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
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
|
/*************************************************************************/
/* body_sw.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 BODY_SW_H
#define BODY_SW_H
#include "collision_object_sw.h"
#include "vset.h"
#include "area_sw.h"
class ConstraintSW;
class BodySW : public CollisionObjectSW {
PhysicsServer::BodyMode mode;
Vector3 linear_velocity;
Vector3 angular_velocity;
Vector3 biased_linear_velocity;
Vector3 biased_angular_velocity;
real_t mass;
real_t bounce;
real_t friction;
PhysicsServer::BodyAxisLock axis_lock;
real_t _inv_mass;
Vector3 _inv_inertia;
Matrix3 _inv_inertia_tensor;
Vector3 gravity;
real_t density;
real_t still_time;
Vector3 applied_force;
Vector3 applied_torque;
SelfList<BodySW> active_list;
SelfList<BodySW> inertia_update_list;
SelfList<BodySW> direct_state_query_list;
VSet<RID> exceptions;
bool omit_force_integration;
bool active;
bool continuous_cd;
bool can_sleep;
void _update_inertia();
virtual void _shapes_changed();
Transform new_transform;
Map<ConstraintSW*,int> constraint_map;
struct AreaCMP {
AreaSW *area;
_FORCE_INLINE_ bool operator<(const AreaCMP& p_cmp) const { return area->get_self() < p_cmp.area->get_self() ; }
_FORCE_INLINE_ AreaCMP() {}
_FORCE_INLINE_ AreaCMP(AreaSW *p_area) { area=p_area;}
};
VSet<AreaCMP> areas;
struct Contact {
Vector3 local_pos;
Vector3 local_normal;
float depth;
int local_shape;
Vector3 collider_pos;
int collider_shape;
ObjectID collider_instance_id;
RID collider;
Vector3 collider_velocity_at_pos;
};
Vector<Contact> contacts; //no contacts by default
int contact_count;
struct ForceIntegrationCallback {
ObjectID id;
StringName method;
Variant udata;
};
ForceIntegrationCallback *fi_callback;
uint64_t island_step;
BodySW *island_next;
BodySW *island_list_next;
_FORCE_INLINE_ void _compute_area_gravity(const AreaSW *p_area);
_FORCE_INLINE_ void _update_inertia_tensor();
friend class PhysicsDirectBodyStateSW; // i give up, too many functions to expose
public:
void set_force_integration_callback(ObjectID p_id,const StringName& p_method,const Variant& p_udata=Variant());
_FORCE_INLINE_ void add_area(AreaSW *p_area) { areas.insert(AreaCMP(p_area)); }
_FORCE_INLINE_ void remove_area(AreaSW *p_area) { areas.erase(AreaCMP(p_area)); }
_FORCE_INLINE_ void set_max_contacts_reported(int p_size) { contacts.resize(p_size); contact_count=0; if (mode==PhysicsServer::BODY_MODE_KINEMATIC && p_size) set_active(true);}
_FORCE_INLINE_ int get_max_contacts_reported() const { return contacts.size(); }
_FORCE_INLINE_ bool can_report_contacts() const { return !contacts.empty(); }
_FORCE_INLINE_ void add_contact(const Vector3& p_local_pos,const Vector3& p_local_normal, float p_depth, int p_local_shape, const Vector3& p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID& p_collider,const Vector3& p_collider_velocity_at_pos);
_FORCE_INLINE_ void add_exception(const RID& p_exception) { exceptions.insert(p_exception);}
_FORCE_INLINE_ void remove_exception(const RID& p_exception) { exceptions.erase(p_exception);}
_FORCE_INLINE_ bool has_exception(const RID& p_exception) const { return exceptions.has(p_exception);}
_FORCE_INLINE_ const VSet<RID>& get_exceptions() const { return exceptions;}
_FORCE_INLINE_ uint64_t get_island_step() const { return island_step; }
_FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step=p_step; }
_FORCE_INLINE_ BodySW* get_island_next() const { return island_next; }
_FORCE_INLINE_ void set_island_next(BodySW* p_next) { island_next=p_next; }
_FORCE_INLINE_ BodySW* get_island_list_next() const { return island_list_next; }
_FORCE_INLINE_ void set_island_list_next(BodySW* p_next) { island_list_next=p_next; }
_FORCE_INLINE_ void add_constraint(ConstraintSW* p_constraint, int p_pos) { constraint_map[p_constraint]=p_pos; }
_FORCE_INLINE_ void remove_constraint(ConstraintSW* p_constraint) { constraint_map.erase(p_constraint); }
const Map<ConstraintSW*,int>& get_constraint_map() const { return constraint_map; }
