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- /*************************************************************************/
- /* space_bullet.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
- /* */
- /* 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. */
- /*************************************************************************/
- #include "space_bullet.h"
- #include "bullet_physics_server.h"
- #include "bullet_types_converter.h"
- #include "bullet_utilities.h"
- #include "constraint_bullet.h"
- #include "core/project_settings.h"
- #include "core/ustring.h"
- #include "godot_collision_configuration.h"
- #include "godot_collision_dispatcher.h"
- #include "rigid_body_bullet.h"
- #include "servers/physics_server.h"
- #include "soft_body_bullet.h"
- #include <BulletCollision/CollisionDispatch/btCollisionObject.h>
- #include <BulletCollision/CollisionDispatch/btGhostObject.h>
- #include <BulletCollision/NarrowPhaseCollision/btGjkEpaPenetrationDepthSolver.h>
- #include <BulletCollision/NarrowPhaseCollision/btGjkPairDetector.h>
- #include <BulletCollision/NarrowPhaseCollision/btPointCollector.h>
- #include <BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.h>
- #include <BulletSoftBody/btSoftRigidDynamicsWorld.h>
- #include <btBulletDynamicsCommon.h>
- #include <assert.h>
- /**
- @author AndreaCatania
- */
- BulletPhysicsDirectSpaceState::BulletPhysicsDirectSpaceState(SpaceBullet *p_space) :
- PhysicsDirectSpaceState(),
- space(p_space) {}
- int BulletPhysicsDirectSpaceState::intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
- if (p_result_max <= 0)
- return 0;
- btVector3 bt_point;
- G_TO_B(p_point, bt_point);
- btSphereShape sphere_point(0.001f);
- btCollisionObject collision_object_point;
- collision_object_point.setCollisionShape(&sphere_point);
- collision_object_point.setWorldTransform(btTransform(btQuaternion::getIdentity(), bt_point));
- // Setup query
- GodotAllContactResultCallback btResult(&collision_object_point, r_results, p_result_max, &p_exclude, p_collide_with_bodies, p_collide_with_areas);
- btResult.m_collisionFilterGroup = 0;
- btResult.m_collisionFilterMask = p_collision_mask;
- space->dynamicsWorld->contactTest(&collision_object_point, btResult);
- // The results is already populated by GodotAllConvexResultCallback
- return btResult.m_count;
- }
- bool BulletPhysicsDirectSpaceState::intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_ray) {
- btVector3 btVec_from;
- btVector3 btVec_to;
- G_TO_B(p_from, btVec_from);
- G_TO_B(p_to, btVec_to);
- // setup query
- GodotClosestRayResultCallback btResult(btVec_from, btVec_to, &p_exclude, p_collide_with_bodies, p_collide_with_areas);
- btResult.m_collisionFilterGroup = 0;
- btResult.m_collisionFilterMask = p_collision_mask;
- btResult.m_pickRay = p_pick_ray;
- space->dynamicsWorld->rayTest(btVec_from, btVec_to, btResult);
- if (btResult.hasHit()) {
- B_TO_G(btResult.m_hitPointWorld, r_result.position);
- B_TO_G(btResult.m_hitNormalWorld.normalize(), r_result.normal);
- CollisionObjectBullet *gObj = static_cast<CollisionObjectBullet *>(btResult.m_collisionObject->getUserPointer());
- if (gObj) {
- r_result.shape = btResult.m_shapeId;
- r_result.rid = gObj->get_self();
- r_result.collider_id = gObj->get_instance_id();
- r_result.collider = 0 == r_result.collider_id ? NULL : ObjectDB::get_instance(r_result.collider_id);
- } else {
- WARN_PRINTS("The raycast performed has hit a collision object that is not part of Godot scene, please check it.");
- }
- return true;
- } else {
- return false;
- }
- }
- int BulletPhysicsDirectSpaceState::intersect_shape(const RID &p_shape, const Transform &p_xform, float p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
- if (p_result_max <= 0)
- return 0;
- ShapeBullet *shape = space->get_physics_server()->get_shape_owner()->get(p_shape);
- btCollisionShape *btShape = shape->create_bt_shape(p_xform.basis.get_scale_abs(), p_margin);
- if (!btShape->isConvex()) {
- bulletdelete(btShape);
- ERR_PRINTS("The shape is not a convex shape, then is not supported: shape type: " + itos(shape->get_type()));
- return 0;
- }
- btConvexShape *btConvex = static_cast<btConvexShape *>(btShape);
- btTransform bt_xform;
- G_TO_B(p_xform, bt_xform);
- UNSCALE_BT_BASIS(bt_xform);
- btCollisionObject collision_object;
- collision_object.setCollisionShape(btConvex);
- collision_object.setWorldTransform(bt_xform);
- GodotAllContactResultCallback btQuery(&collision_object, r_results, p_result_max, &p_exclude, p_collide_with_bodies, p_collide_with_areas);
- btQuery.m_collisionFilterGroup = 0;
- btQuery.m_collisionFilterMask = p_collision_mask;
- btQuery.m_closestDistanceThreshold = 0;
- space->dynamicsWorld->contactTest(&collision_object, btQuery);
- bulletdelete(btConvex);
- return btQuery.m_count;
- }
- bool BulletPhysicsDirectSpaceState::cast_motion(const RID &p_shape, const Transform &p_xform, const Vector3 &p_motion, float p_margin, float &r_closest_safe, float &r_closest_unsafe, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, ShapeRestInfo *r_info) {
- ShapeBullet *shape = space->get_physics_server()->get_shape_owner()->get(p_shape);
- btCollisionShape *btShape = shape->create_bt_shape(p_xform.basis.get_scale(), p_margin);
- if (!btShape->isConvex()) {
- bulletdelete(btShape);
- ERR_PRINTS("The shape is not a convex shape, then is not supported: shape type: " + itos(shape->get_type()));
- return false;
- }
- btConvexShape *bt_convex_shape = static_cast<btConvexShape *>(btShape);
- btVector3 bt_motion;
- G_TO_B(p_motion, bt_motion);
- btTransform bt_xform_from;
- G_TO_B(p_xform, bt_xform_from);
- UNSCALE_BT_BASIS(bt_xform_from);
- btTransform bt_xform_to(bt_xform_from);
- bt_xform_to.getOrigin() += bt_motion;
