Commit Graph

292 Commits

Author SHA1 Message Date
Marcel Admiraal c1290280ac Reload Bullet space override modifier even when RigidBody is inactive. 2020-08-03 11:26:44 +01:00
Rémi Verschelde 10544f1cf7 Revert "Move Bullet physics query flush from Bullet space pre-tick callback to"
This reverts commit e7d8464f87.

Fixes #40508 regression.

This will be re-applied and the regression fixed for a future 3.2.x release.
2020-07-28 11:42:04 +02:00
Marcel Admiraal 5692bb4c81 Ensure Bullet HeightMapShape3D data width and depth are at least 2.
(cherry picked from commit 236857c92a)
2020-07-28 00:42:32 +02:00
Rémi Verschelde 400a780050 Revert "Allow Area2D and 3D mouse events without a collision layer"
This reverts commit 15850687a8.
2020-07-27 22:46:04 +02:00
Marcel Admiraal 98aabe111f Use difference in position to check whether motion in Bullet is too close
to zero.
2020-07-18 13:20:19 +01:00
volzhs cfda32add0 Fix overlappingObjects vector crash
use clear_overlaps() instead of clearing overlappingObjects directly

(cherry picked from commit 4e987f5ab9)
2020-07-15 12:11:31 +02:00
Rémi Verschelde 717d4cbb73
Merge pull request #40309 from madmiraal/fix-40283-3.2
[3.2] Set isScratchedSpaceOverrideModificator to false when removing a RigidBodyBullet from a space.
2020-07-13 18:00:12 +02:00
Marcel Admiraal a3246a5ebe Set isScratchedSpaceOverrideModificator to false when removing a
RigidBodyBullet from a space.
2020-07-12 07:53:32 +01:00
Tomasz Chabora 15850687a8 Allow Area2D and 3D mouse events without a collision layer
Co-authored-by:    Tomasz Chabora <kobewi4e@gmail.com>
2020-07-11 11:14:12 +01:00
Marcel Admiraal e7d8464f87 Move Bullet physics query flush from Bullet space pre-tick callback to
Bullet physics flush_queries() as is done in Godot physics, and remove
the pre-tick callback.
2020-07-08 11:42:29 +01:00
Marcel Admiraal d0fb6d6971 Clear a Bullet Area's overlappingObjects vector when removing an area
from a space.

(cherry picked from commit a615d359e8)
2020-07-06 19:17:11 +02:00
Rémi Verschelde 44a516986d
Merge pull request #39084 from madmiraal/backport-37314
[3.2] Better damping implementation for Bullet rigid bodies
2020-07-02 13:26:03 +02:00
PouleyKetchoupp d2aa3031dc Fix crashes with invalid shapes in BulletPhysicsDirectSpaceState queries
(cherry picked from commit 8b0232bf29)
2020-06-22 12:03:21 +02:00
Marcel Admiraal b006f5402d Check for motion in cast_motion() before doing Bullet convexSweepTest().
Also ensure that default closest_safe and closest_unsafe values are
defined in cast_motion() and before cast_motion() is called.
2020-06-21 16:28:01 +01:00
Rémi Verschelde 7bf9787921 SCons: Format buildsystem files with psf/black
Configured for a max line length of 120 characters.

psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:

- Manually wrapped strings will be reflowed, so by using a line length
  of 120 for the sake of preserving readability for our long command
  calls, it also means that some manually wrapped strings are back on
  the same line and should be manually merged again.

- Code generators using string concatenation extensively look awful,
  since black puts each operand on a single line. We need to refactor
  these generators to use more pythonic string formatting, for which
  many options are available (`%`, `format` or f-strings).

- CI checks and a pre-commit hook will be added to ensure that future
  buildsystem changes are well-formatted.

(cherry picked from commit cd4e46ee65)
2020-06-10 15:30:52 +02:00
Marcel Admiraal 5d8b0649be Apply old method for linear & angular damping in Bullet, in order to
make it easier to tweak and consistent with Godot Physics.

