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- /*************************************************************************/
- /* body_2d_sw.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2020 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. */
- /*************************************************************************/
- #include "body_2d_sw.h"
- #include "area_2d_sw.h"
- #include "physics_2d_server_sw.h"
- #include "space_2d_sw.h"
- void Body2DSW::_update_inertia() {
- if (!user_inertia && get_space() && !inertia_update_list.in_list())
- get_space()->body_add_to_inertia_update_list(&inertia_update_list);
- }
- void Body2DSW::update_inertias() {
- //update shapes and motions
- switch (mode) {
- case Physics2DServer::BODY_MODE_RIGID: {
- if (user_inertia) {
- _inv_inertia = inertia > 0 ? (1.0 / inertia) : 0;
- break;
- }
- //update tensor for allshapes, not the best way but should be somehow OK. (inspired from bullet)
- real_t total_area = 0;
- for (int i = 0; i < get_shape_count(); i++) {
- total_area += get_shape_aabb(i).get_area();
- }
- inertia = 0;
- for (int i = 0; i < get_shape_count(); i++) {
- if (is_shape_disabled(i)) {
- continue;
- }
- const Shape2DSW *shape = get_shape(i);
- real_t area = get_shape_aabb(i).get_area();
- real_t mass = area * this->mass / total_area;
- Transform2D mtx = get_shape_transform(i);
- Vector2 scale = mtx.get_scale();
- inertia += shape->get_moment_of_inertia(mass, scale) + mass * mtx.get_origin().length_squared();
- }
- _inv_inertia = inertia > 0 ? (1.0 / inertia) : 0;
- if (mass)
- _inv_mass = 1.0 / mass;
- else
- _inv_mass = 0;
- } break;
- case Physics2DServer::BODY_MODE_KINEMATIC:
- case Physics2DServer::BODY_MODE_STATIC: {
- _inv_inertia = 0;
- _inv_mass = 0;
- } break;
- case Physics2DServer::BODY_MODE_CHARACTER: {
- _inv_inertia = 0;
- _inv_mass = 1.0 / mass;
- } break;
- }
- //_update_inertia_tensor();
- //_update_shapes();
- }
- void Body2DSW::set_active(bool p_active) {
- if (active == p_active)
- return;
- active = p_active;
- if (!p_active) {
- if (get_space())
- get_space()->body_remove_from_active_list(&active_list);
- } else {
- if (mode == Physics2DServer::BODY_MODE_STATIC)
- return; //static bodies can't become active
- if (get_space())
- get_space()->body_add_to_active_list(&active_list);
- //still_time=0;
- }
- /*
- if (!space)
- return;
- for(int i=0;i<get_shape_count();i++) {
- Shape &s=shapes[i];
- if (s.bpid>0) {
- get_space()->get_broadphase()->set_active(s.bpid,active);
- }
- }
- */
- }
- void Body2DSW::set_param(Physics2DServer::BodyParameter p_param, real_t p_value) {
- switch (p_param) {
- case Physics2DServer::BODY_PARAM_BOUNCE: {
- bounce = p_value;
- } break;
- case Physics2DServer::BODY_PARAM_FRICTION: {
- friction = p_value;
- } break;
- case Physics2DServer::BODY_PARAM_MASS: {
- ERR_FAIL_COND(p_value <= 0);
- mass = p_value;
- _update_inertia();
- } break;
- case Physics2DServer::BODY_PARAM_INERTIA: {
- if (p_value <= 0) {
- user_inertia = false;
- _update_inertia();
- } else {
- user_inertia = true;
- inertia = p_value;
- _inv_inertia = 1.0 / p_value;
- }
- } break;
- case Physics2DServer::BODY_PARAM_GRAVITY_SCALE: {
- gravity_scale = p_value;
- } break;
- case Physics2DServer::BODY_PARAM_LINEAR_DAMP: {
- linear_damp = p_value;
- } break;
- case Physics2DServer::BODY_PARAM_ANGULAR_DAMP: {
- angular_damp = p_value;
- } break;
- default: {
- }
- }
- }
- real_t Body2DSW::get_param(Physics2DServer::BodyParameter p_param) const {
- switch (p_param) {
- case Physics2DServer::BODY_PARAM_BOUNCE: {
- return bounce;
- }
- case Physics2DServer::BODY_PARAM_FRICTION: {
- return friction;
- }
- case Physics2DServer::BODY_PARAM_MASS: {
- return mass;
- }
- case Physics2DServer::BODY_PARAM_INERTIA: {
- return inertia;
- }
- case Physics2DServer::BODY_PARAM_GRAVITY_SCALE: {
- return gravity_scale;
- }
- case Physics2DServer::BODY_PARAM_LINEAR_DAMP: {
- return linear_damp;
- }
- case Physics2DServer::BODY_PARAM_ANGULAR_DAMP: {
- return angular_damp;
- }
- default: {
- }
- }
- return 0;
- }
- void Body2DSW::set_mode(Physics2DServer::BodyMode p_mode) {
- Physics2DServer::BodyMode prev = mode;
- mode = p_mode;
- switch (p_mode) {
- //CLEAR UP EVERYTHING IN CASE IT NOT WORKS!
