godot/servers/physics_server.h

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/*************************************************************************/
/* physics_server.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
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/* */
/* 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. */
/*************************************************************************/
#ifndef PHYSICS_SERVER_H
#define PHYSICS_SERVER_H
#include "object.h"
#include "resource.h"
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class PhysicsDirectSpaceState;
class PhysicsDirectBodyState : public Object {
OBJ_TYPE( PhysicsDirectBodyState, Object );
protected:
static void _bind_methods();
public:
virtual Vector3 get_total_gravity() const=0; // get gravity vector working on this body space/area
virtual float get_total_density() const=0; // get density of this body space/area
virtual float get_inverse_mass() const=0; // get the mass
virtual Vector3 get_inverse_inertia() const=0; // get density of this body space
virtual Matrix3 get_inverse_inertia_tensor() const=0; // get density of this body space
virtual void set_linear_velocity(const Vector3& p_velocity)=0;
virtual Vector3 get_linear_velocity() const=0;
virtual void set_angular_velocity(const Vector3& p_velocity)=0;
virtual Vector3 get_angular_velocity() const=0;
virtual void set_transform(const Transform& p_transform)=0;
virtual Transform get_transform() const=0;
virtual void add_force(const Vector3& p_force, const Vector3& p_pos)=0;
virtual void apply_impulse(const Vector3& p_pos, const Vector3& p_j)=0;
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virtual void set_sleep_state(bool p_enable)=0;
virtual bool is_sleeping() const=0;
virtual int get_contact_count() const=0;
virtual Vector3 get_contact_local_pos(int p_contact_idx) const=0;
virtual Vector3 get_contact_local_normal(int p_contact_idx) const=0;
virtual int get_contact_local_shape(int p_contact_idx) const=0;
virtual RID get_contact_collider(int p_contact_idx) const=0;
virtual Vector3 get_contact_collider_pos(int p_contact_idx) const=0;
virtual ObjectID get_contact_collider_id(int p_contact_idx) const=0;
virtual Object* get_contact_collider_object(int p_contact_idx) const;
virtual int get_contact_collider_shape(int p_contact_idx) const=0;
virtual Vector3 get_contact_collider_velocity_at_pos(int p_contact_idx) const=0;
virtual real_t get_step() const=0;
virtual void integrate_forces();
virtual PhysicsDirectSpaceState* get_space_state()=0;
PhysicsDirectBodyState();
};
class PhysicsShapeQueryResult;
class PhysicsShapeQueryParameters : public Reference {
OBJ_TYPE(PhysicsShapeQueryParameters, Reference);
friend class PhysicsDirectSpaceState;
RID shape;
Transform transform;
float margin;
Set<RID> exclude;
uint32_t layer_mask;
uint32_t object_type_mask;
protected:
static void _bind_methods();
public:
void set_shape(const RES& p_shape);
void set_shape_rid(const RID& p_shape);
RID get_shape_rid() const;
void set_transform(const Transform& p_transform);
Transform get_transform() const;
void set_margin(float p_margin);
float get_margin() const;
void set_layer_mask(int p_layer_mask);
int get_layer_mask() const;
void set_object_type_mask(int p_object_type_mask);
int get_object_type_mask() const;
void set_exclude(const Vector<RID>& p_exclude);
Vector<RID> get_exclude() const;
PhysicsShapeQueryParameters();
};
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class PhysicsDirectSpaceState : public Object {
OBJ_TYPE( PhysicsDirectSpaceState, Object );
// Variant _intersect_ray(const Vector3& p_from, const Vector3& p_to,const Vector<RID>& p_exclude=Vector<RID>(),uint32_t p_user_mask=0);
