/**************************************************************************/ /* physics_server_3d.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "physics_server_3d.h" #include "core/config/project_settings.h" #include "core/object/class_db.h" #include "core/object/ref_counted.h" PhysicsServer3D *PhysicsServer3D::singleton = nullptr; PhysicsServer3D *PhysicsServer3D::get_singleton() { return singleton; } bool PhysicsServer3D::_body_test_motion(RID p_body, RequiredParam rp_parameters, const Ref &p_result) { EXTRACT_PARAM_OR_FAIL_V(p_parameters, rp_parameters, false); PS3DT::MotionResult *result_ptr = nullptr; if (p_result.is_valid()) { result_ptr = p_result->get_result_ptr(); } return body_test_motion(p_body, p_parameters->get_parameters(), result_ptr); } RID PhysicsServer3D::shape_create(PS3DE::ShapeType p_shape) { switch (p_shape) { case PS3DE::SHAPE_WORLD_BOUNDARY: return world_boundary_shape_create(); case PS3DE::SHAPE_SEPARATION_RAY: return separation_ray_shape_create(); case PS3DE::SHAPE_SPHERE: return sphere_shape_create(); case PS3DE::SHAPE_BOX: return box_shape_create(); case PS3DE::SHAPE_CAPSULE: return capsule_shape_create(); case PS3DE::SHAPE_CYLINDER: return cylinder_shape_create(); case PS3DE::SHAPE_CONVEX_POLYGON: return convex_polygon_shape_create(); case PS3DE::SHAPE_CONCAVE_POLYGON: return concave_polygon_shape_create(); case PS3DE::SHAPE_HEIGHTMAP: return heightmap_shape_create(); case PS3DE::SHAPE_CUSTOM: return custom_shape_create(); default: return RID(); } } void PhysicsServer3D::_bind_methods() { #ifndef _3D_DISABLED ClassDB::bind_method(D_METHOD("world_boundary_shape_create"), &PhysicsServer3D::world_boundary_shape_create); ClassDB::bind_method(D_METHOD("separation_ray_shape_create"), &PhysicsServer3D::separation_ray_shape_create); ClassDB::bind_method(D_METHOD("sphere_shape_create"), &PhysicsServer3D::sphere_shape_create); ClassDB::bind_method(D_METHOD("box_shape_create"), &PhysicsServer3D::box_shape_create); ClassDB::bind_method(D_METHOD("capsule_shape_create"), &PhysicsServer3D::capsule_shape_create); ClassDB::bind_method(D_METHOD("cylinder_shape_create"), &PhysicsServer3D::cylinder_shape_create); ClassDB::bind_method(D_METHOD("convex_polygon_shape_create"), &PhysicsServer3D::convex_polygon_shape_create); ClassDB::bind_method(D_METHOD("concave_polygon_shape_create"), &PhysicsServer3D::concave_polygon_shape_create); ClassDB::bind_method(D_METHOD("heightmap_shape_create"), &PhysicsServer3D::heightmap_shape_create); ClassDB::bind_method(D_METHOD("custom_shape_create"), &PhysicsServer3D::custom_shape_create); ClassDB::bind_method(D_METHOD("shape_set_data", "shape", "data"), &PhysicsServer3D::shape_set_data); ClassDB::bind_method(D_METHOD("shape_set_margin", "shape", "margin"), &PhysicsServer3D::shape_set_margin); ClassDB::bind_method(D_METHOD("shape_get_type", "shape"), &PhysicsServer3D::shape_get_type); ClassDB::bind_method(D_METHOD("shape_get_data", "shape"), &PhysicsServer3D::shape_get_data); ClassDB::bind_method(D_METHOD("shape_get_margin", "shape"), &PhysicsServer3D::shape_get_margin); ClassDB::bind_method(D_METHOD("space_create"), &PhysicsServer3D::space_create); ClassDB::bind_method(D_METHOD("space_set_active", "space", "active"), &PhysicsServer3D::space_set_active); ClassDB::bind_method(D_METHOD("space_is_active", "space"), &PhysicsServer3D::space_is_active); ClassDB::bind_method(D_METHOD("space_set_param", "space", "param", "value"), &PhysicsServer3D::space_set_param); ClassDB::bind_method(D_METHOD("space_get_param", "space", "param"), &PhysicsServer3D::space_get_param); ClassDB::bind_method(D_METHOD("space_get_direct_state", "space"), &PhysicsServer3D::space_get_direct_state); ClassDB::bind_method(D_METHOD("area_create"), &PhysicsServer3D::area_create); ClassDB::bind_method(D_METHOD("area_set_space", "area", "space"), &PhysicsServer3D::area_set_space); ClassDB::bind_method(D_METHOD("area_get_space", "area"), &PhysicsServer3D::area_get_space); ClassDB::bind_method(D_METHOD("area_add_shape", "area", "shape", "transform", "disabled"), &PhysicsServer3D::area_add_shape, DEFVAL(Transform3D()), DEFVAL(false)); ClassDB::bind_method(D_METHOD("area_set_shape", "area", "shape_idx", "shape"), &PhysicsServer3D::area_set_shape); ClassDB::bind_method(D_METHOD("area_set_shape_transform", "area", "shape_idx", "transform"), &PhysicsServer3D::