diff options
Diffstat (limited to 'scene/3d')
-rw-r--r-- | scene/3d/physics_body.cpp | 563 | ||||
-rw-r--r-- | scene/3d/physics_body.h | 93 | ||||
-rw-r--r-- | scene/3d/vehicle_body.cpp | 214 | ||||
-rw-r--r-- | scene/3d/vehicle_body.h | 45 |
4 files changed, 797 insertions, 118 deletions
diff --git a/scene/3d/physics_body.cpp b/scene/3d/physics_body.cpp index 721fd368e1..f5e3ad66ee 100644 --- a/scene/3d/physics_body.cpp +++ b/scene/3d/physics_body.cpp @@ -57,160 +57,111 @@ float PhysicsBody::get_inverse_mass() const { return 0; } -PhysicsBody::PhysicsBody(PhysicsServer::BodyMode p_mode) : CollisionObject( PhysicsServer::get_singleton()->body_create(p_mode), false) { - +void PhysicsBody::set_layer_mask(uint32_t p_mask) { + layer_mask=p_mask; + PhysicsServer::get_singleton()->body_set_layer_mask(get_rid(),p_mask); } -void StaticBody::set_constant_linear_velocity(const Vector3& p_vel) { - - constant_linear_velocity=p_vel; - PhysicsServer::get_singleton()->body_set_state(get_rid(),PhysicsServer::BODY_STATE_LINEAR_VELOCITY,constant_linear_velocity); +uint32_t PhysicsBody::get_layer_mask() const { + return layer_mask; } -void StaticBody::set_constant_angular_velocity(const Vector3& p_vel) { - - constant_angular_velocity=p_vel; - PhysicsServer::get_singleton()->body_set_state(get_rid(),PhysicsServer::BODY_STATE_ANGULAR_VELOCITY,constant_angular_velocity); +void PhysicsBody::_bind_methods() { + ObjectTypeDB::bind_method(_MD("set_layer_mask","mask"),&PhysicsBody::set_layer_mask); + ObjectTypeDB::bind_method(_MD("get_layer_mask"),&PhysicsBody::get_layer_mask); + ADD_PROPERTY(PropertyInfo(Variant::INT,"layers",PROPERTY_HINT_ALL_FLAGS),_SCS("set_layer_mask"),_SCS("get_layer_mask")); } -Vector3 StaticBody::get_constant_linear_velocity() const { - - return constant_linear_velocity; -} -Vector3 StaticBody::get_constant_angular_velocity() const { - - return constant_angular_velocity; -} +PhysicsBody::PhysicsBody(PhysicsServer::BodyMode p_mode) : CollisionObject( PhysicsServer::get_singleton()->body_create(p_mode), false) { -void StaticBody::_state_notify(Object *p_object) { + layer_mask=1; - if (!pre_xform) - return; +} - PhysicsDirectBodyState *p2d = (PhysicsDirectBodyState*)p_object; - setting=true; - Transform new_xform = p2d->get_transform(); - *pre_xform=new_xform; - set_ignore_transform_notification(true); - set_global_transform(new_xform); - set_ignore_transform_notification(false); +void StaticBody::set_friction(real_t p_friction){ - setting=false; + ERR_FAIL_COND(p_friction<0 || p_friction>1); + friction=p_friction; + PhysicsServer::get_singleton()->body_set_param(get_rid(),PhysicsServer::BODY_PARAM_FRICTION,friction); } +real_t StaticBody::get_friction() const{ -void StaticBody::_update_xform() { - - if (!pre_xform || !pending) - return; - - setting=true; - - - Transform new_xform = get_global_transform(); //obtain the new one + return friction; +} - //set_block_transform_notify(true); - set_ignore_transform_notification(true); - PhysicsServer::get_singleton()->body_set_state(get_rid(),PhysicsServer::BODY_STATE_TRANSFORM,*pre_xform); //then simulate motion! - set_global_transform(*pre_xform); //but restore state to previous one in both visual and physics - set_ignore_transform_notification(false); +void StaticBody::set_bounce(real_t p_bounce){ - PhysicsServer::get_singleton()->body_static_simulate_motion(get_rid(),new_xform); //then simulate motion! + ERR_FAIL_COND(p_bounce<0 || p_bounce>1); - setting=false; - pending=false; + bounce=p_bounce; + PhysicsServer::get_singleton()->body_set_param(get_rid(),PhysicsServer::BODY_PARAM_BOUNCE,bounce); } +real_t StaticBody::get_bounce() const{ -void StaticBody::_notification(int p_what) { - - switch(p_what) { - - case NOTIFICATION_ENTER_SCENE: { - - if (pre_xform) - *pre_xform = get_global_transform(); - pending=false; - } break; - case NOTIFICATION_TRANSFORM_CHANGED: { + return bounce; +} - if (simulating_motion && !pending && is_inside_scene() && !setting && !get_scene()->is_editor_hint()) { +void StaticBody::set_constant_linear_velocity(const Vector3& p_vel) { - call_deferred(SceneStringNames::get_singleton()->_update_xform); - pending=true; - } + constant_linear_velocity=p_vel; + PhysicsServer::get_singleton()->body_set_state(get_rid(),PhysicsServer::BODY_STATE_LINEAR_VELOCITY,constant_linear_velocity); - } break; - } +} +void StaticBody::set_constant_angular_velocity(const