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+/*************************************************************************/
+/* physics_body_3d.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 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 PHYSICS_BODY_3D_H
+#define PHYSICS_BODY_3D_H
+
+#include "core/vset.h"
+#include "scene/3d/collision_object_3d.h"
+#include "scene/resources/physics_material.h"
+#include "servers/physics_server_3d.h"
+#include "skeleton_3d.h"
+
+class PhysicsBody3D : public CollisionObject3D {
+
+ GDCLASS(PhysicsBody3D, CollisionObject3D);
+
+ uint32_t collision_layer;
+ uint32_t collision_mask;
+
+ void _set_layers(uint32_t p_mask);
+ uint32_t _get_layers() const;
+
+protected:
+ static void _bind_methods();
+ PhysicsBody3D(PhysicsServer3D::BodyMode p_mode);
+
+public:
+ virtual Vector3 get_linear_velocity() const;
+ virtual Vector3 get_angular_velocity() const;
+ virtual float get_inverse_mass() const;
+
+ void set_collision_layer(uint32_t p_layer);
+ uint32_t get_collision_layer() const;
+
+ void set_collision_mask(uint32_t p_mask);
+ uint32_t get_collision_mask() const;
+
+ void set_collision_layer_bit(int p_bit, bool p_value);
+ bool get_collision_layer_bit(int p_bit) const;
+
+ void set_collision_mask_bit(int p_bit, bool p_value);
+ bool get_collision_mask_bit(int p_bit) const;
+
+ Array get_collision_exceptions();
+ void add_collision_exception_with(Node *p_node); //must be physicsbody
+ void remove_collision_exception_with(Node *p_node);
+
+ PhysicsBody3D();
+};
+
+class StaticBody3D : public PhysicsBody3D {
+
+ GDCLASS(StaticBody3D, PhysicsBody3D);
+
+ Vector3 constant_linear_velocity;
+ Vector3 constant_angular_velocity;
+
+ Ref<PhysicsMaterial> physics_material_override;
+
+protected:
+ static void _bind_methods();
+
+public:
+ void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override);
+ Ref<PhysicsMaterial> get_physics_material_override() const;
+
+ void set_constant_linear_velocity(const Vector3 &p_vel);
+ void set_constant_angular_velocity(const Vector3 &p_vel);
+
+ Vector3 get_constant_linear_velocity() const;
+ Vector3 get_constant_angular_velocity() const;
+
+ StaticBody3D();
+ ~StaticBody3D();
+
+private:
+ void _reload_physics_characteristics();
+};
+
+class RigidBody3D : public PhysicsBody3D {
+
+ GDCLASS(RigidBody3D, PhysicsBody3D);
+
+public:
+ enum Mode {
+ MODE_RIGID,
+ MODE_STATIC,
+ MODE_CHARACTER,
+ MODE_KINEMATIC,
+ };
+
+protected:
+ bool can_sleep;
+ PhysicsDirectBodyState3D *state;
+ Mode mode;
+
+ real_t mass;
+ Ref<PhysicsMaterial> physics_material_override;
+
+ Vector3 linear_velocity;
+ Vector3 angular_velocity;
+ real_t gravity_scale;
+ real_t linear_damp;
+ real_t angular_damp;
+
+ bool sleeping;
+ bool ccd;
+
+ int max_contacts_reported;
+
+ bool custom_integrator;
+
+ struct ShapePair {
+
+ int body_shape;
+ int local_shape;
+ bool tagged;
+ bool operator<(const ShapePair &p_sp) const {
+ if (body_shape == p_sp.body_shape)
+ return local_shape < p_sp.local_shape;
+ else
+ return body_shape < p_sp.body_shape;
+ }
+
+ ShapePair() {}
+ ShapePair(int p_bs, int p_ls) {
+ body_shape = p_bs;
+ local_shape = p_ls;
+ tagged = false;
+ }
+ };
+ struct RigidBody3D_RemoveAction {
+
+ ObjectID body_id;
+ ShapePair pair;
+ };
+ struct BodyState {
+
+ //int rc;
+ bool in_tree;
+ VSet<ShapePair> shapes;
+ };
+
+ struct ContactMonitor {
+
+ bool locked;
+ Map<ObjectID, BodyState> body_map;
+ };
+
+ ContactMonitor *contact_monitor;
