/*************************************************************************/ /* physics_body.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_body.h" #include "scene/scene_string_names.h" void PhysicsBody::_notification(int p_what) { /* switch(p_what) { case NOTIFICATION_TRANSFORM_CHANGED: { PhysicsServer::get_singleton()->body_set_state(get_rid(),PhysicsServer::BODY_STATE_TRANSFORM,get_global_transform()); } break; } */ } Vector3 PhysicsBody::get_linear_velocity() const { return Vector3(); } Vector3 PhysicsBody::get_angular_velocity() const { return Vector3(); } float PhysicsBody::get_inverse_mass() const { return 0; } void PhysicsBody::set_layer_mask(uint32_t p_mask) { layer_mask=p_mask; PhysicsServer::get_singleton()->body_set_layer_mask(get_rid(),p_mask); } uint32_t PhysicsBody::get_layer_mask() const { return layer_mask; } void PhysicsBody::add_collision_exception_with(Node* p_node) { ERR_FAIL_NULL(p_node); PhysicsBody *physics_body = p_node->cast_to(); if (!physics_body) { ERR_EXPLAIN("Collision exception only works between two objects of PhysicsBody type"); } ERR_FAIL_COND(!physics_body); PhysicsServer::get_singleton()->body_add_collision_exception(get_rid(),physics_body->get_rid()); } void PhysicsBody::remove_collision_exception_with(Node* p_node) { ERR_FAIL_NULL(p_node); PhysicsBody *physics_body = p_node->cast_to(); if (!physics_body) { ERR_EXPLAIN("Collision exception only works between two objects of PhysicsBody type"); } ERR_FAIL_COND(!physics_body); PhysicsServer::get_singleton()->body_remove_collision_exception(get_rid(),physics_body->get_rid()); } void PhysicsBody::_bind_methods() { ObjectTypeDB::bind_method(_MD("set_layer_mask","mask"),&PhysicsBody::set_layer_mask); ObjectTypeDB::bind_method(_MD("get_layer_mask"),&PhysicsBody::get_layer_mask); ADD_PROPERTY(PropertyInfo(Variant::INT,"layers",PROPERTY_HINT_ALL_FLAGS),_SCS("set_layer_mask"),_SCS("get_layer_mask")); } PhysicsBody::PhysicsBody(PhysicsServer::BodyMode p_mode) : CollisionObject( PhysicsServer::get_singleton()->body_create(p_mode), false) { layer_mask=1; } void StaticBody::set_friction(real_t p_friction){ ERR_FAIL_COND(p_friction<0 || p_friction>1); friction=p_friction; PhysicsServer::get_singleton()->body_set_param(get_rid(),PhysicsServer::BODY_PARAM_FRICTION,friction); } real_t StaticBody::get_friction() const{ return friction; } void StaticBody::set_bounce(real_t p_bounce){ ERR_FAIL_COND(p_bounce<0 || p_bounce>1); bounce=p_bounce; PhysicsServer::get_singleton()->body_set_param(get_rid(),PhysicsServer::BODY_PARAM_BOUNCE,bounce); } real_t StaticBody::get_bounce() const{ return bounce; } void StaticBody::set_constant_linear_velocity(const Vector3& p_vel) { constant_linear_velocity=p_vel; PhysicsServer::get_singleton()->body_set_state(get_rid(),PhysicsServer::BODY_STATE_LINEAR_VELOCITY,constant_linear_velocity); } void StaticBody::set_constant_angular_velocity(const Vector3& p_vel) { constant_angular_velocity=p_vel; PhysicsServer::get_singleton()->body_set_state(get_rid(),PhysicsServer::BODY_STATE_ANGULAR_VELOCITY,constant_angular_velocity); } Vector3 StaticBody::get_constant_linear_velocity() const { return constant_linear_velocity; } Vector3 StaticBody::get_constant_angular_velocity() const { return constant_angular_velocity; } void