godot/servers/physics_3d/space_3d_sw.cpp

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/*************************************************************************/
/* space_3d_sw.cpp */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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_3d_sw.h"
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#include "collision_solver_3d_sw.h"
#include "core/project_settings.h"
#include "physics_server_3d_sw.h"
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_FORCE_INLINE_ static bool _can_collide_with(CollisionObject3DSW *p_object, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
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if (!(p_object->get_collision_layer() & p_collision_mask)) {
return false;
}
if (p_object->get_type() == CollisionObject3DSW::TYPE_AREA && !p_collide_with_areas)
return false;
if (p_object->get_type() == CollisionObject3DSW::TYPE_BODY && !p_collide_with_bodies)
return false;
return true;
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}
int PhysicsDirectSpaceState3DSW::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) {
ERR_FAIL_COND_V(space->locked, false);
int amount = space->broadphase->cull_point(p_point, space->intersection_query_results, Space3DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
int cc = 0;
//Transform ai = p_xform.affine_inverse();
for (int i = 0; i < amount; i++) {
if (cc >= p_result_max)
break;
if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas))
continue;
//area can't be picked by ray (default)
if (p_exclude.has(space->intersection_query_results[i]->get_self()))
continue;
const CollisionObject3DSW *col_obj = space->intersection_query_results[i];
int shape_idx = space->intersection_query_subindex_results[i];
Transform inv_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
inv_xform.affine_invert();
if (!col_obj->get_shape(shape_idx)->intersect_point(inv_xform.xform(p_point)))
continue;
r_results[cc].collider_id = col_obj->get_instance_id();
if (r_results[cc].collider_id.is_valid())
r_results[cc].collider = ObjectDB::get_instance(r_results[cc].collider_id);
else
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r_results[cc].collider = nullptr;
r_results[cc].rid = col_obj->get_self();
r_results[cc].shape = shape_idx;
cc++;
}
return cc;
}
bool PhysicsDirectSpaceState3DSW::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) {
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ERR_FAIL_COND_V(space->locked, false);
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Vector3 begin, end;
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Vector3 normal;
begin = p_from;
end = p_to;
normal = (end - begin).normalized();
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int amount = space->broadphase->cull_segment(begin, end, space->intersection_query_results, Space3DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
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//todo, create another array that references results, compute AABBs and check closest point to ray origin, sort, and stop evaluating results when beyond first collision
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bool collided = false;
Vector3 res_point, res_normal;
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int res_shape;
const CollisionObject3DSW *res_obj;
real_t min_d = 1e10;
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for (int i = 0; i < amount; i++) {
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if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas))
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continue;
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if (p_pick_ray && !(space->intersection_query_results[i]->is_ray_pickable()))
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continue;
if (p_exclude.has(space->intersection_query_results[i]->get_self()))
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continue;
const CollisionObject3DSW *col_obj = space->intersection_query_results[i];
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int shape_idx = space->intersection_query_subindex_results[i];
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Transform inv_xform = col_obj->get_shape_inv_transform(shape_idx) * col_obj->get_inv_transform();
Vector3 local_from = inv_xform.xform(begin);
Vector3 local_to = inv_xform.xform(end);
const Shape3DSW *shape = col_obj->get_shape(shape_idx);
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Vector3 shape_point, shape_normal;
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if (shape->intersect_segment(local_from, local_to, shape_point, shape_normal)) {
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Transform xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
shape_point = xform.xform(shape_point);
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real_t ld = normal.dot(shape_point);
if (ld < min_d) {
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min_d = ld;
res_point = shape_point;
res_normal = inv_xform.basis.xform_inv(shape_normal).normalized();
res_shape = shape_idx;
res_obj = col_obj;
collided = true;
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}
}
}
if (!collided)
return false;
r_result.collider_id = res_obj->get_instance_id();
if (r_result.collider_id.is_valid())
r_result.collider = ObjectDB::get_instance(r_result.collider_id);
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else
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r_result.collider = nullptr;
r_result.normal = res_normal;
r_result.position = res_point;
r_result.rid = res_obj->get_self();
r_result.shape = res_shape;
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return true;
}
int PhysicsDirectSpaceState3DSW::intersect_shape(const RID &p_shape, const Transform &p_xform, real_t 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) {
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if (p_result_max <= 0)
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return 0;
Shape3DSW *shape = static_cast<PhysicsServer3DSW *>(PhysicsServer3D::get_singleton())->shape_owner.getornull(p_shape);
ERR_FAIL_COND_V(!shape, 0);
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AABB aabb = p_xform.xform(shape->get_aabb());
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int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space3DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
