1164 lines
45 KiB
C++
1164 lines
45 KiB
C++
/*************************************************************************/
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/* space_bullet.cpp */
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/* Author: AndreaCatania */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "space_bullet.h"
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#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
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#include "BulletCollision/CollisionDispatch/btGhostObject.h"
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#include "BulletCollision/NarrowPhaseCollision/btGjkEpaPenetrationDepthSolver.h"
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#include "BulletCollision/NarrowPhaseCollision/btGjkPairDetector.h"
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#include "BulletCollision/NarrowPhaseCollision/btPointCollector.h"
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#include "BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.h"
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#include "BulletSoftBody/btSoftRigidDynamicsWorld.h"
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#include "btBulletDynamicsCommon.h"
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#include "bullet_physics_server.h"
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#include "bullet_types_converter.h"
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#include "bullet_utilities.h"
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#include "constraint_bullet.h"
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#include "godot_collision_configuration.h"
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#include "godot_collision_dispatcher.h"
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#include "rigid_body_bullet.h"
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#include "servers/physics_server.h"
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#include "soft_body_bullet.h"
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#include "ustring.h"
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#include <assert.h>
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// test only
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//#include "scene/3d/immediate_geometry.h"
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BulletPhysicsDirectSpaceState::BulletPhysicsDirectSpaceState(SpaceBullet *p_space)
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: PhysicsDirectSpaceState(), space(p_space) {}
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int BulletPhysicsDirectSpaceState::intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_layer, uint32_t p_object_type_mask) {
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if (p_result_max <= 0)
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return 0;
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btVector3 bt_point;
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G_TO_B(p_point, bt_point);
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btSphereShape sphere_point(0.f);
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btCollisionObject collision_object_point;
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collision_object_point.setCollisionShape(&sphere_point);
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collision_object_point.setWorldTransform(btTransform(btQuaternion::getIdentity(), bt_point));
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// Setup query
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GodotAllContactResultCallback btResult(&collision_object_point, r_results, p_result_max, &p_exclude);
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btResult.m_collisionFilterGroup = p_collision_layer;
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btResult.m_collisionFilterMask = p_object_type_mask;
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space->dynamicsWorld->contactTest(&collision_object_point, btResult);
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// The results is already populated by GodotAllConvexResultCallback
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return btResult.m_count;
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}
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bool BulletPhysicsDirectSpaceState::intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude, uint32_t p_collision_layer, uint32_t p_object_type_mask, bool p_pick_ray) {
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btVector3 btVec_from;
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btVector3 btVec_to;
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G_TO_B(p_from, btVec_from);
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G_TO_B(p_to, btVec_to);
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// setup query
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GodotClosestRayResultCallback btResult(btVec_from, btVec_to, &p_exclude);
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btResult.m_collisionFilterGroup = p_collision_layer;
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btResult.m_collisionFilterMask = p_object_type_mask;
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btResult.m_pickRay = p_pick_ray;
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space->dynamicsWorld->rayTest(btVec_from, btVec_to, btResult);
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if (btResult.hasHit()) {
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B_TO_G(btResult.m_hitPointWorld, r_result.position);
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B_TO_G(btResult.m_hitNormalWorld.normalize(), r_result.normal);
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CollisionObjectBullet *gObj = static_cast<CollisionObjectBullet *>(btResult.m_collisionObject->getUserPointer());
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if (gObj) {
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r_result.shape = 0;
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r_result.rid = gObj->get_self();
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r_result.collider_id = gObj->get_instance_id();
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r_result.collider = 0 == r_result.collider_id ? NULL : ObjectDB::get_instance(r_result.collider_id);
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} else {
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WARN_PRINTS("The raycast performed has hit a collision object that is not part of Godot scene, please check it.");
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}
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return true;
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} else {
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return false;
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}
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}
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int BulletPhysicsDirectSpaceState::intersect_shape(const RID &p_shape, const Transform &p_xform, float p_margin, ShapeResult *p_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_layer, uint32_t p_object_type_mask) {
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if (p_result_max <= 0)
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return 0;
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ShapeBullet *shape = space->get_physics_server()->get_shape_owner()->get(p_shape);
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btConvexShape *btConvex = dynamic_cast<btConvexShape *>(shape->create_bt_shape());
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if (!btConvex) {
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bulletdelete(btConvex);
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ERR_PRINTS("The shape is not a convex shape, then is not supported: shape type: " + itos(shape->get_type()));
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return 0;
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}
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btVector3 scale_with_margin;
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G_TO_B(p_xform.basis.get_scale(), scale_with_margin);
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btConvex->setLocalScaling(scale_with_margin);
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btTransform bt_xform;
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G_TO_B(p_xform, bt_xform);
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btCollisionObject collision_object;
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collision_object.setCollisionShape(btConvex);
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collision_object.setWorldTransform(bt_xform);
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GodotAllContactResultCallback btQuery(&collision_object, p_results, p_result_max, &p_exclude);
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btQuery.m_collisionFilterGroup = p_collision_layer;
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btQuery.m_collisionFilterMask = p_object_type_mask;
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btQuery.m_closestDistanceThreshold = p_margin;
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space->dynamicsWorld->contactTest(&collision_object, btQuery);
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bulletdelete(btConvex);
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return btQuery.m_count;
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}
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bool BulletPhysicsDirectSpaceState::cast_motion(const RID &p_shape, const Transform &p_xform, const Vector3 &p_motion, float p_margin, float &p_closest_safe, float &p_closest_unsafe, const Set<RID> &p_exclude, uint32_t p_collision_layer, uint32_t p_object_type_mask, ShapeRestInfo *r_info) {
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ShapeBullet *shape = space->get_physics_server()->get_shape_owner()->get(p_shape);
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btConvexShape *bt_convex_shape = dynamic_cast<btConvexShape *>(shape->create_bt_shape());
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if (!bt_convex_shape) {
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bulletdelete(bt_convex_shape);
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ERR_PRINTS("The shape is not a convex shape, then is not supported: shape type: " + itos(shape->get_type()));
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return 0;
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}
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btVector3 bt_motion;
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G_TO_B(p_motion, bt_motion);
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btVector3 scale_with_margin;
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G_TO_B(p_xform.basis.get_scale() + Vector3(p_margin, p_margin, p_margin), scale_with_margin);
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bt_convex_shape->setLocalScaling(scale_with_margin);
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btTransform bt_xform_from;
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G_TO_B(p_xform, bt_xform_from);
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btTransform bt_xform_to(bt_xform_from);
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bt_xform_to.getOrigin() += bt_motion;
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GodotClosestConvexResultCallback btResult(bt_xform_from.getOrigin(), bt_xform_to.getOrigin(), &p_exclude);
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btResult.m_collisionFilterGroup = p_collision_layer;
