/*************************************************************************/ /* godot_physics_server_3d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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 "godot_physics_server_3d.h" #include "godot_body_direct_state_3d.h" #include "godot_broad_phase_3d_bvh.h" #include "joints/godot_cone_twist_joint_3d.h" #include "joints/godot_generic_6dof_joint_3d.h" #include "joints/godot_hinge_joint_3d.h" #include "joints/godot_pin_joint_3d.h" #include "joints/godot_slider_joint_3d.h" #include "core/debugger/engine_debugger.h" #include "core/os/os.h" #define FLUSH_QUERY_CHECK(m_object) \ ERR_FAIL_COND_MSG(m_object->get_space() && flushing_queries, "Can't change this state while flushing queries. Use call_deferred() or set_deferred() to change monitoring state instead."); RID GodotPhysicsServer3D::world_boundary_shape_create() { GodotShape3D *shape = memnew(GodotWorldBoundaryShape3D); RID rid = shape_owner.make_rid(shape); shape->set_self(rid); return rid; } RID GodotPhysicsServer3D::separation_ray_shape_create() { GodotShape3D *shape = memnew(GodotSeparationRayShape3D); RID rid = shape_owner.make_rid(shape); shape->set_self(rid); return rid; } RID GodotPhysicsServer3D::sphere_shape_create() { GodotShape3D *shape = memnew(GodotSphereShape3D); RID rid = shape_owner.make_rid(shape); shape->set_self(rid); return rid; } RID GodotPhysicsServer3D::box_shape_create() { GodotShape3D *shape = memnew(GodotBoxShape3D); RID rid = shape_owner.make_rid(shape); shape->set_self(rid); return rid; } RID GodotPhysicsServer3D::capsule_shape_create() { GodotShape3D *shape = memnew(GodotCapsuleShape3D); RID rid = shape_owner.make_rid(shape); shape->set_self(rid); return rid; } RID GodotPhysicsServer3D::cylinder_shape_create() { GodotShape3D *shape = memnew(GodotCylinderShape3D); RID rid = shape_owner.make_rid(shape); shape->set_self(rid); return rid; } RID GodotPhysicsServer3D::convex_polygon_shape_create() { GodotShape3D *shape = memnew(GodotConvexPolygonShape3D); RID rid = shape_owner.make_rid(shape); shape->set_self(rid); return rid; } RID GodotPhysicsServer3D::concave_polygon_shape_create() { GodotShape3D *shape = memnew(GodotConcavePolygonShape3D); RID rid = shape_owner.make_rid(shape); shape->set_self(rid); return rid; } RID GodotPhysicsServer3D::heightmap_shape_create() { GodotShape3D *shape = memnew(GodotHeightMapShape3D); RID rid = shape_owner.make_rid(shape); shape->set_self(rid); return rid; } RID GodotPhysicsServer3D::custom_shape_create() { ERR_FAIL_V(RID()); } void GodotPhysicsServer3D::shape_set_data(RID p_shape, const Variant &p_data) { GodotShape3D *shape = shape_owner.get_or_null(p_shape); ERR_FAIL_COND(!shape); shape->set_data(p_data); }; void GodotPhysicsServer3D::shape_set_custom_solver_bias(RID p_shape, real_t p_bias) { GodotShape3D *shape = shape_owner.get_or_null(p_shape); ERR_FAIL_COND(!shape); shape->set_custom_bias(p_bias); } PhysicsServer3D::ShapeType GodotPhysicsServer3D::shape_get_type(RID p_shape) const { const GodotShape3D *shape = shape_owner.get_or_null(p_shape); ERR_FAIL_COND_V(!shape, SHAPE_CUSTOM); return shape->get_type(); }; Variant GodotPhysicsServer3D::shape_get_data(RID p_shape) const { const GodotShape3D *shape = shape_owner.get_or_null(p_shape); ERR_FAIL_COND_V(!shape, Variant()); ERR_FAIL_COND_V(!shape->is_configured(), Variant()); return shape->get_data(); }; void GodotPhysicsServer3D::shape_set_margin(RID p_shape, real_t p_margin) { } real_t GodotPhysicsServer3D::shape_get_margin(RID p_shape) const { return 0.0; } real_t GodotPhysicsServer3D::shape_get_custom_solver_bias(RID p_shape) const { const GodotShape3D *shape = shape_owner.get_or_null(p_shape); ERR_FAIL_COND_V(!shape, 0); return shape->get_custom_bias(); } RID GodotPhysicsServer3D::space_create() { GodotSpace3D *space = memnew(GodotSpace3D); RID id = space_owner.make_rid(space); space->set_self(id); RID area_id = area_create(); GodotArea3D *area = area_owner.get_or_null(area_id); ERR_FAIL_COND_V(!area, RID()); space->set_default_area(area); area->set_space(space); area->set_priority(-1); RID sgb = body_create(); body_set_space(sgb, id); body_set_mode(sgb, BODY_MODE_STATIC); space->set_static_global_body(sgb); return id; }; void GodotPhysicsServer3D::space_set_active(RID p_space, bool p_active) { GodotSpace3D *space = space_owner.get_or_null(p_space); ERR_FAIL_COND(!space); if (p_active) { active_spaces.insert(space); } else { active_spaces.erase(space); } } bool GodotPhysicsServer3D::space_is_active(RID p_space) const { const GodotSpace3D *space = space_owner.get_or_null(p_space); ERR_FAIL_COND_V(!space, false); return active_spaces.has(space); } void GodotPhysicsServer3D::space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) { GodotSpace3D *space = space_owner.get_or_null(p_space); ERR_FAIL_COND(!space); space->set_param(p_param, p_value); } real_t GodotPhysicsServer3D::space_get_param(RID p_space, SpaceParameter p_param) const { const GodotSpace3D *space = space_owner.get_or_null(p_space); ERR_FAIL_COND_V(!space, 0); return space->get_param(p_param); } PhysicsDirectSpaceState3D *GodotPhysicsServer3D::space_get_direct_state(RID p_space) { GodotSpace3D *space = space_owner.get_or_null(p_space); ERR_FAIL_COND_V(!space, nullptr); ERR_FAIL_COND_V_MSG((using_threads && !doing_sync) || space->is_locked(), nullptr, "Space state is inaccessible right now, wait for iteration or physics process notification."); return space->get_direct_state(); } void GodotPhysicsServer3D::space_set_debug_contacts(RID p_space, int p_max_contacts) { GodotSpace3D *space = space_owner.get_or_null(p_space); ERR_FAIL_COND(!space); space->set_debug_contacts(p_max_contacts); } Vector GodotPhysicsServer3D::space_get_contacts(RID p_space) const { GodotSpace3D *space = space_owner.get_or_null(p_space); ERR_FAIL_COND_V(!space, Vector()); return space->get_debug_contacts(); } int GodotPhysicsServer3D::space_get_contact_count(RID p_space) const { GodotSpace3D *space = space_owner.get_or_null(p_space); ERR_FAIL_COND_V(!space, 0); return space->get_debug_contact_count(); } RID GodotPhysicsServer3D::area_create() { GodotArea3D *area = memnew(GodotArea3D); RID rid = area_owner.make_rid(area); area->set_self(rid); return rid; } void