godot/servers/physics_server_3d.cpp

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/**************************************************************************/
/* physics_server_3d.cpp */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#include "physics_server_3d.h"
#include "core/config/project_settings.h"
#include "core/string/print_string.h"
#include "core/variant/typed_array.h"
void PhysicsServer3DRenderingServerHandler::set_vertex(int p_vertex_id, const void *p_vector3) {
GDVIRTUAL_REQUIRED_CALL(_set_vertex, p_vertex_id, p_vector3);
}
void PhysicsServer3DRenderingServerHandler::set_normal(int p_vertex_id, const void *p_vector3) {
GDVIRTUAL_REQUIRED_CALL(_set_normal, p_vertex_id, p_vector3);
}
void PhysicsServer3DRenderingServerHandler::set_aabb(const AABB &p_aabb) {
GDVIRTUAL_REQUIRED_CALL(_set_aabb, p_aabb);
}
void PhysicsServer3DRenderingServerHandler::_bind_methods() {
GDVIRTUAL_BIND(_set_vertex, "vertex_id", "vertices");
GDVIRTUAL_BIND(_set_normal, "vertex_id", "normals");
GDVIRTUAL_BIND(_set_aabb, "aabb");
}
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PhysicsServer3D *PhysicsServer3D::singleton = nullptr;
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void PhysicsDirectBodyState3D::integrate_forces() {
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real_t step = get_step();
Vector3 lv = get_linear_velocity();
lv += get_total_gravity() * step;
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Vector3 av = get_angular_velocity();
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real_t linear_damp = 1.0 - step * get_total_linear_damp();
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if (linear_damp < 0) { // reached zero in the given time
linear_damp = 0;
}
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real_t angular_damp = 1.0 - step * get_total_angular_damp();
if (angular_damp < 0) { // reached zero in the given time
angular_damp = 0;
}
lv *= linear_damp;
av *= angular_damp;
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set_linear_velocity(lv);
set_angular_velocity(av);
}
Object *PhysicsDirectBodyState3D::get_contact_collider_object(int p_contact_idx) const {
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ObjectID objid = get_contact_collider_id(p_contact_idx);
Object *obj = ObjectDB::get_instance(objid);
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return obj;
}
PhysicsServer3D *PhysicsServer3D::get_singleton() {
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return singleton;
}
void PhysicsDirectBodyState3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_total_gravity"), &PhysicsDirectBodyState3D::get_total_gravity);
ClassDB::bind_method(D_METHOD("get_total_linear_damp"), &PhysicsDirectBodyState3D::get_total_linear_damp);
ClassDB::bind_method(D_METHOD("get_total_angular_damp"), &PhysicsDirectBodyState3D::get_total_angular_damp);
ClassDB::bind_method(D_METHOD("get_center_of_mass"), &PhysicsDirectBodyState3D::get_center_of_mass);
ClassDB::bind_method(D_METHOD("get_center_of_mass_local"), &PhysicsDirectBodyState3D::get_center_of_mass_local);
ClassDB::bind_method(D_METHOD("get_principal_inertia_axes"), &PhysicsDirectBodyState3D::get_principal_inertia_axes);
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ClassDB::bind_method(D_METHOD("get_inverse_mass"), &PhysicsDirectBodyState3D::get_inverse_mass);
ClassDB::bind_method(D_METHOD("get_inverse_inertia"), &PhysicsDirectBodyState3D::get_inverse_inertia);
ClassDB::bind_method(D_METHOD("get_inverse_inertia_tensor"), &PhysicsDirectBodyState3D::get_inverse_inertia_tensor);
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ClassDB::bind_method(D_METHOD("set_linear_velocity", "velocity"), &PhysicsDirectBodyState3D::set_linear_velocity);
ClassDB::bind_method(D_METHOD("get_linear_velocity"), &PhysicsDirectBodyState3D::get_linear_velocity);
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ClassDB::bind_method(D_METHOD("set_angular_velocity", "velocity"), &PhysicsDirectBodyState3D::set_angular_velocity);
ClassDB::bind_method(D_METHOD("get_angular_velocity"), &PhysicsDirectBodyState3D::get_angular_velocity);
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ClassDB::bind_method(D_METHOD("set_transform", "transform"), &PhysicsDirectBodyState3D::set_transform);
ClassDB::bind_method(D_METHOD("get_transform"), &PhysicsDirectBodyState3D::get_transform);
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ClassDB::bind_method(D_METHOD("get_velocity_at_local_position", "local_position"), &PhysicsDirectBodyState3D::get_velocity_at_local_position);
ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &PhysicsDirectBodyState3D::apply_central_impulse, Vector3());
ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &PhysicsDirectBodyState3D::apply_impulse, Vector3());
ClassDB::bind_method(D_METHOD("apply_torque_impulse", "impulse"), &PhysicsDirectBodyState3D::apply_torque_impulse);
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ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &PhysicsDirectBodyState3D::apply_central_force, Vector3());
ClassDB::bind_method(D_METHOD("apply_force", "force", "position"), &PhysicsDirectBodyState3D::apply_force, Vector3());
ClassDB::bind_method(D_METHOD("apply_torque", "torque"), &PhysicsDirectBodyState3D::apply_torque);
ClassDB::bind_method(D_METHOD("add_constant_central_force", "force"), &PhysicsDirectBodyState3D::add_constant_central_force, Vector3());
ClassDB::bind_method(D_METHOD("add_constant_force", "force", "position"), &PhysicsDirectBodyState3D::add_constant_force, Vector3());
ClassDB::bind_method(D_METHOD("add_constant_torque", "torque"), &PhysicsDirectBodyState3D::add_constant_torque);
ClassDB::bind_method(D_METHOD("set_constant_force", "force"), &PhysicsDirectBodyState3D::set_constant_force);
ClassDB::bind_method(D_METHOD("get_constant_force"), &PhysicsDirectBodyState3D::get_constant_force);
ClassDB::bind_method(D_METHOD("set_constant_torque", "torque"), &PhysicsDirectBodyState3D::set_constant_torque);
ClassDB::bind_method(D_METHOD("get_constant_torque"), &PhysicsDirectBodyState3D::get_constant_torque);
ClassDB::bind_method(D_METHOD("set_sleep_state", "enabled"), &PhysicsDirectBodyState3D::set_sleep_state);
ClassDB::bind_method(D_METHOD("is_sleeping"), &PhysicsDirectBodyState3D::is_sleeping);
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ClassDB::bind_method(D_METHOD("get_contact_count"), &PhysicsDirectBodyState3D::get_contact_count);
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ClassDB::bind_method(D_METHOD("get_contact_local_position", "contact_idx"), &PhysicsDirectBodyState3D::get_contact_local_position);
ClassDB::bind_method(D_METHOD("get_contact_local_normal", "contact_idx"), &PhysicsDirectBodyState3D::get_contact_local_normal);
ClassDB::bind_method(D_METHOD("get_contact_impulse", "contact_idx"), &PhysicsDirectBodyState3D::get_contact_impulse);
ClassDB::bind_method(D_METHOD("get_contact_local_shape", "contact_idx"), &PhysicsDirectBodyState3D::get_contact_local_shape);
ClassDB::bind_method(D_METHOD("get_contact_collider", "contact_idx"), &PhysicsDirectBodyState3D::get_contact_collider);
ClassDB::bind_method(D_METHOD("get_contact_collider_position", "contact_idx"), &PhysicsDirectBodyState3D::get_contact_collider_position);
ClassDB::bind_method(D_METHOD("get_contact_collider_id", "contact_idx"), &PhysicsDirectBodyState3D::get_contact_collider_id);
ClassDB::bind_method(D_METHOD("get_contact_collider_object", "contact_idx"), &PhysicsDirectBodyState3D::get_contact_collider_object);
ClassDB::bind_method(D_METHOD("get_contact_collider_shape", "contact_idx"), &PhysicsDirectBodyState3D::get_contact_collider_shape);
