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Merge pull request #55736 from nekomatata/physics-apply-forces
Improve RigidDynamicBody force and torque API
This commit is contained in:
commit
f1ca14cc8d
@ -11,26 +11,36 @@
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<link title="Ray-casting">$DOCS_URL/tutorials/physics/ray-casting.html</link>
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</tutorials>
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<methods>
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<method name="add_central_force">
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<method name="add_constant_central_force">
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<return type="void" />
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<argument index="0" name="force" type="Vector2" />
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<argument index="0" name="force" type="Vector2" default="Vector2(0, 0)" />
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<description>
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Adds a constant directional force without affecting rotation.
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Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with [code]constant_force = Vector2(0, 0)[/code].
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This is equivalent to using [method add_constant_force] at the body's center of mass.
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</description>
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</method>
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<method name="add_force">
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<method name="add_constant_force">
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<return type="void" />
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<argument index="0" name="force" type="Vector2" />
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<argument index="1" name="position" type="Vector2" default="Vector2(0, 0)" />
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<description>
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Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.
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Adds a constant positioned force to the body that keeps being applied over time until cleared with [code]constant_force = Vector2(0, 0)[/code].
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[code]position[/code] is the offset from the body origin in global coordinates.
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</description>
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</method>
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<method name="add_torque">
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<method name="add_constant_torque">
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<return type="void" />
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<argument index="0" name="torque" type="float" />
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<description>
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Adds a constant rotational force.
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Adds a constant rotational force without affecting position that keeps being applied over time until cleared with [code]constant_torque = 0[/code].
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</description>
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</method>
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<method name="apply_central_force">
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<return type="void" />
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<argument index="0" name="force" type="Vector2" default="Vector2(0, 0)" />
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<description>
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Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.
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This is equivalent to using [method apply_force] at the body's center of mass.
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</description>
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</method>
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<method name="apply_central_impulse">
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@ -38,6 +48,17 @@
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<argument index="0" name="impulse" type="Vector2" />
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<description>
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Applies a directional impulse without affecting rotation.
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An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
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This is equivalent to using [method apply_impulse] at the body's center of mass.
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</description>
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</method>
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<method name="apply_force">
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<return type="void" />
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<argument index="0" name="force" type="Vector2" />
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<argument index="1" name="position" type="Vector2" default="Vector2(0, 0)" />
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<description>
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Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.
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[code]position[/code] is the offset from the body origin in global coordinates.
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</description>
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</method>
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<method name="apply_impulse">
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@ -45,14 +66,38 @@
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<argument index="0" name="impulse" type="Vector2" />
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<argument index="1" name="position" type="Vector2" default="Vector2(0, 0)" />
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<description>
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Applies a positioned impulse to the body. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise). The offset uses the rotation of the global coordinate system, but is centered at the object's origin.
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Applies a positioned impulse to the body.
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An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
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[code]position[/code] is the offset from the body origin in global coordinates.
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</description>
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</method>
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<method name="apply_torque">
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<return type="void" />
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<argument index="0" name="torque" type="float" />
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<description>
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Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
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</description>
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</method>
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<method name="apply_torque_impulse">
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<return type="void" />
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<argument index="0" name="impulse" type="float" />
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<description>
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Applies a rotational impulse to the body.
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Applies a rotational impulse to the body without affecting the position.
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An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
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</description>
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</method>
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<method name="get_constant_force" qualifiers="const">
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<return type="Vector2" />
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<description>
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Returns the body's total constant positional forces applied during each physics update.
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See [method add_constant_force] and [method add_constant_central_force].
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</description>
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</method>
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<method name="get_constant_torque" qualifiers="const">
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<return type="float" />
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<description>
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Returns the body's total constant rotational forces applied during each physics update.
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See [method add_constant_torque].
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</description>
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</method>
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<method name="get_contact_collider" qualifiers="const">
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@ -144,6 +189,22 @@
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Calls the built-in force integration code.
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</description>
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</method>
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<method name="set_constant_force">
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<return type="void" />
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<argument index="0" name="force" type="Vector2" />
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<description>
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Sets the body's total constant positional forces applied during each physics update.
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See [method add_constant_force] and [method add_constant_central_force].
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</description>
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</method>
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<method name="set_constant_torque">
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<return type="void" />
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<argument index="0" name="torque" type="float" />
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<description>
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Sets the body's total constant rotational forces applied during each physics update.
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See [method add_constant_torque].
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</description>
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</method>
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</methods>
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<members>
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<member name="angular_velocity" type="float" setter="set_angular_velocity" getter="get_angular_velocity">
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@ -11,35 +11,54 @@
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<link title="Ray-casting">$DOCS_URL/tutorials/physics/ray-casting.html</link>
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</tutorials>
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<methods>
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<method name="add_central_force">
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<method name="add_constant_central_force">
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<return type="void" />
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<argument index="0" name="force" type="Vector3" default="Vector3(0, 0, 0)" />
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<description>
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Adds a constant directional force without affecting rotation.
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This is equivalent to [code]add_force(force, Vector3(0,0,0))[/code].
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Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with [code]constant_force = Vector3(0, 0, 0)[/code].
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This is equivalent to using [method add_constant_force] at the body's center of mass.
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</description>
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</method>
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<method name="add_force">
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<method name="add_constant_force">
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<return type="void" />
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<argument index="0" name="force" type="Vector3" />
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<argument index="1" name="position" type="Vector3" default="Vector3(0, 0, 0)" />
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<description>
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Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.
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Adds a constant positioned force to the body that keeps being applied over time until cleared with [code]constant_force = Vector3(0, 0, 0)[/code].
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[code]position[/code] is the offset from the body origin in global coordinates.
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</description>
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</method>
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<method name="add_torque">
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<method name="add_constant_torque">
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<return type="void" />
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<argument index="0" name="torque" type="Vector3" />
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<description>
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Adds a constant rotational force without affecting position.
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Adds a constant rotational force without affecting position that keeps being applied over time until cleared with [code]constant_torque = Vector3(0, 0, 0)[/code].
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</description>
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</method>
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<method name="apply_central_force">
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<return type="void" />
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<argument index="0" name="force" type="Vector3" default="Vector3(0, 0, 0)" />
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<description>
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Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.
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This is equivalent to using [method apply_force] at the body's center of mass.
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</description>
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</method>
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<method name="apply_central_impulse">
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<return type="void" />
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<argument index="0" name="impulse" type="Vector3" default="Vector3(0, 0, 0)" />
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<description>
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Applies a single directional impulse without affecting rotation.
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This is equivalent to [code]apply_impulse(Vector3(0, 0, 0), impulse)[/code].
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Applies a directional impulse without affecting rotation.
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An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
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This is equivalent to using [method apply_impulse] at the body's center of mass.
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</description>
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</method>
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<method name="apply_force">
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<return type="void" />
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<argument index="0" name="force" type="Vector3" />
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<argument index="1" name="position" type="Vector3" default="Vector3(0, 0, 0)" />
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<description>
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Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.
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[code]position[/code] is the offset from the body origin in global coordinates.
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</description>
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</method>
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<method name="apply_impulse">
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@ -47,14 +66,38 @@
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<argument index="0" name="impulse" type="Vector3" />
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<argument index="1" name="position" type="Vector3" default="Vector3(0, 0, 0)" />
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<description>
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Applies a positioned impulse to the body. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason it should only be used when simulating one-time impacts. The position uses the rotation of the global coordinate system, but is centered at the object's origin.
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Applies a positioned impulse to the body.
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An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
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[code]position[/code] is the offset from the body origin in global coordinates.
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</description>
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</method>
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<method name="apply_torque">
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<return type="void" />
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<argument index="0" name="torque" type="Vector3" />
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<description>
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Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
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</description>
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</method>
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<method name="apply_torque_impulse">
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<return type="void" />
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<argument index="0" name="impulse" type="Vector3" />
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<description>
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Apply a torque impulse (which will be affected by the body mass and shape). This will rotate the body around the vector [code]j[/code] passed as parameter.
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Applies a rotational impulse to the body without affecting the position.
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An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
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</description>
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</method>
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<method name="get_constant_force" qualifiers="const">
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<return type="Vector3" />
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<description>
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Returns the body's total constant positional forces applied during each physics update.
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See [method add_constant_force] and [method add_constant_central_force].
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</description>
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</method>
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<method name="get_constant_torque" qualifiers="const">
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<return type="Vector3" />
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<description>
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Returns the body's total constant rotational forces applied during each physics update.
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See [method add_constant_torque].
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</description>
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</method>
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<method name="get_contact_collider" qualifiers="const">
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@ -153,6 +196,22 @@
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Calls the built-in force integration code.
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</description>
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</method>
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<method name="set_constant_force">
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<return type="void" />
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<argument index="0" name="force" type="Vector3" />
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<description>
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Sets the body's total constant positional forces applied during each physics update.
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See [method add_constant_force] and [method add_constant_central_force].
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</description>
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</method>
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<method name="set_constant_torque">
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<return type="void" />
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<argument index="0" name="torque" type="Vector3" />
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<description>
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Sets the body's total constant rotational forces applied during each physics update.
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See [method add_constant_torque].
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</description>
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</method>
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</methods>
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<members>
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<member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity">
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@ -208,13 +208,6 @@
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Sets the transform matrix for an area.
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</description>
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</method>
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<method name="body_add_central_force">
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<return type="void" />
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<argument index="0" name="body" type="RID" />
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<argument index="1" name="force" type="Vector2" />
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<description>
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</description>
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</method>
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<method name="body_add_collision_exception">
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<return type="void" />
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<argument index="0" name="body" type="RID" />
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@ -223,13 +216,31 @@
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Adds a body to the list of bodies exempt from collisions.
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</description>
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</method>
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<method name="body_add_force">
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<method name="body_add_constant_central_force">
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<return type="void" />
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<argument index="0" name="body" type="RID" />
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<argument index="1" name="force" type="Vector2" />
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<description>
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Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with [code]body_set_constant_force(body, Vector2(0, 0))[/code].
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This is equivalent to using [method body_add_constant_force] at the body's center of mass.
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</description>
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</method>
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<method name="body_add_constant_force">
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<return type="void" />
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<argument index="0" name="body" type="RID" />
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<argument index="1" name="force" type="Vector2" />
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<argument index="2" name="position" type="Vector2" default="Vector2(0, 0)" />
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<description>
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Adds a positioned force to the applied force and torque. As with [method body_apply_impulse], both the force and the offset from the body origin are in global coordinates. A force differs from an impulse in that, while the two are forces, the impulse clears itself after being applied.
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Adds a constant positioned force to the body that keeps being applied over time until cleared with [code]body_set_constant_force(body, Vector2(0, 0))[/code].
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[code]position[/code] is the offset from the body origin in global coordinates.
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</description>
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</method>
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<method name="body_add_constant_torque">
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<return type="void" />
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<argument index="0" name="body" type="RID" />
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<argument index="1" name="torque" type="float" />
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<description>
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Adds a constant rotational force without affecting position that keeps being applied over time until cleared with [code]body_set_constant_torque(body, 0)[/code].
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</description>
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</method>
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<method name="body_add_shape">
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@ -242,11 +253,13 @@
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Adds a shape to the body, along with a transform matrix. Shapes are usually referenced by their index, so you should track which shape has a given index.
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</description>
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</method>
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<method name="body_add_torque">
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<method name="body_apply_central_force">
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<return type="void" />
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<argument index="0" name="body" type="RID" />
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<argument index="1" name="torque" type="float" />
|
||||
<argument index="1" name="force" type="Vector2" />
|
||||
<description>
|
||||
Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.
|
||||
This is equivalent to using [method body_apply_force] at the body's center of mass.
|
||||
</description>
|
||||
</method>
|
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<method name="body_apply_central_impulse">
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@ -254,6 +267,19 @@
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<argument index="0" name="body" type="RID" />
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||||
<argument index="1" name="impulse" type="Vector2" />
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||||
<description>
|
||||
Applies a directional impulse without affecting rotation.
|
||||
An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
|
||||
This is equivalent to using [method body_apply_impulse] at the body's center of mass.
|
||||
</description>
|
||||
</method>
|
||||
<method name="body_apply_force">
|
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<return type="void" />
|
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<argument index="0" name="body" type="RID" />
|
||||
<argument index="1" name="force" type="Vector2" />
|
||||
<argument index="2" name="position" type="Vector2" default="Vector2(0, 0)" />
|
||||
<description>
|
||||
Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.
|
||||
[code]position[/code] is the offset from the body origin in global coordinates.
|
||||
</description>
|
||||
</method>
|
||||
<method name="body_apply_impulse">
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@ -262,7 +288,17 @@
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<argument index="1" name="impulse" type="Vector2" />
|
||||
<argument index="2" name="position" type="Vector2" default="Vector2(0, 0)" />
|
||||
<description>
|
||||
Adds a positioned impulse to the applied force and torque. Both the force and the offset from the body origin are in global coordinates.
|
||||
Applies a positioned impulse to the body.
|
||||
An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
|
||||
[code]position[/code] is the offset from the body origin in global coordinates.
|
||||
</description>
|
||||
</method>
|
||||
<method name="body_apply_torque">
|
||||
<return type="void" />
|
||||
<argument index="0" name="body" type="RID" />
|
||||
<argument index="1" name="torque" type="float" />
|
||||
<description>
|
||||
Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
|
||||
</description>
|
||||
</method>
|
||||
<method name="body_apply_torque_impulse">
|
||||
@ -270,6 +306,8 @@
|
||||
<argument index="0" name="body" type="RID" />
|
||||
<argument index="1" name="impulse" type="float" />
|
||||
<description>
|
||||
Applies a rotational impulse to the body without affecting the position.