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int cc = 0;
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//Transform ai = p_xform.affine_inverse();
for (int i = 0; i < amount; i++) {
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if (cc >= p_result_max)
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break;
if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas))
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continue;
//area can't be picked by ray (default)
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if (p_exclude.has(space->intersection_query_results[i]->get_self()))
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continue;
const CollisionObject3DSW *col_obj = space->intersection_query_results[i];
int shape_idx = space->intersection_query_subindex_results[i];
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if (!CollisionSolver3DSW::solve_static(shape, p_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), nullptr, nullptr, nullptr, p_margin, 0))
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continue;
if (r_results) {
r_results[cc].collider_id = col_obj->get_instance_id();
if (r_results[cc].collider_id.is_valid())
r_results[cc].collider = ObjectDB::get_instance(r_results[cc].collider_id);
else
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r_results[cc].collider = nullptr;
r_results[cc].rid = col_obj->get_self();
r_results[cc].shape = shape_idx;
}
cc++;
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}
return cc;
}
bool PhysicsDirectSpaceState3DSW::cast_motion(const RID &p_shape, const Transform &p_xform, const Vector3 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_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) {
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Shape3DSW *shape = static_cast<PhysicsServer3DSW *>(PhysicsServer3D::get_singleton())->shape_owner.getornull(p_shape);
ERR_FAIL_COND_V(!shape, false);
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AABB aabb = p_xform.xform(shape->get_aabb());
aabb = aabb.merge(AABB(aabb.position + p_motion, aabb.size)); //motion
aabb = aabb.grow(p_margin);
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int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space3DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
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real_t best_safe = 1;
real_t best_unsafe = 1;
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Transform xform_inv = p_xform.affine_inverse();
MotionShape3DSW mshape;
mshape.shape = shape;
mshape.motion = xform_inv.basis.xform(p_motion);
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bool best_first = true;
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Vector3 closest_A, closest_B;
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for (int i = 0; i < amount; i++) {
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if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas))
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continue;
if (p_exclude.has(space->intersection_query_results[i]->get_self()))
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continue; //ignore excluded
const CollisionObject3DSW *col_obj = space->intersection_query_results[i];
int shape_idx = space->intersection_query_subindex_results[i];
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Vector3 point_A, point_B;
Vector3 sep_axis = p_motion.normalized();
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Transform col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
//test initial overlap, does it collide if going all the way?
if (CollisionSolver3DSW::solve_distance(&mshape, p_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) {
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continue;
}
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//test initial overlap
sep_axis = p_motion.normalized();
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if (!CollisionSolver3DSW::solve_distance(shape, p_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) {
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return false;
}
//just do kinematic solving
real_t low = 0;
real_t hi = 1;
Vector3 mnormal = p_motion.normalized();
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for (int j = 0; j < 8; j++) { //steps should be customizable..
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real_t ofs = (low + hi) * 0.5;
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Vector3 sep = mnormal; //important optimization for this to work fast enough
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mshape.motion = xform_inv.basis.xform(p_motion * ofs);
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Vector3 lA, lB;
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bool collided = !CollisionSolver3DSW::solve_distance(&mshape, p_xform, col_obj->get_shape(shape_idx), col_obj_xform, lA, lB, aabb, &sep);
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if (collided) {
hi = ofs;
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} else {
point_A = lA;
point_B = lB;
low = ofs;
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}
}
if (low < best_safe) {
best_first = true; //force reset
best_safe = low;
best_unsafe = hi;
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}
if (r_info && (best_first || (point_A.distance_squared_to(point_B) < closest_A.distance_squared_to(closest_B) && low <= best_safe))) {
closest_A = point_A;
closest_B = point_B;
r_info->collider_id = col_obj->get_instance_id();
r_info->rid = col_obj->get_self();
r_info->shape = shape_idx;
r_info->point = closest_B;
r_info->normal = (closest_A - closest_B).normalized();
best_first = false;
if (col_obj->get_type() == CollisionObject3DSW::TYPE_BODY) {
const Body3DSW *body = static_cast<const Body3DSW *>(col_obj);
r_info->linear_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(body->get_transform().origin - closest_B);
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}
}
}
p_closest_safe = best_safe;
p_closest_unsafe = best_unsafe;
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return true;
}
bool PhysicsDirectSpaceState3DSW::collide_shape(RID p_shape, const Transform &p_shape_xform, real_t 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) {
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if (p_result_max <= 0)
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return 0;
