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mirror of https://github.com/godotengine/godot.git synced 2025-11-04 12:00:25 +00:00

Add functions to apply impulse and force to SoftBody on GodotPhysics and JoltPhysics

This commit is contained in:
PiCode
2025-05-13 23:49:28 +03:00
parent 209a446e36
commit fe3aaa2ae3
19 changed files with 303 additions and 0 deletions

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@@ -1058,6 +1058,42 @@
Adds the given body to the list of bodies exempt from collisions. Adds the given body to the list of bodies exempt from collisions.
</description> </description>
</method> </method>
<method name="soft_body_apply_central_force">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="force" type="Vector3" />
<description>
Distributes and applies a force to all points. A force is time dependent and meant to be applied every physics update.
</description>
</method>
<method name="soft_body_apply_central_impulse">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="impulse" type="Vector3" />
<description>
Distributes and applies an impulse to all points.
An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
</description>
</method>
<method name="soft_body_apply_point_force">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="point_index" type="int" />
<param index="2" name="force" type="Vector3" />
<description>
Applies a force to a point. A force is time dependent and meant to be applied every physics update.
</description>
</method>
<method name="soft_body_apply_point_impulse">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="point_index" type="int" />
<param index="2" name="impulse" type="Vector3" />
<description>
Applies an impulse to a point.
An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
</description>
</method>
<method name="soft_body_create"> <method name="soft_body_create">
<return type="RID" /> <return type="RID" />
<description> <description>

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@@ -989,6 +989,36 @@
<description> <description>
</description> </description>
</method> </method>
<method name="_soft_body_apply_central_force" qualifiers="virtual">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="force" type="Vector3" />
<description>
</description>
</method>
<method name="_soft_body_apply_central_impulse" qualifiers="virtual">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="impulse" type="Vector3" />
<description>
</description>
</method>
<method name="_soft_body_apply_point_force" qualifiers="virtual">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="point_index" type="int" />
<param index="2" name="force" type="Vector3" />
<description>
</description>
</method>
<method name="_soft_body_apply_point_impulse" qualifiers="virtual">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="point_index" type="int" />
<param index="2" name="impulse" type="Vector3" />
<description>
</description>
</method>
<method name="_soft_body_create" qualifiers="virtual"> <method name="_soft_body_create" qualifiers="virtual">
<return type="RID" /> <return type="RID" />
<description> <description>

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@@ -19,6 +19,38 @@
Adds a body to the list of bodies that this body can't collide with. Adds a body to the list of bodies that this body can't collide with.
</description> </description>
</method> </method>
<method name="apply_central_force">
<return type="void" />
<param index="0" name="force" type="Vector3" />
<description>
Distributes and applies a force to all points. A force is time dependent and meant to be applied every physics update.
</description>
</method>
<method name="apply_central_impulse">
<return type="void" />
<param index="0" name="impulse" type="Vector3" />
<description>
Distributes and applies an impulse to all points.
An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
</description>
</method>
<method name="apply_force">
<return type="void" />
<param index="0" name="point_index" type="int" />
<param index="1" name="force" type="Vector3" />
<description>
Applies a force to a point. A force is time dependent and meant to be applied every physics update.
</description>
</method>
<method name="apply_impulse">
<return type="void" />
<param index="0" name="point_index" type="int" />
<param index="1" name="impulse" type="Vector3" />
<description>
Applies an impulse to a point.
An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise).
</description>
</method>
<method name="get_collision_exceptions"> <method name="get_collision_exceptions">
<return type="PhysicsBody3D[]" /> <return type="PhysicsBody3D[]" />
<description> <description>

