/**************************************************************************/ /* physics_body_3d.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* 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. */ /**************************************************************************/ #ifndef PHYSICS_BODY_3D_H #define PHYSICS_BODY_3D_H #include "core/templates/vset.h" #include "scene/3d/collision_object_3d.h" #include "scene/resources/physics_material.h" #include "servers/physics_server_3d.h" #include "skeleton_3d.h" class KinematicCollision3D; class PhysicsBody3D : public CollisionObject3D { GDCLASS(PhysicsBody3D, CollisionObject3D); protected: static void _bind_methods(); PhysicsBody3D(PhysicsServer3D::BodyMode p_mode); Ref motion_cache; uint16_t locked_axis = 0; Ref _move(const Vector3 &p_motion, bool p_test_only = false, real_t p_margin = 0.001, bool p_recovery_as_collision = false, int p_max_collisions = 1); public: bool move_and_collide(const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true); bool test_move(const Transform3D &p_from, const Vector3 &p_motion, const Ref &r_collision = Ref(), real_t p_margin = 0.001, bool p_recovery_as_collision = false, int p_max_collisions = 1); Vector3 get_gravity() const; void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock); bool get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const; virtual Vector3 get_linear_velocity() const; virtual Vector3 get_angular_velocity() const; virtual real_t get_inverse_mass() const; TypedArray get_collision_exceptions(); void add_collision_exception_with(Node *p_node); //must be physicsbody void remove_collision_exception_with(Node *p_node); virtual ~PhysicsBody3D(); }; class StaticBody3D : public PhysicsBody3D { GDCLASS(StaticBody3D, PhysicsBody3D); private: Vector3 constant_linear_velocity; Vector3 constant_angular_velocity; Ref physics_material_override; protected: static void _bind_methods(); public: void set_physics_material_override(const Ref &p_physics_material_override); Ref get_physics_material_override() const; void set_constant_linear_velocity(const Vector3 &p_vel); void set_constant_angular_velocity(const Vector3 &p_vel); Vector3 get_constant_linear_velocity() const; Vector3 get_constant_angular_velocity() const; StaticBody3D(PhysicsServer3D::BodyMode p_mode = PhysicsServer3D::BODY_MODE_STATIC); private: void _reload_physics_characteristics(); }; class AnimatableBody3D : public StaticBody3D { GDCLASS(AnimatableBody3D, StaticBody3D); private: Vector3 linear_velocity; Vector3 angular_velocity; bool sync_to_physics = true; Transform3D last_valid_transform; static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state); void _body_state_changed(PhysicsDirectBodyState3D *p_state); protected: void _notification(int p_what); static void _bind_methods(); public: virtual Vector3 get_linear_velocity() const override; virtual Vector3 get_angular_velocity() const override; AnimatableBody3D(); private: void _update_kinematic_motion(); void set_sync_to_physics(bool p_enable); bool is_sync_to_physics_enabled() const; }; class RigidBody3D : public PhysicsBody3D { GDCLASS(RigidBody3D, PhysicsBody3D); public: enum FreezeMode { FREEZE_MODE_STATIC, FREEZE_MODE_KINEMATIC, }; enum CenterOfMassMode { CENTER_OF_MASS_MODE_AUTO, CENTER_OF_MASS_MODE_CUSTOM, }; enum DampMode { DAMP_MODE_COMBINE, DAMP_MODE_REPLACE, }; private: bool can_sleep = true; bool lock_rotation = false; bool freeze = false; FreezeMode freeze_mode = FREEZE_MODE_STATIC; real_t mass = 1.0; Vector3 inertia; CenterOfMassMode center_of_mass_mode = CENTER_OF_MASS_MODE_AUTO; Vector3 center_of_mass; Ref physics_material_override; Vector3 linear_velocity; Vector3 angular_velocity; Basis inverse_inertia_tensor; real_t gravity_scale = 1.0; DampMode linear_damp_mode = DAMP_MODE_COMBINE; DampMode angular_damp_mode = DAMP_MODE_COMBINE; real_t linear_damp = 0.0; real_t angular_damp = 0.0; bool sleeping = false; bool ccd = false; int max_contacts_reported = 0; int contact_count = 0; bool custom_integrator = false; struct ShapePair { int body_shape = 0; int local_shape = 0; bool tagged = false; bool operator<(const ShapePair &p_sp) const { if (body_shape == p_sp.body_shape) { return local_shape < p_sp.local_shape; } else { return body_shape < p_sp.body_shape; } } ShapePair() {} ShapePair(int p_bs, int p_ls) { body_shape = p_bs; local_shape = p_ls; tagged = false; } }; struct RigidBody3D_RemoveAction { RID rid; ObjectID body_id; ShapePair pair; }; struct BodyState { RID rid; //int rc; bool in_tree = false; VSet shapes; }; struct ContactMonitor { bool locked = false; HashMap body_map; }; ContactMonitor *contact_monitor = nullptr; void _body_enter_tree(ObjectID p_id); void _body_exit_tree(ObjectID p_id); void _body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape); static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state); void _sync_body_state(PhysicsDirectBodyState3D *p_state); protected: void _notification(int p_what); static void _bind_methods(); void _validate_property(PropertyInfo &p_property) const; GDVIRTUAL1(_integrate_forces, PhysicsDirectBodyState3D *) virtual void _body_state_changed(PhysicsDirectBodyState3D *p_state); void _apply_body_mode(); public: void set_lock_rotation_enabled(bool p_lock_rotation); bool is_lock_rotation_enabled() const; void set_freeze_enabled(bool p_freeze); bool is_freeze_enabled() const; void set_freeze_mode(FreezeMode p_freeze_mode); FreezeMode get_freeze_mode() const; void set_mass(real_t p_mass); real_t get_mass() const; virtual real_t get_inverse_mass() const override { return 1.0 / mass; } void set_inertia(const Vector3 &p_inertia); const Vector3 &get_inertia() const; void set_center_of_mass_mode(CenterOfMassMode p_mode); CenterOfMassMode get_center_of_mass_mode() const; void set_center_of_mass(const Vector3 &p_center_of_mass); const Vector3 &get_center_of_mass() const; void set_physics_material_override(const Ref &p_physics_material_override); Ref get_physics_material_override() const; void set_linear_velocity(const Vector3 &p_velocity); Vector3 get_linear_velocity() const override; void set_axis_velocity(const Vector3 &p_axis); void set_angular_velocity(const Vector3 &p_velocity); Vector3 get_angular_velocity() const override; Basis get_inverse_inertia_tensor() const; void set_gravity_scale(real_t p_gravity_scale); real_t get_gravity_scale() const; void set_linear_damp_mode(DampMode p_mode); DampMode get_linear_damp_mode() const; void set_angular_damp_mode(DampMode p_mode); DampMode get_angular_damp_mode() const; void set_linear_damp(real_t p_linear_damp); real_t get_linear_damp() const; void set_angular_damp(real_t p_angular_damp); real_t get_angular_damp() const; void set_use_custom_integrator(bool p_enable); bool is_using_custom_integrator(); void set_sleeping(bool p_sleeping); bool is_sleeping() const; void set_can_sleep(bool p_active); bool is_able_to_sleep() const; void set_contact_monitor(bool p_enabled); bool is_contact_monitor_enabled() const; void set_max_contacts_reported(int p_amount); int get_max_contacts_reported() const; int get_contact_count() const; void set_use_continuous_collision_detection(bool p_enable); bool is_using_continuous_collision_detection() const; TypedArray get_colliding_bodies() const; void apply_central_impulse(const Vector3 &p_impulse); void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3()); void apply_torque_impulse(const Vector3 &p_impulse); void apply_central_force(const Vector3 &p_force); void apply_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()); void apply_torque(const Vector3 &p_torque); void add_constant_central_force(const Vector3 &p_force); void add_constant_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()); void add_constant_torque(const Vector3 &p_torque); void set_constant_force(const Vector3 &p_force); Vector3 get_constant_force() const; void set_constant_torque(const Vector3 &p_torque); Vector3 get_constant_torque() const; virtual Array get_configuration_warnings() const override; RigidBody3D(); ~RigidBody3D(); private: void _reload_physics_characteristics(); }; VARIANT_ENUM_CAST(RigidBody3D::FreezeMode); VARIANT_ENUM_CAST(RigidBody3D::CenterOfMassMode); VARIANT_ENUM_CAST(RigidBody3D::DampMode); class KinematicCollision3D; class CharacterBody3D : public PhysicsBody3D { GDCLASS(CharacterBody3D, PhysicsBody3D); public: enum MotionMode { MOTION_MODE_GROUNDED, MOTION_MODE_FLOATING, }; enum PlatformOnLeave { PLATFORM_ON_LEAVE_ADD_VELOCITY, PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY, PLATFORM_ON_LEAVE_DO_NOTHING, }; bool move_and_slide(); void apply_floor_snap(); const Vector3 &get_velocity() const; void set_velocity(const Vector3 &p_velocity); bool is_on_floor() const; bool is_on_floor_only() const; bool is_on_wall() const; bool is_on_wall_only() const; bool is_on_ceiling() const; bool is_on_ceiling_only() const; const Vector3 &get_last_motion() const; Vector3 get_position_delta() const; const Vector3 &get_floor_normal() const; const Vector3 &get_wall_normal() const; const Vector3 &get_real_velocity() const; real_t get_floor_angle(const Vector3 &p_up_direction = Vector3(0.0, 1.0, 0.0)) const; const Vector3 &get_platform_velocity() const; const Vector3 &get_platform_angular_velocity() const; virtual Vector3 get_linear_velocity() const override; int get_slide_collision_count() const; PhysicsServer3D::MotionResult get_slide_collision(int p_bounce) const; void set_safe_margin(real_t p_margin); real_t get_safe_margin() const; bool is_floor_stop_on_slope_enabled() const; void set_floor_stop_on_slope_enabled(bool p_enabled); bool is_floor_constant_speed_enabled() const; void set_floor_constant_speed_enabled(bool p_enabled); bool is_floor_block_on_wall_enabled() const; void set_floor_block_on_wall_enabled(bool p_enabled); bool is_slide_on_ceiling_enabled() const; void set_slide_on_ceiling_enabled(bool p_enabled); int get_max_slides() const; void set_max_slides(int p_max_slides); real_t get_floor_max_angle() const; void set_floor_max_angle(real_t p_radians); real_t get_floor_snap_length(); void set_floor_snap_length(real_t p_floor_snap_length); real_t get_wall_min_slide_angle() const; void set_wall_min_slide_angle(real_t p_radians); uint32_t get_platform_floor_layers() const; void set_platform_floor_layers(const uint32_t p_exclude_layer); uint32_t get_platform_wall_layers() const; void set_platform_wall_layers(const uint32_t p_exclude_layer); void set_motion_mode(MotionMode p_mode); MotionMode get_motion_mode() const; void set_platform_on_leave(PlatformOnLeave p_on_leave_velocity); PlatformOnLeave get_platform_on_leave() const; CharacterBody3D(); ~CharacterBody3D(); private: real_t margin = 0.001; MotionMode motion_mode = MOTION_MODE_GROUNDED; PlatformOnLeave platform_on_leave = PLATFORM_ON_LEAVE_ADD_VELOCITY; union CollisionState { uint32_t state = 0; struct { bool floor; bool wall; bool ceiling; }; CollisionState() { } CollisionState(bool p_floor, bool p_wall, bool p_ceiling) { floor = p_floor; wall = p_wall; ceiling = p_ceiling; } }; CollisionState collision_state; bool floor_constant_speed = false; bool floor_stop_on_slope = true; bool floor_block_on_wall = true; bool slide_on_ceiling = true; int max_slides = 6; int platform_layer = 0; RID platform_rid; ObjectID platform_object_id; uint32_t platform_floor_layers = UINT32_MAX; uint32_t platform_wall_layers = 0; real_t floor_snap_length = 0.1; real_t floor_max_angle = Math::deg_to_rad((real_t)45.0); real_t wall_min_slide_angle = Math::deg_to_rad((real_t)15.0); Vector3 up_direction = Vector3(0.0, 1.0, 0.0); Vector3 velocity; Vector3 floor_normal; Vector3 wall_normal; Vector3 ceiling_normal; Vector3 last_motion; Vector3 platform_velocity; Vector3 platform_angular_velocity; Vector3 platform_ceiling_velocity; Vector3 previous_position; Vector3 real_velocity; Vector motion_results; Vector> slide_colliders; void _move_and_slide_floating(double p_delta); void _move_and_slide_grounded(double p_delta, bool p_was_on_floor); Ref _get_slide_collision(int p_bounce); Ref _get_last_slide_collision(); const Vector3 &get_up_direction() const; bool _on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up); void set_up_direction(const Vector3 &p_up_direction); void _set_collision_direction(const PhysicsServer3D::MotionResult &p_result, CollisionState &r_state, CollisionState p_apply_state = CollisionState(true, true, true)); void _set_platform_data(const PhysicsServer3D::MotionCollision &p_collision); void _snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up); protected: void _notification(int p_what); static void _bind_methods(); void _validate_property(PropertyInfo &p_property) const; }; VARIANT_ENUM_CAST(CharacterBody3D::MotionMode); VARIANT_ENUM_CAST(CharacterBody3D::PlatformOnLeave); class