_ceiling_only() const; - const Vector3 &get_last_motion() const; - Vector3 get_position_delta() const; - const Vector3 &get_floor_normal() const; - const Vector3 &get_wall_normal() const; - const Vector3 &get_real_velocity() const; - real_t get_floor_angle(const Vector3 &p_up_direction = Vector3(0.0, 1.0, 0.0)) const; - const Vector3 &get_platform_velocity() const; - const Vector3 &get_platform_angular_velocity() const; - - virtual Vector3 get_linear_velocity() const override; - - int get_slide_collision_count() const; - PhysicsServer3D::MotionResult get_slide_collision(int p_bounce) const; - - void set_safe_margin(real_t p_margin); - real_t get_safe_margin() const; - - bool is_floor_stop_on_slope_enabled() const; - void set_floor_stop_on_slope_enabled(bool p_enabled); - - bool is_floor_constant_speed_enabled() const; - void set_floor_constant_speed_enabled(bool p_enabled); - - bool is_floor_block_on_wall_enabled() const; - void set_floor_block_on_wall_enabled(bool p_enabled); - - bool is_slide_on_ceiling_enabled() const; - void set_slide_on_ceiling_enabled(bool p_enabled); - - int get_max_slides() const; - void set_max_slides(int p_max_slides); - - real_t get_floor_max_angle() const; - void set_floor_max_angle(real_t p_radians); - - real_t get_floor_snap_length(); - void set_floor_snap_length(real_t p_floor_snap_length); - - real_t get_wall_min_slide_angle() const; - void set_wall_min_slide_angle(real_t p_radians); - - uint32_t get_platform_floor_layers() const; - void set_platform_floor_layers(const uint32_t p_exclude_layer); - - uint32_t get_platform_wall_layers() const; - void set_platform_wall_layers(const uint32_t p_exclude_layer); - - void set_motion_mode(MotionMode p_mode); - MotionMode get_motion_mode() const; - - void set_platform_on_leave(PlatformOnLeave p_on_leave_velocity); - PlatformOnLeave get_platform_on_leave() const; - - CharacterBody3D(); - ~CharacterBody3D(); - -private: - real_t margin = 0.001; - MotionMode motion_mode = MOTION_MODE_GROUNDED; - PlatformOnLeave platform_on_leave = PLATFORM_ON_LEAVE_ADD_VELOCITY; - union CollisionState { - uint32_t state = 0; - struct { - bool floor; - bool wall; - bool ceiling; - }; - - CollisionState() { - } - - CollisionState(bool p_floor, bool p_wall, bool p_ceiling) { - floor = p_floor; - wall = p_wall; - ceiling = p_ceiling; - } - }; - - CollisionState collision_state; - bool floor_constant_speed = false; - bool floor_stop_on_slope = true; - bool floor_block_on_wall = true; - bool slide_on_ceiling = true; - int max_slides = 6; - int platform_layer = 0; - RID platform_rid; - ObjectID platform_object_id; - uint32_t platform_floor_layers = UINT32_MAX; - uint32_t platform_wall_layers = 0; - real_t floor_snap_length = 0.1; - real_t floor_max_angle = Math::deg_to_rad((real_t)45.0); - real_t wall_min_slide_angle = Math::deg_to_rad((real_t)15.0); - Vector3 up_direction = Vector3(0.0, 1.0, 0.0); - Vector3 velocity; - Vector3 floor_normal; - Vector3 wall_normal; - Vector3 ceiling_normal; - Vector3 last_motion; - Vector3 platform_velocity; - Vector3 platform_angular_velocity; - Vector3 platform_ceiling_velocity; - Vector3 previous_position; - Vector3 real_velocity; - - Vector<PhysicsServer3D::MotionResult> motion_results; - Vector<Ref<KinematicCollision3D>> slide_colliders; - - void _move_and_slide_floating(double p_delta); - void _move_and_slide_grounded(double p_delta, bool p_was_on_floor); - - Ref<KinematicCollision3D> _get_slide_collision(int p_bounce); - Ref<KinematicCollision3D> _get_last_slide_collision(); - const Vector3 &get_up_direction() const; - bool _on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up); - void set_up_direction(const Vector3 &p_up_direction); - void _set_collision_direction(const PhysicsServer3D::MotionResult &p_result, CollisionState &r_state, CollisionState p_apply_state = CollisionState(true, true, true)); - void _set_platform_data(const PhysicsServer3D::MotionCollision &p_collision); - void _snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up); - -protected: - void _notification(int p_what); - static void _bind_methods(); - void _validate_property(PropertyInfo &p_property) const; -}; - -VARIANT_ENUM_CAST(CharacterBody3D::MotionMode); -VARIANT_ENUM_CAST(CharacterBody3D::PlatformOnLeave); - -class KinematicCollision3D : public RefCounted { - GDCLASS(KinematicCollision3D, RefCounted); - - PhysicsBody3D *owner = nullptr; - friend class PhysicsBody3D; - friend class