godot/servers/physics_2d/godot_body_2d.cpp
PouleyKetchoupp fc8c766ef9 Expose local center of mass in physics servers
Center of mass in body's local space is more useful than the transformed
one in some cases, like drawing its position for debug.

It's especially useful to get the generated local center of mass when
in auto mode (by default).

Physics Server BODY_PARAM_CENTER_OF_MASS:
Now always returns the local center of mass, instead of setting a local
center of mass and getting a transformed one.
This causes compatibility breaking, but it makes more sense for the
parameter to be consistent between getter and setter.

Direct Body State:
There are now two properties, because both of them can be useful in
different situations.
center_of_mass: relative position in global coordinates (same as before)
center_of_mass_local: position in local coordinates
2021-11-08 16:17:57 -07:00

695 lines
20 KiB
C++

/*************************************************************************/
/* godot_body_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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#include "godot_body_2d.h"
#include "godot_area_2d.h"
#include "godot_body_direct_state_2d.h"
#include "godot_space_2d.h"
void GodotBody2D::_mass_properties_changed() {
if (get_space() && !mass_properties_update_list.in_list() && (calculate_inertia || calculate_center_of_mass)) {
get_space()->body_add_to_mass_properties_update_list(&mass_properties_update_list);
}
}
void GodotBody2D::update_mass_properties() {
//update shapes and motions
switch (mode) {
case PhysicsServer2D::BODY_MODE_DYNAMIC: {
real_t total_area = 0;
for (int i = 0; i < get_shape_count(); i++) {
if (is_shape_disabled(i)) {
continue;
}
total_area += get_shape_aabb(i).get_area();
}
if (calculate_center_of_mass) {
// We have to recompute the center of mass.
center_of_mass_local = Vector2();
if (total_area != 0.0) {
for (int i = 0; i < get_shape_count(); i++) {
if (is_shape_disabled(i)) {
continue;
}
real_t area = get_shape_aabb(i).get_area();
real_t mass = area * this->mass / total_area;
// NOTE: we assume that the shape origin is also its center of mass.
center_of_mass_local += mass * get_shape_transform(i).get_origin();
}
center_of_mass_local /= mass;
}
}
if (calculate_inertia) {
inertia = 0;
for (int i = 0; i < get_shape_count(); i++) {
if (is_shape_disabled(i)) {
continue;
}
const GodotShape2D *shape = get_shape(i);
real_t area = get_shape_aabb(i).get_area();
if (area == 0.0) {
continue;
}
real_t mass = area * this->mass / total_area;
Transform2D mtx = get_shape_transform(i);
Vector2 scale = mtx.get_scale();
Vector2 shape_origin = mtx.get_origin() - center_of_mass_local;
inertia += shape->get_moment_of_inertia(mass, scale) + mass * shape_origin.length_squared();
}
}
_inv_inertia = inertia > 0.0 ? (1.0 / inertia) : 0.0;
if (mass) {
_inv_mass = 1.0 / mass;
} else {
_inv_mass = 0;
}
} break;
case PhysicsServer2D::BODY_MODE_KINEMATIC:
case PhysicsServer2D::BODY_MODE_STATIC: {
_inv_inertia = 0;
_inv_mass = 0;
} break;
case PhysicsServer2D::BODY_MODE_DYNAMIC_LINEAR: {
_inv_inertia = 0;
_inv_mass = 1.0 / mass;
} break;
}
_update_transform_dependent();
}
void GodotBody2D::reset_mass_properties() {
calculate_inertia = true;
calculate_center_of_mass = true;
_mass_properties_changed();
}
void GodotBody2D::set_active(bool p_active) {
if (active == p_active) {
return;
}
active = p_active;
if (active) {
if (mode == PhysicsServer2D::BODY_MODE_STATIC) {
// Static bodies can't be active.