Vector3& p_vel) { + constant_angular_velocity=p_vel; + PhysicsServer::get_singleton()->body_set_state(get_rid(),PhysicsServer::BODY_STATE_ANGULAR_VELOCITY,constant_angular_velocity); } -void StaticBody::set_simulate_motion(bool p_enable) { - - if (p_enable==simulating_motion) - return; - simulating_motion=p_enable; +Vector3 StaticBody::get_constant_linear_velocity() const { - if (p_enable) { - pre_xform = memnew( Transform ); - if (is_inside_scene()) - *pre_xform=get_transform(); -// query = PhysicsServer::get_singleton()->query_create(this,"_state_notify",Variant()); - // PhysicsServer::get_singleton()->query_body_direct_state(query,get_rid()); - PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(),this,"_state_notify"); + return constant_linear_velocity; +} +Vector3 StaticBody::get_constant_angular_velocity() const { - } else { - memdelete( pre_xform ); - pre_xform=NULL; - PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(),NULL,StringName()); - pending=false; - } + return constant_angular_velocity; } -bool StaticBody::is_simulating_motion() const { - return simulating_motion; -} void StaticBody::_bind_methods() { - ObjectTypeDB::bind_method(_MD("set_simulate_motion","enabled"),&StaticBody::set_simulate_motion); - ObjectTypeDB::bind_method(_MD("is_simulating_motion"),&StaticBody::is_simulating_motion); - ObjectTypeDB::bind_method(_MD("_update_xform"),&StaticBody::_update_xform); - ObjectTypeDB::bind_method(_MD("_state_notify"),&StaticBody::_state_notify); ObjectTypeDB::bind_method(_MD("set_constant_linear_velocity","vel"),&StaticBody::set_constant_linear_velocity); ObjectTypeDB::bind_method(_MD("set_constant_angular_velocity","vel"),&StaticBody::set_constant_angular_velocity); ObjectTypeDB::bind_method(_MD("get_constant_linear_velocity"),&StaticBody::get_constant_linear_velocity); ObjectTypeDB::bind_method(_MD("get_constant_angular_velocity"),&StaticBody::get_constant_angular_velocity); - ADD_PROPERTY(PropertyInfo(Variant::BOOL,"simulate_motion"),_SCS("set_simulate_motion"),_SCS("is_simulating_motion")); + ObjectTypeDB::bind_method(_MD("set_friction","friction"),&StaticBody::set_friction); + ObjectTypeDB::bind_method(_MD("get_friction"),&StaticBody::get_friction); + + ObjectTypeDB::bind_method(_MD("set_bounce","bounce"),&StaticBody::set_bounce); + ObjectTypeDB::bind_method(_MD("get_bounce"),&StaticBody::get_bounce); + + ADD_PROPERTY( PropertyInfo(Variant::REAL,"friction",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_friction"),_SCS("get_friction")); + ADD_PROPERTY( PropertyInfo(Variant::REAL,"bounce",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_bounce"),_SCS("get_bounce")); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3,"constant_linear_velocity"),_SCS("set_constant_linear_velocity"),_SCS("get_constant_linear_velocity")); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3,"constant_angular_velocity"),_SCS("set_constant_angular_velocity"),_SCS("get_constant_angular_velocity")); } StaticBody::StaticBody() : PhysicsBody(PhysicsServer::BODY_MODE_STATIC) { - simulating_motion=false; - pre_xform=NULL; - setting=false; - pending=false; - //constant_angular_velocity=0; - + bounce=0; + friction=1; } StaticBody::~StaticBody() { - if (pre_xform) - memdelete(pre_xform); - //if (query.is_valid()) - // PhysicsServer::get_singleton()->free(query); + } @@ -768,4 +719,418 @@ RigidBody::~RigidBody() { } +////////////////////////////////////////////////////// +////////////////////////// + + +Variant KinematicBody::_get_collider() const { + + ObjectID oid=get_collider(); + if (oid==0) + return Variant(); + Object *obj = ObjectDB::get_instance(oid); + if (!obj) + return Variant(); + + Reference *ref = obj->cast_to<Reference>(); + if (ref) { + return Ref<Reference>(ref); + } + + return obj; +} + + +bool KinematicBody::_ignores_mode(PhysicsServer::BodyMode p_mode) const { + + switch(p_mode) { + case PhysicsServer::BODY_MODE_STATIC: return !collide_static; + case PhysicsServer::BODY_MODE_KINEMATIC: return !collide_kinematic; + case PhysicsServer::BODY_MODE_RIGID: return !collide_rigid; + case PhysicsServer::BODY_MODE_CHARACTER: return !collide_character; + } + + return true; +} + +Vector3 KinematicBody::move(const Vector3& p_motion) { + + //give me back regular physics engine logic + //this is madness + //and most people using this function will think + //what it does is