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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/modules/godot_physics_3d/godot_physics_server_3d.cpp
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/**************************************************************************/
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/* godot_physics_server_3d.cpp */
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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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#include "godot_physics_server_3d.h"
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#include "godot_body_direct_state_3d.h"
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#include "godot_broad_phase_3d_bvh.h"
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#include "joints/godot_cone_twist_joint_3d.h"
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#include "joints/godot_generic_6dof_joint_3d.h"
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#include "joints/godot_hinge_joint_3d.h"
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#include "joints/godot_pin_joint_3d.h"
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#include "joints/godot_slider_joint_3d.h"
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#include "core/debugger/engine_debugger.h"
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#include "core/os/os.h"
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#define FLUSH_QUERY_CHECK(m_object) \
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ERR_FAIL_COND_MSG(m_object->get_space() && flushing_queries, "Can't change this state while flushing queries. Use call_deferred() or set_deferred() to change monitoring state instead.");
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RID GodotPhysicsServer3D::world_boundary_shape_create() {
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GodotShape3D *shape = memnew(GodotWorldBoundaryShape3D);
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RID rid = shape_owner.make_rid(shape);
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shape->set_self(rid);
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return rid;
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}
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RID GodotPhysicsServer3D::separation_ray_shape_create() {
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GodotShape3D *shape = memnew(GodotSeparationRayShape3D);
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RID rid = shape_owner.make_rid(shape);
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shape->set_self(rid);
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return rid;
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}
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RID GodotPhysicsServer3D::sphere_shape_create() {
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GodotShape3D *shape = memnew(GodotSphereShape3D);
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RID rid = shape_owner.make_rid(shape);
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shape->set_self(rid);
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return rid;
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}
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RID GodotPhysicsServer3D::box_shape_create() {
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GodotShape3D *shape = memnew(GodotBoxShape3D);
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RID rid = shape_owner.make_rid(shape);
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shape->set_self(rid);
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return rid;
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}
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RID GodotPhysicsServer3D::capsule_shape_create() {
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GodotShape3D *shape = memnew(GodotCapsuleShape3D);
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RID rid = shape_owner.make_rid(shape);
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shape->set_self(rid);
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return rid;
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}
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RID GodotPhysicsServer3D::cylinder_shape_create() {
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GodotShape3D *shape = memnew(GodotCylinderShape3D);
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RID rid = shape_owner.make_rid(shape);
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shape->set_self(rid);
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return rid;
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}
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RID GodotPhysicsServer3D::convex_polygon_shape_create() {
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GodotShape3D *shape = memnew(GodotConvexPolygonShape3D);
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RID rid = shape_owner.make_rid(shape);
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shape->set_self(rid);
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return rid;
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}
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RID GodotPhysicsServer3D::concave_polygon_shape_create() {
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GodotShape3D *shape = memnew(GodotConcavePolygonShape3D);
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RID rid = shape_owner.make_rid(shape);
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shape->set_self(rid);
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return rid;
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}
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RID GodotPhysicsServer3D::heightmap_shape_create() {
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GodotShape3D *shape = memnew(GodotHeightMapShape3D);
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RID rid = shape_owner.make_rid(shape);
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shape->set_self(rid);
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return rid;
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}
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RID GodotPhysicsServer3D::custom_shape_create() {
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ERR_FAIL_V(RID());
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}
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void GodotPhysicsServer3D::shape_set_data(RID p_shape, const Variant &p_data) {
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GodotShape3D *shape = shape_owner.get_or_null(p_shape);
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ERR_FAIL_NULL(shape);
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shape->set_data(p_data);
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}
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void GodotPhysicsServer3D::shape_set_custom_solver_bias(RID p_shape, real_t p_bias) {
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GodotShape3D *shape = shape_owner.get_or_null(p_shape);
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ERR_FAIL_NULL(shape);
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shape->set_custom_bias(p_bias);
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}
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PhysicsServer3D::ShapeType GodotPhysicsServer3D::shape_get_type(RID p_shape) const {
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const GodotShape3D *shape = shape_owner.get_or_null(p_shape);
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ERR_FAIL_NULL_V(shape, SHAPE_CUSTOM);
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return shape->get_type();
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}
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Variant GodotPhysicsServer3D::shape_get_data(RID p_shape) const {
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const GodotShape3D *shape = shape_owner.get_or_null(p_shape);
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ERR_FAIL_NULL_V(shape, Variant());
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ERR_FAIL_COND_V(!shape->is_configured(), Variant());
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return shape->get_data();
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}
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void GodotPhysicsServer3D::shape_set_margin(RID p_shape, real_t p_margin) {
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}
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real_t GodotPhysicsServer3D::shape_get_margin(RID p_shape) const {
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return 0.0;
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}
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real_t GodotPhysicsServer3D::shape_get_custom_solver_bias(RID p_shape) const {
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const GodotShape3D *shape = shape_owner.get_or_null(p_shape);
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ERR_FAIL_NULL_V(shape, 0);
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return shape->get_custom_bias();
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}
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RID GodotPhysicsServer3D::space_create() {
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GodotSpace3D *space = memnew(GodotSpace3D);
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RID id = space_owner.make_rid(space);
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space->set_self(id);
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RID area_id = area_create();
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GodotArea3D *area = area_owner.get_or_null(area_id);
