collision_object_bullet.cpp 13 KB

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  1. /*************************************************************************/
  2. /* collision_object_bullet.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "collision_object_bullet.h"
  31. #include "area_bullet.h"
  32. #include "bullet_physics_server.h"
  33. #include "bullet_types_converter.h"
  34. #include "bullet_utilities.h"
  35. #include "shape_bullet.h"
  36. #include "space_bullet.h"
  37. #include <btBulletCollisionCommon.h>
  38. /**
  39. @author AndreaCatania
  40. */
  41. // We enable dynamic AABB tree so that we can actually perform a broadphase on bodies with compound collision shapes.
  42. // This is crucial for the performance of kinematic bodies and for bodies with transforming shapes.
  43. #define enableDynamicAabbTree true
  44. CollisionObjectBullet::ShapeWrapper::~ShapeWrapper() {}
  45. void CollisionObjectBullet::ShapeWrapper::set_transform(const Transform &p_transform) {
  46. G_TO_B(p_transform.get_basis().get_scale_abs(), scale);
  47. G_TO_B(p_transform, transform);
  48. UNSCALE_BT_BASIS(transform);
  49. }
  50. void CollisionObjectBullet::ShapeWrapper::set_transform(const btTransform &p_transform) {
  51. transform = p_transform;
  52. }
  53. btTransform CollisionObjectBullet::ShapeWrapper::get_adjusted_transform() const {
  54. if (shape->get_type() == PhysicsServer::SHAPE_HEIGHTMAP) {
  55. const HeightMapShapeBullet *hm_shape = (const HeightMapShapeBullet *)shape; // should be safe to cast now
  56. btTransform adjusted_transform;
  57. // Bullet centers our heightmap:
  58. // https://github.com/bulletphysics/bullet3/blob/master/src/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h#L33
  59. // This is really counter intuitive so we're adjusting for it
  60. adjusted_transform.setIdentity();
  61. adjusted_transform.setOrigin(btVector3(0.0, hm_shape->min_height + ((hm_shape->max_height - hm_shape->min_height) * 0.5), 0.0));
  62. adjusted_transform *= transform;
  63. return adjusted_transform;
  64. } else {
  65. return transform;
  66. }
  67. }
  68. void CollisionObjectBullet::ShapeWrapper::claim_bt_shape(const btVector3 &body_scale) {
  69. if (!bt_shape) {
  70. if (active)
  71. bt_shape = shape->create_bt_shape(scale * body_scale);
  72. else
  73. bt_shape = ShapeBullet::create_shape_empty();
  74. }
  75. }
  76. CollisionObjectBullet::CollisionObjectBullet(Type p_type) :
  77. RIDBullet(),
  78. type(p_type),
  79. instance_id(0),
  80. collisionLayer(0),
  81. collisionMask(0),
  82. collisionsEnabled(true),
  83. m_isStatic(false),
  84. ray_pickable(false),
  85. bt_collision_object(NULL),
  86. body_scale(1., 1., 1.),
  87. force_shape_reset(false),
  88. space(NULL),
  89. isTransformChanged(false) {}
  90. CollisionObjectBullet::~CollisionObjectBullet() {
  91. // Remove all overlapping, notify is not required since godot take care of it
  92. for (int i = areasOverlapped.size() - 1; 0 <= i; --i) {
  93. areasOverlapped[i]->remove_overlap(this, /*Notify*/ false);
  94. }
  95. destroyBulletCollisionObject();
  96. }
  97. bool equal(real_t first, real_t second) {
  98. return Math::abs(first - second) <= 0.001f;
  99. }
  100. void CollisionObjectBullet::set_body_scale(const Vector3 &p_new_scale) {
  101. 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])) {
  102. body_scale = p_new_scale;
  103. body_scale_changed();
  104. }
  105. }
  106. btVector3 CollisionObjectBullet::get_bt_body_scale() const {
  107. btVector3 s;
  108. G_TO_B(body_scale, s);
  109. return s;
  110. }
  111. void CollisionObjectBullet::body_scale_changed() {
  112. force_shape_reset = true;
  113. }
  114. void CollisionObjectBullet::destroyBulletCollisionObject() {
  115. bulletdelete(bt_collision_object);
  116. }
  117. void CollisionObjectBullet::setupBulletCollisionObject(btCollisionObject *p_collisionObject) {
  118. bt_collision_object = p_collisionObject;
  119. bt_collision_object->setUserPointer(this);
  120. bt_collision_object->setUserIndex(type);
  121. // Force the enabling of collision and avoid problems
  122. set_collision_enabled(collisionsEnabled);
  123. p_collisionObject->setCollisionFlags(p_collisionObject->getCollisionFlags() | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK);
  124. }
  125. void CollisionObjectBullet::add_collision_exception(const CollisionObjectBullet *p_ignoreCollisionObject) {
  126. exceptions.insert(p_ignoreCollisionObject->get_self());
  127. if (!bt_collision_object)
  128. return;
  129. bt_collision_object->setIgnoreCollisionCheck(p_ignoreCollisionObject->bt_collision_object, true);
