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/*************************************************************************/
/* bullet_physics_server.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* 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 BULLET_PHYSICS_SERVER_H
# define BULLET_PHYSICS_SERVER_H
# include "area_bullet.h"
# include "joint_bullet.h"
# include "rid.h"
# include "rigid_body_bullet.h"
# include "servers/physics_server.h"
# include "shape_bullet.h"
# include "soft_body_bullet.h"
# include "space_bullet.h"
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/**
@ author AndreaCatania
*/
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class BulletPhysicsServer : public PhysicsServer {
GDCLASS ( BulletPhysicsServer , PhysicsServer )
friend class BulletPhysicsDirectSpaceState ;
bool active ;
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char active_spaces_count ;
Vector < SpaceBullet * > active_spaces ;
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mutable RID_Owner < SpaceBullet > space_owner ;
mutable RID_Owner < ShapeBullet > shape_owner ;
mutable RID_Owner < AreaBullet > area_owner ;
mutable RID_Owner < RigidBodyBullet > rigid_body_owner ;
mutable RID_Owner < SoftBodyBullet > soft_body_owner ;
mutable RID_Owner < JointBullet > joint_owner ;
private :
/// This is used when a collision shape is not active, so the bullet compound shapes index are always sync with godot index
static btEmptyShape * emptyShape ;
public :
static btEmptyShape * get_empty_shape ( ) ;
protected :
static void _bind_methods ( ) ;
public :
BulletPhysicsServer ( ) ;
~ BulletPhysicsServer ( ) ;
_FORCE_INLINE_ RID_Owner < SpaceBullet > * get_space_owner ( ) {
return & space_owner ;
}
_FORCE_INLINE_ RID_Owner < ShapeBullet > * get_shape_owner ( ) {
return & shape_owner ;
}
_FORCE_INLINE_ RID_Owner < AreaBullet > * get_area_owner ( ) {
return & area_owner ;
}
_FORCE_INLINE_ RID_Owner < RigidBodyBullet > * get_rigid_body_owner ( ) {
return & rigid_body_owner ;
}
_FORCE_INLINE_ RID_Owner < SoftBodyBullet > * get_soft_body_owner ( ) {
return & soft_body_owner ;
}
_FORCE_INLINE_ RID_Owner < JointBullet > * get_joint_owner ( ) {
return & joint_owner ;
}
/* SHAPE API */
virtual RID shape_create ( ShapeType p_shape ) ;
virtual void shape_set_data ( RID p_shape , const Variant & p_data ) ;
virtual ShapeType shape_get_type ( RID p_shape ) const ;
virtual Variant shape_get_data ( RID p_shape ) const ;
/// Not supported
virtual void shape_set_custom_solver_bias ( RID p_shape , real_t p_bias ) ;
/// Not supported
virtual real_t shape_get_custom_solver_bias ( RID p_shape ) const ;
/* SPACE API */
virtual RID space_create ( ) ;
virtual void space_set_active ( RID p_space , bool p_active ) ;
virtual bool space_is_active ( RID p_space ) const ;
/// Not supported
virtual void space_set_param ( RID p_space , SpaceParameter p_param , real_t p_value ) ;
/// Not supported
virtual real_t space_get_param ( RID p_space , SpaceParameter p_param ) const ;
virtual PhysicsDirectSpaceState * space_get_direct_state ( RID p_space ) ;
virtual void space_set_debug_contacts ( RID p_space , int p_max_contacts ) ;
virtual Vector < Vector3 > space_get_contacts ( RID p_space ) const ;
virtual int space_get_contact_count ( RID p_space ) const ;
/* AREA API */
/// Bullet Physics Engine not support "Area", this must be handled by the game developer in another way.
/// Since godot Physics use the concept of area even to define the main world, the API area_set_param is used to set initial physics world information.
/// The API area_set_param is a bit hacky, and allow Godot to set some parameters on Bullet's world, a different use print a warning to console.
