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
|
/*************************************************************************/
/* godot_body_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GODOT_BODY_2D_H
#define GODOT_BODY_2D_H
#include "godot_area_2d.h"
#include "godot_collision_object_2d.h"
#include "core/templates/list.h"
#include "core/templates/pair.h"
#include "core/templates/vset.h"
class GodotConstraint2D;
class GodotPhysicsDirectBodyState2D;
class GodotBody2D : public GodotCollisionObject2D {
PhysicsServer2D::BodyMode mode = PhysicsServer2D::BODY_MODE_DYNAMIC;
Vector2 biased_linear_velocity;
real_t biased_angular_velocity = 0.0;
Vector2 linear_velocity;
real_t angular_velocity = 0.0;
Vector2 prev_linear_velocity;
real_t prev_angular_velocity = 0.0;
Vector2 constant_linear_velocity;
real_t constant_angular_velocity = 0.0;
PhysicsServer2D::BodyDampMode linear_damp_mode = PhysicsServer2D::BODY_DAMP_MODE_COMBINE;
PhysicsServer2D::BodyDampMode angular_damp_mode = PhysicsServer2D::BODY_DAMP_MODE_COMBINE;
real_t linear_damp = 0.0;
real_t angular_damp = 0.0;
real_t total_linear_damp = 0.0;
real_t total_angular_damp = 0.0;
real_t gravity_scale = 1.0;
real_t bounce = 0.0;
real_t friction = 1.0;
real_t mass = 1.0;
real_t _inv_mass = 1.0;
real_t inertia = 0.0;
real_t _inv_inertia = 0.0;
Vector2 center_of_mass_local;
Vector2 center_of_mass;
bool calculate_inertia = true;
bool calculate_center_of_mass = true;
Vector2 gravity;
real_t still_time = 0.0;
Vector2 applied_force;
real_t applied_torque = 0.0;
SelfList<GodotBody2D> active_list;
SelfList<GodotBody2D> mass_properties_update_list;
SelfList<GodotBody2D> direct_state_query_list;
VSet<RID> exceptions;
PhysicsServer2D::CCDMode continuous_cd_mode = PhysicsServer2D::CCD_MODE_DISABLED;
bool omit_force_integration = false;
bool active = true;
bool can_sleep = true;
bool first_time_kinematic = false;
void _mass_properties_changed();
virtual void _shapes_changed();
Transform2D new_transform;
List<Pair<GodotConstraint2D *, int>> constraint_list;
struct AreaCMP {
GodotArea2D *area = nullptr;
int refCount = 0;
_FORCE_INLINE_ bool operator==(const AreaCMP &p_cmp) const { return area->get_self() == p_cmp.area->get_self(); }
_FORCE_INLINE_ bool operator<(const AreaCMP &p_cmp) const { return area->get_priority() < p_cmp.area->get_priority(); }
_FORCE_INLINE_ AreaCMP() {}
_FORCE_INLINE_ AreaCMP(GodotArea2D *p_area) {
area = p_area;
refCount = 1;
}
};
Vector<AreaCMP> areas;
struct Contact {
Vector2 local_pos;
Vector2 local_normal;
real_t depth = 0.0;
int local_shape = 0;
Vector2 collider_pos;
int collider_shape = 0;
ObjectID collider_instance_id;
RID collider;
Vector2 collider_velocity_at_pos;
};
Vector<Contact> contacts; //no contacts by default
int contact_count = 0;
void *body_state_callback_instance = nullptr;
PhysicsServer2D::BodyStateCallback body_state_callback = nullptr;
struct ForceIntegrationCallbackData {
Callable callable;
Variant udata;
};
ForceIntegrationCallbackData *fi_callback_data = nullptr;
GodotPhysicsDirectBodyState2D *direct_state = nullptr;
uint64_t island_step = 0;
void _update_transform_dependent();
friend class GodotPhysicsDirectBodyState2D; // i give up, too many functions to expose
public:
void set_state_sync_callback(void *p_instance, PhysicsServer2D::BodyStateCallback p_callback);
void set_force_integration_callback(const Callable &p_callable, const Variant &p_udata = Variant());
GodotPhysicsDirectBodyState2D *get_direct_state();
_FORCE_INLINE_ void add_area(GodotArea2D *p_area) {
int index = areas.find(AreaCMP(p_area));
if (index > -1) {
areas.write[index].refCount += 1;
} else {
areas.ordered_insert(AreaCMP(p_area));
}
}
_FORCE_INLINE_ void remove_area(GodotArea2D *p_area) {
int index = areas.find(AreaCMP(p_area));
if (index > -1) {
areas.write[index].refCount -= 1;
if (areas[index].refCount < 1) {
areas.remove_at(index);
}
}
}
_FORCE_INLINE_ void set_max_contacts_reported(int p_size) {
contacts.resize(p_size);
contact_count = 0;
if (mode == PhysicsServer2D::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.is_empty(); }
_FORCE_INLINE_ void add_contact(const Vector2 &p_local_pos, const Vector2 &p_local_normal, real_t p_depth, int p_local_shape, const Vector2 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector2 &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_ void add_constraint(GodotConstraint2D *p_constraint, int p_pos) { constraint_list.push_back({ p_constraint, p_pos }); }
_FORCE_INLINE_ void remove_constraint(GodotConstraint2D *p_constraint, int p_pos) { constraint_list.erase({ p_constraint, p_pos }); }
const List<Pair<GodotConstraint2D *, int>> &get_constraint_list() const { return constraint_list; }
_FORCE_INLINE_ void clear_constraint_list() { constraint_list.clear(); }
_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 Vector2 &p_velocity) { linear_velocity = p_velocity; }
