godot/modules/jolt_physics/objects/jolt_body_3d.cpp
Mikael Hermansson d470c2ac6a Add Jolt Physics as an alternative 3D physics engine
Co-authored-by: Jorrit Rouwe <jrouwe@gmail.com>
2024-12-11 13:57:25 +01:00

1436 lines
40 KiB
C++

/**************************************************************************/
/* jolt_body_3d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/**************************************************************************/
#include "jolt_body_3d.h"
#include "../joints/jolt_joint_3d.h"
#include "../jolt_project_settings.h"
#include "../misc/jolt_type_conversions.h"
#include "../shapes/jolt_shape_3d.h"
#include "../spaces/jolt_broad_phase_layer.h"
#include "../spaces/jolt_space_3d.h"
#include "jolt_area_3d.h"
#include "jolt_group_filter.h"
#include "jolt_physics_direct_body_state_3d.h"
#include "jolt_soft_body_3d.h"
namespace {
template <typename TValue, typename TGetter>
bool integrate(TValue &p_value, PhysicsServer3D::AreaSpaceOverrideMode p_mode, TGetter &&p_getter) {
switch (p_mode) {
case PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED: {
return false;
}
case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE: {
p_value += p_getter();
return false;
}
case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
p_value += p_getter();
return true;
}
case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE: {
p_value = p_getter();
return true;
}
case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
p_value = p_getter();
return false;
}
default: {
ERR_FAIL_V_MSG(false, vformat("Unhandled override mode: '%d'. This should not happen. Please report this.", p_mode));
}
}
}
} // namespace
JPH::BroadPhaseLayer JoltBody3D::_get_broad_phase_layer() const {
switch (mode) {
case PhysicsServer3D::BODY_MODE_STATIC: {
return _is_big() ? JoltBroadPhaseLayer::BODY_STATIC_BIG : JoltBroadPhaseLayer::BODY_STATIC;
}
case PhysicsServer3D::BODY_MODE_KINEMATIC:
case PhysicsServer3D::BODY_MODE_RIGID:
case PhysicsServer3D::BODY_MODE_RIGID_LINEAR: {
return JoltBroadPhaseLayer::BODY_DYNAMIC;
}
default: {
ERR_FAIL_V_MSG(JoltBroadPhaseLayer::BODY_STATIC, vformat("Unhandled body mode: '%d'. This should not happen. Please report this.", mode));
}
}
}
JPH::ObjectLayer JoltBody3D::_get_object_layer() const {
ERR_FAIL_NULL_V(space, 0);
return space->map_to_object_layer(_get_broad_phase_layer(), collision_layer, collision_mask);
}
JPH::EMotionType JoltBody3D::_get_motion_type() const {
switch (mode) {
case PhysicsServer3D::BODY_MODE_STATIC: {
return JPH::EMotionType::Static;
}
case PhysicsServer3D::BODY_MODE_KINEMATIC: {
return JPH::EMotionType::Kinematic;
}
case PhysicsServer3D::BODY_MODE_RIGID:
case PhysicsServer3D::BODY_MODE_RIGID_LINEAR: {
return JPH::EMotionType::Dynamic;
}
default: {
ERR_FAIL_V_MSG(JPH::EMotionType::Static, vformat("Unhandled body mode: '%d'. This should not happen. Please report this.", mode));
}
}
}
void JoltBody3D::_add_to_space() {
jolt_shape = build_shape();
JPH::CollisionGroup::GroupID group_id = 0;
JPH::CollisionGroup::SubGroupID sub_group_id = 0;
JoltGroupFilter::encode_object(this, group_id, sub_group_id);
jolt_settings->mUserData = reinterpret_cast<JPH::uint64>(this);
jolt_settings->mObjectLayer = _get_object_layer();
jolt_settings->mCollisionGroup = JPH::CollisionGroup(nullptr, group_id, sub_group_id);
jolt_settings->mMotionType = _get_motion_type();
jolt_settings->mAllowedDOFs = _calculate_allowed_dofs();
jolt_settings->mAllowDynamicOrKinematic = true;
jolt_settings->mCollideKinematicVsNonDynamic = reports_all_kinematic_contacts();
jolt_settings->mUseManifoldReduction = !reports_contacts();
jolt_settings->mLinearDamping = 0.0f;
jolt_settings->mAngularDamping = 0.0f;
jolt_settings->mMaxLinearVelocity = JoltProjectSettings::get_max_linear_velocity();
jolt_settings->mMaxAngularVelocity = JoltProjectSettings::get_max_angular_velocity();
if (JoltProjectSettings::use_enhanced_internal_edge_removal_for_bodies()) {
jolt_settings->mEnhancedInternalEdgeRemoval = true;
}
jolt_settings->mOverrideMassProperties = JPH::EOverrideMassProperties::MassAndInertiaProvided;
jolt_settings->mMassPropertiesOverride = _calculate_mass_properties();
jolt_settings->SetShape(jolt_shape);
const JPH::BodyID new_jolt_id = space->add_rigid_body(*this, *jolt_settings, sleep_initially);
if (new_jolt_id.IsInvalid()) {
return;
}
jolt_id = new_jolt_id;
delete jolt_settings;
jolt_settings = nullptr;
}
void JoltBody3D::_integrate_forces(float p_step, JPH::Body &p_jolt_body) {
if (!p_jolt_body.IsActive()) {
return;
}
_update_gravity(p_jolt_body);
if (!custom_integrator) {
JPH::MotionProperties &motion_properties = *p_jolt_body.GetMotionPropertiesUnchecked();
JPH::Vec3 linear_velocity = motion_properties.GetLinearVelocity();
JPH::Vec3 angular_velocity = motion_properties.GetAngularVelocity();
// Jolt applies damping differently from Godot Physics, where Godot Physics applies damping before integrating
// forces whereas Jolt does it after integrating forces. The way Godot Physics does it seems to yield more
// consistent results across different update frequencies when using high (>1) damping values, so we apply the
// damping ourselves instead, before any force integration happens.
