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

453 lines
34 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/Core/NonCopyable.h>
#include <Jolt/Geometry/AABox.h>
#include <Jolt/Physics/Collision/Shape/Shape.h>
#include <Jolt/Physics/Collision/BroadPhase/BroadPhaseLayer.h>
#include <Jolt/Physics/Collision/ObjectLayer.h>
#include <Jolt/Physics/Collision/CollisionGroup.h>
#include <Jolt/Physics/Collision/TransformedShape.h>
#include <Jolt/Physics/Body/MotionProperties.h>
#include <Jolt/Physics/Body/BodyID.h>
#include <Jolt/Physics/Body/BodyAccess.h>
#include <Jolt/Physics/Body/BodyType.h>
#include <Jolt/Core/StringTools.h>
JPH_NAMESPACE_BEGIN
class StateRecorder;
class BodyCreationSettings;
class SoftBodyCreationSettings;
/// A rigid body that can be simulated using the physics system
///
/// Note that internally all properties (position, velocity etc.) are tracked relative to the center of mass of the object to simplify the simulation of the object.
///
/// The offset between the position of the body and the center of mass position of the body is GetShape()->GetCenterOfMass().
/// The functions that get/set the position of the body all indicate if they are relative to the center of mass or to the original position in which the shape was created.
///
/// The linear velocity is also velocity of the center of mass, to correct for this: \f$VelocityCOM = Velocity - AngularVelocity \times ShapeCOM\f$.
class
#ifndef JPH_PLATFORM_DOXYGEN // Doxygen gets confused here
JPH_EXPORT_GCC_BUG_WORKAROUND alignas(JPH_RVECTOR_ALIGNMENT)
#endif
Body : public NonCopyable
{
public:
JPH_OVERRIDE_NEW_DELETE
/// Get the id of this body
inline const BodyID & GetID() const { return mID; }
/// Get the type of body (rigid or soft)
inline EBodyType GetBodyType() const { return mBodyType; }
/// Check if this body is a rigid body
inline bool IsRigidBody() const { return mBodyType == EBodyType::RigidBody; }
/// Check if this body is a soft body
inline bool IsSoftBody() const { return mBodyType == EBodyType::SoftBody; }
// See comment at GetIndexInActiveBodiesInternal for reasoning why TSAN is disabled here
JPH_TSAN_NO_SANITIZE
/// If this body is currently actively simulating (true) or sleeping (false)
inline bool IsActive() const { return mMotionProperties != nullptr && mMotionProperties->mIndexInActiveBodies != cInactiveIndex; }
/// Check if this body is static (not movable)
inline bool IsStatic() const { return mMotionType == EMotionType::Static; }
/// Check if this body is kinematic (keyframed), which means that it will move according to its current velocity, but forces don't affect it
inline bool IsKinematic() const { return mMotionType == EMotionType::Kinematic; }
/// Check if this body is dynamic, which means that it moves and forces can act on it
inline bool IsDynamic() const { return mMotionType == EMotionType::Dynamic; }
/// Check if a body could be made kinematic or dynamic (if it was created dynamic or with mAllowDynamicOrKinematic set to true)
inline bool CanBeKinematicOrDynamic() const { return mMotionProperties != nullptr; }
/// Change the body to a sensor. A sensor will receive collision callbacks, but will not cause any collision responses and can be used as a trigger volume.
/// The cheapest sensor (in terms of CPU usage) is a sensor with motion type Static (they can be moved around using BodyInterface::SetPosition/SetPositionAndRotation).
/// These sensors will only detect collisions with active Dynamic or Kinematic bodies. As soon as a body go to sleep, the contact point with the sensor will be lost.
/// If you make a sensor Dynamic or Kinematic and activate them, the sensor will be able to detect collisions with sleeping bodies too. An active sensor will never go to sleep automatically.
/// When you make a Dynamic or Kinematic sensor, make sure it is in an ObjectLayer that does not collide with Static bodies or other sensors to avoid extra overhead in the broad phase.
inline void SetIsSensor(bool inIsSensor) { JPH_ASSERT(IsRigidBody()); if (inIsSensor) mFlags.fetch_or(uint8(EFlags::IsSensor), memory_order_relaxed); else mFlags.fetch_and(uint8(~uint8(EFlags::IsSensor)), memory_order_relaxed); }
/// Check if this body is a sensor.
inline bool IsSensor() const { return (mFlags.load(memory_order_relaxed) & uint8(EFlags::IsSensor)) != 0; }
/// If kinematic objects can generate contact points against other kinematic or static objects.
