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- /*************************************************************************/
- /* body_sw.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* http://www.godotengine.org */
- /*************************************************************************/
- /* 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 "body_sw.h"
- #include "space_sw.h"
- #include "area_sw.h"
- void BodySW::_update_inertia() {
- if (get_space() && !inertia_update_list.in_list())
- get_space()->body_add_to_inertia_update_list(&inertia_update_list);
- }
- void BodySW::_update_inertia_tensor() {
- Matrix3 tb = get_transform().basis;
- tb.scale(_inv_inertia);
- _inv_inertia_tensor = tb * get_transform().basis.transposed();
- }
- void BodySW::update_inertias() {
- //update shapes and motions
- switch(mode) {
- case PhysicsServer::BODY_MODE_RIGID: {
- //update tensor for allshapes, not the best way but should be somehow OK. (inspired from bullet)
- float total_area=0;
- for (int i=0;i<get_shape_count();i++) {
- total_area+=get_shape_aabb(i).get_area();
- }
- Vector3 _inertia;
- for (int i=0;i<get_shape_count();i++) {
- const ShapeSW* shape=get_shape(i);
- float area=get_shape_aabb(i).get_area();
- float mass = area * this->mass / total_area;
- _inertia += shape->get_moment_of_inertia(mass) + mass * get_shape_transform(i).get_origin();
- }
- if (_inertia!=Vector3())
- _inv_inertia=_inertia.inverse();
- else
- _inv_inertia=Vector3();
- if (mass)
- _inv_mass=1.0/mass;
- else
- _inv_mass=0;
- } break;
- case PhysicsServer::BODY_MODE_KINEMATIC:
- case PhysicsServer::BODY_MODE_STATIC: {
- _inv_inertia=Vector3();
- _inv_mass=0;
- } break;
- case PhysicsServer::BODY_MODE_CHARACTER: {
- _inv_inertia=Vector3();
- _inv_mass=1.0/mass;
- } break;
- }
- _update_inertia_tensor();
- //_update_shapes();
- }
- void BodySW::set_active(bool p_active) {
- if (active==p_active)
- return;
- active=p_active;
- if (!p_active) {
- if (get_space())
- get_space()->body_remove_from_active_list(&active_list);
- } else {
- if (mode==PhysicsServer::BODY_MODE_STATIC)
- return; //static bodies can't become active
- if (get_space())
- get_space()->body_add_to_active_list(&active_list);
- //still_time=0;
- }
- /*
- if (!space)
- return;
- for(int i=0;i<get_shape_count();i++) {
- Shape &s=shapes[i];
- if (s.bpid>0) {
- get_space()->get_broadphase()->set_active(s.bpid,active);
- }
- }
- */
- }
- void BodySW::set_param(PhysicsServer::BodyParameter p_param, float p_value) {
- switch(p_param) {
- case PhysicsServer::BODY_PARAM_BOUNCE: {
- bounce=p_value;
- } break;
- case PhysicsServer::BODY_PARAM_FRICTION: {
- friction=p_value;
- } break;
- case PhysicsServer::BODY_PARAM_MASS: {
- ERR_FAIL_COND(p_value<=0);
- mass=p_value;
- _update_inertia();
- } break;
- default:{}
- }
- }
- float BodySW::get_param(PhysicsServer::BodyParameter p_param) const {
- switch(p_param) {
- case PhysicsServer::BODY_PARAM_BOUNCE: {
- return bounce;
- } break;
- case PhysicsServer::BODY_PARAM_FRICTION: {
- return friction;
- } break;
- case PhysicsServer::BODY_PARAM_MASS: {
- return mass;
- } break;
- default:{}
- }
- return 0;
- }
- void BodySW::set_mode(PhysicsServer::BodyMode p_mode) {
- mode=p_mode;
- switch(p_mode) {
- //CLEAR UP EVERYTHING IN CASE IT NOT WORKS!
