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+/*************************************************************************/
+/* physics_server_3d.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 PHYSICS_SERVER_H
+#define PHYSICS_SERVER_H
+
+#include "core/object.h"
+#include "core/resource.h"
+
+class PhysicsDirectSpaceState3D;
+
+class PhysicsDirectBodyState3D : public Object {
+
+ GDCLASS(PhysicsDirectBodyState3D, Object);
+
+protected:
+ static void _bind_methods();
+
+public:
+ virtual Vector3 get_total_gravity() const = 0;
+ virtual float get_total_angular_damp() const = 0;
+ virtual float get_total_linear_damp() const = 0;
+
+ virtual Vector3 get_center_of_mass() const = 0;
+ virtual Basis get_principal_inertia_axes() const = 0;
+ virtual float get_inverse_mass() const = 0; // get the mass
+ virtual Vector3 get_inverse_inertia() const = 0; // get density of this body space
+ virtual Basis get_inverse_inertia_tensor() const = 0; // get density of this body space
+
+ virtual void set_linear_velocity(const Vector3 &p_velocity) = 0;
+ virtual Vector3 get_linear_velocity() const = 0;
+
+ virtual void set_angular_velocity(const Vector3 &p_velocity) = 0;
+ virtual Vector3 get_angular_velocity() const = 0;
+
+ virtual void set_transform(const Transform &p_transform) = 0;
+ virtual Transform get_transform() const = 0;
+
+ virtual void add_central_force(const Vector3 &p_force) = 0;
+ virtual void add_force(const Vector3 &p_force, const Vector3 &p_pos) = 0;
+ virtual void add_torque(const Vector3 &p_torque) = 0;
+ virtual void apply_central_impulse(const Vector3 &p_j) = 0;
+ virtual void apply_impulse(const Vector3 &p_pos, const Vector3 &p_j) = 0;
+ virtual void apply_torque_impulse(const Vector3 &p_j) = 0;
+
+ virtual void set_sleep_state(bool p_sleep) = 0;
+ virtual bool is_sleeping() const = 0;
+
+ virtual int get_contact_count() const = 0;
+
+ virtual Vector3 get_contact_local_position(int p_contact_idx) const = 0;
+ virtual Vector3 get_contact_local_normal(int p_contact_idx) const = 0;
+ virtual float get_contact_impulse(int p_contact_idx) const = 0;
+ virtual int get_contact_local_shape(int p_contact_idx) const = 0;
+
+ virtual RID get_contact_collider(int p_contact_idx) const = 0;
+ virtual Vector3 get_contact_collider_position(int p_contact_idx) const = 0;
+ virtual ObjectID get_contact_collider_id(int p_contact_idx) const = 0;
+ virtual Object *get_contact_collider_object(int p_contact_idx) const;
+ virtual int get_contact_collider_shape(int p_contact_idx) const = 0;
+ virtual Vector3 get_contact_collider_velocity_at_position(int p_contact_idx) const = 0;
+
+ virtual real_t get_step() const = 0;
+ virtual void integrate_forces();
+
+ virtual PhysicsDirectSpaceState3D *get_space_state() = 0;
+
+ PhysicsDirectBodyState3D();
+};
+
+class PhysicsShapeQueryResult3D;
+
+class PhysicsShapeQueryParameters3D : public Reference {
+
+ GDCLASS(PhysicsShapeQueryParameters3D, Reference);
+ friend class PhysicsDirectSpaceState3D;
+
+ RID shape;
+ Transform transform;
+ float margin;
+ Set<RID> exclude;
+ uint32_t collision_mask;
+
+ bool collide_with_bodies;
+ bool collide_with_areas;
+
+protected:
+ static void _bind_methods();
+
+public:
+ void set_shape(const RES &p_shape);
+ void set_shape_rid(const RID &p_shape);
+ RID get_shape_rid() const;
+
+ void set_transform(const Transform &p_transform);
+ Transform get_transform() const;
+
+ void set_margin(float p_margin);
+ float get_margin() const;
+
+ void set_collision_mask(int p_collision_mask);
+ int get_collision_mask() const;
+
+ void set_exclude(const Vector<RID> &p_exclude);
+ Vector<RID> get_exclude() const;
+
+ void set_collide_with_bodies(bool p_enable);
+ bool is_collide_with_bodies_enabled() const;
+
+ void set_collide_with_areas(bool p_enable);
+ bool is_collide_with_areas_enabled() const;
+
+ PhysicsShapeQueryParameters3D();
+};
+
+class PhysicsDirectSpaceState3D : public Object {
+
+ GDCLASS(PhysicsDirectSpaceState3D, Object);
+
+private:
+ Dictionary _intersect_ray(const Vector3 &p_from, const Vector3 &p_to, const Vector<RID> &p_exclude = Vector<RID>(), uint32_t p_collision_mask = 0, bool p_collide_with_bodies = true, bool p_collide_with_areas = false);
+ Array _intersect_shape(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, int p_max_results = 32);
+ Array _cast_motion(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, const Vector3 &p_motion);
+ Array _collide_shape(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, int p_max_results = 32);
+ Dictionary _get_rest_info(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query);
+
+protected:
