diff options
Diffstat (limited to 'modules/godot_physics_3d/godot_body_pair_3d.h')
-rw-r--r-- | modules/godot_physics_3d/godot_body_pair_3d.h | 147 |
1 files changed, 147 insertions, 0 deletions
diff --git a/modules/godot_physics_3d/godot_body_pair_3d.h b/modules/godot_physics_3d/godot_body_pair_3d.h new file mode 100644 index 0000000000..a8f5180dd5 --- /dev/null +++ b/modules/godot_physics_3d/godot_body_pair_3d.h @@ -0,0 +1,147 @@ +/**************************************************************************/ +/* 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 |