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/*************************************************************************/
/* godot_physics_server_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
2022-01-03 20:27:34 +00:00
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
2021-10-18 19:24:30 +00:00
/* */
/* 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 "godot_physics_server_3d.h"
# include "godot_body_direct_state_3d.h"
# include "godot_broad_phase_3d_bvh.h"
# include "joints/godot_cone_twist_joint_3d.h"
# include "joints/godot_generic_6dof_joint_3d.h"
# include "joints/godot_hinge_joint_3d.h"
# include "joints/godot_pin_joint_3d.h"
# include "joints/godot_slider_joint_3d.h"
# include "core/debugger/engine_debugger.h"
# include "core/os/os.h"
# define FLUSH_QUERY_CHECK(m_object) \
ERR_FAIL_COND_MSG ( m_object - > get_space ( ) & & flushing_queries , " Can't change this state while flushing queries. Use call_deferred() or set_deferred() to change monitoring state instead. " ) ;
RID GodotPhysicsServer3D : : world_boundary_shape_create ( ) {
GodotShape3D * shape = memnew ( GodotWorldBoundaryShape3D ) ;
RID rid = shape_owner . make_rid ( shape ) ;
shape - > set_self ( rid ) ;
return rid ;
}
RID GodotPhysicsServer3D : : separation_ray_shape_create ( ) {
GodotShape3D * shape = memnew ( GodotSeparationRayShape3D ) ;
RID rid = shape_owner . make_rid ( shape ) ;
shape - > set_self ( rid ) ;
return rid ;
}
RID GodotPhysicsServer3D : : sphere_shape_create ( ) {
GodotShape3D * shape = memnew ( GodotSphereShape3D ) ;
RID rid = shape_owner . make_rid ( shape ) ;
shape - > set_self ( rid ) ;
return rid ;
}
RID GodotPhysicsServer3D : : box_shape_create ( ) {
GodotShape3D * shape = memnew ( GodotBoxShape3D ) ;
RID rid = shape_owner . make_rid ( shape ) ;
shape - > set_self ( rid ) ;
return rid ;
}
RID GodotPhysicsServer3D : : capsule_shape_create ( ) {
GodotShape3D * shape = memnew ( GodotCapsuleShape3D ) ;
RID rid = shape_owner . make_rid ( shape ) ;
shape - > set_self ( rid ) ;
return rid ;
}
RID GodotPhysicsServer3D : : cylinder_shape_create ( ) {
GodotShape3D * shape = memnew ( GodotCylinderShape3D ) ;
RID rid = shape_owner . make_rid ( shape ) ;
shape - > set_self ( rid ) ;
return rid ;
}
RID GodotPhysicsServer3D : : convex_polygon_shape_create ( ) {
GodotShape3D * shape = memnew ( GodotConvexPolygonShape3D ) ;
RID rid = shape_owner . make_rid ( shape ) ;
shape - > set_self ( rid ) ;
return rid ;
}
RID GodotPhysicsServer3D : : concave_polygon_shape_create ( ) {
GodotShape3D * shape = memnew ( GodotConcavePolygonShape3D ) ;
RID rid = shape_owner . make_rid ( shape ) ;
shape - > set_self ( rid ) ;
return rid ;
}
RID GodotPhysicsServer3D : : heightmap_shape_create ( ) {
GodotShape3D * shape = memnew ( GodotHeightMapShape3D ) ;
RID rid = shape_owner . make_rid ( shape ) ;
shape - > set_self ( rid ) ;
return rid ;
}
RID GodotPhysicsServer3D : : custom_shape_create ( ) {
ERR_FAIL_V ( RID ( ) ) ;
}
void GodotPhysicsServer3D : : shape_set_data ( RID p_shape , const Variant & p_data ) {
GodotShape3D * shape = shape_owner . get_or_null ( p_shape ) ;
ERR_FAIL_COND ( ! shape ) ;
shape - > set_data ( p_data ) ;
} ;
void GodotPhysicsServer3D : : shape_set_custom_solver_bias ( RID p_shape , real_t p_bias ) {
GodotShape3D * shape = shape_owner . get_or_null ( p_shape ) ;
ERR_FAIL_COND ( ! shape ) ;
shape - > set_custom_bias ( p_bias ) ;
}
PhysicsServer3D : : ShapeType GodotPhysicsServer3D : : shape_get_type ( RID p_shape ) const {
const GodotShape3D * shape = shape_owner . get_or_null ( p_shape ) ;
ERR_FAIL_COND_V ( ! shape , SHAPE_CUSTOM ) ;
return shape - > get_type ( ) ;
} ;
Variant GodotPhysicsServer3D : : shape_get_data ( RID p_shape ) const {
const GodotShape3D * shape = shape_owner . get_or_null ( p_shape ) ;
ERR_FAIL_COND_V ( ! shape , Variant ( ) ) ;
ERR_FAIL_COND_V ( ! shape - > is_configured ( ) , Variant ( ) ) ;
return shape - > get_data ( ) ;
} ;
void GodotPhysicsServer3D : : shape_set_margin ( RID p_shape , real_t p_margin ) {
}
real_t GodotPhysicsServer3D : : shape_get_margin ( RID p_shape ) const {
return 0.0 ;
}
real_t GodotPhysicsServer3D : : shape_get_custom_solver_bias ( RID p_shape ) const {
const GodotShape3D * shape = shape_owner . get_or_null ( p_shape ) ;
ERR_FAIL_COND_V ( ! shape , 0 ) ;
return shape - > get_custom_bias ( ) ;
}
RID GodotPhysicsServer3D : : space_create ( ) {
GodotSpace3D * space = memnew ( GodotSpace3D ) ;
RID id = space_owner . make_rid ( space ) ;
space - > set_self ( id ) ;
RID area_id = area_create ( ) ;
GodotArea3D * area = area_owner . get_or_null ( area_id ) ;
ERR_FAIL_COND_V ( ! area , RID ( ) ) ;
space - > set_default_area ( area ) ;
area - > set_space ( space ) ;
area - > set_priority ( - 1 ) ;
RID sgb = body_create ( ) ;
body_set_space ( sgb , id ) ;
body_set_mode ( sgb , BODY_MODE_STATIC ) ;
space - > set_static_global_body ( sgb ) ;
return id ;
} ;
void GodotPhysicsServer3D : : space_set_active ( RID p_space , bool p_active ) {
GodotSpace3D * space = space_owner . get_or_null ( p_space ) ;
ERR_FAIL_COND ( ! space ) ;
if ( p_active ) {
active_spaces . insert ( space ) ;
} else {
active_spaces . erase ( space ) ;
}
}
bool GodotPhysicsServer3D : : space_is_active ( RID p_space ) const {
const GodotSpace3D * space = space_owner . get_or_null ( p_space ) ;
ERR_FAIL_COND_V ( ! space , false ) ;
return active_spaces . has ( space ) ;
}
void GodotPhysicsServer3D : : space_set_param ( RID p_space , SpaceParameter p_param , real_t p_value ) {
GodotSpace3D * space = space_owner . get_or_null ( p_space ) ;
ERR_FAIL_COND ( ! space ) ;
space - > set_param ( p_param , p_value ) ;
}
real_t GodotPhysicsServer3D : : space_get_param ( RID p_space , SpaceParameter p_param ) const {
const GodotSpace3D * space = space_owner . get_or_null ( p_space ) ;
ERR_FAIL_COND_V ( ! space , 0 ) ;
return space - > get_param ( p_param ) ;
}
PhysicsDirectSpaceState3D * GodotPhysicsServer3D : : space_get_direct_state ( RID p_space ) {
GodotSpace3D * space = space_owner . get_or_null ( p_space ) ;
ERR_FAIL_COND_V ( ! space , nullptr ) ;
ERR_FAIL_COND_V_MSG ( ( using_threads & & ! doing_sync ) | | space - > is_locked ( ) , nullptr , " Space state is inaccessible right now, wait for iteration or physics process notification. " ) ;
return space - > get_direct_state ( ) ;
}
void GodotPhysicsServer3D : : space_set_debug_contacts ( RID p_space , int p_max_contacts ) {
GodotSpace3D * space = space_owner . get_or_null ( p_space ) ;
ERR_FAIL_COND ( ! space ) ;
space - > set_debug_contacts ( p_max_contacts ) ;
}
Vector < Vector3 > GodotPhysicsServer3D : : space_get_contacts ( RID p_space ) const {
GodotSpace3D * space = space_owner . get_or_null ( p_space ) ;
ERR_FAIL_COND_V ( ! space , Vector < Vector3 > ( ) ) ;
return space - > get_debug_contacts ( ) ;
}
int GodotPhysicsServer3D : : space_get_contact_count ( RID p_space ) const {
GodotSpace3D * space = space_owner . get_or_null ( p_space ) ;
ERR_FAIL_COND_V ( ! space , 0 ) ;
return space - > get_debug_contact_count ( ) ;
}
RID GodotPhysicsServer3D : : area_create ( ) {
GodotArea3D * area = memnew ( GodotArea3D ) ;
RID rid = area_owner . make_rid ( area ) ;
area - > set_self ( rid ) ;
return rid ;
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}
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void GodotPhysicsServer3D : : area_set_space ( RID p_area , RID p_space ) {
GodotArea3D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND ( ! area ) ;
GodotSpace3D * space = nullptr ;
if ( p_space . is_valid ( ) ) {
space = space_owner . get_or_null ( p_space ) ;
ERR_FAIL_COND ( ! space ) ;
}
if ( area - > get_space ( ) = = space ) {
return ; //pointless
}
area - > clear_constraints ( ) ;
area - > set_space ( space ) ;
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}
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RID GodotPhysicsServer3D : : area_get_space ( RID p_area ) const {
GodotArea3D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND_V ( ! area , RID ( ) ) ;
GodotSpace3D * space = area - > get_space ( ) ;
