physics_body_3d.h 24 KB

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  1. /**************************************************************************/
  2. /* physics_body_3d.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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 PHYSICS_BODY_3D_H
  31. #define PHYSICS_BODY_3D_H
  32. #include "core/templates/vset.h"
  33. #include "scene/3d/collision_object_3d.h"
  34. #include "scene/resources/physics_material.h"
  35. #include "servers/physics_server_3d.h"
  36. #include "skeleton_3d.h"
  37. class KinematicCollision3D;
  38. class PhysicsBody3D : public CollisionObject3D {
  39. GDCLASS(PhysicsBody3D, CollisionObject3D);
  40. protected:
  41. static void _bind_methods();
  42. PhysicsBody3D(PhysicsServer3D::BodyMode p_mode);
  43. Ref<KinematicCollision3D> motion_cache;
  44. uint16_t locked_axis = 0;
  45. Ref<KinematicCollision3D> _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);
  46. public:
  47. bool move_and_collide(const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true);
  48. bool test_move(const Transform3D &p_from, const Vector3 &p_motion, const Ref<KinematicCollision3D> &r_collision = Ref<KinematicCollision3D>(), real_t p_margin = 0.001, bool p_recovery_as_collision = false, int p_max_collisions = 1);
  49. Vector3 get_gravity() const;
  50. void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock);
  51. bool get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const;
  52. virtual Vector3 get_linear_velocity() const;
  53. virtual Vector3 get_angular_velocity() const;
  54. virtual real_t get_inverse_mass() const;
  55. TypedArray<PhysicsBody3D> get_collision_exceptions();
  56. void add_collision_exception_with(Node *p_node); //must be physicsbody
  57. void remove_collision_exception_with(Node *p_node);
  58. virtual ~PhysicsBody3D();
  59. };
  60. class StaticBody3D : public PhysicsBody3D {
  61. GDCLASS(StaticBody3D, PhysicsBody3D);
  62. private:
  63. Vector3 constant_linear_velocity;
  64. Vector3 constant_angular_velocity;
  65. Ref<PhysicsMaterial> physics_material_override;
  66. protected:
  67. static void _bind_methods();
  68. public:
  69. void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override);
  70. Ref<PhysicsMaterial> get_physics_material_override() const;
  71. void set_constant_linear_velocity(const Vector3 &p_vel);
  72. void set_constant_angular_velocity(const Vector3 &p_vel);
  73. Vector3 get_constant_linear_velocity() const;
  74. Vector3 get_constant_angular_velocity() const;
  75. StaticBody3D(PhysicsServer3D::BodyMode p_mode = PhysicsServer3D::BODY_MODE_STATIC);
  76. private:
  77. void _reload_physics_characteristics();
  78. };
  79. class AnimatableBody3D : public StaticBody3D {
  80. GDCLASS(AnimatableBody3D, StaticBody3D);
  81. private:
  82. Vector3 linear_velocity;
  83. Vector3 angular_velocity;
  84. bool sync_to_physics = true;
  85. Transform3D last_valid_transform;
  86. static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state);
  87. void _body_state_changed(PhysicsDirectBodyState3D *p_state);
  88. protected:
  89. void _notification(int p_what);
  90. static void _bind_methods();
  91. public:
  92. virtual Vector3 get_linear_velocity() const override;
  93. virtual Vector3 get_angular_velocity() const override;
  94. AnimatableBody3D();
  95. private:
  96. void _update_kinematic_motion();
  97. void set_sync_to_physics(bool p_enable);
  98. bool is_sync_to_physics_enabled() const;
  99. };
  100. class RigidBody3D : public PhysicsBody3D {
  101. GDCLASS(RigidBody3D, PhysicsBody3D);
  102. public:
