/*************************************************************************/ /* physics_body.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 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. */ /*************************************************************************/ #include "physics_body.h" #include "scene/scene_string_names.h" void PhysicsBody::_notification(int p_what) { /* switch(p_what) { case NOTIFICATION_TRANSFORM_CHANGED: { PhysicsServer::get_singleton()->body_set_state(get_rid(),PhysicsServer::BODY_STATE_TRANSFORM,get_global_transform()); } break; } */ } Vector3 PhysicsBody::get_linear_velocity() const { return Vector3(); } Vector3 PhysicsBody::get_angular_velocity() const { return Vector3(); } float PhysicsBody::get_inverse_mass() const { return 0; } void PhysicsBody::set_collision_layer(uint32_t p_mask) { layer_mask = p_mask; PhysicsServer::get_singleton()->body_set_layer_mask(get_rid(), p_mask); } uint32_t PhysicsBody::get_collision_layer() const { return layer_mask; } void PhysicsBody::set_collision_mask(uint32_t p_mask) { collision_mask = p_mask; PhysicsServer::get_singleton()->body_set_collision_mask(get_rid(), p_mask); } uint32_t PhysicsBody::get_collision_mask() const { return collision_mask; } void PhysicsBody::set_collision_mask_bit(int p_bit, bool p_value) { uint32_t mask = get_collision_mask(); if (p_value) mask |= 1 << p_bit; else mask &= ~(1 << p_bit); set_collision_mask(mask); } bool PhysicsBody::get_collision_mask_bit(int p_bit) const { return get_collision_mask() & (1 << p_bit); } void PhysicsBody::set_collision_layer_bit(int p_bit, bool p_value) { uint32_t mask = get_collision_layer(); if (p_value) mask |= 1 << p_bit; else mask &= ~(1 << p_bit); set_collision_layer(mask); } bool PhysicsBody::get_collision_layer_bit(int p_bit) const { return get_collision_layer() & (1 << p_bit); } void PhysicsBody::add_collision_exception_with(Node *p_node) { ERR_FAIL_NULL(p_node); PhysicsBody *physics_body = p_node->cast_to(); if (!physics_body) { ERR_EXPLAIN("Collision exception only works between two objects of PhysicsBody type"); } ERR_FAIL_COND(!physics_body); PhysicsServer::get_singleton()->body_add_collision_exception(get_rid(), physics_body->get_rid()); } void PhysicsBody::remove_collision_exception_with(Node *p_node) { ERR_FAIL_NULL(p_node); PhysicsBody *physics_body = p_node->cast_to(); if (!physics_body) { ERR_EXPLAIN("Collision exception only works between two objects of PhysicsBody type"); } ERR_FAIL_COND(!physics_body); PhysicsServer::get_singleton()->body_remove_collision_exception(get_rid(), physics_body->get_rid()); } void PhysicsBody::_set_layers(uint32_t p_mask) { set_collision_layer(p_mask); set_collision_mask(p_mask); } uint32_t PhysicsBody::_get_layers() const { return get_collision_layer(); } void PhysicsBody::_bind_methods() { ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &PhysicsBody::set_collision_layer); ClassDB::bind_method(D_METHOD("get_collision_layer"), &PhysicsBody::get_collision_layer); ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &PhysicsBody::set_collision_mask); ClassDB::bind_method(D_METHOD("get_collision_mask"), &PhysicsBody::get_collision_mask); ClassDB::bind_method(D_METHOD("set_collision_mask_bit", "bit", "value"), &PhysicsBody::set_collision_mask_bit); ClassDB::bind_method(D_METHOD("get_collision_mask_bit", "bit"), &PhysicsBody::get_collision_mask_bit); ClassDB::bind_method(D_METHOD("set_collision_layer_bit", "bit", "value"), &PhysicsBody::set_collision_layer_bit); ClassDB::bind_method(D_METHOD("get_collision_layer_bit", "bit"), &PhysicsBody::get_collision_layer_bit); ClassDB::bind_method(D_METHOD("_set_layers", "mask"), &PhysicsBody::_set_layers); ClassDB::bind_method(D_METHOD("_get_layers"), &PhysicsBody::_get_layers); ADD_GROUP("Collision", "collision_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer"); ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask"); } PhysicsBody::PhysicsBody(PhysicsServer::BodyMode p_mode) : CollisionObject(PhysicsServer::get_singleton()->body_create(p_mode), false) { layer_mask = 1; collision_mask = 1; } void StaticBody::set_friction(real_t p_friction) { ERR_FAIL_COND(p_friction < 0 || p_friction > 1); friction = p_friction; PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_FRICTION, friction); } real_t StaticBody::get_friction() const { return friction; } void StaticBody::set_bounce(real_t p_bounce) { ERR_FAIL_COND(p_bounce < 0 || p_bounce > 1); bounce = p_bounce; PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_BOUNCE, bounce); } real_t