|
||||
An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
|
||||
</description>
|
||||
</method>
|
||||
<method name="body_attach_canvas_instance_id">
|
||||
@ -320,6 +358,22 @@
|
||||
Returns the physics layer or layers a body can collide with.
|
||||
</description>
|
||||
</method>
|
||||
<method name="body_get_constant_force" qualifiers="const">
|
||||
<return type="Vector2" />
|
||||
<argument index="0" name="body" type="RID" />
|
||||
<description>
|
||||
Returns the body's total constant positional forces applied during each physics update.
|
||||
See [method body_add_constant_force] and [method body_add_constant_central_force].
|
||||
</description>
|
||||
</method>
|
||||
<method name="body_get_constant_torque" qualifiers="const">
|
||||
<return type="float" />
|
||||
<argument index="0" name="body" type="RID" />
|
||||
<description>
|
||||
Returns the body's total constant rotational forces applied during each physics update.
|
||||
See [method body_add_constant_torque].
|
||||
</description>
|
||||
</method>
|
||||
<method name="body_get_continuous_collision_detection_mode" qualifiers="const">
|
||||
<return type="int" enum="PhysicsServer2D.CCDMode" />
|
||||
<argument index="0" name="body" type="RID" />
|
||||
@ -455,6 +509,24 @@
|
||||
Sets the physics layer or layers a body can collide with.
|
||||
</description>
|
||||
</method>
|
||||
<method name="body_set_constant_force">
|
||||
<return type="void" />
|
||||
<argument index="0" name="body" type="RID" />
|
||||
<argument index="1" name="force" type="Vector2" />
|
||||
<description>
|
||||
Sets the body's total constant positional forces applied during each physics update.
|
||||
See [method body_add_constant_force] and [method body_add_constant_central_force].
|
||||
</description>
|
||||
</method>
|
||||
<method name="body_set_constant_torque">
|
||||
<return type="void" />
|
||||
<argument index="0" name="body" type="RID" />
|
||||
<argument index="1" name="torque" type="float" />
|
||||
<description>
|
||||
Sets the body's total constant rotational forces applied during each physics update.
|
||||
See [method body_add_constant_torque].
|
||||
</description>
|
||||
</method>
|
||||
<method name="body_set_continuous_collision_detection_mode">
|
||||
<return type="void" />
|
||||
<argument index="0" name="body" type="RID" />
|
||||
|
@ -202,13 +202,6 @@
|
||||
Sets the transform matrix for an area.
|
||||
</description>
|
||||
</method>
|
||||
<method name="body_add_central_force">
|
||||
<return type="void" />
|
||||
<argument index="0" name="body" type="RID" />
|
||||
<argument index="1" name="force" type="Vector3" />
|
||||
<description>
|
||||
</description>
|
||||
</method>
|
||||
<method name="body_add_collision_exception">
|
||||
<return type="void" />
|
||||
<argument index="0" name="body" type="RID" />
|
||||
@ -217,12 +210,31 @@
|
||||
Adds a body to the list of bodies exempt from collisions.
|
||||
</description>
|
||||
</method>
|
||||
<method name="body_add_force">
|
||||
<method name="body_add_constant_central_force">
|
||||
<return type="void" />
|
||||
<argument index="0" name="body" type="RID" />
|
||||
<argument index="1" name="force" type="Vector3" />
|
||||
<description>
|
||||
Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with [code]body_set_constant_force(body, Vector3(0, 0, 0))[/code].
|
||||
This is equivalent to using [method body_add_constant_force] at the body's center of mass.
|
||||
</description>
|
||||
</method>
|
||||
<method name="body_add_constant_force">
|
||||
<return type="void" />
|
||||
<argument index="0" name="body" type="RID" />
|
||||
<argument index="1" name="force" type="Vector3" />
|
||||
<argument index="2" name="position" type="Vector3" default="Vector3(0, 0, 0)" />
|
||||
<description>
|
||||
Adds a constant positioned force to the body that keeps being applied over time until cleared with [code]body_set_constant_force(body, Vector3(0, 0, 0))[/code].
|
||||
[code]position[/code] is the offset from the body origin in global coordinates.
|
||||
</description>
|
||||
</method>
|
||||
<method name="body_add_constant_torque">
|
||||
<return type="void" />
|
||||
<argument index="0" name="body" type="RID" />
|
||||
<argument index="1" name="torque" type="Vector3" />
|
||||
<description>
|
||||
Adds a constant rotational force without affecting position that keeps being applied over time until cleared with [code]body_set_constant_torque(body, Vector3(0, 0, 0))[/code].
|
||||
</description>
|
||||
</method>
|
||||
<method name="body_add_shape">
|
||||
@ -235,11 +247,13 @@
|
||||
Adds a shape to the body, along with a transform matrix. Shapes are usually referenced by their index, so you should track which shape has a given index.
|
||||
</description>
|
||||
</method>
|
||||
<method name="body_add_torque">
|
||||
<method name="body_apply_central_force">
|
||||
<return type="void" />
|
||||
<argument index="0" name="body" type="RID" />
|
||||
<argument index="1" name="torque" type="Vector3" />
|
||||
<argument index="1" name="force" type="Vector3" />
|
||||
<description>
|
||||
Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.
|
||||
This is equivalent to using [method body_apply_force] at the body's center of mass.
|
||||
</description>
|
||||
</method>
|
||||
<method name="body_apply_central_impulse">
|
||||
@ -247,6 +261,19 @@
|
||||
<argument index="0" name="body" type="RID" />
|
||||
<argument index="1" name="impulse" type="Vector3" />
|
||||
<description>
|
||||
Applies a directional impulse without affecting rotation.
|
||||
An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
|
||||
This is equivalent to using [method body_apply_impulse] at the body's center of mass.
|
||||
</description>
|
||||
</method>
|
||||
<method name="body_apply_force">
|
||||
<return type="void" />
|
||||
<argument index="0" name="body" type="RID" />
|
||||
<argument index="1" name="force" type="Vector3" />
|
||||
<argument index="2" name="position" type="Vector3" default="Vector3(0, 0, 0)" />
|
||||
<description>
|
||||
Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.
|
||||
[code]position[/code] is the offset from the body origin in global coordinates.
|
||||
</description>
|
||||
</method>
|
||||
<method name="body_apply_impulse">
|
||||
@ -255,7 +282,17 @@
|
||||
<argument index="1" name="impulse" type="Vector3" />
|
||||
<argument index="2" name="position" type="Vector3" default="Vector3(0, 0, 0)" />
|
||||
<description>
|
||||
Gives the body a push at a [code]position[/code] in the direction of the [code]impulse[/code].
|
||||
Applies a positioned impulse to the body.
|
||||
An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
|
||||
[code]position[/code] is the offset from the body origin in global coordinates.
|
||||
</description>
|
||||
</method>
|
||||
<method name="body_apply_torque">
|
||||
<return type="void" />
|
||||
<argument index="0" name="body" type="RID" />
|
||||
<argument index="1" name="torque" type="Vector3" />
|
||||
<description>
|
||||
Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
|
||||
</description>
|
||||
</method>
|
||||
<method name="body_apply_torque_impulse">
|
||||
@ -263,7 +300,8 @@
|
||||
<argument index="0" name="body" type="RID" />
|
||||
<argument index="1" name="impulse" type="Vector3" />
|
||||
<description>
|
||||
Gives the body a push to rotate it.
|
||||
Applies a rotational impulse to the body without affecting the position.
|
||||
An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
|
||||
</description>
|
||||
</method>
|
||||
<method name="body_attach_object_instance_id">
|
||||
@ -301,6 +339,22 @@
|
||||
-
|
||||
</description>
|
||||
</method>
|
||||
<method name="body_get_constant_force" qualifiers="const">
|
||||
<return type="Vector3" />
|
||||
<argument index="0" name="body" type="RID" />
|
||||
<description>
|
||||
Returns the body's total constant positional forces applied during each physics update.
|
||||
See [method body_add_constant_force] and [method body_add_constant_central_force].
|
||||
</description>
|
||||
</method>
|
||||
<method name="body_get_constant_torque" qualifiers="const">
|
||||
<return type="Vector3" />
|
||||
<argument index="0" name="body" type="RID" />
|
||||
<description>
|
||||
Returns the body's total constant rotational forces applied during each physics update.
|
||||
See [method body_add_constant_torque].
|
||||
</description>
|
||||
</method>
|
||||
<method name="body_get_direct_state">
|
||||
<return type="PhysicsDirectBodyState3D" />
|
||||
<argument index="0" name="body" type="RID" />
|
||||
@ -452,6 +506,24 @@
|
||||
Sets the physics layer or layers a body can collide with.
|
||||
</description>
|
||||
</method>
|
||||
<method name="body_set_constant_force">
|
||||
<return type="void" />
|
||||
<argument index="0" name="body" type="RID" />
|
||||
<argument index="1" name="force" type="Vector3" />
|
||||
<description>
|
||||
Sets the body's total constant positional forces applied during each physics update.
|
||||
See [method body_add_constant_force] and [method body_add_constant_central_force].
|
||||
</description>
|
||||
</method>
|
||||
<method name="body_set_constant_torque">
|
||||
<return type="void" />
|
||||
<argument index="0" name="body" type="RID" />
|
||||
<argument index="1" name="torque" type="Vector3" />
|
||||
<description>
|
||||
Sets the body's total constant rotational forces applied during each physics update.
|
||||
See [method body_add_constant_torque].
|
||||
</description>
|
||||
</method>
|
||||
<method name="body_set_enable_continuous_collision_detection">
|
||||
<return type="void" />
|
||||
<argument index="0" name="body" type="RID" />
|
||||
|
@ -22,26 +22,36 @@
|
||||
Allows you to read and safely modify the simulation state for the object. Use this instead of [method Node._physics_process] if you need to directly change the body's [code]position[/code] or other physics properties. By default, it works in addition to the usual physics behavior, but [member custom_integrator] allows you to disable the default behavior and write custom force integration for a body.
|
||||
</description>
|
||||
</method>
|
||||
<method name="add_central_force">
|
||||
<method name="add_constant_central_force">
|
||||
<return type="void" />
|
||||
<argument index="0" name="force" type="Vector2" />
|
||||
<description>
|
||||
Adds a constant directional force without affecting rotation.
|
||||
Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with [code]constant_force = Vector2(0, 0)[/code].
|
||||
This is equivalent to using [method add_constant_force] at the body's center of mass.
|
||||
</description>
|
||||
</method>
|
||||
<method name="add_force">
|
||||
<method name="add_constant_force">
|
||||
<return type="void" />
|
||||
<argument index="0" name="force" type="Vector2" />
|
||||
<argument index="1" name="position" type="Vector2" default="Vector2(0, 0)" />
|
||||
<description>
|
||||
Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.
|
||||
Adds a constant positioned force to the body that keeps being applied over time until cleared with [code]constant_force = Vector2(0, 0)[/code].
|
||||
[code]position[/code] is the offset from the body origin in global coordinates.
|
||||
</description>
|
||||
</method>
|
||||
<method name="add_torque">
|
||||
<method name="add_constant_torque">
|
||||
<return type="void" />
|
||||
<argument index="0" name="torque" type="float" />
|
||||
<description>
|
||||
Adds a constant rotational force.
|
||||
Adds a constant rotational force without affecting position that keeps being applied over time until cleared with [code]constant_torque = 0[/code].
|
||||
</description>
|
||||
</method>
|
||||
<method name="apply_central_force">
|
||||
<return type="void" />
|
||||
<argument index="0" name="force" type="Vector2" />
|
||||
<description>
|
||||
Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.
|
||||
This is equivalent to using [method apply_force] at the body's center of mass.
|
||||
</description>
|
||||
</method>
|
||||
<method name="apply_central_impulse">
|
||||
@ -49,6 +59,17 @@
|
||||
<argument index="0" name="impulse" type="Vector2" default="Vector2(0, 0)" />
|
||||
<description>
|
||||
Applies a directional impulse without affecting rotation.
|
||||
An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
|
||||
This is equivalent to using [method apply_impulse] at the body's center of mass.
|
||||
</description>
|
||||
</method>
|
||||
<method name="apply_force">
|
||||
<return type="void" />
|
||||
<argument index="0" name="force" type="Vector2" />
|
||||
<argument index="1" name="position" type="Vector2" default="Vector2(0, 0)" />
|
||||
<description>
|
||||
Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.
|
||||
[code]position[/code] is the offset from the body origin in global coordinates.
|
||||
</description>
|
||||
</method>
|
||||
<method name="apply_impulse">
|
||||
@ -56,14 +77,24 @@
|
||||
<argument index="0" name="impulse" type="Vector2" />
|
||||
<argument index="1" name="position" type="Vector2" default="Vector2(0, 0)" />
|
||||
<description>
|
||||
Applies a positioned impulse to the body. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason it should only be used when simulating one-time impacts (use the "_force" functions otherwise). The position uses the rotation of the global coordinate system, but is centered at the object's origin.
|
||||
Applies a positioned impulse to the body.
|
||||
An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
|
||||
[code]position[/code] is the offset from the body origin in global coordinates.
|
||||
</description>
|
||||
</method>
|
||||
<method name="apply_torque">
|
||||
<return type="void" />
|
||||
<argument index="0" name="torque" type="float" />
|
||||
<description>
|
||||
Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
|
||||
</description>
|
||||
</method>
|
||||
<method name="apply_torque_impulse">
|
||||
<return type="void" />
|
||||
<argument index="0" name="torque" type="float" />
|
||||
<description>
|
||||
Applies a rotational impulse to the body.
|
||||
Applies a rotational impulse to the body without affecting the position.
