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+/*************************************************************************/
+/* space_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 SPACE_SW_H
+#define SPACE_SW_H
+
+#include "area_3d_sw.h"
+#include "area_pair_3d_sw.h"
+#include "body_3d_sw.h"
+#include "body_pair_3d_sw.h"
+#include "broad_phase_3d_sw.h"
+#include "collision_object_3d_sw.h"
+#include "core/hash_map.h"
+#include "core/project_settings.h"
+#include "core/typedefs.h"
+
+class PhysicsDirectSpaceState3DSW : public PhysicsDirectSpaceState3D {
+
+ GDCLASS(PhysicsDirectSpaceState3DSW, PhysicsDirectSpaceState3D);
+
+public:
+ Space3DSW *space;
+
+ virtual int intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false);
+ virtual bool intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_ray = false);
+ virtual int intersect_shape(const RID &p_shape, const Transform &p_xform, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false);
+ virtual bool cast_motion(const RID &p_shape, const Transform &p_xform, const Vector3 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, ShapeRestInfo *r_info = nullptr);
+ virtual bool collide_shape(RID p_shape, const Transform &p_shape_xform, real_t p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false);
+ virtual bool rest_info(RID p_shape, const Transform &p_shape_xform, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false);
+ virtual Vector3 get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const;
+
+ PhysicsDirectSpaceState3DSW();
+};
+
+class Space3DSW {
+
+public:
+ enum ElapsedTime {
+ ELAPSED_TIME_INTEGRATE_FORCES,
+ ELAPSED_TIME_GENERATE_ISLANDS,
+ ELAPSED_TIME_SETUP_CONSTRAINTS,
+ ELAPSED_TIME_SOLVE_CONSTRAINTS,
+ ELAPSED_TIME_INTEGRATE_VELOCITIES,
+ ELAPSED_TIME_MAX
+
+ };
+
+private:
+ uint64_t elapsed_time[ELAPSED_TIME_MAX];
+
+ PhysicsDirectSpaceState3DSW *direct_access;
+ RID self;
+
+ BroadPhase3DSW *broadphase;
+ SelfList<Body3DSW>::List active_list;
+ SelfList<Body3DSW>::List inertia_update_list;
+ SelfList<Body3DSW>::List state_query_list;
+ SelfList<Area3DSW>::List monitor_query_list;
+ SelfList<Area3DSW>::List area_moved_list;
+
+ static void *_broadphase_pair(CollisionObject3DSW *A, int p_subindex_A, CollisionObject3DSW *B, int p_subindex_B, void *p_self);
+ static void _broadphase_unpair(CollisionObject3DSW *A, int p_subindex_A, CollisionObject3DSW *B, int p_subindex_B, void *p_data, void *p_self);
+
+ Set<CollisionObject3DSW *> objects;
+
+ Area3DSW *area;
+
+ real_t contact_recycle_radius;
+ real_t contact_max_separation;
+ real_t contact_max_allowed_penetration;
+ real_t constraint_bias;
+ real_t test_motion_min_contact_depth;
+
+ enum {
+
+ INTERSECTION_QUERY_MAX = 2048
+ };
+
+ CollisionObject3DSW *intersection_query_results[INTERSECTION_QUERY_MAX];
+ int intersection_query_subindex_results[INTERSECTION_QUERY_MAX];
+
+ real_t body_linear_velocity_sleep_threshold;
+ real_t body_angular_velocity_sleep_threshold;
+ real_t body_time_to_sleep;
+ real_t body_angular_velocity_damp_ratio;
+
+ bool locked;
+
+ int island_count;
+ int active_objects;
+ int collision_pairs;
+
+ RID static_global_body;
+
+ Vector<Vector3> contact_debug;
+ int contact_debug_count;
+
+ friend class PhysicsDirectSpaceState3DSW;
+
+ int _cull_aabb_for_body(Body3DSW *p_body, const AABB &p_aabb);
+
+public:
+ _FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; }
+ _FORCE_INLINE_ RID get_self() const { return self; }
+
+ void set_default_area(Area3DSW *p_area) { area = p_area; }
+ Area3DSW *get_default_area() const { return area; }
+
+ const SelfList<Body3DSW>::List &get_active_body_list() const;
