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author | Juan Linietsky <reduzio@gmail.com> | 2014-02-09 22:10:30 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2014-02-09 22:10:30 -0300 |
commit | 0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac (patch) | |
tree | 276c4d099e178eb67fbd14f61d77b05e3808e9e3 /servers/physics_2d/body_2d_sw.h | |
parent | 0e49da1687bc8192ed210947da52c9e5c5f301bb (diff) | |
download | redot-engine-0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac.tar.gz |
GODOT IS OPEN SOURCE
Diffstat (limited to 'servers/physics_2d/body_2d_sw.h')
-rw-r--r-- | servers/physics_2d/body_2d_sw.h | 334 |
1 files changed, 334 insertions, 0 deletions
diff --git a/servers/physics_2d/body_2d_sw.h b/servers/physics_2d/body_2d_sw.h new file mode 100644 index 0000000000..55b84ce7a7 --- /dev/null +++ b/servers/physics_2d/body_2d_sw.h @@ -0,0 +1,334 @@ +/*************************************************************************/ +/* body_2d_sw.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* 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 BODY_2D_SW_H
+#define BODY_2D_SW_H
+
+#include "collision_object_2d_sw.h"
+#include "vset.h"
+#include "area_2d_sw.h"
+
+class Constraint2DSW;
+
+
+class Body2DSW : public CollisionObject2DSW {
+
+
+ Physics2DServer::BodyMode mode;
+
+ Vector2 biased_linear_velocity;
+ real_t biased_angular_velocity;
+
+ Vector2 linear_velocity;
+ real_t angular_velocity;
+
+ real_t mass;
+ real_t bounce;
+ real_t friction;
+
+ real_t _inv_mass;
+ real_t _inv_inertia;
+
+ Vector2 gravity;
+ real_t density;
+
+ real_t still_time;
+
+ Vector2 applied_force;
+ real_t applied_torque;
+
+ SelfList<Body2DSW> active_list;
+ SelfList<Body2DSW> inertia_update_list;
+ SelfList<Body2DSW> direct_state_query_list;
+
+ VSet<RID> exceptions;
+ bool omit_force_integration;
+ bool active;
+ bool simulated_motion;
+ bool continuous_cd;
+ bool can_sleep;
+ void _update_inertia();
+ virtual void _shapes_changed();
+
+
+ Map<Constraint2DSW*,int> constraint_map;
+
+ struct AreaCMP {
+
+ Area2DSW *area;
+ _FORCE_INLINE_ bool operator<(const AreaCMP& p_cmp) const { return area->get_self() < p_cmp.area->get_self() ; }
+ _FORCE_INLINE_ AreaCMP() {}
+ _FORCE_INLINE_ AreaCMP(Area2DSW *p_area) { area=p_area;}
+ };
+
+
+ VSet<AreaCMP> areas;
+
+ struct Contact {
+
+
+ Vector2 local_pos;
+ Vector2 local_normal;
+ float depth;
+ int local_shape;
+ Vector2 collider_pos;
+ int collider_shape;
+ ObjectID collider_instance_id;
+ RID collider;
+ Vector2 collider_velocity_at_pos;
+ };
+
+ Vector<Contact> contacts; //no contacts by default
+ int contact_count;
+
+ struct ForceIntegrationCallback {
+
+ ObjectID id;
+ StringName method;
+ Variant callback_udata;
+ };
+
+ ForceIntegrationCallback *fi_callback;
+
+
+ uint64_t island_step;
+ Body2DSW *island_next;
+ Body2DSW *island_list_next;
+
+ _FORCE_INLINE_ void _compute_area_gravity(const Area2DSW *p_area);
+
+friend class Physics2DDirectBodyStateSW; // i give up, too many functions to expose
+
+public:
+
+
+ void set_force_integration_callback(ObjectID p_id, const StringName& p_method, const Variant &p_udata=Variant());
+
+
+ _FORCE_INLINE_ void add_area(Area2DSW *p_area) { areas.insert(AreaCMP(p_area)); }
+ _FORCE_INLINE_ void remove_area(Area2DSW *p_area) { areas.erase(AreaCMP(p_area)); }
+
+ _FORCE_INLINE_ void set_max_contacts_reported(int p_size) { contacts.resize(p_size); contact_count=0; }
+ _FORCE_INLINE_ int get_max_contacts_reported() const { return contacts.size(); }
+
+ _FORCE_INLINE_ bool can_report_contacts() const { return !contacts.empty(); }
+ _FORCE_INLINE_ void add_contact(const Vector2& p_local_pos,const Vector2& p_local_normal, float p_depth, int p_local_shape, const Vector2& p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID& p_collider,const Vector2& p_collider_velocity_at_pos);
+
+
+ _FORCE_INLINE_ void add_exception(const RID& p_exception) { exceptions.insert(p_exception);}
+ _FORCE_INLINE_ void remove_exception(const RID& p_exception) { exceptions.erase(p_exception);}
