bullet_physics_server.h 16 KB

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  1. /*************************************************************************/
  2. /* bullet_physics_server.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef BULLET_PHYSICS_SERVER_H
  31. #define BULLET_PHYSICS_SERVER_H
  32. #include "area_bullet.h"
  33. #include "joint_bullet.h"
  34. #include "rid.h"
  35. #include "rigid_body_bullet.h"
  36. #include "servers/physics_server.h"
  37. #include "shape_bullet.h"
  38. #include "soft_body_bullet.h"
  39. #include "space_bullet.h"
  40. /**
  41. @author AndreaCatania
  42. */
  43. class BulletPhysicsServer : public PhysicsServer {
  44. GDCLASS(BulletPhysicsServer, PhysicsServer)
  45. friend class BulletPhysicsDirectSpaceState;
  46. bool active;
  47. char active_spaces_count;
  48. Vector<SpaceBullet *> active_spaces;
  49. mutable RID_Owner<SpaceBullet> space_owner;
  50. mutable RID_Owner<ShapeBullet> shape_owner;
  51. mutable RID_Owner<AreaBullet> area_owner;
  52. mutable RID_Owner<RigidBodyBullet> rigid_body_owner;
  53. mutable RID_Owner<SoftBodyBullet> soft_body_owner;
  54. mutable RID_Owner<JointBullet> joint_owner;
  55. private:
  56. /// This is used when a collision shape is not active, so the bullet compound shapes index are always sync with godot index
  57. static btEmptyShape *emptyShape;
  58. public:
  59. static btEmptyShape *get_empty_shape();
  60. protected:
  61. static void _bind_methods();
  62. public:
  63. BulletPhysicsServer();
  64. ~BulletPhysicsServer();
  65. _FORCE_INLINE_ RID_Owner<SpaceBullet> *get_space_owner() {
  66. return &space_owner;
  67. }
  68. _FORCE_INLINE_ RID_Owner<ShapeBullet> *get_shape_owner() {
  69. return &shape_owner;
  70. }
  71. _FORCE_INLINE_ RID_Owner<AreaBullet> *get_area_owner() {
  72. return &area_owner;
  73. }
  74. _FORCE_INLINE_ RID_Owner<RigidBodyBullet> *get_rigid_body_owner() {
  75. return &rigid_body_owner;
  76. }
  77. _FORCE_INLINE_ RID_Owner<SoftBodyBullet> *get_soft_body_owner() {
  78. return &soft_body_owner;
  79. }
  80. _FORCE_INLINE_ RID_Owner<JointBullet> *get_joint_owner() {
  81. return &joint_owner;
  82. }
  83. /* SHAPE API */
  84. virtual RID shape_create(ShapeType p_shape);
  85. virtual void shape_set_data(RID p_shape, const Variant &p_data);
  86. virtual ShapeType shape_get_type(RID p_shape) const;
  87. virtual Variant shape_get_data(RID p_shape) const;
  88. /// Not supported
  89. virtual void shape_set_custom_solver_bias(RID p_shape, real_t p_bias);
  90. /// Not supported
  91. virtual real_t shape_get_custom_solver_bias(RID p_shape) const;
  92. /* SPACE API */
  93. virtual RID space_create();
  94. virtual void space_set_active(RID p_space, bool p_active);
  95. virtual bool space_is_active(RID p_space) const;
  96. /// Not supported
  97. virtual void space_set_param(RID p_space, SpaceParameter p_param, real_t p_value);
  98. /// Not supported
  99. virtual real_t space_get_param(RID p_space, SpaceParameter p_param) const;
  100. virtual PhysicsDirectSpaceState *space_get_direct_state(RID p_space);
  101. virtual void space_set_debug_contacts(RID p_space, int p_max_contacts);
  102. virtual Vector<Vector3> space_get_contacts(RID p_space) const;
  103. virtual int space_get_contact_count(RID p_space) const;
  104. /* AREA API */
  105. /// Bullet Physics Engine not support "Area", this must be handled by the game developer in another way.
  106. /// Since godot Physics use the concept of area even to define the main world, the API area_set_param is used to set initial physics world information.
  107. /// The API area_set_param is a bit hacky, and allow Godot to set some parameters on Bullet's world, a different use print a warning to console.
