From 35dafc9fa8ac26cca9ca1da606cbfe782468d05f Mon Sep 17 00:00:00 2001 From: smix8 <52464204+smix8@users.noreply.github.com> Date: Mon, 26 Feb 2024 07:15:31 +0100 Subject: Split monolithic physics class files Splits monolithic physics class files. --- editor/import/3d/resource_importer_scene.cpp | 9 +- editor/plugins/cast_2d_editor_plugin.cpp | 4 +- .../plugins/collision_polygon_2d_editor_plugin.h | 2 +- editor/plugins/collision_shape_2d_editor_plugin.h | 2 +- editor/plugins/cpu_particles_2d_editor_plugin.h | 2 +- .../gizmos/collision_object_3d_gizmo_plugin.cpp | 6 +- .../gizmos/collision_polygon_3d_gizmo_plugin.cpp | 2 +- .../gizmos/collision_shape_3d_gizmo_plugin.cpp | 2 +- editor/plugins/gizmos/joint_3d_gizmo_plugin.cpp | 6 +- .../gizmos/physics_bone_3d_gizmo_plugin.cpp | 3 +- editor/plugins/gizmos/ray_cast_3d_gizmo_plugin.cpp | 2 +- .../plugins/gizmos/shape_cast_3d_gizmo_plugin.cpp | 2 +- .../plugins/gizmos/spring_arm_3d_gizmo_plugin.cpp | 2 +- .../gizmos/vehicle_body_3d_gizmo_plugin.cpp | 2 +- editor/plugins/gpu_particles_2d_editor_plugin.h | 2 +- editor/plugins/mesh_instance_3d_editor_plugin.cpp | 5 +- editor/plugins/mesh_library_editor_plugin.cpp | 3 +- .../plugins/navigation_obstacle_3d_editor_plugin.h | 2 +- editor/plugins/node_3d_editor_plugin.cpp | 4 +- editor/plugins/physical_bone_3d_editor_plugin.cpp | 1 + editor/plugins/physical_bone_3d_editor_plugin.h | 3 +- editor/plugins/polygon_3d_editor_plugin.h | 2 +- editor/plugins/skeleton_3d_editor_plugin.cpp | 7 +- editor/plugins/sprite_2d_editor_plugin.cpp | 2 +- .../physics/gltf_document_extension_physics.cpp | 3 +- .../gltf/extensions/physics/gltf_physics_body.cpp | 7 +- .../gltf/extensions/physics/gltf_physics_body.h | 2 +- .../gltf/extensions/physics/gltf_physics_shape.cpp | 2 +- .../gltf/extensions/physics/gltf_physics_shape.h | 2 +- modules/navigation/2d/nav_mesh_generator_2d.cpp | 2 +- modules/navigation/3d/nav_mesh_generator_3d.cpp | 2 +- scene/2d/SCsub | 3 + scene/2d/area_2d.cpp | 687 ---- scene/2d/area_2d.h | 202 -- scene/2d/audio_stream_player_2d.cpp | 2 +- scene/2d/collision_object_2d.cpp | 684 ---- scene/2d/collision_object_2d.h | 179 - scene/2d/collision_polygon_2d.cpp | 324 -- scene/2d/collision_polygon_2d.h | 96 - scene/2d/collision_shape_2d.cpp | 294 -- scene/2d/collision_shape_2d.h | 88 - scene/2d/joint_2d.cpp | 564 ---- scene/2d/joint_2d.h | 167 - scene/2d/physical_bone_2d.cpp | 299 -- scene/2d/physical_bone_2d.h | 88 - scene/2d/physics/SCsub | 8 + scene/2d/physics/animatable_body_2d.cpp | 111 + scene/2d/physics/animatable_body_2d.h | 61 + scene/2d/physics/area_2d.cpp | 687 ++++ scene/2d/physics/area_2d.h | 202 ++ scene/2d/physics/character_body_2d.cpp | 755 +++++ scene/2d/physics/character_body_2d.h | 173 + scene/2d/physics/collision_object_2d.cpp | 684 ++++ scene/2d/physics/collision_object_2d.h | 179 + scene/2d/physics/collision_polygon_2d.cpp | 324 ++ scene/2d/physics/collision_polygon_2d.h | 96 + scene/2d/physics/collision_shape_2d.cpp | 294 ++ scene/2d/physics/collision_shape_2d.h | 88 + scene/2d/physics/joints/SCsub | 5 + scene/2d/physics/joints/damped_spring_joint_2d.cpp | 128 + scene/2d/physics/joints/damped_spring_joint_2d.h | 67 + scene/2d/physics/joints/groove_joint_2d.cpp | 92 + scene/2d/physics/joints/groove_joint_2d.h | 59 + scene/2d/physics/joints/joint_2d.cpp | 254 ++ scene/2d/physics/joints/joint_2d.h | 84 + scene/2d/physics/joints/pin_joint_2d.cpp | 177 + scene/2d/physics/joints/pin_joint_2d.h | 71 + scene/2d/physics/kinematic_collision_2d.cpp | 120 + scene/2d/physics/kinematic_collision_2d.h | 67 + scene/2d/physics/physical_bone_2d.cpp | 299 ++ scene/2d/physics/physical_bone_2d.h | 88 + scene/2d/physics/physics_body_2d.cpp | 180 + scene/2d/physics/physics_body_2d.h | 63 + scene/2d/physics/ray_cast_2d.cpp | 374 +++ scene/2d/physics/ray_cast_2d.h | 109 + scene/2d/physics/rigid_body_2d.cpp | 817 +++++ scene/2d/physics/rigid_body_2d.h | 249 ++ scene/2d/physics/shape_cast_2d.cpp | 484 +++ scene/2d/physics/shape_cast_2d.h | 126 + scene/2d/physics/static_body_2d.cpp | 96 + scene/2d/physics/static_body_2d.h | 64 + scene/2d/physics_body_2d.cpp | 1923 ----------- scene/2d/physics_body_2d.h | 493 --- scene/2d/ray_cast_2d.cpp | 374 --- scene/2d/ray_cast_2d.h | 109 - scene/2d/shape_cast_2d.cpp | 484 --- scene/2d/shape_cast_2d.h | 126 - scene/3d/SCsub | 3 + scene/3d/area_3d.cpp | 822 ----- scene/3d/area_3d.h | 236 -- scene/3d/audio_stream_player_3d.cpp | 2 +- scene/3d/camera_3d.cpp | 1 - scene/3d/collision_object_3d.cpp | 756 ----- scene/3d/collision_object_3d.h | 184 - scene/3d/collision_polygon_3d.cpp | 217 -- scene/3d/collision_polygon_3d.h | 82 - scene/3d/collision_shape_3d.cpp | 224 -- scene/3d/collision_shape_3d.h | 73 - scene/3d/joint_3d.cpp | 960 ------ scene/3d/joint_3d.h | 301 -- scene/3d/mesh_instance_3d.cpp | 5 +- scene/3d/navigation_obstacle_3d.cpp | 2 - scene/3d/physics/SCsub | 8 + scene/3d/physics/animatable_body_3d.cpp | 128 + scene/3d/physics/animatable_body_3d.h | 67 + scene/3d/physics/area_3d.cpp | 822 +++++ scene/3d/physics/area_3d.h | 236 ++ scene/3d/physics/character_body_3d.cpp | 939 ++++++ scene/3d/physics/character_body_3d.h | 190 ++ scene/3d/physics/collision_object_3d.cpp | 756 +++++ scene/3d/physics/collision_object_3d.h | 184 + scene/3d/physics/collision_polygon_3d.cpp | 217 ++ scene/3d/physics/collision_polygon_3d.h | 82 + scene/3d/physics/collision_shape_3d.cpp | 225 ++ scene/3d/physics/collision_shape_3d.h | 73 + scene/3d/physics/joints/SCsub | 5 + scene/3d/physics/joints/cone_twist_joint_3d.cpp | 97 + scene/3d/physics/joints/cone_twist_joint_3d.h | 63 + scene/3d/physics/joints/generic_6dof_joint_3d.cpp | 405 +++ scene/3d/physics/joints/generic_6dof_joint_3d.h | 112 + scene/3d/physics/joints/hinge_joint_3d.cpp | 135 + scene/3d/physics/joints/hinge_joint_3d.h | 77 + scene/3d/physics/joints/joint_3d.cpp | 241 ++ scene/3d/physics/joints/joint_3d.h | 85 + scene/3d/physics/joints/pin_joint_3d.cpp | 80 + scene/3d/physics/joints/pin_joint_3d.h | 60 + scene/3d/physics/joints/slider_joint_3d.cpp | 149 + scene/3d/physics/joints/slider_joint_3d.h | 82 + scene/3d/physics/kinematic_collision_3d.cpp | 134 + scene/3d/physics/kinematic_collision_3d.h | 68 + scene/3d/physics/physical_bone_3d.cpp | 1346 ++++++++ scene/3d/physics/physical_bone_3d.h | 306 ++ scene/3d/physics/physics_body_3d.cpp | 228 ++ scene/3d/physics/physics_body_3d.h | 72 + scene/3d/physics/ray_cast_3d.cpp | 548 +++ scene/3d/physics/ray_cast_3d.h | 137 + scene/3d/physics/rigid_body_3d.cpp | 825 +++++ scene/3d/physics/rigid_body_3d.h | 248 ++ scene/3d/physics/shape_cast_3d.cpp | 633 ++++ scene/3d/physics/shape_cast_3d.h | 146 + scene/3d/physics/spring_arm_3d.cpp | 202 ++ scene/3d/physics/spring_arm_3d.h | 71 + scene/3d/physics/static_body_3d.cpp | 96 + scene/3d/physics/static_body_3d.h | 64 + scene/3d/physics/vehicle_body_3d.cpp | 929 ++++++ scene/3d/physics/vehicle_body_3d.h | 214 ++ scene/3d/physics_body_3d.cpp | 3503 -------------------- scene/3d/physics_body_3d.h | 797 ----- scene/3d/ray_cast_3d.cpp | 548 --- scene/3d/ray_cast_3d.h | 137 - scene/3d/shape_cast_3d.cpp | 633 ---- scene/3d/shape_cast_3d.h | 146 - scene/3d/skeleton_3d.cpp | 3 +- scene/3d/soft_body_3d.cpp | 2 +- scene/3d/spring_arm_3d.cpp | 202 -- scene/3d/spring_arm_3d.h | 71 - scene/3d/vehicle_body_3d.cpp | 929 ------ scene/3d/vehicle_body_3d.h | 213 -- scene/main/viewport.cpp | 4 +- scene/register_scene_types.cpp | 53 +- .../2d/skeleton/skeleton_modification_2d.cpp | 6 +- .../skeleton_modification_2d_physicalbones.cpp | 2 +- scu_builders.py | 4 + tests/scene/test_viewport.h | 4 +- 164 files changed, 19638 insertions(+), 18290 deletions(-) delete mode 100644 scene/2d/area_2d.cpp delete mode 100644 scene/2d/area_2d.h delete mode 100644 scene/2d/collision_object_2d.cpp delete mode 100644 scene/2d/collision_object_2d.h delete mode 100644 scene/2d/collision_polygon_2d.cpp delete mode 100644 scene/2d/collision_polygon_2d.h delete mode 100644 scene/2d/collision_shape_2d.cpp delete mode 100644 scene/2d/collision_shape_2d.h delete mode 100644 scene/2d/joint_2d.cpp delete mode 100644 scene/2d/joint_2d.h delete mode 100644 scene/2d/physical_bone_2d.cpp delete mode 100644 scene/2d/physical_bone_2d.h create mode 100644 scene/2d/physics/SCsub create mode 100644 scene/2d/physics/animatable_body_2d.cpp create mode 100644 scene/2d/physics/animatable_body_2d.h create mode 100644 scene/2d/physics/area_2d.cpp create mode 100644 scene/2d/physics/area_2d.h create mode 100644 scene/2d/physics/character_body_2d.cpp create mode 100644 scene/2d/physics/character_body_2d.h create mode 100644 scene/2d/physics/collision_object_2d.cpp create mode 100644 scene/2d/physics/collision_object_2d.h create mode 100644 scene/2d/physics/collision_polygon_2d.cpp create mode 100644 scene/2d/physics/collision_polygon_2d.h create mode 100644 scene/2d/physics/collision_shape_2d.cpp create mode 100644 scene/2d/physics/collision_shape_2d.h create mode 100644 scene/2d/physics/joints/SCsub create mode 100644 scene/2d/physics/joints/damped_spring_joint_2d.cpp create mode 100644 scene/2d/physics/joints/damped_spring_joint_2d.h create mode 100644 scene/2d/physics/joints/groove_joint_2d.cpp create mode 100644 scene/2d/physics/joints/groove_joint_2d.h create mode 100644 scene/2d/physics/joints/joint_2d.cpp create mode 100644 scene/2d/physics/joints/joint_2d.h create mode 100644 scene/2d/physics/joints/pin_joint_2d.cpp create mode 100644 scene/2d/physics/joints/pin_joint_2d.h create mode 100644 scene/2d/physics/kinematic_collision_2d.cpp create mode 100644 scene/2d/physics/kinematic_collision_2d.h create mode 100644 scene/2d/physics/physical_bone_2d.cpp create mode 100644 scene/2d/physics/physical_bone_2d.h create mode 100644 scene/2d/physics/physics_body_2d.cpp create mode 100644 scene/2d/physics/physics_body_2d.h create mode 100644 scene/2d/physics/ray_cast_2d.cpp create mode 100644 scene/2d/physics/ray_cast_2d.h create mode 100644 scene/2d/physics/rigid_body_2d.cpp create mode 100644 scene/2d/physics/rigid_body_2d.h create mode 100644 scene/2d/physics/shape_cast_2d.cpp create mode 100644 scene/2d/physics/shape_cast_2d.h create mode 100644 scene/2d/physics/static_body_2d.cpp create mode 100644 scene/2d/physics/static_body_2d.h delete mode 100644 scene/2d/physics_body_2d.cpp delete mode 100644 scene/2d/physics_body_2d.h delete mode 100644 scene/2d/ray_cast_2d.cpp delete mode 100644 scene/2d/ray_cast_2d.h delete mode 100644 scene/2d/shape_cast_2d.cpp delete mode 100644 scene/2d/shape_cast_2d.h delete mode 100644 scene/3d/area_3d.cpp delete mode 100644 scene/3d/area_3d.h delete mode 100644 scene/3d/collision_object_3d.cpp delete mode 100644 scene/3d/collision_object_3d.h delete mode 100644 scene/3d/collision_polygon_3d.cpp delete mode 100644 scene/3d/collision_polygon_3d.h delete mode 100644 scene/3d/collision_shape_3d.cpp delete mode 100644 scene/3d/collision_shape_3d.h delete mode 100644 scene/3d/joint_3d.cpp delete mode 100644 scene/3d/joint_3d.h create mode 100644 scene/3d/physics/SCsub create mode 100644 scene/3d/physics/animatable_body_3d.cpp create mode 100644 scene/3d/physics/animatable_body_3d.h create mode 100644 scene/3d/physics/area_3d.cpp create mode 100644 scene/3d/physics/area_3d.h create mode 100644 scene/3d/physics/character_body_3d.cpp create mode 100644 scene/3d/physics/character_body_3d.h create mode 100644 scene/3d/physics/collision_object_3d.cpp create mode 100644 scene/3d/physics/collision_object_3d.h create mode 100644 scene/3d/physics/collision_polygon_3d.cpp create mode 100644 scene/3d/physics/collision_polygon_3d.h create mode 100644 scene/3d/physics/collision_shape_3d.cpp create mode 100644 scene/3d/physics/collision_shape_3d.h create mode 100644 scene/3d/physics/joints/SCsub create mode 100644 scene/3d/physics/joints/cone_twist_joint_3d.cpp create mode 100644 scene/3d/physics/joints/cone_twist_joint_3d.h create mode 100644 scene/3d/physics/joints/generic_6dof_joint_3d.cpp create mode 100644 scene/3d/physics/joints/generic_6dof_joint_3d.h create mode 100644 scene/3d/physics/joints/hinge_joint_3d.cpp create mode 100644 scene/3d/physics/joints/hinge_joint_3d.h create mode 100644 scene/3d/physics/joints/joint_3d.cpp create mode 100644 scene/3d/physics/joints/joint_3d.h create mode 100644 scene/3d/physics/joints/pin_joint_3d.cpp create mode 100644 scene/3d/physics/joints/pin_joint_3d.h create mode 100644 scene/3d/physics/joints/slider_joint_3d.cpp create mode 100644 scene/3d/physics/joints/slider_joint_3d.h create mode 100644 scene/3d/physics/kinematic_collision_3d.cpp create mode 100644 scene/3d/physics/kinematic_collision_3d.h create mode 100644 scene/3d/physics/physical_bone_3d.cpp create mode 100644 scene/3d/physics/physical_bone_3d.h create mode 100644 scene/3d/physics/physics_body_3d.cpp create mode 100644 scene/3d/physics/physics_body_3d.h create mode 100644 scene/3d/physics/ray_cast_3d.cpp create mode 100644 scene/3d/physics/ray_cast_3d.h create mode 100644 scene/3d/physics/rigid_body_3d.cpp create mode 100644 scene/3d/physics/rigid_body_3d.h create mode 100644 scene/3d/physics/shape_cast_3d.cpp create mode 100644 scene/3d/physics/shape_cast_3d.h create mode 100644 scene/3d/physics/spring_arm_3d.cpp create mode 100644 scene/3d/physics/spring_arm_3d.h create mode 100644 scene/3d/physics/static_body_3d.cpp create mode 100644 scene/3d/physics/static_body_3d.h create mode 100644 scene/3d/physics/vehicle_body_3d.cpp create mode 100644 scene/3d/physics/vehicle_body_3d.h delete mode 100644 scene/3d/physics_body_3d.cpp delete mode 100644 scene/3d/physics_body_3d.h delete mode 100644 scene/3d/ray_cast_3d.cpp delete mode 100644 scene/3d/ray_cast_3d.h delete mode 100644 scene/3d/shape_cast_3d.cpp delete mode 100644 scene/3d/shape_cast_3d.h delete mode 100644 scene/3d/spring_arm_3d.cpp delete mode 100644 scene/3d/spring_arm_3d.h delete mode 100644 scene/3d/vehicle_body_3d.cpp delete mode 100644 scene/3d/vehicle_body_3d.h diff --git a/editor/import/3d/resource_importer_scene.cpp b/editor/import/3d/resource_importer_scene.cpp index 3310d6f298..9af6810b41 100644 --- a/editor/import/3d/resource_importer_scene.cpp +++ b/editor/import/3d/resource_importer_scene.cpp @@ -37,14 +37,15 @@ #include "editor/editor_node.h" #include "editor/editor_settings.h" #include "editor/import/3d/scene_import_settings.h" -#include "scene/3d/area_3d.h" -#include "scene/3d/collision_shape_3d.h" #include "scene/3d/importer_mesh_instance_3d.h" #include "scene/3d/mesh_instance_3d.h" #include "scene/3d/navigation_region_3d.h" #include "scene/3d/occluder_instance_3d.h" -#include "scene/3d/physics_body_3d.h" -#include "scene/3d/vehicle_body_3d.h" +#include "scene/3d/physics/area_3d.h" +#include "scene/3d/physics/collision_shape_3d.h" +#include "scene/3d/physics/physics_body_3d.h" +#include "scene/3d/physics/static_body_3d.h" +#include "scene/3d/physics/vehicle_body_3d.h" #include "scene/animation/animation_player.h" #include "scene/resources/3d/box_shape_3d.h" #include "scene/resources/3d/importer_mesh.h" diff --git a/editor/plugins/cast_2d_editor_plugin.cpp b/editor/plugins/cast_2d_editor_plugin.cpp index a6457e38a7..64db19d85e 100644 --- a/editor/plugins/cast_2d_editor_plugin.cpp +++ b/editor/plugins/cast_2d_editor_plugin.cpp @@ -33,8 +33,8 @@ #include "canvas_item_editor_plugin.h" #include "editor/editor_node.h" #include "editor/editor_undo_redo_manager.h" -#include "scene/2d/ray_cast_2d.h" -#include "scene/2d/shape_cast_2d.h" +#include "scene/2d/physics/ray_cast_2d.h" +#include "scene/2d/physics/shape_cast_2d.h" void Cast2DEditor::_notification(int p_what) { switch (p_what) { diff --git a/editor/plugins/collision_polygon_2d_editor_plugin.h b/editor/plugins/collision_polygon_2d_editor_plugin.h index 070a01f651..61e6cc3dda 100644 --- a/editor/plugins/collision_polygon_2d_editor_plugin.h +++ b/editor/plugins/collision_polygon_2d_editor_plugin.h @@ -32,7 +32,7 @@ #define COLLISION_POLYGON_2D_EDITOR_PLUGIN_H #include "editor/plugins/abstract_polygon_2d_editor.h" -#include "scene/2d/collision_polygon_2d.h" +#include "scene/2d/physics/collision_polygon_2d.h" class CollisionPolygon2DEditor : public AbstractPolygon2DEditor { GDCLASS(CollisionPolygon2DEditor, AbstractPolygon2DEditor); diff --git a/editor/plugins/collision_shape_2d_editor_plugin.h b/editor/plugins/collision_shape_2d_editor_plugin.h index d58f5d511f..0e454799d6 100644 --- a/editor/plugins/collision_shape_2d_editor_plugin.h +++ b/editor/plugins/collision_shape_2d_editor_plugin.h @@ -32,7 +32,7 @@ #define COLLISION_SHAPE_2D_EDITOR_PLUGIN_H #include "editor/editor_plugin.h" -#include "scene/2d/collision_shape_2d.h" +#include "scene/2d/physics/collision_shape_2d.h" class CanvasItemEditor; diff --git a/editor/plugins/cpu_particles_2d_editor_plugin.h b/editor/plugins/cpu_particles_2d_editor_plugin.h index 5077827ce8..ffcf53af66 100644 --- a/editor/plugins/cpu_particles_2d_editor_plugin.h +++ b/editor/plugins/cpu_particles_2d_editor_plugin.h @@ -32,8 +32,8 @@ #define CPU_PARTICLES_2D_EDITOR_PLUGIN_H #include "editor/editor_plugin.h" -#include "scene/2d/collision_polygon_2d.h" #include "scene/2d/cpu_particles_2d.h" +#include "scene/2d/physics/collision_polygon_2d.h" #include "scene/gui/box_container.h" class CheckBox; diff --git a/editor/plugins/gizmos/collision_object_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/collision_object_3d_gizmo_plugin.cpp index 63f2883ed7..caac143f23 100644 --- a/editor/plugins/gizmos/collision_object_3d_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/collision_object_3d_gizmo_plugin.cpp @@ -32,9 +32,9 @@ #include "editor/editor_settings.h" #include "editor/plugins/node_3d_editor_plugin.h" -#include "scene/3d/collision_object_3d.h" -#include "scene/3d/collision_polygon_3d.h" -#include "scene/3d/collision_shape_3d.h" +#include "scene/3d/physics/collision_object_3d.h" +#include "scene/3d/physics/collision_polygon_3d.h" +#include "scene/3d/physics/collision_shape_3d.h" #include "scene/resources/surface_tool.h" CollisionObject3DGizmoPlugin::CollisionObject3DGizmoPlugin() { diff --git a/editor/plugins/gizmos/collision_polygon_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/collision_polygon_3d_gizmo_plugin.cpp index 50c10be11d..7d19e8f677 100644 --- a/editor/plugins/gizmos/collision_polygon_3d_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/collision_polygon_3d_gizmo_plugin.cpp @@ -32,7 +32,7 @@ #include "editor/editor_settings.h" #include "editor/plugins/node_3d_editor_plugin.h" -#include "scene/3d/collision_polygon_3d.h" +#include "scene/3d/physics/collision_polygon_3d.h" CollisionPolygon3DGizmoPlugin::CollisionPolygon3DGizmoPlugin() { const Color gizmo_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/shape"); diff --git a/editor/plugins/gizmos/collision_shape_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/collision_shape_3d_gizmo_plugin.cpp index 3cf9164460..9d4c08ed57 100644 --- a/editor/plugins/gizmos/collision_shape_3d_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/collision_shape_3d_gizmo_plugin.cpp @@ -36,7 +36,7 @@ #include "editor/editor_undo_redo_manager.h" #include "editor/plugins/gizmos/gizmo_3d_helper.h" #include "editor/plugins/node_3d_editor_plugin.h" -#include "scene/3d/collision_shape_3d.h" +#include "scene/3d/physics/collision_shape_3d.h" #include "scene/resources/3d/box_shape_3d.h" #include "scene/resources/3d/capsule_shape_3d.h" #include "scene/resources/3d/concave_polygon_shape_3d.h" diff --git a/editor/plugins/gizmos/joint_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/joint_3d_gizmo_plugin.cpp index 3a8a0cff96..c15ddef933 100644 --- a/editor/plugins/gizmos/joint_3d_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/joint_3d_gizmo_plugin.cpp @@ -33,7 +33,11 @@ #include "editor/editor_node.h" #include "editor/editor_settings.h" #include "editor/plugins/node_3d_editor_plugin.h" -#include "scene/3d/joint_3d.h" +#include "scene/3d/physics/joints/cone_twist_joint_3d.h" +#include "scene/3d/physics/joints/generic_6dof_joint_3d.h" +#include "scene/3d/physics/joints/hinge_joint_3d.h" +#include "scene/3d/physics/joints/pin_joint_3d.h" +#include "scene/3d/physics/joints/slider_joint_3d.h" #define BODY_A_RADIUS 0.25 #define BODY_B_RADIUS 0.27 diff --git a/editor/plugins/gizmos/physics_bone_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/physics_bone_3d_gizmo_plugin.cpp index d1511a5f76..b15f9bec3f 100644 --- a/editor/plugins/gizmos/physics_bone_3d_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/physics_bone_3d_gizmo_plugin.cpp @@ -33,7 +33,8 @@ #include "editor/editor_settings.h" #include "editor/plugins/gizmos/joint_3d_gizmo_plugin.h" #include "editor/plugins/node_3d_editor_plugin.h" -#include "scene/3d/physics_body_3d.h" +#include "scene/3d/physics/physical_bone_3d.h" +#include "scene/3d/physics/physics_body_3d.h" PhysicalBone3DGizmoPlugin::PhysicalBone3DGizmoPlugin() { create_material("joint_material", EDITOR_GET("editors/3d_gizmos/gizmo_colors/joint")); diff --git a/editor/plugins/gizmos/ray_cast_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/ray_cast_3d_gizmo_plugin.cpp index eb9e54fe1d..d783c4e4a7 100644 --- a/editor/plugins/gizmos/ray_cast_3d_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/ray_cast_3d_gizmo_plugin.cpp @@ -32,7 +32,7 @@ #include "editor/editor_settings.h" #include "editor/plugins/node_3d_editor_plugin.h" -#include "scene/3d/ray_cast_3d.h" +#include "scene/3d/physics/ray_cast_3d.h" RayCast3DGizmoPlugin::RayCast3DGizmoPlugin() { const Color gizmo_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/shape"); diff --git a/editor/plugins/gizmos/shape_cast_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/shape_cast_3d_gizmo_plugin.cpp index 23a224fc01..909f5b5f9a 100644 --- a/editor/plugins/gizmos/shape_cast_3d_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/shape_cast_3d_gizmo_plugin.cpp @@ -32,7 +32,7 @@ #include "editor/editor_settings.h" #include "editor/plugins/node_3d_editor_plugin.h" -#include "scene/3d/shape_cast_3d.h" +#include "scene/3d/physics/shape_cast_3d.h" ShapeCast3DGizmoPlugin::ShapeCast3DGizmoPlugin() { const Color gizmo_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/shape"); diff --git a/editor/plugins/gizmos/spring_arm_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/spring_arm_3d_gizmo_plugin.cpp index 69acac5a89..85e2c86947 100644 --- a/editor/plugins/gizmos/spring_arm_3d_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/spring_arm_3d_gizmo_plugin.cpp @@ -32,7 +32,7 @@ #include "editor/editor_settings.h" #include "editor/plugins/node_3d_editor_plugin.h" -#include "scene/3d/spring_arm_3d.h" +#include "scene/3d/physics/spring_arm_3d.h" #include "scene/resources/3d/shape_3d.h" void SpringArm3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) { diff --git a/editor/plugins/gizmos/vehicle_body_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/vehicle_body_3d_gizmo_plugin.cpp index ef6cd88868..69e87a55c0 100644 --- a/editor/plugins/gizmos/vehicle_body_3d_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/vehicle_body_3d_gizmo_plugin.cpp @@ -32,7 +32,7 @@ #include "editor/editor_settings.h" #include "editor/plugins/node_3d_editor_plugin.h" -#include "scene/3d/vehicle_body_3d.h" +#include "scene/3d/physics/vehicle_body_3d.h" VehicleWheel3DGizmoPlugin::VehicleWheel3DGizmoPlugin() { Color gizmo_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/shape"); diff --git a/editor/plugins/gpu_particles_2d_editor_plugin.h b/editor/plugins/gpu_particles_2d_editor_plugin.h index 237a005ab7..f202179eff 100644 --- a/editor/plugins/gpu_particles_2d_editor_plugin.h +++ b/editor/plugins/gpu_particles_2d_editor_plugin.h @@ -32,8 +32,8 @@ #define GPU_PARTICLES_2D_EDITOR_PLUGIN_H #include "editor/editor_plugin.h" -#include "scene/2d/collision_polygon_2d.h" #include "scene/2d/gpu_particles_2d.h" +#include "scene/2d/physics/collision_polygon_2d.h" #include "scene/gui/box_container.h" #include "scene/gui/spin_box.h" diff --git a/editor/plugins/mesh_instance_3d_editor_plugin.cpp b/editor/plugins/mesh_instance_3d_editor_plugin.cpp index 061b839ee3..d62eddeeea 100644 --- a/editor/plugins/mesh_instance_3d_editor_plugin.cpp +++ b/editor/plugins/mesh_instance_3d_editor_plugin.cpp @@ -35,9 +35,10 @@ #include "editor/editor_undo_redo_manager.h" #include "editor/plugins/node_3d_editor_plugin.h" #include "editor/themes/editor_scale.h" -#include "scene/3d/collision_shape_3d.h" #include "scene/3d/navigation_region_3d.h" -#include "scene/3d/physics_body_3d.h" +#include "scene/3d/physics/collision_shape_3d.h" +#include "scene/3d/physics/physics_body_3d.h" +#include "scene/3d/physics/static_body_3d.h" #include "scene/gui/box_container.h" #include "scene/gui/dialogs.h" #include "scene/gui/menu_button.h" diff --git a/editor/plugins/mesh_library_editor_plugin.cpp b/editor/plugins/mesh_library_editor_plugin.cpp index 4e45714174..8bfd3d0957 100644 --- a/editor/plugins/mesh_library_editor_plugin.cpp +++ b/editor/plugins/mesh_library_editor_plugin.cpp @@ -40,7 +40,8 @@ #include "main/main.h" #include "scene/3d/mesh_instance_3d.h" #include "scene/3d/navigation_region_3d.h" -#include "scene/3d/physics_body_3d.h" +#include "scene/3d/physics/physics_body_3d.h" +#include "scene/3d/physics/static_body_3d.h" #include "scene/gui/menu_button.h" #include "scene/main/window.h" #include "scene/resources/packed_scene.h" diff --git a/editor/plugins/navigation_obstacle_3d_editor_plugin.h b/editor/plugins/navigation_obstacle_3d_editor_plugin.h index 1b125873d1..393f526da9 100644 --- a/editor/plugins/navigation_obstacle_3d_editor_plugin.h +++ b/editor/plugins/navigation_obstacle_3d_editor_plugin.h @@ -32,8 +32,8 @@ #define NAVIGATION_OBSTACLE_3D_EDITOR_PLUGIN_H #include "editor/editor_plugin.h" -#include "scene/3d/collision_polygon_3d.h" #include "scene/3d/mesh_instance_3d.h" +#include "scene/3d/physics/collision_polygon_3d.h" #include "scene/gui/box_container.h" #include "scene/resources/immediate_mesh.h" diff --git a/editor/plugins/node_3d_editor_plugin.cpp b/editor/plugins/node_3d_editor_plugin.cpp index 4e462cfe34..ac1efa550f 100644 --- a/editor/plugins/node_3d_editor_plugin.cpp +++ b/editor/plugins/node_3d_editor_plugin.cpp @@ -78,11 +78,11 @@ #include "editor/plugins/node_3d_editor_gizmos.h" #include "editor/scene_tree_dock.h" #include "scene/3d/camera_3d.h" -#include "scene/3d/collision_shape_3d.h" #include "scene/3d/decal.h" #include "scene/3d/light_3d.h" #include "scene/3d/mesh_instance_3d.h" -#include "scene/3d/physics_body_3d.h" +#include "scene/3d/physics/collision_shape_3d.h" +#include "scene/3d/physics/physics_body_3d.h" #include "scene/3d/visual_instance_3d.h" #include "scene/3d/world_environment.h" #include "scene/gui/center_container.h" diff --git a/editor/plugins/physical_bone_3d_editor_plugin.cpp b/editor/plugins/physical_bone_3d_editor_plugin.cpp index 37092f924e..b7c12ab5c0 100644 --- a/editor/plugins/physical_bone_3d_editor_plugin.cpp +++ b/editor/plugins/physical_bone_3d_editor_plugin.cpp @@ -33,6 +33,7 @@ #include "editor/editor_node.h" #include "editor/editor_string_names.h" #include "editor/plugins/node_3d_editor_plugin.h" +#include "scene/3d/physics/physical_bone_3d.h" #include "scene/gui/separator.h" void PhysicalBone3DEditor::_bind_methods() { diff --git a/editor/plugins/physical_bone_3d_editor_plugin.h b/editor/plugins/physical_bone_3d_editor_plugin.h index c9799d3faa..5c49e641a5 100644 --- a/editor/plugins/physical_bone_3d_editor_plugin.h +++ b/editor/plugins/physical_bone_3d_editor_plugin.h @@ -32,10 +32,11 @@ #define PHYSICAL_BONE_3D_EDITOR_PLUGIN_H #include "editor/editor_plugin.h" -#include "scene/3d/physics_body_3d.h" #include "scene/gui/box_container.h" #include "scene/gui/button.h" +class PhysicalBone3D; + class PhysicalBone3DEditor : public Object { GDCLASS(PhysicalBone3DEditor, Object); diff --git a/editor/plugins/polygon_3d_editor_plugin.h b/editor/plugins/polygon_3d_editor_plugin.h index 6cb9275dd6..77c9b2218b 100644 --- a/editor/plugins/polygon_3d_editor_plugin.h +++ b/editor/plugins/polygon_3d_editor_plugin.h @@ -32,8 +32,8 @@ #define POLYGON_3D_EDITOR_PLUGIN_H #include "editor/editor_plugin.h" -#include "scene/3d/collision_polygon_3d.h" #include "scene/3d/mesh_instance_3d.h" +#include "scene/3d/physics/collision_polygon_3d.h" #include "scene/gui/box_container.h" #include "scene/resources/immediate_mesh.h" diff --git a/editor/plugins/skeleton_3d_editor_plugin.cpp b/editor/plugins/skeleton_3d_editor_plugin.cpp index b6a6c8968e..f23bbab863 100644 --- a/editor/plugins/skeleton_3d_editor_plugin.cpp +++ b/editor/plugins/skeleton_3d_editor_plugin.cpp @@ -40,10 +40,11 @@ #include "editor/plugins/animation_player_editor_plugin.h" #include "editor/plugins/node_3d_editor_plugin.h" #include "editor/themes/editor_scale.h" -#include "scene/3d/collision_shape_3d.h" -#include "scene/3d/joint_3d.h" #include "scene/3d/mesh_instance_3d.h" -#include "scene/3d/physics_body_3d.h" +#include "scene/3d/physics/collision_shape_3d.h" +#include "scene/3d/physics/joints/joint_3d.h" +#include "scene/3d/physics/physical_bone_3d.h" +#include "scene/3d/physics/physics_body_3d.h" #include "scene/gui/separator.h" #include "scene/gui/texture_rect.h" #include "scene/resources/3d/capsule_shape_3d.h" diff --git a/editor/plugins/sprite_2d_editor_plugin.cpp b/editor/plugins/sprite_2d_editor_plugin.cpp index 3e98f3d64f..de81264f13 100644 --- a/editor/plugins/sprite_2d_editor_plugin.cpp +++ b/editor/plugins/sprite_2d_editor_plugin.cpp @@ -38,9 +38,9 @@ #include "editor/gui/editor_zoom_widget.h" #include "editor/scene_tree_dock.h" #include "editor/themes/editor_scale.h" -#include "scene/2d/collision_polygon_2d.h" #include "scene/2d/light_occluder_2d.h" #include "scene/2d/mesh_instance_2d.h" +#include "scene/2d/physics/collision_polygon_2d.h" #include "scene/2d/polygon_2d.h" #include "scene/gui/box_container.h" #include "scene/gui/menu_button.h" diff --git a/modules/gltf/extensions/physics/gltf_document_extension_physics.cpp b/modules/gltf/extensions/physics/gltf_document_extension_physics.cpp index a9033de7ae..c6e34cc023 100644 --- a/modules/gltf/extensions/physics/gltf_document_extension_physics.cpp +++ b/modules/gltf/extensions/physics/gltf_document_extension_physics.cpp @@ -30,7 +30,8 @@ #include "gltf_document_extension_physics.h" -#include "scene/3d/area_3d.h" +#include "scene/3d/physics/area_3d.h" +#include "scene/3d/physics/static_body_3d.h" // Import process. Error GLTFDocumentExtensionPhysics::import_preflight(Ref p_state, Vector p_extensions) { diff --git a/modules/gltf/extensions/physics/gltf_physics_body.cpp b/modules/gltf/extensions/physics/gltf_physics_body.cpp index 271bb9b332..7929b46542 100644 --- a/modules/gltf/extensions/physics/gltf_physics_body.cpp +++ b/modules/gltf/extensions/physics/gltf_physics_body.cpp @@ -30,8 +30,11 @@ #include "gltf_physics_body.h" -#include "scene/3d/area_3d.h" -#include "scene/3d/vehicle_body_3d.h" +#include "scene/3d/physics/animatable_body_3d.h" +#include "scene/3d/physics/area_3d.h" +#include "scene/3d/physics/character_body_3d.h" +#include "scene/3d/physics/static_body_3d.h" +#include "scene/3d/physics/vehicle_body_3d.h" void GLTFPhysicsBody::_bind_methods() { ClassDB::bind_static_method("GLTFPhysicsBody", D_METHOD("from_node", "body_node"), &GLTFPhysicsBody::from_node); diff --git a/modules/gltf/extensions/physics/gltf_physics_body.h b/modules/gltf/extensions/physics/gltf_physics_body.h index 6b21639a7b..ec139054ff 100644 --- a/modules/gltf/extensions/physics/gltf_physics_body.h +++ b/modules/gltf/extensions/physics/gltf_physics_body.h @@ -31,7 +31,7 @@ #ifndef GLTF_PHYSICS_BODY_H #define GLTF_PHYSICS_BODY_H -#include "scene/3d/physics_body_3d.h" +#include "scene/3d/physics/physics_body_3d.h" // GLTFPhysicsBody is an intermediary between Godot's physics body nodes // and the OMI_physics_body extension. diff --git a/modules/gltf/extensions/physics/gltf_physics_shape.cpp b/modules/gltf/extensions/physics/gltf_physics_shape.cpp index 467499a03f..35c99adbe5 100644 --- a/modules/gltf/extensions/physics/gltf_physics_shape.cpp +++ b/modules/gltf/extensions/physics/gltf_physics_shape.cpp @@ -33,7 +33,7 @@ #include "../../gltf_state.h" #include "core/math/convex_hull.h" -#include "scene/3d/area_3d.h" +#include "scene/3d/physics/area_3d.h" #include "scene/resources/3d/box_shape_3d.h" #include "scene/resources/3d/capsule_shape_3d.h" #include "scene/resources/3d/concave_polygon_shape_3d.h" diff --git a/modules/gltf/extensions/physics/gltf_physics_shape.h b/modules/gltf/extensions/physics/gltf_physics_shape.h index 4f7ac39292..ec0a8931f1 100644 --- a/modules/gltf/extensions/physics/gltf_physics_shape.h +++ b/modules/gltf/extensions/physics/gltf_physics_shape.h @@ -33,7 +33,7 @@ #include "../../gltf_defines.h" -#include "scene/3d/collision_shape_3d.h" +#include "scene/3d/physics/collision_shape_3d.h" class ImporterMesh; diff --git a/modules/navigation/2d/nav_mesh_generator_2d.cpp b/modules/navigation/2d/nav_mesh_generator_2d.cpp index 9fdfb20842..d1ac784103 100644 --- a/modules/navigation/2d/nav_mesh_generator_2d.cpp +++ b/modules/navigation/2d/nav_mesh_generator_2d.cpp @@ -35,7 +35,7 @@ #include "core/config/project_settings.h" #include "scene/2d/mesh_instance_2d.h" #include "scene/2d/multimesh_instance_2d.h" -#include "scene/2d/physics_body_2d.h" +#include "scene/2d/physics/static_body_2d.h" #include "scene/2d/polygon_2d.h" #include "scene/2d/tile_map.h" #include "scene/resources/2d/capsule_shape_2d.h" diff --git a/modules/navigation/3d/nav_mesh_generator_3d.cpp b/modules/navigation/3d/nav_mesh_generator_3d.cpp index 4cd4f60edc..e1ed9c51aa 100644 --- a/modules/navigation/3d/nav_mesh_generator_3d.cpp +++ b/modules/navigation/3d/nav_mesh_generator_3d.cpp @@ -37,7 +37,7 @@ #include "core/os/thread.h" #include "scene/3d/mesh_instance_3d.h" #include "scene/3d/multimesh_instance_3d.h" -#include "scene/3d/physics_body_3d.h" +#include "scene/3d/physics/static_body_3d.h" #include "scene/resources/3d/box_shape_3d.h" #include "scene/resources/3d/capsule_shape_3d.h" #include "scene/resources/3d/concave_polygon_shape_3d.h" diff --git a/scene/2d/SCsub b/scene/2d/SCsub index fc61250247..94e1ab6c96 100644 --- a/scene/2d/SCsub +++ b/scene/2d/SCsub @@ -3,3 +3,6 @@ Import("env") env.add_source_files(env.scene_sources, "*.cpp") + +# Chain load SCsubs +SConscript("physics/SCsub") diff --git a/scene/2d/area_2d.cpp b/scene/2d/area_2d.cpp deleted file mode 100644 index b1ff94dda4..0000000000 --- a/scene/2d/area_2d.cpp +++ /dev/null @@ -1,687 +0,0 @@ -/**************************************************************************/ -/* area_2d.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 "area_2d.h" - -#include "scene/scene_string_names.h" -#include "servers/audio_server.h" - -void Area2D::set_gravity_space_override_mode(SpaceOverride p_mode) { - gravity_space_override = p_mode; - PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_GRAVITY_OVERRIDE_MODE, p_mode); -} - -Area2D::SpaceOverride Area2D::get_gravity_space_override_mode() const { - return gravity_space_override; -} - -void Area2D::set_gravity_is_point(bool p_enabled) { - gravity_is_point = p_enabled; - PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_GRAVITY_IS_POINT, p_enabled); -} - -bool Area2D::is_gravity_a_point() const { - return gravity_is_point; -} - -void Area2D::set_gravity_point_unit_distance(real_t p_scale) { - gravity_point_unit_distance = p_scale; - PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_GRAVITY_POINT_UNIT_DISTANCE, p_scale); -} - -real_t Area2D::get_gravity_point_unit_distance() const { - return gravity_point_unit_distance; -} - -void Area2D::set_gravity_point_center(const Vector2 &p_center) { - gravity_vec = p_center; - PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_GRAVITY_VECTOR, p_center); -} - -const Vector2 &Area2D::get_gravity_point_center() const { - return gravity_vec; -} - -void Area2D::set_gravity_direction(const Vector2 &p_direction) { - gravity_vec = p_direction; - PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_GRAVITY_VECTOR, p_direction); -} - -const Vector2 &Area2D::get_gravity_direction() const { - return gravity_vec; -} - -void Area2D::set_gravity(real_t p_gravity) { - gravity = p_gravity; - PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_GRAVITY, p_gravity); -} - -real_t Area2D::get_gravity() const { - return gravity; -} - -void Area2D::set_linear_damp_space_override_mode(SpaceOverride p_mode) { - linear_damp_space_override = p_mode; - PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE, p_mode); -} - -Area2D::SpaceOverride Area2D::get_linear_damp_space_override_mode() const { - return linear_damp_space_override; -} - -void Area2D::set_angular_damp_space_override_mode(SpaceOverride p_mode) { - angular_damp_space_override = p_mode; - PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE, p_mode); -} - -Area2D::SpaceOverride Area2D::get_angular_damp_space_override_mode() const { - return angular_damp_space_override; -} - -void Area2D::set_linear_damp(real_t p_linear_damp) { - linear_damp = p_linear_damp; - PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_LINEAR_DAMP, p_linear_damp); -} - -real_t Area2D::get_linear_damp() const { - return linear_damp; -} - -void Area2D::set_angular_damp(real_t p_angular_damp) { - angular_damp = p_angular_damp; - PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP, p_angular_damp); -} - -real_t Area2D::get_angular_damp() const { - return angular_damp; -} - -void Area2D::set_priority(int p_priority) { - priority = p_priority; - PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_PRIORITY, p_priority); -} - -int Area2D::get_priority() const { - return priority; -} - -void Area2D::_body_enter_tree(ObjectID p_id) { - Object *obj = ObjectDB::get_instance(p_id); - Node *node = Object::cast_to(obj); - ERR_FAIL_NULL(node); - - HashMap::Iterator E = body_map.find(p_id); - ERR_FAIL_COND(!E); - ERR_FAIL_COND(E->value.in_tree); - - E->value.in_tree = true; - emit_signal(SceneStringNames::get_singleton()->body_entered, node); - for (int i = 0; i < E->value.shapes.size(); i++) { - emit_signal(SceneStringNames::get_singleton()->body_shape_entered, E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].area_shape); - } -} - -void Area2D::_body_exit_tree(ObjectID p_id) { - Object *obj = ObjectDB::get_instance(p_id); - Node *node = Object::cast_to(obj); - ERR_FAIL_NULL(node); - HashMap::Iterator E = body_map.find(p_id); - ERR_FAIL_COND(!E); - ERR_FAIL_COND(!E->value.in_tree); - E->value.in_tree = false; - emit_signal(SceneStringNames::get_singleton()->body_exited, node); - for (int i = 0; i < E->value.shapes.size(); i++) { - emit_signal(SceneStringNames::get_singleton()->body_shape_exited, E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].area_shape); - } -} - -void Area2D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_area_shape) { - bool body_in = p_status == PhysicsServer2D::AREA_BODY_ADDED; - ObjectID objid = p_instance; - - // Exit early if instance is invalid. - if (objid.is_null()) { - // Emit the appropriate signals. - lock_callback(); - locked = true; - if (body_in) { - emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_body, (Node *)nullptr, p_body_shape, p_area_shape); - } else { - emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_body, (Node *)nullptr, p_body_shape, p_area_shape); - } - locked = false; - unlock_callback(); - return; - } - - Object *obj = ObjectDB::get_instance(objid); - Node *node = Object::cast_to(obj); - - HashMap::Iterator E = body_map.find(objid); - - if (!body_in && !E) { - return; //does not exist because it was likely removed from the tree - } - - lock_callback(); - locked = true; - - if (body_in) { - if (!E) { - E = body_map.insert(objid, BodyState()); - E->value.rid = p_body; - E->value.rc = 0; - E->value.in_tree = node && node->is_inside_tree(); - if (node) { - node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area2D::_body_enter_tree).bind(objid)); - node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area2D::_body_exit_tree).bind(objid)); - if (E->value.in_tree) { - emit_signal(SceneStringNames::get_singleton()->body_entered, node); - } - } - } - E->value.rc++; - if (node) { - E->value.shapes.insert(ShapePair(p_body_shape, p_area_shape)); - } - - if (!node || E->value.in_tree) { - emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_body, node, p_body_shape, p_area_shape); - } - - } else { - E->value.rc--; - - if (node) { - E->value.shapes.erase(ShapePair(p_body_shape, p_area_shape)); - } - - bool in_tree = E->value.in_tree; - if (E->value.rc == 0) { - body_map.remove(E); - if (node) { - node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area2D::_body_enter_tree)); - node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area2D::_body_exit_tree)); - if (in_tree) { - emit_signal(SceneStringNames::get_singleton()->body_exited, obj); - } - } - } - if (!node || in_tree) { - emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_body, obj, p_body_shape, p_area_shape); - } - } - - locked = false; - unlock_callback(); -} - -void Area2D::_area_enter_tree(ObjectID p_id) { - Object *obj = ObjectDB::get_instance(p_id); - Node *node = Object::cast_to(obj); - ERR_FAIL_NULL(node); - - HashMap::Iterator E = area_map.find(p_id); - ERR_FAIL_COND(!E); - ERR_FAIL_COND(E->value.in_tree); - - E->value.in_tree = true; - emit_signal(SceneStringNames::get_singleton()->area_entered, node); - for (int i = 0; i < E->value.shapes.size(); i++) { - emit_signal(SceneStringNames::get_singleton()->area_shape_entered, E->value.rid, node, E->value.shapes[i].area_shape, E->value.shapes[i].self_shape); - } -} - -void Area2D::_area_exit_tree(ObjectID p_id) { - Object *obj = ObjectDB::get_instance(p_id); - Node *node = Object::cast_to(obj); - ERR_FAIL_NULL(node); - HashMap::Iterator E = area_map.find(p_id); - ERR_FAIL_COND(!E); - ERR_FAIL_COND(!E->value.in_tree); - E->value.in_tree = false; - emit_signal(SceneStringNames::get_singleton()->area_exited, node); - for (int i = 0; i < E->value.shapes.size(); i++) { - emit_signal(SceneStringNames::get_singleton()->area_shape_exited, E->value.rid, node, E->value.shapes[i].area_shape, E->value.shapes[i].self_shape); - } -} - -void Area2D::_area_inout(int p_status, const RID &p_area, ObjectID p_instance, int p_area_shape, int p_self_shape) { - bool area_in = p_status == PhysicsServer2D::AREA_BODY_ADDED; - ObjectID objid = p_instance; - - // Exit early if instance is invalid. - if (objid.is_null()) { - // Emit the appropriate signals. - lock_callback(); - locked = true; - if (area_in) { - emit_signal(SceneStringNames::get_singleton()->area_shape_entered, p_area, (Node *)nullptr, p_area_shape, p_self_shape); - } else { - emit_signal(SceneStringNames::get_singleton()->area_shape_exited, p_area, (Node *)nullptr, p_area_shape, p_self_shape); - } - locked = false; - unlock_callback(); - return; - } - - Object *obj = ObjectDB::get_instance(objid); - Node *node = Object::cast_to(obj); - - HashMap::Iterator E = area_map.find(objid); - - if (!area_in && !E) { - return; //likely removed from the tree - } - - lock_callback(); - locked = true; - - if (area_in) { - if (!E) { - E = area_map.insert(objid, AreaState()); - E->value.rid = p_area; - E->value.rc = 0; - E->value.in_tree = node && node->is_inside_tree(); - if (node) { - node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area2D::_area_enter_tree).bind(objid)); - node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area2D::_area_exit_tree).bind(objid)); - if (E->value.in_tree) { - emit_signal(SceneStringNames::get_singleton()->area_entered, node); - } - } - } - E->value.rc++; - if (node) { - E->value.shapes.insert(AreaShapePair(p_area_shape, p_self_shape)); - } - - if (!node || E->value.in_tree) { - emit_signal(SceneStringNames::get_singleton()->area_shape_entered, p_area, node, p_area_shape, p_self_shape); - } - - } else { - E->value.rc--; - - if (node) { - E->value.shapes.erase(AreaShapePair(p_area_shape, p_self_shape)); - } - - bool in_tree = E->value.in_tree; - if (E->value.rc == 0) { - area_map.remove(E); - if (node) { - node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area2D::_area_enter_tree)); - node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area2D::_area_exit_tree)); - if (in_tree) { - emit_signal(SceneStringNames::get_singleton()->area_exited, obj); - } - } - } - if (!node || in_tree) { - emit_signal(SceneStringNames::get_singleton()->area_shape_exited, p_area, obj, p_area_shape, p_self_shape); - } - } - - locked = false; - unlock_callback(); -} - -void Area2D::_clear_monitoring() { - ERR_FAIL_COND_MSG(locked, "This function can't be used during the in/out signal."); - - { - HashMap bmcopy = body_map; - body_map.clear(); - //disconnect all monitored stuff - - for (const KeyValue &E : bmcopy) { - Object *obj = ObjectDB::get_instance(E.key); - Node *node = Object::cast_to(obj); - - if (!node) { //node may have been deleted in previous frame or at other legitimate point - continue; - } - - node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area2D::_body_enter_tree)); - node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area2D::_body_exit_tree)); - - if (!E.value.in_tree) { - continue; - } - - for (int i = 0; i < E.value.shapes.size(); i++) { - emit_signal(SceneStringNames::get_singleton()->body_shape_exited, E.value.rid, node, E.value.shapes[i].body_shape, E.value.shapes[i].area_shape); - } - - emit_signal(SceneStringNames::get_singleton()->body_exited, obj); - } - } - - { - HashMap bmcopy = area_map; - area_map.clear(); - //disconnect all monitored stuff - - for (const KeyValue &E : bmcopy) { - Object *obj = ObjectDB::get_instance(E.key); - Node *node = Object::cast_to(obj); - - if (!node) { //node may have been deleted in previous frame or at other legitimate point - continue; - } - - node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area2D::_area_enter_tree)); - node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area2D::_area_exit_tree)); - - if (!E.value.in_tree) { - continue; - } - - for (int i = 0; i < E.value.shapes.size(); i++) { - emit_signal(SceneStringNames::get_singleton()->area_shape_exited, E.value.rid, node, E.value.shapes[i].area_shape, E.value.shapes[i].self_shape); - } - - emit_signal(SceneStringNames::get_singleton()->area_exited, obj); - } - } -} - -void Area2D::_space_changed(const RID &p_new_space) { - if (p_new_space.is_null()) { - _clear_monitoring(); - } -} - -void Area2D::set_monitoring(bool p_enable) { - if (p_enable == monitoring) { - return; - } - ERR_FAIL_COND_MSG(locked, "Function blocked during in/out signal. Use set_deferred(\"monitoring\", true/false)."); - - monitoring = p_enable; - - if (monitoring) { - PhysicsServer2D::get_singleton()->area_set_monitor_callback(get_rid(), callable_mp(this, &Area2D::_body_inout)); - PhysicsServer2D::get_singleton()->area_set_area_monitor_callback(get_rid(), callable_mp(this, &Area2D::_area_inout)); - } else { - PhysicsServer2D::get_singleton()->area_set_monitor_callback(get_rid(), Callable()); - PhysicsServer2D::get_singleton()->area_set_area_monitor_callback(get_rid(), Callable()); - _clear_monitoring(); - } -} - -bool Area2D::is_monitoring() const { - return monitoring; -} - -void Area2D::set_monitorable(bool p_enable) { - ERR_FAIL_COND_MSG(locked || (is_inside_tree() && PhysicsServer2D::get_singleton()->is_flushing_queries()), "Function blocked during in/out signal. Use set_deferred(\"monitorable\", true/false)."); - - if (p_enable == monitorable) { - return; - } - - monitorable = p_enable; - - PhysicsServer2D::get_singleton()->area_set_monitorable(get_rid(), monitorable); -} - -bool Area2D::is_monitorable() const { - return monitorable; -} - -TypedArray Area2D::get_overlapping_bodies() const { - TypedArray ret; - ERR_FAIL_COND_V_MSG(!monitoring, ret, "Can't find overlapping bodies when monitoring is off."); - ret.resize(body_map.size()); - int idx = 0; - for (const KeyValue &E : body_map) { - Object *obj = ObjectDB::get_instance(E.key); - if (obj) { - ret[idx] = obj; - idx++; - } - } - - ret.resize(idx); - return ret; -} - -TypedArray Area2D::get_overlapping_areas() const { - TypedArray ret; - ERR_FAIL_COND_V_MSG(!monitoring, ret, "Can't find overlapping areas when monitoring is off."); - ret.resize(area_map.size()); - int idx = 0; - for (const KeyValue &E : area_map) { - Object *obj = ObjectDB::get_instance(E.key); - if (obj) { - ret[idx] = obj; - idx++; - } - } - - ret.resize(idx); - return ret; -} - -bool Area2D::has_overlapping_bodies() const { - ERR_FAIL_COND_V_MSG(!monitoring, false, "Can't find overlapping bodies when monitoring is off."); - return !body_map.is_empty(); -} - -bool Area2D::has_overlapping_areas() const { - ERR_FAIL_COND_V_MSG(!monitoring, false, "Can't find overlapping areas when monitoring is off."); - return !area_map.is_empty(); -} - -bool Area2D::overlaps_area(Node *p_area) const { - ERR_FAIL_NULL_V(p_area, false); - HashMap::ConstIterator E = area_map.find(p_area->get_instance_id()); - if (!E) { - return false; - } - return E->value.in_tree; -} - -bool Area2D::overlaps_body(Node *p_body) const { - ERR_FAIL_NULL_V(p_body, false); - HashMap::ConstIterator E = body_map.find(p_body->get_instance_id()); - if (!E) { - return false; - } - return E->value.in_tree; -} - -void Area2D::set_audio_bus_override(bool p_override) { - audio_bus_override = p_override; -} - -bool Area2D::is_overriding_audio_bus() const { - return audio_bus_override; -} - -void Area2D::set_audio_bus_name(const StringName &p_audio_bus) { - audio_bus = p_audio_bus; -} - -StringName Area2D::get_audio_bus_name() const { - for (int i = 0; i < AudioServer::get_singleton()->get_bus_count(); i++) { - if (AudioServer::get_singleton()->get_bus_name(i) == audio_bus) { - return audio_bus; - } - } - return SceneStringNames::get_singleton()->Master; -} - -void Area2D::_validate_property(PropertyInfo &p_property) const { - if (p_property.name == "audio_bus_name") { - String options; - for (int i = 0; i < AudioServer::get_singleton()->get_bus_count(); i++) { - if (i > 0) { - options += ","; - } - String name = AudioServer::get_singleton()->get_bus_name(i); - options += name; - } - - p_property.hint_string = options; - } else if (p_property.name.begins_with("gravity") && p_property.name != "gravity_space_override") { - if (gravity_space_override == SPACE_OVERRIDE_DISABLED) { - p_property.usage = PROPERTY_USAGE_NO_EDITOR; - } else { - if (gravity_is_point) { - if (p_property.name == "gravity_direction") { - p_property.usage = PROPERTY_USAGE_NO_EDITOR; - } - } else { - if (p_property.name.begins_with("gravity_point_")) { - p_property.usage = PROPERTY_USAGE_NO_EDITOR; - } - } - } - } else if (p_property.name.begins_with("linear_damp") && p_property.name != "linear_damp_space_override") { - if (linear_damp_space_override == SPACE_OVERRIDE_DISABLED) { - p_property.usage = PROPERTY_USAGE_NO_EDITOR; - } - } else if (p_property.name.begins_with("angular_damp") && p_property.name != "angular_damp_space_override") { - if (angular_damp_space_override == SPACE_OVERRIDE_DISABLED) { - p_property.usage = PROPERTY_USAGE_NO_EDITOR; - } - } -} - -void Area2D::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_gravity_space_override_mode", "space_override_mode"), &Area2D::set_gravity_space_override_mode); - ClassDB::bind_method(D_METHOD("get_gravity_space_override_mode"), &Area2D::get_gravity_space_override_mode); - - ClassDB::bind_method(D_METHOD("set_gravity_is_point", "enable"), &Area2D::set_gravity_is_point); - ClassDB::bind_method(D_METHOD("is_gravity_a_point"), &Area2D::is_gravity_a_point); - - ClassDB::bind_method(D_METHOD("set_gravity_point_unit_distance", "distance_scale"), &Area2D::set_gravity_point_unit_distance); - ClassDB::bind_method(D_METHOD("get_gravity_point_unit_distance"), &Area2D::get_gravity_point_unit_distance); - - ClassDB::bind_method(D_METHOD("set_gravity_point_center", "center"), &Area2D::set_gravity_point_center); - ClassDB::bind_method(D_METHOD("get_gravity_point_center"), &Area2D::get_gravity_point_center); - - ClassDB::bind_method(D_METHOD("set_gravity_direction", "direction"), &Area2D::set_gravity_direction); - ClassDB::bind_method(D_METHOD("get_gravity_direction"), &Area2D::get_gravity_direction); - - ClassDB::bind_method(D_METHOD("set_gravity", "gravity"), &Area2D::set_gravity); - ClassDB::bind_method(D_METHOD("get_gravity"), &Area2D::get_gravity); - - ClassDB::bind_method(D_METHOD("set_linear_damp_space_override_mode", "space_override_mode"), &Area2D::set_linear_damp_space_override_mode); - ClassDB::bind_method(D_METHOD("get_linear_damp_space_override_mode"), &Area2D::get_linear_damp_space_override_mode); - - ClassDB::bind_method(D_METHOD("set_angular_damp_space_override_mode", "space_override_mode"), &Area2D::set_angular_damp_space_override_mode); - ClassDB::bind_method(D_METHOD("get_angular_damp_space_override_mode"), &Area2D::get_angular_damp_space_override_mode); - - ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &Area2D::set_linear_damp); - ClassDB::bind_method(D_METHOD("get_linear_damp"), &Area2D::get_linear_damp); - - ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &Area2D::set_angular_damp); - ClassDB::bind_method(D_METHOD("get_angular_damp"), &Area2D::get_angular_damp); - - ClassDB::bind_method(D_METHOD("set_priority", "priority"), &Area2D::set_priority); - ClassDB::bind_method(D_METHOD("get_priority"), &Area2D::get_priority); - - ClassDB::bind_method(D_METHOD("set_monitoring", "enable"), &Area2D::set_monitoring); - ClassDB::bind_method(D_METHOD("is_monitoring"), &Area2D::is_monitoring); - - ClassDB::bind_method(D_METHOD("set_monitorable", "enable"), &Area2D::set_monitorable); - ClassDB::bind_method(D_METHOD("is_monitorable"), &Area2D::is_monitorable); - - ClassDB::bind_method(D_METHOD("get_overlapping_bodies"), &Area2D::get_overlapping_bodies); - ClassDB::bind_method(D_METHOD("get_overlapping_areas"), &Area2D::get_overlapping_areas); - - ClassDB::bind_method(D_METHOD("has_overlapping_bodies"), &Area2D::has_overlapping_bodies); - ClassDB::bind_method(D_METHOD("has_overlapping_areas"), &Area2D::has_overlapping_areas); - - ClassDB::bind_method(D_METHOD("overlaps_body", "body"), &Area2D::overlaps_body); - ClassDB::bind_method(D_METHOD("overlaps_area", "area"), &Area2D::overlaps_area); - - ClassDB::bind_method(D_METHOD("set_audio_bus_name", "name"), &Area2D::set_audio_bus_name); - ClassDB::bind_method(D_METHOD("get_audio_bus_name"), &Area2D::get_audio_bus_name); - - ClassDB::bind_method(D_METHOD("set_audio_bus_override", "enable"), &Area2D::set_audio_bus_override); - ClassDB::bind_method(D_METHOD("is_overriding_audio_bus"), &Area2D::is_overriding_audio_bus); - - ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node2D"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index"))); - ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node2D"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index"))); - ADD_SIGNAL(MethodInfo("body_entered", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node2D"))); - ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node2D"))); - - ADD_SIGNAL(MethodInfo("area_shape_entered", PropertyInfo(Variant::RID, "area_rid"), PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area2D"), PropertyInfo(Variant::INT, "area_shape_index"), PropertyInfo(Variant::INT, "local_shape_index"))); - ADD_SIGNAL(MethodInfo("area_shape_exited", PropertyInfo(Variant::RID, "area_rid"), PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area2D"), PropertyInfo(Variant::INT, "area_shape_index"), PropertyInfo(Variant::INT, "local_shape_index"))); - ADD_SIGNAL(MethodInfo("area_entered", PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area2D"))); - ADD_SIGNAL(MethodInfo("area_exited", PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area2D"))); - - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "monitoring"), "set_monitoring", "is_monitoring"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "monitorable"), "set_monitorable", "is_monitorable"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "priority", PROPERTY_HINT_RANGE, "0,100000,1,or_greater,or_less"), "set_priority", "get_priority"); - - ADD_GROUP("Gravity", "gravity_"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "gravity_space_override", PROPERTY_HINT_ENUM, "Disabled,Combine,Combine-Replace,Replace,Replace-Combine", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_gravity_space_override_mode", "get_gravity_space_override_mode"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "gravity_point", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_gravity_is_point", "is_gravity_a_point"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity_point_unit_distance", PROPERTY_HINT_RANGE, "0,1024,0.001,or_greater,exp,suffix:px"), "set_gravity_point_unit_distance", "get_gravity_point_unit_distance"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "gravity_point_center", PROPERTY_HINT_NONE, "suffix:px"), "set_gravity_point_center", "get_gravity_point_center"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "gravity_direction"), "set_gravity_direction", "get_gravity_direction"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity", PROPERTY_HINT_RANGE, U"-4096,4096,0.001,or_less,or_greater,suffix:px/s\u00B2"), "set_gravity", "get_gravity"); - - ADD_GROUP("Linear Damp", "linear_damp_"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "linear_damp_space_override", PROPERTY_HINT_ENUM, "Disabled,Combine,Combine-Replace,Replace,Replace-Combine", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_linear_damp_space_override_mode", "get_linear_damp_space_override_mode"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp"); - - ADD_GROUP("Angular Damp", "angular_damp_"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "angular_damp_space_override", PROPERTY_HINT_ENUM, "Disabled,Combine,Combine-Replace,Replace,Replace-Combine", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_angular_damp_space_override_mode", "get_angular_damp_space_override_mode"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp"); - - ADD_GROUP("Audio Bus", "audio_bus_"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "audio_bus_override"), "set_audio_bus_override", "is_overriding_audio_bus"); - ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "audio_bus_name", PROPERTY_HINT_ENUM, ""), "set_audio_bus_name", "get_audio_bus_name"); - - BIND_ENUM_CONSTANT(SPACE_OVERRIDE_DISABLED); - BIND_ENUM_CONSTANT(SPACE_OVERRIDE_COMBINE); - BIND_ENUM_CONSTANT(SPACE_OVERRIDE_COMBINE_REPLACE); - BIND_ENUM_CONSTANT(SPACE_OVERRIDE_REPLACE); - BIND_ENUM_CONSTANT(SPACE_OVERRIDE_REPLACE_COMBINE); -} - -Area2D::Area2D() : - CollisionObject2D(PhysicsServer2D::get_singleton()->area_create(), true) { - set_gravity(980); - set_gravity_direction(Vector2(0, 1)); - set_monitoring(true); - set_monitorable(true); - set_hide_clip_children(true); -} - -Area2D::~Area2D() { -} diff --git a/scene/2d/area_2d.h b/scene/2d/area_2d.h deleted file mode 100644 index 9d6e04b706..0000000000 --- a/scene/2d/area_2d.h +++ /dev/null @@ -1,202 +0,0 @@ -/**************************************************************************/ -/* area_2d.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 AREA_2D_H -#define AREA_2D_H - -#include "core/templates/vset.h" -#include "scene/2d/collision_object_2d.h" - -class Area2D : public CollisionObject2D { - GDCLASS(Area2D, CollisionObject2D); - -public: - enum SpaceOverride { - SPACE_OVERRIDE_DISABLED, - SPACE_OVERRIDE_COMBINE, - SPACE_OVERRIDE_COMBINE_REPLACE, - SPACE_OVERRIDE_REPLACE, - SPACE_OVERRIDE_REPLACE_COMBINE - }; - -private: - SpaceOverride gravity_space_override = SPACE_OVERRIDE_DISABLED; - Vector2 gravity_vec; - real_t gravity = 0.0; - bool gravity_is_point = false; - real_t gravity_point_unit_distance = 0.0; - - SpaceOverride linear_damp_space_override = SPACE_OVERRIDE_DISABLED; - SpaceOverride angular_damp_space_override = SPACE_OVERRIDE_DISABLED; - real_t linear_damp = 0.1; - real_t angular_damp = 1.0; - - int priority = 0; - - bool monitoring = false; - bool monitorable = false; - bool locked = false; - - void _body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_area_shape); - - void _body_enter_tree(ObjectID p_id); - void _body_exit_tree(ObjectID p_id); - - struct ShapePair { - int body_shape = 0; - int area_shape = 0; - bool operator<(const ShapePair &p_sp) const { - if (body_shape == p_sp.body_shape) { - return area_shape < p_sp.area_shape; - } else { - return body_shape < p_sp.body_shape; - } - } - - ShapePair() {} - ShapePair(int p_bs, int p_as) { - body_shape = p_bs; - area_shape = p_as; - } - }; - - struct BodyState { - RID rid; - int rc = 0; - bool in_tree = false; - VSet shapes; - }; - - HashMap body_map; - - void _area_inout(int p_status, const RID &p_area, ObjectID p_instance, int p_area_shape, int p_self_shape); - - void _area_enter_tree(ObjectID p_id); - void _area_exit_tree(ObjectID p_id); - - struct AreaShapePair { - int area_shape = 0; - int self_shape = 0; - bool operator<(const AreaShapePair &p_sp) const { - if (area_shape == p_sp.area_shape) { - return self_shape < p_sp.self_shape; - } else { - return area_shape < p_sp.area_shape; - } - } - - AreaShapePair() {} - AreaShapePair(int p_bs, int p_as) { - area_shape = p_bs; - self_shape = p_as; - } - }; - - struct AreaState { - RID rid; - int rc = 0; - bool in_tree = false; - VSet shapes; - }; - - HashMap area_map; - void _clear_monitoring(); - - bool audio_bus_override = false; - StringName audio_bus; - -protected: - static void _bind_methods(); - void _validate_property(PropertyInfo &p_property) const; - - virtual void _space_changed(const RID &p_new_space) override; - -public: - void set_gravity_space_override_mode(SpaceOverride p_mode); - SpaceOverride get_gravity_space_override_mode() const; - - void set_gravity_is_point(bool p_enabled); - bool is_gravity_a_point() const; - - void set_gravity_point_unit_distance(real_t p_scale); - real_t get_gravity_point_unit_distance() const; - - void set_gravity_point_center(const Vector2 &p_center); - const Vector2 &get_gravity_point_center() const; - - void set_gravity_direction(const Vector2 &p_direction); - const Vector2 &get_gravity_direction() const; - - void set_gravity(real_t p_gravity); - real_t get_gravity() const; - - void set_linear_damp_space_override_mode(SpaceOverride p_mode); - SpaceOverride get_linear_damp_space_override_mode() const; - - void set_angular_damp_space_override_mode(SpaceOverride p_mode); - SpaceOverride get_angular_damp_space_override_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_priority(int p_priority); - int get_priority() const; - - void set_monitoring(bool p_enable); - bool is_monitoring() const; - - void set_monitorable(bool p_enable); - bool is_monitorable() const; - - TypedArray get_overlapping_bodies() const; //function for script - TypedArray get_overlapping_areas() const; //function for script - - bool has_overlapping_bodies() const; - bool has_overlapping_areas() const; - - bool overlaps_area(Node *p_area) const; - bool overlaps_body(Node *p_body) const; - - void set_audio_bus_override(bool p_override); - bool is_overriding_audio_bus() const; - - void set_audio_bus_name(const StringName &p_audio_bus); - StringName get_audio_bus_name() const; - - Area2D(); - ~Area2D(); -}; - -VARIANT_ENUM_CAST(Area2D::SpaceOverride); - -#endif // AREA_2D_H diff --git a/scene/2d/audio_stream_player_2d.cpp b/scene/2d/audio_stream_player_2d.cpp index 4762ae28f8..cbd3c244d9 100644 --- a/scene/2d/audio_stream_player_2d.cpp +++ b/scene/2d/audio_stream_player_2d.cpp @@ -32,8 +32,8 @@ #include "audio_stream_player_2d.compat.inc" #include "core/config/project_settings.h" -#include "scene/2d/area_2d.h" #include "scene/2d/audio_listener_2d.h" +#include "scene/2d/physics/area_2d.h" #include "scene/audio/audio_stream_player_internal.h" #include "scene/main/viewport.h" #include "scene/resources/world_2d.h" diff --git a/scene/2d/collision_object_2d.cpp b/scene/2d/collision_object_2d.cpp deleted file mode 100644 index 4e5852984b..0000000000 --- a/scene/2d/collision_object_2d.cpp +++ /dev/null @@ -1,684 +0,0 @@ -/**************************************************************************/ -/* collision_object_2d.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 "collision_object_2d.h" - -#include "scene/resources/world_2d.h" -#include "scene/scene_string_names.h" - -void CollisionObject2D::_notification(int p_what) { - switch (p_what) { - case NOTIFICATION_ENTER_TREE: { - Transform2D gl_transform = get_global_transform(); - - if (area) { - PhysicsServer2D::get_singleton()->area_set_transform(rid, gl_transform); - } else { - PhysicsServer2D::get_singleton()->body_set_state(rid, PhysicsServer2D::BODY_STATE_TRANSFORM, gl_transform); - } - - bool disabled = !is_enabled(); - - if (disabled && (disable_mode != DISABLE_MODE_REMOVE)) { - _apply_disabled(); - } - - if (!disabled || (disable_mode != DISABLE_MODE_REMOVE)) { - Ref world_ref = get_world_2d(); - ERR_FAIL_COND(!world_ref.is_valid()); - RID space = world_ref->get_space(); - if (area) { - PhysicsServer2D::get_singleton()->area_set_space(rid, space); - } else { - PhysicsServer2D::get_singleton()->body_set_space(rid, space); - } - _space_changed(space); - } - - _update_pickable(); - } break; - - case NOTIFICATION_ENTER_CANVAS: { - if (area) { - PhysicsServer2D::get_singleton()->area_attach_canvas_instance_id(rid, get_canvas_layer_instance_id()); - } else { - PhysicsServer2D::get_singleton()->body_attach_canvas_instance_id(rid, get_canvas_layer_instance_id()); - } - } break; - - case NOTIFICATION_VISIBILITY_CHANGED: { - _update_pickable(); - } break; - - case NOTIFICATION_TRANSFORM_CHANGED: { - if (only_update_transform_changes) { - return; - } - - Transform2D gl_transform = get_global_transform(); - - if (area) { - PhysicsServer2D::get_singleton()->area_set_transform(rid, gl_transform); - } else { - PhysicsServer2D::get_singleton()->body_set_state(rid, PhysicsServer2D::BODY_STATE_TRANSFORM, gl_transform); - } - } break; - - case NOTIFICATION_EXIT_TREE: { - bool disabled = !is_enabled(); - - if (!disabled || (disable_mode != DISABLE_MODE_REMOVE)) { - if (callback_lock > 0) { - ERR_PRINT("Removing a CollisionObject node during a physics callback is not allowed and will cause undesired behavior. Remove with call_deferred() instead."); - } else { - if (area) { - PhysicsServer2D::get_singleton()->area_set_space(rid, RID()); - } else { - PhysicsServer2D::get_singleton()->body_set_space(rid, RID()); - } - _space_changed(RID()); - } - } - - if (disabled && (disable_mode != DISABLE_MODE_REMOVE)) { - _apply_enabled(); - } - } break; - - case NOTIFICATION_EXIT_CANVAS: { - if (area) { - PhysicsServer2D::get_singleton()->area_attach_canvas_instance_id(rid, ObjectID()); - } else { - PhysicsServer2D::get_singleton()->body_attach_canvas_instance_id(rid, ObjectID()); - } - } break; - - case NOTIFICATION_WORLD_2D_CHANGED: { - RID space = get_world_2d()->get_space(); - if (area) { - PhysicsServer2D::get_singleton()->area_set_space(rid, space); - } else { - PhysicsServer2D::get_singleton()->body_set_space(rid, space); - } - _space_changed(space); - } break; - - case NOTIFICATION_DISABLED: { - _apply_disabled(); - } break; - - case NOTIFICATION_ENABLED: { - _apply_enabled(); - } break; - } -} - -void CollisionObject2D::set_collision_layer(uint32_t p_layer) { - collision_layer = p_layer; - if (area) { - PhysicsServer2D::get_singleton()->area_set_collision_layer(get_rid(), p_layer); - } else { - PhysicsServer2D::get_singleton()->body_set_collision_layer(get_rid(), p_layer); - } -} - -uint32_t CollisionObject2D::get_collision_layer() const { - return collision_layer; -} - -void CollisionObject2D::set_collision_mask(uint32_t p_mask) { - collision_mask = p_mask; - if (area) { - PhysicsServer2D::get_singleton()->area_set_collision_mask(get_rid(), p_mask); - } else { - PhysicsServer2D::get_singleton()->body_set_collision_mask(get_rid(), p_mask); - } -} - -uint32_t CollisionObject2D::get_collision_mask() const { - return collision_mask; -} - -void CollisionObject2D::set_collision_layer_value(int p_layer_number, bool p_value) { - ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive."); - ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive."); - uint32_t collision_layer_new = get_collision_layer(); - if (p_value) { - collision_layer_new |= 1 << (p_layer_number - 1); - } else { - collision_layer_new &= ~(1 << (p_layer_number - 1)); - } - set_collision_layer(collision_layer_new); -} - -bool CollisionObject2D::get_collision_layer_value(int p_layer_number) const { - ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive."); - ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive."); - return get_collision_layer() & (1 << (p_layer_number - 1)); -} - -void CollisionObject2D::set_collision_mask_value(int p_layer_number, bool p_value) { - ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive."); - ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive."); - uint32_t mask = get_collision_mask(); - if (p_value) { - mask |= 1 << (p_layer_number - 1); - } else { - mask &= ~(1 << (p_layer_number - 1)); - } - set_collision_mask(mask); -} - -bool CollisionObject2D::get_collision_mask_value(int p_layer_number) const { - ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive."); - ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive."); - return get_collision_mask() & (1 << (p_layer_number - 1)); -} - -void CollisionObject2D::set_collision_priority(real_t p_priority) { - collision_priority = p_priority; - if (!area) { - PhysicsServer2D::get_singleton()->body_set_collision_priority(get_rid(), p_priority); - } -} - -real_t CollisionObject2D::get_collision_priority() const { - return collision_priority; -} - -void CollisionObject2D::set_disable_mode(DisableMode p_mode) { - if (disable_mode == p_mode) { - return; - } - - bool disabled = is_inside_tree() && !is_enabled(); - - if (disabled) { - // Cancel previous disable mode. - _apply_enabled(); - } - - disable_mode = p_mode; - - if (disabled) { - // Apply new disable mode. - _apply_disabled(); - } -} - -CollisionObject2D::DisableMode CollisionObject2D::get_disable_mode() const { - return disable_mode; -} - -void CollisionObject2D::_apply_disabled() { - switch (disable_mode) { - case DISABLE_MODE_REMOVE: { - if (is_inside_tree()) { - if (callback_lock > 0) { - ERR_PRINT("Disabling a CollisionObject node during a physics callback is not allowed and will cause undesired behavior. Disable with call_deferred() instead."); - } else { - if (area) { - PhysicsServer2D::get_singleton()->area_set_space(rid, RID()); - } else { - PhysicsServer2D::get_singleton()->body_set_space(rid, RID()); - } - _space_changed(RID()); - } - } - } break; - - case DISABLE_MODE_MAKE_STATIC: { - if (!area && (body_mode != PhysicsServer2D::BODY_MODE_STATIC)) { - PhysicsServer2D::get_singleton()->body_set_mode(rid, PhysicsServer2D::BODY_MODE_STATIC); - } - } break; - - case DISABLE_MODE_KEEP_ACTIVE: { - // Nothing to do. - } break; - } -} - -void CollisionObject2D::_apply_enabled() { - switch (disable_mode) { - case DISABLE_MODE_REMOVE: { - if (is_inside_tree()) { - RID space = get_world_2d()->get_space(); - if (area) { - PhysicsServer2D::get_singleton()->area_set_space(rid, space); - } else { - PhysicsServer2D::get_singleton()->body_set_space(rid, space); - } - _space_changed(space); - } - } break; - - case DISABLE_MODE_MAKE_STATIC: { - if (!area && (body_mode != PhysicsServer2D::BODY_MODE_STATIC)) { - PhysicsServer2D::get_singleton()->body_set_mode(rid, body_mode); - } - } break; - - case DISABLE_MODE_KEEP_ACTIVE: { - // Nothing to do. - } break; - } -} - -uint32_t CollisionObject2D::create_shape_owner(Object *p_owner) { - ShapeData sd; - uint32_t id; - - if (shapes.size() == 0) { - id = 0; - } else { - id = shapes.back()->key() + 1; - } - - sd.owner_id = p_owner ? p_owner->get_instance_id() : ObjectID(); - - shapes[id] = sd; - - return id; -} - -void CollisionObject2D::remove_shape_owner(uint32_t owner) { - ERR_FAIL_COND(!shapes.has(owner)); - - shape_owner_clear_shapes(owner); - - shapes.erase(owner); -} - -void CollisionObject2D::shape_owner_set_disabled(uint32_t p_owner, bool p_disabled) { - ERR_FAIL_COND(!shapes.has(p_owner)); - - ShapeData &sd = shapes[p_owner]; - sd.disabled = p_disabled; - for (int i = 0; i < sd.shapes.size(); i++) { - if (area) { - PhysicsServer2D::get_singleton()->area_set_shape_disabled(rid, sd.shapes[i].index, p_disabled); - } else { - PhysicsServer2D::get_singleton()->body_set_shape_disabled(rid, sd.shapes[i].index, p_disabled); - } - } -} - -bool CollisionObject2D::is_shape_owner_disabled(uint32_t p_owner) const { - ERR_FAIL_COND_V(!shapes.has(p_owner), false); - - return shapes[p_owner].disabled; -} - -void CollisionObject2D::shape_owner_set_one_way_collision(uint32_t p_owner, bool p_enable) { - if (area) { - return; //not for areas - } - - ERR_FAIL_COND(!shapes.has(p_owner)); - - ShapeData &sd = shapes[p_owner]; - sd.one_way_collision = p_enable; - for (int i = 0; i < sd.shapes.size(); i++) { - PhysicsServer2D::get_singleton()->body_set_shape_as_one_way_collision(rid, sd.shapes[i].index, sd.one_way_collision, sd.one_way_collision_margin); - } -} - -bool CollisionObject2D::is_shape_owner_one_way_collision_enabled(uint32_t p_owner) const { - ERR_FAIL_COND_V(!shapes.has(p_owner), false); - - return shapes[p_owner].one_way_collision; -} - -void CollisionObject2D::shape_owner_set_one_way_collision_margin(uint32_t p_owner, real_t p_margin) { - if (area) { - return; //not for areas - } - - ERR_FAIL_COND(!shapes.has(p_owner)); - - ShapeData &sd = shapes[p_owner]; - sd.one_way_collision_margin = p_margin; - for (int i = 0; i < sd.shapes.size(); i++) { - PhysicsServer2D::get_singleton()->body_set_shape_as_one_way_collision(rid, sd.shapes[i].index, sd.one_way_collision, sd.one_way_collision_margin); - } -} - -real_t CollisionObject2D::get_shape_owner_one_way_collision_margin(uint32_t p_owner) const { - ERR_FAIL_COND_V(!shapes.has(p_owner), 0); - - return shapes[p_owner].one_way_collision_margin; -} - -void CollisionObject2D::get_shape_owners(List *r_owners) { - for (const KeyValue &E : shapes) { - r_owners->push_back(E.key); - } -} - -PackedInt32Array CollisionObject2D::_get_shape_owners() { - PackedInt32Array ret; - for (const KeyValue &E : shapes) { - ret.push_back(E.key); - } - - return ret; -} - -void CollisionObject2D::shape_owner_set_transform(uint32_t p_owner, const Transform2D &p_transform) { - ERR_FAIL_COND(!shapes.has(p_owner)); - - ShapeData &sd = shapes[p_owner]; - - sd.xform = p_transform; - for (int i = 0; i < sd.shapes.size(); i++) { - if (area) { - PhysicsServer2D::get_singleton()->area_set_shape_transform(rid, sd.shapes[i].index, sd.xform); - } else { - PhysicsServer2D::get_singleton()->body_set_shape_transform(rid, sd.shapes[i].index, sd.xform); - } - } -} - -Transform2D CollisionObject2D::shape_owner_get_transform(uint32_t p_owner) const { - ERR_FAIL_COND_V(!shapes.has(p_owner), Transform2D()); - - return shapes[p_owner].xform; -} - -Object *CollisionObject2D::shape_owner_get_owner(uint32_t p_owner) const { - ERR_FAIL_COND_V(!shapes.has(p_owner), nullptr); - - return ObjectDB::get_instance(shapes[p_owner].owner_id); -} - -void CollisionObject2D::shape_owner_add_shape(uint32_t p_owner, const Ref &p_shape) { - ERR_FAIL_COND(!shapes.has(p_owner)); - ERR_FAIL_COND(p_shape.is_null()); - - ShapeData &sd = shapes[p_owner]; - ShapeData::Shape s; - s.index = total_subshapes; - s.shape = p_shape; - if (area) { - PhysicsServer2D::get_singleton()->area_add_shape(rid, p_shape->get_rid(), sd.xform, sd.disabled); - } else { - PhysicsServer2D::get_singleton()->body_add_shape(rid, p_shape->get_rid(), sd.xform, sd.disabled); - } - sd.shapes.push_back(s); - - total_subshapes++; -} - -int CollisionObject2D::shape_owner_get_shape_count(uint32_t p_owner) const { - ERR_FAIL_COND_V(!shapes.has(p_owner), 0); - - return shapes[p_owner].shapes.size(); -} - -Ref CollisionObject2D::shape_owner_get_shape(uint32_t p_owner, int p_shape) const { - ERR_FAIL_COND_V(!shapes.has(p_owner), Ref()); - ERR_FAIL_INDEX_V(p_shape, shapes[p_owner].shapes.size(), Ref()); - - return shapes[p_owner].shapes[p_shape].shape; -} - -int CollisionObject2D::shape_owner_get_shape_index(uint32_t p_owner, int p_shape) const { - ERR_FAIL_COND_V(!shapes.has(p_owner), -1); - ERR_FAIL_INDEX_V(p_shape, shapes[p_owner].shapes.size(), -1); - - return shapes[p_owner].shapes[p_shape].index; -} - -void CollisionObject2D::shape_owner_remove_shape(uint32_t p_owner, int p_shape) { - ERR_FAIL_COND(!shapes.has(p_owner)); - ERR_FAIL_INDEX(p_shape, shapes[p_owner].shapes.size()); - - int index_to_remove = shapes[p_owner].shapes[p_shape].index; - if (area) { - PhysicsServer2D::get_singleton()->area_remove_shape(rid, index_to_remove); - } else { - PhysicsServer2D::get_singleton()->body_remove_shape(rid, index_to_remove); - } - - shapes[p_owner].shapes.remove_at(p_shape); - - for (KeyValue &E : shapes) { - for (int i = 0; i < E.value.shapes.size(); i++) { - if (E.value.shapes[i].index > index_to_remove) { - E.value.shapes.write[i].index -= 1; - } - } - } - - total_subshapes--; -} - -void CollisionObject2D::shape_owner_clear_shapes(uint32_t p_owner) { - ERR_FAIL_COND(!shapes.has(p_owner)); - - while (shape_owner_get_shape_count(p_owner) > 0) { - shape_owner_remove_shape(p_owner, 0); - } -} - -uint32_t CollisionObject2D::shape_find_owner(int p_shape_index) const { - ERR_FAIL_INDEX_V(p_shape_index, total_subshapes, UINT32_MAX); - - for (const KeyValue &E : shapes) { - for (int i = 0; i < E.value.shapes.size(); i++) { - if (E.value.shapes[i].index == p_shape_index) { - return E.key; - } - } - } - - //in theory it should be unreachable - ERR_FAIL_V_MSG(UINT32_MAX, "Can't find owner for shape index " + itos(p_shape_index) + "."); -} - -void CollisionObject2D::set_pickable(bool p_enabled) { - if (pickable == p_enabled) { - return; - } - - pickable = p_enabled; - _update_pickable(); -} - -bool CollisionObject2D::is_pickable() const { - return pickable; -} - -void CollisionObject2D::_input_event_call(Viewport *p_viewport, const Ref &p_input_event, int p_shape) { - GDVIRTUAL_CALL(_input_event, p_viewport, p_input_event, p_shape); - emit_signal(SceneStringNames::get_singleton()->input_event, p_viewport, p_input_event, p_shape); -} - -void CollisionObject2D::_mouse_enter() { - GDVIRTUAL_CALL(_mouse_enter); - emit_signal(SceneStringNames::get_singleton()->mouse_entered); -} - -void CollisionObject2D::_mouse_exit() { - GDVIRTUAL_CALL(_mouse_exit); - emit_signal(SceneStringNames::get_singleton()->mouse_exited); -} - -void CollisionObject2D::_mouse_shape_enter(int p_shape) { - GDVIRTUAL_CALL(_mouse_shape_enter, p_shape); - emit_signal(SceneStringNames::get_singleton()->mouse_shape_entered, p_shape); -} - -void CollisionObject2D::_mouse_shape_exit(int p_shape) { - GDVIRTUAL_CALL(_mouse_shape_exit, p_shape); - emit_signal(SceneStringNames::get_singleton()->mouse_shape_exited, p_shape); -} - -void CollisionObject2D::set_only_update_transform_changes(bool p_enable) { - only_update_transform_changes = p_enable; -} - -bool CollisionObject2D::is_only_update_transform_changes_enabled() const { - return only_update_transform_changes; -} - -void CollisionObject2D::set_body_mode(PhysicsServer2D::BodyMode p_mode) { - ERR_FAIL_COND(area); - - if (body_mode == p_mode) { - return; - } - - body_mode = p_mode; - - if (is_inside_tree() && !is_enabled() && (disable_mode == DISABLE_MODE_MAKE_STATIC)) { - return; - } - - PhysicsServer2D::get_singleton()->body_set_mode(rid, p_mode); -} - -void CollisionObject2D::_space_changed(const RID &p_new_space) { -} - -void CollisionObject2D::_update_pickable() { - if (!is_inside_tree()) { - return; - } - - bool is_pickable = pickable && is_visible_in_tree(); - if (area) { - PhysicsServer2D::get_singleton()->area_set_pickable(rid, is_pickable); - } else { - PhysicsServer2D::get_singleton()->body_set_pickable(rid, is_pickable); - } -} - -PackedStringArray CollisionObject2D::get_configuration_warnings() const { - PackedStringArray warnings = Node::get_configuration_warnings(); - - if (shapes.is_empty()) { - warnings.push_back(RTR("This node has no shape, so it can't collide or interact with other objects.\nConsider adding a CollisionShape2D or CollisionPolygon2D as a child to define its shape.")); - } - - return warnings; -} - -void CollisionObject2D::_bind_methods() { - ClassDB::bind_method(D_METHOD("get_rid"), &CollisionObject2D::get_rid); - ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &CollisionObject2D::set_collision_layer); - ClassDB::bind_method(D_METHOD("get_collision_layer"), &CollisionObject2D::get_collision_layer); - ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &CollisionObject2D::set_collision_mask); - ClassDB::bind_method(D_METHOD("get_collision_mask"), &CollisionObject2D::get_collision_mask); - ClassDB::bind_method(D_METHOD("set_collision_layer_value", "layer_number", "value"), &CollisionObject2D::set_collision_layer_value); - ClassDB::bind_method(D_METHOD("get_collision_layer_value", "layer_number"), &CollisionObject2D::get_collision_layer_value); - ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &CollisionObject2D::set_collision_mask_value); - ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &CollisionObject2D::get_collision_mask_value); - ClassDB::bind_method(D_METHOD("set_collision_priority", "priority"), &CollisionObject2D::set_collision_priority); - ClassDB::bind_method(D_METHOD("get_collision_priority"), &CollisionObject2D::get_collision_priority); - ClassDB::bind_method(D_METHOD("set_disable_mode", "mode"), &CollisionObject2D::set_disable_mode); - ClassDB::bind_method(D_METHOD("get_disable_mode"), &CollisionObject2D::get_disable_mode); - ClassDB::bind_method(D_METHOD("set_pickable", "enabled"), &CollisionObject2D::set_pickable); - ClassDB::bind_method(D_METHOD("is_pickable"), &CollisionObject2D::is_pickable); - ClassDB::bind_method(D_METHOD("create_shape_owner", "owner"), &CollisionObject2D::create_shape_owner); - ClassDB::bind_method(D_METHOD("remove_shape_owner", "owner_id"), &CollisionObject2D::remove_shape_owner); - ClassDB::bind_method(D_METHOD("get_shape_owners"), &CollisionObject2D::_get_shape_owners); - ClassDB::bind_method(D_METHOD("shape_owner_set_transform", "owner_id", "transform"), &CollisionObject2D::shape_owner_set_transform); - ClassDB::bind_method(D_METHOD("shape_owner_get_transform", "owner_id"), &CollisionObject2D::shape_owner_get_transform); - ClassDB::bind_method(D_METHOD("shape_owner_get_owner", "owner_id"), &CollisionObject2D::shape_owner_get_owner); - ClassDB::bind_method(D_METHOD("shape_owner_set_disabled", "owner_id", "disabled"), &CollisionObject2D::shape_owner_set_disabled); - ClassDB::bind_method(D_METHOD("is_shape_owner_disabled", "owner_id"), &CollisionObject2D::is_shape_owner_disabled); - ClassDB::bind_method(D_METHOD("shape_owner_set_one_way_collision", "owner_id", "enable"), &CollisionObject2D::shape_owner_set_one_way_collision); - ClassDB::bind_method(D_METHOD("is_shape_owner_one_way_collision_enabled", "owner_id"), &CollisionObject2D::is_shape_owner_one_way_collision_enabled); - ClassDB::bind_method(D_METHOD("shape_owner_set_one_way_collision_margin", "owner_id", "margin"), &CollisionObject2D::shape_owner_set_one_way_collision_margin); - ClassDB::bind_method(D_METHOD("get_shape_owner_one_way_collision_margin", "owner_id"), &CollisionObject2D::get_shape_owner_one_way_collision_margin); - ClassDB::bind_method(D_METHOD("shape_owner_add_shape", "owner_id", "shape"), &CollisionObject2D::shape_owner_add_shape); - ClassDB::bind_method(D_METHOD("shape_owner_get_shape_count", "owner_id"), &CollisionObject2D::shape_owner_get_shape_count); - ClassDB::bind_method(D_METHOD("shape_owner_get_shape", "owner_id", "shape_id"), &CollisionObject2D::shape_owner_get_shape); - ClassDB::bind_method(D_METHOD("shape_owner_get_shape_index", "owner_id", "shape_id"), &CollisionObject2D::shape_owner_get_shape_index); - ClassDB::bind_method(D_METHOD("shape_owner_remove_shape", "owner_id", "shape_id"), &CollisionObject2D::shape_owner_remove_shape); - ClassDB::bind_method(D_METHOD("shape_owner_clear_shapes", "owner_id"), &CollisionObject2D::shape_owner_clear_shapes); - ClassDB::bind_method(D_METHOD("shape_find_owner", "shape_index"), &CollisionObject2D::shape_find_owner); - - GDVIRTUAL_BIND(_input_event, "viewport", "event", "shape_idx"); - GDVIRTUAL_BIND(_mouse_enter); - GDVIRTUAL_BIND(_mouse_exit); - GDVIRTUAL_BIND(_mouse_shape_enter, "shape_idx"); - GDVIRTUAL_BIND(_mouse_shape_exit, "shape_idx"); - - ADD_SIGNAL(MethodInfo("input_event", PropertyInfo(Variant::OBJECT, "viewport", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::OBJECT, "event", PROPERTY_HINT_RESOURCE_TYPE, "InputEvent"), PropertyInfo(Variant::INT, "shape_idx"))); - ADD_SIGNAL(MethodInfo("mouse_entered")); - ADD_SIGNAL(MethodInfo("mouse_exited")); - ADD_SIGNAL(MethodInfo("mouse_shape_entered", PropertyInfo(Variant::INT, "shape_idx"))); - ADD_SIGNAL(MethodInfo("mouse_shape_exited", PropertyInfo(Variant::INT, "shape_idx"))); - - ADD_PROPERTY(PropertyInfo(Variant::INT, "disable_mode", PROPERTY_HINT_ENUM, "Remove,Make Static,Keep Active"), "set_disable_mode", "get_disable_mode"); - - ADD_GROUP("Collision", "collision_"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_layer", "get_collision_layer"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_priority"), "set_collision_priority", "get_collision_priority"); - - ADD_GROUP("Input", "input_"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "input_pickable"), "set_pickable", "is_pickable"); - - BIND_ENUM_CONSTANT(DISABLE_MODE_REMOVE); - BIND_ENUM_CONSTANT(DISABLE_MODE_MAKE_STATIC); - BIND_ENUM_CONSTANT(DISABLE_MODE_KEEP_ACTIVE); -} - -CollisionObject2D::CollisionObject2D(RID p_rid, bool p_area) { - rid = p_rid; - area = p_area; - pickable = true; - set_notify_transform(true); - set_hide_clip_children(true); - total_subshapes = 0; - only_update_transform_changes = false; - - if (p_area) { - PhysicsServer2D::get_singleton()->area_attach_object_instance_id(rid, get_instance_id()); - } else { - PhysicsServer2D::get_singleton()->body_attach_object_instance_id(rid, get_instance_id()); - PhysicsServer2D::get_singleton()->body_set_mode(rid, body_mode); - } -} - -CollisionObject2D::CollisionObject2D() { - //owner= - - set_notify_transform(true); -} - -CollisionObject2D::~CollisionObject2D() { - ERR_FAIL_NULL(PhysicsServer2D::get_singleton()); - PhysicsServer2D::get_singleton()->free(rid); -} diff --git a/scene/2d/collision_object_2d.h b/scene/2d/collision_object_2d.h deleted file mode 100644 index 2c8534665c..0000000000 --- a/scene/2d/collision_object_2d.h +++ /dev/null @@ -1,179 +0,0 @@ -/**************************************************************************/ -/* collision_object_2d.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 COLLISION_OBJECT_2D_H -#define COLLISION_OBJECT_2D_H - -#include "scene/2d/node_2d.h" -#include "scene/main/viewport.h" -#include "scene/resources/2d/shape_2d.h" -#include "servers/physics_server_2d.h" - -class CollisionObject2D : public Node2D { - GDCLASS(CollisionObject2D, Node2D); - -public: - enum DisableMode { - DISABLE_MODE_REMOVE, - DISABLE_MODE_MAKE_STATIC, - DISABLE_MODE_KEEP_ACTIVE, - }; - -private: - uint32_t collision_layer = 1; - uint32_t collision_mask = 1; - real_t collision_priority = 1.0; - - bool area = false; - RID rid; - uint32_t callback_lock = 0; - bool pickable = false; - - DisableMode disable_mode = DISABLE_MODE_REMOVE; - - PhysicsServer2D::BodyMode body_mode = PhysicsServer2D::BODY_MODE_STATIC; - - struct ShapeData { - ObjectID owner_id; - Transform2D xform; - struct Shape { - Ref shape; - int index = 0; - }; - - Vector shapes; - - bool disabled = false; - bool one_way_collision = false; - real_t one_way_collision_margin = 0.0; - }; - - int total_subshapes = 0; - - RBMap shapes; - bool only_update_transform_changes = false; // This is used for sync to physics. - - void _apply_disabled(); - void _apply_enabled(); - -protected: - _FORCE_INLINE_ void lock_callback() { callback_lock++; } - _FORCE_INLINE_ void unlock_callback() { - ERR_FAIL_COND(callback_lock == 0); - callback_lock--; - } - - CollisionObject2D(RID p_rid, bool p_area); - - void _notification(int p_what); - static void _bind_methods(); - - void _update_pickable(); - friend class Viewport; - void _input_event_call(Viewport *p_viewport, const Ref &p_input_event, int p_shape); - void _mouse_enter(); - void _mouse_exit(); - - void _mouse_shape_enter(int p_shape); - void _mouse_shape_exit(int p_shape); - - void set_only_update_transform_changes(bool p_enable); - bool is_only_update_transform_changes_enabled() const; - - void set_body_mode(PhysicsServer2D::BodyMode p_mode); - - virtual void _space_changed(const RID &p_new_space); - - GDVIRTUAL3(_input_event, Viewport *, Ref, int) - GDVIRTUAL0(_mouse_enter) - GDVIRTUAL0(_mouse_exit) - GDVIRTUAL1(_mouse_shape_enter, int) - GDVIRTUAL1(_mouse_shape_exit, int) -public: - void set_collision_layer(uint32_t p_layer); - uint32_t get_collision_layer() const; - - void set_collision_mask(uint32_t p_mask); - uint32_t get_collision_mask() const; - - void set_collision_layer_value(int p_layer_number, bool p_value); - bool get_collision_layer_value(int p_layer_number) const; - - void set_collision_mask_value(int p_layer_number, bool p_value); - bool get_collision_mask_value(int p_layer_number) const; - - void set_collision_priority(real_t p_priority); - real_t get_collision_priority() const; - - void set_disable_mode(DisableMode p_mode); - DisableMode get_disable_mode() const; - - uint32_t create_shape_owner(Object *p_owner); - void remove_shape_owner(uint32_t owner); - void get_shape_owners(List *r_owners); - PackedInt32Array _get_shape_owners(); - - void shape_owner_set_transform(uint32_t p_owner, const Transform2D &p_transform); - Transform2D shape_owner_get_transform(uint32_t p_owner) const; - Object *shape_owner_get_owner(uint32_t p_owner) const; - - void shape_owner_set_disabled(uint32_t p_owner, bool p_disabled); - bool is_shape_owner_disabled(uint32_t p_owner) const; - - void shape_owner_set_one_way_collision(uint32_t p_owner, bool p_enable); - bool is_shape_owner_one_way_collision_enabled(uint32_t p_owner) const; - - void shape_owner_set_one_way_collision_margin(uint32_t p_owner, real_t p_margin); - real_t get_shape_owner_one_way_collision_margin(uint32_t p_owner) const; - - void shape_owner_add_shape(uint32_t p_owner, const Ref &p_shape); - int shape_owner_get_shape_count(uint32_t p_owner) const; - Ref shape_owner_get_shape(uint32_t p_owner, int p_shape) const; - int shape_owner_get_shape_index(uint32_t p_owner, int p_shape) const; - - void shape_owner_remove_shape(uint32_t p_owner, int p_shape); - void shape_owner_clear_shapes(uint32_t p_owner); - - uint32_t shape_find_owner(int p_shape_index) const; - - void set_pickable(bool p_enabled); - bool is_pickable() const; - - PackedStringArray get_configuration_warnings() const override; - - _FORCE_INLINE_ RID get_rid() const { return rid; } - - CollisionObject2D(); - ~CollisionObject2D(); -}; - -VARIANT_ENUM_CAST(CollisionObject2D::DisableMode); - -#endif // COLLISION_OBJECT_2D_H diff --git a/scene/2d/collision_polygon_2d.cpp b/scene/2d/collision_polygon_2d.cpp deleted file mode 100644 index 3bc5bce8f0..0000000000 --- a/scene/2d/collision_polygon_2d.cpp +++ /dev/null @@ -1,324 +0,0 @@ -/**************************************************************************/ -/* collision_polygon_2d.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 "collision_polygon_2d.h" - -#include "collision_object_2d.h" -#include "core/math/geometry_2d.h" -#include "scene/2d/area_2d.h" -#include "scene/resources/2d/concave_polygon_shape_2d.h" -#include "scene/resources/2d/convex_polygon_shape_2d.h" - -#include "thirdparty/misc/polypartition.h" - -void CollisionPolygon2D::_build_polygon() { - collision_object->shape_owner_clear_shapes(owner_id); - - bool solids = build_mode == BUILD_SOLIDS; - - if (solids) { - if (polygon.size() < 3) { - return; - } - - //here comes the sun, lalalala - //decompose concave into multiple convex polygons and add them - Vector> decomp = _decompose_in_convex(); - for (int i = 0; i < decomp.size(); i++) { - Ref convex = memnew(ConvexPolygonShape2D); - convex->set_points(decomp[i]); - collision_object->shape_owner_add_shape(owner_id, convex); - } - - } else { - if (polygon.size() < 2) { - return; - } - - Ref concave = memnew(ConcavePolygonShape2D); - - Vector segments; - segments.resize(polygon.size() * 2); - Vector2 *w = segments.ptrw(); - - for (int i = 0; i < polygon.size(); i++) { - w[(i << 1) + 0] = polygon[i]; - w[(i << 1) + 1] = polygon[(i + 1) % polygon.size()]; - } - - concave->set_segments(segments); - - collision_object->shape_owner_add_shape(owner_id, concave); - } -} - -Vector> CollisionPolygon2D::_decompose_in_convex() { - Vector> decomp = Geometry2D::decompose_polygon_in_convex(polygon); - return decomp; -} - -void CollisionPolygon2D::_update_in_shape_owner(bool p_xform_only) { - collision_object->shape_owner_set_transform(owner_id, get_transform()); - if (p_xform_only) { - return; - } - collision_object->shape_owner_set_disabled(owner_id, disabled); - collision_object->shape_owner_set_one_way_collision(owner_id, one_way_collision); - collision_object->shape_owner_set_one_way_collision_margin(owner_id, one_way_collision_margin); -} - -void CollisionPolygon2D::_notification(int p_what) { - switch (p_what) { - case NOTIFICATION_PARENTED: { - collision_object = Object::cast_to(get_parent()); - if (collision_object) { - owner_id = collision_object->create_shape_owner(this); - _build_polygon(); - _update_in_shape_owner(); - } - } break; - - case NOTIFICATION_ENTER_TREE: { - if (collision_object) { - _update_in_shape_owner(); - } - } break; - - case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { - if (collision_object) { - _update_in_shape_owner(true); - } - } break; - - case NOTIFICATION_UNPARENTED: { - if (collision_object) { - collision_object->remove_shape_owner(owner_id); - } - owner_id = 0; - collision_object = nullptr; - } break; - - case NOTIFICATION_DRAW: { - ERR_FAIL_COND(!is_inside_tree()); - if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) { - break; - } - - if (polygon.size() > 2) { -#define DEBUG_DECOMPOSE -#if defined(TOOLS_ENABLED) && defined(DEBUG_DECOMPOSE) - Vector> decomp = _decompose_in_convex(); - - Color c(0.4, 0.9, 0.1); - for (int i = 0; i < decomp.size(); i++) { - c.set_hsv(Math::fmod(c.get_h() + 0.738, 1), c.get_s(), c.get_v(), 0.5); - draw_colored_polygon(decomp[i], c); - } -#else - draw_colored_polygon(polygon, get_tree()->get_debug_collisions_color()); -#endif - - const Color stroke_color = Color(0.9, 0.2, 0.0); - draw_polyline(polygon, stroke_color); - // Draw the last segment. - draw_line(polygon[polygon.size() - 1], polygon[0], stroke_color); - } - - if (one_way_collision) { - Color dcol = get_tree()->get_debug_collisions_color(); //0.9,0.2,0.2,0.4); - dcol.a = 1.0; - Vector2 line_to(0, 20); - draw_line(Vector2(), line_to, dcol, 3); - real_t tsize = 8; - - Vector pts = { - line_to + Vector2(0, tsize), - line_to + Vector2(Math_SQRT12 * tsize, 0), - line_to + Vector2(-Math_SQRT12 * tsize, 0) - }; - - Vector cols{ dcol, dcol, dcol }; - - draw_primitive(pts, cols, Vector()); //small arrow - } - } break; - } -} - -void CollisionPolygon2D::set_polygon(const Vector &p_polygon) { - polygon = p_polygon; - - { - for (int i = 0; i < polygon.size(); i++) { - if (i == 0) { - aabb = Rect2(polygon[i], Size2()); - } else { - aabb.expand_to(polygon[i]); - } - } - if (aabb == Rect2()) { - aabb = Rect2(-10, -10, 20, 20); - } else { - aabb.position -= aabb.size * 0.3; - aabb.size += aabb.size * 0.6; - } - } - - if (collision_object) { - _build_polygon(); - _update_in_shape_owner(); - } - queue_redraw(); - update_configuration_warnings(); -} - -Vector CollisionPolygon2D::get_polygon() const { - return polygon; -} - -void CollisionPolygon2D::set_build_mode(BuildMode p_mode) { - ERR_FAIL_INDEX((int)p_mode, 2); - build_mode = p_mode; - if (collision_object) { - _build_polygon(); - _update_in_shape_owner(); - } - queue_redraw(); - update_configuration_warnings(); -} - -CollisionPolygon2D::BuildMode CollisionPolygon2D::get_build_mode() const { - return build_mode; -} - -#ifdef TOOLS_ENABLED -Rect2 CollisionPolygon2D::_edit_get_rect() const { - return aabb; -} - -bool CollisionPolygon2D::_edit_use_rect() const { - return true; -} - -bool CollisionPolygon2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const { - return Geometry2D::is_point_in_polygon(p_point, Variant(polygon)); -} -#endif - -PackedStringArray CollisionPolygon2D::get_configuration_warnings() const { - PackedStringArray warnings = Node::get_configuration_warnings(); - - if (!Object::cast_to(get_parent())) { - warnings.push_back(RTR("CollisionPolygon2D only serves to provide a collision shape to a CollisionObject2D derived node. Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape.")); - } - - int polygon_count = polygon.size(); - if (polygon_count == 0) { - warnings.push_back(RTR("An empty CollisionPolygon2D has no effect on collision.")); - } else { - bool solids = build_mode == BUILD_SOLIDS; - if (solids) { - if (polygon_count < 3) { - warnings.push_back(RTR("Invalid polygon. At least 3 points are needed in 'Solids' build mode.")); - } - } else if (polygon_count < 2) { - warnings.push_back(RTR("Invalid polygon. At least 2 points are needed in 'Segments' build mode.")); - } - } - if (one_way_collision && Object::cast_to(get_parent())) { - warnings.push_back(RTR("The One Way Collision property will be ignored when the collision object is an Area2D.")); - } - - return warnings; -} - -void CollisionPolygon2D::set_disabled(bool p_disabled) { - disabled = p_disabled; - queue_redraw(); - if (collision_object) { - collision_object->shape_owner_set_disabled(owner_id, p_disabled); - } -} - -bool CollisionPolygon2D::is_disabled() const { - return disabled; -} - -void CollisionPolygon2D::set_one_way_collision(bool p_enable) { - one_way_collision = p_enable; - queue_redraw(); - if (collision_object) { - collision_object->shape_owner_set_one_way_collision(owner_id, p_enable); - } - update_configuration_warnings(); -} - -bool CollisionPolygon2D::is_one_way_collision_enabled() const { - return one_way_collision; -} - -void CollisionPolygon2D::set_one_way_collision_margin(real_t p_margin) { - one_way_collision_margin = p_margin; - if (collision_object) { - collision_object->shape_owner_set_one_way_collision_margin(owner_id, one_way_collision_margin); - } -} - -real_t CollisionPolygon2D::get_one_way_collision_margin() const { - return one_way_collision_margin; -} - -void CollisionPolygon2D::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &CollisionPolygon2D::set_polygon); - ClassDB::bind_method(D_METHOD("get_polygon"), &CollisionPolygon2D::get_polygon); - - ClassDB::bind_method(D_METHOD("set_build_mode", "build_mode"), &CollisionPolygon2D::set_build_mode); - ClassDB::bind_method(D_METHOD("get_build_mode"), &CollisionPolygon2D::get_build_mode); - ClassDB::bind_method(D_METHOD("set_disabled", "disabled"), &CollisionPolygon2D::set_disabled); - ClassDB::bind_method(D_METHOD("is_disabled"), &CollisionPolygon2D::is_disabled); - ClassDB::bind_method(D_METHOD("set_one_way_collision", "enabled"), &CollisionPolygon2D::set_one_way_collision); - ClassDB::bind_method(D_METHOD("is_one_way_collision_enabled"), &CollisionPolygon2D::is_one_way_collision_enabled); - ClassDB::bind_method(D_METHOD("set_one_way_collision_margin", "margin"), &CollisionPolygon2D::set_one_way_collision_margin); - ClassDB::bind_method(D_METHOD("get_one_way_collision_margin"), &CollisionPolygon2D::get_one_way_collision_margin); - - ADD_PROPERTY(PropertyInfo(Variant::INT, "build_mode", PROPERTY_HINT_ENUM, "Solids,Segments"), "set_build_mode", "get_build_mode"); - ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "one_way_collision"), "set_one_way_collision", "is_one_way_collision_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "one_way_collision_margin", PROPERTY_HINT_RANGE, "0,128,0.1,suffix:px"), "set_one_way_collision_margin", "get_one_way_collision_margin"); - - BIND_ENUM_CONSTANT(BUILD_SOLIDS); - BIND_ENUM_CONSTANT(BUILD_SEGMENTS); -} - -CollisionPolygon2D::CollisionPolygon2D() { - set_notify_local_transform(true); - set_hide_clip_children(true); -} diff --git a/scene/2d/collision_polygon_2d.h b/scene/2d/collision_polygon_2d.h deleted file mode 100644 index f1ee30babe..0000000000 --- a/scene/2d/collision_polygon_2d.h +++ /dev/null @@ -1,96 +0,0 @@ -/**************************************************************************/ -/* collision_polygon_2d.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 COLLISION_POLYGON_2D_H -#define COLLISION_POLYGON_2D_H - -#include "scene/2d/node_2d.h" - -class CollisionObject2D; - -class CollisionPolygon2D : public Node2D { - GDCLASS(CollisionPolygon2D, Node2D); - -public: - enum BuildMode { - BUILD_SOLIDS, - BUILD_SEGMENTS, - }; - -protected: - Rect2 aabb = Rect2(-10, -10, 20, 20); - BuildMode build_mode = BUILD_SOLIDS; - Vector polygon; - uint32_t owner_id = 0; - CollisionObject2D *collision_object = nullptr; - bool disabled = false; - bool one_way_collision = false; - real_t one_way_collision_margin = 1.0; - - Vector> _decompose_in_convex(); - - void _build_polygon(); - - void _update_in_shape_owner(bool p_xform_only = false); - -protected: - void _notification(int p_what); - static void _bind_methods(); - -public: -#ifdef TOOLS_ENABLED - virtual Rect2 _edit_get_rect() const override; - virtual bool _edit_use_rect() const override; - virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const override; -#endif - - void set_build_mode(BuildMode p_mode); - BuildMode get_build_mode() const; - - void set_polygon(const Vector &p_polygon); - Vector get_polygon() const; - - PackedStringArray get_configuration_warnings() const override; - - void set_disabled(bool p_disabled); - bool is_disabled() const; - - void set_one_way_collision(bool p_enable); - bool is_one_way_collision_enabled() const; - - void set_one_way_collision_margin(real_t p_margin); - real_t get_one_way_collision_margin() const; - - CollisionPolygon2D(); -}; - -VARIANT_ENUM_CAST(CollisionPolygon2D::BuildMode); - -#endif // COLLISION_POLYGON_2D_H diff --git a/scene/2d/collision_shape_2d.cpp b/scene/2d/collision_shape_2d.cpp deleted file mode 100644 index 5539e49135..0000000000 --- a/scene/2d/collision_shape_2d.cpp +++ /dev/null @@ -1,294 +0,0 @@ -/**************************************************************************/ -/* collision_shape_2d.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 "collision_shape_2d.h" - -#include "collision_object_2d.h" -#include "scene/2d/area_2d.h" -#include "scene/resources/2d/concave_polygon_shape_2d.h" -#include "scene/resources/2d/convex_polygon_shape_2d.h" - -void CollisionShape2D::_shape_changed() { - queue_redraw(); -} - -void CollisionShape2D::_update_in_shape_owner(bool p_xform_only) { - collision_object->shape_owner_set_transform(owner_id, get_transform()); - if (p_xform_only) { - return; - } - collision_object->shape_owner_set_disabled(owner_id, disabled); - collision_object->shape_owner_set_one_way_collision(owner_id, one_way_collision); - collision_object->shape_owner_set_one_way_collision_margin(owner_id, one_way_collision_margin); -} - -Color CollisionShape2D::_get_default_debug_color() const { - SceneTree *st = SceneTree::get_singleton(); - return st ? st->get_debug_collisions_color() : Color(); -} - -void CollisionShape2D::_notification(int p_what) { - switch (p_what) { - case NOTIFICATION_PARENTED: { - collision_object = Object::cast_to(get_parent()); - if (collision_object) { - owner_id = collision_object->create_shape_owner(this); - if (shape.is_valid()) { - collision_object->shape_owner_add_shape(owner_id, shape); - } - _update_in_shape_owner(); - } - } break; - - case NOTIFICATION_ENTER_TREE: { - if (collision_object) { - _update_in_shape_owner(); - } - } break; - - case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { - if (collision_object) { - _update_in_shape_owner(true); - } - } break; - - case NOTIFICATION_UNPARENTED: { - if (collision_object) { - collision_object->remove_shape_owner(owner_id); - } - owner_id = 0; - collision_object = nullptr; - } break; - - case NOTIFICATION_DRAW: { - ERR_FAIL_COND(!is_inside_tree()); - - if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) { - break; - } - - if (!shape.is_valid()) { - break; - } - - rect = Rect2(); - - Color draw_col = debug_color; - if (disabled) { - float g = draw_col.get_v(); - draw_col.r = g; - draw_col.g = g; - draw_col.b = g; - draw_col.a *= 0.5; - } - shape->draw(get_canvas_item(), draw_col); - - rect = shape->get_rect(); - rect = rect.grow(3); - - if (one_way_collision) { - // Draw an arrow indicating the one-way collision direction - draw_col = debug_color.inverted(); - if (disabled) { - draw_col = draw_col.darkened(0.25); - } - Vector2 line_to(0, 20); - draw_line(Vector2(), line_to, draw_col, 2); - real_t tsize = 8; - - Vector pts{ - line_to + Vector2(0, tsize), - line_to + Vector2(Math_SQRT12 * tsize, 0), - line_to + Vector2(-Math_SQRT12 * tsize, 0) - }; - - Vector cols{ draw_col, draw_col, draw_col }; - - draw_primitive(pts, cols, Vector()); - } - } break; - } -} - -void CollisionShape2D::set_shape(const Ref &p_shape) { - if (p_shape == shape) { - return; - } - if (shape.is_valid()) { - shape->disconnect_changed(callable_mp(this, &CollisionShape2D::_shape_changed)); - } - shape = p_shape; - queue_redraw(); - if (collision_object) { - collision_object->shape_owner_clear_shapes(owner_id); - if (shape.is_valid()) { - collision_object->shape_owner_add_shape(owner_id, shape); - } - _update_in_shape_owner(); - } - - if (shape.is_valid()) { - shape->connect_changed(callable_mp(this, &CollisionShape2D::_shape_changed)); - } - - update_configuration_warnings(); -} - -Ref CollisionShape2D::get_shape() const { - return shape; -} - -bool CollisionShape2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const { - if (!shape.is_valid()) { - return false; - } - - return shape->_edit_is_selected_on_click(p_point, p_tolerance); -} - -PackedStringArray CollisionShape2D::get_configuration_warnings() const { - PackedStringArray warnings = Node::get_configuration_warnings(); - - CollisionObject2D *col_object = Object::cast_to(get_parent()); - if (col_object == nullptr) { - warnings.push_back(RTR("CollisionShape2D only serves to provide a collision shape to a CollisionObject2D derived node.\nPlease only use it as a child of Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape.")); - } - if (!shape.is_valid()) { - warnings.push_back(RTR("A shape must be provided for CollisionShape2D to function. Please create a shape resource for it!")); - } - if (one_way_collision && Object::cast_to(col_object)) { - warnings.push_back(RTR("The One Way Collision property will be ignored when the collision object is an Area2D.")); - } - - Ref convex = shape; - Ref concave = shape; - if (convex.is_valid() || concave.is_valid()) { - warnings.push_back(RTR("Polygon-based shapes are not meant be used nor edited directly through the CollisionShape2D node. Please use the CollisionPolygon2D node instead.")); - } - - return warnings; -} - -void CollisionShape2D::set_disabled(bool p_disabled) { - disabled = p_disabled; - queue_redraw(); - if (collision_object) { - collision_object->shape_owner_set_disabled(owner_id, p_disabled); - } -} - -bool CollisionShape2D::is_disabled() const { - return disabled; -} - -void CollisionShape2D::set_one_way_collision(bool p_enable) { - one_way_collision = p_enable; - queue_redraw(); - if (collision_object) { - collision_object->shape_owner_set_one_way_collision(owner_id, p_enable); - } - update_configuration_warnings(); -} - -bool CollisionShape2D::is_one_way_collision_enabled() const { - return one_way_collision; -} - -void CollisionShape2D::set_one_way_collision_margin(real_t p_margin) { - one_way_collision_margin = p_margin; - if (collision_object) { - collision_object->shape_owner_set_one_way_collision_margin(owner_id, one_way_collision_margin); - } -} - -real_t CollisionShape2D::get_one_way_collision_margin() const { - return one_way_collision_margin; -} - -void CollisionShape2D::set_debug_color(const Color &p_color) { - debug_color = p_color; - queue_redraw(); -} - -Color CollisionShape2D::get_debug_color() const { - return debug_color; -} - -bool CollisionShape2D::_property_can_revert(const StringName &p_name) const { - if (p_name == "debug_color") { - return true; - } - return false; -} - -bool CollisionShape2D::_property_get_revert(const StringName &p_name, Variant &r_property) const { - if (p_name == "debug_color") { - r_property = _get_default_debug_color(); - return true; - } - return false; -} - -void CollisionShape2D::_validate_property(PropertyInfo &p_property) const { - if (p_property.name == "debug_color") { - if (debug_color == _get_default_debug_color()) { - p_property.usage = PROPERTY_USAGE_DEFAULT & ~PROPERTY_USAGE_STORAGE; - } else { - p_property.usage = PROPERTY_USAGE_DEFAULT; - } - } -} - -void CollisionShape2D::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_shape", "shape"), &CollisionShape2D::set_shape); - ClassDB::bind_method(D_METHOD("get_shape"), &CollisionShape2D::get_shape); - ClassDB::bind_method(D_METHOD("set_disabled", "disabled"), &CollisionShape2D::set_disabled); - ClassDB::bind_method(D_METHOD("is_disabled"), &CollisionShape2D::is_disabled); - ClassDB::bind_method(D_METHOD("set_one_way_collision", "enabled"), &CollisionShape2D::set_one_way_collision); - ClassDB::bind_method(D_METHOD("is_one_way_collision_enabled"), &CollisionShape2D::is_one_way_collision_enabled); - ClassDB::bind_method(D_METHOD("set_one_way_collision_margin", "margin"), &CollisionShape2D::set_one_way_collision_margin); - ClassDB::bind_method(D_METHOD("get_one_way_collision_margin"), &CollisionShape2D::get_one_way_collision_margin); - ClassDB::bind_method(D_METHOD("set_debug_color", "color"), &CollisionShape2D::set_debug_color); - ClassDB::bind_method(D_METHOD("get_debug_color"), &CollisionShape2D::get_debug_color); - - ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape2D"), "set_shape", "get_shape"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "one_way_collision"), "set_one_way_collision", "is_one_way_collision_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "one_way_collision_margin", PROPERTY_HINT_RANGE, "0,128,0.1,suffix:px"), "set_one_way_collision_margin", "get_one_way_collision_margin"); - ADD_PROPERTY(PropertyInfo(Variant::COLOR, "debug_color"), "set_debug_color", "get_debug_color"); - // Default value depends on a project setting, override for doc generation purposes. - ADD_PROPERTY_DEFAULT("debug_color", Color()); -} - -CollisionShape2D::CollisionShape2D() { - set_notify_local_transform(true); - set_hide_clip_children(true); - debug_color = _get_default_debug_color(); -} diff --git a/scene/2d/collision_shape_2d.h b/scene/2d/collision_shape_2d.h deleted file mode 100644 index 65436f1539..0000000000 --- a/scene/2d/collision_shape_2d.h +++ /dev/null @@ -1,88 +0,0 @@ -/**************************************************************************/ -/* collision_shape_2d.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 COLLISION_SHAPE_2D_H -#define COLLISION_SHAPE_2D_H - -#include "scene/2d/node_2d.h" -#include "scene/resources/2d/shape_2d.h" - -class CollisionObject2D; - -class CollisionShape2D : public Node2D { - GDCLASS(CollisionShape2D, Node2D); - Ref shape; - Rect2 rect = Rect2(-Point2(10, 10), Point2(20, 20)); - uint32_t owner_id = 0; - CollisionObject2D *collision_object = nullptr; - bool disabled = false; - bool one_way_collision = false; - real_t one_way_collision_margin = 1.0; - Color debug_color; - - void _shape_changed(); - void _update_in_shape_owner(bool p_xform_only = false); - Color _get_default_debug_color() const; - -protected: - void _notification(int p_what); - bool _property_can_revert(const StringName &p_name) const; - bool _property_get_revert(const StringName &p_name, Variant &r_property) const; - void _validate_property(PropertyInfo &p_property) const; - static void _bind_methods(); - -public: -#ifdef TOOLS_ENABLED - virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const override; -#else - virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const; -#endif // TOOLS_ENABLED - - void set_shape(const Ref &p_shape); - Ref get_shape() const; - - void set_disabled(bool p_disabled); - bool is_disabled() const; - - void set_one_way_collision(bool p_enable); - bool is_one_way_collision_enabled() const; - - void set_one_way_collision_margin(real_t p_margin); - real_t get_one_way_collision_margin() const; - - void set_debug_color(const Color &p_color); - Color get_debug_color() const; - - PackedStringArray get_configuration_warnings() const override; - - CollisionShape2D(); -}; - -#endif // COLLISION_SHAPE_2D_H diff --git a/scene/2d/joint_2d.cpp b/scene/2d/joint_2d.cpp deleted file mode 100644 index 41b121a482..0000000000 --- a/scene/2d/joint_2d.cpp +++ /dev/null @@ -1,564 +0,0 @@ -/**************************************************************************/ -/* joint_2d.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 "joint_2d.h" - -#include "physics_body_2d.h" -#include "scene/scene_string_names.h" - -void Joint2D::_disconnect_signals() { - Node *node_a = get_node_or_null(a); - PhysicsBody2D *body_a = Object::cast_to(node_a); - if (body_a) { - body_a->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint2D::_body_exit_tree)); - } - - Node *node_b = get_node_or_null(b); - PhysicsBody2D *body_b = Object::cast_to(node_b); - if (body_b) { - body_b->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint2D::_body_exit_tree)); - } -} - -void Joint2D::_body_exit_tree() { - _disconnect_signals(); - _update_joint(true); - update_configuration_warnings(); -} - -void Joint2D::_update_joint(bool p_only_free) { - if (ba.is_valid() && bb.is_valid() && exclude_from_collision) { - PhysicsServer2D::get_singleton()->joint_disable_collisions_between_bodies(joint, false); - } - - ba = RID(); - bb = RID(); - configured = false; - - if (p_only_free || !is_inside_tree()) { - PhysicsServer2D::get_singleton()->joint_clear(joint); - warning = String(); - return; - } - - Node *node_a = get_node_or_null(a); - Node *node_b = get_node_or_null(b); - - PhysicsBody2D *body_a = Object::cast_to(node_a); - PhysicsBody2D *body_b = Object::cast_to(node_b); - - bool valid = false; - - if (node_a && !body_a && node_b && !body_b) { - warning = RTR("Node A and Node B must be PhysicsBody2Ds"); - } else if (node_a && !body_a) { - warning = RTR("Node A must be a PhysicsBody2D"); - } else if (node_b && !body_b) { - warning = RTR("Node B must be a PhysicsBody2D"); - } else if (!body_a || !body_b) { - warning = RTR("Joint is not connected to two PhysicsBody2Ds"); - } else if (body_a == body_b) { - warning = RTR("Node A and Node B must be different PhysicsBody2Ds"); - } else { - warning = String(); - valid = true; - } - - update_configuration_warnings(); - - if (!valid) { - PhysicsServer2D::get_singleton()->joint_clear(joint); - return; - } - - if (body_a) { - body_a->force_update_transform(); - } - - if (body_b) { - body_b->force_update_transform(); - } - - configured = true; - - _configure_joint(joint, body_a, body_b); - - ERR_FAIL_COND_MSG(!joint.is_valid(), "Failed to configure the joint."); - - PhysicsServer2D::get_singleton()->joint_set_param(joint, PhysicsServer2D::JOINT_PARAM_BIAS, bias); - - ba = body_a->get_rid(); - bb = body_b->get_rid(); - - body_a->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint2D::_body_exit_tree)); - body_b->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint2D::_body_exit_tree)); - - PhysicsServer2D::get_singleton()->joint_disable_collisions_between_bodies(joint, exclude_from_collision); -} - -void Joint2D::set_node_a(const NodePath &p_node_a) { - if (a == p_node_a) { - return; - } - - if (is_configured()) { - _disconnect_signals(); - } - - a = p_node_a; - if (Engine::get_singleton()->is_editor_hint()) { - // When in editor, the setter may be called as a result of node rename. - // It happens before the node actually changes its name, which triggers false warning. - callable_mp(this, &Joint2D::_update_joint).call_deferred(); - } else { - _update_joint(); - } -} - -NodePath Joint2D::get_node_a() const { - return a; -} - -void Joint2D::set_node_b(const NodePath &p_node_b) { - if (b == p_node_b) { - return; - } - - if (is_configured()) { - _disconnect_signals(); - } - - b = p_node_b; - if (Engine::get_singleton()->is_editor_hint()) { - callable_mp(this, &Joint2D::_update_joint).call_deferred(); - } else { - _update_joint(); - } -} - -NodePath Joint2D::get_node_b() const { - return b; -} - -void Joint2D::_notification(int p_what) { - switch (p_what) { - case NOTIFICATION_POST_ENTER_TREE: { - if (is_configured()) { - _disconnect_signals(); - } - _update_joint(); - } break; - - case NOTIFICATION_EXIT_TREE: { - if (is_configured()) { - _disconnect_signals(); - } - _update_joint(true); - } break; - } -} - -void Joint2D::set_bias(real_t p_bias) { - bias = p_bias; - if (joint.is_valid()) { - PhysicsServer2D::get_singleton()->joint_set_param(joint, PhysicsServer2D::JOINT_PARAM_BIAS, bias); - } -} - -real_t Joint2D::get_bias() const { - return bias; -} - -void Joint2D::set_exclude_nodes_from_collision(bool p_enable) { - if (exclude_from_collision == p_enable) { - return; - } - if (is_configured()) { - _disconnect_signals(); - } - _update_joint(true); - exclude_from_collision = p_enable; - _update_joint(); -} - -bool Joint2D::get_exclude_nodes_from_collision() const { - return exclude_from_collision; -} - -PackedStringArray Joint2D::get_configuration_warnings() const { - PackedStringArray warnings = Node2D::get_configuration_warnings(); - - if (!warning.is_empty()) { - warnings.push_back(warning); - } - - return warnings; -} - -void Joint2D::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_node_a", "node"), &Joint2D::set_node_a); - ClassDB::bind_method(D_METHOD("get_node_a"), &Joint2D::get_node_a); - - ClassDB::bind_method(D_METHOD("set_node_b", "node"), &Joint2D::set_node_b); - ClassDB::bind_method(D_METHOD("get_node_b"), &Joint2D::get_node_b); - - ClassDB::bind_method(D_METHOD("set_bias", "bias"), &Joint2D::set_bias); - ClassDB::bind_method(D_METHOD("get_bias"), &Joint2D::get_bias); - - ClassDB::bind_method(D_METHOD("set_exclude_nodes_from_collision", "enable"), &Joint2D::set_exclude_nodes_from_collision); - ClassDB::bind_method(D_METHOD("get_exclude_nodes_from_collision"), &Joint2D::get_exclude_nodes_from_collision); - - ClassDB::bind_method(D_METHOD("get_rid"), &Joint2D::get_rid); - - ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "node_a", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "PhysicsBody2D"), "set_node_a", "get_node_a"); - ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "node_b", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "PhysicsBody2D"), "set_node_b", "get_node_b"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bias", PROPERTY_HINT_RANGE, "0,0.9,0.001"), "set_bias", "get_bias"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disable_collision"), "set_exclude_nodes_from_collision", "get_exclude_nodes_from_collision"); -} - -Joint2D::Joint2D() { - joint = PhysicsServer2D::get_singleton()->joint_create(); - set_hide_clip_children(true); -} - -Joint2D::~Joint2D() { - ERR_FAIL_NULL(PhysicsServer2D::get_singleton()); - PhysicsServer2D::get_singleton()->free(joint); -} - -/////////////////////////////////////////////////////////////////////////////// -/////////////////////////////////////////////////////////////////////////////// -/////////////////////////////////////////////////////////////////////////////// - -void PinJoint2D::_notification(int p_what) { - switch (p_what) { - case NOTIFICATION_DRAW: { - if (!is_inside_tree()) { - break; - } - - if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) { - break; - } - - draw_line(Point2(-10, 0), Point2(+10, 0), Color(0.7, 0.6, 0.0, 0.5), 3); - draw_line(Point2(0, -10), Point2(0, +10), Color(0.7, 0.6, 0.0, 0.5), 3); - } break; - } -} - -void PinJoint2D::_configure_joint(RID p_joint, PhysicsBody2D *body_a, PhysicsBody2D *body_b) { - PhysicsServer2D::get_singleton()->joint_make_pin(p_joint, get_global_position(), body_a->get_rid(), body_b ? body_b->get_rid() : RID()); - PhysicsServer2D::get_singleton()->pin_joint_set_param(p_joint, PhysicsServer2D::PIN_JOINT_SOFTNESS, softness); - PhysicsServer2D::get_singleton()->pin_joint_set_param(p_joint, PhysicsServer2D::PIN_JOINT_LIMIT_UPPER, angular_limit_upper); - PhysicsServer2D::get_singleton()->pin_joint_set_param(p_joint, PhysicsServer2D::PIN_JOINT_LIMIT_LOWER, angular_limit_lower); - PhysicsServer2D::get_singleton()->pin_joint_set_param(p_joint, PhysicsServer2D::PIN_JOINT_MOTOR_TARGET_VELOCITY, motor_target_velocity); - PhysicsServer2D::get_singleton()->pin_joint_set_flag(p_joint, PhysicsServer2D::PIN_JOINT_FLAG_MOTOR_ENABLED, motor_enabled); - PhysicsServer2D::get_singleton()->pin_joint_set_flag(p_joint, PhysicsServer2D::PIN_JOINT_FLAG_ANGULAR_LIMIT_ENABLED, angular_limit_enabled); -} - -void PinJoint2D::set_softness(real_t p_softness) { - if (softness == p_softness) { - return; - } - softness = p_softness; - queue_redraw(); - if (is_configured()) { - PhysicsServer2D::get_singleton()->pin_joint_set_param(get_rid(), PhysicsServer2D::PIN_JOINT_SOFTNESS, p_softness); - } -} - -real_t PinJoint2D::get_softness() const { - return softness; -} - -void PinJoint2D::set_angular_limit_lower(real_t p_angular_limit_lower) { - if (angular_limit_lower == p_angular_limit_lower) { - return; - } - angular_limit_lower = p_angular_limit_lower; - queue_redraw(); - if (is_configured()) { - PhysicsServer2D::get_singleton()->pin_joint_set_param(get_rid(), PhysicsServer2D::PIN_JOINT_LIMIT_LOWER, p_angular_limit_lower); - } -} - -real_t PinJoint2D::get_angular_limit_lower() const { - return angular_limit_lower; -} - -void PinJoint2D::set_angular_limit_upper(real_t p_angular_limit_upper) { - if (angular_limit_upper == p_angular_limit_upper) { - return; - } - angular_limit_upper = p_angular_limit_upper; - queue_redraw(); - if (is_configured()) { - PhysicsServer2D::get_singleton()->pin_joint_set_param(get_rid(), PhysicsServer2D::PIN_JOINT_LIMIT_UPPER, p_angular_limit_upper); - } -} - -real_t PinJoint2D::get_angular_limit_upper() const { - return angular_limit_upper; -} - -void PinJoint2D::set_motor_target_velocity(real_t p_motor_target_velocity) { - if (motor_target_velocity == p_motor_target_velocity) { - return; - } - motor_target_velocity = p_motor_target_velocity; - queue_redraw(); - if (is_configured()) { - PhysicsServer2D::get_singleton()->pin_joint_set_param(get_rid(), PhysicsServer2D::PIN_JOINT_MOTOR_TARGET_VELOCITY, motor_target_velocity); - } -} - -real_t PinJoint2D::get_motor_target_velocity() const { - return motor_target_velocity; -} - -void PinJoint2D::set_motor_enabled(bool p_motor_enabled) { - if (motor_enabled == p_motor_enabled) { - return; - } - motor_enabled = p_motor_enabled; - queue_redraw(); - if (is_configured()) { - PhysicsServer2D::get_singleton()->pin_joint_set_flag(get_rid(), PhysicsServer2D::PIN_JOINT_FLAG_MOTOR_ENABLED, motor_enabled); - } -} - -bool PinJoint2D::is_motor_enabled() const { - return motor_enabled; -} - -void PinJoint2D::set_angular_limit_enabled(bool p_angular_limit_enabled) { - if (angular_limit_enabled == p_angular_limit_enabled) { - return; - } - angular_limit_enabled = p_angular_limit_enabled; - queue_redraw(); - if (is_configured()) { - PhysicsServer2D::get_singleton()->pin_joint_set_flag(get_rid(), PhysicsServer2D::PIN_JOINT_FLAG_ANGULAR_LIMIT_ENABLED, angular_limit_enabled); - } -} - -bool PinJoint2D::is_angular_limit_enabled() const { - return angular_limit_enabled; -} - -void PinJoint2D::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_softness", "softness"), &PinJoint2D::set_softness); - ClassDB::bind_method(D_METHOD("get_softness"), &PinJoint2D::get_softness); - ClassDB::bind_method(D_METHOD("set_angular_limit_lower", "angular_limit_lower"), &PinJoint2D::set_angular_limit_lower); - ClassDB::bind_method(D_METHOD("get_angular_limit_lower"), &PinJoint2D::get_angular_limit_lower); - ClassDB::bind_method(D_METHOD("set_angular_limit_upper", "angular_limit_upper"), &PinJoint2D::set_angular_limit_upper); - ClassDB::bind_method(D_METHOD("get_angular_limit_upper"), &PinJoint2D::get_angular_limit_upper); - ClassDB::bind_method(D_METHOD("set_motor_target_velocity", "motor_target_velocity"), &PinJoint2D::set_motor_target_velocity); - ClassDB::bind_method(D_METHOD("get_motor_target_velocity"), &PinJoint2D::get_motor_target_velocity); - ClassDB::bind_method(D_METHOD("set_motor_enabled", "enabled"), &PinJoint2D::set_motor_enabled); - ClassDB::bind_method(D_METHOD("is_motor_enabled"), &PinJoint2D::is_motor_enabled); - ClassDB::bind_method(D_METHOD("set_angular_limit_enabled", "enabled"), &PinJoint2D::set_angular_limit_enabled); - ClassDB::bind_method(D_METHOD("is_angular_limit_enabled"), &PinJoint2D::is_angular_limit_enabled); - - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "softness", PROPERTY_HINT_RANGE, "0.00,16,0.01,exp"), "set_softness", "get_softness"); - ADD_GROUP("Angular Limit", "angular_limit_"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "angular_limit_enabled"), "set_angular_limit_enabled", "is_angular_limit_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_limit_lower", PROPERTY_HINT_RANGE, "-180,180,0.1,radians_as_degrees"), "set_angular_limit_lower", "get_angular_limit_lower"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_limit_upper", PROPERTY_HINT_RANGE, "-180,180,0.1,radians_as_degrees"), "set_angular_limit_upper", "get_angular_limit_upper"); - ADD_GROUP("Motor", "motor_"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "motor_enabled"), "set_motor_enabled", "is_motor_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "motor_target_velocity", PROPERTY_HINT_RANGE, U"-200,200,0.01,or_greater,or_less,radians_as_degrees,suffix:\u00B0/s"), "set_motor_target_velocity", "get_motor_target_velocity"); -} - -PinJoint2D::PinJoint2D() { -} - -/////////////////////////////////////////////////////////////////////////////// -/////////////////////////////////////////////////////////////////////////////// -/////////////////////////////////////////////////////////////////////////////// - -void GrooveJoint2D::_notification(int p_what) { - switch (p_what) { - case NOTIFICATION_DRAW: { - if (!is_inside_tree()) { - break; - } - - if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) { - break; - } - - draw_line(Point2(-10, 0), Point2(+10, 0), Color(0.7, 0.6, 0.0, 0.5), 3); - draw_line(Point2(-10, length), Point2(+10, length), Color(0.7, 0.6, 0.0, 0.5), 3); - draw_line(Point2(0, 0), Point2(0, length), Color(0.7, 0.6, 0.0, 0.5), 3); - draw_line(Point2(-10, initial_offset), Point2(+10, initial_offset), Color(0.8, 0.8, 0.9, 0.5), 5); - } break; - } -} - -void GrooveJoint2D::_configure_joint(RID p_joint, PhysicsBody2D *body_a, PhysicsBody2D *body_b) { - Transform2D gt = get_global_transform(); - Vector2 groove_A1 = gt.get_origin(); - Vector2 groove_A2 = gt.xform(Vector2(0, length)); - Vector2 anchor_B = gt.xform(Vector2(0, initial_offset)); - - PhysicsServer2D::get_singleton()->joint_make_groove(p_joint, groove_A1, groove_A2, anchor_B, body_a->get_rid(), body_b->get_rid()); -} - -void GrooveJoint2D::set_length(real_t p_length) { - length = p_length; - queue_redraw(); -} - -real_t GrooveJoint2D::get_length() const { - return length; -} - -void GrooveJoint2D::set_initial_offset(real_t p_initial_offset) { - initial_offset = p_initial_offset; - queue_redraw(); -} - -real_t GrooveJoint2D::get_initial_offset() const { - return initial_offset; -} - -void GrooveJoint2D::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_length", "length"), &GrooveJoint2D::set_length); - ClassDB::bind_method(D_METHOD("get_length"), &GrooveJoint2D::get_length); - ClassDB::bind_method(D_METHOD("set_initial_offset", "offset"), &GrooveJoint2D::set_initial_offset); - ClassDB::bind_method(D_METHOD("get_initial_offset"), &GrooveJoint2D::get_initial_offset); - - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "length", PROPERTY_HINT_RANGE, "1,65535,1,exp,suffix:px"), "set_length", "get_length"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "initial_offset", PROPERTY_HINT_RANGE, "1,65535,1,exp,suffix:px"), "set_initial_offset", "get_initial_offset"); -} - -GrooveJoint2D::GrooveJoint2D() { -} - -/////////////////////////////////////////////////////////////////////////////// -/////////////////////////////////////////////////////////////////////////////// -/////////////////////////////////////////////////////////////////////////////// - -void DampedSpringJoint2D::_notification(int p_what) { - switch (p_what) { - case NOTIFICATION_DRAW: { - if (!is_inside_tree()) { - break; - } - - if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) { - break; - } - - draw_line(Point2(-10, 0), Point2(+10, 0), Color(0.7, 0.6, 0.0, 0.5), 3); - draw_line(Point2(-10, length), Point2(+10, length), Color(0.7, 0.6, 0.0, 0.5), 3); - draw_line(Point2(0, 0), Point2(0, length), Color(0.7, 0.6, 0.0, 0.5), 3); - } break; - } -} - -void DampedSpringJoint2D::_configure_joint(RID p_joint, PhysicsBody2D *body_a, PhysicsBody2D *body_b) { - Transform2D gt = get_global_transform(); - Vector2 anchor_A = gt.get_origin(); - Vector2 anchor_B = gt.xform(Vector2(0, length)); - - PhysicsServer2D::get_singleton()->joint_make_damped_spring(p_joint, anchor_A, anchor_B, body_a->get_rid(), body_b->get_rid()); - if (rest_length) { - PhysicsServer2D::get_singleton()->damped_spring_joint_set_param(p_joint, PhysicsServer2D::DAMPED_SPRING_REST_LENGTH, rest_length); - } - PhysicsServer2D::get_singleton()->damped_spring_joint_set_param(p_joint, PhysicsServer2D::DAMPED_SPRING_STIFFNESS, stiffness); - PhysicsServer2D::get_singleton()->damped_spring_joint_set_param(p_joint, PhysicsServer2D::DAMPED_SPRING_DAMPING, damping); -} - -void DampedSpringJoint2D::set_length(real_t p_length) { - length = p_length; - queue_redraw(); -} - -real_t DampedSpringJoint2D::get_length() const { - return length; -} - -void DampedSpringJoint2D::set_rest_length(real_t p_rest_length) { - rest_length = p_rest_length; - queue_redraw(); - if (is_configured()) { - PhysicsServer2D::get_singleton()->damped_spring_joint_set_param(get_rid(), PhysicsServer2D::DAMPED_SPRING_REST_LENGTH, p_rest_length ? p_rest_length : length); - } -} - -real_t DampedSpringJoint2D::get_rest_length() const { - return rest_length; -} - -void DampedSpringJoint2D::set_stiffness(real_t p_stiffness) { - stiffness = p_stiffness; - queue_redraw(); - if (is_configured()) { - PhysicsServer2D::get_singleton()->damped_spring_joint_set_param(get_rid(), PhysicsServer2D::DAMPED_SPRING_STIFFNESS, p_stiffness); - } -} - -real_t DampedSpringJoint2D::get_stiffness() const { - return stiffness; -} - -void DampedSpringJoint2D::set_damping(real_t p_damping) { - damping = p_damping; - queue_redraw(); - if (is_configured()) { - PhysicsServer2D::get_singleton()->damped_spring_joint_set_param(get_rid(), PhysicsServer2D::DAMPED_SPRING_DAMPING, p_damping); - } -} - -real_t DampedSpringJoint2D::get_damping() const { - return damping; -} - -void DampedSpringJoint2D::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_length", "length"), &DampedSpringJoint2D::set_length); - ClassDB::bind_method(D_METHOD("get_length"), &DampedSpringJoint2D::get_length); - ClassDB::bind_method(D_METHOD("set_rest_length", "rest_length"), &DampedSpringJoint2D::set_rest_length); - ClassDB::bind_method(D_METHOD("get_rest_length"), &DampedSpringJoint2D::get_rest_length); - ClassDB::bind_method(D_METHOD("set_stiffness", "stiffness"), &DampedSpringJoint2D::set_stiffness); - ClassDB::bind_method(D_METHOD("get_stiffness"), &DampedSpringJoint2D::get_stiffness); - ClassDB::bind_method(D_METHOD("set_damping", "damping"), &DampedSpringJoint2D::set_damping); - ClassDB::bind_method(D_METHOD("get_damping"), &DampedSpringJoint2D::get_damping); - - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "length", PROPERTY_HINT_RANGE, "1,65535,1,exp,suffix:px"), "set_length", "get_length"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rest_length", PROPERTY_HINT_RANGE, "0,65535,1,exp,suffix:px"), "set_rest_length", "get_rest_length"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "stiffness", PROPERTY_HINT_RANGE, "0.1,64,0.1,exp"), "set_stiffness", "get_stiffness"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "damping", PROPERTY_HINT_RANGE, "0.01,16,0.01,exp"), "set_damping", "get_damping"); -} - -DampedSpringJoint2D::DampedSpringJoint2D() { -} diff --git a/scene/2d/joint_2d.h b/scene/2d/joint_2d.h deleted file mode 100644 index 5ff75a77a1..0000000000 --- a/scene/2d/joint_2d.h +++ /dev/null @@ -1,167 +0,0 @@ -/**************************************************************************/ -/* joint_2d.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 JOINT_2D_H -#define JOINT_2D_H - -#include "node_2d.h" - -class PhysicsBody2D; - -class Joint2D : public Node2D { - GDCLASS(Joint2D, Node2D); - - RID joint; - RID ba, bb; - - NodePath a; - NodePath b; - real_t bias = 0.0; - - bool exclude_from_collision = true; - bool configured = false; - String warning; - -protected: - void _disconnect_signals(); - void _body_exit_tree(); - void _update_joint(bool p_only_free = false); - - void _notification(int p_what); - virtual void _configure_joint(RID p_joint, PhysicsBody2D *body_a, PhysicsBody2D *body_b) = 0; - - static void _bind_methods(); - - _FORCE_INLINE_ bool is_configured() const { return configured; } - -public: - virtual PackedStringArray get_configuration_warnings() const override; - - void set_node_a(const NodePath &p_node_a); - NodePath get_node_a() const; - - void set_node_b(const NodePath &p_node_b); - NodePath get_node_b() const; - - void set_bias(real_t p_bias); - real_t get_bias() const; - - void set_exclude_nodes_from_collision(bool p_enable); - bool get_exclude_nodes_from_collision() const; - - RID get_rid() const { return joint; } - Joint2D(); - ~Joint2D(); -}; - -class PinJoint2D : public Joint2D { - GDCLASS(PinJoint2D, Joint2D); - - real_t softness = 0.0; - real_t angular_limit_lower = 0.0; - real_t angular_limit_upper = 0.0; - real_t motor_target_velocity = 0.0; - bool motor_enabled = false; - bool angular_limit_enabled = false; - -protected: - void _notification(int p_what); - virtual void _configure_joint(RID p_joint, PhysicsBody2D *body_a, PhysicsBody2D *body_b) override; - static void _bind_methods(); - -public: - void set_softness(real_t p_softness); - real_t get_softness() const; - void set_angular_limit_lower(real_t p_angular_limit_lower); - real_t get_angular_limit_lower() const; - void set_angular_limit_upper(real_t p_angular_limit_upper); - real_t get_angular_limit_upper() const; - void set_motor_target_velocity(real_t p_motor_target_velocity); - real_t get_motor_target_velocity() const; - - void set_motor_enabled(bool p_motor_enabled); - bool is_motor_enabled() const; - void set_angular_limit_enabled(bool p_angular_limit_enabled); - bool is_angular_limit_enabled() const; - - PinJoint2D(); -}; - -class GrooveJoint2D : public Joint2D { - GDCLASS(GrooveJoint2D, Joint2D); - - real_t length = 50.0; - real_t initial_offset = 25.0; - -protected: - void _notification(int p_what); - virtual void _configure_joint(RID p_joint, PhysicsBody2D *body_a, PhysicsBody2D *body_b) override; - static void _bind_methods(); - -public: - void set_length(real_t p_length); - real_t get_length() const; - - void set_initial_offset(real_t p_initial_offset); - real_t get_initial_offset() const; - - GrooveJoint2D(); -}; - -class DampedSpringJoint2D : public Joint2D { - GDCLASS(DampedSpringJoint2D, Joint2D); - - real_t stiffness = 20.0; - real_t damping = 1.0; - real_t rest_length = 0.0; - real_t length = 50.0; - -protected: - void _notification(int p_what); - virtual void _configure_joint(RID p_joint, PhysicsBody2D *body_a, PhysicsBody2D *body_b) override; - static void _bind_methods(); - -public: - void set_length(real_t p_length); - real_t get_length() const; - - void set_rest_length(real_t p_rest_length); - real_t get_rest_length() const; - - void set_damping(real_t p_damping); - real_t get_damping() const; - - void set_stiffness(real_t p_stiffness); - real_t get_stiffness() const; - - DampedSpringJoint2D(); -}; - -#endif // JOINT_2D_H diff --git a/scene/2d/physical_bone_2d.cpp b/scene/2d/physical_bone_2d.cpp deleted file mode 100644 index 64cf56fa85..0000000000 --- a/scene/2d/physical_bone_2d.cpp +++ /dev/null @@ -1,299 +0,0 @@ -/**************************************************************************/ -/* physical_bone_2d.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 "physical_bone_2d.h" - -#include "scene/2d/joint_2d.h" - -void PhysicalBone2D::_notification(int p_what) { - switch (p_what) { - case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { - // Position the RigidBody in the correct position. - if (follow_bone_when_simulating) { - _position_at_bone2d(); - } - - // Keep the child joint in the correct position. - if (child_joint && auto_configure_joint) { - child_joint->set_global_position(get_global_position()); - } - } break; - - case NOTIFICATION_READY: { - _find_skeleton_parent(); - _find_joint_child(); - - // Configure joint. - if (child_joint && auto_configure_joint) { - _auto_configure_joint(); - } - - // Simulate physics if set. - if (simulate_physics) { - _start_physics_simulation(); - } else { - _stop_physics_simulation(); - } - - set_physics_process_internal(true); - } break; - } -} - -void PhysicalBone2D::_position_at_bone2d() { - // Reset to Bone2D position - if (parent_skeleton) { - Bone2D *bone_to_use = parent_skeleton->get_bone(bone2d_index); - ERR_FAIL_NULL_MSG(bone_to_use, "It's not possible to position the bone with ID: " + itos(bone2d_index) + "."); - set_global_transform(bone_to_use->get_global_transform()); - } -} - -void PhysicalBone2D::_find_skeleton_parent() { - Node *current_parent = get_parent(); - - while (current_parent != nullptr) { - Skeleton2D *potential_skeleton = Object::cast_to(current_parent); - if (potential_skeleton) { - parent_skeleton = potential_skeleton; - break; - } else { - PhysicalBone2D *potential_parent_bone = Object::cast_to(current_parent); - if (potential_parent_bone) { - current_parent = potential_parent_bone->get_parent(); - } else { - current_parent = nullptr; - } - } - } -} - -void PhysicalBone2D::_find_joint_child() { - for (int i = 0; i < get_child_count(); i++) { - Node *child_node = get_child(i); - Joint2D *potential_joint = Object::cast_to(child_node); - if (potential_joint) { - child_joint = potential_joint; - break; - } - } -} - -PackedStringArray PhysicalBone2D::get_configuration_warnings() const { - PackedStringArray warnings = Node::get_configuration_warnings(); - - if (!parent_skeleton) { - warnings.push_back(RTR("A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a parent node!")); - } - if (parent_skeleton && bone2d_index <= -1) { - warnings.push_back(RTR("A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! Please set a Bone2D node in the inspector.")); - } - if (!child_joint) { - PhysicalBone2D *parent_bone = Object::cast_to(get_parent()); - if (parent_bone) { - warnings.push_back(RTR("A PhysicalBone2D node should have a Joint2D-based child node to keep bones connected! Please add a Joint2D-based node as a child to this node!")); - } - } - - return warnings; -} - -void PhysicalBone2D::_auto_configure_joint() { - if (!auto_configure_joint) { - return; - } - - if (child_joint) { - // Node A = parent | Node B = this node - Node *parent_node = get_parent(); - PhysicalBone2D *potential_parent_bone = Object::cast_to(parent_node); - - if (potential_parent_bone) { - child_joint->set_node_a(child_joint->get_path_to(potential_parent_bone)); - child_joint->set_node_b(child_joint->get_path_to(this)); - } else { - WARN_PRINT("Cannot setup joint without a parent PhysicalBone2D node."); - } - - // Place the child joint at this node's position. - child_joint->set_global_position(get_global_position()); - } -} - -void PhysicalBone2D::_start_physics_simulation() { - if (_internal_simulate_physics) { - return; - } - - // Reset to Bone2D position. - _position_at_bone2d(); - - // Apply the layers and masks. - PhysicsServer2D::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer()); - PhysicsServer2D::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask()); - PhysicsServer2D::get_singleton()->body_set_collision_priority(get_rid(), get_collision_priority()); - - // Apply the correct mode. - _apply_body_mode(); - - _internal_simulate_physics = true; - set_physics_process_internal(true); -} - -void PhysicalBone2D::_stop_physics_simulation() { - if (_internal_simulate_physics) { - _internal_simulate_physics = false; - - // Reset to Bone2D position - _position_at_bone2d(); - - set_physics_process_internal(false); - PhysicsServer2D::get_singleton()->body_set_collision_layer(get_rid(), 0); - PhysicsServer2D::get_singleton()->body_set_collision_mask(get_rid(), 0); - PhysicsServer2D::get_singleton()->body_set_collision_priority(get_rid(), 1.0); - PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BodyMode::BODY_MODE_STATIC); - } -} - -Joint2D *PhysicalBone2D::get_joint() const { - return child_joint; -} - -bool PhysicalBone2D::get_auto_configure_joint() const { - return auto_configure_joint; -} - -void PhysicalBone2D::set_auto_configure_joint(bool p_auto_configure) { - auto_configure_joint = p_auto_configure; - _auto_configure_joint(); -} - -void PhysicalBone2D::set_simulate_physics(bool p_simulate) { - if (p_simulate == simulate_physics) { - return; - } - simulate_physics = p_simulate; - - if (simulate_physics) { - _start_physics_simulation(); - } else { - _stop_physics_simulation(); - } -} - -bool PhysicalBone2D::get_simulate_physics() const { - return simulate_physics; -} - -bool PhysicalBone2D::is_simulating_physics() const { - return _internal_simulate_physics; -} - -void PhysicalBone2D::set_bone2d_nodepath(const NodePath &p_nodepath) { - bone2d_nodepath = p_nodepath; - notify_property_list_changed(); -} - -NodePath PhysicalBone2D::get_bone2d_nodepath() const { - return bone2d_nodepath; -} - -void PhysicalBone2D::set_bone2d_index(int p_bone_idx) { - ERR_FAIL_COND_MSG(p_bone_idx < 0, "Bone index is out of range: The index is too low!"); - - if (!is_inside_tree()) { - bone2d_index = p_bone_idx; - return; - } - - if (parent_skeleton) { - ERR_FAIL_INDEX_MSG(p_bone_idx, parent_skeleton->get_bone_count(), "Passed-in Bone index is out of range!"); - bone2d_index = p_bone_idx; - - bone2d_nodepath = get_path_to(parent_skeleton->get_bone(bone2d_index)); - } else { - WARN_PRINT("Cannot verify bone index..."); - bone2d_index = p_bone_idx; - } - - notify_property_list_changed(); -} - -int PhysicalBone2D::get_bone2d_index() const { - return bone2d_index; -} - -void PhysicalBone2D::set_follow_bone_when_simulating(bool p_follow_bone) { - follow_bone_when_simulating = p_follow_bone; - - if (_internal_simulate_physics) { - _stop_physics_simulation(); - _start_physics_simulation(); - } -} - -bool PhysicalBone2D::get_follow_bone_when_simulating() const { - return follow_bone_when_simulating; -} - -void PhysicalBone2D::_bind_methods() { - ClassDB::bind_method(D_METHOD("get_joint"), &PhysicalBone2D::get_joint); - ClassDB::bind_method(D_METHOD("get_auto_configure_joint"), &PhysicalBone2D::get_auto_configure_joint); - ClassDB::bind_method(D_METHOD("set_auto_configure_joint", "auto_configure_joint"), &PhysicalBone2D::set_auto_configure_joint); - - ClassDB::bind_method(D_METHOD("set_simulate_physics", "simulate_physics"), &PhysicalBone2D::set_simulate_physics); - ClassDB::bind_method(D_METHOD("get_simulate_physics"), &PhysicalBone2D::get_simulate_physics); - ClassDB::bind_method(D_METHOD("is_simulating_physics"), &PhysicalBone2D::is_simulating_physics); - - ClassDB::bind_method(D_METHOD("set_bone2d_nodepath", "nodepath"), &PhysicalBone2D::set_bone2d_nodepath); - ClassDB::bind_method(D_METHOD("get_bone2d_nodepath"), &PhysicalBone2D::get_bone2d_nodepath); - ClassDB::bind_method(D_METHOD("set_bone2d_index", "bone_index"), &PhysicalBone2D::set_bone2d_index); - ClassDB::bind_method(D_METHOD("get_bone2d_index"), &PhysicalBone2D::get_bone2d_index); - ClassDB::bind_method(D_METHOD("set_follow_bone_when_simulating", "follow_bone"), &PhysicalBone2D::set_follow_bone_when_simulating); - ClassDB::bind_method(D_METHOD("get_follow_bone_when_simulating"), &PhysicalBone2D::get_follow_bone_when_simulating); - - ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "bone2d_nodepath", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Bone2D"), "set_bone2d_nodepath", "get_bone2d_nodepath"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "bone2d_index", PROPERTY_HINT_RANGE, "-1, 1000, 1"), "set_bone2d_index", "get_bone2d_index"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_configure_joint"), "set_auto_configure_joint", "get_auto_configure_joint"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "simulate_physics"), "set_simulate_physics", "get_simulate_physics"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "follow_bone_when_simulating"), "set_follow_bone_when_simulating", "get_follow_bone_when_simulating"); -} - -PhysicalBone2D::PhysicalBone2D() { - // Stop the RigidBody from executing its force integration. - PhysicsServer2D::get_singleton()->body_set_collision_layer(get_rid(), 0); - PhysicsServer2D::get_singleton()->body_set_collision_mask(get_rid(), 0); - PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BodyMode::BODY_MODE_STATIC); - - child_joint = nullptr; -} - -PhysicalBone2D::~PhysicalBone2D() { -} diff --git a/scene/2d/physical_bone_2d.h b/scene/2d/physical_bone_2d.h deleted file mode 100644 index e585f2c0ed..0000000000 --- a/scene/2d/physical_bone_2d.h +++ /dev/null @@ -1,88 +0,0 @@ -/**************************************************************************/ -/* physical_bone_2d.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 PHYSICAL_BONE_2D_H -#define PHYSICAL_BONE_2D_H - -#include "scene/2d/physics_body_2d.h" -#include "scene/2d/skeleton_2d.h" - -class Joint2D; - -class PhysicalBone2D : public RigidBody2D { - GDCLASS(PhysicalBone2D, RigidBody2D); - -protected: - void _notification(int p_what); - static void _bind_methods(); - -private: - Skeleton2D *parent_skeleton = nullptr; - int bone2d_index = -1; - NodePath bone2d_nodepath; - bool follow_bone_when_simulating = false; - - Joint2D *child_joint = nullptr; - bool auto_configure_joint = true; - - bool simulate_physics = false; - bool _internal_simulate_physics = false; - - void _find_skeleton_parent(); - void _find_joint_child(); - void _auto_configure_joint(); - - void _start_physics_simulation(); - void _stop_physics_simulation(); - void _position_at_bone2d(); - -public: - Joint2D *get_joint() const; - bool get_auto_configure_joint() const; - void set_auto_configure_joint(bool p_auto_configure); - - void set_simulate_physics(bool p_simulate); - bool get_simulate_physics() const; - bool is_simulating_physics() const; - - void set_bone2d_nodepath(const NodePath &p_nodepath); - NodePath get_bone2d_nodepath() const; - void set_bone2d_index(int p_bone_idx); - int get_bone2d_index() const; - void set_follow_bone_when_simulating(bool p_follow); - bool get_follow_bone_when_simulating() const; - - PackedStringArray get_configuration_warnings() const override; - - PhysicalBone2D(); - ~PhysicalBone2D(); -}; - -#endif // PHYSICAL_BONE_2D_H diff --git a/scene/2d/physics/SCsub b/scene/2d/physics/SCsub new file mode 100644 index 0000000000..e7fd3fe643 --- /dev/null +++ b/scene/2d/physics/SCsub @@ -0,0 +1,8 @@ +#!/usr/bin/env python + +Import("env") + +env.add_source_files(env.scene_sources, "*.cpp") + +# Chain load SCsubs +SConscript("joints/SCsub") diff --git a/scene/2d/physics/animatable_body_2d.cpp b/scene/2d/physics/animatable_body_2d.cpp new file mode 100644 index 0000000000..10e90e708b --- /dev/null +++ b/scene/2d/physics/animatable_body_2d.cpp @@ -0,0 +1,111 @@ +/**************************************************************************/ +/* animatable_body_2d.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 "animatable_body_2d.h" + +void AnimatableBody2D::set_sync_to_physics(bool p_enable) { + if (sync_to_physics == p_enable) { + return; + } + + sync_to_physics = p_enable; + + _update_kinematic_motion(); +} + +bool AnimatableBody2D::is_sync_to_physics_enabled() const { + return sync_to_physics; +} + +void AnimatableBody2D::_update_kinematic_motion() { +#ifdef TOOLS_ENABLED + if (Engine::get_singleton()->is_editor_hint()) { + return; + } +#endif + + if (sync_to_physics) { + PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &AnimatableBody2D::_body_state_changed)); + set_only_update_transform_changes(true); + set_notify_local_transform(true); + } else { + PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), Callable()); + set_only_update_transform_changes(false); + set_notify_local_transform(false); + } +} + +void AnimatableBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) { + if (!sync_to_physics) { + return; + } + + last_valid_transform = p_state->get_transform(); + set_notify_local_transform(false); + set_global_transform(last_valid_transform); + set_notify_local_transform(true); +} + +void AnimatableBody2D::_notification(int p_what) { + switch (p_what) { + case NOTIFICATION_ENTER_TREE: { + last_valid_transform = get_global_transform(); + _update_kinematic_motion(); + } break; + + case NOTIFICATION_EXIT_TREE: { + set_only_update_transform_changes(false); + set_notify_local_transform(false); + } break; + + case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { + // Used by sync to physics, send the new transform to the physics... + Transform2D new_transform = get_global_transform(); + + PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_TRANSFORM, new_transform); + + // ... but then revert changes. + set_notify_local_transform(false); + set_global_transform(last_valid_transform); + set_notify_local_transform(true); + } break; + } +} + +void AnimatableBody2D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &AnimatableBody2D::set_sync_to_physics); + ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &AnimatableBody2D::is_sync_to_physics_enabled); + + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled"); +} + +AnimatableBody2D::AnimatableBody2D() : + StaticBody2D(PhysicsServer2D::BODY_MODE_KINEMATIC) { +} diff --git a/scene/2d/physics/animatable_body_2d.h b/scene/2d/physics/animatable_body_2d.h new file mode 100644 index 0000000000..e510d5cc9c --- /dev/null +++ b/scene/2d/physics/animatable_body_2d.h @@ -0,0 +1,61 @@ +/**************************************************************************/ +/* animatable_body_2d.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 ANIMATABLE_BODY_2D_H +#define ANIMATABLE_BODY_2D_H + +#include "scene/2d/physics/static_body_2d.h" + +class AnimatableBody2D : public StaticBody2D { + GDCLASS(AnimatableBody2D, StaticBody2D); + +private: + bool sync_to_physics = true; + + Transform2D last_valid_transform; + + static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState2D *p_state); + void _body_state_changed(PhysicsDirectBodyState2D *p_state); + +protected: + void _notification(int p_what); + static void _bind_methods(); + +public: + AnimatableBody2D(); + +private: + void _update_kinematic_motion(); + + void set_sync_to_physics(bool p_enable); + bool is_sync_to_physics_enabled() const; +}; + +#endif // ANIMATABLE_BODY_2D_H diff --git a/scene/2d/physics/area_2d.cpp b/scene/2d/physics/area_2d.cpp new file mode 100644 index 0000000000..b1ff94dda4 --- /dev/null +++ b/scene/2d/physics/area_2d.cpp @@ -0,0 +1,687 @@ +/**************************************************************************/ +/* area_2d.