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-rw-r--r--servers/physics_3d/body_3d_sw.h178
1 files changed, 46 insertions, 132 deletions
diff --git a/servers/physics_3d/body_3d_sw.h b/servers/physics_3d/body_3d_sw.h
index 0fa31c5037..8b74c7e5b9 100644
--- a/servers/physics_3d/body_3d_sw.h
+++ b/servers/physics_3d/body_3d_sw.h
@@ -28,34 +28,39 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef BODY_SW_H
-#define BODY_SW_H
+#ifndef BODY_3D_SW_H
+#define BODY_3D_SW_H
#include "area_3d_sw.h"
#include "collision_object_3d_sw.h"
#include "core/templates/vset.h"
class Constraint3DSW;
+class PhysicsDirectBodyState3DSW;
class Body3DSW : public CollisionObject3DSW {
- PhysicsServer3D::BodyMode mode;
+ PhysicsServer3D::BodyMode mode = PhysicsServer3D::BODY_MODE_DYNAMIC;
Vector3 linear_velocity;
Vector3 angular_velocity;
+ Vector3 constant_linear_velocity;
+ Vector3 constant_angular_velocity;
+
Vector3 biased_linear_velocity;
Vector3 biased_angular_velocity;
- real_t mass;
- real_t bounce;
- real_t friction;
+ real_t mass = 1.0;
+ real_t bounce = 0.0;
+ real_t friction = 1.0;
+ Vector3 inertia;
- real_t linear_damp;
- real_t angular_damp;
- real_t gravity_scale;
+ real_t linear_damp = -1.0;
+ real_t angular_damp = -1.0;
+ real_t gravity_scale = 1.0;
uint16_t locked_axis = 0;
- real_t _inv_mass;
+ real_t _inv_mass = 1.0;
Vector3 _inv_inertia; // Relative to the principal axes of inertia
// Relative to the local frame of reference
@@ -67,47 +72,37 @@ class Body3DSW : public CollisionObject3DSW {
Basis principal_inertia_axes;
Vector3 center_of_mass;
+ bool calculate_inertia = true;
+ bool calculate_center_of_mass = true;
+
Vector3 gravity;
- real_t still_time;
+ real_t still_time = 0.0;
Vector3 applied_force;
Vector3 applied_torque;
- real_t area_angular_damp;
- real_t area_linear_damp;
+ real_t area_angular_damp = 0.0;
+ real_t area_linear_damp = 0.0;
SelfList<Body3DSW> active_list;
- SelfList<Body3DSW> inertia_update_list;
+ SelfList<Body3DSW> mass_properties_update_list;
SelfList<Body3DSW> direct_state_query_list;
VSet<RID> exceptions;
- bool omit_force_integration;
- bool active;
+ bool omit_force_integration = false;
+ bool active = true;
- bool first_integration;
+ bool continuous_cd = false;
+ bool can_sleep = true;
+ bool first_time_kinematic = false;
- bool continuous_cd;
- bool can_sleep;
- bool first_time_kinematic;
- void _update_inertia();
+ void _mass_properties_changed();
virtual void _shapes_changed();
Transform3D new_transform;
Map<Constraint3DSW *, int> constraint_map;
- struct AreaCMP {
- Area3DSW *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(Area3DSW *p_area) {
- area = p_area;
- refCount = 1;
- }
- };
-
Vector<AreaCMP> areas;
struct Contact {
@@ -123,26 +118,34 @@ class Body3DSW : public CollisionObject3DSW {
};
Vector<Contact> contacts; //no contacts by default
- int contact_count;
+ int contact_count = 0;
- struct ForceIntegrationCallback {
+ void *body_state_callback_instance = nullptr;
+ PhysicsServer3D::BodyStateCallback body_state_callback = nullptr;
+
+ struct ForceIntegrationCallbackData {
Callable callable;
Variant udata;
};
- ForceIntegrationCallback *fi_callback;
+ ForceIntegrationCallbackData *fi_callback_data = nullptr;
+
+ PhysicsDirectBodyState3DSW *direct_state = nullptr;
- uint64_t island_step;
+ uint64_t island_step = 0;
- _FORCE_INLINE_ void _compute_area_gravity_and_dampenings(const Area3DSW *p_area);
+ _FORCE_INLINE_ void _compute_area_gravity_and_damping(const Area3DSW *p_area);
_FORCE_INLINE_ void _update_transform_dependant();
friend class PhysicsDirectBodyState3DSW; // i give up, too many functions to expose
public:
+ void set_state_sync_callback(void *p_instance, PhysicsServer3D::BodyStateCallback p_callback);
void set_force_integration_callback(const Callable &p_callable, const Variant &p_udata = Variant());
+ PhysicsDirectBodyState3DSW *get_direct_state();
+
_FORCE_INLINE_ void add_area(Area3DSW *p_area) {
int index = areas.find(AreaCMP(p_area));
if (index > -1) {
@@ -254,8 +257,8 @@ public:
set_active(true);
}
- void set_param(PhysicsServer3D::BodyParameter p_param, real_t);
- real_t get_param(PhysicsServer3D::BodyParameter p_param) const;
+ void set_param(PhysicsServer3D::BodyParameter p_param, const Variant &p_value);
+ Variant get_param(PhysicsServer3D::BodyParameter p_param) const;
void set_mode(PhysicsServer3D::BodyMode p_mode);
PhysicsServer3D::BodyMode get_mode() const;