if ( ! space ) {
return RID ( ) ;
}
return space - > get_self ( ) ;
}
void GodotPhysicsServer3D : : area_add_shape ( RID p_area , RID p_shape , const Transform3D & p_transform , bool p_disabled ) {
GodotArea3D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND ( ! area ) ;
GodotShape3D * shape = shape_owner . get_or_null ( p_shape ) ;
ERR_FAIL_COND ( ! shape ) ;
area - > add_shape ( shape , p_transform , p_disabled ) ;
}
void GodotPhysicsServer3D : : area_set_shape ( RID p_area , int p_shape_idx , RID p_shape ) {
GodotArea3D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND ( ! area ) ;
GodotShape3D * shape = shape_owner . get_or_null ( p_shape ) ;
ERR_FAIL_COND ( ! shape ) ;
ERR_FAIL_COND ( ! shape - > is_configured ( ) ) ;
area - > set_shape ( p_shape_idx , shape ) ;
}
void GodotPhysicsServer3D : : area_set_shape_transform ( RID p_area , int p_shape_idx , const Transform3D & p_transform ) {
GodotArea3D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND ( ! area ) ;
area - > set_shape_transform ( p_shape_idx , p_transform ) ;
}
int GodotPhysicsServer3D : : area_get_shape_count ( RID p_area ) const {
GodotArea3D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND_V ( ! area , - 1 ) ;
return area - > get_shape_count ( ) ;
}
RID GodotPhysicsServer3D : : area_get_shape ( RID p_area , int p_shape_idx ) const {
GodotArea3D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND_V ( ! area , RID ( ) ) ;
GodotShape3D * shape = area - > get_shape ( p_shape_idx ) ;
ERR_FAIL_COND_V ( ! shape , RID ( ) ) ;
return shape - > get_self ( ) ;
}
Transform3D GodotPhysicsServer3D : : area_get_shape_transform ( RID p_area , int p_shape_idx ) const {
GodotArea3D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND_V ( ! area , Transform3D ( ) ) ;
return area - > get_shape_transform ( p_shape_idx ) ;
}
void GodotPhysicsServer3D : : area_remove_shape ( RID p_area , int p_shape_idx ) {
GodotArea3D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND ( ! area ) ;
area - > remove_shape ( p_shape_idx ) ;
}
void GodotPhysicsServer3D : : area_clear_shapes ( RID p_area ) {
GodotArea3D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND ( ! area ) ;
while ( area - > get_shape_count ( ) ) {
area - > remove_shape ( 0 ) ;
}
}
void GodotPhysicsServer3D : : area_set_shape_disabled ( RID p_area , int p_shape_idx , bool p_disabled ) {
GodotArea3D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND ( ! area ) ;
ERR_FAIL_INDEX ( p_shape_idx , area - > get_shape_count ( ) ) ;
FLUSH_QUERY_CHECK ( area ) ;
area - > set_shape_disabled ( p_shape_idx , p_disabled ) ;
}
void GodotPhysicsServer3D : : area_attach_object_instance_id ( RID p_area , ObjectID p_id ) {
if ( space_owner . owns ( p_area ) ) {
GodotSpace3D * space = space_owner . get_or_null ( p_area ) ;
p_area = space - > get_default_area ( ) - > get_self ( ) ;
}
GodotArea3D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND ( ! area ) ;
area - > set_instance_id ( p_id ) ;
}
ObjectID GodotPhysicsServer3D : : area_get_object_instance_id ( RID p_area ) const {
if ( space_owner . owns ( p_area ) ) {
GodotSpace3D * space = space_owner . get_or_null ( p_area ) ;
p_area = space - > get_default_area ( ) - > get_self ( ) ;
}
GodotArea3D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND_V ( ! area , ObjectID ( ) ) ;
return area - > get_instance_id ( ) ;
}
void GodotPhysicsServer3D : : area_set_param ( RID p_area , AreaParameter p_param , const Variant & p_value ) {
if ( space_owner . owns ( p_area ) ) {
GodotSpace3D * space = space_owner . get_or_null ( p_area ) ;
p_area = space - > get_default_area ( ) - > get_self ( ) ;
}
GodotArea3D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND ( ! area ) ;
area - > set_param ( p_param , p_value ) ;
} ;
void GodotPhysicsServer3D : : area_set_transform ( RID p_area , const Transform3D & p_transform ) {
GodotArea3D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND ( ! area ) ;
area - > set_transform ( p_transform ) ;
} ;
Variant GodotPhysicsServer3D : : area_get_param ( RID p_area , AreaParameter p_param ) const {
if ( space_owner . owns ( p_area ) ) {
GodotSpace3D * space = space_owner . get_or_null ( p_area ) ;
p_area = space - > get_default_area ( ) - > get_self ( ) ;
}
GodotArea3D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND_V ( ! area , Variant ( ) ) ;
return area - > get_param ( p_param ) ;
} ;
Transform3D GodotPhysicsServer3D : : area_get_transform ( RID p_area ) const {
GodotArea3D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND_V ( ! area , Transform3D ( ) ) ;
return area - > get_transform ( ) ;
} ;
void GodotPhysicsServer3D : : area_set_collision_layer ( RID p_area , uint32_t p_layer ) {
GodotArea3D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND ( ! area ) ;
area - > set_collision_layer ( p_layer ) ;
}
void GodotPhysicsServer3D : : area_set_collision_mask ( RID p_area , uint32_t p_mask ) {
GodotArea3D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND ( ! area ) ;
area - > set_collision_mask ( p_mask ) ;
}
void GodotPhysicsServer3D : : area_set_monitorable ( RID p_area , bool p_monitorable ) {
GodotArea3D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND ( ! area ) ;
FLUSH_QUERY_CHECK ( area ) ;
area - > set_monitorable ( p_monitorable ) ;
}
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void GodotPhysicsServer3D : : area_set_monitor_callback ( RID p_area , const Callable & p_callback ) {
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GodotArea3D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND ( ! area ) ;
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area - > set_monitor_callback ( p_callback . is_valid ( ) ? p_callback : Callable ( ) ) ;
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}
void GodotPhysicsServer3D : : area_set_ray_pickable ( RID p_area , bool p_enable ) {
GodotArea3D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND ( ! area ) ;
area - > set_ray_pickable ( p_enable ) ;
}
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void GodotPhysicsServer3D : : area_set_area_monitor_callback ( RID p_area , const Callable & p_callback ) {
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GodotArea3D * area = area_owner . get_or_null ( p_area ) ;
ERR_FAIL_COND ( ! area ) ;
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area - > set_area_monitor_callback ( p_callback . is_valid ( ) ? p_callback : Callable ( ) ) ;
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}
/* BODY API */
RID GodotPhysicsServer3D : : body_create ( ) {
GodotBody3D * body = memnew ( GodotBody3D ) ;
RID rid = body_owner . make_rid ( body ) ;
body - > set_self ( rid ) ;
return rid ;
} ;
void GodotPhysicsServer3D : : body_set_space ( RID p_body , RID p_space ) {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
GodotSpace3D * space = nullptr ;
if ( p_space . is_valid ( ) ) {
space = space_owner . get_or_null ( p_space ) ;
ERR_FAIL_COND ( ! space ) ;
}
if ( body - > get_space ( ) = = space ) {
return ; //pointless
}
body - > clear_constraint_map ( ) ;
body - > set_space ( space ) ;
} ;
RID GodotPhysicsServer3D : : body_get_space ( RID p_body ) const {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , RID ( ) ) ;
GodotSpace3D * space = body - > get_space ( ) ;
if ( ! space ) {
return RID ( ) ;
}
return space - > get_self ( ) ;
} ;
void GodotPhysicsServer3D : : body_set_mode ( RID p_body , BodyMode p_mode ) {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
body - > set_mode ( p_mode ) ;
} ;
PhysicsServer3D : : BodyMode GodotPhysicsServer3D : : body_get_mode ( RID p_body ) const {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , BODY_MODE_STATIC ) ;
return body - > get_mode ( ) ;
} ;
void GodotPhysicsServer3D : : body_add_shape ( RID p_body , RID p_shape , const Transform3D & p_transform , bool p_disabled ) {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
GodotShape3D * shape = shape_owner . get_or_null ( p_shape ) ;
ERR_FAIL_COND ( ! shape ) ;
body - > add_shape ( shape , p_transform , p_disabled ) ;