linear_velocity *= MAX(1.0f - total_linear_damp * p_step, 0.0f);
angular_velocity *= MAX(1.0f - total_angular_damp * p_step, 0.0f);
linear_velocity += to_jolt(gravity) * p_step;
motion_properties.SetLinearVelocityClamped(linear_velocity);
motion_properties.SetAngularVelocityClamped(angular_velocity);
p_jolt_body.AddForce(to_jolt(constant_force));
p_jolt_body.AddTorque(to_jolt(constant_torque));
}
sync_state = true;
}
void JoltBody3D::_move_kinematic(float p_step, JPH::Body &p_jolt_body) {
p_jolt_body.SetLinearVelocity(JPH::Vec3::sZero());
p_jolt_body.SetAngularVelocity(JPH::Vec3::sZero());
const JPH::RVec3 current_position = p_jolt_body.GetPosition();
const JPH::Quat current_rotation = p_jolt_body.GetRotation();
const JPH::RVec3 new_position = to_jolt_r(kinematic_transform.origin);
const JPH::Quat new_rotation = to_jolt(kinematic_transform.basis);
if (new_position == current_position && new_rotation == current_rotation) {
return;
}
p_jolt_body.MoveKinematic(new_position, new_rotation, p_step);
sync_state = true;
}
void JoltBody3D::_pre_step_static(float p_step, JPH::Body &p_jolt_body) {
// Nothing to do.
}
void JoltBody3D::_pre_step_rigid(float p_step, JPH::Body &p_jolt_body) {
_integrate_forces(p_step, p_jolt_body);
}
void JoltBody3D::_pre_step_kinematic(float p_step, JPH::Body &p_jolt_body) {
_update_gravity(p_jolt_body);
_move_kinematic(p_step, p_jolt_body);
if (reports_contacts()) {
// This seems to emulate the behavior of Godot Physics, where kinematic bodies are set as active (and thereby
// have their state synchronized on every step) only if its max reported contacts is non-zero.
sync_state = true;
}
}
JPH::EAllowedDOFs JoltBody3D::_calculate_allowed_dofs() const {
if (is_static()) {
return JPH::EAllowedDOFs::All;
}
JPH::EAllowedDOFs allowed_dofs = JPH::EAllowedDOFs::All;
if (is_axis_locked(PhysicsServer3D::BODY_AXIS_LINEAR_X)) {
allowed_dofs &= ~JPH::EAllowedDOFs::TranslationX;
}
if (is_axis_locked(PhysicsServer3D::BODY_AXIS_LINEAR_Y)) {
allowed_dofs &= ~JPH::EAllowedDOFs::TranslationY;
}
if (is_axis_locked(PhysicsServer3D::BODY_AXIS_LINEAR_Z)) {
allowed_dofs &= ~JPH::EAllowedDOFs::TranslationZ;
}
if (is_axis_locked(PhysicsServer3D::BODY_AXIS_ANGULAR_X) || is_rigid_linear()) {
allowed_dofs &= ~JPH::EAllowedDOFs::RotationX;
}
if (is_axis_locked(PhysicsServer3D::BODY_AXIS_ANGULAR_Y) || is_rigid_linear()) {
allowed_dofs &= ~JPH::EAllowedDOFs::RotationY;
}
if (is_axis_locked(PhysicsServer3D::BODY_AXIS_ANGULAR_Z) || is_rigid_linear()) {
allowed_dofs &= ~JPH::EAllowedDOFs::RotationZ;
}
ERR_FAIL_COND_V_MSG(allowed_dofs == JPH::EAllowedDOFs::None, JPH::EAllowedDOFs::All, vformat("Invalid axis locks for '%s'. Locking all axes is not supported when using Jolt Physics. All axes will be unlocked. Considering freezing the body instead.", to_string()));
return allowed_dofs;
}
JPH::MassProperties JoltBody3D::_calculate_mass_properties(const JPH::Shape &p_shape) const {
const bool calculate_mass = mass <= 0;
const bool calculate_inertia = inertia.x <= 0 || inertia.y <= 0 || inertia.z <= 0;
JPH::MassProperties mass_properties = p_shape.GetMassProperties();
if (calculate_mass && calculate_inertia) {
// Use the mass properties calculated by the shape
} else if (calculate_inertia) {
mass_properties.ScaleToMass(mass);
} else {
mass_properties.mMass = mass;
}
if (inertia.x > 0) {
mass_properties.mInertia(0, 0) = (float)inertia.x;
mass_properties.mInertia(0, 1) = 0;
mass_properties.mInertia(0, 2) = 0;
mass_properties.mInertia(1, 0) = 0;
mass_properties.mInertia(2, 0) = 0;
}
if (inertia.y > 0) {
mass_properties.mInertia(1, 1) = (float)inertia.y;
mass_properties.mInertia(1, 0) = 0;
mass_properties.mInertia(1, 2) = 0;
mass_properties.mInertia(0, 1) = 0;
mass_properties.mInertia(2, 1) = 0;
}
if (inertia.z > 0) {
mass_properties.mInertia(2, 2) = (float)inertia.z;
mass_properties.mInertia(2, 0) = 0;
mass_properties.mInertia(2, 1) = 0;
mass_properties.mInertia(0, 2) = 0;
mass_properties.mInertia(1, 2) = 0;
}
mass_properties.mInertia(3, 3) = 1.0f;
return mass_properties;
}
JPH::MassProperties JoltBody3D::_calculate_mass_properties() const {
return _calculate_mass_properties(*jolt_shape);
}
void JoltBody3D::_update_mass_properties() {
if (!in_space()) {
return;
}
const JoltWritableBody3D body = space->write_body(jolt_id);
ERR_FAIL_COND(body.is_invalid());
body->GetMotionPropertiesUnchecked()->SetMassProperties(_calculate_allowed_dofs(), _calculate_mass_properties());
}
void JoltBody3D::_update_gravity(JPH::Body &p_jolt_body) {
gravity = Vector3();
