godot/modules/bullet/bullet_physics_server.h
luz.paz 612ab4bbc6 Fix typos with codespell
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
2018-02-21 19:46:06 +01:00

369 lines
16 KiB
C++

/*************************************************************************/
/* bullet_physics_server.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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 BULLET_PHYSICS_SERVER_H
#define BULLET_PHYSICS_SERVER_H
#include "area_bullet.h"
#include "joint_bullet.h"
#include "rid.h"
#include "rigid_body_bullet.h"
#include "servers/physics_server.h"
#include "shape_bullet.h"
#include "soft_body_bullet.h"
#include "space_bullet.h"
/**
@author AndreaCatania
*/
class BulletPhysicsServer : public PhysicsServer {
GDCLASS(BulletPhysicsServer, PhysicsServer)
friend class BulletPhysicsDirectSpaceState;
bool active;
char active_spaces_count;
Vector<SpaceBullet *> active_spaces;
mutable RID_Owner<SpaceBullet> space_owner;
mutable RID_Owner<ShapeBullet> shape_owner;
mutable RID_Owner<AreaBullet> area_owner;
mutable RID_Owner<RigidBodyBullet> rigid_body_owner;
mutable RID_Owner<SoftBodyBullet> soft_body_owner;
mutable RID_Owner<JointBullet> joint_owner;
private:
/// This is used when a collision shape is not active, so the bullet compound shapes index are always sync with godot index
static btEmptyShape *emptyShape;
public:
static btEmptyShape *get_empty_shape();
protected:
static void _bind_methods();
public:
BulletPhysicsServer();
~BulletPhysicsServer();
_FORCE_INLINE_ RID_Owner<SpaceBullet> *get_space_owner() {
return &space_owner;
}
_FORCE_INLINE_ RID_Owner<ShapeBullet> *get_shape_owner() {
return &shape_owner;
}
_FORCE_INLINE_ RID_Owner<AreaBullet> *get_area_owner() {
return &area_owner;
}
_FORCE_INLINE_ RID_Owner<RigidBodyBullet> *get_rigid_body_owner() {
return &rigid_body_owner;
}
_FORCE_INLINE_ RID_Owner<SoftBodyBullet> *get_soft_body_owner() {
return &soft_body_owner;
}
_FORCE_INLINE_ RID_Owner<JointBullet> *get_joint_owner() {
return &joint_owner;
}
/* SHAPE API */
virtual RID shape_create(ShapeType p_shape);
virtual void shape_set_data(RID p_shape, const Variant &p_data);
virtual ShapeType shape_get_type(RID p_shape) const;
virtual Variant shape_get_data(RID p_shape) const;
/// Not supported
virtual void shape_set_custom_solver_bias(RID p_shape, real_t p_bias);
/// Not supported
virtual real_t shape_get_custom_solver_bias(RID p_shape) const;
/* SPACE API */
virtual RID space_create();
virtual void space_set_active(RID p_space, bool p_active);
virtual bool space_is_active(RID p_space) const;
/// Not supported
virtual void space_set_param(RID p_space, SpaceParameter p_param, real_t p_value);
/// Not supported
virtual real_t space_get_param(RID p_space, SpaceParameter p_param) const;
virtual PhysicsDirectSpaceState *space_get_direct_state(RID p_space);
virtual void space_set_debug_contacts(RID p_space, int p_max_contacts);
virtual Vector<Vector3> space_get_contacts(RID p_space) const;
virtual int space_get_contact_count(RID p_space) const;
/* AREA API */
/// Bullet Physics Engine not support "Area", this must be handled by the game developer in another way.
/// 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.
/// 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.