|
||||
An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
|
||||
</description>
|
||||
</method>
|
||||
<method name="get_colliding_bodies" qualifiers="const">
|
||||
@ -92,12 +123,6 @@
|
||||
<member name="angular_velocity" type="float" setter="set_angular_velocity" getter="get_angular_velocity" default="0.0">
|
||||
The body's rotational velocity.
|
||||
</member>
|
||||
<member name="applied_force" type="Vector2" setter="set_applied_force" getter="get_applied_force" default="Vector2(0, 0)">
|
||||
The body's total applied force.
|
||||
</member>
|
||||
<member name="applied_torque" type="float" setter="set_applied_torque" getter="get_applied_torque" default="0.0">
|
||||
The body's total applied torque.
|
||||
</member>
|
||||
<member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true">
|
||||
If [code]true[/code], the body can enter sleep mode when there is no movement. See [member sleeping].
|
||||
</member>
|
||||
@ -108,6 +133,14 @@
|
||||
<member name="center_of_mass_mode" type="int" setter="set_center_of_mass_mode" getter="get_center_of_mass_mode" enum="RigidDynamicBody2D.CenterOfMassMode" default="0">
|
||||
Defines the way the body's center of mass is set. See [enum CenterOfMassMode] for possible values.
|
||||
</member>
|
||||
<member name="constant_force" type="Vector2" setter="set_constant_force" getter="get_constant_force" default="Vector2(0, 0)">
|
||||
The body's total constant positional forces applied during each physics update.
|
||||
See [method add_constant_force] and [method add_constant_central_force].
|
||||
</member>
|
||||
<member name="constant_torque" type="float" setter="set_constant_torque" getter="get_constant_torque" default="0.0">
|
||||
The body's total constant rotational forces applied during each physics update.
|
||||
See [method add_constant_torque].
|
||||
</member>
|
||||
<member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" default="false">
|
||||
If [code]true[/code], the body will emit signals when it collides with another RigidDynamicBody2D. See also [member contacts_reported].
|
||||
</member>
|
||||
@ -159,7 +192,7 @@
|
||||
If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.
|
||||
</member>
|
||||
<member name="sleeping" type="bool" setter="set_sleeping" getter="is_sleeping" default="false">
|
||||
If [code]true[/code], the body will not move and will not calculate forces until woken up by another body through, for example, a collision, or by using the [method apply_impulse] or [method add_force] methods.
|
||||
If [code]true[/code], the body will not move and will not calculate forces until woken up by another body through, for example, a collision, or by using the [method apply_impulse] or [method apply_force] methods.
|
||||
</member>
|
||||
</members>
|
||||
<signals>
|
||||
|
@ -22,28 +22,36 @@
|
||||
Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default, it works in addition to the usual physics behavior, but the [member custom_integrator] property allows you to disable the default behavior and do fully custom force integration for a body.
|
||||
</description>
|
||||
</method>
|
||||
<method name="add_central_force">
|
||||
<method name="add_constant_central_force">
|
||||
<return type="void" />
|
||||
<argument index="0" name="force" type="Vector3" />
|
||||
<description>
|
||||
Adds a constant directional force (i.e. acceleration) without affecting rotation.
|
||||
This is equivalent to [code]add_force(force, Vector3(0,0,0))[/code].
|
||||
Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with [code]constant_force = Vector3(0, 0, 0)[/code].
|
||||
This is equivalent to using [method add_constant_force] at the body's center of mass.
|
||||
</description>
|
||||
</method>
|
||||
<method name="add_force">
|
||||
<method name="add_constant_force">
|
||||
<return type="void" />
|
||||
<argument index="0" name="force" type="Vector3" />
|
||||
<argument index="1" name="position" type="Vector3" default="Vector3(0, 0, 0)" />
|
||||
<description>
|
||||
Adds a constant directional force (i.e. acceleration).
|
||||
The position uses the rotation of the global coordinate system, but is centered at the object's origin.
|
||||
Adds a constant positioned force to the body that keeps being applied over time until cleared with [code]constant_force = Vector3(0, 0, 0)[/code].
|
||||
[code]position[/code] is the offset from the body origin in global coordinates.
|
||||
</description>
|
||||
</method>
|
||||
<method name="add_torque">
|
||||
<method name="add_constant_torque">
|
||||
<return type="void" />
|
||||
<argument index="0" name="torque" type="Vector3" />
|
||||
<description>
|
||||
Adds a constant rotational force (i.e. a motor) without affecting position.
|
||||
Adds a constant rotational force without affecting position that keeps being applied over time until cleared with [code]constant_torque = Vector3(0, 0, 0)[/code].
|
||||
</description>
|
||||
</method>
|
||||
<method name="apply_central_force">
|
||||
<return type="void" />
|
||||
<argument index="0" name="force" type="Vector3" />
|
||||
<description>
|
||||
Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.
|
||||
This is equivalent to using [method apply_force] at the body's center of mass.
|
||||
</description>
|
||||
</method>
|
||||
<method name="apply_central_impulse">
|
||||
@ -51,7 +59,17 @@
|
||||
<argument index="0" name="impulse" type="Vector3" />
|
||||
<description>
|
||||
Applies a directional impulse without affecting rotation.
|
||||
This is equivalent to [code]apply_impulse(Vector3(0,0,0), impulse)[/code].
|
||||
An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
|
||||
This is equivalent to using [method apply_impulse] at the body's center of mass.
|
||||
</description>
|
||||
</method>
|
||||
<method name="apply_force">
|
||||
<return type="void" />
|
||||
<argument index="0" name="force" type="Vector3" />
|
||||
<argument index="1" name="position" type="Vector3" default="Vector3(0, 0, 0)" />
|
||||
<description>
|
||||
Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.
|
||||
[code]position[/code] is the offset from the body origin in global coordinates.
|
||||
</description>
|
||||
</method>
|
||||
<method name="apply_impulse">
|
||||
@ -59,14 +77,24 @@
|
||||
<argument index="0" name="impulse" type="Vector3" />
|
||||
<argument index="1" name="position" type="Vector3" default="Vector3(0, 0, 0)" />
|
||||
<description>
|
||||
Applies a positioned impulse to the body. An impulse is time independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason it should only be used when simulating one-time impacts. The position uses the rotation of the global coordinate system, but is centered at the object's origin.
|
||||
Applies a positioned impulse to the body.
|
||||
An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
|
||||
[code]position[/code] is the offset from the body origin in global coordinates.
|
||||
</description>
|
||||
</method>
|
||||
<method name="apply_torque">
|
||||
<return type="void" />
|
||||
<argument index="0" name="torque" type="Vector3" />
|
||||
<description>
|
||||
Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
|
||||
</description>
|
||||
</method>
|
||||
<method name="apply_torque_impulse">
|
||||
<return type="void" />
|
||||
<argument index="0" name="impulse" type="Vector3" />
|
||||
<description>
|
||||
Applies a torque impulse which will be affected by the body mass and shape. This will rotate the body around the [code]impulse[/code] vector passed.
|
||||
Applies a rotational impulse to the body without affecting the position.
|
||||
An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
|
||||
</description>
|
||||
</method>
|
||||
<method name="get_colliding_bodies" qualifiers="const">
|
||||
@ -111,6 +139,14 @@
|
||||
<member name="center_of_mass_mode" type="int" setter="set_center_of_mass_mode" getter="get_center_of_mass_mode" enum="RigidDynamicBody3D.CenterOfMassMode" default="0">
|
||||
Defines the way the body's center of mass is set. See [enum CenterOfMassMode] for possible values.
|
||||
</member>
|
||||
<member name="constant_force" type="Vector3" setter="set_constant_force" getter="get_constant_force" default="Vector3(0, 0, 0)">
|
||||
The body's total constant positional forces applied during each physics update.
|
||||
See [method add_constant_force] and [method add_constant_central_force].
|
||||
</member>
|
||||
<member name="constant_torque" type="Vector3" setter="set_constant_torque" getter="get_constant_torque" default="Vector3(0, 0, 0)">
|
||||
The body's total constant rotational forces applied during each physics update.
|
||||
See [method add_constant_torque].
|
||||
</member>
|
||||
<member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" default="false">
|
||||
If [code]true[/code], the RigidDynamicBody3D will emit signals when it collides with another RigidDynamicBody3D. See also [member contacts_reported].
|
||||
</member>
|
||||
@ -162,7 +198,7 @@
|
||||
If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.
|
||||
</member>
|
||||
<member name="sleeping" type="bool" setter="set_sleeping" getter="is_sleeping" default="false">
|
||||
If [code]true[/code], the body will not move and will not calculate forces until woken up by another body through, for example, a collision, or by using the [method apply_impulse] or [method add_force] methods.
|
||||
If [code]true[/code], the body will not move and will not calculate forces until woken up by another body through, for example, a collision, or by using the [method apply_impulse] or [method apply_force] methods.
|
||||
</member>
|
||||
</members>
|
||||
<signals>
|
||||
|
@ -809,32 +809,44 @@ void RigidDynamicBody2D::apply_torque_impulse(real_t p_torque) {
|
||||
PhysicsServer2D::get_singleton()->body_apply_torque_impulse(get_rid(), p_torque);
|
||||
}
|
||||
|
||||
void RigidDynamicBody2D::set_applied_force(const Vector2 &p_force) {
|
||||
PhysicsServer2D::get_singleton()->body_set_applied_force(get_rid(), p_force);
|
||||
};
|
||||
|
||||
Vector2 RigidDynamicBody2D::get_applied_force() const {
|
||||
return PhysicsServer2D::get_singleton()->body_get_applied_force(get_rid());
|
||||
};
|
||||
|
||||
void RigidDynamicBody2D::set_applied_torque(const real_t p_torque) {
|
||||
PhysicsServer2D::get_singleton()->body_set_applied_torque(get_rid(), p_torque);
|
||||
};
|
||||
|
||||
real_t RigidDynamicBody2D::get_applied_torque() const {
|
||||
return PhysicsServer2D::get_singleton()->body_get_applied_torque(get_rid());
|
||||
};
|
||||
|
||||
void RigidDynamicBody2D::add_central_force(const Vector2 &p_force) {
|
||||
PhysicsServer2D::get_singleton()->body_add_central_force(get_rid(), p_force);
|
||||
void RigidDynamicBody2D::apply_central_force(const Vector2 &p_force) {
|
||||
PhysicsServer2D::get_singleton()->body_apply_central_force(get_rid(), p_force);
|
||||
}
|
||||
|
||||
void RigidDynamicBody2D::add_force(const Vector2 &p_force, const Vector2 &p_position) {
|
||||
PhysicsServer2D::get_singleton()->body_add_force(get_rid(), p_force, p_position);
|
||||
void RigidDynamicBody2D::apply_force(const Vector2 &p_force, const Vector2 &p_position) {
|
||||
PhysicsServer2D::get_singleton()->body_apply_force(get_rid(), p_force, p_position);
|
||||
}
|
||||
|
||||
void RigidDynamicBody2D::add_torque(const real_t p_torque) {
|
||||
PhysicsServer2D::get_singleton()->body_add_torque(get_rid(), p_torque);
|
||||
void RigidDynamicBody2D::apply_torque(real_t p_torque) {
|
||||
PhysicsServer2D::get_singleton()->body_apply_torque(get_rid(), p_torque);
|
||||
}
|
||||
|
||||
void RigidDynamicBody2D::add_constant_central_force(const Vector2 &p_force) {
|
||||
PhysicsServer2D::get_singleton()->body_add_constant_central_force(get_rid(), p_force);
|
||||
}
|
||||
|
||||
void RigidDynamicBody2D::add_constant_force(const Vector2 &p_force, const Vector2 &p_position) {
|
||||
PhysicsServer2D::get_singleton()->body_add_constant_force(get_rid(), p_force, p_position);
|
||||
}
|
||||
|
||||
void RigidDynamicBody2D::add_constant_torque(const real_t p_torque) {
|
||||
PhysicsServer2D::get_singleton()->body_add_constant_torque(get_rid(), p_torque);
|
||||
}
|
||||
|
||||
void RigidDynamicBody2D::set_constant_force(const Vector2 &p_force) {
|
||||
PhysicsServer2D::get_singleton()->body_set_constant_force(get_rid(), p_force);
|
||||
}
|
||||
|
||||
Vector2 RigidDynamicBody2D::get_constant_force() const {
|
||||
return PhysicsServer2D::get_singleton()->body_get_constant_force(get_rid());
|
||||
}
|
||||
|
||||
void RigidDynamicBody2D::set_constant_torque(real_t p_torque) {
|
||||
PhysicsServer2D::get_singleton()->body_set_constant_torque(get_rid(), p_torque);
|
||||
}
|
||||
|
||||
real_t RigidDynamicBody2D::get_constant_torque() const {
|
||||
return PhysicsServer2D::get_singleton()->body_get_constant_torque(get_rid());
|
||||
}
|
||||
|
||||
void RigidDynamicBody2D::set_continuous_collision_detection_mode(CCDMode p_mode) {
