/**************************************************************************/ /* body_2d_sw.h */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #ifndef BODY_2D_SW_H #define BODY_2D_SW_H #include "area_2d_sw.h" #include "collision_object_2d_sw.h" #include "core/vset.h" class Constraint2DSW; class Physics2DDirectBodyStateSW; class Body2DSW : public CollisionObject2DSW { Physics2DServer::BodyMode mode; Vector2 biased_linear_velocity; real_t biased_angular_velocity; Vector2 linear_velocity; real_t angular_velocity; real_t linear_damp; real_t angular_damp; real_t gravity_scale; real_t mass; real_t inertia; real_t bounce; real_t friction; real_t _inv_mass; real_t _inv_inertia; bool user_inertia; Vector2 gravity; real_t area_linear_damp; real_t area_angular_damp; real_t still_time; Vector2 applied_force; real_t applied_torque; SelfList active_list; SelfList inertia_update_list; SelfList direct_state_query_list; VSet exceptions; Physics2DServer::CCDMode continuous_cd_mode; bool omit_force_integration; bool active; bool can_sleep; bool first_time_kinematic; bool first_integration; void _update_inertia(); virtual void _shapes_changed(); Transform2D new_transform; Map constraint_map; struct AreaCMP { Area2DSW *area; int refCount; _FORCE_INLINE_ bool operator==(const AreaCMP &p_cmp) const { return area->get_self() == p_cmp.area->get_self(); } _FORCE_INLINE_ bool operator<(const AreaCMP &p_cmp) const { return area->get_priority() < p_cmp.area->get_priority(); } _FORCE_INLINE_ AreaCMP() {} _FORCE_INLINE_ AreaCMP(Area2DSW *p_area) { area = p_area; refCount = 1; } }; Vector areas; struct Contact { Vector2 local_pos; Vector2 local_normal; real_t depth; int local_shape; Vector2 collider_pos; int collider_shape; ObjectID collider_instance_id; RID collider; Vector2 collider_velocity_at_pos; }; Vector contacts; //no contacts by default int contact_count; struct ForceIntegrationCallback { ObjectID id; StringName method; Variant callback_udata; }; ForceIntegrationCallback *fi_callback; uint64_t island_step; Body2DSW *island_next; Body2DSW *island_list_next; _FORCE_INLINE_ void _compute_area_gravity_and_dampenings(const Area2DSW *p_area); Physics2DDirectBodyStateSW *direct_access = nullptr; friend class Physics2DDirectBodyStateSW; // i give up, too many functions to expose public: void set_force_integration_callback(ObjectID p_id, const StringName &p_method, const Variant &p_udata = Variant()); _FORCE_INLINE_ void add_area(Area2DSW *p_area) { int index = areas.find(AreaCMP(p_area)); if (index > -1) { areas.write[index].refCount += 1; } else { areas.ordered_insert(AreaCMP(p_area)); } } _FORCE_INLINE_ void remove_area(Area2DSW *p_area) { int index = areas.find(AreaCMP(p_area)); if (index > -1) { areas.write[index].refCount -= 1; if (areas[index].refCount < 1) { areas.remove(index); } } } _FORCE_INLINE_ void set_max_contacts_reported(int p_size) { contacts.resize(p_size); contact_count = 0; if (mode == Physics2DServer::BODY_MODE_KINEMATIC && p_size) { set_active(true); } } _FORCE_INLINE_ int get_max_contacts_reported() const { return contacts.size(); } _FORCE_INLINE_ bool can_report_contacts() const { return !contacts.empty(); } _FORCE_INLINE_ void add_contact(const Vector2 &p_local_pos, const Vector2 &p_local_normal, real_t p_depth, int p_local_shape, const Vector2 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector2 &p_collider_velocity_at_pos); _FORCE_INLINE_ void add_exception(const RID &p_exception) { exceptions.insert(p_exception); } _FORCE_INLINE_ void remove_exception(const RID &p_exception) { exceptions.erase(p_exception); } _FORCE_INLINE_ bool has_exception(const RID &p_exception) const { return exceptions.has(p_exception); } _FORCE_INLINE_ const VSet &get_exceptions() const { return exceptions; } _FORCE_INLINE_ uint64_t get_island_step() const { return island_step; } _FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; } _FORCE_INLINE_ Body2DSW *get_island_next() const { return island_next; } _FORCE_INLINE_ void set_island_next(Body2DSW *p_next) { island_next = p_next; } _FORCE_INLINE_ Body2DSW *get_island_list_next() const { return island_list_next; } _FORCE_INLINE_ void set_island_list_next(Body2DSW *p_next) { island_list_next = p_next; } _FORCE_INLINE_ void add_constraint(Constraint2DSW *p_constraint, int p_pos) { constraint_map[p_constraint] = p_pos; } _FORCE_INLINE_ void remove_constraint(Constraint2DSW *p_constraint) { constraint_map.erase(p_constraint); } const Map &get_constraint_map() const { return constraint_map; } _FORCE_INLINE_ void clear_constraint_map() { constraint_map.clear(); } _FORCE_INLINE_ void set_omit_force_integration(bool