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-rw-r--r--servers/physics/body_sw.cpp1206
1 files changed, 603 insertions, 603 deletions
diff --git a/servers/physics/body_sw.cpp b/servers/physics/body_sw.cpp
index b926a93773..f0f72b471c 100644
--- a/servers/physics/body_sw.cpp
+++ b/servers/physics/body_sw.cpp
@@ -26,606 +26,606 @@
/* 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();
-}
+#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_KINEMATIC:
+ 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_KINEMATIC: {
+
+ _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_KINEMATIC);
+ 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_KINEMATIC) {
+ _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_KINEMATIC)
+ 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_KINEMATIC)
+ 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_KINEMATIC) {
+ 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_KINEMATIC)
+ 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();
+}