/// Note that turning this on can be CPU intensive as much more collision detection work will be done without any effect on the simulation (kinematic objects are not affected by other kinematic/static objects).
/// This can be used to make sensors detect static objects. Note that the sensor must be kinematic and active for it to detect static objects.
inline void SetCollideKinematicVsNonDynamic(bool inCollide) { JPH_ASSERT(IsRigidBody()); if (inCollide) mFlags.fetch_or(uint8(EFlags::CollideKinematicVsNonDynamic), memory_order_relaxed); else mFlags.fetch_and(uint8(~uint8(EFlags::CollideKinematicVsNonDynamic)), memory_order_relaxed); }
/// Check if kinematic objects can generate contact points against other kinematic or static objects.
inline bool GetCollideKinematicVsNonDynamic() const { return (mFlags.load(memory_order_relaxed) & uint8(EFlags::CollideKinematicVsNonDynamic)) != 0; }
/// If PhysicsSettings::mUseManifoldReduction is true, this allows turning off manifold reduction for this specific body.
/// Manifold reduction by default will combine contacts with similar normals that come from different SubShapeIDs (e.g. different triangles in a mesh shape or different compound shapes).
/// If the application requires tracking exactly which SubShapeIDs are in contact, you can turn off manifold reduction. Note that this comes at a performance cost.
/// Consider using BodyInterface::SetUseManifoldReduction if the body could already be in contact with other bodies to ensure that the contact cache is invalidated and you get the correct contact callbacks.
inline void SetUseManifoldReduction(bool inUseReduction) { JPH_ASSERT(IsRigidBody()); if (inUseReduction) mFlags.fetch_or(uint8(EFlags::UseManifoldReduction), memory_order_relaxed); else mFlags.fetch_and(uint8(~uint8(EFlags::UseManifoldReduction)), memory_order_relaxed); }
/// Check if this body can use manifold reduction.
inline bool GetUseManifoldReduction() const { return (mFlags.load(memory_order_relaxed) & uint8(EFlags::UseManifoldReduction)) != 0; }
/// Checks if the combination of this body and inBody2 should use manifold reduction
inline bool GetUseManifoldReductionWithBody(const Body &inBody2) const { return ((mFlags.load(memory_order_relaxed) & inBody2.mFlags.load(memory_order_relaxed)) & uint8(EFlags::UseManifoldReduction)) != 0; }
/// Set to indicate that the gyroscopic force should be applied to this body (aka Dzhanibekov effect, see https://en.wikipedia.org/wiki/Tennis_racket_theorem)
inline void SetApplyGyroscopicForce(bool inApply) { JPH_ASSERT(IsRigidBody()); if (inApply) mFlags.fetch_or(uint8(EFlags::ApplyGyroscopicForce), memory_order_relaxed); else mFlags.fetch_and(uint8(~uint8(EFlags::ApplyGyroscopicForce)), memory_order_relaxed); }
/// Check if the gyroscopic force is being applied for this body
inline bool GetApplyGyroscopicForce() const { return (mFlags.load(memory_order_relaxed) & uint8(EFlags::ApplyGyroscopicForce)) != 0; }
/// Set to indicate that extra effort should be made to try to remove ghost contacts (collisions with internal edges of a mesh). This is more expensive but makes bodies move smoother over a mesh with convex edges.
inline void SetEnhancedInternalEdgeRemoval(bool inApply) { JPH_ASSERT(IsRigidBody()); if (inApply) mFlags.fetch_or(uint8(EFlags::EnhancedInternalEdgeRemoval), memory_order_relaxed); else mFlags.fetch_and(uint8(~uint8(EFlags::EnhancedInternalEdgeRemoval)), memory_order_relaxed); }
/// Check if enhanced internal edge removal is turned on
inline bool GetEnhancedInternalEdgeRemoval() const { return (mFlags.load(memory_order_relaxed) & uint8(EFlags::EnhancedInternalEdgeRemoval)) != 0; }
/// Checks if the combination of this body and inBody2 should use enhanced internal edge removal
inline bool GetEnhancedInternalEdgeRemovalWithBody(const Body &inBody2) const { return ((mFlags.load(memory_order_relaxed) | inBody2.mFlags.load(memory_order_relaxed)) & uint8(EFlags::EnhancedInternalEdgeRemoval)) != 0; }
/// Get the bodies motion type.
