| 1 | /**************************************************************************/ |
| 2 | /* godot_body_3d.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_3D_H |
| 32 | #define GODOT_BODY_3D_H |
| 33 | |
| 34 | #include "godot_area_3d.h" |
| 35 | #include "godot_collision_object_3d.h" |
| 36 | |
| 37 | #include "core/templates/vset.h" |
| 38 | |
| 39 | class GodotConstraint3D; |
| 40 | class GodotPhysicsDirectBodyState3D; |
| 41 | |
| 42 | class GodotBody3D : public GodotCollisionObject3D { |
| 43 | PhysicsServer3D::BodyMode mode = PhysicsServer3D::BODY_MODE_RIGID; |
| 44 | |
| 45 | Vector3 linear_velocity; |
| 46 | Vector3 angular_velocity; |
| 47 | |
| 48 | Vector3 prev_linear_velocity; |
| 49 | Vector3 prev_angular_velocity; |
| 50 | |
| 51 | Vector3 constant_linear_velocity; |
| 52 | Vector3 constant_angular_velocity; |
| 53 | |
| 54 | Vector3 biased_linear_velocity; |
| 55 | Vector3 biased_angular_velocity; |
| 56 | real_t mass = 1.0; |
| 57 | real_t bounce = 0.0; |
| 58 | real_t friction = 1.0; |
| 59 | Vector3 inertia; |
| 60 | |
| 61 | PhysicsServer3D::BodyDampMode linear_damp_mode = PhysicsServer3D::BODY_DAMP_MODE_COMBINE; |
| 62 | PhysicsServer3D::BodyDampMode angular_damp_mode = PhysicsServer3D::BODY_DAMP_MODE_COMBINE; |
| 63 | |
| 64 | real_t linear_damp = 0.0; |
| 65 | real_t angular_damp = 0.0; |
| 66 | |
| 67 | real_t total_linear_damp = 0.0; |
| 68 | real_t total_angular_damp = 0.0; |
| 69 | |
| 70 | real_t gravity_scale = 1.0; |
| 71 | |
| 72 | uint16_t locked_axis = 0; |
| 73 | |
| 74 | real_t _inv_mass = 1.0; |
| 75 | Vector3 _inv_inertia; // Relative to the principal axes of inertia |
| 76 | |
| 77 | // Relative to the local frame of reference |
| 78 | Basis principal_inertia_axes_local; |
| 79 | Vector3 center_of_mass_local; |
| 80 | |
| 81 | // In world orientation with local origin |
| 82 | Basis _inv_inertia_tensor; |
| 83 | Basis principal_inertia_axes; |
| 84 | Vector3 center_of_mass; |
| 85 | |
| 86 | bool calculate_inertia = true; |
| 87 | bool calculate_center_of_mass = true; |
| 88 | |
| 89 | Vector3 gravity; |
| 90 | |
| 91 | real_t still_time = 0.0; |
| 92 | |
| 93 | Vector3 applied_force; |
| 94 | Vector3 applied_torque; |
| 95 | |
| 96 | Vector3 constant_force; |
| 97 | Vector3 constant_torque; |
| 98 | |
| 99 | SelfList<GodotBody3D> active_list; |
| 100 | SelfList<GodotBody3D> mass_properties_update_list; |
| 101 | SelfList<GodotBody3D> direct_state_query_list; |
| 102 | |
| 103 | VSet<RID> exceptions; |
| 104 | bool omit_force_integration = false; |
| 105 | bool active = true; |
| 106 | |
| 107 | bool continuous_cd = false; |
| 108 | bool can_sleep = true; |
| 109 | bool first_time_kinematic = false; |
| 110 | |
| 111 | void _mass_properties_changed(); |
| 112 | virtual void _shapes_changed() override; |
| 113 | Transform3D new_transform; |
| 114 | |
| 115 | HashMap<GodotConstraint3D *, int> constraint_map; |
| 116 | |
| 117 | Vector<AreaCMP> areas; |
| 118 | |
| 119 | struct Contact { |
| 120 | Vector3 local_pos; |
| 121 | Vector3 local_normal; |
| 122 | Vector3 local_velocity_at_pos; |
| 123 | real_t depth = 0.0; |