p_omit_force_integration) { omit_force_integration = p_omit_force_integration; } _FORCE_INLINE_ bool get_omit_force_integration() const { return omit_force_integration; } _FORCE_INLINE_ void set_linear_velocity(const Vector2 &p_velocity) { linear_velocity = p_velocity; } _FORCE_INLINE_ Vector2 get_linear_velocity() const { return linear_velocity; } _FORCE_INLINE_ void set_angular_velocity(real_t p_velocity) { angular_velocity = p_velocity; } _FORCE_INLINE_ real_t get_angular_velocity() const { return angular_velocity; } _FORCE_INLINE_ void set_biased_linear_velocity(const Vector2 &p_velocity) { biased_linear_velocity = p_velocity; } _FORCE_INLINE_ Vector2 get_biased_linear_velocity() const { return biased_linear_velocity; } _FORCE_INLINE_ void set_biased_angular_velocity(real_t p_velocity) { biased_angular_velocity = p_velocity; } _FORCE_INLINE_ real_t get_biased_angular_velocity() const { return biased_angular_velocity; } _FORCE_INLINE_ void apply_central_impulse(const Vector2 &p_impulse) { linear_velocity += p_impulse * _inv_mass; } _FORCE_INLINE_ void apply_impulse(const Vector2 &p_offset, const Vector2 &p_impulse) { linear_velocity += p_impulse * _inv_mass; angular_velocity += _inv_inertia * p_offset.cross(p_impulse); } _FORCE_INLINE_ void apply_torque_impulse(real_t p_torque) { angular_velocity += _inv_inertia * p_torque; } _FORCE_INLINE_ void apply_bias_impulse(const Vector2 &p_pos, const Vector2 &p_j) { biased_linear_velocity += p_j * _inv_mass; biased_angular_velocity += _inv_inertia * p_pos.cross(p_j); } void set_active(bool p_active); _FORCE_INLINE_ bool is_active() const { return active; } _FORCE_INLINE_ void wakeup() { if ((!get_space()) || mode == Physics2DServer::BODY_MODE_STATIC || mode == Physics2DServer::BODY_MODE_KINEMATIC) { return; } set_active(true); } void set_param(Physics2DServer::BodyParameter p_param, real_t); real_t get_param(Physics2DServer::BodyParameter p_param) const; void set_mode(Physics2DServer::BodyMode p_mode); Physics2DServer::BodyMode get_mode() const; void set_state(Physics2DServer::BodyState p_state, const Variant &p_variant); Variant get_state(Physics2DServer::BodyState p_state) const; void set_applied_force(const Vector2 &p_force) { applied_force = p_force; } Vector2 get_applied_force() const { return applied_force; } void set_applied_torque(real_t p_torque) { applied_torque = p_torque; } real_t get_applied_torque() const { return applied_torque; } _FORCE_INLINE_ void add_central_force(const Vector2 &p_force) { applied_force += p_force; } _FORCE_INLINE_ void add_force(const Vector2 &p_offset, const Vector2 &p_force) { applied_force += p_force; applied_torque += p_offset.cross(p_force); } _FORCE_INLINE_ void add_torque(real_t p_torque) { applied_torque += p_torque; } _FORCE_INLINE_ void set_continuous_collision_detection_mode(Physics2DServer::CCDMode p_mode) { continuous_cd_mode = p_mode; } _FORCE_INLINE_ Physics2DServer::CCDMode get_continuous_collision_detection_mode() const { return continuous_cd_mode; } void set_space(Space2DSW *p_space); void update_inertias(); _FORCE_INLINE_ real_t get_inv_mass() const { return _inv_mass; } _FORCE_INLINE_ real_t get_inv_inertia() const { return _inv_inertia; } _FORCE_INLINE_ real_t get_friction() const { return friction; } _FORCE_INLINE_ Vector2 get_gravity() const { return gravity; } _FORCE_INLINE_ real_t get_bounce() const { return bounce; } _FORCE_INLINE_ real_t get_linear_damp() const { return linear_damp; } _FORCE_INLINE_ real_t get_angular_damp() const { return angular_damp; } void integrate_forces(real_t p_step); void integrate_velocities(real_t p_step); _FORCE_INLINE_ Vector2 get_velocity_in_local_point(const Vector2 &rel_pos) const { return linear_velocity + Vector2(-angular_velocity * rel_pos.y, angular_velocity * rel_pos.x); } _FORCE_INLINE_ Vector2 get_motion() const { if (mode > Physics2DServer::BODY_MODE_KINEMATIC) { return new_transform.get_origin() - get_transform().get_origin(); } else if (mode == Physics2DServer::BODY_MODE_KINEMATIC) { return get_transform().get_origin() - new_transform.get_origin(); //kinematic simulates forward } return Vector2(); } void call_queries(); void wakeup_neighbours(); bool sleep_test(real_t p_step); Physics2DDirectBodyStateSW *get_direct_state() const { return direct_access; } Body2DSW(); ~Body2DSW(); }; //add contact inline void Body2DSW::add_contact(const Vector2 &p_local_pos, const Vector2 &p_local_normal, real_t p_depth, int p_local_shape, const Vector2 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector2 &p_collider_velocity_at_pos) { int c_max = contacts.size(); if (c_max == 