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- /*************************************************************************/
- /* body_sw.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /*************************************************************************/
- #include "body_sw.h"
- #include "area_sw.h"
- #include "space_sw.h"
- void BodySW::_update_inertia() {
- if (get_space() && !inertia_update_list.in_list())
- get_space()->body_add_to_inertia_update_list(&inertia_update_list);
- }
- void BodySW::_update_transform_dependant() {
- center_of_mass = get_transform().basis.xform(center_of_mass_local);
- principal_inertia_axes = get_transform().basis * principal_inertia_axes_local;
- // update inertia tensor
- Basis tb = principal_inertia_axes;
- Basis tbt = tb.transposed();
- Basis diag;
- diag.scale(_inv_inertia);
- _inv_inertia_tensor = tb * diag * tbt;
- }
- void BodySW::update_inertias() {
- //update shapes and motions
- switch (mode) {
- case PhysicsServer::BODY_MODE_RIGID: {
- //update tensor for all shapes, not the best way but should be somehow OK. (inspired from bullet)
- real_t total_area = 0;
- for (int i = 0; i < get_shape_count(); i++) {
- total_area += get_shape_area(i);
- }
- // We have to recompute the center of mass
- center_of_mass_local.zero();
- for (int i = 0; i < get_shape_count(); i++) {
- real_t area = get_shape_area(i);
- real_t mass = area * this->mass / total_area;
- // NOTE: we assume that the shape origin is also its center of mass
- center_of_mass_local += mass * get_shape_transform(i).origin;
- }
- center_of_mass_local /= mass;
- // Recompute the inertia tensor
- Basis inertia_tensor;
- inertia_tensor.set_zero();
- for (int i = 0; i < get_shape_count(); i++) {
- if (is_shape_disabled(i)) {
- continue;
- }
- const ShapeSW *shape = get_shape(i);
- real_t area = get_shape_area(i);
- real_t mass = area * this->mass / total_area;
- Basis shape_inertia_tensor = shape->get_moment_of_inertia(mass).to_diagonal_matrix();
- Transform shape_transform = get_shape_transform(i);
- Basis shape_basis = shape_transform.basis.orthonormalized();
- // NOTE: we don't take the scale of collision shapes into account when computing the inertia tensor!
- shape_inertia_tensor = shape_basis * shape_inertia_tensor * shape_basis.transposed();
- Vector3 shape_origin = shape_transform.origin - center_of_mass_local;
- inertia_tensor += shape_inertia_tensor + (Basis() * shape_origin.dot(shape_origin) - shape_origin.outer(shape_origin)) * mass;
- }
- // Compute the principal axes of inertia
- principal_inertia_axes_local = inertia_tensor.diagonalize().transposed();
- _inv_inertia = inertia_tensor.get_main_diagonal().inverse();
- if (mass)
- _inv_mass = 1.0 / mass;
- else
- _inv_mass = 0;
- } break;
- case PhysicsServer::BODY_MODE_KINEMATIC:
- case PhysicsServer::BODY_MODE_STATIC: {
- _inv_inertia_tensor.set_zero();
- _inv_mass = 0;
- } break;
- case PhysicsServer::BODY_MODE_CHARACTER: {
- _inv_inertia_tensor.set_zero();
- _inv_mass = 1.0 / mass;
- } break;
- }
- //_update_shapes();
- _update_transform_dependant();
- }
- void BodySW::set_active(bool p_active) {
- if (active == p_active)
- return;
- active = p_active;
- if (!p_active) {
- if (get_space())
- get_space()->body_remove_from_active_list(&active_list);
- } else {
- if (mode == PhysicsServer::BODY_MODE_STATIC)
- return; //static bodies can't become active
- if (get_space())
- get_space()->body_add_to_active_list(&active_list);
- //still_time=0;
- }
- /*
- if (!space)
- return;
- for(int i=0;i<get_shape_count();i++) {
- Shape &s=shapes[i];
- if (s.bpid>0) {
- get_space()->get_broadphase()->set_active(s.bpid,active);
- }
- }
