godot/scene/3d/physics_joint.cpp
2014-02-09 22:10:30 -03:00

328 lines
9.0 KiB
C++

/*************************************************************************/
/* physics_joint.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 "physics_joint.h"
#if 0
void PhysicsJoint::_set(const String& p_name, const Variant& p_value) {
if (p_name=="body_A")
set_body_A(p_value);
else if (p_name=="body_B")
set_body_B(p_value);
else if (p_name=="active")
set_active(p_value);
else if (p_name=="no_collision")
set_disable_collision(p_value);
}
Variant PhysicsJoint::_get(const String& p_name) const {
if (p_name=="body_A")
return get_body_A();
else if (p_name=="body_B")
return get_body_B();
else if (p_name=="active")
return is_active();
else if (p_name=="no_collision")
return has_disable_collision();
return Variant();
}
void PhysicsJoint::_get_property_list( List<PropertyInfo> *p_list) const {
p_list->push_back( PropertyInfo( Variant::NODE_PATH, "body_A" ) );
p_list->push_back( PropertyInfo( Variant::NODE_PATH, "body_B" ) );
p_list->push_back( PropertyInfo( Variant::BOOL, "active" ) );
p_list->push_back( PropertyInfo( Variant::BOOL, "no_collision" ) );
}
void PhysicsJoint::_notification(int p_what) {
switch(p_what) {
case NOTIFICATION_PARENT_CONFIGURED: {
_connect();
if (get_root_node()->get_editor() && !indicator.is_valid()) {
indicator=VisualServer::get_singleton()->poly_create();
RID mat=VisualServer::get_singleton()->fixed_material_create();
VisualServer::get_singleton()->material_set_flag( mat, VisualServer::MATERIAL_FLAG_UNSHADED, true );
VisualServer::get_singleton()->material_set_flag( mat, VisualServer::MATERIAL_FLAG_ONTOP, true );
VisualServer::get_singleton()->material_set_flag( mat, VisualServer::MATERIAL_FLAG_WIREFRAME, true );
VisualServer::get_singleton()->material_set_flag( mat, VisualServer::MATERIAL_FLAG_DOUBLE_SIDED, true );
VisualServer::get_singleton()->material_set_line_width( mat, 3 );
VisualServer::get_singleton()->poly_set_material(indicator,mat,true);
_update_indicator();
}
if (indicator.is_valid()) {
indicator_instance=VisualServer::get_singleton()->instance_create(indicator,get_world()->get_scenario());
VisualServer::get_singleton()->instance_attach_object_instance_ID( indicator_instance,get_instance_ID() );
}
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
if (indicator_instance.is_valid()) {
VisualServer::get_singleton()->instance_set_transform(indicator_instance,get_global_transform());
}
} break;
case NOTIFICATION_EXIT_SCENE: {
if (indicator_instance.is_valid()) {
VisualServer::get_singleton()->free(indicator_instance);
}
_disconnect();
} break;
}
}
RID PhysicsJoint::_get_visual_instance_rid() const {
return indicator_instance;
}
void PhysicsJoint::_bind_methods() {
ObjectTypeDB::bind_method(_MD("_get_visual_instance_rid"),&PhysicsJoint::_get_visual_instance_rid);
ObjectTypeDB::bind_method(_MD("set_body_A","path"),&PhysicsJoint::set_body_A);
ObjectTypeDB::bind_method(_MD("set_body_B"),&PhysicsJoint::set_body_B);
ObjectTypeDB::bind_method(_MD("get_body_A","path"),&PhysicsJoint::get_body_A);
ObjectTypeDB::bind_method(_MD("get_body_B"),&PhysicsJoint::get_body_B);
ObjectTypeDB::bind_method(_MD("set_active","active"),&PhysicsJoint::set_active);
ObjectTypeDB::bind_method(_MD("is_active"),&PhysicsJoint::is_active);
ObjectTypeDB::bind_method(_MD("set_disable_collision","disable"),&PhysicsJoint::set_disable_collision);
ObjectTypeDB::bind_method(_MD("has_disable_collision"),&PhysicsJoint::has_disable_collision);
