/*************************************************************************/ /* physics_server_3d_extension.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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_server_3d_extension.h" bool PhysicsDirectSpaceState3DExtension::is_body_excluded_from_query(const RID &p_body) const { return exclude && exclude->has(p_body); } thread_local const HashSet *PhysicsDirectSpaceState3DExtension::exclude = nullptr; void PhysicsDirectSpaceState3DExtension::_bind_methods() { GDVIRTUAL_BIND(_intersect_ray, "from", "to", "collision_mask", "collide_with_bodies", "collide_with_areas", "hit_from_inside", "hit_back_faces", "result"); GDVIRTUAL_BIND(_intersect_point, "position", "collision_mask", "collide_with_bodies", "collide_with_areas", "results", "max_results"); GDVIRTUAL_BIND(_intersect_shape, "shape_rid", "transform", "motion", "margin", "collision_mask", "collide_with_bodies", "collide_with_areas", "result_count", "max_results"); GDVIRTUAL_BIND(_cast_motion, "shape_rid", "transform", "motion", "margin", "collision_mask", "collide_with_bodies", "collide_with_areas", "closest_safe", "closest_unsafe", "info"); GDVIRTUAL_BIND(_collide_shape, "shape_rid", "transform", "motion", "margin", "collision_mask", "collide_with_bodies", "collide_with_areas", "results", "max_results", "result_count"); GDVIRTUAL_BIND(_rest_info, "shape_rid", "transform", "motion", "margin", "collision_mask", "collide_with_bodies", "collide_with_areas", "rest_info"); GDVIRTUAL_BIND(_get_closest_point_to_object_volume, "object", "point"); } PhysicsDirectSpaceState3DExtension::PhysicsDirectSpaceState3DExtension() { } void PhysicsDirectBodyState3DExtension::_bind_methods() { GDVIRTUAL_BIND(_get_total_gravity); GDVIRTUAL_BIND(_get_total_linear_damp); GDVIRTUAL_BIND(_get_total_angular_damp); GDVIRTUAL_BIND(_get_center_of_mass); GDVIRTUAL_BIND(_get_center_of_mass_local); GDVIRTUAL_BIND(_get_principal_inertia_axes); GDVIRTUAL_BIND(_get_inverse_mass); GDVIRTUAL_BIND(_get_inverse_inertia); GDVIRTUAL_BIND(_set_linear_velocity, "velocity"); GDVIRTUAL_BIND(_get_linear_velocity); GDVIRTUAL_BIND(_set_angular_velocity, "velocity"); GDVIRTUAL_BIND(_get_angular_velocity); GDVIRTUAL_BIND(_set_transform, "transform"); GDVIRTUAL_BIND(_get_transform); GDVIRTUAL_BIND(_get_velocity_at_local_position, "local_position"); GDVIRTUAL_BIND(_apply_central_impulse, "impulse"); GDVIRTUAL_BIND(_apply_impulse, "impulse", "position"); GDVIRTUAL_BIND(_apply_torque_impulse, "impulse"); GDVIRTUAL_BIND(_apply_central_force, "force"); GDVIRTUAL_BIND(_apply_force, "force", "position"); GDVIRTUAL_BIND(_apply_torque, "torque"); GDVIRTUAL_BIND(_add_constant_central_force, "force"); GDVIRTUAL_BIND(_add_constant_force, "force", "position"); GDVIRTUAL_BIND(_add_constant_torque, "torque"); GDVIRTUAL_BIND(_set_constant_force, "force"); GDVIRTUAL_BIND(_get_constant_force); GDVIRTUAL_BIND(_set_constant_torque, "torque"); GDVIRTUAL_BIND(_get_constant_torque); GDVIRTUAL_BIND(_set_sleep_state, "enabled"); GDVIRTUAL_BIND(_is_sleeping); GDVIRTUAL_BIND(_get_contact_count