- */
- }
- void BodySW::set_param(PhysicsServer::BodyParameter p_param, real_t p_value) {
- switch (p_param) {
- case PhysicsServer::BODY_PARAM_BOUNCE: {
- bounce = p_value;
- } break;
- case PhysicsServer::BODY_PARAM_FRICTION: {
- friction = p_value;
- } break;
- case PhysicsServer::BODY_PARAM_MASS: {
- ERR_FAIL_COND(p_value <= 0);
- mass = p_value;
- _update_inertia();
- } break;
- case PhysicsServer::BODY_PARAM_GRAVITY_SCALE: {
- gravity_scale = p_value;
- } break;
- case PhysicsServer::BODY_PARAM_LINEAR_DAMP: {
- linear_damp = p_value;
- } break;
- case PhysicsServer::BODY_PARAM_ANGULAR_DAMP: {
- angular_damp = p_value;
- } break;
- default: {}
- }
- }
- real_t BodySW::get_param(PhysicsServer::BodyParameter p_param) const {
- switch (p_param) {
- case PhysicsServer::BODY_PARAM_BOUNCE: {
- return bounce;
- } break;
- case PhysicsServer::BODY_PARAM_FRICTION: {
- return friction;
- } break;
- case PhysicsServer::BODY_PARAM_MASS: {
- return mass;
- } break;
- case PhysicsServer::BODY_PARAM_GRAVITY_SCALE: {
- return gravity_scale;
- } break;
- case PhysicsServer::BODY_PARAM_LINEAR_DAMP: {
- return linear_damp;
- } break;
- case PhysicsServer::BODY_PARAM_ANGULAR_DAMP: {
- return angular_damp;
- } break;
- default: {}
- }
- return 0;
- }
- void BodySW::set_mode(PhysicsServer::BodyMode p_mode) {
- PhysicsServer::BodyMode prev = mode;
- mode = p_mode;
- switch (p_mode) {
- //CLEAR UP EVERYTHING IN CASE IT NOT WORKS!
- case PhysicsServer::BODY_MODE_STATIC:
- case PhysicsServer::BODY_MODE_KINEMATIC: {
- _set_inv_transform(get_transform().affine_inverse());
- _inv_mass = 0;
- _set_static(p_mode == PhysicsServer::BODY_MODE_STATIC);
- //set_active(p_mode==PhysicsServer::BODY_MODE_KINEMATIC);
- set_active(p_mode == PhysicsServer::BODY_MODE_KINEMATIC && contacts.size());
- linear_velocity = Vector3();
- angular_velocity = Vector3();
- if (mode == PhysicsServer::BODY_MODE_KINEMATIC && prev != mode) {
- first_time_kinematic = true;
- }
- } break;
- case PhysicsServer::BODY_MODE_RIGID: {
- _inv_mass = mass > 0 ? (1.0 / mass) : 0;
- _set_static(false);
- } break;
- case PhysicsServer::BODY_MODE_CHARACTER: {
- _inv_mass = mass > 0 ? (1.0 / mass) : 0;
- _set_static(false);
- } break;
- }
- _update_inertia();
- /*
- if (get_space())
- _update_queries();
- */
- }
- PhysicsServer::BodyMode BodySW::get_mode() const {
- return mode;
- }
- void BodySW::_shapes_changed() {
- _update_inertia();
- }
- void BodySW::set_state(PhysicsServer::BodyState p_state, const Variant &p_variant) {
- switch (p_state) {
- case PhysicsServer::BODY_STATE_TRANSFORM: {
- if (mode == PhysicsServer::BODY_MODE_KINEMATIC) {
- new_transform = p_variant;
- //wakeup_neighbours();
- set_active(true);
- if (first_time_kinematic) {
- _set_transform(p_variant);
- _set_inv_transform(get_transform().affine_inverse());
- first_time_kinematic = false;
- }
- } else if (mode == PhysicsServer::BODY_MODE_STATIC) {
- _set_transform(p_variant);
- _set_inv_transform(get_transform().affine_inverse());
- wakeup_neighbours();
- } else {
- Transform t = p_variant;
- t.orthonormalize();
- new_transform = get_transform(); //used as old to compute motion
- if (new_transform == t)
- break;
- _set_transform(t);
- _set_inv_transform(get_transform().inverse());
- }
- wakeup();
- } break;
- case PhysicsServer::BODY_STATE_LINEAR_VELOCITY: {
- /*
- if (mode==PhysicsServer::BODY_MODE_STATIC)
- break;
- */
- linear_velocity = p_variant;
- wakeup();
- } break;
- case PhysicsServer::BODY_STATE_ANGULAR_VELOCITY: {
- /*
- if (mode!=PhysicsServer::BODY_MODE_RIGID)
- break;
- */
- angular_velocity = p_variant;
- wakeup();
- } break;
- case PhysicsServer::BODY_STATE_SLEEPING: {
- //?