// Variant _intersect_shape(const RID& p_shape, const Transform& p_xform,int p_result_max=64,const Vector<RID>& p_exclude=Vector<RID>(),uint32_t p_user_mask=0);
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public:
enum ObjectTypeMask {
TYPE_MASK_STATIC_BODY=1<<0,
TYPE_MASK_KINEMATIC_BODY=1<<1,
TYPE_MASK_RIGID_BODY=1<<2,
TYPE_MASK_CHARACTER_BODY=1<<3,
TYPE_MASK_AREA=1<<4,
TYPE_MASK_COLLISION=TYPE_MASK_STATIC_BODY|TYPE_MASK_CHARACTER_BODY|TYPE_MASK_KINEMATIC_BODY|TYPE_MASK_RIGID_BODY
};
private:
Dictionary _intersect_ray(const Vector3& p_from, const Vector3& p_to,const Vector<RID>& p_exclude=Vector<RID>(),uint32_t p_layers=0,uint32_t p_object_type_mask=TYPE_MASK_COLLISION);
Array _intersect_shape(const Ref<PhysicsShapeQueryParameters> &p_shape_query,int p_max_results=32);
Array _cast_motion(const Ref<PhysicsShapeQueryParameters> &p_shape_query,const Vector3& p_motion);
Array _collide_shape(const Ref<PhysicsShapeQueryParameters> &p_shape_query,int p_max_results=32);
Dictionary _get_rest_info(const Ref<PhysicsShapeQueryParameters> &p_shape_query);
protected:
static void _bind_methods();
public:
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struct RayResult {
Vector3 position;
Vector3 normal;
RID rid;
ObjectID collider_id;
Object *collider;
int shape;
};
virtual bool intersect_ray(const Vector3& p_from, const Vector3& p_to,RayResult &r_result,const Set<RID>& p_exclude=Set<RID>(),uint32_t p_layer_mask=0xFFFFFFFF,uint32_t p_object_type_mask=TYPE_MASK_COLLISION)=0;
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struct ShapeResult {
RID rid;
ObjectID collider_id;
Object *collider;
int shape;
};
virtual int intersect_shape(const RID& p_shape, const Transform& p_xform,float p_margin,ShapeResult *r_results,int p_result_max,const Set<RID>& p_exclude=Set<RID>(),uint32_t p_layer_mask=0xFFFFFFFF,uint32_t p_object_type_mask=TYPE_MASK_COLLISION)=0;
struct ShapeRestInfo {
Vector3 point;
Vector3 normal;
RID rid;
ObjectID collider_id;
int shape;
Vector3 linear_velocity; //velocity at contact point
};
virtual bool cast_motion(const RID& p_shape, const Transform& p_xform,const Vector3& p_motion,float p_margin,float &p_closest_safe,float &p_closest_unsafe, const Set<RID>& p_exclude=Set<RID>(),uint32_t p_layer_mask=0xFFFFFFFF,uint32_t p_object_type_mask=TYPE_MASK_COLLISION,ShapeRestInfo *r_info=NULL)=0;
virtual bool collide_shape(RID p_shape, const Transform& p_shape_xform,float p_margin,Vector3 *r_results,int p_result_max,int &r_result_count, const Set<RID>& p_exclude=Set<RID>(),uint32_t p_layer_mask=0xFFFFFFFF,uint32_t p_object_type_mask=TYPE_MASK_COLLISION)=0;
virtual bool rest_info(RID p_shape, const Transform& p_shape_xform,float p_margin,ShapeRestInfo *r_info, const Set<RID>& p_exclude=Set<RID>(),uint32_t p_layer_mask=0xFFFFFFFF,uint32_t p_object_type_mask=TYPE_MASK_COLLISION)=0;
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PhysicsDirectSpaceState();
};
class PhysicsShapeQueryResult : public Reference {
OBJ_TYPE( PhysicsShapeQueryResult, Reference );
Vector<PhysicsDirectSpaceState::ShapeResult> result;
friend class PhysicsDirectSpaceState;
protected:
static void _bind_methods();
public:
int get_result_count() const;
RID get_result_rid(int p_idx) const;
ObjectID get_result_object_id(int p_idx) const;
Object* get_result_object(int p_idx) const;
int get_result_object_shape(int p_idx) const;
PhysicsShapeQueryResult();
};
class PhysicsServer : public Object {
OBJ_TYPE( PhysicsServer, Object );
static PhysicsServer * singleton;
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protected:
static void _bind_methods();
public:
static PhysicsServer * get_singleton();
enum ShapeType {
SHAPE_PLANE, ///< plane:"plane"
SHAPE_RAY, ///< float:"length"
SHAPE_SPHERE, ///< float:"radius"
SHAPE_BOX, ///< vec3:"extents"