+ _FORCE_INLINE_ bool has_exception(const RID& p_exception) const { return exceptions.has(p_exception);}
+ _FORCE_INLINE_ const VSet<RID>& get_exceptions() const { return exceptions;}
+
+ _FORCE_INLINE_ uint64_t get_island_step() const { return island_step; }
+ _FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step=p_step; }
+
+ _FORCE_INLINE_ Body2DSW* get_island_next() const { return island_next; }
+ _FORCE_INLINE_ void set_island_next(Body2DSW* p_next) { island_next=p_next; }
+
+ _FORCE_INLINE_ Body2DSW* get_island_list_next() const { return island_list_next; }
+ _FORCE_INLINE_ void set_island_list_next(Body2DSW* p_next) { island_list_next=p_next; }
+
+ _FORCE_INLINE_ void add_constraint(Constraint2DSW* p_constraint, int p_pos) { constraint_map[p_constraint]=p_pos; }
+ _FORCE_INLINE_ void remove_constraint(Constraint2DSW* p_constraint) { constraint_map.erase(p_constraint); }
+ const Map<Constraint2DSW*,int>& get_constraint_map() const { return constraint_map; }
+
+ _FORCE_INLINE_ void set_omit_force_integration(bool p_omit_force_integration) { omit_force_integration=p_omit_force_integration; }
+ _FORCE_INLINE_ bool get_omit_force_integration() const { return omit_force_integration; }
+
+ _FORCE_INLINE_ void set_linear_velocity(const Vector2& p_velocity) {linear_velocity=p_velocity; }
+ _FORCE_INLINE_ Vector2 get_linear_velocity() const { return linear_velocity; }
+
+ _FORCE_INLINE_ void set_angular_velocity(real_t p_velocity) { angular_velocity=p_velocity; }
+ _FORCE_INLINE_ real_t get_angular_velocity() const { return angular_velocity; }
+
+ _FORCE_INLINE_ void set_biased_linear_velocity(const Vector2& p_velocity) {biased_linear_velocity=p_velocity; }
+ _FORCE_INLINE_ Vector2 get_biased_linear_velocity() const { return biased_linear_velocity; }
+
+ _FORCE_INLINE_ void set_biased_angular_velocity(real_t p_velocity) { biased_angular_velocity=p_velocity; }
+ _FORCE_INLINE_ real_t get_biased_angular_velocity() const { return biased_angular_velocity; }
+
+ _FORCE_INLINE_ void apply_impulse(const Vector2& p_pos, const Vector2& p_j) {
+
+ linear_velocity += p_j * _inv_mass;
+ angular_velocity += _inv_inertia * p_pos.cross(p_j);
+ }
+
+ _FORCE_INLINE_ void apply_bias_impulse(const Vector2& p_pos, const Vector2& p_j) {
+
+ biased_linear_velocity += p_j * _inv_mass;
+ biased_angular_velocity += _inv_inertia * p_pos.cross(p_j);
+ }
+
+ void set_active(bool p_active);
+ _FORCE_INLINE_ bool is_active() const { return active; }
+
+ void set_param(Physics2DServer::BodyParameter p_param, float);
+ float get_param(Physics2DServer::BodyParameter p_param) const;
+
+ void set_mode(Physics2DServer::BodyMode p_mode);
+ Physics2DServer::BodyMode get_mode() const;
+
+ void set_state(Physics2DServer::BodyState p_state, const Variant& p_variant);
+ Variant get_state(Physics2DServer::BodyState p_state) const;
+
+ void set_applied_force(const Vector2& p_force) { applied_force=p_force; }
+ Vector2 get_applied_force() const { return applied_force; }
+
+ void set_applied_torque(real_t p_torque) { applied_torque=p_torque; }
+ real_t get_applied_torque() const { return applied_torque; }
+
+ _FORCE_INLINE_ void set_continuous_collision_detection(bool p_enable) { continuous_cd=p_enable; }
+ _FORCE_INLINE_ bool is_continuous_collision_detection_enabled() const { return continuous_cd; }
+
+ void set_space(Space2DSW *p_space);
+
+ void update_inertias();
+
+ _FORCE_INLINE_ real_t get_inv_mass() const { return _inv_mass; }
+ _FORCE_INLINE_ real_t get_inv_inertia() const { return _inv_inertia; }
+ _FORCE_INLINE_ real_t get_friction() const { return friction; }
+ _FORCE_INLINE_ Vector2 get_gravity() const { return gravity; }
+ _FORCE_INLINE_ real_t get_density() const { return density; }
+
+ void integrate_forces(real_t p_step);
+ void integrate_velocities(real_t p_step);
+
+ void simulate_motion(const Matrix32& p_xform,real_t p_step);
+ void call_queries();
+ void wakeup_neighbours();
+
+ bool sleep_test(real_t p_step);
+
+ Body2DSW();
+ ~Body2DSW();
+
+};
+
+
+//add contact inline
+