Shape3DSW *shape = static_cast<PhysicsServer3DSW *>(PhysicsServer3D::get_singleton())->shape_owner.getornull(p_shape);
ERR_FAIL_COND_V(!shape, 0);
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AABB aabb = p_shape_xform.xform(shape->get_aabb());
aabb = aabb.grow(p_margin);
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int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space3DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
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bool collided = false;
r_result_count = 0;
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PhysicsServer3DSW::CollCbkData cbk;
cbk.max = p_result_max;
cbk.amount = 0;
cbk.ptr = r_results;
CollisionSolver3DSW::CallbackResult cbkres = PhysicsServer3DSW::_shape_col_cbk;
PhysicsServer3DSW::CollCbkData *cbkptr = &cbk;
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for (int i = 0; i < amount; i++) {
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if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas))
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continue;
const CollisionObject3DSW *col_obj = space->intersection_query_results[i];
int shape_idx = space->intersection_query_subindex_results[i];
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if (p_exclude.has(col_obj->get_self())) {
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continue;
}
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if (CollisionSolver3DSW::solve_static(shape, p_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), cbkres, cbkptr, nullptr, p_margin)) {
collided = true;
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}
}
r_result_count = cbk.amount;
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return collided;
}
struct _RestCallbackData {
const CollisionObject3DSW *object;
const CollisionObject3DSW *best_object;
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int shape;
int best_shape;
Vector3 best_contact;
Vector3 best_normal;
real_t best_len;
real_t min_allowed_depth;
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};
static void _rest_cbk_result(const Vector3 &p_point_A, const Vector3 &p_point_B, void *p_userdata) {
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_RestCallbackData *rd = (_RestCallbackData *)p_userdata;
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Vector3 contact_rel = p_point_B - p_point_A;
real_t len = contact_rel.length();
if (len < rd->min_allowed_depth)
return;
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if (len <= rd->best_len)
return;
rd->best_len = len;
rd->best_contact = p_point_B;
rd->best_normal = contact_rel / len;
rd->best_object = rd->object;
rd->best_shape = rd->shape;
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}
bool PhysicsDirectSpaceState3DSW::rest_info(RID p_shape, const Transform &p_shape_xform, real_t 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) {
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Shape3DSW *shape = static_cast<PhysicsServer3DSW *>(PhysicsServer3D::get_singleton())->shape_owner.getornull(p_shape);
ERR_FAIL_COND_V(!shape, 0);
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AABB aabb = p_shape_xform.xform(shape->get_aabb());
aabb = aabb.grow(p_margin);
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int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space3DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
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_RestCallbackData rcd;
rcd.best_len = 0;
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rcd.best_object = nullptr;
rcd.best_shape = 0;
rcd.min_allowed_depth = space->test_motion_min_contact_depth;
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for (int i = 0; i < amount; i++) {
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if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas))
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continue;
const CollisionObject3DSW *col_obj = space->intersection_query_results[i];
int shape_idx = space->intersection_query_subindex_results[i];
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if (p_exclude.has(col_obj->get_self()))
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continue;
rcd.object = col_obj;
rcd.shape = shape_idx;
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bool sc = CollisionSolver3DSW::solve_static(shape, p_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), _rest_cbk_result, &rcd, nullptr, p_margin);
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if (!sc)
continue;
}
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if (rcd.best_len == 0 || !rcd.best_object)
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return false;
r_info->collider_id = rcd.best_object->get_instance_id();
r_info->shape = rcd.best_shape;
r_info->normal = rcd.best_normal;
r_info->point = rcd.best_contact;
r_info->rid = rcd.best_object->get_self();
if (rcd.best_object->get_type() == CollisionObject3DSW::TYPE_BODY) {
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const Body3DSW *body = static_cast<const Body3DSW *>(rcd.best_object);
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r_info->linear_velocity = body->get_linear_velocity() +
(body->get_angular_velocity()).cross(body->get_transform().origin - rcd.best_contact); // * mPos);
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} else {
r_info->linear_velocity = Vector3();
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}
return true;
}
Vector3 PhysicsDirectSpaceState3DSW::get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const {
CollisionObject3DSW *obj = PhysicsServer3DSW::singleton->area_owner.getornull(p_object);
if (!obj) {
obj = PhysicsServer3DSW::singleton->body_owner.getornull(p_object);
}
ERR_FAIL_COND_V(!obj, Vector3());
ERR_FAIL_COND_V(obj->get_space() != space, Vector3());
float min_distance = 1e20;
Vector3 min_point;
bool shapes_found = false;
for (int i = 0; i < obj->get_shape_count(); i++) {
if (obj->is_shape_set_as_disabled(i))
continue;
Transform shape_xform = obj->get_transform() * obj->get_shape_transform(i);
Shape3DSW *shape = obj->get_shape(i);
Vector3 point = shape->get_closest_point_to(shape_xform.affine_inverse().xform(p_point));
point = shape_xform.xform(point);
float dist = point.distance_to(p_point);
if (dist < min_distance) {
min_distance = dist;
min_point = point;
}
shapes_found = true;
}
if (!shapes_found) {
return obj->get_transform().origin; //no shapes found, use distance to origin.
