1 | /**************************************************************************/ |
2 | /* godot_body_2d.h */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
10 | /* */ |
11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
12 | /* a copy of this software and associated documentation files (the */ |
13 | /* "Software"), to deal in the Software without restriction, including */ |
14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
17 | /* the following conditions: */ |
18 | /* */ |
19 | /* The above copyright notice and this permission notice shall be */ |
20 | /* included in all copies or substantial portions of the Software. */ |
21 | /* */ |
22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
29 | /**************************************************************************/ |
30 | |
31 | #ifndef GODOT_BODY_2D_H |
32 | #define GODOT_BODY_2D_H |
33 | |
34 | #include "godot_area_2d.h" |
35 | #include "godot_collision_object_2d.h" |
36 | |
37 | #include "core/templates/list.h" |
38 | #include "core/templates/pair.h" |
39 | #include "core/templates/vset.h" |
40 | |
41 | class GodotConstraint2D; |
42 | class GodotPhysicsDirectBodyState2D; |
43 | |
44 | class GodotBody2D : public GodotCollisionObject2D { |
45 | PhysicsServer2D::BodyMode mode = PhysicsServer2D::BODY_MODE_RIGID; |
46 | |
47 | Vector2 biased_linear_velocity; |
48 | real_t biased_angular_velocity = 0.0; |
49 | |
50 | Vector2 linear_velocity; |
51 | real_t angular_velocity = 0.0; |
52 | |
53 | Vector2 prev_linear_velocity; |
54 | real_t prev_angular_velocity = 0.0; |
55 | |
56 | Vector2 constant_linear_velocity; |
57 | real_t constant_angular_velocity = 0.0; |
58 | |
59 | PhysicsServer2D::BodyDampMode linear_damp_mode = PhysicsServer2D::BODY_DAMP_MODE_COMBINE; |
60 | PhysicsServer2D::BodyDampMode angular_damp_mode = PhysicsServer2D::BODY_DAMP_MODE_COMBINE; |
61 | |
62 | real_t linear_damp = 0.0; |
63 | real_t angular_damp = 0.0; |
64 | |
65 | real_t total_linear_damp = 0.0; |
66 | real_t total_angular_damp = 0.0; |
67 | |
68 | real_t gravity_scale = 1.0; |
69 | |
70 | real_t bounce = 0.0; |
71 | real_t friction = 1.0; |
72 | |
73 | real_t mass = 1.0; |
74 | real_t _inv_mass = 1.0; |
75 | |
76 | real_t inertia = 0.0; |
77 | real_t _inv_inertia = 0.0; |
78 | |
79 | Vector2 center_of_mass_local; |
80 | Vector2 center_of_mass; |
81 | |
82 | bool calculate_inertia = true; |
83 | bool calculate_center_of_mass = true; |
84 | |
85 | Vector2 gravity; |
86 | |
87 | real_t still_time = 0.0; |
88 | |
89 | Vector2 applied_force; |
90 | real_t applied_torque = 0.0; |
91 | |
92 | Vector2 constant_force; |
93 | real_t constant_torque = 0.0; |
94 | |
95 | SelfList<GodotBody2D> active_list; |
96 | SelfList<GodotBody2D> mass_properties_update_list; |
97 | SelfList<GodotBody2D> direct_state_query_list; |
98 | |
99 | VSet<RID> exceptions; |
100 | PhysicsServer2D::CCDMode continuous_cd_mode = PhysicsServer2D::CCD_MODE_DISABLED; |
101 | bool omit_force_integration = false; |
102 | bool active = true; |
103 | bool can_sleep = true; |
104 | bool first_time_kinematic = false; |
105 | void _mass_properties_changed(); |
106 | virtual void _shapes_changed() override; |
107 | Transform2D new_transform; |
108 | |
109 | List<Pair<GodotConstraint2D *, int>> constraint_list; |
110 | |
111 | struct AreaCMP { |
112 | GodotArea2D *area = nullptr; |
113 | int refCount = 0; |
114 | _FORCE_INLINE_ bool operator==(const AreaCMP &p_cmp) const { return area->get_self() == p_cmp.area->get_self(); } |
115 | _FORCE_INLINE_ bool operator<(const AreaCMP &p_cmp) const { return area->get_priority() < p_cmp.area->get_priority(); } |
116 | _FORCE_INLINE_ AreaCMP() {} |
117 | _FORCE_INLINE_ AreaCMP(GodotArea2D *p_area) { |
118 | area = p_area; |
119 | refCount = 1; |
120 | } |
121 | }; |
122 | |
123 | Vector<AreaCMP> areas; |
