godot-module-template/engine/modules/jolt_physics/objects/jolt_body_3d.h

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/**************************************************************************/
/* jolt_body_3d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
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/**************************************************************************/
#ifndef JOLT_BODY_3D_H
#define JOLT_BODY_3D_H
#include "jolt_physics_direct_body_state_3d.h"
#include "jolt_shaped_object_3d.h"
class JoltArea3D;
class JoltJoint3D;
class JoltSoftBody3D;
class JoltBody3D final : public JoltShapedObject3D {
public:
typedef PhysicsServer3D::BodyDampMode DampMode;
struct Contact {
Vector3 normal;
Vector3 position;
Vector3 collider_position;
Vector3 velocity;
Vector3 collider_velocity;
Vector3 impulse;
ObjectID collider_id;
RID collider_rid;
float depth = 0.0f;
int shape_index = 0;
int collider_shape_index = 0;
};
private:
SelfList<JoltBody3D> call_queries_element;
LocalVector<RID> exceptions;
LocalVector<Contact> contacts;
LocalVector<JoltArea3D *> areas;
LocalVector<JoltJoint3D *> joints;
Variant custom_integration_userdata;
Transform3D kinematic_transform;
Vector3 inertia;
Vector3 center_of_mass_custom;
Vector3 constant_force;
Vector3 constant_torque;
Vector3 linear_surface_velocity;
Vector3 angular_surface_velocity;
Vector3 gravity;
Callable state_sync_callback;
Callable custom_integration_callback;
JoltPhysicsDirectBodyState3D *direct_state = nullptr;
PhysicsServer3D::BodyMode mode = PhysicsServer3D::BODY_MODE_RIGID;
DampMode linear_damp_mode = PhysicsServer3D::BODY_DAMP_MODE_COMBINE;
DampMode angular_damp_mode = PhysicsServer3D::BODY_DAMP_MODE_COMBINE;
float mass = 1.0f;
float linear_damp = 0.0f;
float angular_damp = 0.0f;
float total_linear_damp = 0.0f;
float total_angular_damp = 0.0f;
float gravity_scale = 1.0f;
float collision_priority = 1.0f;
int contact_count = 0;
uint32_t locked_axes = 0;
bool sleep_allowed = true;
bool sleep_initially = false;
bool custom_center_of_mass = false;
bool custom_integrator = false;
virtual JPH::BroadPhaseLayer _get_broad_phase_layer() const override;
virtual JPH::ObjectLayer _get_object_layer() const override;
virtual JPH::EMotionType _get_motion_type() const override;
virtual void _add_to_space() override;
bool _should_call_queries() const { return state_sync_callback.is_valid() || custom_integration_callback.is_valid(); }
void _enqueue_call_queries();
void _dequeue_call_queries();
void _integrate_forces(float p_step, JPH::Body &p_jolt_body);
void _move_kinematic(float p_step, JPH::Body &p_jolt_body);
JPH::EAllowedDOFs _calculate_allowed_dofs() const;
JPH::MassProperties _calculate_mass_properties(const JPH::Shape &p_shape) const;
JPH::MassProperties _calculate_mass_properties() const;
void _update_mass_properties();
void _update_gravity(JPH::Body &p_jolt_body);
void _update_damp();
void _update_kinematic_transform();
void _update_group_filter();
void _update_joint_constraints();
void _update_possible_kinematic_contacts();
void _update_sleep_allowed();
void _destroy_joint_constraints();
void _exit_all_areas();
void _mode_changed();
virtual void _shapes_committed() override;
virtual void _space_changing() override;
virtual void _space_changed() override;
void _areas_changed();
void _joints_changed();
void _transform_changed();
void _motion_changed();
void _exceptions_changed();
void _axis_lock_changed();
void _contact_reporting_changed();
void _sleep_allowed_changed();
public:
JoltBody3D();
virtual ~JoltBody3D() override;
void set_transform(Transform3D p_transform);
Variant get_state(PhysicsServer3D::BodyState p_state) const;
void set_state(PhysicsServer3D::BodyState p_state, const Variant &p_value);
Variant get_param(PhysicsServer3D::BodyParameter p_param) const;
void set_param(PhysicsServer3D::BodyParameter p_param, const Variant &p_value);
bool has_state_sync_callback() const { return state_sync_callback.is_valid(); }
void set_state_sync_callback(const Callable &p_callback) { state_sync_callback = p_callback; }
bool has_custom_integration_callback() const { return custom_integration_callback.is_valid(); }
void set_custom_integration_callback(const Callable &p_callback, const Variant &p_userdata) {
custom_integration_callback = p_callback;
custom_integration_userdata = p_userdata;
}
bool has_custom_integrator() const { return custom_integrator; }
void set_custom_integrator(bool p_enabled);
bool is_sleeping() const;
void set_is_sleeping(bool p_enabled);
void put_to_sleep() { set_is_sleeping(true); }
void wake_up() { set_is_sleeping(false); }
bool is_sleep_allowed() const { return sleep_allowed; }
bool is_sleep_actually_allowed() const;
void set_is_sleep_allowed(bool p_enabled);
Basis get_principal_inertia_axes() const;