active = false;
} else if (get_space()) {
get_space()->body_add_to_active_list(&active_list);
}
} else if (get_space()) {
get_space()->body_remove_from_active_list(&active_list);
}
}
void GodotBody2D::set_param(PhysicsServer2D::BodyParameter p_param, const Variant &p_value) {
switch (p_param) {
case PhysicsServer2D::BODY_PARAM_BOUNCE: {
bounce = p_value;
} break;
case PhysicsServer2D::BODY_PARAM_FRICTION: {
friction = p_value;
} break;
case PhysicsServer2D::BODY_PARAM_MASS: {
real_t mass_value = p_value;
ERR_FAIL_COND(mass_value <= 0);
mass = mass_value;
if (mode >= PhysicsServer2D::BODY_MODE_DYNAMIC) {
_mass_properties_changed();
}
} break;
case PhysicsServer2D::BODY_PARAM_INERTIA: {
real_t inertia_value = p_value;
if (inertia_value <= 0.0) {
calculate_inertia = true;
if (mode == PhysicsServer2D::BODY_MODE_DYNAMIC) {
_mass_properties_changed();
}
} else {
calculate_inertia = false;
inertia = inertia_value;
if (mode == PhysicsServer2D::BODY_MODE_DYNAMIC) {
_inv_inertia = 1.0 / inertia;
}
}
} break;
case PhysicsServer2D::BODY_PARAM_CENTER_OF_MASS: {
calculate_center_of_mass = false;
center_of_mass_local = p_value;
_update_transform_dependent();
} break;
case PhysicsServer2D::BODY_PARAM_GRAVITY_SCALE: {
gravity_scale = p_value;
} break;
case PhysicsServer2D::BODY_PARAM_LINEAR_DAMP_MODE: {
int mode_value = p_value;
linear_damp_mode = (PhysicsServer2D::BodyDampMode)mode_value;
} break;
case PhysicsServer2D::BODY_PARAM_ANGULAR_DAMP_MODE: {
int mode_value = p_value;
angular_damp_mode = (PhysicsServer2D::BodyDampMode)mode_value;
} break;
case PhysicsServer2D::BODY_PARAM_LINEAR_DAMP: {
linear_damp = p_value;
} break;
case PhysicsServer2D::BODY_PARAM_ANGULAR_DAMP: {
angular_damp = p_value;
} break;
default: {
}
}
}
Variant GodotBody2D::get_param(PhysicsServer2D::BodyParameter p_param) const {
switch (p_param) {
case PhysicsServer2D::BODY_PARAM_BOUNCE: {
return bounce;
}
case PhysicsServer2D::BODY_PARAM_FRICTION: {
return friction;
}
case PhysicsServer2D::BODY_PARAM_MASS: {
return mass;
}
case PhysicsServer2D::BODY_PARAM_INERTIA: {
return inertia;
}
case PhysicsServer2D::BODY_PARAM_CENTER_OF_MASS: {
return center_of_mass_local;
}
case PhysicsServer2D::BODY_PARAM_GRAVITY_SCALE: {
return gravity_scale;
}
case PhysicsServer2D::BODY_PARAM_LINEAR_DAMP_MODE: {
return linear_damp_mode;
}
case PhysicsServer2D::BODY_PARAM_ANGULAR_DAMP_MODE: {
return angular_damp_mode;
}
case PhysicsServer2D::BODY_PARAM_LINEAR_DAMP: {
return linear_damp;
}
case PhysicsServer2D::BODY_PARAM_ANGULAR_DAMP: {
return angular_damp;
}
default: {
}
}
return 0;
}
void GodotBody2D::set_mode(PhysicsServer2D::BodyMode p_mode) {
PhysicsServer2D::BodyMode prev = mode;
mode = p_mode;
switch (p_mode) {
//CLEAR UP EVERYTHING IN CASE IT NOT WORKS!
