| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246 | /*************************************************************************//*  space_sw.cpp                                                         *//*************************************************************************//*                       This file is part of:                           *//*                           GODOT ENGINE                                *//*                      https://godotengine.org                          *//*************************************************************************//* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 *//* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    *//*                                                                       *//* Permission is hereby granted, free of charge, to any person obtaining *//* a copy of this software and associated documentation files (the       *//* "Software"), to deal in the Software without restriction, including   *//* without limitation the rights to use, copy, modify, merge, publish,   *//* distribute, sublicense, and/or sell copies of the Software, and to    *//* permit persons to whom the Software is furnished to do so, subject to *//* the following conditions:                                             *//*                                                                       *//* The above copyright notice and this permission notice shall be        *//* included in all copies or substantial portions of the Software.       *//*                                                                       *//* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       *//* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    *//* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*//* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  *//* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  *//* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     *//* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                *//*************************************************************************/#include "space_sw.h"#include "collision_solver_sw.h"#include "core/project_settings.h"#include "physics_server_sw.h"_FORCE_INLINE_ static bool _can_collide_with(CollisionObjectSW *p_object, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {	if (!(p_object->get_collision_layer() & p_collision_mask)) {		return false;	}	if (p_object->get_type() == CollisionObjectSW::TYPE_AREA && !p_collide_with_areas)		return false;	if (p_object->get_type() == CollisionObjectSW::TYPE_BODY && !p_collide_with_bodies)		return false;	return true;}int PhysicsDirectSpaceStateSW::intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {	ERR_FAIL_COND_V(space->locked, false);	int amount = space->broadphase->cull_point(p_point, space->intersection_query_results, SpaceSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);	int cc = 0;	//Transform ai = p_xform.affine_inverse();	for (int i = 0; i < amount; i++) {		if (cc >= p_result_max)			break;		if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas))			continue;		//area can't be picked by ray (default)		if (p_exclude.has(space->intersection_query_results[i]->get_self()))			continue;		const CollisionObjectSW *col_obj = space->intersection_query_results[i];		int shape_idx = space->intersection_query_subindex_results[i];		Transform inv_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);		inv_xform.affine_invert();		if (!col_obj->get_shape(shape_idx)->intersect_point(inv_xform.xform(p_point)))			continue;		r_results[cc].collider_id = col_obj->get_instance_id();		if (r_results[cc].collider_id != 0)			r_results[cc].collider = ObjectDB::get_instance(r_results[cc].collider_id);		else			r_results[cc].collider = NULL;		r_results[cc].rid = col_obj->get_self();		r_results[cc].shape = shape_idx;		cc++;	}	return cc;}bool PhysicsDirectSpaceStateSW::intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_ray) {	ERR_FAIL_COND_V(space->locked, false);	Vector3 begin, end;	Vector3 normal;	begin = p_from;	end = p_to;	normal = (end - begin).normalized();	int amount = space->broadphase->cull_segment(begin, end, space->intersection_query_results, SpaceSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);	//todo, create another array that references results, compute AABBs and check closest point to ray origin, sort, and stop evaluating results when beyond first collision	bool collided = false;	Vector3 res_point, res_normal;	int res_shape;	const CollisionObjectSW *res_obj;	real_t min_d = 1e10;	for (int i = 0; i < amount; i++) {		if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas))			continue;		if (p_pick_ray && !