godot/servers/physics_3d/godot_space_3d.h
PouleyKetchoupp acbd24ea84 Use parameter classes instead of arguments for all physics queries
Same as what is already done for shape queries, applied to point and ray
queries. Easier to document and more flexible to add more parameters.

Also expose intersect_point method to script in 3D.
Remove intersect_point_on_canvas in 2D, replaced with a parameter.
2021-11-04 11:44:39 -07:00

218 lines
9.4 KiB
C++

/*************************************************************************/
/* godot_space_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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#ifndef GODOT_SPACE_3D_H
#define GODOT_SPACE_3D_H
#include "godot_area_3d.h"
#include "godot_area_pair_3d.h"
#include "godot_body_3d.h"
#include "godot_body_pair_3d.h"
#include "godot_broad_phase_3d.h"
#include "godot_collision_object_3d.h"
#include "godot_soft_body_3d.h"
#include "core/config/project_settings.h"
#include "core/templates/hash_map.h"
#include "core/typedefs.h"
class GodotPhysicsDirectSpaceState3D : public PhysicsDirectSpaceState3D {
GDCLASS(GodotPhysicsDirectSpaceState3D, PhysicsDirectSpaceState3D);
public:
GodotSpace3D *space;
virtual int intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) override;
virtual bool intersect_ray(const RayParameters &p_parameters, RayResult &r_result) override;
virtual int intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) override;
virtual bool cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe, ShapeRestInfo *r_info = nullptr) override;
virtual bool collide_shape(const ShapeParameters &p_parameters, Vector3 *r_results, int p_result_max, int &r_result_count) override;
virtual bool rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) override;
virtual Vector3 get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const override;
GodotPhysicsDirectSpaceState3D();
};
class GodotSpace3D {
public:
enum ElapsedTime {
ELAPSED_TIME_INTEGRATE_FORCES,
ELAPSED_TIME_GENERATE_ISLANDS,
ELAPSED_TIME_SETUP_CONSTRAINTS,
ELAPSED_TIME_SOLVE_CONSTRAINTS,
ELAPSED_TIME_INTEGRATE_VELOCITIES,
ELAPSED_TIME_MAX
};
private:
uint64_t elapsed_time[ELAPSED_TIME_MAX] = {};
GodotPhysicsDirectSpaceState3D *direct_access;
RID self;
GodotBroadPhase3D *broadphase;
SelfList<GodotBody3D>::List active_list;
SelfList<GodotBody3D>::List mass_properties_update_list;
SelfList<GodotBody3D>::List state_query_list;
SelfList<GodotArea3D>::List monitor_query_list;
SelfList<GodotArea3D>::List area_moved_list;
SelfList<GodotSoftBody3D>::List active_soft_body_list;
static void *_broadphase_pair(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_self);
static void _broadphase_unpair(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_data, void *p_self);
Set<GodotCollisionObject3D *> objects;
GodotArea3D *area = nullptr;
real_t contact_recycle_radius = 0.01;
real_t contact_max_separation = 0.05;
real_t contact_max_allowed_penetration = 0.01;
real_t constraint_bias = 0.01;
enum {
INTERSECTION_QUERY_MAX = 2048
};
GodotCollisionObject3D *intersection_query_results[INTERSECTION_QUERY_MAX];
int intersection_query_subindex_results[INTERSECTION_QUERY_MAX];
real_t body_linear_velocity_sleep_threshold;
real_t body_angular_velocity_sleep_threshold;
real_t body_time_to_sleep;
real_t body_angular_velocity_damp_ratio;
bool locked = false;
real_t last_step = 0.001;
int island_count = 0;
int active_objects = 0;
int collision_pairs = 0;
RID static_global_body;
Vector<Vector3> contact_debug;
int contact_debug_count = 0;
friend class GodotPhysicsDirectSpaceState3D;
int _cull_aabb_for_body(GodotBody3D *p_body, const AABB &p_aabb);
public:
_FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; }
_FORCE_INLINE_ RID get_self() const { return self; }
void set_default_area(GodotArea3D *p_area) { area = p_area; }