simpler than using physics + //this took about a week to get right.. + //but is it right? who knows at this point.. + + + colliding=false; + ERR_FAIL_COND_V(!is_inside_scene(),Vector3()); + PhysicsDirectSpaceState *dss = PhysicsServer::get_singleton()->space_get_direct_state(get_world()->get_space()); + ERR_FAIL_COND_V(!dss,Vector3()); + const int max_shapes=32; + Vector3 sr[max_shapes*2]; + int res_shapes; + + Set<RID> exclude; + exclude.insert(get_rid()); + + + //recover first + int recover_attempts=4; + + bool collided=false; + uint32_t mask=0; + if (collide_static) + mask|=PhysicsDirectSpaceState::TYPE_MASK_STATIC_BODY; + if (collide_kinematic) + mask|=PhysicsDirectSpaceState::TYPE_MASK_KINEMATIC_BODY; + if (collide_rigid) + mask|=PhysicsDirectSpaceState::TYPE_MASK_RIGID_BODY; + if (collide_character) + mask|=PhysicsDirectSpaceState::TYPE_MASK_CHARACTER_BODY; + +// print_line("motion: "+p_motion+" margin: "+rtos(margin)); + + //print_line("margin: "+rtos(margin)); + + float m = margin; + //m=0.001; + + do { + + //motion recover + for(int i=0;i<get_shape_count();i++) { + + + if (dss->collide_shape(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i),m,sr,max_shapes,res_shapes,exclude,get_layer_mask(),mask)) { + collided=true; + } + + } + + + + if (!collided) + break; + + //print_line("have to recover"); + Vector3 recover_motion; + bool all_outside=true; + for(int j=0;j<8;j++) { + for(int i=0;i<res_shapes;i++) { + + Vector3 a = sr[i*2+0]; + Vector3 b = sr[i*2+1]; + //print_line(String()+a+" -> "+b); +#if 0 + float d = a.distance_to(b); + + //if (d<margin) + /// continue; + /// + /// + recover_motion+=(b-a)*0.2; +#else + float dist = a.distance_to(b); + if (dist>CMP_EPSILON) { + Vector3 norm = (b-a).normalized(); + if (dist>margin*0.5) + all_outside=false; + float adv = norm.dot(recover_motion); + //print_line(itos(i)+" dist: "+rtos(dist)+" adv: "+rtos(adv)); + recover_motion+=norm*MAX(dist-adv,0)*0.4; + } +#endif + + } + } + + + if (recover_motion==Vector3()) { + collided=false; + break; + } + + //print_line("**** RECOVER: "+recover_motion); + + Transform gt = get_global_transform(); + gt.origin+=recover_motion; + set_global_transform(gt); + + recover_attempts--; + + if (all_outside) + break; + + } while (recover_attempts); + + + //move second + float safe = 1.0; + float unsafe = 1.0; + int best_shape=-1; + + PhysicsDirectSpaceState::ShapeRestInfo rest; + + //print_line("pos: "+get_global_transform().origin); + //print_line("motion: "+p_motion); + + + for(int i=0;i<get_shape_count();i++) { + + + + float lsafe,lunsafe; + PhysicsDirectSpaceState::ShapeRestInfo lrest; + bool valid = dss->cast_motion(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), p_motion,0, lsafe,lunsafe,exclude,get_layer_mask(),mask,&lrest); + //print_line("shape: "+itos(i)+" travel:"+rtos(ltravel)); + if (!valid) { + safe=0; + unsafe=0; + best_shape=i; //sadly it's the best + //print_line("initial stuck"); + + break; + } + if (lsafe==1.0) { + //print_line("initial free"); + continue; + } + if (lsafe < safe) { + + //print_line("initial at "+rtos(lsafe)); + safe=lsafe; + safe=MAX(0,lsafe-0.01); + unsafe=lunsafe; + best_shape=i; + rest=lrest; + } + } + + + //print_line("best shape: "+itos(best_shape)+" motion "+p_motion); + + if (safe>=1) { + //not collided + colliding=false; + } else { + + colliding=true; + + if (true || (safe==0 && unsafe==0)) { //use it always because it's more precise than GJK + //no advance, use rest info from collision + Transform ugt = get_global_transform(); + ugt.origin+=p_motion*unsafe; + + PhysicsDirectSpaceState::ShapeRestInfo rest_info; + bool c2 = dss->rest_info(get_shape(best_shape)->get_rid(), ugt*get_shape_transform(best_shape), m,&rest,exclude,get_layer_mask(),mask); + if (!c2) { + //should not happen, but floating point precision is so weird.. + colliding=false; + } + + // print_line("Rest Travel: "+rest.normal); + + } + + if (colliding) { + + collision=rest.point; + normal=rest.normal; + collider=rest.collider_id; + collider_vel=rest.linear_velocity; + } + } + + Vector3 motion=p_motion*safe; + //if (colliding) + // motion+=normal*0.001; + Transform gt = get_global_transform(); + gt.origin+=motion; + set_global_transform(gt); + + return p_motion-motion; + +} + +Vector3 KinematicBody::move_to(const Vector3& p_position) { + + return move(p_position-get_global_transform().origin); +} + +bool