+ void _body_enter_tree(ObjectID p_id);
+ void _body_exit_tree(ObjectID p_id);
+
+ void _body_inout(int p_status, ObjectID p_instance, int p_body_shape, int p_local_shape);
+ virtual void _direct_state_changed(Object *p_state);
+
+ void _notification(int p_what);
+ static void _bind_methods();
+
+public:
+ void set_mode(Mode p_mode);
+ Mode get_mode() const;
+
+ void set_mass(real_t p_mass);
+ real_t get_mass() const;
+
+ virtual float get_inverse_mass() const { return 1.0 / mass; }
+
+ void set_weight(real_t p_weight);
+ real_t get_weight() const;
+
+ void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override);
+ Ref<PhysicsMaterial> get_physics_material_override() const;
+
+ void set_linear_velocity(const Vector3 &p_velocity);
+ Vector3 get_linear_velocity() const;
+
+ void set_axis_velocity(const Vector3 &p_axis);
+
+ void set_angular_velocity(const Vector3 &p_velocity);
+ Vector3 get_angular_velocity() const;
+
+ void set_gravity_scale(real_t p_gravity_scale);
+ real_t get_gravity_scale() const;
+
+ void set_linear_damp(real_t p_linear_damp);
+ real_t get_linear_damp() const;
+
+ void set_angular_damp(real_t p_angular_damp);
+ real_t get_angular_damp() const;
+
+ void set_use_custom_integrator(bool p_enable);
+ bool is_using_custom_integrator();
+
+ void set_sleeping(bool p_sleeping);
+ bool is_sleeping() const;
+
+ void set_can_sleep(bool p_active);
+ bool is_able_to_sleep() const;
+
+ void set_contact_monitor(bool p_enabled);
+ bool is_contact_monitor_enabled() const;
+
+ void set_max_contacts_reported(int p_amount);
+ int get_max_contacts_reported() const;
+
+ void set_use_continuous_collision_detection(bool p_enable);
+ bool is_using_continuous_collision_detection() const;
+
+ void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock);
+ bool get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const;
+
+ Array get_colliding_bodies() const;
+
+ void add_central_force(const Vector3 &p_force);
+ void add_force(const Vector3 &p_force, const Vector3 &p_pos);
+ void add_torque(const Vector3 &p_torque);
+
+ void apply_central_impulse(const Vector3 &p_impulse);
+ void apply_impulse(const Vector3 &p_pos, const Vector3 &p_impulse);
+ void apply_torque_impulse(const Vector3 &p_impulse);
+
+ virtual String get_configuration_warning() const;
+
+ RigidBody3D();
+ ~RigidBody3D();
+
+private:
+ void _reload_physics_characteristics();
+};
+
+VARIANT_ENUM_CAST(RigidBody3D::Mode);
+
+class KinematicCollision3D;
+
+class KinematicBody3D : public PhysicsBody3D {
+
+ GDCLASS(KinematicBody3D, PhysicsBody3D);
+
+public:
+ struct Collision {
+ Vector3 collision;
+ Vector3 normal;
+ Vector3 collider_vel;
+ ObjectID collider;
+ RID collider_rid;
+ int collider_shape;
+ Variant collider_metadata;
+ Vector3 remainder;
+ Vector3 travel;
+ int local_shape;
+ };
+
+private:
+ Vector3 linear_velocity;
+ Vector3 angular_velocity;
+
+ uint16_t locked_axis;
+
+ float margin;
+
+ Vector3 floor_normal;
+ Vector3 floor_velocity;
+ RID on_floor_body;
+ bool on_floor;
+ bool on_ceiling;
+ bool on_wall;
+ Vector<Collision> colliders;
+ Vector<Ref<KinematicCollision3D>> slide_colliders;
+ Ref<KinematicCollision3D> motion_cache;
+
+ _FORCE_INLINE_ bool _ignores_mode(PhysicsServer3D::BodyMode) const;
+
+ Ref<KinematicCollision3D> _move(const Vector3 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, bool p_test_only = false);
+ Ref<KinematicCollision3D> _get_slide_collision(int p_bounce);
+
