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- /**************************************************************************/
- /* physics_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 PHYSICS_BODY_3D_H
- #define PHYSICS_BODY_3D_H
- #include "core/templates/vset.h"
- #include "scene/3d/collision_object_3d.h"
- #include "scene/resources/physics_material.h"
- #include "servers/physics_server_3d.h"
- #include "skeleton_3d.h"
- class KinematicCollision3D;
- class PhysicsBody3D : public CollisionObject3D {
- GDCLASS(PhysicsBody3D, CollisionObject3D);
- protected:
- static void _bind_methods();
- PhysicsBody3D(PhysicsServer3D::BodyMode p_mode);
- Ref<KinematicCollision3D> motion_cache;
- uint16_t locked_axis = 0;
- Ref<KinematicCollision3D> _move(const Vector3 &p_motion, bool p_test_only = false, real_t p_margin = 0.001, bool p_recovery_as_collision = false, int p_max_collisions = 1);
- public:
- bool move_and_collide(const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true);
- bool test_move(const Transform3D &p_from, const Vector3 &p_motion, const Ref<KinematicCollision3D> &r_collision = Ref<KinematicCollision3D>(), real_t p_margin = 0.001, bool p_recovery_as_collision = false, int p_max_collisions = 1);
- void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock);
- bool get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const;
- virtual Vector3 get_linear_velocity() const;
- virtual Vector3 get_angular_velocity() const;
- virtual real_t get_inverse_mass() const;
- TypedArray<PhysicsBody3D> get_collision_exceptions();
- void add_collision_exception_with(Node *p_node); //must be physicsbody
- void remove_collision_exception_with(Node *p_node);
- virtual ~PhysicsBody3D();
- };
- class StaticBody3D : public PhysicsBody3D {
- GDCLASS(StaticBody3D, PhysicsBody3D);
- private:
- Vector3 constant_linear_velocity;
- Vector3 constant_angular_velocity;
- Ref<PhysicsMaterial> physics_material_override;
- protected:
- static void _bind_methods();
- public:
- void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override);
- Ref<PhysicsMaterial> get_physics_material_override() const;
- void set_constant_linear_velocity(const Vector3 &p_vel);
- void set_constant_angular_velocity(const Vector3 &p_vel);
- Vector3 get_constant_linear_velocity() const;
- Vector3 get_constant_angular_velocity() const;
- StaticBody3D(PhysicsServer3D::BodyMode p_mode = PhysicsServer3D::BODY_MODE_STATIC);
- private:
- void _reload_physics_characteristics();
- };
- class AnimatableBody3D : public StaticBody3D {
- GDCLASS(AnimatableBody3D, StaticBody3D);
- private:
- Vector3 linear_velocity;
- Vector3 angular_velocity;
- bool sync_to_physics = true;
- Transform3D last_valid_transform;
- static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state);
- void _body_state_changed(PhysicsDirectBodyState3D *p_state);
- protected:
- void _notification(int p_what);
- static void _bind_methods();
- public:
- virtual Vector3 get_linear_velocity() const override;
- virtual Vector3 get_angular_velocity() const override;
- AnimatableBody3D();
- private:
- void _update_kinematic_motion();
- void set_sync_to_physics(bool p_enable);
- bool is_sync_to_physics_enabled() const;
- };
- class RigidBody3D : public PhysicsBody3D {
- GDCLASS(RigidBody3D, PhysicsBody3D);
- public:
- enum FreezeMode {
- FREEZE_MODE_STATIC,
- FREEZE_MODE_KINEMATIC,
- };
- enum CenterOfMassMode {
- CENTER_OF_MASS_MODE_AUTO,
- CENTER_OF_MASS_MODE_CUSTOM,
- };
- enum DampMode {
- DAMP_MODE_COMBINE,
- DAMP_MODE_REPLACE,
- };
- private:
- bool can_sleep = true;
- bool lock_rotation = false;