GodotPhysicsServer3D::area_set_space(RID p_area, RID p_space) { GodotArea3D *area = area_owner.get_or_null(p_area); ERR_FAIL_COND(!area); GodotSpace3D *space = nullptr; if (p_space.is_valid()) { space = space_owner.get_or_null(p_space); ERR_FAIL_COND(!space); } if (area->get_space() == space) { return; //pointless } area->clear_constraints(); area->set_space(space); } RID GodotPhysicsServer3D::area_get_space(RID p_area) const { GodotArea3D *area = area_owner.get_or_null(p_area); ERR_FAIL_COND_V(!area, RID()); GodotSpace3D *space = area->get_space(); if (!space) { return RID(); } return space->get_self(); } void GodotPhysicsServer3D::area_add_shape(RID p_area, RID p_shape, const Transform3D &p_transform, bool p_disabled) { GodotArea3D *area = area_owner.get_or_null(p_area); ERR_FAIL_COND(!area); GodotShape3D *shape = shape_owner.get_or_null(p_shape); ERR_FAIL_COND(!shape); area->add_shape(shape, p_transform, p_disabled); } void GodotPhysicsServer3D::area_set_shape(RID p_area, int p_shape_idx, RID p_shape) { GodotArea3D *area = area_owner.get_or_null(p_area); ERR_FAIL_COND(!area); GodotShape3D *shape = shape_owner.get_or_null(p_shape); ERR_FAIL_COND(!shape); ERR_FAIL_COND(!shape->is_configured()); area->set_shape(p_shape_idx, shape); } void GodotPhysicsServer3D::area_set_shape_transform(RID p_area, int p_shape_idx, const Transform3D &p_transform) { GodotArea3D *area = area_owner.get_or_null(p_area); ERR_FAIL_COND(!area); area->set_shape_transform(p_shape_idx, p_transform); } int GodotPhysicsServer3D::area_get_shape_count(RID p_area) const { GodotArea3D *area = area_owner.get_or_null(p_area); ERR_FAIL_COND_V(!area, -1); return area->get_shape_count(); } RID GodotPhysicsServer3D::area_get_shape(RID p_area, int p_shape_idx) const { GodotArea3D *area = area_owner.get_or_null(p_area); ERR_FAIL_COND_V(!area, RID()); GodotShape3D *shape = area->get_shape(p_shape_idx); ERR_FAIL_COND_V(!shape, RID()); return shape->get_self(); } Transform3D GodotPhysicsServer3D::area_get_shape_transform(RID p_area, int p_shape_idx) const { GodotArea3D *area = area_owner.get_or_null(p_area); ERR_FAIL_COND_V(!area, Transform3D()); return area->get_shape_transform(p_shape_idx); } void GodotPhysicsServer3D::area_remove_shape(RID p_area, int p_shape_idx) { GodotArea3D *area = area_owner.get_or_null(p_area); ERR_FAIL_COND(!area); area->remove_shape(p_shape_idx); } void GodotPhysicsServer3D::area_clear_shapes(RID p_area) { GodotArea3D *area = area_owner.get_or_null(p_area); ERR_FAIL_COND(!area); while (area->get_shape_count()) { area->remove_shape(0); } } void GodotPhysicsServer3D::area_set_shape_disabled(RID p_area, int p_shape_idx, bool p_disabled) { GodotArea3D *area = area_owner.get_or_null(p_area); ERR_FAIL_COND(!area); ERR_FAIL_INDEX(p_shape_idx, area->get_shape_count()); FLUSH_QUERY_CHECK(area); area->set_shape_disabled(p_shape_idx, p_disabled); } void GodotPhysicsServer3D::area_attach_object_instance_id(RID p_area, ObjectID p_id) { if (space_owner.owns(p_area)) { GodotSpace3D *space = space_owner.get_or_null(p_area); p_area = space->get_default_area()->get_self(); } GodotArea3D *area = area_owner.get_or_null(p_area); ERR_FAIL_COND(!area); area->set_instance_id(p_id); } ObjectID GodotPhysicsServer3D::area_get_object_instance_id(RID p_area) const { if (space_owner.owns(p_area)) { GodotSpace3D *space = space_owner.get_or_null(p_area); p_area = space->get_default_area()->get_self(); } GodotArea3D *area = area_owner.get_or_null(p_area); ERR_FAIL_COND_V(!area, ObjectID()); return area->get_instance_id(); } void GodotPhysicsServer3D::area_set_param(RID p_area, AreaParameter p_param, const Variant &p_value) { if (space_owner.owns(p_area)) { GodotSpace3D *space = space_owner.get_or_null(p_area); p_area = space->get_default_area()->get_self(); } GodotArea3D *area = area_owner.get_or_null(p_area); ERR_FAIL_COND(!area); area->set_param(p_param, p_value); }; void GodotPhysicsServer3D::area_set_transform(RID p_area, const Transform3D &p_transform) { GodotArea3D *area = area_owner.get_or_null(p_area); ERR_FAIL_COND(!area); area->set_transform(p_transform); }; Variant GodotPhysicsServer3D::area_get_param(RID p_area, AreaParameter p_param) const { if (space_owner.owns(p_area)) { GodotSpace3D *space = space_owner.get_or_null(p_area); p_area = space->get_default_area()->get_self(); } GodotArea3D *area = area_owner.get_or_null(p_area); ERR_FAIL_COND_V(!area, Variant()); return area->get_param(p_param); }; Transform3D GodotPhysicsServer3D::area_get_transform(RID p_area) const { GodotArea3D *area = area_owner.get_or_null(p_area); ERR_FAIL_COND_V(!area, Transform3D()); return area->get_transform(); }; void GodotPhysicsServer3D::area_set_collision_layer(RID p_area, uint32_t p_layer) { GodotArea3D *area = area_owner.get_or_null(p_area); ERR_FAIL_COND(!area); area->set_collision_layer(p_layer); } void GodotPhysicsServer3D::area_set_collision_mask(RID p_area, uint32_t p_mask) { GodotArea3D *area = area_owner.get_or_null(p_area); ERR_FAIL_COND(!area); area->set_collision_mask(p_mask); } void GodotPhysicsServer3D::area_set_monitorable(RID p_area, bool p_monitorable) { GodotArea3D *area = area_owner.get_or_null(p_area); ERR_FAIL_COND(!area); FLUSH_QUERY_CHECK(area); area->set_monitorable(p_monitorable); } void GodotPhysicsServer3D::area_set_monitor_callback(RID p_area, const Callable &p_callback) { GodotArea3D *area = area_owner.get_or_null(p_area); ERR_FAIL_COND(!area); area->set_monitor_callback(p_callback.is_valid() ? p_callback : Callable()); } void GodotPhysicsServer3D::area_set_ray_pickable(RID p_area, bool p_enable) { GodotArea3D *area = area_owner.get_or_null(p_area); ERR_FAIL_COND(!area); area->set_ray_pickable(p_enable); } void GodotPhysicsServer3D::area_set_area_monitor_callback(RID p_area, const Callable &p_callback) { GodotArea3D *area = area_owner.get_or_null(p_area); ERR_FAIL_COND(!area); area->set_area_monitor_callback(p_callback.is_valid() ? p_callback : Callable()); } /* BODY API */ RID GodotPhysicsServer3D::body_create() { GodotBody3D *body = memnew(GodotBody3D); RID rid = body_owner.make_rid(body); body->set_self(rid); return rid; }; void GodotPhysicsServer3D::body_set_space(RID p_body, RID p_space) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); GodotSpace3D *space = nullptr; if (p_space.is_valid()) { space = space_owner.get_or_null(p_space); ERR_FAIL_COND(!space); } if (body->get_space() == space) { return; //pointless } body->clear_constraint_map(); body->set_space(space); }; RID GodotPhysicsServer3D::body_get_space(RID p_body) const { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!body, RID()); GodotSpace3D *space = body->get_space(); if (!space) { return RID(); } return space->get_self(); }; void GodotPhysicsServer3D::body_set_mode(RID p_body, BodyMode p_mode) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); body->set_mode(p_mode); }; PhysicsServer3D::BodyMode GodotPhysicsServer3D::body_get_mode(RID p_body) const { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!body, BODY_MODE_STATIC); return body->get_mode(); }; void GodotPhysicsServer3D::body_add_shape(RID p_body, RID p_shape, const Transform3D &p_transform, bool p_disabled) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); GodotShape3D *shape = shape_owner.get_or_null(p_shape); ERR_FAIL_COND(!shape); body->add_shape(shape, p_transform, p_disabled); } void GodotPhysicsServer3D::body_set_shape(RID p_body, int p_shape_idx, RID p_shape) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); GodotShape3D *shape = shape_owner.get_or_null(p_shape); ERR_FAIL_COND(!shape); ERR_FAIL_COND(!shape->is_configured()); body->set_shape(p_shape_idx, shape); } void GodotPhysicsServer3D::body_set_shape_transform(RID p_body, int p_shape_idx, const Transform3D &p_transform) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); body->set_shape_transform(p_shape_idx, p_transform); } int GodotPhysicsServer3D::body_get_shape_count(RID p_body) const { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!body, -1); return body->get_shape_count(); } RID GodotPhysicsServer3D::body_get_shape(RID p_body, int p_shape_idx) const { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!body, RID()); GodotShape3D *shape = body->get_shape(p_shape_idx); ERR_FAIL_COND_V(!shape, RID()); return shape->get_self(); } void GodotPhysicsServer3D::body_set_shape_disabled(RID p_body, int p_shape_idx, bool p_disabled) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); ERR_FAIL_INDEX(p_shape_idx, body->get_shape_count()); FLUSH_QUERY_CHECK(body); body->set_shape_disabled(p_shape_idx, p_disabled); } Transform3D GodotPhysicsServer3D::body_get_shape_transform(RID p_body, int p_shape_idx) const { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!body, Transform3D()); return body->get_shape_transform(p_shape_idx); } void GodotPhysicsServer3D::body_remove_shape(RID p_body, int p_shape_idx) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); body->remove_shape(p_shape_idx); } void GodotPhysicsServer3D::body_clear_shapes(RID p_body) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); while (body->get_shape_count()) { body->remove_shape(0); } } void GodotPhysicsServer3D::body_set_enable_continuous_collision_detection(RID p_body, bool p_enable) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); body->set_continuous_collision_detection(p_enable); } bool GodotPhysicsServer3D::body_is_continuous_collision_detection_enabled(RID p_body) const { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!body, false); return body->is_continuous_collision_detection_enabled(); } void GodotPhysicsServer3D::body_set_collision_layer(RID p_body, uint32_t p_layer) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); body->set_collision_layer(p_layer); } uint32_t GodotPhysicsServer3D::body_get_collision_layer(RID p_body) const { const GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!body, 0); return body->get_collision_layer(); } void GodotPhysicsServer3D::body_set_collision_mask(RID p_body, uint32_t p_mask) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); body->set_collision_mask(p_mask); } uint32_t GodotPhysicsServer3D::body_get_collision_mask(RID p_body) const { const GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!body, 0); return body->get_collision_mask(); } void GodotPhysicsServer3D::body_attach_object_instance_id(RID p_body, ObjectID p_id) { GodotBody3D *body = body_owner.get_or_null(p_body); if (body) { body->set_instance_id(p_id); return; } GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); if (soft_body) { soft_body->set_instance_id(p_id); return; } ERR_FAIL_MSG("Invalid ID."); } ObjectID GodotPhysicsServer3D::body_get_object_instance_id(RID p_body) const { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!body, ObjectID()); return body->get_instance_id(); } void GodotPhysicsServer3D::body_set_user_flags(RID p_body, uint32_t p_flags) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); } uint32_t GodotPhysicsServer3D::body_get_user_flags(RID p_body) const { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!body, 0); return 0; } void GodotPhysicsServer3D::body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); body->set_param(p_param, p_value); } Variant GodotPhysicsServer3D::body_get_param(RID p_body, BodyParameter p_param) const { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!body, 0); return body->get_param(p_param); } void GodotPhysicsServer3D::body_reset_mass_properties(RID p_body) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); return body->reset_mass_properties(); } void GodotPhysicsServer3D::body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); body->set_state(p_state, p_variant); } Variant GodotPhysicsServer3D::body_get_state(RID p_body, BodyState p_state) const { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!body, Variant()); return body->get_state(p_state); } void GodotPhysicsServer3D::body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); _update_shapes(); body->apply_central_impulse(p_impulse); body->wakeup(); } void GodotPhysicsServer3D::body_apply_impulse(RID p_body, const Vector3 &p_impulse, const Vector3 &p_position) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); _update_shapes(); body->apply_impulse(p_impulse, p_position); body->wakeup(); } void GodotPhysicsServer3D::body_apply_torque_impulse(RID p_body, const Vector3 &p_impulse) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); _update_shapes(); body->apply_torque_impulse(p_impulse); body->wakeup(); } void