+ static void _bind_methods();
+
+public:
+ struct ShapeResult {
+
+ RID rid;
+ ObjectID collider_id;
+ Object *collider;
+ int shape;
+ };
+
+ 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) = 0;
+
+ struct RayResult {
+
+ Vector3 position;
+ Vector3 normal;
+ RID rid;
+ ObjectID collider_id;
+ Object *collider;
+ int shape;
+ };
+
+ 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) = 0;
+
+ virtual int intersect_shape(const RID &p_shape, const Transform &p_xform, float 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) = 0;
+
+ struct ShapeRestInfo {
+
+ Vector3 point;
+ Vector3 normal;
+ RID rid;
+ ObjectID collider_id;
+ int shape;
+ Vector3 linear_velocity; //velocity at contact point
+ };
+
+ virtual bool cast_motion(const RID &p_shape, const Transform &p_xform, const Vector3 &p_motion, float p_margin, float &p_closest_safe, float &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) = 0;
+
+ virtual bool collide_shape(RID p_shape, const Transform &p_shape_xform, float 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) = 0;
+
+ virtual bool rest_info(RID p_shape, const Transform &p_shape_xform, float 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) = 0;
+
+ virtual Vector3 get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const = 0;
+
+ PhysicsDirectSpaceState3D();
+};
+
+class PhysicsShapeQueryResult3D : public Reference {
+
+ GDCLASS(PhysicsShapeQueryResult3D, Reference);
+
+ Vector<PhysicsDirectSpaceState3D::ShapeResult> result;
+
+ friend class PhysicsDirectSpaceState3D;
+
+protected:
+ static void _bind_methods();
+
+public:
+ int get_result_count() const;
+ RID get_result_rid(int p_idx) const;
+ ObjectID get_result_object_id(int p_idx) const;
+ Object *get_result_object(int p_idx) const;
+ int get_result_object_shape(int p_idx) const;
+
+ PhysicsShapeQueryResult3D();
+};
+
+class PhysicsServer3D : public Object {
+
+ GDCLASS(PhysicsServer3D, Object);
+
+ static PhysicsServer3D *singleton;
+
+protected:
+ static void _bind_methods();
+
+public:
+ static PhysicsServer3D *get_singleton();
+
+ enum ShapeType {
+ SHAPE_PLANE, ///< plane:"plane"
+ SHAPE_RAY, ///< float:"length"
+ SHAPE_SPHERE, ///< float:"radius"
+ SHAPE_BOX, ///< vec3:"extents"
+ SHAPE_CAPSULE, ///< dict( float:"radius", float:"height"):capsule
+ SHAPE_CYLINDER, ///< dict( float:"radius", float:"height"):cylinder
+ SHAPE_CONVEX_POLYGON, ///< array of planes:"planes"
+ SHAPE_CONCAVE_POLYGON, ///< vector3 array:"triangles" , or Dictionary with "indices" (int array) and "triangles" (Vector3 array)
+ SHAPE_HEIGHTMAP, ///< dict( int:"width", int:"depth",float:"cell_size", float_array:"heights"
+ SHAPE_CUSTOM, ///< Server-Implementation based custom shape, calling shape_create() with this value will result in an error
+ };
+
+ virtual RID shape_create(ShapeType p_shape) = 0;
+ virtual void shape_set_data(RID p_shape, const Variant &p_data) = 0;
+ virtual void shape_set_custom_solver_bias(RID p_shape, real_t p_bias) = 0;
+
+ virtual ShapeType shape_get_type(RID p_shape) const = 0;
+ virtual Variant shape_get_data(RID p_shape) const = 0;
+
+ virtual void shape_set_margin(RID p_shape, real_t p_margin) = 0;
+ virtual real_t shape_get_margin(RID p_shape) const = 0;
+
+ virtual real_t shape_get_custom_solver_bias(RID p_shape) const = 0;
+
+ /* SPACE API */
+
+ virtual RID space_create() = 0;
+ virtual void space_set_active(RID p_space, bool p_active) = 0;
+ virtual bool space_is_active(RID p_space) const = 0;
+
+ enum SpaceParameter {
+
+ SPACE_PARAM_CONTACT_RECYCLE_RADIUS,
+ SPACE_PARAM_CONTACT_MAX_SEPARATION,
+ SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION,
+ SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD,
+ SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD,
+ SPACE_PARAM_BODY_TIME_TO_SLEEP,
+ SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO,
+ SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS,
+ SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH
+ };
+
+ virtual void space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) = 0;
+ virtual real_t space_get_param(RID p_space, SpaceParameter p_param) const = 0;
+
+ // this function only works on physics process, errors and returns null otherwise
+ virtual PhysicsDirectSpaceState3D *space_get_direct_state(RID p_space) = 0;
+
+ virtual void space_set_debug_contacts(RID p_space, int p_max_contacts) = 0;
+ virtual Vector<Vector3> space_get_contacts(RID p_space) const = 0;
+ virtual int space_get_contact_count(RID p_space) const = 0;
+
+ //missing space parameters
+
+ /* AREA API */
+
+ //missing attenuation? missing better override?