KinematicBody::can_move_to(const Vector3& p_position, bool p_discrete) { + + ERR_FAIL_COND_V(!is_inside_scene(),false); + PhysicsDirectSpaceState *dss = PhysicsServer::get_singleton()->space_get_direct_state(get_world()->get_space()); + ERR_FAIL_COND_V(!dss,false); + + uint32_t mask=0; + if (collide_static) + mask|=PhysicsDirectSpaceState::TYPE_MASK_STATIC_BODY; + if (collide_kinematic) + mask|=PhysicsDirectSpaceState::TYPE_MASK_KINEMATIC_BODY; + if (collide_rigid) + mask|=PhysicsDirectSpaceState::TYPE_MASK_RIGID_BODY; + if (collide_character) + mask|=PhysicsDirectSpaceState::TYPE_MASK_CHARACTER_BODY; + + Vector3 motion = p_position-get_global_transform().origin; + Transform xform=get_global_transform(); + + if (true || p_discrete) { + + xform.origin+=motion; + motion=Vector3(); + } + + Set<RID> exclude; + exclude.insert(get_rid()); + + //fill exclude list.. + for(int i=0;i<get_shape_count();i++) { + + + bool col = dss->intersect_shape(get_shape(i)->get_rid(), xform * get_shape_transform(i),0,NULL,0,exclude,get_layer_mask(),mask); + if (col) + return false; + } + + return true; +} + +bool KinematicBody::is_colliding() const { + + ERR_FAIL_COND_V(!is_inside_scene(),false); + + return colliding; +} +Vector3 KinematicBody::get_collision_pos() const { + + ERR_FAIL_COND_V(!colliding,Vector3()); + return collision; + +} +Vector3 KinematicBody::get_collision_normal() const { + + ERR_FAIL_COND_V(!colliding,Vector3()); + return normal; + +} + +Vector3 KinematicBody::get_collider_velocity() const { + + return collider_vel; +} + +ObjectID KinematicBody::get_collider() const { + + ERR_FAIL_COND_V(!colliding,0); + return collider; +} + +void KinematicBody::set_collide_with_static_bodies(bool p_enable) { + + collide_static=p_enable; +} +bool KinematicBody::can_collide_with_static_bodies() const { + + return collide_static; +} + +void KinematicBody::set_collide_with_rigid_bodies(bool p_enable) { + + collide_rigid=p_enable; + +} +bool KinematicBody::can_collide_with_rigid_bodies() const { + + + return collide_rigid; +} + +void KinematicBody::set_collide_with_kinematic_bodies(bool p_enable) { + + collide_kinematic=p_enable; + +} +bool KinematicBody::can_collide_with_kinematic_bodies() const { + + return collide_kinematic; +} + +void KinematicBody::set_collide_with_character_bodies(bool p_enable) { + + collide_character=p_enable; +} +bool KinematicBody::can_collide_with_character_bodies() const { + + return collide_character; +} + +void KinematicBody::set_collision_margin(float p_margin) { + + margin=p_margin; +} + +float KinematicBody::get_collision_margin() const{ + + return margin; +} + +void KinematicBody::_bind_methods() { + + + ObjectTypeDB::bind_method(_MD("move","rel_vec"),&KinematicBody::move); + ObjectTypeDB::bind_method(_MD("move_to","position"),&KinematicBody::move_to); + + ObjectTypeDB::bind_method(_MD("can_move_to","position"),&KinematicBody::can_move_to); + + ObjectTypeDB::bind_method(_MD("is_colliding"),&KinematicBody::is_colliding); + + ObjectTypeDB::bind_method(_MD("get_collision_pos"),&KinematicBody::get_collision_pos); + ObjectTypeDB::bind_method(_MD("get_collision_normal"),&KinematicBody::get_collision_normal); + ObjectTypeDB::bind_method(_MD("get_collider_velocity"),&KinematicBody::get_collider_velocity); + ObjectTypeDB::bind_method(_MD("get_collider:Object"),&KinematicBody::_get_collider); + + + ObjectTypeDB::bind_method(_MD("set_collide_with_static_bodies","enable"),&KinematicBody::set_collide_with_static_bodies); + ObjectTypeDB::bind_method(_MD("can_collide_with_static_bodies"),&KinematicBody::can_collide_with_static_bodies); + + ObjectTypeDB::bind_method(_MD("set_collide_with_kinematic_bodies","enable"),&KinematicBody::set_collide_with_kinematic_bodies); + ObjectTypeDB::bind_method(_MD("can_collide_with_kinematic_bodies"),&KinematicBody::can_collide_with_kinematic_bodies); + + ObjectTypeDB::bind_method(_MD("set_collide_with_rigid_bodies","enable"),&KinematicBody::set_collide_with_rigid_bodies); + ObjectTypeDB::bind_method(_MD("can_collide_with_rigid_bodies"),&KinematicBody::can_collide_with_rigid_bodies); + + ObjectTypeDB::bind_method(_MD("set_collide_with_character_bodies","enable"),&KinematicBody::set_collide_with_character_bodies); + ObjectTypeDB::bind_method(_MD("can_collide_with_character_bodies"),&KinematicBody::can_collide_with_character_bodies); + + ObjectTypeDB::bind_method(_MD("set