From ff4e72a0bcf8ee1b8db2cb492397866559d17a73 Mon Sep 17 00:00:00 2001 From: Ricardo Buring Date: Thu, 15 Sep 2022 14:15:39 +0200 Subject: [PATCH] PhysicsServer2D and PhysicsServer3D: make body_set_state_sync_callback take a Callable Prefer Callable to a C-style callback. This is helpful for GDExtension. --- doc/classes/PhysicsServer2DExtension.xml | 2 +- doc/classes/PhysicsServer3DExtension.xml | 2 +- scene/2d/physics_body_2d.cpp | 16 +++---------- scene/3d/physics_body_3d.cpp | 23 ++++--------------- .../physics_server_2d_extension.cpp | 2 +- .../extensions/physics_server_2d_extension.h | 15 +----------- .../physics_server_3d_extension.cpp | 2 +- .../extensions/physics_server_3d_extension.h | 14 +---------- servers/physics_2d/godot_body_2d.cpp | 17 ++++++++------ servers/physics_2d/godot_body_2d.h | 5 ++-- .../physics_2d/godot_physics_server_2d.cpp | 4 ++-- servers/physics_2d/godot_physics_server_2d.h | 2 +- servers/physics_3d/godot_body_3d.cpp | 17 ++++++++------ servers/physics_3d/godot_body_3d.h | 5 ++-- .../physics_3d/godot_physics_server_3d.cpp | 4 ++-- servers/physics_3d/godot_physics_server_3d.h | 2 +- servers/physics_server_2d.h | 5 +--- servers/physics_server_2d_wrap_mt.h | 2 +- servers/physics_server_3d.h | 5 +--- servers/physics_server_3d_wrap_mt.h | 2 +- servers/register_server_types.cpp | 2 -- 21 files changed, 47 insertions(+), 101 deletions(-) diff --git a/doc/classes/PhysicsServer2DExtension.xml b/doc/classes/PhysicsServer2DExtension.xml index a63aa8a30f94..518862bb28c7 100644 --- a/doc/classes/PhysicsServer2DExtension.xml +++ b/doc/classes/PhysicsServer2DExtension.xml @@ -602,7 +602,7 @@ - + diff --git a/doc/classes/PhysicsServer3DExtension.xml b/doc/classes/PhysicsServer3DExtension.xml index f42276ddd8a2..ab00f6335956 100644 --- a/doc/classes/PhysicsServer3DExtension.xml +++ b/doc/classes/PhysicsServer3DExtension.xml @@ -575,7 +575,7 @@ - + diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp index 714d196779af..f081984956b8 100644 --- a/scene/2d/physics_body_2d.cpp +++ b/scene/2d/physics_body_2d.cpp @@ -262,21 +262,16 @@ void AnimatableBody2D::_update_kinematic_motion() { #endif if (sync_to_physics) { - PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), this, _body_state_changed_callback); + PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &AnimatableBody2D::_body_state_changed)); set_only_update_transform_changes(true); set_notify_local_transform(true); } else { - PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), nullptr, nullptr); + PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), Callable()); set_only_update_transform_changes(false); set_notify_local_transform(false); } } -void AnimatableBody2D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState2D *p_state) { - AnimatableBody2D *body = static_cast(p_instance); - body->_body_state_changed(p_state); -} - void AnimatableBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) { if (!sync_to_physics) { return; @@ -438,11 +433,6 @@ struct _RigidBody2DInOut { int local_shape = 0; }; -void RigidBody2D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState2D *p_state) { - RigidBody2D *body = static_cast(p_instance); - body->_body_state_changed(p_state); -} - void RigidBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) { set_block_transform_notify(true); // don't want notify (would feedback loop) if (!freeze || freeze_mode != FREEZE_MODE_KINEMATIC) { @@ -1079,7 +1069,7 @@ void RigidBody2D::_validate_property(PropertyInfo &p_property) const { RigidBody2D::RigidBody2D() : PhysicsBody2D(PhysicsServer2D::BODY_MODE_RIGID) { - PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), this, _body_state_changed_callback); + PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &RigidBody2D::_body_state_changed)); } RigidBody2D::~RigidBody2D() { diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp index 8888aa183a2a..fc13275a7d3a 100644 --- a/scene/3d/physics_body_3d.cpp +++ b/scene/3d/physics_body_3d.cpp @@ -317,11 +317,6 @@ void AnimatableBody3D::_update_kinematic_motion() { } } -void AnimatableBody3D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state) { - AnimatableBody3D *body = (AnimatableBody3D *)p_instance; - body->_body_state_changed(p_state); -} - void AnimatableBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) { linear_velocity = p_state->get_linear_velocity(); angular_velocity = p_state->get_angular_velocity(); @@ -373,7 +368,7 @@ void AnimatableBody3D::_bind_methods() { AnimatableBody3D::AnimatableBody3D() : StaticBody3D(PhysicsServer3D::BODY_MODE_KINEMATIC) { - PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), this, _body_state_changed_callback); + PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &AnimatableBody3D::_body_state_changed)); } void RigidBody3D::_body_enter_tree(ObjectID p_id) { @@ -488,11 +483,6 @@ struct _RigidBodyInOut { int local_shape = 0; }; -void RigidBody3D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state) { - RigidBody3D *body = (RigidBody3D *)p_instance; - body->_body_state_changed(p_state); -} - void RigidBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) { set_ignore_transform_notification(true); set_global_transform(p_state->get_transform()); @@ -1139,7 +1129,7 @@ void RigidBody3D::_validate_property(PropertyInfo &p_property) const { RigidBody3D::RigidBody3D() : PhysicsBody3D(PhysicsServer3D::BODY_MODE_RIGID) { - PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), this, _body_state_changed_callback); + PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &RigidBody3D::_body_state_changed)); } RigidBody3D::~RigidBody3D() { @@ -2903,11 +2893,6 @@ void PhysicalBone3D::_notification(int p_what) { } } -void PhysicalBone3D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state) { - PhysicalBone3D *bone = (PhysicalBone3D *)p_instance; - bone->_body_state_changed(p_state); -} - void PhysicalBone3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) { if (!simulate_physics || !_internal_simulate_physics) { return; @@ -3425,7 +3410,7 @@ void PhysicalBone3D::_start_physics_simulation() { PhysicsServer3D::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer()); PhysicsServer3D::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask()); PhysicsServer3D::get_singleton()->body_set_collision_priority(get_rid(), get_collision_priority()); - PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), this, _body_state_changed_callback); + PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &PhysicalBone3D::_body_state_changed)); set_as_top_level(true); _internal_simulate_physics = true; } @@ -3446,7 +3431,7 @@ void PhysicalBone3D::_stop_physics_simulation() { PhysicsServer3D::get_singleton()->body_set_collision_priority(get_rid(), 1.0); } if (_internal_simulate_physics) { - PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), nullptr, nullptr); + PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), Callable()); parent_skeleton->set_bone_global_pose_override(bone_id, Transform3D(), 0.0, false); set_as_top_level(false); _internal_simulate_physics = false; diff --git a/servers/extensions/physics_server_2d_extension.cpp b/servers/extensions/physics_server_2d_extension.cpp index 36f3be2468fa..769315daa71f 100644 --- a/servers/extensions/physics_server_2d_extension.cpp +++ b/servers/extensions/physics_server_2d_extension.cpp @@ -280,7 +280,7 @@ void