+
+ enum AreaParameter {
+ AREA_PARAM_GRAVITY,
+ AREA_PARAM_GRAVITY_VECTOR,
+ AREA_PARAM_GRAVITY_IS_POINT,
+ AREA_PARAM_GRAVITY_DISTANCE_SCALE,
+ AREA_PARAM_GRAVITY_POINT_ATTENUATION,
+ AREA_PARAM_LINEAR_DAMP,
+ AREA_PARAM_ANGULAR_DAMP,
+ AREA_PARAM_PRIORITY
+ };
+
+ virtual RID area_create() = 0;
+
+ virtual void area_set_space(RID p_area, RID p_space) = 0;
+ virtual RID area_get_space(RID p_area) const = 0;
+
+ enum AreaSpaceOverrideMode {
+ AREA_SPACE_OVERRIDE_DISABLED,
+ AREA_SPACE_OVERRIDE_COMBINE,
+ AREA_SPACE_OVERRIDE_COMBINE_REPLACE,
+ AREA_SPACE_OVERRIDE_REPLACE,
+ AREA_SPACE_OVERRIDE_REPLACE_COMBINE
+ };
+
+ virtual void area_set_space_override_mode(RID p_area, AreaSpaceOverrideMode p_mode) = 0;
+ virtual AreaSpaceOverrideMode area_get_space_override_mode(RID p_area) const = 0;
+
+ virtual void area_add_shape(RID p_area, RID p_shape, const Transform &p_transform = Transform(), bool p_disabled = false) = 0;
+ virtual void area_set_shape(RID p_area, int p_shape_idx, RID p_shape) = 0;
+ virtual void area_set_shape_transform(RID p_area, int p_shape_idx, const Transform &p_transform) = 0;
+
+ virtual int area_get_shape_count(RID p_area) const = 0;
+ virtual RID area_get_shape(RID p_area, int p_shape_idx) const = 0;
+ virtual Transform area_get_shape_transform(RID p_area, int p_shape_idx) const = 0;
+
+ virtual void area_remove_shape(RID p_area, int p_shape_idx) = 0;
+ virtual void area_clear_shapes(RID p_area) = 0;
+
+ virtual void area_set_shape_disabled(RID p_area, int p_shape_idx, bool p_disabled) = 0;
+
+ virtual void area_attach_object_instance_id(RID p_area, ObjectID p_id) = 0;
+ virtual ObjectID area_get_object_instance_id(RID p_area) const = 0;
+
+ virtual void area_set_param(RID p_area, AreaParameter p_param, const Variant &p_value) = 0;
+ virtual void area_set_transform(RID p_area, const Transform &p_transform) = 0;
+
+ virtual Variant area_get_param(RID p_parea, AreaParameter p_param) const = 0;
+ virtual Transform area_get_transform(RID p_area) const = 0;
+
+ virtual void area_set_collision_mask(RID p_area, uint32_t p_mask) = 0;
+ virtual void area_set_collision_layer(RID p_area, uint32_t p_layer) = 0;
+
+ virtual void area_set_monitorable(RID p_area, bool p_monitorable) = 0;
+
+ virtual void area_set_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) = 0;
+ virtual void area_set_area_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) = 0;
+
+ virtual void area_set_ray_pickable(RID p_area, bool p_enable) = 0;
+ virtual bool area_is_ray_pickable(RID p_area) const = 0;
+
+ /* BODY API */
+
+ //missing ccd?
