summaryrefslogtreecommitdiff
path: root/scene/3d/physics_body.h
blob: 442921302e7254f821cd043f7c80ec4f055a9f79 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
/*************************************************************************/
/*  physics_body.h                                                       */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/
#ifndef PHYSICS_BODY__H
#define PHYSICS_BODY__H

#include "scene/3d/collision_object.h"
#include "servers/physics_server.h"
#include "vset.h"


class PhysicsBody : public CollisionObject {

	OBJ_TYPE(PhysicsBody,CollisionObject);

	uint32_t layer_mask;
protected:

	static void _bind_methods();
	void _notification(int p_what);
	PhysicsBody(PhysicsServer::BodyMode p_mode);
public:

	virtual Vector3 get_linear_velocity() const;
	virtual Vector3 get_angular_velocity() const;
	virtual float get_inverse_mass() const;

	void set_layer_mask(uint32_t p_mask);
	uint32_t get_layer_mask() const;

	void add_collision_exception_with(Node* p_node); //must be physicsbody
	void remove_collision_exception_with(Node* p_node);

	PhysicsBody();

};

class StaticBody : public PhysicsBody {

	OBJ_TYPE(StaticBody,PhysicsBody);

	Vector3 constant_linear_velocity;
	Vector3 constant_angular_velocity;

	real_t bounce;
	real_t friction;


protected:

	static void _bind_methods();

public:


	void set_friction(real_t p_friction);
	real_t get_friction() const;

	void set_bounce(real_t p_bounce);
	real_t get_bounce() const;


	void set_constant_linear_velocity(const Vector3& p_vel);
	void set_constant_angular_velocity(const Vector3& p_vel);

	Vector3 get_constant_linear_velocity() const;
	Vector3 get_constant_angular_velocity() const;

	StaticBody();
	~StaticBody();

};

class RigidBody : public PhysicsBody {

	OBJ_TYPE(RigidBody,PhysicsBody);
public:

	enum Mode {
		MODE_RIGID,
		MODE_STATIC,
		MODE_CHARACTER,
		MODE_KINEMATIC,
	};

	enum AxisLock {
		AXIS_LOCK_DISABLED,
		AXIS_LOCK_X,
		AXIS_LOCK_Y,
		AXIS_LOCK_Z,
	};

private:

	bool can_sleep;
	PhysicsDirectBodyState *state;
	Mode mode;

	real_t bounce;
	real_t mass;
	real_t friction;

	Vector3 linear_velocity;
	Vector3  angular_velocity;
	bool sleeping;
	bool ccd;

	AxisLock axis_lock;


	int max_contacts_reported;

	bool custom_integrator;


	struct ShapePair {

		int body_shape;
		int local_shape;
		bool tagged;
		bool operator<(const ShapePair& p_sp) const {
			if (body_shape==p_sp.body_shape)
				return local_shape < p_sp.local_shape;
			else
				return body_shape < p_sp.body_shape;
		}

		ShapePair() {}
		ShapePair(int p_bs, int p_ls) { body_shape=p_bs; local_shape=p_ls; }
	};
	struct RigidBody_RemoveAction {


		ObjectID body_id;
		ShapePair pair;

	};
	struct BodyState {

		int rc;
		bool in_scene;
		VSet<ShapePair> shapes;
	};

	struct ContactMonitor {


		Map<ObjectID,BodyState> body_map;

	};


	ContactMonitor *contact_monitor;
	void _body_enter_scene(ObjectID p_id);
	void _body_exit_scene(ObjectID p_id);


	void _body_inout(int p_status, ObjectID p_instance, int p_body_shape,int p_local_shape);
	void _direct_state_changed(Object *p_state);


protected:

	void _notification(int p_what);
	static void _bind_methods();
public:

	void set_mode(Mode p_mode);
	Mode get_mode() const;

	void set_mass(real_t p_mass);
	real_t get_mass() const;

	virtual float get_inverse_mass() const { return 1.0/mass; }

	void set_weight(real_t p_weight);
	real_t get_weight() const;

	void set_friction(real_t p_friction);
	real_t get_friction() const;

	void set_bounce(real_t p_bounce);
	real_t get_bounce() const;

	void set_linear_velocity(const Vector3& p_velocity);
	Vector3 get_linear_velocity() const;

	void set_axis_velocity(const Vector3& p_axis);

	void set_angular_velocity(const Vector3&p_velocity);
	Vector3  get_angular_velocity() const;

	void set_use_custom_integrator(bool p_enable);
	bool is_using_custom_integrator();

	void set_sleeping(bool p_sleeping);
	bool is_sleeping() const;

	void set_can_sleep(bool p_active);
	bool is_able_to_sleep() const;

	void set_contact_monitor(bool p_enabled);
	bool is_contact_monitor_enabled() const;

	void set_max_contacts_reported(int p_amount);
	int get_max_contacts_reported() const;

	void set_use_continuous_collision_detection(bool p_enable);
	bool is_using_continuous_collision_detection() const;

	void set_axis_lock(AxisLock p_lock);
	AxisLock get_axis_lock() const;


	void apply_impulse(const Vector3& p_pos, const Vector3& p_impulse);

	RigidBody();
	~RigidBody();

};

VARIANT_ENUM_CAST(RigidBody::Mode);
VARIANT_ENUM_CAST(RigidBody::AxisLock);





class KinematicBody : public PhysicsBody {

	OBJ_TYPE(KinematicBody,PhysicsBody);

	float margin;
	bool collide_static;
	bool collide_rigid;
	bool collide_kinematic;
	bool collide_character;

	bool colliding;
	Vector3 collision;
	Vector3 normal;
	Vector3 collider_vel;
	ObjectID collider;


	Variant _get_collider() const;

	_FORCE_INLINE_ bool _ignores_mode(PhysicsServer::BodyMode) const;
protected:

	static void _bind_methods();
public:

	enum {
		SLIDE_FLAG_FLOOR,
		SLIDE_FLAG_WALL,
		SLIDE_FLAG_ROOF
	};

	Vector3 move(const Vector3& p_motion);
	Vector3 move_to(const Vector3& p_position);

	bool can_move_to(const Vector3& p_position,bool p_discrete=false);
	bool is_colliding() const;
	Vector3 get_collision_pos() const;
	Vector3 get_collision_normal() const;
	Vector3 get_collider_velocity() const;
	ObjectID get_collider() const;

	void set_collide_with_static_bodies(bool p_enable);
	bool can_collide_with_static_bodies() const;

	void set_collide_with_rigid_bodies(bool p_enable);
	bool can_collide_with_rigid_bodies() const;

	void set_collide_with_kinematic_bodies(bool p_enable);
	bool can_collide_with_kinematic_bodies() const;

	void set_collide_with_character_bodies(bool p_enable);
	bool can_collide_with_character_bodies() const;

	void set_collision_margin(float p_margin);
	float get_collision_margin() const;

	KinematicBody();
	~KinematicBody();

};

#endif // PHYSICS_BODY__H