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			412 lines
		
	
	
	
		
			19 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			412 lines
		
	
	
	
		
			19 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  bullet_physics_server.h                                              */
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| /*************************************************************************/
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| /*                       This file is part of:                           */
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| /*                           GODOT ENGINE                                */
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| /*                      https://godotengine.org                          */
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| /*************************************************************************/
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| /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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| /*                                                                       */
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| /* Permission is hereby granted, free of charge, to any person obtaining */
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| /* a copy of this software and associated documentation files (the       */
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| /* "Software"), to deal in the Software without restriction, including   */
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| /* without limitation the rights to use, copy, modify, merge, publish,   */
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| /* distribute, sublicense, and/or sell copies of the Software, and to    */
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| /* permit persons to whom the Software is furnished to do so, subject to */
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| /* the following conditions:                                             */
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| /*                                                                       */
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| /* The above copyright notice and this permission notice shall be        */
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| /* included in all copies or substantial portions of the Software.       */
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| /*                                                                       */
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| /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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| /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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| /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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| /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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| /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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| /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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| /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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| /*************************************************************************/
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| 
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| #ifndef BULLET_PHYSICS_SERVER_H
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| #define BULLET_PHYSICS_SERVER_H
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| 
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| #include "area_bullet.h"
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| #include "core/rid.h"
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| #include "joint_bullet.h"
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| #include "rigid_body_bullet.h"
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| #include "servers/physics_server.h"
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| #include "shape_bullet.h"
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| #include "soft_body_bullet.h"
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| #include "space_bullet.h"
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| 
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| /**
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| 	@author AndreaCatania
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| */
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| 
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| class BulletPhysicsServer : public PhysicsServer {
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| 	GDCLASS(BulletPhysicsServer, PhysicsServer);
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| 
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| 	friend class BulletPhysicsDirectSpaceState;
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| 
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| 	bool active;
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| 	char active_spaces_count;
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| 	Vector<SpaceBullet *> active_spaces;
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| 
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| 	mutable RID_Owner<SpaceBullet> space_owner;
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| 	mutable RID_Owner<ShapeBullet> shape_owner;
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| 	mutable RID_Owner<AreaBullet> area_owner;
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| 	mutable RID_Owner<RigidBodyBullet> rigid_body_owner;
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| 	mutable RID_Owner<SoftBodyBullet> soft_body_owner;
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| 	mutable RID_Owner<JointBullet> joint_owner;
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| 
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| protected:
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| 	static void _bind_methods();
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| 
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| public:
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| 	BulletPhysicsServer();
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| 	~BulletPhysicsServer();
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| 
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| 	_FORCE_INLINE_ RID_Owner<SpaceBullet> *get_space_owner() {
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| 		return &space_owner;
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| 	}
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| 	_FORCE_INLINE_ RID_Owner<ShapeBullet> *get_shape_owner() {
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| 		return &shape_owner;
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| 	}
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| 	_FORCE_INLINE_ RID_Owner<AreaBullet> *get_area_owner() {
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| 		return &area_owner;
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| 	}
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| 	_FORCE_INLINE_ RID_Owner<RigidBodyBullet> *get_rigid_body_owner() {
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| 		return &rigid_body_owner;
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| 	}
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| 	_FORCE_INLINE_ RID_Owner<SoftBodyBullet> *get_soft_body_owner() {
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| 		return &soft_body_owner;
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| 	}
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| 	_FORCE_INLINE_ RID_Owner<JointBullet> *get_joint_owner() {
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| 		return &joint_owner;
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| 	}
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| 
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| 	/* SHAPE API */
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| 	virtual RID shape_create(ShapeType p_shape);
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| 	virtual void shape_set_data(RID p_shape, const Variant &p_data);
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| 	virtual ShapeType shape_get_type(RID p_shape) const;
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| 	virtual Variant shape_get_data(RID p_shape) const;
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| 
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| 	virtual void shape_set_margin(RID p_shape, real_t p_margin);
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| 	virtual real_t shape_get_margin(RID p_shape) const;
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| 
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| 	/// Not supported
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| 	virtual void shape_set_custom_solver_bias(RID p_shape, real_t p_bias);
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| 	/// Not supported
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| 	virtual real_t shape_get_custom_solver_bias(RID p_shape) const;
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| 
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| 	/* SPACE API */
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| 
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| 	virtual RID space_create();
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| 	virtual void space_set_active(RID p_space, bool p_active);
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| 	virtual bool space_is_active(RID p_space) const;
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| 
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| 	/// Not supported
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| 	virtual void space_set_param(RID p_space, SpaceParameter p_param, real_t p_value);
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| 	/// Not supported
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| 	virtual real_t space_get_param(RID p_space, SpaceParameter p_param) const;
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| 
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| 	virtual PhysicsDirectSpaceState *space_get_direct_state(RID p_space);
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| 
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| 	virtual void space_set_debug_contacts(RID p_space, int p_max_contacts);
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| 	virtual Vector<Vector3> space_get_contacts(RID p_space) const;
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| 	virtual int space_get_contact_count(RID p_space) const;
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| 
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| 	/* AREA API */
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| 
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| 	/// Bullet Physics Engine not support "Area", this must be handled by the game developer in another way.
