| 1 | /**************************************************************************/ |
| 2 | /* godot_body_3d.cpp */ |
| 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 | #include "godot_body_3d.h" |
| 32 | |
| 33 | #include "godot_area_3d.h" |
| 34 | #include "godot_body_direct_state_3d.h" |
| 35 | #include "godot_space_3d.h" |
| 36 | |
| 37 | void GodotBody3D::_mass_properties_changed() { |
| 38 | if (get_space() && !mass_properties_update_list.in_list() && (calculate_inertia || calculate_center_of_mass)) { |
| 39 | get_space()->body_add_to_mass_properties_update_list(&mass_properties_update_list); |
| 40 | } |
| 41 | } |
| 42 | |
| 43 | void GodotBody3D::_update_transform_dependent() { |
| 44 | center_of_mass = get_transform().basis.xform(center_of_mass_local); |
| 45 | principal_inertia_axes = get_transform().basis * principal_inertia_axes_local; |
| 46 | |
| 47 | // Update inertia tensor. |
| 48 | Basis tb = principal_inertia_axes; |
| 49 | Basis tbt = tb.transposed(); |
| 50 | Basis diag; |
| 51 | diag.scale(_inv_inertia); |
| 52 | _inv_inertia_tensor = tb * diag * tbt; |
| 53 | } |
| 54 | |
| 55 | void GodotBody3D::update_mass_properties() { |
| 56 | // Update shapes and motions. |
| 57 | |
| 58 | switch (mode) { |
| 59 | case PhysicsServer3D::BODY_MODE_RIGID: { |
| 60 | real_t total_area = 0; |
| 61 | for (int i = 0; i < get_shape_count(); i++) { |
| 62 | if (is_shape_disabled(i)) { |
| 63 | continue; |
| 64 | } |
| 65 | |
| 66 | total_area += get_shape_area(i); |
| 67 | } |
| 68 | |
| 69 | if (calculate_center_of_mass) { |
| 70 | // We have to recompute the center of mass. |
| 71 | center_of_mass_local.zero(); |
| 72 | |
| 73 | if (total_area != 0.0) { |
| 74 | for (int i = 0; i < get_shape_count(); i++) { |
| 75 | if (is_shape_disabled(i)) { |
| 76 | continue; |
| 77 | } |
| 78 | |
| 79 | real_t area = get_shape_area(i); |
| 80 | |
| 81 | real_t mass_new = area * mass / total_area; |
| 82 | |
| 83 | // NOTE: we assume that the shape origin is also its center of mass. |
| 84 | center_of_mass_local += mass_new * get_shape_transform(i).origin; |
| 85 | } |
| 86 | |
| 87 | center_of_mass_local /= mass; |
| 88 | } |
| 89 | } |
| 90 | |
| 91 | if (calculate_inertia) { |
| 92 | // Recompute the inertia tensor. |
| 93 | Basis inertia_tensor; |
| 94 | inertia_tensor.set_zero(); |
| 95 | bool inertia_set = false; |
| 96 | |
| 97 | for (int i = 0; i < get_shape_count(); i++) { |
| 98 | if (is_shape_disabled(i)) { |
| 99 | continue; |
| 100 | } |
| 101 | |
| 102 | real_t area = get_shape_area(i); |
| 103 | if (area == 0.0) { |
| 104 | continue; |
| 105 | } |
| 106 | |
| 107 | inertia_set = true; |
| 108 | |
| 109 | const GodotShape3D *shape = get_shape(i); |
| 110 | |
| 111 | real_t mass_new = area * mass / total_area; |
| 112 | |
| 113 | Basis shape_inertia_tensor = Basis::from_scale(shape->get_moment_of_inertia(mass_new)); |
| 114 | Transform3D shape_transform = get_shape_transform(i); |
| 115 | Basis shape_basis = shape_transform.basis.orthonormalized(); |
| 116 | |
| 117 | // NOTE: we don't take the scale of collision shapes into account when computing the inertia tensor! |
| 118 | shape_inertia_tensor = shape_basis * shape_inertia_tensor * shape_basis.transposed(); |
| 119 | |
| 120 | Vector3 shape_origin = shape_transform.origin - center_of_mass_local; |
| 121 | inertia_tensor += shape_inertia_tensor + (Basis() * shape_origin.dot(shape_origin) - shape_origin.outer(shape_origin)) * mass_new; |
| 122 | } |
| 123 | |
| 124 | // Set the inertia to a valid value when there are no valid shapes. |
| 125 | if (!inertia_set) { |
| 126 | inertia_tensor = Basis(); |
| 127 | } |
| 128 | |
| 129 | // Handle partial custom inertia. |