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btResult.m_collisionFilterMask = p_object_type_mask;
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space->dynamicsWorld->convexSweepTest(bt_convex_shape, bt_xform_from, bt_xform_to, btResult);
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if (btResult.hasHit()) {
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if (btCollisionObject::CO_RIGID_BODY == btResult.m_hitCollisionObject->getInternalType()) {
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B_TO_G(static_cast<const btRigidBody *>(btResult.m_hitCollisionObject)->getVelocityInLocalPoint(btResult.m_hitPointWorld), r_info->linear_velocity);
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}
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CollisionObjectBullet *collision_object = static_cast<CollisionObjectBullet *>(btResult.m_hitCollisionObject->getUserPointer());
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p_closest_safe = p_closest_unsafe = btResult.m_closestHitFraction;
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B_TO_G(btResult.m_hitPointWorld, r_info->point);
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B_TO_G(btResult.m_hitNormalWorld, r_info->normal);
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r_info->rid = collision_object->get_self();
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r_info->collider_id = collision_object->get_instance_id();
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r_info->shape = btResult.m_shapePart;
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}
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bulletdelete(bt_convex_shape);
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return btResult.hasHit();
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}
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/// Returns the list of contacts pairs in this order: Local contact, other body contact
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bool BulletPhysicsDirectSpaceState::collide_shape(RID p_shape, const Transform &p_shape_xform, float p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude, uint32_t p_collision_layer, uint32_t p_object_type_mask) {
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if (p_result_max <= 0)
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return 0;
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ShapeBullet *shape = space->get_physics_server()->get_shape_owner()->get(p_shape);
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btConvexShape *btConvex = dynamic_cast<btConvexShape *>(shape->create_bt_shape());
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if (!btConvex) {
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bulletdelete(btConvex);
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ERR_PRINTS("The shape is not a convex shape, then is not supported: shape type: " + itos(shape->get_type()));
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return 0;
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}
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btVector3 scale_with_margin;
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G_TO_B(p_shape_xform.basis.get_scale(), scale_with_margin);
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btConvex->setLocalScaling(scale_with_margin);
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btTransform bt_xform;
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G_TO_B(p_shape_xform, bt_xform);
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btCollisionObject collision_object;
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collision_object.setCollisionShape(btConvex);
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collision_object.setWorldTransform(bt_xform);
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GodotContactPairContactResultCallback btQuery(&collision_object, r_results, p_result_max, &p_exclude);
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btQuery.m_collisionFilterGroup = p_collision_layer;
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btQuery.m_collisionFilterMask = p_object_type_mask;
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btQuery.m_closestDistanceThreshold = p_margin;
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space->dynamicsWorld->contactTest(&collision_object, btQuery);
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r_result_count = btQuery.m_count;
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bulletdelete(btConvex);
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return btQuery.m_count;
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}
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bool BulletPhysicsDirectSpaceState::rest_info(RID p_shape, const Transform &p_shape_xform, float p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude, uint32_t p_collision_layer, uint32_t p_object_type_mask) {
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ShapeBullet *shape = space->get_physics_server()->get_shape_owner()->get(p_shape);
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btConvexShape *btConvex = dynamic_cast<btConvexShape *>(shape->create_bt_shape());
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if (!btConvex) {
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bulletdelete(btConvex);
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ERR_PRINTS("The shape is not a convex shape, then is not supported: shape type: " + itos(shape->get_type()));
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return 0;
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}
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btVector3 scale_with_margin;
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G_TO_B(p_shape_xform.basis.get_scale() + Vector3(p_margin, p_margin, p_margin), scale_with_margin);
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btConvex->setLocalScaling(scale_with_margin);
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btTransform bt_xform;
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G_TO_B(p_shape_xform, bt_xform);
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btCollisionObject collision_object;
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collision_object.setCollisionShape(btConvex);
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collision_object.setWorldTransform(bt_xform);
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GodotRestInfoContactResultCallback btQuery(&collision_object, r_info, &p_exclude);
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btQuery.m_collisionFilterGroup = p_collision_layer;
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btQuery.m_collisionFilterMask = p_object_type_mask;
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btQuery.m_closestDistanceThreshold = p_margin;
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space->dynamicsWorld->contactTest(&collision_object, btQuery);
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bulletdelete(btConvex);
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if (btQuery.m_collided) {
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if (btCollisionObject::CO_RIGID_BODY == btQuery.m_rest_info_collision_object->getInternalType()) {
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B_TO_G(static_cast<const btRigidBody *>(btQuery.m_rest_info_collision_object)->getVelocityInLocalPoint(btQuery.m_rest_info_bt_point), r_info->linear_velocity);
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}
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B_TO_G(btQuery.m_rest_info_bt_point, r_info->point);
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}
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return btQuery.m_collided;
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}
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Vector3 BulletPhysicsDirectSpaceState::get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const {
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RigidCollisionObjectBullet *rigid_object = space->get_physics_server()->get_rigid_collisin_object(p_object);
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ERR_FAIL_COND_V(!rigid_object, Vector3());
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btVector3 out_closest_point(0, 0, 0);
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btScalar out_distance = 1e20;
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btVector3 bt_point;
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G_TO_B(p_point, bt_point);
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btGjkEpaPenetrationDepthSolver gjk_epa_pen_solver;
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btVoronoiSimplexSolver gjk_simplex_solver;
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gjk_simplex_solver.setEqualVertexThreshold(0.);
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btSphereShape point_shape(0.);
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btCollisionShape *shape;
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btConvexShape *convex_shape;
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btTransform child_transform;
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btTransform body_transform(rigid_object->get_bt_collision_object()->getWorldTransform());
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btGjkPairDetector::ClosestPointInput input;
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input.m_transformA.getBasis().setIdentity();
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input.m_transformA.setOrigin(bt_point);
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bool shapes_found = false;
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btCompoundShape *compound = rigid_object->get_compound_shape();
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for (int i = compound->getNumChildShapes() - 1; 0 <= i; --i) {
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shape = compound->getChildShape(i);
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if (shape->isConvex()) {
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child_transform = compound->getChildTransform(i);
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convex_shape = static_cast<btConvexShape *>(shape);
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input.m_transformB = body_transform * child_transform;
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btPointCollector result;
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btGjkPairDetector gjk_pair_detector(&point_shape, convex_shape, &gjk_simplex_solver, &gjk_epa_pen_solver);
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gjk_pair_detector.getClosestPoints(input, result, 0);
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if (out_distance > result.m_distance) {
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out_distance = result.m_distance;
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out_closest_point = result.m_pointInWorld;
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}
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}
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shapes_found = true;
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}
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if (shapes_found) {
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Vector3 out;
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B_TO_G(out_closest_point, out);
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return out;
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} else {
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// no shapes found, use distance to origin.