  103. enum FreezeMode {
  104. FREEZE_MODE_STATIC,
  105. FREEZE_MODE_KINEMATIC,
  106. };
  107. enum CenterOfMassMode {
  108. CENTER_OF_MASS_MODE_AUTO,
  109. CENTER_OF_MASS_MODE_CUSTOM,
  110. };
  111. enum DampMode {
  112. DAMP_MODE_COMBINE,
  113. DAMP_MODE_REPLACE,
  114. };
  115. private:
  116. bool can_sleep = true;
  117. bool lock_rotation = false;
  118. bool freeze = false;
  119. FreezeMode freeze_mode = FREEZE_MODE_STATIC;
  120. real_t mass = 1.0;
  121. Vector3 inertia;
  122. CenterOfMassMode center_of_mass_mode = CENTER_OF_MASS_MODE_AUTO;
  123. Vector3 center_of_mass;
  124. Ref<PhysicsMaterial> physics_material_override;
  125. Vector3 linear_velocity;
  126. Vector3 angular_velocity;
  127. Basis inverse_inertia_tensor;
  128. real_t gravity_scale = 1.0;
  129. DampMode linear_damp_mode = DAMP_MODE_COMBINE;
  130. DampMode angular_damp_mode = DAMP_MODE_COMBINE;
  131. real_t linear_damp = 0.0;
  132. real_t angular_damp = 0.0;
  133. bool sleeping = false;
  134. bool ccd = false;
  135. int max_contacts_reported = 0;
  136. bool custom_integrator = false;
  137. struct ShapePair {
  138. int body_shape = 0;
  139. int local_shape = 0;
  140. bool tagged = false;
  141. bool operator<(const ShapePair &p_sp) const {
  142. if (body_shape == p_sp.body_shape) {
  143. return local_shape < p_sp.local_shape;
  144. } else {
  145. return body_shape < p_sp.body_shape;
  146. }
  147. }
  148. ShapePair() {}
  149. ShapePair(int p_bs, int p_ls) {
  150. body_shape = p_bs;
  151. local_shape = p_ls;
  152. tagged = false;
  153. }
  154. };
  155. struct RigidBody3D_RemoveAction {
  156. RID rid;
  157. ObjectID body_id;
  158. ShapePair pair;
  159. };
  160. struct BodyState {
  161. RID rid;
  162. //int rc;
  163. bool in_tree = false;
  164. VSet<ShapePair> shapes;
  165. };
  166. struct ContactMonitor {
  167. bool locked = false;
  168. HashMap<ObjectID, BodyState> body_map;
  169. };
  170. ContactMonitor *contact_monitor = nullptr;
  171. void _body_enter_tree(ObjectID p_id);
  172. void _body_exit_tree(ObjectID p_id);
  173. void _body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape);
  174. static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state);
  175. void _sync_body_state(PhysicsDirectBodyState3D *p_state);
  176. protected:
  177. void _notification(int p_what);
  178. static void _bind_methods();
  179. void _validate_property(PropertyInfo &p_property) const;
  180. GDVIRTUAL1(_integrate_forces, PhysicsDirectBodyState3D *)
  181. virtual void _body_state_changed(PhysicsDirectBodyState3D *p_state);
  182. void _apply_body_mode();
  183. public:
  184. void set_lock_rotation_enabled(bool p_lock_rotation);
  185. bool is_lock_rotation_enabled() const;
  186. void set_freeze_enabled(bool p_freeze);
  187. bool is_freeze_enabled() const;
  188. void set_freeze_mode(FreezeMode p_freeze_mode);
  189. FreezeMode get_freeze_mode() const;
  190. void set_mass(real_t p_mass);
  191. real_t get_mass() const;
  192. virtual real_t get_inverse_mass() const override { return 1.0 / mass; }
  193. void set_inertia(const Vector3 &p_inertia);
  194. const Vector3 &get_inertia() const;
  195. void set_center_of_mass_mode(CenterOfMassMode p_mode);
  196. CenterOfMassMode get_center_of_mass_mode() const;
  197. void set_center_of_mass(const Vector3 &p_center_of_mass);
  198. const Vector3 &get_center_of_mass() const;
  199. void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override);
  200. Ref<PhysicsMaterial> get_physics_material_override() const;
  201. void set_linear_velocity(const Vector3 &p_velocity);
  202. Vector3 get_linear_velocity() const override;