  130. if (space)
  131. space->get_broadphase()->getOverlappingPairCache()->cleanProxyFromPairs(bt_collision_object->getBroadphaseHandle(), space->get_dispatcher());
  132. }
  133. void CollisionObjectBullet::remove_collision_exception(const CollisionObjectBullet *p_ignoreCollisionObject) {
  134. exceptions.erase(p_ignoreCollisionObject->get_self());
  135. bt_collision_object->setIgnoreCollisionCheck(p_ignoreCollisionObject->bt_collision_object, false);
  136. if (space)
  137. space->get_broadphase()->getOverlappingPairCache()->cleanProxyFromPairs(bt_collision_object->getBroadphaseHandle(), space->get_dispatcher());
  138. }
  139. bool CollisionObjectBullet::has_collision_exception(const CollisionObjectBullet *p_otherCollisionObject) const {
  140. return !bt_collision_object->checkCollideWith(p_otherCollisionObject->bt_collision_object);
  141. }
  142. void CollisionObjectBullet::set_collision_enabled(bool p_enabled) {
  143. collisionsEnabled = p_enabled;
  144. if (collisionsEnabled) {
  145. bt_collision_object->setCollisionFlags(bt_collision_object->getCollisionFlags() & (~btCollisionObject::CF_NO_CONTACT_RESPONSE));
  146. } else {
  147. bt_collision_object->setCollisionFlags(bt_collision_object->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE);
  148. }
  149. }
  150. bool CollisionObjectBullet::is_collisions_response_enabled() {
  151. return collisionsEnabled;
  152. }
  153. void CollisionObjectBullet::notify_new_overlap(AreaBullet *p_area) {
  154. areasOverlapped.push_back(p_area);
  155. }
  156. void CollisionObjectBullet::on_exit_area(AreaBullet *p_area) {
  157. areasOverlapped.erase(p_area);
  158. }
  159. void CollisionObjectBullet::set_godot_object_flags(int flags) {
  160. bt_collision_object->setUserIndex2(flags);
  161. }
  162. int CollisionObjectBullet::get_godot_object_flags() const {
  163. return bt_collision_object->getUserIndex2();
  164. }
  165. void CollisionObjectBullet::set_transform(const Transform &p_global_transform) {
  166. set_body_scale(p_global_transform.basis.get_scale_abs());
  167. btTransform bt_transform;
  168. G_TO_B(p_global_transform, bt_transform);
  169. UNSCALE_BT_BASIS(bt_transform);
  170. set_transform__bullet(bt_transform);
  171. }
  172. Transform CollisionObjectBullet::get_transform() const {
  173. Transform t;
  174. B_TO_G(get_transform__bullet(), t);
  175. t.basis.scale(body_scale);
  176. return t;
  177. }
  178. void CollisionObjectBullet::set_transform__bullet(const btTransform &p_global_transform) {
  179. bt_collision_object->setWorldTransform(p_global_transform);
  180. notify_transform_changed();
  181. }
  182. const btTransform &CollisionObjectBullet::get_transform__bullet() const {
  183. return bt_collision_object->getWorldTransform();
  184. }
  185. void CollisionObjectBullet::notify_transform_changed() {
  186. isTransformChanged = true;
  187. }
  188. RigidCollisionObjectBullet::RigidCollisionObjectBullet(Type p_type) :
  189. CollisionObjectBullet(p_type),
  190. mainShape(NULL) {
  191. }
  192. RigidCollisionObjectBullet::~RigidCollisionObjectBullet() {
  193. remove_all_shapes(true, true);
  194. if (mainShape && mainShape->isCompound()) {
  195. bulletdelete(mainShape);
  196. }
  197. }
  198. void RigidCollisionObjectBullet::add_shape(ShapeBullet *p_shape, const Transform &p_transform, bool p_disabled) {
  199. shapes.push_back(ShapeWrapper(p_shape, p_transform, !p_disabled));
  200. p_shape->add_owner(this);
  201. reload_shapes();
  202. }
  203. void RigidCollisionObjectBullet::set_shape(int p_index, ShapeBullet *p_shape) {
  204. ShapeWrapper &shp = shapes.write[p_index];
  205. shp.shape->remove_owner(this);
  206. p_shape->add_owner(this);
  207. shp.shape = p_shape;
  208. reload_shapes();
  209. }
  210. int RigidCollisionObjectBullet::get_shape_count() const {
  211. return shapes.size();
  212. }
  213. ShapeBullet *RigidCollisionObjectBullet::get_shape(int p_index) const {
  214. return shapes[p_index].shape;
  215. }
  216. btCollisionShape *RigidCollisionObjectBullet::get_bt_shape(int p_index) const {
  217. return shapes[p_index].bt_shape;
  218. }
  219. int RigidCollisionObjectBullet::find_shape(ShapeBullet *p_shape) const {
  220. const int size = shapes.size();
  221. for (int i = 0; i < size; ++i) {
  222. if (shapes[i].shape == p_shape)
  223. return i;
  224. }
  225. return -1;
  226. }
  227. void RigidCollisionObjectBullet::remove_shape_full(ShapeBullet *p_shape) {
  228. // Remove the shape, all the times it appears
  229. // Reverse order required for delete.