124 | |
125 | struct Contact { |
126 | Vector2 local_pos; |
127 | Vector2 local_normal; |
128 | Vector2 local_velocity_at_pos; |
129 | real_t depth = 0.0; |
130 | int local_shape = 0; |
131 | Vector2 collider_pos; |
132 | int collider_shape = 0; |
133 | ObjectID collider_instance_id; |
134 | RID collider; |
135 | Vector2 collider_velocity_at_pos; |
136 | Vector2 impulse; |
137 | }; |
138 | |
139 | Vector<Contact> contacts; //no contacts by default |
140 | int contact_count = 0; |
141 | |
142 | Callable body_state_callback; |
143 | |
144 | struct ForceIntegrationCallbackData { |
145 | Callable callable; |
146 | Variant udata; |
147 | }; |
148 | |
149 | ForceIntegrationCallbackData *fi_callback_data = nullptr; |
150 | |
151 | GodotPhysicsDirectBodyState2D *direct_state = nullptr; |
152 | |
153 | uint64_t island_step = 0; |
154 | |
155 | void _update_transform_dependent(); |
156 | |
157 | friend class GodotPhysicsDirectBodyState2D; // i give up, too many functions to expose |
158 | |
159 | public: |
160 | void set_state_sync_callback(const Callable &p_callable); |
161 | void set_force_integration_callback(const Callable &p_callable, const Variant &p_udata = Variant()); |
162 | |
163 | GodotPhysicsDirectBodyState2D *get_direct_state(); |
164 | |
165 | _FORCE_INLINE_ void add_area(GodotArea2D *p_area) { |
166 | int index = areas.find(AreaCMP(p_area)); |
167 | if (index > -1) { |
168 | areas.write[index].refCount += 1; |
169 | } else { |
170 | areas.ordered_insert(AreaCMP(p_area)); |
171 | } |
172 | } |
173 | |
174 | _FORCE_INLINE_ void remove_area(GodotArea2D *p_area) { |
175 | int index = areas.find(AreaCMP(p_area)); |
176 | if (index > -1) { |
177 | areas.write[index].refCount -= 1; |
178 | if (areas[index].refCount < 1) { |
179 | areas.remove_at(index); |
180 | } |
181 | } |
182 | } |
183 | |
184 | _FORCE_INLINE_ void set_max_contacts_reported(int p_size) { |
185 | contacts.resize(p_size); |
186 | contact_count = 0; |
187 | if (mode == PhysicsServer2D::BODY_MODE_KINEMATIC && p_size) { |
188 | set_active(true); |
189 | } |
190 | } |
191 | |
192 | _FORCE_INLINE_ int get_max_contacts_reported() const { return contacts.size(); } |
193 | |
194 | _FORCE_INLINE_ bool can_report_contacts() const { return !contacts.is_empty(); } |
195 | _FORCE_INLINE_ void add_contact(const Vector2 &p_local_pos, const Vector2 &p_local_normal, real_t p_depth, int p_local_shape, const Vector2 &p_local_velocity_at_pos, const Vector2 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector2 &p_collider_velocity_at_pos, const Vector2 &p_impulse); |
196 | |
197 | _FORCE_INLINE_ void add_exception(const RID &p_exception) { exceptions.insert(p_exception); } |
198 | _FORCE_INLINE_ void remove_exception(const RID &p_exception) { exceptions.erase(p_exception); } |
199 | _FORCE_INLINE_ bool has_exception(const RID &p_exception) const { return exceptions.has(p_exception); } |
200 | _FORCE_INLINE_ const VSet<RID> &get_exceptions() const { return exceptions; } |
201 | |
202 | _FORCE_INLINE_ uint64_t get_island_step() const { return island_step; } |
203 | _FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; } |
204 | |
205 | _FORCE_INLINE_ void add_constraint(GodotConstraint2D *p_constraint, int p_pos) { constraint_list.push_back({ p_constraint, p_pos }); } |
206 | _FORCE_INLINE_ void remove_constraint(GodotConstraint2D *p_constraint, int p_pos) { constraint_list.erase({ p_constraint, p_pos }); } |
207 | const List<Pair<GodotConstraint2D *, int>> &get_constraint_list() const { return constraint_list; } |
208 | _FORCE_INLINE_ void clear_constraint_list() { constraint_list.clear(); } |
209 | |
210 | _FORCE_INLINE_ void set_omit_force_integration(bool p_omit_force_integration) { omit_force_integration = p_omit_force_integration; } |
211 | _FORCE_INLINE_ bool get_omit_force_integration() const { return omit_force_integration; } |