area_set_shape_transform); ClassDB::bind_method(D_METHOD("area_set_shape_disabled", "area", "shape_idx", "disabled"), &PhysicsServer3D::area_set_shape_disabled); ClassDB::bind_method(D_METHOD("area_get_shape_count", "area"), &PhysicsServer3D::area_get_shape_count); ClassDB::bind_method(D_METHOD("area_get_shape", "area", "shape_idx"), &PhysicsServer3D::area_get_shape); ClassDB::bind_method(D_METHOD("area_get_shape_transform", "area", "shape_idx"), &PhysicsServer3D::area_get_shape_transform); ClassDB::bind_method(D_METHOD("area_remove_shape", "area", "shape_idx"), &PhysicsServer3D::area_remove_shape); ClassDB::bind_method(D_METHOD("area_clear_shapes", "area"), &PhysicsServer3D::area_clear_shapes); ClassDB::bind_method(D_METHOD("area_set_collision_layer", "area", "layer"), &PhysicsServer3D::area_set_collision_layer); ClassDB::bind_method(D_METHOD("area_get_collision_layer", "area"), &PhysicsServer3D::area_get_collision_layer); ClassDB::bind_method(D_METHOD("area_set_collision_mask", "area", "mask"), &PhysicsServer3D::area_set_collision_mask); ClassDB::bind_method(D_METHOD("area_get_collision_mask", "area"), &PhysicsServer3D::area_get_collision_mask); ClassDB::bind_method(D_METHOD("area_set_param", "area", "param", "value"), &PhysicsServer3D::area_set_param); ClassDB::bind_method(D_METHOD("area_set_transform", "area", "transform"), &PhysicsServer3D::area_set_transform); ClassDB::bind_method(D_METHOD("area_get_param", "area", "param"), &PhysicsServer3D::area_get_param); ClassDB::bind_method(D_METHOD("area_get_transform", "area"), &PhysicsServer3D::area_get_transform); ClassDB::bind_method(D_METHOD("area_attach_object_instance_id", "area", "id"), &PhysicsServer3D::area_attach_object_instance_id); ClassDB::bind_method(D_METHOD("area_get_object_instance_id", "area"), &PhysicsServer3D::area_get_object_instance_id); ClassDB::bind_method(D_METHOD("area_set_monitor_callback", "area", "callback"), &PhysicsServer3D::area_set_monitor_callback); ClassDB::bind_method(D_METHOD("area_set_area_monitor_callback", "area", "callback"), &PhysicsServer3D::area_set_area_monitor_callback); ClassDB::bind_method(D_METHOD("area_set_monitorable", "area", "monitorable"), &PhysicsServer3D::area_set_monitorable); ClassDB::bind_method(D_METHOD("area_set_ray_pickable", "area", "enable"), &PhysicsServer3D::area_set_ray_pickable); ClassDB::bind_method(D_METHOD("body_create"), &PhysicsServer3D::body_create); ClassDB::bind_method(D_METHOD("body_set_space", "body", "space"), &PhysicsServer3D::body_set_space); ClassDB::bind_method(D_METHOD("body_get_space", "body"), &PhysicsServer3D::body_get_space); ClassDB::bind_method(D_METHOD("body_set_mode", "body", "mode"), &PhysicsServer3D::body_set_mode); ClassDB::bind_method(D_METHOD("body_get_mode", "body"), &PhysicsServer3D::body_get_mode); ClassDB::bind_method(D_METHOD("body_set_collision_layer", "body", "layer"), &PhysicsServer3D::body_set_collision_layer); ClassDB::bind_method(D_METHOD("body_get_collision_layer", "body"), &PhysicsServer3D::body_get_collision_layer); ClassDB::bind_method(D_METHOD("body_set_collision_mask", "body", "mask"), &PhysicsServer3D::body_set_collision_mask); ClassDB::bind_method(D_METHOD("body_get_collision_mask", "body"), &PhysicsServer3D::body_get_collision_mask); ClassDB::bind_method(D_METHOD("body_set_collision_priority", "body", "priority"), &PhysicsServer3D::body_set_collision_priority); ClassDB::bind_method(D_METHOD("body_get_collision_priority", "body"), &PhysicsServer3D::body_get_collision_priority); ClassDB::bind_method(D_METHOD("body_add_shape", "body", "shape", "transform", "disabled"), &PhysicsServer3D::body_add_shape, DEFVAL(Transform3D()), DEFVAL(false)); ClassDB::bind_method(D_METHOD("body_set_shape", "body", "shape_idx", "shape"), &PhysicsServer3D::body_set_shape); ClassDB::bind_method(D_METHOD("body_set_shape_transform", "body", "shape_idx", "transform"), &PhysicsServer3D::body_set_shape_transform); ClassDB::bind_method(D_METHOD("body_set_shape_disabled", "body", "shape_idx", "disabled"), &PhysicsServer3D::body_set_shape_disabled); ClassDB::bind_method(D_METHOD("body_get_shape_count", "body"), &PhysicsServer3D::body_get_shape_count); ClassDB::bind_method(D_METHOD("body_get_shape", "body", "shape_idx"), &PhysicsServer3D::body_get_shape); ClassDB::bind_method(D_METHOD("body_get_shape_transform", "body", "shape_idx"), &PhysicsServer3D::body_get_shape_transform); ClassDB::bind_method(D_METHOD("body_remove_shape", "body", "shape_idx"), &PhysicsServer3D::body_remove_shape); ClassDB::bind_method(D_METHOD("body_clear_shapes", "body"), &PhysicsServer3D::body_clear_shapes); ClassDB::bind_method(D_METHOD("body_attach_object_instance_id", "body", "id"), &PhysicsServer3D::body_attach_object_instance_id); ClassDB::bind_method(D_METHOD("body_get_object_instance_id", "body"), &PhysicsServer3D::body_get_object_instance_id); ClassDB::bind_method(D_METHOD("body_set_enable_continuous_collision_detection", "body", "enable"), &PhysicsServer3D::body_set_enable_continuous_collision_detection); ClassDB::bind_method(D_METHOD("body_is_continuous_collision_detection_enabled", "body"), &PhysicsServer3D::body_is_continuous_collision_detection_enabled); ClassDB::bind_method(D_METHOD("body_set_param", "body", "param", "value"), &PhysicsServer3D::body_set_param); ClassDB::bind_method(D_METHOD("body_get_param", "body", "param"), &PhysicsServer3D::body_get_param); ClassDB::bind_method(D_METHOD("body_reset_mass_properties", "body"), &PhysicsServer3D::body_reset_mass_properties); ClassDB::bind_method(D_METHOD("body_set_state", "body", "state", "value"), &PhysicsServer3D::body_set_state); ClassDB::bind_method(D_METHOD("body_get_state", "body", "state"), &PhysicsServer3D::body_get_state); 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); ClassDB::bind_method(D_METHOD("body_is_axis_locked", "body", "axis"), &PhysicsServer3D::body_is_axis_locked); ClassDB::bind_method(D_METHOD("body_add_collision_exception", "body", "excepted_body"), &PhysicsServer3D::body_add_collision_exception); ClassDB::bind_method(D_METHOD("body_remove_collision_exception", "body", "excepted_body"), &PhysicsServer3D::body_remove_collision_exception); ClassDB::bind_method(D_METHOD("body_set_max_contacts_reported", "body", "amount"), &PhysicsServer3D::body_set_max_contacts_reported); ClassDB::bind_method(D_METHOD("body_get_max_contacts_reported", "body"), &PhysicsServer3D::body_get_max_contacts_reported); ClassDB::bind_method(D_METHOD("body_set_omit_force_integration", "body", "enable"), &PhysicsServer3D::body_set_omit_force_integration); ClassDB::bind_method(D_METHOD("body_is_omitting_force_integration", "body"), &PhysicsServer3D::body_is_omitting_force_integration); ClassDB::bind_method(D_METHOD("body_set_state_sync_callback", "body", "callable"), &PhysicsServer3D::body_set_state_sync_callback); ClassDB::bind_method(D_METHOD("body_set_force_integration_callback", "body", "callable", "userdata"), &PhysicsServer3D::body_set_force_integration_callback, DEFVAL(Variant())); ClassDB::bind_method(D_METHOD("body_set_ray_pickable", "body", "enable"), &PhysicsServer3D::body_set_ray_pickable); ClassDB::bind_method(D_METHOD("body_test_motion", "body", "parameters", "result"), &PhysicsServer3D::_body_test_motion, DEFVAL(Variant())); ClassDB::bind_method(D_METHOD("body_get_direct_state", "body"), &PhysicsServer3D::body_get_direct_state); /* SOFT BODY API */ ClassDB::bind_method(D_METHOD("soft_body_create"), &PhysicsServer3D::soft_body_create); ClassDB::bind_method(D_METHOD("soft_body_update_rendering_server", "body", "rendering_server_handler"), &PhysicsServer3D::soft_body_update_rendering_server); ClassDB::bind_method(D_METHOD("soft_body_set_space", "body", "space"), &PhysicsServer3D::soft_body_set_space); ClassDB::bind_method(D_METHOD("soft_body_get_space", "body"), &PhysicsServer3D::soft_body_get_space); ClassDB::bind_method(D_METHOD("soft_body_set_mesh", "body", "mesh"), &PhysicsServer3D::soft_body_set_mesh); ClassDB::bind_method(D_METHOD("soft_body_get_bounds", "body"), &PhysicsServer3D::soft_body_get_bounds); ClassDB::bind_method(D_METHOD("soft_body_set_collision_layer", "body", "layer"), &PhysicsServer3D::soft_body_set_collision_layer); ClassDB::bind_method(D_METHOD("soft_body_get_collision_layer", "body"), &PhysicsServer3D::soft_body_get_collision_layer); ClassDB::bind_method(D_METHOD("soft_body_set_collision_mask", "body", "mask"), &PhysicsServer3D::soft_body_set_collision_mask); ClassDB::bind_method(D_METHOD("soft_body_get_collision_mask", "body"), &PhysicsServer3D::soft_body_get_collision_mask); ClassDB::bind_method(D_METHOD("soft_body_add_collision_exception", "body", "body_b"), &PhysicsServer3D::soft_body_add_collision_exception); ClassDB::bind_method(D_METHOD("soft_body_remove_collision_exception", "body", "body_b"), &PhysicsServer3D::soft_body_remove_collision_exception); ClassDB::bind_method(D_METHOD("soft_body_set_state", "body", "state", "variant"), &PhysicsServer3D::soft_body_set_state); ClassDB::bind_method(D_METHOD("soft_body_get_state", "body", "state"), &PhysicsServer3D::soft_body_get_state); ClassDB::bind_method(D_METHOD("soft_body_set_transform", "body", "transform"), &PhysicsServer3D::soft_body_set_transform); ClassDB::bind_method(D_METHOD("soft_body_set_ray_pickable", "body", "enable"), &PhysicsServer3D::soft_body_set_ray_pickable); ClassDB::bind_method(D_METHOD("soft_body_set_simulation_precision", "body", "simulation_precision"), &PhysicsServer3D::soft_body_set_simulation_precision); ClassDB::bind_method(D_METHOD("soft_body_get_simulation_precision", "body"), &PhysicsServer3D::soft_body_get_simulation_precision); ClassDB::bind_method(D_METHOD("soft_body_set_total_mass", "body", "total_mass"), &PhysicsServer3D::soft_body_set_total_mass); ClassDB::bind_method(D_METHOD("soft_body_get_total_mass", "body"), &PhysicsServer3D::soft_body_get_total_mass); ClassDB::bind_method(D_METHOD("soft_body_set_linear_stiffness", "body", "stiffness"), &PhysicsServer3D::soft_body_set_linear_stiffness); ClassDB::bind_method(D_METHOD("soft_body_get_linear_stiffness", "body"), &PhysicsServer3D::soft_body_get_linear_stiffness); ClassDB::bind_method(D_METHOD("soft_body_set_shrinking_factor", "body", "shrinking_factor"), &PhysicsServer3D::soft_body_set_shrinking_factor); ClassDB::bind_method(D_METHOD("soft_body_get_shrinking_factor", "body"), &PhysicsServer3D::soft_body_get_shrinking_factor); ClassDB::bind_method(D_METHOD("soft_body_set_pressure_coefficient", "body", "pressure_coefficient"), &PhysicsServer3D::soft_body_set_pressure_coefficient); ClassDB::bind_method(D_METHOD("soft_body_get_pressure_coefficient", "body"), &PhysicsServer3D::soft_body_get_pressure_coefficient); ClassDB::bind_method(D_METHOD("soft_body_set_damping_coefficient", "body", "damping_coefficient"), &PhysicsServer3D::soft_body_set_damping_coefficient); ClassDB::bind_method(D_METHOD("soft_body_get_damping_coefficient", "body"), &PhysicsServer3D::soft_body_get_damping_coefficient); ClassDB::bind_method(D_METHOD("soft_body_set_drag_coefficient", "body", "drag_coefficient"), &PhysicsServer3D::soft_body_set_drag_coefficient); ClassDB::bind_method(D_METHOD("soft_body_get_drag_coefficient", "body"), &PhysicsServer3D::soft_body_get_drag_coefficient); ClassDB::bind_method(D_METHOD("soft_body_move_point", "body", "point_index", "global_position"), &PhysicsServer3D::soft_body_move_point); ClassDB::bind_method(D_METHOD("soft_body_get_point_global_position", "body", "point_index"), &PhysicsServer3D::soft_body_get_point_global_position); ClassDB::bind_method(D_METHOD("soft_body_remove_all_pinned_points", "body"), &PhysicsServer3D::soft_body_remove_all_pinned_points); ClassDB::bind_method(D_METHOD("soft_body_pin_point", "body", "point_index", "pin"), &PhysicsServer3D::soft_body_pin_point); ClassDB::bind_method(D_METHOD("soft_body_is_point_pinned", "body", "point_index"), &PhysicsServer3D::soft_body_is_point_pinned); ClassDB::bind_method(D_METHOD("soft_body_apply_point_impulse", "body", "point_index", "impulse"), &PhysicsServer3D::soft_body_apply_point_impulse); ClassDB::bind_method(D_METHOD("soft_body_apply_point_force", "body", "point_index", "force"), &PhysicsServer3D::soft_body_apply_point_force); ClassDB::bind_method(D_METHOD("soft_body_apply_central_impulse", "body", "impulse"), &PhysicsServer3D::soft_body_apply_central_impulse); ClassDB::bind_method(D_METHOD("soft_body_apply_central_force", "body", "force"), &PhysicsServer3D::soft_body_apply_central_force); /* JOINT API */ ClassDB::bind_method(D_METHOD("joint_create"), &PhysicsServer3D::joint_create); ClassDB::bind_method(D_METHOD("joint_clear", "joint"), &PhysicsServer3D::joint_clear); BIND_ENUM_CONSTANT(PS3DE::JOINT_TYPE_PIN); BIND_ENUM_CONSTANT(PS3DE::JOINT_TYPE_HINGE); BIND_ENUM_CONSTANT(PS3DE::JOINT_TYPE_SLIDER); BIND_ENUM_CONSTANT(PS3DE::JOINT_TYPE_CONE_TWIST); BIND_ENUM_CONSTANT(PS3DE::JOINT_TYPE_6DOF); BIND_ENUM_CONSTANT(PS3DE::JOINT_TYPE_MAX); ClassDB::bind_method(D_METHOD("joint_make_pin", "joint", "body_A", "local_A", "body_B", "local_B"), &PhysicsServer3D::joint_make_pin); ClassDB::bind_method(D_METHOD("pin_joint_set_param", "joint", "param", "value"), &PhysicsServer3D::pin_joint_set_param); ClassDB::bind_method(D_METHOD("pin_joint_get_param", "joint", "param"), &PhysicsServer3D::pin_joint_get_param); ClassDB::bind_method(D_METHOD("pin_joint_set_local_a", "joint", "local_A"), &PhysicsServer3D::pin_joint_set_local_a); ClassDB::bind_method(D_METHOD("pin_joint_get_local_a", "joint"), &PhysicsServer3D::pin_joint_get_local_a); ClassDB::bind_method(D_METHOD("pin_joint_set_local_b", "joint", "local_B"), &PhysicsServer3D::pin_joint_set_local_b); ClassDB::bind_method(D_METHOD("pin_joint_get_local_b", "joint"), &PhysicsServer3D::pin_joint_get_local_b); BIND_ENUM_CONSTANT(PS3DE::PIN_JOINT_BIAS); BIND_ENUM_CONSTANT(PS3DE::PIN_JOINT_DAMPING); BIND_ENUM_CONSTANT(PS3DE::PIN_JOINT_IMPULSE_CLAMP); BIND_ENUM_CONSTANT(PS3DE::HINGE_JOINT_BIAS); BIND_ENUM_CONSTANT(PS3DE::HINGE_JOINT_LIMIT_UPPER); BIND_ENUM_CONSTANT(PS3DE::HINGE_JOINT_LIMIT_LOWER); BIND_ENUM_CONSTANT(PS3DE::HINGE_JOINT_LIMIT_BIAS); BIND_ENUM_CONSTANT(PS3DE::HINGE_JOINT_LIMIT_SOFTNESS); BIND_ENUM_CONSTANT(PS3DE::HINGE_JOINT_LIMIT_RELAXATION); BIND_ENUM_CONSTANT(PS3DE::HINGE_JOINT_MOTOR_TARGET_VELOCITY); BIND_ENUM_CONSTANT(PS3DE::HINGE_JOINT_MOTOR_MAX_IMPULSE); BIND_ENUM_CONSTANT(PS3DE::HINGE_JOINT_FLAG_USE_LIMIT); BIND_ENUM_CONSTANT(PS3DE::HINGE_JOINT_FLAG_ENABLE_MOTOR); ClassDB::bind_method(D_METHOD("joint_make_hinge", "joint", "body_A", "hinge_A", "body_B", "hinge_B"), &PhysicsServer3D::joint_make_hinge); ClassDB::bind_method(D_METHOD("hinge_joint_set_param", "joint", "param", "value"), &PhysicsServer3D::hinge_joint_set_param); ClassDB::bind_method(D_METHOD("hinge_joint_get_param", "joint", "param"), &PhysicsServer3D::hinge_joint_get_param); ClassDB::bind_method(D_METHOD("hinge_joint_set_flag", "joint", "flag", "enabled"), &PhysicsServer3D::hinge_joint_set_flag); ClassDB::bind_method(D_METHOD("hinge_joint_get_flag", "joint", "flag"), &PhysicsServer3D::hinge_joint_get_flag); ClassDB::bind_method(D_METHOD("joint_make_slider", "joint", "body_A", "local_ref_A", "body_B", "local_ref_B"), &PhysicsServer3D::joint_make_slider); ClassDB::bind_method(D_METHOD("slider_joint_set_param", "joint", "param", "value"), &PhysicsServer3D::slider_joint_set_param); ClassDB::bind_method(D_METHOD("slider_joint_get_param", "joint", "param"), &PhysicsServer3D::slider_joint_get_param); BIND_ENUM_CONSTANT(PS3DE::SLIDER_JOINT_LINEAR_LIMIT_UPPER); BIND_ENUM_CONSTANT(PS3DE::SLIDER_JOINT_LINEAR_LIMIT_LOWER); BIND_ENUM_CONSTANT(PS3DE::SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS); BIND_ENUM_CONSTANT(PS3DE::SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION); BIND_ENUM_CONSTANT(PS3DE::SLIDER_JOINT_LINEAR_LIMIT_DAMPING); BIND_ENUM_CONSTANT(PS3DE::SLIDER_JOINT_LINEAR_MOTION_SOFTNESS); BIND_ENUM_CONSTANT(PS3DE::SLIDER_JOINT_LINEAR_MOTION_RESTITUTION); BIND_ENUM_CONSTANT(PS3DE::SLIDER_JOINT_LINEAR_MOTION_DAMPING); BIND_ENUM_CONSTANT(PS3DE::SLIDER_JOINT_LINEAR_ORTHOGONAL_SOFTNESS); BIND_ENUM_CONSTANT(PS3DE::SLIDER_JOINT_LINEAR_ORTHOGONAL_RESTITUTION); BIND_ENUM_CONSTANT(PS3DE::SLIDER_JOINT_LINEAR_ORTHOGONAL_DAMPING); BIND_ENUM_CONSTANT(PS3DE::SLIDER_JOINT_ANGULAR_LIMIT_UPPER); BIND_ENUM_CONSTANT(PS3DE::SLIDER_JOINT_ANGULAR_LIMIT_LOWER); BIND_ENUM_CONSTANT(PS3DE::SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS); BIND_ENUM_CONSTANT(PS3DE::SLIDER_JOINT_ANGULAR_LIMIT_RESTITUTION); BIND_ENUM_CONSTANT(PS3DE::SLIDER_JOINT_ANGULAR_LIMIT_DAMPING); BIND_ENUM_CONSTANT(PS3DE::SLIDER_JOINT_ANGULAR_MOTION_SOFTNESS); BIND_ENUM_CONSTANT(PS3DE::SLIDER_JOINT_ANGULAR_MOTION_RESTITUTION); BIND_ENUM_CONSTANT(PS3DE::SLIDER_JOINT_ANGULAR_MOTION_DAMPING); BIND_ENUM_CONSTANT(PS3DE::SLIDER_JOINT_ANGULAR_ORTHOGONAL_SOFTNESS); BIND_ENUM_CONSTANT(PS3DE::SLIDER_JOINT_ANGULAR_ORTHOGONAL_RESTITUTION); BIND_ENUM_CONSTANT(PS3DE::SLIDER_JOINT_ANGULAR_ORTHOGONAL_DAMPING); BIND_ENUM_CONSTANT(PS3DE::SLIDER_JOINT_MAX); ClassDB::bind_method(D_METHOD("joint_make_cone_twist", "joint", "body_A", "local_ref_A", "body_B", "local_ref_B"), &PhysicsServer3D::joint_make_cone_twist); ClassDB::bind_method(D_METHOD("cone_twist_joint_set_param", "joint", "param", "value"), &PhysicsServer3D::cone_twist_joint_set_param); ClassDB::bind_method(D_METHOD("cone_twist_joint_get_param", "joint", "param"), &PhysicsServer3D::cone_twist_joint_get_param); BIND_ENUM