_collision_margin","pixels"),&KinematicBody::set_collision_margin); + ObjectTypeDB::bind_method(_MD("get_collision_margin","pixels"),&KinematicBody::get_collision_margin); + + ADD_PROPERTY( PropertyInfo(Variant::BOOL,"collide_with/static"),_SCS("set_collide_with_static_bodies"),_SCS("can_collide_with_static_bodies")); + ADD_PROPERTY( PropertyInfo(Variant::BOOL,"collide_with/kinematic"),_SCS("set_collide_with_kinematic_bodies"),_SCS("can_collide_with_kinematic_bodies")); + ADD_PROPERTY( PropertyInfo(Variant::BOOL,"collide_with/rigid"),_SCS("set_collide_with_rigid_bodies"),_SCS("can_collide_with_rigid_bodies")); + ADD_PROPERTY( PropertyInfo(Variant::BOOL,"collide_with/character"),_SCS("set_collide_with_character_bodies"),_SCS("can_collide_with_character_bodies")); + ADD_PROPERTY( PropertyInfo(Variant::REAL,"collision/margin",PROPERTY_HINT_RANGE,"0.001,256,0.001"),_SCS("set_collision_margin"),_SCS("get_collision_margin")); + + +} + +KinematicBody::KinematicBody() : PhysicsBody(PhysicsServer::BODY_MODE_KINEMATIC){ + + collide_static=true; + collide_rigid=true; + collide_kinematic=true; + collide_character=true; + + colliding=false; + collider=0; + margin=0.001; +} +KinematicBody::~KinematicBody() { + + +} + diff --git a/scene/3d/physics_body.h b/scene/3d/physics_body.h index 616288e1f6..0b7a389449 100644 --- a/scene/3d/physics_body.h +++ b/scene/3d/physics_body.h @@ -38,8 +38,10 @@ class PhysicsBody : public CollisionObject { OBJ_TYPE(PhysicsBody,CollisionObject); + uint32_t layer_mask; protected: + static void _bind_methods(); void _notification(int p_what); PhysicsBody(PhysicsServer::BodyMode p_mode); public: @@ -48,6 +50,10 @@ public: virtual Vector3 get_angular_velocity() const; virtual float get_inverse_mass() const; + void set_layer_mask(uint32_t p_mask); + uint32_t get_layer_mask() const; + + PhysicsBody(); }; @@ -56,25 +62,26 @@ class StaticBody : public PhysicsBody { OBJ_TYPE(StaticBody,PhysicsBody); - Transform *pre_xform; - //RID query; - bool setting; - bool pending; - bool simulating_motion; Vector3 constant_linear_velocity; Vector3 constant_angular_velocity; - void _update_xform(); - void _state_notify(Object *p_object); + + real_t bounce; + real_t friction; + protected: - void _notification(int p_what); static void _bind_methods(); public: - void set_simulate_motion(bool p_enable); - bool is_simulating_motion() 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_constant_linear_velocity(const Vector3& p_vel); void set_constant_angular_velocity(const Vector3& p_vel); @@ -237,4 +244,70 @@ public: VARIANT_ENUM_CAST(RigidBody::Mode); VARIANT_ENUM_CAST(RigidBody::AxisLock); + + + + + +class KinematicBody : public PhysicsBody { + + OBJ_TYPE(KinematicBody,PhysicsBody); + + float margin; + bool collide_static; + bool collide_rigid; + bool collide_kinematic; + bool collide_character; + + bool colliding; + Vector3 collision; + Vector3 normal; + Vector3 collider_vel; + ObjectID collider; + + + Variant _get_collider() const; + + _FORCE_INLINE_ bool _ignores_mode(PhysicsServer::BodyMode) const; +protected: + + static void _bind_methods(); +public: + + enum { + SLIDE_FLAG_FLOOR, + SLIDE_FLAG_WALL, + SLIDE_FLAG_ROOF + }; + + Vector3 move(const Vector3& p_motion); + Vector3 move_to(const Vector3& p_position); + + bool can_move_to(const Vector3& p_position,bool p_discrete=false); + bool is_colliding() const; + Vector3 get_collision_pos() const; + Vector3 get_collision_normal() const; + Vector3 get_collider_velocity() const; + ObjectID get_collider() const; + + void set_collide_with_static_bodies(bool p_enable); + bool can_collide_with_static_bodies() const; + + void set_collide_with_rigid_bodies(bool p_enable); + bool can_collide_with_rigid_bodies() const; + + void set_collide_with_kinematic_bodies(bool p_enable); + bool can_collide_with_kinematic_bodies() const; + + void set_collide_with_character_bodies(bool p_enable); + bool can_collide_with_character_bodies() const; + + void set_collision_margin(float p_margin); + float get_collision_margin() const; + + KinematicBody(); + ~KinematicBody(); + +}; + #endif // PHYSICS_BODY__H diff --git a/scene/3d/vehicle_body.cpp b/scene/3d/vehicle_body.cpp index 7680c1d56c..07abd1dcd2 100644 --- a/scene/3d/vehicle_body.cpp +++ b/scene/3d/vehicle_body.cpp @@ -125,19 +125,161 @@ void VehicleWheel::_update(PhysicsDirectBodyState *s) { } } +void VehicleWheel::set_radius(float