} else {
return min_point;
}
}
PhysicsDirectSpaceState3DSW::PhysicsDirectSpaceState3DSW() {
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space = nullptr;
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}
////////////////////////////////////////////////////////////////////////////////////////////////////////////
int Space3DSW::_cull_aabb_for_body(Body3DSW *p_body, const AABB &p_aabb) {
int amount = broadphase->cull_aabb(p_aabb, intersection_query_results, INTERSECTION_QUERY_MAX, intersection_query_subindex_results);
for (int i = 0; i < amount; i++) {
bool keep = true;
if (intersection_query_results[i] == p_body)
keep = false;
else if (intersection_query_results[i]->get_type() == CollisionObject3DSW::TYPE_AREA)
keep = false;
else if ((static_cast<Body3DSW *>(intersection_query_results[i])->test_collision_mask(p_body)) == 0)
keep = false;
else if (static_cast<Body3DSW *>(intersection_query_results[i])->has_exception(p_body->get_self()) || p_body->has_exception(intersection_query_results[i]->get_self()))
keep = false;
else if (static_cast<Body3DSW *>(intersection_query_results[i])->is_shape_set_as_disabled(intersection_query_subindex_results[i]))
keep = false;
if (!keep) {
if (i < amount - 1) {
SWAP(intersection_query_results[i], intersection_query_results[amount - 1]);
SWAP(intersection_query_subindex_results[i], intersection_query_subindex_results[amount - 1]);
}
amount--;
i--;
}
}
return amount;
}
int Space3DSW::test_body_ray_separation(Body3DSW *p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, PhysicsServer3D::SeparationResult *r_results, int p_result_max, real_t p_margin) {
AABB body_aabb;
bool shapes_found = false;
for (int i = 0; i < p_body->get_shape_count(); i++) {
if (p_body->is_shape_set_as_disabled(i))
continue;
if (!shapes_found) {
body_aabb = p_body->get_shape_aabb(i);
shapes_found = true;
} else {
body_aabb = body_aabb.merge(p_body->get_shape_aabb(i));
}
}
if (!shapes_found) {
return 0;
}
// Undo the currently transform the physics server is aware of and apply the provided one
body_aabb = p_transform.xform(p_body->get_inv_transform().xform(body_aabb));
body_aabb = body_aabb.grow(p_margin);
Transform body_transform = p_transform;
for (int i = 0; i < p_result_max; i++) {
//reset results
r_results[i].collision_depth = 0;
}
int rays_found = 0;
{
// raycast AND separate
const int max_results = 32;
int recover_attempts = 4;
Vector3 sr[max_results * 2];
PhysicsServer3DSW::CollCbkData cbk;
cbk.max = max_results;
PhysicsServer3DSW::CollCbkData *cbkptr = &cbk;
CollisionSolver3DSW::CallbackResult cbkres = PhysicsServer3DSW::_shape_col_cbk;
do {
Vector3 recover_motion;
bool collided = false;
int amount = _cull_aabb_for_body(p_body, body_aabb);
for (int j = 0; j < p_body->get_shape_count(); j++) {
if (p_body->is_shape_set_as_disabled(j))
continue;
Shape3DSW *body_shape = p_body->get_shape(j);
if (body_shape->get_type() != PhysicsServer3D::SHAPE_RAY)
continue;
Transform body_shape_xform = body_transform * p_body->get_shape_transform(j);
for (int i = 0; i < amount; i++) {
const CollisionObject3DSW *col_obj = intersection_query_results[i];
int shape_idx = intersection_query_subindex_results[i];
cbk.amount = 0;
cbk.ptr = sr;
if (CollisionObject3DSW::TYPE_BODY == col_obj->get_type()) {
const Body3DSW *b = static_cast<const Body3DSW *>(col_obj);
if (p_infinite_inertia && PhysicsServer3D::BODY_MODE_STATIC != b->get_mode() && PhysicsServer3D::BODY_MODE_KINEMATIC != b->get_mode()) {
continue;
}
}
Shape3DSW *against_shape = col_obj->get_shape(shape_idx);
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if (CollisionSolver3DSW::solve_static(body_shape, body_shape_xform, against_shape, col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), cbkres, cbkptr, nullptr, p_margin)) {
if (cbk.amount > 0) {
collided = true;
}
int ray_index = -1; //reuse shape
for (int k = 0; k < rays_found; k++) {
KinematicBody performance and quality improvements With this change finally one can use compound collisions (like those created by Gridmaps) without serious performance issues. The previous KinematicBody code for Bullet was practically doing a whole bunch of unnecessary calculations. Gridmaps with fairly large octant sizes (in my case 32) can get up to 10000x speedup with this change (literally!). I expect the FPS demo to get a fair speedup as well. List of fixes and improvements: - Fixed a general bug in move_and_slide that affects both GodotPhysics and Bullet, where ray shapes would be ignored unless the stop_on_slope parameter is disabled. Not sure where that came from, but looking at the 2D physics code it was obvious there's a difference. - Enabled the dynamic AABB tree that Bullet uses to allow broadphase collision tests against individual shapes of compound shapes. This is crucial to get good performance with Gridmaps and in general improves the performance whenever a KinematicBody collides with compound collision shapes. - Added code to the broadphase collision detection code used by the Bullet module for KinematicBodies to also do broadphase on the sub-shapes of compound collision shapes. This is possible thanks to the dynamic AABB tree that was previously disabled and it's the change that provides the biggest performance boost. - Now broadphase test is only done once per KinematicBody in Bullet instead of once per each of its shapes which was completely unnecessary. - Fixed the way how the ray separation results are populated in Bullet which was completely broken previously, overwriting previous results and similar non-sense. - Fixed ray shapes for good now. Previously the margin set in the editor was not respected at all, and the KinematicBody code for ray separation was complete bogus, thus all previous attempts to fix it were mislead. - Fixed an obvious bug also in GodotPhysics where an out-of-bounds index was used in the ray result array. There are a whole set of other problems with the KinematicBody code of Bullet which cost performance and may cause unexpected behavior, but those are not addressed in this change (need to keep it "simple"). Not sure whether this fixes any outstanding Github issues but I wouldn't be surprised.