ClassDB::bind_method(D_METHOD("get_contact_collider_velocity_at_position", "contact_idx"), &PhysicsDirectBodyState3D::get_contact_collider_velocity_at_position);
ClassDB::bind_method(D_METHOD("get_step"), &PhysicsDirectBodyState3D::get_step);
ClassDB::bind_method(D_METHOD("integrate_forces"), &PhysicsDirectBodyState3D::integrate_forces);
ClassDB::bind_method(D_METHOD("get_space_state"), &PhysicsDirectBodyState3D::get_space_state);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "step"), "", "get_step");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inverse_mass"), "", "get_inverse_mass");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "total_angular_damp"), "", "get_total_angular_damp");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "total_linear_damp"), "", "get_total_linear_damp");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "inverse_inertia"), "", "get_inverse_inertia");
ADD_PROPERTY(PropertyInfo(Variant::BASIS, "inverse_inertia_tensor"), "", "get_inverse_inertia_tensor");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "total_gravity"), "", "get_total_gravity");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "center_of_mass"), "", "get_center_of_mass");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "center_of_mass_local"), "", "get_center_of_mass_local");
ADD_PROPERTY(PropertyInfo(Variant::BASIS, "principal_inertia_axes"), "", "get_principal_inertia_axes");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "angular_velocity"), "set_angular_velocity", "get_angular_velocity");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity"), "set_linear_velocity", "get_linear_velocity");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleep_state", "is_sleeping");
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "transform"), "set_transform", "get_transform");
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}
PhysicsDirectBodyState3D::PhysicsDirectBodyState3D() {}
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///////////////////////////////////////////////////////
void PhysicsRayQueryParameters3D::set_exclude(const TypedArray<RID> &p_exclude) {
parameters.exclude.clear();
for (int i = 0; i < p_exclude.size(); i++) {
parameters.exclude.insert(p_exclude[i]);
}
}
TypedArray<RID> PhysicsRayQueryParameters3D::get_exclude() const {
TypedArray<RID> ret;
ret.resize(parameters.exclude.size());
int idx = 0;
for (const RID &E : parameters.exclude) {
ret[idx++] = E;
}
return ret;
}
void PhysicsRayQueryParameters3D::_bind_methods() {
ClassDB::bind_static_method("PhysicsRayQueryParameters3D", D_METHOD("create", "from", "to", "collision_mask", "exclude"), &PhysicsRayQueryParameters3D::create, DEFVAL(UINT32_MAX), DEFVAL(TypedArray<RID>()));
ClassDB::bind_method(D_METHOD("set_from", "from"), &PhysicsRayQueryParameters3D::set_from);
ClassDB::bind_method(D_METHOD("get_from"), &PhysicsRayQueryParameters3D::get_from);
ClassDB::bind_method(D_METHOD("set_to", "to"), &PhysicsRayQueryParameters3D::set_to);
ClassDB::bind_method(D_METHOD("get_to"), &PhysicsRayQueryParameters3D::get_to);
ClassDB::bind_method(D_METHOD("set_collision_mask", "collision_mask"), &PhysicsRayQueryParameters3D::set_collision_mask);
ClassDB::bind_method(D_METHOD("get_collision_mask"), &PhysicsRayQueryParameters3D::get_collision_mask);
ClassDB::bind_method(D_METHOD("set_exclude", "exclude"), &PhysicsRayQueryParameters3D::set_exclude);
ClassDB::bind_method(D_METHOD("get_exclude"), &PhysicsRayQueryParameters3D::get_exclude);
ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &PhysicsRayQueryParameters3D::set_collide_with_bodies);
ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &PhysicsRayQueryParameters3D::is_collide_with_bodies_enabled);
ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &PhysicsRayQueryParameters3D::set_collide_with_areas);
ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &PhysicsRayQueryParameters3D::is_collide_with_areas_enabled);
ClassDB::bind_method(D_METHOD("set_hit_from_inside", "enable"), &PhysicsRayQueryParameters3D::set_hit_from_inside);
ClassDB::bind_method(D_METHOD("is_hit_from_inside_enabled"), &PhysicsRayQueryParameters3D::is_hit_from_inside_enabled);
ClassDB::bind_method(D_METHOD("set_hit_back_faces", "enable"), &PhysicsRayQueryParameters3D::set_hit_back_faces);
ClassDB::bind_method(D_METHOD("is_hit_back_faces_enabled"), &PhysicsRayQueryParameters3D::is_hit_back_faces_enabled);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "from"), "set_from", "get_from");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "to"), "set_to", "get_to");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_ARRAY_TYPE, "RID"), "set_exclude", "get_exclude");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies"), "set_collide_with_bodies", "is_collide_with_bodies_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas"), "set_collide_with_areas", "is_collide_with_areas_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hit_from_inside"), "set_hit_from_inside", "is_hit_from_inside_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hit_back_faces"), "set_hit_back_faces", "is_hit_back_faces_enabled");
}
///////////////////////////////////////////////////////
Ref<PhysicsRayQueryParameters3D> PhysicsRayQueryParameters3D::create(Vector3 p_from, Vector3 p_to, uint32_t p_mask, const TypedArray<RID> &p_exclude) {
Ref<PhysicsRayQueryParameters3D> params;
params.instantiate();
params->set_from(p_from);
params->set_to(p_to);
params->set_collision_mask(p_mask);
params->set_exclude(p_exclude);
return params;
}
void PhysicsPointQueryParameters3D::set_exclude(const TypedArray<RID> &p_exclude) {
parameters.exclude.clear();
for (int i = 0; i < p_exclude.size(); i++) {
parameters.exclude.insert(p_exclude[i]);
}
}
TypedArray<RID> PhysicsPointQueryParameters3D::get_exclude() const {
TypedArray<RID> ret;
ret.resize(parameters.exclude.size());
int idx = 0;
for (const RID &E : parameters.exclude) {
ret[idx++] = E;
}
return ret;
}
void PhysicsPointQueryParameters3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_position", "position"), &PhysicsPointQueryParameters3D::set_position);
ClassDB::bind_method(D_METHOD("get_position"), &PhysicsPointQueryParameters3D::get_position);
ClassDB::bind_method(D_METHOD("set_collision_mask", "collision_mask"), &PhysicsPointQueryParameters3D::set_collision_mask);
ClassDB::bind_method(D_METHOD("get_collision_mask"), &PhysicsPointQueryParameters3D::get_collision_mask);
ClassDB::bind_method(D_METHOD("set_exclude", "exclude"), &PhysicsPointQueryParameters3D::set_exclude);
ClassDB::bind_method(D_METHOD("get_exclude"), &PhysicsPointQueryParameters3D::get_exclude);
ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &PhysicsPointQueryParameters3D::set_collide_with_bodies);
ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &PhysicsPointQueryParameters3D::is_collide_with_bodies_enabled);
ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &PhysicsPointQueryParameters3D::set_collide_with_areas);
ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &PhysicsPointQueryParameters3D::is_collide_with_areas_enabled);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "position"), "set_position", "get_position");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_ARRAY_TYPE, "RID"), "set_exclude", "get_exclude");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies"), "set_collide_with_bodies", "is_collide_with_bodies_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas"), "set_collide_with_areas", "is_collide_with_areas_enabled");
}
///////////////////////////////////////////////////////
void PhysicsShapeQueryParameters3D::set_shape(const Ref<Resource> &p_shape_ref) {
ERR_FAIL_COND(p_shape_ref.is_null());
shape_ref = p_shape_ref;