KinematicCollision3D : public RefCounted { GDCLASS(KinematicCollision3D, RefCounted); PhysicsBody3D *owner = nullptr; friend class PhysicsBody3D; friend class CharacterBody3D; PhysicsServer3D::MotionResult result; protected: static void _bind_methods(); public: Vector3 get_travel() const; Vector3 get_remainder() const; int get_collision_count() const; real_t get_depth() const; Vector3 get_position(int p_collision_index = 0) const; Vector3 get_normal(int p_collision_index = 0) const; real_t get_angle(int p_collision_index = 0, const Vector3 &p_up_direction = Vector3(0.0, 1.0, 0.0)) const; Object *get_local_shape(int p_collision_index = 0) const; Object *get_collider(int p_collision_index = 0) const; ObjectID get_collider_id(int p_collision_index = 0) const; RID get_collider_rid(int p_collision_index = 0) const; Object *get_collider_shape(int p_collision_index = 0) const; int get_collider_shape_index(int p_collision_index = 0) const; Vector3 get_collider_velocity(int p_collision_index = 0) const; }; class PhysicalBone3D : public PhysicsBody3D { GDCLASS(PhysicalBone3D, PhysicsBody3D); public: enum DampMode { DAMP_MODE_COMBINE, DAMP_MODE_REPLACE, }; enum JointType { JOINT_TYPE_NONE, JOINT_TYPE_PIN, JOINT_TYPE_CONE, JOINT_TYPE_HINGE, JOINT_TYPE_SLIDER, JOINT_TYPE_6DOF }; struct JointData { virtual JointType get_joint_type() { return JOINT_TYPE_NONE; } /// "j" is used to set the parameter inside the PhysicsServer3D virtual bool _set(const StringName &p_name, const Variant &p_value, RID j); virtual bool _get(const StringName &p_name, Variant &r_ret) const; virtual void _get_property_list(List *p_list) const; virtual ~JointData() {} }; struct PinJointData : public JointData { virtual JointType get_joint_type() { return JOINT_TYPE_PIN; } virtual bool _set(const StringName &p_name, const Variant &p_value, RID j); virtual bool _get(const StringName &p_name, Variant &r_ret) const; virtual void _get_property_list(List *p_list) const; real_t bias = 0.3; real_t damping = 1.0; real_t impulse_clamp = 0.0; }; struct ConeJointData : public JointData { virtual JointType get_joint_type() { return JOINT_TYPE_CONE; } virtual bool _set(const StringName &p_name, const Variant &p_value, RID j); virtual bool _get(const StringName &p_name, Variant &r_ret) const; virtual void _get_property_list(List *p_list) const; real_t swing_span = Math_PI * 0.25; real_t twist_span = Math_PI; real_t bias = 0.3; real_t softness = 0.8; real_t relaxation = 1.; }; struct HingeJointData : public JointData { virtual JointType get_joint_type() { return JOINT_TYPE_HINGE; } virtual bool _set(const StringName &p_name, const Variant &p_value, RID j); virtual bool _get(const StringName &p_name, Variant &r_ret) const; virtual void _get_property_list(List *p_list) const; bool angular_limit_enabled = false; real_t angular_limit_upper = Math_PI * 0.5; real_t angular_limit_lower = -Math_PI * 0.5; real_t angular_limit_bias = 0.3; real_t angular_limit_softness = 0.9; real_t angular_limit_relaxation = 1.; }; struct SliderJointData : public JointData { virtual JointType get_joint_type() { return JOINT_TYPE_SLIDER; } virtual bool _set(const StringName &p_name, const Variant &p_value, RID j); virtual bool _get(const StringName &p_name, Variant &r_ret) const; virtual void _get_property_list(List *p_list) const; real_t linear_limit_upper = 1.0; real_t linear_limit_lower = -1.0; real_t linear_limit_softness = 1.0; real_t linear_limit_restitution = 0.7; real_t linear_limit_damping = 1.0; real_t angular_limit_upper = 0.0; real_t angular_limit_lower = 0.0; real_t angular_limit_softness = 1.0; real_t angular_limit_restitution = 0.7; real_t angular_limit_damping = 1.0; }; struct SixDOFJointData : public JointData { struct SixDOFAxisData { bool linear_limit_enabled = true; real_t linear_limit_upper = 0.0; real_t linear_limit_lower = 0.0; real_t linear_limit_softness = 0.7; real_t linear_restitution = 0.5; real_t linear_damping = 1.0; bool linear_spring_enabled = false; real_t linear_spring_stiffness = 0.0; real_t linear_spring_damping = 0.0; real_t linear_equilibrium_point = 0.0; bool angular_limit_enabled = true; real_t angular_limit_upper = 0.0; real_t angular_limit_lower = 0.0; real_t