|
||||
@ -979,15 +991,19 @@ void RigidDynamicBody2D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &RigidDynamicBody2D::apply_impulse, Vector2());
|
||||
ClassDB::bind_method(D_METHOD("apply_torque_impulse", "torque"), &RigidDynamicBody2D::apply_torque_impulse);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_applied_force", "force"), &RigidDynamicBody2D::set_applied_force);
|
||||
ClassDB::bind_method(D_METHOD("get_applied_force"), &RigidDynamicBody2D::get_applied_force);
|
||||
ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &RigidDynamicBody2D::apply_central_force);
|
||||
ClassDB::bind_method(D_METHOD("apply_force", "force", "position"), &RigidDynamicBody2D::apply_force, Vector2());
|
||||
ClassDB::bind_method(D_METHOD("apply_torque", "torque"), &RigidDynamicBody2D::apply_torque);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_applied_torque", "torque"), &RigidDynamicBody2D::set_applied_torque);
|
||||
ClassDB::bind_method(D_METHOD("get_applied_torque"), &RigidDynamicBody2D::get_applied_torque);
|
||||
ClassDB::bind_method(D_METHOD("add_constant_central_force", "force"), &RigidDynamicBody2D::add_constant_central_force);
|
||||
ClassDB::bind_method(D_METHOD("add_constant_force", "force", "position"), &RigidDynamicBody2D::add_constant_force, Vector2());
|
||||
ClassDB::bind_method(D_METHOD("add_constant_torque", "torque"), &RigidDynamicBody2D::add_constant_torque);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("add_central_force", "force"), &RigidDynamicBody2D::add_central_force);
|
||||
ClassDB::bind_method(D_METHOD("add_force", "force", "position"), &RigidDynamicBody2D::add_force, Vector2());
|
||||
ClassDB::bind_method(D_METHOD("add_torque", "torque"), &RigidDynamicBody2D::add_torque);
|
||||
ClassDB::bind_method(D_METHOD("set_constant_force", "force"), &RigidDynamicBody2D::set_constant_force);
|
||||
ClassDB::bind_method(D_METHOD("get_constant_force"), &RigidDynamicBody2D::get_constant_force);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_constant_torque", "torque"), &RigidDynamicBody2D::set_constant_torque);
|
||||
ClassDB::bind_method(D_METHOD("get_constant_torque"), &RigidDynamicBody2D::get_constant_torque);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidDynamicBody2D::set_sleeping);
|
||||
ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidDynamicBody2D::is_sleeping);
|
||||
@ -1032,9 +1048,9 @@ void RigidDynamicBody2D::_bind_methods() {
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_velocity"), "set_angular_velocity", "get_angular_velocity");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "angular_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_angular_damp_mode", "get_angular_damp_mode");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp");
|
||||
ADD_GROUP("Applied Forces", "applied_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "applied_force"), "set_applied_force", "get_applied_force");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "applied_torque"), "set_applied_torque", "get_applied_torque");
|
||||
ADD_GROUP("Constant Forces", "constant_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant_force"), "set_constant_force", "get_constant_force");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant_torque"), "set_constant_torque", "get_constant_torque");
|
||||
|
||||
ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index")));
|
||||
ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index")));
|
||||
|
@ -292,15 +292,19 @@ public:
|
||||
void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2());
|
||||
void apply_torque_impulse(real_t p_torque);
|
||||
|
||||
void set_applied_force(const Vector2 &p_force);
|
||||
Vector2 get_applied_force() const;
|
||||
void apply_central_force(const Vector2 &p_force);
|
||||
void apply_force(const Vector2 &p_force, const Vector2 &p_position = Vector2());
|
||||
void apply_torque(real_t p_torque);
|
||||
|
||||
void set_applied_torque(const real_t p_torque);
|
||||
real_t get_applied_torque() const;
|
||||
void add_constant_central_force(const Vector2 &p_force);
|
||||
void add_constant_force(const Vector2 &p_force, const Vector2 &p_position = Vector2());
|
||||
void add_constant_torque(real_t p_torque);
|
||||
|
||||
void add_central_force(const Vector2 &p_force);
|
||||
void add_force(const Vector2 &p_force, const Vector2 &p_position = Vector2());
|
||||
void add_torque(real_t p_torque);
|
||||
void set_constant_force(const Vector2 &p_force);
|
||||
Vector2 get_constant_force() const;
|
||||
|
||||
void set_constant_torque(real_t p_torque);
|
||||
real_t get_constant_torque() const;
|
||||
|
||||
TypedArray<Node2D> get_colliding_bodies() const; //function for script
|
||||
|
||||
|
@ -875,19 +875,6 @@ int RigidDynamicBody3D::get_max_contacts_reported() const {
|
||||
return max_contacts_reported;
|
||||
}
|
||||
|
||||
void RigidDynamicBody3D::add_central_force(const Vector3 &p_force) {
|
||||
PhysicsServer3D::get_singleton()->body_add_central_force(get_rid(), p_force);
|
||||
}
|
||||
|
||||
void RigidDynamicBody3D::add_force(const Vector3 &p_force, const Vector3 &p_position) {
|
||||
PhysicsServer3D *singleton = PhysicsServer3D::get_singleton();
|
||||
singleton->body_add_force(get_rid(), p_force, p_position);
|
||||
}
|
||||
|
||||
void RigidDynamicBody3D::add_torque(const Vector3 &p_torque) {
|
||||
PhysicsServer3D::get_singleton()->body_add_torque(get_rid(), p_torque);
|
||||
}
|
||||
|
||||
void RigidDynamicBody3D::apply_central_impulse(const Vector3 &p_impulse) {
|
||||
PhysicsServer3D::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse);
|
||||
}
|
||||
@ -901,6 +888,48 @@ void RigidDynamicBody3D::apply_torque_impulse(const Vector3 &p_impulse) {
|
||||
PhysicsServer3D::get_singleton()->body_apply_torque_impulse(get_rid(), p_impulse);
|
||||
}
|
||||
|
||||
void RigidDynamicBody3D::apply_central_force(const Vector3 &p_force) {
|
||||
PhysicsServer3D::get_singleton()->body_apply_central_force(get_rid(), p_force);
|
||||
}
|
||||
|
||||
void RigidDynamicBody3D::apply_force(const Vector3 &p_force, const Vector3 &p_position) {
|
||||
PhysicsServer3D *singleton = PhysicsServer3D::get_singleton();
|
||||
singleton->body_apply_force(get_rid(), p_force, p_position);
|
||||
}
|
||||
|
||||
void RigidDynamicBody3D::apply_torque(const Vector3 &p_torque) {
|
||||
PhysicsServer3D::get_singleton()->body_apply_torque(get_rid(), p_torque);
|
||||
}
|
||||
|
||||
void RigidDynamicBody3D::add_constant_central_force(const Vector3 &p_force) {
|
||||
PhysicsServer3D::get_singleton()->body_add_constant_central_force(get_rid(), p_force);
|
||||
}
|
||||
|
||||
void RigidDynamicBody3D::add_constant_force(const Vector3 &p_force, const Vector3 &p_position) {
|
||||
PhysicsServer3D *singleton = PhysicsServer3D::get_singleton();
|
||||
singleton->body_add_constant_force(get_rid(), p_force, p_position);
|
||||
}
|
||||
|
||||
void RigidDynamicBody3D::add_constant_torque(const Vector3 &p_torque) {
|
||||
PhysicsServer3D::get_singleton()->body_add_constant_torque(get_rid(), p_torque);
|
||||
}
|
||||
|
||||
void RigidDynamicBody3D::set_constant_force(const Vector3 &p_force) {
|
||||
PhysicsServer3D::get_singleton()->body_set_constant_force(get_rid(), p_force);
|
||||
}
|
||||
|
||||
Vector3 RigidDynamicBody3D::get_constant_force() const {
|
||||
return PhysicsServer3D::get_singleton()->body_get_constant_force(get_rid());
|
||||
}
|
||||
|
||||
void RigidDynamicBody3D::set_constant_torque(const Vector3 &p_torque) {
|
||||
PhysicsServer3D::get_singleton()->body_set_constant_torque(get_rid(), p_torque);
|
||||
}
|
||||
|
||||
Vector3 RigidDynamicBody3D::get_constant_torque() const {
|
||||
return PhysicsServer3D::get_singleton()->body_get_constant_torque(get_rid());
|
||||
}
|
||||
|
||||
void RigidDynamicBody3D::set_use_continuous_collision_detection(bool p_enable) {
|
||||
ccd = p_enable;
|
||||
PhysicsServer3D::get_singleton()->body_set_enable_continuous_collision_detection(get_rid(), p_enable);
|
||||
@ -1024,14 +1053,24 @@ void RigidDynamicBody3D::_bind_methods() {
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidDynamicBody3D::set_axis_velocity);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("add_central_force", "force"), &RigidDynamicBody3D::add_central_force);
|
||||
ClassDB::bind_method(D_METHOD("add_force", "force", "position"), &RigidDynamicBody3D::add_force, Vector3());
|
||||
ClassDB::bind_method(D_METHOD("add_torque", "torque"), &RigidDynamicBody3D::add_torque);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &RigidDynamicBody3D::apply_central_impulse);
|
||||
ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &RigidDynamicBody3D::apply_impulse, Vector3());
|
||||
ClassDB::bind_method(D_METHOD("apply_torque_impulse", "impulse"), &RigidDynamicBody3D::apply_torque_impulse);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &RigidDynamicBody3D::apply_central_force);
|
||||
ClassDB::bind_method(D_METHOD("apply_force", "force", "position"), &RigidDynamicBody3D::apply_force, Vector3());
|
||||
ClassDB::bind_method(D_METHOD("apply_torque", "torque"), &RigidDynamicBody3D::apply_torque);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("add_constant_central_force", "force"), &RigidDynamicBody3D::add_constant_central_force);
|
||||
ClassDB::bind_method(D_METHOD("add_constant_force", "force", "position"), &RigidDynamicBody3D::add_constant_force, Vector3());
|
||||
ClassDB::bind_method(D_METHOD("add_constant_torque", "torque"), &RigidDynamicBody3D::add_constant_torque);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_constant_force", "force"), &RigidDynamicBody3D::set_constant_force);
|
||||
ClassDB::bind_method(D_METHOD("get_constant_force"), &RigidDynamicBody3D::get_constant_force);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_constant_torque", "torque"), &RigidDynamicBody3D::set_constant_torque);
|
||||
ClassDB::bind_method(D_METHOD("get_constant_torque"), &RigidDynamicBody3D::get_constant_torque);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidDynamicBody3D::set_sleeping);
|
||||
ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidDynamicBody3D::is_sleeping);
|
||||
|
||||
@ -1075,6 +1114,9 @@ void RigidDynamicBody3D::_bind_methods() {
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "angular_velocity"), "set_angular_velocity", "get_angular_velocity");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "angular_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_angular_damp_mode", "get_angular_damp_mode");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp");
|
||||
ADD_GROUP("Constant Forces", "constant_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_force"), "set_constant_force", "get_constant_force");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_torque"), "set_constant_torque", "get_constant_torque");
|
||||
|
||||
ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index")));
|
||||
ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index")));
|
||||
|
@ -306,14 +306,24 @@ public:
|
||||
|
||||
Array get_colliding_bodies() const;
|
||||
|
||||
void add_central_force(const Vector3 &p_force);
|
||||
void add_force(const Vector3 &p_force, const Vector3 &p_position = Vector3());
|
||||
void add_torque(const Vector3 &p_torque);
|
||||
|
||||
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 TypedArray<String> get_configuration_warnings() const override;
|
||||
|
||||
RigidDynamicBody3D();
|
||||
|
@ -569,9 +569,8 @@ void GodotBody2D::integrate_forces(real_t p_step) {
|
||||
if (!omit_force_integration) {
|
||||
//overridden by direct state query
|
||||
|
||||
Vector2 force = gravity * mass;
|
||||
force += applied_force;
|
||||
real_t torque = applied_torque;
|
||||
Vector2 force = gravity * mass + applied_force + constant_force;
|
||||
real_t torque = applied_torque + constant_torque;
|
||||
|
||||
real_t damp = 1.0 - p_step * total_linear_damp;
|
||||
|
||||
@ -598,7 +597,10 @@ void GodotBody2D::integrate_forces(real_t p_step) {
|
||||
}
|
||||
}
|
||||
|
||||
biased_angular_velocity = 0;
|
||||
applied_force = Vector2();
|
||||
applied_torque = 0.0;
|
||||
|
||||
biased_angular_velocity = 0.0;
|
||||
biased_linear_velocity = Vector2();
|
||||
|
||||
if (do_motion) { //shapes temporarily extend for raycast
|
||||
|
@ -89,6 +89,9 @@ class GodotBody2D : public GodotCollisionObject2D {
|
||||
Vector2 applied_force;
|
||||
real_t applied_torque = 0.0;
|
||||
|
||||
Vector2 constant_force;
|
||||
real_t constant_torque = 0.0;
|
||||
|
||||
SelfList<GodotBody2D> active_list;
|
||||
SelfList<GodotBody2D> mass_properties_update_list;
|
||||
SelfList<GodotBody2D> direct_state_query_list;
|
||||
@ -245,6 +248,38 @@ public:
|
||||
}
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ void apply_central_force(const Vector2 &p_force) {
|
||||
applied_force += p_force;
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ void apply_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) {