  203. void set_axis_velocity(const Vector3 &p_axis);
  204. void set_angular_velocity(const Vector3 &p_velocity);
  205. Vector3 get_angular_velocity() const override;
  206. Basis get_inverse_inertia_tensor() const;
  207. void set_gravity_scale(real_t p_gravity_scale);
  208. real_t get_gravity_scale() const;
  209. void set_linear_damp_mode(DampMode p_mode);
  210. DampMode get_linear_damp_mode() const;
  211. void set_angular_damp_mode(DampMode p_mode);
  212. DampMode get_angular_damp_mode() const;
  213. void set_linear_damp(real_t p_linear_damp);
  214. real_t get_linear_damp() const;
  215. void set_angular_damp(real_t p_angular_damp);
  216. real_t get_angular_damp() const;
  217. void set_use_custom_integrator(bool p_enable);
  218. bool is_using_custom_integrator();
  219. void set_sleeping(bool p_sleeping);
  220. bool is_sleeping() const;
  221. void set_can_sleep(bool p_active);
  222. bool is_able_to_sleep() const;
  223. void set_contact_monitor(bool p_enabled);
  224. bool is_contact_monitor_enabled() const;
  225. void set_max_contacts_reported(int p_amount);
  226. int get_max_contacts_reported() const;
  227. int get_contact_count() const;
  228. void set_use_continuous_collision_detection(bool p_enable);
  229. bool is_using_continuous_collision_detection() const;
  230. TypedArray<Node3D> get_colliding_bodies() const;
  231. void apply_central_impulse(const Vector3 &p_impulse);
  232. void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3());
  233. void apply_torque_impulse(const Vector3 &p_impulse);
  234. void apply_central_force(const Vector3 &p_force);
  235. void apply_force(const Vector3 &p_force, const Vector3 &p_position = Vector3());
  236. void apply_torque(const Vector3 &p_torque);
  237. void add_constant_central_force(const Vector3 &p_force);
  238. void add_constant_force(const Vector3 &p_force, const Vector3 &p_position = Vector3());
  239. void add_constant_torque(const Vector3 &p_torque);
  240. void set_constant_force(const Vector3 &p_force);
  241. Vector3 get_constant_force() const;
  242. void set_constant_torque(const Vector3 &p_torque);
  243. Vector3 get_constant_torque() const;
  244. virtual Array get_configuration_warnings() const override;
  245. RigidBody3D();
  246. ~RigidBody3D();
  247. private:
  248. void _reload_physics_characteristics();
  249. };
  250. VARIANT_ENUM_CAST(RigidBody3D::FreezeMode);
  251. VARIANT_ENUM_CAST(RigidBody3D::CenterOfMassMode);
  252. VARIANT_ENUM_CAST(RigidBody3D::DampMode);
  253. class KinematicCollision3D;
  254. class CharacterBody3D : public PhysicsBody3D {
  255. GDCLASS(CharacterBody3D, PhysicsBody3D);
  256. public:
  257. enum MotionMode {
  258. MOTION_MODE_GROUNDED,
  259. MOTION_MODE_FLOATING,
  260. };
  261. enum PlatformOnLeave {
  262. PLATFORM_ON_LEAVE_ADD_VELOCITY,
  263. PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY,
  264. PLATFORM_ON_LEAVE_DO_NOTHING,
  265. };
  266. bool move_and_slide();
  267. void apply_floor_snap();
  268. const Vector3 &get_velocity() const;
  269. void set_velocity(const Vector3 &p_velocity);
  270. bool is_on_floor() const;
  271. bool is_on_floor_only() const;
  272. bool is_on_wall() const;
  273. bool is_on_wall_only() const;
  274. bool is_on_ceiling() const;
  275. bool is_on_ceiling_only() const;
  276. const Vector3 &get_last_motion() const;
  277. Vector3 get_position_delta() const;
  278. const Vector3 &get_floor_normal() const;
  279. const Vector3 &get_wall_normal() const;
  280. const Vector3 &get_real_velocity() const;
  281. real_t get_floor_angle(const Vector3 &p_up_direction = Vector3(0.0, 1.0, 0.0)) const;