+
+ enum BodyMode {
+ BODY_MODE_STATIC,
+ BODY_MODE_KINEMATIC,
+ BODY_MODE_RIGID,
+ BODY_MODE_CHARACTER
+ };
+
+ virtual RID body_create(BodyMode p_mode = BODY_MODE_RIGID, bool p_init_sleeping = false) = 0;
+
+ virtual void body_set_space(RID p_body, RID p_space) = 0;
+ virtual RID body_get_space(RID p_body) const = 0;
+
+ virtual void body_set_mode(RID p_body, BodyMode p_mode) = 0;
+ virtual BodyMode body_get_mode(RID p_body) const = 0;
+
+ virtual void body_add_shape(RID p_body, RID p_shape, const Transform &p_transform = Transform(), bool p_disabled = false) = 0;
+ virtual void body_set_shape(RID p_body, int p_shape_idx, RID p_shape) = 0;
+ virtual void body_set_shape_transform(RID p_body, int p_shape_idx, const Transform &p_transform) = 0;
+
+ virtual int body_get_shape_count(RID p_body) const = 0;
+ virtual RID body_get_shape(RID p_body, int p_shape_idx) const = 0;
+ virtual Transform body_get_shape_transform(RID p_body, int p_shape_idx) const = 0;
+
+ virtual void body_remove_shape(RID p_body, int p_shape_idx) = 0;
+ virtual void body_clear_shapes(RID p_body) = 0;
+
+ virtual void body_set_shape_disabled(RID p_body, int p_shape_idx, bool p_disabled) = 0;
+
+ virtual void body_attach_object_instance_id(RID p_body, ObjectID p_id) = 0;
+ virtual ObjectID body_get_object_instance_id(RID p_body) const = 0;
+
+ virtual void body_set_enable_continuous_collision_detection(RID p_body, bool p_enable) = 0;
+ virtual bool body_is_continuous_collision_detection_enabled(RID p_body) const = 0;
+
+ virtual void body_set_collision_layer(RID p_body, uint32_t p_layer) = 0;
+ virtual uint32_t body_get_collision_layer(RID p_body) const = 0;
+
+ virtual void body_set_collision_mask(RID p_body, uint32_t p_mask) = 0;
+ virtual uint32_t body_get_collision_mask(RID p_body) const = 0;
+
+ virtual void body_set_user_flags(RID p_body, uint32_t p_flags) = 0;
+ virtual uint32_t body_get_user_flags(RID p_body) const = 0;
+
+ // common body variables
+ enum BodyParameter {
+ BODY_PARAM_BOUNCE,
+ BODY_PARAM_FRICTION,
+ BODY_PARAM_MASS, ///< unused for static, always infinite
+ BODY_PARAM_GRAVITY_SCALE,
+ BODY_PARAM_LINEAR_DAMP,
+ BODY_PARAM_ANGULAR_DAMP,
+ BODY_PARAM_MAX,
+ };
+
+ virtual void body_set_param(RID p_body, BodyParameter p_param, float p_value) = 0;
+ virtual float body_get_param(RID p_body, BodyParameter p_param) const = 0;
+
+ virtual void body_set_kinematic_safe_margin(RID p_body, real_t p_margin) = 0;
+ virtual real_t body_get_kinematic_safe_margin(RID p_body) const = 0;
+
+ //state
+ enum BodyState {
+ BODY_STATE_TRANSFORM,
+ BODY_STATE_LINEAR_VELOCITY,
+ BODY_STATE_ANGULAR_VELOCITY,
+ BODY_STATE_SLEEPING,
+ BODY_STATE_CAN_SLEEP
+ };
+
+ virtual void body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) = 0;
+ virtual Variant body_get_state(RID p_body, BodyState p_state) const = 0;
+
+ //do something about it
+ virtual void body_set_applied_force(RID p_body, const Vector3 &p_force) = 0;
+ virtual Vector3 body_get_applied_force(RID p_body) const = 0;
+
+ virtual void body_set_applied_torque(RID p_body, const Vector3 &p_torque) = 0;
+ virtual Vector3 body_get_applied_torque(RID p_body) const = 0;
+
+ virtual void body_add_central_force(RID p_body, const Vector3 &p_force) = 0;
+ virtual void body_add_force(RID p_body, const Vector3 &p_force, const Vector3 &p_pos) = 0;
+ virtual void body_add_torque(RID p_body, const Vector3 &p_torque) = 0;
+
+ virtual void body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) = 0;
+ virtual void body_apply_impulse(RID p_body, const Vector3 &p_pos, const Vector3 &p_impulse) = 0;
+ virtual void body_apply_torque_impulse(RID p_body, const Vector3 &p_impulse) = 0;
+ virtual void body_set_axis_velocity(RID p_body, const Vector3 &p_axis_velocity) = 0;
+
+ enum BodyAxis {
