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- /*************************************************************************/
- /* body_pair_sw.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* http://www.godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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_sw.h"
- #include "collision_solver_sw.h"
- #include "space_sw.h"
- /*
- #define NO_ACCUMULATE_IMPULSES
- #define NO_SPLIT_IMPULSES
- #define NO_FRICTION
- */
- #define NO_TANGENTIALS
- /* BODY PAIR */
- //#define ALLOWED_PENETRATION 0.01
- #define RELAXATION_TIMESTEPS 3
- #define MIN_VELOCITY 0.0001
- void BodyPairSW::_contact_added_callback(const Vector3& p_point_A,const Vector3& p_point_B,void *p_userdata) {
- BodyPairSW* pair = (BodyPairSW*)p_userdata;
- pair->contact_added_callback(p_point_A,p_point_B);
- }
- void BodyPairSW::contact_added_callback(const Vector3& p_point_A,const Vector3& p_point_B) {
- // check if we already have the contact
- //Vector3 local_A = A->get_inv_transform().xform(p_point_A);
- //Vector3 local_B = B->get_inv_transform().xform(p_point_B);
- Vector3 local_A = A->get_inv_transform().basis.xform(p_point_A);
- Vector3 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=Vector3();
- contact.local_A=local_A;
- contact.local_B=local_B;
- contact.normal=(p_point_A-p_point_B).normalized();
- // attempt to determine if the contact will be reused
- real_t 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 ) < (contact_recycle_radius*contact_recycle_radius) &&
- c.local_B.distance_squared_to( local_B ) < (contact_recycle_radius*contact_recycle_radius) ) {
- contact.acc_normal_impulse=c.acc_normal_impulse;
- contact.acc_bias_impulse=c.acc_bias_impulse;
- contact.acc_tangent_impulse=c.acc_tangent_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;
- float min_depth=1e10;
- for (int i=0;i<=contact_count;i++) {
- Contact& c = (i==contact_count)?contact:contacts[i];
- Vector3 global_A = A->get_transform().basis.xform(c.local_A);
- Vector3 global_B = B->get_transform().basis.xform(c.local_B)+offset_B;
- Vector3 axis = global_A - global_B;
- float 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 BodyPairSW::validate_contacts() {
- //make sure to erase contacts that are no longer valid
- real_t contact_max_separation=space->get_contact_max_separation();
- for (int i=0;i<contact_count;i++) {
- Contact& c = contacts[i];
- Vector3 global_A = A->get_transform().basis.xform(c.local_A);
- Vector3 global_B = B->get_transform().basis.xform(c.local_B)+offset_B;
- Vector3 axis = global_A - global_B;
- float depth = axis.dot( c.normal );
- if (depth < -contact_max_separation || (global_B + c.normal * depth - global_A).length() > contact_max_separation) {
- // 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 BodyPairSW::setup(float p_step) {
- offset_B = B->get_transform().get_origin() - A->get_transform().get_origin();
- validate_contacts();
- Vector3 offset_A = A->get_transform().get_origin();
- Transform xform_Au = Transform(A->get_transform().basis,Vector3());
- Transform xform_A = xform_Au * A->get_shape_transform(shape_A);
- Transform xform_Bu = B->get_transform();
- xform_Bu.origin-=offset_A;
- Transform xform_B = xform_Bu * B->get_shape_transform(shape_B);
- ShapeSW *shape_A_ptr=A->get_shape(shape_A);
- ShapeSW *shape_B_ptr=B->get_shape(shape_B);
- bool collided = CollisionSolverSW::solve_static(shape_A_ptr,xform_A,shape_B_ptr,xform_B,_contact_added_callback,this,&sep_axis);
- this->collided=collided;
- if (!collided)
- return false;
- //cannot collide
- if (A->has_exception(B->get_self()) || B->has_exception(A->get_self()) || (A->get_mode()<=PhysicsServer::BODY_MODE_KINEMATIC && B->get_mode()<=PhysicsServer::BODY_MODE_KINEMATIC)) {
- return false;
- }
- real_t max_penetration = space->get_contact_max_allowed_penetration();
- float bias = 0.3f;
- 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;
- }
- real_t inv_dt = 1.0/p_step;
- for(int i=0;i<contact_count;i++) {
- Contact &c = contacts[i];
- c.active=false;
- Vector3 global_A = xform_Au.xform(c.local_A);
- Vector3 global_B = xform_Bu.xform(c.local_B);
- real_t depth = c.normal.dot(global_A - global_B);
- if (depth<=0) {
- c.active=false;
- continue;
- }
- c.active=true;
- int gather_A = A->can_report_contacts();
- int gather_B = B->can_report_contacts();
- c.rA = global_A;
- c.rB = global_B-offset_B;
- // contact query reporting...
- #if 0
- if (A->get_body_type() == PhysicsServer::BODY_CHARACTER)
- static_cast<CharacterBodySW*>(A)->report_character_contact( global_A, global_B, B );
- if (B->get_body_type() == PhysicsServer::BODY_CHARACTER)
- static_cast<CharacterBodySW*>(B)->report_character_contact( global_B, global_A, A );
- if (A->has_contact_query())
- A->report_contact( global_A, global_B, B );
- if (B->has_contact_query())
- B->report_contact( global_B, global_A, A );
- #endif
- if (A->can_report_contacts()) {
- Vector3 crB = A->get_angular_velocity().cross( c.rA ) + A->get_linear_velocity();
- A->add_contact(global_A,-c.normal,depth,shape_A,global_B,shape_B,B->get_instance_id(),B->get_self(),crB);
- }
- if (B->can_report_contacts()) {
- Vector3 crA = A->get_angular_velocity().cross( c.rB ) + A->get_linear_velocity();
- B->add_contact(global_B,c.normal,depth,shape_B,global_A,shape_A,A->get_instance_id(),A->get_self(),crA);
- }
- c.active=true;
- // Precompute normal mass, tangent mass, and bias.
