/*************************************************************************/ /* physics_body_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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 PhysicsBody3D : public CollisionObject3D { GDCLASS(PhysicsBody3D, CollisionObject3D); uint32_t collision_layer; uint32_t collision_mask; protected: static void _bind_methods(); PhysicsBody3D(PhysicsServer3D::BodyMode p_mode); public: virtual Vector3 get_linear_velocity() const; virtual Vector3 get_angular_velocity() const; virtual real_t get_inverse_mass() const; void set_collision_layer(uint32_t p_layer); uint32_t get_collision_layer() const; void set_collision_mask(uint32_t p_mask); uint32_t get_collision_mask() const; void set_collision_layer_bit(int p_bit, bool p_value); bool get_collision_layer_bit(int p_bit) const; void set_collision_mask_bit(int p_bit, bool p_value); bool get_collision_mask_bit(int p_bit) const; TypedArray get_collision_exceptions(); void add_collision_exception_with(Node *p_node); //must be physicsbody void remove_collision_exception_with(Node *p_node); PhysicsBody3D(); }; class StaticBody3D : public PhysicsBody3D { GDCLASS(StaticBody3D, PhysicsBody3D); 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(); ~StaticBody3D(); private: void _reload_physics_characteristics(); }; class RigidBody3D : public PhysicsBody3D { GDCLASS(RigidBody3D, PhysicsBody3D); public: enum Mode { MODE_RIGID, MODE_STATIC, MODE_CHARACTER, MODE_KINEMATIC, }; protected: bool can_sleep = true; PhysicsDirectBodyState3D *state = nullptr; Mode mode = MODE_RIGID; real_t mass = 1.0; Ref physics_material_override; Vector3 linear_velocity; Vector3 angular_velocity; Basis inverse_inertia_tensor; real_t gravity_scale = 1.0; real_t linear_damp = -1.0; real_t angular_damp = -1.0; bool sleeping = false; bool ccd = false; int max_contacts_reported = 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 { ObjectID body_id; ShapePair pair; }; struct BodyState { //int rc; bool in_tree = false; VSet shapes; }; struct ContactMonitor { bool locked = false; Map 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, ObjectID p_instance, int p_body_shape, int p_local_shape); virtual void _direct_state_changed(Object *p_state); void _notification(int p_what); static void _bind_methods(); public: void set_mode(Mode p_mode); Mode get_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_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(); void set_gravity_scale(real_t p_gravity_scale); real_t get_gravity_scale() 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; void set_use_continuous_collision_detection(bool p_enable); bool is_using_continuous_collision_detection() const; void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock); bool get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const; Array get_colliding_bodies() const; void add_central_force(const Vector3 &p_force); void add_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()); void add_torque(const Vector3 &p_torque); 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); TypedArray get_configuration_warnings() const override; RigidBody3D(); ~RigidBody3D(); private: void _reload_physics_characteristics(); }; VARIANT_ENUM_CAST(RigidBody3D::Mode); class KinematicCollision3D; class KinematicBody3D : public PhysicsBody3D { GDCLASS(KinematicBody3D, PhysicsBody3D); public: struct Collision { Vector3 collision; Vector3 normal; Vector3 collider_vel; ObjectID collider; RID collider_rid; int collider_shape = 0; Variant collider_metadata; Vector3 remainder; Vector3 travel; int local_shape = 0; }; private: Vector3 linear_velocity; Vector3 angular_velocity; uint16_t locked_axis = 0; real_t margin; Vector3 floor_normal; Vector3 floor_velocity; RID on_floor_body; bool on_floor = false; bool on_ceiling = false; bool on_wall = false; Vector colliders; Vector> slide_colliders; Ref motion_cache; _FORCE_INLINE_ bool _ignores_mode(PhysicsServer3D::BodyMode) const; Ref _move(const Vector3 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, bool p_test_only = false); Ref _get_slide_collision(int p_bounce); protected: void _notification(int p_what); static void _bind_methods(); virtual void _direct_state_changed(Object *p_state); public: virtual Vector3 get_linear_velocity() const override; virtual Vector3 get_angular_velocity() const override; bool move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes = true, bool p_test_only = false); bool test_move(const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia); bool separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision); void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock); bool get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const; void set_safe_margin(real_t p_margin); real_t get_safe_margin() const; Vector3 move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_up_direction = Vector3(0, 0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, real_t p_floor_max_angle = Math::deg2rad((real_t)45.0), bool p_infinite_inertia = true); Vector3 move_and_slide_with_snap(const Vector3 &p_linear_velocity, const Vector3 &p_snap, const Vector3 &p_up_direction = Vector3(0, 0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, real_t p_floor_max_angle = Math::deg2rad((real_t)45.0), bool p_infinite_inertia = true); bool is_on_floor() const; bool is_on_wall() const; bool is_on_ceiling() const; Vector3 get_floor_normal() const; Vector3 get_floor_velocity() const; int get_slide_count() const; Collision get_slide_collision(int p_bounce) const; KinematicBody3D(); ~KinematicBody3D(); }; class KinematicCollision3D : public Reference { GDCLASS(KinematicCollision3D, Reference); KinematicBody3D *owner; friend class KinematicBody3D; KinematicBody3D::Collision collision; protected: static void _bind_methods(); public: Vector3 get_position() const; Vector3 get_normal() const; Vector3 get_travel() const; Vector3 get_remainder() const; Object *get_local_shape() const; Object *get_collider() const; ObjectID get_collider_id() const; Object *get_collider_shape() const; int get_collider_shape_index() const; Vector3 get_collider_velocity() const; Variant get_collider_metadata() const; KinematicCollision3D(); }; class PhysicalBone3D : public PhysicsBody3D { GDCLASS(PhysicalBone3D, PhysicsBody3D); public: 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; Transform joint_offset; RID joint; Skeleton3D *parent_skeleton = nullptr; Transform body_offset; Transform 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; real_t gravity_scale = 1.0; real_t linear_damp = -1.0; real_t angular_damp = -1.0; bool can_sleep = true; 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); void _direct_state_changed(Object *p_state); static void _bind_methods(); private: 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_gizmo_move_joint(bool p_move_joint); public: #ifdef TOOLS_ENABLED virtual Transform get_global_gizmo_transform() const override; virtual Transform 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 Transform &p_offset); const Transform &get_joint_offset() const; void set_joint_rotation(const Vector3 &p_euler_rad); Vector3 get_joint_rotation() const; void set_joint_rotation_degrees(const Vector3 &p_euler_deg); Vector3 get_joint_rotation_degrees() const; void set_body_offset(const Transform &p_offset); const Transform &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(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 set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock); bool get_axis_lock(PhysicsServer3D::BodyAxis p_axis) 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); #endif // PHYSICS_BODY__H