- case Physics2DServer::BODY_MODE_STATIC:
- case Physics2DServer::BODY_MODE_KINEMATIC: {
- _set_inv_transform(get_transform().affine_inverse());
- _inv_mass = 0;
- _inv_inertia = 0;
- _set_static(p_mode == Physics2DServer::BODY_MODE_STATIC);
- set_active(p_mode == Physics2DServer::BODY_MODE_KINEMATIC && contacts.size());
- linear_velocity = Vector2();
- angular_velocity = 0;
- if (mode == Physics2DServer::BODY_MODE_KINEMATIC && prev != mode) {
- first_time_kinematic = true;
- }
- } break;
- case Physics2DServer::BODY_MODE_RIGID: {
- _inv_mass = mass > 0 ? (1.0 / mass) : 0;
- _inv_inertia = inertia > 0 ? (1.0 / inertia) : 0;
- _set_static(false);
- set_active(true);
- } break;
- case Physics2DServer::BODY_MODE_CHARACTER: {
- _inv_mass = mass > 0 ? (1.0 / mass) : 0;
- _inv_inertia = 0;
- _set_static(false);
- set_active(true);
- angular_velocity = 0;
- } break;
- }
- if (p_mode == Physics2DServer::BODY_MODE_RIGID && _inv_inertia == 0) {
- _update_inertia();
- }
- /*
- if (get_space())
- _update_queries();
- */
- }
- Physics2DServer::BodyMode Body2DSW::get_mode() const {
- return mode;
- }
- void Body2DSW::_shapes_changed() {
- _update_inertia();
- wakeup_neighbours();
- }
- void Body2DSW::set_state(Physics2DServer::BodyState p_state, const Variant &p_variant) {
- switch (p_state) {
- case Physics2DServer::BODY_STATE_TRANSFORM: {
- if (mode == Physics2DServer::BODY_MODE_KINEMATIC) {
- new_transform = p_variant;
- //wakeup_neighbours();
- set_active(true);
- if (first_time_kinematic) {
- _set_transform(p_variant);
- _set_inv_transform(get_transform().affine_inverse());
- first_time_kinematic = false;
- }
- } else if (mode == Physics2DServer::BODY_MODE_STATIC) {
- _set_transform(p_variant);
- _set_inv_transform(get_transform().affine_inverse());
- wakeup_neighbours();
- } else {
- Transform2D t = p_variant;
- t.orthonormalize();
- new_transform = get_transform(); //used as old to compute motion
- if (t == new_transform)
- break;
- _set_transform(t);
- _set_inv_transform(get_transform().inverse());
- }
- wakeup();
- } break;
- case Physics2DServer::BODY_STATE_LINEAR_VELOCITY: {
- /*
- if (mode==Physics2DServer::BODY_MODE_STATIC)
- break;
- */
- linear_velocity = p_variant;
- wakeup();
- } break;
- case Physics2DServer::BODY_STATE_ANGULAR_VELOCITY: {
- /*
- if (mode!=Physics2DServer::BODY_MODE_RIGID)
- break;
- */
- angular_velocity = p_variant;
- wakeup();
- } break;
- case Physics2DServer::BODY_STATE_SLEEPING: {
- //?
