Book a Demo!
CoCalc Logo Icon
StoreFeaturesDocsShareSupportNewsAboutPoliciesSign UpSign In
godotengine
GitHub Repository: godotengine/godot
Path: blob/master/modules/jolt_physics/objects/jolt_body_3d.h
10278 views
1
/**************************************************************************/
2
/* jolt_body_3d.h */
3
/**************************************************************************/
4
/* This file is part of: */
5
/* GODOT ENGINE */
6
/* https://godotengine.org */
7
/**************************************************************************/
8
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
10
/* */
11
/* Permission is hereby granted, free of charge, to any person obtaining */
12
/* a copy of this software and associated documentation files (the */
13
/* "Software"), to deal in the Software without restriction, including */
14
/* without limitation the rights to use, copy, modify, merge, publish, */
15
/* distribute, sublicense, and/or sell copies of the Software, and to */
16
/* permit persons to whom the Software is furnished to do so, subject to */
17
/* the following conditions: */
18
/* */
19
/* The above copyright notice and this permission notice shall be */
20
/* included in all copies or substantial portions of the Software. */
21
/* */
22
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
24
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
25
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
26
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
27
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
28
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29
/**************************************************************************/
30
31
#pragma once
32
33
#include "jolt_physics_direct_body_state_3d.h"
34
#include "jolt_shaped_object_3d.h"
35
36
class JoltArea3D;
37
class JoltJoint3D;
38
class JoltSoftBody3D;
39
40
class JoltBody3D final : public JoltShapedObject3D {
41
public:
42
typedef PhysicsServer3D::BodyDampMode DampMode;
43
44
struct Contact {
45
Vector3 normal;
46
Vector3 position;
47
Vector3 collider_position;
48
Vector3 velocity;
49
Vector3 collider_velocity;
50
Vector3 impulse;
51
ObjectID collider_id;
52
RID collider_rid;
53
float depth = 0.0f;
54
int shape_index = 0;
55
int collider_shape_index = 0;
56
};
57
58
private:
59
friend class JoltBodyActivationListener3D;
60
61
SelfList<JoltBody3D> call_queries_element;
62
63
LocalVector<RID> exceptions;
64
LocalVector<Contact> contacts;
65
LocalVector<JoltArea3D *> areas;
66
LocalVector<JoltJoint3D *> joints;
67
68
Variant custom_integration_userdata;
69
70
Transform3D kinematic_transform;
71
72
Vector3 inertia;
73
Vector3 center_of_mass_custom;
74
Vector3 constant_force;
75
Vector3 constant_torque;
76
Vector3 linear_surface_velocity;
77
Vector3 angular_surface_velocity;
78
Vector3 gravity;
79
80
Callable state_sync_callback;
81
Callable custom_integration_callback;
82
83
JoltPhysicsDirectBodyState3D *direct_state = nullptr;
84
85
PhysicsServer3D::BodyMode mode = PhysicsServer3D::BODY_MODE_RIGID;
86
87
DampMode linear_damp_mode = PhysicsServer3D::BODY_DAMP_MODE_COMBINE;
88
DampMode angular_damp_mode = PhysicsServer3D::BODY_DAMP_MODE_COMBINE;
89
90
float mass = 1.0f;
91
float linear_damp = 0.0f;
92
float angular_damp = 0.0f;
93
float total_linear_damp = 0.0f;
94
float total_angular_damp = 0.0f;
95
float gravity_scale = 1.0f;
96
float collision_priority = 1.0f;
97
98
int contact_count = 0;
99
100
uint32_t locked_axes = 0;
101
102
bool sleep_allowed = true;
103
bool sleep_initially = false;
104
bool custom_center_of_mass = false;
105
bool custom_integrator = false;
106
107
virtual JPH::BroadPhaseLayer _get_broad_phase_layer() const override;
108
virtual JPH::ObjectLayer _get_object_layer() const override;
109
110
virtual JPH::EMotionType _get_motion_type() const override;
111
112
virtual void _add_to_space() override;
113
114
