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- /**************************************************************************/
- /* godot_body_pair_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 GODOT_BODY_PAIR_3D_H
- #define GODOT_BODY_PAIR_3D_H
- #include "godot_body_3d.h"
- #include "godot_constraint_3d.h"
- #include "godot_soft_body_3d.h"
- #include "core/templates/local_vector.h"
- class GodotBodyContact3D : public GodotConstraint3D {
- protected:
- struct Contact {
- Vector3 position;
- Vector3 normal;
- int index_A = 0, index_B = 0;
- Vector3 local_A, local_B;
- Vector3 acc_impulse; // accumulated impulse - only one of the object's impulse is needed as impulse_a == -impulse_b
- real_t acc_normal_impulse = 0.0; // accumulated normal impulse (Pn)
- Vector3 acc_tangent_impulse; // accumulated tangent impulse (Pt)
- real_t acc_bias_impulse = 0.0; // accumulated normal impulse for position bias (Pnb)
- real_t acc_bias_impulse_center_of_mass = 0.0; // accumulated normal impulse for position bias applied to com
- real_t mass_normal = 0.0;
- real_t bias = 0.0;
- real_t bounce = 0.0;
- real_t depth = 0.0;
- bool active = false;
- bool used = false;
- Vector3 rA, rB; // Offset in world orientation with respect to center of mass
- };
- Vector3 sep_axis;
- bool collided = false;
- bool check_ccd = false;
- GodotSpace3D *space = nullptr;
- GodotBodyContact3D(GodotBody3D **p_body_ptr = nullptr, int p_body_count = 0) :
- GodotConstraint3D(p_body_ptr, p_body_count) {
- }
- };
- class GodotBodyPair3D : public GodotBodyContact3D {
- enum {
- MAX_CONTACTS = 4
- };
- union {
- struct {
- GodotBody3D *A;
- GodotBody3D *B;
- };
- GodotBody3D *_arr[2] = { nullptr, nullptr };
- };
- int shape_A = 0;
- int shape_B = 0;
- bool collide_A = false;
- bool collide_B = false;
- bool report_contacts_only = false;
- Vector3 offset_B; //use local A coordinates to avoid numerical issues on collision detection
- Contact contacts[MAX_CONTACTS];
- int contact_count = 0;
- static void _contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal, void *p_userdata);
- void contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal);
- void validate_contacts();
- bool _test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A, const Transform3D &p_xform_A, GodotBody3D *p_B, int p_shape_B, const Transform3D &p_xform_B);
- public:
- virtual bool setup(real_t p_step) override;
- virtual bool pre_solve(real_t p_step) override;
- virtual void solve(real_t p_step) override;
- GodotBodyPair3D(GodotBody3D *p_A, int p_shape_A, GodotBody3D *p_B, int p_shape_B);
- ~GodotBodyPair3D();
- };
- class GodotBodySoftBodyPair3D : public GodotBodyContact3D {
- GodotBody3D *body = nullptr;
- GodotSoftBody3D *soft_body = nullptr;
- int body_shape = 0;
- bool body_collides = false;
- bool soft_body_collides = false;
- bool report_contacts_only = false;
- LocalVector<Contact> contacts;
- static void _contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal, void *p_userdata);
- void contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal);
- void validate_contacts();
- public:
- virtual bool setup(real_t p_step) override;
- virtual bool pre_solve(real_t p_step) override;
- virtual void solve(real_t p_step) override;
- virtual GodotSoftBody3D *get_soft_body_ptr(int p_index) const override { return soft_body; }
- virtual int get_soft_body_count() const override { return 1; }
- GodotBodySoftBodyPair3D(GodotBody3D *p_A, int p_shape_A, GodotSoftBody3D *p_B);
- ~GodotBodySoftBodyPair3D();
- };
- #endif // GODOT_BODY_PAIR_3D_H
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