godot-module-template/engine/thirdparty/jolt_physics/Jolt/Physics/Body/BodyInterface.h
2025-04-12 18:40:44 +02:00

306 lines
16 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/Physics/Body/BodyID.h>
#include <Jolt/Physics/EActivation.h>
#include <Jolt/Physics/Collision/ObjectLayer.h>
#include <Jolt/Physics/Body/MotionType.h>
#include <Jolt/Physics/Body/MotionQuality.h>
#include <Jolt/Physics/Body/BodyType.h>
#include <Jolt/Core/Reference.h>
JPH_NAMESPACE_BEGIN
class Body;
class BodyCreationSettings;
class SoftBodyCreationSettings;
class BodyLockInterface;
class BroadPhase;
class BodyManager;
class TransformedShape;
class PhysicsMaterial;
class SubShapeID;
class Shape;
class TwoBodyConstraintSettings;
class TwoBodyConstraint;
class BroadPhaseLayerFilter;
class AABox;
class CollisionGroup;
/// Class that provides operations on bodies using a body ID. Note that if you need to do multiple operations on a single body, it is more efficient to lock the body once and combine the operations.
/// All quantities are in world space unless otherwise specified.
class JPH_EXPORT BodyInterface : public NonCopyable
{
public:
/// Initialize the interface (should only be called by PhysicsSystem)
void Init(BodyLockInterface &inBodyLockInterface, BodyManager &inBodyManager, BroadPhase &inBroadPhase) { mBodyLockInterface = &inBodyLockInterface; mBodyManager = &inBodyManager; mBroadPhase = &inBroadPhase; }
/// Create a rigid body
/// @return Created body or null when out of bodies
Body * CreateBody(const BodyCreationSettings &inSettings);
/// Create a soft body
/// @return Created body or null when out of bodies
Body * CreateSoftBody(const SoftBodyCreationSettings &inSettings);
/// Create a rigid body with specified ID. This function can be used if a simulation is to run in sync between clients or if a simulation needs to be restored exactly.
/// The ID created on the server can be replicated to the client and used to create a deterministic simulation.
/// @return Created body or null when the body ID is invalid or a body of the same ID already exists.
Body * CreateBodyWithID(const BodyID &inBodyID, const BodyCreationSettings &inSettings);
/// Create a soft body with specified ID. See comments at CreateBodyWithID.
Body * CreateSoftBodyWithID(const BodyID &inBodyID, const SoftBodyCreationSettings &inSettings);
/// Advanced use only. Creates a rigid body without specifying an ID. This body cannot be added to the physics system until it has been assigned a body ID.
/// This can be used to decouple allocation from registering the body. A call to CreateBodyWithoutID followed by AssignBodyID is equivalent to calling CreateBodyWithID.
/// @return Created body
Body * CreateBodyWithoutID(const BodyCreationSettings &inSettings) const;
/// Advanced use only. Creates a body without specifying an ID. See comments at CreateBodyWithoutID.
Body * CreateSoftBodyWithoutID(const SoftBodyCreationSettings &inSettings) const;
/// Advanced use only. Destroy a body previously created with CreateBodyWithoutID that hasn't gotten an ID yet through the AssignBodyID function,
/// or a body that has had its body ID unassigned through UnassignBodyIDs. Bodies that have an ID should be destroyed through DestroyBody.
void DestroyBodyWithoutID(Body *inBody) const;
/// Advanced use only. Assigns the next available body ID to a body that was created using CreateBodyWithoutID. After this call, the body can be added to the physics system.
/// @return false if the body already has an ID or out of body ids.
bool AssignBodyID(Body *ioBody);
/// Advanced use only. Assigns a body ID to a body that was created using CreateBodyWithoutID. After this call, the body can be added to the physics system.
/// @return false if the body already has an ID or if the ID is not valid.
bool AssignBodyID(Body *ioBody, const BodyID &inBodyID);
/// Advanced use only. See UnassignBodyIDs. Unassigns the ID of a single body.
Body * UnassignBodyID(const BodyID &inBodyID);
/// Advanced use only. Removes a number of body IDs from their bodies and returns the body pointers. Before calling this, the body should have been removed from the physics system.
/// The body can be destroyed through DestroyBodyWithoutID. This can be used to decouple deallocation. A call to UnassignBodyIDs followed by calls to DestroyBodyWithoutID is equivalent to calling DestroyBodies.
