Commit Graph

209 Commits

Author SHA1 Message Date
PouleyKetchoupp 2273a78af1 Update space parameters in 2D and 3D
Clarified space parameters for contacts and added missing ones.

List of changes:
-Add contact bias to space parameters
-Add solver iterations to space parameters, instead of a specific
physics server function
-Renamed BODY_MAX_ALLOWED_PENETRATION to CONTACT_MAX_ALLOWED_PENETRATION
to make it consistent with other contact parameters
2021-12-03 12:01:38 -07:00
PouleyKetchoupp 5cbc7149a1 Improve RigidDynamicBody contacts in 2D and 3D
Changed the algorithm for solving contacts to keep previous contacts as
long as they are under the max separation threshold to keep contact
impulses more consistent and contacts more stable.

Also made 2D consistent with 3D and changed some default parameters:
-Contact bias is now 0.8 instead of 0.3 to avoid springy contacts
-Solver iterations are 16 instead of 8 by default for better stability

Performance considerations:
Tested with stress tests that include lots of contacts from overlapping
bodies.
3D: There's no measurable difference in performance.
2D: Performance is a bit lower (close to 10% slower in extreme cases)
The benefit for 2D physics to be much more stable outweighs the slight
decrease in performance, and this could be alleviated by changing the
algorithm to use jacobians for contact solving to help with cache
efficiency and memory allocations.
2021-12-03 10:40:15 -07:00
PouleyKetchoupp 7032cf0637 Fix RigidDynamicBody gaining momentum with bounce
Bounce calculation now uses the previous frame's velocity, so it's
consistent with the actual motion of the bodies involved and not the
yet-to-be-applied forces.

When bounce is 1, using the current velocity was causing the new forces
(including gravity) to be taken into account, which lead to the bounce
velocity to be higher than the falling velocity at the moment of impact,
adding more and more energy over time.
2021-11-25 09:51:57 -07:00
Lightning_A e078f970db Rename `remove()` to `remove_at()` when removing by index 2021-11-23 18:58:57 -07:00
Brennen Green 37993f0c0c Add wakeup() conditional if previous gravity was 0 2021-11-22 12:03:50 -05:00
Marcel Admiraal 1d1ceca6b4 Add area to moved list when changing monitorable,
and only remove area from query when deleting pair if it was monitorable.
2021-11-20 06:57:34 +00:00
Rémi Verschelde c6555cafa5
Merge pull request #55074 from nekomatata/fix-soft-body-gravity 2021-11-18 09:27:23 +01:00
PouleyKetchoupp ea52c68337 Fix applied gravity on soft bodies
Regression fix, gravity was accumulated between frames after some
changes around area gravity calculation.

Also got rid of unused member and method in soft body class.
2021-11-17 17:59:26 -07:00
PouleyKetchoupp d630269593 Fix contact generation with backface collision disabled
Replaced the previous implementation for backface collision handling (in
test_axis function from SAT algorithm) with much simpler logic in the
collision generation phase with face shapes, in order to get rid of
wrong contacts when backface collision is disabled.

Now it just ignores the generated collision if the contact normal is
against the face normal, with a threshold to keep edge contacts.

Added a special case for soft bodies to invert the collision instead of
ignoring it, because for now it's the best solution to avoid soft bodies
to go through concave shapes (they use small spheres). This might be
replaced with a better algorithm for soft bodies later.
2021-11-17 17:57:02 -07:00
PouleyKetchoupp 43ff9ad86f Fix rest_info returning no result with high margin and low motion
Apply the same logic as in test_body_motion to make sure the minimum
allowed depth doesn't filter out all contacts in this case.
2021-11-17 11:47:30 -07:00
Camille Mohr-Daurat 7d1b454b67
Merge pull request #55036 from nekomatata/bvh-fix-update
Fix physics BVH pairing for teleported or fast moving objects
2021-11-16 17:59:21 -07:00
PouleyKetchoupp afb9e2d9b7 Fix physics BVH pairing for teleported or fast moving objects
Updating the broadphase to find new collision pairs was done after
checking for collision islands, so it was working in most cases due to
the pairing margin used in the BVH, but in case of teleported objects
the narrowphase collision could be skipped.

Now it's done before checking for collision islands, so we can ensure
that broadphase pairing has been done at the same time as objects are
marked as moved so their collision can be checked properly.

