virtualx-engine/scene/3d/physics/character_body_3d.h
smix8 35dafc9fa8 Split monolithic physics class files
Splits monolithic physics class files.
2024-02-27 11:18:16 +01:00

190 lines
7 KiB
C++

/**************************************************************************/
/* character_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 CHARACTER_BODY_3D_H
#define CHARACTER_BODY_3D_H
#include "scene/3d/physics/kinematic_collision_3d.h"
#include "scene/3d/physics/physics_body_3d.h"
class CharacterBody3D : public PhysicsBody3D {
GDCLASS(CharacterBody3D, PhysicsBody3D);
public:
enum MotionMode {
MOTION_MODE_GROUNDED,
MOTION_MODE_FLOATING,
};
enum PlatformOnLeave {
PLATFORM_ON_LEAVE_ADD_VELOCITY,
PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY,
PLATFORM_ON_LEAVE_DO_NOTHING,
};
bool move_and_slide();
void apply_floor_snap();
const Vector3 &get_velocity() const;
void set_velocity(const Vector3 &p_velocity);
bool is_on_floor() const;
bool is_on_floor_only() const;
bool is_on_wall() const;
bool is_on_wall_only() const;
bool is_on_ceiling() const;
bool is_on_ceiling_only() const;
const Vector3 &get_last_motion() const;
Vector3 get_position_delta() const;
const Vector3 &get_floor_normal() const;
const Vector3 &get_wall_normal() const;
const Vector3 &get_real_velocity() const;
real_t get_floor_angle(const Vector3 &p_up_direction = Vector3(0.0, 1.0, 0.0)) const;
const Vector3 &get_platform_velocity() const;
const Vector3 &get_platform_angular_velocity() const;
virtual Vector3 get_linear_velocity() const override;
int get_slide_collision_count() const;
PhysicsServer3D::MotionResult get_slide_collision(int p_bounce) const;
void set_safe_margin(real_t p_margin);
real_t get_safe_margin() const;
bool is_floor_stop_on_slope_enabled() const;
void set_floor_stop_on_slope_enabled(bool p_enabled);
bool is_floor_constant_speed_enabled() const;
void set_floor_constant_speed_enabled(bool p_enabled);
bool is_floor_block_on_wall_enabled() const;
void set_floor_block_on_wall_enabled(bool p_enabled);
bool is_slide_on_ceiling_enabled() const;
void set_slide_on_ceiling_enabled(bool p_enabled);
int get_max_slides() const;
void set_max_slides(int p_max_slides);
real_t get_floor_max_angle() const;
void set_floor_max_angle(real_t p_radians);
real_t get_floor_snap_length();
void set_floor_snap_length(real_t p_floor_snap_length);
real_t get_wall_min_slide_angle() const;
void set_wall_min_slide_angle(real_t p_radians);
uint32_t get_platform_floor_layers() const;
void set_platform_floor_layers(const uint32_t p_exclude_layer);
uint32_t get_platform_wall_layers() const;
void set_platform_wall_layers(const uint32_t p_exclude_layer);
void set_motion_mode(MotionMode p_mode);
MotionMode get_motion_mode() const;
void set_platform_on_leave(PlatformOnLeave p_on_leave_velocity);
PlatformOnLeave get_platform_on_leave() const;
CharacterBody3D();
~CharacterBody3D();
private:
real_t margin = 0.001;
MotionMode motion_mode = MOTION_MODE_GROUNDED;
PlatformOnLeave platform_on_leave = PLATFORM_ON_LEAVE_ADD_VELOCITY;
union CollisionState {
uint32_t state = 0;
struct {
bool floor;
bool wall;
bool ceiling;
};
CollisionState() {
}
CollisionState(bool p_floor, bool p_wall, bool p_ceiling) {
floor = p_floor;
wall = p_wall;
ceiling = p_ceiling;
}
};
CollisionState collision_state;
bool floor_constant_speed = false;
bool floor_stop_on_slope = true;
bool floor_block_on_wall = true;
bool slide_on_ceiling = true;
int max_slides = 6;
int platform_layer = 0;
RID platform_rid;
ObjectID platform_object_id;
uint32_t platform_floor_layers = UINT32_MAX;
uint32_t platform_wall_layers = 0;
real_t floor_snap_length = 0.1;
real_t floor_max_angle = Math::deg_to_rad((real_t)45.0);
real_t wall_min_slide_angle = Math::deg_to_rad((real_t)15.0);
Vector3 up_direction = Vector3(0.0, 1.0, 0.0);
Vector3 velocity;
Vector3 floor_normal;
Vector3 wall_normal;
Vector3 ceiling_normal;
Vector3 last_motion;
Vector3 platform_velocity;
Vector3 platform_angular_velocity;
Vector3 platform_ceiling_velocity;
Vector3 previous_position;
Vector3 real_velocity;
Vector<PhysicsServer3D::MotionResult> motion_results;
Vector<Ref<KinematicCollision3D>> slide_colliders;
void _move_and_slide_floating(double p_delta);
void _move_and_slide_grounded(double p_delta, bool p_was_on_floor);
Ref<KinematicCollision3D> _get_slide_collision(int p_bounce);
Ref<KinematicCollision3D> _get_last_slide_collision();
const Vector3 &get_up_direction() const;
bool _on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up);
void set_up_direction(const Vector3 &p_up_direction);
void _set_collision_direction(const PhysicsServer3D::MotionResult &p_result, CollisionState &r_state, CollisionState p_apply_state = CollisionState(true, true, true));
void _set_platform_data(const PhysicsServer3D::MotionCollision &p_collision);
void _snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up);
protected:
void _notification(int p_what);
static void _bind_methods();
void _validate_property(PropertyInfo &p_property) const;
};
VARIANT_ENUM_CAST(CharacterBody3D::MotionMode);
VARIANT_ENUM_CAST(CharacterBody3D::PlatformOnLeave);
#endif // CHARACTER_BODY_3D_H