|
||||
applied_force += p_force;
|
||||
applied_torque += (p_position - center_of_mass).cross(p_force);
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ void apply_torque(real_t p_torque) {
|
||||
applied_torque += p_torque;
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ void add_constant_central_force(const Vector2 &p_force) {
|
||||
constant_force += p_force;
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ void add_constant_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) {
|
||||
constant_force += p_force;
|
||||
constant_torque += (p_position - center_of_mass).cross(p_force);
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ void add_constant_torque(real_t p_torque) {
|
||||
constant_torque += p_torque;
|
||||
}
|
||||
|
||||
void set_constant_force(const Vector2 &p_force) { constant_force = p_force; }
|
||||
Vector2 get_constant_force() const { return constant_force; }
|
||||
|
||||
void set_constant_torque(real_t p_torque) { constant_torque = p_torque; }
|
||||
real_t get_constant_torque() const { return constant_torque; }
|
||||
|
||||
void set_active(bool p_active);
|
||||
_FORCE_INLINE_ bool is_active() const { return active; }
|
||||
|
||||
@ -264,25 +299,6 @@ public:
|
||||
void set_state(PhysicsServer2D::BodyState p_state, const Variant &p_variant);
|
||||
Variant get_state(PhysicsServer2D::BodyState p_state) const;
|
||||
|
||||
void set_applied_force(const Vector2 &p_force) { applied_force = p_force; }
|
||||
Vector2 get_applied_force() const { return applied_force; }
|
||||
|
||||
void set_applied_torque(real_t p_torque) { applied_torque = p_torque; }
|
||||
real_t get_applied_torque() const { return applied_torque; }
|
||||
|
||||
_FORCE_INLINE_ void add_central_force(const Vector2 &p_force) {
|
||||
applied_force += p_force;
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ void add_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) {
|
||||
applied_force += p_force;
|
||||
applied_torque += (p_position - center_of_mass).cross(p_force);
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ void add_torque(real_t p_torque) {
|
||||
applied_torque += p_torque;
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ void set_continuous_collision_detection_mode(PhysicsServer2D::CCDMode p_mode) { continuous_cd_mode = p_mode; }
|
||||
_FORCE_INLINE_ PhysicsServer2D::CCDMode get_continuous_collision_detection_mode() const { return continuous_cd_mode; }
|
||||
|
||||
|
@ -92,21 +92,6 @@ Vector2 GodotPhysicsDirectBodyState2D::get_velocity_at_local_position(const Vect
|
||||
return body->get_velocity_in_local_point(p_position);
|
||||
}
|
||||
|
||||
void GodotPhysicsDirectBodyState2D::add_central_force(const Vector2 &p_force) {
|
||||
body->wakeup();
|
||||
body->add_central_force(p_force);
|
||||
}
|
||||
|
||||
void GodotPhysicsDirectBodyState2D::add_force(const Vector2 &p_force, const Vector2 &p_position) {
|
||||
body->wakeup();
|
||||
body->add_force(p_force, p_position);
|
||||
}
|
||||
|
||||
void GodotPhysicsDirectBodyState2D::add_torque(real_t p_torque) {
|
||||
body->wakeup();
|
||||
body->add_torque(p_torque);
|
||||
}
|
||||
|
||||
void GodotPhysicsDirectBodyState2D::apply_central_impulse(const Vector2 &p_impulse) {
|
||||
body->wakeup();
|
||||
body->apply_central_impulse(p_impulse);
|
||||
@ -122,6 +107,58 @@ void GodotPhysicsDirectBodyState2D::apply_torque_impulse(real_t p_torque) {
|
||||
body->apply_torque_impulse(p_torque);
|
||||
}
|
||||
|
||||
void GodotPhysicsDirectBodyState2D::apply_central_force(const Vector2 &p_force) {
|
||||
body->wakeup();
|
||||
body->apply_central_force(p_force);
|
||||
}
|
||||
|
||||
void GodotPhysicsDirectBodyState2D::apply_force(const Vector2 &p_force, const Vector2 &p_position) {
|
||||
body->wakeup();
|
||||
body->apply_force(p_force, p_position);
|
||||
}
|
||||
|
||||
void GodotPhysicsDirectBodyState2D::apply_torque(real_t p_torque) {
|
||||
body->wakeup();
|
||||
body->apply_torque(p_torque);
|
||||
}
|
||||
|
||||
void GodotPhysicsDirectBodyState2D::add_constant_central_force(const Vector2 &p_force) {
|
||||
body->wakeup();
|
||||
body->add_constant_central_force(p_force);
|
||||
}
|
||||
|
||||
void GodotPhysicsDirectBodyState2D::add_constant_force(const Vector2 &p_force, const Vector2 &p_position) {
|
||||
body->wakeup();
|
||||
body->add_constant_force(p_force, p_position);
|
||||
}
|
||||
|
||||
void GodotPhysicsDirectBodyState2D::add_constant_torque(real_t p_torque) {
|
||||
body->wakeup();
|
||||
body->add_constant_torque(p_torque);
|
||||
}
|
||||
|
||||
void GodotPhysicsDirectBodyState2D::set_constant_force(const Vector2 &p_force) {
|
||||
if (!p_force.is_equal_approx(Vector2())) {
|
||||
body->wakeup();
|
||||
}
|
||||
body->set_constant_force(p_force);
|
||||
}
|
||||
|
||||
Vector2 GodotPhysicsDirectBodyState2D::get_constant_force() const {
|
||||
return body->get_constant_force();
|
||||
}
|
||||
|
||||
void GodotPhysicsDirectBodyState2D::set_constant_torque(real_t p_torque) {
|
||||
if (!Math::is_zero_approx(p_torque)) {
|
||||
body->wakeup();
|
||||
}
|
||||
body->set_constant_torque(p_torque);
|
||||
}
|
||||
|
||||
real_t GodotPhysicsDirectBodyState2D::get_constant_torque() const {
|
||||
return body->get_constant_torque();
|
||||
}
|
||||
|
||||
void GodotPhysicsDirectBodyState2D::set_sleep_state(bool p_enable) {
|
||||
body->set_active(!p_enable);
|
||||
}
|
||||
|
@ -61,13 +61,24 @@ public:
|
||||
|
||||
virtual Vector2 get_velocity_at_local_position(const Vector2 &p_position) const override;
|
||||
|
||||
virtual void add_central_force(const Vector2 &p_force) override;
|
||||
virtual void add_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) override;
|
||||
virtual void add_torque(real_t p_torque) override;
|
||||
virtual void apply_central_impulse(const Vector2 &p_impulse) override;
|
||||
virtual void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) override;
|
||||
virtual void apply_torque_impulse(real_t p_torque) override;
|
||||
|
||||
virtual void apply_central_force(const Vector2 &p_force) override;
|
||||
virtual void apply_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) override;
|
||||
virtual void apply_torque(real_t p_torque) override;
|
||||
|
||||
virtual void add_constant_central_force(const Vector2 &p_force) override;
|
||||
virtual void add_constant_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) override;
|
||||
virtual void add_constant_torque(real_t p_torque) override;
|
||||
|
||||
virtual void set_constant_force(const Vector2 &p_force) override;
|
||||
virtual Vector2 get_constant_force() const override;
|
||||
|
||||
virtual void set_constant_torque(real_t p_torque) override;
|
||||
virtual real_t get_constant_torque() const override;
|
||||
|
||||
virtual void set_sleep_state(bool p_enable) override;
|
||||
virtual bool is_sleeping() const override;
|
||||
|
||||
|
@ -669,68 +669,68 @@ void GodotPhysicsServer2D::body_attach_object_instance_id(RID p_body, ObjectID p
|
||||
ERR_FAIL_COND(!body);
|
||||
|
||||
body->set_instance_id(p_id);
|
||||
};
|
||||
}
|
||||
|
||||
ObjectID GodotPhysicsServer2D::body_get_object_instance_id(RID p_body) const {
|
||||
GodotBody2D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND_V(!body, ObjectID());
|
||||
|
||||
return body->get_instance_id();
|
||||
};
|
||||
}
|
||||
|
||||
void GodotPhysicsServer2D::body_attach_canvas_instance_id(RID p_body, ObjectID p_id) {
|
||||
GodotBody2D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND(!body);
|
||||
|
||||
body->set_canvas_instance_id(p_id);
|
||||
};
|
||||
}
|
||||
|
||||
ObjectID GodotPhysicsServer2D::body_get_canvas_instance_id(RID p_body) const {
|
||||
GodotBody2D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND_V(!body, ObjectID());
|
||||
|
||||
return body->get_canvas_instance_id();
|
||||
};
|
||||
}
|
||||
|
||||
void GodotPhysicsServer2D::body_set_collision_layer(RID p_body, uint32_t p_layer) {
|
||||
GodotBody2D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND(!body);
|
||||
body->set_collision_layer(p_layer);
|
||||
};
|
||||
}
|
||||
|
||||
uint32_t GodotPhysicsServer2D::body_get_collision_layer(RID p_body) const {
|
||||
GodotBody2D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND_V(!body, 0);
|
||||
|
||||
return body->get_collision_layer();
|
||||
};
|
||||
}
|
||||
|
||||
void GodotPhysicsServer2D::body_set_collision_mask(RID p_body, uint32_t p_mask) {
|
||||
GodotBody2D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND(!body);
|
||||
body->set_collision_mask(p_mask);
|
||||
};
|
||||
}
|
||||
|
||||
uint32_t GodotPhysicsServer2D::body_get_collision_mask(RID p_body) const {
|
||||
GodotBody2D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND_V(!body, 0);
|
||||
|
||||
return body->get_collision_mask();
|
||||
};
|
||||
}
|
||||
|
||||
void GodotPhysicsServer2D::body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) {
|
||||
GodotBody2D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND(!body);
|
||||
|
||||
body->set_param(p_param, p_value);
|
||||
};
|
||||
}
|
||||
|
||||
Variant GodotPhysicsServer2D::body_get_param(RID p_body, BodyParameter p_param) const {
|
||||
GodotBody2D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND_V(!body, 0);
|
||||
|
||||
return body->get_param(p_param);
|
||||
};
|
||||
}
|
||||
|
||||
void GodotPhysicsServer2D::body_reset_mass_properties(RID p_body) {
|
||||
GodotBody2D *body = body_owner.get_or_null(p_body);
|
||||
@ -744,43 +744,14 @@ void GodotPhysicsServer2D::body_set_state(RID p_body, BodyState p_state, const V
|
||||
ERR_FAIL_COND(!body);
|
||||
|
||||
body->set_state(p_state, p_variant);
|
||||
};
|
||||
}
|
||||
|
||||
Variant GodotPhysicsServer2D::body_get_state(RID p_body, BodyState p_state) const {
|
||||
GodotBody2D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND_V(!body, Variant());
|
||||
|
||||
return body->get_state(p_state);
|
||||
};
|
||||
|
||||
void GodotPhysicsServer2D::body_set_applied_force(RID p_body, const Vector2 &p_force) {
|
||||
GodotBody2D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND(!body);
|
||||
|
||||
body->set_applied_force(p_force);
|
||||
body->wakeup();
|
||||
};
|
||||
|
||||
Vector2 GodotPhysicsServer2D::body_get_applied_force(RID p_body) const {
|
||||
GodotBody2D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND_V(!body, Vector2());
|
||||
return body->get_applied_force();
|
||||
};
|
||||
|
||||
void GodotPhysicsServer2D::body_set_applied_torque(RID p_body, real_t p_torque) {
|
||||
GodotBody2D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND(!body);
|
||||
|
||||
body->set_applied_torque(p_torque);
|
||||
body->wakeup();
|
||||
};
|
||||
|
||||
real_t GodotPhysicsServer2D::body_get_applied_torque(RID p_body) const {
|
||||
GodotBody2D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND_V(!body, 0);
|
||||
|
||||
return body->get_applied_torque();
|
||||
};
|
||||
}
|
||||
|
||||
void GodotPhysicsServer2D::body_apply_central_impulse(RID p_body, const Vector2 &p_impulse) {
|
||||
GodotBody2D *body = body_owner.get_or_null(p_body);
|
||||
@ -808,31 +779,88 @@ void GodotPhysicsServer2D::body_apply_impulse(RID p_body, const Vector2 &p_impul
|
||||
|
||||
body->apply_impulse(p_impulse, p_position);
|
||||
body->wakeup();
|
||||
};
|
||||
}
|
||||
|
||||
void GodotPhysicsServer2D::body_add_central_force(RID p_body, const Vector2 &p_force) {
|
||||
void GodotPhysicsServer2D::body_apply_central_force(RID p_body, const Vector2 &p_force) {
|
||||
GodotBody2D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND(!body);
|
||||
|
||||
body->add_central_force(p_force);
|
||||
body->apply_central_force(p_force);
|
||||
body->wakeup();
|
||||
};
|
||||
}
|
||||
|
||||
void GodotPhysicsServer2D::body_add_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position) {
|
||||
void GodotPhysicsServer2D::body_apply_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position) {
|
||||
GodotBody2D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND(!body);
|
||||
|
||||
body->add_force(p_force, p_position);
|
||||
body->apply_force(p_force, p_position);
|
||||
body->wakeup();
|
||||
};
|
||||
}
|
||||
|
||||
void GodotPhysicsServer2D::body_add_torque(RID p_body, real_t p_torque) {
|
||||
void GodotPhysicsServer2D::body_apply_torque(RID p_body, real_t p_torque) {
|
||||
GodotBody2D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND(!body);
|
||||
|
||||
body->add_torque(p_torque);
|
||||
body->apply_torque(p_torque);
|
||||
body->wakeup();
|
||||
};
|
||||
}
|
||||
|
||||
void GodotPhysicsServer2D::body_add_constant_central_force(RID p_body, const Vector2 &p_force) {
|
||||
GodotBody2D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND(!body);
|
||||
|
||||
body->add_constant_central_force(p_force);
|
||||
body->wakeup();
|
||||
}
|
||||
|
||||
void GodotPhysicsServer2D::body_add_constant_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position) {
