virtualx-engine/servers/physics/space_sw.h
Juan Linietsky 8cab401d08 3D Physics Rework, Other Stuff
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3D Physics:
-Fixed "Bounce" parameter in 3D
-Fixed bug affecting Area (sometims it would not detect properly)
-Vehicle Body has seen heavy work
-Added Query API for doing space queries in 3D. Needs some docs though.
-Added JOINTS! Adapted Bullet Joints: and created easy gizmos for setting them up:
   -PinJoint
   -HingeJoint (with motor)
   -SliderJoint
   -ConeTwistJoint
   -Generic6DOFJoint
-Added OBJECT PICKING! based on the new query API. Any physics object now (Area or Body) has the following signals and virtual functions:
    -input_event (mouse or multitouch input over the body)
    -mouse_enter (mouse entered the body area)
    -mouse_exit (mouse exited body area)
   For Area it needs to be activated manually, as it isn't by default (ray goes thru).

Other:

-Begun working on Windows 8 (RT) port. Compiles but does not work yet.
-Added TheoraPlayer library for improved to-texture and portable video support.
-Fixed a few bugs in the renderer, collada importer, collada exporter, etc.
2014-09-15 11:33:30 -03:00

179 lines
7.9 KiB
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/*************************************************************************/
/* space_sw.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* 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 SPACE_SW_H
#define SPACE_SW_H
#include "typedefs.h"
#include "hash_map.h"
#include "body_sw.h"
#include "area_sw.h"
#include "body_pair_sw.h"
#include "area_pair_sw.h"
#include "broad_phase_sw.h"
#include "collision_object_sw.h"
class PhysicsDirectSpaceStateSW : public PhysicsDirectSpaceState {
OBJ_TYPE( PhysicsDirectSpaceStateSW, PhysicsDirectSpaceState );
public:
SpaceSW *space;
virtual bool intersect_ray(const Vector3& p_from, const Vector3& p_to,RayResult &r_result,const Set<RID>& p_exclude=Set<RID>(),uint32_t p_layer_mask=0xFFFFFFFF,uint32_t p_object_type_mask=TYPE_MASK_COLLISION);
virtual int intersect_shape(const RID& p_shape, const Transform& p_xform,float p_margin,ShapeResult *r_results,int p_result_max,const Set<RID>& p_exclude=Set<RID>(),uint32_t p_layer_mask=0xFFFFFFFF,uint32_t p_object_type_mask=TYPE_MASK_COLLISION);
virtual bool cast_motion(const RID& p_shape, const Transform& p_xform,const Vector3& p_motion,float p_margin,float &p_closest_safe,float &p_closest_unsafe, const Set<RID>& p_exclude=Set<RID>(),uint32_t p_layer_mask=0xFFFFFFFF,uint32_t p_object_type_mask=TYPE_MASK_COLLISION,ShapeRestInfo *r_info=NULL);
virtual bool collide_shape(RID p_shape, const Transform& p_shape_xform,float p_margin,Vector3 *r_results,int p_result_max,int &r_result_count, const Set<RID>& p_exclude=Set<RID>(),uint32_t p_layer_mask=0xFFFFFFFF,uint32_t p_object_type_mask=TYPE_MASK_COLLISION);
virtual bool rest_info(RID p_shape, const Transform& p_shape_xform,float p_margin,ShapeRestInfo *r_info, const Set<RID>& p_exclude=Set<RID>(),uint32_t p_layer_mask=0xFFFFFFFF,uint32_t p_object_type_mask=TYPE_MASK_COLLISION);
PhysicsDirectSpaceStateSW();
};
class SpaceSW {
PhysicsDirectSpaceStateSW *direct_access;
RID self;
BroadPhaseSW *broadphase;
SelfList<BodySW>::List active_list;
SelfList<BodySW>::List inertia_update_list;
SelfList<BodySW>::List state_query_list;
SelfList<AreaSW>::List monitor_query_list;
SelfList<AreaSW>::List area_moved_list;
static void* _broadphase_pair(CollisionObjectSW *A,int p_subindex_A,CollisionObjectSW *B,int p_subindex_B,void *p_self);