/// @param inBodyIDs A list of body IDs
/// @param inNumber Number of bodies in the list
/// @param outBodies If not null on input, this will contain a list of body pointers corresponding to inBodyIDs that can be destroyed afterwards (caller assumes ownership over these).
void UnassignBodyIDs(const BodyID *inBodyIDs, int inNumber, Body **outBodies);
/// Destroy a body.
/// Make sure that you remove the body from the physics system using BodyInterface::RemoveBody before calling this function.
void DestroyBody(const BodyID &inBodyID);
/// Destroy multiple bodies
/// Make sure that you remove the bodies from the physics system using BodyInterface::RemoveBody before calling this function.
void DestroyBodies(const BodyID *inBodyIDs, int inNumber);
/// Add body to the physics system.
/// Note that if you need to add multiple bodies, use the AddBodiesPrepare/AddBodiesFinalize function.
/// Adding many bodies, one at a time, results in a really inefficient broadphase until PhysicsSystem::OptimizeBroadPhase is called or when PhysicsSystem::Update rebuilds the tree!
/// After adding, to get a body by ID use the BodyLockRead or BodyLockWrite interface!
void AddBody(const BodyID &inBodyID, EActivation inActivationMode);
/// Remove body from the physics system.
void RemoveBody(const BodyID &inBodyID);
/// Check if a body has been added to the physics system.
bool IsAdded(const BodyID &inBodyID) const;
/// Combines CreateBody and AddBody
/// @return Created body ID or an invalid ID when out of bodies
BodyID CreateAndAddBody(const BodyCreationSettings &inSettings, EActivation inActivationMode);
/// Combines CreateSoftBody and AddBody
/// @return Created body ID or an invalid ID when out of bodies
BodyID CreateAndAddSoftBody(const SoftBodyCreationSettings &inSettings, EActivation inActivationMode);
/// Add state handle, used to keep track of a batch of bodies while adding them to the PhysicsSystem.
using AddState = void *;
///@name Batch adding interface
///@{
/// Prepare adding inNumber bodies at ioBodies to the PhysicsSystem, returns a handle that should be used in AddBodiesFinalize/Abort.
/// This can be done on a background thread without influencing the PhysicsSystem.
/// ioBodies may be shuffled around by this function and should be kept that way until AddBodiesFinalize/Abort is called.
AddState AddBodiesPrepare(BodyID *ioBodies, int inNumber);
/// Finalize adding bodies to the PhysicsSystem, supply the return value of AddBodiesPrepare in inAddState.
/// Please ensure that the ioBodies array passed to AddBodiesPrepare is unmodified and passed again to this function.
void AddBodiesFinalize(BodyID *ioBodies, int inNumber, AddState inAddState, EActivation inActivationMode);
/// Abort adding bodies to the PhysicsSystem, supply the return value of AddBodiesPrepare in inAddState.
/// This can be done on a background thread without influencing the PhysicsSystem.
/// Please ensure that the ioBodies array passed to AddBodiesPrepare is unmodified and passed again to this function.
void AddBodiesAbort(BodyID *ioBodies, int inNumber, AddState inAddState);
/// Remove inNumber bodies in ioBodies from the PhysicsSystem.
/// ioBodies may be shuffled around by this function.