parameters.shape_rid = p_shape_ref->get_rid();
}
void PhysicsShapeQueryParameters3D::set_shape_rid(const RID &p_shape) {
if (parameters.shape_rid != p_shape) {
shape_ref = Ref<Resource>();
parameters.shape_rid = p_shape;
}
}
void PhysicsShapeQueryParameters3D::set_exclude(const TypedArray<RID> &p_exclude) {
parameters.exclude.clear();
for (int i = 0; i < p_exclude.size(); i++) {
parameters.exclude.insert(p_exclude[i]);
}
}
TypedArray<RID> PhysicsShapeQueryParameters3D::get_exclude() const {
TypedArray<RID> ret;
ret.resize(parameters.exclude.size());
int idx = 0;
for (const RID &E : parameters.exclude) {
ret[idx++] = E;
}
return ret;
}
void PhysicsShapeQueryParameters3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_shape", "shape"), &PhysicsShapeQueryParameters3D::set_shape);
ClassDB::bind_method(D_METHOD("get_shape"), &PhysicsShapeQueryParameters3D::get_shape);
ClassDB::bind_method(D_METHOD("set_shape_rid", "shape"), &PhysicsShapeQueryParameters3D::set_shape_rid);
ClassDB::bind_method(D_METHOD("get_shape_rid"), &PhysicsShapeQueryParameters3D::get_shape_rid);
ClassDB::bind_method(D_METHOD("set_transform", "transform"), &PhysicsShapeQueryParameters3D::set_transform);
ClassDB::bind_method(D_METHOD("get_transform"), &PhysicsShapeQueryParameters3D::get_transform);
ClassDB::bind_method(D_METHOD("set_motion", "motion"), &PhysicsShapeQueryParameters3D::set_motion);
ClassDB::bind_method(D_METHOD("get_motion"), &PhysicsShapeQueryParameters3D::get_motion);
ClassDB::bind_method(D_METHOD("set_margin", "margin"), &PhysicsShapeQueryParameters3D::set_margin);
ClassDB::bind_method(D_METHOD("get_margin"), &PhysicsShapeQueryParameters3D::get_margin);
ClassDB::bind_method(D_METHOD("set_collision_mask", "collision_mask"), &PhysicsShapeQueryParameters3D::set_collision_mask);
ClassDB::bind_method(D_METHOD("get_collision_mask"), &PhysicsShapeQueryParameters3D::get_collision_mask);
ClassDB::bind_method(D_METHOD("set_exclude", "exclude"), &PhysicsShapeQueryParameters3D::set_exclude);
ClassDB::bind_method(D_METHOD("get_exclude"), &PhysicsShapeQueryParameters3D::get_exclude);
ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &PhysicsShapeQueryParameters3D::set_collide_with_bodies);
ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &PhysicsShapeQueryParameters3D::is_collide_with_bodies_enabled);
ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &PhysicsShapeQueryParameters3D::set_collide_with_areas);
ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &PhysicsShapeQueryParameters3D::is_collide_with_areas_enabled);
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_ARRAY_TYPE, "RID"), "set_exclude", "get_exclude");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0,100,0.01"), "set_margin", "get_margin");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "motion"), "set_motion", "get_motion");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape3D"), "set_shape", "get_shape");
ADD_PROPERTY(PropertyInfo(Variant::RID, "shape_rid"), "set_shape_rid", "get_shape_rid");
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "transform"), "set_transform", "get_transform");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies"), "set_collide_with_bodies", "is_collide_with_bodies_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas"), "set_collide_with_areas", "is_collide_with_areas_enabled");
}
/////////////////////////////////////
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Dictionary PhysicsDirectSpaceState3D::_intersect_ray(const Ref<PhysicsRayQueryParameters3D> &p_ray_query) {
ERR_FAIL_COND_V(!p_ray_query.is_valid(), Dictionary());
RayResult result;
bool res = intersect_ray(p_ray_query->get_parameters(), result);
if (!res) {
return Dictionary();
}
Dictionary d;
d["position"] = result.position;
d["normal"] = result.normal;
d["collider_id"] = result.collider_id;
d["collider"] = result.collider;
d["shape"] = result.shape;
d["rid"] = result.rid;
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return d;
}
TypedArray<Dictionary> PhysicsDirectSpaceState3D::_intersect_point(const Ref<PhysicsPointQueryParameters3D> &p_point_query, int p_max_results) {
ERR_FAIL_COND_V(p_point_query.is_null(), TypedArray<Dictionary>());
Vector<ShapeResult> ret;
ret.resize(p_max_results);
int rc = intersect_point(p_point_query->get_parameters(), ret.ptrw(), ret.size());
if (rc == 0) {
return TypedArray<Dictionary>();
}
TypedArray<Dictionary> r;
r.resize(rc);
for (int i = 0; i < rc; i++) {
Dictionary d;
d["rid"] = ret[i].rid;
d["collider_id"] = ret[i].collider_id;
d["collider"] = ret[i].collider;
d["shape"] = ret[i].shape;
r[i] = d;
}
return r;
}
TypedArray<Dictionary> PhysicsDirectSpaceState3D::_intersect_shape(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, int p_max_results) {
ERR_FAIL_COND_V(!p_shape_query.is_valid(), TypedArray<Dictionary>());
Vector<ShapeResult> sr;
sr.resize(p_max_results);
int rc = intersect_shape(p_shape_query->get_parameters(), sr.ptrw(), sr.size());
TypedArray<Dictionary> ret;
ret.resize(rc);
for (int i = 0; i < rc; i++) {
Dictionary d;
d["rid"] = sr[i].rid;
d["collider_id"] = sr[i].collider_id;
d["collider"] = sr[i].collider;
d["shape"] = sr[i].shape;
ret[i] = d;
}
return ret;
}
Vector<real_t> PhysicsDirectSpaceState3D::_cast_motion(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query) {
ERR_FAIL_COND_V(!p_shape_query.is_valid(), Vector<real_t>());
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real_t closest_safe = 1.0f, closest_unsafe = 1.0f;
bool res = cast_motion(p_shape_query->get_parameters(), closest_safe, closest_unsafe);
if (!res) {
return Vector<real_t>();
}
Vector<real_t> ret;
ret.resize(2);
ret.write[0] = closest_safe;
ret.write[1] = closest_unsafe;
return ret;
}
TypedArray<PackedVector2Array> PhysicsDirectSpaceState3D::_collide_shape(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, int p_max_results) {
ERR_FAIL_COND_V(!p_shape_query.is_valid(), Array());
Vector<Vector3> ret;
ret.resize(p_max_results * 2);
int rc = 0;
bool res = collide_shape(p_shape_query->get_parameters(), ret.ptrw(), p_max_results, rc);
if (!res) {
return TypedArray<PackedVector2Array>();
}
TypedArray<PackedVector2Array> r;
r.resize(rc * 2);
for (int i = 0; i < rc * 2; i++) {
r[i] = ret[i];
}
return r;
}
Dictionary PhysicsDirectSpaceState3D::_get_rest_info(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query) {
ERR_FAIL_COND_V(!p_shape_query.is_valid(), Dictionary());
ShapeRestInfo sri;
bool res = rest_info(p_shape_query->get_parameters(), &sri);
Dictionary r;
if (!res) {
return r;
}
r["point"] = sri.point;
r["normal"] = sri.normal;
r["rid"] = sri.rid;
r["collider_id"] = sri.collider_id;
r["shape"] = sri.shape;
r["linear_velocity"] = sri.linear_velocity;
return r;
}
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PhysicsDirectSpaceState3D::PhysicsDirectSpaceState3D() {
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}
void PhysicsDirectSpaceState3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("intersect_point", "parameters", "max_results"), &PhysicsDirectSpaceState3D::_intersect_point, DEFVAL(32));
ClassDB::bind_method(D_METHOD("intersect_ray", "parameters"), &PhysicsDirectSpaceState3D::_intersect_ray);
ClassDB::bind_method(D_METHOD("intersect_shape", "parameters", "max_results"), &PhysicsDirectSpaceState3D::_intersect_shape, DEFVAL(32));
ClassDB::bind_method(D_METHOD("cast_motion", "parameters"), &PhysicsDirectSpaceState3D::_cast_motion);
ClassDB::bind_method(D_METHOD("collide_shape", "parameters", "max_results"), &PhysicsDirectSpaceState3D::_collide_shape, DEFVAL(32));
ClassDB::bind_method(D_METHOD("get_rest_info", "parameters"), &PhysicsDirectSpaceState3D::_get_rest_info);
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}