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| 	/// Since godot Physics use the concept of area even to define the main world, the API area_set_param is used to set initial physics world information.
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| 	/// The API area_set_param is a bit hacky, and allow Godot to set some parameters on Bullet's world, a different use print a warning to console.
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| 	/// All other APIs returns a warning message if used
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| 
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| 	virtual RID area_create();
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| 
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| 	virtual void area_set_space(RID p_area, RID p_space);
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| 
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| 	virtual RID area_get_space(RID p_area) const;
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| 
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| 	virtual void area_set_space_override_mode(RID p_area, AreaSpaceOverrideMode p_mode);
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| 	virtual AreaSpaceOverrideMode area_get_space_override_mode(RID p_area) const;
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| 
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| 	virtual void area_add_shape(RID p_area, RID p_shape, const Transform &p_transform = Transform(), bool p_disabled = false);
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| 	virtual void area_set_shape(RID p_area, int p_shape_idx, RID p_shape);
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| 	virtual void area_set_shape_transform(RID p_area, int p_shape_idx, const Transform &p_transform);
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| 	virtual int area_get_shape_count(RID p_area) const;
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| 	virtual RID area_get_shape(RID p_area, int p_shape_idx) const;
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| 	virtual Transform area_get_shape_transform(RID p_area, int p_shape_idx) const;
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| 	virtual void area_remove_shape(RID p_area, int p_shape_idx);
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| 	virtual void area_clear_shapes(RID p_area);
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| 	virtual void area_set_shape_disabled(RID p_area, int p_shape_idx, bool p_disabled);
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| 	virtual void area_attach_object_instance_id(RID p_area, ObjectID p_id);
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| 	virtual ObjectID area_get_object_instance_id(RID p_area) const;
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| 
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| 	/// If you pass as p_area the SpaceBullet you can set some parameters as specified below
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| 	/// AREA_PARAM_GRAVITY
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| 	/// AREA_PARAM_GRAVITY_VECTOR
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| 	/// Otherwise you can set area parameters
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| 	virtual void area_set_param(RID p_area, AreaParameter p_param, const Variant &p_value);
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| 	virtual Variant area_get_param(RID p_area, AreaParameter p_param) const;
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| 
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| 	virtual void area_set_transform(RID p_area, const Transform &p_transform);
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| 	virtual Transform area_get_transform(RID p_area) const;
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| 
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| 	virtual void area_set_collision_mask(RID p_area, uint32_t p_mask);
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| 	virtual void area_set_collision_layer(RID p_area, uint32_t p_layer);
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| 
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| 	virtual void area_set_monitorable(RID p_area, bool p_monitorable);
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| 	virtual void area_set_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method);
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| 	virtual void area_set_area_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method);
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| 	virtual void area_set_ray_pickable(RID p_area, bool p_enable);
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| 	virtual bool area_is_ray_pickable(RID p_area) const;
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| 
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| 	/* RIGID BODY API */
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| 
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| 	virtual RID body_create(BodyMode p_mode = BODY_MODE_RIGID, bool p_init_sleeping = false);
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| 
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| 	virtual void body_set_space(RID p_body, RID p_space);
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| 	virtual RID body_get_space(RID p_body) const;
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| 
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| 	virtual void body_set_mode(RID p_body, BodyMode p_mode);
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| 	virtual BodyMode body_get_mode(RID p_body) const;
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| 
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| 	virtual void body_add_shape(RID p_body, RID p_shape, const Transform &p_transform = Transform(), bool p_disabled = false);
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| 	// Not supported, Please remove and add new shape
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| 	virtual void body_set_shape(RID p_body, int p_shape_idx, RID p_shape);
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| 	virtual void body_set_shape_transform(RID p_body, int p_shape_idx, const Transform &p_transform);
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| 
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| 	virtual int body_get_shape_count(RID p_body) const;
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| 	virtual RID body_get_shape(RID p_body, int p_shape_idx) const;
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| 	virtual Transform body_get_shape_transform(RID p_body, int p_shape_idx) const;
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| 
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| 	virtual void body_set_shape_disabled(RID p_body, int p_shape_idx, bool p_disabled);
