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diff --git a/servers/physics/body_sw.cpp b/servers/physics/body_sw.cpp
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+/*************************************************************************/
+/* body_sw.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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. */
+/*************************************************************************/
+#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();
+}