///////////////////////////////
TypedArray<RID> PhysicsTestMotionParameters3D::get_exclude_bodies() const {
TypedArray<RID> exclude;
exclude.resize(parameters.exclude_bodies.size());
int body_index = 0;
for (const RID &body : parameters.exclude_bodies) {
exclude[body_index++] = body;
}
return exclude;
}
void PhysicsTestMotionParameters3D::set_exclude_bodies(const TypedArray<RID> &p_exclude) {
for (int i = 0; i < p_exclude.size(); i++) {
parameters.exclude_bodies.insert(p_exclude[i]);
}
}
TypedArray<uint64_t> PhysicsTestMotionParameters3D::get_exclude_objects() const {
TypedArray<uint64_t> exclude;
exclude.resize(parameters.exclude_objects.size());
int object_index = 0;
for (const ObjectID &object_id : parameters.exclude_objects) {
exclude[object_index++] = object_id;
}
return exclude;
}
void PhysicsTestMotionParameters3D::set_exclude_objects(const TypedArray<uint64_t> &p_exclude) {
for (int i = 0; i < p_exclude.size(); ++i) {
ObjectID object_id = p_exclude[i];
ERR_CONTINUE(object_id.is_null());
parameters.exclude_objects.insert(object_id);
}
}
void PhysicsTestMotionParameters3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_from"), &PhysicsTestMotionParameters3D::get_from);
ClassDB::bind_method(D_METHOD("set_from", "from"), &PhysicsTestMotionParameters3D::set_from);
ClassDB::bind_method(D_METHOD("get_motion"), &PhysicsTestMotionParameters3D::get_motion);
ClassDB::bind_method(D_METHOD("set_motion", "motion"), &PhysicsTestMotionParameters3D::set_motion);
ClassDB::bind_method(D_METHOD("get_margin"), &PhysicsTestMotionParameters3D::get_margin);
ClassDB::bind_method(D_METHOD("set_margin", "margin"), &PhysicsTestMotionParameters3D::set_margin);
ClassDB::bind_method(D_METHOD("get_max_collisions"), &PhysicsTestMotionParameters3D::get_max_collisions);
ClassDB::bind_method(D_METHOD("set_max_collisions", "max_collisions"), &PhysicsTestMotionParameters3D::set_max_collisions);
ClassDB::bind_method(D_METHOD("is_collide_separation_ray_enabled"), &PhysicsTestMotionParameters3D::is_collide_separation_ray_enabled);
ClassDB::bind_method(D_METHOD("set_collide_separation_ray_enabled", "enabled"), &PhysicsTestMotionParameters3D::set_collide_separation_ray_enabled);
ClassDB::bind_method(D_METHOD("get_exclude_bodies"), &PhysicsTestMotionParameters3D::get_exclude_bodies);
ClassDB::bind_method(D_METHOD("set_exclude_bodies", "exclude_list"), &PhysicsTestMotionParameters3D::set_exclude_bodies);
ClassDB::bind_method(D_METHOD("get_exclude_objects"), &PhysicsTestMotionParameters3D::get_exclude_objects);
ClassDB::bind_method(D_METHOD("set_exclude_objects", "exclude_list"), &PhysicsTestMotionParameters3D::set_exclude_objects);
ClassDB::bind_method(D_METHOD("is_recovery_as_collision_enabled"), &PhysicsTestMotionParameters3D::is_recovery_as_collision_enabled);
ClassDB::bind_method(D_METHOD("set_recovery_as_collision_enabled", "enabled"), &PhysicsTestMotionParameters3D::set_recovery_as_collision_enabled);
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "from"), "set_from", "get_from");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "motion"), "set_motion", "get_motion");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin"), "set_margin", "get_margin");
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_collisions"), "set_max_collisions", "get_max_collisions");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_separation_ray"), "set_collide_separation_ray_enabled", "is_collide_separation_ray_enabled");
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude_bodies", PROPERTY_HINT_ARRAY_TYPE, "RID"), "set_exclude_bodies", "get_exclude_bodies");
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude_objects"), "set_exclude_objects", "get_exclude_objects");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "recovery_as_collision"), "set_recovery_as_collision_enabled", "is_recovery_as_collision_enabled");
}
///////////////////////////////
Vector3 PhysicsTestMotionResult3D::get_travel() const {
return result.travel;
}
Vector3 PhysicsTestMotionResult3D::get_remainder() const {
return result.remainder;
}
real_t PhysicsTestMotionResult3D::get_collision_safe_fraction() const {
return result.collision_safe_fraction;
}
real_t PhysicsTestMotionResult3D::get_collision_unsafe_fraction() const {
return result.collision_unsafe_fraction;
}
int PhysicsTestMotionResult3D::get_collision_count() const {
return result.collision_count;
}
Vector3 PhysicsTestMotionResult3D::get_collision_point(int p_collision_index) const {
ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3());
return result.collisions[p_collision_index].position;
}
Vector3 PhysicsTestMotionResult3D::get_collision_normal(int p_collision_index) const {
ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3());
return result.collisions[p_collision_index].normal;
}
Vector3 PhysicsTestMotionResult3D::get_collider_velocity(int p_collision_index) const {
ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3());
return result.collisions[p_collision_index].collider_velocity;
}
ObjectID PhysicsTestMotionResult3D::get_collider_id(int p_collision_index) const {
ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, ObjectID());
return result.collisions[p_collision_index].collider_id;
}
RID PhysicsTestMotionResult3D::get_collider_rid(int p_collision_index) const {
ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, RID());
return result.collisions[p_collision_index].collider;
}
Object *PhysicsTestMotionResult3D::get_collider(int p_collision_index) const {
ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, nullptr);
return ObjectDB::get_instance(result.collisions[p_collision_index].collider_id);
}
int PhysicsTestMotionResult3D::get_collider_shape(int p_collision_index) const {
ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, 0);
return result.collisions[p_collision_index].collider_shape;
}
int PhysicsTestMotionResult3D::get_collision_local_shape(int p_collision_index) const {
ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, 0);
return result.collisions[p_collision_index].local_shape;
}
real_t PhysicsTestMotionResult3D::get_collision_depth(int p_collision_index) const {
ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, 0.0);
return result.collisions[p_collision_index].depth;
}
void PhysicsTestMotionResult3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_travel"), &PhysicsTestMotionResult3D::get_travel);
ClassDB::bind_method(D_METHOD("get_remainder"), &PhysicsTestMotionResult3D::get_remainder);
ClassDB::bind_method(D_METHOD("get_collision_safe_fraction"), &PhysicsTestMotionResult3D::get_collision_safe_fraction);
ClassDB::bind_method(D_METHOD("get_collision_unsafe_fraction"), &PhysicsTestMotionResult3D::get_collision_unsafe_fraction);
ClassDB::bind_method(D_METHOD("get_collision_count"), &PhysicsTestMotionResult3D::get_collision_count);
ClassDB::bind_method(D_METHOD("get_collision_point", "collision_index"), &PhysicsTestMotionResult3D::get_collision_point, DEFVAL(0));
ClassDB::bind_method(D_METHOD("get_collision_normal", "collision_index"), &PhysicsTestMotionResult3D::get_collision_normal, DEFVAL(0));
ClassDB::bind_method(D_METHOD("get_collider_velocity", "collision_index"), &PhysicsTestMotionResult3D::get_collider_velocity, DEFVAL(0));
ClassDB::bind_method(D_METHOD("get_collider_id", "collision_index"), &PhysicsTestMotionResult3D::get_collider_id, DEFVAL(0));
ClassDB::bind_method(D_METHOD("get_collider_rid", "collision_index"), &PhysicsTestMotionResult3D::get_collider_rid, DEFVAL(0));
ClassDB::bind_method(D_METHOD("get_collider", "collision_index"), &PhysicsTestMotionResult3D::get_collider, DEFVAL(0));