| 124 | int local_shape = 0; |
| 125 | Vector3 collider_pos; |
| 126 | int collider_shape = 0; |
| 127 | ObjectID collider_instance_id; |
| 128 | RID collider; |
| 129 | Vector3 collider_velocity_at_pos; |
| 130 | Vector3 impulse; |
| 131 | }; |
| 132 | |
| 133 | Vector<Contact> contacts; //no contacts by default |
| 134 | int contact_count = 0; |
| 135 | |
| 136 | Callable body_state_callback; |
| 137 | |
| 138 | struct ForceIntegrationCallbackData { |
| 139 | Callable callable; |
| 140 | Variant udata; |
| 141 | }; |
| 142 | |
| 143 | ForceIntegrationCallbackData *fi_callback_data = nullptr; |
| 144 | |
| 145 | GodotPhysicsDirectBodyState3D *direct_state = nullptr; |
| 146 | |
| 147 | uint64_t island_step = 0; |
| 148 | |
| 149 | void _update_transform_dependent(); |
| 150 | |
| 151 | friend class GodotPhysicsDirectBodyState3D; // i give up, too many functions to expose |
| 152 | |
| 153 | public: |
| 154 | void set_state_sync_callback(const Callable &p_callable); |
| 155 | void set_force_integration_callback(const Callable &p_callable, const Variant &p_udata = Variant()); |
| 156 | |
| 157 | GodotPhysicsDirectBodyState3D *get_direct_state(); |
| 158 | |
| 159 | _FORCE_INLINE_ void add_area(GodotArea3D *p_area) { |
| 160 | int index = areas.find(AreaCMP(p_area)); |
| 161 | if (index > -1) { |
| 162 | areas.write[index].refCount += 1; |
| 163 | } else { |
| 164 | areas.ordered_insert(AreaCMP(p_area)); |
| 165 | } |
| 166 | } |
| 167 | |
| 168 | _FORCE_INLINE_ void remove_area(GodotArea3D *p_area) { |
| 169 | int index = areas.find(AreaCMP(p_area)); |
| 170 | if (index > -1) { |
| 171 | areas.write[index].refCount -= 1; |
| 172 | if (areas[index].refCount < 1) { |
| 173 | areas.remove_at(index); |
| 174 | } |
| 175 | } |
| 176 | } |
| 177 | |
| 178 | _FORCE_INLINE_ void set_max_contacts_reported(int p_size) { |
| 179 | contacts.resize(p_size); |
| 180 | contact_count = 0; |
| 181 | if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC && p_size) { |
| 182 | set_active(true); |
| 183 | } |
| 184 | } |
| 185 | _FORCE_INLINE_ int get_max_contacts_reported() const { return contacts.size(); } |
| 186 | |
| 187 | _FORCE_INLINE_ bool can_report_contacts() const { return !contacts.is_empty(); } |
| 188 | _FORCE_INLINE_ void add_contact(const Vector3 &p_local_pos, const Vector3 &p_local_normal, real_t p_depth, int p_local_shape, const Vector3 &p_local_velocity_at_pos, const Vector3 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector3 &p_collider_velocity_at_pos, const Vector3 &p_impulse); |
| 189 | |
| 190 | _FORCE_INLINE_ void add_exception(const RID &p_exception) { exceptions.insert(p_exception); } |
| 191 | _FORCE_INLINE_ void remove_exception(const RID &p_exception) { exceptions.erase(p_exception); } |
| 192 | _FORCE_INLINE_ bool has_exception(const RID &p_exception) const { return exceptions.has(p_exception); } |
| 193 | _FORCE_INLINE_ const VSet<RID> &get_exceptions() const { return exceptions; } |
| 194 | |
| 195 | _FORCE_INLINE_ uint64_t get_island_step() const { return island_step; } |
| 196 | _FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; } |
| 197 | |