StaticBody::_bind_methods() { ObjectTypeDB::bind_method(_MD("set_constant_linear_velocity","vel"),&StaticBody::set_constant_linear_velocity); ObjectTypeDB::bind_method(_MD("set_constant_angular_velocity","vel"),&StaticBody::set_constant_angular_velocity); ObjectTypeDB::bind_method(_MD("get_constant_linear_velocity"),&StaticBody::get_constant_linear_velocity); ObjectTypeDB::bind_method(_MD("get_constant_angular_velocity"),&StaticBody::get_constant_angular_velocity); ObjectTypeDB::bind_method(_MD("set_friction","friction"),&StaticBody::set_friction); ObjectTypeDB::bind_method(_MD("get_friction"),&StaticBody::get_friction); ObjectTypeDB::bind_method(_MD("set_bounce","bounce"),&StaticBody::set_bounce); ObjectTypeDB::bind_method(_MD("get_bounce"),&StaticBody::get_bounce); ObjectTypeDB::bind_method(_MD("add_collision_exception_with","body:PhysicsBody"),&PhysicsBody::add_collision_exception_with); ObjectTypeDB::bind_method(_MD("remove_collision_exception_with","body:PhysicsBody"),&PhysicsBody::remove_collision_exception_with); ADD_PROPERTY( PropertyInfo(Variant::REAL,"friction",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_friction"),_SCS("get_friction")); ADD_PROPERTY( PropertyInfo(Variant::REAL,"bounce",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_bounce"),_SCS("get_bounce")); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3,"constant_linear_velocity"),_SCS("set_constant_linear_velocity"),_SCS("get_constant_linear_velocity")); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3,"constant_angular_velocity"),_SCS("set_constant_angular_velocity"),_SCS("get_constant_angular_velocity")); } StaticBody::StaticBody() : PhysicsBody(PhysicsServer::BODY_MODE_STATIC) { bounce=0; friction=1; } StaticBody::~StaticBody() { } void RigidBody::_body_enter_scene(ObjectID p_id) { Object *obj = ObjectDB::get_instance(p_id); Node *node = obj ? obj->cast_to() : NULL; ERR_FAIL_COND(!node); Map::Element *E=contact_monitor->body_map.find(p_id); ERR_FAIL_COND(!E); ERR_FAIL_COND(E->get().in_scene); E->get().in_scene=true; emit_signal(SceneStringNames::get_singleton()->body_enter,node); for(int i=0;iget().shapes.size();i++) { emit_signal(SceneStringNames::get_singleton()->body_enter_shape,p_id,node,E->get().shapes[i].body_shape,E->get().shapes[i].local_shape); } } void RigidBody::_body_exit_scene(ObjectID p_id) { Object *obj = ObjectDB::get_instance(p_id); Node *node = obj ? obj->cast_to() : NULL; ERR_FAIL_COND(!node); Map::Element *E=contact_monitor->body_map.find(p_id); ERR_FAIL_COND(!E); ERR_FAIL_COND(!E->get().in_scene); E->get().in_scene=false; emit_signal(SceneStringNames::get_singleton()->body_exit,node); for(int i=0;iget().shapes.size();i++) { emit_signal(SceneStringNames::get_singleton()->body_exit_shape,p_id,node,E->get().shapes[i].body_shape,E->get().shapes[i].local_shape); } } void RigidBody::_body_inout(int p_status, ObjectID p_instance, int p_body_shape,int p_local_shape) { bool body_in = p_status==1; ObjectID objid=p_instance; Object *obj = ObjectDB::get_instance(objid); Node *node = obj ? obj->cast_to() : NULL; Map::Element *E=contact_monitor->body_map.find(objid); ERR_FAIL_COND(!body_in && !E); if (body_in) { if (!E) { E = contact_monitor->body_map.insert(objid,BodyState()); E->get().rc=0; E->get().in_scene=node && node->is_inside_scene(); if (node) { node->connect(SceneStringNames::get_singleton()->enter_scene,this,SceneStringNames::get_singleton()->_body_enter_scene,make_binds(objid)); node->connect(SceneStringNames::get_singleton()->exit_scene,this,SceneStringNames::get_singleton()->_body_exit_scene,make_binds(objid)); if (E->get().in_scene) { emit_signal(SceneStringNames::get_singleton()->body_enter,node); } } } E->get().rc++; if (node) E->get().shapes.insert(ShapePair(p_body_shape,p_local_shape)); if (E->get().in_scene) { emit_signal(SceneStringNames::get_singleton()->body_enter_shape,objid,node,p_body_shape,p_local_shape); } } else { E->get().rc--; if (node) E->get().shapes.erase(ShapePair(p_body_shape,p_local_shape)); if (E->get().rc==0) { if (node) { node->disconnect(SceneStringNames::get_singleton()->enter_scene,this,SceneStringNames::get_singleton()->_body_enter_scene); node->disconnect(SceneStringNames::get_singleton()->exit_scene,this,SceneStringNames::get_singleton()->_body_exit_scene); if (E->get().in_scene) emit_signal(SceneStringNames::get_singleton()->body_exit,obj); } contact_monitor->body_map.erase(E); } if (node && E->get().in_scene) { emit_signal(SceneStringNames::get_singleton()->body_exit_shape,objid,obj,p_body_shape,p_local_shape); } } } struct _RigidBodyInOut { ObjectID id; int shape; int local_shape; }; void RigidBody::_direct_state_changed(Object *p_state) { //eh.. fuck #ifdef DEBUG_ENABLED state=p_state->cast_to(); #else state=(PhysicsDirectBodyState*)p_state; //trust it #endif if (contact_monitor) { //untag all int rc=0; for( Map::Element *E=contact_monitor->body_map.front();E;E=E->next()) { for(int i=0;iget().shapes.size();i++) { E->get().shapes[i].tagged=false; rc++; } } _RigidBodyInOut *toadd=(_RigidBodyInOut*)alloca(state->get_contact_count()*sizeof(_RigidBodyInOut)); int toadd_count=0;//state->get_contact_count(); RigidBody_RemoveAction *toremove=(RigidBody_RemoveAction*)alloca(rc*sizeof(RigidBody_RemoveAction)); int toremove_count=0; //put the ones to add for(int i=0;iget_contact_count();i++) { ObjectID obj = state->get_contact_collider_id(i); int local_shape = state->get_contact_local_shape(i); int shape = state->get_contact_collider_shape(i); toadd[i].local_shape=local_shape; toadd[i].id=obj; toadd[i].shape=shape; bool found=false; Map::Element *E=contact_monitor->body_map.find(obj); if (!E) { toadd_count++; continue; } ShapePair sp( shape,local_shape ); int idx = E->get().shapes.find(sp); if (idx==-1) { toadd_count++; continue; } E->get().shapes[idx].tagged=true; } //put the ones to remove for( Map::Element *E=contact_monitor->body_map.front();E;E=E->next()) { for(int i=0;iget().shapes.size();i++) { if (!E->get().shapes[i].tagged) { toremove[toremove_count].body_id=E->key(); toremove[toremove_count].pair=E->get().shapes[i]; toremove_count++; } } } //process remotions for(int i=0;iget_transform()); linear_velocity=state->get_linear_velocity(); angular_velocity=state->get_angular_velocity(); sleeping=state->is_sleeping(); if (get_script_instance()) get_script_instance()->call("_integrate_forces",state); set_ignore_transform_notification(false); state=NULL; } void RigidBody::_notification(int p_what) { } void RigidBody::set_mode(Mode p_mode) { mode=p_mode; switch(p_mode) { case MODE_RIGID: { PhysicsServer::get_singleton()->body_set_mode(get_rid(),PhysicsServer::BODY_MODE_RIGID); } break; case MODE_STATIC: { PhysicsServer::get_singleton()->body_set_mode(get_rid(),PhysicsServer::BODY_MODE_STATIC); } break; case MODE_CHARACTER: { PhysicsServer::get_singleton()->body_set_mode(get_rid(),PhysicsServer::BODY_MODE_CHARACTER); } break; case MODE_KINEMATIC: { PhysicsServer::get_singleton()->body_set_mode(get_rid(),PhysicsServer::BODY_MODE_KINEMATIC); } break; } } RigidBody::Mode RigidBody::get_mode() const{ return mode; } void RigidBody::set_mass(real_t p_mass){ ERR_FAIL_COND(p_mass<=0); mass=p_mass; _change_notify("mass"); _change_notify("weight"); PhysicsServer::get_singleton()->body_set_param(get_rid(),PhysicsServer::BODY_PARAM_MASS,mass); } real_t RigidBody::get_mass() const{ return mass; } void RigidBody::set_weight(real_t p_weight){ set_mass(p_weight/9.8); } real_t RigidBody::get_weight() const{ return mass*9.8; } void RigidBody::set_friction(real_t p_friction){ ERR_FAIL_COND(p_friction<0 || p_friction>1); friction=p_friction; PhysicsServer::get_singleton()->body_set_param(get_rid(),PhysicsServer::BODY_PARAM_FRICTION,friction); } real_t RigidBody::get_friction() const{ return friction; } void RigidBody::set_bounce(real_t p_bounce){ ERR_FAIL_COND(p_bounce<0 || p_bounce>1); bounce=p_bounce; PhysicsServer::get_singleton()->body_set_param(get_rid(),PhysicsServer::BODY_PARAM_BOUNCE,bounce); } real_t RigidBody::get_bounce() const{ return bounce; } void RigidBody::set_axis_velocity(const