  282. const Vector3 &get_platform_velocity() const;
  283. const Vector3 &get_platform_angular_velocity() const;
  284. virtual Vector3 get_linear_velocity() const override;
  285. int get_slide_collision_count() const;
  286. PhysicsServer3D::MotionResult get_slide_collision(int p_bounce) const;
  287. void set_safe_margin(real_t p_margin);
  288. real_t get_safe_margin() const;
  289. bool is_floor_stop_on_slope_enabled() const;
  290. void set_floor_stop_on_slope_enabled(bool p_enabled);
  291. bool is_floor_constant_speed_enabled() const;
  292. void set_floor_constant_speed_enabled(bool p_enabled);
  293. bool is_floor_block_on_wall_enabled() const;
  294. void set_floor_block_on_wall_enabled(bool p_enabled);
  295. bool is_slide_on_ceiling_enabled() const;
  296. void set_slide_on_ceiling_enabled(bool p_enabled);
  297. int get_max_slides() const;
  298. void set_max_slides(int p_max_slides);
  299. real_t get_floor_max_angle() const;
  300. void set_floor_max_angle(real_t p_radians);
  301. real_t get_floor_snap_length();
  302. void set_floor_snap_length(real_t p_floor_snap_length);
  303. real_t get_wall_min_slide_angle() const;
  304. void set_wall_min_slide_angle(real_t p_radians);
  305. uint32_t get_platform_floor_layers() const;
  306. void set_platform_floor_layers(const uint32_t p_exclude_layer);
  307. uint32_t get_platform_wall_layers() const;
  308. void set_platform_wall_layers(const uint32_t p_exclude_layer);
  309. void set_motion_mode(MotionMode p_mode);
  310. MotionMode get_motion_mode() const;
  311. void set_platform_on_leave(PlatformOnLeave p_on_leave_velocity);
  312. PlatformOnLeave get_platform_on_leave() const;
  313. CharacterBody3D();
  314. ~CharacterBody3D();
  315. private:
  316. real_t margin = 0.001;
  317. MotionMode motion_mode = MOTION_MODE_GROUNDED;
  318. PlatformOnLeave platform_on_leave = PLATFORM_ON_LEAVE_ADD_VELOCITY;
  319. union CollisionState {
  320. uint32_t state = 0;
  321. struct {
  322. bool floor;
  323. bool wall;
  324. bool ceiling;
  325. };
  326. CollisionState() {
  327. }
  328. CollisionState(bool p_floor, bool p_wall, bool p_ceiling) {
  329. floor = p_floor;
  330. wall = p_wall;
  331. ceiling = p_ceiling;
  332. }
  333. };
  334. CollisionState collision_state;
  335. bool floor_constant_speed = false;
  336. bool floor_stop_on_slope = true;
  337. bool floor_block_on_wall = true;
  338. bool slide_on_ceiling = true;
  339. int max_slides = 6;
  340. int platform_layer = 0;
  341. RID platform_rid;
  342. ObjectID platform_object_id;
  343. uint32_t platform_floor_layers = UINT32_MAX;
  344. uint32_t platform_wall_layers = 0;
  345. real_t floor_snap_length = 0.1;
  346. real_t floor_max_angle = Math::deg_to_rad((real_t)45.0);
  347. real_t wall_min_slide_angle = Math::deg_to_rad((real_t)15.0);
  348. Vector3 up_direction = Vector3(0.0, 1.0, 0.0);
  349. Vector3 velocity;
  350. Vector3 floor_normal;
  351. Vector3 wall_normal;
  352. Vector3 ceiling_normal;
  353. Vector3 last_motion;
  354. Vector3 platform_velocity;
  355. Vector3 platform_angular_velocity;
  356. Vector3 platform_ceiling_velocity;
  357. Vector3 previous_position;
  358. Vector3 real_velocity;
  359. Vector<PhysicsServer3D::MotionResult> motion_results;
  360. Vector<Ref<KinematicCollision3D>> slide_colliders;
  361. void _move_and_slide_floating(double p_delta);
  362. void _move_and_slide_grounded(double p_delta, bool p_was_on_floor);
  363. Ref<KinematicCollision3D> _get_slide_collision(int p_bounce);
  364. Ref<KinematicCollision3D> _get_last_slide_collision();
  365. const Vector3 &get_up_direction() const;