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return rigid_object->get_transform().get_origin();
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}
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}
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SpaceBullet::SpaceBullet(bool p_create_soft_world)
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: broadphase(NULL),
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dispatcher(NULL),
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solver(NULL),
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collisionConfiguration(NULL),
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dynamicsWorld(NULL),
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soft_body_world_info(NULL),
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ghostPairCallback(NULL),
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godotFilterCallback(NULL),
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gravityDirection(0, -1, 0),
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gravityMagnitude(10),
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contactDebugCount(0) {
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create_empty_world(p_create_soft_world);
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direct_access = memnew(BulletPhysicsDirectSpaceState(this));
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}
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SpaceBullet::~SpaceBullet() {
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memdelete(direct_access);
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destroy_world();
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}
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void SpaceBullet::flush_queries() {
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const btCollisionObjectArray &colObjArray = dynamicsWorld->getCollisionObjectArray();
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for (int i = colObjArray.size() - 1; 0 <= i; --i) {
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static_cast<CollisionObjectBullet *>(colObjArray[i]->getUserPointer())->dispatch_callbacks();
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}
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}
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void SpaceBullet::step(real_t p_delta_time) {
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dynamicsWorld->stepSimulation(p_delta_time, 0, 0);
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}
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void SpaceBullet::set_param(PhysicsServer::AreaParameter p_param, const Variant &p_value) {
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assert(dynamicsWorld);
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switch (p_param) {
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case PhysicsServer::AREA_PARAM_GRAVITY:
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gravityMagnitude = p_value;
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update_gravity();
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break;
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case PhysicsServer::AREA_PARAM_GRAVITY_VECTOR:
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gravityDirection = p_value;
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update_gravity();
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break;
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case PhysicsServer::AREA_PARAM_LINEAR_DAMP:
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case PhysicsServer::AREA_PARAM_ANGULAR_DAMP:
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break; // No damp
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case PhysicsServer::AREA_PARAM_PRIORITY:
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// Priority is always 0, the lower
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break;
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case PhysicsServer::AREA_PARAM_GRAVITY_IS_POINT:
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case PhysicsServer::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
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case PhysicsServer::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
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break;
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default:
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WARN_PRINTS("This set parameter (" + itos(p_param) + ") is ignored, the SpaceBullet doesn't support it.");
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break;
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}
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}
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Variant SpaceBullet::get_param(PhysicsServer::AreaParameter p_param) {
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switch (p_param) {
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case PhysicsServer::AREA_PARAM_GRAVITY:
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return gravityMagnitude;
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case PhysicsServer::AREA_PARAM_GRAVITY_VECTOR:
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return gravityDirection;
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case PhysicsServer::AREA_PARAM_LINEAR_DAMP:
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case PhysicsServer::AREA_PARAM_ANGULAR_DAMP:
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return 0; // No damp
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case PhysicsServer::AREA_PARAM_PRIORITY:
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return 0; // Priority is always 0, the lower
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case PhysicsServer::AREA_PARAM_GRAVITY_IS_POINT:
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return false;
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case PhysicsServer::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
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return 0;
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case PhysicsServer::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
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return 0;
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default:
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WARN_PRINTS("This get parameter (" + itos(p_param) + ") is ignored, the SpaceBullet doesn't support it.");
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return Variant();
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}
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}
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void SpaceBullet::set_param(PhysicsServer::SpaceParameter p_param, real_t p_value) {