- Vector3 inertia_A = A->get_inv_inertia_tensor().xform( c.rA.cross( c.normal ) );
- Vector3 inertia_B = B->get_inv_inertia_tensor().xform( c.rB.cross( c.normal ) );
- real_t kNormal = A->get_inv_mass() + B->get_inv_mass();
- kNormal += c.normal.dot( inertia_A.cross(c.rA ) ) + c.normal.dot( inertia_B.cross( c.rB ));
- c.mass_normal = 1.0f / kNormal;
- #if 1
- c.bias = -bias * inv_dt * MIN(0.0f, -depth + max_penetration);
- #else
- if (depth > max_penetration) {
- c.bias = (depth - max_penetration) * (1.0/(p_step*(1.0/RELAXATION_TIMESTEPS)));
- } else {
- float approach = -0.1f * (depth - max_penetration) / (CMP_EPSILON + max_penetration);
- approach = CLAMP( approach, CMP_EPSILON, 1.0 );
- c.bias = approach * (depth - max_penetration) * (1.0/p_step);
- }
- #endif
- c.depth=depth;
- Vector3 j_vec = c.normal * c.acc_normal_impulse + c.acc_tangent_impulse;
- A->apply_impulse( c.rA, -j_vec );
- B->apply_impulse( c.rB, j_vec );
- c.acc_bias_impulse=0;
- Vector3 jb_vec = c.normal * c.acc_bias_impulse;
- A->apply_bias_impulse( c.rA, -jb_vec );
- B->apply_bias_impulse( c.rB, jb_vec );
- }
- return true;
- }
- void BodyPairSW::solve(float p_step) {
- if (!collided)
- return;
- for(int i=0;i<contact_count;i++) {
- Contact &c = contacts[i];
- if (!c.active)
- continue;
- c.active=false; //try to deactivate, will activate itself if still needed
- //bias impule
- Vector3 crbA = A->get_biased_angular_velocity().cross( c.rA );
- Vector3 crbB = B->get_biased_angular_velocity().cross( c.rB );
- Vector3 dbv = B->get_biased_linear_velocity() + crbB - A->get_biased_linear_velocity() - crbA;
- real_t vbn = dbv.dot(c.normal);
- if (Math::abs(-vbn+c.bias)>MIN_VELOCITY) {
- real_t jbn = (-vbn + c.bias)*c.mass_normal;
- real_t jbnOld = c.acc_bias_impulse;
- c.acc_bias_impulse = MAX(jbnOld + jbn, 0.0f);
- Vector3 jb = c.normal * (c.acc_bias_impulse - jbnOld);
- A->apply_bias_impulse(c.rA,-jb);
- B->apply_bias_impulse(c.rB, jb);
- c.active=true;
- }
- Vector3 crA = A->get_angular_velocity().cross( c.rA );
- Vector3 crB = B->get_angular_velocity().cross( c.rB );
- Vector3 dv = B->get_linear_velocity() + crB - A->get_linear_velocity() - crA;
- //normal impule
- real_t vn = dv.dot(c.normal);
- if (Math::abs(vn)>MIN_VELOCITY) {
- real_t bounce=0;
- real_t jn = (-bounce -vn)*c.mass_normal;
- real_t jnOld = c.acc_normal_impulse;
- c.acc_normal_impulse = MAX(jnOld + jn, 0.0f);
- Vector3 j =c.normal * (c.acc_normal_impulse - jnOld);
- A->apply_impulse(c.rA,-j);
- B->apply_impulse(c.rB, j);
- c.active=true;
- }
- //friction impule
- real_t friction = A->get_friction() * B->get_friction();
- Vector3 lvA = A->get_linear_velocity() + A->get_angular_velocity().cross( c.rA );
- Vector3 lvB = B->get_linear_velocity() + B->get_angular_velocity().cross( c.rB );
- Vector3 dtv = lvB - lvA;
- real_t tn = c.normal.dot(dtv);
- // tangential velocity
- Vector3 tv = dtv - c.normal * tn;
- real_t tvl = tv.length();
- if (tvl > MIN_VELOCITY) {
- tv /= tvl;
- Vector3 temp1 = A->get_inv_inertia_tensor().xform( c.rA.cross( tv ) );
- Vector3 temp2 = B->get_inv_inertia_tensor().xform( c.rB.cross( tv ) );
- real_t t = -tvl /
- (A->get_inv_mass() + B->get_inv_mass() + tv.dot(temp1.cross(c.rA) + temp2.cross(c.rB)));
- Vector3 jt = t * tv;
- Vector3 jtOld = c.acc_tangent_impulse;
- c.acc_tangent_impulse += jt;
- real_t fi_len = c.acc_tangent_impulse.length();
- real_t jtMax = c.acc_normal_impulse * friction;
- if (fi_len > CMP_EPSILON && fi_len > jtMax) {
- c.acc_tangent_impulse*=jtMax / fi_len;
- }
- jt = c.acc_tangent_impulse - jtOld;
- A->apply_impulse( c.rA, -jt );
- B->apply_impulse( c.rB, jt );
- c.active=true;
- }
- }
- }
- BodyPairSW::BodyPairSW(BodySW *p_A, int p_shape_A,BodySW *p_B, int p_shape_B) : ConstraintSW(_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;
- }
- BodyPairSW::~BodyPairSW() {
- A->remove_constraint(this);
- B->remove_constraint(this);
- }
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