212 | |
213 | _FORCE_INLINE_ void set_linear_velocity(const Vector2 &p_velocity) { linear_velocity = p_velocity; } |
214 | _FORCE_INLINE_ Vector2 get_linear_velocity() const { return linear_velocity; } |
215 | |
216 | _FORCE_INLINE_ void set_angular_velocity(real_t p_velocity) { angular_velocity = p_velocity; } |
217 | _FORCE_INLINE_ real_t get_angular_velocity() const { return angular_velocity; } |
218 | |
219 | _FORCE_INLINE_ Vector2 get_prev_linear_velocity() const { return prev_linear_velocity; } |
220 | _FORCE_INLINE_ real_t get_prev_angular_velocity() const { return prev_angular_velocity; } |
221 | |
222 | _FORCE_INLINE_ void set_biased_linear_velocity(const Vector2 &p_velocity) { biased_linear_velocity = p_velocity; } |
223 | _FORCE_INLINE_ Vector2 get_biased_linear_velocity() const { return biased_linear_velocity; } |
224 | |
225 | _FORCE_INLINE_ void set_biased_angular_velocity(real_t p_velocity) { biased_angular_velocity = p_velocity; } |
226 | _FORCE_INLINE_ real_t get_biased_angular_velocity() const { return biased_angular_velocity; } |
227 | |
228 | _FORCE_INLINE_ void apply_central_impulse(const Vector2 &p_impulse) { |
229 | linear_velocity += p_impulse * _inv_mass; |
230 | } |
231 | |
232 | _FORCE_INLINE_ void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) { |
233 | linear_velocity += p_impulse * _inv_mass; |
234 | angular_velocity += _inv_inertia * (p_position - center_of_mass).cross(p_impulse); |
235 | } |
236 | |
237 | _FORCE_INLINE_ void apply_torque_impulse(real_t p_torque) { |
238 | angular_velocity += _inv_inertia * p_torque; |
239 | } |
240 | |
241 | _FORCE_INLINE_ void apply_bias_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2(), real_t p_max_delta_av = -1.0) { |
242 | biased_linear_velocity += p_impulse * _inv_mass; |
243 | if (p_max_delta_av != 0.0) { |
244 | real_t delta_av = _inv_inertia * (p_position - center_of_mass).cross(p_impulse); |
245 | if (p_max_delta_av > 0 && delta_av > p_max_delta_av) { |
246 | delta_av = p_max_delta_av; |
247 | } |
248 | biased_angular_velocity += delta_av; |
249 | } |
250 | } |
251 | |
252 | _FORCE_INLINE_ void apply_central_force(const Vector2 &p_force) { |
253 | applied_force += p_force; |
254 | } |
255 | |
256 | _FORCE_INLINE_ void apply_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) { |
257 | applied_force += p_force; |
258 | applied_torque += (p_position - center_of_mass).cross(p_force); |
259 | } |
260 | |
261 | _FORCE_INLINE_ void apply_torque(real_t p_torque) { |
262 | applied_torque += p_torque; |
263 | } |
264 | |
265 | _FORCE_INLINE_ void add_constant_central_force(const Vector2 &p_force) { |
266 | constant_force += p_force; |
267 | } |
268 | |
269 | _FORCE_INLINE_ void add_constant_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) { |
270 | constant_force += p_force; |
271 | constant_torque += (p_position - center_of_mass).cross(p_force); |
272 | } |
273 | |
274 | _FORCE_INLINE_ void add_constant_torque(real_t p_torque) { |
275 | constant_torque += p_torque; |
276 | } |
277 | |
278 | void set_constant_force(const Vector2 &p_force) { constant_force = p_force; } |
279 | Vector2 get_constant_force() const { return constant_force; } |
280 | |
281 | void set_constant_torque(real_t p_torque) { constant_torque = p_torque; } |
282 | real_t get_constant_torque() const { return constant_torque; } |
283 | |
284 | void set_active(bool p_active); |
285 | _FORCE_INLINE_ bool is_active() const { return active; } |
286 | |
287 | _FORCE_INLINE_ void wakeup() { |
288 | if ((!get_space()) || mode == PhysicsServer2D::BODY_MODE_STATIC || mode == PhysicsServer2D::BODY_MODE_KINEMATIC) { |
289 | return; |
290 | } |
291 | set_active(true); |
292 | } |
293 | |
294 | void set_param(PhysicsServer2D::BodyParameter p_param, const Variant &p_value); |