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@@ -737,6 +737,34 @@ void GodotPhysicsServer3D::body_apply_force(RID p_body, const Vector3 &p_force,
body->wakeup(); body->wakeup();
} }
void GodotPhysicsServer3D::soft_body_apply_point_impulse(RID p_body, int p_point_index, const Vector3 &p_impulse) {
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
ERR_FAIL_NULL(soft_body);
soft_body->apply_node_impulse(p_point_index, p_impulse);
}
void GodotPhysicsServer3D::soft_body_apply_point_force(RID p_body, int p_point_index, const Vector3 &p_force) {
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
ERR_FAIL_NULL(soft_body);
soft_body->apply_node_force(p_point_index, p_force);
}
void GodotPhysicsServer3D::soft_body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) {
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
ERR_FAIL_NULL(soft_body);
soft_body->apply_central_impulse(p_impulse);
}
void GodotPhysicsServer3D::soft_body_apply_central_force(RID p_body, const Vector3 &p_force) {
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
ERR_FAIL_NULL(soft_body);
soft_body->apply_central_force(p_force);
}
void GodotPhysicsServer3D::body_apply_torque(RID p_body, const Vector3 &p_torque) { void GodotPhysicsServer3D::body_apply_torque(RID p_body, const Vector3 &p_torque) {
GodotBody3D *body = body_owner.get_or_null(p_body); GodotBody3D *body = body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body); ERR_FAIL_NULL(body);

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@@ -212,6 +212,11 @@ public:
virtual void body_apply_impulse(RID p_body, const Vector3 &p_impulse, const Vector3 &p_position = Vector3()) override; virtual void body_apply_impulse(RID p_body, const Vector3 &p_impulse, const Vector3 &p_position = Vector3()) override;
virtual void body_apply_torque_impulse(RID p_body, const Vector3 &p_impulse) override; virtual void body_apply_torque_impulse(RID p_body, const Vector3 &p_impulse) override;
virtual void soft_body_apply_point_impulse(RID p_body, int p_point_index, const Vector3 &p_impulse) override;
virtual void soft_body_apply_point_force(RID p_body, int p_point_index, const Vector3 &p_force) override;
virtual void soft_body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) override;
virtual void soft_body_apply_central_force(RID p_body, const Vector3 &p_force) override;
virtual void body_apply_central_force(RID p_body, const Vector3 &p_force) override; virtual void body_apply_central_force(RID p_body, const Vector3 &p_force) override;
virtual void body_apply_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position = Vector3()) override; virtual void body_apply_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position = Vector3()) override;
virtual void body_apply_torque(RID p_body, const Vector3 &p_torque) override; virtual void body_apply_torque(RID p_body, const Vector3 &p_torque) override;

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@@ -446,6 +446,30 @@ void GodotSoftBody3D::apply_node_impulse(uint32_t p_node_index, const Vector3 &p
node.v += p_impulse * node.im; node.v += p_impulse * node.im;
} }
void GodotSoftBody3D::apply_node_force(uint32_t p_node_index, const Vector3 &p_force) {
ERR_FAIL_UNSIGNED_INDEX(p_node_index, nodes.size());
Node &node = nodes[p_node_index];
node.f += p_force;
}
void GodotSoftBody3D::apply_central_impulse(const Vector3 &p_impulse) {
const Vector3 impulse = p_impulse / nodes.size();
for (Node &node : nodes) {
if (node.im > 0) {
node.v += impulse * node.im;
}
}
}
void GodotSoftBody3D::apply_central_force(const Vector3 &p_force) {
const Vector3 force = p_force / nodes.size();
for (Node &node : nodes) {
if (node.im > 0) {
node.f += force;
}
}
}
void GodotSoftBody3D::apply_node_bias_impulse(uint32_t p_node_index, const Vector3 &p_impulse) { void GodotSoftBody3D::apply_node_bias_impulse(uint32_t p_node_index, const Vector3 &p_impulse) {
ERR_FAIL_UNSIGNED_INDEX(p_node_index, nodes.size()); ERR_FAIL_UNSIGNED_INDEX(p_node_index, nodes.size());
Node &node = nodes[p_node_index]; Node &node = nodes[p_node_index];

