| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654 | /*************************************************************************//*  physics_body.h                                                       *//*************************************************************************//*                       This file is part of:                           *//*                           GODOT ENGINE                                *//*                      https://godotengine.org                          *//*************************************************************************//* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 *//* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    *//*                                                                       *//* 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__H#define PHYSICS_BODY__H#include "core/vset.h"#include "scene/3d/collision_object.h"#include "scene/resources/physics_material.h"#include "servers/physics_server.h"#include "skeleton.h"class PhysicsBody : public CollisionObject {	GDCLASS(PhysicsBody, CollisionObject);	uint32_t collision_layer;	uint32_t collision_mask;	void _set_layers(uint32_t p_mask);	uint32_t _get_layers() const;protected:	static void _bind_methods();	void _notification(int p_what);	PhysicsBody(PhysicsServer::BodyMode p_mode);public:	virtual Vector3 get_linear_velocity() const;	virtual Vector3 get_angular_velocity() const;	virtual float get_inverse_mass() const;	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_bit(int p_bit, bool p_value);	bool get_collision_layer_bit(int p_bit) const;	void set_collision_mask_bit(int p_bit, bool p_value);	bool get_collision_mask_bit(int p_bit) const;	Array get_collision_exceptions();	void add_collision_exception_with(Node *p_node); //must be physicsbody	void remove_collision_exception_with(Node *p_node);	PhysicsBody();};class StaticBody : public PhysicsBody {	GDCLASS(StaticBody, PhysicsBody);	Vector3 constant_linear_velocity;	Vector3 constant_angular_velocity;	Ref<PhysicsMaterial> physics_material_override;protected:	static void _bind_methods();public:#ifndef DISABLE_DEPRECATED	void set_friction(real_t p_friction);	real_t get_friction() const;	void set_bounce(real_t p_bounce);	real_t get_bounce() const;#endif	void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override);	Ref<PhysicsMaterial> 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;	StaticBody();	~StaticBody();private:	void _reload_physics_characteristics();};class RigidBody : public PhysicsBody {	GDCLASS(RigidBody, PhysicsBody);public:	enum Mode {		MODE_RIGID,		MODE_STATIC,		MODE_CHARACTER,		MODE_KINEMATIC,	};protected:	bool can_sleep;	PhysicsDirectBodyState *state;	Mode mode;	real_t mass;	Ref<PhysicsMaterial> physics_material_override;	Vector3 linear_velocity;	Vector3 angular_velocity;	real_t gravity_scale;	real_t linear_damp;	real_t angular_damp;	bool sleeping;	bool ccd;	int max_contacts_reported;	bool custom_integrator;	struct ShapePair {		int body_shape;		int local_shape;		bool tagged;		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;		}	};	struct RigidBody_RemoveAction {		ObjectID body_id;		ShapePair pair;	};	struct BodyState {		//int rc;		bool in_tree;		VSet<ShapePair> shapes;	};	struct ContactMonitor {		bool locked;		Map<ObjectID, BodyState> body_map;	};	ContactMonitor *contact_monitor;	void _body_enter_tree(ObjectID p_id);	void _body_exit_tree(ObjectID p_id);	void _body_inout(int p_status, ObjectID p_instance, int p_body_shape, int p_local_shape);	virtual void _direct_state_changed(Object *p_state);	void _notification(int p_what);	static void _bind_methods();public:	void set_mode(Mode p_mode);	Mode get_mode() const;	void set_mass(real_t p_mass);	real_t get_mass() const;	virtual float get_inverse_mass() const { return 1.0 / mass; }	void set_weight(real_t p_weight);	real_t get_weight() const;#ifndef DISABLE_DEPRECATED	void set_friction(real_t p_friction);	real_t get_friction() const;	void set_bounce(real_t p_bounce);	real_t get_bounce() const;#endif	void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override);	Ref<PhysicsMaterial> get_physics_material_override() const;	void set_linear_velocity(const Vector3 &p_velocity);	Vector3 get_linear_velocity() const;	void set_axis_velocity(const Vector3 &p_axis);	void set_angular_velocity(const Vector3 &p_velocity);	Vector3 get_angular_velocity() const;	void set_gravity_scale(real_t p_gravity_scale);	real_t get_gravity_scale() 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;	void set_use_continuous_collision_detection(bool p_enable);	bool is_using_continuous_collision_detection() const;	