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			783 lines
		
	
	
	
		
			19 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			783 lines
		
	
	
	
		
			19 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  body_sw.cpp                                                          */
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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) 2007-2016 Juan Linietsky, Ariel Manzur.                 */
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| /*                                                                       */
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| /* Permission is hereby granted, free of charge, to any person obtaining */
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| /* a copy of this software and associated documentation files (the       */
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| /* "Software"), to deal in the Software without restriction, including   */
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| /* without limitation the rights to use, copy, modify, merge, publish,   */
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| /* distribute, sublicense, and/or sell copies of the Software, and to    */
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| /* permit persons to whom the Software is furnished to do so, subject to */
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| /* the following conditions:                                             */
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| /*                                                                       */
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| /* The above copyright notice and this permission notice shall be        */
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| /* included in all copies or substantial portions of the Software.       */
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| /*                                                                       */
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| /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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| /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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| /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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| /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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| /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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| /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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| /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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| /*************************************************************************/
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| #include "body_sw.h"
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| #include "space_sw.h"
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| #include "area_sw.h"
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| 
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| void BodySW::_update_inertia() {
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| 
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| 	if (get_space() && !inertia_update_list.in_list())
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| 		get_space()->body_add_to_inertia_update_list(&inertia_update_list);
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| 
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| }
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| 
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| 
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| void BodySW::_update_inertia_tensor() {
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| 
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| 	Matrix3 tb = get_transform().basis;
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| 	tb.scale(_inv_inertia);
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| 	_inv_inertia_tensor = tb * get_transform().basis.transposed();
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| 
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| }
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| 
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| void BodySW::update_inertias() {
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| 
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| 	//update shapes and motions
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| 
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| 	switch(mode) {
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| 
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| 		case PhysicsServer::BODY_MODE_RIGID: {
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| 
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| 			//update tensor for allshapes, not the best way but should be somehow OK. (inspired from bullet)
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| 			float total_area=0;
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| 
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| 			for (int i=0;i<get_shape_count();i++) {
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| 
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| 				total_area+=get_shape_aabb(i).get_area();
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| 			}
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| 
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| 			Vector3 _inertia;
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| 
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| 
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| 			for (int i=0;i<get_shape_count();i++) {
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| 
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| 				const ShapeSW* shape=get_shape(i);
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| 
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| 				float area=get_shape_aabb(i).get_area();
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| 