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ERR_FAIL_NULL_V(area, RID());
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space->set_default_area(area);
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area->set_space(space);
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area->set_priority(-1);
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RID sgb = body_create();
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body_set_space(sgb, id);
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body_set_mode(sgb, BODY_MODE_STATIC);
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space->set_static_global_body(sgb);
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return id;
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}
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void GodotPhysicsServer3D::space_set_active(RID p_space, bool p_active) {
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GodotSpace3D *space = space_owner.get_or_null(p_space);
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ERR_FAIL_NULL(space);
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if (p_active) {
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active_spaces.insert(space);
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} else {
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active_spaces.erase(space);
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}
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}
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bool GodotPhysicsServer3D::space_is_active(RID p_space) const {
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GodotSpace3D *space = space_owner.get_or_null(p_space);
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ERR_FAIL_NULL_V(space, false);
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return active_spaces.has(space);
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}
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void GodotPhysicsServer3D::space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) {
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GodotSpace3D *space = space_owner.get_or_null(p_space);
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ERR_FAIL_NULL(space);
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space->set_param(p_param, p_value);
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}
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real_t GodotPhysicsServer3D::space_get_param(RID p_space, SpaceParameter p_param) const {
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const GodotSpace3D *space = space_owner.get_or_null(p_space);
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ERR_FAIL_NULL_V(space, 0);
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return space->get_param(p_param);
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}
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PhysicsDirectSpaceState3D *GodotPhysicsServer3D::space_get_direct_state(RID p_space) {
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GodotSpace3D *space = space_owner.get_or_null(p_space);
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ERR_FAIL_NULL_V(space, nullptr);
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ERR_FAIL_COND_V_MSG((using_threads && !doing_sync) || space->is_locked(), nullptr, "Space state is inaccessible right now, wait for iteration or physics process notification.");
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return space->get_direct_state();
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}
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void GodotPhysicsServer3D::space_set_debug_contacts(RID p_space, int p_max_contacts) {
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GodotSpace3D *space = space_owner.get_or_null(p_space);
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ERR_FAIL_NULL(space);
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space->set_debug_contacts(p_max_contacts);
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}
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Vector<Vector3> GodotPhysicsServer3D::space_get_contacts(RID p_space) const {
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GodotSpace3D *space = space_owner.get_or_null(p_space);
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ERR_FAIL_NULL_V(space, Vector<Vector3>());
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return space->get_debug_contacts();
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}
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int GodotPhysicsServer3D::space_get_contact_count(RID p_space) const {
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GodotSpace3D *space = space_owner.get_or_null(p_space);
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ERR_FAIL_NULL_V(space, 0);
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return space->get_debug_contact_count();
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}
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RID GodotPhysicsServer3D::area_create() {
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GodotArea3D *area = memnew(GodotArea3D);
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RID rid = area_owner.make_rid(area);
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area->set_self(rid);
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return rid;
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}
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void GodotPhysicsServer3D::area_set_space(RID p_area, RID p_space) {
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GodotArea3D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL(area);
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GodotSpace3D *space = nullptr;
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if (p_space.is_valid()) {
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space = space_owner.get_or_null(p_space);
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ERR_FAIL_NULL(space);
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}
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if (area->get_space() == space) {
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return; //pointless
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}
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area->clear_constraints();
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area->set_space(space);
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}
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RID GodotPhysicsServer3D::area_get_space(RID p_area) const {
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GodotArea3D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL_V(area, RID());
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GodotSpace3D *space = area->get_space();
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if (!space) {
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return RID();
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}
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return space->get_self();
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}
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void GodotPhysicsServer3D::area_add_shape(RID p_area, RID p_shape, const Transform3D &p_transform, bool p_disabled) {
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GodotArea3D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL(area);
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GodotShape3D *shape = shape_owner.get_or_null(p_shape);
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ERR_FAIL_NULL(shape);
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area->add_shape(shape, p_transform, p_disabled);
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}
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void GodotPhysicsServer3D::area_set_shape(RID p_area, int p_shape_idx, RID p_shape) {
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GodotArea3D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL(area);
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GodotShape3D *shape = shape_owner.get_or_null(p_shape);
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ERR_FAIL_NULL(shape);
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ERR_FAIL_COND(!shape->is_configured());
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area->set_shape(p_shape_idx, shape);
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}
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void GodotPhysicsServer3D::area_set_shape_transform(RID p_area, int p_shape_idx, const Transform3D &p_transform) {
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GodotArea3D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL(area);
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area->set_shape_transform(p_shape_idx, p_transform);
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}
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int GodotPhysicsServer3D::area_get_shape_count(RID p_area) const {
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GodotArea3D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL_V(area, -1);
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return area->get_shape_count();
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}
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RID GodotPhysicsServer3D::area_get_shape(RID p_area, int p_shape_idx) const {
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GodotArea3D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL_V(area, RID());
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GodotShape3D *shape = area->get_shape(p_shape_idx);
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ERR_FAIL_NULL_V(shape, RID());
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return shape->get_self();
