/*************************************************************************/ /* body_pair_2d_sw.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 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 "body_pair_2d_sw.h" #include "collision_solver_2d_sw.h" #include "space_2d_sw.h" #define POSITION_CORRECTION #define ACCUMULATE_IMPULSES void BodyPair2DSW::_add_contact(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_self) { BodyPair2DSW *self = (BodyPair2DSW *)p_self; self->_contact_added_callback(p_point_A, p_point_B); } void BodyPair2DSW::_contact_added_callback(const Vector2 &p_point_A, const Vector2 &p_point_B) { // check if we already have the contact Vector2 local_A = A->get_inv_transform().basis_xform(p_point_A); Vector2 local_B = B->get_inv_transform().basis_xform(p_point_B - offset_B); int new_index = contact_count; ERR_FAIL_COND(new_index >= (MAX_CONTACTS + 1)); Contact contact; contact.acc_normal_impulse = 0; contact.acc_bias_impulse = 0; contact.acc_tangent_impulse = 0; contact.local_A = local_A; contact.local_B = local_B; contact.reused = true; contact.normal = (p_point_A - p_point_B).normalized(); contact.mass_normal = 0; // will be computed in setup() // attempt to determine if the contact will be reused real_t recycle_radius_2 = space->get_contact_recycle_radius() * space->get_contact_recycle_radius(); for (int i = 0; i < contact_count; i++) { Contact &c = contacts[i]; if ( c.local_A.distance_squared_to(local_A) < (recycle_radius_2) && c.local_B.distance_squared_to(local_B) < (recycle_radius_2)) { contact.acc_normal_impulse = c.acc_normal_impulse; contact.acc_tangent_impulse = c.acc_tangent_impulse; contact.acc_bias_impulse = c.acc_bias_impulse; new_index = i; break; } } // figure out if the contact amount must be reduced to fit the new contact if (new_index == MAX_CONTACTS) { // remove the contact with the minimum depth int least_deep = -1; real_t min_depth = 1e10; for (int i = 0; i <= contact_count; i++) { Contact &c = (i == contact_count) ? contact : contacts[i]; Vector2 global_A = A->get_transform().basis_xform(c.local_A); Vector2 global_B = B->get_transform().basis_xform(c.local_B) + offset_B; Vector2 axis = global_A - global_B; real_t depth = axis.dot(c.normal); if (depth < min_depth) { min_depth = depth; least_deep = i; } } ERR_FAIL_COND(least_deep == -1); if (least_deep < contact_count) { //replace the last deep contact by the new one contacts[least_deep] = contact; } return; } contacts[new_index] = contact; if (new_index == contact_count) { contact_count++; } } void BodyPair2DSW::_validate_contacts() { //make sure to erase contacts that are no longer valid real_t max_separation = space->get_contact_max_separation(); real_t max_separation2 = max_separation * max_separation; for (int i = 0; i < contact_count; i++) { Contact &c = contacts[i]; bool erase = false; if (c.reused == false) { //was left behind in previous frame erase = true; } else { c.reused = false; Vector2 global_A = A->get_transform().basis_xform(c.local_A); Vector2 global_B = B->get_transform().basis_xform(c.local_B) + offset_B; Vector2 axis = global_A - global_B; real_t depth = axis.dot(c.normal); if (depth < -max_separation || (global_B + c.normal * depth - global_A).length_squared() > max_separation2) { erase = true; } } if (erase) { // contact no longer needed, remove if ((i + 1) < contact_count) { // swap with the last one SWAP(contacts[i], contacts[contact_count - 1]); } i--; contact_count--; } } } bool BodyPair2DSW::_test_ccd(real_t p_step, Body2DSW *p_A, int p_shape_A, const Transform2D &p_xform_A, Body2DSW *p_B, int p_shape_B, const Transform2D &p_xform_B, bool p_swap_result) { Vector2 motion = p_A->get_linear_velocity() * p_step; real_t mlen = motion.length(); if (mlen < CMP_EPSILON) return false; Vector2 mnormal = motion / mlen; real_t min, max; p_A->get_shape(p_shape_A)->project_rangev(mnormal, p_xform_A, min, max); bool fast_object = mlen > (max - min) * 0.3; //going too fast in that direction if (!fast_object) { //did it move enough in this direction to even attempt raycast? let's say it should move more than 1/3 the size of the object in that axis return false; } //cast a segment from support in motion normal, in the same direction of motion by motion length //support is the worst case collision point, so real collision happened before int a; Vector2 s[2]; p_A->get_shape(p_shape_A)->get_supports(p_xform_A.basis_xform(mnormal).normalized(), s, a); Vector2 from = p_xform_A.xform(s[0]); Vector2 to = from + motion; Transform2D from_inv = p_xform_B.affine_inverse(); Vector2 local_from = from_inv.xform(from - mnormal * mlen * 0.1); //start from a little inside the bounding box Vector2 local_to = from_inv.xform(to); Vector2 rpos, rnorm; if (!p_B->get_shape(p_shape_B)->intersect_segment(local_from, local_to, rpos, rnorm)) return false; //ray hit something Vector2 hitpos = p_xform_B.xform(rpos); Vector2 contact_A = to; Vector2 contact_B = hitpos; //create a contact if (p_swap_result) _contact_added_callback(contact_B, contact_A); else _contact_added_callback(contact_A, contact_B); return true; } real_t combine_bounce(Body2DSW *A, Body2DSW *B) { const Physics2DServer::CombineMode cm = A->get_bounce_combine_mode(); switch (cm) { case Physics2DServer::COMBINE_MODE_INHERIT: if (B->get_bounce_combine_mode() != Physics2DServer::COMBINE_MODE_INHERIT) return combine_bounce(B, A); // else use MAX [This is used when the two bodies doesn't use physical material] case Physics2DServer::COMBINE_MODE_MAX: return MAX(A->get_bounce(), B->get_bounce()); case Physics2DServer::COMBINE_MODE_MIN: return MIN(A->get_bounce(), B->get_bounce()); case Physics2DServer::COMBINE_MODE_MULTIPLY: return A->get_bounce() * B->get_bounce(); default: // Is always Physics2DServer::COMBINE_MODE_AVERAGE: return (A->get_bounce() + B->get_bounce()) / 2; } } real_t combine_friction(Body2DSW *A, Body2DSW *B) { const Physics2DServer::CombineMode cm = A->get_friction_combine_mode(); switch (cm) { case Physics2DServer::COMBINE_MODE_INHERIT: if (B->get_friction_combine_mode() != Physics2DServer::COMBINE_MODE_INHERIT) return combine_friction(B, A); // else use Multiply [This is used when the two bodies doesn't use physical material] case Physics2DServer::COMBINE_MODE_MULTIPLY: return A->get_friction() * B->get_friction(); case Physics2DServer::COMBINE_MODE_MAX: return MAX(A->get_friction(), B->get_friction()); case Physics2DServer::COMBINE_MODE_MIN: return MIN(A->get_friction(), B->get_friction()); default: // Is always Physics2DServer::COMBINE_MODE_AVERAGE: return (A->get_friction() + B->get_friction()) / 2; } } bool BodyPair2DSW::setup(real_t p_step) { //cannot collide if (!A->test_collision_mask(B) || A->has_exception(B->get_self()) || B->has_exception(A->get_self()) || (A->get_mode() <= Physics2DServer::BODY_MODE_KINEMATIC && B->get_mode() <= Physics2DServer::BODY_MODE_KINEMATIC && A->get_max_contacts_reported() == 0 && B->get_max_contacts_reported() == 0)) { collided = false; return false; } if (A->is_shape_set_as_disabled(shape_A) || B->is_shape_set_as_disabled(shape_B)) { collided = false; return false; } //use local A coordinates to avoid numerical issues on collision detection offset_B = B->get_transform().get_origin() - A->get_transform().get_origin(); _validate_contacts(); Vector2 offset_A = A->get_transform().get_origin(); Transform2D xform_Au = A->get_transform().untranslated(); Transform2D xform_A = xform_Au * A->get_shape_transform(shape_A); Transform2D