  366. bool _on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up);
  367. void set_up_direction(const Vector3 &p_up_direction);
  368. void _set_collision_direction(const PhysicsServer3D::MotionResult &p_result, CollisionState &r_state, CollisionState p_apply_state = CollisionState(true, true, true));
  369. void _set_platform_data(const PhysicsServer3D::MotionCollision &p_collision);
  370. void _snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up);
  371. protected:
  372. void _notification(int p_what);
  373. static void _bind_methods();
  374. void _validate_property(PropertyInfo &p_property) const;
  375. };
  376. VARIANT_ENUM_CAST(CharacterBody3D::MotionMode);
  377. VARIANT_ENUM_CAST(CharacterBody3D::PlatformOnLeave);
  378. class KinematicCollision3D : public RefCounted {
  379. GDCLASS(KinematicCollision3D, RefCounted);
  380. PhysicsBody3D *owner = nullptr;
  381. friend class PhysicsBody3D;
  382. friend class CharacterBody3D;
  383. PhysicsServer3D::MotionResult result;
  384. protected:
  385. static void _bind_methods();
  386. public:
  387. Vector3 get_travel() const;
  388. Vector3 get_remainder() const;
  389. int get_collision_count() const;
  390. real_t get_depth() const;
  391. Vector3 get_position(int p_collision_index = 0) const;
  392. Vector3 get_normal(int p_collision_index = 0) const;
  393. real_t get_angle(int p_collision_index = 0, const Vector3 &p_up_direction = Vector3(0.0, 1.0, 0.0)) const;
  394. Object *get_local_shape(int p_collision_index = 0) const;
  395. Object *get_collider(int p_collision_index = 0) const;
  396. ObjectID get_collider_id(int p_collision_index = 0) const;
  397. RID get_collider_rid(int p_collision_index = 0) const;
  398. Object *get_collider_shape(int p_collision_index = 0) const;
  399. int get_collider_shape_index(int p_collision_index = 0) const;
  400. Vector3 get_collider_velocity(int p_collision_index = 0) const;
  401. };
  402. class PhysicalBone3D : public PhysicsBody3D {
  403. GDCLASS(PhysicalBone3D, PhysicsBody3D);
  404. public:
  405. enum DampMode {
  406. DAMP_MODE_COMBINE,
  407. DAMP_MODE_REPLACE,
  408. };
  409. enum JointType {
  410. JOINT_TYPE_NONE,
  411. JOINT_TYPE_PIN,
  412. JOINT_TYPE_CONE,
  413. JOINT_TYPE_HINGE,
  414. JOINT_TYPE_SLIDER,
  415. JOINT_TYPE_6DOF
  416. };
  417. struct JointData {
  418. virtual JointType get_joint_type() { return JOINT_TYPE_NONE; }
  419. /// "j" is used to set the parameter inside the PhysicsServer3D
  420. virtual bool _set(const StringName &p_name, const Variant &p_value, RID j);
  421. virtual bool _get(const StringName &p_name, Variant &r_ret) const;
  422. virtual void _get_property_list(List<PropertyInfo> *p_list) const;
  423. virtual ~JointData() {}
  424. };
  425. struct PinJointData : public JointData {
  426. virtual JointType get_joint_type() { return JOINT_TYPE_PIN; }
  427. virtual bool _set(const StringName &p_name, const Variant &p_value, RID j);
  428. virtual bool _get(const StringName &p_name, Variant &r_ret) const;
  429. virtual void _get_property_list(List<PropertyInfo> *p_list) const;
  430. real_t bias = 0.3;
  431. real_t damping = 1.0;
  432. real_t impulse_clamp = 0.0;
  433. };
  434. struct ConeJointData : public JointData {
  435. virtual JointType get_joint_type() { return JOINT_TYPE_CONE; }
  436. virtual bool _set(const StringName &p_name, const Variant &p_value, RID j);
  437. virtual bool _get(const StringName &p_name, Variant &r_ret) const;
  438. virtual void _get_property_list(List<PropertyInfo> *p_list) const;
  439. real_t swing_span = Math_PI * 0.25;
  440. real_t twist_span = Math_PI;