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}
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Transform3D GodotPhysicsServer3D::area_get_shape_transform(RID p_area, int p_shape_idx) const {
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GodotArea3D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL_V(area, Transform3D());
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return area->get_shape_transform(p_shape_idx);
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}
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void GodotPhysicsServer3D::area_remove_shape(RID p_area, int p_shape_idx) {
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GodotArea3D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL(area);
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area->remove_shape(p_shape_idx);
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}
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void GodotPhysicsServer3D::area_clear_shapes(RID p_area) {
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GodotArea3D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL(area);
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while (area->get_shape_count()) {
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area->remove_shape(0);
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}
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}
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void GodotPhysicsServer3D::area_set_shape_disabled(RID p_area, int p_shape_idx, bool p_disabled) {
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GodotArea3D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL(area);
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ERR_FAIL_INDEX(p_shape_idx, area->get_shape_count());
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FLUSH_QUERY_CHECK(area);
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area->set_shape_disabled(p_shape_idx, p_disabled);
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}
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void GodotPhysicsServer3D::area_attach_object_instance_id(RID p_area, ObjectID p_id) {
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if (space_owner.owns(p_area)) {
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GodotSpace3D *space = space_owner.get_or_null(p_area);
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p_area = space->get_default_area()->get_self();
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}
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GodotArea3D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL(area);
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area->set_instance_id(p_id);
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}
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ObjectID GodotPhysicsServer3D::area_get_object_instance_id(RID p_area) const {
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if (space_owner.owns(p_area)) {
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GodotSpace3D *space = space_owner.get_or_null(p_area);
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p_area = space->get_default_area()->get_self();
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}
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GodotArea3D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL_V(area, ObjectID());
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return area->get_instance_id();
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}
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void GodotPhysicsServer3D::area_set_param(RID p_area, AreaParameter p_param, const Variant &p_value) {
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if (space_owner.owns(p_area)) {
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GodotSpace3D *space = space_owner.get_or_null(p_area);
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p_area = space->get_default_area()->get_self();
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}
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GodotArea3D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL(area);
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area->set_param(p_param, p_value);
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}
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void GodotPhysicsServer3D::area_set_transform(RID p_area, const Transform3D &p_transform) {
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GodotArea3D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL(area);
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area->set_transform(p_transform);
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}
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Variant GodotPhysicsServer3D::area_get_param(RID p_area, AreaParameter p_param) const {
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if (space_owner.owns(p_area)) {
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GodotSpace3D *space = space_owner.get_or_null(p_area);
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p_area = space->get_default_area()->get_self();
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}
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GodotArea3D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL_V(area, Variant());
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return area->get_param(p_param);
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}
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Transform3D GodotPhysicsServer3D::area_get_transform(RID p_area) const {
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GodotArea3D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL_V(area, Transform3D());
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return area->get_transform();
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}
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void GodotPhysicsServer3D::area_set_collision_layer(RID p_area, uint32_t p_layer) {
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GodotArea3D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL(area);
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area->set_collision_layer(p_layer);
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}
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uint32_t GodotPhysicsServer3D::area_get_collision_layer(RID p_area) const {
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GodotArea3D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL_V(area, 0);
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return area->get_collision_layer();
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}
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void GodotPhysicsServer3D::area_set_collision_mask(RID p_area, uint32_t p_mask) {
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GodotArea3D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL(area);
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area->set_collision_mask(p_mask);
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}
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uint32_t GodotPhysicsServer3D::area_get_collision_mask(RID p_area) const {
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GodotArea3D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL_V(area, 0);
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return area->get_collision_mask();
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}
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void GodotPhysicsServer3D::area_set_monitorable(RID p_area, bool p_monitorable) {
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GodotArea3D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL(area);
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FLUSH_QUERY_CHECK(area);
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area->set_monitorable(p_monitorable);
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}
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void GodotPhysicsServer3D::area_set_monitor_callback(RID p_area, const Callable &p_callback) {
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GodotArea3D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL(area);
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area->set_monitor_callback(p_callback.is_valid() ? p_callback : Callable());
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}
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void GodotPhysicsServer3D::area_set_ray_pickable(RID p_area, bool p_enable) {
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GodotArea3D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL(area);
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area->set_ray_pickable(p_enable);
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}
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void GodotPhysicsServer3D::area_set_area_monitor_callback(RID p_area, const Callable &p_callback) {
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GodotArea3D *area = area_owner.get_or_null(p_area);
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ERR_FAIL_NULL(area);
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area->set_area_monitor_callback(p_callback.is_valid() ? p_callback : Callable());
438
}
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/* BODY API */
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RID GodotPhysicsServer3D::body_create() {
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GodotBody3D *body = memnew(GodotBody3D);
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RID rid = body_owner.make_rid(body);
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body->set_self(rid);
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return rid;