/// All other APIs returns a warning message if used
virtual RID area_create ( ) ;
virtual void area_set_space ( RID p_area , RID p_space ) ;
virtual RID area_get_space ( RID p_area ) const ;
virtual void area_set_space_override_mode ( RID p_area , AreaSpaceOverrideMode p_mode ) ;
virtual AreaSpaceOverrideMode area_get_space_override_mode ( RID p_area ) const ;
virtual void area_add_shape ( RID p_area , RID p_shape , const Transform & p_transform = Transform ( ) ) ;
virtual void area_set_shape ( RID p_area , int p_shape_idx , RID p_shape ) ;
virtual void area_set_shape_transform ( RID p_area , int p_shape_idx , const Transform & p_transform ) ;
virtual int area_get_shape_count ( RID p_area ) const ;
virtual RID area_get_shape ( RID p_area , int p_shape_idx ) const ;
virtual Transform area_get_shape_transform ( RID p_area , int p_shape_idx ) const ;
virtual void area_remove_shape ( RID p_area , int p_shape_idx ) ;
virtual void area_clear_shapes ( RID p_area ) ;
virtual void area_set_shape_disabled ( RID p_area , int p_shape_idx , bool p_disabled ) ;
virtual void area_attach_object_instance_id ( RID p_area , ObjectID p_ID ) ;
virtual ObjectID area_get_object_instance_id ( RID p_area ) const ;
/// If you pass as p_area the SpaceBullet you can set some parameters as specified below
/// AREA_PARAM_GRAVITY
/// AREA_PARAM_GRAVITY_VECTOR
/// Otherwise you can set area parameters
virtual void area_set_param ( RID p_area , AreaParameter p_param , const Variant & p_value ) ;
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virtual Variant area_get_param ( RID p_area , AreaParameter p_param ) const ;
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virtual void area_set_transform ( RID p_area , const Transform & p_transform ) ;
virtual Transform area_get_transform ( RID p_area ) const ;
virtual void area_set_collision_mask ( RID p_area , uint32_t p_mask ) ;
virtual void area_set_collision_layer ( RID p_area , uint32_t p_layer ) ;
virtual void area_set_monitorable ( RID p_area , bool p_monitorable ) ;
virtual void area_set_monitor_callback ( RID p_area , Object * p_receiver , const StringName & p_method ) ;
virtual void area_set_area_monitor_callback ( RID p_area , Object * p_receiver , const StringName & p_method ) ;
virtual void area_set_ray_pickable ( RID p_area , bool p_enable ) ;
virtual bool area_is_ray_pickable ( RID p_area ) const ;
/* RIGID BODY API */
virtual RID body_create ( BodyMode p_mode = BODY_MODE_RIGID , bool p_init_sleeping = false ) ;
virtual void body_set_space ( RID p_body , RID p_space ) ;
virtual RID body_get_space ( RID p_body ) const ;
virtual void body_set_mode ( RID p_body , BodyMode p_mode ) ;
virtual BodyMode body_get_mode ( RID p_body ) const ;
virtual void body_add_shape ( RID p_body , RID p_shape , const Transform & p_transform = Transform ( ) ) ;
// Not supported, Please remove and add new shape
virtual void body_set_shape ( RID p_body , int p_shape_idx , RID p_shape ) ;
virtual void body_set_shape_transform ( RID p_body , int p_shape_idx , const Transform & p_transform ) ;
virtual int body_get_shape_count ( RID p_body ) const ;
virtual RID body_get_shape ( RID p_body , int p_shape_idx ) const ;
virtual Transform body_get_shape_transform ( RID p_body , int p_shape_idx ) const ;
virtual void body_set_shape_disabled ( RID p_body , int p_shape_idx , bool p_disabled ) ;
virtual void body_remove_shape ( RID p_body , int p_shape_idx ) ;
virtual void body_clear_shapes ( RID p_body ) ;
// Used for Rigid and Soft Bodies
virtual void body_attach_object_instance_id ( RID p_body , uint32_t p_ID ) ;
virtual uint32_t body_get_object_instance_id ( RID p_body ) const ;
virtual void body_set_enable_continuous_collision_detection ( RID p_body , bool p_enable ) ;
virtual bool body_is_continuous_collision_detection_enabled ( RID p_body ) const ;
virtual void body_set_collision_layer ( RID p_body , uint32_t p_layer ) ;
virtual uint32_t body_get_collision_layer ( RID p_body ) const ;
