godot/servers/physics_3d/godot_body_3d.cpp
PouleyKetchoupp fc8c766ef9 Expose local center of mass in physics servers
Center of mass in body's local space is more useful than the transformed
one in some cases, like drawing its position for debug.

It's especially useful to get the generated local center of mass when
in auto mode (by default).

Physics Server BODY_PARAM_CENTER_OF_MASS:
Now always returns the local center of mass, instead of setting a local
center of mass and getting a transformed one.
This causes compatibility breaking, but it makes more sense for the
parameter to be consistent between getter and setter.

Direct Body State:
There are now two properties, because both of them can be useful in
different situations.
center_of_mass: relative position in global coordinates (same as before)
center_of_mass_local: position in local coordinates
2021-11-08 16:17:57 -07:00

777 lines
22 KiB
C++

/*************************************************************************/
/* godot_body_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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#include "godot_body_3d.h"
#include "godot_area_3d.h"
#include "godot_body_direct_state_3d.h"
#include "godot_space_3d.h"
void GodotBody3D::_mass_properties_changed() {
if (get_space() && !mass_properties_update_list.in_list() && (calculate_inertia || calculate_center_of_mass)) {
get_space()->body_add_to_mass_properties_update_list(&mass_properties_update_list);
}
}
void GodotBody3D::_update_transform_dependent() {
center_of_mass = get_transform().basis.xform(center_of_mass_local);
principal_inertia_axes = get_transform().basis * principal_inertia_axes_local;
// Update inertia tensor.
Basis tb = principal_inertia_axes;
Basis tbt = tb.transposed();
Basis diag;
diag.scale(_inv_inertia);
_inv_inertia_tensor = tb * diag * tbt;
}
void GodotBody3D::update_mass_properties() {
// Update shapes and motions.
switch (mode) {
case PhysicsServer3D::BODY_MODE_DYNAMIC: {
real_t total_area = 0;
for (int i = 0; i < get_shape_count(); i++) {
if (is_shape_disabled(i)) {
continue;
}
total_area += get_shape_area(i);
}
if (calculate_center_of_mass) {
// We have to recompute the center of mass.
center_of_mass_local.zero();
if (total_area != 0.0) {
for (int i = 0; i < get_shape_count(); i++) {
if (is_shape_disabled(i)) {
continue;
}
real_t area = get_shape_area(i);
real_t mass = area * this->mass / total_area;
// NOTE: we assume that the shape origin is also its center of mass.
center_of_mass_local += mass * get_shape_transform(i).origin;
}
center_of_mass_local /= mass;
}
}
if (calculate_inertia) {
// Recompute the inertia tensor.
Basis inertia_tensor;
inertia_tensor.set_zero();
bool inertia_set = false;
for (int i = 0; i < get_shape_count(); i++) {
if (is_shape_disabled(i)) {
continue;
}
real_t area = get_shape_area(i);
if (area == 0.0) {
continue;
}
inertia_set = true;
const GodotShape3D *shape = get_shape(i);
real_t mass = area * this->mass / total_area;
Basis shape_inertia_tensor = Basis::from_scale(shape->get_moment_of_inertia(mass));
Transform3D shape_transform = get_shape_transform(i);
Basis shape_basis = shape_transform.basis.orthonormalized();
// NOTE: we don't take the scale of collision shapes into account when computing the inertia tensor!
shape_inertia_tensor = shape_basis * shape_inertia_tensor * shape_basis.transposed();
Vector3 shape_origin = shape_transform.origin - center_of_mass_local;
inertia_tensor += shape_inertia_tensor + (Basis() * shape_origin.dot(shape_origin) - shape_origin.outer(shape_origin)) * mass;
}
// Set the inertia to a valid value when there are no valid shapes.
if (!inertia_set) {
inertia_tensor = Basis();
}
// Handle partial custom inertia.
if (inertia.x > 0.0) {
inertia_tensor[0][0] = inertia.x;
}
if (inertia.y > 0.0) {
inertia_tensor[1][1] = inertia.y;
}
if (inertia.z > 0.0) {
inertia_tensor[2][2] = inertia.z;
}
// Compute the principal axes of inertia.
