diff options
author | Juan Linietsky <reduzio@gmail.com> | 2014-02-19 11:57:14 -0300 |
---|---|---|
committer | Juan Linietsky <reduzio@gmail.com> | 2014-02-19 11:57:14 -0300 |
commit | d7d65fa2f2b51d03f7bdfcbceedca99188ce979c (patch) | |
tree | fecdf1bfa39ba5a4895b4dbf340a3b68098c109a /servers/physics | |
parent | 8c1731b67995add31361ae526b0e6af76346181e (diff) |
-improved physics ccd
-html5 exporter works again
-disable repeat on image loader by default
-can change shape offset en tileset, texture offset was broken
Diffstat (limited to 'servers/physics')
-rw-r--r-- | servers/physics/body_pair_sw.cpp | 2 | ||||
-rw-r--r-- | servers/physics/body_sw.cpp | 1206 |
2 files changed, 604 insertions, 604 deletions
diff --git a/servers/physics/body_pair_sw.cpp b/servers/physics/body_pair_sw.cpp index 06ae34098c..094f56a421 100644 --- a/servers/physics/body_pair_sw.cpp +++ b/servers/physics/body_pair_sw.cpp @@ -198,7 +198,7 @@ bool BodyPairSW::setup(float p_step) { //cannot collide - if (A->has_exception(B->get_self()) || B->has_exception(A->get_self()) || (A->get_mode()<=PhysicsServer::BODY_MODE_STATIC_ACTIVE && B->get_mode()<=PhysicsServer::BODY_MODE_STATIC_ACTIVE)) { + if (A->has_exception(B->get_self()) || B->has_exception(A->get_self()) || (A->get_mode()<=PhysicsServer::BODY_MODE_KINEMATIC && B->get_mode()<=PhysicsServer::BODY_MODE_KINEMATIC)) { return false; } diff --git a/servers/physics/body_sw.cpp b/servers/physics/body_sw.cpp index b926a93773..f0f72b471c 100644 --- a/servers/physics/body_sw.cpp +++ b/servers/physics/body_sw.cpp @@ -26,606 +26,606 @@ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "body_sw.h"
-#include "space_sw.h"
-#include "area_sw.h"
-
-void BodySW::_update_inertia() {
-
- if (get_space() && !inertia_update_list.in_list())
- get_space()->body_add_to_inertia_update_list(&inertia_update_list);
-
-}
-
-
-void BodySW::_update_inertia_tensor() {
-
- Matrix3 tb = get_transform().basis;
- tb.scale(_inv_inertia);
- _inv_inertia_tensor = tb * get_transform().basis.transposed();
-
-}
-
-void BodySW::update_inertias() {
-
- //update shapes and motions
-
- switch(mode) {
-
- case PhysicsServer::BODY_MODE_RIGID: {
-
- //update tensor for allshapes, not the best way but should be somehow OK. (inspired from bullet)
- float total_area=0;
-
- for (int i=0;i<get_shape_count();i++) {
-
- total_area+=get_shape_aabb(i).get_area();
- }
-
- Vector3 _inertia;
-
-
- for (int i=0;i<get_shape_count();i++) {
-
- const ShapeSW* shape=get_shape(i);
-
- float area=get_shape_aabb(i).get_area();
-
- float mass = area * this->mass / total_area;
-
- _inertia += shape->get_moment_of_inertia(mass) + mass * get_shape_transform(i).get_origin();
-
- }
-
- if (_inertia!=Vector3())
- _inv_inertia=_inertia.inverse();
- else
- _inv_inertia=Vector3();
-
- if (mass)
- _inv_mass=1.0/mass;
- else
- _inv_mass=0;
-
- } break;
-
- case PhysicsServer::BODY_MODE_STATIC_ACTIVE:
- case PhysicsServer::BODY_MODE_STATIC: {
-
- _inv_inertia=Vector3();
- _inv_mass=0;
- } break;
- case PhysicsServer::BODY_MODE_CHARACTER: {
-
- _inv_inertia=Vector3();
- _inv_mass=1.0/mass;
-
- } break;
- }
- _update_inertia_tensor();
-
- //_update_shapes();
-
-}
-
-
-
