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Diffstat (limited to 'servers/physics_3d/body_3d_sw.h')
-rw-r--r-- | servers/physics_3d/body_3d_sw.h | 475 |
1 files changed, 475 insertions, 0 deletions
diff --git a/servers/physics_3d/body_3d_sw.h b/servers/physics_3d/body_3d_sw.h new file mode 100644 index 0000000000..2bd335e6c0 --- /dev/null +++ b/servers/physics_3d/body_3d_sw.h @@ -0,0 +1,475 @@ +/*************************************************************************/ +/* 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 |