Path: blob/master/modules/godot_physics_2d/godot_body_2d.h
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/**************************************************************************/1/* godot_body_2d.h */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#pragma once3132#include "godot_area_2d.h"33#include "godot_collision_object_2d.h"3435#include "core/templates/list.h"36#include "core/templates/pair.h"37#include "core/templates/vset.h"3839class GodotConstraint2D;40class GodotPhysicsDirectBodyState2D;4142class GodotBody2D : public GodotCollisionObject2D {43PhysicsServer2D::BodyMode mode = PhysicsServer2D::BODY_MODE_RIGID;4445Vector2 biased_linear_velocity;46real_t biased_angular_velocity = 0.0;4748Vector2 linear_velocity;49real_t angular_velocity = 0.0;5051Vector2 prev_linear_velocity;52real_t prev_angular_velocity = 0.0;5354Vector2 constant_linear_velocity;55real_t constant_angular_velocity = 0.0;5657PhysicsServer2D::BodyDampMode linear_damp_mode = PhysicsServer2D::BODY_DAMP_MODE_COMBINE;58PhysicsServer2D::BodyDampMode angular_damp_mode = PhysicsServer2D::BODY_DAMP_MODE_COMBINE;5960real_t linear_damp = 0.0;61real_t angular_damp = 0.0;6263real_t total_linear_damp = 0.0;64real_t total_angular_damp = 0.0;6566real_t gravity_scale = 1.0;6768real_t bounce = 0.0;69real_t friction = 1.0;7071real_t mass = 1.0;72real_t _inv_mass = 1.0;7374real_t inertia = 0.0;75real_t _inv_inertia = 0.0;7677Vector2 center_of_mass_local;78Vector2 center_of_mass;7980bool calculate_inertia = true;81bool calculate_center_of_mass = true;8283Vector2 gravity;8485real_t still_time = 0.0;8687Vector2 applied_force;88real_t applied_torque = 0.0;8990Vector2 constant_force;91real_t constant_torque = 0.0;9293SelfList<GodotBody2D> active_list;94SelfList<GodotBody2D> mass_properties_update_list;95SelfList<GodotBody2D> direct_state_query_list;9697VSet<RID> exceptions;98PhysicsServer2D::CCDMode continuous_cd_mode = PhysicsServer2D::CCD_MODE_DISABLED;99bool omit_force_integration = false;100bool active = true;101bool can_sleep = true;102bool first_time_kinematic = false;103void _mass_properties_changed();104virtual void _shapes_changed() override;105Transform2D new_transform;106107List<Pair<GodotConstraint2D *, int>> constraint_list;108109struct AreaCMP {110GodotArea2D *area = nullptr;111int refCount = 0;112_FORCE_INLINE_ bool operator==(const AreaCMP &p_cmp) const { return area->get_self() == p_cmp.area->get_self(); }113_FORCE_INLINE_ bool operator<(const AreaCMP &p_cmp) const { return area->get_priority() < p_cmp.area->get_priority(); }114_FORCE_INLINE_ AreaCMP() {}115_FORCE_INLINE_ AreaCMP(GodotArea2D *p_area) {116area = p_area;117refCount = 1;118}119};120121Vector<AreaCMP> areas;122123struct Contact {124Vector2 local_pos;125Vector2 local_normal;126Vector2 local_velocity_at_pos;127real_t depth = 0.0;128int local_shape = 0;129Vector2 collider_pos;130int collider_shape = 0;131ObjectID collider_instance_id;132RID collider;133Vector2 collider_velocity_at_pos;134Vector2 impulse;135};136137Vector<Contact> contacts; //no contacts by default138int contact_count = 0;139140Callable body_state_callback;141142struct ForceIntegrationCallbackData {143Callable callable;144Variant udata;145};146147ForceIntegrationCallbackData *fi_callback_data = nullptr;148149GodotPhysicsDirectBodyState2D *direct_state = nullptr;150151uint64_t island_step = 0;152153void _update_transform_dependent();154155friend class GodotPhysicsDirectBodyState2D; // i give up, too many functions to expose156157public:158void set_state_sync_callback(const Callable &p_callable);159void set_force_integration_callback(const Callable &p_callable, const Variant &p_udata = Variant());160161GodotPhysicsDirectBodyState2D *get_direct_state();162163_FORCE_INLINE_ void add_area(GodotArea2D *p_area) {164int index = areas.find(AreaCMP(p_area));165if (index > -1) {166areas.write[index].refCount += 1;167} else {168areas.ordered_insert(AreaCMP(p_area));169}170}171172_FORCE_INLINE_ void remove_area(GodotArea2D *p_area) {173int index = areas.find(AreaCMP(p_area));174if (index > -1) {175areas.write[index].refCount -= 1;176if (areas[index].refCount < 