mirror of
https://github.com/godotengine/godot.git
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940f3fde5c
Makes the API for forces and impulses more flexible, easier to understand and harmonized between 2D and 3D. Rigid bodies now have 3 sets of methods for forces and impulses: -apply_impulse() for impulses (one-shot and time independent) -apply_force() for forces (time dependent) applied for the current step -add_constant_force() for forces that keeps being applied each step Also updated the documentation to clarify the different methods and parameters in rigid body nodes, body direct state and physics servers.
410 lines
14 KiB
C++
410 lines
14 KiB
C++
/*************************************************************************/
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/* physics_server_3d_wrap_mt.h */
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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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#ifndef PHYSICS_SERVER_3D_WRAP_MT_H
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#define PHYSICS_SERVER_3D_WRAP_MT_H
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#include "core/config/project_settings.h"
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#include "core/os/thread.h"
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#include "core/templates/command_queue_mt.h"
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#include "servers/physics_server_3d.h"
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#ifdef DEBUG_SYNC
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#define SYNC_DEBUG print_line("sync on: " + String(__FUNCTION__));
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#else
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#define SYNC_DEBUG
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#endif
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class PhysicsServer3DWrapMT : public PhysicsServer3D {
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mutable PhysicsServer3D *physics_3d_server;
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mutable CommandQueueMT command_queue;
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static void _thread_callback(void *_instance);
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void thread_loop();
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Thread::ID server_thread;
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Thread::ID main_thread;
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volatile bool exit = false;
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Thread thread;
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volatile bool step_thread_up = false;
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bool create_thread = false;
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Semaphore step_sem;
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void thread_step(real_t p_delta);
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void thread_exit();
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bool first_frame = true;
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Mutex alloc_mutex;
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int pool_max_size = 0;
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public:
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#define ServerName PhysicsServer3D
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#define ServerNameWrapMT PhysicsServer3DWrapMT
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#define server_name physics_3d_server
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#define WRITE_ACTION
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#include "servers/server_wrap_mt_common.h"
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//FUNC1RID(shape,ShapeType); todo fix
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FUNCRID(world_boundary_shape)
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FUNCRID(separation_ray_shape)
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FUNCRID(sphere_shape)
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FUNCRID(box_shape)
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FUNCRID(capsule_shape)
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FUNCRID(cylinder_shape)
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FUNCRID(convex_polygon_shape)
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FUNCRID(concave_polygon_shape)
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FUNCRID(heightmap_shape)
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FUNCRID(custom_shape)
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FUNC2(shape_set_data, RID, const Variant &);
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FUNC2(shape_set_custom_solver_bias, RID, real_t);
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FUNC2(shape_set_margin, RID, real_t)
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FUNC1RC(real_t, shape_get_margin, RID)
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FUNC1RC(ShapeType, shape_get_type, RID);
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FUNC1RC(Variant, shape_get_data, RID);
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FUNC1RC(real_t, shape_get_custom_solver_bias, RID);
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#if 0
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//these work well, but should be used from the main thread only
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bool shape_collide(RID p_shape_A, const Transform &p_xform_A, const Vector3 &p_motion_A, RID p_shape_B, const Transform &p_xform_B, const Vector3 &p_motion_B, Vector3 *r_results, int p_result_max, int &r_result_count) {
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ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), false);
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return physics_3d_server->shape_collide(p_shape_A, p_xform_A, p_motion_A, p_shape_B, p_xform_B, p_motion_B, r_results, p_result_max, r_result_count);
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}
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#endif
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/* SPACE API */
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FUNCRID(space);
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FUNC2(space_set_active, RID, bool);
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FUNC1RC(bool, space_is_active, RID);
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FUNC3(space_set_param, RID, SpaceParameter, real_t);
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FUNC2RC(real_t, space_get_param, RID, SpaceParameter);
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// this function only works on physics process, errors and returns null otherwise
