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Modified RigidBody, PhysicsDirectBodyState, PhysicsServer, and their respective 2D counterparts to be more consistent and to include more useful methods.

RigidBody:
- Added add_central_force
- Added add_force
- Added add_torque
- Added apply_central_impulse

RigidBody2D:
- Added add_central_force
- Added add_torque
- Added apply_central_impulse
- Added apply_torque_impulse

PhysicsDirectBodyState:
- Added apply_central_impulse

Physics2DDirectBodyState:
- Added add_central_force
- Added add_force
- Added add_torque
- Added apply_central_impulse
- Added apply_impulse
- Added apply_torque_impulse

PhysicsServer:
- Added body_add_force
- Added body_add_torque
- Added body_add_central_force
- Added body_apply_central_impulse

Physics2DServer:
- Added body_add_torque
- Added body_add_central_force
- Added body_apply_central_impulse
- Added body_apply_torque_impulse

Also fixed some small bugs along the way
This commit is contained in:
Tiger Caldwell
2018-07-24 03:49:12 -04:00
parent 4b277c2c20
commit 40c7716586
19 changed files with 231 additions and 2 deletions

View File

@@ -721,6 +721,34 @@ Vector3 BulletPhysicsServer::body_get_applied_torque(RID p_body) const {
return body->get_applied_torque();
}
void BulletPhysicsServer::body_add_central_force(RID p_body, const Vector3 &p_force) {
RigidBodyBullet *body = rigid_body_owner.get(p_body);
ERR_FAIL_COND(!body);
body->apply_central_force(p_force);
}
void BulletPhysicsServer::body_add_force(RID p_body, const Vector3 &p_force, const Vector3 &p_pos) {
RigidBodyBullet *body = rigid_body_owner.get(p_body);
ERR_FAIL_COND(!body);
body->apply_force(p_force, p_pos);
}
void BulletPhysicsServer::body_add_torque(RID p_body, const Vector3 &p_torque) {
RigidBodyBullet *body = rigid_body_owner.get(p_body);
ERR_FAIL_COND(!body);
body->apply_torque(p_torque);
}
void BulletPhysicsServer::body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) {
RigidBodyBullet *body = rigid_body_owner.get(p_body);
ERR_FAIL_COND(!body);
body->apply_central_impulse(p_impulse);
}
void BulletPhysicsServer::body_apply_impulse(RID p_body, const Vector3 &p_pos, const Vector3 &p_impulse) {
RigidBodyBullet *body = rigid_body_owner.get(p_body);
ERR_FAIL_COND(!body);

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@@ -228,6 +228,11 @@ public:
virtual void body_set_applied_torque(RID p_body, const Vector3 &p_torque);
virtual Vector3 body_get_applied_torque(RID p_body) const;
virtual void body_add_central_force(RID p_body, const Vector3 &p_force);
virtual void body_add_force(RID p_body, const Vector3 &p_force, const Vector3 &p_pos);
virtual void body_add_torque(RID p_body, const Vector3 &p_torque);
virtual void body_apply_central_impulse(RID p_body, const Vector3 &p_impulse);
virtual void body_apply_impulse(RID p_body, const Vector3 &p_pos, const Vector3 &p_impulse);
virtual void body_apply_torque_impulse(RID p_body, const Vector3 &p_impulse);
virtual void body_set_axis_velocity(RID p_body, const Vector3 &p_axis_velocity);

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@@ -126,6 +126,10 @@ void BulletPhysicsDirectBodyState::add_torque(const Vector3 &p_torque) {
body->apply_torque(p_torque);
}
void BulletPhysicsDirectBodyState::apply_central_impulse(const Vector3 &p_j) {
body->apply_central_impulse(p_j);
}
void BulletPhysicsDirectBodyState::apply_impulse(const Vector3 &p_pos, const Vector3 &p_j) {
body->apply_impulse(p_pos, p_j);
}

View File

@@ -113,6 +113,7 @@ public:
virtual void add_central_force(const Vector3 &p_force);
virtual void add_force(const Vector3 &p_force, const Vector3 &p_pos);
virtual void add_torque(const Vector3 &p_torque);
virtual void apply_central_impulse(const Vector3 &p_impulse);
virtual void apply_impulse(const Vector3 &p_pos, const Vector3 &p_j);
virtual void apply_torque_impulse(const Vector3 &p_j);