PhysicsServer2DExtension::_bind_methods() { GDVIRTUAL_BIND(_body_set_omit_force_integration, "body", "enable"); GDVIRTUAL_BIND(_body_is_omitting_force_integration, "body"); - GDVIRTUAL_BIND(_body_set_state_sync_callback, "body", "callback"); + GDVIRTUAL_BIND(_body_set_state_sync_callback, "body", "callable"); GDVIRTUAL_BIND(_body_set_force_integration_callback, "body", "callable", "userdata"); GDVIRTUAL_BIND(_body_collide_shape, "body", "body_shape", "shape", "shape_xform", "motion", "results", "result_max", "result_count"); diff --git a/servers/extensions/physics_server_2d_extension.h b/servers/extensions/physics_server_2d_extension.h index 3bd3d642c8d3..a6dbe352647e 100644 --- a/servers/extensions/physics_server_2d_extension.h +++ b/servers/extensions/physics_server_2d_extension.h @@ -94,7 +94,6 @@ public: EXBIND1RC(Vector2, get_contact_local_position, int) EXBIND1RC(Vector2, get_contact_local_normal, int) EXBIND1RC(int, get_contact_local_shape, int) - EXBIND1RC(RID, get_contact_collider, int) EXBIND1RC(Vector2, get_contact_collider_position, int) EXBIND1RC(ObjectID, get_contact_collider_id, int) @@ -183,13 +182,7 @@ public: typedef PhysicsServer2D::MotionResult PhysicsServer2DExtensionMotionResult; -struct PhysicsServer2DExtensionStateCallback { - void *instance = nullptr; - void (*callback)(void *p_instance, PhysicsDirectBodyState2D *p_state); -}; - GDVIRTUAL_NATIVE_PTR(PhysicsServer2DExtensionMotionResult) -GDVIRTUAL_NATIVE_PTR(PhysicsServer2DExtensionStateCallback) class PhysicsServer2DExtension : public PhysicsServer2D { GDCLASS(PhysicsServer2DExtension, PhysicsServer2D); @@ -376,13 +369,7 @@ public: EXBIND2(body_set_omit_force_integration, RID, bool) EXBIND1RC(bool, body_is_omitting_force_integration, RID) - GDVIRTUAL2(_body_set_state_sync_callback, RID, GDNativePtr) - void body_set_state_sync_callback(RID p_body, void *p_instance, BodyStateCallback p_callback) override { - PhysicsServer2DExtensionStateCallback callback; - callback.callback = p_callback; - callback.instance = p_instance; - GDVIRTUAL_REQUIRED_CALL(_body_set_state_sync_callback, p_body, &callback); - } + EXBIND2(body_set_state_sync_callback, RID, const Callable &) EXBIND3(body_set_force_integration_callback, RID, const Callable &, const Variant &) virtual bool body_collide_shape(RID p_body, int p_body_shape, RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, Vector2 *r_results, int p_result_max, int &r_result_count) override { diff --git a/servers/extensions/physics_server_3d_extension.cpp b/servers/extensions/physics_server_3d_extension.cpp index 800284dc602b..4785fa33fb28 100644 --- a/servers/extensions/physics_server_3d_extension.cpp +++ b/servers/extensions/physics_server_3d_extension.cpp @@ -284,7 +284,7 @@ void PhysicsServer3DExtension::_bind_methods() { GDVIRTUAL_BIND(_body_set_omit_force_integration, "body", "enable"); GDVIRTUAL_BIND(_body_is_omitting_force_integration, "body"); - GDVIRTUAL_BIND(_body_set_state_sync_callback, "body", "callback"); + GDVIRTUAL_BIND(_body_set_state_sync_callback, "body", "callable"); GDVIRTUAL_BIND(_body_set_force_integration_callback, "body", "callable", "userdata"); GDVIRTUAL_BIND(_body_set_ray_pickable, "body", "enable"); diff --git a/servers/extensions/physics_server_3d_extension.h b/servers/extensions/physics_server_3d_extension.h index b6ed346a3d14..f1e522aca84a 100644 --- a/servers/extensions/physics_server_3d_extension.h +++ b/servers/extensions/physics_server_3d_extension.h @@ -192,14 +192,8 @@ public: typedef PhysicsServer3D::MotionCollision PhysicsServer3DExtensionMotionCollision; typedef PhysicsServer3D::MotionResult PhysicsServer3DExtensionMotionResult; -struct PhysicsServer3DExtensionStateCallback { - void *instance = nullptr; - void (*callback)(void *p_instance, PhysicsDirectBodyState3D *p_state); -}; - GDVIRTUAL_NATIVE_PTR(PhysicsServer3DExtensionMotionCollision) GDVIRTUAL_NATIVE_PTR(PhysicsServer3DExtensionMotionResult) -GDVIRTUAL_NATIVE_PTR(PhysicsServer3DExtensionStateCallback) class PhysicsServer3DExtension : public PhysicsServer3D { GDCLASS(PhysicsServer3DExtension, PhysicsServer3D); @@ -380,13 +374,7 @@ public: EXBIND2(body_set_omit_force_integration, RID, bool) EXBIND1RC(bool, body_is_omitting_force_integration, RID) - GDVIRTUAL2(_body_set_state_sync_callback, RID, GDNativePtr) - void body_set_state_sync_callback(RID p_body, void *p_instance, BodyStateCallback p_callback) override { - PhysicsServer3DExtensionStateCallback callback; - callback.callback = p_callback; - callback.instance = p_instance; - GDVIRTUAL_REQUIRED_CALL(_body_set_state_sync_callback, p_body, &callback); - } + EXBIND2(body_set_state_sync_callback, RID, const Callable &) EXBIND3(body_set_force_integration_callback, RID, const Callable &, const Variant &) EXBIND2(body_set_ray_pickable, RID, bool) diff --git a/servers/physics_2d/godot_body_2d.cpp b/servers/physics_2d/godot_body_2d.cpp index ef6a6b1ae20e..90124cd991db 100644 --- a/servers/physics_2d/godot_body_2d.cpp +++ b/servers/physics_2d/godot_body_2d.cpp @@ -615,7 +615,7 @@ void GodotBody2D::integrate_velocities(real_t p_step) { return; } - if (fi_callback_data || body_state_callback) { + if (fi_callback_data || body_state_callback.get_object()) { get_space()->body_add_to_state_query_list(&direct_state_query_list); } @@ -673,11 +673,12 @@ void GodotBody2D::wakeup_neighbours() { } void GodotBody2D::call_queries() { + Variant direct_state_variant = get_direct_state(); + 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; @@ -691,8 +692,11 @@ void GodotBody2D::call_queries() { } } - if (body_state_callback) { - (body_state_callback)(body_state_callback_instance, get_direct_state()); + if (body_state_callback.get_object()) { + const Variant *vp[1] = { &direct_state_variant }; + Callable::CallError ce; + Variant rv; + body_state_callback.callp(vp, 1, rv, ce); } } @@ -713,9 +717,8 @@ bool GodotBody2D::sleep_test(real_t p_step) { } } -void GodotBody2D::set_state_sync_callback(void *p_instance, PhysicsServer2D::BodyStateCallback p_callback) { - body_state_callback_instance = p_instance; - body_state_callback = p_callback; +void GodotBody2D::set_state_sync_callback(const Callable &p_callable) { + body_state_callback = p_callable; } void GodotBody2D::set_force_integration_callback(const Callable &p_callable, const Variant &p_udata) { diff --git a/servers/physics_2d/godot_body_2d.h b/servers/physics_2d/godot_body_2d.h index 409940d4f8b1..86d42ae7f851 100644 --- a/servers/physics_2d/godot_body_2d.h +++ b/servers/physics_2d/godot_body_2d.h @@ -137,8 +137,7 @@ class GodotBody2D : public GodotCollisionObject2D { Vector contacts; //no contacts by default int contact_count = 0; - void *body_state_callback_instance = nullptr; - PhysicsServer2D::BodyStateCallback body_state_callback = nullptr; + Callable body_state_callback; struct ForceIntegrationCallbackData { Callable callable; @@ -156,7 +155,7 @@ class GodotBody2D : public GodotCollisionObject2D { friend class GodotPhysicsDirectBodyState2D; // i give up, too many functions to expose public: - void set_state_sync_callback(void *p_instance, PhysicsServer2D::BodyStateCallback p_callback); + void set_state_sync_callback(const Callable &p_callable); void set_force_integration_callback(const Callable &p_callable, const Variant &p_udata = Variant()); GodotPhysicsDirectBodyState2D *get_direct_state(); diff --git a/servers/physics_2d/godot_physics_server_2d.cpp