- if (mode == PhysicsServer::BODY_MODE_STATIC || mode == PhysicsServer::BODY_MODE_KINEMATIC)
- break;
- bool do_sleep = p_variant;
- if (do_sleep) {
- linear_velocity = Vector3();
- //biased_linear_velocity=Vector3();
- angular_velocity = Vector3();
- //biased_angular_velocity=Vector3();
- set_active(false);
- } else {
- if (mode != PhysicsServer::BODY_MODE_STATIC)
- set_active(true);
- }
- } break;
- case PhysicsServer::BODY_STATE_CAN_SLEEP: {
- can_sleep = p_variant;
- if (mode == PhysicsServer::BODY_MODE_RIGID && !active && !can_sleep)
- set_active(true);
- } break;
- }
- }
- Variant BodySW::get_state(PhysicsServer::BodyState p_state) const {
- switch (p_state) {
- case PhysicsServer::BODY_STATE_TRANSFORM: {
- return get_transform();
- } break;
- case PhysicsServer::BODY_STATE_LINEAR_VELOCITY: {
- return linear_velocity;
- } break;
- case PhysicsServer::BODY_STATE_ANGULAR_VELOCITY: {
- return angular_velocity;
- } break;
- case PhysicsServer::BODY_STATE_SLEEPING: {
- return !is_active();
- } break;
- case PhysicsServer::BODY_STATE_CAN_SLEEP: {
- return can_sleep;
- } break;
- }
- return Variant();
- }
- void BodySW::set_space(SpaceSW *p_space) {
- if (get_space()) {
- if (inertia_update_list.in_list())
- get_space()->body_remove_from_inertia_update_list(&inertia_update_list);
- if (active_list.in_list())
- get_space()->body_remove_from_active_list(&active_list);
- if (direct_state_query_list.in_list())
- get_space()->body_remove_from_state_query_list(&direct_state_query_list);
- }
- _set_space(p_space);
- if (get_space()) {
- _update_inertia();
- if (active)
- get_space()->body_add_to_active_list(&active_list);
- /*
- _update_queries();
- if (is_active()) {
- active=false;
- set_active(true);
- }
- */
- }
- first_integration = true;
- }
- void BodySW::_compute_area_gravity_and_dampenings(const AreaSW *p_area) {
- if (p_area->is_gravity_point()) {
- if (p_area->get_gravity_distance_scale() > 0) {
- Vector3 v = p_area->get_transform().xform(p_area->get_gravity_vector()) - get_transform().get_origin();
- gravity += v.normalized() * (p_area->get_gravity() / Math::pow(v.length() * p_area->get_gravity_distance_scale() + 1, 2));
- } else {
- gravity += (p_area->get_transform().xform(p_area->get_gravity_vector()) - get_transform().get_origin()).normalized() * p_area->get_gravity();
- }
- } else {
- gravity += p_area->get_gravity_vector() * p_area->get_gravity();
- }
- area_linear_damp += p_area->get_linear_damp();
- area_angular_damp += p_area->get_angular_damp();
- }
- void BodySW::set_axis_lock(PhysicsServer::BodyAxis p_axis, bool lock) {
- if (lock) {
- locked_axis |= p_axis;
- } else {
- locked_axis &= ~p_axis;
- }
- }
- bool BodySW::is_axis_locked(PhysicsServer::BodyAxis p_axis) const {
- return locked_axis & p_axis;
- }
- void BodySW::integrate_forces(real_t p_step) {
- if (mode == PhysicsServer::BODY_MODE_STATIC)
- return;
- AreaSW *def_area = get_space()->get_default_area();
- // AreaSW *damp_area = def_area;
- ERR_FAIL_COND(!def_area);
- int ac = areas.size();
- bool stopped = false;
- gravity = Vector3(0, 0, 0);