principal_inertia_axes_local = inertia_tensor.diagonalize().transposed();
_inv_inertia = inertia_tensor.get_main_diagonal().inverse();
}
if (mass) {
_inv_mass = 1.0 / mass;
} else {
_inv_mass = 0;
}
} break;
case PhysicsServer3D::BODY_MODE_KINEMATIC:
case PhysicsServer3D::BODY_MODE_STATIC: {
_inv_inertia = Vector3();
_inv_mass = 0;
} break;
case PhysicsServer3D::BODY_MODE_DYNAMIC_LINEAR: {
_inv_inertia_tensor.set_zero();
_inv_mass = 1.0 / mass;
} break;
}
_update_transform_dependent();
}
void GodotBody3D::reset_mass_properties() {
calculate_inertia = true;
calculate_center_of_mass = true;
_mass_properties_changed();
}
void GodotBody3D::set_active(bool p_active) {
if (active == p_active) {
return;
}
active = p_active;
if (active) {
if (mode == PhysicsServer3D::BODY_MODE_STATIC) {
// Static bodies can't be active.
active = false;
} else if (get_space()) {
get_space()->body_add_to_active_list(&active_list);
}
} else if (get_space()) {
get_space()->body_remove_from_active_list(&active_list);
}
}
void GodotBody3D::set_param(PhysicsServer3D::BodyParameter p_param, const Variant &p_value) {
switch (p_param) {
case PhysicsServer3D::BODY_PARAM_BOUNCE: {
bounce = p_value;
} break;
case PhysicsServer3D::BODY_PARAM_FRICTION: {
friction = p_value;
} break;
case PhysicsServer3D::BODY_PARAM_MASS: {
real_t mass_value = p_value;
ERR_FAIL_COND(mass_value <= 0);
mass = mass_value;
if (mode >= PhysicsServer3D::BODY_MODE_DYNAMIC) {
_mass_properties_changed();
}
} break;
case PhysicsServer3D::BODY_PARAM_INERTIA: {
inertia = p_value;
if ((inertia.x <= 0.0) || (inertia.y <= 0.0) || (inertia.z <= 0.0)) {
calculate_inertia = true;
if (mode == PhysicsServer3D::BODY_MODE_DYNAMIC) {
_mass_properties_changed();
}
} else {
calculate_inertia = false;
if (mode == PhysicsServer3D::BODY_MODE_DYNAMIC) {
principal_inertia_axes_local = Basis();
_inv_inertia = inertia.inverse();
_update_transform_dependent();
}
}
} break;
case PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS: {
calculate_center_of_mass = false;
center_of_mass_local = p_value;
_update_transform_dependent();
} break;
case PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE: {
gravity_scale = p_value;
} break;
case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP_MODE: {
int mode_value = p_value;
linear_damp_mode = (PhysicsServer3D::BodyDampMode)mode_value;
} break;
case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP_MODE: {
int mode_value = p_value;
angular_damp_mode = (PhysicsServer3D::BodyDampMode)mode_value;
} break;
case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP: {
linear_damp = p_value;
} break;
case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP: {
angular_damp = p_value;
} break;
default: {
}
}
}
Variant GodotBody3D::get_param(PhysicsServer3D::BodyParameter p_param) const {
switch (p_param) {
case PhysicsServer3D::BODY_PARAM_BOUNCE: {
return bounce;
} break;
case PhysicsServer3D::BODY_PARAM_FRICTION: {
return friction;
} break;
case PhysicsServer3D::BODY_PARAM_MASS: {
return mass;
} break;
case PhysicsServer3D::BODY_PARAM_INERTIA: {
if (mode == PhysicsServer3D::BODY_MODE_DYNAMIC) {
return _inv_inertia.inverse();
} else {
return Vector3();
}
} break;
case PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS: {
return center_of_mass_local;
} break;
case PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE: {
return gravity_scale;
} break;
case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP_MODE: {
return linear_damp_mode;
}
case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP_MODE: {
return angular_damp_mode;
}
case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP: {
return linear_damp;
} break;
case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP: {
return angular_damp;
} break;
default: {
}
}
return 0;
}
void GodotBody3D::set_mode(PhysicsServer3D::BodyMode p_mode) {
PhysicsServer3D::BodyMode prev = mode;
mode = p_mode;
switch (p_mode) {
case PhysicsServer3D::BODY_MODE_STATIC:
case PhysicsServer3D::BODY_MODE_KINEMATIC: {
_set_inv_transform(get_transform().affine_inverse());
_inv_mass = 0;
_inv_inertia = Vector3();
_set_static(p_mode == PhysicsServer3D::BODY_MODE_STATIC);
set_active(p_mode == PhysicsServer3D::BODY_MODE_KINEMATIC && contacts.size());
linear_velocity = Vector3();
angular_velocity = Vector3();
if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC && prev != mode) {
first_time_kinematic = true;
}