|
||||
GodotBody2D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND(!body);
|
||||
|
||||
body->add_constant_force(p_force, p_position);
|
||||
body->wakeup();
|
||||
}
|
||||
|
||||
void GodotPhysicsServer2D::body_add_constant_torque(RID p_body, real_t p_torque) {
|
||||
GodotBody2D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND(!body);
|
||||
|
||||
body->add_constant_torque(p_torque);
|
||||
body->wakeup();
|
||||
}
|
||||
|
||||
void GodotPhysicsServer2D::body_set_constant_force(RID p_body, const Vector2 &p_force) {
|
||||
GodotBody2D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND(!body);
|
||||
|
||||
body->set_constant_force(p_force);
|
||||
if (!p_force.is_equal_approx(Vector2())) {
|
||||
body->wakeup();
|
||||
}
|
||||
}
|
||||
|
||||
Vector2 GodotPhysicsServer2D::body_get_constant_force(RID p_body) const {
|
||||
GodotBody2D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND_V(!body, Vector2());
|
||||
return body->get_constant_force();
|
||||
}
|
||||
|
||||
void GodotPhysicsServer2D::body_set_constant_torque(RID p_body, real_t p_torque) {
|
||||
GodotBody2D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND(!body);
|
||||
|
||||
body->set_constant_torque(p_torque);
|
||||
if (!Math::is_zero_approx(p_torque)) {
|
||||
body->wakeup();
|
||||
}
|
||||
}
|
||||
|
||||
real_t GodotPhysicsServer2D::body_get_constant_torque(RID p_body) const {
|
||||
GodotBody2D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND_V(!body, 0);
|
||||
|
||||
return body->get_constant_torque();
|
||||
}
|
||||
|
||||
void GodotPhysicsServer2D::body_set_axis_velocity(RID p_body, const Vector2 &p_axis_velocity) {
|
||||
GodotBody2D *body = body_owner.get_or_null(p_body);
|
||||
|
@ -207,19 +207,24 @@ public:
|
||||
virtual void body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) override;
|
||||
virtual Variant body_get_state(RID p_body, BodyState p_state) const override;
|
||||
|
||||
virtual void body_set_applied_force(RID p_body, const Vector2 &p_force) override;
|
||||
virtual Vector2 body_get_applied_force(RID p_body) const override;
|
||||
|
||||
virtual void body_set_applied_torque(RID p_body, real_t p_torque) override;
|
||||
virtual real_t body_get_applied_torque(RID p_body) const override;
|
||||
|
||||
virtual void body_add_central_force(RID p_body, const Vector2 &p_force) override;
|
||||
virtual void body_add_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position = Vector2()) override;
|
||||
virtual void body_add_torque(RID p_body, real_t p_torque) override;
|
||||
|
||||
virtual void body_apply_central_impulse(RID p_body, const Vector2 &p_impulse) override;
|
||||
virtual void body_apply_torque_impulse(RID p_body, real_t p_torque) override;
|
||||
virtual void body_apply_impulse(RID p_body, const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) override;
|
||||
|
||||
virtual void body_apply_central_force(RID p_body, const Vector2 &p_force) override;
|
||||
virtual void body_apply_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position = Vector2()) override;
|
||||
virtual void body_apply_torque(RID p_body, real_t p_torque) override;
|
||||
|
||||
virtual void body_add_constant_central_force(RID p_body, const Vector2 &p_force) override;
|
||||
virtual void body_add_constant_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position = Vector2()) override;
|
||||
virtual void body_add_constant_torque(RID p_body, real_t p_torque) override;
|
||||
|
||||
virtual void body_set_constant_force(RID p_body, const Vector2 &p_force) override;
|
||||
virtual Vector2 body_get_constant_force(RID p_body) const override;
|
||||
|
||||
virtual void body_set_constant_torque(RID p_body, real_t p_torque) override;
|
||||
virtual real_t body_get_constant_torque(RID p_body) const override;
|
||||
|
||||
virtual void body_set_axis_velocity(RID p_body, const Vector2 &p_axis_velocity) override;
|
||||
|
||||
virtual void body_add_collision_exception(RID p_body, RID p_body_b) override;
|
||||
|
@ -628,9 +628,8 @@ void GodotBody3D::integrate_forces(real_t p_step) {
|
||||
if (!omit_force_integration) {
|
||||
//overridden by direct state query
|
||||
|
||||
Vector3 force = gravity * mass;
|
||||
force += applied_force;
|
||||
Vector3 torque = applied_torque;
|
||||
Vector3 force = gravity * mass + applied_force + constant_force;
|
||||
Vector3 torque = applied_torque + constant_torque;
|
||||
|
||||
real_t damp = 1.0 - p_step * total_linear_damp;
|
||||
|
||||
|
@ -93,6 +93,9 @@ class GodotBody3D : public GodotCollisionObject3D {
|
||||
Vector3 applied_force;
|
||||
Vector3 applied_torque;
|
||||
|
||||
Vector3 constant_force;
|
||||
Vector3 constant_torque;
|
||||
|
||||
SelfList<GodotBody3D> active_list;
|
||||
SelfList<GodotBody3D> mass_properties_update_list;
|
||||
SelfList<GodotBody3D> direct_state_query_list;
|
||||
@ -244,19 +247,38 @@ public:
|
||||
biased_angular_velocity += _inv_inertia_tensor.xform(p_impulse);
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ void add_central_force(const Vector3 &p_force) {
|
||||
_FORCE_INLINE_ void apply_central_force(const Vector3 &p_force) {
|
||||
applied_force += p_force;
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ void add_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) {
|
||||
_FORCE_INLINE_ void apply_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) {
|
||||
applied_force += p_force;
|
||||
applied_torque += (p_position - center_of_mass).cross(p_force);
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ void add_torque(const Vector3 &p_torque) {
|
||||
_FORCE_INLINE_ void apply_torque(const Vector3 &p_torque) {
|
||||
applied_torque += p_torque;
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ void add_constant_central_force(const Vector3 &p_force) {
|
||||
constant_force += p_force;
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ void add_constant_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) {
|
||||
constant_force += p_force;
|
||||
constant_torque += (p_position - center_of_mass).cross(p_force);
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ void add_constant_torque(const Vector3 &p_torque) {
|
||||
constant_torque += p_torque;
|
||||
}
|
||||
|
||||
void set_constant_force(const Vector3 &p_force) { constant_force = p_force; }
|
||||
Vector3 get_constant_force() const { return constant_force; }
|
||||
|
||||
void set_constant_torque(const Vector3 &p_torque) { constant_torque = p_torque; }
|
||||
Vector3 get_constant_torque() const { return constant_torque; }
|
||||
|
||||
void set_active(bool p_active);
|
||||
_FORCE_INLINE_ bool is_active() const { return active; }
|
||||
|
||||
@ -276,12 +298,6 @@ public:
|
||||
void set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant);
|
||||
Variant get_state(PhysicsServer3D::BodyState p_state) const;
|
||||
|
||||
void set_applied_force(const Vector3 &p_force) { applied_force = p_force; }
|
||||
Vector3 get_applied_force() const { return applied_force; }
|
||||
|
||||
void set_applied_torque(const Vector3 &p_torque) { applied_torque = p_torque; }
|
||||
Vector3 get_applied_torque() const { return applied_torque; }
|
||||
|
||||
_FORCE_INLINE_ void set_continuous_collision_detection(bool p_enable) { continuous_cd = p_enable; }
|
||||
_FORCE_INLINE_ bool is_continuous_collision_detection_enabled() const { return continuous_cd; }
|
||||
|
||||
|
@ -99,21 +99,6 @@ Vector3 GodotPhysicsDirectBodyState3D::get_velocity_at_local_position(const Vect
|
||||
return body->get_velocity_in_local_point(p_position);
|
||||
}
|
||||
|
||||
void GodotPhysicsDirectBodyState3D::add_central_force(const Vector3 &p_force) {
|
||||
body->wakeup();
|
||||
body->add_central_force(p_force);
|
||||
}
|
||||
|
||||
void GodotPhysicsDirectBodyState3D::add_force(const Vector3 &p_force, const Vector3 &p_position) {
|
||||
body->wakeup();
|
||||
body->add_force(p_force, p_position);
|
||||
}
|
||||
|
||||
void GodotPhysicsDirectBodyState3D::add_torque(const Vector3 &p_torque) {
|
||||
body->wakeup();
|
||||
body->add_torque(p_torque);
|
||||
}
|
||||
|
||||
void GodotPhysicsDirectBodyState3D::apply_central_impulse(const Vector3 &p_impulse) {
|
||||
body->wakeup();
|
||||
body->apply_central_impulse(p_impulse);
|
||||
@ -129,6 +114,58 @@ void GodotPhysicsDirectBodyState3D::apply_torque_impulse(const Vector3 &p_impuls
|
||||
body->apply_torque_impulse(p_impulse);
|
||||
}
|
||||
|
||||
void GodotPhysicsDirectBodyState3D::apply_central_force(const Vector3 &p_force) {
|
||||
body->wakeup();
|
||||
body->apply_central_force(p_force);
|
||||
}
|
||||
|
||||
void GodotPhysicsDirectBodyState3D::apply_force(const Vector3 &p_force, const Vector3 &p_position) {
|
||||
body->wakeup();
|
||||
body->apply_force(p_force, p_position);
|
||||
}
|
||||
|
||||
void GodotPhysicsDirectBodyState3D::apply_torque(const Vector3 &p_torque) {
|
||||
body->wakeup();
|
||||
body->apply_torque(p_torque);
|
||||
}
|
||||
|
||||
void GodotPhysicsDirectBodyState3D::add_constant_central_force(const Vector3 &p_force) {
|
||||
body->wakeup();
|
||||
body->add_constant_central_force(p_force);
|
||||
}
|
||||
|
||||
void GodotPhysicsDirectBodyState3D::add_constant_force(const Vector3 &p_force, const Vector3 &p_position) {
|
||||
body->wakeup();
|
||||
body->add_constant_force(p_force, p_position);
|
||||
}
|
||||
|
||||
void GodotPhysicsDirectBodyState3D::add_constant_torque(const Vector3 &p_torque) {
|
||||
body->wakeup();
|
||||
body->add_constant_torque(p_torque);
|
||||
}
|
||||
|
||||
void GodotPhysicsDirectBodyState3D::set_constant_force(const Vector3 &p_force) {
|
||||
if (!p_force.is_equal_approx(Vector3())) {
|
||||
body->wakeup();
|
||||
}
|
||||
body->set_constant_force(p_force);
|
||||
}
|
||||
|
||||
Vector3 GodotPhysicsDirectBodyState3D::get_constant_force() const {
|
||||
return body->get_constant_force();
|
||||
}
|
||||
|
||||
void GodotPhysicsDirectBodyState3D::set_constant_torque(const Vector3 &p_torque) {
|
||||
if (!p_torque.is_equal_approx(Vector3())) {
|
||||
body->wakeup();
|
||||
}
|
||||
body->set_constant_torque(p_torque);
|
||||
}
|
||||
|
||||
Vector3 GodotPhysicsDirectBodyState3D::get_constant_torque() const {
|
||||
return body->get_constant_torque();
|
||||
}
|
||||
|
||||
void GodotPhysicsDirectBodyState3D::set_sleep_state(bool p_sleep) {
|
||||
body->set_active(!p_sleep);
|
||||
}
|
||||
|
@ -64,13 +64,24 @@ public:
|
||||
|
||||
virtual Vector3 get_velocity_at_local_position(const Vector3 &p_position) const override;
|
||||
|
||||
virtual void add_central_force(const Vector3 &p_force) override;
|
||||
virtual void add_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) override;
|
||||
virtual void add_torque(const Vector3 &p_torque) override;
|
||||
virtual void apply_central_impulse(const Vector3 &p_impulse) override;
|
||||
virtual void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3()) override;
|
||||
virtual void apply_torque_impulse(const Vector3 &p_impulse) override;
|
||||
|
||||
virtual void apply_central_force(const Vector3 &p_force) override;
|
||||
virtual void apply_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) override;
|
||||
virtual void apply_torque(const Vector3 &p_torque) override;
|
||||
|
||||
virtual void add_constant_central_force(const Vector3 &p_force) override;
|
||||
virtual void add_constant_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) override;
|
||||
virtual void add_constant_torque(const Vector3 &p_torque) override;
|
||||
|
||||
virtual void set_constant_force(const Vector3 &p_force) override;
|
||||
virtual Vector3 get_constant_force() const override;
|
||||
|
||||
virtual void set_constant_torque(const Vector3 &p_torque) override;
|
||||
virtual Vector3 get_constant_torque() const override;
|
||||
|
||||
virtual void set_sleep_state(bool p_sleep) override;
|
||||
virtual bool is_sleeping() const override;
|
||||
|
||||
|
@ -607,40 +607,40 @@ void GodotPhysicsServer3D::body_attach_object_instance_id(RID p_body, ObjectID p
|
||||
}
|
||||
|
||||
ERR_FAIL_MSG("Invalid ID.");
|
||||
};
|
||||
}
|
||||
|
||||
ObjectID GodotPhysicsServer3D::body_get_object_instance_id(RID p_body) const {
|
||||
GodotBody3D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND_V(!body, ObjectID());
|
||||
|
||||
return body->get_instance_id();
|
||||
};
|
||||
}
|
||||
|
||||
void GodotPhysicsServer3D::body_set_user_flags(RID p_body, uint32_t p_flags) {
|
||||
GodotBody3D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND(!body);
|
||||
};
|
||||
}
|
||||
|
||||
uint32_t GodotPhysicsServer3D::body_get_user_flags(RID p_body) const {
|
||||
GodotBody3D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND_V(!body, 0);
|
||||
|
||||
return 0;
|
||||
};
|
||||
}
|
||||
|
||||
void GodotPhysicsServer3D::body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) {
|
||||
GodotBody3D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND(!body);
|
||||
|
