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- /*************************************************************************/
- /* godot_motion_state.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2022 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 GODOT_MOTION_STATE_H
- #define GODOT_MOTION_STATE_H
- #include "rigid_body_bullet.h"
- #include <LinearMath/btMotionState.h>
- /**
- @author AndreaCatania
- */
- class RigidBodyBullet;
- // This class is responsible to move kinematic actor
- // and sincronize rendering engine with Bullet
- /// DOC:
- /// http://www.bulletphysics.org/mediawiki-1.5.8/index.php/MotionStates#What.27s_a_MotionState.3F
- class GodotMotionState : public btMotionState {
- /// This data is used to store the new world position for kinematic body
- btTransform bodyKinematicWorldTransf;
- /// This data is used to store last world position
- btTransform bodyCurrentWorldTransform;
- RigidBodyBullet *owner;
- public:
- GodotMotionState(RigidBodyBullet *p_owner) :
- bodyKinematicWorldTransf(btMatrix3x3(1., 0., 0., 0., 1., 0., 0., 0., 1.), btVector3(0., 0., 0.)),
- bodyCurrentWorldTransform(btMatrix3x3(1., 0., 0., 0., 1., 0., 0., 0., 1.), btVector3(0., 0., 0.)),
- owner(p_owner) {}
- /// IMPORTANT DON'T USE THIS FUNCTION TO KNOW THE CURRENT BODY TRANSFORM
- /// This class is used internally by Bullet
- /// Use GodotMotionState::getCurrentWorldTransform to know current position
- ///
- /// This function is used by Bullet to get the position of object in the world
- /// if the body is kinematic Bullet will move the object to this location
- /// if the body is static Bullet doesn't move at all
- virtual void getWorldTransform(btTransform &worldTrans) const {
- worldTrans = bodyKinematicWorldTransf;
- }
- /// IMPORTANT: to move the body use: moveBody
- /// IMPORTANT: DON'T CALL THIS FUNCTION, IT IS CALLED BY BULLET TO UPDATE RENDERING ENGINE
- ///
- /// This function is called each time by Bullet and set the current position of body
- /// inside the physics world.
- /// Don't allow Godot rendering scene takes world transform from this object because
- /// the correct transform is set by Bullet only after the last step when there are sub steps
- /// This function must update Godot transform rendering scene for this object.
- virtual void setWorldTransform(const btTransform &worldTrans) {
- bodyCurrentWorldTransform = worldTrans;
- owner->notify_transform_changed();
- }
- public:
- /// Use this function to move kinematic body
- /// -- or set initial transform before body creation.
- void moveBody(const btTransform &newWorldTransform) {
- bodyKinematicWorldTransf = newWorldTransform;
- }
- /// It returns the current body transform from last Bullet update
- const btTransform &getCurrentWorldTransform() const {
- return bodyCurrentWorldTransform;
- }
- };
- #endif
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