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switch (p_param) {
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case PhysicsServer::SPACE_PARAM_CONTACT_RECYCLE_RADIUS:
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case PhysicsServer::SPACE_PARAM_CONTACT_MAX_SEPARATION:
|
|
case PhysicsServer::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION:
|
|
case PhysicsServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
|
|
case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD:
|
|
case PhysicsServer::SPACE_PARAM_BODY_TIME_TO_SLEEP:
|
|
case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO:
|
|
case PhysicsServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
|
|
default:
|
|
WARN_PRINTS("This set parameter (" + itos(p_param) + ") is ignored, the SpaceBullet doesn't support it.");
|
|
break;
|
|
}
|
|
}
|
|
|
|
real_t SpaceBullet::get_param(PhysicsServer::SpaceParameter p_param) {
|
|
switch (p_param) {
|
|
case PhysicsServer::SPACE_PARAM_CONTACT_RECYCLE_RADIUS:
|
|
case PhysicsServer::SPACE_PARAM_CONTACT_MAX_SEPARATION:
|
|
case PhysicsServer::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION:
|
|
case PhysicsServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
|
|
case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD:
|
|
case PhysicsServer::SPACE_PARAM_BODY_TIME_TO_SLEEP:
|
|
case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO:
|
|
case PhysicsServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
|
|
default:
|
|
WARN_PRINTS("The SpaceBullet doesn't support this get parameter (" + itos(p_param) + "), 0 is returned.");
|
|
return 0.f;
|
|
}
|
|
}
|
|
|
|
void SpaceBullet::add_area(AreaBullet *p_area) {
|
|
areas.push_back(p_area);
|
|
dynamicsWorld->addCollisionObject(p_area->get_bt_ghost(), p_area->get_collision_layer(), p_area->get_collision_mask());
|
|
}
|
|
|
|
void SpaceBullet::remove_area(AreaBullet *p_area) {
|
|
areas.erase(p_area);
|
|
dynamicsWorld->removeCollisionObject(p_area->get_bt_ghost());
|
|
}
|
|
|
|
void SpaceBullet::reload_collision_filters(AreaBullet *p_area) {
|
|
// This is necessary to change collision filter
|
|
dynamicsWorld->removeCollisionObject(p_area->get_bt_ghost());
|
|
dynamicsWorld->addCollisionObject(p_area->get_bt_ghost(), p_area->get_collision_layer(), p_area->get_collision_mask());
|
|
}
|
|
|
|
void SpaceBullet::add_rigid_body(RigidBodyBullet *p_body) {
|
|
if (p_body->is_static()) {
|
|
dynamicsWorld->addCollisionObject(p_body->get_bt_rigid_body(), p_body->get_collision_layer(), p_body->get_collision_mask());
|
|
} else {
|
|
dynamicsWorld->addRigidBody(p_body->get_bt_rigid_body(), p_body->get_collision_layer(), p_body->get_collision_mask());
|
|
}
|
|
}
|
|
|
|
void SpaceBullet::remove_rigid_body(RigidBodyBullet *p_body) {
|
|
if (p_body->is_static()) {
|
|
dynamicsWorld->removeCollisionObject(p_body->get_bt_rigid_body());
|
|
} else {
|
|
dynamicsWorld->removeRigidBody(p_body->get_bt_rigid_body());
|
|
}
|
|
}
|
|
|
|
void SpaceBullet::reload_collision_filters(RigidBodyBullet *p_body) {
|
|
// This is necessary to change collision filter
|
|
remove_rigid_body(p_body);
|
|
add_rigid_body(p_body);
|
|
}
|
|
|
|
void SpaceBullet::add_soft_body(SoftBodyBullet *p_body) {
|
|
if (is_using_soft_world()) {
|
|
if (p_body->get_bt_soft_body()) {
|
|
static_cast<btSoftRigidDynamicsWorld *>(dynamicsWorld)->addSoftBody(p_body->get_bt_soft_body(), p_body->get_collision_layer(), p_body->get_collision_mask());
|
|
}
|
|
} else {
|
|
ERR_PRINT("This soft body can't be added to non soft world");
|
|
}
|
|
}
|
|
|
|
void SpaceBullet::remove_soft_body(SoftBodyBullet *p_body) {
|
|
if (is_using_soft_world()) {
|
|
if (p_body->get_bt_soft_body()) {
|
|
static_cast<btSoftRigidDynamicsWorld *>(dynamicsWorld)->removeSoftBody(p_body->get_bt_soft_body());
|
|
}
|
|
}
|
|
}
|
|
|
|
void SpaceBullet::reload_collision_filters(SoftBodyBullet *p_body) {
|
|
// This is necessary to change collision filter
|
|
remove_soft_body(p_body);
|
|
add_soft_body(p_body);
|
|
}
|
|
|
|
void SpaceBullet::add_constraint(ConstraintBullet *p_constraint, bool disableCollisionsBetweenLinkedBodies) {
|
|
p_constraint->set_space(this);
|
|
dynamicsWorld->addConstraint(p_constraint->get_bt_constraint(), disableCollisionsBetweenLinkedBodies);
|
|
}
|
|
|
|
void SpaceBullet::remove_constraint(ConstraintBullet *p_constraint) {
|
|
dynamicsWorld->removeConstraint(p_constraint->get_bt_constraint());
|
|
}
|
|
|
|
int SpaceBullet::get_num_collision_objects() const {
|
|
return dynamicsWorld->getNumCollisionObjects();
|
|
}
|
|
|
|
void SpaceBullet::remove_all_collision_objects() {
|
|
for (int i = dynamicsWorld->getNumCollisionObjects() - 1; 0 <= i; --i) {
|
|
btCollisionObject *btObj = dynamicsWorld->getCollisionObjectArray()[i];
|
|
CollisionObjectBullet *colObj = static_cast<CollisionObjectBullet *>(btObj->getUserPointer());
|
|
colObj->set_space(NULL);
|
|
}
|
|
}
|
|
|
|
void onBulletPreTickCallback(btDynamicsWorld *p_dynamicsWorld, btScalar timeStep) {
|
|
static_cast<SpaceBullet *>(p_dynamicsWorld->getWorldUserInfo())->flush_queries();
|
|
}
|
|
|
|
void onBulletTickCallback(btDynamicsWorld *p_dynamicsWorld, btScalar timeStep) {
|
|
|
|
// Notify all Collision objects the collision checker is started
|
|
const btCollisionObjectArray &colObjArray = p_dynamicsWorld->getCollisionObjectArray();
|
|
for (int i = colObjArray.size() - 1; 0 <= i; --i) {
|
|
CollisionObjectBullet *colObj = static_cast<CollisionObjectBullet *>(colObjArray[i]->getUserPointer());
|
|
assert(NULL != colObj);
|
|
colObj->on_collision_checker_start();
|
|
}
|
|
|
|
SpaceBullet *sb = static_cast<SpaceBullet *>(p_dynamicsWorld->getWorldUserInfo());
|
|
sb->check_ghost_overlaps();
|
|
sb->check_body_collision();
|
|
}
|
|
|
|
BulletPhysicsDirectSpaceState *SpaceBullet::get_direct_state() {
|
|
return direct_access;
|
|
}
|
|
|
|
btScalar calculateGodotCombinedRestitution(const btCollisionObject *body0, const btCollisionObject *body1) {
|
|
return MAX(body0->getRestitution(), body1->getRestitution());
|
|
}
|
|
|
|
void SpaceBullet::create_empty_world(bool p_create_soft_world) {
|
|
assert(NULL == broadphase);
|
|
assert(NULL == dispatcher);
|
|
assert(NULL == solver);
|
|
assert(NULL == collisionConfiguration);
|
|
assert(NULL == dynamicsWorld);
|
|
assert(NULL == ghostPairCallback);
|
|
assert(NULL == godotFilterCallback);
|
|
|
|
void *world_mem;
|
|
if (p_create_soft_world) {
|
|
world_mem = malloc(sizeof(btSoftRigidDynamicsWorld));
|
|
} else {
|
|
world_mem = malloc(sizeof(btDiscreteDynamicsWorld));
|
|
}
|
|
|
|
if (p_create_soft_world) {
|
|
collisionConfiguration = bulletnew(btSoftBodyRigidBodyCollisionConfiguration);
|
|
} else {
|
|
collisionConfiguration = bulletnew(GodotCollisionConfiguration(static_cast<btDiscreteDynamicsWorld *>(world_mem)));