| 198 | _FORCE_INLINE_ void add_constraint(GodotConstraint3D *p_constraint, int p_pos) { constraint_map[p_constraint] = p_pos; } |
| 199 | _FORCE_INLINE_ void remove_constraint(GodotConstraint3D *p_constraint) { constraint_map.erase(p_constraint); } |
| 200 | const HashMap<GodotConstraint3D *, int> &get_constraint_map() const { return constraint_map; } |
| 201 | _FORCE_INLINE_ void clear_constraint_map() { constraint_map.clear(); } |
| 202 | |
| 203 | _FORCE_INLINE_ void set_omit_force_integration(bool p_omit_force_integration) { omit_force_integration = p_omit_force_integration; } |
| 204 | _FORCE_INLINE_ bool get_omit_force_integration() const { return omit_force_integration; } |
| 205 | |
| 206 | _FORCE_INLINE_ Basis get_principal_inertia_axes() const { return principal_inertia_axes; } |
| 207 | _FORCE_INLINE_ Vector3 get_center_of_mass() const { return center_of_mass; } |
| 208 | _FORCE_INLINE_ Vector3 get_center_of_mass_local() const { return center_of_mass_local; } |
| 209 | _FORCE_INLINE_ Vector3 xform_local_to_principal(const Vector3 &p_pos) const { return principal_inertia_axes_local.xform(p_pos - center_of_mass_local); } |
| 210 | |
| 211 | _FORCE_INLINE_ void set_linear_velocity(const Vector3 &p_velocity) { linear_velocity = p_velocity; } |
| 212 | _FORCE_INLINE_ Vector3 get_linear_velocity() const { return linear_velocity; } |
| 213 | |
| 214 | _FORCE_INLINE_ void set_angular_velocity(const Vector3 &p_velocity) { angular_velocity = p_velocity; } |
| 215 | _FORCE_INLINE_ Vector3 get_angular_velocity() const { return angular_velocity; } |
| 216 | |
| 217 | _FORCE_INLINE_ Vector3 get_prev_linear_velocity() const { return prev_linear_velocity; } |
| 218 | _FORCE_INLINE_ Vector3 get_prev_angular_velocity() const { return prev_angular_velocity; } |
| 219 | |
| 220 | _FORCE_INLINE_ const Vector3 &get_biased_linear_velocity() const { return biased_linear_velocity; } |
| 221 | _FORCE_INLINE_ const Vector3 &get_biased_angular_velocity() const { return biased_angular_velocity; } |
| 222 | |
| 223 | _FORCE_INLINE_ void apply_central_impulse(const Vector3 &p_impulse) { |
| 224 | linear_velocity += p_impulse * _inv_mass; |
| 225 | } |
| 226 | |
| 227 | _FORCE_INLINE_ void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3()) { |
| 228 | linear_velocity += p_impulse * _inv_mass; |
| 229 | angular_velocity += _inv_inertia_tensor.xform((p_position - center_of_mass).cross(p_impulse)); |
| 230 | } |
| 231 | |
| 232 | _FORCE_INLINE_ void apply_torque_impulse(const Vector3 &p_impulse) { |
| 233 | angular_velocity += _inv_inertia_tensor.xform(p_impulse); |
| 234 | } |
| 235 | |
| 236 | _FORCE_INLINE_ void apply_bias_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3(), real_t p_max_delta_av = -1.0) { |
| 237 | biased_linear_velocity += p_impulse * _inv_mass; |
| 238 | if (p_max_delta_av != 0.0) { |
| 239 | Vector3 delta_av = _inv_inertia_tensor.xform((p_position - center_of_mass).cross(p_impulse)); |
| 240 | if (p_max_delta_av > 0 && delta_av.length() > p_max_delta_av) { |
| 241 | delta_av = delta_av.normalized() * p_max_delta_av; |
| 242 | } |
| 243 | biased_angular_velocity += delta_av; |