- GodotClosestConvexResultCallback btResult(bt_xform_from.getOrigin(), bt_xform_to.getOrigin(), &p_exclude, p_collide_with_bodies, p_collide_with_areas);
- btResult.m_collisionFilterGroup = 0;
- btResult.m_collisionFilterMask = p_collision_mask;
- space->dynamicsWorld->convexSweepTest(bt_convex_shape, bt_xform_from, bt_xform_to, btResult, space->dynamicsWorld->getDispatchInfo().m_allowedCcdPenetration);
- r_closest_unsafe = 1.0;
- r_closest_safe = 1.0;
- if (btResult.hasHit()) {
- const btScalar l = bt_motion.length();
- r_closest_unsafe = btResult.m_closestHitFraction;
- r_closest_safe = MAX(r_closest_unsafe - (1 - ((l - 0.01) / l)), 0);
- if (r_info) {
- if (btCollisionObject::CO_RIGID_BODY == btResult.m_hitCollisionObject->getInternalType()) {
- B_TO_G(static_cast<const btRigidBody *>(btResult.m_hitCollisionObject)->getVelocityInLocalPoint(btResult.m_hitPointWorld), r_info->linear_velocity);
- }
- CollisionObjectBullet *collision_object = static_cast<CollisionObjectBullet *>(btResult.m_hitCollisionObject->getUserPointer());
- B_TO_G(btResult.m_hitPointWorld, r_info->point);
- B_TO_G(btResult.m_hitNormalWorld, r_info->normal);
- r_info->rid = collision_object->get_self();
- r_info->collider_id = collision_object->get_instance_id();
- r_info->shape = btResult.m_shapeId;
- }
- }
- bulletdelete(bt_convex_shape);
- return true; // Mean success
- }
- /// Returns the list of contacts pairs in this order: Local contact, other body contact
- bool BulletPhysicsDirectSpaceState::collide_shape(RID p_shape, const Transform &p_shape_xform, float p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
- if (p_result_max <= 0)
- return 0;
- ShapeBullet *shape = space->get_physics_server()->get_shape_owner()->get(p_shape);
- btCollisionShape *btShape = shape->create_bt_shape(p_shape_xform.basis.get_scale_abs(), p_margin);
- if (!btShape->isConvex()) {
- bulletdelete(btShape);
- ERR_PRINTS("The shape is not a convex shape, then is not supported: shape type: " + itos(shape->get_type()));
- return 0;
- }
- btConvexShape *btConvex = static_cast<btConvexShape *>(btShape);
- btTransform bt_xform;
- G_TO_B(p_shape_xform, bt_xform);
- UNSCALE_BT_BASIS(bt_xform);
- btCollisionObject collision_object;
- collision_object.setCollisionShape(btConvex);
- collision_object.setWorldTransform(bt_xform);
- GodotContactPairContactResultCallback btQuery(&collision_object, r_results, p_result_max, &p_exclude, p_collide_with_bodies, p_collide_with_areas);
- btQuery.m_collisionFilterGroup = 0;
- btQuery.m_collisionFilterMask = p_collision_mask;
- btQuery.m_closestDistanceThreshold = 0;
- space->dynamicsWorld->contactTest(&collision_object, btQuery);
- r_result_count = btQuery.m_count;
- bulletdelete(btConvex);
- return btQuery.m_count;
- }
- bool BulletPhysicsDirectSpaceState::rest_info(RID p_shape, const Transform &p_shape_xform, float p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
- ShapeBullet *shape = space->get_physics_server()->get_shape_owner()->get(p_shape);
- btCollisionShape *btShape = shape->create_bt_shape(p_shape_xform.basis.get_scale_abs(), p_margin);
- if (!btShape->isConvex()) {
- bulletdelete(btShape);
- ERR_PRINTS("The shape is not a convex shape, then is not supported: shape type: " + itos(shape->get_type()));
- return 0;
- }
- btConvexShape *btConvex = static_cast<btConvexShape *>(btShape);
- btTransform bt_xform;
- G_TO_B(p_shape_xform, bt_xform);
- UNSCALE_BT_BASIS(bt_xform);
- btCollisionObject collision_object;
- collision_object.setCollisionShape(btConvex);
- collision_object.setWorldTransform(bt_xform);
- GodotRestInfoContactResultCallback btQuery(&collision_object, r_info, &p_exclude, p_collide_with_bodies, p_collide_with_areas);
- btQuery.m_collisionFilterGroup = 0;
- btQuery.m_collisionFilterMask = p_collision_mask;
- btQuery.m_closestDistanceThreshold = 0;
- space->dynamicsWorld->contactTest(&collision_object, btQuery);
- bulletdelete(btConvex);
- if (btQuery.m_collided) {
- if (btCollisionObject::CO_RIGID_BODY == btQuery.m_rest_info_collision_object->getInternalType()) {
- B_TO_G(static_cast<const btRigidBody *>(btQuery.m_rest_info_collision_object)->getVelocityInLocalPoint(btQuery.m_rest_info_bt_point), r_info->linear_velocity);
- }
- B_TO_G(btQuery.m_rest_info_bt_point, r_info->point);
- }
- return btQuery.m_collided;
- }
- Vector3 BulletPhysicsDirectSpaceState::get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const {
- RigidCollisionObjectBullet *rigid_object = space->get_physics_server()->get_rigid_collisin_object(p_object);
- ERR_FAIL_COND_V(!rigid_object, Vector3());
- btVector3 out_closest_point(0, 0, 0);
- btScalar out_distance = 1e20;
- btVector3 bt_point;
- G_TO_B(p_point, bt_point);
- btSphereShape point_shape(0.);
- btCollisionShape *shape;
- btConvexShape *convex_shape;
- btTransform child_transform;
- btTransform body_transform(rigid_object->get_bt_collision_object()->getWorldTransform());
- btGjkPairDetector::ClosestPointInput input;
- input.m_transformA.getBasis().setIdentity();
- input.m_transformA.setOrigin(bt_point);
- bool shapes_found = false;
- for (int i = rigid_object->get_shape_count() - 1; 0 <= i; --i) {
- shape = rigid_object->get_bt_shape(i);
- if (shape->isConvex()) {
- child_transform = rigid_object->get_bt_shape_transform(i);
- convex_shape = static_cast<btConvexShape *>(shape);
- input.m_transformB = body_transform * child_transform;
- btPointCollector result;
- btGjkPairDetector gjk_pair_detector(&point_shape, convex_shape, space->gjk_simplex_solver, space->gjk_epa_pen_solver);
- gjk_pair_detector.getClosestPoints(input, result, 0);
- if (out_distance > result.m_distance) {
- out_distance = result.m_distance;
- out_closest_point = result.m_pointInWorld;
- }
- }
- shapes_found = true;
- }
- if (shapes_found) {
- Vector3 out;
- B_TO_G(out_closest_point, out);
- return out;
- } else {
- // no shapes found, use distance to origin.