virtual void body_set_collision_mask ( RID p_body , uint32_t p_mask ) ;
virtual uint32_t body_get_collision_mask ( RID p_body ) const ;
/// This is not supported by physics server
virtual void body_set_user_flags ( RID p_body , uint32_t p_flags ) ;
/// This is not supported by physics server
virtual uint32_t body_get_user_flags ( RID p_body ) const ;
virtual void body_set_param ( RID p_body , BodyParameter p_param , float p_value ) ;
virtual float body_get_param ( RID p_body , BodyParameter p_param ) const ;
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virtual void body_set_kinematic_safe_margin ( RID p_body , real_t p_margin ) ;
virtual real_t body_get_kinematic_safe_margin ( RID p_body ) const ;
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virtual void body_set_state ( RID p_body , BodyState p_state , const Variant & p_variant ) ;
virtual Variant body_get_state ( RID p_body , BodyState p_state ) const ;
virtual void body_set_applied_force ( RID p_body , const Vector3 & p_force ) ;
virtual Vector3 body_get_applied_force ( RID p_body ) const ;
virtual void body_set_applied_torque ( RID p_body , const Vector3 & p_torque ) ;
virtual Vector3 body_get_applied_torque ( RID p_body ) const ;
virtual void body_apply_impulse ( RID p_body , const Vector3 & p_pos , const Vector3 & p_impulse ) ;
virtual void body_apply_torque_impulse ( RID p_body , const Vector3 & p_impulse ) ;
virtual void body_set_axis_velocity ( RID p_body , const Vector3 & p_axis_velocity ) ;
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virtual void body_set_axis_lock ( RID p_body , BodyAxis p_axis , bool p_lock ) ;
virtual bool body_is_axis_locked ( RID p_body , BodyAxis p_axis ) const ;
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virtual void body_add_collision_exception ( RID p_body , RID p_body_b ) ;
virtual void body_remove_collision_exception ( RID p_body , RID p_body_b ) ;
virtual void body_get_collision_exceptions ( RID p_body , List < RID > * p_exceptions ) ;
virtual void body_set_max_contacts_reported ( RID p_body , int p_contacts ) ;
virtual int body_get_max_contacts_reported ( RID p_body ) const ;
virtual void body_set_contacts_reported_depth_threshold ( RID p_body , float p_treshold ) ;
virtual float body_get_contacts_reported_depth_threshold ( RID p_body ) const ;
virtual void body_set_omit_force_integration ( RID p_body , bool p_omit ) ;
virtual bool body_is_omitting_force_integration ( RID p_body ) const ;
virtual void body_set_force_integration_callback ( RID p_body , Object * p_receiver , const StringName & p_method , const Variant & p_udata = Variant ( ) ) ;
virtual void body_set_ray_pickable ( RID p_body , bool p_enable ) ;
virtual bool body_is_ray_pickable ( RID p_body ) const ;
// this function only works on physics process, errors and returns null otherwise
virtual PhysicsDirectBodyState * body_get_direct_state ( RID p_body ) ;
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virtual bool body_test_motion ( RID p_body , const Transform & p_from , const Vector3 & p_motion , MotionResult * r_result = NULL ) ;
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/* SOFT BODY API */
virtual RID soft_body_create ( bool p_init_sleeping = false ) ;
virtual void soft_body_set_space ( RID p_body , RID p_space ) ;
virtual RID soft_body_get_space ( RID p_body ) const ;
virtual void soft_body_set_trimesh_body_shape ( RID p_body , PoolVector < int > p_indices , PoolVector < Vector3 > p_vertices , int p_triangles_num ) ;
virtual void soft_body_set_collision_layer ( RID p_body , uint32_t p_layer ) ;
virtual uint32_t soft_body_get_collision_layer ( RID p_body ) const ;
virtual void soft_body_set_collision_mask ( RID p_body , uint32_t p_mask ) ;
virtual uint32_t soft_body_get_collision_mask ( RID p_body ) const ;
virtual void soft_body_add_collision_exception ( RID p_body , RID p_body_b ) ;
virtual void soft_body_remove_collision_exception ( RID p_body , RID p_body_b ) ;
virtual void soft_body_get_collision_exceptions ( RID p_body , List < RID > * p_exceptions ) ;