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}
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void GodotPhysicsServer3D::body_set_space(RID p_body, RID p_space) {
450
GodotBody3D *body = body_owner.get_or_null(p_body);
451
ERR_FAIL_NULL(body);
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GodotSpace3D *space = nullptr;
454
if (p_space.is_valid()) {
455
space = space_owner.get_or_null(p_space);
456
ERR_FAIL_NULL(space);
457
}
458
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if (body->get_space() == space) {
460
return; //pointless
461
}
462
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body->clear_constraint_map();
464
body->set_space(space);
465
}
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RID GodotPhysicsServer3D::body_get_space(RID p_body) const {
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GodotBody3D *body = body_owner.get_or_null(p_body);
469
ERR_FAIL_NULL_V(body, RID());
470
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GodotSpace3D *space = body->get_space();
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if (!space) {
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return RID();
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}
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return space->get_self();
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}
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void GodotPhysicsServer3D::body_set_mode(RID p_body, BodyMode p_mode) {
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GodotBody3D *body = body_owner.get_or_null(p_body);
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ERR_FAIL_NULL(body);
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body->set_mode(p_mode);
483
}
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PhysicsServer3D::BodyMode GodotPhysicsServer3D::body_get_mode(RID p_body) const {
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GodotBody3D *body = body_owner.get_or_null(p_body);
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ERR_FAIL_NULL_V(body, BODY_MODE_STATIC);
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return body->get_mode();
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}
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void GodotPhysicsServer3D::body_add_shape(RID p_body, RID p_shape, const Transform3D &p_transform, bool p_disabled) {
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GodotBody3D *body = body_owner.get_or_null(p_body);
494
ERR_FAIL_NULL(body);
495
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GodotShape3D *shape = shape_owner.get_or_null(p_shape);
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ERR_FAIL_NULL(shape);
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body->add_shape(shape, p_transform, p_disabled);
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}
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void GodotPhysicsServer3D::body_set_shape(RID p_body, int p_shape_idx, RID p_shape) {
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GodotBody3D *body = body_owner.get_or_null(p_body);
504
ERR_FAIL_NULL(body);
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GodotShape3D *shape = shape_owner.get_or_null(p_shape);
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ERR_FAIL_NULL(shape);
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ERR_FAIL_COND(!shape->is_configured());
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body->set_shape(p_shape_idx, shape);
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}
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void GodotPhysicsServer3D::body_set_shape_transform(RID p_body, int p_shape_idx, const Transform3D &p_transform) {
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GodotBody3D *body = body_owner.get_or_null(p_body);
514
ERR_FAIL_NULL(body);
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body->set_shape_transform(p_shape_idx, p_transform);
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}
518
519
int GodotPhysicsServer3D::body_get_shape_count(RID p_body) const {
520
GodotBody3D *body = body_owner.get_or_null(p_body);
521
ERR_FAIL_NULL_V(body, -1);
522
523
return body->get_shape_count();
524
}
525
526
RID GodotPhysicsServer3D::body_get_shape(RID p_body, int p_shape_idx) const {
527
GodotBody3D *body = body_owner.get_or_null(p_body);
528
ERR_FAIL_NULL_V(body, RID());
529
530
GodotShape3D *shape = body->get_shape(p_shape_idx);
531
ERR_FAIL_NULL_V(shape, RID());
532
533
return shape->get_self();
534
}
535
536
void GodotPhysicsServer3D::body_set_shape_disabled(RID p_body, int p_shape_idx, bool p_disabled) {
537
GodotBody3D *body = body_owner.get_or_null(p_body);
538
ERR_FAIL_NULL(body);
539
ERR_FAIL_INDEX(p_shape_idx, body->get_shape_count());
540
FLUSH_QUERY_CHECK(body);
541
542
body->set_shape_disabled(p_shape_idx, p_disabled);
543
}
544
545
Transform3D GodotPhysicsServer3D::body_get_shape_transform(RID p_body, int p_shape_idx) const {
546
GodotBody3D *body = body_owner.get_or_null(p_body);
547
ERR_FAIL_NULL_V(body, Transform3D());
548
549
return body->get_shape_transform(p_shape_idx);
550
}
551
552
void GodotPhysicsServer3D::body_remove_shape(RID p_body, int p_shape_idx) {
553
GodotBody3D *body = body_owner.get_or_null(p_body);
554
ERR_FAIL_NULL(body);
555
556
body->remove_shape(p_shape_idx);
557
}
558
559
void GodotPhysicsServer3D::body_clear_shapes(RID p_body) {
560
GodotBody3D *body = body_owner.get_or_null(p_body);
561
ERR_FAIL_NULL(body);
562
563
while (body->get_shape_count()) {
564
body->remove_shape(0);
565
}
566
}
567
568
void GodotPhysicsServer3D::body_set_enable_continuous_collision_detection(RID p_body, bool p_enable) {
569
GodotBody3D *body = body_owner.get_or_null(p_body);
570
ERR_FAIL_NULL(body);
571
572
body->set_continuous_collision_detection(p_enable);
573
}
574
575
bool GodotPhysicsServer3D::body_is_continuous_collision_detection_enabled(RID p_body) const {
576
GodotBody3D *body = body_owner.get_or_null(p_body);
577
ERR_FAIL_NULL_V(body, false);
578
579
return body->is_continuous_collision_detection_enabled();
580
}
581
582
void GodotPhysicsServer3D::body_set_collision_layer(RID p_body, uint32_t p_layer) {
583
GodotBody3D *body = body_owner.get_or_null(p_body);
584
ERR_FAIL_NULL(body);
585
586
body->set_collision_layer(p_layer);
587
}
588
589
uint32_t GodotPhysicsServer3D::body_get_collision_layer(RID p_body) const {
590
const GodotBody3D *body = body_owner.get_or_null(p_body);
591
ERR_FAIL_NULL_V(body, 0);
592
593
return body->get_collision_layer();
594
}
595
596
void GodotPhysicsServer3D::body_set_collision_mask(RID p_body, uint32_t p_mask) {
597
GodotBody3D *body = body_owner.get_or_null(p_body);
598
ERR_FAIL_NULL(body);
599
600
body->set_collision_mask(p_mask);
601
}
602
603
uint32_t GodotPhysicsServer3D::body_get_collision_mask(RID p_body) const {
604
const GodotBody3D *body = body_owner.get_or_null(p_body);
605
ERR_FAIL_NULL_V(body, 0);
606
607
return body->get_collision_mask();
608
}
609
610
void GodotPhysicsServer3D::body_set_collision_priority(RID p_body, real_t p_priority) {
611
GodotBody3D *body = body_owner.get_or_null(p_body);
612
ERR_FAIL_NULL(body);
613
614
body->set_collision_priority(p_priority);
615
}
616
617
real_t GodotPhysicsServer3D::body_get_collision_priority(RID p_body) const {
618
const GodotBody3D *body = body_owner.get_or_null(p_body);
619
ERR_FAIL_NULL_V(body, 0);
620
621
return body->get_collision_priority();
622
}
623
624
void GodotPhysicsServer3D::body_attach_object_instance_id(RID p_body, ObjectID p_id) {
625
GodotBody3D *body = body_owner.get_or_null(p_body);
626
if (body) {
627
body->set_instance_id(p_id);
628
return;
629
}
630
631
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
632
if (soft_body) {
633
soft_body->set_instance_id(p_id);
634
return;
635
}
636
637
ERR_FAIL_MSG("Invalid ID.");
638
}
639
640
ObjectID GodotPhysicsServer3D::body_get_object_instance_id(RID p_body) const {
641
GodotBody3D *body = body_owner.get_or_null(p_body);
642
ERR_FAIL_NULL_V(body, ObjectID());
643
644
return body->get_instance_id();
645
}
646
647
void GodotPhysicsServer3D::body_set_user_flags(RID p_body, uint32_t p_flags) {
648
GodotBody3D *body = body_owner.get_or_null(p_body);
649
ERR_FAIL_NULL(body);
650
}
651
652
uint32_t GodotPhysicsServer3D::body_get_user_flags(RID p_body) const {
653
GodotBody3D *body = body_owner.get_or_null(p_body);
654
ERR_FAIL_NULL_V(body, 0);
655
656
return 0;
657
}
658
659
void GodotPhysicsServer3D::body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) {
660
GodotBody3D *body = body_owner.get_or_null(p_body);
661
ERR_FAIL_NULL(body);
662
663
body->set_param(p_param, p_value);
664
}
665
666
Variant GodotPhysicsServer3D::body_get_param(RID p_body, BodyParameter p_param) const {
667
GodotBody3D *body = body_owner.get_or_null(p_body);
668
ERR_FAIL_NULL_V(body, 0);
669
670
return body->get_param(p_param);
671
}
672
673
void GodotPhysicsServer3D::body_reset_mass_properties(RID p_body) {
674
GodotBody3D *body = body_owner.get_or_null(p_body);
675
ERR_FAIL_NULL(body);
676
677
return body->reset_mass_properties();
678
}
679
680
void GodotPhysicsServer3D::body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) {
681
GodotBody3D *body = body_owner.get_or_null(p_body);
682
ERR_FAIL_NULL(body);
683
684
body->set_state(p_state, p_variant);
685
}
686
687
Variant GodotPhysicsServer3D::body_get_state(RID p_body, BodyState p_state) const {
688
GodotBody3D *body = body_owner.get_or_null(p_body);
689
ERR_FAIL_NULL_V(body, Variant());
690
691
return body->get_state(p_state);
692
}
693
694
void GodotPhysicsServer3D::body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) {
695
GodotBody3D *body = body_owner.get_or_null(p_body);
696
ERR_FAIL_NULL(body);
697
698
_update_shapes();
699
700
body->apply_central_impulse(p_impulse);
701
body->wakeup();
702
}
703
704