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| 
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| 	virtual void body_remove_shape(RID p_body, int p_shape_idx);
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| 	virtual void body_clear_shapes(RID p_body);
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| 
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| 	// Used for Rigid and Soft Bodies
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| 	virtual void body_attach_object_instance_id(RID p_body, uint32_t p_id);
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| 	virtual uint32_t body_get_object_instance_id(RID p_body) const;
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| 
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| 	virtual void body_set_enable_continuous_collision_detection(RID p_body, bool p_enable);
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| 	virtual bool body_is_continuous_collision_detection_enabled(RID p_body) const;
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| 
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| 	virtual void body_set_collision_layer(RID p_body, uint32_t p_layer);
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| 	virtual uint32_t body_get_collision_layer(RID p_body) const;
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| 
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| 	virtual void body_set_collision_mask(RID p_body, uint32_t p_mask);
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| 	virtual uint32_t body_get_collision_mask(RID p_body) const;
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| 
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| 	/// This is not supported by physics server
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| 	virtual void body_set_user_flags(RID p_body, uint32_t p_flags);
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| 	/// This is not supported by physics server
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| 	virtual uint32_t body_get_user_flags(RID p_body) const;
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| 
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| 	virtual void body_set_param(RID p_body, BodyParameter p_param, float p_value);
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| 	virtual float body_get_param(RID p_body, BodyParameter p_param) const;
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| 
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| 	virtual void body_set_kinematic_safe_margin(RID p_body, real_t p_margin);
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| 	virtual real_t body_get_kinematic_safe_margin(RID p_body) const;
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| 
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| 	virtual void body_set_state(RID p_body, BodyState p_state, const Variant &p_variant);
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| 	virtual Variant body_get_state(RID p_body, BodyState p_state) const;
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| 
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| 	virtual void body_set_applied_force(RID p_body, const Vector3 &p_force);
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| 	virtual Vector3 body_get_applied_force(RID p_body) const;
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| 
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| 	virtual void body_set_applied_torque(RID p_body, const Vector3 &p_torque);
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| 	virtual Vector3 body_get_applied_torque(RID p_body) const;
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| 
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| 	virtual void body_add_central_force(RID p_body, const Vector3 &p_force);
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| 	virtual void body_add_force(RID p_body, const Vector3 &p_force, const Vector3 &p_pos);
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| 	virtual void body_add_torque(RID p_body, const Vector3 &p_torque);
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| 
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| 	virtual void body_apply_central_impulse(RID p_body, const Vector3 &p_impulse);
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| 	virtual void body_apply_impulse(RID p_body, const Vector3 &p_pos, const Vector3 &p_impulse);
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| 	virtual void body_apply_torque_impulse(RID p_body, const Vector3 &p_impulse);
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| 	virtual void body_set_axis_velocity(RID p_body, const Vector3 &p_axis_velocity);
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| 
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| 	virtual void body_set_axis_lock(RID p_body, BodyAxis p_axis, bool p_lock);
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| 	virtual bool body_is_axis_locked(RID p_body, BodyAxis p_axis) const;
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| 
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| 	virtual void body_add_collision_exception(RID p_body, RID p_body_b);
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| 	virtual void body_remove_collision_exception(RID p_body, RID p_body_b);
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| 	virtual void body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions);
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| 
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| 	virtual void body_set_max_contacts_reported(RID p_body, int p_contacts);
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| 	virtual int body_get_max_contacts_reported(RID p_body) const;
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| 
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| 	virtual void body_set_contacts_reported_depth_threshold(RID p_body, float p_threshold);
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| 	virtual float body_get_contacts_reported_depth_threshold(RID p_body) const;
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| 
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| 	virtual void body_set_omit_force_integration(RID p_body, bool p_omit);
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| 	virtual bool body_is_omitting_force_integration(RID p_body) const;
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| 
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| 	virtual void body_set_force_integration_callback(RID p_body, Object *p_receiver, const StringName &p_method, const Variant &p_udata = Variant());
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| 
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| 	virtual void body_set_ray_pickable(RID p_body, bool p_enable);
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| 	virtual bool body_is_ray_pickable(RID p_body) const;