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 "area_2d.h" + +#include "scene/scene_string_names.h" +#include "servers/audio_server.h" + +void Area2D::set_gravity_space_override_mode(SpaceOverride p_mode) { + gravity_space_override = p_mode; + PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_GRAVITY_OVERRIDE_MODE, p_mode); +} + +Area2D::SpaceOverride Area2D::get_gravity_space_override_mode() const { + return gravity_space_override; +} + +void Area2D::set_gravity_is_point(bool p_enabled) { + gravity_is_point = p_enabled; + PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_GRAVITY_IS_POINT, p_enabled); +} + +bool Area2D::is_gravity_a_point() const { + return gravity_is_point; +} + +void Area2D::set_gravity_point_unit_distance(real_t p_scale) { + gravity_point_unit_distance = p_scale; + PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_GRAVITY_POINT_UNIT_DISTANCE, p_scale); +} + +real_t Area2D::get_gravity_point_unit_distance() const { + return gravity_point_unit_distance; +} + +void Area2D::set_gravity_point_center(const Vector2 &p_center) { + gravity_vec = p_center; + PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_GRAVITY_VECTOR, p_center); +} + +const Vector2 &Area2D::get_gravity_point_center() const { + return gravity_vec; +} + +void Area2D::set_gravity_direction(const Vector2 &p_direction) { + gravity_vec = p_direction; + PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_GRAVITY_VECTOR, p_direction); +} + +const Vector2 &Area2D::get_gravity_direction() const { + return gravity_vec; +} + +void Area2D::set_gravity(real_t p_gravity) { + gravity = p_gravity; + PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_GRAVITY, p_gravity); +} + +real_t Area2D::get_gravity() const { + return gravity; +} + +void Area2D::set_linear_damp_space_override_mode(SpaceOverride p_mode) { + linear_damp_space_override = p_mode; + PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE, p_mode); +} + +Area2D::SpaceOverride Area2D::get_linear_damp_space_override_mode() const { + return linear_damp_space_override; +} + +void Area2D::set_angular_damp_space_override_mode(SpaceOverride p_mode) { + angular_damp_space_override = p_mode; + PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE, p_mode); +} + +Area2D::SpaceOverride Area2D::get_angular_damp_space_override_mode() const { + return angular_damp_space_override; +} + +void Area2D::set_linear_damp(real_t p_linear_damp) { + linear_damp = p_linear_damp; + PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_LINEAR_DAMP, p_linear_damp); +} + +real_t Area2D::get_linear_damp() const { + return linear_damp; +} + +void Area2D::set_angular_damp(real_t p_angular_damp) { + angular_damp = p_angular_damp; + PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP, p_angular_damp); +} + +real_t Area2D::get_angular_damp() const { + return angular_damp; +} + +void Area2D::set_priority(int p_priority) { + priority = p_priority; + PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_PRIORITY, p_priority); +} + +int Area2D::get_priority() const { + return priority; +} + +void Area2D::_body_enter_tree(ObjectID p_id) { + Object *obj = ObjectDB::get_instance(p_id); + Node *node = Object::cast_to(obj); + ERR_FAIL_NULL(node); + + HashMap::Iterator E = body_map.find(p_id); + ERR_FAIL_COND(!E); + ERR_FAIL_COND(E->value.in_tree); + + E->value.in_tree = true; + emit_signal(SceneStringNames::get_singleton()->body_entered, node); + for (int i = 0; i < E->value.shapes.size(); i++) { + emit_signal(SceneStringNames::get_singleton()->body_shape_entered, E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].area_shape); + } +} + +void Area2D::_body_exit_tree(ObjectID p_id) { + Object *obj = ObjectDB::get_instance(p_id); + Node *node = Object::cast_to(obj); + ERR_FAIL_NULL(node); + HashMap::Iterator E = body_map.find(p_id); + ERR_FAIL_COND(!E); + ERR_FAIL_COND(!E->value.in_tree); + E->value.in_tree = false; + emit_signal(SceneStringNames::get_singleton()->body_exited, node); + for (int i = 0; i < E->value.shapes.size(); i++) { + emit_signal(SceneStringNames::get_singleton()->body_shape_exited, E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].area_shape); + } +} + +void Area2D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_area_shape) { + bool body_in = p_status == PhysicsServer2D::AREA_BODY_ADDED; + ObjectID objid = p_instance; + + // Exit early if instance is invalid. + if (objid.is_null()) { + // Emit the appropriate signals. + lock_callback(); + locked = true; + if (body_in) { + emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_body, (Node *)nullptr, p_body_shape, p_area_shape); + } else { + emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_body, (Node *)nullptr, p_body_shape, p_area_shape); + } + locked = false; + unlock_callback(); + return; + } + + Object *obj = ObjectDB::get_instance(objid); + Node *node = Object::cast_to(obj); + + HashMap::Iterator E = body_map.find(objid); + + if (!body_in && !E) { + return; //does not exist because it was likely removed from the tree + } + + lock_callback(); + locked = true; + + if (body_in) { + if (!E) { + E = body_map.insert(objid, BodyState()); + E->value.rid = p_body; + E->value.rc = 0; + E->value.in_tree = node && node->is_inside_tree(); + if (node) { + node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area2D::_body_enter_tree).bind(objid)); + node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area2D::_body_exit_tree).bind(objid)); + if (E->value.in_tree) { + emit_signal(SceneStringNames::get_singleton()->body_entered, node); + } + } + } + E->value.rc++; + if (node) { + E->value.shapes.insert(ShapePair(p_body_shape, p_area_shape)); + } + + if (!node || E->value.in_tree) { + emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_body, node, p_body_shape, p_area_shape); + } + + } else { + E->value.rc--; + + if (node) { + E->value.shapes.erase(ShapePair(p_body_shape, p_area_shape)); + } + + bool in_tree = E->value.in_tree; + if (E->value.rc == 0) { + body_map.remove(E); + if (node) { + node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area2D::_body_enter_tree)); + node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area2D::_body_exit_tree)); + if (in_tree) { + emit_signal(SceneStringNames::get_singleton()->body_exited, obj); + } + } + } + if (!node || in_tree) { + emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_body, obj, p_body_shape, p_area_shape); + } + } + + locked = false; + unlock_callback(); +} + +void Area2D::_area_enter_tree(ObjectID p_id) { + Object *obj = ObjectDB::get_instance(p_id); + Node *node = Object::cast_to(obj); + ERR_FAIL_NULL(node); + + HashMap::Iterator E = area_map.find(p_id); + ERR_FAIL_COND(!E); + ERR_FAIL_COND(E->value.in_tree); + + E->value.in_tree = true; + emit_signal(SceneStringNames::get_singleton()->area_entered, node); + for (int i = 0; i < E->value.shapes.size(); i++) { + emit_signal(SceneStringNames::get_singleton()->area_shape_entered, E->value.rid, node, E->value.shapes[i].area_shape, E->value.shapes[i].self_shape); + } +} + +void Area2D::_area_exit_tree(ObjectID p_id) { + Object *obj = ObjectDB::get_instance(p_id); + Node *node = Object::cast_to(obj); + ERR_FAIL_NULL(node); + HashMap::Iterator E = area_map.find(p_id); + ERR_FAIL_COND(!E); + ERR_FAIL_COND(!E->value.in_tree); + E->value.in_tree = false; + emit_signal(SceneStringNames::get_singleton()->area_exited, node); + for (int i = 0; i < E->value.shapes.size(); i++) { + emit_signal(SceneStringNames::get_singleton()->area_shape_exited, E->value.rid, node, E->value.shapes[i].area_shape, E->value.shapes[i].self_shape); + } +} + +void Area2D::_area_inout(int p_status, const RID &p_area, ObjectID p_instance, int p_area_shape, int p_self_shape) { + bool area_in = p_status == PhysicsServer2D::AREA_BODY_ADDED; + ObjectID objid = p_instance; + + // Exit early if instance is invalid. + if (objid.is_null()) { + // Emit the appropriate signals. + lock_callback(); + locked = true; + if (area_in) { + emit_signal(SceneStringNames::get_singleton()->area_shape_entered, p_area, (Node *)nullptr, p_area_shape, p_self_shape); + } else { + emit_signal(SceneStringNames::get_singleton()->area_shape_exited, p_area, (Node *)nullptr, p_area_shape, p_self_shape); + } + locked = false; + unlock_callback(); + return; + } + + Object *obj = ObjectDB::get_instance(objid); + Node *node = Object::cast_to(obj); + + HashMap::Iterator E = area_map.find(objid); + + if (!area_in && !E) { + return; //likely removed from the tree + } + + lock_callback(); + locked = true; + + if (area_in) { + if (!E) { + E = area_map.insert(objid, AreaState()); + E->value.rid = p_area; + E->value.rc = 0; + E->value.in_tree = node && node->is_inside_tree(); + if (node) { + node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area2D::_area_enter_tree).bind(objid)); + node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area2D::_area_exit_tree).bind(objid)); + if (E->value.in_tree) { + emit_signal(SceneStringNames::get_singleton()->area_entered, node); + } + } + } + E->value.rc++; + if (node) { + E->value.shapes.insert(AreaShapePair(p_area_shape, p_self_shape)); + } + + if (!node || E->value.in_tree) { + emit_signal(SceneStringNames::get_singleton()->area_shape_entered, p_area, node, p_area_shape, p_self_shape); + } + + } else { + E->value.rc--; + + if (node) { + E->value.shapes.erase(AreaShapePair(p_area_shape, p_self_shape)); + } + + bool in_tree = E->value.in_tree; + if (E->value.rc == 0) { + area_map.remove(E); + if (node) { + node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area2D::_area_enter_tree)); + node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area2D::_area_exit_tree)); + if (in_tree) { + emit_signal(SceneStringNames::get_singleton()->area_exited, obj); + } + } + } + if (!node || in_tree) { + emit_signal(SceneStringNames::get_singleton()->area_shape_exited, p_area, obj, p_area_shape, p_self_shape); + } + } + + locked = false; + unlock_callback(); +} + +void Area2D::_clear_monitoring() { + ERR_FAIL_COND_MSG(locked, "This function can't be used during the in/out signal."); + + { + HashMap bmcopy = body_map; + body_map.clear(); + //disconnect all monitored stuff + + for (const KeyValue &E : bmcopy) { + Object *obj = ObjectDB::get_instance(E.key); + Node *node = Object::cast_to(obj); + + if (!node) { //node may have been deleted in previous frame or at other legitimate point + continue; + } + + node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area2D::_body_enter_tree)); + node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area2D::_body_exit_tree)); + + if (!E.value.in_tree) { + continue; + } + + for (int i = 0; i < E.value.shapes.size(); i++) { + emit_signal(SceneStringNames::get_singleton()->body_shape_exited, E.value.rid, node, E.value.shapes[i].body_shape, E.value.shapes[i].area_shape); + } + + emit_signal(SceneStringNames::get_singleton()->body_exited, obj); + } + } + + { + HashMap bmcopy = area_map; + area_map.clear(); + //disconnect all monitored stuff + + for (const KeyValue &E : bmcopy) { + Object *obj = ObjectDB::get_instance(E.key); + Node *node = Object::cast_to(obj); + + if (!node) { //node may have been deleted in previous frame or at other legitimate point + continue; + } + + node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area2D::_area_enter_tree)); + node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area2D::_area_exit_tree)); + + if (!E.value.in_tree) { + continue; + } + + for (int i = 0; i < E.value.shapes.size(); i++) { + emit_signal(SceneStringNames::get_singleton()->area_shape_exited, E.value.rid, node, E.value.shapes[i].area_shape, E.value.shapes[i].self_shape); + } + + emit_signal(SceneStringNames::get_singleton()->area_exited, obj); + } + } +} + +void Area2D::_space_changed(const RID &p_new_space) { + if (p_new_space.is_null()) { + _clear_monitoring(); + } +} + +void Area2D::set_monitoring(bool p_enable) { + if (p_enable == monitoring) { + return; + } + ERR_FAIL_COND_MSG(locked, "Function blocked during in/out signal. Use set_deferred(\"monitoring\", true/false)."); + + monitoring = p_enable; + + if (monitoring) { + PhysicsServer2D::get_singleton()->area_set_monitor_callback(get_rid(), callable_mp(this, &Area2D::_body_inout)); + PhysicsServer2D::get_singleton()->area_set_area_monitor_callback(get_rid(), callable_mp(this, &Area2D::_area_inout)); + } else { + PhysicsServer2D::get_singleton()->area_set_monitor_callback(get_rid(), Callable()); + PhysicsServer2D::get_singleton()->area_set_area_monitor_callback(get_rid(), Callable()); + _clear_monitoring(); + } +} + +bool Area2D::is_monitoring() const { + return monitoring; +} + +void Area2D::set_monitorable(bool p_enable) { + ERR_FAIL_COND_MSG(locked || (is_inside_tree() && PhysicsServer2D::get_singleton()->is_flushing_queries()), "Function blocked during in/out signal. Use set_deferred(\"monitorable\", true/false)."); + + if (p_enable == monitorable) { + return; + } + + monitorable = p_enable; + + PhysicsServer2D::get_singleton()->area_set_monitorable(get_rid(), monitorable); +} + +bool Area2D::is_monitorable() const { + return monitorable; +} + +TypedArray Area2D::get_overlapping_bodies() const { + TypedArray ret; + ERR_FAIL_COND_V_MSG(!monitoring, ret, "Can't find overlapping bodies when monitoring is off."); + ret.resize(body_map.size()); + int idx = 0; + for (const KeyValue &E : body_map) { + Object *obj = ObjectDB::get_instance(E.key); + if (obj) { + ret[idx] = obj; + idx++; + } + } + + ret.resize(idx); + return ret; +} + +TypedArray Area2D::get_overlapping_areas() const { + TypedArray ret; + ERR_FAIL_COND_V_MSG(!monitoring, ret, "Can't find overlapping areas when monitoring is off."); + ret.resize(area_map.size()); + int idx = 0; + for (const KeyValue &E : area_map) { + Object *obj = ObjectDB::get_instance(E.key); + if (obj) { + ret[idx] = obj; + idx++; + } + } + + ret.resize(idx); + return ret; +} + +bool Area2D::has_overlapping_bodies() const { + ERR_FAIL_COND_V_MSG(!monitoring, false, "Can't find overlapping bodies when monitoring is off."); + return !body_map.is_empty(); +} + +bool Area2D::has_overlapping_areas() const { + ERR_FAIL_COND_V_MSG(!monitoring, false, "Can't find overlapping areas when monitoring is off."); + return !area_map.is_empty(); +} + +bool Area2D::overlaps_area(Node *p_area) const { + ERR_FAIL_NULL_V(p_area, false); + HashMap::ConstIterator E = area_map.find(p_area->get_instance_id()); + if (!E) { + return false; + } + return E->value.in_tree; +} + +bool Area2D::overlaps_body(Node *p_body) const { + ERR_FAIL_NULL_V(p_body, false); + HashMap::ConstIterator E = body_map.find(p_body->get_instance_id()); + if (!E) { + return false; + } + return E->value.in_tree; +} + +void Area2D::set_audio_bus_override(bool p_override) { + audio_bus_override = p_override; +} + +bool Area2D::is_overriding_audio_bus() const { + return audio_bus_override; +} + +void Area2D::set_audio_bus_name(const StringName &p_audio_bus) { + audio_bus = p_audio_bus; +} + +StringName Area2D::get_audio_bus_name() const { + for (int i = 0; i < AudioServer::get_singleton()->get_bus_count(); i++) { + if (AudioServer::get_singleton()->get_bus_name(i) == audio_bus) { + return audio_bus; + } + } + return SceneStringNames::get_singleton()->Master; +} + +void Area2D::_validate_property(PropertyInfo &p_property) const { + if (p_property.name == "audio_bus_name") { + String options; + for (int i = 0; i < AudioServer::get_singleton()->get_bus_count(); i++) { + if (i > 0) { + options += ","; + } + String name = AudioServer::get_singleton()->get_bus_name(i); + options += name; + } + + p_property.hint_string = options; + } else if (p_property.name.begins_with("gravity") && p_property.name != "gravity_space_override") { + if (gravity_space_override == SPACE_OVERRIDE_DISABLED) { + p_property.usage = PROPERTY_USAGE_NO_EDITOR; + } else { + if (gravity_is_point) { + if (p_property.name == "gravity_direction") { + p_property.usage = PROPERTY_USAGE_NO_EDITOR; + } + } else { + if (p_property.name.begins_with("gravity_point_")) { + p_property.usage = PROPERTY_USAGE_NO_EDITOR; + } + } + } + } else if (p_property.name.begins_with("linear_damp") && p_property.name != "linear_damp_space_override") { + if (linear_damp_space_override == SPACE_OVERRIDE_DISABLED) { + p_property.usage = PROPERTY_USAGE_NO_EDITOR; + } + } else if (p_property.name.begins_with("angular_damp") && p_property.name != "angular_damp_space_override") { + if (angular_damp_space_override == SPACE_OVERRIDE_DISABLED) { + p_property.usage = PROPERTY_USAGE_NO_EDITOR; + } + } +} + +void Area2D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_gravity_space_override_mode", "space_override_mode"), &Area2D::set_gravity_space_override_mode); + ClassDB::bind_method(D_METHOD("get_gravity_space_override_mode"), &Area2D::get_gravity_space_override_mode); + + ClassDB::bind_method(D_METHOD("set_gravity_is_point", "enable"), &Area2D::set_gravity_is_point); + ClassDB::bind_method(D_METHOD("is_gravity_a_point"), &Area2D::is_gravity_a_point); + + ClassDB::bind_method(D_METHOD("set_gravity_point_unit_distance", "distance_scale"), &Area2D::set_gravity_point_unit_distance); + ClassDB::bind_method(D_METHOD("get_gravity_point_unit_distance"), &Area2D::get_gravity_point_unit_distance); + + ClassDB::bind_method(D_METHOD("set_gravity_point_center", "center"), &Area2D::set_gravity_point_center); + ClassDB::bind_method(D_METHOD("get_gravity_point_center"), &Area2D::get_gravity_point_center); + + ClassDB::bind_method(D_METHOD("set_gravity_direction", "direction"), &Area2D::set_gravity_direction); + ClassDB::bind_method(D_METHOD("get_gravity_direction"), &Area2D::get_gravity_direction); + + ClassDB::bind_method(D_METHOD("set_gravity", "gravity"), &Area2D::set_gravity); + ClassDB::bind_method(D_METHOD("get_gravity"), &Area2D::get_gravity); + + ClassDB::bind_method(D_METHOD("set_linear_damp_space_override_mode", "space_override_mode"), &Area2D::set_linear_damp_space_override_mode); + ClassDB::bind_method(D_METHOD("get_linear_damp_space_override_mode"), &Area2D::get_linear_damp_space_override_mode); + + ClassDB::bind_method(D_METHOD("set_angular_damp_space_override_mode", "space_override_mode"), &Area2D::set_angular_damp_space_override_mode); + ClassDB::bind_method(D_METHOD("get_angular_damp_space_override_mode"), &Area2D::get_angular_damp_space_override_mode); + + ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &Area2D::set_linear_damp); + ClassDB::bind_method(D_METHOD("get_linear_damp"), &Area2D::get_linear_damp); + + ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &Area2D::set_angular_damp); + ClassDB::bind_method(D_METHOD("get_angular_damp"), &Area2D::get_angular_damp); + + ClassDB::bind_method(D_METHOD("set_priority", "priority"), &Area2D::set_priority); + ClassDB::bind_method(D_METHOD("get_priority"), &Area2D::get_priority); + + ClassDB::bind_method(D_METHOD("set_monitoring", "enable"), &Area2D::set_monitoring); + ClassDB::bind_method(D_METHOD("is_monitoring"), &Area2D::is_monitoring); + + ClassDB::bind_method(D_METHOD("set_monitorable", "enable"), &Area2D::set_monitorable); + ClassDB::bind_method(D_METHOD("is_monitorable"), &Area2D::is_monitorable); + + ClassDB::bind_method(D_METHOD("get_overlapping_bodies"), &Area2D::get_overlapping_bodies); + ClassDB::bind_method(D_METHOD("get_overlapping_areas"), &Area2D::get_overlapping_areas); + + ClassDB::bind_method(D_METHOD("has_overlapping_bodies"), &Area2D::has_overlapping_bodies); + ClassDB::bind_method(D_METHOD("has_overlapping_areas"), &Area2D::has_overlapping_areas); + + ClassDB::bind_method(D_METHOD("overlaps_body", "body"), &Area2D::overlaps_body); + ClassDB::bind_method(D_METHOD("overlaps_area", "area"), &Area2D::overlaps_area); + + ClassDB::bind_method(D_METHOD("set_audio_bus_name", "name"), &Area2D::set_audio_bus_name); + ClassDB::bind_method(D_METHOD("get_audio_bus_name"), &Area2D::get_audio_bus_name); + + ClassDB::bind_method(D_METHOD("set_audio_bus_override", "enable"), &Area2D::set_audio_bus_override); + ClassDB::bind_method(D_METHOD("is_overriding_audio_bus"), &Area2D::is_overriding_audio_bus); + + ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node2D"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index"))); + ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node2D"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index"))); + ADD_SIGNAL(MethodInfo("body_entered", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node2D"))); + ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node2D"))); + + ADD_SIGNAL(MethodInfo("area_shape_entered", PropertyInfo(Variant::RID, "area_rid"), PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area2D"), PropertyInfo(Variant::INT, "area_shape_index"), PropertyInfo(Variant::INT, "local_shape_index"))); + ADD_SIGNAL(MethodInfo("area_shape_exited", PropertyInfo(Variant::RID, "area_rid"), PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area2D"), PropertyInfo(Variant::INT, "area_shape_index"), PropertyInfo(Variant::INT, "local_shape_index"))); + ADD_SIGNAL(MethodInfo("area_entered", PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area2D"))); + ADD_SIGNAL(MethodInfo("area_exited", PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area2D"))); + + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "monitoring"), "set_monitoring", "is_monitoring"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "monitorable"), "set_monitorable", "is_monitorable"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "priority", PROPERTY_HINT_RANGE, "0,100000,1,or_greater,or_less"), "set_priority", "get_priority"); + + ADD_GROUP("Gravity", "gravity_"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "gravity_space_override", PROPERTY_HINT_ENUM, "Disabled,Combine,Combine-Replace,Replace,Replace-Combine", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_gravity_space_override_mode", "get_gravity_space_override_mode"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "gravity_point", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_gravity_is_point", "is_gravity_a_point"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity_point_unit_distance", PROPERTY_HINT_RANGE, "0,1024,0.001,or_greater,exp,suffix:px"), "set_gravity_point_unit_distance", "get_gravity_point_unit_distance"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "gravity_point_center", PROPERTY_HINT_NONE, "suffix:px"), "set_gravity_point_center", "get_gravity_point_center"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "gravity_direction"), "set_gravity_direction", "get_gravity_direction"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity", PROPERTY_HINT_RANGE, U"-4096,4096,0.001,or_less,or_greater,suffix:px/s\u00B2"), "set_gravity", "get_gravity"); + + ADD_GROUP("Linear Damp", "linear_damp_"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "linear_damp_space_override", PROPERTY_HINT_ENUM, "Disabled,Combine,Combine-Replace,Replace,Replace-Combine", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_linear_damp_space_override_mode", "get_linear_damp_space_override_mode"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp"); + + ADD_GROUP("Angular Damp", "angular_damp_"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "angular_damp_space_override", PROPERTY_HINT_ENUM, "Disabled,Combine,Combine-Replace,Replace,Replace-Combine", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_angular_damp_space_override_mode", "get_angular_damp_space_override_mode"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp"); + + ADD_GROUP("Audio Bus", "audio_bus_"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "audio_bus_override"), "set_audio_bus_override", "is_overriding_audio_bus"); + ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "audio_bus_name", PROPERTY_HINT_ENUM, ""), "set_audio_bus_name", "get_audio_bus_name"); + + BIND_ENUM_CONSTANT(SPACE_OVERRIDE_DISABLED); + BIND_ENUM_CONSTANT(SPACE_OVERRIDE_COMBINE); + BIND_ENUM_CONSTANT(SPACE_OVERRIDE_COMBINE_REPLACE); + BIND_ENUM_CONSTANT(SPACE_OVERRIDE_REPLACE); + BIND_ENUM_CONSTANT(SPACE_OVERRIDE_REPLACE_COMBINE); +} + +Area2D::Area2D() : + CollisionObject2D(PhysicsServer2D::get_singleton()->area_create(), true) { + set_gravity(980); + set_gravity_direction(Vector2(0, 1)); + set_monitoring(true); + set_monitorable(true); + set_hide_clip_children(true); +} + +Area2D::~Area2D() { +} diff --git a/scene/2d/physics/area_2d.h b/scene/2d/physics/area_2d.h new file mode 100644 index 0000000000..7c59d76e00 --- /dev/null +++ b/scene/2d/physics/area_2d.h @@ -0,0 +1,202 @@ +/**************************************************************************/ +/* area_2d.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 AREA_2D_H +#define AREA_2D_H + +#include "core/templates/vset.h" +#include "scene/2d/physics/collision_object_2d.h" + +class Area2D : public CollisionObject2D { + GDCLASS(Area2D, CollisionObject2D); + +public: + enum SpaceOverride { + SPACE_OVERRIDE_DISABLED, + SPACE_OVERRIDE_COMBINE, + SPACE_OVERRIDE_COMBINE_REPLACE, + SPACE_OVERRIDE_REPLACE, + SPACE_OVERRIDE_REPLACE_COMBINE + }; + +private: + SpaceOverride gravity_space_override = SPACE_OVERRIDE_DISABLED; + Vector2 gravity_vec; + real_t gravity = 0.0; + bool gravity_is_point = false; + real_t gravity_point_unit_distance = 0.0; + + SpaceOverride linear_damp_space_override = SPACE_OVERRIDE_DISABLED; + SpaceOverride angular_damp_space_override = SPACE_OVERRIDE_DISABLED; + real_t linear_damp = 0.1; + real_t angular_damp = 1.0; + + int priority = 0; + + bool monitoring = false; + bool monitorable = false; + bool locked = false; + + void _body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_area_shape); + + void _body_enter_tree(ObjectID p_id); + void _body_exit_tree(ObjectID p_id); + + struct ShapePair { + int body_shape = 0; + int area_shape = 0; + bool operator<(const ShapePair &p_sp) const { + if (body_shape == p_sp.body_shape) { + return area_shape < p_sp.area_shape; + } else { + return body_shape < p_sp.body_shape; + } + } + + ShapePair() {} + ShapePair(int p_bs, int p_as) { + body_shape = p_bs; + area_shape = p_as; + } + }; + + struct BodyState { + RID rid; + int rc = 0; + bool in_tree = false; + VSet shapes; + }; + + HashMap body_map; + + void _area_inout(int p_status, const RID &p_area, ObjectID p_instance, int p_area_shape, int p_self_shape); + + void _area_enter_tree(ObjectID p_id); + void _area_exit_tree(ObjectID p_id); + + struct AreaShapePair { + int area_shape = 0; + int self_shape = 0; + bool operator<(const AreaShapePair &p_sp) const { + if (area_shape == p_sp.area_shape) { + return self_shape < p_sp.self_shape; + } else { + return area_shape < p_sp.area_shape; + } + } + + AreaShapePair() {} + AreaShapePair(int p_bs, int p_as) { + area_shape = p_bs; + self_shape = p_as; + } + }; + + struct AreaState { + RID rid; + int rc = 0; + bool in_tree = false; + VSet shapes; + }; + + HashMap area_map; + void _clear_monitoring(); + + bool audio_bus_override = false; + StringName audio_bus; + +protected: + static void _bind_methods(); + void _validate_property(PropertyInfo &p_property) const; + + virtual void _space_changed(const RID &p_new_space) override; + +public: + void set_gravity_space_override_mode(SpaceOverride p_mode); + SpaceOverride get_gravity_space_override_mode() const; + + void set_gravity_is_point(bool p_enabled); + bool is_gravity_a_point() const; + + void set_gravity_point_unit_distance(real_t p_scale); + real_t get_gravity_point_unit_distance() const; + + void set_gravity_point_center(const Vector2 &p_center); + const Vector2 &get_gravity_point_center() const; + + void set_gravity_direction(const Vector2 &p_direction); + const Vector2 &get_gravity_direction() const; + + void set_gravity(real_t p_gravity); + real_t get_gravity() const; + + void set_linear_damp_space_override_mode(SpaceOverride p_mode); + SpaceOverride get_linear_damp_space_override_mode() const; + + void set_angular_damp_space_override_mode(SpaceOverride p_mode); + SpaceOverride get_angular_damp_space_override_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_priority(int p_priority); + int get_priority() const; + + void set_monitoring(bool p_enable); + bool is_monitoring() const; + + void set_monitorable(bool p_enable); + bool is_monitorable() const; + + TypedArray get_overlapping_bodies() const; //function for script + TypedArray get_overlapping_areas() const; //function for script + + bool has_overlapping_bodies() const; + bool has_overlapping_areas() const; + + bool overlaps_area(Node *p_area) const; + bool overlaps_body(Node *p_body) const; + + void set_audio_bus_override(bool p_override); + bool is_overriding_audio_bus() const; + + void set_audio_bus_name(const StringName &p_audio_bus); + StringName get_audio_bus_name() const; + + Area2D(); + ~Area2D(); +}; + +VARIANT_ENUM_CAST(Area2D::SpaceOverride); + +#endif // AREA_2D_H diff --git a/scene/2d/physics/character_body_2d.cpp b/scene/2d/physics/character_body_2d.cpp new file mode 100644 index 0000000000..e5d575a159 --- /dev/null +++ b/scene/2d/physics/character_body_2d.cpp @@ -0,0 +1,755 @@ +/**************************************************************************/ +/* character_body_2d.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 "character_body_2d.h" + +// So, if you pass 45 as limit, avoid numerical precision errors when angle is 45. +#define FLOOR_ANGLE_THRESHOLD 0.01 + +bool CharacterBody2D::move_and_slide() { + // Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky. + double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time(); + + Vector2 current_platform_velocity = platform_velocity; + Transform2D gt = get_global_transform(); + previous_position = gt.columns[2]; + + if ((on_floor || on_wall) && platform_rid.is_valid()) { + bool excluded = false; + if (on_floor) { + excluded = (platform_floor_layers & platform_layer) == 0; + } else if (on_wall) { + excluded = (platform_wall_layers & platform_layer) == 0; + } + if (!excluded) { + //this approach makes sure there is less delay between the actual body velocity and the one we saved + PhysicsDirectBodyState2D *bs = PhysicsServer2D::get_singleton()->body_get_direct_state(platform_rid); + if (bs) { + Vector2 local_position = gt.columns[2] - bs->get_transform().columns[2]; + current_platform_velocity = bs->get_velocity_at_local_position(local_position); + } else { + // Body is removed or destroyed, invalidate floor. + current_platform_velocity = Vector2(); + platform_rid = RID(); + } + } else { + current_platform_velocity = Vector2(); + } + } + + motion_results.clear(); + last_motion = Vector2(); + + bool was_on_floor = on_floor; + on_floor = false; + on_ceiling = false; + on_wall = false; + + if (!current_platform_velocity.is_zero_approx()) { + PhysicsServer2D::MotionParameters parameters(get_global_transform(), current_platform_velocity * delta, margin); + parameters.recovery_as_collision = true; // Also report collisions generated only from recovery. + parameters.exclude_bodies.insert(platform_rid); + if (platform_object_id.is_valid()) { + parameters.exclude_objects.insert(platform_object_id); + } + + PhysicsServer2D::MotionResult floor_result; + if (move_and_collide(parameters, floor_result, false, false)) { + motion_results.push_back(floor_result); + _set_collision_direction(floor_result); + } + } + + if (motion_mode == MOTION_MODE_GROUNDED) { + _move_and_slide_grounded(delta, was_on_floor); + } else { + _move_and_slide_floating(delta); + } + + // Compute real velocity. + real_velocity = get_position_delta() / delta; + + if (platform_on_leave != PLATFORM_ON_LEAVE_DO_NOTHING) { + // Add last platform velocity when just left a moving platform. + if (!on_floor && !on_wall) { + if (platform_on_leave == PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY && current_platform_velocity.dot(up_direction) < 0) { + current_platform_velocity = current_platform_velocity.slide(up_direction); + } + velocity += current_platform_velocity; + } + } + + return motion_results.size() > 0; +} + +void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor) { + Vector2 motion = velocity * p_delta; + Vector2 motion_slide_up = motion.slide(up_direction); + + Vector2 prev_floor_normal = floor_normal; + + platform_rid = RID(); + platform_object_id = ObjectID(); + floor_normal = Vector2(); + platform_velocity = Vector2(); + + // No sliding on first attempt to keep floor motion stable when possible, + // When stop on slope is enabled or when there is no up direction. + bool sliding_enabled = !floor_stop_on_slope; + // Constant speed can be applied only the first time sliding is enabled. + bool can_apply_constant_speed = sliding_enabled; + // If the platform's ceiling push down the body. + bool apply_ceiling_velocity = false; + bool first_slide = true; + bool vel_dir_facing_up = velocity.dot(up_direction) > 0; + Vector2 last_travel; + + for (int iteration = 0; iteration < max_slides; ++iteration) { + PhysicsServer2D::MotionParameters parameters(get_global_transform(), motion, margin); + parameters.recovery_as_collision = true; // Also report collisions generated only from recovery. + + Vector2 prev_position = parameters.from.columns[2]; + + PhysicsServer2D::MotionResult result; + bool collided = move_and_collide(parameters, result, false, !sliding_enabled); + + last_motion = result.travel; + + if (collided) { + motion_results.push_back(result); + _set_collision_direction(result); + + // If we hit a ceiling platform, we set the vertical velocity to at least the platform one. + if (on_ceiling && result.collider_velocity != Vector2() && result.collider_velocity.dot(up_direction) < 0) { + // If ceiling sliding is on, only apply when the ceiling is flat or when the motion is upward. + if (!slide_on_ceiling || motion.dot(up_direction) < 0 || (result.collision_normal + up_direction).length() < 0.01) { + apply_ceiling_velocity = true; + Vector2 ceiling_vertical_velocity = up_direction * up_direction.dot(result.collider_velocity); + Vector2 motion_vertical_velocity = up_direction * up_direction.dot(velocity); + if (motion_vertical_velocity.dot(up_direction) > 0 || ceiling_vertical_velocity.length_squared() > motion_vertical_velocity.length_squared()) { + velocity = ceiling_vertical_velocity + velocity.slide(up_direction); + } + } + } + + if (on_floor && floor_stop_on_slope && (velocity.normalized() + up_direction).length() < 0.01) { + Transform2D gt = get_global_transform(); + if (result.travel.length() <= margin + CMP_EPSILON) { + gt.columns[2] -= result.travel; + } + set_global_transform(gt); + velocity = Vector2(); + last_motion = Vector2(); + motion = Vector2(); + break; + } + + if (result.remainder.is_zero_approx()) { + motion = Vector2(); + break; + } + + // Move on floor only checks. + if (floor_block_on_wall && on_wall && motion_slide_up.dot(result.collision_normal) <= 0) { + // Avoid to move forward on a wall if floor_block_on_wall is true. + if (p_was_on_floor && !on_floor && !vel_dir_facing_up) { + // If the movement is large the body can be prevented from reaching the walls. + if (result.travel.length() <= margin + CMP_EPSILON) { + // Cancels the motion. + Transform2D gt = get_global_transform(); + gt.columns[2] -= result.travel; + set_global_transform(gt); + } + // Determines if you are on the ground. + _snap_on_floor(true, false, true); + velocity = Vector2(); + last_motion = Vector2(); + motion = Vector2(); + break; + } + // Prevents the body from being able to climb a slope when it moves forward against the wall. + else if (!on_floor) { + motion = up_direction * up_direction.dot(result.remainder); + motion = motion.slide(result.collision_normal); + } else { + motion = result.remainder; + } + } + // Constant Speed when the slope is upward. + else if (floor_constant_speed && is_on_floor_only() && can_apply_constant_speed && p_was_on_floor && motion.dot(result.collision_normal) < 0) { + can_apply_constant_speed = false; + Vector2 motion_slide_norm = result.remainder.slide(result.collision_normal).normalized(); + motion = motion_slide_norm * (motion_slide_up.length() - result.travel.slide(up_direction).length() - last_travel.slide(up_direction).length()); + } + // Regular sliding, the last part of the test handle the case when you don't want to slide on the ceiling. + else if ((sliding_enabled || !on_floor) && (!on_ceiling || slide_on_ceiling || !vel_dir_facing_up) && !apply_ceiling_velocity) { + Vector2 slide_motion = result.remainder.slide(result.collision_normal); + if (slide_motion.dot(velocity) > 0.0) { + motion = slide_motion; + } else { + motion = Vector2(); + } + if (slide_on_ceiling && on_ceiling) { + // Apply slide only in the direction of the input motion, otherwise just stop to avoid jittering when moving against a wall. + if (vel_dir_facing_up) { + velocity = velocity.slide(result.collision_normal); + } else { + // Avoid acceleration in slope when falling. + velocity = up_direction * up_direction.dot(velocity); + } + } + } + // No sliding on first attempt to keep floor motion stable when possible. + else { + motion = result.remainder; + if (on_ceiling && !slide_on_ceiling && vel_dir_facing_up) { + velocity = velocity.slide(up_direction); + motion = motion.slide(up_direction); + } + } + + last_travel = result.travel; + } + // When you move forward in a downward slope you don’t collide because you will be in the air. + // This test ensures that constant speed is applied, only if the player is still on the ground after the snap is applied. + else if (floor_constant_speed && first_slide && _on_floor_if_snapped(p_was_on_floor, vel_dir_facing_up)) { + can_apply_constant_speed = false; + sliding_enabled = true; + Transform2D gt = get_global_transform(); + gt.columns[2] = prev_position; + set_global_transform(gt); + + Vector2 motion_slide_norm = motion.slide(prev_floor_normal).normalized(); + motion = motion_slide_norm * (motion_slide_up.length()); + collided = true; + } + + can_apply_constant_speed = !can_apply_constant_speed && !sliding_enabled; + sliding_enabled = true; + first_slide = false; + + if (!collided || motion.is_zero_approx()) { + break; + } + } + + _snap_on_floor(p_was_on_floor, vel_dir_facing_up); + + // Scales the horizontal velocity according to the wall slope. + if (is_on_wall_only() && motion_slide_up.dot(motion_results.get(0).collision_normal) < 0) { + Vector2 slide_motion = velocity.slide(motion_results.get(0).collision_normal); + if (motion_slide_up.dot(slide_motion) < 0) { + velocity = up_direction * up_direction.dot(velocity); + } else { + // Keeps the vertical motion from velocity and add the horizontal motion of the projection. + velocity = up_direction * up_direction.dot(velocity) + slide_motion.slide(up_direction); + } + } + + // Reset the gravity accumulation when touching the ground. + if (on_floor && !vel_dir_facing_up) { + velocity = velocity.slide(up_direction); + } +} + +void CharacterBody2D::_move_and_slide_floating(double p_delta) { + Vector2 motion = velocity * p_delta; + + platform_rid = RID(); + platform_object_id = ObjectID(); + floor_normal = Vector2(); + platform_velocity = Vector2(); + + bool first_slide = true; + for (int iteration = 0; iteration < max_slides; ++iteration) { + PhysicsServer2D::MotionParameters parameters(get_global_transform(), motion, margin); + parameters.recovery_as_collision = true; // Also report collisions generated only from recovery. + + PhysicsServer2D::MotionResult result; + bool collided = move_and_collide(parameters, result, false, false); + + last_motion = result.travel; + + if (collided) { + motion_results.push_back(result); + _set_collision_direction(result); + + if (result.remainder.is_zero_approx()) { + motion = Vector2(); + break; + } + + if (wall_min_slide_angle != 0 && result.get_angle(-velocity.normalized()) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) { + motion = Vector2(); + } else if (first_slide) { + Vector2 motion_slide_norm = result.remainder.slide(result.collision_normal).normalized(); + motion = motion_slide_norm * (motion.length() - result.travel.length()); + } else { + motion = result.remainder.slide(result.collision_normal); + } + + if (motion.dot(velocity) <= 0.0) { + motion = Vector2(); + } + } + + if (!collided || motion.is_zero_approx()) { + break; + } + + first_slide = false; + } +} +void CharacterBody2D::apply_floor_snap() { + _apply_floor_snap(); +} + +// Method that avoids the p_wall_as_floor parameter for the public method. +void CharacterBody2D::_apply_floor_snap(bool p_wall_as_floor) { + if (on_floor) { + return; + } + + // Snap by at least collision margin to keep floor state consistent. + real_t length = MAX(floor_snap_length, margin); + + PhysicsServer2D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin); + parameters.recovery_as_collision = true; // Also report collisions generated only from recovery. + parameters.collide_separation_ray = true; + + PhysicsServer2D::MotionResult result; + if (move_and_collide(parameters, result, true, false)) { + if ((result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) || + (p_wall_as_floor && result.get_angle(-up_direction) > floor_max_angle + FLOOR_ANGLE_THRESHOLD)) { + on_floor = true; + floor_normal = result.collision_normal; + _set_platform_data(result); + + if (floor_stop_on_slope) { + // move and collide may stray the object a bit because of pre un-stucking, + // so only ensure that motion happens on floor direction in this case. + if (result.travel.length() > margin) { + result.travel = up_direction * up_direction.dot(result.travel); + } else { + result.travel = Vector2(); + } + } + + parameters.from.columns[2] += result.travel; + set_global_transform(parameters.from); + } + } +} + +void CharacterBody2D::_snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up, bool p_wall_as_floor) { + if (on_floor || !p_was_on_floor || p_vel_dir_facing_up) { + return; + } + + _apply_floor_snap(p_wall_as_floor); +} + +bool CharacterBody2D::_on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up) { + if (up_direction == Vector2() || on_floor || !p_was_on_floor || p_vel_dir_facing_up) { + return false; + } + + // Snap by at least collision margin to keep floor state consistent. + real_t length = MAX(floor_snap_length, margin); + + PhysicsServer2D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin); + parameters.recovery_as_collision = true; // Also report collisions generated only from recovery. + parameters.collide_separation_ray = true; + + PhysicsServer2D::MotionResult result; + if (move_and_collide(parameters, result, true, false)) { + if (result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { + return true; + } + } + + return false; +} + +void CharacterBody2D::_set_collision_direction(const PhysicsServer2D::MotionResult &p_result) { + if (motion_mode == MOTION_MODE_GROUNDED && p_result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor + on_floor = true; + floor_normal = p_result.collision_normal; + _set_platform_data(p_result); + } else if (motion_mode == MOTION_MODE_GROUNDED && p_result.get_angle(-up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling + on_ceiling = true; + } else { + on_wall = true; + wall_normal = p_result.collision_normal; + // Don't apply wall velocity when the collider is a CharacterBody2D. + if (Object::cast_to(ObjectDB::get_instance(p_result.collider_id)) == nullptr) { + _set_platform_data(p_result); + } + } +} + +void CharacterBody2D::_set_platform_data(const PhysicsServer2D::MotionResult &p_result) { + platform_rid = p_result.collider; + platform_object_id = p_result.collider_id; + platform_velocity = p_result.collider_velocity; + platform_layer = PhysicsServer2D::get_singleton()->body_get_collision_layer(platform_rid); +} + +const Vector2 &CharacterBody2D::get_velocity() const { + return velocity; +} + +void CharacterBody2D::set_velocity(const Vector2 &p_velocity) { + velocity = p_velocity; +} + +bool CharacterBody2D::is_on_floor() const { + return on_floor; +} + +bool CharacterBody2D::is_on_floor_only() const { + return on_floor && !on_wall && !on_ceiling; +} + +bool CharacterBody2D::is_on_wall() const { + return on_wall; +} + +bool CharacterBody2D::is_on_wall_only() const { + return on_wall && !on_floor && !on_ceiling; +} + +bool CharacterBody2D::is_on_ceiling() const { + return on_ceiling; +} + +bool CharacterBody2D::is_on_ceiling_only() const { + return on_ceiling && !on_floor && !on_wall; +} + +const Vector2 &CharacterBody2D::get_floor_normal() const { + return floor_normal; +} + +const Vector2 &CharacterBody2D::get_wall_normal() const { + return wall_normal; +} + +const Vector2 &CharacterBody2D::get_last_motion() const { + return last_motion; +} + +Vector2 CharacterBody2D::get_position_delta() const { + return get_global_transform().columns[2] - previous_position; +} + +const Vector2 &CharacterBody2D::get_real_velocity() const { + return real_velocity; +} + +real_t CharacterBody2D::get_floor_angle(const Vector2 &p_up_direction) const { + ERR_FAIL_COND_V(p_up_direction == Vector2(), 0); + return Math::acos(floor_normal.dot(p_up_direction)); +} + +const Vector2 &CharacterBody2D::get_platform_velocity() const { + return platform_velocity; +} + +int CharacterBody2D::get_slide_collision_count() const { + return motion_results.size(); +} + +PhysicsServer2D::MotionResult CharacterBody2D::get_slide_collision(int p_bounce) const { + ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), PhysicsServer2D::MotionResult()); + return motion_results[p_bounce]; +} + +Ref CharacterBody2D::_get_slide_collision(int p_bounce) { + ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), Ref()); + if (p_bounce >= slide_colliders.size()) { + slide_colliders.resize(p_bounce + 1); + } + + // Create a new instance when the cached reference is invalid or still in use in script. + if (slide_colliders[p_bounce].is_null() || slide_colliders[p_bounce]->get_reference_count() > 1) { + slide_colliders.write[p_bounce].instantiate(); + slide_colliders.write[p_bounce]->owner = this; + } + + slide_colliders.write[p_bounce]->result = motion_results[p_bounce]; + return slide_colliders[p_bounce]; +} + +Ref CharacterBody2D::_get_last_slide_collision() { + if (motion_results.size() == 0) { + return Ref(); + } + return _get_slide_collision(motion_results.size() - 1); +} + +void CharacterBody2D::set_safe_margin(real_t p_margin) { + margin = p_margin; +} + +real_t CharacterBody2D::get_safe_margin() const { + return margin; +} + +bool CharacterBody2D::is_floor_stop_on_slope_enabled() const { + return floor_stop_on_slope; +} + +void CharacterBody2D::set_floor_stop_on_slope_enabled(bool p_enabled) { + floor_stop_on_slope = p_enabled; +} + +bool CharacterBody2D::is_floor_constant_speed_enabled() const { + return floor_constant_speed; +} + +void CharacterBody2D::set_floor_constant_speed_enabled(bool p_enabled) { + floor_constant_speed = p_enabled; +} + +bool CharacterBody2D::is_floor_block_on_wall_enabled() const { + return floor_block_on_wall; +} + +void CharacterBody2D::set_floor_block_on_wall_enabled(bool p_enabled) { + floor_block_on_wall = p_enabled; +} + +bool CharacterBody2D::is_slide_on_ceiling_enabled() const { + return slide_on_ceiling; +} + +void CharacterBody2D::set_slide_on_ceiling_enabled(bool p_enabled) { + slide_on_ceiling = p_enabled; +} + +uint32_t CharacterBody2D::get_platform_floor_layers() const { + return platform_floor_layers; +} + +void CharacterBody2D::set_platform_floor_layers(uint32_t p_exclude_layers) { + platform_floor_layers = p_exclude_layers; +} + +uint32_t CharacterBody2D::get_platform_wall_layers() const { + return platform_wall_layers; +} + +void CharacterBody2D::set_platform_wall_layers(uint32_t p_exclude_layers) { + platform_wall_layers = p_exclude_layers; +} + +void CharacterBody2D::set_motion_mode(MotionMode p_mode) { + motion_mode = p_mode; +} + +CharacterBody2D::MotionMode CharacterBody2D::get_motion_mode() const { + return motion_mode; +} + +void CharacterBody2D::set_platform_on_leave(PlatformOnLeave p_on_leave_apply_velocity) { + platform_on_leave = p_on_leave_apply_velocity; +} + +CharacterBody2D::PlatformOnLeave CharacterBody2D::get_platform_on_leave() const { + return platform_on_leave; +} + +int CharacterBody2D::get_max_slides() const { + return max_slides; +} + +void CharacterBody2D::set_max_slides(int p_max_slides) { + ERR_FAIL_COND(p_max_slides < 1); + max_slides = p_max_slides; +} + +real_t CharacterBody2D::get_floor_max_angle() const { + return floor_max_angle; +} + +void CharacterBody2D::set_floor_max_angle(real_t p_radians) { + floor_max_angle = p_radians; +} + +real_t CharacterBody2D::get_floor_snap_length() { + return floor_snap_length; +} + +void CharacterBody2D::set_floor_snap_length(real_t p_floor_snap_length) { + ERR_FAIL_COND(p_floor_snap_length < 0); + floor_snap_length = p_floor_snap_length; +} + +real_t CharacterBody2D::get_wall_min_slide_angle() const { + return wall_min_slide_angle; +} + +void CharacterBody2D::set_wall_min_slide_angle(real_t p_radians) { + wall_min_slide_angle = p_radians; +} + +const Vector2 &CharacterBody2D::get_up_direction() const { + return up_direction; +} + +void CharacterBody2D::set_up_direction(const Vector2 &p_up_direction) { + ERR_FAIL_COND_MSG(p_up_direction == Vector2(), "up_direction can't be equal to Vector2.ZERO, consider using Floating motion mode instead."); + up_direction = p_up_direction.normalized(); +} + +void CharacterBody2D::_notification(int p_what) { + switch (p_what) { + case NOTIFICATION_ENTER_TREE: { + // Reset move_and_slide() data. + on_floor = false; + platform_rid = RID(); + platform_object_id = ObjectID(); + on_ceiling = false; + on_wall = false; + motion_results.clear(); + platform_velocity = Vector2(); + } break; + } +} + +void CharacterBody2D::_validate_property(PropertyInfo &p_property) const { + if (motion_mode == MOTION_MODE_FLOATING) { + if (p_property.name.begins_with("floor_") || p_property.name == "up_direction" || p_property.name == "slide_on_ceiling") { + p_property.usage = PROPERTY_USAGE_NO_EDITOR; + } + } else { + if (p_property.name == "wall_min_slide_angle") { + p_property.usage = PROPERTY_USAGE_NO_EDITOR; + } + } +} + +void CharacterBody2D::_bind_methods() { + ClassDB::bind_method(D_METHOD("move_and_slide"), &CharacterBody2D::move_and_slide); + ClassDB::bind_method(D_METHOD("apply_floor_snap"), &CharacterBody2D::apply_floor_snap); + + ClassDB::bind_method(D_METHOD("set_velocity", "velocity"), &CharacterBody2D::set_velocity); + ClassDB::bind_method(D_METHOD("get_velocity"), &CharacterBody2D::get_velocity); + + ClassDB::bind_method(D_METHOD("set_safe_margin", "margin"), &CharacterBody2D::set_safe_margin); + ClassDB::bind_method(D_METHOD("get_safe_margin"), &CharacterBody2D::get_safe_margin); + ClassDB::bind_method(D_METHOD("is_floor_stop_on_slope_enabled"), &CharacterBody2D::is_floor_stop_on_slope_enabled); + ClassDB::bind_method(D_METHOD("set_floor_stop_on_slope_enabled", "enabled"), &CharacterBody2D::set_floor_stop_on_slope_enabled); + ClassDB::bind_method(D_METHOD("set_floor_constant_speed_enabled", "enabled"), &CharacterBody2D::set_floor_constant_speed_enabled); + ClassDB::bind_method(D_METHOD("is_floor_constant_speed_enabled"), &CharacterBody2D::is_floor_constant_speed_enabled); + ClassDB::bind_method(D_METHOD("set_floor_block_on_wall_enabled", "enabled"), &CharacterBody2D::set_floor_block_on_wall_enabled); + ClassDB::bind_method(D_METHOD("is_floor_block_on_wall_enabled"), &CharacterBody2D::is_floor_block_on_wall_enabled); + ClassDB::bind_method(D_METHOD("set_slide_on_ceiling_enabled", "enabled"), &CharacterBody2D::set_slide_on_ceiling_enabled); + ClassDB::bind_method(D_METHOD("is_slide_on_ceiling_enabled"), &CharacterBody2D::is_slide_on_ceiling_enabled); + + ClassDB::bind_method(D_METHOD("set_platform_floor_layers", "exclude_layer"), &CharacterBody2D::set_platform_floor_layers); + ClassDB::bind_method(D_METHOD("get_platform_floor_layers"), &CharacterBody2D::get_platform_floor_layers); + ClassDB::bind_method(D_METHOD("set_platform_wall_layers", "exclude_layer"), &CharacterBody2D::set_platform_wall_layers); + ClassDB::bind_method(D_METHOD("get_platform_wall_layers"), &CharacterBody2D::get_platform_wall_layers); + + ClassDB::bind_method(D_METHOD("get_max_slides"), &CharacterBody2D::get_max_slides); + ClassDB::bind_method(D_METHOD("set_max_slides", "max_slides"), &CharacterBody2D::set_max_slides); + ClassDB::bind_method(D_METHOD("get_floor_max_angle"), &CharacterBody2D::get_floor_max_angle); + ClassDB::bind_method(D_METHOD("set_floor_max_angle", "radians"), &CharacterBody2D::set_floor_max_angle); + ClassDB::bind_method(D_METHOD("get_floor_snap_length"), &CharacterBody2D::get_floor_snap_length); + ClassDB::bind_method(D_METHOD("set_floor_snap_length", "floor_snap_length"), &CharacterBody2D::set_floor_snap_length); + ClassDB::bind_method(D_METHOD("get_wall_min_slide_angle"), &CharacterBody2D::get_wall_min_slide_angle); + ClassDB::bind_method(D_METHOD("set_wall_min_slide_angle", "radians"), &CharacterBody2D::set_wall_min_slide_angle); + ClassDB::bind_method(D_METHOD("get_up_direction"), &CharacterBody2D::get_up_direction); + ClassDB::bind_method(D_METHOD("set_up_direction", "up_direction"), &CharacterBody2D::set_up_direction); + ClassDB::bind_method(D_METHOD("set_motion_mode", "mode"), &CharacterBody2D::set_motion_mode); + ClassDB::bind_method(D_METHOD("get_motion_mode"), &CharacterBody2D::get_motion_mode); + ClassDB::bind_method(D_METHOD("set_platform_on_leave", "on_leave_apply_velocity"), &CharacterBody2D::set_platform_on_leave); + ClassDB::bind_method(D_METHOD("get_platform_on_leave"), &CharacterBody2D::get_platform_on_leave); + + ClassDB::bind_method(D_METHOD("is_on_floor"), &CharacterBody2D::is_on_floor); + ClassDB::bind_method(D_METHOD("is_on_floor_only"), &CharacterBody2D::is_on_floor_only); + ClassDB::bind_method(D_METHOD("is_on_ceiling"), &CharacterBody2D::is_on_ceiling); + ClassDB::bind_method(D_METHOD("is_on_ceiling_only"), &CharacterBody2D::is_on_ceiling_only); + ClassDB::bind_method(D_METHOD("is_on_wall"), &CharacterBody2D::is_on_wall); + ClassDB::bind_method(D_METHOD("is_on_wall_only"), &CharacterBody2D::is_on_wall_only); + ClassDB::bind_method(D_METHOD("get_floor_normal"), &CharacterBody2D::get_floor_normal); + ClassDB::bind_method(D_METHOD("get_wall_normal"), &CharacterBody2D::get_wall_normal); + ClassDB::bind_method(D_METHOD("get_last_motion"), &CharacterBody2D::get_last_motion); + ClassDB::bind_method(D_METHOD("get_position_delta"), &CharacterBody2D::get_position_delta); + ClassDB::bind_method(D_METHOD("get_real_velocity"), &CharacterBody2D::get_real_velocity); + ClassDB::bind_method(D_METHOD("get_floor_angle", "up_direction"), &CharacterBody2D::get_floor_angle, DEFVAL(Vector2(0.0, -1.0))); + ClassDB::bind_method(D_METHOD("get_platform_velocity"), &CharacterBody2D::get_platform_velocity); + ClassDB::bind_method(D_METHOD("get_slide_collision_count"), &CharacterBody2D::get_slide_collision_count); + ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &CharacterBody2D::_get_slide_collision); + ClassDB::bind_method(D_METHOD("get_last_slide_collision"), &CharacterBody2D::_get_last_slide_collision); + + ADD_PROPERTY(PropertyInfo(Variant::INT, "motion_mode", PROPERTY_HINT_ENUM, "Grounded,Floating", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_motion_mode", "get_motion_mode"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "up_direction"), "set_up_direction", "get_up_direction"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "velocity", PROPERTY_HINT_NONE, "suffix:px/s", PROPERTY_USAGE_NO_EDITOR), "set_velocity", "get_velocity"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slide_on_ceiling"), "set_slide_on_ceiling_enabled", "is_slide_on_ceiling_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "max_slides", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_max_slides", "get_max_slides"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wall_min_slide_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians_as_degrees", PROPERTY_USAGE_DEFAULT), "set_wall_min_slide_angle", "get_wall_min_slide_angle"); + + ADD_GROUP("Floor", "floor_"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_stop_on_slope"), "set_floor_stop_on_slope_enabled", "is_floor_stop_on_slope_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_constant_speed"), "set_floor_constant_speed_enabled", "is_floor_constant_speed_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_block_on_wall"), "set_floor_block_on_wall_enabled", "is_floor_block_on_wall_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_max_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians_as_degrees"), "set_floor_max_angle", "get_floor_max_angle"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_snap_length", PROPERTY_HINT_RANGE, "0,32,0.1,or_greater,suffix:px"), "set_floor_snap_length", "get_floor_snap_length"); + + ADD_GROUP("Moving Platform", "platform_"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_on_leave", PROPERTY_HINT_ENUM, "Add Velocity,Add Upward Velocity,Do Nothing", PROPERTY_USAGE_DEFAULT), "set_platform_on_leave", "get_platform_on_leave"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_floor_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_platform_floor_layers", "get_platform_floor_layers"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_wall_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_platform_wall_layers", "get_platform_wall_layers"); + + ADD_GROUP("Collision", ""); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001,suffix:px"), "set_safe_margin", "get_safe_margin"); + + BIND_ENUM_CONSTANT(MOTION_MODE_GROUNDED); + BIND_ENUM_CONSTANT(MOTION_MODE_FLOATING); + + BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_ADD_VELOCITY); + BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY); + BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_DO_NOTHING); +} + +CharacterBody2D::CharacterBody2D() : + PhysicsBody2D(PhysicsServer2D::BODY_MODE_KINEMATIC) { +} + +CharacterBody2D::~CharacterBody2D() { + for (int i = 0; i < slide_colliders.size(); i++) { + if (slide_colliders[i].is_valid()) { + slide_colliders.write[i]->owner = nullptr; + } + } +} diff --git a/scene/2d/physics/character_body_2d.h b/scene/2d/physics/character_body_2d.h new file mode 100644 index 0000000000..395438a1f1 --- /dev/null +++ b/scene/2d/physics/character_body_2d.h @@ -0,0 +1,173 @@ +/**************************************************************************/ +/* character_body_2d.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 CHARACTER_BODY_2D_H +#define CHARACTER_BODY_2D_H + +#include "scene/2d/physics/kinematic_collision_2d.h" +#include "scene/2d/physics/physics_body_2d.h" + +class CharacterBody2D : public PhysicsBody2D { + GDCLASS(CharacterBody2D, PhysicsBody2D); + +public: + enum MotionMode { + MOTION_MODE_GROUNDED, + MOTION_MODE_FLOATING, + }; + enum PlatformOnLeave { + PLATFORM_ON_LEAVE_ADD_VELOCITY, + PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY, + PLATFORM_ON_LEAVE_DO_NOTHING, + }; + bool move_and_slide(); + void apply_floor_snap(); + + const Vector2 &get_velocity() const; + void set_velocity(const Vector2 &p_velocity); + + bool is_on_floor() const; + bool is_on_floor_only() const; + bool is_on_wall() const; + bool is_on_wall_only() const; + bool is_on_ceiling() const; + bool is_on_ceiling_only() const; + const Vector2 &get_last_motion() const; + Vector2 get_position_delta() const; + const Vector2 &get_floor_normal() const; + const Vector2 &get_wall_normal() const; + const Vector2 &get_real_velocity() const; + + real_t get_floor_angle(const Vector2 &p_up_direction = Vector2(0.0, -1.0)) const; + const Vector2 &get_platform_velocity() const; + + int get_slide_collision_count() const; + PhysicsServer2D::MotionResult get_slide_collision(int p_bounce) const; + + void set_safe_margin(real_t p_margin); + real_t get_safe_margin() const; + + bool is_floor_stop_on_slope_enabled() const; + void set_floor_stop_on_slope_enabled(bool p_enabled); + + bool is_floor_constant_speed_enabled() const; + void set_floor_constant_speed_enabled(bool p_enabled); + + bool is_floor_block_on_wall_enabled() const; + void set_floor_block_on_wall_enabled(bool p_enabled); + + bool is_slide_on_ceiling_enabled() const; + void set_slide_on_ceiling_enabled(bool p_enabled); + + int get_max_slides() const; + void set_max_slides(int p_max_slides); + + real_t get_floor_max_angle() const; + void set_floor_max_angle(real_t p_radians); + + real_t get_floor_snap_length(); + void set_floor_snap_length(real_t p_floor_snap_length); + + real_t get_wall_min_slide_angle() const; + void set_wall_min_slide_angle(real_t p_radians); + + uint32_t get_platform_floor_layers() const; + void set_platform_floor_layers(const uint32_t p_exclude_layer); + + uint32_t get_platform_wall_layers() const; + void set_platform_wall_layers(const uint32_t p_exclude_layer); + + void set_motion_mode(MotionMode p_mode); + MotionMode get_motion_mode() const; + + void set_platform_on_leave(PlatformOnLeave p_on_leave_velocity); + PlatformOnLeave get_platform_on_leave() const; + + CharacterBody2D(); + ~CharacterBody2D(); + +private: + real_t margin = 0.08; + MotionMode motion_mode = MOTION_MODE_GROUNDED; + PlatformOnLeave platform_on_leave = PLATFORM_ON_LEAVE_ADD_VELOCITY; + + bool floor_constant_speed = false; + bool floor_stop_on_slope = true; + bool floor_block_on_wall = true; + bool slide_on_ceiling = true; + int max_slides = 4; + int platform_layer = 0; + real_t floor_max_angle = Math::deg_to_rad((real_t)45.0); + real_t floor_snap_length = 1; + real_t wall_min_slide_angle = Math::deg_to_rad((real_t)15.0); + Vector2 up_direction = Vector2(0.0, -1.0); + uint32_t platform_floor_layers = UINT32_MAX; + uint32_t platform_wall_layers = 0; + Vector2 velocity; + + Vector2 floor_normal; + Vector2 platform_velocity; + Vector2 wall_normal; + Vector2 last_motion; + Vector2 previous_position; + Vector2 real_velocity; + + RID platform_rid; + ObjectID platform_object_id; + bool on_floor = false; + bool on_ceiling = false; + bool on_wall = false; + + Vector motion_results; + Vector> slide_colliders; + + void _move_and_slide_floating(double p_delta); + void _move_and_slide_grounded(double p_delta, bool p_was_on_floor); + + Ref _get_slide_collision(int p_bounce); + Ref _get_last_slide_collision(); + const Vector2 &get_up_direction() const; + bool _on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up); + void set_up_direction(const Vector2 &p_up_direction); + void _set_collision_direction(const PhysicsServer2D::MotionResult &p_result); + void _set_platform_data(const PhysicsServer2D::MotionResult &p_result); + void _apply_floor_snap(bool p_wall_as_floor = false); + void _snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up, bool p_wall_as_floor = false); + +protected: + void _notification(int p_what); + static void _bind_methods(); + void _validate_property(PropertyInfo &p_property) const; +}; + +VARIANT_ENUM_CAST(CharacterBody2D::MotionMode); +VARIANT_ENUM_CAST(CharacterBody2D::PlatformOnLeave); + +#endif // CHARACTER_BODY_2D_H diff --git a/scene/2d/physics/collision_object_2d.cpp b/scene/2d/physics/collision_object_2d.cpp new file mode 100644 index 0000000000..4e5852984b --- /dev/null +++ b/scene/2d/physics/collision_object_2d.cpp @@ -0,0 +1,684 @@ +/**************************************************************************/ +/* collision_object_2d.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 "collision_object_2d.h" + +#include "scene/resources/world_2d.h" +#include "scene/scene_string_names.h" + +void CollisionObject2D::_notification(int p_what) { + switch (p_what) { + case NOTIFICATION_ENTER_TREE: { + Transform2D gl_transform = get_global_transform(); + + if (area) { + PhysicsServer2D::get_singleton()->area_set_transform(rid, gl_transform); + } else { + PhysicsServer2D::get_singleton()->body_set_state(rid, PhysicsServer2D::BODY_STATE_TRANSFORM, gl_transform); + } + + bool disabled = !is_enabled(); + + if (disabled && (disable_mode != DISABLE_MODE_REMOVE)) { + _apply_disabled(); + } + + if (!disabled || (disable_mode != DISABLE_MODE_REMOVE)) { + Ref world_ref = get_world_2d(); + ERR_FAIL_COND(!world_ref.is_valid()); + RID space = world_ref->get_space(); + if (area) { + PhysicsServer2D::get_singleton()->area_set_space(rid, space); + } else { + PhysicsServer2D::get_singleton()->body_set_space(rid, space); + } + _space_changed(space); + } + + _update_pickable(); + } break; + + case NOTIFICATION_ENTER_CANVAS: { + if (area) { + PhysicsServer2D::get_singleton()->area_attach_canvas_instance_id(rid, get_canvas_layer_instance_id()); + } else { + PhysicsServer2D::get_singleton()->body_attach_canvas_instance_id(rid, get_canvas_layer_instance_id()); + } + } break; + + case NOTIFICATION_VISIBILITY_CHANGED: { + _update_pickable(); + } break; + + case NOTIFICATION_TRANSFORM_CHANGED: { + if (only_update_transform_changes) { + return; + } + + Transform2D gl_transform = get_global_transform(); + + if (area) { + PhysicsServer2D::get_singleton()->area_set_transform(rid, gl_transform); + } else { + PhysicsServer2D::get_singleton()->body_set_state(rid, PhysicsServer2D::BODY_STATE_TRANSFORM, gl_transform); + } + } break; + + case NOTIFICATION_EXIT_TREE: { + bool disabled = !is_enabled(); + + if (!disabled || (disable_mode != DISABLE_MODE_REMOVE)) { + if (callback_lock > 0) { + ERR_PRINT("Removing a CollisionObject node during a physics callback is not allowed and will cause undesired behavior. Remove with call_deferred() instead."); + } else { + if (area) { + PhysicsServer2D::get_singleton()->area_set_space(rid, RID()); + } else { + PhysicsServer2D::get_singleton()->body_set_space(rid, RID()); + } + _space_changed(RID()); + } + } + + if (disabled && (disable_mode != DISABLE_MODE_REMOVE)) { + _apply_enabled(); + } + } break; + + case NOTIFICATION_EXIT_CANVAS: { + if (area) { + PhysicsServer2D::get_singleton()->area_attach_canvas_instance_id(rid, ObjectID()); + } else { + PhysicsServer2D::get_singleton()->body_attach_canvas_instance_id(rid, ObjectID()); + } + } break; + + case NOTIFICATION_WORLD_2D_CHANGED: { + RID space = get_world_2d()->get_space(); + if (area) { + PhysicsServer2D::get_singleton()->area_set_space(rid, space); + } else { + PhysicsServer2D::get_singleton()->body_set_space(rid, space); + } + _space_changed(space); + } break; + + case NOTIFICATION_DISABLED: { + _apply_disabled(); + } break; + + case NOTIFICATION_ENABLED: { + _apply_enabled(); + } break; + } +} + +void CollisionObject2D::set_collision_layer(uint32_t p_layer) { + collision_layer = p_layer; + if (area) { + PhysicsServer2D::get_singleton()->area_set_collision_layer(get_rid(), p_layer); + } else { + PhysicsServer2D::get_singleton()->body_set_collision_layer(get_rid(), p_layer); + } +} + +uint32_t CollisionObject2D::get_collision_layer() const { + return collision_layer; +} + +void CollisionObject2D::set_collision_mask(uint32_t p_mask) { + collision_mask = p_mask; + if (area) { + PhysicsServer2D::get_singleton()->area_set_collision_mask(get_rid(), p_mask); + } else { + PhysicsServer2D::get_singleton()->body_set_collision_mask(get_rid(), p_mask); + } +} + +uint32_t CollisionObject2D::get_collision_mask() const { + return collision_mask; +} + +void CollisionObject2D::set_collision_layer_value(int p_layer_number, bool p_value) { + ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive."); + ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive."); + uint32_t collision_layer_new = get_collision_layer(); + if (p_value) { + collision_layer_new |= 1 << (p_layer_number - 1); + } else { + collision_layer_new &= ~(1 << (p_layer_number - 1)); + } + set_collision_layer(collision_layer_new); +} + +bool CollisionObject2D::get_collision_layer_value(int p_layer_number) const { + ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive."); + ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive."); + return get_collision_layer() & (1 << (p_layer_number - 1)); +} + +void CollisionObject2D::set_collision_mask_value(int p_layer_number, bool p_value) { + ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive."); + ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive."); + uint32_t mask = get_collision_mask(); + if (p_value) { + mask |= 1 << (p_layer_number - 1); + } else { + mask &= ~(1 << (p_layer_number - 1)); + } + set_collision_mask(mask); +} + +bool CollisionObject2D::get_collision_mask_value(int p_layer_number) const { + ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive."); + ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive."); + return get_collision_mask() & (1 << (p_layer_number - 1)); +} + +void CollisionObject2D::set_collision_priority(real_t p_priority) { + collision_priority = p_priority; + if (!area) { + PhysicsServer2D::get_singleton()->body_set_collision_priority(get_rid(), p_priority); + } +} + +real_t CollisionObject2D::get_collision_priority() const { + return collision_priority; +} + +void CollisionObject2D::set_disable_mode(DisableMode p_mode) { + if (disable_mode == p_mode) { + return; + } + + bool disabled = is_inside_tree() && !is_enabled(); + + if (disabled) { + // Cancel previous disable mode. + _apply_enabled(); + } + + disable_mode = p_mode; + + if (disabled) { + // Apply new disable mode. + _apply_disabled(); + } +} + +CollisionObject2D::DisableMode CollisionObject2D::get_disable_mode() const { + return disable_mode; +} + +void CollisionObject2D::_apply_disabled() { + switch (disable_mode) { + case DISABLE_MODE_REMOVE: { + if (is_inside_tree()) { + if (callback_lock > 0) { + ERR_PRINT("Disabling a CollisionObject node during a physics callback is not allowed and will cause undesired behavior. Disable with call_deferred() instead."); + } else { + if (area) { + PhysicsServer2D::get_singleton()->area_set_space(rid, RID()); + } else { + PhysicsServer2D::get_singleton()->body_set_space(rid, RID()); + } + _space_changed(RID()); + } + } + } break; + + case DISABLE_MODE_MAKE_STATIC: { + if (!area && (body_mode != PhysicsServer2D::BODY_MODE_STATIC)) { + PhysicsServer2D::get_singleton()->body_set_mode(rid, PhysicsServer2D::BODY_MODE_STATIC); + } + } break; + + case DISABLE_MODE_KEEP_ACTIVE: { + // Nothing to do. + } break; + } +} + +void CollisionObject2D::_apply_enabled() { + switch (disable_mode) { + case DISABLE_MODE_REMOVE: { + if (is_inside_tree()) { + RID space = get_world_2d()->get_space(); + if (area) { + PhysicsServer2D::get_singleton()->area_set_space(rid, space); + } else { + PhysicsServer2D::get_singleton()->body_set_space(rid, space); + } + _space_changed(space); + } + } break; + + case DISABLE_MODE_MAKE_STATIC: { + if (!area && (body_mode != PhysicsServer2D::BODY_MODE_STATIC)) { + PhysicsServer2D::get_singleton()->body_set_mode(rid, body_mode); + } + } break; + + case DISABLE_MODE_KEEP_ACTIVE: { + // Nothing to do. + } break; + } +} + +uint32_t CollisionObject2D::create_shape_owner(Object *p_owner) { + ShapeData sd; + uint32_t id; + + if (shapes.size() == 0) { + id = 0; + } else { + id = shapes.back()->key() + 1; + } + + sd.owner_id = p_owner ? p_owner->get_instance_id() : ObjectID(); + + shapes[id] = sd; + + return id; +} + +void CollisionObject2D::remove_shape_owner(uint32_t owner) { + ERR_FAIL_COND(!shapes.has(owner)); + + shape_owner_clear_shapes(owner); + + shapes.erase(owner); +} + +void CollisionObject2D::shape_owner_set_disabled(uint32_t p_owner, bool p_disabled) { + ERR_FAIL_COND(!shapes.has(p_owner)); + + ShapeData &sd = shapes[p_owner]; + sd.disabled = p_disabled; + for (int i = 0; i < sd.shapes.size(); i++) { + if (area) { + PhysicsServer2D::get_singleton()->area_set_shape_disabled(rid, sd.shapes[i].index, p_disabled); + } else { + PhysicsServer2D::get_singleton()->body_set_shape_disabled(rid, sd.shapes[i].index, p_disabled); + } + } +} + +bool CollisionObject2D::is_shape_owner_disabled(uint32_t p_owner) const { + ERR_FAIL_COND_V(!shapes.has(p_owner), false); + + return shapes[p_owner].disabled; +} + +void CollisionObject2D::shape_owner_set_one_way_collision(uint32_t p_owner, bool p_enable) { + if (area) { + return; //not for areas + } + + ERR_FAIL_COND(!shapes.has(p_owner)); + + ShapeData &sd = shapes[p_owner]; + sd.one_way_collision = p_enable; + for (int i = 0; i < sd.shapes.size(); i++) { + PhysicsServer2D::get_singleton()->body_set_shape_as_one_way_collision(rid, sd.shapes[i].index, sd.one_way_collision, sd.one_way_collision_margin); + } +} + +bool CollisionObject2D::is_shape_owner_one_way_collision_enabled(uint32_t p_owner) const { + ERR_FAIL_COND_V(!shapes.has(p_owner), false); + + return shapes[p_owner].one_way_collision; +} + +void CollisionObject2D::shape_owner_set_one_way_collision_margin(uint32_t p_owner, real_t p_margin) { + if (area) { + return; //not for areas + } + + ERR_FAIL_COND(!shapes.has(p_owner)); + + ShapeData &sd = shapes[p_owner]; + sd.one_way_collision_margin = p_margin; + for (int i = 0; i < sd.shapes.size(); i++) { + PhysicsServer2D::get_singleton()->body_set_shape_as_one_way_collision(rid, sd.shapes[i].index, sd.one_way_collision, sd.one_way_collision_margin); + } +} + +real_t CollisionObject2D::get_shape_owner_one_way_collision_margin(uint32_t p_owner) const { + ERR_FAIL_COND_V(!shapes.has(p_owner), 0); + + return shapes[p_owner].one_way_collision_margin; +} + +void CollisionObject2D::get_shape_owners(List *r_owners) { + for (const KeyValue &E : shapes) { + r_owners->push_back(E.key); + } +} + +PackedInt32Array CollisionObject2D::_get_shape_owners() { + PackedInt32Array ret; + for (const KeyValue &E : shapes) { + ret.push_back(E.key); + } + + return ret; +} + +void CollisionObject2D::shape_owner_set_transform(uint32_t p_owner, const Transform2D &p_transform) { + ERR_FAIL_COND(!shapes.has(p_owner)); + + ShapeData &sd = shapes[p_owner]; + + sd.xform = p_transform; + for (int i = 0; i < sd.shapes.size(); i++) { + if (area) { + PhysicsServer2D::get_singleton()->area_set_shape_transform(rid, sd.shapes[i].index, sd.xform); + } else { + PhysicsServer2D::get_singleton()->body_set_shape_transform(rid, sd.shapes[i].index, sd.xform); + } + } +} + +Transform2D CollisionObject2D::shape_owner_get_transform(uint32_t p_owner) const { + ERR_FAIL_COND_V(!shapes.has(p_owner), Transform2D()); + + return shapes[p_owner].xform; +} + +Object *CollisionObject2D::shape_owner_get_owner(uint32_t p_owner) const { + ERR_FAIL_COND_V(!shapes.has(p_owner), nullptr); + + return ObjectDB::get_instance(shapes[p_owner].owner_id); +} + +void CollisionObject2D::shape_owner_add_shape(uint32_t p_owner, const Ref &p_shape) { + ERR_FAIL_COND(!shapes.has(p_owner)); + ERR_FAIL_COND(p_shape.is_null()); + + ShapeData &sd = shapes[p_owner]; + ShapeData::Shape s; + s.index = total_subshapes; + s.shape = p_shape; + if (area) { + PhysicsServer2D::get_singleton()->area_add_shape(rid, p_shape->get_rid(), sd.xform, sd.disabled); + } else { + PhysicsServer2D::get_singleton()->body_add_shape(rid, p_shape->get_rid(), sd.xform, sd.disabled); + } + sd.shapes.push_back(s); + + total_subshapes++; +} + +int CollisionObject2D::shape_owner_get_shape_count(uint32_t p_owner) const { + ERR_FAIL_COND_V(!shapes.has(p_owner), 0); + + return shapes[p_owner].shapes.size(); +} + +Ref CollisionObject2D::shape_owner_get_shape(uint32_t p_owner, int p_shape) const { + ERR_FAIL_COND_V(!shapes.has(p_owner), Ref()); + ERR_FAIL_INDEX_V(p_shape, shapes[p_owner].shapes.size(), Ref()); + + return shapes[p_owner].shapes[p_shape].shape; +} + +int CollisionObject2D::shape_owner_get_shape_index(uint32_t p_owner, int p_shape) const { + ERR_FAIL_COND_V(!shapes.has(p_owner), -1); + ERR_FAIL_INDEX_V(p_shape, shapes[p_owner].shapes.size(), -1); + + return shapes[p_owner].shapes[p_shape].index; +} + +void CollisionObject2D::shape_owner_remove_shape(uint32_t p_owner, int p_shape) { + ERR_FAIL_COND(!shapes.has(p_owner)); + ERR_FAIL_INDEX(p_shape, shapes[p_owner].shapes.size()); + + int index_to_remove = shapes[p_owner].shapes[p_shape].index; + if (area) { + PhysicsServer2D::get_singleton()->area_remove_shape(rid, index_to_remove); + } else { + PhysicsServer2D::get_singleton()->body_remove_shape(rid, index_to_remove); + } + + shapes[p_owner].shapes.remove_at(p_shape); + + for (KeyValue &E : shapes) { + for (int i = 0; i < E.value.shapes.size(); i++) { + if (E.value.shapes[i].index > index_to_remove) { + E.value.shapes.write[i].index -= 1; + } + } + } + + total_subshapes--; +} + +void CollisionObject2D::shape_owner_clear_shapes(uint32_t p_owner) { + ERR_FAIL_COND(!shapes.has(p_owner)); + + while (shape_owner_get_shape_count(p_owner) > 0) { + shape_owner_remove_shape(p_owner, 0); + } +} + +uint32_t CollisionObject2D::shape_find_owner(int p_shape_index) const { + ERR_FAIL_INDEX_V(p_shape_index, total_subshapes, UINT32_MAX); + + for (const KeyValue &E : shapes) { + for (int i = 0; i < E.value.shapes.size(); i++) { + if (E.value.shapes[i].index == p_shape_index) { + return E.key; + } + } + } + + //in theory it should be unreachable + ERR_FAIL_V_MSG(UINT32_MAX, "Can't find owner for shape index " + itos(p_shape_index) + "."); +} + +void CollisionObject2D::set_pickable(bool p_enabled) { + if (pickable == p_enabled) { + return; + } + + pickable = p_enabled; + _update_pickable(); +} + +bool CollisionObject2D::is_pickable() const { + return pickable; +} + +void CollisionObject2D::_input_event_call(Viewport *p_viewport, const Ref &p_input_event, int p_shape) { + GDVIRTUAL_CALL(_input_event, p_viewport, p_input_event, p_shape); + emit_signal(SceneStringNames::get_singleton()->input_event, p_viewport, p_input_event, p_shape); +} + +void CollisionObject2D::_mouse_enter() { + GDVIRTUAL_CALL(_mouse_enter); + emit_signal(SceneStringNames::get_singleton()->mouse_entered); +} + +void CollisionObject2D::_mouse_exit() { + GDVIRTUAL_CALL(_mouse_exit); + emit_signal(SceneStringNames::get_singleton()->mouse_exited); +} + +void CollisionObject2D::_mouse_shape_enter(int p_shape) { + GDVIRTUAL_CALL(_mouse_shape_enter, p_shape); + emit_signal(SceneStringNames::get_singleton()->mouse_shape_entered, p_shape); +} + +void CollisionObject2D::_mouse_shape_exit(int p_shape) { + GDVIRTUAL_CALL(_mouse_shape_exit, p_shape); + emit_signal(SceneStringNames::get_singleton()->mouse_shape_exited, p_shape); +} + +void CollisionObject2D::set_only_update_transform_changes(bool p_enable) { + only_update_transform_changes = p_enable; +} + +bool CollisionObject2D::is_only_update_transform_changes_enabled() const { + return only_update_transform_changes; +} + +void CollisionObject2D::set_body_mode(PhysicsServer2D::BodyMode p_mode) { + ERR_FAIL_COND(area); + + if (body_mode == p_mode) { + return; + } + + body_mode = p_mode; + + if (is_inside_tree() && !is_enabled() && (disable_mode == DISABLE_MODE_MAKE_STATIC)) { + return; + } + + PhysicsServer2D::get_singleton()->body_set_mode(rid, p_mode); +} + +void CollisionObject2D::_space_changed(const RID &p_new_space) { +} + +void CollisionObject2D::_update_pickable() { + if (!is_inside_tree()) { + return; + } + + bool is_pickable = pickable && is_visible_in_tree(); + if (area) { + PhysicsServer2D::get_singleton()->area_set_pickable(rid, is_pickable); + } else { + PhysicsServer2D::get_singleton()->body_set_pickable(rid, is_pickable); + } +} + +PackedStringArray CollisionObject2D::get_configuration_warnings() const { + PackedStringArray warnings = Node::get_configuration_warnings(); + + if (shapes.is_empty()) { + warnings.push_back(RTR("This node has no shape, so it can't collide or interact with other objects.\nConsider adding a CollisionShape2D or CollisionPolygon2D as a child to define its shape.")); + } + + return warnings; +} + +void CollisionObject2D::_bind_methods() { + ClassDB::bind_method(D_METHOD("get_rid"), &CollisionObject2D::get_rid); + ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &CollisionObject2D::set_collision_layer); + ClassDB::bind_method(D_METHOD("get_collision_layer"), &CollisionObject2D::get_collision_layer); + ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &CollisionObject2D::set_collision_mask); + ClassDB::bind_method(D_METHOD("get_collision_mask"), &CollisionObject2D::get_collision_mask); + ClassDB::bind_method(D_METHOD("set_collision_layer_value", "layer_number", "value"), &CollisionObject2D::set_collision_layer_value); + ClassDB::bind_method(D_METHOD("get_collision_layer_value", "layer_number"), &CollisionObject2D::get_collision_layer_value); + ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &CollisionObject2D::set_collision_mask_value); + ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &CollisionObject2D::get_collision_mask_value); + ClassDB::bind_method(D_METHOD("set_collision_priority", "priority"), &CollisionObject2D::set_collision_priority); + ClassDB::bind_method(D_METHOD("get_collision_priority"), &CollisionObject2D::get_collision_priority); + ClassDB::bind_method(D_METHOD("set_disable_mode", "mode"), &CollisionObject2D::set_disable_mode); + ClassDB::bind_method(D_METHOD("get_disable_mode"), &CollisionObject2D::get_disable_mode); + ClassDB::bind_method(D_METHOD("set_pickable", "enabled"), &CollisionObject2D::set_pickable); + ClassDB::bind_method(D_METHOD("is_pickable"), &CollisionObject2D::is_pickable); + ClassDB::bind_method(D_METHOD("create_shape_owner", "owner"), &CollisionObject2D::create_shape_owner); + ClassDB::bind_method(D_METHOD("remove_shape_owner", "owner_id"), &CollisionObject2D::remove_shape_owner); + ClassDB::bind_method(D_METHOD("get_shape_owners"), &CollisionObject2D::_get_shape_owners); + ClassDB::bind_method(D_METHOD("shape_owner_set_transform", "owner_id", "transform"), &CollisionObject2D::shape_owner_set_transform); + ClassDB::bind_method(D_METHOD("shape_owner_get_transform", "owner_id"), &CollisionObject2D::shape_owner_get_transform); + ClassDB::bind_method(D_METHOD("shape_owner_get_owner", "owner_id"), &CollisionObject2D::shape_owner_get_owner); + ClassDB::bind_method(D_METHOD("shape_owner_set_disabled", "owner_id", "disabled"), &CollisionObject2D::shape_owner_set_disabled); + ClassDB::bind_method(D_METHOD("is_shape_owner_disabled", "owner_id"), &CollisionObject2D::is_shape_owner_disabled); + ClassDB::bind_method(D_METHOD("shape_owner_set_one_way_collision", "owner_id", "enable"), &CollisionObject2D::shape_owner_set_one_way_collision); + ClassDB::bind_method(D_METHOD("is_shape_owner_one_way_collision_enabled", "owner_id"), &CollisionObject2D::is_shape_owner_one_way_collision_enabled); + ClassDB::bind_method(D_METHOD("shape_owner_set_one_way_collision_margin", "owner_id", "margin"), &CollisionObject2D::shape_owner_set_one_way_collision_margin); + ClassDB::bind_method(D_METHOD("get_shape_owner_one_way_collision_margin", "owner_id"), &CollisionObject2D::get_shape_owner_one_way_collision_margin); + ClassDB::bind_method(D_METHOD("shape_owner_add_shape", "owner_id", "shape"), &CollisionObject2D::shape_owner_add_shape); + ClassDB::bind_method(D_METHOD("shape_owner_get_shape_count", "owner_id"), &CollisionObject2D::shape_owner_get_shape_count); + ClassDB::bind_method(D_METHOD("shape_owner_get_shape", "owner_id", "shape_id"), &CollisionObject2D::shape_owner_get_shape); + ClassDB::bind_method(D_METHOD("shape_owner_get_shape_index", "owner_id", "shape_id"), &CollisionObject2D::shape_owner_get_shape_index); + ClassDB::bind_method(D_METHOD("shape_owner_remove_shape", "owner_id", "shape_id"), &CollisionObject2D::shape_owner_remove_shape); + ClassDB::bind_method(D_METHOD("shape_owner_clear_shapes", "owner_id"), &CollisionObject2D::shape_owner_clear_shapes); + ClassDB::bind_method(D_METHOD("shape_find_owner", "shape_index"), &CollisionObject2D::shape_find_owner); + + GDVIRTUAL_BIND(_input_event, "viewport", "event", "shape_idx"); + GDVIRTUAL_BIND(_mouse_enter); + GDVIRTUAL_BIND(_mouse_exit); + GDVIRTUAL_BIND(_mouse_shape_enter, "shape_idx"); + GDVIRTUAL_BIND(_mouse_shape_exit, "shape_idx"); + + ADD_SIGNAL(MethodInfo("input_event", PropertyInfo(Variant::OBJECT, "viewport", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::OBJECT, "event", PROPERTY_HINT_RESOURCE_TYPE, "InputEvent"), PropertyInfo(Variant::INT, "shape_idx"))); + ADD_SIGNAL(MethodInfo("mouse_entered")); + ADD_SIGNAL(MethodInfo("mouse_exited")); + ADD_SIGNAL(MethodInfo("mouse_shape_entered", PropertyInfo(Variant::INT, "shape_idx"))); + ADD_SIGNAL(MethodInfo("mouse_shape_exited", PropertyInfo(Variant::INT, "shape_idx"))); + + ADD_PROPERTY(PropertyInfo(Variant::INT, "disable_mode", PROPERTY_HINT_ENUM, "Remove,Make Static,Keep Active"), "set_disable_mode", "get_disable_mode"); + + ADD_GROUP("Collision", "collision_"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_layer", "get_collision_layer"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_priority"), "set_collision_priority", "get_collision_priority"); + + ADD_GROUP("Input", "input_"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "input_pickable"), "set_pickable", "is_pickable"); + + BIND_ENUM_CONSTANT(DISABLE_MODE_REMOVE); + BIND_ENUM_CONSTANT(DISABLE_MODE_MAKE_STATIC); + BIND_ENUM_CONSTANT(DISABLE_MODE_KEEP_ACTIVE); +} + +CollisionObject2D::CollisionObject2D(RID p_rid, bool p_area) { + rid = p_rid; + area = p_area; + pickable = true; + set_notify_transform(true); + set_hide_clip_children(true); + total_subshapes = 0; + only_update_transform_changes = false; + + if (p_area) { + PhysicsServer2D::get_singleton()->area_attach_object_instance_id(rid, get_instance_id()); + } else { + PhysicsServer2D::get_singleton()->body_attach_object_instance_id(rid, get_instance_id()); + PhysicsServer2D::get_singleton()->body_set_mode(rid, body_mode); + } +} + +CollisionObject2D::CollisionObject2D() { + //owner= + + set_notify_transform(true); +} + +CollisionObject2D::~CollisionObject2D() { + ERR_FAIL_NULL(PhysicsServer2D::get_singleton()); + PhysicsServer2D::get_singleton()->free(rid); +} diff --git a/scene/2d/physics/collision_object_2d.h b/scene/2d/physics/collision_object_2d.h new file mode 100644 index 0000000000..2c8534665c --- /dev/null +++ b/scene/2d/physics/collision_object_2d.h @@ -0,0 +1,179 @@ +/**************************************************************************/ +/* collision_object_2d.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 COLLISION_OBJECT_2D_H +#define COLLISION_OBJECT_2D_H + +#include "scene/2d/node_2d.h" +#include "scene/main/viewport.h" +#include "scene/resources/2d/shape_2d.h" +#include "servers/physics_server_2d.h" + +class CollisionObject2D : public Node2D { + GDCLASS(CollisionObject2D, Node2D); + +public: + enum DisableMode { + DISABLE_MODE_REMOVE, + DISABLE_MODE_MAKE_STATIC, + DISABLE_MODE_KEEP_ACTIVE, + }; + +private: + uint32_t collision_layer = 1; + uint32_t collision_mask = 1; + real_t collision_priority = 1.0; + + bool area = false; + RID rid; + uint32_t callback_lock = 0; + bool pickable = false; + + DisableMode disable_mode = DISABLE_MODE_REMOVE; + + PhysicsServer2D::BodyMode body_mode = PhysicsServer2D::BODY_MODE_STATIC; + + struct ShapeData { + ObjectID owner_id; + Transform2D xform; + struct Shape { + Ref shape; + int index = 0; + }; + + Vector shapes; + + bool disabled = false; + bool one_way_collision = false; + real_t one_way_collision_margin = 0.0; + }; + + int total_subshapes = 0; + + RBMap shapes; + bool only_update_transform_changes = false; // This is used for sync to physics. + + void _apply_disabled(); + void _apply_enabled(); + +protected: + _FORCE_INLINE_ void lock_callback() { callback_lock++; } + _FORCE_INLINE_ void unlock_callback() { + ERR_FAIL_COND(callback_lock == 0); + callback_lock--; + } + + CollisionObject2D(RID p_rid, bool p_area); + + void _notification(int p_what); + static void _bind_methods(); + + void _update_pickable(); + friend class Viewport; + void _input_event_call(Viewport *p_viewport, const Ref &p_input_event, int p_shape); + void _mouse_enter(); + void _mouse_exit(); + + void _mouse_shape_enter(int p_shape); + void _mouse_shape_exit(int p_shape); + + void set_only_update_transform_changes(bool p_enable); + bool is_only_update_transform_changes_enabled() const; + + void set_body_mode(PhysicsServer2D::BodyMode p_mode); + + virtual void _space_changed(const RID &p_new_space); + + GDVIRTUAL3(_input_event, Viewport *, Ref, int) + GDVIRTUAL0(_mouse_enter) + GDVIRTUAL0(_mouse_exit) + GDVIRTUAL1(_mouse_shape_enter, int) + GDVIRTUAL1(_mouse_shape_exit, int) +public: + void set_collision_layer(uint32_t p_layer); + uint32_t get_collision_layer() const; + + void set_collision_mask(uint32_t p_mask); + uint32_t get_collision_mask() const; + + void set_collision_layer_value(int p_layer_number, bool p_value); + bool get_collision_layer_value(int p_layer_number) const; + + void set_collision_mask_value(int p_layer_number, bool p_value); + bool get_collision_mask_value(int p_layer_number) const; + + void set_collision_priority(real_t p_priority); + real_t get_collision_priority() const; + + void set_disable_mode(DisableMode p_mode); + DisableMode get_disable_mode() const; + + uint32_t create_shape_owner(Object *p_owner); + void remove_shape_owner(uint32_t owner); + void get_shape_owners(List *r_owners); + PackedInt32Array _get_shape_owners(); + + void shape_owner_set_transform(uint32_t p_owner, const Transform2D &p_transform); + Transform2D shape_owner_get_transform(uint32_t p_owner) const; + Object *shape_owner_get_owner(uint32_t p_owner) const; + + void shape_owner_set_disabled(uint32_t p_owner, bool p_disabled); + bool is_shape_owner_disabled(uint32_t p_owner) const; + + void shape_owner_set_one_way_collision(uint32_t p_owner, bool p_enable); + bool is_shape_owner_one_way_collision_enabled(uint32_t p_owner) const; + + void shape_owner_set_one_way_collision_margin(uint32_t p_owner, real_t p_margin); + real_t get_shape_owner_one_way_collision_margin(uint32_t p_owner) const; + + void shape_owner_add_shape(uint32_t p_owner, const Ref &p_shape); + int shape_owner_get_shape_count(uint32_t p_owner) const; + Ref shape_owner_get_shape(uint32_t p_owner, int p_shape) const; + int shape_owner_get_shape_index(uint32_t p_owner, int p_shape) const; + + void shape_owner_remove_shape(uint32_t p_owner, int p_shape); + void shape_owner_clear_shapes(uint32_t p_owner); + + uint32_t shape_find_owner(int p_shape_index) const; + + void set_pickable(bool p_enabled); + bool is_pickable() const; + + PackedStringArray get_configuration_warnings() const override; + + _FORCE_INLINE_ RID get_rid() const { return rid; } + + CollisionObject2D(); + ~CollisionObject2D(); +}; + +VARIANT_ENUM_CAST(CollisionObject2D::DisableMode); + +#endif // COLLISION_OBJECT_2D_H diff --git a/scene/2d/physics/collision_polygon_2d.cpp b/scene/2d/physics/collision_polygon_2d.cpp new file mode 100644 index 0000000000..96ef346d23 --- /dev/null +++ b/scene/2d/physics/collision_polygon_2d.cpp @@ -0,0 +1,324 @@ +/**************************************************************************/ +/* collision_polygon_2d.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 "collision_polygon_2d.h" + +#include "core/math/geometry_2d.h" +#include "scene/2d/physics/area_2d.h" +#include "scene/2d/physics/collision_object_2d.h" +#include "scene/resources/2d/concave_polygon_shape_2d.h" +#include "scene/resources/2d/convex_polygon_shape_2d.h" + +#include "thirdparty/misc/polypartition.h" + +void CollisionPolygon2D::_build_polygon() { + collision_object->shape_owner_clear_shapes(owner_id); + + bool solids = build_mode == BUILD_SOLIDS; + + if (solids) { + if (polygon.size() < 3) { + return; + } + + //here comes the sun, lalalala + //decompose concave into multiple convex polygons and add them + Vector> decomp = _decompose_in_convex(); + for (int i = 0; i < decomp.size(); i++) { + Ref convex = memnew(ConvexPolygonShape2D); + convex->set_points(decomp[i]); + collision_object->shape_owner_add_shape(owner_id, convex); + } + + } else { + if (polygon.size() < 2) { + return; + } + + Ref concave = memnew(ConcavePolygonShape2D); + + Vector segments; + segments.resize(polygon.size() * 2); + Vector2 *w = segments.ptrw(); + + for (int i = 0; i < polygon.size(); i++) { + w[(i << 1) + 0] = polygon[i]; + w[(i << 1) + 1] = polygon[(i + 1) % polygon.size()]; + } + + concave->set_segments(segments); + + collision_object->shape_owner_add_shape(owner_id, concave); + } +} + +Vector> CollisionPolygon2D::_decompose_in_convex() { + Vector> decomp = Geometry2D::decompose_polygon_in_convex(polygon); + return decomp; +} + +void CollisionPolygon2D::_update_in_shape_owner(bool p_xform_only) { + collision_object->shape_owner_set_transform(owner_id, get_transform()); + if (p_xform_only) { + return; + } + collision_object->shape_owner_set_disabled(owner_id, disabled); + collision_object->shape_owner_set_one_way_collision(owner_id, one_way_collision); + collision_object->shape_owner_set_one_way_collision_margin(owner_id, one_way_collision_margin); +} + +void CollisionPolygon2D::_notification(int p_what) { + switch (p_what) { + case NOTIFICATION_PARENTED: { + collision_object = Object::cast_to(get_parent()); + if (collision_object) { + owner_id = collision_object->create_shape_owner(this); + _build_polygon(); + _update_in_shape_owner(); + } + } break; + + case NOTIFICATION_ENTER_TREE: { + if (collision_object) { + _update_in_shape_owner(); + } + } break; + + case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { + if (collision_object) { + _update_in_shape_owner(true); + } + } break; + + case NOTIFICATION_UNPARENTED: { + if (collision_object) { + collision_object->remove_shape_owner(owner_id); + } + owner_id = 0; + collision_object = nullptr; + } break; + + case NOTIFICATION_DRAW: { + ERR_FAIL_COND(!is_inside_tree()); + if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) { + break; + } + + if (polygon.size() > 2) { +#define DEBUG_DECOMPOSE +#if defined(TOOLS_ENABLED) && defined(DEBUG_DECOMPOSE) + Vector> decomp = _decompose_in_convex(); + + Color c(0.4, 0.9, 0.1); + for (int i = 0; i < decomp.size(); i++) { + c.set_hsv(Math::fmod(c.get_h() + 0.738, 1), c.get_s(), c.get_v(), 0.5); + draw_colored_polygon(decomp[i], c); + } +#else + draw_colored_polygon(polygon, get_tree()->get_debug_collisions_color()); +#endif + + const Color stroke_color = Color(0.9, 0.2, 0.0); + draw_polyline(polygon, stroke_color); + // Draw the last segment. + draw_line(polygon[polygon.size() - 1], polygon[0], stroke_color); + } + + if (one_way_collision) { + Color dcol = get_tree()->get_debug_collisions_color(); //0.9,0.2,0.2,0.4); + dcol.a = 1.0; + Vector2 line_to(0, 20); + draw_line(Vector2(), line_to, dcol, 3); + real_t tsize = 8; + + Vector pts = { + line_to + Vector2(0, tsize), + line_to + Vector2(Math_SQRT12 * tsize, 0), + line_to + Vector2(-Math_SQRT12 * tsize, 0) + }; + + Vector cols{ dcol, dcol, dcol }; + + draw_primitive(pts, cols, Vector()); //small arrow + } + } break; + } +} + +void CollisionPolygon2D::set_polygon(const Vector &p_polygon) { + polygon = p_polygon; + + { + for (int i = 0; i < polygon.size(); i++) { + if (i == 0) { + aabb = Rect2(polygon[i], Size2()); + } else { + aabb.expand_to(polygon[i]); + } + } + if (aabb == Rect2()) { + aabb = Rect2(-10, -10, 20, 20); + } else { + aabb.position -= aabb.size * 0.3; + aabb.size += aabb.size * 0.6; + } + } + + if (collision_object) { + _build_polygon(); + _update_in_shape_owner(); + } + queue_redraw(); + update_configuration_warnings(); +} + +Vector CollisionPolygon2D::get_polygon() const { + return polygon; +} + +void CollisionPolygon2D::set_build_mode(BuildMode p_mode) { + ERR_FAIL_INDEX((int)p_mode, 2); + build_mode = p_mode; + if (collision_object) { + _build_polygon(); + _update_in_shape_owner(); + } + queue_redraw(); + update_configuration_warnings(); +} + +CollisionPolygon2D::BuildMode CollisionPolygon2D::get_build_mode() const { + return build_mode; +} + +#ifdef TOOLS_ENABLED +Rect2 CollisionPolygon2D::_edit_get_rect() const { + return aabb; +} + +bool CollisionPolygon2D::_edit_use_rect() const { + return true; +} + +bool CollisionPolygon2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const { + return Geometry2D::is_point_in_polygon(p_point, Variant(polygon)); +} +#endif + +PackedStringArray CollisionPolygon2D::get_configuration_warnings() const { + PackedStringArray warnings = Node::get_configuration_warnings(); + + if (!Object::cast_to(get_parent())) { + warnings.push_back(RTR("CollisionPolygon2D only serves to provide a collision shape to a CollisionObject2D derived node. Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape.")); + } + + int polygon_count = polygon.size(); + if (polygon_count == 0) { + warnings.push_back(RTR("An empty CollisionPolygon2D has no effect on collision.")); + } else { + bool solids = build_mode == BUILD_SOLIDS; + if (solids) { + if (polygon_count < 3) { + warnings.push_back(RTR("Invalid polygon. At least 3 points are needed in 'Solids' build mode.")); + } + } else if (polygon_count < 2) { + warnings.push_back(RTR("Invalid polygon. At least 2 points are needed in 'Segments' build mode.")); + } + } + if (one_way_collision && Object::cast_to(get_parent())) { + warnings.push_back(RTR("The One Way Collision property will be ignored when the collision object is an Area2D.")); + } + + return warnings; +} + +void CollisionPolygon2D::set_disabled(bool p_disabled) { + disabled = p_disabled; + queue_redraw(); + if (collision_object) { + collision_object->shape_owner_set_disabled(owner_id, p_disabled); + } +} + +bool CollisionPolygon2D::is_disabled() const { + return disabled; +} + +void CollisionPolygon2D::set_one_way_collision(bool p_enable) { + one_way_collision = p_enable; + queue_redraw(); + if (collision_object) { + collision_object->shape_owner_set_one_way_collision(owner_id, p_enable); + } + update_configuration_warnings(); +} + +bool CollisionPolygon2D::is_one_way_collision_enabled() const { + return one_way_collision; +} + +void CollisionPolygon2D::set_one_way_collision_margin(real_t p_margin) { + one_way_collision_margin = p_margin; + if (collision_object) { + collision_object->shape_owner_set_one_way_collision_margin(owner_id, one_way_collision_margin); + } +} + +real_t CollisionPolygon2D::get_one_way_collision_margin() const { + return one_way_collision_margin; +} + +void CollisionPolygon2D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &CollisionPolygon2D::set_polygon); + ClassDB::bind_method(D_METHOD("get_polygon"), &CollisionPolygon2D::get_polygon); + + ClassDB::bind_method(D_METHOD("set_build_mode", "build_mode"), &CollisionPolygon2D::set_build_mode); + ClassDB::bind_method(D_METHOD("get_build_mode"), &CollisionPolygon2D::get_build_mode); + ClassDB::bind_method(D_METHOD("set_disabled", "disabled"), &CollisionPolygon2D::set_disabled); + ClassDB::bind_method(D_METHOD("is_disabled"), &CollisionPolygon2D::is_disabled); + ClassDB::bind_method(D_METHOD("set_one_way_collision", "enabled"), &CollisionPolygon2D::set_one_way_collision); + ClassDB::bind_method(D_METHOD("is_one_way_collision_enabled"), &CollisionPolygon2D::is_one_way_collision_enabled); + ClassDB::bind_method(D_METHOD("set_one_way_collision_margin", "margin"), &CollisionPolygon2D::set_one_way_collision_margin); + ClassDB::bind_method(D_METHOD("get_one_way_collision_margin"), &CollisionPolygon2D::get_one_way_collision_margin); + + ADD_PROPERTY(PropertyInfo(Variant::INT, "build_mode", PROPERTY_HINT_ENUM, "Solids,Segments"), "set_build_mode", "get_build_mode"); + ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "one_way_collision"), "set_one_way_collision", "is_one_way_collision_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "one_way_collision_margin", PROPERTY_HINT_RANGE, "0,128,0.1,suffix:px"), "set_one_way_collision_margin", "get_one_way_collision_margin"); + + BIND_ENUM_CONSTANT(BUILD_SOLIDS); + BIND_ENUM_CONSTANT(BUILD_SEGMENTS); +} + +CollisionPolygon2D::CollisionPolygon2D() { + set_notify_local_transform(true); + set_hide_clip_children(true); +} diff --git a/scene/2d/physics/collision_polygon_2d.h b/scene/2d/physics/collision_polygon_2d.h new file mode 100644 index 0000000000..f1ee30babe --- /dev/null +++ b/scene/2d/physics/collision_polygon_2d.h @@ -0,0 +1,96 @@ +/**************************************************************************/ +/* collision_polygon_2d.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 COLLISION_POLYGON_2D_H +#define COLLISION_POLYGON_2D_H + +#include "scene/2d/node_2d.h" + +class CollisionObject2D; + +class CollisionPolygon2D : public Node2D { + GDCLASS(CollisionPolygon2D, Node2D); + +public: + enum BuildMode { + BUILD_SOLIDS, + BUILD_SEGMENTS, + }; + +protected: + Rect2 aabb = Rect2(-10, -10, 20, 20); + BuildMode build_mode = BUILD_SOLIDS; + Vector polygon; + uint32_t owner_id = 0; + CollisionObject2D *collision_object = nullptr; + bool disabled = false; + bool one_way_collision = false; + real_t one_way_collision_margin = 1.0; + + Vector> _decompose_in_convex(); + + void _build_polygon(); + + void _update_in_shape_owner(bool p_xform_only = false); + +protected: + void _notification(int p_what); + static void _bind_methods(); + +public: +#ifdef TOOLS_ENABLED + virtual Rect2 _edit_get_rect() const override; + virtual bool _edit_use_rect() const override; + virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const override; +#endif + + void set_build_mode(BuildMode p_mode); + BuildMode get_build_mode() const; + + void set_polygon(const Vector &p_polygon); + Vector get_polygon() const; + + PackedStringArray get_configuration_warnings() const override; + + void set_disabled(bool p_disabled); + bool is_disabled() const; + + void set_one_way_collision(bool p_enable); + bool is_one_way_collision_enabled() const; + + void set_one_way_collision_margin(real_t p_margin); + real_t get_one_way_collision_margin() const; + + CollisionPolygon2D(); +}; + +VARIANT_ENUM_CAST(CollisionPolygon2D::BuildMode); + +#endif // COLLISION_POLYGON_2D_H diff --git a/scene/2d/physics/collision_shape_2d.cpp b/scene/2d/physics/collision_shape_2d.cpp new file mode 100644 index 0000000000..6fc29ffe63 --- /dev/null +++ b/scene/2d/physics/collision_shape_2d.cpp @@ -0,0 +1,294 @@ +/**************************************************************************/ +/* collision_shape_2d.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 "collision_shape_2d.h" + +#include "scene/2d/physics/area_2d.h" +#include "scene/2d/physics/collision_object_2d.h" +#include "scene/resources/2d/concave_polygon_shape_2d.h" +#include "scene/resources/2d/convex_polygon_shape_2d.h" + +void CollisionShape2D::_shape_changed() { + queue_redraw(); +} + +void CollisionShape2D::_update_in_shape_owner(bool p_xform_only) { + collision_object->shape_owner_set_transform(owner_id, get_transform()); + if (p_xform_only) { + return; + } + collision_object->shape_owner_set_disabled(owner_id, disabled); + collision_object->shape_owner_set_one_way_collision(owner_id, one_way_collision); + collision_object->shape_owner_set_one_way_collision_margin(owner_id, one_way_collision_margin); +} + +Color CollisionShape2D::_get_default_debug_color() const { + SceneTree *st = SceneTree::get_singleton(); + return st ? st->get_debug_collisions_color() : Color(); +} + +void CollisionShape2D::_notification(int p_what) { + switch (p_what) { + case NOTIFICATION_PARENTED: { + collision_object = Object::cast_to(get_parent()); + if (collision_object) { + owner_id = collision_object->create_shape_owner(this); + if (shape.is_valid()) { + collision_object->shape_owner_add_shape(owner_id, shape); + } + _update_in_shape_owner(); + } + } break; + + case NOTIFICATION_ENTER_TREE: { + if (collision_object) { + _update_in_shape_owner(); + } + } break; + + case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { + if (collision_object) { + _update_in_shape_owner(true); + } + } break; + + case NOTIFICATION_UNPARENTED: { + if (collision_object) { + collision_object->remove_shape_owner(owner_id); + } + owner_id = 0; + collision_object = nullptr; + } break; + + case NOTIFICATION_DRAW: { + ERR_FAIL_COND(!is_inside_tree()); + + if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) { + break; + } + + if (!shape.is_valid()) { + break; + } + + rect = Rect2(); + + Color draw_col = debug_color; + if (disabled) { + float g = draw_col.get_v(); + draw_col.r = g; + draw_col.g = g; + draw_col.b = g; + draw_col.a *= 0.5; + } + shape->draw(get_canvas_item(), draw_col); + + rect = shape->get_rect(); + rect = rect.grow(3); + + if (one_way_collision) { + // Draw an arrow indicating the one-way collision direction + draw_col = debug_color.inverted(); + if (disabled) { + draw_col = draw_col.darkened(0.25); + } + Vector2 line_to(0, 20); + draw_line(Vector2(), line_to, draw_col, 2); + real_t tsize = 8; + + Vector pts{ + line_to + Vector2(0, tsize), + line_to + Vector2(Math_SQRT12 * tsize, 0), + line_to + Vector2(-Math_SQRT12 * tsize, 0) + }; + + Vector cols{ draw_col, draw_col, draw_col }; + + draw_primitive(pts, cols, Vector()); + } + } break; + } +} + +void CollisionShape2D::set_shape(const Ref &p_shape) { + if (p_shape == shape) { + return; + } + if (shape.is_valid()) { + shape->disconnect_changed(callable_mp(this, &CollisionShape2D::_shape_changed)); + } + shape = p_shape; + queue_redraw(); + if (collision_object) { + collision_object->shape_owner_clear_shapes(owner_id); + if (shape.is_valid()) { + collision_object->shape_owner_add_shape(owner_id, shape); + } + _update_in_shape_owner(); + } + + if (shape.is_valid()) { + shape->connect_changed(callable_mp(this, &CollisionShape2D::_shape_changed)); + } + + update_configuration_warnings(); +} + +Ref CollisionShape2D::get_shape() const { + return shape; +} + +bool CollisionShape2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const { + if (!shape.is_valid()) { + return false; + } + + return shape->_edit_is_selected_on_click(p_point, p_tolerance); +} + +PackedStringArray CollisionShape2D::get_configuration_warnings() const { + PackedStringArray warnings = Node::get_configuration_warnings(); + + CollisionObject2D *col_object = Object::cast_to(get_parent()); + if (col_object == nullptr) { + warnings.push_back(RTR("CollisionShape2D only serves to provide a collision shape to a CollisionObject2D derived node.\nPlease only use it as a child of Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape.")); + } + if (!shape.is_valid()) { + warnings.push_back(RTR("A shape must be provided for CollisionShape2D to function. Please create a shape resource for it!")); + } + if (one_way_collision && Object::cast_to(col_object)) { + warnings.push_back(RTR("The One Way Collision property will be ignored when the collision object is an Area2D.")); + } + + Ref convex = shape; + Ref concave = shape; + if (convex.is_valid() || concave.is_valid()) { + warnings.push_back(RTR("Polygon-based shapes are not meant be used nor edited directly through the CollisionShape2D node. Please use the CollisionPolygon2D node instead.")); + } + + return warnings; +} + +void CollisionShape2D::set_disabled(bool p_disabled) { + disabled = p_disabled; + queue_redraw(); + if (collision_object) { + collision_object->shape_owner_set_disabled(owner_id, p_disabled); + } +} + +bool CollisionShape2D::is_disabled() const { + return disabled; +} + +void CollisionShape2D::set_one_way_collision(bool p_enable) { + one_way_collision = p_enable; + queue_redraw(); + if (collision_object) { + collision_object->shape_owner_set_one_way_collision(owner_id, p_enable); + } + update_configuration_warnings(); +} + +bool CollisionShape2D::is_one_way_collision_enabled() const { + return one_way_collision; +} + +void CollisionShape2D::set_one_way_collision_margin(real_t p_margin) { + one_way_collision_margin = p_margin; + if (collision_object) { + collision_object->shape_owner_set_one_way_collision_margin(owner_id, one_way_collision_margin); + } +} + +real_t CollisionShape2D::get_one_way_collision_margin() const { + return one_way_collision_margin; +} + +void CollisionShape2D::set_debug_color(const Color &p_color) { + debug_color = p_color; + queue_redraw(); +} + +Color CollisionShape2D::get_debug_color() const { + return debug_color; +} + +bool CollisionShape2D::_property_can_revert(const StringName &p_name) const { + if (p_name == "debug_color") { + return true; + } + return false; +} + +bool CollisionShape2D::_property_get_revert(const StringName &p_name, Variant &r_property) const { + if (p_name == "debug_color") { + r_property = _get_default_debug_color(); + return true; + } + return false; +} + +void CollisionShape2D::_validate_property(PropertyInfo &p_property) const { + if (p_property.name == "debug_color") { + if (debug_color == _get_default_debug_color()) { + p_property.usage = PROPERTY_USAGE_DEFAULT & ~PROPERTY_USAGE_STORAGE; + } else { + p_property.usage = PROPERTY_USAGE_DEFAULT; + } + } +} + +void CollisionShape2D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_shape", "shape"), &CollisionShape2D::set_shape); + ClassDB::bind_method(D_METHOD("get_shape"), &CollisionShape2D::get_shape); + ClassDB::bind_method(D_METHOD("set_disabled", "disabled"), &CollisionShape2D::set_disabled); + ClassDB::bind_method(D_METHOD("is_disabled"), &CollisionShape2D::is_disabled); + ClassDB::bind_method(D_METHOD("set_one_way_collision", "enabled"), &CollisionShape2D::set_one_way_collision); + ClassDB::bind_method(D_METHOD("is_one_way_collision_enabled"), &CollisionShape2D::is_one_way_collision_enabled); + ClassDB::bind_method(D_METHOD("set_one_way_collision_margin", "margin"), &CollisionShape2D::set_one_way_collision_margin); + ClassDB::bind_method(D_METHOD("get_one_way_collision_margin"), &CollisionShape2D::get_one_way_collision_margin); + ClassDB::bind_method(D_METHOD("set_debug_color", "color"), &CollisionShape2D::set_debug_color); + ClassDB::bind_method(D_METHOD("get_debug_color"), &CollisionShape2D::get_debug_color); + + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape2D"), "set_shape", "get_shape"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "one_way_collision"), "set_one_way_collision", "is_one_way_collision_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "one_way_collision_margin", PROPERTY_HINT_RANGE, "0,128,0.1,suffix:px"), "set_one_way_collision_margin", "get_one_way_collision_margin"); + ADD_PROPERTY(PropertyInfo(Variant::COLOR, "debug_color"), "set_debug_color", "get_debug_color"); + // Default value depends on a project setting, override for doc generation purposes. + ADD_PROPERTY_DEFAULT("debug_color", Color()); +} + +CollisionShape2D::CollisionShape2D() { + set_notify_local_transform(true); + set_hide_clip_children(true); + debug_color = _get_default_debug_color(); +} diff --git a/scene/2d/physics/collision_shape_2d.h b/scene/2d/physics/collision_shape_2d.h new file mode 100644 index 0000000000..65436f1539 --- /dev/null +++ b/scene/2d/physics/collision_shape_2d.h @@ -0,0 +1,88 @@ +/**************************************************************************/ +/* collision_shape_2d.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 COLLISION_SHAPE_2D_H +#define COLLISION_SHAPE_2D_H + +#include "scene/2d/node_2d.h" +#include "scene/resources/2d/shape_2d.h" + +class CollisionObject2D; + +class CollisionShape2D : public Node2D { + GDCLASS(CollisionShape2D, Node2D); + Ref shape; + Rect2 rect = Rect2(-Point2(10, 10), Point2(20, 20)); + uint32_t owner_id = 0; + CollisionObject2D *collision_object = nullptr; + bool disabled = false; + bool one_way_collision = false; + real_t one_way_collision_margin = 1.0; + Color debug_color; + + void _shape_changed(); + void _update_in_shape_owner(bool p_xform_only = false); + Color _get_default_debug_color() const; + +protected: + void _notification(int p_what); + bool _property_can_revert(const StringName &p_name) const; + bool _property_get_revert(const StringName &p_name, Variant &r_property) const; + void _validate_property(PropertyInfo &p_property) const; + static void _bind_methods(); + +public: +#ifdef TOOLS_ENABLED + virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const override; +#else + virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const; +#endif // TOOLS_ENABLED + + void set_shape(const Ref &p_shape); + Ref get_shape() const; + + void set_disabled(bool p_disabled); + bool is_disabled() const; + + void set_one_way_collision(bool p_enable); + bool is_one_way_collision_enabled() const; + + void set_one_way_collision_margin(real_t p_margin); + real_t get_one_way_collision_margin() const; + + void set_debug_color(const Color &p_color); + Color get_debug_color() const; + + PackedStringArray get_configuration_warnings() const override; + + CollisionShape2D(); +}; + +#endif // COLLISION_SHAPE_2D_H diff --git a/scene/2d/physics/joints/SCsub b/scene/2d/physics/joints/SCsub new file mode 100644 index 0000000000..fc61250247 --- /dev/null +++ b/scene/2d/physics/joints/SCsub @@ -0,0 +1,5 @@ +#!/usr/bin/env python + +Import("env") + +env.add_source_files(env.scene_sources, "*.cpp") diff --git a/scene/2d/physics/joints/damped_spring_joint_2d.cpp b/scene/2d/physics/joints/damped_spring_joint_2d.cpp new file mode 100644 index 0000000000..4b210ec0c7 --- /dev/null +++ b/scene/2d/physics/joints/damped_spring_joint_2d.cpp @@ -0,0 +1,128 @@ +/**************************************************************************/ +/* damped_spring_joint_2d.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 "damped_spring_joint_2d.h" + +#include "scene/2d/physics/physics_body_2d.h" + +void DampedSpringJoint2D::_notification(int p_what) { + switch (p_what) { + case NOTIFICATION_DRAW: { + if (!is_inside_tree()) { + break; + } + + if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) { + break; + } + + draw_line(Point2(-10, 0), Point2(+10, 0), Color(0.7, 0.6, 0.0, 0.5), 3); + draw_line(Point2(-10, length), Point2(+10, length), Color(0.7, 0.6, 0.0, 0.5), 3); + draw_line(Point2(0, 0), Point2(0, length), Color(0.7, 0.6, 0.0, 0.5), 3); + } break; + } +} + +void DampedSpringJoint2D::_configure_joint(RID p_joint, PhysicsBody2D *body_a, PhysicsBody2D *body_b) { + Transform2D gt = get_global_transform(); + Vector2 anchor_A = gt.get_origin(); + Vector2 anchor_B = gt.xform(Vector2(0, length)); + + PhysicsServer2D::get_singleton()->joint_make_damped_spring(p_joint, anchor_A, anchor_B, body_a->get_rid(), body_b->get_rid()); + if (rest_length) { + PhysicsServer2D::get_singleton()->damped_spring_joint_set_param(p_joint, PhysicsServer2D::DAMPED_SPRING_REST_LENGTH, rest_length); + } + PhysicsServer2D::get_singleton()->damped_spring_joint_set_param(p_joint, PhysicsServer2D::DAMPED_SPRING_STIFFNESS, stiffness); + PhysicsServer2D::get_singleton()->damped_spring_joint_set_param(p_joint, PhysicsServer2D::DAMPED_SPRING_DAMPING, damping); +} + +void DampedSpringJoint2D::set_length(real_t p_length) { + length = p_length; + queue_redraw(); +} + +real_t DampedSpringJoint2D::get_length() const { + return length; +} + +void DampedSpringJoint2D::set_rest_length(real_t p_rest_length) { + rest_length = p_rest_length; + queue_redraw(); + if (is_configured()) { + PhysicsServer2D::get_singleton()->damped_spring_joint_set_param(get_rid(), PhysicsServer2D::DAMPED_SPRING_REST_LENGTH, p_rest_length ? p_rest_length : length); + } +} + +real_t DampedSpringJoint2D::get_rest_length() const { + return rest_length; +} + +void DampedSpringJoint2D::set_stiffness(real_t p_stiffness) { + stiffness = p_stiffness; + queue_redraw(); + if (is_configured()) { + PhysicsServer2D::get_singleton()->damped_spring_joint_set_param(get_rid(), PhysicsServer2D::DAMPED_SPRING_STIFFNESS, p_stiffness); + } +} + +real_t DampedSpringJoint2D::get_stiffness() const { + return stiffness; +} + +void DampedSpringJoint2D::set_damping(real_t p_damping) { + damping = p_damping; + queue_redraw(); + if (is_configured()) { + PhysicsServer2D::get_singleton()->damped_spring_joint_set_param(get_rid(), PhysicsServer2D::DAMPED_SPRING_DAMPING, p_damping); + } +} + +real_t DampedSpringJoint2D::get_damping() const { + return damping; +} + +void DampedSpringJoint2D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_length", "length"), &DampedSpringJoint2D::set_length); + ClassDB::bind_method(D_METHOD("get_length"), &DampedSpringJoint2D::get_length); + ClassDB::bind_method(D_METHOD("set_rest_length", "rest_length"), &DampedSpringJoint2D::set_rest_length); + ClassDB::bind_method(D_METHOD("get_rest_length"), &DampedSpringJoint2D::get_rest_length); + ClassDB::bind_method(D_METHOD("set_stiffness", "stiffness"), &DampedSpringJoint2D::set_stiffness); + ClassDB::bind_method(D_METHOD("get_stiffness"), &DampedSpringJoint2D::get_stiffness); + ClassDB::bind_method(D_METHOD("set_damping", "damping"), &DampedSpringJoint2D::set_damping); + ClassDB::bind_method(D_METHOD("get_damping"), &DampedSpringJoint2D::get_damping); + + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "length", PROPERTY_HINT_RANGE, "1,65535,1,exp,suffix:px"), "set_length", "get_length"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rest_length", PROPERTY_HINT_RANGE, "0,65535,1,exp,suffix:px"), "set_rest_length", "get_rest_length"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "stiffness", PROPERTY_HINT_RANGE, "0.1,64,0.1,exp"), "set_stiffness", "get_stiffness"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "damping", PROPERTY_HINT_RANGE, "0.01,16,0.01,exp"), "set_damping", "get_damping"); +} + +DampedSpringJoint2D::DampedSpringJoint2D() { +} diff --git a/scene/2d/physics/joints/damped_spring_joint_2d.h b/scene/2d/physics/joints/damped_spring_joint_2d.h new file mode 100644 index 0000000000..de9fda80b9 --- /dev/null +++ b/scene/2d/physics/joints/damped_spring_joint_2d.h @@ -0,0 +1,67 @@ +/**************************************************************************/ +/* damped_spring_joint_2d.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 DAMPED_SPRING_JOINT_2D_H +#define DAMPED_SPRING_JOINT_2D_H + +#include "scene/2d/physics/joints/joint_2d.h" + +class PhysicsBody2D; + +class DampedSpringJoint2D : public Joint2D { + GDCLASS(DampedSpringJoint2D, Joint2D); + + real_t stiffness = 20.0; + real_t damping = 1.0; + real_t rest_length = 0.0; + real_t length = 50.0; + +protected: + void _notification(int p_what); + virtual void _configure_joint(RID p_joint, PhysicsBody2D *body_a, PhysicsBody2D *body_b) override; + static void _bind_methods(); + +public: + void set_length(real_t p_length); + real_t get_length() const; + + void set_rest_length(real_t p_rest_length); + real_t get_rest_length() const; + + void set_damping(real_t p_damping); + real_t get_damping() const; + + void set_stiffness(real_t p_stiffness); + real_t get_stiffness() const; + + DampedSpringJoint2D(); +}; + +#endif // DAMPED_SPRING_JOINT_2D_H diff --git a/scene/2d/physics/joints/groove_joint_2d.cpp b/scene/2d/physics/joints/groove_joint_2d.cpp new file mode 100644 index 0000000000..415a49d8bd --- /dev/null +++ b/scene/2d/physics/joints/groove_joint_2d.cpp @@ -0,0 +1,92 @@ +/**************************************************************************/ +/* groove_joint_2d.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 "groove_joint_2d.h" + +#include "scene/2d/physics/physics_body_2d.h" + +void GrooveJoint2D::_notification(int p_what) { + switch (p_what) { + case NOTIFICATION_DRAW: { + if (!is_inside_tree()) { + break; + } + + if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) { + break; + } + + draw_line(Point2(-10, 0), Point2(+10, 0), Color(0.7, 0.6, 0.0, 0.5), 3); + draw_line(Point2(-10, length), Point2(+10, length), Color(0.7, 0.6, 0.0, 0.5), 3); + draw_line(Point2(0, 0), Point2(0, length), Color(0.7, 0.6, 0.0, 0.5), 3); + draw_line(Point2(-10, initial_offset), Point2(+10, initial_offset), Color(0.8, 0.8, 0.9, 0.5), 5); + } break; + } +} + +void GrooveJoint2D::_configure_joint(RID p_joint, PhysicsBody2D *body_a, PhysicsBody2D *body_b) { + Transform2D gt = get_global_transform(); + Vector2 groove_A1 = gt.get_origin(); + Vector2 groove_A2 = gt.xform(Vector2(0, length)); + Vector2 anchor_B = gt.xform(Vector2(0, initial_offset)); + + PhysicsServer2D::get_singleton()->joint_make_groove(p_joint, groove_A1, groove_A2, anchor_B, body_a->get_rid(), body_b->get_rid()); +} + +void GrooveJoint2D::set_length(real_t p_length) { + length = p_length; + queue_redraw(); +} + +real_t GrooveJoint2D::get_length() const { + return length; +} + +void GrooveJoint2D::set_initial_offset(real_t p_initial_offset) { + initial_offset = p_initial_offset; + queue_redraw(); +} + +real_t GrooveJoint2D::get_initial_offset() const { + return initial_offset; +} + +void GrooveJoint2D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_length", "length"), &GrooveJoint2D::set_length); + ClassDB::bind_method(D_METHOD("get_length"), &GrooveJoint2D::get_length); + ClassDB::bind_method(D_METHOD("set_initial_offset", "offset"), &GrooveJoint2D::set_initial_offset); + ClassDB::bind_method(D_METHOD("get_initial_offset"), &GrooveJoint2D::get_initial_offset); + + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "length", PROPERTY_HINT_RANGE, "1,65535,1,exp,suffix:px"), "set_length", "get_length"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "initial_offset", PROPERTY_HINT_RANGE, "1,65535,1,exp,suffix:px"), "set_initial_offset", "get_initial_offset"); +} + +GrooveJoint2D::GrooveJoint2D() { +} diff --git a/scene/2d/physics/joints/groove_joint_2d.h b/scene/2d/physics/joints/groove_joint_2d.h new file mode 100644 index 0000000000..b04692fbff --- /dev/null +++ b/scene/2d/physics/joints/groove_joint_2d.h @@ -0,0 +1,59 @@ +/**************************************************************************/ +/* groove_joint_2d.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 GROOVE_JOINT_2D_H +#define GROOVE_JOINT_2D_H + +#include "scene/2d/physics/joints/joint_2d.h" + +class PhysicsBody2D; + +class GrooveJoint2D : public Joint2D { + GDCLASS(GrooveJoint2D, Joint2D); + + real_t length = 50.0; + real_t initial_offset = 25.0; + +protected: + void _notification(int p_what); + virtual void _configure_joint(RID p_joint, PhysicsBody2D *body_a, PhysicsBody2D *body_b) override; + static void _bind_methods(); + +public: + void set_length(real_t p_length); + real_t get_length() const; + + void set_initial_offset(real_t p_initial_offset); + real_t get_initial_offset() const; + + GrooveJoint2D(); +}; + +#endif // GROOVE_JOINT_2D_H diff --git a/scene/2d/physics/joints/joint_2d.cpp b/scene/2d/physics/joints/joint_2d.cpp new file mode 100644 index 0000000000..dd1697a29c --- /dev/null +++ b/scene/2d/physics/joints/joint_2d.cpp @@ -0,0 +1,254 @@ +/**************************************************************************/ +/* joint_2d.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 "joint_2d.h" + +#include "scene/2d/physics/physics_body_2d.h" +#include "scene/scene_string_names.h" + +void Joint2D::_disconnect_signals() { + Node *node_a = get_node_or_null(a); + PhysicsBody2D *body_a = Object::cast_to(node_a); + if (body_a) { + body_a->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint2D::_body_exit_tree)); + } + + Node *node_b = get_node_or_null(b); + PhysicsBody2D *body_b = Object::cast_to(node_b); + if (body_b) { + body_b->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint2D::_body_exit_tree)); + } +} + +void Joint2D::_body_exit_tree() { + _disconnect_signals(); + _update_joint(true); + update_configuration_warnings(); +} + +void Joint2D::_update_joint(bool p_only_free) { + if (ba.is_valid() && bb.is_valid() && exclude_from_collision) { + PhysicsServer2D::get_singleton()->joint_disable_collisions_between_bodies(joint, false); + } + + ba = RID(); + bb = RID(); + configured = false; + + if (p_only_free || !is_inside_tree()) { + PhysicsServer2D::get_singleton()->joint_clear(joint); + warning = String(); + return; + } + + Node *node_a = get_node_or_null(a); + Node *node_b = get_node_or_null(b); + + PhysicsBody2D *body_a = Object::cast_to(node_a); + PhysicsBody2D *body_b = Object::cast_to(node_b); + + bool valid = false; + + if (node_a && !body_a && node_b && !body_b) { + warning = RTR("Node A and Node B must be PhysicsBody2Ds"); + } else if (node_a && !body_a) { + warning = RTR("Node A must be a PhysicsBody2D"); + } else if (node_b && !body_b) { + warning = RTR("Node B must be a PhysicsBody2D"); + } else if (!body_a || !body_b) { + warning = RTR("Joint is not connected to two PhysicsBody2Ds"); + } else if (body_a == body_b) { + warning = RTR("Node A and Node B must be different PhysicsBody2Ds"); + } else { + warning = String(); + valid = true; + } + + update_configuration_warnings(); + + if (!valid) { + PhysicsServer2D::get_singleton()->joint_clear(joint); + return; + } + + if (body_a) { + body_a->force_update_transform(); + } + + if (body_b) { + body_b->force_update_transform(); + } + + configured = true; + + _configure_joint(joint, body_a, body_b); + + ERR_FAIL_COND_MSG(!joint.is_valid(), "Failed to configure the joint."); + + PhysicsServer2D::get_singleton()->joint_set_param(joint, PhysicsServer2D::JOINT_PARAM_BIAS, bias); + + ba = body_a->get_rid(); + bb = body_b->get_rid(); + + body_a->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint2D::_body_exit_tree)); + body_b->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint2D::_body_exit_tree)); + + PhysicsServer2D::get_singleton()->joint_disable_collisions_between_bodies(joint, exclude_from_collision); +} + +void Joint2D::set_node_a(const NodePath &p_node_a) { + if (a == p_node_a) { + return; + } + + if (is_configured()) { + _disconnect_signals(); + } + + a = p_node_a; + if (Engine::get_singleton()->is_editor_hint()) { + // When in editor, the setter may be called as a result of node rename. + // It happens before the node actually changes its name, which triggers false warning. + callable_mp(this, &Joint2D::_update_joint).call_deferred(); + } else { + _update_joint(); + } +} + +NodePath Joint2D::get_node_a() const { + return a; +} + +void Joint2D::set_node_b(const NodePath &p_node_b) { + if (b == p_node_b) { + return; + } + + if (is_configured()) { + _disconnect_signals(); + } + + b = p_node_b; + if (Engine::get_singleton()->is_editor_hint()) { + callable_mp(this, &Joint2D::_update_joint).call_deferred(); + } else { + _update_joint(); + } +} + +NodePath Joint2D::get_node_b() const { + return b; +} + +void Joint2D::_notification(int p_what) { + switch (p_what) { + case NOTIFICATION_POST_ENTER_TREE: { + if (is_configured()) { + _disconnect_signals(); + } + _update_joint(); + } break; + + case NOTIFICATION_EXIT_TREE: { + if (is_configured()) { + _disconnect_signals(); + } + _update_joint(true); + } break; + } +} + +void Joint2D::set_bias(real_t p_bias) { + bias = p_bias; + if (joint.is_valid()) { + PhysicsServer2D::get_singleton()->joint_set_param(joint, PhysicsServer2D::JOINT_PARAM_BIAS, bias); + } +} + +real_t Joint2D::get_bias() const { + return bias; +} + +void Joint2D::set_exclude_nodes_from_collision(bool p_enable) { + if (exclude_from_collision == p_enable) { + return; + } + if (is_configured()) { + _disconnect_signals(); + } + _update_joint(true); + exclude_from_collision = p_enable; + _update_joint(); +} + +bool Joint2D::get_exclude_nodes_from_collision() const { + return exclude_from_collision; +} + +PackedStringArray Joint2D::get_configuration_warnings() const { + PackedStringArray warnings = Node2D::get_configuration_warnings(); + + if (!warning.is_empty()) { + warnings.push_back(warning); + } + + return warnings; +} + +void Joint2D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_node_a", "node"), &Joint2D::set_node_a); + ClassDB::bind_method(D_METHOD("get_node_a"), &Joint2D::get_node_a); + + ClassDB::bind_method(D_METHOD("set_node_b", "node"), &Joint2D::set_node_b); + ClassDB::bind_method(D_METHOD("get_node_b"), &Joint2D::get_node_b); + + ClassDB::bind_method(D_METHOD("set_bias", "bias"), &Joint2D::set_bias); + ClassDB::bind_method(D_METHOD("get_bias"), &Joint2D::get_bias); + + ClassDB::bind_method(D_METHOD("set_exclude_nodes_from_collision", "enable"), &Joint2D::set_exclude_nodes_from_collision); + ClassDB::bind_method(D_METHOD("get_exclude_nodes_from_collision"), &Joint2D::get_exclude_nodes_from_collision); + + ClassDB::bind_method(D_METHOD("get_rid"), &Joint2D::get_rid); + + ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "node_a", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "PhysicsBody2D"), "set_node_a", "get_node_a"); + ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "node_b", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "PhysicsBody2D"), "set_node_b", "get_node_b"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bias", PROPERTY_HINT_RANGE, "0,0.9,0.001"), "set_bias", "get_bias"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disable_collision"), "set_exclude_nodes_from_collision", "get_exclude_nodes_from_collision"); +} + +Joint2D::Joint2D() { + joint = PhysicsServer2D::get_singleton()->joint_create(); + set_hide_clip_children(true); +} + +Joint2D::~Joint2D() { + ERR_FAIL_NULL(PhysicsServer2D::get_singleton()); + PhysicsServer2D::get_singleton()->free(joint); +} diff --git a/scene/2d/physics/joints/joint_2d.h b/scene/2d/physics/joints/joint_2d.h new file mode 100644 index 0000000000..bdd2730bfa --- /dev/null +++ b/scene/2d/physics/joints/joint_2d.h @@ -0,0 +1,84 @@ +/**************************************************************************/ +/* joint_2d.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 JOINT_2D_H +#define JOINT_2D_H + +#include "scene/2d/node_2d.h" + +class PhysicsBody2D; + +class Joint2D : public Node2D { + GDCLASS(Joint2D, Node2D); + + RID joint; + RID ba, bb; + + NodePath a; + NodePath b; + real_t bias = 0.0; + + bool exclude_from_collision = true; + bool configured = false; + String warning; + +protected: + void _disconnect_signals(); + void _body_exit_tree(); + void _update_joint(bool p_only_free = false); + + void _notification(int p_what); + virtual void _configure_joint(RID p_joint, PhysicsBody2D *body_a, PhysicsBody2D *body_b) = 0; + + static void _bind_methods(); + + _FORCE_INLINE_ bool is_configured() const { return configured; } + +public: + virtual PackedStringArray get_configuration_warnings() const override; + + void set_node_a(const NodePath &p_node_a); + NodePath get_node_a() const; + + void set_node_b(const NodePath &p_node_b); + NodePath get_node_b() const; + + void set_bias(real_t p_bias); + real_t get_bias() const; + + void set_exclude_nodes_from_collision(bool p_enable); + bool get_exclude_nodes_from_collision() const; + + RID get_rid() const { return joint; } + Joint2D(); + ~Joint2D(); +}; + +#endif // JOINT_2D_H diff --git a/scene/2d/physics/joints/pin_joint_2d.cpp b/scene/2d/physics/joints/pin_joint_2d.cpp new file mode 100644 index 0000000000..6ff0c485f5 --- /dev/null +++ b/scene/2d/physics/joints/pin_joint_2d.cpp @@ -0,0 +1,177 @@ +/**************************************************************************/ +/* pin_joint_2d.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 "pin_joint_2d.h" + +#include "scene/2d/physics/physics_body_2d.h" + +void PinJoint2D::_notification(int p_what) { + switch (p_what) { + case NOTIFICATION_DRAW: { + if (!is_inside_tree()) { + break; + } + + if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) { + break; + } + + draw_line(Point2(-10, 0), Point2(+10, 0), Color(0.7, 0.6, 0.0, 0.5), 3); + draw_line(Point2(0, -10), Point2(0, +10), Color(0.7, 0.6, 0.0, 0.5), 3); + } break; + } +} + +void PinJoint2D::_configure_joint(RID p_joint, PhysicsBody2D *body_a, PhysicsBody2D *body_b) { + PhysicsServer2D::get_singleton()->joint_make_pin(p_joint, get_global_position(), body_a->get_rid(), body_b ? body_b->get_rid() : RID()); + PhysicsServer2D::get_singleton()->pin_joint_set_param(p_joint, PhysicsServer2D::PIN_JOINT_SOFTNESS, softness); + PhysicsServer2D::get_singleton()->pin_joint_set_param(p_joint, PhysicsServer2D::PIN_JOINT_LIMIT_UPPER, angular_limit_upper); + PhysicsServer2D::get_singleton()->pin_joint_set_param(p_joint, PhysicsServer2D::PIN_JOINT_LIMIT_LOWER, angular_limit_lower); + PhysicsServer2D::get_singleton()->pin_joint_set_param(p_joint, PhysicsServer2D::PIN_JOINT_MOTOR_TARGET_VELOCITY, motor_target_velocity); + PhysicsServer2D::get_singleton()->pin_joint_set_flag(p_joint, PhysicsServer2D::PIN_JOINT_FLAG_MOTOR_ENABLED, motor_enabled); + PhysicsServer2D::get_singleton()->pin_joint_set_flag(p_joint, PhysicsServer2D::PIN_JOINT_FLAG_ANGULAR_LIMIT_ENABLED, angular_limit_enabled); +} + +void PinJoint2D::set_softness(real_t p_softness) { + if (softness == p_softness) { + return; + } + softness = p_softness; + queue_redraw(); + if (is_configured()) { + PhysicsServer2D::get_singleton()->pin_joint_set_param(get_rid(), PhysicsServer2D::PIN_JOINT_SOFTNESS, p_softness); + } +} + +real_t PinJoint2D::get_softness() const { + return softness; +} + +void PinJoint2D::set_angular_limit_lower(real_t p_angular_limit_lower) { + if (angular_limit_lower == p_angular_limit_lower) { + return; + } + angular_limit_lower = p_angular_limit_lower; + queue_redraw(); + if (is_configured()) { + PhysicsServer2D::get_singleton()->pin_joint_set_param(get_rid(), PhysicsServer2D::PIN_JOINT_LIMIT_LOWER, p_angular_limit_lower); + } +} + +real_t PinJoint2D::get_angular_limit_lower() const { + return angular_limit_lower; +} + +void PinJoint2D::set_angular_limit_upper(real_t p_angular_limit_upper) { + if (angular_limit_upper == p_angular_limit_upper) { + return; + } + angular_limit_upper = p_angular_limit_upper; + queue_redraw(); + if (is_configured()) { + PhysicsServer2D::get_singleton()->pin_joint_set_param(get_rid(), PhysicsServer2D::PIN_JOINT_LIMIT_UPPER, p_angular_limit_upper); + } +} + +real_t PinJoint2D::get_angular_limit_upper() const { + return angular_limit_upper; +} + +void PinJoint2D::set_motor_target_velocity(real_t p_motor_target_velocity) { + if (motor_target_velocity == p_motor_target_velocity) { + return; + } + motor_target_velocity = p_motor_target_velocity; + queue_redraw(); + if (is_configured()) { + PhysicsServer2D::get_singleton()->pin_joint_set_param(get_rid(), PhysicsServer2D::PIN_JOINT_MOTOR_TARGET_VELOCITY, motor_target_velocity); + } +} + +real_t PinJoint2D::get_motor_target_velocity() const { + return motor_target_velocity; +} + +void PinJoint2D::set_motor_enabled(bool p_motor_enabled) { + if (motor_enabled == p_motor_enabled) { + return; + } + motor_enabled = p_motor_enabled; + queue_redraw(); + if (is_configured()) { + PhysicsServer2D::get_singleton()->pin_joint_set_flag(get_rid(), PhysicsServer2D::PIN_JOINT_FLAG_MOTOR_ENABLED, motor_enabled); + } +} + +bool PinJoint2D::is_motor_enabled() const { + return motor_enabled; +} + +void PinJoint2D::set_angular_limit_enabled(bool p_angular_limit_enabled) { + if (angular_limit_enabled == p_angular_limit_enabled) { + return; + } + angular_limit_enabled = p_angular_limit_enabled; + queue_redraw(); + if (is_configured()) { + PhysicsServer2D::get_singleton()->pin_joint_set_flag(get_rid(), PhysicsServer2D::PIN_JOINT_FLAG_ANGULAR_LIMIT_ENABLED, angular_limit_enabled); + } +} + +bool PinJoint2D::is_angular_limit_enabled() const { + return angular_limit_enabled; +} + +void PinJoint2D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_softness", "softness"), &PinJoint2D::set_softness); + ClassDB::bind_method(D_METHOD("get_softness"), &PinJoint2D::get_softness); + ClassDB::bind_method(D_METHOD("set_angular_limit_lower", "angular_limit_lower"), &PinJoint2D::set_angular_limit_lower); + ClassDB::bind_method(D_METHOD("get_angular_limit_lower"), &PinJoint2D::get_angular_limit_lower); + ClassDB::bind_method(D_METHOD("set_angular_limit_upper", "angular_limit_upper"), &PinJoint2D::set_angular_limit_upper); + ClassDB::bind_method(D_METHOD("get_angular_limit_upper"), &PinJoint2D::get_angular_limit_upper); + ClassDB::bind_method(D_METHOD("set_motor_target_velocity", "motor_target_velocity"), &PinJoint2D::set_motor_target_velocity); + ClassDB::bind_method(D_METHOD("get_motor_target_velocity"), &PinJoint2D::get_motor_target_velocity); + ClassDB::bind_method(D_METHOD("set_motor_enabled", "enabled"), &PinJoint2D::set_motor_enabled); + ClassDB::bind_method(D_METHOD("is_motor_enabled"), &PinJoint2D::is_motor_enabled); + ClassDB::bind_method(D_METHOD("set_angular_limit_enabled", "enabled"), &PinJoint2D::set_angular_limit_enabled); + ClassDB::bind_method(D_METHOD("is_angular_limit_enabled"), &PinJoint2D::is_angular_limit_enabled); + + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "softness", PROPERTY_HINT_RANGE, "0.00,16,0.01,exp"), "set_softness", "get_softness"); + ADD_GROUP("Angular Limit", "angular_limit_"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "angular_limit_enabled"), "set_angular_limit_enabled", "is_angular_limit_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_limit_lower", PROPERTY_HINT_RANGE, "-180,180,0.1,radians_as_degrees"), "set_angular_limit_lower", "get_angular_limit_lower"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_limit_upper", PROPERTY_HINT_RANGE, "-180,180,0.1,radians_as_degrees"), "set_angular_limit_upper", "get_angular_limit_upper"); + ADD_GROUP("Motor", "motor_"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "motor_enabled"), "set_motor_enabled", "is_motor_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "motor_target_velocity", PROPERTY_HINT_RANGE, U"-200,200,0.01,or_greater,or_less,radians_as_degrees,suffix:\u00B0/s"), "set_motor_target_velocity", "get_motor_target_velocity"); +} + +PinJoint2D::PinJoint2D() { +} diff --git a/scene/2d/physics/joints/pin_joint_2d.h b/scene/2d/physics/joints/pin_joint_2d.h new file mode 100644 index 0000000000..c2d78ba324 --- /dev/null +++ b/scene/2d/physics/joints/pin_joint_2d.h @@ -0,0 +1,71 @@ +/**************************************************************************/ +/* pin_joint_2d.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 PIN_JOINT_2D_H +#define PIN_JOINT_2D_H + +#include "scene/2d/physics/joints/joint_2d.h" + +class PhysicsBody2D; + +class PinJoint2D : public Joint2D { + GDCLASS(PinJoint2D, Joint2D); + + real_t softness = 0.0; + real_t angular_limit_lower = 0.0; + real_t angular_limit_upper = 0.0; + real_t motor_target_velocity = 0.0; + bool motor_enabled = false; + bool angular_limit_enabled = false; + +protected: + void _notification(int p_what); + virtual void _configure_joint(RID p_joint, PhysicsBody2D *body_a, PhysicsBody2D *body_b) override; + static void _bind_methods(); + +public: + void set_softness(real_t p_softness); + real_t get_softness() const; + void set_angular_limit_lower(real_t p_angular_limit_lower); + real_t get_angular_limit_lower() const; + void set_angular_limit_upper(real_t p_angular_limit_upper); + real_t get_angular_limit_upper() const; + void set_motor_target_velocity(real_t p_motor_target_velocity); + real_t get_motor_target_velocity() const; + + void set_motor_enabled(bool p_motor_enabled); + bool is_motor_enabled() const; + void set_angular_limit_enabled(bool p_angular_limit_enabled); + bool is_angular_limit_enabled() const; + + PinJoint2D(); +}; + +#endif // PIN_JOINT_2D_H diff --git a/scene/2d/physics/kinematic_collision_2d.cpp b/scene/2d/physics/kinematic_collision_2d.cpp new file mode 100644 index 0000000000..7e7c33b259 --- /dev/null +++ b/scene/2d/physics/kinematic_collision_2d.cpp @@ -0,0 +1,120 @@ +/**************************************************************************/ +/* kinematic_collision_2d.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 "kinematic_collision_2d.h" + +#include "scene/2d/physics/character_body_2d.h" +#include "scene/2d/physics/physics_body_2d.h" + +Vector2 KinematicCollision2D::get_position() const { + return result.collision_point; +} + +Vector2 KinematicCollision2D::get_normal() const { + return result.collision_normal; +} + +Vector2 KinematicCollision2D::get_travel() const { + return result.travel; +} + +Vector2 KinematicCollision2D::get_remainder() const { + return result.remainder; +} + +real_t KinematicCollision2D::get_angle(const Vector2 &p_up_direction) const { + ERR_FAIL_COND_V(p_up_direction == Vector2(), 0); + return result.get_angle(p_up_direction); +} + +real_t KinematicCollision2D::get_depth() const { + return result.collision_depth; +} + +Object *KinematicCollision2D::get_local_shape() const { + if (!owner) { + return nullptr; + } + uint32_t ownerid = owner->shape_find_owner(result.collision_local_shape); + return owner->shape_owner_get_owner(ownerid); +} + +Object *KinematicCollision2D::get_collider() const { + if (result.collider_id.is_valid()) { + return ObjectDB::get_instance(result.collider_id); + } + + return nullptr; +} + +ObjectID KinematicCollision2D::get_collider_id() const { + return result.collider_id; +} + +RID KinematicCollision2D::get_collider_rid() const { + return result.collider; +} + +Object *KinematicCollision2D::get_collider_shape() const { + Object *collider = get_collider(); + if (collider) { + CollisionObject2D *obj2d = Object::cast_to(collider); + if (obj2d) { + uint32_t ownerid = obj2d->shape_find_owner(result.collider_shape); + return obj2d->shape_owner_get_owner(ownerid); + } + } + + return nullptr; +} + +int KinematicCollision2D::get_collider_shape_index() const { + return result.collider_shape; +} + +Vector2 KinematicCollision2D::get_collider_velocity() const { + return result.collider_velocity; +} + +void KinematicCollision2D::_bind_methods() { + ClassDB::bind_method(D_METHOD("get_position"), &KinematicCollision2D::get_position); + ClassDB::bind_method(D_METHOD("get_normal"), &KinematicCollision2D::get_normal); + ClassDB::bind_method(D_METHOD("get_travel"), &KinematicCollision2D::get_travel); + ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision2D::get_remainder); + ClassDB::bind_method(D_METHOD("get_angle", "up_direction"), &KinematicCollision2D::get_angle, DEFVAL(Vector2(0.0, -1.0))); + ClassDB::bind_method(D_METHOD("get_depth"), &KinematicCollision2D::get_depth); + ClassDB::bind_method(D_METHOD("get_local_shape"), &KinematicCollision2D::get_local_shape); + ClassDB::bind_method(D_METHOD("get_collider"), &KinematicCollision2D::get_collider); + ClassDB::bind_method(D_METHOD("get_collider_id"), &KinematicCollision2D::get_collider_id); + ClassDB::bind_method(D_METHOD("get_collider_rid"), &KinematicCollision2D::get_collider_rid); + ClassDB::bind_method(D_METHOD("get_collider_shape"), &KinematicCollision2D::get_collider_shape); + ClassDB::bind_method(D_METHOD("get_collider_shape_index"), &KinematicCollision2D::get_collider_shape_index); + ClassDB::bind_method(D_METHOD("get_collider_velocity"), &KinematicCollision2D::get_collider_velocity); +} diff --git a/scene/2d/physics/kinematic_collision_2d.h b/scene/2d/physics/kinematic_collision_2d.h new file mode 100644 index 0000000000..0d187b87a5 --- /dev/null +++ b/scene/2d/physics/kinematic_collision_2d.h @@ -0,0 +1,67 @@ +/**************************************************************************/ +/* kinematic_collision_2d.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 KINEMATIC_COLLISION_2D_H +#define KINEMATIC_COLLISION_2D_H + +#include "core/object/ref_counted.h" +#include "servers/physics_server_2d.h" + +class CharacterBody2D; +class PhysicsBody2D; + +class KinematicCollision2D : public RefCounted { + GDCLASS(KinematicCollision2D, RefCounted); + + PhysicsBody2D *owner = nullptr; + friend class PhysicsBody2D; + friend class CharacterBody2D; + PhysicsServer2D::MotionResult result; + +protected: + static void _bind_methods(); + +public: + Vector2 get_position() const; + Vector2 get_normal() const; + Vector2 get_travel() const; + Vector2 get_remainder() const; + real_t get_angle(const Vector2 &p_up_direction = Vector2(0.0, -1.0)) const; + real_t get_depth() const; + Object *get_local_shape() const; + Object *get_collider() const; + ObjectID get_collider_id() const; + RID get_collider_rid() const; + Object *get_collider_shape() const; + int get_collider_shape_index() const; + Vector2 get_collider_velocity() const; +}; + +#endif // KINEMATIC_COLLISION_2D_H diff --git a/scene/2d/physics/physical_bone_2d.cpp b/scene/2d/physics/physical_bone_2d.cpp new file mode 100644 index 0000000000..77bb8c24b8 --- /dev/null +++ b/scene/2d/physics/physical_bone_2d.cpp @@ -0,0 +1,299 @@ +/**************************************************************************/ +/* physical_bone_2d.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 "physical_bone_2d.h" + +#include "scene/2d/physics/joints/joint_2d.h" + +void PhysicalBone2D::_notification(int p_what) { + switch (p_what) { + case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { + // Position the RigidBody in the correct position. + if (follow_bone_when_simulating) { + _position_at_bone2d(); + } + + // Keep the child joint in the correct position. + if (child_joint && auto_configure_joint) { + child_joint->set_global_position(get_global_position()); + } + } break; + + case NOTIFICATION_READY: { + _find_skeleton_parent(); + _find_joint_child(); + + // Configure joint. + if (child_joint && auto_configure_joint) { + _auto_configure_joint(); + } + + // Simulate physics if set. + if (simulate_physics) { + _start_physics_simulation(); + } else { + _stop_physics_simulation(); + } + + set_physics_process_internal(true); + } break; + } +} + +void PhysicalBone2D::_position_at_bone2d() { + // Reset to Bone2D position + if (parent_skeleton) { + Bone2D *bone_to_use = parent_skeleton->get_bone(bone2d_index); + ERR_FAIL_NULL_MSG(bone_to_use, "It's not possible to position the bone with ID: " + itos(bone2d_index) + "."); + set_global_transform(bone_to_use->get_global_transform()); + } +} + +void PhysicalBone2D::_find_skeleton_parent() { + Node *current_parent = get_parent(); + + while (current_parent != nullptr) { + Skeleton2D *potential_skeleton = Object::cast_to(current_parent); + if (potential_skeleton) { + parent_skeleton = potential_skeleton; + break; + } else { + PhysicalBone2D *potential_parent_bone = Object::cast_to(current_parent); + if (potential_parent_bone) { + current_parent = potential_parent_bone->get_parent(); + } else { + current_parent = nullptr; + } + } + } +} + +void PhysicalBone2D::_find_joint_child() { + for (int i = 0; i < get_child_count(); i++) { + Node *child_node = get_child(i); + Joint2D *potential_joint = Object::cast_to(child_node); + if (potential_joint) { + child_joint = potential_joint; + break; + } + } +} + +PackedStringArray PhysicalBone2D::get_configuration_warnings() const { + PackedStringArray warnings = Node::get_configuration_warnings(); + + if (!parent_skeleton) { + warnings.push_back(RTR("A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a parent node!")); + } + if (parent_skeleton && bone2d_index <= -1) { + warnings.push_back(RTR("A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! Please set a Bone2D node in the inspector.")); + } + if (!child_joint) { + PhysicalBone2D *parent_bone = Object::cast_to(get_parent()); + if (parent_bone) { + warnings.push_back(RTR("A PhysicalBone2D node should have a Joint2D-based child node to keep bones connected! Please add a Joint2D-based node as a child to this node!")); + } + } + + return warnings; +} + +void PhysicalBone2D::_auto_configure_joint() { + if (!auto_configure_joint) { + return; + } + + if (child_joint) { + // Node A = parent | Node B = this node + Node *parent_node = get_parent(); + PhysicalBone2D *potential_parent_bone = Object::cast_to(parent_node); + + if (potential_parent_bone) { + child_joint->set_node_a(child_joint->get_path_to(potential_parent_bone)); + child_joint->set_node_b(child_joint->get_path_to(this)); + } else { + WARN_PRINT("Cannot setup joint without a parent PhysicalBone2D node."); + } + + // Place the child joint at this node's position. + child_joint->set_global_position(get_global_position()); + } +} + +void PhysicalBone2D::_start_physics_simulation() { + if (_internal_simulate_physics) { + return; + } + + // Reset to Bone2D position. + _position_at_bone2d(); + + // Apply the layers and masks. + PhysicsServer2D::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer()); + PhysicsServer2D::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask()); + PhysicsServer2D::get_singleton()->body_set_collision_priority(get_rid(), get_collision_priority()); + + // Apply the correct mode. + _apply_body_mode(); + + _internal_simulate_physics = true; + set_physics_process_internal(true); +} + +void PhysicalBone2D::_stop_physics_simulation() { + if (_internal_simulate_physics) { + _internal_simulate_physics = false; + + // Reset to Bone2D position + _position_at_bone2d(); + + set_physics_process_internal(false); + PhysicsServer2D::get_singleton()->body_set_collision_layer(get_rid(), 0); + PhysicsServer2D::get_singleton()->body_set_collision_mask(get_rid(), 0); + PhysicsServer2D::get_singleton()->body_set_collision_priority(get_rid(), 1.0); + PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BodyMode::BODY_MODE_STATIC); + } +} + +Joint2D *PhysicalBone2D::get_joint() const { + return child_joint; +} + +bool PhysicalBone2D::get_auto_configure_joint() const { + return auto_configure_joint; +} + +void PhysicalBone2D::set_auto_configure_joint(bool p_auto_configure) { + auto_configure_joint = p_auto_configure; + _auto_configure_joint(); +} + +void PhysicalBone2D::set_simulate_physics(bool p_simulate) { + if (p_simulate == simulate_physics) { + return; + } + simulate_physics = p_simulate; + + if (simulate_physics) { + _start_physics_simulation(); + } else { + _stop_physics_simulation(); + } +} + +bool PhysicalBone2D::get_simulate_physics() const { + return simulate_physics; +} + +bool PhysicalBone2D::is_simulating_physics() const { + return _internal_simulate_physics; +} + +void PhysicalBone2D::set_bone2d_nodepath(const NodePath &p_nodepath) { + bone2d_nodepath = p_nodepath; + notify_property_list_changed(); +} + +NodePath PhysicalBone2D::get_bone2d_nodepath() const { + return bone2d_nodepath; +} + +void PhysicalBone2D::set_bone2d_index(int p_bone_idx) { + ERR_FAIL_COND_MSG(p_bone_idx < 0, "Bone index is out of range: The index is too low!"); + + if (!is_inside_tree()) { + bone2d_index = p_bone_idx; + return; + } + + if (parent_skeleton) { + ERR_FAIL_INDEX_MSG(p_bone_idx, parent_skeleton->get_bone_count(), "Passed-in Bone index is out of range!"); + bone2d_index = p_bone_idx; + + bone2d_nodepath = get_path_to(parent_skeleton->get_bone(bone2d_index)); + } else { + WARN_PRINT("Cannot verify bone index..."); + bone2d_index = p_bone_idx; + } + + notify_property_list_changed(); +} + +int PhysicalBone2D::get_bone2d_index() const { + return bone2d_index; +} + +void PhysicalBone2D::set_follow_bone_when_simulating(bool p_follow_bone) { + follow_bone_when_simulating = p_follow_bone; + + if (_internal_simulate_physics) { + _stop_physics_simulation(); + _start_physics_simulation(); + } +} + +bool PhysicalBone2D::get_follow_bone_when_simulating() const { + return follow_bone_when_simulating; +} + +void PhysicalBone2D::_bind_methods() { + ClassDB::bind_method(D_METHOD("get_joint"), &PhysicalBone2D::get_joint); + ClassDB::bind_method(D_METHOD("get_auto_configure_joint"), &PhysicalBone2D::get_auto_configure_joint); + ClassDB::bind_method(D_METHOD("set_auto_configure_joint", "auto_configure_joint"), &PhysicalBone2D::set_auto_configure_joint); + + ClassDB::bind_method(D_METHOD("set_simulate_physics", "simulate_physics"), &PhysicalBone2D::set_simulate_physics); + ClassDB::bind_method(D_METHOD("get_simulate_physics"), &PhysicalBone2D::get_simulate_physics); + ClassDB::bind_method(D_METHOD("is_simulating_physics"), &PhysicalBone2D::is_simulating_physics); + + ClassDB::bind_method(D_METHOD("set_bone2d_nodepath", "nodepath"), &PhysicalBone2D::set_bone2d_nodepath); + ClassDB::bind_method(D_METHOD("get_bone2d_nodepath"), &PhysicalBone2D::get_bone2d_nodepath); + ClassDB::bind_method(D_METHOD("set_bone2d_index", "bone_index"), &PhysicalBone2D::set_bone2d_index); + ClassDB::bind_method(D_METHOD("get_bone2d_index"), &PhysicalBone2D::get_bone2d_index); + ClassDB::bind_method(D_METHOD("set_follow_bone_when_simulating", "follow_bone"), &PhysicalBone2D::set_follow_bone_when_simulating); + ClassDB::bind_method(D_METHOD("get_follow_bone_when_simulating"), &PhysicalBone2D::get_follow_bone_when_simulating); + + ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "bone2d_nodepath", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Bone2D"), "set_bone2d_nodepath", "get_bone2d_nodepath"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "bone2d_index", PROPERTY_HINT_RANGE, "-1, 1000, 1"), "set_bone2d_index", "get_bone2d_index"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_configure_joint"), "set_auto_configure_joint", "get_auto_configure_joint"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "simulate_physics"), "set_simulate_physics", "get_simulate_physics"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "follow_bone_when_simulating"), "set_follow_bone_when_simulating", "get_follow_bone_when_simulating"); +} + +PhysicalBone2D::PhysicalBone2D() { + // Stop the RigidBody from executing its force integration. + PhysicsServer2D::get_singleton()->body_set_collision_layer(get_rid(), 0); + PhysicsServer2D::get_singleton()->body_set_collision_mask(get_rid(), 0); + PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BodyMode::BODY_MODE_STATIC); + + child_joint = nullptr; +} + +PhysicalBone2D::~PhysicalBone2D() { +} diff --git a/scene/2d/physics/physical_bone_2d.h b/scene/2d/physics/physical_bone_2d.h new file mode 100644 index 0000000000..0547469b5e --- /dev/null +++ b/scene/2d/physics/physical_bone_2d.h @@ -0,0 +1,88 @@ +/**************************************************************************/ +/* physical_bone_2d.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 PHYSICAL_BONE_2D_H +#define PHYSICAL_BONE_2D_H + +#include "scene/2d/physics/rigid_body_2d.h" +#include "scene/2d/skeleton_2d.h" + +class Joint2D; + +class PhysicalBone2D : public RigidBody2D { + GDCLASS(PhysicalBone2D, RigidBody2D); + +protected: + void _notification(int p_what); + static void _bind_methods(); + +private: + Skeleton2D *parent_skeleton = nullptr; + int bone2d_index = -1; + NodePath bone2d_nodepath; + bool follow_bone_when_simulating = false; + + Joint2D *child_joint = nullptr; + bool auto_configure_joint = true; + + bool simulate_physics = false; + bool _internal_simulate_physics = false; + + void _find_skeleton_parent(); + void _find_joint_child(); + void _auto_configure_joint(); + + void _start_physics_simulation(); + void _stop_physics_simulation(); + void _position_at_bone2d(); + +public: + Joint2D *get_joint() const; + bool get_auto_configure_joint() const; + void set_auto_configure_joint(bool p_auto_configure); + + void set_simulate_physics(bool p_simulate); + bool get_simulate_physics() const; + bool is_simulating_physics() const; + + void set_bone2d_nodepath(const NodePath &p_nodepath); + NodePath get_bone2d_nodepath() const; + void set_bone2d_index(int p_bone_idx); + int get_bone2d_index() const; + void set_follow_bone_when_simulating(bool p_follow); + bool get_follow_bone_when_simulating() const; + + PackedStringArray get_configuration_warnings() const override; + + PhysicalBone2D(); + ~PhysicalBone2D(); +}; + +#endif // PHYSICAL_BONE_2D_H diff --git a/scene/2d/physics/physics_body_2d.cpp b/scene/2d/physics/physics_body_2d.cpp new file mode 100644 index 0000000000..81120d0b01 --- /dev/null +++ b/scene/2d/physics/physics_body_2d.cpp @@ -0,0 +1,180 @@ +/**************************************************************************/ +/* physics_body_2d.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_2d.h" + +#include "scene/scene_string_names.h" + +void PhysicsBody2D::_bind_methods() { + ClassDB::bind_method(D_METHOD("move_and_collide", "motion", "test_only", "safe_margin", "recovery_as_collision"), &PhysicsBody2D::_move, DEFVAL(false), DEFVAL(0.08), DEFVAL(false)); + ClassDB::bind_method(D_METHOD("test_move", "from", "motion", "collision", "safe_margin", "recovery_as_collision"), &PhysicsBody2D::test_move, DEFVAL(Variant()), DEFVAL(0.08), DEFVAL(false)); + ClassDB::bind_method(D_METHOD("get_gravity"), &PhysicsBody2D::get_gravity); + + ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &PhysicsBody2D::get_collision_exceptions); + ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &PhysicsBody2D::add_collision_exception_with); + ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &PhysicsBody2D::remove_collision_exception_with); +} + +PhysicsBody2D::PhysicsBody2D(PhysicsServer2D::BodyMode p_mode) : + CollisionObject2D(PhysicsServer2D::get_singleton()->body_create(), false) { + set_body_mode(p_mode); + set_pickable(false); +} + +PhysicsBody2D::~PhysicsBody2D() { + if (motion_cache.is_valid()) { + motion_cache->owner = nullptr; + } +} + +Ref PhysicsBody2D::_move(const Vector2 &p_motion, bool p_test_only, real_t p_margin, bool p_recovery_as_collision) { + PhysicsServer2D::MotionParameters parameters(get_global_transform(), p_motion, p_margin); + parameters.recovery_as_collision = p_recovery_as_collision; + + PhysicsServer2D::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(); +} + +bool PhysicsBody2D::move_and_collide(const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult &r_result, bool p_test_only, bool p_cancel_sliding) { + if (is_only_update_transform_changes_enabled()) { + ERR_PRINT("Move functions do not work together with 'sync to physics' option. See the documentation for details."); + } + + bool colliding = PhysicsServer2D::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.collision_depth > p_parameters.margin + precision) { + p_cancel_sliding = false; + } + } + + if (p_cancel_sliding) { + // When motion is null, recovery is the resulting motion. + Vector2 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); + Vector2 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; + } + } + } + + if (!p_test_only) { + Transform2D gt = p_parameters.from; + gt.columns[2] += r_result.travel; + set_global_transform(gt); + } + + return colliding; +} + +bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion, const Ref &r_collision, real_t p_margin, bool p_recovery_as_collision) { + ERR_FAIL_COND_V(!is_inside_tree(), false); + + PhysicsServer2D::MotionResult *r = nullptr; + PhysicsServer2D::MotionResult temp_result; + if (r_collision.is_valid()) { + // Needs const_cast because method bindings don't support non-const Ref. + r = const_cast(&r_collision->result); + } else { + r = &temp_result; + } + + PhysicsServer2D::MotionParameters parameters(p_from, p_motion, p_margin); + parameters.recovery_as_collision = p_recovery_as_collision; + + return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), parameters, r); +} + +Vector2 PhysicsBody2D::get_gravity() const { + PhysicsDirectBodyState2D *state = PhysicsServer2D::get_singleton()->body_get_direct_state(get_rid()); + ERR_FAIL_NULL_V(state, Vector2()); + return state->get_total_gravity(); +} + +TypedArray PhysicsBody2D::get_collision_exceptions() { + List exceptions; + PhysicsServer2D::get_singleton()->body_get_collision_exceptions(get_rid(), &exceptions); + Array ret; + for (const RID &body : exceptions) { + ObjectID instance_id = PhysicsServer2D::get_singleton()->body_get_object_instance_id(body); + Object *obj = ObjectDB::get_instance(instance_id); + PhysicsBody2D *physics_body = Object::cast_to(obj); + ret.append(physics_body); + } + return ret; +} + +void PhysicsBody2D::add_collision_exception_with(Node *p_node) { + ERR_FAIL_NULL(p_node); + PhysicsBody2D *physics_body = Object::cast_to(p_node); + ERR_FAIL_NULL_MSG(physics_body, "Collision exception only works between two nodes that inherit from PhysicsBody2D."); + PhysicsServer2D::get_singleton()->body_add_collision_exception(get_rid(), physics_body->get_rid()); +} + +void PhysicsBody2D::remove_collision_exception_with(Node *p_node) { + ERR_FAIL_NULL(p_node); + PhysicsBody2D *physics_body = Object::cast_to(p_node); + ERR_FAIL_NULL_MSG(physics_body, "Collision exception only works between two nodes that inherit from PhysicsBody2D."); + PhysicsServer2D::get_singleton()->body_remove_collision_exception(get_rid(), physics_body->get_rid()); +} diff --git a/scene/2d/physics/physics_body_2d.h b/scene/2d/physics/physics_body_2d.h new file mode 100644 index 0000000000..43bc479881 --- /dev/null +++ b/scene/2d/physics/physics_body_2d.h @@ -0,0 +1,63 @@ +/**************************************************************************/ +/* physics_body_2d.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 PHYSICS_BODY_2D_H +#define PHYSICS_BODY_2D_H + +#include "core/templates/vset.h" +#include "scene/2d/physics/collision_object_2d.h" +#include "scene/2d/physics/kinematic_collision_2d.h" +#include "scene/resources/physics_material.h" +#include "servers/physics_server_2d.h" + +class PhysicsBody2D : public CollisionObject2D { + GDCLASS(PhysicsBody2D, CollisionObject2D); + +protected: + static void _bind_methods(); + PhysicsBody2D(PhysicsServer2D::BodyMode p_mode); + + Ref motion_cache; + + Ref _move(const Vector2 &p_motion, bool p_test_only = false, real_t p_margin = 0.08, bool p_recovery_as_collision = false); + +public: + bool move_and_collide(const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true); + bool test_move(const Transform2D &p_from, const Vector2 &p_motion, const Ref &r_collision = Ref(), real_t p_margin = 0.08, bool p_recovery_as_collision = false); + Vector2 get_gravity() const; + + TypedArray get_collision_exceptions(); + void add_collision_exception_with(Node *p_node); //must be physicsbody + void remove_collision_exception_with(Node *p_node); + + virtual ~PhysicsBody2D(); +}; + +#endif // PHYSICS_BODY_2D_H diff --git a/scene/2d/physics/ray_cast_2d.cpp b/scene/2d/physics/ray_cast_2d.cpp new file mode 100644 index 0000000000..cb9497c14e --- /dev/null +++ b/scene/2d/physics/ray_cast_2d.cpp @@ -0,0 +1,374 @@ +/**************************************************************************/ +/* ray_cast_2d.