/// All other APIs returns a warning message if used
virtual RID area_create();
virtual void area_set_space(RID p_area, RID p_space);
virtual RID area_get_space(RID p_area) const;
virtual void area_set_space_override_mode(RID p_area, AreaSpaceOverrideMode p_mode);
virtual AreaSpaceOverrideMode area_get_space_override_mode(RID p_area) const;
virtual void area_add_shape(RID p_area, RID p_shape, const Transform &p_transform = Transform());
virtual void area_set_shape(RID p_area, int p_shape_idx, RID p_shape);
virtual void area_set_shape_transform(RID p_area, int p_shape_idx, const Transform &p_transform);
virtual int area_get_shape_count(RID p_area) const;
virtual RID area_get_shape(RID p_area, int p_shape_idx) const;
virtual Transform area_get_shape_transform(RID p_area, int p_shape_idx) const;
virtual void area_remove_shape(RID p_area, int p_shape_idx);
virtual void area_clear_shapes(RID p_area);
virtual void area_set_shape_disabled(RID p_area, int p_shape_idx, bool p_disabled);
virtual void area_attach_object_instance_id(RID p_area, ObjectID p_ID);
virtual ObjectID area_get_object_instance_id(RID p_area) const;
/// If you pass as p_area the SpaceBullet you can set some parameters as specified below
/// AREA_PARAM_GRAVITY
/// AREA_PARAM_GRAVITY_VECTOR
/// Otherwise you can set area parameters
virtual void area_set_param(RID p_area, AreaParameter p_param, const Variant &p_value);
virtual Variant area_get_param(RID p_area, AreaParameter p_param) const;
virtual void area_set_transform(RID p_area, const Transform &p_transform);
virtual Transform area_get_transform(RID p_area) const;
virtual void area_set_collision_mask(RID p_area, uint32_t p_mask);
virtual void area_set_collision_layer(RID p_area, uint32_t p_layer);
virtual void area_set_monitorable(RID p_area, bool p_monitorable);
virtual void area_set_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method);
virtual void area_set_area_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method);
virtual void area_set_ray_pickable(RID p_area, bool p_enable);
virtual bool area_is_ray_pickable(RID p_area) const;
/* RIGID BODY API */
virtual RID body_create(BodyMode p_mode = BODY_MODE_RIGID, bool p_init_sleeping = false);
virtual void body_set_space(RID p_body, RID p_space);
virtual RID body_get_space(RID p_body) const;
virtual void body_set_mode(RID p_body, BodyMode p_mode);
virtual BodyMode body_get_mode(RID p_body) const;
virtual void body_add_shape(RID p_body, RID p_shape, const Transform &p_transform = Transform());
// Not supported, Please remove and add new shape
virtual void body_set_shape(RID p_body, int p_shape_idx, RID p_shape);
virtual void body_set_shape_transform(RID p_body, int p_shape_idx, const Transform &p_transform);
virtual int body_get_shape_count(RID p_body) const;
virtual RID body_get_shape(RID p_body, int p_shape_idx) const;
virtual Transform body_get_shape_transform(RID p_body, int p_shape_idx) const;
virtual void body_set_shape_disabled(RID p_body, int p_shape_idx, bool p_disabled);
virtual void body_remove_shape(RID p_body, int p_shape_idx);
virtual void body_clear_shapes(RID p_body);
// Used for Rigid and Soft Bodies
virtual void body_attach_object_instance_id(RID p_body, uint32_t p_ID);
virtual uint32_t body_get_object_instance_id(RID p_body) const;
virtual void body_set_enable_continuous_collision_detection(RID p_body, bool p_enable);
virtual bool body_is_continuous_collision_detection_enabled(RID p_body) const;
virtual void body_set_collision_layer(RID p_body, uint32_t p_layer);
virtual uint32_t body_get_collision_layer(RID p_body) const;
virtual void body_set_collision_mask(RID p_body, uint32_t p_mask);
virtual uint32_t body_get_collision_mask(RID p_body) const;
/// This is not supported by physics server
virtual void body_set_user_flags(RID p_body, uint32_t p_flags);
/// This is not supported by physics server
virtual uint32_t body_get_user_flags(RID p_body) const;
virtual void body_set_param(RID p_body, BodyParameter p_param, float p_value);
virtual float body_get_param(RID p_body, BodyParameter p_param) const;
virtual void body_set_kinematic_safe_margin(RID p_body, real_t p_margin);
virtual real_t body_get_kinematic_safe_margin(RID p_body) const;
virtual void body_set_state(RID p_body, BodyState p_state, const Variant &p_variant);
virtual Variant body_get_state(RID p_body, BodyState p_state) const;
virtual void body_set_applied_force(RID p_body, const Vector3 &p_force);
virtual Vector3 body_get_applied_force(RID p_body) const;
virtual void body_set_applied_torque(RID p_body, const Vector3 &p_torque);
virtual Vector3 body_get_applied_torque(RID p_body) const;
virtual void body_apply_impulse(RID p_body, const Vector3 &p_pos, const Vector3 &p_impulse);
virtual void body_apply_torque_impulse(RID p_body, const Vector3 &p_impulse);
virtual void body_set_axis_velocity(RID p_body, const Vector3 &p_axis_velocity);
virtual void body_set_axis_lock(RID p_body, BodyAxis p_axis, bool p_lock);
virtual bool body_is_axis_locked(RID p_body, BodyAxis p_axis) const;
virtual void body_add_collision_exception(RID p_body, RID p_body_b);
virtual void body_remove_collision_exception(RID p_body, RID p_body_b);
virtual void body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions);