StaticBody::get_bounce() const { return bounce; } void StaticBody::set_constant_linear_velocity(const Vector3 &p_vel) { constant_linear_velocity = p_vel; PhysicsServer::get_singleton()->body_set_state(get_rid(), PhysicsServer::BODY_STATE_LINEAR_VELOCITY, constant_linear_velocity); } void StaticBody::set_constant_angular_velocity(const Vector3 &p_vel) { constant_angular_velocity = p_vel; PhysicsServer::get_singleton()->body_set_state(get_rid(), PhysicsServer::BODY_STATE_ANGULAR_VELOCITY, constant_angular_velocity); } Vector3 StaticBody::get_constant_linear_velocity() const { return constant_linear_velocity; } Vector3 StaticBody::get_constant_angular_velocity() const { return constant_angular_velocity; } void StaticBody::_bind_methods() { ClassDB::bind_method(D_METHOD("set_constant_linear_velocity", "vel"), &StaticBody::set_constant_linear_velocity); ClassDB::bind_method(D_METHOD("set_constant_angular_velocity", "vel"), &StaticBody::set_constant_angular_velocity); ClassDB::bind_method(D_METHOD("get_constant_linear_velocity"), &StaticBody::get_constant_linear_velocity); ClassDB::bind_method(D_METHOD("get_constant_angular_velocity"), &StaticBody::get_constant_angular_velocity); ClassDB::bind_method(D_METHOD("set_friction", "friction"), &StaticBody::set_friction); ClassDB::bind_method(D_METHOD("get_friction"), &StaticBody::get_friction); ClassDB::bind_method(D_METHOD("set_bounce", "bounce"), &StaticBody::set_bounce); ClassDB::bind_method(D_METHOD("get_bounce"), &StaticBody::get_bounce); ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body:PhysicsBody"), &PhysicsBody::add_collision_exception_with); ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body:PhysicsBody"), &PhysicsBody::remove_collision_exception_with); ADD_PROPERTY(PropertyInfo(Variant::REAL, "friction", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_friction", "get_friction"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_bounce", "get_bounce"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_linear_velocity"), "set_constant_linear_velocity", "get_constant_linear_velocity"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_angular_velocity"), "set_constant_angular_velocity", "get_constant_angular_velocity"); } StaticBody::StaticBody() : PhysicsBody(PhysicsServer::BODY_MODE_STATIC) { bounce = 0; friction = 1; } StaticBody::~StaticBody() { } void RigidBody::_body_enter_tree(ObjectID p_id) { Object *obj = ObjectDB::get_instance(p_id); Node *node = obj ? obj->cast_to() : NULL; ERR_FAIL_COND(!node); Map::Element *E = contact_monitor->body_map.find(p_id); ERR_FAIL_COND(!E); ERR_FAIL_COND(E->get().in_tree); E->get().in_tree = true; contact_monitor->locked = true; emit_signal(SceneStringNames::get_singleton()->body_entered, node); for (int i = 0; i < E->get().shapes.size(); i++) { emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_id, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape); } contact_monitor->locked = false; } void RigidBody::_body_exit_tree(ObjectID p_id) { Object *obj = ObjectDB::get_instance(p_id); Node *node = obj ? obj->cast_to() : NULL; ERR_FAIL_COND(!node); Map::Element *E = contact_monitor->body_map.find(p_id); ERR_FAIL_COND(!E); ERR_FAIL_COND(!E->get().in_tree); E->get().in_tree = false; contact_monitor->locked = true; emit_signal(SceneStringNames::get_singleton()->body_exited, node); for (int i = 0; i < E->get().shapes.size(); i++) { emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_id, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape); } contact_monitor->locked = false; } void RigidBody::_body_inout(int p_status, ObjectID p_instance, int p_body_shape, int p_local_shape) { bool body_in = p_status == 1; ObjectID objid = p_instance; Object *obj = ObjectDB::get_instance(objid); Node *node = obj ? obj->cast_to() : NULL; Map::Element *E = contact_monitor->body_map.find(objid); ERR_FAIL_COND(!body_in && !E); if (body_in) { if (!E) { E = contact_monitor->body_map.insert(objid, BodyState()); //E->get().rc=0; E->get().in_tree = node && node->is_inside_tree(); if (node) { node->connect(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_body_enter_tree, make_binds(objid)); node->connect(SceneStringNames::get_singleton()->tree_exited, this, SceneStringNames::get_singleton()->_body_exit_tree, make_binds(objid)); if (E->get().in_tree) { emit_signal(SceneStringNames::get_singleton()->body_entered, node); } } } //E->get().rc++; if (node) E->get().shapes.insert(ShapePair(p_body_shape, p_local_shape)); if (E->get().in_tree) { emit_signal(SceneStringNames::get_singleton()->body_shape_entered, objid, node, p_body_shape, p_local_shape); } } else { //E->get().rc--; if (node) E->get().shapes.erase(ShapePair(p_body_shape, p_local_shape)); bool in_tree = E->get().in_tree; if (E->get().shapes.empty()) { if (node) { node->disconnect(SceneStringNames::get_singleton()->tree_entered, this, SceneStringNames::get_singleton()->_body_enter_tree); node->disconnect(SceneStringNames::get_singleton()->tree_exited, this, SceneStringNames::get_singleton()->_body_exit_tree); if (in_tree) emit_signal(SceneStringNames::get_singleton()->body_exited, obj); } contact_monitor->body_map.erase(E); } if (node && in_tree) { emit_signal(SceneStringNames::get_singleton()->body_shape_exited, objid, obj, p_body_shape, p_local_shape); } } } struct _RigidBodyInOut { ObjectID id; int shape; int local_shape; }; void RigidBody::_direct_state_changed(Object *p_state) { //eh.. fuck #ifdef DEBUG_ENABLED state = p_state->cast_to(); #else state = (PhysicsDirectBodyState *)p_state; //trust it #endif set_ignore_transform_notification(true); set_global_transform(state->get_transform()); linear_velocity = state->get_linear_velocity(); angular_velocity = state->get_angular_velocity(); if (sleeping != state->is_sleeping()) { sleeping = state->is_sleeping(); emit_signal(SceneStringNames::get_singleton()->sleeping_state_changed); } if (get_script_instance()) get_script_instance()->call("_integrate_forces", state); set_ignore_transform_notification(false); if (contact_monitor) { contact_monitor->locked = true; //untag all int rc = 0; for (Map::Element *E = contact_monitor->body_map.front(); E; E = E->next()) { for (int i = 0; i < E->get().shapes.size(); i++) { E->get().shapes[i].tagged = false; rc++; } } _RigidBodyInOut *toadd = (_RigidBodyInOut *)alloca(state->get_contact_count() * sizeof(_RigidBodyInOut)); int toadd_count = 0; //state->get_contact_count(); RigidBody_RemoveAction *toremove = (RigidBody_RemoveAction *)alloca(rc * sizeof(RigidBody_RemoveAction)); int toremove_count = 0; //put the ones to add for (int i = 0; i < state->get_contact_count(); i++) { ObjectID obj = state->get_contact_collider_id(i); int local_shape = state->get_contact_local_shape(i); int shape = state->get_contact_collider_shape(i); //bool found=false; Map::Element *E = contact_monitor->body_map.find(obj); if (!E) { toadd[toadd_count].local_shape = local_shape; toadd[toadd_count].id = obj; toadd[toadd_count].shape = shape; toadd_count++; continue; } ShapePair sp(shape, local_shape); int idx = E->get().shapes.find(sp); if (idx == -1) { toadd[toadd_count].local_shape = local_shape; toadd[toadd_count].id = obj; toadd[toadd_count].shape = shape; toadd_count++; continue; } E->get().shapes[idx].tagged = true; } //put the ones to remove for (Map::Element *E = contact_monitor->body_map.front(); E; E = E->next()) { for (int i = 0; i < E->get().shapes.size(); i++) { if (!E->get().shapes[i].tagged) { toremove[toremove_count].body_id = E->key(); toremove[toremove_count].pair = E->get().shapes[i]; toremove_count++; } } } //process remotions for (int i = 0; i < toremove_count; i++) { _body_inout(0, toremove[i].body_id, toremove[i].pair.body_shape, toremove[i].pair.local_shape); } //process aditions for (int i = 0; i < toadd_count; i++) { _body_inout(1, toadd[i].id, toadd[i].shape, toadd[i].local_shape); } contact_monitor->locked = false; } state = NULL; } void RigidBody::_notification(int p_what) { } void RigidBody::set_mode(Mode p_mode) { mode = p_mode; switch (p_mode) { case MODE_RIGID: { PhysicsServer::get_singleton()->body_set_mode(get_rid(), PhysicsServer::BODY_MODE_RIGID); } break; case MODE_STATIC: { PhysicsServer::get_singleton()->body_set_mode(get_rid(), PhysicsServer::BODY_MODE_STATIC); } break; case MODE_CHARACTER: { PhysicsServer::get_singleton()->body_set_mode(get_rid(), PhysicsServer::BODY_MODE_CHARACTER); } break; case MODE_KINEMATIC: { PhysicsServer::get_singleton()->body_set_mode(get_rid(), PhysicsServer::BODY_MODE_KINEMATIC); } break; } } RigidBody::Mode RigidBody::get_mode() const { return mode; } void RigidBody::set_mass(real_t p_mass) { ERR_FAIL_COND(p_mass <= 0); mass = p_mass; _change_notify("mass"); _change_notify("weight"); PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_MASS, mass); } real_t RigidBody::get_mass() const { return mass; } void RigidBody::set_weight(real_t p_weight) { set_mass(p_weight / 9.8); } real_t RigidBody::get_weight() const { return