CharacterBody3D; - PhysicsServer3D::MotionResult result; - -protected: - static void _bind_methods(); - -public: - Vector3 get_travel() const; - Vector3 get_remainder() const; - int get_collision_count() const; - real_t get_depth() const; - Vector3 get_position(int p_collision_index = 0) const; - Vector3 get_normal(int p_collision_index = 0) const; - real_t get_angle(int p_collision_index = 0, const Vector3 &p_up_direction = Vector3(0.0, 1.0, 0.0)) const; - Object *get_local_shape(int p_collision_index = 0) const; - Object *get_collider(int p_collision_index = 0) const; - ObjectID get_collider_id(int p_collision_index = 0) const; - RID get_collider_rid(int p_collision_index = 0) const; - Object *get_collider_shape(int p_collision_index = 0) const; - int get_collider_shape_index(int p_collision_index = 0) const; - Vector3 get_collider_velocity(int p_collision_index = 0) const; -}; - -class PhysicalBone3D : public PhysicsBody3D { - GDCLASS(PhysicalBone3D, PhysicsBody3D); - -public: - enum DampMode { - DAMP_MODE_COMBINE, - DAMP_MODE_REPLACE, - }; - - enum JointType { - JOINT_TYPE_NONE, - JOINT_TYPE_PIN, - JOINT_TYPE_CONE, - JOINT_TYPE_HINGE, - JOINT_TYPE_SLIDER, - JOINT_TYPE_6DOF - }; - - struct JointData { - virtual JointType get_joint_type() { return JOINT_TYPE_NONE; } - - /// "j" is used to set the parameter inside the PhysicsServer3D - virtual bool _set(const StringName &p_name, const Variant &p_value, RID j); - virtual bool _get(const StringName &p_name, Variant &r_ret) const; - virtual void _get_property_list(List<PropertyInfo> *p_list) const; - - virtual ~JointData() {} - }; - - struct PinJointData : public JointData { - virtual JointType get_joint_type() { return JOINT_TYPE_PIN; } - - virtual bool _set(const StringName &p_name, const Variant &p_value, RID j); - virtual bool _get(const StringName &p_name, Variant &r_ret) const; - virtual void _get_property_list(List<PropertyInfo> *p_list) const; - - real_t bias = 0.3; - real_t damping = 1.0; - real_t impulse_clamp = 0.0; - }; - - struct ConeJointData : public JointData { - virtual JointType get_joint_type() { return JOINT_TYPE_CONE; } - - virtual bool _set(const StringName &p_name, const Variant &p_value, RID j); - virtual bool _get(const StringName &p_name, Variant &r_ret) const; - virtual void _get_property_list(List<PropertyInfo> *p_list) const; - - real_t swing_span = Math_PI * 0.25; - real_t twist_span = Math_PI; - real_t bias = 0.3; - real_t softness = 0.8; - real_t relaxation = 1.; - }; - - struct HingeJointData : public JointData { - virtual JointType get_joint_type() { return JOINT_TYPE_HINGE; } - - virtual bool _set(const StringName &p_name, const Variant &p_value, RID j); - virtual bool _get(const StringName &p_name, Variant &r_ret) const; - virtual void _get_property_list(List<PropertyInfo> *p_list) const; - - bool angular_limit_enabled = false; - real_t angular_limit_upper = Math_PI * 0.5; - real_t angular_limit_lower = -Math_PI * 0.5; - real_t angular_limit_bias = 0.3; - real_t angular_limit_softness = 0.9; - real_t angular_limit_relaxation = 1.; - }; - - struct SliderJointData : public JointData { - virtual JointType get_joint_type() { return JOINT_TYPE_SLIDER; } - - virtual bool _set(const StringName &p_name, const Variant &p_value, RID j); - virtual bool _get(const StringName &p_name, Variant &r_ret) const; - virtual void _get_property_list(List<PropertyInfo> *p_list) const; - - real_t linear_limit_upper = 1.0; - real_t linear_limit_lower = -1.0; - real_t linear_limit_softness = 1.0; - real_t linear_limit_restitution = 0.7; - real_t linear_limit_damping = 1.0; - real_t angular_limit_upper = 0.0; - real_t angular_limit_lower = 0.0; - real_t angular_limit_softness = 1.0; - real_t angular_limit_restitution = 0.7; - real_t angular_limit_damping = 1.0; - }; - - struct SixDOFJointData : public JointData { - struct SixDOFAxisData { - bool linear_limit_enabled = true; - real_t linear_limit_upper = 0.0; - real_t linear_limit_lower = 0.0; - real_t linear_limit_softness = 0.7; - real_t linear_restitution = 0.5; - real_t linear_damping = 1.0; - bool linear_spring_enabled = false; - real_t linear_spring_stiffness = 0.0; - real_t linear_spring_damping = 0.0; - real_t linear_equilibrium_point = 0.0; - bool angular_limit_enabled = true; - real_t angular_limit_upper = 0.0; - real_t angular_limit_lower = 0.0; - real_t angular_limit_softness = 0.5; - real_t angular_restitution = 0.0; - real_t angular_damping = 1.0; - real_t erp = 0.5; - bool