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b324ff7ea5
-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.
441 lines
15 KiB
C++
441 lines
15 KiB
C++
/*************************************************************************/
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/* physics_server.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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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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#ifndef PHYSICS_SERVER_H
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#define PHYSICS_SERVER_H
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#include "object.h"
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#include "reference.h"
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class PhysicsDirectSpaceState;
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class PhysicsDirectBodyState : public Object {
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OBJ_TYPE( PhysicsDirectBodyState, Object );
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protected:
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static void _bind_methods();
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public:
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virtual Vector3 get_total_gravity() const=0; // get gravity vector working on this body space/area
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virtual float get_total_density() const=0; // get density of this body space/area
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virtual float get_inverse_mass() const=0; // get the mass
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virtual Vector3 get_inverse_inertia() const=0; // get density of this body space
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virtual Matrix3 get_inverse_inertia_tensor() const=0; // get density of this body space
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virtual void set_linear_velocity(const Vector3& p_velocity)=0;
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virtual Vector3 get_linear_velocity() const=0;
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virtual void set_angular_velocity(const Vector3& p_velocity)=0;
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virtual Vector3 get_angular_velocity() const=0;
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virtual void set_transform(const Transform& p_transform)=0;
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virtual Transform get_transform() const=0;
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virtual void add_force(const Vector3& p_force, const Vector3& p_pos)=0;
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virtual void set_sleep_state(bool p_enable)=0;
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virtual bool is_sleeping() const=0;
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virtual int get_contact_count() const=0;
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virtual Vector3 get_contact_local_pos(int p_contact_idx) const=0;
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virtual Vector3 get_contact_local_normal(int p_contact_idx) const=0;
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virtual int get_contact_local_shape(int p_contact_idx) const=0;
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virtual RID get_contact_collider(int p_contact_idx) const=0;
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virtual Vector3 get_contact_collider_pos(int p_contact_idx) const=0;
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virtual ObjectID get_contact_collider_id(int p_contact_idx) const=0;
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virtual Object* get_contact_collider_object(int p_contact_idx) const;
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virtual int get_contact_collider_shape(int p_contact_idx) const=0;
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virtual Vector3 get_contact_collider_velocity_at_pos(int p_contact_idx) const=0;
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virtual real_t get_step() const=0;
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virtual void integrate_forces();
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virtual PhysicsDirectSpaceState* get_space_state()=0;
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PhysicsDirectBodyState();
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};
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class PhysicsShapeQueryResult;
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class PhysicsDirectSpaceState : public Object {
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OBJ_TYPE( PhysicsDirectSpaceState, Object );
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Variant _intersect_ray(const Vector3& p_from, const Vector3& p_to,const Vector<RID>& p_exclude=Vector<RID>(),uint32_t p_user_mask=0);
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Variant _intersect_shape(const RID& p_shape, const Transform& p_xform,int p_result_max=64,const Vector<RID>& p_exclude=Vector<RID>(),uint32_t p_user_mask=0);
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protected:
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static void _bind_methods();
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public:
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struct RayResult {
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Vector3 position;
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Vector3 normal;
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RID rid;
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ObjectID collider_id;
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Object *collider;
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int shape;
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};
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virtual bool intersect_ray(const Vector3& p_from, const Vector3& p_to,RayResult &r_result,const Set<RID>& p_exclude=Set<RID>(),uint32_t p_user_mask=0)=0;
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struct ShapeResult {
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RID rid;
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ObjectID collider_id;
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Object *collider;
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int shape;
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};
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virtual int intersect_shape(const RID& p_shape, const Transform& p_xform,ShapeResult *r_results,int p_result_max,const Set<RID>& p_exclude=Set<RID>(),uint32_t p_user_mask=0)=0;
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PhysicsDirectSpaceState();
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};
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class PhysicsShapeQueryResult : public Reference {
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OBJ_TYPE( PhysicsShapeQueryResult, Reference );
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Vector<PhysicsDirectSpaceState::ShapeResult> result;
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friend class PhysicsDirectSpaceState;
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protected:
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static void _bind_methods();
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public:
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int get_result_count() const;
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RID get_result_rid(int p_idx) const;
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ObjectID get_result_object_id(int p_idx) const;
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Object* get_result_object(int p_idx) const;
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int get_result_object_shape(int p_idx) const;
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PhysicsShapeQueryResult();
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};