Vector3& p_axis) { Vector3 v = state? state->get_linear_velocity() : linear_velocity; Vector3 axis = p_axis.normalized(); v-=axis*axis.dot(v); v+=p_axis; if (state) { set_linear_velocity(v); } else { PhysicsServer::get_singleton()->body_set_axis_velocity(get_rid(),p_axis); linear_velocity=v; } } void RigidBody::set_linear_velocity(const Vector3& p_velocity){ linear_velocity=p_velocity; if (state) state->set_linear_velocity(linear_velocity); else PhysicsServer::get_singleton()->body_set_state(get_rid(),PhysicsServer::BODY_STATE_LINEAR_VELOCITY,linear_velocity); } Vector3 RigidBody::get_linear_velocity() const{ return linear_velocity; } void RigidBody::set_angular_velocity(const Vector3& p_velocity){ angular_velocity=p_velocity; if (state) state->set_angular_velocity(angular_velocity); else PhysicsServer::get_singleton()->body_set_state(get_rid(),PhysicsServer::BODY_STATE_ANGULAR_VELOCITY,angular_velocity); } Vector3 RigidBody::get_angular_velocity() const{ return angular_velocity; } void RigidBody::set_use_custom_integrator(bool p_enable){ if (custom_integrator==p_enable) return; custom_integrator=p_enable; PhysicsServer::get_singleton()->body_set_omit_force_integration(get_rid(),p_enable); } bool RigidBody::is_using_custom_integrator(){ return custom_integrator; } void RigidBody::set_sleeping(bool p_sleeping) { sleeping=p_sleeping; PhysicsServer::get_singleton()->body_set_state(get_rid(),PhysicsServer::BODY_STATE_SLEEPING,sleeping); } void RigidBody::set_can_sleep(bool p_active) { can_sleep=p_active; PhysicsServer::get_singleton()->body_set_state(get_rid(),PhysicsServer::BODY_STATE_CAN_SLEEP,p_active); } bool RigidBody::is_able_to_sleep() const { return can_sleep; } bool RigidBody::is_sleeping() const { return sleeping; } void RigidBody::set_max_contacts_reported(int p_amount) { max_contacts_reported=p_amount; PhysicsServer::get_singleton()->body_set_max_contacts_reported(get_rid(),p_amount); } int RigidBody::get_max_contacts_reported() const{ return max_contacts_reported; } void RigidBody::apply_impulse(const Vector3& p_pos, const Vector3& p_impulse) { PhysicsServer::get_singleton()->body_apply_impulse(get_rid(),p_pos,p_impulse); } void RigidBody::set_use_continuous_collision_detection(bool p_enable) { ccd=p_enable; PhysicsServer::get_singleton()->body_set_enable_continuous_collision_detection(get_rid(),p_enable); } bool RigidBody::is_using_continuous_collision_detection() const { return ccd; } void RigidBody::set_contact_monitor(bool p_enabled) { if (p_enabled==is_contact_monitor_enabled()) return; if (!p_enabled) { for(Map::Element *E=contact_monitor->body_map.front();E;E=E->next()) { //clean up mess } memdelete( contact_monitor ); contact_monitor=NULL; } else { contact_monitor = memnew( ContactMonitor ); } } bool RigidBody::is_contact_monitor_enabled() const { return contact_monitor!=NULL; } void RigidBody::set_axis_lock(AxisLock p_lock) { axis_lock=p_lock; PhysicsServer::get_singleton()->body_set_axis_lock(get_rid(),PhysicsServer::BodyAxisLock(axis_lock)); } RigidBody::AxisLock RigidBody::get_axis_lock() const { return axis_lock; } void RigidBody::_bind_methods() { ObjectTypeDB::bind_method(_MD("set_mode","mode"),&RigidBody::set_mode); ObjectTypeDB::bind_method(_MD("get_mode"),&RigidBody::get_mode); ObjectTypeDB::bind_method(_MD("set_mass","mass"),&RigidBody::set_mass); ObjectTypeDB::bind_method(_MD("get_mass"),&RigidBody::get_mass); ObjectTypeDB::bind_method(_MD("set_weight","weight"),&RigidBody::set_weight); ObjectTypeDB::bind_method(_MD("get_weight"),&RigidBody::get_weight); ObjectTypeDB::bind_method(_MD("set_friction","friction"),&RigidBody::set_friction); ObjectTypeDB::bind_method(_MD("get_friction"),&RigidBody::get_friction); ObjectTypeDB::bind_method(_MD("set_bounce","bounce"),&RigidBody::set_bounce); ObjectTypeDB::bind_method(_MD("get_bounce"),&RigidBody::get_bounce); ObjectTypeDB::bind_method(_MD("set_linear_velocity","linear_velocity"),&RigidBody::set_linear_velocity); ObjectTypeDB::bind_method(_MD("get_linear_velocity"),&RigidBody::get_linear_velocity); ObjectTypeDB::bind_method(_MD("set_angular_velocity","angular_velocity"),&RigidBody::set_angular_velocity); ObjectTypeDB::bind_method(_MD("get_angular_velocity"),&RigidBody::get_angular_velocity); ObjectTypeDB::bind_method(_MD("set_max_contacts_reported","amount"),&RigidBody::set_max_contacts_reported); ObjectTypeDB::bind_method(_MD("get_max_contacts_reported"),&RigidBody::get_max_contacts_reported); ObjectTypeDB::bind_method(_MD("set_use_custom_integrator","enable"),&RigidBody::set_use_custom_integrator); ObjectTypeDB::bind_method(_MD("is_using_custom_integrator"),&RigidBody::is_using_custom_integrator); ObjectTypeDB::bind_method(_MD("set_contact_monitor","enabled"),&RigidBody::set_contact_monitor); ObjectTypeDB::bind_method(_MD("is_contact_monitor_enabled"),&RigidBody::is_contact_monitor_enabled); ObjectTypeDB::bind_method(_MD("set_use_continuous_collision_detection","enable"),&RigidBody::set_use_continuous_collision_detection); ObjectTypeDB::bind_method(_MD("is_using_continuous_collision_detection"),&RigidBody::is_using_continuous_collision_detection); ObjectTypeDB::bind_method(_MD("set_axis_velocity","axis_velocity"),&RigidBody::set_axis_velocity); ObjectTypeDB::bind_method(_MD("apply_impulse","pos","impulse"),&RigidBody::apply_impulse); ObjectTypeDB::bind_method(_MD("set_sleeping","sleeping"),&RigidBody::set_sleeping); ObjectTypeDB::bind_method(_MD("is_sleeping"),&RigidBody::is_sleeping); ObjectTypeDB::bind_method(_MD("set_can_sleep","able_to_sleep"),&RigidBody::set_can_sleep); ObjectTypeDB::bind_method(_MD("is_able_to_sleep"),&RigidBody::is_able_to_sleep); ObjectTypeDB::bind_method(_MD("_direct_state_changed"),&RigidBody::_direct_state_changed); ObjectTypeDB::bind_method(_MD("_body_enter_scene"),&RigidBody::_body_enter_scene); ObjectTypeDB::bind_method(_MD("_body_exit_scene"),&RigidBody::_body_exit_scene); ObjectTypeDB::bind_method(_MD("set_axis_lock","axis_lock"),&RigidBody::set_axis_lock); ObjectTypeDB::bind_method(_MD("get_axis_lock"),&RigidBody::get_axis_lock); BIND_VMETHOD(MethodInfo("_integrate_forces",PropertyInfo(Variant::OBJECT,"state:PhysicsDirectBodyState"))); ADD_PROPERTY( PropertyInfo(Variant::INT,"mode",PROPERTY_HINT_ENUM,"Rigid,Static,Character,Kinematic"),_SCS("set_mode"),_SCS("get_mode")); ADD_PROPERTY( PropertyInfo(Variant::REAL,"mass",PROPERTY_HINT_EXP_RANGE,"0.01,65535,0.01"),_SCS("set_mass"),_SCS("get_mass")); ADD_PROPERTY( PropertyInfo(Variant::REAL,"weight",PROPERTY_HINT_EXP_RANGE,"0.01,65535,0.01",PROPERTY_USAGE_EDITOR),_SCS("set_weight"),_SCS("get_weight")); ADD_PROPERTY( PropertyInfo(Variant::REAL,"friction",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_friction"),_SCS("get_friction")); ADD_PROPERTY( PropertyInfo(Variant::REAL,"bounce",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_bounce"),_SCS("get_bounce")); ADD_PROPERTY( PropertyInfo(Variant::BOOL,"custom_integrator"),_SCS("set_use_custom_integrator"),_SCS("is_using_custom_integrator")); ADD_PROPERTY( PropertyInfo(Variant::BOOL,"continuous_cd"),_SCS("set_use_continuous_collision_detection"),_SCS("is_using_continuous_collision_detection")); ADD_PROPERTY( PropertyInfo(Variant::INT,"contacts_reported"),_SCS("set_max_contacts_reported"),_SCS("get_max_contacts_reported")); ADD_PROPERTY( PropertyInfo(Variant::BOOL,"contact_monitor"),_SCS("set_contact_monitor"),_SCS("is_contact_monitor_enabled")); ADD_PROPERTY( PropertyInfo(Variant::BOOL,"sleeping"),_SCS("set_sleeping"),_SCS("is_sleeping")); ADD_PROPERTY( PropertyInfo(Variant::BOOL,"can_sleep"),_SCS("set_can_sleep"),_SCS("is_able_to_sleep")); ADD_PROPERTY( PropertyInfo(Variant::INT,"axis_lock",PROPERTY_HINT_ENUM,"Disabled,Lock