|
|
}
|
|
|
|
dispatcher = bulletnew(GodotCollisionDispatcher(collisionConfiguration));
|
|
broadphase = bulletnew(btDbvtBroadphase);
|
|
solver = bulletnew(btSequentialImpulseConstraintSolver);
|
|
|
|
if (p_create_soft_world) {
|
|
dynamicsWorld = new (world_mem) btSoftRigidDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);
|
|
soft_body_world_info = bulletnew(btSoftBodyWorldInfo);
|
|
} else {
|
|
dynamicsWorld = new (world_mem) btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);
|
|
}
|
|
|
|
ghostPairCallback = bulletnew(btGhostPairCallback);
|
|
godotFilterCallback = bulletnew(GodotFilterCallback);
|
|
gCalculateCombinedRestitutionCallback = &calculateGodotCombinedRestitution;
|
|
|
|
dynamicsWorld->setWorldUserInfo(this);
|
|
|
|
dynamicsWorld->setInternalTickCallback(onBulletPreTickCallback, this, true);
|
|
dynamicsWorld->setInternalTickCallback(onBulletTickCallback, this, false);
|
|
dynamicsWorld->getBroadphase()->getOverlappingPairCache()->setInternalGhostPairCallback(ghostPairCallback); // Setup ghost check
|
|
dynamicsWorld->getPairCache()->setOverlapFilterCallback(godotFilterCallback);
|
|
|
|
if (soft_body_world_info) {
|
|
soft_body_world_info->m_broadphase = broadphase;
|
|
soft_body_world_info->m_dispatcher = dispatcher;
|
|
soft_body_world_info->m_sparsesdf.Initialize();
|
|
}
|
|
|
|
update_gravity();
|
|
}
|
|
|
|
void SpaceBullet::destroy_world() {
|
|
assert(NULL != broadphase);
|
|
assert(NULL != dispatcher);
|
|
assert(NULL != solver);
|
|
assert(NULL != collisionConfiguration);
|
|
assert(NULL != dynamicsWorld);
|
|
assert(NULL != ghostPairCallback);
|
|
assert(NULL != godotFilterCallback);
|
|
|
|
/// The world elements (like: Collision Objects, Constraints, Shapes) are managed by godot
|
|
|
|
dynamicsWorld->getBroadphase()->getOverlappingPairCache()->setInternalGhostPairCallback(NULL);
|
|
dynamicsWorld->getPairCache()->setOverlapFilterCallback(NULL);
|
|
|
|
bulletdelete(ghostPairCallback);
|
|
bulletdelete(godotFilterCallback);
|
|
|
|
// Deallocate world
|
|
dynamicsWorld->~btDiscreteDynamicsWorld();
|
|
free(dynamicsWorld);
|
|
dynamicsWorld = NULL;
|
|
|
|
bulletdelete(solver);
|
|
bulletdelete(broadphase);
|
|
bulletdelete(dispatcher);
|
|
bulletdelete(collisionConfiguration);
|
|
bulletdelete(soft_body_world_info);
|
|
}
|
|
|
|
void SpaceBullet::check_ghost_overlaps() {
|
|
|
|
/// Algorith support variables
|
|
btGjkEpaPenetrationDepthSolver gjk_epa_pen_solver;
|
|
btVoronoiSimplexSolver gjk_simplex_solver;
|
|
gjk_simplex_solver.setEqualVertexThreshold(0.f);
|
|
btConvexShape *other_body_shape;
|
|
btConvexShape *area_shape;
|
|
btGjkPairDetector::ClosestPointInput gjk_input;
|
|
AreaBullet *area;
|
|
RigidCollisionObjectBullet *otherObject;
|
|
int x(-1), i(-1), y(-1), z(-1), indexOverlap(-1);
|
|
|
|
/// For each areas
|
|
for (x = areas.size() - 1; 0 <= x; --x) {
|
|
area = areas[x];
|
|
|
|
if (!area->is_monitoring())
|
|
continue;
|
|
|
|
/// 1. Reset all states
|
|
for (i = area->overlappingObjects.size() - 1; 0 <= i; --i) {
|
|
AreaBullet::OverlappingObjectData &otherObj = area->overlappingObjects[i];
|
|
// This check prevent the overwrite of ENTER state
|
|
// if this function is called more times before dispatchCallbacks
|
|
if (otherObj.state != AreaBullet::OVERLAP_STATE_ENTER) {
|
|
otherObj.state = AreaBullet::OVERLAP_STATE_DIRTY;
|
|
}
|
|
}
|
|
|
|
/// 2. Check all overlapping objects using GJK
|
|
|
|
const btAlignedObjectArray<btCollisionObject *> ghostOverlaps = area->get_bt_ghost()->getOverlappingPairs();
|
|
|
|
// For each overlapping
|
|
for (i = ghostOverlaps.size() - 1; 0 <= i; --i) {
|
|
|
|
if (!(ghostOverlaps[i]->getUserIndex() == CollisionObjectBullet::TYPE_RIGID_BODY || ghostOverlaps[i]->getUserIndex() == CollisionObjectBullet::TYPE_AREA))
|
|
continue;
|
|
|
|
otherObject = static_cast<RigidCollisionObjectBullet *>(ghostOverlaps[i]->getUserPointer());
|
|
|
|
bool hasOverlap = false;
|
|
|
|
// For each area shape
|
|
for (y = area->get_compound_shape()->getNumChildShapes() - 1; 0 <= y; --y) {
|
|
if (!area->get_compound_shape()->getChildShape(y)->isConvex())
|
|
continue;
|
|
|
|
gjk_input.m_transformA = area->get_transform__bullet() * area->get_compound_shape()->getChildTransform(y);
|
|
area_shape = static_cast<btConvexShape *>(area->get_compound_shape()->getChildShape(y));
|
|
|
|
// For each other object shape
|
|
for (z = otherObject->get_compound_shape()->getNumChildShapes() - 1; 0 <= z; --z) {
|
|
|
|
if (!otherObject->get_compound_shape()->getChildShape(z)->isConvex())
|
|
continue;
|
|
|
|
other_body_shape = static_cast<btConvexShape *>(otherObject->get_compound_shape()->getChildShape(z));
|
|
gjk_input.m_transformB = otherObject->get_transform__bullet() * otherObject->get_compound_shape()->getChildTransform(z);
|
|
|
|
btPointCollector result;
|
|
btGjkPairDetector gjk_pair_detector(area_shape, other_body_shape, &gjk_simplex_solver, &gjk_epa_pen_solver);
|
|
gjk_pair_detector.getClosestPoints(gjk_input, result, 0);
|
|
|
|
if (0 >= result.m_distance) {
|
|
hasOverlap = true;
|
|
goto collision_found;
|
|
}
|
|
} // ~For each other object shape
|
|
} // ~For each area shape
|
|
|
|
collision_found:
|
|
if (!hasOverlap)
|
|
continue;
|
|
|
|
indexOverlap = area->find_overlapping_object(otherObject);
|
|
if (-1 == indexOverlap) {
|
|
// Not found
|
|
area->add_overlap(otherObject);
|
|
} else {
|
|
// Found
|
|
area->put_overlap_as_inside(indexOverlap);
|
|
}
|
|
}
|
|
|
|
/// 3. Remove not overlapping
|
|
for (i = area->overlappingObjects.size() - 1; 0 <= i; --i) {
|
|
// If the overlap has DIRTY state it means that it's no more overlapping
|
|
if (area->overlappingObjects[i].state == AreaBullet::OVERLAP_STATE_DIRTY) {
|
|
area->put_overlap_as_exit(i);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void SpaceBullet::check_body_collision() {
|
|
#ifdef DEBUG_ENABLED
|
|
reset_debug_contact_count();
|
|
#endif
|
|
|
|
const int numManifolds = dynamicsWorld->getDispatcher()->getNumManifolds();
|
|
for (int i = 0; i < numManifolds; ++i) {
|
|
btPersistentManifold *contactManifold = dynamicsWorld->getDispatcher()->getManifoldByIndexInternal(i);
|
|
const btCollisionObject *obA = contactManifold->getBody0();
|
|
const btCollisionObject *obB = contactManifold->getBody1();
|
|
|
|
if (btCollisionObject::CO_RIGID_BODY != obA->getInternalType() || btCollisionObject::CO_RIGID_BODY != obB->getInternalType()) {
|
|
// This checks is required to be sure the ghost object is skipped
|
|
// The ghost object "getUserPointer" return the BodyBullet owner so this check is required
|
|
continue;
|
|
}
|
|
|
|
// Asserts all Godot objects are assigned
|
|
assert(NULL != obA->getUserPointer());
|
|
assert(NULL != obB->getUserPointer());
|
|
|
|
// I know this static cast is a bit risky. But I'm checking its type just after it.