bool _should_call_queries() const { return state_sync_callback.is_valid() || custom_integration_callback.is_valid(); }
115
void _enqueue_call_queries();
116
void _dequeue_call_queries();
117
118
void _integrate_forces(float p_step, JPH::Body &p_jolt_body);
119
void _move_kinematic(float p_step, JPH::Body &p_jolt_body);
120
121
JPH::EAllowedDOFs _calculate_allowed_dofs() const;
122
123
JPH::MassProperties _calculate_mass_properties(const JPH::Shape &p_shape) const;
124
JPH::MassProperties _calculate_mass_properties() const;
125
126
void _on_wake_up();
127
128
void _update_mass_properties();
129
void _update_gravity(JPH::Body &p_jolt_body);
130
void _update_damp();
131
void _update_kinematic_transform();
132
void _update_group_filter();
133
void _update_joint_constraints();
134
void _update_possible_kinematic_contacts();
135
void _update_sleep_allowed();
136
137
void _destroy_joint_constraints();
138
139
void _exit_all_areas();
140
141
void _mode_changed();
142
virtual void _shapes_committed() override;
143
virtual void _space_changing() override;
144
virtual void _space_changed() override;
145
void _areas_changed();
146
void _joints_changed();
147
void _transform_changed();
148
void _motion_changed();
149
void _exceptions_changed();
150
void _axis_lock_changed();
151
void _contact_reporting_changed();
152
void _sleep_allowed_changed();
153
154
public:
155
JoltBody3D();
156
virtual ~JoltBody3D() override;
157
158
void set_transform(Transform3D p_transform);
159
160
Variant get_state(PhysicsServer3D::BodyState p_state) const;
161
void set_state(PhysicsServer3D::BodyState p_state, const Variant &p_value);
162
163
Variant get_param(PhysicsServer3D::BodyParameter p_param) const;
164
void set_param(PhysicsServer3D::BodyParameter p_param, const Variant &p_value);
165
166
bool has_state_sync_callback() const { return state_sync_callback.is_valid(); }
167
void set_state_sync_callback(const Callable &p_callback) { state_sync_callback = p_callback; }
168
169
bool has_custom_integration_callback() const { return custom_integration_callback.is_valid(); }
170
void set_custom_integration_callback(const Callable &p_callback, const Variant &p_userdata) {
171
custom_integration_callback = p_callback;
172
custom_integration_userdata = p_userdata;
173
}
174
175
bool has_custom_integrator() const { return custom_integrator; }
176
void set_custom_integrator(bool p_enabled);
177
178
bool is_sleeping() const;
179
void set_is_sleeping(bool p_enabled);
180
181
void put_to_sleep() { set_is_sleeping(true); }
182
void wake_up() { set_is_sleeping(false); }
183
184
bool is_sleep_allowed() const { return sleep_allowed; }
185
bool is_sleep_actually_allowed() const;
186
void set_is_sleep_allowed(bool p_enabled);
187
188
Basis get_principal_inertia_axes() const;
189
Vector3 get_inverse_inertia() const;
190
Basis get_inverse_inertia_tensor() const;
191
192
void set_linear_velocity(const Vector3 &p_velocity);
193
void set_angular_velocity(const Vector3 &p_velocity);
194
void set_axis_velocity(const Vector3 &p_axis_velocity);
195
196
virtual Vector3 get_velocity_at_position(const Vector3 &p_position) const override;
197
198
virtual bool has_custom_center_of_mass() const override { return custom_center_of_mass; }
199
virtual Vector3 get_center_of_mass_custom() const override { return center_of_mass_custom; }
200
void set_center_of_mass_custom(const Vector3 &p_center_of_mass);
201
202
int get_max_contacts_reported() const { return contacts.size(); }
203
void set_max_contacts_reported(int p_count);
204
205
int get_contact_count() const { return contact_count; }
206
const Contact &get_contact(int p_index) { return contacts[p_index]; }
207
virtual bool reports_contacts() const override { return !contacts.is_empty(); }
208
209
bool reports_all_kinematic_contacts() const;
210
211
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);
212
213
void reset_mass_properties();
214
215