inline EMotionType GetMotionType() const { return mMotionType; }
/// Set the motion type of this body. Consider using BodyInterface::SetMotionType instead of this function if the body may be active or if it needs to be activated.
void SetMotionType(EMotionType inMotionType);
/// Get broadphase layer, this determines in which broad phase sub-tree the object is placed
inline BroadPhaseLayer GetBroadPhaseLayer() const { return mBroadPhaseLayer; }
/// Get object layer, this determines which other objects it collides with
inline ObjectLayer GetObjectLayer() const { return mObjectLayer; }
/// Collision group and sub-group ID, determines which other objects it collides with
const CollisionGroup & GetCollisionGroup() const { return mCollisionGroup; }
CollisionGroup & GetCollisionGroup() { return mCollisionGroup; }
void SetCollisionGroup(const CollisionGroup &inGroup) { mCollisionGroup = inGroup; }
/// If this body can go to sleep. Note that disabling sleeping on a sleeping object will not wake it up.
bool GetAllowSleeping() const { return mMotionProperties->mAllowSleeping; }
void SetAllowSleeping(bool inAllow);
/// Resets the sleep timer. This does not wake up the body if it is sleeping, but allows resetting the system that detects when a body is sleeping.
inline void ResetSleepTimer();
/// Friction (dimensionless number, usually between 0 and 1, 0 = no friction, 1 = friction force equals force that presses the two bodies together). Note that bodies can have negative friction but the combined friction (see PhysicsSystem::SetCombineFriction) should never go below zero.
inline float GetFriction() const { return mFriction; }
void SetFriction(float inFriction) { mFriction = inFriction; }
/// Restitution (dimensionless number, usually between 0 and 1, 0 = completely inelastic collision response, 1 = completely elastic collision response). Note that bodies can have negative restitution but the combined restitution (see PhysicsSystem::SetCombineRestitution) should never go below zero.
inline float GetRestitution() const { return mRestitution; }
void SetRestitution(float inRestitution) { mRestitution = inRestitution; }
/// Get world space linear velocity of the center of mass (unit: m/s)
inline Vec3 GetLinearVelocity() const { return !IsStatic()? mMotionProperties->GetLinearVelocity() : Vec3::sZero(); }
/// Set world space linear velocity of the center of mass (unit: m/s).
/// If you want the body to wake up when it is sleeping, use BodyInterface::SetLinearVelocity instead.
void SetLinearVelocity(Vec3Arg inLinearVelocity) { JPH_ASSERT(!IsStatic()); mMotionProperties->SetLinearVelocity(inLinearVelocity); }
/// Set world space linear velocity of the center of mass, will make sure the value is clamped against the maximum linear velocity.
/// If you want the body to wake up when it is sleeping, use BodyInterface::SetLinearVelocity instead.
void SetLinearVelocityClamped(Vec3Arg inLinearVelocity) { JPH_ASSERT(!IsStatic()); mMotionProperties->SetLinearVelocityClamped(inLinearVelocity); }
/// Get world space angular velocity of the center of mass (unit: rad/s)
inline Vec3 GetAngularVelocity() const { return !IsStatic()? mMotionProperties->GetAngularVelocity() : Vec3::sZero(); }
/// Set world space angular velocity of the center of mass (unit: rad/s).
/// If you want the body to wake up when it is sleeping, use BodyInterface::SetAngularVelocity instead.
void SetAngularVelocity(Vec3Arg inAngularVelocity) { JPH_ASSERT(!IsStatic()); mMotionProperties->SetAngularVelocity(inAngularVelocity); }
/// Set world space angular velocity of the center of mass, will make sure the value is clamped against the maximum angular velocity.