GodotArea3D *get_default_area() const { return area; }
const SelfList<GodotBody3D>::List &get_active_body_list() const;
void body_add_to_active_list(SelfList<GodotBody3D> *p_body);
void body_remove_from_active_list(SelfList<GodotBody3D> *p_body);
void body_add_to_mass_properties_update_list(SelfList<GodotBody3D> *p_body);
void body_remove_from_mass_properties_update_list(SelfList<GodotBody3D> *p_body);
void body_add_to_state_query_list(SelfList<GodotBody3D> *p_body);
void body_remove_from_state_query_list(SelfList<GodotBody3D> *p_body);
void area_add_to_monitor_query_list(SelfList<GodotArea3D> *p_area);
void area_remove_from_monitor_query_list(SelfList<GodotArea3D> *p_area);
void area_add_to_moved_list(SelfList<GodotArea3D> *p_area);
void area_remove_from_moved_list(SelfList<GodotArea3D> *p_area);
const SelfList<GodotArea3D>::List &get_moved_area_list() const;
const SelfList<GodotSoftBody3D>::List &get_active_soft_body_list() const;
void soft_body_add_to_active_list(SelfList<GodotSoftBody3D> *p_soft_body);
void soft_body_remove_from_active_list(SelfList<GodotSoftBody3D> *p_soft_body);
GodotBroadPhase3D *get_broadphase();
void add_object(GodotCollisionObject3D *p_object);
void remove_object(GodotCollisionObject3D *p_object);
const Set<GodotCollisionObject3D *> &get_objects() const;
_FORCE_INLINE_ real_t get_contact_recycle_radius() const { return contact_recycle_radius; }
_FORCE_INLINE_ real_t get_contact_max_separation() const { return contact_max_separation; }
_FORCE_INLINE_ real_t get_contact_max_allowed_penetration() const { return contact_max_allowed_penetration; }
_FORCE_INLINE_ real_t get_constraint_bias() const { return constraint_bias; }
_FORCE_INLINE_ real_t get_body_linear_velocity_sleep_threshold() const { return body_linear_velocity_sleep_threshold; }
_FORCE_INLINE_ real_t get_body_angular_velocity_sleep_threshold() const { return body_angular_velocity_sleep_threshold; }
_FORCE_INLINE_ real_t get_body_time_to_sleep() const { return body_time_to_sleep; }
_FORCE_INLINE_ real_t get_body_angular_velocity_damp_ratio() const { return body_angular_velocity_damp_ratio; }
void update();
void setup();
void call_queries();
bool is_locked() const;
void lock();
void unlock();
real_t get_last_step() const { return last_step; }
void set_last_step(real_t p_step) { last_step = p_step; }
void set_param(PhysicsServer3D::SpaceParameter p_param, real_t p_value);
real_t get_param(PhysicsServer3D::SpaceParameter p_param) const;
void set_island_count(int p_island_count) { island_count = p_island_count; }
int get_island_count() const { return island_count; }
void set_active_objects(int p_active_objects) { active_objects = p_active_objects; }
int get_active_objects() const { return active_objects; }
int get_collision_pairs() const { return collision_pairs; }
GodotPhysicsDirectSpaceState3D *get_direct_state();
void set_debug_contacts(int p_amount) { contact_debug.resize(p_amount); }
_FORCE_INLINE_ bool is_debugging_contacts() const { return !contact_debug.is_empty(); }
_FORCE_INLINE_ void add_debug_contact(const Vector3 &p_contact) {
if (contact_debug_count < contact_debug.size()) {
contact_debug.write[contact_debug_count++] = p_contact;
}
}
_FORCE_INLINE_ Vector<Vector3> get_debug_contacts() { return contact_debug; }
_FORCE_INLINE_ int get_debug_contact_count() { return contact_debug_count; }
void set_static_global_body(RID p_body) { static_global_body = p_body; }
RID get_static_global_body() { return static_global_body; }
void set_elapsed_time(ElapsedTime p_time, uint64_t p_msec) { elapsed_time[p_time] = p_msec; }
uint64_t get_elapsed_time(ElapsedTime p_time) const { return elapsed_time[p_time]; }
bool test_body_motion(GodotBody3D *p_body, const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult *r_result);
GodotSpace3D();
~GodotSpace3D();
};
#endif // GODOT_SPACE_3D_H