void apply_force(const Vector3 &p_force, const Vector3 &p_position);
216
void apply_central_force(const Vector3 &p_force);
217
void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position);
218
219
void apply_central_impulse(const Vector3 &p_impulse);
220
void apply_torque(const Vector3 &p_torque);
221
void apply_torque_impulse(const Vector3 &p_impulse);
222
223
void add_constant_central_force(const Vector3 &p_force);
224
void add_constant_force(const Vector3 &p_force, const Vector3 &p_position);
225
void add_constant_torque(const Vector3 &p_torque);
226
227
Vector3 get_constant_force() const;
228
void set_constant_force(const Vector3 &p_force);
229
230
Vector3 get_constant_torque() const;
231
void set_constant_torque(const Vector3 &p_torque);
232
233
Vector3 get_linear_surface_velocity() const { return linear_surface_velocity; }
234
Vector3 get_angular_surface_velocity() const { return angular_surface_velocity; }
235
236
void add_collision_exception(const RID &p_excepted_body);
237
void remove_collision_exception(const RID &p_excepted_body);
238
bool has_collision_exception(const RID &p_excepted_body) const;
239
240
const LocalVector<RID> &get_collision_exceptions() const { return exceptions; }
241
242
void add_area(JoltArea3D *p_area);
243
void remove_area(JoltArea3D *p_area);
244
245
void add_joint(JoltJoint3D *p_joint);
246
void remove_joint(JoltJoint3D *p_joint);
247
248
void call_queries();
249
250
virtual void pre_step(float p_step, JPH::Body &p_jolt_body) override;
251
252
JoltPhysicsDirectBodyState3D *get_direct_state();
253
254
PhysicsServer3D::BodyMode get_mode() const { return mode; }
255
256
void set_mode(PhysicsServer3D::BodyMode p_mode);
257
258
bool is_static() const { return mode == PhysicsServer3D::BODY_MODE_STATIC; }
259
bool is_kinematic() const { return mode == PhysicsServer3D::BODY_MODE_KINEMATIC; }
260
bool is_rigid_free() const { return mode == PhysicsServer3D::BODY_MODE_RIGID; }
261
bool is_rigid_linear() const { return mode == PhysicsServer3D::BODY_MODE_RIGID_LINEAR; }
262
bool is_rigid() const { return is_rigid_free() || is_rigid_linear(); }
263
264
bool is_ccd_enabled() const;
265
void set_ccd_enabled(bool p_enabled);
266
267
float get_mass() const { return mass; }
268
void set_mass(float p_mass);
269
270
Vector3 get_inertia() const { return inertia; }
271
void set_inertia(const Vector3 &p_inertia);
272
273
float get_bounce() const;
274
void set_bounce(float p_bounce);
275
276
float get_friction() const;
277
void set_friction(float p_friction);
278
279
float get_gravity_scale() const { return gravity_scale; }
280
void set_gravity_scale(float p_scale);
281
282
Vector3 get_gravity() const { return gravity; }
283
284
float get_linear_damp() const { return linear_damp; }
285
void set_linear_damp(float p_damp);
286
287
float get_angular_damp() const { return angular_damp; }
288
void set_angular_damp(float p_damp);
289
290
float get_total_linear_damp() const { return total_linear_damp; }
291
float get_total_angular_damp() const { return total_angular_damp; }
292
293
float get_collision_priority() const { return collision_priority; }
294
void set_collision_priority(float p_priority) { collision_priority = p_priority; }
295
296
DampMode get_linear_damp_mode() const { return linear_damp_mode; }
297
void set_linear_damp_mode(DampMode p_mode);
298
299
DampMode get_angular_damp_mode() const { return angular_damp_mode; }
300
void set_angular_damp_mode(DampMode p_mode);
301
302
bool is_axis_locked(PhysicsServer3D::BodyAxis p_axis) const;
303
void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_enabled);
304
bool are_axes_locked() const { return locked_axes != 0; }
305
306
virtual bool can_interact_with(const JoltBody3D &p_other) const override;
307
virtual bool can_interact_with(const JoltSoftBody3D &p_other) const override;
308
virtual bool can_interact_with(const JoltArea3D &p_other) const override;
309
};
310
311