| 130 | if (inertia.x > 0.0) { |
| 131 | inertia_tensor[0][0] = inertia.x; |
| 132 | } |
| 133 | if (inertia.y > 0.0) { |
| 134 | inertia_tensor[1][1] = inertia.y; |
| 135 | } |
| 136 | if (inertia.z > 0.0) { |
| 137 | inertia_tensor[2][2] = inertia.z; |
| 138 | } |
| 139 | |
| 140 | // Compute the principal axes of inertia. |
| 141 | principal_inertia_axes_local = inertia_tensor.diagonalize().transposed(); |
| 142 | _inv_inertia = inertia_tensor.get_main_diagonal().inverse(); |
| 143 | } |
| 144 | |
| 145 | if (mass) { |
| 146 | _inv_mass = 1.0 / mass; |
| 147 | } else { |
| 148 | _inv_mass = 0; |
| 149 | } |
| 150 | |
| 151 | } break; |
| 152 | case PhysicsServer3D::BODY_MODE_KINEMATIC: |
| 153 | case PhysicsServer3D::BODY_MODE_STATIC: { |
| 154 | _inv_inertia = Vector3(); |
| 155 | _inv_mass = 0; |
| 156 | } break; |
| 157 | case PhysicsServer3D::BODY_MODE_RIGID_LINEAR: { |
| 158 | _inv_inertia_tensor.set_zero(); |
| 159 | _inv_mass = 1.0 / mass; |
| 160 | |
| 161 | } break; |
| 162 | } |
| 163 | |
| 164 | _update_transform_dependent(); |
| 165 | } |
| 166 | |
| 167 | void GodotBody3D::reset_mass_properties() { |
| 168 | calculate_inertia = true; |
| 169 | calculate_center_of_mass = true; |
| 170 | _mass_properties_changed(); |
| 171 | } |
| 172 | |
| 173 | void GodotBody3D::set_active(bool p_active) { |
| 174 | if (active == p_active) { |
| 175 | return; |
| 176 | } |
| 177 | |
| 178 | active = p_active; |
| 179 | |
| 180 | if (active) { |
| 181 | if (mode == PhysicsServer3D::BODY_MODE_STATIC) { |
| 182 | // Static bodies can't be active. |
| 183 | active = false; |
| 184 | } else if (get_space()) { |
| 185 | get_space()->body_add_to_active_list(&active_list); |
| 186 | } |
| 187 | } else if (get_space()) { |
| 188 | get_space()->body_remove_from_active_list(&active_list); |
| 189 | } |
| 190 | } |
| 191 | |
| 192 | void GodotBody3D::set_param(PhysicsServer3D::BodyParameter p_param, const Variant &p_value) { |
| 193 | switch (p_param) { |
| 194 | case PhysicsServer3D::BODY_PARAM_BOUNCE: { |
| 195 | bounce = p_value; |
| 196 | } break; |
| 197 | case PhysicsServer3D::BODY_PARAM_FRICTION: { |
| 198 | friction = p_value; |
| 199 | } break; |
| 200 | case PhysicsServer3D::BODY_PARAM_MASS: { |
| 201 | real_t mass_value = p_value; |
| 202 | ERR_FAIL_COND(mass_value <= 0); |
| 203 | mass = mass_value; |
| 204 | if (mode >= PhysicsServer3D::BODY_MODE_RIGID) { |
| 205 | _mass_properties_changed(); |
| 206 | } |
| 207 | } break; |
| 208 | case PhysicsServer3D::BODY_PARAM_INERTIA: { |
| 209 | inertia = p_value; |
| 210 | if ((inertia.x <= 0.0) || (inertia.y <= 0.0) || (inertia.z <= 0.0)) { |
| 211 | calculate_inertia = true; |
| 212 | if (mode == PhysicsServer3D::BODY_MODE_RIGID) { |
| 213 | _mass_properties_changed(); |
| 214 | } |
| 215 | } else { |
| 216 | calculate_inertia = false; |
| 217 | if (mode == PhysicsServer3D::BODY_MODE_RIGID) { |
| 218 | principal_inertia_axes_local = Basis(); |
| 219 | _inv_inertia = inertia.inverse(); |
| 220 | _update_transform_dependent(); |
| 221 | } |
| 222 | } |
| 223 | } break; |
| 224 | case PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS: { |
| 225 | calculate_center_of_mass = false; |
| 226 | center_of_mass_local = p_value; |
| 227 | _update_transform_dependent(); |
| 228 | } break; |
| 229 | case PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE: { |
| 230 | if (Math::is_zero_approx(gravity_scale)) { |
| 231 | wakeup(); |
| 232 | } |
| 233 | gravity_scale = p_value; |
| 234 | } break; |
| 235 | case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP_MODE: { |
| 236 | int mode_value = p_value; |
| 237 | linear_damp_mode = (PhysicsServer3D::BodyDampMode)mode_value; |