mass * 9.8; } void RigidBody::set_friction(real_t p_friction) { ERR_FAIL_COND(p_friction < 0 || p_friction > 1); friction = p_friction; PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_FRICTION, friction); } real_t RigidBody::get_friction() const { return friction; } void RigidBody::set_bounce(real_t p_bounce) { ERR_FAIL_COND(p_bounce < 0 || p_bounce > 1); bounce = p_bounce; PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_BOUNCE, bounce); } real_t RigidBody::get_bounce() const { return bounce; } void RigidBody::set_gravity_scale(real_t p_gravity_scale) { gravity_scale = p_gravity_scale; PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_GRAVITY_SCALE, gravity_scale); } real_t RigidBody::get_gravity_scale() const { return gravity_scale; } void RigidBody::set_linear_damp(real_t p_linear_damp) { ERR_FAIL_COND(p_linear_damp < -1); linear_damp = p_linear_damp; PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_LINEAR_DAMP, linear_damp); } real_t RigidBody::get_linear_damp() const { return linear_damp; } void RigidBody::set_angular_damp(real_t p_angular_damp) { ERR_FAIL_COND(p_angular_damp < -1); angular_damp = p_angular_damp; PhysicsServer::get_singleton()->body_set_param(get_rid(), PhysicsServer::BODY_PARAM_ANGULAR_DAMP, angular_damp); } real_t RigidBody::get_angular_damp() const { return angular_damp; } void RigidBody::set_axis_velocity(const Vector3 &p_axis) { Vector3 v = state ? state->get_linear_velocity() : linear_velocity; Vector3 axis = p_axis.normalized(); v -= axis * axis.dot(v); v += p_axis; if (state) { set_linear_velocity(v); } else { PhysicsServer::get_singleton()->body_set_axis_velocity(get_rid(), p_axis); linear_velocity = v; } } void RigidBody::set_linear_velocity(const Vector3 &p_velocity) { linear_velocity = p_velocity; if (state) state->set_linear_velocity(linear_velocity); else PhysicsServer::get_singleton()->body_set_state(get_rid(), PhysicsServer::BODY_STATE_LINEAR_VELOCITY, linear_velocity); } Vector3 RigidBody::get_linear_velocity() const { return linear_velocity; } void RigidBody::set_angular_velocity(const Vector3 &p_velocity) { angular_velocity = p_velocity; if (state) state->set_angular_velocity(angular_velocity); else PhysicsServer::get_singleton()->body_set_state(get_rid(), PhysicsServer::BODY_STATE_ANGULAR_VELOCITY, angular_velocity); } Vector3 RigidBody::get_angular_velocity() const { return angular_velocity; } void RigidBody::set_use_custom_integrator(bool p_enable) { if (custom_integrator == p_enable) return; custom_integrator = p_enable; PhysicsServer::get_singleton()->body_set_omit_force_integration(get_rid(), p_enable); } bool RigidBody::is_using_custom_integrator() { return custom_integrator; } void RigidBody::set_sleeping(bool p_sleeping) { sleeping = p_sleeping; PhysicsServer::get_singleton()->body_set_state(get_rid(), PhysicsServer::BODY_STATE_SLEEPING, sleeping); } void RigidBody::set_can_sleep(bool p_active) { can_sleep = p_active; PhysicsServer::get_singleton()->body_set_state(get_rid(), PhysicsServer::BODY_STATE_CAN_SLEEP, p_active); } bool RigidBody::is_able_to_sleep() const { return can_sleep; } bool RigidBody::is_sleeping() const { return sleeping; } void RigidBody::set_max_contacts_reported(int p_amount) { max_contacts_reported = p_amount; PhysicsServer::get_singleton()->body_set_max_contacts_reported(get_rid(), p_amount); } int RigidBody::get_max_contacts_reported() const { return max_contacts_reported; } void RigidBody::apply_impulse(const Vector3 &p_pos, const Vector3 &p_impulse) { PhysicsServer::get_singleton()->body_apply_impulse(get_rid(), p_pos, p_impulse); } void RigidBody::set_use_continuous_collision_detection(bool p_enable) { ccd = p_enable; PhysicsServer::get_singleton()->body_set_enable_continuous_collision_detection(get_rid(), p_enable); } bool RigidBody::is_using_continuous_collision_detection() const { return ccd; } void RigidBody::set_contact_monitor(bool p_enabled) { if (p_enabled == is_contact_monitor_enabled()) return; if (!p_enabled) { if (contact_monitor->locked) { ERR_EXPLAIN("Can't disable contact monitoring during in/out callback. Use call_deferred(\"set_contact_monitor\",false) instead"); } ERR_FAIL_COND(contact_monitor->locked); for (Map::Element *E = contact_monitor->body_map.front(); E; E = E->next()) { //clean up mess } memdelete(contact_monitor); contact_monitor = NULL; } else { contact_monitor = memnew(ContactMonitor); contact_monitor->locked = false; } } bool RigidBody::is_contact_monitor_enabled() const { return contact_monitor != NULL; } void RigidBody::set_axis_lock(AxisLock p_lock) { axis_lock = p_lock; PhysicsServer::get_singleton()->body_set_axis_lock(get_rid(), PhysicsServer::BodyAxisLock(axis_lock)); } RigidBody::AxisLock RigidBody::get_axis_lock() const { return axis_lock; } Array RigidBody::get_colliding_bodies() const { ERR_FAIL_COND_V(!contact_monitor, Array()); Array ret; ret.resize(contact_monitor->body_map.size()); int idx = 0; for (const Map::Element *E = contact_monitor->body_map.front(); E; E = E->next()) { Object *obj = ObjectDB::get_instance(E->key()); if (!obj) { ret.resize(ret.size() - 1); //ops } else { ret[idx++] = obj; } } return ret; } void RigidBody::_bind_methods() { ClassDB::bind_method(D_METHOD("set_mode", "mode"), &RigidBody::set_mode); ClassDB::bind_method(D_METHOD("get_mode"), &RigidBody::get_mode); ClassDB::bind_method(D_METHOD("set_mass", "mass"), &RigidBody::set_mass); ClassDB::bind_method(D_METHOD("get_mass"), &RigidBody::get_mass); ClassDB::bind_method(D_METHOD("set_weight", "weight"), &RigidBody::set_weight); ClassDB::bind_method(D_METHOD("get_weight"), &RigidBody::get_weight); ClassDB::bind_method(D_METHOD("set_friction", "friction"), &RigidBody::set_friction); ClassDB::bind_method(D_METHOD("get_friction"), &RigidBody::get_friction); ClassDB::bind_method(D_METHOD("set_bounce", "bounce"), &RigidBody::set_bounce); ClassDB::bind_method(D_METHOD("get_bounce"), &RigidBody::get_bounce); ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &RigidBody::set_linear_velocity); ClassDB::bind_method(D_METHOD("get_linear_velocity"), &RigidBody::get_linear_velocity); ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &RigidBody::set_angular_velocity); ClassDB::bind_method(D_METHOD("get_angular_velocity"), &RigidBody::get_angular_velocity); ClassDB::bind_method(D_METHOD("set_gravity_scale", "gravity_scale"), &RigidBody::set_gravity_scale); ClassDB::bind_method(D_METHOD("get_gravity_scale"), &RigidBody::get_gravity_scale); ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &RigidBody::set_linear_damp); ClassDB::bind_method(D_METHOD("get_linear_damp"), &RigidBody::get_linear_damp); ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &RigidBody::set_angular_damp); ClassDB::bind_method(D_METHOD("get_angular_damp"), &RigidBody::get_angular_damp); ClassDB::bind_method(D_METHOD("set_max_contacts_reported", "amount"), &RigidBody::set_max_contacts_reported); ClassDB::bind_method(D_METHOD("get_max_contacts_reported"), &RigidBody::get_max_contacts_reported); ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &RigidBody::set_use_custom_integrator); ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &RigidBody::is_using_custom_integrator); ClassDB::bind_method(D_METHOD("set_contact_monitor", "enabled"), &RigidBody::set_contact_monitor); ClassDB::bind_method(D_METHOD("is_contact_monitor_enabled"), &RigidBody::is_contact_monitor_enabled); ClassDB::bind_method(D_METHOD("set_use_continuous_collision_detection", "enable"), &RigidBody::set_use_continuous_collision_detection); ClassDB::bind_method(D_METHOD("is_using_continuous_collision_detection"), &RigidBody::is_using_continuous_collision_detection); ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidBody::set_axis_velocity); ClassDB::bind_method(D_METHOD("apply_impulse", "pos", "impulse"), &RigidBody::apply_impulse); ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidBody::set_sleeping); ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidBody::is_sleeping); ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidBody::set_can_sleep); ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidBody::is_able_to_sleep); ClassDB::bind_method(D_METHOD("_direct_state_changed"), &RigidBody::_direct_state_changed); ClassDB::bind_method(D_METHOD("_body_enter_tree"), &RigidBody::_body_enter_tree); ClassDB::bind_method(D_METHOD("_body_exit_tree"), &RigidBody::_body_exit_tree); ClassDB::bind_method(D_METHOD("set_axis_lock", "axis_lock"), &RigidBody::set_axis_lock); ClassDB::bind_method(D_METHOD("get_axis_lock"), &RigidBody::get_axis_lock); ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody::get_colliding_bodies); BIND_VMETHOD(MethodInfo("_integrate_forces", PropertyInfo(Variant::OBJECT, "state:PhysicsDirectBodyState"))); ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Rigid,Static,Character,Kinematic"), "set_mode", "get_mode"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "mass", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01"), "set_mass", "get_mass"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "weight", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01", PROPERTY_USAGE_EDITOR), "set_weight", "get_weight"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "friction", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_friction", "get_friction"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_bounce", "get_bounce"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "gravity_scale", PROPERTY_HINT_RANGE, "-128,128,0.01"), "set_gravity_scale", "get_gravity_scale"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "custom_integrator"), "set_use_custom_integrator", "is_using_custom_integrator"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "continuous_cd"), "set_use_continuous_collision_detection", "is_using_continuous_collision_detection"); ADD_PROPERTY(PropertyInfo(Variant::INT, "contacts_reported"), "set_max_contacts_reported", "get_max_contacts_reported"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "contact_monitor"), "set_contact_monitor", "is_contact_monitor_enabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleeping", "is_sleeping"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep"); ADD_PROPERTY(PropertyInfo(Variant::INT, "axis_lock", PROPERTY_HINT_ENUM, "Disabled,Lock X,Lock Y,Lock Z"), "set_axis_lock", "get_axis_lock"); ADD_GROUP("Linear", "linear_"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity"), "set_linear_velocity", "get_linear_velocity"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "linear_damp", PROPERTY_HINT_RANGE, "-1,128,0.01"), "set_linear_damp", "get_linear_damp"); ADD_GROUP("Angular", "angular_"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "angular_velocity"), "set_angular_velocity", "get_angular_velocity"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_damp", PROPERTY_HINT_RANGE, "-1,128,0.01"), "set_angular_damp", "get_angular_damp"); ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape"))); ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::INT, "body_id"), PropertyInfo(Variant::OBJECT, "body"), PropertyInfo(Variant::INT, "body_shape"), PropertyInfo(Variant::INT, "local_shape"))); ADD_SIGNAL(MethodInfo("body_entered", PropertyInfo(Variant::OBJECT, "body"))); ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body"))); ADD_SIGNAL(MethodInfo("sleeping_state_changed")); BIND_CONSTANT(MODE_STATIC); BIND_CONSTANT(MODE_KINEMATIC); BIND_CONSTANT(MODE_RIGID); BIND_CONSTANT(MODE_CHARACTER); } RigidBody::RigidBody() : PhysicsBody(PhysicsServer::BODY_MODE_RIGID) { mode = MODE_RIGID; bounce = 0; mass = 1; friction = 1; max_contacts_reported = 0; state = NULL; gravity_scale = 1; linear_damp = -1; angular_damp = -1; //angular_velocity=0; sleeping = false; ccd = false; custom_integrator = false; contact_monitor = NULL; can_sleep = true; axis_lock = AXIS_LOCK_DISABLED; PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed"); } RigidBody::~RigidBody() { if (contact_monitor) memdelete(contact_monitor); } ////////////////////////////////////////////////////// ////////////////////////// Variant KinematicBody::_get_collider() const { ObjectID oid = get_collider(); if (oid == 0) return Variant(); Object *obj = ObjectDB::get_instance(oid); if (!obj) return Variant(); Reference *ref = obj->cast_to(); if (ref) { return Ref(ref); } return obj; } bool KinematicBody::_ignores_mode(PhysicsServer::BodyMode p_mode) const { switch (p_mode) { case PhysicsServer::BODY_MODE_STATIC: return !collide_static; case PhysicsServer::BODY_MODE_KINEMATIC: return !collide_kinematic; case PhysicsServer::BODY_MODE_RIGID: return !collide_rigid; case PhysicsServer::BODY_MODE_CHARACTER: return !collide_character; } return true; } Vector3 KinematicBody::move(const Vector3 &p_motion) { //give me back regular physics engine logic //this is madness //and most people using this function will think //what it does is simpler than using physics //this took about a week to get right.. //but is it right? who knows at this point.. colliding = false; ERR_FAIL_COND_V(!is_inside_tree(), Vector3()); PhysicsDirectSpaceState *dss = PhysicsServer::get_singleton()->space_get_direct_state(get_world()->get_space()); ERR_FAIL_COND_V(!dss, Vector3()); const int max_shapes = 32; Vector3 sr[max_shapes * 2]; int res_shapes; Set exclude; exclude.insert(get_rid()); //recover first int recover_attempts = 4; bool collided = false; uint32_t mask = 0; if (collide_static) mask |= PhysicsDirectSpaceState::TYPE_MASK_STATIC_BODY; if (collide_kinematic) mask |= PhysicsDirectSpaceState::TYPE_MASK_KINEMATIC_BODY; if (collide_rigid) mask |= PhysicsDirectSpaceState::TYPE_MASK_RIGID_BODY; if (collide_character) mask |= PhysicsDirectSpaceState::TYPE_MASK_CHARACTER_BODY; //print_line("motion: "+p_motion+" margin: "+rtos(margin)); //print_line("margin: "+rtos(margin)); float m = margin; //m=0.001; do { //motion recover for (int i = 0; i < get_shape_count(); i++) { if (is_shape_set_as_trigger(i)) continue; if (dss->collide_shape(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), m, sr, max_shapes, res_shapes, exclude, get_collision_layer(), mask)) { collided = true; } } if (!collided) break; //print_line("have to recover"); Vector3 recover_motion; bool all_outside = true; for (int j = 0; j < 8; j++) { for (int i = 0; i < res_shapes; i++) { Vector3 a = sr[i * 2 + 0]; Vector3 b = sr[i * 2 + 1]; //print_line(String()+a+" -> "+b); #if 0 float d = a.distance_to(b); /* if (d CMP_EPSILON) { Vector3 norm = (b - a).normalized(); if (dist > margin * 0.5) all_outside = false; float adv = norm.dot(recover_motion); //print_line(itos(i)+" dist: "+rtos(dist)+" adv: "+rtos(adv)); recover_motion += norm * MAX(dist - adv, 0) * 0.4; } #endif } } if (recover_motion == Vector3()) { collided = false; break; } //print_line("**** RECOVER: "+recover_motion); Transform gt = get_global_transform(); gt.origin += recover_motion; set_global_transform(gt); recover_attempts--; if (all_outside) break; } while (recover_attempts); //move second float safe = 1.0; float unsafe = 1.0; int best_shape = -1; PhysicsDirectSpaceState::ShapeRestInfo rest; //print_line("pos: "+get_global_transform().origin); //print_line("motion: "+p_motion); for (int i = 0; i < get_shape_count(); i++) { if (is_shape_set_as_trigger(i)) continue; float lsafe, lunsafe; PhysicsDirectSpaceState::ShapeRestInfo lrest; bool valid = dss->cast_motion(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), p_motion, 0, lsafe, lunsafe, exclude, get_collision_layer(), mask, &lrest); //print_line("shape: "+itos(i)+" travel:"+rtos(ltravel)); if (!valid) { safe = 0; unsafe = 0; best_shape = i; //sadly it's the best //print_line("initial stuck"); break; } if (lsafe == 1.0) { //print_line("initial free"); continue; } if (lsafe < safe) { //print_line("initial at "+rtos(lsafe)); safe = lsafe; safe = MAX(0, lsafe - 0.01); unsafe = lunsafe; best_shape = i; rest = lrest; } } //print_line("best shape: "+itos(best_shape)+" motion "+p_motion); if (safe >= 1) { //not collided colliding = false; } else { colliding = true; if (true || (safe == 0 && unsafe == 0)) { //use it always because it's more precise than GJK //no advance, use rest info from collision Transform ugt = get_global_transform(); ugt.origin += p_motion * unsafe; PhysicsDirectSpaceState::ShapeRestInfo rest_info; bool c2 = dss->rest_info(get_shape(best_shape)->get_rid(), ugt * get_shape_transform(best_shape), m, &rest, exclude, get_collision_layer(), mask); if (!c2) { //should not happen, but floating point precision is so weird.. colliding = false; } //print_line("Rest Travel: "+rest.normal); } if (colliding) { collision = rest.point; normal = rest.normal; collider = rest.collider_id; collider_vel = rest.linear_velocity; collider_shape = rest.shape; } } Vector3 motion = p_motion * safe; /* if (colliding) motion+=normal*0.001; */ Transform gt = get_global_transform(); gt.origin += motion; set_global_transform(gt); return p_motion - motion; } Vector3 KinematicBody::move_to(const Vector3 &p_position) { return move(p_position - get_global_transform().origin); } bool KinematicBody::can_teleport_to(const Vector3 &p_position) { ERR_FAIL_COND_V(!is_inside_tree(), false); PhysicsDirectSpaceState *dss = PhysicsServer::get_singleton()->space_get_direct_state(get_world()->get_space()); ERR_FAIL_COND_V(!dss, false); uint32_t mask = 0; if (collide_static) mask |= PhysicsDirectSpaceState::TYPE_MASK_STATIC_BODY; if (collide_kinematic) mask |= PhysicsDirectSpaceState::TYPE_MASK_KINEMATIC_BODY; if (collide_rigid) mask |= PhysicsDirectSpaceState::TYPE_MASK_RIGID_BODY; if (collide_character) mask |= PhysicsDirectSpaceState::TYPE_MASK_CHARACTER_BODY; Transform xform = get_global_transform(); xform.origin = p_position; Set exclude; exclude.insert(get_rid()); for (int i = 0; i < get_shape_count(); i++) { if (is_shape_set_as_trigger(i)) continue; bool col = dss->intersect_shape(get_shape(i)->get_rid(), xform * get_shape_transform(i), 0, NULL, 1, exclude, get_collision_layer(), mask); if (col) return false; } return true; } bool