- if (mode == Physics2DServer::BODY_MODE_STATIC || mode == Physics2DServer::BODY_MODE_KINEMATIC)
- break;
- bool do_sleep = p_variant;
- if (do_sleep) {
- linear_velocity = Vector2();
- //biased_linear_velocity=Vector3();
- angular_velocity = 0;
- //biased_angular_velocity=Vector3();
- set_active(false);
- } else {
- if (mode != Physics2DServer::BODY_MODE_STATIC)
- set_active(true);
- }
- } break;
- case Physics2DServer::BODY_STATE_CAN_SLEEP: {
- can_sleep = p_variant;
- if (mode == Physics2DServer::BODY_MODE_RIGID && !active && !can_sleep)
- set_active(true);
- } break;
- }
- }
- Variant Body2DSW::get_state(Physics2DServer::BodyState p_state) const {
- switch (p_state) {
- case Physics2DServer::BODY_STATE_TRANSFORM: {
- return get_transform();
- }
- case Physics2DServer::BODY_STATE_LINEAR_VELOCITY: {
- return linear_velocity;
- }
- case Physics2DServer::BODY_STATE_ANGULAR_VELOCITY: {
- return angular_velocity;
- }
- case Physics2DServer::BODY_STATE_SLEEPING: {
- return !is_active();
- }
- case Physics2DServer::BODY_STATE_CAN_SLEEP: {
- return can_sleep;
- }
- }
- return Variant();
- }
- void Body2DSW::set_space(Space2DSW *p_space) {
- if (get_space()) {
- wakeup_neighbours();
- if (inertia_update_list.in_list())
- get_space()->body_remove_from_inertia_update_list(&inertia_update_list);
- if (active_list.in_list())
- get_space()->body_remove_from_active_list(&active_list);
- if (direct_state_query_list.in_list())
- get_space()->body_remove_from_state_query_list(&direct_state_query_list);
- }
- _set_space(p_space);
- if (get_space()) {
- _update_inertia();
- if (active)
- get_space()->body_add_to_active_list(&active_list);
- /*
- _update_queries();
- if (is_active()) {
- active=false;
- set_active(true);
- }
- */
- }
- first_integration = false;
- }
- void Body2DSW::_compute_area_gravity_and_dampenings(const Area2DSW *p_area) {
- if (p_area->is_gravity_point()) {
- if (p_area->get_gravity_distance_scale() > 0) {
- Vector2 v = p_area->get_transform().xform(p_area->get_gravity_vector()) - get_transform().get_origin();
- gravity += v.normalized() * (p_area->get_gravity() / Math::pow(v.length() * p_area->get_gravity_distance_scale() + 1, 2));
- } else {
- gravity += (p_area->get_transform().xform(p_area->get_gravity_vector()) - get_transform().get_origin()).normalized() * p_area->get_gravity();
- }
- } else {
- gravity += p_area->get_gravity_vector() * p_area->get_gravity();
- }
- area_linear_damp += p_area->get_linear_damp();
- area_angular_damp += p_area->get_angular_damp();
- }
- void Body2DSW::integrate_forces(real_t p_step) {
- if (mode == Physics2DServer::BODY_MODE_STATIC)
- return;
- Area2DSW *def_area = get_space()->get_default_area();
- // Area2DSW *damp_area = def_area;
- ERR_FAIL_COND(!def_area);
- int ac = areas.size();
- bool stopped = false;
- gravity = Vector2(0, 0);
- area_angular_damp = 0;
- area_linear_damp = 0;
- if (ac) {
- areas.sort();
- const AreaCMP *aa = &areas[0];
- // damp_area = aa[ac-1].area;
- for (int i = ac - 1; i >= 0 && !stopped; i--) {
- Physics2DServer::AreaSpaceOverrideMode mode = aa[i].area->get_space_override_mode();
- switch (mode) {
- case Physics2DServer::AREA_SPACE_OVERRIDE_COMBINE:
- case Physics2DServer::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
- _compute_area_gravity_and_dampenings(aa[i].area);
- stopped = mode == Physics2DServer::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
- } break;
- case Physics2DServer::AREA_SPACE_OVERRIDE_REPLACE:
- case Physics2DServer::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
- gravity = Vector2(0, 0);
- area_angular_damp = 0;
- area_linear_damp = 0;