| 238 | } break; |
| 239 | case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP_MODE: { |
| 240 | int mode_value = p_value; |
| 241 | angular_damp_mode = (PhysicsServer3D::BodyDampMode)mode_value; |
| 242 | } break; |
| 243 | case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP: { |
| 244 | linear_damp = p_value; |
| 245 | } break; |
| 246 | case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP: { |
| 247 | angular_damp = p_value; |
| 248 | } break; |
| 249 | default: { |
| 250 | } |
| 251 | } |
| 252 | } |
| 253 | |
| 254 | Variant GodotBody3D::get_param(PhysicsServer3D::BodyParameter p_param) const { |
| 255 | switch (p_param) { |
| 256 | case PhysicsServer3D::BODY_PARAM_BOUNCE: { |
| 257 | return bounce; |
| 258 | } break; |
| 259 | case PhysicsServer3D::BODY_PARAM_FRICTION: { |
| 260 | return friction; |
| 261 | } break; |
| 262 | case PhysicsServer3D::BODY_PARAM_MASS: { |
| 263 | return mass; |
| 264 | } break; |
| 265 | case PhysicsServer3D::BODY_PARAM_INERTIA: { |
| 266 | if (mode == PhysicsServer3D::BODY_MODE_RIGID) { |
| 267 | return _inv_inertia.inverse(); |
| 268 | } else { |
| 269 | return Vector3(); |
| 270 | } |
| 271 | } break; |
| 272 | case PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS: { |
| 273 | return center_of_mass_local; |
| 274 | } break; |
| 275 | case PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE: { |
| 276 | return gravity_scale; |
| 277 | } break; |
| 278 | case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP_MODE: { |
| 279 | return linear_damp_mode; |
| 280 | } |
| 281 | case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP_MODE: { |
| 282 | return angular_damp_mode; |
| 283 | } |
| 284 | case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP: { |
| 285 | return linear_damp; |
| 286 | } break; |
| 287 | case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP: { |
| 288 | return angular_damp; |
| 289 | } break; |
| 290 | |
| 291 | default: { |
| 292 | } |
| 293 | } |
| 294 | |
| 295 | return 0; |
| 296 | } |
| 297 | |
| 298 | void GodotBody3D::set_mode(PhysicsServer3D::BodyMode p_mode) { |
| 299 | PhysicsServer3D::BodyMode prev = mode; |
| 300 | mode = p_mode; |
| 301 | |
| 302 | switch (p_mode) { |
| 303 | case PhysicsServer3D::BODY_MODE_STATIC: |
| 304 | case PhysicsServer3D::BODY_MODE_KINEMATIC: { |
| 305 | _set_inv_transform(get_transform().affine_inverse()); |
| 306 | _inv_mass = 0; |
| 307 | _inv_inertia = Vector3(); |
| 308 | _set_static(p_mode == PhysicsServer3D::BODY_MODE_STATIC); |
| 309 | set_active(p_mode == PhysicsServer3D::BODY_MODE_KINEMATIC && contacts.size()); |
| 310 | linear_velocity = Vector3(); |
| 311 | angular_velocity = Vector3(); |
| 312 | if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC && prev != mode) { |
| 313 | first_time_kinematic = true; |
| 314 | } |
| 315 | _update_transform_dependent(); |
| 316 | |
| 317 | } break; |
| 318 | case PhysicsServer3D::BODY_MODE_RIGID: { |
| 319 | _inv_mass = mass > 0 ? (1.0 / mass) : 0; |
| 320 | if (!calculate_inertia) { |
| 321 | principal_inertia_axes_local = Basis(); |
| 322 | _inv_inertia = inertia.inverse(); |
| 323 | _update_transform_dependent(); |
| 324 | } |
| 325 | _mass_properties_changed(); |
| 326 | _set_static(false); |
| 327 | set_active(true); |
| 328 | |
| 329 | } break; |
| 330 | case PhysicsServer3D::BODY_MODE_RIGID_LINEAR: { |
| 331 | _inv_mass = mass > 0 ? (1.0 / mass) : 0; |
| 332 | _inv_inertia = Vector3(); |
| 333 | angular_velocity = Vector3(); |
| 334 | _update_transform_dependent(); |
| 335 | _set_static(false); |
| 336 | set_active(true); |
| 337 | } |
| 338 | } |
| 339 | } |
| 340 | |
| 341 | PhysicsServer3D::BodyMode GodotBody3D::get_mode() const { |