_update_transform_dependent();
} break;
case PhysicsServer3D::BODY_MODE_DYNAMIC: {
_inv_mass = mass > 0 ? (1.0 / mass) : 0;
if (!calculate_inertia) {
principal_inertia_axes_local = Basis();
_inv_inertia = inertia.inverse();
_update_transform_dependent();
}
_mass_properties_changed();
_set_static(false);
set_active(true);
} break;
case PhysicsServer3D::BODY_MODE_DYNAMIC_LINEAR: {
_inv_mass = mass > 0 ? (1.0 / mass) : 0;
_inv_inertia = Vector3();
angular_velocity = Vector3();
_update_transform_dependent();
_set_static(false);
set_active(true);
}
}
}
PhysicsServer3D::BodyMode GodotBody3D::get_mode() const {
return mode;
}
void GodotBody3D::_shapes_changed() {
_mass_properties_changed();
wakeup();
wakeup_neighbours();
}
void GodotBody3D::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant) {
switch (p_state) {
case PhysicsServer3D::BODY_STATE_TRANSFORM: {
if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC) {
new_transform = p_variant;
//wakeup_neighbours();
set_active(true);
if (first_time_kinematic) {
_set_transform(p_variant);
_set_inv_transform(get_transform().affine_inverse());
first_time_kinematic = false;
}
} else if (mode == PhysicsServer3D::BODY_MODE_STATIC) {
_set_transform(p_variant);
_set_inv_transform(get_transform().affine_inverse());
wakeup_neighbours();
} else {
Transform3D t = p_variant;
t.orthonormalize();
new_transform = get_transform(); //used as old to compute motion
if (new_transform == t) {
break;
}
_set_transform(t);
_set_inv_transform(get_transform().inverse());
_update_transform_dependent();
}
wakeup();
} break;
case PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY: {
linear_velocity = p_variant;
constant_linear_velocity = linear_velocity;
wakeup();
} break;
case PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY: {
angular_velocity = p_variant;
constant_angular_velocity = angular_velocity;
wakeup();
} break;
case PhysicsServer3D::BODY_STATE_SLEEPING: {
if (mode == PhysicsServer3D::BODY_MODE_STATIC || mode == PhysicsServer3D::BODY_MODE_KINEMATIC) {
break;
}
bool do_sleep = p_variant;
if (do_sleep) {
linear_velocity = Vector3();
//biased_linear_velocity=Vector3();
angular_velocity = Vector3();
//biased_angular_velocity=Vector3();
set_active(false);
} else {
set_active(true);
}
} break;
case PhysicsServer3D::BODY_STATE_CAN_SLEEP: {
can_sleep = p_variant;
if (mode >= PhysicsServer3D::BODY_MODE_DYNAMIC && !active && !can_sleep) {
set_active(true);
}
} break;
}
}
Variant GodotBody3D::get_state(PhysicsServer3D::BodyState p_state) const {
switch (p_state) {
case PhysicsServer3D::BODY_STATE_TRANSFORM: {
return get_transform();
} break;
case PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY: {
return linear_velocity;
} break;
case PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY: {
return angular_velocity;
} break;
case PhysicsServer3D::BODY_STATE_SLEEPING: {
return !is_active();
} break;
case PhysicsServer3D::BODY_STATE_CAN_SLEEP: {
return can_sleep;
} break;
}
return Variant();
}
void GodotBody3D::set_space(GodotSpace3D *p_space) {
if (get_space()) {
if (mass_properties_update_list.in_list()) {
get_space()->body_remove_from_mass_properties_update_list(&mass_properties_update_list);
}
if (active_list.in_list()) {
get_space()->body_remove_from_active_list(&active_list);
}
if (direct_state_query_list.in_list()) {
get_space()->body_remove_from_state_query_list(&direct_state_query_list);
}
}
_set_space(p_space);
if (get_space()) {
_mass_properties_changed();
if (active) {
get_space()->body_add_to_active_list(&active_list);
}
}
}
void GodotBody3D::_compute_area_gravity_and_damping(const GodotArea3D *p_area) {
Vector3 area_gravity;
p_area->compute_gravity(get_transform().get_origin(), area_gravity);
gravity += area_gravity;
total_linear_damp += p_area->get_linear_damp();
total_angular_damp += p_area->get_angular_damp();
}
void GodotBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool lock) {
if (lock) {
locked_axis |= p_axis;
} else {
locked_axis &= ~p_axis;
}
}
bool GodotBody3D::is_axis_locked(PhysicsServer3D::BodyAxis p_axis) const {
return locked_axis & p_axis;
}
void GodotBody3D::integrate_forces(real_t p_step) {
if (mode == PhysicsServer3D::BODY_MODE_STATIC) {
return;
}
int ac = areas.size();
bool stopped = false;
gravity = Vector3(0, 0, 0);
total_linear_damp = 0.0;
total_angular_damp = 0.0;
// Combine gravity and damping from overlapping areas in priority order.