Include patch applied to Bullet master to enable dampings greater than 1.
2020-05-27 17:53:43 +01:00
Marcel Admiraal 8f0f2bf4ef Better damping implementation for Bullet rigid bodies 2020-05-27 17:50:24 +01:00
Marcel Admiraal 08fa7cd8d9 Correct Bullet's default Area angular damp value. 2020-05-27 11:53:41 +01:00
Andrea Catania b7dace75c7 Make softbody completelly stiff to attachment point
(cherry picked from commit ca7ee56759)
2020-05-01 10:56:57 +02:00
Rémi Verschelde 253fc093b8 DocData: Skip unexposed classes
Properly expose classes that we actually want accessible.

(cherry picked from commit 0ef8bcac4d)
2020-04-21 14:15:34 +02:00
Phischermen c75459ac95 Enabled concave collision detection with Areas in Bullet.
(cherry picked from commit 2c01cf54f8)
2020-03-04 09:51:15 +01:00
Rémi Verschelde 2d20fc39aa doc: Drop unused 'category' property from header
We already removed it from the online docs with #35132.

Currently it can only be "Built-In Types" (Variant types) or "Core"
(everything else), which is of limited use.

We might also want to consider dropping it from `ClassDB` altogether
in Godot 4.0.
2020-01-26 16:02:39 +01:00
Rémi Verschelde 41b21dee01 Bullet: Prevent potential division by zero
Fixes #33715.
2020-01-21 00:20:57 +01:00
Rémi Verschelde 0b185278f3
Merge pull request #34225 from madmiraal/fix-34210
Add check for zero length motion at beginning of each sweep test loop in SpaceBullet::test_body_motion
2020-01-11 11:57:41 +01:00
Rémi Verschelde 29e07dfa4e bullet: Sync with upstream 2.89
This allows distro unbundling again for distros that ship Bullet 2.89+.
2020-01-08 18:05:43 +01:00
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Marcel Admiraal e0d252311e Add check for zero length motion at beginning of each sweep test loop
in SpaceBullet::test_body_motion.
2019-12-10 08:16:32 +01:00
Marcel Admiraal 78055cbdaf Check that motion is not zero before doing a sweep test.
Fixes #25476.
2019-12-09 09:21:38 +01:00
Rafał Mikrut e53e1c566a Fix some crashes and using null pointers 2019-10-28 08:07:29 +01:00
Marcel Admiraal 0539023fd4 Call activate function when setting RigidBodyBullet activation state. 2019-10-14 10:04:44 +02:00
PouleyKetchoupp 655694b394 Fixed RigidBody stuttering when changing collision layer/mask
- Changing collision layer/mask now only updates the broadphase proxy to avoid the velocity to be reset each time (also avoids unnecessary computations)
- No rigid body update at all when the collision layer/mask stays the same
- Same changes for Area for optimization purpose

Fixes #32577
2019-10-08 14:40:24 +02:00
Robin Hübner 8aeade74db Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in rest of 'modules/' 2019-08-12 10:15:54 +02:00
PouleyKetchoupp 189e4e59ad Fixed KinematicCollision.get_local_shape() - the local shape id was never set during move_and_collide()
Fixes #31144
2019-08-07 12:32:32 +02:00
Michael Alexsander Silva Dias 12ae7a4c02 Update some dead links in the codebase 2019-07-23 21:06:12 -03:00
qarmin aab8da25ad Fix some code found by Coverity Scan and PVS Studio 2019-07-23 09:14:31 +02:00
qarmin 9a77d748c0 Fixes minor issues found by static analyzer 2019-07-07 23:08:51 +02:00
Rémi Verschelde b0d41847ed SCons: Use CPPDEFINES instead of CPPFLAGS for pre-processor defines
It's the recommended way to set those, and is more portable
(automatically prepends -D for GCC/Clang and /D for MSVC).

