bullet_physics_server.h 19 KB

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  1. /*************************************************************************/
  2. /* bullet_physics_server.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef BULLET_PHYSICS_SERVER_H
  31. #define BULLET_PHYSICS_SERVER_H
  32. #include "area_bullet.h"
  33. #include "core/rid.h"
  34. #include "core/rid_owner.h"
  35. #include "joint_bullet.h"
  36. #include "rigid_body_bullet.h"
  37. #include "servers/physics_server_3d.h"
  38. #include "shape_bullet.h"
  39. #include "soft_body_bullet.h"
  40. #include "space_bullet.h"
  41. /**
  42. @author AndreaCatania
  43. */
  44. class BulletPhysicsServer3D : public PhysicsServer3D {
  45. GDCLASS(BulletPhysicsServer3D, PhysicsServer3D);
  46. friend class BulletPhysicsDirectSpaceState;
  47. bool active;
  48. char active_spaces_count;
  49. Vector<SpaceBullet *> active_spaces;
  50. mutable RID_PtrOwner<SpaceBullet> space_owner;
  51. mutable RID_PtrOwner<ShapeBullet> shape_owner;
  52. mutable RID_PtrOwner<AreaBullet> area_owner;
  53. mutable RID_PtrOwner<RigidBodyBullet> rigid_body_owner;
  54. mutable RID_PtrOwner<SoftBodyBullet> soft_body_owner;
  55. mutable RID_PtrOwner<JointBullet> joint_owner;
  56. protected:
  57. static void _bind_methods();
  58. public:
  59. BulletPhysicsServer3D();
  60. ~BulletPhysicsServer3D();
  61. _FORCE_INLINE_ RID_PtrOwner<SpaceBullet> *get_space_owner() {
  62. return &space_owner;
  63. }
  64. _FORCE_INLINE_ RID_PtrOwner<ShapeBullet> *get_shape_owner() {
  65. return &shape_owner;
  66. }
  67. _FORCE_INLINE_ RID_PtrOwner<AreaBullet> *get_area_owner() {
  68. return &area_owner;
  69. }
  70. _FORCE_INLINE_ RID_PtrOwner<RigidBodyBullet> *get_rigid_body_owner() {
  71. return &rigid_body_owner;
  72. }
  73. _FORCE_INLINE_ RID_PtrOwner<SoftBodyBullet> *get_soft_body_owner() {
  74. return &soft_body_owner;
  75. }
  76. _FORCE_INLINE_ RID_PtrOwner<JointBullet> *get_joint_owner() {
  77. return &joint_owner;
  78. }
  79. /* SHAPE API */
  80. virtual RID shape_create(ShapeType p_shape);
  81. virtual void shape_set_data(RID p_shape, const Variant &p_data);
  82. virtual ShapeType shape_get_type(RID p_shape) const;
  83. virtual Variant shape_get_data(RID p_shape) const;
  84. virtual void shape_set_margin(RID p_shape, real_t p_margin);
  85. virtual real_t shape_get_margin(RID p_shape) const;
  86. /// Not supported
  87. virtual void shape_set_custom_solver_bias(RID p_shape, real_t p_bias);
  88. /// Not supported
  89. virtual real_t shape_get_custom_solver_bias(RID p_shape) const;
  90. /* SPACE API */
  91. virtual RID space_create();
  92. virtual void space_set_active(RID p_space, bool p_active);
  93. virtual bool space_is_active(RID p_space) const;
  94. /// Not supported
  95. virtual void space_set_param(RID p_space, SpaceParameter p_param, real_t p_value);
  96. /// Not supported
  97. virtual real_t space_get_param(RID p_space, SpaceParameter p_param) const;
  98. virtual PhysicsDirectSpaceState3D *space_get_direct_state(RID p_space);
  99. virtual void space_set_debug_contacts(RID p_space, int p_max_contacts);
  100. virtual Vector<Vector3> space_get_contacts(RID p_space) const;
  101. virtual int space_get_contact_count(RID p_space) const;
  102. /* AREA API */
  103. /// Bullet Physics Engine not support "Area", this must be handled by the game developer in another way.
