Restore RigidBody2/3D, SoftBody names in physics
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dc4193b478
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f8cc88fab3
61 changed files with 616 additions and 618 deletions
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@ -44,7 +44,7 @@ void GodotBody2D::update_mass_properties() {
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//update shapes and motions
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switch (mode) {
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case PhysicsServer2D::BODY_MODE_DYNAMIC: {
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case PhysicsServer2D::BODY_MODE_RIGID: {
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real_t total_area = 0;
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for (int i = 0; i < get_shape_count(); i++) {
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if (is_shape_disabled(i)) {
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@ -113,7 +113,7 @@ void GodotBody2D::update_mass_properties() {
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_inv_inertia = 0;
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_inv_mass = 0;
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} break;
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case PhysicsServer2D::BODY_MODE_DYNAMIC_LINEAR: {
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case PhysicsServer2D::BODY_MODE_RIGID_LINEAR: {
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_inv_inertia = 0;
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_inv_mass = 1.0 / mass;
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@ -160,7 +160,7 @@ void GodotBody2D::set_param(PhysicsServer2D::BodyParameter p_param, const Varian
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real_t mass_value = p_value;
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ERR_FAIL_COND(mass_value <= 0);
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mass = mass_value;
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if (mode >= PhysicsServer2D::BODY_MODE_DYNAMIC) {
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if (mode >= PhysicsServer2D::BODY_MODE_RIGID) {
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_mass_properties_changed();
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}
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} break;
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@ -168,13 +168,13 @@ void GodotBody2D::set_param(PhysicsServer2D::BodyParameter p_param, const Varian
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real_t inertia_value = p_value;
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if (inertia_value <= 0.0) {
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calculate_inertia = true;
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if (mode == PhysicsServer2D::BODY_MODE_DYNAMIC) {
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if (mode == PhysicsServer2D::BODY_MODE_RIGID) {
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_mass_properties_changed();
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}
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} else {
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calculate_inertia = false;
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inertia = inertia_value;
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if (mode == PhysicsServer2D::BODY_MODE_DYNAMIC) {
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if (mode == PhysicsServer2D::BODY_MODE_RIGID) {
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_inv_inertia = 1.0 / inertia;
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}
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}
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@ -267,7 +267,7 @@ void GodotBody2D::set_mode(PhysicsServer2D::BodyMode p_mode) {
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first_time_kinematic = true;
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}
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} break;
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case PhysicsServer2D::BODY_MODE_DYNAMIC: {
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case PhysicsServer2D::BODY_MODE_RIGID: {
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_inv_mass = mass > 0 ? (1.0 / mass) : 0;
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if (!calculate_inertia) {
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_inv_inertia = 1.0 / inertia;
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@ -277,7 +277,7 @@ void GodotBody2D::set_mode(PhysicsServer2D::BodyMode p_mode) {
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set_active(true);
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} break;
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case PhysicsServer2D::BODY_MODE_DYNAMIC_LINEAR: {
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case PhysicsServer2D::BODY_MODE_RIGID_LINEAR: {
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_inv_mass = mass > 0 ? (1.0 / mass) : 0;
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_inv_inertia = 0;
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angular_velocity = 0;
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@ -358,7 +358,7 @@ void GodotBody2D::set_state(PhysicsServer2D::BodyState p_state, const Variant &p
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} break;
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case PhysicsServer2D::BODY_STATE_CAN_SLEEP: {
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can_sleep = p_variant;
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if (mode >= PhysicsServer2D::BODY_MODE_DYNAMIC && !active && !can_sleep) {
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if (mode >= PhysicsServer2D::BODY_MODE_RIGID && !active && !can_sleep) {
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set_active(true);
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}
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@ -661,7 +661,7 @@ void GodotBody2D::wakeup_neighbours() {
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continue;
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}
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GodotBody2D *b = n[i];
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if (b->mode < PhysicsServer2D::BODY_MODE_DYNAMIC) {
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if (b->mode < PhysicsServer2D::BODY_MODE_RIGID) {
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continue;
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}
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@ -42,7 +42,7 @@ class GodotConstraint2D;
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class GodotPhysicsDirectBodyState2D;
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class GodotBody2D : public GodotCollisionObject2D {
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PhysicsServer2D::BodyMode mode = PhysicsServer2D::BODY_MODE_DYNAMIC;
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PhysicsServer2D::BodyMode mode = PhysicsServer2D::BODY_MODE_RIGID;
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Vector2 biased_linear_velocity;
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real_t biased_angular_velocity = 0.0;
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@ -643,7 +643,7 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::
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if (col_obj->get_type() == GodotCollisionObject2D::TYPE_BODY) {
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const GodotBody2D *b = static_cast<const GodotBody2D *>(col_obj);
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if (b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC || b->get_mode() == PhysicsServer2D::BODY_MODE_DYNAMIC) {
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if (b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC || b->get_mode() == PhysicsServer2D::BODY_MODE_RIGID) {
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//fix for moving platforms (kinematic and dynamic), margin is increased by how much it moved in the given direction
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Vector2 lv = b->get_linear_velocity();
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//compute displacement from linear velocity
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@ -948,7 +948,7 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::
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if (col_obj->get_type() == GodotCollisionObject2D::TYPE_BODY) {
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const GodotBody2D *b = static_cast<const GodotBody2D *>(col_obj);
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if (b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC || b->get_mode() == PhysicsServer2D::BODY_MODE_DYNAMIC) {
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if (b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC || b->get_mode() == PhysicsServer2D::BODY_MODE_RIGID) {
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//fix for moving platforms (kinematic and dynamic), margin is increased by how much it moved in the given direction
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Vector2 lv = b->get_linear_velocity();
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//compute displacement from linear velocity
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@ -42,7 +42,7 @@ void GodotStep2D::_populate_island(GodotBody2D *p_body, LocalVector<GodotBody2D
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p_body->set_island_step(_step);
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if (p_body->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC) {
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// Only dynamic bodies are tested for activation.
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// Only rigid bodies are tested for activation.
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p_body_island.push_back(p_body);
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}
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