- bool freeze = false;
- FreezeMode freeze_mode = FREEZE_MODE_STATIC;
- real_t mass = 1.0;
- Vector3 inertia;
- CenterOfMassMode center_of_mass_mode = CENTER_OF_MASS_MODE_AUTO;
- Vector3 center_of_mass;
- Ref<PhysicsMaterial> physics_material_override;
- Vector3 linear_velocity;
- Vector3 angular_velocity;
- Basis inverse_inertia_tensor;
- real_t gravity_scale = 1.0;
- DampMode linear_damp_mode = DAMP_MODE_COMBINE;
- DampMode angular_damp_mode = DAMP_MODE_COMBINE;
- real_t linear_damp = 0.0;
- real_t angular_damp = 0.0;
- bool sleeping = false;
- bool ccd = false;
- int max_contacts_reported = 0;
- bool custom_integrator = false;
- struct ShapePair {
- int body_shape = 0;
- int local_shape = 0;
- bool tagged = false;
- bool operator<(const ShapePair &p_sp) const {
- if (body_shape == p_sp.body_shape) {
- return local_shape < p_sp.local_shape;
- } else {
- return body_shape < p_sp.body_shape;
- }
- }
- ShapePair() {}
- ShapePair(int p_bs, int p_ls) {
- body_shape = p_bs;
- local_shape = p_ls;
- tagged = false;
- }
- };
- struct RigidBody3D_RemoveAction {
- RID rid;
- ObjectID body_id;
- ShapePair pair;
- };
- struct BodyState {
- RID rid;
- //int rc;
- bool in_tree = false;
- VSet<ShapePair> shapes;
- };
- struct ContactMonitor {
- bool locked = false;
- HashMap<ObjectID, BodyState> body_map;
- };
- ContactMonitor *contact_monitor = nullptr;
- void _body_enter_tree(ObjectID p_id);
- void _body_exit_tree(ObjectID p_id);
- void _body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape);
- static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state);
- void _sync_body_state(PhysicsDirectBodyState3D *p_state);
- protected:
- void _notification(int p_what);
- static void _bind_methods();
- void _validate_property(PropertyInfo &p_property) const;
- GDVIRTUAL1(_integrate_forces, PhysicsDirectBodyState3D *)
- virtual void _body_state_changed(PhysicsDirectBodyState3D *p_state);
- void _apply_body_mode();
- public:
- void set_lock_rotation_enabled(bool p_lock_rotation);
- bool is_lock_rotation_enabled() const;
- void set_freeze_enabled(bool p_freeze);
- bool is_freeze_enabled() const;
- void set_freeze_mode(FreezeMode p_freeze_mode);
- FreezeMode get_freeze_mode() const;
- void set_mass(real_t p_mass);
- real_t get_mass() const;
- virtual real_t get_inverse_mass() const override { return 1.0 / mass; }
- void set_inertia(const Vector3 &p_inertia);
- const Vector3 &get_inertia() const;
- void set_center_of_mass_mode(CenterOfMassMode p_mode);
- CenterOfMassMode get_center_of_mass_mode() const;
- void set_center_of_mass(const Vector3 &p_center_of_mass);
- const Vector3 &get_center_of_mass() const;
- void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override);
- Ref<PhysicsMaterial> get_physics_material_override() const;
- void set_linear_velocity(const Vector3 &p_velocity);
- Vector3 get_linear_velocity() const override;
- void set_axis_velocity(const Vector3 &p_axis);
- void set_angular_velocity(const Vector3 &p_velocity);
- Vector3 get_angular_velocity() const override;
- Basis get_inverse_inertia_tensor() const;
- void set_gravity_scale(real_t p_gravity_scale);
- real_t get_gravity_scale() const;
- void set_linear_damp_mode(DampMode p_mode);
- DampMode get_linear_damp_mode() const;
- void set_angular_damp_mode(DampMode p_mode);
- DampMode get_angular_damp_mode() const;
- void set_linear_damp(real_t p_linear_damp);
- real_t get_linear_damp() const;
- void set_angular_damp(real_t p_angular_damp);
- real_t get_angular_damp() const;
- void set_use_custom_integrator(bool p_enable);
- bool is_using_custom_integrator();
- void set_sleeping(bool p_sleeping);