ClassDB::bind_method(D_METHOD("get_collider_shape", "collision_index"), &PhysicsTestMotionResult3D::get_collider_shape, DEFVAL(0));
ClassDB::bind_method(D_METHOD("get_collision_local_shape", "collision_index"), &PhysicsTestMotionResult3D::get_collision_local_shape, DEFVAL(0));
ClassDB::bind_method(D_METHOD("get_collision_depth", "collision_index"), &PhysicsTestMotionResult3D::get_collision_depth, DEFVAL(0));
}
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///////////////////////////////////////
bool PhysicsServer3D::_body_test_motion(RID p_body, const Ref<PhysicsTestMotionParameters3D> &p_parameters, const Ref<PhysicsTestMotionResult3D> &p_result) {
ERR_FAIL_COND_V(!p_parameters.is_valid(), false);
MotionResult *result_ptr = nullptr;
if (p_result.is_valid()) {
result_ptr = p_result->get_result_ptr();
}
return body_test_motion(p_body, p_parameters->get_parameters(), result_ptr);
}
RID PhysicsServer3D::shape_create(ShapeType p_shape) {
switch (p_shape) {
case SHAPE_WORLD_BOUNDARY:
return world_boundary_shape_create();
case SHAPE_SEPARATION_RAY:
return separation_ray_shape_create();
case SHAPE_SPHERE:
return sphere_shape_create();
case SHAPE_BOX:
return box_shape_create();
case SHAPE_CAPSULE:
return capsule_shape_create();
case SHAPE_CYLINDER:
return cylinder_shape_create();
case SHAPE_CONVEX_POLYGON:
return convex_polygon_shape_create();
case SHAPE_CONCAVE_POLYGON:
return concave_polygon_shape_create();
case SHAPE_HEIGHTMAP:
return heightmap_shape_create();
case SHAPE_CUSTOM:
return custom_shape_create();
default:
return RID();
}
}
void PhysicsServer3D::_bind_methods() {
#ifndef _3D_DISABLED
ClassDB::bind_method(D_METHOD("world_boundary_shape_create"), &PhysicsServer3D::world_boundary_shape_create);
ClassDB::bind_method(D_METHOD("separation_ray_shape_create"), &PhysicsServer3D::separation_ray_shape_create);
ClassDB::bind_method(D_METHOD("sphere_shape_create"), &PhysicsServer3D::sphere_shape_create);
ClassDB::bind_method(D_METHOD("box_shape_create"), &PhysicsServer3D::box_shape_create);
ClassDB::bind_method(D_METHOD("capsule_shape_create"), &PhysicsServer3D::capsule_shape_create);
ClassDB::bind_method(D_METHOD("cylinder_shape_create"), &PhysicsServer3D::cylinder_shape_create);
ClassDB::bind_method(D_METHOD("convex_polygon_shape_create"), &PhysicsServer3D::convex_polygon_shape_create);
ClassDB::bind_method(D_METHOD("concave_polygon_shape_create"), &PhysicsServer3D::concave_polygon_shape_create);
ClassDB::bind_method(D_METHOD("heightmap_shape_create"), &PhysicsServer3D::heightmap_shape_create);
ClassDB::bind_method(D_METHOD("custom_shape_create"), &PhysicsServer3D::custom_shape_create);
ClassDB::bind_method(D_METHOD("shape_set_data", "shape", "data"), &PhysicsServer3D::shape_set_data);
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ClassDB::bind_method(D_METHOD("shape_get_type", "shape"), &PhysicsServer3D::shape_get_type);
ClassDB::bind_method(D_METHOD("shape_get_data", "shape"), &PhysicsServer3D::shape_get_data);
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ClassDB::bind_method(D_METHOD("space_create"), &PhysicsServer3D::space_create);
ClassDB::bind_method(D_METHOD("space_set_active", "space", "active"), &PhysicsServer3D::space_set_active);
ClassDB::bind_method(D_METHOD("space_is_active", "space"), &PhysicsServer3D::space_is_active);
ClassDB::bind_method(D_METHOD("space_set_param", "space", "param", "value"), &PhysicsServer3D::space_set_param);
ClassDB::bind_method(D_METHOD("space_get_param", "space", "param"), &PhysicsServer3D::space_get_param);
ClassDB::bind_method(D_METHOD("space_get_direct_state", "space"), &PhysicsServer3D::space_get_direct_state);
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ClassDB::bind_method(D_METHOD("area_create"), &PhysicsServer3D::area_create);
ClassDB::bind_method(D_METHOD("area_set_space", "area", "space"), &PhysicsServer3D::area_set_space);
ClassDB::bind_method(D_METHOD("area_get_space", "area"), &PhysicsServer3D::area_get_space);
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ClassDB::bind_method(D_METHOD("area_add_shape", "area", "shape", "transform", "disabled"), &PhysicsServer3D::area_add_shape, DEFVAL(Transform3D()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("area_set_shape", "area", "shape_idx", "shape"), &PhysicsServer3D::area_set_shape);
ClassDB::bind_method(D_METHOD("area_set_shape_transform", "area", "shape_idx", "transform"), &PhysicsServer3D::area_set_shape_transform);
ClassDB::bind_method(D_METHOD("area_set_shape_disabled", "area", "shape_idx", "disabled"), &PhysicsServer3D::area_set_shape_disabled);
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ClassDB::bind_method(D_METHOD("area_get_shape_count", "area"), &PhysicsServer3D::area_get_shape_count);
ClassDB::bind_method(D_METHOD("area_get_shape", "area", "shape_idx"), &PhysicsServer3D::area_get_shape);
ClassDB::bind_method(D_METHOD("area_get_shape_transform", "area", "shape_idx"), &PhysicsServer3D::area_get_shape_transform);
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ClassDB::bind_method(D_METHOD("area_remove_shape", "area", "shape_idx"), &PhysicsServer3D::area_remove_shape);
ClassDB::bind_method(D_METHOD("area_clear_shapes", "area"), &PhysicsServer3D::area_clear_shapes);
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ClassDB::bind_method(D_METHOD("area_set_collision_layer", "area", "layer"), &PhysicsServer3D::area_set_collision_layer);
ClassDB::bind_method(D_METHOD("area_get_collision_layer", "area"), &PhysicsServer3D::area_get_collision_layer);
ClassDB::bind_method(D_METHOD("area_set_collision_mask", "area", "mask"), &PhysicsServer3D::area_set_collision_mask);
ClassDB::bind_method(D_METHOD("area_get_collision_mask", "area"), &PhysicsServer3D::area_get_collision_mask);
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ClassDB::bind_method(D_METHOD("area_set_param", "area", "param", "value"), &PhysicsServer3D::area_set_param);
ClassDB::bind_method(D_METHOD("area_set_transform", "area", "transform"), &PhysicsServer3D::area_set_transform);
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ClassDB::bind_method(D_METHOD("area_get_param", "area", "param"), &PhysicsServer3D::area_get_param);
ClassDB::bind_method(D_METHOD("area_get_transform", "area"), &PhysicsServer3D::area_get_transform);
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ClassDB::bind_method(D_METHOD("area_attach_object_instance_id", "area", "id"), &PhysicsServer3D::area_attach_object_instance_id);
ClassDB::bind_method(D_METHOD("area_get_object_instance_id", "area"), &PhysicsServer3D::area_get_object_instance_id);
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ClassDB::bind_method(D_METHOD("area_set_monitor_callback", "area", "callback"), &PhysicsServer3D::area_set_monitor_callback);
ClassDB::bind_method(D_METHOD("area_set_area_monitor_callback", "area", "callback"), &PhysicsServer3D::area_set_area_monitor_callback);
ClassDB::bind_method(D_METHOD("area_set_monitorable", "area", "monitorable"), &PhysicsServer3D::area_set_monitorable);
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ClassDB::bind_method(D_METHOD("area_set_ray_pickable", "area", "enable"), &PhysicsServer3D::area_set_ray_pickable);
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ClassDB::bind_method(D_METHOD("body_create"), &PhysicsServer3D::body_create);
ClassDB::bind_method(D_METHOD("body_set_space", "body", "space"), &PhysicsServer3D::body_set_space);
ClassDB::bind_method(D_METHOD("body_get_space", "body"), &PhysicsServer3D::body_get_space);
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ClassDB::bind_method(D_METHOD("body_set_mode", "body", "mode"), &PhysicsServer3D::body_set_mode);
ClassDB::bind_method(D_METHOD("body_get_mode", "body"), &PhysicsServer3D::body_get_mode);