-void BodySW::set_active(bool p_active) {
-
- if (active==p_active)
- return;
-
- active=p_active;
- if (!p_active) {
- if (get_space())
- get_space()->body_remove_from_active_list(&active_list);
- } else {
- if (mode==PhysicsServer::BODY_MODE_STATIC)
- return; //static bodies can't become active
- if (get_space())
- get_space()->body_add_to_active_list(&active_list);
-
- //still_time=0;
- }
-/*
- if (!space)
- return;
-
- for(int i=0;i<get_shape_count();i++) {
- Shape &s=shapes[i];
- if (s.bpid>0) {
- get_space()->get_broadphase()->set_active(s.bpid,active);
- }
- }
-*/
-}
-
-
-
-void BodySW::set_param(PhysicsServer::BodyParameter p_param, float p_value) {
-
- switch(p_param) {
- case PhysicsServer::BODY_PARAM_BOUNCE: {
-
- bounce=p_value;
- } break;
- case PhysicsServer::BODY_PARAM_FRICTION: {
-
- friction=p_value;
- } break;
- case PhysicsServer::BODY_PARAM_MASS: {
- ERR_FAIL_COND(p_value<=0);
- mass=p_value;
- _update_inertia();
-
- } break;
- default:{}
- }
-}
-
-float BodySW::get_param(PhysicsServer::BodyParameter p_param) const {
-
- switch(p_param) {
- case PhysicsServer::BODY_PARAM_BOUNCE: {
-
- return bounce;
- } break;
- case PhysicsServer::BODY_PARAM_FRICTION: {
-
- return friction;
- } break;
- case PhysicsServer::BODY_PARAM_MASS: {
- return mass;
- } break;
- default:{}
- }
-
- return 0;
-}
-
-void BodySW::set_mode(PhysicsServer::BodyMode p_mode) {
-
- mode=p_mode;
-
- switch(p_mode) {
- //CLEAR UP EVERYTHING IN CASE IT NOT WORKS!
- case PhysicsServer::BODY_MODE_STATIC:
- case PhysicsServer::BODY_MODE_STATIC_ACTIVE: {
-
- _set_inv_transform(get_transform().affine_inverse());
- _inv_mass=0;
- _set_static(p_mode==PhysicsServer::BODY_MODE_STATIC);
- set_active(p_mode==PhysicsServer::BODY_MODE_STATIC_ACTIVE);
- linear_velocity=Vector3();
- angular_velocity=Vector3();
- } break;
- case PhysicsServer::BODY_MODE_RIGID: {
-
- _inv_mass=mass>0?(1.0/mass):0;
- _set_static(false);
- simulated_motion=false; //jic
-
- } break;
- case PhysicsServer::BODY_MODE_CHARACTER: {
-
- _inv_mass=mass>0?(1.0/mass):0;
- _set_static(false);
- simulated_motion=false; //jic
- } break;
- }
-
- _update_inertia();
- //if (get_space())
-// _update_queries();
-
-}
-PhysicsServer::BodyMode BodySW::get_mode() const {
-
- return mode;
-}
-
-void BodySW::_shapes_changed() {
-
- _update_inertia();
-}
-
-void BodySW::set_state(PhysicsServer::BodyState p_state, const Variant& p_variant) {
-
- switch(p_state) {
- case PhysicsServer::BODY_STATE_TRANSFORM: {
-
-
- if (mode==PhysicsServer::BODY_MODE_STATIC || mode==PhysicsServer::BODY_MODE_STATIC_ACTIVE) {
- _set_transform(p_variant);
- _set_inv_transform(get_transform().affine_inverse());
- wakeup_neighbours();
- } else {
- Transform t = p_variant;
- t.orthonormalize();
- _set_transform(t);
- _set_inv_transform(get_transform().inverse());
-
- }
-
- } break;
- case PhysicsServer::BODY_STATE_LINEAR_VELOCITY: {
-
- //if (mode==PhysicsServer::BODY_MODE_STATIC)
- // break;
- linear_velocity=p_variant;
- } break;
- case PhysicsServer::BODY_STATE_ANGULAR_VELOCITY: {
- //if (mode!=PhysicsServer::BODY_MODE_RIGID)
- // break;
- angular_velocity=p_variant;
-
- } break;
- case PhysicsServer::BODY_STATE_SLEEPING: {
- //?