- case PhysicsServer::BODY_MODE_STATIC:
- case PhysicsServer::BODY_MODE_KINEMATIC: {
- _set_inv_transform(get_transform().affine_inverse());
- _inv_mass=0;
- _set_static(p_mode==PhysicsServer::BODY_MODE_STATIC);
- set_active(p_mode==PhysicsServer::BODY_MODE_KINEMATIC);
- linear_velocity=Vector3();
- angular_velocity=Vector3();
- } break;
- case PhysicsServer::BODY_MODE_RIGID: {
- _inv_mass=mass>0?(1.0/mass):0;
- _set_static(false);
- simulated_motion=false; //jic
- } break;
- case PhysicsServer::BODY_MODE_CHARACTER: {
- _inv_mass=mass>0?(1.0/mass):0;
- _set_static(false);
- simulated_motion=false; //jic
- } break;
- }
- _update_inertia();
- //if (get_space())
- // _update_queries();
- }
- PhysicsServer::BodyMode BodySW::get_mode() const {
- return mode;
- }
- void BodySW::_shapes_changed() {
- _update_inertia();
- }
- void BodySW::set_state(PhysicsServer::BodyState p_state, const Variant& p_variant) {
- switch(p_state) {
- case PhysicsServer::BODY_STATE_TRANSFORM: {
- if (mode==PhysicsServer::BODY_MODE_STATIC || mode==PhysicsServer::BODY_MODE_KINEMATIC) {
- _set_transform(p_variant);
- _set_inv_transform(get_transform().affine_inverse());
- wakeup_neighbours();
- } else {
- Transform t = p_variant;
- t.orthonormalize();
- _set_transform(t);
- _set_inv_transform(get_transform().inverse());
- }
- } break;
- case PhysicsServer::BODY_STATE_LINEAR_VELOCITY: {
- //if (mode==PhysicsServer::BODY_MODE_STATIC)
- // break;
- linear_velocity=p_variant;
- } break;
- case PhysicsServer::BODY_STATE_ANGULAR_VELOCITY: {
- //if (mode!=PhysicsServer::BODY_MODE_RIGID)
- // break;
- angular_velocity=p_variant;
- } break;
- case PhysicsServer::BODY_STATE_SLEEPING: {
- //?
- if (mode==PhysicsServer::BODY_MODE_STATIC || mode==PhysicsServer::BODY_MODE_KINEMATIC)
- break;
- bool do_sleep=p_variant;
- if (do_sleep) {
- linear_velocity=Vector3();
- //biased_linear_velocity=Vector3();
- angular_velocity=Vector3();
- //biased_angular_velocity=Vector3();
- set_active(false);
- } else {
- if (mode!=PhysicsServer::BODY_MODE_STATIC)
- set_active(true);
- }
- } break;
- case PhysicsServer::BODY_STATE_CAN_SLEEP: {
- can_sleep=p_variant;
- if (mode==PhysicsServer::BODY_MODE_RIGID && !active && !can_sleep)
- set_active(true);
- } break;
- }
- }
- Variant BodySW::get_state(PhysicsServer::BodyState p_state) const {
- switch(p_state) {
- case PhysicsServer::BODY_STATE_TRANSFORM: {
- return get_transform();
- } break;
- case PhysicsServer::BODY_STATE_LINEAR_VELOCITY: {
- return linear_velocity;
- } break;
- case PhysicsServer::BODY_STATE_ANGULAR_VELOCITY: {
- return angular_velocity;
- } break;
- case PhysicsServer::BODY_STATE_SLEEPING: {
- return !is_active();
- } break;
- case PhysicsServer::BODY_STATE_CAN_SLEEP: {
- return can_sleep;
- } break;
- }
- return Variant();
- }
- void BodySW::set_space(SpaceSW *p_space){
- if (get_space()) {
- if (inertia_update_list.in_list())
- get_space()->body_remove_from_inertia_update_list(&inertia_update_list);
- if (active_list.in_list())
- get_space()->body_remove_from_active_list(&active_list);
- if (direct_state_query_list.in_list())
- get_space()->body_remove_from_state_query_list(&direct_state_query_list);
- }
- _set_space(p_space);
- if (get_space()) {
- _update_inertia();
- if (active)
- get_space()->body_add_to_active_list(&active_list);
- // _update_queries();
- //if (is_active()) {
- // active=false;
- // set_active(true);
- //}
- }
- }
- void BodySW::_compute_area_gravity(const AreaSW *p_area) {
- if (p_area->is_gravity_point()) {
