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) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 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() == PhysicsServer3D::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. }
  77. CollisionObjectBullet::CollisionObjectBullet(Type p_type) :
  78. RIDBullet(),
  79. type(p_type) {}
  80. CollisionObjectBullet::~CollisionObjectBullet() {
  81. // Remove all overlapping, notify is not required since godot take care of it
  82. for (int i = areasOverlapped.size() - 1; 0 <= i; --i) {
  83. areasOverlapped[i]->remove_overlap(this, /*Notify*/ false);
  84. }
  85. destroyBulletCollisionObject();
  86. }
  87. bool equal(real_t first, real_t second) {
  88. return Math::abs(first - second) <= 0.001f;
  89. }
  90. void CollisionObjectBullet::set_body_scale(const Vector3 &p_new_scale) {
  91. 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])) {
  92. body_scale = p_new_scale;
  93. body_scale_changed();
  94. }
  95. }
  96. btVector3 CollisionObjectBullet::get_bt_body_scale() const {
  97. btVector3 s;
  98. G_TO_B(body_scale, s);
  99. return s;
  100. }
  101. void CollisionObjectBullet::body_scale_changed() {
  102. force_shape_reset = true;
  103. }
  104. void CollisionObjectBullet::destroyBulletCollisionObject() {
  105. bulletdelete(bt_collision_object);
  106. }
  107. void CollisionObjectBullet::setupBulletCollisionObject(btCollisionObject *p_collisionObject) {
  108. bt_collision_object = p_collisionObject;
  109. bt_collision_object->setUserPointer(this);
  110. bt_collision_object->setUserIndex(type);
  111. // Force the enabling of collision and avoid problems
  112. set_collision_enabled(collisionsEnabled);
  113. p_collisionObject->setCollisionFlags(p_collisionObject->getCollisionFlags() | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK);
  114. }
  115. void CollisionObjectBullet::add_collision_exception(const CollisionObjectBullet *p_ignoreCollisionObject) {
  116. exceptions.insert(p_ignoreCollisionObject->get_self());
  117. if (!bt_collision_object) {
  118. return;
  119. }
  120. bt_collision_object->setIgnoreCollisionCheck(p_ignoreCollisionObject->bt_collision_object, true);
  121. if (space) {
  122. space->get_broadphase()->getOverlappingPairCache()->cleanProxyFromPairs(bt_collision_object->getBroadphaseHandle(), space->get_dispatcher());
  123. }
  124. }
  125. void CollisionObjectBullet::remove_collision_exception(const CollisionObjectBullet *p_ignoreCollisionObject) {
  126. exceptions.erase(p_ignoreCollisionObject->get_self());
  127. bt_collision_object->setIgnoreCollisionCheck(p_ignoreCollisionObject->bt_collision_object, false);
  128. if (space) {
  129. space->get_broadphase()->getOverlappingPairCache()->cleanProxyFromPairs(bt_collision_object->getBroadphaseHandle(), space->get_dispatcher());
  130. }
  131. }
  132. bool CollisionObjectBullet::has_collision_exception(const CollisionObjectBullet *p_otherCollisionObject) const {
  133. return !bt_collision_object->checkCollideWith(p_otherCollisionObject->bt_collision_object);
  134. }
  135. void CollisionObjectBullet::set_collision_enabled(bool p_enabled) {
  136. collisionsEnabled = p_enabled;
  137. if (collisionsEnabled) {
  138. bt_collision_object->setCollisionFlags(bt_collision_object->getCollisionFlags() & (~btCollisionObject::CF_NO_CONTACT_RESPONSE));
  139. } else {
  140. bt_collision_object->setCollisionFlags(bt_collision_object->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE);
  141. }
  142. }
  143. bool CollisionObjectBullet::is_collisions_response_enabled() {
  144. return collisionsEnabled;