  108. /// All other APIs returns a warning message if used
  109. virtual RID area_create();
  110. virtual void area_set_space(RID p_area, RID p_space);
  111. virtual RID area_get_space(RID p_area) const;
  112. virtual void area_set_space_override_mode(RID p_area, AreaSpaceOverrideMode p_mode);
  113. virtual AreaSpaceOverrideMode area_get_space_override_mode(RID p_area) const;
  114. virtual void area_add_shape(RID p_area, RID p_shape, const Transform &p_transform = Transform());
  115. virtual void area_set_shape(RID p_area, int p_shape_idx, RID p_shape);
  116. virtual void area_set_shape_transform(RID p_area, int p_shape_idx, const Transform &p_transform);
  117. virtual int area_get_shape_count(RID p_area) const;
  118. virtual RID area_get_shape(RID p_area, int p_shape_idx) const;
  119. virtual Transform area_get_shape_transform(RID p_area, int p_shape_idx) const;
  120. virtual void area_remove_shape(RID p_area, int p_shape_idx);
  121. virtual void area_clear_shapes(RID p_area);
  122. virtual void area_set_shape_disabled(RID p_area, int p_shape_idx, bool p_disabled);
  123. virtual void area_attach_object_instance_id(RID p_area, ObjectID p_ID);
  124. virtual ObjectID area_get_object_instance_id(RID p_area) const;
  125. /// If you pass as p_area the SpaceBullet you can set some parameters as specified below
  126. /// AREA_PARAM_GRAVITY
  127. /// AREA_PARAM_GRAVITY_VECTOR
  128. /// Otherwise you can set area parameters
  129. virtual void area_set_param(RID p_area, AreaParameter p_param, const Variant &p_value);
  130. virtual Variant area_get_param(RID p_area, AreaParameter p_param) const;
  131. virtual void area_set_transform(RID p_area, const Transform &p_transform);
  132. virtual Transform area_get_transform(RID p_area) const;
  133. virtual void area_set_collision_mask(RID p_area, uint32_t p_mask);
  134. virtual void area_set_collision_layer(RID p_area, uint32_t p_layer);
  135. virtual void area_set_monitorable(RID p_area, bool p_monitorable);
  136. virtual void area_set_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method);
  137. virtual void area_set_area_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method);
  138. virtual void area_set_ray_pickable(RID p_area, bool p_enable);
  139. virtual bool area_is_ray_pickable(RID p_area) const;
  140. /* RIGID BODY API */
  141. virtual RID body_create(BodyMode p_mode = BODY_MODE_RIGID, bool p_init_sleeping = false);
  142. virtual void body_set_space(RID p_body, RID p_space);
  143. virtual RID body_get_space(RID p_body) const;
  144. virtual void body_set_mode(RID p_body, BodyMode p_mode);
  145. virtual BodyMode body_get_mode(RID p_body) const;
  146. virtual void body_add_shape(RID p_body, RID p_shape, const Transform &p_transform = Transform());
  147. // Not supported, Please remove and add new shape
  148. virtual void body_set_shape(RID p_body, int p_shape_idx, RID p_shape);
  149. virtual void body_set_shape_transform(RID p_body, int p_shape_idx, const Transform &p_transform);
  150. virtual int body_get_shape_count(RID p_body) const;
  151. virtual RID body_get_shape(RID p_body, int p_shape_idx) const;
  152. virtual Transform body_get_shape_transform(RID p_body, int p_shape_idx) const;
  153. virtual void body_set_shape_disabled(RID p_body, int p_shape_idx, bool p_disabled);
  154. virtual void body_remove_shape(RID p_body, int p_shape_idx);
  155. virtual void body_clear_shapes(RID p_body);
  156. // Used for Rigid and Soft Bodies
  157. virtual void body_attach_object_instance_id(RID p_body, uint32_t p_ID);
  158. virtual uint32_t body_get_object_instance_id(RID p_body) const;
  159. virtual void body_set_enable_continuous_collision_detection(RID p_body, bool p_enable);
  160. virtual bool body_is_continuous_collision_detection_enabled(RID p_body) const;
  161. virtual void body_set_collision_layer(RID p_body, uint32_t p_layer);
  162. virtual uint32_t body_get_collision_layer(RID p_body) const;
