godot/servers/physics_2d/body_2d_sw.cpp

633 lines
15 KiB
C++

/*************************************************************************/
/* body_2d_sw.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* 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 "body_2d_sw.h"
#include "space_2d_sw.h"
#include "area_2d_sw.h"
void Body2DSW::_update_inertia() {
if (get_space() && !inertia_update_list.in_list())
get_space()->body_add_to_inertia_update_list(&inertia_update_list);
}
void Body2DSW::update_inertias() {
//update shapes and motions
switch(mode) {
case Physics2DServer::BODY_MODE_RIGID: {
//update tensor for allshapes, not the best way but should be somehow OK. (inspired from bullet)
float total_area=0;
for (int i=0;i<get_shape_count();i++) {
total_area+=get_shape_aabb(i).get_area();
}
real_t _inertia=0;
for (int i=0;i<get_shape_count();i++) {
const Shape2DSW* shape=get_shape(i);
float area=get_shape_aabb(i).get_area();
float mass = area * this->mass / total_area;
Matrix32 mtx = get_shape_transform(i);
Vector2 scale = mtx.get_scale();
_inertia += shape->get_moment_of_inertia(mass,scale) + mass * mtx.get_origin().length_squared();
//Rect2 ab = get_shape_aabb(i);
//_inertia+=mass*ab.size.dot(ab.size)/12.0f;
}
if (_inertia!=0)
_inv_inertia=1.0/_inertia;
else
_inv_inertia=0.0; //wathever
if (mass)
_inv_mass=1.0/mass;
else
_inv_mass=0;
} break;
case Physics2DServer::BODY_MODE_KINEMATIC:
case Physics2DServer::BODY_MODE_STATIC: {
_inv_inertia=0;
_inv_mass=0;
} break;
case Physics2DServer::BODY_MODE_CHARACTER: {
_inv_inertia=0;
_inv_mass=1.0/mass;
} break;
}
//_update_inertia_tensor();
//_update_shapes();
}
void Body2DSW::set_active(bool p_active) {
if (active==p_active)
return;
active=p_active;
if (!p_active) {
if (get_space())
get_space()->body_remove_from_active_list(&active_list);
} else {
if (mode==Physics2DServer::BODY_MODE_STATIC)
return; //static bodies can't become active
if (get_space())
get_space()->body_add_to_active_list(&active_list);
//still_time=0;
}
/*
if (!space)
return;
for(int i=0;i<get_shape_count();i++) {
Shape &s=shapes[i];
if (s.bpid>0) {
get_space()->get_broadphase()->set_active(s.bpid,active);
}
}
*/
}
void Body2DSW::set_param(Physics2DServer::BodyParameter p_param, float p_value) {
switch(p_param) {
case Physics2DServer::BODY_PARAM_BOUNCE: {
bounce=p_value;
} break;
case Physics2DServer::BODY_PARAM_FRICTION: {
friction=p_value;
} break;
case Physics2DServer::BODY_PARAM_MASS: {
ERR_FAIL_COND(p_value<=0);
mass=p_value;
_update_inertia();
} break;
default:{}
}
}
float Body2DSW::get_param(Physics2DServer::BodyParameter p_param) const {
switch(p_param) {
case Physics2DServer::BODY_PARAM_BOUNCE: {
return bounce;
} break;
case Physics2DServer::BODY_PARAM_FRICTION: {
return friction;
} break;
case Physics2DServer::BODY_PARAM_MASS: {
return mass;
} break;
default:{}
}
return 0;
}
void Body2DSW::set_mode(Physics2DServer::BodyMode p_mode) {
Physics2DServer::BodyMode prev=mode;
mode=p_mode;
switch(p_mode) {
//CLEAR UP EVERYTHING IN CASE IT NOT WORKS!
