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d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
219 lines
9.4 KiB
C++
219 lines
9.4 KiB
C++
/**************************************************************************/
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/* godot_space_3d.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef GODOT_SPACE_3D_H
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#define GODOT_SPACE_3D_H
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#include "godot_area_3d.h"
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#include "godot_area_pair_3d.h"
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#include "godot_body_3d.h"
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#include "godot_body_pair_3d.h"
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#include "godot_broad_phase_3d.h"
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#include "godot_collision_object_3d.h"
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#include "godot_soft_body_3d.h"
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#include "core/config/project_settings.h"
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#include "core/templates/hash_map.h"
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#include "core/typedefs.h"
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class GodotPhysicsDirectSpaceState3D : public PhysicsDirectSpaceState3D {
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GDCLASS(GodotPhysicsDirectSpaceState3D, PhysicsDirectSpaceState3D);
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public:
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GodotSpace3D *space = nullptr;
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virtual int intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) override;
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virtual bool intersect_ray(const RayParameters &p_parameters, RayResult &r_result) override;
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virtual int intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) override;
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virtual bool cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe, ShapeRestInfo *r_info = nullptr) override;
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virtual bool collide_shape(const ShapeParameters &p_parameters, Vector3 *r_results, int p_result_max, int &r_result_count) override;
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virtual bool rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) override;
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virtual Vector3 get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const override;
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GodotPhysicsDirectSpaceState3D();
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};
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class GodotSpace3D {
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public:
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enum ElapsedTime {
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ELAPSED_TIME_INTEGRATE_FORCES,
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ELAPSED_TIME_GENERATE_ISLANDS,
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ELAPSED_TIME_SETUP_CONSTRAINTS,
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ELAPSED_TIME_SOLVE_CONSTRAINTS,
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ELAPSED_TIME_INTEGRATE_VELOCITIES,
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ELAPSED_TIME_MAX
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};
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private:
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uint64_t elapsed_time[ELAPSED_TIME_MAX] = {};
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GodotPhysicsDirectSpaceState3D *direct_access = nullptr;
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RID self;
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GodotBroadPhase3D *broadphase = nullptr;
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SelfList<GodotBody3D>::List active_list;
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SelfList<GodotBody3D>::List mass_properties_update_list;
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SelfList<GodotBody3D>::List state_query_list;
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SelfList<GodotArea3D>::List monitor_query_list;
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SelfList<GodotArea3D>::List area_moved_list;
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SelfList<GodotSoftBody3D>::List active_soft_body_list;
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static void *_broadphase_pair(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_self);
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static void _broadphase_unpair(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_data, void *p_self);
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HashSet<GodotCollisionObject3D *> objects;
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GodotArea3D *area = nullptr;
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int solver_iterations = 0;
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real_t contact_recycle_radius = 0.0;
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real_t contact_max_separation = 0.0;
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real_t contact_max_allowed_penetration = 0.0;
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real_t contact_bias = 0.0;
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enum {
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INTERSECTION_QUERY_MAX = 2048
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};
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GodotCollisionObject3D *intersection_query_results[INTERSECTION_QUERY_MAX];
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int intersection_query_subindex_results[INTERSECTION_QUERY_MAX];
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real_t body_linear_velocity_sleep_threshold = 0.0;
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real_t body_angular_velocity_sleep_threshold = 0.0;
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real_t body_time_to_sleep = 0.0;
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bool locked = false;
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real_t last_step = 0.001;
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int island_count = 0;
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int active_objects = 0;
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int collision_pairs = 0;
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RID static_global_body;
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Vector<Vector3> contact_debug;
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int contact_debug_count = 0;
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friend class GodotPhysicsDirectSpaceState3D;
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int _cull_aabb_for_body(GodotBody3D *p_body, const AABB &p_aabb);
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public:
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_FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; }