xform_Bu = B->get_transform(); xform_Bu.elements[2] -= A->get_transform().get_origin(); Transform2D xform_B = xform_Bu * B->get_shape_transform(shape_B); Shape2DSW *shape_A_ptr = A->get_shape(shape_A); Shape2DSW *shape_B_ptr = B->get_shape(shape_B); Vector2 motion_A, motion_B; if (A->get_continuous_collision_detection_mode() == Physics2DServer::CCD_MODE_CAST_SHAPE) { motion_A = A->get_motion(); } if (B->get_continuous_collision_detection_mode() == Physics2DServer::CCD_MODE_CAST_SHAPE) { motion_B = B->get_motion(); } //faster to set than to check.. //bool prev_collided=collided; collided = CollisionSolver2DSW::solve(shape_A_ptr, xform_A, motion_A, shape_B_ptr, xform_B, motion_B, _add_contact, this, &sep_axis); if (!collided) { //test ccd (currently just a raycast) if (A->get_continuous_collision_detection_mode() == Physics2DServer::CCD_MODE_CAST_RAY && A->get_mode() > Physics2DServer::BODY_MODE_KINEMATIC) { if (_test_ccd(p_step, A, shape_A, xform_A, B, shape_B, xform_B)) collided = true; } if (B->get_continuous_collision_detection_mode() == Physics2DServer::CCD_MODE_CAST_RAY && B->get_mode() > Physics2DServer::BODY_MODE_KINEMATIC) { if (_test_ccd(p_step, B, shape_B, xform_B, A, shape_A, xform_A, true)) collided = true; } if (!collided) { oneway_disabled = false; return false; } } if (oneway_disabled) return false; //if (!prev_collided) { { if (A->is_shape_set_as_one_way_collision(shape_A)) { Vector2 direction = xform_A.get_axis(1).normalized(); bool valid = false; if (B->get_linear_velocity().dot(direction) >= 0) { for (int i = 0; i < contact_count; i++) { Contact &c = contacts[i]; if (!c.reused) continue; if (c.normal.dot(direction) < 0) continue; valid = true; break; } } if (!valid) { collided = false; oneway_disabled = true; return false; } } if (B->is_shape_set_as_one_way_collision(shape_B)) { Vector2 direction = xform_B.get_axis(1).normalized(); bool valid = false; if (A->get_linear_velocity().dot(direction) >= 0) { for (int i = 0; i < contact_count; i++) { Contact &c = contacts[i]; if (!c.reused) continue; if (c.normal.dot(direction) < 0) continue; valid = true; break; } } if (!valid) { collided = false; oneway_disabled = true; return false; } } } real_t max_penetration = space->get_contact_max_allowed_penetration(); real_t bias = 0.3; if (shape_A_ptr->get_custom_bias() || shape_B_ptr->get_custom_bias()) { if (shape_A_ptr->get_custom_bias() == 0) bias = shape_B_ptr->get_custom_bias(); else if (shape_B_ptr->get_custom_bias() == 0) bias = shape_A_ptr->get_custom_bias(); else bias = (shape_B_ptr->get_custom_bias() + shape_A_ptr->get_custom_bias()) * 0.5; } cc = 0; real_t inv_dt = 1.0 / p_step; bool do_process = false; for (int i = 0; i < contact_count; i++) { Contact &c = contacts[i]; Vector2 global_A = xform_Au.xform(c.local_A); Vector2 global_B = xform_Bu.xform(c.local_B); real_t depth = c.normal.dot(global_A - global_B); if (depth <= 0 || !c.reused) { c.active = false; continue; } c.active = true; #ifdef DEBUG_ENABLED if (space->is_debugging_contacts()) { space->add_debug_contact(global_A + offset_A); space->add_debug_contact(global_B + offset_A); } #endif int gather_A = A->can_report_contacts(); int gather_B = B->can_report_contacts(); c.rA = global_A; c.rB = global_B - offset_B; if (gather_A | gather_B) { //Vector2 crB( -B->get_angular_velocity() * c.rB.y, B->get_angular_velocity() * c.rB.x ); global_A += offset_A; global_B += offset_A; if (gather_A) { Vector2 crB(-B->get_angular_velocity() * c.rB.y, B->get_angular_velocity() * c.rB.x); A->add_contact(global_A, -c.normal, depth, shape_A, global_B, shape_B, B->get_instance_id(), B->get_self(), crB + B->get_linear_velocity()); } if (gather_B) { Vector2 