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+/*************************************************************************/
+/* bullet_physics_server.h */
+/* Author: AndreaCatania */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef BULLET_PHYSICS_SERVER_H
+#define BULLET_PHYSICS_SERVER_H
+
+#include "area_bullet.h"
+#include "joint_bullet.h"
+#include "rid.h"
+#include "rigid_body_bullet.h"
+#include "servers/physics_server.h"
+#include "shape_bullet.h"
+#include "soft_body_bullet.h"
+#include "space_bullet.h"
+
+class BulletPhysicsServer : public PhysicsServer {
+ GDCLASS(BulletPhysicsServer, PhysicsServer)
+
+ friend class BulletPhysicsDirectSpaceState;
+
+ bool active;
+ SpaceBullet *activeSpace;
+
+ mutable RID_Owner<SpaceBullet> space_owner;
+ mutable RID_Owner<ShapeBullet> shape_owner;
+ mutable RID_Owner<AreaBullet> area_owner;
+ mutable RID_Owner<RigidBodyBullet> rigid_body_owner;
+ mutable RID_Owner<SoftBodyBullet> soft_body_owner;
+ mutable RID_Owner<JointBullet> joint_owner;
+
+private:
+ /// This is used when a collision shape is not active, so the bullet compound shapes index are always sync with godot index
+ static btEmptyShape *emptyShape;
+
+public:
+ static btEmptyShape *get_empty_shape();
+
+protected:
+ static void _bind_methods();
+
+public:
+ BulletPhysicsServer();
+ ~BulletPhysicsServer();
+
+ _FORCE_INLINE_ RID_Owner<SpaceBullet> *get_space_owner() {
+ return &space_owner;
+ }
+ _FORCE_INLINE_ RID_Owner<ShapeBullet> *get_shape_owner() {
+ return &shape_owner;
+ }
+ _FORCE_INLINE_ RID_Owner<AreaBullet> *get_area_owner() {
+ return &area_owner;
+ }
+ _FORCE_INLINE_ RID_Owner<RigidBodyBullet> *get_rigid_body_owner() {
+ return &rigid_body_owner;
+ }
+ _FORCE_INLINE_ RID_Owner<SoftBodyBullet> *get_soft_body_owner() {
+ return &soft_body_owner;
+ }
+ _FORCE_INLINE_ RID_Owner<JointBullet> *get_joint_owner() {
+ return &joint_owner;
+ }
+
+ /* SHAPE API */
+ virtual RID shape_create(ShapeType p_shape);
+ virtual void shape_set_data(RID p_shape, const Variant &p_data);
+ virtual ShapeType shape_get_type(RID p_shape) const;
+ virtual Variant shape_get_data(RID p_shape) const;
+
+ /// Not supported
+ virtual void shape_set_custom_solver_bias(RID p_shape, real_t p_bias);
+ /// Not supported
+ virtual real_t shape_get_custom_solver_bias(RID p_shape) const;
+
+ /* SPACE API */
+
+ virtual RID space_create();
+ virtual void space_set_active(RID p_space, bool p_active);
+ virtual bool space_is_active(RID p_space) const;
+
+ /// Not supported
+ virtual void space_set_param(RID p_space, SpaceParameter p_param, real_t p_value);
+ /// Not supported
+ virtual real_t space_get_param(RID p_space, SpaceParameter p_param) const;
+
+ virtual PhysicsDirectSpaceState *space_get_direct_state(RID p_space);
+
+ virtual void space_set_debug_contacts(RID p_space, int p_max_contacts);
+ virtual Vector<Vector3> space_get_contacts(RID p_space) const;
+ virtual int space_get_contact_count(RID p_space) const;
+
+ /* AREA API */
+
+ /// Bullet Physics Engine not support "Area", this must be handled by the game developer in another way.
+ /// Since godot Physics use the concept of area even to define the main world, the API area_set_param is used to set initial physics world information.
+ /// The API area_set_param is a bit hacky, and allow Godot to set some parameters on Bullet's world, a different use print a warning to console.