- _compute_area_gravity_and_dampenings(aa[i].area);
- stopped = mode == Physics2DServer::AREA_SPACE_OVERRIDE_REPLACE;
- } break;
- default: {
- }
- }
- }
- }
- if (!stopped) {
- _compute_area_gravity_and_dampenings(def_area);
- }
- gravity *= gravity_scale;
- // If less than 0, override dampenings with that of the Body2D
- if (angular_damp >= 0)
- area_angular_damp = angular_damp;
- /*
- else
- area_angular_damp=damp_area->get_angular_damp();
- */
- if (linear_damp >= 0)
- area_linear_damp = linear_damp;
- /*
- else
- area_linear_damp=damp_area->get_linear_damp();
- */
- Vector2 motion;
- bool do_motion = false;
- if (mode == Physics2DServer::BODY_MODE_KINEMATIC) {
- //compute motion, angular and etc. velocities from prev transform
- motion = new_transform.get_origin() - get_transform().get_origin();
- linear_velocity = motion / p_step;
- real_t rot = new_transform.get_rotation() - get_transform().get_rotation();
- angular_velocity = rot / p_step;
- do_motion = true;
- /*
- for(int i=0;i<get_shape_count();i++) {
- set_shape_kinematic_advance(i,Vector2());
- set_shape_kinematic_retreat(i,0);
- }
- */
- } else {
- if (!omit_force_integration && !first_integration) {
- //overridden by direct state query
- Vector2 force = gravity * mass;
- force += applied_force;
- real_t torque = applied_torque;
- real_t damp = 1.0 - p_step * area_linear_damp;
- if (damp < 0) // reached zero in the given time
- damp = 0;
- real_t angular_damp = 1.0 - p_step * area_angular_damp;
- if (angular_damp < 0) // reached zero in the given time
- angular_damp = 0;
- linear_velocity *= damp;
- angular_velocity *= angular_damp;
- linear_velocity += _inv_mass * force * p_step;
- angular_velocity += _inv_inertia * torque * p_step;
- }
- if (continuous_cd_mode != Physics2DServer::CCD_MODE_DISABLED) {
- motion = linear_velocity * p_step;
- do_motion = true;
- }
- }
- //motion=linear_velocity*p_step;
- first_integration = false;
- biased_angular_velocity = 0;
- biased_linear_velocity = Vector2();
- if (do_motion) { //shapes temporarily extend for raycast
- _update_shapes_with_motion(motion);
- }
- // damp_area=NULL; // clear the area, so it is set in the next frame
- def_area = NULL; // clear the area, so it is set in the next frame
- contact_count = 0;
- }
- void Body2DSW::integrate_velocities(real_t p_step) {
- if (mode == Physics2DServer::BODY_MODE_STATIC)
- return;
- if (fi_callback)
- get_space()->body_add_to_state_query_list(&direct_state_query_list);
- if (mode == Physics2DServer::BODY_MODE_KINEMATIC) {
- _set_transform(new_transform, false);
- _set_inv_transform(new_transform.affine_inverse());
- if (contacts.size() == 0 && linear_velocity == Vector2() && angular_velocity == 0)
- set_active(false); //stopped moving, deactivate
- return;
- }
- real_t total_angular_velocity = angular_velocity + biased_angular_velocity;
- Vector2 total_linear_velocity = linear_velocity + biased_linear_velocity;
- real_t angle = get_transform().get_rotation() + total_angular_velocity * p_step;
- Vector2 pos = get_transform().get_origin() + total_linear_velocity * p_step;
- _set_transform(Transform2D(angle, pos), continuous_cd_mode == Physics2DServer::CCD_MODE_DISABLED);
- _set_inv_transform(get_transform().inverse());
- if (continuous_cd_mode != Physics2DServer::CCD_MODE_DISABLED)
- new_transform = get_transform();
- //_update_inertia_tensor();
- }
- void Body2DSW::wakeup_neighbours() {
- for (Map<Constraint2DSW *, int>::Element *E = constraint_map.front(); E; E = E->next()) {
- const Constraint2DSW *c = E->key();
- Body2DSW **n = c->get_body_ptr();
- int bc = c->get_body_count();
- for (int i = 0; i < bc; i++) {
- if (i == E->get())