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if (r_results[k].collision_local_shape == j) {
ray_index = k;
}
}
if (ray_index == -1 && rays_found < p_result_max) {
ray_index = rays_found;
rays_found++;
}
if (ray_index != -1) {
PhysicsServer3D::SeparationResult &result = r_results[ray_index];
for (int k = 0; k < cbk.amount; k++) {
Vector3 a = sr[k * 2 + 0];
Vector3 b = sr[k * 2 + 1];
recover_motion += (b - a) * 0.4;
float depth = a.distance_to(b);
if (depth > result.collision_depth) {
result.collision_depth = depth;
result.collision_point = b;
result.collision_normal = (b - a).normalized();
result.collision_local_shape = j;
result.collider = col_obj->get_self();
result.collider_id = col_obj->get_instance_id();
result.collider_shape = shape_idx;
//result.collider_metadata = col_obj->get_shape_metadata(shape_idx);
if (col_obj->get_type() == CollisionObject3DSW::TYPE_BODY) {
Body3DSW *body = (Body3DSW *)col_obj;
Vector3 rel_vec = b - body->get_transform().get_origin();
//result.collider_velocity = Vector3(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity();
result.collider_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(body->get_transform().origin - rel_vec); // * mPos);
}
}
}
}
}
}
}
if (!collided || recover_motion == Vector3()) {
break;
}
body_transform.origin += recover_motion;
body_aabb.position += recover_motion;
recover_attempts--;
} while (recover_attempts);
}
//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]);
}
}
r_recover_motion = body_transform.origin - p_transform.origin;
return rays_found;
}
bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, real_t p_margin, PhysicsServer3D::MotionResult *r_result, bool p_exclude_raycast_shapes) {
//give me back regular physics engine logic
//this is madness
//and most people using this function will think
//what it does is simpler than using physics
//this took about a week to get right..
//but is it right? who knows at this point..
if (r_result) {
r_result->collider_id = ObjectID();
r_result->collider_shape = 0;
}
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AABB body_aabb;
bool shapes_found = false;
for (int i = 0; i < p_body->get_shape_count(); i++) {
if (p_body->is_shape_set_as_disabled(i))
continue;
if (!shapes_found) {
body_aabb = p_body->get_shape_aabb(i);
shapes_found = true;
} else {
body_aabb = body_aabb.merge(p_body->get_shape_aabb(i));
}
}
if (!shapes_found) {
if (r_result) {
*r_result = PhysicsServer3D::MotionResult();
r_result->motion = p_motion;
}
return false;
}
// Undo the currently transform the physics server is aware of and apply the provided one
body_aabb = p_from.xform(p_body->get_inv_transform().xform(body_aabb));
body_aabb = body_aabb.grow(p_margin);
Transform body_transform = p_from;
{
//STEP 1, FREE BODY IF STUCK
const int max_results = 32;
int recover_attempts = 4;
Vector3 sr[max_results * 2];
do {
PhysicsServer3DSW::CollCbkData cbk;
cbk.max = max_results;
cbk.amount = 0;
cbk.ptr = sr;
PhysicsServer3DSW::CollCbkData *cbkptr = &cbk;
CollisionSolver3DSW::CallbackResult cbkres = PhysicsServer3DSW::_shape_col_cbk;
bool collided = false;
int amount = _cull_aabb_for_body(p_body, body_aabb);
for (int j = 0; j < p_body->get_shape_count(); j++) {
if (p_body->is_shape_set_as_disabled(j))
continue;
Transform body_shape_xform = body_transform * p_body->get_shape_transform(j);
Shape3DSW *body_shape = p_body->get_shape(j);
if (p_exclude_raycast_shapes && body_shape->get_type() == PhysicsServer3D::SHAPE_RAY) {
continue;
}
for (int i = 0; i < amount; i++) {
const CollisionObject3DSW *col_obj = intersection_query_results[i];
int shape_idx = intersection_query_subindex_results[i];
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if (CollisionSolver3DSW::solve_static(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), cbkres, cbkptr, nullptr, p_margin)) {
collided = cbk.amount > 0;
}
}
}
if (!collided) {
break;
}
Vector3 recover_motion;
for (int i = 0; i < cbk.amount; i++) {
Vector3 a = sr[i * 2 + 0];
Vector3 b = sr[i * 2 + 1];
recover_motion += (b - a) * 0.4;
}
if (recover_motion == Vector3()) {
collided = false;
break;
}
body_transform.origin += recover_motion;
body_aabb.position += recover_motion;
recover_attempts--;
} while (recover_attempts);
}
real_t safe = 1.0;
real_t unsafe = 1.0;
int best_shape = -1;
{
// STEP 2 ATTEMPT MOTION
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AABB motion_aabb = body_aabb;
motion_aabb.position += p_motion;
motion_aabb = motion_aabb.merge(body_aabb);
int amount = _cull_aabb_for_body(p_body, motion_aabb);
for (int j = 0; j < p_body->get_shape_count(); j++) {
if (p_body->is_shape_set_as_disabled(j))
continue;
Transform body_shape_xform = body_transform * p_body->get_shape_transform(j);
Shape3DSW *body_shape = p_body->get_shape(j);
if (p_exclude_raycast_shapes && body_shape->get_type() == PhysicsServer3D::SHAPE_RAY) {
continue;
}
Transform body_shape_xform_inv = body_shape_xform.affine_inverse();
