4da3a87f7d
Infinite inertia: Not needed anymore, since it's now possible to set one-directional collision layers in order for characters to ignore rigid bodies, while rigid bodies still collide with characters. Ray shapes: They were introduced as a work around to allow constant speed on slopes, which is now possible with the new property in CharacterBody instead.
379 lines
18 KiB
C++
379 lines
18 KiB
C++
/*************************************************************************/
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/* physics_server_3d_sw.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef PHYSICS_SERVER_SW
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#define PHYSICS_SERVER_SW
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#include "core/templates/rid_owner.h"
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#include "joints_3d_sw.h"
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#include "servers/physics_server_3d.h"
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#include "shape_3d_sw.h"
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#include "space_3d_sw.h"
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#include "step_3d_sw.h"
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class PhysicsServer3DSW : public PhysicsServer3D {
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GDCLASS(PhysicsServer3DSW, PhysicsServer3D);
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friend class PhysicsDirectSpaceState3DSW;
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bool active;
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int iterations;
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real_t last_step;
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int island_count;
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int active_objects;
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int collision_pairs;
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bool using_threads;
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bool doing_sync;
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bool flushing_queries;
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Step3DSW *stepper;
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Set<const Space3DSW *> active_spaces;
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PhysicsDirectBodyState3DSW *direct_state;
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mutable RID_PtrOwner<Shape3DSW, true> shape_owner;
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mutable RID_PtrOwner<Space3DSW, true> space_owner;
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mutable RID_PtrOwner<Area3DSW, true> area_owner;
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mutable RID_PtrOwner<Body3DSW, true> body_owner;
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mutable RID_PtrOwner<SoftBody3DSW, true> soft_body_owner;
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mutable RID_PtrOwner<Joint3DSW, true> joint_owner;
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//void _clear_query(QuerySW *p_query);
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friend class CollisionObject3DSW;
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SelfList<CollisionObject3DSW>::List pending_shape_update_list;
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void _update_shapes();
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static PhysicsServer3DSW *singletonsw;
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public:
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struct CollCbkData {
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int max;
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int amount;
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Vector3 *ptr;
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};
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static void _shape_col_cbk(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata);
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virtual RID plane_shape_create() override;
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virtual RID sphere_shape_create() override;
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virtual RID box_shape_create() override;
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virtual RID capsule_shape_create() override;
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virtual RID cylinder_shape_create() override;
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virtual RID convex_polygon_shape_create() override;
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virtual RID concave_polygon_shape_create() override;
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virtual RID heightmap_shape_create() override;
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virtual RID custom_shape_create() override;
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virtual void shape_set_data(RID p_shape, const Variant &p_data) override;
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virtual void shape_set_custom_solver_bias(RID p_shape, real_t p_bias) override;
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virtual ShapeType shape_get_type(RID p_shape) const override;
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virtual Variant shape_get_data(RID p_shape) const override;
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virtual void shape_set_margin(RID p_shape, real_t p_margin) override;
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virtual real_t shape_get_margin(RID p_shape) const override;
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virtual real_t shape_get_custom_solver_bias(RID p_shape) const override;
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/* SPACE API */
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virtual RID space_create() override;
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virtual void space_set_active(RID p_space, bool p_active) override;
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virtual bool space_is_active(RID p_space) const override;
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virtual void space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) override;
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virtual real_t space_get_param(RID p_space, SpaceParameter p_param) const override;
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// this function only works on physics process, errors and returns null otherwise
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virtual PhysicsDirectSpaceState3D *space_get_direct_state(RID p_space) override;
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virtual void space_set_debug_contacts(RID p_space, int p_max_contacts) override;
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virtual Vector<Vector3> space_get_contacts(RID p_space) const override;
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virtual int space_get_contact_count(RID p_space) const override;
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/* AREA API */
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virtual RID area_create() override;