(static_cast<CollisionObjectSW *>(space->intersection_query_results[i])->is_ray_pickable()))			continue;		if (p_exclude.has(space->intersection_query_results[i]->get_self()))			continue;		const CollisionObjectSW *col_obj = space->intersection_query_results[i];		int shape_idx = space->intersection_query_subindex_results[i];		Transform inv_xform = col_obj->get_shape_inv_transform(shape_idx) * col_obj->get_inv_transform();		Vector3 local_from = inv_xform.xform(begin);		Vector3 local_to = inv_xform.xform(end);		const ShapeSW *shape = col_obj->get_shape(shape_idx);		Vector3 shape_point, shape_normal;		if (shape->intersect_segment(local_from, local_to, shape_point, shape_normal)) {			Transform xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);			shape_point = xform.xform(shape_point);			real_t ld = normal.dot(shape_point);			if (ld < min_d) {				min_d = ld;				res_point = shape_point;				res_normal = inv_xform.basis.xform_inv(shape_normal).normalized();				res_shape = shape_idx;				res_obj = col_obj;				collided = true;			}		}	}	if (!collided)		return false;	r_result.collider_id = res_obj->get_instance_id();	if (r_result.collider_id != 0)		r_result.collider = ObjectDB::get_instance(r_result.collider_id);	else		r_result.collider = NULL;	r_result.normal = res_normal;	r_result.position = res_point;	r_result.rid = res_obj->get_self();	r_result.shape = res_shape;	return true;}int PhysicsDirectSpaceStateSW::intersect_shape(const RID &p_shape, const Transform &p_xform, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {	if (p_result_max <= 0)		return 0;	ShapeSW *shape = static_cast<PhysicsServerSW *>(PhysicsServer::get_singleton())->shape_owner.get(p_shape);	ERR_FAIL_COND_V(!shape, 0);	AABB aabb = p_xform.xform(shape->get_aabb());	int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, SpaceSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);	int cc = 0;	//Transform ai = p_xform.affine_inverse();	for (int i = 0; i < amount; i++) {		if (cc >= p_result_max)			break;		if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas))			continue;		//area can't be picked by ray (default)		if (p_exclude.has(space->intersection_query_results[i]->get_self()))			continue;		const CollisionObjectSW *col_obj = space->intersection_query_results[i];		int shape_idx = space->intersection_query_subindex_results[i];		if (!CollisionSolverSW::solve_static(shape, p_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), NULL, NULL, NULL, p_margin, 0))			continue;		if (r_results) {			r_results[cc].collider_id = col_obj->get_instance_id();			if (r_results[cc].collider_id != 0)				r_results[cc].collider = ObjectDB::get_instance(r_results[cc].collider_id);			else				r_results[cc].collider = NULL;			r_results[cc].rid = col_obj->get_self();			r_results[cc].shape = shape_idx;		}		cc++;	}	return cc;}bool PhysicsDirectSpaceStateSW::cast_motion(const RID &p_shape, const Transform &p_xform, const Vector3 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, ShapeRestInfo *r_info) {	ShapeSW *shape = static_cast<PhysicsServerSW *>(PhysicsServer::get_singleton())->shape_owner.get(p_shape);	ERR_FAIL_COND_V(!shape, false);	AABB aabb = p_xform.xform(shape->get_aabb());	aabb = aabb.merge(AABB(aabb.position + p_motion, aabb.size)); //motion	aabb = aabb.grow(p_margin);	int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, SpaceSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);	real_t best_safe = 1;	real_t best_unsafe = 1;	Transform xform_inv = p_xform.affine_inverse();	MotionShapeSW mshape;	mshape.shape = shape;	mshape.motion = xform_inv.basis.xform(p_motion);	bool best_first = true;	Vector3 closest_A, closest_B;	for (int i = 0; i < amount; i++) {		if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas))			continue;		if (p_exclude.has(space->intersection_query_results[i]->get_self()))			continue; //ignore excluded		const CollisionObjectSW *col_obj = space->intersection_query_results[i];		int shape_idx = space->intersection_query_subindex_results[i];		Vector3 point_A, point_B;		Vector3 sep_axis = p_motion.normalized();		Transform col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);		//test initial overlap, does it collide if going all the way?		if (CollisionSolverSW::solve_distance(&mshape, p_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) {			continue;		}		//test initial overlap		sep_axis = p_motion.normalized();		if (!CollisionSolverSW::solve_distance(shape, p_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) {			return false;		}		//just do kinematic solving		real_t low = 0;		real_t hi = 1;		Vector3 mnormal = p_motion.normalized();		for (int j = 0; j < 8; j++) { //steps should be customizable..			