This issue didn't happen in the Octree/HashGrid because they do nothing
on update and trigger pairs directly when objects move instead.
2021-11-16 14:51:37 -07:00
Hugo Locurcio 8fb7e622a6
Rename built-in `SGN()` macro to `SIGN()`
This matches the name of the GDScript function (except it's uppercase
here).
2021-11-16 20:40:49 +01:00
Camille Mohr-Daurat 11e03ae7f0
Merge pull request #54810 from nekomatata/area-separate-override-modes
Separate space override modes for gravity/damping in Area
2021-11-11 15:11:21 -07:00
PouleyKetchoupp c3ae7ddedd Add raycast options to hit when starting inside / hit back faces
Makes the results consistent for all shape types with options to set
the desired behavior.
2021-11-10 17:43:35 -07:00
PouleyKetchoupp bfd0d33244 Fix errors in CharacterBody when floor is destroyed or removed
In all physics servers, body_get_direct_state() now silently returns
nullptr when the body has been already freed or is removed from space,
so the client code can detect this state and invalidate the body rid.

In 2D, there is no change in behavior (just no more errors).

In 3D, the Bullet server returned a valid direct body state when the
body was removed from the physics space, but in this case it didn't
make sense to use the information from the body state.
2021-11-10 08:27:33 -07:00
PouleyKetchoupp 3d1c123d45 Separate space override modes for gravity/damping in Area
Also make inspector clearer for gravity point properties.
2021-11-09 10:29:24 -07:00
Camille Mohr-Daurat c6062cd93e
Merge pull request #54134 from nekomatata/body-center-of-mass-local
Expose local center of mass in physics servers
2021-11-08 18:44:51 -07:00
PouleyKetchoupp fc8c766ef9 Expose local center of mass in physics servers
Center of mass in body's local space is more useful than the transformed
one in some cases, like drawing its position for debug.

It's especially useful to get the generated local center of mass when
in auto mode (by default).

Physics Server BODY_PARAM_CENTER_OF_MASS:
Now always returns the local center of mass, instead of setting a local
center of mass and getting a transformed one.
This causes compatibility breaking, but it makes more sense for the
parameter to be consistent between getter and setter.

Direct Body State:
There are now two properties, because both of them can be useful in
different situations.
center_of_mass: relative position in global coordinates (same as before)
center_of_mass_local: position in local coordinates
2021-11-08 16:17:57 -07:00
Rémi Verschelde e87687a6d0
Merge pull request #54486 from ibrahn/thread-work-pool-lazier 2021-11-08 13:39:39 +01:00
Brian Semrau dc11e73bf0 Rename AABB `get_area` to `get_volume` 2021-11-05 18:22:42 -04:00
Camille Mohr-Daurat 70c82d9d3d
Merge pull request #54642 from BoilingFusion/master
Fix the volume calculation for cylinders
2021-11-05 15:08:57 -07:00
Julian Adamse 03903fdeec Fix the volume calculation for cylinders 2021-11-05 20:49:14 +01:00
PouleyKetchoupp acbd24ea84 Use parameter classes instead of arguments for all physics queries
Same as what is already done for shape queries, applied to point and ray
queries. Easier to document and more flexible to add more parameters.

Also expose intersect_point method to script in 3D.
Remove intersect_point_on_canvas in 2D, replaced with a parameter.
2021-11-04 11:44:39 -07:00
rafallus 770e3a8e51 Use `Callable` in Area monitor callback 2021-11-01 21:53:17 -06:00
Ibrahn Sahir 151d2e34ca ThreadWorkPool no longer starts worker threads if given zero work. 2021-11-01 19:19:25 +00:00
Camille Mohr-Daurat a57de3b818
Merge pull request #37880 from nekomatata/rigid-body-damping-override
Improved RigidDynamicBody linear/angular damping override
2021-11-01 11:24:01 -07:00
Rémi Verschelde 3a6be64c12
clang-format: Various fixes to comments alignment from `clang-format` 13
All reviewed manually and occasionally rewritten to avoid bad auto formatting.
2021-10-28 15:43:36 +02:00
Rémi Verschelde 3b11e33a09
clang-format: Disable alignment of operands, too unreliable
Sets `AlignOperands` to `DontAlign`.

`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
2021-10-28 15:19:35 +02:00
PouleyKetchoupp daf7dcac7a Improved RigidDynamicBody linear/angular damping override
Damping values are now non-negative.

Add new properties linear_damp_mode and angular_damp_mode to set the way
RigidDynamicBody and PhysicalBone (2D & 3D) use damping values.
It can now be Combine (default) to add to the default/areas, or Replace
to override the value completely (current behavior).
2021-10-25 18:22:12 -07:00
reduz d03b7fbe09 Refactored Node3D rotation modes
* Made the Basis euler orders indexed via enum.
* Node3D has a new rotation_order property to choose Euler rotation order.
* Node3D has also a rotation_mode property to choose between Euler, Quaternion and Basis

Exposing these modes as well as the order makes Godot a lot friendlier for animators, which can choose the best way to interpolate rotations.
The new *Basis* mode makes the (exposed) transform property obsolete, so it was removed (can still be accessed by code of course).
2021-10-25 14:34:00 -03:00
PouleyKetchoupp d804c34285 Fix RigidDynamicBody collision update after changing collision layer/mask
Changing the collision layer of a sleeping body was not triggering area
updates correctly.

