godot/modules/bullet/collision_object_bullet.cpp

405 lines
14 KiB
C++

/*************************************************************************/
/* collision_object_bullet.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "collision_object_bullet.h"
#include "area_bullet.h"
#include "bullet_physics_server.h"
#include "bullet_types_converter.h"
#include "bullet_utilities.h"
#include "shape_bullet.h"
#include "space_bullet.h"
#include <btBulletCollisionCommon.h>
/**
@author AndreaCatania
*/
// We enable dynamic AABB tree so that we can actually perform a broadphase on bodies with compound collision shapes.
// This is crucial for the performance of kinematic bodies and for bodies with transforming shapes.
#define enableDynamicAabbTree true
CollisionObjectBullet::ShapeWrapper::~ShapeWrapper() {}
void CollisionObjectBullet::ShapeWrapper::set_transform(const Transform &p_transform) {
G_TO_B(p_transform.get_basis().get_scale_abs(), scale);
G_TO_B(p_transform, transform);
UNSCALE_BT_BASIS(transform);
}
void CollisionObjectBullet::ShapeWrapper::set_transform(const btTransform &p_transform) {
transform = p_transform;
}
btTransform CollisionObjectBullet::ShapeWrapper::get_adjusted_transform() const {
if (shape->get_type() == PhysicsServer3D::SHAPE_HEIGHTMAP) {
const HeightMapShapeBullet *hm_shape = (const HeightMapShapeBullet *)shape; // should be safe to cast now
btTransform adjusted_transform;
// Bullet centers our heightmap:
// https://github.com/bulletphysics/bullet3/blob/master/src/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h#L33
// This is really counter intuitive so we're adjusting for it
adjusted_transform.setIdentity();
adjusted_transform.setOrigin(btVector3(0.0, hm_shape->min_height + ((hm_shape->max_height - hm_shape->min_height) * 0.5), 0.0));
adjusted_transform *= transform;
return adjusted_transform;
} else {
return transform;
}
}
void CollisionObjectBullet::ShapeWrapper::claim_bt_shape(const btVector3 &body_scale) {
if (!bt_shape) {
if (active)
bt_shape = shape->create_bt_shape(scale * body_scale);
else
bt_shape = ShapeBullet::create_shape_empty();
}
}
CollisionObjectBullet::CollisionObjectBullet(Type p_type) :
RIDBullet(),
type(p_type),
instance_id(ObjectID()),
collisionLayer(0),
collisionMask(0),
collisionsEnabled(true),
m_isStatic(false),
ray_pickable(false),
bt_collision_object(nullptr),
body_scale(1., 1., 1.),
force_shape_reset(false),
space(nullptr),
isTransformChanged(false) {}
CollisionObjectBullet::~CollisionObjectBullet() {
// Remove all overlapping, notify is not required since godot take care of it
for (int i = areasOverlapped.size() - 1; 0 <= i; --i) {
areasOverlapped[i]->remove_overlap(this, /*Notify*/ false);
}
destroyBulletCollisionObject();
}
bool equal(real_t first, real_t second) {
return Math::abs(first - second) <= 0.001f;
}
void CollisionObjectBullet::set_body_scale(const Vector3 &p_new_scale) {
if (!equal(p_new_scale[0], body_scale[0]) || !equal(p_new_scale[1], body_scale[1]) || !equal(p_new_scale[2], body_scale[2])) {
body_scale = p_new_scale;
body_scale_changed();
}
}
btVector3 CollisionObjectBullet::get_bt_body_scale() const {
btVector3 s;
G_TO_B(body_scale, s);
return s;
}
void CollisionObjectBullet::body_scale_changed() {
force_shape_reset = true;
}
void CollisionObjectBullet::destroyBulletCollisionObject() {
bulletdelete(bt_collision_object);
}
void CollisionObjectBullet::setupBulletCollisionObject(btCollisionObject *p_collisionObject) {
bt_collision_object = p_collisionObject;
bt_collision_object->setUserPointer(this);
bt_collision_object->setUserIndex(type);
// Force the enabling of collision and avoid problems
set_collision_enabled(collisionsEnabled);
p_collisionObject->setCollisionFlags(p_collisionObject->getCollisionFlags() | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK);
}
void CollisionObjectBullet::add_collision_exception(const CollisionObjectBullet *p_ignoreCollisionObject) {
exceptions.insert(p_ignoreCollisionObject->get_self());
if (!bt_collision_object)