_CONSTANT(PS3DE::CONE_TWIST_JOINT_SWING_SPAN); BIND_ENUM_CONSTANT(PS3DE::CONE_TWIST_JOINT_TWIST_SPAN); BIND_ENUM_CONSTANT(PS3DE::CONE_TWIST_JOINT_BIAS); BIND_ENUM_CONSTANT(PS3DE::CONE_TWIST_JOINT_SOFTNESS); BIND_ENUM_CONSTANT(PS3DE::CONE_TWIST_JOINT_RELAXATION); BIND_ENUM_CONSTANT(PS3DE::G6DOF_JOINT_LINEAR_LOWER_LIMIT); BIND_ENUM_CONSTANT(PS3DE::G6DOF_JOINT_LINEAR_UPPER_LIMIT); BIND_ENUM_CONSTANT(PS3DE::G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS); BIND_ENUM_CONSTANT(PS3DE::G6DOF_JOINT_LINEAR_RESTITUTION); BIND_ENUM_CONSTANT(PS3DE::G6DOF_JOINT_LINEAR_DAMPING); BIND_ENUM_CONSTANT(PS3DE::G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY); BIND_ENUM_CONSTANT(PS3DE::G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT); BIND_ENUM_CONSTANT(PS3DE::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS); BIND_ENUM_CONSTANT(PS3DE::G6DOF_JOINT_LINEAR_SPRING_DAMPING); BIND_ENUM_CONSTANT(PS3DE::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT); BIND_ENUM_CONSTANT(PS3DE::G6DOF_JOINT_ANGULAR_LOWER_LIMIT); BIND_ENUM_CONSTANT(PS3DE::G6DOF_JOINT_ANGULAR_UPPER_LIMIT); BIND_ENUM_CONSTANT(PS3DE::G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS); BIND_ENUM_CONSTANT(PS3DE::G6DOF_JOINT_ANGULAR_DAMPING); BIND_ENUM_CONSTANT(PS3DE::G6DOF_JOINT_ANGULAR_RESTITUTION); BIND_ENUM_CONSTANT(PS3DE::G6DOF_JOINT_ANGULAR_FORCE_LIMIT); BIND_ENUM_CONSTANT(PS3DE::G6DOF_JOINT_ANGULAR_ERP); BIND_ENUM_CONSTANT(PS3DE::G6DOF_JOINT_ANGULAR_MOTOR_TARGET_VELOCITY); BIND_ENUM_CONSTANT(PS3DE::G6DOF_JOINT_ANGULAR_MOTOR_FORCE_LIMIT); BIND_ENUM_CONSTANT(PS3DE::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS); BIND_ENUM_CONSTANT(PS3DE::G6DOF_JOINT_ANGULAR_SPRING_DAMPING); BIND_ENUM_CONSTANT(PS3DE::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT); BIND_ENUM_CONSTANT(PS3DE::G6DOF_JOINT_LINEAR_DRIVE_FORCE_LIMIT); BIND_ENUM_CONSTANT(PS3DE::G6DOF_JOINT_ANGULAR_DRIVE_TORQUE_LIMIT); BIND_ENUM_CONSTANT(PS3DE::G6DOF_JOINT_MAX); BIND_ENUM_CONSTANT(PS3DE::G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT); BIND_ENUM_CONSTANT(PS3DE::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT); BIND_ENUM_CONSTANT(PS3DE::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING); BIND_ENUM_CONSTANT(PS3DE::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING); BIND_ENUM_CONSTANT(PS3DE::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_MOTOR); #ifndef DISABLE_DEPRECATED BIND_ENUM_CONSTANT(PS3DE::G6DOF_JOINT_FLAG_ENABLE_MOTOR); #endif // DISABLE_DEPRECATED BIND_ENUM_CONSTANT(PS3DE::G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR); BIND_ENUM_CONSTANT(PS3DE::G6DOF_JOINT_FLAG_MAX); ClassDB::bind_method(D_METHOD("joint_get_type", "joint"), &PhysicsServer3D::joint_get_type); ClassDB::bind_method(D_METHOD("joint_set_solver_priority", "joint", "priority"), &PhysicsServer3D::joint_set_solver_priority); ClassDB::bind_method(D_METHOD("joint_get_solver_priority", "joint"), &PhysicsServer3D::joint_get_solver_priority); ClassDB::bind_method(D_METHOD("joint_disable_collisions_between_bodies", "joint", "disable"), &PhysicsServer3D::joint_disable_collisions_between_bodies); ClassDB::bind_method(D_METHOD("joint_is_disabled_collisions_between_bodies", "joint"), &PhysicsServer3D::joint_is_disabled_collisions_between_bodies); ClassDB::bind_method(D_METHOD("joint_make_generic_6dof", "joint", "body_A", "local_ref_A", "body_B", "local_ref_B"), &PhysicsServer3D::joint_make_generic_6dof); ClassDB::bind_method(D_METHOD("generic_6dof_joint_set_param", "joint", "axis", "param", "value"), &PhysicsServer3D::generic_6dof_joint_set_param); ClassDB::bind_method(D_METHOD("generic_6dof_joint_get_param", "joint", "axis", "param"), &PhysicsServer3D::generic_6dof_joint_get_param); ClassDB::bind_method(D_METHOD("generic_6dof_joint_set_flag", "joint", "axis", "flag", "enable"), &PhysicsServer3D::generic_6dof_joint_set_flag); ClassDB::bind_method(D_METHOD("generic_6dof_joint_get_flag", "joint", "axis", "flag"), &PhysicsServer3D::generic_6dof_joint_get_flag); ClassDB::bind_method(D_METHOD("generic_6dof_joint_set_angular_target_rotation", "joint", "target_rotation"), &PhysicsServer3D::generic_6dof_joint_set_angular_target_rotation); ClassDB::bind_method(D_METHOD("generic_6dof_joint_get_angular_target_rotation", "joint"), &PhysicsServer3D::generic_6dof_joint_get_angular_target_rotation); ClassDB::bind_method(D_