diff options
Diffstat (limited to 'scene/3d/physics_body_3d.h')
-rw-r--r-- | scene/3d/physics_body_3d.h | 184 |
1 files changed, 96 insertions, 88 deletions
diff --git a/scene/3d/physics_body_3d.h b/scene/3d/physics_body_3d.h index 9515b044ab..8df3635be0 100644 --- a/scene/3d/physics_body_3d.h +++ b/scene/3d/physics_body_3d.h @@ -37,38 +37,37 @@ #include "servers/physics_server_3d.h" #include "skeleton_3d.h" +class KinematicCollision3D; + class PhysicsBody3D : public CollisionObject3D { GDCLASS(PhysicsBody3D, CollisionObject3D); - uint32_t collision_layer; - uint32_t collision_mask; - protected: static void _bind_methods(); PhysicsBody3D(PhysicsServer3D::BodyMode p_mode); -public: - virtual Vector3 get_linear_velocity() const; - virtual Vector3 get_angular_velocity() const; - virtual real_t get_inverse_mass() const; + Ref<KinematicCollision3D> motion_cache; + + uint16_t locked_axis = 0; - void set_collision_layer(uint32_t p_layer); - uint32_t get_collision_layer() const; + Ref<KinematicCollision3D> _move(const Vector3 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, bool p_test_only = false, real_t p_margin = 0.001); - void set_collision_mask(uint32_t p_mask); - uint32_t get_collision_mask() const; +public: + bool move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, PhysicsServer3D::MotionResult &r_result, real_t p_margin, bool p_exclude_raycast_shapes = true, bool p_test_only = false); + bool test_move(const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, const Ref<KinematicCollision3D> &r_collision = Ref<KinematicCollision3D>(), real_t p_margin = 0.001); - void set_collision_layer_bit(int p_bit, bool p_value); - bool get_collision_layer_bit(int p_bit) const; + void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock); + bool get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const; - void set_collision_mask_bit(int p_bit, bool p_value); - bool get_collision_mask_bit(int p_bit) const; + virtual Vector3 get_linear_velocity() const; + virtual Vector3 get_angular_velocity() const; + virtual real_t get_inverse_mass() const; TypedArray<PhysicsBody3D> get_collision_exceptions(); void add_collision_exception_with(Node *p_node); //must be physicsbody void remove_collision_exception_with(Node *p_node); - PhysicsBody3D(); + virtual ~PhysicsBody3D(); }; class StaticBody3D : public PhysicsBody3D { @@ -77,11 +76,19 @@ class StaticBody3D : public PhysicsBody3D { Vector3 constant_linear_velocity; Vector3 constant_angular_velocity; + Vector3 linear_velocity; + Vector3 angular_velocity; + Ref<PhysicsMaterial> physics_material_override; + bool kinematic_motion = false; + protected: + void _notification(int p_what); static void _bind_methods(); + void _direct_state_changed(Object *p_state); + public: void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override); Ref<PhysicsMaterial> get_physics_material_override() const; @@ -92,11 +99,18 @@ public: Vector3 get_constant_linear_velocity() const; Vector3 get_constant_angular_velocity() const; + virtual Vector3 get_linear_velocity() const override; + virtual Vector3 get_angular_velocity() const override; + StaticBody3D(); - ~StaticBody3D(); private: void _reload_physics_characteristics(); + + void _update_kinematic_motion(); + + void set_kinematic_motion_enabled(bool p_enabled); + bool is_kinematic_motion_enabled() const; }; class RigidBody3D : public PhysicsBody3D { @@ -104,16 +118,16 @@ class RigidBody3D : public PhysicsBody3D { public: enum Mode { - MODE_RIGID, + MODE_DYNAMIC, MODE_STATIC, - MODE_CHARACTER, + MODE_DYNAMIC_LOCKED, MODE_KINEMATIC, }; protected: bool can_sleep = true; PhysicsDirectBodyState3D *state = nullptr; - Mode mode = MODE_RIGID; + Mode mode = MODE_DYNAMIC; real_t mass = 1.0; Ref<PhysicsMaterial> physics_material_override; @@ -152,10 +166,12 @@ protected: } }; struct RigidBody3D_RemoveAction { + RID rid; ObjectID body_id; ShapePair pair; }; struct BodyState { + RID rid; //int rc; bool in_tree = false; VSet<ShapePair> shapes; @@ -170,7 +186,7 @@ protected: 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); + void _body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape); virtual void _direct_state_changed(Object *p_state); void _notification(int p_what); @@ -196,7 +212,7 @@ public: void set_angular_velocity(const Vector3 &p_velocity); Vector3 get_angular_velocity() const override; - Basis get_inverse_inertia_tensor(); + Basis get_inverse_inertia_tensor() const; void set_gravity_scale(real_t p_gravity_scale); real_t get_gravity_scale() const; @@ -225,9 +241,6 @@ public: 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); @@ -251,30 +264,20 @@ 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 = 0; - Variant collider_metadata; - Vector3 remainder; - Vector3 travel; - int local_shape = 0; - }; +class CharacterBody3D : public PhysicsBody3D { + GDCLASS(CharacterBody3D, PhysicsBody3D); private: - Vector3 linear_velocity; - Vector3 angular_velocity; + real_t margin = 0.001; - uint16_t locked_axis = 0; + bool stop_on_slope = false; + bool infinite_inertia = true; + int max_slides = 4; + real_t floor_max_angle = Math::deg2rad((real_t)45.0); + Vector3 snap; + Vector3 up_direction = Vector3(0.0, 1.0, 0.0); - real_t margin; + Vector3 linear_velocity; Vector3 floor_normal; Vector3 floor_velocity; @@ -282,38 +285,47 @@ private: bool on_floor = false; bool on_ceiling = false; bool on_wall = false; - Vector<Collision> colliders; + Vector<PhysicsServer3D::MotionResult> motion_results; 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(); + bool separate_raycast_shapes(PhysicsServer3D::MotionResult &r_result); - virtual void _direct_state_changed(Object *p_state); + void set_safe_margin(real_t p_margin); + real_t get_safe_margin() const; -public: - virtual Vector3 get_linear_velocity() const override; - virtual Vector3 get_angular_velocity() const override; + bool is_stop_on_slope_enabled() const; + void set_stop_on_slope_enabled(bool p_enabled); - 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 is_infinite_inertia_enabled() const; + void set_infinite_inertia_enabled(bool p_enabled); - bool separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision); + int get_max_slides() const; + void set_max_slides(int p_max_slides); - void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock); - bool get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const; + real_t get_floor_max_angle() const; + void set_floor_max_angle(real_t p_radians); - void set_safe_margin(real_t p_margin); - real_t get_safe_margin() const; + real_t get_floor_max_angle_degrees() const; + void set_floor_max_angle_degrees(real_t p_degrees); + + const Vector3 &get_snap() const; + void set_snap(const Vector3 &p_snap); + + const Vector3 &get_up_direction() const; + void set_up_direction(const Vector3 &p_up_direction); + +protected: + void _notification(int p_what); + static void _bind_methods(); + +public: + void move_and_slide(); + + virtual Vector3 get_linear_velocity() const override; + void set_linear_velocity(const Vector3 &p_velocity); - 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, real_t p_floor_max_angle = Math::deg2rad((real_t)45.0), 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, real_t p_floor_max_angle = Math::deg2rad((real_t)45.0), bool p_infinite_inertia = true); bool is_on_floor() const; bool is_on_wall() const; bool is_on_ceiling() const; @@ -321,18 +333,19 @@ public: Vector3 get_floor_velocity() const; int get_slide_count() const; - Collision get_slide_collision(int p_bounce) const; + PhysicsServer3D::MotionResult get_slide_collision(int p_bounce) const; - KinematicBody3D(); - ~KinematicBody3D(); + CharacterBody3D(); + ~CharacterBody3D(); }; -class KinematicCollision3D : public Reference { - GDCLASS(KinematicCollision3D, Reference); +class KinematicCollision3D : public RefCounted { + GDCLASS(KinematicCollision3D, RefCounted); - KinematicBody3D *owner; - friend class KinematicBody3D; - KinematicBody3D::Collision collision; + PhysicsBody3D *owner = nullptr; + friend class PhysicsBody3D; + friend class CharacterBody3D; + PhysicsServer3D::MotionResult result; protected: static void _bind_methods(); @@ -349,8 +362,6 @@ public: int get_collider_shape_index() const; Vector3 get_collider_velocity() const; Variant get_collider_metadata() const; - - KinematicCollision3D(); }; class PhysicalBone3D : public PhysicsBody3D { @@ -480,12 +491,12 @@ private: #endif JointData *joint_data = nullptr; - Transform joint_offset; + Transform3D joint_offset; RID joint; Skeleton3D *parent_skeleton = nullptr; - Transform body_offset; - Transform body_offset_inverse; + Transform3D body_offset; + Transform3D body_offset_inverse; bool simulate_physics = false; bool _internal_simulate_physics = false; int bone_id = -1; @@ -521,8 +532,8 @@ public: public: #ifdef TOOLS_ENABLED - virtual Transform get_global_gizmo_transform() const override; - virtual Transform get_local_gizmo_transform() const override; + virtual Transform3D get_global_gizmo_transform() const override; + virtual Transform3D get_local_gizmo_transform() const override; #endif const JointData *get_joint_data() const; @@ -533,8 +544,8 @@ public: 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_offset(const Transform3D &p_offset); + const Transform3D &get_joint_offset() const; void set_joint_rotation(const Vector3 &p_euler_rad); Vector3 get_joint_rotation() const; @@ -542,8 +553,8 @@ public: 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_body_offset(const Transform3D &p_offset); + const Transform3D &get_body_offset() const; void set_simulate_physics(bool p_simulate); bool get_simulate_physics(); @@ -573,9 +584,6 @@ public: 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_impulse, const Vector3 &p_position = Vector3()); |