- gravity = (p_area->get_gravity_vector() - get_transform().get_origin()).normalized() * p_area->get_gravity();
- } else {
- gravity = p_area->get_gravity_vector() * p_area->get_gravity();
- }
- }
- void BodySW::integrate_forces(real_t p_step) {
- if (mode==PhysicsServer::BODY_MODE_STATIC || mode==PhysicsServer::BODY_MODE_KINEMATIC)
- return;
- AreaSW *current_area = get_space()->get_default_area();
- ERR_FAIL_COND(!current_area);
- int prio = current_area->get_priority();
- int ac = areas.size();
- if (ac) {
- const AreaCMP *aa = &areas[0];
- for(int i=0;i<ac;i++) {
- if (aa[i].area->get_priority() > prio) {
- current_area=aa[i].area;
- prio=current_area->get_priority();
- }
- }
- }
- _compute_area_gravity(current_area);
- density=current_area->get_density();
- if (!omit_force_integration) {
- //overriden by direct state query
- Vector3 force=gravity*mass;
- force+=applied_force;
- Vector3 torque=applied_torque;
- real_t damp = 1.0 - p_step * density;
- if (damp<0) // reached zero in the given time
- damp=0;
- real_t angular_damp = 1.0 - p_step * density * get_space()->get_body_angular_velocity_damp_ratio();
- if (angular_damp<0) // reached zero in the given time
- angular_damp=0;
- linear_velocity*=damp;
- angular_velocity*=angular_damp;
- linear_velocity+=_inv_mass * force * p_step;
- angular_velocity+=_inv_inertia_tensor.xform(torque)*p_step;
- }
- applied_force=Vector3();
- applied_torque=Vector3();
- //motion=linear_velocity*p_step;
- biased_angular_velocity=Vector3();
- biased_linear_velocity=Vector3();
- if (continuous_cd) //shapes temporarily extend for raycast
- _update_shapes_with_motion(linear_velocity*p_step);
- current_area=NULL; // clear the area, so it is set in the next frame
- contact_count=0;
- }
- void BodySW::integrate_velocities(real_t p_step) {
- if (mode==PhysicsServer::BODY_MODE_STATIC)
- return;
- if (mode==PhysicsServer::BODY_MODE_KINEMATIC) {
- if (fi_callback)
- get_space()->body_add_to_state_query_list(&direct_state_query_list);
- return;
- }
- //apply axis lock
- if (axis_lock!=PhysicsServer::BODY_AXIS_LOCK_DISABLED) {
- int axis=axis_lock-1;
- for(int i=0;i<3;i++) {
- if (i==axis) {
- linear_velocity[i]=0;
- biased_linear_velocity[i]=0;
- } else {
- angular_velocity[i]=0;
- biased_angular_velocity[i]=0;
- }
- }
- }
- Vector3 total_angular_velocity = angular_velocity+biased_angular_velocity;
- float ang_vel = total_angular_velocity.length();
- Transform transform = get_transform();
- if (ang_vel!=0.0) {
- Vector3 ang_vel_axis = total_angular_velocity / ang_vel;
- Matrix3 rot( ang_vel_axis, -ang_vel*p_step );
- transform.basis = rot * transform.basis;
- transform.orthonormalize();
- }
- Vector3 total_linear_velocity=linear_velocity+biased_linear_velocity;
- /*for(int i=0;i<3;i++) {
- if (axis_lock&(1<<i)) {
- transform.origin[i]=0.0;
- }
- }*/
- transform.origin+=total_linear_velocity * p_step;
- _set_transform(transform);
- _set_inv_transform(get_transform().inverse());
- _update_inertia_tensor();
- if (fi_callback) {
- get_space()->body_add_to_state_query_list(&direct_state_query_list);
- }
- }
- void BodySW::simulate_motion(const Transform& p_xform,real_t p_step) {
- Transform inv_xform = p_xform.affine_inverse();
- if (!get_space()) {
- _set_transform(p_xform);
- _set_inv_transform(inv_xform);
- return;
- }
- //compute a FAKE linear velocity - this is easy
- linear_velocity=(p_xform.origin - get_transform().origin)/p_step;
- //compute a FAKE angular velocity, not so easy
- Matrix3 rot=get_transform().basis.orthonormalized().transposed() * p_xform.basis.orthonormalized();
