virtualx-engine/servers/physics_3d/godot_body_direct_state_3d.cpp
Rémi Verschelde 1e32a286f3
Merge pull request from CherrySodaPop/get-impulse-3d
Implement collision impulse in Godot Physics 3D
2023-01-08 22:40:06 +01:00

232 lines
8.4 KiB
C++

/**************************************************************************/
/* godot_body_direct_state_3d.cpp */
/**************************************************************************/
/* 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, */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "godot_body_direct_state_3d.h"
#include "godot_body_3d.h"
#include "godot_space_3d.h"
Vector3 GodotPhysicsDirectBodyState3D::get_total_gravity() const {
return body->gravity;
}
real_t GodotPhysicsDirectBodyState3D::get_total_angular_damp() const {
return body->total_angular_damp;
}
real_t GodotPhysicsDirectBodyState3D::get_total_linear_damp() const {
return body->total_linear_damp;
}
Vector3 GodotPhysicsDirectBodyState3D::get_center_of_mass() const {
return body->get_center_of_mass();
}
Vector3 GodotPhysicsDirectBodyState3D::get_center_of_mass_local() const {
return body->get_center_of_mass_local();
}
Basis GodotPhysicsDirectBodyState3D::get_principal_inertia_axes() const {
return body->get_principal_inertia_axes();
}
real_t GodotPhysicsDirectBodyState3D::get_inverse_mass() const {
return body->get_inv_mass();
}
Vector3 GodotPhysicsDirectBodyState3D::get_inverse_inertia() const {
return body->get_inv_inertia();
}
Basis GodotPhysicsDirectBodyState3D::get_inverse_inertia_tensor() const {
return body->get_inv_inertia_tensor();
}
void GodotPhysicsDirectBodyState3D::set_linear_velocity(const Vector3 &p_velocity) {
body->wakeup();
body->set_linear_velocity(p_velocity);
}
Vector3 GodotPhysicsDirectBodyState3D::get_linear_velocity() const {
return body->get_linear_velocity();
}
void GodotPhysicsDirectBodyState3D::set_angular_velocity(const Vector3 &p_velocity) {
body->wakeup();
body->set_angular_velocity(p_velocity);
}
Vector3 GodotPhysicsDirectBodyState3D::get_angular_velocity() const {
return body->get_angular_velocity();
}
void GodotPhysicsDirectBodyState3D::set_transform(const Transform3D &p_transform) {
body->set_state(PhysicsServer3D::BODY_STATE_TRANSFORM, p_transform);
}
Transform3D GodotPhysicsDirectBodyState3D::get_transform() const {
return body->get_transform();
}
Vector3 GodotPhysicsDirectBodyState3D::get_velocity_at_local_position(const Vector3 &p_position) const {
return body->get_velocity_in_local_point(p_position);
}
void GodotPhysicsDirectBodyState3D::apply_central_impulse(const Vector3 &p_impulse) {
body->wakeup();
body->apply_central_impulse(p_impulse);
}
void GodotPhysicsDirectBodyState3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) {
body->wakeup();
body->apply_impulse(p_impulse, p_position);
}
void GodotPhysicsDirectBodyState3D::apply_torque_impulse(const Vector3 &p_impulse) {
body->wakeup();
body->apply_torque_impulse(p_impulse);
}
void GodotPhysicsDirectBodyState3D::apply_central_force(const Vector3 &p_force) {
body->wakeup();
body->apply_central_force(p_force);
}
void GodotPhysicsDirectBodyState3D::apply_force(const Vector3 &p_force, const Vector3 &p_position) {
body->wakeup();
body->apply_force(p_force, p_position);
}
void GodotPhysicsDirectBodyState3D::apply_torque(const Vector3 &p_torque) {
body->wakeup();
body->apply_torque(p_torque);
}
void GodotPhysicsDirectBodyState3D::add_constant_central_force(const Vector3 &p_force) {
body->wakeup();
body->add_constant_central_force(p_force);
}
void GodotPhysicsDirectBodyState3D::add_constant_force(const Vector3 &p_force, const Vector3 &p_position) {
body->wakeup();
body->add_constant_force(p_force, p_position);
}
void GodotPhysicsDirectBodyState3D::add_constant_torque(const Vector3 &p_torque) {
body->wakeup();
body->add_constant_torque(p_torque);
}
void GodotPhysicsDirectBodyState3D::set_constant_force(const Vector3 &p_force) {
if (!p_force.is_zero_approx()) {
body->wakeup();
}
body->set_constant_force(p_force);
}
Vector3 GodotPhysicsDirectBodyState3D::get_constant_force() const {
return body->get_constant_force();
}
void GodotPhysicsDirectBodyState3D::set_constant_torque(const Vector3 &p_torque) {
if (!p_torque.is_zero_approx()) {
body->wakeup();
}
body->set_constant_torque(p_torque);
}
Vector3 GodotPhysicsDirectBodyState3D::get_constant_torque() const {
return body->get_constant_torque();
}
void GodotPhysicsDirectBodyState3D::set_sleep_state(bool p_sleep) {
body->set_active(!p_sleep);
}
bool GodotPhysicsDirectBodyState3D::is_sleeping() const {
return !body->is_active();
}
int GodotPhysicsDirectBodyState3D::get_contact_count() const {
return body->contact_count;
}
Vector3 GodotPhysicsDirectBodyState3D::get_contact_local_position(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
return body->contacts[p_contact_idx].local_pos;
}
Vector3 GodotPhysicsDirectBodyState3D::get_contact_local_normal(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
return body->contacts[p_contact_idx].local_normal;
}
Vector3 GodotPhysicsDirectBodyState3D::get_contact_impulse(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
return body->contacts[p_contact_idx].impulse;
}
int GodotPhysicsDirectBodyState3D::get_contact_local_shape(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, -1);
return body->contacts[p_contact_idx].local_shape;
}
RID GodotPhysicsDirectBodyState3D::get_contact_collider(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, RID());
return body->contacts[p_contact_idx].collider;
}
Vector3 GodotPhysicsDirectBodyState3D::get_contact_collider_position(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
return body->contacts[p_contact_idx].collider_pos;
}
ObjectID GodotPhysicsDirectBodyState3D::get_contact_collider_id(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, ObjectID());
return body->contacts[p_contact_idx].collider_instance_id;
}
int GodotPhysicsDirectBodyState3D::get_contact_collider_shape(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, 0);
return body->contacts[p_contact_idx].collider_shape;
}
Vector3 GodotPhysicsDirectBodyState3D::get_contact_collider_velocity_at_position(int p_contact_idx) const {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
return body->contacts[p_contact_idx].collider_velocity_at_pos;
}
PhysicsDirectSpaceState3D *GodotPhysicsDirectBodyState3D::get_space_state() {
return body->get_space()->get_direct_state();
}
real_t GodotPhysicsDirectBodyState3D::get_step() const {
return body->get_space()->get_last_step();
}