| 244 | } |
| 245 | } |
| 246 | |
| 247 | _FORCE_INLINE_ void apply_bias_torque_impulse(const Vector3 &p_impulse) { |
| 248 | biased_angular_velocity += _inv_inertia_tensor.xform(p_impulse); |
| 249 | } |
| 250 | |
| 251 | _FORCE_INLINE_ void apply_central_force(const Vector3 &p_force) { |
| 252 | applied_force += p_force; |
| 253 | } |
| 254 | |
| 255 | _FORCE_INLINE_ void apply_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) { |
| 256 | applied_force += p_force; |
| 257 | applied_torque += (p_position - center_of_mass).cross(p_force); |
| 258 | } |
| 259 | |
| 260 | _FORCE_INLINE_ void apply_torque(const Vector3 &p_torque) { |
| 261 | applied_torque += p_torque; |
| 262 | } |
| 263 | |
| 264 | _FORCE_INLINE_ void add_constant_central_force(const Vector3 &p_force) { |
| 265 | constant_force += p_force; |
| 266 | } |
| 267 | |
| 268 | _FORCE_INLINE_ void add_constant_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) { |
| 269 | constant_force += p_force; |
| 270 | constant_torque += (p_position - center_of_mass).cross(p_force); |
| 271 | } |
| 272 | |
| 273 | _FORCE_INLINE_ void add_constant_torque(const Vector3 &p_torque) { |
| 274 | constant_torque += p_torque; |
| 275 | } |
| 276 | |
| 277 | void set_constant_force(const Vector3 &p_force) { constant_force = p_force; } |
| 278 | Vector3 get_constant_force() const { return constant_force; } |
| 279 | |
| 280 | void set_constant_torque(const Vector3 &p_torque) { constant_torque = p_torque; } |
| 281 | Vector3 get_constant_torque() const { return constant_torque; } |
| 282 | |
| 283 | void set_active(bool p_active); |
| 284 | _FORCE_INLINE_ bool is_active() const { return active; } |
| 285 | |
| 286 | _FORCE_INLINE_ void wakeup() { |
| 287 | if ((!get_space()) || mode == PhysicsServer3D::BODY_MODE_STATIC || mode == PhysicsServer3D::BODY_MODE_KINEMATIC) { |
| 288 | return; |
| 289 | } |
| 290 | set_active(true); |
| 291 | } |
| 292 | |
| 293 | void set_param(PhysicsServer3D::BodyParameter p_param, const Variant &p_value); |
| 294 | Variant get_param(PhysicsServer3D::BodyParameter p_param) const; |
| 295 | |
| 296 | void set_mode(PhysicsServer3D::BodyMode p_mode); |
| 297 | PhysicsServer3D::BodyMode get_mode() const; |
| 298 | |
| 299 | void set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant); |
| 300 | Variant get_state(PhysicsServer3D::BodyState p_state) const; |
| 301 | |
| 302 | _FORCE_INLINE_ void set_continuous_collision_detection(bool p_enable) { continuous_cd = p_enable; } |
| 303 | _FORCE_INLINE_ bool is_continuous_collision_detection_enabled() const { return continuous_cd; } |
| 304 | |
| 305 | void set_space(GodotSpace3D *p_space) override; |
| 306 | |
| 307 | void update_mass_properties(); |
| 308 | void reset_mass_properties(); |
| 309 | |
| 310 | _FORCE_INLINE_ real_t get_inv_mass() const { return _inv_mass; } |
| 311 | _FORCE_INLINE_ const Vector3 &get_inv_inertia() const { return _inv_inertia; } |
| 312 | _FORCE_INLINE_ const Basis &get_inv_inertia_tensor() const { return _inv_inertia_tensor; } |
| 313 | _FORCE_INLINE_ real_t get_friction() const { return friction; } |