1) {177areas.remove_at(index);178}179}180}181182_FORCE_INLINE_ void set_max_contacts_reported(int p_size) {183ERR_FAIL_INDEX(p_size, MAX_CONTACTS_REPORTED_2D_MAX);184contacts.resize(p_size);185contact_count = 0;186if (mode == PhysicsServer2D::BODY_MODE_KINEMATIC && p_size) {187set_active(true);188}189}190191_FORCE_INLINE_ int get_max_contacts_reported() const { return contacts.size(); }192193_FORCE_INLINE_ bool can_report_contacts() const { return !contacts.is_empty(); }194_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_local_velocity_at_pos, 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, const Vector2 &p_impulse);195196_FORCE_INLINE_ void add_exception(const RID &p_exception) { exceptions.insert(p_exception); }197_FORCE_INLINE_ void remove_exception(const RID &p_exception) { exceptions.erase(p_exception); }198_FORCE_INLINE_ bool has_exception(const RID &p_exception) const { return exceptions.has(p_exception); }199_FORCE_INLINE_ const VSet<RID> &get_exceptions() const { return exceptions; }200201_FORCE_INLINE_ uint64_t get_island_step() const { return island_step; }202_FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; }203204_FORCE_INLINE_ void add_constraint(GodotConstraint2D *p_constraint, int p_pos) { constraint_list.push_back({ p_constraint, p_pos }); }205_FORCE_INLINE_ void remove_constraint(GodotConstraint2D *p_constraint, int p_pos) { constraint_list.erase({ p_constraint, p_pos }); }206const List<Pair<GodotConstraint2D *, int>> &get_constraint_list() const { return constraint_list; }207_FORCE_INLINE_ void clear_constraint_list() { constraint_list.clear(); }208209_FORCE_INLINE_ void set_omit_force_integration(bool p_omit_force_integration) { omit_force_integration = p_omit_force_integration; }210_FORCE_INLINE_ bool get_omit_force_integration() const { return omit_force_integration; }211212_FORCE_INLINE_ void set_linear_velocity(const Vector2 &p_velocity) { linear_velocity = p_velocity; }213_FORCE_INLINE_ Vector2 get_linear_velocity() const { return linear_velocity; }214215_FORCE_INLINE_ void set_angular_velocity(real_t p_velocity) { angular_velocity = p_velocity; }216_FORCE_INLINE_ real_t get_angular_velocity() const { return angular_velocity; }217218_FORCE_INLINE_ Vector2 get_prev_linear_velocity() const { return prev_linear_velocity; }219_FORCE_INLINE_ real_t get_prev_angular_velocity() const { return prev_angular_velocity; }220221_FORCE_INLINE_ void set_biased_linear_velocity(const Vector2 &p_velocity) { biased_linear_velocity = p_velocity; }222_FORCE_INLINE_ Vector2 get_biased_linear_velocity() const { return biased_linear_velocity; }223224_FORCE_INLINE_ void set_biased_angular_velocity(real_t p_velocity) { biased_angular_velocity = p_velocity; }225_FORCE_INLINE_ real_t get_biased_angular_velocity() const { return biased_angular_velocity; }226227_FORCE_INLINE_ void apply_central_impulse(const Vector2 &p_impulse) {228linear_velocity += p_impulse * _inv_mass;229}230231_FORCE_INLINE_ void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) {232linear_velocity += p_impulse * _inv_mass;233angular_velocity += _inv_inertia * (p_position - center_of_mass).cross(p_impulse);234}235236_FORCE_INLINE_ void apply_torque_impulse(real_t p_torque) {237angular_velocity += _inv_inertia * p_torque;238}239240_FORCE_INLINE_ void apply_bias_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2(), real_t p_max_delta_av = -1.0) {241biased_linear_velocity += p_impulse * _inv_mass;242if (p_max_delta_av != 0.0) {243real_t delta_av = _inv_inertia * (p_position - center_of_mass).cross(p_impulse);244if (p_max_delta_av > 0 && delta_av > p_max_delta_av) {245delta_av = p_max_delta_av;246}247biased_angular_velocity += delta_av;248}249}250251_FORCE_INLINE_ void apply_central_force(const Vector2 &p_force) {252applied_force += p_force;253}254255_FORCE_INLINE_ void apply_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) {256applied_force += p_force;257applied_torque += (p_position - center_of_mass).cross(p_force);258}259260_FORCE_INLINE_ void apply_torque(real_t p_torque) {261applied_torque += p_torque;262}263264_FORCE_INLINE_ void add_constant_central_force(const Vector2 &p_force) {265constant_force += p_force;266}267268_FORCE_INLINE_ void add_constant_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) {269constant_force += p_force;270constant_torque += (p_position - center_of_mass).cross(p_force);271}272273_FORCE_INLINE_ void add_constant_torque(real_t p_torque) {274constant_torque += p_torque;275}276277void set_constant_force(const Vector2 &p_force) { constant_force = p_force; }278Vector2 get_constant_force() const { return constant_force; }279280void set_constant_torque(real_t p_torque) { constant_torque = p_torque; }281real_t get_constant_torque() const { return constant_torque; }282283void set_active(bool p_active);284_FORCE_INLINE_ bool is_active() const { return active; }285286_FORCE_INLINE_ void wakeup() {287if ((!get_space()) || mode == PhysicsServer2D::BODY_MODE_STATIC || mode == PhysicsServer2D::BODY_MODE_KINEMATIC) {288return;289}290set_active(true);291}292293void set_param(PhysicsServer2D::BodyParameter p_param, const Variant &p_value);294Variant get_param(PhysicsServer2D::BodyParameter p_param) const;295296void set_mode(PhysicsServer2D::BodyMode p_mode);297PhysicsServer2D::BodyMode get_mode() const;298299void set_state(PhysicsServer2D::BodyState p_state, const Variant &p_variant);300Variant get_state(PhysicsServer2D::BodyState p_state) const;301302_FORCE_INLINE_ void set_continuous_collision_detection_mode(PhysicsServer2D::CCDMode p_mode) { continuous_cd_mode = p_mode; }303_FORCE_INLINE_ PhysicsServer2D::CCDMode get_continuous_collision_detection_mode() const { return continuous_cd_mode; }304305void set_space(GodotSpace2D *p_space) override;306307void update_mass_properties();308void reset_mass_properties();309310_FORCE_INLINE_ const Vector2 &get_center_of_mass() const { return center_of_mass; }311_FORCE_INLINE_ const Vector2 &get_center_of_mass_local() const { return center_of_mass_local; }312_FORCE_INLINE_ real_t get_inv_mass() const { return _inv_mass; }313_FORCE_INLINE_ real_t get_inv_inertia() const { return _inv_inertia; }314_FORCE_INLINE_ real_t get_friction() const { return friction; }315_FORCE_INLINE_ real_t get_bounce() const { return bounce; }316317void integrate_forces(real_t p_step);318void integrate_velocities(real_t p_step);319320_FORCE_INLINE_ Vector2 get_velocity_in_local_point(const Vector2 &rel_pos) const {321return linear_velocity + Vector2(-angular_velocity * rel_pos.y, angular_velocity * rel_pos.x);322}323324_FORCE_INLINE_ Vector2 get_motion() const {325if (mode > PhysicsServer2D::BODY_MODE_KINEMATIC) {326return new_transform.get_origin() - get_transform().get_origin();327} else if (mode == PhysicsServer2D::BODY_MODE_KINEMATIC) {328return get_transform().get_origin() - new_transform.get_origin(); //kinematic simulates forward329}330return Vector2();331}332333void call_queries();334void wakeup_neighbours();335336bool sleep_test(real_t p_step);337338GodotBody2D();339~GodotBody2D();340};341342//add contact inline343344void GodotBody2D::add_contact(const Vector2 &p_local_pos, const Vector2 &p_local_normal, real_t p_depth, int p_local_shape, const Vector2 &p_local_velocity_at_pos, 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, const Vector2 &p_impulse) {345int c_max = contacts.size();346347if (c_max == 0) {348return;349}350351Contact *c = contacts.ptrw();352353int idx = -1;354355if (contact_count < c_max) {356idx = contact_count++;357} else {358real_t least_depth = 1e20;359int least_deep = -1;360for (int i = 0; i < c_max; i++) {361if (i == 0 || c[i].depth < least_depth) {362least_deep = i;363least_depth = c[i].depth;364}365}366367if (least_deep >= 0 && least_depth < p_depth) {368idx = least_deep;369}370if (idx == -1) {371return; //none least deepe than this372}373}374375c[idx].local_pos = p_local_pos;376c[idx].local_normal = p_local_normal;377c[idx].local_velocity_at_pos = p_local_velocity_at_pos;378c[idx].depth = p_depth;379c[idx].local_shape = p_local_shape;380c[idx].collider_pos = p_collider_pos;381c[idx].collider_shape = p_collider_shape;382c[idx].collider_instance_id = p_collider_instance_id;383c[idx].collider = p_collider;384c[idx].collider_velocity_at_pos = p_collider_velocity_at_pos;385c[idx].impulse = p_impulse;386}387388389