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. */ |
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16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
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18 | /* */ |
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20 | /* included in all copies or substantial portions of the Software. */ |
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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 | |