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- /**************************************************************************/
- /* rigid_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 RIGID_BODY_3D_H
- #define RIGID_BODY_3D_H
- #include "scene/3d/physics/static_body_3d.h"
- 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;
- int contact_count = 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);
- #endif // RIGID_BODY_3D_H
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