|
|
// This allow me to avoid a lot of other cast and checks
|
|
RigidBodyBullet *bodyA = static_cast<RigidBodyBullet *>(obA->getUserPointer());
|
|
RigidBodyBullet *bodyB = static_cast<RigidBodyBullet *>(obB->getUserPointer());
|
|
|
|
if (CollisionObjectBullet::TYPE_RIGID_BODY == bodyA->getType() && CollisionObjectBullet::TYPE_RIGID_BODY == bodyB->getType()) {
|
|
if (!bodyA->can_add_collision() && !bodyB->can_add_collision()) {
|
|
continue;
|
|
}
|
|
|
|
const int numContacts = contactManifold->getNumContacts();
|
|
#define REPORT_ALL_CONTACTS 0
|
|
#if REPORT_ALL_CONTACTS
|
|
for (int j = 0; j < numContacts; j++) {
|
|
btManifoldPoint &pt = contactManifold->getContactPoint(j);
|
|
#else
|
|
// Since I don't need report all contacts for these objects, I'll report only the first
|
|
if (numContacts) {
|
|
btManifoldPoint &pt = contactManifold->getContactPoint(0);
|
|
#endif
|
|
Vector3 collisionWorldPosition;
|
|
Vector3 collisionLocalPosition;
|
|
Vector3 normalOnB;
|
|
B_TO_G(pt.m_normalWorldOnB, normalOnB);
|
|
|
|
if (bodyA->can_add_collision()) {
|
|
B_TO_G(pt.getPositionWorldOnB(), collisionWorldPosition);
|
|
/// pt.m_localPointB Doesn't report the exact point in local space
|
|
B_TO_G(pt.getPositionWorldOnB() - obB->getWorldTransform().getOrigin(), collisionLocalPosition);
|
|
bodyA->add_collision_object(bodyB, collisionWorldPosition, collisionLocalPosition, normalOnB, pt.m_index1, pt.m_index0);
|
|
}
|
|
if (bodyB->can_add_collision()) {
|
|
B_TO_G(pt.getPositionWorldOnA(), collisionWorldPosition);
|
|
/// pt.m_localPointA Doesn't report the exact point in local space
|
|
B_TO_G(pt.getPositionWorldOnA() - obA->getWorldTransform().getOrigin(), collisionLocalPosition);
|
|
bodyB->add_collision_object(bodyA, collisionWorldPosition, collisionLocalPosition, normalOnB * -1, pt.m_index0, pt.m_index1);
|
|
}
|
|
|
|
#ifdef DEBUG_ENABLED
|
|
if (is_debugging_contacts()) {
|
|
add_debug_contact(collisionWorldPosition);
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void SpaceBullet::update_gravity() {
|
|
btVector3 btGravity;
|
|
G_TO_B(gravityDirection * gravityMagnitude, btGravity);
|
|
dynamicsWorld->setGravity(btGravity);
|
|
if (soft_body_world_info) {
|
|
soft_body_world_info->m_gravity = btGravity;
|
|
}
|
|
}
|
|
|
|
/// IMPORTANT: Please don't turn it ON this is not managed correctly!!
|
|
/// I'm leaving this here just for future tests.
|
|
/// Debug motion and normal vector drawing
|
|
#define debug_test_motion 0
|
|
#if debug_test_motion
|
|
static ImmediateGeometry *motionVec(NULL);
|
|
static ImmediateGeometry *normalLine(NULL);
|
|
static Ref<SpatialMaterial> red_mat;
|
|
static Ref<SpatialMaterial> blue_mat;
|
|
#endif
|
|
|
|
#define IGNORE_AREAS_TRUE true
|
|
bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_from, const Vector3 &p_motion, real_t p_margin, PhysicsServer::MotionResult *r_result) {
|
|
|
|
#if debug_test_motion
|
|
/// Yes I know this is not good, but I've used it as fast debugging.
|
|
/// I'm leaving it here just for speedup the other eventual debugs
|
|
if (!normalLine) {
|
|
motionVec = memnew(ImmediateGeometry);
|
|
normalLine = memnew(ImmediateGeometry);
|
|
SceneTree::get_singleton()->get_current_scene()->add_child(motionVec);
|
|
SceneTree::get_singleton()->get_current_scene()->add_child(normalLine);
|
|
|
|
red_mat = Ref<SpatialMaterial>(memnew(SpatialMaterial));
|
|
red_mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
|
|
red_mat->set_line_width(20.0);
|
|
red_mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
|
|
red_mat->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
|
|
red_mat->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
|
|
red_mat->set_albedo(Color(1, 0, 0, 1));
|
|
motionVec->set_material_override(red_mat);
|
|
|
|
blue_mat = Ref<SpatialMaterial>(memnew(SpatialMaterial));
|
|
blue_mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
|
|
blue_mat->set_line_width(20.0);
|
|
blue_mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
|
|
blue_mat->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
|
|
blue_mat->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
|
|
blue_mat->set_albedo(Color(0, 0, 1, 1));
|
|
normalLine->set_material_override(blue_mat);
|
|
}
|
|
#endif
|
|
|
|
///// Release all generated manifolds
|
|
//{
|
|
// if(p_body->get_kinematic_utilities()){
|
|
// for(int i= p_body->get_kinematic_utilities()->m_generatedManifold.size()-1; 0<=i; --i){
|
|
// dispatcher->releaseManifold( p_body->get_kinematic_utilities()->m_generatedManifold[i] );
|
|
// }
|
|
// p_body->get_kinematic_utilities()->m_generatedManifold.clear();
|
|
// }
|
|
//}
|
|
|
|
btVector3 recover_initial_position;
|
|
recover_initial_position.setZero();
|
|
|
|
/// I'm performing the unstack at the end of movement so I'm sure the player is unstacked even after the movement.
|
|
/// I've removed the initial unstack because this is useful just for the first tick since after the first
|
|
/// the real unstack is performed at the end of process.
|
|
/// However I'm leaving here the old code.
|
|
/// Note: It has a bug when two shapes touches something simultaneously the body is moved too much away (I'm not fixing it for the reason written above).