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| 				float mass = area * this->mass / total_area;
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| 
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| 				_inertia += shape->get_moment_of_inertia(mass) + mass * get_shape_transform(i).get_origin();
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| 
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| 			}
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| 
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| 			if (_inertia!=Vector3())
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| 				_inv_inertia=_inertia.inverse();
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| 			else
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| 				_inv_inertia=Vector3();
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| 
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| 			if (mass)
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| 				_inv_mass=1.0/mass;
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| 			else
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| 				_inv_mass=0;
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| 
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| 		} break;
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| 
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| 		case PhysicsServer::BODY_MODE_KINEMATIC:
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| 		case PhysicsServer::BODY_MODE_STATIC: {
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| 
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| 			_inv_inertia=Vector3();
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| 			_inv_mass=0;
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| 		} break;
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| 		case PhysicsServer::BODY_MODE_CHARACTER: {
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| 
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| 			_inv_inertia=Vector3();
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| 			_inv_mass=1.0/mass;
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| 
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| 		} break;
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| 	}
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| 	_update_inertia_tensor();
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| 
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| 	//_update_shapes();
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| 
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| }
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| 
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| 
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| 
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| void BodySW::set_active(bool p_active) {
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| 
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| 	if (active==p_active)
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| 		return;
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| 
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| 	active=p_active;
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| 	if (!p_active) {
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| 		if (get_space())
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| 			get_space()->body_remove_from_active_list(&active_list);
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| 	} else {
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| 		if (mode==PhysicsServer::BODY_MODE_STATIC)
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| 			return; //static bodies can't become active
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| 		if (get_space())
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| 			get_space()->body_add_to_active_list(&active_list);
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| 
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| 		//still_time=0;
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| 	}
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| /*
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| 	if (!space)
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| 		return;
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| 
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| 	for(int i=0;i<get_shape_count();i++) {
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| 		Shape &s=shapes[i];
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| 		if (s.bpid>0) {
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| 			get_space()->get_broadphase()->set_active(s.bpid,active);
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| 		}
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| 	}
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| */
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| }
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| 
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| 
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| 
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| void BodySW::set_param(PhysicsServer::BodyParameter p_param, float p_value) {
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| 
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| 	switch(p_param) {
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| 		case PhysicsServer::BODY_PARAM_BOUNCE: {
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| 
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| 			bounce=p_value;
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| 		} break;
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| 		case PhysicsServer::BODY_PARAM_FRICTION: {
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| 
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| 			friction=p_value;
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| 		} break;
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| 		case PhysicsServer::BODY_PARAM_MASS: {
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| 			ERR_FAIL_COND(p_value<=0);
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| 			mass=p_value;
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| 			_update_inertia();
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| 