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class PhysicsServer : public Object {
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OBJ_TYPE( PhysicsServer, Object );
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static PhysicsServer * singleton;
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protected:
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static void _bind_methods();
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public:
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static PhysicsServer * get_singleton();
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enum ShapeType {
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SHAPE_PLANE, ///< plane:"plane"
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SHAPE_RAY, ///< float:"length"
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SHAPE_SPHERE, ///< float:"radius"
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SHAPE_BOX, ///< vec3:"extents"
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SHAPE_CAPSULE, ///< dict( float:"radius", float:"height"):capsule
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SHAPE_CONVEX_POLYGON, ///< array of planes:"planes"
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SHAPE_CONCAVE_POLYGON, ///< vector3 array:"triangles" , or Dictionary with "indices" (int array) and "triangles" (Vector3 array)
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SHAPE_HEIGHTMAP, ///< dict( int:"width", int:"depth",float:"cell_size", float_array:"heights"
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SHAPE_CUSTOM, ///< Server-Implementation based custom shape, calling shape_create() with this value will result in an error
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};
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virtual RID shape_create(ShapeType p_shape)=0;
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virtual void shape_set_data(RID p_shape, const Variant& p_data)=0;
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virtual void shape_set_custom_solver_bias(RID p_shape, real_t p_bias)=0;
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virtual ShapeType shape_get_type(RID p_shape) const=0;
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virtual Variant shape_get_data(RID p_shape) const=0;
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virtual real_t shape_get_custom_solver_bias(RID p_shape) const=0;
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/* SPACE API */
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virtual RID space_create()=0;
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virtual void space_set_active(RID p_space,bool p_active)=0;
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virtual bool space_is_active(RID p_space) const=0;
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enum SpaceParameter {
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SPACE_PARAM_CONTACT_RECYCLE_RADIUS,
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SPACE_PARAM_CONTACT_MAX_SEPARATION,
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SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION,
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SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_TRESHOLD,
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SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_TRESHOLD,
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SPACE_PARAM_BODY_TIME_TO_SLEEP,
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SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO,
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SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS,
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};
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virtual void space_set_param(RID p_space,SpaceParameter p_param, real_t p_value)=0;
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virtual real_t space_get_param(RID p_space,SpaceParameter p_param) const=0;
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// this function only works on fixed process, errors and returns null otherwise
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virtual PhysicsDirectSpaceState* space_get_direct_state(RID p_space)=0;
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//missing space parameters
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/* AREA API */
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//missing attenuation? missing better override?
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enum AreaParameter {
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AREA_PARAM_GRAVITY,
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AREA_PARAM_GRAVITY_VECTOR,
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AREA_PARAM_GRAVITY_IS_POINT,
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AREA_PARAM_GRAVITY_POINT_ATTENUATION,
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AREA_PARAM_DENSITY,
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AREA_PARAM_PRIORITY
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};
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virtual RID area_create()=0;
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virtual void area_set_space(RID p_area, RID p_space)=0;
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virtual RID area_get_space(RID p_area) const=0;
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enum AreaSpaceOverrideMode {
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AREA_SPACE_OVERRIDE_DISABLED,
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AREA_SPACE_OVERRIDE_COMBINE,
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AREA_SPACE_OVERRIDE_REPLACE,
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};
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virtual void area_set_space_override_mode(RID p_area, AreaSpaceOverrideMode p_mode)=0;
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virtual AreaSpaceOverrideMode area_get_space_override_mode(RID p_area) const=0;
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virtual void area_add_shape(RID p_area, RID p_shape, const Transform& p_transform=Transform())=0;
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virtual void area_set_shape(RID p_area, int p_shape_idx,RID p_shape)=0;
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virtual void area_set_shape_transform(RID p_area, int p_shape_idx, const Transform& p_transform)=0;
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virtual int area_get_shape_count(RID p_area) const=0;
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virtual RID area_get_shape(RID p_area, int p_shape_idx) const=0;
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virtual Transform area_get_shape_transform(RID p_area, int p_shape_idx) const=0;
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virtual void area_remove_shape(RID p_area, int p_shape_idx)=0;
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virtual void area_clear_shapes(RID p_area)=0;
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virtual void area_attach_object_instance_ID(RID p_area,ObjectID p_ID)=0;
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virtual ObjectID area_get_object_instance_ID(RID p_area) const=0;
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virtual void area_set_param(RID p_area,AreaParameter p_param,const Variant& p_value)=0;
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virtual void area_set_transform(RID p_area, const Transform& p_transform)=0;
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virtual Variant area_get_param(RID p_parea,AreaParameter p_param) const=0;
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virtual Transform area_get_transform(RID p_area) const=0;
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virtual void area_set_monitor_callback(RID p_area,Object *p_receiver,const StringName& p_method)=0;
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/* BODY API */
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//missing ccd?