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 "ray_cast_2d.h" + +#include "scene/2d/physics/collision_object_2d.h" +#include "scene/resources/world_2d.h" + +void RayCast2D::set_target_position(const Vector2 &p_point) { + target_position = p_point; + if (is_inside_tree() && (Engine::get_singleton()->is_editor_hint() || get_tree()->is_debugging_collisions_hint())) { + queue_redraw(); + } +} + +Vector2 RayCast2D::get_target_position() const { + return target_position; +} + +void RayCast2D::set_collision_mask(uint32_t p_mask) { + collision_mask = p_mask; +} + +uint32_t RayCast2D::get_collision_mask() const { + return collision_mask; +} + +void RayCast2D::set_collision_mask_value(int p_layer_number, bool p_value) { + ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive."); + ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive."); + uint32_t mask = get_collision_mask(); + if (p_value) { + mask |= 1 << (p_layer_number - 1); + } else { + mask &= ~(1 << (p_layer_number - 1)); + } + set_collision_mask(mask); +} + +bool RayCast2D::get_collision_mask_value(int p_layer_number) const { + ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive."); + ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive."); + return get_collision_mask() & (1 << (p_layer_number - 1)); +} + +bool RayCast2D::is_colliding() const { + return collided; +} + +Object *RayCast2D::get_collider() const { + if (against.is_null()) { + return nullptr; + } + + return ObjectDB::get_instance(against); +} + +RID RayCast2D::get_collider_rid() const { + return against_rid; +} + +int RayCast2D::get_collider_shape() const { + return against_shape; +} + +Vector2 RayCast2D::get_collision_point() const { + return collision_point; +} + +Vector2 RayCast2D::get_collision_normal() const { + return collision_normal; +} + +void RayCast2D::set_enabled(bool p_enabled) { + enabled = p_enabled; + queue_redraw(); + if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) { + set_physics_process_internal(p_enabled); + } + if (!p_enabled) { + collided = false; + } +} + +bool RayCast2D::is_enabled() const { + return enabled; +} + +void RayCast2D::set_exclude_parent_body(bool p_exclude_parent_body) { + if (exclude_parent_body == p_exclude_parent_body) { + return; + } + + exclude_parent_body = p_exclude_parent_body; + + if (!is_inside_tree()) { + return; + } + + if (Object::cast_to(get_parent())) { + if (exclude_parent_body) { + exclude.insert(Object::cast_to(get_parent())->get_rid()); + } else { + exclude.erase(Object::cast_to(get_parent())->get_rid()); + } + } +} + +bool RayCast2D::get_exclude_parent_body() const { + return exclude_parent_body; +} + +void RayCast2D::_notification(int p_what) { + switch (p_what) { + case NOTIFICATION_ENTER_TREE: { + if (enabled && !Engine::get_singleton()->is_editor_hint()) { + set_physics_process_internal(true); + } else { + set_physics_process_internal(false); + } + + if (Object::cast_to(get_parent())) { + if (exclude_parent_body) { + exclude.insert(Object::cast_to(get_parent())->get_rid()); + } else { + exclude.erase(Object::cast_to(get_parent())->get_rid()); + } + } + } break; + + case NOTIFICATION_EXIT_TREE: { + if (enabled) { + set_physics_process_internal(false); + } + } break; + + case NOTIFICATION_DRAW: { + ERR_FAIL_COND(!is_inside_tree()); + if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) { + break; + } + _draw_debug_shape(); + } break; + + case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { + if (!enabled) { + break; + } + _update_raycast_state(); + } break; + } +} + +void RayCast2D::_update_raycast_state() { + Ref w2d = get_world_2d(); + ERR_FAIL_COND(w2d.is_null()); + + PhysicsDirectSpaceState2D *dss = PhysicsServer2D::get_singleton()->space_get_direct_state(w2d->get_space()); + ERR_FAIL_NULL(dss); + + Transform2D gt = get_global_transform(); + + Vector2 to = target_position; + if (to == Vector2()) { + to = Vector2(0, 0.01); + } + + PhysicsDirectSpaceState2D::RayResult rr; + bool prev_collision_state = collided; + + PhysicsDirectSpaceState2D::RayParameters ray_params; + ray_params.from = gt.get_origin(); + ray_params.to = gt.xform(to); + ray_params.exclude = exclude; + ray_params.collision_mask = collision_mask; + ray_params.collide_with_bodies = collide_with_bodies; + ray_params.collide_with_areas = collide_with_areas; + ray_params.hit_from_inside = hit_from_inside; + + if (dss->intersect_ray(ray_params, rr)) { + collided = true; + against = rr.collider_id; + against_rid = rr.rid; + collision_point = rr.position; + collision_normal = rr.normal; + against_shape = rr.shape; + } else { + collided = false; + against = ObjectID(); + against_rid = RID(); + against_shape = 0; + } + + if (prev_collision_state != collided) { + queue_redraw(); + } +} + +void RayCast2D::_draw_debug_shape() { + Color draw_col = collided ? Color(1.0, 0.01, 0) : get_tree()->get_debug_collisions_color(); + if (!enabled) { + const float g = draw_col.get_v(); + draw_col.r = g; + draw_col.g = g; + draw_col.b = g; + } + + // Draw an arrow indicating where the RayCast is pointing to + const real_t max_arrow_size = 6; + const real_t line_width = 1.4; + bool no_line = target_position.length() < line_width; + real_t arrow_size = CLAMP(target_position.length() * 2 / 3, line_width, max_arrow_size); + + if (no_line) { + arrow_size = target_position.length(); + } else { + draw_line(Vector2(), target_position - target_position.normalized() * arrow_size, draw_col, line_width); + } + + Transform2D xf; + xf.rotate(target_position.angle()); + xf.translate_local(Vector2(no_line ? 0 : target_position.length() - arrow_size, 0)); + + Vector pts = { + xf.xform(Vector2(arrow_size, 0)), + xf.xform(Vector2(0, 0.5 * arrow_size)), + xf.xform(Vector2(0, -0.5 * arrow_size)) + }; + + Vector cols = { draw_col, draw_col, draw_col }; + + draw_primitive(pts, cols, Vector()); +} + +void RayCast2D::force_raycast_update() { + _update_raycast_state(); +} + +void RayCast2D::add_exception_rid(const RID &p_rid) { + exclude.insert(p_rid); +} + +void RayCast2D::add_exception(const CollisionObject2D *p_node) { + ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject2D."); + add_exception_rid(p_node->get_rid()); +} + +void RayCast2D::remove_exception_rid(const RID &p_rid) { + exclude.erase(p_rid); +} + +void RayCast2D::remove_exception(const CollisionObject2D *p_node) { + ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject2D."); + remove_exception_rid(p_node->get_rid()); +} + +void RayCast2D::clear_exceptions() { + exclude.clear(); + + if (exclude_parent_body && is_inside_tree()) { + CollisionObject2D *parent = Object::cast_to(get_parent()); + if (parent) { + exclude.insert(parent->get_rid()); + } + } +} + +void RayCast2D::set_collide_with_areas(bool p_enabled) { + collide_with_areas = p_enabled; +} + +bool RayCast2D::is_collide_with_areas_enabled() const { + return collide_with_areas; +} + +void RayCast2D::set_collide_with_bodies(bool p_enabled) { + collide_with_bodies = p_enabled; +} + +bool RayCast2D::is_collide_with_bodies_enabled() const { + return collide_with_bodies; +} + +void RayCast2D::set_hit_from_inside(bool p_enabled) { + hit_from_inside = p_enabled; +} + +bool RayCast2D::is_hit_from_inside_enabled() const { + return hit_from_inside; +} + +void RayCast2D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &RayCast2D::set_enabled); + ClassDB::bind_method(D_METHOD("is_enabled"), &RayCast2D::is_enabled); + + ClassDB::bind_method(D_METHOD("set_target_position", "local_point"), &RayCast2D::set_target_position); + ClassDB::bind_method(D_METHOD("get_target_position"), &RayCast2D::get_target_position); + + ClassDB::bind_method(D_METHOD("is_colliding"), &RayCast2D::is_colliding); + ClassDB::bind_method(D_METHOD("force_raycast_update"), &RayCast2D::force_raycast_update); + + ClassDB::bind_method(D_METHOD("get_collider"), &RayCast2D::get_collider); + ClassDB::bind_method(D_METHOD("get_collider_rid"), &RayCast2D::get_collider_rid); + ClassDB::bind_method(D_METHOD("get_collider_shape"), &RayCast2D::get_collider_shape); + ClassDB::bind_method(D_METHOD("get_collision_point"), &RayCast2D::get_collision_point); + ClassDB::bind_method(D_METHOD("get_collision_normal"), &RayCast2D::get_collision_normal); + + ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &RayCast2D::add_exception_rid); + ClassDB::bind_method(D_METHOD("add_exception", "node"), &RayCast2D::add_exception); + + ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &RayCast2D::remove_exception_rid); + ClassDB::bind_method(D_METHOD("remove_exception", "node"), &RayCast2D::remove_exception); + + ClassDB::bind_method(D_METHOD("clear_exceptions"), &RayCast2D::clear_exceptions); + + ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &RayCast2D::set_collision_mask); + ClassDB::bind_method(D_METHOD("get_collision_mask"), &RayCast2D::get_collision_mask); + + ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &RayCast2D::set_collision_mask_value); + ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &RayCast2D::get_collision_mask_value); + + ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &RayCast2D::set_exclude_parent_body); + ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &RayCast2D::get_exclude_parent_body); + + ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &RayCast2D::set_collide_with_areas); + ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &RayCast2D::is_collide_with_areas_enabled); + + ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &RayCast2D::set_collide_with_bodies); + ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &RayCast2D::is_collide_with_bodies_enabled); + + ClassDB::bind_method(D_METHOD("set_hit_from_inside", "enable"), &RayCast2D::set_hit_from_inside); + ClassDB::bind_method(D_METHOD("is_hit_from_inside_enabled"), &RayCast2D::is_hit_from_inside_enabled); + + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "target_position", PROPERTY_HINT_NONE, "suffix:px"), "set_target_position", "get_target_position"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hit_from_inside"), "set_hit_from_inside", "is_hit_from_inside_enabled"); + + ADD_GROUP("Collide With", "collide_with"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_areas", "is_collide_with_areas_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_bodies", "is_collide_with_bodies_enabled"); +} + +RayCast2D::RayCast2D() { + set_hide_clip_children(true); +} diff --git a/scene/2d/physics/ray_cast_2d.h b/scene/2d/physics/ray_cast_2d.h new file mode 100644 index 0000000000..0a856635da --- /dev/null +++ b/scene/2d/physics/ray_cast_2d.h @@ -0,0 +1,109 @@ +/**************************************************************************/ +/* ray_cast_2d.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 RAY_CAST_2D_H +#define RAY_CAST_2D_H + +#include "scene/2d/node_2d.h" + +class CollisionObject2D; + +class RayCast2D : public Node2D { + GDCLASS(RayCast2D, Node2D); + + bool enabled = true; + bool collided = false; + ObjectID against; + RID against_rid; + int against_shape = 0; + Vector2 collision_point; + Vector2 collision_normal; + HashSet exclude; + uint32_t collision_mask = 1; + bool exclude_parent_body = true; + + Vector2 target_position = Vector2(0, 50); + + bool collide_with_areas = false; + bool collide_with_bodies = true; + + bool hit_from_inside = false; + + void _draw_debug_shape(); + +protected: + void _notification(int p_what); + void _update_raycast_state(); + static void _bind_methods(); + +public: + void set_collide_with_areas(bool p_clip); + bool is_collide_with_areas_enabled() const; + + void set_collide_with_bodies(bool p_clip); + bool is_collide_with_bodies_enabled() const; + + void set_hit_from_inside(bool p_enable); + bool is_hit_from_inside_enabled() const; + + void set_enabled(bool p_enabled); + bool is_enabled() const; + + void set_target_position(const Vector2 &p_point); + Vector2 get_target_position() const; + + void set_collision_mask(uint32_t p_mask); + uint32_t get_collision_mask() const; + + void set_collision_mask_value(int p_layer_number, bool p_value); + bool get_collision_mask_value(int p_layer_number) const; + + void set_exclude_parent_body(bool p_exclude_parent_body); + bool get_exclude_parent_body() const; + + void force_raycast_update(); + + bool is_colliding() const; + Object *get_collider() const; + RID get_collider_rid() const; + int get_collider_shape() const; + Vector2 get_collision_point() const; + Vector2 get_collision_normal() const; + + void add_exception_rid(const RID &p_rid); + void add_exception(const CollisionObject2D *p_node); + void remove_exception_rid(const RID &p_rid); + void remove_exception(const CollisionObject2D *p_node); + void clear_exceptions(); + + RayCast2D(); +}; + +#endif // RAY_CAST_2D_H diff --git a/scene/2d/physics/rigid_body_2d.cpp b/scene/2d/physics/rigid_body_2d.cpp new file mode 100644 index 0000000000..12112510a8 --- /dev/null +++ b/scene/2d/physics/rigid_body_2d.cpp @@ -0,0 +1,817 @@ +/**************************************************************************/ +/* rigid_body_2d.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 "rigid_body_2d.h" + +#include "scene/scene_string_names.h" + +void RigidBody2D::_body_enter_tree(ObjectID p_id) { + Object *obj = ObjectDB::get_instance(p_id); + Node *node = Object::cast_to(obj); + ERR_FAIL_NULL(node); + ERR_FAIL_NULL(contact_monitor); + HashMap::Iterator E = contact_monitor->body_map.find(p_id); + ERR_FAIL_COND(!E); + ERR_FAIL_COND(E->value.in_scene); + + contact_monitor->locked = true; + + E->value.in_scene = true; + emit_signal(SceneStringNames::get_singleton()->body_entered, node); + + for (int i = 0; i < E->value.shapes.size(); i++) { + emit_signal(SceneStringNames::get_singleton()->body_shape_entered, E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].local_shape); + } + + contact_monitor->locked = false; +} + +void RigidBody2D::_body_exit_tree(ObjectID p_id) { + Object *obj = ObjectDB::get_instance(p_id); + Node *node = Object::cast_to(obj); + ERR_FAIL_NULL(node); + ERR_FAIL_NULL(contact_monitor); + HashMap::Iterator E = contact_monitor->body_map.find(p_id); + ERR_FAIL_COND(!E); + ERR_FAIL_COND(!E->value.in_scene); + E->value.in_scene = false; + + contact_monitor->locked = true; + + emit_signal(SceneStringNames::get_singleton()->body_exited, node); + + for (int i = 0; i < E->value.shapes.size(); i++) { + emit_signal(SceneStringNames::get_singleton()->body_shape_exited, E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].local_shape); + } + + contact_monitor->locked = false; +} + +void RigidBody2D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape) { + bool body_in = p_status == 1; + ObjectID objid = p_instance; + + Object *obj = ObjectDB::get_instance(objid); + Node *node = Object::cast_to(obj); + + ERR_FAIL_NULL(contact_monitor); + HashMap::Iterator E = contact_monitor->body_map.find(objid); + + ERR_FAIL_COND(!body_in && !E); + + if (body_in) { + if (!E) { + E = contact_monitor->body_map.insert(objid, BodyState()); + E->value.rid = p_body; + //E->value.rc=0; + E->value.in_scene = node && node->is_inside_tree(); + if (node) { + node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody2D::_body_enter_tree).bind(objid)); + node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody2D::_body_exit_tree).bind(objid)); + if (E->value.in_scene) { + emit_signal(SceneStringNames::get_singleton()->body_entered, node); + } + } + + //E->value.rc++; + } + + if (node) { + E->value.shapes.insert(ShapePair(p_body_shape, p_local_shape)); + } + + if (E->value.in_scene) { + emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_body, node, p_body_shape, p_local_shape); + } + + } else { + //E->value.rc--; + + if (node) { + E->value.shapes.erase(ShapePair(p_body_shape, p_local_shape)); + } + + bool in_scene = E->value.in_scene; + + if (E->value.shapes.is_empty()) { + if (node) { + node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody2D::_body_enter_tree)); + node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody2D::_body_exit_tree)); + if (in_scene) { + emit_signal(SceneStringNames::get_singleton()->body_exited, node); + } + } + + contact_monitor->body_map.remove(E); + } + if (node && in_scene) { + emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_body, node, p_body_shape, p_local_shape); + } + } +} + +struct _RigidBody2DInOut { + RID rid; + ObjectID id; + int shape = 0; + int local_shape = 0; +}; + +void RigidBody2D::_sync_body_state(PhysicsDirectBodyState2D *p_state) { + if (!freeze || freeze_mode != FREEZE_MODE_KINEMATIC) { + set_block_transform_notify(true); + set_global_transform(p_state->get_transform()); + set_block_transform_notify(false); + } + + linear_velocity = p_state->get_linear_velocity(); + angular_velocity = p_state->get_angular_velocity(); + + contact_count = p_state->get_contact_count(); + + if (sleeping != p_state->is_sleeping()) { + sleeping = p_state->is_sleeping(); + emit_signal(SceneStringNames::get_singleton()->sleeping_state_changed); + } +} + +void RigidBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) { + lock_callback(); + + if (GDVIRTUAL_IS_OVERRIDDEN(_integrate_forces)) { + _sync_body_state(p_state); + + Transform2D old_transform = get_global_transform(); + GDVIRTUAL_CALL(_integrate_forces, p_state); + Transform2D new_transform = get_global_transform(); + + if (new_transform != old_transform) { + // Update the physics server with the new transform, to prevent it from being overwritten at the sync below. + PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_TRANSFORM, new_transform); + } + } + + _sync_body_state(p_state); + + if (contact_monitor) { + contact_monitor->locked = true; + + //untag all + int rc = 0; + for (KeyValue &E : contact_monitor->body_map) { + for (int i = 0; i < E.value.shapes.size(); i++) { + E.value.shapes[i].tagged = false; + rc++; + } + } + + _RigidBody2DInOut *toadd = (_RigidBody2DInOut *)alloca(p_state->get_contact_count() * sizeof(_RigidBody2DInOut)); + int toadd_count = 0; //state->get_contact_count(); + RigidBody2D_RemoveAction *toremove = (RigidBody2D_RemoveAction *)alloca(rc * sizeof(RigidBody2D_RemoveAction)); + int toremove_count = 0; + + //put the ones to add + + for (int i = 0; i < p_state->get_contact_count(); i++) { + RID col_rid = p_state->get_contact_collider(i); + ObjectID col_obj = p_state->get_contact_collider_id(i); + int local_shape = p_state->get_contact_local_shape(i); + int col_shape = p_state->get_contact_collider_shape(i); + + HashMap::Iterator E = contact_monitor->body_map.find(col_obj); + if (!E) { + toadd[toadd_count].rid = col_rid; + toadd[toadd_count].local_shape = local_shape; + toadd[toadd_count].id = col_obj; + toadd[toadd_count].shape = col_shape; + toadd_count++; + continue; + } + + ShapePair sp(col_shape, local_shape); + int idx = E->value.shapes.find(sp); + if (idx == -1) { + toadd[toadd_count].rid = col_rid; + toadd[toadd_count].local_shape = local_shape; + toadd[toadd_count].id = col_obj; + toadd[toadd_count].shape = col_shape; + toadd_count++; + continue; + } + + E->value.shapes[idx].tagged = true; + } + + //put the ones to remove + + for (const KeyValue &E : contact_monitor->body_map) { + for (int i = 0; i < E.value.shapes.size(); i++) { + if (!E.value.shapes[i].tagged) { + toremove[toremove_count].rid = E.value.rid; + toremove[toremove_count].body_id = E.key; + toremove[toremove_count].pair = E.value.shapes[i]; + toremove_count++; + } + } + } + + //process removals + + for (int i = 0; i < toremove_count; i++) { + _body_inout(0, toremove[i].rid, toremove[i].body_id, toremove[i].pair.body_shape, toremove[i].pair.local_shape); + } + + //process additions + + for (int i = 0; i < toadd_count; i++) { + _body_inout(1, toadd[i].rid, toadd[i].id, toadd[i].shape, toadd[i].local_shape); + } + + contact_monitor->locked = false; + } + + unlock_callback(); +} + +void RigidBody2D::_apply_body_mode() { + if (freeze) { + switch (freeze_mode) { + case FREEZE_MODE_STATIC: { + set_body_mode(PhysicsServer2D::BODY_MODE_STATIC); + } break; + case FREEZE_MODE_KINEMATIC: { + set_body_mode(PhysicsServer2D::BODY_MODE_KINEMATIC); + } break; + } + } else if (lock_rotation) { + set_body_mode(PhysicsServer2D::BODY_MODE_RIGID_LINEAR); + } else { + set_body_mode(PhysicsServer2D::BODY_MODE_RIGID); + } +} + +void RigidBody2D::set_lock_rotation_enabled(bool p_lock_rotation) { + if (p_lock_rotation == lock_rotation) { + return; + } + + lock_rotation = p_lock_rotation; + _apply_body_mode(); +} + +bool RigidBody2D::is_lock_rotation_enabled() const { + return lock_rotation; +} + +void RigidBody2D::set_freeze_enabled(bool p_freeze) { + if (p_freeze == freeze) { + return; + } + + freeze = p_freeze; + _apply_body_mode(); +} + +bool RigidBody2D::is_freeze_enabled() const { + return freeze; +} + +void RigidBody2D::set_freeze_mode(FreezeMode p_freeze_mode) { + if (p_freeze_mode == freeze_mode) { + return; + } + + freeze_mode = p_freeze_mode; + _apply_body_mode(); +} + +RigidBody2D::FreezeMode RigidBody2D::get_freeze_mode() const { + return freeze_mode; +} + +void RigidBody2D::set_mass(real_t p_mass) { + ERR_FAIL_COND(p_mass <= 0); + mass = p_mass; + PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_MASS, mass); +} + +real_t RigidBody2D::get_mass() const { + return mass; +} + +void RigidBody2D::set_inertia(real_t p_inertia) { + ERR_FAIL_COND(p_inertia < 0); + inertia = p_inertia; + PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_INERTIA, inertia); +} + +real_t RigidBody2D::get_inertia() const { + return inertia; +} + +void RigidBody2D::set_center_of_mass_mode(CenterOfMassMode p_mode) { + if (center_of_mass_mode == p_mode) { + return; + } + + center_of_mass_mode = p_mode; + + switch (center_of_mass_mode) { + case CENTER_OF_MASS_MODE_AUTO: { + center_of_mass = Vector2(); + PhysicsServer2D::get_singleton()->body_reset_mass_properties(get_rid()); + if (inertia != 0.0) { + PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_INERTIA, inertia); + } + } break; + + case CENTER_OF_MASS_MODE_CUSTOM: { + PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_CENTER_OF_MASS, center_of_mass); + } break; + } +} + +RigidBody2D::CenterOfMassMode RigidBody2D::get_center_of_mass_mode() const { + return center_of_mass_mode; +} + +void RigidBody2D::set_center_of_mass(const Vector2 &p_center_of_mass) { + if (center_of_mass == p_center_of_mass) { + return; + } + + ERR_FAIL_COND(center_of_mass_mode != CENTER_OF_MASS_MODE_CUSTOM); + center_of_mass = p_center_of_mass; + + PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_CENTER_OF_MASS, center_of_mass); +} + +const Vector2 &RigidBody2D::get_center_of_mass() const { + return center_of_mass; +} + +void RigidBody2D::set_physics_material_override(const Ref &p_physics_material_override) { + if (physics_material_override.is_valid()) { + physics_material_override->disconnect_changed(callable_mp(this, &RigidBody2D::_reload_physics_characteristics)); + } + + physics_material_override = p_physics_material_override; + + if (physics_material_override.is_valid()) { + physics_material_override->connect_changed(callable_mp(this, &RigidBody2D::_reload_physics_characteristics)); + } + _reload_physics_characteristics(); +} + +Ref RigidBody2D::get_physics_material_override() const { + return physics_material_override; +} + +void RigidBody2D::set_gravity_scale(real_t p_gravity_scale) { + gravity_scale = p_gravity_scale; + PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_GRAVITY_SCALE, gravity_scale); +} + +real_t RigidBody2D::get_gravity_scale() const { + return gravity_scale; +} + +void RigidBody2D::set_linear_damp_mode(DampMode p_mode) { + linear_damp_mode = p_mode; + PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_LINEAR_DAMP_MODE, linear_damp_mode); +} + +RigidBody2D::DampMode RigidBody2D::get_linear_damp_mode() const { + return linear_damp_mode; +} + +void RigidBody2D::set_angular_damp_mode(DampMode p_mode) { + angular_damp_mode = p_mode; + PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_ANGULAR_DAMP_MODE, angular_damp_mode); +} + +RigidBody2D::DampMode RigidBody2D::get_angular_damp_mode() const { + return angular_damp_mode; +} + +void RigidBody2D::set_linear_damp(real_t p_linear_damp) { + ERR_FAIL_COND(p_linear_damp < -1); + linear_damp = p_linear_damp; + PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_LINEAR_DAMP, linear_damp); +} + +real_t RigidBody2D::get_linear_damp() const { + return linear_damp; +} + +void RigidBody2D::set_angular_damp(real_t p_angular_damp) { + ERR_FAIL_COND(p_angular_damp < -1); + angular_damp = p_angular_damp; + PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_ANGULAR_DAMP, angular_damp); +} + +real_t RigidBody2D::get_angular_damp() const { + return angular_damp; +} + +void RigidBody2D::set_axis_velocity(const Vector2 &p_axis) { + Vector2 axis = p_axis.normalized(); + linear_velocity -= axis * axis.dot(linear_velocity); + linear_velocity += p_axis; + PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, linear_velocity); +} + +void RigidBody2D::set_linear_velocity(const Vector2 &p_velocity) { + linear_velocity = p_velocity; + PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, linear_velocity); +} + +Vector2 RigidBody2D::get_linear_velocity() const { + return linear_velocity; +} + +void RigidBody2D::set_angular_velocity(real_t p_velocity) { + angular_velocity = p_velocity; + PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_ANGULAR_VELOCITY, angular_velocity); +} + +real_t RigidBody2D::get_angular_velocity() const { + return angular_velocity; +} + +void RigidBody2D::set_use_custom_integrator(bool p_enable) { + if (custom_integrator == p_enable) { + return; + } + + custom_integrator = p_enable; + PhysicsServer2D::get_singleton()->body_set_omit_force_integration(get_rid(), p_enable); +} + +bool RigidBody2D::is_using_custom_integrator() { + return custom_integrator; +} + +void RigidBody2D::set_sleeping(bool p_sleeping) { + sleeping = p_sleeping; + PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_SLEEPING, sleeping); +} + +void RigidBody2D::set_can_sleep(bool p_active) { + can_sleep = p_active; + PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_CAN_SLEEP, p_active); +} + +bool RigidBody2D::is_able_to_sleep() const { + return can_sleep; +} + +bool RigidBody2D::is_sleeping() const { + return sleeping; +} + +void RigidBody2D::set_max_contacts_reported(int p_amount) { + max_contacts_reported = p_amount; + PhysicsServer2D::get_singleton()->body_set_max_contacts_reported(get_rid(), p_amount); +} + +int RigidBody2D::get_max_contacts_reported() const { + return max_contacts_reported; +} + +int RigidBody2D::get_contact_count() const { + return contact_count; +} + +void RigidBody2D::apply_central_impulse(const Vector2 &p_impulse) { + PhysicsServer2D::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse); +} + +void RigidBody2D::apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position) { + PhysicsServer2D::get_singleton()->body_apply_impulse(get_rid(), p_impulse, p_position); +} + +void RigidBody2D::apply_torque_impulse(real_t p_torque) { + PhysicsServer2D::get_singleton()->body_apply_torque_impulse(get_rid(), p_torque); +} + +void RigidBody2D::apply_central_force(const Vector2 &p_force) { + PhysicsServer2D::get_singleton()->body_apply_central_force(get_rid(), p_force); +} + +void RigidBody2D::apply_force(const Vector2 &p_force, const Vector2 &p_position) { + PhysicsServer2D::get_singleton()->body_apply_force(get_rid(), p_force, p_position); +} + +void RigidBody2D::apply_torque(real_t p_torque) { + PhysicsServer2D::get_singleton()->body_apply_torque(get_rid(), p_torque); +} + +void RigidBody2D::add_constant_central_force(const Vector2 &p_force) { + PhysicsServer2D::get_singleton()->body_add_constant_central_force(get_rid(), p_force); +} + +void RigidBody2D::add_constant_force(const Vector2 &p_force, const Vector2 &p_position) { + PhysicsServer2D::get_singleton()->body_add_constant_force(get_rid(), p_force, p_position); +} + +void RigidBody2D::add_constant_torque(const real_t p_torque) { + PhysicsServer2D::get_singleton()->body_add_constant_torque(get_rid(), p_torque); +} + +void RigidBody2D::set_constant_force(const Vector2 &p_force) { + PhysicsServer2D::get_singleton()->body_set_constant_force(get_rid(), p_force); +} + +Vector2 RigidBody2D::get_constant_force() const { + return PhysicsServer2D::get_singleton()->body_get_constant_force(get_rid()); +} + +void RigidBody2D::set_constant_torque(real_t p_torque) { + PhysicsServer2D::get_singleton()->body_set_constant_torque(get_rid(), p_torque); +} + +real_t RigidBody2D::get_constant_torque() const { + return PhysicsServer2D::get_singleton()->body_get_constant_torque(get_rid()); +} + +void RigidBody2D::set_continuous_collision_detection_mode(CCDMode p_mode) { + ccd_mode = p_mode; + PhysicsServer2D::get_singleton()->body_set_continuous_collision_detection_mode(get_rid(), PhysicsServer2D::CCDMode(p_mode)); +} + +RigidBody2D::CCDMode RigidBody2D::get_continuous_collision_detection_mode() const { + return ccd_mode; +} + +TypedArray RigidBody2D::get_colliding_bodies() const { + ERR_FAIL_NULL_V(contact_monitor, TypedArray()); + + TypedArray ret; + ret.resize(contact_monitor->body_map.size()); + int idx = 0; + for (const KeyValue &E : contact_monitor->body_map) { + Object *obj = ObjectDB::get_instance(E.key); + if (!obj) { + ret.resize(ret.size() - 1); //ops + } else { + ret[idx++] = obj; + } + } + + return ret; +} + +void RigidBody2D::set_contact_monitor(bool p_enabled) { + if (p_enabled == is_contact_monitor_enabled()) { + return; + } + + if (!p_enabled) { + ERR_FAIL_COND_MSG(contact_monitor->locked, "Can't disable contact monitoring during in/out callback. Use call_deferred(\"set_contact_monitor\", false) instead."); + + for (const KeyValue &E : contact_monitor->body_map) { + //clean up mess + Object *obj = ObjectDB::get_instance(E.key); + Node *node = Object::cast_to(obj); + + if (node) { + node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody2D::_body_enter_tree)); + node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody2D::_body_exit_tree)); + } + } + + memdelete(contact_monitor); + contact_monitor = nullptr; + } else { + contact_monitor = memnew(ContactMonitor); + contact_monitor->locked = false; + } +} + +bool RigidBody2D::is_contact_monitor_enabled() const { + return contact_monitor != nullptr; +} + +void RigidBody2D::_notification(int p_what) { +#ifdef TOOLS_ENABLED + switch (p_what) { + case NOTIFICATION_ENTER_TREE: { + if (Engine::get_singleton()->is_editor_hint()) { + set_notify_local_transform(true); // Used for warnings and only in editor. + } + } break; + + case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { + update_configuration_warnings(); + } break; + } +#endif +} + +PackedStringArray RigidBody2D::get_configuration_warnings() const { + Transform2D t = get_transform(); + + PackedStringArray warnings = CollisionObject2D::get_configuration_warnings(); + + if (ABS(t.columns[0].length() - 1.0) > 0.05 || ABS(t.columns[1].length() - 1.0) > 0.05) { + warnings.push_back(RTR("Size changes to RigidBody2D will be overridden by the physics engine when running.\nChange the size in children collision shapes instead.")); + } + + return warnings; +} + +void RigidBody2D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_mass", "mass"), &RigidBody2D::set_mass); + ClassDB::bind_method(D_METHOD("get_mass"), &RigidBody2D::get_mass); + + ClassDB::bind_method(D_METHOD("get_inertia"), &RigidBody2D::get_inertia); + ClassDB::bind_method(D_METHOD("set_inertia", "inertia"), &RigidBody2D::set_inertia); + + ClassDB::bind_method(D_METHOD("set_center_of_mass_mode", "mode"), &RigidBody2D::set_center_of_mass_mode); + ClassDB::bind_method(D_METHOD("get_center_of_mass_mode"), &RigidBody2D::get_center_of_mass_mode); + + ClassDB::bind_method(D_METHOD("set_center_of_mass", "center_of_mass"), &RigidBody2D::set_center_of_mass); + ClassDB::bind_method(D_METHOD("get_center_of_mass"), &RigidBody2D::get_center_of_mass); + + ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &RigidBody2D::set_physics_material_override); + ClassDB::bind_method(D_METHOD("get_physics_material_override"), &RigidBody2D::get_physics_material_override); + + ClassDB::bind_method(D_METHOD("set_gravity_scale", "gravity_scale"), &RigidBody2D::set_gravity_scale); + ClassDB::bind_method(D_METHOD("get_gravity_scale"), &RigidBody2D::get_gravity_scale); + + ClassDB::bind_method(D_METHOD("set_linear_damp_mode", "linear_damp_mode"), &RigidBody2D::set_linear_damp_mode); + ClassDB::bind_method(D_METHOD("get_linear_damp_mode"), &RigidBody2D::get_linear_damp_mode); + + ClassDB::bind_method(D_METHOD("set_angular_damp_mode", "angular_damp_mode"), &RigidBody2D::set_angular_damp_mode); + ClassDB::bind_method(D_METHOD("get_angular_damp_mode"), &RigidBody2D::get_angular_damp_mode); + + ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &RigidBody2D::set_linear_damp); + ClassDB::bind_method(D_METHOD("get_linear_damp"), &RigidBody2D::get_linear_damp); + + ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &RigidBody2D::set_angular_damp); + ClassDB::bind_method(D_METHOD("get_angular_damp"), &RigidBody2D::get_angular_damp); + + ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &RigidBody2D::set_linear_velocity); + ClassDB::bind_method(D_METHOD("get_linear_velocity"), &RigidBody2D::get_linear_velocity); + + ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &RigidBody2D::set_angular_velocity); + ClassDB::bind_method(D_METHOD("get_angular_velocity"), &RigidBody2D::get_angular_velocity); + + ClassDB::bind_method(D_METHOD("set_max_contacts_reported", "amount"), &RigidBody2D::set_max_contacts_reported); + ClassDB::bind_method(D_METHOD("get_max_contacts_reported"), &RigidBody2D::get_max_contacts_reported); + ClassDB::bind_method(D_METHOD("get_contact_count"), &RigidBody2D::get_contact_count); + + ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &RigidBody2D::set_use_custom_integrator); + ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &RigidBody2D::is_using_custom_integrator); + + ClassDB::bind_method(D_METHOD("set_contact_monitor", "enabled"), &RigidBody2D::set_contact_monitor); + ClassDB::bind_method(D_METHOD("is_contact_monitor_enabled"), &RigidBody2D::is_contact_monitor_enabled); + + ClassDB::bind_method(D_METHOD("set_continuous_collision_detection_mode", "mode"), &RigidBody2D::set_continuous_collision_detection_mode); + ClassDB::bind_method(D_METHOD("get_continuous_collision_detection_mode"), &RigidBody2D::get_continuous_collision_detection_mode); + + ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidBody2D::set_axis_velocity); + ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &RigidBody2D::apply_central_impulse, Vector2()); + ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &RigidBody2D::apply_impulse, Vector2()); + ClassDB::bind_method(D_METHOD("apply_torque_impulse", "torque"), &RigidBody2D::apply_torque_impulse); + + ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &RigidBody2D::apply_central_force); + ClassDB::bind_method(D_METHOD("apply_force", "force", "position"), &RigidBody2D::apply_force, Vector2()); + ClassDB::bind_method(D_METHOD("apply_torque", "torque"), &RigidBody2D::apply_torque); + + ClassDB::bind_method(D_METHOD("add_constant_central_force", "force"), &RigidBody2D::add_constant_central_force); + ClassDB::bind_method(D_METHOD("add_constant_force", "force", "position"), &RigidBody2D::add_constant_force, Vector2()); + ClassDB::bind_method(D_METHOD("add_constant_torque", "torque"), &RigidBody2D::add_constant_torque); + + ClassDB::bind_method(D_METHOD("set_constant_force", "force"), &RigidBody2D::set_constant_force); + ClassDB::bind_method(D_METHOD("get_constant_force"), &RigidBody2D::get_constant_force); + + ClassDB::bind_method(D_METHOD("set_constant_torque", "torque"), &RigidBody2D::set_constant_torque); + ClassDB::bind_method(D_METHOD("get_constant_torque"), &RigidBody2D::get_constant_torque); + + ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidBody2D::set_sleeping); + ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidBody2D::is_sleeping); + + ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidBody2D::set_can_sleep); + ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidBody2D::is_able_to_sleep); + + ClassDB::bind_method(D_METHOD("set_lock_rotation_enabled", "lock_rotation"), &RigidBody2D::set_lock_rotation_enabled); + ClassDB::bind_method(D_METHOD("is_lock_rotation_enabled"), &RigidBody2D::is_lock_rotation_enabled); + + ClassDB::bind_method(D_METHOD("set_freeze_enabled", "freeze_mode"), &RigidBody2D::set_freeze_enabled); + ClassDB::bind_method(D_METHOD("is_freeze_enabled"), &RigidBody2D::is_freeze_enabled); + + ClassDB::bind_method(D_METHOD("set_freeze_mode", "freeze_mode"), &RigidBody2D::set_freeze_mode); + ClassDB::bind_method(D_METHOD("get_freeze_mode"), &RigidBody2D::get_freeze_mode); + + ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody2D::get_colliding_bodies); + + GDVIRTUAL_BIND(_integrate_forces, "state"); + + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_RANGE, "0.01,1000,0.01,or_greater,exp,suffix:kg"), "set_mass", "get_mass"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity_scale", PROPERTY_HINT_RANGE, "-8,8,0.001,or_less,or_greater"), "set_gravity_scale", "get_gravity_scale"); + ADD_GROUP("Mass Distribution", ""); + ADD_PROPERTY(PropertyInfo(Variant::INT, "center_of_mass_mode", PROPERTY_HINT_ENUM, "Auto,Custom", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_center_of_mass_mode", "get_center_of_mass_mode"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "center_of_mass", PROPERTY_HINT_RANGE, "-10,10,0.01,or_less,or_greater,suffix:px"), "set_center_of_mass", "get_center_of_mass"); + ADD_LINKED_PROPERTY("center_of_mass_mode", "center_of_mass"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inertia", PROPERTY_HINT_RANGE, U"0,1000,0.01,or_greater,exp,suffix:kg\u22C5px\u00B2"), "set_inertia", "get_inertia"); + ADD_GROUP("Deactivation", ""); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleeping", "is_sleeping"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "lock_rotation"), "set_lock_rotation_enabled", "is_lock_rotation_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "freeze"), "set_freeze_enabled", "is_freeze_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "freeze_mode", PROPERTY_HINT_ENUM, "Static,Kinematic"), "set_freeze_mode", "get_freeze_mode"); + ADD_GROUP("Solver", ""); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "custom_integrator"), "set_use_custom_integrator", "is_using_custom_integrator"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "continuous_cd", PROPERTY_HINT_ENUM, "Disabled,Cast Ray,Cast Shape"), "set_continuous_collision_detection_mode", "get_continuous_collision_detection_mode"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "max_contacts_reported", PROPERTY_HINT_RANGE, "0,64,1,or_greater"), "set_max_contacts_reported", "get_max_contacts_reported"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "contact_monitor"), "set_contact_monitor", "is_contact_monitor_enabled"); + ADD_GROUP("Linear", "linear_"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "linear_velocity", PROPERTY_HINT_NONE, "suffix:px/s"), "set_linear_velocity", "get_linear_velocity"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "linear_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_linear_damp_mode", "get_linear_damp_mode"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp"); + ADD_GROUP("Angular", "angular_"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_velocity", PROPERTY_HINT_NONE, U"radians_as_degrees,suffix:\u00B0/s"), "set_angular_velocity", "get_angular_velocity"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "angular_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_angular_damp_mode", "get_angular_damp_mode"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp"); + ADD_GROUP("Constant Forces", "constant_"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant_force", PROPERTY_HINT_NONE, U"suffix:kg\u22C5px/s\u00B2"), "set_constant_force", "get_constant_force"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant_torque", PROPERTY_HINT_NONE, U"suffix:kg\u22C5px\u00B2/s\u00B2/rad"), "set_constant_torque", "get_constant_torque"); + + ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index"))); + ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index"))); + ADD_SIGNAL(MethodInfo("body_entered", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"))); + ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"))); + ADD_SIGNAL(MethodInfo("sleeping_state_changed")); + + BIND_ENUM_CONSTANT(FREEZE_MODE_STATIC); + BIND_ENUM_CONSTANT(FREEZE_MODE_KINEMATIC); + + BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_AUTO); + BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_CUSTOM); + + BIND_ENUM_CONSTANT(DAMP_MODE_COMBINE); + BIND_ENUM_CONSTANT(DAMP_MODE_REPLACE); + + BIND_ENUM_CONSTANT(CCD_MODE_DISABLED); + BIND_ENUM_CONSTANT(CCD_MODE_CAST_RAY); + BIND_ENUM_CONSTANT(CCD_MODE_CAST_SHAPE); +} + +void RigidBody2D::_validate_property(PropertyInfo &p_property) const { + if (center_of_mass_mode != CENTER_OF_MASS_MODE_CUSTOM) { + if (p_property.name == "center_of_mass") { + p_property.usage = PROPERTY_USAGE_NO_EDITOR; + } + } +} + +RigidBody2D::RigidBody2D() : + PhysicsBody2D(PhysicsServer2D::BODY_MODE_RIGID) { + PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &RigidBody2D::_body_state_changed)); +} + +RigidBody2D::~RigidBody2D() { + if (contact_monitor) { + memdelete(contact_monitor); + } +} + +void RigidBody2D::_reload_physics_characteristics() { + if (physics_material_override.is_null()) { + PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, 0); + PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, 1); + } else { + PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce()); + PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, physics_material_override->computed_friction()); + } +} diff --git a/scene/2d/physics/rigid_body_2d.h b/scene/2d/physics/rigid_body_2d.h new file mode 100644 index 0000000000..40af66f28d --- /dev/null +++ b/scene/2d/physics/rigid_body_2d.h @@ -0,0 +1,249 @@ +/**************************************************************************/ +/* rigid_body_2d.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_2D_H +#define RIGID_BODY_2D_H + +#include "scene/2d/physics/static_body_2d.h" + +class RigidBody2D : public PhysicsBody2D { + GDCLASS(RigidBody2D, PhysicsBody2D); + +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, + }; + + enum CCDMode { + CCD_MODE_DISABLED, + CCD_MODE_CAST_RAY, + CCD_MODE_CAST_SHAPE, + }; + +private: + bool can_sleep = true; + bool lock_rotation = false; + bool freeze = false; + FreezeMode freeze_mode = FREEZE_MODE_STATIC; + + real_t mass = 1.0; + real_t inertia = 0.0; + CenterOfMassMode center_of_mass_mode = CENTER_OF_MASS_MODE_AUTO; + Vector2 center_of_mass; + + Ref physics_material_override; + 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; + + Vector2 linear_velocity; + real_t angular_velocity = 0.0; + bool sleeping = false; + + int max_contacts_reported = 0; + int contact_count = 0; + + bool custom_integrator = false; + + CCDMode ccd_mode = CCD_MODE_DISABLED; + + 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; + } + + return body_shape < p_sp.body_shape; + } + + ShapePair() {} + ShapePair(int p_bs, int p_ls) { + body_shape = p_bs; + local_shape = p_ls; + } + }; + struct RigidBody2D_RemoveAction { + RID rid; + ObjectID body_id; + ShapePair pair; + }; + struct BodyState { + RID rid; + //int rc; + bool in_scene = false; + VSet shapes; + }; + + struct ContactMonitor { + bool locked = false; + HashMap 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, PhysicsDirectBodyState2D *p_state); + void _body_state_changed(PhysicsDirectBodyState2D *p_state); + + void _sync_body_state(PhysicsDirectBodyState2D *p_state); + +protected: + void _notification(int p_what); + static void _bind_methods(); + + void _validate_property(PropertyInfo &p_property) const; + + GDVIRTUAL1(_integrate_forces, PhysicsDirectBodyState2D *) + + 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; + + void set_inertia(real_t p_inertia); + real_t 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 Vector2 &p_center_of_mass); + const Vector2 &get_center_of_mass() const; + + void set_physics_material_override(const Ref &p_physics_material_override); + Ref get_physics_material_override() 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_linear_velocity(const Vector2 &p_velocity); + Vector2 get_linear_velocity() const; + + void set_axis_velocity(const Vector2 &p_axis); + + void set_angular_velocity(real_t p_velocity); + real_t get_angular_velocity() 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_continuous_collision_detection_mode(CCDMode p_mode); + CCDMode get_continuous_collision_detection_mode() const; + + void apply_central_impulse(const Vector2 &p_impulse); + void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2()); + void apply_torque_impulse(real_t p_torque); + + void apply_central_force(const Vector2 &p_force); + void apply_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()); + void apply_torque(real_t p_torque); + + void add_constant_central_force(const Vector2 &p_force); + void add_constant_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()); + void add_constant_torque(real_t p_torque); + + void set_constant_force(const Vector2 &p_force); + Vector2 get_constant_force() const; + + void set_constant_torque(real_t p_torque); + real_t get_constant_torque() const; + + TypedArray get_colliding_bodies() const; //function for script + + virtual PackedStringArray get_configuration_warnings() const override; + + RigidBody2D(); + ~RigidBody2D(); + +private: + void _reload_physics_characteristics(); +}; + +VARIANT_ENUM_CAST(RigidBody2D::FreezeMode); +VARIANT_ENUM_CAST(RigidBody2D::CenterOfMassMode); +VARIANT_ENUM_CAST(RigidBody2D::DampMode); +VARIANT_ENUM_CAST(RigidBody2D::CCDMode); + +#endif // RIGID_BODY_2D_H diff --git a/scene/2d/physics/shape_cast_2d.cpp b/scene/2d/physics/shape_cast_2d.cpp new file mode 100644 index 0000000000..00be84b622 --- /dev/null +++ b/scene/2d/physics/shape_cast_2d.cpp @@ -0,0 +1,484 @@ +/**************************************************************************/ +/* shape_cast_2d.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 "shape_cast_2d.h" + +#include "core/config/engine.h" +#include "scene/2d/physics/collision_object_2d.h" +#include "scene/2d/physics/physics_body_2d.h" +#include "scene/resources/2d/circle_shape_2d.h" +#include "servers/physics_2d/godot_physics_server_2d.h" + +void ShapeCast2D::set_target_position(const Vector2 &p_point) { + target_position = p_point; + if (is_inside_tree() && (Engine::get_singleton()->is_editor_hint() || get_tree()->is_debugging_collisions_hint())) { + queue_redraw(); + } +} + +Vector2 ShapeCast2D::get_target_position() const { + return target_position; +} + +void ShapeCast2D::set_margin(real_t p_margin) { + margin = p_margin; +} + +real_t ShapeCast2D::get_margin() const { + return margin; +} + +void ShapeCast2D::set_max_results(int p_max_results) { + max_results = p_max_results; +} + +int ShapeCast2D::get_max_results() const { + return max_results; +} + +void ShapeCast2D::set_collision_mask(uint32_t p_mask) { + collision_mask = p_mask; +} + +uint32_t ShapeCast2D::get_collision_mask() const { + return collision_mask; +} + +void ShapeCast2D::set_collision_mask_value(int p_layer_number, bool p_value) { + ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive."); + ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive."); + uint32_t mask = get_collision_mask(); + if (p_value) { + mask |= 1 << (p_layer_number - 1); + } else { + mask &= ~(1 << (p_layer_number - 1)); + } + set_collision_mask(mask); +} + +bool ShapeCast2D::get_collision_mask_value(int p_layer_number) const { + ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive."); + ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive."); + return get_collision_mask() & (1 << (p_layer_number - 1)); +} + +int ShapeCast2D::get_collision_count() const { + return result.size(); +} + +bool ShapeCast2D::is_colliding() const { + return collided; +} + +Object *ShapeCast2D::get_collider(int p_idx) const { + ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), nullptr, "No collider found."); + + if (result[p_idx].collider_id.is_null()) { + return nullptr; + } + return ObjectDB::get_instance(result[p_idx].collider_id); +} + +RID ShapeCast2D::get_collider_rid(int p_idx) const { + ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), RID(), "No collider RID found."); + return result[p_idx].rid; +} + +int ShapeCast2D::get_collider_shape(int p_idx) const { + ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), -1, "No collider shape found."); + return result[p_idx].shape; +} + +Vector2 ShapeCast2D::get_collision_point(int p_idx) const { + ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector2(), "No collision point found."); + return result[p_idx].point; +} + +Vector2 ShapeCast2D::get_collision_normal(int p_idx) const { + ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector2(), "No collision normal found."); + return result[p_idx].normal; +} + +real_t ShapeCast2D::get_closest_collision_safe_fraction() const { + return collision_safe_fraction; +} + +real_t ShapeCast2D::get_closest_collision_unsafe_fraction() const { + return collision_unsafe_fraction; +} + +void ShapeCast2D::set_enabled(bool p_enabled) { + enabled = p_enabled; + queue_redraw(); + if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) { + set_physics_process_internal(p_enabled); + } + if (!p_enabled) { + collided = false; + } +} + +bool ShapeCast2D::is_enabled() const { + return enabled; +} + +void ShapeCast2D::set_shape(const Ref &p_shape) { + if (p_shape == shape) { + return; + } + if (shape.is_valid()) { + shape->disconnect_changed(callable_mp(this, &ShapeCast2D::_shape_changed)); + } + shape = p_shape; + if (shape.is_valid()) { + shape->connect_changed(callable_mp(this, &ShapeCast2D::_shape_changed)); + shape_rid = shape->get_rid(); + } + + update_configuration_warnings(); + queue_redraw(); +} + +Ref ShapeCast2D::get_shape() const { + return shape; +} + +void ShapeCast2D::set_exclude_parent_body(bool p_exclude_parent_body) { + if (exclude_parent_body == p_exclude_parent_body) { + return; + } + exclude_parent_body = p_exclude_parent_body; + + if (!is_inside_tree()) { + return; + } + if (Object::cast_to(get_parent())) { + if (exclude_parent_body) { + exclude.insert(Object::cast_to(get_parent())->get_rid()); + } else { + exclude.erase(Object::cast_to(get_parent())->get_rid()); + } + } +} + +bool ShapeCast2D::get_exclude_parent_body() const { + return exclude_parent_body; +} + +void ShapeCast2D::_shape_changed() { + queue_redraw(); +} + +void ShapeCast2D::_notification(int p_what) { + switch (p_what) { + case NOTIFICATION_ENTER_TREE: { + if (enabled && !Engine::get_singleton()->is_editor_hint()) { + set_physics_process_internal(true); + } else { + set_physics_process_internal(false); + } + if (Object::cast_to(get_parent())) { + if (exclude_parent_body) { + exclude.insert(Object::cast_to(get_parent())->get_rid()); + } else { + exclude.erase(Object::cast_to(get_parent())->get_rid()); + } + } + } break; + + case NOTIFICATION_EXIT_TREE: { + if (enabled) { + set_physics_process_internal(false); + } + } break; + + case NOTIFICATION_DRAW: { +#ifdef TOOLS_ENABLED + ERR_FAIL_COND(!is_inside_tree()); + if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) { + break; + } + if (shape.is_null()) { + break; + } + Color draw_col = collided ? Color(1.0, 0.01, 0) : get_tree()->get_debug_collisions_color(); + if (!enabled) { + float g = draw_col.get_v(); + draw_col.r = g; + draw_col.g = g; + draw_col.b = g; + } + // Draw continuous chain of shapes along the cast. + const int steps = MAX(2, target_position.length() / shape->get_rect().get_size().length() * 4); + for (int i = 0; i <= steps; ++i) { + Vector2 t = (real_t(i) / steps) * target_position; + draw_set_transform(t, 0.0, Size2(1, 1)); + shape->draw(get_canvas_item(), draw_col); + } + draw_set_transform(Vector2(), 0.0, Size2(1, 1)); + + // Draw an arrow indicating where the ShapeCast is pointing to. + if (target_position != Vector2()) { + const real_t max_arrow_size = 6; + const real_t line_width = 1.4; + bool no_line = target_position.length() < line_width; + real_t arrow_size = CLAMP(target_position.length() * 2 / 3, line_width, max_arrow_size); + + if (no_line) { + arrow_size = target_position.length(); + } else { + draw_line(Vector2(), target_position - target_position.normalized() * arrow_size, draw_col, line_width); + } + + Transform2D xf; + xf.rotate(target_position.angle()); + xf.translate_local(Vector2(no_line ? 0 : target_position.length() - arrow_size, 0)); + + Vector pts = { + xf.xform(Vector2(arrow_size, 0)), + xf.xform(Vector2(0, 0.5 * arrow_size)), + xf.xform(Vector2(0, -0.5 * arrow_size)) + }; + + Vector cols = { draw_col, draw_col, draw_col }; + + draw_primitive(pts, cols, Vector()); + } +#endif + } break; + + case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { + if (!enabled) { + break; + } + _update_shapecast_state(); + } break; + } +} + +void ShapeCast2D::_update_shapecast_state() { + result.clear(); + + ERR_FAIL_COND_MSG(shape.is_null(), "Invalid shape."); + + Ref w2d = get_world_2d(); + ERR_FAIL_COND(w2d.is_null()); + + PhysicsDirectSpaceState2D *dss = PhysicsServer2D::get_singleton()->space_get_direct_state(w2d->get_space()); + ERR_FAIL_NULL(dss); + + Transform2D gt = get_global_transform(); + + PhysicsDirectSpaceState2D::ShapeParameters params; + params.shape_rid = shape_rid; + params.transform = gt; + params.motion = gt.basis_xform(target_position); + params.margin = margin; + params.exclude = exclude; + params.collision_mask = collision_mask; + params.collide_with_bodies = collide_with_bodies; + params.collide_with_areas = collide_with_areas; + + collision_safe_fraction = 0.0; + collision_unsafe_fraction = 0.0; + + bool prev_collision_state = collided; + + if (target_position != Vector2()) { + dss->cast_motion(params, collision_safe_fraction, collision_unsafe_fraction); + if (collision_unsafe_fraction < 1.0) { + // Move shape transform to the point of impact, + // so we can collect contact info at that point. + gt.set_origin(gt.get_origin() + params.motion * (collision_unsafe_fraction + CMP_EPSILON)); + params.transform = gt; + } + } + // Regardless of whether the shape is stuck or it's moved along + // the motion vector, we'll only consider static collisions from now on. + params.motion = Vector2(); + + bool intersected = true; + while (intersected && result.size() < max_results) { + PhysicsDirectSpaceState2D::ShapeRestInfo info; + intersected = dss->rest_info(params, &info); + if (intersected) { + result.push_back(info); + params.exclude.insert(info.rid); + } + } + collided = !result.is_empty(); + + if (prev_collision_state != collided) { + queue_redraw(); + } +} + +void ShapeCast2D::force_shapecast_update() { + _update_shapecast_state(); +} + +void ShapeCast2D::add_exception_rid(const RID &p_rid) { + exclude.insert(p_rid); +} + +void ShapeCast2D::add_exception(const CollisionObject2D *p_node) { + ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject2D."); + add_exception_rid(p_node->get_rid()); +} + +void ShapeCast2D::remove_exception_rid(const RID &p_rid) { + exclude.erase(p_rid); +} + +void ShapeCast2D::remove_exception(const CollisionObject2D *p_node) { + ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject2D."); + remove_exception_rid(p_node->get_rid()); +} + +void ShapeCast2D::clear_exceptions() { + exclude.clear(); +} + +void ShapeCast2D::set_collide_with_areas(bool p_clip) { + collide_with_areas = p_clip; +} + +bool ShapeCast2D::is_collide_with_areas_enabled() const { + return collide_with_areas; +} + +void ShapeCast2D::set_collide_with_bodies(bool p_clip) { + collide_with_bodies = p_clip; +} + +bool ShapeCast2D::is_collide_with_bodies_enabled() const { + return collide_with_bodies; +} + +Array ShapeCast2D::_get_collision_result() const { + Array ret; + + for (int i = 0; i < result.size(); ++i) { + const PhysicsDirectSpaceState2D::ShapeRestInfo &sri = result[i]; + + Dictionary col; + col["point"] = sri.point; + col["normal"] = sri.normal; + col["rid"] = sri.rid; + col["collider"] = ObjectDB::get_instance(sri.collider_id); + col["collider_id"] = sri.collider_id; + col["shape"] = sri.shape; + col["linear_velocity"] = sri.linear_velocity; + + ret.push_back(col); + } + return ret; +} + +PackedStringArray ShapeCast2D::get_configuration_warnings() const { + PackedStringArray warnings = Node2D::get_configuration_warnings(); + + if (shape.is_null()) { + warnings.push_back(RTR("This node cannot interact with other objects unless a Shape2D is assigned.")); + } + return warnings; +} + +void ShapeCast2D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &ShapeCast2D::set_enabled); + ClassDB::bind_method(D_METHOD("is_enabled"), &ShapeCast2D::is_enabled); + + ClassDB::bind_method(D_METHOD("set_shape", "shape"), &ShapeCast2D::set_shape); + ClassDB::bind_method(D_METHOD("get_shape"), &ShapeCast2D::get_shape); + + ClassDB::bind_method(D_METHOD("set_target_position", "local_point"), &ShapeCast2D::set_target_position); + ClassDB::bind_method(D_METHOD("get_target_position"), &ShapeCast2D::get_target_position); + + ClassDB::bind_method(D_METHOD("set_margin", "margin"), &ShapeCast2D::set_margin); + ClassDB::bind_method(D_METHOD("get_margin"), &ShapeCast2D::get_margin); + + ClassDB::bind_method(D_METHOD("set_max_results", "max_results"), &ShapeCast2D::set_max_results); + ClassDB::bind_method(D_METHOD("get_max_results"), &ShapeCast2D::get_max_results); + + ClassDB::bind_method(D_METHOD("is_colliding"), &ShapeCast2D::is_colliding); + ClassDB::bind_method(D_METHOD("get_collision_count"), &ShapeCast2D::get_collision_count); + + ClassDB::bind_method(D_METHOD("force_shapecast_update"), &ShapeCast2D::force_shapecast_update); + + ClassDB::bind_method(D_METHOD("get_collider", "index"), &ShapeCast2D::get_collider); + ClassDB::bind_method(D_METHOD("get_collider_rid", "index"), &ShapeCast2D::get_collider_rid); + ClassDB::bind_method(D_METHOD("get_collider_shape", "index"), &ShapeCast2D::get_collider_shape); + ClassDB::bind_method(D_METHOD("get_collision_point", "index"), &ShapeCast2D::get_collision_point); + ClassDB::bind_method(D_METHOD("get_collision_normal", "index"), &ShapeCast2D::get_collision_normal); + + ClassDB::bind_method(D_METHOD("get_closest_collision_safe_fraction"), &ShapeCast2D::get_closest_collision_safe_fraction); + ClassDB::bind_method(D_METHOD("get_closest_collision_unsafe_fraction"), &ShapeCast2D::get_closest_collision_unsafe_fraction); + + ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &ShapeCast2D::add_exception_rid); + ClassDB::bind_method(D_METHOD("add_exception", "node"), &ShapeCast2D::add_exception); + + ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &ShapeCast2D::remove_exception_rid); + ClassDB::bind_method(D_METHOD("remove_exception", "node"), &ShapeCast2D::remove_exception); + + ClassDB::bind_method(D_METHOD("clear_exceptions"), &ShapeCast2D::clear_exceptions); + + ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &ShapeCast2D::set_collision_mask); + ClassDB::bind_method(D_METHOD("get_collision_mask"), &ShapeCast2D::get_collision_mask); + + ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &ShapeCast2D::set_collision_mask_value); + ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &ShapeCast2D::get_collision_mask_value); + + ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &ShapeCast2D::set_exclude_parent_body); + ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &ShapeCast2D::get_exclude_parent_body); + + ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &ShapeCast2D::set_collide_with_areas); + ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &ShapeCast2D::is_collide_with_areas_enabled); + + ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &ShapeCast2D::set_collide_with_bodies); + ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &ShapeCast2D::is_collide_with_bodies_enabled); + + ClassDB::bind_method(D_METHOD("_get_collision_result"), &ShapeCast2D::_get_collision_result); + + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape2D"), "set_shape", "get_shape"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "target_position", PROPERTY_HINT_NONE, "suffix:px"), "set_target_position", "get_target_position"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0,100,0.01,suffix:px"), "set_margin", "get_margin"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "max_results"), "set_max_results", "get_max_results"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask"); + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "collision_result", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "", "_get_collision_result"); + ADD_GROUP("Collide With", "collide_with"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_areas", "is_collide_with_areas_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_bodies", "is_collide_with_bodies_enabled"); +} + +ShapeCast2D::ShapeCast2D() { + set_hide_clip_children(true); +} diff --git a/scene/2d/physics/shape_cast_2d.h b/scene/2d/physics/shape_cast_2d.h new file mode 100644 index 0000000000..6b8fd5b798 --- /dev/null +++ b/scene/2d/physics/shape_cast_2d.h @@ -0,0 +1,126 @@ +/**************************************************************************/ +/* shape_cast_2d.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 SHAPE_CAST_2D_H +#define SHAPE_CAST_2D_H + +#include "scene/2d/node_2d.h" +#include "scene/resources/2d/shape_2d.h" +#include "scene/resources/world_2d.h" + +class CollisionObject2D; + +class ShapeCast2D : public Node2D { + GDCLASS(ShapeCast2D, Node2D); + + bool enabled = true; + + Ref shape; + RID shape_rid; + Vector2 target_position = Vector2(0, 50); + + HashSet exclude; + real_t margin = 0.0; + uint32_t collision_mask = 1; + bool exclude_parent_body = true; + bool collide_with_areas = false; + bool collide_with_bodies = true; + + // Result + int max_results = 32; + Vector result; + bool collided = false; + real_t collision_safe_fraction = 1.0; + real_t collision_unsafe_fraction = 1.0; + + Array _get_collision_result() const; + void _shape_changed(); + +protected: + void _notification(int p_what); + void _update_shapecast_state(); + static void _bind_methods(); + +public: + void set_collide_with_areas(bool p_clip); + bool is_collide_with_areas_enabled() const; + + void set_collide_with_bodies(bool p_clip); + bool is_collide_with_bodies_enabled() const; + + void set_enabled(bool p_enabled); + bool is_enabled() const; + + void set_shape(const Ref &p_shape); + Ref get_shape() const; + + void set_target_position(const Vector2 &p_point); + Vector2 get_target_position() const; + + void set_margin(real_t p_margin); + real_t get_margin() const; + + void set_max_results(int p_max_results); + int get_max_results() const; + + void set_collision_mask(uint32_t p_mask); + uint32_t get_collision_mask() const; + + void set_collision_mask_value(int p_layer_number, bool p_value); + bool get_collision_mask_value(int p_layer_number) const; + + void set_exclude_parent_body(bool p_exclude_parent_body); + bool get_exclude_parent_body() const; + + void force_shapecast_update(); + bool is_colliding() const; + + int get_collision_count() const; + Object *get_collider(int p_idx) const; + RID get_collider_rid(int p_idx) const; + int get_collider_shape(int p_idx) const; + Vector2 get_collision_point(int p_idx) const; + Vector2 get_collision_normal(int p_idx) const; + + real_t get_closest_collision_safe_fraction() const; + real_t get_closest_collision_unsafe_fraction() const; + + void add_exception_rid(const RID &p_rid); + void add_exception(const CollisionObject2D *p_node); + void remove_exception_rid(const RID &p_rid); + void remove_exception(const CollisionObject2D *p_node); + void clear_exceptions(); + + PackedStringArray get_configuration_warnings() const override; + + ShapeCast2D(); +}; + +#endif // SHAPE_CAST_2D_H diff --git a/scene/2d/physics/static_body_2d.cpp b/scene/2d/physics/static_body_2d.cpp new file mode 100644 index 0000000000..3c5af73c1e --- /dev/null +++ b/scene/2d/physics/static_body_2d.cpp @@ -0,0 +1,96 @@ +/**************************************************************************/ +/* static_body_2d.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 "static_body_2d.h" + +void StaticBody2D::set_constant_linear_velocity(const Vector2 &p_vel) { + constant_linear_velocity = p_vel; + + PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, constant_linear_velocity); +} + +void StaticBody2D::set_constant_angular_velocity(real_t p_vel) { + constant_angular_velocity = p_vel; + + PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_ANGULAR_VELOCITY, constant_angular_velocity); +} + +Vector2 StaticBody2D::get_constant_linear_velocity() const { + return constant_linear_velocity; +} + +real_t StaticBody2D::get_constant_angular_velocity() const { + return constant_angular_velocity; +} + +void StaticBody2D::set_physics_material_override(const Ref &p_physics_material_override) { + if (physics_material_override.is_valid()) { + physics_material_override->disconnect_changed(callable_mp(this, &StaticBody2D::_reload_physics_characteristics)); + } + + physics_material_override = p_physics_material_override; + + if (physics_material_override.is_valid()) { + physics_material_override->connect_changed(callable_mp(this, &StaticBody2D::_reload_physics_characteristics)); + } + _reload_physics_characteristics(); +} + +Ref StaticBody2D::get_physics_material_override() const { + return physics_material_override; +} + +void StaticBody2D::_reload_physics_characteristics() { + if (physics_material_override.is_null()) { + PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, 0); + PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, 1); + } else { + PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce()); + PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, physics_material_override->computed_friction()); + } +} + +void StaticBody2D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_constant_linear_velocity", "vel"), &StaticBody2D::set_constant_linear_velocity); + ClassDB::bind_method(D_METHOD("set_constant_angular_velocity", "vel"), &StaticBody2D::set_constant_angular_velocity); + ClassDB::bind_method(D_METHOD("get_constant_linear_velocity"), &StaticBody2D::get_constant_linear_velocity); + ClassDB::bind_method(D_METHOD("get_constant_angular_velocity"), &StaticBody2D::get_constant_angular_velocity); + + ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &StaticBody2D::set_physics_material_override); + ClassDB::bind_method(D_METHOD("get_physics_material_override"), &StaticBody2D::get_physics_material_override); + + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant_linear_velocity", PROPERTY_HINT_NONE, "suffix:px/s"), "set_constant_linear_velocity", "get_constant_linear_velocity"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant_angular_velocity", PROPERTY_HINT_NONE, U"radians_as_degrees,suffix:\u00B0/s"), "set_constant_angular_velocity", "get_constant_angular_velocity"); +} + +StaticBody2D::StaticBody2D(PhysicsServer2D::BodyMode p_mode) : + PhysicsBody2D(p_mode) { +} diff --git a/scene/2d/physics/static_body_2d.h b/scene/2d/physics/static_body_2d.h new file mode 100644 index 0000000000..ce05596d94 --- /dev/null +++ b/scene/2d/physics/static_body_2d.h @@ -0,0 +1,64 @@ +/**************************************************************************/ +/* static_body_2d.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 STATIC_BODY_2D_H +#define STATIC_BODY_2D_H + +#include "scene/2d/physics/physics_body_2d.h" + +class StaticBody2D : public PhysicsBody2D { + GDCLASS(StaticBody2D, PhysicsBody2D); + +private: + Vector2 constant_linear_velocity; + real_t constant_angular_velocity = 0.0; + + Ref physics_material_override; + +protected: + static void _bind_methods(); + +public: + void set_physics_material_override(const Ref &p_physics_material_override); + Ref get_physics_material_override() const; + + void set_constant_linear_velocity(const Vector2 &p_vel); + void set_constant_angular_velocity(real_t p_vel); + + Vector2 get_constant_linear_velocity() const; + real_t get_constant_angular_velocity() const; + + StaticBody2D(PhysicsServer2D::BodyMode p_mode = PhysicsServer2D::BODY_MODE_STATIC); + +private: + void _reload_physics_characteristics(); +}; + +#endif // STATIC_BODY_2D_H diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp deleted file mode 100644 index 92af3fa3f0..0000000000 --- a/scene/2d/physics_body_2d.cpp +++ /dev/null @@ -1,1923 +0,0 @@ -/**************************************************************************/ -/* physics_body_2d.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_2d.h" - -#include "scene/scene_string_names.h" - -void PhysicsBody2D::_bind_methods() { - ClassDB::bind_method(D_METHOD("move_and_collide", "motion", "test_only", "safe_margin", "recovery_as_collision"), &PhysicsBody2D::_move, DEFVAL(false), DEFVAL(0.08), DEFVAL(false)); - ClassDB::bind_method(D_METHOD("test_move", "from", "motion", "collision", "safe_margin", "recovery_as_collision"), &PhysicsBody2D::test_move, DEFVAL(Variant()), DEFVAL(0.08), DEFVAL(false)); - ClassDB::bind_method(D_METHOD("get_gravity"), &PhysicsBody2D::get_gravity); - - ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &PhysicsBody2D::get_collision_exceptions); - ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &PhysicsBody2D::add_collision_exception_with); - ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &PhysicsBody2D::remove_collision_exception_with); -} - -PhysicsBody2D::PhysicsBody2D(PhysicsServer2D::BodyMode p_mode) : - CollisionObject2D(PhysicsServer2D::get_singleton()->body_create(), false) { - set_body_mode(p_mode); - set_pickable(false); -} - -PhysicsBody2D::~PhysicsBody2D() { - if (motion_cache.is_valid()) { - motion_cache->owner = nullptr; - } -} - -Ref PhysicsBody2D::_move(const Vector2 &p_motion, bool p_test_only, real_t p_margin, bool p_recovery_as_collision) { - PhysicsServer2D::MotionParameters parameters(get_global_transform(), p_motion, p_margin); - parameters.recovery_as_collision = p_recovery_as_collision; - - PhysicsServer2D::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(); -} - -bool PhysicsBody2D::move_and_collide(const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult &r_result, bool p_test_only, bool p_cancel_sliding) { - if (is_only_update_transform_changes_enabled()) { - ERR_PRINT("Move functions do not work together with 'sync to physics' option. See the documentation for details."); - } - - bool colliding = PhysicsServer2D::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.collision_depth > p_parameters.margin + precision) { - p_cancel_sliding = false; - } - } - - if (p_cancel_sliding) { - // When motion is null, recovery is the resulting motion. - Vector2 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); - Vector2 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; - } - } - } - - if (!p_test_only) { - Transform2D gt = p_parameters.from; - gt.columns[2] += r_result.travel; - set_global_transform(gt); - } - - return colliding; -} - -bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion, const Ref &r_collision, real_t p_margin, bool p_recovery_as_collision) { - ERR_FAIL_COND_V(!is_inside_tree(), false); - - PhysicsServer2D::MotionResult *r = nullptr; - PhysicsServer2D::MotionResult temp_result; - if (r_collision.is_valid()) { - // Needs const_cast because method bindings don't support non-const Ref. - r = const_cast(&r_collision->result); - } else { - r = &temp_result; - } - - PhysicsServer2D::MotionParameters parameters(p_from, p_motion, p_margin); - parameters.recovery_as_collision = p_recovery_as_collision; - - return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), parameters, r); -} - -Vector2 PhysicsBody2D::get_gravity() const { - PhysicsDirectBodyState2D *state = PhysicsServer2D::get_singleton()->body_get_direct_state(get_rid()); - ERR_FAIL_NULL_V(state, Vector2()); - return state->get_total_gravity(); -} - -TypedArray PhysicsBody2D::get_collision_exceptions() { - List exceptions; - PhysicsServer2D::get_singleton()->body_get_collision_exceptions(get_rid(), &exceptions); - Array ret; - for (const RID &body : exceptions) { - ObjectID instance_id = PhysicsServer2D::get_singleton()->body_get_object_instance_id(body); - Object *obj = ObjectDB::get_instance(instance_id); - PhysicsBody2D *physics_body = Object::cast_to(obj); - ret.append(physics_body); - } - return ret; -} - -void PhysicsBody2D::add_collision_exception_with(Node *p_node) { - ERR_FAIL_NULL(p_node); - PhysicsBody2D *physics_body = Object::cast_to(p_node); - ERR_FAIL_NULL_MSG(physics_body, "Collision exception only works between two nodes that inherit from PhysicsBody2D."); - PhysicsServer2D::get_singleton()->body_add_collision_exception(get_rid(), physics_body->get_rid()); -} - -void PhysicsBody2D::remove_collision_exception_with(Node *p_node) { - ERR_FAIL_NULL(p_node); - PhysicsBody2D *physics_body = Object::cast_to(p_node); - ERR_FAIL_NULL_MSG(physics_body, "Collision exception only works between two nodes that inherit from PhysicsBody2D."); - PhysicsServer2D::get_singleton()->body_remove_collision_exception(get_rid(), physics_body->get_rid()); -} - -void StaticBody2D::set_constant_linear_velocity(const Vector2 &p_vel) { - constant_linear_velocity = p_vel; - - PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, constant_linear_velocity); -} - -void StaticBody2D::set_constant_angular_velocity(real_t p_vel) { - constant_angular_velocity = p_vel; - - PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_ANGULAR_VELOCITY, constant_angular_velocity); -} - -Vector2 StaticBody2D::get_constant_linear_velocity() const { - return constant_linear_velocity; -} - -real_t StaticBody2D::get_constant_angular_velocity() const { - return constant_angular_velocity; -} - -void StaticBody2D::set_physics_material_override(const Ref &p_physics_material_override) { - if (physics_material_override.is_valid()) { - physics_material_override->disconnect_changed(callable_mp(this, &StaticBody2D::_reload_physics_characteristics)); - } - - physics_material_override = p_physics_material_override; - - if (physics_material_override.is_valid()) { - physics_material_override->connect_changed(callable_mp(this, &StaticBody2D::_reload_physics_characteristics)); - } - _reload_physics_characteristics(); -} - -Ref StaticBody2D::get_physics_material_override() const { - return physics_material_override; -} - -void StaticBody2D::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_constant_linear_velocity", "vel"), &StaticBody2D::set_constant_linear_velocity); - ClassDB::bind_method(D_METHOD("set_constant_angular_velocity", "vel"), &StaticBody2D::set_constant_angular_velocity); - ClassDB::bind_method(D_METHOD("get_constant_linear_velocity"), &StaticBody2D::get_constant_linear_velocity); - ClassDB::bind_method(D_METHOD("get_constant_angular_velocity"), &StaticBody2D::get_constant_angular_velocity); - - ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &StaticBody2D::set_physics_material_override); - ClassDB::bind_method(D_METHOD("get_physics_material_override"), &StaticBody2D::get_physics_material_override); - - ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant_linear_velocity", PROPERTY_HINT_NONE, "suffix:px/s"), "set_constant_linear_velocity", "get_constant_linear_velocity"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant_angular_velocity", PROPERTY_HINT_NONE, U"radians_as_degrees,suffix:\u00B0/s"), "set_constant_angular_velocity", "get_constant_angular_velocity"); -} - -StaticBody2D::StaticBody2D(PhysicsServer2D::BodyMode p_mode) : - PhysicsBody2D(p_mode) { -} - -void StaticBody2D::_reload_physics_characteristics() { - if (physics_material_override.is_null()) { - PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, 0); - PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, 1); - } else { - PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce()); - PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, physics_material_override->computed_friction()); - } -} - -void AnimatableBody2D::set_sync_to_physics(bool p_enable) { - if (sync_to_physics == p_enable) { - return; - } - - sync_to_physics = p_enable; - - _update_kinematic_motion(); -} - -bool AnimatableBody2D::is_sync_to_physics_enabled() const { - return sync_to_physics; -} - -void AnimatableBody2D::_update_kinematic_motion() { -#ifdef TOOLS_ENABLED - if (Engine::get_singleton()->is_editor_hint()) { - return; - } -#endif - - if (sync_to_physics) { - PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &AnimatableBody2D::_body_state_changed)); - set_only_update_transform_changes(true); - set_notify_local_transform(true); - } else { - PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), Callable()); - set_only_update_transform_changes(false); - set_notify_local_transform(false); - } -} - -void AnimatableBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) { - if (!sync_to_physics) { - return; - } - - last_valid_transform = p_state->get_transform(); - set_notify_local_transform(false); - set_global_transform(last_valid_transform); - set_notify_local_transform(true); -} - -void AnimatableBody2D::_notification(int p_what) { - switch (p_what) { - case NOTIFICATION_ENTER_TREE: { - last_valid_transform = get_global_transform(); - _update_kinematic_motion(); - } break; - - case NOTIFICATION_EXIT_TREE: { - set_only_update_transform_changes(false); - set_notify_local_transform(false); - } break; - - case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { - // Used by sync to physics, send the new transform to the physics... - Transform2D new_transform = get_global_transform(); - - PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_TRANSFORM, new_transform); - - // ... but then revert changes. - set_notify_local_transform(false); - set_global_transform(last_valid_transform); - set_notify_local_transform(true); - } break; - } -} - -void AnimatableBody2D::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &AnimatableBody2D::set_sync_to_physics); - ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &AnimatableBody2D::is_sync_to_physics_enabled); - - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled"); -} - -AnimatableBody2D::AnimatableBody2D() : - StaticBody2D(PhysicsServer2D::BODY_MODE_KINEMATIC) { -} - -void RigidBody2D::_body_enter_tree(ObjectID p_id) { - Object *obj = ObjectDB::get_instance(p_id); - Node *node = Object::cast_to(obj); - ERR_FAIL_NULL(node); - ERR_FAIL_NULL(contact_monitor); - HashMap::Iterator E = contact_monitor->body_map.find(p_id); - ERR_FAIL_COND(!E); - ERR_FAIL_COND(E->value.in_scene); - - contact_monitor->locked = true; - - E->value.in_scene = true; - emit_signal(SceneStringNames::get_singleton()->body_entered, node); - - for (int i = 0; i < E->value.shapes.size(); i++) { - emit_signal(SceneStringNames::get_singleton()->body_shape_entered, E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].local_shape); - } - - contact_monitor->locked = false; -} - -void RigidBody2D::_body_exit_tree(ObjectID p_id) { - Object *obj = ObjectDB::get_instance(p_id); - Node *node = Object::cast_to(obj); - ERR_FAIL_NULL(node); - ERR_FAIL_NULL(contact_monitor); - HashMap::Iterator E = contact_monitor->body_map.find(p_id); - ERR_FAIL_COND(!E); - ERR_FAIL_COND(!E->value.in_scene); - E->value.in_scene = false; - - contact_monitor->locked = true; - - emit_signal(SceneStringNames::get_singleton()->body_exited, node); - - for (int i = 0; i < E->value.shapes.size(); i++) { - emit_signal(SceneStringNames::get_singleton()->body_shape_exited, E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].local_shape); - } - - contact_monitor->locked = false; -} - -void RigidBody2D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape) { - bool body_in = p_status == 1; - ObjectID objid = p_instance; - - Object *obj = ObjectDB::get_instance(objid); - Node *node = Object::cast_to(obj); - - ERR_FAIL_NULL(contact_monitor); - HashMap::Iterator E = contact_monitor->body_map.find(objid); - - ERR_FAIL_COND(!body_in && !E); - - if (body_in) { - if (!E) { - E = contact_monitor->body_map.insert(objid, BodyState()); - E->value.rid = p_body; - //E->value.rc=0; - E->value.in_scene = node && node->is_inside_tree(); - if (node) { - node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody2D::_body_enter_tree).bind(objid)); - node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody2D::_body_exit_tree).bind(objid)); - if (E->value.in_scene) { - emit_signal(SceneStringNames::get_singleton()->body_entered, node); - } - } - - //E->value.rc++; - } - - if (node) { - E->value.shapes.insert(ShapePair(p_body_shape, p_local_shape)); - } - - if (E->value.in_scene) { - emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_body, node, p_body_shape, p_local_shape); - } - - } else { - //E->value.rc--; - - if (node) { - E->value.shapes.erase(ShapePair(p_body_shape, p_local_shape)); - } - - bool in_scene = E->value.in_scene; - - if (E->value.shapes.is_empty()) { - if (node) { - node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody2D::_body_enter_tree)); - node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody2D::_body_exit_tree)); - if (in_scene) { - emit_signal(SceneStringNames::get_singleton()->body_exited, node); - } - } - - contact_monitor->body_map.remove(E); - } - if (node && in_scene) { - emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_body, node, p_body_shape, p_local_shape); - } - } -} - -struct _RigidBody2DInOut { - RID rid; - ObjectID id; - int shape = 0; - int local_shape = 0; -}; - -void RigidBody2D::_sync_body_state(PhysicsDirectBodyState2D *p_state) { - if (!freeze || freeze_mode != FREEZE_MODE_KINEMATIC) { - set_block_transform_notify(true); - set_global_transform(p_state->get_transform()); - set_block_transform_notify(false); - } - - linear_velocity = p_state->get_linear_velocity(); - angular_velocity = p_state->get_angular_velocity(); - - contact_count = p_state->get_contact_count(); - - if (sleeping != p_state->is_sleeping()) { - sleeping = p_state->is_sleeping(); - emit_signal(SceneStringNames::get_singleton()->sleeping_state_changed); - } -} - -void RigidBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) { - lock_callback(); - - if (GDVIRTUAL_IS_OVERRIDDEN(_integrate_forces)) { - _sync_body_state(p_state); - - Transform2D old_transform = get_global_transform(); - GDVIRTUAL_CALL(_integrate_forces, p_state); - Transform2D new_transform = get_global_transform(); - - if (new_transform != old_transform) { - // Update the physics server with the new transform, to prevent it from being overwritten at the sync below. - PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_TRANSFORM, new_transform); - } - } - - _sync_body_state(p_state); - - if (contact_monitor) { - contact_monitor->locked = true; - - //untag all - int rc = 0; - for (KeyValue &E : contact_monitor->body_map) { - for (int i = 0; i < E.value.shapes.size(); i++) { - E.value.shapes[i].tagged = false; - rc++; - } - } - - _RigidBody2DInOut *toadd = (_RigidBody2DInOut *)alloca(p_state->get_contact_count() * sizeof(_RigidBody2DInOut)); - int toadd_count = 0; //state->get_contact_count(); - RigidBody2D_RemoveAction *toremove = (RigidBody2D_RemoveAction *)alloca(rc * sizeof(RigidBody2D_RemoveAction)); - int toremove_count = 0; - - //put the ones to add - - for (int i = 0; i < p_state->get_contact_count(); i++) { - RID col_rid = p_state->get_contact_collider(i); - ObjectID col_obj = p_state->get_contact_collider_id(i); - int local_shape = p_state->get_contact_local_shape(i); - int col_shape = p_state->get_contact_collider_shape(i); - - HashMap::Iterator E = contact_monitor->body_map.find(col_obj); - if (!E) { - toadd[toadd_count].rid = col_rid; - toadd[toadd_count].local_shape = local_shape; - toadd[toadd_count].id = col_obj; - toadd[toadd_count].shape = col_shape; - toadd_count++; - continue; - } - - ShapePair sp(col_shape, local_shape); - int idx = E->value.shapes.find(sp); - if (idx == -1) { - toadd[toadd_count].rid = col_rid; - toadd[toadd_count].local_shape = local_shape; - toadd[toadd_count].id = col_obj; - toadd[toadd_count].shape = col_shape; - toadd_count++; - continue; - } - - E->value.shapes[idx].tagged = true; - } - - //put the ones to remove - - for (const KeyValue &E : contact_monitor->body_map) { - for (int i = 0; i < E.value.shapes.size(); i++) { - if (!E.value.shapes[i].tagged) { - toremove[toremove_count].rid = E.value.rid; - toremove[toremove_count].body_id = E.key; - toremove[toremove_count].pair = E.value.shapes[i]; - toremove_count++; - } - } - } - - //process removals - - for (int i = 0; i < toremove_count; i++) { - _body_inout(0, toremove[i].rid, toremove[i].body_id, toremove[i].pair.body_shape, toremove[i].pair.local_shape); - } - - //process additions - - for (int i = 0; i < toadd_count; i++) { - _body_inout(1, toadd[i].rid, toadd[i].id, toadd[i].shape, toadd[i].local_shape); - } - - contact_monitor->locked = false; - } - - unlock_callback(); -} - -void RigidBody2D::_apply_body_mode() { - if (freeze) { - switch (freeze_mode) { - case FREEZE_MODE_STATIC: { - set_body_mode(PhysicsServer2D::BODY_MODE_STATIC); - } break; - case FREEZE_MODE_KINEMATIC: { - set_body_mode(PhysicsServer2D::BODY_MODE_KINEMATIC); - } break; - } - } else if (lock_rotation) { - set_body_mode(PhysicsServer2D::BODY_MODE_RIGID_LINEAR); - } else { - set_body_mode(PhysicsServer2D::BODY_MODE_RIGID); - } -} - -void RigidBody2D::set_lock_rotation_enabled(bool p_lock_rotation) { - if (p_lock_rotation == lock_rotation) { - return; - } - - lock_rotation = p_lock_rotation; - _apply_body_mode(); -} - -bool RigidBody2D::is_lock_rotation_enabled() const { - return lock_rotation; -} - -void RigidBody2D::set_freeze_enabled(bool p_freeze) { - if (p_freeze == freeze) { - return; - } - - freeze = p_freeze; - _apply_body_mode(); -} - -bool RigidBody2D::is_freeze_enabled() const { - return freeze; -} - -void RigidBody2D::set_freeze_mode(FreezeMode p_freeze_mode) { - if (p_freeze_mode == freeze_mode) { - return; - } - - freeze_mode = p_freeze_mode; - _apply_body_mode(); -} - -RigidBody2D::FreezeMode RigidBody2D::get_freeze_mode() const { - return freeze_mode; -} - -void RigidBody2D::set_mass(real_t p_mass) { - ERR_FAIL_COND(p_mass <= 0); - mass = p_mass; - PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_MASS, mass); -} - -real_t RigidBody2D::get_mass() const { - return mass; -} - -void RigidBody2D::set_inertia(real_t p_inertia) { - ERR_FAIL_COND(p_inertia < 0); - inertia = p_inertia; - PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_INERTIA, inertia); -} - -real_t RigidBody2D::get_inertia() const { - return inertia; -} - -void RigidBody2D::set_center_of_mass_mode(CenterOfMassMode p_mode) { - if (center_of_mass_mode == p_mode) { - return; - } - - center_of_mass_mode = p_mode; - - switch (center_of_mass_mode) { - case CENTER_OF_MASS_MODE_AUTO: { - center_of_mass = Vector2(); - PhysicsServer2D::get_singleton()->body_reset_mass_properties(get_rid()); - if (inertia != 0.0) { - PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_INERTIA, inertia); - } - } break; - - case CENTER_OF_MASS_MODE_CUSTOM: { - PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_CENTER_OF_MASS, center_of_mass); - } break; - } -} - -RigidBody2D::CenterOfMassMode RigidBody2D::get_center_of_mass_mode() const { - return center_of_mass_mode; -} - -void RigidBody2D::set_center_of_mass(const Vector2 &p_center_of_mass) { - if (center_of_mass == p_center_of_mass) { - return; - } - - ERR_FAIL_COND(center_of_mass_mode != CENTER_OF_MASS_MODE_CUSTOM); - center_of_mass = p_center_of_mass; - - PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_CENTER_OF_MASS, center_of_mass); -} - -const Vector2 &RigidBody2D::get_center_of_mass() const { - return center_of_mass; -} - -void RigidBody2D::set_physics_material_override(const Ref &p_physics_material_override) { - if (physics_material_override.is_valid()) { - physics_material_override->disconnect_changed(callable_mp(this, &RigidBody2D::_reload_physics_characteristics)); - } - - physics_material_override = p_physics_material_override; - - if (physics_material_override.is_valid()) { - physics_material_override->connect_changed(callable_mp(this, &RigidBody2D::_reload_physics_characteristics)); - } - _reload_physics_characteristics(); -} - -Ref RigidBody2D::get_physics_material_override() const { - return physics_material_override; -} - -void RigidBody2D::set_gravity_scale(real_t p_gravity_scale) { - gravity_scale = p_gravity_scale; - PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_GRAVITY_SCALE, gravity_scale); -} - -real_t RigidBody2D::get_gravity_scale() const { - return gravity_scale; -} - -void RigidBody2D::set_linear_damp_mode(DampMode p_mode) { - linear_damp_mode = p_mode; - PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_LINEAR_DAMP_MODE, linear_damp_mode); -} - -RigidBody2D::DampMode RigidBody2D::get_linear_damp_mode() const { - return linear_damp_mode; -} - -void RigidBody2D::set_angular_damp_mode(DampMode p_mode) { - angular_damp_mode = p_mode; - PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_ANGULAR_DAMP_MODE, angular_damp_mode); -} - -RigidBody2D::DampMode RigidBody2D::get_angular_damp_mode() const { - return angular_damp_mode; -} - -void RigidBody2D::set_linear_damp(real_t p_linear_damp) { - ERR_FAIL_COND(p_linear_damp < -1); - linear_damp = p_linear_damp; - PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_LINEAR_DAMP, linear_damp); -} - -real_t RigidBody2D::get_linear_damp() const { - return linear_damp; -} - -void RigidBody2D::set_angular_damp(real_t p_angular_damp) { - ERR_FAIL_COND(p_angular_damp < -1); - angular_damp = p_angular_damp; - PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_ANGULAR_DAMP, angular_damp); -} - -real_t RigidBody2D::get_angular_damp() const { - return angular_damp; -} - -void RigidBody2D::set_axis_velocity(const Vector2 &p_axis) { - Vector2 axis = p_axis.normalized(); - linear_velocity -= axis * axis.dot(linear_velocity); - linear_velocity += p_axis; - PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, linear_velocity); -} - -void RigidBody2D::set_linear_velocity(const Vector2 &p_velocity) { - linear_velocity = p_velocity; - PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, linear_velocity); -} - -Vector2 RigidBody2D::get_linear_velocity() const { - return linear_velocity; -} - -void RigidBody2D::set_angular_velocity(real_t p_velocity) { - angular_velocity = p_velocity; - PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_ANGULAR_VELOCITY, angular_velocity); -} - -real_t RigidBody2D::get_angular_velocity() const { - return angular_velocity; -} - -void RigidBody2D::set_use_custom_integrator(bool p_enable) { - if (custom_integrator == p_enable) { - return; - } - - custom_integrator = p_enable; - PhysicsServer2D::get_singleton()->body_set_omit_force_integration(get_rid(), p_enable); -} - -bool RigidBody2D::is_using_custom_integrator() { - return custom_integrator; -} - -void RigidBody2D::set_sleeping(bool p_sleeping) { - sleeping = p_sleeping; - PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_SLEEPING, sleeping); -} - -void RigidBody2D::set_can_sleep(bool p_active) { - can_sleep = p_active; - PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_CAN_SLEEP, p_active); -} - -bool RigidBody2D::is_able_to_sleep() const { - return can_sleep; -} - -bool RigidBody2D::is_sleeping() const { - return sleeping; -} - -void RigidBody2D::set_max_contacts_reported(int p_amount) { - max_contacts_reported = p_amount; - PhysicsServer2D::get_singleton()->body_set_max_contacts_reported(get_rid(), p_amount); -} - -int RigidBody2D::get_max_contacts_reported() const { - return max_contacts_reported; -} - -int RigidBody2D::get_contact_count() const { - return contact_count; -} - -void RigidBody2D::apply_central_impulse(const Vector2 &p_impulse) { - PhysicsServer2D::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse); -} - -void RigidBody2D::apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position) { - PhysicsServer2D::get_singleton()->body_apply_impulse(get_rid(), p_impulse, p_position); -} - -void RigidBody2D::apply_torque_impulse(real_t p_torque) { - PhysicsServer2D::get_singleton()->body_apply_torque_impulse(get_rid(), p_torque); -} - -void RigidBody2D::apply_central_force(const Vector2 &p_force) { - PhysicsServer2D::get_singleton()->body_apply_central_force(get_rid(), p_force); -} - -void RigidBody2D::apply_force(const Vector2 &p_force, const Vector2 &p_position) { - PhysicsServer2D::get_singleton()->body_apply_force(get_rid(), p_force, p_position); -} - -void RigidBody2D::apply_torque(real_t p_torque) { - PhysicsServer2D::get_singleton()->body_apply_torque(get_rid(), p_torque); -} - -void RigidBody2D::add_constant_central_force(const Vector2 &p_force) { - PhysicsServer2D::get_singleton()->body_add_constant_central_force(get_rid(), p_force); -} - -void RigidBody2D::add_constant_force(const Vector2 &p_force, const Vector2 &p_position) { - PhysicsServer2D::get_singleton()->body_add_constant_force(get_rid(), p_force, p_position); -} - -void RigidBody2D::add_constant_torque(const real_t p_torque) { - PhysicsServer2D::get_singleton()->body_add_constant_torque(get_rid(), p_torque); -} - -void RigidBody2D::set_constant_force(const Vector2 &p_force) { - PhysicsServer2D::get_singleton()->body_set_constant_force(get_rid(), p_force); -} - -Vector2 RigidBody2D::get_constant_force() const { - return PhysicsServer2D::get_singleton()->body_get_constant_force(get_rid()); -} - -void RigidBody2D::set_constant_torque(real_t p_torque) { - PhysicsServer2D::get_singleton()->body_set_constant_torque(get_rid(), p_torque); -} - -real_t RigidBody2D::get_constant_torque() const { - return PhysicsServer2D::get_singleton()->body_get_constant_torque(get_rid()); -} - -void RigidBody2D::set_continuous_collision_detection_mode(CCDMode p_mode) { - ccd_mode = p_mode; - PhysicsServer2D::get_singleton()->body_set_continuous_collision_detection_mode(get_rid(), PhysicsServer2D::CCDMode(p_mode)); -} - -RigidBody2D::CCDMode RigidBody2D::get_continuous_collision_detection_mode() const { - return ccd_mode; -} - -TypedArray RigidBody2D::get_colliding_bodies() const { - ERR_FAIL_NULL_V(contact_monitor, TypedArray()); - - TypedArray ret; - ret.resize(contact_monitor->body_map.size()); - int idx = 0; - for (const KeyValue &E : contact_monitor->body_map) { - Object *obj = ObjectDB::get_instance(E.key); - if (!obj) { - ret.resize(ret.size() - 1); //ops - } else { - ret[idx++] = obj; - } - } - - return ret; -} - -void RigidBody2D::set_contact_monitor(bool p_enabled) { - if (p_enabled == is_contact_monitor_enabled()) { - return; - } - - if (!p_enabled) { - ERR_FAIL_COND_MSG(contact_monitor->locked, "Can't disable contact monitoring during in/out callback. Use call_deferred(\"set_contact_monitor\", false) instead."); - - for (const KeyValue &E : contact_monitor->body_map) { - //clean up mess - Object *obj = ObjectDB::get_instance(E.key); - Node *node = Object::cast_to(obj); - - if (node) { - node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody2D::_body_enter_tree)); - node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody2D::_body_exit_tree)); - } - } - - memdelete(contact_monitor); - contact_monitor = nullptr; - } else { - contact_monitor = memnew(ContactMonitor); - contact_monitor->locked = false; - } -} - -bool RigidBody2D::is_contact_monitor_enabled() const { - return contact_monitor != nullptr; -} - -void RigidBody2D::_notification(int p_what) { -#ifdef TOOLS_ENABLED - switch (p_what) { - case NOTIFICATION_ENTER_TREE: { - if (Engine::get_singleton()->is_editor_hint()) { - set_notify_local_transform(true); // Used for warnings and only in editor. - } - } break; - - case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { - update_configuration_warnings(); - } break; - } -#endif -} - -PackedStringArray RigidBody2D::get_configuration_warnings() const { - Transform2D t = get_transform(); - - PackedStringArray warnings = CollisionObject2D::get_configuration_warnings(); - - if (ABS(t.columns[0].length() - 1.0) > 0.05 || ABS(t.columns[1].length() - 1.0) > 0.05) { - warnings.push_back(RTR("Size changes to RigidBody2D will be overridden by the physics engine when running.\nChange the size in children collision shapes instead.")); - } - - return warnings; -} - -void RigidBody2D::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_mass", "mass"), &RigidBody2D::set_mass); - ClassDB::bind_method(D_METHOD("get_mass"), &RigidBody2D::get_mass); - - ClassDB::bind_method(D_METHOD("get_inertia"), &RigidBody2D::get_inertia); - ClassDB::bind_method(D_METHOD("set_inertia", "inertia"), &RigidBody2D::set_inertia); - - ClassDB::bind_method(D_METHOD("set_center_of_mass_mode", "mode"), &RigidBody2D::set_center_of_mass_mode); - ClassDB::bind_method(D_METHOD("get_center_of_mass_mode"), &RigidBody2D::get_center_of_mass_mode); - - ClassDB::bind_method(D_METHOD("set_center_of_mass", "center_of_mass"), &RigidBody2D::set_center_of_mass); - ClassDB::bind_method(D_METHOD("get_center_of_mass"), &RigidBody2D::get_center_of_mass); - - ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &RigidBody2D::set_physics_material_override); - ClassDB::bind_method(D_METHOD("get_physics_material_override"), &RigidBody2D::get_physics_material_override); - - ClassDB::bind_method(D_METHOD("set_gravity_scale", "gravity_scale"), &RigidBody2D::set_gravity_scale); - ClassDB::bind_method(D_METHOD("get_gravity_scale"), &RigidBody2D::get_gravity_scale); - - ClassDB::bind_method(D_METHOD("set_linear_damp_mode", "linear_damp_mode"), &RigidBody2D::set_linear_damp_mode); - ClassDB::bind_method(D_METHOD("get_linear_damp_mode"), &RigidBody2D::get_linear_damp_mode); - - ClassDB::bind_method(D_METHOD("set_angular_damp_mode", "angular_damp_mode"), &RigidBody2D::set_angular_damp_mode); - ClassDB::bind_method(D_METHOD("get_angular_damp_mode"), &RigidBody2D::get_angular_damp_mode); - - ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &RigidBody2D::set_linear_damp); - ClassDB::bind_method(D_METHOD("get_linear_damp"), &RigidBody2D::get_linear_damp); - - ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &RigidBody2D::set_angular_damp); - ClassDB::bind_method(D_METHOD("get_angular_damp"), &RigidBody2D::get_angular_damp); - - ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &RigidBody2D::set_linear_velocity); - ClassDB::bind_method(D_METHOD("get_linear_velocity"), &RigidBody2D::get_linear_velocity); - - ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &RigidBody2D::set_angular_velocity); - ClassDB::bind_method(D_METHOD("get_angular_velocity"), &RigidBody2D::get_angular_velocity); - - ClassDB::bind_method(D_METHOD("set_max_contacts_reported", "amount"), &RigidBody2D::set_max_contacts_reported); - ClassDB::bind_method(D_METHOD("get_max_contacts_reported"), &RigidBody2D::get_max_contacts_reported); - ClassDB::bind_method(D_METHOD("get_contact_count"), &RigidBody2D::get_contact_count); - - ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &RigidBody2D::set_use_custom_integrator); - ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &RigidBody2D::is_using_custom_integrator); - - ClassDB::bind_method(D_METHOD("set_contact_monitor", "enabled"), &RigidBody2D::set_contact_monitor); - ClassDB::bind_method(D_METHOD("is_contact_monitor_enabled"), &RigidBody2D::is_contact_monitor_enabled); - - ClassDB::bind_method(D_METHOD("set_continuous_collision_detection_mode", "mode"), &RigidBody2D::set_continuous_collision_detection_mode); - ClassDB::bind_method(D_METHOD("get_continuous_collision_detection_mode"), &RigidBody2D::get_continuous_collision_detection_mode); - - ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidBody2D::set_axis_velocity); - ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &RigidBody2D::apply_central_impulse, Vector2()); - ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &RigidBody2D::apply_impulse, Vector2()); - ClassDB::bind_method(D_METHOD("apply_torque_impulse", "torque"), &RigidBody2D::apply_torque_impulse); - - ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &RigidBody2D::apply_central_force); - ClassDB::bind_method(D_METHOD("apply_force", "force", "position"), &RigidBody2D::apply_force, Vector2()); - ClassDB::bind_method(D_METHOD("apply_torque", "torque"), &RigidBody2D::apply_torque); - - ClassDB::bind_method(D_METHOD("add_constant_central_force", "force"), &RigidBody2D::add_constant_central_force); - ClassDB::bind_method(D_METHOD("add_constant_force", "force", "position"), &RigidBody2D::add_constant_force, Vector2()); - ClassDB::bind_method(D_METHOD("add_constant_torque", "torque"), &RigidBody2D::add_constant_torque); - - ClassDB::bind_method(D_METHOD("set_constant_force", "force"), &RigidBody2D::set_constant_force); - ClassDB::bind_method(D_METHOD("get_constant_force"), &RigidBody2D::get_constant_force); - - ClassDB::bind_method(D_METHOD("set_constant_torque", "torque"), &RigidBody2D::set_constant_torque); - ClassDB::bind_method(D_METHOD("get_constant_torque"), &RigidBody2D::get_constant_torque); - - ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidBody2D::set_sleeping); - ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidBody2D::is_sleeping); - - ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidBody2D::set_can_sleep); - ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidBody2D::is_able_to_sleep); - - ClassDB::bind_method(D_METHOD("set_lock_rotation_enabled", "lock_rotation"), &RigidBody2D::set_lock_rotation_enabled); - ClassDB::bind_method(D_METHOD("is_lock_rotation_enabled"), &RigidBody2D::is_lock_rotation_enabled); - - ClassDB::bind_method(D_METHOD("set_freeze_enabled", "freeze_mode"), &RigidBody2D::set_freeze_enabled); - ClassDB::bind_method(D_METHOD("is_freeze_enabled"), &RigidBody2D::is_freeze_enabled); - - ClassDB::bind_method(D_METHOD("set_freeze_mode", "freeze_mode"), &RigidBody2D::set_freeze_mode); - ClassDB::bind_method(D_METHOD("get_freeze_mode"), &RigidBody2D::get_freeze_mode); - - ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody2D::get_colliding_bodies); - - GDVIRTUAL_BIND(_integrate_forces, "state"); - - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_RANGE, "0.01,1000,0.01,or_greater,exp,suffix:kg"), "set_mass", "get_mass"); - ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity_scale", PROPERTY_HINT_RANGE, "-8,8,0.001,or_less,or_greater"), "set_gravity_scale", "get_gravity_scale"); - ADD_GROUP("Mass Distribution", ""); - ADD_PROPERTY(PropertyInfo(Variant::INT, "center_of_mass_mode", PROPERTY_HINT_ENUM, "Auto,Custom", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_center_of_mass_mode", "get_center_of_mass_mode"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "center_of_mass", PROPERTY_HINT_RANGE, "-10,10,0.01,or_less,or_greater,suffix:px"), "set_center_of_mass", "get_center_of_mass"); - ADD_LINKED_PROPERTY("center_of_mass_mode", "center_of_mass"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inertia", PROPERTY_HINT_RANGE, U"0,1000,0.01,or_greater,exp,suffix:kg\u22C5px\u00B2"), "set_inertia", "get_inertia"); - ADD_GROUP("Deactivation", ""); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleeping", "is_sleeping"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "lock_rotation"), "set_lock_rotation_enabled", "is_lock_rotation_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "freeze"), "set_freeze_enabled", "is_freeze_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "freeze_mode", PROPERTY_HINT_ENUM, "Static,Kinematic"), "set_freeze_mode", "get_freeze_mode"); - ADD_GROUP("Solver", ""); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "custom_integrator"), "set_use_custom_integrator", "is_using_custom_integrator"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "continuous_cd", PROPERTY_HINT_ENUM, "Disabled,Cast Ray,Cast Shape"), "set_continuous_collision_detection_mode", "get_continuous_collision_detection_mode"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "max_contacts_reported", PROPERTY_HINT_RANGE, "0,64,1,or_greater"), "set_max_contacts_reported", "get_max_contacts_reported"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "contact_monitor"), "set_contact_monitor", "is_contact_monitor_enabled"); - ADD_GROUP("Linear", "linear_"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "linear_velocity", PROPERTY_HINT_NONE, "suffix:px/s"), "set_linear_velocity", "get_linear_velocity"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "linear_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_linear_damp_mode", "get_linear_damp_mode"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp"); - ADD_GROUP("Angular", "angular_"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_velocity", PROPERTY_HINT_NONE, U"radians_as_degrees,suffix:\u00B0/s"), "set_angular_velocity", "get_angular_velocity"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "angular_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_angular_damp_mode", "get_angular_damp_mode"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp"); - ADD_GROUP("Constant Forces", "constant_"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant_force", PROPERTY_HINT_NONE, U"suffix:kg\u22C5px/s\u00B2"), "set_constant_force", "get_constant_force"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant_torque", PROPERTY_HINT_NONE, U"suffix:kg\u22C5px\u00B2/s\u00B2/rad"), "set_constant_torque", "get_constant_torque"); - - ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index"))); - ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index"))); - ADD_SIGNAL(MethodInfo("body_entered", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"))); - ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"))); - ADD_SIGNAL(MethodInfo("sleeping_state_changed")); - - BIND_ENUM_CONSTANT(FREEZE_MODE_STATIC); - BIND_ENUM_CONSTANT(FREEZE_MODE_KINEMATIC); - - BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_AUTO); - BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_CUSTOM); - - BIND_ENUM_CONSTANT(DAMP_MODE_COMBINE); - BIND_ENUM_CONSTANT(DAMP_MODE_REPLACE); - - BIND_ENUM_CONSTANT(CCD_MODE_DISABLED); - BIND_ENUM_CONSTANT(CCD_MODE_CAST_RAY); - BIND_ENUM_CONSTANT(CCD_MODE_CAST_SHAPE); -} - -void RigidBody2D::_validate_property(PropertyInfo &p_property) const { - if (center_of_mass_mode != CENTER_OF_MASS_MODE_CUSTOM) { - if (p_property.name == "center_of_mass") { - p_property.usage = PROPERTY_USAGE_NO_EDITOR; - } - } -} - -RigidBody2D::RigidBody2D() : - PhysicsBody2D(PhysicsServer2D::BODY_MODE_RIGID) { - PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &RigidBody2D::_body_state_changed)); -} - -RigidBody2D::~RigidBody2D() { - if (contact_monitor) { - memdelete(contact_monitor); - } -} - -void RigidBody2D::_reload_physics_characteristics() { - if (physics_material_override.is_null()) { - PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, 0); - PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, 1); - } else { - PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce()); - PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, physics_material_override->computed_friction()); - } -} - -////////////////////////// - -// So, if you pass 45 as limit, avoid numerical precision errors when angle is 45. -#define FLOOR_ANGLE_THRESHOLD 0.01 - -bool CharacterBody2D::move_and_slide() { - // Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky. - double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time(); - - Vector2 current_platform_velocity = platform_velocity; - Transform2D gt = get_global_transform(); - previous_position = gt.columns[2]; - - if ((on_floor || on_wall) && platform_rid.is_valid()) { - bool excluded = false; - if (on_floor) { - excluded = (platform_floor_layers & platform_layer) == 0; - } else if (on_wall) { - excluded = (platform_wall_layers & platform_layer) == 0; - } - if (!excluded) { - //this approach makes sure there is less delay between the actual body velocity and the one we saved - PhysicsDirectBodyState2D *bs = PhysicsServer2D::get_singleton()->body_get_direct_state(platform_rid); - if (bs) { - Vector2 local_position = gt.columns[2] - bs->get_transform().columns[2]; - current_platform_velocity = bs->get_velocity_at_local_position(local_position); - } else { - // Body is removed or destroyed, invalidate floor. - current_platform_velocity = Vector2(); - platform_rid = RID(); - } - } else { - current_platform_velocity = Vector2(); - } - } - - motion_results.clear(); - last_motion = Vector2(); - - bool was_on_floor = on_floor; - on_floor = false; - on_ceiling = false; - on_wall = false; - - if (!current_platform_velocity.is_zero_approx()) { - PhysicsServer2D::MotionParameters parameters(get_global_transform(), current_platform_velocity * delta, margin); - parameters.recovery_as_collision = true; // Also report collisions generated only from recovery. - parameters.exclude_bodies.insert(platform_rid); - if (platform_object_id.is_valid()) { - parameters.exclude_objects.insert(platform_object_id); - } - - PhysicsServer2D::MotionResult floor_result; - if (move_and_collide(parameters, floor_result, false, false)) { - motion_results.push_back(floor_result); - _set_collision_direction(floor_result); - } - } - - if (motion_mode == MOTION_MODE_GROUNDED) { - _move_and_slide_grounded(delta, was_on_floor); - } else { - _move_and_slide_floating(delta); - } - - // Compute real velocity. - real_velocity = get_position_delta() / delta; - - if (platform_on_leave != PLATFORM_ON_LEAVE_DO_NOTHING) { - // Add last platform velocity when just left a moving platform. - if (!on_floor && !on_wall) { - if (platform_on_leave == PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY && current_platform_velocity.dot(up_direction) < 0) { - current_platform_velocity = current_platform_velocity.slide(up_direction); - } - velocity += current_platform_velocity; - } - } - - return motion_results.size() > 0; -} - -void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor) { - Vector2 motion = velocity * p_delta; - Vector2 motion_slide_up = motion.slide(up_direction); - - Vector2 prev_floor_normal = floor_normal; - - platform_rid = RID(); - platform_object_id = ObjectID(); - floor_normal = Vector2(); - platform_velocity = Vector2(); - - // No sliding on first attempt to keep floor motion stable when possible, - // When stop on slope is enabled or when there is no up direction. - bool sliding_enabled = !floor_stop_on_slope; - // Constant speed can be applied only the first time sliding is enabled. - bool can_apply_constant_speed = sliding_enabled; - // If the platform's ceiling push down the body. - bool apply_ceiling_velocity = false; - bool first_slide = true; - bool vel_dir_facing_up = velocity.dot(up_direction) > 0; - Vector2 last_travel; - - for (int iteration = 0; iteration < max_slides; ++iteration) { - PhysicsServer2D::MotionParameters parameters(get_global_transform(), motion, margin); - parameters.recovery_as_collision = true; // Also report collisions generated only from recovery. - - Vector2 prev_position = parameters.from.columns[2]; - - PhysicsServer2D::MotionResult result; - bool collided = move_and_collide(parameters, result, false, !sliding_enabled); - - last_motion = result.travel; - - if (collided) { - motion_results.push_back(result); - _set_collision_direction(result); - - // If we hit a ceiling platform, we set the vertical velocity to at least the platform one. - if (on_ceiling && result.collider_velocity != Vector2() && result.collider_velocity.dot(up_direction) < 0) { - // If ceiling sliding is on, only apply when the ceiling is flat or when the motion is upward. - if (!slide_on_ceiling || motion.dot(up_direction) < 0 || (result.collision_normal + up_direction).length() < 0.01) { - apply_ceiling_velocity = true; - Vector2 ceiling_vertical_velocity = up_direction * up_direction.dot(result.collider_velocity); - Vector2 motion_vertical_velocity = up_direction * up_direction.dot(velocity); - if (motion_vertical_velocity.dot(up_direction) > 0 || ceiling_vertical_velocity.length_squared() > motion_vertical_velocity.length_squared()) { - velocity = ceiling_vertical_velocity + velocity.slide(up_direction); - } - } - } - - if (on_floor && floor_stop_on_slope && (velocity.normalized() + up_direction).length() < 0.01) { - Transform2D gt = get_global_transform(); - if (result.travel.length() <= margin + CMP_EPSILON) { - gt.columns[2] -= result.travel; - } - set_global_transform(gt); - velocity = Vector2(); - last_motion = Vector2(); - motion = Vector2(); - break; - } - - if (result.remainder.is_zero_approx()) { - motion = Vector2(); - break; - } - - // Move on floor only checks. - if (floor_block_on_wall && on_wall && motion_slide_up.dot(result.collision_normal) <= 0) { - // Avoid to move forward on a wall if floor_block_on_wall is true. - if (p_was_on_floor && !on_floor && !vel_dir_facing_up) { - // If the movement is large the body can be prevented from reaching the walls. - if (result.travel.length() <= margin + CMP_EPSILON) { - // Cancels the motion. - Transform2D gt = get_global_transform(); - gt.columns[2] -= result.travel; - set_global_transform(gt); - } - // Determines if you are on the ground. - _snap_on_floor(true, false, true); - velocity = Vector2(); - last_motion = Vector2(); - motion = Vector2(); - break; - } - // Prevents the body from being able to climb a slope when it moves forward against the wall. - else if (!on_floor) { - motion = up_direction * up_direction.dot(result.remainder); - motion = motion.slide(result.collision_normal); - } else { - motion = result.remainder; - } - } - // Constant Speed when the slope is upward. - else if (floor_constant_speed && is_on_floor_only() && can_apply_constant_speed && p_was_on_floor && motion.dot(result.collision_normal) < 0) { - can_apply_constant_speed = false; - Vector2 motion_slide_norm = result.remainder.slide(result.collision_normal).normalized(); - motion = motion_slide_norm * (motion_slide_up.length() - result.travel.slide(up_direction).length() - last_travel.slide(up_direction).length()); - } - // Regular sliding, the last part of the test handle the case when you don't want to slide on the ceiling. - else if ((sliding_enabled || !on_floor) && (!on_ceiling || slide_on_ceiling || !vel_dir_facing_up) && !apply_ceiling_velocity) { - Vector2 slide_motion = result.remainder.slide(result.collision_normal); - if (slide_motion.dot(velocity) > 0.0) { - motion = slide_motion; - } else { - motion = Vector2(); - } - if (slide_on_ceiling && on_ceiling) { - // Apply slide only in the direction of the input motion, otherwise just stop to avoid jittering when moving against a wall. - if (vel_dir_facing_up) { - velocity = velocity.slide(result.collision_normal); - } else { - // Avoid acceleration in slope when falling. - velocity = up_direction * up_direction.dot(velocity); - } - } - } - // No sliding on first attempt to keep floor motion stable when possible. - else { - motion = result.remainder; - if (on_ceiling && !slide_on_ceiling && vel_dir_facing_up) { - velocity = velocity.slide(up_direction); - motion = motion.slide(up_direction); - } - } - - last_travel = result.travel; - } - // When you move forward in a downward slope you don’t collide because you will be in the air. - // This test ensures that constant speed is applied, only if the player is still on the ground after the snap is applied. - else if (floor_constant_speed && first_slide && _on_floor_if_snapped(p_was_on_floor, vel_dir_facing_up)) { - can_apply_constant_speed = false; - sliding_enabled = true; - Transform2D gt = get_global_transform(); - gt.columns[2] = prev_position; - set_global_transform(gt); - - Vector2 motion_slide_norm = motion.slide(prev_floor_normal).normalized(); - motion = motion_slide_norm * (motion_slide_up.length()); - collided = true; - } - - can_apply_constant_speed = !can_apply_constant_speed && !sliding_enabled; - sliding_enabled = true; - first_slide = false; - - if (!collided || motion.is_zero_approx()) { - break; - } - } - - _snap_on_floor(p_was_on_floor, vel_dir_facing_up); - - // Scales the horizontal velocity according to the wall slope. - if (is_on_wall_only() && motion_slide_up.dot(motion_results.get(0).collision_normal) < 0) { - Vector2 slide_motion = velocity.slide(motion_results.get(0).collision_normal); - if (motion_slide_up.dot(slide_motion) < 0) { - velocity = up_direction * up_direction.dot(velocity); - } else { - // Keeps the vertical motion from velocity and add the horizontal motion of the projection. - velocity = up_direction * up_direction.dot(velocity) + slide_motion.slide(up_direction); - } - } - - // Reset the gravity accumulation when touching the ground. - if (on_floor && !vel_dir_facing_up) { - velocity = velocity.slide(up_direction); - } -} - -void CharacterBody2D::_move_and_slide_floating(double p_delta) { - Vector2 motion = velocity * p_delta; - - platform_rid = RID(); - platform_object_id = ObjectID(); - floor_normal = Vector2(); - platform_velocity = Vector2(); - - bool first_slide = true; - for (int iteration = 0; iteration < max_slides; ++iteration) { - PhysicsServer2D::MotionParameters parameters(get_global_transform(), motion, margin); - parameters.recovery_as_collision = true; // Also report collisions generated only from recovery. - - PhysicsServer2D::MotionResult result; - bool collided = move_and_collide(parameters, result, false, false); - - last_motion = result.travel; - - if (collided) { - motion_results.push_back(result); - _set_collision_direction(result); - - if (result.remainder.is_zero_approx()) { - motion = Vector2(); - break; - } - - if (wall_min_slide_angle != 0 && result.get_angle(-velocity.normalized()) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) { - motion = Vector2(); - } else if (first_slide) { - Vector2 motion_slide_norm = result.remainder.slide(result.collision_normal).normalized(); - motion = motion_slide_norm * (motion.length() - result.travel.length()); - } else { - motion = result.remainder.slide(result.collision_normal); - } - - if (motion.dot(velocity) <= 0.0) { - motion = Vector2(); - } - } - - if (!collided || motion.is_zero_approx()) { - break; - } - - first_slide = false; - } -} -void CharacterBody2D::apply_floor_snap() { - _apply_floor_snap(); -} - -// Method that avoids the p_wall_as_floor parameter for the public method. -void CharacterBody2D::_apply_floor_snap(bool p_wall_as_floor) { - if (on_floor) { - return; - } - - // Snap by at least collision margin to keep floor state consistent. - real_t length = MAX(floor_snap_length, margin); - - PhysicsServer2D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin); - parameters.recovery_as_collision = true; // Also report collisions generated only from recovery. - parameters.collide_separation_ray = true; - - PhysicsServer2D::MotionResult result; - if (move_and_collide(parameters, result, true, false)) { - if ((result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) || - (p_wall_as_floor && result.get_angle(-up_direction) > floor_max_angle + FLOOR_ANGLE_THRESHOLD)) { - on_floor = true; - floor_normal = result.collision_normal; - _set_platform_data(result); - - if (floor_stop_on_slope) { - // move and collide may stray the object a bit because of pre un-stucking, - // so only ensure that motion happens on floor direction in this case. - if (result.travel.length() > margin) { - result.travel = up_direction * up_direction.dot(result.travel); - } else { - result.travel = Vector2(); - } - } - - parameters.from.columns[2] += result.travel; - set_global_transform(parameters.from); - } - } -} - -void CharacterBody2D::_snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up, bool p_wall_as_floor) { - if (on_floor || !p_was_on_floor || p_vel_dir_facing_up) { - return; - } - - _apply_floor_snap(p_wall_as_floor); -} - -bool CharacterBody2D::_on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up) { - if (up_direction == Vector2() || on_floor || !p_was_on_floor || p_vel_dir_facing_up) { - return false; - } - - // Snap by at least collision margin to keep floor state consistent. - real_t length = MAX(floor_snap_length, margin); - - PhysicsServer2D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin); - parameters.recovery_as_collision = true; // Also report collisions generated only from recovery. - parameters.collide_separation_ray = true; - - PhysicsServer2D::MotionResult result; - if (move_and_collide(parameters, result, true, false)) { - if (result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { - return true; - } - } - - return false; -} - -void CharacterBody2D::_set_collision_direction(const PhysicsServer2D::MotionResult &p_result) { - if (motion_mode == MOTION_MODE_GROUNDED && p_result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor - on_floor = true; - floor_normal = p_result.collision_normal; - _set_platform_data(p_result); - } else if (motion_mode == MOTION_MODE_GROUNDED && p_result.get_angle(-up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling - on_ceiling = true; - } else { - on_wall = true; - wall_normal = p_result.collision_normal; - // Don't apply wall velocity when the collider is a CharacterBody2D. - if (Object::cast_to(ObjectDB::get_instance(p_result.collider_id)) == nullptr) { - _set_platform_data(p_result); - } - } -} - -void CharacterBody2D::_set_platform_data(const PhysicsServer2D::MotionResult &p_result) { - platform_rid = p_result.collider; - platform_object_id = p_result.collider_id; - platform_velocity = p_result.collider_velocity; - platform_layer = PhysicsServer2D::get_singleton()->body_get_collision_layer(platform_rid); -} - -const Vector2 &CharacterBody2D::get_velocity() const { - return velocity; -} - -void CharacterBody2D::set_velocity(const Vector2 &p_velocity) { - velocity = p_velocity; -} - -bool CharacterBody2D::is_on_floor() const { - return on_floor; -} - -bool CharacterBody2D::is_on_floor_only() const { - return on_floor && !on_wall && !on_ceiling; -} - -bool CharacterBody2D::is_on_wall() const { - return on_wall; -} - -bool CharacterBody2D::is_on_wall_only() const { - return on_wall && !on_floor && !on_ceiling; -} - -bool CharacterBody2D::is_on_ceiling() const { - return on_ceiling; -} - -bool CharacterBody2D::is_on_ceiling_only() const { - return on_ceiling && !on_floor && !on_wall; -} - -const Vector2 &CharacterBody2D::get_floor_normal() const { - return floor_normal; -} - -const Vector2 &CharacterBody2D::get_wall_normal() const { - return wall_normal; -} - -const Vector2 &CharacterBody2D::get_last_motion() const { - return last_motion; -} - -Vector2 CharacterBody2D::get_position_delta() const { - return get_global_transform().columns[2] - previous_position; -} - -const Vector2 &CharacterBody2D::get_real_velocity() const { - return real_velocity; -} - -real_t CharacterBody2D::get_floor_angle(const Vector2 &p_up_direction) const { - ERR_FAIL_COND_V(p_up_direction == Vector2(), 0); - return Math::acos(floor_normal.dot(p_up_direction)); -} - -const Vector2 &CharacterBody2D::get_platform_velocity() const { - return platform_velocity; -} - -int CharacterBody2D::get_slide_collision_count() const { - return motion_results.size(); -} - -PhysicsServer2D::MotionResult CharacterBody2D::get_slide_collision(int p_bounce) const { - ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), PhysicsServer2D::MotionResult()); - return motion_results[p_bounce]; -} - -Ref CharacterBody2D::_get_slide_collision(int p_bounce) { - ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), Ref()); - if (p_bounce >= slide_colliders.size()) { - slide_colliders.resize(p_bounce + 1); - } - - // Create a new instance when the cached reference is invalid or still in use in script. - if (slide_colliders[p_bounce].is_null() || slide_colliders[p_bounce]->get_reference_count() > 1) { - slide_colliders.write[p_bounce].instantiate(); - slide_colliders.write[p_bounce]->owner = this; - } - - slide_colliders.write[p_bounce]->result = motion_results[p_bounce]; - return slide_colliders[p_bounce]; -} - -Ref CharacterBody2D::_get_last_slide_collision() { - if (motion_results.size() == 0) { - return Ref(); - } - return _get_slide_collision(motion_results.size() - 1); -} - -void CharacterBody2D::set_safe_margin(real_t p_margin) { - margin = p_margin; -} - -real_t CharacterBody2D::get_safe_margin() const { - return margin; -} - -bool CharacterBody2D::is_floor_stop_on_slope_enabled() const { - return floor_stop_on_slope; -} - -void CharacterBody2D::set_floor_stop_on_slope_enabled(bool p_enabled) { - floor_stop_on_slope = p_enabled; -} - -bool CharacterBody2D::is_floor_constant_speed_enabled() const { - return floor_constant_speed; -} - -void CharacterBody2D::set_floor_constant_speed_enabled(bool p_enabled) { - floor_constant_speed = p_enabled; -} - -bool CharacterBody2D::is_floor_block_on_wall_enabled() const { - return floor_block_on_wall; -} - -void CharacterBody2D::set_floor_block_on_wall_enabled(bool p_enabled) { - floor_block_on_wall = p_enabled; -} - -bool CharacterBody2D::is_slide_on_ceiling_enabled() const { - return slide_on_ceiling; -} - -void CharacterBody2D::set_slide_on_ceiling_enabled(bool p_enabled) { - slide_on_ceiling = p_enabled; -} - -uint32_t CharacterBody2D::get_platform_floor_layers() const { - return platform_floor_layers; -} - -void CharacterBody2D::set_platform_floor_layers(uint32_t p_exclude_layers) { - platform_floor_layers = p_exclude_layers; -} - -uint32_t CharacterBody2D::get_platform_wall_layers() const { - return platform_wall_layers; -} - -void CharacterBody2D::set_platform_wall_layers(uint32_t p_exclude_layers) { - platform_wall_layers = p_exclude_layers; -} - -void CharacterBody2D::set_motion_mode(MotionMode p_mode) { - motion_mode = p_mode; -} - -CharacterBody2D::MotionMode CharacterBody2D::get_motion_mode() const { - return motion_mode; -} - -void CharacterBody2D::set_platform_on_leave(PlatformOnLeave p_on_leave_apply_velocity) { - platform_on_leave = p_on_leave_apply_velocity; -} - -CharacterBody2D::PlatformOnLeave CharacterBody2D::get_platform_on_leave() const { - return platform_on_leave; -} - -int CharacterBody2D::get_max_slides() const { - return max_slides; -} - -void CharacterBody2D::set_max_slides(int p_max_slides) { - ERR_FAIL_COND(p_max_slides < 1); - max_slides = p_max_slides; -} - -real_t CharacterBody2D::get_floor_max_angle() const { - return floor_max_angle; -} - -void CharacterBody2D::set_floor_max_angle(real_t p_radians) { - floor_max_angle = p_radians; -} - -real_t CharacterBody2D::get_floor_snap_length() { - return floor_snap_length; -} - -void CharacterBody2D::set_floor_snap_length(real_t p_floor_snap_length) { - ERR_FAIL_COND(p_floor_snap_length < 0); - floor_snap_length = p_floor_snap_length; -} - -real_t CharacterBody2D::get_wall_min_slide_angle() const { - return wall_min_slide_angle; -} - -void CharacterBody2D::set_wall_min_slide_angle(real_t p_radians) { - wall_min_slide_angle = p_radians; -} - -const Vector2 &CharacterBody2D::get_up_direction() const { - return up_direction; -} - -void CharacterBody2D::set_up_direction(const Vector2 &p_up_direction) { - ERR_FAIL_COND_MSG(p_up_direction == Vector2(), "up_direction can't be equal to Vector2.ZERO, consider using Floating motion mode instead."); - up_direction = p_up_direction.normalized(); -} - -void CharacterBody2D::_notification(int p_what) { - switch (p_what) { - case NOTIFICATION_ENTER_TREE: { - // Reset move_and_slide() data. - on_floor = false; - platform_rid = RID(); - platform_object_id = ObjectID(); - on_ceiling = false; - on_wall = false; - motion_results.clear(); - platform_velocity = Vector2(); - } break; - } -} - -void CharacterBody2D::_bind_methods() { - ClassDB::bind_method(D_METHOD("move_and_slide"), &CharacterBody2D::move_and_slide); - ClassDB::bind_method(D_METHOD("apply_floor_snap"), &CharacterBody2D::apply_floor_snap); - - ClassDB::bind_method(D_METHOD("set_velocity", "velocity"), &CharacterBody2D::set_velocity); - ClassDB::bind_method(D_METHOD("get_velocity"), &CharacterBody2D::get_velocity); - - ClassDB::bind_method(D_METHOD("set_safe_margin", "margin"), &CharacterBody2D::set_safe_margin); - ClassDB::bind_method(D_METHOD("get_safe_margin"), &CharacterBody2D::get_safe_margin); - ClassDB::bind_method(D_METHOD("is_floor_stop_on_slope_enabled"), &CharacterBody2D::is_floor_stop_on_slope_enabled); - ClassDB::bind_method(D_METHOD("set_floor_stop_on_slope_enabled", "enabled"), &CharacterBody2D::set_floor_stop_on_slope_enabled); - ClassDB::bind_method(D_METHOD("set_floor_constant_speed_enabled", "enabled"), &CharacterBody2D::set_floor_constant_speed_enabled); - ClassDB::bind_method(D_METHOD("is_floor_constant_speed_enabled"), &CharacterBody2D::is_floor_constant_speed_enabled); - ClassDB::bind_method(D_METHOD("set_floor_block_on_wall_enabled", "enabled"), &CharacterBody2D::set_floor_block_on_wall_enabled); - ClassDB::bind_method(D_METHOD("is_floor_block_on_wall_enabled"), &CharacterBody2D::is_floor_block_on_wall_enabled); - ClassDB::bind_method(D_METHOD("set_slide_on_ceiling_enabled", "enabled"), &CharacterBody2D::set_slide_on_ceiling_enabled); - ClassDB::bind_method(D_METHOD("is_slide_on_ceiling_enabled"), &CharacterBody2D::is_slide_on_ceiling_enabled); - - ClassDB::bind_method(D_METHOD("set_platform_floor_layers", "exclude_layer"), &CharacterBody2D::set_platform_floor_layers); - ClassDB::bind_method(D_METHOD("get_platform_floor_layers"), &CharacterBody2D::get_platform_floor_layers); - ClassDB::bind_method(D_METHOD("set_platform_wall_layers", "exclude_layer"), &CharacterBody2D::set_platform_wall_layers); - ClassDB::bind_method(D_METHOD("get_platform_wall_layers"), &CharacterBody2D::get_platform_wall_layers); - - ClassDB::bind_method(D_METHOD("get_max_slides"), &CharacterBody2D::get_max_slides); - ClassDB::bind_method(D_METHOD("set_max_slides", "max_slides"), &CharacterBody2D::set_max_slides); - ClassDB::bind_method(D_METHOD("get_floor_max_angle"), &CharacterBody2D::get_floor_max_angle); - ClassDB::bind_method(D_METHOD("set_floor_max_angle", "radians"), &CharacterBody2D::set_floor_max_angle); - ClassDB::bind_method(D_METHOD("get_floor_snap_length"), &CharacterBody2D::get_floor_snap_length); - ClassDB::bind_method(D_METHOD("set_floor_snap_length", "floor_snap_length"), &CharacterBody2D::set_floor_snap_length); - ClassDB::bind_method(D_METHOD("get_wall_min_slide_angle"), &CharacterBody2D::get_wall_min_slide_angle); - ClassDB::bind_method(D_METHOD("set_wall_min_slide_angle", "radians"), &CharacterBody2D::set_wall_min_slide_angle); - ClassDB::bind_method(D_METHOD("get_up_direction"), &CharacterBody2D::get_up_direction); - ClassDB::bind_method(D_METHOD("set_up_direction", "up_direction"), &CharacterBody2D::set_up_direction); - ClassDB::bind_method(D_METHOD("set_motion_mode", "mode"), &CharacterBody2D::set_motion_mode); - ClassDB::bind_method(D_METHOD("get_motion_mode"), &CharacterBody2D::get_motion_mode); - ClassDB::bind_method(D_METHOD("set_platform_on_leave", "on_leave_apply_velocity"), &CharacterBody2D::set_platform_on_leave); - ClassDB::bind_method(D_METHOD("get_platform_on_leave"), &CharacterBody2D::get_platform_on_leave); - - ClassDB::bind_method(D_METHOD("is_on_floor"), &CharacterBody2D::is_on_floor); - ClassDB::bind_method(D_METHOD("is_on_floor_only"), &CharacterBody2D::is_on_floor_only); - ClassDB::bind_method(D_METHOD("is_on_ceiling"), &CharacterBody2D::is_on_ceiling); - ClassDB::bind_method(D_METHOD("is_on_ceiling_only"), &CharacterBody2D::is_on_ceiling_only); - ClassDB::bind_method(D_METHOD("is_on_wall"), &CharacterBody2D::is_on_wall); - ClassDB::bind_method(D_METHOD("is_on_wall_only"), &CharacterBody2D::is_on_wall_only); - ClassDB::bind_method(D_METHOD("get_floor_normal"), &CharacterBody2D::get_floor_normal); - ClassDB::bind_method(D_METHOD("get_wall_normal"), &CharacterBody2D::get_wall_normal); - ClassDB::bind_method(D_METHOD("get_last_motion"), &CharacterBody2D::get_last_motion); - ClassDB::bind_method(D_METHOD("get_position_delta"), &CharacterBody2D::get_position_delta); - ClassDB::bind_method(D_METHOD("get_real_velocity"), &CharacterBody2D::get_real_velocity); - ClassDB::bind_method(D_METHOD("get_floor_angle", "up_direction"), &CharacterBody2D::get_floor_angle, DEFVAL(Vector2(0.0, -1.0))); - ClassDB::bind_method(D_METHOD("get_platform_velocity"), &CharacterBody2D::get_platform_velocity); - ClassDB::bind_method(D_METHOD("get_slide_collision_count"), &CharacterBody2D::get_slide_collision_count); - ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &CharacterBody2D::_get_slide_collision); - ClassDB::bind_method(D_METHOD("get_last_slide_collision"), &CharacterBody2D::_get_last_slide_collision); - - ADD_PROPERTY(PropertyInfo(Variant::INT, "motion_mode", PROPERTY_HINT_ENUM, "Grounded,Floating", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_motion_mode", "get_motion_mode"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "up_direction"), "set_up_direction", "get_up_direction"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "velocity", PROPERTY_HINT_NONE, "suffix:px/s", PROPERTY_USAGE_NO_EDITOR), "set_velocity", "get_velocity"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slide_on_ceiling"), "set_slide_on_ceiling_enabled", "is_slide_on_ceiling_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "max_slides", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_max_slides", "get_max_slides"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wall_min_slide_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians_as_degrees", PROPERTY_USAGE_DEFAULT), "set_wall_min_slide_angle", "get_wall_min_slide_angle"); - - ADD_GROUP("Floor", "floor_"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_stop_on_slope"), "set_floor_stop_on_slope_enabled", "is_floor_stop_on_slope_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_constant_speed"), "set_floor_constant_speed_enabled", "is_floor_constant_speed_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_block_on_wall"), "set_floor_block_on_wall_enabled", "is_floor_block_on_wall_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_max_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians_as_degrees"), "set_floor_max_angle", "get_floor_max_angle"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_snap_length", PROPERTY_HINT_RANGE, "0,32,0.1,or_greater,suffix:px"), "set_floor_snap_length", "get_floor_snap_length"); - - ADD_GROUP("Moving Platform", "platform_"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_on_leave", PROPERTY_HINT_ENUM, "Add Velocity,Add Upward Velocity,Do Nothing", PROPERTY_USAGE_DEFAULT), "set_platform_on_leave", "get_platform_on_leave"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_floor_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_platform_floor_layers", "get_platform_floor_layers"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_wall_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_platform_wall_layers", "get_platform_wall_layers"); - - ADD_GROUP("Collision", ""); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001,suffix:px"), "set_safe_margin", "get_safe_margin"); - - BIND_ENUM_CONSTANT(MOTION_MODE_GROUNDED); - BIND_ENUM_CONSTANT(MOTION_MODE_FLOATING); - - BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_ADD_VELOCITY); - BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY); - BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_DO_NOTHING); -} - -void CharacterBody2D::_validate_property(PropertyInfo &p_property) const { - if (motion_mode == MOTION_MODE_FLOATING) { - if (p_property.name.begins_with("floor_") || p_property.name == "up_direction" || p_property.name == "slide_on_ceiling") { - p_property.usage = PROPERTY_USAGE_NO_EDITOR; - } - } else { - if (p_property.name == "wall_min_slide_angle") { - p_property.usage = PROPERTY_USAGE_NO_EDITOR; - } - } -} - -CharacterBody2D::CharacterBody2D() : - PhysicsBody2D(PhysicsServer2D::BODY_MODE_KINEMATIC) { -} - -CharacterBody2D::~CharacterBody2D() { - for (int i = 0; i < slide_colliders.size(); i++) { - if (slide_colliders[i].is_valid()) { - slide_colliders.write[i]->owner = nullptr; - } - } -} - -//////////////////////// - -Vector2 KinematicCollision2D::get_position() const { - return result.collision_point; -} - -Vector2 KinematicCollision2D::get_normal() const { - return result.collision_normal; -} - -Vector2 KinematicCollision2D::get_travel() const { - return result.travel; -} - -Vector2 KinematicCollision2D::get_remainder() const { - return result.remainder; -} - -real_t KinematicCollision2D::get_angle(const Vector2 &p_up_direction) const { - ERR_FAIL_COND_V(p_up_direction == Vector2(), 0); - return result.get_angle(p_up_direction); -} - -real_t KinematicCollision2D::get_depth() const { - return result.collision_depth; -} - -Object *KinematicCollision2D::get_local_shape() const { - if (!owner) { - return nullptr; - } - uint32_t ownerid = owner->shape_find_owner(result.collision_local_shape); - return owner->shape_owner_get_owner(ownerid); -} - -Object *KinematicCollision2D::get_collider() const { - if (result.collider_id.is_valid()) { - return ObjectDB::get_instance(result.collider_id); - } - - return nullptr; -} - -ObjectID KinematicCollision2D::get_collider_id() const { - return result.collider_id; -} - -RID KinematicCollision2D::get_collider_rid() const { - return result.collider; -} - -Object *KinematicCollision2D::get_collider_shape() const { - Object *collider = get_collider(); - if (collider) { - CollisionObject2D *obj2d = Object::cast_to(collider); - if (obj2d) { - uint32_t ownerid = obj2d->shape_find_owner(result.collider_shape); - return obj2d->shape_owner_get_owner(ownerid); - } - } - - return nullptr; -} - -int KinematicCollision2D::get_collider_shape_index() const { - return result.collider_shape; -} - -Vector2 KinematicCollision2D::get_collider_velocity() const { - return result.collider_velocity; -} - -void KinematicCollision2D::_bind_methods() { - ClassDB::bind_method(D_METHOD("get_position"), &KinematicCollision2D::get_position); - ClassDB::bind_method(D_METHOD("get_normal"), &KinematicCollision2D::get_normal); - ClassDB::bind_method(D_METHOD("get_travel"), &KinematicCollision2D::get_travel); - ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision2D::get_remainder); - ClassDB::bind_method(D_METHOD("get_angle", "up_direction"), &KinematicCollision2D::get_angle, DEFVAL(Vector2(0.0, -1.0))); - ClassDB::bind_method(D_METHOD("get_depth"), &KinematicCollision2D::get_depth); - ClassDB::bind_method(D_METHOD("get_local_shape"), &KinematicCollision2D::get_local_shape); - ClassDB::bind_method(D_METHOD("get_collider"), &KinematicCollision2D::get_collider); - ClassDB::bind_method(D_METHOD("get_collider_id"), &KinematicCollision2D::get_collider_id); - ClassDB::bind_method(D_METHOD("get_collider_rid"), &KinematicCollision2D::get_collider_rid); - ClassDB::bind_method(D_METHOD("get_collider_shape"), &KinematicCollision2D::get_collider_shape); - ClassDB::bind_method(D_METHOD("get_collider_shape_index"), &KinematicCollision2D::get_collider_shape_index); - ClassDB::bind_method(D_METHOD("get_collider_velocity"), &KinematicCollision2D::get_collider_velocity); -} diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h deleted file mode 100644 index 88161e284a..0000000000 --- a/scene/2d/physics_body_2d.h +++ /dev/null @@ -1,493 +0,0 @@ -/**************************************************************************/ -/* physics_body_2d.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 PHYSICS_BODY_2D_H -#define PHYSICS_BODY_2D_H - -#include "core/templates/vset.h" -#include "scene/2d/collision_object_2d.h" -#include "scene/resources/physics_material.h" -#include "servers/physics_server_2d.h" - -class KinematicCollision2D; - -class PhysicsBody2D : public CollisionObject2D { - GDCLASS(PhysicsBody2D, CollisionObject2D); - -protected: - static void _bind_methods(); - PhysicsBody2D(PhysicsServer2D::BodyMode p_mode); - - Ref motion_cache; - - Ref _move(const Vector2 &p_motion, bool p_test_only = false, real_t p_margin = 0.08, bool p_recovery_as_collision = false); - -public: - bool move_and_collide(const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true); - bool test_move(const Transform2D &p_from, const Vector2 &p_motion, const Ref &r_collision = Ref(), real_t p_margin = 0.08, bool p_recovery_as_collision = false); - Vector2 get_gravity() const; - - TypedArray get_collision_exceptions(); - void add_collision_exception_with(Node *p_node); //must be physicsbody - void remove_collision_exception_with(Node *p_node); - - virtual ~PhysicsBody2D(); -}; - -class StaticBody2D : public PhysicsBody2D { - GDCLASS(StaticBody2D, PhysicsBody2D); - -private: - Vector2 constant_linear_velocity; - real_t constant_angular_velocity = 0.0; - - Ref physics_material_override; - -protected: - static void _bind_methods(); - -public: - void set_physics_material_override(const Ref &p_physics_material_override); - Ref get_physics_material_override() const; - - void set_constant_linear_velocity(const Vector2 &p_vel); - void set_constant_angular_velocity(real_t p_vel); - - Vector2 get_constant_linear_velocity() const; - real_t get_constant_angular_velocity() const; - - StaticBody2D(PhysicsServer2D::BodyMode p_mode = PhysicsServer2D::BODY_MODE_STATIC); - -private: - void _reload_physics_characteristics(); -}; - -class AnimatableBody2D : public StaticBody2D { - GDCLASS(AnimatableBody2D, StaticBody2D); - -private: - bool sync_to_physics = true; - - Transform2D last_valid_transform; - - static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState2D *p_state); - void _body_state_changed(PhysicsDirectBodyState2D *p_state); - -protected: - void _notification(int p_what); - static void _bind_methods(); - -public: - AnimatableBody2D(); - -private: - void _update_kinematic_motion(); - - void set_sync_to_physics(bool p_enable); - bool is_sync_to_physics_enabled() const; -}; - -class RigidBody2D : public PhysicsBody2D { - GDCLASS(RigidBody2D, PhysicsBody2D); - -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, - }; - - enum CCDMode { - CCD_MODE_DISABLED, - CCD_MODE_CAST_RAY, - CCD_MODE_CAST_SHAPE, - }; - -private: - bool can_sleep = true; - bool lock_rotation = false; - bool freeze = false; - FreezeMode freeze_mode = FREEZE_MODE_STATIC; - - real_t mass = 1.0; - real_t inertia = 0.0; - CenterOfMassMode center_of_mass_mode = CENTER_OF_MASS_MODE_AUTO; - Vector2 center_of_mass; - - Ref physics_material_override; - 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; - - Vector2 linear_velocity; - real_t angular_velocity = 0.0; - bool sleeping = false; - - int max_contacts_reported = 0; - int contact_count = 0; - - bool custom_integrator = false; - - CCDMode ccd_mode = CCD_MODE_DISABLED; - - 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; - } - - return body_shape < p_sp.body_shape; - } - - ShapePair() {} - ShapePair(int p_bs, int p_ls) { - body_shape = p_bs; - local_shape = p_ls; - } - }; - struct RigidBody2D_RemoveAction { - RID rid; - ObjectID body_id; - ShapePair pair; - }; - struct BodyState { - RID rid; - //int rc; - bool in_scene = false; - VSet shapes; - }; - - struct ContactMonitor { - bool locked = false; - HashMap 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, PhysicsDirectBodyState2D *p_state); - void _body_state_changed(PhysicsDirectBodyState2D *p_state); - - void _sync_body_state(PhysicsDirectBodyState2D *p_state); - -protected: - void _notification(int p_what); - static void _bind_methods(); - - void _validate_property(PropertyInfo &p_property) const; - - GDVIRTUAL1(_integrate_forces, PhysicsDirectBodyState2D *) - - 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; - - void set_inertia(real_t p_inertia); - real_t 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 Vector2 &p_center_of_mass); - const Vector2 &get_center_of_mass() const; - - void set_physics_material_override(const Ref &p_physics_material_override); - Ref get_physics_material_override() 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_linear_velocity(const Vector2 &p_velocity); - Vector2 get_linear_velocity() const; - - void set_axis_velocity(const Vector2 &p_axis); - - void set_angular_velocity(real_t p_velocity); - real_t get_angular_velocity() 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_continuous_collision_detection_mode(CCDMode p_mode); - CCDMode get_continuous_collision_detection_mode() const; - - void apply_central_impulse(const Vector2 &p_impulse); - void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2()); - void apply_torque_impulse(real_t p_torque); - - void apply_central_force(const Vector2 &p_force); - void apply_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()); - void apply_torque(real_t p_torque); - - void add_constant_central_force(const Vector2 &p_force); - void add_constant_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()); - void add_constant_torque(real_t p_torque); - - void set_constant_force(const Vector2 &p_force); - Vector2 get_constant_force() const; - - void set_constant_torque(real_t p_torque); - real_t get_constant_torque() const; - - TypedArray get_colliding_bodies() const; //function for script - - virtual PackedStringArray get_configuration_warnings() const override; - - RigidBody2D(); - ~RigidBody2D(); - -private: - void _reload_physics_characteristics(); -}; - -VARIANT_ENUM_CAST(RigidBody2D::FreezeMode); -VARIANT_ENUM_CAST(RigidBody2D::CenterOfMassMode); -VARIANT_ENUM_CAST(RigidBody2D::DampMode); -VARIANT_ENUM_CAST(RigidBody2D::CCDMode); - -class CharacterBody2D : public PhysicsBody2D { - GDCLASS(CharacterBody2D, PhysicsBody2D); - -public: - enum MotionMode { - MOTION_MODE_GROUNDED, - MOTION_MODE_FLOATING, - }; - enum PlatformOnLeave { - PLATFORM_ON_LEAVE_ADD_VELOCITY, - PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY, - PLATFORM_ON_LEAVE_DO_NOTHING, - }; - bool move_and_slide(); - void apply_floor_snap(); - - const Vector2 &get_velocity() const; - void set_velocity(const Vector2 &p_velocity); - - bool is_on_floor() const; - bool is_on_floor_only() const; - bool is_on_wall() const; - bool is_on_wall_only() const; - bool is_on_ceiling() const; - bool is_on_ceiling_only() const; - const Vector2 &get_last_motion() const; - Vector2 get_position_delta() const; - const Vector2 &get_floor_normal() const; - const Vector2 &get_wall_normal() const; - const Vector2 &get_real_velocity() const; - - real_t get_floor_angle(const Vector2 &p_up_direction = Vector2(0.0, -1.0)) const; - const Vector2 &get_platform_velocity() const; - - int get_slide_collision_count() const; - PhysicsServer2D::MotionResult get_slide_collision(int p_bounce) const; - - void set_safe_margin(real_t p_margin); - real_t get_safe_margin() const; - - bool is_floor_stop_on_slope_enabled() const; - void set_floor_stop_on_slope_enabled(bool p_enabled); - - bool is_floor_constant_speed_enabled() const; - void set_floor_constant_speed_enabled(bool p_enabled); - - bool is_floor_block_on_wall_enabled() const; - void set_floor_block_on_wall_enabled(bool p_enabled); - - bool is_slide_on_ceiling_enabled() const; - void set_slide_on_ceiling_enabled(bool p_enabled); - - int get_max_slides() const; - void set_max_slides(int p_max_slides); - - real_t get_floor_max_angle() const; - void set_floor_max_angle(real_t p_radians); - - real_t get_floor_snap_length(); - void set_floor_snap_length(real_t p_floor_snap_length); - - real_t get_wall_min_slide_angle() const; - void set_wall_min_slide_angle(real_t p_radians); - - uint32_t get_platform_floor_layers() const; - void set_platform_floor_layers(const uint32_t p_exclude_layer); - - uint32_t get_platform_wall_layers() const; - void set_platform_wall_layers(const uint32_t p_exclude_layer); - - void set_motion_mode(MotionMode p_mode); - MotionMode get_motion_mode() const; - - void set_platform_on_leave(PlatformOnLeave p_on_leave_velocity); - PlatformOnLeave get_platform_on_leave() const; - - CharacterBody2D(); - ~CharacterBody2D(); - -private: - real_t margin = 0.08; - MotionMode motion_mode = MOTION_MODE_GROUNDED; - PlatformOnLeave platform_on_leave = PLATFORM_ON_LEAVE_ADD_VELOCITY; - - bool floor_constant_speed = false; - bool floor_stop_on_slope = true; - bool floor_block_on_wall = true; - bool slide_on_ceiling = true; - int max_slides = 4; - int platform_layer = 0; - real_t floor_max_angle = Math::deg_to_rad((real_t)45.0); - real_t floor_snap_length = 1; - real_t wall_min_slide_angle = Math::deg_to_rad((real_t)15.0); - Vector2 up_direction = Vector2(0.0, -1.0); - uint32_t platform_floor_layers = UINT32_MAX; - uint32_t platform_wall_layers = 0; - Vector2 velocity; - - Vector2 floor_normal; - Vector2 platform_velocity; - Vector2 wall_normal; - Vector2 last_motion; - Vector2 previous_position; - Vector2 real_velocity; - - RID platform_rid; - ObjectID platform_object_id; - bool on_floor = false; - bool on_ceiling = false; - bool on_wall = false; - - Vector motion_results; - Vector> slide_colliders; - - void _move_and_slide_floating(double p_delta); - void _move_and_slide_grounded(double p_delta, bool p_was_on_floor); - - Ref _get_slide_collision(int p_bounce); - Ref _get_last_slide_collision(); - const Vector2 &get_up_direction() const; - bool _on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up); - void set_up_direction(const Vector2 &p_up_direction); - void _set_collision_direction(const PhysicsServer2D::MotionResult &p_result); - void _set_platform_data(const PhysicsServer2D::MotionResult &p_result); - void _apply_floor_snap(bool p_wall_as_floor = false); - void _snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up, bool p_wall_as_floor = false); - -protected: - void _notification(int p_what); - static void _bind_methods(); - void _validate_property(PropertyInfo &p_property) const; -}; - -VARIANT_ENUM_CAST(CharacterBody2D::MotionMode); -VARIANT_ENUM_CAST(CharacterBody2D::PlatformOnLeave); - -class KinematicCollision2D : public RefCounted { - GDCLASS(KinematicCollision2D, RefCounted); - - PhysicsBody2D *owner = nullptr; - friend class PhysicsBody2D; - friend class CharacterBody2D; - PhysicsServer2D::MotionResult result; - -protected: - static void _bind_methods(); - -public: - Vector2 get_position() const; - Vector2 get_normal() const; - Vector2 get_travel() const; - Vector2 get_remainder() const; - real_t get_angle(const Vector2 &p_up_direction = Vector2(0.0, -1.0)) const; - real_t get_depth() const; - Object *get_local_shape() const; - Object *get_collider() const; - ObjectID get_collider_id() const; - RID get_collider_rid() const; - Object *get_collider_shape() const; - int get_collider_shape_index() const; - Vector2 get_collider_velocity() const; -}; - -#endif // PHYSICS_BODY_2D_H diff --git a/scene/2d/ray_cast_2d.cpp b/scene/2d/ray_cast_2d.cpp deleted file mode 100644 index f27ac169b6..0000000000 --- a/scene/2d/ray_cast_2d.cpp +++ /dev/null @@ -1,374 +0,0 @@ -/**************************************************************************/ -/* ray_cast_2d.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 "ray_cast_2d.h" - -#include "collision_object_2d.h" -#include "scene/resources/world_2d.h" - -void RayCast2D::set_target_position(const Vector2 &p_point) { - target_position = p_point; - if (is_inside_tree() && (Engine::get_singleton()->is_editor_hint() || get_tree()->is_debugging_collisions_hint())) { - queue_redraw(); - } -} - -Vector2 RayCast2D::get_target_position() const { - return target_position; -} - -void RayCast2D::set_collision_mask(uint32_t p_mask) { - collision_mask = p_mask; -} - -uint32_t RayCast2D::get_collision_mask() const { - return collision_mask; -} - -void RayCast2D::set_collision_mask_value(int p_layer_number, bool p_value) { - ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive."); - ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive."); - uint32_t mask = get_collision_mask(); - if (p_value) { - mask |= 1 << (p_layer_number - 1); - } else { - mask &= ~(1 << (p_layer_number - 1)); - } - set_collision_mask(mask); -} - -bool RayCast2D::get_collision_mask_value(int p_layer_number) const { - ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive."); - ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive."); - return get_collision_mask() & (1 << (p_layer_number - 1)); -} - -bool RayCast2D::is_colliding() const { - return collided; -} - -Object *RayCast2D::get_collider() const { - if (against.is_null()) { - return nullptr; - } - - return ObjectDB::get_instance(against); -} - -RID RayCast2D::get_collider_rid() const { - return against_rid; -} - -int RayCast2D::get_collider_shape() const { - return against_shape; -} - -Vector2 RayCast2D::get_collision_point() const { - return collision_point; -} - -Vector2 RayCast2D::get_collision_normal() const { - return collision_normal; -} - -void RayCast2D::set_enabled(bool p_enabled) { - enabled = p_enabled; - queue_redraw(); - if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) { - set_physics_process_internal(p_enabled); - } - if (!p_enabled) { - collided = false; - } -} - -bool RayCast2D::is_enabled() const { - return enabled; -} - -void RayCast2D::set_exclude_parent_body(bool p_exclude_parent_body) { - if (exclude_parent_body == p_exclude_parent_body) { - return; - } - - exclude_parent_body = p_exclude_parent_body; - - if (!is_inside_tree()) { - return; - } - - if (Object::cast_to(get_parent())) { - if (exclude_parent_body) { - exclude.insert(Object::cast_to(get_parent())->get_rid()); - } else { - exclude.erase(Object::cast_to(get_parent())->get_rid()); - } - } -} - -bool RayCast2D::get_exclude_parent_body() const { - return exclude_parent_body; -} - -void RayCast2D::_notification(int p_what) { - switch (p_what) { - case NOTIFICATION_ENTER_TREE: { - if (enabled && !Engine::get_singleton()->is_editor_hint()) { - set_physics_process_internal(true); - } else { - set_physics_process_internal(false); - } - - if (Object::cast_to(get_parent())) { - if (exclude_parent_body) { - exclude.insert(Object::cast_to(get_parent())->get_rid()); - } else { - exclude.erase(Object::cast_to(get_parent())->get_rid()); - } - } - } break; - - case NOTIFICATION_EXIT_TREE: { - if (enabled) { - set_physics_process_internal(false); - } - } break; - - case NOTIFICATION_DRAW: { - ERR_FAIL_COND(!is_inside_tree()); - if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) { - break; - } - _draw_debug_shape(); - } break; - - case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { - if (!enabled) { - break; - } - _update_raycast_state(); - } break; - } -} - -void RayCast2D::_update_raycast_state() { - Ref w2d = get_world_2d(); - ERR_FAIL_COND(w2d.is_null()); - - PhysicsDirectSpaceState2D *dss = PhysicsServer2D::get_singleton()->space_get_direct_state(w2d->get_space()); - ERR_FAIL_NULL(dss); - - Transform2D gt = get_global_transform(); - - Vector2 to = target_position; - if (to == Vector2()) { - to = Vector2(0, 0.01); - } - - PhysicsDirectSpaceState2D::RayResult rr; - bool prev_collision_state = collided; - - PhysicsDirectSpaceState2D::RayParameters ray_params; - ray_params.from = gt.get_origin(); - ray_params.to = gt.xform(to); - ray_params.exclude = exclude; - ray_params.collision_mask = collision_mask; - ray_params.collide_with_bodies = collide_with_bodies; - ray_params.collide_with_areas = collide_with_areas; - ray_params.hit_from_inside = hit_from_inside; - - if (dss->intersect_ray(ray_params, rr)) { - collided = true; - against = rr.collider_id; - against_rid = rr.rid; - collision_point = rr.position; - collision_normal = rr.normal; - against_shape = rr.shape; - } else { - collided = false; - against = ObjectID(); - against_rid = RID(); - against_shape = 0; - } - - if (prev_collision_state != collided) { - queue_redraw(); - } -} - -void RayCast2D::_draw_debug_shape() { - Color draw_col = collided ? Color(1.0, 0.01, 0) : get_tree()->get_debug_collisions_color(); - if (!enabled) { - const float g = draw_col.get_v(); - draw_col.r = g; - draw_col.g = g; - draw_col.b = g; - } - - // Draw an arrow indicating where the RayCast is pointing to - const real_t max_arrow_size = 6; - const real_t line_width = 1.4; - bool no_line = target_position.length() < line_width; - real_t arrow_size = CLAMP(target_position.length() * 2 / 3, line_width, max_arrow_size); - - if (no_line) { - arrow_size = target_position.length(); - } else { - draw_line(Vector2(), target_position - target_position.normalized() * arrow_size, draw_col, line_width); - } - - Transform2D xf; - xf.rotate(target_position.angle()); - xf.translate_local(Vector2(no_line ? 