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| 		} break;
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| 		case PhysicsServer::BODY_PARAM_GRAVITY_SCALE: {
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| 			gravity_scale=p_value;
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| 		} break;
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| 		case PhysicsServer::BODY_PARAM_LINEAR_DAMP: {
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| 
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| 			linear_damp=p_value;
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| 		} break;
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| 		case PhysicsServer::BODY_PARAM_ANGULAR_DAMP: {
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| 
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| 			angular_damp=p_value;
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| 		} break;
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| 		default:{}
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| 	}
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| }
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| 
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| float BodySW::get_param(PhysicsServer::BodyParameter p_param) const {
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| 
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| 	switch(p_param) {
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| 		case PhysicsServer::BODY_PARAM_BOUNCE: {
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| 
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| 			return bounce;
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| 		} break;
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| 		case PhysicsServer::BODY_PARAM_FRICTION: {
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| 
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| 			return friction;
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| 		} break;
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| 		case PhysicsServer::BODY_PARAM_MASS: {
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| 			return mass;
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| 		} break;
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| 		case PhysicsServer::BODY_PARAM_GRAVITY_SCALE: {
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| 			return gravity_scale;
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| 		} break;
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| 		case PhysicsServer::BODY_PARAM_LINEAR_DAMP: {
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| 
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| 			return linear_damp;
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| 		} break;
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| 		case PhysicsServer::BODY_PARAM_ANGULAR_DAMP: {
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| 
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| 			return angular_damp;
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| 		} break;
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| 
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| 		default:{}
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| 	}
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| 
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| 	return 0;
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| }
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| 
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| void BodySW::set_mode(PhysicsServer::BodyMode p_mode) {
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| 
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| 	PhysicsServer::BodyMode prev=mode;
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| 	mode=p_mode;
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| 
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| 	switch(p_mode) {
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| 		//CLEAR UP EVERYTHING IN CASE IT NOT WORKS!
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| 		case PhysicsServer::BODY_MODE_STATIC:
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| 		case PhysicsServer::BODY_MODE_KINEMATIC: {
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| 
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| 			_set_inv_transform(get_transform().affine_inverse());
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| 			_inv_mass=0;
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| 			_set_static(p_mode==PhysicsServer::BODY_MODE_STATIC);
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| 			//set_active(p_mode==PhysicsServer::BODY_MODE_KINEMATIC);
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| 			set_active(p_mode==PhysicsServer::BODY_MODE_KINEMATIC && contacts.size());
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| 			linear_velocity=Vector3();
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| 			angular_velocity=Vector3();
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| 			if (mode==PhysicsServer::BODY_MODE_KINEMATIC && prev!=mode) {
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| 				first_time_kinematic=true;
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| 			}
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| 
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| 		} break;
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| 		case PhysicsServer::BODY_MODE_RIGID: {
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| 
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| 			_inv_mass=mass>0?(1.0/mass):0;
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| 			_set_static(false);
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| 
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| 		} break;
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| 		case PhysicsServer::BODY_MODE_CHARACTER: {
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| 
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| 			_inv_mass=mass>0?(1.0/mass):0;
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| 			_set_static(false);
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| 		} break;
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| 	}