KinematicBody::is_colliding() const { ERR_FAIL_COND_V(!is_inside_tree(), false); return colliding; } Vector3 KinematicBody::get_collision_pos() const { ERR_FAIL_COND_V(!colliding, Vector3()); return collision; } Vector3 KinematicBody::get_collision_normal() const { ERR_FAIL_COND_V(!colliding, Vector3()); return normal; } Vector3 KinematicBody::get_collider_velocity() const { return collider_vel; } ObjectID KinematicBody::get_collider() const { ERR_FAIL_COND_V(!colliding, 0); return collider; } int KinematicBody::get_collider_shape() const { ERR_FAIL_COND_V(!colliding, -1); return collider_shape; } void KinematicBody::set_collide_with_static_bodies(bool p_enable) { collide_static = p_enable; } bool KinematicBody::can_collide_with_static_bodies() const { return collide_static; } void KinematicBody::set_collide_with_rigid_bodies(bool p_enable) { collide_rigid = p_enable; } bool KinematicBody::can_collide_with_rigid_bodies() const { return collide_rigid; } void KinematicBody::set_collide_with_kinematic_bodies(bool p_enable) { collide_kinematic = p_enable; } bool KinematicBody::can_collide_with_kinematic_bodies() const { return collide_kinematic; } void KinematicBody::set_collide_with_character_bodies(bool p_enable) { collide_character = p_enable; } bool KinematicBody::can_collide_with_character_bodies() const { return collide_character; } void KinematicBody::set_collision_margin(float p_margin) { margin = p_margin; } float KinematicBody::get_collision_margin() const { return margin; } void KinematicBody::_bind_methods() { ClassDB::bind_method(D_METHOD("move", "rel_vec"), &KinematicBody::move); ClassDB::bind_method(D_METHOD("move_to", "position"), &KinematicBody::move_to); ClassDB::bind_method(D_METHOD("can_teleport_to", "position"), &KinematicBody::can_teleport_to); ClassDB::bind_method(D_METHOD("is_colliding"), &KinematicBody::is_colliding); ClassDB::bind_method(D_METHOD("get_collision_pos"), &KinematicBody::get_collision_pos); ClassDB::bind_method(D_METHOD("get_collision_normal"), &KinematicBody::get_collision_normal); ClassDB::bind_method(D_METHOD("get_collider_velocity"), &KinematicBody::get_collider_velocity); ClassDB::bind_method(D_METHOD("get_collider:Variant"), &KinematicBody::_get_collider); ClassDB::bind_method(D_METHOD("get_collider_shape"), &KinematicBody::get_collider_shape); ClassDB::bind_method(D_METHOD("set_collide_with_static_bodies", "enable"), &KinematicBody::set_collide_with_static_bodies); ClassDB::bind_method(D_METHOD("can_collide_with_static_bodies"), &KinematicBody::can_collide_with_static_bodies); ClassDB::bind_method(D_METHOD("set_collide_with_kinematic_bodies", "enable"), &KinematicBody::set_collide_with_kinematic_bodies); ClassDB::bind_method(D_METHOD("can_collide_with_kinematic_bodies"), &KinematicBody::can_collide_with_kinematic_bodies); ClassDB::bind_method(D_METHOD("set_collide_with_rigid_bodies", "enable"), &KinematicBody::set_collide_with_rigid_bodies); ClassDB::bind_method(D_METHOD("can_collide_with_rigid_bodies"), &KinematicBody::can_collide_with_rigid_bodies); ClassDB::bind_method(D_METHOD("set_collide_with_character_bodies", "enable"), &KinematicBody::set_collide_with_character_bodies); ClassDB::bind_method(D_METHOD("can_collide_with_character_bodies"), &KinematicBody::can_collide_with_character_bodies); ClassDB::bind_method(D_METHOD("set_collision_margin", "pixels"), &KinematicBody::set_collision_margin); ClassDB::bind_method(D_METHOD("get_collision_margin", "pixels"), &KinematicBody::get_collision_margin); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with/static"), "set_collide_with_static_bodies", "can_collide_with_static_bodies"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with/kinematic"), "set_collide_with_kinematic_bodies", "can_collide_with_kinematic_bodies"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with/rigid"), "set_collide_with_rigid_bodies", "can_collide_with_rigid_bodies"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with/character"), "set_collide_with_character_bodies", "can_collide_with_character_bodies"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "collision/margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_collision_margin", "get_collision_margin"); } KinematicBody::KinematicBody() : PhysicsBody(PhysicsServer::BODY_MODE_KINEMATIC) { collide_static = true; collide_rigid = true; collide_kinematic = true; collide_character = true; colliding = false; collider = 0; margin = 0.001; collider_shape = 0; } KinematicBody::~KinematicBody() { }