  145. }
  146. void CollisionObjectBullet::notify_new_overlap(AreaBullet *p_area) {
  147. areasOverlapped.push_back(p_area);
  148. }
  149. void CollisionObjectBullet::on_exit_area(AreaBullet *p_area) {
  150. areasOverlapped.erase(p_area);
  151. }
  152. void CollisionObjectBullet::set_godot_object_flags(int flags) {
  153. bt_collision_object->setUserIndex2(flags);
  154. }
  155. int CollisionObjectBullet::get_godot_object_flags() const {
  156. return bt_collision_object->getUserIndex2();
  157. }
  158. void CollisionObjectBullet::set_transform(const Transform &p_global_transform) {
  159. set_body_scale(p_global_transform.basis.get_scale_abs());
  160. btTransform bt_transform;
  161. G_TO_B(p_global_transform, bt_transform);
  162. UNSCALE_BT_BASIS(bt_transform);
  163. set_transform__bullet(bt_transform);
  164. }
  165. Transform CollisionObjectBullet::get_transform() const {
  166. Transform t;
  167. B_TO_G(get_transform__bullet(), t);
  168. t.basis.scale(body_scale);
  169. return t;
  170. }
  171. void CollisionObjectBullet::set_transform__bullet(const btTransform &p_global_transform) {
  172. bt_collision_object->setWorldTransform(p_global_transform);
  173. notify_transform_changed();
  174. }
  175. const btTransform &CollisionObjectBullet::get_transform__bullet() const {
  176. return bt_collision_object->getWorldTransform();
  177. }
  178. void CollisionObjectBullet::notify_transform_changed() {
  179. isTransformChanged = true;
  180. }
  181. RigidCollisionObjectBullet::~RigidCollisionObjectBullet() {
  182. remove_all_shapes(true, true);
  183. if (mainShape && mainShape->isCompound()) {
  184. bulletdelete(mainShape);
  185. }
  186. }
  187. void RigidCollisionObjectBullet::add_shape(ShapeBullet *p_shape, const Transform &p_transform, bool p_disabled) {
  188. shapes.push_back(ShapeWrapper(p_shape, p_transform, !p_disabled));
  189. p_shape->add_owner(this);
  190. reload_shapes();
  191. }
  192. void RigidCollisionObjectBullet::set_shape(int p_index, ShapeBullet *p_shape) {
  193. ShapeWrapper &shp = shapes.write[p_index];
  194. shp.shape->remove_owner(this);
  195. p_shape->add_owner(this);
  196. shp.shape = p_shape;
  197. reload_shapes();
  198. }
  199. int RigidCollisionObjectBullet::get_shape_count() const {
  200. return shapes.size();
  201. }
  202. ShapeBullet *RigidCollisionObjectBullet::get_shape(int p_index) const {
  203. return shapes[p_index].shape;
  204. }
  205. btCollisionShape *RigidCollisionObjectBullet::get_bt_shape(int p_index) const {
  206. return shapes[p_index].bt_shape;
  207. }
  208. int RigidCollisionObjectBullet::find_shape(ShapeBullet *p_shape) const {
  209. const int size = shapes.size();
  210. for (int i = 0; i < size; ++i) {
  211. if (shapes[i].shape == p_shape) {
  212. return i;
  213. }
  214. }
  215. return -1;
  216. }
  217. void RigidCollisionObjectBullet::remove_shape_full(ShapeBullet *p_shape) {
  218. // Remove the shape, all the times it appears
  219. // Reverse order required for delete.
  220. for (int i = shapes.size() - 1; 0 <= i; --i) {
  221. if (p_shape == shapes[i].shape) {
  222. internal_shape_destroy(i);
  223. shapes.remove(i);
  224. }
  225. }
  226. reload_shapes();
  227. }
  228. void RigidCollisionObjectBullet::remove_shape_full(int p_index) {
  229. ERR_FAIL_INDEX(p_index, get_shape_count());
  230. internal_shape_destroy(p_index);
  231. shapes.remove(p_index);
  232. reload_shapes();
  233. }
  234. void RigidCollisionObjectBullet::remove_all_shapes(bool p_permanentlyFromThisBody, bool p_force_not_reload) {
  235. // Reverse order required for delete.