); GDVIRTUAL_BIND(_get_contact_local_position, "contact_idx"); GDVIRTUAL_BIND(_get_contact_local_normal, "contact_idx"); GDVIRTUAL_BIND(_get_contact_impulse, "contact_idx"); GDVIRTUAL_BIND(_get_contact_local_shape, "contact_idx"); GDVIRTUAL_BIND(_get_contact_collider, "contact_idx"); GDVIRTUAL_BIND(_get_contact_collider_position, "contact_idx"); GDVIRTUAL_BIND(_get_contact_collider_id, "contact_idx"); GDVIRTUAL_BIND(_get_contact_collider_object, "contact_idx"); GDVIRTUAL_BIND(_get_contact_collider_shape, "contact_idx"); GDVIRTUAL_BIND(_get_contact_collider_velocity_at_position, "contact_idx"); GDVIRTUAL_BIND(_get_step); GDVIRTUAL_BIND(_integrate_forces); GDVIRTUAL_BIND(_get_space_state); } PhysicsDirectBodyState3DExtension::PhysicsDirectBodyState3DExtension() { } thread_local const HashSet *PhysicsServer3DExtension::exclude_bodies = nullptr; thread_local const HashSet *PhysicsServer3DExtension::exclude_objects = nullptr; bool PhysicsServer3DExtension::body_test_motion_is_excluding_body(RID p_body) const { return exclude_bodies && exclude_bodies->has(p_body); } bool PhysicsServer3DExtension::body_test_motion_is_excluding_object(ObjectID p_object) const { return exclude_objects && exclude_objects->has(p_object); } void PhysicsServer3DExtension::_bind_methods() { /* SHAPE API */ GDVIRTUAL_BIND(_world_boundary_shape_create); GDVIRTUAL_BIND(_separation_ray_shape_create); GDVIRTUAL_BIND(_sphere_shape_create); GDVIRTUAL_BIND(_box_shape_create); GDVIRTUAL_BIND(_capsule_shape_create); GDVIRTUAL_BIND(_cylinder_shape_create); GDVIRTUAL_BIND(_convex_polygon_shape_create); GDVIRTUAL_BIND(_concave_polygon_shape_create); GDVIRTUAL_BIND(_heightmap_shape_create); GDVIRTUAL_BIND(_custom_shape_create); GDVIRTUAL_BIND(_shape_set_data, "shape", "data"); GDVIRTUAL_BIND(_shape_set_custom_solver_bias, "shape", "bias"); GDVIRTUAL_BIND(_shape_set_margin, "shape", "margin"); GDVIRTUAL_BIND(_shape_get_margin, "shape"); GDVIRTUAL_BIND(_shape_get_type, "shape"); GDVIRTUAL_BIND(_shape_get_data, "shape"); GDVIRTUAL_BIND(_shape_get_custom_solver_bias, "shape"); /* SPACE API */ GDVIRTUAL_BIND(_space_create); GDVIRTUAL_BIND(_space_set_active, "space", "active"); GDVIRTUAL_BIND(_space_is_active, "space"); GDVIRTUAL_BIND(_space_set_param, "space", "param", "value"); GDVIRTUAL_BIND(_space_get_param, "space", "param"); GDVIRTUAL_BIND(_space_get_direct_state, "space"); GDVIRTUAL_BIND(_space_set_debug_contacts, "space", "max_contacts"); GDVIRTUAL_BIND(_space_get_contacts, "space"); GDVIRTUAL_BIND(_space_get_contact_count, "space"); /* AREA API */ GDVIRTUAL_BIND(_area_create); GDVIRTUAL_BIND(_area_set_space, "area", "space"); GDVIRTUAL_BIND(_area_get_space, "area"); GDVIRTUAL_BIND(_area_add_shape, "area", "shape", "transform", "disabled"); GDVIRTUAL_BIND(_area_set_shape, "area", "shape_idx", "shape"); GDVIRTUAL_BIND(_area_set_shape_transform, "area", "shape_idx", "transform"); GDVIRTUAL_BIND(_area_set_shape_disabled, "area", "shape_idx", "disabled"); GDVIRTUAL_BIND(_area_get_shape_count, "area"); GDVIRTUAL_BIND(_area_get_shape, "area", "shape_idx"); GDVIRTUAL_BIND(_area_get_shape_transform, "area", "shape_idx"); GDVIRTUAL_BIND(_area_remove_shape, "area", "shape_idx"); GDVIRTUAL_BIND(_area_clear_shapes, "area"); GDVIRTUAL_BIND(_area_attach_object_instance_id, "area", "id"); GDVIRTUAL_BIND(_area_get_object_instance_id, "area"); GDVIRTUAL_BIND(_area_set_param, "area", "param", "value"); GDVIRTUAL_BIND(_area_set_transform, "area", "transform"); GDVIRTUAL_BIND(_area_get_param, "area", "param"); GDVIRTUAL_BIND(_area_get_transform, "area"); GDVIRTUAL_BIND(_area_set_collision_layer, "area", "layer"); GDVIRTUAL_BIND(_area_set_collision_mask, "area", "mask"); GDVIRTUAL_BIND(_area_set_monitorable, "area", "monitorable"); GDVIRTUAL_BIND(_area_set_ray_pickable, "area", "enable"); GDVIRTUAL_BIND(_area_set_monitor_callback, "area", "callback"); GDVIRTUAL_BIND(_area_set_area_monitor_callback, "area", "callback"); /* BODY API */ GDVIRTUAL_BIND(_body_create); GDVIRTUAL_BIND(_body_set_space, "body", "space"); GDVIRTUAL_BIND(_body_get_space, "body"); GDVIRTUAL_BIND(_body_set_mode, "body", "mode"); GDVIRTUAL_BIND(_body_get_mode, "body"); GDVIRTUAL_BIND(_body_add_shape, "body", "shape", "transform", "disabled"); GDVIRTUAL_BIND(_body_set_shape, "body", "shape_idx", "shape"); GDVIRTUAL_BIND(_body_set_shape_transform, "body", "shape_idx", "transform"); GDVIRTUAL_BIND(_body_set_shape_disabled, "body", "shape_idx", "disabled"); GDVIRTUAL_BIND(_body_get_shape_count, "body"); GDVIRTUAL_BIND(_body_get_shape, "body", "shape_idx"); GDVIRTUAL_BIND(_body_get_shape_transform, "body", "shape_idx"); GDVIRTUAL_BIND(_body_remove_shape, "body", "shape_idx"); GDVIRTUAL_BIND(_body_clear_shapes, "body"); GDVIRTUAL_BIND(_body_attach_object_instance_id, "body", "id"); GDVIRTUAL_BIND(_body_get_object_instance_id, "body"); GDVIRTUAL_BIND(_body_set_enable_continuous_collision_detection, "body", "enable"); GDVIRTUAL_BIND(_body_is_continuous_collision_detection_enabled, "body"); GDVIRTUAL_BIND(_body_set_collision_layer, "body", "layer"); GDVIRTUAL_BIND(_body_get_collision_layer, "body"); GDVIRTUAL_BIND(_body_set_collision_mask, "body", "mask"); GDVIRTUAL_BIND(_body_get_collision_mask, "body"); GDVIRTUAL_BIND(_body_set_collision_priority, "body", "priority"); GDVIRTUAL_BIND(_body_get_collision_priority, "body"); GDVIRTUAL_BIND(_body_set_user_flags, "body", "flags"); GDVIRTUAL_BIND(_body_get_user_flags, "body"); GDVIRTUAL_BIND(_body_set_param, "body", "param", "value"); GDVIRTUAL_BIND(_body_get_param, "body", "param"); GDVIRTUAL_BIND(_body_reset_mass_properties, "body"); GDVIRTUAL_BIND(_body_set_state, "body", "state", "value"); GDVIRTUAL_BIND(_body_get_state, "body", "state"); GDVIRTUAL_BIND(_body_apply_central_impulse, "body", "impulse"); GDVIRTUAL_BIND(_body_apply_impulse, "body", "impulse", "position"); GDVIRTUAL_BIND(_body_apply_torque_impulse, "body", "impulse"); GDVIRTUAL_BIND(_body_apply_central_force, "body", "force"); GDVIRTUAL_BIND(_body_apply_force, "body", "force", "position"); GDVIRTUAL_BIND(_body_apply_torque, "body", "torque"); GDVIRTUAL_BIND(_body_add_constant_central_force, "body", "force"); GDVIRTUAL_BIND(_body_add_constant_force, "body", "force", "position"); GDVIRTUAL_BIND(_body_add_constant_torque, "body", "torque"); GDVIRTUAL_BIND(_body_set_constant_force, "body", "force"); GDVIRTUAL_BIND(_body_get_constant_force, "body"); GDVIRTUAL_BIND(_body_set_constant_torque, "body", "torque"); GDVIRTUAL_BIND(_body_get_constant_torque, "body"); GDVIRTUAL_BIND(_body_set_axis_velocity, "body", "axis_velocity"); GDVIRTUAL_BIND(_body_set_axis_lock, "body", "axis", "lock"); GDVIRTUAL_BIND(_body_is_axis_locked, "body", "axis"); GDVIRTUAL_BIND(_body_add_collision_exception, "body", "excepted_body"); GDVIRTUAL_BIND(_body_remove_collision_exception, "body", "excepted_body"); GDVIRTUAL_BIND(_body_get_collision_exceptions, "body"); GDVIRTUAL_BIND(_body_set_max_contacts_reported, "body", "amount"); GDVIRTUAL_BIND(_body_get_max_contacts_reported, "body"); GDVIRTUAL_BIND(_body_set_contacts_reported_depth_threshold, "body", "threshold"); GDVIRTUAL_BIND(_body_get_contacts_reported_depth_threshold, "body"); GDVIRTUAL_BIND(_body_set_omit_force_integration, "body", "enable"); GDVIRTUAL_BIND(_body_is_omitting_force_integration, "body"); GDVIRTUAL_BIND(_body_set_state_sync_callback, "body", "callable"); GDVIRTUAL_BIND(_body_set_force_integration_callback, "body", "callable", "userdata"); GDVIRTUAL_BIND(_body_set_ray_pickable, "body", "enable"); GDVIRTUAL_BIND(_body_test_motion, "body", "from", "motion", "margin", "max_collisions", "collide_separation_ray", "result"); GDVIRTUAL_BIND(_body_get_direct_state, "body"); /* SOFT BODY API */ GDVIRTUAL_BIND(_soft_body_create); GDVIRTUAL_BIND(_soft_body_update_rendering_server, "body", "rendering_server_handler"); GDVIRTUAL_BIND(_soft_body_set_space, "body", "space"); GDVIRTUAL_BIND(_soft_body_get_space, "body"); GDVIRTUAL_BIND(_soft_body_set_ray_pickable, "body", "enable"); GDVIRTUAL_BIND(_soft_body_set_collision_layer, "body", "layer"); GDVIRTUAL_BIND(_soft_body_get_collision_layer, "body"); GDVIRTUAL_BIND(_soft_body_set_collision_mask, "body", "mask"); GDVIRTUAL_BIND(_soft_body_get_collision_mask, "body"); GDVIRTUAL_BIND(_soft_body_add_collision_exception, "body", "body_b"); GDVIRTUAL_BIND(_soft_body_remove_collision_exception, "body", "body_b"); GDVIRTUAL_BIND(_soft_body_get_collision_exceptions, "body"); GDVIRTUAL_BIND(_soft_body_set_state, "body", "state", "variant"); GDVIRTUAL_BIND(_soft_body_get_state, "body", "state"); GDVIRTUAL_BIND(_soft_body_set_transform, "body", "transform"); GDVIRTUAL_BIND(_soft_body_set_simulation_precision, "body", "simulation_precision"); GDVIRTUAL_BIND(_soft_body_get_simulation_precision, "body"); GDVIRTUAL_BIND(_soft_body_set_total_mass, "body", "total_mass"); GDVIRTUAL_BIND(_soft_body_get_total_mass, "body"); GDVIRTUAL_BIND(_soft_body_set_linear_stiffness, "body", "linear_stiffness"); GDVIRTUAL_BIND(_soft_body_get_linear_stiffness, "body"); GDVIRTUAL_BIND(_soft_body_set_pressure_coefficient, "body", "pressure_coefficient"); GDVIRTUAL_BIND(_soft_body_get_pressure_coefficient, "body"); GDVIRTUAL_BIND(_soft_body_set_damping_coefficient, "body", "damping_coefficient