SHAPE_CAPSULE, ///< dict( float:"radius", float:"height"):capsule
SHAPE_CONVEX_POLYGON, ///< array of planes:"planes"
SHAPE_CONCAVE_POLYGON, ///< vector3 array:"triangles" , or Dictionary with "indices" (int array) and "triangles" (Vector3 array)
SHAPE_HEIGHTMAP, ///< dict( int:"width", int:"depth",float:"cell_size", float_array:"heights"
SHAPE_CUSTOM, ///< Server-Implementation based custom shape, calling shape_create() with this value will result in an error
};
virtual RID shape_create(ShapeType p_shape)=0;
virtual void shape_set_data(RID p_shape, const Variant& p_data)=0;
virtual void shape_set_custom_solver_bias(RID p_shape, real_t p_bias)=0;
virtual ShapeType shape_get_type(RID p_shape) const=0;
virtual Variant shape_get_data(RID p_shape) const=0;
virtual real_t shape_get_custom_solver_bias(RID p_shape) const=0;
/* SPACE API */
virtual RID space_create()=0;
virtual void space_set_active(RID p_space,bool p_active)=0;
virtual bool space_is_active(RID p_space) const=0;
enum SpaceParameter {
SPACE_PARAM_CONTACT_RECYCLE_RADIUS,
SPACE_PARAM_CONTACT_MAX_SEPARATION,
SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION,
SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_TRESHOLD,
SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_TRESHOLD,
SPACE_PARAM_BODY_TIME_TO_SLEEP,
SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO,
SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS,
};
virtual void space_set_param(RID p_space,SpaceParameter p_param, real_t p_value)=0;
virtual real_t space_get_param(RID p_space,SpaceParameter p_param) const=0;
// this function only works on fixed process, errors and returns null otherwise
virtual PhysicsDirectSpaceState* space_get_direct_state(RID p_space)=0;
//missing space parameters
/* AREA API */
//missing attenuation? missing better override?
enum AreaParameter {
AREA_PARAM_GRAVITY,
AREA_PARAM_GRAVITY_VECTOR,
AREA_PARAM_GRAVITY_IS_POINT,
AREA_PARAM_GRAVITY_POINT_ATTENUATION,
AREA_PARAM_DENSITY,
AREA_PARAM_PRIORITY
};
virtual RID area_create()=0;
virtual void area_set_space(RID p_area, RID p_space)=0;
virtual RID area_get_space(RID p_area) const=0;
enum AreaSpaceOverrideMode {
AREA_SPACE_OVERRIDE_DISABLED,
AREA_SPACE_OVERRIDE_COMBINE,
AREA_SPACE_OVERRIDE_REPLACE,
};
virtual void area_set_space_override_mode(RID p_area, AreaSpaceOverrideMode p_mode)=0;
virtual AreaSpaceOverrideMode area_get_space_override_mode(RID p_area) const=0;
virtual void area_add_shape(RID p_area, RID p_shape, const Transform& p_transform=Transform())=0;
virtual void area_set_shape(RID p_area, int p_shape_idx,RID p_shape)=0;
virtual void area_set_shape_transform(RID p_area, int p_shape_idx, const Transform& p_transform)=0;
virtual int area_get_shape_count(RID p_area) const=0;
virtual RID area_get_shape(RID p_area, int p_shape_idx) const=0;
virtual Transform area_get_shape_transform(RID p_area, int p_shape_idx) const=0;
virtual void area_remove_shape(RID p_area, int p_shape_idx)=0;
virtual void area_clear_shapes(RID p_area)=0;
virtual void area_attach_object_instance_ID(RID p_area,ObjectID p_ID)=0;
virtual ObjectID area_get_object_instance_ID(RID p_area) const=0;
virtual void area_set_param(RID p_area,AreaParameter p_param,const Variant& p_value)=0;
virtual void area_set_transform(RID p_area, const Transform& p_transform)=0;
virtual Variant area_get_param(RID p_parea,AreaParameter p_param) const=0;
virtual Transform area_get_transform(RID p_area) const=0;
virtual void area_set_monitor_callback(RID p_area,Object *p_receiver,const StringName& p_method)=0;
virtual void area_set_ray_pickable(RID p_area,bool p_enable)=0;
virtual bool area_is_ray_pickable(RID p_area) const=0;
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/* BODY API */
//missing ccd?