- area_linear_damp = 0;
- area_angular_damp = 0;
- if (ac) {
- areas.sort();
- const AreaCMP *aa = &areas[0];
- // damp_area = aa[ac-1].area;
- for (int i = ac - 1; i >= 0 && !stopped; i--) {
- PhysicsServer::AreaSpaceOverrideMode mode = aa[i].area->get_space_override_mode();
- switch (mode) {
- case PhysicsServer::AREA_SPACE_OVERRIDE_COMBINE:
- case PhysicsServer::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
- _compute_area_gravity_and_dampenings(aa[i].area);
- stopped = mode == PhysicsServer::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
- } break;
- case PhysicsServer::AREA_SPACE_OVERRIDE_REPLACE:
- case PhysicsServer::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
- gravity = Vector3(0, 0, 0);
- area_angular_damp = 0;
- area_linear_damp = 0;
- _compute_area_gravity_and_dampenings(aa[i].area);
- stopped = mode == PhysicsServer::AREA_SPACE_OVERRIDE_REPLACE;
- } break;
- default: {}
- }
- }
- }
- if (!stopped) {
- _compute_area_gravity_and_dampenings(def_area);
- }
- gravity *= gravity_scale;
- // If less than 0, override dampenings with that of the Body
- if (angular_damp >= 0)
- area_angular_damp = angular_damp;
- /*
- else
- area_angular_damp=damp_area->get_angular_damp();
- */
- if (linear_damp >= 0)
- area_linear_damp = linear_damp;
- /*
- else
- area_linear_damp=damp_area->get_linear_damp();
- */
- Vector3 motion;
- bool do_motion = false;
- if (mode == PhysicsServer::BODY_MODE_KINEMATIC) {
- //compute motion, angular and etc. velocities from prev transform
- linear_velocity = (new_transform.origin - get_transform().origin) / p_step;
- //compute a FAKE angular velocity, not so easy
- Basis rot = new_transform.basis.orthonormalized().transposed() * get_transform().basis.orthonormalized();
- Vector3 axis;
- real_t angle;
- rot.get_axis_angle(axis, angle);
- axis.normalize();
- angular_velocity = axis.normalized() * (angle / p_step);
- motion = new_transform.origin - get_transform().origin;
- do_motion = true;
- } else {
- if (!omit_force_integration && !first_integration) {
- //overridden by direct state query
- Vector3 force = gravity * mass;
- force += applied_force;
- Vector3 torque = applied_torque;
- real_t damp = 1.0 - p_step * area_linear_damp;
- if (damp < 0) // reached zero in the given time
- damp = 0;
- real_t angular_damp = 1.0 - p_step * area_angular_damp;
- if (angular_damp < 0) // reached zero in the given time
- angular_damp = 0;
- linear_velocity *= damp;
- angular_velocity *= angular_damp;
- linear_velocity += _inv_mass * force * p_step;
- angular_velocity += _inv_inertia_tensor.xform(torque) * p_step;
- }
- if (continuous_cd) {
- motion = linear_velocity * p_step;
- do_motion = true;
- }
- }
- applied_force = Vector3();
- applied_torque = Vector3();
- first_integration = false;
- //motion=linear_velocity*p_step;
- biased_angular_velocity = Vector3();
- biased_linear_velocity = Vector3();
- if (do_motion) { //shapes temporarily extend for raycast
- _update_shapes_with_motion(motion);
- }
- def_area = NULL; // clear the area, so it is set in the next frame