virtual void soft_body_set_state ( RID p_body , BodyState p_state , const Variant & p_variant ) ;
virtual Variant soft_body_get_state ( RID p_body , BodyState p_state ) const ;
virtual void soft_body_set_transform ( RID p_body , const Transform & p_transform ) ;
virtual Transform soft_body_get_transform ( RID p_body ) const ;
virtual void soft_body_set_ray_pickable ( RID p_body , bool p_enable ) ;
virtual bool soft_body_is_ray_pickable ( RID p_body ) const ;
/* JOINT API */
virtual JointType joint_get_type ( RID p_joint ) const ;
virtual void joint_set_solver_priority ( RID p_joint , int p_priority ) ;
virtual int joint_get_solver_priority ( RID p_joint ) const ;
virtual RID joint_create_pin ( RID p_body_A , const Vector3 & p_local_A , RID p_body_B , const Vector3 & p_local_B ) ;
virtual void pin_joint_set_param ( RID p_joint , PinJointParam p_param , float p_value ) ;
virtual float pin_joint_get_param ( RID p_joint , PinJointParam p_param ) const ;
virtual void pin_joint_set_local_a ( RID p_joint , const Vector3 & p_A ) ;
virtual Vector3 pin_joint_get_local_a ( RID p_joint ) const ;
virtual void pin_joint_set_local_b ( RID p_joint , const Vector3 & p_B ) ;
virtual Vector3 pin_joint_get_local_b ( RID p_joint ) const ;
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virtual RID joint_create_hinge ( RID p_body_A , const Transform & p_hinge_A , RID p_body_B , const Transform & p_hinge_B ) ;
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virtual RID joint_create_hinge_simple ( 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 ) ;
virtual void hinge_joint_set_param ( RID p_joint , HingeJointParam p_param , float p_value ) ;
virtual float hinge_joint_get_param ( RID p_joint , HingeJointParam p_param ) const ;
virtual void hinge_joint_set_flag ( RID p_joint , HingeJointFlag p_flag , bool p_value ) ;
virtual bool hinge_joint_get_flag ( RID p_joint , HingeJointFlag p_flag ) const ;
/// Reference frame is A
virtual RID joint_create_slider ( RID p_body_A , const Transform & p_local_frame_A , RID p_body_B , const Transform & p_local_frame_B ) ;
virtual void slider_joint_set_param ( RID p_joint , SliderJointParam p_param , float p_value ) ;
virtual float slider_joint_get_param ( RID p_joint , SliderJointParam p_param ) const ;
/// Reference frame is A
virtual RID joint_create_cone_twist ( RID p_body_A , const Transform & p_local_frame_A , RID p_body_B , const Transform & p_local_frame_B ) ;
virtual void cone_twist_joint_set_param ( RID p_joint , ConeTwistJointParam p_param , float p_value ) ;
virtual float cone_twist_joint_get_param ( RID p_joint , ConeTwistJointParam p_param ) const ;
/// Reference frame is A
virtual RID joint_create_generic_6dof ( RID p_body_A , const Transform & p_local_frame_A , RID p_body_B , const Transform & p_local_frame_B ) ;
virtual void generic_6dof_joint_set_param ( RID p_joint , Vector3 : : Axis p_axis , G6DOFJointAxisParam p_param , float p_value ) ;
virtual float generic_6dof_joint_get_param ( RID p_joint , Vector3 : : Axis p_axis , G6DOFJointAxisParam p_param ) ;
virtual void generic_6dof_joint_set_flag ( RID p_joint , Vector3 : : Axis p_axis , G6DOFJointAxisFlag p_flag , bool p_enable ) ;
virtual bool generic_6dof_joint_get_flag ( RID p_joint , Vector3 : : Axis p_axis , G6DOFJointAxisFlag p_flag ) ;
/* MISC */
virtual void free ( RID p_rid ) ;
virtual void set_active ( bool p_active ) {
active = p_active ;
}
static bool singleton_isActive ( ) {
return static_cast < BulletPhysicsServer * > ( get_singleton ( ) ) - > active ;
}
bool isActive ( ) {
return active ;
}
virtual void init ( ) ;
virtual void step ( float p_deltaTime ) ;
virtual void sync ( ) ;
virtual void flush_queries ( ) ;
virtual void finish ( ) ;
virtual int get_process_info ( ProcessInfo p_info ) ;
CollisionObjectBullet * get_collisin_object ( RID p_object ) const ;
RigidCollisionObjectBullet * get_rigid_collisin_object ( RID p_object ) const ;
/// Internal APIs
public :
} ;
# endif