||||
body->set_param(p_param, p_value);
|
||||
};
|
||||
}
|
||||
|
||||
Variant GodotPhysicsServer3D::body_get_param(RID p_body, BodyParameter p_param) const {
|
||||
GodotBody3D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND_V(!body, 0);
|
||||
|
||||
return body->get_param(p_param);
|
||||
};
|
||||
}
|
||||
|
||||
void GodotPhysicsServer3D::body_reset_mass_properties(RID p_body) {
|
||||
GodotBody3D *body = body_owner.get_or_null(p_body);
|
||||
@ -654,68 +654,15 @@ void GodotPhysicsServer3D::body_set_state(RID p_body, BodyState p_state, const V
|
||||
ERR_FAIL_COND(!body);
|
||||
|
||||
body->set_state(p_state, p_variant);
|
||||
};
|
||||
}
|
||||
|
||||
Variant GodotPhysicsServer3D::body_get_state(RID p_body, BodyState p_state) const {
|
||||
GodotBody3D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND_V(!body, Variant());
|
||||
|
||||
return body->get_state(p_state);
|
||||
};
|
||||
|
||||
void GodotPhysicsServer3D::body_set_applied_force(RID p_body, const Vector3 &p_force) {
|
||||
GodotBody3D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND(!body);
|
||||
|
||||
body->set_applied_force(p_force);
|
||||
body->wakeup();
|
||||
};
|
||||
|
||||
Vector3 GodotPhysicsServer3D::body_get_applied_force(RID p_body) const {
|
||||
GodotBody3D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND_V(!body, Vector3());
|
||||
return body->get_applied_force();
|
||||
};
|
||||
|
||||
void GodotPhysicsServer3D::body_set_applied_torque(RID p_body, const Vector3 &p_torque) {
|
||||
GodotBody3D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND(!body);
|
||||
|
||||
body->set_applied_torque(p_torque);
|
||||
body->wakeup();
|
||||
};
|
||||
|
||||
Vector3 GodotPhysicsServer3D::body_get_applied_torque(RID p_body) const {
|
||||
GodotBody3D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND_V(!body, Vector3());
|
||||
|
||||
return body->get_applied_torque();
|
||||
};
|
||||
|
||||
void GodotPhysicsServer3D::body_add_central_force(RID p_body, const Vector3 &p_force) {
|
||||
GodotBody3D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND(!body);
|
||||
|
||||
body->add_central_force(p_force);
|
||||
body->wakeup();
|
||||
}
|
||||
|
||||
void GodotPhysicsServer3D::body_add_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position) {
|
||||
GodotBody3D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND(!body);
|
||||
|
||||
body->add_force(p_force, p_position);
|
||||
body->wakeup();
|
||||
};
|
||||
|
||||
void GodotPhysicsServer3D::body_add_torque(RID p_body, const Vector3 &p_torque) {
|
||||
GodotBody3D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND(!body);
|
||||
|
||||
body->add_torque(p_torque);
|
||||
body->wakeup();
|
||||
};
|
||||
|
||||
void GodotPhysicsServer3D::body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) {
|
||||
GodotBody3D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND(!body);
|
||||
@ -734,7 +681,7 @@ void GodotPhysicsServer3D::body_apply_impulse(RID p_body, const Vector3 &p_impul
|
||||
|
||||
body->apply_impulse(p_impulse, p_position);
|
||||
body->wakeup();
|
||||
};
|
||||
}
|
||||
|
||||
void GodotPhysicsServer3D::body_apply_torque_impulse(RID p_body, const Vector3 &p_impulse) {
|
||||
GodotBody3D *body = body_owner.get_or_null(p_body);
|
||||
@ -744,7 +691,88 @@ void GodotPhysicsServer3D::body_apply_torque_impulse(RID p_body, const Vector3 &
|
||||
|
||||
body->apply_torque_impulse(p_impulse);
|
||||
body->wakeup();
|
||||
};
|
||||
}
|
||||
|
||||
void GodotPhysicsServer3D::body_apply_central_force(RID p_body, const Vector3 &p_force) {
|
||||
GodotBody3D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND(!body);
|
||||
|
||||
body->apply_central_force(p_force);
|
||||
body->wakeup();
|
||||
}
|
||||
|
||||
void GodotPhysicsServer3D::body_apply_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position) {
|
||||
GodotBody3D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND(!body);
|
||||
|
||||
body->apply_force(p_force, p_position);
|
||||
body->wakeup();
|
||||
}
|
||||
|
||||
void GodotPhysicsServer3D::body_apply_torque(RID p_body, const Vector3 &p_torque) {
|
||||
GodotBody3D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND(!body);
|
||||
|
||||
body->apply_torque(p_torque);
|
||||
body->wakeup();
|
||||
}
|
||||
|
||||
void GodotPhysicsServer3D::body_add_constant_central_force(RID p_body, const Vector3 &p_force) {
|
||||
GodotBody3D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND(!body);
|
||||
|
||||
body->add_constant_central_force(p_force);
|
||||
body->wakeup();
|
||||
}
|
||||
|
||||
void GodotPhysicsServer3D::body_add_constant_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position) {
|
||||
GodotBody3D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND(!body);
|
||||
|
||||
body->add_constant_force(p_force, p_position);
|
||||
body->wakeup();
|
||||
}
|
||||
|
||||
void GodotPhysicsServer3D::body_add_constant_torque(RID p_body, const Vector3 &p_torque) {
|
||||
GodotBody3D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND(!body);
|
||||
|
||||
body->add_constant_torque(p_torque);
|
||||
body->wakeup();
|
||||
}
|
||||
|
||||
void GodotPhysicsServer3D::body_set_constant_force(RID p_body, const Vector3 &p_force) {
|
||||
GodotBody3D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND(!body);
|
||||
|
||||
body->set_constant_force(p_force);
|
||||
if (!p_force.is_equal_approx(Vector3())) {
|
||||
body->wakeup();
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 GodotPhysicsServer3D::body_get_constant_force(RID p_body) const {
|
||||
GodotBody3D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND_V(!body, Vector3());
|
||||
return body->get_constant_force();
|
||||
}
|
||||
|
||||
void GodotPhysicsServer3D::body_set_constant_torque(RID p_body, const Vector3 &p_torque) {
|
||||
GodotBody3D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND(!body);
|
||||
|
||||
body->set_constant_torque(p_torque);
|
||||
if (!p_torque.is_equal_approx(Vector3())) {
|
||||
body->wakeup();
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 GodotPhysicsServer3D::body_get_constant_torque(RID p_body) const {
|
||||
GodotBody3D *body = body_owner.get_or_null(p_body);
|
||||
ERR_FAIL_COND_V(!body, Vector3());
|
||||
|
||||
return body->get_constant_torque();
|
||||
}
|
||||
|
||||
void GodotPhysicsServer3D::body_set_axis_velocity(RID p_body, const Vector3 &p_axis_velocity) {
|
||||
GodotBody3D *body = body_owner.get_or_null(p_body);
|
||||
@ -758,7 +786,7 @@ void GodotPhysicsServer3D::body_set_axis_velocity(RID p_body, const Vector3 &p_a
|
||||
v += p_axis_velocity;
|
||||
body->set_linear_velocity(v);
|
||||
body->wakeup();
|
||||
};
|
||||
}
|
||||
|
||||
void GodotPhysicsServer3D::body_set_axis_lock(RID p_body, BodyAxis p_axis, bool p_lock) {
|
||||
GodotBody3D *body = body_owner.get_or_null(p_body);
|
||||
|
@ -203,19 +203,24 @@ public:
|
||||
virtual void body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) override;
|
||||
virtual Variant body_get_state(RID p_body, BodyState p_state) const override;
|
||||
|
||||
virtual void body_set_applied_force(RID p_body, const Vector3 &p_force) override;
|
||||
virtual Vector3 body_get_applied_force(RID p_body) const override;
|
||||
|
||||
virtual void body_set_applied_torque(RID p_body, const Vector3 &p_torque) override;
|
||||
virtual Vector3 body_get_applied_torque(RID p_body) const override;
|
||||
|
||||
virtual void body_add_central_force(RID p_body, const Vector3 &p_force) override;
|
||||
virtual void body_add_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position = Vector3()) override;
|
||||
virtual void body_add_torque(RID p_body, const Vector3 &p_torque) override;
|
||||
|
||||
virtual void body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) override;
|
||||
virtual void body_apply_impulse(RID p_body, const Vector3 &p_impulse, const Vector3 &p_position = Vector3()) override;
|
||||
virtual void body_apply_torque_impulse(RID p_body, const Vector3 &p_impulse) override;
|
||||
|
||||
virtual void body_apply_central_force(RID p_body, const Vector3 &p_force) override;
|
||||
virtual void body_apply_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position = Vector3()) override;
|
||||
virtual void body_apply_torque(RID p_body, const Vector3 &p_torque) override;
|
||||
|
||||
virtual void body_add_constant_central_force(RID p_body, const Vector3 &p_force) override;
|
||||
virtual void body_add_constant_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position = Vector3()) override;
|
||||
virtual void body_add_constant_torque(RID p_body, const Vector3 &p_torque) override;
|
||||
|
||||
virtual void body_set_constant_force(RID p_body, const Vector3 &p_force) override;
|
||||
virtual Vector3 body_get_constant_force(RID p_body) const override;
|
||||
|
||||
virtual void body_set_constant_torque(RID p_body, const Vector3 &p_torque) override;
|
||||
virtual Vector3 body_get_constant_torque(RID p_body) const override;
|
||||
|
||||
virtual void body_set_axis_velocity(RID p_body, const Vector3 &p_axis_velocity) override;
|
||||
|
||||
virtual void body_set_axis_lock(RID p_body, BodyAxis p_axis, bool p_lock) override;
|
||||
|
@ -93,13 +93,24 @@ void PhysicsDirectBodyState2D::_bind_methods() {
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_velocity_at_local_position", "local_position"), &PhysicsDirectBodyState2D::get_velocity_at_local_position);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("add_central_force", "force"), &PhysicsDirectBodyState2D::add_central_force);
|
||||
ClassDB::bind_method(D_METHOD("add_force", "force", "position"), &PhysicsDirectBodyState2D::add_force, Vector2());
|
||||
ClassDB::bind_method(D_METHOD("add_torque", "torque"), &PhysicsDirectBodyState2D::add_torque);
|
||||
ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &PhysicsDirectBodyState2D::apply_central_impulse);
|
||||
ClassDB::bind_method(D_METHOD("apply_torque_impulse", "impulse"), &PhysicsDirectBodyState2D::apply_torque_impulse);
|
||||
ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &PhysicsDirectBodyState2D::apply_impulse, Vector2());
|
||||
|
||||
ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &PhysicsDirectBodyState2D::apply_central_force, Vector2());
|
||||
ClassDB::bind_method(D_METHOD("apply_force", "force", "position"), &PhysicsDirectBodyState2D::apply_force, Vector2());
|
||||
ClassDB::bind_method(D_METHOD("apply_torque", "torque"), &PhysicsDirectBodyState2D::apply_torque);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("add_constant_central_force", "force"), &PhysicsDirectBodyState2D::add_constant_central_force, Vector2());
|
||||
ClassDB::bind_method(D_METHOD("add_constant_force", "force", "position"), &PhysicsDirectBodyState2D::add_constant_force, Vector2());
|
||||
ClassDB::bind_method(D_METHOD("add_constant_torque", "torque"), &PhysicsDirectBodyState2D::add_constant_torque);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_constant_force", "force"), &PhysicsDirectBodyState2D::set_constant_force);
|
||||
ClassDB::bind_method(D_METHOD("get_constant_force"), &PhysicsDirectBodyState2D::get_constant_force);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_constant_torque", "torque"), &PhysicsDirectBodyState2D::set_constant_torque);
|
||||
ClassDB::bind_method(D_METHOD("get_constant_torque"), &PhysicsDirectBodyState2D::get_constant_torque);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_sleep_state", "enabled"), &PhysicsDirectBodyState2D::set_sleep_state);
|
||||
ClassDB::bind_method(D_METHOD("is_sleeping"), &PhysicsDirectBodyState2D::is_sleeping);
|
||||
|
||||
@ -688,9 +699,21 @@ void PhysicsServer2D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("body_apply_central_impulse", "body", "impulse"), &PhysicsServer2D::body_apply_central_impulse);
|
||||
ClassDB::bind_method(D_METHOD("body_apply_torque_impulse", "body", "impulse"), &PhysicsServer2D::body_apply_torque_impulse);
|
||||
ClassDB::bind_method(D_METHOD("body_apply_impulse", "body", "impulse", "position"), &PhysicsServer2D::body_apply_impulse, Vector2());
|
||||
ClassDB::bind_method(D_METHOD("body_add_central_force", "body", "force"), &PhysicsServer2D::body_add_central_force);
|
||||
ClassDB::bind_method(D_METHOD("body_add_force", "body", "force", "position"), &PhysicsServer2D::body_add_force, Vector2());
|
||||
ClassDB::bind_method(D_METHOD("body_add_torque", "body", "torque"), &PhysicsServer2D::body_add_torque);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("body_apply_central_force", "body", "force"), &PhysicsServer2D::body_apply_central_force);
|
||||
ClassDB::bind_method(D_METHOD("body_apply_force", "body", "force", "position"), &PhysicsServer2D::body_apply_force, Vector2());
|
||||
ClassDB::bind_method(D_METHOD("body_apply_torque", "body", "torque"), &PhysicsServer2D::body_apply_torque);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("body_add_constant_central_force", "body", "force"), &PhysicsServer2D::body_add_constant_central_force);