real_t ofs = (low + hi) * 0.5;			Vector3 sep = mnormal; //important optimization for this to work fast enough			mshape.motion = xform_inv.basis.xform(p_motion * ofs);			Vector3 lA, lB;			bool collided = !CollisionSolverSW::solve_distance(&mshape, p_xform, col_obj->get_shape(shape_idx), col_obj_xform, lA, lB, aabb, &sep);			if (collided) {				hi = ofs;			} else {				point_A = lA;				point_B = lB;				low = ofs;			}		}		if (low < best_safe) {			best_first = true; //force reset			best_safe = low;			best_unsafe = hi;		}		if (r_info && (best_first || (point_A.distance_squared_to(point_B) < closest_A.distance_squared_to(closest_B) && low <= best_safe))) {			closest_A = point_A;			closest_B = point_B;			r_info->collider_id = col_obj->get_instance_id();			r_info->rid = col_obj->get_self();			r_info->shape = shape_idx;			r_info->point = closest_B;			r_info->normal = (closest_A - closest_B).normalized();			best_first = false;			if (col_obj->get_type() == CollisionObjectSW::TYPE_BODY) {				const BodySW *body = static_cast<const BodySW *>(col_obj);				r_info->linear_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(body->get_transform().origin - closest_B);			}		}	}	p_closest_safe = best_safe;	p_closest_unsafe = best_unsafe;	return true;}bool PhysicsDirectSpaceStateSW::collide_shape(RID p_shape, const Transform &p_shape_xform, real_t p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {	if (p_result_max <= 0)		return 0;	ShapeSW *shape = static_cast<PhysicsServerSW *>(PhysicsServer::get_singleton())->shape_owner.get(p_shape);	ERR_FAIL_COND_V(!shape, 0);	AABB aabb = p_shape_xform.xform(shape->get_aabb());	aabb = aabb.grow(p_margin);	int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, SpaceSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);	bool collided = false;	r_result_count = 0;	PhysicsServerSW::CollCbkData cbk;	cbk.max = p_result_max;	cbk.amount = 0;	cbk.ptr = r_results;	CollisionSolverSW::CallbackResult cbkres = NULL;	PhysicsServerSW::CollCbkData *cbkptr = NULL;	if (p_result_max > 0) {		cbkptr = &cbk;		cbkres = PhysicsServerSW::_shape_col_cbk;	}	for (int i = 0; i < amount; i++) {		if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas))			continue;		const CollisionObjectSW *col_obj = space->intersection_query_results[i];		int shape_idx = space->intersection_query_subindex_results[i];		if (p_exclude.has(col_obj->get_self())) {			continue;		}		if (CollisionSolverSW::solve_static(shape, p_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), cbkres, cbkptr, NULL, p_margin)) {			collided = true;		}	}	r_result_count = cbk.amount;	return collided;}struct _RestCallbackData {	const CollisionObjectSW *object;	const CollisionObjectSW *best_object;	int shape;	int best_shape;	Vector3 best_contact;	Vector3 best_normal;	real_t best_len;	real_t min_allowed_depth;};static void _rest_cbk_result(const Vector3 &p_point_A, const Vector3 &p_point_B, void *p_userdata) {	_RestCallbackData *rd = (_RestCallbackData *)p_userdata;	Vector3 contact_rel = p_point_B - p_point_A;	real_t len = contact_rel.length();	if (len < rd->min_allowed_depth)		return;	if (len <= rd->best_len)		return;	rd->best_len = len;	rd->best_contact = p_point_B;	rd->best_normal = contact_rel / len;	rd->best_object = rd->object;	rd->best_shape = rd->shape;}bool PhysicsDirectSpaceStateSW::rest_info(RID p_shape, const Transform &p_shape_xform, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {	ShapeSW *shape = static_cast<PhysicsServerSW *>(PhysicsServer::get_singleton())->shape_owner.get(p_shape);	ERR_FAIL_COND_V(!shape, 0);	AABB aabb = p_shape_xform.xform(shape->get_aabb());	aabb = aabb.grow(p_margin);	int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, SpaceSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);	_RestCallbackData rcd;	rcd.best_len = 0;	rcd.best_object = NULL;	rcd.best_shape = 0;	rcd.min_allowed_depth = space->test_motion_min_contact_depth;	for (int i = 0; i < amount; i++) {		if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas))			continue;		const CollisionObjectSW *col_obj = space->intersection_query_results[i];		int shape_idx = space->intersection_query_subindex_results[i];		if (p_exclude.has(col_obj->get_self()))			continue;		rcd.object = col_obj;		rcd.shape = shape_idx;		bool sc = CollisionSolverSW::solve_static(shape, p_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), _rest_cbk_result, &rcd, NULL, p_margin);		if (!sc)			continue;	}	if (rcd.best_len == 0)		return false;	r_info->collider_id = rcd.best_object->get_instance_id();	r_info->shape = rcd.best_shape;	r_info->normal = rcd.best_normal;	r_info->point = rcd.best_contact;	r_info->rid = rcd.best_object->get_self();	if (rcd.best_object->get_type() == CollisionObjectSW::TYPE_BODY) {		const BodySW *body = static_cast<const BodySW *>(rcd.best_object);		r_info->linear_velocity = body->get_linear_velocity() +								  (body->get_angular_velocity()).cross(body->get_transform().origin - rcd.best_contact); // * mPos);	} else {		r_info->linear_velocity = Vector3();	}	return true;}Vector3 PhysicsDirectSpaceStateSW::get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const {	CollisionObjectSW *obj = PhysicsServerSW::singleton->area_owner.getornull(p_object);	if (!obj) {		obj = PhysicsServerSW::singleton->body_owner.getornull(p_object);	}	ERR_FAIL_COND_V(!obj, Vector3());	ERR_FAIL_COND_V(obj->get_space() != space, Vector3());	float min_distance = 1e20;	Vector3 min_point;	bool shapes_found = false;	for (int i = 0; i < obj->get_shape_count(); i++) {		if (obj->is_shape_set_as_disabled(i))			continue;		Transform shape_xform = obj->get_transform() * obj->get_shape_transform(i);		ShapeSW *shape = obj->get_shape(i);		Vector3 point = shape->get_closest_point_to(shape_xform.affine_inverse().xform(p_point));		point = shape_xform.xform(point);		float dist = point.distance_to(p_point);		if (dist < min_distance) {			min_distance = dist;			min_point = point;		}		shapes_found = true;	}	if (!shapes_found) {		return obj->get_transform().origin; //no shapes found, use distance to origin.	} else {		return min_point;	}}PhysicsDirectSpaceStateSW::PhysicsDirectSpaceStateSW() {	space = NULL;}////////////////////////////////////////////////////////////////////////////////////////////////////////////int SpaceSW::_cull_aabb_for_body(BodySW *p_body, const AABB &p_aabb) {	int amount = broadphase->cull_aabb(p_aabb, intersection_query_results, INTERSECTION_QUERY_MAX, intersection_query_subindex_results);	for (int i = 0; i < amount; i++) {		bool keep = true;		if (intersection_query_results[i] == p_body)			keep = false;		else if (intersection_query_results[i]->get_type() == CollisionObjectSW::TYPE_AREA)			keep = false;		else if ((static_cast<BodySW *>(intersection_query_results[i])->test_collision_mask(p_body)) == 0)			keep = false;		else if (static_cast<BodySW *>(intersection_query_results[i])->has_exception(p_body->get_self()) || p_body->has_exception(intersection_query_results[i]->get_self()))			keep = false;		else if (static_cast<BodySW *>(intersection_query_results[i])->is_shape_set_as_disabled(intersection_query_subindex_results[i]))			keep = false;		if (!keep) {			if (i < amount - 1) {				SWAP(intersection_query_results[i], intersection_query_results[amount - 1]);				SWAP(intersection_query_subindex_results[i], intersection_query_subindex_results[amount - 1]);			}			amount--;			i--;		}	}	return amount;}int SpaceSW::test_body_ray_separation(BodySW *p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, PhysicsServer::SeparationResult *r_results, int p_result_max, real_t p_margin) {	AABB body_aabb;	bool shapes_found = false;	for (int i = 0; i < p_body->get_shape_count(); i++) {		if (p_body->is_shape_set_as_disabled(i))			continue;		if (!shapes_found) {			body_aabb = p_body->get_shape_aabb(i);			shapes_found = true;		} else {			body_aabb = body_aabb.merge(p_body->get_shape_aabb(i));		}	}	if (!shapes_found) {		return 0;	}	// Undo the currently transform the physics server is aware of and apply the provided one	body_aabb = p_transform.xform(p_body->get_inv_transform().xform(body_aabb));	body_aabb = body_aabb.grow(p_margin);	Transform body_transform = p_transform;	for (int i = 0; i < p_result_max; i++) {		//reset results		r_results[i].collision_depth = 0;	}	int rays_found = 0;	{		// raycast AND separate		const int max_results = 32;		int recover_attempts = 4;		Vector3 sr[max_results * 2];		PhysicsServerSW::CollCbkData cbk;		cbk.max = max_results;		PhysicsServerSW::CollCbkData *cbkptr = &cbk;		CollisionSolverSW::CallbackResult