+ BODY_AXIS_LINEAR_X = 1 << 0,
+ BODY_AXIS_LINEAR_Y = 1 << 1,
+ BODY_AXIS_LINEAR_Z = 1 << 2,
+ BODY_AXIS_ANGULAR_X = 1 << 3,
+ BODY_AXIS_ANGULAR_Y = 1 << 4,
+ BODY_AXIS_ANGULAR_Z = 1 << 5
+ };
+
+ virtual void body_set_axis_lock(RID p_body, BodyAxis p_axis, bool p_lock) = 0;
+ virtual bool body_is_axis_locked(RID p_body, BodyAxis p_axis) const = 0;
+
+ //fix
+ virtual void body_add_collision_exception(RID p_body, RID p_body_b) = 0;
+ virtual void body_remove_collision_exception(RID p_body, RID p_body_b) = 0;
+ virtual void body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) = 0;
+
+ virtual void body_set_max_contacts_reported(RID p_body, int p_contacts) = 0;
+ virtual int body_get_max_contacts_reported(RID p_body) const = 0;
+
+ //missing remove
+ virtual void body_set_contacts_reported_depth_threshold(RID p_body, float p_threshold) = 0;
+ virtual float body_get_contacts_reported_depth_threshold(RID p_body) const = 0;
+
+ virtual void body_set_omit_force_integration(RID p_body, bool p_omit) = 0;
+ virtual bool body_is_omitting_force_integration(RID p_body) const = 0;
+
+ virtual void body_set_force_integration_callback(RID p_body, Object *p_receiver, const StringName &p_method, const Variant &p_udata = Variant()) = 0;
+
+ virtual void body_set_ray_pickable(RID p_body, bool p_enable) = 0;
+ virtual bool body_is_ray_pickable(RID p_body) const = 0;
+
+ // this function only works on physics process, errors and returns null otherwise
+ virtual PhysicsDirectBodyState3D *body_get_direct_state(RID p_body) = 0;
+
+ struct MotionResult {
+
+ Vector3 motion;
+ Vector3 remainder;
+
+ Vector3 collision_point;
+ Vector3 collision_normal;
+ Vector3 collider_velocity;
+ int collision_local_shape;
+ ObjectID collider_id;
+ RID collider;
+ int collider_shape;
+ Variant collider_metadata;
+ MotionResult() {
+ collision_local_shape = 0;
+ collider_id = ObjectID();
+ collider_shape = 0;
+ }
+ };
+
+ virtual bool body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, MotionResult *r_result = nullptr, bool p_exclude_raycast_shapes = true) = 0;
+
+ struct SeparationResult {
+
+ float collision_depth;
+ Vector3 collision_point;
+ Vector3 collision_normal;
+ Vector3 collider_velocity;
+ int collision_local_shape;
+ ObjectID collider_id;
+ RID collider;
+ int collider_shape;
+ Variant collider_metadata;
+ };
+
+ virtual int body_test_ray_separation(RID p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, SeparationResult *r_results, int p_result_max, float p_margin = 0.001) = 0;
+
+ /* SOFT BODY */
+
+ virtual RID soft_body_create(bool p_init_sleeping = false) = 0;
+
+ virtual void soft_body_update_rendering_server(RID p_body, class SoftBodyRenderingServerHandler *p_rendering_server_handler) = 0;
+
+ virtual void soft_body_set_space(RID p_body, RID p_space) = 0;
+ virtual RID soft_body_get_space(RID p_body) const = 0;
+
+ virtual void soft_body_set_mesh(RID p_body, const REF &p_mesh) = 0;
+
+ virtual void soft_body_set_collision_layer(RID p_body, uint32_t p_layer) = 0;
+ virtual uint32_t soft_body_get_collision_layer(RID p_body) const = 0;
+
+ virtual void soft_body_set_collision_mask(RID p_body, uint32_t p_mask) = 0;
+ virtual uint32_t soft_body_get_collision_mask(RID p_body) const = 0;
+
+ virtual void soft_body_add_collision_exception(RID p_body, RID p_body_b) = 0;
+ virtual void soft_body_remove_collision_exception(RID p_body, RID p_body_b) = 0;
+ virtual void soft_body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) = 0;
+
+ virtual void soft_body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) = 0;
+ virtual Variant soft_body_get_state(RID p_body, BodyState p_state) const = 0;
+
+ virtual void soft_body_set_transform(RID p_body, const Transform &p_transform) = 0;