- continue;
- Body2DSW *b = n[i];
- if (b->mode != Physics2DServer::BODY_MODE_RIGID)
- continue;
- if (!b->is_active())
- b->set_active(true);
- }
- }
- }
- void Body2DSW::call_queries() {
- if (fi_callback) {
- Physics2DDirectBodyStateSW *dbs = Physics2DDirectBodyStateSW::singleton;
- dbs->body = this;
- Variant v = dbs;
- const Variant *vp[2] = { &v, &fi_callback->callback_udata };
- Object *obj = ObjectDB::get_instance(fi_callback->id);
- if (!obj) {
- set_force_integration_callback(0, StringName());
- } else {
- Variant::CallError ce;
- if (fi_callback->callback_udata.get_type() != Variant::NIL) {
- obj->call(fi_callback->method, vp, 2, ce);
- } else {
- obj->call(fi_callback->method, vp, 1, ce);
- }
- }
- }
- }
- bool Body2DSW::sleep_test(real_t p_step) {
- if (mode == Physics2DServer::BODY_MODE_STATIC || mode == Physics2DServer::BODY_MODE_KINEMATIC)
- return true; //
- else if (mode == Physics2DServer::BODY_MODE_CHARACTER)
- return !active; // characters and kinematic bodies don't sleep unless asked to sleep
- else if (!can_sleep)
- return false;
- if (Math::abs(angular_velocity) < get_space()->get_body_angular_velocity_sleep_threshold() && Math::abs(linear_velocity.length_squared()) < get_space()->get_body_linear_velocity_sleep_threshold() * get_space()->get_body_linear_velocity_sleep_threshold()) {
- still_time += p_step;
- return still_time > get_space()->get_body_time_to_sleep();
- } else {
- still_time = 0; //maybe this should be set to 0 on set_active?
- return false;
- }
- }
- void Body2DSW::set_force_integration_callback(ObjectID p_id, const StringName &p_method, const Variant &p_udata) {
- if (fi_callback) {
- memdelete(fi_callback);
- fi_callback = NULL;
- }
- if (p_id != 0) {
- fi_callback = memnew(ForceIntegrationCallback);
- fi_callback->id = p_id;
- fi_callback->method = p_method;
- fi_callback->callback_udata = p_udata;
- }
- }
- Body2DSW::Body2DSW() :
- CollisionObject2DSW(TYPE_BODY),
- active_list(this),
- inertia_update_list(this),
- direct_state_query_list(this) {
- mode = Physics2DServer::BODY_MODE_RIGID;
- active = true;
- angular_velocity = 0;
- biased_angular_velocity = 0;
- mass = 1;
- inertia = 0;
- user_inertia = false;
- _inv_inertia = 0;
- _inv_mass = 1;
- bounce = 0;
- friction = 1;
- omit_force_integration = false;
- applied_torque = 0;
- island_step = 0;
- island_next = NULL;
- island_list_next = NULL;
- _set_static(false);
- first_time_kinematic = false;
- linear_damp = -1;
- angular_damp = -1;
- area_angular_damp = 0;
- area_linear_damp = 0;
- contact_count = 0;
- gravity_scale = 1.0;
- first_integration = false;
- still_time = 0;
- continuous_cd_mode = Physics2DServer::CCD_MODE_DISABLED;
- can_sleep = true;
- fi_callback = NULL;
- }
- Body2DSW::~Body2DSW() {
- if (fi_callback)
- memdelete(fi_callback);
- }
- Physics2DDirectBodyStateSW *Physics2DDirectBodyStateSW::singleton = NULL;
- Physics2DDirectSpaceState *Physics2DDirectBodyStateSW::get_space_state() {
- return body->get_space()->get_direct_state();
- }
- Variant Physics2DDirectBodyStateSW::get_contact_collider_shape_metadata(int p_contact_idx) const {
- ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Variant());
- if (!Physics2DServerSW::singletonsw->body_owner.owns(body->contacts[p_contact_idx].collider)) {
- return Variant();
- }
- Body2DSW *other = Physics2DServerSW::singletonsw->body_owner.get(body->contacts[p_contact_idx].collider);
- int sidx = body->contacts[p_contact_idx].collider_shape;
- if (sidx < 0 || sidx >= other->get_shape_count()) {
- return Variant();
- }
- return other->get_shape_metadata(sidx);
- }
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