"); GDVIRTUAL_BIND(_soft_body_get_damping_coefficient, "body"); GDVIRTUAL_BIND(_soft_body_set_drag_coefficient, "body", "drag_coefficient"); GDVIRTUAL_BIND(_soft_body_get_drag_coefficient, "body"); GDVIRTUAL_BIND(_soft_body_set_mesh, "body", "mesh"); GDVIRTUAL_BIND(_soft_body_get_bounds, "body"); GDVIRTUAL_BIND(_soft_body_move_point, "body", "point_index", "global_position"); GDVIRTUAL_BIND(_soft_body_get_point_global_position, "body", "point_index"); GDVIRTUAL_BIND(_soft_body_remove_all_pinned_points, "body"); GDVIRTUAL_BIND(_soft_body_pin_point, "body", "point_index", "pin"); GDVIRTUAL_BIND(_soft_body_is_point_pinned, "body", "point_index"); /* JOINT API */ GDVIRTUAL_BIND(_joint_create); GDVIRTUAL_BIND(_joint_clear, "joint"); GDVIRTUAL_BIND(_joint_make_pin, "joint", "body_A", "local_A", "body_B", "local_B"); GDVIRTUAL_BIND(_pin_joint_set_param, "joint", "param", "value"); GDVIRTUAL_BIND(_pin_joint_get_param, "joint", "param"); GDVIRTUAL_BIND(_pin_joint_set_local_a, "joint", "local_A"); GDVIRTUAL_BIND(_pin_joint_get_local_a, "joint"); GDVIRTUAL_BIND(_pin_joint_set_local_b, "joint", "local_B"); GDVIRTUAL_BIND(_pin_joint_get_local_b, "joint"); GDVIRTUAL_BIND(_joint_make_hinge, "joint", "body_A", "hinge_A", "body_B", "hinge_B"); GDVIRTUAL_BIND(_joint_make_hinge_simple, "joint", "body_A", "pivot_A", "axis_A", "body_B", "pivot_B", "axis_B"); GDVIRTUAL_BIND(_hinge_joint_set_param, "joint", "param", "value"); GDVIRTUAL_BIND(_hinge_joint_get_param, "joint", "param"); GDVIRTUAL_BIND(_hinge_joint_set_flag, "joint", "flag", "enabled"); GDVIRTUAL_BIND(_hinge_joint_get_flag, "joint", "flag"); GDVIRTUAL_BIND(_joint_make_slider, "joint", "body_A", "local_ref_A", "body_B", "local_ref_B"); GDVIRTUAL_BIND(_slider_joint_set_param, "joint", "param", "value"); GDVIRTUAL_BIND(_slider_joint_get_param, "joint", "param"); GDVIRTUAL_BIND(_joint_make_cone_twist, "joint", "body_A", "local_ref_A", "body_B", "local_ref_B"); GDVIRTUAL_BIND(_cone_twist_joint_set_param, "joint", "param", "value"); GDVIRTUAL_BIND(_cone_twist_joint_get_param, "joint", "param"); GDVIRTUAL_BIND(_joint_make_generic_6dof, "joint", "body_A", "local_ref_A", "body_B", "local_ref_B"); GDVIRTUAL_BIND(_generic_6dof_joint_set_param, "joint", "axis", "param", "value"); GDVIRTUAL_BIND(_generic_6dof_joint_get_param, "joint", "axis", "param"); GDVIRTUAL_BIND(_generic_6dof_joint_set_flag, "joint", "axis", "flag", "enable"); GDVIRTUAL_BIND(_generic_6dof_joint_get_flag, "joint", "axis", "flag"); GDVIRTUAL_BIND(_joint_get_type, "joint"); GDVIRTUAL_BIND(_joint_set_solver_priority, "joint", "priority"); GDVIRTUAL_BIND(_joint_get_solver_priority, "joint"); GDVIRTUAL_BIND(_free_rid, "rid"); GDVIRTUAL_BIND(_set_active, "active"); GDVIRTUAL_BIND(_init); GDVIRTUAL_BIND(_step, "step"); GDVIRTUAL_BIND(_sync); GDVIRTUAL_BIND(_flush_queries); GDVIRTUAL_BIND(_end_sync); GDVIRTUAL_BIND(_finish); GDVIRTUAL_BIND(_is_flushing_queries); GDVIRTUAL_BIND(_get_process_info, "process_info"); } PhysicsServer3DExtension::PhysicsServer3DExtension() { } PhysicsServer3DExtension::~PhysicsServer3DExtension() { }