- if (mode==PhysicsServer::BODY_MODE_STATIC || mode==PhysicsServer::BODY_MODE_STATIC_ACTIVE)
- break;
- bool do_sleep=p_variant;
- if (do_sleep) {
- linear_velocity=Vector3();
- //biased_linear_velocity=Vector3();
- angular_velocity=Vector3();
- //biased_angular_velocity=Vector3();
- set_active(false);
- } else {
- if (mode!=PhysicsServer::BODY_MODE_STATIC)
- set_active(true);
- }
- } break;
- case PhysicsServer::BODY_STATE_CAN_SLEEP: {
- can_sleep=p_variant;
- if (mode==PhysicsServer::BODY_MODE_RIGID && !active && !can_sleep)
- set_active(true);
-
- } break;
- }
-
-}
-Variant BodySW::get_state(PhysicsServer::BodyState p_state) const {
-
- switch(p_state) {
- case PhysicsServer::BODY_STATE_TRANSFORM: {
- return get_transform();
- } break;
- case PhysicsServer::BODY_STATE_LINEAR_VELOCITY: {
- return linear_velocity;
- } break;
- case PhysicsServer::BODY_STATE_ANGULAR_VELOCITY: {
- return angular_velocity;
- } break;
- case PhysicsServer::BODY_STATE_SLEEPING: {
- return !is_active();
- } break;
- case PhysicsServer::BODY_STATE_CAN_SLEEP: {
- return can_sleep;
- } break;
- }
-
- return Variant();
-}
-
-
-void BodySW::set_space(SpaceSW *p_space){
-
- if (get_space()) {
-
- if (inertia_update_list.in_list())
- get_space()->body_remove_from_inertia_update_list(&inertia_update_list);
- if (active_list.in_list())
- get_space()->body_remove_from_active_list(&active_list);
- if (direct_state_query_list.in_list())
- get_space()->body_remove_from_state_query_list(&direct_state_query_list);
-
- }
-
- _set_space(p_space);
-
- if (get_space()) {
-
- _update_inertia();
- if (active)
- get_space()->body_add_to_active_list(&active_list);
-// _update_queries();
- //if (is_active()) {
- // active=false;
- // set_active(true);
- //}
-
- }
-
-}
-
-void BodySW::_compute_area_gravity(const AreaSW *p_area) {
-
- if (p_area->is_gravity_point()) {
-
- gravity = (p_area->get_gravity_vector() - get_transform().get_origin()).normalized() * p_area->get_gravity();
-
- } else {
- gravity = p_area->get_gravity_vector() * p_area->get_gravity();
- }
-}
-
-void BodySW::integrate_forces(real_t p_step) {
-
-
- if (mode==PhysicsServer::BODY_MODE_STATIC || mode==PhysicsServer::BODY_MODE_STATIC_ACTIVE)
- return;
-
- AreaSW *current_area = get_space()->get_default_area();
- ERR_FAIL_COND(!current_area);
-
- int prio = current_area->get_priority();
- int ac = areas.size();
- if (ac) {
- const AreaCMP *aa = &areas[0];
- for(int i=0;i<ac;i++) {
- if (aa[i].area->get_priority() > prio) {
- current_area=aa[i].area;
- prio=current_area->get_priority();
- }
- }
- }
-
- _compute_area_gravity(current_area);
- density=current_area->get_density();
-
- if (!omit_force_integration) {
- //overriden by direct state query
-
- Vector3 force=gravity*mass;
- force+=applied_force;
- Vector3 torque=applied_torque;
-
- real_t damp = 1.0 - p_step * density;
-
- if (damp<0) // reached zero in the given time
- damp=0;
-
- real_t angular_damp = 1.0 - p_step * density * get_space()->get_body_angular_velocity_damp_ratio();
-
- if (angular_damp<0) // reached zero in the given time
- angular_damp=0;
-
- linear_velocity*=damp;
- angular_velocity*=angular_damp;
-
- linear_velocity+=_inv_mass * force * p_step;
- angular_velocity+=_inv_inertia_tensor.xform(torque)*p_step;
- }
-
- applied_force=Vector3();
- applied_torque=Vector3();
-
- //motion=linear_velocity*p_step;
-
- biased_angular_velocity=Vector3();
- biased_linear_velocity=Vector3();
-
- if (continuous_cd) //shapes temporarily extend for raycast
- _update_shapes_with_motion(linear_velocity*p_step);
-
- current_area=NULL; // clear the area, so it is set in the next frame
- contact_count=0;
-
-}
-
-void BodySW::integrate_velocities(real_t p_step) {
-