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PhysicsDirectSpaceState3D *space_get_direct_state(RID p_space) override {
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ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), nullptr);
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return physics_3d_server->space_get_direct_state(p_space);
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}
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FUNC2(space_set_debug_contacts, RID, int);
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virtual Vector<Vector3> space_get_contacts(RID p_space) const override {
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ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), Vector<Vector3>());
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return physics_3d_server->space_get_contacts(p_space);
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}
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virtual int space_get_contact_count(RID p_space) const override {
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ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), 0);
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return physics_3d_server->space_get_contact_count(p_space);
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}
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/* AREA API */
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//FUNC0RID(area);
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FUNCRID(area);
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FUNC2(area_set_space, RID, RID);
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FUNC1RC(RID, area_get_space, RID);
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FUNC4(area_add_shape, RID, RID, const Transform3D &, bool);
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FUNC3(area_set_shape, RID, int, RID);
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FUNC3(area_set_shape_transform, RID, int, const Transform3D &);
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FUNC3(area_set_shape_disabled, RID, int, bool);
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FUNC1RC(int, area_get_shape_count, RID);
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FUNC2RC(RID, area_get_shape, RID, int);
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FUNC2RC(Transform3D, area_get_shape_transform, RID, int);
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FUNC2(area_remove_shape, RID, int);
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FUNC1(area_clear_shapes, RID);
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FUNC2(area_attach_object_instance_id, RID, ObjectID);
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FUNC1RC(ObjectID, area_get_object_instance_id, RID);
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FUNC3(area_set_param, RID, AreaParameter, const Variant &);
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FUNC2(area_set_transform, RID, const Transform3D &);
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FUNC2RC(Variant, area_get_param, RID, AreaParameter);
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FUNC1RC(Transform3D, area_get_transform, RID);
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FUNC2(area_set_collision_mask, RID, uint32_t);
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FUNC2(area_set_collision_layer, RID, uint32_t);
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FUNC2(area_set_monitorable, RID, bool);
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FUNC2(area_set_ray_pickable, RID, bool);
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FUNC2(area_set_monitor_callback, RID, const Callable &);
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FUNC2(area_set_area_monitor_callback, RID, const Callable &);
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/* BODY API */
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//FUNC2RID(body,BodyMode,bool);
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FUNCRID(body)
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FUNC2(body_set_space, RID, RID);
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FUNC1RC(RID, body_get_space, RID);
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FUNC2(body_set_mode, RID, BodyMode);
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FUNC1RC(BodyMode, body_get_mode, RID);
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FUNC4(body_add_shape, RID, RID, const Transform3D &, bool);
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FUNC3(body_set_shape, RID, int, RID);
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FUNC3(body_set_shape_transform, RID, int, const Transform3D &);
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FUNC1RC(int, body_get_shape_count, RID);
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FUNC2RC(Transform3D, body_get_shape_transform, RID, int);
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FUNC2RC(RID, body_get_shape, RID, int);
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FUNC3(body_set_shape_disabled, RID, int, bool);
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FUNC2(body_remove_shape, RID, int);
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FUNC1(body_clear_shapes, RID);
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FUNC2(body_attach_object_instance_id, RID, ObjectID);
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FUNC1RC(ObjectID, body_get_object_instance_id, RID);
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FUNC2(body_set_enable_continuous_collision_detection, RID, bool);
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FUNC1RC(bool, body_is_continuous_collision_detection_enabled, RID);
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FUNC2(body_set_collision_layer, RID, uint32_t);
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FUNC1RC(uint32_t, body_get_collision_layer, RID);
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FUNC2(body_set_collision_mask, RID, uint32_t);
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FUNC1RC(uint32_t, body_get_collision_mask, RID);
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FUNC2(body_set_user_flags, RID, uint32_t);
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FUNC1RC(uint32_t, body_get_user_flags, RID);
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FUNC3(body_set_param, RID, BodyParameter, const Variant &);
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FUNC2RC(Variant, body_get_param, RID, BodyParameter);
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FUNC1(body_reset_mass_properties, RID);
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FUNC3(body_set_state, RID, BodyState, const Variant &);