ObjectTypeDB::bind_method("reconnect",&PhysicsJoint::reconnect);
ObjectTypeDB::bind_method(_MD("get_rid"),&PhysicsJoint::get_rid);
}
void PhysicsJoint::set_body_A(const NodePath& p_path) {
_disconnect();
body_A=p_path;
_connect();
_change_notify("body_A");
}
void PhysicsJoint::set_body_B(const NodePath& p_path) {
_disconnect();
body_B=p_path;
_connect();
_change_notify("body_B");
}
NodePath PhysicsJoint::get_body_A() const {
return body_A;
}
NodePath PhysicsJoint::get_body_B() const {
return body_B;
}
void PhysicsJoint::set_active(bool p_active) {
active=p_active;
if (is_inside_scene()) {
PhysicsServer::get_singleton()->joint_set_active(joint,active);
}
_change_notify("active");
}
void PhysicsJoint::set_disable_collision(bool p_active) {
if (no_collision==p_active)
return;
_disconnect();
no_collision=p_active;
_connect();
_change_notify("no_collision");
}
bool PhysicsJoint::has_disable_collision() const {
return no_collision;
}
bool PhysicsJoint::is_active() const {
return active;
}
void PhysicsJoint::_disconnect() {
if (!is_inside_scene())
return;
if (joint.is_valid())
PhysicsServer::get_singleton()->free(joint);
joint=RID();
Node *nA = get_node(body_A);
Node *nB = get_node(body_B);
PhysicsBody *A = nA?nA->cast_to<PhysicsBody>():NULL;
PhysicsBody *B = nA?nB->cast_to<PhysicsBody>():NULL;
if (!A ||!B)
return;
if (no_collision)
PhysicsServer::get_singleton()->body_remove_collision_exception(A->get_body(),B->get_body());
}
void PhysicsJoint::_connect() {
if (!is_inside_scene())
return;
ERR_FAIL_COND(joint.is_valid());
Node *nA = get_node(body_A);
Node *nB = get_node(body_B);
PhysicsBody *A = nA?nA->cast_to<PhysicsBody>():NULL;
PhysicsBody *B = nA?nB->cast_to<PhysicsBody>():NULL;
if (!A && !B)
return;
if (B && !A)
SWAP(B,A);
joint = create(A,B);
if (A<B)
SWAP(A,B);
if (no_collision)
PhysicsServer::get_singleton()->body_add_collision_exception(A->get_body(),B->get_body());
}
void PhysicsJoint::reconnect() {
_disconnect();
_connect();
}
RID PhysicsJoint::get_rid() {
return joint;
}
PhysicsJoint::PhysicsJoint() {
active=true;
no_collision=true;
}
PhysicsJoint::~PhysicsJoint() {
if (indicator.is_valid()) {
VisualServer::get_singleton()->free(indicator);
}
}
/* PIN */
void PhysicsJointPin::_update_indicator() {
VisualServer::get_singleton()->poly_clear(indicator);
Vector<Color> colors;
colors.push_back( Color(0.3,0.9,0.2,0.7) );
colors.push_back( Color(0.3,0.9,0.2,0.7) );
Vector<Vector3> points;
points.resize(2);
points[0]=Vector3(Vector3(-0.2,0,0));
points[1]=Vector3(Vector3(0.2,0,0));
VisualServer::get_singleton()->poly_add_primitive(indicator,points,Vector<Vector3>(),colors,Vector<Vector3>());
points[0]=Vector3(Vector3(0,-0.2,0));
points[1]=Vector3(Vector3(0,0.2,0));
VisualServer::get_singleton()->poly_add_primitive(indicator,points,Vector<Vector3>(),colors,Vector<Vector3>());
points[0]=Vector3(Vector3(0,0,-0.2));
points[1]=Vector3(Vector3(0,0,0.2));
VisualServer::get_singleton()->poly_add_primitive(indicator,points,Vector<Vector3>(),colors,Vector<Vector3>());
}
RID PhysicsJointPin::create(PhysicsBody*A,PhysicsBody*B) {
RID body_A = A->get_body();
RID body_B = B?B->get_body():RID();
ERR_FAIL_COND_V( !body_A.is_valid(), RID() );
Vector3 pin_pos = get_global_transform().origin;
if (body_B.is_valid())
return PhysicsServer::get_singleton()->joint_create_double_pin_global(body_A,pin_pos,body_B,pin_pos);
else
return PhysicsServer::get_singleton()->joint_create_pin(body_A,A->get_global_transform().xform_inv(pin_pos),pin_pos);
}
PhysicsJointPin::PhysicsJointPin() {
}
#endif