GodotPhysicsServer3D::body_apply_central_force(RID p_body, const Vector3 &p_force) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); body->apply_central_force(p_force); body->wakeup(); } void GodotPhysicsServer3D::body_apply_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); body->apply_force(p_force, p_position); body->wakeup(); } void GodotPhysicsServer3D::body_apply_torque(RID p_body, const Vector3 &p_torque) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); body->apply_torque(p_torque); body->wakeup(); } void GodotPhysicsServer3D::body_add_constant_central_force(RID p_body, const Vector3 &p_force) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); body->add_constant_central_force(p_force); body->wakeup(); } void GodotPhysicsServer3D::body_add_constant_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); body->add_constant_force(p_force, p_position); body->wakeup(); } void GodotPhysicsServer3D::body_add_constant_torque(RID p_body, const Vector3 &p_torque) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); body->add_constant_torque(p_torque); body->wakeup(); } void GodotPhysicsServer3D::body_set_constant_force(RID p_body, const Vector3 &p_force) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); body->set_constant_force(p_force); if (!p_force.is_equal_approx(Vector3())) { body->wakeup(); } } Vector3 GodotPhysicsServer3D::body_get_constant_force(RID p_body) const { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!body, Vector3()); return body->get_constant_force(); } void GodotPhysicsServer3D::body_set_constant_torque(RID p_body, const Vector3 &p_torque) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); body->set_constant_torque(p_torque); if (!p_torque.is_equal_approx(Vector3())) { body->wakeup(); } } Vector3 GodotPhysicsServer3D::body_get_constant_torque(RID p_body) const { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!body, Vector3()); return body->get_constant_torque(); } void GodotPhysicsServer3D::body_set_axis_velocity(RID p_body, const Vector3 &p_axis_velocity) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); _update_shapes(); Vector3 v = body->get_linear_velocity(); Vector3 axis = p_axis_velocity.normalized(); v -= axis * axis.dot(v); v += p_axis_velocity; body->set_linear_velocity(v); body->wakeup(); } void GodotPhysicsServer3D::body_set_axis_lock(RID p_body, BodyAxis p_axis, bool p_lock) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); body->set_axis_lock(p_axis, p_lock); body->wakeup(); } bool GodotPhysicsServer3D::body_is_axis_locked(RID p_body, BodyAxis p_axis) const { const GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!body, 0); return body->is_axis_locked(p_axis); } void GodotPhysicsServer3D::body_add_collision_exception(RID p_body, RID p_body_b) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); body->add_exception(p_body_b); body->wakeup(); }; void GodotPhysicsServer3D::body_remove_collision_exception(RID p_body, RID p_body_b) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); body->remove_exception(p_body_b); body->wakeup(); }; void GodotPhysicsServer3D::body_get_collision_exceptions(RID p_body, List *p_exceptions) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); for (int i = 0; i < body->get_exceptions().size(); i++) { p_exceptions->push_back(body->get_exceptions()[i]); } }; void GodotPhysicsServer3D::body_set_contacts_reported_depth_threshold(RID p_body, real_t p_threshold) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); }; real_t GodotPhysicsServer3D::body_get_contacts_reported_depth_threshold(RID p_body) const { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!body, 0); return 0; }; void GodotPhysicsServer3D::body_set_omit_force_integration(RID p_body, bool p_omit) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); body->set_omit_force_integration(p_omit); }; bool GodotPhysicsServer3D::body_is_omitting_force_integration(RID p_body) const { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!body, false); return body->get_omit_force_integration(); }; void GodotPhysicsServer3D::body_set_max_contacts_reported(RID p_body, int p_contacts) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); body->set_max_contacts_reported(p_contacts); } int GodotPhysicsServer3D::body_get_max_contacts_reported(RID p_body) const { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!body, -1); return body->get_max_contacts_reported(); } void GodotPhysicsServer3D::body_set_state_sync_callback(RID p_body, void *p_instance, BodyStateCallback p_callback) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); body->set_state_sync_callback(p_instance, p_callback); } void GodotPhysicsServer3D::body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); body->set_force_integration_callback(p_callable, p_udata); } void GodotPhysicsServer3D::body_set_ray_pickable(RID p_body, bool p_enable) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND(!body); body->set_ray_pickable(p_enable); } bool GodotPhysicsServer3D::body_test_motion(RID p_body, const MotionParameters &p_parameters, MotionResult *r_result) { GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!body, false); ERR_FAIL_COND_V(!body->get_space(), false); ERR_FAIL_COND_V(body->get_space()->is_locked(), false); _update_shapes(); return body->get_space()->test_body_motion(body, p_parameters, r_result); } PhysicsDirectBodyState3D *GodotPhysicsServer3D::body_get_direct_state(RID p_body) { ERR_FAIL_COND_V_MSG((using_threads && !doing_sync), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification."); if (!body_owner.owns(p_body)) { return nullptr; } GodotBody3D *body = body_owner.get_or_null(p_body); ERR_FAIL_NULL_V(body, nullptr); if (!body->get_space()) { return nullptr; } ERR_FAIL_COND_V_MSG(body->get_space()->is_locked(), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification."); return body->get_direct_state(); } /* SOFT BODY */ RID GodotPhysicsServer3D::soft_body_create() { GodotSoftBody3D *soft_body = memnew(GodotSoftBody3D); RID rid = soft_body_owner.make_rid(soft_body); soft_body->set_self(rid); return rid; } void GodotPhysicsServer3D::soft_body_update_rendering_server(RID p_body, PhysicsServer3DRenderingServerHandler *p_rendering_server_handler) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); ERR_FAIL_COND(!soft_body); soft_body->update_rendering_server(p_rendering_server_handler); } void GodotPhysicsServer3D::soft_body_set_space(RID p_body, RID p_space) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); ERR_FAIL_COND(!soft_body); GodotSpace3D *space = nullptr; if (p_space.is_valid()) { space = space_owner.get_or_null(p_space); ERR_FAIL_COND(!space); } if (soft_body->get_space() == space) { return; } soft_body->set_space(space); } RID GodotPhysicsServer3D::soft_body_get_space(RID p_body) const { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!soft_body, RID()); GodotSpace3D *space = soft_body->get_space(); if (!space) { return RID(); } return space->get_self(); } void GodotPhysicsServer3D::soft_body_set_collision_layer(RID p_body, uint32_t p_layer) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); ERR_FAIL_COND(!soft_body); soft_body->set_collision_layer(p_layer); } uint32_t GodotPhysicsServer3D::soft_body_get_collision_layer(RID p_body) const { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!soft_body, 0); return soft_body->get_collision_layer(); } void GodotPhysicsServer3D::soft_body_set_collision_mask(RID p_body, uint32_t p_mask) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); ERR_FAIL_COND(!soft_body); soft_body->set_collision_mask(p_mask); } uint32_t GodotPhysicsServer3D::soft_body_get_collision_mask(RID p_body) const { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!soft_body, 0); return soft_body->get_collision_mask(); } void GodotPhysicsServer3D::soft_body_add_collision_exception(RID p_body, RID p_body_b) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); ERR_FAIL_COND(!soft_body); soft_body->add_exception(p_body_b); } void GodotPhysicsServer3D::soft_body_remove_collision_exception(RID p_body, RID p_body_b) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); ERR_FAIL_COND(!soft_body); soft_body->remove_exception(p_body_b); } void GodotPhysicsServer3D::soft_body_get_collision_exceptions(RID p_body, List *p_exceptions) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); ERR_FAIL_COND(!soft_body); for (int i = 0; i < soft_body->get_exceptions().size(); i++) { p_exceptions->push_back(soft_body->get_exceptions()[i]); } } void GodotPhysicsServer3D::soft_body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); ERR_FAIL_COND(!soft_body); soft_body->set_state(p_state, p_variant); } Variant GodotPhysicsServer3D::soft_body_get_state(RID p_body, BodyState p_state) const { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!soft_body, Variant()); return soft_body->get_state(p_state); } void GodotPhysicsServer3D::soft_body_set_transform(RID p_body, const Transform3D &p_transform) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); ERR_FAIL_COND(!soft_body); soft_body->set_state(BODY_STATE_TRANSFORM, p_transform); } void GodotPhysicsServer3D::soft_body_set_ray_pickable(RID p_body, bool p_enable) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); ERR_FAIL_COND(!soft_body); soft_body->set_ray_pickable(p_enable); } void GodotPhysicsServer3D::soft_body_set_simulation_precision(RID p_body, int p_simulation_precision) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); ERR_FAIL_COND(!soft_body); soft_body->set_iteration_count(p_simulation_precision); } int GodotPhysicsServer3D::soft_body_get_simulation_precision(RID p_body) const { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!soft_body, 0.f); return soft_body->get_iteration_count(); } void GodotPhysicsServer3D::soft_body_set_total_mass(RID p_body, real_t p_total_mass) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); ERR_FAIL_COND(!soft_body); soft_body->set_total_mass(p_total_mass); } real_t GodotPhysicsServer3D::soft_body_get_total_mass(RID p_body) const { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!soft_body, 0.f); return soft_body->get_total_mass(); } void GodotPhysicsServer3D::soft_body_set_linear_stiffness(RID p_body, real_t p_stiffness) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); ERR_FAIL_COND(!soft_body); soft_body->set_linear_stiffness(p_stiffness); } real_t GodotPhysicsServer3D::soft_body_get_linear_stiffness(RID p_body) const { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!soft_body, 0.f); return soft_body->get_linear_stiffness(); } void GodotPhysicsServer3D::soft_body_set_pressure_coefficient(RID p_body, real_t p_pressure_coefficient) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); ERR_FAIL_COND(!soft_body); soft_body->set_pressure_coefficient(p_pressure_coefficient); } real_t GodotPhysicsServer3D::soft_body_get_pressure_coefficient(RID p_body) const { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!soft_body, 0.f); return soft_body->get_pressure_coefficient(); } void GodotPhysicsServer3D::soft_body_set_damping_coefficient(RID p_body, real_t p_damping_coefficient) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); ERR_FAIL_COND(!soft_body); soft_body->set_damping_coefficient(p_damping_coefficient); } real_t GodotPhysicsServer3D::soft_body_get_damping_coefficient(RID p_body) const { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!soft_body, 0.f); return soft_body->get_damping_coefficient(); } void GodotPhysicsServer3D::soft_body_set_drag_coefficient(RID p_body, real_t p_drag_coefficient) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); ERR_FAIL_COND(!soft_body); soft_body->set_drag_coefficient(p_drag_coefficient); } real_t GodotPhysicsServer3D::soft_body_get_drag_coefficient(RID p_body) const { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!soft_body, 0.f); return soft_body->get_drag_coefficient(); } void GodotPhysicsServer3D::soft_body_set_mesh(RID p_body, RID p_mesh) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); ERR_FAIL_COND(!soft_body); soft_body->set_mesh(p_mesh); } AABB GodotPhysicsServer3D::soft_body_get_bounds(RID p_body) const { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!soft_body, AABB()); return soft_body->get_bounds(); } void GodotPhysicsServer3D::soft_body_move_point(RID p_body, int p_point_index, const Vector3 &p_global_position) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); ERR_FAIL_COND(!soft_body); soft_body->set_vertex_position(p_point_index, p_global_position); } Vector3 