enum BodyMode {
BODY_MODE_STATIC,
BODY_MODE_KINEMATIC,
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BODY_MODE_RIGID,
//BODY_MODE_SOFT
BODY_MODE_CHARACTER
};
virtual RID body_create(BodyMode p_mode=BODY_MODE_RIGID,bool p_init_sleeping=false)=0;
virtual void body_set_space(RID p_body, RID p_space)=0;
virtual RID body_get_space(RID p_body) const=0;
virtual void body_set_mode(RID p_body, BodyMode p_mode)=0;
virtual BodyMode body_get_mode(RID p_body, BodyMode p_mode) const=0;
virtual void body_add_shape(RID p_body, RID p_shape, const Transform& p_transform=Transform())=0;
virtual void body_set_shape(RID p_body, int p_shape_idx,RID p_shape)=0;
virtual void body_set_shape_transform(RID p_body, int p_shape_idx, const Transform& p_transform)=0;
virtual int body_get_shape_count(RID p_body) const=0;
virtual RID body_get_shape(RID p_body, int p_shape_idx) const=0;
virtual Transform body_get_shape_transform(RID p_body, int p_shape_idx) const=0;
virtual void body_set_shape_as_trigger(RID p_body, int p_shape_idx,bool p_enable)=0;
virtual bool body_is_shape_set_as_trigger(RID p_body, int p_shape_idx) const=0;
virtual void body_remove_shape(RID p_body, int p_shape_idx)=0;
virtual void body_clear_shapes(RID p_body)=0;
virtual void body_attach_object_instance_ID(RID p_body,uint32_t p_ID)=0;
virtual uint32_t body_get_object_instance_ID(RID p_body) const=0;
virtual void body_set_enable_continuous_collision_detection(RID p_body,bool p_enable)=0;
virtual bool body_is_continuous_collision_detection_enabled(RID p_body) const=0;
virtual void body_set_layer_mask(RID p_body, uint32_t p_mask)=0;
virtual uint32_t body_get_layer_mask(RID p_body, uint32_t p_mask) const=0;
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virtual void body_set_user_flags(RID p_body, uint32_t p_flags)=0;
virtual uint32_t body_get_user_flags(RID p_body, uint32_t p_flags) const=0;
// common body variables
enum BodyParameter {
BODY_PARAM_BOUNCE,
BODY_PARAM_FRICTION,
BODY_PARAM_MASS, ///< unused for static, always infinite
BODY_PARAM_MAX,
};
virtual void body_set_param(RID p_body, BodyParameter p_param, float p_value)=0;
virtual float body_get_param(RID p_body, BodyParameter p_param) const=0;
//state
enum BodyState {
BODY_STATE_TRANSFORM,
BODY_STATE_LINEAR_VELOCITY,
BODY_STATE_ANGULAR_VELOCITY,
BODY_STATE_SLEEPING,
BODY_STATE_CAN_SLEEP
};
virtual void body_set_state(RID p_body, BodyState p_state, const Variant& p_variant)=0;
virtual Variant body_get_state(RID p_body, BodyState p_state) const=0;
//do something about it
virtual void body_set_applied_force(RID p_body, const Vector3& p_force)=0;
virtual Vector3 body_get_applied_force(RID p_body) const=0;
virtual void body_set_applied_torque(RID p_body, const Vector3& p_torque)=0;
virtual Vector3 body_get_applied_torque(RID p_body) const=0;
virtual void body_apply_impulse(RID p_body, const Vector3& p_pos, const Vector3& p_impulse)=0;
virtual void body_set_axis_velocity(RID p_body, const Vector3& p_axis_velocity)=0;
enum BodyAxisLock {
BODY_AXIS_LOCK_DISABLED,
BODY_AXIS_LOCK_X,
BODY_AXIS_LOCK_Y,