MotionShape3DSW mshape;
mshape.shape = body_shape;
mshape.motion = body_shape_xform_inv.basis.xform(p_motion);
bool stuck = false;
real_t best_safe = 1;
real_t best_unsafe = 1;
for (int i = 0; i < amount; i++) {
const CollisionObject3DSW *col_obj = intersection_query_results[i];
int shape_idx = intersection_query_subindex_results[i];
//test initial overlap, does it collide if going all the way?
Vector3 point_A, point_B;
Vector3 sep_axis = p_motion.normalized();
Transform col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
//test initial overlap, does it collide if going all the way?
if (CollisionSolver3DSW::solve_distance(&mshape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, motion_aabb, &sep_axis)) {
continue;
}
sep_axis = p_motion.normalized();
if (!CollisionSolver3DSW::solve_distance(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, motion_aabb, &sep_axis)) {
stuck = true;
break;
}
//just do kinematic solving
real_t low = 0;
real_t hi = 1;
Vector3 mnormal = p_motion.normalized();
for (int k = 0; k < 8; k++) { //steps should be customizable..
real_t ofs = (low + hi) * 0.5;
Vector3 sep = mnormal; //important optimization for this to work fast enough
mshape.motion = body_shape_xform_inv.basis.xform(p_motion * ofs);
Vector3 lA, lB;
bool collided = !CollisionSolver3DSW::solve_distance(&mshape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, lA, lB, motion_aabb, &sep);
if (collided) {
hi = ofs;
} else {
point_A = lA;
point_B = lB;
low = ofs;
}
}
if (low < best_safe) {
best_safe = low;
best_unsafe = hi;
}
}
if (stuck) {
safe = 0;
unsafe = 0;
best_shape = j; //sadly it's the best
break;
}
if (best_safe == 1.0) {
continue;
}
if (best_safe < safe) {
safe = best_safe;
unsafe = best_unsafe;
best_shape = j;
}
}
}
bool collided = false;
if (safe >= 1) {
//not collided
collided = false;
if (r_result) {
r_result->motion = p_motion;
r_result->remainder = Vector3();
r_result->motion += (body_transform.get_origin() - p_from.get_origin());
}
} else {
//it collided, let's get the rest info in unsafe advance
Transform ugt = body_transform;
ugt.origin += p_motion * unsafe;
_RestCallbackData rcd;
rcd.best_len = 0;
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rcd.best_object = nullptr;
rcd.best_shape = 0;
rcd.min_allowed_depth = test_motion_min_contact_depth;
Transform body_shape_xform = ugt * p_body->get_shape_transform(best_shape);
Shape3DSW *body_shape = p_body->get_shape(best_shape);
body_aabb.position += p_motion * unsafe;
int amount = _cull_aabb_for_body(p_body, body_aabb);
for (int i = 0; i < amount; i++) {
const CollisionObject3DSW *col_obj = intersection_query_results[i];
int shape_idx = intersection_query_subindex_results[i];
rcd.object = col_obj;
rcd.shape = shape_idx;
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bool sc = CollisionSolver3DSW::solve_static(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), _rest_cbk_result, &rcd, nullptr, p_margin);
if (!sc)
continue;
}
if (rcd.best_len != 0) {
if (r_result) {
r_result->collider = rcd.best_object->get_self();
r_result->collider_id = rcd.best_object->get_instance_id();
r_result->collider_shape = rcd.best_shape;
r_result->collision_local_shape = best_shape;
r_result->collision_normal = rcd.best_normal;
r_result->collision_point = rcd.best_contact;
//r_result->collider_metadata = rcd.best_object->get_shape_metadata(rcd.best_shape);
const Body3DSW *body = static_cast<const Body3DSW *>(rcd.best_object);
//Vector3 rel_vec = r_result->collision_point - body->get_transform().get_origin();
// r_result->collider_velocity = Vector3(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity();
r_result->collider_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(body->get_transform().origin - rcd.best_contact); // * mPos);
r_result->motion = safe * p_motion;
r_result->remainder = p_motion - safe * p_motion;
r_result->motion += (body_transform.get_origin() - p_from.get_origin());
}
collided = true;
} else {
if (r_result) {
r_result->motion = p_motion;
r_result->remainder = Vector3();
r_result->motion += (body_transform.get_origin() - p_from.get_origin());
}
collided = false;
}
}
return collided;
}
void *Space3DSW::_broadphase_pair(CollisionObject3DSW *A, int p_subindex_A, CollisionObject3DSW *B, int p_subindex_B, void *p_self) {
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CollisionObject3DSW::Type type_A = A->get_type();
CollisionObject3DSW::Type type_B = B->get_type();
if (type_A > type_B) {
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SWAP(A, B);
SWAP(p_subindex_A, p_subindex_B);
SWAP(type_A, type_B);
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}
Space3DSW *self = (Space3DSW *)p_self;
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self->collision_pairs++;
if (type_A == CollisionObject3DSW::TYPE_AREA) {
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Area3DSW *area = static_cast<Area3DSW *>(A);