  163. virtual void body_set_collision_mask(RID p_body, uint32_t p_mask);
  164. virtual uint32_t body_get_collision_mask(RID p_body) const;
  165. /// This is not supported by physics server
  166. virtual void body_set_user_flags(RID p_body, uint32_t p_flags);
  167. /// This is not supported by physics server
  168. virtual uint32_t body_get_user_flags(RID p_body) const;
  169. virtual void body_set_param(RID p_body, BodyParameter p_param, float p_value);
  170. virtual float body_get_param(RID p_body, BodyParameter p_param) const;
  171. virtual void body_set_kinematic_safe_margin(RID p_body, real_t p_margin);
  172. virtual real_t body_get_kinematic_safe_margin(RID p_body) const;
  173. virtual void body_set_state(RID p_body, BodyState p_state, const Variant &p_variant);
  174. virtual Variant body_get_state(RID p_body, BodyState p_state) const;
  175. virtual void body_set_applied_force(RID p_body, const Vector3 &p_force);
  176. virtual Vector3 body_get_applied_force(RID p_body) const;
  177. virtual void body_set_applied_torque(RID p_body, const Vector3 &p_torque);
  178. virtual Vector3 body_get_applied_torque(RID p_body) const;
  179. virtual void body_apply_impulse(RID p_body, const Vector3 &p_pos, const Vector3 &p_impulse);
  180. virtual void body_apply_torque_impulse(RID p_body, const Vector3 &p_impulse);
  181. virtual void body_set_axis_velocity(RID p_body, const Vector3 &p_axis_velocity);
  182. virtual void body_set_axis_lock(RID p_body, BodyAxis p_axis, bool p_lock);
  183. virtual bool body_is_axis_locked(RID p_body, BodyAxis p_axis) const;
  184. virtual void body_add_collision_exception(RID p_body, RID p_body_b);
  185. virtual void body_remove_collision_exception(RID p_body, RID p_body_b);
  186. virtual void body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions);
  187. virtual void body_set_max_contacts_reported(RID p_body, int p_contacts);
  188. virtual int body_get_max_contacts_reported(RID p_body) const;
  189. virtual void body_set_contacts_reported_depth_threshold(RID p_body, float p_threshold);
  190. virtual float body_get_contacts_reported_depth_threshold(RID p_body) const;
  191. virtual void body_set_omit_force_integration(RID p_body, bool p_omit);
  192. virtual bool body_is_omitting_force_integration(RID p_body) const;
  193. virtual void body_set_force_integration_callback(RID p_body, Object *p_receiver, const StringName &p_method, const Variant &p_udata = Variant());
  194. virtual void body_set_ray_pickable(RID p_body, bool p_enable);
  195. virtual bool body_is_ray_pickable(RID p_body) const;
  196. // this function only works on physics process, errors and returns null otherwise
  197. virtual PhysicsDirectBodyState *body_get_direct_state(RID p_body);
  198. virtual bool body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, MotionResult *r_result = NULL);
  199. /* SOFT BODY API */
  200. virtual RID soft_body_create(bool p_init_sleeping = false);
  201. virtual void soft_body_set_space(RID p_body, RID p_space);
  202. virtual RID soft_body_get_space(RID p_body) const;
  203. virtual void soft_body_set_trimesh_body_shape(RID p_body, PoolVector<int> p_indices, PoolVector<Vector3> p_vertices, int p_triangles_num);
  204. virtual void soft_body_set_collision_layer(RID p_body, uint32_t p_layer);
  205. virtual uint32_t soft_body_get_collision_layer(RID p_body) const;
  206. virtual void soft_body_set_collision_mask(RID p_body, uint32_t p_mask);
  207. virtual uint32_t soft_body_get_collision_mask(RID p_body) const;
  208. virtual void soft_body_add_collision_exception(RID p_body, RID p_body_b);
  209. virtual void soft_body_remove_collision_exception(RID p_body, RID p_body_b);
  210. virtual void soft_body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions);
  211. virtual void soft_body_set_state(RID p_body, BodyState p_state, const Variant &p_variant);
  212. virtual Variant soft_body_get_state(RID p_body, BodyState p_state) const;
