mirror of
https://github.com/godotengine/godot.git
synced 2024-11-30 16:12:46 +00:00
1e32a286f3
Implement collision impulse in Godot Physics 3D
148 lines
5.6 KiB
C++
148 lines
5.6 KiB
C++
/**************************************************************************/
|
|
/* godot_body_pair_3d.h */
|
|
/**************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/**************************************************************************/
|
|
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
|
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
|
/* */
|
|
/* Permission is hereby granted, free of charge, to any person obtaining */
|
|
/* a copy of this software and associated documentation files (the */
|
|
/* "Software"), to deal in the Software without restriction, including */
|
|
/* without limitation the rights to use, copy, modify, merge, publish, */
|
|
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
|
/* permit persons to whom the Software is furnished to do so, subject to */
|
|
/* the following conditions: */
|
|
/* */
|
|
/* The above copyright notice and this permission notice shall be */
|
|
/* included in all copies or substantial portions of the Software. */
|
|
/* */
|
|
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
|
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
|
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
|
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
|
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
|
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
|
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
|
/**************************************************************************/
|
|
|
|
#ifndef GODOT_BODY_PAIR_3D_H
|
|
#define GODOT_BODY_PAIR_3D_H
|
|
|
|
#include "godot_body_3d.h"
|
|
#include "godot_constraint_3d.h"
|
|
#include "godot_soft_body_3d.h"
|
|
|
|
#include "core/templates/local_vector.h"
|
|
|
|
class GodotBodyContact3D : public GodotConstraint3D {
|
|
protected:
|
|
struct Contact {
|
|
Vector3 position;
|
|
Vector3 normal;
|
|
int index_A = 0, index_B = 0;
|
|
Vector3 local_A, local_B;
|
|
Vector3 acc_impulse; // accumulated impulse - only one of the object's impulse is needed as impulse_a == -impulse_b
|
|
real_t acc_normal_impulse = 0.0; // accumulated normal impulse (Pn)
|
|
Vector3 acc_tangent_impulse; // accumulated tangent impulse (Pt)
|
|
real_t acc_bias_impulse = 0.0; // accumulated normal impulse for position bias (Pnb)
|
|
real_t acc_bias_impulse_center_of_mass = 0.0; // accumulated normal impulse for position bias applied to com
|
|
real_t mass_normal = 0.0;
|
|
real_t bias = 0.0;
|
|
real_t bounce = 0.0;
|
|
|
|
real_t depth = 0.0;
|
|
bool active = false;
|
|
bool used = false;
|
|
Vector3 rA, rB; // Offset in world orientation with respect to center of mass
|
|
};
|
|
|
|
Vector3 sep_axis;
|
|
bool collided = false;
|
|
bool check_ccd = false;
|
|
|
|
GodotSpace3D *space = nullptr;
|
|
|
|
GodotBodyContact3D(GodotBody3D **p_body_ptr = nullptr, int p_body_count = 0) :
|
|
GodotConstraint3D(p_body_ptr, p_body_count) {
|
|
}
|
|
};
|
|
|
|
class GodotBodyPair3D : public GodotBodyContact3D {
|
|
enum {
|
|
MAX_CONTACTS = 4
|
|
};
|
|
|
|
union {
|
|
struct {
|
|
GodotBody3D *A;
|
|
GodotBody3D *B;
|
|
};
|
|
|
|
GodotBody3D *_arr[2] = { nullptr, nullptr };
|
|
};
|
|
|
|
int shape_A = 0;
|
|
int shape_B = 0;
|
|
|
|
bool collide_A = false;
|
|
bool collide_B = false;
|
|
|
|
bool report_contacts_only = false;
|
|
|
|
Vector3 offset_B; //use local A coordinates to avoid numerical issues on collision detection
|
|
|
|
Contact contacts[MAX_CONTACTS];
|
|
int contact_count = 0;
|
|
|
|
static void _contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata);
|
|
|
|
void contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B);
|
|
|
|
void validate_contacts();
|
|
bool _test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A, const Transform3D &p_xform_A, GodotBody3D *p_B, int p_shape_B, const Transform3D &p_xform_B);
|
|
|
|
public:
|
|
virtual bool setup(real_t p_step) override;
|
|
virtual bool pre_solve(real_t p_step) override;
|
|
virtual void solve(real_t p_step) override;
|
|
|
|
GodotBodyPair3D(GodotBody3D *p_A, int p_shape_A, GodotBody3D *p_B, int p_shape_B);
|
|
~GodotBodyPair3D();
|
|
};
|
|
|
|
class GodotBodySoftBodyPair3D : public GodotBodyContact3D {
|
|
GodotBody3D *body = nullptr;
|
|
GodotSoftBody3D *soft_body = nullptr;
|
|
|
|
int body_shape = 0;
|
|
|
|
bool body_collides = false;
|
|
bool soft_body_collides = false;
|
|
|
|
bool report_contacts_only = false;
|
|
|
|
LocalVector<Contact> contacts;
|
|
|
|
static void _contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata);
|
|
|
|
void contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B);
|
|
|
|
void validate_contacts();
|
|
|
|
public:
|
|
virtual bool setup(real_t p_step) override;
|
|
virtual bool pre_solve(real_t p_step) override;
|
|
virtual void solve(real_t p_step) override;
|
|
|
|
virtual GodotSoftBody3D *get_soft_body_ptr(int p_index) const override { return soft_body; }
|
|
virtual int get_soft_body_count() const override { return 1; }
|
|
|
|
GodotBodySoftBodyPair3D(GodotBody3D *p_A, int p_shape_A, GodotSoftBody3D *p_B);
|
|
~GodotBodySoftBodyPair3D();
|
|
};
|
|
|
|
#endif // GODOT_BODY_PAIR_3D_H
|