}
void GodotPhysicsServer3D : : body_set_shape ( RID p_body , int p_shape_idx , RID p_shape ) {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
GodotShape3D * shape = shape_owner . get_or_null ( p_shape ) ;
ERR_FAIL_COND ( ! shape ) ;
ERR_FAIL_COND ( ! shape - > is_configured ( ) ) ;
body - > set_shape ( p_shape_idx , shape ) ;
}
void GodotPhysicsServer3D : : body_set_shape_transform ( RID p_body , int p_shape_idx , const Transform3D & p_transform ) {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
body - > set_shape_transform ( p_shape_idx , p_transform ) ;
}
int GodotPhysicsServer3D : : body_get_shape_count ( RID p_body ) const {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , - 1 ) ;
return body - > get_shape_count ( ) ;
}
RID GodotPhysicsServer3D : : body_get_shape ( RID p_body , int p_shape_idx ) const {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , RID ( ) ) ;
GodotShape3D * shape = body - > get_shape ( p_shape_idx ) ;
ERR_FAIL_COND_V ( ! shape , RID ( ) ) ;
return shape - > get_self ( ) ;
}
void GodotPhysicsServer3D : : body_set_shape_disabled ( RID p_body , int p_shape_idx , bool p_disabled ) {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
ERR_FAIL_INDEX ( p_shape_idx , body - > get_shape_count ( ) ) ;
FLUSH_QUERY_CHECK ( body ) ;
body - > set_shape_disabled ( p_shape_idx , p_disabled ) ;
}
Transform3D GodotPhysicsServer3D : : body_get_shape_transform ( RID p_body , int p_shape_idx ) const {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , Transform3D ( ) ) ;
return body - > get_shape_transform ( p_shape_idx ) ;
}
void GodotPhysicsServer3D : : body_remove_shape ( RID p_body , int p_shape_idx ) {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
body - > remove_shape ( p_shape_idx ) ;
}
void GodotPhysicsServer3D : : body_clear_shapes ( RID p_body ) {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
while ( body - > get_shape_count ( ) ) {
body - > remove_shape ( 0 ) ;
}
}
void GodotPhysicsServer3D : : body_set_enable_continuous_collision_detection ( RID p_body , bool p_enable ) {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
body - > set_continuous_collision_detection ( p_enable ) ;
}
bool GodotPhysicsServer3D : : body_is_continuous_collision_detection_enabled ( RID p_body ) const {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , false ) ;
return body - > is_continuous_collision_detection_enabled ( ) ;
}
void GodotPhysicsServer3D : : body_set_collision_layer ( RID p_body , uint32_t p_layer ) {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
body - > set_collision_layer ( p_layer ) ;
}
uint32_t GodotPhysicsServer3D : : body_get_collision_layer ( RID p_body ) const {
const GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , 0 ) ;
return body - > get_collision_layer ( ) ;
}
void GodotPhysicsServer3D : : body_set_collision_mask ( RID p_body , uint32_t p_mask ) {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
body - > set_collision_mask ( p_mask ) ;
}
uint32_t GodotPhysicsServer3D : : body_get_collision_mask ( RID p_body ) const {
const GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , 0 ) ;
return body - > get_collision_mask ( ) ;
}
void GodotPhysicsServer3D : : body_attach_object_instance_id ( RID p_body , ObjectID p_id ) {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
if ( body ) {
body - > set_instance_id ( p_id ) ;
return ;
}
GodotSoftBody3D * soft_body = soft_body_owner . get_or_null ( p_body ) ;
if ( soft_body ) {
soft_body - > set_instance_id ( p_id ) ;
return ;
}
ERR_FAIL_MSG ( " Invalid ID. " ) ;
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}
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ObjectID GodotPhysicsServer3D : : body_get_object_instance_id ( RID p_body ) const {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , ObjectID ( ) ) ;
return body - > get_instance_id ( ) ;
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}
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void GodotPhysicsServer3D : : body_set_user_flags ( RID p_body , uint32_t p_flags ) {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
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}
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uint32_t GodotPhysicsServer3D : : body_get_user_flags ( RID p_body ) const {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , 0 ) ;
return 0 ;
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}
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void GodotPhysicsServer3D : : body_set_param ( RID p_body , BodyParameter p_param , const Variant & p_value ) {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
body - > set_param ( p_param , p_value ) ;
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}
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Variant GodotPhysicsServer3D : : body_get_param ( RID p_body , BodyParameter p_param ) const {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , 0 ) ;
return body - > get_param ( p_param ) ;
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}
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void GodotPhysicsServer3D : : body_reset_mass_properties ( RID p_body ) {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
return body - > reset_mass_properties ( ) ;
}
void GodotPhysicsServer3D : : body_set_state ( RID p_body , BodyState p_state , const Variant & p_variant ) {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
body - > set_state ( p_state , p_variant ) ;
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}
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Variant GodotPhysicsServer3D : : body_get_state ( RID p_body , BodyState p_state ) const {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , Variant ( ) ) ;
return body - > get_state ( p_state ) ;
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}
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void GodotPhysicsServer3D : : body_apply_central_impulse ( RID p_body , const Vector3 & p_impulse ) {
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GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
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_update_shapes ( ) ;
body - > apply_central_impulse ( p_impulse ) ;
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body - > wakeup ( ) ;
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}
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void GodotPhysicsServer3D : : body_apply_impulse ( RID p_body , const Vector3 & p_impulse , const Vector3 & p_position ) {
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GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
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ERR_FAIL_COND ( ! body ) ;
_update_shapes ( ) ;
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body - > apply_impulse ( p_impulse , p_position ) ;
body - > wakeup ( ) ;
}
void GodotPhysicsServer3D : : body_apply_torque_impulse ( RID p_body , const Vector3 & p_impulse ) {
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GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
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_update_shapes ( ) ;
body - > apply_torque_impulse ( p_impulse ) ;
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body - > wakeup ( ) ;
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}
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void GodotPhysicsServer3D : : body_apply_central_force ( RID p_body , const Vector3 & p_force ) {
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GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
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ERR_FAIL_COND ( ! body ) ;
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body - > apply_central_force ( p_force ) ;
body - > wakeup ( ) ;
}
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void GodotPhysicsServer3D : : body_apply_force ( RID p_body , const Vector3 & p_force , const Vector3 & p_position ) {
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GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