+ /// All other APIs returns a warning message if used
+
+ virtual RID area_create();
+
+ virtual void area_set_space(RID p_area, RID p_space);
+
+ virtual RID area_get_space(RID p_area) const;
+
+ virtual void area_set_space_override_mode(RID p_area, AreaSpaceOverrideMode p_mode);
+ virtual AreaSpaceOverrideMode area_get_space_override_mode(RID p_area) const;
+
+ virtual void area_add_shape(RID p_area, RID p_shape, const Transform &p_transform = Transform());
+ virtual void area_set_shape(RID p_area, int p_shape_idx, RID p_shape);
+ virtual void area_set_shape_transform(RID p_area, int p_shape_idx, const Transform &p_transform);
+ virtual int area_get_shape_count(RID p_area) const;
+ virtual RID area_get_shape(RID p_area, int p_shape_idx) const;
+ virtual Transform area_get_shape_transform(RID p_area, int p_shape_idx) const;
+ virtual void area_remove_shape(RID p_area, int p_shape_idx);
+ virtual void area_clear_shapes(RID p_area);
+ virtual void area_set_shape_disabled(RID p_area, int p_shape_idx, bool p_disabled);
+ virtual void area_attach_object_instance_id(RID p_area, ObjectID p_ID);
+ virtual ObjectID area_get_object_instance_id(RID p_area) const;
+
+ /// If you pass as p_area the SpaceBullet you can set some parameters as specified below
+ /// AREA_PARAM_GRAVITY
+ /// AREA_PARAM_GRAVITY_VECTOR
+ /// Otherwise you can set area parameters
+ virtual void area_set_param(RID p_area, AreaParameter p_param, const Variant &p_value);
+ virtual Variant area_get_param(RID p_parea, AreaParameter p_param) const;
+
+ virtual void area_set_transform(RID p_area, const Transform &p_transform);
+ virtual Transform area_get_transform(RID p_area) const;
+
+ virtual void area_set_collision_mask(RID p_area, uint32_t p_mask);
+ virtual void area_set_collision_layer(RID p_area, uint32_t p_layer);
+
+ virtual void area_set_monitorable(RID p_area, bool p_monitorable);
+ virtual void area_set_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method);
+ virtual void area_set_area_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method);
+ virtual void area_set_ray_pickable(RID p_area, bool p_enable);
+ virtual bool area_is_ray_pickable(RID p_area) const;
+
+ /* RIGID BODY API */
+
+ virtual RID body_create(BodyMode p_mode = BODY_MODE_RIGID, bool p_init_sleeping = false);
+
+ virtual void body_set_space(RID p_body, RID p_space);
+ virtual RID body_get_space(RID p_body) const;
+
+ virtual void body_set_mode(RID p_body, BodyMode p_mode);
+ virtual BodyMode body_get_mode(RID p_body) const;
+
+ virtual void body_add_shape(RID p_body, RID p_shape, const Transform &p_transform = Transform());
+ // Not supported, Please remove and add new shape
+ virtual void body_set_shape(RID p_body, int p_shape_idx, RID p_shape);
+ virtual void body_set_shape_transform(RID p_body, int p_shape_idx, const Transform &p_transform);
+
+ virtual int body_get_shape_count(RID p_body) const;
+ virtual RID body_get_shape(RID p_body, int p_shape_idx) const;
+ virtual Transform body_get_shape_transform(RID p_body, int p_shape_idx) const;
+
+ virtual void body_set_shape_disabled(RID p_body, int p_shape_idx, bool p_disabled);
+
+ virtual void body_remove_shape(RID p_body, int p_shape_idx);
+ virtual void body_clear_shapes(RID p_body);
+
+ // Used for Rigid and Soft Bodies
+ virtual void body_attach_object_instance_id(RID p_body, uint32_t p_ID);
+ virtual uint32_t body_get_object_instance_id(RID p_body) const;
+
+ virtual void body_set_enable_continuous_collision_detection(RID p_body, bool p_enable);
+ virtual bool body_is_continuous_collision_detection_enabled(RID p_body) const;
+
+ virtual void body_set_collision_layer(RID p_body, uint32_t p_layer);