crA(-A->get_angular_velocity() * c.rA.y, A->get_angular_velocity() * c.rA.x); B->add_contact(global_B, c.normal, depth, shape_B, global_A, shape_A, A->get_instance_id(), A->get_self(), crA + A->get_linear_velocity()); } } if ((A->get_mode() <= Physics2DServer::BODY_MODE_KINEMATIC && B->get_mode() <= Physics2DServer::BODY_MODE_KINEMATIC)) { c.active = false; collided = false; continue; } // Precompute normal mass, tangent mass, and bias. real_t rnA = c.rA.dot(c.normal); real_t rnB = c.rB.dot(c.normal); real_t kNormal = A->get_inv_mass() + B->get_inv_mass(); kNormal += A->get_inv_inertia() * (c.rA.dot(c.rA) - rnA * rnA) + B->get_inv_inertia() * (c.rB.dot(c.rB) - rnB * rnB); c.mass_normal = 1.0f / kNormal; Vector2 tangent = c.normal.tangent(); real_t rtA = c.rA.dot(tangent); real_t rtB = c.rB.dot(tangent); real_t kTangent = A->get_inv_mass() + B->get_inv_mass(); kTangent += A->get_inv_inertia() * (c.rA.dot(c.rA) - rtA * rtA) + B->get_inv_inertia() * (c.rB.dot(c.rB) - rtB * rtB); c.mass_tangent = 1.0f / kTangent; c.bias = -bias * inv_dt * MIN(0.0f, -depth + max_penetration); c.depth = depth; //c.acc_bias_impulse=0; #ifdef ACCUMULATE_IMPULSES { // Apply normal + friction impulse Vector2 P = c.acc_normal_impulse * c.normal + c.acc_tangent_impulse * tangent; A->apply_impulse(c.rA, -P); B->apply_impulse(c.rB, P); } #endif c.bounce = combine_bounce(A, B); if (c.bounce) { Vector2 crA(-A->get_angular_velocity() * c.rA.y, A->get_angular_velocity() * c.rA.x); Vector2 crB(-B->get_angular_velocity() * c.rB.y, B->get_angular_velocity() * c.rB.x); Vector2 dv = B->get_linear_velocity() + crB - A->get_linear_velocity() - crA; c.bounce = c.bounce * dv.dot(c.normal); } do_process = true; } return do_process; } void BodyPair2DSW::solve(real_t p_step) { if (!collided) return; for (int i = 0; i < contact_count; ++i) { Contact &c = contacts[i]; cc++; if (!c.active) continue; // Relative velocity at contact Vector2 crA(-A->get_angular_velocity() * c.rA.y, A->get_angular_velocity() * c.rA.x); Vector2 crB(-B->get_angular_velocity() * c.rB.y, B->get_angular_velocity() * c.rB.x); Vector2 dv = B->get_linear_velocity() + crB - A->get_linear_velocity() - crA; Vector2 crbA(-A->get_biased_angular_velocity() * c.rA.y, A->get_biased_angular_velocity() * c.rA.x); Vector2 crbB(-B->get_biased_angular_velocity() * c.rB.y, B->get_biased_angular_velocity() * c.rB.x); Vector2 dbv = B->get_biased_linear_velocity() + crbB - A->get_biased_linear_velocity() - crbA; real_t vn = dv.dot(c.normal); real_t vbn = dbv.dot(c.normal); Vector2 tangent = c.normal.tangent(); real_t vt = dv.dot(tangent); real_t jbn = (c.bias - vbn) * c.mass_normal; real_t jbnOld = c.acc_bias_impulse; c.acc_bias_impulse = MAX(jbnOld + jbn, 0.0f); Vector2 jb = c.normal * (c.acc_bias_impulse - jbnOld); A->apply_bias_impulse(c.rA, -jb); B->apply_bias_impulse(c.rB, jb); real_t jn = -(c.bounce + vn) * c.mass_normal; real_t jnOld = c.acc_normal_impulse; c.acc_normal_impulse = MAX(jnOld + jn, 0.0f); real_t friction = combine_friction(A, B); real_t jtMax = friction * c.acc_normal_impulse; real_t jt = -vt * c.mass_tangent; real_t jtOld = c.acc_tangent_impulse; c.acc_tangent_impulse = CLAMP(jtOld + jt, -jtMax, jtMax); Vector2 j = c.normal * (c.acc_normal_impulse - jnOld) + tangent * (c.acc_tangent_impulse - jtOld); A->apply_impulse(c.rA, -j); B->apply_impulse(c.rB, j); } } BodyPair2DSW::BodyPair2DSW(Body2DSW *p_A, int p_shape_A, Body2DSW *p_B, int p_shape_B) : Constraint2DSW(_arr, 2) { A = p_A; B = p_B; shape_A = p_shape_A; shape_B = p_shape_B; space = A->get_space(); A->add_constraint(this, 0); B->add_constraint(this, 1); contact_count = 0; collided = false; oneway_disabled = false; } BodyPair2DSW::~BodyPair2DSW() { A->remove_constraint(this); B->remove_constraint(this); }