/// If you want the body to wake up when it is sleeping, use BodyInterface::SetAngularVelocity instead.
void SetAngularVelocityClamped(Vec3Arg inAngularVelocity) { JPH_ASSERT(!IsStatic()); mMotionProperties->SetAngularVelocityClamped(inAngularVelocity); }
/// Velocity of point inPoint (in center of mass space, e.g. on the surface of the body) of the body (unit: m/s)
inline Vec3 GetPointVelocityCOM(Vec3Arg inPointRelativeToCOM) const { return !IsStatic()? mMotionProperties->GetPointVelocityCOM(inPointRelativeToCOM) : Vec3::sZero(); }
/// Velocity of point inPoint (in world space, e.g. on the surface of the body) of the body (unit: m/s)
inline Vec3 GetPointVelocity(RVec3Arg inPoint) const { JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sPositionAccess(), BodyAccess::EAccess::Read)); return GetPointVelocityCOM(Vec3(inPoint - mPosition)); }
/// Add force (unit: N) at center of mass for the next time step, will be reset after the next call to PhysicsSystem::Update.
/// If you want the body to wake up when it is sleeping, use BodyInterface::AddForce instead.
inline void AddForce(Vec3Arg inForce) { JPH_ASSERT(IsDynamic()); (Vec3::sLoadFloat3Unsafe(mMotionProperties->mForce) + inForce).StoreFloat3(&mMotionProperties->mForce); }
/// Add force (unit: N) at inPosition for the next time step, will be reset after the next call to PhysicsSystem::Update.
/// If you want the body to wake up when it is sleeping, use BodyInterface::AddForce instead.
inline void AddForce(Vec3Arg inForce, RVec3Arg inPosition);
/// Add torque (unit: N m) for the next time step, will be reset after the next call to PhysicsSystem::Update.
/// If you want the body to wake up when it is sleeping, use BodyInterface::AddTorque instead.
inline void AddTorque(Vec3Arg inTorque) { JPH_ASSERT(IsDynamic()); (Vec3::sLoadFloat3Unsafe(mMotionProperties->mTorque) + inTorque).StoreFloat3(&mMotionProperties->mTorque); }
// Get the total amount of force applied to the center of mass this time step (through AddForce calls). Note that it will reset to zero after PhysicsSystem::Update.
inline Vec3 GetAccumulatedForce() const { JPH_ASSERT(IsDynamic()); return mMotionProperties->GetAccumulatedForce(); }
// Get the total amount of torque applied to the center of mass this time step (through AddForce/AddTorque calls). Note that it will reset to zero after PhysicsSystem::Update.
inline Vec3 GetAccumulatedTorque() const { JPH_ASSERT(IsDynamic()); return mMotionProperties->GetAccumulatedTorque(); }
// Reset the total accumulated force, not that this will be done automatically after every time step.
JPH_INLINE void ResetForce() { JPH_ASSERT(IsDynamic()); return mMotionProperties->ResetForce(); }
// Reset the total accumulated torque, not that this will be done automatically after every time step.
JPH_INLINE void ResetTorque() { JPH_ASSERT(IsDynamic()); return mMotionProperties->ResetTorque(); }
// Reset the current velocity and accumulated force and torque.
JPH_INLINE void ResetMotion() { JPH_ASSERT(!IsStatic()); return mMotionProperties->ResetMotion(); }
/// Get inverse inertia tensor in world space
inline Mat44 GetInverseInertia() const;
/// Add impulse to center of mass (unit: kg m/s).
/// If you want the body to wake up when it is sleeping, use BodyInterface::AddImpulse instead.
inline void AddImpulse(Vec3Arg inImpulse);
/// Add impulse to point in world space (unit: kg m/s).
/// If you want the body to wake up when it is sleeping, use BodyInterface::AddImpulse instead.
inline void AddImpulse(Vec3Arg inImpulse, RVec3Arg inPosition);
/// Add angular impulse in world space (unit: N m s).
/// If you want the body to wake up when it is sleeping, use BodyInterface::AddAngularImpulse instead.
inline void AddAngularImpulse(Vec3Arg inAngularImpulse);
/// Set velocity of body such that it will be positioned at inTargetPosition/Rotation in inDeltaTime seconds.