if (ac) {
areas.sort();
const AreaCMP *aa = &areas[0];
for (int i = ac - 1; i >= 0 && !stopped; i--) {
PhysicsServer3D::AreaSpaceOverrideMode mode = aa[i].area->get_space_override_mode();
switch (mode) {
case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE:
case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
_compute_area_gravity_and_damping(aa[i].area);
stopped = mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
} break;
case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE:
case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
gravity = Vector3(0, 0, 0);
total_linear_damp = 0.0;
total_angular_damp = 0.0;
_compute_area_gravity_and_damping(aa[i].area);
stopped = mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE;
} break;
default: {
}
}
}
}
// Add default gravity and damping from space area.
if (!stopped) {
GodotArea3D *def_area = get_space()->get_default_area();
ERR_FAIL_COND(!def_area);
_compute_area_gravity_and_damping(def_area);
}
// Override linear damping with body's value.
switch (linear_damp_mode) {
case PhysicsServer3D::BODY_DAMP_MODE_COMBINE: {
total_linear_damp += linear_damp;
} break;
case PhysicsServer3D::BODY_DAMP_MODE_REPLACE: {
total_linear_damp = linear_damp;
} break;
}
// Override angular damping with body's value.
switch (angular_damp_mode) {
case PhysicsServer3D::BODY_DAMP_MODE_COMBINE: {
total_angular_damp += angular_damp;
} break;
case PhysicsServer3D::BODY_DAMP_MODE_REPLACE: {
total_angular_damp = angular_damp;
} break;
}
gravity *= gravity_scale;
Vector3 motion;
bool do_motion = false;
if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC) {
//compute motion, angular and etc. velocities from prev transform
motion = new_transform.origin - get_transform().origin;
do_motion = true;
linear_velocity = constant_linear_velocity + motion / p_step;
//compute a FAKE angular velocity, not so easy
Basis rot = new_transform.basis.orthonormalized() * get_transform().basis.orthonormalized().transposed();
Vector3 axis;
real_t angle;
rot.get_axis_angle(axis, angle);
axis.normalize();
angular_velocity = constant_angular_velocity + axis * (angle / p_step);
} else {
if (!omit_force_integration) {
//overridden by direct state query
Vector3 force = gravity * mass;
force += applied_force;
Vector3 torque = applied_torque;
real_t damp = 1.0 - p_step * total_linear_damp;
if (damp < 0) { // reached zero in the given time
damp = 0;
}
real_t angular_damp = 1.0 - p_step * total_angular_damp;
if (angular_damp < 0) { // reached zero in the given time
angular_damp = 0;
}
linear_velocity *= damp;
angular_velocity *= angular_damp;
linear_velocity += _inv_mass * force * p_step;
angular_velocity += _inv_inertia_tensor.xform(torque) * p_step;
}
if (continuous_cd) {
motion = linear_velocity * p_step;
do_motion = true;
}
}
applied_force = Vector3();
applied_torque = Vector3();
biased_angular_velocity = Vector3();
biased_linear_velocity = Vector3();
if (do_motion) { //shapes temporarily extend for raycast
_update_shapes_with_motion(motion);
}
contact_count = 0;
}
void GodotBody3D::integrate_velocities(real_t p_step) {
if (mode == PhysicsServer3D::BODY_MODE_STATIC) {
return;
}
if (fi_callback_data || body_state_callback) {
get_space()->body_add_to_state_query_list(&direct_state_query_list);
}
//apply axis lock linear
for (int i = 0; i < 3; i++) {
if (is_axis_locked((PhysicsServer3D::BodyAxis)(1 << i))) {
linear_velocity[i] = 0;
biased_linear_velocity[i] = 0;
new_transform.origin[i] = get_transform().origin[i];
}
}
//apply axis lock angular
for (int i = 0; i < 3; i++) {
if (is_axis_locked((PhysicsServer3D::BodyAxis)(1 << (i + 3)))) {
angular_velocity[i] = 0;
biased_angular_velocity[i] = 0;
}
}
if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC) {