  104. /// Since godot Physics use the concept of area even to define the main world, the API area_set_param is used to set initial physics world information.
  105. /// The API area_set_param is a bit hacky, and allow Godot to set some parameters on Bullet's world, a different use print a warning to console.
  106. /// All other APIs returns a warning message if used
  107. virtual RID area_create();
  108. virtual void area_set_space(RID p_area, RID p_space);
  109. virtual RID area_get_space(RID p_area) const;
  110. virtual void area_set_space_override_mode(RID p_area, AreaSpaceOverrideMode p_mode);
  111. virtual AreaSpaceOverrideMode area_get_space_override_mode(RID p_area) const;
  112. virtual void area_add_shape(RID p_area, RID p_shape, const Transform &p_transform = Transform(), bool p_disabled = false);
  113. virtual void area_set_shape(RID p_area, int p_shape_idx, RID p_shape);
  114. virtual void area_set_shape_transform(RID p_area, int p_shape_idx, const Transform &p_transform);
  115. virtual int area_get_shape_count(RID p_area) const;
  116. virtual RID area_get_shape(RID p_area, int p_shape_idx) const;
  117. virtual Transform area_get_shape_transform(RID p_area, int p_shape_idx) const;
  118. virtual void area_remove_shape(RID p_area, int p_shape_idx);
  119. virtual void area_clear_shapes(RID p_area);
  120. virtual void area_set_shape_disabled(RID p_area, int p_shape_idx, bool p_disabled);
  121. virtual void area_attach_object_instance_id(RID p_area, ObjectID p_id);
  122. virtual ObjectID area_get_object_instance_id(RID p_area) const;
  123. /// If you pass as p_area the SpaceBullet you can set some parameters as specified below
  124. /// AREA_PARAM_GRAVITY
  125. /// AREA_PARAM_GRAVITY_VECTOR
  126. /// Otherwise you can set area parameters
  127. virtual void area_set_param(RID p_area, AreaParameter p_param, const Variant &p_value);
  128. virtual Variant area_get_param(RID p_area, AreaParameter p_param) const;
  129. virtual void area_set_transform(RID p_area, const Transform &p_transform);
  130. virtual Transform area_get_transform(RID p_area) const;
  131. virtual void area_set_collision_mask(RID p_area, uint32_t p_mask);
  132. virtual void area_set_collision_layer(RID p_area, uint32_t p_layer);
  133. virtual void area_set_monitorable(RID p_area, bool p_monitorable);
  134. virtual void area_set_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method);
  135. virtual void area_set_area_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method);
  136. virtual void area_set_ray_pickable(RID p_area, bool p_enable);
  137. virtual bool area_is_ray_pickable(RID p_area) const;
  138. /* RIGID BODY API */
  139. virtual RID body_create(BodyMode p_mode = BODY_MODE_RIGID, bool p_init_sleeping = false);
  140. virtual void body_set_space(RID p_body, RID p_space);
  141. virtual RID body_get_space(RID p_body) const;
  142. virtual void body_set_mode(RID p_body, BodyMode p_mode);
  143. virtual BodyMode body_get_mode(RID p_body) const;
  144. virtual void body_add_shape(RID p_body, RID p_shape, const Transform &p_transform = Transform(), bool p_disabled = false);
  145. // Not supported, Please remove and add new shape
  146. virtual void body_set_shape(RID p_body, int p_shape_idx, RID p_shape);
  147. virtual void body_set_shape_transform(RID p_body, int p_shape_idx, const Transform &p_transform);
  148. virtual int body_get_shape_count(RID p_body) const;
  149. virtual RID body_get_shape(RID p_body, int p_shape_idx) const;
  150. virtual Transform body_get_shape_transform(RID p_body, int p_shape_idx) const;
  151. virtual void body_set_shape_disabled(RID p_body, int p_shape_idx, bool p_disabled);
  152. virtual void body_remove_shape(RID p_body, int p_shape_idx);
  153. virtual void body_clear_shapes(RID p_body);
