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Diffstat (limited to 'servers/physics/body_sw.h')
-rw-r--r-- | servers/physics/body_sw.h | 475 |
1 files changed, 0 insertions, 475 deletions
diff --git a/servers/physics/body_sw.h b/servers/physics/body_sw.h deleted file mode 100644 index d712b09878..0000000000 --- a/servers/physics/body_sw.h +++ /dev/null @@ -1,475 +0,0 @@ -/*************************************************************************/ -/* body_sw.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 BODY_SW_H -#define BODY_SW_H - -#include "area_sw.h" -#include "collision_object_sw.h" -#include "core/vset.h" - -class ConstraintSW; - -class BodySW : public CollisionObjectSW { - - PhysicsServer::BodyMode mode; - - Vector3 linear_velocity; - Vector3 angular_velocity; - - Vector3 biased_linear_velocity; - Vector3 biased_angular_velocity; - real_t mass; - real_t bounce; - real_t friction; - - real_t linear_damp; - real_t angular_damp; - real_t gravity_scale; - - uint16_t locked_axis; - - real_t kinematic_safe_margin; - real_t _inv_mass; - Vector3 _inv_inertia; // Relative to the principal axes of inertia - - // Relative to the local frame of reference - Basis principal_inertia_axes_local; - Vector3 center_of_mass_local; - - // In world orientation with local origin - Basis _inv_inertia_tensor; - Basis principal_inertia_axes; - Vector3 center_of_mass; - - Vector3 gravity; - - real_t still_time; - - Vector3 applied_force; - Vector3 applied_torque; - - real_t area_angular_damp; - real_t area_linear_damp; - - SelfList<BodySW> active_list; - SelfList<BodySW> inertia_update_list; - SelfList<BodySW> direct_state_query_list; - - VSet<RID> exceptions; - bool omit_force_integration; - bool active; - - bool first_integration; - - bool continuous_cd; - bool can_sleep; - bool first_time_kinematic; - void _update_inertia(); - virtual void _shapes_changed(); - Transform new_transform; - - Map<ConstraintSW *, int> constraint_map; - - struct AreaCMP { - - AreaSW *area; - int refCount; - _FORCE_INLINE_ bool operator==(const AreaCMP &p_cmp) const { return area->get_self() == p_cmp.area->get_self(); } - _FORCE_INLINE_ bool operator<(const AreaCMP &p_cmp) const { return area->get_priority() < p_cmp.area->get_priority(); } - _FORCE_INLINE_ AreaCMP() {} - _FORCE_INLINE_ AreaCMP(AreaSW *p_area) { - area = p_area; - refCount = 1; - } - }; - - Vector<AreaCMP> areas; - - struct Contact { - - Vector3 local_pos; - Vector3 local_normal; - real_t depth; - int local_shape; - Vector3 collider_pos; - int collider_shape; - ObjectID collider_instance_id; - RID collider; - Vector3 collider_velocity_at_pos; - }; - - Vector<Contact> contacts; //no contacts by default - int contact_count; - - struct ForceIntegrationCallback { - - ObjectID id; - StringName method; - Variant udata; - }; - - ForceIntegrationCallback *fi_callback; - - uint64_t island_step; - BodySW *island_next; - BodySW *island_list_next; - - _FORCE_INLINE_ void _compute_area_gravity_and_dampenings(const AreaSW *p_area); - - _FORCE_INLINE_ void _update_transform_dependant(); - - friend class PhysicsDirectBodyStateSW; // i give up, too many functions to expose - -public: - void set_force_integration_callback(ObjectID p_id, const StringName &p_method, const Variant &p_udata = Variant()); - - void set_kinematic_margin(real_t p_margin); - _FORCE_INLINE_ real_t get_kinematic_margin() { return kinematic_safe_margin; } - - _FORCE_INLINE_ void add_area(AreaSW *p_area) { - int index = areas.find(AreaCMP(p_area)); - if (index > -1) { - areas.write[index].refCount += 1; - } else { - areas.ordered_insert(AreaCMP(p_area)); - } - } - - _FORCE_INLINE_ void remove_area(AreaSW *p_area) { - int index = areas.find(AreaCMP(p_area)); - if (index > -1) { - areas.write[index].refCount -= 1; - if (areas[index].refCount < 1) - areas.remove(index); - } - } - - _FORCE_INLINE_ void set_max_contacts_reported(int p_size) { - contacts.resize(p_size); - contact_count = 0; - if (mode == PhysicsServer::BODY_MODE_KINEMATIC && p_size) set_active(true); - } - _FORCE_INLINE_ int get_max_contacts_reported() const { return