+ void body_add_to_active_list(SelfList<Body3DSW> *p_body);
+ void body_remove_from_active_list(SelfList<Body3DSW> *p_body);
+ void body_add_to_inertia_update_list(SelfList<Body3DSW> *p_body);
+ void body_remove_from_inertia_update_list(SelfList<Body3DSW> *p_body);
+
+ void body_add_to_state_query_list(SelfList<Body3DSW> *p_body);
+ void body_remove_from_state_query_list(SelfList<Body3DSW> *p_body);
+
+ void area_add_to_monitor_query_list(SelfList<Area3DSW> *p_area);
+ void area_remove_from_monitor_query_list(SelfList<Area3DSW> *p_area);
+ void area_add_to_moved_list(SelfList<Area3DSW> *p_area);
+ void area_remove_from_moved_list(SelfList<Area3DSW> *p_area);
+ const SelfList<Area3DSW>::List &get_moved_area_list() const;
+
+ BroadPhase3DSW *get_broadphase();
+
+ void add_object(CollisionObject3DSW *p_object);
+ void remove_object(CollisionObject3DSW *p_object);
+ const Set<CollisionObject3DSW *> &get_objects() const;
+
+ _FORCE_INLINE_ real_t get_contact_recycle_radius() const { return contact_recycle_radius; }
+ _FORCE_INLINE_ real_t get_contact_max_separation() const { return contact_max_separation; }
+ _FORCE_INLINE_ real_t get_contact_max_allowed_penetration() const { return contact_max_allowed_penetration; }
+ _FORCE_INLINE_ real_t get_constraint_bias() const { return constraint_bias; }
+ _FORCE_INLINE_ real_t get_body_linear_velocity_sleep_threshold() const { return body_linear_velocity_sleep_threshold; }
+ _FORCE_INLINE_ real_t get_body_angular_velocity_sleep_threshold() const { return body_angular_velocity_sleep_threshold; }
+ _FORCE_INLINE_ real_t get_body_time_to_sleep() const { return body_time_to_sleep; }
+ _FORCE_INLINE_ real_t get_body_angular_velocity_damp_ratio() const { return body_angular_velocity_damp_ratio; }
+
+ void update();
+ void setup();
+ void call_queries();
+
+ bool is_locked() const;
+ void lock();
+ void unlock();
+
+ void set_param(PhysicsServer3D::SpaceParameter p_param, real_t p_value);
+ real_t get_param(PhysicsServer3D::SpaceParameter p_param) const;
+
+ void set_island_count(int p_island_count) { island_count = p_island_count; }
+ int get_island_count() const { return island_count; }
+
+ void set_active_objects(int p_active_objects) { active_objects = p_active_objects; }
+ int get_active_objects() const { return active_objects; }
+
+ int get_collision_pairs() const { return collision_pairs; }
+
+ PhysicsDirectSpaceState3DSW *get_direct_state();
+
+ void set_debug_contacts(int p_amount) { contact_debug.resize(p_amount); }
+ _FORCE_INLINE_ bool is_debugging_contacts() const { return !contact_debug.empty(); }
+ _FORCE_INLINE_ void add_debug_contact(const Vector3 &p_contact) {
+ if (contact_debug_count < contact_debug.size()) contact_debug.write[contact_debug_count++] = p_contact;
+ }
+ _FORCE_INLINE_ Vector<Vector3> get_debug_contacts() { return contact_debug; }
+ _FORCE_INLINE_ int get_debug_contact_count() { return contact_debug_count; }
+
+ void set_static_global_body(RID p_body) { static_global_body = p_body; }
+ RID get_static_global_body() { return static_global_body; }
+
+ void set_elapsed_time(ElapsedTime p_time, uint64_t p_msec) { elapsed_time[p_time] = p_msec; }
+ uint64_t get_elapsed_time(ElapsedTime p_time) const { return elapsed_time[p_time]; }
+
+ int test_body_ray_separation(Body3DSW *p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, PhysicsServer3D::SeparationResult *r_results, int p_result_max, real_t p_margin);
+ bool test_body_motion(Body3DSW *p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, real_t p_margin, PhysicsServer3D::MotionResult *r_result, bool p_exclude_raycast_shapes);
+
+ Space3DSW();
+ ~Space3DSW();
+};
+
+#endif // SPACE__SW_H