godot/scene/3d/physics_body.h
Juan Linietsky b324ff7ea5 A bit of everything:
-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM.
-New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally.
-Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept.
-Several fixes and improvements to SurfaceTool.
-Anti Aliasing added to WorldEnvironment effects (using FXAA)
-2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which.
-2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before)
-Viewport render target textures can now be filtered.
-Few fixes in GDscript make it easier to work with static functions and class members.
-Several and many bugfixes.
2014-05-14 01:22:15 -03:00

235 lines
5.8 KiB
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/*************************************************************************/
/* physics_body.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 {
OBJ_TYPE(PhysicsBody,CollisionObject);
protected:
void _notification(int p_what);
PhysicsBody(PhysicsServer::BodyMode p_mode);
public:
PhysicsBody();
};
class StaticBody : public PhysicsBody {
OBJ_TYPE(StaticBody,PhysicsBody);
Transform *pre_xform;
//RID query;
bool setting;
bool pending;
bool simulating_motion;
Vector3 constant_linear_velocity;
Vector3 constant_angular_velocity;
void _update_xform();
void _state_notify(Object *p_object);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_simulate_motion(bool p_enable);
bool is_simulating_motion() 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 {
OBJ_TYPE(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;
bool active;
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_scene;
VSet<ShapePair> shapes;
};
struct ContactMonitor {
Map<ObjectID,BodyState> body_map;
};
ContactMonitor *contact_monitor;
void _body_enter_scene(ObjectID p_id);
void _body_exit_scene(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;
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_use_custom_integrator(bool p_enable);
bool is_using_custom_integrator();
void set_active(bool p_active);
bool is_active() 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;
void apply_impulse(const Vector3& p_pos, const Vector3& p_impulse);
RigidBody();
~RigidBody();
};
VARIANT_ENUM_CAST(RigidBody::Mode);
VARIANT_ENUM_CAST(RigidBody::AxisLock);
#endif // PHYSICS_BODY__H