0 : target_position.length() - arrow_size, 0)); - - Vector pts = { - xf.xform(Vector2(arrow_size, 0)), - xf.xform(Vector2(0, 0.5 * arrow_size)), - xf.xform(Vector2(0, -0.5 * arrow_size)) - }; - - Vector cols = { draw_col, draw_col, draw_col }; - - draw_primitive(pts, cols, Vector()); -} - -void RayCast2D::force_raycast_update() { - _update_raycast_state(); -} - -void RayCast2D::add_exception_rid(const RID &p_rid) { - exclude.insert(p_rid); -} - -void RayCast2D::add_exception(const CollisionObject2D *p_node) { - ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject2D."); - add_exception_rid(p_node->get_rid()); -} - -void RayCast2D::remove_exception_rid(const RID &p_rid) { - exclude.erase(p_rid); -} - -void RayCast2D::remove_exception(const CollisionObject2D *p_node) { - ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject2D."); - remove_exception_rid(p_node->get_rid()); -} - -void RayCast2D::clear_exceptions() { - exclude.clear(); - - if (exclude_parent_body && is_inside_tree()) { - CollisionObject2D *parent = Object::cast_to(get_parent()); - if (parent) { - exclude.insert(parent->get_rid()); - } - } -} - -void RayCast2D::set_collide_with_areas(bool p_enabled) { - collide_with_areas = p_enabled; -} - -bool RayCast2D::is_collide_with_areas_enabled() const { - return collide_with_areas; -} - -void RayCast2D::set_collide_with_bodies(bool p_enabled) { - collide_with_bodies = p_enabled; -} - -bool RayCast2D::is_collide_with_bodies_enabled() const { - return collide_with_bodies; -} - -void RayCast2D::set_hit_from_inside(bool p_enabled) { - hit_from_inside = p_enabled; -} - -bool RayCast2D::is_hit_from_inside_enabled() const { - return hit_from_inside; -} - -void RayCast2D::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &RayCast2D::set_enabled); - ClassDB::bind_method(D_METHOD("is_enabled"), &RayCast2D::is_enabled); - - ClassDB::bind_method(D_METHOD("set_target_position", "local_point"), &RayCast2D::set_target_position); - ClassDB::bind_method(D_METHOD("get_target_position"), &RayCast2D::get_target_position); - - ClassDB::bind_method(D_METHOD("is_colliding"), &RayCast2D::is_colliding); - ClassDB::bind_method(D_METHOD("force_raycast_update"), &RayCast2D::force_raycast_update); - - ClassDB::bind_method(D_METHOD("get_collider"), &RayCast2D::get_collider); - ClassDB::bind_method(D_METHOD("get_collider_rid"), &RayCast2D::get_collider_rid); - ClassDB::bind_method(D_METHOD("get_collider_shape"), &RayCast2D::get_collider_shape); - ClassDB::bind_method(D_METHOD("get_collision_point"), &RayCast2D::get_collision_point); - ClassDB::bind_method(D_METHOD("get_collision_normal"), &RayCast2D::get_collision_normal); - - ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &RayCast2D::add_exception_rid); - ClassDB::bind_method(D_METHOD("add_exception", "node"), &RayCast2D::add_exception); - - ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &RayCast2D::remove_exception_rid); - ClassDB::bind_method(D_METHOD("remove_exception", "node"), &RayCast2D::remove_exception); - - ClassDB::bind_method(D_METHOD("clear_exceptions"), &RayCast2D::clear_exceptions); - - ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &RayCast2D::set_collision_mask); - ClassDB::bind_method(D_METHOD("get_collision_mask"), &RayCast2D::get_collision_mask); - - ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &RayCast2D::set_collision_mask_value); - ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &RayCast2D::get_collision_mask_value); - - ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &RayCast2D::set_exclude_parent_body); - ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &RayCast2D::get_exclude_parent_body); - - ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &RayCast2D::set_collide_with_areas); - ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &RayCast2D::is_collide_with_areas_enabled); - - ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &RayCast2D::set_collide_with_bodies); - ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &RayCast2D::is_collide_with_bodies_enabled); - - ClassDB::bind_method(D_METHOD("set_hit_from_inside", "enable"), &RayCast2D::set_hit_from_inside); - ClassDB::bind_method(D_METHOD("is_hit_from_inside_enabled"), &RayCast2D::is_hit_from_inside_enabled); - - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "target_position", PROPERTY_HINT_NONE, "suffix:px"), "set_target_position", "get_target_position"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hit_from_inside"), "set_hit_from_inside", "is_hit_from_inside_enabled"); - - ADD_GROUP("Collide With", "collide_with"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_areas", "is_collide_with_areas_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_bodies", "is_collide_with_bodies_enabled"); -} - -RayCast2D::RayCast2D() { - set_hide_clip_children(true); -} diff --git a/scene/2d/ray_cast_2d.h b/scene/2d/ray_cast_2d.h deleted file mode 100644 index 0a856635da..0000000000 --- a/scene/2d/ray_cast_2d.h +++ /dev/null @@ -1,109 +0,0 @@ -/**************************************************************************/ -/* ray_cast_2d.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 RAY_CAST_2D_H -#define RAY_CAST_2D_H - -#include "scene/2d/node_2d.h" - -class CollisionObject2D; - -class RayCast2D : public Node2D { - GDCLASS(RayCast2D, Node2D); - - bool enabled = true; - bool collided = false; - ObjectID against; - RID against_rid; - int against_shape = 0; - Vector2 collision_point; - Vector2 collision_normal; - HashSet exclude; - uint32_t collision_mask = 1; - bool exclude_parent_body = true; - - Vector2 target_position = Vector2(0, 50); - - bool collide_with_areas = false; - bool collide_with_bodies = true; - - bool hit_from_inside = false; - - void _draw_debug_shape(); - -protected: - void _notification(int p_what); - void _update_raycast_state(); - static void _bind_methods(); - -public: - void set_collide_with_areas(bool p_clip); - bool is_collide_with_areas_enabled() const; - - void set_collide_with_bodies(bool p_clip); - bool is_collide_with_bodies_enabled() const; - - void set_hit_from_inside(bool p_enable); - bool is_hit_from_inside_enabled() const; - - void set_enabled(bool p_enabled); - bool is_enabled() const; - - void set_target_position(const Vector2 &p_point); - Vector2 get_target_position() const; - - void set_collision_mask(uint32_t p_mask); - uint32_t get_collision_mask() const; - - void set_collision_mask_value(int p_layer_number, bool p_value); - bool get_collision_mask_value(int p_layer_number) const; - - void set_exclude_parent_body(bool p_exclude_parent_body); - bool get_exclude_parent_body() const; - - void force_raycast_update(); - - bool is_colliding() const; - Object *get_collider() const; - RID get_collider_rid() const; - int get_collider_shape() const; - Vector2 get_collision_point() const; - Vector2 get_collision_normal() const; - - void add_exception_rid(const RID &p_rid); - void add_exception(const CollisionObject2D *p_node); - void remove_exception_rid(const RID &p_rid); - void remove_exception(const CollisionObject2D *p_node); - void clear_exceptions(); - - RayCast2D(); -}; - -#endif // RAY_CAST_2D_H diff --git a/scene/2d/shape_cast_2d.cpp b/scene/2d/shape_cast_2d.cpp deleted file mode 100644 index 38e3b3180b..0000000000 --- a/scene/2d/shape_cast_2d.cpp +++ /dev/null @@ -1,484 +0,0 @@ -/**************************************************************************/ -/* shape_cast_2d.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 "shape_cast_2d.h" - -#include "core/config/engine.h" -#include "scene/2d/collision_object_2d.h" -#include "scene/2d/physics_body_2d.h" -#include "scene/resources/2d/circle_shape_2d.h" -#include "servers/physics_2d/godot_physics_server_2d.h" - -void ShapeCast2D::set_target_position(const Vector2 &p_point) { - target_position = p_point; - if (is_inside_tree() && (Engine::get_singleton()->is_editor_hint() || get_tree()->is_debugging_collisions_hint())) { - queue_redraw(); - } -} - -Vector2 ShapeCast2D::get_target_position() const { - return target_position; -} - -void ShapeCast2D::set_margin(real_t p_margin) { - margin = p_margin; -} - -real_t ShapeCast2D::get_margin() const { - return margin; -} - -void ShapeCast2D::set_max_results(int p_max_results) { - max_results = p_max_results; -} - -int ShapeCast2D::get_max_results() const { - return max_results; -} - -void ShapeCast2D::set_collision_mask(uint32_t p_mask) { - collision_mask = p_mask; -} - -uint32_t ShapeCast2D::get_collision_mask() const { - return collision_mask; -} - -void ShapeCast2D::set_collision_mask_value(int p_layer_number, bool p_value) { - ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive."); - ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive."); - uint32_t mask = get_collision_mask(); - if (p_value) { - mask |= 1 << (p_layer_number - 1); - } else { - mask &= ~(1 << (p_layer_number - 1)); - } - set_collision_mask(mask); -} - -bool ShapeCast2D::get_collision_mask_value(int p_layer_number) const { - ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive."); - ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive."); - return get_collision_mask() & (1 << (p_layer_number - 1)); -} - -int ShapeCast2D::get_collision_count() const { - return result.size(); -} - -bool ShapeCast2D::is_colliding() const { - return collided; -} - -Object *ShapeCast2D::get_collider(int p_idx) const { - ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), nullptr, "No collider found."); - - if (result[p_idx].collider_id.is_null()) { - return nullptr; - } - return ObjectDB::get_instance(result[p_idx].collider_id); -} - -RID ShapeCast2D::get_collider_rid(int p_idx) const { - ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), RID(), "No collider RID found."); - return result[p_idx].rid; -} - -int ShapeCast2D::get_collider_shape(int p_idx) const { - ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), -1, "No collider shape found."); - return result[p_idx].shape; -} - -Vector2 ShapeCast2D::get_collision_point(int p_idx) const { - ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector2(), "No collision point found."); - return result[p_idx].point; -} - -Vector2 ShapeCast2D::get_collision_normal(int p_idx) const { - ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector2(), "No collision normal found."); - return result[p_idx].normal; -} - -real_t ShapeCast2D::get_closest_collision_safe_fraction() const { - return collision_safe_fraction; -} - -real_t ShapeCast2D::get_closest_collision_unsafe_fraction() const { - return collision_unsafe_fraction; -} - -void ShapeCast2D::set_enabled(bool p_enabled) { - enabled = p_enabled; - queue_redraw(); - if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) { - set_physics_process_internal(p_enabled); - } - if (!p_enabled) { - collided = false; - } -} - -bool ShapeCast2D::is_enabled() const { - return enabled; -} - -void ShapeCast2D::set_shape(const Ref &p_shape) { - if (p_shape == shape) { - return; - } - if (shape.is_valid()) { - shape->disconnect_changed(callable_mp(this, &ShapeCast2D::_shape_changed)); - } - shape = p_shape; - if (shape.is_valid()) { - shape->connect_changed(callable_mp(this, &ShapeCast2D::_shape_changed)); - shape_rid = shape->get_rid(); - } - - update_configuration_warnings(); - queue_redraw(); -} - -Ref ShapeCast2D::get_shape() const { - return shape; -} - -void ShapeCast2D::set_exclude_parent_body(bool p_exclude_parent_body) { - if (exclude_parent_body == p_exclude_parent_body) { - return; - } - exclude_parent_body = p_exclude_parent_body; - - if (!is_inside_tree()) { - return; - } - if (Object::cast_to(get_parent())) { - if (exclude_parent_body) { - exclude.insert(Object::cast_to(get_parent())->get_rid()); - } else { - exclude.erase(Object::cast_to(get_parent())->get_rid()); - } - } -} - -bool ShapeCast2D::get_exclude_parent_body() const { - return exclude_parent_body; -} - -void ShapeCast2D::_shape_changed() { - queue_redraw(); -} - -void ShapeCast2D::_notification(int p_what) { - switch (p_what) { - case NOTIFICATION_ENTER_TREE: { - if (enabled && !Engine::get_singleton()->is_editor_hint()) { - set_physics_process_internal(true); - } else { - set_physics_process_internal(false); - } - if (Object::cast_to(get_parent())) { - if (exclude_parent_body) { - exclude.insert(Object::cast_to(get_parent())->get_rid()); - } else { - exclude.erase(Object::cast_to(get_parent())->get_rid()); - } - } - } break; - - case NOTIFICATION_EXIT_TREE: { - if (enabled) { - set_physics_process_internal(false); - } - } break; - - case NOTIFICATION_DRAW: { -#ifdef TOOLS_ENABLED - ERR_FAIL_COND(!is_inside_tree()); - if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) { - break; - } - if (shape.is_null()) { - break; - } - Color draw_col = collided ? Color(1.0, 0.01, 0) : get_tree()->get_debug_collisions_color(); - if (!enabled) { - float g = draw_col.get_v(); - draw_col.r = g; - draw_col.g = g; - draw_col.b = g; - } - // Draw continuous chain of shapes along the cast. - const int steps = MAX(2, target_position.length() / shape->get_rect().get_size().length() * 4); - for (int i = 0; i <= steps; ++i) { - Vector2 t = (real_t(i) / steps) * target_position; - draw_set_transform(t, 0.0, Size2(1, 1)); - shape->draw(get_canvas_item(), draw_col); - } - draw_set_transform(Vector2(), 0.0, Size2(1, 1)); - - // Draw an arrow indicating where the ShapeCast is pointing to. - if (target_position != Vector2()) { - const real_t max_arrow_size = 6; - const real_t line_width = 1.4; - bool no_line = target_position.length() < line_width; - real_t arrow_size = CLAMP(target_position.length() * 2 / 3, line_width, max_arrow_size); - - if (no_line) { - arrow_size = target_position.length(); - } else { - draw_line(Vector2(), target_position - target_position.normalized() * arrow_size, draw_col, line_width); - } - - Transform2D xf; - xf.rotate(target_position.angle()); - xf.translate_local(Vector2(no_line ? 0 : target_position.length() - arrow_size, 0)); - - Vector pts = { - xf.xform(Vector2(arrow_size, 0)), - xf.xform(Vector2(0, 0.5 * arrow_size)), - xf.xform(Vector2(0, -0.5 * arrow_size)) - }; - - Vector cols = { draw_col, draw_col, draw_col }; - - draw_primitive(pts, cols, Vector()); - } -#endif - } break; - - case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { - if (!enabled) { - break; - } - _update_shapecast_state(); - } break; - } -} - -void ShapeCast2D::_update_shapecast_state() { - result.clear(); - - ERR_FAIL_COND_MSG(shape.is_null(), "Invalid shape."); - - Ref w2d = get_world_2d(); - ERR_FAIL_COND(w2d.is_null()); - - PhysicsDirectSpaceState2D *dss = PhysicsServer2D::get_singleton()->space_get_direct_state(w2d->get_space()); - ERR_FAIL_NULL(dss); - - Transform2D gt = get_global_transform(); - - PhysicsDirectSpaceState2D::ShapeParameters params; - params.shape_rid = shape_rid; - params.transform = gt; - params.motion = gt.basis_xform(target_position); - params.margin = margin; - params.exclude = exclude; - params.collision_mask = collision_mask; - params.collide_with_bodies = collide_with_bodies; - params.collide_with_areas = collide_with_areas; - - collision_safe_fraction = 0.0; - collision_unsafe_fraction = 0.0; - - bool prev_collision_state = collided; - - if (target_position != Vector2()) { - dss->cast_motion(params, collision_safe_fraction, collision_unsafe_fraction); - if (collision_unsafe_fraction < 1.0) { - // Move shape transform to the point of impact, - // so we can collect contact info at that point. - gt.set_origin(gt.get_origin() + params.motion * (collision_unsafe_fraction + CMP_EPSILON)); - params.transform = gt; - } - } - // Regardless of whether the shape is stuck or it's moved along - // the motion vector, we'll only consider static collisions from now on. - params.motion = Vector2(); - - bool intersected = true; - while (intersected && result.size() < max_results) { - PhysicsDirectSpaceState2D::ShapeRestInfo info; - intersected = dss->rest_info(params, &info); - if (intersected) { - result.push_back(info); - params.exclude.insert(info.rid); - } - } - collided = !result.is_empty(); - - if (prev_collision_state != collided) { - queue_redraw(); - } -} - -void ShapeCast2D::force_shapecast_update() { - _update_shapecast_state(); -} - -void ShapeCast2D::add_exception_rid(const RID &p_rid) { - exclude.insert(p_rid); -} - -void ShapeCast2D::add_exception(const CollisionObject2D *p_node) { - ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject2D."); - add_exception_rid(p_node->get_rid()); -} - -void ShapeCast2D::remove_exception_rid(const RID &p_rid) { - exclude.erase(p_rid); -} - -void ShapeCast2D::remove_exception(const CollisionObject2D *p_node) { - ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject2D."); - remove_exception_rid(p_node->get_rid()); -} - -void ShapeCast2D::clear_exceptions() { - exclude.clear(); -} - -void ShapeCast2D::set_collide_with_areas(bool p_clip) { - collide_with_areas = p_clip; -} - -bool ShapeCast2D::is_collide_with_areas_enabled() const { - return collide_with_areas; -} - -void ShapeCast2D::set_collide_with_bodies(bool p_clip) { - collide_with_bodies = p_clip; -} - -bool ShapeCast2D::is_collide_with_bodies_enabled() const { - return collide_with_bodies; -} - -Array ShapeCast2D::_get_collision_result() const { - Array ret; - - for (int i = 0; i < result.size(); ++i) { - const PhysicsDirectSpaceState2D::ShapeRestInfo &sri = result[i]; - - Dictionary col; - col["point"] = sri.point; - col["normal"] = sri.normal; - col["rid"] = sri.rid; - col["collider"] = ObjectDB::get_instance(sri.collider_id); - col["collider_id"] = sri.collider_id; - col["shape"] = sri.shape; - col["linear_velocity"] = sri.linear_velocity; - - ret.push_back(col); - } - return ret; -} - -PackedStringArray ShapeCast2D::get_configuration_warnings() const { - PackedStringArray warnings = Node2D::get_configuration_warnings(); - - if (shape.is_null()) { - warnings.push_back(RTR("This node cannot interact with other objects unless a Shape2D is assigned.")); - } - return warnings; -} - -void ShapeCast2D::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &ShapeCast2D::set_enabled); - ClassDB::bind_method(D_METHOD("is_enabled"), &ShapeCast2D::is_enabled); - - ClassDB::bind_method(D_METHOD("set_shape", "shape"), &ShapeCast2D::set_shape); - ClassDB::bind_method(D_METHOD("get_shape"), &ShapeCast2D::get_shape); - - ClassDB::bind_method(D_METHOD("set_target_position", "local_point"), &ShapeCast2D::set_target_position); - ClassDB::bind_method(D_METHOD("get_target_position"), &ShapeCast2D::get_target_position); - - ClassDB::bind_method(D_METHOD("set_margin", "margin"), &ShapeCast2D::set_margin); - ClassDB::bind_method(D_METHOD("get_margin"), &ShapeCast2D::get_margin); - - ClassDB::bind_method(D_METHOD("set_max_results", "max_results"), &ShapeCast2D::set_max_results); - ClassDB::bind_method(D_METHOD("get_max_results"), &ShapeCast2D::get_max_results); - - ClassDB::bind_method(D_METHOD("is_colliding"), &ShapeCast2D::is_colliding); - ClassDB::bind_method(D_METHOD("get_collision_count"), &ShapeCast2D::get_collision_count); - - ClassDB::bind_method(D_METHOD("force_shapecast_update"), &ShapeCast2D::force_shapecast_update); - - ClassDB::bind_method(D_METHOD("get_collider", "index"), &ShapeCast2D::get_collider); - ClassDB::bind_method(D_METHOD("get_collider_rid", "index"), &ShapeCast2D::get_collider_rid); - ClassDB::bind_method(D_METHOD("get_collider_shape", "index"), &ShapeCast2D::get_collider_shape); - ClassDB::bind_method(D_METHOD("get_collision_point", "index"), &ShapeCast2D::get_collision_point); - ClassDB::bind_method(D_METHOD("get_collision_normal", "index"), &ShapeCast2D::get_collision_normal); - - ClassDB::bind_method(D_METHOD("get_closest_collision_safe_fraction"), &ShapeCast2D::get_closest_collision_safe_fraction); - ClassDB::bind_method(D_METHOD("get_closest_collision_unsafe_fraction"), &ShapeCast2D::get_closest_collision_unsafe_fraction); - - ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &ShapeCast2D::add_exception_rid); - ClassDB::bind_method(D_METHOD("add_exception", "node"), &ShapeCast2D::add_exception); - - ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &ShapeCast2D::remove_exception_rid); - ClassDB::bind_method(D_METHOD("remove_exception", "node"), &ShapeCast2D::remove_exception); - - ClassDB::bind_method(D_METHOD("clear_exceptions"), &ShapeCast2D::clear_exceptions); - - ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &ShapeCast2D::set_collision_mask); - ClassDB::bind_method(D_METHOD("get_collision_mask"), &ShapeCast2D::get_collision_mask); - - ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &ShapeCast2D::set_collision_mask_value); - ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &ShapeCast2D::get_collision_mask_value); - - ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &ShapeCast2D::set_exclude_parent_body); - ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &ShapeCast2D::get_exclude_parent_body); - - ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &ShapeCast2D::set_collide_with_areas); - ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &ShapeCast2D::is_collide_with_areas_enabled); - - ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &ShapeCast2D::set_collide_with_bodies); - ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &ShapeCast2D::is_collide_with_bodies_enabled); - - ClassDB::bind_method(D_METHOD("_get_collision_result"), &ShapeCast2D::_get_collision_result); - - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape2D"), "set_shape", "get_shape"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "target_position", PROPERTY_HINT_NONE, "suffix:px"), "set_target_position", "get_target_position"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0,100,0.01,suffix:px"), "set_margin", "get_margin"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "max_results"), "set_max_results", "get_max_results"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask"); - ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "collision_result", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "", "_get_collision_result"); - ADD_GROUP("Collide With", "collide_with"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_areas", "is_collide_with_areas_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_bodies", "is_collide_with_bodies_enabled"); -} - -ShapeCast2D::ShapeCast2D() { - set_hide_clip_children(true); -} diff --git a/scene/2d/shape_cast_2d.h b/scene/2d/shape_cast_2d.h deleted file mode 100644 index 6b8fd5b798..0000000000 --- a/scene/2d/shape_cast_2d.h +++ /dev/null @@ -1,126 +0,0 @@ -/**************************************************************************/ -/* shape_cast_2d.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 SHAPE_CAST_2D_H -#define SHAPE_CAST_2D_H - -#include "scene/2d/node_2d.h" -#include "scene/resources/2d/shape_2d.h" -#include "scene/resources/world_2d.h" - -class CollisionObject2D; - -class ShapeCast2D : public Node2D { - GDCLASS(ShapeCast2D, Node2D); - - bool enabled = true; - - Ref shape; - RID shape_rid; - Vector2 target_position = Vector2(0, 50); - - HashSet exclude; - real_t margin = 0.0; - uint32_t collision_mask = 1; - bool exclude_parent_body = true; - bool collide_with_areas = false; - bool collide_with_bodies = true; - - // Result - int max_results = 32; - Vector result; - bool collided = false; - real_t collision_safe_fraction = 1.0; - real_t collision_unsafe_fraction = 1.0; - - Array _get_collision_result() const; - void _shape_changed(); - -protected: - void _notification(int p_what); - void _update_shapecast_state(); - static void _bind_methods(); - -public: - void set_collide_with_areas(bool p_clip); - bool is_collide_with_areas_enabled() const; - - void set_collide_with_bodies(bool p_clip); - bool is_collide_with_bodies_enabled() const; - - void set_enabled(bool p_enabled); - bool is_enabled() const; - - void set_shape(const Ref &p_shape); - Ref get_shape() const; - - void set_target_position(const Vector2 &p_point); - Vector2 get_target_position() const; - - void set_margin(real_t p_margin); - real_t get_margin() const; - - void set_max_results(int p_max_results); - int get_max_results() const; - - void set_collision_mask(uint32_t p_mask); - uint32_t get_collision_mask() const; - - void set_collision_mask_value(int p_layer_number, bool p_value); - bool get_collision_mask_value(int p_layer_number) const; - - void set_exclude_parent_body(bool p_exclude_parent_body); - bool get_exclude_parent_body() const; - - void force_shapecast_update(); - bool is_colliding() const; - - int get_collision_count() const; - Object *get_collider(int p_idx) const; - RID get_collider_rid(int p_idx) const; - int get_collider_shape(int p_idx) const; - Vector2 get_collision_point(int p_idx) const; - Vector2 get_collision_normal(int p_idx) const; - - real_t get_closest_collision_safe_fraction() const; - real_t get_closest_collision_unsafe_fraction() const; - - void add_exception_rid(const RID &p_rid); - void add_exception(const CollisionObject2D *p_node); - void remove_exception_rid(const RID &p_rid); - void remove_exception(const CollisionObject2D *p_node); - void clear_exceptions(); - - PackedStringArray get_configuration_warnings() const override; - - ShapeCast2D(); -}; - -#endif // SHAPE_CAST_2D_H diff --git a/scene/3d/SCsub b/scene/3d/SCsub index fc61250247..94e1ab6c96 100644 --- a/scene/3d/SCsub +++ b/scene/3d/SCsub @@ -3,3 +3,6 @@ Import("env") env.add_source_files(env.scene_sources, "*.cpp") + +# Chain load SCsubs +SConscript("physics/SCsub") diff --git a/scene/3d/area_3d.cpp b/scene/3d/area_3d.cpp deleted file mode 100644 index 014c33cad0..0000000000 --- a/scene/3d/area_3d.cpp +++ /dev/null @@ -1,822 +0,0 @@ -/**************************************************************************/ -/* area_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 "area_3d.h" - -#include "scene/scene_string_names.h" -#include "servers/audio_server.h" - -void Area3D::set_gravity_space_override_mode(SpaceOverride p_mode) { - gravity_space_override = p_mode; - PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_GRAVITY_OVERRIDE_MODE, p_mode); -} - -Area3D::SpaceOverride Area3D::get_gravity_space_override_mode() const { - return gravity_space_override; -} - -void Area3D::set_gravity_is_point(bool p_enabled) { - gravity_is_point = p_enabled; - PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_GRAVITY_IS_POINT, p_enabled); -} - -bool Area3D::is_gravity_a_point() const { - return gravity_is_point; -} - -void Area3D::set_gravity_point_unit_distance(real_t p_scale) { - gravity_point_unit_distance = p_scale; - PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_GRAVITY_POINT_UNIT_DISTANCE, p_scale); -} - -real_t Area3D::get_gravity_point_unit_distance() const { - return gravity_point_unit_distance; -} - -void Area3D::set_gravity_point_center(const Vector3 &p_center) { - gravity_vec = p_center; - PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR, p_center); -} - -const Vector3 &Area3D::get_gravity_point_center() const { - return gravity_vec; -} - -void Area3D::set_gravity_direction(const Vector3 &p_direction) { - gravity_vec = p_direction; - PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR, p_direction); -} - -const Vector3 &Area3D::get_gravity_direction() const { - return gravity_vec; -} - -void Area3D::set_gravity(real_t p_gravity) { - gravity = p_gravity; - PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_GRAVITY, p_gravity); -} - -real_t Area3D::get_gravity() const { - return gravity; -} - -void Area3D::set_linear_damp_space_override_mode(SpaceOverride p_mode) { - linear_damp_space_override = p_mode; - PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE, p_mode); -} - -Area3D::SpaceOverride Area3D::get_linear_damp_space_override_mode() const { - return linear_damp_space_override; -} - -void Area3D::set_angular_damp_space_override_mode(SpaceOverride p_mode) { - angular_damp_space_override = p_mode; - PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE, p_mode); -} - -Area3D::SpaceOverride Area3D::get_angular_damp_space_override_mode() const { - return angular_damp_space_override; -} - -void Area3D::set_linear_damp(real_t p_linear_damp) { - linear_damp = p_linear_damp; - PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_LINEAR_DAMP, p_linear_damp); -} - -real_t Area3D::get_linear_damp() const { - return linear_damp; -} - -void Area3D::set_angular_damp(real_t p_angular_damp) { - angular_damp = p_angular_damp; - PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP, p_angular_damp); -} - -real_t Area3D::get_angular_damp() const { - return angular_damp; -} - -void Area3D::set_priority(int p_priority) { - priority = p_priority; - PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_PRIORITY, p_priority); -} - -int Area3D::get_priority() const { - return priority; -} - -void Area3D::set_wind_force_magnitude(real_t p_wind_force_magnitude) { - wind_force_magnitude = p_wind_force_magnitude; - if (is_inside_tree()) { - _initialize_wind(); - } -} - -real_t Area3D::get_wind_force_magnitude() const { - return wind_force_magnitude; -} - -void Area3D::set_wind_attenuation_factor(real_t p_wind_force_attenuation_factor) { - wind_attenuation_factor = p_wind_force_attenuation_factor; - if (is_inside_tree()) { - _initialize_wind(); - } -} - -real_t Area3D::get_wind_attenuation_factor() const { - return wind_attenuation_factor; -} - -void Area3D::set_wind_source_path(const NodePath &p_wind_source_path) { - wind_source_path = p_wind_source_path; - if (is_inside_tree()) { - _initialize_wind(); - } -} - -const NodePath &Area3D::get_wind_source_path() const { - return wind_source_path; -} - -void Area3D::_initialize_wind() { - real_t temp_magnitude = 0.0; - Vector3 wind_direction(0., 0., 0.); - Vector3 wind_source(0., 0., 0.); - - // Overwrite with area-specified info if available - if (!wind_source_path.is_empty()) { - Node *wind_source_node = get_node_or_null(wind_source_path); - ERR_FAIL_NULL_MSG(wind_source_node, "Path to wind source is invalid: '" + wind_source_path + "'."); - Node3D *wind_source_node3d = Object::cast_to(wind_source_node); - ERR_FAIL_NULL_MSG(wind_source_node3d, "Path to wind source does not point to a Node3D: '" + wind_source_path + "'."); - Transform3D global_transform = wind_source_node3d->get_transform(); - wind_direction = -global_transform.basis.get_column(Vector3::AXIS_Z).normalized(); - wind_source = global_transform.origin; - temp_magnitude = wind_force_magnitude; - } - - // Set force, source and direction in the physics server. - PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_WIND_ATTENUATION_FACTOR, wind_attenuation_factor); - PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_WIND_SOURCE, wind_source); - PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_WIND_DIRECTION, wind_direction); - PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_WIND_FORCE_MAGNITUDE, temp_magnitude); -} - -void Area3D::_body_enter_tree(ObjectID p_id) { - Object *obj = ObjectDB::get_instance(p_id); - Node *node = Object::cast_to(obj); - ERR_FAIL_NULL(node); - - HashMap::Iterator E = body_map.find(p_id); - ERR_FAIL_COND(!E); - ERR_FAIL_COND(E->value.in_tree); - - E->value.in_tree = true; - emit_signal(SceneStringNames::get_singleton()->body_entered, node); - for (int i = 0; i < E->value.shapes.size(); i++) { - emit_signal(SceneStringNames::get_singleton()->body_shape_entered, E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].area_shape); - } -} - -void Area3D::_body_exit_tree(ObjectID p_id) { - Object *obj = ObjectDB::get_instance(p_id); - Node *node = Object::cast_to(obj); - ERR_FAIL_NULL(node); - HashMap::Iterator E = body_map.find(p_id); - ERR_FAIL_COND(!E); - ERR_FAIL_COND(!E->value.in_tree); - E->value.in_tree = false; - emit_signal(SceneStringNames::get_singleton()->body_exited, node); - for (int i = 0; i < E->value.shapes.size(); i++) { - emit_signal(SceneStringNames::get_singleton()->body_shape_exited, E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].area_shape); - } -} - -void Area3D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_area_shape) { - bool body_in = p_status == PhysicsServer3D::AREA_BODY_ADDED; - ObjectID objid = p_instance; - - // Exit early if instance is invalid. - if (objid.is_null()) { - lock_callback(); - locked = true; - // Emit the appropriate signals. - if (body_in) { - emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_body, (Node *)nullptr, p_body_shape, p_area_shape); - } else { - emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_body, (Node *)nullptr, p_body_shape, p_area_shape); - } - locked = false; - unlock_callback(); - return; - } - - Object *obj = ObjectDB::get_instance(objid); - Node *node = Object::cast_to(obj); - - HashMap::Iterator E = body_map.find(objid); - - if (!body_in && !E) { - return; //likely removed from the tree - } - - lock_callback(); - locked = true; - - if (body_in) { - if (!E) { - E = body_map.insert(objid, BodyState()); - E->value.rid = p_body; - E->value.rc = 0; - E->value.in_tree = node && node->is_inside_tree(); - if (node) { - node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area3D::_body_enter_tree).bind(objid)); - node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area3D::_body_exit_tree).bind(objid)); - if (E->value.in_tree) { - emit_signal(SceneStringNames::get_singleton()->body_entered, node); - } - } - } - E->value.rc++; - if (node) { - E->value.shapes.insert(ShapePair(p_body_shape, p_area_shape)); - } - - if (!node || E->value.in_tree) { - emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_body, node, p_body_shape, p_area_shape); - } - - } else { - E->value.rc--; - - if (node) { - E->value.shapes.erase(ShapePair(p_body_shape, p_area_shape)); - } - - bool in_tree = E->value.in_tree; - if (E->value.rc == 0) { - body_map.remove(E); - if (node) { - node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area3D::_body_enter_tree)); - node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area3D::_body_exit_tree)); - if (in_tree) { - emit_signal(SceneStringNames::get_singleton()->body_exited, obj); - } - } - } - if (!node || in_tree) { - emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_body, obj, p_body_shape, p_area_shape); - } - } - - locked = false; - unlock_callback(); -} - -void Area3D::_clear_monitoring() { - ERR_FAIL_COND_MSG(locked, "This function can't be used during the in/out signal."); - - { - HashMap bmcopy = body_map; - body_map.clear(); - //disconnect all monitored stuff - - for (const KeyValue &E : bmcopy) { - Object *obj = ObjectDB::get_instance(E.key); - Node *node = Object::cast_to(obj); - - if (!node) { //node may have been deleted in previous frame or at other legitimate point - continue; - } - //ERR_CONTINUE(!node); - - node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area3D::_body_enter_tree)); - node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area3D::_body_exit_tree)); - - if (!E.value.in_tree) { - continue; - } - - for (int i = 0; i < E.value.shapes.size(); i++) { - emit_signal(SceneStringNames::get_singleton()->body_shape_exited, E.value.rid, node, E.value.shapes[i].body_shape, E.value.shapes[i].area_shape); - } - - emit_signal(SceneStringNames::get_singleton()->body_exited, node); - } - } - - { - HashMap bmcopy = area_map; - area_map.clear(); - //disconnect all monitored stuff - - for (const KeyValue &E : bmcopy) { - Object *obj = ObjectDB::get_instance(E.key); - Node *node = Object::cast_to(obj); - - if (!node) { //node may have been deleted in previous frame or at other legitimate point - continue; - } - //ERR_CONTINUE(!node); - - node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area3D::_area_enter_tree)); - node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area3D::_area_exit_tree)); - - if (!E.value.in_tree) { - continue; - } - - for (int i = 0; i < E.value.shapes.size(); i++) { - emit_signal(SceneStringNames::get_singleton()->area_shape_exited, E.value.rid, node, E.value.shapes[i].area_shape, E.value.shapes[i].self_shape); - } - - emit_signal(SceneStringNames::get_singleton()->area_exited, obj); - } - } -} - -void Area3D::_space_changed(const RID &p_new_space) { - if (p_new_space.is_null()) { - _clear_monitoring(); - } -} - -void Area3D::_notification(int p_what) { - switch (p_what) { - case NOTIFICATION_ENTER_TREE: { - _initialize_wind(); - } break; - } -} - -void Area3D::set_monitoring(bool p_enable) { - ERR_FAIL_COND_MSG(locked, "Function blocked during in/out signal. Use set_deferred(\"monitoring\", true/false)."); - - if (p_enable == monitoring) { - return; - } - - monitoring = p_enable; - - if (monitoring) { - PhysicsServer3D::get_singleton()->area_set_monitor_callback(get_rid(), callable_mp(this, &Area3D::_body_inout)); - PhysicsServer3D::get_singleton()->area_set_area_monitor_callback(get_rid(), callable_mp(this, &Area3D::_area_inout)); - } else { - PhysicsServer3D::get_singleton()->area_set_monitor_callback(get_rid(), Callable()); - PhysicsServer3D::get_singleton()->area_set_area_monitor_callback(get_rid(), Callable()); - _clear_monitoring(); - } -} - -void Area3D::_area_enter_tree(ObjectID p_id) { - Object *obj = ObjectDB::get_instance(p_id); - Node *node = Object::cast_to(obj); - ERR_FAIL_NULL(node); - - HashMap::Iterator E = area_map.find(p_id); - ERR_FAIL_COND(!E); - ERR_FAIL_COND(E->value.in_tree); - - E->value.in_tree = true; - emit_signal(SceneStringNames::get_singleton()->area_entered, node); - for (int i = 0; i < E->value.shapes.size(); i++) { - emit_signal(SceneStringNames::get_singleton()->area_shape_entered, E->value.rid, node, E->value.shapes[i].area_shape, E->value.shapes[i].self_shape); - } -} - -void Area3D::_area_exit_tree(ObjectID p_id) { - Object *obj = ObjectDB::get_instance(p_id); - Node *node = Object::cast_to(obj); - ERR_FAIL_NULL(node); - HashMap::Iterator E = area_map.find(p_id); - ERR_FAIL_COND(!E); - ERR_FAIL_COND(!E->value.in_tree); - E->value.in_tree = false; - emit_signal(SceneStringNames::get_singleton()->area_exited, node); - for (int i = 0; i < E->value.shapes.size(); i++) { - emit_signal(SceneStringNames::get_singleton()->area_shape_exited, E->value.rid, node, E->value.shapes[i].area_shape, E->value.shapes[i].self_shape); - } -} - -void Area3D::_area_inout(int p_status, const RID &p_area, ObjectID p_instance, int p_area_shape, int p_self_shape) { - bool area_in = p_status == PhysicsServer3D::AREA_BODY_ADDED; - ObjectID objid = p_instance; - - // Exit if instance is invalid. - if (objid.is_null()) { - lock_callback(); - locked = true; - // Emit the appropriate signals. - if (area_in) { - emit_signal(SceneStringNames::get_singleton()->area_shape_entered, p_area, (Node *)nullptr, p_area_shape, p_self_shape); - } else { - emit_signal(SceneStringNames::get_singleton()->area_shape_exited, p_area, (Node *)nullptr, p_area_shape, p_self_shape); - } - locked = false; - unlock_callback(); - return; - } - - Object *obj = ObjectDB::get_instance(objid); - Node *node = Object::cast_to(obj); - - HashMap::Iterator E = area_map.find(objid); - - if (!area_in && !E) { - return; //likely removed from the tree - } - - lock_callback(); - locked = true; - - if (area_in) { - if (!E) { - E = area_map.insert(objid, AreaState()); - E->value.rid = p_area; - E->value.rc = 0; - E->value.in_tree = node && node->is_inside_tree(); - if (node) { - node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area3D::_area_enter_tree).bind(objid)); - node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area3D::_area_exit_tree).bind(objid)); - if (E->value.in_tree) { - emit_signal(SceneStringNames::get_singleton()->area_entered, node); - } - } - } - E->value.rc++; - if (node) { - E->value.shapes.insert(AreaShapePair(p_area_shape, p_self_shape)); - } - - if (!node || E->value.in_tree) { - emit_signal(SceneStringNames::get_singleton()->area_shape_entered, p_area, node, p_area_shape, p_self_shape); - } - - } else { - E->value.rc--; - - if (node) { - E->value.shapes.erase(AreaShapePair(p_area_shape, p_self_shape)); - } - - bool in_tree = E->value.in_tree; - if (E->value.rc == 0) { - area_map.remove(E); - if (node) { - node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area3D::_area_enter_tree)); - node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area3D::_area_exit_tree)); - if (in_tree) { - emit_signal(SceneStringNames::get_singleton()->area_exited, obj); - } - } - } - if (!node || in_tree) { - emit_signal(SceneStringNames::get_singleton()->area_shape_exited, p_area, obj, p_area_shape, p_self_shape); - } - } - - locked = false; - unlock_callback(); -} - -bool Area3D::is_monitoring() const { - return monitoring; -} - -TypedArray Area3D::get_overlapping_bodies() const { - TypedArray ret; - ERR_FAIL_COND_V_MSG(!monitoring, ret, "Can't find overlapping bodies when monitoring is off."); - ret.resize(body_map.size()); - int idx = 0; - for (const KeyValue &E : body_map) { - Object *obj = ObjectDB::get_instance(E.key); - if (obj) { - ret[idx] = obj; - idx++; - } - } - - ret.resize(idx); - return ret; -} - -bool Area3D::has_overlapping_bodies() const { - ERR_FAIL_COND_V_MSG(!monitoring, false, "Can't find overlapping bodies when monitoring is off."); - return !body_map.is_empty(); -} - -void Area3D::set_monitorable(bool p_enable) { - ERR_FAIL_COND_MSG(locked || (is_inside_tree() && PhysicsServer3D::get_singleton()->is_flushing_queries()), "Function blocked during in/out signal. Use set_deferred(\"monitorable\", true/false)."); - - if (p_enable == monitorable) { - return; - } - - monitorable = p_enable; - - PhysicsServer3D::get_singleton()->area_set_monitorable(get_rid(), monitorable); -} - -bool Area3D::is_monitorable() const { - return monitorable; -} - -TypedArray Area3D::get_overlapping_areas() const { - TypedArray ret; - ERR_FAIL_COND_V_MSG(!monitoring, ret, "Can't find overlapping areas when monitoring is off."); - ret.resize(area_map.size()); - int idx = 0; - for (const KeyValue &E : area_map) { - Object *obj = ObjectDB::get_instance(E.key); - if (obj) { - ret[idx] = obj; - idx++; - } - } - ret.resize(idx); - return ret; -} - -bool Area3D::has_overlapping_areas() const { - ERR_FAIL_COND_V_MSG(!monitoring, false, "Can't find overlapping areas when monitoring is off."); - return !area_map.is_empty(); -} - -bool Area3D::overlaps_area(Node *p_area) const { - ERR_FAIL_NULL_V(p_area, false); - HashMap::ConstIterator E = area_map.find(p_area->get_instance_id()); - if (!E) { - return false; - } - return E->value.in_tree; -} - -bool Area3D::overlaps_body(Node *p_body) const { - ERR_FAIL_NULL_V(p_body, false); - HashMap::ConstIterator E = body_map.find(p_body->get_instance_id()); - if (!E) { - return false; - } - return E->value.in_tree; -} - -void Area3D::set_audio_bus_override(bool p_override) { - audio_bus_override = p_override; -} - -bool Area3D::is_overriding_audio_bus() const { - return audio_bus_override; -} - -void Area3D::set_audio_bus_name(const StringName &p_audio_bus) { - audio_bus = p_audio_bus; -} - -StringName Area3D::get_audio_bus_name() const { - for (int i = 0; i < AudioServer::get_singleton()->get_bus_count(); i++) { - if (AudioServer::get_singleton()->get_bus_name(i) == audio_bus) { - return audio_bus; - } - } - return SceneStringNames::get_singleton()->Master; -} - -void Area3D::set_use_reverb_bus(bool p_enable) { - use_reverb_bus = p_enable; -} - -bool Area3D::is_using_reverb_bus() const { - return use_reverb_bus; -} - -void Area3D::set_reverb_bus_name(const StringName &p_audio_bus) { - reverb_bus = p_audio_bus; -} - -StringName Area3D::get_reverb_bus_name() const { - for (int i = 0; i < AudioServer::get_singleton()->get_bus_count(); i++) { - if (AudioServer::get_singleton()->get_bus_name(i) == reverb_bus) { - return reverb_bus; - } - } - return SceneStringNames::get_singleton()->Master; -} - -void Area3D::set_reverb_amount(float p_amount) { - reverb_amount = p_amount; -} - -float Area3D::get_reverb_amount() const { - return reverb_amount; -} - -void Area3D::set_reverb_uniformity(float p_uniformity) { - reverb_uniformity = p_uniformity; -} - -float Area3D::get_reverb_uniformity() const { - return reverb_uniformity; -} - -void Area3D::_validate_property(PropertyInfo &p_property) const { - if (p_property.name == "audio_bus_name" || p_property.name == "reverb_bus_name") { - String options; - for (int i = 0; i < AudioServer::get_singleton()->get_bus_count(); i++) { - if (i > 0) { - options += ","; - } - String name = AudioServer::get_singleton()->get_bus_name(i); - options += name; - } - - p_property.hint_string = options; - } else if (p_property.name.begins_with("gravity") && p_property.name != "gravity_space_override") { - if (gravity_space_override == SPACE_OVERRIDE_DISABLED) { - p_property.usage = PROPERTY_USAGE_NO_EDITOR; - } else { - if (gravity_is_point) { - if (p_property.name == "gravity_direction") { - p_property.usage = PROPERTY_USAGE_NO_EDITOR; - } - } else { - if (p_property.name.begins_with("gravity_point_")) { - p_property.usage = PROPERTY_USAGE_NO_EDITOR; - } - } - } - } else if (p_property.name.begins_with("linear_damp") && p_property.name != "linear_damp_space_override") { - if (linear_damp_space_override == SPACE_OVERRIDE_DISABLED) { - p_property.usage = PROPERTY_USAGE_NO_EDITOR; - } - } else if (p_property.name.begins_with("angular_damp") && p_property.name != "angular_damp_space_override") { - if (angular_damp_space_override == SPACE_OVERRIDE_DISABLED) { - p_property.usage = PROPERTY_USAGE_NO_EDITOR; - } - } -} - -void Area3D::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_gravity_space_override_mode", "space_override_mode"), &Area3D::set_gravity_space_override_mode); - ClassDB::bind_method(D_METHOD("get_gravity_space_override_mode"), &Area3D::get_gravity_space_override_mode); - - ClassDB::bind_method(D_METHOD("set_gravity_is_point", "enable"), &Area3D::set_gravity_is_point); - ClassDB::bind_method(D_METHOD("is_gravity_a_point"), &Area3D::is_gravity_a_point); - - ClassDB::bind_method(D_METHOD("set_gravity_point_unit_distance", "distance_scale"), &Area3D::set_gravity_point_unit_distance); - ClassDB::bind_method(D_METHOD("get_gravity_point_unit_distance"), &Area3D::get_gravity_point_unit_distance); - - ClassDB::bind_method(D_METHOD("set_gravity_point_center", "center"), &Area3D::set_gravity_point_center); - ClassDB::bind_method(D_METHOD("get_gravity_point_center"), &Area3D::get_gravity_point_center); - - ClassDB::bind_method(D_METHOD("set_gravity_direction", "direction"), &Area3D::set_gravity_direction); - ClassDB::bind_method(D_METHOD("get_gravity_direction"), &Area3D::get_gravity_direction); - - ClassDB::bind_method(D_METHOD("set_gravity", "gravity"), &Area3D::set_gravity); - ClassDB::bind_method(D_METHOD("get_gravity"), &Area3D::get_gravity); - - ClassDB::bind_method(D_METHOD("set_linear_damp_space_override_mode", "space_override_mode"), &Area3D::set_linear_damp_space_override_mode); - ClassDB::bind_method(D_METHOD("get_linear_damp_space_override_mode"), &Area3D::get_linear_damp_space_override_mode); - - ClassDB::bind_method(D_METHOD("set_angular_damp_space_override_mode", "space_override_mode"), &Area3D::set_angular_damp_space_override_mode); - ClassDB::bind_method(D_METHOD("get_angular_damp_space_override_mode"), &Area3D::get_angular_damp_space_override_mode); - - ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &Area3D::set_angular_damp); - ClassDB::bind_method(D_METHOD("get_angular_damp"), &Area3D::get_angular_damp); - - ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &Area3D::set_linear_damp); - ClassDB::bind_method(D_METHOD("get_linear_damp"), &Area3D::get_linear_damp); - - ClassDB::bind_method(D_METHOD("set_priority", "priority"), &Area3D::set_priority); - ClassDB::bind_method(D_METHOD("get_priority"), &Area3D::get_priority); - - ClassDB::bind_method(D_METHOD("set_wind_force_magnitude", "wind_force_magnitude"), &Area3D::set_wind_force_magnitude); - ClassDB::bind_method(D_METHOD("get_wind_force_magnitude"), &Area3D::get_wind_force_magnitude); - - ClassDB::bind_method(D_METHOD("set_wind_attenuation_factor", "wind_attenuation_factor"), &Area3D::set_wind_attenuation_factor); - ClassDB::bind_method(D_METHOD("get_wind_attenuation_factor"), &Area3D::get_wind_attenuation_factor); - - ClassDB::bind_method(D_METHOD("set_wind_source_path", "wind_source_path"), &Area3D::set_wind_source_path); - ClassDB::bind_method(D_METHOD("get_wind_source_path"), &Area3D::get_wind_source_path); - - ClassDB::bind_method(D_METHOD("set_monitorable", "enable"), &Area3D::set_monitorable); - ClassDB::bind_method(D_METHOD("is_monitorable"), &Area3D::is_monitorable); - - ClassDB::bind_method(D_METHOD("set_monitoring", "enable"), &Area3D::set_monitoring); - ClassDB::bind_method(D_METHOD("is_monitoring"), &Area3D::is_monitoring); - - ClassDB::bind_method(D_METHOD("get_overlapping_bodies"), &Area3D::get_overlapping_bodies); - ClassDB::bind_method(D_METHOD("get_overlapping_areas"), &Area3D::get_overlapping_areas); - - ClassDB::bind_method(D_METHOD("has_overlapping_bodies"), &Area3D::has_overlapping_bodies); - ClassDB::bind_method(D_METHOD("has_overlapping_areas"), &Area3D::has_overlapping_areas); - - ClassDB::bind_method(D_METHOD("overlaps_body", "body"), &Area3D::overlaps_body); - ClassDB::bind_method(D_METHOD("overlaps_area", "area"), &Area3D::overlaps_area); - - ClassDB::bind_method(D_METHOD("set_audio_bus_override", "enable"), &Area3D::set_audio_bus_override); - ClassDB::bind_method(D_METHOD("is_overriding_audio_bus"), &Area3D::is_overriding_audio_bus); - - ClassDB::bind_method(D_METHOD("set_audio_bus_name", "name"), &Area3D::set_audio_bus_name); - ClassDB::bind_method(D_METHOD("get_audio_bus_name"), &Area3D::get_audio_bus_name); - - ClassDB::bind_method(D_METHOD("set_use_reverb_bus", "enable"), &Area3D::set_use_reverb_bus); - ClassDB::bind_method(D_METHOD("is_using_reverb_bus"), &Area3D::is_using_reverb_bus); - - ClassDB::bind_method(D_METHOD("set_reverb_bus_name", "name"), &Area3D::set_reverb_bus_name); - ClassDB::bind_method(D_METHOD("get_reverb_bus_name"), &Area3D::get_reverb_bus_name); - - ClassDB::bind_method(D_METHOD("set_reverb_amount", "amount"), &Area3D::set_reverb_amount); - ClassDB::bind_method(D_METHOD("get_reverb_amount"), &Area3D::get_reverb_amount); - - ClassDB::bind_method(D_METHOD("set_reverb_uniformity", "amount"), &Area3D::set_reverb_uniformity); - ClassDB::bind_method(D_METHOD("get_reverb_uniformity"), &Area3D::get_reverb_uniformity); - - ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node3D"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index"))); - ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node3D"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index"))); - ADD_SIGNAL(MethodInfo("body_entered", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node3D"))); - ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node3D"))); - - ADD_SIGNAL(MethodInfo("area_shape_entered", PropertyInfo(Variant::RID, "area_rid"), PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area3D"), PropertyInfo(Variant::INT, "area_shape_index"), PropertyInfo(Variant::INT, "local_shape_index"))); - ADD_SIGNAL(MethodInfo("area_shape_exited", PropertyInfo(Variant::RID, "area_rid"), PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area3D"), PropertyInfo(Variant::INT, "area_shape_index"), PropertyInfo(Variant::INT, "local_shape_index"))); - ADD_SIGNAL(MethodInfo("area_entered", PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area3D"))); - ADD_SIGNAL(MethodInfo("area_exited", PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area3D"))); - - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "monitoring"), "set_monitoring", "is_monitoring"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "monitorable"), "set_monitorable", "is_monitorable"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "priority", PROPERTY_HINT_RANGE, "0,100000,1,or_greater,or_less"), "set_priority", "get_priority"); - - ADD_GROUP("Gravity", "gravity_"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "gravity_space_override", PROPERTY_HINT_ENUM, "Disabled,Combine,Combine-Replace,Replace,Replace-Combine", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_gravity_space_override_mode", "get_gravity_space_override_mode"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "gravity_point", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_gravity_is_point", "is_gravity_a_point"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity_point_unit_distance", PROPERTY_HINT_RANGE, "0,1024,0.001,or_greater,exp,suffix:m"), "set_gravity_point_unit_distance", "get_gravity_point_unit_distance"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "gravity_point_center", PROPERTY_HINT_NONE, "suffix:m"), "set_gravity_point_center", "get_gravity_point_center"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "gravity_direction"), "set_gravity_direction", "get_gravity_direction"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity", PROPERTY_HINT_RANGE, U"-32,32,0.001,or_less,or_greater,suffix:m/s\u00B2"), "set_gravity", "get_gravity"); - - ADD_GROUP("Linear Damp", "linear_damp_"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "linear_damp_space_override", PROPERTY_HINT_ENUM, "Disabled,Combine,Combine-Replace,Replace,Replace-Combine", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_linear_damp_space_override_mode", "get_linear_damp_space_override_mode"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp"); - - ADD_GROUP("Angular Damp", "angular_damp_"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "angular_damp_space_override", PROPERTY_HINT_ENUM, "Disabled,Combine,Combine-Replace,Replace,Replace-Combine", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_angular_damp_space_override_mode", "get_angular_damp_space_override_mode"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp"); - - ADD_GROUP("Wind", "wind_"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wind_force_magnitude", PROPERTY_HINT_RANGE, "0,10,0.001,or_greater"), "set_wind_force_magnitude", "get_wind_force_magnitude"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wind_attenuation_factor", PROPERTY_HINT_RANGE, "0.0,3.0,0.001,or_greater"), "set_wind_attenuation_factor", "get_wind_attenuation_factor"); - ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "wind_source_path", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Node3D"), "set_wind_source_path", "get_wind_source_path"); - - ADD_GROUP("Audio Bus", "audio_bus_"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "audio_bus_override"), "set_audio_bus_override", "is_overriding_audio_bus"); - ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "audio_bus_name", PROPERTY_HINT_ENUM, ""), "set_audio_bus_name", "get_audio_bus_name"); - - ADD_GROUP("Reverb Bus", "reverb_bus_"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "reverb_bus_enabled"), "set_use_reverb_bus", "is_using_reverb_bus"); - ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "reverb_bus_name", PROPERTY_HINT_ENUM, ""), "set_reverb_bus_name", "get_reverb_bus_name"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "reverb_bus_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_reverb_amount", "get_reverb_amount"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "reverb_bus_uniformity", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_reverb_uniformity", "get_reverb_uniformity"); - - BIND_ENUM_CONSTANT(SPACE_OVERRIDE_DISABLED); - BIND_ENUM_CONSTANT(SPACE_OVERRIDE_COMBINE); - BIND_ENUM_CONSTANT(SPACE_OVERRIDE_COMBINE_REPLACE); - BIND_ENUM_CONSTANT(SPACE_OVERRIDE_REPLACE); - BIND_ENUM_CONSTANT(SPACE_OVERRIDE_REPLACE_COMBINE); -} - -Area3D::Area3D() : - CollisionObject3D(PhysicsServer3D::get_singleton()->area_create(), true) { - set_gravity(9.8); - set_gravity_direction(Vector3(0, -1, 0)); - set_monitoring(true); - set_monitorable(true); -} - -Area3D::~Area3D() { -} diff --git a/scene/3d/area_3d.h b/scene/3d/area_3d.h deleted file mode 100644 index 05c558e8f0..0000000000 --- a/scene/3d/area_3d.h +++ /dev/null @@ -1,236 +0,0 @@ -/**************************************************************************/ -/* area_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 AREA_3D_H -#define AREA_3D_H - -#include "core/templates/vset.h" -#include "scene/3d/collision_object_3d.h" -#include "scene/scene_string_names.h" - -class Area3D : public CollisionObject3D { - GDCLASS(Area3D, CollisionObject3D); - -public: - enum SpaceOverride { - SPACE_OVERRIDE_DISABLED, - SPACE_OVERRIDE_COMBINE, - SPACE_OVERRIDE_COMBINE_REPLACE, - SPACE_OVERRIDE_REPLACE, - SPACE_OVERRIDE_REPLACE_COMBINE - }; - -private: - SpaceOverride gravity_space_override = SPACE_OVERRIDE_DISABLED; - Vector3 gravity_vec; - real_t gravity = 0.0; - bool gravity_is_point = false; - real_t gravity_point_unit_distance = 0.0; - - SpaceOverride linear_damp_space_override = SPACE_OVERRIDE_DISABLED; - SpaceOverride angular_damp_space_override = SPACE_OVERRIDE_DISABLED; - real_t angular_damp = 0.1; - real_t linear_damp = 0.1; - - int priority = 0; - - real_t wind_force_magnitude = 0.0; - real_t wind_attenuation_factor = 0.0; - NodePath wind_source_path; - - bool monitoring = false; - bool monitorable = false; - bool locked = false; - - void _body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_area_shape); - - void _body_enter_tree(ObjectID p_id); - void _body_exit_tree(ObjectID p_id); - - struct ShapePair { - int body_shape = 0; - int area_shape = 0; - bool operator<(const ShapePair &p_sp) const { - if (body_shape == p_sp.body_shape) { - return area_shape < p_sp.area_shape; - } else { - return body_shape < p_sp.body_shape; - } - } - - ShapePair() {} - ShapePair(int p_bs, int p_as) { - body_shape = p_bs; - area_shape = p_as; - } - }; - - struct BodyState { - RID rid; - int rc = 0; - bool in_tree = false; - VSet shapes; - }; - - HashMap body_map; - - void _area_inout(int p_status, const RID &p_area, ObjectID p_instance, int p_area_shape, int p_self_shape); - - void _area_enter_tree(ObjectID p_id); - void _area_exit_tree(ObjectID p_id); - - struct AreaShapePair { - int area_shape = 0; - int self_shape = 0; - bool operator<(const AreaShapePair &p_sp) const { - if (area_shape == p_sp.area_shape) { - return self_shape < p_sp.self_shape; - } else { - return area_shape < p_sp.area_shape; - } - } - - AreaShapePair() {} - AreaShapePair(int p_bs, int p_as) { - area_shape = p_bs; - self_shape = p_as; - } - }; - - struct AreaState { - RID rid; - int rc = 0; - bool in_tree = false; - VSet shapes; - }; - - HashMap area_map; - void _clear_monitoring(); - - bool audio_bus_override = false; - StringName audio_bus = SceneStringNames::get_singleton()->Master; - - bool use_reverb_bus = false; - StringName reverb_bus = SceneStringNames::get_singleton()->Master; - float reverb_amount = 0.0; - float reverb_uniformity = 0.0; - - void _initialize_wind(); - -protected: - void _notification(int p_what); - static void _bind_methods(); - void _validate_property(PropertyInfo &p_property) const; - - virtual void _space_changed(const RID &p_new_space) override; - -public: - void set_gravity_space_override_mode(SpaceOverride p_mode); - SpaceOverride get_gravity_space_override_mode() const; - - void set_gravity_is_point(bool p_enabled); - bool is_gravity_a_point() const; - - void set_gravity_point_unit_distance(real_t p_scale); - real_t get_gravity_point_unit_distance() const; - - void set_gravity_point_center(const Vector3 &p_center); - const Vector3 &get_gravity_point_center() const; - - void set_gravity_direction(const Vector3 &p_direction); - const Vector3 &get_gravity_direction() const; - - void set_gravity(real_t p_gravity); - real_t get_gravity() const; - - void set_linear_damp_space_override_mode(SpaceOverride p_mode); - SpaceOverride get_linear_damp_space_override_mode() const; - - void set_angular_damp_space_override_mode(SpaceOverride p_mode); - SpaceOverride get_angular_damp_space_override_mode() const; - - void set_angular_damp(real_t p_angular_damp); - real_t get_angular_damp() const; - - void set_linear_damp(real_t p_linear_damp); - real_t get_linear_damp() const; - - void set_priority(int p_priority); - int get_priority() const; - - void set_wind_force_magnitude(real_t p_wind_force_magnitude); - real_t get_wind_force_magnitude() const; - - void set_wind_attenuation_factor(real_t p_wind_attenuation_factor); - real_t get_wind_attenuation_factor() const; - - void set_wind_source_path(const NodePath &p_wind_source_path); - const NodePath &get_wind_source_path() const; - - void set_monitoring(bool p_enable); - bool is_monitoring() const; - - void set_monitorable(bool p_enable); - bool is_monitorable() const; - - TypedArray get_overlapping_bodies() const; - TypedArray get_overlapping_areas() const; //function for script - - bool has_overlapping_bodies() const; - bool has_overlapping_areas() const; - - bool overlaps_area(Node *p_area) const; - bool overlaps_body(Node *p_body) const; - - void set_audio_bus_override(bool p_override); - bool is_overriding_audio_bus() const; - - void set_audio_bus_name(const StringName &p_audio_bus); - StringName get_audio_bus_name() const; - - void set_use_reverb_bus(bool p_enable); - bool is_using_reverb_bus() const; - - void set_reverb_bus_name(const StringName &p_audio_bus); - StringName get_reverb_bus_name() const; - - void set_reverb_amount(float p_amount); - float get_reverb_amount() const; - - void set_reverb_uniformity(float p_uniformity); - float get_reverb_uniformity() const; - - Area3D(); - ~Area3D(); -}; - -VARIANT_ENUM_CAST(Area3D::SpaceOverride); - -#endif // AREA_3D_H diff --git a/scene/3d/audio_stream_player_3d.cpp b/scene/3d/audio_stream_player_3d.cpp index 2bb376c9ab..f1f9a04ea0 100644 --- a/scene/3d/audio_stream_player_3d.cpp +++ b/scene/3d/audio_stream_player_3d.cpp @@ -32,9 +32,9 @@ #include "audio_stream_player_3d.compat.inc" #include "core/config/project_settings.h" -#include "scene/3d/area_3d.h" #include "scene/3d/audio_listener_3d.h" #include "scene/3d/camera_3d.h" +#include "scene/3d/physics/area_3d.h" #include "scene/3d/velocity_tracker_3d.h" #include "scene/audio/audio_stream_player_internal.h" #include "scene/main/viewport.h" diff --git a/scene/3d/camera_3d.cpp b/scene/3d/camera_3d.cpp index a44aa54c17..e8bd498e1f 100644 --- a/scene/3d/camera_3d.cpp +++ b/scene/3d/camera_3d.cpp @@ -30,7 +30,6 @@ #include "camera_3d.h" -#include "collision_object_3d.h" #include "core/math/projection.h" #include "scene/main/viewport.h" diff --git a/scene/3d/collision_object_3d.cpp b/scene/3d/collision_object_3d.cpp deleted file mode 100644 index bbd2ef2fb8..0000000000 --- a/scene/3d/collision_object_3d.cpp +++ /dev/null @@ -1,756 +0,0 @@ -/**************************************************************************/ -/* collision_object_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 "collision_object_3d.h" - -#include "scene/resources/3d/shape_3d.h" -#include "scene/scene_string_names.h" - -void CollisionObject3D::_notification(int p_what) { - switch (p_what) { - case NOTIFICATION_ENTER_TREE: { - if (_are_collision_shapes_visible()) { - debug_shape_old_transform = get_global_transform(); - for (const KeyValue &E : shapes) { - debug_shapes_to_update.insert(E.key); - } - _update_debug_shapes(); - } -#ifdef TOOLS_ENABLED - if (Engine::get_singleton()->is_editor_hint()) { - set_notify_local_transform(true); // Used for warnings and only in editor. - } -#endif - } break; - - case NOTIFICATION_EXIT_TREE: { - if (debug_shapes_count > 0) { - _clear_debug_shapes(); - } - } break; - - case NOTIFICATION_ENTER_WORLD: { - if (area) { - PhysicsServer3D::get_singleton()->area_set_transform(rid, get_global_transform()); - } else { - PhysicsServer3D::get_singleton()->body_set_state(rid, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform()); - } - - bool disabled = !is_enabled(); - - if (disabled && (disable_mode != DISABLE_MODE_REMOVE)) { - _apply_disabled(); - } - - if (!disabled || (disable_mode != DISABLE_MODE_REMOVE)) { - Ref world_ref = get_world_3d(); - ERR_FAIL_COND(!world_ref.is_valid()); - RID space = world_ref->get_space(); - if (area) { - PhysicsServer3D::get_singleton()->area_set_space(rid, space); - } else { - PhysicsServer3D::get_singleton()->body_set_space(rid, space); - } - _space_changed(space); - } - - _update_pickable(); - } break; - - case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { - update_configuration_warnings(); - } break; - - case NOTIFICATION_TRANSFORM_CHANGED: { - if (only_update_transform_changes) { - return; - } - - if (area) { - PhysicsServer3D::get_singleton()->area_set_transform(rid, get_global_transform()); - } else { - PhysicsServer3D::get_singleton()->body_set_state(rid, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform()); - } - - _on_transform_changed(); - } break; - - case NOTIFICATION_VISIBILITY_CHANGED: { - _update_pickable(); - } break; - - case NOTIFICATION_EXIT_WORLD: { - bool disabled = !is_enabled(); - - if (!disabled || (disable_mode != DISABLE_MODE_REMOVE)) { - if (callback_lock > 0) { - ERR_PRINT("Removing a CollisionObject node during a physics callback is not allowed and will cause undesired behavior. Remove with call_deferred() instead."); - } else { - if (area) { - PhysicsServer3D::get_singleton()->area_set_space(rid, RID()); - } else { - PhysicsServer3D::get_singleton()->body_set_space(rid, RID()); - } - _space_changed(RID()); - } - } - - if (disabled && (disable_mode != DISABLE_MODE_REMOVE)) { - _apply_enabled(); - } - } break; - - case NOTIFICATION_DISABLED: { - _apply_disabled(); - } break; - - case NOTIFICATION_ENABLED: { - _apply_enabled(); - } break; - } -} - -void CollisionObject3D::set_collision_layer(uint32_t p_layer) { - collision_layer = p_layer; - if (area) { - PhysicsServer3D::get_singleton()->area_set_collision_layer(get_rid(), p_layer); - } else { - PhysicsServer3D::get_singleton()->body_set_collision_layer(get_rid(), p_layer); - } -} - -uint32_t CollisionObject3D::get_collision_layer() const { - return collision_layer; -} - -void CollisionObject3D::set_collision_mask(uint32_t p_mask) { - collision_mask = p_mask; - if (area) { - PhysicsServer3D::get_singleton()->area_set_collision_mask(get_rid(), p_mask); - } else { - PhysicsServer3D::get_singleton()->body_set_collision_mask(get_rid(), p_mask); - } -} - -uint32_t CollisionObject3D::get_collision_mask() const { - return collision_mask; -} - -void CollisionObject3D::set_collision_layer_value(int p_layer_number, bool p_value) { - ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive."); - ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive."); - uint32_t collision_layer_new = get_collision_layer(); - if (p_value) { - collision_layer_new |= 1 << (p_layer_number - 1); - } else { - collision_layer_new &= ~(1 << (p_layer_number - 1)); - } - set_collision_layer(collision_layer_new); -} - -bool CollisionObject3D::get_collision_layer_value(int p_layer_number) const { - ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive."); - ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive."); - return get_collision_layer() & (1 << (p_layer_number - 1)); -} - -void CollisionObject3D::set_collision_mask_value(int p_layer_number, bool p_value) { - ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive."); - ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive."); - uint32_t mask = get_collision_mask(); - if (p_value) { - mask |= 1 << (p_layer_number - 1); - } else { - mask &= ~(1 << (p_layer_number - 1)); - } - set_collision_mask(mask); -} - -bool CollisionObject3D::get_collision_mask_value(int p_layer_number) const { - ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive."); - ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive."); - return get_collision_mask() & (1 << (p_layer_number - 1)); -} - -void CollisionObject3D::set_collision_priority(real_t p_priority) { - collision_priority = p_priority; - if (!area) { - PhysicsServer3D::get_singleton()->body_set_collision_priority(get_rid(), p_priority); - } -} - -real_t CollisionObject3D::get_collision_priority() const { - return collision_priority; -} - -void CollisionObject3D::set_disable_mode(DisableMode p_mode) { - if (disable_mode == p_mode) { - return; - } - - bool disabled = is_inside_tree() && !is_enabled(); - - if (disabled) { - // Cancel previous disable mode. - _apply_enabled(); - } - - disable_mode = p_mode; - - if (disabled) { - // Apply new disable mode. - _apply_disabled(); - } -} - -CollisionObject3D::DisableMode CollisionObject3D::get_disable_mode() const { - return disable_mode; -} - -void CollisionObject3D::_apply_disabled() { - switch (disable_mode) { - case DISABLE_MODE_REMOVE: { - if (is_inside_tree()) { - if (callback_lock > 0) { - ERR_PRINT("Disabling a CollisionObject node during a physics callback is not allowed and will cause undesired behavior. Disable with call_deferred() instead."); - } else { - if (area) { - PhysicsServer3D::get_singleton()->area_set_space(rid, RID()); - } else { - PhysicsServer3D::get_singleton()->body_set_space(rid, RID()); - } - _space_changed(RID()); - } - } - } break; - - case DISABLE_MODE_MAKE_STATIC: { - if (!area && (body_mode != PhysicsServer3D::BODY_MODE_STATIC)) { - PhysicsServer3D::get_singleton()->body_set_mode(rid, PhysicsServer3D::BODY_MODE_STATIC); - } - } break; - - case DISABLE_MODE_KEEP_ACTIVE: { - // Nothing to do. - } break; - } -} - -void CollisionObject3D::_apply_enabled() { - switch (disable_mode) { - case DISABLE_MODE_REMOVE: { - if (is_inside_tree()) { - RID space = get_world_3d()->get_space(); - if (area) { - PhysicsServer3D::get_singleton()->area_set_space(rid, space); - } else { - PhysicsServer3D::get_singleton()->body_set_space(rid, space); - } - _space_changed(space); - } - } break; - - case DISABLE_MODE_MAKE_STATIC: { - if (!area && (body_mode != PhysicsServer3D::BODY_MODE_STATIC)) { - PhysicsServer3D::get_singleton()->body_set_mode(rid, body_mode); - } - } break; - - case DISABLE_MODE_KEEP_ACTIVE: { - // Nothing to do. - } break; - } -} - -void CollisionObject3D::_input_event_call(Camera3D *p_camera, const Ref &p_input_event, const Vector3 &p_pos, const Vector3 &p_normal, int p_shape) { - GDVIRTUAL_CALL(_input_event, p_camera, p_input_event, p_pos, p_normal, p_shape); - emit_signal(SceneStringNames::get_singleton()->input_event, p_camera, p_input_event, p_pos, p_normal, p_shape); -} - -void CollisionObject3D::_mouse_enter() { - GDVIRTUAL_CALL(_mouse_enter); - emit_signal(SceneStringNames::get_singleton()->mouse_entered); -} - -void CollisionObject3D::_mouse_exit() { - GDVIRTUAL_CALL(_mouse_exit); - emit_signal(SceneStringNames::get_singleton()->mouse_exited); -} - -void CollisionObject3D::set_body_mode(PhysicsServer3D::BodyMode p_mode) { - ERR_FAIL_COND(area); - - if (body_mode == p_mode) { - return; - } - - body_mode = p_mode; - - if (is_inside_tree() && !is_enabled() && (disable_mode == DISABLE_MODE_MAKE_STATIC)) { - return; - } - - PhysicsServer3D::get_singleton()->body_set_mode(rid, p_mode); -} - -void CollisionObject3D::_space_changed(const RID &p_new_space) { -} - -void CollisionObject3D::set_only_update_transform_changes(bool p_enable) { - only_update_transform_changes = p_enable; -} - -bool CollisionObject3D::is_only_update_transform_changes_enabled() const { - return only_update_transform_changes; -} - -void CollisionObject3D::_update_pickable() { - if (!is_inside_tree()) { - return; - } - - bool pickable = ray_pickable && is_visible_in_tree(); - if (area) { - PhysicsServer3D::get_singleton()->area_set_ray_pickable(rid, pickable); - } else { - PhysicsServer3D::get_singleton()->body_set_ray_pickable(rid, pickable); - } -} - -bool CollisionObject3D::_are_collision_shapes_visible() { - return is_inside_tree() && get_tree()->is_debugging_collisions_hint() && !Engine::get_singleton()->is_editor_hint(); -} - -void CollisionObject3D::_update_shape_data(uint32_t p_owner) { - if (_are_collision_shapes_visible()) { - if (debug_shapes_to_update.is_empty()) { - callable_mp(this, &CollisionObject3D::_update_debug_shapes).call_deferred(); - } - debug_shapes_to_update.insert(p_owner); - } -} - -void CollisionObject3D::_shape_changed(const Ref &p_shape) { - for (KeyValue &E : shapes) { - ShapeData &shapedata = E.value; - ShapeData::ShapeBase *shape_bases = shapedata.shapes.ptrw(); - for (int i = 0; i < shapedata.shapes.size(); i++) { - ShapeData::ShapeBase &s = shape_bases[i]; - if (s.shape == p_shape && s.debug_shape.is_valid()) { - Ref mesh = s.shape->get_debug_mesh(); - RS::get_singleton()->instance_set_base(s.debug_shape, mesh->get_rid()); - } - } - } -} - -void CollisionObject3D::_update_debug_shapes() { - ERR_FAIL_NULL(RenderingServer::get_singleton()); - - if (!is_inside_tree()) { - debug_shapes_to_update.clear(); - return; - } - - for (const uint32_t &shapedata_idx : debug_shapes_to_update) { - if (shapes.has(shapedata_idx)) { - ShapeData &shapedata = shapes[shapedata_idx]; - ShapeData::ShapeBase *shape_bases = shapedata.shapes.ptrw(); - for (int i = 0; i < shapedata.shapes.size(); i++) { - ShapeData::ShapeBase &s = shape_bases[i]; - if (s.shape.is_null() || shapedata.disabled) { - if (s.debug_shape.is_valid()) { - RS::get_singleton()->free(s.debug_shape); - s.debug_shape = RID(); - --debug_shapes_count; - } - continue; - } - - if (s.debug_shape.is_null()) { - s.debug_shape = RS::get_singleton()->instance_create(); - RS::get_singleton()->instance_set_scenario(s.debug_shape, get_world_3d()->get_scenario()); - s.shape->connect_changed(callable_mp(this, &CollisionObject3D::_shape_changed).bind(s.shape), CONNECT_DEFERRED); - ++debug_shapes_count; - } - - Ref mesh = s.shape->get_debug_mesh(); - RS::get_singleton()->instance_set_base(s.debug_shape, mesh->get_rid()); - RS::get_singleton()->instance_set_transform(s.debug_shape, get_global_transform() * shapedata.xform); - } - } - } - debug_shapes_to_update.clear(); -} - -void CollisionObject3D::_clear_debug_shapes() { - ERR_FAIL_NULL(RenderingServer::get_singleton()); - - for (KeyValue &E : shapes) { - ShapeData &shapedata = E.value; - ShapeData::ShapeBase *shape_bases = shapedata.shapes.ptrw(); - for (int i = 0; i < shapedata.shapes.size(); i++) { - ShapeData::ShapeBase &s = shape_bases[i]; - if (s.debug_shape.is_valid()) { - RS::get_singleton()->free(s.debug_shape); - s.debug_shape = RID(); - if (s.shape.is_valid()) { - s.shape->disconnect_changed(callable_mp(this, &CollisionObject3D::_update_shape_data)); - } - } - } - } - debug_shapes_count = 0; -} - -void CollisionObject3D::_on_transform_changed() { - if (debug_shapes_count > 0 && !debug_shape_old_transform.is_equal_approx(get_global_transform())) { - debug_shape_old_transform = get_global_transform(); - for (KeyValue &E : shapes) { - ShapeData &shapedata = E.value; - if (shapedata.disabled) { - continue; // If disabled then there are no debug shapes to update. - } - const ShapeData::ShapeBase *shape_bases = shapedata.shapes.ptr(); - for (int i = 0; i < shapedata.shapes.size(); i++) { - RS::get_singleton()->instance_set_transform(shape_bases[i].debug_shape, debug_shape_old_transform * shapedata.xform); - } - } - } -} - -void CollisionObject3D::set_ray_pickable(bool p_ray_pickable) { - ray_pickable = p_ray_pickable; - _update_pickable(); -} - -bool CollisionObject3D::is_ray_pickable() const { - return ray_pickable; -} - -void CollisionObject3D::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &CollisionObject3D::set_collision_layer); - ClassDB::bind_method(D_METHOD("get_collision_layer"), &CollisionObject3D::get_collision_layer); - ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &CollisionObject3D::set_collision_mask); - ClassDB::bind_method(D_METHOD("get_collision_mask"), &CollisionObject3D::get_collision_mask); - ClassDB::bind_method(D_METHOD("set_collision_layer_value", "layer_number", "value"), &CollisionObject3D::set_collision_layer_value); - ClassDB::bind_method(D_METHOD("get_collision_layer_value", "layer_number"), &CollisionObject3D::get_collision_layer_value); - ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &CollisionObject3D::set_collision_mask_value); - ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &CollisionObject3D::get_collision_mask_value); - ClassDB::bind_method(D_METHOD("set_collision_priority", "priority"), &CollisionObject3D::set_collision_priority); - ClassDB::bind_method(D_METHOD("get_collision_priority"), &CollisionObject3D::get_collision_priority); - ClassDB::bind_method(D_METHOD("set_disable_mode", "mode"), &CollisionObject3D::set_disable_mode); - ClassDB::bind_method(D_METHOD("get_disable_mode"), &CollisionObject3D::get_disable_mode); - ClassDB::bind_method(D_METHOD("set_ray_pickable", "ray_pickable"), &CollisionObject3D::set_ray_pickable); - ClassDB::bind_method(D_METHOD("is_ray_pickable"), &CollisionObject3D::is_ray_pickable); - ClassDB::bind_method(D_METHOD("set_capture_input_on_drag", "enable"), &CollisionObject3D::set_capture_input_on_drag); - ClassDB::bind_method(D_METHOD("get_capture_input_on_drag"), &CollisionObject3D::get_capture_input_on_drag); - ClassDB::bind_method(D_METHOD("get_rid"), &CollisionObject3D::get_rid); - ClassDB::bind_method(D_METHOD("create_shape_owner", "owner"), &CollisionObject3D::create_shape_owner); - ClassDB::bind_method(D_METHOD("remove_shape_owner", "owner_id"), &CollisionObject3D::remove_shape_owner); - ClassDB::bind_method(D_METHOD("get_shape_owners"), &CollisionObject3D::_get_shape_owners); - ClassDB::bind_method(D_METHOD("shape_owner_set_transform", "owner_id", "transform"), &CollisionObject3D::shape_owner_set_transform); - ClassDB::bind_method(D_METHOD("shape_owner_get_transform", "owner_id"), &CollisionObject3D::shape_owner_get_transform); - ClassDB::bind_method(D_METHOD("shape_owner_get_owner", "owner_id"), &CollisionObject3D::shape_owner_get_owner); - ClassDB::bind_method(D_METHOD("shape_owner_set_disabled", "owner_id", "disabled"), &CollisionObject3D::shape_owner_set_disabled); - ClassDB::bind_method(D_METHOD("is_shape_owner_disabled", "owner_id"), &CollisionObject3D::is_shape_owner_disabled); - ClassDB::bind_method(D_METHOD("shape_owner_add_shape", "owner_id", "shape"), &CollisionObject3D::shape_owner_add_shape); - ClassDB::bind_method(D_METHOD("shape_owner_get_shape_count", "owner_id"), &CollisionObject3D::shape_owner_get_shape_count); - ClassDB::bind_method(D_METHOD("shape_owner_get_shape", "owner_id", "shape_id"), &CollisionObject3D::shape_owner_get_shape); - ClassDB::bind_method(D_METHOD("shape_owner_get_shape_index", "owner_id", "shape_id"), &CollisionObject3D::shape_owner_get_shape_index); - ClassDB::bind_method(D_METHOD("shape_owner_remove_shape", "owner_id", "shape_id"), &CollisionObject3D::shape_owner_remove_shape); - ClassDB::bind_method(D_METHOD("shape_owner_clear_shapes", "owner_id"), &CollisionObject3D::shape_owner_clear_shapes); - ClassDB::bind_method(D_METHOD("shape_find_owner", "shape_index"), &CollisionObject3D::shape_find_owner); - - GDVIRTUAL_BIND(_input_event, "camera", "event", "position", "normal", "shape_idx"); - GDVIRTUAL_BIND(_mouse_enter); - GDVIRTUAL_BIND(_mouse_exit); - - ADD_SIGNAL(MethodInfo("input_event", PropertyInfo(Variant::OBJECT, "camera", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::OBJECT, "event", PROPERTY_HINT_RESOURCE_TYPE, "InputEvent"), PropertyInfo(Variant::VECTOR3, "position"), PropertyInfo(Variant::VECTOR3, "normal"), PropertyInfo(Variant::INT, "shape_idx"))); - ADD_SIGNAL(MethodInfo("mouse_entered")); - ADD_SIGNAL(MethodInfo("mouse_exited")); - - ADD_PROPERTY(PropertyInfo(Variant::INT, "disable_mode", PROPERTY_HINT_ENUM, "Remove,Make Static,Keep Active"), "set_disable_mode", "get_disable_mode"); - - ADD_GROUP("Collision", "collision_"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_priority"), "set_collision_priority", "get_collision_priority"); - - ADD_GROUP("Input", "input_"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "input_ray_pickable"), "set_ray_pickable", "is_ray_pickable"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "input_capture_on_drag"), "set_capture_input_on_drag", "get_capture_input_on_drag"); - - BIND_ENUM_CONSTANT(DISABLE_MODE_REMOVE); - BIND_ENUM_CONSTANT(DISABLE_MODE_MAKE_STATIC); - BIND_ENUM_CONSTANT(DISABLE_MODE_KEEP_ACTIVE); -} - -uint32_t CollisionObject3D::create_shape_owner(Object *p_owner) { - ShapeData sd; - uint32_t id; - - if (shapes.size() == 0) { - id = 0; - } else { - id = shapes.back()->key() + 1; - } - - sd.owner_id = p_owner ? p_owner->get_instance_id() : ObjectID(); - - shapes[id] = sd; - - return id; -} - -void CollisionObject3D::remove_shape_owner(uint32_t owner) { - ERR_FAIL_COND(!shapes.has(owner)); - - shape_owner_clear_shapes(owner); - - shapes.erase(owner); -} - -void CollisionObject3D::shape_owner_set_disabled(uint32_t p_owner, bool p_disabled) { - ERR_FAIL_COND(!shapes.has(p_owner)); - - ShapeData &sd = shapes[p_owner]; - if (sd.disabled == p_disabled) { - return; - } - sd.disabled = p_disabled; - - for (int i = 0; i < sd.shapes.size(); i++) { - if (area) { - PhysicsServer3D::get_singleton()->area_set_shape_disabled(rid, sd.shapes[i].index, p_disabled); - } else { - PhysicsServer3D::get_singleton()->body_set_shape_disabled(rid, sd.shapes[i].index, p_disabled); - } - } - _update_shape_data(p_owner); -} - -bool CollisionObject3D::is_shape_owner_disabled(uint32_t p_owner) const { - ERR_FAIL_COND_V(!shapes.has(p_owner), false); - - return shapes[p_owner].disabled; -} - -void CollisionObject3D::get_shape_owners(List *r_owners) { - for (const KeyValue &E : shapes) { - r_owners->push_back(E.key); - } -} - -PackedInt32Array CollisionObject3D::_get_shape_owners() { - PackedInt32Array ret; - for (const KeyValue &E : shapes) { - ret.push_back(E.key); - } - - return ret; -} - -void CollisionObject3D::shape_owner_set_transform(uint32_t p_owner, const Transform3D &p_transform) { - ERR_FAIL_COND(!shapes.has(p_owner)); - - ShapeData &sd = shapes[p_owner]; - sd.xform = p_transform; - for (int i = 0; i < sd.shapes.size(); i++) { - if (area) { - PhysicsServer3D::get_singleton()->area_set_shape_transform(rid, sd.shapes[i].index, p_transform); - } else { - PhysicsServer3D::get_singleton()->body_set_shape_transform(rid, sd.shapes[i].index, p_transform); - } - } - - _update_shape_data(p_owner); -} -Transform3D CollisionObject3D::shape_owner_get_transform(uint32_t p_owner) const { - ERR_FAIL_COND_V(!shapes.has(p_owner), Transform3D()); - - return shapes[p_owner].xform; -} - -Object *CollisionObject3D::shape_owner_get_owner(uint32_t p_owner) const { - ERR_FAIL_COND_V(!shapes.has(p_owner), nullptr); - - return ObjectDB::get_instance(shapes[p_owner].owner_id); -} - -void CollisionObject3D::shape_owner_add_shape(uint32_t p_owner, const Ref &p_shape) { - ERR_FAIL_COND(!shapes.has(p_owner)); - ERR_FAIL_COND(p_shape.is_null()); - - ShapeData &sd = shapes[p_owner]; - ShapeData::ShapeBase s; - s.index = total_subshapes; - s.shape = p_shape; - - if (area) { - PhysicsServer3D::get_singleton()->area_add_shape(rid, p_shape->get_rid(), sd.xform, sd.disabled); - } else { - PhysicsServer3D::get_singleton()->body_add_shape(rid, p_shape->get_rid(), sd.xform, sd.disabled); - } - sd.shapes.push_back(s); - - total_subshapes++; - - _update_shape_data(p_owner); - update_gizmos(); -} - -int CollisionObject3D::shape_owner_get_shape_count(uint32_t p_owner) const { - ERR_FAIL_COND_V(!shapes.has(p_owner), 0); - - return shapes[p_owner].shapes.size(); -} - -Ref CollisionObject3D::shape_owner_get_shape(uint32_t p_owner, int p_shape) const { - ERR_FAIL_COND_V(!shapes.has(p_owner), Ref()); - ERR_FAIL_INDEX_V(p_shape, shapes[p_owner].shapes.size(), Ref()); - - return shapes[p_owner].shapes[p_shape].shape; -} - -int CollisionObject3D::shape_owner_get_shape_index(uint32_t p_owner, int p_shape) const { - ERR_FAIL_COND_V(!shapes.has(p_owner), -1); - ERR_FAIL_INDEX_V(p_shape, shapes[p_owner].shapes.size(), -1); - - return shapes[p_owner].shapes[p_shape].index; -} - -void CollisionObject3D::shape_owner_remove_shape(uint32_t p_owner, int p_shape) { - ERR_FAIL_NULL(RenderingServer::get_singleton()); - ERR_FAIL_COND(!shapes.has(p_owner)); - ERR_FAIL_INDEX(p_shape, shapes[p_owner].shapes.size()); - - ShapeData::ShapeBase &s = shapes[p_owner].shapes.write[p_shape]; - int index_to_remove = s.index; - - if (area) { - PhysicsServer3D::get_singleton()->area_remove_shape(rid, index_to_remove); - } else { - PhysicsServer3D::get_singleton()->body_remove_shape(rid, index_to_remove); - } - - if (s.debug_shape.is_valid()) { - RS::get_singleton()->free(s.debug_shape); - if (s.shape.is_valid()) { - s.shape->disconnect_changed(callable_mp(this, &CollisionObject3D::_shape_changed)); - } - --debug_shapes_count; - } - - shapes[p_owner].shapes.remove_at(p_shape); - - for (KeyValue &E : shapes) { - for (int i = 0; i < E.value.shapes.size(); i++) { - if (E.value.shapes[i].index > index_to_remove) { - E.value.shapes.write[i].index -= 1; - } - } - } - - total_subshapes--; -} - -void CollisionObject3D::shape_owner_clear_shapes(uint32_t p_owner) { - ERR_FAIL_COND(!shapes.has(p_owner)); - - while (shape_owner_get_shape_count(p_owner) > 0) { - shape_owner_remove_shape(p_owner, 0); - } - - update_gizmos(); -} - -uint32_t CollisionObject3D::shape_find_owner(int p_shape_index) const { - ERR_FAIL_INDEX_V(p_shape_index, total_subshapes, UINT32_MAX); - - for (const KeyValue &E : shapes) { - for (int i = 0; i < E.value.shapes.size(); i++) { - if (E.value.shapes[i].index == p_shape_index) { - return E.key; - } - } - } - - //in theory it should be unreachable - ERR_FAIL_V_MSG(UINT32_MAX, "Can't find owner for shape index " + itos(p_shape_index) + "."); -} - -CollisionObject3D::CollisionObject3D(RID p_rid, bool p_area) { - rid = p_rid; - area = p_area; - set_notify_transform(true); - - if (p_area) { - PhysicsServer3D::get_singleton()->area_attach_object_instance_id(rid, get_instance_id()); - } else { - PhysicsServer3D::get_singleton()->body_attach_object_instance_id(rid, get_instance_id()); - PhysicsServer3D::get_singleton()->body_set_mode(rid, body_mode); - } -} - -void CollisionObject3D::set_capture_input_on_drag(bool p_capture) { - capture_input_on_drag = p_capture; -} - -bool CollisionObject3D::get_capture_input_on_drag() const { - return capture_input_on_drag; -} - -PackedStringArray CollisionObject3D::get_configuration_warnings() const { - PackedStringArray warnings = Node::get_configuration_warnings(); - - if (shapes.is_empty()) { - warnings.push_back(RTR("This node has no shape, so it can't collide or interact with other objects.\nConsider adding a CollisionShape3D or CollisionPolygon3D as a child to define its shape.")); - } - - Vector3 scale = get_transform().get_basis().get_scale(); - if (!(Math::is_zero_approx(scale.x - scale.y) && Math::is_zero_approx(scale.y - scale.z))) { - warnings.push_back(RTR("With a non-uniform scale this node will probably not function as expected.\nPlease make its scale uniform (i.e. the same on all axes), and change the size in children collision shapes instead.")); - } - - return warnings; -} - -CollisionObject3D::CollisionObject3D() { - set_notify_transform(true); - //owner= - - //set_transform_notify(true); -} - -CollisionObject3D::~CollisionObject3D() { - ERR_FAIL_NULL(PhysicsServer3D::get_singleton()); - PhysicsServer3D::get_singleton()->free(rid); -} diff --git a/scene/3d/collision_object_3d.h b/scene/3d/collision_object_3d.h deleted file mode 100644 index b51423f021..0000000000 --- a/scene/3d/collision_object_3d.h +++ /dev/null @@ -1,184 +0,0 @@ -/**************************************************************************/ -/* collision_object_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 COLLISION_OBJECT_3D_H -#define COLLISION_OBJECT_3D_H - -#include "scene/3d/camera_3d.h" -#include "scene/3d/node_3d.h" - -class CollisionObject3D : public Node3D { - GDCLASS(CollisionObject3D, Node3D); - -public: - enum DisableMode { - DISABLE_MODE_REMOVE, - DISABLE_MODE_MAKE_STATIC, - DISABLE_MODE_KEEP_ACTIVE, - }; - -private: - uint32_t collision_layer = 1; - uint32_t collision_mask = 1; - real_t collision_priority = 1.0; - - bool area = false; - - RID rid; - uint32_t callback_lock = 0; - - DisableMode disable_mode = DISABLE_MODE_REMOVE; - - PhysicsServer3D::BodyMode body_mode = PhysicsServer3D::BODY_MODE_STATIC; - - struct ShapeData { - ObjectID owner_id; - Transform3D xform; - struct ShapeBase { - RID debug_shape; - Ref shape; - int index = 0; - }; - - Vector shapes; - bool disabled = false; - }; - - int total_subshapes = 0; - - RBMap shapes; - - bool only_update_transform_changes = false; // This is used for sync to physics. - - bool capture_input_on_drag = false; - bool ray_pickable = true; - - HashSet debug_shapes_to_update; - int debug_shapes_count = 0; - Transform3D debug_shape_old_transform; - - void _update_pickable(); - - bool _are_collision_shapes_visible(); - void _update_shape_data(uint32_t p_owner); - void _shape_changed(const Ref &p_shape); - void _update_debug_shapes(); - void _clear_debug_shapes(); - - void _apply_disabled(); - void _apply_enabled(); - -protected: - CollisionObject3D(RID p_rid, bool p_area); - - _FORCE_INLINE_ void lock_callback() { callback_lock++; } - _FORCE_INLINE_ void unlock_callback() { - ERR_FAIL_COND(callback_lock == 0); - callback_lock--; - } - - void _notification(int p_what); - static void _bind_methods(); - - void _on_transform_changed(); - - friend class Viewport; - virtual void _input_event_call(Camera3D *p_camera, const Ref &p_input_event, const Vector3 &p_pos, const Vector3 &p_normal, int p_shape); - virtual void _mouse_enter(); - virtual void _mouse_exit(); - - void set_body_mode(PhysicsServer3D::BodyMode p_mode); - - virtual void _space_changed(const RID &p_new_space); - - void set_only_update_transform_changes(bool p_enable); - bool is_only_update_transform_changes_enabled() const; - - GDVIRTUAL5(_input_event, Camera3D *, Ref, Vector3, Vector3, int) - GDVIRTUAL0(_mouse_enter) - GDVIRTUAL0(_mouse_exit) -public: - void set_collision_layer(uint32_t p_layer); - uint32_t get_collision_layer() const; - - void set_collision_mask(uint32_t p_mask); - uint32_t get_collision_mask() const; - - void set_collision_layer_value(int p_layer_number, bool p_value); - bool get_collision_layer_value(int p_layer_number) const; - - void set_collision_mask_value(int p_layer_number, bool p_value); - bool get_collision_mask_value(int p_layer_number) const; - - void set_collision_priority(real_t p_priority); - real_t get_collision_priority() const; - - void set_disable_mode(DisableMode p_mode); - DisableMode get_disable_mode() const; - - uint32_t create_shape_owner(Object *p_owner); - void remove_shape_owner(uint32_t owner); - void get_shape_owners(List *r_owners); - PackedInt32Array _get_shape_owners(); - - void shape_owner_set_transform(uint32_t p_owner, const Transform3D &p_transform); - Transform3D shape_owner_get_transform(uint32_t p_owner) const; - Object *shape_owner_get_owner(uint32_t p_owner) const; - - void shape_owner_set_disabled(uint32_t p_owner, bool p_disabled); - bool is_shape_owner_disabled(uint32_t p_owner) const; - - void shape_owner_add_shape(uint32_t p_owner, const Ref &p_shape); - int shape_owner_get_shape_count(uint32_t p_owner) const; - Ref shape_owner_get_shape(uint32_t p_owner, int p_shape) const; - int shape_owner_get_shape_index(uint32_t p_owner, int p_shape) const; - - void shape_owner_remove_shape(uint32_t p_owner, int p_shape); - void shape_owner_clear_shapes(uint32_t p_owner); - - uint32_t shape_find_owner(int p_shape_index) const; - - void set_ray_pickable(bool p_ray_pickable); - bool is_ray_pickable() const; - - void set_capture_input_on_drag(bool p_capture); - bool get_capture_input_on_drag() const; - - _FORCE_INLINE_ RID get_rid() const { return rid; } - - PackedStringArray get_configuration_warnings() const override; - - CollisionObject3D(); - ~CollisionObject3D(); -}; - -VARIANT_ENUM_CAST(CollisionObject3D::DisableMode); - -#endif // COLLISION_OBJECT_3D_H diff --git a/scene/3d/collision_polygon_3d.cpp b/scene/3d/collision_polygon_3d.cpp deleted file mode 100644 index abde05778d..0000000000 --- a/scene/3d/collision_polygon_3d.cpp +++ /dev/null @@ -1,217 +0,0 @@ -/**************************************************************************/ -/* collision_polygon_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 "collision_polygon_3d.h" - -#include "collision_object_3d.h" -#include "core/math/geometry_2d.h" -#include "scene/resources/3d/convex_polygon_shape_3d.h" - -void CollisionPolygon3D::_build_polygon() { - if (!collision_object) { - return; - } - - collision_object->shape_owner_clear_shapes(owner_id); - - if (polygon.size() == 0) { - return; - } - - Vector> decomp = Geometry2D::decompose_polygon_in_convex(polygon); - if (decomp.size() == 0) { - return; - } - - //here comes the sun, lalalala - //decompose concave into multiple convex polygons and add them - - for (int i = 0; i < decomp.size(); i++) { - Ref convex = memnew(ConvexPolygonShape3D); - Vector cp; - int cs = decomp[i].size(); - cp.resize(cs * 2); - { - Vector3 *w = cp.ptrw(); - int idx = 0; - for (int j = 0; j < cs; j++) { - Vector2 d = decomp[i][j]; - w[idx++] = Vector3(d.x, d.y, depth * 0.5); - w[idx++] = Vector3(d.x, d.y, -depth * 0.5); - } - } - - convex->set_points(cp); - convex->set_margin(margin); - collision_object->shape_owner_add_shape(owner_id, convex); - collision_object->shape_owner_set_disabled(owner_id, disabled); - } -} - -void CollisionPolygon3D::_update_in_shape_owner(bool p_xform_only) { - collision_object->shape_owner_set_transform(owner_id, get_transform()); - if (p_xform_only) { - return; - } - collision_object->shape_owner_set_disabled(owner_id, disabled); -} - -void CollisionPolygon3D::_notification(int p_what) { - switch (p_what) { - case NOTIFICATION_PARENTED: { - collision_object = Object::cast_to(get_parent()); - if (collision_object) { - owner_id = collision_object->create_shape_owner(this); - _build_polygon(); - _update_in_shape_owner(); - } - } break; - - case NOTIFICATION_ENTER_TREE: { - if (collision_object) { - _update_in_shape_owner(); - } - } break; - - case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { - if (collision_object) { - _update_in_shape_owner(true); - } - update_configuration_warnings(); - } break; - - case NOTIFICATION_UNPARENTED: { - if (collision_object) { - collision_object->remove_shape_owner(owner_id); - } - owner_id = 0; - collision_object = nullptr; - } break; - } -} - -void CollisionPolygon3D::set_polygon(const Vector &p_polygon) { - polygon = p_polygon; - if (collision_object) { - _build_polygon(); - } - update_configuration_warnings(); - update_gizmos(); -} - -Vector CollisionPolygon3D::get_polygon() const { - return polygon; -} - -AABB CollisionPolygon3D::get_item_rect() const { - return aabb; -} - -void CollisionPolygon3D::set_depth(real_t p_depth) { - depth = p_depth; - _build_polygon(); - update_gizmos(); -} - -real_t CollisionPolygon3D::get_depth() const { - return depth; -} - -void CollisionPolygon3D::set_disabled(bool p_disabled) { - disabled = p_disabled; - update_gizmos(); - - if (collision_object) { - collision_object->shape_owner_set_disabled(owner_id, p_disabled); - } -} - -bool CollisionPolygon3D::is_disabled() const { - return disabled; -} - -real_t CollisionPolygon3D::get_margin() const { - return margin; -} - -void CollisionPolygon3D::set_margin(real_t p_margin) { - margin = p_margin; - if (collision_object) { - _build_polygon(); - } -} - -PackedStringArray CollisionPolygon3D::get_configuration_warnings() const { - PackedStringArray warnings = Node::get_configuration_warnings(); - - if (!Object::cast_to(get_parent())) { - warnings.push_back(RTR("CollisionPolygon3D only serves to provide a collision shape to a CollisionObject3D derived node.\nPlease only use it as a child of Area3D, StaticBody3D, RigidBody3D, CharacterBody3D, etc. to give them a shape.")); - } - - if (polygon.is_empty()) { - warnings.push_back(RTR("An empty CollisionPolygon3D has no effect on collision.")); - } - - Vector3 scale = get_transform().get_basis().get_scale(); - if (!(Math::is_zero_approx(scale.x - scale.y) && Math::is_zero_approx(scale.y - scale.z))) { - warnings.push_back(RTR("A non-uniformly scaled CollisionPolygon3D node will probably not function as expected.\nPlease make its scale uniform (i.e. the same on all axes), and change its polygon's vertices instead.")); - } - - return warnings; -} - -bool CollisionPolygon3D::_is_editable_3d_polygon() const { - return true; -} - -void CollisionPolygon3D::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_depth", "depth"), &CollisionPolygon3D::set_depth); - ClassDB::bind_method(D_METHOD("get_depth"), &CollisionPolygon3D::get_depth); - - ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &CollisionPolygon3D::set_polygon); - ClassDB::bind_method(D_METHOD("get_polygon"), &CollisionPolygon3D::get_polygon); - - ClassDB::bind_method(D_METHOD("set_disabled", "disabled"), &CollisionPolygon3D::set_disabled); - ClassDB::bind_method(D_METHOD("is_disabled"), &CollisionPolygon3D::is_disabled); - - ClassDB::bind_method(D_METHOD("set_margin", "margin"), &CollisionPolygon3D::set_margin); - ClassDB::bind_method(D_METHOD("get_margin"), &CollisionPolygon3D::get_margin); - - ClassDB::bind_method(D_METHOD("_is_editable_3d_polygon"), &CollisionPolygon3D::_is_editable_3d_polygon); - - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth", PROPERTY_HINT_NONE, "suffix:m"), "set_depth", "get_depth"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled"); - ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0.001,10,0.001,suffix:m"), "set_margin", "get_margin"); -} - -CollisionPolygon3D::CollisionPolygon3D() { - set_notify_local_transform(true); -} diff --git a/scene/3d/collision_polygon_3d.h b/scene/3d/collision_polygon_3d.h deleted file mode 100644 index fe4cf40ee3..0000000000 --- a/scene/3d/collision_polygon_3d.h +++ /dev/null @@ -1,82 +0,0 @@ -/**************************************************************************/ -/* collision_polygon_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 COLLISION_POLYGON_3D_H -#define COLLISION_POLYGON_3D_H - -#include "scene/3d/node_3d.h" -#include "scene/resources/3d/shape_3d.h" - -class CollisionObject3D; -class CollisionPolygon3D : public Node3D { - GDCLASS(CollisionPolygon3D, Node3D); - real_t margin = 0.04; - -protected: - real_t depth = 1.0; - AABB aabb = AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2)); - Vector polygon; - - uint32_t owner_id = 0; - CollisionObject3D *collision_object = nullptr; - - bool disabled = false; - - void _build_polygon(); - - void _update_in_shape_owner(bool p_xform_only = false); - - bool _is_editable_3d_polygon() const; - -protected: - void _notification(int p_what); - static void _bind_methods(); - -public: - void set_depth(real_t p_depth); - real_t get_depth() const; - - void set_polygon(const Vector &p_polygon); - Vector get_polygon() const; - - void set_disabled(bool p_disabled); - bool is_disabled() const; - - virtual AABB get_item_rect() const; - - real_t get_margin() const; - void set_margin(real_t p_margin); - - PackedStringArray get_configuration_warnings() const override; - - CollisionPolygon3D(); -}; - -#endif // COLLISION_POLYGON_3D_H diff --git a/scene/3d/collision_shape_3d.cpp b/scene/3d/collision_shape_3d.cpp deleted file mode 100644 index 08fc62ae4f..0000000000 --- a/scene/3d/collision_shape_3d.cpp +++ /dev/null @@ -1,224 +0,0 @@ -/**************************************************************************/ -/* collision_shape_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 "collision_shape_3d.h" - -#include "mesh_instance_3d.h" -#include "physics_body_3d.h" -#include "scene/resources/3d/concave_polygon_shape_3d.h" -#include "scene/resources/3d/convex_polygon_shape_3d.h" -#include "scene/resources/3d/world_boundary_shape_3d.h" -#include "vehicle_body_3d.h" - -void CollisionShape3D::make_convex_from_siblings() { - Node *p = get_parent(); - if (!p) { - return; - } - - Vector vertices; - - for (int i = 0; i < p->get_child_count(); i++) { - Node *n = p->get_child(i); - MeshInstance3D *mi = Object::cast_to(n); - if (mi) { - Ref m = mi->get_mesh(); - if (m.is_valid()) { - for (int j = 0; j < m->get_surface_count(); j++) { - Array a = m->surface_get_arrays(j); - if (!a.is_empty()) { - Vector v = a[RenderingServer::ARRAY_VERTEX]; - for (int k = 0; k < v.size(); k++) { - vertices.append(mi->get_transform().xform(v[k])); - } - } - } - } - } - } - - Ref shape_new = memnew(ConvexPolygonShape3D); - shape_new->set_points(vertices); - set_shape(shape_new); -} - -void CollisionShape3D::_update_in_shape_owner(bool p_xform_only) { - collision_object->shape_owner_set_transform(owner_id, get_transform()); - if (p_xform_only) { - return; - } - collision_object->shape_owner_set_disabled(owner_id, disabled); -} - -void CollisionShape3D::_notification(int p_what) { - switch (p_what) { - case NOTIFICATION_PARENTED: { - collision_object = Object::cast_to(get_parent()); - if (collision_object) { - owner_id = collision_object->create_shape_owner(this); - if (shape.is_valid()) { - collision_object->shape_owner_add_shape(owner_id, shape); - } - _update_in_shape_owner(); - } - } break; - - case NOTIFICATION_ENTER_TREE: { - if (collision_object) { - _update_in_shape_owner(); - } - } break; - - case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { - if (collision_object) { - _update_in_shape_owner(true); - } - update_configuration_warnings(); - } break; - - case NOTIFICATION_UNPARENTED: { - if (collision_object) { - collision_object->remove_shape_owner(owner_id); - } - owner_id = 0; - collision_object = nullptr; - } break; - } -} - -#ifndef DISABLE_DEPRECATED -void CollisionShape3D::resource_changed(Ref res) { -} -#endif - -PackedStringArray CollisionShape3D::get_configuration_warnings() const { - PackedStringArray warnings = Node::get_configuration_warnings(); - - CollisionObject3D *col_object = Object::cast_to(get_parent()); - if (col_object == nullptr) { - warnings.push_back(RTR("CollisionShape3D only serves to provide a collision shape to a CollisionObject3D derived node.\nPlease only use it as a child of Area3D, StaticBody3D, RigidBody3D, CharacterBody3D, etc. to give them a shape.")); - } - - if (!shape.is_valid()) { - warnings.push_back(RTR("A shape must be provided for CollisionShape3D to function. Please create a shape resource for it.")); - } - - if (shape.is_valid() && Object::cast_to(col_object)) { - String body_type = "RigidBody3D"; - if (Object::cast_to(col_object)) { - body_type = "VehicleBody3D"; - } - - if (Object::cast_to(*shape)) { - warnings.push_back(vformat(RTR("When used for collision, ConcavePolygonShape3D is intended to work with static CollisionObject3D nodes like StaticBody3D.\nIt will likely not behave well for %ss (except when frozen and freeze_mode set to FREEZE_MODE_STATIC)."), body_type)); - } else if (Object::cast_to(*shape)) { - warnings.push_back(RTR("WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static.")); - } - } - - if (shape.is_valid() && Object::cast_to(col_object)) { - if (Object::cast_to(*shape)) { - warnings.push_back(RTR("When used for collision, ConcavePolygonShape3D is intended to work with static CollisionObject3D nodes like StaticBody3D.\nIt will likely not behave well for CharacterBody3Ds.")); - } - } - - Vector3 scale = get_transform().get_basis().get_scale(); - if (!(Math::is_zero_approx(scale.x - scale.y) && Math::is_zero_approx(scale.y - scale.z))) { - warnings.push_back(RTR("A non-uniformly scaled CollisionShape3D node will probably not function as expected.\nPlease make its scale uniform (i.e. the same on all axes), and change the size of its shape resource instead.")); - } - - return warnings; -} - -void CollisionShape3D::_bind_methods() { -#ifndef DISABLE_DEPRECATED - ClassDB::bind_method(D_METHOD("resource_changed", "resource"), &CollisionShape3D::resource_changed); -#endif - ClassDB::bind_method(D_METHOD("set_shape", "shape"), &CollisionShape3D::set_shape); - ClassDB::bind_method(D_METHOD("get_shape"), &CollisionShape3D::get_shape); - ClassDB::bind_method(D_METHOD("set_disabled", "enable"), &CollisionShape3D::set_disabled); - ClassDB::bind_method(D_METHOD("is_disabled"), &CollisionShape3D::is_disabled); - ClassDB::bind_method(D_METHOD("make_convex_from_siblings"), &CollisionShape3D::make_convex_from_siblings); - ClassDB::set_method_flags("CollisionShape3D", "make_convex_from_siblings", METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR); - - ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape3D"), "set_shape", "get_shape"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled"); -} - -void CollisionShape3D::set_shape(const Ref &p_shape) { - if (p_shape == shape) { - return; - } - if (shape.is_valid()) { - shape->disconnect_changed(callable_mp((Node3D *)this, &Node3D::update_gizmos)); - } - shape = p_shape; - if (shape.is_valid()) { - shape->connect_changed(callable_mp((Node3D *)this, &Node3D::update_gizmos)); - } - update_gizmos(); - if (collision_object) { - collision_object->shape_owner_clear_shapes(owner_id); - if (shape.is_valid()) { - collision_object->shape_owner_add_shape(owner_id, shape); - } - } - - if (is_inside_tree() && collision_object) { - // If this is a heightfield shape our center may have changed - _update_in_shape_owner(true); - } - update_configuration_warnings(); -} - -Ref CollisionShape3D::get_shape() const { - return shape; -} - -void CollisionShape3D::set_disabled(bool p_disabled) { - disabled = p_disabled; - update_gizmos(); - if (collision_object) { - collision_object->shape_owner_set_disabled(owner_id, p_disabled); - } -} - -bool CollisionShape3D::is_disabled() const { - return disabled; -} - -CollisionShape3D::CollisionShape3D() { - //indicator = RenderingServer::get_singleton()->mesh_create(); - set_notify_local_transform(true); -} - -CollisionShape3D::~CollisionShape3D() { - //RenderingServer::get_singleton()->free(indicator); -} diff --git a/scene/3d/collision_shape_3d.h b/scene/3d/collision_shape_3d.h deleted file mode 100644 index 15f6ef73cb..0000000000 --- a/scene/3d/collision_shape_3d.h +++ /dev/null @@ -1,73 +0,0 @@ -/**************************************************************************/ -/* collision_shape_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 COLLISION_SHAPE_3D_H -#define COLLISION_SHAPE_3D_H - -#include "scene/3d/node_3d.h" -#include "scene/resources/3d/shape_3d.h" - -class CollisionObject3D; -class CollisionShape3D : public Node3D { - GDCLASS(CollisionShape3D, Node3D); - - Ref shape; - - uint32_t owner_id = 0; - CollisionObject3D *collision_object = nullptr; - -#ifndef DISABLE_DEPRECATED - void resource_changed(Ref res); -#endif - bool disabled = false; - -protected: - void _update_in_shape_owner(bool p_xform_only = false); - -protected: - void _notification(int p_what); - static void _bind_methods(); - -public: - void make_convex_from_siblings(); - - void set_shape(const Ref &p_shape); - Ref get_shape() const; - - void set_disabled(bool p_disabled); - bool is_disabled() const; - - PackedStringArray get_configuration_warnings() const override; - - CollisionShape3D(); - ~CollisionShape3D(); -}; - -#endif // COLLISION_SHAPE_3D_H diff --git a/scene/3d/joint_3d.cpp b/scene/3d/joint_3d.cpp deleted file mode 100644 index 1e4e50182c..0000000000 --- a/scene/3d/joint_3d.cpp +++ /dev/null @@ -1,960 +0,0 @@ -/**************************************************************************/ -/* joint_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 "joint_3d.h" - -#include "scene/scene_string_names.h" - -void Joint3D::_disconnect_signals() { - Node *node_a = get_node_or_null(a); - PhysicsBody3D *body_a = Object::cast_to(node_a); - if (body_a) { - body_a->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint3D::_body_exit_tree)); - } - - Node *node_b = get_node_or_null(b); - PhysicsBody3D *body_b = Object::cast_to(node_b); - if (body_b) { - body_b->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint3D::_body_exit_tree)); - } -} - -void Joint3D::_body_exit_tree() { - _disconnect_signals(); - _update_joint(true); - update_configuration_warnings(); -} - -void Joint3D::_update_joint(bool p_only_free) { - if (ba.is_valid() && bb.is_valid()) { - PhysicsServer3D::get_singleton()->body_remove_collision_exception(ba, bb); - PhysicsServer3D::get_singleton()->body_remove_collision_exception(bb, ba); - } - - ba = RID(); - bb = RID(); - - configured = false; - - if (p_only_free || !is_inside_tree()) { - PhysicsServer3D::get_singleton()->joint_clear(joint); - warning = String(); - return; - } - - Node *node_a = get_node_or_null(a); - Node *node_b = get_node_or_null(b); - - PhysicsBody3D *body_a = Object::cast_to(node_a); - PhysicsBody3D *body_b = Object::cast_to(node_b); - - if (node_a && !body_a && node_b && !body_b) { - warning = RTR("Node A and Node B must be PhysicsBody3Ds"); - } else if (node_a && !body_a) { - warning = RTR("Node A must be a PhysicsBody3D"); - } else if (node_b && !body_b) { - warning = RTR("Node B must be a PhysicsBody3D"); - } else if (!body_a && !body_b) { - warning = RTR("Joint is not connected to any PhysicsBody3Ds"); - } else if (body_a == body_b) { - warning = RTR("Node A and Node B must be different PhysicsBody3Ds"); - } else { - warning = String(); - } - - update_configuration_warnings(); - - if (!warning.is_empty()) { - PhysicsServer3D::get_singleton()->joint_clear(joint); - return; - } - - configured = true; - - if (body_a) { - _configure_joint(joint, body_a, body_b); - } else if (body_b) { - _configure_joint(joint, body_b, nullptr); - } - - PhysicsServer3D::get_singleton()->joint_set_solver_priority(joint, solver_priority); - - if (body_a) { - ba = body_a->get_rid(); - body_a->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint3D::_body_exit_tree)); - } - - if (body_b) { - bb = body_b->get_rid(); - body_b->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint3D::_body_exit_tree)); - } - - PhysicsServer3D::get_singleton()->joint_disable_collisions_between_bodies(joint, exclude_from_collision); -} - -void Joint3D::set_node_a(const NodePath &p_node_a) { - if (a == p_node_a) { - return; - } - - if (is_configured()) { - _disconnect_signals(); - } - - a = p_node_a; - _update_joint(); -} - -NodePath Joint3D::get_node_a() const { - return a; -} - -void Joint3D::set_node_b(const NodePath &p_node_b) { - if (b == p_node_b) { - return; - } - - if (is_configured()) { - _disconnect_signals(); - } - - b = p_node_b; - _update_joint(); -} - -NodePath Joint3D::get_node_b() const { - return b; -} - -void Joint3D::set_solver_priority(int p_priority) { - solver_priority = p_priority; - if (joint.is_valid()) { - PhysicsServer3D::get_singleton()->joint_set_solver_priority(joint, solver_priority); - } -} - -int Joint3D::get_solver_priority() const { - return solver_priority; -} - -void Joint3D::_notification(int p_what) { - switch (p_what) { - case NOTIFICATION_POST_ENTER_TREE: { - if (is_configured()) { - _disconnect_signals(); - } - _update_joint(); - } break; - - case NOTIFICATION_EXIT_TREE: { - if (is_configured()) { - _disconnect_signals(); - } - _update_joint(true); - } break; - } -} - -void Joint3D::set_exclude_nodes_from_collision(bool p_enable) { - if (exclude_from_collision == p_enable) { - return; - } - if (is_configured()) { - _disconnect_signals(); - } - _update_joint(true); - exclude_from_collision = p_enable; - _update_joint(); -} - -bool Joint3D::get_exclude_nodes_from_collision() const { - return exclude_from_collision; -} - -PackedStringArray Joint3D::get_configuration_warnings() const { - PackedStringArray warnings = Node3D::get_configuration_warnings(); - - if (!warning.is_empty()) { - warnings.push_back(warning); - } - - return warnings; -} - -void Joint3D::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_node_a", "node"), &Joint3D::set_node_a); - ClassDB::bind_method(D_METHOD("get_node_a"), &Joint3D::get_node_a); - - ClassDB::bind_method(D_METHOD("set_node_b", "node"), &Joint3D::set_node_b); - ClassDB::bind_method(D_METHOD("get_node_b"), &Joint3D::get_node_b); - - ClassDB::bind_method(D_METHOD("set_solver_priority", "priority"), &Joint3D::set_solver_priority); - ClassDB::bind_method(D_METHOD("get_solver_priority"), &Joint3D::get_solver_priority); - - ClassDB::bind_method(D_METHOD("set_exclude_nodes_from_collision", "enable"), &Joint3D::set_exclude_nodes_from_collision); - ClassDB::bind_method(D_METHOD("get_exclude_nodes_from_collision"), &Joint3D::get_exclude_nodes_from_collision); - - ClassDB::bind_method(D_METHOD("get_rid"), &Joint3D::get_rid); - - ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "node_a", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "PhysicsBody3D"), "set_node_a", "get_node_a"); - ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "node_b", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "PhysicsBody3D"), "set_node_b", "get_node_b"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "solver_priority", PROPERTY_HINT_RANGE, "1,8,1"), "set_solver_priority", "get_solver_priority"); - - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_nodes_from_collision"), "set_exclude_nodes_from_collision", "get_exclude_nodes_from_collision"); -} - -Joint3D::Joint3D() { - set_notify_transform(true); - joint = PhysicsServer3D::get_singleton()->joint_create(); -} - -Joint3D::~Joint3D() { - ERR_FAIL_NULL(PhysicsServer3D::get_singleton()); - PhysicsServer3D::get_singleton()->free(joint); -} - -/////////////////////////////////// - -void PinJoint3D::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &PinJoint3D::set_param); - ClassDB::bind_method(D_METHOD("get_param", "param"), &PinJoint3D::get_param); - - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "params/bias", PROPERTY_HINT_RANGE, "0.01,0.99,0.01"), "set_param", "get_param", PARAM_BIAS); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "params/damping", PROPERTY_HINT_RANGE, "0.01,8.0,0.01"), "set_param", "get_param", PARAM_DAMPING); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "params/impulse_clamp", PROPERTY_HINT_RANGE, "0.0,64.0,0.01"), "set_param", "get_param", PARAM_IMPULSE_CLAMP); - - BIND_ENUM_CONSTANT(PARAM_BIAS); - BIND_ENUM_CONSTANT(PARAM_DAMPING); - BIND_ENUM_CONSTANT(PARAM_IMPULSE_CLAMP); -} - -void PinJoint3D::set_param(Param p_param, real_t p_value) { - ERR_FAIL_INDEX(p_param, 3); - params[p_param] = p_value; - if (is_configured()) { - PhysicsServer3D::get_singleton()->pin_joint_set_param(get_rid(), PhysicsServer3D::PinJointParam(p_param), p_value); - } -} - -real_t PinJoint3D::get_param(Param p_param) const { - ERR_FAIL_INDEX_V(p_param, 3, 0); - return params[p_param]; -} - -void PinJoint3D::_configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) { - Vector3 pinpos = get_global_transform().origin; - Vector3 local_a = body_a->to_local(pinpos); - Vector3 local_b; - - if (body_b) { - local_b = body_b->to_local(pinpos); - } else { - local_b = pinpos; - } - - PhysicsServer3D::get_singleton()->joint_make_pin(p_joint, body_a->get_rid(), local_a, body_b ? body_b->get_rid() : RID(), local_b); - for (int i = 0; i < 3; i++) { - PhysicsServer3D::get_singleton()->pin_joint_set_param(p_joint, PhysicsServer3D::PinJointParam(i), params[i]); - } -} - -PinJoint3D::PinJoint3D() { - params[PARAM_BIAS] = 0.3; - params[PARAM_DAMPING] = 1; - params[PARAM_IMPULSE_CLAMP] = 0; -} - -///////////////////////////////////////////////// - -/////////////////////////////////// - -void HingeJoint3D::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &HingeJoint3D::set_param); - ClassDB::bind_method(D_METHOD("get_param", "param"), &HingeJoint3D::get_param); - - ClassDB::bind_method(D_METHOD("set_flag", "flag", "enabled"), &HingeJoint3D::set_flag); - ClassDB::bind_method(D_METHOD("get_flag", "flag"), &HingeJoint3D::get_flag); - - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "params/bias", PROPERTY_HINT_RANGE, "0.00,0.99,0.01"), "set_param", "get_param", PARAM_BIAS); - - ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_limit/enable"), "set_flag", "get_flag", FLAG_USE_LIMIT); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/upper", PROPERTY_HINT_RANGE, "-180,180,0.1,radians_as_degrees"), "set_param", "get_param", PARAM_LIMIT_UPPER); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/lower", PROPERTY_HINT_RANGE, "-180,180,0.1,radians_as_degrees"), "set_param", "get_param", PARAM_LIMIT_LOWER); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/bias", PROPERTY_HINT_RANGE, "0.01,0.99,0.01"), "set_param", "get_param", PARAM_LIMIT_BIAS); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param", "get_param", PARAM_LIMIT_SOFTNESS); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/relaxation", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param", "get_param", PARAM_LIMIT_RELAXATION); - - ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "motor/enable"), "set_flag", "get_flag", FLAG_ENABLE_MOTOR); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "motor/target_velocity", PROPERTY_HINT_RANGE, U"-200,200,0.01,or_greater,or_less,radians_as_degrees,suffix:\u00B0/s"), "set_param", "get_param", PARAM_MOTOR_TARGET_VELOCITY); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "motor/max_impulse", PROPERTY_HINT_RANGE, "0.01,1024,0.01"), "set_param", "get_param", PARAM_MOTOR_MAX_IMPULSE); - - BIND_ENUM_CONSTANT(PARAM_BIAS); - BIND_ENUM_CONSTANT(PARAM_LIMIT_UPPER); - BIND_ENUM_CONSTANT(PARAM_LIMIT_LOWER); - BIND_ENUM_CONSTANT(PARAM_LIMIT_BIAS); - BIND_ENUM_CONSTANT(PARAM_LIMIT_SOFTNESS); - BIND_ENUM_CONSTANT(PARAM_LIMIT_RELAXATION); - BIND_ENUM_CONSTANT(PARAM_MOTOR_TARGET_VELOCITY); - BIND_ENUM_CONSTANT(PARAM_MOTOR_MAX_IMPULSE); - BIND_ENUM_CONSTANT(PARAM_MAX); - - BIND_ENUM_CONSTANT(FLAG_USE_LIMIT); - BIND_ENUM_CONSTANT(FLAG_ENABLE_MOTOR); - BIND_ENUM_CONSTANT(FLAG_MAX); -} - -void HingeJoint3D::set_param(Param p_param, real_t p_value) { - ERR_FAIL_INDEX(p_param, PARAM_MAX); - params[p_param] = p_value; - if (is_configured()) { - PhysicsServer3D::get_singleton()->hinge_joint_set_param(get_rid(), PhysicsServer3D::HingeJointParam(p_param), p_value); - } - - update_gizmos(); -} - -real_t HingeJoint3D::get_param(Param p_param) const { - ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0); - return params[p_param]; -} - -void HingeJoint3D::set_flag(Flag p_flag, bool p_value) { - ERR_FAIL_INDEX(p_flag, FLAG_MAX); - flags[p_flag] = p_value; - if (is_configured()) { - PhysicsServer3D::get_singleton()->hinge_joint_set_flag(get_rid(), PhysicsServer3D::HingeJointFlag(p_flag), p_value); - } - - update_gizmos(); -} - -bool HingeJoint3D::get_flag(Flag p_flag) const { - ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false); - return flags[p_flag]; -} - -void HingeJoint3D::_configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) { - Transform3D gt = get_global_transform(); - Transform3D ainv = body_a->get_global_transform().affine_inverse(); - - Transform3D local_a = ainv * gt; - local_a.orthonormalize(); - Transform3D local_b = gt; - - if (body_b) { - Transform3D binv = body_b->get_global_transform().affine_inverse(); - local_b = binv * gt; - } - - local_b.orthonormalize(); - - PhysicsServer3D::get_singleton()->joint_make_hinge(p_joint, body_a->get_rid(), local_a, body_b ? body_b->get_rid() : RID(), local_b); - for (int i = 0; i < PARAM_MAX; i++) { - PhysicsServer3D::get_singleton()->hinge_joint_set_param(p_joint, PhysicsServer3D::HingeJointParam(i), params[i]); - } - for (int i = 0; i < FLAG_MAX; i++) { - set_flag(Flag(i), flags[i]); - PhysicsServer3D::get_singleton()->hinge_joint_set_flag(p_joint, PhysicsServer3D::HingeJointFlag(i), flags[i]); - } -} - -HingeJoint3D::HingeJoint3D() { - params[PARAM_BIAS] = 0.3; - params[PARAM_LIMIT_UPPER] = Math_PI * 0.5; - params[PARAM_LIMIT_LOWER] = -Math_PI * 0.5; - params[PARAM_LIMIT_BIAS] = 0.3; - params[PARAM_LIMIT_SOFTNESS] = 0.9; - params[PARAM_LIMIT_RELAXATION] = 1.0; - params[PARAM_MOTOR_TARGET_VELOCITY] = 1; - params[PARAM_MOTOR_MAX_IMPULSE] = 1; - - flags[FLAG_USE_LIMIT] = false; - flags[FLAG_ENABLE_MOTOR] = false; -} - -///////////////////////////////////////////////// - -void SliderJoint3D::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &SliderJoint3D::set_param); - ClassDB::bind_method(D_METHOD("get_param", "param"), &SliderJoint3D::get_param); - - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit/upper_distance", PROPERTY_HINT_RANGE, "-1024,1024,0.01,suffix:m"), "set_param", "get_param", PARAM_LINEAR_LIMIT_UPPER); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit/lower_distance", PROPERTY_HINT_RANGE, "-1024,1024,0.01,suffix:m"), "set_param", "get_param", PARAM_LINEAR_LIMIT_LOWER); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit/softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_LIMIT_SOFTNESS); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit/restitution", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_LIMIT_RESTITUTION); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit/damping", PROPERTY_HINT_RANGE, "0,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_LIMIT_DAMPING); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motion/softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_MOTION_SOFTNESS); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motion/restitution", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_MOTION_RESTITUTION); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motion/damping", PROPERTY_HINT_RANGE, "0,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_MOTION_DAMPING); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_ortho/softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_ORTHOGONAL_SOFTNESS); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_ortho/restitution", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_ORTHOGONAL_RESTITUTION); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_ortho/damping", PROPERTY_HINT_RANGE, "0,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_ORTHOGONAL_DAMPING); - - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/upper_angle", PROPERTY_HINT_RANGE, "-180,180,0.1,radians_as_degrees"), "set_param", "get_param", PARAM_ANGULAR_LIMIT_UPPER); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/lower_angle", PROPERTY_HINT_RANGE, "-180,180,0.1,radians_as_degrees"), "set_param", "get_param", PARAM_ANGULAR_LIMIT_LOWER); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_LIMIT_SOFTNESS); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/restitution", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_LIMIT_RESTITUTION); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/damping", PROPERTY_HINT_RANGE, "0,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_LIMIT_DAMPING); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motion/softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_MOTION_SOFTNESS); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motion/restitution", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_MOTION_RESTITUTION); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motion/damping", PROPERTY_HINT_RANGE, "0,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_MOTION_DAMPING); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_ortho/softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_ORTHOGONAL_SOFTNESS); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_ortho/restitution", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_ORTHOGONAL_RESTITUTION); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_ortho/damping", PROPERTY_HINT_RANGE, "0,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_ORTHOGONAL_DAMPING); - - BIND_ENUM_CONSTANT(PARAM_LINEAR_LIMIT_UPPER); - BIND_ENUM_CONSTANT(PARAM_LINEAR_LIMIT_LOWER); - BIND_ENUM_CONSTANT(PARAM_LINEAR_LIMIT_SOFTNESS); - BIND_ENUM_CONSTANT(PARAM_LINEAR_LIMIT_RESTITUTION); - BIND_ENUM_CONSTANT(PARAM_LINEAR_LIMIT_DAMPING); - BIND_ENUM_CONSTANT(PARAM_LINEAR_MOTION_SOFTNESS); - BIND_ENUM_CONSTANT(PARAM_LINEAR_MOTION_RESTITUTION); - BIND_ENUM_CONSTANT(PARAM_LINEAR_MOTION_DAMPING); - BIND_ENUM_CONSTANT(PARAM_LINEAR_ORTHOGONAL_SOFTNESS); - BIND_ENUM_CONSTANT(PARAM_LINEAR_ORTHOGONAL_RESTITUTION); - BIND_ENUM_CONSTANT(PARAM_LINEAR_ORTHOGONAL_DAMPING); - - BIND_ENUM_CONSTANT(PARAM_ANGULAR_LIMIT_UPPER); - BIND_ENUM_CONSTANT(PARAM_ANGULAR_LIMIT_LOWER); - BIND_ENUM_CONSTANT(PARAM_ANGULAR_LIMIT_SOFTNESS); - BIND_ENUM_CONSTANT(PARAM_ANGULAR_LIMIT_RESTITUTION); - BIND_ENUM_CONSTANT(PARAM_ANGULAR_LIMIT_DAMPING); - BIND_ENUM_CONSTANT(PARAM_ANGULAR_MOTION_SOFTNESS); - BIND_ENUM_CONSTANT(PARAM_ANGULAR_MOTION_RESTITUTION); - BIND_ENUM_CONSTANT(PARAM_ANGULAR_MOTION_DAMPING); - BIND_ENUM_CONSTANT(PARAM_ANGULAR_ORTHOGONAL_SOFTNESS); - BIND_ENUM_CONSTANT(PARAM_ANGULAR_ORTHOGONAL_RESTITUTION); - BIND_ENUM_CONSTANT(PARAM_ANGULAR_ORTHOGONAL_DAMPING); - - BIND_ENUM_CONSTANT(PARAM_MAX); -} - -void SliderJoint3D::set_param(Param p_param, real_t p_value) { - ERR_FAIL_INDEX(p_param, PARAM_MAX); - params[p_param] = p_value; - if (is_configured()) { - PhysicsServer3D::get_singleton()->slider_joint_set_param(get_rid(), PhysicsServer3D::SliderJointParam(p_param), p_value); - } - update_gizmos(); -} - -real_t SliderJoint3D::get_param(Param p_param) const { - ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0); - return params[p_param]; -} - -void SliderJoint3D::_configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) { - Transform3D gt = get_global_transform(); - Transform3D ainv = body_a->get_global_transform().affine_inverse(); - - Transform3D local_a = ainv * gt; - local_a.orthonormalize(); - Transform3D local_b = gt; - - if (body_b) { - Transform3D binv = body_b->get_global_transform().affine_inverse(); - local_b = binv * gt; - } - - local_b.orthonormalize(); - - PhysicsServer3D::get_singleton()->joint_make_slider(p_joint, body_a->get_rid(), local_a, body_b ? body_b->get_rid() : RID(), local_b); - for (int i = 0; i < PARAM_MAX; i++) { - PhysicsServer3D::get_singleton()->slider_joint_set_param(p_joint, PhysicsServer3D::SliderJointParam(i), params[i]); - } -} - -SliderJoint3D::SliderJoint3D() { - params[PARAM_LINEAR_LIMIT_UPPER] = 1.0; - params[PARAM_LINEAR_LIMIT_LOWER] = -1.0; - params[PARAM_LINEAR_LIMIT_SOFTNESS] = 1.0; - params[PARAM_LINEAR_LIMIT_RESTITUTION] = 0.7; - params[PARAM_LINEAR_LIMIT_DAMPING] = 1.0; - params[PARAM_LINEAR_MOTION_SOFTNESS] = 1.0; - params[PARAM_LINEAR_MOTION_RESTITUTION] = 0.7; - params[PARAM_LINEAR_MOTION_DAMPING] = 0; //1.0; - params[PARAM_LINEAR_ORTHOGONAL_SOFTNESS] = 1.0; - params[PARAM_LINEAR_ORTHOGONAL_RESTITUTION] = 0.7; - params[PARAM_LINEAR_ORTHOGONAL_DAMPING] = 1.0; - - params[PARAM_ANGULAR_LIMIT_UPPER] = 0; - params[PARAM_ANGULAR_LIMIT_LOWER] = 0; - params[PARAM_ANGULAR_LIMIT_SOFTNESS] = 1.0; - params[PARAM_ANGULAR_LIMIT_RESTITUTION] = 0.7; - params[PARAM_ANGULAR_LIMIT_DAMPING] = 0; //1.0; - params[PARAM_ANGULAR_MOTION_SOFTNESS] = 1.0; - params[PARAM_ANGULAR_MOTION_RESTITUTION] = 0.7; - params[PARAM_ANGULAR_MOTION_DAMPING] = 1.0; - params[PARAM_ANGULAR_ORTHOGONAL_SOFTNESS] = 1.0; - params[PARAM_ANGULAR_ORTHOGONAL_RESTITUTION] = 0.7; - params[PARAM_ANGULAR_ORTHOGONAL_DAMPING] = 1.0; -} - -////////////////////////////////// - -void ConeTwistJoint3D::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &ConeTwistJoint3D::set_param); - ClassDB::bind_method(D_METHOD("get_param", "param"), &ConeTwistJoint3D::get_param); - - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "swing_span", PROPERTY_HINT_RANGE, "-180,180,0.1,radians_as_degrees"), "set_param", "get_param", PARAM_SWING_SPAN); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "twist_span", PROPERTY_HINT_RANGE, "-40000,40000,0.1,radians_as_degrees"), "set_param", "get_param", PARAM_TWIST_SPAN); - - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "bias", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_BIAS); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_SOFTNESS); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "relaxation", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_RELAXATION); - - BIND_ENUM_CONSTANT(PARAM_SWING_SPAN); - BIND_ENUM_CONSTANT(PARAM_TWIST_SPAN); - BIND_ENUM_CONSTANT(PARAM_BIAS); - BIND_ENUM_CONSTANT(PARAM_SOFTNESS); - BIND_ENUM_CONSTANT(PARAM_RELAXATION); - BIND_ENUM_CONSTANT(PARAM_MAX); -} - -void ConeTwistJoint3D::set_param(Param p_param, real_t p_value) { - ERR_FAIL_INDEX(p_param, PARAM_MAX); - params[p_param] = p_value; - if (is_configured()) { - PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(get_rid(), PhysicsServer3D::ConeTwistJointParam(p_param), p_value); - } - - update_gizmos(); -} - -real_t ConeTwistJoint3D::get_param(Param p_param) const { - ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0); - return params[p_param]; -} - -void ConeTwistJoint3D::_configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) { - Transform3D gt = get_global_transform(); - - Transform3D ainv = body_a->get_global_transform().affine_inverse(); - - Transform3D local_a = ainv * gt; - local_a.orthonormalize(); - Transform3D local_b = gt; - - if (body_b) { - Transform3D binv = body_b->get_global_transform().affine_inverse(); - local_b = binv * gt; - } - - local_b.orthonormalize(); - - PhysicsServer3D::get_singleton()->joint_make_cone_twist(p_joint, body_a->get_rid(), local_a, body_b ? body_b->get_rid() : RID(), local_b); - for (int i = 0; i < PARAM_MAX; i++) { - PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(p_joint, PhysicsServer3D::ConeTwistJointParam(i), params[i]); - } -} - -ConeTwistJoint3D::ConeTwistJoint3D() { - params[PARAM_SWING_SPAN] = Math_PI * 0.25; - params[PARAM_TWIST_SPAN] = Math_PI; - params[PARAM_BIAS] = 0.3; - params[PARAM_SOFTNESS] = 0.8; - params[PARAM_RELAXATION] = 1.0; -} - -///////////////////////////////////////////////////////////////////// - -void Generic6DOFJoint3D::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_param_x", "param", "value"), &Generic6DOFJoint3D::set_param_x); - ClassDB::bind_method(D_METHOD("get_param_x", "param"), &Generic6DOFJoint3D::get_param_x); - - ClassDB::bind_method(D_METHOD("set_param_y", "param", "value"), &Generic6DOFJoint3D::set_param_y); - ClassDB::bind_method(D_METHOD("get_param_y", "param"), &Generic6DOFJoint3D::get_param_y); - - ClassDB::bind_method(D_METHOD("set_param_z", "param", "value"), &Generic6DOFJoint3D::set_param_z); - ClassDB::bind_method(D_METHOD("get_param_z", "param"), &Generic6DOFJoint3D::get_param_z); - - ClassDB::bind_method(D_METHOD("set_flag_x", "flag", "value"), &Generic6DOFJoint3D::set_flag_x); - ClassDB::bind_method(D_METHOD("get_flag_x", "flag"), &Generic6DOFJoint3D::get_flag_x); - - ClassDB::bind_method(D_METHOD("set_flag_y", "flag", "value"), &Generic6DOFJoint3D::set_flag_y); - ClassDB::bind_method(D_METHOD("get_flag_y", "flag"), &Generic6DOFJoint3D::get_flag_y); - - ClassDB::bind_method(D_METHOD("set_flag_z", "flag", "value"), &Generic6DOFJoint3D::set_flag_z); - ClassDB::bind_method(D_METHOD("get_flag_z", "flag"), &Generic6DOFJoint3D::get_flag_z); - - ADD_GROUP("Linear Limit", "linear_limit_"); - - ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_limit_x/enabled"), "set_flag_x", "get_flag_x", FLAG_ENABLE_LINEAR_LIMIT); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_x/upper_distance", PROPERTY_HINT_NONE, "suffix:m"), "set_param_x", "get_param_x", PARAM_LINEAR_UPPER_LIMIT); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_x/lower_distance", PROPERTY_HINT_NONE, "suffix:m"), "set_param_x", "get_param_x", PARAM_LINEAR_LOWER_LIMIT); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_x/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_x", "get_param_x", PARAM_LINEAR_LIMIT_SOFTNESS); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_x/restitution", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_x", "get_param_x", PARAM_LINEAR_RESTITUTION); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_x/damping", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_x", "get_param_x", PARAM_LINEAR_DAMPING); - - ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_limit_y/enabled"), "set_flag_y", "get_flag_y", FLAG_ENABLE_LINEAR_LIMIT); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_y/upper_distance", PROPERTY_HINT_NONE, "suffix:m"), "set_param_y", "get_param_y", PARAM_LINEAR_UPPER_LIMIT); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_y/lower_distance", PROPERTY_HINT_NONE, "suffix:m"), "set_param_y", "get_param_y", PARAM_LINEAR_LOWER_LIMIT); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_y/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_y", "get_param_y", PARAM_LINEAR_LIMIT_SOFTNESS); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_y/restitution", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_y", "get_param_y", PARAM_LINEAR_RESTITUTION); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_y/damping", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_y", "get_param_y", PARAM_LINEAR_DAMPING); - - ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_limit_z/enabled"), "set_flag_z", "get_flag_z", FLAG_ENABLE_LINEAR_LIMIT); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_z/upper_distance", PROPERTY_HINT_NONE, "suffix:m"), "set_param_z", "get_param_z", PARAM_LINEAR_UPPER_LIMIT); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_z/lower_distance", PROPERTY_HINT_NONE, "suffix:m"), "set_param_z", "get_param_z", PARAM_LINEAR_LOWER_LIMIT); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_z/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_z", "get_param_z", PARAM_LINEAR_LIMIT_SOFTNESS); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_z/restitution", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_z", "get_param_z", PARAM_LINEAR_RESTITUTION); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_z/damping", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_z", "get_param_z", PARAM_LINEAR_DAMPING); - - ADD_GROUP("Linear Motor", "linear_motor_"); - - ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_motor_x/enabled"), "set_flag_x", "get_flag_x", FLAG_ENABLE_LINEAR_MOTOR); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motor_x/target_velocity", PROPERTY_HINT_NONE, "suffix:m/s"), "set_param_x", "get_param_x", PARAM_LINEAR_MOTOR_TARGET_VELOCITY); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motor_x/force_limit", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m/s\u00B2 (N)"), "set_param_x", "get_param_x", PARAM_LINEAR_MOTOR_FORCE_LIMIT); - - ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_motor_y/enabled"), "set_flag_y", "get_flag_y", FLAG_ENABLE_LINEAR_MOTOR); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motor_y/target_velocity", PROPERTY_HINT_NONE, "suffix:m/s"), "set_param_y", "get_param_y", PARAM_LINEAR_MOTOR_TARGET_VELOCITY); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motor_y/force_limit", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m/s\u00B2 (N)"), "set_param_y", "get_param_y", PARAM_LINEAR_MOTOR_FORCE_LIMIT); - - ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_motor_z/enabled"), "set_flag_z", "get_flag_z", FLAG_ENABLE_LINEAR_MOTOR); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motor_z/target_velocity", PROPERTY_HINT_NONE, "suffix:m/s"), "set_param_z", "get_param_z", PARAM_LINEAR_MOTOR_TARGET_VELOCITY); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motor_z/force_limit", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m/s\u00B2 (N)"), "set_param_z", "get_param_z", PARAM_LINEAR_MOTOR_FORCE_LIMIT); - - ADD_GROUP("Linear Spring", "linear_spring_"); - - ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_spring_x/enabled"), "set_flag_x", "get_flag_x", FLAG_ENABLE_LINEAR_SPRING); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_x/stiffness"), "set_param_x", "get_param_x", PARAM_LINEAR_SPRING_STIFFNESS); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_x/damping"), "set_param_x", "get_param_x", PARAM_LINEAR_SPRING_DAMPING); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_x/equilibrium_point", PROPERTY_HINT_NONE, "suffix:m"), "set_param_x", "get_param_x", PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT); - - ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_spring_y/enabled"), "set_flag_y", "get_flag_y", FLAG_ENABLE_LINEAR_SPRING); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_y/stiffness"), "set_param_y", "get_param_y", PARAM_LINEAR_SPRING_STIFFNESS); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_y/damping"), "set_param_y", "get_param_y", PARAM_LINEAR_SPRING_DAMPING); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_y/equilibrium_point", PROPERTY_HINT_NONE, "suffix:m"), "set_param_y", "get_param_y", PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT); - - ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_spring_z/enabled"), "set_flag_z", "get_flag_z", FLAG_ENABLE_LINEAR_SPRING); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_z/stiffness"), "set_param_z", "get_param_z", PARAM_LINEAR_SPRING_STIFFNESS); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_z/damping"), "set_param_z", "get_param_z", PARAM_LINEAR_SPRING_DAMPING); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_z/equilibrium_point", PROPERTY_HINT_NONE, "suffix:m"), "set_param_z", "get_param_z", PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT); - - ADD_GROUP("Angular Limit", "angular_limit_"); - - ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_limit_x/enabled"), "set_flag_x", "get_flag_x", FLAG_ENABLE_ANGULAR_LIMIT); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_x/upper_angle", PROPERTY_HINT_RANGE, "-180,180,0.01,radians_as_degrees"), "set_param_x", "get_param_x", PARAM_ANGULAR_UPPER_LIMIT); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_x/lower_angle", PROPERTY_HINT_RANGE, "-180,180,0.01,radians_as_degrees"), "set_param_x", "get_param_x", PARAM_ANGULAR_LOWER_LIMIT); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_x/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_x", "get_param_x", PARAM_ANGULAR_LIMIT_SOFTNESS); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_x/restitution", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_x", "get_param_x", PARAM_ANGULAR_RESTITUTION); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_x/damping", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_x", "get_param_x", PARAM_ANGULAR_DAMPING); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_x/force_limit", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m\u00B2/s\u00B2 (Nm)"), "set_param_x", "get_param_x", PARAM_ANGULAR_FORCE_LIMIT); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_x/erp"), "set_param_x", "get_param_x", PARAM_ANGULAR_ERP); - - ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_limit_y/enabled"), "set_flag_y", "get_flag_y", FLAG_ENABLE_ANGULAR_LIMIT); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_y/upper_angle", PROPERTY_HINT_RANGE, "-180,180,0.01,radians_as_degrees"), "set_param_y", "get_param_y", PARAM_ANGULAR_UPPER_LIMIT); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_y/lower_angle", PROPERTY_HINT_RANGE, "-180,180,0.01,radians_as_degrees"), "set_param_y", "get_param_y", PARAM_ANGULAR_LOWER_LIMIT); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_y/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_y", "get_param_y", PARAM_ANGULAR_LIMIT_SOFTNESS); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_y/restitution", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_y", "get_param_y", PARAM_ANGULAR_RESTITUTION); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_y/damping", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_y", "get_param_y", PARAM_ANGULAR_DAMPING); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_y/force_limit", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m\u00B2/s\u00B2 (Nm)"), "set_param_y", "get_param_y", PARAM_ANGULAR_FORCE_LIMIT); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_y/erp"), "set_param_y", "get_param_y", PARAM_ANGULAR_ERP); - - ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_limit_z/enabled"), "set_flag_z", "get_flag_z", FLAG_ENABLE_ANGULAR_LIMIT); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_z/upper_angle", PROPERTY_HINT_RANGE, "-180,180,0.01,radians_as_degrees"), "set_param_z", "get_param_z", PARAM_ANGULAR_UPPER_LIMIT); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_z/lower_angle", PROPERTY_HINT_RANGE, "-180,180,0.01,radians_as_degrees"), "set_param_z", "get_param_z", PARAM_ANGULAR_LOWER_LIMIT); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_z/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_z", "get_param_z", PARAM_ANGULAR_LIMIT_SOFTNESS); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_z/restitution", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_z", "get_param_z", PARAM_ANGULAR_RESTITUTION); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_z/damping", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_z", "get_param_z", PARAM_ANGULAR_DAMPING); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_z/force_limit", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m\u00B2/s\u00B2 (Nm)"), "set_param_z", "get_param_z", PARAM_ANGULAR_FORCE_LIMIT); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_z/erp"), "set_param_z", "get_param_z", PARAM_ANGULAR_ERP); - - ADD_GROUP("Angular Motor", "angular_motor_"); - - ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_motor_x/enabled"), "set_flag_x", "get_flag_x", FLAG_ENABLE_MOTOR); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motor_x/target_velocity", PROPERTY_HINT_NONE, U"radians_as_degrees,suffix:\u00B0/s"), "set_param_x", "get_param_x", PARAM_ANGULAR_MOTOR_TARGET_VELOCITY); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motor_x/force_limit", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m\u00B2/s\u00B2 (Nm)"), "set_param_x", "get_param_x", PARAM_ANGULAR_MOTOR_FORCE_LIMIT); - - ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_motor_y/enabled"), "set_flag_y", "get_flag_y", FLAG_ENABLE_MOTOR); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motor_y/target_velocity", PROPERTY_HINT_NONE, U"radians_as_degrees,suffix:\u00B0/s"), "set_param_y", "get_param_y", PARAM_ANGULAR_MOTOR_TARGET_VELOCITY); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motor_y/force_limit", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m\u00B2/s\u00B2 (Nm)"), "set_param_y", "get_param_y", PARAM_ANGULAR_MOTOR_FORCE_LIMIT); - - ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_motor_z/enabled"), "set_flag_z", "get_flag_z", FLAG_ENABLE_MOTOR); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motor_z/target_velocity", PROPERTY_HINT_NONE, U"radians_as_degrees,suffix:\u00B0/s"), "set_param_z", "get_param_z", PARAM_ANGULAR_MOTOR_TARGET_VELOCITY); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motor_z/force_limit", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m\u00B2/s\u00B2 (Nm)"), "set_param_z", "get_param_z", PARAM_ANGULAR_MOTOR_FORCE_LIMIT); - - ADD_GROUP("Angular Spring", "angular_spring_"); - - ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_spring_x/enabled"), "set_flag_x", "get_flag_x", FLAG_ENABLE_ANGULAR_SPRING); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_x/stiffness"), "set_param_x", "get_param_x", PARAM_ANGULAR_SPRING_STIFFNESS); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_x/damping"), "set_param_x", "get_param_x", PARAM_ANGULAR_SPRING_DAMPING); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_x/equilibrium_point", PROPERTY_HINT_RANGE, "-180,180,0.01,radians_as_degrees"), "set_param_x", "get_param_x", PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT); - - ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_spring_y/enabled"), "set_flag_y", "get_flag_y", FLAG_ENABLE_ANGULAR_SPRING); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_y/stiffness"), "set_param_y", "get_param_y", PARAM_ANGULAR_SPRING_STIFFNESS); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_y/damping"), "set_param_y", "get_param_y", PARAM_ANGULAR_SPRING_DAMPING); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_y/equilibrium_point", PROPERTY_HINT_RANGE, "-180,180,0.01,radians_as_degrees"), "set_param_y", "get_param_y", PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT); - - ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_spring_z/enabled"), "set_flag_z", "get_flag_z", FLAG_ENABLE_ANGULAR_SPRING); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_z/stiffness"), "set_param_z", "get_param_z", PARAM_ANGULAR_SPRING_STIFFNESS); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_z/damping"), "set_param_z", "get_param_z", PARAM_ANGULAR_SPRING_DAMPING); - ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_z/equilibrium_point", PROPERTY_HINT_RANGE, "-180,180,0.01,radians_as_degrees"), "set_param_z", "get_param_z", PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT); - - BIND_ENUM_CONSTANT(PARAM_LINEAR_LOWER_LIMIT); - BIND_ENUM_CONSTANT(PARAM_LINEAR_UPPER_LIMIT); - BIND_ENUM_CONSTANT(PARAM_LINEAR_LIMIT_SOFTNESS); - BIND_ENUM_CONSTANT(PARAM_LINEAR_RESTITUTION); - BIND_ENUM_CONSTANT(PARAM_LINEAR_DAMPING); - BIND_ENUM_CONSTANT(PARAM_LINEAR_MOTOR_TARGET_VELOCITY); - BIND_ENUM_CONSTANT(PARAM_LINEAR_MOTOR_FORCE_LIMIT); - BIND_ENUM_CONSTANT(PARAM_LINEAR_SPRING_STIFFNESS); - BIND_ENUM_CONSTANT(PARAM_LINEAR_SPRING_DAMPING); - BIND_ENUM_CONSTANT(PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT); - BIND_ENUM_CONSTANT(PARAM_ANGULAR_LOWER_LIMIT); - BIND_ENUM_CONSTANT(PARAM_ANGULAR_UPPER_LIMIT); - BIND_ENUM_CONSTANT(PARAM_ANGULAR_LIMIT_SOFTNESS); - BIND_ENUM_CONSTANT(PARAM_ANGULAR_DAMPING); - BIND_ENUM_CONSTANT(PARAM_ANGULAR_RESTITUTION); - BIND_ENUM_CONSTANT(PARAM_ANGULAR_FORCE_LIMIT); - BIND_ENUM_CONSTANT(PARAM_ANGULAR_ERP); - BIND_ENUM_CONSTANT(PARAM_ANGULAR_MOTOR_TARGET_VELOCITY); - BIND_ENUM_CONSTANT(PARAM_ANGULAR_MOTOR_FORCE_LIMIT); - BIND_ENUM_CONSTANT(PARAM_ANGULAR_SPRING_STIFFNESS); - BIND_ENUM_CONSTANT(PARAM_ANGULAR_SPRING_DAMPING); - BIND_ENUM_CONSTANT(PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT); - BIND_ENUM_CONSTANT(PARAM_MAX); - - BIND_ENUM_CONSTANT(FLAG_ENABLE_LINEAR_LIMIT); - BIND_ENUM_CONSTANT(FLAG_ENABLE_ANGULAR_LIMIT); - BIND_ENUM_CONSTANT(FLAG_ENABLE_LINEAR_SPRING); - BIND_ENUM_CONSTANT(FLAG_ENABLE_ANGULAR_SPRING); - BIND_ENUM_CONSTANT(FLAG_ENABLE_MOTOR); - BIND_ENUM_CONSTANT(FLAG_ENABLE_LINEAR_MOTOR); - BIND_ENUM_CONSTANT(FLAG_MAX); -} - -void Generic6DOFJoint3D::set_param_x(Param p_param, real_t p_value) { - ERR_FAIL_INDEX(p_param, PARAM_MAX); - params_x[p_param] = p_value; - if (is_configured()) { - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(get_rid(), Vector3::AXIS_X, PhysicsServer3D::G6DOFJointAxisParam(p_param), p_value); - } - - update_gizmos(); -} - -real_t Generic6DOFJoint3D::get_param_x(Param p_param) const { - ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0); - return params_x[p_param]; -} - -void Generic6DOFJoint3D::set_param_y(Param p_param, real_t p_value) { - ERR_FAIL_INDEX(p_param, PARAM_MAX); - params_y[p_param] = p_value; - if (is_configured()) { - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(get_rid(), Vector3::AXIS_Y, PhysicsServer3D::G6DOFJointAxisParam(p_param), p_value); - } - update_gizmos(); -} - -real_t Generic6DOFJoint3D::get_param_y(Param p_param) const { - ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0); - return params_y[p_param]; -} - -void Generic6DOFJoint3D::set_param_z(Param p_param, real_t p_value) { - ERR_FAIL_INDEX(p_param, PARAM_MAX); - params_z[p_param] = p_value; - if (is_configured()) { - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(get_rid(), Vector3::AXIS_Z, PhysicsServer3D::G6DOFJointAxisParam(p_param), p_value); - } - update_gizmos(); -} - -real_t Generic6DOFJoint3D::get_param_z(Param p_param) const { - ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0); - return params_z[p_param]; -} - -void Generic6DOFJoint3D::set_flag_x(Flag p_flag, bool p_enabled) { - ERR_FAIL_INDEX(p_flag, FLAG_MAX); - flags_x[p_flag] = p_enabled; - if (is_configured()) { - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(get_rid(), Vector3::AXIS_X, PhysicsServer3D::G6DOFJointAxisFlag(p_flag), p_enabled); - } - update_gizmos(); -} - -bool Generic6DOFJoint3D::get_flag_x(Flag p_flag) const { - ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false); - return flags_x[p_flag]; -} - -void Generic6DOFJoint3D::set_flag_y(Flag p_flag, bool p_enabled) { - ERR_FAIL_INDEX(p_flag, FLAG_MAX); - flags_y[p_flag] = p_enabled; - if (is_configured()) { - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(get_rid(), Vector3::AXIS_Y, PhysicsServer3D::G6DOFJointAxisFlag(p_flag), p_enabled); - } - update_gizmos(); -} - -bool Generic6DOFJoint3D::get_flag_y(Flag p_flag) const { - ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false); - return flags_y[p_flag]; -} - -void Generic6DOFJoint3D::set_flag_z(Flag p_flag, bool p_enabled) { - ERR_FAIL_INDEX(p_flag, FLAG_MAX); - flags_z[p_flag] = p_enabled; - if (is_configured()) { - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(get_rid(), Vector3::AXIS_Z, PhysicsServer3D::G6DOFJointAxisFlag(p_flag), p_enabled); - } - update_gizmos(); -} - -bool Generic6DOFJoint3D::get_flag_z(Flag p_flag) const { - ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false); - return flags_z[p_flag]; -} - -void Generic6DOFJoint3D::_configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) { - Transform3D gt = get_global_transform(); - //Vector3 cone_twistpos = gt.origin; - //Vector3 cone_twistdir = gt.basis.get_axis(2); - - Transform3D ainv = body_a->get_global_transform().affine_inverse(); - - Transform3D local_a = ainv * gt; - local_a.orthonormalize(); - Transform3D local_b = gt; - - if (body_b) { - Transform3D binv = body_b->get_global_transform().affine_inverse(); - local_b = binv * gt; - } - - local_b.orthonormalize(); - - PhysicsServer3D::get_singleton()->joint_make_generic_6dof(p_joint, body_a->get_rid(), local_a, body_b ? body_b->get_rid() : RID(), local_b); - for (int i = 0; i < PARAM_MAX; i++) { - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(p_joint, Vector3::AXIS_X, PhysicsServer3D::G6DOFJointAxisParam(i), params_x[i]); - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(p_joint, Vector3::AXIS_Y, PhysicsServer3D::G6DOFJointAxisParam(i), params_y[i]); - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(p_joint, Vector3::AXIS_Z, PhysicsServer3D::G6DOFJointAxisParam(i), params_z[i]); - } - for (int i = 0; i < FLAG_MAX; i++) { - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(p_joint, Vector3::AXIS_X, PhysicsServer3D::G6DOFJointAxisFlag(i), flags_x[i]); - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(p_joint, Vector3::AXIS_Y, PhysicsServer3D::G6DOFJointAxisFlag(i), flags_y[i]); - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(p_joint, Vector3::AXIS_Z, PhysicsServer3D::G6DOFJointAxisFlag(i), flags_z[i]); - } -} - -Generic6DOFJoint3D::Generic6DOFJoint3D() { - set_param_x(PARAM_LINEAR_LOWER_LIMIT, 0); - set_param_x(PARAM_LINEAR_UPPER_LIMIT, 0); - set_param_x(PARAM_LINEAR_LIMIT_SOFTNESS, 0.7); - set_param_x(PARAM_LINEAR_RESTITUTION, 0.5); - set_param_x(PARAM_LINEAR_DAMPING, 1.0); - set_param_x(PARAM_LINEAR_MOTOR_TARGET_VELOCITY, 0); - set_param_x(PARAM_LINEAR_MOTOR_FORCE_LIMIT, 0); - set_param_x(PARAM_LINEAR_SPRING_STIFFNESS, 0.01); - set_param_x(PARAM_LINEAR_SPRING_DAMPING, 0.01); - set_param_x(PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT, 0.0); - set_param_x(PARAM_ANGULAR_LOWER_LIMIT, 0); - set_param_x(PARAM_ANGULAR_UPPER_LIMIT, 0); - set_param_x(PARAM_ANGULAR_LIMIT_SOFTNESS, 0.5f); - set_param_x(PARAM_ANGULAR_DAMPING, 1.0f); - set_param_x(PARAM_ANGULAR_RESTITUTION, 0); - set_param_x(PARAM_ANGULAR_FORCE_LIMIT, 0); - set_param_x(PARAM_ANGULAR_ERP, 0.5); - set_param_x(PARAM_ANGULAR_MOTOR_TARGET_VELOCITY, 0); - set_param_x(PARAM_ANGULAR_MOTOR_FORCE_LIMIT, 300); - set_param_x(PARAM_ANGULAR_SPRING_STIFFNESS, 0); - set_param_x(PARAM_ANGULAR_SPRING_DAMPING, 0); - set_param_x(PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT, 0); - - set_flag_x(FLAG_ENABLE_ANGULAR_LIMIT, true); - set_flag_x(FLAG_ENABLE_LINEAR_LIMIT, true); - set_flag_x(FLAG_ENABLE_ANGULAR_SPRING, false); - set_flag_x(FLAG_ENABLE_LINEAR_SPRING, false); - set_flag_x(FLAG_ENABLE_MOTOR, false); - set_flag_x(FLAG_ENABLE_LINEAR_MOTOR, false); - - set_param_y(PARAM_LINEAR_LOWER_LIMIT, 0); - set_param_y(PARAM_LINEAR_UPPER_LIMIT, 0); - set_param_y(PARAM_LINEAR_LIMIT_SOFTNESS, 0.7); - set_param_y(PARAM_LINEAR_RESTITUTION, 0.5); - set_param_y(PARAM_LINEAR_DAMPING, 1.0); - set_param_y(PARAM_LINEAR_MOTOR_TARGET_VELOCITY, 0); - set_param_y(PARAM_LINEAR_MOTOR_FORCE_LIMIT, 0); - set_param_y(PARAM_LINEAR_SPRING_STIFFNESS, 0.01); - set_param_y(PARAM_LINEAR_SPRING_DAMPING, 0.01); - set_param_y(PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT, 0.0); - set_param_y(PARAM_ANGULAR_LOWER_LIMIT, 0); - set_param_y(PARAM_ANGULAR_UPPER_LIMIT, 0); - set_param_y(PARAM_ANGULAR_LIMIT_SOFTNESS, 0.5f); - set_param_y(PARAM_ANGULAR_DAMPING, 1.0f); - set_param_y(PARAM_ANGULAR_RESTITUTION, 0); - set_param_y(PARAM_ANGULAR_FORCE_LIMIT, 0); - set_param_y(PARAM_ANGULAR_ERP, 0.5); - set_param_y(PARAM_ANGULAR_MOTOR_TARGET_VELOCITY, 0); - set_param_y(PARAM_ANGULAR_MOTOR_FORCE_LIMIT, 300); - set_param_y(PARAM_ANGULAR_SPRING_STIFFNESS, 0); - set_param_y(PARAM_ANGULAR_SPRING_DAMPING, 0); - set_param_y(PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT, 0); - - set_flag_y(FLAG_ENABLE_ANGULAR_LIMIT, true); - set_flag_y(FLAG_ENABLE_LINEAR_LIMIT, true); - set_flag_y(FLAG_ENABLE_ANGULAR_SPRING, false); - set_flag_y(FLAG_ENABLE_LINEAR_SPRING, false); - set_flag_y(FLAG_ENABLE_MOTOR, false); - set_flag_y(FLAG_ENABLE_LINEAR_MOTOR, false); - - set_param_z(PARAM_LINEAR_LOWER_LIMIT, 0); - set_param_z(PARAM_LINEAR_UPPER_LIMIT, 0); - set_param_z(PARAM_LINEAR_LIMIT_SOFTNESS, 0.7); - set_param_z(PARAM_LINEAR_RESTITUTION, 0.5); - set_param_z(PARAM_LINEAR_DAMPING, 1.0); - set_param_z(PARAM_LINEAR_MOTOR_TARGET_VELOCITY, 0); - set_param_z(PARAM_LINEAR_MOTOR_FORCE_LIMIT, 0); - set_param_z(PARAM_LINEAR_SPRING_STIFFNESS, 0.01); - set_param_z(PARAM_LINEAR_SPRING_DAMPING, 0.01); - set_param_z(PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT, 0.0); - set_param_z(PARAM_ANGULAR_LOWER_LIMIT, 0); - set_param_z(PARAM_ANGULAR_UPPER_LIMIT, 0); - set_param_z(PARAM_ANGULAR_LIMIT_SOFTNESS, 0.5f); - set_param_z(PARAM_ANGULAR_DAMPING, 1.0f); - set_param_z(PARAM_ANGULAR_RESTITUTION, 0); - set_param_z(PARAM_ANGULAR_FORCE_LIMIT, 0); - set_param_z(PARAM_ANGULAR_ERP, 0.5); - set_param_z(PARAM_ANGULAR_MOTOR_TARGET_VELOCITY, 0); - set_param_z(PARAM_ANGULAR_MOTOR_FORCE_LIMIT, 300); - set_param_z(PARAM_ANGULAR_SPRING_STIFFNESS, 0); - set_param_z(PARAM_ANGULAR_SPRING_DAMPING, 0); - set_param_z(PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT, 0); - - set_flag_z(FLAG_ENABLE_ANGULAR_LIMIT, true); - set_flag_z(FLAG_ENABLE_LINEAR_LIMIT, true); - set_flag_z(FLAG_ENABLE_ANGULAR_SPRING, false); - set_flag_z(FLAG_ENABLE_LINEAR_SPRING, false); - set_flag_z(FLAG_ENABLE_MOTOR, false); - set_flag_z(FLAG_ENABLE_LINEAR_MOTOR, false); -} diff --git a/scene/3d/joint_3d.h b/scene/3d/joint_3d.h deleted file mode 100644 index 527aed4079..0000000000 --- a/scene/3d/joint_3d.h +++ /dev/null @@ -1,301 +0,0 @@ -/**************************************************************************/ -/* joint_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 JOINT_3D_H -#define JOINT_3D_H - -#include "scene/3d/node_3d.h" -#include "scene/3d/physics_body_3d.h" - -class Joint3D : public Node3D { - GDCLASS(Joint3D, Node3D); - - RID ba, bb; - - RID joint; - - NodePath a; - NodePath b; - - int solver_priority = 1; - bool exclude_from_collision = true; - String warning; - bool configured = false; - -protected: - void _disconnect_signals(); - void _body_exit_tree(); - void _update_joint(bool p_only_free = false); - - void _notification(int p_what); - - virtual void _configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) = 0; - - static void _bind_methods(); - - _FORCE_INLINE_ bool is_configured() const { return configured; } - -public: - virtual PackedStringArray get_configuration_warnings() const override; - - void set_node_a(const NodePath &p_node_a); - NodePath get_node_a() const; - - void set_node_b(const NodePath &p_node_b); - NodePath get_node_b() const; - - void set_solver_priority(int p_priority); - int get_solver_priority() const; - - void set_exclude_nodes_from_collision(bool p_enable); - bool get_exclude_nodes_from_collision() const; - - RID get_rid() const { return joint; } - Joint3D(); - ~Joint3D(); -}; - -/////////////////////////////////////////// - -class PinJoint3D : public Joint3D { - GDCLASS(PinJoint3D, Joint3D); - -public: - enum Param { - PARAM_BIAS = PhysicsServer3D::PIN_JOINT_BIAS, - PARAM_DAMPING = PhysicsServer3D::PIN_JOINT_DAMPING, - PARAM_IMPULSE_CLAMP = PhysicsServer3D::PIN_JOINT_IMPULSE_CLAMP - }; - -protected: - real_t params[3]; - virtual void _configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) override; - static void _bind_methods(); - -public: - void set_param(Param p_param, real_t p_value); - real_t get_param(Param p_param) const; - - PinJoint3D(); -}; - -VARIANT_ENUM_CAST(PinJoint3D::Param); - -class HingeJoint3D : public Joint3D { - GDCLASS(HingeJoint3D, Joint3D); - -public: - enum Param { - PARAM_BIAS = PhysicsServer3D::HINGE_JOINT_BIAS, - PARAM_LIMIT_UPPER = PhysicsServer3D::HINGE_JOINT_LIMIT_UPPER, - PARAM_LIMIT_LOWER = PhysicsServer3D::HINGE_JOINT_LIMIT_LOWER, - PARAM_LIMIT_BIAS = PhysicsServer3D::HINGE_JOINT_LIMIT_BIAS, - PARAM_LIMIT_SOFTNESS = PhysicsServer3D::HINGE_JOINT_LIMIT_SOFTNESS, - PARAM_LIMIT_RELAXATION = PhysicsServer3D::HINGE_JOINT_LIMIT_RELAXATION, - PARAM_MOTOR_TARGET_VELOCITY = PhysicsServer3D::HINGE_JOINT_MOTOR_TARGET_VELOCITY, - PARAM_MOTOR_MAX_IMPULSE = PhysicsServer3D::HINGE_JOINT_MOTOR_MAX_IMPULSE, - PARAM_MAX = PhysicsServer3D::HINGE_JOINT_MAX - }; - - enum Flag { - FLAG_USE_LIMIT = PhysicsServer3D::HINGE_JOINT_FLAG_USE_LIMIT, - FLAG_ENABLE_MOTOR = PhysicsServer3D::HINGE_JOINT_FLAG_ENABLE_MOTOR, - FLAG_MAX = PhysicsServer3D::HINGE_JOINT_FLAG_MAX - }; - -protected: - real_t params[PARAM_MAX]; - bool flags[FLAG_MAX]; - virtual void _configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) override; - static void _bind_methods(); - -public: - void set_param(Param p_param, real_t p_value); - real_t get_param(Param p_param) const; - - void set_flag(Flag p_flag, bool p_value); - bool get_flag(Flag p_flag) const; - - HingeJoint3D(); -}; - -VARIANT_ENUM_CAST(HingeJoint3D::Param); -VARIANT_ENUM_CAST(HingeJoint3D::Flag); - -class SliderJoint3D : public Joint3D { - GDCLASS(SliderJoint3D, Joint3D); - -public: - enum Param { - PARAM_LINEAR_LIMIT_UPPER = PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_UPPER, - PARAM_LINEAR_LIMIT_LOWER = PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_LOWER, - PARAM_LINEAR_LIMIT_SOFTNESS = PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS, - PARAM_LINEAR_LIMIT_RESTITUTION = PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION, - PARAM_LINEAR_LIMIT_DAMPING = PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_DAMPING, - PARAM_LINEAR_MOTION_SOFTNESS = PhysicsServer3D::SLIDER_JOINT_LINEAR_MOTION_SOFTNESS, - PARAM_LINEAR_MOTION_RESTITUTION = PhysicsServer3D::SLIDER_JOINT_LINEAR_MOTION_RESTITUTION, - PARAM_LINEAR_MOTION_DAMPING = PhysicsServer3D::SLIDER_JOINT_LINEAR_MOTION_DAMPING, - PARAM_LINEAR_ORTHOGONAL_SOFTNESS = PhysicsServer3D::SLIDER_JOINT_LINEAR_ORTHOGONAL_SOFTNESS, - PARAM_LINEAR_ORTHOGONAL_RESTITUTION = PhysicsServer3D::SLIDER_JOINT_LINEAR_ORTHOGONAL_RESTITUTION, - PARAM_LINEAR_ORTHOGONAL_DAMPING = PhysicsServer3D::SLIDER_JOINT_LINEAR_ORTHOGONAL_DAMPING, - - PARAM_ANGULAR_LIMIT_UPPER = PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_UPPER, - PARAM_ANGULAR_LIMIT_LOWER = PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_LOWER, - PARAM_ANGULAR_LIMIT_SOFTNESS = PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS, - PARAM_ANGULAR_LIMIT_RESTITUTION = PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_RESTITUTION, - PARAM_ANGULAR_LIMIT_DAMPING = PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_DAMPING, - PARAM_ANGULAR_MOTION_SOFTNESS = PhysicsServer3D::SLIDER_JOINT_ANGULAR_MOTION_SOFTNESS, - PARAM_ANGULAR_MOTION_RESTITUTION = PhysicsServer3D::SLIDER_JOINT_ANGULAR_MOTION_RESTITUTION, - PARAM_ANGULAR_MOTION_DAMPING = PhysicsServer3D::SLIDER_JOINT_ANGULAR_MOTION_DAMPING, - PARAM_ANGULAR_ORTHOGONAL_SOFTNESS = PhysicsServer3D::SLIDER_JOINT_ANGULAR_ORTHOGONAL_SOFTNESS, - PARAM_ANGULAR_ORTHOGONAL_RESTITUTION = PhysicsServer3D::SLIDER_JOINT_ANGULAR_ORTHOGONAL_RESTITUTION, - PARAM_ANGULAR_ORTHOGONAL_DAMPING = PhysicsServer3D::SLIDER_JOINT_ANGULAR_ORTHOGONAL_DAMPING, - PARAM_MAX = PhysicsServer3D::SLIDER_JOINT_MAX - - }; - -protected: - real_t params[PARAM_MAX]; - virtual void _configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) override; - static void _bind_methods(); - -public: - void set_param(Param p_param, real_t p_value); - real_t get_param(Param p_param) const; - - SliderJoint3D(); -}; - -VARIANT_ENUM_CAST(SliderJoint3D::Param); - -class ConeTwistJoint3D : public Joint3D { - GDCLASS(ConeTwistJoint3D, Joint3D); - -public: - enum Param { - PARAM_SWING_SPAN, - PARAM_TWIST_SPAN, - PARAM_BIAS, - PARAM_SOFTNESS, - PARAM_RELAXATION, - PARAM_MAX - }; - -protected: - real_t params[PARAM_MAX]; - virtual void _configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) override; - static void _bind_methods(); - -public: - void set_param(Param p_param, real_t p_value); - real_t get_param(Param p_param) const; - - ConeTwistJoint3D(); -}; - -VARIANT_ENUM_CAST(ConeTwistJoint3D::Param); - -class Generic6DOFJoint3D : public Joint3D { - GDCLASS(Generic6DOFJoint3D, Joint3D); - -public: - enum Param { - PARAM_LINEAR_LOWER_LIMIT = PhysicsServer3D::G6DOF_JOINT_LINEAR_LOWER_LIMIT, - PARAM_LINEAR_UPPER_LIMIT = PhysicsServer3D::G6DOF_JOINT_LINEAR_UPPER_LIMIT, - PARAM_LINEAR_LIMIT_SOFTNESS = PhysicsServer3D::G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS, - PARAM_LINEAR_RESTITUTION = PhysicsServer3D::G6DOF_JOINT_LINEAR_RESTITUTION, - PARAM_LINEAR_DAMPING = PhysicsServer3D::G6DOF_JOINT_LINEAR_DAMPING, - PARAM_LINEAR_MOTOR_TARGET_VELOCITY = PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY, - PARAM_LINEAR_MOTOR_FORCE_LIMIT = PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT, - PARAM_LINEAR_SPRING_STIFFNESS = PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS, - PARAM_LINEAR_SPRING_DAMPING = PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_DAMPING, - PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT = PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT, - PARAM_ANGULAR_LOWER_LIMIT = PhysicsServer3D::G6DOF_JOINT_ANGULAR_LOWER_LIMIT, - PARAM_ANGULAR_UPPER_LIMIT = PhysicsServer3D::G6DOF_JOINT_ANGULAR_UPPER_LIMIT, - PARAM_ANGULAR_LIMIT_SOFTNESS = PhysicsServer3D::G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS, - PARAM_ANGULAR_DAMPING = PhysicsServer3D::G6DOF_JOINT_ANGULAR_DAMPING, - PARAM_ANGULAR_RESTITUTION = PhysicsServer3D::G6DOF_JOINT_ANGULAR_RESTITUTION, - PARAM_ANGULAR_FORCE_LIMIT = PhysicsServer3D::G6DOF_JOINT_ANGULAR_FORCE_LIMIT, - PARAM_ANGULAR_ERP = PhysicsServer3D::G6DOF_JOINT_ANGULAR_ERP, - PARAM_ANGULAR_MOTOR_TARGET_VELOCITY = PhysicsServer3D::G6DOF_JOINT_ANGULAR_MOTOR_TARGET_VELOCITY, - PARAM_ANGULAR_MOTOR_FORCE_LIMIT = PhysicsServer3D::G6DOF_JOINT_ANGULAR_MOTOR_FORCE_LIMIT, - PARAM_ANGULAR_SPRING_STIFFNESS = PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS, - PARAM_ANGULAR_SPRING_DAMPING = PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_DAMPING, - PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT = PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT, - PARAM_MAX = PhysicsServer3D::G6DOF_JOINT_MAX, - }; - - enum Flag { - FLAG_ENABLE_LINEAR_LIMIT = PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT, - FLAG_ENABLE_ANGULAR_LIMIT = PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT, - FLAG_ENABLE_LINEAR_SPRING = PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING, - FLAG_ENABLE_ANGULAR_SPRING = PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING, - FLAG_ENABLE_MOTOR = PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_MOTOR, - FLAG_ENABLE_LINEAR_MOTOR = PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR, - FLAG_MAX = PhysicsServer3D::G6DOF_JOINT_FLAG_MAX - }; - -protected: - real_t params_x[PARAM_MAX]; - bool flags_x[FLAG_MAX]; - real_t params_y[PARAM_MAX]; - bool flags_y[FLAG_MAX]; - real_t params_z[PARAM_MAX]; - bool flags_z[FLAG_MAX]; - - virtual void _configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) override; - static void _bind_methods(); - -public: - void set_param_x(Param p_param, real_t p_value); - real_t get_param_x(Param p_param) const; - - void set_param_y(Param p_param, real_t p_value); - real_t get_param_y(Param p_param) const; - - void set_param_z(Param p_param, real_t p_value); - real_t get_param_z(Param p_param) const; - - void set_flag_x(Flag p_flag, bool p_enabled); - bool get_flag_x(Flag p_flag) const; - - void set_flag_y(Flag p_flag, bool p_enabled); - bool get_flag_y(Flag p_flag) const; - - void set_flag_z(Flag p_flag, bool p_enabled); - bool get_flag_z(Flag p_flag) const; - - Generic6DOFJoint3D(); -}; - -VARIANT_ENUM_CAST(Generic6DOFJoint3D::Param); -VARIANT_ENUM_CAST(Generic6DOFJoint3D::Flag); - -#endif // JOINT_3D_H diff --git a/scene/3d/mesh_instance_3d.cpp b/scene/3d/mesh_instance_3d.cpp index eeb41573f7..8635240655 100644 --- a/scene/3d/mesh_instance_3d.cpp +++ b/scene/3d/mesh_instance_3d.cpp @@ -30,8 +30,9 @@ #include "mesh_instance_3d.h" -#include "collision_shape_3d.h" -#include "physics_body_3d.h" +#include "scene/3d/physics/collision_shape_3d.h" +#include "scene/3d/physics/static_body_3d.h" +#include "scene/3d/skeleton_3d.h" #include "scene/resources/3d/concave_polygon_shape_3d.h" #include "scene/resources/3d/convex_polygon_shape_3d.h" diff --git a/scene/3d/navigation_obstacle_3d.cpp b/scene/3d/navigation_obstacle_3d.cpp index 98cd5efef2..82450927d3 100644 --- a/scene/3d/navigation_obstacle_3d.cpp +++ b/scene/3d/navigation_obstacle_3d.cpp @@ -31,8 +31,6 @@ #include "navigation_obstacle_3d.h" #include "core/math/geometry_2d.h" -#include "scene/3d/collision_shape_3d.h" -#include "scene/3d/physics_body_3d.h" #include "servers/navigation_server_3d.h" void NavigationObstacle3D::_bind_methods() { diff --git a/scene/3d/physics/SCsub b/scene/3d/physics/SCsub new file mode 100644 index 0000000000..e7fd3fe643 --- /dev/null +++ b/scene/3d/physics/SCsub @@ -0,0 +1,8 @@ +#!