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daf7dcac7a
Damping values are now non-negative. Add new properties linear_damp_mode and angular_damp_mode to set the way RigidDynamicBody and PhysicalBone (2D & 3D) use damping values. It can now be Combine (default) to add to the default/areas, or Replace to override the value completely (current behavior).
162 lines
7.9 KiB
C++
162 lines
7.9 KiB
C++
/*************************************************************************/
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/* world_3d.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "world_3d.h"
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#include "core/math/camera_matrix.h"
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#include "core/math/octree.h"
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#include "scene/3d/camera_3d.h"
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#include "scene/3d/visible_on_screen_notifier_3d.h"
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#include "scene/scene_string_names.h"
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#include "servers/navigation_server_3d.h"
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void World3D::_register_camera(Camera3D *p_camera) {
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#ifndef _3D_DISABLED
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cameras.insert(p_camera);
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#endif
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}
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void World3D::_remove_camera(Camera3D *p_camera) {
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#ifndef _3D_DISABLED
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cameras.erase(p_camera);
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#endif
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}
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RID World3D::get_space() const {
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return space;
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}
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RID World3D::get_navigation_map() const {
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return navigation_map;
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}
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RID World3D::get_scenario() const {
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return scenario;
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}
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void World3D::set_environment(const Ref<Environment> &p_environment) {
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if (environment == p_environment) {
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return;
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}
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environment = p_environment;
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if (environment.is_valid()) {
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RS::get_singleton()->scenario_set_environment(scenario, environment->get_rid());
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} else {
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RS::get_singleton()->scenario_set_environment(scenario, RID());
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}
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emit_changed();
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}
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Ref<Environment> World3D::get_environment() const {
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return environment;
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}
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void World3D::set_fallback_environment(const Ref<Environment> &p_environment) {
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if (fallback_environment == p_environment) {
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return;
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}
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fallback_environment = p_environment;
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if (fallback_environment.is_valid()) {
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RS::get_singleton()->scenario_set_fallback_environment(scenario, p_environment->get_rid());
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} else {
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RS::get_singleton()->scenario_set_fallback_environment(scenario, RID());
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}
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emit_changed();
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}
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Ref<Environment> World3D::get_fallback_environment() const {
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return fallback_environment;
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}
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void World3D::set_camera_effects(const Ref<CameraEffects> &p_camera_effects) {
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camera_effects = p_camera_effects;
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if (camera_effects.is_valid()) {
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RS::get_singleton()->scenario_set_camera_effects(scenario, camera_effects->get_rid());
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} else {
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RS::get_singleton()->scenario_set_camera_effects(scenario, RID());
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}
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}
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Ref<CameraEffects> World3D::get_camera_effects() const {
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return camera_effects;
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}
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PhysicsDirectSpaceState3D *World3D::get_direct_space_state() {
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return PhysicsServer3D::get_singleton()->space_get_direct_state(space);
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}
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void World3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_space"), &World3D::get_space);
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ClassDB::bind_method(D_METHOD("get_navigation_map"), &World3D::get_navigation_map);
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ClassDB::bind_method(D_METHOD("get_scenario"), &World3D::get_scenario);
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ClassDB::bind_method(D_METHOD("set_environment", "env"), &World3D::set_environment);
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ClassDB::bind_method(D_METHOD("get_environment"), &World3D::get_environment);
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ClassDB::bind_method(D_METHOD("set_fallback_environment", "env"), &World3D::set_fallback_environment);
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ClassDB::bind_method(D_METHOD("get_fallback_environment"), &World3D::get_fallback_environment);
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ClassDB::bind_method(D_METHOD("set_camera_effects", "effects"), &World3D::set_camera_effects);
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ClassDB::bind_method(D_METHOD("get_camera_effects"), &World3D::get_camera_effects);
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ClassDB::bind_method(D_METHOD("get_direct_space_state"), &World3D::get_direct_space_state);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment"), "set_environment", "get_environment");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "fallback_environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment"), "set_fallback_environment", "get_fallback_environment");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "camera_effects", PROPERTY_HINT_RESOURCE_TYPE, "CameraEffects"), "set_camera_effects", "get_camera_effects");
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ADD_PROPERTY(PropertyInfo(Variant::RID, "space", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "", "get_space");
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ADD_PROPERTY(PropertyInfo(Variant::RID, "navigation_map", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "", "get_navigation_map");
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ADD_PROPERTY(PropertyInfo(Variant::RID, "scenario", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "", "get_scenario");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "direct_space_state", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsDirectSpaceState3D", PROPERTY_USAGE_NONE), "", "get_direct_space_state");
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}
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World3D::World3D() {
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space = PhysicsServer3D::get_singleton()->space_create();
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scenario = RenderingServer::get_singleton()->scenario_create();
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PhysicsServer3D::get_singleton()->space_set_active(space, true);
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PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_GRAVITY, GLOBAL_DEF("physics/3d/default_gravity", 9.8));
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PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR, GLOBAL_DEF("physics/3d/default_gravity_vector", Vector3(0, -1, 0)));
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PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_LINEAR_DAMP, GLOBAL_DEF("physics/3d/default_linear_damp", 0.1));
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ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/default_linear_damp", PropertyInfo(Variant::FLOAT, "physics/3d/default_linear_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"));
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PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP, GLOBAL_DEF("physics/3d/default_angular_damp", 0.1));
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ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/default_angular_damp", PropertyInfo(Variant::FLOAT, "physics/3d/default_angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"));
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navigation_map = NavigationServer3D::get_singleton()->map_create();
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NavigationServer3D::get_singleton()->map_set_active(navigation_map, true);
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NavigationServer3D::get_singleton()->map_set_cell_size(navigation_map, GLOBAL_DEF("navigation/3d/default_cell_size", 0.3));
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NavigationServer3D::get_singleton()->map_set_edge_connection_margin(navigation_map, GLOBAL_DEF("navigation/3d/default_edge_connection_margin", 0.3));
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}
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World3D::~World3D() {
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PhysicsServer3D::get_singleton()->free(space);
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RenderingServer::get_singleton()->free(scenario);
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NavigationServer3D::get_singleton()->free(navigation_map);
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}
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