+ virtual Vector3 soft_body_get_vertex_position(RID p_body, int vertex_index) const = 0;
+
+ virtual void soft_body_set_ray_pickable(RID p_body, bool p_enable) = 0;
+ virtual bool soft_body_is_ray_pickable(RID p_body) const = 0;
+
+ virtual void soft_body_set_simulation_precision(RID p_body, int p_simulation_precision) = 0;
+ virtual int soft_body_get_simulation_precision(RID p_body) = 0;
+
+ virtual void soft_body_set_total_mass(RID p_body, real_t p_total_mass) = 0;
+ virtual real_t soft_body_get_total_mass(RID p_body) = 0;
+
+ virtual void soft_body_set_linear_stiffness(RID p_body, real_t p_stiffness) = 0;
+ virtual real_t soft_body_get_linear_stiffness(RID p_body) = 0;
+
+ virtual void soft_body_set_areaAngular_stiffness(RID p_body, real_t p_stiffness) = 0;
+ virtual real_t soft_body_get_areaAngular_stiffness(RID p_body) = 0;
+
+ virtual void soft_body_set_volume_stiffness(RID p_body, real_t p_stiffness) = 0;
+ virtual real_t soft_body_get_volume_stiffness(RID p_body) = 0;
+
+ virtual void soft_body_set_pressure_coefficient(RID p_body, real_t p_pressure_coefficient) = 0;
+ virtual real_t soft_body_get_pressure_coefficient(RID p_body) = 0;
+
+ virtual void soft_body_set_pose_matching_coefficient(RID p_body, real_t p_pose_matching_coefficient) = 0;
+ virtual real_t soft_body_get_pose_matching_coefficient(RID p_body) = 0;
+
+ virtual void soft_body_set_damping_coefficient(RID p_body, real_t p_damping_coefficient) = 0;
+ virtual real_t soft_body_get_damping_coefficient(RID p_body) = 0;
+
+ virtual void soft_body_set_drag_coefficient(RID p_body, real_t p_drag_coefficient) = 0;
+ virtual real_t soft_body_get_drag_coefficient(RID p_body) = 0;
+
+ virtual void soft_body_move_point(RID p_body, int p_point_index, const Vector3 &p_global_position) = 0;
+ virtual Vector3 soft_body_get_point_global_position(RID p_body, int p_point_index) = 0;
+
+ virtual Vector3 soft_body_get_point_offset(RID p_body, int p_point_index) const = 0;
+
+ virtual void soft_body_remove_all_pinned_points(RID p_body) = 0;
+ virtual void soft_body_pin_point(RID p_body, int p_point_index, bool p_pin) = 0;
+ virtual bool soft_body_is_point_pinned(RID p_body, int p_point_index) = 0;
+
+ /* JOINT API */
+
+ enum JointType {
+
+ JOINT_PIN,
+ JOINT_HINGE,
+ JOINT_SLIDER,
+ JOINT_CONE_TWIST,
+ JOINT_6DOF
+
+ };
+
+ virtual JointType joint_get_type(RID p_joint) const = 0;
+
+ virtual void joint_set_solver_priority(RID p_joint, int p_priority) = 0;
+ virtual int joint_get_solver_priority(RID p_joint) const = 0;
+
+ virtual void joint_disable_collisions_between_bodies(RID p_joint, const bool p_disable) = 0;
+ virtual bool joint_is_disabled_collisions_between_bodies(RID p_joint) const = 0;
+
+ virtual RID joint_create_pin(RID p_body_A, const Vector3 &p_local_A, RID p_body_B, const Vector3 &p_local_B) = 0;
+
+ enum PinJointParam {
+ PIN_JOINT_BIAS,
+ PIN_JOINT_DAMPING,
+ PIN_JOINT_IMPULSE_CLAMP
+ };
+
+ virtual void pin_joint_set_param(RID p_joint, PinJointParam p_param, float p_value) = 0;
+ virtual float pin_joint_get_param(RID p_joint, PinJointParam p_param) const = 0;
+
+ virtual void pin_joint_set_local_a(RID p_joint, const Vector3 &p_A) = 0;
+ virtual Vector3 pin_joint_get_local_a(RID p_joint) const = 0;
+
+ virtual void pin_joint_set_local_b(RID p_joint, const Vector3 &p_B) = 0;
+ virtual Vector3 pin_joint_get_local_b(RID p_joint) const = 0;
+
+ enum HingeJointParam {
+
+ HINGE_JOINT_BIAS,
+ HINGE_JOINT_LIMIT_UPPER,
+ HINGE_JOINT_LIMIT_LOWER,
+ HINGE_JOINT_LIMIT_BIAS,
+ HINGE_JOINT_LIMIT_SOFTNESS,
+ HINGE_JOINT_LIMIT_RELAXATION,
+ HINGE_JOINT_MOTOR_TARGET_VELOCITY,
+ HINGE_JOINT_MOTOR_MAX_IMPULSE,
+ HINGE_JOINT_MAX
+ };
+
+ enum HingeJointFlag {
+ HINGE_JOINT_FLAG_USE_LIMIT,
+ HINGE_JOINT_FLAG_ENABLE_MOTOR,
+ HINGE_JOINT_FLAG_MAX
+ };
+