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body - > apply_force ( p_force , p_position ) ;
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body - > wakeup ( ) ;
}
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void GodotPhysicsServer3D : : body_apply_torque ( RID p_body , const Vector3 & p_torque ) {
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GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
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body - > apply_torque ( p_torque ) ;
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body - > wakeup ( ) ;
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}
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void GodotPhysicsServer3D : : body_add_constant_central_force ( RID p_body , const Vector3 & p_force ) {
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GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
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body - > add_constant_central_force ( p_force ) ;
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body - > wakeup ( ) ;
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}
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void GodotPhysicsServer3D : : body_add_constant_force ( RID p_body , const Vector3 & p_force , const Vector3 & p_position ) {
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GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
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body - > add_constant_force ( p_force , p_position ) ;
body - > wakeup ( ) ;
}
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void GodotPhysicsServer3D : : body_add_constant_torque ( RID p_body , const Vector3 & p_torque ) {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
body - > add_constant_torque ( p_torque ) ;
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body - > wakeup ( ) ;
}
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void GodotPhysicsServer3D : : body_set_constant_force ( RID p_body , const Vector3 & p_force ) {
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GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
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body - > set_constant_force ( p_force ) ;
if ( ! p_force . is_equal_approx ( Vector3 ( ) ) ) {
body - > wakeup ( ) ;
}
}
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Vector3 GodotPhysicsServer3D : : body_get_constant_force ( RID p_body ) const {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , Vector3 ( ) ) ;
return body - > get_constant_force ( ) ;
}
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void GodotPhysicsServer3D : : body_set_constant_torque ( RID p_body , const Vector3 & p_torque ) {
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GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
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body - > set_constant_torque ( p_torque ) ;
if ( ! p_torque . is_equal_approx ( Vector3 ( ) ) ) {
body - > wakeup ( ) ;
}
}
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Vector3 GodotPhysicsServer3D : : body_get_constant_torque ( RID p_body ) const {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , Vector3 ( ) ) ;
return body - > get_constant_torque ( ) ;
}
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void GodotPhysicsServer3D : : body_set_axis_velocity ( RID p_body , const Vector3 & p_axis_velocity ) {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
_update_shapes ( ) ;
Vector3 v = body - > get_linear_velocity ( ) ;
Vector3 axis = p_axis_velocity . normalized ( ) ;
v - = axis * axis . dot ( v ) ;
v + = p_axis_velocity ;
body - > set_linear_velocity ( v ) ;
body - > wakeup ( ) ;
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}
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void GodotPhysicsServer3D : : body_set_axis_lock ( RID p_body , BodyAxis p_axis , bool p_lock ) {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
body - > set_axis_lock ( p_axis , p_lock ) ;
body - > wakeup ( ) ;
}
bool GodotPhysicsServer3D : : body_is_axis_locked ( RID p_body , BodyAxis p_axis ) const {
const GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , 0 ) ;
return body - > is_axis_locked ( p_axis ) ;
}
void GodotPhysicsServer3D : : body_add_collision_exception ( RID p_body , RID p_body_b ) {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
body - > add_exception ( p_body_b ) ;
body - > wakeup ( ) ;
} ;
void GodotPhysicsServer3D : : body_remove_collision_exception ( RID p_body , RID p_body_b ) {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
body - > remove_exception ( p_body_b ) ;
body - > wakeup ( ) ;
} ;
void GodotPhysicsServer3D : : body_get_collision_exceptions ( RID p_body , List < RID > * p_exceptions ) {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
for ( int i = 0 ; i < body - > get_exceptions ( ) . size ( ) ; i + + ) {
p_exceptions - > push_back ( body - > get_exceptions ( ) [ i ] ) ;
}
} ;
void GodotPhysicsServer3D : : body_set_contacts_reported_depth_threshold ( RID p_body , real_t p_threshold ) {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
} ;
real_t GodotPhysicsServer3D : : body_get_contacts_reported_depth_threshold ( RID p_body ) const {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , 0 ) ;
return 0 ;
} ;
void GodotPhysicsServer3D : : body_set_omit_force_integration ( RID p_body , bool p_omit ) {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
body - > set_omit_force_integration ( p_omit ) ;
} ;
bool GodotPhysicsServer3D : : body_is_omitting_force_integration ( RID p_body ) const {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , false ) ;
return body - > get_omit_force_integration ( ) ;
} ;
void GodotPhysicsServer3D : : body_set_max_contacts_reported ( RID p_body , int p_contacts ) {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
body - > set_max_contacts_reported ( p_contacts ) ;
}
int GodotPhysicsServer3D : : body_get_max_contacts_reported ( RID p_body ) const {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , - 1 ) ;
return body - > get_max_contacts_reported ( ) ;
}
void GodotPhysicsServer3D : : body_set_state_sync_callback ( RID p_body , void * p_instance , BodyStateCallback p_callback ) {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
body - > set_state_sync_callback ( p_instance , p_callback ) ;
}
void GodotPhysicsServer3D : : body_set_force_integration_callback ( RID p_body , const Callable & p_callable , const Variant & p_udata ) {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
body - > set_force_integration_callback ( p_callable , p_udata ) ;
}
void GodotPhysicsServer3D : : body_set_ray_pickable ( RID p_body , bool p_enable ) {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! body ) ;
body - > set_ray_pickable ( p_enable ) ;
}
bool GodotPhysicsServer3D : : body_test_motion ( RID p_body , const MotionParameters & p_parameters , MotionResult * r_result ) {
GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! body , false ) ;
ERR_FAIL_COND_V ( ! body - > get_space ( ) , false ) ;
ERR_FAIL_COND_V ( body - > get_space ( ) - > is_locked ( ) , false ) ;
_update_shapes ( ) ;
return body - > get_space ( ) - > test_body_motion ( body , p_parameters , r_result ) ;
}
PhysicsDirectBodyState3D * GodotPhysicsServer3D : : body_get_direct_state ( RID p_body ) {
ERR_FAIL_COND_V_MSG ( ( using_threads & & ! doing_sync ) , nullptr , " Body state is inaccessible right now, wait for iteration or physics process notification. " ) ;
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if ( ! body_owner . owns ( p_body ) ) {
return nullptr ;
}
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GodotBody3D * body = body_owner . get_or_null ( p_body ) ;
ERR_FAIL_NULL_V ( body , nullptr ) ;
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if ( ! body - > get_space ( ) ) {
return nullptr ;
}
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ERR_FAIL_COND_V_MSG ( body - > get_space ( ) - > is_locked ( ) , nullptr , " Body state is inaccessible right now, wait for iteration or physics process notification. " ) ;