contacts.size(); } - - _FORCE_INLINE_ bool can_report_contacts() const { return !contacts.empty(); } - _FORCE_INLINE_ void add_contact(const Vector3 &p_local_pos, const Vector3 &p_local_normal, real_t p_depth, int p_local_shape, const Vector3 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector3 &p_collider_velocity_at_pos); - - _FORCE_INLINE_ void add_exception(const RID &p_exception) { exceptions.insert(p_exception); } - _FORCE_INLINE_ void remove_exception(const RID &p_exception) { exceptions.erase(p_exception); } - _FORCE_INLINE_ bool has_exception(const RID &p_exception) const { return exceptions.has(p_exception); } - _FORCE_INLINE_ const VSet<RID> &get_exceptions() const { return exceptions; } - - _FORCE_INLINE_ uint64_t get_island_step() const { return island_step; } - _FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; } - - _FORCE_INLINE_ BodySW *get_island_next() const { return island_next; } - _FORCE_INLINE_ void set_island_next(BodySW *p_next) { island_next = p_next; } - - _FORCE_INLINE_ BodySW *get_island_list_next() const { return island_list_next; } - _FORCE_INLINE_ void set_island_list_next(BodySW *p_next) { island_list_next = p_next; } - - _FORCE_INLINE_ void add_constraint(ConstraintSW *p_constraint, int p_pos) { constraint_map[p_constraint] = p_pos; } - _FORCE_INLINE_ void remove_constraint(ConstraintSW *p_constraint) { constraint_map.erase(p_constraint); } - const Map<ConstraintSW *, int> &get_constraint_map() const { return constraint_map; } - _FORCE_INLINE_ void clear_constraint_map() { constraint_map.clear(); } - - _FORCE_INLINE_ void set_omit_force_integration(bool p_omit_force_integration) { omit_force_integration = p_omit_force_integration; } - _FORCE_INLINE_ bool get_omit_force_integration() const { return omit_force_integration; } - - _FORCE_INLINE_ Basis get_principal_inertia_axes() const { return principal_inertia_axes; } - _FORCE_INLINE_ Vector3 get_center_of_mass() const { return center_of_mass; } - _FORCE_INLINE_ Vector3 xform_local_to_principal(const Vector3 &p_pos) const { return principal_inertia_axes_local.xform(p_pos - center_of_mass_local); } - - _FORCE_INLINE_ void set_linear_velocity(const Vector3 &p_velocity) { linear_velocity = p_velocity; } - _FORCE_INLINE_ Vector3 get_linear_velocity() const { return linear_velocity; } - - _FORCE_INLINE_ void set_angular_velocity(const Vector3 &p_velocity) { angular_velocity = p_velocity; } - _FORCE_INLINE_ Vector3 get_angular_velocity() const { return angular_velocity; } - - _FORCE_INLINE_ const Vector3 &get_biased_linear_velocity() const { return biased_linear_velocity; } - _FORCE_INLINE_ const Vector3 &get_biased_angular_velocity() const { return biased_angular_velocity; } - - _FORCE_INLINE_ void apply_central_impulse(const Vector3 &p_j) { - linear_velocity += p_j * _inv_mass; - } - - _FORCE_INLINE_ void apply_impulse(const Vector3 &p_pos, const Vector3 &p_j) { - - linear_velocity += p_j * _inv_mass; - angular_velocity += _inv_inertia_tensor.xform((p_pos - center_of_mass).cross(p_j)); - } - - _FORCE_INLINE_ void apply_torque_impulse(const Vector3 &p_j) { - - angular_velocity += _inv_inertia_tensor.xform(p_j); - } - - _FORCE_INLINE_ void apply_bias_impulse(const Vector3 &p_pos, const Vector3 &p_j, real_t p_max_delta_av = -1.0) { - - biased_linear_velocity += p_j * _inv_mass; - if (p_max_delta_av != 0.0) { - Vector3 delta_av = _inv_inertia_tensor.xform((p_pos - center_of_mass).cross(p_j)); - if (p_max_delta_av > 0 && delta_av.length() > p_max_delta_av) { - delta_av = delta_av.normalized() * p_max_delta_av; - } - biased_angular_velocity += delta_av; - } - } - - _FORCE_INLINE_ void apply_bias_torque_impulse(const Vector3 &p_j) { - - biased_angular_velocity += _inv_inertia_tensor.xform(p_j); - } - - _FORCE_INLINE_ void add_central_force(const Vector3 &p_force) { - - applied_force += p_force; - } - - _FORCE_INLINE_ void add_force(const Vector3 &p_force, const Vector3 &p_pos) { - - applied_force += p_force; - applied_torque += p_pos.cross(p_force); - } - - _FORCE_INLINE_ void add_torque(const Vector3 &p_torque) { - applied_torque += p_torque; - } - - void set_active(bool p_active); - _FORCE_INLINE_ bool is_active() const { return active; } - - _FORCE_INLINE_ void wakeup() { - if ((!get_space()) || mode == PhysicsServer::BODY_MODE_STATIC || mode == PhysicsServer::BODY_MODE_KINEMATIC) - return; - set_active(true); - } - - void set_param(PhysicsServer::BodyParameter p_param, real_t); - real_t get_param(PhysicsServer::BodyParameter p_param) const; - - void set_mode(PhysicsServer::BodyMode p_mode); - PhysicsServer::BodyMode get_mode() const; - - void set_state(PhysicsServer::BodyState p_state, const Variant &p_variant); - Variant get_state(PhysicsServer::BodyState p_state) const; - - void set_applied_force(const Vector3 &p_force) { applied_force = p_force; } - Vector3 get_applied_force() const { return applied_force; } - - void set_applied_torque(const Vector3 &p_torque) { applied_torque = p_torque; } - Vector3 get_applied_torque() const { return applied_torque; } - - _FORCE_INLINE_ void set_continuous_collision_detection(bool p_enable) { continuous_cd = p_enable; } - _FORCE_INLINE_ bool is_continuous_collision_detection_enabled() const { return continuous_cd; } - - void set_space(SpaceSW *p_space); - - void update_inertias(); - - _FORCE_INLINE_ real_t get_inv_mass() const { return _inv_mass; } - _FORCE_INLINE_ Vector3 get_inv_inertia() const { return _inv_inertia; } - _FORCE_INLINE_ Basis get_inv_inertia_tensor() const { return _inv_inertia_tensor; } - _FORCE_INLINE_ real_t get_friction() const { return friction; } - _FORCE_INLINE_ Vector3 get_gravity() const { return gravity; } - _FORCE_INLINE_ real_t get_bounce() const { return bounce; } - - void set_axis_lock(PhysicsServer::BodyAxis p_axis, bool lock); - bool is_axis_locked(PhysicsServer::BodyAxis p_axis) const; - - void integrate_forces(real_t p_step); - void integrate_velocities(real_t p_step); - - _FORCE_INLINE_ Vector3 get_velocity_in_local_point(const Vector3 &rel_pos) const { - - return linear_velocity + angular_velocity.cross(rel_pos - center_of_mass); - } - - _FORCE_INLINE_ real_t compute_impulse_denominator(const Vector3 &p_pos, const Vector3 &p_normal) const { - - Vector3 r0 = p_pos - get_transform().origin - center_of_mass; - - Vector3 c0 = (r0).cross(p_normal); - - Vector3 vec = (_inv_inertia_tensor.xform_inv(c0)).cross(r0); - - return _inv_mass + p_normal.dot(vec); - } - - _FORCE_INLINE_ real_t compute_angular_impulse_denominator(const Vector3 &p_axis) const { - - return p_axis.dot(_inv_inertia_tensor.xform_inv(p_axis)); - } - - //void simulate_motion(const Transform& p_xform,real_t p_step); - void call_queries(); - void wakeup_neighbours(); - - bool sleep_test(real_t p_step); - - BodySW(); - ~BodySW(); -}; - -//add contact inline - -void BodySW::add_contact(const Vector3 &p_local_pos, const Vector3 &p_local_normal, real_t p_depth, int p_local_shape, const Vector3 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector3 &p_collider_velocity_at_pos) { - - int c_max = contacts.size(); - - if (c_max == 0) - return; - - Contact *c = contacts.ptrw(); - - int idx = -1; - - if (contact_count < c_max) { - idx = contact_count++; - } else { - - real_t least_depth = 1e20; - int least_deep = -1; - for (int i = 0; i < c_max; i++) { - - if (i == 0 || c[i].depth < least_depth) { - least_deep = i; - least_depth = c[i].depth; - } - } - - if (least_deep >= 0 && least_depth < p_depth) { - - idx = least_deep; - } - if (idx == -1) - return; //none least deepe than this - } - - c[idx].local_pos = p_local_pos; - c[idx].local_normal = p_local_normal; - c[idx].depth = p_depth; - c[idx].local_shape = p_local_shape; - c[idx].collider_pos = p_collider_pos; - c[idx].collider_shape = p_collider_shape; - c[idx].collider_instance_id = p_collider_instance_id; - c[idx].collider = p_collider; - c[idx].collider_velocity_at_pos = p_collider_velocity_at_pos; -} - -class PhysicsDirectBodyStateSW : public PhysicsDirectBodyState { - - GDCLASS(PhysicsDirectBodyStateSW, PhysicsDirectBodyState); - -public: - static PhysicsDirectBodyStateSW *singleton; - BodySW *body; - real_t step; - - virtual Vector3 get_total_gravity() const { return