- if (mode==PhysicsServer::BODY_MODE_STATIC)
- return;
-
- if (mode==PhysicsServer::BODY_MODE_STATIC_ACTIVE) {
- if (fi_callback)
- get_space()->body_add_to_state_query_list(&direct_state_query_list);
- return;
- }
-
- Vector3 total_angular_velocity = angular_velocity+biased_angular_velocity;
-
-
-
- float ang_vel = total_angular_velocity.length();
- Transform transform = get_transform();
-
-
- if (ang_vel!=0.0) {
- Vector3 ang_vel_axis = total_angular_velocity / ang_vel;
- Matrix3 rot( ang_vel_axis, -ang_vel*p_step );
- transform.basis = rot * transform.basis;
- transform.orthonormalize();
- }
-
- Vector3 total_linear_velocity=linear_velocity+biased_linear_velocity;
-
-
- transform.origin+=total_linear_velocity * p_step;
-
- _set_transform(transform);
- _set_inv_transform(get_transform().inverse());
-
- _update_inertia_tensor();
-
- if (fi_callback) {
-
- get_space()->body_add_to_state_query_list(&direct_state_query_list);
- }
-
-}
-
-
-void BodySW::simulate_motion(const Transform& p_xform,real_t p_step) {
-
- Transform inv_xform = p_xform.affine_inverse();
- if (!get_space()) {
- _set_transform(p_xform);
- _set_inv_transform(inv_xform);
-
- return;
- }
-
- //compute a FAKE linear velocity - this is easy
-
- linear_velocity=(p_xform.origin - get_transform().origin)/p_step;
-
- //compute a FAKE angular velocity, not so easy
- Matrix3 rot=get_transform().basis.orthonormalized().transposed() * p_xform.basis.orthonormalized();
- Vector3 axis;
- float angle;
-
- rot.get_axis_and_angle(axis,angle);
- axis.normalize();
- angular_velocity=axis.normalized() * (angle/p_step);
- linear_velocity = (p_xform.origin - get_transform().origin)/p_step;
-
- if (!direct_state_query_list.in_list())// - callalways, so lv and av are cleared && (state_query || direct_state_query))
- get_space()->body_add_to_state_query_list(&direct_state_query_list);
- simulated_motion=true;
- _set_transform(p_xform);
-
-
-}
-
-void BodySW::wakeup_neighbours() {
-
- for(Map<ConstraintSW*,int>::Element *E=constraint_map.front();E;E=E->next()) {
-
- const ConstraintSW *c=E->key();
- BodySW **n = c->get_body_ptr();
- int bc=c->get_body_count();
-
- for(int i=0;i<bc;i++) {
-
- if (i==E->get())
- continue;
- BodySW *b = n[i];
- if (b->mode!=PhysicsServer::BODY_MODE_RIGID)
- continue;
-
- if (!b->is_active())
- b->set_active(true);
- }
- }
-}
-
-void BodySW::call_queries() {
-
-
- if (fi_callback) {
-
- PhysicsDirectBodyStateSW *dbs = PhysicsDirectBodyStateSW::singleton;
- dbs->body=this;
-
- Variant v=dbs;
-
- Object *obj = ObjectDB::get_instance(fi_callback->id);
- if (!obj) {
-
- set_force_integration_callback(0,StringName());
- } else {
- const Variant *vp[2]={&v,&fi_callback->udata};
-
- Variant::CallError ce;
- int argc=(fi_callback->udata.get_type()==Variant::NIL)?1:2;
- obj->call(fi_callback->method,vp,argc,ce);
- }
-
-
- }
-
- if (simulated_motion) {
-
- // linear_velocity=Vector3();
- // angular_velocity=0;
- simulated_motion=false;
- }
-}
-
-
-bool BodySW::sleep_test(real_t p_step) {
-
- if (mode==PhysicsServer::BODY_MODE_STATIC || mode==PhysicsServer::BODY_MODE_STATIC_ACTIVE)
- return true; //
- else if (mode==PhysicsServer::BODY_MODE_CHARACTER)
- return !active; // characters don't sleep unless asked to sleep
- else if (!can_sleep)
- return false;
-
-
-
-
- if (Math::abs(angular_velocity.length())<get_space()->get_body_angular_velocity_sleep_treshold() && Math::abs(linear_velocity.length_squared()) < get_space()->get_body_linear_velocity_sleep_treshold()*get_space()->get_body_linear_velocity_sleep_treshold()) {
-
- still_time+=p_step;
-
- return still_time > get_space()->get_body_time_to_sleep();
- } else {
-
- still_time=0; //maybe this should be set to 0 on set_active?