const Vector3 position = to_godot(p_jolt_body.GetPosition());
bool gravity_done = false;
for (const JoltArea3D *area : areas) {
gravity_done = integrate(gravity, area->get_gravity_mode(), [&]() {
return area->compute_gravity(position);
});
if (gravity_done) {
break;
}
}
if (!gravity_done) {
gravity += space->get_default_area()->compute_gravity(position);
}
gravity *= gravity_scale;
}
void JoltBody3D::_update_damp() {
if (!in_space()) {
return;
}
total_linear_damp = 0.0;
total_angular_damp = 0.0;
bool linear_damp_done = linear_damp_mode == PhysicsServer3D::BODY_DAMP_MODE_REPLACE;
bool angular_damp_done = angular_damp_mode == PhysicsServer3D::BODY_DAMP_MODE_REPLACE;
for (const JoltArea3D *area : areas) {
if (!linear_damp_done) {
linear_damp_done = integrate(total_linear_damp, area->get_linear_damp_mode(), [&]() {
return area->get_linear_damp();
});
}
if (!angular_damp_done) {
angular_damp_done = integrate(total_angular_damp, area->get_angular_damp_mode(), [&]() {
return area->get_angular_damp();
});
}
if (linear_damp_done && angular_damp_done) {
break;
}
}
const JoltArea3D *default_area = space->get_default_area();
if (!linear_damp_done) {
total_linear_damp += default_area->get_linear_damp();
}
if (!angular_damp_done) {
total_angular_damp += default_area->get_angular_damp();
}
switch (linear_damp_mode) {
case PhysicsServer3D::BODY_DAMP_MODE_COMBINE: {
total_linear_damp += linear_damp;
} break;
case PhysicsServer3D::BODY_DAMP_MODE_REPLACE: {
total_linear_damp = linear_damp;
} break;
}
switch (angular_damp_mode) {
case PhysicsServer3D::BODY_DAMP_MODE_COMBINE: {
total_angular_damp += angular_damp;
} break;
case PhysicsServer3D::BODY_DAMP_MODE_REPLACE: {
total_angular_damp = angular_damp;
} break;
}
_motion_changed();
}
void JoltBody3D::_update_kinematic_transform() {
if (is_kinematic()) {
kinematic_transform = get_transform_unscaled();
}
}
void JoltBody3D::_update_joint_constraints() {
for (JoltJoint3D *joint : joints) {
joint->rebuild();
}
}
void JoltBody3D::_update_possible_kinematic_contacts() {
const bool value = reports_all_kinematic_contacts();
if (!in_space()) {
jolt_settings->mCollideKinematicVsNonDynamic = value;
} else {
const JoltWritableBody3D body = space->write_body(jolt_id);
ERR_FAIL_COND(body.is_invalid());
body->SetCollideKinematicVsNonDynamic(value);
}
}
void JoltBody3D::_destroy_joint_constraints() {
for (JoltJoint3D *joint : joints) {
joint->destroy();
}
}
void JoltBody3D::_exit_all_areas() {
for (JoltArea3D *area : areas) {
area->body_exited(jolt_id, false);
}
areas.clear();
}
void JoltBody3D::_update_group_filter() {
JPH::GroupFilter *group_filter = !exceptions.is_empty() ? JoltGroupFilter::instance : nullptr;
if (!in_space()) {
jolt_settings->mCollisionGroup.SetGroupFilter(group_filter);
return;
}
const JoltWritableBody3D body = space->write_body(jolt_id);
ERR_FAIL_COND(body.is_invalid());
body->GetCollisionGroup().SetGroupFilter(group_filter);
}
void JoltBody3D::_mode_changed() {
_update_object_layer();
_update_kinematic_transform();
_update_mass_properties();
wake_up();
}
void JoltBody3D::_shapes_built() {
JoltShapedObject3D::_shapes_built();
_update_mass_properties();
_update_joint_constraints();
wake_up();
}
void JoltBody3D::_space_changing() {
JoltShapedObject3D::_space_changing();
sleep_initially = is_sleeping();
_destroy_joint_constraints();
_exit_all_areas();
}
void JoltBody3D::_space_changed() {
JoltShapedObject3D::_space_changed();
_update_kinematic_transform();
_update_group_filter();
_update_joint_constraints();
_areas_changed();
sync_state = false;
}
void JoltBody3D::_areas_changed() {
_update_damp();
wake_up();
}
void JoltBody3D::_joints_changed() {
wake_up();
}
void JoltBody3D::_transform_changed() {
wake_up();
}
void JoltBody3D::_motion_changed() {
wake_up();
}
void JoltBody3D::_exceptions_changed() {
_update_group_filter();
}
void JoltBody3D::_axis_lock_changed() {
_update_mass_properties();
wake_up();
}
void JoltBody3D::_contact_reporting_changed() {
_update_possible_kinematic_contacts();
wake_up();
}
JoltBody3D::JoltBody3D() :
JoltShapedObject3D(OBJECT_TYPE_BODY) {
}
JoltBody3D::~JoltBody3D() {
if (direct_state != nullptr) {
memdelete(direct_state);
direct_state = nullptr;
}
}
void JoltBody3D::set_transform(Transform3D p_transform) {
JOLT_ENSURE_SCALE_NOT_ZERO(p_transform, vformat("An invalid transform was passed to physics body '%s'.", to_string()));
const Vector3 new_scale = p_transform.basis.get_scale();
// Ideally we would do an exact comparison here, but due to floating-point precision this would be invalidated very often.
