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Diffstat (limited to 'scene/3d/physics/physics_body_3d.cpp')
-rw-r--r-- | scene/3d/physics/physics_body_3d.cpp | 228 |
1 files changed, 228 insertions, 0 deletions
diff --git a/scene/3d/physics/physics_body_3d.cpp b/scene/3d/physics/physics_body_3d.cpp new file mode 100644 index 0000000000..711ca60a81 --- /dev/null +++ b/scene/3d/physics/physics_body_3d.cpp @@ -0,0 +1,228 @@ +/**************************************************************************/ +/* physics_body_3d.cpp */ +/**************************************************************************/ +/* 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. */ +/**************************************************************************/ + +#include "physics_body_3d.h" + +#include "scene/scene_string_names.h" + +void PhysicsBody3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("move_and_collide", "motion", "test_only", "safe_margin", "recovery_as_collision", "max_collisions"), &PhysicsBody3D::_move, DEFVAL(false), DEFVAL(0.001), DEFVAL(false), DEFVAL(1)); + ClassDB::bind_method(D_METHOD("test_move", "from", "motion", "collision", "safe_margin", "recovery_as_collision", "max_collisions"), &PhysicsBody3D::test_move, DEFVAL(Variant()), DEFVAL(0.001), DEFVAL(false), DEFVAL(1)); + ClassDB::bind_method(D_METHOD("get_gravity"), &PhysicsBody3D::get_gravity); + + ClassDB::bind_method(D_METHOD("set_axis_lock", "axis", "lock"), &PhysicsBody3D::set_axis_lock); + ClassDB::bind_method(D_METHOD("get_axis_lock", "axis"), &PhysicsBody3D::get_axis_lock); + + ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &PhysicsBody3D::get_collision_exceptions); + ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &PhysicsBody3D::add_collision_exception_with); + ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &PhysicsBody3D::remove_collision_exception_with); + + ADD_GROUP("Axis Lock", "axis_lock_"); + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_x"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_X); + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_y"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_Y); + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_linear_z"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_LINEAR_Z); + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_x"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_ANGULAR_X); + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_y"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_ANGULAR_Y); + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "axis_lock_angular_z"), "set_axis_lock", "get_axis_lock", PhysicsServer3D::BODY_AXIS_ANGULAR_Z); +} + +PhysicsBody3D::PhysicsBody3D(PhysicsServer3D::BodyMode p_mode) : + CollisionObject3D(PhysicsServer3D::get_singleton()->body_create(), false) { + set_body_mode(p_mode); +} + +PhysicsBody3D::~PhysicsBody3D() { + if (motion_cache.is_valid()) { + motion_cache->owner = nullptr; + } +} + +TypedArray<PhysicsBody3D> PhysicsBody3D::get_collision_exceptions() { + List<RID> exceptions; + PhysicsServer3D::get_singleton()->body_get_collision_exceptions(get_rid(), &exceptions); + Array ret; + for (const RID &body : exceptions) { + ObjectID instance_id = PhysicsServer3D::get_singleton()->body_get_object_instance_id(body); + Object *obj = ObjectDB::get_instance(instance_id); + PhysicsBody3D *physics_body = Object::cast_to<PhysicsBody3D>(obj); + ret.append(physics_body); + } + return ret; +} + +void PhysicsBody3D::add_collision_exception_with(Node *p_node) { + ERR_FAIL_NULL(p_node); + CollisionObject3D *collision_object = Object::cast_to<CollisionObject3D>(p_node); + ERR_FAIL_NULL_MSG(collision_object, "Collision exception only works between two nodes that inherit from CollisionObject3D (such as Area3D or PhysicsBody3D)."); + PhysicsServer3D::get_singleton()->body_add_collision_exception(get_rid(), collision_object->get_rid()); +} + +void PhysicsBody3D::remove_collision_exception_with(Node *p_node) { + ERR_FAIL_NULL(p_node); + CollisionObject3D *collision_object = Object::cast_to<CollisionObject3D>(p_node); + ERR_FAIL_NULL_MSG(collision_object, "Collision exception only works between two nodes that inherit from CollisionObject3D (such as Area3D or PhysicsBody3D)."); + PhysicsServer3D::get_singleton()->body_remove_collision_exception(get_rid(), collision_object->get_rid()); +} + +Ref<KinematicCollision3D> PhysicsBody3D::_move(const Vector3 &p_motion, bool p_test_only, real_t p_margin, bool p_recovery_as_collision, int