- return rigid_object->get_transform().get_origin();
- }
- }
- SpaceBullet::SpaceBullet() :
- broadphase(NULL),
- collisionConfiguration(NULL),
- dispatcher(NULL),
- solver(NULL),
- dynamicsWorld(NULL),
- soft_body_world_info(NULL),
- ghostPairCallback(NULL),
- godotFilterCallback(NULL),
- gravityDirection(0, -1, 0),
- gravityMagnitude(10),
- contactDebugCount(0),
- delta_time(0.) {
- create_empty_world(GLOBAL_DEF("physics/3d/active_soft_world", true));
- direct_access = memnew(BulletPhysicsDirectSpaceState(this));
- }
- SpaceBullet::~SpaceBullet() {
- memdelete(direct_access);
- destroy_world();
- }
- void SpaceBullet::flush_queries() {
- const btCollisionObjectArray &colObjArray = dynamicsWorld->getCollisionObjectArray();
- for (int i = colObjArray.size() - 1; 0 <= i; --i) {
- static_cast<CollisionObjectBullet *>(colObjArray[i]->getUserPointer())->dispatch_callbacks();
- }
- }
- void SpaceBullet::step(real_t p_delta_time) {
- delta_time = p_delta_time;
- dynamicsWorld->stepSimulation(p_delta_time, 0, 0);
- }
- void SpaceBullet::set_param(PhysicsServer::AreaParameter p_param, const Variant &p_value) {
- assert(dynamicsWorld);
- switch (p_param) {
- case PhysicsServer::AREA_PARAM_GRAVITY:
- gravityMagnitude = p_value;
- update_gravity();
- break;
- case PhysicsServer::AREA_PARAM_GRAVITY_VECTOR:
- gravityDirection = p_value;
- update_gravity();
- break;
- case PhysicsServer::AREA_PARAM_LINEAR_DAMP:
- case PhysicsServer::AREA_PARAM_ANGULAR_DAMP:
- break; // No damp
- case PhysicsServer::AREA_PARAM_PRIORITY:
- // Priority is always 0, the lower
- break;
- case PhysicsServer::AREA_PARAM_GRAVITY_IS_POINT:
- case PhysicsServer::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
- case PhysicsServer::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
- break;
- default:
- WARN_PRINTS("This set parameter (" + itos(p_param) + ") is ignored, the SpaceBullet doesn't support it.");
- break;
- }
- }
- Variant SpaceBullet::get_param(PhysicsServer::AreaParameter p_param) {
- switch (p_param) {
- case PhysicsServer::AREA_PARAM_GRAVITY:
- return gravityMagnitude;
- case PhysicsServer::AREA_PARAM_GRAVITY_VECTOR:
- return gravityDirection;
- case PhysicsServer::AREA_PARAM_LINEAR_DAMP:
- case PhysicsServer::AREA_PARAM_ANGULAR_DAMP:
- return 0; // No damp
- case PhysicsServer::AREA_PARAM_PRIORITY:
- return 0; // Priority is always 0, the lower
- case PhysicsServer::AREA_PARAM_GRAVITY_IS_POINT:
- return false;
- case PhysicsServer::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
- return 0;
- case PhysicsServer::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
- return 0;
- default:
- WARN_PRINTS("This get parameter (" + itos(p_param) + ") is ignored, the SpaceBullet doesn't support it.");
- return Variant();
- }
- }
- void SpaceBullet::set_param(PhysicsServer::SpaceParameter p_param, real_t p_value) {
- switch (p_param) {
- case PhysicsServer::SPACE_PARAM_CONTACT_RECYCLE_RADIUS:
- case PhysicsServer::SPACE_PARAM_CONTACT_MAX_SEPARATION:
- case PhysicsServer::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION:
- case PhysicsServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
- case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD:
- case PhysicsServer::SPACE_PARAM_BODY_TIME_TO_SLEEP:
- case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO:
- case PhysicsServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
- default:
- WARN_PRINTS("This set parameter (" + itos(p_param) + ") is ignored, the SpaceBullet doesn't support it.");
- break;
- }
- }
- real_t SpaceBullet::get_param(PhysicsServer::SpaceParameter p_param) {
- switch (p_param) {
- case PhysicsServer::SPACE_PARAM_CONTACT_RECYCLE_RADIUS:
- case PhysicsServer::SPACE_PARAM_CONTACT_MAX_SEPARATION:
- case PhysicsServer::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION:
- case PhysicsServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
- case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD:
- case PhysicsServer::SPACE_PARAM_BODY_TIME_TO_SLEEP:
- case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO:
- case PhysicsServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
- default:
- WARN_PRINTS("The SpaceBullet doesn't support this get parameter (" + itos(p_param) + "), 0 is returned.");
- return 0.f;
- }
- }
- void SpaceBullet::add_area(AreaBullet *p_area) {
- areas.push_back(p_area);
- dynamicsWorld->addCollisionObject(p_area->get_bt_ghost(), p_area->get_collision_layer(), p_area->get_collision_mask());
- }
- void SpaceBullet::remove_area(AreaBullet *p_area) {
- areas.erase(p_area);
- dynamicsWorld->removeCollisionObject(p_area->get_bt_ghost());
- }
- void SpaceBullet::reload_collision_filters(AreaBullet *p_area) {
- // This is necessary to change collision filter
- dynamicsWorld->removeCollisionObject(p_area->get_bt_ghost());
- dynamicsWorld->addCollisionObject(p_area->get_bt_ghost(), p_area->get_collision_layer(), p_area->get_collision_mask());
- }
- void SpaceBullet::add_rigid_body(RigidBodyBullet *p_body) {
- if (p_body->is_static()) {
- dynamicsWorld->addCollisionObject(p_body->get_bt_rigid_body(), p_body->get_collision_layer(), p_body->get_collision_mask());
- } else {
- dynamicsWorld->addRigidBody(p_body->get_bt_rigid_body(), p_body->get_collision_layer(), p_body->get_collision_mask());
- p_body->scratch_space_override_modificator();
- }
- }
- void SpaceBullet::remove_rigid_body(RigidBodyBullet *p_body) {
- if (p_body->is_static()) {
- dynamicsWorld->removeCollisionObject(p_body->get_bt_rigid_body());
- } else {
- dynamicsWorld->removeRigidBody(p_body->get_bt_rigid_body());
- }
- }
- void SpaceBullet::reload_collision_filters(RigidBodyBullet *p_body) {
- // This is necessary to change collision filter
- remove_rigid_body(p_body);
- add_rigid_body(p_body);
- }
- void SpaceBullet::add_soft_body(SoftBodyBullet *p_body) {
- if (is_using_soft_world()) {
- if (p_body->get_bt_soft_body()) {
- p_body->get_bt_soft_body()->m_worldInfo = get_soft_body_world_info();
- static_cast<btSoftRigidDynamicsWorld *>(dynamicsWorld)->addSoftBody(p_body->get_bt_soft_body(), p_body->get_collision_layer(), p_body->get_collision_mask());
- }
- } else {