295 | Variant get_param(PhysicsServer2D::BodyParameter p_param) const; |
296 | |
297 | void set_mode(PhysicsServer2D::BodyMode p_mode); |
298 | PhysicsServer2D::BodyMode get_mode() const; |
299 | |
300 | void set_state(PhysicsServer2D::BodyState p_state, const Variant &p_variant); |
301 | Variant get_state(PhysicsServer2D::BodyState p_state) const; |
302 | |
303 | _FORCE_INLINE_ void set_continuous_collision_detection_mode(PhysicsServer2D::CCDMode p_mode) { continuous_cd_mode = p_mode; } |
304 | _FORCE_INLINE_ PhysicsServer2D::CCDMode get_continuous_collision_detection_mode() const { return continuous_cd_mode; } |
305 | |
306 | void set_space(GodotSpace2D *p_space) override; |
307 | |
308 | void update_mass_properties(); |
309 | void reset_mass_properties(); |
310 | |
311 | _FORCE_INLINE_ const Vector2 &get_center_of_mass() const { return center_of_mass; } |
312 | _FORCE_INLINE_ const Vector2 &get_center_of_mass_local() const { return center_of_mass_local; } |
313 | _FORCE_INLINE_ real_t get_inv_mass() const { return _inv_mass; } |
314 | _FORCE_INLINE_ real_t get_inv_inertia() const { return _inv_inertia; } |
315 | _FORCE_INLINE_ real_t get_friction() const { return friction; } |
316 | _FORCE_INLINE_ real_t get_bounce() const { return bounce; } |
317 | |
318 | void integrate_forces(real_t p_step); |
319 | void integrate_velocities(real_t p_step); |
320 | |
321 | _FORCE_INLINE_ Vector2 get_velocity_in_local_point(const Vector2 &rel_pos) const { |
322 | return linear_velocity + Vector2(-angular_velocity * rel_pos.y, angular_velocity * rel_pos.x); |
323 | } |
324 | |
325 | _FORCE_INLINE_ Vector2 get_motion() const { |
326 | if (mode > PhysicsServer2D::BODY_MODE_KINEMATIC) { |
327 | return new_transform.get_origin() - get_transform().get_origin(); |
328 | } else if (mode == PhysicsServer2D::BODY_MODE_KINEMATIC) { |
329 | return get_transform().get_origin() - new_transform.get_origin(); //kinematic simulates forward |
330 | } |
331 | return Vector2(); |
332 | } |
333 | |
334 | void call_queries(); |
335 | void wakeup_neighbours(); |
336 | |
337 | bool sleep_test(real_t p_step); |
338 | |
339 | GodotBody2D(); |
340 | ~GodotBody2D(); |
341 | }; |
342 | |
343 | //add contact inline |
344 | |
345 | void GodotBody2D::add_contact(const Vector2 &p_local_pos, const Vector2 &p_local_normal, real_t p_depth, int p_local_shape, const Vector2 &p_local_velocity_at_pos, const Vector2 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector2 &p_collider_velocity_at_pos, const Vector2 &p_impulse) { |
346 | int c_max = contacts.size(); |
347 | |
348 | if (c_max == 0) { |
349 | return; |
350 | } |
351 | |
352 | Contact *c = contacts.ptrw(); |
353 | |
354 | int idx = -1; |
355 | |
356 | if (contact_count < c_max) { |
357 | idx = contact_count++; |
358 | } else { |
359 | real_t least_depth = 1e20; |
360 | int least_deep = -1; |
361 | for (int i = 0; i < c_max; i++) { |
362 | if (i == 0 || c[i].depth < least_depth) { |
363 | least_deep = i; |
364 | least_depth = c[i].depth; |
365 | } |
366 | } |
367 | |
368 | if (least_deep >= 0 && least_depth < p_depth) { |
369 | idx = least_deep; |
370 | } |
371 | if (idx == -1) { |
372 | return; //none least deepe than this |
373 | } |
374 | } |
375 | |
376 | c[idx].local_pos = p_local_pos; |
377 | c[idx].local_normal = p_local_normal; |
378 | c[idx].local_velocity_at_pos = p_local_velocity_at_pos; |
379 | c[idx].depth = p_depth; |
380 | c[idx].local_shape = p_local_shape; |
381 | c[idx].collider_pos = p_collider_pos; |
382 | c[idx].collider_shape = p_collider_shape; |
383 | c[idx].collider_instance_id = p_collider_instance_id; |
384 | c[idx].collider = p_collider; |
385 | c[idx].collider_velocity_at_pos = p_collider_velocity_at_pos; |
386 | c[idx].impulse = p_impulse; |
387 | } |
388 | |
389 | #endif // GODOT_BODY_2D_H |
390 | |