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_FORCE_INLINE_ RID get_self() const { return self; }
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void set_default_area(GodotArea3D *p_area) { area = p_area; }
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GodotArea3D *get_default_area() const { return area; }
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const SelfList<GodotBody3D>::List &get_active_body_list() const;
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void body_add_to_active_list(SelfList<GodotBody3D> *p_body);
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void body_remove_from_active_list(SelfList<GodotBody3D> *p_body);
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void body_add_to_mass_properties_update_list(SelfList<GodotBody3D> *p_body);
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void body_remove_from_mass_properties_update_list(SelfList<GodotBody3D> *p_body);
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void body_add_to_state_query_list(SelfList<GodotBody3D> *p_body);
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void body_remove_from_state_query_list(SelfList<GodotBody3D> *p_body);
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void area_add_to_monitor_query_list(SelfList<GodotArea3D> *p_area);
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void area_remove_from_monitor_query_list(SelfList<GodotArea3D> *p_area);
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void area_add_to_moved_list(SelfList<GodotArea3D> *p_area);
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void area_remove_from_moved_list(SelfList<GodotArea3D> *p_area);
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const SelfList<GodotArea3D>::List &get_moved_area_list() const;
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const SelfList<GodotSoftBody3D>::List &get_active_soft_body_list() const;
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void soft_body_add_to_active_list(SelfList<GodotSoftBody3D> *p_soft_body);
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void soft_body_remove_from_active_list(SelfList<GodotSoftBody3D> *p_soft_body);
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GodotBroadPhase3D *get_broadphase();
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void add_object(GodotCollisionObject3D *p_object);
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void remove_object(GodotCollisionObject3D *p_object);
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const HashSet<GodotCollisionObject3D *> &get_objects() const;
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_FORCE_INLINE_ int get_solver_iterations() const { return solver_iterations; }
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_FORCE_INLINE_ real_t get_contact_recycle_radius() const { return contact_recycle_radius; }
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_FORCE_INLINE_ real_t get_contact_max_separation() const { return contact_max_separation; }
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_FORCE_INLINE_ real_t get_contact_max_allowed_penetration() const { return contact_max_allowed_penetration; }
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_FORCE_INLINE_ real_t get_contact_bias() const { return contact_bias; }
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_FORCE_INLINE_ real_t get_body_linear_velocity_sleep_threshold() const { return body_linear_velocity_sleep_threshold; }
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_FORCE_INLINE_ real_t get_body_angular_velocity_sleep_threshold() const { return body_angular_velocity_sleep_threshold; }
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_FORCE_INLINE_ real_t get_body_time_to_sleep() const { return body_time_to_sleep; }
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void update();
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void setup();
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void call_queries();
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bool is_locked() const;
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void lock();
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void unlock();
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real_t get_last_step() const { return last_step; }
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void set_last_step(real_t p_step) { last_step = p_step; }
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void set_param(PhysicsServer3D::SpaceParameter p_param, real_t p_value);
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real_t get_param(PhysicsServer3D::SpaceParameter p_param) const;
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void set_island_count(int p_island_count) { island_count = p_island_count; }
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int get_island_count() const { return island_count; }
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void set_active_objects(int p_active_objects) { active_objects = p_active_objects; }
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int get_active_objects() const { return active_objects; }
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int get_collision_pairs() const { return collision_pairs; }
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GodotPhysicsDirectSpaceState3D *get_direct_state();
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void set_debug_contacts(int p_amount) { contact_debug.resize(p_amount); }
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_FORCE_INLINE_ bool is_debugging_contacts() const { return !contact_debug.is_empty(); }
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_FORCE_INLINE_ void add_debug_contact(const Vector3 &p_contact) {
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if (contact_debug_count < contact_debug.size()) {
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contact_debug.write[contact_debug_count++] = p_contact;
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}
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}
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_FORCE_INLINE_ Vector<Vector3> get_debug_contacts() { return contact_debug; }
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_FORCE_INLINE_ int get_debug_contact_count() { return contact_debug_count; }
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void set_static_global_body(RID p_body) { static_global_body = p_body; }
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RID get_static_global_body() { return static_global_body; }
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void set_elapsed_time(ElapsedTime p_time, uint64_t p_msec) { elapsed_time[p_time] = p_msec; }
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uint64_t get_elapsed_time(ElapsedTime p_time) const { return elapsed_time[p_time]; }
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bool test_body_motion(GodotBody3D *p_body, const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult *r_result);
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GodotSpace3D();
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~GodotSpace3D();
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};
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#endif // GODOT_SPACE_3D_H
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