p_radius) { + + m_wheelRadius=p_radius; + update_gizmo(); +} + +float VehicleWheel::get_radius() const{ + + return m_wheelRadius; +} + +void VehicleWheel::set_suspension_rest_length(float p_length){ + + m_suspensionRestLength=p_length; + update_gizmo(); +} +float VehicleWheel::get_suspension_rest_length() const{ + + return m_suspensionRestLength; +} + +void VehicleWheel::set_suspension_travel(float p_length){ + + m_maxSuspensionTravelCm=p_length/0.01; +} +float VehicleWheel::get_suspension_travel() const{ + + return m_maxSuspensionTravelCm*0.01; +} + +void VehicleWheel::set_suspension_stiffness(float p_value){ + + m_suspensionStiffness=p_value; +} +float VehicleWheel::get_suspension_stiffness() const{ + + return m_suspensionStiffness; +} + +void VehicleWheel::set_suspension_max_force(float p_value){ + + m_maxSuspensionForce=p_value; +} +float VehicleWheel::get_suspension_max_force() const{ + + return m_maxSuspensionForce; +} + +void VehicleWheel::set_damping_compression(float p_value){ + + m_wheelsDampingCompression=p_value; +} +float VehicleWheel::get_damping_compression() const{ + + return m_wheelsDampingRelaxation; +} + +void VehicleWheel::set_damping_relaxation(float p_value){ + + m_wheelsDampingRelaxation=p_value; +} +float VehicleWheel::get_damping_relaxation() const{ + + return m_wheelsDampingRelaxation; +} + +void VehicleWheel::set_friction_slip(float p_value) { + + m_frictionSlip=p_value; +} +float VehicleWheel::get_friction_slip() const{ + + return m_frictionSlip; +} + + void VehicleWheel::_bind_methods() { + ObjectTypeDB::bind_method(_MD("set_radius","length"),&VehicleWheel::set_radius); + ObjectTypeDB::bind_method(_MD("get_radius"),&VehicleWheel::get_radius); + + ObjectTypeDB::bind_method(_MD("set_suspension_rest_length","length"),&VehicleWheel::set_suspension_rest_length); + ObjectTypeDB::bind_method(_MD("get_suspension_rest_length"),&VehicleWheel::get_suspension_rest_length); + + ObjectTypeDB::bind_method(_MD("set_suspension_travel","length"),&VehicleWheel::set_suspension_travel); + ObjectTypeDB::bind_method(_MD("get_suspension_travel"),&VehicleWheel::get_suspension_travel); + + ObjectTypeDB::bind_method(_MD("set_suspension_stiffness","length"),&VehicleWheel::set_suspension_stiffness); + ObjectTypeDB::bind_method(_MD("get_suspension_stiffness"),&VehicleWheel::get_suspension_stiffness); + + ObjectTypeDB::bind_method(_MD("set_suspension_max_force","length"),&VehicleWheel::set_suspension_max_force); + ObjectTypeDB::bind_method(_MD("get_suspension_max_force"),&VehicleWheel::get_suspension_max_force); + + ObjectTypeDB::bind_method(_MD("set_damping_compression","length"),&VehicleWheel::set_damping_compression); + ObjectTypeDB::bind_method(_MD("get_damping_compression"),&VehicleWheel::get_damping_compression); + + ObjectTypeDB::bind_method(_MD("set_damping_relaxation","length"),&VehicleWheel::set_damping_relaxation); + ObjectTypeDB::bind_method(_MD("get_damping_relaxation"),&VehicleWheel::get_damping_relaxation); + + ObjectTypeDB::bind_method(_MD("set_use_as_traction","enable"),&VehicleWheel::set_use_as_traction); + ObjectTypeDB::bind_method(_MD("is_used_as_traction"),&VehicleWheel::is_used_as_traction); + + ObjectTypeDB::bind_method(_MD("set_use_as_steering","enable"),&VehicleWheel::set_use_as_steering); + ObjectTypeDB::bind_method(_MD("is_used_as_steering"),&VehicleWheel::is_used_as_steering); + + ObjectTypeDB::bind_method(_MD("set_friction_slip","length"),&VehicleWheel::set_friction_slip); + ObjectTypeDB::bind_method(_MD("get_friction_slip"),&VehicleWheel::get_friction_slip); + + + ADD_PROPERTY(PropertyInfo(Variant::BOOL,"type/traction"),_SCS("set_use_as_traction"),_SCS("is_used_as_traction")); + ADD_PROPERTY(PropertyInfo(Variant::BOOL,"type/steering"),_SCS("set_use_as_steering"),_SCS("is_used_as_steering")); + ADD_PROPERTY(PropertyInfo(Variant::REAL,"wheel/radius"),_SCS("set_radius"),_SCS("get_radius")); + ADD_PROPERTY(PropertyInfo(Variant::REAL,"wheel/rest_length"),_SCS("set_suspension_rest_length"),_SCS("get_suspension_rest_length")); + ADD_PROPERTY(PropertyInfo(Variant::REAL,"wheel/friction_slip"),_SCS("set_friction_slip"),_SCS("get_friction_slip")); + ADD_PROPERTY(PropertyInfo(Variant::REAL,"suspension/travel"),_SCS("set_suspension_travel"),_SCS("get_suspension_travel")); + ADD_PROPERTY(PropertyInfo(Variant::REAL,"suspension/stiffness"),_SCS("set_suspension_stiffness"),_SCS("get_suspension_stiffness")); + ADD_PROPERTY(PropertyInfo(Variant::REAL,"suspension/max_force"),_SCS("set_suspension_max_force"),_SCS("get_suspension_max_force")); + ADD_PROPERTY(PropertyInfo(Variant::REAL,"damping/compression"),_SCS("set_damping_compression"),_SCS("get_damping_compression")); + ADD_PROPERTY(PropertyInfo(Variant::REAL,"damping/relaxation"),_SCS("set_damping_relaxation"),_SCS("get_damping_relaxation")); + +} + + +void