if (!scale.is_equal_approx(new_scale)) {
scale = new_scale;
_shapes_changed();
}
p_transform.basis.orthonormalize();
if (!in_space()) {
jolt_settings->mPosition = to_jolt_r(p_transform.origin);
jolt_settings->mRotation = to_jolt(p_transform.basis);
} else if (is_kinematic()) {
kinematic_transform = p_transform;
} else {
space->get_body_iface().SetPositionAndRotation(jolt_id, to_jolt_r(p_transform.origin), to_jolt(p_transform.basis), JPH::EActivation::DontActivate);
}
_transform_changed();
}
Variant JoltBody3D::get_state(PhysicsServer3D::BodyState p_state) const {
switch (p_state) {
case PhysicsServer3D::BODY_STATE_TRANSFORM: {
return get_transform_scaled();
}
case PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY: {
return get_linear_velocity();
}
case PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY: {
return get_angular_velocity();
}
case PhysicsServer3D::BODY_STATE_SLEEPING: {
return is_sleeping();
}
case PhysicsServer3D::BODY_STATE_CAN_SLEEP: {
return can_sleep();
}
default: {
ERR_FAIL_V_MSG(Variant(), vformat("Unhandled body state: '%d'. This should not happen. Please report this.", p_state));
}
}
}
void JoltBody3D::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_value) {
switch (p_state) {
case PhysicsServer3D::BODY_STATE_TRANSFORM: {
set_transform(p_value);
} break;
case PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY: {
set_linear_velocity(p_value);
} break;
case PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY: {
set_angular_velocity(p_value);
} break;
case PhysicsServer3D::BODY_STATE_SLEEPING: {
set_is_sleeping(p_value);
} break;
case PhysicsServer3D::BODY_STATE_CAN_SLEEP: {
set_can_sleep(p_value);
} break;
default: {
ERR_FAIL_MSG(vformat("Unhandled body state: '%d'. This should not happen. Please report this.", p_state));
} break;
}
}
Variant JoltBody3D::get_param(PhysicsServer3D::BodyParameter p_param) const {
switch (p_param) {
case PhysicsServer3D::BODY_PARAM_BOUNCE: {
return get_bounce();
}
case PhysicsServer3D::BODY_PARAM_FRICTION: {
return get_friction();
}
case PhysicsServer3D::BODY_PARAM_MASS: {
return get_mass();
}
case PhysicsServer3D::BODY_PARAM_INERTIA: {
return get_inertia();
}
case PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS: {
return get_center_of_mass_custom();
}
case PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE: {
return get_gravity_scale();
}
case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP_MODE: {
return get_linear_damp_mode();
}
case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP_MODE: {
return get_angular_damp_mode();
}
case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP: {
return get_linear_damp();
}
case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP: {
return get_angular_damp();
}
default: {
ERR_FAIL_V_MSG(Variant(), vformat("Unhandled body parameter: '%d'. This should not happen. Please report this.", p_param));
}
}
}
void JoltBody3D::set_param(PhysicsServer3D::BodyParameter p_param, const Variant &p_value) {
switch (p_param) {
case PhysicsServer3D::BODY_PARAM_BOUNCE: {
set_bounce(p_value);
} break;
case PhysicsServer3D::BODY_PARAM_FRICTION: {
set_friction(p_value);
} break;
case PhysicsServer3D::BODY_PARAM_MASS: {
set_mass(p_value);
} break;
case PhysicsServer3D::BODY_PARAM_INERTIA: {
set_inertia(p_value);
} break;
case PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS: {
set_center_of_mass_custom(p_value);
} break;
case PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE: {
set_gravity_scale(p_value);
} break;
case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP_MODE: {
set_linear_damp_mode((DampMode)(int)p_value);
} break;
case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP_MODE: {
set_angular_damp_mode((DampMode)(int)p_value);
} break;
case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP: {
set_linear_damp(p_value);
} break;
case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP: {
set_angular_damp(p_value);
} break;
default: {
ERR_FAIL_MSG(vformat("Unhandled body parameter: '%d'. This should not happen. Please report this.", p_param));
} break;
}
}
void JoltBody3D::set_custom_integrator(bool p_enabled) {
if (custom_integrator == p_enabled) {
return;
}
custom_integrator = p_enabled;
if (!in_space()) {
_motion_changed();
return;
}
const JoltWritableBody3D body = space->write_body(jolt_id);
ERR_FAIL_COND(body.is_invalid());
body->ResetForce();
body->ResetTorque();
_motion_changed();
}
bool JoltBody3D::is_sleeping() const {
if (!in_space()) {
return sleep_initially;
}
const JoltReadableBody3D body = space->read_body(jolt_id);
ERR_FAIL_COND_V(body.is_invalid(), false);