+ virtual RID joint_create_hinge(RID p_body_A, const Transform &p_hinge_A, RID p_body_B, const Transform &p_hinge_B) = 0;
+ virtual RID joint_create_hinge_simple(RID p_body_A, const Vector3 &p_pivot_A, const Vector3 &p_axis_A, RID p_body_B, const Vector3 &p_pivot_B, const Vector3 &p_axis_B) = 0;
+
+ virtual void hinge_joint_set_param(RID p_joint, HingeJointParam p_param, float p_value) = 0;
+ virtual float hinge_joint_get_param(RID p_joint, HingeJointParam p_param) const = 0;
+
+ virtual void hinge_joint_set_flag(RID p_joint, HingeJointFlag p_flag, bool p_value) = 0;
+ virtual bool hinge_joint_get_flag(RID p_joint, HingeJointFlag p_flag) const = 0;
+
+ enum SliderJointParam {
+ SLIDER_JOINT_LINEAR_LIMIT_UPPER,
+ SLIDER_JOINT_LINEAR_LIMIT_LOWER,
+ SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS,
+ SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION,
+ SLIDER_JOINT_LINEAR_LIMIT_DAMPING,
+ SLIDER_JOINT_LINEAR_MOTION_SOFTNESS,
+ SLIDER_JOINT_LINEAR_MOTION_RESTITUTION,
+ SLIDER_JOINT_LINEAR_MOTION_DAMPING,
+ SLIDER_JOINT_LINEAR_ORTHOGONAL_SOFTNESS,
+ SLIDER_JOINT_LINEAR_ORTHOGONAL_RESTITUTION,
+ SLIDER_JOINT_LINEAR_ORTHOGONAL_DAMPING,
+
+ SLIDER_JOINT_ANGULAR_LIMIT_UPPER,
+ SLIDER_JOINT_ANGULAR_LIMIT_LOWER,
+ SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS,
+ SLIDER_JOINT_ANGULAR_LIMIT_RESTITUTION,
+ SLIDER_JOINT_ANGULAR_LIMIT_DAMPING,
+ SLIDER_JOINT_ANGULAR_MOTION_SOFTNESS,
+ SLIDER_JOINT_ANGULAR_MOTION_RESTITUTION,
+ SLIDER_JOINT_ANGULAR_MOTION_DAMPING,
+ SLIDER_JOINT_ANGULAR_ORTHOGONAL_SOFTNESS,
+ SLIDER_JOINT_ANGULAR_ORTHOGONAL_RESTITUTION,
+ SLIDER_JOINT_ANGULAR_ORTHOGONAL_DAMPING,
+ SLIDER_JOINT_MAX
+
+ };
+
+ virtual RID joint_create_slider(RID p_body_A, const Transform &p_local_frame_A, RID p_body_B, const Transform &p_local_frame_B) = 0; //reference frame is A
+
+ virtual void slider_joint_set_param(RID p_joint, SliderJointParam p_param, float p_value) = 0;
+ virtual float slider_joint_get_param(RID p_joint, SliderJointParam p_param) const = 0;
+
+ enum ConeTwistJointParam {
+ CONE_TWIST_JOINT_SWING_SPAN,
+ CONE_TWIST_JOINT_TWIST_SPAN,
+ CONE_TWIST_JOINT_BIAS,
+ CONE_TWIST_JOINT_SOFTNESS,
+ CONE_TWIST_JOINT_RELAXATION,
+ CONE_TWIST_MAX
+ };
+
+ virtual RID joint_create_cone_twist(RID p_body_A, const Transform &p_local_frame_A, RID p_body_B, const Transform &p_local_frame_B) = 0; //reference frame is A
+
+ virtual void cone_twist_joint_set_param(RID p_joint, ConeTwistJointParam p_param, float p_value) = 0;
+ virtual float cone_twist_joint_get_param(RID p_joint, ConeTwistJointParam p_param) const = 0;
+
+ enum G6DOFJointAxisParam {
+ G6DOF_JOINT_LINEAR_LOWER_LIMIT,
+ G6DOF_JOINT_LINEAR_UPPER_LIMIT,
+ G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS,
+ G6DOF_JOINT_LINEAR_RESTITUTION,
+ G6DOF_JOINT_LINEAR_DAMPING,
+ G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY,
+ G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT,
+ G6DOF_JOINT_LINEAR_SPRING_STIFFNESS,
+ G6DOF_JOINT_LINEAR_SPRING_DAMPING,
+ G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT,
+ G6DOF_JOINT_ANGULAR_LOWER_LIMIT,
+ G6DOF_JOINT_ANGULAR_UPPER_LIMIT,
+ G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS,
+ G6DOF_JOINT_ANGULAR_DAMPING,
+ G6DOF_JOINT_ANGULAR_RESTITUTION,
+ G6DOF_JOINT_ANGULAR_FORCE_LIMIT,
+ G6DOF_JOINT_ANGULAR_ERP,
+ G6DOF_JOINT_ANGULAR_MOTOR_TARGET_VELOCITY,
+ G6DOF_JOINT_ANGULAR_MOTOR_FORCE_LIMIT,
+ G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS,
+ G6DOF_JOINT_ANGULAR_SPRING_DAMPING,
+ G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT,
+ G6DOF_JOINT_MAX
+ };
+
+ enum G6DOFJointAxisFlag {
+
+ G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT,
+ G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT,
+ G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING,
