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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