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| 
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| 	// this function only works on physics process, errors and returns null otherwise
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| 	virtual PhysicsDirectBodyState *body_get_direct_state(RID p_body);
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| 
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| 	virtual bool body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, MotionResult *r_result = nullptr, bool p_exclude_raycast_shapes = true, const Set<RID> &p_exclude = Set<RID>());
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| 	virtual int body_test_ray_separation(RID p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, SeparationResult *r_results, int p_result_max, float p_margin = 0.001);
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| 
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| 	/* SOFT BODY API */
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| 
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| 	virtual RID soft_body_create(bool p_init_sleeping = false);
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| 
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| 	virtual void soft_body_update_visual_server(RID p_body, class SoftBodyVisualServerHandler *p_visual_server_handler);
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| 
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| 	virtual void soft_body_set_space(RID p_body, RID p_space);
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| 	virtual RID soft_body_get_space(RID p_body) const;
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| 
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| 	virtual void soft_body_set_mesh(RID p_body, const REF &p_mesh);
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| 
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| 	virtual void soft_body_set_collision_layer(RID p_body, uint32_t p_layer);
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| 	virtual uint32_t soft_body_get_collision_layer(RID p_body) const;
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| 
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| 	virtual void soft_body_set_collision_mask(RID p_body, uint32_t p_mask);
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| 	virtual uint32_t soft_body_get_collision_mask(RID p_body) const;
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| 
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| 	virtual void soft_body_add_collision_exception(RID p_body, RID p_body_b);
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| 	virtual void soft_body_remove_collision_exception(RID p_body, RID p_body_b);
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| 	virtual void soft_body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions);
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| 
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| 	virtual void soft_body_set_state(RID p_body, BodyState p_state, const Variant &p_variant);
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| 	virtual Variant soft_body_get_state(RID p_body, BodyState p_state) const;
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| 
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| 	/// Special function. This function has bad performance
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| 	virtual void soft_body_set_transform(RID p_body, const Transform &p_transform);
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| 	virtual Vector3 soft_body_get_vertex_position(RID p_body, int vertex_index) const;
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| 
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| 	virtual void soft_body_set_ray_pickable(RID p_body, bool p_enable);
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| 	virtual bool soft_body_is_ray_pickable(RID p_body) const;
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| 
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| 	virtual void soft_body_set_simulation_precision(RID p_body, int p_simulation_precision);
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| 	virtual int soft_body_get_simulation_precision(RID p_body);
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| 
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| 	virtual void soft_body_set_total_mass(RID p_body, real_t p_total_mass);
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| 	virtual real_t soft_body_get_total_mass(RID p_body);
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| 
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| 	virtual void soft_body_set_linear_stiffness(RID p_body, real_t p_stiffness);
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| 	virtual real_t soft_body_get_linear_stiffness(RID p_body);
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| 
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| 	virtual void soft_body_set_areaAngular_stiffness(RID p_body, real_t p_stiffness);
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| 	virtual real_t soft_body_get_areaAngular_stiffness(RID p_body);
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| 
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| 	virtual void soft_body_set_volume_stiffness(RID p_body, real_t p_stiffness);
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| 	virtual real_t soft_body_get_volume_stiffness(RID p_body);
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| 
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| 	virtual void soft_body_set_pressure_coefficient(RID p_body, real_t p_pressure_coefficient);
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| 	virtual real_t soft_body_get_pressure_coefficient(RID p_body);
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| 
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| 	virtual void soft_body_set_pose_matching_coefficient(RID p_body, real_t p_pose_matching_coefficient);
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| 	virtual real_t soft_body_get_pose_matching_coefficient(RID p_body);
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| 
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| 	virtual void soft_body_set_damping_coefficient(RID p_body, real_t p_damping_coefficient);
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| 	virtual real_t soft_body_get_damping_coefficient(RID p_body);
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| 
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| 	virtual void soft_body_set_drag_coefficient(RID p_body, real_t p_drag_coefficient);
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| 	virtual real_t soft_body_get_drag_coefficient(RID p_body);
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| 