+ virtual uint32_t body_get_collision_layer(RID p_body) const;
+
+ virtual void body_set_collision_mask(RID p_body, uint32_t p_mask);
+ virtual uint32_t body_get_collision_mask(RID p_body) const;
+
+ /// This is not supported by physics server
+ virtual void body_set_user_flags(RID p_body, uint32_t p_flags);
+ /// This is not supported by physics server
+ virtual uint32_t body_get_user_flags(RID p_body) const;
+
+ virtual void body_set_param(RID p_body, BodyParameter p_param, float p_value);
+ virtual float body_get_param(RID p_body, BodyParameter p_param) const;
+
+ virtual void body_set_state(RID p_body, BodyState p_state, const Variant &p_variant);
+ virtual Variant body_get_state(RID p_body, BodyState p_state) const;
+
+ virtual void body_set_applied_force(RID p_body, const Vector3 &p_force);
+ virtual Vector3 body_get_applied_force(RID p_body) const;
+
+ virtual void body_set_applied_torque(RID p_body, const Vector3 &p_torque);
+ virtual Vector3 body_get_applied_torque(RID p_body) const;
+
+ virtual void body_apply_impulse(RID p_body, const Vector3 &p_pos, const Vector3 &p_impulse);
+ virtual void body_apply_torque_impulse(RID p_body, const Vector3 &p_impulse);
+ virtual void body_set_axis_velocity(RID p_body, const Vector3 &p_axis_velocity);
+
+ virtual void body_set_axis_lock(RID p_body, BodyAxisLock p_lock);
+ virtual BodyAxisLock body_get_axis_lock(RID p_body) const;
+
+ virtual void body_add_collision_exception(RID p_body, RID p_body_b);
+ virtual void body_remove_collision_exception(RID p_body, RID p_body_b);
+ virtual void body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions);
+
+ virtual void body_set_max_contacts_reported(RID p_body, int p_contacts);
+ virtual int body_get_max_contacts_reported(RID p_body) const;
+
+ virtual void body_set_contacts_reported_depth_threshold(RID p_body, float p_treshold);
+ virtual float body_get_contacts_reported_depth_threshold(RID p_body) const;
+
+ virtual void body_set_omit_force_integration(RID p_body, bool p_omit);
+ virtual bool body_is_omitting_force_integration(RID p_body) const;
+
+ virtual void body_set_force_integration_callback(RID p_body, Object *p_receiver, const StringName &p_method, const Variant &p_udata = Variant());
+
+ virtual void body_set_ray_pickable(RID p_body, bool p_enable);
+ virtual bool body_is_ray_pickable(RID p_body) const;
+
+ // this function only works on physics process, errors and returns null otherwise
+ virtual PhysicsDirectBodyState *body_get_direct_state(RID p_body);
+
+ virtual bool body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, float p_margin = 0.001, MotionResult *r_result = NULL);
+
+ /* SOFT BODY API */
+
+ virtual RID soft_body_create(bool p_init_sleeping = false);
+
+ virtual void soft_body_set_space(RID p_body, RID p_space);
+ virtual RID soft_body_get_space(RID p_body) const;
+
+ virtual void soft_body_set_trimesh_body_shape(RID p_body, PoolVector<int> p_indices, PoolVector<Vector3> p_vertices, int p_triangles_num);
+
+ virtual void soft_body_set_collision_layer(RID p_body, uint32_t p_layer);
+ virtual uint32_t soft_body_get_collision_layer(RID p_body) const;
+
+ virtual void soft_body_set_collision_mask(RID p_body, uint32_t p_mask);
+ virtual uint32_t soft_body_get_collision_mask(RID p_body) const;
+
+ virtual void soft_body_add_collision_exception(RID p_body, RID p_body_b);
+ virtual void soft_body_remove_collision_exception(RID p_body, RID p_body_b);
+ virtual void soft_body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions);
+
+ virtual void soft_body_set_state(RID p_body, BodyState p_state, const Variant &p_variant);
+ virtual Variant soft_body_get_state(RID p_body, BodyState p_state) const;
+