- return false;
- }
-}
-
-
-void BodySW::set_force_integration_callback(ObjectID p_id,const StringName& p_method,const Variant& p_udata) {
-
- if (fi_callback) {
-
- memdelete(fi_callback);
- fi_callback=NULL;
- }
-
-
- if (p_id!=0) {
-
- fi_callback=memnew(ForceIntegrationCallback);
- fi_callback->id=p_id;
- fi_callback->method=p_method;
- fi_callback->udata=p_udata;
- }
-
-}
-
-BodySW::BodySW() : CollisionObjectSW(TYPE_BODY), active_list(this), inertia_update_list(this), direct_state_query_list(this) {
-
-
- mode=PhysicsServer::BODY_MODE_RIGID;
- active=true;
-
- mass=1;
-// _inv_inertia=Transform();
- _inv_mass=1;
- bounce=0;
- friction=1;
- omit_force_integration=false;
-// applied_torque=0;
- island_step=0;
- island_next=NULL;
- island_list_next=NULL;
- _set_static(false);
- density=0;
- contact_count=0;
- simulated_motion=false;
- still_time=0;
- continuous_cd=false;
- can_sleep=false;
- fi_callback=NULL;
-
-}
-
-BodySW::~BodySW() {
-
- if (fi_callback)
- memdelete(fi_callback);
-}
-
-PhysicsDirectBodyStateSW *PhysicsDirectBodyStateSW::singleton=NULL;
-
-PhysicsDirectSpaceState* PhysicsDirectBodyStateSW::get_space_state() {
-
- return body->get_space()->get_direct_state();
-}
+#include "body_sw.h" +#include "space_sw.h" +#include "area_sw.h" + +void BodySW::_update_inertia() { + + if (get_space() && !inertia_update_list.in_list()) + get_space()->body_add_to_inertia_update_list(&inertia_update_list); + +} + + +void BodySW::_update_inertia_tensor() { + + Matrix3 tb = get_transform().basis; + tb.scale(_inv_inertia); + _inv_inertia_tensor = tb * get_transform().basis.transposed(); + +} + +void BodySW::update_inertias() { + + //update shapes and motions + + switch(mode) { + + case PhysicsServer::BODY_MODE_RIGID: { + + //update tensor for allshapes, not the best way but should be somehow OK. (inspired from bullet) + float total_area=0; + + for (int i=0;i<get_shape_count();i++) { + + total_area+=get_shape_aabb(i).get_area(); + } + + Vector3 _inertia; + + + for (int i=0;i<get_shape_count();i++) { + + const ShapeSW* shape=get_shape(i); + + float area=get_shape_aabb(i).get_area(); + + float mass = area * this->mass / total_area; + + _inertia += shape->get_moment_of_inertia(mass) + mass * get_shape_transform(i).get_origin(); + + } + + if (_inertia!=Vector3()) + _inv_inertia=_inertia.inverse(); + else + _inv_inertia=Vector3(); + + if (mass) + _inv_mass=1.0/mass; + else + _inv_mass=0; + + } break; + + case PhysicsServer::BODY_MODE_KINEMATIC: + case PhysicsServer::BODY_MODE_STATIC: { + + _inv_inertia=Vector3(); + _inv_mass=0; + } break; + case PhysicsServer::BODY_MODE_CHARACTER: { + + _inv_inertia=Vector3(); + _inv_mass=1.0/mass; + + } break; + } + _update_inertia_tensor(); + + //_update_shapes(); + +} + + + +void BodySW::set_active(bool p_active) { + + if (active==p_active) + return; + + active=p_active; + if (!p_active) { + if (get_space()) + get_space()->body_remove_from_active_list(&active_list); + } else { + if (mode==PhysicsServer::BODY_MODE_STATIC) + return; //static bodies can't become active + if (get_space()) + get_space()->body_add_to_active_list(&active_list); + + //still_time=0; + } +/* + if (!space) + return; + + for(int i=0;i<get_shape_count();i++) { + Shape &s=shapes[i]; + if (s.bpid>0) { + get_space()->get_broadphase()->set_active(s.bpid,active); + } + } +*/ +} + + + +void BodySW::set_param(PhysicsServer::BodyParameter p_param, float p_value) { + + switch(p_param) { + case PhysicsServer::BODY_PARAM_BOUNCE: { + + bounce=p_value; + } break; + case PhysicsServer::BODY_PARAM_FRICTION: { + + friction=p_value; + } break; + case PhysicsServer::BODY_PARAM_MASS: { + ERR_FAIL_COND(p_value<=0); + mass=p_value; + _update_inertia(); + + } break; + default:{} + } +} + +float BodySW::get_param(PhysicsServer::BodyParameter p_param) const { + + switch(p_param) { + case PhysicsServer::BODY_PARAM_BOUNCE: { + + return bounce; + } break; + case PhysicsServer::BODY_PARAM_FRICTION: { + + return friction; + } break; + case PhysicsServer::BODY_PARAM_MASS: { + return mass; + } break; + default:{} + } + + return 0; +} + +void BodySW::set_mode(PhysicsServer::BodyMode p_mode) { + + mode=p_mode; + + switch(p_mode) { + //CLEAR UP EVERYTHING IN CASE IT NOT WORKS! + case PhysicsServer::BODY_MODE_STATIC: + case PhysicsServer::BODY_MODE_KINEMATIC: { + + _set_inv_transform(get_transform().affine_inverse()); + _inv_mass=0; + _set_static(p_mode==PhysicsServer::BODY_MODE_STATIC); + set_active(p_mode==PhysicsServer::BODY_MODE_KINEMATIC); + linear_velocity=Vector3(); + angular_velocity=Vector3(); + } break; + case PhysicsServer::BODY_MODE_RIGID: { + + _inv_mass=mass>0?(1.0/mass):0; + _set_static(false); + simulated_motion=false; //jic + + } break; + case PhysicsServer::BODY_MODE_CHARACTER: { + + _inv_mass=mass>0?(1.0/mass):0; + _set_static(false); + simulated_motion=false; //jic + } break; + } + + _update_inertia(); + //if (get_space()) +// _update_queries(); + +} +PhysicsServer::BodyMode BodySW::get_mode() const { + + return mode; +} + +void BodySW::_shapes_changed() { + + _update_inertia(); +} + +void BodySW::set_state(PhysicsServer::BodyState p_state, const Variant& p_variant) { + + switch(p_state) { + case PhysicsServer::BODY_STATE_TRANSFORM: { + + + if (mode==PhysicsServer::BODY_MODE_STATIC || mode==PhysicsServer::BODY_MODE_KINEMATIC) { + _set_transform(p_variant); + _set_inv_transform(get_transform().affine_inverse()); + wakeup_neighbours(); + } else { + Transform t = p_variant; + t.orthonormalize(); + _set_transform(t); + _set_inv_transform(get_transform().inverse()); + + } + + } break; + case PhysicsServer::BODY_STATE_LINEAR_VELOCITY: { + + //if (mode==PhysicsServer::BODY_MODE_STATIC) + // break; + linear_velocity=p_variant; + } break; + case PhysicsServer::BODY_STATE_ANGULAR_VELOCITY: { + //if (mode!=PhysicsServer::BODY_MODE_RIGID) + // break; + angular_velocity=p_variant; + + } break; + case PhysicsServer::BODY_STATE_SLEEPING: { + //? + if (mode==PhysicsServer::BODY_MODE_STATIC || mode==PhysicsServer::BODY_MODE_KINEMATIC) + break; + bool do_sleep=p_variant; + if (do_sleep) { + linear_velocity=Vector3(); + //biased_linear_velocity=Vector3(); + angular_velocity=Vector3(); + //biased_angular_velocity=Vector3(); + set_active(false); + } else { + if (mode!=PhysicsServer::BODY_MODE_STATIC) + set_active(true); + } + } break; + case PhysicsServer::BODY_STATE_CAN_SLEEP: { + can_sleep=p_variant; + if (mode==PhysicsServer::BODY_MODE_RIGID && !active && !can_sleep) + set_active(true); + + } break; + } + +} +Variant BodySW::get_state(PhysicsServer::BodyState p_state) const { + + switch(p_state) { + case PhysicsServer::BODY_STATE_TRANSFORM: { + return get_transform(); + } break; + case PhysicsServer::BODY_STATE_LINEAR_VELOCITY: { + return linear_velocity; + } break; + case PhysicsServer::BODY_STATE_ANGULAR_VELOCITY: { + return angular_velocity; + } break; + case PhysicsServer::BODY_STATE_SLEEPING: { + return !is_active(); + } break; + case PhysicsServer::BODY_STATE_CAN_SLEEP: { + return can_sleep; + } break; + } + + return Variant(); +} + + +void BodySW::set_space(SpaceSW *p_space){ + + if (get_space()) { + + if (inertia_update_list.in_list()) + get_space()->body_remove_from_inertia_update_list(&inertia_update_list); + if (active_list.in_list()) + get_space()->body_remove_from_active_list(&active_list); + if (direct_state_query_list.in_list()) + get_space()->body_remove_from_state_query_list(&direct_state_query_list); + + } + + _set_space(p_space); + + if (get_space()) { + + _update_inertia(); + if (active) + get_space()->body_add_to_active_list(&active_list); +// _update_queries(); + //if (is_active()) { + // active=false; + // set_active(true); + //} + + } + +} + +void BodySW::_compute_area_gravity(const AreaSW *p_area) { + + if (p_area->is_gravity_point()) { + + gravity = (p_area->get_gravity_vector() - get_transform().get_origin()).normalized() * p_area->get_gravity(); + + } else { + gravity = p_area->get_gravity_vector() * p_area->get_gravity(); + } +} + +void BodySW::integrate_forces(real_t p_step) { + + + if (mode==PhysicsServer::BODY_MODE_STATIC || mode==PhysicsServer::BODY_MODE_KINEMATIC) + return; + + AreaSW *current_area = get_space()->get_default_area(); + ERR_FAIL_COND(!current_area); + + int prio = current_area->get_priority(); + int ac = areas.size(); + if (ac) { + const AreaCMP *aa = &areas[0]; + for(int i=0;i<ac;i++) { + if (aa[i].area->get_priority() > prio) { + current_area=aa[i].area; + prio=current_area->get_priority(); + } + } + } + + _compute_area_gravity(current_area); + density=current_area->get_density(); + + if (!omit_force_integration) { + //overriden by direct state query + + Vector3 force=gravity*mass; + force+=applied_force; + Vector3 torque=applied_torque; + + real_t damp = 1.0 - p_step * density; + + if (damp<0) // reached zero in the given time + damp=0; + + real_t angular_damp = 1.0 - p_step * density * get_space()->get_body_angular_velocity_damp_ratio(); + + if (angular_damp<0) // reached zero in the given time + angular_damp=0; + + linear_velocity*=damp; + angular_velocity*=angular_damp; + + linear_velocity+=_inv_mass * force * p_step; + angular_velocity+=_inv_inertia_tensor.xform(torque)*p_step; + } + + applied_force=Vector3(); + applied_torque=Vector3(); + + //motion=linear_velocity*p_step; + + biased_angular_velocity=Vector3(); + biased_linear_velocity=Vector3(); + + if (continuous_cd) //shapes temporarily extend for raycast + _update_shapes_with_motion(linear_velocity*p_step); + + current_area=NULL; // clear the area, so it is set in the next frame + contact_count=0; + +} + +void BodySW::integrate_velocities(real_t p_step) { + + if (mode==PhysicsServer::BODY_MODE_STATIC) + return; + + if (mode==PhysicsServer::BODY_MODE_KINEMATIC) { + if (fi_callback) + get_space()->body_add_to_state_query_list(&direct_state_query_list); + return; + } + + Vector3 total_angular_velocity = angular_velocity+biased_angular_velocity; + + + + float ang_vel = total_angular_velocity.length(); + Transform transform = get_transform(); + + + if (ang_vel!=0.0) { + Vector3 ang_vel_axis = total_angular_velocity / ang_vel; + Matrix3 rot( ang_vel_axis, -ang_vel*p_step ); + transform.basis = rot * transform.basis; + transform.orthonormalize(); + } + + Vector3 total_linear_velocity=linear_velocity+biased_linear_velocity; + + + transform.origin+=total_linear_velocity * p_step; + + _set_transform(transform); + _set_inv_transform(get_transform().inverse()); + + _update_inertia_tensor(); + + if (fi_callback) { + + get_space()->body_add_to_state_query_list(&direct_state_query_list); + } + +} + + +void BodySW::simulate_motion(const Transform& p_xform,real_t p_step) { + + Transform inv_xform = p_xform.affine_inverse(); + if (!get_space()) { + _set_transform(p_xform); + _set_inv_transform(inv_xform); + + return; + } + + //compute a FAKE linear velocity - this is easy + + linear_velocity=(p_xform.origin - get_transform().origin)/p_step; + + //compute a FAKE angular velocity, not so easy + Matrix3 rot=get_transform().basis.orthonormalized().transposed() * p_xform.basis.orthonormalized(); + Vector3 axis; + float angle; + + rot.get_axis_and_angle(axis,angle); + axis.normalize(); + angular_velocity=axis.normalized() * (angle/p_step); + linear_velocity = (p_xform.origin - get_transform().origin)/p_step; + + if (!direct_state_query_list.in_list())// - callalways, so lv and av are cleared && (state_query || direct_state_query)) + get_space()->body_add_to_state_query_list(&direct_state_query_list); + simulated_motion=true; + _set_transform(p_xform); + + +} + +void BodySW::wakeup_neighbours() { + + for(Map<ConstraintSW*,int>::Element *E=constraint_map.front();E;E=E->next()) { + + const ConstraintSW *c=E->key(); + BodySW **n = c->get_body_ptr(); + int bc=c->get_body_count(); + + for(int i=0;i<bc;i++) { + + if (i==E->get()) + continue; + BodySW *b = n[i]; + if (b->mode!=PhysicsServer::BODY_MODE_RIGID) + continue; + + if (!b->is_active()) + b->set_active(true); + } + } +} + +void BodySW::call_queries() { + + + if (fi_callback) { + + PhysicsDirectBodyStateSW *dbs = PhysicsDirectBodyStateSW::singleton; + dbs->body=this; + + Variant v=dbs; + + Object *obj = ObjectDB::get_instance(fi_callback->id); + if (!obj) { + + set_force_integration_callback(0,StringName()); + } else { + const Variant *vp[2]={&v,&fi_callback->udata}; + + Variant::CallError ce; + int argc=(fi_callback->udata.get_type()==Variant::NIL)?1:2; + obj->call(fi_callback->method,vp,argc,ce); + } + + + } + + if (simulated_motion) { + + // linear_velocity=Vector3(); + // angular_velocity=0; + simulated_motion=false; + } +} + + +bool BodySW::sleep_test(real_t p_step) { + + if (mode==PhysicsServer::BODY_MODE_STATIC || mode==PhysicsServer::BODY_MODE_KINEMATIC) + return true; // + else if (mode==PhysicsServer::BODY_MODE_CHARACTER) + return !active; // characters don't sleep unless asked to sleep + else if (!can_sleep) + return false; + + + + + if (Math::abs(angular_velocity.length())<get_space()->get_body_angular_velocity_sleep_treshold() && Math::abs(linear_velocity.length_squared()) < get_space()->get_body_linear_velocity_sleep_treshold()*get_space()->get_body_linear_velocity_sleep_treshold()) { + + still_time+=p_step; + + return still_time > get_space()->get_body_time_to_sleep(); + } else { + + still_time=0; //maybe this should be set to 0 on set_active? + return false; + } +} + + +void BodySW::set_force_integration_callback(ObjectID p_id,const StringName& p_method,const Variant& p_udata) { + + if (fi_callback) { + + memdelete(fi_callback); + fi_callback=NULL; + } + + + if (p_id!=0) { + + fi_callback=memnew(ForceIntegrationCallback); + fi_callback->id=p_id; + fi_callback->method=p_method; + fi_callback->udata=p_udata; + } + +} + +BodySW::BodySW() : CollisionObjectSW(TYPE_BODY), active_list(this), inertia_update_list(this), direct_state_query_list(this) { + + + mode=PhysicsServer::BODY_MODE_RIGID; + active=true; + + mass=1; +// _inv_inertia=Transform(); + _inv_mass=1; + bounce=0; + friction=1; + omit_force_integration=false; +// applied_torque=0; + island_step=0; + island_next=NULL; + island_list_next=NULL; + _set_static(false); + density=0; + contact_count=0; + simulated_motion=false; + still_time=0; + continuous_cd=false; + can_sleep=false; + fi_callback=NULL; + +} + +BodySW::~BodySW() { + + if (fi_callback) + memdelete(fi_callback); +} + +PhysicsDirectBodyStateSW *PhysicsDirectBodyStateSW::singleton=NULL; + +PhysicsDirectSpaceState* PhysicsDirectBodyStateSW::get_space_state() { + + return body->get_space()->get_direct_state(); +} |