We still use CPPFLAGS for some pre-processor flags which are not
defines.
2019-07-03 09:59:04 +02:00
Rémi Verschelde 6b30f284a0
Merge pull request #29980 from Dentrax/directed-by-qarmin
Fix some editor crashes
2019-07-01 14:59:29 +02:00
Furkan Türkal 7d8d337b2c fix some crashes 2019-07-01 14:28:29 +03:00
Rémi Verschelde 603e87e2bb
Merge pull request #29938 from jonri/fix-collisionshape-scale
Fix updating of collision shape when the transform is set
2019-06-24 22:58:28 +02:00
Jon Ring 9d3089181c Fix updating of collision shape when the transform is set 2019-06-20 16:12:58 -04:00
JohnJLight 38d3bfe971 Made use of semicolons more consitent, fixed formatting 2019-06-19 15:24:31 +02:00
Rémi Verschelde 6d16f2f053 Fix error macro calls not ending with semicolon
It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
2019-06-11 14:49:34 +02:00
Rémi Verschelde 99acec63f1 bullet: Sync with current upstream master branch
This updates our local copy to commit 5ec8339b6fc491e3f09a34a4516e82787f053fcc.
We need a recent master commit for some new features that we use in Godot
(see #25543 and #28909).

To avoid warnings generated by Bullet headers included in our own module,
we include those headers with -isystem on GCC and Clang.

Fixes #29503.
2019-06-11 13:19:42 +02:00
Rémi Verschelde e0574e1d98 Fix typos with codespell
Using codespell 1.15.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
doubleclick
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2019-05-19 13:10:35 +02:00
Max Hilbrunner c67bb5f145
Merge pull request #28595 from godotengine/AndreaCatania-patch-1
Improved CCD calculation algorithm
2019-05-16 23:11:12 +02:00
Andrea Catania c1c8555565 Improved CCD calculation algorithm 2019-05-16 18:56:37 +02:00
Rémi Verschelde c38d9180df
Revert "Revert "Implemented terrain raycast acceleration"" 2019-05-16 10:18:48 +02:00
Rémi Verschelde 647021e864
Merge pull request #28326 from BastiaanOlij/center_heightmap
Center shape according to logic Bullet applies
2019-05-13 12:58:00 +02:00
Aaron Franke 702b539405
Change "ID" to lowercase "id"
Reasoning: ID is not an acronym, it is simply short for identification, so it logically should not be capitalized. But even if it was an acronym, other acronyms in Godot are not capitalized, like p_rid, p_ip, and p_json.
2019-05-09 06:25:32 -04:00
Bastiaan Olij e4dea0595a Add transform support to deal with Bullets centering of shapes 2019-05-07 22:43:10 +10:00
Rémi Verschelde 262924296b
Merge pull request #27415 from aqnuep/kinematicbody_fixes
KinematicBody performance and quality improvements
2019-05-02 18:03:58 +02:00
Rémi Verschelde d52b70fb5e SCons: Always use env.Prepend for CPPPATH
Include paths are processed from left to right, so we use Prepend to
ensure that paths to bundled thirdparty files will have precedence over
system paths (e.g. `/usr/include` should have lowest priority).
2019-04-30 13:12:06 +02:00
Rémi Verschelde f40c62fa29
Merge pull request #27371 from ShyRed/fixdisabled2dcollisions
Allow adding disabled shapes
2019-04-30 11:43:11 +02:00
Rémi Verschelde c2a669a9f0 SCons: Review uses of CCFLAGS, CXXFLAGS and CPPFLAGS
Many contributors (me included) did not fully understand what CCFLAGS,
CXXFLAGS and CPPFLAGS refer to exactly, and were thus not using them
in the way they are intended to be.

As per the SCons manual: https://www.scons.org/doc/HTML/scons-user/apa.html

- CCFLAGS: General options that are passed to the C and C++ compilers.
- CFLAGS: General options that are passed to the C compiler (C only;
  not C++).
- CXXFLAGS: General options that are passed to the C++ compiler. By
  default, this includes the value of $CCFLAGS, so that setting
  $CCFLAGS affects both C and C++ compilation.
- CPPFLAGS: User-specified C preprocessor options. These will be
  included in any command that uses the C preprocessor, including not
  just compilation of C and C++ source files [...], but also [...]
  Fortran [...] and [...] assembly language source file[s].

