/**************************************************************************/ /* static_body_3d.cpp */ /**************************************************************************/ /* 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. */ /* 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. */ /**************************************************************************/ #include "static_body_3d.h" #include "core/math/convex_hull.h" #include "scene/resources/3d/box_shape_3d.h" #include "scene/resources/3d/capsule_shape_3d.h" #include "scene/resources/3d/concave_polygon_shape_3d.h" #include "scene/resources/3d/convex_polygon_shape_3d.h" #include "scene/resources/3d/cylinder_shape_3d.h" #include "scene/resources/3d/height_map_shape_3d.h" #include "scene/resources/3d/navigation_mesh_source_geometry_data_3d.h" #include "scene/resources/3d/primitive_meshes.h" #include "scene/resources/3d/shape_3d.h" #include "scene/resources/3d/sphere_shape_3d.h" #include "scene/resources/3d/world_boundary_shape_3d.h" #include "scene/resources/navigation_mesh.h" #include "servers/navigation_server_3d.h" Callable StaticBody3D::_navmesh_source_geometry_parsing_callback; RID StaticBody3D::_navmesh_source_geometry_parser; void StaticBody3D::set_physics_material_override(const Ref &p_physics_material_override) { if (physics_material_override.is_valid()) { physics_material_override->disconnect_changed(callable_mp(this, &StaticBody3D::_reload_physics_characteristics)); } physics_material_override = p_physics_material_override; if (physics_material_override.is_valid()) { physics_material_override->connect_changed(callable_mp(this, &StaticBody3D::_reload_physics_characteristics)); } _reload_physics_characteristics(); } Ref StaticBody3D::get_physics_material_override() const { return physics_material_override; } void StaticBody3D::set_constant_linear_velocity(const Vector3 &p_vel) { constant_linear_velocity = p_vel; PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, constant_linear_velocity); } void StaticBody3D::set_constant_angular_velocity(const Vector3 &p_vel) { constant_angular_velocity = p_vel; PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY, constant_angular_velocity); } Vector3 StaticBody3D::get_constant_linear_velocity() const { return constant_linear_velocity; } Vector3 StaticBody3D::get_constant_angular_velocity() const { return constant_angular_velocity; } void StaticBody3D::_reload_physics_characteristics() { if (physics_material_override.is_null()) { PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_BOUNCE, 0); PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_FRICTION, 1); } else { PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce()); PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_FRICTION, physics_material_override->computed_friction()); } } void StaticBody3D::navmesh_parse_init() { ERR_FAIL_NULL(NavigationServer3D::get_singleton()); if (!_navmesh_source_geometry_parser.is_valid()) { _navmesh_source_geometry_parsing_callback = callable_mp_static(&StaticBody3D::navmesh_parse_source_geometry); _navmesh_source_geometry_parser = NavigationServer3D::get_singleton()->source_geometry_parser_create(); NavigationServer3D::get_singleton()->source_geometry_parser_set_callback(_navmesh_source_geometry_parser, _navmesh_source_geometry_parsing_callback); } } void StaticBody3D::navmesh_parse_source_geometry(const Ref &p_navigation_mesh, Ref p_source_geometry_data, Node *p_node) { StaticBody3D *static_body = Object::cast_to(p_node); if (static_body == nullptr) { return; } NavigationMesh::ParsedGeometryType parsed_geometry_type = p_navigation_mesh->get_parsed_geometry_type(); uint32_t parsed_collision_mask = p_navigation_mesh->get_collision_mask(); if ((parsed_geometry_type == NavigationMesh::PARSED_GEOMETRY_STATIC_COLLIDERS || parsed_geometry_type == NavigationMesh::PARSED_GEOMETRY_BOTH) && (static_body->get_collision_layer() & parsed_collision_mask)) { List shape_owners; static_body->get_shape_owners(&shape_owners); for (uint32_t shape_owner : shape_owners) { if (static_body->is_shape_owner_disabled(shape_owner)) { continue; } const int shape_count = static_body->shape_owner_get_shape_count(shape_owner); for (int shape_index = 0; shape_index < shape_count; shape_index++) { Ref s = static_body->shape_owner_get_shape(shape_owner, shape_index); if (s.is_null()) { continue; } const Transform3D transform = static_body->get_global_transform() * static_body->shape_owner_get_transform(shape_owner); BoxShape3D *box = Object::cast_to(*s); if (box) { Array arr; arr.resize(RS::ARRAY_MAX); BoxMesh::create_mesh_array(arr, box->get_size()); p_source_geometry_data->add_mesh_array(arr, transform); } CapsuleShape3D *capsule = Object::cast_to(*s); if (capsule) { Array arr; arr.resize(RS::ARRAY_MAX); CapsuleMesh::create_mesh_array(arr, capsule->get_radius(), capsule->get_height()); p_source_geometry_data->add_mesh_array(arr, transform); } CylinderShape3D *cylinder = Object::cast_to(*s); if (cylinder) { Array arr; arr.resize(RS::ARRAY_MAX); CylinderMesh::create_mesh_array(arr, cylinder->get_radius(), cylinder->get_radius(), cylinder->get_height()); p_source_geometry_data->add_mesh_array(arr, transform); } SphereShape3D *sphere = Object::cast_to(*s); if (sphere) { Array arr; arr.resize(RS::ARRAY_MAX); SphereMesh::create_mesh_array(arr, sphere->get_radius(), sphere->get_radius() * 2.0); p_source_geometry_data->add_mesh_array(arr, transform); } ConcavePolygonShape3D *concave_polygon = Object::cast_to(*s); if (concave_polygon) { p_source_geometry_data->add_faces(concave_polygon->get_faces(), transform); } ConvexPolygonShape3D *convex_polygon = Object::cast_to(*s); if (convex_polygon) { Vector varr = Variant(convex_polygon->get_points()); Geometry3D::MeshData md; Error err = ConvexHullComputer::convex_hull(varr, md); if (err == OK) { PackedVector3Array faces; for (const Geometry3D::MeshData::Face &face : md.faces) { for (uint32_t k = 2; k < face.indices.size(); ++k) { faces.push_back(md.vertices[face.indices[0]]); faces.push_back(md.vertices[face.indices[k - 1]]); faces.push_back(md.vertices[face.indices[k]]); } } p_source_geometry_data->add_faces(faces, transform); } } HeightMapShape3D *heightmap_shape = Object::cast_to(*s); if (heightmap_shape) { int heightmap_depth = heightmap_shape->get_map_depth(); int heightmap_width = heightmap_shape->get_map_width(); if (heightmap_depth >= 2 && heightmap_width >= 2) { const Vector &map_data = heightmap_shape->get_map_data(); Vector2 heightmap_gridsize(heightmap_width - 1, heightmap_depth - 1); Vector3 start = Vector3(heightmap_gridsize.x, 0, heightmap_gridsize.y) * -0.5; Vector vertex_array; vertex_array.resize((heightmap_depth - 1) * (heightmap_width - 1) * 6); Vector3 *vertex_array_ptrw = vertex_array.ptrw(); const real_t *map_data_ptr = map_data.ptr(); int vertex_index = 0; for (int d = 0; d < heightmap_depth - 1; d++) { for (int w = 0; w < heightmap_width - 1; w++) { vertex_array_ptrw[vertex_index] = start + Vector3(w, map_data_ptr[(heightmap_width * d) + w], d); vertex_array_ptrw[vertex_index + 1] = start + Vector3(w + 1, map_data_ptr[(heightmap_width * d) + w + 1], d); vertex_array_ptrw[vertex_index + 2] = start + Vector3(w, map_data_ptr[(heightmap_width * d) + heightmap_width + w], d + 1); vertex_array_ptrw[vertex_index + 3] = start + Vector3(w + 1, map_data_ptr[(heightmap_width * d) + w + 1], d); vertex_array_ptrw[vertex_index + 4] = start + Vector3(w + 1, map_data_ptr[(heightmap_width * d) + heightmap_width + w + 1], d + 1); vertex_array_ptrw[vertex_index + 5] = start + Vector3(w, map_data_ptr[(heightmap_width * d) + heightmap_width + w], d + 1); vertex_index += 6; } } if (vertex_array.size() > 0) { p_source_geometry_data->add_faces(vertex_array, transform); } } } } } } } void StaticBody3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_constant_linear_velocity", "vel"), &StaticBody3D::set_constant_linear_velocity); ClassDB::bind_method(D_METHOD("set_constant_angular_velocity", "vel"), &StaticBody3D::set_constant_angular_velocity); ClassDB::bind_method(D_METHOD("get_constant_linear_velocity"), &StaticBody3D::get_constant_linear_velocity); ClassDB::bind_method(D_METHOD("get_constant_angular_velocity"), &StaticBody3D::get_constant_angular_velocity); ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &StaticBody3D::set_physics_material_override); ClassDB::bind_method(D_METHOD("get_physics_material_override"), &StaticBody3D::get_physics_material_override); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_linear_velocity", PROPERTY_HINT_NONE, "suffix:m/s"), "set_constant_linear_velocity", "get_constant_linear_velocity"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_angular_velocity", PROPERTY_HINT_NONE, U"radians_as_degrees,suffix:\u00B0/s"), "set_constant_angular_velocity", "get_constant_angular_velocity"); } StaticBody3D::StaticBody3D(PhysicsServer3D::BodyMode p_mode) : PhysicsBody3D(p_mode) { }