GodotPhysicsServer3D::soft_body_get_point_global_position(RID p_body, int p_point_index) const { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!soft_body, Vector3()); return soft_body->get_vertex_position(p_point_index); } void GodotPhysicsServer3D::soft_body_remove_all_pinned_points(RID p_body) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); ERR_FAIL_COND(!soft_body); soft_body->unpin_all_vertices(); } void GodotPhysicsServer3D::soft_body_pin_point(RID p_body, int p_point_index, bool p_pin) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); ERR_FAIL_COND(!soft_body); if (p_pin) { soft_body->pin_vertex(p_point_index); } else { soft_body->unpin_vertex(p_point_index); } } bool GodotPhysicsServer3D::soft_body_is_point_pinned(RID p_body, int p_point_index) const { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); ERR_FAIL_COND_V(!soft_body, false); return soft_body->is_vertex_pinned(p_point_index); } /* JOINT API */ RID GodotPhysicsServer3D::joint_create() { GodotJoint3D *joint = memnew(GodotJoint3D); RID rid = joint_owner.make_rid(joint); joint->set_self(rid); return rid; } void GodotPhysicsServer3D::joint_clear(RID p_joint) { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); if (joint->get_type() != JOINT_TYPE_MAX) { GodotJoint3D *empty_joint = memnew(GodotJoint3D); empty_joint->copy_settings_from(joint); joint_owner.replace(p_joint, empty_joint); memdelete(joint); } } void GodotPhysicsServer3D::joint_make_pin(RID p_joint, RID p_body_A, const Vector3 &p_local_A, RID p_body_B, const Vector3 &p_local_B) { GodotBody3D *body_A = body_owner.get_or_null(p_body_A); ERR_FAIL_COND(!body_A); if (!p_body_B.is_valid()) { ERR_FAIL_COND(!body_A->get_space()); p_body_B = body_A->get_space()->get_static_global_body(); } GodotBody3D *body_B = body_owner.get_or_null(p_body_B); ERR_FAIL_COND(!body_B); ERR_FAIL_COND(body_A == body_B); GodotJoint3D *prev_joint = joint_owner.get_or_null(p_joint); ERR_FAIL_COND(prev_joint == nullptr); GodotJoint3D *joint = memnew(GodotPinJoint3D(body_A, p_local_A, body_B, p_local_B)); joint->copy_settings_from(prev_joint); joint_owner.replace(p_joint, joint); memdelete(prev_joint); } void GodotPhysicsServer3D::pin_joint_set_param(RID p_joint, PinJointParam p_param, real_t p_value) { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); ERR_FAIL_COND(!joint); ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_PIN); GodotPinJoint3D *pin_joint = static_cast(joint); pin_joint->set_param(p_param, p_value); } real_t GodotPhysicsServer3D::pin_joint_get_param(RID p_joint, PinJointParam p_param) const { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); ERR_FAIL_COND_V(!joint, 0); ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_PIN, 0); GodotPinJoint3D *pin_joint = static_cast(joint); return pin_joint->get_param(p_param); } void GodotPhysicsServer3D::pin_joint_set_local_a(RID p_joint, const Vector3 &p_A) { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); ERR_FAIL_COND(!joint); ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_PIN); GodotPinJoint3D *pin_joint = static_cast(joint); pin_joint->set_pos_a(p_A); } Vector3 GodotPhysicsServer3D::pin_joint_get_local_a(RID p_joint) const { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); ERR_FAIL_COND_V(!joint, Vector3()); ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_PIN, Vector3()); GodotPinJoint3D *pin_joint = static_cast(joint); return pin_joint->get_position_a(); } void GodotPhysicsServer3D::pin_joint_set_local_b(RID p_joint, const Vector3 &p_B) { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); ERR_FAIL_COND(!joint); ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_PIN); GodotPinJoint3D *pin_joint = static_cast(joint); pin_joint->set_pos_b(p_B); } Vector3 GodotPhysicsServer3D::pin_joint_get_local_b(RID p_joint) const { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); ERR_FAIL_COND_V(!joint, Vector3()); ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_PIN, Vector3()); GodotPinJoint3D *pin_joint = static_cast(joint); return pin_joint->get_position_b(); } void GodotPhysicsServer3D::joint_make_hinge(RID p_joint, RID p_body_A, const Transform3D &p_frame_A, RID p_body_B, const Transform3D &p_frame_B) { GodotBody3D *body_A = body_owner.get_or_null(p_body_A); ERR_FAIL_COND(!body_A); if (!p_body_B.is_valid()) { ERR_FAIL_COND(!body_A->get_space()); p_body_B = body_A->get_space()->get_static_global_body(); } GodotBody3D *body_B = body_owner.get_or_null(p_body_B); ERR_FAIL_COND(!body_B); ERR_FAIL_COND(body_A == body_B); GodotJoint3D *prev_joint = joint_owner.get_or_null(p_joint); ERR_FAIL_COND(prev_joint == nullptr); GodotJoint3D *joint = memnew(GodotHingeJoint3D(body_A, body_B, p_frame_A, p_frame_B)); joint->copy_settings_from(prev_joint); joint_owner.replace(p_joint, joint); memdelete(prev_joint); } void GodotPhysicsServer3D::joint_make_hinge_simple(RID p_joint, 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) { GodotBody3D *body_A = body_owner.get_or_null(p_body_A); ERR_FAIL_COND(!body_A); if (!p_body_B.is_valid()) { ERR_FAIL_COND(!body_A->get_space()); p_body_B = body_A->get_space()->get_static_global_body(); } GodotBody3D *body_B = body_owner.get_or_null(p_body_B); ERR_FAIL_COND(!body_B); ERR_FAIL_COND(body_A == body_B); GodotJoint3D *prev_joint = joint_owner.get_or_null(p_joint); ERR_FAIL_COND(prev_joint == nullptr); GodotJoint3D *joint = memnew(GodotHingeJoint3D(body_A, body_B, p_pivot_A, p_pivot_B, p_axis_A, p_axis_B)); joint->copy_settings_from(prev_joint); joint_owner.replace(p_joint, joint); memdelete(prev_joint); } void GodotPhysicsServer3D::hinge_joint_set_param(RID p_joint, HingeJointParam p_param, real_t p_value) { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); ERR_FAIL_COND(!joint); ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_HINGE); GodotHingeJoint3D *hinge_joint = static_cast(joint); hinge_joint->set_param(p_param, p_value); } real_t GodotPhysicsServer3D::hinge_joint_get_param(RID p_joint, HingeJointParam p_param) const { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); ERR_FAIL_COND_V(!joint, 0); ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_HINGE, 0); GodotHingeJoint3D *hinge_joint = static_cast(joint); return hinge_joint->get_param(p_param); } void