X,Lock Y,Lock Z"),_SCS("set_axis_lock"),_SCS("get_axis_lock")); ADD_PROPERTY( PropertyInfo(Variant::VECTOR3,"velocity/linear"),_SCS("set_linear_velocity"),_SCS("get_linear_velocity")); ADD_PROPERTY( PropertyInfo(Variant::VECTOR3,"velocity/angular"),_SCS("set_angular_velocity"),_SCS("get_angular_velocity")); ADD_SIGNAL( MethodInfo("body_enter_shape",PropertyInfo(Variant::INT,"body_id"),PropertyInfo(Variant::OBJECT,"body"),PropertyInfo(Variant::INT,"body_shape"),PropertyInfo(Variant::INT,"local_shape"))); ADD_SIGNAL( MethodInfo("body_exit_shape",PropertyInfo(Variant::INT,"body_id"),PropertyInfo(Variant::OBJECT,"body"),PropertyInfo(Variant::INT,"body_shape"),PropertyInfo(Variant::INT,"local_shape"))); ADD_SIGNAL( MethodInfo("body_enter",PropertyInfo(Variant::OBJECT,"body"))); ADD_SIGNAL( MethodInfo("body_exit",PropertyInfo(Variant::OBJECT,"body"))); BIND_CONSTANT( MODE_STATIC ); BIND_CONSTANT( MODE_KINEMATIC ); BIND_CONSTANT( MODE_RIGID ); BIND_CONSTANT( MODE_CHARACTER ); } RigidBody::RigidBody() : PhysicsBody(PhysicsServer::BODY_MODE_RIGID) { mode=MODE_RIGID; bounce=0; mass=1; friction=1; max_contacts_reported=0; state=NULL; //angular_velocity=0; sleeping=false; ccd=false; custom_integrator=false; contact_monitor=NULL; can_sleep=true; axis_lock = AXIS_LOCK_DISABLED; PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(),this,"_direct_state_changed"); } RigidBody::~RigidBody() { if (contact_monitor) memdelete( contact_monitor ); } ////////////////////////////////////////////////////// ////////////////////////// Variant KinematicBody::_get_collider() const { ObjectID oid=get_collider(); if (oid==0) return Variant(); Object *obj = ObjectDB::get_instance(oid); if (!obj) return Variant(); Reference *ref = obj->cast_to(); if (ref) { return Ref(ref); } return obj; } bool KinematicBody::_ignores_mode(PhysicsServer::BodyMode p_mode) const { switch(p_mode) { case PhysicsServer::BODY_MODE_STATIC: return !collide_static; case PhysicsServer::BODY_MODE_KINEMATIC: return !collide_kinematic; case PhysicsServer::BODY_MODE_RIGID: return !collide_rigid; case PhysicsServer::BODY_MODE_CHARACTER: return !collide_character; } return true; } Vector3 KinematicBody::move(const Vector3& p_motion) { //give me back regular physics engine logic //this is madness //and most people using this function will think //what it does is simpler than using physics //this took about a week to get right.. //but is it right? who knows at this point.. colliding=false; ERR_FAIL_COND_V(!is_inside_scene(),Vector3()); PhysicsDirectSpaceState *dss = PhysicsServer::get_singleton()->space_get_direct_state(get_world()->get_space()); ERR_FAIL_COND_V(!dss,Vector3()); const int max_shapes=32; Vector3 sr[max_shapes*2]; int res_shapes; Set exclude; exclude.insert(get_rid()); //recover first int recover_attempts=4; bool collided=false; uint32_t mask=0; if (collide_static) mask|=PhysicsDirectSpaceState::TYPE_MASK_STATIC_BODY; if (collide_kinematic) mask|=PhysicsDirectSpaceState::TYPE_MASK_KINEMATIC_BODY; if (collide_rigid) mask|=PhysicsDirectSpaceState::TYPE_MASK_RIGID_BODY; if (collide_character) mask|=PhysicsDirectSpaceState::TYPE_MASK_CHARACTER_BODY; // print_line("motion: "+p_motion+" margin: "+rtos(margin)); //print_line("margin: "+rtos(margin)); float m = margin; //m=0.001; do { //motion recover for(int i=0;icollide_shape(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i),m,sr,max_shapes,res_shapes,exclude,get_layer_mask(),mask)) { collided=true; } } if (!collided) break; //print_line("have to recover"); Vector3 recover_motion; bool all_outside=true; for(int j=0;j<8;j++) { for(int i=0;i "+b); #if 0 float d = a.distance_to(b); //if (dCMP_EPSILON) { Vector3 norm = (b-a).normalized(); if (dist>margin*0.5) all_outside=false; float adv = norm.dot(recover_motion); //print_line(itos(i)+" dist: "+rtos(dist)+" adv: "+rtos(adv)); recover_motion+=norm*MAX(dist-adv,0)*0.4; } #endif } } if (recover_motion==Vector3()) { collided=false; break; } //print_line("**** RECOVER: "+recover_motion); Transform gt = get_global_transform(); gt.origin+=recover_motion; set_global_transform(gt); recover_attempts--; if (all_outside) break; } while (recover_attempts); //move second float safe = 1.0; float unsafe = 1.0; int best_shape=-1; PhysicsDirectSpaceState::ShapeRestInfo rest; //print_line("pos: "+get_global_transform().origin); //print_line("motion: "+p_motion); for(int i=0;icast_motion(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), p_motion,0, lsafe,lunsafe,exclude,get_layer_mask(),mask,&lrest); //print_line("shape: "+itos(i)+" travel:"+rtos(ltravel)); if (!valid) { safe=0; unsafe=0; best_shape=i; //sadly it's the best //print_line("initial stuck"); break; } if (lsafe==1.0) { //print_line("initial free"); continue; } if (lsafe < safe) { //print_line("initial at "+rtos(lsafe)); safe=lsafe; safe=MAX(0,lsafe-0.01); unsafe=lunsafe; best_shape=i; rest=lrest; } } //print_line("best shape: "+itos(best_shape)+" motion "+p_motion); if (safe>=1) { //not collided colliding=false; } else { colliding=true; if (true || (safe==0 && unsafe==0)) { //use it always because it's more precise than GJK //no advance, use rest info from collision Transform ugt = get_global_transform(); ugt.origin+=p_motion*unsafe; PhysicsDirectSpaceState::ShapeRestInfo rest_info; bool c2 = dss->rest_info(get_shape(best_shape)->get_rid(), ugt*get_shape_transform(best_shape), m,&rest,exclude,get_layer_mask(),mask); if (!c2) { //should not happen, but floating point precision is so weird.. colliding=false; } // print_line("Rest Travel: "+rest.normal); } if (colliding) { collision=rest.point; normal=rest.normal; collider=rest.collider_id; collider_vel=rest.linear_velocity; } } Vector3 motion=p_motion*safe; //if (colliding) // motion+=normal*0.001; Transform gt = get_global_transform(); gt.origin+=motion; set_global_transform(gt); return p_motion-motion; } Vector3 KinematicBody::move_to(const Vector3& p_position) { return move(p_position-get_global_transform().origin); } bool KinematicBody::can_move_to(const Vector3& p_position, bool p_discrete) { ERR_FAIL_COND_V(!is_inside_scene(),false); PhysicsDirectSpaceState *dss = PhysicsServer::get_singleton()->space_get_direct_state(get_world()->get_space()); ERR_FAIL_COND_V(!dss,false); uint32_t mask=0; if (collide_static) mask|=PhysicsDirectSpaceState::TYPE_MASK_STATIC_BODY; if (collide_kinematic) mask|=PhysicsDirectSpaceState::TYPE_MASK_KINEMATIC_BODY; if (collide_rigid) mask|=PhysicsDirectSpaceState::TYPE_MASK_RIGID_BODY; if (collide_character) mask|=PhysicsDirectSpaceState::TYPE_MASK_CHARACTER_BODY; Vector3 motion = p_position-get_global_transform().origin; Transform xform=get_global_transform(); if (true || p_discrete) { xform.origin+=motion; motion=Vector3(); } Set exclude; exclude.insert(get_rid()); //fill exclude list.. for(int i=0;iintersect_shape(get_shape(i)->get_rid(), xform * get_shape_transform(i),0,NULL,0,exclude,get_layer_mask(),mask); if (col) return false; } return true; } bool KinematicBody::is_colliding() const { ERR_FAIL_COND_V(!is_inside_scene(),false); return colliding; } Vector3 KinematicBody::get_collision_pos() const { ERR_FAIL_COND_V(!colliding,Vector3()); return collision; } Vector3 KinematicBody::get_collision_normal() const { ERR_FAIL_COND_V(!colliding,Vector3()); return normal; } Vector3 KinematicBody::get_collider_velocity() const { return collider_vel; } ObjectID KinematicBody::get_collider() const { ERR_FAIL_COND_V(!colliding,0); return