BODY_AXIS_LOCK_Z,
};
virtual void body_set_axis_lock(RID p_body,BodyAxisLock p_lock)=0;
virtual BodyAxisLock body_get_axis_lock(RID p_body) const=0;
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//fix
virtual void body_add_collision_exception(RID p_body, RID p_body_b)=0;
virtual void body_remove_collision_exception(RID p_body, RID p_body_b)=0;
virtual void body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions)=0;
virtual void body_set_max_contacts_reported(RID p_body, int p_contacts)=0;
virtual int body_get_max_contacts_reported(RID p_body) const=0;
//missing remove
virtual void body_set_contacts_reported_depth_treshold(RID p_body, float p_treshold)=0;
virtual float body_get_contacts_reported_depth_treshold(RID p_body) const=0;
virtual void body_set_omit_force_integration(RID p_body,bool p_omit)=0;
virtual bool body_is_omitting_force_integration(RID p_body) const=0;
virtual void body_set_force_integration_callback(RID p_body,Object *p_receiver,const StringName& p_method,const Variant& p_udata=Variant())=0;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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virtual void body_set_ray_pickable(RID p_body,bool p_enable)=0;
virtual bool body_is_ray_pickable(RID p_body) const=0;
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/* JOINT API */
enum JointType {
JOINT_PIN,
JOINT_HINGE,
JOINT_SLIDER,
JOINT_CONE_TWIST,
JOINT_6DOF
};
virtual JointType joint_get_type(RID p_joint) const=0;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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virtual void joint_set_solver_priority(RID p_joint,int p_priority)=0;
virtual int joint_get_solver_priority(RID p_joint) const=0;
virtual RID joint_create_pin(RID p_body_A,const Vector3& p_local_A,RID p_body_B,const Vector3& p_local_B)=0;
enum PinJointParam {
PIN_JOINT_BIAS,
PIN_JOINT_DAMPING,
PIN_JOINT_IMPULSE_CLAMP
};
virtual void pin_joint_set_param(RID p_joint,PinJointParam p_param, float p_value)=0;
virtual float pin_joint_get_param(RID p_joint,PinJointParam p_param) const=0;
virtual void pin_joint_set_local_A(RID p_joint, const Vector3& p_A)=0;
virtual Vector3 pin_joint_get_local_A(RID p_joint) const=0;
virtual void pin_joint_set_local_B(RID p_joint, const Vector3& p_B)=0;
virtual Vector3 pin_joint_get_local_B(RID p_joint) const=0;
enum HingeJointParam {
HINGE_JOINT_BIAS,
HINGE_JOINT_LIMIT_UPPER,
HINGE_JOINT_LIMIT_LOWER,
HINGE_JOINT_LIMIT_BIAS,
HINGE_JOINT_LIMIT_SOFTNESS,
HINGE_JOINT_LIMIT_RELAXATION,
HINGE_JOINT_MOTOR_TARGET_VELOCITY,
HINGE_JOINT_MOTOR_MAX_IMPULSE,
HINGE_JOINT_MAX
};
enum HingeJointFlag {
HINGE_JOINT_FLAG_USE_LIMIT,
HINGE_JOINT_FLAG_ENABLE_MOTOR,
HINGE_JOINT_FLAG_MAX
};
virtual RID joint_create_hinge(RID p_body_A,const Transform& p_hinge_A,RID p_body_B,const Transform& p_hinge_B)=0;
virtual RID joint_create_hinge_simple(RID p_body_A,const Vector3& p_pivot_A,const Vector3& p_axis_A,RID p_body_B,const Vector3& p_pivot_B,const Vector3& p_axis_B)=0;
virtual void hinge_joint_set_param(RID p_joint,HingeJointParam p_param, float p_value)=0;