  441. real_t bias = 0.3;
  442. real_t softness = 0.8;
  443. real_t relaxation = 1.;
  444. };
  445. struct HingeJointData : public JointData {
  446. virtual JointType get_joint_type() { return JOINT_TYPE_HINGE; }
  447. virtual bool _set(const StringName &p_name, const Variant &p_value, RID j);
  448. virtual bool _get(const StringName &p_name, Variant &r_ret) const;
  449. virtual void _get_property_list(List<PropertyInfo> *p_list) const;
  450. bool angular_limit_enabled = false;
  451. real_t angular_limit_upper = Math_PI * 0.5;
  452. real_t angular_limit_lower = -Math_PI * 0.5;
  453. real_t angular_limit_bias = 0.3;
  454. real_t angular_limit_softness = 0.9;
  455. real_t angular_limit_relaxation = 1.;
  456. };
  457. struct SliderJointData : public JointData {
  458. virtual JointType get_joint_type() { return JOINT_TYPE_SLIDER; }
  459. virtual bool _set(const StringName &p_name, const Variant &p_value, RID j);
  460. virtual bool _get(const StringName &p_name, Variant &r_ret) const;
  461. virtual void _get_property_list(List<PropertyInfo> *p_list) const;
  462. real_t linear_limit_upper = 1.0;
  463. real_t linear_limit_lower = -1.0;
  464. real_t linear_limit_softness = 1.0;
  465. real_t linear_limit_restitution = 0.7;
  466. real_t linear_limit_damping = 1.0;
  467. real_t angular_limit_upper = 0.0;
  468. real_t angular_limit_lower = 0.0;
  469. real_t angular_limit_softness = 1.0;
  470. real_t angular_limit_restitution = 0.7;
  471. real_t angular_limit_damping = 1.0;
  472. };
  473. struct SixDOFJointData : public JointData {
  474. struct SixDOFAxisData {
  475. bool linear_limit_enabled = true;
  476. real_t linear_limit_upper = 0.0;
  477. real_t linear_limit_lower = 0.0;
  478. real_t linear_limit_softness = 0.7;
  479. real_t linear_restitution = 0.5;
  480. real_t linear_damping = 1.0;
  481. bool linear_spring_enabled = false;
  482. real_t linear_spring_stiffness = 0.0;
  483. real_t linear_spring_damping = 0.0;
  484. real_t linear_equilibrium_point = 0.0;
  485. bool angular_limit_enabled = true;
  486. real_t angular_limit_upper = 0.0;
  487. real_t angular_limit_lower = 0.0;
  488. real_t angular_limit_softness = 0.5;
  489. real_t angular_restitution = 0.0;
  490. real_t angular_damping = 1.0;
  491. real_t erp = 0.5;
  492. bool angular_spring_enabled = false;
  493. real_t angular_spring_stiffness = 0.0;
  494. real_t angular_spring_damping = 0.0;
  495. real_t angular_equilibrium_point = 0.0;
  496. };
  497. virtual JointType get_joint_type() { return JOINT_TYPE_6DOF; }
  498. virtual bool _set(const StringName &p_name, const Variant &p_value, RID j);
  499. virtual bool _get(const StringName &p_name, Variant &r_ret) const;
  500. virtual void _get_property_list(List<PropertyInfo> *p_list) const;
  501. SixDOFAxisData axis_data[3];
  502. SixDOFJointData() {}
  503. };
  504. private:
  505. #ifdef TOOLS_ENABLED
  506. // if false gizmo move body
  507. bool gizmo_move_joint = false;
  508. #endif
  509. JointData *joint_data = nullptr;
  510. Transform3D joint_offset;
  511. RID joint;
  512. Skeleton3D *parent_skeleton = nullptr;
  513. Transform3D body_offset;
  514. Transform3D body_offset_inverse;
  515. bool simulate_physics = false;
  516. bool _internal_simulate_physics = false;
  517. int bone_id = -1;
  518. String bone_name;
  519. real_t bounce = 0.0;
  520. real_t mass = 1.0;
  521. real_t friction = 1.0;
  522. Vector3 linear_velocity;
  523. Vector3 angular_velocity;
  524. real_t gravity_scale = 1.0;
  525. bool can_sleep = true;
  526. bool custom_integrator = false;
  527. DampMode linear_damp_mode = DAMP_MODE_COMBINE;
