1 | /**************************************************************************/ |
2 | /* godot_space_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_SPACE_3D_H |
32 | #define GODOT_SPACE_3D_H |
33 | |
34 | #include "godot_area_3d.h" |
35 | #include "godot_area_pair_3d.h" |
36 | #include "godot_body_3d.h" |
37 | #include "godot_body_pair_3d.h" |
38 | #include "godot_broad_phase_3d.h" |
39 | #include "godot_collision_object_3d.h" |
40 | #include "godot_soft_body_3d.h" |
41 | |
42 | #include "core/config/project_settings.h" |
43 | #include "core/templates/hash_map.h" |
44 | #include "core/typedefs.h" |
45 | |
46 | class GodotPhysicsDirectSpaceState3D : public PhysicsDirectSpaceState3D { |
47 | GDCLASS(GodotPhysicsDirectSpaceState3D, PhysicsDirectSpaceState3D); |
48 | |
49 | public: |
50 | GodotSpace3D *space = nullptr; |
51 | |
52 | virtual int intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) override; |
53 | virtual bool intersect_ray(const RayParameters &p_parameters, RayResult &r_result) override; |
54 | virtual int intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) override; |
55 | virtual bool cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe, ShapeRestInfo *r_info = nullptr) override; |
56 | virtual bool collide_shape(const ShapeParameters &p_parameters, Vector3 *r_results, int p_result_max, int &r_result_count) override; |
57 | virtual bool rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) override; |
58 | virtual Vector3 get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const override; |
59 | |
60 | GodotPhysicsDirectSpaceState3D(); |
61 | }; |
62 | |
63 | class GodotSpace3D { |
64 | public: |
65 | enum ElapsedTime { |
66 | ELAPSED_TIME_INTEGRATE_FORCES, |
67 | ELAPSED_TIME_GENERATE_ISLANDS, |
68 | ELAPSED_TIME_SETUP_CONSTRAINTS, |
69 | ELAPSED_TIME_SOLVE_CONSTRAINTS, |
70 | ELAPSED_TIME_INTEGRATE_VELOCITIES, |
71 | ELAPSED_TIME_MAX |
72 | |
73 | }; |
74 | |
75 | private: |
76 | uint64_t elapsed_time[ELAPSED_TIME_MAX] = {}; |
77 | |
78 | GodotPhysicsDirectSpaceState3D *direct_access = nullptr; |
79 | RID self; |
80 | |
81 | GodotBroadPhase3D *broadphase = nullptr; |
82 | SelfList<GodotBody3D>::List active_list; |
83 | SelfList<GodotBody3D>::List mass_properties_update_list; |
84 | SelfList<GodotBody3D>::List state_query_list; |
85 | SelfList<GodotArea3D>::List monitor_query_list; |
86 | SelfList<GodotArea3D>::List area_moved_list; |
87 | SelfList<GodotSoftBody3D>::List active_soft_body_list; |
88 | |
89 | static void *_broadphase_pair(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_self); |
90 | static void _broadphase_unpair(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_data, void *p_self); |
91 | |
92 | HashSet<GodotCollisionObject3D *> objects; |
93 | |
94 | GodotArea3D *area = nullptr; |
95 | |
96 | int solver_iterations = 0; |
97 | |
98 | real_t contact_recycle_radius = 0.0; |
99 | real_t contact_max_separation = 0.0; |
100 | real_t contact_max_allowed_penetration = 0.0; |
101 | real_t contact_bias = 0.0; |
102 | |
103 | enum { |
104 | INTERSECTION_QUERY_MAX = 2048 |
105 | }; |
106 | |
107 | GodotCollisionObject3D *intersection_query_results[INTERSECTION_QUERY_MAX]; |
108 | int intersection_query_subindex_results[INTERSECTION_QUERY_MAX]; |
109 | |
110 | real_t body_linear_velocity_sleep_threshold = 0.0; |
111 | real_t body_angular_velocity_sleep_threshold = 0.0; |
112 | real_t body_time_to_sleep = 0.0; |
113 | |
114 | bool locked = false; |
115 | |
116 | real_t last_step = 0.001; |
117 | |
118 | int island_count = 0; |
119 | int active_objects = 0; |
120 | int collision_pairs = 0; |
121 | |
122 | RID static_global_body; |
123 | |
124 | Vector<Vector3> contact_debug; |
125 | int contact_debug_count = 0; |
126 | |
127 | friend class GodotPhysicsDirectSpaceState3D; |
128 | |
129 | int _cull_aabb_for_body(GodotBody3D *p_body, const AABB &p_aabb); |
130 | |
131 | public: |
132 | _FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; } |
133 | _FORCE_INLINE_ RID get_self() const { return self; } |
134 | |
135 | void set_default_area(GodotArea3D *p_area) { area = p_area; } |
136 | GodotArea3D *get_default_area() const { return area; } |
137 | |
138 | const SelfList<GodotBody3D>::List &get_active_body_list() const; |
139 | void body_add_to_active_list(SelfList<GodotBody3D> *p_body); |