void RemoveBodies(BodyID *ioBodies, int inNumber);
///@}
///@name Activate / deactivate a body
///@{
void ActivateBody(const BodyID &inBodyID);
void ActivateBodies(const BodyID *inBodyIDs, int inNumber);
void ActivateBodiesInAABox(const AABox &inBox, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter);
void DeactivateBody(const BodyID &inBodyID);
void DeactivateBodies(const BodyID *inBodyIDs, int inNumber);
bool IsActive(const BodyID &inBodyID) const;
void ResetSleepTimer(const BodyID &inBodyID);
///@}
/// Create a two body constraint
TwoBodyConstraint * CreateConstraint(const TwoBodyConstraintSettings *inSettings, const BodyID &inBodyID1, const BodyID &inBodyID2);
/// Activate non-static bodies attached to a constraint
void ActivateConstraint(const TwoBodyConstraint *inConstraint);
///@name Access to the shape of a body
///@{
/// Get the current shape
RefConst<Shape> GetShape(const BodyID &inBodyID) const;
/// Set a new shape on the body
/// @param inBodyID Body ID of body that had its shape changed
/// @param inShape The new shape
/// @param inUpdateMassProperties When true, the mass and inertia tensor is recalculated
/// @param inActivationMode Whether or not to activate the body
void SetShape(const BodyID &inBodyID, const Shape *inShape, bool inUpdateMassProperties, EActivation inActivationMode) const;
/// Notify all systems to indicate that a shape has changed (usable for MutableCompoundShapes)
/// @param inBodyID Body ID of body that had its shape changed
/// @param inPreviousCenterOfMass Center of mass of the shape before the alterations
/// @param inUpdateMassProperties When true, the mass and inertia tensor is recalculated
/// @param inActivationMode Whether or not to activate the body
void NotifyShapeChanged(const BodyID &inBodyID, Vec3Arg inPreviousCenterOfMass, bool inUpdateMassProperties, EActivation inActivationMode) const;
///@}
///@name Object layer of a body
///@{
void SetObjectLayer(const BodyID &inBodyID, ObjectLayer inLayer);
ObjectLayer GetObjectLayer(const BodyID &inBodyID) const;
///@}
///@name Position and rotation of a body
///@{
void SetPositionAndRotation(const BodyID &inBodyID, RVec3Arg inPosition, QuatArg inRotation, EActivation inActivationMode);
void SetPositionAndRotationWhenChanged(const BodyID &inBodyID, RVec3Arg inPosition, QuatArg inRotation, EActivation inActivationMode); ///< Will only update the position/rotation and activate the body when the difference is larger than a very small number. This avoids updating the broadphase/waking up a body when the resulting position/orientation doesn't really change.
void GetPositionAndRotation(const BodyID &inBodyID, RVec3 &outPosition, Quat &outRotation) const;
void SetPosition(const BodyID &inBodyID, RVec3Arg inPosition, EActivation inActivationMode);
RVec3 GetPosition(const BodyID &inBodyID) const;
RVec3 GetCenterOfMassPosition(const BodyID &inBodyID) const;
void SetRotation(const BodyID &inBodyID, QuatArg inRotation, EActivation inActivationMode);
Quat GetRotation(const BodyID &inBodyID) const;
RMat44 GetWorldTransform(const BodyID &inBodyID) const;
RMat44 GetCenterOfMassTransform(const BodyID &inBodyID) const;
///@}
/// Set velocity of body such that it will be positioned at inTargetPosition/Rotation in inDeltaTime seconds (will activate body if needed)
void MoveKinematic(const BodyID &inBodyID, RVec3Arg inTargetPosition, QuatArg inTargetRotation, float inDeltaTime);
/// Linear or angular velocity (functions will activate body if needed).
/// Note that the linear velocity is the velocity of the center of mass, which may not coincide with the position of your object, to correct for this: \f$VelocityCOM = Velocity - AngularVelocity \times ShapeCOM\f$
void SetLinearAndAngularVelocity(const BodyID &inBodyID, Vec3Arg inLinearVelocity, Vec3Arg inAngularVelocity);
void GetLinearAndAngularVelocity(const BodyID &inBodyID, Vec3 &outLinearVelocity, Vec3 &outAngularVelocity) const;
void SetLinearVelocity(const BodyID &inBodyID, Vec3Arg inLinearVelocity);
Vec3 GetLinearVelocity(const BodyID &inBodyID) const;
void AddLinearVelocity(const BodyID &inBodyID, Vec3Arg inLinearVelocity); ///< Add velocity to current velocity
void AddLinearAndAngularVelocity(const BodyID &inBodyID, Vec3Arg inLinearVelocity, Vec3Arg inAngularVelocity); ///< Add linear and angular to current velocities
void SetAngularVelocity(const BodyID &inBodyID, Vec3Arg inAngularVelocity);
Vec3 GetAngularVelocity(const BodyID &inBodyID) const;
Vec3 GetPointVelocity(const BodyID &inBodyID, RVec3Arg inPoint) const; ///< Velocity of point inPoint (in world space, e.g. on the surface of the body) of the body
/// Set the complete motion state of a body.