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enum BodyMode {
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BODY_MODE_STATIC,
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BODY_MODE_KINEMATIC,
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BODY_MODE_RIGID,
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//BODY_MODE_SOFT
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BODY_MODE_CHARACTER
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};
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virtual RID body_create(BodyMode p_mode=BODY_MODE_RIGID,bool p_init_sleeping=false)=0;
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virtual void body_set_space(RID p_body, RID p_space)=0;
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virtual RID body_get_space(RID p_body) const=0;
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virtual void body_set_mode(RID p_body, BodyMode p_mode)=0;
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virtual BodyMode body_get_mode(RID p_body, BodyMode p_mode) const=0;
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virtual void body_add_shape(RID p_body, RID p_shape, const Transform& p_transform=Transform())=0;
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virtual void body_set_shape(RID p_body, int p_shape_idx,RID p_shape)=0;
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virtual void body_set_shape_transform(RID p_body, int p_shape_idx, const Transform& p_transform)=0;
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virtual int body_get_shape_count(RID p_body) const=0;
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virtual RID body_get_shape(RID p_body, int p_shape_idx) const=0;
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virtual Transform body_get_shape_transform(RID p_body, int p_shape_idx) const=0;
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virtual void body_set_shape_as_trigger(RID p_body, int p_shape_idx,bool p_enable)=0;
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virtual bool body_is_shape_set_as_trigger(RID p_body, int p_shape_idx) const=0;
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virtual void body_remove_shape(RID p_body, int p_shape_idx)=0;
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virtual void body_clear_shapes(RID p_body)=0;
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virtual void body_attach_object_instance_ID(RID p_body,uint32_t p_ID)=0;
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virtual uint32_t body_get_object_instance_ID(RID p_body) const=0;
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virtual void body_set_enable_continuous_collision_detection(RID p_body,bool p_enable)=0;
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virtual bool body_is_continuous_collision_detection_enabled(RID p_body) const=0;
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virtual void body_set_user_flags(RID p_body, uint32_t p_flags)=0;
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virtual uint32_t body_get_user_flags(RID p_body, uint32_t p_flags) const=0;
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// common body variables
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enum BodyParameter {
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BODY_PARAM_BOUNCE,
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BODY_PARAM_FRICTION,
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BODY_PARAM_MASS, ///< unused for static, always infinite
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BODY_PARAM_MAX,
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};
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virtual void body_set_param(RID p_body, BodyParameter p_param, float p_value)=0;
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virtual float body_get_param(RID p_body, BodyParameter p_param) const=0;
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//advanced simulation
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virtual void body_static_simulate_motion(RID p_body,const Transform& p_new_transform)=0;
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//state
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enum BodyState {
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BODY_STATE_TRANSFORM,
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BODY_STATE_LINEAR_VELOCITY,
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BODY_STATE_ANGULAR_VELOCITY,
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BODY_STATE_SLEEPING,
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BODY_STATE_CAN_SLEEP
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};
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virtual void body_set_state(RID p_body, BodyState p_state, const Variant& p_variant)=0;
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virtual Variant body_get_state(RID p_body, BodyState p_state) const=0;
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//do something about it
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virtual void body_set_applied_force(RID p_body, const Vector3& p_force)=0;
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virtual Vector3 body_get_applied_force(RID p_body) const=0;
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virtual void body_set_applied_torque(RID p_body, const Vector3& p_torque)=0;
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virtual Vector3 body_get_applied_torque(RID p_body) const=0;
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virtual void body_apply_impulse(RID p_body, const Vector3& p_pos, const Vector3& p_impulse)=0;
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virtual void body_set_axis_velocity(RID p_body, const Vector3& p_axis_velocity)=0;
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enum BodyAxisLock {
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BODY_AXIS_LOCK_DISABLED,
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BODY_AXIS_LOCK_X,
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BODY_AXIS_LOCK_Y,
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BODY_AXIS_LOCK_Z,
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};
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virtual void body_set_axis_lock(RID p_body,BodyAxisLock p_lock)=0;
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virtual BodyAxisLock body_get_axis_lock(RID p_body) const=0;
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//fix