- bool is_sleeping() const;
- void set_can_sleep(bool p_active);
- bool is_able_to_sleep() const;
- void set_contact_monitor(bool p_enabled);
- bool is_contact_monitor_enabled() const;
- void set_max_contacts_reported(int p_amount);
- int get_max_contacts_reported() const;
- int get_contact_count() const;
- void set_use_continuous_collision_detection(bool p_enable);
- bool is_using_continuous_collision_detection() const;
- TypedArray<Node3D> get_colliding_bodies() const;
- void apply_central_impulse(const Vector3 &p_impulse);
- void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3());
- void apply_torque_impulse(const Vector3 &p_impulse);
- void apply_central_force(const Vector3 &p_force);
- void apply_force(const Vector3 &p_force, const Vector3 &p_position = Vector3());
- void apply_torque(const Vector3 &p_torque);
- void add_constant_central_force(const Vector3 &p_force);
- void add_constant_force(const Vector3 &p_force, const Vector3 &p_position = Vector3());
- void add_constant_torque(const Vector3 &p_torque);
- void set_constant_force(const Vector3 &p_force);
- Vector3 get_constant_force() const;
- void set_constant_torque(const Vector3 &p_torque);
- Vector3 get_constant_torque() const;
- virtual PackedStringArray get_configuration_warnings() const override;
- RigidBody3D();
- ~RigidBody3D();
- private:
- void _reload_physics_characteristics();
- };
- VARIANT_ENUM_CAST(RigidBody3D::FreezeMode);
- VARIANT_ENUM_CAST(RigidBody3D::CenterOfMassMode);
- VARIANT_ENUM_CAST(RigidBody3D::DampMode);
- class KinematicCollision3D;
- 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;
- 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 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;
- 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);
- class KinematicCollision3D : public RefCounted {
- GDCLASS(KinematicCollision3D, RefCounted);
- PhysicsBody3D *owner = nullptr;
- friend class PhysicsBody3D;
- friend class CharacterBody3D;
- PhysicsServer3D::MotionResult result;
- protected:
- static void _bind_methods();
- public:
- Vector3 get_travel() const;
- Vector3 get_remainder() const;
- int get_collision_count() const;
- real_t get_depth() const;
- Vector3 get_position(int p_collision_index = 0) const;
- Vector3 get_normal(int p_collision_index = 0) const;
- real_t get_angle(int p_collision_index = 0, const Vector3 &p_up_direction = Vector3(0.0, 1.0, 0.0)) const;
- Object *get_local_shape(int p_collision_index = 0) const;
- Object *get_collider(int p_collision_index = 0) const;
- ObjectID get_collider_id(int p_collision_index = 0) const;
- RID get_collider_rid(int p_collision_index = 0) const;
- Object *get_collider_shape(int p_collision_index = 0) const;
- int get_collider_shape_index(int p_collision_index = 0) const;
- Vector3 get_collider_velocity(int p_collision_index = 0) const;
- };
- class PhysicalBone3D : public PhysicsBody3D {
- GDCLASS(PhysicalBone3D, PhysicsBody3D);
- public:
- enum DampMode {
- DAMP_MODE_COMBINE,
- DAMP_MODE_REPLACE,
- };
- enum JointType {
- JOINT_TYPE_NONE,
- JOINT_TYPE_PIN,
- JOINT_TYPE_CONE,
- JOINT_TYPE_HINGE,
- JOINT_TYPE_SLIDER,
- JOINT_TYPE_6DOF
- };
- struct JointData {
- virtual JointType get_joint_type() { return JOINT_TYPE_NONE; }
- /// "j" is used to set the parameter inside the PhysicsServer3D
- virtual bool _set(const StringName &p_name, const Variant &p_value, RID j);
- virtual bool _get(const StringName &p_name, Variant &r_ret) const;
- virtual void _get_property_list(List<PropertyInfo> *p_list) const;
- virtual ~JointData() {}
- };
- struct PinJointData : public JointData {