return;
bt_collision_object->setIgnoreCollisionCheck(p_ignoreCollisionObject->bt_collision_object, true);
if (space)
space->get_broadphase()->getOverlappingPairCache()->cleanProxyFromPairs(bt_collision_object->getBroadphaseHandle(), space->get_dispatcher());
}
void CollisionObjectBullet::remove_collision_exception(const CollisionObjectBullet *p_ignoreCollisionObject) {
exceptions.erase(p_ignoreCollisionObject->get_self());
bt_collision_object->setIgnoreCollisionCheck(p_ignoreCollisionObject->bt_collision_object, false);
if (space)
space->get_broadphase()->getOverlappingPairCache()->cleanProxyFromPairs(bt_collision_object->getBroadphaseHandle(), space->get_dispatcher());
}
bool CollisionObjectBullet::has_collision_exception(const CollisionObjectBullet *p_otherCollisionObject) const {
return !bt_collision_object->checkCollideWith(p_otherCollisionObject->bt_collision_object);
}
void CollisionObjectBullet::set_collision_enabled(bool p_enabled) {
collisionsEnabled = p_enabled;
if (collisionsEnabled) {
bt_collision_object->setCollisionFlags(bt_collision_object->getCollisionFlags() & (~btCollisionObject::CF_NO_CONTACT_RESPONSE));
} else {
bt_collision_object->setCollisionFlags(bt_collision_object->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE);
}
}
bool CollisionObjectBullet::is_collisions_response_enabled() {
return collisionsEnabled;
}
void CollisionObjectBullet::notify_new_overlap(AreaBullet *p_area) {
areasOverlapped.push_back(p_area);
}
void CollisionObjectBullet::on_exit_area(AreaBullet *p_area) {
areasOverlapped.erase(p_area);
}
void CollisionObjectBullet::set_godot_object_flags(int flags) {
bt_collision_object->setUserIndex2(flags);
}
int CollisionObjectBullet::get_godot_object_flags() const {
return bt_collision_object->getUserIndex2();
}
void CollisionObjectBullet::set_transform(const Transform &p_global_transform) {
set_body_scale(p_global_transform.basis.get_scale_abs());
btTransform bt_transform;
G_TO_B(p_global_transform, bt_transform);
UNSCALE_BT_BASIS(bt_transform);
set_transform__bullet(bt_transform);
}
Transform CollisionObjectBullet::get_transform() const {
Transform t;
B_TO_G(get_transform__bullet(), t);
t.basis.scale(body_scale);
return t;
}
void CollisionObjectBullet::set_transform__bullet(const btTransform &p_global_transform) {
bt_collision_object->setWorldTransform(p_global_transform);
notify_transform_changed();
}
const btTransform &CollisionObjectBullet::get_transform__bullet() const {
return bt_collision_object->getWorldTransform();
}
void CollisionObjectBullet::notify_transform_changed() {
isTransformChanged = true;
}
RigidCollisionObjectBullet::RigidCollisionObjectBullet(Type p_type) :
CollisionObjectBullet(p_type),
mainShape(nullptr) {
}
RigidCollisionObjectBullet::~RigidCollisionObjectBullet() {
remove_all_shapes(true, true);
if (mainShape && mainShape->isCompound()) {
bulletdelete(mainShape);
}
}
void RigidCollisionObjectBullet::add_shape(ShapeBullet *p_shape, const Transform &p_transform, bool p_disabled) {
shapes.push_back(ShapeWrapper(p_shape, p_transform, !p_disabled));
p_shape->add_owner(this);
reload_shapes();
}
void RigidCollisionObjectBullet::set_shape(int p_index, ShapeBullet *p_shape) {
ShapeWrapper &shp = shapes.write[p_index];
shp.shape->remove_owner(this);
p_shape->add_owner(this);
shp.shape = p_shape;
reload_shapes();
}
int RigidCollisionObjectBullet::get_shape_count() const {
return shapes.size();
}
ShapeBullet *RigidCollisionObjectBullet::get_shape(int p_index) const {
return shapes[p_index].shape;
}
btCollisionShape *RigidCollisionObjectBullet::get_bt_shape(int p_index) const {
return shapes[p_index].bt_shape;
}
int RigidCollisionObjectBullet::find_shape(ShapeBullet *p_shape) const {
const int size = shapes.size();
for (int i = 0; i < size; ++i) {
if (shapes[i].shape == p_shape)
return i;
}
return -1;
}
void RigidCollisionObjectBullet::remove_shape_full(ShapeBullet *p_shape) {
// Remove the shape, all the times it appears
// Reverse order required for delete.