virtual void body_set_max_contacts_reported(RID p_body, int p_contacts);
virtual int body_get_max_contacts_reported(RID p_body) const;
virtual void body_set_contacts_reported_depth_threshold(RID p_body, float p_threshold);
virtual float body_get_contacts_reported_depth_threshold(RID p_body) const;
virtual void body_set_omit_force_integration(RID p_body, bool p_omit);
virtual bool body_is_omitting_force_integration(RID p_body) const;
virtual void body_set_force_integration_callback(RID p_body, Object *p_receiver, const StringName &p_method, const Variant &p_udata = Variant());
virtual void body_set_ray_pickable(RID p_body, bool p_enable);
virtual bool body_is_ray_pickable(RID p_body) const;
// this function only works on physics process, errors and returns null otherwise
virtual PhysicsDirectBodyState *body_get_direct_state(RID p_body);
virtual bool body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, MotionResult *r_result = NULL);
/* SOFT BODY API */
virtual RID soft_body_create(bool p_init_sleeping = false);
virtual void soft_body_set_space(RID p_body, RID p_space);
virtual RID soft_body_get_space(RID p_body) const;
virtual void soft_body_set_trimesh_body_shape(RID p_body, PoolVector<int> p_indices, PoolVector<Vector3> p_vertices, int p_triangles_num);
virtual void soft_body_set_collision_layer(RID p_body, uint32_t p_layer);
virtual uint32_t soft_body_get_collision_layer(RID p_body) const;
virtual void soft_body_set_collision_mask(RID p_body, uint32_t p_mask);
virtual uint32_t soft_body_get_collision_mask(RID p_body) const;
virtual void soft_body_add_collision_exception(RID p_body, RID p_body_b);
virtual void soft_body_remove_collision_exception(RID p_body, RID p_body_b);
virtual void soft_body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions);
virtual void soft_body_set_state(RID p_body, BodyState p_state, const Variant &p_variant);
virtual Variant soft_body_get_state(RID p_body, BodyState p_state) const;
virtual void soft_body_set_transform(RID p_body, const Transform &p_transform);
virtual Transform soft_body_get_transform(RID p_body) const;
virtual void soft_body_set_ray_pickable(RID p_body, bool p_enable);
virtual bool soft_body_is_ray_pickable(RID p_body) const;
/* JOINT API */
virtual JointType joint_get_type(RID p_joint) const;
virtual void joint_set_solver_priority(RID p_joint, int p_priority);
virtual int joint_get_solver_priority(RID p_joint) const;
virtual void joint_disable_collisions_between_bodies(RID p_joint, const bool p_disable);
virtual bool joint_is_disabled_collisions_between_bodies(RID p_joint) const;
virtual RID joint_create_pin(RID p_body_A, const Vector3 &p_local_A, RID p_body_B, const Vector3 &p_local_B);
virtual void pin_joint_set_param(RID p_joint, PinJointParam p_param, float p_value);
virtual float pin_joint_get_param(RID p_joint, PinJointParam p_param) const;
virtual void pin_joint_set_local_a(RID p_joint, const Vector3 &p_A);
virtual Vector3 pin_joint_get_local_a(RID p_joint) const;
virtual void pin_joint_set_local_b(RID p_joint, const Vector3 &p_B);
virtual Vector3 pin_joint_get_local_b(RID p_joint) const;
virtual RID joint_create_hinge(RID p_body_A, const Transform &p_hinge_A, RID p_body_B, const Transform &p_hinge_B);
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);
virtual void hinge_joint_set_param(RID p_joint, HingeJointParam p_param, float p_value);
virtual float hinge_joint_get_param(RID p_joint, HingeJointParam p_param) const;
virtual void hinge_joint_set_flag(RID p_joint, HingeJointFlag p_flag, bool p_value);
virtual bool hinge_joint_get_flag(RID p_joint, HingeJointFlag p_flag) const;
/// Reference frame is A
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);
virtual void slider_joint_set_param(RID p_joint, SliderJointParam p_param, float p_value);
virtual float slider_joint_get_param(RID p_joint, SliderJointParam p_param) const;
/// Reference frame is A
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);
virtual void cone_twist_joint_set_param(RID p_joint, ConeTwistJointParam p_param, float p_value);
virtual float cone_twist_joint_get_param(RID p_joint, ConeTwistJointParam p_param) const;
/// Reference frame is A
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);
virtual void generic_6dof_joint_set_param(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisParam p_param, float p_value);
virtual float generic_6dof_joint_get_param(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisParam p_param);
virtual void generic_6dof_joint_set_flag(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisFlag p_flag, bool p_enable);
virtual bool generic_6dof_joint_get_flag(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisFlag p_flag);
/* MISC */
virtual void free(RID p_rid);
virtual void set_active(bool p_active) {
active = p_active;
}
static bool singleton_isActive() {
return static_cast<BulletPhysicsServer *>(get_singleton())->active;
}
bool isActive() {
return active;
}
virtual void init();
virtual void step(float p_deltaTime);
virtual void sync();
virtual void flush_queries();
virtual void finish();
virtual int get_process_info(ProcessInfo p_info);
CollisionObjectBullet *get_collisin_object(RID p_object) const;
RigidCollisionObjectBullet *get_rigid_collisin_object(RID p_object) const;
/// Internal APIs
public:
};
#endif