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@@ -172,6 +172,9 @@ public:
Vector3 get_node_velocity(uint32_t p_node_index) const; Vector3 get_node_velocity(uint32_t p_node_index) const;
Vector3 get_node_biased_velocity(uint32_t p_node_index) const; Vector3 get_node_biased_velocity(uint32_t p_node_index) const;
void apply_node_impulse(uint32_t p_node_index, const Vector3 &p_impulse); void apply_node_impulse(uint32_t p_node_index, const Vector3 &p_impulse);
void apply_node_force(uint32_t p_node_index, const Vector3 &p_force);
void apply_central_impulse(const Vector3 &p_impulse);
void apply_central_force(const Vector3 &p_force);
void apply_node_bias_impulse(uint32_t p_node_index, const Vector3 &p_impulse); void apply_node_bias_impulse(uint32_t p_node_index, const Vector3 &p_impulse);
uint32_t get_face_count() const; uint32_t get_face_count() const;

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@@ -288,6 +288,34 @@ void JoltPhysicsServer3D::area_set_space(RID p_area, RID p_space) {
area->set_space(space); area->set_space(space);
} }
void JoltPhysicsServer3D::soft_body_apply_point_impulse(RID p_body, int p_point_index, const Vector3 &p_impulse) {
JoltSoftBody3D *body = soft_body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
body->apply_vertex_impulse(p_point_index, p_impulse);
}
void JoltPhysicsServer3D::soft_body_apply_point_force(RID p_body, int p_point_index, const Vector3 &p_force) {
JoltSoftBody3D *body = soft_body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
body->apply_vertex_force(p_point_index, p_force);
}
void JoltPhysicsServer3D::soft_body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) {
JoltSoftBody3D *body = soft_body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
body->apply_central_impulse(p_impulse);
}
void JoltPhysicsServer3D::soft_body_apply_central_force(RID p_body, const Vector3 &p_force) {
JoltSoftBody3D *body = soft_body_owner.get_or_null(p_body);
ERR_FAIL_NULL(body);
body->apply_central_force(p_force);
}
RID JoltPhysicsServer3D::area_get_space(RID p_area) const { RID JoltPhysicsServer3D::area_get_space(RID p_area) const {
const JoltArea3D *area = area_owner.get_or_null(p_area); const JoltArea3D *area = area_owner.get_or_null(p_area);
ERR_FAIL_NULL_V(area, RID()); ERR_FAIL_NULL_V(area, RID());

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@@ -322,6 +322,11 @@ public:
virtual void soft_body_set_transform(RID p_body, const Transform3D &p_transform) override; virtual void soft_body_set_transform(RID p_body, const Transform3D &p_transform) override;
virtual void soft_body_apply_point_impulse(RID p_body, int p_point_index, const Vector3 &p_impulse) override;
virtual void soft_body_apply_point_force(RID p_body, int p_point_index, const Vector3 &p_force) override;
virtual void soft_body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) override;
virtual void soft_body_apply_central_force(RID p_body, const Vector3 &p_force) override;
virtual void soft_body_set_simulation_precision(RID p_body, int p_precision) override; virtual void soft_body_set_simulation_precision(RID p_body, int p_precision) override;
virtual int soft_body_get_simulation_precision(RID p_body) const override; virtual int soft_body_get_simulation_precision(RID p_body) const override;