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virtual void body_add_collision_exception(RID p_body, RID p_body_b)=0;
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virtual void body_remove_collision_exception(RID p_body, RID p_body_b)=0;
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virtual void body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions)=0;
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virtual void body_set_max_contacts_reported(RID p_body, int p_contacts)=0;
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virtual int body_get_max_contacts_reported(RID p_body) const=0;
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//missing remove
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virtual void body_set_contacts_reported_depth_treshold(RID p_body, float p_treshold)=0;
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virtual float body_get_contacts_reported_depth_treshold(RID p_body) const=0;
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virtual void body_set_omit_force_integration(RID p_body,bool p_omit)=0;
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virtual bool body_is_omitting_force_integration(RID p_body) const=0;
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virtual void body_set_force_integration_callback(RID p_body,Object *p_receiver,const StringName& p_method,const Variant& p_udata=Variant())=0;
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/* JOINT API */
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#if 0
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enum JointType {
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JOINT_PIN,
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JOINT_GROOVE,
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JOINT_DAMPED_SPRING
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};
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enum JointParam {
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JOINT_PARAM_BIAS,
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JOINT_PARAM_MAX_BIAS,
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JOINT_PARAM_MAX_FORCE,
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};
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virtual void joint_set_param(RID p_joint, JointParam p_param, real_t p_value)=0;
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virtual real_t joint_get_param(RID p_joint,JointParam p_param) const=0;
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virtual RID pin_joint_create(const Vector3& p_anchor,RID p_body_a,RID p_body_b=RID())=0;
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virtual RID groove_joint_create(const Vector3& p_a_groove1,const Vector3& p_a_groove2, const Vector3& p_b_anchor, RID p_body_a,RID p_body_b)=0;
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virtual RID damped_spring_joint_create(const Vector3& p_anchor_a,const Vector3& p_anchor_b,RID p_body_a,RID p_body_b=RID())=0;
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enum DampedStringParam {
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DAMPED_STRING_REST_LENGTH,
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DAMPED_STRING_STIFFNESS,
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DAMPED_STRING_DAMPING
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};
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virtual void damped_string_joint_set_param(RID p_joint, DampedStringParam p_param, real_t p_value)=0;
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virtual real_t damped_string_joint_get_param(RID p_joint, DampedStringParam p_param) const=0;
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virtual JointType joint_get_type(RID p_joint) const=0;
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#endif
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/* QUERY API */
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enum AreaBodyStatus {
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AREA_BODY_ADDED,
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AREA_BODY_REMOVED
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};
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/* MISC */
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virtual void free(RID p_rid)=0;
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virtual void set_active(bool p_active)=0;
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virtual void init()=0;
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virtual void step(float p_step)=0;
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virtual void sync()=0;
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virtual void flush_queries()=0;
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virtual void finish()=0;
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PhysicsServer();
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~PhysicsServer();
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};
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VARIANT_ENUM_CAST( PhysicsServer::ShapeType );
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VARIANT_ENUM_CAST( PhysicsServer::SpaceParameter );
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VARIANT_ENUM_CAST( PhysicsServer::AreaParameter );
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VARIANT_ENUM_CAST( PhysicsServer::AreaSpaceOverrideMode );
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VARIANT_ENUM_CAST( PhysicsServer::BodyMode );
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VARIANT_ENUM_CAST( PhysicsServer::BodyParameter );
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VARIANT_ENUM_CAST( PhysicsServer::BodyState );
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VARIANT_ENUM_CAST( PhysicsServer::BodyAxisLock );
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//VARIANT_ENUM_CAST( PhysicsServer::JointParam );
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//VARIANT_ENUM_CAST( PhysicsServer::JointType );
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//VARIANT_ENUM_CAST( PhysicsServer::DampedStringParam );
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//VARIANT_ENUM_CAST( PhysicsServer::ObjectType );
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VARIANT_ENUM_CAST( PhysicsServer::AreaBodyStatus );
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#endif
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