b/servers/physics_2d/godot_physics_server_2d.cpp index cec31bdc31d5..11f6bd9c1e1f 100644 --- a/servers/physics_2d/godot_physics_server_2d.cpp +++ b/servers/physics_2d/godot_physics_server_2d.cpp @@ -951,10 +951,10 @@ int GodotPhysicsServer2D::body_get_max_contacts_reported(RID p_body) const { return body->get_max_contacts_reported(); } -void GodotPhysicsServer2D::body_set_state_sync_callback(RID p_body, void *p_instance, BodyStateCallback p_callback) { +void GodotPhysicsServer2D::body_set_state_sync_callback(RID p_body, const Callable &p_callable) { GodotBody2D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); - body->set_state_sync_callback(p_instance, p_callback); + body->set_state_sync_callback(p_callable); } void GodotPhysicsServer2D::body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata) { diff --git a/servers/physics_2d/godot_physics_server_2d.h b/servers/physics_2d/godot_physics_server_2d.h index 20e492d87a67..c780ef3b666a 100644 --- a/servers/physics_2d/godot_physics_server_2d.h +++ b/servers/physics_2d/godot_physics_server_2d.h @@ -243,7 +243,7 @@ public: virtual void body_set_max_contacts_reported(RID p_body, int p_contacts) override; virtual int body_get_max_contacts_reported(RID p_body) const override; - virtual void body_set_state_sync_callback(RID p_body, void *p_instance, BodyStateCallback p_callback) override; + virtual void body_set_state_sync_callback(RID p_body, const Callable &p_callable) override; virtual void body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata = Variant()) override; virtual bool body_collide_shape(RID p_body, int p_body_shape, RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, Vector2 *r_results, int p_result_max, int &r_result_count) override; diff --git a/servers/physics_3d/godot_body_3d.cpp b/servers/physics_3d/godot_body_3d.cpp index b632f7f4615e..19f065c31998 100644 --- a/servers/physics_3d/godot_body_3d.cpp +++ b/servers/physics_3d/godot_body_3d.cpp @@ -674,7 +674,7 @@ void GodotBody3D::integrate_velocities(real_t p_step) { return; } - if (fi_callback_data || body_state_callback) { + if (fi_callback_data || body_state_callback.get_object()) { get_space()->body_add_to_state_query_list(&direct_state_query_list); } @@ -756,11 +756,12 @@ void GodotBody3D::wakeup_neighbours() { } void GodotBody3D::call_queries() { + Variant direct_state_variant = get_direct_state(); + 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; @@ -770,8 +771,11 @@ void GodotBody3D::call_queries() { } } - if (body_state_callback_instance) { - (body_state_callback)(body_state_callback_instance, get_direct_state()); + if (body_state_callback.get_object()) { + const Variant *vp[1] = { &direct_state_variant }; + Callable::CallError ce; + Variant rv; + body_state_callback.callp(vp, 1, rv, ce); } } @@ -792,9 +796,8 @@ bool GodotBody3D::sleep_test(real_t p_step) { } } -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_state_sync_callback(const Callable &p_callable) { + body_state_callback = p_callable; } void GodotBody3D::set_force_integration_callback(const Callable &p_callable, const Variant &p_udata) { diff --git a/servers/physics_3d/godot_body_3d.h b/servers/physics_3d/godot_body_3d.h index 2153ca4e915f..412cbebc7d9d 100644 --- a/servers/physics_3d/godot_body_3d.h +++ b/servers/physics_3d/godot_body_3d.h @@ -131,8 +131,7 @@ class GodotBody3D : public GodotCollisionObject3D { Vector contacts; //no contacts by default int contact_count = 0; - void *body_state_callback_instance = nullptr; - PhysicsServer3D::BodyStateCallback body_state_callback = nullptr; + Callable body_state_callback; struct ForceIntegrationCallbackData { Callable callable; @@ -150,7 +149,7 @@ class GodotBody3D : public GodotCollisionObject3D { friend class GodotPhysicsDirectBodyState3D; // i give up, too many functions to expose public: - void set_state_sync_callback(void *p_instance, PhysicsServer3D::BodyStateCallback p_callback); + void set_state_sync_callback(const Callable &p_callable); void set_force_integration_callback(const Callable &p_callable, const Variant &p_udata = Variant()); GodotPhysicsDirectBodyState3D *get_direct_state(); diff --git a/servers/physics_3d/godot_physics_server_3d.cpp b/servers/physics_3d/godot_physics_server_3d.cpp index b028c00a31f2..7f2ec72921e3 100644 --- a/servers/physics_3d/godot_physics_server_3d.cpp +++ b/servers/physics_3d/godot_physics_server_3d.cpp @@ -877,10 +877,10 @@ int GodotPhysicsServer3D::body_get_max_contacts_reported(RID p_body) const { return body->get_max_contacts_reported(); } -void GodotPhysicsServer3D::body_set_state_sync_callback(RID p_body, void *p_instance, BodyStateCallback p_callback) { +void GodotPhysicsServer3D::body_set_state_sync_callback(RID p_body, const Callable &p_callable) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); - body->set_state_sync_callback(p_instance, p_callback); + body->set_state_sync_callback(p_callable); } void GodotPhysicsServer3D::body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata) { diff --git a/servers/physics_3d/godot_physics_server_3d.h b/servers/physics_3d/godot_physics_server_3d.h index b429f23a0c9e..6dc9330caf1f 100644 --- a/servers/physics_3d/godot_physics_server_3d.h +++ b/servers/physics_3d/godot_physics_server_3d.h @@ -242,7 +242,7 @@ public: virtual void body_set_max_contacts_reported(RID p_body, int p_contacts) override; virtual int body_get_max_contacts_reported(RID p_body) const override; - virtual void body_set_state_sync_callback(RID p_body, void *p_instance, BodyStateCallback p_callback) override; + virtual void body_set_state_sync_callback(RID p_body, const Callable &p_callable) override; virtual void body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata = Variant()) override; virtual void body_set_ray_pickable(RID p_body, bool p_enable) override; diff --git a/servers/physics_server_2d.h b/servers/physics_server_2d.h index d5b4dc05e67d..6384b631b23a 100644 --- a/servers/physics_server_2d.h +++ b/servers/physics_server_2d.h @@ -470,10 +470,7 @@ public: virtual void body_set_omit_force_integration(RID p_body, bool p_omit) = 0; virtual bool body_is_omitting_force_integration(RID p_body) const = 0; - // Callback for C++ use only. - typedef void (*BodyStateCallback)(void *p_instance, PhysicsDirectBodyState2D *p_state); - virtual void body_set_state_sync_callback(RID p_body, void *p_instance, BodyStateCallback p_callback) = 0; - + virtual void body_set_state_sync_callback(RID p_body, const Callable &p_callable) = 0; virtual void body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata = Variant()) = 0; virtual bool body_collide_shape(RID p_body, int p_body_shape, RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, Vector2 *r_results, int p_result_max, int &r_result_count) = 0; diff --git a/servers/physics_server_2d_wrap_mt.h b/servers/physics_server_2d_wrap_mt.h index d080aac438e4..1353d8de6dec 100644 --- a/servers/physics_server_2d_wrap_mt.h +++ b/servers/physics_server_2d_wrap_mt.h @@ -249,7 +249,7 @@ public: FUNC2(body_set_omit_force_integration, RID, bool); FUNC1RC(bool, body_is_omitting_force_integration, RID); - FUNC3(body_set_state_sync_callback, RID, void *, BodyStateCallback); + FUNC2(body_set_state_sync_callback, RID, const Callable &); FUNC3(body_set_force_integration_callback, RID, const Callable &, const Variant &); bool body_collide_shape(RID p_body, int