/// If you want the body to wake up when it is sleeping, use BodyInterface::MoveKinematic instead.
void MoveKinematic(RVec3Arg inTargetPosition, QuatArg inTargetRotation, float inDeltaTime);
/// Gets the properties needed to do buoyancy calculations
/// @param inSurfacePosition Position of the fluid surface in world space
/// @param inSurfaceNormal Normal of the fluid surface (should point up)
/// @param outTotalVolume On return this contains the total volume of the shape
/// @param outSubmergedVolume On return this contains the submerged volume of the shape
/// @param outRelativeCenterOfBuoyancy On return this contains the center of mass of the submerged volume relative to the center of mass of the body
void GetSubmergedVolume(RVec3Arg inSurfacePosition, Vec3Arg inSurfaceNormal, float &outTotalVolume, float &outSubmergedVolume, Vec3 &outRelativeCenterOfBuoyancy) const;
/// Applies an impulse to the body that simulates fluid buoyancy and drag.
/// If you want the body to wake up when it is sleeping, use BodyInterface::ApplyBuoyancyImpulse instead.
/// @param inSurfacePosition Position of the fluid surface in world space
/// @param inSurfaceNormal Normal of the fluid surface (should point up)
/// @param inBuoyancy The buoyancy factor for the body. 1 = neutral body, < 1 sinks, > 1 floats. Note that we don't use the fluid density since it is harder to configure than a simple number between [0, 2]
/// @param inLinearDrag Linear drag factor that slows down the body when in the fluid (approx. 0.5)
/// @param inAngularDrag Angular drag factor that slows down rotation when the body is in the fluid (approx. 0.01)
/// @param inFluidVelocity The average velocity of the fluid (in m/s) in which the body resides
/// @param inGravity The gravity vector (pointing down)
/// @param inDeltaTime Delta time of the next simulation step (in s)
/// @return true if an impulse was applied, false if the body was not in the fluid
bool ApplyBuoyancyImpulse(RVec3Arg inSurfacePosition, Vec3Arg inSurfaceNormal, float inBuoyancy, float inLinearDrag, float inAngularDrag, Vec3Arg inFluidVelocity, Vec3Arg inGravity, float inDeltaTime);
/// Applies an impulse to the body that simulates fluid buoyancy and drag.
/// If you want the body to wake up when it is sleeping, use BodyInterface::ApplyBuoyancyImpulse instead.
/// @param inTotalVolume Total volume of the shape of this body (m^3)
/// @param inSubmergedVolume Submerged volume of the shape of this body (m^3)
/// @param inRelativeCenterOfBuoyancy The center of mass of the submerged volume relative to the center of mass of the body
/// @param inBuoyancy The buoyancy factor for the body. 1 = neutral body, < 1 sinks, > 1 floats. Note that we don't use the fluid density since it is harder to configure than a simple number between [0, 2]
/// @param inLinearDrag Linear drag factor that slows down the body when in the fluid (approx. 0.5)
/// @param inAngularDrag Angular drag factor that slows down rotation when the body is in the fluid (approx. 0.01)
/// @param inFluidVelocity The average velocity of the fluid (in m/s) in which the body resides
/// @param inGravity The gravity vector (pointing down)
/// @param inDeltaTime Delta time of the next simulation step (in s)
/// @return true if an impulse was applied, false if the body was not in the fluid
bool ApplyBuoyancyImpulse(float inTotalVolume, float inSubmergedVolume, Vec3Arg inRelativeCenterOfBuoyancy, float inBuoyancy, float inLinearDrag, float inAngularDrag, Vec3Arg inFluidVelocity, Vec3Arg inGravity, float inDeltaTime);
/// Check if this body has been added to the physics system
inline bool IsInBroadPhase() const { return (mFlags.load(memory_order_relaxed) & uint8(EFlags::IsInBroadPhase)) != 0; }
/// Check if this body has been changed in such a way that the collision cache should be considered invalid for any body interacting with this body
inline bool IsCollisionCacheInvalid() const { return (mFlags.load(memory_order_relaxed) & uint8(EFlags::InvalidateContactCache)) != 0; }
/// Get the shape of this body
inline const Shape * GetShape() const { return mShape; }
/// World space position of the body
inline RVec3 GetPosition() const { JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sPositionAccess(), BodyAccess::EAccess::Read)); return mPosition - mRotation * mShape->GetCenterOfMass(); }
/// World space rotation of the body
inline Quat GetRotation() const { JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sPositionAccess(), BodyAccess::EAccess::Read)); return mRotation; }
/// Calculates the transform of this body
inline RMat44 GetWorldTransform() const;
/// Gets the world space position of this body's center of mass
inline RVec3 GetCenterOfMassPosition() const { JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sPositionAccess(), BodyAccess::EAccess::Read)); return mPosition; }
/// Calculates the transform for this body's center of mass
inline RMat44 GetCenterOfMassTransform() const;
/// Calculates the inverse of the transform for this body's center of mass
inline RMat44 GetInverseCenterOfMassTransform() const;
/// Get world space bounding box
inline const AABox & GetWorldSpaceBounds() const { return mBounds; }
#ifdef JPH_ENABLE_ASSERTS
/// Validate that the cached bounding box of the body matches the actual bounding box of the body.