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| 
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| 	_update_inertia();
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| 	//if (get_space())
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| //		_update_queries();
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| 
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| }
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| PhysicsServer::BodyMode BodySW::get_mode() const {
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| 
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| 	return mode;
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| }
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| 
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| void BodySW::_shapes_changed() {
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| 
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| 	_update_inertia();
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| }
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| 
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| void BodySW::set_state(PhysicsServer::BodyState p_state, const Variant& p_variant) {
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| 
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| 	switch(p_state)	{
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| 		case PhysicsServer::BODY_STATE_TRANSFORM: {
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| 
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| 
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| 			if (mode==PhysicsServer::BODY_MODE_KINEMATIC) {
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| 				new_transform=p_variant;
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| 				//wakeup_neighbours();
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| 				set_active(true);
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| 				if (first_time_kinematic) {
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| 					_set_transform(p_variant);
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| 					_set_inv_transform(get_transform().affine_inverse());
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| 					first_time_kinematic=false;
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| 				}
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| 
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| 			} else if (mode==PhysicsServer::BODY_MODE_STATIC) {
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| 				_set_transform(p_variant);
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| 				_set_inv_transform(get_transform().affine_inverse());
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| 				wakeup_neighbours();
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| 			} else {
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| 				Transform t = p_variant;
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| 				t.orthonormalize();
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| 				new_transform=get_transform(); //used as old to compute motion
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| 				if (new_transform==t)
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| 					break;
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| 				_set_transform(t);
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| 				_set_inv_transform(get_transform().inverse());
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| 
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| 			}
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| 			wakeup();
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| 
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| 		} break;
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| 		case PhysicsServer::BODY_STATE_LINEAR_VELOCITY: {
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| 
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| 			//if (mode==PhysicsServer::BODY_MODE_STATIC)
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| 			//	break;
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| 			linear_velocity=p_variant;
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| 			wakeup();
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| 		} break;
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| 		case PhysicsServer::BODY_STATE_ANGULAR_VELOCITY: {
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| 			//if (mode!=PhysicsServer::BODY_MODE_RIGID)
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| 			//	break;
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| 			angular_velocity=p_variant;
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| 			wakeup();
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| 
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| 		} break;
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| 		case PhysicsServer::BODY_STATE_SLEEPING: {
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| 			//?
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| 			if (mode==PhysicsServer::BODY_MODE_STATIC || mode==PhysicsServer::BODY_MODE_KINEMATIC)
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| 				break;
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| 			bool do_sleep=p_variant;
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| 			if (do_sleep) {
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| 				linear_velocity=Vector3();
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| 				//biased_linear_velocity=Vector3();
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| 				angular_velocity=Vector3();
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| 				//biased_angular_velocity=Vector3();
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| 				set_active(false);
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| 			} else {
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| 				if (mode!=PhysicsServer::BODY_MODE_STATIC)
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| 					set_active(true);
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| 			}
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| 		} break;
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| 		case PhysicsServer::BODY_STATE_CAN_SLEEP: {