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virtual void area_set_space_override_mode(RID p_area, AreaSpaceOverrideMode p_mode) override;
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virtual AreaSpaceOverrideMode area_get_space_override_mode(RID p_area) const override;
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virtual void area_set_space(RID p_area, RID p_space) override;
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virtual RID area_get_space(RID p_area) const override;
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virtual void area_add_shape(RID p_area, RID p_shape, const Transform3D &p_transform = Transform3D(), bool p_disabled = false) override;
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virtual void area_set_shape(RID p_area, int p_shape_idx, RID p_shape) override;
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virtual void area_set_shape_transform(RID p_area, int p_shape_idx, const Transform3D &p_transform) override;
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virtual int area_get_shape_count(RID p_area) const override;
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virtual RID area_get_shape(RID p_area, int p_shape_idx) const override;
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virtual Transform3D area_get_shape_transform(RID p_area, int p_shape_idx) const override;
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virtual void area_remove_shape(RID p_area, int p_shape_idx) override;
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virtual void area_clear_shapes(RID p_area) override;
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virtual void area_set_shape_disabled(RID p_area, int p_shape_idx, bool p_disabled) override;
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virtual void area_attach_object_instance_id(RID p_area, ObjectID p_id) override;
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virtual ObjectID area_get_object_instance_id(RID p_area) const override;
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virtual void area_set_param(RID p_area, AreaParameter p_param, const Variant &p_value) override;
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virtual void area_set_transform(RID p_area, const Transform3D &p_transform) override;
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virtual Variant area_get_param(RID p_area, AreaParameter p_param) const override;
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virtual Transform3D area_get_transform(RID p_area) const override;
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virtual void area_set_ray_pickable(RID p_area, bool p_enable) override;
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virtual void area_set_collision_mask(RID p_area, uint32_t p_mask) override;
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virtual void area_set_collision_layer(RID p_area, uint32_t p_layer) override;
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virtual void area_set_monitorable(RID p_area, bool p_monitorable) override;
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virtual void area_set_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) override;
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virtual void area_set_area_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) override;
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/* BODY API */
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// create a body of a given type
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virtual RID body_create() override;
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virtual void body_set_space(RID p_body, RID p_space) override;
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virtual RID body_get_space(RID p_body) const override;
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virtual void body_set_mode(RID p_body, BodyMode p_mode) override;
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virtual BodyMode body_get_mode(RID p_body) const override;
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virtual void body_add_shape(RID p_body, RID p_shape, const Transform3D &p_transform = Transform3D(), bool p_disabled = false) override;
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virtual void body_set_shape(RID p_body, int p_shape_idx, RID p_shape) override;
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virtual void body_set_shape_transform(RID p_body, int p_shape_idx, const Transform3D &p_transform) override;
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virtual int body_get_shape_count(RID p_body) const override;
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virtual RID body_get_shape(RID p_body, int p_shape_idx) const override;
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virtual Transform3D body_get_shape_transform(RID p_body, int p_shape_idx) const override;
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virtual void body_set_shape_disabled(RID p_body, int p_shape_idx, bool p_disabled) override;
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virtual void body_remove_shape(RID p_body, int p_shape_idx) override;
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virtual void body_clear_shapes(RID p_body) override;
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virtual void body_attach_object_instance_id(RID p_body, ObjectID p_id) override;
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virtual ObjectID body_get_object_instance_id(RID p_body) const override;
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virtual void body_set_enable_continuous_collision_detection(RID p_body, bool p_enable) override;
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virtual bool body_is_continuous_collision_detection_enabled(RID p_body) const override;
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virtual void body_set_collision_layer(RID p_body, uint32_t p_layer) override;
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virtual uint32_t body_get_collision_layer(RID p_body) const override;
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virtual void body_set_collision_mask(RID p_body, uint32_t p_mask) override;
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virtual uint32_t body_get_collision_mask(RID p_body) const override;
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virtual void body_set_user_flags(RID p_body, uint32_t p_flags) override;
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virtual uint32_t body_get_user_flags(RID p_body) const override;
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virtual void body_set_param(RID p_body, BodyParameter p_param, real_t p_value) override;
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virtual real_t body_get_param(RID p_body, BodyParameter p_param) const override;
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virtual void body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) override;
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virtual Variant body_get_state(RID p_body, BodyState p_state) const override;
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virtual void body_set_applied_force(RID p_body, const Vector3 &p_force) override;