void GodotPhysicsServer3D::body_apply_impulse(RID p_body, const Vector3 &p_impulse, const Vector3 &p_position) {
705
GodotBody3D *body = body_owner.get_or_null(p_body);
706
ERR_FAIL_NULL(body);
707
708
_update_shapes();
709
710
body->apply_impulse(p_impulse, p_position);
711
body->wakeup();
712
}
713
714
void GodotPhysicsServer3D::body_apply_torque_impulse(RID p_body, const Vector3 &p_impulse) {
715
GodotBody3D *body = body_owner.get_or_null(p_body);
716
ERR_FAIL_NULL(body);
717
718
_update_shapes();
719
720
body->apply_torque_impulse(p_impulse);
721
body->wakeup();
722
}
723
724
void GodotPhysicsServer3D::body_apply_central_force(RID p_body, const Vector3 &p_force) {
725
GodotBody3D *body = body_owner.get_or_null(p_body);
726
ERR_FAIL_NULL(body);
727
728
body->apply_central_force(p_force);
729
body->wakeup();
730
}
731
732
void GodotPhysicsServer3D::body_apply_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position) {
733
GodotBody3D *body = body_owner.get_or_null(p_body);
734
ERR_FAIL_NULL(body);
735
736
body->apply_force(p_force, p_position);
737
body->wakeup();
738
}
739
740
void GodotPhysicsServer3D::soft_body_apply_point_impulse(RID p_body, int p_point_index, const Vector3 &p_impulse) {
741
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
742
ERR_FAIL_NULL(soft_body);
743
744
soft_body->apply_node_impulse(p_point_index, p_impulse);
745
}
746
747
void GodotPhysicsServer3D::soft_body_apply_point_force(RID p_body, int p_point_index, const Vector3 &p_force) {
748
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
749
ERR_FAIL_NULL(soft_body);
750
751
soft_body->apply_node_force(p_point_index, p_force);
752
}
753
754
void GodotPhysicsServer3D::soft_body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) {
755
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
756
ERR_FAIL_NULL(soft_body);
757
758
soft_body->apply_central_impulse(p_impulse);
759
}
760
761
void GodotPhysicsServer3D::soft_body_apply_central_force(RID p_body, const Vector3 &p_force) {
762
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
763
ERR_FAIL_NULL(soft_body);
764
765
soft_body->apply_central_force(p_force);
766
}
767
768
void GodotPhysicsServer3D::body_apply_torque(RID p_body, const Vector3 &p_torque) {
769
GodotBody3D *body = body_owner.get_or_null(p_body);
770
ERR_FAIL_NULL(body);
771
772
body->apply_torque(p_torque);
773
body->wakeup();
774
}
775
776
void GodotPhysicsServer3D::body_add_constant_central_force(RID p_body, const Vector3 &p_force) {
777
GodotBody3D *body = body_owner.get_or_null(p_body);
778
ERR_FAIL_NULL(body);
779
780
body->add_constant_central_force(p_force);
781
body->wakeup();
782
}
783
784
void GodotPhysicsServer3D::body_add_constant_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position) {
785
GodotBody3D *body = body_owner.get_or_null(p_body);
786
ERR_FAIL_NULL(body);
787
788
body->add_constant_force(p_force, p_position);
789
body->wakeup();
790
}
791
792
void GodotPhysicsServer3D::body_add_constant_torque(RID p_body, const Vector3 &p_torque) {
793
GodotBody3D *body = body_owner.get_or_null(p_body);
794
ERR_FAIL_NULL(body);
795
796
body->add_constant_torque(p_torque);
797
body->wakeup();
798
}
799
800
void GodotPhysicsServer3D::body_set_constant_force(RID p_body, const Vector3 &p_force) {
801
GodotBody3D *body = body_owner.get_or_null(p_body);
802
ERR_FAIL_NULL(body);
803
804
body->set_constant_force(p_force);
805
if (!p_force.is_zero_approx()) {
806
body->wakeup();
807
}
808
}
809
810
Vector3 GodotPhysicsServer3D::body_get_constant_force(RID p_body) const {
811
GodotBody3D *body = body_owner.get_or_null(p_body);
812
ERR_FAIL_NULL_V(body, Vector3());
813
return body->get_constant_force();
814
}
815
816
void GodotPhysicsServer3D::body_set_constant_torque(RID p_body, const Vector3 &p_torque) {
817
GodotBody3D *body = body_owner.get_or_null(p_body);
818
ERR_FAIL_NULL(body);
819
820
body->set_constant_torque(p_torque);
821
if (!p_torque.is_zero_approx()) {
822
body->wakeup();
823
}
824
}
825
826
Vector3 GodotPhysicsServer3D::body_get_constant_torque(RID p_body) const {
827
GodotBody3D *body = body_owner.get_or_null(p_body);
828
ERR_FAIL_NULL_V(body, Vector3());
829
830
return body->get_constant_torque();
831
}
832
833
void GodotPhysicsServer3D::body_set_axis_velocity(RID p_body, const Vector3 &p_axis_velocity) {
834
GodotBody3D *body = body_owner.get_or_null(p_body);
835
ERR_FAIL_NULL(body);
836
837
_update_shapes();
838
839
Vector3 v = body->get_linear_velocity();
840
Vector3 axis = p_axis_velocity.normalized();
841
v -= axis * axis.dot(v);
842
v += p_axis_velocity;
843
body->set_linear_velocity(v);
844
body->wakeup();
845
}
846
847
void GodotPhysicsServer3D::body_set_axis_lock(RID p_body, BodyAxis p_axis, bool p_lock) {
848
GodotBody3D *body = body_owner.get_or_null(p_body);
849
ERR_FAIL_NULL(body);
850
851
body->set_axis_lock(p_axis, p_lock);
852
body->wakeup();
853
}
854
855
bool GodotPhysicsServer3D::body_is_axis_locked(RID p_body, BodyAxis p_axis) const {
856
const GodotBody3D *body = body_owner.get_or_null(p_body);
857
ERR_FAIL_NULL_V(body, false);
858
return body->is_axis_locked(p_axis);
859
}
860
861
void GodotPhysicsServer3D::body_add_collision_exception(RID p_body, RID p_body_b) {
862
GodotBody3D *body = body_owner.get_or_null(p_body);
863
ERR_FAIL_NULL(body);
864
865
body->add_exception(p_body_b);
866
body->wakeup();
867
}
868
869
void GodotPhysicsServer3D::body_remove_collision_exception(RID p_body, RID p_body_b) {
870
GodotBody3D *body = body_owner.get_or_null(p_body);
871
ERR_FAIL_NULL(body);
872
873
body->remove_exception(p_body_b);
874
body->wakeup();
875
}
876
877
void GodotPhysicsServer3D::body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) {
878
GodotBody3D *body = body_owner.get_or_null(p_body);
879
ERR_FAIL_NULL(body);
880
881
for (int i = 0; i < body->get_exceptions().size(); i++) {
882
p_exceptions->push_back(body->get_exceptions()[i]);
883
}
884
}
885
886
void GodotPhysicsServer3D::body_set_contacts_reported_depth_threshold(RID p_body, real_t p_threshold) {
887
GodotBody3D *body = body_owner.get_or_null(p_body);
888
ERR_FAIL_NULL(body);
889
}
890
891
real_t GodotPhysicsServer3D::body_get_contacts_reported_depth_threshold(RID p_body) const {
892
GodotBody3D *body = body_owner.get_or_null(p_body);
893
ERR_FAIL_NULL_V(body, 0);
894
return 0;
895
}
896
897
void GodotPhysicsServer3D::body_set_omit_force_integration(RID p_body, bool p_omit) {
898
GodotBody3D *body = body_owner.get_or_null(p_body);
899
ERR_FAIL_NULL(body);
900
901
body->set_omit_force_integration(p_omit);
902
}
903
904
bool GodotPhysicsServer3D::body_is_omitting_force_integration(RID p_body) const {
905
GodotBody3D *body = body_owner.get_or_null(p_body);
906
ERR_FAIL_NULL_V(body, false);
907
return body->get_omit_force_integration();
908
}
909
910
void GodotPhysicsServer3D::body_set_max_contacts_reported(RID p_body, int p_contacts) {
911
GodotBody3D *body = body_owner.get_or_null(p_body);
912
ERR_FAIL_NULL(body);
913
body->set_max_contacts_reported(p_contacts);
914
}
915
916
int GodotPhysicsServer3D::body_get_max_contacts_reported(RID p_body) const {
917
GodotBody3D *body = body_owner.get_or_null(p_body);
918
ERR_FAIL_NULL_V(body, -1);
919
return body->get_max_contacts_reported();
920
}
921
922
void GodotPhysicsServer3D::body_set_state_sync_callback(RID p_body, const Callable &p_callable) {
923
GodotBody3D *body = body_owner.get_or_null(p_body);
924
ERR_FAIL_NULL(body);
925
body->set_state_sync_callback(p_callable);
926
}
927
928
void GodotPhysicsServer3D::body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata) {
929
GodotBody3D *body = body_owner.get_or_null(p_body);
930
ERR_FAIL_NULL(body);
931
body->set_force_integration_callback(p_callable, p_udata);
932
}
933
934
void GodotPhysicsServer3D::body_set_ray_pickable(RID p_body, bool p_enable) {
935
GodotBody3D *body = body_owner.get_or_null(p_body);
936
ERR_FAIL_NULL(body);
937
body->set_ray_pickable(p_enable);
938
}
939
940
bool GodotPhysicsServer3D::body_test_motion(RID p_body, const MotionParameters &p_parameters, MotionResult *r_result) {
941
GodotBody3D *body = body_owner.get_or_null(p_body);
942
ERR_FAIL_NULL_V(body, false);
943
ERR_FAIL_NULL_V(body->get_space(), false);
944
ERR_FAIL_COND_V(body->get_space()->is_locked(), false);
945
946
_update_shapes();
947
948
return body->get_space()->test_body_motion(body, p_parameters, r_result);
949
}
950
951
PhysicsDirectBodyState3D *GodotPhysicsServer3D::body_get_direct_state(RID p_body) {
952
ERR_FAIL_COND_V_MSG((using_threads && !doing_sync), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification.");
953
954
if (!body_owner.owns(p_body)) {
955
return nullptr;
956
}
957
958
GodotBody3D *body = body_owner.get_or_null(p_body);
959
ERR_FAIL_NULL_V(body, nullptr);
960
961
if (!body->get_space()) {
962
return nullptr;
963
}
964
965
ERR_FAIL_COND_V_MSG(body->get_space()->is_locked(), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification.");
966
967
return body->get_direct_state();
968
}
969
970
/* SOFT BODY */
971
972
RID GodotPhysicsServer3D::soft_body_create() {
973
GodotSoftBody3D *soft_body = memnew(GodotSoftBody3D);
974
RID rid = soft_body_owner.make_rid(soft_body);
975
soft_body->set_self(rid);
976
return rid;
977
}
978
979
void GodotPhysicsServer3D::soft_body_update_rendering_server(RID p_body, RequiredParam<PhysicsServer3DRenderingServerHandler> rp_rendering_server_handler) {
980
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
981
ERR_FAIL_NULL(soft_body);
982
EXTRACT_PARAM_OR_FAIL(p_rendering_server_handler, rp_rendering_server_handler);
983
984
soft_body->update_rendering_server(p_rendering_server_handler);
985
}
986
987
void GodotPhysicsServer3D::soft_body_set_space(RID p_body, RID p_space) {
988
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
989
ERR_FAIL_NULL(soft_body);
990
991
GodotSpace3D *space = nullptr;
992
if (p_space.is_valid()) {
993
space = space_owner.get_or_null(p_space);