|
||||
ClassDB::bind_method(D_METHOD("body_add_constant_force", "body", "force", "position"), &PhysicsServer2D::body_add_constant_force, Vector2());
|
||||
ClassDB::bind_method(D_METHOD("body_add_constant_torque", "body", "torque"), &PhysicsServer2D::body_add_constant_torque);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("body_set_constant_force", "body", "force"), &PhysicsServer2D::body_set_constant_force);
|
||||
ClassDB::bind_method(D_METHOD("body_get_constant_force", "body"), &PhysicsServer2D::body_get_constant_force);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("body_set_constant_torque", "body", "torque"), &PhysicsServer2D::body_set_constant_torque);
|
||||
ClassDB::bind_method(D_METHOD("body_get_constant_torque", "body"), &PhysicsServer2D::body_get_constant_torque);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("body_set_axis_velocity", "body", "axis_velocity"), &PhysicsServer2D::body_set_axis_velocity);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("body_add_collision_exception", "body", "excepted_body"), &PhysicsServer2D::body_add_collision_exception);
|
||||
|
@ -64,13 +64,24 @@ public:
|
||||
|
||||
virtual Vector2 get_velocity_at_local_position(const Vector2 &p_position) const = 0;
|
||||
|
||||
virtual void add_central_force(const Vector2 &p_force) = 0;
|
||||
virtual void add_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) = 0;
|
||||
virtual void add_torque(real_t p_torque) = 0;
|
||||
virtual void apply_central_impulse(const Vector2 &p_impulse) = 0;
|
||||
virtual void apply_torque_impulse(real_t p_torque) = 0;
|
||||
virtual void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) = 0;
|
||||
|
||||
virtual void apply_central_force(const Vector2 &p_force) = 0;
|
||||
virtual void apply_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) = 0;
|
||||
virtual void apply_torque(real_t p_torque) = 0;
|
||||
|
||||
virtual void add_constant_central_force(const Vector2 &p_force) = 0;
|
||||
virtual void add_constant_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) = 0;
|
||||
virtual void add_constant_torque(real_t p_torque) = 0;
|
||||
|
||||
virtual void set_constant_force(const Vector2 &p_force) = 0;
|
||||
virtual Vector2 get_constant_force() const = 0;
|
||||
|
||||
virtual void set_constant_torque(real_t p_torque) = 0;
|
||||
virtual real_t get_constant_torque() const = 0;
|
||||
|
||||
virtual void set_sleep_state(bool p_enable) = 0;
|
||||
virtual bool is_sleeping() const = 0;
|
||||
|
||||
@ -419,20 +430,24 @@ public:
|
||||
virtual void body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) = 0;
|
||||
virtual Variant body_get_state(RID p_body, BodyState p_state) const = 0;
|
||||
|
||||
//do something about it
|
||||
virtual void body_set_applied_force(RID p_body, const Vector2 &p_force) = 0;
|
||||
virtual Vector2 body_get_applied_force(RID p_body) const = 0;
|
||||
|
||||
virtual void body_set_applied_torque(RID p_body, real_t p_torque) = 0;
|
||||
virtual real_t body_get_applied_torque(RID p_body) const = 0;
|
||||
|
||||
virtual void body_add_central_force(RID p_body, const Vector2 &p_force) = 0;
|
||||
virtual void body_add_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position = Vector2()) = 0;
|
||||
virtual void body_add_torque(RID p_body, real_t p_torque) = 0;
|
||||
|
||||
virtual void body_apply_central_impulse(RID p_body, const Vector2 &p_impulse) = 0;
|
||||
virtual void body_apply_torque_impulse(RID p_body, real_t p_torque) = 0;
|
||||
virtual void body_apply_impulse(RID p_body, const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) = 0;
|
||||
|
||||
virtual void body_apply_central_force(RID p_body, const Vector2 &p_force) = 0;
|
||||
virtual void body_apply_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position = Vector2()) = 0;
|
||||
virtual void body_apply_torque(RID p_body, real_t p_torque) = 0;
|
||||
|
||||
virtual void body_add_constant_central_force(RID p_body, const Vector2 &p_force) = 0;
|
||||
virtual void body_add_constant_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position = Vector2()) = 0;
|
||||
virtual void body_add_constant_torque(RID p_body, real_t p_torque) = 0;
|
||||
|
||||
virtual void body_set_constant_force(RID p_body, const Vector2 &p_force) = 0;
|
||||
virtual Vector2 body_get_constant_force(RID p_body) const = 0;
|
||||
|
||||
virtual void body_set_constant_torque(RID p_body, real_t p_torque) = 0;
|
||||
virtual real_t body_get_constant_torque(RID p_body) const = 0;
|
||||
|
||||
virtual void body_set_axis_velocity(RID p_body, const Vector2 &p_axis_velocity) = 0;
|
||||
|
||||
//fix
|
||||
|
@ -213,18 +213,24 @@ public:
|
||||
FUNC3(body_set_state, RID, BodyState, const Variant &);
|
||||
FUNC2RC(Variant, body_get_state, RID, BodyState);
|
||||
|
||||
FUNC2(body_set_applied_force, RID, const Vector2 &);
|
||||
FUNC1RC(Vector2, body_get_applied_force, RID);
|
||||
|
||||
FUNC2(body_set_applied_torque, RID, real_t);
|
||||
FUNC1RC(real_t, body_get_applied_torque, RID);
|
||||
|
||||
FUNC2(body_add_central_force, RID, const Vector2 &);
|
||||
FUNC3(body_add_force, RID, const Vector2 &, const Vector2 &);
|
||||
FUNC2(body_add_torque, RID, real_t);
|
||||
FUNC2(body_apply_central_impulse, RID, const Vector2 &);
|
||||
FUNC2(body_apply_torque_impulse, RID, real_t);
|
||||
FUNC3(body_apply_impulse, RID, const Vector2 &, const Vector2 &);
|
||||
|
||||
FUNC2(body_apply_central_force, RID, const Vector2 &);
|
||||
FUNC3(body_apply_force, RID, const Vector2 &, const Vector2 &);
|
||||
FUNC2(body_apply_torque, RID, real_t);
|
||||
|
||||
FUNC2(body_add_constant_central_force, RID, const Vector2 &);
|
||||
FUNC3(body_add_constant_force, RID, const Vector2 &, const Vector2 &);
|
||||
FUNC2(body_add_constant_torque, RID, real_t);
|
||||
|
||||
FUNC2(body_set_constant_force, RID, const Vector2 &);
|
||||
FUNC1RC(Vector2, body_get_constant_force, RID);
|
||||
|
||||
FUNC2(body_set_constant_torque, RID, real_t);
|
||||
FUNC1RC(real_t, body_get_constant_torque, RID);
|
||||
|
||||
FUNC2(body_set_axis_velocity, RID, const Vector2 &);
|
||||
|
||||
FUNC2(body_add_collision_exception, RID, RID);
|
||||
|
@ -94,13 +94,24 @@ void PhysicsDirectBodyState3D::_bind_methods() {
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_velocity_at_local_position", "local_position"), &PhysicsDirectBodyState3D::get_velocity_at_local_position);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("add_central_force", "force"), &PhysicsDirectBodyState3D::add_central_force, Vector3());
|
||||
ClassDB::bind_method(D_METHOD("add_force", "force", "position"), &PhysicsDirectBodyState3D::add_force, Vector3());
|
||||
ClassDB::bind_method(D_METHOD("add_torque", "torque"), &PhysicsDirectBodyState3D::add_torque);
|
||||
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);
|
||||
|
||||
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);
|
||||
|
||||
@ -731,13 +742,24 @@ void PhysicsServer3D::_bind_methods() {
|
||||
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);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("body_add_central_force", "body", "force"), &PhysicsServer3D::body_add_central_force);
|
||||
ClassDB::bind_method(D_METHOD("body_add_force", "body", "force", "position"), &PhysicsServer3D::body_add_force, Vector3());
|
||||
ClassDB::bind_method(D_METHOD("body_add_torque", "body", "torque"), &PhysicsServer3D::body_add_torque);
|
||||
|
||||
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);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("body_set_axis_lock", "body", "axis", "lock"), &PhysicsServer3D::body_set_axis_lock);
|
||||
|
@ -65,13 +65,24 @@ public:
|
||||
|
||||
virtual Vector3 get_velocity_at_local_position(const Vector3 &p_position) const = 0;
|
||||
|
||||
virtual void add_central_force(const Vector3 &p_force) = 0;
|
||||
virtual void add_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) = 0;
|
||||
virtual void add_torque(const Vector3 &p_torque) = 0;
|
||||
virtual void apply_central_impulse(const Vector3 &p_impulse) = 0;
|
||||
virtual void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3()) = 0;
|
||||
virtual void apply_torque_impulse(const Vector3 &p_impulse) = 0;
|
||||
|
||||
virtual void apply_central_force(const Vector3 &p_force) = 0;
|
||||
virtual void apply_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) = 0;
|
||||
virtual void apply_torque(const Vector3 &p_torque) = 0;
|
||||
|
||||
virtual void add_constant_central_force(const Vector3 &p_force) = 0;
|
||||
virtual void add_constant_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) = 0;
|
||||
virtual void add_constant_torque(const Vector3 &p_torque) = 0;
|
||||
|
||||
virtual void set_constant_force(const Vector3 &p_force) = 0;
|
||||
virtual Vector3 get_constant_force() const = 0;
|
||||
|
||||
virtual void set_constant_torque(const Vector3 &p_torque) = 0;
|
||||
virtual Vector3 get_constant_torque() const = 0;
|
||||
|
||||
virtual void set_sleep_state(bool p_sleep) = 0;
|
||||
virtual bool is_sleeping() const = 0;
|
||||
|
||||
@ -434,20 +445,24 @@ public:
|
||||
virtual void body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) = 0;
|
||||
virtual Variant body_get_state(RID p_body, BodyState p_state) const = 0;
|
||||
|
||||
//do something about it
|
||||
virtual void body_set_applied_force(RID p_body, const Vector3 &p_force) = 0;
|
||||
virtual Vector3 body_get_applied_force(RID p_body) const = 0;
|
||||
|
||||
virtual void body_set_applied_torque(RID p_body, const Vector3 &p_torque) = 0;
|
||||
virtual Vector3 body_get_applied_torque(RID p_body) const = 0;
|
||||
|
||||
virtual void body_add_central_force(RID p_body, const Vector3 &p_force) = 0;
|
||||
virtual void body_add_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position = Vector3()) = 0;
|
||||
virtual void body_add_torque(RID p_body, const Vector3 &p_torque) = 0;
|
||||
|
||||
virtual void body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) = 0;
|
||||
virtual void body_apply_impulse(RID p_body, const Vector3 &p_impulse, const Vector3 &p_position = Vector3()) = 0;
|
||||
virtual void body_apply_torque_impulse(RID p_body, const Vector3 &p_impulse) = 0;
|
||||
|
||||
virtual void body_apply_central_force(RID p_body, const Vector3 &p_force) = 0;
|
||||
virtual void body_apply_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position = Vector3()) = 0;
|
||||
virtual void body_apply_torque(RID p_body, const Vector3 &p_torque) = 0;
|
||||
|
||||
virtual void body_add_constant_central_force(RID p_body, const Vector3 &p_force) = 0;
|
||||
virtual void body_add_constant_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position = Vector3()) = 0;
|
||||
virtual void body_add_constant_torque(RID p_body, const Vector3 &p_torque) = 0;
|
||||
|
||||
virtual void body_set_constant_force(RID p_body, const Vector3 &p_force) = 0;
|
||||
virtual Vector3 body_get_constant_force(RID p_body) const = 0;
|
||||
|
||||
virtual void body_set_constant_torque(RID p_body, const Vector3 &p_torque) = 0;
|
||||
virtual Vector3 body_get_constant_torque(RID p_body) const = 0;
|
||||
|
||||
virtual void body_set_axis_velocity(RID p_body, const Vector3 &p_axis_velocity) = 0;
|
||||
|
||||
enum BodyAxis {
|
||||
|
@ -213,18 +213,24 @@ public:
|
||||
FUNC3(body_set_state, RID, BodyState, const Variant &);
|
||||
FUNC2RC(Variant, body_get_state, RID, BodyState);
|
||||
|
||||
FUNC2(body_set_applied_force, RID, const Vector3 &);
|
||||
FUNC1RC(Vector3, body_get_applied_force, RID);
|
||||
|
||||
FUNC2(body_set_applied_torque, RID, const Vector3 &);
|
||||
FUNC1RC(Vector3, body_get_applied_torque, RID);
|
||||
|
||||
FUNC2(body_add_central_force, RID, const Vector3 &);
|
||||
FUNC3(body_add_force, RID, const Vector3 &, const Vector3 &);
|
||||
FUNC2(body_add_torque, RID, const Vector3 &);
|
||||
FUNC2(body_apply_torque_impulse, RID, const Vector3 &);
|
||||
FUNC2(body_apply_central_impulse, RID, const Vector3 &);
|
||||
FUNC3(body_apply_impulse, RID, const Vector3 &, const Vector3 &);
|
||||
|
||||
FUNC2(body_apply_central_force, RID, const Vector3 &);
|
||||
FUNC3(body_apply_force, RID, const Vector3 &, const Vector3 &);
|
||||
FUNC2(body_apply_torque, RID, const Vector3 &);
|
||||
|
||||
FUNC2(body_add_constant_central_force, RID, const Vector3 &);
|
||||
FUNC3(body_add_constant_force, RID, const Vector3 &, const Vector3 &);
|
||||
FUNC2(body_add_constant_torque, RID, const Vector3 &);
|
||||
|
||||
FUNC2(body_set_constant_force, RID, const Vector3 &);
|
||||
FUNC1RC(Vector3, body_get_constant_force, RID);
|
||||
|
||||
FUNC2(body_set_constant_torque, RID, const Vector3 &);
|
||||
FUNC1RC(Vector3, body_get_constant_torque, RID);
|
||||
|
||||
FUNC2(body_set_axis_velocity, RID, const Vector3 &);
|
||||
|
||||
FUNC3(body_set_axis_lock, RID, BodyAxis, bool);
|
||||
|
Loading…
Reference in New Issue
Block a user