/// If this check fails then there are a number of possible causes:
/// 1. Shape is being modified without notifying the system of the change. E.g. if you modify a MutableCompoundShape
/// without calling BodyInterface::NotifyShapeChanged then there will be a mismatch between the cached bounding box
/// in the broad phase and the bounding box of the Shape.
/// 2. You are calling functions postfixed with 'Internal' which are not meant to be called by the application.
/// 3. If the actual bounds and cached bounds are very close, it could mean that you have a mismatch in floating
/// point unit state between threads. E.g. one thread has flush to zero (FTZ) or denormals are zero (DAZ) set and
/// the other thread does not. Or if the rounding mode differs between threads. This can cause small differences
/// in floating point calculations. If you are using JobSystemThreadPool you can use JobSystemThreadPool::SetThreadInitFunction
/// to initialize the floating point unit state.
inline void ValidateCachedBounds() const
{
AABox actual_body_bounds = mShape->GetWorldSpaceBounds(GetCenterOfMassTransform(), Vec3::sOne());
JPH_ASSERT(actual_body_bounds == mBounds, "Mismatch between cached bounding box and actual bounding box");
}
#endif // JPH_ENABLE_ASSERTS
/// Access to the motion properties
const MotionProperties *GetMotionProperties() const { JPH_ASSERT(!IsStatic()); return mMotionProperties; }
MotionProperties * GetMotionProperties() { JPH_ASSERT(!IsStatic()); return mMotionProperties; }
/// Access to the motion properties (version that does not check if the object is kinematic or dynamic)
const MotionProperties *GetMotionPropertiesUnchecked() const { return mMotionProperties; }
MotionProperties * GetMotionPropertiesUnchecked() { return mMotionProperties; }
/// Access to the user data, can be used for anything by the application
uint64 GetUserData() const { return mUserData; }
void SetUserData(uint64 inUserData) { mUserData = inUserData; }
/// Get surface normal of a particular sub shape and its world space surface position on this body
inline Vec3 GetWorldSpaceSurfaceNormal(const SubShapeID &inSubShapeID, RVec3Arg inPosition) const;
/// Get the transformed shape of this body, which can be used to do collision detection outside of a body lock
inline TransformedShape GetTransformedShape() const { JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sPositionAccess(), BodyAccess::EAccess::Read)); return TransformedShape(mPosition, mRotation, mShape, mID); }
/// Debug function to convert a body back to a body creation settings object to be able to save/recreate the body later
BodyCreationSettings GetBodyCreationSettings() const;
/// Debug function to convert a soft body back to a soft body creation settings object to be able to save/recreate the body later
SoftBodyCreationSettings GetSoftBodyCreationSettings() const;
/// A dummy body that can be used by constraints to attach a constraint to the world instead of another body
static Body sFixedToWorld;
///@name THESE FUNCTIONS ARE FOR INTERNAL USE ONLY AND SHOULD NOT BE CALLED BY THE APPLICATION
///@{
/// Helper function for BroadPhase::FindCollidingPairs that returns true when two bodies can collide
/// It assumes that body 1 is dynamic and active and guarantees that it body 1 collides with body 2 that body 2 will not collide with body 1 in order to avoid finding duplicate collision pairs
static inline bool sFindCollidingPairsCanCollide(const Body &inBody1, const Body &inBody2);
/// Update position using an Euler step (used during position integrate & constraint solving)