994
ERR_FAIL_NULL(space);
995
}
996
997
if (soft_body->get_space() == space) {
998
return;
999
}
1000
1001
soft_body->set_space(space);
1002
}
1003
1004
RID GodotPhysicsServer3D::soft_body_get_space(RID p_body) const {
1005
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
1006
ERR_FAIL_NULL_V(soft_body, RID());
1007
1008
GodotSpace3D *space = soft_body->get_space();
1009
if (!space) {
1010
return RID();
1011
}
1012
return space->get_self();
1013
}
1014
1015
void GodotPhysicsServer3D::soft_body_set_collision_layer(RID p_body, uint32_t p_layer) {
1016
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
1017
ERR_FAIL_NULL(soft_body);
1018
1019
soft_body->set_collision_layer(p_layer);
1020
}
1021
1022
uint32_t GodotPhysicsServer3D::soft_body_get_collision_layer(RID p_body) const {
1023
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
1024
ERR_FAIL_NULL_V(soft_body, 0);
1025
1026
return soft_body->get_collision_layer();
1027
}
1028
1029
void GodotPhysicsServer3D::soft_body_set_collision_mask(RID p_body, uint32_t p_mask) {
1030
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
1031
ERR_FAIL_NULL(soft_body);
1032
1033
soft_body->set_collision_mask(p_mask);
1034
}
1035
1036
uint32_t GodotPhysicsServer3D::soft_body_get_collision_mask(RID p_body) const {
1037
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
1038
ERR_FAIL_NULL_V(soft_body, 0);
1039
1040
return soft_body->get_collision_mask();
1041
}
1042
1043
void GodotPhysicsServer3D::soft_body_add_collision_exception(RID p_body, RID p_body_b) {
1044
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
1045
ERR_FAIL_NULL(soft_body);
1046
1047
soft_body->add_exception(p_body_b);
1048
}
1049
1050
void GodotPhysicsServer3D::soft_body_remove_collision_exception(RID p_body, RID p_body_b) {
1051
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
1052
ERR_FAIL_NULL(soft_body);
1053
1054
soft_body->remove_exception(p_body_b);
1055
}
1056
1057
void GodotPhysicsServer3D::soft_body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) {
1058
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
1059
ERR_FAIL_NULL(soft_body);
1060
1061
for (int i = 0; i < soft_body->get_exceptions().size(); i++) {
1062
p_exceptions->push_back(soft_body->get_exceptions()[i]);
1063
}
1064
}
1065
1066
void GodotPhysicsServer3D::soft_body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) {
1067
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
1068
ERR_FAIL_NULL(soft_body);
1069
1070
soft_body->set_state(p_state, p_variant);
1071
}
1072
1073
Variant GodotPhysicsServer3D::soft_body_get_state(RID p_body, BodyState p_state) const {
1074
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
1075
ERR_FAIL_NULL_V(soft_body, Variant());
1076
1077
return soft_body->get_state(p_state);
1078
}
1079
1080
void GodotPhysicsServer3D::soft_body_set_transform(RID p_body, const Transform3D &p_transform) {
1081
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
1082
ERR_FAIL_NULL(soft_body);
1083
1084
soft_body->set_state(BODY_STATE_TRANSFORM, p_transform);
1085
}
1086
1087
void GodotPhysicsServer3D::soft_body_set_ray_pickable(RID p_body, bool p_enable) {
1088
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
1089
ERR_FAIL_NULL(soft_body);
1090
1091
soft_body->set_ray_pickable(p_enable);
1092
}
1093
1094
void GodotPhysicsServer3D::soft_body_set_simulation_precision(RID p_body, int p_simulation_precision) {
1095
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
1096
ERR_FAIL_NULL(soft_body);
1097
1098
soft_body->set_iteration_count(p_simulation_precision);
1099
}
1100
1101
int GodotPhysicsServer3D::soft_body_get_simulation_precision(RID p_body) const {
1102
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
1103
ERR_FAIL_NULL_V(soft_body, 0.f);
1104
1105
return soft_body->get_iteration_count();
1106
}
1107
1108
void GodotPhysicsServer3D::soft_body_set_total_mass(RID p_body, real_t p_total_mass) {
1109
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
1110
ERR_FAIL_NULL(soft_body);
1111
1112
soft_body->set_total_mass(p_total_mass);
1113
}
1114
1115
real_t GodotPhysicsServer3D::soft_body_get_total_mass(RID p_body) const {
1116
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
1117
ERR_FAIL_NULL_V(soft_body, 0.f);
1118
1119
return soft_body->get_total_mass();
1120
}
1121
1122
void GodotPhysicsServer3D::soft_body_set_linear_stiffness(RID p_body, real_t p_stiffness) {
1123
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
1124
ERR_FAIL_NULL(soft_body);
1125
1126
soft_body->set_linear_stiffness(p_stiffness);
1127
}
1128
1129
real_t GodotPhysicsServer3D::soft_body_get_linear_stiffness(RID p_body) const {
1130
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
1131
ERR_FAIL_NULL_V(soft_body, 0.f);
1132
1133
return soft_body->get_linear_stiffness();
1134
}
1135
1136
void GodotPhysicsServer3D::soft_body_set_shrinking_factor(RID p_body, real_t p_shrinking_factor) {
1137
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
1138
ERR_FAIL_NULL(soft_body);
1139
1140
soft_body->set_shrinking_factor(p_shrinking_factor);
1141
}
1142
1143
real_t GodotPhysicsServer3D::soft_body_get_shrinking_factor(RID p_body) const {
1144
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
1145
ERR_FAIL_NULL_V(soft_body, 0.f);
1146
1147
return soft_body->get_shrinking_factor();
1148
}
1149
1150
void GodotPhysicsServer3D::soft_body_set_pressure_coefficient(RID p_body, real_t p_pressure_coefficient) {
1151
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
1152
ERR_FAIL_NULL(soft_body);
1153
1154
soft_body->set_pressure_coefficient(p_pressure_coefficient);
1155
}
1156
1157
real_t GodotPhysicsServer3D::soft_body_get_pressure_coefficient(RID p_body) const {
1158
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
1159
ERR_FAIL_NULL_V(soft_body, 0.f);
1160
1161
return soft_body->get_pressure_coefficient();
1162
}
1163
1164
void GodotPhysicsServer3D::soft_body_set_damping_coefficient(RID p_body, real_t p_damping_coefficient) {
1165
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
1166
ERR_FAIL_NULL(soft_body);
1167
1168
soft_body->set_damping_coefficient(p_damping_coefficient);
1169
}
1170
1171
real_t GodotPhysicsServer3D::soft_body_get_damping_coefficient(RID p_body) const {
1172
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
1173
ERR_FAIL_NULL_V(soft_body, 0.f);
1174
1175
return soft_body->get_damping_coefficient();
1176
}
1177
1178
void GodotPhysicsServer3D::soft_body_set_drag_coefficient(RID p_body, real_t p_drag_coefficient) {
1179
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
1180
ERR_FAIL_NULL(soft_body);
1181
1182
soft_body->set_drag_coefficient(p_drag_coefficient);
1183
}
1184
1185
real_t GodotPhysicsServer3D::soft_body_get_drag_coefficient(RID p_body) const {
1186
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
1187
ERR_FAIL_NULL_V(soft_body, 0.f);
1188
1189
return soft_body->get_drag_coefficient();
1190
}
1191
1192
void GodotPhysicsServer3D::soft_body_set_mesh(RID p_body, RID p_mesh) {
1193
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
1194
ERR_FAIL_NULL(soft_body);
1195
1196
soft_body->set_mesh(p_mesh);
1197
}
1198
1199
AABB GodotPhysicsServer3D::soft_body_get_bounds(RID p_body) const {
1200
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
1201
ERR_FAIL_NULL_V(soft_body, AABB());
1202
1203
return soft_body->get_bounds();
1204
}
1205
1206
void GodotPhysicsServer3D::soft_body_move_point(RID p_body, int p_point_index, const Vector3 &p_global_position) {
1207
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
1208
ERR_FAIL_NULL(soft_body);
1209
1210
soft_body->set_vertex_position(p_point_index, p_global_position);
1211
}
1212
1213
Vector3 GodotPhysicsServer3D::soft_body_get_point_global_position(RID p_body, int p_point_index) const {
1214
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
1215
ERR_FAIL_NULL_V(soft_body, Vector3());
1216
1217
return soft_body->get_vertex_position(p_point_index);
1218
}
1219
1220
void GodotPhysicsServer3D::soft_body_remove_all_pinned_points(RID p_body) {
1221
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
1222
ERR_FAIL_NULL(soft_body);
1223
1224
soft_body->unpin_all_vertices();
1225
}
1226
1227
void GodotPhysicsServer3D::soft_body_pin_point(RID p_body, int p_point_index, bool p_pin) {
1228
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
1229
ERR_FAIL_NULL(soft_body);
1230
1231
if (p_pin) {
1232
soft_body->pin_vertex(p_point_index);
1233
} else {
1234
soft_body->unpin_vertex(p_point_index);
1235
}
1236
}
1237
1238
bool GodotPhysicsServer3D::soft_body_is_point_pinned(RID p_body, int p_point_index) const {
1239
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
1240
ERR_FAIL_NULL_V(soft_body, false);
1241
1242
return soft_body->is_vertex_pinned(p_point_index);
1243
}
1244
1245
/* JOINT API */
1246
1247
RID GodotPhysicsServer3D::joint_create() {
1248
GodotJoint3D *joint = memnew(GodotJoint3D);
1249
RID rid = joint_owner.make_rid(joint);
1250
joint->set_self(rid);
1251
return rid;
1252
}
1253
1254
void GodotPhysicsServer3D::joint_clear(RID p_joint) {
1255
GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
1256
ERR_FAIL_NULL(joint);
1257
if (joint->get_type() != JOINT_TYPE_MAX) {
1258
GodotJoint3D *empty_joint = memnew(GodotJoint3D);
1259
empty_joint->copy_settings_from(joint);
1260
1261
joint_owner.replace(p_joint, empty_joint);
1262
memdelete(joint);
1263
}
1264
}
1265
1266
void GodotPhysicsServer3D::joint_make_pin(RID p_joint, RID p_body_A, const Vector3 &p_local_A, RID p_body_B, const Vector3 &p_local_B) {
1267
GodotBody3D *body_A = body_owner.get_or_null(p_body_A);
1268
ERR_FAIL_NULL(body_A);
1269
1270
if (!p_body_B.is_valid()) {
1271
ERR_FAIL_NULL(body_A->get_space());
1272
p_body_B = body_A->get_space()->get_static_global_body();
1273
}
1274
1275
GodotBody3D *body_B = body_owner.get_or_null(p_body_B);
1276
ERR_FAIL_NULL(body_B);
1277
1278
ERR_FAIL_COND(body_A == body_B);