return !body->IsActive();
}
void JoltBody3D::set_is_sleeping(bool p_enabled) {
if (!in_space()) {
sleep_initially = p_enabled;
return;
}
JPH::BodyInterface &body_iface = space->get_body_iface();
if (p_enabled) {
body_iface.DeactivateBody(jolt_id);
} else {
body_iface.ActivateBody(jolt_id);
}
}
bool JoltBody3D::can_sleep() const {
if (!in_space()) {
return jolt_settings->mAllowSleeping;
}
const JoltReadableBody3D body = space->read_body(jolt_id);
ERR_FAIL_COND_V(body.is_invalid(), false);
return body->GetAllowSleeping();
}
void JoltBody3D::set_can_sleep(bool p_enabled) {
if (!in_space()) {
jolt_settings->mAllowSleeping = p_enabled;
return;
}
const JoltWritableBody3D body = space->write_body(jolt_id);
ERR_FAIL_COND(body.is_invalid());
body->SetAllowSleeping(p_enabled);
}
Basis JoltBody3D::get_principal_inertia_axes() const {
ERR_FAIL_NULL_V_MSG(space, Basis(), vformat("Failed to retrieve principal inertia axes of '%s'. Doing so without a physics space is not supported when using Jolt Physics. If this relates to a node, try adding the node to a scene tree first.", to_string()));
if (unlikely(is_static() || is_kinematic())) {
return Basis();
}
const JoltReadableBody3D body = space->read_body(jolt_id);
ERR_FAIL_COND_V(body.is_invalid(), Basis());
return to_godot(body->GetRotation() * body->GetMotionProperties()->GetInertiaRotation());
}
Vector3 JoltBody3D::get_inverse_inertia() const {
ERR_FAIL_NULL_V_MSG(space, Vector3(), vformat("Failed to retrieve inverse inertia of '%s'. Doing so without a physics space is not supported when using Jolt Physics. If this relates to a node, try adding the node to a scene tree first.", to_string()));
if (unlikely(is_static() || is_kinematic())) {
return Vector3();
}
const JoltReadableBody3D body = space->read_body(jolt_id);
ERR_FAIL_COND_V(body.is_invalid(), Vector3());
const JPH::MotionProperties &motion_properties = *body->GetMotionPropertiesUnchecked();
return to_godot(motion_properties.GetLocalSpaceInverseInertia().GetDiagonal3());
}
Basis JoltBody3D::get_inverse_inertia_tensor() const {
ERR_FAIL_NULL_V_MSG(space, Basis(), vformat("Failed to retrieve inverse inertia tensor of '%s'. Doing so without a physics space is not supported when using Jolt Physics. If this relates to a node, try adding the node to a scene tree first.", to_string()));
if (unlikely(is_static() || is_kinematic())) {
return Basis();
}
const JoltReadableBody3D body = space->read_body(jolt_id);
ERR_FAIL_COND_V(body.is_invalid(), Basis());
return to_godot(body->GetInverseInertia()).basis;
}
void JoltBody3D::set_linear_velocity(const Vector3 &p_velocity) {
if (is_static() || is_kinematic()) {
linear_surface_velocity = p_velocity;
_motion_changed();
return;
}
if (!in_space()) {
jolt_settings->mLinearVelocity = to_jolt(p_velocity);
_motion_changed();
return;
}
const JoltWritableBody3D body = space->write_body(jolt_id);
ERR_FAIL_COND(body.is_invalid());
body->GetMotionPropertiesUnchecked()->SetLinearVelocityClamped(to_jolt(p_velocity));
_motion_changed();
}
void JoltBody3D::set_angular_velocity(const Vector3 &p_velocity) {
if (is_static() || is_kinematic()) {
angular_surface_velocity = p_velocity;
_motion_changed();
return;
}
if (!in_space()) {
jolt_settings->mAngularVelocity = to_jolt(p_velocity);
_motion_changed();
return;
}
const JoltWritableBody3D body = space->write_body(jolt_id);
ERR_FAIL_COND(body.is_invalid());
body->GetMotionPropertiesUnchecked()->SetAngularVelocityClamped(to_jolt(p_velocity));
_motion_changed();
}
void JoltBody3D::set_axis_velocity(const Vector3 &p_axis_velocity) {
const Vector3 axis = p_axis_velocity.normalized();
if (!in_space()) {
Vector3 linear_velocity = to_godot(jolt_settings->mLinearVelocity);
linear_velocity -= axis * axis.dot(linear_velocity);
linear_velocity += p_axis_velocity;
jolt_settings->mLinearVelocity = to_jolt(linear_velocity);
} else {
const JoltWritableBody3D body = space->write_body(jolt_id);
ERR_FAIL_COND(body.is_invalid());
Vector3 linear_velocity = get_linear_velocity();
linear_velocity -= axis * axis.dot(linear_velocity);
linear_velocity += p_axis_velocity;
set_linear_velocity(linear_velocity);
}
_motion_changed();
}
Vector3 JoltBody3D::get_velocity_at_position(const Vector3 &p_position) const {
if (unlikely(!in_space())) {
return Vector3();
}
const JoltReadableBody3D body = space->read_body(jolt_id);
ERR_FAIL_COND_V(body.is_invalid(), Vector3());
const JPH::MotionProperties &motion_properties = *body->GetMotionPropertiesUnchecked();
const Vector3 total_linear_velocity = to_godot(motion_properties.GetLinearVelocity()) + linear_surface_velocity;