/usr/bin/env python + +Import("env") + +env.add_source_files(env.scene_sources, "*.cpp") + +# Chain load SCsubs +SConscript("joints/SCsub") diff --git a/scene/3d/physics/animatable_body_3d.cpp b/scene/3d/physics/animatable_body_3d.cpp new file mode 100644 index 0000000000..407e23a57e --- /dev/null +++ b/scene/3d/physics/animatable_body_3d.cpp @@ -0,0 +1,128 @@ +/**************************************************************************/ +/* animatable_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 "animatable_body_3d.h" + +Vector3 AnimatableBody3D::get_linear_velocity() const { + return linear_velocity; +} + +Vector3 AnimatableBody3D::get_angular_velocity() const { + return angular_velocity; +} + +void AnimatableBody3D::set_sync_to_physics(bool p_enable) { + if (sync_to_physics == p_enable) { + return; + } + + sync_to_physics = p_enable; + + _update_kinematic_motion(); +} + +bool AnimatableBody3D::is_sync_to_physics_enabled() const { + return sync_to_physics; +} + +void AnimatableBody3D::_update_kinematic_motion() { +#ifdef TOOLS_ENABLED + if (Engine::get_singleton()->is_editor_hint()) { + return; + } +#endif + + if (sync_to_physics) { + set_only_update_transform_changes(true); + set_notify_local_transform(true); + } else { + set_only_update_transform_changes(false); + set_notify_local_transform(false); + } +} + +void AnimatableBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) { + linear_velocity = p_state->get_linear_velocity(); + angular_velocity = p_state->get_angular_velocity(); + + if (!sync_to_physics) { + return; + } + + last_valid_transform = p_state->get_transform(); + set_notify_local_transform(false); + set_global_transform(last_valid_transform); + set_notify_local_transform(true); + _on_transform_changed(); +} + +void AnimatableBody3D::_notification(int p_what) { +#ifdef TOOLS_ENABLED + if (Engine::get_singleton()->is_editor_hint()) { + return; + } +#endif + switch (p_what) { + case NOTIFICATION_ENTER_TREE: { + last_valid_transform = get_global_transform(); + _update_kinematic_motion(); + } break; + + case NOTIFICATION_EXIT_TREE: { + set_only_update_transform_changes(false); + set_notify_local_transform(false); + } break; + + case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { + // Used by sync to physics, send the new transform to the physics... + Transform3D new_transform = get_global_transform(); + + PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_TRANSFORM, new_transform); + + // ... but then revert changes. + set_notify_local_transform(false); + set_global_transform(last_valid_transform); + set_notify_local_transform(true); + _on_transform_changed(); + } break; + } +} + +void AnimatableBody3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &AnimatableBody3D::set_sync_to_physics); + ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &AnimatableBody3D::is_sync_to_physics_enabled); + + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled"); +} + +AnimatableBody3D::AnimatableBody3D() : + StaticBody3D(PhysicsServer3D::BODY_MODE_KINEMATIC) { + PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &AnimatableBody3D::_body_state_changed)); +} diff --git a/scene/3d/physics/animatable_body_3d.h b/scene/3d/physics/animatable_body_3d.h new file mode 100644 index 0000000000..715b6917c0 --- /dev/null +++ b/scene/3d/physics/animatable_body_3d.h @@ -0,0 +1,67 @@ +/**************************************************************************/ +/* animatable_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 ANIMATABLE_BODY_3D_H +#define ANIMATABLE_BODY_3D_H + +#include "scene/3d/physics/static_body_3d.h" + +class AnimatableBody3D : public StaticBody3D { + GDCLASS(AnimatableBody3D, StaticBody3D); + +private: + Vector3 linear_velocity; + Vector3 angular_velocity; + + bool sync_to_physics = true; + + Transform3D last_valid_transform; + + static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state); + void _body_state_changed(PhysicsDirectBodyState3D *p_state); + +protected: + void _notification(int p_what); + static void _bind_methods(); + +public: + virtual Vector3 get_linear_velocity() const override; + virtual Vector3 get_angular_velocity() const override; + + AnimatableBody3D(); + +private: + void _update_kinematic_motion(); + + void set_sync_to_physics(bool p_enable); + bool is_sync_to_physics_enabled() const; +}; + +#endif // ANIMATABLE_BODY_3D_H diff --git a/scene/3d/physics/area_3d.cpp b/scene/3d/physics/area_3d.cpp new file mode 100644 index 0000000000..014c33cad0 --- /dev/null +++ b/scene/3d/physics/area_3d.cpp @@ -0,0 +1,822 @@ +/**************************************************************************/ +/* area_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 "area_3d.h" + +#include "scene/scene_string_names.h" +#include "servers/audio_server.h" + +void Area3D::set_gravity_space_override_mode(SpaceOverride p_mode) { + gravity_space_override = p_mode; + PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_GRAVITY_OVERRIDE_MODE, p_mode); +} + +Area3D::SpaceOverride Area3D::get_gravity_space_override_mode() const { + return gravity_space_override; +} + +void Area3D::set_gravity_is_point(bool p_enabled) { + gravity_is_point = p_enabled; + PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_GRAVITY_IS_POINT, p_enabled); +} + +bool Area3D::is_gravity_a_point() const { + return gravity_is_point; +} + +void Area3D::set_gravity_point_unit_distance(real_t p_scale) { + gravity_point_unit_distance = p_scale; + PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_GRAVITY_POINT_UNIT_DISTANCE, p_scale); +} + +real_t Area3D::get_gravity_point_unit_distance() const { + return gravity_point_unit_distance; +} + +void Area3D::set_gravity_point_center(const Vector3 &p_center) { + gravity_vec = p_center; + PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR, p_center); +} + +const Vector3 &Area3D::get_gravity_point_center() const { + return gravity_vec; +} + +void Area3D::set_gravity_direction(const Vector3 &p_direction) { + gravity_vec = p_direction; + PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR, p_direction); +} + +const Vector3 &Area3D::get_gravity_direction() const { + return gravity_vec; +} + +void Area3D::set_gravity(real_t p_gravity) { + gravity = p_gravity; + PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_GRAVITY, p_gravity); +} + +real_t Area3D::get_gravity() const { + return gravity; +} + +void Area3D::set_linear_damp_space_override_mode(SpaceOverride p_mode) { + linear_damp_space_override = p_mode; + PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE, p_mode); +} + +Area3D::SpaceOverride Area3D::get_linear_damp_space_override_mode() const { + return linear_damp_space_override; +} + +void Area3D::set_angular_damp_space_override_mode(SpaceOverride p_mode) { + angular_damp_space_override = p_mode; + PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE, p_mode); +} + +Area3D::SpaceOverride Area3D::get_angular_damp_space_override_mode() const { + return angular_damp_space_override; +} + +void Area3D::set_linear_damp(real_t p_linear_damp) { + linear_damp = p_linear_damp; + PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_LINEAR_DAMP, p_linear_damp); +} + +real_t Area3D::get_linear_damp() const { + return linear_damp; +} + +void Area3D::set_angular_damp(real_t p_angular_damp) { + angular_damp = p_angular_damp; + PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP, p_angular_damp); +} + +real_t Area3D::get_angular_damp() const { + return angular_damp; +} + +void Area3D::set_priority(int p_priority) { + priority = p_priority; + PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_PRIORITY, p_priority); +} + +int Area3D::get_priority() const { + return priority; +} + +void Area3D::set_wind_force_magnitude(real_t p_wind_force_magnitude) { + wind_force_magnitude = p_wind_force_magnitude; + if (is_inside_tree()) { + _initialize_wind(); + } +} + +real_t Area3D::get_wind_force_magnitude() const { + return wind_force_magnitude; +} + +void Area3D::set_wind_attenuation_factor(real_t p_wind_force_attenuation_factor) { + wind_attenuation_factor = p_wind_force_attenuation_factor; + if (is_inside_tree()) { + _initialize_wind(); + } +} + +real_t Area3D::get_wind_attenuation_factor() const { + return wind_attenuation_factor; +} + +void Area3D::set_wind_source_path(const NodePath &p_wind_source_path) { + wind_source_path = p_wind_source_path; + if (is_inside_tree()) { + _initialize_wind(); + } +} + +const NodePath &Area3D::get_wind_source_path() const { + return wind_source_path; +} + +void Area3D::_initialize_wind() { + real_t temp_magnitude = 0.0; + Vector3 wind_direction(0., 0., 0.); + Vector3 wind_source(0., 0., 0.); + + // Overwrite with area-specified info if available + if (!wind_source_path.is_empty()) { + Node *wind_source_node = get_node_or_null(wind_source_path); + ERR_FAIL_NULL_MSG(wind_source_node, "Path to wind source is invalid: '" + wind_source_path + "'."); + Node3D *wind_source_node3d = Object::cast_to(wind_source_node); + ERR_FAIL_NULL_MSG(wind_source_node3d, "Path to wind source does not point to a Node3D: '" + wind_source_path + "'."); + Transform3D global_transform = wind_source_node3d->get_transform(); + wind_direction = -global_transform.basis.get_column(Vector3::AXIS_Z).normalized(); + wind_source = global_transform.origin; + temp_magnitude = wind_force_magnitude; + } + + // Set force, source and direction in the physics server. + PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_WIND_ATTENUATION_FACTOR, wind_attenuation_factor); + PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_WIND_SOURCE, wind_source); + PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_WIND_DIRECTION, wind_direction); + PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_WIND_FORCE_MAGNITUDE, temp_magnitude); +} + +void Area3D::_body_enter_tree(ObjectID p_id) { + Object *obj = ObjectDB::get_instance(p_id); + Node *node = Object::cast_to(obj); + ERR_FAIL_NULL(node); + + HashMap::Iterator E = body_map.find(p_id); + ERR_FAIL_COND(!E); + ERR_FAIL_COND(E->value.in_tree); + + E->value.in_tree = true; + emit_signal(SceneStringNames::get_singleton()->body_entered, node); + for (int i = 0; i < E->value.shapes.size(); i++) { + emit_signal(SceneStringNames::get_singleton()->body_shape_entered, E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].area_shape); + } +} + +void Area3D::_body_exit_tree(ObjectID p_id) { + Object *obj = ObjectDB::get_instance(p_id); + Node *node = Object::cast_to(obj); + ERR_FAIL_NULL(node); + HashMap::Iterator E = body_map.find(p_id); + ERR_FAIL_COND(!E); + ERR_FAIL_COND(!E->value.in_tree); + E->value.in_tree = false; + emit_signal(SceneStringNames::get_singleton()->body_exited, node); + for (int i = 0; i < E->value.shapes.size(); i++) { + emit_signal(SceneStringNames::get_singleton()->body_shape_exited, E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].area_shape); + } +} + +void Area3D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_area_shape) { + bool body_in = p_status == PhysicsServer3D::AREA_BODY_ADDED; + ObjectID objid = p_instance; + + // Exit early if instance is invalid. + if (objid.is_null()) { + lock_callback(); + locked = true; + // Emit the appropriate signals. + if (body_in) { + emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_body, (Node *)nullptr, p_body_shape, p_area_shape); + } else { + emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_body, (Node *)nullptr, p_body_shape, p_area_shape); + } + locked = false; + unlock_callback(); + return; + } + + Object *obj = ObjectDB::get_instance(objid); + Node *node = Object::cast_to(obj); + + HashMap::Iterator E = body_map.find(objid); + + if (!body_in && !E) { + return; //likely removed from the tree + } + + lock_callback(); + locked = true; + + if (body_in) { + if (!E) { + E = body_map.insert(objid, BodyState()); + E->value.rid = p_body; + E->value.rc = 0; + E->value.in_tree = node && node->is_inside_tree(); + if (node) { + node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area3D::_body_enter_tree).bind(objid)); + node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area3D::_body_exit_tree).bind(objid)); + if (E->value.in_tree) { + emit_signal(SceneStringNames::get_singleton()->body_entered, node); + } + } + } + E->value.rc++; + if (node) { + E->value.shapes.insert(ShapePair(p_body_shape, p_area_shape)); + } + + if (!node || E->value.in_tree) { + emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_body, node, p_body_shape, p_area_shape); + } + + } else { + E->value.rc--; + + if (node) { + E->value.shapes.erase(ShapePair(p_body_shape, p_area_shape)); + } + + bool in_tree = E->value.in_tree; + if (E->value.rc == 0) { + body_map.remove(E); + if (node) { + node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area3D::_body_enter_tree)); + node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area3D::_body_exit_tree)); + if (in_tree) { + emit_signal(SceneStringNames::get_singleton()->body_exited, obj); + } + } + } + if (!node || in_tree) { + emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_body, obj, p_body_shape, p_area_shape); + } + } + + locked = false; + unlock_callback(); +} + +void Area3D::_clear_monitoring() { + ERR_FAIL_COND_MSG(locked, "This function can't be used during the in/out signal."); + + { + HashMap bmcopy = body_map; + body_map.clear(); + //disconnect all monitored stuff + + for (const KeyValue &E : bmcopy) { + Object *obj = ObjectDB::get_instance(E.key); + Node *node = Object::cast_to(obj); + + if (!node) { //node may have been deleted in previous frame or at other legitimate point + continue; + } + //ERR_CONTINUE(!node); + + node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area3D::_body_enter_tree)); + node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area3D::_body_exit_tree)); + + if (!E.value.in_tree) { + continue; + } + + for (int i = 0; i < E.value.shapes.size(); i++) { + emit_signal(SceneStringNames::get_singleton()->body_shape_exited, E.value.rid, node, E.value.shapes[i].body_shape, E.value.shapes[i].area_shape); + } + + emit_signal(SceneStringNames::get_singleton()->body_exited, node); + } + } + + { + HashMap bmcopy = area_map; + area_map.clear(); + //disconnect all monitored stuff + + for (const KeyValue &E : bmcopy) { + Object *obj = ObjectDB::get_instance(E.key); + Node *node = Object::cast_to(obj); + + if (!node) { //node may have been deleted in previous frame or at other legitimate point + continue; + } + //ERR_CONTINUE(!node); + + node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area3D::_area_enter_tree)); + node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area3D::_area_exit_tree)); + + if (!E.value.in_tree) { + continue; + } + + for (int i = 0; i < E.value.shapes.size(); i++) { + emit_signal(SceneStringNames::get_singleton()->area_shape_exited, E.value.rid, node, E.value.shapes[i].area_shape, E.value.shapes[i].self_shape); + } + + emit_signal(SceneStringNames::get_singleton()->area_exited, obj); + } + } +} + +void Area3D::_space_changed(const RID &p_new_space) { + if (p_new_space.is_null()) { + _clear_monitoring(); + } +} + +void Area3D::_notification(int p_what) { + switch (p_what) { + case NOTIFICATION_ENTER_TREE: { + _initialize_wind(); + } break; + } +} + +void Area3D::set_monitoring(bool p_enable) { + ERR_FAIL_COND_MSG(locked, "Function blocked during in/out signal. Use set_deferred(\"monitoring\", true/false)."); + + if (p_enable == monitoring) { + return; + } + + monitoring = p_enable; + + if (monitoring) { + PhysicsServer3D::get_singleton()->area_set_monitor_callback(get_rid(), callable_mp(this, &Area3D::_body_inout)); + PhysicsServer3D::get_singleton()->area_set_area_monitor_callback(get_rid(), callable_mp(this, &Area3D::_area_inout)); + } else { + PhysicsServer3D::get_singleton()->area_set_monitor_callback(get_rid(), Callable()); + PhysicsServer3D::get_singleton()->area_set_area_monitor_callback(get_rid(), Callable()); + _clear_monitoring(); + } +} + +void Area3D::_area_enter_tree(ObjectID p_id) { + Object *obj = ObjectDB::get_instance(p_id); + Node *node = Object::cast_to(obj); + ERR_FAIL_NULL(node); + + HashMap::Iterator E = area_map.find(p_id); + ERR_FAIL_COND(!E); + ERR_FAIL_COND(E->value.in_tree); + + E->value.in_tree = true; + emit_signal(SceneStringNames::get_singleton()->area_entered, node); + for (int i = 0; i < E->value.shapes.size(); i++) { + emit_signal(SceneStringNames::get_singleton()->area_shape_entered, E->value.rid, node, E->value.shapes[i].area_shape, E->value.shapes[i].self_shape); + } +} + +void Area3D::_area_exit_tree(ObjectID p_id) { + Object *obj = ObjectDB::get_instance(p_id); + Node *node = Object::cast_to(obj); + ERR_FAIL_NULL(node); + HashMap::Iterator E = area_map.find(p_id); + ERR_FAIL_COND(!E); + ERR_FAIL_COND(!E->value.in_tree); + E->value.in_tree = false; + emit_signal(SceneStringNames::get_singleton()->area_exited, node); + for (int i = 0; i < E->value.shapes.size(); i++) { + emit_signal(SceneStringNames::get_singleton()->area_shape_exited, E->value.rid, node, E->value.shapes[i].area_shape, E->value.shapes[i].self_shape); + } +} + +void Area3D::_area_inout(int p_status, const RID &p_area, ObjectID p_instance, int p_area_shape, int p_self_shape) { + bool area_in = p_status == PhysicsServer3D::AREA_BODY_ADDED; + ObjectID objid = p_instance; + + // Exit if instance is invalid. + if (objid.is_null()) { + lock_callback(); + locked = true; + // Emit the appropriate signals. + if (area_in) { + emit_signal(SceneStringNames::get_singleton()->area_shape_entered, p_area, (Node *)nullptr, p_area_shape, p_self_shape); + } else { + emit_signal(SceneStringNames::get_singleton()->area_shape_exited, p_area, (Node *)nullptr, p_area_shape, p_self_shape); + } + locked = false; + unlock_callback(); + return; + } + + Object *obj = ObjectDB::get_instance(objid); + Node *node = Object::cast_to(obj); + + HashMap::Iterator E = area_map.find(objid); + + if (!area_in && !E) { + return; //likely removed from the tree + } + + lock_callback(); + locked = true; + + if (area_in) { + if (!E) { + E = area_map.insert(objid, AreaState()); + E->value.rid = p_area; + E->value.rc = 0; + E->value.in_tree = node && node->is_inside_tree(); + if (node) { + node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area3D::_area_enter_tree).bind(objid)); + node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area3D::_area_exit_tree).bind(objid)); + if (E->value.in_tree) { + emit_signal(SceneStringNames::get_singleton()->area_entered, node); + } + } + } + E->value.rc++; + if (node) { + E->value.shapes.insert(AreaShapePair(p_area_shape, p_self_shape)); + } + + if (!node || E->value.in_tree) { + emit_signal(SceneStringNames::get_singleton()->area_shape_entered, p_area, node, p_area_shape, p_self_shape); + } + + } else { + E->value.rc--; + + if (node) { + E->value.shapes.erase(AreaShapePair(p_area_shape, p_self_shape)); + } + + bool in_tree = E->value.in_tree; + if (E->value.rc == 0) { + area_map.remove(E); + if (node) { + node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area3D::_area_enter_tree)); + node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area3D::_area_exit_tree)); + if (in_tree) { + emit_signal(SceneStringNames::get_singleton()->area_exited, obj); + } + } + } + if (!node || in_tree) { + emit_signal(SceneStringNames::get_singleton()->area_shape_exited, p_area, obj, p_area_shape, p_self_shape); + } + } + + locked = false; + unlock_callback(); +} + +bool Area3D::is_monitoring() const { + return monitoring; +} + +TypedArray Area3D::get_overlapping_bodies() const { + TypedArray ret; + ERR_FAIL_COND_V_MSG(!monitoring, ret, "Can't find overlapping bodies when monitoring is off."); + ret.resize(body_map.size()); + int idx = 0; + for (const KeyValue &E : body_map) { + Object *obj = ObjectDB::get_instance(E.key); + if (obj) { + ret[idx] = obj; + idx++; + } + } + + ret.resize(idx); + return ret; +} + +bool Area3D::has_overlapping_bodies() const { + ERR_FAIL_COND_V_MSG(!monitoring, false, "Can't find overlapping bodies when monitoring is off."); + return !body_map.is_empty(); +} + +void Area3D::set_monitorable(bool p_enable) { + ERR_FAIL_COND_MSG(locked || (is_inside_tree() && PhysicsServer3D::get_singleton()->is_flushing_queries()), "Function blocked during in/out signal. Use set_deferred(\"monitorable\", true/false)."); + + if (p_enable == monitorable) { + return; + } + + monitorable = p_enable; + + PhysicsServer3D::get_singleton()->area_set_monitorable(get_rid(), monitorable); +} + +bool Area3D::is_monitorable() const { + return monitorable; +} + +TypedArray Area3D::get_overlapping_areas() const { + TypedArray ret; + ERR_FAIL_COND_V_MSG(!monitoring, ret, "Can't find overlapping areas when monitoring is off."); + ret.resize(area_map.size()); + int idx = 0; + for (const KeyValue &E : area_map) { + Object *obj = ObjectDB::get_instance(E.key); + if (obj) { + ret[idx] = obj; + idx++; + } + } + ret.resize(idx); + return ret; +} + +bool Area3D::has_overlapping_areas() const { + ERR_FAIL_COND_V_MSG(!monitoring, false, "Can't find overlapping areas when monitoring is off."); + return !area_map.is_empty(); +} + +bool Area3D::overlaps_area(Node *p_area) const { + ERR_FAIL_NULL_V(p_area, false); + HashMap::ConstIterator E = area_map.find(p_area->get_instance_id()); + if (!E) { + return false; + } + return E->value.in_tree; +} + +bool Area3D::overlaps_body(Node *p_body) const { + ERR_FAIL_NULL_V(p_body, false); + HashMap::ConstIterator E = body_map.find(p_body->get_instance_id()); + if (!E) { + return false; + } + return E->value.in_tree; +} + +void Area3D::set_audio_bus_override(bool p_override) { + audio_bus_override = p_override; +} + +bool Area3D::is_overriding_audio_bus() const { + return audio_bus_override; +} + +void Area3D::set_audio_bus_name(const StringName &p_audio_bus) { + audio_bus = p_audio_bus; +} + +StringName Area3D::get_audio_bus_name() const { + for (int i = 0; i < AudioServer::get_singleton()->get_bus_count(); i++) { + if (AudioServer::get_singleton()->get_bus_name(i) == audio_bus) { + return audio_bus; + } + } + return SceneStringNames::get_singleton()->Master; +} + +void Area3D::set_use_reverb_bus(bool p_enable) { + use_reverb_bus = p_enable; +} + +bool Area3D::is_using_reverb_bus() const { + return use_reverb_bus; +} + +void Area3D::set_reverb_bus_name(const StringName &p_audio_bus) { + reverb_bus = p_audio_bus; +} + +StringName Area3D::get_reverb_bus_name() const { + for (int i = 0; i < AudioServer::get_singleton()->get_bus_count(); i++) { + if (AudioServer::get_singleton()->get_bus_name(i) == reverb_bus) { + return reverb_bus; + } + } + return SceneStringNames::get_singleton()->Master; +} + +void Area3D::set_reverb_amount(float p_amount) { + reverb_amount = p_amount; +} + +float Area3D::get_reverb_amount() const { + return reverb_amount; +} + +void Area3D::set_reverb_uniformity(float p_uniformity) { + reverb_uniformity = p_uniformity; +} + +float Area3D::get_reverb_uniformity() const { + return reverb_uniformity; +} + +void Area3D::_validate_property(PropertyInfo &p_property) const { + if (p_property.name == "audio_bus_name" || p_property.name == "reverb_bus_name") { + String options; + for (int i = 0; i < AudioServer::get_singleton()->get_bus_count(); i++) { + if (i > 0) { + options += ","; + } + String name = AudioServer::get_singleton()->get_bus_name(i); + options += name; + } + + p_property.hint_string = options; + } else if (p_property.name.begins_with("gravity") && p_property.name != "gravity_space_override") { + if (gravity_space_override == SPACE_OVERRIDE_DISABLED) { + p_property.usage = PROPERTY_USAGE_NO_EDITOR; + } else { + if (gravity_is_point) { + if (p_property.name == "gravity_direction") { + p_property.usage = PROPERTY_USAGE_NO_EDITOR; + } + } else { + if (p_property.name.begins_with("gravity_point_")) { + p_property.usage = PROPERTY_USAGE_NO_EDITOR; + } + } + } + } else if (p_property.name.begins_with("linear_damp") && p_property.name != "linear_damp_space_override") { + if (linear_damp_space_override == SPACE_OVERRIDE_DISABLED) { + p_property.usage = PROPERTY_USAGE_NO_EDITOR; + } + } else if (p_property.name.begins_with("angular_damp") && p_property.name != "angular_damp_space_override") { + if (angular_damp_space_override == SPACE_OVERRIDE_DISABLED) { + p_property.usage = PROPERTY_USAGE_NO_EDITOR; + } + } +} + +void Area3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_gravity_space_override_mode", "space_override_mode"), &Area3D::set_gravity_space_override_mode); + ClassDB::bind_method(D_METHOD("get_gravity_space_override_mode"), &Area3D::get_gravity_space_override_mode); + + ClassDB::bind_method(D_METHOD("set_gravity_is_point", "enable"), &Area3D::set_gravity_is_point); + ClassDB::bind_method(D_METHOD("is_gravity_a_point"), &Area3D::is_gravity_a_point); + + ClassDB::bind_method(D_METHOD("set_gravity_point_unit_distance", "distance_scale"), &Area3D::set_gravity_point_unit_distance); + ClassDB::bind_method(D_METHOD("get_gravity_point_unit_distance"), &Area3D::get_gravity_point_unit_distance); + + ClassDB::bind_method(D_METHOD("set_gravity_point_center", "center"), &Area3D::set_gravity_point_center); + ClassDB::bind_method(D_METHOD("get_gravity_point_center"), &Area3D::get_gravity_point_center); + + ClassDB::bind_method(D_METHOD("set_gravity_direction", "direction"), &Area3D::set_gravity_direction); + ClassDB::bind_method(D_METHOD("get_gravity_direction"), &Area3D::get_gravity_direction); + + ClassDB::bind_method(D_METHOD("set_gravity", "gravity"), &Area3D::set_gravity); + ClassDB::bind_method(D_METHOD("get_gravity"), &Area3D::get_gravity); + + ClassDB::bind_method(D_METHOD("set_linear_damp_space_override_mode", "space_override_mode"), &Area3D::set_linear_damp_space_override_mode); + ClassDB::bind_method(D_METHOD("get_linear_damp_space_override_mode"), &Area3D::get_linear_damp_space_override_mode); + + ClassDB::bind_method(D_METHOD("set_angular_damp_space_override_mode", "space_override_mode"), &Area3D::set_angular_damp_space_override_mode); + ClassDB::bind_method(D_METHOD("get_angular_damp_space_override_mode"), &Area3D::get_angular_damp_space_override_mode); + + ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &Area3D::set_angular_damp); + ClassDB::bind_method(D_METHOD("get_angular_damp"), &Area3D::get_angular_damp); + + ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &Area3D::set_linear_damp); + ClassDB::bind_method(D_METHOD("get_linear_damp"), &Area3D::get_linear_damp); + + ClassDB::bind_method(D_METHOD("set_priority", "priority"), &Area3D::set_priority); + ClassDB::bind_method(D_METHOD("get_priority"), &Area3D::get_priority); + + ClassDB::bind_method(D_METHOD("set_wind_force_magnitude", "wind_force_magnitude"), &Area3D::set_wind_force_magnitude); + ClassDB::bind_method(D_METHOD("get_wind_force_magnitude"), &Area3D::get_wind_force_magnitude); + + ClassDB::bind_method(D_METHOD("set_wind_attenuation_factor", "wind_attenuation_factor"), &Area3D::set_wind_attenuation_factor); + ClassDB::bind_method(D_METHOD("get_wind_attenuation_factor"), &Area3D::get_wind_attenuation_factor); + + ClassDB::bind_method(D_METHOD("set_wind_source_path", "wind_source_path"), &Area3D::set_wind_source_path); + ClassDB::bind_method(D_METHOD("get_wind_source_path"), &Area3D::get_wind_source_path); + + ClassDB::bind_method(D_METHOD("set_monitorable", "enable"), &Area3D::set_monitorable); + ClassDB::bind_method(D_METHOD("is_monitorable"), &Area3D::is_monitorable); + + ClassDB::bind_method(D_METHOD("set_monitoring", "enable"), &Area3D::set_monitoring); + ClassDB::bind_method(D_METHOD("is_monitoring"), &Area3D::is_monitoring); + + ClassDB::bind_method(D_METHOD("get_overlapping_bodies"), &Area3D::get_overlapping_bodies); + ClassDB::bind_method(D_METHOD("get_overlapping_areas"), &Area3D::get_overlapping_areas); + + ClassDB::bind_method(D_METHOD("has_overlapping_bodies"), &Area3D::has_overlapping_bodies); + ClassDB::bind_method(D_METHOD("has_overlapping_areas"), &Area3D::has_overlapping_areas); + + ClassDB::bind_method(D_METHOD("overlaps_body", "body"), &Area3D::overlaps_body); + ClassDB::bind_method(D_METHOD("overlaps_area", "area"), &Area3D::overlaps_area); + + ClassDB::bind_method(D_METHOD("set_audio_bus_override", "enable"), &Area3D::set_audio_bus_override); + ClassDB::bind_method(D_METHOD("is_overriding_audio_bus"), &Area3D::is_overriding_audio_bus); + + ClassDB::bind_method(D_METHOD("set_audio_bus_name", "name"), &Area3D::set_audio_bus_name); + ClassDB::bind_method(D_METHOD("get_audio_bus_name"), &Area3D::get_audio_bus_name); + + ClassDB::bind_method(D_METHOD("set_use_reverb_bus", "enable"), &Area3D::set_use_reverb_bus); + ClassDB::bind_method(D_METHOD("is_using_reverb_bus"), &Area3D::is_using_reverb_bus); + + ClassDB::bind_method(D_METHOD("set_reverb_bus_name", "name"), &Area3D::set_reverb_bus_name); + ClassDB::bind_method(D_METHOD("get_reverb_bus_name"), &Area3D::get_reverb_bus_name); + + ClassDB::bind_method(D_METHOD("set_reverb_amount", "amount"), &Area3D::set_reverb_amount); + ClassDB::bind_method(D_METHOD("get_reverb_amount"), &Area3D::get_reverb_amount); + + ClassDB::bind_method(D_METHOD("set_reverb_uniformity", "amount"), &Area3D::set_reverb_uniformity); + ClassDB::bind_method(D_METHOD("get_reverb_uniformity"), &Area3D::get_reverb_uniformity); + + ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node3D"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index"))); + ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node3D"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index"))); + ADD_SIGNAL(MethodInfo("body_entered", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node3D"))); + ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node3D"))); + + ADD_SIGNAL(MethodInfo("area_shape_entered", PropertyInfo(Variant::RID, "area_rid"), PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area3D"), PropertyInfo(Variant::INT, "area_shape_index"), PropertyInfo(Variant::INT, "local_shape_index"))); + ADD_SIGNAL(MethodInfo("area_shape_exited", PropertyInfo(Variant::RID, "area_rid"), PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area3D"), PropertyInfo(Variant::INT, "area_shape_index"), PropertyInfo(Variant::INT, "local_shape_index"))); + ADD_SIGNAL(MethodInfo("area_entered", PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area3D"))); + ADD_SIGNAL(MethodInfo("area_exited", PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area3D"))); + + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "monitoring"), "set_monitoring", "is_monitoring"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "monitorable"), "set_monitorable", "is_monitorable"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "priority", PROPERTY_HINT_RANGE, "0,100000,1,or_greater,or_less"), "set_priority", "get_priority"); + + ADD_GROUP("Gravity", "gravity_"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "gravity_space_override", PROPERTY_HINT_ENUM, "Disabled,Combine,Combine-Replace,Replace,Replace-Combine", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_gravity_space_override_mode", "get_gravity_space_override_mode"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "gravity_point", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_gravity_is_point", "is_gravity_a_point"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity_point_unit_distance", PROPERTY_HINT_RANGE, "0,1024,0.001,or_greater,exp,suffix:m"), "set_gravity_point_unit_distance", "get_gravity_point_unit_distance"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "gravity_point_center", PROPERTY_HINT_NONE, "suffix:m"), "set_gravity_point_center", "get_gravity_point_center"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "gravity_direction"), "set_gravity_direction", "get_gravity_direction"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity", PROPERTY_HINT_RANGE, U"-32,32,0.001,or_less,or_greater,suffix:m/s\u00B2"), "set_gravity", "get_gravity"); + + ADD_GROUP("Linear Damp", "linear_damp_"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "linear_damp_space_override", PROPERTY_HINT_ENUM, "Disabled,Combine,Combine-Replace,Replace,Replace-Combine", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_linear_damp_space_override_mode", "get_linear_damp_space_override_mode"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp"); + + ADD_GROUP("Angular Damp", "angular_damp_"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "angular_damp_space_override", PROPERTY_HINT_ENUM, "Disabled,Combine,Combine-Replace,Replace,Replace-Combine", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_angular_damp_space_override_mode", "get_angular_damp_space_override_mode"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp"); + + ADD_GROUP("Wind", "wind_"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wind_force_magnitude", PROPERTY_HINT_RANGE, "0,10,0.001,or_greater"), "set_wind_force_magnitude", "get_wind_force_magnitude"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wind_attenuation_factor", PROPERTY_HINT_RANGE, "0.0,3.0,0.001,or_greater"), "set_wind_attenuation_factor", "get_wind_attenuation_factor"); + ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "wind_source_path", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Node3D"), "set_wind_source_path", "get_wind_source_path"); + + ADD_GROUP("Audio Bus", "audio_bus_"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "audio_bus_override"), "set_audio_bus_override", "is_overriding_audio_bus"); + ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "audio_bus_name", PROPERTY_HINT_ENUM, ""), "set_audio_bus_name", "get_audio_bus_name"); + + ADD_GROUP("Reverb Bus", "reverb_bus_"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "reverb_bus_enabled"), "set_use_reverb_bus", "is_using_reverb_bus"); + ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "reverb_bus_name", PROPERTY_HINT_ENUM, ""), "set_reverb_bus_name", "get_reverb_bus_name"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "reverb_bus_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_reverb_amount", "get_reverb_amount"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "reverb_bus_uniformity", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_reverb_uniformity", "get_reverb_uniformity"); + + BIND_ENUM_CONSTANT(SPACE_OVERRIDE_DISABLED); + BIND_ENUM_CONSTANT(SPACE_OVERRIDE_COMBINE); + BIND_ENUM_CONSTANT(SPACE_OVERRIDE_COMBINE_REPLACE); + BIND_ENUM_CONSTANT(SPACE_OVERRIDE_REPLACE); + BIND_ENUM_CONSTANT(SPACE_OVERRIDE_REPLACE_COMBINE); +} + +Area3D::Area3D() : + CollisionObject3D(PhysicsServer3D::get_singleton()->area_create(), true) { + set_gravity(9.8); + set_gravity_direction(Vector3(0, -1, 0)); + set_monitoring(true); + set_monitorable(true); +} + +Area3D::~Area3D() { +} diff --git a/scene/3d/physics/area_3d.h b/scene/3d/physics/area_3d.h new file mode 100644 index 0000000000..41382b6128 --- /dev/null +++ b/scene/3d/physics/area_3d.h @@ -0,0 +1,236 @@ +/**************************************************************************/ +/* area_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 AREA_3D_H +#define AREA_3D_H + +#include "core/templates/vset.h" +#include "scene/3d/physics/collision_object_3d.h" +#include "scene/scene_string_names.h" + +class Area3D : public CollisionObject3D { + GDCLASS(Area3D, CollisionObject3D); + +public: + enum SpaceOverride { + SPACE_OVERRIDE_DISABLED, + SPACE_OVERRIDE_COMBINE, + SPACE_OVERRIDE_COMBINE_REPLACE, + SPACE_OVERRIDE_REPLACE, + SPACE_OVERRIDE_REPLACE_COMBINE + }; + +private: + SpaceOverride gravity_space_override = SPACE_OVERRIDE_DISABLED; + Vector3 gravity_vec; + real_t gravity = 0.0; + bool gravity_is_point = false; + real_t gravity_point_unit_distance = 0.0; + + SpaceOverride linear_damp_space_override = SPACE_OVERRIDE_DISABLED; + SpaceOverride angular_damp_space_override = SPACE_OVERRIDE_DISABLED; + real_t angular_damp = 0.1; + real_t linear_damp = 0.1; + + int priority = 0; + + real_t wind_force_magnitude = 0.0; + real_t wind_attenuation_factor = 0.0; + NodePath wind_source_path; + + bool monitoring = false; + bool monitorable = false; + bool locked = false; + + void _body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_area_shape); + + void _body_enter_tree(ObjectID p_id); + void _body_exit_tree(ObjectID p_id); + + struct ShapePair { + int body_shape = 0; + int area_shape = 0; + bool operator<(const ShapePair &p_sp) const { + if (body_shape == p_sp.body_shape) { + return area_shape < p_sp.area_shape; + } else { + return body_shape < p_sp.body_shape; + } + } + + ShapePair() {} + ShapePair(int p_bs, int p_as) { + body_shape = p_bs; + area_shape = p_as; + } + }; + + struct BodyState { + RID rid; + int rc = 0; + bool in_tree = false; + VSet shapes; + }; + + HashMap body_map; + + void _area_inout(int p_status, const RID &p_area, ObjectID p_instance, int p_area_shape, int p_self_shape); + + void _area_enter_tree(ObjectID p_id); + void _area_exit_tree(ObjectID p_id); + + struct AreaShapePair { + int area_shape = 0; + int self_shape = 0; + bool operator<(const AreaShapePair &p_sp) const { + if (area_shape == p_sp.area_shape) { + return self_shape < p_sp.self_shape; + } else { + return area_shape < p_sp.area_shape; + } + } + + AreaShapePair() {} + AreaShapePair(int p_bs, int p_as) { + area_shape = p_bs; + self_shape = p_as; + } + }; + + struct AreaState { + RID rid; + int rc = 0; + bool in_tree = false; + VSet shapes; + }; + + HashMap area_map; + void _clear_monitoring(); + + bool audio_bus_override = false; + StringName audio_bus = SceneStringNames::get_singleton()->Master; + + bool use_reverb_bus = false; + StringName reverb_bus = SceneStringNames::get_singleton()->Master; + float reverb_amount = 0.0; + float reverb_uniformity = 0.0; + + void _initialize_wind(); + +protected: + void _notification(int p_what); + static void _bind_methods(); + void _validate_property(PropertyInfo &p_property) const; + + virtual void _space_changed(const RID &p_new_space) override; + +public: + void set_gravity_space_override_mode(SpaceOverride p_mode); + SpaceOverride get_gravity_space_override_mode() const; + + void set_gravity_is_point(bool p_enabled); + bool is_gravity_a_point() const; + + void set_gravity_point_unit_distance(real_t p_scale); + real_t get_gravity_point_unit_distance() const; + + void set_gravity_point_center(const Vector3 &p_center); + const Vector3 &get_gravity_point_center() const; + + void set_gravity_direction(const Vector3 &p_direction); + const Vector3 &get_gravity_direction() const; + + void set_gravity(real_t p_gravity); + real_t get_gravity() const; + + void set_linear_damp_space_override_mode(SpaceOverride p_mode); + SpaceOverride get_linear_damp_space_override_mode() const; + + void set_angular_damp_space_override_mode(SpaceOverride p_mode); + SpaceOverride get_angular_damp_space_override_mode() const; + + void set_angular_damp(real_t p_angular_damp); + real_t get_angular_damp() const; + + void set_linear_damp(real_t p_linear_damp); + real_t get_linear_damp() const; + + void set_priority(int p_priority); + int get_priority() const; + + void set_wind_force_magnitude(real_t p_wind_force_magnitude); + real_t get_wind_force_magnitude() const; + + void set_wind_attenuation_factor(real_t p_wind_attenuation_factor); + real_t get_wind_attenuation_factor() const; + + void set_wind_source_path(const NodePath &p_wind_source_path); + const NodePath &get_wind_source_path() const; + + void set_monitoring(bool p_enable); + bool is_monitoring() const; + + void set_monitorable(bool p_enable); + bool is_monitorable() const; + + TypedArray get_overlapping_bodies() const; + TypedArray get_overlapping_areas() const; //function for script + + bool has_overlapping_bodies() const; + bool has_overlapping_areas() const; + + bool overlaps_area(Node *p_area) const; + bool overlaps_body(Node *p_body) const; + + void set_audio_bus_override(bool p_override); + bool is_overriding_audio_bus() const; + + void set_audio_bus_name(const StringName &p_audio_bus); + StringName get_audio_bus_name() const; + + void set_use_reverb_bus(bool p_enable); + bool is_using_reverb_bus() const; + + void set_reverb_bus_name(const StringName &p_audio_bus); + StringName get_reverb_bus_name() const; + + void set_reverb_amount(float p_amount); + float get_reverb_amount() const; + + void set_reverb_uniformity(float p_uniformity); + float get_reverb_uniformity() const; + + Area3D(); + ~Area3D(); +}; + +VARIANT_ENUM_CAST(Area3D::SpaceOverride); + +#endif // AREA_3D_H diff --git a/scene/3d/physics/character_body_3d.cpp b/scene/3d/physics/character_body_3d.cpp new file mode 100644 index 0000000000..b71b9519a9 --- /dev/null +++ b/scene/3d/physics/character_body_3d.cpp @@ -0,0 +1,939 @@ +/**************************************************************************/ +/* character_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 "character_body_3d.h" + +//so, if you pass 45 as limit, avoid numerical precision errors when angle is 45. +#define FLOOR_ANGLE_THRESHOLD 0.01 + +bool CharacterBody3D::move_and_slide() { + // Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky + double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time(); + + for (int i = 0; i < 3; i++) { + if (locked_axis & (1 << i)) { + velocity[i] = 0.0; + } + } + + Transform3D gt = get_global_transform(); + previous_position = gt.origin; + + Vector3 current_platform_velocity = platform_velocity; + + if ((collision_state.floor || collision_state.wall) && platform_rid.is_valid()) { + bool excluded = false; + if (collision_state.floor) { + excluded = (platform_floor_layers & platform_layer) == 0; + } else if (collision_state.wall) { + excluded = (platform_wall_layers & platform_layer) == 0; + } + if (!excluded) { + //this approach makes sure there is less delay between the actual body velocity and the one we saved + PhysicsDirectBodyState3D *bs = PhysicsServer3D::get_singleton()->body_get_direct_state(platform_rid); + if (bs) { + Vector3 local_position = gt.origin - bs->get_transform().origin; + current_platform_velocity = bs->get_velocity_at_local_position(local_position); + } else { + // Body is removed or destroyed, invalidate floor. + current_platform_velocity = Vector3(); + platform_rid = RID(); + } + } else { + current_platform_velocity = Vector3(); + } + } + + motion_results.clear(); + + bool was_on_floor = collision_state.floor; + collision_state.state = 0; + + last_motion = Vector3(); + + if (!current_platform_velocity.is_zero_approx()) { + PhysicsServer3D::MotionParameters parameters(get_global_transform(), current_platform_velocity * delta, margin); + parameters.recovery_as_collision = true; // Also report collisions generated only from recovery. + + parameters.exclude_bodies.insert(platform_rid); + if (platform_object_id.is_valid()) { + parameters.exclude_objects.insert(platform_object_id); + } + + PhysicsServer3D::MotionResult floor_result; + if (move_and_collide(parameters, floor_result, false, false)) { + motion_results.push_back(floor_result); + + CollisionState result_state; + _set_collision_direction(floor_result, result_state); + } + } + + if (motion_mode == MOTION_MODE_GROUNDED) { + _move_and_slide_grounded(delta, was_on_floor); + } else { + _move_and_slide_floating(delta); + } + + // Compute real velocity. + real_velocity = get_position_delta() / delta; + + if (platform_on_leave != PLATFORM_ON_LEAVE_DO_NOTHING) { + // Add last platform velocity when just left a moving platform. + if (!collision_state.floor && !collision_state.wall) { + if (platform_on_leave == PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY && current_platform_velocity.dot(up_direction) < 0) { + current_platform_velocity = current_platform_velocity.slide(up_direction); + } + velocity += current_platform_velocity; + } + } + + return motion_results.size() > 0; +} + +void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor) { + Vector3 motion = velocity * p_delta; + Vector3 motion_slide_up = motion.slide(up_direction); + Vector3 prev_floor_normal = floor_normal; + + platform_rid = RID(); + platform_object_id = ObjectID(); + platform_velocity = Vector3(); + platform_angular_velocity = Vector3(); + platform_ceiling_velocity = Vector3(); + floor_normal = Vector3(); + wall_normal = Vector3(); + ceiling_normal = Vector3(); + + // No sliding on first attempt to keep floor motion stable when possible, + // When stop on slope is enabled or when there is no up direction. + bool sliding_enabled = !floor_stop_on_slope; + // Constant speed can be applied only the first time sliding is enabled. + bool can_apply_constant_speed = sliding_enabled; + // If the platform's ceiling push down the body. + bool apply_ceiling_velocity = false; + bool first_slide = true; + bool vel_dir_facing_up = velocity.dot(up_direction) > 0; + Vector3 total_travel; + + for (int iteration = 0; iteration < max_slides; ++iteration) { + PhysicsServer3D::MotionParameters parameters(get_global_transform(), motion, margin); + parameters.max_collisions = 6; // There can be 4 collisions between 2 walls + 2 more for the floor. + parameters.recovery_as_collision = true; // Also report collisions generated only from recovery. + + PhysicsServer3D::MotionResult result; + bool collided = move_and_collide(parameters, result, false, !sliding_enabled); + + last_motion = result.travel; + + if (collided) { + motion_results.push_back(result); + + CollisionState previous_state = collision_state; + + CollisionState result_state; + _set_collision_direction(result, result_state); + + // If we hit a ceiling platform, we set the vertical velocity to at least the platform one. + if (collision_state.ceiling && platform_ceiling_velocity != Vector3() && platform_ceiling_velocity.dot(up_direction) < 0) { + // If ceiling sliding is on, only apply when the ceiling is flat or when the motion is upward. + if (!slide_on_ceiling || motion.dot(up_direction) < 0 || (ceiling_normal + up_direction).length() < 0.01) { + apply_ceiling_velocity = true; + Vector3 ceiling_vertical_velocity = up_direction * up_direction.dot(platform_ceiling_velocity); + Vector3 motion_vertical_velocity = up_direction * up_direction.dot(velocity); + if (motion_vertical_velocity.dot(up_direction) > 0 || ceiling_vertical_velocity.length_squared() > motion_vertical_velocity.length_squared()) { + velocity = ceiling_vertical_velocity + velocity.slide(up_direction); + } + } + } + + if (collision_state.floor && floor_stop_on_slope && (velocity.normalized() + up_direction).length() < 0.01) { + Transform3D gt = get_global_transform(); + if (result.travel.length() <= margin + CMP_EPSILON) { + gt.origin -= result.travel; + } + set_global_transform(gt); + velocity = Vector3(); + motion = Vector3(); + last_motion = Vector3(); + break; + } + + if (result.remainder.is_zero_approx()) { + motion = Vector3(); + break; + } + + // Apply regular sliding by default. + bool apply_default_sliding = true; + + // Wall collision checks. + if (result_state.wall && (motion_slide_up.dot(wall_normal) <= 0)) { + // Move on floor only checks. + if (floor_block_on_wall) { + // Needs horizontal motion from current motion instead of motion_slide_up + // to properly test the angle and avoid standing on slopes + Vector3 horizontal_motion = motion.slide(up_direction); + Vector3 horizontal_normal = wall_normal.slide(up_direction).normalized(); + real_t motion_angle = Math::abs(Math::acos(-horizontal_normal.dot(horizontal_motion.normalized()))); + + // Avoid to move forward on a wall if floor_block_on_wall is true. + // Applies only when the motion angle is under 90 degrees, + // in order to avoid blocking lateral motion along a wall. + if (motion_angle < .5 * Math_PI) { + apply_default_sliding = false; + if (p_was_on_floor && !vel_dir_facing_up) { + // Cancel the motion. + Transform3D gt = get_global_transform(); + real_t travel_total = result.travel.length(); + real_t cancel_dist_max = MIN(0.1, margin * 20); + if (travel_total <= margin + CMP_EPSILON) { + gt.origin -= result.travel; + result.travel = Vector3(); // Cancel for constant speed computation. + } else if (travel_total < cancel_dist_max) { // If the movement is large the body can be prevented from reaching the walls. + gt.origin -= result.travel.slide(up_direction); + // Keep remaining motion in sync with amount canceled. + motion = motion.slide(up_direction); + result.travel = Vector3(); + } else { + // Travel is too high to be safely canceled, we take it into account. + result.travel = result.travel.slide(up_direction); + motion = motion.normalized() * result.travel.length(); + } + set_global_transform(gt); + // Determines if you are on the ground, and limits the possibility of climbing on the walls because of the approximations. + _snap_on_floor(true, false); + } else { + // If the movement is not canceled we only keep the remaining. + motion = result.remainder; + } + + // Apply slide on forward in order to allow only lateral motion on next step. + Vector3 forward = wall_normal.slide(up_direction).normalized(); + motion = motion.slide(forward); + + // Scales the horizontal velocity according to the wall slope. + if (vel_dir_facing_up) { + Vector3 slide_motion = velocity.slide(result.collisions[0].normal); + // Keeps the vertical motion from velocity and add the horizontal motion of the projection. + velocity = up_direction * up_direction.dot(velocity) + slide_motion.slide(up_direction); + } else { + velocity = velocity.slide(forward); + } + + // Allow only lateral motion along previous floor when already on floor. + // Fixes slowing down when moving in diagonal against an inclined wall. + if (p_was_on_floor && !vel_dir_facing_up && (motion.dot(up_direction) > 0.0)) { + // Slide along the corner between the wall and previous floor. + Vector3 floor_side = prev_floor_normal.cross(wall_normal); + if (floor_side != Vector3()) { + motion = floor_side * motion.dot(floor_side); + } + } + + // Stop all motion when a second wall is hit (unless sliding down or jumping), + // in order to avoid jittering in corner cases. + bool stop_all_motion = previous_state.wall && !vel_dir_facing_up; + + // Allow sliding when the body falls. + if (!collision_state.floor && motion.dot(up_direction) < 0) { + Vector3 slide_motion = motion.slide(wall_normal); + // Test again to allow sliding only if the result goes downwards. + // Fixes jittering issues at the bottom of inclined walls. + if (slide_motion.dot(up_direction) < 0) { + stop_all_motion = false; + motion = slide_motion; + } + } + + if (stop_all_motion) { + motion = Vector3(); + velocity = Vector3(); + } + } + } + + // Stop horizontal motion when under wall slide threshold. + if (p_was_on_floor && (wall_min_slide_angle > 0.0) && result_state.wall) { + Vector3 horizontal_normal = wall_normal.slide(up_direction).normalized(); + real_t motion_angle = Math::abs(Math::acos(-horizontal_normal.dot(motion_slide_up.normalized()))); + if (motion_angle < wall_min_slide_angle) { + motion = up_direction * motion.dot(up_direction); + velocity = up_direction * velocity.dot(up_direction); + + apply_default_sliding = false; + } + } + } + + if (apply_default_sliding) { + // Regular sliding, the last part of the test handle the case when you don't want to slide on the ceiling. + if ((sliding_enabled || !collision_state.floor) && (!collision_state.ceiling || slide_on_ceiling || !vel_dir_facing_up) && !apply_ceiling_velocity) { + const PhysicsServer3D::MotionCollision &collision = result.collisions[0]; + + Vector3 slide_motion = result.remainder.slide(collision.normal); + if (collision_state.floor && !collision_state.wall && !motion_slide_up.is_zero_approx()) { + // Slide using the intersection between the motion plane and the floor plane, + // in order to keep the direction intact. + real_t motion_length = slide_motion.length(); + slide_motion = up_direction.cross(result.remainder).cross(floor_normal); + + // Keep the length from default slide to change speed in slopes by default, + // when constant speed is not enabled. + slide_motion.normalize(); + slide_motion *= motion_length; + } + + if (slide_motion.dot(velocity) > 0.0) { + motion = slide_motion; + } else { + motion = Vector3(); + } + + if (slide_on_ceiling && result_state.ceiling) { + // Apply slide only in the direction of the input motion, otherwise just stop to avoid jittering when moving against a wall. + if (vel_dir_facing_up) { + velocity = velocity.slide(collision.normal); + } else { + // Avoid acceleration in slope when falling. + velocity = up_direction * up_direction.dot(velocity); + } + } + } + // No sliding on first attempt to keep floor motion stable when possible. + else { + motion = result.remainder; + if (result_state.ceiling && !slide_on_ceiling && vel_dir_facing_up) { + velocity = velocity.slide(up_direction); + motion = motion.slide(up_direction); + } + } + } + + total_travel += result.travel; + + // Apply Constant Speed. + if (p_was_on_floor && floor_constant_speed && can_apply_constant_speed && collision_state.floor && !motion.is_zero_approx()) { + Vector3 travel_slide_up = total_travel.slide(up_direction); + motion = motion.normalized() * MAX(0, (motion_slide_up.length() - travel_slide_up.length())); + } + } + // When you move forward in a downward slope you don’t collide because you will be in the air. + // This test ensures that constant speed is applied, only if the player is still on the ground after the snap is applied. + else if (floor_constant_speed && first_slide && _on_floor_if_snapped(p_was_on_floor, vel_dir_facing_up)) { + can_apply_constant_speed = false; + sliding_enabled = true; + Transform3D gt = get_global_transform(); + gt.origin = gt.origin - result.travel; + set_global_transform(gt); + + // Slide using the intersection between the motion plane and the floor plane, + // in order to keep the direction intact. + Vector3 motion_slide_norm = up_direction.cross(motion).cross(prev_floor_normal); + motion_slide_norm.normalize(); + + motion = motion_slide_norm * (motion_slide_up.length()); + collided = true; + } + + if (!collided || motion.is_zero_approx()) { + break; + } + + can_apply_constant_speed = !can_apply_constant_speed && !sliding_enabled; + sliding_enabled = true; + first_slide = false; + } + + _snap_on_floor(p_was_on_floor, vel_dir_facing_up); + + // Reset the gravity accumulation when touching the ground. + if (collision_state.floor && !vel_dir_facing_up) { + velocity = velocity.slide(up_direction); + } +} + +void CharacterBody3D::_move_and_slide_floating(double p_delta) { + Vector3 motion = velocity * p_delta; + + platform_rid = RID(); + platform_object_id = ObjectID(); + floor_normal = Vector3(); + platform_velocity = Vector3(); + platform_angular_velocity = Vector3(); + + bool first_slide = true; + for (int iteration = 0; iteration < max_slides; ++iteration) { + PhysicsServer3D::MotionParameters parameters(get_global_transform(), motion, margin); + parameters.recovery_as_collision = true; // Also report collisions generated only from recovery. + + PhysicsServer3D::MotionResult result; + bool collided = move_and_collide(parameters, result, false, false); + + last_motion = result.travel; + + if (collided) { + motion_results.push_back(result); + + CollisionState result_state; + _set_collision_direction(result, result_state); + + if (result.remainder.is_zero_approx()) { + motion = Vector3(); + break; + } + + if (wall_min_slide_angle != 0 && Math::acos(wall_normal.dot(-velocity.normalized())) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) { + motion = Vector3(); + if (result.travel.length() < margin + CMP_EPSILON) { + Transform3D gt = get_global_transform(); + gt.origin -= result.travel; + set_global_transform(gt); + } + } else if (first_slide) { + Vector3 motion_slide_norm = result.remainder.slide(wall_normal).normalized(); + motion = motion_slide_norm * (motion.length() - result.travel.length()); + } else { + motion = result.remainder.slide(wall_normal); + } + + if (motion.dot(velocity) <= 0.0) { + motion = Vector3(); + } + } + + if (!collided || motion.is_zero_approx()) { + break; + } + + first_slide = false; + } +} + +void CharacterBody3D::apply_floor_snap() { + if (collision_state.floor) { + return; + } + + // Snap by at least collision margin to keep floor state consistent. + real_t length = MAX(floor_snap_length, margin); + + PhysicsServer3D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin); + parameters.max_collisions = 4; + parameters.recovery_as_collision = true; // Also report collisions generated only from recovery. + parameters.collide_separation_ray = true; + + PhysicsServer3D::MotionResult result; + if (move_and_collide(parameters, result, true, false)) { + CollisionState result_state; + // Apply direction for floor only. + _set_collision_direction(result, result_state, CollisionState(true, false, false)); + + if (result_state.floor) { + if (floor_stop_on_slope) { + // move and collide may stray the object a bit because of pre un-stucking, + // so only ensure that motion happens on floor direction in this case. + if (result.travel.length() > margin) { + result.travel = up_direction * up_direction.dot(result.travel); + } else { + result.travel = Vector3(); + } + } + + parameters.from.origin += result.travel; + set_global_transform(parameters.from); + } + } +} + +void CharacterBody3D::_snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up) { + if (collision_state.floor || !p_was_on_floor || p_vel_dir_facing_up) { + return; + } + + apply_floor_snap(); +} + +bool CharacterBody3D::_on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up) { + if (up_direction == Vector3() || collision_state.floor || !p_was_on_floor || p_vel_dir_facing_up) { + return false; + } + + // Snap by at least collision margin to keep floor state consistent. + real_t length = MAX(floor_snap_length, margin); + + PhysicsServer3D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin); + parameters.max_collisions = 4; + parameters.recovery_as_collision = true; // Also report collisions generated only from recovery. + parameters.collide_separation_ray = true; + + PhysicsServer3D::MotionResult result; + if (move_and_collide(parameters, result, true, false)) { + CollisionState result_state; + // Don't apply direction for any type. + _set_collision_direction(result, result_state, CollisionState()); + + return result_state.floor; + } + + return false; +} + +void CharacterBody3D::_set_collision_direction(const PhysicsServer3D::MotionResult &p_result, CollisionState &r_state, CollisionState p_apply_state) { + r_state.state = 0; + + real_t wall_depth = -1.0; + real_t floor_depth = -1.0; + + bool was_on_wall = collision_state.wall; + Vector3 prev_wall_normal = wall_normal; + int wall_collision_count = 0; + Vector3 combined_wall_normal; + Vector3 tmp_wall_col; // Avoid duplicate on average calculation. + + for (int i = p_result.collision_count - 1; i >= 0; i--) { + const PhysicsServer3D::MotionCollision &collision = p_result.collisions[i]; + + if (motion_mode == MOTION_MODE_GROUNDED) { + // Check if any collision is floor. + real_t floor_angle = collision.get_angle(up_direction); + if (floor_angle <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { + r_state.floor = true; + if (p_apply_state.floor && collision.depth > floor_depth) { + collision_state.floor = true; + floor_normal = collision.normal; + floor_depth = collision.depth; + _set_platform_data(collision); + } + continue; + } + + // Check if any collision is ceiling. + real_t ceiling_angle = collision.get_angle(-up_direction); + if (ceiling_angle <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { + r_state.ceiling = true; + if (p_apply_state.ceiling) { + platform_ceiling_velocity = collision.collider_velocity; + ceiling_normal = collision.normal; + collision_state.ceiling = true; + } + continue; + } + } + + // Collision is wall by default. + r_state.wall = true; + + if (p_apply_state.wall && collision.depth > wall_depth) { + collision_state.wall = true; + wall_depth = collision.depth; + wall_normal = collision.normal; + + // Don't apply wall velocity when the collider is a CharacterBody3D. + if (Object::cast_to(ObjectDB::get_instance(collision.collider_id)) == nullptr) { + _set_platform_data(collision); + } + } + + // Collect normal for calculating average. + if (!collision.normal.is_equal_approx(tmp_wall_col)) { + tmp_wall_col = collision.normal; + combined_wall_normal += collision.normal; + wall_collision_count++; + } + } + + if (r_state.wall) { + if (wall_collision_count > 1 && !r_state.floor) { + // Check if wall normals cancel out to floor support. + if (!r_state.floor && motion_mode == MOTION_MODE_GROUNDED) { + combined_wall_normal.normalize(); + real_t floor_angle = Math::acos(combined_wall_normal.dot(up_direction)); + if (floor_angle <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { + r_state.floor = true; + r_state.wall = false; + if (p_apply_state.floor) { + collision_state.floor = true; + floor_normal = combined_wall_normal; + } + if (p_apply_state.wall) { + collision_state.wall = was_on_wall; + wall_normal = prev_wall_normal; + } + return; + } + } + } + } +} + +void CharacterBody3D::_set_platform_data(const PhysicsServer3D::MotionCollision &p_collision) { + platform_rid = p_collision.collider; + platform_object_id = p_collision.collider_id; + platform_velocity = p_collision.collider_velocity; + platform_angular_velocity = p_collision.collider_angular_velocity; + platform_layer = PhysicsServer3D::get_singleton()->body_get_collision_layer(platform_rid); +} + +void CharacterBody3D::set_safe_margin(real_t p_margin) { + margin = p_margin; +} + +real_t CharacterBody3D::get_safe_margin() const { + return margin; +} + +const Vector3 &CharacterBody3D::get_velocity() const { + return velocity; +} + +void CharacterBody3D::set_velocity(const Vector3 &p_velocity) { + velocity = p_velocity; +} + +bool CharacterBody3D::is_on_floor() const { + return collision_state.floor; +} + +bool CharacterBody3D::is_on_floor_only() const { + return collision_state.floor && !collision_state.wall && !collision_state.ceiling; +} + +bool CharacterBody3D::is_on_wall() const { + return collision_state.wall; +} + +bool CharacterBody3D::is_on_wall_only() const { + return collision_state.wall && !collision_state.floor && !collision_state.ceiling; +} + +bool CharacterBody3D::is_on_ceiling() const { + return collision_state.ceiling; +} + +bool CharacterBody3D::is_on_ceiling_only() const { + return collision_state.ceiling && !collision_state.floor && !collision_state.wall; +} + +const Vector3 &CharacterBody3D::get_floor_normal() const { + return floor_normal; +} + +const Vector3 &CharacterBody3D::get_wall_normal() const { + return wall_normal; +} + +const Vector3 &CharacterBody3D::get_last_motion() const { + return last_motion; +} + +Vector3 CharacterBody3D::get_position_delta() const { + return get_global_transform().origin - previous_position; +} + +const Vector3 &CharacterBody3D::get_real_velocity() const { + return real_velocity; +} + +real_t CharacterBody3D::get_floor_angle(const Vector3 &p_up_direction) const { + ERR_FAIL_COND_V(p_up_direction == Vector3(), 0); + return Math::acos(floor_normal.dot(p_up_direction)); +} + +const Vector3 &CharacterBody3D::get_platform_velocity() const { + return platform_velocity; +} + +const Vector3 &CharacterBody3D::get_platform_angular_velocity() const { + return platform_angular_velocity; +} + +Vector3 CharacterBody3D::get_linear_velocity() const { + return get_real_velocity(); +} + +int CharacterBody3D::get_slide_collision_count() const { + return motion_results.size(); +} + +PhysicsServer3D::MotionResult CharacterBody3D::get_slide_collision(int p_bounce) const { + ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), PhysicsServer3D::MotionResult()); + return motion_results[p_bounce]; +} + +Ref CharacterBody3D::_get_slide_collision(int p_bounce) { + ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), Ref()); + if (p_bounce >= slide_colliders.size()) { + slide_colliders.resize(p_bounce + 1); + } + + // Create a new instance when the cached reference is invalid or still in use in script. + if (slide_colliders[p_bounce].is_null() || slide_colliders[p_bounce]->get_reference_count() > 1) { + slide_colliders.write[p_bounce].instantiate(); + slide_colliders.write[p_bounce]->owner = this; + } + + slide_colliders.write[p_bounce]->result = motion_results[p_bounce]; + return slide_colliders[p_bounce]; +} + +Ref CharacterBody3D::_get_last_slide_collision() { + if (motion_results.size() == 0) { + return Ref(); + } + return _get_slide_collision(motion_results.size() - 1); +} + +bool CharacterBody3D::is_floor_stop_on_slope_enabled() const { + return floor_stop_on_slope; +} + +void CharacterBody3D::set_floor_stop_on_slope_enabled(bool p_enabled) { + floor_stop_on_slope = p_enabled; +} + +bool CharacterBody3D::is_floor_constant_speed_enabled() const { + return floor_constant_speed; +} + +void CharacterBody3D::set_floor_constant_speed_enabled(bool p_enabled) { + floor_constant_speed = p_enabled; +} + +bool CharacterBody3D::is_floor_block_on_wall_enabled() const { + return floor_block_on_wall; +} + +void CharacterBody3D::set_floor_block_on_wall_enabled(bool p_enabled) { + floor_block_on_wall = p_enabled; +} + +bool CharacterBody3D::is_slide_on_ceiling_enabled() const { + return slide_on_ceiling; +} + +void CharacterBody3D::set_slide_on_ceiling_enabled(bool p_enabled) { + slide_on_ceiling = p_enabled; +} + +uint32_t CharacterBody3D::get_platform_floor_layers() const { + return platform_floor_layers; +} + +void CharacterBody3D::set_platform_floor_layers(uint32_t p_exclude_layers) { + platform_floor_layers = p_exclude_layers; +} + +uint32_t CharacterBody3D::get_platform_wall_layers() const { + return platform_wall_layers; +} + +void CharacterBody3D::set_platform_wall_layers(uint32_t p_exclude_layers) { + platform_wall_layers = p_exclude_layers; +} + +void CharacterBody3D::set_motion_mode(MotionMode p_mode) { + motion_mode = p_mode; +} + +CharacterBody3D::MotionMode CharacterBody3D::get_motion_mode() const { + return motion_mode; +} + +void CharacterBody3D::set_platform_on_leave(PlatformOnLeave p_on_leave_apply_velocity) { + platform_on_leave = p_on_leave_apply_velocity; +} + +CharacterBody3D::PlatformOnLeave CharacterBody3D::get_platform_on_leave() const { + return platform_on_leave; +} + +int CharacterBody3D::get_max_slides() const { + return max_slides; +} + +void CharacterBody3D::set_max_slides(int p_max_slides) { + ERR_FAIL_COND(p_max_slides < 1); + max_slides = p_max_slides; +} + +real_t CharacterBody3D::get_floor_max_angle() const { + return floor_max_angle; +} + +void CharacterBody3D::set_floor_max_angle(real_t p_radians) { + floor_max_angle = p_radians; +} + +real_t CharacterBody3D::get_floor_snap_length() { + return floor_snap_length; +} + +void CharacterBody3D::set_floor_snap_length(real_t p_floor_snap_length) { + ERR_FAIL_COND(p_floor_snap_length < 0); + floor_snap_length = p_floor_snap_length; +} + +real_t CharacterBody3D::get_wall_min_slide_angle() const { + return wall_min_slide_angle; +} + +void CharacterBody3D::set_wall_min_slide_angle(real_t p_radians) { + wall_min_slide_angle = p_radians; +} + +const Vector3 &CharacterBody3D::get_up_direction() const { + return up_direction; +} + +void CharacterBody3D::set_up_direction(const Vector3 &p_up_direction) { + ERR_FAIL_COND_MSG(p_up_direction == Vector3(), "up_direction can't be equal to Vector3.ZERO, consider using Floating motion mode instead."); + up_direction = p_up_direction.normalized(); +} + +void CharacterBody3D::_notification(int p_what) { + switch (p_what) { + case NOTIFICATION_ENTER_TREE: { + // Reset move_and_slide() data. + collision_state.state = 0; + platform_rid = RID(); + platform_object_id = ObjectID(); + motion_results.clear(); + platform_velocity = Vector3(); + platform_angular_velocity = Vector3(); + } break; + } +} + +void CharacterBody3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("move_and_slide"), &CharacterBody3D::move_and_slide); + ClassDB::bind_method(D_METHOD("apply_floor_snap"), &CharacterBody3D::apply_floor_snap); + + ClassDB::bind_method(D_METHOD("set_velocity", "velocity"), &CharacterBody3D::set_velocity); + ClassDB::bind_method(D_METHOD("get_velocity"), &CharacterBody3D::get_velocity); + + ClassDB::bind_method(D_METHOD("set_safe_margin", "margin"), &CharacterBody3D::set_safe_margin); + ClassDB::bind_method(D_METHOD("get_safe_margin"), &CharacterBody3D::get_safe_margin); + ClassDB::bind_method(D_METHOD("is_floor_stop_on_slope_enabled"), &CharacterBody3D::is_floor_stop_on_slope_enabled); + ClassDB::bind_method(D_METHOD("set_floor_stop_on_slope_enabled", "enabled"), &CharacterBody3D::set_floor_stop_on_slope_enabled); + ClassDB::bind_method(D_METHOD("set_floor_constant_speed_enabled", "enabled"), &CharacterBody3D::set_floor_constant_speed_enabled); + ClassDB::bind_method(D_METHOD("is_floor_constant_speed_enabled"), &CharacterBody3D::is_floor_constant_speed_enabled); + ClassDB::bind_method(D_METHOD("set_floor_block_on_wall_enabled", "enabled"), &CharacterBody3D::set_floor_block_on_wall_enabled); + ClassDB::bind_method(D_METHOD("is_floor_block_on_wall_enabled"), &CharacterBody3D::is_floor_block_on_wall_enabled); + ClassDB::bind_method(D_METHOD("set_slide_on_ceiling_enabled", "enabled"), &CharacterBody3D::set_slide_on_ceiling_enabled); + ClassDB::bind_method(D_METHOD("is_slide_on_ceiling_enabled"), &CharacterBody3D::is_slide_on_ceiling_enabled); + + ClassDB::bind_method(D_METHOD("set_platform_floor_layers", "exclude_layer"), &CharacterBody3D::set_platform_floor_layers); + ClassDB::bind_method(D_METHOD("get_platform_floor_layers"), &CharacterBody3D::get_platform_floor_layers); + ClassDB::bind_method(D_METHOD("set_platform_wall_layers", "exclude_layer"), &CharacterBody3D::set_platform_wall_layers); + ClassDB::bind_method(D_METHOD("get_platform_wall_layers"), &CharacterBody3D::get_platform_wall_layers); + + ClassDB::bind_method(D_METHOD("get_max_slides"), &CharacterBody3D::get_max_slides); + ClassDB::bind_method(D_METHOD("set_max_slides", "max_slides"), &CharacterBody3D::set_max_slides); + ClassDB::bind_method(D_METHOD("get_floor_max_angle"), &CharacterBody3D::get_floor_max_angle); + ClassDB::bind_method(D_METHOD("set_floor_max_angle", "radians"), &CharacterBody3D::set_floor_max_angle); + ClassDB::bind_method(D_METHOD("get_floor_snap_length"), &CharacterBody3D::get_floor_snap_length); + ClassDB::bind_method(D_METHOD("set_floor_snap_length", "floor_snap_length"), &CharacterBody3D::set_floor_snap_length); + ClassDB::bind_method(D_METHOD("get_wall_min_slide_angle"), &CharacterBody3D::get_wall_min_slide_angle); + ClassDB::bind_method(D_METHOD("set_wall_min_slide_angle", "radians"), &CharacterBody3D::set_wall_min_slide_angle); + ClassDB::bind_method(D_METHOD("get_up_direction"), &CharacterBody3D::get_up_direction); + ClassDB::bind_method(D_METHOD("set_up_direction", "up_direction"), &CharacterBody3D::set_up_direction); + ClassDB::bind_method(D_METHOD("set_motion_mode", "mode"), &CharacterBody3D::set_motion_mode); + ClassDB::bind_method(D_METHOD("get_motion_mode"), &CharacterBody3D::get_motion_mode); + ClassDB::bind_method(D_METHOD("set_platform_on_leave", "on_leave_apply_velocity"), &CharacterBody3D::set_platform_on_leave); + ClassDB::bind_method(D_METHOD("get_platform_on_leave"), &CharacterBody3D::get_platform_on_leave); + + ClassDB::bind_method(D_METHOD("is_on_floor"), &CharacterBody3D::is_on_floor); + ClassDB::bind_method(D_METHOD("is_on_floor_only"), &CharacterBody3D::is_on_floor_only); + ClassDB::bind_method(D_METHOD("is_on_ceiling"), &CharacterBody3D::is_on_ceiling); + ClassDB::bind_method(D_METHOD("is_on_ceiling_only"), &CharacterBody3D::is_on_ceiling_only); + ClassDB::bind_method(D_METHOD("is_on_wall"), &CharacterBody3D::is_on_wall); + ClassDB::bind_method(D_METHOD("is_on_wall_only"), &CharacterBody3D::is_on_wall_only); + ClassDB::bind_method(D_METHOD("get_floor_normal"), &CharacterBody3D::get_floor_normal); + ClassDB::bind_method(D_METHOD("get_wall_normal"), &CharacterBody3D::get_wall_normal); + ClassDB::bind_method(D_METHOD("get_last_motion"), &CharacterBody3D::get_last_motion); + ClassDB::bind_method(D_METHOD("get_position_delta"), &CharacterBody3D::get_position_delta); + ClassDB::bind_method(D_METHOD("get_real_velocity"), &CharacterBody3D::get_real_velocity); + ClassDB::bind_method(D_METHOD("get_floor_angle", "up_direction"), &CharacterBody3D::get_floor_angle, DEFVAL(Vector3(0.0, 1.0, 0.0))); + ClassDB::bind_method(D_METHOD("get_platform_velocity"), &CharacterBody3D::get_platform_velocity); + ClassDB::bind_method(D_METHOD("get_platform_angular_velocity"), &CharacterBody3D::get_platform_angular_velocity); + ClassDB::bind_method(D_METHOD("get_slide_collision_count"), &CharacterBody3D::get_slide_collision_count); + ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &CharacterBody3D::_get_slide_collision); + ClassDB::bind_method(D_METHOD("get_last_slide_collision"), &CharacterBody3D::_get_last_slide_collision); + + ADD_PROPERTY(PropertyInfo(Variant::INT, "motion_mode", PROPERTY_HINT_ENUM, "Grounded,Floating", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_motion_mode", "get_motion_mode"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "up_direction"), "set_up_direction", "get_up_direction"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slide_on_ceiling"), "set_slide_on_ceiling_enabled", "is_slide_on_ceiling_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "velocity", PROPERTY_HINT_NONE, "suffix:m/s", PROPERTY_USAGE_NO_EDITOR), "set_velocity", "get_velocity"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "max_slides", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_max_slides", "get_max_slides"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wall_min_slide_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians_as_degrees", PROPERTY_USAGE_DEFAULT), "set_wall_min_slide_angle", "get_wall_min_slide_angle"); + + ADD_GROUP("Floor", "floor_"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_stop_on_slope"), "set_floor_stop_on_slope_enabled", "is_floor_stop_on_slope_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_constant_speed"), "set_floor_constant_speed_enabled", "is_floor_constant_speed_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_block_on_wall"), "set_floor_block_on_wall_enabled", "is_floor_block_on_wall_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_max_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians_as_degrees"), "set_floor_max_angle", "get_floor_max_angle"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_snap_length", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater,suffix:m"), "set_floor_snap_length", "get_floor_snap_length"); + + ADD_GROUP("Moving Platform", "platform_"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_on_leave", PROPERTY_HINT_ENUM, "Add Velocity,Add Upward Velocity,Do Nothing", PROPERTY_USAGE_DEFAULT), "set_platform_on_leave", "get_platform_on_leave"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_floor_layers", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_platform_floor_layers", "get_platform_floor_layers"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_wall_layers", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_platform_wall_layers", "get_platform_wall_layers"); + + ADD_GROUP("Collision", ""); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001,suffix:m"), "set_safe_margin", "get_safe_margin"); + + BIND_ENUM_CONSTANT(MOTION_MODE_GROUNDED); + BIND_ENUM_CONSTANT(MOTION_MODE_FLOATING); + + BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_ADD_VELOCITY); + BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY); + BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_DO_NOTHING); +} + +void CharacterBody3D::_validate_property(PropertyInfo &p_property) const { + if (motion_mode == MOTION_MODE_FLOATING) { + if (p_property.name.begins_with("floor_") || p_property.name == "up_direction" || p_property.name == "slide_on_ceiling") { + p_property.usage = PROPERTY_USAGE_NO_EDITOR; + } + } +} + +CharacterBody3D::CharacterBody3D() : + PhysicsBody3D(PhysicsServer3D::BODY_MODE_KINEMATIC) { +} + +CharacterBody3D::~CharacterBody3D() { + for (int i = 0; i < slide_colliders.size(); i++) { + if (slide_colliders[i].is_valid()) { + slide_colliders.write[i]->owner = nullptr; + } + } +} diff --git a/scene/3d/physics/character_body_3d.h b/scene/3d/physics/character_body_3d.h new file mode 100644 index 0000000000..cffc0f8e63 --- /dev/null +++ b/scene/3d/physics/character_body_3d.h @@ -0,0 +1,190 @@ +/**************************************************************************/ +/* character_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 CHARACTER_BODY_3D_H +#define CHARACTER_BODY_3D_H + +#include "scene/3d/physics/kinematic_collision_3d.h" +#include "scene/3d/physics/physics_body_3d.h" + +class CharacterBody3D : public PhysicsBody3D { + GDCLASS(CharacterBody3D, PhysicsBody3D); + +public: + enum MotionMode { + MOTION_MODE_GROUNDED, + MOTION_MODE_FLOATING, + }; + enum PlatformOnLeave { + PLATFORM_ON_LEAVE_ADD_VELOCITY, + PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY, + PLATFORM_ON_LEAVE_DO_NOTHING, + }; + bool move_and_slide(); + void apply_floor_snap(); + + const Vector3 &get_velocity() const; + void set_velocity(const Vector3 &p_velocity); + + bool is_on_floor() const; + bool is_on_floor_only() const; + bool is_on_wall() const; + bool is_on_wall_only() const; + bool is_on_ceiling() const; + bool is_on_ceiling_only() const; + const Vector3 &get_last_motion() const; + Vector3 get_position_delta() const; + const Vector3 &get_floor_normal() const; + const Vector3 &get_wall_normal() const; + const Vector3 &get_real_velocity() const; + real_t get_floor_angle(const Vector3 &p_up_direction = Vector3(0.0, 1.0, 0.0)) const; + const Vector3 &get_platform_velocity() const; + const Vector3 &get_platform_angular_velocity() const; + + virtual Vector3 get_linear_velocity() const override; + + int get_slide_collision_count() const; + PhysicsServer3D::MotionResult get_slide_collision(int p_bounce) const; + + void set_safe_margin(real_t p_margin); + real_t get_safe_margin() const; + + bool is_floor_stop_on_slope_enabled() const; + void set_floor_stop_on_slope_enabled(bool p_enabled); + + bool is_floor_constant_speed_enabled() const; + void set_floor_constant_speed_enabled(bool p_enabled); + + bool is_floor_block_on_wall_enabled() const; + void set_floor_block_on_wall_enabled(bool p_enabled); + + bool is_slide_on_ceiling_enabled() const; + void set_slide_on_ceiling_enabled(bool p_enabled); + + int get_max_slides() const; + void set_max_slides(int p_max_slides); + + real_t get_floor_max_angle() const; + void set_floor_max_angle(real_t p_radians); + + real_t get_floor_snap_length(); + void set_floor_snap_length(real_t p_floor_snap_length); + + real_t get_wall_min_slide_angle() const; + void set_wall_min_slide_angle(real_t p_radians); + + uint32_t get_platform_floor_layers() const; + void set_platform_floor_layers(const uint32_t p_exclude_layer); + + uint32_t get_platform_wall_layers() const; + void set_platform_wall_layers(const uint32_t p_exclude_layer); + + void set_motion_mode(MotionMode p_mode); + MotionMode get_motion_mode() const; + + void set_platform_on_leave(PlatformOnLeave p_on_leave_velocity); + PlatformOnLeave get_platform_on_leave() const; + + CharacterBody3D(); + ~CharacterBody3D(); + +private: + real_t margin = 0.001; + MotionMode motion_mode = MOTION_MODE_GROUNDED; + PlatformOnLeave platform_on_leave = PLATFORM_ON_LEAVE_ADD_VELOCITY; + union CollisionState { + uint32_t state = 0; + struct { + bool floor; + bool wall; + bool ceiling; + }; + + CollisionState() { + } + + CollisionState(bool p_floor, bool p_wall, bool p_ceiling) { + floor = p_floor; + wall = p_wall; + ceiling = p_ceiling; + } + }; + + CollisionState collision_state; + bool floor_constant_speed = false; + bool floor_stop_on_slope = true; + bool floor_block_on_wall = true; + bool slide_on_ceiling = true; + int max_slides = 6; + int platform_layer = 0; + RID platform_rid; + ObjectID platform_object_id; + uint32_t platform_floor_layers = UINT32_MAX; + uint32_t platform_wall_layers = 0; + real_t floor_snap_length = 0.1; + real_t floor_max_angle = Math::deg_to_rad((real_t)45.0); + real_t wall_min_slide_angle = Math::deg_to_rad((real_t)15.0); + Vector3 up_direction = Vector3(0.0, 1.0, 0.0); + Vector3 velocity; + Vector3 floor_normal; + Vector3 wall_normal; + Vector3 ceiling_normal; + Vector3 last_motion; + Vector3 platform_velocity; + Vector3 platform_angular_velocity; + Vector3 platform_ceiling_velocity; + Vector3 previous_position; + Vector3 real_velocity; + + Vector motion_results; + Vector> slide_colliders; + + void _move_and_slide_floating(double p_delta); + void _move_and_slide_grounded(double p_delta, bool p_was_on_floor); + + Ref _get_slide_collision(int p_bounce); + Ref _get_last_slide_collision(); + const Vector3 &get_up_direction() const; + bool _on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up); + void set_up_direction(const Vector3 &p_up_direction); + void _set_collision_direction(const PhysicsServer3D::MotionResult &p_result, CollisionState &r_state, CollisionState p_apply_state = CollisionState(true, true, true)); + void _set_platform_data(const PhysicsServer3D::MotionCollision &p_collision); + void _snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up); + +protected: + void _notification(int p_what); + static void _bind_methods(); + void _validate_property(PropertyInfo &p_property) const; +}; + +VARIANT_ENUM_CAST(CharacterBody3D::MotionMode); +VARIANT_ENUM_CAST(CharacterBody3D::PlatformOnLeave); + +#endif // CHARACTER_BODY_3D_H diff --git a/scene/3d/physics/collision_object_3d.cpp b/scene/3d/physics/collision_object_3d.cpp new file mode 100644 index 0000000000..bbd2ef2fb8 --- /dev/null +++ b/scene/3d/physics/collision_object_3d.cpp @@ -0,0 +1,756 @@ +/**************************************************************************/ +/* collision_object_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 "collision_object_3d.h" + +#include "scene/resources/3d/shape_3d.h" +#include "scene/scene_string_names.h" + +void CollisionObject3D::_notification(int p_what) { + switch (p_what) { + case NOTIFICATION_ENTER_TREE: { + if (_are_collision_shapes_visible()) { + debug_shape_old_transform = get_global_transform(); + for (const KeyValue &E : shapes) { + debug_shapes_to_update.insert(E.key); + } + _update_debug_shapes(); + } +#ifdef TOOLS_ENABLED + if (Engine::get_singleton()->is_editor_hint()) { + set_notify_local_transform(true); // Used for warnings and only in editor. + } +#endif + } break; + + case NOTIFICATION_EXIT_TREE: { + if (debug_shapes_count > 0) { + _clear_debug_shapes(); + } + } break; + + case NOTIFICATION_ENTER_WORLD: { + if (area) { + PhysicsServer3D::get_singleton()->area_set_transform(rid, get_global_transform()); + } else { + PhysicsServer3D::get_singleton()->body_set_state(rid, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform()); + } + + bool disabled = !is_enabled(); + + if (disabled && (disable_mode != DISABLE_MODE_REMOVE)) { + _apply_disabled(); + } + + if (!disabled || (disable_mode != DISABLE_MODE_REMOVE)) { + Ref world_ref = get_world_3d(); + ERR_FAIL_COND(!world_ref.is_valid()); + RID space = world_ref->get_space(); + if (area) { + PhysicsServer3D::get_singleton()->area_set_space(rid, space); + } else { + PhysicsServer3D::get_singleton()->body_set_space(rid, space); + } + _space_changed(space); + } + + _update_pickable(); + } break; + + case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { + update_configuration_warnings(); + } break; + + case NOTIFICATION_TRANSFORM_CHANGED: { + if (only_update_transform_changes) { + return; + } + + if (area) { + PhysicsServer3D::get_singleton()->area_set_transform(rid, get_global_transform()); + } else { + PhysicsServer3D::get_singleton()->body_set_state(rid, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform()); + } + + _on_transform_changed(); + } break; + + case NOTIFICATION_VISIBILITY_CHANGED: { + _update_pickable(); + } break; + + case NOTIFICATION_EXIT_WORLD: { + bool disabled = !is_enabled(); + + if (!disabled || (disable_mode != DISABLE_MODE_REMOVE)) { + if (callback_lock > 0) { + ERR_PRINT("Removing a CollisionObject node during a physics callback is not allowed and will cause undesired behavior. Remove with call_deferred() instead."); + } else { + if (area) { + PhysicsServer3D::get_singleton()->area_set_space(rid, RID()); + } else { + PhysicsServer3D::get_singleton()->body_set_space(rid, RID()); + } + _space_changed(RID()); + } + } + + if (disabled && (disable_mode != DISABLE_MODE_REMOVE)) { + _apply_enabled(); + } + } break; + + case NOTIFICATION_DISABLED: { + _apply_disabled(); + } break; + + case NOTIFICATION_ENABLED: { + _apply_enabled(); + } break; + } +} + +void CollisionObject3D::set_collision_layer(uint32_t p_layer) { + collision_layer = p_layer; + if (area) { + PhysicsServer3D::get_singleton()->area_set_collision_layer(get_rid(), p_layer); + } else { + PhysicsServer3D::get_singleton()->body_set_collision_layer(get_rid(), p_layer); + } +} + +uint32_t CollisionObject3D::get_collision_layer() const { + return collision_layer; +} + +void CollisionObject3D::set_collision_mask(uint32_t p_mask) { + collision_mask = p_mask; + if (area) { + PhysicsServer3D::get_singleton()->area_set_collision_mask(get_rid(), p_mask); + } else { + PhysicsServer3D::get_singleton()->body_set_collision_mask(get_rid(), p_mask); + } +} + +uint32_t CollisionObject3D::get_collision_mask() const { + return collision_mask; +} + +void CollisionObject3D::set_collision_layer_value(int p_layer_number, bool p_value) { + ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive."); + ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive."); + uint32_t collision_layer_new = get_collision_layer(); + if (p_value) { + collision_layer_new |= 1 << (p_layer_number - 1); + } else { + collision_layer_new &= ~(1 << (p_layer_number - 1)); + } + set_collision_layer(collision_layer_new); +} + +bool CollisionObject3D::get_collision_layer_value(int p_layer_number) const { + ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive."); + ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive."); + return get_collision_layer() & (1 << (p_layer_number - 1)); +} + +void CollisionObject3D::set_collision_mask_value(int p_layer_number, bool p_value) { + ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive."); + ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive."); + uint32_t mask = get_collision_mask(); + if (p_value) { + mask |= 1 << (p_layer_number - 1); + } else { + mask &= ~(1 << (p_layer_number - 1)); + } + set_collision_mask(mask); +} + +bool CollisionObject3D::get_collision_mask_value(int p_layer_number) const { + ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive."); + ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive."); + return get_collision_mask() & (1 << (p_layer_number - 1)); +} + +void CollisionObject3D::set_collision_priority(real_t p_priority) { + collision_priority = p_priority; + if (!area) { + PhysicsServer3D::get_singleton()->body_set_collision_priority(get_rid(), p_priority); + } +} + +real_t CollisionObject3D::get_collision_priority() const { + return collision_priority; +} + +void CollisionObject3D::set_disable_mode(DisableMode p_mode) { + if (disable_mode == p_mode) { + return; + } + + bool disabled = is_inside_tree() && !is_enabled(); + + if (disabled) { + // Cancel previous disable mode. + _apply_enabled(); + } + + disable_mode = p_mode; + + if (disabled) { + // Apply new disable mode. + _apply_disabled(); + } +} + +CollisionObject3D::DisableMode CollisionObject3D::get_disable_mode() const { + return disable_mode; +} + +void CollisionObject3D::_apply_disabled() { + switch (disable_mode) { + case DISABLE_MODE_REMOVE: { + if (is_inside_tree()) { + if (callback_lock > 0) { + ERR_PRINT("Disabling a CollisionObject node during a physics callback is not allowed and will cause undesired behavior. Disable with call_deferred() instead."); + } else { + if (area) { + PhysicsServer3D::get_singleton()->area_set_space(rid, RID()); + } else { + PhysicsServer3D::get_singleton()->body_set_space(rid, RID()); + } + _space_changed(RID()); + } + } + } break; + + case DISABLE_MODE_MAKE_STATIC: { + if (!area && (body_mode != PhysicsServer3D::BODY_MODE_STATIC)) { + PhysicsServer3D::get_singleton()->body_set_mode(rid, PhysicsServer3D::BODY_MODE_STATIC); + } + } break; + + case DISABLE_MODE_KEEP_ACTIVE: { + // Nothing to do. + } break; + } +} + +void CollisionObject3D::_apply_enabled() { + switch (disable_mode) { + case DISABLE_MODE_REMOVE: { + if (is_inside_tree()) { + RID space = get_world_3d()->get_space(); + if (area) { + PhysicsServer3D::get_singleton()->area_set_space(rid, space); + } else { + PhysicsServer3D::get_singleton()->body_set_space(rid, space); + } + _space_changed(space); + } + } break; + + case DISABLE_MODE_MAKE_STATIC: { + if (!area && (body_mode != PhysicsServer3D::BODY_MODE_STATIC)) { + PhysicsServer3D::get_singleton()->body_set_mode(rid, body_mode); + } + } break; + + case DISABLE_MODE_KEEP_ACTIVE: { + // Nothing to do. + } break; + } +} + +void CollisionObject3D::_input_event_call(Camera3D *p_camera, const Ref &p_input_event, const Vector3 &p_pos, const Vector3 &p_normal, int p_shape) { + GDVIRTUAL_CALL(_input_event, p_camera, p_input_event, p_pos, p_normal, p_shape); + emit_signal(SceneStringNames::get_singleton()->input_event, p_camera, p_input_event, p_pos, p_normal, p_shape); +} + +void CollisionObject3D::_mouse_enter() { + GDVIRTUAL_CALL(_mouse_enter); + emit_signal(SceneStringNames::get_singleton()->mouse_entered); +} + +void CollisionObject3D::_mouse_exit() { + GDVIRTUAL_CALL(_mouse_exit); + emit_signal(SceneStringNames::get_singleton()->mouse_exited); +} + +void CollisionObject3D::set_body_mode(PhysicsServer3D::BodyMode p_mode) { + ERR_FAIL_COND(area); + + if (body_mode == p_mode) { + return; + } + + body_mode = p_mode; + + if (is_inside_tree() && !is_enabled() && (disable_mode == DISABLE_MODE_MAKE_STATIC)) { + return; + } + + PhysicsServer3D::get_singleton()->body_set_mode(rid, p_mode); +} + +void CollisionObject3D::_space_changed(const RID &p_new_space) { +} + +void CollisionObject3D::set_only_update_transform_changes(bool p_enable) { + only_update_transform_changes = p_enable; +} + +bool CollisionObject3D::is_only_update_transform_changes_enabled() const { + return only_update_transform_changes; +} + +void CollisionObject3D::_update_pickable() { + if (!is_inside_tree()) { + return; + } + + bool pickable = ray_pickable && is_visible_in_tree(); + if (area) { + PhysicsServer3D::get_singleton()->area_set_ray_pickable(rid, pickable); + } else { + PhysicsServer3D::get_singleton()->body_set_ray_pickable(rid, pickable); + } +} + +bool CollisionObject3D::_are_collision_shapes_visible() { + return is_inside_tree() && get_tree()->is_debugging_collisions_hint() && !Engine::get_singleton()->is_editor_hint(); +} + +void CollisionObject3D::_update_shape_data(uint32_t p_owner) { + if (_are_collision_shapes_visible()) { + if (debug_shapes_to_update.is_empty()) { + callable_mp(this, &CollisionObject3D::_update_debug_shapes).call_deferred(); + } + debug_shapes_to_update.insert(p_owner); + } +} + +void CollisionObject3D::_shape_changed(const Ref &p_shape) { + for (KeyValue &E : shapes) { + ShapeData &shapedata = E.value; + ShapeData::ShapeBase *shape_bases = shapedata.shapes.ptrw(); + for (int i = 0; i < shapedata.shapes.size(); i++) { + ShapeData::ShapeBase &s = shape_bases[i]; + if (s.shape == p_shape && s.debug_shape.is_valid()) { + Ref mesh = s.shape->get_debug_mesh(); + RS::get_singleton()->instance_set_base(s.debug_shape, mesh->get_rid()); + } + } + } +} + +void CollisionObject3D::_update_debug_shapes() { + ERR_FAIL_NULL(RenderingServer::get_singleton()); + + if (!is_inside_tree()) { + debug_shapes_to_update.clear(); + return; + } + + for (const uint32_t &shapedata_idx : debug_shapes_to_update) { + if (shapes.has(shapedata_idx)) { + ShapeData &shapedata = shapes[shapedata_idx]; + ShapeData::ShapeBase *shape_bases = shapedata.shapes.ptrw(); + for (int i = 0; i < shapedata.shapes.size(); i++) { + ShapeData::ShapeBase &s = shape_bases[i]; + if (s.shape.is_null() || shapedata.disabled) { + if (s.debug_shape.is_valid()) { + RS::get_singleton()->free(s.debug_shape); + s.debug_shape = RID(); + --debug_shapes_count; + } + continue; + } + + if (s.debug_shape.is_null()) { + s.debug_shape = RS::get_singleton()->instance_create(); + RS::get_singleton()->instance_set_scenario(s.debug_shape, get_world_3d()->get_scenario()); + s.shape->connect_changed(callable_mp(this, &CollisionObject3D::_shape_changed).bind(s.shape), CONNECT_DEFERRED); + ++debug_shapes_count; + } + + Ref mesh = s.shape->get_debug_mesh(); + RS::get_singleton()->instance_set_base(s.debug_shape, mesh->get_rid()); + RS::get_singleton()->instance_set_transform(s.debug_shape, get_global_transform() * shapedata.xform); + } + } + } + debug_shapes_to_update.clear(); +} + +void CollisionObject3D::_clear_debug_shapes() { + ERR_FAIL_NULL(RenderingServer::get_singleton()); + + for (KeyValue &E : shapes) { + ShapeData &shapedata = E.value; + ShapeData::ShapeBase *shape_bases = shapedata.shapes.ptrw(); + for (int i = 0; i < shapedata.shapes.size(); i++) { + ShapeData::ShapeBase &s = shape_bases[i]; + if (s.debug_shape.is_valid()) { + RS::get_singleton()->free(s.debug_shape); + s.debug_shape = RID(); + if (s.shape.is_valid()) { + s.shape->disconnect_changed(callable_mp(this, &CollisionObject3D::_update_shape_data)); + } + } + } + } + debug_shapes_count = 0; +} + +void CollisionObject3D::_on_transform_changed() { + if (debug_shapes_count > 0 && !debug_shape_old_transform.is_equal_approx(get_global_transform())) { + debug_shape_old_transform = get_global_transform(); + for (KeyValue &E : shapes) { + ShapeData &shapedata = E.value; + if (shapedata.disabled) { + continue; // If disabled then there are no debug shapes to update. + } + const ShapeData::ShapeBase *shape_bases = shapedata.shapes.ptr(); + for (int i = 0; i < shapedata.shapes.size(); i++) { + RS::get_singleton()->instance_set_transform(shape_bases[i].debug_shape, debug_shape_old_transform * shapedata.xform); + } + } + } +} + +void CollisionObject3D::set_ray_pickable(bool p_ray_pickable) { + ray_pickable = p_ray_pickable; + _update_pickable(); +} + +bool CollisionObject3D::is_ray_pickable() const { + return ray_pickable; +} + +void CollisionObject3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &CollisionObject3D::set_collision_layer); + ClassDB::bind_method(D_METHOD("get_collision_layer"), &CollisionObject3D::get_collision_layer); + ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &CollisionObject3D::set_collision_mask); + ClassDB::bind_method(D_METHOD("get_collision_mask"), &CollisionObject3D::get_collision_mask); + ClassDB::bind_method(D_METHOD("set_collision_layer_value", "layer_number", "value"), &CollisionObject3D::set_collision_layer_value); + ClassDB::bind_method(D_METHOD("get_collision_layer_value", "layer_number"), &CollisionObject3D::get_collision_layer_value); + ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &CollisionObject3D::set_collision_mask_value); + ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &CollisionObject3D::get_collision_mask_value); + ClassDB::bind_method(D_METHOD("set_collision_priority", "priority"), &CollisionObject3D::set_collision_priority); + ClassDB::bind_method(D_METHOD("get_collision_priority"), &CollisionObject3D::get_collision_priority); + ClassDB::bind_method(D_METHOD("set_disable_mode", "mode"), &CollisionObject3D::set_disable_mode); + ClassDB::bind_method(D_METHOD("get_disable_mode"), &CollisionObject3D::get_disable_mode); + ClassDB::bind_method(D_METHOD("set_ray_pickable", "ray_pickable"), &CollisionObject3D::set_ray_pickable); + ClassDB::bind_method(D_METHOD("is_ray_pickable"), &CollisionObject3D::is_ray_pickable); + ClassDB::bind_method(D_METHOD("set_capture_input_on_drag", "enable"), &CollisionObject3D::set_capture_input_on_drag); + ClassDB::bind_method(D_METHOD("get_capture_input_on_drag"), &CollisionObject3D::get_capture_input_on_drag); + ClassDB::bind_method(D_METHOD("get_rid"), &CollisionObject3D::get_rid); + ClassDB::bind_method(D_METHOD("create_shape_owner", "owner"), &CollisionObject3D::create_shape_owner); + ClassDB::bind_method(D_METHOD("remove_shape_owner", "owner_id"), &CollisionObject3D::remove_shape_owner); + ClassDB::bind_method(D_METHOD("get_shape_owners"), &CollisionObject3D::_get_shape_owners); + ClassDB::bind_method(D_METHOD("shape_owner_set_transform", "owner_id", "transform"), &CollisionObject3D::shape_owner_set_transform); + ClassDB::bind_method(D_METHOD("shape_owner_get_transform", "owner_id"), &CollisionObject3D::shape_owner_get_transform); + ClassDB::bind_method(D_METHOD("shape_owner_get_owner", "owner_id"), &CollisionObject3D::shape_owner_get_owner); + ClassDB::bind_method(D_METHOD("shape_owner_set_disabled", "owner_id", "disabled"), &CollisionObject3D::shape_owner_set_disabled); + ClassDB::bind_method(D_METHOD("is_shape_owner_disabled", "owner_id"), &CollisionObject3D::is_shape_owner_disabled); + ClassDB::bind_method(D_METHOD("shape_owner_add_shape", "owner_id", "shape"), &CollisionObject3D::shape_owner_add_shape); + ClassDB::bind_method(D_METHOD("shape_owner_get_shape_count", "owner_id"), &CollisionObject3D::shape_owner_get_shape_count); + ClassDB::bind_method(D_METHOD("shape_owner_get_shape", "owner_id", "shape_id"), &CollisionObject3D::shape_owner_get_shape); + ClassDB::bind_method(D_METHOD("shape_owner_get_shape_index", "owner_id", "shape_id"), &CollisionObject3D::shape_owner_get_shape_index); + ClassDB::bind_method(D_METHOD("shape_owner_remove_shape", "owner_id", "shape_id"), &CollisionObject3D::shape_owner_remove_shape); + ClassDB::bind_method(D_METHOD("shape_owner_clear_shapes", "owner_id"), &CollisionObject3D::shape_owner_clear_shapes); + ClassDB::bind_method(D_METHOD("shape_find_owner", "shape_index"), &CollisionObject3D::shape_find_owner); + + GDVIRTUAL_BIND(_input_event, "camera", "event", "position", "normal", "shape_idx"); + GDVIRTUAL_BIND(_mouse_enter); + GDVIRTUAL_BIND(_mouse_exit); + + ADD_SIGNAL(MethodInfo("input_event", PropertyInfo(Variant::OBJECT, "camera", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::OBJECT, "event", PROPERTY_HINT_RESOURCE_TYPE, "InputEvent"), PropertyInfo(Variant::VECTOR3, "position"), PropertyInfo(Variant::VECTOR3, "normal"), PropertyInfo(Variant::INT, "shape_idx"))); + ADD_SIGNAL(MethodInfo("mouse_entered")); + ADD_SIGNAL(MethodInfo("mouse_exited")); + + ADD_PROPERTY(PropertyInfo(Variant::INT, "disable_mode", PROPERTY_HINT_ENUM, "Remove,Make Static,Keep Active"), "set_disable_mode", "get_disable_mode"); + + ADD_GROUP("Collision", "collision_"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_priority"), "set_collision_priority", "get_collision_priority"); + + ADD_GROUP("Input", "input_"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "input_ray_pickable"), "set_ray_pickable", "is_ray_pickable"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "input_capture_on_drag"), "set_capture_input_on_drag", "get_capture_input_on_drag"); + + BIND_ENUM_CONSTANT(DISABLE_MODE_REMOVE); + BIND_ENUM_CONSTANT(DISABLE_MODE_MAKE_STATIC); + BIND_ENUM_CONSTANT(DISABLE_MODE_KEEP_ACTIVE); +} + +uint32_t CollisionObject3D::create_shape_owner(Object *p_owner) { + ShapeData sd; + uint32_t id; + + if (shapes.size() == 0) { + id = 0; + } else { + id = shapes.back()->key() + 1; + } + + sd.owner_id = p_owner ? p_owner->get_instance_id() : ObjectID(); + + shapes[id] = sd; + + return id; +} + +void CollisionObject3D::remove_shape_owner(uint32_t owner) { + ERR_FAIL_COND(!shapes.has(owner)); + + shape_owner_clear_shapes(owner); + + shapes.erase(owner); +} + +void CollisionObject3D::shape_owner_set_disabled(uint32_t p_owner, bool p_disabled) { + ERR_FAIL_COND(!shapes.has(p_owner)); + + ShapeData &sd = shapes[p_owner]; + if (sd.disabled == p_disabled) { + return; + } + sd.disabled = p_disabled; + + for (int i = 0; i < sd.shapes.size(); i++) { + if (area) { + PhysicsServer3D::get_singleton()->area_set_shape_disabled(rid, sd.shapes[i].index, p_disabled); + } else { + PhysicsServer3D::get_singleton()->body_set_shape_disabled(rid, sd.shapes[i].index, p_disabled); + } + } + _update_shape_data(p_owner); +} + +bool CollisionObject3D::is_shape_owner_disabled(uint32_t p_owner) const { + ERR_FAIL_COND_V(!shapes.has(p_owner), false); + + return shapes[p_owner].disabled; +} + +void CollisionObject3D::get_shape_owners(List *r_owners) { + for (const KeyValue &E : shapes) { + r_owners->push_back(E.key); + } +} + +PackedInt32Array CollisionObject3D::_get_shape_owners() { + PackedInt32Array ret; + for (const KeyValue &E : shapes) { + ret.push_back(E.key); + } + + return ret; +} + +void CollisionObject3D::shape_owner_set_transform(uint32_t p_owner, const Transform3D &p_transform) { + ERR_FAIL_COND(!shapes.has(p_owner)); + + ShapeData &sd = shapes[p_owner]; + sd.xform = p_transform; + for (int i = 0; i < sd.shapes.size(); i++) { + if (area) { + PhysicsServer3D::get_singleton()->area_set_shape_transform(rid, sd.shapes[i].index, p_transform); + } else { + PhysicsServer3D::get_singleton()->body_set_shape_transform(rid, sd.shapes[i].index, p_transform); + } + } + + _update_shape_data(p_owner); +} +Transform3D CollisionObject3D::shape_owner_get_transform(uint32_t p_owner) const { + ERR_FAIL_COND_V(!shapes.has(p_owner), Transform3D()); + + return shapes[p_owner].xform; +} + +Object *CollisionObject3D::shape_owner_get_owner(uint32_t p_owner) const { + ERR_FAIL_COND_V(!shapes.has(p_owner), nullptr); + + return ObjectDB::get_instance(shapes[p_owner].owner_id); +} + +void CollisionObject3D::shape_owner_add_shape(uint32_t p_owner, const Ref &p_shape) { + ERR_FAIL_COND(!shapes.has(p_owner)); + ERR_FAIL_COND(p_shape.is_null()); + + ShapeData &sd = shapes[p_owner]; + ShapeData::ShapeBase s; + s.index = total_subshapes; + s.shape = p_shape; + + if (area) { + PhysicsServer3D::get_singleton()->area_add_shape(rid, p_shape->get_rid(), sd.xform, sd.disabled); + } else { + PhysicsServer3D::get_singleton()->body_add_shape(rid, p_shape->get_rid(), sd.xform, sd.disabled); + } + sd.shapes.push_back(s); + + total_subshapes++; + + _update_shape_data(p_owner); + update_gizmos(); +} + +int CollisionObject3D::shape_owner_get_shape_count(uint32_t p_owner) const { + ERR_FAIL_COND_V(!shapes.has(p_owner), 0); + + return shapes[p_owner].shapes.size(); +} + +Ref CollisionObject3D::shape_owner_get_shape(uint32_t p_owner, int p_shape) const { + ERR_FAIL_COND_V(!shapes.has(p_owner), Ref()); + ERR_FAIL_INDEX_V(p_shape, shapes[p_owner].shapes.size(), Ref()); + + return shapes[p_owner].shapes[p_shape].shape; +} + +int CollisionObject3D::shape_owner_get_shape_index(uint32_t p_owner, int p_shape) const { + ERR_FAIL_COND_V(!shapes.has(p_owner), -1); + ERR_FAIL_INDEX_V(p_shape, shapes[p_owner].shapes.size(), -1); + + return shapes[p_owner].shapes[p_shape].index; +} + +void CollisionObject3D::shape_owner_remove_shape(uint32_t p_owner, int p_shape) { + ERR_FAIL_NULL(RenderingServer::get_singleton()); + ERR_FAIL_COND(!shapes.has(p_owner)); + ERR_FAIL_INDEX(p_shape, shapes[p_owner].shapes.size()); + + ShapeData::ShapeBase &s = shapes[p_owner].shapes.write[p_shape]; + int index_to_remove = s.index; + + if (area) { + PhysicsServer3D::get_singleton()->area_remove_shape(rid, index_to_remove); + } else { + PhysicsServer3D::get_singleton()->body_remove_shape(rid, index_to_remove); + } + + if (s.debug_shape.is_valid()) { + RS::get_singleton()->free(s.debug_shape); + if (s.shape.is_valid()) { + s.shape->disconnect_changed(callable_mp(this, &CollisionObject3D::_shape_changed)); + } + --debug_shapes_count; + } + + shapes[p_owner].shapes.remove_at(p_shape); + + for (KeyValue &E : shapes) { + for (int i = 0; i < E.value.shapes.size(); i++) { + if (E.value.shapes[i].index > index_to_remove) { + E.value.shapes.write[i].index -= 1; + } + } + } + + total_subshapes--; +} + +void CollisionObject3D::shape_owner_clear_shapes(uint32_t p_owner) { + ERR_FAIL_COND(!shapes.has(p_owner)); + + while (shape_owner_get_shape_count(p_owner) > 0) { + shape_owner_remove_shape(p_owner, 0); + } + + update_gizmos(); +} + +uint32_t CollisionObject3D::shape_find_owner(int p_shape_index) const { + ERR_FAIL_INDEX_V(p_shape_index, total_subshapes, UINT32_MAX); + + for (const KeyValue &E : shapes) { + for (int i = 0; i < E.value.shapes.size(); i++) { + if (E.value.shapes[i].index == p_shape_index) { + return E.key; + } + } + } + + //in theory it should be unreachable + ERR_FAIL_V_MSG(UINT32_MAX, "Can't find owner for shape index " + itos(p_shape_index) + "."); +} + +CollisionObject3D::CollisionObject3D(RID p_rid, bool p_area) { + rid = p_rid; + area = p_area; + set_notify_transform(true); + + if (p_area) { + PhysicsServer3D::get_singleton()->area_attach_object_instance_id(rid, get_instance_id()); + } else { + PhysicsServer3D::get_singleton()->body_attach_object_instance_id(rid, get_instance_id()); + PhysicsServer3D::get_singleton()->body_set_mode(rid, body_mode); + } +} + +void CollisionObject3D::set_capture_input_on_drag(bool p_capture) { + capture_input_on_drag = p_capture; +} + +bool CollisionObject3D::get_capture_input_on_drag() const { + return capture_input_on_drag; +} + +PackedStringArray CollisionObject3D::get_configuration_warnings() const { + PackedStringArray warnings = Node::get_configuration_warnings(); + + if (shapes.is_empty()) { + warnings.push_back(RTR("This node has no shape, so it can't collide or interact with other objects.\nConsider adding a CollisionShape3D or CollisionPolygon3D as a child to define its shape.")); + } + + Vector3 scale = get_transform().get_basis().get_scale(); + if (!(Math::is_zero_approx(scale.x - scale.y) && Math::is_zero_approx(scale.y - scale.z))) { + warnings.push_back(RTR("With a non-uniform scale this node will probably not function as expected.\nPlease make its scale uniform (i.e. the same on all axes), and change the size in children collision shapes instead.")); + } + + return warnings; +} + +CollisionObject3D::CollisionObject3D() { + set_notify_transform(true); + //owner= + + //set_transform_notify(true); +} + +CollisionObject3D::~CollisionObject3D() { + ERR_FAIL_NULL(PhysicsServer3D::get_singleton()); + PhysicsServer3D::get_singleton()->free(rid); +} diff --git a/scene/3d/physics/collision_object_3d.h b/scene/3d/physics/collision_object_3d.h new file mode 100644 index 0000000000..b51423f021 --- /dev/null +++ b/scene/3d/physics/collision_object_3d.h @@ -0,0 +1,184 @@ +/**************************************************************************/ +/* collision_object_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 COLLISION_OBJECT_3D_H +#define COLLISION_OBJECT_3D_H + +#include "scene/3d/camera_3d.h" +#include "scene/3d/node_3d.h" + +class CollisionObject3D : public Node3D { + GDCLASS(CollisionObject3D, Node3D); + +public: + enum DisableMode { + DISABLE_MODE_REMOVE, + DISABLE_MODE_MAKE_STATIC, + DISABLE_MODE_KEEP_ACTIVE, + }; + +private: + uint32_t collision_layer = 1; + uint32_t collision_mask = 1; + real_t collision_priority = 1.0; + + bool area = false; + + RID rid; + uint32_t callback_lock = 0; + + DisableMode disable_mode = DISABLE_MODE_REMOVE; + + PhysicsServer3D::BodyMode body_mode = PhysicsServer3D::BODY_MODE_STATIC; + + struct ShapeData { + ObjectID owner_id; + Transform3D xform; + struct ShapeBase { + RID debug_shape; + Ref shape; + int index = 0; + }; + + Vector shapes; + bool disabled = false; + }; + + int total_subshapes = 0; + + RBMap shapes; + + bool only_update_transform_changes = false; // This is used for sync to physics. + + bool capture_input_on_drag = false; + bool ray_pickable = true; + + HashSet debug_shapes_to_update; + int debug_shapes_count = 0; + Transform3D debug_shape_old_transform; + + void _update_pickable(); + + bool _are_collision_shapes_visible(); + void _update_shape_data(uint32_t p_owner); + void _shape_changed(const Ref &p_shape); + void _update_debug_shapes(); + void _clear_debug_shapes(); + + void _apply_disabled(); + void _apply_enabled(); + +protected: + CollisionObject3D(RID p_rid, bool p_area); + + _FORCE_INLINE_ void lock_callback() { callback_lock++; } + _FORCE_INLINE_ void unlock_callback() { + ERR_FAIL_COND(callback_lock == 0); + callback_lock--; + } + + void _notification(int p_what); + static void _bind_methods(); + + void _on_transform_changed(); + + friend class Viewport; + virtual void _input_event_call(Camera3D *p_camera, const Ref &p_input_event, const Vector3 &p_pos, const Vector3 &p_normal, int p_shape); + virtual void _mouse_enter(); + virtual void _mouse_exit(); + + void set_body_mode(PhysicsServer3D::BodyMode p_mode); + + virtual void _space_changed(const RID &p_new_space); + + void set_only_update_transform_changes(bool p_enable); + bool is_only_update_transform_changes_enabled() const; + + GDVIRTUAL5(_input_event, Camera3D *, Ref, Vector3, Vector3, int) + GDVIRTUAL0(_mouse_enter) + GDVIRTUAL0(_mouse_exit) +public: + void set_collision_layer(uint32_t p_layer); + uint32_t get_collision_layer() const; + + void set_collision_mask(uint32_t p_mask); + uint32_t get_collision_mask() const; + + void set_collision_layer_value(int p_layer_number, bool p_value); + bool get_collision_layer_value(int p_layer_number) const; + + void set_collision_mask_value(int p_layer_number, bool p_value); + bool get_collision_mask_value(int p_layer_number) const; + + void set_collision_priority(real_t p_priority); + real_t get_collision_priority() const; + + void set_disable_mode(DisableMode p_mode); + DisableMode get_disable_mode() const; + + uint32_t create_shape_owner(Object *p_owner); + void remove_shape_owner(uint32_t owner); + void get_shape_owners(List *r_owners); + PackedInt32Array _get_shape_owners(); + + void shape_owner_set_transform(uint32_t p_owner, const Transform3D &p_transform); + Transform3D shape_owner_get_transform(uint32_t p_owner) const; + Object *shape_owner_get_owner(uint32_t p_owner) const; + + void shape_owner_set_disabled(uint32_t p_owner, bool p_disabled); + bool is_shape_owner_disabled(uint32_t p_owner) const; + + void shape_owner_add_shape(uint32_t p_owner, const Ref &p_shape); + int shape_owner_get_shape_count(uint32_t p_owner) const; + Ref shape_owner_get_shape(uint32_t p_owner, int p_shape) const; + int shape_owner_get_shape_index(uint32_t p_owner, int p_shape) const; + + void shape_owner_remove_shape(uint32_t p_owner, int p_shape); + void shape_owner_clear_shapes(uint32_t p_owner); + + uint32_t shape_find_owner(int p_shape_index) const; + + void set_ray_pickable(bool p_ray_pickable); + bool is_ray_pickable() const; + + void set_capture_input_on_drag(bool p_capture); + bool get_capture_input_on_drag() const; + + _FORCE_INLINE_ RID get_rid() const { return rid; } + + PackedStringArray get_configuration_warnings() const override; + + CollisionObject3D(); + ~CollisionObject3D(); +}; + +VARIANT_ENUM_CAST(CollisionObject3D::DisableMode); + +#endif // COLLISION_OBJECT_3D_H diff --git a/scene/3d/physics/collision_polygon_3d.cpp b/scene/3d/physics/collision_polygon_3d.cpp new file mode 100644 index 0000000000..76cd4db779 --- /dev/null +++ b/scene/3d/physics/collision_polygon_3d.cpp @@ -0,0 +1,217 @@ +/**************************************************************************/ +/* collision_polygon_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 "collision_polygon_3d.h" + +#include "core/math/geometry_2d.h" +#include "scene/3d/physics/collision_object_3d.h" +#include "scene/resources/3d/convex_polygon_shape_3d.h" + +void CollisionPolygon3D::_build_polygon() { + if (!collision_object) { + return; + } + + collision_object->shape_owner_clear_shapes(owner_id); + + if (polygon.size() == 0) { + return; + } + + Vector> decomp = Geometry2D::decompose_polygon_in_convex(polygon); + if (decomp.size() == 0) { + return; + } + + //here comes the sun, lalalala + //decompose concave into multiple convex polygons and add them + + for (int i = 0; i < decomp.size(); i++) { + Ref convex = memnew(ConvexPolygonShape3D); + Vector cp; + int cs = decomp[i].size(); + cp.resize(cs * 2); + { + Vector3 *w = cp.ptrw(); + int idx = 0; + for (int j = 0; j < cs; j++) { + Vector2 d = decomp[i][j]; + w[idx++] = Vector3(d.x, d.y, depth * 0.5); + w[idx++] = Vector3(d.x, d.y, -depth * 0.5); + } + } + + convex->set_points(cp); + convex->set_margin(margin); + collision_object->shape_owner_add_shape(owner_id, convex); + collision_object->shape_owner_set_disabled(owner_id, disabled); + } +} + +void CollisionPolygon3D::_update_in_shape_owner(bool p_xform_only) { + collision_object->shape_owner_set_transform(owner_id, get_transform()); + if (p_xform_only) { + return; + } + collision_object->shape_owner_set_disabled(owner_id, disabled); +} + +void CollisionPolygon3D::_notification(int p_what) { + switch (p_what) { + case NOTIFICATION_PARENTED: { + collision_object = Object::cast_to(get_parent()); + if (collision_object) { + owner_id = collision_object->create_shape_owner(this); + _build_polygon(); + _update_in_shape_owner(); + } + } break; + + case NOTIFICATION_ENTER_TREE: { + if (collision_object) { + _update_in_shape_owner(); + } + } break; + + case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { + if (collision_object) { + _update_in_shape_owner(true); + } + update_configuration_warnings(); + } break; + + case NOTIFICATION_UNPARENTED: { + if (collision_object) { + collision_object->remove_shape_owner(owner_id); + } + owner_id = 0; + collision_object = nullptr; + } break; + } +} + +void CollisionPolygon3D::set_polygon(const Vector &p_polygon) { + polygon = p_polygon; + if (collision_object) { + _build_polygon(); + } + update_configuration_warnings(); + update_gizmos(); +} + +Vector CollisionPolygon3D::get_polygon() const { + return polygon; +} + +AABB CollisionPolygon3D::get_item_rect() const { + return aabb; +} + +void CollisionPolygon3D::set_depth(real_t p_depth) { + depth = p_depth; + _build_polygon(); + update_gizmos(); +} + +real_t CollisionPolygon3D::get_depth() const { + return depth; +} + +void CollisionPolygon3D::set_disabled(bool p_disabled) { + disabled = p_disabled; + update_gizmos(); + + if (collision_object) { + collision_object->shape_owner_set_disabled(owner_id, p_disabled); + } +} + +bool CollisionPolygon3D::is_disabled() const { + return disabled; +} + +real_t CollisionPolygon3D::get_margin() const { + return margin; +} + +void CollisionPolygon3D::set_margin(real_t p_margin) { + margin = p_margin; + if (collision_object) { + _build_polygon(); + } +} + +PackedStringArray CollisionPolygon3D::get_configuration_warnings() const { + PackedStringArray warnings = Node::get_configuration_warnings(); + + if (!Object::cast_to(get_parent())) { + warnings.push_back(RTR("CollisionPolygon3D only serves to provide a collision shape to a CollisionObject3D derived node.\nPlease only use it as a child of Area3D, StaticBody3D, RigidBody3D, CharacterBody3D, etc. to give them a shape.")); + } + + if (polygon.is_empty()) { + warnings.push_back(RTR("An empty CollisionPolygon3D has no effect on collision.")); + } + + Vector3 scale = get_transform().get_basis().get_scale(); + if (!(Math::is_zero_approx(scale.x - scale.y) && Math::is_zero_approx(scale.y - scale.z))) { + warnings.push_back(RTR("A non-uniformly scaled CollisionPolygon3D node will probably not function as expected.\nPlease make its scale uniform (i.e. the same on all axes), and change its polygon's vertices instead.")); + } + + return warnings; +} + +bool CollisionPolygon3D::_is_editable_3d_polygon() const { + return true; +} + +void CollisionPolygon3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_depth", "depth"), &CollisionPolygon3D::set_depth); + ClassDB::bind_method(D_METHOD("get_depth"), &CollisionPolygon3D::get_depth); + + ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &CollisionPolygon3D::set_polygon); + ClassDB::bind_method(D_METHOD("get_polygon"), &CollisionPolygon3D::get_polygon); + + ClassDB::bind_method(D_METHOD("set_disabled", "disabled"), &CollisionPolygon3D::set_disabled); + ClassDB::bind_method(D_METHOD("is_disabled"), &CollisionPolygon3D::is_disabled); + + ClassDB::bind_method(D_METHOD("set_margin", "margin"), &CollisionPolygon3D::set_margin); + ClassDB::bind_method(D_METHOD("get_margin"), &CollisionPolygon3D::get_margin); + + ClassDB::bind_method(D_METHOD("_is_editable_3d_polygon"), &CollisionPolygon3D::_is_editable_3d_polygon); + + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth", PROPERTY_HINT_NONE, "suffix:m"), "set_depth", "get_depth"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled"); + ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0.001,10,0.001,suffix:m"), "set_margin", "get_margin"); +} + +CollisionPolygon3D::CollisionPolygon3D() { + set_notify_local_transform(true); +} diff --git a/scene/3d/physics/collision_polygon_3d.h b/scene/3d/physics/collision_polygon_3d.h new file mode 100644 index 0000000000..fe4cf40ee3 --- /dev/null +++ b/scene/3d/physics/collision_polygon_3d.h @@ -0,0 +1,82 @@ +/**************************************************************************/ +/* collision_polygon_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 COLLISION_POLYGON_3D_H +#define COLLISION_POLYGON_3D_H + +#include "scene/3d/node_3d.h" +#include "scene/resources/3d/shape_3d.h" + +class CollisionObject3D; +class CollisionPolygon3D : public Node3D { + GDCLASS(CollisionPolygon3D, Node3D); + real_t margin = 0.04; + +protected: + real_t depth = 1.0; + AABB aabb = AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2)); + Vector polygon; + + uint32_t owner_id = 0; + CollisionObject3D *collision_object = nullptr; + + bool disabled = false; + + void _build_polygon(); + + void _update_in_shape_owner(bool p_xform_only = false); + + bool _is_editable_3d_polygon() const; + +protected: + void _notification(int p_what); + static void _bind_methods(); + +public: + void set_depth(real_t p_depth); + real_t get_depth() const; + + void set_polygon(const Vector &p_polygon); + Vector get_polygon() const; + + void set_disabled(bool p_disabled); + bool is_disabled() const; + + virtual AABB get_item_rect() const; + + real_t get_margin() const; + void set_margin(real_t p_margin); + + PackedStringArray get_configuration_warnings() const override; + + CollisionPolygon3D(); +}; + +#endif // COLLISION_POLYGON_3D_H diff --git a/scene/3d/physics/collision_shape_3d.cpp b/scene/3d/physics/collision_shape_3d.cpp new file mode 100644 index 0000000000..f3492a3cf3 --- /dev/null +++ b/scene/3d/physics/collision_shape_3d.cpp @@ -0,0 +1,225 @@ +/**************************************************************************/ +/* collision_shape_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 "collision_shape_3d.h" + +#include "scene/3d/mesh_instance_3d.h" +#include "scene/3d/physics/character_body_3d.h" +#include "scene/3d/physics/physics_body_3d.h" +#include "scene/3d/physics/vehicle_body_3d.h" +#include "scene/resources/3d/concave_polygon_shape_3d.h" +#include "scene/resources/3d/convex_polygon_shape_3d.h" +#include "scene/resources/3d/world_boundary_shape_3d.h" + +void CollisionShape3D::make_convex_from_siblings() { + Node *p = get_parent(); + if (!p) { + return; + } + + Vector vertices; + + for (int i = 0; i < p->get_child_count(); i++) { + Node *n = p->get_child(i); + MeshInstance3D *mi = Object::cast_to(n); + if (mi) { + Ref m = mi->get_mesh(); + if (m.is_valid()) { + for (int j = 0; j < m->get_surface_count(); j++) { + Array a = m->surface_get_arrays(j); + if (!a.is_empty()) { + Vector v = a[RenderingServer::ARRAY_VERTEX]; + for (int k = 0; k < v.size(); k++) { + vertices.append(mi->get_transform().xform(v[k])); + } + } + } + } + } + } + + Ref shape_new = memnew(ConvexPolygonShape3D); + shape_new->set_points(vertices); + set_shape(shape_new); +} + +void CollisionShape3D::_update_in_shape_owner(bool p_xform_only) { + collision_object->shape_owner_set_transform(owner_id, get_transform()); + if (p_xform_only) { + return; + } + collision_object->shape_owner_set_disabled(owner_id, disabled); +} + +void CollisionShape3D::_notification(int p_what) { + switch (p_what) { + case NOTIFICATION_PARENTED: { + collision_object = Object::cast_to(get_parent()); + if (collision_object) { + owner_id = collision_object->create_shape_owner(this); + if (shape.is_valid()) { + collision_object->shape_owner_add_shape(owner_id, shape); + } + _update_in_shape_owner(); + } + } break; + + case NOTIFICATION_ENTER_TREE: { + if (collision_object) { + _update_in_shape_owner(); + } + } break; + + case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { + if (collision_object) { + _update_in_shape_owner(true); + } + update_configuration_warnings(); + } break; + + case NOTIFICATION_UNPARENTED: { + if (collision_object) { + collision_object->remove_shape_owner(owner_id); + } + owner_id = 0; + collision_object = nullptr; + } break; + } +} + +#ifndef DISABLE_DEPRECATED +void CollisionShape3D::resource_changed(Ref res) { +} +#endif + +PackedStringArray CollisionShape3D::get_configuration_warnings() const { + PackedStringArray warnings = Node::get_configuration_warnings(); + + CollisionObject3D *col_object = Object::cast_to(get_parent()); + if (col_object == nullptr) { + warnings.push_back(RTR("CollisionShape3D only serves to provide a collision shape to a CollisionObject3D derived node.\nPlease only use it as a child of Area3D, StaticBody3D, RigidBody3D, CharacterBody3D, etc. to give them a shape.")); + } + + if (!shape.is_valid()) { + warnings.push_back(RTR("A shape must be provided for CollisionShape3D to function. Please create a shape resource for it.")); + } + + if (shape.is_valid() && Object::cast_to(col_object)) { + String body_type = "RigidBody3D"; + if (Object::cast_to(col_object)) { + body_type = "VehicleBody3D"; + } + + if (Object::cast_to(*shape)) { + warnings.push_back(vformat(RTR("When used for collision, ConcavePolygonShape3D is intended to work with static CollisionObject3D nodes like StaticBody3D.\nIt will likely not behave well for %ss (except when frozen and freeze_mode set to FREEZE_MODE_STATIC)."), body_type)); + } else if (Object::cast_to(*shape)) { + warnings.push_back(RTR("WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static.")); + } + } + + if (shape.is_valid() && Object::cast_to(col_object)) { + if (Object::cast_to(*shape)) { + warnings.push_back(RTR("When used for collision, ConcavePolygonShape3D is intended to work with static CollisionObject3D nodes like StaticBody3D.\nIt will likely not behave well for CharacterBody3Ds.")); + } + } + + Vector3 scale = get_transform().get_basis().get_scale(); + if (!(Math::is_zero_approx(scale.x - scale.y) && Math::is_zero_approx(scale.y - scale.z))) { + warnings.push_back(RTR("A non-uniformly scaled CollisionShape3D node will probably not function as expected.\nPlease make its scale uniform (i.e. the same on all axes), and change the size of its shape resource instead.")); + } + + return warnings; +} + +void CollisionShape3D::_bind_methods() { +#ifndef DISABLE_DEPRECATED + ClassDB::bind_method(D_METHOD("resource_changed", "resource"), &CollisionShape3D::resource_changed); +#endif + ClassDB::bind_method(D_METHOD("set_shape", "shape"), &CollisionShape3D::set_shape); + ClassDB::bind_method(D_METHOD("get_shape"), &CollisionShape3D::get_shape); + ClassDB::bind_method(D_METHOD("set_disabled", "enable"), &CollisionShape3D::set_disabled); + ClassDB::bind_method(D_METHOD("is_disabled"), &CollisionShape3D::is_disabled); + ClassDB::bind_method(D_METHOD("make_convex_from_siblings"), &CollisionShape3D::make_convex_from_siblings); + ClassDB::set_method_flags("CollisionShape3D", "make_convex_from_siblings", METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR); + + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape3D"), "set_shape", "get_shape"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled"); +} + +void CollisionShape3D::set_shape(const Ref &p_shape) { + if (p_shape == shape) { + return; + } + if (shape.is_valid()) { + shape->disconnect_changed(callable_mp((Node3D *)this, &Node3D::update_gizmos)); + } + shape = p_shape; + if (shape.is_valid()) { + shape->connect_changed(callable_mp((Node3D *)this, &Node3D::update_gizmos)); + } + update_gizmos(); + if (collision_object) { + collision_object->shape_owner_clear_shapes(owner_id); + if (shape.is_valid()) { + collision_object->shape_owner_add_shape(owner_id, shape); + } + } + + if (is_inside_tree() && collision_object) { + // If this is a heightfield shape our center may have changed + _update_in_shape_owner(true); + } + update_configuration_warnings(); +} + +Ref CollisionShape3D::get_shape() const { + return shape; +} + +void CollisionShape3D::set_disabled(bool p_disabled) { + disabled = p_disabled; + update_gizmos(); + if (collision_object) { + collision_object->shape_owner_set_disabled(owner_id, p_disabled); + } +} + +bool CollisionShape3D::is_disabled() const { + return disabled; +} + +CollisionShape3D::CollisionShape3D() { + //indicator = RenderingServer::get_singleton()->mesh_create(); + set_notify_local_transform(true); +} + +CollisionShape3D::~CollisionShape3D() { + //RenderingServer::get_singleton()->free(indicator); +} diff --git a/scene/3d/physics/collision_shape_3d.h b/scene/3d/physics/collision_shape_3d.h new file mode 100644 index 0000000000..15f6ef73cb --- /dev/null +++ b/scene/3d/physics/collision_shape_3d.h @@ -0,0 +1,73 @@ +/**************************************************************************/ +/* collision_shape_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 COLLISION_SHAPE_3D_H +#define COLLISION_SHAPE_3D_H + +#include "scene/3d/node_3d.h" +#include "scene/resources/3d/shape_3d.h" + +class CollisionObject3D; +class CollisionShape3D : public Node3D { + GDCLASS(CollisionShape3D, Node3D); + + Ref shape; + + uint32_t owner_id = 0; + CollisionObject3D *collision_object = nullptr; + +#ifndef DISABLE_DEPRECATED + void resource_changed(Ref res); +#endif + bool disabled = false; + +protected: + void _update_in_shape_owner(bool p_xform_only = false); + +protected: + void _notification(int p_what); + static void _bind_methods(); + +public: + void make_convex_from_siblings(); + + void set_shape(const Ref &p_shape); + Ref get_shape() const; + + void set_disabled(bool p_disabled); + bool is_disabled() const; + + PackedStringArray get_configuration_warnings() const override; + + CollisionShape3D(); + ~CollisionShape3D(); +}; + +#endif // COLLISION_SHAPE_3D_H diff --git a/scene/3d/physics/joints/SCsub b/scene/3d/physics/joints/SCsub new file mode 100644 index 0000000000..fc61250247 --- /dev/null +++ b/scene/3d/physics/joints/SCsub @@ -0,0 +1,5 @@ +#!