cbkres = PhysicsServerSW::_shape_col_cbk;		do {			Vector3 recover_motion;			bool collided = false;			int amount = _cull_aabb_for_body(p_body, body_aabb);			for (int j = 0; j < p_body->get_shape_count(); j++) {				if (p_body->is_shape_set_as_disabled(j))					continue;				ShapeSW *body_shape = p_body->get_shape(j);				if (body_shape->get_type() != PhysicsServer::SHAPE_RAY)					continue;				Transform body_shape_xform = body_transform * p_body->get_shape_transform(j);				for (int i = 0; i < amount; i++) {					const CollisionObjectSW *col_obj = intersection_query_results[i];					int shape_idx = intersection_query_subindex_results[i];					cbk.amount = 0;					cbk.ptr = sr;					if (CollisionObjectSW::TYPE_BODY == col_obj->get_type()) {						const BodySW *b = static_cast<const BodySW *>(col_obj);						if (p_infinite_inertia && PhysicsServer::BODY_MODE_STATIC != b->get_mode() && PhysicsServer::BODY_MODE_KINEMATIC != b->get_mode()) {							continue;						}					}					ShapeSW *against_shape = col_obj->get_shape(shape_idx);					if (CollisionSolverSW::solve_static(body_shape, body_shape_xform, against_shape, col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), cbkres, cbkptr, NULL, p_margin)) {						if (cbk.amount > 0) {							collided = true;						}						int ray_index = -1; //reuse shape						for (int k = 0; k < rays_found; k++) {							if (r_results[ray_index].collision_local_shape == j) {								ray_index = k;							}						}						if (ray_index == -1 && rays_found < p_result_max) {							ray_index = rays_found;							rays_found++;						}						if (ray_index != -1) {							PhysicsServer::SeparationResult &result = r_results[ray_index];							for (int k = 0; k < cbk.amount; k++) {								Vector3 a = sr[k * 2 + 0];								Vector3 b = sr[k * 2 + 1];								recover_motion += (b - a) * 0.4;								float depth = a.distance_to(b);								if (depth > result.collision_depth) {									result.collision_depth = depth;									result.collision_point = b;									result.collision_normal = (b - a).normalized();									result.collision_local_shape = j;									result.collider = col_obj->get_self();									result.collider_id = col_obj->get_instance_id();									result.collider_shape = shape_idx;									//result.collider_metadata = col_obj->get_shape_metadata(shape_idx);									if (col_obj->get_type() == CollisionObjectSW::TYPE_BODY) {										BodySW *body = (BodySW *)col_obj;										Vector3 rel_vec = b - body->get_transform().get_origin();										//result.collider_velocity = Vector3(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity();										result.collider_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(body->get_transform().origin - rel_vec); // * mPos);									}								}							}						}					}				}			}			if (!collided || recover_motion == Vector3()) {				break;			}			body_transform.origin += recover_motion;			body_aabb.position += recover_motion;			recover_attempts--;		} while (recover_attempts);	}	//optimize results (remove non colliding)	for (int i = 0; i < rays_found; i++) {		if (r_results[i].collision_depth == 0) {			rays_found--;			SWAP(r_results[i], r_results[rays_found]);		}	}	r_recover_motion = body_transform.origin - p_transform.origin;	return rays_found;}bool SpaceSW::test_body_motion(BodySW *p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, real_t p_margin, PhysicsServer::MotionResult *r_result, bool p_exclude_raycast_shapes) {	//give me back regular physics engine logic	//this is madness	//and most people using this function will think	//what it does is simpler than using physics	//this took about a week to get right..	//but is it right? who knows at this point..	if (r_result) {		r_result->collider_id = 0;		r_result->collider_shape = 0;	}	AABB body_aabb;	bool shapes_found = false;	for (int i = 0; i < p_body->get_shape_count(); i++) {		if (p_body->is_shape_set_as_disabled(i))			continue;		if (!shapes_found) {			body_aabb = p_body->get_shape_aabb(i);			shapes_found = true;		} else {			body_aabb = body_aabb.merge(p_body->get_shape_aabb(i));		}	}	if (!shapes_found) {		if (r_result) {			*r_result = PhysicsServer::MotionResult();			r_result->motion = p_motion;		}		return false;	}	// Undo the currently transform the physics server is aware of and apply the provided one	body_aabb = p_from.xform(p_body->get_inv_transform().xform(body_aabb));	body_aabb = body_aabb.grow(p_margin);	Transform body_transform = p_from;	{		//STEP 1, FREE BODY IF STUCK		const int max_results = 32;		int recover_attempts = 4;		Vector3 sr[max_results * 2];		do {			PhysicsServerSW::CollCbkData cbk;			cbk.max = max_results;			cbk.amount = 0;			cbk.ptr = sr;			PhysicsServerSW::CollCbkData *cbkptr = &cbk;			CollisionSolverSW::CallbackResult cbkres = PhysicsServerSW::_shape_col_cbk;			bool collided = false;			int amount = _cull_aabb_for_body(p_body, body_aabb);			for (int j = 0; j < p_body->get_shape_count(); j++) {				if (p_body->is_shape_set_as_disabled(j))					continue;				Transform body_shape_xform = body_transform * p_body->get_shape_transform(j);				ShapeSW *body_shape = p_body->get_shape(j);				if (p_exclude_raycast_shapes && body_shape->get_type() == PhysicsServer::SHAPE_RAY) {					continue;				}				for (int i = 0; i < amount; i++) {					const CollisionObjectSW *col_obj = intersection_query_results[i];					int shape_idx = intersection_query_subindex_results[i];					if (CollisionSolverSW::solve_static(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), cbkres, cbkptr, NULL, p_margin)) {						collided = cbk.amount > 0;					}				}			}			if (!collided) {				break;			}			Vector3 recover_motion;			for (int i = 0; i < cbk.amount; i++) {				Vector3 a = sr[i * 2 + 0];				Vector3 b = sr[i * 2 + 1];				recover_motion += (b - a) * 0.4;			}			if (recover_motion == Vector3()) {				collided = false;				break;			}			body_transform.origin += recover_motion;			body_aabb.position += recover_motion;			recover_attempts--;		} while (recover_attempts);	}	real_t safe = 1.0;	real_t unsafe = 1.0;	int best_shape = -1;	{		// STEP 2 ATTEMPT MOTION		AABB motion_aabb = body_aabb;		motion_aabb.position += p_motion;		motion_aabb = motion_aabb.merge(body_aabb);		int amount = _cull_aabb_for_body(p_body, motion_aabb);		for (int j = 0; j < p_body->get_shape_count(); j++) {			if (p_body->is_shape_set_as_disabled(j))				continue;			Transform body_shape_xform = body_transform * p_body->get_shape_transform(j);			ShapeSW *body_shape = p_body->get_shape(j);			if (p_exclude_raycast_shapes && body_shape->get_type() == PhysicsServer::SHAPE_RAY) {				continue;			}			Transform body_shape_xform_inv = body_shape_xform.affine_inverse();			MotionShapeSW mshape;			mshape.shape = body_shape;			mshape.motion = body_shape_xform_inv.basis.xform(p_motion);			bool stuck = false;			real_t best_safe = 1;			real_t best_unsafe = 1;			for (int i = 0; i < amount; i++) {				const CollisionObjectSW *col_obj = intersection_query_results[i];				int shape_idx = intersection_query_subindex_results[i];				//test initial overlap, does it collide if going all the way?				Vector3 point_A, point_B;				Vector3 sep_axis = p_motion.normalized();				Transform col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);				//test initial overlap, does it collide if going all the way?				if (CollisionSolverSW::solve_distance(&mshape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, motion_aabb, &sep_axis)) {					continue;				}				sep_axis = p_motion.normalized();				if (!CollisionSolverSW::solve_distance(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, motion_aabb, &sep_axis)) {					stuck = true;					break;				}				//just do kinematic solving				real_t low = 0;				real_t hi = 1;				Vector3 mnormal = p_motion.normalized();				for (int k = 0; k < 8; k++) { //steps should be customizable..					real_t ofs = (low + hi) * 0.5;					Vector3 sep = mnormal; //important optimization for this to work fast enough					mshape.motion = body_shape_xform_inv.basis.xform(p_motion * ofs);					Vector3 lA, lB;					bool collided = !CollisionSolverSW::solve_distance(&mshape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, lA, lB, motion_aabb, &sep);					if (collided) {						hi = ofs;					} else {						point_A = lA;						point_B = lB;						low = ofs;					}				}				if (low < best_safe) {					best_safe = low;					best_unsafe = hi;				}			}			if (stuck) {				safe = 0;				unsafe = 0;				best_shape = j; //sadly it's the best				break;			}			if (best_safe == 1.0) {				continue;			}			if (best_safe < safe) {				safe = best_safe;				unsafe = best_unsafe;				best_shape = j;			}		}	}	bool collided = false;	if (safe >= 1) {		//not collided		collided = false;		if (r_result) {			r_result->motion = p_motion;			r_result->remainder = Vector3();			r_result->motion += (body_transform.get_origin() - p_from.get_origin());		}	} else {		//it collided, let's get the rest info in unsafe advance		Transform ugt = body_transform;		ugt.origin += p_motion * unsafe;		_RestCallbackData