static void _broadphase_unpair(CollisionObjectSW *A,int p_subindex_A,CollisionObjectSW *B,int p_subindex_B,void *p_data,void *p_self);
Set<CollisionObjectSW*> objects;
AreaSW *area;
real_t contact_recycle_radius;
real_t contact_max_separation;
real_t contact_max_allowed_penetration;
real_t constraint_bias;
enum {
INTERSECTION_QUERY_MAX=2048
};
CollisionObjectSW *intersection_query_results[INTERSECTION_QUERY_MAX];
int intersection_query_subindex_results[INTERSECTION_QUERY_MAX];
float body_linear_velocity_sleep_threshold;
float body_angular_velocity_sleep_threshold;
float body_time_to_sleep;
float body_angular_velocity_damp_ratio;
bool locked;
int island_count;
int active_objects;
int collision_pairs;
RID static_global_body;
friend class PhysicsDirectSpaceStateSW;
public:
_FORCE_INLINE_ void set_self(const RID& p_self) { self=p_self; }
_FORCE_INLINE_ RID get_self() const { return self; }
void set_default_area(AreaSW *p_area) { area=p_area; }
AreaSW *get_default_area() const { return area; }
const SelfList<BodySW>::List& get_active_body_list() const;
void body_add_to_active_list(SelfList<BodySW>* p_body);
void body_remove_from_active_list(SelfList<BodySW>* p_body);
void body_add_to_inertia_update_list(SelfList<BodySW>* p_body);
void body_remove_from_inertia_update_list(SelfList<BodySW>* p_body);
void body_add_to_state_query_list(SelfList<BodySW>* p_body);
void body_remove_from_state_query_list(SelfList<BodySW>* p_body);
void area_add_to_monitor_query_list(SelfList<AreaSW>* p_area);
void area_remove_from_monitor_query_list(SelfList<AreaSW>* p_area);
void area_add_to_moved_list(SelfList<AreaSW>* p_area);
void area_remove_from_moved_list(SelfList<AreaSW>* p_area);
const SelfList<AreaSW>::List& get_moved_area_list() const;
BroadPhaseSW *get_broadphase();
void add_object(CollisionObjectSW *p_object);
void remove_object(CollisionObjectSW *p_object);
const Set<CollisionObjectSW*> &get_objects() const;
_FORCE_INLINE_ real_t get_contact_recycle_radius() const { return contact_recycle_radius; }
_FORCE_INLINE_ real_t get_contact_max_separation() const { return contact_max_separation; }
_FORCE_INLINE_ real_t get_contact_max_allowed_penetration() const { return contact_max_allowed_penetration; }
_FORCE_INLINE_ real_t get_constraint_bias() const { return constraint_bias; }
_FORCE_INLINE_ real_t get_body_linear_velocity_sleep_treshold() const { return body_linear_velocity_sleep_threshold; }
_FORCE_INLINE_ real_t get_body_angular_velocity_sleep_treshold() const { return body_angular_velocity_sleep_threshold; }
_FORCE_INLINE_ real_t get_body_time_to_sleep() const { return body_time_to_sleep; }
_FORCE_INLINE_ real_t get_body_angular_velocity_damp_ratio() const { return body_angular_velocity_damp_ratio; }
void update();
void setup();
void call_queries();
bool is_locked() const;
void lock();
void unlock();
void set_param(PhysicsServer::SpaceParameter p_param, real_t p_value);
real_t get_param(PhysicsServer::SpaceParameter p_param) const;
void set_island_count(int p_island_count) { island_count=p_island_count; }
int get_island_count() const { return island_count; }
void set_active_objects(int p_active_objects) { active_objects=p_active_objects; }
int get_active_objects() const { return active_objects; }
int get_collision_pairs() const { return collision_pairs; }
PhysicsDirectSpaceStateSW *get_direct_state();
void set_static_global_body(RID p_body) { static_global_body=p_body; }
RID get_static_global_body() { return static_global_body; }
SpaceSW();
~SpaceSW();
};
#endif // SPACE__SW_H