virtualx-engine/scene/3d/physics_body.h
Rémi Verschelde d8223ffa75 Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00

349 lines
8.3 KiB
C++

/*************************************************************************/
/* physics_body.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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__H
#define PHYSICS_BODY__H
#include "scene/3d/collision_object.h"
#include "servers/physics_server.h"
#include "vset.h"
class PhysicsBody : public CollisionObject {
OBJ_TYPE(PhysicsBody,CollisionObject);
uint32_t layer_mask;
uint32_t collision_mask;
void _set_layers(uint32_t p_mask);
uint32_t _get_layers() const;
protected:
static void _bind_methods();
void _notification(int p_what);
PhysicsBody(PhysicsServer::BodyMode p_mode);
public:
virtual Vector3 get_linear_velocity() const;
virtual Vector3 get_angular_velocity() const;
virtual float get_inverse_mass() const;
void set_layer_mask(uint32_t p_mask);
uint32_t get_layer_mask() const;
void set_collision_mask(uint32_t p_mask);
uint32_t get_collision_mask() const;
void set_layer_mask_bit(int p_bit, bool p_value);
bool get_layer_mask_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;
void add_collision_exception_with(Node* p_node); //must be physicsbody
void remove_collision_exception_with(Node* p_node);
PhysicsBody();
};
class StaticBody : public PhysicsBody {
OBJ_TYPE(StaticBody,PhysicsBody);
Vector3 constant_linear_velocity;
Vector3 constant_angular_velocity;
real_t bounce;
real_t friction;
protected:
static void _bind_methods();
public:
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_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;
StaticBody();
~StaticBody();
};
class RigidBody : public PhysicsBody {
OBJ_TYPE(RigidBody,PhysicsBody);
public:
enum Mode {
MODE_RIGID,
MODE_STATIC,
MODE_CHARACTER,
MODE_KINEMATIC,
};
enum AxisLock {
AXIS_LOCK_DISABLED,
AXIS_LOCK_X,
AXIS_LOCK_Y,
AXIS_LOCK_Z,
};
private:
bool can_sleep;
PhysicsDirectBodyState *state;
Mode mode;
real_t bounce;
real_t mass;
real_t friction;
Vector3 linear_velocity;
Vector3 angular_velocity;
real_t gravity_scale;
real_t linear_damp;
real_t angular_damp;
bool sleeping;
bool ccd;
AxisLock axis_lock;
int max_contacts_reported;
bool custom_integrator;
struct ShapePair {
int body_shape;
int local_shape;
bool tagged;
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; }
};
struct RigidBody_RemoveAction {
ObjectID body_id;
ShapePair pair;
};
struct BodyState {
//int rc;
bool in_tree;
VSet<ShapePair> shapes;
};
struct ContactMonitor {
bool locked;
Map<ObjectID,BodyState> body_map;
};
ContactMonitor *contact_monitor;
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);
void _direct_state_changed(Object *p_state);
protected:
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 float get_inverse_mass() const { return 1.0/mass; }
void set_weight(real_t p_weight);
real_t get_weight() 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_linear_velocity(const Vector3& p_velocity);
Vector3 get_linear_velocity() const;
void set_axis_velocity(const Vector3& p_axis);
void set_angular_velocity(const Vector3&p_velocity);
Vector3 get_angular_velocity() 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_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(AxisLock p_lock);
AxisLock get_axis_lock() const;
Array get_colliding_bodies() const;
void apply_impulse(const Vector3& p_pos, const Vector3& p_impulse);
RigidBody();
~RigidBody();
};
VARIANT_ENUM_CAST(RigidBody::Mode);
VARIANT_ENUM_CAST(RigidBody::AxisLock);
class KinematicBody : public PhysicsBody {
OBJ_TYPE(KinematicBody,PhysicsBody);
float margin;
bool collide_static;
bool collide_rigid;
bool collide_kinematic;
bool collide_character;
bool colliding;
Vector3 collision;
Vector3 normal;
Vector3 collider_vel;
ObjectID collider;
int collider_shape;
Variant _get_collider() const;
_FORCE_INLINE_ bool _ignores_mode(PhysicsServer::BodyMode) const;
protected:
static void _bind_methods();
public:
enum {
SLIDE_FLAG_FLOOR,
SLIDE_FLAG_WALL,
SLIDE_FLAG_ROOF
};
Vector3 move(const Vector3& p_motion);
Vector3 move_to(const Vector3& p_position);
bool can_teleport_to(const Vector3& p_position);
bool is_colliding() const;
Vector3 get_collision_pos() const;
Vector3 get_collision_normal() const;
Vector3 get_collider_velocity() const;
ObjectID get_collider() const;
int get_collider_shape() const;
void set_collide_with_static_bodies(bool p_enable);
bool can_collide_with_static_bodies() const;
void set_collide_with_rigid_bodies(bool p_enable);
bool can_collide_with_rigid_bodies() const;
void set_collide_with_kinematic_bodies(bool p_enable);
bool can_collide_with_kinematic_bodies() const;
void set_collide_with_character_bodies(bool p_enable);
bool can_collide_with_character_bodies() const;
void set_collision_margin(float p_margin);
float get_collision_margin() const;
KinematicBody();
~KinematicBody();
};
#endif // PHYSICS_BODY__H