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| 			can_sleep=p_variant;
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| 			if (mode==PhysicsServer::BODY_MODE_RIGID && !active && !can_sleep)
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| 				set_active(true);
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| 
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| 		} break;
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| 	}
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| 
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| }
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| Variant BodySW::get_state(PhysicsServer::BodyState p_state) const {
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| 
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| 	switch(p_state)	{
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| 		case PhysicsServer::BODY_STATE_TRANSFORM: {
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| 			return get_transform();
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| 		} break;
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| 		case PhysicsServer::BODY_STATE_LINEAR_VELOCITY: {
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| 			return linear_velocity;
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| 		} break;
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| 		case PhysicsServer::BODY_STATE_ANGULAR_VELOCITY: {
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| 			return angular_velocity;
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| 		} break;
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| 		case PhysicsServer::BODY_STATE_SLEEPING: {
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| 			return !is_active();
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| 		} break;
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| 		case PhysicsServer::BODY_STATE_CAN_SLEEP: {
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| 			return can_sleep;
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| 		} break;
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| 	}
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| 
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| 	return Variant();
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| }
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| 
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| 
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| void BodySW::set_space(SpaceSW *p_space){
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| 
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| 	if (get_space()) {
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| 
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| 		if (inertia_update_list.in_list())
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| 			get_space()->body_remove_from_inertia_update_list(&inertia_update_list);
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| 		if (active_list.in_list())
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| 			get_space()->body_remove_from_active_list(&active_list);
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| 		if (direct_state_query_list.in_list())
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| 			get_space()->body_remove_from_state_query_list(&direct_state_query_list);
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| 
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| 	}
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| 
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| 	_set_space(p_space);
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| 
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| 	if (get_space()) {
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| 
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| 		_update_inertia();
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| 		if (active)
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| 			get_space()->body_add_to_active_list(&active_list);
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| //		_update_queries();
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| 		//if (is_active()) {
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| 		//	active=false;
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| 		//	set_active(true);
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| 		//}
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| 
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| 	}
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| 
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| 	first_integration=true;
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| 
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| }
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| 
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| void BodySW::_compute_area_gravity_and_dampenings(const AreaSW *p_area) {
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| 
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| 	if (p_area->is_gravity_point()) {
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| 		if(p_area->get_gravity_distance_scale() > 0) {
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| 			Vector3 v = p_area->get_transform().xform(p_area->get_gravity_vector()) - get_transform().get_origin();
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| 			gravity += v.normalized() * (p_area->get_gravity() / Math::pow(v.length() * p_area->get_gravity_distance_scale()+1, 2) );
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| 		} else {
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| 			gravity += (p_area->get_transform().xform(p_area->get_gravity_vector()) - get_transform().get_origin()).normalized() * p_area->get_gravity();
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| 		}
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| 	} else {
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| 		gravity += p_area->get_gravity_vector() * p_area->get_gravity();
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| 	}
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| 
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| 	area_linear_damp += p_area->get_linear_damp();
