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- /*************************************************************************/
- /* physics_body.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* http://www.godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2016 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__H
- #define PHYSICS_BODY__H
- #include "scene/3d/collision_object.h"
- #include "servers/physics_server.h"
- #include "vset.h"
- class PhysicsBody : public CollisionObject {
- OBJ_TYPE(PhysicsBody,CollisionObject);
- uint32_t layer_mask;
- protected:
- static void _bind_methods();
- void _notification(int p_what);
- PhysicsBody(PhysicsServer::BodyMode p_mode);
- public:
- virtual Vector3 get_linear_velocity() const;
- virtual Vector3 get_angular_velocity() const;
- virtual float get_inverse_mass() const;
- void set_layer_mask(uint32_t p_mask);
- uint32_t get_layer_mask() const;
- void add_collision_exception_with(Node* p_node); //must be physicsbody
- void remove_collision_exception_with(Node* p_node);
- PhysicsBody();
- };
- class StaticBody : public PhysicsBody {
- OBJ_TYPE(StaticBody,PhysicsBody);
- Vector3 constant_linear_velocity;
- Vector3 constant_angular_velocity;
- real_t bounce;
- real_t friction;
- protected:
- static void _bind_methods();
- public:
- 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_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;
- StaticBody();
- ~StaticBody();
- };
- class RigidBody : public PhysicsBody {
- OBJ_TYPE(RigidBody,PhysicsBody);
- public:
- enum Mode {
- MODE_RIGID,
- MODE_STATIC,
- MODE_CHARACTER,
- MODE_KINEMATIC,
- };
- enum AxisLock {
- AXIS_LOCK_DISABLED,
- AXIS_LOCK_X,
- AXIS_LOCK_Y,
- AXIS_LOCK_Z,
- };
- private:
- bool can_sleep;
- PhysicsDirectBodyState *state;
- Mode mode;
- real_t bounce;
- real_t mass;
- real_t friction;
- Vector3 linear_velocity;
- Vector3 angular_velocity;
- real_t gravity_scale;
- real_t linear_damp;
- real_t angular_damp;
- bool sleeping;
- bool ccd;
- AxisLock axis_lock;
- int max_contacts_reported;
- bool custom_integrator;
- struct ShapePair {
- int body_shape;
- int local_shape;
- bool tagged;
- 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; }
- };
- struct RigidBody_RemoveAction {
- ObjectID body_id;
- ShapePair pair;
- };
- struct BodyState {
- //int rc;
- bool in_tree;
- VSet<ShapePair> shapes;
- };
- struct ContactMonitor {
- bool locked;
- Map<ObjectID,BodyState> body_map;
- };
- ContactMonitor *contact_monitor;
- void _body_enter_tree(ObjectID p_id);
- void _body_exit_tree(ObjectID p_id);
- void _body_inout(int p_status, ObjectID p_instance, int p_body_shape,int p_local_shape);
- void _direct_state_changed(Object *p_state);
- protected:
- void _notification(int p_what);
- static void _bind_methods();
- public:
- void set_mode(Mode p_mode);
- Mode get_mode() const;
- void set_mass(real_t p_mass);
- real_t get_mass() const;
- virtual float get_inverse_mass() const { return 1.0/mass; }
- void set_weight(real_t p_weight);
- real_t get_weight() 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_linear_velocity(const Vector3& p_velocity);
- Vector3 get_linear_velocity() const;
- void set_axis_velocity(const Vector3& p_axis);
- void set_angular_velocity(const Vector3&p_velocity);
- Vector3 get_angular_velocity() const;
- void set_gravity_scale(real_t p_gravity_scale);
- real_t get_gravity_scale() 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;
- void set_use_continuous_collision_detection(bool p_enable);
- bool is_using_continuous_collision_detection() const;
- void set_axis_lock(AxisLock p_lock);
- AxisLock get_axis_lock() const;
- Array get_colliding_bodies() const;
- void apply_impulse(const Vector3& p_pos, const Vector3& p_impulse);
- RigidBody();
- ~RigidBody();
- };
- VARIANT_ENUM_CAST(RigidBody::Mode);
- VARIANT_ENUM_CAST(RigidBody::AxisLock);
- class KinematicBody : public PhysicsBody {
- OBJ_TYPE(KinematicBody,PhysicsBody);
- float margin;
- bool collide_static;
- bool collide_rigid;
- bool collide_kinematic;
- bool collide_character;
- bool colliding;
- Vector3 collision;
- Vector3 normal;
- Vector3 collider_vel;
- ObjectID collider;
- int collider_shape;
- Variant _get_collider() const;
- _FORCE_INLINE_ bool _ignores_mode(PhysicsServer::BodyMode) const;
- protected:
- static void _bind_methods();
- public:
- enum {
- SLIDE_FLAG_FLOOR,
- SLIDE_FLAG_WALL,
- SLIDE_FLAG_ROOF
- };
- Vector3 move(const Vector3& p_motion);
- Vector3 move_to(const Vector3& p_position);
- bool can_teleport_to(const Vector3& p_position);
- bool is_colliding() const;
- Vector3 get_collision_pos() const;
- Vector3 get_collision_normal() const;
- Vector3 get_collider_velocity() const;
- ObjectID get_collider() const;
- int get_collider_shape() const;
- void set_collide_with_static_bodies(bool p_enable);
- bool can_collide_with_static_bodies() const;
- void set_collide_with_rigid_bodies(bool p_enable);
- bool can_collide_with_rigid_bodies() const;
- void set_collide_with_kinematic_bodies(bool p_enable);
- bool can_collide_with_kinematic_bodies() const;
- void set_collide_with_character_bodies(bool p_enable);
- bool can_collide_with_character_bodies() const;
- void set_collision_margin(float p_margin);
- float get_collision_margin() const;
- KinematicBody();
- ~KinematicBody();
- };
- #endif // PHYSICS_BODY__H
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