- virtual JointType get_joint_type() { return JOINT_TYPE_PIN; }
- virtual bool _set(const StringName &p_name, const Variant &p_value, RID j);
- virtual bool _get(const StringName &p_name, Variant &r_ret) const;
- virtual void _get_property_list(List<PropertyInfo> *p_list) const;
- real_t bias = 0.3;
- real_t damping = 1.0;
- real_t impulse_clamp = 0.0;
- };
- struct ConeJointData : public JointData {
- virtual JointType get_joint_type() { return JOINT_TYPE_CONE; }
- virtual bool _set(const StringName &p_name, const Variant &p_value, RID j);
- virtual bool _get(const StringName &p_name, Variant &r_ret) const;
- virtual void _get_property_list(List<PropertyInfo> *p_list) const;
- real_t swing_span = Math_PI * 0.25;
- real_t twist_span = Math_PI;
- real_t bias = 0.3;
- real_t softness = 0.8;
- real_t relaxation = 1.;
- };
- struct HingeJointData : public JointData {
- virtual JointType get_joint_type() { return JOINT_TYPE_HINGE; }
- virtual bool _set(const StringName &p_name, const Variant &p_value, RID j);
- virtual bool _get(const StringName &p_name, Variant &r_ret) const;
- virtual void _get_property_list(List<PropertyInfo> *p_list) const;
- bool angular_limit_enabled = false;
- real_t angular_limit_upper = Math_PI * 0.5;
- real_t angular_limit_lower = -Math_PI * 0.5;
- real_t angular_limit_bias = 0.3;
- real_t angular_limit_softness = 0.9;
- real_t angular_limit_relaxation = 1.;
- };
- struct SliderJointData : public JointData {
- virtual JointType get_joint_type() { return JOINT_TYPE_SLIDER; }
- virtual bool _set(const StringName &p_name, const Variant &p_value, RID j);
- virtual bool _get(const StringName &p_name, Variant &r_ret) const;
- virtual void _get_property_list(List<PropertyInfo> *p_list) const;
- real_t linear_limit_upper = 1.0;
- real_t linear_limit_lower = -1.0;
- real_t linear_limit_softness = 1.0;
- real_t linear_limit_restitution = 0.7;
- real_t linear_limit_damping = 1.0;
- real_t angular_limit_upper = 0.0;
- real_t angular_limit_lower = 0.0;
- real_t angular_limit_softness = 1.0;
- real_t angular_limit_restitution = 0.7;
- real_t angular_limit_damping = 1.0;
- };
- struct SixDOFJointData : public JointData {
- struct SixDOFAxisData {
- bool linear_limit_enabled = true;
- real_t linear_limit_upper = 0.0;
- real_t linear_limit_lower = 0.0;
- real_t linear_limit_softness = 0.7;
- real_t linear_restitution = 0.5;
- real_t linear_damping = 1.0;
- bool linear_spring_enabled = false;
- real_t linear_spring_stiffness = 0.0;
- real_t linear_spring_damping = 0.0;
- real_t linear_equilibrium_point = 0.0;
- bool angular_limit_enabled = true;
- real_t angular_limit_upper = 0.0;
- real_t angular_limit_lower = 0.0;
- real_t angular_limit_softness = 0.5;
- real_t angular_restitution = 0.0;
- real_t angular_damping = 1.0;
- real_t erp = 0.5;
- bool angular_spring_enabled = false;
- real_t angular_spring_stiffness = 0.0;
- real_t angular_spring_damping = 0.0;
- real_t angular_equilibrium_point = 0.0;
- };
- virtual JointType get_joint_type() { return JOINT_TYPE_6DOF; }
- virtual bool _set(const StringName &p_name, const Variant &p_value, RID j);
- virtual bool _get(const StringName &p_name, Variant &r_ret) const;
- virtual void _get_property_list(List<PropertyInfo> *p_list) const;
- SixDOFAxisData axis_data[3];
- SixDOFJointData() {}
- };
- private:
- #ifdef TOOLS_ENABLED
- // if false gizmo move body
- bool gizmo_move_joint = false;
- #endif
- JointData *joint_data = nullptr;
- Transform3D joint_offset;
- RID joint;
- Skeleton3D *parent_skeleton = nullptr;
- Transform3D body_offset;
- Transform3D body_offset_inverse;
- bool simulate_physics = false;