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@@ -396,6 +396,57 @@ bool JoltSoftBody3D::is_sleeping() const {
} }
} }
void JoltSoftBody3D::apply_vertex_impulse(int p_index, const Vector3 &p_impulse) {
ERR_FAIL_COND_MSG(!in_space(), vformat("Failed to apply impulse to '%s'. Doing so without a physics space is not supported when using Jolt Physics. If this relates to a node, try adding the node to a scene tree first.", to_string()));
ERR_FAIL_NULL(shared);
ERR_FAIL_INDEX(p_index, (int)shared->mesh_to_physics.size());
const size_t physics_index = (size_t)shared->mesh_to_physics[p_index];
ERR_FAIL_COND_MSG(pinned_vertices.has(physics_index), vformat("Failed to apply impulse to point at index %d for '%s'. Point was found to be pinned.", static_cast<int>(physics_index), to_string()));
JPH::SoftBodyMotionProperties &motion_properties = static_cast<JPH::SoftBodyMotionProperties &>(*jolt_body->GetMotionPropertiesUnchecked());
JPH::Array<JPH::SoftBodyVertex> &physics_vertices = motion_properties.GetVertices();
JPH::SoftBodyVertex &physics_vertex = physics_vertices[physics_index];
physics_vertex.mVelocity += to_jolt(p_impulse) * physics_vertex.mInvMass;
wake_up();
}
void JoltSoftBody3D::apply_vertex_force(int p_index, const Vector3 &p_force) {
ERR_FAIL_COND_MSG(!in_space(), vformat("Failed to apply force to '%s'. Doing so without a physics space is not supported when using Jolt Physics. If this relates to a node, try adding the node to a scene tree first.", to_string()));
apply_vertex_impulse(p_index, p_force * space->get_last_step());
}
void JoltSoftBody3D::apply_central_impulse(const Vector3 &p_impulse) {
ERR_FAIL_COND_MSG(!in_space(), vformat("Failed to apply central impulse to '%s'. Doing so without a physics space is not supported when using Jolt Physics. If this relates to a node, try adding the node to a scene tree first.", to_string()));
ERR_FAIL_NULL(shared);
JPH::SoftBodyMotionProperties &motion_properties = static_cast<JPH::SoftBodyMotionProperties &>(*jolt_body->GetMotionPropertiesUnchecked());
JPH::Array<JPH::SoftBodyVertex> &physics_vertices = motion_properties.GetVertices();
const JPH::Vec3 impulse = to_jolt(p_impulse) / physics_vertices.size();
for (JPH::SoftBodyVertex &physics_vertex : physics_vertices) {
if (physics_vertex.mInvMass > 0.0f) {
physics_vertex.mVelocity += impulse * physics_vertex.mInvMass;
}
}
wake_up();
}
void JoltSoftBody3D::apply_central_force(const Vector3 &p_force) {
ERR_FAIL_COND_MSG(!in_space(), vformat("Failed to apply central force to '%s'. Doing so without a physics space is not supported when using Jolt Physics. If this relates to a node, try adding the node to a scene tree first.", to_string()));
ERR_FAIL_NULL(shared);
JPH::BodyInterface &body_iface = space->get_body_iface();
body_iface.AddForce(jolt_body->GetID(), to_jolt(p_force), JPH::EActivation::Activate);
}
void JoltSoftBody3D::set_is_sleeping(bool p_enabled) { void JoltSoftBody3D::set_is_sleeping(bool p_enabled) {
if (!in_space()) { if (!in_space()) {
return; return;

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@@ -166,4 +166,9 @@ public:
void unpin_all_vertices(); void unpin_all_vertices();
bool is_vertex_pinned(int p_index) const; bool is_vertex_pinned(int p_index) const;
void apply_vertex_impulse(int p_index, const Vector3 &p_impulse);
void apply_vertex_force(int p_index, const Vector3 &p_force);
void apply_central_impulse(const Vector3 &p_impulse);
void apply_central_force(const Vector3 &p_force);
}; };