collider; } void KinematicBody::set_collide_with_static_bodies(bool p_enable) { collide_static=p_enable; } bool KinematicBody::can_collide_with_static_bodies() const { return collide_static; } void KinematicBody::set_collide_with_rigid_bodies(bool p_enable) { collide_rigid=p_enable; } bool KinematicBody::can_collide_with_rigid_bodies() const { return collide_rigid; } void KinematicBody::set_collide_with_kinematic_bodies(bool p_enable) { collide_kinematic=p_enable; } bool KinematicBody::can_collide_with_kinematic_bodies() const { return collide_kinematic; } void KinematicBody::set_collide_with_character_bodies(bool p_enable) { collide_character=p_enable; } bool KinematicBody::can_collide_with_character_bodies() const { return collide_character; } void KinematicBody::set_collision_margin(float p_margin) { margin=p_margin; } float KinematicBody::get_collision_margin() const{ return margin; } void KinematicBody::_bind_methods() { ObjectTypeDB::bind_method(_MD("move","rel_vec"),&KinematicBody::move); ObjectTypeDB::bind_method(_MD("move_to","position"),&KinematicBody::move_to); ObjectTypeDB::bind_method(_MD("can_move_to","position"),&KinematicBody::can_move_to); ObjectTypeDB::bind_method(_MD("is_colliding"),&KinematicBody::is_colliding); ObjectTypeDB::bind_method(_MD("get_collision_pos"),&KinematicBody::get_collision_pos); ObjectTypeDB::bind_method(_MD("get_collision_normal"),&KinematicBody::get_collision_normal); ObjectTypeDB::bind_method(_MD("get_collider_velocity"),&KinematicBody::get_collider_velocity); ObjectTypeDB::bind_method(_MD("get_collider:Object"),&KinematicBody::_get_collider); ObjectTypeDB::bind_method(_MD("set_collide_with_static_bodies","enable"),&KinematicBody::set_collide_with_static_bodies); ObjectTypeDB::bind_method(_MD("can_collide_with_static_bodies"),&KinematicBody::can_collide_with_static_bodies); ObjectTypeDB::bind_method(_MD("set_collide_with_kinematic_bodies","enable"),&KinematicBody::set_collide_with_kinematic_bodies); ObjectTypeDB::bind_method(_MD("can_collide_with_kinematic_bodies"),&KinematicBody::can_collide_with_kinematic_bodies); ObjectTypeDB::bind_method(_MD("set_collide_with_rigid_bodies","enable"),&KinematicBody::set_collide_with_rigid_bodies); ObjectTypeDB::bind_method(_MD("can_collide_with_rigid_bodies"),&KinematicBody::can_collide_with_rigid_bodies); ObjectTypeDB::bind_method(_MD("set_collide_with_character_bodies","enable"),&KinematicBody::set_collide_with_character_bodies); ObjectTypeDB::bind_method(_MD("can_collide_with_character_bodies"),&KinematicBody::can_collide_with_character_bodies); ObjectTypeDB::bind_method(_MD("set_collision_margin","pixels"),&KinematicBody::set_collision_margin); ObjectTypeDB::bind_method(_MD("get_collision_margin","pixels"),&KinematicBody::get_collision_margin); ADD_PROPERTY( PropertyInfo(Variant::BOOL,"collide_with/static"),_SCS("set_collide_with_static_bodies"),_SCS("can_collide_with_static_bodies")); ADD_PROPERTY( PropertyInfo(Variant::BOOL,"collide_with/kinematic"),_SCS("set_collide_with_kinematic_bodies"),_SCS("can_collide_with_kinematic_bodies")); ADD_PROPERTY( PropertyInfo(Variant::BOOL,"collide_with/rigid"),_SCS("set_collide_with_rigid_bodies"),_SCS("can_collide_with_rigid_bodies")); ADD_PROPERTY( PropertyInfo(Variant::BOOL,"collide_with/character"),_SCS("set_collide_with_character_bodies"),_SCS("can_collide_with_character_bodies")); ADD_PROPERTY( PropertyInfo(Variant::REAL,"collision/margin",PROPERTY_HINT_RANGE,"0.001,256,0.001"),_SCS("set_collision_margin"),_SCS("get_collision_margin")); } KinematicBody::KinematicBody() : PhysicsBody(PhysicsServer::BODY_MODE_KINEMATIC){ collide_static=true; collide_rigid=true; collide_kinematic=true; collide_character=true; colliding=false; collider=0; margin=0.001; } KinematicBody::~KinematicBody() { }