| 342 | return mode; |
| 343 | } |
| 344 | |
| 345 | void GodotBody3D::_shapes_changed() { |
| 346 | _mass_properties_changed(); |
| 347 | wakeup(); |
| 348 | wakeup_neighbours(); |
| 349 | } |
| 350 | |
| 351 | void GodotBody3D::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant) { |
| 352 | switch (p_state) { |
| 353 | case PhysicsServer3D::BODY_STATE_TRANSFORM: { |
| 354 | if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC) { |
| 355 | new_transform = p_variant; |
| 356 | //wakeup_neighbours(); |
| 357 | set_active(true); |
| 358 | if (first_time_kinematic) { |
| 359 | _set_transform(p_variant); |
| 360 | _set_inv_transform(get_transform().affine_inverse()); |
| 361 | first_time_kinematic = false; |
| 362 | } |
| 363 | |
| 364 | } else if (mode == PhysicsServer3D::BODY_MODE_STATIC) { |
| 365 | _set_transform(p_variant); |
| 366 | _set_inv_transform(get_transform().affine_inverse()); |
| 367 | wakeup_neighbours(); |
| 368 | } else { |
| 369 | Transform3D t = p_variant; |
| 370 | t.orthonormalize(); |
| 371 | new_transform = get_transform(); //used as old to compute motion |
| 372 | if (new_transform == t) { |
| 373 | break; |
| 374 | } |
| 375 | _set_transform(t); |
| 376 | _set_inv_transform(get_transform().inverse()); |
| 377 | _update_transform_dependent(); |
| 378 | } |
| 379 | wakeup(); |
| 380 | |
| 381 | } break; |
| 382 | case PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY: { |
| 383 | linear_velocity = p_variant; |
| 384 | constant_linear_velocity = linear_velocity; |
| 385 | wakeup(); |
| 386 | } break; |
| 387 | case PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY: { |
| 388 | angular_velocity = p_variant; |
| 389 | constant_angular_velocity = angular_velocity; |
| 390 | wakeup(); |
| 391 | |
| 392 | } break; |
| 393 | case PhysicsServer3D::BODY_STATE_SLEEPING: { |
| 394 | if (mode == PhysicsServer3D::BODY_MODE_STATIC || mode == PhysicsServer3D::BODY_MODE_KINEMATIC) { |
| 395 | break; |
| 396 | } |
| 397 | bool do_sleep = p_variant; |
| 398 | if (do_sleep) { |
| 399 | linear_velocity = Vector3(); |
| 400 | //biased_linear_velocity=Vector3(); |
| 401 | angular_velocity = Vector3(); |
| 402 | //biased_angular_velocity=Vector3(); |
| 403 | set_active(false); |
| 404 | } else { |
| 405 | set_active(true); |
| 406 | } |
| 407 | } break; |
| 408 | case PhysicsServer3D::BODY_STATE_CAN_SLEEP: { |
| 409 | can_sleep = p_variant; |
| 410 | if (mode >= PhysicsServer3D::BODY_MODE_RIGID && !active && !can_sleep) { |
| 411 | set_active(true); |
| 412 | } |
| 413 | |
| 414 | } break; |
| 415 | } |
| 416 | } |
| 417 | |
| 418 | Variant GodotBody3D::get_state(PhysicsServer3D::BodyState p_state) const { |
| 419 | switch (p_state) { |
| 420 | case PhysicsServer3D::BODY_STATE_TRANSFORM: { |
| 421 | return get_transform(); |
| 422 | } break; |
| 423 | case PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY: { |
| 424 | return linear_velocity; |
| 425 | } break; |
| 426 | case PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY: { |
| 427 | return angular_velocity; |
| 428 | } break; |
| 429 | case PhysicsServer3D::BODY_STATE_SLEEPING: { |
| 430 | return !is_active(); |
| 431 | } break; |
| 432 | case PhysicsServer3D::BODY_STATE_CAN_SLEEP: { |
| 433 | return can_sleep; |
| 434 | } break; |
| 435 | } |
| 436 | |
| 437 | return Variant(); |
| 438 | } |
| 439 | |
| 440 | void GodotBody3D::set_space(GodotSpace3D *p_space) { |
| 441 | if (get_space()) { |
| 442 | if (mass_properties_update_list.in_list()) { |
| 443 | get_space()->body_remove_from_mass_properties_update_list(&mass_properties_update_list); |
| 444 | } |
| 445 | if (active_list.in_list()) { |
| 446 | get_space()->body_remove_from_active_list(&active_list); |