return body - > get_direct_state ( ) ;
}
/* SOFT BODY */
RID GodotPhysicsServer3D : : soft_body_create ( ) {
GodotSoftBody3D * soft_body = memnew ( GodotSoftBody3D ) ;
RID rid = soft_body_owner . make_rid ( soft_body ) ;
soft_body - > set_self ( rid ) ;
return rid ;
}
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void GodotPhysicsServer3D : : soft_body_update_rendering_server ( RID p_body , PhysicsServer3DRenderingServerHandler * p_rendering_server_handler ) {
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GodotSoftBody3D * soft_body = soft_body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! soft_body ) ;
soft_body - > update_rendering_server ( p_rendering_server_handler ) ;
}
void GodotPhysicsServer3D : : soft_body_set_space ( RID p_body , RID p_space ) {
GodotSoftBody3D * soft_body = soft_body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! soft_body ) ;
GodotSpace3D * space = nullptr ;
if ( p_space . is_valid ( ) ) {
space = space_owner . get_or_null ( p_space ) ;
ERR_FAIL_COND ( ! space ) ;
}
if ( soft_body - > get_space ( ) = = space ) {
return ;
}
soft_body - > set_space ( space ) ;
}
RID GodotPhysicsServer3D : : soft_body_get_space ( RID p_body ) const {
GodotSoftBody3D * soft_body = soft_body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! soft_body , RID ( ) ) ;
GodotSpace3D * space = soft_body - > get_space ( ) ;
if ( ! space ) {
return RID ( ) ;
}
return space - > get_self ( ) ;
}
void GodotPhysicsServer3D : : soft_body_set_collision_layer ( RID p_body , uint32_t p_layer ) {
GodotSoftBody3D * soft_body = soft_body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! soft_body ) ;
soft_body - > set_collision_layer ( p_layer ) ;
}
uint32_t GodotPhysicsServer3D : : soft_body_get_collision_layer ( RID p_body ) const {
GodotSoftBody3D * soft_body = soft_body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! soft_body , 0 ) ;
return soft_body - > get_collision_layer ( ) ;
}
void GodotPhysicsServer3D : : soft_body_set_collision_mask ( RID p_body , uint32_t p_mask ) {
GodotSoftBody3D * soft_body = soft_body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! soft_body ) ;
soft_body - > set_collision_mask ( p_mask ) ;
}
uint32_t GodotPhysicsServer3D : : soft_body_get_collision_mask ( RID p_body ) const {
GodotSoftBody3D * soft_body = soft_body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! soft_body , 0 ) ;
return soft_body - > get_collision_mask ( ) ;
}
void GodotPhysicsServer3D : : soft_body_add_collision_exception ( RID p_body , RID p_body_b ) {
GodotSoftBody3D * soft_body = soft_body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! soft_body ) ;
soft_body - > add_exception ( p_body_b ) ;
}
void GodotPhysicsServer3D : : soft_body_remove_collision_exception ( RID p_body , RID p_body_b ) {
GodotSoftBody3D * soft_body = soft_body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! soft_body ) ;
soft_body - > remove_exception ( p_body_b ) ;
}
void GodotPhysicsServer3D : : soft_body_get_collision_exceptions ( RID p_body , List < RID > * p_exceptions ) {
GodotSoftBody3D * soft_body = soft_body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! soft_body ) ;
for ( int i = 0 ; i < soft_body - > get_exceptions ( ) . size ( ) ; i + + ) {
p_exceptions - > push_back ( soft_body - > get_exceptions ( ) [ i ] ) ;
}
}
void GodotPhysicsServer3D : : soft_body_set_state ( RID p_body , BodyState p_state , const Variant & p_variant ) {
GodotSoftBody3D * soft_body = soft_body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! soft_body ) ;
soft_body - > set_state ( p_state , p_variant ) ;
}
Variant GodotPhysicsServer3D : : soft_body_get_state ( RID p_body , BodyState p_state ) const {
GodotSoftBody3D * soft_body = soft_body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! soft_body , Variant ( ) ) ;
return soft_body - > get_state ( p_state ) ;
}
void GodotPhysicsServer3D : : soft_body_set_transform ( RID p_body , const Transform3D & p_transform ) {
GodotSoftBody3D * soft_body = soft_body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! soft_body ) ;
soft_body - > set_state ( BODY_STATE_TRANSFORM , p_transform ) ;
}
void GodotPhysicsServer3D : : soft_body_set_ray_pickable ( RID p_body , bool p_enable ) {
GodotSoftBody3D * soft_body = soft_body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! soft_body ) ;
soft_body - > set_ray_pickable ( p_enable ) ;
}
void GodotPhysicsServer3D : : soft_body_set_simulation_precision ( RID p_body , int p_simulation_precision ) {
GodotSoftBody3D * soft_body = soft_body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! soft_body ) ;
soft_body - > set_iteration_count ( p_simulation_precision ) ;
}
int GodotPhysicsServer3D : : soft_body_get_simulation_precision ( RID p_body ) const {
GodotSoftBody3D * soft_body = soft_body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! soft_body , 0.f ) ;
return soft_body - > get_iteration_count ( ) ;
}
void GodotPhysicsServer3D : : soft_body_set_total_mass ( RID p_body , real_t p_total_mass ) {
GodotSoftBody3D * soft_body = soft_body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! soft_body ) ;
soft_body - > set_total_mass ( p_total_mass ) ;
}
real_t GodotPhysicsServer3D : : soft_body_get_total_mass ( RID p_body ) const {
GodotSoftBody3D * soft_body = soft_body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! soft_body , 0.f ) ;
return soft_body - > get_total_mass ( ) ;
}
void GodotPhysicsServer3D : : soft_body_set_linear_stiffness ( RID p_body , real_t p_stiffness ) {
GodotSoftBody3D * soft_body = soft_body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! soft_body ) ;
soft_body - > set_linear_stiffness ( p_stiffness ) ;
}
real_t GodotPhysicsServer3D : : soft_body_get_linear_stiffness ( RID p_body ) const {
GodotSoftBody3D * soft_body = soft_body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! soft_body , 0.f ) ;
return soft_body - > get_linear_stiffness ( ) ;
}
void GodotPhysicsServer3D : : soft_body_set_pressure_coefficient ( RID p_body , real_t p_pressure_coefficient ) {
GodotSoftBody3D * soft_body = soft_body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! soft_body ) ;
soft_body - > set_pressure_coefficient ( p_pressure_coefficient ) ;
}
real_t GodotPhysicsServer3D : : soft_body_get_pressure_coefficient ( RID p_body ) const {
GodotSoftBody3D * soft_body = soft_body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! soft_body , 0.f ) ;
return soft_body - > get_pressure_coefficient ( ) ;
}
void GodotPhysicsServer3D : : soft_body_set_damping_coefficient ( RID p_body , real_t p_damping_coefficient ) {
GodotSoftBody3D * soft_body = soft_body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! soft_body ) ;
soft_body - > set_damping_coefficient ( p_damping_coefficient ) ;
}
real_t GodotPhysicsServer3D : : soft_body_get_damping_coefficient ( RID p_body ) const {
GodotSoftBody3D * soft_body = soft_body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! soft_body , 0.f ) ;
return soft_body - > get_damping_coefficient ( ) ;
}
void GodotPhysicsServer3D : : soft_body_set_drag_coefficient ( RID p_body , real_t p_drag_coefficient ) {
GodotSoftBody3D * soft_body = soft_body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! soft_body ) ;
soft_body - > set_drag_coefficient ( p_drag_coefficient ) ;
}
real_t GodotPhysicsServer3D : : soft_body_get_drag_coefficient ( RID p_body ) const {
GodotSoftBody3D * soft_body = soft_body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! soft_body , 0.f ) ;
return soft_body - > get_drag_coefficient ( ) ;
}
void GodotPhysicsServer3D : : soft_body_set_mesh ( RID p_body , RID p_mesh ) {
GodotSoftBody3D * soft_body = soft_body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! soft_body ) ;
soft_body - > set_mesh ( p_mesh ) ;
}
AABB GodotPhysicsServer3D : : soft_body_get_bounds ( RID p_body ) const {
GodotSoftBody3D * soft_body = soft_body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! soft_body , AABB ( ) ) ;