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| 	virtual void soft_body_move_point(RID p_body, int p_point_index, const Vector3 &p_global_position);
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| 	virtual Vector3 soft_body_get_point_global_position(RID p_body, int p_point_index);
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| 
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| 	virtual Vector3 soft_body_get_point_offset(RID p_body, int p_point_index) const;
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| 
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| 	virtual void soft_body_remove_all_pinned_points(RID p_body);
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| 	virtual void soft_body_pin_point(RID p_body, int p_point_index, bool p_pin);
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| 	virtual bool soft_body_is_point_pinned(RID p_body, int p_point_index);
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| 
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| 	/* JOINT API */
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| 
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| 	virtual JointType joint_get_type(RID p_joint) const;
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| 
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| 	virtual void joint_set_solver_priority(RID p_joint, int p_priority);
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| 	virtual int joint_get_solver_priority(RID p_joint) const;
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| 
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| 	virtual void joint_disable_collisions_between_bodies(RID p_joint, const bool p_disable);
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| 	virtual bool joint_is_disabled_collisions_between_bodies(RID p_joint) const;
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| 
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| 	virtual RID joint_create_pin(RID p_body_A, const Vector3 &p_local_A, RID p_body_B, const Vector3 &p_local_B);
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| 
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| 	virtual void pin_joint_set_param(RID p_joint, PinJointParam p_param, float p_value);
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| 	virtual float pin_joint_get_param(RID p_joint, PinJointParam p_param) const;
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| 
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| 	virtual void pin_joint_set_local_a(RID p_joint, const Vector3 &p_A);
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| 	virtual Vector3 pin_joint_get_local_a(RID p_joint) const;
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| 
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| 	virtual void pin_joint_set_local_b(RID p_joint, const Vector3 &p_B);
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| 	virtual Vector3 pin_joint_get_local_b(RID p_joint) const;
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| 
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| 	virtual RID joint_create_hinge(RID p_body_A, const Transform &p_hinge_A, RID p_body_B, const Transform &p_hinge_B);
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| 	virtual RID joint_create_hinge_simple(RID p_body_A, const Vector3 &p_pivot_A, const Vector3 &p_axis_A, RID p_body_B, const Vector3 &p_pivot_B, const Vector3 &p_axis_B);
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| 
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| 	virtual void hinge_joint_set_param(RID p_joint, HingeJointParam p_param, float p_value);
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| 	virtual float hinge_joint_get_param(RID p_joint, HingeJointParam p_param) const;
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| 
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| 	virtual void hinge_joint_set_flag(RID p_joint, HingeJointFlag p_flag, bool p_value);
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| 	virtual bool hinge_joint_get_flag(RID p_joint, HingeJointFlag p_flag) const;
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| 
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| 	/// Reference frame is A
 | |
| 	virtual RID joint_create_slider(RID p_body_A, const Transform &p_local_frame_A, RID p_body_B, const Transform &p_local_frame_B);
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| 
 | |
| 	virtual void slider_joint_set_param(RID p_joint, SliderJointParam p_param, float p_value);
 | |
| 	virtual float slider_joint_get_param(RID p_joint, SliderJointParam p_param) const;
 | |
| 
 | |
| 	/// Reference frame is A
 | |
| 	virtual RID joint_create_cone_twist(RID p_body_A, const Transform &p_local_frame_A, RID p_body_B, const Transform &p_local_frame_B);
 | |
| 
 | |
| 	virtual void cone_twist_joint_set_param(RID p_joint, ConeTwistJointParam p_param, float p_value);
 | |
| 	virtual float cone_twist_joint_get_param(RID p_joint, ConeTwistJointParam p_param) const;
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| 
 | |
| 	/// Reference frame is A
 | |
| 	virtual RID joint_create_generic_6dof(RID p_body_A, const Transform &p_local_frame_A, RID p_body_B, const Transform &p_local_frame_B);
 | |
| 
 | |
| 	virtual void generic_6dof_joint_set_param(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisParam p_param, float p_value);
 | |
| 	virtual float generic_6dof_joint_get_param(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisParam p_param);
 | |
| 
 | |
| 	virtual void generic_6dof_joint_set_flag(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisFlag p_flag, bool p_enable);
 | |
| 	virtual bool generic_6dof_joint_get_flag(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisFlag p_flag);
 | |
| 
 | |
| 	/* MISC */
 | |
| 
 | |
| 	virtual void free(RID p_rid);
 | |
| 
 | |
| 	virtual void set_active(bool p_active) {
 | |
| 		active = p_active;
 | |
| 	}
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| 
 | |
| 	static bool singleton_isActive() {
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| 		return static_cast<BulletPhysicsServer *>(get_singleton())->active;
 | |
| 	}
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| 
 | |
| 	bool isActive() {
 | |
| 		return active;
 | |
| 	}
 | |
| 
 | |
| 	virtual void init();
 | |
| 	virtual void step(float p_deltaTime);
 | |
| 	virtual void flush_queries();
 | |
| 	virtual void finish();
 | |
| 
 | |
| 	virtual bool is_flushing_queries() const { return false; }
 | |
| 
 | |
| 	virtual void set_collision_iterations(int p_iterations);
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| 
 | |
| 	virtual int get_process_info(ProcessInfo p_info);
 | |
| 
 | |
| 	CollisionObjectBullet *get_collision_object(RID p_object) const;
 | |
| 	RigidCollisionObjectBullet *get_rigid_collision_object(RID p_object) const;
 | |
| 
 | |
| 	/// Internal APIs
 | |
| public:
 | |
| };
 | |
| 
 | |
| #endif
 | 