+ virtual void soft_body_set_transform(RID p_body, const Transform &p_transform);
+ virtual Transform soft_body_get_transform(RID p_body) const;
+
+ virtual void soft_body_set_ray_pickable(RID p_body, bool p_enable);
+ virtual bool soft_body_is_ray_pickable(RID p_body) const;
+
+ /* JOINT API */
+
+ virtual JointType joint_get_type(RID p_joint) const;
+
+ virtual void joint_set_solver_priority(RID p_joint, int p_priority);
+ virtual int joint_get_solver_priority(RID p_joint) const;
+
+ virtual RID joint_create_pin(RID p_body_A, const Vector3 &p_local_A, RID p_body_B, const Vector3 &p_local_B);
+
+ virtual void pin_joint_set_param(RID p_joint, PinJointParam p_param, float p_value);
+ virtual float pin_joint_get_param(RID p_joint, PinJointParam p_param) const;
+
+ virtual void pin_joint_set_local_a(RID p_joint, const Vector3 &p_A);
+ virtual Vector3 pin_joint_get_local_a(RID p_joint) const;
+
+ virtual void pin_joint_set_local_b(RID p_joint, const Vector3 &p_B);
+ virtual Vector3 pin_joint_get_local_b(RID p_joint) const;
+
+ virtual RID joint_create_hinge(RID p_body_A, const Transform &p_frame_A, RID p_body_B, const Transform &p_frame_B);
+ virtual RID joint_create_hinge_simple(RID p_body_A, const Vector3 &p_pivot_A, const Vector3 &p_axis_A, RID p_body_B, const Vector3 &p_pivot_B, const Vector3 &p_axis_B);
+
+ virtual void hinge_joint_set_param(RID p_joint, HingeJointParam p_param, float p_value);
+ virtual float hinge_joint_get_param(RID p_joint, HingeJointParam p_param) const;
+
+ virtual void hinge_joint_set_flag(RID p_joint, HingeJointFlag p_flag, bool p_value);
+ virtual bool hinge_joint_get_flag(RID p_joint, HingeJointFlag p_flag) const;
+
+ /// Reference frame is A
+ virtual RID joint_create_slider(RID p_body_A, const Transform &p_local_frame_A, RID p_body_B, const Transform &p_local_frame_B);
+
+ virtual void slider_joint_set_param(RID p_joint, SliderJointParam p_param, float p_value);
+ virtual float slider_joint_get_param(RID p_joint, SliderJointParam p_param) const;
+
+ /// Reference frame is A
+ virtual RID joint_create_cone_twist(RID p_body_A, const Transform &p_local_frame_A, RID p_body_B, const Transform &p_local_frame_B);
+
+ virtual void cone_twist_joint_set_param(RID p_joint, ConeTwistJointParam p_param, float p_value);
+ virtual float cone_twist_joint_get_param(RID p_joint, ConeTwistJointParam p_param) const;
+
+ /// Reference frame is A
+ virtual RID joint_create_generic_6dof(RID p_body_A, const Transform &p_local_frame_A, RID p_body_B, const Transform &p_local_frame_B);
+
+ virtual void generic_6dof_joint_set_param(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisParam p_param, float p_value);
+ virtual float generic_6dof_joint_get_param(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisParam p_param);
+
+ virtual void generic_6dof_joint_set_flag(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisFlag p_flag, bool p_enable);
+ virtual bool generic_6dof_joint_get_flag(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisFlag p_flag);
+
+ /* MISC */
+
+ virtual void free(RID p_rid);
+
+ virtual void set_active(bool p_active) {
+ active = p_active;
+ }
+
+ static bool singleton_isActive() {
+ return static_cast<BulletPhysicsServer *>(get_singleton())->active;
+ }
+
+ bool isActive() {
+ return active;
+ }
+
+ virtual void init();
+ virtual void step(float p_deltaTime);
+ virtual void sync();
+ virtual void flush_queries();
+ virtual void finish();
+
+ virtual int get_process_info(ProcessInfo p_info);
+
+ CollisionObjectBullet *get_collisin_object(RID p_object) const;
+ RigidCollisionObjectBullet *get_rigid_collisin_object(RID p_object) const;
+
+ /// Internal APIs
+public:
+};
+
+#endif