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| 	area_angular_damp += p_area->get_angular_damp();
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| }
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| 
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| void BodySW::integrate_forces(real_t p_step) {
 | |
| 
 | |
| 
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| 	if (mode==PhysicsServer::BODY_MODE_STATIC)
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| 		return;
 | |
| 
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| 	AreaSW *def_area = get_space()->get_default_area();
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| 	// AreaSW *damp_area = def_area;
 | |
| 
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| 	ERR_FAIL_COND(!def_area);
 | |
| 
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| 	int ac = areas.size();
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| 	bool stopped = false;
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| 	gravity = Vector3(0,0,0);
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| 	area_linear_damp = 0;
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| 	area_angular_damp = 0;
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| 	if (ac) {
 | |
| 		areas.sort();
 | |
| 		const AreaCMP *aa = &areas[0];
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| 		// damp_area = aa[ac-1].area;
 | |
| 		for(int i=ac-1;i>=0 && !stopped;i--) {
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| 			PhysicsServer::AreaSpaceOverrideMode mode=aa[i].area->get_space_override_mode();
 | |
| 			switch (mode) {
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| 				case PhysicsServer::AREA_SPACE_OVERRIDE_COMBINE:
 | |
| 				case PhysicsServer::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
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| 					_compute_area_gravity_and_dampenings(aa[i].area);
 | |
| 					stopped = mode==PhysicsServer::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
 | |
| 				} break;
 | |
| 				case PhysicsServer::AREA_SPACE_OVERRIDE_REPLACE:
 | |
| 				case PhysicsServer::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
 | |
| 					gravity = Vector3(0,0,0);
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| 					area_angular_damp = 0;
 | |
| 					area_linear_damp = 0;
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| 					_compute_area_gravity_and_dampenings(aa[i].area);
 | |
| 					stopped = mode==PhysicsServer::AREA_SPACE_OVERRIDE_REPLACE;
 | |
| 				} break;
 | |
| 				default: {}
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	if( !stopped ) {
 | |
| 		_compute_area_gravity_and_dampenings(def_area);
 | |
| 	}
 | |
| 
 | |
| 	gravity*=gravity_scale;
 | |
| 
 | |
| 	// If less than 0, override dampenings with that of the Body
 | |
| 	if (angular_damp>=0)
 | |
| 		area_angular_damp=angular_damp;
 | |
| 	//else
 | |
| 	//	area_angular_damp=damp_area->get_angular_damp();
 | |
| 
 | |
| 	if (linear_damp>=0)
 | |
| 		area_linear_damp=linear_damp;
 | |
| 	//else
 | |
| 	//	area_linear_damp=damp_area->get_linear_damp();
 | |
| 
 | |
| 
 | |
| 	Vector3 motion;
 | |
| 	bool do_motion=false;
 | |
| 
 | |
| 	if (mode==PhysicsServer::BODY_MODE_KINEMATIC) {
 | |
| 
 | |
| 		//compute motion, angular and etc. velocities from prev transform
 | |
| 		linear_velocity = (new_transform.origin - get_transform().origin)/p_step;
 | |
| 
 | |
| 		//compute a FAKE angular velocity, not so easy
 | |
| 		Matrix3 rot=new_transform.basis.orthonormalized().transposed() * get_transform().basis.orthonormalized();
 | |
| 		Vector3 axis;
 | |
| 		float angle;
 | |
| 
 | |
| 		rot.get_axis_and_angle(axis,angle);
 | |
| 		axis.normalize();
 | |
| 		angular_velocity=axis.normalized() * (angle/p_step);
 | |
| 
 | |
| 		motion = new_transform.origin - get_transform().origin;
 | |
| 		do_motion=true;
 | |
| 
 | |
| 	} else {
 | |
| 		if (!omit_force_integration && !first_integration) {
 | |
| 			//overriden by direct state query
 | |
| 
 | |
| 			Vector3 force=gravity*mass;
 | |
| 			force+=applied_force;
 | |
| 			Vector3 torque=applied_torque;
 | |
| 
 | |
| 			real_t damp = 1.0 - p_step * area_linear_damp;
 | |
| 
 | |
| 			if (damp<0) // reached zero in the given time
 | |
| 				damp=0;
 | |
| 
 | |
| 			real_t angular_damp = 1.0 - p_step * area_angular_damp;
 | |
| 
 | |
| 			if (angular_damp<0) // reached zero in the given time
 | |
| 				angular_damp=0;
 | |
| 
 | |
| 			linear_velocity*=damp;
 | |
| 			angular_velocity*=angular_damp;
 | |
| 
 | |
| 			linear_velocity+=_inv_mass * force * p_step;
 | |
| 			angular_velocity+=_inv_inertia_tensor.xform(torque)*p_step;
 | |
| 		}
 | |
| 
 | |
| 		if (continuous_cd) {
 | |
| 			motion=linear_velocity*p_step;
 | |
| 			do_motion=true;
 | |
| 		}
 | |
| 
 | |
| 	}
 | |
| 
 | |
| 	applied_force=Vector3();
 | |
| 	applied_torque=Vector3();
 | |
| 	first_integration=false;
 | |
| 
 | |
| 	//motion=linear_velocity*p_step;
 | |
| 
 | |
| 	biased_angular_velocity=Vector3();
 | |
| 	biased_linear_velocity=Vector3();
 | |
| 
 | |
| 
 | |
| 	if (do_motion) {//shapes temporarily extend for raycast
 | |
| 		_update_shapes_with_motion(motion);
 | |
| 	}
 | |
| 
 | |
| 
 | |
| 	def_area=NULL; // clear the area, so it is set in the next frame
 | |
| 	contact_count=0;
 | |
| 
 | |
| }
 | |
| 
 | |
| void BodySW::integrate_velocities(real_t p_step) {
 | |
| 
 | |
| 	if (mode==PhysicsServer::BODY_MODE_STATIC)
 | |
| 		return;
 | |
| 
 | |
| 	if (fi_callback)
 | |
| 		get_space()->body_add_to_state_query_list(&direct_state_query_list);
 | |
| 
 | |
| 	if (mode==PhysicsServer::BODY_MODE_KINEMATIC) {
 | |
| 
 | |
| 		_set_transform(new_transform,false);
 | |
| 		_set_inv_transform(new_transform.affine_inverse());
 | |
| 		if (contacts.size()==0 && linear_velocity==Vector3() && angular_velocity==Vector3())
 | |
| 			set_active(false); //stopped moving, deactivate
 | |
| 
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 
 | |
| 
 | |
| 	//apply axis lock
 | |
| 	if (axis_lock!=PhysicsServer::BODY_AXIS_LOCK_DISABLED) {
 | |
| 
 | |
| 
 | |
| 		int axis=axis_lock-1;
 | |
| 		for(int i=0;i<3;i++) {
 | |
| 			if (i==axis) {
 | |
| 				linear_velocity[i]=0;
 | |
| 				biased_linear_velocity[i]=0;
 | |
| 			} else {
 | |
| 
 | |