virtual float hinge_joint_get_param(RID p_joint,HingeJointParam p_param) const=0;
virtual void hinge_joint_set_flag(RID p_joint,HingeJointFlag p_flag, bool p_value)=0;
virtual bool hinge_joint_get_flag(RID p_joint,HingeJointFlag p_flag) const=0;
enum SliderJointParam {
SLIDER_JOINT_LINEAR_LIMIT_UPPER,
SLIDER_JOINT_LINEAR_LIMIT_LOWER,
SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS,
SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION,
SLIDER_JOINT_LINEAR_LIMIT_DAMPING,
SLIDER_JOINT_LINEAR_MOTION_SOFTNESS,
SLIDER_JOINT_LINEAR_MOTION_RESTITUTION,
SLIDER_JOINT_LINEAR_MOTION_DAMPING,
SLIDER_JOINT_LINEAR_ORTHOGONAL_SOFTNESS,
SLIDER_JOINT_LINEAR_ORTHOGONAL_RESTITUTION,
SLIDER_JOINT_LINEAR_ORTHOGONAL_DAMPING,
SLIDER_JOINT_ANGULAR_LIMIT_UPPER,
SLIDER_JOINT_ANGULAR_LIMIT_LOWER,
SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS,
SLIDER_JOINT_ANGULAR_LIMIT_RESTITUTION,
SLIDER_JOINT_ANGULAR_LIMIT_DAMPING,
SLIDER_JOINT_ANGULAR_MOTION_SOFTNESS,
SLIDER_JOINT_ANGULAR_MOTION_RESTITUTION,
SLIDER_JOINT_ANGULAR_MOTION_DAMPING,
SLIDER_JOINT_ANGULAR_ORTHOGONAL_SOFTNESS,
SLIDER_JOINT_ANGULAR_ORTHOGONAL_RESTITUTION,
SLIDER_JOINT_ANGULAR_ORTHOGONAL_DAMPING,
SLIDER_JOINT_MAX
};
virtual RID joint_create_slider(RID p_body_A,const Transform& p_local_frame_A,RID p_body_B,const Transform& p_local_frame_B)=0; //reference frame is A
virtual void slider_joint_set_param(RID p_joint,SliderJointParam p_param, float p_value)=0;
virtual float slider_joint_get_param(RID p_joint,SliderJointParam p_param) const=0;
enum ConeTwistJointParam {
CONE_TWIST_JOINT_SWING_SPAN,
CONE_TWIST_JOINT_TWIST_SPAN,
CONE_TWIST_JOINT_BIAS,
CONE_TWIST_JOINT_SOFTNESS,
CONE_TWIST_JOINT_RELAXATION,
CONE_TWIST_MAX
};
virtual RID joint_create_cone_twist(RID p_body_A,const Transform& p_local_frame_A,RID p_body_B,const Transform& p_local_frame_B)=0; //reference frame is A
virtual void cone_twist_joint_set_param(RID p_joint,ConeTwistJointParam p_param, float p_value)=0;
virtual float cone_twist_joint_get_param(RID p_joint,ConeTwistJointParam p_param) const=0;
enum G6DOFJointAxisParam {
G6DOF_JOINT_LINEAR_LOWER_LIMIT,
G6DOF_JOINT_LINEAR_UPPER_LIMIT,
G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS,
G6DOF_JOINT_LINEAR_RESTITUTION,
G6DOF_JOINT_LINEAR_DAMPING,
G6DOF_JOINT_ANGULAR_LOWER_LIMIT,
G6DOF_JOINT_ANGULAR_UPPER_LIMIT,
G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS,
G6DOF_JOINT_ANGULAR_DAMPING,
G6DOF_JOINT_ANGULAR_RESTITUTION,
G6DOF_JOINT_ANGULAR_FORCE_LIMIT,
G6DOF_JOINT_ANGULAR_ERP,
G6DOF_JOINT_ANGULAR_MOTOR_TARGET_VELOCITY,
G6DOF_JOINT_ANGULAR_MOTOR_FORCE_LIMIT,
G6DOF_JOINT_MAX
};
enum G6DOFJointAxisFlag {
G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT,
G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT,
G6DOF_JOINT_FLAG_ENABLE_MOTOR,
G6DOF_JOINT_FLAG_MAX
};
virtual RID joint_create_generic_6dof(RID p_body_A,const Transform& p_local_frame_A,RID p_body_B,const Transform& p_local_frame_B)=0; //reference frame is A
virtual void generic_6dof_joint_set_param(RID p_joint,Vector3::Axis,G6DOFJointAxisParam p_param, float p_value)=0;