  230. for (int i = shapes.size() - 1; 0 <= i; --i) {
  231. if (p_shape == shapes[i].shape) {
  232. internal_shape_destroy(i);
  233. shapes.remove(i);
  234. }
  235. }
  236. reload_shapes();
  237. }
  238. void RigidCollisionObjectBullet::remove_shape_full(int p_index) {
  239. ERR_FAIL_INDEX(p_index, get_shape_count());
  240. internal_shape_destroy(p_index);
  241. shapes.remove(p_index);
  242. reload_shapes();
  243. }
  244. void RigidCollisionObjectBullet::remove_all_shapes(bool p_permanentlyFromThisBody, bool p_force_not_reload) {
  245. // Reverse order required for delete.
  246. for (int i = shapes.size() - 1; 0 <= i; --i) {
  247. internal_shape_destroy(i, p_permanentlyFromThisBody);
  248. }
  249. shapes.clear();
  250. if (!p_force_not_reload)
  251. reload_shapes();
  252. }
  253. void RigidCollisionObjectBullet::set_shape_transform(int p_index, const Transform &p_transform) {
  254. ERR_FAIL_INDEX(p_index, get_shape_count());
  255. shapes.write[p_index].set_transform(p_transform);
  256. shape_changed(p_index);
  257. }
  258. const btTransform &RigidCollisionObjectBullet::get_bt_shape_transform(int p_index) const {
  259. return shapes[p_index].transform;
  260. }
  261. Transform RigidCollisionObjectBullet::get_shape_transform(int p_index) const {
  262. Transform trs;
  263. B_TO_G(shapes[p_index].transform, trs);
  264. return trs;
  265. }
  266. void RigidCollisionObjectBullet::set_shape_disabled(int p_index, bool p_disabled) {
  267. if (shapes[p_index].active != p_disabled)
  268. return;
  269. shapes.write[p_index].active = !p_disabled;
  270. shape_changed(p_index);
  271. }
  272. bool RigidCollisionObjectBullet::is_shape_disabled(int p_index) {
  273. return !shapes[p_index].active;
  274. }
  275. void RigidCollisionObjectBullet::shape_changed(int p_shape_index) {
  276. ShapeWrapper &shp = shapes.write[p_shape_index];
  277. if (shp.bt_shape == mainShape) {
  278. mainShape = NULL;
  279. }
  280. bulletdelete(shp.bt_shape);
  281. reload_shapes();
  282. }
  283. void RigidCollisionObjectBullet::reload_shapes() {
  284. if (mainShape && mainShape->isCompound()) {
  285. // Destroy compound
  286. bulletdelete(mainShape);
  287. }
  288. mainShape = NULL;
  289. ShapeWrapper *shpWrapper;
  290. const int shape_count = shapes.size();
  291. // Reset shape if required
  292. if (force_shape_reset) {
  293. for (int i(0); i < shape_count; ++i) {
  294. shpWrapper = &shapes.write[i];
  295. bulletdelete(shpWrapper->bt_shape);
  296. }
  297. force_shape_reset = false;
  298. }
  299. const btVector3 body_scale(get_bt_body_scale());
  300. // Try to optimize by not using compound
  301. if (1 == shape_count) {
  302. shpWrapper = &shapes.write[0];
  303. btTransform transform = shpWrapper->get_adjusted_transform();
  304. if (transform.getOrigin().isZero() && transform.getBasis() == transform.getBasis().getIdentity()) {
  305. shpWrapper->claim_bt_shape(body_scale);
  306. mainShape = shpWrapper->bt_shape;
  307. main_shape_changed();
  308. return;
  309. }
  310. }
  311. // Optimization not possible use a compound shape
  312. btCompoundShape *compoundShape = bulletnew(btCompoundShape(enableDynamicAabbTree, shape_count));
  313. for (int i(0); i < shape_count; ++i) {
  314. shpWrapper = &shapes.write[i];
  315. shpWrapper->claim_bt_shape(body_scale);
  316. btTransform scaled_shape_transform(shpWrapper->get_adjusted_transform());
  317. scaled_shape_transform.getOrigin() *= body_scale;
  318. compoundShape->addChildShape(scaled_shape_transform, shpWrapper->bt_shape);
  319. }
  320. compoundShape->recalculateLocalAabb();
  321. mainShape = compoundShape;
  322. main_shape_changed();
  323. }
  324. void RigidCollisionObjectBullet::body_scale_changed() {
  325. CollisionObjectBullet::body_scale_changed();
  326. reload_shapes();
  327. }
  328. void RigidCollisionObjectBullet::internal_shape_destroy(int p_index, bool p_permanentlyFromThisBody) {
  329. ShapeWrapper &shp = shapes.write[p_index];
  330. shp.shape->remove_owner(this, p_permanentlyFromThisBody);
  331. if (shp.bt_shape == mainShape) {
  332. mainShape = NULL;
  333. }
  334. bulletdelete(shp.bt_shape);
  335. }