/usr/bin/env python + +Import("env") + +env.add_source_files(env.scene_sources, "*.cpp") diff --git a/scene/3d/physics/joints/cone_twist_joint_3d.cpp b/scene/3d/physics/joints/cone_twist_joint_3d.cpp new file mode 100644 index 0000000000..404c074911 --- /dev/null +++ b/scene/3d/physics/joints/cone_twist_joint_3d.cpp @@ -0,0 +1,97 @@ +/**************************************************************************/ +/* cone_twist_joint_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 "cone_twist_joint_3d.h" + +#include "scene/scene_string_names.h" + +void ConeTwistJoint3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &ConeTwistJoint3D::set_param); + ClassDB::bind_method(D_METHOD("get_param", "param"), &ConeTwistJoint3D::get_param); + + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "swing_span", PROPERTY_HINT_RANGE, "-180,180,0.1,radians_as_degrees"), "set_param", "get_param", PARAM_SWING_SPAN); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "twist_span", PROPERTY_HINT_RANGE, "-40000,40000,0.1,radians_as_degrees"), "set_param", "get_param", PARAM_TWIST_SPAN); + + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "bias", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_BIAS); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_SOFTNESS); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "relaxation", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_RELAXATION); + + BIND_ENUM_CONSTANT(PARAM_SWING_SPAN); + BIND_ENUM_CONSTANT(PARAM_TWIST_SPAN); + BIND_ENUM_CONSTANT(PARAM_BIAS); + BIND_ENUM_CONSTANT(PARAM_SOFTNESS); + BIND_ENUM_CONSTANT(PARAM_RELAXATION); + BIND_ENUM_CONSTANT(PARAM_MAX); +} + +void ConeTwistJoint3D::set_param(Param p_param, real_t p_value) { + ERR_FAIL_INDEX(p_param, PARAM_MAX); + params[p_param] = p_value; + if (is_configured()) { + PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(get_rid(), PhysicsServer3D::ConeTwistJointParam(p_param), p_value); + } + + update_gizmos(); +} + +real_t ConeTwistJoint3D::get_param(Param p_param) const { + ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0); + return params[p_param]; +} + +void ConeTwistJoint3D::_configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) { + Transform3D gt = get_global_transform(); + + Transform3D ainv = body_a->get_global_transform().affine_inverse(); + + Transform3D local_a = ainv * gt; + local_a.orthonormalize(); + Transform3D local_b = gt; + + if (body_b) { + Transform3D binv = body_b->get_global_transform().affine_inverse(); + local_b = binv * gt; + } + + local_b.orthonormalize(); + + PhysicsServer3D::get_singleton()->joint_make_cone_twist(p_joint, body_a->get_rid(), local_a, body_b ? body_b->get_rid() : RID(), local_b); + for (int i = 0; i < PARAM_MAX; i++) { + PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(p_joint, PhysicsServer3D::ConeTwistJointParam(i), params[i]); + } +} + +ConeTwistJoint3D::ConeTwistJoint3D() { + params[PARAM_SWING_SPAN] = Math_PI * 0.25; + params[PARAM_TWIST_SPAN] = Math_PI; + params[PARAM_BIAS] = 0.3; + params[PARAM_SOFTNESS] = 0.8; + params[PARAM_RELAXATION] = 1.0; +} diff --git a/scene/3d/physics/joints/cone_twist_joint_3d.h b/scene/3d/physics/joints/cone_twist_joint_3d.h new file mode 100644 index 0000000000..a24c805390 --- /dev/null +++ b/scene/3d/physics/joints/cone_twist_joint_3d.h @@ -0,0 +1,63 @@ +/**************************************************************************/ +/* cone_twist_joint_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 CONE_TWIST_JOINT_3D_H +#define CONE_TWIST_JOINT_3D_H + +#include "scene/3d/physics/joints/joint_3d.h" + +class ConeTwistJoint3D : public Joint3D { + GDCLASS(ConeTwistJoint3D, Joint3D); + +public: + enum Param { + PARAM_SWING_SPAN, + PARAM_TWIST_SPAN, + PARAM_BIAS, + PARAM_SOFTNESS, + PARAM_RELAXATION, + PARAM_MAX + }; + +protected: + real_t params[PARAM_MAX]; + virtual void _configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) override; + static void _bind_methods(); + +public: + void set_param(Param p_param, real_t p_value); + real_t get_param(Param p_param) const; + + ConeTwistJoint3D(); +}; + +VARIANT_ENUM_CAST(ConeTwistJoint3D::Param); + +#endif // CONE_TWIST_JOINT_3D_H diff --git a/scene/3d/physics/joints/generic_6dof_joint_3d.cpp b/scene/3d/physics/joints/generic_6dof_joint_3d.cpp new file mode 100644 index 0000000000..9f440b65cc --- /dev/null +++ b/scene/3d/physics/joints/generic_6dof_joint_3d.cpp @@ -0,0 +1,405 @@ +/**************************************************************************/ +/* generic_6dof_joint_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 "generic_6dof_joint_3d.h" + +void Generic6DOFJoint3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_param_x", "param", "value"), &Generic6DOFJoint3D::set_param_x); + ClassDB::bind_method(D_METHOD("get_param_x", "param"), &Generic6DOFJoint3D::get_param_x); + + ClassDB::bind_method(D_METHOD("set_param_y", "param", "value"), &Generic6DOFJoint3D::set_param_y); + ClassDB::bind_method(D_METHOD("get_param_y", "param"), &Generic6DOFJoint3D::get_param_y); + + ClassDB::bind_method(D_METHOD("set_param_z", "param", "value"), &Generic6DOFJoint3D::set_param_z); + ClassDB::bind_method(D_METHOD("get_param_z", "param"), &Generic6DOFJoint3D::get_param_z); + + ClassDB::bind_method(D_METHOD("set_flag_x", "flag", "value"), &Generic6DOFJoint3D::set_flag_x); + ClassDB::bind_method(D_METHOD("get_flag_x", "flag"), &Generic6DOFJoint3D::get_flag_x); + + ClassDB::bind_method(D_METHOD("set_flag_y", "flag", "value"), &Generic6DOFJoint3D::set_flag_y); + ClassDB::bind_method(D_METHOD("get_flag_y", "flag"), &Generic6DOFJoint3D::get_flag_y); + + ClassDB::bind_method(D_METHOD("set_flag_z", "flag", "value"), &Generic6DOFJoint3D::set_flag_z); + ClassDB::bind_method(D_METHOD("get_flag_z", "flag"), &Generic6DOFJoint3D::get_flag_z); + + ADD_GROUP("Linear Limit", "linear_limit_"); + + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_limit_x/enabled"), "set_flag_x", "get_flag_x", FLAG_ENABLE_LINEAR_LIMIT); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_x/upper_distance", PROPERTY_HINT_NONE, "suffix:m"), "set_param_x", "get_param_x", PARAM_LINEAR_UPPER_LIMIT); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_x/lower_distance", PROPERTY_HINT_NONE, "suffix:m"), "set_param_x", "get_param_x", PARAM_LINEAR_LOWER_LIMIT); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_x/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_x", "get_param_x", PARAM_LINEAR_LIMIT_SOFTNESS); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_x/restitution", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_x", "get_param_x", PARAM_LINEAR_RESTITUTION); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_x/damping", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_x", "get_param_x", PARAM_LINEAR_DAMPING); + + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_limit_y/enabled"), "set_flag_y", "get_flag_y", FLAG_ENABLE_LINEAR_LIMIT); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_y/upper_distance", PROPERTY_HINT_NONE, "suffix:m"), "set_param_y", "get_param_y", PARAM_LINEAR_UPPER_LIMIT); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_y/lower_distance", PROPERTY_HINT_NONE, "suffix:m"), "set_param_y", "get_param_y", PARAM_LINEAR_LOWER_LIMIT); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_y/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_y", "get_param_y", PARAM_LINEAR_LIMIT_SOFTNESS); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_y/restitution", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_y", "get_param_y", PARAM_LINEAR_RESTITUTION); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_y/damping", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_y", "get_param_y", PARAM_LINEAR_DAMPING); + + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_limit_z/enabled"), "set_flag_z", "get_flag_z", FLAG_ENABLE_LINEAR_LIMIT); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_z/upper_distance", PROPERTY_HINT_NONE, "suffix:m"), "set_param_z", "get_param_z", PARAM_LINEAR_UPPER_LIMIT); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_z/lower_distance", PROPERTY_HINT_NONE, "suffix:m"), "set_param_z", "get_param_z", PARAM_LINEAR_LOWER_LIMIT); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_z/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_z", "get_param_z", PARAM_LINEAR_LIMIT_SOFTNESS); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_z/restitution", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_z", "get_param_z", PARAM_LINEAR_RESTITUTION); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_z/damping", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_z", "get_param_z", PARAM_LINEAR_DAMPING); + + ADD_GROUP("Linear Motor", "linear_motor_"); + + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_motor_x/enabled"), "set_flag_x", "get_flag_x", FLAG_ENABLE_LINEAR_MOTOR); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motor_x/target_velocity", PROPERTY_HINT_NONE, "suffix:m/s"), "set_param_x", "get_param_x", PARAM_LINEAR_MOTOR_TARGET_VELOCITY); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motor_x/force_limit", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m/s\u00B2 (N)"), "set_param_x", "get_param_x", PARAM_LINEAR_MOTOR_FORCE_LIMIT); + + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_motor_y/enabled"), "set_flag_y", "get_flag_y", FLAG_ENABLE_LINEAR_MOTOR); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motor_y/target_velocity", PROPERTY_HINT_NONE, "suffix:m/s"), "set_param_y", "get_param_y", PARAM_LINEAR_MOTOR_TARGET_VELOCITY); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motor_y/force_limit", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m/s\u00B2 (N)"), "set_param_y", "get_param_y", PARAM_LINEAR_MOTOR_FORCE_LIMIT); + + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_motor_z/enabled"), "set_flag_z", "get_flag_z", FLAG_ENABLE_LINEAR_MOTOR); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motor_z/target_velocity", PROPERTY_HINT_NONE, "suffix:m/s"), "set_param_z", "get_param_z", PARAM_LINEAR_MOTOR_TARGET_VELOCITY); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motor_z/force_limit", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m/s\u00B2 (N)"), "set_param_z", "get_param_z", PARAM_LINEAR_MOTOR_FORCE_LIMIT); + + ADD_GROUP("Linear Spring", "linear_spring_"); + + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_spring_x/enabled"), "set_flag_x", "get_flag_x", FLAG_ENABLE_LINEAR_SPRING); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_x/stiffness"), "set_param_x", "get_param_x", PARAM_LINEAR_SPRING_STIFFNESS); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_x/damping"), "set_param_x", "get_param_x", PARAM_LINEAR_SPRING_DAMPING); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_x/equilibrium_point", PROPERTY_HINT_NONE, "suffix:m"), "set_param_x", "get_param_x", PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT); + + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_spring_y/enabled"), "set_flag_y", "get_flag_y", FLAG_ENABLE_LINEAR_SPRING); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_y/stiffness"), "set_param_y", "get_param_y", PARAM_LINEAR_SPRING_STIFFNESS); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_y/damping"), "set_param_y", "get_param_y", PARAM_LINEAR_SPRING_DAMPING); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_y/equilibrium_point", PROPERTY_HINT_NONE, "suffix:m"), "set_param_y", "get_param_y", PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT); + + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_spring_z/enabled"), "set_flag_z", "get_flag_z", FLAG_ENABLE_LINEAR_SPRING); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_z/stiffness"), "set_param_z", "get_param_z", PARAM_LINEAR_SPRING_STIFFNESS); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_z/damping"), "set_param_z", "get_param_z", PARAM_LINEAR_SPRING_DAMPING); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_z/equilibrium_point", PROPERTY_HINT_NONE, "suffix:m"), "set_param_z", "get_param_z", PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT); + + ADD_GROUP("Angular Limit", "angular_limit_"); + + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_limit_x/enabled"), "set_flag_x", "get_flag_x", FLAG_ENABLE_ANGULAR_LIMIT); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_x/upper_angle", PROPERTY_HINT_RANGE, "-180,180,0.01,radians_as_degrees"), "set_param_x", "get_param_x", PARAM_ANGULAR_UPPER_LIMIT); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_x/lower_angle", PROPERTY_HINT_RANGE, "-180,180,0.01,radians_as_degrees"), "set_param_x", "get_param_x", PARAM_ANGULAR_LOWER_LIMIT); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_x/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_x", "get_param_x", PARAM_ANGULAR_LIMIT_SOFTNESS); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_x/restitution", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_x", "get_param_x", PARAM_ANGULAR_RESTITUTION); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_x/damping", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_x", "get_param_x", PARAM_ANGULAR_DAMPING); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_x/force_limit", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m\u00B2/s\u00B2 (Nm)"), "set_param_x", "get_param_x", PARAM_ANGULAR_FORCE_LIMIT); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_x/erp"), "set_param_x", "get_param_x", PARAM_ANGULAR_ERP); + + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_limit_y/enabled"), "set_flag_y", "get_flag_y", FLAG_ENABLE_ANGULAR_LIMIT); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_y/upper_angle", PROPERTY_HINT_RANGE, "-180,180,0.01,radians_as_degrees"), "set_param_y", "get_param_y", PARAM_ANGULAR_UPPER_LIMIT); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_y/lower_angle", PROPERTY_HINT_RANGE, "-180,180,0.01,radians_as_degrees"), "set_param_y", "get_param_y", PARAM_ANGULAR_LOWER_LIMIT); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_y/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_y", "get_param_y", PARAM_ANGULAR_LIMIT_SOFTNESS); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_y/restitution", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_y", "get_param_y", PARAM_ANGULAR_RESTITUTION); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_y/damping", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_y", "get_param_y", PARAM_ANGULAR_DAMPING); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_y/force_limit", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m\u00B2/s\u00B2 (Nm)"), "set_param_y", "get_param_y", PARAM_ANGULAR_FORCE_LIMIT); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_y/erp"), "set_param_y", "get_param_y", PARAM_ANGULAR_ERP); + + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_limit_z/enabled"), "set_flag_z", "get_flag_z", FLAG_ENABLE_ANGULAR_LIMIT); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_z/upper_angle", PROPERTY_HINT_RANGE, "-180,180,0.01,radians_as_degrees"), "set_param_z", "get_param_z", PARAM_ANGULAR_UPPER_LIMIT); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_z/lower_angle", PROPERTY_HINT_RANGE, "-180,180,0.01,radians_as_degrees"), "set_param_z", "get_param_z", PARAM_ANGULAR_LOWER_LIMIT); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_z/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_z", "get_param_z", PARAM_ANGULAR_LIMIT_SOFTNESS); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_z/restitution", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_z", "get_param_z", PARAM_ANGULAR_RESTITUTION); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_z/damping", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_z", "get_param_z", PARAM_ANGULAR_DAMPING); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_z/force_limit", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m\u00B2/s\u00B2 (Nm)"), "set_param_z", "get_param_z", PARAM_ANGULAR_FORCE_LIMIT); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_z/erp"), "set_param_z", "get_param_z", PARAM_ANGULAR_ERP); + + ADD_GROUP("Angular Motor", "angular_motor_"); + + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_motor_x/enabled"), "set_flag_x", "get_flag_x", FLAG_ENABLE_MOTOR); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motor_x/target_velocity", PROPERTY_HINT_NONE, U"radians_as_degrees,suffix:\u00B0/s"), "set_param_x", "get_param_x", PARAM_ANGULAR_MOTOR_TARGET_VELOCITY); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motor_x/force_limit", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m\u00B2/s\u00B2 (Nm)"), "set_param_x", "get_param_x", PARAM_ANGULAR_MOTOR_FORCE_LIMIT); + + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_motor_y/enabled"), "set_flag_y", "get_flag_y", FLAG_ENABLE_MOTOR); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motor_y/target_velocity", PROPERTY_HINT_NONE, U"radians_as_degrees,suffix:\u00B0/s"), "set_param_y", "get_param_y", PARAM_ANGULAR_MOTOR_TARGET_VELOCITY); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motor_y/force_limit", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m\u00B2/s\u00B2 (Nm)"), "set_param_y", "get_param_y", PARAM_ANGULAR_MOTOR_FORCE_LIMIT); + + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_motor_z/enabled"), "set_flag_z", "get_flag_z", FLAG_ENABLE_MOTOR); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motor_z/target_velocity", PROPERTY_HINT_NONE, U"radians_as_degrees,suffix:\u00B0/s"), "set_param_z", "get_param_z", PARAM_ANGULAR_MOTOR_TARGET_VELOCITY); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motor_z/force_limit", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m\u00B2/s\u00B2 (Nm)"), "set_param_z", "get_param_z", PARAM_ANGULAR_MOTOR_FORCE_LIMIT); + + ADD_GROUP("Angular Spring", "angular_spring_"); + + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_spring_x/enabled"), "set_flag_x", "get_flag_x", FLAG_ENABLE_ANGULAR_SPRING); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_x/stiffness"), "set_param_x", "get_param_x", PARAM_ANGULAR_SPRING_STIFFNESS); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_x/damping"), "set_param_x", "get_param_x", PARAM_ANGULAR_SPRING_DAMPING); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_x/equilibrium_point", PROPERTY_HINT_RANGE, "-180,180,0.01,radians_as_degrees"), "set_param_x", "get_param_x", PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT); + + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_spring_y/enabled"), "set_flag_y", "get_flag_y", FLAG_ENABLE_ANGULAR_SPRING); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_y/stiffness"), "set_param_y", "get_param_y", PARAM_ANGULAR_SPRING_STIFFNESS); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_y/damping"), "set_param_y", "get_param_y", PARAM_ANGULAR_SPRING_DAMPING); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_y/equilibrium_point", PROPERTY_HINT_RANGE, "-180,180,0.01,radians_as_degrees"), "set_param_y", "get_param_y", PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT); + + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_spring_z/enabled"), "set_flag_z", "get_flag_z", FLAG_ENABLE_ANGULAR_SPRING); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_z/stiffness"), "set_param_z", "get_param_z", PARAM_ANGULAR_SPRING_STIFFNESS); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_z/damping"), "set_param_z", "get_param_z", PARAM_ANGULAR_SPRING_DAMPING); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_z/equilibrium_point", PROPERTY_HINT_RANGE, "-180,180,0.01,radians_as_degrees"), "set_param_z", "get_param_z", PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT); + + BIND_ENUM_CONSTANT(PARAM_LINEAR_LOWER_LIMIT); + BIND_ENUM_CONSTANT(PARAM_LINEAR_UPPER_LIMIT); + BIND_ENUM_CONSTANT(PARAM_LINEAR_LIMIT_SOFTNESS); + BIND_ENUM_CONSTANT(PARAM_LINEAR_RESTITUTION); + BIND_ENUM_CONSTANT(PARAM_LINEAR_DAMPING); + BIND_ENUM_CONSTANT(PARAM_LINEAR_MOTOR_TARGET_VELOCITY); + BIND_ENUM_CONSTANT(PARAM_LINEAR_MOTOR_FORCE_LIMIT); + BIND_ENUM_CONSTANT(PARAM_LINEAR_SPRING_STIFFNESS); + BIND_ENUM_CONSTANT(PARAM_LINEAR_SPRING_DAMPING); + BIND_ENUM_CONSTANT(PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT); + BIND_ENUM_CONSTANT(PARAM_ANGULAR_LOWER_LIMIT); + BIND_ENUM_CONSTANT(PARAM_ANGULAR_UPPER_LIMIT); + BIND_ENUM_CONSTANT(PARAM_ANGULAR_LIMIT_SOFTNESS); + BIND_ENUM_CONSTANT(PARAM_ANGULAR_DAMPING); + BIND_ENUM_CONSTANT(PARAM_ANGULAR_RESTITUTION); + BIND_ENUM_CONSTANT(PARAM_ANGULAR_FORCE_LIMIT); + BIND_ENUM_CONSTANT(PARAM_ANGULAR_ERP); + BIND_ENUM_CONSTANT(PARAM_ANGULAR_MOTOR_TARGET_VELOCITY); + BIND_ENUM_CONSTANT(PARAM_ANGULAR_MOTOR_FORCE_LIMIT); + BIND_ENUM_CONSTANT(PARAM_ANGULAR_SPRING_STIFFNESS); + BIND_ENUM_CONSTANT(PARAM_ANGULAR_SPRING_DAMPING); + BIND_ENUM_CONSTANT(PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT); + BIND_ENUM_CONSTANT(PARAM_MAX); + + BIND_ENUM_CONSTANT(FLAG_ENABLE_LINEAR_LIMIT); + BIND_ENUM_CONSTANT(FLAG_ENABLE_ANGULAR_LIMIT); + BIND_ENUM_CONSTANT(FLAG_ENABLE_LINEAR_SPRING); + BIND_ENUM_CONSTANT(FLAG_ENABLE_ANGULAR_SPRING); + BIND_ENUM_CONSTANT(FLAG_ENABLE_MOTOR); + BIND_ENUM_CONSTANT(FLAG_ENABLE_LINEAR_MOTOR); + BIND_ENUM_CONSTANT(FLAG_MAX); +} + +void Generic6DOFJoint3D::set_param_x(Param p_param, real_t p_value) { + ERR_FAIL_INDEX(p_param, PARAM_MAX); + params_x[p_param] = p_value; + if (is_configured()) { + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(get_rid(), Vector3::AXIS_X, PhysicsServer3D::G6DOFJointAxisParam(p_param), p_value); + } + + update_gizmos(); +} + +real_t Generic6DOFJoint3D::get_param_x(Param p_param) const { + ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0); + return params_x[p_param]; +} + +void Generic6DOFJoint3D::set_param_y(Param p_param, real_t p_value) { + ERR_FAIL_INDEX(p_param, PARAM_MAX); + params_y[p_param] = p_value; + if (is_configured()) { + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(get_rid(), Vector3::AXIS_Y, PhysicsServer3D::G6DOFJointAxisParam(p_param), p_value); + } + update_gizmos(); +} + +real_t Generic6DOFJoint3D::get_param_y(Param p_param) const { + ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0); + return params_y[p_param]; +} + +void Generic6DOFJoint3D::set_param_z(Param p_param, real_t p_value) { + ERR_FAIL_INDEX(p_param, PARAM_MAX); + params_z[p_param] = p_value; + if (is_configured()) { + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(get_rid(), Vector3::AXIS_Z, PhysicsServer3D::G6DOFJointAxisParam(p_param), p_value); + } + update_gizmos(); +} + +real_t Generic6DOFJoint3D::get_param_z(Param p_param) const { + ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0); + return params_z[p_param]; +} + +void Generic6DOFJoint3D::set_flag_x(Flag p_flag, bool p_enabled) { + ERR_FAIL_INDEX(p_flag, FLAG_MAX); + flags_x[p_flag] = p_enabled; + if (is_configured()) { + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(get_rid(), Vector3::AXIS_X, PhysicsServer3D::G6DOFJointAxisFlag(p_flag), p_enabled); + } + update_gizmos(); +} + +bool Generic6DOFJoint3D::get_flag_x(Flag p_flag) const { + ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false); + return flags_x[p_flag]; +} + +void Generic6DOFJoint3D::set_flag_y(Flag p_flag, bool p_enabled) { + ERR_FAIL_INDEX(p_flag, FLAG_MAX); + flags_y[p_flag] = p_enabled; + if (is_configured()) { + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(get_rid(), Vector3::AXIS_Y, PhysicsServer3D::G6DOFJointAxisFlag(p_flag), p_enabled); + } + update_gizmos(); +} + +bool Generic6DOFJoint3D::get_flag_y(Flag p_flag) const { + ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false); + return flags_y[p_flag]; +} + +void Generic6DOFJoint3D::set_flag_z(Flag p_flag, bool p_enabled) { + ERR_FAIL_INDEX(p_flag, FLAG_MAX); + flags_z[p_flag] = p_enabled; + if (is_configured()) { + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(get_rid(), Vector3::AXIS_Z, PhysicsServer3D::G6DOFJointAxisFlag(p_flag), p_enabled); + } + update_gizmos(); +} + +bool Generic6DOFJoint3D::get_flag_z(Flag p_flag) const { + ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false); + return flags_z[p_flag]; +} + +void Generic6DOFJoint3D::_configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) { + Transform3D gt = get_global_transform(); + //Vector3 cone_twistpos = gt.origin; + //Vector3 cone_twistdir = gt.basis.get_axis(2); + + Transform3D ainv = body_a->get_global_transform().affine_inverse(); + + Transform3D local_a = ainv * gt; + local_a.orthonormalize(); + Transform3D local_b = gt; + + if (body_b) { + Transform3D binv = body_b->get_global_transform().affine_inverse(); + local_b = binv * gt; + } + + local_b.orthonormalize(); + + PhysicsServer3D::get_singleton()->joint_make_generic_6dof(p_joint, body_a->get_rid(), local_a, body_b ? body_b->get_rid() : RID(), local_b); + for (int i = 0; i < PARAM_MAX; i++) { + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(p_joint, Vector3::AXIS_X, PhysicsServer3D::G6DOFJointAxisParam(i), params_x[i]); + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(p_joint, Vector3::AXIS_Y, PhysicsServer3D::G6DOFJointAxisParam(i), params_y[i]); + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(p_joint, Vector3::AXIS_Z, PhysicsServer3D::G6DOFJointAxisParam(i), params_z[i]); + } + for (int i = 0; i < FLAG_MAX; i++) { + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(p_joint, Vector3::AXIS_X, PhysicsServer3D::G6DOFJointAxisFlag(i), flags_x[i]); + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(p_joint, Vector3::AXIS_Y, PhysicsServer3D::G6DOFJointAxisFlag(i), flags_y[i]); + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(p_joint, Vector3::AXIS_Z, PhysicsServer3D::G6DOFJointAxisFlag(i), flags_z[i]); + } +} + +Generic6DOFJoint3D::Generic6DOFJoint3D() { + set_param_x(PARAM_LINEAR_LOWER_LIMIT, 0); + set_param_x(PARAM_LINEAR_UPPER_LIMIT, 0); + set_param_x(PARAM_LINEAR_LIMIT_SOFTNESS, 0.7); + set_param_x(PARAM_LINEAR_RESTITUTION, 0.5); + set_param_x(PARAM_LINEAR_DAMPING, 1.0); + set_param_x(PARAM_LINEAR_MOTOR_TARGET_VELOCITY, 0); + set_param_x(PARAM_LINEAR_MOTOR_FORCE_LIMIT, 0); + set_param_x(PARAM_LINEAR_SPRING_STIFFNESS, 0.01); + set_param_x(PARAM_LINEAR_SPRING_DAMPING, 0.01); + set_param_x(PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT, 0.0); + set_param_x(PARAM_ANGULAR_LOWER_LIMIT, 0); + set_param_x(PARAM_ANGULAR_UPPER_LIMIT, 0); + set_param_x(PARAM_ANGULAR_LIMIT_SOFTNESS, 0.5f); + set_param_x(PARAM_ANGULAR_DAMPING, 1.0f); + set_param_x(PARAM_ANGULAR_RESTITUTION, 0); + set_param_x(PARAM_ANGULAR_FORCE_LIMIT, 0); + set_param_x(PARAM_ANGULAR_ERP, 0.5); + set_param_x(PARAM_ANGULAR_MOTOR_TARGET_VELOCITY, 0); + set_param_x(PARAM_ANGULAR_MOTOR_FORCE_LIMIT, 300); + set_param_x(PARAM_ANGULAR_SPRING_STIFFNESS, 0); + set_param_x(PARAM_ANGULAR_SPRING_DAMPING, 0); + set_param_x(PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT, 0); + + set_flag_x(FLAG_ENABLE_ANGULAR_LIMIT, true); + set_flag_x(FLAG_ENABLE_LINEAR_LIMIT, true); + set_flag_x(FLAG_ENABLE_ANGULAR_SPRING, false); + set_flag_x(FLAG_ENABLE_LINEAR_SPRING, false); + set_flag_x(FLAG_ENABLE_MOTOR, false); + set_flag_x(FLAG_ENABLE_LINEAR_MOTOR, false); + + set_param_y(PARAM_LINEAR_LOWER_LIMIT, 0); + set_param_y(PARAM_LINEAR_UPPER_LIMIT, 0); + set_param_y(PARAM_LINEAR_LIMIT_SOFTNESS, 0.7); + set_param_y(PARAM_LINEAR_RESTITUTION, 0.5); + set_param_y(PARAM_LINEAR_DAMPING, 1.0); + set_param_y(PARAM_LINEAR_MOTOR_TARGET_VELOCITY, 0); + set_param_y(PARAM_LINEAR_MOTOR_FORCE_LIMIT, 0); + set_param_y(PARAM_LINEAR_SPRING_STIFFNESS, 0.01); + set_param_y(PARAM_LINEAR_SPRING_DAMPING, 0.01); + set_param_y(PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT, 0.0); + set_param_y(PARAM_ANGULAR_LOWER_LIMIT, 0); + set_param_y(PARAM_ANGULAR_UPPER_LIMIT, 0); + set_param_y(PARAM_ANGULAR_LIMIT_SOFTNESS, 0.5f); + set_param_y(PARAM_ANGULAR_DAMPING, 1.0f); + set_param_y(PARAM_ANGULAR_RESTITUTION, 0); + set_param_y(PARAM_ANGULAR_FORCE_LIMIT, 0); + set_param_y(PARAM_ANGULAR_ERP, 0.5); + set_param_y(PARAM_ANGULAR_MOTOR_TARGET_VELOCITY, 0); + set_param_y(PARAM_ANGULAR_MOTOR_FORCE_LIMIT, 300); + set_param_y(PARAM_ANGULAR_SPRING_STIFFNESS, 0); + set_param_y(PARAM_ANGULAR_SPRING_DAMPING, 0); + set_param_y(PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT, 0); + + set_flag_y(FLAG_ENABLE_ANGULAR_LIMIT, true); + set_flag_y(FLAG_ENABLE_LINEAR_LIMIT, true); + set_flag_y(FLAG_ENABLE_ANGULAR_SPRING, false); + set_flag_y(FLAG_ENABLE_LINEAR_SPRING, false); + set_flag_y(FLAG_ENABLE_MOTOR, false); + set_flag_y(FLAG_ENABLE_LINEAR_MOTOR, false); + + set_param_z(PARAM_LINEAR_LOWER_LIMIT, 0); + set_param_z(PARAM_LINEAR_UPPER_LIMIT, 0); + set_param_z(PARAM_LINEAR_LIMIT_SOFTNESS, 0.7); + set_param_z(PARAM_LINEAR_RESTITUTION, 0.5); + set_param_z(PARAM_LINEAR_DAMPING, 1.0); + set_param_z(PARAM_LINEAR_MOTOR_TARGET_VELOCITY, 0); + set_param_z(PARAM_LINEAR_MOTOR_FORCE_LIMIT, 0); + set_param_z(PARAM_LINEAR_SPRING_STIFFNESS, 0.01); + set_param_z(PARAM_LINEAR_SPRING_DAMPING, 0.01); + set_param_z(PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT, 0.0); + set_param_z(PARAM_ANGULAR_LOWER_LIMIT, 0); + set_param_z(PARAM_ANGULAR_UPPER_LIMIT, 0); + set_param_z(PARAM_ANGULAR_LIMIT_SOFTNESS, 0.5f); + set_param_z(PARAM_ANGULAR_DAMPING, 1.0f); + set_param_z(PARAM_ANGULAR_RESTITUTION, 0); + set_param_z(PARAM_ANGULAR_FORCE_LIMIT, 0); + set_param_z(PARAM_ANGULAR_ERP, 0.5); + set_param_z(PARAM_ANGULAR_MOTOR_TARGET_VELOCITY, 0); + set_param_z(PARAM_ANGULAR_MOTOR_FORCE_LIMIT, 300); + set_param_z(PARAM_ANGULAR_SPRING_STIFFNESS, 0); + set_param_z(PARAM_ANGULAR_SPRING_DAMPING, 0); + set_param_z(PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT, 0); + + set_flag_z(FLAG_ENABLE_ANGULAR_LIMIT, true); + set_flag_z(FLAG_ENABLE_LINEAR_LIMIT, true); + set_flag_z(FLAG_ENABLE_ANGULAR_SPRING, false); + set_flag_z(FLAG_ENABLE_LINEAR_SPRING, false); + set_flag_z(FLAG_ENABLE_MOTOR, false); + set_flag_z(FLAG_ENABLE_LINEAR_MOTOR, false); +} diff --git a/scene/3d/physics/joints/generic_6dof_joint_3d.h b/scene/3d/physics/joints/generic_6dof_joint_3d.h new file mode 100644 index 0000000000..9b3e4c01b3 --- /dev/null +++ b/scene/3d/physics/joints/generic_6dof_joint_3d.h @@ -0,0 +1,112 @@ +/**************************************************************************/ +/* generic_6dof_joint_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 GENERIC_6DOF_JOINT_3D_H +#define GENERIC_6DOF_JOINT_3D_H + +#include "scene/3d/physics/joints/joint_3d.h" + +class Generic6DOFJoint3D : public Joint3D { + GDCLASS(Generic6DOFJoint3D, Joint3D); + +public: + enum Param { + PARAM_LINEAR_LOWER_LIMIT = PhysicsServer3D::G6DOF_JOINT_LINEAR_LOWER_LIMIT, + PARAM_LINEAR_UPPER_LIMIT = PhysicsServer3D::G6DOF_JOINT_LINEAR_UPPER_LIMIT, + PARAM_LINEAR_LIMIT_SOFTNESS = PhysicsServer3D::G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS, + PARAM_LINEAR_RESTITUTION = PhysicsServer3D::G6DOF_JOINT_LINEAR_RESTITUTION, + PARAM_LINEAR_DAMPING = PhysicsServer3D::G6DOF_JOINT_LINEAR_DAMPING, + PARAM_LINEAR_MOTOR_TARGET_VELOCITY = PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY, + PARAM_LINEAR_MOTOR_FORCE_LIMIT = PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT, + PARAM_LINEAR_SPRING_STIFFNESS = PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS, + PARAM_LINEAR_SPRING_DAMPING = PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_DAMPING, + PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT = PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT, + PARAM_ANGULAR_LOWER_LIMIT = PhysicsServer3D::G6DOF_JOINT_ANGULAR_LOWER_LIMIT, + PARAM_ANGULAR_UPPER_LIMIT = PhysicsServer3D::G6DOF_JOINT_ANGULAR_UPPER_LIMIT, + PARAM_ANGULAR_LIMIT_SOFTNESS = PhysicsServer3D::G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS, + PARAM_ANGULAR_DAMPING = PhysicsServer3D::G6DOF_JOINT_ANGULAR_DAMPING, + PARAM_ANGULAR_RESTITUTION = PhysicsServer3D::G6DOF_JOINT_ANGULAR_RESTITUTION, + PARAM_ANGULAR_FORCE_LIMIT = PhysicsServer3D::G6DOF_JOINT_ANGULAR_FORCE_LIMIT, + PARAM_ANGULAR_ERP = PhysicsServer3D::G6DOF_JOINT_ANGULAR_ERP, + PARAM_ANGULAR_MOTOR_TARGET_VELOCITY = PhysicsServer3D::G6DOF_JOINT_ANGULAR_MOTOR_TARGET_VELOCITY, + PARAM_ANGULAR_MOTOR_FORCE_LIMIT = PhysicsServer3D::G6DOF_JOINT_ANGULAR_MOTOR_FORCE_LIMIT, + PARAM_ANGULAR_SPRING_STIFFNESS = PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS, + PARAM_ANGULAR_SPRING_DAMPING = PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_DAMPING, + PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT = PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT, + PARAM_MAX = PhysicsServer3D::G6DOF_JOINT_MAX, + }; + + enum Flag { + FLAG_ENABLE_LINEAR_LIMIT = PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT, + FLAG_ENABLE_ANGULAR_LIMIT = PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT, + FLAG_ENABLE_LINEAR_SPRING = PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING, + FLAG_ENABLE_ANGULAR_SPRING = PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING, + FLAG_ENABLE_MOTOR = PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_MOTOR, + FLAG_ENABLE_LINEAR_MOTOR = PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR, + FLAG_MAX = PhysicsServer3D::G6DOF_JOINT_FLAG_MAX + }; + +protected: + real_t params_x[PARAM_MAX]; + bool flags_x[FLAG_MAX]; + real_t params_y[PARAM_MAX]; + bool flags_y[FLAG_MAX]; + real_t params_z[PARAM_MAX]; + bool flags_z[FLAG_MAX]; + + virtual void _configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) override; + static void _bind_methods(); + +public: + void set_param_x(Param p_param, real_t p_value); + real_t get_param_x(Param p_param) const; + + void set_param_y(Param p_param, real_t p_value); + real_t get_param_y(Param p_param) const; + + void set_param_z(Param p_param, real_t p_value); + real_t get_param_z(Param p_param) const; + + void set_flag_x(Flag p_flag, bool p_enabled); + bool get_flag_x(Flag p_flag) const; + + void set_flag_y(Flag p_flag, bool p_enabled); + bool get_flag_y(Flag p_flag) const; + + void set_flag_z(Flag p_flag, bool p_enabled); + bool get_flag_z(Flag p_flag) const; + + Generic6DOFJoint3D(); +}; + +VARIANT_ENUM_CAST(Generic6DOFJoint3D::Param); +VARIANT_ENUM_CAST(Generic6DOFJoint3D::Flag); + +#endif // GENERIC_6DOF_JOINT_3D_H diff --git a/scene/3d/physics/joints/hinge_joint_3d.cpp b/scene/3d/physics/joints/hinge_joint_3d.cpp new file mode 100644 index 0000000000..92472a45e4 --- /dev/null +++ b/scene/3d/physics/joints/hinge_joint_3d.cpp @@ -0,0 +1,135 @@ +/**************************************************************************/ +/* hinge_joint_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 "hinge_joint_3d.h" + +void HingeJoint3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &HingeJoint3D::set_param); + ClassDB::bind_method(D_METHOD("get_param", "param"), &HingeJoint3D::get_param); + + ClassDB::bind_method(D_METHOD("set_flag", "flag", "enabled"), &HingeJoint3D::set_flag); + ClassDB::bind_method(D_METHOD("get_flag", "flag"), &HingeJoint3D::get_flag); + + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "params/bias", PROPERTY_HINT_RANGE, "0.00,0.99,0.01"), "set_param", "get_param", PARAM_BIAS); + + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_limit/enable"), "set_flag", "get_flag", FLAG_USE_LIMIT); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/upper", PROPERTY_HINT_RANGE, "-180,180,0.1,radians_as_degrees"), "set_param", "get_param", PARAM_LIMIT_UPPER); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/lower", PROPERTY_HINT_RANGE, "-180,180,0.1,radians_as_degrees"), "set_param", "get_param", PARAM_LIMIT_LOWER); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/bias", PROPERTY_HINT_RANGE, "0.01,0.99,0.01"), "set_param", "get_param", PARAM_LIMIT_BIAS); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param", "get_param", PARAM_LIMIT_SOFTNESS); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/relaxation", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param", "get_param", PARAM_LIMIT_RELAXATION); + + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "motor/enable"), "set_flag", "get_flag", FLAG_ENABLE_MOTOR); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "motor/target_velocity", PROPERTY_HINT_RANGE, U"-200,200,0.01,or_greater,or_less,radians_as_degrees,suffix:\u00B0/s"), "set_param", "get_param", PARAM_MOTOR_TARGET_VELOCITY); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "motor/max_impulse", PROPERTY_HINT_RANGE, "0.01,1024,0.01"), "set_param", "get_param", PARAM_MOTOR_MAX_IMPULSE); + + BIND_ENUM_CONSTANT(PARAM_BIAS); + BIND_ENUM_CONSTANT(PARAM_LIMIT_UPPER); + BIND_ENUM_CONSTANT(PARAM_LIMIT_LOWER); + BIND_ENUM_CONSTANT(PARAM_LIMIT_BIAS); + BIND_ENUM_CONSTANT(PARAM_LIMIT_SOFTNESS); + BIND_ENUM_CONSTANT(PARAM_LIMIT_RELAXATION); + BIND_ENUM_CONSTANT(PARAM_MOTOR_TARGET_VELOCITY); + BIND_ENUM_CONSTANT(PARAM_MOTOR_MAX_IMPULSE); + BIND_ENUM_CONSTANT(PARAM_MAX); + + BIND_ENUM_CONSTANT(FLAG_USE_LIMIT); + BIND_ENUM_CONSTANT(FLAG_ENABLE_MOTOR); + BIND_ENUM_CONSTANT(FLAG_MAX); +} + +void HingeJoint3D::set_param(Param p_param, real_t p_value) { + ERR_FAIL_INDEX(p_param, PARAM_MAX); + params[p_param] = p_value; + if (is_configured()) { + PhysicsServer3D::get_singleton()->hinge_joint_set_param(get_rid(), PhysicsServer3D::HingeJointParam(p_param), p_value); + } + + update_gizmos(); +} + +real_t HingeJoint3D::get_param(Param p_param) const { + ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0); + return params[p_param]; +} + +void HingeJoint3D::set_flag(Flag p_flag, bool p_value) { + ERR_FAIL_INDEX(p_flag, FLAG_MAX); + flags[p_flag] = p_value; + if (is_configured()) { + PhysicsServer3D::get_singleton()->hinge_joint_set_flag(get_rid(), PhysicsServer3D::HingeJointFlag(p_flag), p_value); + } + + update_gizmos(); +} + +bool HingeJoint3D::get_flag(Flag p_flag) const { + ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false); + return flags[p_flag]; +} + +void HingeJoint3D::_configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) { + Transform3D gt = get_global_transform(); + Transform3D ainv = body_a->get_global_transform().affine_inverse(); + + Transform3D local_a = ainv * gt; + local_a.orthonormalize(); + Transform3D local_b = gt; + + if (body_b) { + Transform3D binv = body_b->get_global_transform().affine_inverse(); + local_b = binv * gt; + } + + local_b.orthonormalize(); + + PhysicsServer3D::get_singleton()->joint_make_hinge(p_joint, body_a->get_rid(), local_a, body_b ? body_b->get_rid() : RID(), local_b); + for (int i = 0; i < PARAM_MAX; i++) { + PhysicsServer3D::get_singleton()->hinge_joint_set_param(p_joint, PhysicsServer3D::HingeJointParam(i), params[i]); + } + for (int i = 0; i < FLAG_MAX; i++) { + set_flag(Flag(i), flags[i]); + PhysicsServer3D::get_singleton()->hinge_joint_set_flag(p_joint, PhysicsServer3D::HingeJointFlag(i), flags[i]); + } +} + +HingeJoint3D::HingeJoint3D() { + params[PARAM_BIAS] = 0.3; + params[PARAM_LIMIT_UPPER] = Math_PI * 0.5; + params[PARAM_LIMIT_LOWER] = -Math_PI * 0.5; + params[PARAM_LIMIT_BIAS] = 0.3; + params[PARAM_LIMIT_SOFTNESS] = 0.9; + params[PARAM_LIMIT_RELAXATION] = 1.0; + params[PARAM_MOTOR_TARGET_VELOCITY] = 1; + params[PARAM_MOTOR_MAX_IMPULSE] = 1; + + flags[FLAG_USE_LIMIT] = false; + flags[FLAG_ENABLE_MOTOR] = false; +} diff --git a/scene/3d/physics/joints/hinge_joint_3d.h b/scene/3d/physics/joints/hinge_joint_3d.h new file mode 100644 index 0000000000..cd19a8771f --- /dev/null +++ b/scene/3d/physics/joints/hinge_joint_3d.h @@ -0,0 +1,77 @@ +/**************************************************************************/ +/* hinge_joint_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 HINGE_JOINT_3D_H +#define HINGE_JOINT_3D_H + +#include "scene/3d/physics/joints/joint_3d.h" + +class HingeJoint3D : public Joint3D { + GDCLASS(HingeJoint3D, Joint3D); + +public: + enum Param { + PARAM_BIAS = PhysicsServer3D::HINGE_JOINT_BIAS, + PARAM_LIMIT_UPPER = PhysicsServer3D::HINGE_JOINT_LIMIT_UPPER, + PARAM_LIMIT_LOWER = PhysicsServer3D::HINGE_JOINT_LIMIT_LOWER, + PARAM_LIMIT_BIAS = PhysicsServer3D::HINGE_JOINT_LIMIT_BIAS, + PARAM_LIMIT_SOFTNESS = PhysicsServer3D::HINGE_JOINT_LIMIT_SOFTNESS, + PARAM_LIMIT_RELAXATION = PhysicsServer3D::HINGE_JOINT_LIMIT_RELAXATION, + PARAM_MOTOR_TARGET_VELOCITY = PhysicsServer3D::HINGE_JOINT_MOTOR_TARGET_VELOCITY, + PARAM_MOTOR_MAX_IMPULSE = PhysicsServer3D::HINGE_JOINT_MOTOR_MAX_IMPULSE, + PARAM_MAX = PhysicsServer3D::HINGE_JOINT_MAX + }; + + enum Flag { + FLAG_USE_LIMIT = PhysicsServer3D::HINGE_JOINT_FLAG_USE_LIMIT, + FLAG_ENABLE_MOTOR = PhysicsServer3D::HINGE_JOINT_FLAG_ENABLE_MOTOR, + FLAG_MAX = PhysicsServer3D::HINGE_JOINT_FLAG_MAX + }; + +protected: + real_t params[PARAM_MAX]; + bool flags[FLAG_MAX]; + virtual void _configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) override; + static void _bind_methods(); + +public: + void set_param(Param p_param, real_t p_value); + real_t get_param(Param p_param) const; + + void set_flag(Flag p_flag, bool p_value); + bool get_flag(Flag p_flag) const; + + HingeJoint3D(); +}; + +VARIANT_ENUM_CAST(HingeJoint3D::Param); +VARIANT_ENUM_CAST(HingeJoint3D::Flag); + +#endif // HINGE_JOINT_3D_H diff --git a/scene/3d/physics/joints/joint_3d.cpp b/scene/3d/physics/joints/joint_3d.cpp new file mode 100644 index 0000000000..a9c2526bd0 --- /dev/null +++ b/scene/3d/physics/joints/joint_3d.cpp @@ -0,0 +1,241 @@ +/**************************************************************************/ +/* joint_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 "joint_3d.h" + +#include "scene/scene_string_names.h" + +void Joint3D::_disconnect_signals() { + Node *node_a = get_node_or_null(a); + PhysicsBody3D *body_a = Object::cast_to(node_a); + if (body_a) { + body_a->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint3D::_body_exit_tree)); + } + + Node *node_b = get_node_or_null(b); + PhysicsBody3D *body_b = Object::cast_to(node_b); + if (body_b) { + body_b->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint3D::_body_exit_tree)); + } +} + +void Joint3D::_body_exit_tree() { + _disconnect_signals(); + _update_joint(true); + update_configuration_warnings(); +} + +void Joint3D::_update_joint(bool p_only_free) { + if (ba.is_valid() && bb.is_valid()) { + PhysicsServer3D::get_singleton()->body_remove_collision_exception(ba, bb); + PhysicsServer3D::get_singleton()->body_remove_collision_exception(bb, ba); + } + + ba = RID(); + bb = RID(); + + configured = false; + + if (p_only_free || !is_inside_tree()) { + PhysicsServer3D::get_singleton()->joint_clear(joint); + warning = String(); + return; + } + + Node *node_a = get_node_or_null(a); + Node *node_b = get_node_or_null(b); + + PhysicsBody3D *body_a = Object::cast_to(node_a); + PhysicsBody3D *body_b = Object::cast_to(node_b); + + if (node_a && !body_a && node_b && !body_b) { + warning = RTR("Node A and Node B must be PhysicsBody3Ds"); + } else if (node_a && !body_a) { + warning = RTR("Node A must be a PhysicsBody3D"); + } else if (node_b && !body_b) { + warning = RTR("Node B must be a PhysicsBody3D"); + } else if (!body_a && !body_b) { + warning = RTR("Joint is not connected to any PhysicsBody3Ds"); + } else if (body_a == body_b) { + warning = RTR("Node A and Node B must be different PhysicsBody3Ds"); + } else { + warning = String(); + } + + update_configuration_warnings(); + + if (!warning.is_empty()) { + PhysicsServer3D::get_singleton()->joint_clear(joint); + return; + } + + configured = true; + + if (body_a) { + _configure_joint(joint, body_a, body_b); + } else if (body_b) { + _configure_joint(joint, body_b, nullptr); + } + + PhysicsServer3D::get_singleton()->joint_set_solver_priority(joint, solver_priority); + + if (body_a) { + ba = body_a->get_rid(); + body_a->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint3D::_body_exit_tree)); + } + + if (body_b) { + bb = body_b->get_rid(); + body_b->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint3D::_body_exit_tree)); + } + + PhysicsServer3D::get_singleton()->joint_disable_collisions_between_bodies(joint, exclude_from_collision); +} + +void Joint3D::set_node_a(const NodePath &p_node_a) { + if (a == p_node_a) { + return; + } + + if (is_configured()) { + _disconnect_signals(); + } + + a = p_node_a; + _update_joint(); +} + +NodePath Joint3D::get_node_a() const { + return a; +} + +void Joint3D::set_node_b(const NodePath &p_node_b) { + if (b == p_node_b) { + return; + } + + if (is_configured()) { + _disconnect_signals(); + } + + b = p_node_b; + _update_joint(); +} + +NodePath Joint3D::get_node_b() const { + return b; +} + +void Joint3D::set_solver_priority(int p_priority) { + solver_priority = p_priority; + if (joint.is_valid()) { + PhysicsServer3D::get_singleton()->joint_set_solver_priority(joint, solver_priority); + } +} + +int Joint3D::get_solver_priority() const { + return solver_priority; +} + +void Joint3D::_notification(int p_what) { + switch (p_what) { + case NOTIFICATION_POST_ENTER_TREE: { + if (is_configured()) { + _disconnect_signals(); + } + _update_joint(); + } break; + + case NOTIFICATION_EXIT_TREE: { + if (is_configured()) { + _disconnect_signals(); + } + _update_joint(true); + } break; + } +} + +void Joint3D::set_exclude_nodes_from_collision(bool p_enable) { + if (exclude_from_collision == p_enable) { + return; + } + if (is_configured()) { + _disconnect_signals(); + } + _update_joint(true); + exclude_from_collision = p_enable; + _update_joint(); +} + +bool Joint3D::get_exclude_nodes_from_collision() const { + return exclude_from_collision; +} + +PackedStringArray Joint3D::get_configuration_warnings() const { + PackedStringArray warnings = Node3D::get_configuration_warnings(); + + if (!warning.is_empty()) { + warnings.push_back(warning); + } + + return warnings; +} + +void Joint3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_node_a", "node"), &Joint3D::set_node_a); + ClassDB::bind_method(D_METHOD("get_node_a"), &Joint3D::get_node_a); + + ClassDB::bind_method(D_METHOD("set_node_b", "node"), &Joint3D::set_node_b); + ClassDB::bind_method(D_METHOD("get_node_b"), &Joint3D::get_node_b); + + ClassDB::bind_method(D_METHOD("set_solver_priority", "priority"), &Joint3D::set_solver_priority); + ClassDB::bind_method(D_METHOD("get_solver_priority"), &Joint3D::get_solver_priority); + + ClassDB::bind_method(D_METHOD("set_exclude_nodes_from_collision", "enable"), &Joint3D::set_exclude_nodes_from_collision); + ClassDB::bind_method(D_METHOD("get_exclude_nodes_from_collision"), &Joint3D::get_exclude_nodes_from_collision); + + ClassDB::bind_method(D_METHOD("get_rid"), &Joint3D::get_rid); + + ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "node_a", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "PhysicsBody3D"), "set_node_a", "get_node_a"); + ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "node_b", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "PhysicsBody3D"), "set_node_b", "get_node_b"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "solver_priority", PROPERTY_HINT_RANGE, "1,8,1"), "set_solver_priority", "get_solver_priority"); + + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_nodes_from_collision"), "set_exclude_nodes_from_collision", "get_exclude_nodes_from_collision"); +} + +Joint3D::Joint3D() { + set_notify_transform(true); + joint = PhysicsServer3D::get_singleton()->joint_create(); +} + +Joint3D::~Joint3D() { + ERR_FAIL_NULL(PhysicsServer3D::get_singleton()); + PhysicsServer3D::get_singleton()->free(joint); +} diff --git a/scene/3d/physics/joints/joint_3d.h b/scene/3d/physics/joints/joint_3d.h new file mode 100644 index 0000000000..ed502ab245 --- /dev/null +++ b/scene/3d/physics/joints/joint_3d.h @@ -0,0 +1,85 @@ +/**************************************************************************/ +/* joint_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 JOINT_3D_H +#define JOINT_3D_H + +#include "scene/3d/node_3d.h" +#include "scene/3d/physics/physics_body_3d.h" + +class Joint3D : public Node3D { + GDCLASS(Joint3D, Node3D); + + RID ba, bb; + + RID joint; + + NodePath a; + NodePath b; + + int solver_priority = 1; + bool exclude_from_collision = true; + String warning; + bool configured = false; + +protected: + void _disconnect_signals(); + void _body_exit_tree(); + void _update_joint(bool p_only_free = false); + + void _notification(int p_what); + + virtual void _configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) = 0; + + static void _bind_methods(); + + _FORCE_INLINE_ bool is_configured() const { return configured; } + +public: + virtual PackedStringArray get_configuration_warnings() const override; + + void set_node_a(const NodePath &p_node_a); + NodePath get_node_a() const; + + void set_node_b(const NodePath &p_node_b); + NodePath get_node_b() const; + + void set_solver_priority(int p_priority); + int get_solver_priority() const; + + void set_exclude_nodes_from_collision(bool p_enable); + bool get_exclude_nodes_from_collision() const; + + RID get_rid() const { return joint; } + Joint3D(); + ~Joint3D(); +}; + +#endif // JOINT_3D_H diff --git a/scene/3d/physics/joints/pin_joint_3d.cpp b/scene/3d/physics/joints/pin_joint_3d.cpp new file mode 100644 index 0000000000..8e367c5ef6 --- /dev/null +++ b/scene/3d/physics/joints/pin_joint_3d.cpp @@ -0,0 +1,80 @@ +/**************************************************************************/ +/* pin_joint_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 "pin_joint_3d.h" + +void PinJoint3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &PinJoint3D::set_param); + ClassDB::bind_method(D_METHOD("get_param", "param"), &PinJoint3D::get_param); + + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "params/bias", PROPERTY_HINT_RANGE, "0.01,0.99,0.01"), "set_param", "get_param", PARAM_BIAS); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "params/damping", PROPERTY_HINT_RANGE, "0.01,8.0,0.01"), "set_param", "get_param", PARAM_DAMPING); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "params/impulse_clamp", PROPERTY_HINT_RANGE, "0.0,64.0,0.01"), "set_param", "get_param", PARAM_IMPULSE_CLAMP); + + BIND_ENUM_CONSTANT(PARAM_BIAS); + BIND_ENUM_CONSTANT(PARAM_DAMPING); + BIND_ENUM_CONSTANT(PARAM_IMPULSE_CLAMP); +} + +void PinJoint3D::set_param(Param p_param, real_t p_value) { + ERR_FAIL_INDEX(p_param, 3); + params[p_param] = p_value; + if (is_configured()) { + PhysicsServer3D::get_singleton()->pin_joint_set_param(get_rid(), PhysicsServer3D::PinJointParam(p_param), p_value); + } +} + +real_t PinJoint3D::get_param(Param p_param) const { + ERR_FAIL_INDEX_V(p_param, 3, 0); + return params[p_param]; +} + +void PinJoint3D::_configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) { + Vector3 pinpos = get_global_transform().origin; + Vector3 local_a = body_a->to_local(pinpos); + Vector3 local_b; + + if (body_b) { + local_b = body_b->to_local(pinpos); + } else { + local_b = pinpos; + } + + PhysicsServer3D::get_singleton()->joint_make_pin(p_joint, body_a->get_rid(), local_a, body_b ? body_b->get_rid() : RID(), local_b); + for (int i = 0; i < 3; i++) { + PhysicsServer3D::get_singleton()->pin_joint_set_param(p_joint, PhysicsServer3D::PinJointParam(i), params[i]); + } +} + +PinJoint3D::PinJoint3D() { + params[PARAM_BIAS] = 0.3; + params[PARAM_DAMPING] = 1; + params[PARAM_IMPULSE_CLAMP] = 0; +} diff --git a/scene/3d/physics/joints/pin_joint_3d.h b/scene/3d/physics/joints/pin_joint_3d.h new file mode 100644 index 0000000000..34c8db2890 --- /dev/null +++ b/scene/3d/physics/joints/pin_joint_3d.h @@ -0,0 +1,60 @@ +/**************************************************************************/ +/* pin_joint_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 PIN_JOINT_3D_H +#define PIN_JOINT_3D_H + +#include "scene/3d/physics/joints/joint_3d.h" + +class PinJoint3D : public Joint3D { + GDCLASS(PinJoint3D, Joint3D); + +public: + enum Param { + PARAM_BIAS = PhysicsServer3D::PIN_JOINT_BIAS, + PARAM_DAMPING = PhysicsServer3D::PIN_JOINT_DAMPING, + PARAM_IMPULSE_CLAMP = PhysicsServer3D::PIN_JOINT_IMPULSE_CLAMP + }; + +protected: + real_t params[3]; + virtual void _configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) override; + static void _bind_methods(); + +public: + void set_param(Param p_param, real_t p_value); + real_t get_param(Param p_param) const; + + PinJoint3D(); +}; + +VARIANT_ENUM_CAST(PinJoint3D::Param); + +#endif // PIN_JOINT_3D_H diff --git a/scene/3d/physics/joints/slider_joint_3d.cpp b/scene/3d/physics/joints/slider_joint_3d.cpp new file mode 100644 index 0000000000..2e87ae1e83 --- /dev/null +++ b/scene/3d/physics/joints/slider_joint_3d.cpp @@ -0,0 +1,149 @@ +/**************************************************************************/ +/* slider_joint_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 "slider_joint_3d.h" + +#include "scene/scene_string_names.h" + +void SliderJoint3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &SliderJoint3D::set_param); + ClassDB::bind_method(D_METHOD("get_param", "param"), &SliderJoint3D::get_param); + + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit/upper_distance", PROPERTY_HINT_RANGE, "-1024,1024,0.01,suffix:m"), "set_param", "get_param", PARAM_LINEAR_LIMIT_UPPER); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit/lower_distance", PROPERTY_HINT_RANGE, "-1024,1024,0.01,suffix:m"), "set_param", "get_param", PARAM_LINEAR_LIMIT_LOWER); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit/softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_LIMIT_SOFTNESS); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit/restitution", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_LIMIT_RESTITUTION); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit/damping", PROPERTY_HINT_RANGE, "0,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_LIMIT_DAMPING); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motion/softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_MOTION_SOFTNESS); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motion/restitution", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_MOTION_RESTITUTION); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motion/damping", PROPERTY_HINT_RANGE, "0,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_MOTION_DAMPING); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_ortho/softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_ORTHOGONAL_SOFTNESS); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_ortho/restitution", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_ORTHOGONAL_RESTITUTION); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_ortho/damping", PROPERTY_HINT_RANGE, "0,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_ORTHOGONAL_DAMPING); + + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/upper_angle", PROPERTY_HINT_RANGE, "-180,180,0.1,radians_as_degrees"), "set_param", "get_param", PARAM_ANGULAR_LIMIT_UPPER); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/lower_angle", PROPERTY_HINT_RANGE, "-180,180,0.1,radians_as_degrees"), "set_param", "get_param", PARAM_ANGULAR_LIMIT_LOWER); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_LIMIT_SOFTNESS); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/restitution", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_LIMIT_RESTITUTION); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/damping", PROPERTY_HINT_RANGE, "0,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_LIMIT_DAMPING); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motion/softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_MOTION_SOFTNESS); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motion/restitution", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_MOTION_RESTITUTION); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motion/damping", PROPERTY_HINT_RANGE, "0,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_MOTION_DAMPING); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_ortho/softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_ORTHOGONAL_SOFTNESS); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_ortho/restitution", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_ORTHOGONAL_RESTITUTION); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_ortho/damping", PROPERTY_HINT_RANGE, "0,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_ORTHOGONAL_DAMPING); + + BIND_ENUM_CONSTANT(PARAM_LINEAR_LIMIT_UPPER); + BIND_ENUM_CONSTANT(PARAM_LINEAR_LIMIT_LOWER); + BIND_ENUM_CONSTANT(PARAM_LINEAR_LIMIT_SOFTNESS); + BIND_ENUM_CONSTANT(PARAM_LINEAR_LIMIT_RESTITUTION); + BIND_ENUM_CONSTANT(PARAM_LINEAR_LIMIT_DAMPING); + BIND_ENUM_CONSTANT(PARAM_LINEAR_MOTION_SOFTNESS); + BIND_ENUM_CONSTANT(PARAM_LINEAR_MOTION_RESTITUTION); + BIND_ENUM_CONSTANT(PARAM_LINEAR_MOTION_DAMPING); + BIND_ENUM_CONSTANT(PARAM_LINEAR_ORTHOGONAL_SOFTNESS); + BIND_ENUM_CONSTANT(PARAM_LINEAR_ORTHOGONAL_RESTITUTION); + BIND_ENUM_CONSTANT(PARAM_LINEAR_ORTHOGONAL_DAMPING); + + BIND_ENUM_CONSTANT(PARAM_ANGULAR_LIMIT_UPPER); + BIND_ENUM_CONSTANT(PARAM_ANGULAR_LIMIT_LOWER); + BIND_ENUM_CONSTANT(PARAM_ANGULAR_LIMIT_SOFTNESS); + BIND_ENUM_CONSTANT(PARAM_ANGULAR_LIMIT_RESTITUTION); + BIND_ENUM_CONSTANT(PARAM_ANGULAR_LIMIT_DAMPING); + BIND_ENUM_CONSTANT(PARAM_ANGULAR_MOTION_SOFTNESS); + BIND_ENUM_CONSTANT(PARAM_ANGULAR_MOTION_RESTITUTION); + BIND_ENUM_CONSTANT(PARAM_ANGULAR_MOTION_DAMPING); + BIND_ENUM_CONSTANT(PARAM_ANGULAR_ORTHOGONAL_SOFTNESS); + BIND_ENUM_CONSTANT(PARAM_ANGULAR_ORTHOGONAL_RESTITUTION); + BIND_ENUM_CONSTANT(PARAM_ANGULAR_ORTHOGONAL_DAMPING); + + BIND_ENUM_CONSTANT(PARAM_MAX); +} + +void SliderJoint3D::set_param(Param p_param, real_t p_value) { + ERR_FAIL_INDEX(p_param, PARAM_MAX); + params[p_param] = p_value; + if (is_configured()) { + PhysicsServer3D::get_singleton()->slider_joint_set_param(get_rid(), PhysicsServer3D::SliderJointParam(p_param), p_value); + } + update_gizmos(); +} + +real_t SliderJoint3D::get_param(Param p_param) const { + ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0); + return params[p_param]; +} + +void SliderJoint3D::_configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) { + Transform3D gt = get_global_transform(); + Transform3D ainv = body_a->get_global_transform().affine_inverse(); + + Transform3D local_a = ainv * gt; + local_a.orthonormalize(); + Transform3D local_b = gt; + + if (body_b) { + Transform3D binv = body_b->get_global_transform().affine_inverse(); + local_b = binv * gt; + } + + local_b.orthonormalize(); + + PhysicsServer3D::get_singleton()->joint_make_slider(p_joint, body_a->get_rid(), local_a, body_b ? body_b->get_rid() : RID(), local_b); + for (int i = 0; i < PARAM_MAX; i++) { + PhysicsServer3D::get_singleton()->slider_joint_set_param(p_joint, PhysicsServer3D::SliderJointParam(i), params[i]); + } +} + +SliderJoint3D::SliderJoint3D() { + params[PARAM_LINEAR_LIMIT_UPPER] = 1.0; + params[PARAM_LINEAR_LIMIT_LOWER] = -1.0; + params[PARAM_LINEAR_LIMIT_SOFTNESS] = 1.0; + params[PARAM_LINEAR_LIMIT_RESTITUTION] = 0.7; + params[PARAM_LINEAR_LIMIT_DAMPING] = 1.0; + params[PARAM_LINEAR_MOTION_SOFTNESS] = 1.0; + params[PARAM_LINEAR_MOTION_RESTITUTION] = 0.7; + params[PARAM_LINEAR_MOTION_DAMPING] = 0; //1.0; + params[PARAM_LINEAR_ORTHOGONAL_SOFTNESS] = 1.0; + params[PARAM_LINEAR_ORTHOGONAL_RESTITUTION] = 0.7; + params[PARAM_LINEAR_ORTHOGONAL_DAMPING] = 1.0; + + params[PARAM_ANGULAR_LIMIT_UPPER] = 0; + params[PARAM_ANGULAR_LIMIT_LOWER] = 0; + params[PARAM_ANGULAR_LIMIT_SOFTNESS] = 1.0; + params[PARAM_ANGULAR_LIMIT_RESTITUTION] = 0.7; + params[PARAM_ANGULAR_LIMIT_DAMPING] = 0; //1.0; + params[PARAM_ANGULAR_MOTION_SOFTNESS] = 1.0; + params[PARAM_ANGULAR_MOTION_RESTITUTION] = 0.7; + params[PARAM_ANGULAR_MOTION_DAMPING] = 1.0; + params[PARAM_ANGULAR_ORTHOGONAL_SOFTNESS] = 1.0; + params[PARAM_ANGULAR_ORTHOGONAL_RESTITUTION] = 0.7; + params[PARAM_ANGULAR_ORTHOGONAL_DAMPING] = 1.0; +} diff --git a/scene/3d/physics/joints/slider_joint_3d.h b/scene/3d/physics/joints/slider_joint_3d.h new file mode 100644 index 0000000000..e0b059e6e3 --- /dev/null +++ b/scene/3d/physics/joints/slider_joint_3d.h @@ -0,0 +1,82 @@ +/**************************************************************************/ +/* slider_joint_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 SLIDER_JOINT_3D_H +#define SLIDER_JOINT_3D_H + +#include "scene/3d/physics/joints/joint_3d.h" + +class SliderJoint3D : public Joint3D { + GDCLASS(SliderJoint3D, Joint3D); + +public: + enum Param { + PARAM_LINEAR_LIMIT_UPPER = PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_UPPER, + PARAM_LINEAR_LIMIT_LOWER = PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_LOWER, + PARAM_LINEAR_LIMIT_SOFTNESS = PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS, + PARAM_LINEAR_LIMIT_RESTITUTION = PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION, + PARAM_LINEAR_LIMIT_DAMPING = PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_DAMPING, + PARAM_LINEAR_MOTION_SOFTNESS = PhysicsServer3D::SLIDER_JOINT_LINEAR_MOTION_SOFTNESS, + PARAM_LINEAR_MOTION_RESTITUTION = PhysicsServer3D::SLIDER_JOINT_LINEAR_MOTION_RESTITUTION, + PARAM_LINEAR_MOTION_DAMPING = PhysicsServer3D::SLIDER_JOINT_LINEAR_MOTION_DAMPING, + PARAM_LINEAR_ORTHOGONAL_SOFTNESS = PhysicsServer3D::SLIDER_JOINT_LINEAR_ORTHOGONAL_SOFTNESS, + PARAM_LINEAR_ORTHOGONAL_RESTITUTION = PhysicsServer3D::SLIDER_JOINT_LINEAR_ORTHOGONAL_RESTITUTION, + PARAM_LINEAR_ORTHOGONAL_DAMPING = PhysicsServer3D::SLIDER_JOINT_LINEAR_ORTHOGONAL_DAMPING, + + PARAM_ANGULAR_LIMIT_UPPER = PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_UPPER, + PARAM_ANGULAR_LIMIT_LOWER = PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_LOWER, + PARAM_ANGULAR_LIMIT_SOFTNESS = PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS, + PARAM_ANGULAR_LIMIT_RESTITUTION = PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_RESTITUTION, + PARAM_ANGULAR_LIMIT_DAMPING = PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_DAMPING, + PARAM_ANGULAR_MOTION_SOFTNESS = PhysicsServer3D::SLIDER_JOINT_ANGULAR_MOTION_SOFTNESS, + PARAM_ANGULAR_MOTION_RESTITUTION = PhysicsServer3D::SLIDER_JOINT_ANGULAR_MOTION_RESTITUTION, + PARAM_ANGULAR_MOTION_DAMPING = PhysicsServer3D::SLIDER_JOINT_ANGULAR_MOTION_DAMPING, + PARAM_ANGULAR_ORTHOGONAL_SOFTNESS = PhysicsServer3D::SLIDER_JOINT_ANGULAR_ORTHOGONAL_SOFTNESS, + PARAM_ANGULAR_ORTHOGONAL_RESTITUTION = PhysicsServer3D::SLIDER_JOINT_ANGULAR_ORTHOGONAL_RESTITUTION, + PARAM_ANGULAR_ORTHOGONAL_DAMPING = PhysicsServer3D::SLIDER_JOINT_ANGULAR_ORTHOGONAL_DAMPING, + PARAM_MAX = PhysicsServer3D::SLIDER_JOINT_MAX + + }; + +protected: + real_t params[PARAM_MAX]; + virtual void _configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) override; + static void _bind_methods(); + +public: + void set_param(Param p_param, real_t p_value); + real_t get_param(Param p_param) const; + + SliderJoint3D(); +}; + +VARIANT_ENUM_CAST(SliderJoint3D::Param); + +#endif // SLIDER_JOINT_3D_H diff --git a/scene/3d/physics/kinematic_collision_3d.cpp b/scene/3d/physics/kinematic_collision_3d.cpp new file mode 100644 index 0000000000..54371425bc --- /dev/null +++ b/scene/3d/physics/kinematic_collision_3d.cpp @@ -0,0 +1,134 @@ +/**************************************************************************/ +/* kinematic_collision_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 "kinematic_collision_3d.h" + +#include "scene/3d/physics/character_body_3d.h" +#include "scene/3d/physics/physics_body_3d.h" + +Vector3 KinematicCollision3D::get_travel() const { + return result.travel; +} + +Vector3 KinematicCollision3D::get_remainder() const { + return result.remainder; +} + +int KinematicCollision3D::get_collision_count() const { + return result.collision_count; +} + +real_t KinematicCollision3D::get_depth() const { + return result.collision_depth; +} + +Vector3 KinematicCollision3D::get_position(int p_collision_index) const { + ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3()); + return result.collisions[p_collision_index].position; +} + +Vector3 KinematicCollision3D::get_normal(int p_collision_index) const { + ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3()); + return result.collisions[p_collision_index].normal; +} + +real_t KinematicCollision3D::get_angle(int p_collision_index, const Vector3 &p_up_direction) const { + ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, 0.0); + ERR_FAIL_COND_V(p_up_direction == Vector3(), 0); + return result.collisions[p_collision_index].get_angle(p_up_direction); +} + +Object *KinematicCollision3D::get_local_shape(int p_collision_index) const { + ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, nullptr); + if (!owner) { + return nullptr; + } + uint32_t ownerid = owner->shape_find_owner(result.collisions[p_collision_index].local_shape); + return owner->shape_owner_get_owner(ownerid); +} + +Object *KinematicCollision3D::get_collider(int p_collision_index) const { + ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, nullptr); + if (result.collisions[p_collision_index].collider_id.is_valid()) { + return ObjectDB::get_instance(result.collisions[p_collision_index].collider_id); + } + + return nullptr; +} + +ObjectID KinematicCollision3D::get_collider_id(int p_collision_index) const { + ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, ObjectID()); + return result.collisions[p_collision_index].collider_id; +} + +RID KinematicCollision3D::get_collider_rid(int p_collision_index) const { + ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, RID()); + return result.collisions[p_collision_index].collider; +} + +Object *KinematicCollision3D::get_collider_shape(int p_collision_index) const { + Object *collider = get_collider(p_collision_index); + if (collider) { + CollisionObject3D *obj2d = Object::cast_to(collider); + if (obj2d) { + uint32_t ownerid = obj2d->shape_find_owner(result.collisions[p_collision_index].collider_shape); + return obj2d->shape_owner_get_owner(ownerid); + } + } + + return nullptr; +} + +int KinematicCollision3D::get_collider_shape_index(int p_collision_index) const { + ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, 0); + return result.collisions[p_collision_index].collider_shape; +} + +Vector3 KinematicCollision3D::get_collider_velocity(int p_collision_index) const { + ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3()); + return result.collisions[p_collision_index].collider_velocity; +} + +void KinematicCollision3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("get_travel"), &KinematicCollision3D::get_travel); + ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision3D::get_remainder); + ClassDB::bind_method(D_METHOD("get_depth"), &KinematicCollision3D::get_depth); + ClassDB::bind_method(D_METHOD("get_collision_count"), &KinematicCollision3D::get_collision_count); + ClassDB::bind_method(D_METHOD("get_position", "collision_index"), &KinematicCollision3D::get_position, DEFVAL(0)); + ClassDB::bind_method(D_METHOD("get_normal", "collision_index"), &KinematicCollision3D::get_normal, DEFVAL(0)); + ClassDB::bind_method(D_METHOD("get_angle", "collision_index", "up_direction"), &KinematicCollision3D::get_angle, DEFVAL(0), DEFVAL(Vector3(0.0, 1.0, 0.0))); + ClassDB::bind_method(D_METHOD("get_local_shape", "collision_index"), &KinematicCollision3D::get_local_shape, DEFVAL(0)); + ClassDB::bind_method(D_METHOD("get_collider", "collision_index"), &KinematicCollision3D::get_collider, DEFVAL(0)); + ClassDB::bind_method(D_METHOD("get_collider_id", "collision_index"), &KinematicCollision3D::get_collider_id, DEFVAL(0)); + ClassDB::bind_method(D_METHOD("get_collider_rid", "collision_index"), &KinematicCollision3D::get_collider_rid, DEFVAL(0)); + ClassDB::bind_method(D_METHOD("get_collider_shape", "collision_index"), &KinematicCollision3D::get_collider_shape, DEFVAL(0)); + ClassDB::bind_method(D_METHOD("get_collider_shape_index", "collision_index"), &KinematicCollision3D::get_collider_shape_index, DEFVAL(0)); + ClassDB::bind_method(D_METHOD("get_collider_velocity", "collision_index"), &KinematicCollision3D::get_collider_velocity, DEFVAL(0)); +} diff --git a/scene/3d/physics/kinematic_collision_3d.h b/scene/3d/physics/kinematic_collision_3d.h new file mode 100644 index 0000000000..656531c82b --- /dev/null +++ b/scene/3d/physics/kinematic_collision_3d.h @@ -0,0 +1,68 @@ +/**************************************************************************/ +/* kinematic_collision_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 KINEMATIC_COLLISION_3D_H +#define KINEMATIC_COLLISION_3D_H + +#include "core/object/ref_counted.h" +#include "servers/physics_server_3d.h" + +class CharacterBody3D; +class PhysicsBody3D; + +class KinematicCollision3D : public RefCounted { + GDCLASS(KinematicCollision3D, RefCounted); + + PhysicsBody3D *owner = nullptr; + friend class PhysicsBody3D; + friend class CharacterBody3D; + PhysicsServer3D::MotionResult result; + +protected: + static void _bind_methods(); + +public: + Vector3 get_travel() const; + Vector3 get_remainder() const; + int get_collision_count() const; + real_t get_depth() const; + Vector3 get_position(int p_collision_index = 0) const; + Vector3 get_normal(int p_collision_index = 0) const; + real_t get_angle(int p_collision_index = 0, const Vector3 &p_up_direction = Vector3(0.0, 1.0, 0.0)) const; + Object *get_local_shape(int p_collision_index = 0) const; + Object *get_collider(int p_collision_index = 0) const; + ObjectID get_collider_id(int p_collision_index = 0) const; + RID get_collider_rid(int p_collision_index = 0) const; + Object *get_collider_shape(int p_collision_index = 0) const; + int get_collider_shape_index(int p_collision_index = 0) const; + Vector3 get_collider_velocity(int p_collision_index = 0) const; +}; + +#endif // KINEMATIC_COLLISION_3D_H diff --git a/scene/3d/physics/physical_bone_3d.cpp b/scene/3d/physics/physical_bone_3d.cpp new file mode 100644 index 0000000000..10c1fceb94 --- /dev/null +++ b/scene/3d/physics/physical_bone_3d.cpp @@ -0,0 +1,1346 @@ +/**************************************************************************/ +/* physical_bone_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 "physical_bone_3d.h" + +bool PhysicalBone3D::JointData::_set(const StringName &p_name, const Variant &p_value, RID j) { + return false; +} + +bool PhysicalBone3D::JointData::_get(const StringName &p_name, Variant &r_ret) const { + return false; +} + +void PhysicalBone3D::JointData::_get_property_list(List *p_list) const { +} + +void PhysicalBone3D::apply_central_impulse(const Vector3 &p_impulse) { + PhysicsServer3D::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse); +} + +void PhysicalBone3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) { + PhysicsServer3D::get_singleton()->body_apply_impulse(get_rid(), p_impulse, p_position); +} + +void PhysicalBone3D::set_linear_velocity(const Vector3 &p_velocity) { + linear_velocity = p_velocity; + PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, linear_velocity); +} + +Vector3 PhysicalBone3D::get_linear_velocity() const { + return linear_velocity; +} + +void PhysicalBone3D::set_angular_velocity(const Vector3 &p_velocity) { + angular_velocity = p_velocity; + PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY, angular_velocity); +} + +Vector3 PhysicalBone3D::get_angular_velocity() const { + return angular_velocity; +} + +void PhysicalBone3D::set_use_custom_integrator(bool p_enable) { + if (custom_integrator == p_enable) { + return; + } + + custom_integrator = p_enable; + PhysicsServer3D::get_singleton()->body_set_omit_force_integration(get_rid(), p_enable); +} + +bool PhysicalBone3D::is_using_custom_integrator() { + return custom_integrator; +} + +void PhysicalBone3D::reset_physics_simulation_state() { + if (simulate_physics) { + _start_physics_simulation(); + } else { + _stop_physics_simulation(); + } +} + +void PhysicalBone3D::reset_to_rest_position() { + if (parent_skeleton) { + Transform3D new_transform = parent_skeleton->get_global_transform(); + if (bone_id == -1) { + new_transform *= body_offset; + } else { + new_transform *= parent_skeleton->get_bone_global_pose(bone_id) * body_offset; + } + new_transform.orthonormalize(); + set_global_transform(new_transform); + } +} + +bool PhysicalBone3D::PinJointData::_set(const StringName &p_name, const Variant &p_value, RID j) { + if (JointData::_set(p_name, p_value, j)) { + return true; + } + + bool is_valid_pin = j.is_valid() && PhysicsServer3D::get_singleton()->joint_get_type(j) == PhysicsServer3D::JOINT_TYPE_PIN; + if ("joint_constraints/bias" == p_name) { + bias = p_value; + if (is_valid_pin) { + PhysicsServer3D::get_singleton()->pin_joint_set_param(j, PhysicsServer3D::PIN_JOINT_BIAS, bias); + } + + } else if ("joint_constraints/damping" == p_name) { + damping = p_value; + if (is_valid_pin) { + PhysicsServer3D::get_singleton()->pin_joint_set_param(j, PhysicsServer3D::PIN_JOINT_DAMPING, damping); + } + + } else if ("joint_constraints/impulse_clamp" == p_name) { + impulse_clamp = p_value; + if (is_valid_pin) { + PhysicsServer3D::get_singleton()->pin_joint_set_param(j, PhysicsServer3D::PIN_JOINT_IMPULSE_CLAMP, impulse_clamp); + } + + } else { + return false; + } + + return true; +} + +bool PhysicalBone3D::PinJointData::_get(const StringName &p_name, Variant &r_ret) const { + if (JointData::_get(p_name, r_ret)) { + return true; + } + + if ("joint_constraints/bias" == p_name) { + r_ret = bias; + } else if ("joint_constraints/damping" == p_name) { + r_ret = damping; + } else if ("joint_constraints/impulse_clamp" == p_name) { + r_ret = impulse_clamp; + } else { + return false; + } + + return true; +} + +void PhysicalBone3D::PinJointData::_get_property_list(List *p_list) const { + JointData::_get_property_list(p_list); + + p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/bias"), PROPERTY_HINT_RANGE, "0.01,0.99,0.01")); + p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/damping"), PROPERTY_HINT_RANGE, "0.01,8.0,0.01")); + p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/impulse_clamp"), PROPERTY_HINT_RANGE, "0.0,64.0,0.01")); +} + +bool PhysicalBone3D::ConeJointData::_set(const StringName &p_name, const Variant &p_value, RID j) { + if (JointData::_set(p_name, p_value, j)) { + return true; + } + + bool is_valid_cone = j.is_valid() && PhysicsServer3D::get_singleton()->joint_get_type(j) == PhysicsServer3D::JOINT_TYPE_CONE_TWIST; + if ("joint_constraints/swing_span" == p_name) { + swing_span = Math::deg_to_rad(real_t(p_value)); + if (is_valid_cone) { + PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(j, PhysicsServer3D::CONE_TWIST_JOINT_SWING_SPAN, swing_span); + } + + } else if ("joint_constraints/twist_span" == p_name) { + twist_span = Math::deg_to_rad(real_t(p_value)); + if (is_valid_cone) { + PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(j, PhysicsServer3D::CONE_TWIST_JOINT_TWIST_SPAN, twist_span); + } + + } else if ("joint_constraints/bias" == p_name) { + bias = p_value; + if (is_valid_cone) { + PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(j, PhysicsServer3D::CONE_TWIST_JOINT_BIAS, bias); + } + + } else if ("joint_constraints/softness" == p_name) { + softness = p_value; + if (is_valid_cone) { + PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(j, PhysicsServer3D::CONE_TWIST_JOINT_SOFTNESS, softness); + } + + } else if ("joint_constraints/relaxation" == p_name) { + relaxation = p_value; + if (is_valid_cone) { + PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(j, PhysicsServer3D::CONE_TWIST_JOINT_RELAXATION, relaxation); + } + + } else { + return false; + } + + return true; +} + +bool PhysicalBone3D::ConeJointData::_get(const StringName &p_name, Variant &r_ret) const { + if (JointData::_get(p_name, r_ret)) { + return true; + } + + if ("joint_constraints/swing_span" == p_name) { + r_ret = Math::rad_to_deg(swing_span); + } else if ("joint_constraints/twist_span" == p_name) { + r_ret = Math::rad_to_deg(twist_span); + } else if ("joint_constraints/bias" == p_name) { + r_ret = bias; + } else if ("joint_constraints/softness" == p_name) { + r_ret = softness; + } else if ("joint_constraints/relaxation" == p_name) { + r_ret = relaxation; + } else { + return false; + } + + return true; +} + +void PhysicalBone3D::ConeJointData::_get_property_list(List *p_list) const { + JointData::_get_property_list(p_list); + + p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/swing_span"), PROPERTY_HINT_RANGE, "-180,180,0.01")); + p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/twist_span"), PROPERTY_HINT_RANGE, "-40000,40000,0.1,or_less,or_greater")); + p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/bias"), PROPERTY_HINT_RANGE, "0.01,16.0,0.01")); + p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/softness"), PROPERTY_HINT_RANGE, "0.01,16.0,0.01")); + p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/relaxation"), PROPERTY_HINT_RANGE, "0.01,16.0,0.01")); +} + +bool PhysicalBone3D::HingeJointData::_set(const StringName &p_name, const Variant &p_value, RID j) { + if (JointData::_set(p_name, p_value, j)) { + return true; + } + + bool is_valid_hinge = j.is_valid() && PhysicsServer3D::get_singleton()->joint_get_type(j) == PhysicsServer3D::JOINT_TYPE_HINGE; + if ("joint_constraints/angular_limit_enabled" == p_name) { + angular_limit_enabled = p_value; + if (is_valid_hinge) { + PhysicsServer3D::get_singleton()->hinge_joint_set_flag(j, PhysicsServer3D::HINGE_JOINT_FLAG_USE_LIMIT, angular_limit_enabled); + } + + } else if ("joint_constraints/angular_limit_upper" == p_name) { + angular_limit_upper = Math::deg_to_rad(real_t(p_value)); + if (is_valid_hinge) { + PhysicsServer3D::get_singleton()->hinge_joint_set_param(j, PhysicsServer3D::HINGE_JOINT_LIMIT_UPPER, angular_limit_upper); + } + + } else if ("joint_constraints/angular_limit_lower" == p_name) { + angular_limit_lower = Math::deg_to_rad(real_t(p_value)); + if (is_valid_hinge) { + PhysicsServer3D::get_singleton()->hinge_joint_set_param(j, PhysicsServer3D::HINGE_JOINT_LIMIT_LOWER, angular_limit_lower); + } + + } else if ("joint_constraints/angular_limit_bias" == p_name) { + angular_limit_bias = p_value; + if (is_valid_hinge) { + PhysicsServer3D::get_singleton()->hinge_joint_set_param(j, PhysicsServer3D::HINGE_JOINT_LIMIT_BIAS, angular_limit_bias); + } + + } else if ("joint_constraints/angular_limit_softness" == p_name) { + angular_limit_softness = p_value; + if (is_valid_hinge) { + PhysicsServer3D::get_singleton()->hinge_joint_set_param(j, PhysicsServer3D::HINGE_JOINT_LIMIT_SOFTNESS, angular_limit_softness); + } + + } else if ("joint_constraints/angular_limit_relaxation" == p_name) { + angular_limit_relaxation = p_value; + if (is_valid_hinge) { + PhysicsServer3D::get_singleton()->hinge_joint_set_param(j, PhysicsServer3D::HINGE_JOINT_LIMIT_RELAXATION, angular_limit_relaxation); + } + + } else { + return false; + } + + return true; +} + +bool PhysicalBone3D::HingeJointData::_get(const StringName &p_name, Variant &r_ret) const { + if (JointData::_get(p_name, r_ret)) { + return true; + } + + if ("joint_constraints/angular_limit_enabled" == p_name) { + r_ret = angular_limit_enabled; + } else if ("joint_constraints/angular_limit_upper" == p_name) { + r_ret = Math::rad_to_deg(angular_limit_upper); + } else if ("joint_constraints/angular_limit_lower" == p_name) { + r_ret = Math::rad_to_deg(angular_limit_lower); + } else if ("joint_constraints/angular_limit_bias" == p_name) { + r_ret = angular_limit_bias; + } else if ("joint_constraints/angular_limit_softness" == p_name) { + r_ret = angular_limit_softness; + } else if ("joint_constraints/angular_limit_relaxation" == p_name) { + r_ret = angular_limit_relaxation; + } else { + return false; + } + + return true; +} + +void PhysicalBone3D::HingeJointData::_get_property_list(List *p_list) const { + JointData::_get_property_list(p_list); + + p_list->push_back(PropertyInfo(Variant::BOOL, PNAME("joint_constraints/angular_limit_enabled"))); + p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_upper"), PROPERTY_HINT_RANGE, "-180,180,0.01")); + p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_lower"), PROPERTY_HINT_RANGE, "-180,180,0.01")); + p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_bias"), PROPERTY_HINT_RANGE, "0.01,0.99,0.01")); + p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_softness"), PROPERTY_HINT_RANGE, "0.01,16,0.01")); + p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_relaxation"), PROPERTY_HINT_RANGE, "0.01,16,0.01")); +} + +bool PhysicalBone3D::SliderJointData::_set(const StringName &p_name, const Variant &p_value, RID j) { + if (JointData::_set(p_name, p_value, j)) { + return true; + } + + bool is_valid_slider = j.is_valid() && PhysicsServer3D::get_singleton()->joint_get_type(j) == PhysicsServer3D::JOINT_TYPE_SLIDER; + if ("joint_constraints/linear_limit_upper" == p_name) { + linear_limit_upper = p_value; + if (is_valid_slider) { + PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_UPPER, linear_limit_upper); + } + + } else if ("joint_constraints/linear_limit_lower" == p_name) { + linear_limit_lower = p_value; + if (is_valid_slider) { + PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_LOWER, linear_limit_lower); + } + + } else if ("joint_constraints/linear_limit_softness" == p_name) { + linear_limit_softness = p_value; + if (is_valid_slider) { + PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS, linear_limit_softness); + } + + } else if ("joint_constraints/linear_limit_restitution" == p_name) { + linear_limit_restitution = p_value; + if (is_valid_slider) { + PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION, linear_limit_restitution); + } + + } else if ("joint_constraints/linear_limit_damping" == p_name) { + linear_limit_damping = p_value; + if (is_valid_slider) { + PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_DAMPING, linear_limit_restitution); + } + + } else if ("joint_constraints/angular_limit_upper" == p_name) { + angular_limit_upper = Math::deg_to_rad(real_t(p_value)); + if (is_valid_slider) { + PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_UPPER, angular_limit_upper); + } + + } else if ("joint_constraints/angular_limit_lower" == p_name) { + angular_limit_lower = Math::deg_to_rad(real_t(p_value)); + if (is_valid_slider) { + PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_LOWER, angular_limit_lower); + } + + } else if ("joint_constraints/angular_limit_softness" == p_name) { + angular_limit_softness = p_value; + if (is_valid_slider) { + PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS, angular_limit_softness); + } + + } else if ("joint_constraints/angular_limit_restitution" == p_name) { + angular_limit_restitution = p_value; + if (is_valid_slider) { + PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS, angular_limit_softness); + } + + } else if ("joint_constraints/angular_limit_damping" == p_name) { + angular_limit_damping = p_value; + if (is_valid_slider) { + PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_DAMPING, angular_limit_damping); + } + + } else { + return false; + } + + return true; +} + +bool PhysicalBone3D::SliderJointData::_get(const StringName &p_name, Variant &r_ret) const { + if (JointData::_get(p_name, r_ret)) { + return true; + } + + if ("joint_constraints/linear_limit_upper" == p_name) { + r_ret = linear_limit_upper; + } else if ("joint_constraints/linear_limit_lower" == p_name) { + r_ret = linear_limit_lower; + } else if ("joint_constraints/linear_limit_softness" == p_name) { + r_ret = linear_limit_softness; + } else if ("joint_constraints/linear_limit_restitution" == p_name) { + r_ret = linear_limit_restitution; + } else if ("joint_constraints/linear_limit_damping" == p_name) { + r_ret = linear_limit_damping; + } else if ("joint_constraints/angular_limit_upper" == p_name) { + r_ret = Math::rad_to_deg(angular_limit_upper); + } else if ("joint_constraints/angular_limit_lower" == p_name) { + r_ret = Math::rad_to_deg(angular_limit_lower); + } else if ("joint_constraints/angular_limit_softness" == p_name) { + r_ret = angular_limit_softness; + } else if ("joint_constraints/angular_limit_restitution" == p_name) { + r_ret = angular_limit_restitution; + } else if ("joint_constraints/angular_limit_damping" == p_name) { + r_ret = angular_limit_damping; + } else { + return false; + } + + return true; +} + +void PhysicalBone3D::SliderJointData::_get_property_list(List *p_list) const { + JointData::_get_property_list(p_list); + + p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/linear_limit_upper"))); + p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/linear_limit_lower"))); + p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/linear_limit_softness"), PROPERTY_HINT_RANGE, "0.01,16.0,0.01")); + p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/linear_limit_restitution"), PROPERTY_HINT_RANGE, "0.01,16.0,0.01")); + p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/linear_limit_damping"), PROPERTY_HINT_RANGE, "0,16.0,0.01")); + + p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_upper"), PROPERTY_HINT_RANGE, "-180,180,0.01")); + p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_lower"), PROPERTY_HINT_RANGE, "-180,180,0.01")); + p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_softness"), PROPERTY_HINT_RANGE, "0.01,16.0,0.01")); + p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_restitution"), PROPERTY_HINT_RANGE, "0.01,16.0,0.01")); + p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_damping"), PROPERTY_HINT_RANGE, "0,16.0,0.01")); +} + +bool PhysicalBone3D::SixDOFJointData::_set(const StringName &p_name, const Variant &p_value, RID j) { + if (JointData::_set(p_name, p_value, j)) { + return true; + } + + String path = p_name; + + if (!path.begins_with("joint_constraints/")) { + return false; + } + + Vector3::Axis axis; + { + const String axis_s = path.get_slicec('/', 1); + if ("x" == axis_s) { + axis = Vector3::AXIS_X; + } else if ("y" == axis_s) { + axis = Vector3::AXIS_Y; + } else if ("z" == axis_s) { + axis = Vector3::AXIS_Z; + } else { + return false; + } + } + + String var_name = path.get_slicec('/', 2); + bool is_valid_6dof = j.is_valid() && PhysicsServer3D::get_singleton()->joint_get_type(j) == PhysicsServer3D::JOINT_TYPE_6DOF; + if ("linear_limit_enabled" == var_name) { + axis_data[axis].linear_limit_enabled = p_value; + if (is_valid_6dof) { + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(j, axis, PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT, axis_data[axis].linear_limit_enabled); + } + + } else if ("linear_limit_upper" == var_name) { + axis_data[axis].linear_limit_upper = p_value; + if (is_valid_6dof) { + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_LINEAR_UPPER_LIMIT, axis_data[axis].linear_limit_upper); + } + + } else if ("linear_limit_lower" == var_name) { + axis_data[axis].linear_limit_lower = p_value; + if (is_valid_6dof) { + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_LINEAR_LOWER_LIMIT, axis_data[axis].linear_limit_lower); + } + + } else if ("linear_limit_softness" == var_name) { + axis_data[axis].linear_limit_softness = p_value; + if (is_valid_6dof) { + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS, axis_data[axis].linear_limit_softness); + } + + } else if ("linear_spring_enabled" == var_name) { + axis_data[axis].linear_spring_enabled = p_value; + if (is_valid_6dof) { + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(j, axis, PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING, axis_data[axis].linear_spring_enabled); + } + + } else if ("linear_spring_stiffness" == var_name) { + axis_data[axis].linear_spring_stiffness = p_value; + if (is_valid_6dof) { + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS, axis_data[axis].linear_spring_stiffness); + } + + } else if ("linear_spring_damping" == var_name) { + axis_data[axis].linear_spring_damping = p_value; + if (is_valid_6dof) { + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_DAMPING, axis_data[axis].linear_spring_damping); + } + + } else if ("linear_equilibrium_point" == var_name) { + axis_data[axis].linear_equilibrium_point = p_value; + if (is_valid_6dof) { + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT, axis_data[axis].linear_equilibrium_point); + } + + } else if ("linear_restitution" == var_name) { + axis_data[axis].linear_restitution = p_value; + if (is_valid_6dof) { + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_LINEAR_RESTITUTION, axis_data[axis].linear_restitution); + } + + } else if ("linear_damping" == var_name) { + axis_data[axis].linear_damping = p_value; + if (is_valid_6dof) { + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_LINEAR_DAMPING, axis_data[axis].linear_damping); + } + + } else if ("angular_limit_enabled" == var_name) { + axis_data[axis].angular_limit_enabled = p_value; + if (is_valid_6dof) { + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(j, axis, PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT, axis_data[axis].angular_limit_enabled); + } + + } else if ("angular_limit_upper" == var_name) { + axis_data[axis].angular_limit_upper = Math::deg_to_rad(real_t(p_value)); + if (is_valid_6dof) { + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_ANGULAR_UPPER_LIMIT, axis_data[axis].angular_limit_upper); + } + + } else if ("angular_limit_lower" == var_name) { + axis_data[axis].angular_limit_lower = Math::deg_to_rad(real_t(p_value)); + if (is_valid_6dof) { + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_ANGULAR_LOWER_LIMIT, axis_data[axis].angular_limit_lower); + } + + } else if ("angular_limit_softness" == var_name) { + axis_data[axis].angular_limit_softness = p_value; + if (is_valid_6dof) { + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS, axis_data[axis].angular_limit_softness); + } + + } else if ("angular_restitution" == var_name) { + axis_data[axis].angular_restitution = p_value; + if (is_valid_6dof) { + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_ANGULAR_RESTITUTION, axis_data[axis].angular_restitution); + } + + } else if ("angular_damping" == var_name) { + axis_data[axis].angular_damping = p_value; + if (is_valid_6dof) { + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_ANGULAR_DAMPING, axis_data[axis].angular_damping); + } + + } else if ("erp" == var_name) { + axis_data[axis].erp = p_value; + if (is_valid_6dof) { + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_ANGULAR_ERP, axis_data[axis].erp); + } + + } else if ("angular_spring_enabled" == var_name) { + axis_data[axis].angular_spring_enabled = p_value; + if (is_valid_6dof) { + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(j, axis, PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING, axis_data[axis].angular_spring_enabled); + } + + } else if ("angular_spring_stiffness" == var_name) { + axis_data[axis].angular_spring_stiffness = p_value; + if (is_valid_6dof) { + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS, axis_data[axis].angular_spring_stiffness); + } + + } else if ("angular_spring_damping" == var_name) { + axis_data[axis].angular_spring_damping = p_value; + if (is_valid_6dof) { + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_DAMPING, axis_data[axis].angular_spring_damping); + } + + } else if ("angular_equilibrium_point" == var_name) { + axis_data[axis].angular_equilibrium_point = p_value; + if (is_valid_6dof) { + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT, axis_data[axis].angular_equilibrium_point); + } + + } else { + return false; + } + + return true; +} + +bool PhysicalBone3D::SixDOFJointData::_get(const StringName &p_name, Variant &r_ret) const { + if (JointData::_get(p_name, r_ret)) { + return true; + } + + String path = p_name; + + if (!path.begins_with("joint_constraints/")) { + return false; + } + + int axis; + { + const String axis_s = path.get_slicec('/', 1); + if ("x" == axis_s) { + axis = 0; + } else if ("y" == axis_s) { + axis = 1; + } else if ("z" == axis_s) { + axis = 2; + } else { + return false; + } + } + + String var_name = path.get_slicec('/', 2); + + if ("linear_limit_enabled" == var_name) { + r_ret = axis_data[axis].linear_limit_enabled; + } else if ("linear_limit_upper" == var_name) { + r_ret = axis_data[axis].linear_limit_upper; + } else if ("linear_limit_lower" == var_name) { + r_ret = axis_data[axis].linear_limit_lower; + } else if ("linear_limit_softness" == var_name) { + r_ret = axis_data[axis].linear_limit_softness; + } else if ("linear_spring_enabled" == var_name) { + r_ret = axis_data[axis].linear_spring_enabled; + } else if ("linear_spring_stiffness" == var_name) { + r_ret = axis_data[axis].linear_spring_stiffness; + } else if ("linear_spring_damping" == var_name) { + r_ret = axis_data[axis].linear_spring_damping; + } else if ("linear_equilibrium_point" == var_name) { + r_ret = axis_data[axis].linear_equilibrium_point; + } else if ("linear_restitution" == var_name) { + r_ret = axis_data[axis].linear_restitution; + } else if ("linear_damping" == var_name) { + r_ret = axis_data[axis].linear_damping; + } else if ("angular_limit_enabled" == var_name) { + r_ret = axis_data[axis].angular_limit_enabled; + } else if ("angular_limit_upper" == var_name) { + r_ret = Math::rad_to_deg(axis_data[axis].angular_limit_upper); + } else if ("angular_limit_lower" == var_name) { + r_ret = Math::rad_to_deg(axis_data[axis].angular_limit_lower); + } else if ("angular_limit_softness" == var_name) { + r_ret = axis_data[axis].angular_limit_softness; + } else if ("angular_restitution" == var_name) { + r_ret = axis_data[axis].angular_restitution; + } else if ("angular_damping" == var_name) { + r_ret = axis_data[axis].angular_damping; + } else if ("erp" == var_name) { + r_ret = axis_data[axis].erp; + } else if ("angular_spring_enabled" == var_name) { + r_ret = axis_data[axis].angular_spring_enabled; + } else if ("angular_spring_stiffness" == var_name) { + r_ret = axis_data[axis].angular_spring_stiffness; + } else if ("angular_spring_damping" == var_name) { + r_ret = axis_data[axis].angular_spring_damping; + } else if ("angular_equilibrium_point" == var_name) { + r_ret = axis_data[axis].angular_equilibrium_point; + } else { + return false; + } + + return true; +} + +void PhysicalBone3D::SixDOFJointData::_get_property_list(List *p_list) const { + const StringName axis_names[] = { PNAME("x"), PNAME("y"), PNAME("z") }; + for (int i = 0; i < 3; ++i) { + const String prefix = vformat("%s/%s/", PNAME("joint_constraints"), axis_names[i]); + p_list->push_back(PropertyInfo(Variant::BOOL, prefix + PNAME("linear_limit_enabled"))); + p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("linear_limit_upper"))); + p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("linear_limit_lower"))); + p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("linear_limit_softness"), PROPERTY_HINT_RANGE, "0.01,16,0.01")); + p_list->push_back(PropertyInfo(Variant::BOOL, prefix + PNAME("linear_spring_enabled"))); + p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("linear_spring_stiffness"))); + p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("linear_spring_damping"))); + p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("linear_equilibrium_point"))); + p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("linear_restitution"), PROPERTY_HINT_RANGE, "0.01,16,0.01")); + p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("linear_damping"), PROPERTY_HINT_RANGE, "0.01,16,0.01")); + p_list->push_back(PropertyInfo(Variant::BOOL, prefix + PNAME("angular_limit_enabled"))); + p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("angular_limit_upper"), PROPERTY_HINT_RANGE, "-180,180,0.01")); + p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("angular_limit_lower"), PROPERTY_HINT_RANGE, "-180,180,0.01")); + p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("angular_limit_softness"), PROPERTY_HINT_RANGE, "0.01,16,0.01")); + p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("angular_restitution"), PROPERTY_HINT_RANGE, "0.01,16,0.01")); + p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("angular_damping"), PROPERTY_HINT_RANGE, "0.01,16,0.01")); + p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("erp"))); + p_list->push_back(PropertyInfo(Variant::BOOL, prefix + PNAME("angular_spring_enabled"))); + p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("angular_spring_stiffness"))); + p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("angular_spring_damping"))); + p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("angular_equilibrium_point"))); + } +} + +bool PhysicalBone3D::_set(const StringName &p_name, const Variant &p_value) { + if (p_name == "bone_name") { + set_bone_name(p_value); + return true; + } + + if (joint_data) { + if (joint_data->_set(p_name, p_value, joint)) { +#ifdef TOOLS_ENABLED + update_gizmos(); +#endif + return true; + } + } + + return false; +} + +bool PhysicalBone3D::_get(const StringName &p_name, Variant &r_ret) const { + if (p_name == "bone_name") { + r_ret = get_bone_name(); + return true; + } + + if (joint_data) { + return joint_data->_get(p_name, r_ret); + } + + return false; +} + +void PhysicalBone3D::_get_property_list(List *p_list) const { + Skeleton3D *parent = find_skeleton_parent(get_parent()); + + if (parent) { + String names; + for (int i = 0; i < parent->get_bone_count(); i++) { + if (i > 0) { + names += ","; + } + names += parent->get_bone_name(i); + } + + p_list->push_back(PropertyInfo(Variant::STRING_NAME, PNAME("bone_name"), PROPERTY_HINT_ENUM, names)); + } else { + p_list->push_back(PropertyInfo(Variant::STRING_NAME, PNAME("bone_name"))); + } + + if (joint_data) { + joint_data->_get_property_list(p_list); + } +} + +void PhysicalBone3D::_notification(int p_what) { + switch (p_what) { + case NOTIFICATION_ENTER_TREE: + parent_skeleton = find_skeleton_parent(get_parent()); + update_bone_id(); + reset_to_rest_position(); + reset_physics_simulation_state(); + if (joint_data) { + _reload_joint(); + } + break; + + case NOTIFICATION_EXIT_TREE: { + if (parent_skeleton) { + if (-1 != bone_id) { + parent_skeleton->unbind_physical_bone_from_bone(bone_id); + bone_id = -1; + } + } + parent_skeleton = nullptr; + PhysicsServer3D::get_singleton()->joint_clear(joint); + } break; + + case NOTIFICATION_TRANSFORM_CHANGED: { + if (Engine::get_singleton()->is_editor_hint()) { + update_offset(); + } + } break; + } +} + +void PhysicalBone3D::_sync_body_state(PhysicsDirectBodyState3D *p_state) { + set_ignore_transform_notification(true); + set_global_transform(p_state->get_transform()); + set_ignore_transform_notification(false); + + linear_velocity = p_state->get_linear_velocity(); + angular_velocity = p_state->get_angular_velocity(); +} + +void PhysicalBone3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) { + if (!simulate_physics || !_internal_simulate_physics) { + return; + } + + if (GDVIRTUAL_IS_OVERRIDDEN(_integrate_forces)) { + _sync_body_state(p_state); + + Transform3D old_transform = get_global_transform(); + GDVIRTUAL_CALL(_integrate_forces, p_state); + Transform3D new_transform = get_global_transform(); + + if (new_transform != old_transform) { + // Update the physics server with the new transform, to prevent it from being overwritten at the sync below. + PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_TRANSFORM, new_transform); + } + } + + _sync_body_state(p_state); + _on_transform_changed(); + + Transform3D global_transform(p_state->get_transform()); + + // Update skeleton + if (parent_skeleton) { + if (-1 != bone_id) { + parent_skeleton->set_bone_global_pose_override(bone_id, parent_skeleton->get_global_transform().affine_inverse() * (global_transform * body_offset_inverse), 1.0, true); + } + } +} + +void PhysicalBone3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &PhysicalBone3D::apply_central_impulse); + ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &PhysicalBone3D::apply_impulse, Vector3()); + + ClassDB::bind_method(D_METHOD("set_joint_type", "joint_type"), &PhysicalBone3D::set_joint_type); + ClassDB::bind_method(D_METHOD("get_joint_type"), &PhysicalBone3D::get_joint_type); + + ClassDB::bind_method(D_METHOD("set_joint_offset", "offset"), &PhysicalBone3D::set_joint_offset); + ClassDB::bind_method(D_METHOD("get_joint_offset"), &PhysicalBone3D::get_joint_offset); + ClassDB::bind_method(D_METHOD("set_joint_rotation", "euler"), &PhysicalBone3D::set_joint_rotation); + ClassDB::bind_method(D_METHOD("get_joint_rotation"), &PhysicalBone3D::get_joint_rotation); + + ClassDB::bind_method(D_METHOD("set_body_offset", "offset"), &PhysicalBone3D::set_body_offset); + ClassDB::bind_method(D_METHOD("get_body_offset"), &PhysicalBone3D::get_body_offset); + + ClassDB::bind_method(D_METHOD("get_simulate_physics"), &PhysicalBone3D::get_simulate_physics); + + ClassDB::bind_method(D_METHOD("is_simulating_physics"), &PhysicalBone3D::is_simulating_physics); + + ClassDB::bind_method(D_METHOD("get_bone_id"), &PhysicalBone3D::get_bone_id); + + ClassDB::bind_method(D_METHOD("set_mass", "mass"), &PhysicalBone3D::set_mass); + ClassDB::bind_method(D_METHOD("get_mass"), &PhysicalBone3D::get_mass); + + ClassDB::bind_method(D_METHOD("set_friction", "friction"), &PhysicalBone3D::set_friction); + ClassDB::bind_method(D_METHOD("get_friction"), &PhysicalBone3D::get_friction); + + ClassDB::bind_method(D_METHOD("set_bounce", "bounce"), &PhysicalBone3D::set_bounce); + ClassDB::bind_method(D_METHOD("get_bounce"), &PhysicalBone3D::get_bounce); + + ClassDB::bind_method(D_METHOD("set_gravity_scale", "gravity_scale"), &PhysicalBone3D::set_gravity_scale); + ClassDB::bind_method(D_METHOD("get_gravity_scale"), &PhysicalBone3D::get_gravity_scale); + + ClassDB::bind_method(D_METHOD("set_linear_damp_mode", "linear_damp_mode"), &PhysicalBone3D::set_linear_damp_mode); + ClassDB::bind_method(D_METHOD("get_linear_damp_mode"), &PhysicalBone3D::get_linear_damp_mode); + + ClassDB::bind_method(D_METHOD("set_angular_damp_mode", "angular_damp_mode"), &PhysicalBone3D::set_angular_damp_mode); + ClassDB::bind_method(D_METHOD("get_angular_damp_mode"), &PhysicalBone3D::get_angular_damp_mode); + + ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &PhysicalBone3D::set_linear_damp); + ClassDB::bind_method(D_METHOD("get_linear_damp"), &PhysicalBone3D::get_linear_damp); + + ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &PhysicalBone3D::set_angular_damp); + ClassDB::bind_method(D_METHOD("get_angular_damp"), &PhysicalBone3D::get_angular_damp); + + ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &PhysicalBone3D::set_linear_velocity); + ClassDB::bind_method(D_METHOD("get_linear_velocity"), &PhysicalBone3D::get_linear_velocity); + + ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &PhysicalBone3D::set_angular_velocity); + ClassDB::bind_method(D_METHOD("get_angular_velocity"), &PhysicalBone3D::get_angular_velocity); + + ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &PhysicalBone3D::set_use_custom_integrator); + ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &PhysicalBone3D::is_using_custom_integrator); + + ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &PhysicalBone3D::set_can_sleep); + ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &PhysicalBone3D::is_able_to_sleep); + + GDVIRTUAL_BIND(_integrate_forces, "state"); + + ADD_GROUP("Joint", "joint_"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "joint_type", PROPERTY_HINT_ENUM, "None,PinJoint,ConeJoint,HingeJoint,SliderJoint,6DOFJoint"), "set_joint_type", "get_joint_type"); + ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "joint_offset", PROPERTY_HINT_NONE, "suffix:m"), "set_joint_offset", "get_joint_offset"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "joint_rotation", PROPERTY_HINT_RANGE, "-360,360,0.01,or_less,or_greater,radians_as_degrees"), "set_joint_rotation", "get_joint_rotation"); + + ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "body_offset", PROPERTY_HINT_NONE, "suffix:m"), "set_body_offset", "get_body_offset"); + + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_RANGE, "0.01,1000,0.01,or_greater,exp,suffix:kg"), "set_mass", "get_mass"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "friction", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_friction", "get_friction"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_bounce", "get_bounce"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity_scale", PROPERTY_HINT_RANGE, "-8,8,0.001,or_less,or_greater"), "set_gravity_scale", "get_gravity_scale"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "custom_integrator"), "set_use_custom_integrator", "is_using_custom_integrator"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "linear_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_linear_damp_mode", "get_linear_damp_mode"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "angular_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_angular_damp_mode", "get_angular_damp_mode"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity", PROPERTY_HINT_NONE, "suffix:m/s"), "set_linear_velocity", "get_linear_velocity"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "angular_velocity", PROPERTY_HINT_NONE, U"radians_as_degrees,suffix:\u00B0/s"), "set_angular_velocity", "get_angular_velocity"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep"); + + BIND_ENUM_CONSTANT(DAMP_MODE_COMBINE); + BIND_ENUM_CONSTANT(DAMP_MODE_REPLACE); + + BIND_ENUM_CONSTANT(JOINT_TYPE_NONE); + BIND_ENUM_CONSTANT(JOINT_TYPE_PIN); + BIND_ENUM_CONSTANT(JOINT_TYPE_CONE); + BIND_ENUM_CONSTANT(JOINT_TYPE_HINGE); + BIND_ENUM_CONSTANT(JOINT_TYPE_SLIDER); + BIND_ENUM_CONSTANT(JOINT_TYPE_6DOF); +} + +Skeleton3D *PhysicalBone3D::find_skeleton_parent(Node *p_parent) { + if (!p_parent) { + return nullptr; + } + Skeleton3D *s = Object::cast_to(p_parent); + return s ? s : find_skeleton_parent(p_parent->get_parent()); +} + +void PhysicalBone3D::_update_joint_offset() { + _fix_joint_offset(); + + set_ignore_transform_notification(true); + reset_to_rest_position(); + set_ignore_transform_notification(false); + +#ifdef TOOLS_ENABLED + update_gizmos(); +#endif +} + +void PhysicalBone3D::_fix_joint_offset() { + // Clamp joint origin to bone origin + if (parent_skeleton) { + joint_offset.origin = body_offset.affine_inverse().origin; + } +} + +void PhysicalBone3D::_reload_joint() { + if (!parent_skeleton) { + PhysicsServer3D::get_singleton()->joint_clear(joint); + return; + } + + PhysicalBone3D *body_a = parent_skeleton->get_physical_bone_parent(bone_id); + if (!body_a) { + PhysicsServer3D::get_singleton()->joint_clear(joint); + return; + } + + Transform3D joint_transf = get_global_transform() * joint_offset; + Transform3D local_a = body_a->get_global_transform().affine_inverse() * joint_transf; + local_a.orthonormalize(); + + switch (get_joint_type()) { + case JOINT_TYPE_PIN: { + PhysicsServer3D::get_singleton()->joint_make_pin(joint, body_a->get_rid(), local_a.origin, get_rid(), joint_offset.origin); + const PinJointData *pjd(static_cast(joint_data)); + PhysicsServer3D::get_singleton()->pin_joint_set_param(joint, PhysicsServer3D::PIN_JOINT_BIAS, pjd->bias); + PhysicsServer3D::get_singleton()->pin_joint_set_param(joint, PhysicsServer3D::PIN_JOINT_DAMPING, pjd->damping); + PhysicsServer3D::get_singleton()->pin_joint_set_param(joint, PhysicsServer3D::PIN_JOINT_IMPULSE_CLAMP, pjd->impulse_clamp); + + } break; + case JOINT_TYPE_CONE: { + PhysicsServer3D::get_singleton()->joint_make_cone_twist(joint, body_a->get_rid(), local_a, get_rid(), joint_offset); + const ConeJointData *cjd(static_cast(joint_data)); + PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(joint, PhysicsServer3D::CONE_TWIST_JOINT_SWING_SPAN, cjd->swing_span); + PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(joint, PhysicsServer3D::CONE_TWIST_JOINT_TWIST_SPAN, cjd->twist_span); + PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(joint, PhysicsServer3D::CONE_TWIST_JOINT_BIAS, cjd->bias); + PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(joint, PhysicsServer3D::CONE_TWIST_JOINT_SOFTNESS, cjd->softness); + PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(joint, PhysicsServer3D::CONE_TWIST_JOINT_RELAXATION, cjd->relaxation); + + } break; + case JOINT_TYPE_HINGE: { + PhysicsServer3D::get_singleton()->joint_make_hinge(joint, body_a->get_rid(), local_a, get_rid(), joint_offset); + const HingeJointData *hjd(static_cast(joint_data)); + PhysicsServer3D::get_singleton()->hinge_joint_set_flag(joint, PhysicsServer3D::HINGE_JOINT_FLAG_USE_LIMIT, hjd->angular_limit_enabled); + PhysicsServer3D::get_singleton()->hinge_joint_set_param(joint, PhysicsServer3D::HINGE_JOINT_LIMIT_UPPER, hjd->angular_limit_upper); + PhysicsServer3D::get_singleton()->hinge_joint_set_param(joint, PhysicsServer3D::HINGE_JOINT_LIMIT_LOWER, hjd->angular_limit_lower); + PhysicsServer3D::get_singleton()->hinge_joint_set_param(joint, PhysicsServer3D::HINGE_JOINT_LIMIT_BIAS, hjd->angular_limit_bias); + PhysicsServer3D::get_singleton()->hinge_joint_set_param(joint, PhysicsServer3D::HINGE_JOINT_LIMIT_SOFTNESS, hjd->angular_limit_softness); + PhysicsServer3D::get_singleton()->hinge_joint_set_param(joint, PhysicsServer3D::HINGE_JOINT_LIMIT_RELAXATION, hjd->angular_limit_relaxation); + + } break; + case JOINT_TYPE_SLIDER: { + PhysicsServer3D::get_singleton()->joint_make_slider(joint, body_a->get_rid(), local_a, get_rid(), joint_offset); + const SliderJointData *sjd(static_cast(joint_data)); + PhysicsServer3D::get_singleton()->slider_joint_set_param(joint, PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_UPPER, sjd->linear_limit_upper); + PhysicsServer3D::get_singleton()->slider_joint_set_param(joint, PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_LOWER, sjd->linear_limit_lower); + PhysicsServer3D::get_singleton()->slider_joint_set_param(joint, PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS, sjd->linear_limit_softness); + PhysicsServer3D::get_singleton()->slider_joint_set_param(joint, PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION, sjd->linear_limit_restitution); + PhysicsServer3D::get_singleton()->slider_joint_set_param(joint, PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_DAMPING, sjd->linear_limit_restitution); + PhysicsServer3D::get_singleton()->slider_joint_set_param(joint, PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_UPPER, sjd->angular_limit_upper); + PhysicsServer3D::get_singleton()->slider_joint_set_param(joint, PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_LOWER, sjd->angular_limit_lower); + PhysicsServer3D::get_singleton()->slider_joint_set_param(joint, PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS, sjd->angular_limit_softness); + PhysicsServer3D::get_singleton()->slider_joint_set_param(joint, PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS, sjd->angular_limit_softness); + PhysicsServer3D::get_singleton()->slider_joint_set_param(joint, PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_DAMPING, sjd->angular_limit_damping); + + } break; + case JOINT_TYPE_6DOF: { + PhysicsServer3D::get_singleton()->joint_make_generic_6dof(joint, body_a->get_rid(), local_a, get_rid(), joint_offset); + const SixDOFJointData *g6dofjd(static_cast(joint_data)); + for (int axis = 0; axis < 3; ++axis) { + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT, g6dofjd->axis_data[axis].linear_limit_enabled); + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_LINEAR_UPPER_LIMIT, g6dofjd->axis_data[axis].linear_limit_upper); + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_LINEAR_LOWER_LIMIT, g6dofjd->axis_data[axis].linear_limit_lower); + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS, g6dofjd->axis_data[axis].linear_limit_softness); + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING, g6dofjd->axis_data[axis].linear_spring_enabled); + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS, g6dofjd->axis_data[axis].linear_spring_stiffness); + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_DAMPING, g6dofjd->axis_data[axis].linear_spring_damping); + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT, g6dofjd->axis_data[axis].linear_equilibrium_point); + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_LINEAR_RESTITUTION, g6dofjd->axis_data[axis].linear_restitution); + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_LINEAR_DAMPING, g6dofjd->axis_data[axis].linear_damping); + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT, g6dofjd->axis_data[axis].angular_limit_enabled); + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_ANGULAR_UPPER_LIMIT, g6dofjd->axis_data[axis].angular_limit_upper); + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_ANGULAR_LOWER_LIMIT, g6dofjd->axis_data[axis].angular_limit_lower); + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS, g6dofjd->axis_data[axis].angular_limit_softness); + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_ANGULAR_RESTITUTION, g6dofjd->axis_data[axis].angular_restitution); + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_ANGULAR_DAMPING, g6dofjd->axis_data[axis].angular_damping); + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_ANGULAR_ERP, g6dofjd->axis_data[axis].erp); + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING, g6dofjd->axis_data[axis].angular_spring_enabled); + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS, g6dofjd->axis_data[axis].angular_spring_stiffness); + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_DAMPING, g6dofjd->axis_data[axis].angular_spring_damping); + PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT, g6dofjd->axis_data[axis].angular_equilibrium_point); + } + + } break; + case JOINT_TYPE_NONE: { + } break; + } +} + +void PhysicalBone3D::_on_bone_parent_changed() { + _reload_joint(); +} + +#ifdef TOOLS_ENABLED +void PhysicalBone3D::_set_gizmo_move_joint(bool p_move_joint) { + gizmo_move_joint = p_move_joint; +} + +Transform3D PhysicalBone3D::get_global_gizmo_transform() const { + return gizmo_move_joint ? get_global_transform() * joint_offset : get_global_transform(); +} + +Transform3D PhysicalBone3D::get_local_gizmo_transform() const { + return gizmo_move_joint ? get_transform() * joint_offset : get_transform(); +} +#endif + +const PhysicalBone3D::JointData *PhysicalBone3D::get_joint_data() const { + return joint_data; +} + +Skeleton3D *PhysicalBone3D::find_skeleton_parent() { + return find_skeleton_parent(this); +} + +void PhysicalBone3D::set_joint_type(JointType p_joint_type) { + if (p_joint_type == get_joint_type()) { + return; + } + + if (joint_data) { + memdelete(joint_data); + } + joint_data = nullptr; + switch (p_joint_type) { + case JOINT_TYPE_PIN: + joint_data = memnew(PinJointData); + break; + case JOINT_TYPE_CONE: + joint_data = memnew(ConeJointData); + break; + case JOINT_TYPE_HINGE: + joint_data = memnew(HingeJointData); + break; + case JOINT_TYPE_SLIDER: + joint_data = memnew(SliderJointData); + break; + case JOINT_TYPE_6DOF: + joint_data = memnew(SixDOFJointData); + break; + case JOINT_TYPE_NONE: + break; + } + + _reload_joint(); + +#ifdef TOOLS_ENABLED + notify_property_list_changed(); + update_gizmos(); +#endif +} + +PhysicalBone3D::JointType PhysicalBone3D::get_joint_type() const { + return joint_data ? joint_data->get_joint_type() : JOINT_TYPE_NONE; +} + +void PhysicalBone3D::set_joint_offset(const Transform3D &p_offset) { + joint_offset = p_offset; + + _update_joint_offset(); +} + +const Transform3D &PhysicalBone3D::get_joint_offset() const { + return joint_offset; +} + +void PhysicalBone3D::set_joint_rotation(const Vector3 &p_euler_rad) { + joint_offset.basis.set_euler_scale(p_euler_rad, joint_offset.basis.get_scale()); + + _update_joint_offset(); +} + +Vector3 PhysicalBone3D::get_joint_rotation() const { + return joint_offset.basis.get_euler_normalized(); +} + +const Transform3D &PhysicalBone3D::get_body_offset() const { + return body_offset; +} + +void PhysicalBone3D::set_body_offset(const Transform3D &p_offset) { + body_offset = p_offset; + body_offset_inverse = body_offset.affine_inverse(); + + _update_joint_offset(); +} + +void PhysicalBone3D::set_simulate_physics(bool p_simulate) { + if (simulate_physics == p_simulate) { + return; + } + + simulate_physics = p_simulate; + reset_physics_simulation_state(); +} + +bool PhysicalBone3D::get_simulate_physics() { + return simulate_physics; +} + +bool PhysicalBone3D::is_simulating_physics() { + return _internal_simulate_physics; +} + +void PhysicalBone3D::set_bone_name(const String &p_name) { + bone_name = p_name; + bone_id = -1; + + update_bone_id(); + reset_to_rest_position(); +} + +const String &PhysicalBone3D::get_bone_name() const { + return bone_name; +} + +void PhysicalBone3D::set_mass(real_t p_mass) { + ERR_FAIL_COND(p_mass <= 0); + mass = p_mass; + PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_MASS, mass); +} + +real_t PhysicalBone3D::get_mass() const { + return mass; +} + +void PhysicalBone3D::set_friction(real_t p_friction) { + ERR_FAIL_COND(p_friction < 0 || p_friction > 1); + + friction = p_friction; + PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_FRICTION, friction); +} + +real_t PhysicalBone3D::get_friction() const { + return friction; +} + +void PhysicalBone3D::set_bounce(real_t p_bounce) { + ERR_FAIL_COND(p_bounce < 0 || p_bounce > 1); + + bounce = p_bounce; + PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_BOUNCE, bounce); +} + +real_t PhysicalBone3D::get_bounce() const { + return bounce; +} + +void PhysicalBone3D::set_gravity_scale(real_t p_gravity_scale) { + gravity_scale = p_gravity_scale; + PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE, gravity_scale); +} + +real_t PhysicalBone3D::get_gravity_scale() const { + return gravity_scale; +} + +void PhysicalBone3D::set_linear_damp_mode(DampMode p_mode) { + linear_damp_mode = p_mode; + PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_LINEAR_DAMP_MODE, linear_damp_mode); +} + +PhysicalBone3D::DampMode PhysicalBone3D::get_linear_damp_mode() const { + return linear_damp_mode; +} + +void PhysicalBone3D::set_angular_damp_mode(DampMode p_mode) { + angular_damp_mode = p_mode; + PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP_MODE, angular_damp_mode); +} + +PhysicalBone3D::DampMode PhysicalBone3D::get_angular_damp_mode() const { + return angular_damp_mode; +} + +void PhysicalBone3D::set_linear_damp(real_t p_linear_damp) { + ERR_FAIL_COND(p_linear_damp < 0); + + linear_damp = p_linear_damp; + PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_LINEAR_DAMP, linear_damp); +} + +real_t PhysicalBone3D::get_linear_damp() const { + return linear_damp; +} + +void PhysicalBone3D::set_angular_damp(real_t p_angular_damp) { + ERR_FAIL_COND(p_angular_damp < 0); + + angular_damp = p_angular_damp; + PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP, angular_damp); +} + +real_t PhysicalBone3D::get_angular_damp() const { + return angular_damp; +} + +void PhysicalBone3D::set_can_sleep(bool p_active) { + can_sleep = p_active; + PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_CAN_SLEEP, p_active); +} + +bool PhysicalBone3D::is_able_to_sleep() const { + return can_sleep; +} + +PhysicalBone3D::PhysicalBone3D() : + PhysicsBody3D(PhysicsServer3D::BODY_MODE_STATIC) { + joint = PhysicsServer3D::get_singleton()->joint_create(); + reset_physics_simulation_state(); +} + +PhysicalBone3D::~PhysicalBone3D() { + if (joint_data) { + memdelete(joint_data); + } + ERR_FAIL_NULL(PhysicsServer3D::get_singleton()); + PhysicsServer3D::get_singleton()->free(joint); +} + +void PhysicalBone3D::update_bone_id() { + if (!parent_skeleton) { + return; + } + + const int new_bone_id = parent_skeleton->find_bone(bone_name); + + if (new_bone_id != bone_id) { + if (-1 != bone_id) { + // Assert the unbind from old node + parent_skeleton->unbind_physical_bone_from_bone(bone_id); + } + + bone_id = new_bone_id; + + parent_skeleton->bind_physical_bone_to_bone(bone_id, this); + + _fix_joint_offset(); + reset_physics_simulation_state(); + } +} + +void PhysicalBone3D::update_offset() { +#ifdef TOOLS_ENABLED + if (parent_skeleton) { + Transform3D bone_transform(parent_skeleton->get_global_transform()); + if (-1 != bone_id) { + bone_transform *= parent_skeleton->get_bone_global_pose(bone_id); + } + + if (gizmo_move_joint) { + bone_transform *= body_offset; + set_joint_offset(bone_transform.affine_inverse() * get_global_transform()); + } else { + set_body_offset(bone_transform.affine_inverse() * get_global_transform()); + } + } +#endif +} + +void PhysicalBone3D::_start_physics_simulation() { + if (_internal_simulate_physics || !parent_skeleton) { + return; + } + reset_to_rest_position(); + set_body_mode(PhysicsServer3D::BODY_MODE_RIGID); + PhysicsServer3D::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer()); + PhysicsServer3D::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask()); + PhysicsServer3D::get_singleton()->body_set_collision_priority(get_rid(), get_collision_priority()); + PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &PhysicalBone3D::_body_state_changed)); + set_as_top_level(true); + _internal_simulate_physics = true; +} + +void PhysicalBone3D::_stop_physics_simulation() { + if (!parent_skeleton) { + return; + } + if (parent_skeleton->get_animate_physical_bones()) { + set_body_mode(PhysicsServer3D::BODY_MODE_KINEMATIC); + PhysicsServer3D::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer()); + PhysicsServer3D::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask()); + PhysicsServer3D::get_singleton()->body_set_collision_priority(get_rid(), get_collision_priority()); + } else { + set_body_mode(PhysicsServer3D::BODY_MODE_STATIC); + PhysicsServer3D::get_singleton()->body_set_collision_layer(get_rid(), 0); + PhysicsServer3D::get_singleton()->body_set_collision_mask(get_rid(), 0); + PhysicsServer3D::get_singleton()->body_set_collision_priority(get_rid(), 1.0); + } + if (_internal_simulate_physics) { + PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), Callable()); + parent_skeleton->set_bone_global_pose_override(bone_id, Transform3D(), 0.0, false); + set_as_top_level(false); + _internal_simulate_physics = false; + } +} diff --git a/scene/3d/physics/physical_bone_3d.h b/scene/3d/physics/physical_bone_3d.h new file mode 100644 index 0000000000..953400da2f --- /dev/null +++ b/scene/3d/physics/physical_bone_3d.h @@ -0,0 +1,306 @@ +/**************************************************************************/ +/* physical_bone_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 PHYSICAL_BONE_3D_H +#define PHYSICAL_BONE_3D_H + +#include "scene/3d/physics/physics_body_3d.h" +#include "scene/3d/skeleton_3d.h" + +class PhysicalBone3D : public PhysicsBody3D { + GDCLASS(PhysicalBone3D, PhysicsBody3D); + +public: + enum DampMode { + DAMP_MODE_COMBINE, + DAMP_MODE_REPLACE, + }; + + enum JointType { + JOINT_TYPE_NONE, + JOINT_TYPE_PIN, + JOINT_TYPE_CONE, + JOINT_TYPE_HINGE, + JOINT_TYPE_SLIDER, + JOINT_TYPE_6DOF + }; + + struct JointData { + virtual JointType get_joint_type() { return JOINT_TYPE_NONE; } + + /// "j" is used to set the parameter inside the PhysicsServer3D + virtual bool _set(const StringName &p_name, const Variant &p_value, RID j); + virtual bool _get(const StringName &p_name, Variant &r_ret) const; + virtual void _get_property_list(List *p_list) const; + + virtual ~JointData() {} + }; + + struct PinJointData : public JointData { + virtual JointType get_joint_type() { return JOINT_TYPE_PIN; } + + virtual bool _set(const StringName &p_name, const Variant &p_value, RID j); + virtual bool _get(const StringName &p_name, Variant &r_ret) const; + virtual void _get_property_list(List *p_list) const; + + real_t bias = 0.3; + real_t damping = 1.0; + real_t impulse_clamp = 0.0; + }; + + struct ConeJointData : public JointData { + virtual JointType get_joint_type() { return JOINT_TYPE_CONE; } + + virtual bool _set(const StringName &p_name, const Variant &p_value, RID j); + virtual bool _get(const StringName &p_name, Variant &r_ret) const; + virtual void _get_property_list(List *p_list) const; + + real_t swing_span = Math_PI * 0.25; + real_t twist_span = Math_PI; + real_t bias = 0.3; + real_t softness = 0.8; + real_t relaxation = 1.; + }; + + struct HingeJointData : public JointData { + virtual JointType get_joint_type() { return JOINT_TYPE_HINGE; } + + virtual bool _set(const StringName &p_name, const Variant &p_value, RID j); + virtual bool _get(const StringName &p_name, Variant &r_ret) const; + virtual void _get_property_list(List *p_list) const; + + bool angular_limit_enabled = false; + real_t angular_limit_upper = Math_PI * 0.5; + real_t angular_limit_lower = -Math_PI * 0.5; + real_t angular_limit_bias = 0.3; + real_t angular_limit_softness = 0.9; + real_t angular_limit_relaxation = 1.; + }; + + struct SliderJointData : public JointData { + virtual JointType get_joint_type() { return JOINT_TYPE_SLIDER; } + + virtual bool _set(const StringName &p_name, const Variant &p_value, RID j); + virtual bool _get(const StringName &p_name, Variant &r_ret) const; + virtual void _get_property_list(List *p_list) const; + + real_t linear_limit_upper = 1.0; + real_t linear_limit_lower = -1.0; + real_t linear_limit_softness = 1.0; + real_t linear_limit_restitution = 0.7; + real_t linear_limit_damping = 1.0; + real_t angular_limit_upper = 0.0; + real_t angular_limit_lower = 0.0; + real_t angular_limit_softness = 1.0; + real_t angular_limit_restitution = 0.7; + real_t angular_limit_damping = 1.0; + }; + + struct SixDOFJointData : public JointData { + struct SixDOFAxisData { + bool linear_limit_enabled = true; + real_t linear_limit_upper = 0.0; + real_t linear_limit_lower = 0.0; + real_t linear_limit_softness = 0.7; + real_t linear_restitution = 0.5; + real_t linear_damping = 1.0; + bool linear_spring_enabled = false; + real_t linear_spring_stiffness = 0.0; + real_t linear_spring_damping = 0.0; + real_t linear_equilibrium_point = 0.0; + bool angular_limit_enabled = true; + real_t angular_limit_upper = 0.0; + real_t angular_limit_lower = 0.0; + real_t angular_limit_softness = 0.5; + real_t angular_restitution = 0.0; + real_t angular_damping = 1.0; + real_t erp = 0.5; + bool angular_spring_enabled = false; + real_t angular_spring_stiffness = 0.0; + real_t angular_spring_damping = 0.0; + real_t angular_equilibrium_point = 0.0; + }; + + virtual JointType get_joint_type() { return JOINT_TYPE_6DOF; } + + virtual bool _set(const StringName &p_name, const Variant &p_value, RID j); + virtual bool _get(const StringName &p_name, Variant &r_ret) const; + virtual void _get_property_list(List *p_list) const; + + SixDOFAxisData axis_data[3]; + + SixDOFJointData() {} + }; + +private: +#ifdef TOOLS_ENABLED + // if false gizmo move body + bool gizmo_move_joint = false; +#endif + + JointData *joint_data = nullptr; + Transform3D joint_offset; + RID joint; + + Skeleton3D *parent_skeleton = nullptr; + Transform3D body_offset; + Transform3D body_offset_inverse; + bool simulate_physics = false; + bool _internal_simulate_physics = false; + int bone_id = -1; + + String bone_name; + real_t bounce = 0.0; + real_t mass = 1.0; + real_t friction = 1.0; + Vector3 linear_velocity; + Vector3 angular_velocity; + real_t gravity_scale = 1.0; + bool can_sleep = true; + + bool custom_integrator = false; + + 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; + +protected: + bool _set(const StringName &p_name, const Variant &p_value); + bool _get(const StringName &p_name, Variant &r_ret) const; + void _get_property_list(List *p_list) const; + void _notification(int p_what); + GDVIRTUAL1(_integrate_forces, PhysicsDirectBodyState3D *) + static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state); + void _body_state_changed(PhysicsDirectBodyState3D *p_state); + + static void _bind_methods(); + +private: + void _sync_body_state(PhysicsDirectBodyState3D *p_state); + static Skeleton3D *find_skeleton_parent(Node *p_parent); + + void _update_joint_offset(); + void _fix_joint_offset(); + void _reload_joint(); + +public: + void _on_bone_parent_changed(); + + void set_linear_velocity(const Vector3 &p_velocity); + Vector3 get_linear_velocity() const override; + + void set_angular_velocity(const Vector3 &p_velocity); + Vector3 get_angular_velocity() const override; + + void set_use_custom_integrator(bool p_enable); + bool is_using_custom_integrator(); + +#ifdef TOOLS_ENABLED + void _set_gizmo_move_joint(bool p_move_joint); + virtual Transform3D get_global_gizmo_transform() const override; + virtual Transform3D get_local_gizmo_transform() const override; +#endif + + const JointData *get_joint_data() const; + Skeleton3D *find_skeleton_parent(); + + int get_bone_id() const { + return bone_id; + } + + void set_joint_type(JointType p_joint_type); + JointType get_joint_type() const; + + void set_joint_offset(const Transform3D &p_offset); + const Transform3D &get_joint_offset() const; + + void set_joint_rotation(const Vector3 &p_euler_rad); + Vector3 get_joint_rotation() const; + + void set_body_offset(const Transform3D &p_offset); + const Transform3D &get_body_offset() const; + + void set_simulate_physics(bool p_simulate); + bool get_simulate_physics(); + bool is_simulating_physics(); + + void set_bone_name(const String &p_name); + const String &get_bone_name() const; + + void set_mass(real_t p_mass); + real_t get_mass() const; + + void set_friction(real_t p_friction); + real_t get_friction() const; + + void set_bounce(real_t p_bounce); + real_t get_bounce() 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_can_sleep(bool p_active); + bool is_able_to_sleep() const; + + void apply_central_impulse(const Vector3 &p_impulse); + void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3()); + + void reset_physics_simulation_state(); + void reset_to_rest_position(); + + PhysicalBone3D(); + ~PhysicalBone3D(); + +private: + void update_bone_id(); + void update_offset(); + + void _start_physics_simulation(); + void _stop_physics_simulation(); +}; + +VARIANT_ENUM_CAST(PhysicalBone3D::JointType); +VARIANT_ENUM_CAST(PhysicalBone3D::DampMode); + +#endif // PHYSICAL_BONE_3D_H 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::get_collision_exceptions() { + List 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(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(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(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 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(); +} + +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 &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(&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. + +/////////////////////////////////////// + +/////////////////////////////////////// diff --git a/scene/3d/physics/physics_body_3d.h b/scene/3d/physics/physics_body_3d.h new file mode 100644 index 0000000000..92b3850085 --- /dev/null +++ b/scene/3d/physics/physics_body_3d.h @@ -0,0 +1,72 @@ +/**************************************************************************/ +/* physics_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 PHYSICS_BODY_3D_H +#define PHYSICS_BODY_3D_H + +#include "core/templates/vset.h" +#include "scene/3d/physics/collision_object_3d.h" +#include "scene/3d/physics/kinematic_collision_3d.h" +#include "scene/resources/physics_material.h" +#include "servers/physics_server_3d.h" + +class PhysicsBody3D : public CollisionObject3D { + GDCLASS(PhysicsBody3D, CollisionObject3D); + +protected: + static void _bind_methods(); + PhysicsBody3D(PhysicsServer3D::BodyMode p_mode); + + Ref motion_cache; + + uint16_t locked_axis = 0; + + Ref _move(const Vector3 &p_motion, bool p_test_only = false, real_t p_margin = 0.001, bool p_recovery_as_collision = false, int p_max_collisions = 1); + +public: + bool move_and_collide(const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true); + bool test_move(const Transform3D &p_from, const Vector3 &p_motion, const Ref &r_collision = Ref(), real_t p_margin = 0.001, bool p_recovery_as_collision = false, int p_max_collisions = 1); + Vector3 get_gravity() const; + + void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock); + bool get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const; + + virtual Vector3 get_linear_velocity() const; + virtual Vector3 get_angular_velocity() const; + virtual real_t get_inverse_mass() const; + + TypedArray get_collision_exceptions(); + void add_collision_exception_with(Node *p_node); //must be physicsbody + void remove_collision_exception_with(Node *p_node); + + virtual ~PhysicsBody3D(); +}; + +#endif // PHYSICS_BODY_3D_H diff --git a/scene/3d/physics/ray_cast_3d.cpp b/scene/3d/physics/ray_cast_3d.cpp new file mode 100644 index 0000000000..dc50ecccc0 --- /dev/null +++ b/scene/3d/physics/ray_cast_3d.cpp @@ -0,0 +1,548 @@ +/**************************************************************************/ +/* ray_cast_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 "ray_cast_3d.h" + +#include "scene/3d/mesh_instance_3d.h" +#include "scene/3d/physics/collision_object_3d.h" + +void RayCast3D::set_target_position(const Vector3 &p_point) { + target_position = p_point; + update_gizmos(); + + if (Engine::get_singleton()->is_editor_hint()) { + if (is_inside_tree()) { + _update_debug_shape_vertices(); + } + } else if (debug_shape) { + _update_debug_shape(); + } +} + +Vector3 RayCast3D::get_target_position() const { + return target_position; +} + +void RayCast3D::set_collision_mask(uint32_t p_mask) { + collision_mask = p_mask; +} + +uint32_t RayCast3D::get_collision_mask() const { + return collision_mask; +} + +void RayCast3D::set_collision_mask_value(int p_layer_number, bool p_value) { + ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive."); + ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive."); + uint32_t mask = get_collision_mask(); + if (p_value) { + mask |= 1 << (p_layer_number - 1); + } else { + mask &= ~(1 << (p_layer_number - 1)); + } + set_collision_mask(mask); +} + +bool RayCast3D::get_collision_mask_value(int p_layer_number) const { + ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive."); + ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive."); + return get_collision_mask() & (1 << (p_layer_number - 1)); +} + +bool RayCast3D::is_colliding() const { + return collided; +} + +Object *RayCast3D::get_collider() const { + if (against.is_null()) { + return nullptr; + } + + return ObjectDB::get_instance(against); +} + +RID RayCast3D::get_collider_rid() const { + return against_rid; +} + +int RayCast3D::get_collider_shape() const { + return against_shape; +} + +Vector3 RayCast3D::get_collision_point() const { + return collision_point; +} + +Vector3 RayCast3D::get_collision_normal() const { + return collision_normal; +} + +int RayCast3D::get_collision_face_index() const { + return collision_face_index; +} + +void RayCast3D::set_enabled(bool p_enabled) { + enabled = p_enabled; + update_gizmos(); + + if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) { + set_physics_process_internal(p_enabled); + } + if (!p_enabled) { + collided = false; + } + + if (is_inside_tree() && get_tree()->is_debugging_collisions_hint()) { + if (p_enabled) { + _update_debug_shape(); + } else { + _clear_debug_shape(); + } + } +} + +bool RayCast3D::is_enabled() const { + return enabled; +} + +void RayCast3D::set_exclude_parent_body(bool p_exclude_parent_body) { + if (exclude_parent_body == p_exclude_parent_body) { + return; + } + + exclude_parent_body = p_exclude_parent_body; + + if (!is_inside_tree()) { + return; + } + + if (Object::cast_to(get_parent())) { + if (exclude_parent_body) { + exclude.insert(Object::cast_to(get_parent())->get_rid()); + } else { + exclude.erase(Object::cast_to(get_parent())->get_rid()); + } + } +} + +bool RayCast3D::get_exclude_parent_body() const { + return exclude_parent_body; +} + +void RayCast3D::_notification(int p_what) { + switch (p_what) { + case NOTIFICATION_ENTER_TREE: { + if (Engine::get_singleton()->is_editor_hint()) { + _update_debug_shape_vertices(); + } + if (enabled && !Engine::get_singleton()->is_editor_hint()) { + set_physics_process_internal(true); + } else { + set_physics_process_internal(false); + } + + if (get_tree()->is_debugging_collisions_hint()) { + _update_debug_shape(); + } + + if (Object::cast_to(get_parent())) { + if (exclude_parent_body) { + exclude.insert(Object::cast_to(get_parent())->get_rid()); + } else { + exclude.erase(Object::cast_to(get_parent())->get_rid()); + } + } + } break; + + case NOTIFICATION_EXIT_TREE: { + if (enabled) { + set_physics_process_internal(false); + } + + if (debug_shape) { + _clear_debug_shape(); + } + } break; + + case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { + if (!enabled) { + break; + } + + bool prev_collision_state = collided; + _update_raycast_state(); + if (prev_collision_state != collided && get_tree()->is_debugging_collisions_hint()) { + _update_debug_shape_material(true); + } + } break; + } +} + +void RayCast3D::_update_raycast_state() { + Ref w3d = get_world_3d(); + ERR_FAIL_COND(w3d.is_null()); + + PhysicsDirectSpaceState3D *dss = PhysicsServer3D::get_singleton()->space_get_direct_state(w3d->get_space()); + ERR_FAIL_NULL(dss); + + Transform3D gt = get_global_transform(); + + Vector3 to = target_position; + if (to == Vector3()) { + to = Vector3(0, 0.01, 0); + } + + PhysicsDirectSpaceState3D::RayParameters ray_params; + ray_params.from = gt.get_origin(); + ray_params.to = gt.xform(to); + ray_params.exclude = exclude; + ray_params.collision_mask = collision_mask; + ray_params.collide_with_bodies = collide_with_bodies; + ray_params.collide_with_areas = collide_with_areas; + ray_params.hit_from_inside = hit_from_inside; + ray_params.hit_back_faces = hit_back_faces; + + PhysicsDirectSpaceState3D::RayResult rr; + if (dss->intersect_ray(ray_params, rr)) { + collided = true; + against = rr.collider_id; + against_rid = rr.rid; + collision_point = rr.position; + collision_normal = rr.normal; + collision_face_index = rr.face_index; + against_shape = rr.shape; + } else { + collided = false; + against = ObjectID(); + against_rid = RID(); + against_shape = 0; + } +} + +void RayCast3D::force_raycast_update() { + _update_raycast_state(); +} + +void RayCast3D::add_exception_rid(const RID &p_rid) { + exclude.insert(p_rid); +} + +void RayCast3D::add_exception(const CollisionObject3D *p_node) { + ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject3D."); + add_exception_rid(p_node->get_rid()); +} + +void RayCast3D::remove_exception_rid(const RID &p_rid) { + exclude.erase(p_rid); +} + +void RayCast3D::remove_exception(const CollisionObject3D *p_node) { + ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject3D."); + remove_exception_rid(p_node->get_rid()); +} + +void RayCast3D::clear_exceptions() { + exclude.clear(); + + if (exclude_parent_body && is_inside_tree()) { + CollisionObject3D *parent = Object::cast_to(get_parent()); + if (parent) { + exclude.insert(parent->get_rid()); + } + } +} + +void RayCast3D::set_collide_with_areas(bool p_enabled) { + collide_with_areas = p_enabled; +} + +bool RayCast3D::is_collide_with_areas_enabled() const { + return collide_with_areas; +} + +void RayCast3D::set_collide_with_bodies(bool p_enabled) { + collide_with_bodies = p_enabled; +} + +bool RayCast3D::is_collide_with_bodies_enabled() const { + return collide_with_bodies; +} + +void RayCast3D::set_hit_from_inside(bool p_enabled) { + hit_from_inside = p_enabled; +} + +bool RayCast3D::is_hit_from_inside_enabled() const { + return hit_from_inside; +} + +void RayCast3D::set_hit_back_faces(bool p_enabled) { + hit_back_faces = p_enabled; +} + +bool RayCast3D::is_hit_back_faces_enabled() const { + return hit_back_faces; +} + +void RayCast3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &RayCast3D::set_enabled); + ClassDB::bind_method(D_METHOD("is_enabled"), &RayCast3D::is_enabled); + + ClassDB::bind_method(D_METHOD("set_target_position", "local_point"), &RayCast3D::set_target_position); + ClassDB::bind_method(D_METHOD("get_target_position"), &RayCast3D::get_target_position); + + ClassDB::bind_method(D_METHOD("is_colliding"), &RayCast3D::is_colliding); + ClassDB::bind_method(D_METHOD("force_raycast_update"), &RayCast3D::force_raycast_update); + + ClassDB::bind_method(D_METHOD("get_collider"), &RayCast3D::get_collider); + ClassDB::bind_method(D_METHOD("get_collider_rid"), &RayCast3D::get_collider_rid); + ClassDB::bind_method(D_METHOD("get_collider_shape"), &RayCast3D::get_collider_shape); + ClassDB::bind_method(D_METHOD("get_collision_point"), &RayCast3D::get_collision_point); + ClassDB::bind_method(D_METHOD("get_collision_normal"), &RayCast3D::get_collision_normal); + ClassDB::bind_method(D_METHOD("get_collision_face_index"), &RayCast3D::get_collision_face_index); + + ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &RayCast3D::add_exception_rid); + ClassDB::bind_method(D_METHOD("add_exception", "node"), &RayCast3D::add_exception); + + ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &RayCast3D::remove_exception_rid); + ClassDB::bind_method(D_METHOD("remove_exception", "node"), &RayCast3D::remove_exception); + + ClassDB::bind_method(D_METHOD("clear_exceptions"), &RayCast3D::clear_exceptions); + + ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &RayCast3D::set_collision_mask); + ClassDB::bind_method(D_METHOD("get_collision_mask"), &RayCast3D::get_collision_mask); + + ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &RayCast3D::set_collision_mask_value); + ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &RayCast3D::get_collision_mask_value); + + ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &RayCast3D::set_exclude_parent_body); + ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &RayCast3D::get_exclude_parent_body); + + ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &RayCast3D::set_collide_with_areas); + ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &RayCast3D::is_collide_with_areas_enabled); + + ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &RayCast3D::set_collide_with_bodies); + ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &RayCast3D::is_collide_with_bodies_enabled); + + ClassDB::bind_method(D_METHOD("set_hit_from_inside", "enable"), &RayCast3D::set_hit_from_inside); + ClassDB::bind_method(D_METHOD("is_hit_from_inside_enabled"), &RayCast3D::is_hit_from_inside_enabled); + + ClassDB::bind_method(D_METHOD("set_hit_back_faces", "enable"), &RayCast3D::set_hit_back_faces); + ClassDB::bind_method(D_METHOD("is_hit_back_faces_enabled"), &RayCast3D::is_hit_back_faces_enabled); + + ClassDB::bind_method(D_METHOD("set_debug_shape_custom_color", "debug_shape_custom_color"), &RayCast3D::set_debug_shape_custom_color); + ClassDB::bind_method(D_METHOD("get_debug_shape_custom_color"), &RayCast3D::get_debug_shape_custom_color); + + ClassDB::bind_method(D_METHOD("set_debug_shape_thickness", "debug_shape_thickness"), &RayCast3D::set_debug_shape_thickness); + ClassDB::bind_method(D_METHOD("get_debug_shape_thickness"), &RayCast3D::get_debug_shape_thickness); + + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "target_position", PROPERTY_HINT_NONE, "suffix:m"), "set_target_position", "get_target_position"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hit_from_inside"), "set_hit_from_inside", "is_hit_from_inside_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hit_back_faces"), "set_hit_back_faces", "is_hit_back_faces_enabled"); + + ADD_GROUP("Collide With", "collide_with"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_areas", "is_collide_with_areas_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_bodies", "is_collide_with_bodies_enabled"); + + ADD_GROUP("Debug Shape", "debug_shape"); + ADD_PROPERTY(PropertyInfo(Variant::COLOR, "debug_shape_custom_color"), "set_debug_shape_custom_color", "get_debug_shape_custom_color"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "debug_shape_thickness", PROPERTY_HINT_RANGE, "1,5"), "set_debug_shape_thickness", "get_debug_shape_thickness"); +} + +int RayCast3D::get_debug_shape_thickness() const { + return debug_shape_thickness; +} + +void RayCast3D::_update_debug_shape_vertices() { + debug_shape_vertices.clear(); + debug_line_vertices.clear(); + + if (target_position == Vector3()) { + return; + } + + debug_line_vertices.push_back(Vector3()); + debug_line_vertices.push_back(target_position); + + if (debug_shape_thickness > 1) { + float scale_factor = 100.0; + Vector3 dir = Vector3(target_position).normalized(); + // Draw truncated pyramid + Vector3 normal = (fabs(dir.x) + fabs(dir.y) > CMP_EPSILON) ? Vector3(-dir.y, dir.x, 0).normalized() : Vector3(0, -dir.z, dir.y).normalized(); + normal *= debug_shape_thickness / scale_factor; + int vertices_strip_order[14] = { 4, 5, 0, 1, 2, 5, 6, 4, 7, 0, 3, 2, 7, 6 }; + for (int v = 0; v < 14; v++) { + Vector3 vertex = vertices_strip_order[v] < 4 ? normal : normal / 3.0 + target_position; + debug_shape_vertices.push_back(vertex.rotated(dir, Math_PI * (0.5 * (vertices_strip_order[v] % 4) + 0.25))); + } + } +} + +void RayCast3D::set_debug_shape_thickness(const int p_debug_shape_thickness) { + debug_shape_thickness = p_debug_shape_thickness; + update_gizmos(); + + if (Engine::get_singleton()->is_editor_hint()) { + if (is_inside_tree()) { + _update_debug_shape_vertices(); + } + } else if (debug_shape) { + _update_debug_shape(); + } +} + +const Vector &RayCast3D::get_debug_shape_vertices() const { + return debug_shape_vertices; +} + +const Vector &RayCast3D::get_debug_line_vertices() const { + return debug_line_vertices; +} + +void RayCast3D::set_debug_shape_custom_color(const Color &p_color) { + debug_shape_custom_color = p_color; + if (debug_material.is_valid()) { + _update_debug_shape_material(); + } +} + +Ref RayCast3D::get_debug_material() { + _update_debug_shape_material(); + return debug_material; +} + +const Color &RayCast3D::get_debug_shape_custom_color() const { + return debug_shape_custom_color; +} + +void RayCast3D::_create_debug_shape() { + _update_debug_shape_material(); + + Ref mesh = memnew(ArrayMesh); + + MeshInstance3D *mi = memnew(MeshInstance3D); + mi->set_mesh(mesh); + + add_child(mi); + debug_shape = mi; +} + +void RayCast3D::_update_debug_shape_material(bool p_check_collision) { + if (!debug_material.is_valid()) { + Ref material = memnew(StandardMaterial3D); + debug_material = material; + + material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED); + material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true); + // Use double-sided rendering so that the RayCast can be seen if the camera is inside. + material->set_cull_mode(BaseMaterial3D::CULL_DISABLED); + material->set_transparency(BaseMaterial3D::TRANSPARENCY_ALPHA); + } + + Color color = debug_shape_custom_color; + if (color == Color(0.0, 0.0, 0.0)) { + // Use the default debug shape color defined in the Project Settings. + color = get_tree()->get_debug_collisions_color(); + } + + if (p_check_collision && collided) { + if ((color.get_h() < 0.055 || color.get_h() > 0.945) && color.get_s() > 0.5 && color.get_v() > 0.5) { + // If base color is already quite reddish, highlight collision with green color + color = Color(0.0, 1.0, 0.0, color.a); + } else { + // Else, highlight collision with red color + color = Color(1.0, 0, 0, color.a); + } + } + + Ref material = static_cast>(debug_material); + material->set_albedo(color); +} + +void RayCast3D::_update_debug_shape() { + if (!enabled) { + return; + } + + if (!debug_shape) { + _create_debug_shape(); + } + + MeshInstance3D *mi = static_cast(debug_shape); + Ref mesh = mi->get_mesh(); + if (!mesh.is_valid()) { + return; + } + + _update_debug_shape_vertices(); + + mesh->clear_surfaces(); + + Array a; + a.resize(Mesh::ARRAY_MAX); + + uint32_t flags = 0; + int surface_count = 0; + + if (!debug_line_vertices.is_empty()) { + a[Mesh::ARRAY_VERTEX] = debug_line_vertices; + mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a, Array(), Dictionary(), flags); + mesh->surface_set_material(surface_count, debug_material); + ++surface_count; + } + + if (!debug_shape_vertices.is_empty()) { + a[Mesh::ARRAY_VERTEX] = debug_shape_vertices; + mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLE_STRIP, a, Array(), Dictionary(), flags); + mesh->surface_set_material(surface_count, debug_material); + ++surface_count; + } +} + +void RayCast3D::_clear_debug_shape() { + if (!debug_shape) { + return; + } + + MeshInstance3D *mi = static_cast(debug_shape); + if (mi->is_inside_tree()) { + mi->queue_free(); + } else { + memdelete(mi); + } + + debug_shape = nullptr; +} + +RayCast3D::RayCast3D() { +} diff --git a/scene/3d/physics/ray_cast_3d.h b/scene/3d/physics/ray_cast_3d.h new file mode 100644 index 0000000000..7b7f698114 --- /dev/null +++ b/scene/3d/physics/ray_cast_3d.h @@ -0,0 +1,137 @@ +/**************************************************************************/ +/* ray_cast_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 RAY_CAST_3D_H +#define RAY_CAST_3D_H + +#include "scene/3d/node_3d.h" + +class CollisionObject3D; + +class RayCast3D : public Node3D { + GDCLASS(RayCast3D, Node3D); + + bool enabled = true; + bool collided = false; + ObjectID against; + RID against_rid; + int against_shape = 0; + Vector3 collision_point; + Vector3 collision_normal; + int collision_face_index = -1; + + Vector3 target_position = Vector3(0, -1, 0); + HashSet exclude; + + uint32_t collision_mask = 1; + bool exclude_parent_body = true; + + Node *debug_shape = nullptr; + Ref debug_material; + Color debug_shape_custom_color = Color(0.0, 0.0, 0.0); + int debug_shape_thickness = 2; + Vector debug_shape_vertices; + Vector debug_line_vertices; + + void _create_debug_shape(); + void _update_debug_shape(); + void _update_debug_shape_material(bool p_check_collision = false); + void _update_debug_shape_vertices(); + void _clear_debug_shape(); + + bool collide_with_areas = false; + bool collide_with_bodies = true; + + bool hit_from_inside = false; + bool hit_back_faces = true; + +protected: + void _notification(int p_what); + void _update_raycast_state(); + static void _bind_methods(); + +public: + void set_collide_with_areas(bool p_enabled); + bool is_collide_with_areas_enabled() const; + + void set_collide_with_bodies(bool p_enabled); + bool is_collide_with_bodies_enabled() const; + + void set_hit_from_inside(bool p_enabled); + bool is_hit_from_inside_enabled() const; + + void set_hit_back_faces(bool p_enabled); + bool is_hit_back_faces_enabled() const; + + void set_enabled(bool p_enabled); + bool is_enabled() const; + + void set_target_position(const Vector3 &p_point); + Vector3 get_target_position() const; + + void set_collision_mask(uint32_t p_mask); + uint32_t get_collision_mask() const; + + void set_collision_mask_value(int p_layer_number, bool p_value); + bool get_collision_mask_value(int p_layer_number) const; + + void set_exclude_parent_body(bool p_exclude_parent_body); + bool get_exclude_parent_body() const; + + const Color &get_debug_shape_custom_color() const; + void set_debug_shape_custom_color(const Color &p_color); + + const Vector &get_debug_shape_vertices() const; + const Vector &get_debug_line_vertices() const; + + Ref get_debug_material(); + + int get_debug_shape_thickness() const; + void set_debug_shape_thickness(const int p_debug_thickness); + + void force_raycast_update(); + bool is_colliding() const; + Object *get_collider() const; + RID get_collider_rid() const; + int get_collider_shape() const; + Vector3 get_collision_point() const; + Vector3 get_collision_normal() const; + int get_collision_face_index() const; + + void add_exception_rid(const RID &p_rid); + void add_exception(const CollisionObject3D *p_node); + void remove_exception_rid(const RID &p_rid); + void remove_exception(const CollisionObject3D *p_node); + void clear_exceptions(); + + RayCast3D(); +}; + +#endif // RAY_CAST_3D_H diff --git a/scene/3d/physics/rigid_body_3d.cpp b/scene/3d/physics/rigid_body_3d.cpp new file mode 100644 index 0000000000..54bd1c0d25 --- /dev/null +++ b/scene/3d/physics/rigid_body_3d.cpp @@ -0,0 +1,825 @@ +/**************************************************************************/ +/* rigid_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 "rigid_body_3d.h" + +#include "scene/scene_string_names.h" + +void RigidBody3D::_body_enter_tree(ObjectID p_id) { + Object *obj = ObjectDB::get_instance(p_id); + Node *node = Object::cast_to(obj); + ERR_FAIL_NULL(node); + ERR_FAIL_NULL(contact_monitor); + HashMap::Iterator E = contact_monitor->body_map.find(p_id); + ERR_FAIL_COND(!E); + ERR_FAIL_COND(E->value.in_tree); + + E->value.in_tree = true; + + contact_monitor->locked = true; + + emit_signal(SceneStringNames::get_singleton()->body_entered, node); + + for (int i = 0; i < E->value.shapes.size(); i++) { + emit_signal(SceneStringNames::get_singleton()->body_shape_entered, E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].local_shape); + } + + contact_monitor->locked = false; +} + +void RigidBody3D::_body_exit_tree(ObjectID p_id) { + Object *obj = ObjectDB::get_instance(p_id); + Node *node = Object::cast_to(obj); + ERR_FAIL_NULL(node); + ERR_FAIL_NULL(contact_monitor); + HashMap::Iterator E = contact_monitor->body_map.find(p_id); + ERR_FAIL_COND(!E); + ERR_FAIL_COND(!E->value.in_tree); + E->value.in_tree = false; + + contact_monitor->locked = true; + + emit_signal(SceneStringNames::get_singleton()->body_exited, node); + + for (int i = 0; i < E->value.shapes.size(); i++) { + emit_signal(SceneStringNames::get_singleton()->body_shape_exited, E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].local_shape); + } + + contact_monitor->locked = false; +} + +void RigidBody3D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape) { + bool body_in = p_status == 1; + ObjectID objid = p_instance; + + Object *obj = ObjectDB::get_instance(objid); + Node *node = Object::cast_to(obj); + + ERR_FAIL_NULL(contact_monitor); + HashMap::Iterator E = contact_monitor->body_map.find(objid); + + ERR_FAIL_COND(!body_in && !E); + + if (body_in) { + if (!E) { + E = contact_monitor->body_map.insert(objid, BodyState()); + E->value.rid = p_body; + //E->value.rc=0; + E->value.in_tree = node && node->is_inside_tree(); + if (node) { + node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody3D::_body_enter_tree).bind(objid)); + node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody3D::_body_exit_tree).bind(objid)); + if (E->value.in_tree) { + emit_signal(SceneStringNames::get_singleton()->body_entered, node); + } + } + } + //E->value.rc++; + if (node) { + E->value.shapes.insert(ShapePair(p_body_shape, p_local_shape)); + } + + if (E->value.in_tree) { + emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_body, node, p_body_shape, p_local_shape); + } + + } else { + //E->value.rc--; + + if (node) { + E->value.shapes.erase(ShapePair(p_body_shape, p_local_shape)); + } + + bool in_tree = E->value.in_tree; + + if (E->value.shapes.is_empty()) { + if (node) { + node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody3D::_body_enter_tree)); + node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody3D::_body_exit_tree)); + if (in_tree) { + emit_signal(SceneStringNames::get_singleton()->body_exited, node); + } + } + + contact_monitor->body_map.remove(E); + } + if (node && in_tree) { + emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_body, obj, p_body_shape, p_local_shape); + } + } +} + +struct _RigidBodyInOut { + RID rid; + ObjectID id; + int shape = 0; + int local_shape = 0; +}; + +void RigidBody3D::_sync_body_state(PhysicsDirectBodyState3D *p_state) { + set_ignore_transform_notification(true); + set_global_transform(p_state->get_transform()); + set_ignore_transform_notification(false); + + linear_velocity = p_state->get_linear_velocity(); + angular_velocity = p_state->get_angular_velocity(); + + inverse_inertia_tensor = p_state->get_inverse_inertia_tensor(); + + contact_count = p_state->get_contact_count(); + + if (sleeping != p_state->is_sleeping()) { + sleeping = p_state->is_sleeping(); + emit_signal(SceneStringNames::get_singleton()->sleeping_state_changed); + } +} + +void RigidBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) { + lock_callback(); + + if (GDVIRTUAL_IS_OVERRIDDEN(_integrate_forces)) { + _sync_body_state(p_state); + + Transform3D old_transform = get_global_transform(); + GDVIRTUAL_CALL(_integrate_forces, p_state); + Transform3D new_transform = get_global_transform(); + + if (new_transform != old_transform) { + // Update the physics server with the new transform, to prevent it from being overwritten at the sync below. + PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_TRANSFORM, new_transform); + } + } + + _sync_body_state(p_state); + _on_transform_changed(); + + if (contact_monitor) { + contact_monitor->locked = true; + + //untag all + int rc = 0; + for (KeyValue &E : contact_monitor->body_map) { + for (int i = 0; i < E.value.shapes.size(); i++) { + E.value.shapes[i].tagged = false; + rc++; + } + } + + _RigidBodyInOut *toadd = (_RigidBodyInOut *)alloca(p_state->get_contact_count() * sizeof(_RigidBodyInOut)); + int toadd_count = 0; + RigidBody3D_RemoveAction *toremove = (RigidBody3D_RemoveAction *)alloca(rc * sizeof(RigidBody3D_RemoveAction)); + int toremove_count = 0; + + //put the ones to add + + for (int i = 0; i < p_state->get_contact_count(); i++) { + RID col_rid = p_state->get_contact_collider(i); + ObjectID col_obj = p_state->get_contact_collider_id(i); + int local_shape = p_state->get_contact_local_shape(i); + int col_shape = p_state->get_contact_collider_shape(i); + + HashMap::Iterator E = contact_monitor->body_map.find(col_obj); + if (!E) { + toadd[toadd_count].rid = col_rid; + toadd[toadd_count].local_shape = local_shape; + toadd[toadd_count].id = col_obj; + toadd[toadd_count].shape = col_shape; + toadd_count++; + continue; + } + + ShapePair sp(col_shape, local_shape); + int idx = E->value.shapes.find(sp); + if (idx == -1) { + toadd[toadd_count].rid = col_rid; + toadd[toadd_count].local_shape = local_shape; + toadd[toadd_count].id = col_obj; + toadd[toadd_count].shape = col_shape; + toadd_count++; + continue; + } + + E->value.shapes[idx].tagged = true; + } + + //put the ones to remove + + for (const KeyValue &E : contact_monitor->body_map) { + for (int i = 0; i < E.value.shapes.size(); i++) { + if (!E.value.shapes[i].tagged) { + toremove[toremove_count].rid = E.value.rid; + toremove[toremove_count].body_id = E.key; + toremove[toremove_count].pair = E.value.shapes[i]; + toremove_count++; + } + } + } + + //process removals + + for (int i = 0; i < toremove_count; i++) { + _body_inout(0, toremove[i].rid, toremove[i].body_id, toremove[i].pair.body_shape, toremove[i].pair.local_shape); + } + + //process additions + + for (int i = 0; i < toadd_count; i++) { + _body_inout(1, toremove[i].rid, toadd[i].id, toadd[i].shape, toadd[i].local_shape); + } + + contact_monitor->locked = false; + } + + unlock_callback(); +} + +void RigidBody3D::_notification(int p_what) { +#ifdef TOOLS_ENABLED + switch (p_what) { + case NOTIFICATION_ENTER_TREE: { + if (Engine::get_singleton()->is_editor_hint()) { + set_notify_local_transform(true); // Used for warnings and only in editor. + } + } break; + + case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { + update_configuration_warnings(); + } break; + } +#endif +} + +void RigidBody3D::_apply_body_mode() { + if (freeze) { + switch (freeze_mode) { + case FREEZE_MODE_STATIC: { + set_body_mode(PhysicsServer3D::BODY_MODE_STATIC); + } break; + case FREEZE_MODE_KINEMATIC: { + set_body_mode(PhysicsServer3D::BODY_MODE_KINEMATIC); + } break; + } + } else if (lock_rotation) { + set_body_mode(PhysicsServer3D::BODY_MODE_RIGID_LINEAR); + } else { + set_body_mode(PhysicsServer3D::BODY_MODE_RIGID); + } +} + +void RigidBody3D::set_lock_rotation_enabled(bool p_lock_rotation) { + if (p_lock_rotation == lock_rotation) { + return; + } + + lock_rotation = p_lock_rotation; + _apply_body_mode(); +} + +bool RigidBody3D::is_lock_rotation_enabled() const { + return lock_rotation; +} + +void RigidBody3D::set_freeze_enabled(bool p_freeze) { + if (p_freeze == freeze) { + return; + } + + freeze = p_freeze; + _apply_body_mode(); +} + +bool RigidBody3D::is_freeze_enabled() const { + return freeze; +} + +void RigidBody3D::set_freeze_mode(FreezeMode p_freeze_mode) { + if (p_freeze_mode == freeze_mode) { + return; + } + + freeze_mode = p_freeze_mode; + _apply_body_mode(); +} + +RigidBody3D::FreezeMode RigidBody3D::get_freeze_mode() const { + return freeze_mode; +} + +void RigidBody3D::set_mass(real_t p_mass) { + ERR_FAIL_COND(p_mass <= 0); + mass = p_mass; + PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_MASS, mass); +} + +real_t RigidBody3D::get_mass() const { + return mass; +} + +void RigidBody3D::set_inertia(const Vector3 &p_inertia) { + ERR_FAIL_COND(p_inertia.x < 0); + ERR_FAIL_COND(p_inertia.y < 0); + ERR_FAIL_COND(p_inertia.z < 0); + + inertia = p_inertia; + PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_INERTIA, inertia); +} + +const Vector3 &RigidBody3D::get_inertia() const { + return inertia; +} + +void RigidBody3D::set_center_of_mass_mode(CenterOfMassMode p_mode) { + if (center_of_mass_mode == p_mode) { + return; + } + + center_of_mass_mode = p_mode; + + switch (center_of_mass_mode) { + case CENTER_OF_MASS_MODE_AUTO: { + center_of_mass = Vector3(); + PhysicsServer3D::get_singleton()->body_reset_mass_properties(get_rid()); + if (inertia != Vector3()) { + PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_INERTIA, inertia); + } + } break; + + case CENTER_OF_MASS_MODE_CUSTOM: { + PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS, center_of_mass); + } break; + } +} + +RigidBody3D::CenterOfMassMode RigidBody3D::get_center_of_mass_mode() const { + return center_of_mass_mode; +} + +void RigidBody3D::set_center_of_mass(const Vector3 &p_center_of_mass) { + if (center_of_mass == p_center_of_mass) { + return; + } + + ERR_FAIL_COND(center_of_mass_mode != CENTER_OF_MASS_MODE_CUSTOM); + center_of_mass = p_center_of_mass; + + PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS, center_of_mass); +} + +const Vector3 &RigidBody3D::get_center_of_mass() const { + return center_of_mass; +} + +void RigidBody3D::set_physics_material_override(const Ref &p_physics_material_override) { + if (physics_material_override.is_valid()) { + physics_material_override->disconnect_changed(callable_mp(this, &RigidBody3D::_reload_physics_characteristics)); + } + + physics_material_override = p_physics_material_override; + + if (physics_material_override.is_valid()) { + physics_material_override->connect_changed(callable_mp(this, &RigidBody3D::_reload_physics_characteristics)); + } + _reload_physics_characteristics(); +} + +Ref RigidBody3D::get_physics_material_override() const { + return physics_material_override; +} + +void RigidBody3D::set_gravity_scale(real_t p_gravity_scale) { + gravity_scale = p_gravity_scale; + PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE, gravity_scale); +} + +real_t RigidBody3D::get_gravity_scale() const { + return gravity_scale; +} + +void RigidBody3D::set_linear_damp_mode(DampMode p_mode) { + linear_damp_mode = p_mode; + PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_LINEAR_DAMP_MODE, linear_damp_mode); +} + +RigidBody3D::DampMode RigidBody3D::get_linear_damp_mode() const { + return linear_damp_mode; +} + +void RigidBody3D::set_angular_damp_mode(DampMode p_mode) { + angular_damp_mode = p_mode; + PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP_MODE, angular_damp_mode); +} + +RigidBody3D::DampMode RigidBody3D::get_angular_damp_mode() const { + return angular_damp_mode; +} + +void RigidBody3D::set_linear_damp(real_t p_linear_damp) { + ERR_FAIL_COND(p_linear_damp < 0.0); + linear_damp = p_linear_damp; + PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_LINEAR_DAMP, linear_damp); +} + +real_t RigidBody3D::get_linear_damp() const { + return linear_damp; +} + +void RigidBody3D::set_angular_damp(real_t p_angular_damp) { + ERR_FAIL_COND(p_angular_damp < 0.0); + angular_damp = p_angular_damp; + PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP, angular_damp); +} + +real_t RigidBody3D::get_angular_damp() const { + return angular_damp; +} + +void RigidBody3D::set_axis_velocity(const Vector3 &p_axis) { + Vector3 axis = p_axis.normalized(); + linear_velocity -= axis * axis.dot(linear_velocity); + linear_velocity += p_axis; + PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, linear_velocity); +} + +void RigidBody3D::set_linear_velocity(const Vector3 &p_velocity) { + linear_velocity = p_velocity; + PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, linear_velocity); +} + +Vector3 RigidBody3D::get_linear_velocity() const { + return linear_velocity; +} + +void RigidBody3D::set_angular_velocity(const Vector3 &p_velocity) { + angular_velocity = p_velocity; + PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY, angular_velocity); +} + +Vector3 RigidBody3D::get_angular_velocity() const { + return angular_velocity; +} + +Basis RigidBody3D::get_inverse_inertia_tensor() const { + return inverse_inertia_tensor; +} + +void RigidBody3D::set_use_custom_integrator(bool p_enable) { + if (custom_integrator == p_enable) { + return; + } + + custom_integrator = p_enable; + PhysicsServer3D::get_singleton()->body_set_omit_force_integration(get_rid(), p_enable); +} + +bool RigidBody3D::is_using_custom_integrator() { + return custom_integrator; +} + +void RigidBody3D::set_sleeping(bool p_sleeping) { + sleeping = p_sleeping; + PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_SLEEPING, sleeping); +} + +void RigidBody3D::set_can_sleep(bool p_active) { + can_sleep = p_active; + PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_CAN_SLEEP, p_active); +} + +bool RigidBody3D::is_able_to_sleep() const { + return can_sleep; +} + +bool RigidBody3D::is_sleeping() const { + return sleeping; +} + +void RigidBody3D::set_max_contacts_reported(int p_amount) { + max_contacts_reported = p_amount; + PhysicsServer3D::get_singleton()->body_set_max_contacts_reported(get_rid(), p_amount); +} + +int RigidBody3D::get_max_contacts_reported() const { + return max_contacts_reported; +} + +int RigidBody3D::get_contact_count() const { + return contact_count; +} + +void RigidBody3D::apply_central_impulse(const Vector3 &p_impulse) { + PhysicsServer3D::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse); +} + +void RigidBody3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) { + PhysicsServer3D *singleton = PhysicsServer3D::get_singleton(); + singleton->body_apply_impulse(get_rid(), p_impulse, p_position); +} + +void RigidBody3D::apply_torque_impulse(const Vector3 &p_impulse) { + PhysicsServer3D::get_singleton()->body_apply_torque_impulse(get_rid(), p_impulse); +} + +void RigidBody3D::apply_central_force(const Vector3 &p_force) { + PhysicsServer3D::get_singleton()->body_apply_central_force(get_rid(), p_force); +} + +void RigidBody3D::apply_force(const Vector3 &p_force, const Vector3 &p_position) { + PhysicsServer3D *singleton = PhysicsServer3D::get_singleton(); + singleton->body_apply_force(get_rid(), p_force, p_position); +} + +void RigidBody3D::apply_torque(const Vector3 &p_torque) { + PhysicsServer3D::get_singleton()->body_apply_torque(get_rid(), p_torque); +} + +void RigidBody3D::add_constant_central_force(const Vector3 &p_force) { + PhysicsServer3D::get_singleton()->body_add_constant_central_force(get_rid(), p_force); +} + +void RigidBody3D::add_constant_force(const Vector3 &p_force, const Vector3 &p_position) { + PhysicsServer3D *singleton = PhysicsServer3D::get_singleton(); + singleton->body_add_constant_force(get_rid(), p_force, p_position); +} + +void RigidBody3D::add_constant_torque(const Vector3 &p_torque) { + PhysicsServer3D::get_singleton()->body_add_constant_torque(get_rid(), p_torque); +} + +void RigidBody3D::set_constant_force(const Vector3 &p_force) { + PhysicsServer3D::get_singleton()->body_set_constant_force(get_rid(), p_force); +} + +Vector3 RigidBody3D::get_constant_force() const { + return PhysicsServer3D::get_singleton()->body_get_constant_force(get_rid()); +} + +void RigidBody3D::set_constant_torque(const Vector3 &p_torque) { + PhysicsServer3D::get_singleton()->body_set_constant_torque(get_rid(), p_torque); +} + +Vector3 RigidBody3D::get_constant_torque() const { + return PhysicsServer3D::get_singleton()->body_get_constant_torque(get_rid()); +} + +void RigidBody3D::set_use_continuous_collision_detection(bool p_enable) { + ccd = p_enable; + PhysicsServer3D::get_singleton()->body_set_enable_continuous_collision_detection(get_rid(), p_enable); +} + +bool RigidBody3D::is_using_continuous_collision_detection() const { + return ccd; +} + +void RigidBody3D::set_contact_monitor(bool p_enabled) { + if (p_enabled == is_contact_monitor_enabled()) { + return; + } + + if (!p_enabled) { + ERR_FAIL_COND_MSG(contact_monitor->locked, "Can't disable contact monitoring during in/out callback. Use call_deferred(\"set_contact_monitor\", false) instead."); + + for (const KeyValue &E : contact_monitor->body_map) { + //clean up mess + Object *obj = ObjectDB::get_instance(E.key); + Node *node = Object::cast_to(obj); + + if (node) { + node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody3D::_body_enter_tree)); + node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody3D::_body_exit_tree)); + } + } + + memdelete(contact_monitor); + contact_monitor = nullptr; + } else { + contact_monitor = memnew(ContactMonitor); + contact_monitor->locked = false; + } +} + +bool RigidBody3D::is_contact_monitor_enabled() const { + return contact_monitor != nullptr; +} + +TypedArray RigidBody3D::get_colliding_bodies() const { + ERR_FAIL_NULL_V(contact_monitor, TypedArray()); + + TypedArray ret; + ret.resize(contact_monitor->body_map.size()); + int idx = 0; + for (const KeyValue &E : contact_monitor->body_map) { + Object *obj = ObjectDB::get_instance(E.key); + if (!obj) { + ret.resize(ret.size() - 1); //ops + } else { + ret[idx++] = obj; + } + } + + return ret; +} + +void RigidBody3D::_reload_physics_characteristics() { + if (physics_material_override.is_null()) { + PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_BOUNCE, 0); + PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_FRICTION, 1); + } else { + PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce()); + PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_FRICTION, physics_material_override->computed_friction()); + } +} + +PackedStringArray RigidBody3D::get_configuration_warnings() const { + PackedStringArray warnings = CollisionObject3D::get_configuration_warnings(); + + Vector3 scale = get_transform().get_basis().get_scale(); + if (ABS(scale.x - 1.0) > 0.05 || ABS(scale.y - 1.0) > 0.05 || ABS(scale.z - 1.0) > 0.05) { + warnings.push_back(RTR("Scale changes to RigidBody3D will be overridden by the physics engine when running.