/**************************************************************************/ /* physics_body_3d.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 "physics_body_3d.h" void PhysicsBody3D::_bind_methods() { ClassDB::bind_method(D_METHOD("move_and_collide", "motion", "test_only", "safe_margin", "recovery_as_collision", "max_collisions"), &PhysicsBody3D::_move, DEFVAL(false), DEFVAL(0.001), DEFVAL(false), DEFVAL(1)); ClassDB::bind_method(D_METHOD("test_move", "from", "motion", "collision", "safe_margin", "recovery_as_collision", "max_collisions"), &PhysicsBody3D::test_move, DEFVAL(Variant()), DEFVAL(0.001), DEFVAL(false), DEFVAL(1)); ClassDB::bind_method(D_METHOD("get_gravity"), &PhysicsBody3D::get_gravity); ClassDB::bind_method(D_METHOD("set_axis_lock", "axis", "lock"), &PhysicsBody3D::set_axis_lock); ClassDB::bind_method(D_METHOD("get_axis_lock", "axis"), &PhysicsBody3D::get_axis_lock); ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &PhysicsBody3D::get_collision_exceptions); ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &PhysicsBody3D::add_collision_exception_with); ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &PhysicsBody3D::remove_collision_exception_with); ADD_GROUP("Axis Lock", "axis_lock_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_x"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_X); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_y"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_Y); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_z"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_Z); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_x"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_ANGULAR_X); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_y"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_ANGULAR_Y); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_z"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_ANGULAR_Z); } PhysicsBody3D::PhysicsBody3D(PhysicsServer3D::BodyMode p_mode) : CollisionObject3D(PhysicsServer3D::get_singleton()->body_create(), false) { set_body_mode(p_mode); } TypedArray PhysicsBody3D::get_collision_exceptions() { List exceptions; PhysicsServer3D::get_singleton()->body_get_collision_exceptions(get_rid(), &exceptions); Array ret; for (const RID &body : exceptions) { ObjectID instance_id = PhysicsServer3D::get_singleton()->body_get_object_instance_id(body); Object *obj = ObjectDB::get_instance(instance_id); PhysicsBody3D *physics_body = Object::cast_to(obj); ret.append(physics_body); } return ret; } void PhysicsBody3D::add_collision_exception_with(Node *p_node) { ERR_FAIL_NULL(p_node); CollisionObject3D *collision_object = Object::cast_to(p_node); ERR_FAIL_NULL_MSG(collision_object, "Collision exception only works between two nodes that inherit from CollisionObject3D (such as Area3D or PhysicsBody3D)."); PhysicsServer3D::get_singleton()->body_add_collision_exception(get_rid(), collision_object->get_rid()); } void PhysicsBody3D::remove_collision_exception_with(Node *p_node) { ERR_FAIL_NULL(p_node); CollisionObject3D *collision_object = Object::cast_to(p_node); ERR_FAIL_NULL_MSG(collision_object, "Collision exception only works between two nodes that inherit from CollisionObject3D (such as Area3D or PhysicsBody3D)."); PhysicsServer3D::get_singleton()->body_remove_collision_exception(get_rid(), collision_object->get_rid()); } Ref PhysicsBody3D::_move(const Vector3 &p_motion, bool p_test_only, real_t p_margin, bool p_recovery_as_collision, int p_max_collisions) { PhysicsServer3D::MotionParameters parameters(get_global_transform(), p_motion, p_margin); parameters.max_collisions = p_max_collisions; parameters.recovery_as_collision = p_recovery_as_collision; PhysicsServer3D::MotionResult result; if (move_and_collide(parameters, result, p_test_only)) { // Create a new instance when the cached reference is invalid or still in use in script. if (motion_cache.is_null() || motion_cache->get_reference_count() > 1) { motion_cache.instantiate(); motion_cache->owner_id = get_instance_id(); } motion_cache->result = result; return motion_cache; } return Ref(); } bool PhysicsBody3D::move_and_collide(const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult &r_result, bool p_test_only, bool p_cancel_sliding) { bool colliding = PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), p_parameters, &r_result); // Restore direction of motion to be along original motion, // in order to avoid sliding due to recovery, // but only if collision depth is low enough to avoid tunneling. if (p_cancel_sliding) { real_t motion_length = p_parameters.motion.length(); real_t precision = 0.001; if (colliding) { // Can't just use margin as a threshold because collision depth is calculated on unsafe motion, // so even in normal resting cases the depth can be a bit more than the margin. precision += motion_length * (r_result.collision_unsafe_fraction - r_result.collision_safe_fraction); if (r_result.collisions[0].depth > p_parameters.margin + precision) { p_cancel_sliding = false; } } if (p_cancel_sliding) { // When motion is null, recovery is the resulting motion. Vector3 motion_normal; if (motion_length > CMP_EPSILON) { motion_normal = p_parameters.motion / motion_length; } // Check depth of recovery. real_t projected_length = r_result.travel.dot(motion_normal); Vector3 recovery = r_result.travel - motion_normal * projected_length; real_t recovery_length = recovery.length(); // Fixes cases where canceling slide causes the motion to go too deep into the ground, // because we're only taking rest information into account and not general recovery. if (recovery_length < p_parameters.margin + precision) { // Apply adjustment to motion. r_result.travel = motion_normal * projected_length; r_result.remainder = p_parameters.motion - r_result.travel; } } } for (int i = 0; i < 3; i++) { if (locked_axis & (1 << i)) { r_result.travel[i] = 0; } } if (!p_test_only) { Transform3D gt = p_parameters.from; gt.origin += r_result.travel; set_global_transform(gt); } return colliding; } bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_motion, const Ref &r_collision, real_t p_margin, bool p_recovery_as_collision, int p_max_collisions) { ERR_FAIL_COND_V(!is_inside_tree(), false); PhysicsServer3D::MotionResult *r = nullptr; PhysicsServer3D::MotionResult temp_result; if (r_collision.is_valid()) { // Needs const_cast because method bindings don't support non-const Ref. r = const_cast(&r_collision->result); } else { r = &temp_result; } PhysicsServer3D::MotionParameters parameters(p_from, p_motion, p_margin); parameters.recovery_as_collision = p_recovery_as_collision; parameters.max_collisions = p_max_collisions; return PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), parameters, r); } Vector3 PhysicsBody3D::get_gravity() const { PhysicsDirectBodyState3D *state = PhysicsServer3D::get_singleton()->body_get_direct_state(get_rid()); ERR_FAIL_NULL_V(state, Vector3()); return state->get_total_gravity(); } void PhysicsBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock) { if (p_lock) { locked_axis |= p_axis; } else { locked_axis &= (~p_axis); } PhysicsServer3D::get_singleton()->body_set_axis_lock(get_rid(), p_axis, p_lock); } bool PhysicsBody3D::get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const { return (locked_axis & p_axis); } Vector3 PhysicsBody3D::get_linear_velocity() const { return Vector3(); } Vector3 PhysicsBody3D::get_angular_velocity() const { return Vector3(); } real_t PhysicsBody3D::get_inverse_mass() const { return 0; } /////////////////////////////////////// //so, if you pass 45 as limit, avoid numerical precision errors when angle is 45. /////////////////////////////////////// ///////////////////////////////////////