@@ -274,7 +277,8 @@ public:
void set_space(Space3DSW *p_space);
- void update_inertias();
+ void update_mass_properties();
+ void reset_mass_properties();
_FORCE_INLINE_ real_t get_inv_mass() const { return _inv_mass; }
_FORCE_INLINE_ const Vector3 &get_inv_inertia() const { return _inv_inertia; }
@@ -361,94 +365,4 @@ void Body3DSW::add_contact(const Vector3 &p_local_pos, const Vector3 &p_local_no
c[idx].collider_velocity_at_pos = p_collider_velocity_at_pos;
}
-class PhysicsDirectBodyState3DSW : public PhysicsDirectBodyState3D {
- GDCLASS(PhysicsDirectBodyState3DSW, PhysicsDirectBodyState3D);
-
-public:
- static PhysicsDirectBodyState3DSW *singleton;
- Body3DSW *body;
- real_t step;
-
- virtual Vector3 get_total_gravity() const override { return body->gravity; } // get gravity vector working on this body space/area
- virtual real_t get_total_angular_damp() const override { return body->area_angular_damp; } // get density of this body space/area
- virtual real_t get_total_linear_damp() const override { return body->area_linear_damp; } // get density of this body space/area
-
- virtual Vector3 get_center_of_mass() const override { return body->get_center_of_mass(); }
- virtual Basis get_principal_inertia_axes() const override { return body->get_principal_inertia_axes(); }
-
- virtual real_t get_inverse_mass() const override { return body->get_inv_mass(); } // get the mass
- virtual Vector3 get_inverse_inertia() const override { return body->get_inv_inertia(); } // get density of this body space
- virtual Basis get_inverse_inertia_tensor() const override { return body->get_inv_inertia_tensor(); } // get density of this body space
-
- virtual void set_linear_velocity(const Vector3 &p_velocity) override { body->set_linear_velocity(p_velocity); }
- virtual Vector3 get_linear_velocity() const override { return body->get_linear_velocity(); }
-
- virtual void set_angular_velocity(const Vector3 &p_velocity) override { body->set_angular_velocity(p_velocity); }
- virtual Vector3 get_angular_velocity() const override { return body->get_angular_velocity(); }
-
- virtual void set_transform(const Transform3D &p_transform) override { body->set_state(PhysicsServer3D::BODY_STATE_TRANSFORM, p_transform); }
- virtual Transform3D get_transform() const override { return body->get_transform(); }
-
- virtual void add_central_force(const Vector3 &p_force) override { body->add_central_force(p_force); }
- virtual void add_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) override {
- body->add_force(p_force, p_position);
- }
- virtual void add_torque(const Vector3 &p_torque) override { body->add_torque(p_torque); }
- virtual void apply_central_impulse(const Vector3 &p_impulse) override { body->apply_central_impulse(p_impulse); }
- virtual void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3()) override {
- body->apply_impulse(p_impulse, p_position);
- }
- virtual void apply_torque_impulse(const Vector3 &p_impulse) override { body->apply_torque_impulse(p_impulse); }
-
- virtual void set_sleep_state(bool p_sleep) override { body->set_active(!p_sleep); }
- virtual bool is_sleeping() const override { return !body->is_active(); }
-
- virtual int get_contact_count() const override { return body->contact_count; }
-
- virtual Vector3 get_contact_local_position(int p_contact_idx) const override {
- 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 override {
- ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
- return body->contacts[p_contact_idx].local_normal;
- }
- virtual real_t get_contact_impulse(int p_contact_idx) const override {
- return 0.0f; // Only implemented for bullet
- }
- virtual int get_contact_local_shape(int p_contact_idx) const override {
- 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 override {
- 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 override {
- 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 override {
- 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 override {
- 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 override {
- ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
- return body->contacts[p_contact_idx].collider_velocity_at_pos;
- }
-
- virtual PhysicsDirectSpaceState3D *get_space_state() override;
-
- virtual real_t get_step() const override { return step; }
- PhysicsDirectBodyState3DSW() {
- singleton = this;
- body = nullptr;
- }
-};
-
-#endif // BODY__SW_H
+#endif // BODY_3D_SW_H