return soft_body - > get_bounds ( ) ;
}
void GodotPhysicsServer3D : : soft_body_move_point ( RID p_body , int p_point_index , const Vector3 & p_global_position ) {
GodotSoftBody3D * soft_body = soft_body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! soft_body ) ;
soft_body - > set_vertex_position ( p_point_index , p_global_position ) ;
}
Vector3 GodotPhysicsServer3D : : soft_body_get_point_global_position ( RID p_body , int p_point_index ) const {
GodotSoftBody3D * soft_body = soft_body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! soft_body , Vector3 ( ) ) ;
return soft_body - > get_vertex_position ( p_point_index ) ;
}
void GodotPhysicsServer3D : : soft_body_remove_all_pinned_points ( RID p_body ) {
GodotSoftBody3D * soft_body = soft_body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! soft_body ) ;
soft_body - > unpin_all_vertices ( ) ;
}
void GodotPhysicsServer3D : : soft_body_pin_point ( RID p_body , int p_point_index , bool p_pin ) {
GodotSoftBody3D * soft_body = soft_body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND ( ! soft_body ) ;
if ( p_pin ) {
soft_body - > pin_vertex ( p_point_index ) ;
} else {
soft_body - > unpin_vertex ( p_point_index ) ;
}
}
bool GodotPhysicsServer3D : : soft_body_is_point_pinned ( RID p_body , int p_point_index ) const {
GodotSoftBody3D * soft_body = soft_body_owner . get_or_null ( p_body ) ;
ERR_FAIL_COND_V ( ! soft_body , false ) ;
return soft_body - > is_vertex_pinned ( p_point_index ) ;
}
/* JOINT API */
RID GodotPhysicsServer3D : : joint_create ( ) {
GodotJoint3D * joint = memnew ( GodotJoint3D ) ;
RID rid = joint_owner . make_rid ( joint ) ;
joint - > set_self ( rid ) ;
return rid ;
}
void GodotPhysicsServer3D : : joint_clear ( RID p_joint ) {
GodotJoint3D * joint = joint_owner . get_or_null ( p_joint ) ;
if ( joint - > get_type ( ) ! = JOINT_TYPE_MAX ) {
GodotJoint3D * empty_joint = memnew ( GodotJoint3D ) ;
empty_joint - > copy_settings_from ( joint ) ;
joint_owner . replace ( p_joint , empty_joint ) ;
memdelete ( joint ) ;
}
}
void GodotPhysicsServer3D : : joint_make_pin ( RID p_joint , RID p_body_A , const Vector3 & p_local_A , RID p_body_B , const Vector3 & p_local_B ) {
GodotBody3D * body_A = body_owner . get_or_null ( p_body_A ) ;
ERR_FAIL_COND ( ! body_A ) ;
if ( ! p_body_B . is_valid ( ) ) {
ERR_FAIL_COND ( ! body_A - > get_space ( ) ) ;
p_body_B = body_A - > get_space ( ) - > get_static_global_body ( ) ;
}
GodotBody3D * body_B = body_owner . get_or_null ( p_body_B ) ;
ERR_FAIL_COND ( ! body_B ) ;
ERR_FAIL_COND ( body_A = = body_B ) ;
GodotJoint3D * prev_joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_COND ( prev_joint = = nullptr ) ;
GodotJoint3D * joint = memnew ( GodotPinJoint3D ( body_A , p_local_A , body_B , p_local_B ) ) ;
joint - > copy_settings_from ( prev_joint ) ;
joint_owner . replace ( p_joint , joint ) ;
memdelete ( prev_joint ) ;
}
void GodotPhysicsServer3D : : pin_joint_set_param ( RID p_joint , PinJointParam p_param , real_t p_value ) {
GodotJoint3D * joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_COND ( ! joint ) ;
ERR_FAIL_COND ( joint - > get_type ( ) ! = JOINT_TYPE_PIN ) ;
GodotPinJoint3D * pin_joint = static_cast < GodotPinJoint3D * > ( joint ) ;
pin_joint - > set_param ( p_param , p_value ) ;
}
real_t GodotPhysicsServer3D : : pin_joint_get_param ( RID p_joint , PinJointParam p_param ) const {
GodotJoint3D * joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_COND_V ( ! joint , 0 ) ;
ERR_FAIL_COND_V ( joint - > get_type ( ) ! = JOINT_TYPE_PIN , 0 ) ;
GodotPinJoint3D * pin_joint = static_cast < GodotPinJoint3D * > ( joint ) ;
return pin_joint - > get_param ( p_param ) ;
}
void GodotPhysicsServer3D : : pin_joint_set_local_a ( RID p_joint , const Vector3 & p_A ) {
GodotJoint3D * joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_COND ( ! joint ) ;
ERR_FAIL_COND ( joint - > get_type ( ) ! = JOINT_TYPE_PIN ) ;
GodotPinJoint3D * pin_joint = static_cast < GodotPinJoint3D * > ( joint ) ;
pin_joint - > set_pos_a ( p_A ) ;
}
Vector3 GodotPhysicsServer3D : : pin_joint_get_local_a ( RID p_joint ) const {
GodotJoint3D * joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_COND_V ( ! joint , Vector3 ( ) ) ;
ERR_FAIL_COND_V ( joint - > get_type ( ) ! = JOINT_TYPE_PIN , Vector3 ( ) ) ;
GodotPinJoint3D * pin_joint = static_cast < GodotPinJoint3D * > ( joint ) ;
return pin_joint - > get_position_a ( ) ;
}
void GodotPhysicsServer3D : : pin_joint_set_local_b ( RID p_joint , const Vector3 & p_B ) {
GodotJoint3D * joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_COND ( ! joint ) ;
ERR_FAIL_COND ( joint - > get_type ( ) ! = JOINT_TYPE_PIN ) ;
GodotPinJoint3D * pin_joint = static_cast < GodotPinJoint3D * > ( joint ) ;
pin_joint - > set_pos_b ( p_B ) ;
}
Vector3 GodotPhysicsServer3D : : pin_joint_get_local_b ( RID p_joint ) const {
GodotJoint3D * joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_COND_V ( ! joint , Vector3 ( ) ) ;
ERR_FAIL_COND_V ( joint - > get_type ( ) ! = JOINT_TYPE_PIN , Vector3 ( ) ) ;
GodotPinJoint3D * pin_joint = static_cast < GodotPinJoint3D * > ( joint ) ;
return pin_joint - > get_position_b ( ) ;
}
void GodotPhysicsServer3D : : joint_make_hinge ( RID p_joint , RID p_body_A , const Transform3D & p_frame_A , RID p_body_B , const Transform3D & p_frame_B ) {
GodotBody3D * body_A = body_owner . get_or_null ( p_body_A ) ;
ERR_FAIL_COND ( ! body_A ) ;
if ( ! p_body_B . is_valid ( ) ) {
ERR_FAIL_COND ( ! body_A - > get_space ( ) ) ;
p_body_B = body_A - > get_space ( ) - > get_static_global_body ( ) ;
}
GodotBody3D * body_B = body_owner . get_or_null ( p_body_B ) ;
ERR_FAIL_COND ( ! body_B ) ;
ERR_FAIL_COND ( body_A = = body_B ) ;
GodotJoint3D * prev_joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_COND ( prev_joint = = nullptr ) ;
GodotJoint3D * joint = memnew ( GodotHingeJoint3D ( body_A , body_B , p_frame_A , p_frame_B ) ) ;
joint - > copy_settings_from ( prev_joint ) ;
joint_owner . replace ( p_joint , joint ) ;
memdelete ( prev_joint ) ;
}
void GodotPhysicsServer3D : : joint_make_hinge_simple ( RID p_joint , 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 ) {
GodotBody3D * body_A = body_owner . get_or_null ( p_body_A ) ;
ERR_FAIL_COND ( ! body_A ) ;
if ( ! p_body_B . is_valid ( ) ) {
ERR_FAIL_COND ( ! body_A - > get_space ( ) ) ;
p_body_B = body_A - > get_space ( ) - > get_static_global_body ( ) ;
}
GodotBody3D * body_B = body_owner . get_or_null ( p_body_B ) ;
ERR_FAIL_COND ( ! body_B ) ;
ERR_FAIL_COND ( body_A = = body_B ) ;
GodotJoint3D * prev_joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_COND ( prev_joint = = nullptr ) ;
GodotJoint3D * joint = memnew ( GodotHingeJoint3D ( body_A , body_B , p_pivot_A , p_pivot_B , p_axis_A , p_axis_B ) ) ;
joint - > copy_settings_from ( prev_joint ) ;
joint_owner . replace ( p_joint , joint ) ;
memdelete ( prev_joint ) ;
}
void GodotPhysicsServer3D : : hinge_joint_set_param ( RID p_joint , HingeJointParam p_param , real_t p_value ) {
GodotJoint3D * joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_COND ( ! joint ) ;
ERR_FAIL_COND ( joint - > get_type ( ) ! = JOINT_TYPE_HINGE ) ;
GodotHingeJoint3D * hinge_joint = static_cast < GodotHingeJoint3D * > ( joint ) ;
hinge_joint - > set_param ( p_param , p_value ) ;
}
real_t GodotPhysicsServer3D : : hinge_joint_get_param ( RID p_joint , HingeJointParam p_param ) const {
GodotJoint3D * joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_COND_V ( ! joint , 0 ) ;
ERR_FAIL_COND_V ( joint - > get_type ( ) ! = JOINT_TYPE_HINGE , 0 ) ;
GodotHingeJoint3D * hinge_joint = static_cast < GodotHingeJoint3D * > ( joint ) ;
return hinge_joint - > get_param ( p_param ) ;
}
void GodotPhysicsServer3D : : hinge_joint_set_flag ( RID p_joint , HingeJointFlag p_flag , bool p_value ) {
GodotJoint3D * joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_COND ( ! joint ) ;
ERR_FAIL_COND ( joint - > get_type ( ) ! = JOINT_TYPE_HINGE ) ;
GodotHingeJoint3D * hinge_joint = static_cast < GodotHingeJoint3D * > ( joint ) ;