| 447 | } |
| 448 | if (direct_state_query_list.in_list()) { |
| 449 | get_space()->body_remove_from_state_query_list(&direct_state_query_list); |
| 450 | } |
| 451 | } |
| 452 | |
| 453 | _set_space(p_space); |
| 454 | |
| 455 | if (get_space()) { |
| 456 | _mass_properties_changed(); |
| 457 | if (active) { |
| 458 | get_space()->body_add_to_active_list(&active_list); |
| 459 | } |
| 460 | } |
| 461 | } |
| 462 | |
| 463 | void GodotBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool lock) { |
| 464 | if (lock) { |
| 465 | locked_axis |= p_axis; |
| 466 | } else { |
| 467 | locked_axis &= ~p_axis; |
| 468 | } |
| 469 | } |
| 470 | |
| 471 | bool GodotBody3D::is_axis_locked(PhysicsServer3D::BodyAxis p_axis) const { |
| 472 | return locked_axis & p_axis; |
| 473 | } |
| 474 | |
| 475 | void GodotBody3D::integrate_forces(real_t p_step) { |
| 476 | if (mode == PhysicsServer3D::BODY_MODE_STATIC) { |
| 477 | return; |
| 478 | } |
| 479 | |
| 480 | ERR_FAIL_COND(!get_space()); |
| 481 | |
| 482 | int ac = areas.size(); |
| 483 | |
| 484 | bool gravity_done = false; |
| 485 | bool linear_damp_done = false; |
| 486 | bool angular_damp_done = false; |
| 487 | |
| 488 | bool stopped = false; |
| 489 | |
| 490 | gravity = Vector3(0, 0, 0); |
| 491 | |
| 492 | total_linear_damp = 0.0; |
| 493 | total_angular_damp = 0.0; |
| 494 | |
| 495 | // Combine gravity and damping from overlapping areas in priority order. |
| 496 | if (ac) { |
| 497 | areas.sort(); |
| 498 | const AreaCMP *aa = &areas[0]; |
| 499 | for (int i = ac - 1; i >= 0 && !stopped; i--) { |
| 500 | if (!gravity_done) { |
| 501 | PhysicsServer3D::AreaSpaceOverrideMode area_gravity_mode = (PhysicsServer3D::AreaSpaceOverrideMode)(int)aa[i].area->get_param(PhysicsServer3D::AREA_PARAM_GRAVITY_OVERRIDE_MODE); |
| 502 | if (area_gravity_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) { |
| 503 | Vector3 area_gravity; |
| 504 | aa[i].area->compute_gravity(get_transform().get_origin(), area_gravity); |
| 505 | switch (area_gravity_mode) { |
| 506 | case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE: |
| 507 | case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: { |
| 508 | gravity += area_gravity; |
| 509 | gravity_done = area_gravity_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE; |
| 510 | } break; |
| 511 | case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE: |
| 512 | case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: { |
| 513 | gravity = area_gravity; |
| 514 | gravity_done = area_gravity_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE; |
| 515 | } break; |
| 516 | default: { |
| 517 | } |
| 518 | } |
| 519 | } |
| 520 | } |
| 521 | if (!linear_damp_done) { |
| 522 | PhysicsServer3D::AreaSpaceOverrideMode area_linear_damp_mode = (PhysicsServer3D::AreaSpaceOverrideMode)(int)aa[i].area->get_param(PhysicsServer3D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE); |
| 523 | if (area_linear_damp_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) { |
| 524 | real_t area_linear_damp = aa[i].area->get_linear_damp(); |
| 525 | switch (area_linear_damp_mode) { |
| 526 | case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE: |
| 527 | case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: { |
| 528 | total_linear_damp += area_linear_damp; |
| 529 | linear_damp_done = area_linear_damp_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE; |
| 530 | } break; |
| 531 | case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE: |
| 532 | case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: { |
| 533 | total_linear_damp = area_linear_damp; |