  213. virtual void soft_body_set_transform(RID p_body, const Transform &p_transform);
  214. virtual Transform soft_body_get_transform(RID p_body) const;
  215. virtual void soft_body_set_ray_pickable(RID p_body, bool p_enable);
  216. virtual bool soft_body_is_ray_pickable(RID p_body) const;
  217. /* JOINT API */
  218. virtual JointType joint_get_type(RID p_joint) const;
  219. virtual void joint_set_solver_priority(RID p_joint, int p_priority);
  220. virtual int joint_get_solver_priority(RID p_joint) const;
  221. virtual RID joint_create_pin(RID p_body_A, const Vector3 &p_local_A, RID p_body_B, const Vector3 &p_local_B);
  222. virtual void pin_joint_set_param(RID p_joint, PinJointParam p_param, float p_value);
  223. virtual float pin_joint_get_param(RID p_joint, PinJointParam p_param) const;
  224. virtual void pin_joint_set_local_a(RID p_joint, const Vector3 &p_A);
  225. virtual Vector3 pin_joint_get_local_a(RID p_joint) const;
  226. virtual void pin_joint_set_local_b(RID p_joint, const Vector3 &p_B);
  227. virtual Vector3 pin_joint_get_local_b(RID p_joint) const;
  228. virtual RID joint_create_hinge(RID p_body_A, const Transform &p_hinge_A, RID p_body_B, const Transform &p_hinge_B);
  229. virtual RID joint_create_hinge_simple(RID p_body_A, const Vector3 &p_pivot_A, const Vector3 &p_axis_A, RID p_body_B, const Vector3 &p_pivot_B, const Vector3 &p_axis_B);
  230. virtual void hinge_joint_set_param(RID p_joint, HingeJointParam p_param, float p_value);
  231. virtual float hinge_joint_get_param(RID p_joint, HingeJointParam p_param) const;
  232. virtual void hinge_joint_set_flag(RID p_joint, HingeJointFlag p_flag, bool p_value);
  233. virtual bool hinge_joint_get_flag(RID p_joint, HingeJointFlag p_flag) const;
  234. /// Reference frame is A
  235. virtual RID joint_create_slider(RID p_body_A, const Transform &p_local_frame_A, RID p_body_B, const Transform &p_local_frame_B);
  236. virtual void slider_joint_set_param(RID p_joint, SliderJointParam p_param, float p_value);
  237. virtual float slider_joint_get_param(RID p_joint, SliderJointParam p_param) const;
  238. /// Reference frame is A
  239. virtual RID joint_create_cone_twist(RID p_body_A, const Transform &p_local_frame_A, RID p_body_B, const Transform &p_local_frame_B);
  240. virtual void cone_twist_joint_set_param(RID p_joint, ConeTwistJointParam p_param, float p_value);
  241. virtual float cone_twist_joint_get_param(RID p_joint, ConeTwistJointParam p_param) const;
  242. /// Reference frame is A
  243. virtual RID joint_create_generic_6dof(RID p_body_A, const Transform &p_local_frame_A, RID p_body_B, const Transform &p_local_frame_B);
  244. virtual void generic_6dof_joint_set_param(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisParam p_param, float p_value);
  245. virtual float generic_6dof_joint_get_param(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisParam p_param);
  246. virtual void generic_6dof_joint_set_flag(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisFlag p_flag, bool p_enable);
  247. virtual bool generic_6dof_joint_get_flag(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisFlag p_flag);
  248. /* MISC */
  249. virtual void free(RID p_rid);
  250. virtual void set_active(bool p_active) {
  251. active = p_active;
  252. }
  253. static bool singleton_isActive() {
  254. return static_cast<BulletPhysicsServer *>(get_singleton())->active;
  255. }
  256. bool isActive() {
  257. return active;
  258. }
  259. virtual void init();
  260. virtual void step(float p_deltaTime);
  261. virtual void sync();
  262. virtual void flush_queries();
  263. virtual void finish();
  264. virtual int get_process_info(ProcessInfo p_info);
  265. CollisionObjectBullet *get_collisin_object(RID p_object) const;
  266. RigidCollisionObjectBullet *get_rigid_collisin_object(RID p_object) const;
  267. /// Internal APIs
  268. public:
  269. };
  270. #endif