140 | void body_remove_from_active_list(SelfList<GodotBody3D> *p_body); |
141 | void body_add_to_mass_properties_update_list(SelfList<GodotBody3D> *p_body); |
142 | void body_remove_from_mass_properties_update_list(SelfList<GodotBody3D> *p_body); |
143 | |
144 | void body_add_to_state_query_list(SelfList<GodotBody3D> *p_body); |
145 | void body_remove_from_state_query_list(SelfList<GodotBody3D> *p_body); |
146 | |
147 | void area_add_to_monitor_query_list(SelfList<GodotArea3D> *p_area); |
148 | void area_remove_from_monitor_query_list(SelfList<GodotArea3D> *p_area); |
149 | void area_add_to_moved_list(SelfList<GodotArea3D> *p_area); |
150 | void area_remove_from_moved_list(SelfList<GodotArea3D> *p_area); |
151 | const SelfList<GodotArea3D>::List &get_moved_area_list() const; |
152 | |
153 | const SelfList<GodotSoftBody3D>::List &get_active_soft_body_list() const; |
154 | void soft_body_add_to_active_list(SelfList<GodotSoftBody3D> *p_soft_body); |
155 | void soft_body_remove_from_active_list(SelfList<GodotSoftBody3D> *p_soft_body); |
156 | |
157 | GodotBroadPhase3D *get_broadphase(); |
158 | |
159 | void add_object(GodotCollisionObject3D *p_object); |
160 | void remove_object(GodotCollisionObject3D *p_object); |
161 | const HashSet<GodotCollisionObject3D *> &get_objects() const; |
162 | |
163 | _FORCE_INLINE_ int get_solver_iterations() const { return solver_iterations; } |
164 | _FORCE_INLINE_ real_t get_contact_recycle_radius() const { return contact_recycle_radius; } |
165 | _FORCE_INLINE_ real_t get_contact_max_separation() const { return contact_max_separation; } |
166 | _FORCE_INLINE_ real_t get_contact_max_allowed_penetration() const { return contact_max_allowed_penetration; } |
167 | _FORCE_INLINE_ real_t get_contact_bias() const { return contact_bias; } |
168 | _FORCE_INLINE_ real_t get_body_linear_velocity_sleep_threshold() const { return body_linear_velocity_sleep_threshold; } |
169 | _FORCE_INLINE_ real_t get_body_angular_velocity_sleep_threshold() const { return body_angular_velocity_sleep_threshold; } |
170 | _FORCE_INLINE_ real_t get_body_time_to_sleep() const { return body_time_to_sleep; } |
171 | |
172 | void update(); |
173 | void setup(); |
174 | void call_queries(); |
175 | |
176 | bool is_locked() const; |
177 | void lock(); |
178 | void unlock(); |
179 | |
180 | real_t get_last_step() const { return last_step; } |
181 | void set_last_step(real_t p_step) { last_step = p_step; } |
182 | |
183 | void set_param(PhysicsServer3D::SpaceParameter p_param, real_t p_value); |
184 | real_t get_param(PhysicsServer3D::SpaceParameter p_param) const; |
185 | |
186 | void set_island_count(int p_island_count) { island_count = p_island_count; } |
187 | int get_island_count() const { return island_count; } |
188 | |
189 | void set_active_objects(int p_active_objects) { active_objects = p_active_objects; } |
190 | int get_active_objects() const { return active_objects; } |
191 | |
192 | int get_collision_pairs() const { return collision_pairs; } |
193 | |
194 | GodotPhysicsDirectSpaceState3D *get_direct_state(); |
195 | |
196 | void set_debug_contacts(int p_amount) { contact_debug.resize(p_amount); } |
197 | _FORCE_INLINE_ bool is_debugging_contacts() const { return !contact_debug.is_empty(); } |
198 | _FORCE_INLINE_ void add_debug_contact(const Vector3 &p_contact) { |
199 | if (contact_debug_count < contact_debug.size()) { |
200 | contact_debug.write[contact_debug_count++] = p_contact; |
201 | } |
202 | } |
203 | _FORCE_INLINE_ Vector<Vector3> get_debug_contacts() { return contact_debug; } |
204 | _FORCE_INLINE_ int get_debug_contact_count() { return contact_debug_count; } |
205 | |
206 | void set_static_global_body(RID p_body) { static_global_body = p_body; } |
207 | RID get_static_global_body() { return static_global_body; } |
208 | |
209 | void set_elapsed_time(ElapsedTime p_time, uint64_t p_msec) { elapsed_time[p_time] = p_msec; } |
210 | uint64_t get_elapsed_time(ElapsedTime p_time) const { return elapsed_time[p_time]; } |
211 | |
212 | bool test_body_motion(GodotBody3D *p_body, const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult *r_result); |
213 | |
214 | GodotSpace3D(); |
215 | ~GodotSpace3D(); |
216 | }; |
217 | |
218 | #endif // GODOT_SPACE_3D_H |
219 | |