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authorsmix8 <52464204+smix8@users.noreply.github.com>2024-02-26 07:15:31 +0100
committersmix8 <52464204+smix8@users.noreply.github.com>2024-02-27 11:18:16 +0100
commit35dafc9fa8ac26cca9ca1da606cbfe782468d05f (patch)
tree84b4b187e6e16c513497225a2127234c96823e97 /scene/3d/physics/rigid_body_3d.h
parentbb6b06c81343073f10cbbd2af515cf0dac1e6549 (diff)
downloadredot-engine-35dafc9fa8ac26cca9ca1da606cbfe782468d05f.tar.gz
Split monolithic physics class files
Splits monolithic physics class files.
Diffstat (limited to 'scene/3d/physics/rigid_body_3d.h')
-rw-r--r--scene/3d/physics/rigid_body_3d.h248
1 files changed, 248 insertions, 0 deletions
diff --git a/scene/3d/physics/rigid_body_3d.h b/scene/3d/physics/rigid_body_3d.h
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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