angular_limit_softness = 0.5; real_t angular_restitution = 0.0; real_t angular_damping = 1.0; real_t erp = 0.5; bool angular_spring_enabled = false; real_t angular_spring_stiffness = 0.0; real_t angular_spring_damping = 0.0; real_t angular_equilibrium_point = 0.0; }; virtual JointType get_joint_type() { return JOINT_TYPE_6DOF; } virtual bool _set(const StringName &p_name, const Variant &p_value, RID j); virtual bool _get(const StringName &p_name, Variant &r_ret) const; virtual void _get_property_list(List *p_list) const; SixDOFAxisData axis_data[3]; SixDOFJointData() {} }; private: #ifdef TOOLS_ENABLED // if false gizmo move body bool gizmo_move_joint = false; #endif JointData *joint_data = nullptr; Transform3D joint_offset; RID joint; Skeleton3D *parent_skeleton = nullptr; Transform3D body_offset; Transform3D body_offset_inverse; bool simulate_physics = false; bool _internal_simulate_physics = false; int bone_id = -1; String bone_name; real_t bounce = 0.0; real_t mass = 1.0; real_t friction = 1.0; Vector3 linear_velocity; Vector3 angular_velocity; real_t gravity_scale = 1.0; bool can_sleep = true; bool custom_integrator = false; DampMode linear_damp_mode = DAMP_MODE_COMBINE; DampMode angular_damp_mode = DAMP_MODE_COMBINE; real_t linear_damp = 0.0; real_t angular_damp = 0.0; protected: bool _set(const StringName &p_name, const Variant &p_value); bool _get(const StringName &p_name, Variant &r_ret) const; void _get_property_list(List *p_list) const; void _notification(int p_what); GDVIRTUAL1(_integrate_forces, PhysicsDirectBodyState3D *) static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state); void _body_state_changed(PhysicsDirectBodyState3D *p_state); static void _bind_methods(); private: void _sync_body_state(PhysicsDirectBodyState3D *p_state); static Skeleton3D *find_skeleton_parent(Node *p_parent); void _update_joint_offset(); void _fix_joint_offset(); void _reload_joint(); public: void _on_bone_parent_changed(); void set_linear_velocity(const Vector3 &p_velocity); Vector3 get_linear_velocity() const override; void set_angular_velocity(const Vector3 &p_velocity); Vector3 get_angular_velocity() const override; void set_use_custom_integrator(bool p_enable); bool is_using_custom_integrator(); #ifdef TOOLS_ENABLED void _set_gizmo_move_joint(bool p_move_joint); virtual Transform3D get_global_gizmo_transform() const override; virtual Transform3D get_local_gizmo_transform() const override; #endif const JointData *get_joint_data() const; Skeleton3D *find_skeleton_parent(); int get_bone_id() const { return bone_id; } void set_joint_type(JointType p_joint_type); JointType get_joint_type() const; void set_joint_offset(const Transform3D &p_offset); const Transform3D &get_joint_offset() const; void set_joint_rotation(const Vector3 &p_euler_rad); Vector3 get_joint_rotation() const; void set_body_offset(const Transform3D &p_offset); const Transform3D &get_body_offset() const; void set_simulate_physics(bool p_simulate); bool get_simulate_physics(); bool is_simulating_physics(); void set_bone_name(const String &p_name); const String &get_bone_name() const; void set_mass(real_t p_mass); real_t get_mass() const; void set_friction(real_t p_friction); real_t get_friction() const; void set_bounce(real_t p_bounce); real_t get_bounce() const; void set_gravity_scale(real_t p_gravity_scale); real_t get_gravity_scale() const; void set_linear_damp_mode(DampMode p_mode); DampMode get_linear_damp_mode() const; void set_angular_damp_mode(DampMode p_mode); DampMode get_angular_damp_mode() const; void set_linear_damp(real_t p_linear_damp); real_t get_linear_damp() const; void set_angular_damp(real_t p_angular_damp); real_t get_angular_damp() const; void set_can_sleep(bool p_active); bool is_able_to_sleep() const; void apply_central_impulse(const Vector3 &p_impulse); void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3()); void reset_physics_simulation_state(); void reset_to_rest_position(); PhysicalBone3D(); ~PhysicalBone3D(); private: void update_bone_id(); void update_offset(); void _start_physics_simulation(); void _stop_physics_simulation(); }; VARIANT_ENUM_CAST(PhysicalBone3D::JointType); VARIANT_ENUM_CAST(PhysicalBone3D::DampMode); #endif // PHYSICS_BODY_3D_H