+protected:
+ void _notification(int p_what);
+ static void _bind_methods();
+
+ virtual void _direct_state_changed(Object *p_state);
+
+public:
+ virtual Vector3 get_linear_velocity() const;
+ virtual Vector3 get_angular_velocity() const;
+
+ bool move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes = true, bool p_test_only = false);
+ bool test_move(const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia);
+
+ bool separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision);
+
+ void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock);
+ bool get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const;
+
+ void set_safe_margin(float p_margin);
+ float get_safe_margin() const;
+
+ Vector3 move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_up_direction = Vector3(0, 0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true);
+ Vector3 move_and_slide_with_snap(const Vector3 &p_linear_velocity, const Vector3 &p_snap, const Vector3 &p_up_direction = Vector3(0, 0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true);
+ bool is_on_floor() const;
+ bool is_on_wall() const;
+ bool is_on_ceiling() const;
+ Vector3 get_floor_normal() const;
+ Vector3 get_floor_velocity() const;
+
+ int get_slide_count() const;
+ Collision get_slide_collision(int p_bounce) const;
+
+ KinematicBody3D();
+ ~KinematicBody3D();
+};
+
+class KinematicCollision3D : public Reference {
+
+ GDCLASS(KinematicCollision3D, Reference);
+
+ KinematicBody3D *owner;
+ friend class KinematicBody3D;
+ KinematicBody3D::Collision collision;
+
+protected:
+ static void _bind_methods();
+
+public:
+ Vector3 get_position() const;
+ Vector3 get_normal() const;
+ Vector3 get_travel() const;
+ Vector3 get_remainder() const;
+ Object *get_local_shape() const;
+ Object *get_collider() const;
+ ObjectID get_collider_id() const;
+ Object *get_collider_shape() const;
+ int get_collider_shape_index() const;
+ Vector3 get_collider_velocity() const;
+ Variant get_collider_metadata() const;
+
+ KinematicCollision3D();
+};
+
+class PhysicalBone3D : public PhysicsBody3D {
+
+ GDCLASS(PhysicalBone3D, PhysicsBody3D);
+
+public:
+ enum JointType {
+ JOINT_TYPE_NONE,
+ JOINT_TYPE_PIN,
+ JOINT_TYPE_CONE,
+ JOINT_TYPE_HINGE,
+ JOINT_TYPE_SLIDER,
+ JOINT_TYPE_6DOF
+ };
+
+ struct JointData {
+ virtual JointType get_joint_type() { return JOINT_TYPE_NONE; }
+
+ /// "j" is used to set the parameter inside the PhysicsServer3D
+ virtual bool _set(const StringName &p_name, const Variant &p_value, RID j = RID());
+ virtual bool _get(const StringName &p_name, Variant &r_ret) const;
+ virtual void _get_property_list(List<PropertyInfo> *p_list) const;
+
+ virtual ~JointData() {}
+ };
+
+ struct PinJointData : public JointData {
+ virtual JointType get_joint_type() { return JOINT_TYPE_PIN; }
+
+ virtual bool _set(const StringName &p_name, const Variant &p_value, RID j = RID());
+ virtual bool _get(const StringName &p_name, Variant &r_ret) const;
+ virtual void _get_property_list(List<PropertyInfo> *p_list) const;
+
+ real_t bias;
+ real_t damping;
+ real_t impulse_clamp;
+
+ PinJointData() :
+ bias(0.3),
+ damping(1.),
+ impulse_clamp(0) {}
+ };
+
+ struct ConeJointData : public JointData {
+ virtual JointType get_joint_type() { return JOINT_TYPE_CONE; }
+
+ virtual bool _set(const StringName &p_name, const Variant &p_value, RID j = RID());
+ virtual bool _get(const StringName &p_name, Variant &r_ret) const;
