/*************************************************************************/ /* physics_body.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 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 "scene/3d/collision_object.h" #include "servers/physics_server.h" #include "vset.h" class PhysicsBody : public CollisionObject { GDCLASS(PhysicsBody, CollisionObject); uint32_t layer_mask; 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_mask); 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; 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; real_t bounce; real_t friction; protected: static void _bind_methods(); public: 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_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(); }; class RigidBody : public PhysicsBody { GDCLASS(RigidBody, PhysicsBody); public: enum Mode { MODE_RIGID, MODE_STATIC, MODE_CHARACTER, MODE_KINEMATIC, }; enum AxisLock { AXIS_LOCK_DISABLED, AXIS_LOCK_X, AXIS_LOCK_Y, AXIS_LOCK_Z, }; private: bool can_sleep; PhysicsDirectBodyState *state; Mode mode; real_t bounce; real_t mass; real_t friction; Vector3 linear_velocity; Vector3 angular_velocity; real_t gravity_scale; real_t linear_damp; real_t angular_damp; bool sleeping; bool ccd; AxisLock axis_lock; 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 shapes; }; struct ContactMonitor { bool locked; Map 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); void _direct_state_changed(Object *p_state); protected: 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; 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_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(AxisLock p_lock); AxisLock get_axis_lock() const; Array get_colliding_bodies() const; void apply_impulse(const Vector3 &p_pos, const Vector3 &p_impulse); RigidBody(); ~RigidBody(); }; VARIANT_ENUM_CAST(RigidBody::Mode); VARIANT_ENUM_CAST(RigidBody::AxisLock); class KinematicBody : public PhysicsBody { GDCLASS(KinematicBody, PhysicsBody); float margin; bool collide_static; bool collide_rigid; bool collide_kinematic; bool collide_character; bool colliding; Vector3 collision; Vector3 normal; Vector3 collider_vel; ObjectID collider; int collider_shape; Vector3 travel; Vector3 move_and_slide_floor_velocity; bool move_and_slide_on_floor; bool move_and_slide_on_ceiling; bool move_and_slide_on_wall; Array move_and_slide_colliders; Variant _get_collider() const; _FORCE_INLINE_ bool _ignores_mode(PhysicsServer::BodyMode) const; protected: static void _bind_methods(); public: enum { SLIDE_FLAG_FLOOR, SLIDE_FLAG_WALL, SLIDE_FLAG_ROOF }; Vector3 move(const Vector3 &p_motion); Vector3 move_to(const Vector3 &p_position); bool can_teleport_to(const Vector3 &p_position); bool is_colliding() const; Vector3 get_travel() const; // Set by move and others. Consider unreliable except immediately after a move call. void revert_motion(); Vector3 get_collision_pos() const; Vector3 get_collision_normal() const; Vector3 get_collider_velocity() const; ObjectID get_collider() const; int get_collider_shape() const; void set_collide_with_static_bodies(bool p_enable); bool can_collide_with_static_bodies() const; void set_collide_with_rigid_bodies(bool p_enable); bool can_collide_with_rigid_bodies() const; void set_collide_with_kinematic_bodies(bool p_enable); bool can_collide_with_kinematic_bodies() const; void set_collide_with_character_bodies(bool p_enable); bool can_collide_with_character_bodies() const; void set_collision_margin(float p_margin); float get_collision_margin() const; Vector3 move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_floor_direction = Vector3(0, 0, 0), const Vector3 &p_ceil_direction = Vector3(0, 0, 0), float p_slope_stop_min_velocity = 5, int p_max_bounces = 4, float p_floor_max_angle = Math::deg2rad((float)45), float p_ceil_max_angle = Math::deg2rad((float)45)); bool is_move_and_slide_on_floor() const; bool is_move_and_slide_on_wall() const; bool is_move_and_slide_on_ceiling() const; Array get_move_and_slide_colliders() const; KinematicBody(); ~KinematicBody(); }; #endif // PHYSICS_BODY__H