godot/servers/physics_2d/body_2d_sw.h

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C++

/*************************************************************************/
/* body_2d_sw.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2015 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 "collision_object_2d_sw.h"
#include "vset.h"
#include "area_2d_sw.h"
class Constraint2DSW;
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 bounce;
real_t friction;
real_t _inv_mass;
real_t _inv_inertia;
Vector2 gravity;
real_t area_linear_damp;
real_t area_angular_damp;
real_t still_time;
Vector2 applied_force;
real_t applied_torque;
Vector2 one_way_collision_direction;
float one_way_collision_max_depth;
SelfList<Body2DSW> active_list;
SelfList<Body2DSW> inertia_update_list;
SelfList<Body2DSW> direct_state_query_list;
VSet<RID> exceptions;
Physics2DServer::CCDMode continuous_cd_mode;
bool omit_force_integration;
bool active;
bool can_sleep;
bool first_time_kinematic;
void _update_inertia();
virtual void _shapes_changed();
Matrix32 new_transform;
Map<Constraint2DSW*,int> constraint_map;
struct AreaCMP {
Area2DSW *area;
_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;}
};
Vector<AreaCMP> areas;
struct Contact {
Vector2 local_pos;
Vector2 local_normal;
float depth;
int local_shape;
Vector2 collider_pos;
int collider_shape;
ObjectID collider_instance_id;
RID collider;
Vector2 collider_velocity_at_pos;
};
Vector<Contact> 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(const Area2DSW *p_area);
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) { areas.ordered_insert(AreaCMP(p_area)); }
_FORCE_INLINE_ void remove_area(Area2DSW *p_area) { areas.erase(AreaCMP(p_area)); }
_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, float 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<RID>& 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<Constraint2DSW*,int>& get_constraint_map() const { return constraint_map; }
_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_impulse(const Vector2& p_pos, const Vector2& p_j) {
linear_velocity += p_j * _inv_mass;
angular_velocity += _inv_inertia * p_pos.cross(p_j);
}
_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; }
void set_param(Physics2DServer::BodyParameter p_param, float);
float 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 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_one_way_collision_direction(const Vector2& p_dir) { one_way_collision_direction=p_dir; }
Vector2 get_one_way_collision_direction() const { return one_way_collision_direction; }
void set_one_way_collision_max_depth(float p_depth) { one_way_collision_max_depth=p_depth; }
float get_one_way_collision_max_depth() const { return one_way_collision_max_depth; }
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_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);
Body2DSW();
~Body2DSW();
};
//add contact inline
void Body2DSW::add_contact(const Vector2& p_local_pos,const Vector2& p_local_normal, float 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[0];
int idx=-1;
if (contact_count<c_max) {
idx=contact_count++;
} else {
float 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 {
OBJ_TYPE( Physics2DDirectBodyStateSW, Physics2DDirectBodyState );
public:
static Physics2DDirectBodyStateSW *singleton;
Body2DSW *body;
real_t step;
virtual Vector2 get_total_gravity() const { return body->get_gravity(); } // get gravity vector working on this body space/area
virtual float get_total_angular_damp() const { return body->get_angular_damp(); } // get density of this body space/area
virtual float get_total_linear_damp() const { return body->get_linear_damp(); } // get density of this body space/area
virtual float 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->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->set_angular_velocity(p_velocity); }
virtual real_t get_angular_velocity() const { return body->get_angular_velocity(); }
virtual void set_transform(const Matrix32& p_transform) { body->set_state(Physics2DServer::BODY_STATE_TRANSFORM,p_transform); }
virtual Matrix32 get_transform() const { return body->get_transform(); }
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_pos(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_pos(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 { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,Variant()); return body->get_shape_metadata(body->contacts[p_contact_idx].collider_shape); }
virtual Vector2 get_contact_collider_velocity_at_pos(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 { return step; }
Physics2DDirectBodyStateSW() { singleton=this; body=NULL; }
};
#endif // BODY_2D_SW_H