| 				angular_velocity[i]=0;
 | |
| 				biased_angular_velocity[i]=0;
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 	}
 | |
| 
 | |
| 
 | |
| 	Vector3 total_angular_velocity = angular_velocity+biased_angular_velocity;
 | |
| 
 | |
| 
 | |
| 
 | |
| 	float ang_vel = total_angular_velocity.length();
 | |
| 	Transform transform = get_transform();
 | |
| 
 | |
| 
 | |
| 	if (ang_vel!=0.0) {
 | |
| 		Vector3 ang_vel_axis = total_angular_velocity / ang_vel;
 | |
| 		Matrix3 rot( ang_vel_axis, -ang_vel*p_step );
 | |
| 		transform.basis = rot * transform.basis;
 | |
| 		transform.orthonormalize();
 | |
| 	}
 | |
| 
 | |
| 	Vector3 total_linear_velocity=linear_velocity+biased_linear_velocity;
 | |
| 	/*for(int i=0;i<3;i++) {
 | |
| 		if (axis_lock&(1<<i)) {
 | |
| 			transform.origin[i]=0.0;
 | |
| 		}
 | |
| 	}*/
 | |
| 
 | |
| 	transform.origin+=total_linear_velocity * p_step;
 | |
| 
 | |
| 	_set_transform(transform);
 | |
| 	_set_inv_transform(get_transform().inverse());
 | |
| 
 | |
| 	_update_inertia_tensor();
 | |
| 
 | |
| 	//if (fi_callback) {
 | |
| 
 | |
| 	//	get_space()->body_add_to_state_query_list(&direct_state_query_list);
 | |
| 	//
 | |
| }
 | |
| 
 | |
| /*
 | |
| void BodySW::simulate_motion(const Transform& p_xform,real_t p_step) {
 | |
| 
 | |
| 	Transform inv_xform = p_xform.affine_inverse();
 | |
| 	if (!get_space()) {
 | |
| 		_set_transform(p_xform);
 | |
| 		_set_inv_transform(inv_xform);
 | |
| 
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	//compute a FAKE linear velocity - this is easy
 | |
| 
 | |
| 	linear_velocity=(p_xform.origin - get_transform().origin)/p_step;
 | |
| 
 | |
| 	//compute a FAKE angular velocity, not so easy
 | |
| 	Matrix3 rot=get_transform().basis.orthonormalized().transposed() * p_xform.basis.orthonormalized();
 | |
| 	Vector3 axis;
 | |
| 	float angle;
 | |
| 
 | |
| 	rot.get_axis_and_angle(axis,angle);
 | |
| 	axis.normalize();
 | |
| 	angular_velocity=axis.normalized() * (angle/p_step);
 | |
| 	linear_velocity = (p_xform.origin - get_transform().origin)/p_step;
 | |
| 
 | |
| 	if (!direct_state_query_list.in_list())// - callalways, so lv and av are cleared && (state_query || direct_state_query))
 | |
| 		get_space()->body_add_to_state_query_list(&direct_state_query_list);
 | |
| 	simulated_motion=true;
 | |
| 	_set_transform(p_xform);
 | |
| 
 | |
| 
 | |
| }
 | |
| */
 | |
| 
 | |
| void BodySW::wakeup_neighbours() {
 | |
| 
 | |
| 	for(Map<ConstraintSW*,int>::Element *E=constraint_map.front();E;E=E->next()) {
 | |
| 
 | |
| 		const ConstraintSW *c=E->key();
 | |
| 		BodySW **n = c->get_body_ptr();
 | |
| 		int bc=c->get_body_count();
 | |
| 
 | |
| 		for(int i=0;i<bc;i++) {
 | |
| 
 | |
| 			if (i==E->get())
 | |
| 				continue;
 | |
| 			BodySW *b = n[i];
 | |
| 			if (b->mode!=PhysicsServer::BODY_MODE_RIGID)
 | |
| 				continue;
 | |
| 
 | |
| 			if (!b->is_active())
 | |
| 				b->set_active(true);
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void BodySW::call_queries() {
 | |
| 
 | |
| 
 | |
| 	if (fi_callback) {
 | |
| 
 | |
| 		PhysicsDirectBodyStateSW *dbs = PhysicsDirectBodyStateSW::singleton;
 | |
| 		dbs->body=this;
 | |
| 
 | |
| 		Variant v=dbs;
 | |
| 
 | |
| 		Object *obj = ObjectDB::get_instance(fi_callback->id);
 | |
| 		if (!obj) {
 | |
| 
 | |
| 			set_force_integration_callback(0,StringName());
 | |
| 		} else {
 | |
| 			const Variant *vp[2]={&v,&fi_callback->udata};
 | |
| 
 | |
| 			Variant::CallError ce;
 | |
| 			int argc=(fi_callback->udata.get_type()==Variant::NIL)?1:2;
 | |
| 			obj->call(fi_callback->method,vp,argc,ce);
 | |
| 		}
 | |
| 
 | |
| 
 | |
| 	}
 | |
| 
 | |
| 
 | |
| }
 | |
| 
 | |
| 
 | |
| bool BodySW::sleep_test(real_t p_step)  {
 | |
| 
 | |
| 	if (mode==PhysicsServer::BODY_MODE_STATIC || mode==PhysicsServer::BODY_MODE_KINEMATIC)
 | |
| 		return true; //
 | |
| 	else if (mode==PhysicsServer::BODY_MODE_CHARACTER)
 | |
| 		return !active; // characters don't sleep unless asked to sleep
 | |
| 	else if (!can_sleep)
 | |
| 		return false;
 | |
| 
 | |
| 
 | |
| 
 | |
| 
 | |
| 	if (Math::abs(angular_velocity.length())<get_space()->get_body_angular_velocity_sleep_treshold() && Math::abs(linear_velocity.length_squared()) < get_space()->get_body_linear_velocity_sleep_treshold()*get_space()->get_body_linear_velocity_sleep_treshold()) {
 | |
| 
 | |
| 		still_time+=p_step;
 | |
| 
 | |
| 		return still_time > get_space()->get_body_time_to_sleep();
 | |
| 	} else {
 | |
| 
 | |
| 		still_time=0; //maybe this should be set to 0 on set_active?
 | |
| 		return false;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 
 | |
| void BodySW::set_force_integration_callback(ObjectID p_id,const StringName& p_method,const Variant& p_udata) {
 | |
| 
 | |
| 	if (fi_callback) {
 | |
| 
 | |
| 		memdelete(fi_callback);
 | |
| 		fi_callback=NULL;
 | |
| 	}
 | |
| 
 | |
| 
 | |
| 	if (p_id!=0) {
 | |
| 
 | |
| 		fi_callback=memnew(ForceIntegrationCallback);
 | |
| 		fi_callback->id=p_id;
 | |
| 		fi_callback->method=p_method;
 | |
| 		fi_callback->udata=p_udata;
 | |
| 	}
 | |
| 
 | |
| }
 | |
| 
 | |
| BodySW::BodySW() : CollisionObjectSW(TYPE_BODY), active_list(this), inertia_update_list(this), direct_state_query_list(this) {
 | |
| 
 | |
| 
 | |
| 	mode=PhysicsServer::BODY_MODE_RIGID;
 | |
| 	active=true;
 | |
| 
 | |
| 	mass=1;
 | |
| //	_inv_inertia=Transform();
 | |
| 	_inv_mass=1;
 | |
| 	bounce=0;
 | |
| 	friction=1;
 | |
| 	omit_force_integration=false;
 | |
| //	applied_torque=0;
 | |
| 	island_step=0;
 | |
| 	island_next=NULL;
 | |
| 	island_list_next=NULL;
 | |
| 	first_time_kinematic=false;
 | |
| 	first_integration=false;
 | |
| 	_set_static(false);
 | |
| 
 | |
| 	contact_count=0;
 | |
| 	gravity_scale=1.0;
 | |
| 
 | |
| 	area_angular_damp=0;
 | |
| 	area_linear_damp=0;
 | |
| 
 | |
| 	still_time=0;
 | |
| 	continuous_cd=false;
 | |
| 	can_sleep=false;
 | |
| 	fi_callback=NULL;
 | |
| 	axis_lock=PhysicsServer::BODY_AXIS_LOCK_DISABLED;
 | |
| 
 | |
| }
 | |
| 
 | |
| BodySW::~BodySW() {
 | |
| 
 | |
| 	if (fi_callback)
 | |
| 		memdelete(fi_callback);
 | |
| }
 | |
| 
 | |
| PhysicsDirectBodyStateSW *PhysicsDirectBodyStateSW::singleton=NULL;
 | |
| 
 | |
| PhysicsDirectSpaceState* PhysicsDirectBodyStateSW::get_space_state() {
 | |
| 
 | |
| 	return body->get_space()->get_direct_state();
 | |
| }
 | 