if (type_B == CollisionObject3DSW::TYPE_AREA) {
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Area3DSW *area_b = static_cast<Area3DSW *>(B);
Area2Pair3DSW *area2_pair = memnew(Area2Pair3DSW(area_b, p_subindex_B, area, p_subindex_A));
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return area2_pair;
} else {
Body3DSW *body = static_cast<Body3DSW *>(B);
AreaPair3DSW *area_pair = memnew(AreaPair3DSW(body, p_subindex_B, area, p_subindex_A));
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return area_pair;
}
} else {
BodyPair3DSW *b = memnew(BodyPair3DSW((Body3DSW *)A, p_subindex_A, (Body3DSW *)B, p_subindex_B));
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return b;
}
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return nullptr;
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}
void Space3DSW::_broadphase_unpair(CollisionObject3DSW *A, int p_subindex_A, CollisionObject3DSW *B, int p_subindex_B, void *p_data, void *p_self) {
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Space3DSW *self = (Space3DSW *)p_self;
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self->collision_pairs--;
Constraint3DSW *c = (Constraint3DSW *)p_data;
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memdelete(c);
}
const SelfList<Body3DSW>::List &Space3DSW::get_active_body_list() const {
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return active_list;
}
void Space3DSW::body_add_to_active_list(SelfList<Body3DSW> *p_body) {
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active_list.add(p_body);
}
void Space3DSW::body_remove_from_active_list(SelfList<Body3DSW> *p_body) {
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active_list.remove(p_body);
}
void Space3DSW::body_add_to_inertia_update_list(SelfList<Body3DSW> *p_body) {
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inertia_update_list.add(p_body);
}
void Space3DSW::body_remove_from_inertia_update_list(SelfList<Body3DSW> *p_body) {
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inertia_update_list.remove(p_body);
}
BroadPhase3DSW *Space3DSW::get_broadphase() {
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return broadphase;
}
void Space3DSW::add_object(CollisionObject3DSW *p_object) {
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ERR_FAIL_COND(objects.has(p_object));
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objects.insert(p_object);
}
void Space3DSW::remove_object(CollisionObject3DSW *p_object) {
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ERR_FAIL_COND(!objects.has(p_object));
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objects.erase(p_object);
}
const Set<CollisionObject3DSW *> &Space3DSW::get_objects() const {
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return objects;
}
void Space3DSW::body_add_to_state_query_list(SelfList<Body3DSW> *p_body) {
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state_query_list.add(p_body);
}
void Space3DSW::body_remove_from_state_query_list(SelfList<Body3DSW> *p_body) {
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state_query_list.remove(p_body);
}
void Space3DSW::area_add_to_monitor_query_list(SelfList<Area3DSW> *p_area) {
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monitor_query_list.add(p_area);
}
void Space3DSW::area_remove_from_monitor_query_list(SelfList<Area3DSW> *p_area) {
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monitor_query_list.remove(p_area);
}
void Space3DSW::area_add_to_moved_list(SelfList<Area3DSW> *p_area) {
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area_moved_list.add(p_area);
}
void Space3DSW::area_remove_from_moved_list(SelfList<Area3DSW> *p_area) {
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area_moved_list.remove(p_area);
}
const SelfList<Area3DSW>::List &Space3DSW::get_moved_area_list() const {
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return area_moved_list;
}
void Space3DSW::call_queries() {
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while (state_query_list.first()) {
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Body3DSW *b = state_query_list.first()->self();
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state_query_list.remove(state_query_list.first());
b->call_queries();
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}
while (monitor_query_list.first()) {
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Area3DSW *a = monitor_query_list.first()->self();
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monitor_query_list.remove(monitor_query_list.first());
a->call_queries();
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}
}
void Space3DSW::setup() {
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contact_debug_count = 0;
while (inertia_update_list.first()) {
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inertia_update_list.first()->self()->update_inertias();