const Vector3 total_angular_velocity = to_godot(motion_properties.GetAngularVelocity()) + angular_surface_velocity;
const Vector3 com_to_pos = p_position - to_godot(body->GetCenterOfMassPosition());
return total_linear_velocity + total_angular_velocity.cross(com_to_pos);
}
void JoltBody3D::set_center_of_mass_custom(const Vector3 &p_center_of_mass) {
if (custom_center_of_mass && p_center_of_mass == center_of_mass_custom) {
return;
}
custom_center_of_mass = true;
center_of_mass_custom = p_center_of_mass;
_shapes_changed();
}
void JoltBody3D::set_max_contacts_reported(int p_count) {
ERR_FAIL_COND(p_count < 0);
if (unlikely((int)contacts.size() == p_count)) {
return;
}
contacts.resize(p_count);
contact_count = MIN(contact_count, p_count);
const bool use_manifold_reduction = !reports_contacts();
if (!in_space()) {
jolt_settings->mUseManifoldReduction = use_manifold_reduction;
_contact_reporting_changed();
return;
}
JPH::BodyInterface &body_iface = space->get_body_iface();
body_iface.SetUseManifoldReduction(jolt_id, use_manifold_reduction);
_contact_reporting_changed();
}
bool JoltBody3D::reports_all_kinematic_contacts() const {
return reports_contacts() && JoltProjectSettings::should_generate_all_kinematic_contacts();
}
void JoltBody3D::add_contact(const JoltBody3D *p_collider, float p_depth, int p_shape_index, int p_collider_shape_index, const Vector3 &p_normal, const Vector3 &p_position, const Vector3 &p_collider_position, const Vector3 &p_velocity, const Vector3 &p_collider_velocity, const Vector3 &p_impulse) {
const int max_contacts = get_max_contacts_reported();
if (max_contacts == 0) {
return;
}
Contact *contact = nullptr;
if (contact_count < max_contacts) {
contact = &contacts[contact_count++];
} else {
Contact *shallowest_contact = &contacts[0];
for (int i = 1; i < (int)contacts.size(); i++) {
Contact &other_contact = contacts[i];
if (other_contact.depth < shallowest_contact->depth) {
shallowest_contact = &other_contact;
}
}
if (shallowest_contact->depth < p_depth) {
contact = shallowest_contact;
}
}
if (contact != nullptr) {
contact->normal = p_normal;
contact->position = p_position;
contact->collider_position = p_collider_position;
contact->velocity = p_velocity;
contact->collider_velocity = p_collider_velocity;
contact->impulse = p_impulse;
contact->collider_id = p_collider->get_instance_id();
contact->collider_rid = p_collider->get_rid();
contact->shape_index = p_shape_index;
contact->collider_shape_index = p_collider_shape_index;
}
}
void JoltBody3D::reset_mass_properties() {
if (custom_center_of_mass) {
custom_center_of_mass = false;
center_of_mass_custom.zero();
_shapes_changed();
}
inertia.zero();
_update_mass_properties();
}
void JoltBody3D::apply_force(const Vector3 &p_force, const Vector3 &p_position) {
ERR_FAIL_NULL_MSG(space, vformat("Failed to apply force to '%s'. Doing so without a physics space is not supported when using Jolt Physics. If this relates to a node, try adding the node to a scene tree first.", to_string()));
if (unlikely(!is_rigid())) {
return;
}
if (custom_integrator || p_force == Vector3()) {
return;
}
const JoltWritableBody3D body = space->write_body(jolt_id);
ERR_FAIL_COND(body.is_invalid());
body->AddForce(to_jolt(p_force), body->GetPosition() + to_jolt(p_position));
_motion_changed();
}
void JoltBody3D::apply_central_force(const Vector3 &p_force) {
ERR_FAIL_NULL_MSG(space, vformat("Failed to apply central force to '%s'. Doing so without a physics space is not supported when using Jolt Physics. If this relates to a node, try adding the node to a scene tree first.", to_string()));
if (unlikely(!is_rigid())) {
return;
}
if (custom_integrator || p_force == Vector3()) {
return;
}
const JoltWritableBody3D body = space->write_body(jolt_id);
ERR_FAIL_COND(body.is_invalid());
body->AddForce(to_jolt(p_force));
_motion_changed();
}
void JoltBody3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) {
ERR_FAIL_NULL_MSG(space, vformat("Failed to apply impulse to '%s'. Doing so without a physics space is not supported when using Jolt Physics. If this relates to a node, try adding the node to a scene tree first.", to_string()));
if (unlikely(!is_rigid())) {
return;
}
if (p_impulse == Vector3()) {
return;
}
const JoltWritableBody3D body = space->write_body(jolt_id);
ERR_FAIL_COND(body.is_invalid());
body->AddImpulse(to_jolt(p_impulse), body->GetPosition() + to_jolt(p_position));
_motion_changed();
}
void JoltBody3D::apply_central_impulse(const Vector3 &p_impulse) {