  528. DampMode angular_damp_mode = DAMP_MODE_COMBINE;
  529. real_t linear_damp = 0.0;
  530. real_t angular_damp = 0.0;
  531. protected:
  532. bool _set(const StringName &p_name, const Variant &p_value);
  533. bool _get(const StringName &p_name, Variant &r_ret) const;
  534. void _get_property_list(List<PropertyInfo> *p_list) const;
  535. void _notification(int p_what);
  536. GDVIRTUAL1(_integrate_forces, PhysicsDirectBodyState3D *)
  537. static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state);
  538. void _body_state_changed(PhysicsDirectBodyState3D *p_state);
  539. static void _bind_methods();
  540. private:
  541. void _sync_body_state(PhysicsDirectBodyState3D *p_state);
  542. static Skeleton3D *find_skeleton_parent(Node *p_parent);
  543. void _update_joint_offset();
  544. void _fix_joint_offset();
  545. void _reload_joint();
  546. public:
  547. void _on_bone_parent_changed();
  548. void set_linear_velocity(const Vector3 &p_velocity);
  549. Vector3 get_linear_velocity() const override;
  550. void set_angular_velocity(const Vector3 &p_velocity);
  551. Vector3 get_angular_velocity() const override;
  552. void set_use_custom_integrator(bool p_enable);
  553. bool is_using_custom_integrator();
  554. #ifdef TOOLS_ENABLED
  555. void _set_gizmo_move_joint(bool p_move_joint);
  556. virtual Transform3D get_global_gizmo_transform() const override;
  557. virtual Transform3D get_local_gizmo_transform() const override;
  558. #endif
  559. const JointData *get_joint_data() const;
  560. Skeleton3D *find_skeleton_parent();
  561. int get_bone_id() const {
  562. return bone_id;
  563. }
  564. void set_joint_type(JointType p_joint_type);
  565. JointType get_joint_type() const;
  566. void set_joint_offset(const Transform3D &p_offset);
  567. const Transform3D &get_joint_offset() const;
  568. void set_joint_rotation(const Vector3 &p_euler_rad);
  569. Vector3 get_joint_rotation() const;
  570. void set_body_offset(const Transform3D &p_offset);
  571. const Transform3D &get_body_offset() const;
  572. void set_simulate_physics(bool p_simulate);
  573. bool get_simulate_physics();
  574. bool is_simulating_physics();
  575. void set_bone_name(const String &p_name);
  576. const String &get_bone_name() const;
  577. void set_mass(real_t p_mass);
  578. real_t get_mass() const;
  579. void set_friction(real_t p_friction);
  580. real_t get_friction() const;
  581. void set_bounce(real_t p_bounce);
  582. real_t get_bounce() const;
  583. void set_gravity_scale(real_t p_gravity_scale);
  584. real_t get_gravity_scale() const;
  585. void set_linear_damp_mode(DampMode p_mode);
  586. DampMode get_linear_damp_mode() const;
  587. void set_angular_damp_mode(DampMode p_mode);
  588. DampMode get_angular_damp_mode() const;
  589. void set_linear_damp(real_t p_linear_damp);
  590. real_t get_linear_damp() const;
  591. void set_angular_damp(real_t p_angular_damp);
  592. real_t get_angular_damp() const;
  593. void set_can_sleep(bool p_active);
  594. bool is_able_to_sleep() const;
  595. void apply_central_impulse(const Vector3 &p_impulse);
  596. void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3());
  597. void reset_physics_simulation_state();
  598. void reset_to_rest_position();
  599. PhysicalBone3D();
  600. ~PhysicalBone3D();
  601. private:
  602. void update_bone_id();
  603. void update_offset();
  604. void _start_physics_simulation();
  605. void _stop_physics_simulation();
  606. };
  607. VARIANT_ENUM_CAST(PhysicalBone3D::JointType);
  608. VARIANT_ENUM_CAST(PhysicalBone3D::DampMode);
  609. #endif // PHYSICS_BODY_3D_H