hinge_joint - > set_flag ( p_flag , p_value ) ;
}
bool GodotPhysicsServer3D : : hinge_joint_get_flag ( RID p_joint , HingeJointFlag p_flag ) const {
GodotJoint3D * joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_COND_V ( ! joint , false ) ;
ERR_FAIL_COND_V ( joint - > get_type ( ) ! = JOINT_TYPE_HINGE , false ) ;
GodotHingeJoint3D * hinge_joint = static_cast < GodotHingeJoint3D * > ( joint ) ;
return hinge_joint - > get_flag ( p_flag ) ;
}
void GodotPhysicsServer3D : : joint_set_solver_priority ( RID p_joint , int p_priority ) {
GodotJoint3D * joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_COND ( ! joint ) ;
joint - > set_priority ( p_priority ) ;
}
int GodotPhysicsServer3D : : joint_get_solver_priority ( RID p_joint ) const {
GodotJoint3D * joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_COND_V ( ! joint , 0 ) ;
return joint - > get_priority ( ) ;
}
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void GodotPhysicsServer3D : : joint_disable_collisions_between_bodies ( RID p_joint , bool p_disable ) {
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GodotJoint3D * joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_COND ( ! joint ) ;
joint - > disable_collisions_between_bodies ( p_disable ) ;
if ( 2 = = joint - > get_body_count ( ) ) {
GodotBody3D * body_a = * joint - > get_body_ptr ( ) ;
GodotBody3D * body_b = * ( joint - > get_body_ptr ( ) + 1 ) ;
if ( p_disable ) {
body_add_collision_exception ( body_a - > get_self ( ) , body_b - > get_self ( ) ) ;
body_add_collision_exception ( body_b - > get_self ( ) , body_a - > get_self ( ) ) ;
} else {
body_remove_collision_exception ( body_a - > get_self ( ) , body_b - > get_self ( ) ) ;
body_remove_collision_exception ( body_b - > get_self ( ) , body_a - > get_self ( ) ) ;
}
}
}
bool GodotPhysicsServer3D : : joint_is_disabled_collisions_between_bodies ( RID p_joint ) const {
GodotJoint3D * joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_COND_V ( ! joint , true ) ;
return joint - > is_disabled_collisions_between_bodies ( ) ;
}
GodotPhysicsServer3D : : JointType GodotPhysicsServer3D : : joint_get_type ( RID p_joint ) const {
GodotJoint3D * joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_COND_V ( ! joint , JOINT_TYPE_PIN ) ;
return joint - > get_type ( ) ;
}
void GodotPhysicsServer3D : : joint_make_slider ( RID p_joint , RID p_body_A , const Transform3D & p_local_frame_A , RID p_body_B , const Transform3D & p_local_frame_B ) {
GodotBody3D * body_A = body_owner . get_or_null ( p_body_A ) ;
ERR_FAIL_COND ( ! body_A ) ;
if ( ! p_body_B . is_valid ( ) ) {
ERR_FAIL_COND ( ! body_A - > get_space ( ) ) ;
p_body_B = body_A - > get_space ( ) - > get_static_global_body ( ) ;
}
GodotBody3D * body_B = body_owner . get_or_null ( p_body_B ) ;
ERR_FAIL_COND ( ! body_B ) ;
ERR_FAIL_COND ( body_A = = body_B ) ;
GodotJoint3D * prev_joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_COND ( prev_joint = = nullptr ) ;
GodotJoint3D * joint = memnew ( GodotSliderJoint3D ( body_A , body_B , p_local_frame_A , p_local_frame_B ) ) ;
joint - > copy_settings_from ( prev_joint ) ;
joint_owner . replace ( p_joint , joint ) ;
memdelete ( prev_joint ) ;
}
void GodotPhysicsServer3D : : slider_joint_set_param ( RID p_joint , SliderJointParam p_param , real_t p_value ) {
GodotJoint3D * joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_COND ( ! joint ) ;
ERR_FAIL_COND ( joint - > get_type ( ) ! = JOINT_TYPE_SLIDER ) ;
GodotSliderJoint3D * slider_joint = static_cast < GodotSliderJoint3D * > ( joint ) ;
slider_joint - > set_param ( p_param , p_value ) ;
}
real_t GodotPhysicsServer3D : : slider_joint_get_param ( RID p_joint , SliderJointParam p_param ) const {
GodotJoint3D * joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_COND_V ( ! joint , 0 ) ;
ERR_FAIL_COND_V ( joint - > get_type ( ) ! = JOINT_TYPE_CONE_TWIST , 0 ) ;
GodotSliderJoint3D * slider_joint = static_cast < GodotSliderJoint3D * > ( joint ) ;
return slider_joint - > get_param ( p_param ) ;
}
void GodotPhysicsServer3D : : joint_make_cone_twist ( RID p_joint , RID p_body_A , const Transform3D & p_local_frame_A , RID p_body_B , const Transform3D & p_local_frame_B ) {
GodotBody3D * body_A = body_owner . get_or_null ( p_body_A ) ;
ERR_FAIL_COND ( ! body_A ) ;
if ( ! p_body_B . is_valid ( ) ) {
ERR_FAIL_COND ( ! body_A - > get_space ( ) ) ;
p_body_B = body_A - > get_space ( ) - > get_static_global_body ( ) ;
}
GodotBody3D * body_B = body_owner . get_or_null ( p_body_B ) ;
ERR_FAIL_COND ( ! body_B ) ;
ERR_FAIL_COND ( body_A = = body_B ) ;
GodotJoint3D * prev_joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_COND ( prev_joint = = nullptr ) ;
GodotJoint3D * joint = memnew ( GodotConeTwistJoint3D ( body_A , body_B , p_local_frame_A , p_local_frame_B ) ) ;
joint - > copy_settings_from ( prev_joint ) ;
joint_owner . replace ( p_joint , joint ) ;
memdelete ( prev_joint ) ;
}
void GodotPhysicsServer3D : : cone_twist_joint_set_param ( RID p_joint , ConeTwistJointParam p_param , real_t p_value ) {
GodotJoint3D * joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_COND ( ! joint ) ;
ERR_FAIL_COND ( joint - > get_type ( ) ! = JOINT_TYPE_CONE_TWIST ) ;
GodotConeTwistJoint3D * cone_twist_joint = static_cast < GodotConeTwistJoint3D * > ( joint ) ;
cone_twist_joint - > set_param ( p_param , p_value ) ;
}
real_t GodotPhysicsServer3D : : cone_twist_joint_get_param ( RID p_joint , ConeTwistJointParam p_param ) const {
GodotJoint3D * joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_COND_V ( ! joint , 0 ) ;
ERR_FAIL_COND_V ( joint - > get_type ( ) ! = JOINT_TYPE_CONE_TWIST , 0 ) ;
GodotConeTwistJoint3D * cone_twist_joint = static_cast < GodotConeTwistJoint3D * > ( joint ) ;
return cone_twist_joint - > get_param ( p_param ) ;
}
void GodotPhysicsServer3D : : joint_make_generic_6dof ( RID p_joint , RID p_body_A , const Transform3D & p_local_frame_A , RID p_body_B , const Transform3D & p_local_frame_B ) {
GodotBody3D * body_A = body_owner . get_or_null ( p_body_A ) ;
ERR_FAIL_COND ( ! body_A ) ;
if ( ! p_body_B . is_valid ( ) ) {
ERR_FAIL_COND ( ! body_A - > get_space ( ) ) ;
p_body_B = body_A - > get_space ( ) - > get_static_global_body ( ) ;
}
GodotBody3D * body_B = body_owner . get_or_null ( p_body_B ) ;
ERR_FAIL_COND ( ! body_B ) ;
ERR_FAIL_COND ( body_A = = body_B ) ;
GodotJoint3D * prev_joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_COND ( prev_joint = = nullptr ) ;
GodotJoint3D * joint = memnew ( GodotGeneric6DOFJoint3D ( body_A , body_B , p_local_frame_A , p_local_frame_B , true ) ) ;
joint - > copy_settings_from ( prev_joint ) ;
joint_owner . replace ( p_joint , joint ) ;
memdelete ( prev_joint ) ;
}
void GodotPhysicsServer3D : : generic_6dof_joint_set_param ( RID p_joint , Vector3 : : Axis p_axis , G6DOFJointAxisParam p_param , real_t p_value ) {
GodotJoint3D * joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_COND ( ! joint ) ;
ERR_FAIL_COND ( joint - > get_type ( ) ! = JOINT_TYPE_6DOF ) ;
GodotGeneric6DOFJoint3D * generic_6dof_joint = static_cast < GodotGeneric6DOFJoint3D * > ( joint ) ;
generic_6dof_joint - > set_param ( p_axis , p_param , p_value ) ;
}
real_t GodotPhysicsServer3D : : generic_6dof_joint_get_param ( RID p_joint , Vector3 : : Axis p_axis , G6DOFJointAxisParam p_param ) const {
GodotJoint3D * joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_COND_V ( ! joint , 0 ) ;
ERR_FAIL_COND_V ( joint - > get_type ( ) ! = JOINT_TYPE_6DOF , 0 ) ;
GodotGeneric6DOFJoint3D * generic_6dof_joint = static_cast < GodotGeneric6DOFJoint3D * > ( joint ) ;
return generic_6dof_joint - > get_param ( p_axis , p_param ) ;
}
void GodotPhysicsServer3D : : generic_6dof_joint_set_flag ( RID p_joint , Vector3 : : Axis p_axis , G6DOFJointAxisFlag p_flag , bool p_enable ) {
GodotJoint3D * joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_COND ( ! joint ) ;
ERR_FAIL_COND ( joint - > get_type ( ) ! = JOINT_TYPE_6DOF ) ;
GodotGeneric6DOFJoint3D * generic_6dof_joint = static_cast < GodotGeneric6DOFJoint3D * > ( joint ) ;
