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1e32a286f3
Implement collision impulse in Godot Physics 3D
233 lines
8.4 KiB
C++
233 lines
8.4 KiB
C++
/**************************************************************************/
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/* godot_body_direct_state_3d.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "godot_body_direct_state_3d.h"
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#include "godot_body_3d.h"
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#include "godot_space_3d.h"
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Vector3 GodotPhysicsDirectBodyState3D::get_total_gravity() const {
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return body->gravity;
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}
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real_t GodotPhysicsDirectBodyState3D::get_total_angular_damp() const {
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return body->total_angular_damp;
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}
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real_t GodotPhysicsDirectBodyState3D::get_total_linear_damp() const {
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return body->total_linear_damp;
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}
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Vector3 GodotPhysicsDirectBodyState3D::get_center_of_mass() const {
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return body->get_center_of_mass();
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}
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Vector3 GodotPhysicsDirectBodyState3D::get_center_of_mass_local() const {
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return body->get_center_of_mass_local();
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}
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Basis GodotPhysicsDirectBodyState3D::get_principal_inertia_axes() const {
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return body->get_principal_inertia_axes();
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}
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real_t GodotPhysicsDirectBodyState3D::get_inverse_mass() const {
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return body->get_inv_mass();
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}
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Vector3 GodotPhysicsDirectBodyState3D::get_inverse_inertia() const {
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return body->get_inv_inertia();
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}
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Basis GodotPhysicsDirectBodyState3D::get_inverse_inertia_tensor() const {
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return body->get_inv_inertia_tensor();
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}
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void GodotPhysicsDirectBodyState3D::set_linear_velocity(const Vector3 &p_velocity) {
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body->wakeup();
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body->set_linear_velocity(p_velocity);
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}
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Vector3 GodotPhysicsDirectBodyState3D::get_linear_velocity() const {
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return body->get_linear_velocity();
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}
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void GodotPhysicsDirectBodyState3D::set_angular_velocity(const Vector3 &p_velocity) {
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body->wakeup();
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body->set_angular_velocity(p_velocity);
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}
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Vector3 GodotPhysicsDirectBodyState3D::get_angular_velocity() const {
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return body->get_angular_velocity();
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}
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void GodotPhysicsDirectBodyState3D::set_transform(const Transform3D &p_transform) {
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body->set_state(PhysicsServer3D::BODY_STATE_TRANSFORM, p_transform);
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}
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Transform3D GodotPhysicsDirectBodyState3D::get_transform() const {
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return body->get_transform();
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}
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Vector3 GodotPhysicsDirectBodyState3D::get_velocity_at_local_position(const Vector3 &p_position) const {
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return body->get_velocity_in_local_point(p_position);
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}
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void GodotPhysicsDirectBodyState3D::apply_central_impulse(const Vector3 &p_impulse) {
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body->wakeup();
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body->apply_central_impulse(p_impulse);
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}
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void GodotPhysicsDirectBodyState3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) {
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body->wakeup();
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body->apply_impulse(p_impulse, p_position);
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}
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void GodotPhysicsDirectBodyState3D::apply_torque_impulse(const Vector3 &p_impulse) {
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body->wakeup();
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body->apply_torque_impulse(p_impulse);
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}
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void GodotPhysicsDirectBodyState3D::apply_central_force(const Vector3 &p_force) {
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body->wakeup();
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body->apply_central_force(p_force);
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}
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void GodotPhysicsDirectBodyState3D::apply_force(const Vector3 &p_force, const Vector3 &p_position) {
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body->wakeup();
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body->apply_force(p_force, p_position);
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}
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void GodotPhysicsDirectBodyState3D::apply_torque(const Vector3 &p_torque) {
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body->wakeup();
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body->apply_torque(p_torque);
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}
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void GodotPhysicsDirectBodyState3D::add_constant_central_force(const Vector3 &p_force) {
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body->wakeup();
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body->add_constant_central_force(p_force);
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}
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void GodotPhysicsDirectBodyState3D::add_constant_force(const Vector3 &p_force, const Vector3 &p_position) {
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body->wakeup();
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body->add_constant_force(p_force, p_position);
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}
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void GodotPhysicsDirectBodyState3D::add_constant_torque(const Vector3 &p_torque) {
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body->wakeup();
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body->add_constant_torque(p_torque);
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}
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void GodotPhysicsDirectBodyState3D::set_constant_force(const Vector3 &p_force) {
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if (!p_force.is_zero_approx()) {
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body->wakeup();
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}
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body->set_constant_force(p_force);
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}
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Vector3 GodotPhysicsDirectBodyState3D::get_constant_force() const {
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return body->get_constant_force();
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}
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void GodotPhysicsDirectBodyState3D::set_constant_torque(const Vector3 &p_torque) {
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if (!p_torque.is_zero_approx()) {
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body->wakeup();
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}
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body->set_constant_torque(p_torque);
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}
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Vector3 GodotPhysicsDirectBodyState3D::get_constant_torque() const {
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return body->get_constant_torque();
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}
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void GodotPhysicsDirectBodyState3D::set_sleep_state(bool p_sleep) {
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body->set_active(!p_sleep);
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}
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bool GodotPhysicsDirectBodyState3D::is_sleeping() const {
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return !body->is_active();
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}
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int GodotPhysicsDirectBodyState3D::get_contact_count() const {
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return body->contact_count;
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}
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Vector3 GodotPhysicsDirectBodyState3D::get_contact_local_position(int p_contact_idx) const {
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ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
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return body->contacts[p_contact_idx].local_pos;
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}
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Vector3 GodotPhysicsDirectBodyState3D::get_contact_local_normal(int p_contact_idx) const {
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ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
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return body->contacts[p_contact_idx].local_normal;
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}
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Vector3 GodotPhysicsDirectBodyState3D::get_contact_impulse(int p_contact_idx) const {
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ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
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return body->contacts[p_contact_idx].impulse;
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}
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int GodotPhysicsDirectBodyState3D::get_contact_local_shape(int p_contact_idx) const {
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ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, -1);
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return body->contacts[p_contact_idx].local_shape;
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}
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RID GodotPhysicsDirectBodyState3D::get_contact_collider(int p_contact_idx) const {
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ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, RID());
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return body->contacts[p_contact_idx].collider;
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}
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Vector3 GodotPhysicsDirectBodyState3D::get_contact_collider_position(int p_contact_idx) const {
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ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
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return body->contacts[p_contact_idx].collider_pos;
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}
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ObjectID GodotPhysicsDirectBodyState3D::get_contact_collider_id(int p_contact_idx) const {
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ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, ObjectID());
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return body->contacts[p_contact_idx].collider_instance_id;
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}
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int GodotPhysicsDirectBodyState3D::get_contact_collider_shape(int p_contact_idx) const {
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ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, 0);
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return body->contacts[p_contact_idx].collider_shape;
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}
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Vector3 GodotPhysicsDirectBodyState3D::get_contact_collider_velocity_at_position(int p_contact_idx) const {
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ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
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return body->contacts[p_contact_idx].collider_velocity_at_pos;
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}
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PhysicsDirectSpaceState3D *GodotPhysicsDirectBodyState3D::get_space_state() {
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return body->get_space()->get_direct_state();
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}
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real_t GodotPhysicsDirectBodyState3D::get_step() const {
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return body->get_space()->get_last_step();
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}
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