virtual float generic_6dof_joint_get_param(RID p_joint,Vector3::Axis,G6DOFJointAxisParam p_param)=0;
virtual void generic_6dof_joint_set_flag(RID p_joint,Vector3::Axis,G6DOFJointAxisFlag p_flag, bool p_enable)=0;
virtual bool generic_6dof_joint_get_flag(RID p_joint,Vector3::Axis,G6DOFJointAxisFlag p_flag)=0;
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#if 0
enum JointType {
JOINT_PIN,
JOINT_GROOVE,
JOINT_DAMPED_SPRING
};
enum JointParam {
JOINT_PARAM_BIAS,
JOINT_PARAM_MAX_BIAS,
JOINT_PARAM_MAX_FORCE,
};
virtual void joint_set_param(RID p_joint, JointParam p_param, real_t p_value)=0;
virtual real_t joint_get_param(RID p_joint,JointParam p_param) const=0;
virtual RID pin_joint_create(const Vector3& p_anchor,RID p_body_a,RID p_body_b=RID())=0;
virtual RID groove_joint_create(const Vector3& p_a_groove1,const Vector3& p_a_groove2, const Vector3& p_b_anchor, RID p_body_a,RID p_body_b)=0;
virtual RID damped_spring_joint_create(const Vector3& p_anchor_a,const Vector3& p_anchor_b,RID p_body_a,RID p_body_b=RID())=0;
enum DampedStringParam {
DAMPED_STRING_REST_LENGTH,
DAMPED_STRING_STIFFNESS,
DAMPED_STRING_DAMPING
};
virtual void damped_string_joint_set_param(RID p_joint, DampedStringParam p_param, real_t p_value)=0;
virtual real_t damped_string_joint_get_param(RID p_joint, DampedStringParam p_param) const=0;
virtual JointType joint_get_type(RID p_joint) const=0;
#endif
/* QUERY API */
enum AreaBodyStatus {
AREA_BODY_ADDED,
AREA_BODY_REMOVED
};
/* MISC */
virtual void free(RID p_rid)=0;
virtual void set_active(bool p_active)=0;
virtual void init()=0;
virtual void step(float p_step)=0;
virtual void sync()=0;
virtual void flush_queries()=0;
virtual void finish()=0;
enum ProcessInfo {
INFO_ACTIVE_OBJECTS,
INFO_COLLISION_PAIRS,
INFO_ISLAND_COUNT
};
virtual int get_process_info(ProcessInfo p_info)=0;
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PhysicsServer();
~PhysicsServer();
};
VARIANT_ENUM_CAST( PhysicsServer::ShapeType );
VARIANT_ENUM_CAST( PhysicsServer::SpaceParameter );
VARIANT_ENUM_CAST( PhysicsServer::AreaParameter );
VARIANT_ENUM_CAST( PhysicsServer::AreaSpaceOverrideMode );
VARIANT_ENUM_CAST( PhysicsServer::BodyMode );
VARIANT_ENUM_CAST( PhysicsServer::BodyParameter );
VARIANT_ENUM_CAST( PhysicsServer::BodyState );
VARIANT_ENUM_CAST( PhysicsServer::BodyAxisLock );
VARIANT_ENUM_CAST( PhysicsServer::PinJointParam );
VARIANT_ENUM_CAST( PhysicsServer::JointType );
VARIANT_ENUM_CAST( PhysicsServer::HingeJointParam );
VARIANT_ENUM_CAST( PhysicsServer::HingeJointFlag );
VARIANT_ENUM_CAST( PhysicsServer::SliderJointParam );
VARIANT_ENUM_CAST( PhysicsServer::ConeTwistJointParam );
VARIANT_ENUM_CAST( PhysicsServer::G6DOFJointAxisParam );
VARIANT_ENUM_CAST( PhysicsServer::G6DOFJointAxisFlag);
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//VARIANT_ENUM_CAST( PhysicsServer::ObjectType );
VARIANT_ENUM_CAST( PhysicsServer::AreaBodyStatus );
VARIANT_ENUM_CAST( PhysicsServer::ProcessInfo );
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#endif