- ERR_PRINT("This soft body can't be added to non soft world");
- }
- }
- void SpaceBullet::remove_soft_body(SoftBodyBullet *p_body) {
- if (is_using_soft_world()) {
- if (p_body->get_bt_soft_body()) {
- static_cast<btSoftRigidDynamicsWorld *>(dynamicsWorld)->removeSoftBody(p_body->get_bt_soft_body());
- p_body->get_bt_soft_body()->m_worldInfo = NULL;
- }
- }
- }
- void SpaceBullet::reload_collision_filters(SoftBodyBullet *p_body) {
- // This is necessary to change collision filter
- remove_soft_body(p_body);
- add_soft_body(p_body);
- }
- void SpaceBullet::add_constraint(ConstraintBullet *p_constraint, bool disableCollisionsBetweenLinkedBodies) {
- p_constraint->set_space(this);
- dynamicsWorld->addConstraint(p_constraint->get_bt_constraint(), disableCollisionsBetweenLinkedBodies);
- }
- void SpaceBullet::remove_constraint(ConstraintBullet *p_constraint) {
- dynamicsWorld->removeConstraint(p_constraint->get_bt_constraint());
- }
- int SpaceBullet::get_num_collision_objects() const {
- return dynamicsWorld->getNumCollisionObjects();
- }
- void SpaceBullet::remove_all_collision_objects() {
- for (int i = dynamicsWorld->getNumCollisionObjects() - 1; 0 <= i; --i) {
- btCollisionObject *btObj = dynamicsWorld->getCollisionObjectArray()[i];
- CollisionObjectBullet *colObj = static_cast<CollisionObjectBullet *>(btObj->getUserPointer());
- colObj->set_space(NULL);
- }
- }
- void onBulletPreTickCallback(btDynamicsWorld *p_dynamicsWorld, btScalar timeStep) {
- static_cast<SpaceBullet *>(p_dynamicsWorld->getWorldUserInfo())->flush_queries();
- }
- void onBulletTickCallback(btDynamicsWorld *p_dynamicsWorld, btScalar timeStep) {
- const btCollisionObjectArray &colObjArray = p_dynamicsWorld->getCollisionObjectArray();
- // Notify all Collision objects the collision checker is started
- for (int i = colObjArray.size() - 1; 0 <= i; --i) {
- static_cast<CollisionObjectBullet *>(colObjArray[i]->getUserPointer())->on_collision_checker_start();
- }
- SpaceBullet *sb = static_cast<SpaceBullet *>(p_dynamicsWorld->getWorldUserInfo());
- sb->check_ghost_overlaps();
- sb->check_body_collision();
- for (int i = colObjArray.size() - 1; 0 <= i; --i) {
- static_cast<CollisionObjectBullet *>(colObjArray[i]->getUserPointer())->on_collision_checker_end();
- }
- }
- BulletPhysicsDirectSpaceState *SpaceBullet::get_direct_state() {
- return direct_access;
- }
- btScalar calculateGodotCombinedRestitution(const btCollisionObject *body0, const btCollisionObject *body1) {
- return CLAMP(body0->getRestitution() + body1->getRestitution(), 0, 1);
- }
- btScalar calculateGodotCombinedFriction(const btCollisionObject *body0, const btCollisionObject *body1) {
- return ABS(MIN(body0->getFriction(), body1->getFriction()));
- }
- void SpaceBullet::create_empty_world(bool p_create_soft_world) {
- gjk_epa_pen_solver = bulletnew(btGjkEpaPenetrationDepthSolver);
- gjk_simplex_solver = bulletnew(btVoronoiSimplexSolver);
- void *world_mem;
- if (p_create_soft_world) {
- world_mem = malloc(sizeof(btSoftRigidDynamicsWorld));
- } else {
- world_mem = malloc(sizeof(btDiscreteDynamicsWorld));
- }
- if (p_create_soft_world) {
- collisionConfiguration = bulletnew(GodotSoftCollisionConfiguration(static_cast<btDiscreteDynamicsWorld *>(world_mem)));
- } else {
- collisionConfiguration = bulletnew(GodotCollisionConfiguration(static_cast<btDiscreteDynamicsWorld *>(world_mem)));
- }
- dispatcher = bulletnew(GodotCollisionDispatcher(collisionConfiguration));
- broadphase = bulletnew(btDbvtBroadphase);
- solver = bulletnew(btSequentialImpulseConstraintSolver);
- if (p_create_soft_world) {
- dynamicsWorld = new (world_mem) btSoftRigidDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);
- soft_body_world_info = bulletnew(btSoftBodyWorldInfo);
- } else {
- dynamicsWorld = new (world_mem) btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);
- }
- ghostPairCallback = bulletnew(btGhostPairCallback);
- godotFilterCallback = bulletnew(GodotFilterCallback);
- gCalculateCombinedRestitutionCallback = &calculateGodotCombinedRestitution;
- gCalculateCombinedFrictionCallback = &calculateGodotCombinedFriction;
- gContactAddedCallback = &godotContactAddedCallback;
- dynamicsWorld->setWorldUserInfo(this);
- dynamicsWorld->setInternalTickCallback(onBulletPreTickCallback, this, true);
- dynamicsWorld->setInternalTickCallback(onBulletTickCallback, this, false);
- dynamicsWorld->getBroadphase()->getOverlappingPairCache()->setInternalGhostPairCallback(ghostPairCallback); // Setup ghost check
- dynamicsWorld->getPairCache()->setOverlapFilterCallback(godotFilterCallback);
- if (soft_body_world_info) {
- soft_body_world_info->m_broadphase = broadphase;
- soft_body_world_info->m_dispatcher = dispatcher;
- soft_body_world_info->m_sparsesdf.Initialize();
- }
- update_gravity();
- }
- void SpaceBullet::destroy_world() {
- /// The world elements (like: Collision Objects, Constraints, Shapes) are managed by godot
- dynamicsWorld->getBroadphase()->getOverlappingPairCache()->setInternalGhostPairCallback(NULL);
- dynamicsWorld->getPairCache()->setOverlapFilterCallback(NULL);
- bulletdelete(ghostPairCallback);
- bulletdelete(godotFilterCallback);
- // Deallocate world
- dynamicsWorld->~btDiscreteDynamicsWorld();
- free(dynamicsWorld);
- dynamicsWorld = NULL;
- bulletdelete(solver);
- bulletdelete(broadphase);
- bulletdelete(dispatcher);
- bulletdelete(collisionConfiguration);
- bulletdelete(soft_body_world_info);
- bulletdelete(gjk_simplex_solver);
- bulletdelete(gjk_epa_pen_solver);
- }
- void SpaceBullet::check_ghost_overlaps() {
- /// Algorithm support variables
- btCollisionShape *other_body_shape;
- btConvexShape *area_shape;
- btGjkPairDetector::ClosestPointInput gjk_input;
- AreaBullet *area;
- int x(-1), i(-1), y(-1), z(-1), indexOverlap(-1);
- /// For each areas
- for (x = areas.size() - 1; 0 <= x; --x) {
- area = areas[x];
- if (!area->is_monitoring())
- continue;
- /// 1. Reset all states
- for (i = area->overlappingObjects.size() - 1; 0 <= i; --i) {
- AreaBullet::OverlappingObjectData &otherObj = area->overlappingObjects.write[i];
- // This check prevent the overwrite of ENTER state
- // if this function is called more times before dispatchCallbacks