  154. // Used for Rigid and Soft Bodies
  155. virtual void body_attach_object_instance_id(RID p_body, ObjectID p_id);
  156. virtual ObjectID body_get_object_instance_id(RID p_body) const;
  157. virtual void body_set_enable_continuous_collision_detection(RID p_body, bool p_enable);
  158. virtual bool body_is_continuous_collision_detection_enabled(RID p_body) const;
  159. virtual void body_set_collision_layer(RID p_body, uint32_t p_layer);
  160. virtual uint32_t body_get_collision_layer(RID p_body) const;
  161. virtual void body_set_collision_mask(RID p_body, uint32_t p_mask);
  162. virtual uint32_t body_get_collision_mask(RID p_body) const;
  163. /// This is not supported by physics server
  164. virtual void body_set_user_flags(RID p_body, uint32_t p_flags);
  165. /// This is not supported by physics server
  166. virtual uint32_t body_get_user_flags(RID p_body) const;
  167. virtual void body_set_param(RID p_body, BodyParameter p_param, float p_value);
  168. virtual float body_get_param(RID p_body, BodyParameter p_param) const;
  169. virtual void body_set_kinematic_safe_margin(RID p_body, real_t p_margin);
  170. virtual real_t body_get_kinematic_safe_margin(RID p_body) const;
  171. virtual void body_set_state(RID p_body, BodyState p_state, const Variant &p_variant);
  172. virtual Variant body_get_state(RID p_body, BodyState p_state) const;
  173. virtual void body_set_applied_force(RID p_body, const Vector3 &p_force);
  174. virtual Vector3 body_get_applied_force(RID p_body) const;
  175. virtual void body_set_applied_torque(RID p_body, const Vector3 &p_torque);
  176. virtual Vector3 body_get_applied_torque(RID p_body) const;
  177. virtual void body_add_central_force(RID p_body, const Vector3 &p_force);
  178. virtual void body_add_force(RID p_body, const Vector3 &p_force, const Vector3 &p_pos);
  179. virtual void body_add_torque(RID p_body, const Vector3 &p_torque);
  180. virtual void body_apply_central_impulse(RID p_body, const Vector3 &p_impulse);
  181. virtual void body_apply_impulse(RID p_body, const Vector3 &p_pos, const Vector3 &p_impulse);
  182. virtual void body_apply_torque_impulse(RID p_body, const Vector3 &p_impulse);
  183. virtual void body_set_axis_velocity(RID p_body, const Vector3 &p_axis_velocity);
  184. virtual void body_set_axis_lock(RID p_body, BodyAxis p_axis, bool p_lock);
  185. virtual bool body_is_axis_locked(RID p_body, BodyAxis p_axis) const;
  186. virtual void body_add_collision_exception(RID p_body, RID p_body_b);
  187. virtual void body_remove_collision_exception(RID p_body, RID p_body_b);
  188. virtual void body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions);
  189. virtual void body_set_max_contacts_reported(RID p_body, int p_contacts);
  190. virtual int body_get_max_contacts_reported(RID p_body) const;
  191. virtual void body_set_contacts_reported_depth_threshold(RID p_body, float p_threshold);
  192. virtual float body_get_contacts_reported_depth_threshold(RID p_body) const;
  193. virtual void body_set_omit_force_integration(RID p_body, bool p_omit);
  194. virtual bool body_is_omitting_force_integration(RID p_body) const;
  195. virtual void body_set_force_integration_callback(RID p_body, Object *p_receiver, const StringName &p_method, const Variant &p_udata = Variant());
  196. virtual void body_set_ray_pickable(RID p_body, bool p_enable);
  197. virtual bool body_is_ray_pickable(RID p_body) const;
  198. // this function only works on physics process, errors and returns null otherwise
  199. virtual PhysicsDirectBodyState3D *body_get_direct_state(RID p_body);
  200. virtual bool body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, MotionResult *r_result = NULL, bool p_exclude_raycast_shapes = true);