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FUNC2RC(Variant, body_get_state, RID, BodyState);
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FUNC2(body_apply_torque_impulse, RID, const Vector3 &);
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FUNC2(body_apply_central_impulse, RID, const Vector3 &);
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FUNC3(body_apply_impulse, RID, const Vector3 &, const Vector3 &);
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FUNC2(body_apply_central_force, RID, const Vector3 &);
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FUNC3(body_apply_force, RID, const Vector3 &, const Vector3 &);
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FUNC2(body_apply_torque, RID, const Vector3 &);
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FUNC2(body_add_constant_central_force, RID, const Vector3 &);
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FUNC3(body_add_constant_force, RID, const Vector3 &, const Vector3 &);
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FUNC2(body_add_constant_torque, RID, const Vector3 &);
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FUNC2(body_set_constant_force, RID, const Vector3 &);
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FUNC1RC(Vector3, body_get_constant_force, RID);
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FUNC2(body_set_constant_torque, RID, const Vector3 &);
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FUNC1RC(Vector3, body_get_constant_torque, RID);
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FUNC2(body_set_axis_velocity, RID, const Vector3 &);
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FUNC3(body_set_axis_lock, RID, BodyAxis, bool);
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FUNC2RC(bool, body_is_axis_locked, RID, BodyAxis);
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FUNC2(body_add_collision_exception, RID, RID);
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FUNC2(body_remove_collision_exception, RID, RID);
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FUNC2S(body_get_collision_exceptions, RID, List<RID> *);
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FUNC2(body_set_max_contacts_reported, RID, int);
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FUNC1RC(int, body_get_max_contacts_reported, RID);
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FUNC2(body_set_contacts_reported_depth_threshold, RID, real_t);
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FUNC1RC(real_t, body_get_contacts_reported_depth_threshold, RID);
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FUNC2(body_set_omit_force_integration, RID, bool);
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FUNC1RC(bool, body_is_omitting_force_integration, RID);
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FUNC3(body_set_state_sync_callback, RID, void *, BodyStateCallback);
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FUNC3(body_set_force_integration_callback, RID, const Callable &, const Variant &);
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FUNC2(body_set_ray_pickable, RID, bool);
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bool body_test_motion(RID p_body, const MotionParameters &p_parameters, MotionResult *r_result = nullptr) override {
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ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), false);
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return physics_3d_server->body_test_motion(p_body, p_parameters, r_result);
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}
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// this function only works on physics process, errors and returns null otherwise
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PhysicsDirectBodyState3D *body_get_direct_state(RID p_body) override {
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ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), nullptr);
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return physics_3d_server->body_get_direct_state(p_body);
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}
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/* SOFT BODY API */
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FUNCRID(soft_body)
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FUNC2(soft_body_update_rendering_server, RID, class RenderingServerHandler *)
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FUNC2(soft_body_set_space, RID, RID)
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FUNC1RC(RID, soft_body_get_space, RID)
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FUNC2(soft_body_set_ray_pickable, RID, bool);
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FUNC2(soft_body_set_collision_layer, RID, uint32_t)
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FUNC1RC(uint32_t, soft_body_get_collision_layer, RID)
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FUNC2(soft_body_set_collision_mask, RID, uint32_t)
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FUNC1RC(uint32_t, soft_body_get_collision_mask, RID)
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FUNC2(soft_body_add_collision_exception, RID, RID)
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FUNC2(soft_body_remove_collision_exception, RID, RID)
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FUNC2S(soft_body_get_collision_exceptions, RID, List<RID> *)
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FUNC3(soft_body_set_state, RID, BodyState, const Variant &);
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FUNC2RC(Variant, soft_body_get_state, RID, BodyState);
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FUNC2(soft_body_set_transform, RID, const Transform3D &);
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FUNC2(soft_body_set_simulation_precision, RID, int);
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FUNC1RC(int, soft_body_get_simulation_precision, RID);
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FUNC2(soft_body_set_total_mass, RID, real_t);
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FUNC1RC(real_t, soft_body_get_total_mass, RID);
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FUNC2(soft_body_set_linear_stiffness, RID, real_t);
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FUNC1RC(real_t, soft_body_get_linear_stiffness, RID);
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FUNC2(soft_body_set_pressure_coefficient, RID, real_t);
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FUNC1RC(real_t, soft_body_get_pressure_coefficient, RID);
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FUNC2(soft_body_set_damping_coefficient, RID, real_t);
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FUNC1RC(real_t, soft_body_get_damping_coefficient, RID);