\nPlease change the size in children collision shapes instead.")); + } + + return warnings; +} + +void RigidBody3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_mass", "mass"), &RigidBody3D::set_mass); + ClassDB::bind_method(D_METHOD("get_mass"), &RigidBody3D::get_mass); + + ClassDB::bind_method(D_METHOD("set_inertia", "inertia"), &RigidBody3D::set_inertia); + ClassDB::bind_method(D_METHOD("get_inertia"), &RigidBody3D::get_inertia); + + ClassDB::bind_method(D_METHOD("set_center_of_mass_mode", "mode"), &RigidBody3D::set_center_of_mass_mode); + ClassDB::bind_method(D_METHOD("get_center_of_mass_mode"), &RigidBody3D::get_center_of_mass_mode); + + ClassDB::bind_method(D_METHOD("set_center_of_mass", "center_of_mass"), &RigidBody3D::set_center_of_mass); + ClassDB::bind_method(D_METHOD("get_center_of_mass"), &RigidBody3D::get_center_of_mass); + + ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &RigidBody3D::set_physics_material_override); + ClassDB::bind_method(D_METHOD("get_physics_material_override"), &RigidBody3D::get_physics_material_override); + + ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &RigidBody3D::set_linear_velocity); + ClassDB::bind_method(D_METHOD("get_linear_velocity"), &RigidBody3D::get_linear_velocity); + + ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &RigidBody3D::set_angular_velocity); + ClassDB::bind_method(D_METHOD("get_angular_velocity"), &RigidBody3D::get_angular_velocity); + + ClassDB::bind_method(D_METHOD("get_inverse_inertia_tensor"), &RigidBody3D::get_inverse_inertia_tensor); + + ClassDB::bind_method(D_METHOD("set_gravity_scale", "gravity_scale"), &RigidBody3D::set_gravity_scale); + ClassDB::bind_method(D_METHOD("get_gravity_scale"), &RigidBody3D::get_gravity_scale); + + ClassDB::bind_method(D_METHOD("set_linear_damp_mode", "linear_damp_mode"), &RigidBody3D::set_linear_damp_mode); + ClassDB::bind_method(D_METHOD("get_linear_damp_mode"), &RigidBody3D::get_linear_damp_mode); + + ClassDB::bind_method(D_METHOD("set_angular_damp_mode", "angular_damp_mode"), &RigidBody3D::set_angular_damp_mode); + ClassDB::bind_method(D_METHOD("get_angular_damp_mode"), &RigidBody3D::get_angular_damp_mode); + + ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &RigidBody3D::set_linear_damp); + ClassDB::bind_method(D_METHOD("get_linear_damp"), &RigidBody3D::get_linear_damp); + + ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &RigidBody3D::set_angular_damp); + ClassDB::bind_method(D_METHOD("get_angular_damp"), &RigidBody3D::get_angular_damp); + + ClassDB::bind_method(D_METHOD("set_max_contacts_reported", "amount"), &RigidBody3D::set_max_contacts_reported); + ClassDB::bind_method(D_METHOD("get_max_contacts_reported"), &RigidBody3D::get_max_contacts_reported); + ClassDB::bind_method(D_METHOD("get_contact_count"), &RigidBody3D::get_contact_count); + + ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &RigidBody3D::set_use_custom_integrator); + ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &RigidBody3D::is_using_custom_integrator); + + ClassDB::bind_method(D_METHOD("set_contact_monitor", "enabled"), &RigidBody3D::set_contact_monitor); + ClassDB::bind_method(D_METHOD("is_contact_monitor_enabled"), &RigidBody3D::is_contact_monitor_enabled); + + ClassDB::bind_method(D_METHOD("set_use_continuous_collision_detection", "enable"), &RigidBody3D::set_use_continuous_collision_detection); + ClassDB::bind_method(D_METHOD("is_using_continuous_collision_detection"), &RigidBody3D::is_using_continuous_collision_detection); + + ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidBody3D::set_axis_velocity); + + ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &RigidBody3D::apply_central_impulse); + ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &RigidBody3D::apply_impulse, Vector3()); + ClassDB::bind_method(D_METHOD("apply_torque_impulse", "impulse"), &RigidBody3D::apply_torque_impulse); + + ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &RigidBody3D::apply_central_force); + ClassDB::bind_method(D_METHOD("apply_force", "force", "position"), &RigidBody3D::apply_force, Vector3()); + ClassDB::bind_method(D_METHOD("apply_torque", "torque"), &RigidBody3D::apply_torque); + + ClassDB::bind_method(D_METHOD("add_constant_central_force", "force"), &RigidBody3D::add_constant_central_force); + ClassDB::bind_method(D_METHOD("add_constant_force", "force", "position"), &RigidBody3D::add_constant_force, Vector3()); + ClassDB::bind_method(D_METHOD("add_constant_torque", "torque"), &RigidBody3D::add_constant_torque); + + ClassDB::bind_method(D_METHOD("set_constant_force", "force"), &RigidBody3D::set_constant_force); + ClassDB::bind_method(D_METHOD("get_constant_force"), &RigidBody3D::get_constant_force); + + ClassDB::bind_method(D_METHOD("set_constant_torque", "torque"), &RigidBody3D::set_constant_torque); + ClassDB::bind_method(D_METHOD("get_constant_torque"), &RigidBody3D::get_constant_torque); + + ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidBody3D::set_sleeping); + ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidBody3D::is_sleeping); + + ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidBody3D::set_can_sleep); + ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidBody3D::is_able_to_sleep); + + ClassDB::bind_method(D_METHOD("set_lock_rotation_enabled", "lock_rotation"), &RigidBody3D::set_lock_rotation_enabled); + ClassDB::bind_method(D_METHOD("is_lock_rotation_enabled"), &RigidBody3D::is_lock_rotation_enabled); + + ClassDB::bind_method(D_METHOD("set_freeze_enabled", "freeze_mode"), &RigidBody3D::set_freeze_enabled); + ClassDB::bind_method(D_METHOD("is_freeze_enabled"), &RigidBody3D::is_freeze_enabled); + + ClassDB::bind_method(D_METHOD("set_freeze_mode", "freeze_mode"), &RigidBody3D::set_freeze_mode); + ClassDB::bind_method(D_METHOD("get_freeze_mode"), &RigidBody3D::get_freeze_mode); + + ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody3D::get_colliding_bodies); + + GDVIRTUAL_BIND(_integrate_forces, "state"); + + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_RANGE, "0.01,1000,0.01,or_greater,exp,suffix:kg"), "set_mass", "get_mass"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity_scale", PROPERTY_HINT_RANGE, "-8,8,0.001,or_less,or_greater"), "set_gravity_scale", "get_gravity_scale"); + ADD_GROUP("Mass Distribution", ""); + ADD_PROPERTY(PropertyInfo(Variant::INT, "center_of_mass_mode", PROPERTY_HINT_ENUM, "Auto,Custom", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_center_of_mass_mode", "get_center_of_mass_mode"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "center_of_mass", PROPERTY_HINT_RANGE, "-10,10,0.01,or_less,or_greater,suffix:m"), "set_center_of_mass", "get_center_of_mass"); + ADD_LINKED_PROPERTY("center_of_mass_mode", "center_of_mass"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "inertia", PROPERTY_HINT_RANGE, U"0,1000,0.01,or_greater,exp,suffix:kg\u22C5m\u00B2"), "set_inertia", "get_inertia"); + ADD_GROUP("Deactivation", ""); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleeping", "is_sleeping"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "lock_rotation"), "set_lock_rotation_enabled", "is_lock_rotation_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "freeze"), "set_freeze_enabled", "is_freeze_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "freeze_mode", PROPERTY_HINT_ENUM, "Static,Kinematic"), "set_freeze_mode", "get_freeze_mode"); + ADD_GROUP("Solver", ""); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "custom_integrator"), "set_use_custom_integrator", "is_using_custom_integrator"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "continuous_cd"), "set_use_continuous_collision_detection", "is_using_continuous_collision_detection"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "max_contacts_reported", PROPERTY_HINT_RANGE, "0,64,1,or_greater"), "set_max_contacts_reported", "get_max_contacts_reported"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "contact_monitor"), "set_contact_monitor", "is_contact_monitor_enabled"); + ADD_GROUP("Linear", "linear_"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity", PROPERTY_HINT_NONE, "suffix:m/s"), "set_linear_velocity", "get_linear_velocity"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "linear_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_linear_damp_mode", "get_linear_damp_mode"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp"); + ADD_GROUP("Angular", "angular_"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "angular_velocity", PROPERTY_HINT_NONE, U"radians_as_degrees,suffix:\u00B0/s"), "set_angular_velocity", "get_angular_velocity"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "angular_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_angular_damp_mode", "get_angular_damp_mode"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp"); + ADD_GROUP("Constant Forces", "constant_"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_force", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m/s\u00B2 (N)"), "set_constant_force", "get_constant_force"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_torque", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m\u00B2/s\u00B2/rad"), "set_constant_torque", "get_constant_torque"); + + ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index"))); + ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index"))); + ADD_SIGNAL(MethodInfo("body_entered", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"))); + ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"))); + ADD_SIGNAL(MethodInfo("sleeping_state_changed")); + + BIND_ENUM_CONSTANT(FREEZE_MODE_STATIC); + BIND_ENUM_CONSTANT(FREEZE_MODE_KINEMATIC); + + BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_AUTO); + BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_CUSTOM); + + BIND_ENUM_CONSTANT(DAMP_MODE_COMBINE); + BIND_ENUM_CONSTANT(DAMP_MODE_REPLACE); +} + +void RigidBody3D::_validate_property(PropertyInfo &p_property) const { + if (center_of_mass_mode != CENTER_OF_MASS_MODE_CUSTOM) { + if (p_property.name == "center_of_mass") { + p_property.usage = PROPERTY_USAGE_NO_EDITOR; + } + } +} + +RigidBody3D::RigidBody3D() : + PhysicsBody3D(PhysicsServer3D::BODY_MODE_RIGID) { + PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &RigidBody3D::_body_state_changed)); +} + +RigidBody3D::~RigidBody3D() { + if (contact_monitor) { + memdelete(contact_monitor); + } +} diff --git a/scene/3d/physics/rigid_body_3d.h b/scene/3d/physics/rigid_body_3d.h new file mode 100644 index 0000000000..ec051e5e0f --- /dev/null +++ b/scene/3d/physics/rigid_body_3d.h @@ -0,0 +1,248 @@ +/**************************************************************************/ +/* 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 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 shapes; + }; + + struct ContactMonitor { + bool locked = false; + HashMap 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 &p_physics_material_override); + Ref 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 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 diff --git a/scene/3d/physics/shape_cast_3d.cpp b/scene/3d/physics/shape_cast_3d.cpp new file mode 100644 index 0000000000..5e6302cb81 --- /dev/null +++ b/scene/3d/physics/shape_cast_3d.cpp @@ -0,0 +1,633 @@ +/**************************************************************************/ +/* shape_cast_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 "shape_cast_3d.h" + +#include "scene/3d/mesh_instance_3d.h" +#include "scene/3d/physics/collision_object_3d.h" +#include "scene/resources/3d/concave_polygon_shape_3d.h" + +void ShapeCast3D::_notification(int p_what) { + switch (p_what) { + case NOTIFICATION_ENTER_TREE: { + if (Engine::get_singleton()->is_editor_hint()) { + _update_debug_shape_vertices(); + } + if (enabled && !Engine::get_singleton()->is_editor_hint()) { + set_physics_process_internal(true); + } else { + set_physics_process_internal(false); + } + + if (get_tree()->is_debugging_collisions_hint()) { + _update_debug_shape(); + } + + if (Object::cast_to(get_parent())) { + if (exclude_parent_body) { + exclude.insert(Object::cast_to(get_parent())->get_rid()); + } else { + exclude.erase(Object::cast_to(get_parent())->get_rid()); + } + } + } break; + + case NOTIFICATION_EXIT_TREE: { + if (enabled) { + set_physics_process_internal(false); + } + + if (debug_shape) { + _clear_debug_shape(); + } + } break; + + case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { + if (!enabled) { + break; + } + + bool prev_collision_state = collided; + _update_shapecast_state(); + if (get_tree()->is_debugging_collisions_hint()) { + if (prev_collision_state != collided) { + _update_debug_shape_material(true); + } + if (collided) { + _update_debug_shape(); + } + if (prev_collision_state == collided && !collided) { + _update_debug_shape(); + } + } + } break; + } +} + +void ShapeCast3D::_bind_methods() { +#ifndef DISABLE_DEPRECATED + ClassDB::bind_method(D_METHOD("resource_changed", "resource"), &ShapeCast3D::resource_changed); +#endif + + ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &ShapeCast3D::set_enabled); + ClassDB::bind_method(D_METHOD("is_enabled"), &ShapeCast3D::is_enabled); + + ClassDB::bind_method(D_METHOD("set_shape", "shape"), &ShapeCast3D::set_shape); + ClassDB::bind_method(D_METHOD("get_shape"), &ShapeCast3D::get_shape); + + ClassDB::bind_method(D_METHOD("set_target_position", "local_point"), &ShapeCast3D::set_target_position); + ClassDB::bind_method(D_METHOD("get_target_position"), &ShapeCast3D::get_target_position); + + ClassDB::bind_method(D_METHOD("set_margin", "margin"), &ShapeCast3D::set_margin); + ClassDB::bind_method(D_METHOD("get_margin"), &ShapeCast3D::get_margin); + + ClassDB::bind_method(D_METHOD("set_max_results", "max_results"), &ShapeCast3D::set_max_results); + ClassDB::bind_method(D_METHOD("get_max_results"), &ShapeCast3D::get_max_results); + + ClassDB::bind_method(D_METHOD("is_colliding"), &ShapeCast3D::is_colliding); + ClassDB::bind_method(D_METHOD("get_collision_count"), &ShapeCast3D::get_collision_count); + + ClassDB::bind_method(D_METHOD("force_shapecast_update"), &ShapeCast3D::force_shapecast_update); + + ClassDB::bind_method(D_METHOD("get_collider", "index"), &ShapeCast3D::get_collider); + ClassDB::bind_method(D_METHOD("get_collider_rid", "index"), &ShapeCast3D::get_collider_rid); + ClassDB::bind_method(D_METHOD("get_collider_shape", "index"), &ShapeCast3D::get_collider_shape); + ClassDB::bind_method(D_METHOD("get_collision_point", "index"), &ShapeCast3D::get_collision_point); + ClassDB::bind_method(D_METHOD("get_collision_normal", "index"), &ShapeCast3D::get_collision_normal); + + ClassDB::bind_method(D_METHOD("get_closest_collision_safe_fraction"), &ShapeCast3D::get_closest_collision_safe_fraction); + ClassDB::bind_method(D_METHOD("get_closest_collision_unsafe_fraction"), &ShapeCast3D::get_closest_collision_unsafe_fraction); + + ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &ShapeCast3D::add_exception_rid); + ClassDB::bind_method(D_METHOD("add_exception", "node"), &ShapeCast3D::add_exception); + + ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &ShapeCast3D::remove_exception_rid); + ClassDB::bind_method(D_METHOD("remove_exception", "node"), &ShapeCast3D::remove_exception); + + ClassDB::bind_method(D_METHOD("clear_exceptions"), &ShapeCast3D::clear_exceptions); + + ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &ShapeCast3D::set_collision_mask); + ClassDB::bind_method(D_METHOD("get_collision_mask"), &ShapeCast3D::get_collision_mask); + + ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &ShapeCast3D::set_collision_mask_value); + ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &ShapeCast3D::get_collision_mask_value); + + ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &ShapeCast3D::set_exclude_parent_body); + ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &ShapeCast3D::get_exclude_parent_body); + + ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &ShapeCast3D::set_collide_with_areas); + ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &ShapeCast3D::is_collide_with_areas_enabled); + + ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &ShapeCast3D::set_collide_with_bodies); + ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &ShapeCast3D::is_collide_with_bodies_enabled); + + ClassDB::bind_method(D_METHOD("_get_collision_result"), &ShapeCast3D::_get_collision_result); + + ClassDB::bind_method(D_METHOD("set_debug_shape_custom_color", "debug_shape_custom_color"), &ShapeCast3D::set_debug_shape_custom_color); + ClassDB::bind_method(D_METHOD("get_debug_shape_custom_color"), &ShapeCast3D::get_debug_shape_custom_color); + + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape3D"), "set_shape", "get_shape"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "target_position", PROPERTY_HINT_NONE, "suffix:m"), "set_target_position", "get_target_position"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0,100,0.01,suffix:m"), "set_margin", "get_margin"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "max_results"), "set_max_results", "get_max_results"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask"); + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "collision_result", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "", "_get_collision_result"); + + ADD_GROUP("Collide With", "collide_with"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_areas", "is_collide_with_areas_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_bodies", "is_collide_with_bodies_enabled"); + + ADD_GROUP("Debug Shape", "debug_shape"); + ADD_PROPERTY(PropertyInfo(Variant::COLOR, "debug_shape_custom_color"), "set_debug_shape_custom_color", "get_debug_shape_custom_color"); +} + +PackedStringArray ShapeCast3D::get_configuration_warnings() const { + PackedStringArray warnings = Node3D::get_configuration_warnings(); + + if (shape.is_null()) { + warnings.push_back(RTR("This node cannot interact with other objects unless a Shape3D is assigned.")); + } + if (shape.is_valid() && Object::cast_to(*shape)) { + warnings.push_back(RTR("ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be reported.")); + } + return warnings; +} + +void ShapeCast3D::set_enabled(bool p_enabled) { + enabled = p_enabled; + update_gizmos(); + + if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) { + set_physics_process_internal(p_enabled); + } + if (!p_enabled) { + collided = false; + } + + if (is_inside_tree() && get_tree()->is_debugging_collisions_hint()) { + if (p_enabled) { + _update_debug_shape(); + } else { + _clear_debug_shape(); + } + } +} + +bool ShapeCast3D::is_enabled() const { + return enabled; +} + +void ShapeCast3D::set_target_position(const Vector3 &p_point) { + target_position = p_point; + if (is_inside_tree() && get_tree()->is_debugging_collisions_hint()) { + _update_debug_shape(); + } + update_gizmos(); + + if (Engine::get_singleton()->is_editor_hint()) { + if (is_inside_tree()) { + _update_debug_shape_vertices(); + } + } else if (debug_shape) { + _update_debug_shape(); + } +} + +Vector3 ShapeCast3D::get_target_position() const { + return target_position; +} + +void ShapeCast3D::set_margin(real_t p_margin) { + margin = p_margin; +} + +real_t ShapeCast3D::get_margin() const { + return margin; +} + +void ShapeCast3D::set_max_results(int p_max_results) { + max_results = p_max_results; +} + +int ShapeCast3D::get_max_results() const { + return max_results; +} + +void ShapeCast3D::set_collision_mask(uint32_t p_mask) { + collision_mask = p_mask; +} + +uint32_t ShapeCast3D::get_collision_mask() const { + return collision_mask; +} + +void ShapeCast3D::set_collision_mask_value(int p_layer_number, bool p_value) { + ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive."); + ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive."); + uint32_t mask = get_collision_mask(); + if (p_value) { + mask |= 1 << (p_layer_number - 1); + } else { + mask &= ~(1 << (p_layer_number - 1)); + } + set_collision_mask(mask); +} + +bool ShapeCast3D::get_collision_mask_value(int p_layer_number) const { + ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive."); + ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive."); + return get_collision_mask() & (1 << (p_layer_number - 1)); +} + +int ShapeCast3D::get_collision_count() const { + return result.size(); +} + +bool ShapeCast3D::is_colliding() const { + return collided; +} + +Object *ShapeCast3D::get_collider(int p_idx) const { + ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), nullptr, "No collider found."); + + if (result[p_idx].collider_id.is_null()) { + return nullptr; + } + return ObjectDB::get_instance(result[p_idx].collider_id); +} + +RID ShapeCast3D::get_collider_rid(int p_idx) const { + ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), RID(), "No collider RID found."); + return result[p_idx].rid; +} + +int ShapeCast3D::get_collider_shape(int p_idx) const { + ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), -1, "No collider shape found."); + return result[p_idx].shape; +} + +Vector3 ShapeCast3D::get_collision_point(int p_idx) const { + ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector3(), "No collision point found."); + return result[p_idx].point; +} + +Vector3 ShapeCast3D::get_collision_normal(int p_idx) const { + ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector3(), "No collision normal found."); + return result[p_idx].normal; +} + +real_t ShapeCast3D::get_closest_collision_safe_fraction() const { + return collision_safe_fraction; +} + +real_t ShapeCast3D::get_closest_collision_unsafe_fraction() const { + return collision_unsafe_fraction; +} + +#ifndef DISABLE_DEPRECATED +void ShapeCast3D::resource_changed(Ref p_res) { +} +#endif + +void ShapeCast3D::_shape_changed() { + update_gizmos(); + bool is_editor = Engine::get_singleton()->is_editor_hint(); + if (is_inside_tree() && (is_editor || get_tree()->is_debugging_collisions_hint())) { + _update_debug_shape(); + } +} + +void ShapeCast3D::set_shape(const Ref &p_shape) { + if (p_shape == shape) { + return; + } + if (shape.is_valid()) { + shape->disconnect_changed(callable_mp(this, &ShapeCast3D::_shape_changed)); + } + shape = p_shape; + if (shape.is_valid()) { + shape->connect_changed(callable_mp(this, &ShapeCast3D::_shape_changed)); + shape_rid = shape->get_rid(); + } + + bool is_editor = Engine::get_singleton()->is_editor_hint(); + if (is_inside_tree() && (is_editor || get_tree()->is_debugging_collisions_hint())) { + _update_debug_shape(); + } + update_gizmos(); + update_configuration_warnings(); +} + +Ref ShapeCast3D::get_shape() const { + return shape; +} + +void ShapeCast3D::set_exclude_parent_body(bool p_exclude_parent_body) { + if (exclude_parent_body == p_exclude_parent_body) { + return; + } + exclude_parent_body = p_exclude_parent_body; + + if (!is_inside_tree()) { + return; + } + if (Object::cast_to(get_parent())) { + if (exclude_parent_body) { + exclude.insert(Object::cast_to(get_parent())->get_rid()); + } else { + exclude.erase(Object::cast_to(get_parent())->get_rid()); + } + } +} + +bool ShapeCast3D::get_exclude_parent_body() const { + return exclude_parent_body; +} + +void ShapeCast3D::_update_shapecast_state() { + result.clear(); + + ERR_FAIL_COND_MSG(shape.is_null(), "Null reference to shape. ShapeCast3D requires a Shape3D to sweep for collisions."); + + Ref w3d = get_world_3d(); + ERR_FAIL_COND(w3d.is_null()); + + PhysicsDirectSpaceState3D *dss = PhysicsServer3D::get_singleton()->space_get_direct_state(w3d->get_space()); + ERR_FAIL_NULL(dss); + + Transform3D gt = get_global_transform(); + + PhysicsDirectSpaceState3D::ShapeParameters params; + params.shape_rid = shape_rid; + params.transform = gt; + params.motion = gt.basis.xform(target_position); + params.margin = margin; + params.exclude = exclude; + params.collision_mask = collision_mask; + params.collide_with_bodies = collide_with_bodies; + params.collide_with_areas = collide_with_areas; + + collision_safe_fraction = 0.0; + collision_unsafe_fraction = 0.0; + + if (target_position != Vector3()) { + dss->cast_motion(params, collision_safe_fraction, collision_unsafe_fraction); + if (collision_unsafe_fraction < 1.0) { + // Move shape transform to the point of impact, + // so we can collect contact info at that point. + gt.set_origin(gt.get_origin() + params.motion * (collision_unsafe_fraction + CMP_EPSILON)); + params.transform = gt; + } + } + // Regardless of whether the shape is stuck or it's moved along + // the motion vector, we'll only consider static collisions from now on. + params.motion = Vector3(); + + bool intersected = true; + while (intersected && result.size() < max_results) { + PhysicsDirectSpaceState3D::ShapeRestInfo info; + intersected = dss->rest_info(params, &info); + if (intersected) { + result.push_back(info); + params.exclude.insert(info.rid); + } + } + collided = !result.is_empty(); +} + +void ShapeCast3D::force_shapecast_update() { + _update_shapecast_state(); +} + +void ShapeCast3D::add_exception_rid(const RID &p_rid) { + exclude.insert(p_rid); +} + +void ShapeCast3D::add_exception(const CollisionObject3D *p_node) { + ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject3D."); + add_exception_rid(p_node->get_rid()); +} + +void ShapeCast3D::remove_exception_rid(const RID &p_rid) { + exclude.erase(p_rid); +} + +void ShapeCast3D::remove_exception(const CollisionObject3D *p_node) { + ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject3D."); + remove_exception_rid(p_node->get_rid()); +} + +void ShapeCast3D::clear_exceptions() { + exclude.clear(); +} + +void ShapeCast3D::set_collide_with_areas(bool p_clip) { + collide_with_areas = p_clip; +} + +bool ShapeCast3D::is_collide_with_areas_enabled() const { + return collide_with_areas; +} + +void ShapeCast3D::set_collide_with_bodies(bool p_clip) { + collide_with_bodies = p_clip; +} + +bool ShapeCast3D::is_collide_with_bodies_enabled() const { + return collide_with_bodies; +} + +Array ShapeCast3D::_get_collision_result() const { + Array ret; + + for (int i = 0; i < result.size(); ++i) { + const PhysicsDirectSpaceState3D::ShapeRestInfo &sri = result[i]; + + Dictionary col; + col["point"] = sri.point; + col["normal"] = sri.normal; + col["rid"] = sri.rid; + col["collider"] = ObjectDB::get_instance(sri.collider_id); + col["collider_id"] = sri.collider_id; + col["shape"] = sri.shape; + col["linear_velocity"] = sri.linear_velocity; + + ret.push_back(col); + } + return ret; +} + +void ShapeCast3D::_update_debug_shape_vertices() { + debug_shape_vertices.clear(); + debug_line_vertices.clear(); + + if (!shape.is_null()) { + debug_shape_vertices.append_array(shape->get_debug_mesh_lines()); + for (int i = 0; i < debug_shape_vertices.size(); i++) { + debug_shape_vertices.set(i, debug_shape_vertices[i] + Vector3(target_position * get_closest_collision_safe_fraction())); + } + } + + if (target_position == Vector3()) { + return; + } + + debug_line_vertices.push_back(Vector3()); + debug_line_vertices.push_back(target_position); +} + +const Vector &ShapeCast3D::get_debug_shape_vertices() const { + return debug_shape_vertices; +} + +const Vector &ShapeCast3D::get_debug_line_vertices() const { + return debug_line_vertices; +} + +void ShapeCast3D::set_debug_shape_custom_color(const Color &p_color) { + debug_shape_custom_color = p_color; + if (debug_material.is_valid()) { + _update_debug_shape_material(); + } +} + +Ref ShapeCast3D::get_debug_material() { + _update_debug_shape_material(); + return debug_material; +} + +const Color &ShapeCast3D::get_debug_shape_custom_color() const { + return debug_shape_custom_color; +} + +void ShapeCast3D::_create_debug_shape() { + _update_debug_shape_material(); + + Ref mesh = memnew(ArrayMesh); + + MeshInstance3D *mi = memnew(MeshInstance3D); + mi->set_mesh(mesh); + + add_child(mi); + debug_shape = mi; +} + +void ShapeCast3D::_update_debug_shape_material(bool p_check_collision) { + if (!debug_material.is_valid()) { + Ref material = memnew(StandardMaterial3D); + debug_material = material; + + material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED); + material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true); + // Use double-sided rendering so that the RayCast can be seen if the camera is inside. + material->set_cull_mode(BaseMaterial3D::CULL_DISABLED); + material->set_transparency(BaseMaterial3D::TRANSPARENCY_ALPHA); + } + + Color color = debug_shape_custom_color; + if (color == Color(0.0, 0.0, 0.0)) { + // Use the default debug shape color defined in the Project Settings. + color = get_tree()->get_debug_collisions_color(); + } + + if (p_check_collision && collided) { + if ((color.get_h() < 0.055 || color.get_h() > 0.945) && color.get_s() > 0.5 && color.get_v() > 0.5) { + // If base color is already quite reddish, highlight collision with green color + color = Color(0.0, 1.0, 0.0, color.a); + } else { + // Else, highlight collision with red color + color = Color(1.0, 0, 0, color.a); + } + } + + Ref material = static_cast>(debug_material); + material->set_albedo(color); +} + +void ShapeCast3D::_update_debug_shape() { + if (!enabled) { + return; + } + + if (!debug_shape) { + _create_debug_shape(); + } + + _update_debug_shape_vertices(); + + if (Engine::get_singleton()->is_editor_hint()) { + return; + } + + MeshInstance3D *mi = static_cast(debug_shape); + Ref mesh = mi->get_mesh(); + if (!mesh.is_valid()) { + return; + } + + mesh->clear_surfaces(); + + Array a; + a.resize(Mesh::ARRAY_MAX); + + uint32_t flags = 0; + int surface_count = 0; + + if (!debug_shape_vertices.is_empty()) { + a[Mesh::ARRAY_VERTEX] = debug_shape_vertices; + mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a, Array(), Dictionary(), flags); + mesh->surface_set_material(surface_count, debug_material); + ++surface_count; + } + + if (!debug_line_vertices.is_empty()) { + a[Mesh::ARRAY_VERTEX] = debug_line_vertices; + mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a, Array(), Dictionary(), flags); + mesh->surface_set_material(surface_count, debug_material); + ++surface_count; + } +} + +void ShapeCast3D::_clear_debug_shape() { + if (!debug_shape) { + return; + } + + MeshInstance3D *mi = static_cast(debug_shape); + if (mi->is_inside_tree()) { + mi->queue_free(); + } else { + memdelete(mi); + } + + debug_shape = nullptr; +} diff --git a/scene/3d/physics/shape_cast_3d.h b/scene/3d/physics/shape_cast_3d.h new file mode 100644 index 0000000000..9052db9046 --- /dev/null +++ b/scene/3d/physics/shape_cast_3d.h @@ -0,0 +1,146 @@ +/**************************************************************************/ +/* shape_cast_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 SHAPE_CAST_3D_H +#define SHAPE_CAST_3D_H + +#include "scene/3d/node_3d.h" +#include "scene/resources/3d/shape_3d.h" + +class CollisionObject3D; + +class ShapeCast3D : public Node3D { + GDCLASS(ShapeCast3D, Node3D); + + bool enabled = true; +#ifndef DISABLE_DEPRECATED + void resource_changed(Ref p_res); +#endif + + Ref shape; + RID shape_rid; + Vector3 target_position = Vector3(0, -1, 0); + + HashSet exclude; + real_t margin = 0.0; + uint32_t collision_mask = 1; + bool exclude_parent_body = true; + bool collide_with_areas = false; + bool collide_with_bodies = true; + + Node *debug_shape = nullptr; + Ref debug_material; + Color debug_shape_custom_color = Color(0.0, 0.0, 0.0); + Vector debug_shape_vertices; + Vector debug_line_vertices; + + void _create_debug_shape(); + void _update_debug_shape(); + void _update_debug_shape_material(bool p_check_collision = false); + void _update_debug_shape_vertices(); + void _clear_debug_shape(); + + // Result + int max_results = 32; + Vector result; + bool collided = false; + real_t collision_safe_fraction = 1.0; + real_t collision_unsafe_fraction = 1.0; + + Array _get_collision_result() const; + +protected: + void _notification(int p_what); + void _update_shapecast_state(); + void _shape_changed(); + static void _bind_methods(); + +public: + void set_collide_with_areas(bool p_clip); + bool is_collide_with_areas_enabled() const; + + void set_collide_with_bodies(bool p_clip); + bool is_collide_with_bodies_enabled() const; + + void set_enabled(bool p_enabled); + bool is_enabled() const; + + void set_shape(const Ref &p_shape); + Ref get_shape() const; + + void set_target_position(const Vector3 &p_point); + Vector3 get_target_position() const; + + void set_margin(real_t p_margin); + real_t get_margin() const; + + void set_max_results(int p_max_results); + int get_max_results() const; + + void set_collision_mask(uint32_t p_mask); + uint32_t get_collision_mask() const; + + void set_collision_mask_value(int p_layer_number, bool p_value); + bool get_collision_mask_value(int p_layer_number) const; + + void set_exclude_parent_body(bool p_exclude_parent_body); + bool get_exclude_parent_body() const; + + const Color &get_debug_shape_custom_color() const; + void set_debug_shape_custom_color(const Color &p_color); + + const Vector &get_debug_shape_vertices() const; + const Vector &get_debug_line_vertices() const; + + Ref get_debug_material(); + + int get_collision_count() const; + Object *get_collider(int p_idx) const; + RID get_collider_rid(int p_idx) const; + int get_collider_shape(int p_idx) const; + Vector3 get_collision_point(int p_idx) const; + Vector3 get_collision_normal(int p_idx) const; + + real_t get_closest_collision_safe_fraction() const; + real_t get_closest_collision_unsafe_fraction() const; + + void force_shapecast_update(); + bool is_colliding() const; + + void add_exception_rid(const RID &p_rid); + void add_exception(const CollisionObject3D *p_node); + void remove_exception_rid(const RID &p_rid); + void remove_exception(const CollisionObject3D *p_node); + void clear_exceptions(); + + virtual PackedStringArray get_configuration_warnings() const override; +}; + +#endif // SHAPE_CAST_3D_H diff --git a/scene/3d/physics/spring_arm_3d.cpp b/scene/3d/physics/spring_arm_3d.cpp new file mode 100644 index 0000000000..8d2f10310c --- /dev/null +++ b/scene/3d/physics/spring_arm_3d.cpp @@ -0,0 +1,202 @@ +/**************************************************************************/ +/* spring_arm_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 "spring_arm_3d.h" + +#include "scene/3d/camera_3d.h" +#include "scene/resources/3d/shape_3d.h" + +void SpringArm3D::_notification(int p_what) { + switch (p_what) { + case NOTIFICATION_ENTER_TREE: { + if (!Engine::get_singleton()->is_editor_hint()) { + set_physics_process_internal(true); + } + } break; + + case NOTIFICATION_EXIT_TREE: { + if (!Engine::get_singleton()->is_editor_hint()) { + set_physics_process_internal(false); + } + } break; + + case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { + process_spring(); + } break; + } +} + +void SpringArm3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("get_hit_length"), &SpringArm3D::get_hit_length); + + ClassDB::bind_method(D_METHOD("set_length", "length"), &SpringArm3D::set_length); + ClassDB::bind_method(D_METHOD("get_length"), &SpringArm3D::get_length); + + ClassDB::bind_method(D_METHOD("set_shape", "shape"), &SpringArm3D::set_shape); + ClassDB::bind_method(D_METHOD("get_shape"), &SpringArm3D::get_shape); + + ClassDB::bind_method(D_METHOD("add_excluded_object", "RID"), &SpringArm3D::add_excluded_object); + ClassDB::bind_method(D_METHOD("remove_excluded_object", "RID"), &SpringArm3D::remove_excluded_object); + ClassDB::bind_method(D_METHOD("clear_excluded_objects"), &SpringArm3D::clear_excluded_objects); + + ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &SpringArm3D::set_mask); + ClassDB::bind_method(D_METHOD("get_collision_mask"), &SpringArm3D::get_mask); + + ClassDB::bind_method(D_METHOD("set_margin", "margin"), &SpringArm3D::set_margin); + ClassDB::bind_method(D_METHOD("get_margin"), &SpringArm3D::get_margin); + + ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape3D"), "set_shape", "get_shape"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "spring_length", PROPERTY_HINT_NONE, "suffix:m"), "set_length", "get_length"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_NONE, "suffix:m"), "set_margin", "get_margin"); +} + +real_t SpringArm3D::get_length() const { + return spring_length; +} + +void SpringArm3D::set_length(real_t p_length) { + if (is_inside_tree() && (Engine::get_singleton()->is_editor_hint() || get_tree()->is_debugging_collisions_hint())) { + update_gizmos(); + } + + spring_length = p_length; +} + +void SpringArm3D::set_shape(Ref p_shape) { + shape = p_shape; +} + +Ref SpringArm3D::get_shape() const { + return shape; +} + +void SpringArm3D::set_mask(uint32_t p_mask) { + mask = p_mask; +} + +uint32_t SpringArm3D::get_mask() { + return mask; +} + +real_t SpringArm3D::get_margin() { + return margin; +} + +void SpringArm3D::set_margin(real_t p_margin) { + margin = p_margin; +} + +void SpringArm3D::add_excluded_object(RID p_rid) { + excluded_objects.insert(p_rid); +} + +bool SpringArm3D::remove_excluded_object(RID p_rid) { + return excluded_objects.erase(p_rid); +} + +void SpringArm3D::clear_excluded_objects() { + excluded_objects.clear(); +} + +real_t SpringArm3D::get_hit_length() { + return current_spring_length; +} + +void SpringArm3D::process_spring() { + // From + real_t motion_delta(1); + real_t motion_delta_unsafe(1); + + Vector3 motion; + const Vector3 cast_direction(get_global_transform().basis.xform(Vector3(0, 0, 1))); + + motion = Vector3(cast_direction * (spring_length)); + + if (shape.is_null()) { + Camera3D *camera = nullptr; + for (int i = get_child_count() - 1; 0 <= i; --i) { + camera = Object::cast_to(get_child(i)); + if (camera) { + break; + } + } + + if (camera != nullptr) { + //use camera rotation, but spring arm position + Transform3D base_transform = camera->get_global_transform(); + base_transform.origin = get_global_transform().origin; + + PhysicsDirectSpaceState3D::ShapeParameters shape_params; + shape_params.shape_rid = camera->get_pyramid_shape_rid(); + shape_params.transform = base_transform; + shape_params.motion = motion; + shape_params.exclude = excluded_objects; + shape_params.collision_mask = mask; + + get_world_3d()->get_direct_space_state()->cast_motion(shape_params, motion_delta, motion_delta_unsafe); + } else { + PhysicsDirectSpaceState3D::RayParameters ray_params; + ray_params.from = get_global_transform().origin; + ray_params.to = get_global_transform().origin + motion; + ray_params.exclude = excluded_objects; + ray_params.collision_mask = mask; + + PhysicsDirectSpaceState3D::RayResult r; + bool intersected = get_world_3d()->get_direct_space_state()->intersect_ray(ray_params, r); + if (intersected) { + real_t dist = get_global_transform().origin.distance_to(r.position); + dist -= margin; + motion_delta = dist / (spring_length); + } + } + } else { + PhysicsDirectSpaceState3D::ShapeParameters shape_params; + shape_params.shape_rid = shape->get_rid(); + shape_params.transform = get_global_transform(); + shape_params.motion = motion; + shape_params.exclude = excluded_objects; + shape_params.collision_mask = mask; + + get_world_3d()->get_direct_space_state()->cast_motion(shape_params, motion_delta, motion_delta_unsafe); + } + + current_spring_length = spring_length * motion_delta; + Transform3D child_transform; + child_transform.origin = get_global_transform().origin + cast_direction * (spring_length * motion_delta); + + for (int i = get_child_count() - 1; 0 <= i; --i) { + Node3D *child = Object::cast_to(get_child(i)); + if (child) { + child_transform.basis = child->get_global_transform().basis; + child->set_global_transform(child_transform); + } + } +} diff --git a/scene/3d/physics/spring_arm_3d.h b/scene/3d/physics/spring_arm_3d.h new file mode 100644 index 0000000000..c7e1da35f0 --- /dev/null +++ b/scene/3d/physics/spring_arm_3d.h @@ -0,0 +1,71 @@ +/**************************************************************************/ +/* spring_arm_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 SPRING_ARM_3D_H +#define SPRING_ARM_3D_H + +#include "scene/3d/node_3d.h" + +class SpringArm3D : public Node3D { + GDCLASS(SpringArm3D, Node3D); + + Ref shape; + HashSet excluded_objects; + real_t spring_length = 1.0; + real_t current_spring_length = 0.0; + bool keep_child_basis = false; + uint32_t mask = 1; + real_t margin = 0.01; + +protected: + void _notification(int p_what); + static void _bind_methods(); + +public: + void set_length(real_t p_length); + real_t get_length() const; + void set_shape(Ref p_shape); + Ref get_shape() const; + void set_mask(uint32_t p_mask); + uint32_t get_mask(); + void add_excluded_object(RID p_rid); + bool remove_excluded_object(RID p_rid); + void clear_excluded_objects(); + real_t get_hit_length(); + void set_margin(real_t p_margin); + real_t get_margin(); + + SpringArm3D() {} + +private: + void process_spring(); +}; + +#endif // SPRING_ARM_3D_H diff --git a/scene/3d/physics/static_body_3d.cpp b/scene/3d/physics/static_body_3d.cpp new file mode 100644 index 0000000000..30e796f92e --- /dev/null +++ b/scene/3d/physics/static_body_3d.cpp @@ -0,0 +1,96 @@ +/**************************************************************************/ +/* static_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 "static_body_3d.h" + +void StaticBody3D::set_physics_material_override(const Ref &p_physics_material_override) { + if (physics_material_override.is_valid()) { + physics_material_override->disconnect_changed(callable_mp(this, &StaticBody3D::_reload_physics_characteristics)); + } + + physics_material_override = p_physics_material_override; + + if (physics_material_override.is_valid()) { + physics_material_override->connect_changed(callable_mp(this, &StaticBody3D::_reload_physics_characteristics)); + } + _reload_physics_characteristics(); +} + +Ref StaticBody3D::get_physics_material_override() const { + return physics_material_override; +} + +void StaticBody3D::set_constant_linear_velocity(const Vector3 &p_vel) { + constant_linear_velocity = p_vel; + + PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, constant_linear_velocity); +} + +void StaticBody3D::set_constant_angular_velocity(const Vector3 &p_vel) { + constant_angular_velocity = p_vel; + + PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY, constant_angular_velocity); +} + +Vector3 StaticBody3D::get_constant_linear_velocity() const { + return constant_linear_velocity; +} + +Vector3 StaticBody3D::get_constant_angular_velocity() const { + return constant_angular_velocity; +} + +void StaticBody3D::_reload_physics_characteristics() { + if (physics_material_override.is_null()) { + PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_BOUNCE, 0); + PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_FRICTION, 1); + } else { + PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce()); + PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_FRICTION, physics_material_override->computed_friction()); + } +} + +void StaticBody3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_constant_linear_velocity", "vel"), &StaticBody3D::set_constant_linear_velocity); + ClassDB::bind_method(D_METHOD("set_constant_angular_velocity", "vel"), &StaticBody3D::set_constant_angular_velocity); + ClassDB::bind_method(D_METHOD("get_constant_linear_velocity"), &StaticBody3D::get_constant_linear_velocity); + ClassDB::bind_method(D_METHOD("get_constant_angular_velocity"), &StaticBody3D::get_constant_angular_velocity); + + ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &StaticBody3D::set_physics_material_override); + ClassDB::bind_method(D_METHOD("get_physics_material_override"), &StaticBody3D::get_physics_material_override); + + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_linear_velocity", PROPERTY_HINT_NONE, "suffix:m/s"), "set_constant_linear_velocity", "get_constant_linear_velocity"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_angular_velocity", PROPERTY_HINT_NONE, U"radians_as_degrees,suffix:\u00B0/s"), "set_constant_angular_velocity", "get_constant_angular_velocity"); +} + +StaticBody3D::StaticBody3D(PhysicsServer3D::BodyMode p_mode) : + PhysicsBody3D(p_mode) { +} diff --git a/scene/3d/physics/static_body_3d.h b/scene/3d/physics/static_body_3d.h new file mode 100644 index 0000000000..7d7f7a4acc --- /dev/null +++ b/scene/3d/physics/static_body_3d.h @@ -0,0 +1,64 @@ +/**************************************************************************/ +/* static_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 STATIC_BODY_3D_H +#define STATIC_BODY_3D_H + +#include "scene/3d/physics/physics_body_3d.h" + +class StaticBody3D : public PhysicsBody3D { + GDCLASS(StaticBody3D, PhysicsBody3D); + +private: + Vector3 constant_linear_velocity; + Vector3 constant_angular_velocity; + + Ref physics_material_override; + +protected: + static void _bind_methods(); + +public: + void set_physics_material_override(const Ref &p_physics_material_override); + Ref get_physics_material_override() const; + + void set_constant_linear_velocity(const Vector3 &p_vel); + void set_constant_angular_velocity(const Vector3 &p_vel); + + Vector3 get_constant_linear_velocity() const; + Vector3 get_constant_angular_velocity() const; + + StaticBody3D(PhysicsServer3D::BodyMode p_mode = PhysicsServer3D::BODY_MODE_STATIC); + +private: + void _reload_physics_characteristics(); +}; + +#endif // STATIC_BODY_3D_H diff --git a/scene/3d/physics/vehicle_body_3d.cpp b/scene/3d/physics/vehicle_body_3d.cpp new file mode 100644 index 0000000000..c23032d3b9 --- /dev/null +++ b/scene/3d/physics/vehicle_body_3d.cpp @@ -0,0 +1,929 @@ +/**************************************************************************/ +/* vehicle_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 "vehicle_body_3d.h" + +#define ROLLING_INFLUENCE_FIX + +class btVehicleJacobianEntry { +public: + Vector3 m_linearJointAxis; + Vector3 m_aJ; + Vector3 m_bJ; + Vector3 m_0MinvJt; + Vector3 m_1MinvJt; + //Optimization: can be stored in the w/last component of one of the vectors + real_t m_Adiag = 0.0; + + real_t getDiagonal() const { return m_Adiag; } + + btVehicleJacobianEntry() {} + //constraint between two different rigidbodies + btVehicleJacobianEntry( + const Basis &world2A, + const Basis &world2B, + const Vector3 &rel_pos1, + const Vector3 &rel_pos2, + const Vector3 &jointAxis, + const Vector3 &inertiaInvA, + const real_t massInvA, + const Vector3 &inertiaInvB, + const real_t massInvB) : + m_linearJointAxis(jointAxis) { + m_aJ = world2A.xform(rel_pos1.cross(m_linearJointAxis)); + m_bJ = world2B.xform(rel_pos2.cross(-m_linearJointAxis)); + m_0MinvJt = inertiaInvA * m_aJ; + m_1MinvJt = inertiaInvB * m_bJ; + m_Adiag = massInvA + m_0MinvJt.dot(m_aJ) + massInvB + m_1MinvJt.dot(m_bJ); + + //btAssert(m_Adiag > real_t(0.0)); + } + + real_t getRelativeVelocity(const Vector3 &linvelA, const Vector3 &angvelA, const Vector3 &linvelB, const Vector3 &angvelB) { + Vector3 linrel = linvelA - linvelB; + Vector3 angvela = angvelA * m_aJ; + Vector3 angvelb = angvelB * m_bJ; + linrel *= m_linearJointAxis; + angvela += angvelb; + angvela += linrel; + real_t rel_vel2 = angvela[0] + angvela[1] + angvela[2]; + return rel_vel2 + CMP_EPSILON; + } +}; + +void VehicleWheel3D::_notification(int p_what) { + switch (p_what) { + case NOTIFICATION_ENTER_TREE: { + VehicleBody3D *cb = Object::cast_to(get_parent()); + if (!cb) { + return; + } + body = cb; + local_xform = get_transform(); + cb->wheels.push_back(this); + + m_chassisConnectionPointCS = get_transform().origin; + m_wheelDirectionCS = -get_transform().basis.get_column(Vector3::AXIS_Y).normalized(); + m_wheelAxleCS = get_transform().basis.get_column(Vector3::AXIS_X).normalized(); + } break; + + case NOTIFICATION_EXIT_TREE: { + VehicleBody3D *cb = Object::cast_to(get_parent()); + if (!cb) { + return; + } + cb->wheels.erase(this); + body = nullptr; + } break; + } +} + +PackedStringArray VehicleWheel3D::get_configuration_warnings() const { + PackedStringArray warnings = Node::get_configuration_warnings(); + + if (!Object::cast_to(get_parent())) { + warnings.push_back(RTR("VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please use it as a child of a VehicleBody3D.")); + } + + return warnings; +} + +void VehicleWheel3D::_update(PhysicsDirectBodyState3D *s) { + if (m_raycastInfo.m_isInContact) { + real_t project = m_raycastInfo.m_contactNormalWS.dot(m_raycastInfo.m_wheelDirectionWS); + Vector3 chassis_velocity_at_contactPoint; + Vector3 relpos = m_raycastInfo.m_contactPointWS - s->get_transform().origin; + + chassis_velocity_at_contactPoint = s->get_linear_velocity() + + (s->get_angular_velocity()).cross(relpos); // * mPos); + + real_t projVel = m_raycastInfo.m_contactNormalWS.dot(chassis_velocity_at_contactPoint); + if (project >= real_t(-0.1)) { + m_suspensionRelativeVelocity = real_t(0.0); + m_clippedInvContactDotSuspension = real_t(1.0) / real_t(0.1); + } else { + real_t inv = real_t(-1.) / project; + m_suspensionRelativeVelocity = projVel * inv; + m_clippedInvContactDotSuspension = inv; + } + } else { // Not in contact : position wheel in a nice (rest length) position + m_raycastInfo.m_suspensionLength = m_suspensionRestLength; + m_suspensionRelativeVelocity = real_t(0.0); + m_raycastInfo.m_contactNormalWS = -m_raycastInfo.m_wheelDirectionWS; + m_clippedInvContactDotSuspension = real_t(1.0); + } +} + +void VehicleWheel3D::set_radius(real_t p_radius) { + m_wheelRadius = p_radius; + update_gizmos(); +} + +real_t VehicleWheel3D::get_radius() const { + return m_wheelRadius; +} + +void VehicleWheel3D::set_suspension_rest_length(real_t p_length) { + m_suspensionRestLength = p_length; + update_gizmos(); +} + +real_t VehicleWheel3D::get_suspension_rest_length() const { + return m_suspensionRestLength; +} + +void VehicleWheel3D::set_suspension_travel(real_t p_length) { + m_maxSuspensionTravel = p_length; +} + +real_t VehicleWheel3D::get_suspension_travel() const { + return m_maxSuspensionTravel; +} + +void VehicleWheel3D::set_suspension_stiffness(real_t p_value) { + m_suspensionStiffness = p_value; +} + +real_t VehicleWheel3D::get_suspension_stiffness() const { + return m_suspensionStiffness; +} + +void VehicleWheel3D::set_suspension_max_force(real_t p_value) { + m_maxSuspensionForce = p_value; +} + +real_t VehicleWheel3D::get_suspension_max_force() const { + return m_maxSuspensionForce; +} + +void VehicleWheel3D::set_damping_compression(real_t p_value) { + m_wheelsDampingCompression = p_value; +} + +real_t VehicleWheel3D::get_damping_compression() const { + return m_wheelsDampingCompression; +} + +void VehicleWheel3D::set_damping_relaxation(real_t p_value) { + m_wheelsDampingRelaxation = p_value; +} + +real_t VehicleWheel3D::get_damping_relaxation() const { + return m_wheelsDampingRelaxation; +} + +void VehicleWheel3D::set_friction_slip(real_t p_value) { + m_frictionSlip = p_value; +} + +real_t VehicleWheel3D::get_friction_slip() const { + return m_frictionSlip; +} + +void VehicleWheel3D::set_roll_influence(real_t p_value) { + m_rollInfluence = p_value; +} + +real_t VehicleWheel3D::get_roll_influence() const { + return m_rollInfluence; +} + +bool VehicleWheel3D::is_in_contact() const { + return m_raycastInfo.m_isInContact; +} + +Node3D *VehicleWheel3D::get_contact_body() const { + return m_raycastInfo.m_groundObject; +} + +void VehicleWheel3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_radius", "length"), &VehicleWheel3D::set_radius); + ClassDB::bind_method(D_METHOD("get_radius"), &VehicleWheel3D::get_radius); + + ClassDB::bind_method(D_METHOD("set_suspension_rest_length", "length"), &VehicleWheel3D::set_suspension_rest_length); + ClassDB::bind_method(D_METHOD("get_suspension_rest_length"), &VehicleWheel3D::get_suspension_rest_length); + + ClassDB::bind_method(D_METHOD("set_suspension_travel", "length"), &VehicleWheel3D::set_suspension_travel); + ClassDB::bind_method(D_METHOD("get_suspension_travel"), &VehicleWheel3D::get_suspension_travel); + + ClassDB::bind_method(D_METHOD("set_suspension_stiffness", "length"), &VehicleWheel3D::set_suspension_stiffness); + ClassDB::bind_method(D_METHOD("get_suspension_stiffness"), &VehicleWheel3D::get_suspension_stiffness); + + ClassDB::bind_method(D_METHOD("set_suspension_max_force", "length"), &VehicleWheel3D::set_suspension_max_force); + ClassDB::bind_method(D_METHOD("get_suspension_max_force"), &VehicleWheel3D::get_suspension_max_force); + + ClassDB::bind_method(D_METHOD("set_damping_compression", "length"), &VehicleWheel3D::set_damping_compression); + ClassDB::bind_method(D_METHOD("get_damping_compression"), &VehicleWheel3D::get_damping_compression); + + ClassDB::bind_method(D_METHOD("set_damping_relaxation", "length"), &VehicleWheel3D::set_damping_relaxation); + ClassDB::bind_method(D_METHOD("get_damping_relaxation"), &VehicleWheel3D::get_damping_relaxation); + + ClassDB::bind_method(D_METHOD("set_use_as_traction", "enable"), &VehicleWheel3D::set_use_as_traction); + ClassDB::bind_method(D_METHOD("is_used_as_traction"), &VehicleWheel3D::is_used_as_traction); + + ClassDB::bind_method(D_METHOD("set_use_as_steering", "enable"), &VehicleWheel3D::set_use_as_steering); + ClassDB::bind_method(D_METHOD("is_used_as_steering"), &VehicleWheel3D::is_used_as_steering); + + ClassDB::bind_method(D_METHOD("set_friction_slip", "length"), &VehicleWheel3D::set_friction_slip); + ClassDB::bind_method(D_METHOD("get_friction_slip"), &VehicleWheel3D::get_friction_slip); + + ClassDB::bind_method(D_METHOD("is_in_contact"), &VehicleWheel3D::is_in_contact); + ClassDB::bind_method(D_METHOD("get_contact_body"), &VehicleWheel3D::get_contact_body); + + ClassDB::bind_method(D_METHOD("set_roll_influence", "roll_influence"), &VehicleWheel3D::set_roll_influence); + ClassDB::bind_method(D_METHOD("get_roll_influence"), &VehicleWheel3D::get_roll_influence); + + ClassDB::bind_method(D_METHOD("get_skidinfo"), &VehicleWheel3D::get_skidinfo); + + ClassDB::bind_method(D_METHOD("get_rpm"), &VehicleWheel3D::get_rpm); + + ClassDB::bind_method(D_METHOD("set_engine_force", "engine_force"), &VehicleWheel3D::set_engine_force); + ClassDB::bind_method(D_METHOD("get_engine_force"), &VehicleWheel3D::get_engine_force); + + ClassDB::bind_method(D_METHOD("set_brake", "brake"), &VehicleWheel3D::set_brake); + ClassDB::bind_method(D_METHOD("get_brake"), &VehicleWheel3D::get_brake); + + ClassDB::bind_method(D_METHOD("set_steering", "steering"), &VehicleWheel3D::set_steering); + ClassDB::bind_method(D_METHOD("get_steering"), &VehicleWheel3D::get_steering); + + ADD_GROUP("Per-Wheel Motion", ""); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "engine_force", PROPERTY_HINT_RANGE, U"-1024,1024,0.01,or_less,or_greater,suffix:kg\u22C5m/s\u00B2 (N)"), "set_engine_force", "get_engine_force"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "brake", PROPERTY_HINT_RANGE, U"-128,128,0.01,or_less,or_greater,suffix:kg\u22C5m/s\u00B2 (N)"), "set_brake", "get_brake"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "steering", PROPERTY_HINT_RANGE, "-180,180,0.01,radians_as_degrees"), "set_steering", "get_steering"); + ADD_GROUP("VehicleBody3D Motion", ""); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_as_traction"), "set_use_as_traction", "is_used_as_traction"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_as_steering"), "set_use_as_steering", "is_used_as_steering"); + ADD_GROUP("Wheel", "wheel_"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wheel_roll_influence"), "set_roll_influence", "get_roll_influence"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wheel_radius", PROPERTY_HINT_NONE, "suffix:m"), "set_radius", "get_radius"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wheel_rest_length", PROPERTY_HINT_NONE, "suffix:m"), "set_suspension_rest_length", "get_suspension_rest_length"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wheel_friction_slip"), "set_friction_slip", "get_friction_slip"); + ADD_GROUP("Suspension", "suspension_"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "suspension_travel", PROPERTY_HINT_NONE, "suffix:m"), "set_suspension_travel", "get_suspension_travel"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "suspension_stiffness"), "set_suspension_stiffness", "get_suspension_stiffness"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "suspension_max_force", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m/s\u00B2 (N)"), "set_suspension_max_force", "get_suspension_max_force"); + ADD_GROUP("Damping", "damping_"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "damping_compression"), "set_damping_compression", "get_damping_compression"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "damping_relaxation"), "set_damping_relaxation", "get_damping_relaxation"); +} + +void VehicleWheel3D::set_engine_force(real_t p_engine_force) { + m_engineForce = p_engine_force; +} + +real_t VehicleWheel3D::get_engine_force() const { + return m_engineForce; +} + +void VehicleWheel3D::set_brake(real_t p_brake) { + m_brake = p_brake; +} + +real_t VehicleWheel3D::get_brake() const { + return m_brake; +} + +void VehicleWheel3D::set_steering(real_t p_steering) { + m_steering = p_steering; +} + +real_t VehicleWheel3D::get_steering() const { + return m_steering; +} + +void VehicleWheel3D::set_use_as_traction(bool p_enable) { + engine_traction = p_enable; +} + +bool VehicleWheel3D::is_used_as_traction() const { + return engine_traction; +} + +void VehicleWheel3D::set_use_as_steering(bool p_enabled) { + steers = p_enabled; +} + +bool VehicleWheel3D::is_used_as_steering() const { + return steers; +} + +real_t VehicleWheel3D::get_skidinfo() const { + return m_skidInfo; +} + +real_t VehicleWheel3D::get_rpm() const { + return m_rpm; +} + +VehicleWheel3D::VehicleWheel3D() { +} + +void VehicleBody3D::_update_wheel_transform(VehicleWheel3D &wheel, PhysicsDirectBodyState3D *s) { + wheel.m_raycastInfo.m_isInContact = false; + + Transform3D chassisTrans = s->get_transform(); + /* + if (interpolatedTransform && (getRigidBody()->getMotionState())) { + getRigidBody()->getMotionState()->getWorldTransform(chassisTrans); + } + */ + + wheel.m_raycastInfo.m_hardPointWS = chassisTrans.xform(wheel.m_chassisConnectionPointCS); + //wheel.m_raycastInfo.m_hardPointWS+=s->get_linear_velocity()*s->get_step(); + wheel.m_raycastInfo.m_wheelDirectionWS = chassisTrans.get_basis().xform(wheel.m_wheelDirectionCS).normalized(); + wheel.m_raycastInfo.m_wheelAxleWS = chassisTrans.get_basis().xform(wheel.m_wheelAxleCS).normalized(); +} + +void VehicleBody3D::_update_wheel(int p_idx, PhysicsDirectBodyState3D *s) { + VehicleWheel3D &wheel = *wheels[p_idx]; + _update_wheel_transform(wheel, s); + + Vector3 up = -wheel.m_raycastInfo.m_wheelDirectionWS; + const Vector3 &right = wheel.m_raycastInfo.m_wheelAxleWS; + Vector3 fwd = up.cross(right); + fwd = fwd.normalized(); + + Basis steeringMat(up, wheel.m_steering); + + Basis rotatingMat(right, wheel.m_rotation); + + Basis basis2( + right[0], up[0], fwd[0], + right[1], up[1], fwd[1], + right[2], up[2], fwd[2]); + + wheel.m_worldTransform.set_basis(steeringMat * rotatingMat * basis2); + //wheel.m_worldTransform.set_basis(basis2 * (steeringMat * rotatingMat)); + wheel.m_worldTransform.set_origin( + wheel.m_raycastInfo.m_hardPointWS + wheel.m_raycastInfo.m_wheelDirectionWS * wheel.m_raycastInfo.m_suspensionLength); +} + +real_t VehicleBody3D::_ray_cast(int p_idx, PhysicsDirectBodyState3D *s) { + VehicleWheel3D &wheel = *wheels[p_idx]; + + _update_wheel_transform(wheel, s); + + real_t depth = -1; + + real_t raylen = wheel.m_suspensionRestLength + wheel.m_wheelRadius; + + Vector3 rayvector = wheel.m_raycastInfo.m_wheelDirectionWS * (raylen); + Vector3 source = wheel.m_raycastInfo.m_hardPointWS; + wheel.m_raycastInfo.m_contactPointWS = source + rayvector; + const Vector3 &target = wheel.m_raycastInfo.m_contactPointWS; + source -= wheel.m_wheelRadius * wheel.m_raycastInfo.m_wheelDirectionWS; + + real_t param = real_t(0.); + + PhysicsDirectSpaceState3D::RayResult rr; + + PhysicsDirectSpaceState3D *ss = s->get_space_state(); + + PhysicsDirectSpaceState3D::RayParameters ray_params; + ray_params.from = source; + ray_params.to = target; + ray_params.exclude = exclude; + ray_params.collision_mask = get_collision_mask(); + + wheel.m_raycastInfo.m_groundObject = nullptr; + bool col = ss->intersect_ray(ray_params, rr); + + if (col) { + param = source.distance_to(rr.position) / source.distance_to(target); + depth = raylen * param; + wheel.m_raycastInfo.m_contactNormalWS = rr.normal; + + wheel.m_raycastInfo.m_isInContact = true; + if (rr.collider) { + wheel.m_raycastInfo.m_groundObject = Object::cast_to(rr.collider); + } + + real_t hitDistance = param * raylen; + wheel.m_raycastInfo.m_suspensionLength = hitDistance - wheel.m_wheelRadius; + //clamp on max suspension travel + + real_t minSuspensionLength = wheel.m_suspensionRestLength - wheel.m_maxSuspensionTravel; + real_t maxSuspensionLength = wheel.m_suspensionRestLength + wheel.m_maxSuspensionTravel; + if (wheel.m_raycastInfo.m_suspensionLength < minSuspensionLength) { + wheel.m_raycastInfo.m_suspensionLength = minSuspensionLength; + } + if (wheel.m_raycastInfo.m_suspensionLength > maxSuspensionLength) { + wheel.m_raycastInfo.m_suspensionLength = maxSuspensionLength; + } + + wheel.m_raycastInfo.m_contactPointWS = rr.position; + + real_t denominator = wheel.m_raycastInfo.m_contactNormalWS.dot(wheel.m_raycastInfo.m_wheelDirectionWS); + + Vector3 chassis_velocity_at_contactPoint; + //Vector3 relpos = wheel.m_raycastInfo.m_contactPointWS-getRigidBody()->getCenterOfMassPosition(); + + //chassis_velocity_at_contactPoint = getRigidBody()->getVelocityInLocalPoint(relpos); + + chassis_velocity_at_contactPoint = s->get_linear_velocity() + + (s->get_angular_velocity()).cross(wheel.m_raycastInfo.m_contactPointWS - s->get_transform().origin); // * mPos); + + real_t projVel = wheel.m_raycastInfo.m_contactNormalWS.dot(chassis_velocity_at_contactPoint); + + if (denominator >= real_t(-0.1)) { + wheel.m_suspensionRelativeVelocity = real_t(0.0); + wheel.m_clippedInvContactDotSuspension = real_t(1.0) / real_t(0.1); + } else { + real_t inv = real_t(-1.) / denominator; + wheel.m_suspensionRelativeVelocity = projVel * inv; + wheel.m_clippedInvContactDotSuspension = inv; + } + + } else { + wheel.m_raycastInfo.m_isInContact = false; + //put wheel info as in rest position + wheel.m_raycastInfo.m_suspensionLength = wheel.m_suspensionRestLength; + wheel.m_suspensionRelativeVelocity = real_t(0.0); + wheel.m_raycastInfo.m_contactNormalWS = -wheel.m_raycastInfo.m_wheelDirectionWS; + wheel.m_clippedInvContactDotSuspension = real_t(1.0); + } + + return depth; +} + +void VehicleBody3D::_update_suspension(PhysicsDirectBodyState3D *s) { + real_t chassisMass = get_mass(); + + for (int w_it = 0; w_it < wheels.size(); w_it++) { + VehicleWheel3D &wheel_info = *wheels[w_it]; + + if (wheel_info.m_raycastInfo.m_isInContact) { + real_t force; + //Spring + { + real_t susp_length = wheel_info.m_suspensionRestLength; + real_t current_length = wheel_info.m_raycastInfo.m_suspensionLength; + + real_t length_diff = (susp_length - current_length); + + force = wheel_info.m_suspensionStiffness * length_diff * wheel_info.m_clippedInvContactDotSuspension; + } + + // Damper + { + real_t projected_rel_vel = wheel_info.m_suspensionRelativeVelocity; + { + real_t susp_damping; + if (projected_rel_vel < real_t(0.0)) { + susp_damping = wheel_info.m_wheelsDampingCompression; + } else { + susp_damping = wheel_info.m_wheelsDampingRelaxation; + } + force -= susp_damping * projected_rel_vel; + } + } + + // RESULT + wheel_info.m_wheelsSuspensionForce = force * chassisMass; + if (wheel_info.m_wheelsSuspensionForce < real_t(0.)) { + wheel_info.m_wheelsSuspensionForce = real_t(0.); + } + } else { + wheel_info.m_wheelsSuspensionForce = real_t(0.0); + } + } +} + +//bilateral constraint between two dynamic objects +void VehicleBody3D::_resolve_single_bilateral(PhysicsDirectBodyState3D *s, const Vector3 &pos1, + PhysicsBody3D *body2, const Vector3 &pos2, const Vector3 &normal, real_t &impulse, const real_t p_rollInfluence) { + real_t normalLenSqr = normal.length_squared(); + //ERR_FAIL_COND( normalLenSqr < real_t(1.1)); + + if (normalLenSqr > real_t(1.1)) { + impulse = real_t(0.); + return; + } + + Vector3 rel_pos1 = pos1 - s->get_transform().origin; + Vector3 rel_pos2; + if (body2) { + rel_pos2 = pos2 - body2->get_global_transform().origin; + } + //this jacobian entry could be re-used for all iterations + + Vector3 vel1 = s->get_linear_velocity() + (s->get_angular_velocity()).cross(rel_pos1); // * mPos); + Vector3 vel2; + + if (body2) { + vel2 = body2->get_linear_velocity() + body2->get_angular_velocity().cross(rel_pos2); + } + + Vector3 vel = vel1 - vel2; + + Basis b2trans; + real_t b2invmass = 0; + Vector3 b2lv; + Vector3 b2av; + Vector3 b2invinertia; //todo + + if (body2) { + b2trans = body2->get_global_transform().basis.transposed(); + b2invmass = body2->get_inverse_mass(); + b2lv = body2->get_linear_velocity(); + b2av = body2->get_angular_velocity(); + } + + btVehicleJacobianEntry jac(s->get_transform().basis.transposed(), + b2trans, + rel_pos1, + rel_pos2, + normal, + s->get_inverse_inertia_tensor().get_main_diagonal(), + 1.0 / get_mass(), + b2invinertia, + b2invmass); + + // FIXME: rel_vel assignment here is overwritten by the following assignment. + // What seems to be intended in the next assignment is: rel_vel = normal.dot(rel_vel); + // Investigate why. + real_t rel_vel = jac.getRelativeVelocity( + s->get_linear_velocity(), + s->get_transform().basis.transposed().xform(s->get_angular_velocity()), + b2lv, + b2trans.xform(b2av)); + + rel_vel = normal.dot(vel); + + // !BAS! We had this set to 0.4, in bullet its 0.2 + real_t contactDamping = real_t(0.2); + + if (p_rollInfluence > 0.0) { + // !BAS! But seeing we apply this frame by frame, makes more sense to me to make this time based + // keeping in mind our anti roll factor if it is set + contactDamping = MIN(contactDamping, s->get_step() / p_rollInfluence); + } + +#define ONLY_USE_LINEAR_MASS +#ifdef ONLY_USE_LINEAR_MASS + real_t massTerm = real_t(1.) / ((1.0 / get_mass()) + b2invmass); + impulse = -contactDamping * rel_vel * massTerm; +#else + real_t velocityImpulse = -contactDamping * rel_vel * jacDiagABInv; + impulse = velocityImpulse; +#endif +} + +VehicleBody3D::btVehicleWheelContactPoint::btVehicleWheelContactPoint(PhysicsDirectBodyState3D *s, PhysicsBody3D *body1, const Vector3 &frictionPosWorld, const Vector3 &frictionDirectionWorld, real_t maxImpulse) : + m_s(s), + m_body1(body1), + m_frictionPositionWorld(frictionPosWorld), + m_frictionDirectionWorld(frictionDirectionWorld), + m_maxImpulse(maxImpulse) { + real_t denom0 = 0; + real_t denom1 = 0; + + { + Vector3 r0 = frictionPosWorld - s->get_transform().origin; + Vector3 c0 = (r0).cross(frictionDirectionWorld); + Vector3 vec = s->get_inverse_inertia_tensor().xform_inv(c0).cross(r0); + denom0 = s->get_inverse_mass() + frictionDirectionWorld.dot(vec); + } + + /* TODO: Why is this code unused? + if (body1) { + Vector3 r0 = frictionPosWorld - body1->get_global_transform().origin; + Vector3 c0 = (r0).cross(frictionDirectionWorld); + Vector3 vec = s->get_inverse_inertia_tensor().xform_inv(c0).cross(r0); + //denom1= body1->get_inverse_mass() + frictionDirectionWorld.dot(vec); + + } + */ + + real_t relaxation = 1.f; + m_jacDiagABInv = relaxation / (denom0 + denom1); +} + +real_t VehicleBody3D::_calc_rolling_friction(btVehicleWheelContactPoint &contactPoint) { + real_t j1 = 0.f; + + const Vector3 &contactPosWorld = contactPoint.m_frictionPositionWorld; + + Vector3 rel_pos1 = contactPosWorld - contactPoint.m_s->get_transform().origin; + Vector3 rel_pos2; + if (contactPoint.m_body1) { + rel_pos2 = contactPosWorld - contactPoint.m_body1->get_global_transform().origin; + } + + real_t maxImpulse = contactPoint.m_maxImpulse; + + Vector3 vel1 = contactPoint.m_s->get_linear_velocity() + (contactPoint.m_s->get_angular_velocity()).cross(rel_pos1); // * mPos); + + Vector3 vel2; + if (contactPoint.m_body1) { + vel2 = contactPoint.m_body1->get_linear_velocity() + contactPoint.m_body1->get_angular_velocity().cross(rel_pos2); + } + + Vector3 vel = vel1 - vel2; + + real_t vrel = contactPoint.m_frictionDirectionWorld.dot(vel); + + // calculate j that moves us to zero relative velocity + j1 = -vrel * contactPoint.m_jacDiagABInv; + + return CLAMP(j1, -maxImpulse, maxImpulse); +} + +static const real_t sideFrictionStiffness2 = real_t(1.0); +void VehicleBody3D::_update_friction(PhysicsDirectBodyState3D *s) { + //calculate the impulse, so that the wheels don't move sidewards + int numWheel = wheels.size(); + if (!numWheel) { + return; + } + + m_forwardWS.resize(numWheel); + m_axle.resize(numWheel); + m_forwardImpulse.resize(numWheel); + m_sideImpulse.resize(numWheel); + + //collapse all those loops into one! + for (int i = 0; i < wheels.size(); i++) { + m_sideImpulse.write[i] = real_t(0.); + m_forwardImpulse.write[i] = real_t(0.); + } + + { + for (int i = 0; i < wheels.size(); i++) { + VehicleWheel3D &wheelInfo = *wheels[i]; + + if (wheelInfo.m_raycastInfo.m_isInContact) { + //const btTransform& wheelTrans = getWheelTransformWS( i ); + + Basis wheelBasis0 = wheelInfo.m_worldTransform.basis; //get_global_transform().basis; + + m_axle.write[i] = wheelBasis0.get_column(Vector3::AXIS_X); + //m_axle[i] = wheelInfo.m_raycastInfo.m_wheelAxleWS; + + const Vector3 &surfNormalWS = wheelInfo.m_raycastInfo.m_contactNormalWS; + real_t proj = m_axle[i].dot(surfNormalWS); + m_axle.write[i] -= surfNormalWS * proj; + m_axle.write[i] = m_axle[i].normalized(); + + m_forwardWS.write[i] = surfNormalWS.cross(m_axle[i]); + m_forwardWS.write[i].normalize(); + + _resolve_single_bilateral(s, wheelInfo.m_raycastInfo.m_contactPointWS, + wheelInfo.m_raycastInfo.m_groundObject, wheelInfo.m_raycastInfo.m_contactPointWS, + m_axle[i], m_sideImpulse.write[i], wheelInfo.m_rollInfluence); + + m_sideImpulse.write[i] *= sideFrictionStiffness2; + } + } + } + + real_t sideFactor = real_t(1.); + real_t fwdFactor = 0.5; + + bool sliding = false; + { + for (int wheel = 0; wheel < wheels.size(); wheel++) { + VehicleWheel3D &wheelInfo = *wheels[wheel]; + + //class btRigidBody* groundObject = (class btRigidBody*) wheelInfo.m_raycastInfo.m_groundObject; + + real_t rollingFriction = 0.f; + + if (wheelInfo.m_raycastInfo.m_isInContact) { + if (wheelInfo.m_engineForce != 0.f) { + rollingFriction = -wheelInfo.m_engineForce * s->get_step(); + } else { + real_t defaultRollingFrictionImpulse = 0.f; + real_t maxImpulse = wheelInfo.m_brake ? wheelInfo.m_brake : defaultRollingFrictionImpulse; + btVehicleWheelContactPoint contactPt(s, wheelInfo.m_raycastInfo.m_groundObject, wheelInfo.m_raycastInfo.m_contactPointWS, m_forwardWS[wheel], maxImpulse); + rollingFriction = _calc_rolling_friction(contactPt); + } + } + + //switch between active rolling (throttle), braking and non-active rolling friction (no throttle/break) + + m_forwardImpulse.write[wheel] = real_t(0.); + wheelInfo.m_skidInfo = real_t(1.); + + if (wheelInfo.m_raycastInfo.m_isInContact) { + wheelInfo.m_skidInfo = real_t(1.); + + real_t maximp = wheelInfo.m_wheelsSuspensionForce * s->get_step() * wheelInfo.m_frictionSlip; + real_t maximpSide = maximp; + + real_t maximpSquared = maximp * maximpSide; + + m_forwardImpulse.write[wheel] = rollingFriction; //wheelInfo.m_engineForce* timeStep; + + real_t x = (m_forwardImpulse[wheel]) * fwdFactor; + real_t y = (m_sideImpulse[wheel]) * sideFactor; + + real_t impulseSquared = (x * x + y * y); + + if (impulseSquared > maximpSquared) { + sliding = true; + + real_t factor = maximp / Math::sqrt(impulseSquared); + + wheelInfo.m_skidInfo *= factor; + } + } + } + } + + if (sliding) { + for (int wheel = 0; wheel < wheels.size(); wheel++) { + if (m_sideImpulse[wheel] != real_t(0.)) { + if (wheels[wheel]->m_skidInfo < real_t(1.)) { + m_forwardImpulse.write[wheel] *= wheels[wheel]->m_skidInfo; + m_sideImpulse.write[wheel] *= wheels[wheel]->m_skidInfo; + } + } + } + } + + // apply the impulses + { + for (int wheel = 0; wheel < wheels.size(); wheel++) { + VehicleWheel3D &wheelInfo = *wheels[wheel]; + + Vector3 rel_pos = wheelInfo.m_raycastInfo.m_contactPointWS - + s->get_transform().origin; + + if (m_forwardImpulse[wheel] != real_t(0.)) { + s->apply_impulse(m_forwardWS[wheel] * (m_forwardImpulse[wheel]), rel_pos); + } + if (m_sideImpulse[wheel] != real_t(0.)) { + PhysicsBody3D *groundObject = wheelInfo.m_raycastInfo.m_groundObject; + + Vector3 rel_pos2; + if (groundObject) { + rel_pos2 = wheelInfo.m_raycastInfo.m_contactPointWS - groundObject->get_global_transform().origin; + } + + Vector3 sideImp = m_axle[wheel] * m_sideImpulse[wheel]; + +#if defined ROLLING_INFLUENCE_FIX // fix. It only worked if car's up was along Y - VT. + Vector3 vChassisWorldUp = s->get_transform().basis.transposed()[1]; //getRigidBody()->getCenterOfMassTransform3D().getBasis().getColumn(m_indexUpAxis); + rel_pos -= vChassisWorldUp * (vChassisWorldUp.dot(rel_pos) * (1.f - wheelInfo.m_rollInfluence)); +#else + rel_pos[1] *= wheelInfo.m_rollInfluence; //? +#endif + s->apply_impulse(sideImp, rel_pos); + + //apply friction impulse on the ground + //todo + //groundObject->applyImpulse(-sideImp,rel_pos2); + } + } + } +} + +void VehicleBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) { + RigidBody3D::_body_state_changed(p_state); + + real_t step = p_state->get_step(); + + for (int i = 0; i < wheels.size(); i++) { + _update_wheel(i, p_state); + } + + for (int i = 0; i < wheels.size(); i++) { + _ray_cast(i, p_state); + wheels[i]->set_transform(p_state->get_transform().inverse() * wheels[i]->m_worldTransform); + } + + _update_suspension(p_state); + + for (int i = 0; i < wheels.size(); i++) { + //apply suspension force + VehicleWheel3D &wheel = *wheels[i]; + + real_t suspensionForce = wheel.m_wheelsSuspensionForce; + + if (suspensionForce > wheel.m_maxSuspensionForce) { + suspensionForce = wheel.m_maxSuspensionForce; + } + Vector3 impulse = wheel.m_raycastInfo.m_contactNormalWS * suspensionForce * step; + Vector3 relative_position = wheel.m_raycastInfo.m_contactPointWS - p_state->get_transform().origin; + + p_state->apply_impulse(impulse, relative_position); + } + + _update_friction(p_state); + + for (int i = 0; i < wheels.size(); i++) { + VehicleWheel3D &wheel = *wheels[i]; + Vector3 relpos = wheel.m_raycastInfo.m_hardPointWS - p_state->get_transform().origin; + Vector3 vel = p_state->get_linear_velocity() + (p_state->get_angular_velocity()).cross(relpos); // * mPos); + + if (wheel.m_raycastInfo.m_isInContact) { + const Transform3D &chassisWorldTransform = p_state->get_transform(); + + Vector3 fwd( + chassisWorldTransform.basis[0][Vector3::AXIS_Z], + chassisWorldTransform.basis[1][Vector3::AXIS_Z], + chassisWorldTransform.basis[2][Vector3::AXIS_Z]); + + real_t proj = fwd.dot(wheel.m_raycastInfo.m_contactNormalWS); + fwd -= wheel.m_raycastInfo.m_contactNormalWS * proj; + + real_t proj2 = fwd.dot(vel); + + wheel.m_deltaRotation = (proj2 * step) / (wheel.m_wheelRadius); + } + + wheel.m_rotation += wheel.m_deltaRotation; + wheel.m_rpm = ((wheel.m_deltaRotation / step) * 60) / Math_TAU; + + wheel.m_deltaRotation *= real_t(0.99); //damping of rotation when not in contact + } +} + +void VehicleBody3D::set_engine_force(real_t p_engine_force) { + engine_force = p_engine_force; + for (int i = 0; i < wheels.size(); i++) { + VehicleWheel3D &wheelInfo = *wheels[i]; + if (wheelInfo.engine_traction) { + wheelInfo.m_engineForce = p_engine_force; + } + } +} + +real_t VehicleBody3D::get_engine_force() const { + return engine_force; +} + +void VehicleBody3D::set_brake(real_t p_brake) { + brake = p_brake; + for (int i = 0; i < wheels.size(); i++) { + VehicleWheel3D &wheelInfo = *wheels[i]; + wheelInfo.m_brake = p_brake; + } +} + +real_t VehicleBody3D::get_brake() const { + return brake; +} + +void VehicleBody3D::set_steering(real_t p_steering) { + m_steeringValue = p_steering; + for (int i = 0; i < wheels.size(); i++) { + VehicleWheel3D &wheelInfo = *wheels[i]; + if (wheelInfo.steers) { + wheelInfo.m_steering = p_steering; + } + } +} + +real_t VehicleBody3D::get_steering() const { + return m_steeringValue; +} + +void VehicleBody3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_engine_force", "engine_force"), &VehicleBody3D::set_engine_force); + ClassDB::bind_method(D_METHOD("get_engine_force"), &VehicleBody3D::get_engine_force); + + ClassDB::bind_method(D_METHOD("set_brake", "brake"), &VehicleBody3D::set_brake); + ClassDB::bind_method(D_METHOD("get_brake"), &VehicleBody3D::get_brake); + + ClassDB::bind_method(D_METHOD("set_steering", "steering"), &VehicleBody3D::set_steering); + ClassDB::bind_method(D_METHOD("get_steering"), &VehicleBody3D::get_steering); + + ADD_GROUP("Motion", ""); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "engine_force", PROPERTY_HINT_RANGE, U"-1024,1024,0.01,or_less,or_greater,suffix:kg\u22C5m/s\u00B2 (N)"), "set_engine_force", "get_engine_force"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "brake", PROPERTY_HINT_RANGE, U"-128,128,0.01,or_less,or_greater,suffix:kg\u22C5m/s\u00B2 (N)"), "set_brake", "get_brake"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "steering", PROPERTY_HINT_RANGE, "-180,180,0.01,radians_as_degrees"), "set_steering", "get_steering"); +} + +VehicleBody3D::VehicleBody3D() { + exclude.insert(get_rid()); + set_mass(40); +} diff --git a/scene/3d/physics/vehicle_body_3d.h b/scene/3d/physics/vehicle_body_3d.h new file mode 100644 index 0000000000..def9984440 --- /dev/null +++ b/scene/3d/physics/vehicle_body_3d.h @@ -0,0 +1,214 @@ +/**************************************************************************/ +/* vehicle_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 VEHICLE_BODY_3D_H +#define VEHICLE_BODY_3D_H + +#include "scene/3d/physics/physics_body_3d.h" +#include "scene/3d/physics/rigid_body_3d.h" + +class VehicleBody3D; + +class VehicleWheel3D : public Node3D { + GDCLASS(VehicleWheel3D, Node3D); + + friend class VehicleBody3D; + + Transform3D m_worldTransform; + Transform3D local_xform; + bool engine_traction = false; + bool steers = false; + + Vector3 m_chassisConnectionPointCS; //const + Vector3 m_wheelDirectionCS; //const + Vector3 m_wheelAxleCS; // const or modified by steering + + real_t m_suspensionRestLength = 0.15; + real_t m_maxSuspensionTravel = 0.2; + real_t m_wheelRadius = 0.5; + + real_t m_suspensionStiffness = 5.88; + real_t m_wheelsDampingCompression = 0.83; + real_t m_wheelsDampingRelaxation = 0.88; + real_t m_frictionSlip = 10.5; + real_t m_maxSuspensionForce = 6000.0; + bool m_bIsFrontWheel = false; + + VehicleBody3D *body = nullptr; + + //btVector3 m_wheelAxleCS; // const or modified by steering ? + + real_t m_steering = 0.0; + real_t m_rotation = 0.0; + real_t m_deltaRotation = 0.0; + real_t m_rpm = 0.0; + real_t m_rollInfluence = 0.1; + real_t m_engineForce = 0.0; + real_t m_brake = 0.0; + + real_t m_clippedInvContactDotSuspension = 1.0; + real_t m_suspensionRelativeVelocity = 0.0; + //calculated by suspension + real_t m_wheelsSuspensionForce = 0.0; + real_t m_skidInfo = 0.0; + + struct RaycastInfo { + //set by raycaster + Vector3 m_contactNormalWS; //contactnormal + Vector3 m_contactPointWS; //raycast hitpoint + real_t m_suspensionLength = 0.0; + Vector3 m_hardPointWS; //raycast starting point + Vector3 m_wheelDirectionWS; //direction in worldspace + Vector3 m_wheelAxleWS; // axle in worldspace + bool m_isInContact = false; + PhysicsBody3D *m_groundObject = nullptr; //could be general void* ptr + } m_raycastInfo; + + void _update(PhysicsDirectBodyState3D *s); + +protected: + void _notification(int p_what); + static void _bind_methods(); + +public: + void set_radius(real_t p_radius); + real_t get_radius() const; + + void set_suspension_rest_length(real_t p_length); + real_t get_suspension_rest_length() const; + + void set_suspension_travel(real_t p_length); + real_t get_suspension_travel() const; + + void set_suspension_stiffness(real_t p_value); + real_t get_suspension_stiffness() const; + + void set_suspension_max_force(real_t p_value); + real_t get_suspension_max_force() const; + + void set_damping_compression(real_t p_value); + real_t get_damping_compression() const; + + void set_damping_relaxation(real_t p_value); + real_t get_damping_relaxation() const; + + void set_friction_slip(real_t p_value); + real_t get_friction_slip() const; + + void set_use_as_traction(bool p_enable); + bool is_used_as_traction() const; + + void set_use_as_steering(bool p_enabled); + bool is_used_as_steering() const; + + bool is_in_contact() const; + + Node3D *get_contact_body() const; + + void set_roll_influence(real_t p_value); + real_t get_roll_influence() const; + + real_t get_skidinfo() const; + + real_t get_rpm() const; + + void set_engine_force(real_t p_engine_force); + real_t get_engine_force() const; + + void set_brake(real_t p_brake); + real_t get_brake() const; + + void set_steering(real_t p_steering); + real_t get_steering() const; + + PackedStringArray get_configuration_warnings() const override; + + VehicleWheel3D(); +}; + +class VehicleBody3D : public RigidBody3D { + GDCLASS(VehicleBody3D, RigidBody3D); + + real_t engine_force = 0.0; + real_t brake = 0.0; + + real_t m_pitchControl = 0.0; + real_t m_steeringValue = 0.0; + real_t m_currentVehicleSpeedKmHour = 0.0; + + HashSet exclude; + + Vector m_forwardWS; + Vector m_axle; + Vector m_forwardImpulse; + Vector m_sideImpulse; + + struct btVehicleWheelContactPoint { + PhysicsDirectBodyState3D *m_s = nullptr; + PhysicsBody3D *m_body1 = nullptr; + Vector3 m_frictionPositionWorld; + Vector3 m_frictionDirectionWorld; + real_t m_jacDiagABInv = 0.0; + real_t m_maxImpulse = 0.0; + + btVehicleWheelContactPoint(PhysicsDirectBodyState3D *s, PhysicsBody3D *body1, const Vector3 &frictionPosWorld, const Vector3 &frictionDirectionWorld, real_t maxImpulse); + }; + + void _resolve_single_bilateral(PhysicsDirectBodyState3D *s, const Vector3 &pos1, PhysicsBody3D *body2, const Vector3 &pos2, const Vector3 &normal, real_t &impulse, const real_t p_rollInfluence); + real_t _calc_rolling_friction(btVehicleWheelContactPoint &contactPoint); + + void _update_friction(PhysicsDirectBodyState3D *s); + void _update_suspension(PhysicsDirectBodyState3D *s); + real_t _ray_cast(int p_idx, PhysicsDirectBodyState3D *s); + void _update_wheel_transform(VehicleWheel3D &wheel, PhysicsDirectBodyState3D *s); + void _update_wheel(int p_idx, PhysicsDirectBodyState3D *s); + + friend class VehicleWheel3D; + Vector wheels; + + static void _bind_methods(); + + static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state); + virtual void _body_state_changed(PhysicsDirectBodyState3D *p_state) override; + +public: + void set_engine_force(real_t p_engine_force); + real_t get_engine_force() const; + + void set_brake(real_t p_brake); + real_t get_brake() const; + + void set_steering(real_t p_steering); + real_t get_steering() const; + + VehicleBody3D(); +}; + +#endif // VEHICLE_BODY_3D_H diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp deleted file mode 100644 index 67a7f76d7d..0000000000 --- a/scene/3d/physics_body_3d.cpp +++ /dev/null @@ -1,3503 +0,0 @@ -/**************************************************************************/ -/* 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::get_collision_exceptions() { - List 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(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(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(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 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(); -} - -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 &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(&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; -} - -void StaticBody3D::set_physics_material_override(const Ref &p_physics_material_override) { - if (physics_material_override.is_valid()) { - physics_material_override->disconnect_changed(callable_mp(this, &StaticBody3D::_reload_physics_characteristics)); - } - - physics_material_override = p_physics_material_override; - - if (physics_material_override.is_valid()) { - physics_material_override->connect_changed(callable_mp(this, &StaticBody3D::_reload_physics_characteristics)); - } - _reload_physics_characteristics(); -} - -Ref StaticBody3D::get_physics_material_override() const { - return physics_material_override; -} - -void StaticBody3D::set_constant_linear_velocity(const Vector3 &p_vel) { - constant_linear_velocity = p_vel; - - PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, constant_linear_velocity); -} - -void StaticBody3D::set_constant_angular_velocity(const Vector3 &p_vel) { - constant_angular_velocity = p_vel; - - PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY, constant_angular_velocity); -} - -Vector3 StaticBody3D::get_constant_linear_velocity() const { - return constant_linear_velocity; -} - -Vector3 StaticBody3D::get_constant_angular_velocity() const { - return constant_angular_velocity; -} - -void StaticBody3D::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_constant_linear_velocity", "vel"), &StaticBody3D::set_constant_linear_velocity); - ClassDB::bind_method(D_METHOD("set_constant_angular_velocity", "vel"), &StaticBody3D::set_constant_angular_velocity); - ClassDB::bind_method(D_METHOD("get_constant_linear_velocity"), &StaticBody3D::get_constant_linear_velocity); - ClassDB::bind_method(D_METHOD("get_constant_angular_velocity"), &StaticBody3D::get_constant_angular_velocity); - - ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &StaticBody3D::set_physics_material_override); - ClassDB::bind_method(D_METHOD("get_physics_material_override"), &StaticBody3D::get_physics_material_override); - - ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_linear_velocity", PROPERTY_HINT_NONE, "suffix:m/s"), "set_constant_linear_velocity", "get_constant_linear_velocity"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_angular_velocity", PROPERTY_HINT_NONE, U"radians_as_degrees,suffix:\u00B0/s"), "set_constant_angular_velocity", "get_constant_angular_velocity"); -} - -StaticBody3D::StaticBody3D(PhysicsServer3D::BodyMode p_mode) : - PhysicsBody3D(p_mode) { -} - -void StaticBody3D::_reload_physics_characteristics() { - if (physics_material_override.is_null()) { - PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_BOUNCE, 0); - PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_FRICTION, 1); - } else { - PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce()); - PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_FRICTION, physics_material_override->computed_friction()); - } -} - -Vector3 AnimatableBody3D::get_linear_velocity() const { - return linear_velocity; -} - -Vector3 AnimatableBody3D::get_angular_velocity() const { - return angular_velocity; -} - -void AnimatableBody3D::set_sync_to_physics(bool p_enable) { - if (sync_to_physics == p_enable) { - return; - } - - sync_to_physics = p_enable; - - _update_kinematic_motion(); -} - -bool AnimatableBody3D::is_sync_to_physics_enabled() const { - return sync_to_physics; -} - -void AnimatableBody3D::_update_kinematic_motion() { -#ifdef TOOLS_ENABLED - if (Engine::get_singleton()->is_editor_hint()) { - return; - } -#endif - - if (sync_to_physics) { - set_only_update_transform_changes(true); - set_notify_local_transform(true); - } else { - set_only_update_transform_changes(false); - set_notify_local_transform(false); - } -} - -void AnimatableBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) { - linear_velocity = p_state->get_linear_velocity(); - angular_velocity = p_state->get_angular_velocity(); - - if (!sync_to_physics) { - return; - } - - last_valid_transform = p_state->get_transform(); - set_notify_local_transform(false); - set_global_transform(last_valid_transform); - set_notify_local_transform(true); - _on_transform_changed(); -} - -void AnimatableBody3D::_notification(int p_what) { -#ifdef TOOLS_ENABLED - if (Engine::get_singleton()->is_editor_hint()) { - return; - } -#endif - switch (p_what) { - case NOTIFICATION_ENTER_TREE: { - last_valid_transform = get_global_transform(); - _update_kinematic_motion(); - } break; - - case NOTIFICATION_EXIT_TREE: { - set_only_update_transform_changes(false); - set_notify_local_transform(false); - } break; - - case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { - // Used by sync to physics, send the new transform to the physics... - Transform3D new_transform = get_global_transform(); - - PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_TRANSFORM, new_transform); - - // ... but then revert changes. - set_notify_local_transform(false); - set_global_transform(last_valid_transform); - set_notify_local_transform(true); - _on_transform_changed(); - } break; - } -} - -void AnimatableBody3D::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &AnimatableBody3D::set_sync_to_physics); - ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &AnimatableBody3D::is_sync_to_physics_enabled); - - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled"); -} - -AnimatableBody3D::AnimatableBody3D() : - StaticBody3D(PhysicsServer3D::BODY_MODE_KINEMATIC) { - PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &AnimatableBody3D::_body_state_changed)); -} - -void RigidBody3D::_body_enter_tree(ObjectID p_id) { - Object *obj = ObjectDB::get_instance(p_id); - Node *node = Object::cast_to(obj); - ERR_FAIL_NULL(node); - ERR_FAIL_NULL(contact_monitor); - HashMap::Iterator E = contact_monitor->body_map.find(p_id); - ERR_FAIL_COND(!E); - ERR_FAIL_COND(E->value.in_tree); - - E->value.in_tree = true; - - contact_monitor->locked = true; - - emit_signal(SceneStringNames::get_singleton()->body_entered, node); - - for (int i = 0; i < E->value.shapes.size(); i++) { - emit_signal(SceneStringNames::get_singleton()->body_shape_entered, E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].local_shape); - } - - contact_monitor->locked = false; -} - -void RigidBody3D::_body_exit_tree(ObjectID p_id) { - Object *obj = ObjectDB::get_instance(p_id); - Node *node = Object::cast_to(obj); - ERR_FAIL_NULL(node); - ERR_FAIL_NULL(contact_monitor); - HashMap::Iterator E = contact_monitor->body_map.find(p_id); - ERR_FAIL_COND(!E); - ERR_FAIL_COND(!E->value.in_tree); - E->value.in_tree = false; - - contact_monitor->locked = true; - - emit_signal(SceneStringNames::get_singleton()->body_exited, node); - - for (int i = 0; i < E->value.shapes.size(); i++) { - emit_signal(SceneStringNames::get_singleton()->body_shape_exited, E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].local_shape); - } - - contact_monitor->locked = false; -} - -void RigidBody3D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape) { - bool body_in = p_status == 1; - ObjectID objid = p_instance; - - Object *obj = ObjectDB::get_instance(objid); - Node *node = Object::cast_to(obj); - - ERR_FAIL_NULL(contact_monitor); - HashMap::Iterator E = contact_monitor->body_map.find(objid); - - ERR_FAIL_COND(!body_in && !E); - - if (body_in) { - if (!E) { - E = contact_monitor->body_map.insert(objid, BodyState()); - E->value.rid = p_body; - //E->value.rc=0; - E->value.in_tree = node && node->is_inside_tree(); - if (node) { - node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody3D::_body_enter_tree).bind(objid)); - node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody3D::_body_exit_tree).bind(objid)); - if (E->value.in_tree) { - emit_signal(SceneStringNames::get_singleton()->body_entered, node); - } - } - } - //E->value.rc++; - if (node) { - E->value.shapes.insert(ShapePair(p_body_shape, p_local_shape)); - } - - if (E->value.in_tree) { - emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_body, node, p_body_shape, p_local_shape); - } - - } else { - //E->value.rc--; - - if (node) { - E->value.shapes.erase(ShapePair(p_body_shape, p_local_shape)); - } - - bool in_tree = E->value.in_tree; - - if (E->value.shapes.is_empty()) { - if (node) { - node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody3D::_body_enter_tree)); - node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody3D::_body_exit_tree)); - if (in_tree) { - emit_signal(SceneStringNames::get_singleton()->body_exited, node); - } - } - - contact_monitor->body_map.remove(E); - } - if (node && in_tree) { - emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_body, obj, p_body_shape, p_local_shape); - } - } -} - -struct _RigidBodyInOut { - RID rid; - ObjectID id; - int shape = 0; - int local_shape = 0; -}; - -void RigidBody3D::_sync_body_state(PhysicsDirectBodyState3D *p_state) { - set_ignore_transform_notification(true); - set_global_transform(p_state->get_transform()); - set_ignore_transform_notification(false); - - linear_velocity = p_state->get_linear_velocity(); - angular_velocity = p_state->get_angular_velocity(); - - inverse_inertia_tensor = p_state->get_inverse_inertia_tensor(); - - contact_count = p_state->get_contact_count(); - - if (sleeping != p_state->is_sleeping()) { - sleeping = p_state->is_sleeping(); - emit_signal(SceneStringNames::get_singleton()->sleeping_state_changed); - } -} - -void RigidBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) { - lock_callback(); - - if (GDVIRTUAL_IS_OVERRIDDEN(_integrate_forces)) { - _sync_body_state(p_state); - - Transform3D old_transform = get_global_transform(); - GDVIRTUAL_CALL(_integrate_forces, p_state); - Transform3D new_transform = get_global_transform(); - - if (new_transform != old_transform) { - // Update the physics server with the new transform, to prevent it from being overwritten at the sync below. - PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_TRANSFORM, new_transform); - } - } - - _sync_body_state(p_state); - _on_transform_changed(); - - if (contact_monitor) { - contact_monitor->locked = true; - - //untag all - int rc = 0; - for (KeyValue &E : contact_monitor->body_map) { - for (int i = 0; i < E.value.shapes.size(); i++) { - E.value.shapes[i].tagged = false; - rc++; - } - } - - _RigidBodyInOut *toadd = (_RigidBodyInOut *)alloca(p_state->get_contact_count() * sizeof(_RigidBodyInOut)); - int toadd_count = 0; - RigidBody3D_RemoveAction *toremove = (RigidBody3D_RemoveAction *)alloca(rc * sizeof(RigidBody3D_RemoveAction)); - int toremove_count = 0; - - //put the ones to add - - for (int i = 0; i < p_state->get_contact_count(); i++) { - RID col_rid = p_state->get_contact_collider(i); - ObjectID col_obj = p_state->get_contact_collider_id(i); - int local_shape = p_state->get_contact_local_shape(i); - int col_shape = p_state->get_contact_collider_shape(i); - - HashMap::Iterator E = contact_monitor->body_map.find(col_obj); - if (!E) { - toadd[toadd_count].rid = col_rid; - toadd[toadd_count].local_shape = local_shape; - toadd[toadd_count].id = col_obj; - toadd[toadd_count].shape = col_shape; - toadd_count++; - continue; - } - - ShapePair sp(col_shape, local_shape); - int idx = E->value.shapes.find(sp); - if (idx == -1) { - toadd[toadd_count].rid = col_rid; - toadd[toadd_count].local_shape = local_shape; - toadd[toadd_count].id = col_obj; - toadd[toadd_count].shape = col_shape; - toadd_count++; - continue; - } - - E->value.shapes[idx].tagged = true; - } - - //put the ones to remove - - for (const KeyValue &E : contact_monitor->body_map) { - for (int i = 0; i < E.value.shapes.size(); i++) { - if (!E.value.shapes[i].tagged) { - toremove[toremove_count].rid = E.value.rid; - toremove[toremove_count].body_id = E.key; - toremove[toremove_count].pair = E.value.shapes[i]; - toremove_count++; - } - } - } - - //process removals - - for (int i = 0; i < toremove_count; i++) { - _body_inout(0, toremove[i].rid, toremove[i].body_id, toremove[i].pair.body_shape, toremove[i].pair.local_shape); - } - - //process additions - - for (int i = 0; i < toadd_count; i++) { - _body_inout(1, toremove[i].rid, toadd[i].id, toadd[i].shape, toadd[i].local_shape); - } - - contact_monitor->locked = false; - } - - unlock_callback(); -} - -void RigidBody3D::_notification(int p_what) { -#ifdef TOOLS_ENABLED - switch (p_what) { - case NOTIFICATION_ENTER_TREE: { - if (Engine::get_singleton()->is_editor_hint()) { - set_notify_local_transform(true); // Used for warnings and only in editor. - } - } break; - - case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { - update_configuration_warnings(); - } break; - } -#endif -} - -void RigidBody3D::_apply_body_mode() { - if (freeze) { - switch (freeze_mode) { - case FREEZE_MODE_STATIC: { - set_body_mode(PhysicsServer3D::BODY_MODE_STATIC); - } break; - case FREEZE_MODE_KINEMATIC: { - set_body_mode(PhysicsServer3D::BODY_MODE_KINEMATIC); - } break; - } - } else if (lock_rotation) { - set_body_mode(PhysicsServer3D::BODY_MODE_RIGID_LINEAR); - } else { - set_body_mode(PhysicsServer3D::BODY_MODE_RIGID); - } -} - -void RigidBody3D::set_lock_rotation_enabled(bool p_lock_rotation) { - if (p_lock_rotation == lock_rotation) { - return; - } - - lock_rotation = p_lock_rotation; - _apply_body_mode(); -} - -bool RigidBody3D::is_lock_rotation_enabled() const { - return lock_rotation; -} - -void RigidBody3D::set_freeze_enabled(bool p_freeze) { - if (p_freeze == freeze) { - return; - } - - freeze = p_freeze; - _apply_body_mode(); -} - -bool RigidBody3D::is_freeze_enabled() const { - return freeze; -} - -void RigidBody3D::set_freeze_mode(FreezeMode p_freeze_mode) { - if (p_freeze_mode == freeze_mode) { - return; - } - - freeze_mode = p_freeze_mode; - _apply_body_mode(); -} - -RigidBody3D::FreezeMode RigidBody3D::get_freeze_mode() const { - return freeze_mode; -} - -void RigidBody3D::set_mass(real_t p_mass) { - ERR_FAIL_COND(p_mass <= 0); - mass = p_mass; - PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_MASS, mass); -} - -real_t RigidBody3D::get_mass() const { - return mass; -} - -void RigidBody3D::set_inertia(const Vector3 &p_inertia) { - ERR_FAIL_COND(p_inertia.x < 0); - ERR_FAIL_COND(p_inertia.y < 0); - ERR_FAIL_COND(p_inertia.z < 0); - - inertia = p_inertia; - PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_INERTIA, inertia); -} - -const Vector3 &RigidBody3D::get_inertia() const { - return inertia; -} - -void RigidBody3D::set_center_of_mass_mode(CenterOfMassMode p_mode) { - if (center_of_mass_mode == p_mode) { - return; - } - - center_of_mass_mode = p_mode; - - switch (center_of_mass_mode) { - case CENTER_OF_MASS_MODE_AUTO: { - center_of_mass = Vector3(); - PhysicsServer3D::get_singleton()->body_reset_mass_properties(get_rid()); - if (inertia != Vector3()) { - PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_INERTIA, inertia); - } - } break; - - case CENTER_OF_MASS_MODE_CUSTOM: { - PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS, center_of_mass); - } break; - } -} - -RigidBody3D::CenterOfMassMode RigidBody3D::get_center_of_mass_mode() const { - return center_of_mass_mode; -} - -void RigidBody3D::set_center_of_mass(const Vector3 &p_center_of_mass) { - if (center_of_mass == p_center_of_mass) { - return; - } - - ERR_FAIL_COND(center_of_mass_mode != CENTER_OF_MASS_MODE_CUSTOM); - center_of_mass = p_center_of_mass; - - PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS, center_of_mass); -} - -const Vector3 &RigidBody3D::get_center_of_mass() const { - return center_of_mass; -} - -void RigidBody3D::set_physics_material_override(const Ref &p_physics_material_override) { - if (physics_material_override.is_valid()) { - physics_material_override->disconnect_changed(callable_mp(this, &RigidBody3D::_reload_physics_characteristics)); - } - - physics_material_override = p_physics_material_override; - - if (physics_material_override.is_valid()) { - physics_material_override->connect_changed(callable_mp(this, &RigidBody3D::_reload_physics_characteristics)); - } - _reload_physics_characteristics(); -} - -Ref RigidBody3D::get_physics_material_override() const { - return physics_material_override; -} - -void RigidBody3D::set_gravity_scale(real_t p_gravity_scale) { - gravity_scale = p_gravity_scale; - PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE, gravity_scale); -} - -real_t RigidBody3D::get_gravity_scale() const { - return gravity_scale; -} - -void RigidBody3D::set_linear_damp_mode(DampMode p_mode) { - linear_damp_mode = p_mode; - PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_LINEAR_DAMP_MODE, linear_damp_mode); -} - -RigidBody3D::DampMode RigidBody3D::get_linear_damp_mode() const { - return linear_damp_mode; -} - -void RigidBody3D::set_angular_damp_mode(DampMode p_mode) { - angular_damp_mode = p_mode; - PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP_MODE, angular_damp_mode); -} - -RigidBody3D::DampMode RigidBody3D::get_angular_damp_mode() const { - return angular_damp_mode; -} - -void RigidBody3D::set_linear_damp(real_t p_linear_damp) { - ERR_FAIL_COND(p_linear_damp < 0.0); - linear_damp = p_linear_damp; - PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_LINEAR_DAMP, linear_damp); -} - -real_t RigidBody3D::get_linear_damp() const { - return linear_damp; -} - -void RigidBody3D::set_angular_damp(real_t p_angular_damp) { - ERR_FAIL_COND(p_angular_damp < 0.0); - angular_damp = p_angular_damp; - PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP, angular_damp); -} - -real_t RigidBody3D::get_angular_damp() const { - return angular_damp; -} - -void RigidBody3D::set_axis_velocity(const Vector3 &p_axis) { - Vector3 axis = p_axis.normalized(); - linear_velocity -= axis * axis.dot(linear_velocity); - linear_velocity += p_axis; - PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, linear_velocity); -} - -void RigidBody3D::set_linear_velocity(const Vector3 &p_velocity) { - linear_velocity = p_velocity; - PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, linear_velocity); -} - -Vector3 RigidBody3D::get_linear_velocity() const { - return linear_velocity; -} - -void RigidBody3D::set_angular_velocity(const Vector3 &p_velocity) { - angular_velocity = p_velocity; - PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY, angular_velocity); -} - -Vector3 RigidBody3D::get_angular_velocity() const { - return angular_velocity; -} - -Basis RigidBody3D::get_inverse_inertia_tensor() const { - return inverse_inertia_tensor; -} - -void RigidBody3D::set_use_custom_integrator(bool p_enable) { - if (custom_integrator == p_enable) { - return; - } - - custom_integrator = p_enable; - PhysicsServer3D::get_singleton()->body_set_omit_force_integration(get_rid(), p_enable); -} - -bool RigidBody3D::is_using_custom_integrator() { - return custom_integrator; -} - -void RigidBody3D::set_sleeping(bool p_sleeping) { - sleeping = p_sleeping; - PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_SLEEPING, sleeping); -} - -void RigidBody3D::set_can_sleep(bool p_active) { - can_sleep = p_active; - PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_CAN_SLEEP, p_active); -} - -bool RigidBody3D::is_able_to_sleep() const { - return can_sleep; -} - -bool RigidBody3D::is_sleeping() const { - return sleeping; -} - -void RigidBody3D::set_max_contacts_reported(int p_amount) { - max_contacts_reported = p_amount; - PhysicsServer3D::get_singleton()->body_set_max_contacts_reported(get_rid(), p_amount); -} - -int RigidBody3D::get_max_contacts_reported() const { - return max_contacts_reported; -} - -int RigidBody3D::get_contact_count() const { - return contact_count; -} - -void RigidBody3D::apply_central_impulse(const Vector3 &p_impulse) { - PhysicsServer3D::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse); -} - -void RigidBody3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) { - PhysicsServer3D *singleton = PhysicsServer3D::get_singleton(); - singleton->body_apply_impulse(get_rid(), p_impulse, p_position); -} - -void RigidBody3D::apply_torque_impulse(const Vector3 &p_impulse) { - PhysicsServer3D::get_singleton()->body_apply_torque_impulse(get_rid(), p_impulse); -} - -void RigidBody3D::apply_central_force(const Vector3 &p_force) { - PhysicsServer3D::get_singleton()->body_apply_central_force(get_rid(), p_force); -} - -void RigidBody3D::apply_force(const Vector3 &p_force, const Vector3 &p_position) { - PhysicsServer3D *singleton = PhysicsServer3D::get_singleton(); - singleton->body_apply_force(get_rid(), p_force, p_position); -} - -void RigidBody3D::apply_torque(const Vector3 &p_torque) { - PhysicsServer3D::get_singleton()->body_apply_torque(get_rid(), p_torque); -} - -void RigidBody3D::add_constant_central_force(const Vector3 &p_force) { - PhysicsServer3D::get_singleton()->body_add_constant_central_force(get_rid(), p_force); -} - -void RigidBody3D::add_constant_force(const Vector3 &p_force, const Vector3 &p_position) { - PhysicsServer3D *singleton = PhysicsServer3D::get_singleton(); - singleton->body_add_constant_force(get_rid(), p_force, p_position); -} - -void RigidBody3D::add_constant_torque(const Vector3 &p_torque) { - PhysicsServer3D::get_singleton()->body_add_constant_torque(get_rid(), p_torque); -} - -void RigidBody3D::set_constant_force(const Vector3 &p_force) { - PhysicsServer3D::get_singleton()->body_set_constant_force(get_rid(), p_force); -} - -Vector3 RigidBody3D::get_constant_force() const { - return PhysicsServer3D::get_singleton()->body_get_constant_force(get_rid()); -} - -void RigidBody3D::set_constant_torque(const Vector3 &p_torque) { - PhysicsServer3D::get_singleton()->body_set_constant_torque(get_rid(), p_torque); -} - -Vector3 RigidBody3D::get_constant_torque() const { - return PhysicsServer3D::get_singleton()->body_get_constant_torque(get_rid()); -} - -void RigidBody3D::set_use_continuous_collision_detection(bool p_enable) { - ccd = p_enable; - PhysicsServer3D::get_singleton()->body_set_enable_continuous_collision_detection(get_rid(), p_enable); -} - -bool RigidBody3D::is_using_continuous_collision_detection() const { - return ccd; -} - -void RigidBody3D::set_contact_monitor(bool p_enabled) { - if (p_enabled == is_contact_monitor_enabled()) { - return; - } - - if (!p_enabled) { - ERR_FAIL_COND_MSG(contact_monitor->locked, "Can't disable contact monitoring during in/out callback. Use call_deferred(\"set_contact_monitor\", false) instead."); - - for (const KeyValue &E : contact_monitor->body_map) { - //clean up mess - Object *obj = ObjectDB::get_instance(E.key); - Node *node = Object::cast_to(obj); - - if (node) { - node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody3D::_body_enter_tree)); - node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody3D::_body_exit_tree)); - } - } - - memdelete(contact_monitor); - contact_monitor = nullptr; - } else { - contact_monitor = memnew(ContactMonitor); - contact_monitor->locked = false; - } -} - -bool RigidBody3D::is_contact_monitor_enabled() const { - return contact_monitor != nullptr; -} - -TypedArray RigidBody3D::get_colliding_bodies() const { - ERR_FAIL_NULL_V(contact_monitor, TypedArray()); - - TypedArray ret; - ret.resize(contact_monitor->body_map.size()); - int idx = 0; - for (const KeyValue &E : contact_monitor->body_map) { - Object *obj = ObjectDB::get_instance(E.key); - if (!obj) { - ret.resize(ret.size() - 1); //ops - } else { - ret[idx++] = obj; - } - } - - return ret; -} - -PackedStringArray RigidBody3D::get_configuration_warnings() const { - PackedStringArray warnings = CollisionObject3D::get_configuration_warnings(); - - Vector3 scale = get_transform().get_basis().get_scale(); - if (ABS(scale.x - 1.0) > 0.05 || ABS(scale.y - 1.0) > 0.05 || ABS(scale.z - 1.0) > 0.05) { - warnings.push_back(RTR("Scale changes to RigidBody3D will be overridden by the physics engine when running.\nPlease change the size in children collision shapes instead.")); - } - - return warnings; -} - -void RigidBody3D::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_mass", "mass"), &RigidBody3D::set_mass); - ClassDB::bind_method(D_METHOD("get_mass"), &RigidBody3D::get_mass); - - ClassDB::bind_method(D_METHOD("set_inertia", "inertia"), &RigidBody3D::set_inertia); - ClassDB::bind_method(D_METHOD("get_inertia"), &RigidBody3D::get_inertia); - - ClassDB::bind_method(D_METHOD("set_center_of_mass_mode", "mode"), &RigidBody3D::set_center_of_mass_mode); - ClassDB::bind_method(D_METHOD("get_center_of_mass_mode"), &RigidBody3D::get_center_of_mass_mode); - - ClassDB::bind_method(D_METHOD("set_center_of_mass", "center_of_mass"), &RigidBody3D::set_center_of_mass); - ClassDB::bind_method(D_METHOD("get_center_of_mass"), &RigidBody3D::get_center_of_mass); - - ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &RigidBody3D::set_physics_material_override); - ClassDB::bind_method(D_METHOD("get_physics_material_override"), &RigidBody3D::get_physics_material_override); - - ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &RigidBody3D::set_linear_velocity); - ClassDB::bind_method(D_METHOD("get_linear_velocity"), &RigidBody3D::get_linear_velocity); - - ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &RigidBody3D::set_angular_velocity); - ClassDB::bind_method(D_METHOD("get_angular_velocity"), &RigidBody3D::get_angular_velocity); - - ClassDB::bind_method(D_METHOD("get_inverse_inertia_tensor"), &RigidBody3D::get_inverse_inertia_tensor); - - ClassDB::bind_method(D_METHOD("set_gravity_scale", "gravity_scale"), &RigidBody3D::set_gravity_scale); - ClassDB::bind_method(D_METHOD("get_gravity_scale"), &RigidBody3D::get_gravity_scale); - - ClassDB::bind_method(D_METHOD("set_linear_damp_mode", "linear_damp_mode"), &RigidBody3D::set_linear_damp_mode); - ClassDB::bind_method(D_METHOD("get_linear_damp_mode"), &RigidBody3D::get_linear_damp_mode); - - ClassDB::bind_method(D_METHOD("set_angular_damp_mode", "angular_damp_mode"), &RigidBody3D::set_angular_damp_mode); - ClassDB::bind_method(D_METHOD("get_angular_damp_mode"), &RigidBody3D::get_angular_damp_mode); - - ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &RigidBody3D::set_linear_damp); - ClassDB::bind_method(D_METHOD("get_linear_damp"), &RigidBody3D::get_linear_damp); - - ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &RigidBody3D::set_angular_damp); - ClassDB::bind_method(D_METHOD("get_angular_damp"), &RigidBody3D::get_angular_damp); - - ClassDB::bind_method(D_METHOD("set_max_contacts_reported", "amount"), &RigidBody3D::set_max_contacts_reported); - ClassDB::bind_method(D_METHOD("get_max_contacts_reported"), &RigidBody3D::get_max_contacts_reported); - ClassDB::bind_method(D_METHOD("get_contact_count"), &RigidBody3D::get_contact_count); - - ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &RigidBody3D::set_use_custom_integrator); - ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &RigidBody3D::is_using_custom_integrator); - - ClassDB::bind_method(D_METHOD("set_contact_monitor", "enabled"), &RigidBody3D::set_contact_monitor); - ClassDB::bind_method(D_METHOD("is_contact_monitor_enabled"), &RigidBody3D::is_contact_monitor_enabled); - - ClassDB::bind_method(D_METHOD("set_use_continuous_collision_detection", "enable"), &RigidBody3D::set_use_continuous_collision_detection); - ClassDB::bind_method(D_METHOD("is_using_continuous_collision_detection"), &RigidBody3D::is_using_continuous_collision_detection); - - ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidBody3D::set_axis_velocity); - - ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &RigidBody3D::apply_central_impulse); - ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &RigidBody3D::apply_impulse, Vector3()); - ClassDB::bind_method(D_METHOD("apply_torque_impulse", "impulse"), &RigidBody3D::apply_torque_impulse); - - ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &RigidBody3D::apply_central_force); - ClassDB::bind_method(D_METHOD("apply_force", "force", "position"), &RigidBody3D::apply_force, Vector3()); - ClassDB::bind_method(D_METHOD("apply_torque", "torque"), &RigidBody3D::apply_torque); - - ClassDB::bind_method(D_METHOD("add_constant_central_force", "force"), &RigidBody3D::add_constant_central_force); - ClassDB::bind_method(D_METHOD("add_constant_force", "force", "position"), &RigidBody3D::add_constant_force, Vector3()); - ClassDB::bind_method(D_METHOD("add_constant_torque", "torque"), &RigidBody3D::add_constant_torque); - - ClassDB::bind_method(D_METHOD("set_constant_force", "force"), &RigidBody3D::set_constant_force); - ClassDB::bind_method(D_METHOD("get_constant_force"), &RigidBody3D::get_constant_force); - - ClassDB::bind_method(D_METHOD("set_constant_torque", "torque"), &RigidBody3D::set_constant_torque); - ClassDB::bind_method(D_METHOD("get_constant_torque"), &RigidBody3D::get_constant_torque); - - ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidBody3D::set_sleeping); - ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidBody3D::is_sleeping); - - ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidBody3D::set_can_sleep); - ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidBody3D::is_able_to_sleep); - - ClassDB::bind_method(D_METHOD("set_lock_rotation_enabled", "lock_rotation"), &RigidBody3D::set_lock_rotation_enabled); - ClassDB::bind_method(D_METHOD("is_lock_rotation_enabled"), &RigidBody3D::is_lock_rotation_enabled); - - ClassDB::bind_method(D_METHOD("set_freeze_enabled", "freeze_mode"), &RigidBody3D::set_freeze_enabled); - ClassDB::bind_method(D_METHOD("is_freeze_enabled"), &RigidBody3D::is_freeze_enabled); - - ClassDB::bind_method(D_METHOD("set_freeze_mode", "freeze_mode"), &RigidBody3D::set_freeze_mode); - ClassDB::bind_method(D_METHOD("get_freeze_mode"), &RigidBody3D::get_freeze_mode); - - ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody3D::get_colliding_bodies); - - GDVIRTUAL_BIND(_integrate_forces, "state"); - - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_RANGE, "0.01,1000,0.01,or_greater,exp,suffix:kg"), "set_mass", "get_mass"); - ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity_scale", PROPERTY_HINT_RANGE, "-8,8,0.001,or_less,or_greater"), "set_gravity_scale", "get_gravity_scale"); - ADD_GROUP("Mass Distribution", ""); - ADD_PROPERTY(PropertyInfo(Variant::INT, "center_of_mass_mode", PROPERTY_HINT_ENUM, "Auto,Custom", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_center_of_mass_mode", "get_center_of_mass_mode"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "center_of_mass", PROPERTY_HINT_RANGE, "-10,10,0.01,or_less,or_greater,suffix:m"), "set_center_of_mass", "get_center_of_mass"); - ADD_LINKED_PROPERTY("center_of_mass_mode", "center_of_mass"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "inertia", PROPERTY_HINT_RANGE, U"0,1000,0.01,or_greater,exp,suffix:kg\u22C5m\u00B2"), "set_inertia", "get_inertia"); - ADD_GROUP("Deactivation", ""); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleeping", "is_sleeping"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "lock_rotation"), "set_lock_rotation_enabled", "is_lock_rotation_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "freeze"), "set_freeze_enabled", "is_freeze_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "freeze_mode", PROPERTY_HINT_ENUM, "Static,Kinematic"), "set_freeze_mode", "get_freeze_mode"); - ADD_GROUP("Solver", ""); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "custom_integrator"), "set_use_custom_integrator", "is_using_custom_integrator"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "continuous_cd"), "set_use_continuous_collision_detection", "is_using_continuous_collision_detection"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "max_contacts_reported", PROPERTY_HINT_RANGE, "0,64,1,or_greater"), "set_max_contacts_reported", "get_max_contacts_reported"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "contact_monitor"), "set_contact_monitor", "is_contact_monitor_enabled"); - ADD_GROUP("Linear", "linear_"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity", PROPERTY_HINT_NONE, "suffix:m/s"), "set_linear_velocity", "get_linear_velocity"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "linear_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_linear_damp_mode", "get_linear_damp_mode"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp"); - ADD_GROUP("Angular", "angular_"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "angular_velocity", PROPERTY_HINT_NONE, U"radians_as_degrees,suffix:\u00B0/s"), "set_angular_velocity", "get_angular_velocity"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "angular_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_angular_damp_mode", "get_angular_damp_mode"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp"); - ADD_GROUP("Constant Forces", "constant_"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_force", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m/s\u00B2 (N)"), "set_constant_force", "get_constant_force"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_torque", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m\u00B2/s\u00B2/rad"), "set_constant_torque", "get_constant_torque"); - - ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index"))); - ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index"))); - ADD_SIGNAL(MethodInfo("body_entered", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"))); - ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"))); - ADD_SIGNAL(MethodInfo("sleeping_state_changed")); - - BIND_ENUM_CONSTANT(FREEZE_MODE_STATIC); - BIND_ENUM_CONSTANT(FREEZE_MODE_KINEMATIC); - - BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_AUTO); - BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_CUSTOM); - - BIND_ENUM_CONSTANT(DAMP_MODE_COMBINE); - BIND_ENUM_CONSTANT(DAMP_MODE_REPLACE); -} - -void RigidBody3D::_validate_property(PropertyInfo &p_property) const { - if (center_of_mass_mode != CENTER_OF_MASS_MODE_CUSTOM) { - if (p_property.name == "center_of_mass") { - p_property.usage = PROPERTY_USAGE_NO_EDITOR; - } - } -} - -RigidBody3D::RigidBody3D() : - PhysicsBody3D(PhysicsServer3D::BODY_MODE_RIGID) { - PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &RigidBody3D::_body_state_changed)); -} - -RigidBody3D::~RigidBody3D() { - if (contact_monitor) { - memdelete(contact_monitor); - } -} - -void RigidBody3D::_reload_physics_characteristics() { - if (physics_material_override.is_null()) { - PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_BOUNCE, 0); - PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_FRICTION, 1); - } else { - PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce()); - PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_FRICTION, physics_material_override->computed_friction()); - } -} - -/////////////////////////////////////// - -//so, if you pass 45 as limit, avoid numerical precision errors when angle is 45. -#define FLOOR_ANGLE_THRESHOLD 0.01 - -bool CharacterBody3D::move_and_slide() { - // Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky - double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time(); - - for (int i = 0; i < 3; i++) { - if (locked_axis & (1 << i)) { - velocity[i] = 0.0; - } - } - - Transform3D gt = get_global_transform(); - previous_position = gt.origin; - - Vector3 current_platform_velocity = platform_velocity; - - if ((collision_state.floor || collision_state.wall) && platform_rid.is_valid()) { - bool excluded = false; - if (collision_state.floor) { - excluded = (platform_floor_layers & platform_layer) == 0; - } else if (collision_state.wall) { - excluded = (platform_wall_layers & platform_layer) == 0; - } - if (!excluded) { - //this approach makes sure there is less delay between the actual body velocity and the one we saved - PhysicsDirectBodyState3D *bs = PhysicsServer3D::get_singleton()->body_get_direct_state(platform_rid); - if (bs) { - Vector3 local_position = gt.origin - bs->get_transform().origin; - current_platform_velocity = bs->get_velocity_at_local_position(local_position); - } else { - // Body is removed or destroyed, invalidate floor. - current_platform_velocity = Vector3(); - platform_rid = RID(); - } - } else { - current_platform_velocity = Vector3(); - } - } - - motion_results.clear(); - - bool was_on_floor = collision_state.floor; - collision_state.state = 0; - - last_motion = Vector3(); - - if (!current_platform_velocity.is_zero_approx()) { - PhysicsServer3D::MotionParameters parameters(get_global_transform(), current_platform_velocity * delta, margin); - parameters.recovery_as_collision = true; // Also report collisions generated only from recovery. - - parameters.exclude_bodies.insert(platform_rid); - if (platform_object_id.is_valid()) { - parameters.exclude_objects.insert(platform_object_id); - } - - PhysicsServer3D::MotionResult floor_result; - if (move_and_collide(parameters, floor_result, false, false)) { - motion_results.push_back(floor_result); - - CollisionState result_state; - _set_collision_direction(floor_result, result_state); - } - } - - if (motion_mode == MOTION_MODE_GROUNDED) { - _move_and_slide_grounded(delta, was_on_floor); - } else { - _move_and_slide_floating(delta); - } - - // Compute real velocity. - real_velocity = get_position_delta() / delta; - - if (platform_on_leave != PLATFORM_ON_LEAVE_DO_NOTHING) { - // Add last platform velocity when just left a moving platform. - if (!collision_state.floor && !collision_state.wall) { - if (platform_on_leave == PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY && current_platform_velocity.dot(up_direction) < 0) { - current_platform_velocity = current_platform_velocity.slide(up_direction); - } - velocity += current_platform_velocity; - } - } - - return motion_results.size() > 0; -} - -void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor) { - Vector3 motion = velocity * p_delta; - Vector3 motion_slide_up = motion.slide(up_direction); - Vector3 prev_floor_normal = floor_normal; - - platform_rid = RID(); - platform_object_id = ObjectID(); - platform_velocity = Vector3(); - platform_angular_velocity = Vector3(); - platform_ceiling_velocity = Vector3(); - floor_normal = Vector3(); - wall_normal = Vector3(); - ceiling_normal = Vector3(); - - // No sliding on first attempt to keep floor motion stable when possible, - // When stop on slope is enabled or when there is no up direction. - bool sliding_enabled = !floor_stop_on_slope; - // Constant speed can be applied only the first time sliding is enabled. - bool can_apply_constant_speed = sliding_enabled; - // If the platform's ceiling push down the body. - bool apply_ceiling_velocity = false; - bool first_slide = true; - bool vel_dir_facing_up = velocity.dot(up_direction) > 0; - Vector3 total_travel; - - for (int iteration = 0; iteration < max_slides; ++iteration) { - PhysicsServer3D::MotionParameters parameters(get_global_transform(), motion, margin); - parameters.max_collisions = 6; // There can be 4 collisions between 2 walls + 2 more for the floor. - parameters.recovery_as_collision = true; // Also report collisions generated only from recovery. - - PhysicsServer3D::MotionResult result; - bool collided = move_and_collide(parameters, result, false, !sliding_enabled); - - last_motion = result.travel; - - if (collided) { - motion_results.push_back(result); - - CollisionState previous_state = collision_state; - - CollisionState result_state; - _set_collision_direction(result, result_state); - - // If we hit a ceiling platform, we set the vertical velocity to at least the platform one. - if (collision_state.ceiling && platform_ceiling_velocity != Vector3() && platform_ceiling_velocity.dot(up_direction) < 0) { - // If ceiling sliding is on, only apply when the ceiling is flat or when the motion is upward. - if (!slide_on_ceiling || motion.dot(up_direction) < 0 || (ceiling_normal + up_direction).length() < 0.01) { - apply_ceiling_velocity = true; - Vector3 ceiling_vertical_velocity = up_direction * up_direction.dot(platform_ceiling_velocity); - Vector3 motion_vertical_velocity = up_direction * up_direction.dot(velocity); - if (motion_vertical_velocity.dot(up_direction) > 0 || ceiling_vertical_velocity.length_squared() > motion_vertical_velocity.length_squared()) { - velocity = ceiling_vertical_velocity + velocity.slide(up_direction); - } - } - } - - if (collision_state.floor && floor_stop_on_slope && (velocity.normalized() + up_direction).length() < 0.01) { - Transform3D gt = get_global_transform(); - if (result.travel.length() <= margin + CMP_EPSILON) { - gt.origin -= result.travel; - } - set_global_transform(gt); - velocity = Vector3(); - motion = Vector3(); - last_motion = Vector3(); - break; - } - - if (result.remainder.is_zero_approx()) { - motion = Vector3(); - break; - } - - // Apply regular sliding by default. - bool apply_default_sliding = true; - - // Wall collision checks. - if (result_state.wall && (motion_slide_up.dot(wall_normal) <= 0)) { - // Move on floor only checks. - if (floor_block_on_wall) { - // Needs horizontal motion from current motion instead of motion_slide_up - // to properly test the angle and avoid standing on slopes - Vector3 horizontal_motion = motion.slide(up_direction); - Vector3 horizontal_normal = wall_normal.slide(up_direction).normalized(); - real_t motion_angle = Math::abs(Math::acos(-horizontal_normal.dot(horizontal_motion.normalized()))); - - // Avoid to move forward on a wall if floor_block_on_wall is true. - // Applies only when the motion angle is under 90 degrees, - // in order to avoid blocking lateral motion along a wall. - if (motion_angle < .5 * Math_PI) { - apply_default_sliding = false; - if (p_was_on_floor && !vel_dir_facing_up) { - // Cancel the motion. - Transform3D gt = get_global_transform(); - real_t travel_total = result.travel.length(); - real_t cancel_dist_max = MIN(0.1, margin * 20); - if (travel_total <= margin + CMP_EPSILON) { - gt.origin -= result.travel; - result.travel = Vector3(); // Cancel for constant speed computation. - } else if (travel_total < cancel_dist_max) { // If the movement is large the body can be prevented from reaching the walls. - gt.origin -= result.travel.slide(up_direction); - // Keep remaining motion in sync with amount canceled. - motion = motion.slide(up_direction); - result.travel = Vector3(); - } else { - // Travel is too high to be safely canceled, we take it into account. - result.travel = result.travel.slide(up_direction); - motion = motion.normalized() * result.travel.length(); - } - set_global_transform(gt); - // Determines if you are on the ground, and limits the possibility of climbing on the walls because of the approximations. - _snap_on_floor(true, false); - } else { - // If the movement is not canceled we only keep the remaining. - motion = result.remainder; - } - - // Apply slide on forward in order to allow only lateral motion on next step. - Vector3 forward = wall_normal.slide(up_direction).normalized(); - motion = motion.slide(forward); - - // Scales the horizontal velocity according to the wall slope. - if (vel_dir_facing_up) { - Vector3 slide_motion = velocity.slide(result.collisions[0].normal); - // Keeps the vertical motion from velocity and add the horizontal motion of the projection. - velocity = up_direction * up_direction.dot(velocity) + slide_motion.slide(up_direction); - } else { - velocity = velocity.slide(forward); - } - - // Allow only lateral motion along previous floor when already on floor. - // Fixes slowing down when moving in diagonal against an inclined wall. - if (p_was_on_floor && !vel_dir_facing_up && (motion.dot(up_direction) > 0.0)) { - // Slide along the corner between the wall and previous floor. - Vector3 floor_side = prev_floor_normal.cross(wall_normal); - if (floor_side != Vector3()) { - motion = floor_side * motion.dot(floor_side); - } - } - - // Stop all motion when a second wall is hit (unless sliding down or jumping), - // in order to avoid jittering in corner cases. - bool stop_all_motion = previous_state.wall && !vel_dir_facing_up; - - // Allow sliding when the body falls. - if (!collision_state.floor && motion.dot(up_direction) < 0) { - Vector3 slide_motion = motion.slide(wall_normal); - // Test again to allow sliding only if the result goes downwards. - // Fixes jittering issues at the bottom of inclined walls. - if (slide_motion.dot(up_direction) < 0) { - stop_all_motion = false; - motion = slide_motion; - } - } - - if (stop_all_motion) { - motion = Vector3(); - velocity = Vector3(); - } - } - } - - // Stop horizontal motion when under wall slide threshold. - if (p_was_on_floor && (wall_min_slide_angle > 0.0) && result_state.wall) { - Vector3 horizontal_normal = wall_normal.slide(up_direction).normalized(); - real_t motion_angle = Math::abs(Math::acos(-horizontal_normal.dot(motion_slide_up.normalized()))); - if (motion_angle < wall_min_slide_angle) { - motion = up_direction * motion.dot(up_direction); - velocity = up_direction * velocity.dot(up_direction); - - apply_default_sliding = false; - } - } - } - - if (apply_default_sliding) { - // Regular sliding, the last part of the test handle the case when you don't want to slide on the ceiling. - if ((sliding_enabled || !collision_state.floor) && (!collision_state.ceiling || slide_on_ceiling || !vel_dir_facing_up) && !apply_ceiling_velocity) { - const PhysicsServer3D::MotionCollision &collision = result.collisions[0]; - - Vector3 slide_motion = result.remainder.slide(collision.normal); - if (collision_state.floor && !collision_state.wall && !motion_slide_up.is_zero_approx()) { - // Slide using the intersection between the motion plane and the floor plane, - // in order to keep the direction intact. - real_t motion_length = slide_motion.length(); - slide_motion = up_direction.cross(result.remainder).cross(floor_normal); - - // Keep the length from default slide to change speed in slopes by default, - // when constant speed is not enabled. - slide_motion.normalize(); - slide_motion *= motion_length; - } - - if (slide_motion.dot(velocity) > 0.0) { - motion = slide_motion; - } else { - motion = Vector3(); - } - - if (slide_on_ceiling && result_state.ceiling) { - // Apply slide only in the direction of the input motion, otherwise just stop to avoid jittering when moving against a wall. - if (vel_dir_facing_up) { - velocity = velocity.slide(collision.normal); - } else { - // Avoid acceleration in slope when falling. - velocity = up_direction * up_direction.dot(velocity); - } - } - } - // No sliding on first attempt to keep floor motion stable when possible. - else { - motion = result.remainder; - if (result_state.ceiling && !slide_on_ceiling && vel_dir_facing_up) { - velocity = velocity.slide(up_direction); - motion = motion.slide(up_direction); - } - } - } - - total_travel += result.travel; - - // Apply Constant Speed. - if (p_was_on_floor && floor_constant_speed && can_apply_constant_speed && collision_state.floor && !motion.is_zero_approx()) { - Vector3 travel_slide_up = total_travel.slide(up_direction); - motion = motion.normalized() * MAX(0, (motion_slide_up.length() - travel_slide_up.length())); - } - } - // When you move forward in a downward slope you don’t collide because you will be in the air. - // This test ensures that constant speed is applied, only if the player is still on the ground after the snap is applied. - else if (floor_constant_speed && first_slide && _on_floor_if_snapped(p_was_on_floor, vel_dir_facing_up)) { - can_apply_constant_speed = false; - sliding_enabled = true; - Transform3D gt = get_global_transform(); - gt.origin = gt.origin - result.travel; - set_global_transform(gt); - - // Slide using the intersection between the motion plane and the floor plane, - // in order to keep the direction intact. - Vector3 motion_slide_norm = up_direction.cross(motion).cross(prev_floor_normal); - motion_slide_norm.normalize(); - - motion = motion_slide_norm * (motion_slide_up.length()); - collided = true; - } - - if (!collided || motion.is_zero_approx()) { - break; - } - - can_apply_constant_speed = !can_apply_constant_speed && !sliding_enabled; - sliding_enabled = true; - first_slide = false; - } - - _snap_on_floor(p_was_on_floor, vel_dir_facing_up); - - // Reset the gravity accumulation when touching the ground. - if (collision_state.floor && !vel_dir_facing_up) { - velocity = velocity.slide(up_direction); - } -} - -void CharacterBody3D::_move_and_slide_floating(double p_delta) { - Vector3 motion = velocity * p_delta; - - platform_rid = RID(); - platform_object_id = ObjectID(); - floor_normal = Vector3(); - platform_velocity = Vector3(); - platform_angular_velocity = Vector3(); - - bool first_slide = true; - for (int iteration = 0; iteration < max_slides; ++iteration) { - PhysicsServer3D::MotionParameters parameters(get_global_transform(), motion, margin); - parameters.recovery_as_collision = true; // Also report collisions generated only from recovery. - - PhysicsServer3D::MotionResult result; - bool collided = move_and_collide(parameters, result, false, false); - - last_motion = result.travel; - - if (collided) { - motion_results.push_back(result); - - CollisionState result_state; - _set_collision_direction(result, result_state); - - if (result.remainder.is_zero_approx()) { - motion = Vector3(); - break; - } - - if (wall_min_slide_angle != 0 && Math::acos(wall_normal.dot(-velocity.normalized())) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) { - motion = Vector3(); - if (result.travel.length() < margin + CMP_EPSILON) { - Transform3D gt = get_global_transform(); - gt.origin -= result.travel; - set_global_transform(gt); - } - } else if (first_slide) { - Vector3 motion_slide_norm = result.remainder.slide(wall_normal).normalized(); - motion = motion_slide_norm * (motion.length() - result.travel.length()); - } else { - motion = result.remainder.slide(wall_normal); - } - - if (motion.dot(velocity) <= 0.0) { - motion = Vector3(); - } - } - - if (!collided || motion.is_zero_approx()) { - break; - } - - first_slide = false; - } -} - -void CharacterBody3D::apply_floor_snap() { - if (collision_state.floor) { - return; - } - - // Snap by at least collision margin to keep floor state consistent. - real_t length = MAX(floor_snap_length, margin); - - PhysicsServer3D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin); - parameters.max_collisions = 4; - parameters.recovery_as_collision = true; // Also report collisions generated only from recovery. - parameters.collide_separation_ray = true; - - PhysicsServer3D::MotionResult result; - if (move_and_collide(parameters, result, true, false)) { - CollisionState result_state; - // Apply direction for floor only. - _set_collision_direction(result, result_state, CollisionState(true, false, false)); - - if (result_state.floor) { - if (floor_stop_on_slope) { - // move and collide may stray the object a bit because of pre un-stucking, - // so only ensure that motion happens on floor direction in this case. - if (result.travel.length() > margin) { - result.travel = up_direction * up_direction.dot(result.travel); - } else { - result.travel = Vector3(); - } - } - - parameters.from.origin += result.travel; - set_global_transform(parameters.from); - } - } -} - -void CharacterBody3D::_snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up) { - if (collision_state.floor || !p_was_on_floor || p_vel_dir_facing_up) { - return; - } - - apply_floor_snap(); -} - -bool CharacterBody3D::_on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up) { - if (up_direction == Vector3() || collision_state.floor || !p_was_on_floor || p_vel_dir_facing_up) { - return false; - } - - // Snap by at least collision margin to keep floor state consistent. - real_t length = MAX(floor_snap_length, margin); - - PhysicsServer3D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin); - parameters.max_collisions = 4; - parameters.recovery_as_collision = true; // Also report collisions generated only from recovery. - parameters.collide_separation_ray = true; - - PhysicsServer3D::MotionResult result; - if (move_and_collide(parameters, result, true, false)) { - CollisionState result_state; - // Don't apply direction for any type. - _set_collision_direction(result, result_state, CollisionState()); - - return result_state.floor; - } - - return false; -} - -void CharacterBody3D::_set_collision_direction(const PhysicsServer3D::MotionResult &p_result, CollisionState &r_state, CollisionState p_apply_state) { - r_state.state = 0; - - real_t wall_depth = -1.0; - real_t floor_depth = -1.0; - - bool was_on_wall = collision_state.wall; - Vector3 prev_wall_normal = wall_normal; - int wall_collision_count = 0; - Vector3 combined_wall_normal; - Vector3 tmp_wall_col; // Avoid duplicate on average calculation. - - for (int i = p_result.collision_count - 1; i >= 0; i--) { - const PhysicsServer3D::MotionCollision &collision = p_result.collisions[i]; - - if (motion_mode == MOTION_MODE_GROUNDED) { - // Check if any collision is floor. - real_t floor_angle = collision.get_angle(up_direction); - if (floor_angle <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { - r_state.floor = true; - if (p_apply_state.floor && collision.depth > floor_depth) { - collision_state.floor = true; - floor_normal = collision.normal; - floor_depth = collision.depth; - _set_platform_data(collision); - } - continue; - } - - // Check if any collision is ceiling. - real_t ceiling_angle = collision.get_angle(-up_direction); - if (ceiling_angle <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { - r_state.ceiling = true; - if (p_apply_state.ceiling) { - platform_ceiling_velocity = collision.collider_velocity; - ceiling_normal = collision.normal; - collision_state.ceiling = true; - } - continue; - } - } - - // Collision is wall by default. - r_state.wall = true; - - if (p_apply_state.wall && collision.depth > wall_depth) { - collision_state.wall = true; - wall_depth = collision.depth; - wall_normal = collision.normal; - - // Don't apply wall velocity when the collider is a CharacterBody3D. - if (Object::cast_to(ObjectDB::get_instance(collision.collider_id)) == nullptr) { - _set_platform_data(collision); - } - } - - // Collect normal for calculating average. - if (!collision.normal.is_equal_approx(tmp_wall_col)) { - tmp_wall_col = collision.normal; - combined_wall_normal += collision.normal; - wall_collision_count++; - } - } - - if (r_state.wall) { - if (wall_collision_count > 1 && !r_state.floor) { - // Check if wall normals cancel out to floor support. - if (!r_state.floor && motion_mode == MOTION_MODE_GROUNDED) { - combined_wall_normal.normalize(); - real_t floor_angle = Math::acos(combined_wall_normal.dot(up_direction)); - if (floor_angle <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { - r_state.floor = true; - r_state.wall = false; - if (p_apply_state.floor) { - collision_state.floor = true; - floor_normal = combined_wall_normal; - } - if (p_apply_state.wall) { - collision_state.wall = was_on_wall; - wall_normal = prev_wall_normal; - } - return; - } - } - } - } -} - -void CharacterBody3D::_set_platform_data(const PhysicsServer3D::MotionCollision &p_collision) { - platform_rid = p_collision.collider; - platform_object_id = p_collision.collider_id; - platform_velocity = p_collision.collider_velocity; - platform_angular_velocity = p_collision.collider_angular_velocity; - platform_layer = PhysicsServer3D::get_singleton()->body_get_collision_layer(platform_rid); -} - -void CharacterBody3D::set_safe_margin(real_t p_margin) { - margin = p_margin; -} - -real_t CharacterBody3D::get_safe_margin() const { - return margin; -} - -const Vector3 &CharacterBody3D::get_velocity() const { - return velocity; -} - -void CharacterBody3D::set_velocity(const Vector3 &p_velocity) { - velocity = p_velocity; -} - -bool CharacterBody3D::is_on_floor() const { - return collision_state.floor; -} - -bool CharacterBody3D::is_on_floor_only() const { - return collision_state.floor && !collision_state.wall && !collision_state.ceiling; -} - -bool CharacterBody3D::is_on_wall() const { - return collision_state.wall; -} - -bool CharacterBody3D::is_on_wall_only() const { - return collision_state.wall && !collision_state.floor && !collision_state.ceiling; -} - -bool CharacterBody3D::is_on_ceiling() const { - return collision_state.ceiling; -} - -bool CharacterBody3D::is_on_ceiling_only() const { - return collision_state.ceiling && !collision_state.floor && !collision_state.wall; -} - -const Vector3 &CharacterBody3D::get_floor_normal() const { - return floor_normal; -} - -const Vector3 &CharacterBody3D::get_wall_normal() const { - return wall_normal; -} - -const Vector3 &CharacterBody3D::get_last_motion() const { - return last_motion; -} - -Vector3 CharacterBody3D::get_position_delta() const { - return get_global_transform().origin - previous_position; -} - -const Vector3 &CharacterBody3D::get_real_velocity() const { - return real_velocity; -} - -real_t CharacterBody3D::get_floor_angle(const Vector3 &p_up_direction) const { - ERR_FAIL_COND_V(p_up_direction == Vector3(), 0); - return Math::acos(floor_normal.dot(p_up_direction)); -} - -const Vector3 &CharacterBody3D::get_platform_velocity() const { - return platform_velocity; -} - -const Vector3 &CharacterBody3D::get_platform_angular_velocity() const { - return platform_angular_velocity; -} - -Vector3 CharacterBody3D::get_linear_velocity() const { - return get_real_velocity(); -} - -int CharacterBody3D::get_slide_collision_count() const { - return motion_results.size(); -} - -PhysicsServer3D::MotionResult CharacterBody3D::get_slide_collision(int p_bounce) const { - ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), PhysicsServer3D::MotionResult()); - return motion_results[p_bounce]; -} - -Ref CharacterBody3D::_get_slide_collision(int p_bounce) { - ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), Ref()); - if (p_bounce >= slide_colliders.size()) { - slide_colliders.resize(p_bounce + 1); - } - - // Create a new instance when the cached reference is invalid or still in use in script. - if (slide_colliders[p_bounce].is_null() || slide_colliders[p_bounce]->get_reference_count() > 1) { - slide_colliders.write[p_bounce].instantiate(); - slide_colliders.write[p_bounce]->owner = this; - } - - slide_colliders.write[p_bounce]->result = motion_results[p_bounce]; - return slide_colliders[p_bounce]; -} - -Ref CharacterBody3D::_get_last_slide_collision() { - if (motion_results.size() == 0) { - return Ref(); - } - return _get_slide_collision(motion_results.size() - 1); -} - -bool CharacterBody3D::is_floor_stop_on_slope_enabled() const { - return floor_stop_on_slope; -} - -void CharacterBody3D::set_floor_stop_on_slope_enabled(bool p_enabled) { - floor_stop_on_slope = p_enabled; -} - -bool CharacterBody3D::is_floor_constant_speed_enabled() const { - return floor_constant_speed; -} - -void CharacterBody3D::set_floor_constant_speed_enabled(bool p_enabled) { - floor_constant_speed = p_enabled; -} - -bool CharacterBody3D::is_floor_block_on_wall_enabled() const { - return floor_block_on_wall; -} - -void CharacterBody3D::set_floor_block_on_wall_enabled(bool p_enabled) { - floor_block_on_wall = p_enabled; -} - -bool CharacterBody3D::is_slide_on_ceiling_enabled() const { - return slide_on_ceiling; -} - -void CharacterBody3D::set_slide_on_ceiling_enabled(bool p_enabled) { - slide_on_ceiling = p_enabled; -} - -uint32_t CharacterBody3D::get_platform_floor_layers() const { - return platform_floor_layers; -} - -void CharacterBody3D::set_platform_floor_layers(uint32_t p_exclude_layers) { - platform_floor_layers = p_exclude_layers; -} - -uint32_t CharacterBody3D::get_platform_wall_layers() const { - return platform_wall_layers; -} - -void CharacterBody3D::set_platform_wall_layers(uint32_t p_exclude_layers) { - platform_wall_layers = p_exclude_layers; -} - -void CharacterBody3D::set_motion_mode(MotionMode p_mode) { - motion_mode = p_mode; -} - -CharacterBody3D::MotionMode CharacterBody3D::get_motion_mode() const { - return motion_mode; -} - -void CharacterBody3D::set_platform_on_leave(PlatformOnLeave p_on_leave_apply_velocity) { - platform_on_leave = p_on_leave_apply_velocity; -} - -CharacterBody3D::PlatformOnLeave CharacterBody3D::get_platform_on_leave() const { - return platform_on_leave; -} - -int CharacterBody3D::get_max_slides() const { - return max_slides; -} - -void CharacterBody3D::set_max_slides(int p_max_slides) { - ERR_FAIL_COND(p_max_slides < 1); - max_slides = p_max_slides; -} - -real_t CharacterBody3D::get_floor_max_angle() const { - return floor_max_angle; -} - -void CharacterBody3D::set_floor_max_angle(real_t p_radians) { - floor_max_angle = p_radians; -} - -real_t CharacterBody3D::get_floor_snap_length() { - return floor_snap_length; -} - -void CharacterBody3D::set_floor_snap_length(real_t p_floor_snap_length) { - ERR_FAIL_COND(p_floor_snap_length < 0); - floor_snap_length = p_floor_snap_length; -} - -real_t CharacterBody3D::get_wall_min_slide_angle() const { - return wall_min_slide_angle; -} - -void CharacterBody3D::set_wall_min_slide_angle(real_t p_radians) { - wall_min_slide_angle = p_radians; -} - -const Vector3 &CharacterBody3D::get_up_direction() const { - return up_direction; -} - -void CharacterBody3D::set_up_direction(const Vector3 &p_up_direction) { - ERR_FAIL_COND_MSG(p_up_direction == Vector3(), "up_direction can't be equal to Vector3.ZERO, consider using Floating motion mode instead."); - up_direction = p_up_direction.normalized(); -} - -void CharacterBody3D::_notification(int p_what) { - switch (p_what) { - case NOTIFICATION_ENTER_TREE: { - // Reset move_and_slide() data. - collision_state.state = 0; - platform_rid = RID(); - platform_object_id = ObjectID(); - motion_results.clear(); - platform_velocity = Vector3(); - platform_angular_velocity = Vector3(); - } break; - } -} - -void CharacterBody3D::_bind_methods() { - ClassDB::bind_method(D_METHOD("move_and_slide"), &CharacterBody3D::move_and_slide); - ClassDB::bind_method(D_METHOD("apply_floor_snap"), &CharacterBody3D::apply_floor_snap); - - ClassDB::bind_method(D_METHOD("set_velocity", "velocity"), &CharacterBody3D::set_velocity); - ClassDB::bind_method(D_METHOD("get_velocity"), &CharacterBody3D::get_velocity); - - ClassDB::bind_method(D_METHOD("set_safe_margin", "margin"), &CharacterBody3D::set_safe_margin); - ClassDB::bind_method(D_METHOD("get_safe_margin"), &CharacterBody3D::get_safe_margin); - ClassDB::bind_method(D_METHOD("is_floor_stop_on_slope_enabled"), &CharacterBody3D::is_floor_stop_on_slope_enabled); - ClassDB::bind_method(D_METHOD("set_floor_stop_on_slope_enabled", "enabled"), &CharacterBody3D::set_floor_stop_on_slope_enabled); - ClassDB::bind_method(D_METHOD("set_floor_constant_speed_enabled", "enabled"), &CharacterBody3D::set_floor_constant_speed_enabled); - ClassDB::bind_method(D_METHOD("is_floor_constant_speed_enabled"), &CharacterBody3D::is_floor_constant_speed_enabled); - ClassDB::bind_method(D_METHOD("set_floor_block_on_wall_enabled", "enabled"), &CharacterBody3D::set_floor_block_on_wall_enabled); - ClassDB::bind_method(D_METHOD("is_floor_block_on_wall_enabled"), &CharacterBody3D::is_floor_block_on_wall_enabled); - ClassDB::bind_method(D_METHOD("set_slide_on_ceiling_enabled", "enabled"), &CharacterBody3D::set_slide_on_ceiling_enabled); - ClassDB::bind_method(D_METHOD("is_slide_on_ceiling_enabled"), &CharacterBody3D::is_slide_on_ceiling_enabled); - - ClassDB::bind_method(D_METHOD("set_platform_floor_layers", "exclude_layer"), &CharacterBody3D::set_platform_floor_layers); - ClassDB::bind_method(D_METHOD("get_platform_floor_layers"), &CharacterBody3D::get_platform_floor_layers); - ClassDB::bind_method(D_METHOD("set_platform_wall_layers", "exclude_layer"), &CharacterBody3D::set_platform_wall_layers); - ClassDB::bind_method(D_METHOD("get_platform_wall_layers"), &CharacterBody3D::get_platform_wall_layers); - - ClassDB::bind_method(D_METHOD("get_max_slides"), &CharacterBody3D::get_max_slides); - ClassDB::bind_method(D_METHOD("set_max_slides", "max_slides"), &CharacterBody3D::set_max_slides); - ClassDB::bind_method(D_METHOD("get_floor_max_angle"), &CharacterBody3D::get_floor_max_angle); - ClassDB::bind_method(D_METHOD("set_floor_max_angle", "radians"), &CharacterBody3D::set_floor_max_angle); - ClassDB::bind_method(D_METHOD("get_floor_snap_length"), &CharacterBody3D::get_floor_snap_length); - ClassDB::bind_method(D_METHOD("set_floor_snap_length", "floor_snap_length"), &CharacterBody3D::set_floor_snap_length); - ClassDB::bind_method(D_METHOD("get_wall_min_slide_angle"), &CharacterBody3D::get_wall_min_slide_angle); - ClassDB::bind_method(D_METHOD("set_wall_min_slide_angle", "radians"), &CharacterBody3D::set_wall_min_slide_angle); - ClassDB::bind_method(D_METHOD("get_up_direction"), &CharacterBody3D::get_up_direction); - ClassDB::bind_method(D_METHOD("set_up_direction", "up_direction"), &CharacterBody3D::set_up_direction); - ClassDB::bind_method(D_METHOD("set_motion_mode", "mode"), &CharacterBody3D::set_motion_mode); - ClassDB::bind_method(D_METHOD("get_motion_mode"), &CharacterBody3D::get_motion_mode); - ClassDB::bind_method(D_METHOD("set_platform_on_leave", "on_leave_apply_velocity"), &CharacterBody3D::set_platform_on_leave); - ClassDB::bind_method(D_METHOD("get_platform_on_leave"), &CharacterBody3D::get_platform_on_leave); - - ClassDB::bind_method(D_METHOD("is_on_floor"), &CharacterBody3D::is_on_floor); - ClassDB::bind_method(D_METHOD("is_on_floor_only"), &CharacterBody3D::is_on_floor_only); - ClassDB::bind_method(D_METHOD("is_on_ceiling"), &CharacterBody3D::is_on_ceiling); - ClassDB::bind_method(D_METHOD("is_on_ceiling_only"), &CharacterBody3D::is_on_ceiling_only); - ClassDB::bind_method(D_METHOD("is_on_wall"), &CharacterBody3D::is_on_wall); - ClassDB::bind_method(D_METHOD("is_on_wall_only"), &CharacterBody3D::is_on_wall_only); - ClassDB::bind_method(D_METHOD("get_floor_normal"), &CharacterBody3D::get_floor_normal); - ClassDB::bind_method(D_METHOD("get_wall_normal"), &CharacterBody3D::get_wall_normal); - ClassDB::bind_method(D_METHOD("get_last_motion"), &CharacterBody3D::get_last_motion); - ClassDB::bind_method(D_METHOD("get_position_delta"), &CharacterBody3D::get_position_delta); - ClassDB::bind_method(D_METHOD("get_real_velocity"), &CharacterBody3D::get_real_velocity); - ClassDB::bind_method(D_METHOD("get_floor_angle", "up_direction"), &CharacterBody3D::get_floor_angle, DEFVAL(Vector3(0.0, 1.0, 0.0))); - ClassDB::bind_method(D_METHOD("get_platform_velocity"), &CharacterBody3D::get_platform_velocity); - ClassDB::bind_method(D_METHOD("get_platform_angular_velocity"), &CharacterBody3D::get_platform_angular_velocity); - ClassDB::bind_method(D_METHOD("get_slide_collision_count"), &CharacterBody3D::get_slide_collision_count); - ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &CharacterBody3D::_get_slide_collision); - ClassDB::bind_method(D_METHOD("get_last_slide_collision"), &CharacterBody3D::_get_last_slide_collision); - - ADD_PROPERTY(PropertyInfo(Variant::INT, "motion_mode", PROPERTY_HINT_ENUM, "Grounded,Floating", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_motion_mode", "get_motion_mode"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "up_direction"), "set_up_direction", "get_up_direction"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slide_on_ceiling"), "set_slide_on_ceiling_enabled", "is_slide_on_ceiling_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "velocity", PROPERTY_HINT_NONE, "suffix:m/s", PROPERTY_USAGE_NO_EDITOR), "set_velocity", "get_velocity"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "max_slides", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_max_slides", "get_max_slides"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wall_min_slide_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians_as_degrees", PROPERTY_USAGE_DEFAULT), "set_wall_min_slide_angle", "get_wall_min_slide_angle"); - - ADD_GROUP("Floor", "floor_"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_stop_on_slope"), "set_floor_stop_on_slope_enabled", "is_floor_stop_on_slope_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_constant_speed"), "set_floor_constant_speed_enabled", "is_floor_constant_speed_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_block_on_wall"), "set_floor_block_on_wall_enabled", "is_floor_block_on_wall_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_max_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians_as_degrees"), "set_floor_max_angle", "get_floor_max_angle"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_snap_length", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater,suffix:m"), "set_floor_snap_length", "get_floor_snap_length"); - - ADD_GROUP("Moving Platform", "platform_"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_on_leave", PROPERTY_HINT_ENUM, "Add Velocity,Add Upward Velocity,Do Nothing", PROPERTY_USAGE_DEFAULT), "set_platform_on_leave", "get_platform_on_leave"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_floor_layers", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_platform_floor_layers", "get_platform_floor_layers"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_wall_layers", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_platform_wall_layers", "get_platform_wall_layers"); - - ADD_GROUP("Collision", ""); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001,suffix:m"), "set_safe_margin", "get_safe_margin"); - - BIND_ENUM_CONSTANT(MOTION_MODE_GROUNDED); - BIND_ENUM_CONSTANT(MOTION_MODE_FLOATING); - - BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_ADD_VELOCITY); - BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY); - BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_DO_NOTHING); -} - -void CharacterBody3D::_validate_property(PropertyInfo &p_property) const { - if (motion_mode == MOTION_MODE_FLOATING) { - if (p_property.name.begins_with("floor_") || p_property.name == "up_direction" || p_property.name == "slide_on_ceiling") { - p_property.usage = PROPERTY_USAGE_NO_EDITOR; - } - } -} - -CharacterBody3D::CharacterBody3D() : - PhysicsBody3D(PhysicsServer3D::BODY_MODE_KINEMATIC) { -} - -CharacterBody3D::~CharacterBody3D() { - for (int i = 0; i < slide_colliders.size(); i++) { - if (slide_colliders[i].is_valid()) { - slide_colliders.write[i]->owner = nullptr; - } - } -} - -/////////////////////////////////////// - -Vector3 KinematicCollision3D::get_travel() const { - return result.travel; -} - -Vector3 KinematicCollision3D::get_remainder() const { - return result.remainder; -} - -int KinematicCollision3D::get_collision_count() const { - return result.collision_count; -} - -real_t KinematicCollision3D::get_depth() const { - return result.collision_depth; -} - -Vector3 KinematicCollision3D::get_position(int p_collision_index) const { - ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3()); - return result.collisions[p_collision_index].position; -} - -Vector3 KinematicCollision3D::get_normal(int p_collision_index) const { - ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3()); - return result.collisions[p_collision_index].normal; -} - -real_t KinematicCollision3D::get_angle(int p_collision_index, const Vector3 &p_up_direction) const { - ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, 0.0); - ERR_FAIL_COND_V(p_up_direction == Vector3(), 0); - return result.collisions[p_collision_index].get_angle(p_up_direction); -} - -Object *KinematicCollision3D::get_local_shape(int p_collision_index) const { - ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, nullptr); - if (!owner) { - return nullptr; - } - uint32_t ownerid = owner->shape_find_owner(result.collisions[p_collision_index].local_shape); - return owner->shape_owner_get_owner(ownerid); -} - -Object *KinematicCollision3D::get_collider(int p_collision_index) const { - ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, nullptr); - if (result.collisions[p_collision_index].collider_id.is_valid()) { - return ObjectDB::get_instance(result.collisions[p_collision_index].collider_id); - } - - return nullptr; -} - -ObjectID KinematicCollision3D::get_collider_id(int p_collision_index) const { - ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, ObjectID()); - return result.collisions[p_collision_index].collider_id; -} - -RID KinematicCollision3D::get_collider_rid(int p_collision_index) const { - ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, RID()); - return result.collisions[p_collision_index].collider; -} - -Object *KinematicCollision3D::get_collider_shape(int p_collision_index) const { - Object *collider = get_collider(p_collision_index); - if (collider) { - CollisionObject3D *obj2d = Object::cast_to(collider); - if (obj2d) { - uint32_t ownerid = obj2d->shape_find_owner(result.collisions[p_collision_index].collider_shape); - return obj2d->shape_owner_get_owner(ownerid); - } - } - - return nullptr; -} - -int KinematicCollision3D::get_collider_shape_index(int p_collision_index) const { - ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, 0); - return result.collisions[p_collision_index].collider_shape; -} - -Vector3 KinematicCollision3D::get_collider_velocity(int p_collision_index) const { - ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3()); - return result.collisions[p_collision_index].collider_velocity; -} - -void KinematicCollision3D::_bind_methods() { - ClassDB::bind_method(D_METHOD("get_travel"), &KinematicCollision3D::get_travel); - ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision3D::get_remainder); - ClassDB::bind_method(D_METHOD("get_depth"), &KinematicCollision3D::get_depth); - ClassDB::bind_method(D_METHOD("get_collision_count"), &KinematicCollision3D::get_collision_count); - ClassDB::bind_method(D_METHOD("get_position", "collision_index"), &KinematicCollision3D::get_position, DEFVAL(0)); - ClassDB::bind_method(D_METHOD("get_normal", "collision_index"), &KinematicCollision3D::get_normal, DEFVAL(0)); - ClassDB::bind_method(D_METHOD("get_angle", "collision_index", "up_direction"), &KinematicCollision3D::get_angle, DEFVAL(0), DEFVAL(Vector3(0.0, 1.0, 0.0))); - ClassDB::bind_method(D_METHOD("get_local_shape", "collision_index"), &KinematicCollision3D::get_local_shape, DEFVAL(0)); - ClassDB::bind_method(D_METHOD("get_collider", "collision_index"), &KinematicCollision3D::get_collider, DEFVAL(0)); - ClassDB::bind_method(D_METHOD("get_collider_id", "collision_index"), &KinematicCollision3D::get_collider_id, DEFVAL(0)); - ClassDB::bind_method(D_METHOD("get_collider_rid", "collision_index"), &KinematicCollision3D::get_collider_rid, DEFVAL(0)); - ClassDB::bind_method(D_METHOD("get_collider_shape", "collision_index"), &KinematicCollision3D::get_collider_shape, DEFVAL(0)); - ClassDB::bind_method(D_METHOD("get_collider_shape_index", "collision_index"), &KinematicCollision3D::get_collider_shape_index, DEFVAL(0)); - ClassDB::bind_method(D_METHOD("get_collider_velocity", "collision_index"), &KinematicCollision3D::get_collider_velocity, DEFVAL(0)); -} - -/////////////////////////////////////// - -bool PhysicalBone3D::JointData::_set(const StringName &p_name, const Variant &p_value, RID j) { - return false; -} - -bool PhysicalBone3D::JointData::_get(const StringName &p_name, Variant &r_ret) const { - return false; -} - -void PhysicalBone3D::JointData::_get_property_list(List *p_list) const { -} - -void PhysicalBone3D::apply_central_impulse(const Vector3 &p_impulse) { - PhysicsServer3D::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse); -} - -void PhysicalBone3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) { - PhysicsServer3D::get_singleton()->body_apply_impulse(get_rid(), p_impulse, p_position); -} - -void PhysicalBone3D::set_linear_velocity(const Vector3 &p_velocity) { - linear_velocity = p_velocity; - PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, linear_velocity); -} - -Vector3 PhysicalBone3D::get_linear_velocity() const { - return linear_velocity; -} - -void PhysicalBone3D::set_angular_velocity(const Vector3 &p_velocity) { - angular_velocity = p_velocity; - PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY, angular_velocity); -} - -Vector3 PhysicalBone3D::get_angular_velocity() const { - return angular_velocity; -} - -void PhysicalBone3D::set_use_custom_integrator(bool p_enable) { - if (custom_integrator == p_enable) { - return; - } - - custom_integrator = p_enable; - PhysicsServer3D::get_singleton()->body_set_omit_force_integration(get_rid(), p_enable); -} - -bool PhysicalBone3D::is_using_custom_integrator() { - return custom_integrator; -} - -void PhysicalBone3D::reset_physics_simulation_state() { - if (simulate_physics) { - _start_physics_simulation(); - } else { - _stop_physics_simulation(); - } -} - -void PhysicalBone3D::reset_to_rest_position() { - if (parent_skeleton) { - Transform3D new_transform = parent_skeleton->get_global_transform(); - if (bone_id == -1) { - new_transform *= body_offset; - } else { - new_transform *= parent_skeleton->get_bone_global_pose(bone_id) * body_offset; - } - new_transform.orthonormalize(); - set_global_transform(new_transform); - } -} - -bool PhysicalBone3D::PinJointData::_set(const StringName &p_name, const Variant &p_value, RID j) { - if (JointData::_set(p_name, p_value, j)) { - return true; - } - - bool is_valid_pin = j.is_valid() && PhysicsServer3D::get_singleton()->joint_get_type(j) == PhysicsServer3D::JOINT_TYPE_PIN; - if ("joint_constraints/bias" == p_name) { - bias = p_value; - if (is_valid_pin) { - PhysicsServer3D::get_singleton()->pin_joint_set_param(j, PhysicsServer3D::PIN_JOINT_BIAS, bias); - } - - } else if ("joint_constraints/damping" == p_name) { - damping = p_value; - if (is_valid_pin) { - PhysicsServer3D::get_singleton()->pin_joint_set_param(j, PhysicsServer3D::PIN_JOINT_DAMPING, damping); - } - - } else if ("joint_constraints/impulse_clamp" == p_name) { - impulse_clamp = p_value; - if (is_valid_pin) { - PhysicsServer3D::get_singleton()->pin_joint_set_param(j, PhysicsServer3D::PIN_JOINT_IMPULSE_CLAMP, impulse_clamp); - } - - } else { - return false; - } - - return true; -} - -bool PhysicalBone3D::PinJointData::_get(const StringName &p_name, Variant &r_ret) const { - if (JointData::_get(p_name, r_ret)) { - return true; - } - - if ("joint_constraints/bias" == p_name) { - r_ret = bias; - } else if ("joint_constraints/damping" == p_name) { - r_ret = damping; - } else if ("joint_constraints/impulse_clamp" == p_name) { - r_ret = impulse_clamp; - } else { - return false; - } - - return true; -} - -void PhysicalBone3D::PinJointData::_get_property_list(List *p_list) const { - JointData::_get_property_list(p_list); - - p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/bias"), PROPERTY_HINT_RANGE, "0.01,0.99,0.01")); - p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/damping"), PROPERTY_HINT_RANGE, "0.01,8.0,0.01")); - p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/impulse_clamp"), PROPERTY_HINT_RANGE, "0.0,64.0,0.01")); -} - -bool PhysicalBone3D::ConeJointData::_set(const StringName &p_name, const Variant &p_value, RID j) { - if (JointData::_set(p_name, p_value, j)) { - return true; - } - - bool is_valid_cone = j.is_valid() && PhysicsServer3D::get_singleton()->joint_get_type(j) == PhysicsServer3D::JOINT_TYPE_CONE_TWIST; - if ("joint_constraints/swing_span" == p_name) { - swing_span = Math::deg_to_rad(real_t(p_value)); - if (is_valid_cone) { - PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(j, PhysicsServer3D::CONE_TWIST_JOINT_SWING_SPAN, swing_span); - } - - } else if ("joint_constraints/twist_span" == p_name) { - twist_span = Math::deg_to_rad(real_t(p_value)); - if (is_valid_cone) { - PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(j, PhysicsServer3D::CONE_TWIST_JOINT_TWIST_SPAN, twist_span); - } - - } else if ("joint_constraints/bias" == p_name) { - bias = p_value; - if (is_valid_cone) { - PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(j, PhysicsServer3D::CONE_TWIST_JOINT_BIAS, bias); - } - - } else if ("joint_constraints/softness" == p_name) { - softness = p_value; - if (is_valid_cone) { - PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(j, PhysicsServer3D::CONE_TWIST_JOINT_SOFTNESS, softness); - } - - } else if ("joint_constraints/relaxation" == p_name) { - relaxation = p_value; - if (is_valid_cone) { - PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(j, PhysicsServer3D::CONE_TWIST_JOINT_RELAXATION, relaxation); - } - - } else { - return false; - } - - return true; -} - -bool PhysicalBone3D::ConeJointData::_get(const StringName &p_name, Variant &r_ret) const { - if (JointData::_get(p_name, r_ret)) { - return true; - } - - if ("joint_constraints/swing_span" == p_name) { - r_ret = Math::rad_to_deg(swing_span); - } else if ("joint_constraints/twist_span" == p_name) { - r_ret = Math::rad_to_deg(twist_span); - } else if ("joint_constraints/bias" == p_name) { - r_ret = bias; - } else if ("joint_constraints/softness" == p_name) { - r_ret = softness; - } else if ("joint_constraints/relaxation" == p_name) { - r_ret = relaxation; - } else { - return false; - } - - return true; -} - -void PhysicalBone3D::ConeJointData::_get_property_list(List *p_list) const { - JointData::_get_property_list(p_list); - - p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/swing_span"), PROPERTY_HINT_RANGE, "-180,180,0.01")); - p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/twist_span"), PROPERTY_HINT_RANGE, "-40000,40000,0.1,or_less,or_greater")); - p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/bias"), PROPERTY_HINT_RANGE, "0.01,16.0,0.01")); - p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/softness"), PROPERTY_HINT_RANGE, "0.01,16.0,0.01")); - p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/relaxation"), PROPERTY_HINT_RANGE, "0.01,16.0,0.01")); -} - -bool PhysicalBone3D::HingeJointData::_set(const StringName &p_name, const Variant &p_value, RID j) { - if (JointData::_set(p_name, p_value, j)) { - return true; - } - - bool is_valid_hinge = j.is_valid() && PhysicsServer3D::get_singleton()->joint_get_type(j) == PhysicsServer3D::JOINT_TYPE_HINGE; - if ("joint_constraints/angular_limit_enabled" == p_name) { - angular_limit_enabled = p_value; - if (is_valid_hinge) { - PhysicsServer3D::get_singleton()->hinge_joint_set_flag(j, PhysicsServer3D::HINGE_JOINT_FLAG_USE_LIMIT, angular_limit_enabled); - } - - } else if ("joint_constraints/angular_limit_upper" == p_name) { - angular_limit_upper = Math::deg_to_rad(real_t(p_value)); - if (is_valid_hinge) { - PhysicsServer3D::get_singleton()->hinge_joint_set_param(j, PhysicsServer3D::HINGE_JOINT_LIMIT_UPPER, angular_limit_upper); - } - - } else if ("joint_constraints/angular_limit_lower" == p_name) { - angular_limit_lower = Math::deg_to_rad(real_t(p_value)); - if (is_valid_hinge) { - PhysicsServer3D::get_singleton()->hinge_joint_set_param(j, PhysicsServer3D::HINGE_JOINT_LIMIT_LOWER, angular_limit_lower); - } - - } else if ("joint_constraints/angular_limit_bias" == p_name) { - angular_limit_bias = p_value; - if (is_valid_hinge) { - PhysicsServer3D::get_singleton()->hinge_joint_set_param(j, PhysicsServer3D::HINGE_JOINT_LIMIT_BIAS, angular_limit_bias); - } - - } else if ("joint_constraints/angular_limit_softness" == p_name) { - angular_limit_softness = p_value; - if (is_valid_hinge) { - PhysicsServer3D::get_singleton()->hinge_joint_set_param(j, PhysicsServer3D::HINGE_JOINT_LIMIT_SOFTNESS, angular_limit_softness); - } - - } else if ("joint_constraints/angular_limit_relaxation" == p_name) { - angular_limit_relaxation = p_value; - if (is_valid_hinge) { - PhysicsServer3D::get_singleton()->hinge_joint_set_param(j, PhysicsServer3D::HINGE_JOINT_LIMIT_RELAXATION, angular_limit_relaxation); - } - - } else { - return false; - } - - return true; -} - -bool PhysicalBone3D::HingeJointData::_get(const StringName &p_name, Variant &r_ret) const { - if (JointData::_get(p_name, r_ret)) { - return true; - } - - if ("joint_constraints/angular_limit_enabled" == p_name) { - r_ret = angular_limit_enabled; - } else if ("joint_constraints/angular_limit_upper" == p_name) { - r_ret = Math::rad_to_deg(angular_limit_upper); - } else if ("joint_constraints/angular_limit_lower" == p_name) { - r_ret = Math::rad_to_deg(angular_limit_lower); - } else if ("joint_constraints/angular_limit_bias" == p_name) { - r_ret = angular_limit_bias; - } else if ("joint_constraints/angular_limit_softness" == p_name) { - r_ret = angular_limit_softness; - } else if ("joint_constraints/angular_limit_relaxation" == p_name) { - r_ret = angular_limit_relaxation; - } else { - return false; - } - - return true; -} - -void PhysicalBone3D::HingeJointData::_get_property_list(List *p_list) const { - JointData::_get_property_list(p_list); - - p_list->push_back(PropertyInfo(Variant::BOOL, PNAME("joint_constraints/angular_limit_enabled"))); - p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_upper"), PROPERTY_HINT_RANGE, "-180,180,0.01")); - p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_lower"), PROPERTY_HINT_RANGE, "-180,180,0.01")); - p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_bias"), PROPERTY_HINT_RANGE, "0.01,0.99,0.01")); - p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_softness"), PROPERTY_HINT_RANGE, "0.01,16,0.01")); - p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_relaxation"), PROPERTY_HINT_RANGE, "0.01,16,0.01")); -} - -bool PhysicalBone3D::SliderJointData::_set(const StringName &p_name, const Variant &p_value, RID j) { - if (JointData::_set(p_name, p_value, j)) { - return true; - } - - bool is_valid_slider = j.is_valid() && PhysicsServer3D::get_singleton()->joint_get_type(j) == PhysicsServer3D::JOINT_TYPE_SLIDER; - if ("joint_constraints/linear_limit_upper" == p_name) { - linear_limit_upper = p_value; - if (is_valid_slider) { - PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_UPPER, linear_limit_upper); - } - - } else if ("joint_constraints/linear_limit_lower" == p_name) { - linear_limit_lower = p_value; - if (is_valid_slider) { - PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_LOWER, linear_limit_lower); - } - - } else if ("joint_constraints/linear_limit_softness" == p_name) { - linear_limit_softness = p_value; - if (is_valid_slider) { - PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS, linear_limit_softness); - } - - } else if ("joint_constraints/linear_limit_restitution" == p_name) { - linear_limit_restitution = p_value; - if (is_valid_slider) { - PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION, linear_limit_restitution); - } - - } else if ("joint_constraints/linear_limit_damping" == p_name) { - linear_limit_damping = p_value; - if (is_valid_slider) { - PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_DAMPING, linear_limit_restitution); - } - - } else if ("joint_constraints/angular_limit_upper" == p_name) { - angular_limit_upper = Math::deg_to_rad(real_t(p_value)); - if (is_valid_slider) { - PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_UPPER, angular_limit_upper); - } - - } else if ("joint_constraints/angular_limit_lower" == p_name) { - angular_limit_lower = Math::deg_to_rad(real_t(p_value)); - if (is_valid_slider) { - PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_LOWER, angular_limit_lower); - } - - } else if ("joint_constraints/angular_limit_softness" == p_name) { - angular_limit_softness = p_value; - if (is_valid_slider) { - PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS, angular_limit_softness); - } - - } else if ("joint_constraints/angular_limit_restitution" == p_name) { - angular_limit_restitution = p_value; - if (is_valid_slider) { - PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS, angular_limit_softness); - } - - } else if ("joint_constraints/angular_limit_damping" == p_name) { - angular_limit_damping = p_value; - if (is_valid_slider) { - PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_DAMPING, angular_limit_damping); - } - - } else { - return false; - } - - return true; -} - -bool PhysicalBone3D::SliderJointData::_get(const StringName &p_name, Variant &r_ret) const { - if (JointData::_get(p_name, r_ret)) { - return true; - } - - if ("joint_constraints/linear_limit_upper" == p_name) { - r_ret = linear_limit_upper; - } else if ("joint_constraints/linear_limit_lower" == p_name) { - r_ret = linear_limit_lower; - } else if ("joint_constraints/linear_limit_softness" == p_name) { - r_ret = linear_limit_softness; - } else if ("joint_constraints/linear_limit_restitution" == p_name) { - r_ret = linear_limit_restitution; - } else if ("joint_constraints/linear_limit_damping" == p_name) { - r_ret = linear_limit_damping; - } else if ("joint_constraints/angular_limit_upper" == p_name) { - r_ret = Math::rad_to_deg(angular_limit_upper); - } else if ("joint_constraints/angular_limit_lower" == p_name) { - r_ret = Math::rad_to_deg(angular_limit_lower); - } else if ("joint_constraints/angular_limit_softness" == p_name) { - r_ret = angular_limit_softness; - } else if ("joint_constraints/angular_limit_restitution" == p_name) { - r_ret = angular_limit_restitution; - } else if ("joint_constraints/angular_limit_damping" == p_name) { - r_ret = angular_limit_damping; - } else { - return false; - } - - return true; -} - -void PhysicalBone3D::SliderJointData::_get_property_list(List *p_list) const { - JointData::_get_property_list(p_list); - - p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/linear_limit_upper"))); - p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/linear_limit_lower"))); - p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/linear_limit_softness"), PROPERTY_HINT_RANGE, "0.01,16.0,0.01")); - p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/linear_limit_restitution"), PROPERTY_HINT_RANGE, "0.01,16.0,0.01")); - p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/linear_limit_damping"), PROPERTY_HINT_RANGE, "0,16.0,0.01")); - - p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_upper"), PROPERTY_HINT_RANGE, "-180,180,0.01")); - p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_lower"), PROPERTY_HINT_RANGE, "-180,180,0.01")); - p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_softness"), PROPERTY_HINT_RANGE, "0.01,16.0,0.01")); - p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_restitution"), PROPERTY_HINT_RANGE, "0.01,16.0,0.01")); - p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_damping"), PROPERTY_HINT_RANGE, "0,16.0,0.01")); -} - -bool PhysicalBone3D::SixDOFJointData::_set(const StringName &p_name, const Variant &p_value, RID j) { - if (JointData::_set(p_name, p_value, j)) { - return true; - } - - String path = p_name; - - if (!path.begins_with("joint_constraints/")) { - return false; - } - - Vector3::Axis axis; - { - const String axis_s = path.get_slicec('/', 1); - if ("x" == axis_s) { - axis = Vector3::AXIS_X; - } else if ("y" == axis_s) { - axis = Vector3::AXIS_Y; - } else if ("z" == axis_s) { - axis = Vector3::AXIS_Z; - } else { - return false; - } - } - - String var_name = path.get_slicec('/', 2); - bool is_valid_6dof = j.is_valid() && PhysicsServer3D::get_singleton()->joint_get_type(j) == PhysicsServer3D::JOINT_TYPE_6DOF; - if ("linear_limit_enabled" == var_name) { - axis_data[axis].linear_limit_enabled = p_value; - if (is_valid_6dof) { - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(j, axis, PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT, axis_data[axis].linear_limit_enabled); - } - - } else if ("linear_limit_upper" == var_name) { - axis_data[axis].linear_limit_upper = p_value; - if (is_valid_6dof) { - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_LINEAR_UPPER_LIMIT, axis_data[axis].linear_limit_upper); - } - - } else if ("linear_limit_lower" == var_name) { - axis_data[axis].linear_limit_lower = p_value; - if (is_valid_6dof) { - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_LINEAR_LOWER_LIMIT, axis_data[axis].linear_limit_lower); - } - - } else if ("linear_limit_softness" == var_name) { - axis_data[axis].linear_limit_softness = p_value; - if (is_valid_6dof) { - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS, axis_data[axis].linear_limit_softness); - } - - } else if ("linear_spring_enabled" == var_name) { - axis_data[axis].linear_spring_enabled = p_value; - if (is_valid_6dof) { - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(j, axis, PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING, axis_data[axis].linear_spring_enabled); - } - - } else if ("linear_spring_stiffness" == var_name) { - axis_data[axis].linear_spring_stiffness = p_value; - if (is_valid_6dof) { - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS, axis_data[axis].linear_spring_stiffness); - } - - } else if ("linear_spring_damping" == var_name) { - axis_data[axis].linear_spring_damping = p_value; - if (is_valid_6dof) { - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_DAMPING, axis_data[axis].linear_spring_damping); - } - - } else if ("linear_equilibrium_point" == var_name) { - axis_data[axis].linear_equilibrium_point = p_value; - if (is_valid_6dof) { - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT, axis_data[axis].linear_equilibrium_point); - } - - } else if ("linear_restitution" == var_name) { - axis_data[axis].linear_restitution = p_value; - if (is_valid_6dof) { - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_LINEAR_RESTITUTION, axis_data[axis].linear_restitution); - } - - } else if ("linear_damping" == var_name) { - axis_data[axis].linear_damping = p_value; - if (is_valid_6dof) { - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_LINEAR_DAMPING, axis_data[axis].linear_damping); - } - - } else if ("angular_limit_enabled" == var_name) { - axis_data[axis].angular_limit_enabled = p_value; - if (is_valid_6dof) { - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(j, axis, PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT, axis_data[axis].angular_limit_enabled); - } - - } else if ("angular_limit_upper" == var_name) { - axis_data[axis].angular_limit_upper = Math::deg_to_rad(real_t(p_value)); - if (is_valid_6dof) { - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_ANGULAR_UPPER_LIMIT, axis_data[axis].angular_limit_upper); - } - - } else if ("angular_limit_lower" == var_name) { - axis_data[axis].angular_limit_lower = Math::deg_to_rad(real_t(p_value)); - if (is_valid_6dof) { - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_ANGULAR_LOWER_LIMIT, axis_data[axis].angular_limit_lower); - } - - } else if ("angular_limit_softness" == var_name) { - axis_data[axis].angular_limit_softness = p_value; - if (is_valid_6dof) { - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS, axis_data[axis].angular_limit_softness); - } - - } else if ("angular_restitution" == var_name) { - axis_data[axis].angular_restitution = p_value; - if (is_valid_6dof) { - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_ANGULAR_RESTITUTION, axis_data[axis].angular_restitution); - } - - } else if ("angular_damping" == var_name) { - axis_data[axis].angular_damping = p_value; - if (is_valid_6dof) { - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_ANGULAR_DAMPING, axis_data[axis].angular_damping); - } - - } else if ("erp" == var_name) { - axis_data[axis].erp = p_value; - if (is_valid_6dof) { - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_ANGULAR_ERP, axis_data[axis].erp); - } - - } else if ("angular_spring_enabled" == var_name) { - axis_data[axis].angular_spring_enabled = p_value; - if (is_valid_6dof) { - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(j, axis, PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING, axis_data[axis].angular_spring_enabled); - } - - } else if ("angular_spring_stiffness" == var_name) { - axis_data[axis].angular_spring_stiffness = p_value; - if (is_valid_6dof) { - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS, axis_data[axis].angular_spring_stiffness); - } - - } else if ("angular_spring_damping" == var_name) { - axis_data[axis].angular_spring_damping = p_value; - if (is_valid_6dof) { - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_DAMPING, axis_data[axis].angular_spring_damping); - } - - } else if ("angular_equilibrium_point" == var_name) { - axis_data[axis].angular_equilibrium_point = p_value; - if (is_valid_6dof) { - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT, axis_data[axis].angular_equilibrium_point); - } - - } else { - return false; - } - - return true; -} - -bool PhysicalBone3D::SixDOFJointData::_get(const StringName &p_name, Variant &r_ret) const { - if (JointData::_get(p_name, r_ret)) { - return true; - } - - String path = p_name; - - if (!path.begins_with("joint_constraints/")) { - return false; - } - - int axis; - { - const String axis_s = path.get_slicec('/', 1); - if ("x" == axis_s) { - axis = 0; - } else if ("y" == axis_s) { - axis = 1; - } else if ("z" == axis_s) { - axis = 2; - } else { - return false; - } - } - - String var_name = path.get_slicec('/', 2); - - if ("linear_limit_enabled" == var_name) { - r_ret = axis_data[axis].linear_limit_enabled; - } else if ("linear_limit_upper" == var_name) { - r_ret = axis_data[axis].linear_limit_upper; - } else if ("linear_limit_lower" == var_name) { - r_ret = axis_data[axis].linear_limit_lower; - } else if ("linear_limit_softness" == var_name) { - r_ret = axis_data[axis].linear_limit_softness; - } else if ("linear_spring_enabled" == var_name) { - r_ret = axis_data[axis].linear_spring_enabled; - } else if ("linear_spring_stiffness" == var_name) { - r_ret = axis_data[axis].linear_spring_stiffness; - } else if ("linear_spring_damping" == var_name) { - r_ret = axis_data[axis].linear_spring_damping; - } else if ("linear_equilibrium_point" == var_name) { - r_ret = axis_data[axis].linear_equilibrium_point; - } else if ("linear_restitution" == var_name) { - r_ret = axis_data[axis].linear_restitution; - } else if ("linear_damping" == var_name) { - r_ret = axis_data[axis].linear_damping; - } else if ("angular_limit_enabled" == var_name) { - r_ret = axis_data[axis].angular_limit_enabled; - } else if ("angular_limit_upper" == var_name) { - r_ret = Math::rad_to_deg(axis_data[axis].angular_limit_upper); - } else if ("angular_limit_lower" == var_name) { - r_ret = Math::rad_to_deg(axis_data[axis].angular_limit_lower); - } else if ("angular_limit_softness" == var_name) { - r_ret = axis_data[axis].angular_limit_softness; - } else if ("angular_restitution" == var_name) { - r_ret = axis_data[axis].angular_restitution; - } else if ("angular_damping" == var_name) { - r_ret = axis_data[axis].angular_damping; - } else if ("erp" == var_name) { - r_ret = axis_data[axis].erp; - } else if ("angular_spring_enabled" == var_name) { - r_ret = axis_data[axis].angular_spring_enabled; - } else if ("angular_spring_stiffness" == var_name) { - r_ret = axis_data[axis].angular_spring_stiffness; - } else if ("angular_spring_damping" == var_name) { - r_ret = axis_data[axis].angular_spring_damping; - } else if ("angular_equilibrium_point" == var_name) { - r_ret = axis_data[axis].angular_equilibrium_point; - } else { - return false; - } - - return true; -} - -void PhysicalBone3D::SixDOFJointData::_get_property_list(List *p_list) const { - const StringName axis_names[] = { PNAME("x"), PNAME("y"), PNAME("z") }; - for (int i = 0; i < 3; ++i) { - const String prefix = vformat("%s/%s/", PNAME("joint_constraints"), axis_names[i]); - p_list->push_back(PropertyInfo(Variant::BOOL, prefix + PNAME("linear_limit_enabled"))); - p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("linear_limit_upper"))); - p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("linear_limit_lower"))); - p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("linear_limit_softness"), PROPERTY_HINT_RANGE, "0.01,16,0.01")); - p_list->push_back(PropertyInfo(Variant::BOOL, prefix + PNAME("linear_spring_enabled"))); - p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("linear_spring_stiffness"))); - p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("linear_spring_damping"))); - p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("linear_equilibrium_point"))); - p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("linear_restitution"), PROPERTY_HINT_RANGE, "0.01,16,0.01")); - p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("linear_damping"), PROPERTY_HINT_RANGE, "0.01,16,0.01")); - p_list->push_back(PropertyInfo(Variant::BOOL, prefix + PNAME("angular_limit_enabled"))); - p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("angular_limit_upper"), PROPERTY_HINT_RANGE, "-180,180,0.01")); - p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("angular_limit_lower"), PROPERTY_HINT_RANGE, "-180,180,0.01")); - p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("angular_limit_softness"), PROPERTY_HINT_RANGE, "0.01,16,0.01")); - p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("angular_restitution"), PROPERTY_HINT_RANGE, "0.01,16,0.01")); - p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("angular_damping"), PROPERTY_HINT_RANGE, "0.01,16,0.01")); - p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("erp"))); - p_list->push_back(PropertyInfo(Variant::BOOL, prefix + PNAME("angular_spring_enabled"))); - p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("angular_spring_stiffness"))); - p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("angular_spring_damping"))); - p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("angular_equilibrium_point"))); - } -} - -bool PhysicalBone3D::_set(const StringName &p_name, const Variant &p_value) { - if (p_name == "bone_name") { - set_bone_name(p_value); - return true; - } - - if (joint_data) { - if (joint_data->_set(p_name, p_value, joint)) { -#ifdef TOOLS_ENABLED - update_gizmos(); -#endif - return true; - } - } - - return false; -} - -bool PhysicalBone3D::_get(const StringName &p_name, Variant &r_ret) const { - if (p_name == "bone_name") { - r_ret = get_bone_name(); - return true; - } - - if (joint_data) { - return joint_data->_get(p_name, r_ret); - } - - return false; -} - -void PhysicalBone3D::_get_property_list(List *p_list) const { - Skeleton3D *parent = find_skeleton_parent(get_parent()); - - if (parent) { - String names; - for (int i = 0; i < parent->get_bone_count(); i++) { - if (i > 0) { - names += ","; - } - names += parent->get_bone_name(i); - } - - p_list->push_back(PropertyInfo(Variant::STRING_NAME, PNAME("bone_name"), PROPERTY_HINT_ENUM, names)); - } else { - p_list->push_back(PropertyInfo(Variant::STRING_NAME, PNAME("bone_name"))); - } - - if (joint_data) { - joint_data->_get_property_list(p_list); - } -} - -void PhysicalBone3D::_notification(int p_what) { - switch (p_what) { - case NOTIFICATION_ENTER_TREE: - parent_skeleton = find_skeleton_parent(get_parent()); - update_bone_id(); - reset_to_rest_position(); - reset_physics_simulation_state(); - if (joint_data) { - _reload_joint(); - } - break; - - case NOTIFICATION_EXIT_TREE: { - if (parent_skeleton) { - if (-1 != bone_id) { - parent_skeleton->unbind_physical_bone_from_bone(bone_id); - bone_id = -1; - } - } - parent_skeleton = nullptr; - PhysicsServer3D::get_singleton()->joint_clear(joint); - } break; - - case NOTIFICATION_TRANSFORM_CHANGED: { - if (Engine::get_singleton()->is_editor_hint()) { - update_offset(); - } - } break; - } -} - -void PhysicalBone3D::_sync_body_state(PhysicsDirectBodyState3D *p_state) { - set_ignore_transform_notification(true); - set_global_transform(p_state->get_transform()); - set_ignore_transform_notification(false); - - linear_velocity = p_state->get_linear_velocity(); - angular_velocity = p_state->get_angular_velocity(); -} - -void PhysicalBone3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) { - if (!simulate_physics || !