TL;DR: Compiler options go to CCFLAGS, unless they must be restricted
to either C (CFLAGS) or C++ (CXXFLAGS). Preprocessor defines go to
CPPFLAGS.
2019-04-24 16:57:58 +02:00
ShyRed a9d4cde0f5 Allow adding disabled shapes
Adds the ability to directly add disabled shapes to a collision object. Before this commit a shape has always been assumed to be enabled and had to be disabled in an extra step.
2019-04-23 18:06:48 +02:00
Rémi Verschelde 458827efc2
Revert "Implemented terrain raycast acceleration" 2019-04-23 13:56:23 +02:00
Hein-Pieter van Braam 4575769115
Merge pull request #25543 from Zylann/optimize_bullet_heightfield_raycast2
Implemented terrain raycast acceleration
2019-04-23 06:25:15 +03:00
Hein-Pieter van Braam 7ba772d4ba
Merge pull request #27730 from ShyRed/fix3dphyscansleep
Fix missing re-activation of bullet physics sleep feature
2019-04-23 06:03:27 +03:00
Rémi Verschelde 6af69f851a doc: Drop unused <demos> tag 2019-04-19 11:03:46 +02:00
ShyRed 0877cf6419 Fix missing re-activation of bullet physics sleep feature
Adds the missing option of re-enabling the sleep feature in bullet physics once a body had the sleep feature disabled.
2019-04-06 17:11:36 +02:00
Marc Gilleron cdcdba704b Fix wrong heights data used to compute min and max heights 2019-04-04 21:22:18 +01:00
Rémi Verschelde 39c868171e doc: Bump version to 3.2 2019-04-01 12:33:56 +02:00
Daniel Rakos 6dd65c0d67 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.
2019-03-27 00:39:47 +01:00
Rémi Verschelde e22f6e9ace
Revert "Optimized area check" 2019-02-22 12:46:54 +01:00
marxin c11e7ffd0e Fix warnings seen with -Wignored-qualifiers. 2019-02-21 20:24:29 +01:00
Rémi Verschelde ced77db950
Merge pull request #26111 from AndreaCatania/areaopti
Optimized area check
2019-02-21 13:58:38 +01:00
Andrea Catania b1934cfd0d Optimized area check 2019-02-21 08:41:31 +01:00
Daniel Rakos 6587024207 Fix RayShape collision jitter when used with a RigidBody
Scaling the depth was the wrong solution for the KinematicBody jitter
because it causes jitter with RigidBody. Instead scale the margin that
is ignored to allow KinematicBody to still pick up the ray shape in the
kinematic test when the shape is just at margin distance from another
one. This solution does not cause jitter with either KinematicBody or
RigidBody.
2019-02-20 15:06:08 +01:00
Rémi Verschelde 2f9b7e6b63
Merge pull request #25788 from aqnuep/rayshape_fix
Fix RayShape collision when used with a KinematicBody (Bullet Physics)
2019-02-19 14:42:04 +01:00
Daniel Rakos f7511511b1 Fix RayShape collision when used with a KinematicBody (Bullet Physics)
- Added code handling non-compound collision to recover_from_penetration_ray()
  which is now needed due to the optimization avoiding the use of compound
  collisions when only a single collision shape is used.
- Removed arbitrary margin applied in the collision algorithm of RayShapes
  which causes jittered movement. For lack of a better replacement and for
  lack of any explanation on why it has been introduced, it's now using the
  shape's margin property instead which is small enough to not show visible
  jitter.
- Tried to get rid of inconsistent uses of the collision margin.
- Removed hack from GodotDeepPenetrationContactResultCallback::addContactPoint
  for RayShape collision as it's no longer needed as the collision algorithm
  of RayShapes correctly calculates the contact normal for a while now.