Vector3 get_inverse_inertia() const;
Basis get_inverse_inertia_tensor() const;
void set_linear_velocity(const Vector3 &p_velocity);
void set_angular_velocity(const Vector3 &p_velocity);
void set_axis_velocity(const Vector3 &p_axis_velocity);
virtual Vector3 get_velocity_at_position(const Vector3 &p_position) const override;
virtual bool has_custom_center_of_mass() const override { return custom_center_of_mass; }
virtual Vector3 get_center_of_mass_custom() const override { return center_of_mass_custom; }
void set_center_of_mass_custom(const Vector3 &p_center_of_mass);
int get_max_contacts_reported() const { return contacts.size(); }
void set_max_contacts_reported(int p_count);
int get_contact_count() const { return contact_count; }
const Contact &get_contact(int p_index) { return contacts[p_index]; }
virtual bool reports_contacts() const override { return !contacts.is_empty(); }
bool reports_all_kinematic_contacts() const;
void add_contact(const JoltBody3D *p_collider, float p_depth, int p_shape_index, int p_collider_shape_index, const Vector3 &p_normal, const Vector3 &p_position, const Vector3 &p_collider_position, const Vector3 &p_velocity, const Vector3 &p_collider_velocity, const Vector3 &p_impulse);
void reset_mass_properties();
void apply_force(const Vector3 &p_force, const Vector3 &p_position);
void apply_central_force(const Vector3 &p_force);
void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position);
void apply_central_impulse(const Vector3 &p_impulse);
void apply_torque(const Vector3 &p_torque);
void apply_torque_impulse(const Vector3 &p_impulse);
void add_constant_central_force(const Vector3 &p_force);
void add_constant_force(const Vector3 &p_force, const Vector3 &p_position);
void add_constant_torque(const Vector3 &p_torque);
Vector3 get_constant_force() const;
void set_constant_force(const Vector3 &p_force);
Vector3 get_constant_torque() const;
void set_constant_torque(const Vector3 &p_torque);
Vector3 get_linear_surface_velocity() const { return linear_surface_velocity; }
Vector3 get_angular_surface_velocity() const { return angular_surface_velocity; }
void add_collision_exception(const RID &p_excepted_body);
void remove_collision_exception(const RID &p_excepted_body);
bool has_collision_exception(const RID &p_excepted_body) const;
const LocalVector<RID> &get_collision_exceptions() const { return exceptions; }
void add_area(JoltArea3D *p_area);
void remove_area(JoltArea3D *p_area);
void add_joint(JoltJoint3D *p_joint);
void remove_joint(JoltJoint3D *p_joint);
void call_queries();
virtual void pre_step(float p_step, JPH::Body &p_jolt_body) override;
JoltPhysicsDirectBodyState3D *get_direct_state();
PhysicsServer3D::BodyMode get_mode() const { return mode; }
void set_mode(PhysicsServer3D::BodyMode p_mode);
bool is_static() const { return mode == PhysicsServer3D::BODY_MODE_STATIC; }
bool is_kinematic() const { return mode == PhysicsServer3D::BODY_MODE_KINEMATIC; }
bool is_rigid_free() const { return mode == PhysicsServer3D::BODY_MODE_RIGID; }
bool is_rigid_linear() const { return mode == PhysicsServer3D::BODY_MODE_RIGID_LINEAR; }
bool is_rigid() const { return is_rigid_free() || is_rigid_linear(); }
bool is_ccd_enabled() const;
void set_ccd_enabled(bool p_enabled);
float get_mass() const { return mass; }
void set_mass(float p_mass);
Vector3 get_inertia() const { return inertia; }
void set_inertia(const Vector3 &p_inertia);
float get_bounce() const;
void set_bounce(float p_bounce);
float get_friction() const;
void set_friction(float p_friction);
float get_gravity_scale() const { return gravity_scale; }
void set_gravity_scale(float p_scale);
Vector3 get_gravity() const { return gravity; }
float get_linear_damp() const { return linear_damp; }
void set_linear_damp(float p_damp);
float get_angular_damp() const { return angular_damp; }
void set_angular_damp(float p_damp);
float get_total_linear_damp() const { return total_linear_damp; }
float get_total_angular_damp() const { return total_angular_damp; }
float get_collision_priority() const { return collision_priority; }
void set_collision_priority(float p_priority) { collision_priority = p_priority; }
DampMode get_linear_damp_mode() const { return linear_damp_mode; }
void set_linear_damp_mode(DampMode p_mode);
DampMode get_angular_damp_mode() const { return angular_damp_mode; }
void set_angular_damp_mode(DampMode p_mode);
bool is_axis_locked(PhysicsServer3D::BodyAxis p_axis) const;
void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_enabled);
bool are_axes_locked() const { return locked_axes != 0; }
virtual bool can_interact_with(const JoltBody3D &p_other) const override;
virtual bool can_interact_with(const JoltSoftBody3D &p_other) const override;
virtual bool can_interact_with(const JoltArea3D &p_other) const override;
};
#endif // JOLT_BODY_3D_H