case Physics2DServer::BODY_MODE_STATIC:
case Physics2DServer::BODY_MODE_KINEMATIC: {
_set_inv_transform(get_transform().affine_inverse());
_inv_mass=0;
_set_static(p_mode==Physics2DServer::BODY_MODE_STATIC);
set_active(p_mode==Physics2DServer::BODY_MODE_KINEMATIC && contacts.size());
linear_velocity=Vector2();
angular_velocity=0;
if (mode==Physics2DServer::BODY_MODE_KINEMATIC && prev!=mode) {
first_time_kinematic=true;
}
} break;
case Physics2DServer::BODY_MODE_RIGID: {
_inv_mass=mass>0?(1.0/mass):0;
_set_static(false);
} break;
case Physics2DServer::BODY_MODE_CHARACTER: {
_inv_mass=mass>0?(1.0/mass):0;
_set_static(false);
} break;
}
_update_inertia();
//if (get_space())
// _update_queries();
}
Physics2DServer::BodyMode Body2DSW::get_mode() const {
return mode;
}
void Body2DSW::_shapes_changed() {
_update_inertia();
wakeup_neighbours();
}
void Body2DSW::set_state(Physics2DServer::BodyState p_state, const Variant& p_variant) {
switch(p_state) {
case Physics2DServer::BODY_STATE_TRANSFORM: {
if (mode==Physics2DServer::BODY_MODE_KINEMATIC) {
new_transform=p_variant;
//wakeup_neighbours();
set_active(true);
if (first_time_kinematic) {
_set_transform(p_variant);
_set_inv_transform(get_transform().affine_inverse());
first_time_kinematic=false;
}
} else if (mode==Physics2DServer::BODY_MODE_STATIC) {
_set_transform(p_variant);
_set_inv_transform(get_transform().affine_inverse());
wakeup_neighbours();
} else {
Matrix32 t = p_variant;
t.orthonormalize();
new_transform=get_transform(); //used as old to compute motion
_set_transform(t);
_set_inv_transform(get_transform().inverse());
}
} break;
case Physics2DServer::BODY_STATE_LINEAR_VELOCITY: {
//if (mode==Physics2DServer::BODY_MODE_STATIC)
// break;
linear_velocity=p_variant;
} break;
case Physics2DServer::BODY_STATE_ANGULAR_VELOCITY: {
//if (mode!=Physics2DServer::BODY_MODE_RIGID)
// break;
angular_velocity=p_variant;
} break;
case Physics2DServer::BODY_STATE_SLEEPING: {
//?
if (mode==Physics2DServer::BODY_MODE_STATIC || mode==Physics2DServer::BODY_MODE_KINEMATIC)
break;
bool do_sleep=p_variant;
if (do_sleep) {
linear_velocity=Vector2();
//biased_linear_velocity=Vector3();
angular_velocity=0;
//biased_angular_velocity=Vector3();
set_active(false);
} else {
if (mode!=Physics2DServer::BODY_MODE_STATIC)
set_active(true);
}
} break;
case Physics2DServer::BODY_STATE_CAN_SLEEP: {
can_sleep=p_variant;
if (mode==Physics2DServer::BODY_MODE_RIGID && !active && !can_sleep)
set_active(true);
} break;
}
}
Variant Body2DSW::get_state(Physics2DServer::BodyState p_state) const {
switch(p_state) {
case Physics2DServer::BODY_STATE_TRANSFORM: {
return get_transform();
} break;
case Physics2DServer::BODY_STATE_LINEAR_VELOCITY: {
return linear_velocity;
} break;
case Physics2DServer::BODY_STATE_ANGULAR_VELOCITY: {
return angular_velocity;
} break;
case Physics2DServer::BODY_STATE_SLEEPING: {
return !is_active();
} break;
case Physics2DServer::BODY_STATE_CAN_SLEEP: {
return can_sleep;
} break;
}
return Variant();
}
void Body2DSW::set_space(Space2DSW *p_space){
if (get_space()) {
wakeup_neighbours();
if (inertia_update_list.in_list())
get_space()->body_remove_from_inertia_update_list(&inertia_update_list);
if (active_list.in_list())
get_space()->body_remove_from_active_list(&active_list);