1279
1280
GodotJoint3D *prev_joint = joint_owner.get_or_null(p_joint);
1281
ERR_FAIL_NULL(prev_joint);
1282
1283
GodotJoint3D *joint = memnew(GodotPinJoint3D(body_A, p_local_A, body_B, p_local_B));
1284
1285
joint->copy_settings_from(prev_joint);
1286
joint_owner.replace(p_joint, joint);
1287
memdelete(prev_joint);
1288
}
1289
1290
void GodotPhysicsServer3D::pin_joint_set_param(RID p_joint, PinJointParam p_param, real_t p_value) {
1291
GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
1292
ERR_FAIL_NULL(joint);
1293
ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_PIN);
1294
GodotPinJoint3D *pin_joint = static_cast<GodotPinJoint3D *>(joint);
1295
pin_joint->set_param(p_param, p_value);
1296
}
1297
1298
real_t GodotPhysicsServer3D::pin_joint_get_param(RID p_joint, PinJointParam p_param) const {
1299
GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
1300
ERR_FAIL_NULL_V(joint, 0);
1301
ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_PIN, 0);
1302
GodotPinJoint3D *pin_joint = static_cast<GodotPinJoint3D *>(joint);
1303
return pin_joint->get_param(p_param);
1304
}
1305
1306
void GodotPhysicsServer3D::pin_joint_set_local_a(RID p_joint, const Vector3 &p_A) {
1307
GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
1308
ERR_FAIL_NULL(joint);
1309
ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_PIN);
1310
GodotPinJoint3D *pin_joint = static_cast<GodotPinJoint3D *>(joint);
1311
pin_joint->set_pos_a(p_A);
1312
}
1313
1314
Vector3 GodotPhysicsServer3D::pin_joint_get_local_a(RID p_joint) const {
1315
GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
1316
ERR_FAIL_NULL_V(joint, Vector3());
1317
ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_PIN, Vector3());
1318
GodotPinJoint3D *pin_joint = static_cast<GodotPinJoint3D *>(joint);
1319
return pin_joint->get_position_a();
1320
}
1321
1322
void GodotPhysicsServer3D::pin_joint_set_local_b(RID p_joint, const Vector3 &p_B) {
1323
GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
1324
ERR_FAIL_NULL(joint);
1325
ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_PIN);
1326
GodotPinJoint3D *pin_joint = static_cast<GodotPinJoint3D *>(joint);
1327
pin_joint->set_pos_b(p_B);
1328
}
1329
1330
Vector3 GodotPhysicsServer3D::pin_joint_get_local_b(RID p_joint) const {
1331
GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
1332
ERR_FAIL_NULL_V(joint, Vector3());
1333
ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_PIN, Vector3());
1334
GodotPinJoint3D *pin_joint = static_cast<GodotPinJoint3D *>(joint);
1335
return pin_joint->get_position_b();
1336
}
1337
1338
void GodotPhysicsServer3D::joint_make_hinge(RID p_joint, RID p_body_A, const Transform3D &p_frame_A, RID p_body_B, const Transform3D &p_frame_B) {
1339
GodotBody3D *body_A = body_owner.get_or_null(p_body_A);
1340
ERR_FAIL_NULL(body_A);
1341
1342
if (!p_body_B.is_valid()) {
1343
ERR_FAIL_NULL(body_A->get_space());
1344
p_body_B = body_A->get_space()->get_static_global_body();
1345
}
1346
1347
GodotBody3D *body_B = body_owner.get_or_null(p_body_B);
1348
ERR_FAIL_NULL(body_B);
1349
1350
ERR_FAIL_COND(body_A == body_B);
1351
1352
GodotJoint3D *prev_joint = joint_owner.get_or_null(p_joint);
1353
ERR_FAIL_NULL(prev_joint);
1354
1355
GodotJoint3D *joint = memnew(GodotHingeJoint3D(body_A, body_B, p_frame_A, p_frame_B));
1356
1357
joint->copy_settings_from(prev_joint);
1358
joint_owner.replace(p_joint, joint);
1359
memdelete(prev_joint);
1360
}
1361
1362
void GodotPhysicsServer3D::joint_make_hinge_simple(RID p_joint, 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) {
1363
GodotBody3D *body_A = body_owner.get_or_null(p_body_A);
1364
ERR_FAIL_NULL(body_A);
1365
1366
if (!p_body_B.is_valid()) {
1367
ERR_FAIL_NULL(body_A->get_space());
1368
p_body_B = body_A->get_space()->get_static_global_body();
1369
}
1370
1371
GodotBody3D *body_B = body_owner.get_or_null(p_body_B);
1372
ERR_FAIL_NULL(body_B);
1373
1374
ERR_FAIL_COND(body_A == body_B);
1375
1376
GodotJoint3D *prev_joint = joint_owner.get_or_null(p_joint);
1377
ERR_FAIL_NULL(prev_joint);
1378
1379
GodotJoint3D *joint = memnew(GodotHingeJoint3D(body_A, body_B, p_pivot_A, p_pivot_B, p_axis_A, p_axis_B));
1380
1381
joint->copy_settings_from(prev_joint);
1382
joint_owner.replace(p_joint, joint);
1383
memdelete(prev_joint);
1384
}
1385
1386
void GodotPhysicsServer3D::hinge_joint_set_param(RID p_joint, HingeJointParam p_param, real_t p_value) {
1387
GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
1388
ERR_FAIL_NULL(joint);
1389
ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_HINGE);
1390
GodotHingeJoint3D *hinge_joint = static_cast<GodotHingeJoint3D *>(joint);
1391
hinge_joint->set_param(p_param, p_value);
1392
}
1393
1394
real_t GodotPhysicsServer3D::hinge_joint_get_param(RID p_joint, HingeJointParam p_param) const {
1395
GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
1396
ERR_FAIL_NULL_V(joint, 0);
1397
ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_HINGE, 0);
1398
GodotHingeJoint3D *hinge_joint = static_cast<GodotHingeJoint3D *>(joint);
1399
return hinge_joint->get_param(p_param);
1400
}
1401
1402
void GodotPhysicsServer3D::hinge_joint_set_flag(RID p_joint, HingeJointFlag p_flag, bool p_enabled) {
1403
GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
1404
ERR_FAIL_NULL(joint);
1405
ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_HINGE);
1406
GodotHingeJoint3D *hinge_joint = static_cast<GodotHingeJoint3D *>(joint);
1407
hinge_joint->set_flag(p_flag, p_enabled);
1408
}
1409
1410
bool GodotPhysicsServer3D::hinge_joint_get_flag(RID p_joint, HingeJointFlag p_flag) const {
1411
GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
1412
ERR_FAIL_NULL_V(joint, false);
1413
ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_HINGE, false);
1414
GodotHingeJoint3D *hinge_joint = static_cast<GodotHingeJoint3D *>(joint);
1415
return hinge_joint->get_flag(p_flag);
1416
}
1417
1418
void GodotPhysicsServer3D::joint_set_solver_priority(RID p_joint, int p_priority) {
1419
GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
1420
ERR_FAIL_NULL(joint);
1421
joint->set_priority(p_priority);
1422
}
1423
1424
int GodotPhysicsServer3D::joint_get_solver_priority(RID p_joint) const {
1425
GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
1426
ERR_FAIL_NULL_V(joint, 0);
1427
return joint->get_priority();
1428
}
1429
1430
void GodotPhysicsServer3D::joint_disable_collisions_between_bodies(RID p_joint, bool p_disable) {
1431
GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
1432
ERR_FAIL_NULL(joint);
1433
1434
joint->disable_collisions_between_bodies(p_disable);
1435
1436
if (2 == joint->get_body_count()) {
1437
GodotBody3D *body_a = *joint->get_body_ptr();
1438
GodotBody3D *body_b = *(joint->get_body_ptr() + 1);
1439
1440
if (p_disable) {
1441
body_add_collision_exception(body_a->get_self(), body_b->get_self());
1442
body_add_collision_exception(body_b->get_self(), body_a->get_self());
1443
} else {
1444
body_remove_collision_exception(body_a->get_self(), body_b->get_self());
1445
body_remove_collision_exception(body_b->get_self(), body_a->get_self());
1446
}
1447
}
1448
}
1449
1450
bool GodotPhysicsServer3D::joint_is_disabled_collisions_between_bodies(RID p_joint) const {
1451
GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
1452
ERR_FAIL_NULL_V(joint, true);
1453
1454
return joint->is_disabled_collisions_between_bodies();
1455
}
1456
1457
GodotPhysicsServer3D::JointType GodotPhysicsServer3D::joint_get_type(RID p_joint) const {
1458
GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
1459
ERR_FAIL_NULL_V(joint, JOINT_TYPE_PIN);
1460
return joint->get_type();
1461
}
1462
1463
void GodotPhysicsServer3D::joint_make_slider(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) {
1464
GodotBody3D *body_A = body_owner.get_or_null(p_body_A);
1465
ERR_FAIL_NULL(body_A);
1466
1467
if (!p_body_B.is_valid()) {
1468
ERR_FAIL_NULL(body_A->get_space());
1469
p_body_B = body_A->get_space()->get_static_global_body();
1470
}
1471
1472
GodotBody3D *body_B = body_owner.get_or_null(p_body_B);
1473
ERR_FAIL_NULL(body_B);
1474
1475
ERR_FAIL_COND(body_A == body_B);
1476
1477
GodotJoint3D *prev_joint = joint_owner.get_or_null(p_joint);
1478
ERR_FAIL_NULL(prev_joint);
1479
1480
GodotJoint3D *joint = memnew(GodotSliderJoint3D(body_A, body_B, p_local_frame_A, p_local_frame_B));
1481
1482
joint->copy_settings_from(prev_joint);
1483
joint_owner.replace(p_joint, joint);
1484
memdelete(prev_joint);
1485
}
1486
1487
void GodotPhysicsServer3D::slider_joint_set_param(RID p_joint, SliderJointParam p_param, real_t p_value) {
1488
GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
1489
ERR_FAIL_NULL(joint);
1490
ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_SLIDER);
1491
GodotSliderJoint3D *slider_joint = static_cast<GodotSliderJoint3D *>(joint);
1492
slider_joint->set_param(p_param, p_value);
1493
}
1494
1495
real_t GodotPhysicsServer3D::slider_joint_get_param(RID p_joint, SliderJointParam p_param) const {
1496
GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
1497
ERR_FAIL_NULL_V(joint, 0);
1498
ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_CONE_TWIST, 0);
1499
GodotSliderJoint3D *slider_joint = static_cast<GodotSliderJoint3D *>(joint);
1500
return slider_joint->get_param(p_param);
1501
}
1502
1503
void GodotPhysicsServer3D::joint_make_cone_twist(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) {
1504
GodotBody3D *body_A = body_owner.get_or_null(p_body_A);
1505
ERR_FAIL_NULL(body_A);
1506
1507
if (!p_body_B.is_valid()) {
1508
ERR_FAIL_NULL(body_A->get_space());
1509
p_body_B = body_A->get_space()->get_static_global_body();
1510
}
1511
1512
GodotBody3D *body_B = body_owner.get_or_null(p_body_B);
1513
ERR_FAIL_NULL(body_B);
1514
1515
ERR_FAIL_COND(body_A == body_B);
1516
1517
GodotJoint3D *prev_joint = joint_owner.get_or_null(p_joint);
1518
ERR_FAIL_NULL(prev_joint);
1519
1520