- Vector3 axis;
- float angle;
- rot.get_axis_and_angle(axis,angle);
- axis.normalize();
- angular_velocity=axis.normalized() * (angle/p_step);
- linear_velocity = (p_xform.origin - get_transform().origin)/p_step;
- if (!direct_state_query_list.in_list())// - callalways, so lv and av are cleared && (state_query || direct_state_query))
- get_space()->body_add_to_state_query_list(&direct_state_query_list);
- simulated_motion=true;
- _set_transform(p_xform);
- }
- void BodySW::wakeup_neighbours() {
- for(Map<ConstraintSW*,int>::Element *E=constraint_map.front();E;E=E->next()) {
- const ConstraintSW *c=E->key();
- BodySW **n = c->get_body_ptr();
- int bc=c->get_body_count();
- for(int i=0;i<bc;i++) {
- if (i==E->get())
- continue;
- BodySW *b = n[i];
- if (b->mode!=PhysicsServer::BODY_MODE_RIGID)
- continue;
- if (!b->is_active())
- b->set_active(true);
- }
- }
- }
- void BodySW::call_queries() {
- if (fi_callback) {
- PhysicsDirectBodyStateSW *dbs = PhysicsDirectBodyStateSW::singleton;
- dbs->body=this;
- Variant v=dbs;
- Object *obj = ObjectDB::get_instance(fi_callback->id);
- if (!obj) {
- set_force_integration_callback(0,StringName());
- } else {
- const Variant *vp[2]={&v,&fi_callback->udata};
- Variant::CallError ce;
- int argc=(fi_callback->udata.get_type()==Variant::NIL)?1:2;
- obj->call(fi_callback->method,vp,argc,ce);
- }
- }
- if (simulated_motion) {
- // linear_velocity=Vector3();
- // angular_velocity=0;
- simulated_motion=false;
- }
- }
- bool BodySW::sleep_test(real_t p_step) {
- if (mode==PhysicsServer::BODY_MODE_STATIC || mode==PhysicsServer::BODY_MODE_KINEMATIC)
- return true; //
- else if (mode==PhysicsServer::BODY_MODE_CHARACTER)
- return !active; // characters don't sleep unless asked to sleep
- else if (!can_sleep)
- return false;
- if (Math::abs(angular_velocity.length())<get_space()->get_body_angular_velocity_sleep_treshold() && Math::abs(linear_velocity.length_squared()) < get_space()->get_body_linear_velocity_sleep_treshold()*get_space()->get_body_linear_velocity_sleep_treshold()) {
- still_time+=p_step;
- return still_time > get_space()->get_body_time_to_sleep();
- } else {
- still_time=0; //maybe this should be set to 0 on set_active?
- return false;
- }
- }
- void BodySW::set_force_integration_callback(ObjectID p_id,const StringName& p_method,const Variant& p_udata) {
- if (fi_callback) {
- memdelete(fi_callback);
- fi_callback=NULL;
- }
- if (p_id!=0) {
- fi_callback=memnew(ForceIntegrationCallback);
- fi_callback->id=p_id;
- fi_callback->method=p_method;
- fi_callback->udata=p_udata;
- }
- }
- BodySW::BodySW() : CollisionObjectSW(TYPE_BODY), active_list(this), inertia_update_list(this), direct_state_query_list(this) {
- mode=PhysicsServer::BODY_MODE_RIGID;
- active=true;
- mass=1;
- // _inv_inertia=Transform();
- _inv_mass=1;
- bounce=0;
- friction=1;
- omit_force_integration=false;
- // applied_torque=0;
- island_step=0;
- island_next=NULL;
- island_list_next=NULL;
- _set_static(false);
- density=0;
- contact_count=0;
- simulated_motion=false;
- still_time=0;
- continuous_cd=false;
- can_sleep=false;
- fi_callback=NULL;
- axis_lock=PhysicsServer::BODY_AXIS_LOCK_DISABLED;
- }
- BodySW::~BodySW() {
- if (fi_callback)
- memdelete(fi_callback);
- }
- PhysicsDirectBodyStateSW *PhysicsDirectBodyStateSW::singleton=NULL;
- PhysicsDirectSpaceState* PhysicsDirectBodyStateSW::get_space_state() {
- return body->get_space()->get_direct_state();
- }
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