p_max_collisions) { + PhysicsServer3D::MotionParameters parameters(get_global_transform(), p_motion, p_margin); + parameters.max_collisions = p_max_collisions; + parameters.recovery_as_collision = p_recovery_as_collision; + + PhysicsServer3D::MotionResult result; + + if (move_and_collide(parameters, result, p_test_only)) { + // Create a new instance when the cached reference is invalid or still in use in script. + if (motion_cache.is_null() || motion_cache->get_reference_count() > 1) { + motion_cache.instantiate(); + motion_cache->owner = this; + } + + motion_cache->result = result; + + return motion_cache; + } + + return Ref<KinematicCollision3D>(); +} + +bool PhysicsBody3D::move_and_collide(const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult &r_result, bool p_test_only, bool p_cancel_sliding) { + bool colliding = PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), p_parameters, &r_result); + + // Restore direction of motion to be along original motion, + // in order to avoid sliding due to recovery, + // but only if collision depth is low enough to avoid tunneling. + if (p_cancel_sliding) { + real_t motion_length = p_parameters.motion.length(); + real_t precision = 0.001; + + if (colliding) { + // Can't just use margin as a threshold because collision depth is calculated on unsafe motion, + // so even in normal resting cases the depth can be a bit more than the margin. + precision += motion_length * (r_result.collision_unsafe_fraction - r_result.collision_safe_fraction); + + if (r_result.collisions[0].depth > p_parameters.margin + precision) { + p_cancel_sliding = false; + } + } + + if (p_cancel_sliding) { + // When motion is null, recovery is the resulting motion. + Vector3 motion_normal; + if (motion_length > CMP_EPSILON) { + motion_normal = p_parameters.motion / motion_length; + } + + // Check depth of recovery. + real_t projected_length = r_result.travel.dot(motion_normal); + Vector3 recovery = r_result.travel - motion_normal * projected_length; + real_t recovery_length = recovery.length(); + // Fixes cases where canceling slide causes the motion to go too deep into the ground, + // because we're only taking rest information into account and not general recovery. + if (recovery_length < p_parameters.margin + precision) { + // Apply adjustment to motion. + r_result.travel = motion_normal * projected_length; + r_result.remainder = p_parameters.motion - r_result.travel; + } + } + } + + for (int i = 0; i < 3; i++) { + if (locked_axis & (1 << i)) { + r_result.travel[i] = 0; + } + } + + if (!p_test_only) { + Transform3D gt = p_parameters.from; + gt.origin += r_result.travel; + set_global_transform(gt); + } + + return colliding; +} + +bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_motion, const Ref<KinematicCollision3D> &r_collision, real_t p_margin, bool p_recovery_as_collision, int p_max_collisions) { + ERR_FAIL_COND_V(!is_inside_tree(), false); + + PhysicsServer3D::MotionResult *r = nullptr; + PhysicsServer3D::MotionResult temp_result; + if (r_collision.is_valid()) { + // Needs const_cast because method bindings don't support non-const Ref. + r = const_cast<PhysicsServer3D::MotionResult *>(&r_collision->result); + } else { + r = &temp_result; + } + + PhysicsServer3D::MotionParameters parameters(p_from, p_motion, p_margin); + parameters.recovery_as_collision = p_recovery_as_collision; + parameters.max_collisions = p_max_collisions; + + return PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), parameters, r); +} + +Vector3 PhysicsBody3D::get_gravity() const { + PhysicsDirectBodyState3D *state = PhysicsServer3D::get_singleton()->body_get_direct_state(get_rid()); + ERR_FAIL_NULL_V(state, Vector3()); + return state->get_total_gravity(); +} + +void PhysicsBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock) { + if (p_lock) { + locked_axis |= p_axis; + } else { + locked_axis &= (~p_axis); + } + PhysicsServer3D::get_singleton()->body_set_axis_lock(get_rid(), p_axis, p_lock); +} + +bool PhysicsBody3D::get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const { + return (locked_axis & p_axis); +} + +Vector3 PhysicsBody3D::get_linear_velocity() const { + return Vector3(); +} + +Vector3 PhysicsBody3D::get_angular_velocity() const { + return Vector3(); +} + +real_t PhysicsBody3D::get_inverse_mass() const { + return 0; +} + +/////////////////////////////////////// + +//so, if you pass 45 as limit, avoid numerical precision errors when angle is 45. + +/////////////////////////////////////// + +/////////////////////////////////////// |