case PhysicsServer2D::BODY_MODE_STATIC:
case PhysicsServer2D::BODY_MODE_KINEMATIC: {
_set_inv_transform(get_transform().affine_inverse());
_inv_mass = 0;
_inv_inertia = 0;
_set_static(p_mode == PhysicsServer2D::BODY_MODE_STATIC);
set_active(p_mode == PhysicsServer2D::BODY_MODE_KINEMATIC && contacts.size());
linear_velocity = Vector2();
angular_velocity = 0;
if (mode == PhysicsServer2D::BODY_MODE_KINEMATIC && prev != mode) {
first_time_kinematic = true;
}
} break;
case PhysicsServer2D::BODY_MODE_DYNAMIC: {
_inv_mass = mass > 0 ? (1.0 / mass) : 0;
if (!calculate_inertia) {
_inv_inertia = 1.0 / inertia;
}
_mass_properties_changed();
_set_static(false);
set_active(true);
} break;
case PhysicsServer2D::BODY_MODE_DYNAMIC_LINEAR: {
_inv_mass = mass > 0 ? (1.0 / mass) : 0;
_inv_inertia = 0;
angular_velocity = 0;
_set_static(false);
set_active(true);
}
}
}
PhysicsServer2D::BodyMode GodotBody2D::get_mode() const {
return mode;
}
void GodotBody2D::_shapes_changed() {
_mass_properties_changed();
wakeup();
wakeup_neighbours();
}
void GodotBody2D::set_state(PhysicsServer2D::BodyState p_state, const Variant &p_variant) {
switch (p_state) {
case PhysicsServer2D::BODY_STATE_TRANSFORM: {
if (mode == PhysicsServer2D::BODY_MODE_KINEMATIC) {
new_transform = p_variant;
//wakeup_neighbours();
set_active(true);
if (first_time_kinematic) {
_set_transform(p_variant);
_set_inv_transform(get_transform().affine_inverse());
first_time_kinematic = false;
}
} else if (mode == PhysicsServer2D::BODY_MODE_STATIC) {
_set_transform(p_variant);
_set_inv_transform(get_transform().affine_inverse());
wakeup_neighbours();
} else {
Transform2D t = p_variant;
t.orthonormalize();
new_transform = get_transform(); //used as old to compute motion
if (t == new_transform) {
break;
}
_set_transform(t);
_set_inv_transform(get_transform().inverse());
_update_transform_dependent();
}
wakeup();
} break;
case PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY: {
linear_velocity = p_variant;
constant_linear_velocity = linear_velocity;
wakeup();
} break;
case PhysicsServer2D::BODY_STATE_ANGULAR_VELOCITY: {
angular_velocity = p_variant;
constant_angular_velocity = angular_velocity;
wakeup();
} break;
case PhysicsServer2D::BODY_STATE_SLEEPING: {
if (mode == PhysicsServer2D::BODY_MODE_STATIC || mode == PhysicsServer2D::BODY_MODE_KINEMATIC) {
break;
}
bool do_sleep = p_variant;
if (do_sleep) {
linear_velocity = Vector2();
//biased_linear_velocity=Vector3();
angular_velocity = 0;
//biased_angular_velocity=Vector3();
set_active(false);
} else {
if (mode != PhysicsServer2D::BODY_MODE_STATIC) {
set_active(true);
}
}
} break;
case PhysicsServer2D::BODY_STATE_CAN_SLEEP: {
can_sleep = p_variant;
if (mode >= PhysicsServer2D::BODY_MODE_DYNAMIC && !active && !can_sleep) {
set_active(true);
}
} break;
}
}
Variant GodotBody2D::get_state(PhysicsServer2D::BodyState p_state) const {
switch (p_state) {
case PhysicsServer2D::BODY_STATE_TRANSFORM: {
return get_transform();
}
case PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY: {
return linear_velocity;
}
case PhysicsServer2D::BODY_STATE_ANGULAR_VELOCITY: {
return angular_velocity;
}
case PhysicsServer2D::BODY_STATE_SLEEPING: {
return !is_active();
}
case PhysicsServer2D::BODY_STATE_CAN_SLEEP: {
return can_sleep;
}
}
return Variant();
}
void GodotBody2D::set_space(GodotSpace2D *p_space) {
if (get_space()) {
wakeup_neighbours();
if (mass_properties_update_list.in_list()) {
get_space()->body_remove_from_mass_properties_update_list(&mass_properties_update_list);
}
if (active_list.in_list()) {
get_space()->body_remove_from_active_list(&active_list);
}
if (direct_state_query_list.in_list()) {
get_space()->body_remove_from_state_query_list(&direct_state_query_list);
}
}
_set_space(p_space);
if (get_space()) {
_mass_properties_changed();
if (active) {
get_space()->body_add_to_active_list(&active_list);
}
}
}
void GodotBody2D::_compute_area_gravity_and_damping(const GodotArea2D *p_area) {
Vector2 area_gravity;
p_area->compute_gravity(get_transform().get_origin(), area_gravity);
gravity += area_gravity;
total_linear_damp += p_area->get_linear_damp();
total_angular_damp += p_area->get_angular_damp();
}
void GodotBody2D::_update_transform_dependent() {
center_of_mass = get_transform().basis_xform(center_of_mass_local);
}
void GodotBody2D::integrate_forces(real_t p_step) {
if (mode == PhysicsServer2D::BODY_MODE_STATIC) {
return;
}
int ac = areas.size();
bool stopped = false;
gravity = Vector2(0, 0);
total_linear_damp = 0.0;
total_angular_damp = 0.0;
// Combine gravity and damping from overlapping areas in priority order.