for (int i = shapes.size() - 1; 0 <= i; --i) {
if (p_shape == shapes[i].shape) {
internal_shape_destroy(i);
shapes.remove(i);
}
}
reload_shapes();
}
void RigidCollisionObjectBullet::remove_shape_full(int p_index) {
ERR_FAIL_INDEX(p_index, get_shape_count());
internal_shape_destroy(p_index);
shapes.remove(p_index);
reload_shapes();
}
void RigidCollisionObjectBullet::remove_all_shapes(bool p_permanentlyFromThisBody, bool p_force_not_reload) {
// Reverse order required for delete.
for (int i = shapes.size() - 1; 0 <= i; --i) {
internal_shape_destroy(i, p_permanentlyFromThisBody);
}
shapes.clear();
if (!p_force_not_reload)
reload_shapes();
}
void RigidCollisionObjectBullet::set_shape_transform(int p_index, const Transform &p_transform) {
ERR_FAIL_INDEX(p_index, get_shape_count());
shapes.write[p_index].set_transform(p_transform);
shape_changed(p_index);
}
const btTransform &RigidCollisionObjectBullet::get_bt_shape_transform(int p_index) const {
return shapes[p_index].transform;
}
Transform RigidCollisionObjectBullet::get_shape_transform(int p_index) const {
Transform trs;
B_TO_G(shapes[p_index].transform, trs);
return trs;
}
void RigidCollisionObjectBullet::set_shape_disabled(int p_index, bool p_disabled) {
if (shapes[p_index].active != p_disabled)
return;
shapes.write[p_index].active = !p_disabled;
shape_changed(p_index);
}
bool RigidCollisionObjectBullet::is_shape_disabled(int p_index) {
return !shapes[p_index].active;
}
void RigidCollisionObjectBullet::shape_changed(int p_shape_index) {
ShapeWrapper &shp = shapes.write[p_shape_index];
if (shp.bt_shape == mainShape) {
mainShape = nullptr;
}
bulletdelete(shp.bt_shape);
reload_shapes();
}
void RigidCollisionObjectBullet::reload_shapes() {
if (mainShape && mainShape->isCompound()) {
// Destroy compound
bulletdelete(mainShape);
}
mainShape = nullptr;
ShapeWrapper *shpWrapper;
const int shape_count = shapes.size();
// Reset shape if required
if (force_shape_reset) {
for (int i(0); i < shape_count; ++i) {
shpWrapper = &shapes.write[i];
bulletdelete(shpWrapper->bt_shape);
}
force_shape_reset = false;
}
const btVector3 body_scale(get_bt_body_scale());
// Try to optimize by not using compound
if (1 == shape_count) {
shpWrapper = &shapes.write[0];
btTransform transform = shpWrapper->get_adjusted_transform();
if (transform.getOrigin().isZero() && transform.getBasis() == transform.getBasis().getIdentity()) {
shpWrapper->claim_bt_shape(body_scale);
mainShape = shpWrapper->bt_shape;
main_shape_changed();
return;
}
}
// Optimization not possible use a compound shape
btCompoundShape *compoundShape = bulletnew(btCompoundShape(enableDynamicAabbTree, shape_count));
for (int i(0); i < shape_count; ++i) {
shpWrapper = &shapes.write[i];
shpWrapper->claim_bt_shape(body_scale);
btTransform scaled_shape_transform(shpWrapper->get_adjusted_transform());
scaled_shape_transform.getOrigin() *= body_scale;
compoundShape->addChildShape(scaled_shape_transform, shpWrapper->bt_shape);
}
compoundShape->recalculateLocalAabb();
mainShape = compoundShape;
main_shape_changed();
}
void RigidCollisionObjectBullet::body_scale_changed() {
CollisionObjectBullet::body_scale_changed();
reload_shapes();
}
void RigidCollisionObjectBullet::internal_shape_destroy(int p_index, bool p_permanentlyFromThisBody) {
ShapeWrapper &shp = shapes.write[p_index];
shp.shape->remove_owner(this, p_permanentlyFromThisBody);
if (shp.bt_shape == mainShape) {
mainShape = nullptr;
}
bulletdelete(shp.bt_shape);
}