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@@ -363,6 +363,11 @@ void SoftBody3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_point_transform", "point_index"), &SoftBody3D::get_point_transform); ClassDB::bind_method(D_METHOD("get_point_transform", "point_index"), &SoftBody3D::get_point_transform);
ClassDB::bind_method(D_METHOD("apply_impulse", "point_index", "impulse"), &SoftBody3D::apply_impulse);
ClassDB::bind_method(D_METHOD("apply_force", "point_index", "force"), &SoftBody3D::apply_force);
ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &SoftBody3D::apply_central_impulse);
ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &SoftBody3D::apply_central_force);
ClassDB::bind_method(D_METHOD("set_point_pinned", "point_index", "pinned", "attachment_path", "insert_at"), &SoftBody3D::pin_point, DEFVAL(NodePath()), DEFVAL(-1)); ClassDB::bind_method(D_METHOD("set_point_pinned", "point_index", "pinned", "attachment_path", "insert_at"), &SoftBody3D::pin_point, DEFVAL(NodePath()), DEFVAL(-1));
ClassDB::bind_method(D_METHOD("is_point_pinned", "point_index"), &SoftBody3D::is_point_pinned); ClassDB::bind_method(D_METHOD("is_point_pinned", "point_index"), &SoftBody3D::is_point_pinned);
@@ -671,6 +676,22 @@ Vector3 SoftBody3D::get_point_transform(int p_point_index) {
return PhysicsServer3D::get_singleton()->soft_body_get_point_global_position(physics_rid, p_point_index); return PhysicsServer3D::get_singleton()->soft_body_get_point_global_position(physics_rid, p_point_index);
} }
void SoftBody3D::apply_impulse(int p_point_index, const Vector3 &p_impulse) {
PhysicsServer3D::get_singleton()->soft_body_apply_point_impulse(physics_rid, p_point_index, p_impulse);
}
void SoftBody3D::apply_force(int p_point_index, const Vector3 &p_force) {
PhysicsServer3D::get_singleton()->soft_body_apply_point_force(physics_rid, p_point_index, p_force);
}
void SoftBody3D::apply_central_impulse(const Vector3 &p_impulse) {
PhysicsServer3D::get_singleton()->soft_body_apply_central_impulse(physics_rid, p_impulse);
}
void SoftBody3D::apply_central_force(const Vector3 &p_force) {
PhysicsServer3D::get_singleton()->soft_body_apply_central_force(physics_rid, p_force);
}
void SoftBody3D::pin_point_toggle(int p_point_index) { void SoftBody3D::pin_point_toggle(int p_point_index) {
pin_point(p_point_index, !(-1 != _has_pinned_point(p_point_index))); pin_point(p_point_index, !(-1 != _has_pinned_point(p_point_index)));
} }

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@@ -188,6 +188,11 @@ public:
void set_ray_pickable(bool p_ray_pickable); void set_ray_pickable(bool p_ray_pickable);
bool is_ray_pickable() const; bool is_ray_pickable() const;
void apply_impulse(int p_point_index, const Vector3 &p_impulse);
void apply_force(int p_point_index, const Vector3 &p_force);
void apply_central_impulse(const Vector3 &p_impulse);
void apply_central_force(const Vector3 &p_force);
SoftBody3D(); SoftBody3D();
~SoftBody3D(); ~SoftBody3D();

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@@ -358,6 +358,11 @@ void PhysicsServer3DExtension::_bind_methods() {
GDVIRTUAL_BIND(_soft_body_pin_point, "body", "point_index", "pin"); GDVIRTUAL_BIND(_soft_body_pin_point, "body", "point_index", "pin");
GDVIRTUAL_BIND(_soft_body_is_point_pinned, "body", "point_index"); GDVIRTUAL_BIND(_soft_body_is_point_pinned, "body", "point_index");
GDVIRTUAL_BIND(_soft_body_apply_point_impulse, "body", "point_index", "impulse");
GDVIRTUAL_BIND(_soft_body_apply_point_force, "body", "point_index", "force");
GDVIRTUAL_BIND(_soft_body_apply_central_impulse, "body", "impulse");
GDVIRTUAL_BIND(_soft_body_apply_central_force, "body", "force");
/* JOINT API */ /* JOINT API */
GDVIRTUAL_BIND(_joint_create); GDVIRTUAL_BIND(_joint_create);

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@@ -465,6 +465,11 @@ public:
EXBIND3(soft_body_pin_point, RID, int, bool) EXBIND3(soft_body_pin_point, RID, int, bool)
EXBIND2RC(bool, soft_body_is_point_pinned, RID, int) EXBIND2RC(bool, soft_body_is_point_pinned, RID, int)
EXBIND3(soft_body_apply_point_impulse, RID, int, const Vector3 &)
EXBIND3(soft_body_apply_point_force, RID, int, const Vector3 &)
EXBIND2(soft_body_apply_central_impulse, RID, const Vector3 &)
EXBIND2(soft_body_apply_central_force, RID, const Vector3 &)
/* JOINT API */ /* JOINT API */
EXBIND0R(RID, joint_create) EXBIND0R(RID, joint_create)