| 314 | _FORCE_INLINE_ real_t get_bounce() const { return bounce; } |
| 315 | |
| 316 | void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool lock); |
| 317 | bool is_axis_locked(PhysicsServer3D::BodyAxis p_axis) const; |
| 318 | |
| 319 | void integrate_forces(real_t p_step); |
| 320 | void integrate_velocities(real_t p_step); |
| 321 | |
| 322 | _FORCE_INLINE_ Vector3 get_velocity_in_local_point(const Vector3 &rel_pos) const { |
| 323 | return linear_velocity + angular_velocity.cross(rel_pos - center_of_mass); |
| 324 | } |
| 325 | |
| 326 | _FORCE_INLINE_ real_t compute_impulse_denominator(const Vector3 &p_pos, const Vector3 &p_normal) const { |
| 327 | Vector3 r0 = p_pos - get_transform().origin - center_of_mass; |
| 328 | |
| 329 | Vector3 c0 = (r0).cross(p_normal); |
| 330 | |
| 331 | Vector3 vec = (_inv_inertia_tensor.xform_inv(c0)).cross(r0); |
| 332 | |
| 333 | return _inv_mass + p_normal.dot(vec); |
| 334 | } |
| 335 | |
| 336 | _FORCE_INLINE_ real_t compute_angular_impulse_denominator(const Vector3 &p_axis) const { |
| 337 | return p_axis.dot(_inv_inertia_tensor.xform_inv(p_axis)); |
| 338 | } |
| 339 | |
| 340 | //void simulate_motion(const Transform3D& p_xform,real_t p_step); |
| 341 | void call_queries(); |
| 342 | void wakeup_neighbours(); |
| 343 | |
| 344 | bool sleep_test(real_t p_step); |
| 345 | |
| 346 | GodotBody3D(); |
| 347 | ~GodotBody3D(); |
| 348 | }; |
| 349 | |
| 350 | //add contact inline |
| 351 | |
| 352 | void GodotBody3D::add_contact(const Vector3 &p_local_pos, const Vector3 &p_local_normal, real_t p_depth, int p_local_shape, const Vector3 &p_local_velocity_at_pos, const Vector3 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector3 &p_collider_velocity_at_pos, const Vector3 &p_impulse) { |
| 353 | int c_max = contacts.size(); |
| 354 | |
| 355 | if (c_max == 0) { |
| 356 | return; |
| 357 | } |
| 358 | |
| 359 | Contact *c = contacts.ptrw(); |
| 360 | |
| 361 | int idx = -1; |
| 362 | |
| 363 | if (contact_count < c_max) { |
| 364 | idx = contact_count++; |
| 365 | } else { |
| 366 | real_t least_depth = 1e20; |
| 367 | int least_deep = -1; |
| 368 | for (int i = 0; i < c_max; i++) { |
| 369 | if (i == 0 || c[i].depth < least_depth) { |
| 370 | least_deep = i; |
| 371 | least_depth = c[i].depth; |
| 372 | } |
| 373 | } |
| 374 | |
| 375 | if (least_deep >= 0 && least_depth < p_depth) { |
| 376 | idx = least_deep; |
| 377 | } |
| 378 | if (idx == -1) { |
| 379 | return; //none least deepe than this |
| 380 | } |
| 381 | } |
| 382 | |
| 383 | c[idx].local_pos = p_local_pos; |
| 384 | c[idx].local_normal = p_local_normal; |
| 385 | c[idx].local_velocity_at_pos = p_local_velocity_at_pos; |
| 386 | c[idx].depth = p_depth; |
| 387 | c[idx].local_shape = p_local_shape; |
| 388 | c[idx].collider_pos = p_collider_pos; |
| 389 | c[idx].collider_shape = p_collider_shape; |
| 390 | c[idx].collider_instance_id = p_collider_instance_id; |
| 391 | c[idx].collider = p_collider; |
| 392 | c[idx].collider_velocity_at_pos = p_collider_velocity_at_pos; |
| 393 | c[idx].impulse = p_impulse; |
| 394 | } |
| 395 | |
| 396 | #endif // GODOT_BODY_3D_H |
| 397 | |