_FORCE_INLINE_ Vector2 get_linear_velocity() const { return linear_velocity; }
_FORCE_INLINE_ void set_angular_velocity(real_t p_velocity) { angular_velocity = p_velocity; }
_FORCE_INLINE_ real_t get_angular_velocity() const { return angular_velocity; }
_FORCE_INLINE_ Vector2 get_prev_linear_velocity() const { return prev_linear_velocity; }
_FORCE_INLINE_ real_t get_prev_angular_velocity() const { return prev_angular_velocity; }
_FORCE_INLINE_ void set_biased_linear_velocity(const Vector2 &p_velocity) { biased_linear_velocity = p_velocity; }
_FORCE_INLINE_ Vector2 get_biased_linear_velocity() const { return biased_linear_velocity; }
_FORCE_INLINE_ void set_biased_angular_velocity(real_t p_velocity) { biased_angular_velocity = p_velocity; }
_FORCE_INLINE_ real_t get_biased_angular_velocity() const { return biased_angular_velocity; }
_FORCE_INLINE_ void apply_central_impulse(const Vector2 &p_impulse) {
linear_velocity += p_impulse * _inv_mass;
}
_FORCE_INLINE_ void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) {
linear_velocity += p_impulse * _inv_mass;
angular_velocity += _inv_inertia * (p_position - center_of_mass).cross(p_impulse);
}
_FORCE_INLINE_ void apply_torque_impulse(real_t p_torque) {
angular_velocity += _inv_inertia * p_torque;
}
_FORCE_INLINE_ void apply_bias_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2(), real_t p_max_delta_av = -1.0) {
biased_linear_velocity += p_impulse * _inv_mass;
if (p_max_delta_av != 0.0) {
real_t delta_av = _inv_inertia * (p_position - center_of_mass).cross(p_impulse);
if (p_max_delta_av > 0 && delta_av > p_max_delta_av) {
delta_av = p_max_delta_av;
}
biased_angular_velocity += delta_av;
}
}
void set_active(bool p_active);
_FORCE_INLINE_ bool is_active() const { return active; }
_FORCE_INLINE_ void wakeup() {
if ((!get_space()) || mode == PhysicsServer2D::BODY_MODE_STATIC || mode == PhysicsServer2D::BODY_MODE_KINEMATIC) {
return;
}
set_active(true);
}
void set_param(PhysicsServer2D::BodyParameter p_param, const Variant &p_value);
Variant get_param(PhysicsServer2D::BodyParameter p_param) const;
void set_mode(PhysicsServer2D::BodyMode p_mode);
PhysicsServer2D::BodyMode get_mode() const;
void set_state(PhysicsServer2D::BodyState p_state, const Variant &p_variant);
Variant get_state(PhysicsServer2D::BodyState p_state) const;
void set_applied_force(const Vector2 &p_force) { applied_force = p_force; }
Vector2 get_applied_force() const { return applied_force; }
void set_applied_torque(real_t p_torque) { applied_torque = p_torque; }
real_t get_applied_torque() const { return applied_torque; }
_FORCE_INLINE_ void add_central_force(const Vector2 &p_force) {
applied_force += p_force;
}
_FORCE_INLINE_ void add_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) {
applied_force += p_force;
applied_torque += (p_position - center_of_mass).cross(p_force);
}
_FORCE_INLINE_ void add_torque(real_t p_torque) {
applied_torque += p_torque;
}
_FORCE_INLINE_ void set_continuous_collision_detection_mode(PhysicsServer2D::CCDMode p_mode) { continuous_cd_mode = p_mode; }
_FORCE_INLINE_ PhysicsServer2D::CCDMode get_continuous_collision_detection_mode() const { return continuous_cd_mode; }
void set_space(GodotSpace2D *p_space);
void update_mass_properties();
void reset_mass_properties();
_FORCE_INLINE_ const Vector2 &get_center_of_mass() const { return center_of_mass; }
_FORCE_INLINE_ const Vector2 &get_center_of_mass_local() const { return center_of_mass_local; }
_FORCE_INLINE_ real_t get_inv_mass() const { return _inv_mass; }
_FORCE_INLINE_ real_t get_inv_inertia() const { return _inv_inertia; }
_FORCE_INLINE_ real_t get_friction() const { return friction; }
_FORCE_INLINE_ real_t get_bounce() const { return bounce; }
void integrate_forces(real_t p_step);
void integrate_velocities(real_t p_step);
_FORCE_INLINE_ Vector2 get_velocity_in_local_point(const Vector2 &rel_pos) const {
return linear_velocity + Vector2(-angular_velocity * rel_pos.y, angular_velocity * rel_pos.x);
}
_FORCE_INLINE_ Vector2 get_motion() const {
if (mode > PhysicsServer2D::BODY_MODE_KINEMATIC) {
return new_transform.get_origin() - get_transform().get_origin();
} else if (mode == PhysicsServer2D::BODY_MODE_KINEMATIC) {
return get_transform().get_origin() - new_transform.get_origin(); //kinematic simulates forward
}
return Vector2();
}
void call_queries();
void wakeup_neighbours();
bool sleep_test(real_t p_step);
GodotBody2D();
~GodotBody2D();
};
//add contact inline
void GodotBody2D::add_contact(const Vector2 &p_local_pos, const Vector2 &p_local_normal, real_t p_depth, int p_local_shape, const Vector2 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector2 &p_collider_velocity_at_pos) {
int c_max = contacts.size();
if (c_max == 0) {
return;
}
Contact *c = contacts.ptrw();
int idx = -1;
if (contact_count < c_max) {
idx = contact_count++;
} else {
real_t 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;
}
#endif // GODOT_BODY_2D_H
|