GodotPhysicsServer3D::hinge_joint_set_flag(RID p_joint, HingeJointFlag p_flag, bool p_value) { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); ERR_FAIL_COND(!joint); ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_HINGE); GodotHingeJoint3D *hinge_joint = static_cast(joint); hinge_joint->set_flag(p_flag, p_value); } bool GodotPhysicsServer3D::hinge_joint_get_flag(RID p_joint, HingeJointFlag p_flag) const { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); ERR_FAIL_COND_V(!joint, false); ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_HINGE, false); GodotHingeJoint3D *hinge_joint = static_cast(joint); return hinge_joint->get_flag(p_flag); } void GodotPhysicsServer3D::joint_set_solver_priority(RID p_joint, int p_priority) { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); ERR_FAIL_COND(!joint); joint->set_priority(p_priority); } int GodotPhysicsServer3D::joint_get_solver_priority(RID p_joint) const { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); ERR_FAIL_COND_V(!joint, 0); return joint->get_priority(); } void GodotPhysicsServer3D::joint_disable_collisions_between_bodies(RID p_joint, bool p_disable) { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); ERR_FAIL_COND(!joint); joint->disable_collisions_between_bodies(p_disable); if (2 == joint->get_body_count()) { GodotBody3D *body_a = *joint->get_body_ptr(); GodotBody3D *body_b = *(joint->get_body_ptr() + 1); if (p_disable) { body_add_collision_exception(body_a->get_self(), body_b->get_self()); body_add_collision_exception(body_b->get_self(), body_a->get_self()); } else { body_remove_collision_exception(body_a->get_self(), body_b->get_self()); body_remove_collision_exception(body_b->get_self(), body_a->get_self()); } } } bool GodotPhysicsServer3D::joint_is_disabled_collisions_between_bodies(RID p_joint) const { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); ERR_FAIL_COND_V(!joint, true); return joint->is_disabled_collisions_between_bodies(); } GodotPhysicsServer3D::JointType GodotPhysicsServer3D::joint_get_type(RID p_joint) const { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); ERR_FAIL_COND_V(!joint, JOINT_TYPE_PIN); return joint->get_type(); } void GodotPhysicsServer3D::joint_make_slider(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) { GodotBody3D *body_A = body_owner.get_or_null(p_body_A); ERR_FAIL_COND(!body_A); if (!p_body_B.is_valid()) { ERR_FAIL_COND(!body_A->get_space()); p_body_B = body_A->get_space()->get_static_global_body(); } GodotBody3D *body_B = body_owner.get_or_null(p_body_B); ERR_FAIL_COND(!body_B); ERR_FAIL_COND(body_A == body_B); GodotJoint3D *prev_joint = joint_owner.get_or_null(p_joint); ERR_FAIL_COND(prev_joint == nullptr); GodotJoint3D *joint = memnew(GodotSliderJoint3D(body_A, body_B, p_local_frame_A, p_local_frame_B)); joint->copy_settings_from(prev_joint); joint_owner.replace(p_joint, joint); memdelete(prev_joint); } void GodotPhysicsServer3D::slider_joint_set_param(RID p_joint, SliderJointParam p_param, real_t p_value) { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); ERR_FAIL_COND(!joint); ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_SLIDER); GodotSliderJoint3D *slider_joint = static_cast(joint); slider_joint->set_param(p_param, p_value); } real_t GodotPhysicsServer3D::slider_joint_get_param(RID p_joint, SliderJointParam p_param) const { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); ERR_FAIL_COND_V(!joint, 0); ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_CONE_TWIST, 0); GodotSliderJoint3D *slider_joint = static_cast(joint); return slider_joint->get_param(p_param); } void GodotPhysicsServer3D::joint_make_cone_twist(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) { GodotBody3D *body_A = body_owner.get_or_null(p_body_A); ERR_FAIL_COND(!body_A); if (!p_body_B.is_valid()) { ERR_FAIL_COND(!body_A->get_space()); p_body_B = body_A->get_space()->get_static_global_body(); } GodotBody3D *body_B = body_owner.get_or_null(p_body_B); ERR_FAIL_COND(!body_B); ERR_FAIL_COND(body_A == body_B); GodotJoint3D *prev_joint = joint_owner.get_or_null(p_joint); ERR_FAIL_COND(prev_joint == nullptr); GodotJoint3D *joint = memnew(GodotConeTwistJoint3D(body_A, body_B, p_local_frame_A, p_local_frame_B)); joint->copy_settings_from(prev_joint); joint_owner.replace(p_joint, joint); memdelete(prev_joint); } void GodotPhysicsServer3D::cone_twist_joint_set_param(RID p_joint, ConeTwistJointParam p_param, real_t p_value) { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); ERR_FAIL_COND(!joint); ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_CONE_TWIST); GodotConeTwistJoint3D *cone_twist_joint = static_cast(joint); cone_twist_joint->set_param(p_param, p_value); } real_t GodotPhysicsServer3D::cone_twist_joint_get_param(RID p_joint, ConeTwistJointParam p_param) const { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); ERR_FAIL_COND_V(!joint, 0); ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_CONE_TWIST, 0); GodotConeTwistJoint3D *cone_twist_joint = static_cast(joint); return cone_twist_joint->get_param(p_param); } void GodotPhysicsServer3D::joint_make_generic_6dof(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) { GodotBody3D *body_A = body_owner.get_or_null(p_body_A); ERR_FAIL_COND(!body_A); if (!p_body_B.is_valid()) { ERR_FAIL_COND(!body_A->get_space()); p_body_B = body_A->get_space()->get_static_global_body(); } GodotBody3D *body_B = body_owner.get_or_null(p_body_B); ERR_FAIL_COND(!body_B); ERR_FAIL_COND(body_A == body_B); GodotJoint3D *prev_joint = joint_owner.get_or_null(p_joint); ERR_FAIL_COND(prev_joint == nullptr); GodotJoint3D *joint = memnew(GodotGeneric6DOFJoint3D(body_A, body_B, p_local_frame_A, p_local_frame_B, true)); joint->copy_settings_from(prev_joint); joint_owner.replace(p_joint, joint); memdelete(prev_joint); } void GodotPhysicsServer3D::generic_6dof_joint_set_param(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisParam p_param, real_t p_value) { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); ERR_FAIL_COND(!joint); ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_6DOF); GodotGeneric6DOFJoint3D *generic_6dof_joint = static_cast(joint); generic_6dof_joint->set_param(p_axis, p_param, p_value); } real_t