angular_spring_enabled = false; - real_t angular_spring_stiffness = 0.0; - real_t angular_spring_damping = 0.0; - real_t angular_equilibrium_point = 0.0; - }; - - virtual JointType get_joint_type() { return JOINT_TYPE_6DOF; } - - virtual bool _set(const StringName &p_name, const Variant &p_value, RID j); - virtual bool _get(const StringName &p_name, Variant &r_ret) const; - virtual void _get_property_list(List<PropertyInfo> *p_list) const; - - SixDOFAxisData axis_data[3]; - - SixDOFJointData() {} - }; - -private: -#ifdef TOOLS_ENABLED - // if false gizmo move body - bool gizmo_move_joint = false; -#endif - - JointData *joint_data = nullptr; - Transform3D joint_offset; - RID joint; - - Skeleton3D *parent_skeleton = nullptr; - Transform3D body_offset; - Transform3D body_offset_inverse; - bool simulate_physics = false; - bool _internal_simulate_physics = false; - int bone_id = -1; - - String bone_name; - real_t bounce = 0.0; - real_t mass = 1.0; - real_t friction = 1.0; - Vector3 linear_velocity; - Vector3 angular_velocity; - real_t gravity_scale = 1.0; - bool can_sleep = true; - - bool custom_integrator = false; - - DampMode linear_damp_mode = DAMP_MODE_COMBINE; - DampMode angular_damp_mode = DAMP_MODE_COMBINE; - - real_t linear_damp = 0.0; - real_t angular_damp = 0.0; - -protected: - bool _set(const StringName &p_name, const Variant &p_value); - bool _get(const StringName &p_name, Variant &r_ret) const; - void _get_property_list(List<PropertyInfo> *p_list) const; - void _notification(int p_what); - GDVIRTUAL1(_integrate_forces, PhysicsDirectBodyState3D *) - static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state); - void _body_state_changed(PhysicsDirectBodyState3D *p_state); - - static void _bind_methods(); - -private: - void _sync_body_state(PhysicsDirectBodyState3D *p_state); - static Skeleton3D *find_skeleton_parent(Node *p_parent); - - void _update_joint_offset(); - void _fix_joint_offset(); - void _reload_joint(); - -public: - void _on_bone_parent_changed(); - - void set_linear_velocity(const Vector3 &p_velocity); - Vector3 get_linear_velocity() const override; - - void set_angular_velocity(const Vector3 &p_velocity); - Vector3 get_angular_velocity() const override; - - void set_use_custom_integrator(bool p_enable); - bool is_using_custom_integrator(); - -#ifdef TOOLS_ENABLED - void _set_gizmo_move_joint(bool p_move_joint); - virtual Transform3D get_global_gizmo_transform() const override; - virtual Transform3D get_local_gizmo_transform() const override; -#endif - - const JointData *get_joint_data() const; - Skeleton3D *find_skeleton_parent(); - - int get_bone_id() const { - return bone_id; - } - - void set_joint_type(JointType p_joint_type); - JointType get_joint_type() const; - - void set_joint_offset(const Transform3D &p_offset); - const Transform3D &get_joint_offset() const; - - void set_joint_rotation(const Vector3 &p_euler_rad); - Vector3 get_joint_rotation() const; - - void set_body_offset(const Transform3D &p_offset); - const Transform3D &get_body_offset() const; - - void set_simulate_physics(bool p_simulate); - bool get_simulate_physics(); - bool is_simulating_physics(); - - void set_bone_name(const String &p_name); - const String &get_bone_name() const; - - void set_mass(real_t p_mass); - real_t get_mass() const; - - void set_friction(real_t p_friction); - real_t get_friction() const; - - void set_bounce(real_t p_bounce); - real_t get_bounce() const; - - void set_gravity_scale(real_t p_gravity_scale); - real_t get_gravity_scale() const; - - void set_linear_damp_mode(DampMode p_mode); - DampMode get_linear_damp_mode() const; - - void set_angular_damp_mode(DampMode p_mode); - DampMode get_angular_damp_mode() const; - - void set_linear_damp(real_t p_linear_damp); - real_t get_linear_damp() const; - - void set_angular_damp(real_t p_angular_damp); - real_t get_angular_damp() const; - - void set_can_sleep(bool p_active); - bool is_able_to_sleep() const; - - void apply_central_impulse(const Vector3 &p_impulse); - void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3()); - - void reset_physics_simulation_state(); - void reset_to_rest_position(); - - PhysicalBone3D(); - ~PhysicalBone3D(); - -private: - void update_bone_id(); - void update_offset(); - - void _start_physics_simulation(); - void _stop_physics_simulation(); -}; - -VARIANT_ENUM_CAST(PhysicalBone3D::JointType); -VARIANT_ENUM_CAST(PhysicalBone3D::DampMode); - -#endif // PHYSICS_BODY_3D_H |