_set_transform(new_transform, false);
_set_inv_transform(new_transform.affine_inverse());
if (contacts.size() == 0 && linear_velocity == Vector3() && angular_velocity == Vector3()) {
set_active(false); //stopped moving, deactivate
}
return;
}
Vector3 total_angular_velocity = angular_velocity + biased_angular_velocity;
real_t ang_vel = total_angular_velocity.length();
Transform3D transform = get_transform();
if (!Math::is_zero_approx(ang_vel)) {
Vector3 ang_vel_axis = total_angular_velocity / ang_vel;
Basis rot(ang_vel_axis, ang_vel * p_step);
Basis identity3(1, 0, 0, 0, 1, 0, 0, 0, 1);
transform.origin += ((identity3 - rot) * transform.basis).xform(center_of_mass_local);
transform.basis = rot * transform.basis;
transform.orthonormalize();
}
Vector3 total_linear_velocity = linear_velocity + biased_linear_velocity;
/*for(int i=0;i<3;i++) {
if (axis_lock&(1<<i)) {
transform.origin[i]=0.0;
}
}*/
transform.origin += total_linear_velocity * p_step;
_set_transform(transform);
_set_inv_transform(get_transform().inverse());
_update_transform_dependent();
}
void GodotBody3D::wakeup_neighbours() {
for (const KeyValue<GodotConstraint3D *, int> &E : constraint_map) {
const GodotConstraint3D *c = E.key;
GodotBody3D **n = c->get_body_ptr();
int bc = c->get_body_count();
for (int i = 0; i < bc; i++) {
if (i == E.value) {
continue;
}
GodotBody3D *b = n[i];
if (b->mode < PhysicsServer3D::BODY_MODE_DYNAMIC) {
continue;
}
if (!b->is_active()) {
b->set_active(true);
}
}
}
}
void GodotBody3D::call_queries() {
if (fi_callback_data) {
if (!fi_callback_data->callable.get_object()) {
set_force_integration_callback(Callable());
} else {
Variant direct_state_variant = get_direct_state();
const Variant *vp[2] = { &direct_state_variant, &fi_callback_data->udata };
Callable::CallError ce;
int argc = (fi_callback_data->udata.get_type() == Variant::NIL) ? 1 : 2;
Variant rv;
fi_callback_data->callable.call(vp, argc, rv, ce);
}
}
if (body_state_callback_instance) {
(body_state_callback)(body_state_callback_instance, get_direct_state());
}
}
bool GodotBody3D::sleep_test(real_t p_step) {
if (mode == PhysicsServer3D::BODY_MODE_STATIC || mode == PhysicsServer3D::BODY_MODE_KINEMATIC) {
return true;
} else if (!can_sleep) {
return false;
}
if (Math::abs(angular_velocity.length()) < get_space()->get_body_angular_velocity_sleep_threshold() && Math::abs(linear_velocity.length_squared()) < get_space()->get_body_linear_velocity_sleep_threshold() * get_space()->get_body_linear_velocity_sleep_threshold()) {
still_time += p_step;
return still_time > get_space()->get_body_time_to_sleep();
} else {
still_time = 0; //maybe this should be set to 0 on set_active?
return false;
}
}
void GodotBody3D::set_state_sync_callback(void *p_instance, PhysicsServer3D::BodyStateCallback p_callback) {
body_state_callback_instance = p_instance;
body_state_callback = p_callback;
}
void GodotBody3D::set_force_integration_callback(const Callable &p_callable, const Variant &p_udata) {
if (p_callable.get_object()) {
if (!fi_callback_data) {
fi_callback_data = memnew(ForceIntegrationCallbackData);
}
fi_callback_data->callable = p_callable;
fi_callback_data->udata = p_udata;
} else if (fi_callback_data) {
memdelete(fi_callback_data);
fi_callback_data = nullptr;
}
}
GodotPhysicsDirectBodyState3D *GodotBody3D::get_direct_state() {
if (!direct_state) {
direct_state = memnew(GodotPhysicsDirectBodyState3D);
direct_state->body = this;
}
return direct_state;
}
GodotBody3D::GodotBody3D() :
GodotCollisionObject3D(TYPE_BODY),
active_list(this),
mass_properties_update_list(this),
direct_state_query_list(this) {
_set_static(false);
}
GodotBody3D::~GodotBody3D() {
if (fi_callback_data) {
memdelete(fi_callback_data);
}
if (direct_state) {
memdelete(direct_state);
}
}