rcd;		rcd.best_len = 0;		rcd.best_object = NULL;		rcd.best_shape = 0;		rcd.min_allowed_depth = test_motion_min_contact_depth;		Transform body_shape_xform = ugt * p_body->get_shape_transform(best_shape);		ShapeSW *body_shape = p_body->get_shape(best_shape);		body_aabb.position += p_motion * unsafe;		int amount = _cull_aabb_for_body(p_body, body_aabb);		for (int i = 0; i < amount; i++) {			const CollisionObjectSW *col_obj = intersection_query_results[i];			int shape_idx = intersection_query_subindex_results[i];			rcd.object = col_obj;			rcd.shape = shape_idx;			bool sc = CollisionSolverSW::solve_static(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), _rest_cbk_result, &rcd, NULL, p_margin);			if (!sc)				continue;		}		if (rcd.best_len != 0) {			if (r_result) {				r_result->collider = rcd.best_object->get_self();				r_result->collider_id = rcd.best_object->get_instance_id();				r_result->collider_shape = rcd.best_shape;				r_result->collision_local_shape = best_shape;				r_result->collision_normal = rcd.best_normal;				r_result->collision_point = rcd.best_contact;				//r_result->collider_metadata = rcd.best_object->get_shape_metadata(rcd.best_shape);				const BodySW *body = static_cast<const BodySW *>(rcd.best_object);				//Vector3 rel_vec = r_result->collision_point - body->get_transform().get_origin();				//				r_result->collider_velocity = Vector3(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity();				r_result->collider_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(body->get_transform().origin - rcd.best_contact); // * mPos);				r_result->motion = safe * p_motion;				r_result->remainder = p_motion - safe * p_motion;				r_result->motion += (body_transform.get_origin() - p_from.get_origin());			}			collided = true;		} else {			if (r_result) {				r_result->motion = p_motion;				r_result->remainder = Vector3();				r_result->motion += (body_transform.get_origin() - p_from.get_origin());			}			collided = false;		}	}	return collided;}void *SpaceSW::_broadphase_pair(CollisionObjectSW *A, int p_subindex_A, CollisionObjectSW *B, int p_subindex_B, void *p_self) {	CollisionObjectSW::Type type_A = A->get_type();	CollisionObjectSW::Type type_B = B->get_type();	if (type_A > type_B) {		SWAP(A, B);		SWAP(p_subindex_A, p_subindex_B);		SWAP(type_A, type_B);	}	SpaceSW *self = (SpaceSW *)p_self;	self->collision_pairs++;	if (type_A == CollisionObjectSW::TYPE_AREA) {		AreaSW *area = static_cast<AreaSW *>(A);		if (type_B == CollisionObjectSW::TYPE_AREA) {			AreaSW *area_b = static_cast<AreaSW *>(B);			Area2PairSW *area2_pair = memnew(Area2PairSW(area_b, p_subindex_B, area, p_subindex_A));			return area2_pair;		} else {			BodySW *body = static_cast<BodySW *>(B);			AreaPairSW *area_pair = memnew(AreaPairSW(body, p_subindex_B, area, p_subindex_A));			return area_pair;		}	} else {		BodyPairSW *b = memnew(BodyPairSW((BodySW *)A, p_subindex_A, (BodySW *)B, p_subindex_B));		return b;	}	return NULL;}void SpaceSW::_broadphase_unpair(CollisionObjectSW *A, int p_subindex_A, CollisionObjectSW *B, int p_subindex_B, void *p_data, void *p_self) {	SpaceSW *self = (SpaceSW *)p_self;	self->collision_pairs--;	ConstraintSW *c = (ConstraintSW *)p_data;	memdelete(c);}const SelfList<BodySW>::List &SpaceSW::get_active_body_list() const {	return active_list;}void SpaceSW::body_add_to_active_list(SelfList<BodySW> *p_body) {	active_list.add(p_body);}void SpaceSW::body_remove_from_active_list(SelfList<BodySW> *p_body) {	active_list.remove(p_body);}void SpaceSW::body_add_to_inertia_update_list(SelfList<BodySW> *p_body) {	inertia_update_list.add(p_body);}void SpaceSW::body_remove_from_inertia_update_list(SelfList<BodySW> *p_body) {	inertia_update_list.remove(p_body);}BroadPhaseSW *SpaceSW::get_broadphase() {	return broadphase;}void SpaceSW::add_object(CollisionObjectSW *p_object) {	ERR_FAIL_COND(objects.has(p_object));	objects.insert(p_object);}void SpaceSW::remove_object(CollisionObjectSW *p_object) {	ERR_FAIL_COND(!objects.has(p_object));	objects.erase(p_object);}const Set<CollisionObjectSW *> &SpaceSW::get_objects() const {	return objects;}void SpaceSW::body_add_to_state_query_list(SelfList<BodySW> *p_body) {	state_query_list.add(p_body);}void SpaceSW::body_remove_from_state_query_list(SelfList<BodySW> *p_body) {	state_query_list.remove(p_body);}void SpaceSW::area_add_to_monitor_query_list(SelfList<AreaSW> *p_area) {	monitor_query_list.add(p_area);}void SpaceSW::area_remove_from_monitor_query_list(SelfList<AreaSW> *p_area) {	