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virtual Vector3 body_get_applied_force(RID p_body) const override;
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virtual void body_set_applied_torque(RID p_body, const Vector3 &p_torque) override;
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virtual Vector3 body_get_applied_torque(RID p_body) const override;
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virtual void body_add_central_force(RID p_body, const Vector3 &p_force) override;
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virtual void body_add_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position = Vector3()) override;
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virtual void body_add_torque(RID p_body, const Vector3 &p_torque) override;
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virtual void body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) override;
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virtual void body_apply_impulse(RID p_body, const Vector3 &p_impulse, const Vector3 &p_position = Vector3()) override;
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virtual void body_apply_torque_impulse(RID p_body, const Vector3 &p_impulse) override;
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virtual void body_set_axis_velocity(RID p_body, const Vector3 &p_axis_velocity) override;
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virtual void body_set_axis_lock(RID p_body, BodyAxis p_axis, bool p_lock) override;
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virtual bool body_is_axis_locked(RID p_body, BodyAxis p_axis) const override;
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virtual void body_add_collision_exception(RID p_body, RID p_body_b) override;
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virtual void body_remove_collision_exception(RID p_body, RID p_body_b) override;
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virtual void body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) override;
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virtual void body_set_contacts_reported_depth_threshold(RID p_body, real_t p_threshold) override;
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virtual real_t body_get_contacts_reported_depth_threshold(RID p_body) const override;
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virtual void body_set_omit_force_integration(RID p_body, bool p_omit) override;
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virtual bool body_is_omitting_force_integration(RID p_body) const override;
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virtual void body_set_max_contacts_reported(RID p_body, int p_contacts) override;
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virtual int body_get_max_contacts_reported(RID p_body) const override;
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virtual void body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata = Variant()) override;
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virtual void body_set_ray_pickable(RID p_body, bool p_enable) override;
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virtual bool body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, real_t p_margin = 0.001, MotionResult *r_result = nullptr, const Set<RID> &p_exclude = Set<RID>()) override;
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// this function only works on physics process, errors and returns null otherwise
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virtual PhysicsDirectBodyState3D *body_get_direct_state(RID p_body) override;
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/* SOFT BODY */
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virtual RID soft_body_create() override;
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virtual void soft_body_update_rendering_server(RID p_body, RenderingServerHandler *p_rendering_server_handler) override;
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virtual void soft_body_set_space(RID p_body, RID p_space) override;
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virtual RID soft_body_get_space(RID p_body) const override;
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virtual void soft_body_set_collision_layer(RID p_body, uint32_t p_layer) override;
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virtual uint32_t soft_body_get_collision_layer(RID p_body) const override;
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virtual void soft_body_set_collision_mask(RID p_body, uint32_t p_mask) override;
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virtual uint32_t soft_body_get_collision_mask(RID p_body) const override;
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virtual void soft_body_add_collision_exception(RID p_body, RID p_body_b) override;
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virtual void soft_body_remove_collision_exception(RID p_body, RID p_body_b) override;
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virtual void soft_body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) override;
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virtual void soft_body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) override;
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virtual Variant soft_body_get_state(RID p_body, BodyState p_state) const override;
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virtual void soft_body_set_transform(RID p_body, const Transform3D &p_transform) override;
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virtual void soft_body_set_ray_pickable(RID p_body, bool p_enable) override;
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virtual void soft_body_set_simulation_precision(RID p_body, int p_simulation_precision) override;
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virtual int soft_body_get_simulation_precision(RID p_body) const override;
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virtual void soft_body_set_total_mass(RID p_body, real_t p_total_mass) override;
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virtual real_t soft_body_get_total_mass(RID p_body) const override;
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virtual void soft_body_set_linear_stiffness(RID p_body, real_t p_stiffness) override;
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virtual real_t soft_body_get_linear_stiffness(RID p_body) const override;
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virtual void soft_body_set_pressure_coefficient(RID p_body, real_t p_pressure_coefficient) override;
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virtual real_t soft_body_get_pressure_coefficient(RID p_body) const override;
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virtual void soft_body_set_damping_coefficient(RID p_body, real_t p_damping_coefficient) override;
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virtual real_t soft_body_get_damping_coefficient(RID p_body) const override;
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virtual void soft_body_set_drag_coefficient(RID p_body, real_t p_drag_coefficient) override;