VehicleWheel::set_use_as_traction(bool p_enable) { + + engine_traction=p_enable; +} + +bool VehicleWheel::is_used_as_traction() const{ + + return engine_traction; +} + + +void VehicleWheel::set_use_as_steering(bool p_enabled){ + + steers=p_enabled; +} + +bool VehicleWheel::is_used_as_steering() const{ + + return steers; } VehicleWheel::VehicleWheel() { + steers=false; + engine_traction=false; m_steering = real_t(0.); - m_engineForce = real_t(0.); + //m_engineForce = real_t(0.); m_rotation = real_t(0.); m_deltaRotation = real_t(0.); m_brake = real_t(0.); @@ -172,6 +314,7 @@ void VehicleBody::_update_wheel_transform(VehicleWheel& wheel ,PhysicsDirectBody //} wheel.m_raycastInfo.m_hardPointWS = chassisTrans.xform( wheel.m_chassisConnectionPointCS ); + //wheel.m_raycastInfo.m_hardPointWS+=s->get_linear_velocity()*s->get_step(); wheel.m_raycastInfo.m_wheelDirectionWS = chassisTrans.get_basis().xform( wheel.m_wheelDirectionCS).normalized(); wheel.m_raycastInfo.m_wheelAxleWS = chassisTrans.get_basis().xform( wheel.m_wheelAxleCS ).normalized(); } @@ -189,12 +332,16 @@ void VehicleBody::_update_wheel(int p_idx,PhysicsDirectBodyState *s) { // up.normalize(); //rotate around steering over de wheelAxleWS - real_t steering = wheel.m_steering; + real_t steering = wheel.steers?m_steeringValue:0.0; + //print_line(itos(p_idx)+": "+rtos(steering)); Matrix3 steeringMat(up,steering); Matrix3 rotatingMat(right,-wheel.m_rotation); +// if (p_idx==1) +// print_line("steeringMat " +steeringMat); + Matrix3 basis2( right[0],up[0],fwd[0], right[1],up[1],fwd[1], @@ -202,9 +349,11 @@ void VehicleBody::_update_wheel(int p_idx,PhysicsDirectBodyState *s) { ); wheel.m_worldTransform.set_basis(steeringMat * rotatingMat * basis2); + //wheel.m_worldTransform.set_basis(basis2 * (steeringMat * rotatingMat)); wheel.m_worldTransform.set_origin( wheel.m_raycastInfo.m_hardPointWS + wheel.m_raycastInfo.m_wheelDirectionWS * wheel.m_raycastInfo.m_suspensionLength ); + } @@ -221,9 +370,10 @@ real_t VehicleBody::_ray_cast(int p_idx,PhysicsDirectBodyState *s) { real_t raylen = wheel.m_suspensionRestLength+wheel.m_wheelRadius; Vector3 rayvector = wheel.m_raycastInfo.m_wheelDirectionWS * (raylen); - const Vector3& source = wheel.m_raycastInfo.m_hardPointWS; + Vector3 source = wheel.m_raycastInfo.m_hardPointWS; wheel.m_raycastInfo.m_contactPointWS = source + rayvector; const Vector3& target = wheel.m_raycastInfo.m_contactPointWS; + source-=wheel.m_wheelRadius * wheel.m_raycastInfo.m_wheelDirectionWS; real_t param = real_t(0.); @@ -552,9 +702,10 @@ void VehicleBody::_update_friction(PhysicsDirectBodyState *s) { //const btTransform& wheelTrans = getWheelTransformWS( i ); - Matrix3 wheelBasis0 = wheelInfo.get_global_transform().basis; + Matrix3 wheelBasis0 = wheelInfo.m_worldTransform.basis;//get_global_transform().basis; + m_axle[i] = wheelBasis0.get_axis(Vector3::AXIS_X); - m_axle[i] = wheelInfo.m_raycastInfo.m_wheelAxleWS; + //m_axle[i] = wheelInfo.m_raycastInfo.m_wheelAxleWS; const Vector3& surfNormalWS = wheelInfo.m_raycastInfo.m_contactNormalWS; real_t proj = m_axle[i].dot(surfNormalWS); @@ -592,9 +743,9 @@ void VehicleBody::_update_friction(PhysicsDirectBodyState *s) { if (wheelInfo.m_raycastInfo.m_isInContact) { - if (wheelInfo.m_engineForce != 0.f) + if (engine_force != 0.f) { - rollingFriction = wheelInfo.m_engineForce* s->get_step(); + rollingFriction = engine_force* s->get_step(); } else { real_t defaultRollingFrictionImpulse = 0.f; @@ -721,9 +872,11 @@ void VehicleBody::_direct_state_changed(Object *p_state) { _update_wheel(i,s); } + for(int i=0;i<wheels.size();i++) { _ray_cast(i,s); + wheels[i]->set_transform(s->get_transform().inverse() * wheels[i]->m_worldTransform); } _update_suspension(s); @@ -808,6 +961,35 @@ real_t VehicleBody::get_friction() const{ return friction; } +void VehicleBody::set_engine_force(float p_force) { + + engine_force=p_force; +} + +float VehicleBody::get_engine_force() const{ + + return