/**************************************************************************/ /* rigid_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 RIGID_BODY_3D_H #define RIGID_BODY_3D_H #include "scene/3d/physics/static_body_3d.h" 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 PackedStringArray 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); #endif // RIGID_BODY_3D_H