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+/*************************************************************************/
+/* body_3d_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_3d_sw.h"
+#include "collision_object_3d_sw.h"
+#include "core/vset.h"
+
+class Constraint3DSW;
+
+class Body3DSW : public CollisionObject3DSW {
+
+ PhysicsServer3D::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<Body3DSW> active_list;
+ SelfList<Body3DSW> inertia_update_list;
+ SelfList<Body3DSW> 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<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 {
+
+ 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;
+ Body3DSW *island_next;
+ Body3DSW *island_list_next;
+
+ _FORCE_INLINE_ void _compute_area_gravity_and_dampenings(const Area3DSW *p_area);
+
+ _FORCE_INLINE_ void _update_transform_dependant();
+
+ friend class PhysicsDirectBodyState3DSW; // 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(Area3DSW *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(Area3DSW *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 == PhysicsServer3D::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_ Body3DSW *get_island_next() const { return island_next; }
+ _FORCE_INLINE_ void set_island_next(Body3DSW *p_next) { island_next = p_next; }
+
+ _FORCE_INLINE_ Body3DSW *get_island_list_next() const { return island_list_next; }
+ _FORCE_INLINE_ void set_island_list_next(Body3DSW *p_next) { island_list_next = p_next; }
+
+ _FORCE_INLINE_ void add_constraint(Constraint3DSW *p_constraint, int p_pos) { constraint_map[p_constraint] = p_pos; }
+ _FORCE_INLINE_ void remove_constraint(Constraint3DSW *p_constraint) { constraint_map.erase(p_constraint); }
+ const Map<Constraint3DSW *, 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 - center_of_mass).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 == PhysicsServer3D::BODY_MODE_STATIC || mode == PhysicsServer3D::BODY_MODE_KINEMATIC)
+ return;
+ set_active(true);
+ }
+
+ void set_param(PhysicsServer3D::BodyParameter p_param, real_t);
+ real_t get_param(PhysicsServer3D::BodyParameter p_param) const;
+
+ void set_mode(PhysicsServer3D::BodyMode p_mode);
+ PhysicsServer3D::BodyMode get_mode() const;
+
+ void set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant);
+ Variant get_state(PhysicsServer3D::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(Space3DSW *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(PhysicsServer3D::BodyAxis p_axis, bool lock);
+ bool is_axis_locked(PhysicsServer3D::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);
+
+ Body3DSW();
+ ~Body3DSW();
+};
+
+//add contact inline
+
+void Body3DSW::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 PhysicsDirectBodyState3DSW : public PhysicsDirectBodyState3D {
+
+ GDCLASS(PhysicsDirectBodyState3DSW, PhysicsDirectBodyState3D);
+
+public:
+ static PhysicsDirectBodyState3DSW *singleton;
+ Body3DSW *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(PhysicsServer3D::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_sleep) { body->set_active(!p_sleep); }
+ 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 PhysicsDirectSpaceState3D *get_space_state();
+
+ virtual real_t get_step() const { return step; }
+ PhysicsDirectBodyState3DSW() {
+ singleton = this;
+ body = nullptr;
+ }
+};
+
+#endif // BODY__SW_H