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FUNC2(soft_body_set_drag_coefficient, RID, real_t);
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FUNC1RC(real_t, soft_body_get_drag_coefficient, RID);
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FUNC2(soft_body_set_mesh, RID, RID);
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FUNC1RC(AABB, soft_body_get_bounds, RID);
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FUNC3(soft_body_move_point, RID, int, const Vector3 &);
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FUNC2RC(Vector3, soft_body_get_point_global_position, RID, int);
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FUNC1(soft_body_remove_all_pinned_points, RID);
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FUNC3(soft_body_pin_point, RID, int, bool);
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FUNC2RC(bool, soft_body_is_point_pinned, RID, int);
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/* JOINT API */
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FUNCRID(joint)
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FUNC1(joint_clear, RID)
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FUNC5(joint_make_pin, RID, RID, const Vector3 &, RID, const Vector3 &)
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FUNC3(pin_joint_set_param, RID, PinJointParam, real_t)
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FUNC2RC(real_t, pin_joint_get_param, RID, PinJointParam)
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FUNC2(pin_joint_set_local_a, RID, const Vector3 &)
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FUNC1RC(Vector3, pin_joint_get_local_a, RID)
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FUNC2(pin_joint_set_local_b, RID, const Vector3 &)
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FUNC1RC(Vector3, pin_joint_get_local_b, RID)
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FUNC5(joint_make_hinge, RID, RID, const Transform3D &, RID, const Transform3D &)
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FUNC7(joint_make_hinge_simple, RID, RID, const Vector3 &, const Vector3 &, RID, const Vector3 &, const Vector3 &)
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FUNC3(hinge_joint_set_param, RID, HingeJointParam, real_t)
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FUNC2RC(real_t, hinge_joint_get_param, RID, HingeJointParam)
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FUNC3(hinge_joint_set_flag, RID, HingeJointFlag, bool)
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FUNC2RC(bool, hinge_joint_get_flag, RID, HingeJointFlag)
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FUNC5(joint_make_slider, RID, RID, const Transform3D &, RID, const Transform3D &)
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FUNC3(slider_joint_set_param, RID, SliderJointParam, real_t)
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FUNC2RC(real_t, slider_joint_get_param, RID, SliderJointParam)
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FUNC5(joint_make_cone_twist, RID, RID, const Transform3D &, RID, const Transform3D &)
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FUNC3(cone_twist_joint_set_param, RID, ConeTwistJointParam, real_t)
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FUNC2RC(real_t, cone_twist_joint_get_param, RID, ConeTwistJointParam)
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FUNC5(joint_make_generic_6dof, RID, RID, const Transform3D &, RID, const Transform3D &)
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FUNC4(generic_6dof_joint_set_param, RID, Vector3::Axis, G6DOFJointAxisParam, real_t)
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FUNC3RC(real_t, generic_6dof_joint_get_param, RID, Vector3::Axis, G6DOFJointAxisParam)
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FUNC4(generic_6dof_joint_set_flag, RID, Vector3::Axis, G6DOFJointAxisFlag, bool)
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FUNC3RC(bool, generic_6dof_joint_get_flag, RID, Vector3::Axis, G6DOFJointAxisFlag)
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FUNC1RC(JointType, joint_get_type, RID);
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FUNC2(joint_set_solver_priority, RID, int);
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FUNC1RC(int, joint_get_solver_priority, RID);
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FUNC2(joint_disable_collisions_between_bodies, RID, const bool);
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FUNC1RC(bool, joint_is_disabled_collisions_between_bodies, RID);
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/* MISC */
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FUNC1(free, RID);
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FUNC1(set_active, bool);
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virtual void init() override;
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virtual void step(real_t p_step) override;
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virtual void sync() override;
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virtual void end_sync() override;
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virtual void flush_queries() override;
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virtual void finish() override;
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virtual bool is_flushing_queries() const override {
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return physics_3d_server->is_flushing_queries();
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}
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int get_process_info(ProcessInfo p_info) override {
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return physics_3d_server->get_process_info(p_info);
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}
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PhysicsServer3DWrapMT(PhysicsServer3D *p_contained, bool p_create_thread);
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~PhysicsServer3DWrapMT();
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#undef ServerNameWrapMT
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#undef ServerName
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#undef server_name
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#undef WRITE_ACTION
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};
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#ifdef DEBUG_SYNC
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#undef DEBUG_SYNC
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#endif
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#undef SYNC_DEBUG
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#endif // PHYSICS_SERVER_3D_WRAP_MT_H
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