/**************************************************************************/ /* jolt_physics_direct_body_state_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 "jolt_physics_direct_body_state_3d.h" #include "../spaces/jolt_physics_direct_space_state_3d.h" #include "../spaces/jolt_space_3d.h" #include "jolt_body_3d.h" JoltPhysicsDirectBodyState3D::JoltPhysicsDirectBodyState3D(JoltBody3D *p_body) : body(p_body) { } Vector3 JoltPhysicsDirectBodyState3D::get_total_gravity() const { return body->get_gravity(); } real_t JoltPhysicsDirectBodyState3D::get_total_angular_damp() const { return (real_t)body->get_total_angular_damp(); } real_t JoltPhysicsDirectBodyState3D::get_total_linear_damp() const { return (real_t)body->get_total_linear_damp(); } Vector3 JoltPhysicsDirectBodyState3D::get_center_of_mass() const { return body->get_center_of_mass_relative(); } Vector3 JoltPhysicsDirectBodyState3D::get_center_of_mass_local() const { return body->get_center_of_mass_local(); } Basis JoltPhysicsDirectBodyState3D::get_principal_inertia_axes() const { return body->get_principal_inertia_axes(); } real_t JoltPhysicsDirectBodyState3D::get_inverse_mass() const { return 1.0 / body->get_mass(); } Vector3 JoltPhysicsDirectBodyState3D::get_inverse_inertia() const { return body->get_inverse_inertia(); } Basis JoltPhysicsDirectBodyState3D::get_inverse_inertia_tensor() const { return body->get_inverse_inertia_tensor(); } Vector3 JoltPhysicsDirectBodyState3D::get_linear_velocity() const { return body->get_linear_velocity(); } void JoltPhysicsDirectBodyState3D::set_linear_velocity(const Vector3 &p_velocity) { return body->set_linear_velocity(p_velocity); } Vector3 JoltPhysicsDirectBodyState3D::get_angular_velocity() const { return body->get_angular_velocity(); } void JoltPhysicsDirectBodyState3D::set_angular_velocity(const Vector3 &p_velocity) { return body->set_angular_velocity(p_velocity); } void JoltPhysicsDirectBodyState3D::set_transform(const Transform3D &p_transform) { return body->set_transform(p_transform); } Transform3D JoltPhysicsDirectBodyState3D::get_transform() const { return body->get_transform_scaled(); } Vector3 JoltPhysicsDirectBodyState3D::get_velocity_at_local_position(const Vector3 &p_local_position) const { return body->get_velocity_at_position(body->get_position() + p_local_position); } void JoltPhysicsDirectBodyState3D::apply_central_impulse(const Vector3 &p_impulse) { return body->apply_central_impulse(p_impulse); } void JoltPhysicsDirectBodyState3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) { return body->apply_impulse(p_impulse, p_position); } void JoltPhysicsDirectBodyState3D::apply_torque_impulse(const Vector3 &p_impulse) { return body->apply_torque_impulse(p_impulse); } void JoltPhysicsDirectBodyState3D::apply_central_force(const Vector3 &p_force) { return body->apply_central_force(p_force); } void JoltPhysicsDirectBodyState3D::apply_force(const Vector3 &p_force, const Vector3 &p_position) { return body->apply_force(p_force, p_position); } void JoltPhysicsDirectBodyState3D::apply_torque(const Vector3 &p_torque) { return body->apply_torque(p_torque); } void JoltPhysicsDirectBodyState3D::add_constant_central_force(const Vector3 &p_force) { return body->add_constant_central_force(p_force); } void JoltPhysicsDirectBodyState3D::add_constant_force(const Vector3 &p_force, const Vector3 &p_position) { return body->add_constant_force(p_force, p_position); } void JoltPhysicsDirectBodyState3D::add_constant_torque(const Vector3 &p_torque) { return body->add_constant_torque(p_torque); } Vector3 JoltPhysicsDirectBodyState3D::get_constant_force() const { return body->get_constant_force(); } void JoltPhysicsDirectBodyState3D::set_constant_force(const Vector3 &p_force) { return body->set_constant_force(p_force); } Vector3 JoltPhysicsDirectBodyState3D::get_constant_torque() const { return body->get_constant_torque(); } void JoltPhysicsDirectBodyState3D::set_constant_torque(const Vector3 &p_torque) { return body->set_constant_torque(p_torque); } bool JoltPhysicsDirectBodyState3D::is_sleeping() const { return body->is_sleeping(); } void JoltPhysicsDirectBodyState3D::set_sleep_state(bool p_enabled) { body->set_is_sleeping(p_enabled); } int JoltPhysicsDirectBodyState3D::get_contact_count() const { return body->get_contact_count(); } Vector3 JoltPhysicsDirectBodyState3D::get_contact_local_position(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx, (int)body->get_contact_count(), Vector3()); return body->get_contact(p_contact_idx).position; } Vector3 JoltPhysicsDirectBodyState3D::get_contact_local_normal(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx, (int)body->get_contact_count(), Vector3()); return body->get_contact(p_contact_idx).normal; } Vector3 JoltPhysicsDirectBodyState3D::get_contact_impulse(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx, (int)body->get_contact_count(), Vector3()); return body->get_contact(p_contact_idx).impulse; } int JoltPhysicsDirectBodyState3D::get_contact_local_shape(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx, (int)body->get_contact_count(), 0); return body->get_contact(p_contact_idx).shape_index; } Vector3 JoltPhysicsDirectBodyState3D::get_contact_local_velocity_at_position(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx, (int)body->get_contact_count(), Vector3()); return body->get_contact(p_contact_idx).velocity; } RID JoltPhysicsDirectBodyState3D::get_contact_collider(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx, (int)body->get_contact_count(), RID()); return body->get_contact(p_contact_idx).collider_rid; } Vector3 JoltPhysicsDirectBodyState3D::get_contact_collider_position(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx, (int)body->get_contact_count(), Vector3()); return body->get_contact(p_contact_idx).collider_position; } ObjectID JoltPhysicsDirectBodyState3D::get_contact_collider_id(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx, (int)body->get_contact_count(), ObjectID()); return body->get_contact(p_contact_idx).collider_id; } Object *JoltPhysicsDirectBodyState3D::get_contact_collider_object(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx, (int)body->get_contact_count(), nullptr); return ObjectDB::get_instance(body->get_contact(p_contact_idx).collider_id); } int JoltPhysicsDirectBodyState3D::get_contact_collider_shape(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx, (int)body->get_contact_count(), 0); return body->get_contact(p_contact_idx).collider_shape_index; } Vector3 JoltPhysicsDirectBodyState3D::get_contact_collider_velocity_at_position(int p_contact_idx) const { ERR_FAIL_INDEX_V(p_contact_idx, (int)body->get_contact_count(), Vector3()); return body->get_contact(p_contact_idx).collider_velocity; } real_t JoltPhysicsDirectBodyState3D::get_step() const { return (real_t)body->get_space()->get_last_step(); } void JoltPhysicsDirectBodyState3D::integrate_forces() { const float step = (float)get_step(); Vector3 linear_velocity = get_linear_velocity(); Vector3 angular_velocity = get_angular_velocity(); linear_velocity *= MAX(1.0f - (float)get_total_linear_damp() * step, 0.0f); angular_velocity *= MAX(1.0f - (float)get_total_angular_damp() * step, 0.0f); linear_velocity += get_total_gravity() * step; set_linear_velocity(linear_velocity); set_angular_velocity(angular_velocity); } PhysicsDirectSpaceState3D *JoltPhysicsDirectBodyState3D::get_space_state() { return body->get_space()->get_direct_state(); }