GodotPhysicsServer3D::generic_6dof_joint_get_param(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisParam p_param) const { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); ERR_FAIL_COND_V(!joint, 0); ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_6DOF, 0); GodotGeneric6DOFJoint3D *generic_6dof_joint = static_cast(joint); return generic_6dof_joint->get_param(p_axis, p_param); } void GodotPhysicsServer3D::generic_6dof_joint_set_flag(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisFlag p_flag, bool p_enable) { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); ERR_FAIL_COND(!joint); ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_6DOF); GodotGeneric6DOFJoint3D *generic_6dof_joint = static_cast(joint); generic_6dof_joint->set_flag(p_axis, p_flag, p_enable); } bool GodotPhysicsServer3D::generic_6dof_joint_get_flag(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisFlag p_flag) const { GodotJoint3D *joint = joint_owner.get_or_null(p_joint); ERR_FAIL_COND_V(!joint, false); ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_6DOF, false); GodotGeneric6DOFJoint3D *generic_6dof_joint = static_cast(joint); return generic_6dof_joint->get_flag(p_axis, p_flag); } void GodotPhysicsServer3D::free(RID p_rid) { _update_shapes(); //just in case if (shape_owner.owns(p_rid)) { GodotShape3D *shape = shape_owner.get_or_null(p_rid); while (shape->get_owners().size()) { GodotShapeOwner3D *so = shape->get_owners().begin()->key; so->remove_shape(shape); } shape_owner.free(p_rid); memdelete(shape); } else if (body_owner.owns(p_rid)) { GodotBody3D *body = body_owner.get_or_null(p_rid); body->set_space(nullptr); while (body->get_shape_count()) { body->remove_shape(0); } body_owner.free(p_rid); memdelete(body); } else if (soft_body_owner.owns(p_rid)) { GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_rid); soft_body->set_space(nullptr); soft_body_owner.free(p_rid); memdelete(soft_body); } else if (area_owner.owns(p_rid)) { GodotArea3D *area = area_owner.get_or_null(p_rid); area->set_space(nullptr); while (area->get_shape_count()) { area->remove_shape(0); } area_owner.free(p_rid); memdelete(area); } else if (space_owner.owns(p_rid)) { GodotSpace3D *space = space_owner.get_or_null(p_rid); while (space->get_objects().size()) { GodotCollisionObject3D *co = static_cast(space->get_objects().front()->get()); co->set_space(nullptr); } active_spaces.erase(space); free(space->get_default_area()->get_self()); free(space->get_static_global_body()); space_owner.free(p_rid); memdelete(space); } else if (joint_owner.owns(p_rid)) { GodotJoint3D *joint = joint_owner.get_or_null(p_rid); joint_owner.free(p_rid); memdelete(joint); } else { ERR_FAIL_MSG("Invalid ID."); } } void GodotPhysicsServer3D::set_active(bool p_active) { active = p_active; } void GodotPhysicsServer3D::init() { stepper = memnew(GodotStep3D); } void GodotPhysicsServer3D::step(real_t p_step) { #ifndef _3D_DISABLED if (!active) { return; } _update_shapes(); island_count = 0; active_objects = 0; collision_pairs = 0; for (RBSet::Element *E = active_spaces.front(); E; E = E->next()) { stepper->step(const_cast(E->get()), p_step); island_count += E->get()->get_island_count(); active_objects += E->get()->get_active_objects(); collision_pairs += E->get()->get_collision_pairs(); } #endif } void GodotPhysicsServer3D::sync() { doing_sync = true; } void GodotPhysicsServer3D::flush_queries() { #ifndef _3D_DISABLED if (!active) { return; } flushing_queries = true; uint64_t time_beg = OS::get_singleton()->get_ticks_usec(); for (RBSet::Element *E = active_spaces.front(); E; E = E->next()) { GodotSpace3D *space = const_cast(E->get()); space->call_queries(); } flushing_queries = false; if (EngineDebugger::is_profiling("servers")) { uint64_t total_time[GodotSpace3D::ELAPSED_TIME_MAX]; static const char *time_name[GodotSpace3D::ELAPSED_TIME_MAX] = { "integrate_forces", "generate_islands", "setup_constraints", "solve_constraints", "integrate_velocities" }; for (int i = 0; i < GodotSpace3D::ELAPSED_TIME_MAX; i++) { total_time[i] = 0; } for (RBSet::Element *E = active_spaces.front(); E; E = E->next()) { for (int i = 0; i < GodotSpace3D::ELAPSED_TIME_MAX; i++) { total_time[i] += E->get()->get_elapsed_time(GodotSpace3D::ElapsedTime(i)); } } Array values; values.resize(GodotSpace3D::ELAPSED_TIME_MAX * 2); for (int i = 0; i < GodotSpace3D::ELAPSED_TIME_MAX; i++) { values[i * 2 + 0] = time_name[i]; values[i * 2 + 1] = USEC_TO_SEC(total_time[i]); } values.push_back("flush_queries"); values.push_back(USEC_TO_SEC(OS::get_singleton()->get_ticks_usec() - time_beg)); values.push_front("physics"); EngineDebugger::profiler_add_frame_data("servers", values); } #endif } void GodotPhysicsServer3D::end_sync() { doing_sync = false; } void GodotPhysicsServer3D::finish() { memdelete(stepper); } int GodotPhysicsServer3D::get_process_info(ProcessInfo p_info) { switch (p_info) { case INFO_ACTIVE_OBJECTS: { return active_objects; } break; case INFO_COLLISION_PAIRS: { return collision_pairs; } break; case INFO_ISLAND_COUNT: { return island_count; } break; } return 0; } void GodotPhysicsServer3D::_update_shapes() { while (pending_shape_update_list.first()) { pending_shape_update_list.first()->self()->_shape_changed(); pending_shape_update_list.remove(pending_shape_update_list.first()); } } void GodotPhysicsServer3D::_shape_col_cbk(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata) { CollCbkData *cbk = static_cast(p_userdata); if (cbk->max == 0) { return; } if (cbk->amount == cbk->max) { //find least deep real_t min_depth = 1e20; int min_depth_idx = 0; for (int i = 0; i < cbk->amount; i++) { real_t d = cbk->ptr[i * 2 + 0].distance_squared_to(cbk->ptr[i * 2 + 1]); if (d < min_depth) { min_depth = d; min_depth_idx = i; } } real_t d = p_point_A.distance_squared_to(p_point_B); if (d < min_depth) { return; } cbk->ptr[min_depth_idx * 2 + 0] = p_point_A; cbk->ptr[min_depth_idx * 2 + 1] = p_point_B; } else { cbk->ptr[cbk->amount * 2 + 0] = p_point_A; cbk->ptr[cbk->amount * 2 + 1] = p_point_B; cbk->amount++; } } GodotPhysicsServer3D *GodotPhysicsServer3D::godot_singleton = nullptr; GodotPhysicsServer3D::GodotPhysicsServer3D(bool p_using_threads) { godot_singleton = this; GodotBroadPhase3D::create_func = GodotBroadPhase3DBVH::_create; using_threads = p_using_threads; };