inline void AddPositionStep(Vec3Arg inLinearVelocityTimesDeltaTime) { JPH_ASSERT(IsRigidBody()); JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sPositionAccess(), BodyAccess::EAccess::ReadWrite)); mPosition += mMotionProperties->LockTranslation(inLinearVelocityTimesDeltaTime); JPH_ASSERT(!mPosition.IsNaN()); }
inline void SubPositionStep(Vec3Arg inLinearVelocityTimesDeltaTime) { JPH_ASSERT(IsRigidBody()); JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sPositionAccess(), BodyAccess::EAccess::ReadWrite)); mPosition -= mMotionProperties->LockTranslation(inLinearVelocityTimesDeltaTime); JPH_ASSERT(!mPosition.IsNaN()); }
/// Update rotation using an Euler step (used during position integrate & constraint solving)
inline void AddRotationStep(Vec3Arg inAngularVelocityTimesDeltaTime);
inline void SubRotationStep(Vec3Arg inAngularVelocityTimesDeltaTime);
/// Flag if body is in the broadphase (should only be called by the BroadPhase)
inline void SetInBroadPhaseInternal(bool inInBroadPhase) { if (inInBroadPhase) mFlags.fetch_or(uint8(EFlags::IsInBroadPhase), memory_order_relaxed); else mFlags.fetch_and(uint8(~uint8(EFlags::IsInBroadPhase)), memory_order_relaxed); }
/// Invalidate the contact cache (should only be called by the BodyManager), will be reset the next simulation step. Returns true if the contact cache was still valid.
inline bool InvalidateContactCacheInternal() { return (mFlags.fetch_or(uint8(EFlags::InvalidateContactCache), memory_order_relaxed) & uint8(EFlags::InvalidateContactCache)) == 0; }
/// Reset the collision cache invalid flag (should only be called by the BodyManager).
inline void ValidateContactCacheInternal() { JPH_IF_ENABLE_ASSERTS(uint8 old_val = ) mFlags.fetch_and(uint8(~uint8(EFlags::InvalidateContactCache)), memory_order_relaxed); JPH_ASSERT((old_val & uint8(EFlags::InvalidateContactCache)) != 0); }
/// Updates world space bounding box (should only be called by the PhysicsSystem)
void CalculateWorldSpaceBoundsInternal();
/// Function to update body's position (should only be called by the BodyInterface since it also requires updating the broadphase)
void SetPositionAndRotationInternal(RVec3Arg inPosition, QuatArg inRotation, bool inResetSleepTimer = true);
/// Updates the center of mass and optionally mass properties after shifting the center of mass or changes to the shape (should only be called by the BodyInterface since it also requires updating the broadphase)
/// @param inPreviousCenterOfMass Center of mass of the shape before the alterations
/// @param inUpdateMassProperties When true, the mass and inertia tensor is recalculated
void UpdateCenterOfMassInternal(Vec3Arg inPreviousCenterOfMass, bool inUpdateMassProperties);
/// Function to update a body's shape (should only be called by the BodyInterface since it also requires updating the broadphase)
/// @param inShape The new shape for this body
/// @param inUpdateMassProperties When true, the mass and inertia tensor is recalculated
void SetShapeInternal(const Shape *inShape, bool inUpdateMassProperties);
// TSAN detects a race between BodyManager::AddBodyToActiveBodies coming from PhysicsSystem::ProcessBodyPair and Body::GetIndexInActiveBodiesInternal coming from PhysicsSystem::ProcessBodyPair.
// When PhysicsSystem::ProcessBodyPair activates a body, it updates mIndexInActiveBodies and then updates BodyManager::mNumActiveBodies with release semantics. PhysicsSystem::ProcessBodyPair will
// then finish its loop of active bodies and at the end of the loop it will read BodyManager::mNumActiveBodies with acquire semantics to see if any bodies were activated during the loop.
// This means that changes to mIndexInActiveBodies must be visible to the thread, so TSANs report must be a false positive. We suppress the warning here.