| 534 | linear_damp_done = area_linear_damp_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE; |
| 535 | } break; |
| 536 | default: { |
| 537 | } |
| 538 | } |
| 539 | } |
| 540 | } |
| 541 | if (!angular_damp_done) { |
| 542 | PhysicsServer3D::AreaSpaceOverrideMode area_angular_damp_mode = (PhysicsServer3D::AreaSpaceOverrideMode)(int)aa[i].area->get_param(PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE); |
| 543 | if (area_angular_damp_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) { |
| 544 | real_t area_angular_damp = aa[i].area->get_angular_damp(); |
| 545 | switch (area_angular_damp_mode) { |
| 546 | case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE: |
| 547 | case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: { |
| 548 | total_angular_damp += area_angular_damp; |
| 549 | angular_damp_done = area_angular_damp_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE; |
| 550 | } break; |
| 551 | case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE: |
| 552 | case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: { |
| 553 | total_angular_damp = area_angular_damp; |
| 554 | angular_damp_done = area_angular_damp_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE; |
| 555 | } break; |
| 556 | default: { |
| 557 | } |
| 558 | } |
| 559 | } |
| 560 | } |
| 561 | stopped = gravity_done && linear_damp_done && angular_damp_done; |
| 562 | } |
| 563 | } |
| 564 | |
| 565 | // Add default gravity and damping from space area. |
| 566 | if (!stopped) { |
| 567 | GodotArea3D *default_area = get_space()->get_default_area(); |
| 568 | ERR_FAIL_COND(!default_area); |
| 569 | |
| 570 | if (!gravity_done) { |
| 571 | Vector3 default_gravity; |
| 572 | default_area->compute_gravity(get_transform().get_origin(), default_gravity); |
| 573 | gravity += default_gravity; |
| 574 | } |
| 575 | |
| 576 | if (!linear_damp_done) { |
| 577 | total_linear_damp += default_area->get_linear_damp(); |
| 578 | } |
| 579 | |
| 580 | if (!angular_damp_done) { |
| 581 | total_angular_damp += default_area->get_angular_damp(); |
| 582 | } |
| 583 | } |
| 584 | |
| 585 | // Override linear damping with body's value. |
| 586 | switch (linear_damp_mode) { |
| 587 | case PhysicsServer3D::BODY_DAMP_MODE_COMBINE: { |
| 588 | total_linear_damp += linear_damp; |
| 589 | } break; |
| 590 | case PhysicsServer3D::BODY_DAMP_MODE_REPLACE: { |
| 591 | total_linear_damp = linear_damp; |
| 592 | } break; |
| 593 | } |
| 594 | |
| 595 | // Override angular damping with body's value. |
| 596 | switch (angular_damp_mode) { |
| 597 | case PhysicsServer3D::BODY_DAMP_MODE_COMBINE: { |
| 598 | total_angular_damp += angular_damp; |
| 599 | } break; |
| 600 | case PhysicsServer3D::BODY_DAMP_MODE_REPLACE: { |
| 601 | total_angular_damp = angular_damp; |
| 602 | } break; |
| 603 | } |
| 604 | |
| 605 | gravity *= gravity_scale; |
| 606 | |
| 607 | prev_linear_velocity = linear_velocity; |
| 608 | prev_angular_velocity = angular_velocity; |
| 609 | |
| 610 | Vector3 motion; |
| 611 | bool do_motion = false; |
| 612 | |
| 613 | if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC) { |
| 614 | //compute motion, angular and etc. velocities from prev transform |
| 615 | motion = new_transform.origin - get_transform().origin; |
| 616 | do_motion = true; |
| 617 | linear_velocity = constant_linear_velocity + motion / p_step; |
| 618 | |
| 619 | //compute a FAKE angular velocity, not so easy |
| 620 | Basis rot = new_transform.basis.orthonormalized() * get_transform().basis.orthonormalized().transposed(); |
| 621 | Vector3 axis; |
| 622 | real_t angle; |
| 623 | |
| 624 | rot.get_axis_angle(axis, angle); |
| 625 | axis.normalize(); |
| 626 | angular_velocity = constant_angular_velocity + axis * (angle / p_step); |