METHOD("free_rid", "rid"), &PhysicsServer3D::free_rid); ClassDB::bind_method(D_METHOD("set_active", "active"), &PhysicsServer3D::set_active); ClassDB::bind_method(D_METHOD("get_process_info", "process_info"), &PhysicsServer3D::get_process_info); BIND_ENUM_CONSTANT(PS3DE::SHAPE_WORLD_BOUNDARY); BIND_ENUM_CONSTANT(PS3DE::SHAPE_SEPARATION_RAY); BIND_ENUM_CONSTANT(PS3DE::SHAPE_SPHERE); BIND_ENUM_CONSTANT(PS3DE::SHAPE_BOX); BIND_ENUM_CONSTANT(PS3DE::SHAPE_CAPSULE); BIND_ENUM_CONSTANT(PS3DE::SHAPE_CYLINDER); BIND_ENUM_CONSTANT(PS3DE::SHAPE_CONVEX_POLYGON); BIND_ENUM_CONSTANT(PS3DE::SHAPE_CONCAVE_POLYGON); BIND_ENUM_CONSTANT(PS3DE::SHAPE_HEIGHTMAP); BIND_ENUM_CONSTANT(PS3DE::SHAPE_SOFT_BODY); BIND_ENUM_CONSTANT(PS3DE::SHAPE_CUSTOM); BIND_ENUM_CONSTANT(PS3DE::AREA_PARAM_GRAVITY_OVERRIDE_MODE); BIND_ENUM_CONSTANT(PS3DE::AREA_PARAM_GRAVITY); BIND_ENUM_CONSTANT(PS3DE::AREA_PARAM_GRAVITY_VECTOR); BIND_ENUM_CONSTANT(PS3DE::AREA_PARAM_GRAVITY_IS_POINT); BIND_ENUM_CONSTANT(PS3DE::AREA_PARAM_GRAVITY_POINT_UNIT_DISTANCE); BIND_ENUM_CONSTANT(PS3DE::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE); BIND_ENUM_CONSTANT(PS3DE::AREA_PARAM_LINEAR_DAMP); BIND_ENUM_CONSTANT(PS3DE::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE); BIND_ENUM_CONSTANT(PS3DE::AREA_PARAM_ANGULAR_DAMP); BIND_ENUM_CONSTANT(PS3DE::AREA_PARAM_PRIORITY); BIND_ENUM_CONSTANT(PS3DE::AREA_PARAM_WIND_FORCE_MAGNITUDE); BIND_ENUM_CONSTANT(PS3DE::AREA_PARAM_WIND_SOURCE); BIND_ENUM_CONSTANT(PS3DE::AREA_PARAM_WIND_DIRECTION); BIND_ENUM_CONSTANT(PS3DE::AREA_PARAM_WIND_ATTENUATION_FACTOR); BIND_ENUM_CONSTANT(PS3DE::AREA_SPACE_OVERRIDE_DISABLED); BIND_ENUM_CONSTANT(PS3DE::AREA_SPACE_OVERRIDE_COMBINE); BIND_ENUM_CONSTANT(PS3DE::AREA_SPACE_OVERRIDE_COMBINE_REPLACE); BIND_ENUM_CONSTANT(PS3DE::AREA_SPACE_OVERRIDE_REPLACE); BIND_ENUM_CONSTANT(PS3DE::AREA_SPACE_OVERRIDE_REPLACE_COMBINE); BIND_ENUM_CONSTANT(PS3DE::BODY_MODE_STATIC); BIND_ENUM_CONSTANT(PS3DE::BODY_MODE_KINEMATIC); BIND_ENUM_CONSTANT(PS3DE::BODY_MODE_RIGID); BIND_ENUM_CONSTANT(PS3DE::BODY_MODE_RIGID_LINEAR); BIND_ENUM_CONSTANT(PS3DE::BODY_PARAM_BOUNCE); BIND_ENUM_CONSTANT(PS3DE::BODY_PARAM_FRICTION); BIND_ENUM_CONSTANT(PS3DE::BODY_PARAM_MASS); BIND_ENUM_CONSTANT(PS3DE::BODY_PARAM_INERTIA); BIND_ENUM_CONSTANT(PS3DE::BODY_PARAM_CENTER_OF_MASS); BIND_ENUM_CONSTANT(PS3DE::BODY_PARAM_GRAVITY_SCALE); BIND_ENUM_CONSTANT(PS3DE::BODY_PARAM_LINEAR_DAMP_MODE); BIND_ENUM_CONSTANT(PS3DE::BODY_PARAM_ANGULAR_DAMP_MODE); BIND_ENUM_CONSTANT(PS3DE::BODY_PARAM_LINEAR_DAMP); BIND_ENUM_CONSTANT(PS3DE::BODY_PARAM_ANGULAR_DAMP); BIND_ENUM_CONSTANT(PS3DE::BODY_PARAM_MAX); BIND_ENUM_CONSTANT(PS3DE::BODY_DAMP_MODE_COMBINE); BIND_ENUM_CONSTANT(PS3DE::BODY_DAMP_MODE_REPLACE); BIND_ENUM_CONSTANT(PS3DE::BODY_STATE_TRANSFORM); BIND_ENUM_CONSTANT(PS3DE::BODY_STATE_LINEAR_VELOCITY); BIND_ENUM_CONSTANT(PS3DE::BODY_STATE_ANGULAR_VELOCITY); BIND_ENUM_CONSTANT(PS3DE::BODY_STATE_SLEEPING); BIND_ENUM_CONSTANT(PS3DE::BODY_STATE_CAN_SLEEP); BIND_ENUM_CONSTANT(PS3DE::AREA_BODY_ADDED); BIND_ENUM_CONSTANT(PS3DE::AREA_BODY_REMOVED); BIND_ENUM_CONSTANT(PS3DE::INFO_ACTIVE_OBJECTS); BIND_ENUM_CONSTANT(PS3DE::INFO_COLLISION_PAIRS); BIND_ENUM_CONSTANT(PS3DE::INFO_ISLAND_COUNT); BIND_ENUM_CONSTANT(PS3DE::SPACE_PARAM_CONTACT_RECYCLE_RADIUS); BIND_ENUM_CONSTANT(PS3DE::SPACE_PARAM_CONTACT_MAX_SEPARATION); BIND_ENUM_CONSTANT(PS3DE::SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION); BIND_ENUM_CONSTANT(PS3DE::SPACE_PARAM_CONTACT_DEFAULT_BIAS); BIND_ENUM_CONSTANT(PS3DE::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD); BIND_ENUM_CONSTANT(PS3DE::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD); BIND_ENUM_CONSTANT(PS3DE::SPACE_PARAM_BODY_TIME_TO_SLEEP); BIND_ENUM_CONSTANT(PS3DE::SPACE_PARAM_SOLVER_ITERATIONS); BIND_ENUM_CONSTANT(PS3DE::BODY_AXIS_LINEAR_X); BIND_ENUM_CONSTANT(PS3DE::BODY_AXIS_LINEAR_Y); BIND_ENUM_CONSTANT(PS3DE::BODY_AXIS_LINEAR_Z); BIND_ENUM_CONSTANT(PS3DE::BODY_AXIS_ANGULAR_X); BIND_ENUM_CONSTANT(PS3DE::BODY_AXIS_ANGULAR_Y); BIND_ENUM_CONSTANT(PS3DE::BODY_AXIS_ANGULAR_Z); #endif } PhysicsServer3D::PhysicsServer3D() { singleton = this; // World3D physics space GLOBAL_DEF_BASIC(PropertyInfo(Variant::FLOAT, "physics/3d/default_gravity", PROPERTY_HINT_RANGE, U"-32,32,0.001,or_less,or_greater,suffix:m/s\u00B2"), 