/// Note that the linear velocity is the velocity of the center of mass, which may not coincide with the position of your object, to correct for this: \f$VelocityCOM = Velocity - AngularVelocity \times ShapeCOM\f$
void SetPositionRotationAndVelocity(const BodyID &inBodyID, RVec3Arg inPosition, QuatArg inRotation, Vec3Arg inLinearVelocity, Vec3Arg inAngularVelocity);
///@name Add forces to the body
///@{
void AddForce(const BodyID &inBodyID, Vec3Arg inForce, EActivation inActivationMode = EActivation::Activate); ///< See Body::AddForce
void AddForce(const BodyID &inBodyID, Vec3Arg inForce, RVec3Arg inPoint, EActivation inActivationMode = EActivation::Activate); ///< Applied at inPoint
void AddTorque(const BodyID &inBodyID, Vec3Arg inTorque, EActivation inActivationMode = EActivation::Activate); ///< See Body::AddTorque
void AddForceAndTorque(const BodyID &inBodyID, Vec3Arg inForce, Vec3Arg inTorque, EActivation inActivationMode = EActivation::Activate); ///< A combination of Body::AddForce and Body::AddTorque
///@}
///@name Add an impulse to the body
///@{
void AddImpulse(const BodyID &inBodyID, Vec3Arg inImpulse); ///< Applied at center of mass
void AddImpulse(const BodyID &inBodyID, Vec3Arg inImpulse, RVec3Arg inPoint); ///< Applied at inPoint
void AddAngularImpulse(const BodyID &inBodyID, Vec3Arg inAngularImpulse);
bool ApplyBuoyancyImpulse(const BodyID &inBodyID, RVec3Arg inSurfacePosition, Vec3Arg inSurfaceNormal, float inBuoyancy, float inLinearDrag, float inAngularDrag, Vec3Arg inFluidVelocity, Vec3Arg inGravity, float inDeltaTime);
///@}
///@name Body type
///@{
EBodyType GetBodyType(const BodyID &inBodyID) const;
///@}
///@name Body motion type
///@{
void SetMotionType(const BodyID &inBodyID, EMotionType inMotionType, EActivation inActivationMode);
EMotionType GetMotionType(const BodyID &inBodyID) const;
///@}
///@name Body motion quality
///@{
void SetMotionQuality(const BodyID &inBodyID, EMotionQuality inMotionQuality);
EMotionQuality GetMotionQuality(const BodyID &inBodyID) const;
///@}
/// Get inverse inertia tensor in world space
Mat44 GetInverseInertia(const BodyID &inBodyID) const;
///@name Restitution
///@{
void SetRestitution(const BodyID &inBodyID, float inRestitution);
float GetRestitution(const BodyID &inBodyID) const;
///@}
///@name Friction
///@{
void SetFriction(const BodyID &inBodyID, float inFriction);
float GetFriction(const BodyID &inBodyID) const;
///@}
///@name Gravity factor
///@{
void SetGravityFactor(const BodyID &inBodyID, float inGravityFactor);
float GetGravityFactor(const BodyID &inBodyID) const;
///@}
///@name Manifold reduction
///@{
void SetUseManifoldReduction(const BodyID &inBodyID, bool inUseReduction);
bool GetUseManifoldReduction(const BodyID &inBodyID) const;
///@}
///@name Collision group
///@{
void SetCollisionGroup(const BodyID &inBodyID, const CollisionGroup &inCollisionGroup);
const CollisionGroup & GetCollisionGroup(const BodyID &inBodyID) const;
///@}
/// Get transform and shape for this body, used to perform collision detection
TransformedShape GetTransformedShape(const BodyID &inBodyID) const;
/// Get the user data for a body
uint64 GetUserData(const BodyID &inBodyID) const;
void SetUserData(const BodyID &inBodyID, uint64 inUserData) const;
/// Get the material for a particular sub shape
const PhysicsMaterial * GetMaterial(const BodyID &inBodyID, const SubShapeID &inSubShapeID) const;
/// Set the Body::EFlags::InvalidateContactCache flag for the specified body. This means that the collision cache is invalid for any body pair involving that body until the next physics step.
void InvalidateContactCache(const BodyID &inBodyID);
private:
/// Helper function to activate a single body
JPH_INLINE void ActivateBodyInternal(Body &ioBody) const;
BodyLockInterface * mBodyLockInterface = nullptr;
BodyManager * mBodyManager = nullptr;
BroadPhase * mBroadPhase = nullptr;
};
JPH_NAMESPACE_END