Path: blob/master/modules/jolt_physics/objects/jolt_body_3d.h
10278 views
/**************************************************************************/1/* jolt_body_3d.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 "jolt_physics_direct_body_state_3d.h"33#include "jolt_shaped_object_3d.h"3435class JoltArea3D;36class JoltJoint3D;37class JoltSoftBody3D;3839class JoltBody3D final : public JoltShapedObject3D {40public:41typedef PhysicsServer3D::BodyDampMode DampMode;4243struct Contact {44Vector3 normal;45Vector3 position;46Vector3 collider_position;47Vector3 velocity;48Vector3 collider_velocity;49Vector3 impulse;50ObjectID collider_id;51RID collider_rid;52float depth = 0.0f;53int shape_index = 0;54int collider_shape_index = 0;55};5657private:58friend class JoltBodyActivationListener3D;5960SelfList<JoltBody3D> call_queries_element;6162LocalVector<RID> exceptions;63LocalVector<Contact> contacts;64LocalVector<JoltArea3D *> areas;65LocalVector<JoltJoint3D *> joints;6667Variant custom_integration_userdata;6869Transform3D kinematic_transform;7071Vector3 inertia;72Vector3 center_of_mass_custom;73Vector3 constant_force;74Vector3 constant_torque;75Vector3 linear_surface_velocity;76Vector3 angular_surface_velocity;77Vector3 gravity;7879Callable state_sync_callback;80Callable custom_integration_callback;8182JoltPhysicsDirectBodyState3D *direct_state = nullptr;8384PhysicsServer3D::BodyMode mode = PhysicsServer3D::BODY_MODE_RIGID;8586DampMode linear_damp_mode = PhysicsServer3D::BODY_DAMP_MODE_COMBINE;87DampMode angular_damp_mode = PhysicsServer3D::BODY_DAMP_MODE_COMBINE;8889float mass = 1.0f;90float linear_damp = 0.0f;91float angular_damp = 0.0f;92float total_linear_damp = 0.0f;93float total_angular_damp = 0.0f;94float gravity_scale = 1.0f;95float collision_priority = 1.0f;9697int contact_count = 0;9899uint32_t locked_axes = 0;100101bool sleep_allowed = true;102bool sleep_initially = false;103bool custom_center_of_mass = false;104bool custom_integrator = false;105106virtual JPH::BroadPhaseLayer _get_broad_phase_layer() const override;107virtual JPH::ObjectLayer _get_object_layer() const override;108109virtual JPH::EMotionType _get_motion_type() const override;110111virtual void _add_to_space() override;112113bool _should_call_queries() const { return state_sync_callback.is_valid() || custom_integration_callback.is_valid(); }114void _enqueue_call_queries();115void _dequeue_call_queries();116117void _integrate_forces(float p_step, JPH::Body &p_jolt_body);118void _move_kinematic(float p_step, JPH::Body &p_jolt_body);119120JPH::EAllowedDOFs _calculate_allowed_dofs() const;121122JPH::MassProperties _calculate_mass_properties(const JPH::Shape &p_shape) const;123JPH::MassProperties _calculate_mass_properties() const;124125void _on_wake_up();126127void _update_mass_properties();128void _update_gravity(JPH::Body &p_jolt_body);129void _update_damp();130void _update_kinematic_transform();131void _update_group_filter();132void _update_joint_constraints();133void _update_possible_kinematic_contacts();134void _update_sleep_allowed();135136void _destroy_joint_constraints();137138void _exit_all_areas();139140void _mode_changed();141virtual void _shapes_committed() override;142virtual void _space_changing() override;143virtual void _space_changed() override;144void _areas_changed();145void _joints_changed();146void _transform_changed();147void _motion_changed();148void _exceptions_changed();149void _axis_lock_changed();150void _contact_reporting_changed();151void _sleep_allowed_changed();152153public:154JoltBody3D();155virtual ~JoltBody3D() override;156157void set_transform(Transform3D p_transform);158159Variant get_state(PhysicsServer3D::BodyState p_state) const;160void set_state(PhysicsServer3D::BodyState p_state, const Variant &p_value);161162Variant get_param(PhysicsServer3D::BodyParameter p_param) const;163void set_param(PhysicsServer3D::BodyParameter p_param, const Variant &p_value);164165bool has_state_sync_callback() const { return state_sync_callback.is_valid(); }166void set_state_sync_callback(const Callable &p_callback) { state_sync_callback = p_callback; }167168bool has_custom_integration_callback() const { return custom_integration_callback.is_valid(); }169void set_custom_integration_callback(const Callable &p_callback, const Variant &p_userdata) {170custom_integration_callback = p_callback;171custom_integration_userdata = p_userdata;172}173174bool has_custom_integrator() const { return custom_integrator; }175void set_custom_integrator(bool p_enabled);176177bool is_sleeping() const;178void set_is_sleeping(bool p_enabled);179180void put_to_sleep() { set_is_sleeping(true); }181void wake_up() { set_is_sleeping(false); }182183bool is_sleep_allowed() const { return sleep_allowed; }184bool is_sleep_actually_allowed() const;185void set_is_sleep_allowed(bool p_enabled);186187Basis