+void Body2DSW::add_contact(const Vector2& p_local_pos,const Vector2& p_local_normal, float p_depth, int p_local_shape, const Vector2& p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID& p_collider,const Vector2& p_collider_velocity_at_pos) {
+
+ int c_max=contacts.size();
+
+ if (c_max==0)
+ return;
+
+ Contact *c = &contacts[0];
+
+
+ int idx=-1;
+
+ if (contact_count<c_max) {
+ idx=contact_count++;
+ } else {
+
+ float least_depth=1e20;
+ int least_deep=-1;
+ for(int i=0;i<c_max;i++) {
+
+ if (i==0 || c[i].depth<least_depth) {
+ least_deep=i;
+ least_depth=c[i].depth;
+ }
+ }
+
+ if (least_deep>=0 && least_depth<p_depth) {
+
+ idx=least_deep;
+ }
+ if (idx==-1)
+ return; //none least deepe than this
+ }
+
+ c[idx].local_pos=p_local_pos;
+ c[idx].local_normal=p_local_normal;
+ c[idx].depth=p_depth;
+ c[idx].local_shape=p_local_shape;
+ c[idx].collider_pos=p_collider_pos;
+ c[idx].collider_shape=p_collider_shape;
+ c[idx].collider_instance_id=p_collider_instance_id;
+ c[idx].collider=p_collider;
+ c[idx].collider_velocity_at_pos=p_collider_velocity_at_pos;
+
+}
+
+
+class Physics2DDirectBodyStateSW : public Physics2DDirectBodyState {
+
+ OBJ_TYPE( Physics2DDirectBodyStateSW, Physics2DDirectBodyState );
+
+public:
+
+ static Physics2DDirectBodyStateSW *singleton;
+ Body2DSW *body;
+ real_t step;
+
+ virtual Vector2 get_total_gravity() const { return body->get_gravity(); } // get gravity vector working on this body space/area
+ virtual float get_total_density() const { return body->get_density(); } // get density of this body space/area
+
+ virtual float get_inverse_mass() const { return body->get_inv_mass(); } // get the mass
+ virtual real_t get_inverse_inertia() const { return body->get_inv_inertia(); } // get density of this body space
+
+ virtual void set_linear_velocity(const Vector2& p_velocity) { body->set_linear_velocity(p_velocity); }
+ virtual Vector2 get_linear_velocity() const { return body->get_linear_velocity(); }
+
+ virtual void set_angular_velocity(real_t p_velocity) { body->set_angular_velocity(p_velocity); }
+ virtual real_t get_angular_velocity() const { return body->get_angular_velocity(); }
+
+ virtual void set_transform(const Matrix32& p_transform) { body->set_state(Physics2DServer::BODY_STATE_TRANSFORM,p_transform); }
+ virtual Matrix32 get_transform() const { return body->get_transform(); }
+
+ virtual void set_sleep_state(bool p_enable) { body->set_active(!p_enable); }
+ virtual bool is_sleeping() const { return !body->is_active(); }
+
+ virtual int get_contact_count() const { return body->contact_count; }
+
+ virtual Vector2 get_contact_local_pos(int p_contact_idx) const {
+ ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,Vector2());
+ return body->contacts[p_contact_idx].local_pos;
+ }
+ virtual Vector2 get_contact_local_normal(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,Vector2()); return body->contacts[p_contact_idx].local_normal; }
+ virtual int get_contact_local_shape(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,-1); return body->contacts[p_contact_idx].local_shape; }
+
+ virtual RID get_contact_collider(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,RID()); return body->contacts[p_contact_idx].collider; }
+ virtual Vector2 get_contact_collider_pos(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,Vector2()); return body->contacts[p_contact_idx].collider_pos; }
+ virtual ObjectID get_contact_collider_id(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,0); return body->contacts[p_contact_idx].collider_instance_id; }
+ virtual int get_contact_collider_shape(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,0); return body->contacts[p_contact_idx].collider_shape; }
+ virtual Vector2 get_contact_collider_velocity_at_pos(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx,body->contact_count,Vector2()); return body->contacts[p_contact_idx].collider_velocity_at_pos; }
+
+ virtual Physics2DDirectSpaceState* get_space_state();
+
+
+ virtual real_t get_step() const { return step; }
+ Physics2DDirectBodyStateSW() { singleton=this; body=NULL; }
+};
+
+
+#endif // BODY_2D_SW_H
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