+ virtual void _get_property_list(List<PropertyInfo> *p_list) const;
+
+ real_t swing_span;
+ real_t twist_span;
+ real_t bias;
+ real_t softness;
+ real_t relaxation;
+
+ ConeJointData() :
+ swing_span(Math_PI * 0.25),
+ twist_span(Math_PI),
+ bias(0.3),
+ softness(0.8),
+ relaxation(1.) {}
+ };
+
+ struct HingeJointData : public JointData {
+ virtual JointType get_joint_type() { return JOINT_TYPE_HINGE; }
+
+ virtual bool _set(const StringName &p_name, const Variant &p_value, RID j = RID());
+ virtual bool _get(const StringName &p_name, Variant &r_ret) const;
+ virtual void _get_property_list(List<PropertyInfo> *p_list) const;
+
+ bool angular_limit_enabled;
+ real_t angular_limit_upper;
+ real_t angular_limit_lower;
+ real_t angular_limit_bias;
+ real_t angular_limit_softness;
+ real_t angular_limit_relaxation;
+
+ HingeJointData() :
+ angular_limit_enabled(false),
+ angular_limit_upper(Math_PI * 0.5),
+ angular_limit_lower(-Math_PI * 0.5),
+ angular_limit_bias(0.3),
+ angular_limit_softness(0.9),
+ angular_limit_relaxation(1.) {}
+ };
+
+ struct SliderJointData : public JointData {
+ virtual JointType get_joint_type() { return JOINT_TYPE_SLIDER; }
+
+ virtual bool _set(const StringName &p_name, const Variant &p_value, RID j = RID());
+ virtual bool _get(const StringName &p_name, Variant &r_ret) const;
+ virtual void _get_property_list(List<PropertyInfo> *p_list) const;
+
+ real_t linear_limit_upper;
+ real_t linear_limit_lower;
+ real_t linear_limit_softness;
+ real_t linear_limit_restitution;
+ real_t linear_limit_damping;
+ real_t angular_limit_upper;
+ real_t angular_limit_lower;
+ real_t angular_limit_softness;
+ real_t angular_limit_restitution;
+ real_t angular_limit_damping;
+
+ SliderJointData() :
+ linear_limit_upper(1.),
+ linear_limit_lower(-1.),
+ linear_limit_softness(1.),
+ linear_limit_restitution(0.7),
+ linear_limit_damping(1.),
+ angular_limit_upper(0),
+ angular_limit_lower(0),
+ angular_limit_softness(1.),
+ angular_limit_restitution(0.7),
+ angular_limit_damping(1.) {}
+ };
+
+ struct SixDOFJointData : public JointData {
+ struct SixDOFAxisData {
+ bool linear_limit_enabled;
+ real_t linear_limit_upper;
+ real_t linear_limit_lower;
+ real_t linear_limit_softness;
+ real_t linear_restitution;
+ real_t linear_damping;
+ bool linear_spring_enabled;
+ real_t linear_spring_stiffness;
+ real_t linear_spring_damping;
+ real_t linear_equilibrium_point;
+ bool angular_limit_enabled;
+ real_t angular_limit_upper;
+ real_t angular_limit_lower;
+ real_t angular_limit_softness;
+ real_t angular_restitution;
+ real_t angular_damping;
+ real_t erp;
+ bool angular_spring_enabled;
+ real_t angular_spring_stiffness;
+ real_t angular_spring_damping;
+ real_t angular_equilibrium_point;
+
+ SixDOFAxisData() :
+ linear_limit_enabled(true),
+ linear_limit_upper(0),
+ linear_limit_lower(0),
+ linear_limit_softness(0.7),
+ linear_restitution(0.5),
+ linear_damping(1.),
+ linear_spring_enabled(false),
+ linear_spring_stiffness(0),
+ linear_spring_damping(0),
+ linear_equilibrium_point(0),
+ angular_limit_enabled(true),
+ angular_limit_upper(0),
+ angular_limit_lower(0),
+ angular_limit_softness(0.5),
+ angular_restitution(0),
+ angular_damping(1.),
+ erp(0.5),
+ angular_spring_enabled(false),
+ angular_spring_stiffness(0),
+ angular_spring_damping(0.),
+ angular_equilibrium_point(0) {}
+ };
+
+ virtual JointType get_joint_type() { return JOINT_TYPE_6DOF; }
+
+ virtual bool _set(const StringName &p_name, const Variant &p_value, RID j = RID());
