1 | /**************************************************************************/ |
2 | /* godot_body_pair_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_PAIR_3D_H |
32 | #define GODOT_BODY_PAIR_3D_H |
33 | |
34 | #include "godot_body_3d.h" |
35 | #include "godot_constraint_3d.h" |
36 | #include "godot_soft_body_3d.h" |
37 | |
38 | #include "core/templates/local_vector.h" |
39 | |
40 | class GodotBodyContact3D : public GodotConstraint3D { |
41 | protected: |
42 | struct Contact { |
43 | Vector3 position; |
44 | Vector3 normal; |
45 | int index_A = 0, index_B = 0; |
46 | Vector3 local_A, local_B; |
47 | Vector3 acc_impulse; // accumulated impulse - only one of the object's impulse is needed as impulse_a == -impulse_b |
48 | real_t acc_normal_impulse = 0.0; // accumulated normal impulse (Pn) |
49 | Vector3 acc_tangent_impulse; // accumulated tangent impulse (Pt) |
50 | real_t acc_bias_impulse = 0.0; // accumulated normal impulse for position bias (Pnb) |
51 | real_t acc_bias_impulse_center_of_mass = 0.0; // accumulated normal impulse for position bias applied to com |
52 | real_t mass_normal = 0.0; |
53 | real_t bias = 0.0; |
54 | real_t bounce = 0.0; |
55 | |
56 | real_t depth = 0.0; |
57 | bool active = false; |
58 | bool used = false; |
59 | Vector3 rA, rB; // Offset in world orientation with respect to center of mass |
60 | }; |
61 | |
62 | Vector3 sep_axis; |
63 | bool collided = false; |
64 | bool check_ccd = false; |
65 | |
66 | GodotSpace3D *space = nullptr; |
67 | |
68 | GodotBodyContact3D(GodotBody3D **p_body_ptr = nullptr, int p_body_count = 0) : |
69 | GodotConstraint3D(p_body_ptr, p_body_count) { |
70 | } |
71 | }; |
72 | |
73 | class GodotBodyPair3D : public GodotBodyContact3D { |
74 | enum { |
75 | MAX_CONTACTS = 4 |
76 | }; |
77 | |
78 | union { |
79 | struct { |
80 | GodotBody3D *A; |
81 | GodotBody3D *B; |
82 | }; |
83 | |
84 | GodotBody3D *_arr[2] = { nullptr, nullptr }; |
85 | }; |
86 | |
87 | int shape_A = 0; |
88 | int shape_B = 0; |
89 | |
90 | bool collide_A = false; |
91 | bool collide_B = false; |
92 | |
93 | bool report_contacts_only = false; |
94 | |
95 | Vector3 offset_B; //use local A coordinates to avoid numerical issues on collision detection |
96 | |
97 | Contact contacts[MAX_CONTACTS]; |
98 | int contact_count = 0; |
99 | |
100 | static void _contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal, void *p_userdata); |
101 | |
102 | void contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal); |
103 | |
104 | void validate_contacts(); |
105 | bool _test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A, const Transform3D &p_xform_A, GodotBody3D *p_B, int p_shape_B, const Transform3D &p_xform_B); |
106 | |
107 | public: |
108 | virtual bool setup(real_t p_step) override; |
109 | virtual bool pre_solve(real_t p_step) override; |
110 | virtual void solve(real_t p_step) override; |
111 | |
112 | GodotBodyPair3D(GodotBody3D *p_A, int p_shape_A, GodotBody3D *p_B, int p_shape_B); |
113 | ~GodotBodyPair3D(); |
114 | }; |
115 | |
116 | class GodotBodySoftBodyPair3D : public GodotBodyContact3D { |
117 | GodotBody3D *body = nullptr; |
118 | GodotSoftBody3D *soft_body = nullptr; |
119 | |
120 | int body_shape = 0; |
121 | |
122 | bool body_collides = false; |
123 | bool soft_body_collides = false; |
124 | |
125 | bool report_contacts_only = false; |
126 | |
127 | LocalVector<Contact> contacts; |
128 | |
129 | static void _contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal, void *p_userdata); |
130 | |
131 | void contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal); |
132 | |
133 | void validate_contacts(); |
134 | |
135 | public: |
136 | virtual bool setup(real_t p_step) override; |
137 | virtual bool pre_solve(real_t p_step) override; |
138 | virtual void solve(real_t p_step) override; |
139 | |
140 | virtual GodotSoftBody3D *get_soft_body_ptr(int p_index) const override { return soft_body; } |
141 | virtual int get_soft_body_count() const override { return 1; } |
142 | |
143 | GodotBodySoftBodyPair3D(GodotBody3D *p_A, int p_shape_A, GodotSoftBody3D *p_B); |
144 | ~GodotBodySoftBodyPair3D(); |
145 | }; |
146 | |
147 | #endif // GODOT_BODY_PAIR_3D_H |
148 | |