- if (otherObj.state != AreaBullet::OVERLAP_STATE_ENTER) {
- otherObj.state = AreaBullet::OVERLAP_STATE_DIRTY;
- }
- }
- /// 2. Check all overlapping objects using GJK
- const btAlignedObjectArray<btCollisionObject *> ghostOverlaps = area->get_bt_ghost()->getOverlappingPairs();
- // For each overlapping
- for (i = ghostOverlaps.size() - 1; 0 <= i; --i) {
- btCollisionObject *overlapped_bt_co = ghostOverlaps[i];
- RigidCollisionObjectBullet *otherObject = static_cast<RigidCollisionObjectBullet *>(overlapped_bt_co->getUserPointer());
- if (!area->is_transform_changed() && !otherObject->is_transform_changed())
- continue;
- if (overlapped_bt_co->getUserIndex() == CollisionObjectBullet::TYPE_AREA) {
- if (!static_cast<AreaBullet *>(overlapped_bt_co->getUserPointer())->is_monitorable())
- continue;
- } else if (overlapped_bt_co->getUserIndex() != CollisionObjectBullet::TYPE_RIGID_BODY)
- continue;
- bool hasOverlap = false;
- // For each area shape
- for (y = area->get_shape_count() - 1; 0 <= y; --y) {
- if (!area->get_bt_shape(y)->isConvex())
- continue;
- gjk_input.m_transformA = area->get_transform__bullet() * area->get_bt_shape_transform(y);
- area_shape = static_cast<btConvexShape *>(area->get_bt_shape(y));
- // For each other object shape
- for (z = otherObject->get_shape_count() - 1; 0 <= z; --z) {
- other_body_shape = static_cast<btCollisionShape *>(otherObject->get_bt_shape(z));
- gjk_input.m_transformB = otherObject->get_transform__bullet() * otherObject->get_bt_shape_transform(z);
- if (other_body_shape->isConvex()) {
- btPointCollector result;
- btGjkPairDetector gjk_pair_detector(area_shape, static_cast<btConvexShape *>(other_body_shape), gjk_simplex_solver, gjk_epa_pen_solver);
- gjk_pair_detector.getClosestPoints(gjk_input, result, 0);
- if (0 >= result.m_distance) {
- hasOverlap = true;
- goto collision_found;
- }
- } else {
- btCollisionObjectWrapper obA(NULL, area_shape, area->get_bt_ghost(), gjk_input.m_transformA, -1, y);
- btCollisionObjectWrapper obB(NULL, other_body_shape, otherObject->get_bt_collision_object(), gjk_input.m_transformB, -1, z);
- btCollisionAlgorithm *algorithm = dispatcher->findAlgorithm(&obA, &obB, NULL, BT_CONTACT_POINT_ALGORITHMS);
- if (!algorithm)
- continue;
- GodotDeepPenetrationContactResultCallback contactPointResult(&obA, &obB);
- algorithm->processCollision(&obA, &obB, dynamicsWorld->getDispatchInfo(), &contactPointResult);
- algorithm->~btCollisionAlgorithm();
- dispatcher->freeCollisionAlgorithm(algorithm);
- if (contactPointResult.hasHit()) {
- hasOverlap = true;
- goto collision_found;
- }
- }
- } // ~For each other object shape
- } // ~For each area shape
- collision_found:
- if (!hasOverlap)
- continue;
- indexOverlap = area->find_overlapping_object(otherObject);
- if (-1 == indexOverlap) {
- // Not found
- area->add_overlap(otherObject);
- } else {
- // Found
- area->put_overlap_as_inside(indexOverlap);
- }
- }
- /// 3. Remove not overlapping
- for (i = area->overlappingObjects.size() - 1; 0 <= i; --i) {
- // If the overlap has DIRTY state it means that it's no more overlapping
- if (area->overlappingObjects[i].state == AreaBullet::OVERLAP_STATE_DIRTY) {
- area->put_overlap_as_exit(i);
- }
- }
- }
- }
- void SpaceBullet::check_body_collision() {
- #ifdef DEBUG_ENABLED
- reset_debug_contact_count();
- #endif
- const int numManifolds = dynamicsWorld->getDispatcher()->getNumManifolds();
- for (int i = 0; i < numManifolds; ++i) {
- btPersistentManifold *contactManifold = dynamicsWorld->getDispatcher()->getManifoldByIndexInternal(i);
- // I know this static cast is a bit risky. But I'm checking its type just after it.
- // This allow me to avoid a lot of other cast and checks
- RigidBodyBullet *bodyA = static_cast<RigidBodyBullet *>(contactManifold->getBody0()->getUserPointer());
- RigidBodyBullet *bodyB = static_cast<RigidBodyBullet *>(contactManifold->getBody1()->getUserPointer());
- if (CollisionObjectBullet::TYPE_RIGID_BODY == bodyA->getType() && CollisionObjectBullet::TYPE_RIGID_BODY == bodyB->getType()) {
- if (!bodyA->can_add_collision() && !bodyB->can_add_collision()) {
- continue;
- }
- const int numContacts = contactManifold->getNumContacts();
- /// Since I don't need report all contacts for these objects,
- /// So report only the first
- #define REPORT_ALL_CONTACTS 0
- #if REPORT_ALL_CONTACTS
- for (int j = 0; j < numContacts; j++) {
- btManifoldPoint &pt = contactManifold->getContactPoint(j);
- #else
- if (numContacts) {
- btManifoldPoint &pt = contactManifold->getContactPoint(0);
- #endif
- if (
- pt.getDistance() <= 0.0 ||
- bodyA->was_colliding(bodyB) ||
- bodyB->was_colliding(bodyA)) {
- Vector3 collisionWorldPosition;
- Vector3 collisionLocalPosition;
- Vector3 normalOnB;
- float appliedImpulse = pt.m_appliedImpulse;
- B_TO_G(pt.m_normalWorldOnB, normalOnB);
- if (bodyA->can_add_collision()) {
- B_TO_G(pt.getPositionWorldOnB(), collisionWorldPosition);
- /// pt.m_localPointB Doesn't report the exact point in local space
- B_TO_G(pt.getPositionWorldOnB() - contactManifold->getBody1()->getWorldTransform().getOrigin(), collisionLocalPosition);
- bodyA->add_collision_object(bodyB, collisionWorldPosition, collisionLocalPosition, normalOnB, appliedImpulse, pt.m_index1, pt.m_index0);
- }
- if (bodyB->can_add_collision()) {
- B_TO_G(pt.getPositionWorldOnA(), collisionWorldPosition);
- /// pt.m_localPointA Doesn't report the exact point in local space
- B_TO_G(pt.getPositionWorldOnA() - contactManifold->getBody0()->getWorldTransform().getOrigin(), collisionLocalPosition);
- bodyB->add_collision_object(bodyA, collisionWorldPosition, collisionLocalPosition, normalOnB * -1, appliedImpulse * -1, pt.m_index0, pt.m_index1);
- }
- #ifdef DEBUG_ENABLED
- if (is_debugging_contacts()) {
- add_debug_contact(collisionWorldPosition);
- }
- #endif
- }
- }
- }
- }
- }
- void SpaceBullet::update_gravity() {
- btVector3 btGravity;
- G_TO_B(gravityDirection * gravityMagnitude, btGravity);
- //dynamicsWorld->setGravity(btGravity);
- dynamicsWorld->setGravity(btVector3(0, 0, 0));
- if (soft_body_world_info) {
- soft_body_world_info->m_gravity = btGravity;
- }
- }
- /// IMPORTANT: Please don't turn it ON this is not managed correctly!!