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@@ -894,6 +894,11 @@ void PhysicsServer3D::_bind_methods() {
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_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 */ /* JOINT API */
ClassDB::bind_method(D_METHOD("joint_create"), &PhysicsServer3D::joint_create); ClassDB::bind_method(D_METHOD("joint_create"), &PhysicsServer3D::joint_create);

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@@ -619,6 +619,11 @@ public:
virtual void soft_body_move_point(RID p_body, int p_point_index, const Vector3 &p_global_position) = 0; virtual void soft_body_move_point(RID p_body, int p_point_index, const Vector3 &p_global_position) = 0;
virtual Vector3 soft_body_get_point_global_position(RID p_body, int p_point_index) const = 0; virtual Vector3 soft_body_get_point_global_position(RID p_body, int p_point_index) const = 0;
virtual void soft_body_apply_point_impulse(RID p_body, int p_point_index, const Vector3 &p_impulse) = 0;
virtual void soft_body_apply_point_force(RID p_body, int p_point_index, const Vector3 &p_force) = 0;
virtual void soft_body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) = 0;
virtual void soft_body_apply_central_force(RID p_body, const Vector3 &p_force) = 0;
virtual void soft_body_remove_all_pinned_points(RID p_body) = 0; virtual void soft_body_remove_all_pinned_points(RID p_body) = 0;
virtual void soft_body_pin_point(RID p_body, int p_point_index, bool p_pin) = 0; virtual void soft_body_pin_point(RID p_body, int p_point_index, bool p_pin) = 0;
virtual bool soft_body_is_point_pinned(RID p_body, int p_point_index) const = 0; virtual bool soft_body_is_point_pinned(RID p_body, int p_point_index) const = 0;

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@@ -357,6 +357,11 @@ public:
virtual void soft_body_pin_point(RID p_body, int p_point_index, bool p_pin) override {} virtual void soft_body_pin_point(RID p_body, int p_point_index, bool p_pin) override {}
virtual bool soft_body_is_point_pinned(RID p_body, int p_point_index) const override { return false; } virtual bool soft_body_is_point_pinned(RID p_body, int p_point_index) const override { return false; }
virtual void soft_body_apply_point_impulse(RID p_body, int p_point_index, const Vector3 &p_impulse) override {}
virtual void soft_body_apply_point_force(RID p_body, int p_point_index, const Vector3 &p_force) override {}
virtual void soft_body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) override {}
virtual void soft_body_apply_central_force(RID p_body, const Vector3 &p_force) override {}
/* JOINT API */ /* JOINT API */
virtual RID joint_create() override { return RID(); } virtual RID joint_create() override { return RID(); }

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@@ -225,6 +225,11 @@ public:
FUNC3(body_apply_force, RID, const Vector3 &, const Vector3 &); FUNC3(body_apply_force, RID, const Vector3 &, const Vector3 &);
FUNC2(body_apply_torque, RID, const Vector3 &); FUNC2(body_apply_torque, RID, const Vector3 &);
FUNC3(soft_body_apply_point_impulse, RID, int, const Vector3 &);
FUNC3(soft_body_apply_point_force, RID, int, const Vector3 &);
FUNC2(soft_body_apply_central_impulse, RID, const Vector3 &);
FUNC2(soft_body_apply_central_force, RID, const Vector3 &);
FUNC2(body_add_constant_central_force, RID, const Vector3 &); FUNC2(body_add_constant_central_force, RID, const Vector3 &);
FUNC3(body_add_constant_force, RID, const Vector3 &, const Vector3 &); FUNC3(body_add_constant_force, RID, const Vector3 &, const Vector3 &);
FUNC2(body_add_constant_torque, RID, const Vector3 &); FUNC2(body_add_constant_torque, RID, const Vector3 &);