p_body_shape, RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, Vector2 *r_results, int p_result_max, int &r_result_count) override { diff --git a/servers/physics_server_3d.h b/servers/physics_server_3d.h index 1308e4cd36cd..468b0aaeccdf 100644 --- a/servers/physics_server_3d.h +++ b/servers/physics_server_3d.h @@ -508,10 +508,7 @@ public: virtual void body_set_omit_force_integration(RID p_body, bool p_omit) = 0; virtual bool body_is_omitting_force_integration(RID p_body) const = 0; - // Callback for C++ use only. - typedef void (*BodyStateCallback)(void *p_instance, PhysicsDirectBodyState3D *p_state); - virtual void body_set_state_sync_callback(RID p_body, void *p_instance, BodyStateCallback p_callback) = 0; - + virtual void body_set_state_sync_callback(RID p_body, const Callable &p_callable) = 0; virtual void body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata = Variant()) = 0; virtual void body_set_ray_pickable(RID p_body, bool p_enable) = 0; diff --git a/servers/physics_server_3d_wrap_mt.h b/servers/physics_server_3d_wrap_mt.h index ed4546b240bd..9b07e19e5094 100644 --- a/servers/physics_server_3d_wrap_mt.h +++ b/servers/physics_server_3d_wrap_mt.h @@ -252,7 +252,7 @@ public: FUNC2(body_set_omit_force_integration, RID, bool); FUNC1RC(bool, body_is_omitting_force_integration, RID); - FUNC3(body_set_state_sync_callback, RID, void *, BodyStateCallback); + FUNC2(body_set_state_sync_callback, RID, const Callable &); FUNC3(body_set_force_integration_callback, RID, const Callable &, const Variant &); FUNC2(body_set_ray_pickable, RID, bool); diff --git a/servers/register_server_types.cpp b/servers/register_server_types.cpp index b9667f338c88..55d6a7d9343a 100644 --- a/servers/register_server_types.cpp +++ b/servers/register_server_types.cpp @@ -145,7 +145,6 @@ void register_server_types() { GDREGISTER_NATIVE_STRUCT(PhysicsServer2DExtensionShapeResult, "RID rid;ObjectID collider_id;Object *collider;int shape"); GDREGISTER_NATIVE_STRUCT(PhysicsServer2DExtensionShapeRestInfo, "Vector2 point;Vector2 normal;RID rid;ObjectID collider_id;int shape;Vector2 linear_velocity"); GDREGISTER_NATIVE_STRUCT(PhysicsServer2DExtensionMotionResult, "Vector2 travel;Vector2 remainder;Vector2 collision_point;Vector2 collision_normal;Vector2 collider_velocity;real_t collision_depth;real_t collision_safe_fraction;real_t collision_unsafe_fraction;int collision_local_shape;ObjectID collider_id;RID collider;int collider_shape"); - GDREGISTER_NATIVE_STRUCT(PhysicsServer2DExtensionStateCallback, "void *instance;void (*callback)(void *p_instance, PhysicsDirectBodyState2D *p_state)"); GDREGISTER_CLASS(PhysicsServer3DManager); Engine::get_singleton()->add_singleton(Engine::Singleton("PhysicsServer3DManager", PhysicsServer3DManager::get_singleton(), "PhysicsServer3DManager")); @@ -161,7 +160,6 @@ void register_server_types() { GDREGISTER_NATIVE_STRUCT(PhysicsServer3DExtensionShapeRestInfo, "Vector3 point;Vector3 normal;RID rid;ObjectID collider_id;int shape;Vector3 linear_velocity"); GDREGISTER_NATIVE_STRUCT(PhysicsServer3DExtensionMotionCollision, "Vector3 position;Vector3 normal;Vector3 collider_velocity;real_t depth;int local_shape;ObjectID collider_id;RID collider;int collider_shape"); GDREGISTER_NATIVE_STRUCT(PhysicsServer3DExtensionMotionResult, "Vector3 travel;Vector3 remainder;real_t collision_safe_fraction;real_t collision_unsafe_fraction;PhysicsServer3DExtensionMotionCollision collisions[32];int collision_count"); - GDREGISTER_NATIVE_STRUCT(PhysicsServer3DExtensionStateCallback, "void *instance;void (*callback)(void *p_instance, PhysicsDirectBodyState3D *p_state)"); GDREGISTER_ABSTRACT_CLASS(NavigationServer2D); GDREGISTER_ABSTRACT_CLASS(NavigationServer3D);