9.8); GLOBAL_DEF_BASIC(PropertyInfo(Variant::VECTOR3, "physics/3d/default_gravity_vector", PROPERTY_HINT_RANGE, "-10,10,0.001,or_less,or_greater"), Vector3(0, -1, 0)); GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/default_linear_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), 0.1); GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/default_angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), 0.1); // PhysicsServer3D GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/sleep_threshold_linear", PROPERTY_HINT_RANGE, "0,1,0.001,or_greater"), 0.1); GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/sleep_threshold_angular", PROPERTY_HINT_RANGE, "0,90,0.1,radians_as_degrees"), Math::deg_to_rad(8.0)); GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater"), 0.5); GLOBAL_DEF(PropertyInfo(Variant::INT, "physics/3d/solver/solver_iterations", PROPERTY_HINT_RANGE, "1,32,1,or_greater"), 16); GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_recycle_radius", PROPERTY_HINT_RANGE, "0,0.1,0.001,or_greater"), 0.01); GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_max_separation", PROPERTY_HINT_RANGE, "0,0.1,0.001,or_greater"), 0.05); GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_max_allowed_penetration", PROPERTY_HINT_RANGE, "0.001,0.1,0.001,or_greater"), 0.01); GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/solver/default_contact_bias", PROPERTY_HINT_RANGE, "0,1,0.01"), 0.8); } PhysicsServer3D::~PhysicsServer3D() { singleton = nullptr; } PhysicsServer3DManager *PhysicsServer3DManager::singleton = nullptr; const String PhysicsServer3DManager::setting_property_name(PNAME("physics/3d/physics_engine")); void PhysicsServer3DManager::on_servers_changed() { String physics_servers2("DEFAULT"); for (int i = get_servers_count() - 1; 0 <= i; --i) { physics_servers2 += "," + get_server_name(i); } ProjectSettings::get_singleton()->set_custom_property_info(PropertyInfo(Variant::STRING, setting_property_name, PROPERTY_HINT_ENUM, physics_servers2)); ProjectSettings::get_singleton()->set_restart_if_changed(setting_property_name, true); ProjectSettings::get_singleton()->set_as_basic(setting_property_name, true); } void PhysicsServer3DManager::_bind_methods() { ClassDB::bind_method(D_METHOD("register_server", "name", "create_callback"), &PhysicsServer3DManager::register_server); ClassDB::bind_method(D_METHOD("set_default_server", "name", "priority"), &PhysicsServer3DManager::set_default_server); } PhysicsServer3DManager *PhysicsServer3DManager::get_singleton() { return singleton; } void PhysicsServer3DManager::register_server(const String &p_name, const Callable &p_create_callback) { //ERR_FAIL_COND(!p_create_callback.is_valid()); ERR_FAIL_COND(find_server_id(p_name) != -1); physics_servers.push_back(ClassInfo(p_name, p_create_callback)); on_servers_changed(); } void PhysicsServer3DManager::set_default_server(const String &p_name, int p_priority) { const int id = find_server_id(p_name); ERR_FAIL_COND(id == -1); // Not found if (default_server_priority < p_priority) { default_server_id = id; default_server_priority = p_priority; } } int PhysicsServer3DManager::find_server_id(const String &p_name) { for (int i = physics_servers.size() - 1; 0 <= i; --i) { if (p_name == physics_servers[i].name) { return i; } } return -1; } int PhysicsServer3DManager::get_servers_count() { return physics_servers.size(); } String PhysicsServer3DManager::get_server_name(int p_id) { ERR_FAIL_INDEX_V(p_id, get_servers_count(), ""); return physics_servers[p_id].name; } PhysicsServer3D *PhysicsServer3DManager::new_default_server() { if (default_server_id == -1) { return nullptr; } Variant ret; Callable::CallError ce; physics_servers[default_server_id].create_callback.callp(nullptr, 0, ret, ce); ERR_FAIL_COND_V(ce.error != Callable::CallError::CALL_OK, nullptr); return Object::cast_to(ret.get_validated_object()); } PhysicsServer3D *PhysicsServer3DManager::new_server(const String &p_name) { int id = find_server_id(p_name); if (id == -1) { return nullptr; } else { Variant ret; Callable::CallError ce; physics_servers[id].create_callback.callp(nullptr, 0, ret, ce); ERR_FAIL_COND_V(ce.error != Callable::CallError::CALL_OK, nullptr); return Object::cast_to(ret.get_validated_object()); } } PhysicsServer3DManager::PhysicsServer3DManager() { singleton = this; } PhysicsServer3DManager::~PhysicsServer3DManager() { singleton = nullptr; }