void set_axis_lock(PhysicsServer::BodyAxis p_axis, bool p_lock);	bool get_axis_lock(PhysicsServer::BodyAxis p_axis) const;	Array get_colliding_bodies() const;	void add_central_force(const Vector3 &p_force);	void add_force(const Vector3 &p_force, const Vector3 &p_pos);	void add_torque(const Vector3 &p_torque);	void apply_central_impulse(const Vector3 &p_impulse);	void apply_impulse(const Vector3 &p_pos, const Vector3 &p_impulse);	void apply_torque_impulse(const Vector3 &p_impulse);	virtual String get_configuration_warning() const;	RigidBody();	~RigidBody();private:	void _reload_physics_characteristics();};VARIANT_ENUM_CAST(RigidBody::Mode);class KinematicCollision;class KinematicBody : public PhysicsBody {	GDCLASS(KinematicBody, PhysicsBody);public:	struct Collision {		Vector3 collision;		Vector3 normal;		Vector3 collider_vel;		ObjectID collider;		RID collider_rid;		int collider_shape;		Variant collider_metadata;		Vector3 remainder;		Vector3 travel;		int local_shape;	};private:	uint16_t locked_axis;	float margin;	Vector3 floor_velocity;	RID on_floor_body;	bool on_floor;	bool on_ceiling;	bool on_wall;	Vector<Collision> colliders;	Vector<Ref<KinematicCollision> > slide_colliders;	Ref<KinematicCollision> motion_cache;	_FORCE_INLINE_ bool _ignores_mode(PhysicsServer::BodyMode) const;	Ref<KinematicCollision> _move(const Vector3 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, bool p_test_only = false);	Ref<KinematicCollision> _get_slide_collision(int p_bounce);protected:	static void _bind_methods();public:	bool move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, Collision &r_collisionz, bool p_exclude_raycast_shapes = true, bool p_test_only = false);	bool test_move(const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia);	bool separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision);	void set_axis_lock(PhysicsServer::BodyAxis p_axis, bool p_lock);	bool get_axis_lock(PhysicsServer::BodyAxis p_axis) const;	void set_safe_margin(float p_margin);	float get_safe_margin() const;	Vector3 move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_floor_direction = Vector3(0, 0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true);	Vector3 move_and_slide_with_snap(const Vector3 &p_linear_velocity, const Vector3 &p_snap, const Vector3 &p_floor_direction = Vector3(0, 0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true);	bool is_on_floor() const;	bool is_on_wall() const;	bool is_on_ceiling() const;	Vector3 get_floor_velocity() const;	int get_slide_count() const;	Collision get_slide_collision(int p_bounce) const;	KinematicBody();	~KinematicBody();};class KinematicCollision : public Reference {	GDCLASS(KinematicCollision, Reference);	KinematicBody *owner;	friend class KinematicBody;	KinematicBody::Collision collision;protected:	static void _bind_methods();public:	Vector3 get_position() const;	Vector3 get_normal() const;	Vector3 get_travel() const;	Vector3 get_remainder() const;	Object *get_local_shape() const;	Object *get_collider() const;	ObjectID get_collider_id() const;	Object *get_collider_shape() const;	int get_collider_shape_index() const;	Vector3 get_collider_velocity() const;	Variant get_collider_metadata() const;	KinematicCollision();};class PhysicalBone : public PhysicsBody {	GDCLASS(PhysicalBone, PhysicsBody);public:	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 PhysicsServer		virtual bool _set(const StringName &p_name, const Variant &p_value, RID j = RID());		virtual bool _get(const StringName &p_name, Variant &r_ret) const;		virtual void _get_property_list(List<PropertyInfo> *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 = RID());		virtual bool _get(const StringName &p_name, Variant &r_ret) const;		virtual void _get_property_list(List<PropertyInfo> *p_list) const;		real_t bias;		real_t damping;		real_t impulse_clamp;		PinJointData() :				bias(0.3),				damping(1.),				impulse_clamp(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 = RID());		virtual bool _get(const StringName &p_name, Variant &r_ret) const;		virtual void _get_property_list(List<PropertyInfo> *p_list) const;		real_t swing_span;		real_t twist_span;		real_t bias;		real_t softness;		real_t relaxation;		ConeJointData() :				swing_span(Math_PI * 0.25),				twist_span(Math_PI),				bias(0.3),				softness(0.8),				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 = RID());		virtual bool _get(const StringName &p_name, Variant &r_ret) const;		virtual void _get_property_list(List<PropertyInfo> *p_list) const;		bool angular_limit_enabled;		real_t angular_limit_upper;		real_t angular_limit_lower;		