- contact_count = 0;
- }
- void BodySW::integrate_velocities(real_t p_step) {
- if (mode == PhysicsServer::BODY_MODE_STATIC)
- return;
- if (fi_callback)
- get_space()->body_add_to_state_query_list(&direct_state_query_list);
- //apply axis lock linear
- for (int i = 0; i < 3; i++) {
- if (is_axis_locked((PhysicsServer::BodyAxis)(1 << i))) {
- linear_velocity[i] = 0;
- biased_linear_velocity[i] = 0;
- new_transform.origin[i] = get_transform().origin[i];
- }
- }
- //apply axis lock angular
- for (int i = 0; i < 3; i++) {
- if (is_axis_locked((PhysicsServer::BodyAxis)(1 << (i + 3)))) {
- angular_velocity[i] = 0;
- biased_angular_velocity[i] = 0;
- }
- }
- if (mode == PhysicsServer::BODY_MODE_KINEMATIC) {
- _set_transform(new_transform, false);
- _set_inv_transform(new_transform.affine_inverse());
- if (contacts.size() == 0 && linear_velocity == Vector3() && angular_velocity == Vector3())
- set_active(false); //stopped moving, deactivate
- return;
- }
- Vector3 total_angular_velocity = angular_velocity + biased_angular_velocity;
- real_t ang_vel = total_angular_velocity.length();
- Transform transform = get_transform();
- if (ang_vel != 0.0) {
- Vector3 ang_vel_axis = total_angular_velocity / ang_vel;
- Basis rot(ang_vel_axis, ang_vel * p_step);
- Basis identity3(1, 0, 0, 0, 1, 0, 0, 0, 1);
- transform.origin += ((identity3 - rot) * transform.basis).xform(center_of_mass_local);
- transform.basis = rot * transform.basis;
- transform.orthonormalize();
- }
- Vector3 total_linear_velocity = linear_velocity + biased_linear_velocity;
- /*for(int i=0;i<3;i++) {
- if (axis_lock&(1<<i)) {
- transform.origin[i]=0.0;
- }
- }*/
- transform.origin += total_linear_velocity * p_step;
- _set_transform(transform);
- _set_inv_transform(get_transform().inverse());
- _update_transform_dependant();
- /*
- if (fi_callback) {
- get_space()->body_add_to_state_query_list(&direct_state_query_list);
- */
- }
- /*
- void BodySW::simulate_motion(const Transform& p_xform,real_t p_step) {
- Transform inv_xform = p_xform.affine_inverse();
- if (!get_space()) {
- _set_transform(p_xform);
- _set_inv_transform(inv_xform);
- return;
- }
- //compute a FAKE linear velocity - this is easy
- linear_velocity=(p_xform.origin - get_transform().origin)/p_step;
- //compute a FAKE angular velocity, not so easy
- Basis rot=get_transform().basis.orthonormalized().transposed() * p_xform.basis.orthonormalized();
- Vector3 axis;
- real_t angle;
- rot.get_axis_angle(axis,angle);
- axis.normalize();
- angular_velocity=axis.normalized() * (angle/p_step);
- linear_velocity = (p_xform.origin - get_transform().origin)/p_step;
- if (!direct_state_query_list.in_list())// - callalways, so lv and av are cleared && (state_query || direct_state_query))
- get_space()->body_add_to_state_query_list(&direct_state_query_list);
- simulated_motion=true;
- _set_transform(p_xform);
- }
- */
- void BodySW::wakeup_neighbours() {
- for (Map<ConstraintSW *, int>::Element *E = constraint_map.front(); E; E = E->next()) {
- const ConstraintSW *c = E->key();
- BodySW **n = c->get_body_ptr();