ERR_FAIL_NULL_MSG(space, vformat("Failed to apply central impulse to '%s'. Doing so without a physics space is not supported when using Jolt Physics. If this relates to a node, try adding the node to a scene tree first.", to_string()));
if (unlikely(!is_rigid())) {
return;
}
if (p_impulse == Vector3()) {
return;
}
const JoltWritableBody3D body = space->write_body(jolt_id);
ERR_FAIL_COND(body.is_invalid());
body->AddImpulse(to_jolt(p_impulse));
_motion_changed();
}
void JoltBody3D::apply_torque(const Vector3 &p_torque) {
ERR_FAIL_NULL_MSG(space, vformat("Failed to apply torque to '%s'. Doing so without a physics space is not supported when using Jolt Physics. If this relates to a node, try adding the node to a scene tree first.", to_string()));
if (unlikely(!is_rigid())) {
return;
}
if (custom_integrator || p_torque == Vector3()) {
return;
}
const JoltWritableBody3D body = space->write_body(jolt_id);
ERR_FAIL_COND(body.is_invalid());
body->AddTorque(to_jolt(p_torque));
_motion_changed();
}
void JoltBody3D::apply_torque_impulse(const Vector3 &p_impulse) {
ERR_FAIL_NULL_MSG(space, vformat("Failed to apply torque impulse to '%s'. Doing so without a physics space is not supported when using Jolt Physics. If this relates to a node, try adding the node to a scene tree first.", to_string()));
if (unlikely(!is_rigid())) {
return;
}
if (p_impulse == Vector3()) {
return;
}
const JoltWritableBody3D body = space->write_body(jolt_id);
ERR_FAIL_COND(body.is_invalid());
body->AddAngularImpulse(to_jolt(p_impulse));
_motion_changed();
}
void JoltBody3D::add_constant_central_force(const Vector3 &p_force) {
if (p_force == Vector3()) {
return;
}
constant_force += p_force;
_motion_changed();
}
void JoltBody3D::add_constant_force(const Vector3 &p_force, const Vector3 &p_position) {
if (p_force == Vector3()) {
return;
}
const JoltWritableBody3D body = space->write_body(jolt_id);
ERR_FAIL_COND(body.is_invalid());
constant_force += p_force;
constant_torque += (p_position - get_center_of_mass_relative()).cross(p_force);
_motion_changed();
}
void JoltBody3D::add_constant_torque(const Vector3 &p_torque) {
if (p_torque == Vector3()) {
return;
}
constant_torque += p_torque;
_motion_changed();
}
Vector3 JoltBody3D::get_constant_force() const {
return constant_force;
}
void JoltBody3D::set_constant_force(const Vector3 &p_force) {
if (constant_force == p_force) {
return;
}
constant_force = p_force;
_motion_changed();
}
Vector3 JoltBody3D::get_constant_torque() const {
return constant_torque;
}
void JoltBody3D::set_constant_torque(const Vector3 &p_torque) {
if (constant_torque == p_torque) {
return;
}
constant_torque = p_torque;
_motion_changed();
}
void JoltBody3D::add_collision_exception(const RID &p_excepted_body) {
exceptions.push_back(p_excepted_body);
_exceptions_changed();
}
void JoltBody3D::remove_collision_exception(const RID &p_excepted_body) {
exceptions.erase(p_excepted_body);
_exceptions_changed();
}
bool JoltBody3D::has_collision_exception(const RID &p_excepted_body) const {
return exceptions.find(p_excepted_body) >= 0;
}
void JoltBody3D::add_area(JoltArea3D *p_area) {
int i = 0;
for (; i < (int)areas.size(); i++) {
if (p_area->get_priority() > areas[i]->get_priority()) {
break;
}
}
areas.insert(i, p_area);
_areas_changed();
}
void JoltBody3D::remove_area(JoltArea3D *p_area) {
areas.erase(p_area);
_areas_changed();
}
void JoltBody3D::add_joint(JoltJoint3D *p_joint) {
joints.push_back(p_joint);
_joints_changed();
}
void JoltBody3D::remove_joint(JoltJoint3D *p_joint) {
joints.erase(p_joint);
_joints_changed();
}
void JoltBody3D::call_queries(JPH::Body &p_jolt_body) {
if (!sync_state) {
return;
}
if (custom_integration_callback.is_valid()) {
const Variant direct_state_variant = get_direct_state();
const Variant *args[2] = { &direct_state_variant, &custom_integration_userdata };
const int argc = custom_integration_userdata.get_type() != Variant::NIL ? 2 : 1;
Callable::CallError ce;
Variant ret;
custom_integration_callback.callp(args, argc, ret, ce);
if (unlikely(ce.error != Callable::CallError::CALL_OK)) {
ERR_PRINT_ONCE(vformat("Failed to call force integration callback for '%s'. It returned the following error: '%s'.", to_string(), Variant::get_callable_error_text(custom_integration_callback, args, argc, ce)));
}
}
if (state_sync_callback.is_valid()) {
const Variant direct_state_variant = get_direct_state();
const Variant *args[1] = { &direct_state_variant };
Callable::CallError ce;
Variant ret;
state_sync_callback.callp(args, 1, ret, ce);
if (unlikely(ce.error != Callable::CallError::CALL_OK)) {
ERR_PRINT_ONCE(vformat("Failed to call state synchronization callback for '%s'. It returned the following error: '%s'.", to_string(), Variant::get_callable_error_text(state_sync_callback, args, 1, ce)));