  201. virtual int body_test_ray_separation(RID p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, SeparationResult *r_results, int p_result_max, float p_margin = 0.001);
  202. /* SOFT BODY API */
  203. virtual RID soft_body_create(bool p_init_sleeping = false);
  204. virtual void soft_body_update_rendering_server(RID p_body, class SoftBodyRenderingServerHandler *p_rendering_server_handler);
  205. virtual void soft_body_set_space(RID p_body, RID p_space);
  206. virtual RID soft_body_get_space(RID p_body) const;
  207. virtual void soft_body_set_mesh(RID p_body, const REF &p_mesh);
  208. virtual void soft_body_set_collision_layer(RID p_body, uint32_t p_layer);
  209. virtual uint32_t soft_body_get_collision_layer(RID p_body) const;
  210. virtual void soft_body_set_collision_mask(RID p_body, uint32_t p_mask);
  211. virtual uint32_t soft_body_get_collision_mask(RID p_body) const;
  212. virtual void soft_body_add_collision_exception(RID p_body, RID p_body_b);
  213. virtual void soft_body_remove_collision_exception(RID p_body, RID p_body_b);
  214. virtual void soft_body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions);
  215. virtual void soft_body_set_state(RID p_body, BodyState p_state, const Variant &p_variant);
  216. virtual Variant soft_body_get_state(RID p_body, BodyState p_state) const;
  217. /// Special function. This function has bad performance
  218. virtual void soft_body_set_transform(RID p_body, const Transform &p_transform);
  219. virtual Vector3 soft_body_get_vertex_position(RID p_body, int vertex_index) const;
  220. virtual void soft_body_set_ray_pickable(RID p_body, bool p_enable);
  221. virtual bool soft_body_is_ray_pickable(RID p_body) const;
  222. virtual void soft_body_set_simulation_precision(RID p_body, int p_simulation_precision);
  223. virtual int soft_body_get_simulation_precision(RID p_body);
  224. virtual void soft_body_set_total_mass(RID p_body, real_t p_total_mass);
  225. virtual real_t soft_body_get_total_mass(RID p_body);
  226. virtual void soft_body_set_linear_stiffness(RID p_body, real_t p_stiffness);
  227. virtual real_t soft_body_get_linear_stiffness(RID p_body);
  228. virtual void soft_body_set_areaAngular_stiffness(RID p_body, real_t p_stiffness);
  229. virtual real_t soft_body_get_areaAngular_stiffness(RID p_body);
  230. virtual void soft_body_set_volume_stiffness(RID p_body, real_t p_stiffness);
  231. virtual real_t soft_body_get_volume_stiffness(RID p_body);
  232. virtual void soft_body_set_pressure_coefficient(RID p_body, real_t p_pressure_coefficient);
  233. virtual real_t soft_body_get_pressure_coefficient(RID p_body);
  234. virtual void soft_body_set_pose_matching_coefficient(RID p_body, real_t p_pose_matching_coefficient);
  235. virtual real_t soft_body_get_pose_matching_coefficient(RID p_body);
  236. virtual void soft_body_set_damping_coefficient(RID p_body, real_t p_damping_coefficient);
  237. virtual real_t soft_body_get_damping_coefficient(RID p_body);
  238. virtual void soft_body_set_drag_coefficient(RID p_body, real_t p_drag_coefficient);
  239. virtual real_t soft_body_get_drag_coefficient(RID p_body);
  240. virtual void soft_body_move_point(RID p_body, int p_point_index, const Vector3 &p_global_position);
  241. virtual Vector3 soft_body_get_point_global_position(RID p_body, int p_point_index);
  242. virtual Vector3 soft_body_get_point_offset(RID p_body, int p_point_index) const;
  243. virtual void soft_body_remove_all_pinned_points(RID p_body);
  244. virtual void soft_body_pin_point(RID p_body, int p_point_index, bool p_pin);
  245. virtual bool soft_body_is_point_pinned(RID p_body, int p_point_index);
  246. /* JOINT API */
  247. virtual JointType joint_get_type(RID p_joint) const;
  248. virtual void joint_set_solver_priority(RID p_joint, int p_priority);
  249. virtual int joint_get_solver_priority(RID p_joint) const;