if (direct_state_query_list.in_list())
get_space()->body_remove_from_state_query_list(&direct_state_query_list);
}
_set_space(p_space);
if (get_space()) {
_update_inertia();
if (active)
get_space()->body_add_to_active_list(&active_list);
// _update_queries();
//if (is_active()) {
// active=false;
// set_active(true);
//}
}
}
void Body2DSW::_compute_area_gravity(const Area2DSW *p_area) {
if (p_area->is_gravity_point()) {
gravity = (p_area->get_transform().get_origin()+p_area->get_gravity_vector() - get_transform().get_origin()).normalized() * p_area->get_gravity();
} else {
gravity = p_area->get_gravity_vector() * p_area->get_gravity();
}
}
void Body2DSW::integrate_forces(real_t p_step) {
if (mode==Physics2DServer::BODY_MODE_STATIC)
return;
Area2DSW *current_area = get_space()->get_default_area();
ERR_FAIL_COND(!current_area);
int prio = current_area->get_priority();
int ac = areas.size();
if (ac) {
const AreaCMP *aa = &areas[0];
for(int i=0;i<ac;i++) {
if (aa[i].area->get_priority() > prio) {
current_area=aa[i].area;
prio=current_area->get_priority();
}
}
}
_compute_area_gravity(current_area);
density=current_area->get_density();
Vector2 motion;
bool do_motion=false;
if (mode==Physics2DServer::BODY_MODE_KINEMATIC) {
//compute motion, angular and etc. velocities from prev transform
linear_velocity = (new_transform.elements[2] - get_transform().elements[2])/p_step;
real_t rot = new_transform.affine_inverse().basis_xform(get_transform().elements[1]).atan2();
angular_velocity = rot / p_step;
motion = new_transform.elements[2] - get_transform().elements[2];
do_motion=true;
//for(int i=0;i<get_shape_count();i++) {
// set_shape_kinematic_advance(i,Vector2());
// set_shape_kinematic_retreat(i,0);
//}
} else {
if (!omit_force_integration) {
//overriden by direct state query
Vector2 force=gravity*mass;
force+=applied_force;
real_t torque=applied_torque;
real_t damp = 1.0 - p_step * density;
if (damp<0) // reached zero in the given time
damp=0;
real_t angular_damp = 1.0 - p_step * density * get_space()->get_body_angular_velocity_damp_ratio();
if (angular_damp<0) // reached zero in the given time
angular_damp=0;
linear_velocity*=damp;
angular_velocity*=angular_damp;
linear_velocity+=_inv_mass * force * p_step;
angular_velocity+=_inv_inertia * torque * p_step;
}
if (continuous_cd_mode!=Physics2DServer::CCD_MODE_DISABLED) {
motion = new_transform.get_origin() - get_transform().get_origin();
//linear_velocity*p_step;
do_motion=true;
}
}
//motion=linear_velocity*p_step;
biased_angular_velocity=0;
biased_linear_velocity=Vector2();
if (do_motion) {//shapes temporarily extend for raycast
_update_shapes_with_motion(motion);
}
current_area=NULL; // clear the area, so it is set in the next frame
contact_count=0;
}
void Body2DSW::integrate_velocities(real_t p_step) {
if (mode==Physics2DServer::BODY_MODE_STATIC)
return;
if (fi_callback)
get_space()->body_add_to_state_query_list(&direct_state_query_list);
if (mode==Physics2DServer::BODY_MODE_KINEMATIC) {
_set_transform(new_transform,false);
_set_inv_transform(new_transform.affine_inverse());
if (contacts.size()==0 && linear_velocity==Vector2() && angular_velocity==0)
set_active(false); //stopped moving, deactivate
return;
}
real_t total_angular_velocity = angular_velocity+biased_angular_velocity;