  236. for (int i = shapes.size() - 1; 0 <= i; --i) {
  237. internal_shape_destroy(i, p_permanentlyFromThisBody);
  238. }
  239. shapes.clear();
  240. if (!p_force_not_reload) {
  241. reload_shapes();
  242. }
  243. }
  244. void RigidCollisionObjectBullet::set_shape_transform(int p_index, const Transform &p_transform) {
  245. ERR_FAIL_INDEX(p_index, get_shape_count());
  246. shapes.write[p_index].set_transform(p_transform);
  247. shape_changed(p_index);
  248. }
  249. const btTransform &RigidCollisionObjectBullet::get_bt_shape_transform(int p_index) const {
  250. return shapes[p_index].transform;
  251. }
  252. Transform RigidCollisionObjectBullet::get_shape_transform(int p_index) const {
  253. Transform trs;
  254. B_TO_G(shapes[p_index].transform, trs);
  255. return trs;
  256. }
  257. void RigidCollisionObjectBullet::set_shape_disabled(int p_index, bool p_disabled) {
  258. if (shapes[p_index].active != p_disabled) {
  259. return;
  260. }
  261. shapes.write[p_index].active = !p_disabled;
  262. shape_changed(p_index);
  263. }
  264. bool RigidCollisionObjectBullet::is_shape_disabled(int p_index) {
  265. return !shapes[p_index].active;
  266. }
  267. void RigidCollisionObjectBullet::shape_changed(int p_shape_index) {
  268. ShapeWrapper &shp = shapes.write[p_shape_index];
  269. if (shp.bt_shape == mainShape) {
  270. mainShape = nullptr;
  271. }
  272. bulletdelete(shp.bt_shape);
  273. reload_shapes();
  274. }
  275. void RigidCollisionObjectBullet::reload_shapes() {
  276. if (mainShape && mainShape->isCompound()) {
  277. // Destroy compound
  278. bulletdelete(mainShape);
  279. }
  280. mainShape = nullptr;
  281. ShapeWrapper *shpWrapper;
  282. const int shape_count = shapes.size();
  283. // Reset shape if required
  284. if (force_shape_reset) {
  285. for (int i(0); i < shape_count; ++i) {
  286. shpWrapper = &shapes.write[i];
  287. bulletdelete(shpWrapper->bt_shape);
  288. }
  289. force_shape_reset = false;
  290. }
  291. const btVector3 body_scale(get_bt_body_scale());
  292. // Try to optimize by not using compound
  293. if (1 == shape_count) {
  294. shpWrapper = &shapes.write[0];
  295. btTransform transform = shpWrapper->get_adjusted_transform();
  296. if (transform.getOrigin().isZero() && transform.getBasis() == transform.getBasis().getIdentity()) {
  297. shpWrapper->claim_bt_shape(body_scale);
  298. mainShape = shpWrapper->bt_shape;
  299. main_shape_changed();
  300. return;
  301. }
  302. }
  303. // Optimization not possible use a compound shape
  304. btCompoundShape *compoundShape = bulletnew(btCompoundShape(enableDynamicAabbTree, shape_count));
  305. for (int i(0); i < shape_count; ++i) {
  306. shpWrapper = &shapes.write[i];
  307. shpWrapper->claim_bt_shape(body_scale);
  308. btTransform scaled_shape_transform(shpWrapper->get_adjusted_transform());
  309. scaled_shape_transform.getOrigin() *= body_scale;
  310. compoundShape->addChildShape(scaled_shape_transform, shpWrapper->bt_shape);
  311. }
  312. compoundShape->recalculateLocalAabb();
  313. mainShape = compoundShape;
  314. main_shape_changed();
  315. }
  316. void RigidCollisionObjectBullet::body_scale_changed() {
  317. CollisionObjectBullet::body_scale_changed();
  318. reload_shapes();
  319. }
  320. void RigidCollisionObjectBullet::internal_shape_destroy(int p_index, bool p_permanentlyFromThisBody) {
  321. ShapeWrapper &shp = shapes.write[p_index];
  322. shp.shape->remove_owner(this, p_permanentlyFromThisBody);
  323. if (shp.bt_shape == mainShape) {
  324. mainShape = nullptr;
  325. }
  326. bulletdelete(shp.bt_shape);
  327. }