if (ac) {
areas.sort();
const AreaCMP *aa = &areas[0];
for (int i = ac - 1; i >= 0 && !stopped; i--) {
PhysicsServer2D::AreaSpaceOverrideMode mode = aa[i].area->get_space_override_mode();
switch (mode) {
case PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE:
case PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
_compute_area_gravity_and_damping(aa[i].area);
stopped = mode == PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
} break;
case PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE:
case PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
gravity = Vector2(0, 0);
total_linear_damp = 0.0;
total_angular_damp = 0.0;
_compute_area_gravity_and_damping(aa[i].area);
stopped = mode == PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE;
} break;
default: {
}
}
}
}
// Override linear damping with body's value.
if (!stopped) {
GodotArea2D *def_area = get_space()->get_default_area();
ERR_FAIL_COND(!def_area);
_compute_area_gravity_and_damping(def_area);
}
// Override linear damping with body's value.
switch (linear_damp_mode) {
case PhysicsServer2D::BODY_DAMP_MODE_COMBINE: {
total_linear_damp += linear_damp;
} break;
case PhysicsServer2D::BODY_DAMP_MODE_REPLACE: {
total_linear_damp = linear_damp;
} break;
}
// Override angular damping with body's value.
switch (angular_damp_mode) {
case PhysicsServer2D::BODY_DAMP_MODE_COMBINE: {
total_angular_damp += angular_damp;
} break;
case PhysicsServer2D::BODY_DAMP_MODE_REPLACE: {
total_angular_damp = angular_damp;
} break;
}
gravity *= gravity_scale;
Vector2 motion;
bool do_motion = false;
if (mode == PhysicsServer2D::BODY_MODE_KINEMATIC) {
//compute motion, angular and etc. velocities from prev transform
motion = new_transform.get_origin() - get_transform().get_origin();
linear_velocity = constant_linear_velocity + motion / p_step;
real_t rot = new_transform.get_rotation() - get_transform().get_rotation();
angular_velocity = constant_angular_velocity + remainder(rot, 2.0 * Math_PI) / p_step;
do_motion = true;
} else {
if (!omit_force_integration) {
//overridden by direct state query
Vector2 force = gravity * mass;
force += applied_force;
real_t torque = applied_torque;
real_t damp = 1.0 - p_step * total_linear_damp;
if (damp < 0) { // reached zero in the given time
damp = 0;
}
real_t angular_damp = 1.0 - p_step * total_angular_damp;
if (angular_damp < 0) { // reached zero in the given time
angular_damp = 0;
}
linear_velocity *= damp;
angular_velocity *= angular_damp;
linear_velocity += _inv_mass * force * p_step;
angular_velocity += _inv_inertia * torque * p_step;
}
if (continuous_cd_mode != PhysicsServer2D::CCD_MODE_DISABLED) {
motion = linear_velocity * p_step;
do_motion = true;
}
}
biased_angular_velocity = 0;
biased_linear_velocity = Vector2();
if (do_motion) { //shapes temporarily extend for raycast
_update_shapes_with_motion(motion);
}
contact_count = 0;
}
void GodotBody2D::integrate_velocities(real_t p_step) {
if (mode == PhysicsServer2D::BODY_MODE_STATIC) {
return;
}
if (fi_callback_data || body_state_callback) {
get_space()->body_add_to_state_query_list(&direct_state_query_list);
}
if (mode == PhysicsServer2D::BODY_MODE_KINEMATIC) {
_set_transform(new_transform, false);
_set_inv_transform(new_transform.affine_inverse());
if (contacts.size() == 0 && linear_velocity == Vector2() && angular_velocity == 0) {
set_active(false); //stopped moving, deactivate
}
return;
}
real_t total_angular_velocity = angular_velocity + biased_angular_velocity;
Vector2 total_linear_velocity = linear_velocity + biased_linear_velocity;
real_t angle_delta = total_angular_velocity * p_step;
real_t angle = get_transform().get_rotation() + angle_delta;
Vector2 pos = get_transform().get_origin() + total_linear_velocity * p_step;
if (center_of_mass.length_squared() > CMP_EPSILON2) {
// Calculate displacement due to center of mass offset.