|
|
#define INITIAL_UNSTACK 0
|
|
#if !INITIAL_UNSTACK
|
|
btTransform body_safe_position;
|
|
G_TO_B(p_from, body_safe_position);
|
|
//btTransform body_unsafe_positino;
|
|
//G_TO_B(p_from, body_unsafe_positino);
|
|
#else
|
|
btTransform body_safe_position;
|
|
btTransform body_unsafe_positino;
|
|
{ /// Phase one - multi shapes depenetration using margin
|
|
G_TO_B(p_from, body_safe_position);
|
|
G_TO_B(p_from, body_unsafe_positino);
|
|
|
|
// MAX_PENETRATION_DEPTH Is useful have the ghost a bit penetrated so I can detect the floor easily
|
|
recover_from_penetration(p_body, body_safe_position, MAX_PENETRATION_DEPTH, /* p_depenetration_speed */ 1, recover_initial_position);
|
|
|
|
/// Not required if I put p_depenetration_speed = 1
|
|
//for(int t = 0; t<4; ++t){
|
|
// if(!recover_from_penetration(p_body, body_safe_position, MAX_PENETRATION_DEPTH, /* p_depenetration_speed */0.2, recover_initial_position)){
|
|
// break;
|
|
// }
|
|
//}
|
|
|
|
// Add recover position to "From" and "To" transforms
|
|
body_safe_position.getOrigin() += recover_initial_position;
|
|
}
|
|
#endif
|
|
|
|
int shape_most_recovered(-1);
|
|
btVector3 recovered_motion;
|
|
G_TO_B(p_motion, recovered_motion);
|
|
const int shape_count(p_body->get_shape_count());
|
|
|
|
{ /// phase two - sweep test, from a secure position without margin
|
|
|
|
#if debug_test_motion
|
|
Vector3 sup_line;
|
|
B_TO_G(body_safe_position.getOrigin(), sup_line);
|
|
motionVec->clear();
|
|
motionVec->begin(Mesh::PRIMITIVE_LINES, NULL);
|
|
motionVec->add_vertex(sup_line);
|
|
motionVec->add_vertex(sup_line + p_motion * 10);
|
|
motionVec->end();
|
|
#endif
|
|
|
|
for (int shIndex = 0; shIndex < shape_count; ++shIndex) {
|
|
if (p_body->is_shape_disabled(shIndex)) {
|
|
continue;
|
|
}
|
|
|
|
btConvexShape *convex_shape_test(dynamic_cast<btConvexShape *>(p_body->get_bt_shape(shIndex)));
|
|
if (!convex_shape_test) {
|
|
// Skip no convex shape
|
|
continue;
|
|
}
|
|
|
|
btTransform shape_xform_from;
|
|
G_TO_B(p_body->get_shape_transform(shIndex), shape_xform_from);
|
|
//btTransform shape_xform_to(shape_xform_from);
|
|
|
|
// Add local shape transform
|
|
shape_xform_from.getOrigin() += body_safe_position.getOrigin();
|
|
shape_xform_from.getBasis() *= body_safe_position.getBasis();
|
|
|
|
btTransform shape_xform_to(shape_xform_from);
|
|
//shape_xform_to.getOrigin() += body_unsafe_positino.getOrigin();
|
|
//shape_xform_to.getBasis() *= body_unsafe_positino.getBasis();
|
|
shape_xform_to.getOrigin() += recovered_motion;
|
|
|
|
GodotKinClosestConvexResultCallback btResult(shape_xform_from.getOrigin(), shape_xform_to.getOrigin(), p_body, IGNORE_AREAS_TRUE);
|
|
btResult.m_collisionFilterGroup = p_body->get_collision_layer();
|
|
btResult.m_collisionFilterMask = p_body->get_collision_mask();
|
|
|
|
dynamicsWorld->convexSweepTest(convex_shape_test, shape_xform_from, shape_xform_to, btResult);
|
|
|
|
if (btResult.hasHit()) {
|
|
//recovered_motion *= btResult.m_closestHitFraction;
|
|
/// Since for each sweep test I fix the motion of new shapes in base the recover result,
|
|
/// if another shape will hit something it means that has a deepest recovering respect the previous shape
|
|
shape_most_recovered = shIndex;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool hasHit = false;
|
|
|
|
{ /// Phase three - contact test with margin
|
|
|
|
btGhostObject *ghost = p_body->get_kinematic_utilities()->m_ghostObject;
|
|
|
|
GodotRecoverAndClosestContactResultCallback result_callabck;
|
|
|
|
if (false && 0 <= shape_most_recovered) {
|
|
result_callabck.m_self_object = p_body;
|
|
result_callabck.m_ignore_areas = IGNORE_AREAS_TRUE;
|
|
result_callabck.m_collisionFilterGroup = p_body->get_collision_layer();
|
|
result_callabck.m_collisionFilterMask = p_body->get_collision_mask();
|
|
|
|
const RigidBodyBullet::KinematicShape &kin(p_body->get_kinematic_utilities()->m_shapes[shape_most_recovered]);
|
|
ghost->setCollisionShape(kin.shape);
|
|
ghost->setWorldTransform(body_safe_position);
|
|
|
|
ghost->getWorldTransform().getOrigin() += recovered_motion;
|
|
ghost->getWorldTransform().getOrigin() += kin.transform.getOrigin();
|
|
ghost->getWorldTransform().getBasis() *= kin.transform.getBasis();
|
|
|
|
dynamicsWorld->contactTest(ghost, result_callabck);
|
|
|
|
recovered_motion += result_callabck.m_recover_penetration; // Required to avoid all kind of penetration
|
|
|
|
} else {
|
|
// The sweep result does not return a penetrated shape, so I've to check all shapes
|
|
// Then return the most penetrated shape
|
|
|
|
GodotRecoverAndClosestContactResultCallback iter_result_callabck(p_body, IGNORE_AREAS_TRUE);
|
|
iter_result_callabck.m_collisionFilterGroup = p_body->get_collision_layer();
|
|
iter_result_callabck.m_collisionFilterMask = p_body->get_collision_mask();
|
|
|
|
btScalar max_penetration(99999999999);
|
|
for (int i = 0; i < shape_count; ++i) {
|
|
|
|
const RigidBodyBullet::KinematicShape &kin(p_body->get_kinematic_utilities()->m_shapes[i]);
|
|
if (!kin.is_active()) {
|
|
continue;
|
|
}
|
|
|
|
// reset callback each function
|
|
iter_result_callabck.reset();
|
|
|
|
ghost->setCollisionShape(kin.shape);
|
|
ghost->setWorldTransform(body_safe_position);
|
|
ghost->getWorldTransform().getOrigin() += recovered_motion;
|
|
ghost->getWorldTransform().getOrigin() += kin.transform.getOrigin();
|
|
ghost->getWorldTransform().getBasis() *= kin.transform.getBasis();
|
|
|
|
dynamicsWorld->contactTest(ghost, iter_result_callabck);
|
|
|
|
if (iter_result_callabck.hasHit()) {
|
|
if (max_penetration > iter_result_callabck.m_penetration_distance) {
|
|
max_penetration = iter_result_callabck.m_penetration_distance;
|
|
shape_most_recovered = i;
|
|
// This is more penetrated
|
|
result_callabck.m_pointCollisionObject = iter_result_callabck.m_pointCollisionObject;
|
|
result_callabck.m_pointNormalWorld = iter_result_callabck.m_pointNormalWorld;
|
|
result_callabck.m_pointWorld = iter_result_callabck.m_pointWorld;
|
|
result_callabck.m_penetration_distance = iter_result_callabck.m_penetration_distance;
|
|