JPH_TSAN_NO_SANITIZE
/// Access to the index in the BodyManager::mActiveBodies list
uint32 GetIndexInActiveBodiesInternal() const { return mMotionProperties != nullptr? mMotionProperties->mIndexInActiveBodies : cInactiveIndex; }
/// Update eligibility for sleeping
ECanSleep UpdateSleepStateInternal(float inDeltaTime, float inMaxMovement, float inTimeBeforeSleep);
/// Saving state for replay
void SaveState(StateRecorder &inStream) const;
/// Restoring state for replay
void RestoreState(StateRecorder &inStream);
///@}
static constexpr uint32 cInactiveIndex = MotionProperties::cInactiveIndex; ///< Constant indicating that body is not active
private:
friend class BodyManager;
friend class BodyWithMotionProperties;
friend class SoftBodyWithMotionPropertiesAndShape;
Body() = default; ///< Bodies must be created through BodyInterface::CreateBody
explicit Body(bool); ///< Alternative constructor that initializes all members
~Body() { JPH_ASSERT(mMotionProperties == nullptr); } ///< Bodies must be destroyed through BodyInterface::DestroyBody
inline void GetSleepTestPoints(RVec3 *outPoints) const; ///< Determine points to test for checking if body is sleeping: COM, COM + largest bounding box axis, COM + second largest bounding box axis
enum class EFlags : uint8
{
IsSensor = 1 << 0, ///< If this object is a sensor. A sensor will receive collision callbacks, but will not cause any collision responses and can be used as a trigger volume.
CollideKinematicVsNonDynamic = 1 << 1, ///< If kinematic objects can generate contact points against other kinematic or static objects.
IsInBroadPhase = 1 << 2, ///< Set this bit to indicate that the body is in the broadphase
InvalidateContactCache = 1 << 3, ///< Set this bit to indicate that all collision caches for this body are invalid, will be reset the next simulation step.
UseManifoldReduction = 1 << 4, ///< Set this bit to indicate that this body can use manifold reduction (if PhysicsSettings::mUseManifoldReduction is true)
ApplyGyroscopicForce = 1 << 5, ///< Set this bit to indicate that the gyroscopic force should be applied to this body (aka Dzhanibekov effect, see https://en.wikipedia.org/wiki/Tennis_racket_theorem)
EnhancedInternalEdgeRemoval = 1 << 6, ///< Set this bit to indicate that enhanced internal edge removal should be used for this body (see BodyCreationSettings::mEnhancedInternalEdgeRemoval)
};
// 16 byte aligned
RVec3 mPosition; ///< World space position of center of mass
Quat mRotation; ///< World space rotation of center of mass
AABox mBounds; ///< World space bounding box of the body
// 8 byte aligned
RefConst<Shape> mShape; ///< Shape representing the volume of this body
MotionProperties * mMotionProperties = nullptr; ///< If this is a keyframed or dynamic object, this object holds all information about the movement
uint64 mUserData = 0; ///< User data, can be used for anything by the application
CollisionGroup mCollisionGroup; ///< The collision group this body belongs to (determines if two objects can collide)
// 4 byte aligned
float mFriction; ///< Friction of the body (dimensionless number, usually between 0 and 1, 0 = no friction, 1 = friction force equals force that presses the two bodies together). Note that bodies can have negative friction but the combined friction (see PhysicsSystem::SetCombineFriction) should never go below zero.
float mRestitution; ///< Restitution of body (dimensionless number, usually between 0 and 1, 0 = completely inelastic collision response, 1 = completely elastic collision response). Note that bodies can have negative restitution but the combined restitution (see PhysicsSystem::SetCombineRestitution) should never go below zero.
BodyID mID; ///< ID of the body (index in the bodies array)
// 2 or 4 bytes aligned
ObjectLayer mObjectLayer; ///< The collision layer this body belongs to (determines if two objects can collide)
// 1 byte aligned
EBodyType mBodyType; ///< Type of body (rigid or soft)
BroadPhaseLayer mBroadPhaseLayer; ///< The broad phase layer this body belongs to
EMotionType mMotionType; ///< Type of motion (static, dynamic or kinematic)
atomic<uint8> mFlags = 0; ///< See EFlags for possible flags
// 122 bytes up to here (64-bit mode, single precision, 16-bit ObjectLayer)
};
static_assert(JPH_CPU_ADDRESS_BITS != 64 || sizeof(Body) == JPH_IF_SINGLE_PRECISION_ELSE(128, 160), "Body size is incorrect");
static_assert(alignof(Body) == JPH_RVECTOR_ALIGNMENT, "Body should properly align");
JPH_NAMESPACE_END
#include "Body.inl"