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ClassDB::bind_method(D_METHOD("body_set_collision_layer", "body", "layer"), &PhysicsServer3D::body_set_collision_layer);
ClassDB::bind_method(D_METHOD("body_get_collision_layer", "body"), &PhysicsServer3D::body_get_collision_layer);
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ClassDB::bind_method(D_METHOD("body_set_collision_mask", "body", "mask"), &PhysicsServer3D::body_set_collision_mask);
ClassDB::bind_method(D_METHOD("body_get_collision_mask", "body"), &PhysicsServer3D::body_get_collision_mask);
ClassDB::bind_method(D_METHOD("body_set_collision_priority", "body", "priority"), &PhysicsServer3D::body_set_collision_priority);
ClassDB::bind_method(D_METHOD("body_get_collision_priority", "body"), &PhysicsServer3D::body_get_collision_priority);
ClassDB::bind_method(D_METHOD("body_add_shape", "body", "shape", "transform", "disabled"), &PhysicsServer3D::body_add_shape, DEFVAL(Transform3D()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("body_set_shape", "body", "shape_idx", "shape"), &PhysicsServer3D::body_set_shape);
ClassDB::bind_method(D_METHOD("body_set_shape_transform", "body", "shape_idx", "transform"), &PhysicsServer3D::body_set_shape_transform);
ClassDB::bind_method(D_METHOD("body_set_shape_disabled", "body", "shape_idx", "disabled"), &PhysicsServer3D::body_set_shape_disabled);
ClassDB::bind_method(D_METHOD("body_get_shape_count", "body"), &PhysicsServer3D::body_get_shape_count);
ClassDB::bind_method(D_METHOD("body_get_shape", "body", "shape_idx"), &PhysicsServer3D::body_get_shape);
ClassDB::bind_method(D_METHOD("body_get_shape_transform", "body", "shape_idx"), &PhysicsServer3D::body_get_shape_transform);
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ClassDB::bind_method(D_METHOD("body_remove_shape", "body", "shape_idx"), &PhysicsServer3D::body_remove_shape);
ClassDB::bind_method(D_METHOD("body_clear_shapes", "body"), &PhysicsServer3D::body_clear_shapes);
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ClassDB::bind_method(D_METHOD("body_attach_object_instance_id", "body", "id"), &PhysicsServer3D::body_attach_object_instance_id);
ClassDB::bind_method(D_METHOD("body_get_object_instance_id", "body"), &PhysicsServer3D::body_get_object_instance_id);
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ClassDB::bind_method(D_METHOD("body_set_enable_continuous_collision_detection", "body", "enable"), &PhysicsServer3D::body_set_enable_continuous_collision_detection);
ClassDB::bind_method(D_METHOD("body_is_continuous_collision_detection_enabled", "body"), &PhysicsServer3D::body_is_continuous_collision_detection_enabled);
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ClassDB::bind_method(D_METHOD("body_set_param", "body", "param", "value"), &PhysicsServer3D::body_set_param);
ClassDB::bind_method(D_METHOD("body_get_param", "body", "param"), &PhysicsServer3D::body_get_param);
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ClassDB::bind_method(D_METHOD("body_reset_mass_properties", "body"), &PhysicsServer3D::body_reset_mass_properties);
ClassDB::bind_method(D_METHOD("body_set_state", "body", "state", "value"), &PhysicsServer3D::body_set_state);
ClassDB::bind_method(D_METHOD("body_get_state", "body", "state"), &PhysicsServer3D::body_get_state);
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ClassDB::bind_method(D_METHOD("body_apply_central_impulse", "body", "impulse"), &PhysicsServer3D::body_apply_central_impulse);
ClassDB::bind_method(D_METHOD("body_apply_impulse", "body", "impulse", "position"), &PhysicsServer3D::body_apply_impulse, Vector3());
ClassDB::bind_method(D_METHOD("body_apply_torque_impulse", "body", "impulse"), &PhysicsServer3D::body_apply_torque_impulse);
ClassDB::bind_method(D_METHOD("body_apply_central_force", "body", "force"), &PhysicsServer3D::body_apply_central_force);
ClassDB::bind_method(D_METHOD("body_apply_force", "body", "force", "position"), &PhysicsServer3D::body_apply_force, Vector3());
ClassDB::bind_method(D_METHOD("body_apply_torque", "body", "torque"), &PhysicsServer3D::body_apply_torque);
ClassDB::bind_method(D_METHOD("body_add_constant_central_force", "body", "force"), &PhysicsServer3D::body_add_constant_central_force);
ClassDB::bind_method(D_METHOD("body_add_constant_force", "body", "force", "position"), &PhysicsServer3D::body_add_constant_force, Vector3());
ClassDB::bind_method(D_METHOD("body_add_constant_torque", "body", "torque"), &PhysicsServer3D::body_add_constant_torque);
ClassDB::bind_method(D_METHOD("body_set_constant_force", "body", "force"), &PhysicsServer3D::body_set_constant_force);
ClassDB::bind_method(D_METHOD("body_get_constant_force", "body"), &PhysicsServer3D::body_get_constant_force);
ClassDB::bind_method(D_METHOD("body_set_constant_torque", "body", "torque"), &PhysicsServer3D::body_set_constant_torque);
ClassDB::bind_method(D_METHOD("body_get_constant_torque", "body"), &PhysicsServer3D::body_get_constant_torque);
ClassDB::bind_method(D_METHOD("body_set_axis_velocity", "body", "axis_velocity"), &PhysicsServer3D::body_set_axis_velocity);
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ClassDB::bind_method(D_METHOD("body_set_axis_lock", "body", "axis", "lock"), &PhysicsServer3D::body_set_axis_lock);
ClassDB::bind_method(D_METHOD("body_is_axis_locked", "body", "axis"), &PhysicsServer3D::body_is_axis_locked);
ClassDB::bind_method(D_METHOD("body_add_collision_exception", "body", "excepted_body"), &PhysicsServer3D::body_add_collision_exception);
ClassDB::bind_method(D_METHOD("body_remove_collision_exception", "body", "excepted_body"), &PhysicsServer3D::body_remove_collision_exception);
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ClassDB::bind_method(D_METHOD("body_set_max_contacts_reported", "body", "amount"), &PhysicsServer3D::body_set_max_contacts_reported);
ClassDB::bind_method(D_METHOD("body_get_max_contacts_reported", "body"), &PhysicsServer3D::body_get_max_contacts_reported);
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ClassDB::bind_method(D_METHOD("body_set_omit_force_integration", "body", "enable"), &PhysicsServer3D::body_set_omit_force_integration);
ClassDB::bind_method(D_METHOD("body_is_omitting_force_integration", "body"), &PhysicsServer3D::body_is_omitting_force_integration);
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ClassDB::bind_method(D_METHOD("body_set_force_integration_callback", "body", "callable", "userdata"), &PhysicsServer3D::body_set_force_integration_callback, DEFVAL(Variant()));
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ClassDB::bind_method(D_METHOD("body_set_ray_pickable", "body", "enable"), &PhysicsServer3D::body_set_ray_pickable);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 11:10:51 +08:00
ClassDB::bind_method(D_METHOD("body_test_motion", "body", "parameters", "result"), &PhysicsServer3D::_body_test_motion, DEFVAL(Variant()));
ClassDB::bind_method(D_METHOD("body_get_direct_state", "body"), &PhysicsServer3D::body_get_direct_state);
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/* SOFT BODY API */
ClassDB::bind_method(D_METHOD("soft_body_get_bounds", "body"), &PhysicsServer3D::soft_body_get_bounds);
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/* JOINT API */
ClassDB::bind_method(D_METHOD("joint_create"), &PhysicsServer3D::joint_create);
ClassDB::bind_method(D_METHOD("joint_clear", "joint"), &PhysicsServer3D::joint_clear);
BIND_ENUM_CONSTANT(JOINT_TYPE_PIN);
BIND_ENUM_CONSTANT(JOINT_TYPE_HINGE);
BIND_ENUM_CONSTANT(JOINT_TYPE_SLIDER);
BIND_ENUM_CONSTANT(JOINT_TYPE_CONE_TWIST);
BIND_ENUM_CONSTANT(JOINT_TYPE_6DOF);
BIND_ENUM_CONSTANT(JOINT_TYPE_MAX);
ClassDB::bind_method(D_METHOD("joint_make_pin", "joint", "body_A", "local_A", "body_B", "local_B"), &PhysicsServer3D::joint_make_pin);