result_callabck.m_other_compound_shape_index = iter_result_callabck.m_other_compound_shape_index;
|
|
|
|
recovered_motion += iter_result_callabck.m_recover_penetration; // Required to avoid all kind of penetration
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
hasHit = result_callabck.hasHit();
|
|
|
|
if (r_result) {
|
|
|
|
B_TO_G(recovered_motion + recover_initial_position, r_result->motion);
|
|
|
|
if (hasHit) {
|
|
|
|
if (btCollisionObject::CO_RIGID_BODY != result_callabck.m_pointCollisionObject->getInternalType()) {
|
|
ERR_PRINT("The collision is not against a rigid body. Please check what's going on.");
|
|
goto EndExecution;
|
|
}
|
|
const btRigidBody *btRigid = static_cast<const btRigidBody *>(result_callabck.m_pointCollisionObject);
|
|
CollisionObjectBullet *collisionObject = static_cast<CollisionObjectBullet *>(btRigid->getUserPointer());
|
|
|
|
r_result->remainder = p_motion - r_result->motion; // is the remaining movements
|
|
B_TO_G(result_callabck.m_pointWorld, r_result->collision_point);
|
|
B_TO_G(result_callabck.m_pointNormalWorld, r_result->collision_normal);
|
|
B_TO_G(btRigid->getVelocityInLocalPoint(result_callabck.m_pointWorld - btRigid->getWorldTransform().getOrigin()), r_result->collider_velocity); // It calculates velocity at point and assign it using special function Bullet_to_Godot
|
|
r_result->collider = collisionObject->get_self();
|
|
r_result->collider_id = collisionObject->get_instance_id();
|
|
r_result->collider_shape = result_callabck.m_other_compound_shape_index;
|
|
r_result->collision_local_shape = shape_most_recovered;
|
|
|
|
//{ /// Add manifold point to manage collisions
|
|
// btPersistentManifold* manifold = dynamicsWorld->getDispatcher()->getNewManifold(p_body->getBtBody(), btRigid);
|
|
// btManifoldPoint manifoldPoint(result_callabck.m_pointWorld, result_callabck.m_pointWorld, result_callabck.m_pointNormalWorld, result_callabck.m_penetration_distance);
|
|
// manifoldPoint.m_index0 = r_result->collision_local_shape;
|
|
// manifoldPoint.m_index1 = r_result->collider_shape;
|
|
// manifold->addManifoldPoint(manifoldPoint);
|
|
// p_body->get_kinematic_utilities()->m_generatedManifold.push_back(manifold);
|
|
//}
|
|
|
|
#if debug_test_motion
|
|
Vector3 sup_line2;
|
|
B_TO_G(recovered_motion, sup_line2);
|
|
//Vector3 sup_pos;
|
|
//B_TO_G( pt.getPositionWorldOnB(), sup_pos);
|
|
normalLine->clear();
|
|
normalLine->begin(Mesh::PRIMITIVE_LINES, NULL);
|
|
normalLine->add_vertex(r_result->collision_point);
|
|
normalLine->add_vertex(r_result->collision_point + r_result->collision_normal * 10);
|
|
normalLine->end();
|
|
#endif
|
|
|
|
} else {
|
|
r_result->remainder = Vector3();
|
|
}
|
|
}
|
|
}
|
|
|
|
EndExecution:
|
|
p_body->get_kinematic_utilities()->resetDefShape();
|
|
return hasHit;
|
|
}
|
|
|
|
/// Note: It has a bug when two shapes touches something simultaneously the body is moved too much away
|
|
/// (I'm not fixing it because I don't use it).
|
|
bool SpaceBullet::recover_from_penetration(RigidBodyBullet *p_body, const btTransform &p_from, btScalar p_maxPenetrationDepth, btScalar p_depenetration_speed, btVector3 &out_recover_position) {
|
|
|
|
bool penetration = false;
|
|
btPairCachingGhostObject *ghost = p_body->get_kinematic_utilities()->m_ghostObject;
|
|
|
|
for (int kinIndex = p_body->get_kinematic_utilities()->m_shapes.size() - 1; 0 <= kinIndex; --kinIndex) {
|
|
const RigidBodyBullet::KinematicShape &kin_shape(p_body->get_kinematic_utilities()->m_shapes[kinIndex]);
|
|
if (!kin_shape.is_active()) {
|
|
continue;
|
|
}
|
|
|
|
btConvexShape *convexShape = kin_shape.shape;
|
|
btTransform shape_xform(kin_shape.transform);
|
|
|
|
// from local to world
|
|
shape_xform.getOrigin() += p_from.getOrigin();
|
|
shape_xform.getBasis() *= p_from.getBasis();
|
|
|
|
// Apply last recovery to avoid doubling the recovering
|
|
shape_xform.getOrigin() += out_recover_position;
|
|
|
|
ghost->setCollisionShape(convexShape);
|
|
ghost->setWorldTransform(shape_xform);
|
|
|
|
btVector3 minAabb, maxAabb;
|
|
convexShape->getAabb(shape_xform, minAabb, maxAabb);
|
|
dynamicsWorld->getBroadphase()->setAabb(ghost->getBroadphaseHandle(),
|
|
minAabb,
|
|
maxAabb,
|
|
dynamicsWorld->getDispatcher());
|
|
|
|
dynamicsWorld->getDispatcher()->dispatchAllCollisionPairs(ghost->getOverlappingPairCache(), dynamicsWorld->getDispatchInfo(), dynamicsWorld->getDispatcher());
|
|
|
|
for (int i = 0; i < ghost->getOverlappingPairCache()->getNumOverlappingPairs(); ++i) {
|
|
p_body->get_kinematic_utilities()->m_manifoldArray.resize(0);
|
|
|
|
btBroadphasePair *collisionPair = &ghost->getOverlappingPairCache()->getOverlappingPairArray()[i];
|
|
|
|
btCollisionObject *obj0 = static_cast<btCollisionObject *>(collisionPair->m_pProxy0->m_clientObject);
|
|
btCollisionObject *obj1 = static_cast<btCollisionObject *>(collisionPair->m_pProxy1->m_clientObject);
|
|
|
|
if ((obj0 && !obj0->hasContactResponse()) || (obj1 && !obj1->hasContactResponse()))
|
|
continue;
|
|
|
|
// This is not required since the dispatched does all the job
|
|
//if (!needsCollision(obj0, obj1))
|
|
// continue;
|
|
|
|
if (collisionPair->m_algorithm)
|
|
collisionPair->m_algorithm->getAllContactManifolds(p_body->get_kinematic_utilities()->m_manifoldArray);
|
|
|
|
for (int j = 0; j < p_body->get_kinematic_utilities()->m_manifoldArray.size(); ++j) {
|
|
|
|
btPersistentManifold *manifold = p_body->get_kinematic_utilities()->m_manifoldArray[j];
|
|
btScalar directionSign = manifold->getBody0() == ghost ? btScalar(-1.0) : btScalar(1.0);
|
|
for (int p = 0; p < manifold->getNumContacts(); ++p) {
|
|
const btManifoldPoint &pt = manifold->getContactPoint(p);
|
|
|
|
btScalar dist = pt.getDistance();
|
|
if (dist < -p_maxPenetrationDepth) {
|
|
penetration = true;
|
|
out_recover_position += pt.m_normalWorldOnB * directionSign * (dist + p_maxPenetrationDepth) * p_depenetration_speed;
|
|
//print_line("penetrate distance: " + rtos(dist));
|
|
}
|
|
//else {
|
|
// print_line("touching distance: " + rtos(dist));
|
|
//}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
p_body->get_kinematic_utilities()->resetDefShape();
|
|
return penetration;
|
|
}
|