Bodies need to be active for collision to be checked against already
overlapping bodies and areas.

Neighbors need to be activated too in order to handle the case where a
static body is modified (it can't be activated directly but paired
bodies need to check their collision again).

In 3D, moved the call to wakeup() from the physics server to
GodotBody3D::_shapes_changed to make it consistent with 2D and also
handle the case where shapes are modified (_shapes_changed is called in
both this case and collision layer changes).
2021-10-21 17:36:58 -07:00
PouleyKetchoupp e6f7235ffb Fix SoftDynamicBody3D crash when setting disable mode
Proper logic for changing physics state when disabled and disabled mode
is changed (it was unnecessarily making calls to re-initialize physics).

Extra error handling in soft body implementations to avoid crashes with
invalid mesh.
2021-10-21 08:56:12 -07:00
PouleyKetchoupp c1577e5a3f Fix 2D center of mass not updated from transform
Same logic as what was done in 3D, applied to 2D center of mass.

Also did some minor cleanup in 3D and fixed center of mass transform
during the first frame after teleporting a dynamic body.
2021-10-19 16:22:30 -07:00
PouleyKetchoupp cc39dca9f7 Rename Godot Physics classes from *SW to Godot*
Also moved MT physics server wrappers to the main servers folder, since
they don't have to be implementation specific.
2021-10-18 17:01:10 -07:00
mennomax b4eeeb315a
Swap args of Plane(point, normal) constructor
Now (normal, point)
2021-10-15 20:49:42 -05:00
Rémi Verschelde 6637207c70
Merge pull request #53420 from nekomatata/fix-tilemap-moving-platform 2021-10-05 10:50:56 +02:00
Camille Mohr-Daurat 4778770d3c
Merge pull request #53365 from danger-dan/wakeup_fix
Use wakeup() function to wake sleeping bodies on impulse, force and velocities. Fix for PR #52967
2021-10-04 18:03:35 -07:00
Daniel 243f235300 Changed from directly waking bodies to using the wakeup() functions in direct body state changes (forces, impulses and veloicities). this 'bug' was introduced in PR #52967
added wakeup to 2d direct body
2021-10-05 13:17:05 +13:00
PouleyKetchoupp 4f8d761be6 Fix physics glitch with TileMap moving platforms
Added a parameter in test_body_motion to exclude attached objects from
collision, used to avoid collision with all TileMap tiles with moving
platform motion instead of just the one tile the character touches.

Same changes made in 3D for consistency, and handling potential similar
cases.
2021-10-04 12:27:42 -07:00
Rémi Verschelde 5b270278c8
Merge pull request #53280 from nekomatata/test-body-motion-parameters 2021-10-04 21:05:38 +02:00
PouleyKetchoupp 3ae5687d48 Script interface improvements for test body motion
-Physics servers test body motion use a class to hold parameters instead
of multiple arguments to make it more readable and flexible since there
are many options
-Improved documentation for test body motion and kinematic collision
-Removed read-only properties for body motion results (not handled in
scripts, so they should be get_ methods only instead)
2021-10-04 10:49:10 -07:00
PouleyKetchoupp f9702cc8d0 Fix crashes with pinned vertices in GodotPhysics Soft Body 2021-10-04 08:45:27 -07:00
Haoyu Qiu f3816898fa Fix crash when pinned SoftBody point is out of range 2021-10-04 16:42:53 +08:00
PouleyKetchoupp b8eeb34b4e Remove scene code in physics servers
Replaced Mesh with mesh RID in Godot Physics 3D and Bullet.
2021-10-01 08:42:47 -07:00
Lightning_A c63b18507d Use range iterators for `Map` 2021-09-30 15:09:12 -06:00
PouleyKetchoupp d0ec46be68 Remove shape metadata from 2D physics server
Shape metadata was only used to get tile information when colliding with
tilemaps. It's not needed anymore since there's an API in tilemap using
body ids instead.
2021-09-30 10:45:36 -07:00
Hugo Locurcio ba65730cbf
Rename RID's `getornull()` to `get_or_null()` 2021-09-29 23:58:02 +02:00
Haoyu Qiu 9dd0d3f550 Don't memcpy to nullptr even if length is zero 2021-09-29 20:58:14 +08:00
Camille Mohr-Daurat 341b532d5e
Merge pull request #52754 from nekomatata/dynamic-body-modes
Clarify RigidDynamicBody modes
2021-09-28 17:11:17 -07:00