- /// I'm leaving this here just for future tests.
- /// Debug motion and normal vector drawing
- #define debug_test_motion 0
- #define RECOVERING_MOVEMENT_SCALE 0.4
- #define RECOVERING_MOVEMENT_CYCLES 4
- #if debug_test_motion
- #include "scene/3d/immediate_geometry.h"
- static ImmediateGeometry *motionVec(NULL);
- static ImmediateGeometry *normalLine(NULL);
- static Ref<SpatialMaterial> red_mat;
- static Ref<SpatialMaterial> blue_mat;
- #endif
- bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, PhysicsServer::MotionResult *r_result, bool p_exclude_raycast_shapes) {
- #if debug_test_motion
- /// Yes I know this is not good, but I've used it as fast debugging hack.
- /// I'm leaving it here just for speedup the other eventual debugs
- if (!normalLine) {
- motionVec = memnew(ImmediateGeometry);
- normalLine = memnew(ImmediateGeometry);
- SceneTree::get_singleton()->get_current_scene()->add_child(motionVec);
- SceneTree::get_singleton()->get_current_scene()->add_child(normalLine);
- motionVec->set_as_toplevel(true);
- normalLine->set_as_toplevel(true);
- red_mat = Ref<SpatialMaterial>(memnew(SpatialMaterial));
- red_mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
- red_mat->set_line_width(20.0);
- red_mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
- red_mat->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
- red_mat->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
- red_mat->set_albedo(Color(1, 0, 0, 1));
- motionVec->set_material_override(red_mat);
- blue_mat = Ref<SpatialMaterial>(memnew(SpatialMaterial));
- blue_mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
- blue_mat->set_line_width(20.0);
- blue_mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
- blue_mat->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
- blue_mat->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
- blue_mat->set_albedo(Color(0, 0, 1, 1));
- normalLine->set_material_override(blue_mat);
- }
- #endif
- btTransform body_transform;
- G_TO_B(p_from, body_transform);
- UNSCALE_BT_BASIS(body_transform);
- btVector3 initial_recover_motion(0, 0, 0);
- { /// Phase one - multi shapes depenetration using margin
- for (int t(RECOVERING_MOVEMENT_CYCLES); 0 < t; --t) {
- if (!recover_from_penetration(p_body, body_transform, RECOVERING_MOVEMENT_SCALE, p_infinite_inertia, initial_recover_motion)) {
- break;
- }
- }
- // Add recover movement in order to make it safe
- body_transform.getOrigin() += initial_recover_motion;
- }
- btVector3 motion;
- G_TO_B(p_motion, motion);
- { /// phase two - sweep test, from a secure position without margin
- const int shape_count(p_body->get_shape_count());
- #if debug_test_motion
- Vector3 sup_line;
- B_TO_G(body_safe_position.getOrigin(), sup_line);
- motionVec->clear();
- motionVec->begin(Mesh::PRIMITIVE_LINES, NULL);
- motionVec->add_vertex(sup_line);
- motionVec->add_vertex(sup_line + p_motion * 10);
- motionVec->end();
- #endif
- for (int shIndex = 0; shIndex < shape_count; ++shIndex) {
- if (p_body->is_shape_disabled(shIndex)) {
- continue;
- }
- if (!p_body->get_bt_shape(shIndex)->isConvex()) {
- // Skip no convex shape
- continue;
- }
- if (p_exclude_raycast_shapes && p_body->get_bt_shape(shIndex)->getShapeType() == CUSTOM_CONVEX_SHAPE_TYPE) {
- // Skip rayshape in order to implement custom separation process
- continue;
- }
- btConvexShape *convex_shape_test(static_cast<btConvexShape *>(p_body->get_bt_shape(shIndex)));
- btTransform shape_world_from = body_transform * p_body->get_kinematic_utilities()->shapes[shIndex].transform;
- btTransform shape_world_to(shape_world_from);
- shape_world_to.getOrigin() += motion;
- GodotKinClosestConvexResultCallback btResult(shape_world_from.getOrigin(), shape_world_to.getOrigin(), p_body, p_infinite_inertia);
- btResult.m_collisionFilterGroup = p_body->get_collision_layer();
- btResult.m_collisionFilterMask = p_body->get_collision_mask();
- dynamicsWorld->convexSweepTest(convex_shape_test, shape_world_from, shape_world_to, btResult, dynamicsWorld->getDispatchInfo().m_allowedCcdPenetration);
- if (btResult.hasHit()) {
- /// Since for each sweep test I fix the motion of new shapes in base the recover result,
- /// if another shape will hit something it means that has a deepest penetration respect the previous shape
- motion *= btResult.m_closestHitFraction;
- }
- }
- body_transform.getOrigin() += motion;
- }
- bool has_penetration = false;
- { /// Phase three - contact test with margin
- btVector3 __rec(0, 0, 0);
- RecoverResult r_recover_result;
- has_penetration = recover_from_penetration(p_body, body_transform, 1, p_infinite_inertia, __rec, &r_recover_result);
- // Parse results
- if (r_result) {
- B_TO_G(motion + initial_recover_motion + __rec, r_result->motion);
- if (has_penetration) {
- const btRigidBody *btRigid = static_cast<const btRigidBody *>(r_recover_result.other_collision_object);
- CollisionObjectBullet *collisionObject = static_cast<CollisionObjectBullet *>(btRigid->getUserPointer());
- B_TO_G(motion, r_result->remainder); // is the remaining movements
- r_result->remainder = p_motion - r_result->remainder;
- B_TO_G(r_recover_result.pointWorld, r_result->collision_point);
- B_TO_G(r_recover_result.normal, r_result->collision_normal);
- B_TO_G(btRigid->getVelocityInLocalPoint(r_recover_result.pointWorld - btRigid->getWorldTransform().getOrigin()), r_result->collider_velocity); // It calculates velocity at point and assign it using special function Bullet_to_Godot
- r_result->collider = collisionObject->get_self();
- r_result->collider_id = collisionObject->get_instance_id();
- r_result->collider_shape = r_recover_result.other_compound_shape_index;
- r_result->collision_local_shape = r_recover_result.local_shape_most_recovered;
- #if debug_test_motion
- Vector3 sup_line2;
- B_TO_G(motion, sup_line2);
- normalLine->clear();
- normalLine->begin(Mesh::PRIMITIVE_LINES, NULL);
- normalLine->add_vertex(r_result->collision_point);
- normalLine->add_vertex(r_result->collision_point + r_result->collision_normal * 10);
- normalLine->end();
- #endif
- } else {
- r_result->remainder = Vector3();
- }
- }
- }