body->gravity; } // get gravity vector working on this body space/area - virtual real_t get_total_angular_damp() const { return body->area_angular_damp; } // get density of this body space/area - virtual real_t get_total_linear_damp() const { return body->area_linear_damp; } // get density of this body space/area - - virtual Vector3 get_center_of_mass() const { return body->get_center_of_mass(); } - virtual Basis get_principal_inertia_axes() const { return body->get_principal_inertia_axes(); } - - virtual real_t get_inverse_mass() const { return body->get_inv_mass(); } // get the mass - virtual Vector3 get_inverse_inertia() const { return body->get_inv_inertia(); } // get density of this body space - virtual Basis get_inverse_inertia_tensor() const { return body->get_inv_inertia_tensor(); } // get density of this body space - - virtual void set_linear_velocity(const Vector3 &p_velocity) { body->set_linear_velocity(p_velocity); } - virtual Vector3 get_linear_velocity() const { return body->get_linear_velocity(); } - - virtual void set_angular_velocity(const Vector3 &p_velocity) { body->set_angular_velocity(p_velocity); } - virtual Vector3 get_angular_velocity() const { return body->get_angular_velocity(); } - - virtual void set_transform(const Transform &p_transform) { body->set_state(PhysicsServer::BODY_STATE_TRANSFORM, p_transform); } - virtual Transform get_transform() const { return body->get_transform(); } - - virtual void add_central_force(const Vector3 &p_force) { body->add_central_force(p_force); } - virtual void add_force(const Vector3 &p_force, const Vector3 &p_pos) { body->add_force(p_force, p_pos); } - virtual void add_torque(const Vector3 &p_torque) { body->add_torque(p_torque); } - virtual void apply_central_impulse(const Vector3 &p_j) { body->apply_central_impulse(p_j); } - virtual void apply_impulse(const Vector3 &p_pos, const Vector3 &p_j) { body->apply_impulse(p_pos, p_j); } - virtual void apply_torque_impulse(const Vector3 &p_j) { body->apply_torque_impulse(p_j); } - - virtual void set_sleep_state(bool p_enable) { body->set_active(!p_enable); } - virtual bool is_sleeping() const { return !body->is_active(); } - - virtual int get_contact_count() const { return body->contact_count; } - - virtual Vector3 get_contact_local_position(int p_contact_idx) const { - ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3()); - return body->contacts[p_contact_idx].local_pos; - } - virtual Vector3 get_contact_local_normal(int p_contact_idx) const { - ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3()); - return body->contacts[p_contact_idx].local_normal; - } - virtual float get_contact_impulse(int p_contact_idx) const { - return 0.0f; // Only implemented for bullet - } - virtual int get_contact_local_shape(int p_contact_idx) const { - ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, -1); - return body->contacts[p_contact_idx].local_shape; - } - - virtual RID get_contact_collider(int p_contact_idx) const { - ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, RID()); - return body->contacts[p_contact_idx].collider; - } - virtual Vector3 get_contact_collider_position(int p_contact_idx) const { - ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3()); - return body->contacts[p_contact_idx].collider_pos; - } - virtual ObjectID get_contact_collider_id(int p_contact_idx) const { - ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, ObjectID()); - return body->contacts[p_contact_idx].collider_instance_id; - } - virtual int get_contact_collider_shape(int p_contact_idx) const { - ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, 0); - return body->contacts[p_contact_idx].collider_shape; - } - virtual Vector3 get_contact_collider_velocity_at_position(int p_contact_idx) const { - ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3()); - return body->contacts[p_contact_idx].collider_velocity_at_pos; - } - - virtual PhysicsDirectSpaceState *get_space_state(); - - virtual real_t get_step() const { return step; } - PhysicsDirectBodyStateSW() { - singleton = this; - body = NULL; - } -}; - -#endif // BODY__SW_H |