real_t angular_limit_bias;		real_t angular_limit_softness;		real_t angular_limit_relaxation;		HingeJointData() :				angular_limit_enabled(false),				angular_limit_upper(Math_PI * 0.5),				angular_limit_lower(-Math_PI * 0.5),				angular_limit_bias(0.3),				angular_limit_softness(0.9),				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 = RID());		virtual bool _get(const StringName &p_name, Variant &r_ret) const;		virtual void _get_property_list(List<PropertyInfo> *p_list) const;		real_t linear_limit_upper;		real_t linear_limit_lower;		real_t linear_limit_softness;		real_t linear_limit_restitution;		real_t linear_limit_damping;		real_t angular_limit_upper;		real_t angular_limit_lower;		real_t angular_limit_softness;		real_t angular_limit_restitution;		real_t angular_limit_damping;		SliderJointData() :				linear_limit_upper(1.),				linear_limit_lower(-1.),				linear_limit_softness(1.),				linear_limit_restitution(0.7),				linear_limit_damping(1.),				angular_limit_upper(0),				angular_limit_lower(0),				angular_limit_softness(1.),				angular_limit_restitution(0.7),				angular_limit_damping(1.) {}	};	struct SixDOFJointData : public JointData {		struct SixDOFAxisData {			bool linear_limit_enabled;			real_t linear_limit_upper;			real_t linear_limit_lower;			real_t linear_limit_softness;			real_t linear_restitution;			real_t linear_damping;			bool linear_spring_enabled;			real_t linear_spring_stiffness;			real_t linear_spring_damping;			real_t linear_equilibrium_point;			bool angular_limit_enabled;			real_t angular_limit_upper;			real_t angular_limit_lower;			real_t angular_limit_softness;			real_t angular_restitution;			real_t angular_damping;			real_t erp;			bool angular_spring_enabled;			real_t angular_spring_stiffness;			real_t angular_spring_damping;			real_t angular_equilibrium_point;			SixDOFAxisData() :					linear_limit_enabled(true),					linear_limit_upper(0),					linear_limit_lower(0),					linear_limit_softness(0.7),					linear_restitution(0.5),					linear_damping(1.),					linear_spring_enabled(false),					linear_spring_stiffness(0),					linear_spring_damping(0),					linear_equilibrium_point(0),					angular_limit_enabled(true),					angular_limit_upper(0),					angular_limit_lower(0),					angular_limit_softness(0.5),					angular_restitution(0),					angular_damping(1.),					erp(0.5),					angular_spring_enabled(false),					angular_spring_stiffness(0),					angular_spring_damping(0.),					angular_equilibrium_point(0) {}		};		virtual JointType get_joint_type() { return JOINT_TYPE_6DOF; }		virtual bool _set(const StringName &p_name, const Variant &p_value, RID j = RID());		virtual bool _get(const StringName &p_name, Variant &r_ret) const;		virtual void _get_property_list(List<PropertyInfo> *p_list) const;		SixDOFAxisData axis_data[3];		SixDOFJointData() {}	};private:#ifdef TOOLS_ENABLED	// if false gizmo move body	bool gizmo_move_joint;#endif	JointData *joint_data;	Transform joint_offset;	RID joint;	Skeleton *parent_skeleton;	Transform body_offset;	Transform body_offset_inverse;	bool static_body;	bool _internal_static_body;	bool simulate_physics;	bool _internal_simulate_physics;	int bone_id;	String bone_name;	real_t bounce;	real_t mass;	real_t friction;	real_t gravity_scale;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<PropertyInfo> *p_list) const;	void _notification(int p_what);	void _direct_state_changed(Object *p_state);	static void _bind_methods();private:	static Skeleton *find_skeleton_parent(Node *p_parent);	void _fix_joint_offset();	void _reload_joint();public:	void _on_bone_parent_changed();	void _set_gizmo_move_joint(bool p_move_joint);public:#ifdef TOOLS_ENABLED	virtual Transform get_global_gizmo_transform() const;	virtual Transform get_local_gizmo_transform() const;#endif	const JointData *get_joint_data() const;	Skeleton *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 Transform &p_offset);	const Transform &get_joint_offset() const;	void set_body_offset(const Transform &p_offset);	const Transform &get_body_offset() const;	void set_static_body(bool p_static);	bool is_static_body();	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_weight(real_t p_weight);	real_t get_weight() 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;	PhysicalBone();	~PhysicalBone();private:	void update_bone_id();	void update_offset();	void reset_to_rest_position();	void _reset_physics_simulation_state();	void _reset_staticness_state();	void _start_physics_simulation();	void _stop_physics_simulation();};VARIANT_ENUM_CAST(PhysicalBone::JointType);#endif // PHYSICS_BODY__H
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