monitor_query_list.remove(p_area);}void SpaceSW::area_add_to_moved_list(SelfList<AreaSW> *p_area) {	area_moved_list.add(p_area);}void SpaceSW::area_remove_from_moved_list(SelfList<AreaSW> *p_area) {	area_moved_list.remove(p_area);}const SelfList<AreaSW>::List &SpaceSW::get_moved_area_list() const {	return area_moved_list;}void SpaceSW::call_queries() {	while (state_query_list.first()) {		BodySW *b = state_query_list.first()->self();		state_query_list.remove(state_query_list.first());		b->call_queries();	}	while (monitor_query_list.first()) {		AreaSW *a = monitor_query_list.first()->self();		monitor_query_list.remove(monitor_query_list.first());		a->call_queries();	}}void SpaceSW::setup() {	contact_debug_count = 0;	while (inertia_update_list.first()) {		inertia_update_list.first()->self()->update_inertias();		inertia_update_list.remove(inertia_update_list.first());	}}void SpaceSW::update() {	broadphase->update();}void SpaceSW::set_param(PhysicsServer::SpaceParameter p_param, real_t p_value) {	switch (p_param) {		case PhysicsServer::SPACE_PARAM_CONTACT_RECYCLE_RADIUS: contact_recycle_radius = p_value; break;		case PhysicsServer::SPACE_PARAM_CONTACT_MAX_SEPARATION: contact_max_separation = p_value; break;		case PhysicsServer::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION: contact_max_allowed_penetration = p_value; break;		case PhysicsServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD: body_linear_velocity_sleep_threshold = p_value; break;		case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD: body_angular_velocity_sleep_threshold = p_value; break;		case PhysicsServer::SPACE_PARAM_BODY_TIME_TO_SLEEP: body_time_to_sleep = p_value; break;		case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO: body_angular_velocity_damp_ratio = p_value; break;		case PhysicsServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: constraint_bias = p_value; break;		case PhysicsServer::SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH: test_motion_min_contact_depth = p_value; break;	}}real_t SpaceSW::get_param(PhysicsServer::SpaceParameter p_param) const {	switch (p_param) {		case PhysicsServer::SPACE_PARAM_CONTACT_RECYCLE_RADIUS: return contact_recycle_radius;		case PhysicsServer::SPACE_PARAM_CONTACT_MAX_SEPARATION: return contact_max_separation;		case PhysicsServer::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION: return contact_max_allowed_penetration;		case PhysicsServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD: return body_linear_velocity_sleep_threshold;		case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD: return body_angular_velocity_sleep_threshold;		case PhysicsServer::SPACE_PARAM_BODY_TIME_TO_SLEEP: return body_time_to_sleep;		case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO: return body_angular_velocity_damp_ratio;		case PhysicsServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: return constraint_bias;		case PhysicsServer::SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH: return test_motion_min_contact_depth;	}	return 0;}void SpaceSW::lock() {	locked = true;}void SpaceSW::unlock() {	locked = false;}bool SpaceSW::is_locked() const {	return locked;}PhysicsDirectSpaceStateSW *SpaceSW::get_direct_state() {	return direct_access;}SpaceSW::SpaceSW() {	collision_pairs = 0;	active_objects = 0;	island_count = 0;	contact_debug_count = 0;	locked = false;	contact_recycle_radius = 0.01;	contact_max_separation = 0.05;	contact_max_allowed_penetration = 0.01;	test_motion_min_contact_depth = 0.00001;	constraint_bias = 0.01;	body_linear_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_linear", 0.1);	body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_angular", (8.0 / 180.0 * Math_PI));	body_time_to_sleep = GLOBAL_DEF("physics/3d/time_before_sleep", 0.5);	ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/time_before_sleep", PropertyInfo(Variant::REAL, "physics/3d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater"));	body_angular_velocity_damp_ratio = 10;	broadphase = BroadPhaseSW::create_func();	broadphase->set_pair_callback(_broadphase_pair, this);	broadphase->set_unpair_callback(_broadphase_unpair, this);	area = NULL;	direct_access = memnew(PhysicsDirectSpaceStateSW);	direct_access->space = this;	for (int i = 0; i < ELAPSED_TIME_MAX; i++)		elapsed_time[i] = 0;}SpaceSW::~SpaceSW() {	memdelete(broadphase);	memdelete(direct_access);}
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