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virtual real_t soft_body_get_drag_coefficient(RID p_body) const override;
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virtual void soft_body_set_mesh(RID p_body, const REF &p_mesh) override;
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virtual AABB soft_body_get_bounds(RID p_body) const override;
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virtual void soft_body_move_point(RID p_body, int p_point_index, const Vector3 &p_global_position) override;
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virtual Vector3 soft_body_get_point_global_position(RID p_body, int p_point_index) const override;
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virtual void soft_body_remove_all_pinned_points(RID p_body) override;
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virtual void soft_body_pin_point(RID p_body, int p_point_index, bool p_pin) override;
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virtual bool soft_body_is_point_pinned(RID p_body, int p_point_index) const override;
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/* JOINT API */
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virtual RID joint_create() override;
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virtual void joint_clear(RID p_joint) override; //resets type
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virtual void joint_make_pin(RID p_joint, RID p_body_A, const Vector3 &p_local_A, RID p_body_B, const Vector3 &p_local_B) override;
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virtual void pin_joint_set_param(RID p_joint, PinJointParam p_param, real_t p_value) override;
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virtual real_t pin_joint_get_param(RID p_joint, PinJointParam p_param) const override;
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virtual void pin_joint_set_local_a(RID p_joint, const Vector3 &p_A) override;
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virtual Vector3 pin_joint_get_local_a(RID p_joint) const override;
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virtual void pin_joint_set_local_b(RID p_joint, const Vector3 &p_B) override;
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virtual Vector3 pin_joint_get_local_b(RID p_joint) const override;
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virtual void joint_make_hinge(RID p_joint, RID p_body_A, const Transform3D &p_frame_A, RID p_body_B, const Transform3D &p_frame_B) override;
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virtual void joint_make_hinge_simple(RID p_joint, RID p_body_A, const Vector3 &p_pivot_A, const Vector3 &p_axis_A, RID p_body_B, const Vector3 &p_pivot_B, const Vector3 &p_axis_B) override;
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virtual void hinge_joint_set_param(RID p_joint, HingeJointParam p_param, real_t p_value) override;
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virtual real_t hinge_joint_get_param(RID p_joint, HingeJointParam p_param) const override;
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virtual void hinge_joint_set_flag(RID p_joint, HingeJointFlag p_flag, bool p_value) override;
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virtual bool hinge_joint_get_flag(RID p_joint, HingeJointFlag p_flag) const override;
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virtual void joint_make_slider(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) override; //reference frame is A
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virtual void slider_joint_set_param(RID p_joint, SliderJointParam p_param, real_t p_value) override;
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virtual real_t slider_joint_get_param(RID p_joint, SliderJointParam p_param) const override;
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virtual void joint_make_cone_twist(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) override; //reference frame is A
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virtual void cone_twist_joint_set_param(RID p_joint, ConeTwistJointParam p_param, real_t p_value) override;
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virtual real_t cone_twist_joint_get_param(RID p_joint, ConeTwistJointParam p_param) const override;
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virtual void joint_make_generic_6dof(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) override; //reference frame is A
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virtual void generic_6dof_joint_set_param(RID p_joint, Vector3::Axis, G6DOFJointAxisParam p_param, real_t p_value) override;
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virtual real_t generic_6dof_joint_get_param(RID p_joint, Vector3::Axis, G6DOFJointAxisParam p_param) const override;
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virtual void generic_6dof_joint_set_flag(RID p_joint, Vector3::Axis, G6DOFJointAxisFlag p_flag, bool p_enable) override;
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virtual bool generic_6dof_joint_get_flag(RID p_joint, Vector3::Axis, G6DOFJointAxisFlag p_flag) const override;
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virtual JointType joint_get_type(RID p_joint) const override;
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virtual void joint_set_solver_priority(RID p_joint, int p_priority) override;
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virtual int joint_get_solver_priority(RID p_joint) const override;
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virtual void joint_disable_collisions_between_bodies(RID p_joint, const bool p_disable) override;
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virtual bool joint_is_disabled_collisions_between_bodies(RID p_joint) const override;
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/* MISC */
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virtual void free(RID p_rid) override;
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virtual void set_active(bool p_active) override;
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virtual void init() override;
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virtual void step(real_t p_step) override;
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virtual void sync() override;
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virtual void flush_queries() override;
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virtual void end_sync() override;
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virtual void finish() override;
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virtual void set_collision_iterations(int p_iterations) override;
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virtual bool is_flushing_queries() const override { return flushing_queries; }
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int get_process_info(ProcessInfo p_info) override;
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PhysicsServer3DSW(bool p_using_threads = false);
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~PhysicsServer3DSW() {}
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};
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#endif
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