_internal_simulate_physics) { - return; - } - - if (GDVIRTUAL_IS_OVERRIDDEN(_integrate_forces)) { - _sync_body_state(p_state); - - Transform3D old_transform = get_global_transform(); - GDVIRTUAL_CALL(_integrate_forces, p_state); - Transform3D new_transform = get_global_transform(); - - if (new_transform != old_transform) { - // Update the physics server with the new transform, to prevent it from being overwritten at the sync below. - PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_TRANSFORM, new_transform); - } - } - - _sync_body_state(p_state); - _on_transform_changed(); - - Transform3D global_transform(p_state->get_transform()); - - // Update skeleton - if (parent_skeleton) { - if (-1 != bone_id) { - parent_skeleton->set_bone_global_pose_override(bone_id, parent_skeleton->get_global_transform().affine_inverse() * (global_transform * body_offset_inverse), 1.0, true); - } - } -} - -void PhysicalBone3D::_bind_methods() { - ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &PhysicalBone3D::apply_central_impulse); - ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &PhysicalBone3D::apply_impulse, Vector3()); - - ClassDB::bind_method(D_METHOD("set_joint_type", "joint_type"), &PhysicalBone3D::set_joint_type); - ClassDB::bind_method(D_METHOD("get_joint_type"), &PhysicalBone3D::get_joint_type); - - ClassDB::bind_method(D_METHOD("set_joint_offset", "offset"), &PhysicalBone3D::set_joint_offset); - ClassDB::bind_method(D_METHOD("get_joint_offset"), &PhysicalBone3D::get_joint_offset); - ClassDB::bind_method(D_METHOD("set_joint_rotation", "euler"), &PhysicalBone3D::set_joint_rotation); - ClassDB::bind_method(D_METHOD("get_joint_rotation"), &PhysicalBone3D::get_joint_rotation); - - ClassDB::bind_method(D_METHOD("set_body_offset", "offset"), &PhysicalBone3D::set_body_offset); - ClassDB::bind_method(D_METHOD("get_body_offset"), &PhysicalBone3D::get_body_offset); - - ClassDB::bind_method(D_METHOD("get_simulate_physics"), &PhysicalBone3D::get_simulate_physics); - - ClassDB::bind_method(D_METHOD("is_simulating_physics"), &PhysicalBone3D::is_simulating_physics); - - ClassDB::bind_method(D_METHOD("get_bone_id"), &PhysicalBone3D::get_bone_id); - - ClassDB::bind_method(D_METHOD("set_mass", "mass"), &PhysicalBone3D::set_mass); - ClassDB::bind_method(D_METHOD("get_mass"), &PhysicalBone3D::get_mass); - - ClassDB::bind_method(D_METHOD("set_friction", "friction"), &PhysicalBone3D::set_friction); - ClassDB::bind_method(D_METHOD("get_friction"), &PhysicalBone3D::get_friction); - - ClassDB::bind_method(D_METHOD("set_bounce", "bounce"), &PhysicalBone3D::set_bounce); - ClassDB::bind_method(D_METHOD("get_bounce"), &PhysicalBone3D::get_bounce); - - ClassDB::bind_method(D_METHOD("set_gravity_scale", "gravity_scale"), &PhysicalBone3D::set_gravity_scale); - ClassDB::bind_method(D_METHOD("get_gravity_scale"), &PhysicalBone3D::get_gravity_scale); - - ClassDB::bind_method(D_METHOD("set_linear_damp_mode", "linear_damp_mode"), &PhysicalBone3D::set_linear_damp_mode); - ClassDB::bind_method(D_METHOD("get_linear_damp_mode"), &PhysicalBone3D::get_linear_damp_mode); - - ClassDB::bind_method(D_METHOD("set_angular_damp_mode", "angular_damp_mode"), &PhysicalBone3D::set_angular_damp_mode); - ClassDB::bind_method(D_METHOD("get_angular_damp_mode"), &PhysicalBone3D::get_angular_damp_mode); - - ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &PhysicalBone3D::set_linear_damp); - ClassDB::bind_method(D_METHOD("get_linear_damp"), &PhysicalBone3D::get_linear_damp); - - ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &PhysicalBone3D::set_angular_damp); - ClassDB::bind_method(D_METHOD("get_angular_damp"), &PhysicalBone3D::get_angular_damp); - - ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &PhysicalBone3D::set_linear_velocity); - ClassDB::bind_method(D_METHOD("get_linear_velocity"), &PhysicalBone3D::get_linear_velocity); - - ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &PhysicalBone3D::set_angular_velocity); - ClassDB::bind_method(D_METHOD("get_angular_velocity"), &PhysicalBone3D::get_angular_velocity); - - ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &PhysicalBone3D::set_use_custom_integrator); - ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &PhysicalBone3D::is_using_custom_integrator); - - ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &PhysicalBone3D::set_can_sleep); - ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &PhysicalBone3D::is_able_to_sleep); - - GDVIRTUAL_BIND(_integrate_forces, "state"); - - ADD_GROUP("Joint", "joint_"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "joint_type", PROPERTY_HINT_ENUM, "None,PinJoint,ConeJoint,HingeJoint,SliderJoint,6DOFJoint"), "set_joint_type", "get_joint_type"); - ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "joint_offset", PROPERTY_HINT_NONE, "suffix:m"), "set_joint_offset", "get_joint_offset"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "joint_rotation", PROPERTY_HINT_RANGE, "-360,360,0.01,or_less,or_greater,radians_as_degrees"), "set_joint_rotation", "get_joint_rotation"); - - ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "body_offset", PROPERTY_HINT_NONE, "suffix:m"), "set_body_offset", "get_body_offset"); - - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_RANGE, "0.01,1000,0.01,or_greater,exp,suffix:kg"), "set_mass", "get_mass"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "friction", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_friction", "get_friction"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_bounce", "get_bounce"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity_scale", PROPERTY_HINT_RANGE, "-8,8,0.001,or_less,or_greater"), "set_gravity_scale", "get_gravity_scale"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "custom_integrator"), "set_use_custom_integrator", "is_using_custom_integrator"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "linear_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_linear_damp_mode", "get_linear_damp_mode"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "angular_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_angular_damp_mode", "get_angular_damp_mode"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity", PROPERTY_HINT_NONE, "suffix:m/s"), "set_linear_velocity", "get_linear_velocity"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "angular_velocity", PROPERTY_HINT_NONE, U"radians_as_degrees,suffix:\u00B0/s"), "set_angular_velocity", "get_angular_velocity"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep"); - - BIND_ENUM_CONSTANT(DAMP_MODE_COMBINE); - BIND_ENUM_CONSTANT(DAMP_MODE_REPLACE); - - BIND_ENUM_CONSTANT(JOINT_TYPE_NONE); - BIND_ENUM_CONSTANT(JOINT_TYPE_PIN); - BIND_ENUM_CONSTANT(JOINT_TYPE_CONE); - BIND_ENUM_CONSTANT(JOINT_TYPE_HINGE); - BIND_ENUM_CONSTANT(JOINT_TYPE_SLIDER); - BIND_ENUM_CONSTANT(JOINT_TYPE_6DOF); -} - -Skeleton3D *PhysicalBone3D::find_skeleton_parent(Node *p_parent) { - if (!p_parent) { - return nullptr; - } - Skeleton3D *s = Object::cast_to(p_parent); - return s ? s : find_skeleton_parent(p_parent->get_parent()); -} - -void PhysicalBone3D::_update_joint_offset() { - _fix_joint_offset(); - - set_ignore_transform_notification(true); - reset_to_rest_position(); - set_ignore_transform_notification(false); - -#ifdef TOOLS_ENABLED - update_gizmos(); -#endif -} - -void PhysicalBone3D::_fix_joint_offset() { - // Clamp joint origin to bone origin - if (parent_skeleton) { - joint_offset.origin = body_offset.affine_inverse().origin; - } -} - -void PhysicalBone3D::_reload_joint() { - if (!parent_skeleton) { - PhysicsServer3D::get_singleton()->joint_clear(joint); - return; - } - - PhysicalBone3D *body_a = parent_skeleton->get_physical_bone_parent(bone_id); - if (!body_a) { - PhysicsServer3D::get_singleton()->joint_clear(joint); - return; - } - - Transform3D joint_transf = get_global_transform() * joint_offset; - Transform3D local_a = body_a->get_global_transform().affine_inverse() * joint_transf; - local_a.orthonormalize(); - - switch (get_joint_type()) { - case JOINT_TYPE_PIN: { - PhysicsServer3D::get_singleton()->joint_make_pin(joint, body_a->get_rid(), local_a.origin, get_rid(), joint_offset.origin); - const PinJointData *pjd(static_cast(joint_data)); - PhysicsServer3D::get_singleton()->pin_joint_set_param(joint, PhysicsServer3D::PIN_JOINT_BIAS, pjd->bias); - PhysicsServer3D::get_singleton()->pin_joint_set_param(joint, PhysicsServer3D::PIN_JOINT_DAMPING, pjd->damping); - PhysicsServer3D::get_singleton()->pin_joint_set_param(joint, PhysicsServer3D::PIN_JOINT_IMPULSE_CLAMP, pjd->impulse_clamp); - - } break; - case JOINT_TYPE_CONE: { - PhysicsServer3D::get_singleton()->joint_make_cone_twist(joint, body_a->get_rid(), local_a, get_rid(), joint_offset); - const ConeJointData *cjd(static_cast(joint_data)); - PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(joint, PhysicsServer3D::CONE_TWIST_JOINT_SWING_SPAN, cjd->swing_span); - PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(joint, PhysicsServer3D::CONE_TWIST_JOINT_TWIST_SPAN, cjd->twist_span); - PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(joint, PhysicsServer3D::CONE_TWIST_JOINT_BIAS, cjd->bias); - PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(joint, PhysicsServer3D::CONE_TWIST_JOINT_SOFTNESS, cjd->softness); - PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(joint, PhysicsServer3D::CONE_TWIST_JOINT_RELAXATION, cjd->relaxation); - - } break; - case JOINT_TYPE_HINGE: { - PhysicsServer3D::get_singleton()->joint_make_hinge(joint, body_a->get_rid(), local_a, get_rid(), joint_offset); - const HingeJointData *hjd(static_cast(joint_data)); - PhysicsServer3D::get_singleton()->hinge_joint_set_flag(joint, PhysicsServer3D::HINGE_JOINT_FLAG_USE_LIMIT, hjd->angular_limit_enabled); - PhysicsServer3D::get_singleton()->hinge_joint_set_param(joint, PhysicsServer3D::HINGE_JOINT_LIMIT_UPPER, hjd->angular_limit_upper); - PhysicsServer3D::get_singleton()->hinge_joint_set_param(joint, PhysicsServer3D::HINGE_JOINT_LIMIT_LOWER, hjd->angular_limit_lower); - PhysicsServer3D::get_singleton()->hinge_joint_set_param(joint, PhysicsServer3D::HINGE_JOINT_LIMIT_BIAS, hjd->angular_limit_bias); - PhysicsServer3D::get_singleton()->hinge_joint_set_param(joint, PhysicsServer3D::HINGE_JOINT_LIMIT_SOFTNESS, hjd->angular_limit_softness); - PhysicsServer3D::get_singleton()->hinge_joint_set_param(joint, PhysicsServer3D::HINGE_JOINT_LIMIT_RELAXATION, hjd->angular_limit_relaxation); - - } break; - case JOINT_TYPE_SLIDER: { - PhysicsServer3D::get_singleton()->joint_make_slider(joint, body_a->get_rid(), local_a, get_rid(), joint_offset); - const SliderJointData *sjd(static_cast(joint_data)); - PhysicsServer3D::get_singleton()->slider_joint_set_param(joint, PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_UPPER, sjd->linear_limit_upper); - PhysicsServer3D::get_singleton()->slider_joint_set_param(joint, PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_LOWER, sjd->linear_limit_lower); - PhysicsServer3D::get_singleton()->slider_joint_set_param(joint, PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS, sjd->linear_limit_softness); - PhysicsServer3D::get_singleton()->slider_joint_set_param(joint, PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION, sjd->linear_limit_restitution); - PhysicsServer3D::get_singleton()->slider_joint_set_param(joint, PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_DAMPING, sjd->linear_limit_restitution); - PhysicsServer3D::get_singleton()->slider_joint_set_param(joint, PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_UPPER, sjd->angular_limit_upper); - PhysicsServer3D::get_singleton()->slider_joint_set_param(joint, PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_LOWER, sjd->angular_limit_lower); - PhysicsServer3D::get_singleton()->slider_joint_set_param(joint, PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS, sjd->angular_limit_softness); - PhysicsServer3D::get_singleton()->slider_joint_set_param(joint, PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS, sjd->angular_limit_softness); - PhysicsServer3D::get_singleton()->slider_joint_set_param(joint, PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_DAMPING, sjd->angular_limit_damping); - - } break; - case JOINT_TYPE_6DOF: { - PhysicsServer3D::get_singleton()->joint_make_generic_6dof(joint, body_a->get_rid(), local_a, get_rid(), joint_offset); - const SixDOFJointData *g6dofjd(static_cast(joint_data)); - for (int axis = 0; axis < 3; ++axis) { - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT, g6dofjd->axis_data[axis].linear_limit_enabled); - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_LINEAR_UPPER_LIMIT, g6dofjd->axis_data[axis].linear_limit_upper); - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_LINEAR_LOWER_LIMIT, g6dofjd->axis_data[axis].linear_limit_lower); - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS, g6dofjd->axis_data[axis].linear_limit_softness); - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING, g6dofjd->axis_data[axis].linear_spring_enabled); - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS, g6dofjd->axis_data[axis].linear_spring_stiffness); - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_DAMPING, g6dofjd->axis_data[axis].linear_spring_damping); - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT, g6dofjd->axis_data[axis].linear_equilibrium_point); - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_LINEAR_RESTITUTION, g6dofjd->axis_data[axis].linear_restitution); - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_LINEAR_DAMPING, g6dofjd->axis_data[axis].linear_damping); - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT, g6dofjd->axis_data[axis].angular_limit_enabled); - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_ANGULAR_UPPER_LIMIT, g6dofjd->axis_data[axis].angular_limit_upper); - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_ANGULAR_LOWER_LIMIT, g6dofjd->axis_data[axis].angular_limit_lower); - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS, g6dofjd->axis_data[axis].angular_limit_softness); - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_ANGULAR_RESTITUTION, g6dofjd->axis_data[axis].angular_restitution); - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_ANGULAR_DAMPING, g6dofjd->axis_data[axis].angular_damping); - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_ANGULAR_ERP, g6dofjd->axis_data[axis].erp); - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING, g6dofjd->axis_data[axis].angular_spring_enabled); - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS, g6dofjd->axis_data[axis].angular_spring_stiffness); - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_DAMPING, g6dofjd->axis_data[axis].angular_spring_damping); - PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(joint, static_cast(axis), PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT, g6dofjd->axis_data[axis].angular_equilibrium_point); - } - - } break; - case JOINT_TYPE_NONE: { - } break; - } -} - -void PhysicalBone3D::_on_bone_parent_changed() { - _reload_joint(); -} - -#ifdef TOOLS_ENABLED -void PhysicalBone3D::_set_gizmo_move_joint(bool p_move_joint) { - gizmo_move_joint = p_move_joint; -} - -Transform3D PhysicalBone3D::get_global_gizmo_transform() const { - return gizmo_move_joint ? get_global_transform() * joint_offset : get_global_transform(); -} - -Transform3D PhysicalBone3D::get_local_gizmo_transform() const { - return gizmo_move_joint ? get_transform() * joint_offset : get_transform(); -} -#endif - -const PhysicalBone3D::JointData *PhysicalBone3D::get_joint_data() const { - return joint_data; -} - -Skeleton3D *PhysicalBone3D::find_skeleton_parent() { - return find_skeleton_parent(this); -} - -void PhysicalBone3D::set_joint_type(JointType p_joint_type) { - if (p_joint_type == get_joint_type()) { - return; - } - - if (joint_data) { - memdelete(joint_data); - } - joint_data = nullptr; - switch (p_joint_type) { - case JOINT_TYPE_PIN: - joint_data = memnew(PinJointData); - break; - case JOINT_TYPE_CONE: - joint_data = memnew(ConeJointData); - break; - case JOINT_TYPE_HINGE: - joint_data = memnew(HingeJointData); - break; - case JOINT_TYPE_SLIDER: - joint_data = memnew(SliderJointData); - break; - case JOINT_TYPE_6DOF: - joint_data = memnew(SixDOFJointData); - break; - case JOINT_TYPE_NONE: - break; - } - - _reload_joint(); - -#ifdef TOOLS_ENABLED - notify_property_list_changed(); - update_gizmos(); -#endif -} - -PhysicalBone3D::JointType PhysicalBone3D::get_joint_type() const { - return joint_data ? joint_data->get_joint_type() : JOINT_TYPE_NONE; -} - -void PhysicalBone3D::set_joint_offset(const Transform3D &p_offset) { - joint_offset = p_offset; - - _update_joint_offset(); -} - -const Transform3D &PhysicalBone3D::get_joint_offset() const { - return joint_offset; -} - -void PhysicalBone3D::set_joint_rotation(const Vector3 &p_euler_rad) { - joint_offset.basis.set_euler_scale(p_euler_rad, joint_offset.basis.get_scale()); - - _update_joint_offset(); -} - -Vector3 PhysicalBone3D::get_joint_rotation() const { - return joint_offset.basis.get_euler_normalized(); -} - -const Transform3D &PhysicalBone3D::get_body_offset() const { - return body_offset; -} - -void PhysicalBone3D::set_body_offset(const Transform3D &p_offset) { - body_offset = p_offset; - body_offset_inverse = body_offset.affine_inverse(); - - _update_joint_offset(); -} - -void PhysicalBone3D::set_simulate_physics(bool p_simulate) { - if (simulate_physics == p_simulate) { - return; - } - - simulate_physics = p_simulate; - reset_physics_simulation_state(); -} - -bool PhysicalBone3D::get_simulate_physics() { - return simulate_physics; -} - -bool PhysicalBone3D::is_simulating_physics() { - return _internal_simulate_physics; -} - -void PhysicalBone3D::set_bone_name(const String &p_name) { - bone_name = p_name; - bone_id = -1; - - update_bone_id(); - reset_to_rest_position(); -} - -const String &PhysicalBone3D::get_bone_name() const { - return bone_name; -} - -void PhysicalBone3D::set_mass(real_t p_mass) { - ERR_FAIL_COND(p_mass <= 0); - mass = p_mass; - PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_MASS, mass); -} - -real_t PhysicalBone3D::get_mass() const { - return mass; -} - -void PhysicalBone3D::set_friction(real_t p_friction) { - ERR_FAIL_COND(p_friction < 0 || p_friction > 1); - - friction = p_friction; - PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_FRICTION, friction); -} - -real_t PhysicalBone3D::get_friction() const { - return friction; -} - -void PhysicalBone3D::set_bounce(real_t p_bounce) { - ERR_FAIL_COND(p_bounce < 0 || p_bounce > 1); - - bounce = p_bounce; - PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_BOUNCE, bounce); -} - -real_t PhysicalBone3D::get_bounce() const { - return bounce; -} - -void PhysicalBone3D::set_gravity_scale(real_t p_gravity_scale) { - gravity_scale = p_gravity_scale; - PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE, gravity_scale); -} - -real_t PhysicalBone3D::get_gravity_scale() const { - return gravity_scale; -} - -void PhysicalBone3D::set_linear_damp_mode(DampMode p_mode) { - linear_damp_mode = p_mode; - PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_LINEAR_DAMP_MODE, linear_damp_mode); -} - -PhysicalBone3D::DampMode PhysicalBone3D::get_linear_damp_mode() const { - return linear_damp_mode; -} - -void PhysicalBone3D::set_angular_damp_mode(DampMode p_mode) { - angular_damp_mode = p_mode; - PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP_MODE, angular_damp_mode); -} - -PhysicalBone3D::DampMode PhysicalBone3D::get_angular_damp_mode() const { - return angular_damp_mode; -} - -void PhysicalBone3D::set_linear_damp(real_t p_linear_damp) { - ERR_FAIL_COND(p_linear_damp < 0); - - linear_damp = p_linear_damp; - PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_LINEAR_DAMP, linear_damp); -} - -real_t PhysicalBone3D::get_linear_damp() const { - return linear_damp; -} - -void PhysicalBone3D::set_angular_damp(real_t p_angular_damp) { - ERR_FAIL_COND(p_angular_damp < 0); - - angular_damp = p_angular_damp; - PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP, angular_damp); -} - -real_t PhysicalBone3D::get_angular_damp() const { - return angular_damp; -} - -void PhysicalBone3D::set_can_sleep(bool p_active) { - can_sleep = p_active; - PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_CAN_SLEEP, p_active); -} - -bool PhysicalBone3D::is_able_to_sleep() const { - return can_sleep; -} - -PhysicalBone3D::PhysicalBone3D() : - PhysicsBody3D(PhysicsServer3D::BODY_MODE_STATIC) { - joint = PhysicsServer3D::get_singleton()->joint_create(); - reset_physics_simulation_state(); -} - -PhysicalBone3D::~PhysicalBone3D() { - if (joint_data) { - memdelete(joint_data); - } - ERR_FAIL_NULL(PhysicsServer3D::get_singleton()); - PhysicsServer3D::get_singleton()->free(joint); -} - -void PhysicalBone3D::update_bone_id() { - if (!parent_skeleton) { - return; - } - - const int new_bone_id = parent_skeleton->find_bone(bone_name); - - if (new_bone_id != bone_id) { - if (-1 != bone_id) { - // Assert the unbind from old node - parent_skeleton->unbind_physical_bone_from_bone(bone_id); - } - - bone_id = new_bone_id; - - parent_skeleton->bind_physical_bone_to_bone(bone_id, this); - - _fix_joint_offset(); - reset_physics_simulation_state(); - } -} - -void PhysicalBone3D::update_offset() { -#ifdef TOOLS_ENABLED - if (parent_skeleton) { - Transform3D bone_transform(parent_skeleton->get_global_transform()); - if (-1 != bone_id) { - bone_transform *= parent_skeleton->get_bone_global_pose(bone_id); - } - - if (gizmo_move_joint) { - bone_transform *= body_offset; - set_joint_offset(bone_transform.affine_inverse() * get_global_transform()); - } else { - set_body_offset(bone_transform.affine_inverse() * get_global_transform()); - } - } -#endif -} - -void PhysicalBone3D::_start_physics_simulation() { - if (_internal_simulate_physics || !parent_skeleton) { - return; - } - reset_to_rest_position(); - set_body_mode(PhysicsServer3D::BODY_MODE_RIGID); - PhysicsServer3D::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer()); - PhysicsServer3D::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask()); - PhysicsServer3D::get_singleton()->body_set_collision_priority(get_rid(), get_collision_priority()); - PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &PhysicalBone3D::_body_state_changed)); - set_as_top_level(true); - _internal_simulate_physics = true; -} - -void PhysicalBone3D::_stop_physics_simulation() { - if (!parent_skeleton) { - return; - } - if (parent_skeleton->get_animate_physical_bones()) { - set_body_mode(PhysicsServer3D::BODY_MODE_KINEMATIC); - PhysicsServer3D::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer()); - PhysicsServer3D::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask()); - PhysicsServer3D::get_singleton()->body_set_collision_priority(get_rid(), get_collision_priority()); - } else { - set_body_mode(PhysicsServer3D::BODY_MODE_STATIC); - PhysicsServer3D::get_singleton()->body_set_collision_layer(get_rid(), 0); - PhysicsServer3D::get_singleton()->body_set_collision_mask(get_rid(), 0); - PhysicsServer3D::get_singleton()->body_set_collision_priority(get_rid(), 1.0); - } - if (_internal_simulate_physics) { - PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), Callable()); - parent_skeleton->set_bone_global_pose_override(bone_id, Transform3D(), 0.0, false); - set_as_top_level(false); - _internal_simulate_physics = false; - } -} diff --git a/scene/3d/physics_body_3d.h b/scene/3d/physics_body_3d.h deleted file mode 100644 index b84b7c4f02..0000000000 --- a/scene/3d/physics_body_3d.h +++ /dev/null @@ -1,797 +0,0 @@ -/**************************************************************************/ -/* physics_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 PHYSICS_BODY_3D_H -#define PHYSICS_BODY_3D_H - -#include "core/templates/vset.h" -#include "scene/3d/collision_object_3d.h" -#include "scene/resources/physics_material.h" -#include "servers/physics_server_3d.h" -#include "skeleton_3d.h" - -class KinematicCollision3D; - -class PhysicsBody3D : public CollisionObject3D { - GDCLASS(PhysicsBody3D, CollisionObject3D); - -protected: - static void _bind_methods(); - PhysicsBody3D(PhysicsServer3D::BodyMode p_mode); - - Ref motion_cache; - - uint16_t locked_axis = 0; - - Ref _move(const Vector3 &p_motion, bool p_test_only = false, real_t p_margin = 0.001, bool p_recovery_as_collision = false, int p_max_collisions = 1); - -public: - bool move_and_collide(const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true); - bool test_move(const Transform3D &p_from, const Vector3 &p_motion, const Ref &r_collision = Ref(), real_t p_margin = 0.001, bool p_recovery_as_collision = false, int p_max_collisions = 1); - Vector3 get_gravity() const; - - void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock); - bool get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const; - - virtual Vector3 get_linear_velocity() const; - virtual Vector3 get_angular_velocity() const; - virtual real_t get_inverse_mass() const; - - TypedArray get_collision_exceptions(); - void add_collision_exception_with(Node *p_node); //must be physicsbody - void remove_collision_exception_with(Node *p_node); - - virtual ~PhysicsBody3D(); -}; - -class StaticBody3D : public PhysicsBody3D { - GDCLASS(StaticBody3D, PhysicsBody3D); - -private: - Vector3 constant_linear_velocity; - Vector3 constant_angular_velocity; - - Ref physics_material_override; - -protected: - static void _bind_methods(); - -public: - void set_physics_material_override(const Ref &p_physics_material_override); - Ref get_physics_material_override() const; - - void set_constant_linear_velocity(const Vector3 &p_vel); - void set_constant_angular_velocity(const Vector3 &p_vel); - - Vector3 get_constant_linear_velocity() const; - Vector3 get_constant_angular_velocity() const; - - StaticBody3D(PhysicsServer3D::BodyMode p_mode = PhysicsServer3D::BODY_MODE_STATIC); - -private: - void _reload_physics_characteristics(); -}; - -class AnimatableBody3D : public StaticBody3D { - GDCLASS(AnimatableBody3D, StaticBody3D); - -private: - Vector3 linear_velocity; - Vector3 angular_velocity; - - bool sync_to_physics = true; - - Transform3D last_valid_transform; - - static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state); - void _body_state_changed(PhysicsDirectBodyState3D *p_state); - -protected: - void _notification(int p_what); - static void _bind_methods(); - -public: - virtual Vector3 get_linear_velocity() const override; - virtual Vector3 get_angular_velocity() const override; - - AnimatableBody3D(); - -private: - void _update_kinematic_motion(); - - void set_sync_to_physics(bool p_enable); - bool is_sync_to_physics_enabled() const; -}; - -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 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 shapes; - }; - - struct ContactMonitor { - bool locked = false; - HashMap 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 &p_physics_material_override); - Ref 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 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); - -class KinematicCollision3D; - -class CharacterBody3D : public PhysicsBody3D { - GDCLASS(CharacterBody3D, PhysicsBody3D); - -public: - enum MotionMode { - MOTION_MODE_GROUNDED, - MOTION_MODE_FLOATING, - }; - enum PlatformOnLeave { - PLATFORM_ON_LEAVE_ADD_VELOCITY, - PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY, - PLATFORM_ON_LEAVE_DO_NOTHING, - }; - bool move_and_slide(); - void apply_floor_snap(); - - const Vector3 &get_velocity() const; - void set_velocity(const Vector3 &p_velocity); - - bool is_on_floor() const; - bool is_on_floor_only() const; - bool is_on_wall() const; - bool is_on_wall_only() const; - bool is_on_ceiling() const; - bool is_on_ceiling_only() const; - const Vector3 &get_last_motion() const; - Vector3 get_position_delta() const; - const Vector3 &get_floor_normal() const; - const Vector3 &get_wall_normal() const; - const Vector3 &get_real_velocity() const; - real_t get_floor_angle(const Vector3 &p_up_direction = Vector3(0.0, 1.0, 0.0)) const; - const Vector3 &get_platform_velocity() const; - const Vector3 &get_platform_angular_velocity() const; - - virtual Vector3 get_linear_velocity() const override; - - int get_slide_collision_count() const; - PhysicsServer3D::MotionResult get_slide_collision(int p_bounce) const; - - void set_safe_margin(real_t p_margin); - real_t get_safe_margin() const; - - bool is_floor_stop_on_slope_enabled() const; - void set_floor_stop_on_slope_enabled(bool p_enabled); - - bool is_floor_constant_speed_enabled() const; - void set_floor_constant_speed_enabled(bool p_enabled); - - bool is_floor_block_on_wall_enabled() const; - void set_floor_block_on_wall_enabled(bool p_enabled); - - bool is_slide_on_ceiling_enabled() const; - void set_slide_on_ceiling_enabled(bool p_enabled); - - int get_max_slides() const; - void set_max_slides(int p_max_slides); - - real_t get_floor_max_angle() const; - void set_floor_max_angle(real_t p_radians); - - real_t get_floor_snap_length(); - void set_floor_snap_length(real_t p_floor_snap_length); - - real_t get_wall_min_slide_angle() const; - void set_wall_min_slide_angle(real_t p_radians); - - uint32_t get_platform_floor_layers() const; - void set_platform_floor_layers(const uint32_t p_exclude_layer); - - uint32_t get_platform_wall_layers() const; - void set_platform_wall_layers(const uint32_t p_exclude_layer); - - void set_motion_mode(MotionMode p_mode); - MotionMode get_motion_mode() const; - - void set_platform_on_leave(PlatformOnLeave p_on_leave_velocity); - PlatformOnLeave get_platform_on_leave() const; - - CharacterBody3D(); - ~CharacterBody3D(); - -private: - real_t margin = 0.001; - MotionMode motion_mode = MOTION_MODE_GROUNDED; - PlatformOnLeave platform_on_leave = PLATFORM_ON_LEAVE_ADD_VELOCITY; - union CollisionState { - uint32_t state = 0; - struct { - bool floor; - bool wall; - bool ceiling; - }; - - CollisionState() { - } - - CollisionState(bool p_floor, bool p_wall, bool p_ceiling) { - floor = p_floor; - wall = p_wall; - ceiling = p_ceiling; - } - }; - - CollisionState collision_state; - bool floor_constant_speed = false; - bool floor_stop_on_slope = true; - bool floor_block_on_wall = true; - bool slide_on_ceiling = true; - int max_slides = 6; - int platform_layer = 0; - RID platform_rid; - ObjectID platform_object_id; - uint32_t platform_floor_layers = UINT32_MAX; - uint32_t platform_wall_layers = 0; - real_t floor_snap_length = 0.1; - real_t floor_max_angle = Math::deg_to_rad((real_t)45.0); - real_t wall_min_slide_angle = Math::deg_to_rad((real_t)15.0); - Vector3 up_direction = Vector3(0.0, 1.0, 0.0); - Vector3 velocity; - Vector3 floor_normal; - Vector3 wall_normal; - Vector3 ceiling_normal; - Vector3 last_motion; - Vector3 platform_velocity; - Vector3 platform_angular_velocity; - Vector3 platform_ceiling_velocity; - Vector3 previous_position; - Vector3 real_velocity; - - Vector motion_results; - Vector> slide_colliders; - - void _move_and_slide_floating(double p_delta); - void _move_and_slide_grounded(double p_delta, bool p_was_on_floor); - - Ref _get_slide_collision(int p_bounce); - Ref _get_last_slide_collision(); - const Vector3 &get_up_direction() const; - bool _on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up); - void set_up_direction(const Vector3 &p_up_direction); - void _set_collision_direction(const PhysicsServer3D::MotionResult &p_result, CollisionState &r_state, CollisionState p_apply_state = CollisionState(true, true, true)); - void _set_platform_data(const PhysicsServer3D::MotionCollision &p_collision); - void _snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up); - -protected: - void _notification(int p_what); - static void _bind_methods(); - void _validate_property(PropertyInfo &p_property) const; -}; - -VARIANT_ENUM_CAST(CharacterBody3D::MotionMode); -VARIANT_ENUM_CAST(CharacterBody3D::PlatformOnLeave); - -class KinematicCollision3D : public RefCounted { - GDCLASS(KinematicCollision3D, RefCounted); - - PhysicsBody3D *owner = nullptr; - friend class PhysicsBody3D; - friend class CharacterBody3D; - PhysicsServer3D::MotionResult result; - -protected: - static void _bind_methods(); - -public: - Vector3 get_travel() const; - Vector3 get_remainder() const; - int get_collision_count() const; - real_t get_depth() const; - Vector3 get_position(int p_collision_index = 0) const; - Vector3 get_normal(int p_collision_index = 0) const; - real_t get_angle(int p_collision_index = 0, const Vector3 &p_up_direction = Vector3(0.0, 1.0, 0.0)) const; - Object *get_local_shape(int p_collision_index = 0) const; - Object *get_collider(int p_collision_index = 0) const; - ObjectID get_collider_id(int p_collision_index = 0) const; - RID get_collider_rid(int p_collision_index = 0) const; - Object *get_collider_shape(int p_collision_index = 0) const; - int get_collider_shape_index(int p_collision_index = 0) const; - Vector3 get_collider_velocity(int p_collision_index = 0) const; -}; - -class PhysicalBone3D : public PhysicsBody3D { - GDCLASS(PhysicalBone3D, PhysicsBody3D); - -public: - enum DampMode { - DAMP_MODE_COMBINE, - DAMP_MODE_REPLACE, - }; - - enum JointType { - JOINT_TYPE_NONE, - JOINT_TYPE_PIN, - JOINT_TYPE_CONE, - JOINT_TYPE_HINGE, - JOINT_TYPE_SLIDER, - JOINT_TYPE_6DOF - }; - - struct JointData { - virtual JointType get_joint_type() { return JOINT_TYPE_NONE; } - - /// "j" is used to set the parameter inside the PhysicsServer3D - virtual bool _set(const StringName &p_name, const Variant &p_value, RID j); - virtual bool _get(const StringName &p_name, Variant &r_ret) const; - virtual void _get_property_list(List *p_list) const; - - virtual ~JointData() {} - }; - - struct PinJointData : public JointData { - virtual JointType get_joint_type() { return JOINT_TYPE_PIN; } - - virtual bool _set(const StringName &p_name, const Variant &p_value, RID j); - virtual bool _get(const StringName &p_name, Variant &r_ret) const; - virtual void _get_property_list(List *p_list) const; - - real_t bias = 0.3; - real_t damping = 1.0; - real_t impulse_clamp = 0.0; - }; - - struct ConeJointData : public JointData { - virtual JointType get_joint_type() { return JOINT_TYPE_CONE; } - - virtual bool _set(const StringName &p_name, const Variant &p_value, RID j); - virtual bool _get(const StringName &p_name, Variant &r_ret) const; - virtual void _get_property_list(List *p_list) const; - - real_t swing_span = Math_PI * 0.25; - real_t twist_span = Math_PI; - real_t bias = 0.3; - real_t softness = 0.8; - real_t relaxation = 1.; - }; - - struct HingeJointData : public JointData { - virtual JointType get_joint_type() { return JOINT_TYPE_HINGE; } - - virtual bool _set(const StringName &p_name, const Variant &p_value, RID j); - virtual bool _get(const StringName &p_name, Variant &r_ret) const; - virtual void _get_property_list(List *p_list) const; - - bool angular_limit_enabled = false; - real_t angular_limit_upper = Math_PI * 0.5; - real_t angular_limit_lower = -Math_PI * 0.5; - real_t angular_limit_bias = 0.3; - real_t angular_limit_softness = 0.9; - real_t angular_limit_relaxation = 1.; - }; - - struct SliderJointData : public JointData { - virtual JointType get_joint_type() { return JOINT_TYPE_SLIDER; } - - virtual bool _set(const StringName &p_name, const Variant &p_value, RID j); - virtual bool _get(const StringName &p_name, Variant &r_ret) const; - virtual void _get_property_list(List *p_list) const; - - real_t linear_limit_upper = 1.0; - real_t linear_limit_lower = -1.0; - real_t linear_limit_softness = 1.0; - real_t linear_limit_restitution = 0.7; - real_t linear_limit_damping = 1.0; - real_t angular_limit_upper = 0.0; - real_t angular_limit_lower = 0.0; - real_t angular_limit_softness = 1.0; - real_t angular_limit_restitution = 0.7; - real_t angular_limit_damping = 1.0; - }; - - struct SixDOFJointData : public JointData { - struct SixDOFAxisData { - bool linear_limit_enabled = true; - real_t linear_limit_upper = 0.0; - real_t linear_limit_lower = 0.0; - real_t linear_limit_softness = 0.7; - real_t linear_restitution = 0.5; - real_t linear_damping = 1.0; - bool linear_spring_enabled = false; - real_t linear_spring_stiffness = 0.0; - real_t linear_spring_damping = 0.0; - real_t linear_equilibrium_point = 0.0; - bool angular_limit_enabled = true; - real_t angular_limit_upper = 0.0; - real_t angular_limit_lower = 0.0; - real_t angular_limit_softness = 0.5; - real_t angular_restitution = 0.0; - real_t angular_damping = 1.0; - real_t erp = 0.5; - bool angular_spring_enabled = false; - real_t angular_spring_stiffness = 0.0; - real_t angular_spring_damping = 0.0; - real_t angular_equilibrium_point = 0.0; - }; - - virtual JointType get_joint_type() { return JOINT_TYPE_6DOF; } - - virtual bool _set(const StringName &p_name, const Variant &p_value, RID j); - virtual bool _get(const StringName &p_name, Variant &r_ret) const; - virtual void _get_property_list(List *p_list) const; - - SixDOFAxisData axis_data[3]; - - SixDOFJointData() {} - }; - -private: -#ifdef TOOLS_ENABLED - // if false gizmo move body - bool gizmo_move_joint = false; -#endif - - JointData *joint_data = nullptr; - Transform3D joint_offset; - RID joint; - - Skeleton3D *parent_skeleton = nullptr; - Transform3D body_offset; - Transform3D body_offset_inverse; - bool simulate_physics = false; - bool _internal_simulate_physics = false; - int bone_id = -1; - - String bone_name; - real_t bounce = 0.0; - real_t mass = 1.0; - real_t friction = 1.0; - Vector3 linear_velocity; - Vector3 angular_velocity; - real_t gravity_scale = 1.0; - bool can_sleep = true; - - bool custom_integrator = false; - - 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; - -protected: - bool _set(const StringName &p_name, const Variant &p_value); - bool _get(const StringName &p_name, Variant &r_ret) const; - void _get_property_list(List *p_list) const; - void _notification(int p_what); - GDVIRTUAL1(_integrate_forces, PhysicsDirectBodyState3D *) - static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state); - void _body_state_changed(PhysicsDirectBodyState3D *p_state); - - static void _bind_methods(); - -private: - void _sync_body_state(PhysicsDirectBodyState3D *p_state); - static Skeleton3D *find_skeleton_parent(Node *p_parent); - - void _update_joint_offset(); - void _fix_joint_offset(); - void _reload_joint(); - -public: - void _on_bone_parent_changed(); - - void set_linear_velocity(const Vector3 &p_velocity); - Vector3 get_linear_velocity() const override; - - void set_angular_velocity(const Vector3 &p_velocity); - Vector3 get_angular_velocity() const override; - - void set_use_custom_integrator(bool p_enable); - bool is_using_custom_integrator(); - -#ifdef TOOLS_ENABLED - void _set_gizmo_move_joint(bool p_move_joint); - virtual Transform3D get_global_gizmo_transform() const override; - virtual Transform3D get_local_gizmo_transform() const override; -#endif - - const JointData *get_joint_data() const; - Skeleton3D *find_skeleton_parent(); - - int get_bone_id() const { - return bone_id; - } - - void set_joint_type(JointType p_joint_type); - JointType get_joint_type() const; - - void set_joint_offset(const Transform3D &p_offset); - const Transform3D &get_joint_offset() const; - - void set_joint_rotation(const Vector3 &p_euler_rad); - Vector3 get_joint_rotation() const; - - void set_body_offset(const Transform3D &p_offset); - const Transform3D &get_body_offset() const; - - void set_simulate_physics(bool p_simulate); - bool get_simulate_physics(); - bool is_simulating_physics(); - - void set_bone_name(const String &p_name); - const String &get_bone_name() const; - - void set_mass(real_t p_mass); - real_t get_mass() const; - - void set_friction(real_t p_friction); - real_t get_friction() const; - - void set_bounce(real_t p_bounce); - real_t get_bounce() 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_can_sleep(bool p_active); - bool is_able_to_sleep() const; - - void apply_central_impulse(const Vector3 &p_impulse); - void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3()); - - void reset_physics_simulation_state(); - void reset_to_rest_position(); - - PhysicalBone3D(); - ~PhysicalBone3D(); - -private: - void update_bone_id(); - void update_offset(); - - void _start_physics_simulation(); - void _stop_physics_simulation(); -}; - -VARIANT_ENUM_CAST(PhysicalBone3D::JointType); -VARIANT_ENUM_CAST(PhysicalBone3D::DampMode); - -#endif // PHYSICS_BODY_3D_H diff --git a/scene/3d/ray_cast_3d.cpp b/scene/3d/ray_cast_3d.cpp deleted file mode 100644 index b821181d29..0000000000 --- a/scene/3d/ray_cast_3d.cpp +++ /dev/null @@ -1,548 +0,0 @@ -/**************************************************************************/ -/* ray_cast_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 "ray_cast_3d.h" - -#include "collision_object_3d.h" -#include "mesh_instance_3d.h" - -void RayCast3D::set_target_position(const Vector3 &p_point) { - target_position = p_point; - update_gizmos(); - - if (Engine::get_singleton()->is_editor_hint()) { - if (is_inside_tree()) { - _update_debug_shape_vertices(); - } - } else if (debug_shape) { - _update_debug_shape(); - } -} - -Vector3 RayCast3D::get_target_position() const { - return target_position; -} - -void RayCast3D::set_collision_mask(uint32_t p_mask) { - collision_mask = p_mask; -} - -uint32_t RayCast3D::get_collision_mask() const { - return collision_mask; -} - -void RayCast3D::set_collision_mask_value(int p_layer_number, bool p_value) { - ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive."); - ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive."); - uint32_t mask = get_collision_mask(); - if (p_value) { - mask |= 1 << (p_layer_number - 1); - } else { - mask &= ~(1 << (p_layer_number - 1)); - } - set_collision_mask(mask); -} - -bool RayCast3D::get_collision_mask_value(int p_layer_number) const { - ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive."); - ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive."); - return get_collision_mask() & (1 << (p_layer_number - 1)); -} - -bool RayCast3D::is_colliding() const { - return collided; -} - -Object *RayCast3D::get_collider() const { - if (against.is_null()) { - return nullptr; - } - - return ObjectDB::get_instance(against); -} - -RID RayCast3D::get_collider_rid() const { - return against_rid; -} - -int RayCast3D::get_collider_shape() const { - return against_shape; -} - -Vector3 RayCast3D::get_collision_point() const { - return collision_point; -} - -Vector3 RayCast3D::get_collision_normal() const { - return collision_normal; -} - -int RayCast3D::get_collision_face_index() const { - return collision_face_index; -} - -void RayCast3D::set_enabled(bool p_enabled) { - enabled = p_enabled; - update_gizmos(); - - if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) { - set_physics_process_internal(p_enabled); - } - if (!p_enabled) { - collided = false; - } - - if (is_inside_tree() && get_tree()->is_debugging_collisions_hint()) { - if (p_enabled) { - _update_debug_shape(); - } else { - _clear_debug_shape(); - } - } -} - -bool RayCast3D::is_enabled() const { - return enabled; -} - -void RayCast3D::set_exclude_parent_body(bool p_exclude_parent_body) { - if (exclude_parent_body == p_exclude_parent_body) { - return; - } - - exclude_parent_body = p_exclude_parent_body; - - if (!is_inside_tree()) { - return; - } - - if (Object::cast_to(get_parent())) { - if (exclude_parent_body) { - exclude.insert(Object::cast_to(get_parent())->get_rid()); - } else { - exclude.erase(Object::cast_to(get_parent())->get_rid()); - } - } -} - -bool RayCast3D::get_exclude_parent_body() const { - return exclude_parent_body; -} - -void RayCast3D::_notification(int p_what) { - switch (p_what) { - case NOTIFICATION_ENTER_TREE: { - if (Engine::get_singleton()->is_editor_hint()) { - _update_debug_shape_vertices(); - } - if (enabled && !Engine::get_singleton()->is_editor_hint()) { - set_physics_process_internal(true); - } else { - set_physics_process_internal(false); - } - - if (get_tree()->is_debugging_collisions_hint()) { - _update_debug_shape(); - } - - if (Object::cast_to(get_parent())) { - if (exclude_parent_body) { - exclude.insert(Object::cast_to(get_parent())->get_rid()); - } else { - exclude.erase(Object::cast_to(get_parent())->get_rid()); - } - } - } break; - - case NOTIFICATION_EXIT_TREE: { - if (enabled) { - set_physics_process_internal(false); - } - - if (debug_shape) { - _clear_debug_shape(); - } - } break; - - case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { - if (!enabled) { - break; - } - - bool prev_collision_state = collided; - _update_raycast_state(); - if (prev_collision_state != collided && get_tree()->is_debugging_collisions_hint()) { - _update_debug_shape_material(true); - } - } break; - } -} - -void RayCast3D::_update_raycast_state() { - Ref w3d = get_world_3d(); - ERR_FAIL_COND(w3d.is_null()); - - PhysicsDirectSpaceState3D *dss = PhysicsServer3D::get_singleton()->space_get_direct_state(w3d->get_space()); - ERR_FAIL_NULL(dss); - - Transform3D gt = get_global_transform(); - - Vector3 to = target_position; - if (to == Vector3()) { - to = Vector3(0, 0.01, 0); - } - - PhysicsDirectSpaceState3D::RayParameters ray_params; - ray_params.from = gt.get_origin(); - ray_params.to = gt.xform(to); - ray_params.exclude = exclude; - ray_params.collision_mask = collision_mask; - ray_params.collide_with_bodies = collide_with_bodies; - ray_params.collide_with_areas = collide_with_areas; - ray_params.hit_from_inside = hit_from_inside; - ray_params.hit_back_faces = hit_back_faces; - - PhysicsDirectSpaceState3D::RayResult rr; - if (dss->intersect_ray(ray_params, rr)) { - collided = true; - against = rr.collider_id; - against_rid = rr.rid; - collision_point = rr.position; - collision_normal = rr.normal; - collision_face_index = rr.face_index; - against_shape = rr.shape; - } else { - collided = false; - against = ObjectID(); - against_rid = RID(); - against_shape = 0; - } -} - -void RayCast3D::force_raycast_update() { - _update_raycast_state(); -} - -void RayCast3D::add_exception_rid(const RID &p_rid) { - exclude.insert(p_rid); -} - -void RayCast3D::add_exception(const CollisionObject3D *p_node) { - ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject3D."); - add_exception_rid(p_node->get_rid()); -} - -void RayCast3D::remove_exception_rid(const RID &p_rid) { - exclude.erase(p_rid); -} - -void RayCast3D::remove_exception(const CollisionObject3D *p_node) { - ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject3D."); - remove_exception_rid(p_node->get_rid()); -} - -void RayCast3D::clear_exceptions() { - exclude.clear(); - - if (exclude_parent_body && is_inside_tree()) { - CollisionObject3D *parent = Object::cast_to(get_parent()); - if (parent) { - exclude.insert(parent->get_rid()); - } - } -} - -void RayCast3D::set_collide_with_areas(bool p_enabled) { - collide_with_areas = p_enabled; -} - -bool RayCast3D::is_collide_with_areas_enabled() const { - return collide_with_areas; -} - -void RayCast3D::set_collide_with_bodies(bool p_enabled) { - collide_with_bodies = p_enabled; -} - -bool RayCast3D::is_collide_with_bodies_enabled() const { - return collide_with_bodies; -} - -void RayCast3D::set_hit_from_inside(bool p_enabled) { - hit_from_inside = p_enabled; -} - -bool RayCast3D::is_hit_from_inside_enabled() const { - return hit_from_inside; -} - -void RayCast3D::set_hit_back_faces(bool p_enabled) { - hit_back_faces = p_enabled; -} - -bool RayCast3D::is_hit_back_faces_enabled() const { - return hit_back_faces; -} - -void RayCast3D::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &RayCast3D::set_enabled); - ClassDB::bind_method(D_METHOD("is_enabled"), &RayCast3D::is_enabled); - - ClassDB::bind_method(D_METHOD("set_target_position", "local_point"), &RayCast3D::set_target_position); - ClassDB::bind_method(D_METHOD("get_target_position"), &RayCast3D::get_target_position); - - ClassDB::bind_method(D_METHOD("is_colliding"), &RayCast3D::is_colliding); - ClassDB::bind_method(D_METHOD("force_raycast_update"), &RayCast3D::force_raycast_update); - - ClassDB::bind_method(D_METHOD("get_collider"), &RayCast3D::get_collider); - ClassDB::bind_method(D_METHOD("get_collider_rid"), &RayCast3D::get_collider_rid); - ClassDB::bind_method(D_METHOD("get_collider_shape"), &RayCast3D::get_collider_shape); - ClassDB::bind_method(D_METHOD("get_collision_point"), &RayCast3D::get_collision_point); - ClassDB::bind_method(D_METHOD("get_collision_normal"), &RayCast3D::get_collision_normal); - ClassDB::bind_method(D_METHOD("get_collision_face_index"), &RayCast3D::get_collision_face_index); - - ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &RayCast3D::add_exception_rid); - ClassDB::bind_method(D_METHOD("add_exception", "node"), &RayCast3D::add_exception); - - ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &RayCast3D::remove_exception_rid); - ClassDB::bind_method(D_METHOD("remove_exception", "node"), &RayCast3D::remove_exception); - - ClassDB::bind_method(D_METHOD("clear_exceptions"), &RayCast3D::clear_exceptions); - - ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &RayCast3D::set_collision_mask); - ClassDB::bind_method(D_METHOD("get_collision_mask"), &RayCast3D::get_collision_mask); - - ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &RayCast3D::set_collision_mask_value); - ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &RayCast3D::get_collision_mask_value); - - ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &RayCast3D::set_exclude_parent_body); - ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &RayCast3D::get_exclude_parent_body); - - ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &RayCast3D::set_collide_with_areas); - ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &RayCast3D::is_collide_with_areas_enabled); - - ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &RayCast3D::set_collide_with_bodies); - ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &RayCast3D::is_collide_with_bodies_enabled); - - ClassDB::bind_method(D_METHOD("set_hit_from_inside", "enable"), &RayCast3D::set_hit_from_inside); - ClassDB::bind_method(D_METHOD("is_hit_from_inside_enabled"), &RayCast3D::is_hit_from_inside_enabled); - - ClassDB::bind_method(D_METHOD("set_hit_back_faces", "enable"), &RayCast3D::set_hit_back_faces); - ClassDB::bind_method(D_METHOD("is_hit_back_faces_enabled"), &RayCast3D::is_hit_back_faces_enabled); - - ClassDB::bind_method(D_METHOD("set_debug_shape_custom_color", "debug_shape_custom_color"), &RayCast3D::set_debug_shape_custom_color); - ClassDB::bind_method(D_METHOD("get_debug_shape_custom_color"), &RayCast3D::get_debug_shape_custom_color); - - ClassDB::bind_method(D_METHOD("set_debug_shape_thickness", "debug_shape_thickness"), &RayCast3D::set_debug_shape_thickness); - ClassDB::bind_method(D_METHOD("get_debug_shape_thickness"), &RayCast3D::get_debug_shape_thickness); - - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "target_position", PROPERTY_HINT_NONE, "suffix:m"), "set_target_position", "get_target_position"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hit_from_inside"), "set_hit_from_inside", "is_hit_from_inside_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hit_back_faces"), "set_hit_back_faces", "is_hit_back_faces_enabled"); - - ADD_GROUP("Collide With", "collide_with"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_areas", "is_collide_with_areas_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_bodies", "is_collide_with_bodies_enabled"); - - ADD_GROUP("Debug Shape", "debug_shape"); - ADD_PROPERTY(PropertyInfo(Variant::COLOR, "debug_shape_custom_color"), "set_debug_shape_custom_color", "get_debug_shape_custom_color"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "debug_shape_thickness", PROPERTY_HINT_RANGE, "1,5"), "set_debug_shape_thickness", "get_debug_shape_thickness"); -} - -int RayCast3D::get_debug_shape_thickness() const { - return debug_shape_thickness; -} - -void RayCast3D::_update_debug_shape_vertices() { - debug_shape_vertices.clear(); - debug_line_vertices.clear(); - - if (target_position == Vector3()) { - return; - } - - debug_line_vertices.push_back(Vector3()); - debug_line_vertices.push_back(target_position); - - if (debug_shape_thickness > 1) { - float scale_factor = 100.0; - Vector3 dir = Vector3(target_position).normalized(); - // Draw truncated pyramid - Vector3 normal = (fabs(dir.x) + fabs(dir.y) > CMP_EPSILON) ? Vector3(-dir.y, dir.x, 0).normalized() : Vector3(0, -dir.z, dir.y).normalized(); - normal *= debug_shape_thickness / scale_factor; - int vertices_strip_order[14] = { 4, 5, 0, 1, 2, 5, 6, 4, 7, 0, 3, 2, 7, 6 }; - for (int v = 0; v < 14; v++) { - Vector3 vertex = vertices_strip_order[v] < 4 ? normal : normal / 3.0 + target_position; - debug_shape_vertices.push_back(vertex.rotated(dir, Math_PI * (0.5 * (vertices_strip_order[v] % 4) + 0.25))); - } - } -} - -void RayCast3D::set_debug_shape_thickness(const int p_debug_shape_thickness) { - debug_shape_thickness = p_debug_shape_thickness; - update_gizmos(); - - if (Engine::get_singleton()->is_editor_hint()) { - if (is_inside_tree()) { - _update_debug_shape_vertices(); - } - } else if (debug_shape) { - _update_debug_shape(); - } -} - -const Vector &RayCast3D::get_debug_shape_vertices() const { - return debug_shape_vertices; -} - -const Vector &RayCast3D::get_debug_line_vertices() const { - return debug_line_vertices; -} - -void RayCast3D::set_debug_shape_custom_color(const Color &p_color) { - debug_shape_custom_color = p_color; - if (debug_material.is_valid()) { - _update_debug_shape_material(); - } -} - -Ref RayCast3D::get_debug_material() { - _update_debug_shape_material(); - return debug_material; -} - -const Color &RayCast3D::get_debug_shape_custom_color() const { - return debug_shape_custom_color; -} - -void RayCast3D::_create_debug_shape() { - _update_debug_shape_material(); - - Ref mesh = memnew(ArrayMesh); - - MeshInstance3D *mi = memnew(MeshInstance3D); - mi->set_mesh(mesh); - - add_child(mi); - debug_shape = mi; -} - -void RayCast3D::_update_debug_shape_material(bool p_check_collision) { - if (!debug_material.is_valid()) { - Ref material = memnew(StandardMaterial3D); - debug_material = material; - - material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED); - material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true); - // Use double-sided rendering so that the RayCast can be seen if the camera is inside. - material->set_cull_mode(BaseMaterial3D::CULL_DISABLED); - material->set_transparency(BaseMaterial3D::TRANSPARENCY_ALPHA); - } - - Color color = debug_shape_custom_color; - if (color == Color(0.0, 0.0, 0.0)) { - // Use the default debug shape color defined in the Project Settings. - color = get_tree()->get_debug_collisions_color(); - } - - if (p_check_collision && collided) { - if ((color.get_h() < 0.055 || color.get_h() > 0.945) && color.get_s() > 0.5 && color.get_v() > 0.5) { - // If base color is already quite reddish, highlight collision with green color - color = Color(0.0, 1.0, 0.0, color.a); - } else { - // Else, highlight collision with red color - color = Color(1.0, 0, 0, color.a); - } - } - - Ref material = static_cast>(debug_material); - material->set_albedo(color); -} - -void RayCast3D::_update_debug_shape() { - if (!enabled) { - return; - } - - if (!debug_shape) { - _create_debug_shape(); - } - - MeshInstance3D *mi = static_cast(debug_shape); - Ref mesh = mi->get_mesh(); - if (!mesh.is_valid()) { - return; - } - - _update_debug_shape_vertices(); - - mesh->clear_surfaces(); - - Array a; - a.resize(Mesh::ARRAY_MAX); - - uint32_t flags = 0; - int surface_count = 0; - - if (!debug_line_vertices.is_empty()) { - a[Mesh::ARRAY_VERTEX] = debug_line_vertices; - mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a, Array(), Dictionary(), flags); - mesh->surface_set_material(surface_count, debug_material); - ++surface_count; - } - - if (!debug_shape_vertices.is_empty()) { - a[Mesh::ARRAY_VERTEX] = debug_shape_vertices; - mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLE_STRIP, a, Array(), Dictionary(), flags); - mesh->surface_set_material(surface_count, debug_material); - ++surface_count; - } -} - -void RayCast3D::_clear_debug_shape() { - if (!debug_shape) { - return; - } - - MeshInstance3D *mi = static_cast(debug_shape); - if (mi->is_inside_tree()) { - mi->queue_free(); - } else { - memdelete(mi); - } - - debug_shape = nullptr; -} - -RayCast3D::RayCast3D() { -} diff --git a/scene/3d/ray_cast_3d.h b/scene/3d/ray_cast_3d.h deleted file mode 100644 index 7b7f698114..0000000000 --- a/scene/3d/ray_cast_3d.h +++ /dev/null @@ -1,137 +0,0 @@ -/**************************************************************************/ -/* ray_cast_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 RAY_CAST_3D_H -#define RAY_CAST_3D_H - -#include "scene/3d/node_3d.h" - -class CollisionObject3D; - -class RayCast3D : public Node3D { - GDCLASS(RayCast3D, Node3D); - - bool enabled = true; - bool collided = false; - ObjectID against; - RID against_rid; - int against_shape = 0; - Vector3 collision_point; - Vector3 collision_normal; - int collision_face_index = -1; - - Vector3 target_position = Vector3(0, -1, 0); - HashSet exclude; - - uint32_t collision_mask = 1; - bool exclude_parent_body = true; - - Node *debug_shape = nullptr; - Ref debug_material; - Color debug_shape_custom_color = Color(0.0, 0.0, 0.0); - int debug_shape_thickness = 2; - Vector debug_shape_vertices; - Vector debug_line_vertices; - - void _create_debug_shape(); - void _update_debug_shape(); - void _update_debug_shape_material(bool p_check_collision = false); - void _update_debug_shape_vertices(); - void _clear_debug_shape(); - - bool collide_with_areas = false; - bool collide_with_bodies = true; - - bool hit_from_inside = false; - bool hit_back_faces = true; - -protected: - void _notification(int p_what); - void _update_raycast_state(); - static void _bind_methods(); - -public: - void set_collide_with_areas(bool p_enabled); - bool is_collide_with_areas_enabled() const; - - void set_collide_with_bodies(bool p_enabled); - bool is_collide_with_bodies_enabled() const; - - void set_hit_from_inside(bool p_enabled); - bool is_hit_from_inside_enabled() const; - - void set_hit_back_faces(bool p_enabled); - bool is_hit_back_faces_enabled() const; - - void set_enabled(bool p_enabled); - bool is_enabled() const; - - void set_target_position(const Vector3 &p_point); - Vector3 get_target_position() const; - - void set_collision_mask(uint32_t p_mask); - uint32_t get_collision_mask() const; - - void set_collision_mask_value(int p_layer_number, bool p_value); - bool get_collision_mask_value(int p_layer_number) const; - - void set_exclude_parent_body(bool p_exclude_parent_body); - bool get_exclude_parent_body() const; - - const Color &get_debug_shape_custom_color() const; - void set_debug_shape_custom_color(const Color &p_color); - - const Vector &get_debug_shape_vertices() const; - const Vector &get_debug_line_vertices() const; - - Ref get_debug_material(); - - int get_debug_shape_thickness() const; - void set_debug_shape_thickness(const int p_debug_thickness); - - void force_raycast_update(); - bool is_colliding() const; - Object *get_collider() const; - RID get_collider_rid() const; - int get_collider_shape() const; - Vector3 get_collision_point() const; - Vector3 get_collision_normal() const; - int get_collision_face_index() const; - - void add_exception_rid(const RID &p_rid); - void add_exception(const CollisionObject3D *p_node); - void remove_exception_rid(const RID &p_rid); - void remove_exception(const CollisionObject3D *p_node); - void clear_exceptions(); - - RayCast3D(); -}; - -#endif // RAY_CAST_3D_H diff --git a/scene/3d/shape_cast_3d.cpp b/scene/3d/shape_cast_3d.cpp deleted file mode 100644 index 2da5f52928..0000000000 --- a/scene/3d/shape_cast_3d.cpp +++ /dev/null @@ -1,633 +0,0 @@ -/**************************************************************************/ -/* shape_cast_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 "shape_cast_3d.h" - -#include "scene/3d/collision_object_3d.h" -#include "scene/3d/mesh_instance_3d.h" -#include "scene/resources/3d/concave_polygon_shape_3d.h" - -void ShapeCast3D::_notification(int p_what) { - switch (p_what) { - case NOTIFICATION_ENTER_TREE: { - if (Engine::get_singleton()->is_editor_hint()) { - _update_debug_shape_vertices(); - } - if (enabled && !Engine::get_singleton()->is_editor_hint()) { - set_physics_process_internal(true); - } else { - set_physics_process_internal(false); - } - - if (get_tree()->is_debugging_collisions_hint()) { - _update_debug_shape(); - } - - if (Object::cast_to(get_parent())) { - if (exclude_parent_body) { - exclude.insert(Object::cast_to(get_parent())->get_rid()); - } else { - exclude.erase(Object::cast_to(get_parent())->get_rid()); - } - } - } break; - - case NOTIFICATION_EXIT_TREE: { - if (enabled) { - set_physics_process_internal(false); - } - - if (debug_shape) { - _clear_debug_shape(); - } - } break; - - case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { - if (!enabled) { - break; - } - - bool prev_collision_state = collided; - _update_shapecast_state(); - if (get_tree()->is_debugging_collisions_hint()) { - if (prev_collision_state != collided) { - _update_debug_shape_material(true); - } - if (collided) { - _update_debug_shape(); - } - if (prev_collision_state == collided && !collided) { - _update_debug_shape(); - } - } - } break; - } -} - -void ShapeCast3D::_bind_methods() { -#ifndef DISABLE_DEPRECATED - ClassDB::bind_method(D_METHOD("resource_changed", "resource"), &ShapeCast3D::resource_changed); -#endif - - ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &ShapeCast3D::set_enabled); - ClassDB::bind_method(D_METHOD("is_enabled"), &ShapeCast3D::is_enabled); - - ClassDB::bind_method(D_METHOD("set_shape", "shape"), &ShapeCast3D::set_shape); - ClassDB::bind_method(D_METHOD("get_shape"), &ShapeCast3D::get_shape); - - ClassDB::bind_method(D_METHOD("set_target_position", "local_point"), &ShapeCast3D::set_target_position); - ClassDB::bind_method(D_METHOD("get_target_position"), &ShapeCast3D::get_target_position); - - ClassDB::bind_method(D_METHOD("set_margin", "margin"), &ShapeCast3D::set_margin); - ClassDB::bind_method(D_METHOD("get_margin"), &ShapeCast3D::get_margin); - - ClassDB::bind_method(D_METHOD("set_max_results", "max_results"), &ShapeCast3D::set_max_results); - ClassDB::bind_method(D_METHOD("get_max_results"), &ShapeCast3D::get_max_results); - - ClassDB::bind_method(D_METHOD("is_colliding"), &ShapeCast3D::is_colliding); - ClassDB::bind_method(D_METHOD("get_collision_count"), &ShapeCast3D::get_collision_count); - - ClassDB::bind_method(D_METHOD("force_shapecast_update"), &ShapeCast3D::force_shapecast_update); - - ClassDB::bind_method(D_METHOD("get_collider", "index"), &ShapeCast3D::get_collider); - ClassDB::bind_method(D_METHOD("get_collider_rid", "index"), &ShapeCast3D::get_collider_rid); - ClassDB::bind_method(D_METHOD("get_collider_shape", "index"), &ShapeCast3D::get_collider_shape); - ClassDB::bind_method(D_METHOD("get_collision_point", "index"), &ShapeCast3D::get_collision_point); - ClassDB::bind_method(D_METHOD("get_collision_normal", "index"), &ShapeCast3D::get_collision_normal); - - ClassDB::bind_method(D_METHOD("get_closest_collision_safe_fraction"), &ShapeCast3D::get_closest_collision_safe_fraction); - ClassDB::bind_method(D_METHOD("get_closest_collision_unsafe_fraction"), &ShapeCast3D::get_closest_collision_unsafe_fraction); - - ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &ShapeCast3D::add_exception_rid); - ClassDB::bind_method(D_METHOD("add_exception", "node"), &ShapeCast3D::add_exception); - - ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &ShapeCast3D::remove_exception_rid); - ClassDB::bind_method(D_METHOD("remove_exception", "node"), &ShapeCast3D::remove_exception); - - ClassDB::bind_method(D_METHOD("clear_exceptions"), &ShapeCast3D::clear_exceptions); - - ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &ShapeCast3D::set_collision_mask); - ClassDB::bind_method(D_METHOD("get_collision_mask"), &ShapeCast3D::get_collision_mask); - - ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &ShapeCast3D::set_collision_mask_value); - ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &ShapeCast3D::get_collision_mask_value); - - ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &ShapeCast3D::set_exclude_parent_body); - ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &ShapeCast3D::get_exclude_parent_body); - - ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &ShapeCast3D::set_collide_with_areas); - ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &ShapeCast3D::is_collide_with_areas_enabled); - - ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &ShapeCast3D::set_collide_with_bodies); - ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &ShapeCast3D::is_collide_with_bodies_enabled); - - ClassDB::bind_method(D_METHOD("_get_collision_result"), &ShapeCast3D::_get_collision_result); - - ClassDB::bind_method(D_METHOD("set_debug_shape_custom_color", "debug_shape_custom_color"), &ShapeCast3D::set_debug_shape_custom_color); - ClassDB::bind_method(D_METHOD("get_debug_shape_custom_color"), &ShapeCast3D::get_debug_shape_custom_color); - - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape3D"), "set_shape", "get_shape"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "target_position", PROPERTY_HINT_NONE, "suffix:m"), "set_target_position", "get_target_position"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0,100,0.01,suffix:m"), "set_margin", "get_margin"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "max_results"), "set_max_results", "get_max_results"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask"); - ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "collision_result", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "", "_get_collision_result"); - - ADD_GROUP("Collide With", "collide_with"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_areas", "is_collide_with_areas_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_bodies", "is_collide_with_bodies_enabled"); - - ADD_GROUP("Debug Shape", "debug_shape"); - ADD_PROPERTY(PropertyInfo(Variant::COLOR, "debug_shape_custom_color"), "set_debug_shape_custom_color", "get_debug_shape_custom_color"); -} - -PackedStringArray ShapeCast3D::get_configuration_warnings() const { - PackedStringArray warnings = Node3D::get_configuration_warnings(); - - if (shape.is_null()) { - warnings.push_back(RTR("This node cannot interact with other objects unless a Shape3D is assigned.")); - } - if (shape.is_valid() && Object::cast_to(*shape)) { - warnings.push_back(RTR("ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be reported.")); - } - return warnings; -} - -void ShapeCast3D::set_enabled(bool p_enabled) { - enabled = p_enabled; - update_gizmos(); - - if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) { - set_physics_process_internal(p_enabled); - } - if (!p_enabled) { - collided = false; - } - - if (is_inside_tree() && get_tree()->is_debugging_collisions_hint()) { - if (p_enabled) { - _update_debug_shape(); - } else { - _clear_debug_shape(); - } - } -} - -bool ShapeCast3D::is_enabled() const { - return enabled; -} - -void ShapeCast3D::set_target_position(const Vector3 &p_point) { - target_position = p_point; - if (is_inside_tree() && get_tree()->is_debugging_collisions_hint()) { - _update_debug_shape(); - } - update_gizmos(); - - if (Engine::get_singleton()->is_editor_hint()) { - if (is_inside_tree()) { - _update_debug_shape_vertices(); - } - } else if (debug_shape) { - _update_debug_shape(); - } -} - -Vector3 ShapeCast3D::get_target_position() const { - return target_position; -} - -void ShapeCast3D::set_margin(real_t p_margin) { - margin = p_margin; -} - -real_t ShapeCast3D::get_margin() const { - return margin; -} - -void ShapeCast3D::set_max_results(int p_max_results) { - max_results = p_max_results; -} - -int ShapeCast3D::get_max_results() const { - return max_results; -} - -void ShapeCast3D::set_collision_mask(uint32_t p_mask) { - collision_mask = p_mask; -} - -uint32_t ShapeCast3D::get_collision_mask() const { - return collision_mask; -} - -void ShapeCast3D::set_collision_mask_value(int p_layer_number, bool p_value) { - ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive."); - ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive."); - uint32_t mask = get_collision_mask(); - if (p_value) { - mask |= 1 << (p_layer_number - 1); - } else { - mask &= ~(1 << (p_layer_number - 1)); - } - set_collision_mask(mask); -} - -bool ShapeCast3D::get_collision_mask_value(int p_layer_number) const { - ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive."); - ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive."); - return get_collision_mask() & (1 << (p_layer_number - 1)); -} - -int ShapeCast3D::get_collision_count() const { - return result.size(); -} - -bool ShapeCast3D::is_colliding() const { - return collided; -} - -Object *ShapeCast3D::get_collider(int p_idx) const { - ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), nullptr, "No collider found."); - - if (result[p_idx].collider_id.is_null()) { - return nullptr; - } - return ObjectDB::get_instance(result[p_idx].collider_id); -} - -RID ShapeCast3D::get_collider_rid(int p_idx) const { - ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), RID(), "No collider RID found."); - return result[p_idx].rid; -} - -int ShapeCast3D::get_collider_shape(int p_idx) const { - ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), -1, "No collider shape found."); - return result[p_idx].shape; -} - -Vector3 ShapeCast3D::get_collision_point(int p_idx) const { - ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector3(), "No collision point found."); - return result[p_idx].point; -} - -Vector3 ShapeCast3D::get_collision_normal(int p_idx) const { - ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector3(), "No collision normal found."); - return result[p_idx].normal; -} - -real_t ShapeCast3D::get_closest_collision_safe_fraction() const { - return collision_safe_fraction; -} - -real_t ShapeCast3D::get_closest_collision_unsafe_fraction() const { - return collision_unsafe_fraction; -} - -#ifndef DISABLE_DEPRECATED -void ShapeCast3D::resource_changed(Ref p_res) { -} -#endif - -void ShapeCast3D::_shape_changed() { - update_gizmos(); - bool is_editor = Engine::get_singleton()->is_editor_hint(); - if (is_inside_tree() && (is_editor || get_tree()->is_debugging_collisions_hint())) { - _update_debug_shape(); - } -} - -void ShapeCast3D::set_shape(const Ref &p_shape) { - if (p_shape == shape) { - return; - } - if (shape.is_valid()) { - shape->disconnect_changed(callable_mp(this, &ShapeCast3D::_shape_changed)); - } - shape = p_shape; - if (shape.is_valid()) { - shape->connect_changed(callable_mp(this, &ShapeCast3D::_shape_changed)); - shape_rid = shape->get_rid(); - } - - bool is_editor = Engine::get_singleton()->is_editor_hint(); - if (is_inside_tree() && (is_editor || get_tree()->is_debugging_collisions_hint())) { - _update_debug_shape(); - } - update_gizmos(); - update_configuration_warnings(); -} - -Ref ShapeCast3D::get_shape() const { - return shape; -} - -void ShapeCast3D::set_exclude_parent_body(bool p_exclude_parent_body) { - if (exclude_parent_body == p_exclude_parent_body) { - return; - } - exclude_parent_body = p_exclude_parent_body; - - if (!is_inside_tree()) { - return; - } - if (Object::cast_to(get_parent())) { - if (exclude_parent_body) { - exclude.insert(Object::cast_to(get_parent())->get_rid()); - } else { - exclude.erase(Object::cast_to(get_parent())->get_rid()); - } - } -} - -bool ShapeCast3D::get_exclude_parent_body() const { - return exclude_parent_body; -} - -void ShapeCast3D::_update_shapecast_state() { - result.clear(); - - ERR_FAIL_COND_MSG(shape.is_null(), "Null reference to shape. ShapeCast3D requires a Shape3D to sweep for collisions."); - - Ref w3d = get_world_3d(); - ERR_FAIL_COND(w3d.is_null()); - - PhysicsDirectSpaceState3D *dss = PhysicsServer3D::get_singleton()->space_get_direct_state(w3d->get_space()); - ERR_FAIL_NULL(dss); - - Transform3D gt = get_global_transform(); - - PhysicsDirectSpaceState3D::ShapeParameters params; - params.shape_rid = shape_rid; - params.transform = gt; - params.motion = gt.basis.xform(target_position); - params.margin = margin; - params.exclude = exclude; - params.collision_mask = collision_mask; - params.collide_with_bodies = collide_with_bodies; - params.collide_with_areas = collide_with_areas; - - collision_safe_fraction = 0.0; - collision_unsafe_fraction = 0.0; - - if (target_position != Vector3()) { - dss->cast_motion(params, collision_safe_fraction, collision_unsafe_fraction); - if (collision_unsafe_fraction < 1.0) { - // Move shape transform to the point of impact, - // so we can collect contact info at that point. - gt.set_origin(gt.get_origin() + params.motion * (collision_unsafe_fraction + CMP_EPSILON)); - params.transform = gt; - } - } - // Regardless of whether the shape is stuck or it's moved along - // the motion vector, we'll only consider static collisions from now on. - params.motion = Vector3(); - - bool intersected = true; - while (intersected && result.size() < max_results) { - PhysicsDirectSpaceState3D::ShapeRestInfo info; - intersected = dss->rest_info(params, &info); - if (intersected) { - result.push_back(info); - params.exclude.insert(info.rid); - } - } - collided = !result.is_empty(); -} - -void ShapeCast3D::force_shapecast_update() { - _update_shapecast_state(); -} - -void ShapeCast3D::add_exception_rid(const RID &p_rid) { - exclude.insert(p_rid); -} - -void ShapeCast3D::add_exception(const CollisionObject3D *p_node) { - ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject3D."); - add_exception_rid(p_node->get_rid()); -} - -void ShapeCast3D::remove_exception_rid(const RID &p_rid) { - exclude.erase(p_rid); -} - -void ShapeCast3D::remove_exception(const CollisionObject3D *p_node) { - ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject3D."); - remove_exception_rid(p_node->get_rid()); -} - -void ShapeCast3D::clear_exceptions() { - exclude.clear(); -} - -void ShapeCast3D::set_collide_with_areas(bool p_clip) { - collide_with_areas = p_clip; -} - -bool ShapeCast3D::is_collide_with_areas_enabled() const { - return collide_with_areas; -} - -void ShapeCast3D::set_collide_with_bodies(bool p_clip) { - collide_with_bodies = p_clip; -} - -bool ShapeCast3D::is_collide_with_bodies_enabled() const { - return collide_with_bodies; -} - -Array ShapeCast3D::_get_collision_result() const { - Array ret; - - for (int i = 0; i < result.size(); ++i) { - const PhysicsDirectSpaceState3D::ShapeRestInfo &sri = result[i]; - - Dictionary col; - col["point"] = sri.point; - col["normal"] = sri.normal; - col["rid"] = sri.rid; - col["collider"] = ObjectDB::get_instance(sri.collider_id); - col["collider_id"] = sri.collider_id; - col["shape"] = sri.shape; - col["linear_velocity"] = sri.linear_velocity; - - ret.push_back(col); - } - return ret; -} - -void ShapeCast3D::_update_debug_shape_vertices() { - debug_shape_vertices.clear(); - debug_line_vertices.clear(); - - if (!shape.is_null()) { - debug_shape_vertices.append_array(shape->get_debug_mesh_lines()); - for (int i = 0; i < debug_shape_vertices.size(); i++) { - debug_shape_vertices.set(i, debug_shape_vertices[i] + Vector3(target_position * get_closest_collision_safe_fraction())); - } - } - - if (target_position == Vector3()) { - return; - } - - debug_line_vertices.push_back(Vector3()); - debug_line_vertices.push_back(target_position); -} - -const Vector &ShapeCast3D::get_debug_shape_vertices() const { - return debug_shape_vertices; -} - -const Vector &ShapeCast3D::get_debug_line_vertices() const { - return debug_line_vertices; -} - -void ShapeCast3D::set_debug_shape_custom_color(const Color &p_color) { - debug_shape_custom_color = p_color; - if (debug_material.is_valid()) { - _update_debug_shape_material(); - } -} - -Ref ShapeCast3D::get_debug_material() { - _update_debug_shape_material(); - return debug_material; -} - -const Color &ShapeCast3D::get_debug_shape_custom_color() const { - return debug_shape_custom_color; -} - -void ShapeCast3D::_create_debug_shape() { - _update_debug_shape_material(); - - Ref mesh = memnew(ArrayMesh); - - MeshInstance3D *mi = memnew(MeshInstance3D); - mi->set_mesh(mesh); - - add_child(mi); - debug_shape = mi; -} - -void ShapeCast3D::_update_debug_shape_material(bool p_check_collision) { - if (!debug_material.is_valid()) { - Ref material = memnew(StandardMaterial3D); - debug_material = material; - - material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED); - material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true); - // Use double-sided rendering so that the RayCast can be seen if the camera is inside. - material->set_cull_mode(BaseMaterial3D::CULL_DISABLED); - material->set_transparency(BaseMaterial3D::TRANSPARENCY_ALPHA); - } - - Color color = debug_shape_custom_color; - if (color == Color(0.0, 0.0, 0.0)) { - // Use the default debug shape color defined in the Project Settings. - color = get_tree()->get_debug_collisions_color(); - } - - if (p_check_collision && collided) { - if ((color.get_h() < 0.055 || color.get_h() > 0.945) && color.get_s() > 0.5 && color.get_v() > 0.5) { - // If base color is already quite reddish, highlight collision with green color - color = Color(0.0, 1.0, 0.0, color.a); - } else { - // Else, highlight collision with red color - color = Color(1.0, 0, 0, color.a); - } - } - - Ref material = static_cast>(debug_material); - material->set_albedo(color); -} - -void ShapeCast3D::_update_debug_shape() { - if (!enabled) { - return; - } - - if (!debug_shape) { - _create_debug_shape(); - } - - _update_debug_shape_vertices(); - - if (Engine::get_singleton()->is_editor_hint()) { - return; - } - - MeshInstance3D *mi = static_cast(debug_shape); - Ref mesh = mi->get_mesh(); - if (!mesh.is_valid()) { - return; - } - - mesh->clear_surfaces(); - - Array a; - a.resize(Mesh::ARRAY_MAX); - - uint32_t flags = 0; - int surface_count = 0; - - if (!debug_shape_vertices.is_empty()) { - a[Mesh::ARRAY_VERTEX] = debug_shape_vertices; - mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a, Array(), Dictionary(), flags); - mesh->surface_set_material(surface_count, debug_material); - ++surface_count; - } - - if (!debug_line_vertices.is_empty()) { - a[Mesh::ARRAY_VERTEX] = debug_line_vertices; - mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a, Array(), Dictionary(), flags); - mesh->surface_set_material(surface_count, debug_material); - ++surface_count; - } -} - -void ShapeCast3D::_clear_debug_shape() { - if (!debug_shape) { - return; - } - - MeshInstance3D *mi = static_cast(debug_shape); - if (mi->is_inside_tree()) { - mi->queue_free(); - } else { - memdelete(mi); - } - - debug_shape = nullptr; -} diff --git a/scene/3d/shape_cast_3d.h b/scene/3d/shape_cast_3d.h deleted file mode 100644 index 9052db9046..0000000000 --- a/scene/3d/shape_cast_3d.h +++ /dev/null @@ -1,146 +0,0 @@ -/**************************************************************************/ -/* shape_cast_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 SHAPE_CAST_3D_H -#define SHAPE_CAST_3D_H - -#include "scene/3d/node_3d.h" -#include "scene/resources/3d/shape_3d.h" - -class CollisionObject3D; - -class ShapeCast3D : public Node3D { - GDCLASS(ShapeCast3D, Node3D); - - bool enabled = true; -#ifndef DISABLE_DEPRECATED - void resource_changed(Ref p_res); -#endif - - Ref shape; - RID shape_rid; - Vector3 target_position = Vector3(0, -1, 0); - - HashSet exclude; - real_t margin = 0.0; - uint32_t collision_mask = 1; - bool exclude_parent_body = true; - bool collide_with_areas = false; - bool collide_with_bodies = true; - - Node *debug_shape = nullptr; - Ref debug_material; - Color debug_shape_custom_color = Color(0.0, 0.0, 0.0); - Vector debug_shape_vertices; - Vector debug_line_vertices; - - void _create_debug_shape(); - void _update_debug_shape(); - void _update_debug_shape_material(bool p_check_collision = false); - void _update_debug_shape_vertices(); - void _clear_debug_shape(); - - // Result - int max_results = 32; - Vector result; - bool collided = false; - real_t collision_safe_fraction = 1.0; - real_t collision_unsafe_fraction = 1.0; - - Array _get_collision_result() const; - -protected: - void _notification(int p_what); - void _update_shapecast_state(); - void _shape_changed(); - static void _bind_methods(); - -public: - void set_collide_with_areas(bool p_clip); - bool is_collide_with_areas_enabled() const; - - void set_collide_with_bodies(bool p_clip); - bool is_collide_with_bodies_enabled() const; - - void set_enabled(bool p_enabled); - bool is_enabled() const; - - void set_shape(const Ref &p_shape); - Ref get_shape() const; - - void set_target_position(const Vector3 &p_point); - Vector3 get_target_position() const; - - void set_margin(real_t p_margin); - real_t get_margin() const; - - void set_max_results(int p_max_results); - int get_max_results() const; - - void set_collision_mask(uint32_t p_mask); - uint32_t get_collision_mask() const; - - void set_collision_mask_value(int p_layer_number, bool p_value); - bool get_collision_mask_value(int p_layer_number) const; - - void set_exclude_parent_body(bool p_exclude_parent_body); - bool get_exclude_parent_body() const; - - const Color &get_debug_shape_custom_color() const; - void set_debug_shape_custom_color(const Color &p_color); - - const Vector &get_debug_shape_vertices() const; - const Vector &get_debug_line_vertices() const; - - Ref get_debug_material(); - - int get_collision_count() const; - Object *get_collider(int p_idx) const; - RID get_collider_rid(int p_idx) const; - int get_collider_shape(int p_idx) const; - Vector3 get_collision_point(int p_idx) const; - Vector3 get_collision_normal(int p_idx) const; - - real_t get_closest_collision_safe_fraction() const; - real_t get_closest_collision_unsafe_fraction() const; - - void force_shapecast_update(); - bool is_colliding() const; - - void add_exception_rid(const RID &p_rid); - void add_exception(const CollisionObject3D *p_node); - void remove_exception_rid(const RID &p_rid); - void remove_exception(const CollisionObject3D *p_node); - void clear_exceptions(); - - virtual PackedStringArray get_configuration_warnings() const override; -}; - -#endif // SHAPE_CAST_3D_H diff --git a/scene/3d/skeleton_3d.cpp b/scene/3d/skeleton_3d.cpp index f448d1c6e2..f0ffb7b2d5 100644 --- a/scene/3d/skeleton_3d.cpp +++ b/scene/3d/skeleton_3d.cpp @@ -32,7 +32,8 @@ #include "skeleton_3d.compat.inc" #include "core/variant/type_info.h" -#include "scene/3d/physics_body_3d.h" +#include "scene/3d/physics/physical_bone_3d.h" +#include "scene/3d/physics/physics_body_3d.h" #include "scene/resources/surface_tool.h" #include "scene/scene_string_names.h" diff --git a/scene/3d/soft_body_3d.cpp b/scene/3d/soft_body_3d.cpp index bd03a97a36..f02cd9b700 100644 --- a/scene/3d/soft_body_3d.cpp +++ b/scene/3d/soft_body_3d.cpp @@ -30,7 +30,7 @@ #include "soft_body_3d.h" -#include "scene/3d/physics_body_3d.h" +#include "scene/3d/physics/physics_body_3d.h" SoftBodyRenderingServerHandler::SoftBodyRenderingServerHandler() {} diff --git a/scene/3d/spring_arm_3d.cpp b/scene/3d/spring_arm_3d.cpp deleted file mode 100644 index 8d2f10310c..0000000000 --- a/scene/3d/spring_arm_3d.cpp +++ /dev/null @@ -1,202 +0,0 @@ -/**************************************************************************/ -/* spring_arm_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 "spring_arm_3d.h" - -#include "scene/3d/camera_3d.h" -#include "scene/resources/3d/shape_3d.h" - -void SpringArm3D::_notification(int p_what) { - switch (p_what) { - case NOTIFICATION_ENTER_TREE: { - if (!Engine::get_singleton()->is_editor_hint()) { - set_physics_process_internal(true); - } - } break; - - case NOTIFICATION_EXIT_TREE: { - if (!Engine::get_singleton()->is_editor_hint()) { - set_physics_process_internal(false); - } - } break; - - case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { - process_spring(); - } break; - } -} - -void SpringArm3D::_bind_methods() { - ClassDB::bind_method(D_METHOD("get_hit_length"), &SpringArm3D::get_hit_length); - - ClassDB::bind_method(D_METHOD("set_length", "length"), &SpringArm3D::set_length); - ClassDB::bind_method(D_METHOD("get_length"), &SpringArm3D::get_length); - - ClassDB::bind_method(D_METHOD("set_shape", "shape"), &SpringArm3D::set_shape); - ClassDB::bind_method(D_METHOD("get_shape"), &SpringArm3D::get_shape); - - ClassDB::bind_method(D_METHOD("add_excluded_object", "RID"), &SpringArm3D::add_excluded_object); - ClassDB::bind_method(D_METHOD("remove_excluded_object", "RID"), &SpringArm3D::remove_excluded_object); - ClassDB::bind_method(D_METHOD("clear_excluded_objects"), &SpringArm3D::clear_excluded_objects); - - ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &SpringArm3D::set_mask); - ClassDB::bind_method(D_METHOD("get_collision_mask"), &SpringArm3D::get_mask); - - ClassDB::bind_method(D_METHOD("set_margin", "margin"), &SpringArm3D::set_margin); - ClassDB::bind_method(D_METHOD("get_margin"), &SpringArm3D::get_margin); - - ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask"); - ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape3D"), "set_shape", "get_shape"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "spring_length", PROPERTY_HINT_NONE, "suffix:m"), "set_length", "get_length"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_NONE, "suffix:m"), "set_margin", "get_margin"); -} - -real_t SpringArm3D::get_length() const { - return spring_length; -} - -void SpringArm3D::set_length(real_t p_length) { - if (is_inside_tree() && (Engine::get_singleton()->is_editor_hint() || get_tree()->is_debugging_collisions_hint())) { - update_gizmos(); - } - - spring_length = p_length; -} - -void SpringArm3D::set_shape(Ref p_shape) { - shape = p_shape; -} - -Ref SpringArm3D::get_shape() const { - return shape; -} - -void SpringArm3D::set_mask(uint32_t p_mask) { - mask = p_mask; -} - -uint32_t SpringArm3D::get_mask() { - return mask; -} - -real_t SpringArm3D::get_margin() { - return margin; -} - -void SpringArm3D::set_margin(real_t p_margin) { - margin = p_margin; -} - -void SpringArm3D::add_excluded_object(RID p_rid) { - excluded_objects.insert(p_rid); -} - -bool SpringArm3D::remove_excluded_object(RID p_rid) { - return excluded_objects.erase(p_rid); -} - -void SpringArm3D::clear_excluded_objects() { - excluded_objects.clear(); -} - -real_t SpringArm3D::get_hit_length() { - return current_spring_length; -} - -void SpringArm3D::process_spring() { - // From - real_t motion_delta(1); - real_t motion_delta_unsafe(1); - - Vector3 motion; - const Vector3 cast_direction(get_global_transform().basis.xform(Vector3(0, 0, 1))); - - motion = Vector3(cast_direction * (spring_length)); - - if (shape.is_null()) { - Camera3D *camera = nullptr; - for (int i = get_child_count() - 1; 0 <= i; --i) { - camera = Object::cast_to(get_child(i)); - if (camera) { - break; - } - } - - if (camera != nullptr) { - //use camera rotation, but spring arm position - Transform3D base_transform = camera->get_global_transform(); - base_transform.origin = get_global_transform().origin; - - PhysicsDirectSpaceState3D::ShapeParameters shape_params; - shape_params.shape_rid = camera->get_pyramid_shape_rid(); - shape_params.transform = base_transform; - shape_params.motion = motion; - shape_params.exclude = excluded_objects; - shape_params.collision_mask = mask; - - get_world_3d()->get_direct_space_state()->cast_motion(shape_params, motion_delta, motion_delta_unsafe); - } else { - PhysicsDirectSpaceState3D::RayParameters ray_params; - ray_params.from = get_global_transform().origin; - ray_params.to = get_global_transform().origin + motion; - ray_params.exclude = excluded_objects; - ray_params.collision_mask = mask; - - PhysicsDirectSpaceState3D::RayResult r; - bool intersected = get_world_3d()->get_direct_space_state()->intersect_ray(ray_params, r); - if (intersected) { - real_t dist = get_global_transform().origin.distance_to(r.position); - dist -= margin; - motion_delta = dist / (spring_length); - } - } - } else { - PhysicsDirectSpaceState3D::ShapeParameters shape_params; - shape_params.shape_rid = shape->get_rid(); - shape_params.transform = get_global_transform(); - shape_params.motion = motion; - shape_params.exclude = excluded_objects; - shape_params.collision_mask = mask; - - get_world_3d()->get_direct_space_state()->cast_motion(shape_params, motion_delta, motion_delta_unsafe); - } - - current_spring_length = spring_length * motion_delta; - Transform3D child_transform; - child_transform.origin = get_global_transform().origin + cast_direction * (spring_length * motion_delta); - - for (int i = get_child_count() - 1; 0 <= i; --i) { - Node3D *child = Object::cast_to(get_child(i)); - if (child) { - child_transform.basis = child->get_global_transform().basis; - child->set_global_transform(child_transform); - } - } -} diff --git a/scene/3d/spring_arm_3d.h b/scene/3d/spring_arm_3d.h deleted file mode 100644 index c7e1da35f0..0000000000 --- a/scene/3d/spring_arm_3d.h +++ /dev/null @@ -1,71 +0,0 @@ -/**************************************************************************/ -/* spring_arm_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 SPRING_ARM_3D_H -#define SPRING_ARM_3D_H - -#include "scene/3d/node_3d.h" - -class SpringArm3D : public Node3D { - GDCLASS(SpringArm3D, Node3D); - - Ref shape; - HashSet excluded_objects; - real_t spring_length = 1.0; - real_t current_spring_length = 0.0; - bool keep_child_basis = false; - uint32_t mask = 1; - real_t margin = 0.01; - -protected: - void _notification(int p_what); - static void _bind_methods(); - -public: - void set_length(real_t p_length); - real_t get_length() const; - void set_shape(Ref p_shape); - Ref get_shape() const; - void set_mask(uint32_t p_mask); - uint32_t get_mask(); - void add_excluded_object(RID p_rid); - bool remove_excluded_object(RID p_rid); - void clear_excluded_objects(); - real_t get_hit_length(); - void set_margin(real_t p_margin); - real_t get_margin(); - - SpringArm3D() {} - -private: - void process_spring(); -}; - -#endif // SPRING_ARM_3D_H diff --git a/scene/3d/vehicle_body_3d.cpp b/scene/3d/vehicle_body_3d.cpp deleted file mode 100644 index c23032d3b9..0000000000 --- a/scene/3d/vehicle_body_3d.cpp +++ /dev/null @@ -1,929 +0,0 @@ -/**************************************************************************/ -/* vehicle_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 "vehicle_body_3d.h" - -#define ROLLING_INFLUENCE_FIX - -class btVehicleJacobianEntry { -public: - Vector3 m_linearJointAxis; - Vector3 m_aJ; - Vector3 m_bJ; - Vector3 m_0MinvJt; - Vector3 m_1MinvJt; - //Optimization: can be stored in the w/last component of one of the vectors - real_t m_Adiag = 0.0; - - real_t getDiagonal() const { return m_Adiag; } - - btVehicleJacobianEntry() {} - //constraint between two different rigidbodies - btVehicleJacobianEntry( - const Basis &world2A, - const Basis &world2B, - const Vector3 &rel_pos1, - const Vector3 &rel_pos2, - const Vector3 &jointAxis, - const Vector3 &inertiaInvA, - const real_t massInvA, - const Vector3 &inertiaInvB, - const real_t massInvB) : - m_linearJointAxis(jointAxis) { - m_aJ = world2A.xform(rel_pos1.cross(m_linearJointAxis)); - m_bJ = world2B.xform(rel_pos2.cross(-m_linearJointAxis)); - m_0MinvJt = inertiaInvA * m_aJ; - m_1MinvJt = inertiaInvB * m_bJ; - m_Adiag = massInvA + m_0MinvJt.dot(m_aJ) + massInvB + m_1MinvJt.dot(m_bJ); - - //btAssert(m_Adiag > real_t(0.0)); - } - - real_t getRelativeVelocity(const Vector3 &linvelA, const Vector3 &angvelA, const Vector3 &linvelB, const Vector3 &angvelB) { - Vector3 linrel = linvelA - linvelB; - Vector3 angvela = angvelA * m_aJ; - Vector3 angvelb = angvelB * m_bJ; - linrel *= m_linearJointAxis; - angvela += angvelb; - angvela += linrel; - real_t rel_vel2 = angvela[0] + angvela[1] + angvela[2]; - return rel_vel2 + CMP_EPSILON; - } -}; - -void VehicleWheel3D::_notification(int p_what) { - switch (p_what) { - case NOTIFICATION_ENTER_TREE: { - VehicleBody3D *cb = Object::cast_to(get_parent()); - if (!cb) { - return; - } - body = cb; - local_xform = get_transform(); - cb->wheels.push_back(this); - - m_chassisConnectionPointCS = get_transform().origin; - m_wheelDirectionCS = -get_transform().basis.get_column(Vector3::AXIS_Y).normalized(); - m_wheelAxleCS = get_transform().basis.get_column(Vector3::AXIS_X).normalized(); - } break; - - case NOTIFICATION_EXIT_TREE: { - VehicleBody3D *cb = Object::cast_to(get_parent()); - if (!cb) { - return; - } - cb->wheels.erase(this); - body = nullptr; - } break; - } -} - -PackedStringArray VehicleWheel3D::get_configuration_warnings() const { - PackedStringArray warnings = Node::get_configuration_warnings(); - - if (!Object::cast_to(get_parent())) { - warnings.push_back(RTR("VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please use it as a child of a VehicleBody3D.")); - } - - return warnings; -} - -void VehicleWheel3D::_update(PhysicsDirectBodyState3D *s) { - if (m_raycastInfo.m_isInContact) { - real_t project = m_raycastInfo.m_contactNormalWS.dot(m_raycastInfo.m_wheelDirectionWS); - Vector3 chassis_velocity_at_contactPoint; - Vector3 relpos = m_raycastInfo.m_contactPointWS - s->get_transform().origin; - - chassis_velocity_at_contactPoint = s->get_linear_velocity() + - (s->get_angular_velocity()).cross(relpos); // * mPos); - - real_t projVel = m_raycastInfo.m_contactNormalWS.dot(chassis_velocity_at_contactPoint); - if (project >= real_t(-0.1)) { - m_suspensionRelativeVelocity = real_t(0.0); - m_clippedInvContactDotSuspension = real_t(1.0) / real_t(0.1); - } else { - real_t inv = real_t(-1.) / project; - m_suspensionRelativeVelocity = projVel * inv; - m_clippedInvContactDotSuspension = inv; - } - } else { // Not in contact : position wheel in a nice (rest length) position - m_raycastInfo.m_suspensionLength = m_suspensionRestLength; - m_suspensionRelativeVelocity = real_t(0.0); - m_raycastInfo.m_contactNormalWS = -m_raycastInfo.m_wheelDirectionWS; - m_clippedInvContactDotSuspension = real_t(1.0); - } -} - -void VehicleWheel3D::set_radius(real_t p_radius) { - m_wheelRadius = p_radius; - update_gizmos(); -} - -real_t VehicleWheel3D::get_radius() const { - return m_wheelRadius; -} - -void VehicleWheel3D::set_suspension_rest_length(real_t p_length) { - m_suspensionRestLength = p_length; - update_gizmos(); -} - -real_t VehicleWheel3D::get_suspension_rest_length() const { - return m_suspensionRestLength; -} - -void VehicleWheel3D::set_suspension_travel(real_t p_length) { - m_maxSuspensionTravel = p_length; -} - -real_t VehicleWheel3D::get_suspension_travel() const { - return m_maxSuspensionTravel; -} - -void VehicleWheel3D::set_suspension_stiffness(real_t p_value) { - m_suspensionStiffness = p_value; -} - -real_t VehicleWheel3D::get_suspension_stiffness() const { - return m_suspensionStiffness; -} - -void VehicleWheel3D::set_suspension_max_force(real_t p_value) { - m_maxSuspensionForce = p_value; -} - -real_t VehicleWheel3D::get_suspension_max_force() const { - return m_maxSuspensionForce; -} - -void VehicleWheel3D::set_damping_compression(real_t p_value) { - m_wheelsDampingCompression = p_value; -} - -real_t VehicleWheel3D::get_damping_compression() const { - return m_wheelsDampingCompression; -} - -void VehicleWheel3D::set_damping_relaxation(real_t p_value) { - m_wheelsDampingRelaxation = p_value; -} - -real_t VehicleWheel3D::get_damping_relaxation() const { - return m_wheelsDampingRelaxation; -} - -void VehicleWheel3D::set_friction_slip(real_t p_value) { - m_frictionSlip = p_value; -} - -real_t VehicleWheel3D::get_friction_slip() const { - return m_frictionSlip; -} - -void VehicleWheel3D::set_roll_influence(real_t p_value) { - m_rollInfluence = p_value; -} - -real_t VehicleWheel3D::get_roll_influence() const { - return m_rollInfluence; -} - -bool VehicleWheel3D::is_in_contact() const { - return m_raycastInfo.m_isInContact; -} - -Node3D *VehicleWheel3D::get_contact_body() const { - return m_raycastInfo.m_groundObject; -} - -void VehicleWheel3D::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_radius", "length"), &VehicleWheel3D::set_radius); - ClassDB::bind_method(D_METHOD("get_radius"), &VehicleWheel3D::get_radius); - - ClassDB::bind_method(D_METHOD("set_suspension_rest_length", "length"), &VehicleWheel3D::set_suspension_rest_length); - ClassDB::bind_method(D_METHOD("get_suspension_rest_length"), &VehicleWheel3D::get_suspension_rest_length); - - ClassDB::bind_method(D_METHOD("set_suspension_travel", "length"), &VehicleWheel3D::set_suspension_travel); - ClassDB::bind_method(D_METHOD("get_suspension_travel"), &VehicleWheel3D::get_suspension_travel); - - ClassDB::bind_method(D_METHOD("set_suspension_stiffness", "length"), &VehicleWheel3D::set_suspension_stiffness); - ClassDB::bind_method(D_METHOD("get_suspension_stiffness"), &VehicleWheel3D::get_suspension_stiffness); - - ClassDB::bind_method(D_METHOD("set_suspension_max_force", "length"), &VehicleWheel3D::set_suspension_max_force); - ClassDB::bind_method(D_METHOD("get_suspension_max_force"), &VehicleWheel3D::get_suspension_max_force); - - ClassDB::bind_method(D_METHOD("set_damping_compression", "length"), &VehicleWheel3D::set_damping_compression); - ClassDB::bind_method(D_METHOD("get_damping_compression"), &VehicleWheel3D::get_damping_compression); - - ClassDB::bind_method(D_METHOD("set_damping_relaxation", "length"), &VehicleWheel3D::set_damping_relaxation); - ClassDB::bind_method(D_METHOD("get_damping_relaxation"), &VehicleWheel3D::get_damping_relaxation); - - ClassDB::bind_method(D_METHOD("set_use_as_traction", "enable"), &VehicleWheel3D::set_use_as_traction); - ClassDB::bind_method(D_METHOD("is_used_as_traction"), &VehicleWheel3D::is_used_as_traction); - - ClassDB::bind_method(D_METHOD("set_use_as_steering", "enable"), &VehicleWheel3D::set_use_as_steering); - ClassDB::bind_method(D_METHOD("is_used_as_steering"), &VehicleWheel3D::is_used_as_steering); - - ClassDB::bind_method(D_METHOD("set_friction_slip", "length"), &VehicleWheel3D::set_friction_slip); - ClassDB::bind_method(D_METHOD("get_friction_slip"), &VehicleWheel3D::get_friction_slip); - - ClassDB::bind_method(D_METHOD("is_in_contact"), &VehicleWheel3D::is_in_contact); - ClassDB::bind_method(D_METHOD("get_contact_body"), &VehicleWheel3D::get_contact_body); - - ClassDB::bind_method(D_METHOD("set_roll_influence", "roll_influence"), &VehicleWheel3D::set_roll_influence); - ClassDB::bind_method(D_METHOD("get_roll_influence"), &VehicleWheel3D::get_roll_influence); - - ClassDB::bind_method(D_METHOD("get_skidinfo"), &VehicleWheel3D::get_skidinfo); - - ClassDB::bind_method(D_METHOD("get_rpm"), &VehicleWheel3D::get_rpm); - - ClassDB::bind_method(D_METHOD("set_engine_force", "engine_force"), &VehicleWheel3D::set_engine_force); - ClassDB::bind_method(D_METHOD("get_engine_force"), &VehicleWheel3D::get_engine_force); - - ClassDB::bind_method(D_METHOD("set_brake", "brake"), &VehicleWheel3D::set_brake); - ClassDB::bind_method(D_METHOD("get_brake"), &VehicleWheel3D::get_brake); - - ClassDB::bind_method(D_METHOD("set_steering", "steering"), &VehicleWheel3D::set_steering); - ClassDB::bind_method(D_METHOD("get_steering"), &VehicleWheel3D::get_steering); - - ADD_GROUP("Per-Wheel Motion", ""); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "engine_force", PROPERTY_HINT_RANGE, U"-1024,1024,0.01,or_less,or_greater,suffix:kg\u22C5m/s\u00B2 (N)"), "set_engine_force", "get_engine_force"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "brake", PROPERTY_HINT_RANGE, U"-128,128,0.01,or_less,or_greater,suffix:kg\u22C5m/s\u00B2 (N)"), "set_brake", "get_brake"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "steering", PROPERTY_HINT_RANGE, "-180,180,0.01,radians_as_degrees"), "set_steering", "get_steering"); - ADD_GROUP("VehicleBody3D Motion", ""); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_as_traction"), "set_use_as_traction", "is_used_as_traction"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_as_steering"), "set_use_as_steering", "is_used_as_steering"); - ADD_GROUP("Wheel", "wheel_"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wheel_roll_influence"), "set_roll_influence", "get_roll_influence"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wheel_radius", PROPERTY_HINT_NONE, "suffix:m"), "set_radius", "get_radius"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wheel_rest_length", PROPERTY_HINT_NONE, "suffix:m"), "set_suspension_rest_length", "get_suspension_rest_length"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wheel_friction_slip"), "set_friction_slip", "get_friction_slip"); - ADD_GROUP("Suspension", "suspension_"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "suspension_travel", PROPERTY_HINT_NONE, "suffix:m"), "set_suspension_travel", "get_suspension_travel"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "suspension_stiffness"), "set_suspension_stiffness", "get_suspension_stiffness"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "suspension_max_force", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m/s\u00B2 (N)"), "set_suspension_max_force", "get_suspension_max_force"); - ADD_GROUP("Damping", "damping_"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "damping_compression"), "set_damping_compression", "get_damping_compression"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "damping_relaxation"), "set_damping_relaxation", "get_damping_relaxation"); -} - -void VehicleWheel3D::set_engine_force(real_t p_engine_force) { - m_engineForce = p_engine_force; -} - -real_t VehicleWheel3D::get_engine_force() const { - return m_engineForce; -} - -void VehicleWheel3D::set_brake(real_t p_brake) { - m_brake = p_brake; -} - -real_t VehicleWheel3D::get_brake() const { - return m_brake; -} - -void VehicleWheel3D::set_steering(real_t p_steering) { - m_steering = p_steering; -} - -real_t VehicleWheel3D::get_steering() const { - return m_steering; -} - -void VehicleWheel3D::set_use_as_traction(bool p_enable) { - engine_traction = p_enable; -} - -bool VehicleWheel3D::is_used_as_traction() const { - return engine_traction; -} - -void VehicleWheel3D::set_use_as_steering(bool p_enabled) { - steers = p_enabled; -} - -bool VehicleWheel3D::is_used_as_steering() const { - return steers; -} - -real_t VehicleWheel3D::get_skidinfo() const { - return m_skidInfo; -} - -real_t VehicleWheel3D::get_rpm() const { - return m_rpm; -} - -VehicleWheel3D::VehicleWheel3D() { -} - -void VehicleBody3D::_update_wheel_transform(VehicleWheel3D &wheel, PhysicsDirectBodyState3D *s) { - wheel.m_raycastInfo.m_isInContact = false; - - Transform3D chassisTrans = s->get_transform(); - /* - if (interpolatedTransform && (getRigidBody()->getMotionState())) { - getRigidBody()->getMotionState()->getWorldTransform(chassisTrans); - } - */ - - wheel.m_raycastInfo.m_hardPointWS = chassisTrans.xform(wheel.m_chassisConnectionPointCS); - //wheel.m_raycastInfo.m_hardPointWS+=s->get_linear_velocity()*s->get_step(); - wheel.m_raycastInfo.m_wheelDirectionWS = chassisTrans.get_basis().xform(wheel.m_wheelDirectionCS).normalized(); - wheel.m_raycastInfo.m_wheelAxleWS = chassisTrans.get_basis().xform(wheel.m_wheelAxleCS).normalized(); -} - -void VehicleBody3D::_update_wheel(int p_idx, PhysicsDirectBodyState3D *s) { - VehicleWheel3D &wheel = *wheels[p_idx]; - _update_wheel_transform(wheel, s); - - Vector3 up = -wheel.m_raycastInfo.m_wheelDirectionWS; - const Vector3 &right = wheel.m_raycastInfo.m_wheelAxleWS; - Vector3 fwd = up.cross(right); - fwd = fwd.normalized(); - - Basis steeringMat(up, wheel.m_steering); - - Basis rotatingMat(right, wheel.m_rotation); - - Basis basis2( - right[0], up[0], fwd[0], - right[1], up[1], fwd[1], - right[2], up[2], fwd[2]); - - wheel.m_worldTransform.set_basis(steeringMat * rotatingMat * basis2); - //wheel.m_worldTransform.set_basis(basis2 * (steeringMat * rotatingMat)); - wheel.m_worldTransform.set_origin( - wheel.m_raycastInfo.m_hardPointWS + wheel.m_raycastInfo.m_wheelDirectionWS * wheel.m_raycastInfo.m_suspensionLength); -} - -real_t VehicleBody3D::_ray_cast(int p_idx, PhysicsDirectBodyState3D *s) { - VehicleWheel3D &wheel = *wheels[p_idx]; - - _update_wheel_transform(wheel, s); - - real_t depth = -1; - - real_t raylen = wheel.m_suspensionRestLength + wheel.m_wheelRadius; - - Vector3 rayvector = wheel.m_raycastInfo.m_wheelDirectionWS * (raylen); - Vector3 source = wheel.m_raycastInfo.m_hardPointWS; - wheel.m_raycastInfo.m_contactPointWS = source + rayvector; - const Vector3 &target = wheel.m_raycastInfo.m_contactPointWS; - source -= wheel.m_wheelRadius * wheel.m_raycastInfo.m_wheelDirectionWS; - - real_t param = real_t(0.); - - PhysicsDirectSpaceState3D::RayResult rr; - - PhysicsDirectSpaceState3D *ss = s->get_space_state(); - - PhysicsDirectSpaceState3D::RayParameters ray_params; - ray_params.from = source; - ray_params.to = target; - ray_params.exclude = exclude; - ray_params.collision_mask = get_collision_mask(); - - wheel.m_raycastInfo.m_groundObject = nullptr; - bool col = ss->intersect_ray(ray_params, rr); - - if (col) { - param = source.distance_to(rr.position) / source.distance_to(target); - depth = raylen * param; - wheel.m_raycastInfo.m_contactNormalWS = rr.normal; - - wheel.m_raycastInfo.m_isInContact = true; - if (rr.collider) { - wheel.m_raycastInfo.m_groundObject = Object::cast_to(rr.collider); - } - - real_t hitDistance = param * raylen; - wheel.m_raycastInfo.m_suspensionLength = hitDistance - wheel.m_wheelRadius; - //clamp on max suspension travel - - real_t minSuspensionLength = wheel.m_suspensionRestLength - wheel.m_maxSuspensionTravel; - real_t maxSuspensionLength = wheel.m_suspensionRestLength + wheel.m_maxSuspensionTravel; - if (wheel.m_raycastInfo.m_suspensionLength < minSuspensionLength) { - wheel.m_raycastInfo.m_suspensionLength = minSuspensionLength; - } - if (wheel.m_raycastInfo.m_suspensionLength > maxSuspensionLength) { - wheel.m_raycastInfo.m_suspensionLength = maxSuspensionLength; - } - - wheel.m_raycastInfo.m_contactPointWS = rr.position; - - real_t denominator = wheel.m_raycastInfo.m_contactNormalWS.dot(wheel.m_raycastInfo.m_wheelDirectionWS); - - Vector3 chassis_velocity_at_contactPoint; - //Vector3 relpos = wheel.m_raycastInfo.m_contactPointWS-getRigidBody()->getCenterOfMassPosition(); - - //chassis_velocity_at_contactPoint = getRigidBody()->getVelocityInLocalPoint(relpos); - - chassis_velocity_at_contactPoint = s->get_linear_velocity() + - (s->get_angular_velocity()).cross(wheel.m_raycastInfo.m_contactPointWS - s->get_transform().origin); // * mPos); - - real_t projVel = wheel.m_raycastInfo.m_contactNormalWS.dot(chassis_velocity_at_contactPoint); - - if (denominator >= real_t(-0.1)) { - wheel.m_suspensionRelativeVelocity = real_t(0.0); - wheel.m_clippedInvContactDotSuspension = real_t(1.0) / real_t(0.1); - } else { - real_t inv = real_t(-1.) / denominator; - wheel.m_suspensionRelativeVelocity = projVel * inv; - wheel.m_clippedInvContactDotSuspension = inv; - } - - } else { - wheel.m_raycastInfo.m_isInContact = false; - //put wheel info as in rest position - wheel.m_raycastInfo.m_suspensionLength = wheel.m_suspensionRestLength; - wheel.m_suspensionRelativeVelocity = real_t(0.0); - wheel.m_raycastInfo.m_contactNormalWS = -wheel.m_raycastInfo.m_wheelDirectionWS; - wheel.m_clippedInvContactDotSuspension = real_t(1.0); - } - - return depth; -} - -void VehicleBody3D::_update_suspension(PhysicsDirectBodyState3D *s) { - real_t chassisMass = get_mass(); - - for (int w_it = 0; w_it < wheels.size(); w_it++) { - VehicleWheel3D &wheel_info = *wheels[w_it]; - - if (wheel_info.m_raycastInfo.m_isInContact) { - real_t force; - //Spring - { - real_t susp_length = wheel_info.m_suspensionRestLength; - real_t current_length = wheel_info.m_raycastInfo.m_suspensionLength; - - real_t length_diff = (susp_length - current_length); - - force = wheel_info.m_suspensionStiffness * length_diff * wheel_info.m_clippedInvContactDotSuspension; - } - - // Damper - { - real_t projected_rel_vel = wheel_info.m_suspensionRelativeVelocity; - { - real_t susp_damping; - if (projected_rel_vel < real_t(0.0)) { - susp_damping = wheel_info.m_wheelsDampingCompression; - } else { - susp_damping = wheel_info.m_wheelsDampingRelaxation; - } - force -= susp_damping * projected_rel_vel; - } - } - - // RESULT - wheel_info.m_wheelsSuspensionForce = force * chassisMass; - if (wheel_info.m_wheelsSuspensionForce < real_t(0.)) { - wheel_info.m_wheelsSuspensionForce = real_t(0.); - } - } else { - wheel_info.m_wheelsSuspensionForce = real_t(0.0); - } - } -} - -//bilateral constraint between two dynamic objects -void VehicleBody3D::_resolve_single_bilateral(PhysicsDirectBodyState3D *s, const Vector3 &pos1, - PhysicsBody3D *body2, const Vector3 &pos2, const Vector3 &normal, real_t &impulse, const real_t p_rollInfluence) { - real_t normalLenSqr = normal.length_squared(); - //ERR_FAIL_COND( normalLenSqr < real_t(1.1)); - - if (normalLenSqr > real_t(1.1)) { - impulse = real_t(0.); - return; - } - - Vector3 rel_pos1 = pos1 - s->get_transform().origin; - Vector3 rel_pos2; - if (body2) { - rel_pos2 = pos2 - body2->get_global_transform().origin; - } - //this jacobian entry could be re-used for all iterations - - Vector3 vel1 = s->get_linear_velocity() + (s->get_angular_velocity()).cross(rel_pos1); // * mPos); - Vector3 vel2; - - if (body2) { - vel2 = body2->get_linear_velocity() + body2->get_angular_velocity().cross(rel_pos2); - } - - Vector3 vel = vel1 - vel2; - - Basis b2trans; - real_t b2invmass = 0; - Vector3 b2lv; - Vector3 b2av; - Vector3 b2invinertia; //todo - - if (body2) { - b2trans = body2->get_global_transform().basis.transposed(); - b2invmass = body2->get_inverse_mass(); - b2lv = body2->get_linear_velocity(); - b2av = body2->get_angular_velocity(); - } - - btVehicleJacobianEntry jac(s->get_transform().basis.transposed(), - b2trans, - rel_pos1, - rel_pos2, - normal, - s->get_inverse_inertia_tensor().get_main_diagonal(), - 1.0 / get_mass(), - b2invinertia, - b2invmass); - - // FIXME: rel_vel assignment here is overwritten by the following assignment. - // What seems to be intended in the next assignment is: rel_vel = normal.dot(rel_vel); - // Investigate why. - real_t rel_vel = jac.getRelativeVelocity( - s->get_linear_velocity(), - s->get_transform().basis.transposed().xform(s->get_angular_velocity()), - b2lv, - b2trans.xform(b2av)); - - rel_vel = normal.dot(vel); - - // !BAS! We had this set to 0.4, in bullet its 0.2 - real_t contactDamping = real_t(0.2); - - if (p_rollInfluence > 0.0) { - // !BAS! But seeing we apply this frame by frame, makes more sense to me to make this time based - // keeping in mind our anti roll factor if it is set - contactDamping = MIN(contactDamping, s->get_step() / p_rollInfluence); - } - -#define ONLY_USE_LINEAR_MASS -#ifdef ONLY_USE_LINEAR_MASS - real_t massTerm = real_t(1.) / ((1.0 / get_mass()) + b2invmass); - impulse = -contactDamping * rel_vel * massTerm; -#else - real_t velocityImpulse = -contactDamping * rel_vel * jacDiagABInv; - impulse = velocityImpulse; -#endif -} - -VehicleBody3D::btVehicleWheelContactPoint::btVehicleWheelContactPoint(PhysicsDirectBodyState3D *s, PhysicsBody3D *body1, const Vector3 &frictionPosWorld, const Vector3 &frictionDirectionWorld, real_t maxImpulse) : - m_s(s), - m_body1(body1), - m_frictionPositionWorld(frictionPosWorld), - m_frictionDirectionWorld(frictionDirectionWorld), - m_maxImpulse(maxImpulse) { - real_t denom0 = 0; - real_t denom1 = 0; - - { - Vector3 r0 = frictionPosWorld - s->get_transform().origin; - Vector3 c0 = (r0).cross(frictionDirectionWorld); - Vector3 vec = s->get_inverse_inertia_tensor().xform_inv(c0).cross(r0); - denom0 = s->get_inverse_mass() + frictionDirectionWorld.dot(vec); - } - - /* TODO: Why is this code unused? - if (body1) { - Vector3 r0 = frictionPosWorld - body1->get_global_transform().origin; - Vector3 c0 = (r0).cross(frictionDirectionWorld); - Vector3 vec = s->get_inverse_inertia_tensor().xform_inv(c0).cross(r0); - //denom1= body1->get_inverse_mass() + frictionDirectionWorld.dot(vec); - - } - */ - - real_t relaxation = 1.f; - m_jacDiagABInv = relaxation / (denom0 + denom1); -} - -real_t VehicleBody3D::_calc_rolling_friction(btVehicleWheelContactPoint &contactPoint) { - real_t j1 = 0.f; - - const Vector3 &contactPosWorld = contactPoint.m_frictionPositionWorld; - - Vector3 rel_pos1 = contactPosWorld - contactPoint.m_s->get_transform().origin; - Vector3 rel_pos2; - if (contactPoint.m_body1) { - rel_pos2 = contactPosWorld - contactPoint.m_body1->get_global_transform().origin; - } - - real_t maxImpulse = contactPoint.m_maxImpulse; - - Vector3 vel1 = contactPoint.m_s->get_linear_velocity() + (contactPoint.m_s->get_angular_velocity()).cross(rel_pos1); // * mPos); - - Vector3 vel2; - if (contactPoint.m_body1) { - vel2 = contactPoint.m_body1->get_linear_velocity() + contactPoint.m_body1->get_angular_velocity().cross(rel_pos2); - } - - Vector3 vel = vel1 - vel2; - - real_t vrel = contactPoint.m_frictionDirectionWorld.dot(vel); - - // calculate j that moves us to zero relative velocity - j1 = -vrel * contactPoint.m_jacDiagABInv; - - return CLAMP(j1, -maxImpulse, maxImpulse); -} - -static const real_t sideFrictionStiffness2 = real_t(1.0); -void VehicleBody3D::_update_friction(PhysicsDirectBodyState3D *s) { - //calculate the impulse, so that the wheels don't move sidewards - int numWheel = wheels.size(); - if (!numWheel) { - return; - } - - m_forwardWS.resize(numWheel); - m_axle.resize(numWheel); - m_forwardImpulse.resize(numWheel); - m_sideImpulse.resize(numWheel); - - //collapse all those loops into one! - for (int i = 0; i < wheels.size(); i++) { - m_sideImpulse.write[i] = real_t(0.); - m_forwardImpulse.write[i] = real_t(0.); - } - - { - for (int i = 0; i < wheels.size(); i++) { - VehicleWheel3D &wheelInfo = *wheels[i]; - - if (wheelInfo.m_raycastInfo.m_isInContact) { - //const btTransform& wheelTrans = getWheelTransformWS( i ); - - Basis wheelBasis0 = wheelInfo.m_worldTransform.basis; //get_global_transform().basis; - - m_axle.write[i] = wheelBasis0.get_column(Vector3::AXIS_X); - //m_axle[i] = wheelInfo.m_raycastInfo.m_wheelAxleWS; - - const Vector3 &surfNormalWS = wheelInfo.m_raycastInfo.m_contactNormalWS; - real_t proj = m_axle[i].dot(surfNormalWS); - m_axle.write[i] -= surfNormalWS * proj; - m_axle.write[i] = m_axle[i].normalized(); - - m_forwardWS.write[i] = surfNormalWS.cross(m_axle[i]); - m_forwardWS.write[i].normalize(); - - _resolve_single_bilateral(s, wheelInfo.m_raycastInfo.m_contactPointWS, - wheelInfo.m_raycastInfo.m_groundObject, wheelInfo.m_raycastInfo.m_contactPointWS, - m_axle[i], m_sideImpulse.write[i], wheelInfo.m_rollInfluence); - - m_sideImpulse.write[i] *= sideFrictionStiffness2; - } - } - } - - real_t sideFactor = real_t(1.); - real_t fwdFactor = 0.5; - - bool sliding = false; - { - for (int wheel = 0; wheel < wheels.size(); wheel++) { - VehicleWheel3D &wheelInfo = *wheels[wheel]; - - //class btRigidBody* groundObject = (class btRigidBody*) wheelInfo.m_raycastInfo.m_groundObject; - - real_t rollingFriction = 0.f; - - if (wheelInfo.m_raycastInfo.m_isInContact) { - if (wheelInfo.m_engineForce != 0.f) { - rollingFriction = -wheelInfo.m_engineForce * s->get_step(); - } else { - real_t defaultRollingFrictionImpulse = 0.f; - real_t maxImpulse = wheelInfo.m_brake ? wheelInfo.m_brake : defaultRollingFrictionImpulse; - btVehicleWheelContactPoint contactPt(s, wheelInfo.m_raycastInfo.m_groundObject, wheelInfo.m_raycastInfo.m_contactPointWS, m_forwardWS[wheel], maxImpulse); - rollingFriction = _calc_rolling_friction(contactPt); - } - } - - //switch between active rolling (throttle), braking and non-active rolling friction (no throttle/break) - - m_forwardImpulse.write[wheel] = real_t(0.); - wheelInfo.m_skidInfo = real_t(1.); - - if (wheelInfo.m_raycastInfo.m_isInContact) { - wheelInfo.m_skidInfo = real_t(1.); - - real_t maximp = wheelInfo.m_wheelsSuspensionForce * s->get_step() * wheelInfo.m_frictionSlip; - real_t maximpSide = maximp; - - real_t maximpSquared = maximp * maximpSide; - - m_forwardImpulse.write[wheel] = rollingFriction; //wheelInfo.m_engineForce* timeStep; - - real_t x = (m_forwardImpulse[wheel]) * fwdFactor; - real_t y = (m_sideImpulse[wheel]) * sideFactor; - - real_t impulseSquared = (x * x + y * y); - - if (impulseSquared > maximpSquared) { - sliding = true; - - real_t factor = maximp / Math::sqrt(impulseSquared); - - wheelInfo.m_skidInfo *= factor; - } - } - } - } - - if (sliding) { - for (int wheel = 0; wheel < wheels.size(); wheel++) { - if (m_sideImpulse[wheel] != real_t(0.)) { - if (wheels[wheel]->m_skidInfo < real_t(1.)) { - m_forwardImpulse.write[wheel] *= wheels[wheel]->m_skidInfo; - m_sideImpulse.write[wheel] *= wheels[wheel]->m_skidInfo; - } - } - } - } - - // apply the impulses - { - for (int wheel = 0; wheel < wheels.size(); wheel++) { - VehicleWheel3D &wheelInfo = *wheels[wheel]; - - Vector3 rel_pos = wheelInfo.m_raycastInfo.m_contactPointWS - - s->get_transform().origin; - - if (m_forwardImpulse[wheel] != real_t(0.)) { - s->apply_impulse(m_forwardWS[wheel] * (m_forwardImpulse[wheel]), rel_pos); - } - if (m_sideImpulse[wheel] != real_t(0.)) { - PhysicsBody3D *groundObject = wheelInfo.m_raycastInfo.m_groundObject; - - Vector3 rel_pos2; - if (groundObject) { - rel_pos2 = wheelInfo.m_raycastInfo.m_contactPointWS - groundObject->get_global_transform().origin; - } - - Vector3 sideImp = m_axle[wheel] * m_sideImpulse[wheel]; - -#if defined ROLLING_INFLUENCE_FIX // fix. It only worked if car's up was along Y - VT. - Vector3 vChassisWorldUp = s->get_transform().basis.transposed()[1]; //getRigidBody()->getCenterOfMassTransform3D().getBasis().getColumn(m_indexUpAxis); - rel_pos -= vChassisWorldUp * (vChassisWorldUp.dot(rel_pos) * (1.f - wheelInfo.m_rollInfluence)); -#else - rel_pos[1] *= wheelInfo.m_rollInfluence; //? -#endif - s->apply_impulse(sideImp, rel_pos); - - //apply friction impulse on the ground - //todo - //groundObject->applyImpulse(-sideImp,rel_pos2); - } - } - } -} - -void VehicleBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) { - RigidBody3D::_body_state_changed(p_state); - - real_t step = p_state->get_step(); - - for (int i = 0; i < wheels.size(); i++) { - _update_wheel(i, p_state); - } - - for (int i = 0; i < wheels.size(); i++) { - _ray_cast(i, p_state); - wheels[i]->set_transform(p_state->get_transform().inverse() * wheels[i]->m_worldTransform); - } - - _update_suspension(p_state); - - for (int i = 0; i < wheels.size(); i++) { - //apply suspension force - VehicleWheel3D &wheel = *wheels[i]; - - real_t suspensionForce = wheel.m_wheelsSuspensionForce; - - if (suspensionForce > wheel.m_maxSuspensionForce) { - suspensionForce = wheel.m_maxSuspensionForce; - } - Vector3 impulse = wheel.m_raycastInfo.m_contactNormalWS * suspensionForce * step; - Vector3 relative_position = wheel.m_raycastInfo.m_contactPointWS - p_state->get_transform().origin; - - p_state->apply_impulse(impulse, relative_position); - } - - _update_friction(p_state); - - for (int i = 0; i < wheels.size(); i++) { - VehicleWheel3D &wheel = *wheels[i]; - Vector3 relpos = wheel.m_raycastInfo.m_hardPointWS - p_state->get_transform().origin; - Vector3 vel = p_state->get_linear_velocity() + (p_state->get_angular_velocity()).cross(relpos); // * mPos); - - if (wheel.m_raycastInfo.m_isInContact) { - const Transform3D &chassisWorldTransform = p_state->get_transform(); - - Vector3 fwd( - chassisWorldTransform.basis[0][Vector3::AXIS_Z], - chassisWorldTransform.basis[1][Vector3::AXIS_Z], - chassisWorldTransform.basis[2][Vector3::AXIS_Z]); - - real_t proj = fwd.dot(wheel.m_raycastInfo.m_contactNormalWS); - fwd -= wheel.m_raycastInfo.m_contactNormalWS * proj; - - real_t proj2 = fwd.dot(vel); - - wheel.m_deltaRotation = (proj2 * step) / (wheel.m_wheelRadius); - } - - wheel.m_rotation += wheel.m_deltaRotation; - wheel.m_rpm = ((wheel.m_deltaRotation / step) * 60) / Math_TAU; - - wheel.m_deltaRotation *= real_t(0.99); //damping of rotation when not in contact - } -} - -void VehicleBody3D::set_engine_force(real_t p_engine_force) { - engine_force = p_engine_force; - for (int i = 0; i < wheels.size(); i++) { - VehicleWheel3D &wheelInfo = *wheels[i]; - if (wheelInfo.engine_traction) { - wheelInfo.m_engineForce = p_engine_force; - } - } -} - -real_t VehicleBody3D::get_engine_force() const { - return engine_force; -} - -void VehicleBody3D::set_brake(real_t p_brake) { - brake = p_brake; - for (int i = 0; i < wheels.size(); i++) { - VehicleWheel3D &wheelInfo = *wheels[i]; - wheelInfo.m_brake = p_brake; - } -} - -real_t VehicleBody3D::get_brake() const { - return brake; -} - -void VehicleBody3D::set_steering(real_t p_steering) { - m_steeringValue = p_steering; - for (int i = 0; i < wheels.size(); i++) { - VehicleWheel3D &wheelInfo = *wheels[i]; - if (wheelInfo.steers) { - wheelInfo.m_steering = p_steering; - } - } -} - -real_t VehicleBody3D::get_steering() const { - return m_steeringValue; -} - -void VehicleBody3D::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_engine_force", "engine_force"), &VehicleBody3D::set_engine_force); - ClassDB::bind_method(D_METHOD("get_engine_force"), &VehicleBody3D::get_engine_force); - - ClassDB::bind_method(D_METHOD("set_brake", "brake"), &VehicleBody3D::set_brake); - ClassDB::bind_method(D_METHOD("get_brake"), &VehicleBody3D::get_brake); - - ClassDB::bind_method(D_METHOD("set_steering", "steering"), &VehicleBody3D::set_steering); - ClassDB::bind_method(D_METHOD("get_steering"), &VehicleBody3D::get_steering); - - ADD_GROUP("Motion", ""); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "engine_force", PROPERTY_HINT_RANGE, U"-1024,1024,0.01,or_less,or_greater,suffix:kg\u22C5m/s\u00B2 (N)"), "set_engine_force", "get_engine_force"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "brake", PROPERTY_HINT_RANGE, U"-128,128,0.01,or_less,or_greater,suffix:kg\u22C5m/s\u00B2 (N)"), "set_brake", "get_brake"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "steering", PROPERTY_HINT_RANGE, "-180,180,0.01,radians_as_degrees"), "set_steering", "get_steering"); -} - -VehicleBody3D::VehicleBody3D() { - exclude.insert(get_rid()); - set_mass(40); -} diff --git a/scene/3d/vehicle_body_3d.h b/scene/3d/vehicle_body_3d.h deleted file mode 100644 index ce913f152d..0000000000 --- a/scene/3d/vehicle_body_3d.h +++ /dev/null @@ -1,213 +0,0 @@ -/**************************************************************************/ -/* vehicle_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 VEHICLE_BODY_3D_H -#define VEHICLE_BODY_3D_H - -#include "scene/3d/physics_body_3d.h" - -class VehicleBody3D; - -class VehicleWheel3D : public Node3D { - GDCLASS(VehicleWheel3D, Node3D); - - friend class VehicleBody3D; - - Transform3D m_worldTransform; - Transform3D local_xform; - bool engine_traction = false; - bool steers = false; - - Vector3 m_chassisConnectionPointCS; //const - Vector3 m_wheelDirectionCS; //const - Vector3 m_wheelAxleCS; // const or modified by steering - - real_t m_suspensionRestLength = 0.15; - real_t m_maxSuspensionTravel = 0.2; - real_t m_wheelRadius = 0.5; - - real_t m_suspensionStiffness = 5.88; - real_t m_wheelsDampingCompression = 0.83; - real_t m_wheelsDampingRelaxation = 0.88; - real_t m_frictionSlip = 10.5; - real_t m_maxSuspensionForce = 6000.0; - bool m_bIsFrontWheel = false; - - VehicleBody3D *body = nullptr; - - //btVector3 m_wheelAxleCS; // const or modified by steering ? - - real_t m_steering = 0.0; - real_t m_rotation = 0.0; - real_t m_deltaRotation = 0.0; - real_t m_rpm = 0.0; - real_t m_rollInfluence = 0.1; - real_t m_engineForce = 0.0; - real_t m_brake = 0.0; - - real_t m_clippedInvContactDotSuspension = 1.0; - real_t m_suspensionRelativeVelocity = 0.0; - //calculated by suspension - real_t m_wheelsSuspensionForce = 0.0; - real_t m_skidInfo = 0.0; - - struct RaycastInfo { - //set by raycaster - Vector3 m_contactNormalWS; //contactnormal - Vector3 m_contactPointWS; //raycast hitpoint - real_t m_suspensionLength = 0.0; - Vector3 m_hardPointWS; //raycast starting point - Vector3 m_wheelDirectionWS; //direction in worldspace - Vector3 m_wheelAxleWS; // axle in worldspace - bool m_isInContact = false; - PhysicsBody3D *m_groundObject = nullptr; //could be general void* ptr - } m_raycastInfo; - - void _update(PhysicsDirectBodyState3D *s); - -protected: - void _notification(int p_what); - static void _bind_methods(); - -public: - void set_radius(real_t p_radius); - real_t get_radius() const; - - void set_suspension_rest_length(real_t p_length); - real_t get_suspension_rest_length() const; - - void set_suspension_travel(real_t p_length); - real_t get_suspension_travel() const; - - void set_suspension_stiffness(real_t p_value); - real_t get_suspension_stiffness() const; - - void set_suspension_max_force(real_t p_value); - real_t get_suspension_max_force() const; - - void set_damping_compression(real_t p_value); - real_t get_damping_compression() const; - - void set_damping_relaxation(real_t p_value); - real_t get_damping_relaxation() const; - - void set_friction_slip(real_t p_value); - real_t get_friction_slip() const; - - void set_use_as_traction(bool p_enable); - bool is_used_as_traction() const; - - void set_use_as_steering(bool p_enabled); - bool is_used_as_steering() const; - - bool is_in_contact() const; - - Node3D *get_contact_body() const; - - void set_roll_influence(real_t p_value); - real_t get_roll_influence() const; - - real_t get_skidinfo() const; - - real_t get_rpm() const; - - void set_engine_force(real_t p_engine_force); - real_t get_engine_force() const; - - void set_brake(real_t p_brake); - real_t get_brake() const; - - void set_steering(real_t p_steering); - real_t get_steering() const; - - PackedStringArray get_configuration_warnings() const override; - - VehicleWheel3D(); -}; - -class VehicleBody3D : public RigidBody3D { - GDCLASS(VehicleBody3D, RigidBody3D); - - real_t engine_force = 0.0; - real_t brake = 0.0; - - real_t m_pitchControl = 0.0; - real_t m_steeringValue = 0.0; - real_t m_currentVehicleSpeedKmHour = 0.0; - - HashSet exclude; - - Vector m_forwardWS; - Vector m_axle; - Vector m_forwardImpulse; - Vector m_sideImpulse; - - struct btVehicleWheelContactPoint { - PhysicsDirectBodyState3D *m_s = nullptr; - PhysicsBody3D *m_body1 = nullptr; - Vector3 m_frictionPositionWorld; - Vector3 m_frictionDirectionWorld; - real_t m_jacDiagABInv = 0.0; - real_t m_maxImpulse = 0.0; - - btVehicleWheelContactPoint(PhysicsDirectBodyState3D *s, PhysicsBody3D *body1, const Vector3 &frictionPosWorld, const Vector3 &frictionDirectionWorld, real_t maxImpulse); - }; - - void _resolve_single_bilateral(PhysicsDirectBodyState3D *s, const Vector3 &pos1, PhysicsBody3D *body2, const Vector3 &pos2, const Vector3 &normal, real_t &impulse, const real_t p_rollInfluence); - real_t _calc_rolling_friction(btVehicleWheelContactPoint &contactPoint); - - void _update_friction(PhysicsDirectBodyState3D *s); - void _update_suspension(PhysicsDirectBodyState3D *s); - real_t _ray_cast(int p_idx, PhysicsDirectBodyState3D *s); - void _update_wheel_transform(VehicleWheel3D &wheel, PhysicsDirectBodyState3D *s); - void _update_wheel(int p_idx, PhysicsDirectBodyState3D *s); - - friend class VehicleWheel3D; - Vector wheels; - - static void _bind_methods(); - - static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state); - virtual void _body_state_changed(PhysicsDirectBodyState3D *p_state) override; - -public: - void set_engine_force(real_t p_engine_force); - real_t get_engine_force() const; - - void set_brake(real_t p_brake); - real_t get_brake() const; - - void set_steering(real_t p_steering); - real_t get_steering() const; - - VehicleBody3D(); -}; - -#endif // VEHICLE_BODY_3D_H diff --git a/scene/main/viewport.cpp b/scene/main/viewport.cpp index 0bb2688fea..1dcf9acda3 100644 --- a/scene/main/viewport.cpp +++ b/scene/main/viewport.cpp @@ -37,11 +37,11 @@ #include "core/templates/sort_array.h" #include "scene/2d/audio_listener_2d.h" #include "scene/2d/camera_2d.h" -#include "scene/2d/collision_object_2d.h" +#include "scene/2d/physics/collision_object_2d.h" #ifndef _3D_DISABLED #include "scene/3d/audio_listener_3d.h" #include "scene/3d/camera_3d.h" -#include "scene/3d/collision_object_3d.h" +#include "scene/3d/physics/collision_object_3d.h" #include "scene/3d/world_environment.h" #endif // _3D_DISABLED #include "scene/gui/control.h" diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp index b156cd0422..f1c94f53da 100644 --- a/scene/register_scene_types.cpp +++ b/scene/register_scene_types.cpp @@ -34,18 +34,14 @@ #include "core/object/class_db.h" #include "core/os/os.h" #include "scene/2d/animated_sprite_2d.h" -#include "scene/2d/area_2d.h" #include "scene/2d/audio_listener_2d.h" #include "scene/2d/audio_stream_player_2d.h" #include "scene/2d/back_buffer_copy.h" #include "scene/2d/camera_2d.h" #include "scene/2d/canvas_group.h" #include "scene/2d/canvas_modulate.h" -#include "scene/2d/collision_polygon_2d.h" -#include "scene/2d/collision_shape_2d.h" #include "scene/2d/cpu_particles_2d.h" #include "scene/2d/gpu_particles_2d.h" -#include "scene/2d/joint_2d.h" #include "scene/2d/light_2d.h" #include "scene/2d/light_occluder_2d.h" #include "scene/2d/line_2d.h" @@ -59,12 +55,24 @@ #include "scene/2d/parallax_background.h" #include "scene/2d/parallax_layer.h" #include "scene/2d/path_2d.h" -#include "scene/2d/physical_bone_2d.h" -#include "scene/2d/physics_body_2d.h" +#include "scene/2d/physics/animatable_body_2d.h" +#include "scene/2d/physics/area_2d.h" +#include "scene/2d/physics/character_body_2d.h" +#include "scene/2d/physics/collision_polygon_2d.h" +#include "scene/2d/physics/collision_shape_2d.h" +#include "scene/2d/physics/joints/damped_spring_joint_2d.h" +#include "scene/2d/physics/joints/groove_joint_2d.h" +#include "scene/2d/physics/joints/joint_2d.h" +#include "scene/2d/physics/joints/pin_joint_2d.h" +#include "scene/2d/physics/kinematic_collision_2d.h" +#include "scene/2d/physics/physical_bone_2d.h" +#include "scene/2d/physics/physics_body_2d.h" +#include "scene/2d/physics/ray_cast_2d.h" +#include "scene/2d/physics/rigid_body_2d.h" +#include "scene/2d/physics/shape_cast_2d.h" +#include "scene/2d/physics/static_body_2d.h" #include "scene/2d/polygon_2d.h" -#include "scene/2d/ray_cast_2d.h" #include "scene/2d/remote_transform_2d.h" -#include "scene/2d/shape_cast_2d.h" #include "scene/2d/skeleton_2d.h" #include "scene/2d/sprite_2d.h" #include "scene/2d/tile_map.h" @@ -218,20 +226,16 @@ #include "scene/main/shader_globals_override.h" #ifndef _3D_DISABLED -#include "scene/3d/area_3d.h" #include "scene/3d/audio_listener_3d.h" #include "scene/3d/audio_stream_player_3d.h" #include "scene/3d/bone_attachment_3d.h" #include "scene/3d/camera_3d.h" -#include "scene/3d/collision_polygon_3d.h" -#include "scene/3d/collision_shape_3d.h" #include "scene/3d/cpu_particles_3d.h" #include "scene/3d/decal.h" #include "scene/3d/fog_volume.h" #include "scene/3d/gpu_particles_3d.h" #include "scene/3d/gpu_particles_collision_3d.h" #include "scene/3d/importer_mesh_instance_3d.h" -#include "scene/3d/joint_3d.h" #include "scene/3d/label_3d.h" #include "scene/3d/light_3d.h" #include "scene/3d/lightmap_gi.h" @@ -246,17 +250,32 @@ #include "scene/3d/node_3d.h" #include "scene/3d/occluder_instance_3d.h" #include "scene/3d/path_3d.h" -#include "scene/3d/physics_body_3d.h" -#include "scene/3d/ray_cast_3d.h" +#include "scene/3d/physics/animatable_body_3d.h" +#include "scene/3d/physics/area_3d.h" +#include "scene/3d/physics/character_body_3d.h" +#include "scene/3d/physics/collision_polygon_3d.h" +#include "scene/3d/physics/collision_shape_3d.h" +#include "scene/3d/physics/joints/cone_twist_joint_3d.h" +#include "scene/3d/physics/joints/generic_6dof_joint_3d.h" +#include "scene/3d/physics/joints/hinge_joint_3d.h" +#include "scene/3d/physics/joints/joint_3d.h" +#include "scene/3d/physics/joints/pin_joint_3d.h" +#include "scene/3d/physics/joints/slider_joint_3d.h" +#include "scene/3d/physics/kinematic_collision_3d.h" +#include "scene/3d/physics/physical_bone_3d.h" +#include "scene/3d/physics/physics_body_3d.h" +#include "scene/3d/physics/ray_cast_3d.h" +#include "scene/3d/physics/rigid_body_3d.h" +#include "scene/3d/physics/shape_cast_3d.h" +#include "scene/3d/physics/spring_arm_3d.h" +#include "scene/3d/physics/static_body_3d.h" +#include "scene/3d/physics/vehicle_body_3d.h" #include "scene/3d/reflection_probe.h" #include "scene/3d/remote_transform_3d.h" -#include "scene/3d/shape_cast_3d.h" #include "scene/3d/skeleton_3d.h" #include "scene/3d/skeleton_ik_3d.h" #include "scene/3d/soft_body_3d.h" -#include "scene/3d/spring_arm_3d.h" #include "scene/3d/sprite_3d.h" -#include "scene/3d/vehicle_body_3d.h" #include "scene/3d/visible_on_screen_notifier_3d.h" #include "scene/3d/voxel_gi.h" #include "scene/3d/world_environment.h" diff --git a/scene/resources/2d/skeleton/skeleton_modification_2d.cpp b/scene/resources/2d/skeleton/skeleton_modification_2d.cpp index 88a0f7b92d..4e7563fdc3 100644 --- a/scene/resources/2d/skeleton/skeleton_modification_2d.cpp +++ b/scene/resources/2d/skeleton/skeleton_modification_2d.cpp @@ -31,9 +31,9 @@ #include "skeleton_modification_2d.h" #include "scene/2d/skeleton_2d.h" -#include "scene/2d/collision_object_2d.h" -#include "scene/2d/collision_shape_2d.h" -#include "scene/2d/physical_bone_2d.h" +#include "scene/2d/physics/collision_object_2d.h" +#include "scene/2d/physics/collision_shape_2d.h" +#include "scene/2d/physics/physical_bone_2d.h" #ifdef TOOLS_ENABLED #include "editor/editor_settings.h" diff --git a/scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp b/scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp index e000e947cd..61e5aed150 100644 --- a/scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +++ b/scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp @@ -29,7 +29,7 @@ /**************************************************************************/ #include "skeleton_modification_2d_physicalbones.h" -#include "scene/2d/physical_bone_2d.h" +#include "scene/2d/physics/physical_bone_2d.h" #include "scene/2d/skeleton_2d.h" bool SkeletonModification2DPhysicalBones::_set(const StringName &p_path, const Variant &p_value) { diff --git a/scu_builders.py b/scu_builders.py index 1a75f19b30..2579398ad6 100644 --- a/scu_builders.py +++ b/scu_builders.py @@ -310,7 +310,11 @@ def generate_scu_files(max_includes_per_scu): process_folder(["modules/gdscript/language_server"]) process_folder(["scene/2d"]) + process_folder(["scene/2d/physics"]) + process_folder(["scene/2d/physics/joints"]) process_folder(["scene/3d"]) + process_folder(["scene/3d/physics"]) + process_folder(["scene/3d/physics/joints"]) process_folder(["scene/animation"]) process_folder(["scene/gui"]) process_folder(["scene/main"]) diff --git a/tests/scene/test_viewport.h b/tests/scene/test_viewport.h index e15b01ae9f..66b0f438cc 100644 --- a/tests/scene/test_viewport.h +++ b/tests/scene/test_viewport.h @@ -31,8 +31,8 @@ #ifndef TEST_VIEWPORT_H #define TEST_VIEWPORT_H -#include "scene/2d/area_2d.h" -#include "scene/2d/collision_shape_2d.h" +#include "scene/2d/physics/area_2d.h" +#include "scene/2d/physics/collision_shape_2d.h" #include "scene/gui/control.h" #include "scene/gui/subviewport_container.h" #include "scene/main/canvas_layer.h" -- cgit v1.2.3