engine_force; +} + +void VehicleBody::set_brake(float p_brake){ + + brake=p_brake; +} +float VehicleBody::get_brake() const{ + + return brake; +} + +void VehicleBody::set_steering(float p_steering){ + + m_steeringValue=p_steering; +} +float VehicleBody::get_steering() const{ + + return m_steeringValue; +} + + void VehicleBody::_bind_methods(){ ObjectTypeDB::bind_method(_MD("set_mass","mass"),&VehicleBody::set_mass); @@ -816,8 +998,20 @@ void VehicleBody::_bind_methods(){ ObjectTypeDB::bind_method(_MD("set_friction","friction"),&VehicleBody::set_friction); ObjectTypeDB::bind_method(_MD("get_friction"),&VehicleBody::get_friction); + ObjectTypeDB::bind_method(_MD("set_engine_force","engine_force"),&VehicleBody::set_engine_force); + ObjectTypeDB::bind_method(_MD("get_engine_force"),&VehicleBody::get_engine_force); + + ObjectTypeDB::bind_method(_MD("set_brake","brake"),&VehicleBody::set_brake); + ObjectTypeDB::bind_method(_MD("get_brake"),&VehicleBody::get_brake); + + ObjectTypeDB::bind_method(_MD("set_steering","steering"),&VehicleBody::set_steering); + ObjectTypeDB::bind_method(_MD("get_steering"),&VehicleBody::get_steering); + ObjectTypeDB::bind_method(_MD("_direct_state_changed"),&VehicleBody::_direct_state_changed); + ADD_PROPERTY( PropertyInfo(Variant::REAL,"motion/engine_force",PROPERTY_HINT_RANGE,"0.01,1024.0,0.01"),_SCS("set_engine_force"),_SCS("get_engine_force")); + ADD_PROPERTY( PropertyInfo(Variant::REAL,"motion/brake",PROPERTY_HINT_RANGE,"0.01,1024.0,0.01"),_SCS("set_brake"),_SCS("get_brake")); + ADD_PROPERTY( PropertyInfo(Variant::REAL,"motion/steering",PROPERTY_HINT_RANGE,"0.01,1024.0,0.01"),_SCS("set_steering"),_SCS("get_steering")); ADD_PROPERTY( PropertyInfo(Variant::REAL,"body/mass",PROPERTY_HINT_RANGE,"0.01,65536,0.01"),_SCS("set_mass"),_SCS("get_mass")); ADD_PROPERTY( PropertyInfo(Variant::REAL,"body/friction",PROPERTY_HINT_RANGE,"0.01,1,0.01"),_SCS("set_friction"),_SCS("get_friction")); @@ -833,8 +1027,11 @@ VehicleBody::VehicleBody() : PhysicsBody(PhysicsServer::BODY_MODE_RIGID) { m_currentVehicleSpeedKmHour = real_t(0.); m_steeringValue = real_t(0.); + engine_force=0; + brake=0; + + - mass=1; friction=1; ccd=false; @@ -842,5 +1039,6 @@ VehicleBody::VehicleBody() : PhysicsBody(PhysicsServer::BODY_MODE_RIGID) { exclude.insert(get_rid()); PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(),this,"_direct_state_changed"); + set_mass(40); } diff --git a/scene/3d/vehicle_body.h b/scene/3d/vehicle_body.h index 97137da699..285cca142d 100644 --- a/scene/3d/vehicle_body.h +++ b/scene/3d/vehicle_body.h @@ -14,6 +14,8 @@ friend class VehicleBody; Transform m_worldTransform; Transform local_xform; + bool engine_traction; + bool steers; Vector3 m_chassisConnectionPointCS; //const @@ -39,7 +41,7 @@ friend class VehicleBody; real_t m_rotation; real_t m_deltaRotation; real_t m_rollInfluence; - real_t m_engineForce; + //real_t m_engineForce; real_t m_brake; real_t m_clippedInvContactDotSuspension; @@ -69,6 +71,35 @@ protected: public: + void set_radius(float p_radius); + float get_radius() const; + + void set_suspension_rest_length(float p_length); + float get_suspension_rest_length() const; + + void set_suspension_travel(float p_length); + float get_suspension_travel() const; + + void set_suspension_stiffness(float p_value); + float get_suspension_stiffness() const; + + void set_suspension_max_force(float p_value); + float get_suspension_max_force() const; + + void set_damping_compression(float p_value); + float get_damping_compression() const; + + void set_damping_relaxation(float p_value); + float get_damping_relaxation() const; + + void set_friction_slip(float p_value); + float get_friction_slip() const; + + void set_use_as_traction(bool p_enable); + bool is_used_as_traction() const; + + void set_use_as_steering(bool p_enabled); + bool is_used_as_steering() const; VehicleWheel(); @@ -82,6 +113,9 @@ class VehicleBody : public PhysicsBody { real_t mass; real_t friction; + float engine_force; + float brake; + Vector3 linear_velocity; Vector3 angular_velocity; bool ccd; @@ -135,6 +169,15 @@ public: void set_friction(real_t p_friction); real_t get_friction() const; + void set_engine_force(float p_engine_force); + float get_engine_force() const; + + void set_brake(float p_force); + float get_brake() const; + + void set_steering(float p_steering); + float get_steering() const; + VehicleBody(); }; |