0) { return; } Contact *c = contacts.ptrw(); int idx = -1; if (contact_count < c_max) { idx = contact_count++; } else { real_t least_depth = 1e20; int least_deep = -1; for (int i = 0; i < c_max; i++) { if (i == 0 || c[i].depth < least_depth) { least_deep = i; least_depth = c[i].depth; } } if (least_deep >= 0 && least_depth < p_depth) { idx = least_deep; } if (idx == -1) { return; //none least deepe than this } } c[idx].local_pos = p_local_pos; c[idx].local_normal = p_local_normal; c[idx].depth = p_depth; c[idx].local_shape = p_local_shape; c[idx].collider_pos = p_collider_pos; c[idx].collider_shape = p_collider_shape; c[idx].collider_instance_id = p_collider_instance_id; c[idx].collider = p_collider; c[idx].collider_velocity_at_pos = p_collider_velocity_at_pos; } class Physics2DDirectBodyStateSW : public Physics2DDirectBodyState { GDCLASS(Physics2DDirectBodyStateSW, Physics2DDirectBodyState); public: Body2DSW *body = nullptr; virtual Vector2 get_total_gravity() const { return body->gravity; } // get gravity vector working on this body space/area virtual real_t get_total_angular_damp() const { return body->area_angular_damp; } // get density of this body space/area virtual real_t get_total_linear_damp() const { return body->area_linear_damp; } // get density of this body space/area virtual real_t get_inverse_mass() const { return body->get_inv_mass(); } // get the mass virtual real_t get_inverse_inertia() const { return body->get_inv_inertia(); } // get density of this body space virtual void set_linear_velocity(const Vector2 &p_velocity) { body->wakeup(); body->set_linear_velocity(p_velocity); } virtual Vector2 get_linear_velocity() const { return body->get_linear_velocity(); } virtual void set_angular_velocity(real_t p_velocity) { body->wakeup(); body->set_angular_velocity(p_velocity); } virtual real_t get_angular_velocity() const { return body->get_angular_velocity(); } virtual void set_transform(const Transform2D &p_transform) { body->set_state(Physics2DServer::BODY_STATE_TRANSFORM, p_transform); } virtual Transform2D get_transform() const { return body->get_transform(); } virtual Vector2 get_velocity_at_local_position(const Vector2 &p_position) const { return body->get_velocity_in_local_point(p_position); } virtual void add_central_force(const Vector2 &p_force) { body->wakeup(); body->add_central_force(p_force); } virtual void add_force(const Vector2 &p_offset, const Vector2 &p_force) { body->wakeup(); body->add_force(p_offset, p_force); } virtual void add_torque(real_t p_torque) { body->wakeup(); body->add_torque(p_torque); } virtual void apply_central_impulse(const Vector2 &p_impulse) { body->wakeup(); body->apply_central_impulse(p_impulse); } virtual void apply_impulse(const Vector2 &p_offset, const Vector2 &p_force) { body->wakeup(); body->apply_impulse(p_offset, p_force); } virtual void apply_torque_impulse(real_t p_torque) { body->wakeup(); body->apply_torque_impulse(p_torque); } virtual void set_sleep_state(bool p_enable) { body->set_active(!p_enable); } virtual bool is_sleeping() const { return !body->is_active(); } virtual int get_contact_count() const { return body->contact_count; } virtual Vector2 get_contact_local_position(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2()); return body->contacts[p_contact_idx].local_pos; } virtual Vector2 get_contact_local_normal(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2()); return body->contacts[p_contact_idx].local_normal; } virtual int get_contact_local_shape(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, -1); return body->contacts[p_contact_idx].local_shape; } virtual RID get_contact_collider(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, RID()); return body->contacts[p_contact_idx].collider; } virtual Vector2 get_contact_collider_position(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2()); return body->contacts[p_contact_idx].collider_pos; } virtual ObjectID get_contact_collider_id(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, 0); return body->contacts[p_contact_idx].collider_instance_id; } virtual int get_contact_collider_shape(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, 0); return body->contacts[p_contact_idx].collider_shape; } virtual Variant get_contact_collider_shape_metadata(int p_contact_idx) const; virtual Vector2 get_contact_collider_velocity_at_position(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2()); return body->contacts[p_contact_idx].collider_velocity_at_pos; } virtual Physics2DDirectSpaceState *get_space_state(); virtual real_t get_step() const; Physics2DDirectBodyStateSW() {} }; #endif // BODY_2D_SW_H