}
}
sync_state = false;
}
void JoltBody3D::pre_step(float p_step, JPH::Body &p_jolt_body) {
JoltObject3D::pre_step(p_step, p_jolt_body);
switch (mode) {
case PhysicsServer3D::BODY_MODE_STATIC: {
_pre_step_static(p_step, p_jolt_body);
} break;
case PhysicsServer3D::BODY_MODE_RIGID:
case PhysicsServer3D::BODY_MODE_RIGID_LINEAR: {
_pre_step_rigid(p_step, p_jolt_body);
} break;
case PhysicsServer3D::BODY_MODE_KINEMATIC: {
_pre_step_kinematic(p_step, p_jolt_body);
} break;
}
contact_count = 0;
}
JoltPhysicsDirectBodyState3D *JoltBody3D::get_direct_state() {
if (direct_state == nullptr) {
direct_state = memnew(JoltPhysicsDirectBodyState3D(this));
}
return direct_state;
}
void JoltBody3D::set_mode(PhysicsServer3D::BodyMode p_mode) {
if (p_mode == mode) {
return;
}
mode = p_mode;
if (!in_space()) {
_mode_changed();
return;
}
const JPH::EMotionType motion_type = _get_motion_type();
const JoltWritableBody3D body = space->write_body(jolt_id);
ERR_FAIL_COND(body.is_invalid());
if (motion_type == JPH::EMotionType::Static) {
put_to_sleep();
}
body->SetMotionType(motion_type);
if (motion_type != JPH::EMotionType::Static) {
wake_up();
}
if (motion_type == JPH::EMotionType::Kinematic) {
body->SetLinearVelocity(JPH::Vec3::sZero());
body->SetAngularVelocity(JPH::Vec3::sZero());
}
linear_surface_velocity = Vector3();
angular_surface_velocity = Vector3();
_mode_changed();
}
bool JoltBody3D::is_ccd_enabled() const {
if (!in_space()) {
return jolt_settings->mMotionQuality == JPH::EMotionQuality::LinearCast;
}
const JPH::BodyInterface &body_iface = space->get_body_iface();
return body_iface.GetMotionQuality(jolt_id) == JPH::EMotionQuality::LinearCast;
}
void JoltBody3D::set_ccd_enabled(bool p_enabled) {
const JPH::EMotionQuality motion_quality = p_enabled ? JPH::EMotionQuality::LinearCast : JPH::EMotionQuality::Discrete;
if (!in_space()) {
jolt_settings->mMotionQuality = motion_quality;
return;
}
JPH::BodyInterface &body_iface = space->get_body_iface();
body_iface.SetMotionQuality(jolt_id, motion_quality);
}
void JoltBody3D::set_mass(float p_mass) {
if (p_mass != mass) {
mass = p_mass;
_update_mass_properties();
}
}
void JoltBody3D::set_inertia(const Vector3 &p_inertia) {
if (p_inertia != inertia) {
inertia = p_inertia;
_update_mass_properties();
}
}
float JoltBody3D::get_bounce() const {
if (!in_space()) {
return jolt_settings->mRestitution;
}
const JoltReadableBody3D body = space->read_body(jolt_id);
ERR_FAIL_COND_V(body.is_invalid(), 0.0f);
return body->GetRestitution();
}
void JoltBody3D::set_bounce(float p_bounce) {
if (!in_space()) {
jolt_settings->mRestitution = p_bounce;
return;
}
const JoltWritableBody3D body = space->write_body(jolt_id);
ERR_FAIL_COND(body.is_invalid());
body->SetRestitution(p_bounce);
}
float JoltBody3D::get_friction() const {
if (!in_space()) {
return jolt_settings->mFriction;
}
const JoltReadableBody3D body = space->read_body(jolt_id);
ERR_FAIL_COND_V(body.is_invalid(), 0.0f);
return body->GetFriction();
}
void JoltBody3D::set_friction(float p_friction) {
if (!in_space()) {
jolt_settings->mFriction = p_friction;
return;
}
const JoltWritableBody3D body = space->write_body(jolt_id);
ERR_FAIL_COND(body.is_invalid());
body->SetFriction(p_friction);
}
void JoltBody3D::set_gravity_scale(float p_scale) {
if (gravity_scale == p_scale) {
return;
}
gravity_scale = p_scale;
_motion_changed();
}
void JoltBody3D::set_linear_damp(float p_damp) {
p_damp = MAX(0.0f, p_damp);
if (p_damp == linear_damp) {
return;
}
linear_damp = p_damp;
_update_damp();
}
void JoltBody3D::set_angular_damp(float p_damp) {
p_damp = MAX(0.0f, p_damp);
if (p_damp == angular_damp) {
return;
}
angular_damp = p_damp;
_update_damp();
}
bool JoltBody3D::is_axis_locked(PhysicsServer3D::BodyAxis p_axis) const {
return (locked_axes & (uint32_t)p_axis) != 0;
}
void JoltBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_enabled) {
const uint32_t previous_locked_axes = locked_axes;
if (p_enabled) {
locked_axes |= (uint32_t)p_axis;
} else {
locked_axes &= ~(uint32_t)p_axis;
}
if (previous_locked_axes != locked_axes) {
_axis_lock_changed();
}
}
bool JoltBody3D::can_interact_with(const JoltBody3D &p_other) const {
return (can_collide_with(p_other) || p_other.can_collide_with(*this)) && !has_collision_exception(p_other.get_rid()) && !p_other.has_collision_exception(rid);
}
bool JoltBody3D::can_interact_with(const JoltSoftBody3D &p_other) const {
return p_other.can_interact_with(*this);
}
bool JoltBody3D::can_interact_with(const JoltArea3D &p_other) const {
return p_other.can_interact_with(*this);
}