Fixes #25227.
2019-02-19 11:16:05 +01:00
Rémi Verschelde 049bb75f9e
Merge pull request #26014 from AndreaCatania/bugfix
Fixed area collision report with concave
2019-02-18 15:24:09 +01:00
Andrea Catania 66420aea9c Fixed area collision report with concave 2019-02-18 14:15:27 +01:00
Rémi Verschelde f023e40f6e
Merge pull request #26011 from AndreaCatania/bugfix
Added support to scale areas, fixes #23448
2019-02-18 13:21:02 +01:00
Andrea Catania 90d05cbe30 Added support to scale areas 2019-02-18 12:57:55 +01:00
Rémi Verschelde 13c50e8aa5
Merge pull request #25481 from hpvb/fix-ubsan-asan-reports
Fix many asan and ubsan reported issues
2019-02-12 12:21:01 +01:00
Aaron Franke 3f837d5cc5 [Core] Rename Matrix3 file to Basis
The code already referred to "Basis", it's just the file name that was different for some reason.
2019-02-09 14:42:23 -05:00
Daniel Abbott b3c0cb08b0 Disable BT_DEBUG, works around #25476 and #25431 2019-02-08 11:11:01 +01:00
Marc Gilleron bd9f92cdf8 Implemented terrain raycast acceleration using Bresenham traversal and 1 level of chunks 2019-02-01 14:57:17 +01:00
Andrea Catania 5a26c7e0e5 Avoid inertia calculation for empty shape - Bullet 2019-01-30 10:33:33 +01:00
Hein-Pieter van Braam d308eb091a Fix many asan and ubsan reported issues
This allows most demos to run without any ubsan or asan errors. There
are still some things in thirdpart/ and some things in AudioServer that
needs a look but this fixes a lot of issues. This should help debug less
obvious issues, hopefully.

This fixes #25217 and fixes #25218
2019-01-30 06:43:56 +01:00
Andrea Catania 8d4617439c Fixed Rigidbody first frame center spawn 2019-01-28 08:30:26 +01:00
Rémi Verschelde 3e78a55e14 Bullet: Enable BT_DEBUG on debug builds
Fixes #25301.
2019-01-27 11:08:01 +01:00
Andrea Catania a9214bcee7 Fixed area overlaps if not move 2019-01-21 08:30:49 +01:00
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Rémi Verschelde de4d7a785e Fix size in HeightMapShapeBullet::set_data 2018-12-27 10:29:25 +01:00
Daniel Abbott 572367552c `GodotRestInfoContactResultCallback::addSingleResult` now returns normal
`PhysicsDirectSpaceState.get_rest_info()` now provides normals in result
Addresses issue 24558
2018-12-22 19:26:18 -07:00
Rémi Verschelde 286f52c70a
Merge pull request #20745 from Zylann/heightmap_from_image
Allow to create a heightmap collision shape from an image
2018-12-09 23:08:51 +01:00
Rémi Verschelde 78cdbc54b0
Merge pull request #23994 from AndreaCatania/prec
Added function to control 6DOF precision
2018-11-28 10:30:47 +01:00
Andrea Catania a395d809a5 Added function to control 6DOF precision 2018-11-27 07:11:28 +01:00
Florian Jung e10c3e7ec5 Add more max-checking to physics queries
Fixes some out-of-bounds problems when there are more collisions than
have been requested for. This extends what has been done in 444b8471a3.

Fixes godotengine/godot#23990
2018-11-26 18:15:58 +01:00
Andrea Catania c6e6249143 Improved algorithm that check collision 2018-11-22 09:03:21 +01:00
Rémi Verschelde 5075e372f3
Merge pull request #23668 from sdfgeoff/fix_angular_constraints
Exposing more of bullets 6DOF spring constraints
2018-11-17 16:15:33 +01:00
Ibrahn Sahir d1550215b0 Fix some undefined behaviour in Bullet module.
Nulling mainShape when it's deleted to avoid double free.
Initialising vector in inertia calculation to work around bug in bullet.
2018-11-16 14:20:09 +00:00
Juan Linietsky 0b1e93ccd4 -Make sure monitorable cant be flipped while flushing queries, fixes #17330
-Also added set_deferred, this was missing.
2018-11-16 08:49:26 -03:00
Geoffrey Irons e149327be0 Added angular restitution
Adding angular and linear springs

Added getters
2018-11-13 09:24:00 +01:00
J08nY 56005772cd Fix multi-statement macro call not being covered. 2018-10-08 12:31:28 +02:00
Andrea Catania 15305ec91f Optimitzed area overlap checks 2018-10-07 07:14:38 +02:00
Andrea Catania 7d681274f8 Improved code that handles collision shapes, fixes #21945 2018-10-06 16:50:10 +02:00
Andrea Catania 5328dcb7bb Improved trimesh stability 2018-10-05 15:15:54 +02:00