Vector2 total_linear_velocity=linear_velocity+biased_linear_velocity;
real_t angle = get_transform().get_rotation() - total_angular_velocity * p_step;
Vector2 pos = get_transform().get_origin() + total_linear_velocity * p_step;
_set_transform(Matrix32(angle,pos),continuous_cd_mode==Physics2DServer::CCD_MODE_DISABLED);
_set_inv_transform(get_transform().inverse());
if (continuous_cd_mode!=Physics2DServer::CCD_MODE_DISABLED)
new_transform=get_transform();
//_update_inertia_tensor();
}
void Body2DSW::wakeup_neighbours() {
for(Map<Constraint2DSW*,int>::Element *E=constraint_map.front();E;E=E->next()) {
const Constraint2DSW *c=E->key();
Body2DSW **n = c->get_body_ptr();
int bc=c->get_body_count();
for(int i=0;i<bc;i++) {
if (i==E->get())
continue;
Body2DSW *b = n[i];
if (b->mode!=Physics2DServer::BODY_MODE_RIGID)
continue;
if (!b->is_active())
b->set_active(true);
}
}
}
void Body2DSW::call_queries() {
if (fi_callback) {
Physics2DDirectBodyStateSW *dbs = Physics2DDirectBodyStateSW::singleton;
dbs->body=this;
Variant v=dbs;
const Variant *vp[2]={&v,&fi_callback->callback_udata};
Object *obj = ObjectDB::get_instance(fi_callback->id);
if (!obj) {
set_force_integration_callback(0,StringName());
} else {
Variant::CallError ce;
if (fi_callback->callback_udata.get_type()) {
obj->call(fi_callback->method,vp,2,ce);
} else {
obj->call(fi_callback->method,vp,1,ce);
}
}
}
}
bool Body2DSW::sleep_test(real_t p_step) {
if (mode==Physics2DServer::BODY_MODE_STATIC || mode==Physics2DServer::BODY_MODE_KINEMATIC)
return true; //
else if (mode==Physics2DServer::BODY_MODE_CHARACTER)
return !active; // characters and kinematic bodies don't sleep unless asked to sleep
else if (!can_sleep)
return false;
if (Math::abs(angular_velocity)<get_space()->get_body_angular_velocity_sleep_treshold() && Math::abs(linear_velocity.length_squared()) < get_space()->get_body_linear_velocity_sleep_treshold()*get_space()->get_body_linear_velocity_sleep_treshold()) {
still_time+=p_step;
return still_time > get_space()->get_body_time_to_sleep();
} else {
still_time=0; //maybe this should be set to 0 on set_active?
return false;
}
}
void Body2DSW::set_force_integration_callback(ObjectID p_id,const StringName& p_method,const Variant& p_udata) {
if (fi_callback) {
memdelete(fi_callback);
fi_callback=NULL;
}
if (p_id!=0) {
fi_callback=memnew(ForceIntegrationCallback);
fi_callback->id=p_id;
fi_callback->method=p_method;
fi_callback->callback_udata=p_udata;
}
}
Body2DSW::Body2DSW() : CollisionObject2DSW(TYPE_BODY), active_list(this), inertia_update_list(this), direct_state_query_list(this) {
mode=Physics2DServer::BODY_MODE_RIGID;
active=true;
angular_velocity=0;
biased_angular_velocity=0;
mass=1;
_inv_inertia=0;
_inv_mass=1;
bounce=0;
friction=1;
omit_force_integration=false;
applied_torque=0;
island_step=0;
island_next=NULL;
island_list_next=NULL;
_set_static(false);
first_time_kinematic=false;
density=0;
contact_count=0;
still_time=0;
continuous_cd_mode=Physics2DServer::CCD_MODE_DISABLED;
can_sleep=false;
fi_callback=NULL;
}
Body2DSW::~Body2DSW() {
if (fi_callback)
memdelete(fi_callback);
}
Physics2DDirectBodyStateSW *Physics2DDirectBodyStateSW::singleton=NULL;
Physics2DDirectSpaceState* Physics2DDirectBodyStateSW::get_space_state() {
return body->get_space()->get_direct_state();
}