+ G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING,
+ G6DOF_JOINT_FLAG_ENABLE_MOTOR,
+ G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR,
+ G6DOF_JOINT_FLAG_MAX
+ };
+
+ virtual RID joint_create_generic_6dof(RID p_body_A, const Transform &p_local_frame_A, RID p_body_B, const Transform &p_local_frame_B) = 0; //reference frame is A
+
+ virtual void generic_6dof_joint_set_param(RID p_joint, Vector3::Axis, G6DOFJointAxisParam p_param, float p_value) = 0;
+ virtual float generic_6dof_joint_get_param(RID p_joint, Vector3::Axis, G6DOFJointAxisParam p_param) = 0;
+
+ virtual void generic_6dof_joint_set_flag(RID p_joint, Vector3::Axis, G6DOFJointAxisFlag p_flag, bool p_enable) = 0;
+ virtual bool generic_6dof_joint_get_flag(RID p_joint, Vector3::Axis, G6DOFJointAxisFlag p_flag) = 0;
+
+ virtual void generic_6dof_joint_set_precision(RID p_joint, int precision) = 0;
+ virtual int generic_6dof_joint_get_precision(RID p_joint) = 0;
+
+ /* QUERY API */
+
+ enum AreaBodyStatus {
+ AREA_BODY_ADDED,
+ AREA_BODY_REMOVED
+ };
+
+ /* MISC */
+
+ virtual void free(RID p_rid) = 0;
+
+ virtual void set_active(bool p_active) = 0;
+ virtual void init() = 0;
+ virtual void step(float p_step) = 0;
+ virtual void sync() = 0;
+ virtual void flush_queries() = 0;
+ virtual void finish() = 0;
+
+ virtual bool is_flushing_queries() const = 0;
+
+ enum ProcessInfo {
+
+ INFO_ACTIVE_OBJECTS,
+ INFO_COLLISION_PAIRS,
+ INFO_ISLAND_COUNT
+ };
+
+ virtual int get_process_info(ProcessInfo p_info) = 0;
+
+ PhysicsServer3D();
+ ~PhysicsServer3D();
+};
+
+typedef PhysicsServer3D *(*CreatePhysicsServer3DCallback)();
+
+class PhysicsServer3DManager {
+ struct ClassInfo {
+ String name;
+ CreatePhysicsServer3DCallback create_callback;
+
+ ClassInfo() :
+ name(""),
+ create_callback(nullptr) {}
+
+ ClassInfo(String p_name, CreatePhysicsServer3DCallback p_create_callback) :
+ name(p_name),
+ create_callback(p_create_callback) {}
+
+ ClassInfo(const ClassInfo &p_ci) :
+ name(p_ci.name),
+ create_callback(p_ci.create_callback) {}
+
+ ClassInfo operator=(const ClassInfo &p_ci) {
+ name = p_ci.name;
+ create_callback = p_ci.create_callback;
+ return *this;
+ }
+ };
+
+ static Vector<ClassInfo> physics_servers;
+ static int default_server_id;
+ static int default_server_priority;
+
+public:
+ static const String setting_property_name;
+
+private:
+ static void on_servers_changed();
+
+public:
+ static void register_server(const String &p_name, CreatePhysicsServer3DCallback p_creat_callback);
+ static void set_default_server(const String &p_name, int p_priority = 0);
+ static int find_server_id(const String &p_name);
+ static int get_servers_count();
+ static String get_server_name(int p_id);
+ static PhysicsServer3D *new_default_server();
+ static PhysicsServer3D *new_server(const String &p_name);
+};
+
+VARIANT_ENUM_CAST(PhysicsServer3D::ShapeType);
+VARIANT_ENUM_CAST(PhysicsServer3D::SpaceParameter);
+VARIANT_ENUM_CAST(PhysicsServer3D::AreaParameter);
+VARIANT_ENUM_CAST(PhysicsServer3D::AreaSpaceOverrideMode);
+VARIANT_ENUM_CAST(PhysicsServer3D::BodyMode);
+VARIANT_ENUM_CAST(PhysicsServer3D::BodyParameter);
+VARIANT_ENUM_CAST(PhysicsServer3D::BodyState);
+VARIANT_ENUM_CAST(PhysicsServer3D::BodyAxis);
+VARIANT_ENUM_CAST(PhysicsServer3D::PinJointParam);
+VARIANT_ENUM_CAST(PhysicsServer3D::JointType);
+VARIANT_ENUM_CAST(PhysicsServer3D::HingeJointParam);
+VARIANT_ENUM_CAST(PhysicsServer3D::HingeJointFlag);
+VARIANT_ENUM_CAST(PhysicsServer3D::SliderJointParam);
+VARIANT_ENUM_CAST(PhysicsServer3D::ConeTwistJointParam);
+VARIANT_ENUM_CAST(PhysicsServer3D::G6DOFJointAxisParam);
+VARIANT_ENUM_CAST(PhysicsServer3D::G6DOFJointAxisFlag);
+VARIANT_ENUM_CAST(PhysicsServer3D::AreaBodyStatus);
+VARIANT_ENUM_CAST(PhysicsServer3D::ProcessInfo);
+
+#endif