#ifndef PHYSICS_BODY__H #define PHYSICS_BODY__H /*************************************************************************/ /* physics_body.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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 "core/containers/vset.h" #include "core/object/reference.h" #include "scene/3d/collision_object.h" #include "servers/physics_server.h" class PhysicsMaterial; class Skeleton; class PhysicsBody : public CollisionObject { GDCLASS(PhysicsBody, CollisionObject); void _set_layers(uint32_t p_mask); uint32_t _get_layers() const; protected: static void _bind_methods(); void _notification(int p_what); PhysicsBody(PhysicsServer::BodyMode p_mode); ~PhysicsBody(); public: virtual Vector3 get_linear_velocity() const; virtual Vector3 get_angular_velocity() const; virtual float get_inverse_mass() const; Array get_collision_exceptions(); void add_collision_exception_with(Node *p_node); //must be physicsbody void remove_collision_exception_with(Node *p_node); }; class StaticBody : public PhysicsBody { GDCLASS(StaticBody, PhysicsBody); Vector3 constant_linear_velocity; Vector3 constant_angular_velocity; Ref physics_material_override; protected: static void _bind_methods(); public: #ifndef DISABLE_DEPRECATED void set_friction(real_t p_friction); real_t get_friction() const; void set_bounce(real_t p_bounce); real_t get_bounce() const; #endif void set_physics_material_override(const Ref &p_physics_material_override); Ref 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; StaticBody(); ~StaticBody(); private: void _reload_physics_characteristics(); }; class RigidBody : public PhysicsBody { GDCLASS(RigidBody, PhysicsBody); public: enum Mode { MODE_RIGID, MODE_STATIC, MODE_CHARACTER, MODE_KINEMATIC, }; protected: bool can_sleep; PhysicsDirectBodyState *state; Mode mode; real_t mass; Ref physics_material_override; Vector3 linear_velocity; Vector3 angular_velocity; Basis inverse_inertia_tensor; real_t gravity_scale; real_t linear_damp; real_t angular_damp; bool sleeping; bool ccd; 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; tagged = false; } }; struct RigidBody_RemoveAction { RID rid; ObjectID body_id; ShapePair pair; }; struct BodyState { RID rid; bool in_tree; VSet shapes; }; struct ContactMonitor { bool locked; Map 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, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape); virtual void _direct_state_changed(Object *p_state); 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; #ifndef DISABLE_DEPRECATED void set_friction(real_t p_friction); real_t get_friction() const; void set_bounce(real_t p_bounce); real_t get_bounce() const; #endif void set_physics_material_override(const Ref &p_physics_material_override); Ref get_physics_material_override() 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; Basis get_inverse_inertia_tensor(); 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(PhysicsServer::BodyAxis p_axis, bool p_lock); bool get_axis_lock(PhysicsServer::BodyAxis p_axis) const; Array get_colliding_bodies() const; void add_central_force(const Vector3 &p_force); void add_force(const Vector3 &p_force, const Vector3 &p_pos); void add_torque(const Vector3 &p_torque); void apply_central_impulse(const Vector3 &p_impulse); void apply_impulse(const Vector3 &p_pos, const Vector3 &p_impulse); void apply_torque_impulse(const Vector3 &p_impulse); virtual String get_configuration_warning() const; RigidBody(); ~RigidBody(); private: void _reload_physics_characteristics(); }; VARIANT_ENUM_CAST(RigidBody::Mode); class KinematicCollision; class KinematicBody : public PhysicsBody { GDCLASS(KinematicBody, PhysicsBody); public: enum MovingPlatformApplyVelocityOnLeave { PLATFORM_VEL_ON_LEAVE_ALWAYS, PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY, PLATFORM_VEL_ON_LEAVE_NEVER, }; struct Collision { Vector3 collision; Vector3 normal; Vector3 collider_vel; ObjectID collider; RID collider_rid; int collider_shape; Variant collider_metadata; Vector3 remainder; Vector3 travel; int local_shape; real_t collision_safe_fraction; real_t get_angle(const Vector3 &p_up_direction) const { return Math::acos(normal.dot(p_up_direction)); } }; private: uint16_t locked_axis; float margin; Vector3 floor_normal; Vector3 floor_velocity; RID on_floor_body; bool on_floor; bool on_ceiling; bool on_wall; bool sync_to_physics = false; MovingPlatformApplyVelocityOnLeave moving_platform_apply_velocity_on_leave = PLATFORM_VEL_ON_LEAVE_ALWAYS; Vector colliders; Vector> slide_colliders; Ref motion_cache; Ref _move(const Vector3 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, bool p_test_only = false); Ref _get_slide_collision(int p_bounce); Ref _get_last_slide_collision(); Transform last_valid_transform; void _direct_state_changed(Object *p_state); Vector3 _move_and_slide_internal(const Vector3 &p_linear_velocity, const Vector3 &p_snap, const Vector3 &p_up_direction = Vector3(0, 0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true); void _set_collision_direction(const Collision &p_collision, const Vector3 &p_up_direction, float p_floor_max_angle); void set_moving_platform_apply_velocity_on_leave(MovingPlatformApplyVelocityOnLeave p_on_leave_velocity); MovingPlatformApplyVelocityOnLeave get_moving_platform_apply_velocity_on_leave() const; protected: void _notification(int p_what); static void _bind_methods(); public: bool move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes = true, bool p_test_only = false, bool p_cancel_sliding = true, const Set &p_exclude = Set()); bool test_move(const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia); bool separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision); void set_axis_lock(PhysicsServer::BodyAxis p_axis, bool p_lock); bool get_axis_lock(PhysicsServer::BodyAxis p_axis) const; void set_safe_margin(float p_margin); float get_safe_margin() const; Vector3 move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_up_direction = Vector3(0, 0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true); Vector3 move_and_slide_with_snap(const Vector3 &p_linear_velocity, const Vector3 &p_snap, const Vector3 &p_up_direction = Vector3(0, 0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true); bool is_on_floor() const; bool is_on_wall() const; bool is_on_ceiling() const; Vector3 get_floor_normal() const; real_t get_floor_angle(const Vector3 &p_up_direction = Vector3(0.0, 1.0, 0.0)) const; Vector3 get_floor_velocity() const; int get_slide_count() const; Collision get_slide_collision(int p_bounce) const; void set_sync_to_physics(bool p_enable); bool is_sync_to_physics_enabled() const; KinematicBody(); ~KinematicBody(); }; VARIANT_ENUM_CAST(KinematicBody::MovingPlatformApplyVelocityOnLeave); class KinematicCollision : public Reference { GDCLASS(KinematicCollision, Reference); KinematicBody *owner; friend class KinematicBody; KinematicBody::Collision collision; protected: static void _bind_methods(); public: Vector3 get_position() const; Vector3 get_normal() const; Vector3 get_travel() const; Vector3 get_remainder() const; real_t get_angle(const Vector3 &p_up_direction = Vector3(0.0, 1.0, 0.0)) const; Object *get_local_shape() const; Object *get_collider() const; ObjectID get_collider_id() const; RID get_collider_rid() const; Object *get_collider_shape() const; int get_collider_shape_index() const; Vector3 get_collider_velocity() const; Variant get_collider_metadata() const; KinematicCollision(); ~KinematicCollision(); }; #endif // PHYSICS_BODY__H