ClassDB::bind_method(D_METHOD("pin_joint_set_param", "joint", "param", "value"), &PhysicsServer3D::pin_joint_set_param);
ClassDB::bind_method(D_METHOD("pin_joint_get_param", "joint", "param"), &PhysicsServer3D::pin_joint_get_param);
ClassDB::bind_method(D_METHOD("pin_joint_set_local_a", "joint", "local_A"), &PhysicsServer3D::pin_joint_set_local_a);
ClassDB::bind_method(D_METHOD("pin_joint_get_local_a", "joint"), &PhysicsServer3D::pin_joint_get_local_a);
ClassDB::bind_method(D_METHOD("pin_joint_set_local_b", "joint", "local_B"), &PhysicsServer3D::pin_joint_set_local_b);
ClassDB::bind_method(D_METHOD("pin_joint_get_local_b", "joint"), &PhysicsServer3D::pin_joint_get_local_b);
BIND_ENUM_CONSTANT(PIN_JOINT_BIAS);
BIND_ENUM_CONSTANT(PIN_JOINT_DAMPING);
BIND_ENUM_CONSTANT(PIN_JOINT_IMPULSE_CLAMP);
BIND_ENUM_CONSTANT(HINGE_JOINT_BIAS);
BIND_ENUM_CONSTANT(HINGE_JOINT_LIMIT_UPPER);
BIND_ENUM_CONSTANT(HINGE_JOINT_LIMIT_LOWER);
BIND_ENUM_CONSTANT(HINGE_JOINT_LIMIT_BIAS);
BIND_ENUM_CONSTANT(HINGE_JOINT_LIMIT_SOFTNESS);
BIND_ENUM_CONSTANT(HINGE_JOINT_LIMIT_RELAXATION);
BIND_ENUM_CONSTANT(HINGE_JOINT_MOTOR_TARGET_VELOCITY);
BIND_ENUM_CONSTANT(HINGE_JOINT_MOTOR_MAX_IMPULSE);
BIND_ENUM_CONSTANT(HINGE_JOINT_FLAG_USE_LIMIT);
BIND_ENUM_CONSTANT(HINGE_JOINT_FLAG_ENABLE_MOTOR);
ClassDB::bind_method(D_METHOD("joint_make_hinge", "joint", "body_A", "hinge_A", "body_B", "hinge_B"), &PhysicsServer3D::joint_make_hinge);
ClassDB::bind_method(D_METHOD("hinge_joint_set_param", "joint", "param", "value"), &PhysicsServer3D::hinge_joint_set_param);
ClassDB::bind_method(D_METHOD("hinge_joint_get_param", "joint", "param"), &PhysicsServer3D::hinge_joint_get_param);
ClassDB::bind_method(D_METHOD("hinge_joint_set_flag", "joint", "flag", "enabled"), &PhysicsServer3D::hinge_joint_set_flag);
ClassDB::bind_method(D_METHOD("hinge_joint_get_flag", "joint", "flag"), &PhysicsServer3D::hinge_joint_get_flag);
ClassDB::bind_method(D_METHOD("joint_make_slider", "joint", "body_A", "local_ref_A", "body_B", "local_ref_B"), &PhysicsServer3D::joint_make_slider);
ClassDB::bind_method(D_METHOD("slider_joint_set_param", "joint", "param", "value"), &PhysicsServer3D::slider_joint_set_param);
ClassDB::bind_method(D_METHOD("slider_joint_get_param", "joint", "param"), &PhysicsServer3D::slider_joint_get_param);
BIND_ENUM_CONSTANT(SLIDER_JOINT_LINEAR_LIMIT_UPPER);
BIND_ENUM_CONSTANT(SLIDER_JOINT_LINEAR_LIMIT_LOWER);
BIND_ENUM_CONSTANT(SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS);
BIND_ENUM_CONSTANT(SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION);
BIND_ENUM_CONSTANT(SLIDER_JOINT_LINEAR_LIMIT_DAMPING);
BIND_ENUM_CONSTANT(SLIDER_JOINT_LINEAR_MOTION_SOFTNESS);
BIND_ENUM_CONSTANT(SLIDER_JOINT_LINEAR_MOTION_RESTITUTION);
BIND_ENUM_CONSTANT(SLIDER_JOINT_LINEAR_MOTION_DAMPING);
BIND_ENUM_CONSTANT(SLIDER_JOINT_LINEAR_ORTHOGONAL_SOFTNESS);
BIND_ENUM_CONSTANT(SLIDER_JOINT_LINEAR_ORTHOGONAL_RESTITUTION);
BIND_ENUM_CONSTANT(SLIDER_JOINT_LINEAR_ORTHOGONAL_DAMPING);
BIND_ENUM_CONSTANT(SLIDER_JOINT_ANGULAR_LIMIT_UPPER);
BIND_ENUM_CONSTANT(SLIDER_JOINT_ANGULAR_LIMIT_LOWER);
BIND_ENUM_CONSTANT(SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS);
BIND_ENUM_CONSTANT(SLIDER_JOINT_ANGULAR_LIMIT_RESTITUTION);
BIND_ENUM_CONSTANT(SLIDER_JOINT_ANGULAR_LIMIT_DAMPING);
BIND_ENUM_CONSTANT(SLIDER_JOINT_ANGULAR_MOTION_SOFTNESS);
BIND_ENUM_CONSTANT(SLIDER_JOINT_ANGULAR_MOTION_RESTITUTION);
BIND_ENUM_CONSTANT(SLIDER_JOINT_ANGULAR_MOTION_DAMPING);
BIND_ENUM_CONSTANT(SLIDER_JOINT_ANGULAR_ORTHOGONAL_SOFTNESS);
BIND_ENUM_CONSTANT(SLIDER_JOINT_ANGULAR_ORTHOGONAL_RESTITUTION);
BIND_ENUM_CONSTANT(SLIDER_JOINT_ANGULAR_ORTHOGONAL_DAMPING);
BIND_ENUM_CONSTANT(SLIDER_JOINT_MAX);
ClassDB::bind_method(D_METHOD("joint_make_cone_twist", "joint", "body_A", "local_ref_A", "body_B", "local_ref_B"), &PhysicsServer3D::joint_make_cone_twist);
ClassDB::bind_method(D_METHOD("cone_twist_joint_set_param", "joint", "param", "value"), &PhysicsServer3D::cone_twist_joint_set_param);
ClassDB::bind_method(D_METHOD("cone_twist_joint_get_param", "joint", "param"), &PhysicsServer3D::cone_twist_joint_get_param);
BIND_ENUM_CONSTANT(CONE_TWIST_JOINT_SWING_SPAN);
BIND_ENUM_CONSTANT(CONE_TWIST_JOINT_TWIST_SPAN);
BIND_ENUM_CONSTANT(CONE_TWIST_JOINT_BIAS);
BIND_ENUM_CONSTANT(CONE_TWIST_JOINT_SOFTNESS);
BIND_ENUM_CONSTANT(CONE_TWIST_JOINT_RELAXATION);
BIND_ENUM_CONSTANT(G6DOF_JOINT_LINEAR_LOWER_LIMIT);
BIND_ENUM_CONSTANT(G6DOF_JOINT_LINEAR_UPPER_LIMIT);
BIND_ENUM_CONSTANT(G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS);
BIND_ENUM_CONSTANT(G6DOF_JOINT_LINEAR_RESTITUTION);
BIND_ENUM_CONSTANT(G6DOF_JOINT_LINEAR_DAMPING);
BIND_ENUM_CONSTANT(G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY);
BIND_ENUM_CONSTANT(G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT);
BIND_ENUM_CONSTANT(G6DOF_JOINT_ANGULAR_LOWER_LIMIT);
BIND_ENUM_CONSTANT(G6DOF_JOINT_ANGULAR_UPPER_LIMIT);
BIND_ENUM_CONSTANT(G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS);
BIND_ENUM_CONSTANT(G6DOF_JOINT_ANGULAR_DAMPING);
BIND_ENUM_CONSTANT(G6DOF_JOINT_ANGULAR_RESTITUTION);
BIND_ENUM_CONSTANT(G6DOF_JOINT_ANGULAR_FORCE_LIMIT);
BIND_ENUM_CONSTANT(G6DOF_JOINT_ANGULAR_ERP);
BIND_ENUM_CONSTANT(G6DOF_JOINT_ANGULAR_MOTOR_TARGET_VELOCITY);
BIND_ENUM_CONSTANT(G6DOF_JOINT_ANGULAR_MOTOR_FORCE_LIMIT);
BIND_ENUM_CONSTANT(G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT);
BIND_ENUM_CONSTANT(G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT);
BIND_ENUM_CONSTANT(G6DOF_JOINT_FLAG_ENABLE_MOTOR);
BIND_ENUM_CONSTANT(G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR);
ClassDB::bind_method(D_METHOD("joint_get_type", "joint"), &PhysicsServer3D::joint_get_type);
ClassDB::bind_method(D_METHOD("joint_set_solver_priority", "joint", "priority"), &PhysicsServer3D::joint_set_solver_priority);
ClassDB::bind_method(D_METHOD("joint_get_solver_priority", "joint"), &PhysicsServer3D::joint_get_solver_priority);
ClassDB::bind_method(D_METHOD("joint_disable_collisions_between_bodies", "joint", "disable"), &PhysicsServer3D::joint_disable_collisions_between_bodies);
ClassDB::bind_method(D_METHOD("joint_is_disabled_collisions_between_bodies", "joint"), &PhysicsServer3D::joint_is_disabled_collisions_between_bodies);
ClassDB::bind_method(D_METHOD("joint_make_generic_6dof", "joint", "body_A", "local_ref_A", "body_B", "local_ref_B"), &PhysicsServer3D::joint_make_generic_6dof);
ClassDB::bind_method(D_METHOD("generic_6dof_joint_set_param", "joint", "axis", "param", "value"), &PhysicsServer3D::generic_6dof_joint_set_param);
ClassDB::bind_method(D_METHOD("generic_6dof_joint_get_param", "joint", "axis", "param"), &PhysicsServer3D::generic_6dof_joint_get_param);
ClassDB::bind_method(D_METHOD("generic_6dof_joint_set_flag", "joint", "axis", "flag", "enable"), &PhysicsServer3D::generic_6dof_joint_set_flag);
ClassDB::bind_method(D_METHOD("generic_6dof_joint_get_flag", "joint", "axis", "flag"), &PhysicsServer3D::generic_6dof_joint_get_flag);
ClassDB::bind_method(D_METHOD("free_rid", "rid"), &PhysicsServer3D::free);
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ClassDB::bind_method(D_METHOD("set_active", "active"), &PhysicsServer3D::set_active);
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ClassDB::bind_method(D_METHOD("get_process_info", "process_info"), &PhysicsServer3D::get_process_info);
BIND_ENUM_CONSTANT(SHAPE_WORLD_BOUNDARY);
BIND_ENUM_CONSTANT(SHAPE_SEPARATION_RAY);
BIND_ENUM_CONSTANT(SHAPE_SPHERE);
BIND_ENUM_CONSTANT(SHAPE_BOX);
BIND_ENUM_CONSTANT(SHAPE_CAPSULE);
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BIND_ENUM_CONSTANT(SHAPE_CYLINDER);
BIND_ENUM_CONSTANT(SHAPE_CONVEX_POLYGON);
BIND_ENUM_CONSTANT(SHAPE_CONCAVE_POLYGON);