- int bc = c->get_body_count();
- for (int i = 0; i < bc; i++) {
- if (i == E->get())
- continue;
- BodySW *b = n[i];
- if (b->mode != PhysicsServer::BODY_MODE_RIGID)
- continue;
- if (!b->is_active())
- b->set_active(true);
- }
- }
- }
- void BodySW::call_queries() {
- if (fi_callback) {
- PhysicsDirectBodyStateSW *dbs = PhysicsDirectBodyStateSW::singleton;
- dbs->body = this;
- Variant v = dbs;
- Object *obj = ObjectDB::get_instance(fi_callback->id);
- if (!obj) {
- set_force_integration_callback(0, StringName());
- } else {
- const Variant *vp[2] = { &v, &fi_callback->udata };
- Variant::CallError ce;
- int argc = (fi_callback->udata.get_type() == Variant::NIL) ? 1 : 2;
- obj->call(fi_callback->method, vp, argc, ce);
- }
- }
- }
- bool BodySW::sleep_test(real_t p_step) {
- if (mode == PhysicsServer::BODY_MODE_STATIC || mode == PhysicsServer::BODY_MODE_KINEMATIC)
- return true; //
- else if (mode == PhysicsServer::BODY_MODE_CHARACTER)
- return !active; // characters don't sleep unless asked to sleep
- else if (!can_sleep)
- return false;
- if (Math::abs(angular_velocity.length()) < get_space()->get_body_angular_velocity_sleep_threshold() && Math::abs(linear_velocity.length_squared()) < get_space()->get_body_linear_velocity_sleep_threshold() * get_space()->get_body_linear_velocity_sleep_threshold()) {
- still_time += p_step;
- return still_time > get_space()->get_body_time_to_sleep();
- } else {
- still_time = 0; //maybe this should be set to 0 on set_active?
- return false;
- }
- }
- void BodySW::set_force_integration_callback(ObjectID p_id, const StringName &p_method, const Variant &p_udata) {
- if (fi_callback) {
- memdelete(fi_callback);
- fi_callback = NULL;
- }
- if (p_id != 0) {
- fi_callback = memnew(ForceIntegrationCallback);
- fi_callback->id = p_id;
- fi_callback->method = p_method;
- fi_callback->udata = p_udata;
- }
- }
- void BodySW::set_kinematic_margin(real_t p_margin) {
- kinematic_safe_margin = p_margin;
- }
- BodySW::BodySW() :
- CollisionObjectSW(TYPE_BODY),
- locked_axis(0),
- active_list(this),
- inertia_update_list(this),
- direct_state_query_list(this) {
- mode = PhysicsServer::BODY_MODE_RIGID;
- active = true;
- mass = 1;
- kinematic_safe_margin = 0.01;
- //_inv_inertia=Transform();
- _inv_mass = 1;
- bounce = 0;
- friction = 1;
- omit_force_integration = false;
- //applied_torque=0;
- island_step = 0;
- island_next = NULL;
- island_list_next = NULL;
- first_time_kinematic = false;
- first_integration = false;
- _set_static(false);
- contact_count = 0;
- gravity_scale = 1.0;
- linear_damp = -1;
- angular_damp = -1;
- area_angular_damp = 0;
- area_linear_damp = 0;
- still_time = 0;
- continuous_cd = false;
- can_sleep = true;
- fi_callback = NULL;
- }
- BodySW::~BodySW() {
- if (fi_callback)
- memdelete(fi_callback);
- }
- PhysicsDirectBodyStateSW *PhysicsDirectBodyStateSW::singleton = NULL;
- PhysicsDirectSpaceState *PhysicsDirectBodyStateSW::get_space_state() {
- return body->get_space()->get_direct_state();
- }
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