_FORCE_INLINE_ void set_omit_force_integration(bool p_omit_force_integration) { omit_force_integration=p_omit_force_integration; }
_FORCE_INLINE_ bool get_omit_force_integration() const { return omit_force_integration; }
_FORCE_INLINE_ void set_linear_velocity(const Vector3& p_velocity) {linear_velocity=p_velocity; }
_FORCE_INLINE_ Vector3 get_linear_velocity() const { return linear_velocity; }
_FORCE_INLINE_ void set_angular_velocity(const Vector3& p_velocity) { angular_velocity=p_velocity; }
_FORCE_INLINE_ Vector3 get_angular_velocity() const { return angular_velocity; }
_FORCE_INLINE_ const Vector3& get_biased_linear_velocity() const { return biased_linear_velocity; }
_FORCE_INLINE_ const Vector3& get_biased_angular_velocity() const { return biased_angular_velocity; }
_FORCE_INLINE_ void apply_impulse(const Vector3& p_pos, const Vector3& p_j) {
linear_velocity += p_j * _inv_mass;
angular_velocity += _inv_inertia_tensor.xform( p_pos.cross(p_j) );
}
_FORCE_INLINE_ void apply_bias_impulse(const Vector3& p_pos, const Vector3& p_j) {
biased_linear_velocity += p_j * _inv_mass;
biased_angular_velocity += _inv_inertia_tensor.xform( p_pos.cross(p_j) );
}
_FORCE_INLINE_ void apply_torque_impulse(const Vector3& p_j) {
angular_velocity += _inv_inertia_tensor.xform(p_j);
}
_FORCE_INLINE_ void add_force(const Vector3& p_force, const Vector3& p_pos) {
applied_force += p_force;
applied_torque += p_pos.cross(p_force);
}
void set_active(bool p_active);
_FORCE_INLINE_ bool is_active() const { return active; }
void set_param(PhysicsServer::BodyParameter p_param, float);
float get_param(PhysicsServer::BodyParameter p_param) const;
void set_mode(PhysicsServer::BodyMode p_mode);
PhysicsServer::BodyMode get_mode() const;
void set_state(PhysicsServer::BodyState p_state, const Variant& p_variant);
Variant get_state(PhysicsServer::BodyState p_state) const;
void set_applied_force(const Vector3& p_force) { applied_force=p_force; }
Vector3 get_applied_force() const { return applied_force; }
void set_applied_torque(const Vector3& p_torque) { applied_torque=p_torque; }
Vector3 get_applied_torque() const { return applied_torque; }
_FORCE_INLINE_ void set_continuous_collision_detection(bool p_enable) { continuous_cd=p_enable; }
_FORCE_INLINE_ bool is_continuous_collision_detection_enabled() const { return continuous_cd; }
void set_space(SpaceSW *p_space);
void update_inertias();
_FORCE_INLINE_ real_t get_inv_mass() const { return _inv_mass; }
_FORCE_INLINE_ Vector3 get_inv_inertia() const { return _inv_inertia; }
_FORCE_INLINE_ Matrix3 get_inv_inertia_tensor() const { return _inv_inertia_tensor; }
_FORCE_INLINE_ real_t get_friction() const { return friction; }
_FORCE_INLINE_ Vector3 get_gravity() const { return gravity; }
_FORCE_INLINE_ real_t get_density() const { return density; }
_FORCE_INLINE_ real_t get_bounce() const { return bounce; }
_FORCE_INLINE_ void set_axis_lock(PhysicsServer::BodyAxisLock p_lock) { axis_lock=p_lock; }
_FORCE_INLINE_ PhysicsServer::BodyAxisLock get_axis_lock() const { return axis_lock; }
void integrate_forces(real_t p_step);
void integrate_velocities(real_t p_step);
_FORCE_INLINE_ Vector3 get_velocity_in_local_point(const Vector3& rel_pos) const {
return linear_velocity + angular_velocity.cross(rel_pos);
}
_FORCE_INLINE_ real_t compute_impulse_denominator(const Vector3& p_pos, const Vector3& p_normal) const {
Vector3 r0 = p_pos - get_transform().origin;
Vector3 c0 = (r0).cross(p_normal);
Vector3 vec = (_inv_inertia_tensor.xform_inv(c0)).cross(r0);
return _inv_mass + p_normal.dot(vec);
}
_FORCE_INLINE_ real_t compute_angular_impulse_denominator(const Vector3& p_axis) const {
return p_axis.dot( _inv_inertia_tensor.xform_inv(p_axis) );
}
//void simulate_motion(const Transform& p_xform,real_t p_step);
void call_queries();
void wakeup_neighbours();
bool sleep_test(real_t p_step);
BodySW();
~BodySW();
};
//add contact inline
void BodySW::add_contact(const Vector3& p_local_pos,const Vector3& p_local_normal, float p_depth, int p_local_shape, const Vector3& p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID& p_collider,const Vector3& p_collider_velocity_at_pos) {