generic_6dof_joint - > set_flag ( p_axis , p_flag , p_enable ) ;
}
bool GodotPhysicsServer3D : : generic_6dof_joint_get_flag ( RID p_joint , Vector3 : : Axis p_axis , G6DOFJointAxisFlag p_flag ) const {
GodotJoint3D * joint = joint_owner . get_or_null ( p_joint ) ;
ERR_FAIL_COND_V ( ! joint , false ) ;
ERR_FAIL_COND_V ( joint - > get_type ( ) ! = JOINT_TYPE_6DOF , false ) ;
GodotGeneric6DOFJoint3D * generic_6dof_joint = static_cast < GodotGeneric6DOFJoint3D * > ( joint ) ;
return generic_6dof_joint - > get_flag ( p_axis , p_flag ) ;
}
void GodotPhysicsServer3D : : free ( RID p_rid ) {
_update_shapes ( ) ; //just in case
if ( shape_owner . owns ( p_rid ) ) {
GodotShape3D * shape = shape_owner . get_or_null ( p_rid ) ;
while ( shape - > get_owners ( ) . size ( ) ) {
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GodotShapeOwner3D * so = shape - > get_owners ( ) . begin ( ) - > key ;
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so - > remove_shape ( shape ) ;
}
shape_owner . free ( p_rid ) ;
memdelete ( shape ) ;
} else if ( body_owner . owns ( p_rid ) ) {
GodotBody3D * body = body_owner . get_or_null ( p_rid ) ;
body - > set_space ( nullptr ) ;
while ( body - > get_shape_count ( ) ) {
body - > remove_shape ( 0 ) ;
}
body_owner . free ( p_rid ) ;
memdelete ( body ) ;
} else if ( soft_body_owner . owns ( p_rid ) ) {
GodotSoftBody3D * soft_body = soft_body_owner . get_or_null ( p_rid ) ;
soft_body - > set_space ( nullptr ) ;
soft_body_owner . free ( p_rid ) ;
memdelete ( soft_body ) ;
} else if ( area_owner . owns ( p_rid ) ) {
GodotArea3D * area = area_owner . get_or_null ( p_rid ) ;
area - > set_space ( nullptr ) ;
while ( area - > get_shape_count ( ) ) {
area - > remove_shape ( 0 ) ;
}
area_owner . free ( p_rid ) ;
memdelete ( area ) ;
} else if ( space_owner . owns ( p_rid ) ) {
GodotSpace3D * space = space_owner . get_or_null ( p_rid ) ;
while ( space - > get_objects ( ) . size ( ) ) {
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GodotCollisionObject3D * co = static_cast < GodotCollisionObject3D * > ( * space - > get_objects ( ) . begin ( ) ) ;
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co - > set_space ( nullptr ) ;
}
active_spaces . erase ( space ) ;
free ( space - > get_default_area ( ) - > get_self ( ) ) ;
free ( space - > get_static_global_body ( ) ) ;
space_owner . free ( p_rid ) ;
memdelete ( space ) ;
} else if ( joint_owner . owns ( p_rid ) ) {
GodotJoint3D * joint = joint_owner . get_or_null ( p_rid ) ;
joint_owner . free ( p_rid ) ;
memdelete ( joint ) ;
} else {
ERR_FAIL_MSG ( " Invalid ID. " ) ;
}
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}
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void GodotPhysicsServer3D : : set_active ( bool p_active ) {
active = p_active ;
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}
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void GodotPhysicsServer3D : : init ( ) {
stepper = memnew ( GodotStep3D ) ;
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}
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void GodotPhysicsServer3D : : step ( real_t p_step ) {
# ifndef _3D_DISABLED
if ( ! active ) {
return ;
}
_update_shapes ( ) ;
island_count = 0 ;
active_objects = 0 ;
collision_pairs = 0 ;
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for ( const GodotSpace3D * E : active_spaces ) {
stepper - > step ( const_cast < GodotSpace3D * > ( E ) , p_step ) ;
island_count + = E - > get_island_count ( ) ;
active_objects + = E - > get_active_objects ( ) ;
collision_pairs + = E - > get_collision_pairs ( ) ;
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}
# endif
}
void GodotPhysicsServer3D : : sync ( ) {
doing_sync = true ;
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}
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void GodotPhysicsServer3D : : flush_queries ( ) {
# ifndef _3D_DISABLED
if ( ! active ) {
return ;
}
flushing_queries = true ;
uint64_t time_beg = OS : : get_singleton ( ) - > get_ticks_usec ( ) ;
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for ( const GodotSpace3D * E : active_spaces ) {
GodotSpace3D * space = const_cast < GodotSpace3D * > ( E ) ;
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space - > call_queries ( ) ;
}
flushing_queries = false ;
if ( EngineDebugger : : is_profiling ( " servers " ) ) {
uint64_t total_time [ GodotSpace3D : : ELAPSED_TIME_MAX ] ;
static const char * time_name [ GodotSpace3D : : ELAPSED_TIME_MAX ] = {
" integrate_forces " ,
" generate_islands " ,
" setup_constraints " ,
" solve_constraints " ,
" integrate_velocities "
} ;
for ( int i = 0 ; i < GodotSpace3D : : ELAPSED_TIME_MAX ; i + + ) {
total_time [ i ] = 0 ;
}
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for ( const GodotSpace3D * E : active_spaces ) {
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for ( int i = 0 ; i < GodotSpace3D : : ELAPSED_TIME_MAX ; i + + ) {
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total_time [ i ] + = E - > get_elapsed_time ( GodotSpace3D : : ElapsedTime ( i ) ) ;
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}
}
Array values ;
values . resize ( GodotSpace3D : : ELAPSED_TIME_MAX * 2 ) ;
for ( int i = 0 ; i < GodotSpace3D : : ELAPSED_TIME_MAX ; i + + ) {
values [ i * 2 + 0 ] = time_name [ i ] ;
values [ i * 2 + 1 ] = USEC_TO_SEC ( total_time [ i ] ) ;
}
values . push_back ( " flush_queries " ) ;
values . push_back ( USEC_TO_SEC ( OS : : get_singleton ( ) - > get_ticks_usec ( ) - time_beg ) ) ;
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values . push_front ( " physics_3d " ) ;
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EngineDebugger : : profiler_add_frame_data ( " servers " , values ) ;
}
# endif
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}
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void GodotPhysicsServer3D : : end_sync ( ) {
doing_sync = false ;
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}
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void GodotPhysicsServer3D : : finish ( ) {
memdelete ( stepper ) ;
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}
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int GodotPhysicsServer3D : : get_process_info ( ProcessInfo p_info ) {
switch ( p_info ) {
case INFO_ACTIVE_OBJECTS : {
return active_objects ;
} break ;
case INFO_COLLISION_PAIRS : {
return collision_pairs ;
} break ;
case INFO_ISLAND_COUNT : {
return island_count ;
} break ;
}
return 0 ;
}
void GodotPhysicsServer3D : : _update_shapes ( ) {
while ( pending_shape_update_list . first ( ) ) {
pending_shape_update_list . first ( ) - > self ( ) - > _shape_changed ( ) ;
pending_shape_update_list . remove ( pending_shape_update_list . first ( ) ) ;
}
}
void GodotPhysicsServer3D : : _shape_col_cbk ( const Vector3 & p_point_A , int p_index_A , const Vector3 & p_point_B , int p_index_B , void * p_userdata ) {
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CollCbkData * cbk = static_cast < CollCbkData * > ( p_userdata ) ;
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if ( cbk - > max = = 0 ) {
return ;
}
if ( cbk - > amount = = cbk - > max ) {
//find least deep
real_t min_depth = 1e20 ;
int min_depth_idx = 0 ;
for ( int i = 0 ; i < cbk - > amount ; i + + ) {
real_t d = cbk - > ptr [ i * 2 + 0 ] . distance_squared_to ( cbk - > ptr [ i * 2 + 1 ] ) ;
if ( d < min_depth ) {
min_depth = d ;
min_depth_idx = i ;
}
}
real_t d = p_point_A . distance_squared_to ( p_point_B ) ;
if ( d < min_depth ) {
return ;
}
cbk - > ptr [ min_depth_idx * 2 + 0 ] = p_point_A ;
cbk - > ptr [ min_depth_idx * 2 + 1 ] = p_point_B ;
} else {
cbk - > ptr [ cbk - > amount * 2 + 0 ] = p_point_A ;
cbk - > ptr [ cbk - > amount * 2 + 1 ] = p_point_B ;
cbk - > amount + + ;
}
}
GodotPhysicsServer3D * GodotPhysicsServer3D : : godot_singleton = nullptr ;
GodotPhysicsServer3D : : GodotPhysicsServer3D ( bool p_using_threads ) {
godot_singleton = this ;
GodotBroadPhase3D : : create_func = GodotBroadPhase3DBVH : : _create ;
using_threads = p_using_threads ;
} ;