- bool _internal_simulate_physics = false;
- int bone_id = -1;
- String bone_name;
- real_t bounce = 0.0;
- real_t mass = 1.0;
- real_t friction = 1.0;
- Vector3 linear_velocity;
- Vector3 angular_velocity;
- real_t gravity_scale = 1.0;
- bool can_sleep = true;
- bool custom_integrator = false;
- DampMode linear_damp_mode = DAMP_MODE_COMBINE;
- DampMode angular_damp_mode = DAMP_MODE_COMBINE;
- real_t linear_damp = 0.0;
- real_t angular_damp = 0.0;
- protected:
- bool _set(const StringName &p_name, const Variant &p_value);
- bool _get(const StringName &p_name, Variant &r_ret) const;
- void _get_property_list(List<PropertyInfo> *p_list) const;
- void _notification(int p_what);
- GDVIRTUAL1(_integrate_forces, PhysicsDirectBodyState3D *)
- static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state);
- void _body_state_changed(PhysicsDirectBodyState3D *p_state);
- static void _bind_methods();
- private:
- void _sync_body_state(PhysicsDirectBodyState3D *p_state);
- static Skeleton3D *find_skeleton_parent(Node *p_parent);
- void _update_joint_offset();
- void _fix_joint_offset();
- void _reload_joint();
- public:
- void _on_bone_parent_changed();
- void set_linear_velocity(const Vector3 &p_velocity);
- Vector3 get_linear_velocity() const override;
- void set_angular_velocity(const Vector3 &p_velocity);
- Vector3 get_angular_velocity() const override;
- void set_use_custom_integrator(bool p_enable);
- bool is_using_custom_integrator();
- #ifdef TOOLS_ENABLED
- void _set_gizmo_move_joint(bool p_move_joint);
- virtual Transform3D get_global_gizmo_transform() const override;
- virtual Transform3D get_local_gizmo_transform() const override;
- #endif
- const JointData *get_joint_data() const;
- Skeleton3D *find_skeleton_parent();
- int get_bone_id() const {
- return bone_id;
- }
- void set_joint_type(JointType p_joint_type);
- JointType get_joint_type() const;
- void set_joint_offset(const Transform3D &p_offset);
- const Transform3D &get_joint_offset() const;
- void set_joint_rotation(const Vector3 &p_euler_rad);
- Vector3 get_joint_rotation() const;
- void set_body_offset(const Transform3D &p_offset);
- const Transform3D &get_body_offset() const;
- void set_simulate_physics(bool p_simulate);
- bool get_simulate_physics();
- bool is_simulating_physics();
- void set_bone_name(const String &p_name);
- const String &get_bone_name() const;
- void set_mass(real_t p_mass);
- real_t get_mass() const;
- void set_friction(real_t p_friction);
- real_t get_friction() const;
- void set_bounce(real_t p_bounce);
- real_t get_bounce() const;
- void set_gravity_scale(real_t p_gravity_scale);
- real_t get_gravity_scale() const;
- void set_linear_damp_mode(DampMode p_mode);
- DampMode get_linear_damp_mode() const;
- void set_angular_damp_mode(DampMode p_mode);
- DampMode get_angular_damp_mode() const;
- void set_linear_damp(real_t p_linear_damp);
- real_t get_linear_damp() const;
- void set_angular_damp(real_t p_angular_damp);
- real_t get_angular_damp() const;
- void set_can_sleep(bool p_active);
- bool is_able_to_sleep() const;
- void apply_central_impulse(const Vector3 &p_impulse);
- void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3());
- void reset_physics_simulation_state();
- void reset_to_rest_position();
- PhysicalBone3D();
- ~PhysicalBone3D();
- private:
- void update_bone_id();
- void update_offset();
- void _start_physics_simulation();
- void _stop_physics_simulation();
- };
- VARIANT_ENUM_CAST(PhysicalBone3D::JointType);
- VARIANT_ENUM_CAST(PhysicalBone3D::DampMode);
- #endif // PHYSICS_BODY_3D_H
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