| 627 | } else { |
| 628 | if (!omit_force_integration) { |
| 629 | //overridden by direct state query |
| 630 | |
| 631 | Vector3 force = gravity * mass + applied_force + constant_force; |
| 632 | Vector3 torque = applied_torque + constant_torque; |
| 633 | |
| 634 | real_t damp = 1.0 - p_step * total_linear_damp; |
| 635 | |
| 636 | if (damp < 0) { // reached zero in the given time |
| 637 | damp = 0; |
| 638 | } |
| 639 | |
| 640 | real_t angular_damp_new = 1.0 - p_step * total_angular_damp; |
| 641 | |
| 642 | if (angular_damp_new < 0) { // reached zero in the given time |
| 643 | angular_damp_new = 0; |
| 644 | } |
| 645 | |
| 646 | linear_velocity *= damp; |
| 647 | angular_velocity *= angular_damp_new; |
| 648 | |
| 649 | linear_velocity += _inv_mass * force * p_step; |
| 650 | angular_velocity += _inv_inertia_tensor.xform(torque) * p_step; |
| 651 | } |
| 652 | |
| 653 | if (continuous_cd) { |
| 654 | motion = linear_velocity * p_step; |
| 655 | do_motion = true; |
| 656 | } |
| 657 | } |
| 658 | |
| 659 | applied_force = Vector3(); |
| 660 | applied_torque = Vector3(); |
| 661 | |
| 662 | biased_angular_velocity = Vector3(); |
| 663 | biased_linear_velocity = Vector3(); |
| 664 | |
| 665 | if (do_motion) { //shapes temporarily extend for raycast |
| 666 | _update_shapes_with_motion(motion); |
| 667 | } |
| 668 | |
| 669 | contact_count = 0; |
| 670 | } |
| 671 | |
| 672 | void GodotBody3D::integrate_velocities(real_t p_step) { |
| 673 | if (mode == PhysicsServer3D::BODY_MODE_STATIC) { |
| 674 | return; |
| 675 | } |
| 676 | |
| 677 | if (fi_callback_data || body_state_callback.get_object()) { |
| 678 | get_space()->body_add_to_state_query_list(&direct_state_query_list); |
| 679 | } |
| 680 | |
| 681 | //apply axis lock linear |
| 682 | for (int i = 0; i < 3; i++) { |
| 683 | if (is_axis_locked((PhysicsServer3D::BodyAxis)(1 << i))) { |
| 684 | linear_velocity[i] = 0; |
| 685 | biased_linear_velocity[i] = 0; |
| 686 | new_transform.origin[i] = get_transform().origin[i]; |
| 687 | } |
| 688 | } |
| 689 | //apply axis lock angular |
| 690 | for (int i = 0; i < 3; i++) { |
| 691 | if (is_axis_locked((PhysicsServer3D::BodyAxis)(1 << (i + 3)))) { |
| 692 | angular_velocity[i] = 0; |
| 693 | biased_angular_velocity[i] = 0; |
| 694 | } |
| 695 | } |
| 696 | |
| 697 | if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC) { |
| 698 | _set_transform(new_transform, false); |
| 699 | _set_inv_transform(new_transform.affine_inverse()); |
| 700 | if (contacts.size() == 0 && linear_velocity == Vector3() && angular_velocity == Vector3()) { |
| 701 | set_active(false); //stopped moving, deactivate |
| 702 | } |
| 703 | |
| 704 | return; |
| 705 | } |
| 706 | |
| 707 | Vector3 total_angular_velocity = angular_velocity + biased_angular_velocity; |
| 708 | |
| 709 | real_t ang_vel = total_angular_velocity.length(); |
| 710 | Transform3D transform_new = get_transform(); |
| 711 | |
| 712 | if (!Math::is_zero_approx(ang_vel)) { |
| 713 | Vector3 ang_vel_axis = total_angular_velocity / ang_vel; |
| 714 | Basis rot(ang_vel_axis, ang_vel * p_step); |
| 715 | Basis identity3(1, 0, 0, 0, 1, 0, 0, 0, 1); |
| 716 | transform_new.origin += ((identity3 - rot) * transform_new.basis).xform(center_of_mass_local); |
| 717 | transform_new.basis = rot * transform_new.basis; |
| 718 | transform_new.orthonormalize(); |
| 719 | } |
| 720 | |
| 721 | Vector3 total_linear_velocity = linear_velocity + biased_linear_velocity; |
| 722 | /*for(int i=0;i<3;i++) { |
| 723 | if (axis_lock&(1<<i)) { |
| 724 | transform_new.origin[i]=0.0; |
| 725 | } |
| 726 | }*/ |
| 727 | |
| 728 | transform_new.origin += total_linear_velocity * p_step; |