int c_max=contacts.size();
if (c_max==0)
return;
Contact *c = &contacts[0];
int idx=-1;
if (contact_count<c_max) {
idx=contact_count++;
} else {
float least_depth=1e20;
int least_deep=-1;
for(int i=0;i<c_max;i++) {
if (i==0 || c[i].depth<least_depth) {
least_deep=i;
least_depth=c[i].depth;
}
}
if (least_deep>=0 && least_depth<p_depth) {
idx=least_deep;
}
if (idx==-1)
return; //none least deepe than this
}
c[idx].local_pos=p_local_pos;
c[idx].local_normal=p_local_normal;
c[idx].depth=p_depth;
c[idx].local_shape=p_local_shape;
c[idx].collider_pos=p_collider_pos;
c[idx].collider_shape=p_collider_shape;
c[idx].collider_instance_id=p_collider_instance_id;
c[idx].collider=p_collider;
c[idx].collider_velocity_at_pos=p_collider_velocity_at_pos;
}
class PhysicsDirectBodyStateSW : public PhysicsDirectBodyState {
OBJ_TYPE( PhysicsDirectBodyStateSW, PhysicsDirectBodyState );
public:
static PhysicsDirectBodyStateSW *singleton;
BodySW *body;
real_t step;
virtual Vector3 get_total_gravity() const { return body->get_gravity(); } // get gravity vector working on this body space/area
virtual float get_total_density() const { return body->get_density(); } // get density of this body space/area
virtual float get_inverse_mass() const { return body->get_inv_mass(); } // get the mass
virtual Vector3 get_inverse_inertia() const { return body->get_inv_inertia(); } // get density of this body space
virtual Matrix3 get_inverse_inertia_tensor() const { return body->get_inv_inertia_tensor(); } // get density of this body space
virtual void set_linear_velocity(const Vector3& p_velocity) { body->set_linear_velocity(p_velocity); }
virtual Vector3 get_linear_velocity() const { return body->get_linear_velocity(); }
virtual void set_angular_velocity(const Vector3& p_velocity) { body->set_angular_velocity(p_velocity); }
virtual Vector3 get_angular_velocity() const { return body->get_angular_velocity(); }
virtual void set_transform(const Transform& p_transform) { body->set_state(PhysicsServer::BODY_STATE_TRANSFORM,p_transform); }
virtual Transform get_transform() const { return body->get_transform(); }
virtual void add_force(const Vector3& p_force, const Vector3& p_pos) { body->add_force(p_force,p_pos); }
virtual void apply_impulse(const Vector3& p_pos, const Vector3& p_j) { body->apply_impulse(p_pos,p_j); }
virtual void set_sleep_state(bool p_enable) { body->set_active(!p_enable); }
virtual bool is_sleeping() const { return !body->is_active(); }
virtual int get_contact_count() const { return body->contact_count; }
virtual Vector3 get_contact_local_pos(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,Vector3());
return body->contacts[p_contact_idx].local_pos;
}
virtual Vector3 get_contact_local_normal(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,Vector3()); return body->contacts[p_contact_idx].local_normal; }
virtual int get_contact_local_shape(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,-1); return body->contacts[p_contact_idx].local_shape; }
virtual RID get_contact_collider(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,RID()); return body->contacts[p_contact_idx].collider; }
virtual Vector3 get_contact_collider_pos(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,Vector3()); return body->contacts[p_contact_idx].collider_pos; }
virtual ObjectID get_contact_collider_id(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,0); return body->contacts[p_contact_idx].collider_instance_id; }
virtual int get_contact_collider_shape(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,0); return body->contacts[p_contact_idx].collider_shape; }
virtual Vector3 get_contact_collider_velocity_at_pos(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,Vector3()); return body->contacts[p_contact_idx].collider_velocity_at_pos; }
virtual PhysicsDirectSpaceState* get_space_state();
virtual real_t get_step() const { return step; }
PhysicsDirectBodyStateSW() { singleton=this; body=NULL; }
};
#endif // BODY__SW_H
|