get_principal_inertia_axes() const;188Vector3 get_inverse_inertia() const;189Basis get_inverse_inertia_tensor() const;190191void set_linear_velocity(const Vector3 &p_velocity);192void set_angular_velocity(const Vector3 &p_velocity);193void set_axis_velocity(const Vector3 &p_axis_velocity);194195virtual Vector3 get_velocity_at_position(const Vector3 &p_position) const override;196197virtual bool has_custom_center_of_mass() const override { return custom_center_of_mass; }198virtual Vector3 get_center_of_mass_custom() const override { return center_of_mass_custom; }199void set_center_of_mass_custom(const Vector3 &p_center_of_mass);200201int get_max_contacts_reported() const { return contacts.size(); }202void set_max_contacts_reported(int p_count);203204int get_contact_count() const { return contact_count; }205const Contact &get_contact(int p_index) { return contacts[p_index]; }206virtual bool reports_contacts() const override { return !contacts.is_empty(); }207208bool reports_all_kinematic_contacts() const;209210void 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);211212void reset_mass_properties();213214void apply_force(const Vector3 &p_force, const Vector3 &p_position);215void apply_central_force(const Vector3 &p_force);216void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position);217218void apply_central_impulse(const Vector3 &p_impulse);219void apply_torque(const Vector3 &p_torque);220void apply_torque_impulse(const Vector3 &p_impulse);221222void add_constant_central_force(const Vector3 &p_force);223void add_constant_force(const Vector3 &p_force, const Vector3 &p_position);224void add_constant_torque(const Vector3 &p_torque);225226Vector3 get_constant_force() const;227void set_constant_force(const Vector3 &p_force);228229Vector3 get_constant_torque() const;230void set_constant_torque(const Vector3 &p_torque);231232Vector3 get_linear_surface_velocity() const { return linear_surface_velocity; }233Vector3 get_angular_surface_velocity() const { return angular_surface_velocity; }234235void add_collision_exception(const RID &p_excepted_body);236void remove_collision_exception(const RID &p_excepted_body);237bool has_collision_exception(const RID &p_excepted_body) const;238239const LocalVector<RID> &get_collision_exceptions() const { return exceptions; }240241void add_area(JoltArea3D *p_area);242void remove_area(JoltArea3D *p_area);243244void add_joint(JoltJoint3D *p_joint);245void remove_joint(JoltJoint3D *p_joint);246247void call_queries();248249virtual void pre_step(float p_step, JPH::Body &p_jolt_body) override;250251JoltPhysicsDirectBodyState3D *get_direct_state();252253PhysicsServer3D::BodyMode get_mode() const { return mode; }254255void set_mode(PhysicsServer3D::BodyMode p_mode);256257bool is_static() const { return mode == PhysicsServer3D::BODY_MODE_STATIC; }258bool is_kinematic() const { return mode == PhysicsServer3D::BODY_MODE_KINEMATIC; }259bool is_rigid_free() const { return mode == PhysicsServer3D::BODY_MODE_RIGID; }260bool is_rigid_linear() const { return mode == PhysicsServer3D::BODY_MODE_RIGID_LINEAR; }261bool is_rigid() const { return is_rigid_free() || is_rigid_linear(); }262263bool is_ccd_enabled() const;264void set_ccd_enabled(bool p_enabled);265266float get_mass() const { return mass; }267void set_mass(float p_mass);268269Vector3 get_inertia() const { return inertia; }270void set_inertia(const Vector3 &p_inertia);271272float get_bounce() const;273void set_bounce(float p_bounce);274275float get_friction() const;276void set_friction(float p_friction);277278float get_gravity_scale() const { return gravity_scale; }279void set_gravity_scale(float p_scale);280281Vector3 get_gravity() const { return gravity; }282283float get_linear_damp() const { return linear_damp; }284void set_linear_damp(float p_damp);285286float get_angular_damp() const { return angular_damp; }287void set_angular_damp(float p_damp);288289float get_total_linear_damp() const { return total_linear_damp; }290float get_total_angular_damp() const { return total_angular_damp; }291292float get_collision_priority() const { return collision_priority; }293void set_collision_priority(float p_priority) { collision_priority = p_priority; }294295DampMode get_linear_damp_mode() const { return linear_damp_mode; }296void set_linear_damp_mode(DampMode p_mode);297298DampMode get_angular_damp_mode() const { return angular_damp_mode; }299void set_angular_damp_mode(DampMode p_mode);300301bool is_axis_locked(PhysicsServer3D::BodyAxis p_axis) const;302void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_enabled);303bool are_axes_locked() const { return locked_axes != 0; }304305virtual bool can_interact_with(const JoltBody3D &p_other) const override;306virtual bool can_interact_with(const JoltSoftBody3D &p_other) const override;307virtual bool can_interact_with(const JoltArea3D &p_other) const override;308};309310311