| 729 | |
| 730 | _set_transform(transform_new); |
| 731 | _set_inv_transform(get_transform().inverse()); |
| 732 | |
| 733 | _update_transform_dependent(); |
| 734 | } |
| 735 | |
| 736 | void GodotBody3D::wakeup_neighbours() { |
| 737 | for (const KeyValue<GodotConstraint3D *, int> &E : constraint_map) { |
| 738 | const GodotConstraint3D *c = E.key; |
| 739 | GodotBody3D **n = c->get_body_ptr(); |
| 740 | int bc = c->get_body_count(); |
| 741 | |
| 742 | for (int i = 0; i < bc; i++) { |
| 743 | if (i == E.value) { |
| 744 | continue; |
| 745 | } |
| 746 | GodotBody3D *b = n[i]; |
| 747 | if (b->mode < PhysicsServer3D::BODY_MODE_RIGID) { |
| 748 | continue; |
| 749 | } |
| 750 | |
| 751 | if (!b->is_active()) { |
| 752 | b->set_active(true); |
| 753 | } |
| 754 | } |
| 755 | } |
| 756 | } |
| 757 | |
| 758 | void GodotBody3D::call_queries() { |
| 759 | Variant direct_state_variant = get_direct_state(); |
| 760 | |
| 761 | if (fi_callback_data) { |
| 762 | if (!fi_callback_data->callable.get_object()) { |
| 763 | set_force_integration_callback(Callable()); |
| 764 | } else { |
| 765 | const Variant *vp[2] = { &direct_state_variant, &fi_callback_data->udata }; |
| 766 | |
| 767 | Callable::CallError ce; |
| 768 | int argc = (fi_callback_data->udata.get_type() == Variant::NIL) ? 1 : 2; |
| 769 | Variant rv; |
| 770 | fi_callback_data->callable.callp(vp, argc, rv, ce); |
| 771 | } |
| 772 | } |
| 773 | |
| 774 | if (body_state_callback.get_object()) { |
| 775 | const Variant *vp[1] = { &direct_state_variant }; |
| 776 | Callable::CallError ce; |
| 777 | Variant rv; |
| 778 | body_state_callback.callp(vp, 1, rv, ce); |
| 779 | } |
| 780 | } |
| 781 | |
| 782 | bool GodotBody3D::sleep_test(real_t p_step) { |
| 783 | if (mode == PhysicsServer3D::BODY_MODE_STATIC || mode == PhysicsServer3D::BODY_MODE_KINEMATIC) { |
| 784 | return true; |
| 785 | } else if (!can_sleep) { |
| 786 | return false; |
| 787 | } |
| 788 | |
| 789 | 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()) { |
| 790 | still_time += p_step; |
| 791 | |
| 792 | return still_time > get_space()->get_body_time_to_sleep(); |
| 793 | } else { |
| 794 | still_time = 0; //maybe this should be set to 0 on set_active? |
| 795 | return false; |
| 796 | } |
| 797 | } |
| 798 | |
| 799 | void GodotBody3D::set_state_sync_callback(const Callable &p_callable) { |
| 800 | body_state_callback = p_callable; |
| 801 | } |
| 802 | |
| 803 | void GodotBody3D::set_force_integration_callback(const Callable &p_callable, const Variant &p_udata) { |
| 804 | if (p_callable.get_object()) { |
| 805 | if (!fi_callback_data) { |
| 806 | fi_callback_data = memnew(ForceIntegrationCallbackData); |
| 807 | } |
| 808 | fi_callback_data->callable = p_callable; |
| 809 | fi_callback_data->udata = p_udata; |
| 810 | } else if (fi_callback_data) { |
| 811 | memdelete(fi_callback_data); |
| 812 | fi_callback_data = nullptr; |
| 813 | } |
| 814 | } |
| 815 | |
| 816 | GodotPhysicsDirectBodyState3D *GodotBody3D::get_direct_state() { |
| 817 | if (!direct_state) { |
| 818 | direct_state = memnew(GodotPhysicsDirectBodyState3D); |
| 819 | direct_state->body = this; |
| 820 | } |
| 821 | return direct_state; |
| 822 | } |
| 823 | |
| 824 | GodotBody3D::GodotBody3D() : |
| 825 | GodotCollisionObject3D(TYPE_BODY), |
| 826 | active_list(this), |
| 827 | mass_properties_update_list(this), |
| 828 | direct_state_query_list(this) { |
| 829 | _set_static(false); |
| 830 | } |
| 831 | |
| 832 | GodotBody3D::~GodotBody3D() { |
| 833 | if (fi_callback_data) { |
| 834 | memdelete(fi_callback_data); |
| 835 | } |
| 836 | if (direct_state) { |
| 837 | memdelete(direct_state); |
| 838 | } |
| 839 | } |
| 840 | |