+ virtual bool _get(const StringName &p_name, Variant &r_ret) const;
+ virtual void _get_property_list(List<PropertyInfo> *p_list) const;
+
+ SixDOFAxisData axis_data[3];
+
+ SixDOFJointData() {}
+ };
+
+private:
+#ifdef TOOLS_ENABLED
+ // if false gizmo move body
+ bool gizmo_move_joint;
+#endif
+
+ JointData *joint_data;
+ Transform joint_offset;
+ RID joint;
+
+ Skeleton3D *parent_skeleton;
+ Transform body_offset;
+ Transform body_offset_inverse;
+ bool simulate_physics;
+ bool _internal_simulate_physics;
+ int bone_id;
+
+ String bone_name;
+ real_t bounce;
+ real_t mass;
+ real_t friction;
+ real_t gravity_scale;
+ real_t linear_damp;
+ real_t angular_damp;
+ bool can_sleep;
+
+protected:
+ bool _set(const StringName &p_name, const Variant &p_value);
+ bool _get(const StringName &p_name, Variant &r_ret) const;
+ void _get_property_list(List<PropertyInfo> *p_list) const;
+ void _notification(int p_what);
+ void _direct_state_changed(Object *p_state);
+
+ static void _bind_methods();
+
+private:
+ static Skeleton3D *find_skeleton_parent(Node *p_parent);
+
+ void _update_joint_offset();
+ void _fix_joint_offset();
+ void _reload_joint();
+
+public:
+ void _on_bone_parent_changed();
+ void _set_gizmo_move_joint(bool p_move_joint);
+
+public:
+#ifdef TOOLS_ENABLED
+ virtual Transform get_global_gizmo_transform() const;
+ virtual Transform get_local_gizmo_transform() const;
+#endif
+
+ const JointData *get_joint_data() const;
+ Skeleton3D *find_skeleton_parent();
+
+ int get_bone_id() const { return bone_id; }
+
+ void set_joint_type(JointType p_joint_type);
+ JointType get_joint_type() const;
+
+ void set_joint_offset(const Transform &p_offset);
+ const Transform &get_joint_offset() const;
+
+ void set_joint_rotation(const Vector3 &p_euler_rad);
+ Vector3 get_joint_rotation() const;
+
+ void set_joint_rotation_degrees(const Vector3 &p_euler_deg);
+ Vector3 get_joint_rotation_degrees() const;
+
+ void set_body_offset(const Transform &p_offset);
+ const Transform &get_body_offset() const;
+
+ void set_simulate_physics(bool p_simulate);
+ bool get_simulate_physics();
+ bool is_simulating_physics();
+
+ void set_bone_name(const String &p_name);
+ const String &get_bone_name() const;
+
+ void set_mass(real_t p_mass);
+ real_t get_mass() const;
+
+ void set_weight(real_t p_weight);
+ real_t get_weight() const;
+
+ void set_friction(real_t p_friction);
+ real_t get_friction() const;
+
+ void set_bounce(real_t p_bounce);
+ real_t get_bounce() const;
+
+ void set_gravity_scale(real_t p_gravity_scale);
+ real_t get_gravity_scale() const;
+
+ void set_linear_damp(real_t p_linear_damp);
+ real_t get_linear_damp() const;
+
+ void set_angular_damp(real_t p_angular_damp);
+ real_t get_angular_damp() const;
+
+ void set_can_sleep(bool p_active);
+ bool is_able_to_sleep() const;
+
+ void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock);
+ bool get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const;
+
+ void apply_central_impulse(const Vector3 &p_impulse);
+ void apply_impulse(const Vector3 &p_pos, const Vector3 &p_impulse);
+
+ void reset_physics_simulation_state();
+ void reset_to_rest_position();
+
+ PhysicalBone3D();
+ ~PhysicalBone3D();
+
+private:
+ void update_bone_id();
+ void update_offset();
+
+ void _start_physics_simulation();
+ void _stop_physics_simulation();
+};
+
+VARIANT_ENUM_CAST(PhysicalBone3D::JointType);
+
+#endif // PHYSICS_BODY__H