  250. virtual void joint_disable_collisions_between_bodies(RID p_joint, const bool p_disable);
  251. virtual bool joint_is_disabled_collisions_between_bodies(RID p_joint) const;
  252. virtual RID joint_create_pin(RID p_body_A, const Vector3 &p_local_A, RID p_body_B, const Vector3 &p_local_B);
  253. virtual void pin_joint_set_param(RID p_joint, PinJointParam p_param, float p_value);
  254. virtual float pin_joint_get_param(RID p_joint, PinJointParam p_param) const;
  255. virtual void pin_joint_set_local_a(RID p_joint, const Vector3 &p_A);
  256. virtual Vector3 pin_joint_get_local_a(RID p_joint) const;
  257. virtual void pin_joint_set_local_b(RID p_joint, const Vector3 &p_B);
  258. virtual Vector3 pin_joint_get_local_b(RID p_joint) const;
  259. virtual RID joint_create_hinge(RID p_body_A, const Transform &p_hinge_A, RID p_body_B, const Transform &p_hinge_B);
  260. virtual RID joint_create_hinge_simple(RID p_body_A, const Vector3 &p_pivot_A, const Vector3 &p_axis_A, RID p_body_B, const Vector3 &p_pivot_B, const Vector3 &p_axis_B);
  261. virtual void hinge_joint_set_param(RID p_joint, HingeJointParam p_param, float p_value);
  262. virtual float hinge_joint_get_param(RID p_joint, HingeJointParam p_param) const;
  263. virtual void hinge_joint_set_flag(RID p_joint, HingeJointFlag p_flag, bool p_value);
  264. virtual bool hinge_joint_get_flag(RID p_joint, HingeJointFlag p_flag) const;
  265. /// Reference frame is A
  266. virtual RID joint_create_slider(RID p_body_A, const Transform &p_local_frame_A, RID p_body_B, const Transform &p_local_frame_B);
  267. virtual void slider_joint_set_param(RID p_joint, SliderJointParam p_param, float p_value);
  268. virtual float slider_joint_get_param(RID p_joint, SliderJointParam p_param) const;
  269. /// Reference frame is A
  270. virtual RID joint_create_cone_twist(RID p_body_A, const Transform &p_local_frame_A, RID p_body_B, const Transform &p_local_frame_B);
  271. virtual void cone_twist_joint_set_param(RID p_joint, ConeTwistJointParam p_param, float p_value);
  272. virtual float cone_twist_joint_get_param(RID p_joint, ConeTwistJointParam p_param) const;
  273. /// Reference frame is A
  274. virtual RID joint_create_generic_6dof(RID p_body_A, const Transform &p_local_frame_A, RID p_body_B, const Transform &p_local_frame_B);
  275. virtual void generic_6dof_joint_set_param(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisParam p_param, float p_value);
  276. virtual float generic_6dof_joint_get_param(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisParam p_param);
  277. virtual void generic_6dof_joint_set_flag(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisFlag p_flag, bool p_enable);
  278. virtual bool generic_6dof_joint_get_flag(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisFlag p_flag);
  279. virtual void generic_6dof_joint_set_precision(RID p_joint, int precision);
  280. virtual int generic_6dof_joint_get_precision(RID p_joint);
  281. /* MISC */
  282. virtual void free(RID p_rid);
  283. virtual void set_active(bool p_active) {
  284. active = p_active;
  285. }
  286. static bool singleton_isActive() {
  287. return static_cast<BulletPhysicsServer3D *>(get_singleton())->active;
  288. }
  289. bool isActive() {
  290. return active;
  291. }
  292. virtual void init();
  293. virtual void step(float p_deltaTime);
  294. virtual void sync();
  295. virtual void flush_queries();
  296. virtual void finish();
  297. virtual bool is_flushing_queries() const { return false; }
  298. virtual int get_process_info(ProcessInfo p_info);
  299. CollisionObjectBullet *get_collisin_object(RID p_object) const;
  300. RigidCollisionObjectBullet *get_rigid_collisin_object(RID p_object) const;
  301. /// Internal APIs
  302. public:
  303. };
  304. #endif