- return has_penetration;
- }
- int SpaceBullet::test_ray_separation(RigidBodyBullet *p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, PhysicsServer::SeparationResult *r_results, int p_result_max, float p_margin) {
- btTransform body_transform;
- G_TO_B(p_transform, body_transform);
- UNSCALE_BT_BASIS(body_transform);
- btVector3 recover_motion(0, 0, 0);
- int rays_found = 0;
- for (int t(RECOVERING_MOVEMENT_CYCLES); 0 < t; --t) {
- int last_ray_index = recover_from_penetration_ray(p_body, body_transform, RECOVERING_MOVEMENT_SCALE, p_infinite_inertia, p_result_max, recover_motion, r_results);
- rays_found = MAX(last_ray_index, rays_found);
- if (!rays_found) {
- break;
- } else {
- body_transform.getOrigin() += recover_motion;
- }
- }
- //optimize results (remove non colliding)
- for (int i = 0; i < rays_found; i++) {
- if (r_results[i].collision_depth >= 0) {
- rays_found--;
- SWAP(r_results[i], r_results[rays_found]);
- }
- }
- B_TO_G(recover_motion, r_recover_motion);
- return rays_found;
- }
- struct RecoverPenetrationBroadPhaseCallback : public btBroadphaseAabbCallback {
- private:
- const btCollisionObject *self_collision_object;
- uint32_t collision_layer;
- uint32_t collision_mask;
- public:
- Vector<btCollisionObject *> result_collision_objects;
- public:
- RecoverPenetrationBroadPhaseCallback(const btCollisionObject *p_self_collision_object, uint32_t p_collision_layer, uint32_t p_collision_mask) :
- self_collision_object(p_self_collision_object),
- collision_layer(p_collision_layer),
- collision_mask(p_collision_mask) {}
- virtual ~RecoverPenetrationBroadPhaseCallback() {}
- virtual bool process(const btBroadphaseProxy *proxy) {
- btCollisionObject *co = static_cast<btCollisionObject *>(proxy->m_clientObject);
- if (co->getInternalType() <= btCollisionObject::CO_RIGID_BODY) {
- if (self_collision_object != proxy->m_clientObject && GodotFilterCallback::test_collision_filters(collision_layer, collision_mask, proxy->m_collisionFilterGroup, proxy->m_collisionFilterMask)) {
- result_collision_objects.push_back(co);
- return true;
- }
- }
- return false;
- }
- void reset() {
- result_collision_objects.clear();
- }
- };
- bool SpaceBullet::recover_from_penetration(RigidBodyBullet *p_body, const btTransform &p_body_position, btScalar p_recover_movement_scale, bool p_infinite_inertia, btVector3 &r_delta_recover_movement, RecoverResult *r_recover_result) {
- RecoverPenetrationBroadPhaseCallback recover_broad_result(p_body->get_bt_collision_object(), p_body->get_collision_layer(), p_body->get_collision_mask());
- btTransform body_shape_position;
- btTransform body_shape_position_recovered;
- // Broad phase support
- btVector3 minAabb, maxAabb;
- bool penetration = false;
- // For each shape
- for (int kinIndex = p_body->get_kinematic_utilities()->shapes.size() - 1; 0 <= kinIndex; --kinIndex) {
- recover_broad_result.reset();
- const RigidBodyBullet::KinematicShape &kin_shape(p_body->get_kinematic_utilities()->shapes[kinIndex]);
- if (!kin_shape.is_active()) {
- continue;
- }
- if (kin_shape.shape->getShapeType() == CUSTOM_CONVEX_SHAPE_TYPE) {
- // Skip rayshape in order to implement custom separation process
- continue;
- }
- body_shape_position = p_body_position * kin_shape.transform;
- body_shape_position_recovered = body_shape_position;
- body_shape_position_recovered.getOrigin() += r_delta_recover_movement;
- kin_shape.shape->getAabb(body_shape_position_recovered, minAabb, maxAabb);
- dynamicsWorld->getBroadphase()->aabbTest(minAabb, maxAabb, recover_broad_result);
- for (int i = recover_broad_result.result_collision_objects.size() - 1; 0 <= i; --i) {
- btCollisionObject *otherObject = recover_broad_result.result_collision_objects[i];
- if (p_infinite_inertia && !otherObject->isStaticOrKinematicObject()) {
- otherObject->activate(); // Force activation of hitten rigid, soft body
- continue;
- } else if (!p_body->get_bt_collision_object()->checkCollideWith(otherObject) || !otherObject->checkCollideWith(p_body->get_bt_collision_object()))
- continue;
- if (otherObject->getCollisionShape()->isCompound()) {
- // Each convex shape
- btCompoundShape *cs = static_cast<btCompoundShape *>(otherObject->getCollisionShape());
- for (int x = cs->getNumChildShapes() - 1; 0 <= x; --x) {
- if (cs->getChildShape(x)->isConvex()) {
- if (RFP_convex_convex_test(kin_shape.shape, static_cast<const btConvexShape *>(cs->getChildShape(x)), otherObject, x, body_shape_position, otherObject->getWorldTransform() * cs->getChildTransform(x), p_recover_movement_scale, r_delta_recover_movement, r_recover_result)) {
- penetration = true;
- }
- } else {
- if (RFP_convex_world_test(kin_shape.shape, cs->getChildShape(x), p_body->get_bt_collision_object(), otherObject, kinIndex, x, body_shape_position, otherObject->getWorldTransform() * cs->getChildTransform(x), p_recover_movement_scale, r_delta_recover_movement, r_recover_result)) {
- penetration = true;
- }
- }
- }
- } else if (otherObject->getCollisionShape()->isConvex()) { /// Execute GJK test against object shape
- if (RFP_convex_convex_test(kin_shape.shape, static_cast<const btConvexShape *>(otherObject->getCollisionShape()), otherObject, 0, body_shape_position, otherObject->getWorldTransform(), p_recover_movement_scale, r_delta_recover_movement, r_recover_result)) {
- penetration = true;
- }
- } else {
- if (RFP_convex_world_test(kin_shape.shape, otherObject->getCollisionShape(), p_body->get_bt_collision_object(), otherObject, kinIndex, 0, body_shape_position, otherObject->getWorldTransform(), p_recover_movement_scale, r_delta_recover_movement, r_recover_result)) {
- penetration = true;
- }
- }
- }
- }
- return penetration;
- }
- bool SpaceBullet::RFP_convex_convex_test(const btConvexShape *p_shapeA, const btConvexShape *p_shapeB, btCollisionObject *p_objectB, int p_shapeId_B, const btTransform &p_transformA, const btTransform &p_transformB, btScalar p_recover_movement_scale, btVector3 &r_delta_recover_movement, RecoverResult *r_recover_result) {
- // Initialize GJK input
- btGjkPairDetector::ClosestPointInput gjk_input;
- gjk_input.m_transformA = p_transformA;