BIND_ENUM_CONSTANT(SHAPE_HEIGHTMAP);
BIND_ENUM_CONSTANT(SHAPE_SOFT_BODY);
BIND_ENUM_CONSTANT(SHAPE_CUSTOM);
BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY_OVERRIDE_MODE);
BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY);
BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY_VECTOR);
BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY_IS_POINT);
BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY_POINT_UNIT_DISTANCE);
BIND_ENUM_CONSTANT(AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE);
BIND_ENUM_CONSTANT(AREA_PARAM_LINEAR_DAMP);
BIND_ENUM_CONSTANT(AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE);
BIND_ENUM_CONSTANT(AREA_PARAM_ANGULAR_DAMP);
BIND_ENUM_CONSTANT(AREA_PARAM_PRIORITY);
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BIND_ENUM_CONSTANT(AREA_PARAM_WIND_FORCE_MAGNITUDE);
BIND_ENUM_CONSTANT(AREA_PARAM_WIND_SOURCE);
BIND_ENUM_CONSTANT(AREA_PARAM_WIND_DIRECTION);
BIND_ENUM_CONSTANT(AREA_PARAM_WIND_ATTENUATION_FACTOR);
BIND_ENUM_CONSTANT(AREA_SPACE_OVERRIDE_DISABLED);
BIND_ENUM_CONSTANT(AREA_SPACE_OVERRIDE_COMBINE);
BIND_ENUM_CONSTANT(AREA_SPACE_OVERRIDE_COMBINE_REPLACE);
BIND_ENUM_CONSTANT(AREA_SPACE_OVERRIDE_REPLACE);
BIND_ENUM_CONSTANT(AREA_SPACE_OVERRIDE_REPLACE_COMBINE);
BIND_ENUM_CONSTANT(BODY_MODE_STATIC);
BIND_ENUM_CONSTANT(BODY_MODE_KINEMATIC);
BIND_ENUM_CONSTANT(BODY_MODE_RIGID);
BIND_ENUM_CONSTANT(BODY_MODE_RIGID_LINEAR);
BIND_ENUM_CONSTANT(BODY_PARAM_BOUNCE);
BIND_ENUM_CONSTANT(BODY_PARAM_FRICTION);
BIND_ENUM_CONSTANT(BODY_PARAM_MASS);
BIND_ENUM_CONSTANT(BODY_PARAM_INERTIA);
BIND_ENUM_CONSTANT(BODY_PARAM_CENTER_OF_MASS);
BIND_ENUM_CONSTANT(BODY_PARAM_GRAVITY_SCALE);
BIND_ENUM_CONSTANT(BODY_PARAM_LINEAR_DAMP_MODE);
BIND_ENUM_CONSTANT(BODY_PARAM_ANGULAR_DAMP_MODE);
BIND_ENUM_CONSTANT(BODY_PARAM_LINEAR_DAMP);
BIND_ENUM_CONSTANT(BODY_PARAM_ANGULAR_DAMP);
BIND_ENUM_CONSTANT(BODY_PARAM_MAX);
BIND_ENUM_CONSTANT(BODY_DAMP_MODE_COMBINE);
BIND_ENUM_CONSTANT(BODY_DAMP_MODE_REPLACE);
BIND_ENUM_CONSTANT(BODY_STATE_TRANSFORM);
BIND_ENUM_CONSTANT(BODY_STATE_LINEAR_VELOCITY);
BIND_ENUM_CONSTANT(BODY_STATE_ANGULAR_VELOCITY);
BIND_ENUM_CONSTANT(BODY_STATE_SLEEPING);
BIND_ENUM_CONSTANT(BODY_STATE_CAN_SLEEP);
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BIND_ENUM_CONSTANT(AREA_BODY_ADDED);
BIND_ENUM_CONSTANT(AREA_BODY_REMOVED);
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BIND_ENUM_CONSTANT(INFO_ACTIVE_OBJECTS);
BIND_ENUM_CONSTANT(INFO_COLLISION_PAIRS);
BIND_ENUM_CONSTANT(INFO_ISLAND_COUNT);
BIND_ENUM_CONSTANT(SPACE_PARAM_CONTACT_RECYCLE_RADIUS);
BIND_ENUM_CONSTANT(SPACE_PARAM_CONTACT_MAX_SEPARATION);
BIND_ENUM_CONSTANT(SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION);
BIND_ENUM_CONSTANT(SPACE_PARAM_CONTACT_DEFAULT_BIAS);
BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD);
BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD);
BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_TIME_TO_SLEEP);
BIND_ENUM_CONSTANT(SPACE_PARAM_SOLVER_ITERATIONS);
BIND_ENUM_CONSTANT(BODY_AXIS_LINEAR_X);
BIND_ENUM_CONSTANT(BODY_AXIS_LINEAR_Y);
BIND_ENUM_CONSTANT(BODY_AXIS_LINEAR_Z);
BIND_ENUM_CONSTANT(BODY_AXIS_ANGULAR_X);
BIND_ENUM_CONSTANT(BODY_AXIS_ANGULAR_Y);
BIND_ENUM_CONSTANT(BODY_AXIS_ANGULAR_Z);
#endif
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}
PhysicsServer3D::PhysicsServer3D() {
singleton = this;
// World3D physics space
GLOBAL_DEF_BASIC("physics/3d/default_gravity", 9.8);
GLOBAL_DEF_BASIC("physics/3d/default_gravity_vector", Vector3(0, -1, 0));
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/default_linear_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), 0.1);
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/default_angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), 0.1);
// PhysicsServer3D
GLOBAL_DEF("physics/3d/sleep_threshold_linear", 0.1);
GLOBAL_DEF("physics/3d/sleep_threshold_angular", Math::deg_to_rad(8.0));
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater"), 0.5);
GLOBAL_DEF(PropertyInfo(Variant::INT, "physics/3d/solver/solver_iterations", PROPERTY_HINT_RANGE, "1,32,1,or_greater"), 16);
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_recycle_radius", PROPERTY_HINT_RANGE, "0,0.1,0.01,or_greater"), 0.01);
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_max_separation", PROPERTY_HINT_RANGE, "0,0.1,0.01,or_greater"), 0.05);
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_max_allowed_penetration", PROPERTY_HINT_RANGE, "0,0.1,0.01,or_greater"), 0.01);
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/solver/default_contact_bias", PROPERTY_HINT_RANGE, "0,1,0.01"), 0.8);
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}
PhysicsServer3D::~PhysicsServer3D() {
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singleton = nullptr;
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}
PhysicsServer3DManager *PhysicsServer3DManager::singleton = nullptr;
const String PhysicsServer3DManager::setting_property_name(PNAME("physics/3d/physics_engine"));
void PhysicsServer3DManager::on_servers_changed() {
String physics_servers2("DEFAULT");
for (int i = get_servers_count() - 1; 0 <= i; --i) {
physics_servers2 += "," + get_server_name(i);
}
ProjectSettings::get_singleton()->set_custom_property_info(PropertyInfo(Variant::STRING, setting_property_name, PROPERTY_HINT_ENUM, physics_servers2));
}
void PhysicsServer3DManager::_bind_methods() {
ClassDB::bind_method(D_METHOD("register_server", "name", "create_callback"), &PhysicsServer3DManager::register_server);
ClassDB::bind_method(D_METHOD("set_default_server", "name", "priority"), &PhysicsServer3DManager::set_default_server);
}
PhysicsServer3DManager *PhysicsServer3DManager::get_singleton() {
return singleton;
}
void PhysicsServer3DManager::register_server(const String &p_name, const Callable &p_create_callback) {
//ERR_FAIL_COND(!p_create_callback.is_valid());
ERR_FAIL_COND(find_server_id(p_name) != -1);
physics_servers.push_back(ClassInfo(p_name, p_create_callback));
on_servers_changed();
}
void PhysicsServer3DManager::set_default_server(const String &p_name, int p_priority) {
const int id = find_server_id(p_name);
ERR_FAIL_COND(id == -1); // Not found
if (default_server_priority < p_priority) {
default_server_id = id;
default_server_priority = p_priority;
}
}
int PhysicsServer3DManager::find_server_id(const String &p_name) {
for (int i = physics_servers.size() - 1; 0 <= i; --i) {
if (p_name == physics_servers[i].name) {
return i;
}
}
return -1;
}
int PhysicsServer3DManager::get_servers_count() {
return physics_servers.size();
}
String PhysicsServer3DManager::get_server_name(int p_id) {
ERR_FAIL_INDEX_V(p_id, get_servers_count(), "");
return physics_servers[p_id].name;
}
PhysicsServer3D *PhysicsServer3DManager::new_default_server() {
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ERR_FAIL_COND_V(default_server_id == -1, nullptr);
Variant ret;
Callable::CallError ce;
physics_servers[default_server_id].create_callback.callp(nullptr, 0, ret, ce);
ERR_FAIL_COND_V(ce.error != Callable::CallError::CALL_OK, nullptr);
return Object::cast_to<PhysicsServer3D>(ret.get_validated_object());
}
PhysicsServer3D *PhysicsServer3DManager::new_server(const String &p_name) {
int id = find_server_id(p_name);
if (id == -1) {
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return nullptr;
} else {
Variant ret;
Callable::CallError ce;
physics_servers[id].create_callback.callp(nullptr, 0, ret, ce);
ERR_FAIL_COND_V(ce.error != Callable::CallError::CALL_OK, nullptr);
return Object::cast_to<PhysicsServer3D>(ret.get_validated_object());
}
}
PhysicsServer3DManager::PhysicsServer3DManager() {
singleton = this;
}
PhysicsServer3DManager::~PhysicsServer3DManager() {
singleton = nullptr;
}