GodotJoint3D *joint = memnew(GodotConeTwistJoint3D(body_A, body_B, p_local_frame_A, p_local_frame_B));
1521
1522
joint->copy_settings_from(prev_joint);
1523
joint_owner.replace(p_joint, joint);
1524
memdelete(prev_joint);
1525
}
1526
1527
void GodotPhysicsServer3D::cone_twist_joint_set_param(RID p_joint, ConeTwistJointParam p_param, real_t p_value) {
1528
GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
1529
ERR_FAIL_NULL(joint);
1530
ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_CONE_TWIST);
1531
GodotConeTwistJoint3D *cone_twist_joint = static_cast<GodotConeTwistJoint3D *>(joint);
1532
cone_twist_joint->set_param(p_param, p_value);
1533
}
1534
1535
real_t GodotPhysicsServer3D::cone_twist_joint_get_param(RID p_joint, ConeTwistJointParam p_param) const {
1536
GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
1537
ERR_FAIL_NULL_V(joint, 0);
1538
ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_CONE_TWIST, 0);
1539
GodotConeTwistJoint3D *cone_twist_joint = static_cast<GodotConeTwistJoint3D *>(joint);
1540
return cone_twist_joint->get_param(p_param);
1541
}
1542
1543
void GodotPhysicsServer3D::joint_make_generic_6dof(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) {
1544
GodotBody3D *body_A = body_owner.get_or_null(p_body_A);
1545
ERR_FAIL_NULL(body_A);
1546
1547
if (!p_body_B.is_valid()) {
1548
ERR_FAIL_NULL(body_A->get_space());
1549
p_body_B = body_A->get_space()->get_static_global_body();
1550
}
1551
1552
GodotBody3D *body_B = body_owner.get_or_null(p_body_B);
1553
ERR_FAIL_NULL(body_B);
1554
1555
ERR_FAIL_COND(body_A == body_B);
1556
1557
GodotJoint3D *prev_joint = joint_owner.get_or_null(p_joint);
1558
ERR_FAIL_NULL(prev_joint);
1559
1560
GodotJoint3D *joint = memnew(GodotGeneric6DOFJoint3D(body_A, body_B, p_local_frame_A, p_local_frame_B, true));
1561
1562
joint->copy_settings_from(prev_joint);
1563
joint_owner.replace(p_joint, joint);
1564
memdelete(prev_joint);
1565
}
1566
1567
void GodotPhysicsServer3D::generic_6dof_joint_set_param(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisParam p_param, real_t p_value) {
1568
GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
1569
ERR_FAIL_NULL(joint);
1570
ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_6DOF);
1571
GodotGeneric6DOFJoint3D *generic_6dof_joint = static_cast<GodotGeneric6DOFJoint3D *>(joint);
1572
generic_6dof_joint->set_param(p_axis, p_param, p_value);
1573
}
1574
1575
real_t GodotPhysicsServer3D::generic_6dof_joint_get_param(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisParam p_param) const {
1576
GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
1577
ERR_FAIL_NULL_V(joint, 0);
1578
ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_6DOF, 0);
1579
GodotGeneric6DOFJoint3D *generic_6dof_joint = static_cast<GodotGeneric6DOFJoint3D *>(joint);
1580
return generic_6dof_joint->get_param(p_axis, p_param);
1581
}
1582
1583
void GodotPhysicsServer3D::generic_6dof_joint_set_flag(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisFlag p_flag, bool p_enable) {
1584
GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
1585
ERR_FAIL_NULL(joint);
1586
ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_6DOF);
1587
GodotGeneric6DOFJoint3D *generic_6dof_joint = static_cast<GodotGeneric6DOFJoint3D *>(joint);
1588
generic_6dof_joint->set_flag(p_axis, p_flag, p_enable);
1589
}
1590
1591
bool GodotPhysicsServer3D::generic_6dof_joint_get_flag(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisFlag p_flag) const {
1592
GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
1593
ERR_FAIL_NULL_V(joint, false);
1594
ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_6DOF, false);
1595
GodotGeneric6DOFJoint3D *generic_6dof_joint = static_cast<GodotGeneric6DOFJoint3D *>(joint);
1596
return generic_6dof_joint->get_flag(p_axis, p_flag);
1597
}
1598
1599
void GodotPhysicsServer3D::free_rid(RID p_rid) {
1600
_update_shapes(); //just in case
1601
1602
if (shape_owner.owns(p_rid)) {
1603
GodotShape3D *shape = shape_owner.get_or_null(p_rid);
1604
1605
while (shape->get_owners().size()) {
1606
GodotShapeOwner3D *so = shape->get_owners().begin()->key;
1607
so->remove_shape(shape);
1608
}
1609
1610
shape_owner.free(p_rid);
1611
memdelete(shape);
1612
} else if (body_owner.owns(p_rid)) {
1613
GodotBody3D *body = body_owner.get_or_null(p_rid);
1614
1615
body->set_space(nullptr);
1616
1617
while (body->get_shape_count()) {
1618
body->remove_shape(0);
1619
}
1620
1621
body_owner.free(p_rid);
1622
memdelete(body);
1623
} else if (soft_body_owner.owns(p_rid)) {
1624
GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_rid);
1625
1626
soft_body->set_space(nullptr);
1627
1628
soft_body_owner.free(p_rid);
1629
memdelete(soft_body);
1630
} else if (area_owner.owns(p_rid)) {
1631
GodotArea3D *area = area_owner.get_or_null(p_rid);
1632
1633
area->set_space(nullptr);
1634
1635
while (area->get_shape_count()) {
1636
area->remove_shape(0);
1637
}
1638
1639
area_owner.free(p_rid);
1640
memdelete(area);
1641
} else if (space_owner.owns(p_rid)) {
1642
GodotSpace3D *space = space_owner.get_or_null(p_rid);
1643
1644
while (space->get_objects().size()) {
1645
GodotCollisionObject3D *co = static_cast<GodotCollisionObject3D *>(*space->get_objects().begin());
1646
co->set_space(nullptr);
1647
}
1648
1649
active_spaces.erase(space);
1650
free_rid(space->get_default_area()->get_self());
1651
free_rid(space->get_static_global_body());
1652
1653
space_owner.free(p_rid);
1654
memdelete(space);
1655
} else if (joint_owner.owns(p_rid)) {
1656
GodotJoint3D *joint = joint_owner.get_or_null(p_rid);
1657
1658
joint_owner.free(p_rid);
1659
memdelete(joint);
1660
1661
} else {
1662
ERR_FAIL_MSG("Invalid ID.");
1663
}
1664
}
1665
1666
void GodotPhysicsServer3D::set_active(bool p_active) {
1667
active = p_active;
1668
}
1669
1670
void GodotPhysicsServer3D::init() {
1671
stepper = memnew(GodotStep3D);
1672
}
1673
1674
void GodotPhysicsServer3D::step(real_t p_step) {
1675
if (!active) {
1676
return;
1677
}
1678
1679
_update_shapes();
1680
1681
island_count = 0;
1682
active_objects = 0;
1683
collision_pairs = 0;
1684
for (GodotSpace3D *E : active_spaces) {
1685
stepper->step(E, p_step);
1686
island_count += E->get_island_count();
1687
active_objects += E->get_active_objects();
1688
collision_pairs += E->get_collision_pairs();
1689
}
1690
}
1691
1692
void GodotPhysicsServer3D::sync() {
1693
doing_sync = true;
1694
}
1695
1696
void GodotPhysicsServer3D::flush_queries() {
1697
if (!active) {
1698
return;
1699
}
1700
1701
flushing_queries = true;
1702
1703
uint64_t time_beg = OS::get_singleton()->get_ticks_usec();
1704
1705
for (GodotSpace3D *E : active_spaces) {
1706
GodotSpace3D *space = E;
1707
space->call_queries();
1708
}
1709
1710
flushing_queries = false;
1711
1712
if (EngineDebugger::is_profiling("servers")) {
1713
uint64_t total_time[GodotSpace3D::ELAPSED_TIME_MAX];
1714
static const char *time_name[GodotSpace3D::ELAPSED_TIME_MAX] = {
1715
"integrate_forces",
1716
"generate_islands",
1717
"setup_constraints",
1718
"solve_constraints",
1719
"integrate_velocities"
1720
};
1721
1722
for (int i = 0; i < GodotSpace3D::ELAPSED_TIME_MAX; i++) {
1723
total_time[i] = 0;
1724
}
1725
1726
for (const GodotSpace3D *E : active_spaces) {
1727
for (int i = 0; i < GodotSpace3D::ELAPSED_TIME_MAX; i++) {
1728
total_time[i] += E->get_elapsed_time(GodotSpace3D::ElapsedTime(i));
1729
}
1730
}
1731
1732
Array values;
1733
values.resize(GodotSpace3D::ELAPSED_TIME_MAX * 2);
1734
for (int i = 0; i < GodotSpace3D::ELAPSED_TIME_MAX; i++) {
1735
values[i * 2 + 0] = time_name[i];
1736
values[i * 2 + 1] = USEC_TO_SEC(total_time[i]);
1737
}
1738
values.push_back("flush_queries");
1739
values.push_back(USEC_TO_SEC(OS::get_singleton()->get_ticks_usec() - time_beg));
1740
1741
values.push_front("physics_3d");
1742
EngineDebugger::profiler_add_frame_data("servers", values);
1743
}
1744
}
1745
1746
void GodotPhysicsServer3D::end_sync() {
1747
doing_sync = false;
1748
}
1749
1750
void GodotPhysicsServer3D::finish() {
1751
memdelete(stepper);
1752
}
1753
1754
int GodotPhysicsServer3D::get_process_info(ProcessInfo p_info) {
1755
switch (p_info) {
1756
case INFO_ACTIVE_OBJECTS: {
1757
return active_objects;
1758
} break;
1759
case INFO_COLLISION_PAIRS: {
1760
return collision_pairs;
1761
} break;
1762
case INFO_ISLAND_COUNT: {
1763
return island_count;
1764
} break;
1765
}
1766
1767
return 0;
1768
}
1769
1770
void GodotPhysicsServer3D::_update_shapes() {
1771
while (pending_shape_update_list.first()) {
1772
pending_shape_update_list.first()->self()->_shape_changed();
1773
pending_shape_update_list.remove(pending_shape_update_list.first());
1774
}
1775
}
1776
1777
void GodotPhysicsServer3D::_shape_col_cbk(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal, void *p_userdata) {
1778
CollCbkData *cbk = static_cast<CollCbkData *>(p_userdata);
1779
1780
if (cbk->max == 0) {
1781
return;
1782
}
1783
1784
if (cbk->amount == cbk->max) {
1785
//find least deep
1786
real_t min_depth = 1e20;
1787
int min_depth_idx = 0;
1788
for (int i = 0; i < cbk->amount; i++) {
1789
real_t d = cbk->ptr[i * 2 + 0].distance_squared_to(cbk->ptr[i * 2 + 1]);
1790
if (d < min_depth) {
1791
min_depth = d;
1792
min_depth_idx = i;
1793
}
1794
}
1795
1796
real_t d = p_point_A.distance_squared_to(p_point_B);
1797
if (d < min_depth) {
1798
return;
1799
}
1800
cbk->ptr[min_depth_idx * 2 + 0] = p_point_A;
1801
cbk->ptr[min_depth_idx * 2 + 1] = p_point_B;
1802
1803
} else {
1804
cbk->ptr[cbk->amount * 2 + 0] = p_point_A;
1805
cbk->ptr[cbk->amount * 2 + 1] = p_point_B;
1806
cbk->amount++;
1807
}
1808
}
1809
1810
GodotPhysicsServer3D *GodotPhysicsServer3D::godot_singleton = nullptr;
1811
GodotPhysicsServer3D::GodotPhysicsServer3D(bool p_using_threads) {
1812
godot_singleton = this;
1813
GodotBroadPhase3D::create_func = GodotBroadPhase3DBVH::_create;
1814
1815
using_threads = p_using_threads;
1816
}
1817
1818