inertia_update_list.remove(inertia_update_list.first());
}
}
void Space3DSW::update() {
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broadphase->update();
}
void Space3DSW::set_param(PhysicsServer3D::SpaceParameter p_param, real_t p_value) {
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switch (p_param) {
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case PhysicsServer3D::SPACE_PARAM_CONTACT_RECYCLE_RADIUS: contact_recycle_radius = p_value; break;
case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_SEPARATION: contact_max_separation = p_value; break;
case PhysicsServer3D::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION: contact_max_allowed_penetration = p_value; break;
case PhysicsServer3D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD: body_linear_velocity_sleep_threshold = p_value; break;
case PhysicsServer3D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD: body_angular_velocity_sleep_threshold = p_value; break;
case PhysicsServer3D::SPACE_PARAM_BODY_TIME_TO_SLEEP: body_time_to_sleep = p_value; break;
case PhysicsServer3D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO: body_angular_velocity_damp_ratio = p_value; break;
case PhysicsServer3D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: constraint_bias = p_value; break;
case PhysicsServer3D::SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH: test_motion_min_contact_depth = p_value; break;
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}
}
real_t Space3DSW::get_param(PhysicsServer3D::SpaceParameter p_param) const {
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switch (p_param) {
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case PhysicsServer3D::SPACE_PARAM_CONTACT_RECYCLE_RADIUS: return contact_recycle_radius;
case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_SEPARATION: return contact_max_separation;
case PhysicsServer3D::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION: return contact_max_allowed_penetration;
case PhysicsServer3D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD: return body_linear_velocity_sleep_threshold;
case PhysicsServer3D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD: return body_angular_velocity_sleep_threshold;
case PhysicsServer3D::SPACE_PARAM_BODY_TIME_TO_SLEEP: return body_time_to_sleep;
case PhysicsServer3D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO: return body_angular_velocity_damp_ratio;
case PhysicsServer3D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: return constraint_bias;
case PhysicsServer3D::SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH: return test_motion_min_contact_depth;
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}
return 0;
}
void Space3DSW::lock() {
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locked = true;
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}
void Space3DSW::unlock() {
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locked = false;
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}
bool Space3DSW::is_locked() const {
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return locked;
}
PhysicsDirectSpaceState3DSW *Space3DSW::get_direct_state() {
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return direct_access;
}
Space3DSW::Space3DSW() {
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collision_pairs = 0;
active_objects = 0;
island_count = 0;
contact_debug_count = 0;
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locked = false;
contact_recycle_radius = 0.01;
contact_max_separation = 0.05;
contact_max_allowed_penetration = 0.01;
test_motion_min_contact_depth = 0.00001;
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constraint_bias = 0.01;
body_linear_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_linear", 0.1);
body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_angular", (8.0 / 180.0 * Math_PI));
body_time_to_sleep = GLOBAL_DEF("physics/3d/time_before_sleep", 0.5);
ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/time_before_sleep", PropertyInfo(Variant::FLOAT, "physics/3d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater"));
body_angular_velocity_damp_ratio = 10;
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broadphase = BroadPhase3DSW::create_func();
broadphase->set_pair_callback(_broadphase_pair, this);
broadphase->set_unpair_callback(_broadphase_unpair, this);
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area = nullptr;
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direct_access = memnew(PhysicsDirectSpaceState3DSW);
direct_access->space = this;
for (int i = 0; i < ELAPSED_TIME_MAX; i++)
elapsed_time[i] = 0;
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}
Space3DSW::~Space3DSW() {
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memdelete(broadphase);
memdelete(direct_access);
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}