- gjk_input.m_transformA.getOrigin() += r_delta_recover_movement;
- gjk_input.m_transformB = p_transformB;
- // Perform GJK test
- btPointCollector result;
- btGjkPairDetector gjk_pair_detector(p_shapeA, p_shapeB, gjk_simplex_solver, gjk_epa_pen_solver);
- gjk_pair_detector.getClosestPoints(gjk_input, result, 0);
- if (0 > result.m_distance) {
- // Has penetration
- r_delta_recover_movement += result.m_normalOnBInWorld * (result.m_distance * -1 * p_recover_movement_scale);
- if (r_recover_result) {
- if (result.m_distance < r_recover_result->penetration_distance) {
- r_recover_result->hasPenetration = true;
- r_recover_result->other_collision_object = p_objectB;
- r_recover_result->other_compound_shape_index = p_shapeId_B;
- r_recover_result->penetration_distance = result.m_distance;
- r_recover_result->pointWorld = result.m_pointInWorld;
- r_recover_result->normal = result.m_normalOnBInWorld;
- }
- }
- return true;
- }
- return false;
- }
- bool SpaceBullet::RFP_convex_world_test(const btConvexShape *p_shapeA, const btCollisionShape *p_shapeB, btCollisionObject *p_objectA, btCollisionObject *p_objectB, int p_shapeId_A, int p_shapeId_B, const btTransform &p_transformA, const btTransform &p_transformB, btScalar p_recover_movement_scale, btVector3 &r_delta_recover_movement, RecoverResult *r_recover_result) {
- /// Contact test
- btTransform tA(p_transformA);
- tA.getOrigin() += r_delta_recover_movement;
- btCollisionObjectWrapper obA(NULL, p_shapeA, p_objectA, tA, -1, p_shapeId_A);
- btCollisionObjectWrapper obB(NULL, p_shapeB, p_objectB, p_transformB, -1, p_shapeId_B);
- btCollisionAlgorithm *algorithm = dispatcher->findAlgorithm(&obA, &obB, NULL, BT_CONTACT_POINT_ALGORITHMS);
- if (algorithm) {
- GodotDeepPenetrationContactResultCallback contactPointResult(&obA, &obB);
- //discrete collision detection query
- algorithm->processCollision(&obA, &obB, dynamicsWorld->getDispatchInfo(), &contactPointResult);
- algorithm->~btCollisionAlgorithm();
- dispatcher->freeCollisionAlgorithm(algorithm);
- if (contactPointResult.hasHit()) {
- r_delta_recover_movement += contactPointResult.m_pointNormalWorld * (contactPointResult.m_penetration_distance * -1 * p_recover_movement_scale);
- if (r_recover_result) {
- if (contactPointResult.m_penetration_distance < r_recover_result->penetration_distance) {
- r_recover_result->hasPenetration = true;
- r_recover_result->other_collision_object = p_objectB;
- r_recover_result->other_compound_shape_index = p_shapeId_B;
- r_recover_result->penetration_distance = contactPointResult.m_penetration_distance;
- r_recover_result->pointWorld = contactPointResult.m_pointWorld;
- r_recover_result->normal = contactPointResult.m_pointNormalWorld;
- }
- }
- return true;
- }
- }
- return false;
- }
- int SpaceBullet::recover_from_penetration_ray(RigidBodyBullet *p_body, const btTransform &p_body_position, btScalar p_recover_movement_scale, bool p_infinite_inertia, int p_result_max, btVector3 &r_delta_recover_movement, PhysicsServer::SeparationResult *r_results) {
- RecoverPenetrationBroadPhaseCallback recover_broad_result(p_body->get_bt_collision_object(), p_body->get_collision_layer(), p_body->get_collision_mask());
- btTransform body_shape_position;
- btTransform body_shape_position_recovered;
- // Broad phase support
- btVector3 minAabb, maxAabb;
- int ray_index = 0;
- // For each shape
- for (int kinIndex = p_body->get_kinematic_utilities()->shapes.size() - 1; 0 <= kinIndex; --kinIndex) {
- recover_broad_result.reset();
- if (ray_index >= p_result_max) {
- break;
- }
- const RigidBodyBullet::KinematicShape &kin_shape(p_body->get_kinematic_utilities()->shapes[kinIndex]);
- if (!kin_shape.is_active()) {
- continue;
- }
- if (kin_shape.shape->getShapeType() != CUSTOM_CONVEX_SHAPE_TYPE) {
- continue;
- }
- body_shape_position = p_body_position * kin_shape.transform;
- body_shape_position_recovered = body_shape_position;
- body_shape_position_recovered.getOrigin() += r_delta_recover_movement;
- kin_shape.shape->getAabb(body_shape_position_recovered, minAabb, maxAabb);
- dynamicsWorld->getBroadphase()->aabbTest(minAabb, maxAabb, recover_broad_result);
- for (int i = recover_broad_result.result_collision_objects.size() - 1; 0 <= i; --i) {
- btCollisionObject *otherObject = recover_broad_result.result_collision_objects[i];
- if (p_infinite_inertia && !otherObject->isStaticOrKinematicObject()) {
- otherObject->activate(); // Force activation of hitten rigid, soft body
- continue;
- } else if (!p_body->get_bt_collision_object()->checkCollideWith(otherObject) || !otherObject->checkCollideWith(p_body->get_bt_collision_object()))
- continue;
- if (otherObject->getCollisionShape()->isCompound()) {
- // Each convex shape
- btCompoundShape *cs = static_cast<btCompoundShape *>(otherObject->getCollisionShape());
- for (int x = cs->getNumChildShapes() - 1; 0 <= x; --x) {
- RecoverResult r_recover_result;
- if (RFP_convex_world_test(kin_shape.shape, cs->getChildShape(x), p_body->get_bt_collision_object(), otherObject, kinIndex, x, body_shape_position, otherObject->getWorldTransform() * cs->getChildTransform(x), p_recover_movement_scale, r_delta_recover_movement, &r_recover_result)) {
- const btRigidBody *btRigid = static_cast<const btRigidBody *>(otherObject);
- CollisionObjectBullet *collisionObject = static_cast<CollisionObjectBullet *>(otherObject->getUserPointer());
- r_results[ray_index].collision_depth = r_recover_result.penetration_distance;
- B_TO_G(r_recover_result.pointWorld, r_results[ray_index].collision_point);
- B_TO_G(r_recover_result.normal, r_results[ray_index].collision_normal);
- B_TO_G(btRigid->getVelocityInLocalPoint(r_recover_result.pointWorld - btRigid->getWorldTransform().getOrigin()), r_results[ray_index].collider_velocity);
- r_results[ray_index].collision_local_shape = kinIndex;
- r_results[ray_index].collider_id = collisionObject->get_instance_id();
- r_results[ray_index].collider = collisionObject->get_self();
- r_results[ray_index].collider_shape = r_recover_result.other_compound_shape_index;
- }
- }
- }
- }
- ++ray_index;
- }
- return ray_index;
- }
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