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- /**************************************************************************/
- /* animatable_body_3d.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #include "animatable_body_3d.h"
- Vector3 AnimatableBody3D::get_linear_velocity() const {
- return linear_velocity;
- }
- Vector3 AnimatableBody3D::get_angular_velocity() const {
- return angular_velocity;
- }
- void AnimatableBody3D::set_sync_to_physics(bool p_enable) {
- if (sync_to_physics == p_enable) {
- return;
- }
- sync_to_physics = p_enable;
- _update_kinematic_motion();
- }
- bool AnimatableBody3D::is_sync_to_physics_enabled() const {
- return sync_to_physics;
- }
- void AnimatableBody3D::_update_kinematic_motion() {
- #ifdef TOOLS_ENABLED
- if (Engine::get_singleton()->is_editor_hint()) {
- return;
- }
- #endif
- if (sync_to_physics) {
- set_only_update_transform_changes(true);
- set_notify_local_transform(true);
- } else {
- set_only_update_transform_changes(false);
- set_notify_local_transform(false);
- }
- }
- void AnimatableBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
- linear_velocity = p_state->get_linear_velocity();
- angular_velocity = p_state->get_angular_velocity();
- if (!sync_to_physics) {
- return;
- }
- last_valid_transform = p_state->get_transform();
- set_notify_local_transform(false);
- set_global_transform(last_valid_transform);
- set_notify_local_transform(true);
- _on_transform_changed();
- }
- void AnimatableBody3D::_notification(int p_what) {
- #ifdef TOOLS_ENABLED
- if (Engine::get_singleton()->is_editor_hint()) {
- return;
- }
- #endif
- switch (p_what) {
- case NOTIFICATION_ENTER_TREE: {
- last_valid_transform = get_global_transform();
- _update_kinematic_motion();
- } break;
- case NOTIFICATION_EXIT_TREE: {
- set_only_update_transform_changes(false);
- set_notify_local_transform(false);
- } break;
- case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
- // Used by sync to physics, send the new transform to the physics...
- Transform3D new_transform = get_global_transform();
- PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_TRANSFORM, new_transform);
- // ... but then revert changes.
- set_notify_local_transform(false);
- set_global_transform(last_valid_transform);
- set_notify_local_transform(true);
- _on_transform_changed();
- } break;
- }
- }
- void AnimatableBody3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &AnimatableBody3D::set_sync_to_physics);
- ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &AnimatableBody3D::is_sync_to_physics_enabled);
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled");
- }
- AnimatableBody3D::AnimatableBody3D() :
- StaticBody3D(PhysicsServer3D::BODY_MODE_KINEMATIC) {
- PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &AnimatableBody3D::_body_state_changed));
- }
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