pos += center_of_mass - center_of_mass.rotated(angle_delta);
}
_set_transform(Transform2D(angle, pos), continuous_cd_mode == PhysicsServer2D::CCD_MODE_DISABLED);
_set_inv_transform(get_transform().inverse());
if (continuous_cd_mode != PhysicsServer2D::CCD_MODE_DISABLED) {
new_transform = get_transform();
}
_update_transform_dependent();
}
void GodotBody2D::wakeup_neighbours() {
for (const Pair<GodotConstraint2D *, int> &E : constraint_list) {
const GodotConstraint2D *c = E.first;
GodotBody2D **n = c->get_body_ptr();
int bc = c->get_body_count();
for (int i = 0; i < bc; i++) {
if (i == E.second) {
continue;
}
GodotBody2D *b = n[i];
if (b->mode < PhysicsServer2D::BODY_MODE_DYNAMIC) {
continue;
}
if (!b->is_active()) {
b->set_active(true);
}
}
}
}
void GodotBody2D::call_queries() {
if (fi_callback_data) {
if (!fi_callback_data->callable.get_object()) {
set_force_integration_callback(Callable());
} else {
Variant direct_state_variant = get_direct_state();
const Variant *vp[2] = { &direct_state_variant, &fi_callback_data->udata };
Callable::CallError ce;
Variant rv;
if (fi_callback_data->udata.get_type() != Variant::NIL) {
fi_callback_data->callable.call(vp, 2, rv, ce);
} else {
fi_callback_data->callable.call(vp, 1, rv, ce);
}
}
}
if (body_state_callback) {
(body_state_callback)(body_state_callback_instance, get_direct_state());
}
}
bool GodotBody2D::sleep_test(real_t p_step) {
if (mode == PhysicsServer2D::BODY_MODE_STATIC || mode == PhysicsServer2D::BODY_MODE_KINEMATIC) {
return true;
} else if (!can_sleep) {
return false;
}
if (Math::abs(angular_velocity) < get_space()->get_body_angular_velocity_sleep_threshold() && Math::abs(linear_velocity.length_squared()) < get_space()->get_body_linear_velocity_sleep_threshold() * get_space()->get_body_linear_velocity_sleep_threshold()) {
still_time += p_step;
return still_time > get_space()->get_body_time_to_sleep();
} else {
still_time = 0; //maybe this should be set to 0 on set_active?
return false;
}
}
void GodotBody2D::set_state_sync_callback(void *p_instance, PhysicsServer2D::BodyStateCallback p_callback) {
body_state_callback_instance = p_instance;
body_state_callback = p_callback;
}
void GodotBody2D::set_force_integration_callback(const Callable &p_callable, const Variant &p_udata) {
if (p_callable.get_object()) {
if (!fi_callback_data) {
fi_callback_data = memnew(ForceIntegrationCallbackData);
}
fi_callback_data->callable = p_callable;
fi_callback_data->udata = p_udata;
} else if (fi_callback_data) {
memdelete(fi_callback_data);
fi_callback_data = nullptr;
}
}
GodotPhysicsDirectBodyState2D *GodotBody2D::get_direct_state() {
if (!direct_state) {
direct_state = memnew(GodotPhysicsDirectBodyState2D);
direct_state->body = this;
}
return direct_state;
}
GodotBody2D::GodotBody2D() :
GodotCollisionObject2D(TYPE_BODY),
active_list(this),
mass_properties_update_list(this),
direct_state_query_list(this) {
_set_static(false);
}
GodotBody2D::~GodotBody2D() {
if (fi_callback_data) {
memdelete(fi_callback_data);
}
if (direct_state) {
memdelete(direct_state);
}
}