space_bullet.h 12 KB

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  1. /*************************************************************************/
  2. /* space_bullet.h */
  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. #ifndef SPACE_BULLET_H
  31. #define SPACE_BULLET_H
  32. #include "core/templates/vector.h"
  33. #include "core/variant/variant.h"
  34. #include "godot_result_callbacks.h"
  35. #include "rid_bullet.h"
  36. #include "servers/physics_server_3d.h"
  37. #include <BulletCollision/BroadphaseCollision/btBroadphaseProxy.h>
  38. #include <BulletCollision/BroadphaseCollision/btOverlappingPairCache.h>
  39. #include <LinearMath/btScalar.h>
  40. #include <LinearMath/btTransform.h>
  41. #include <LinearMath/btVector3.h>
  42. /**
  43. @author AndreaCatania
  44. */
  45. class AreaBullet;
  46. class btBroadphaseInterface;
  47. class btCollisionDispatcher;
  48. class btConstraintSolver;
  49. class btDefaultCollisionConfiguration;
  50. class btDynamicsWorld;
  51. class btDiscreteDynamicsWorld;
  52. class btEmptyShape;
  53. class btGhostPairCallback;
  54. class btSoftRigidDynamicsWorld;
  55. struct btSoftBodyWorldInfo;
  56. class ConstraintBullet;
  57. class CollisionObjectBullet;
  58. class RigidBodyBullet;
  59. class SpaceBullet;
  60. class SoftBodyBullet;
  61. class btGjkEpaPenetrationDepthSolver;
  62. extern ContactAddedCallback gContactAddedCallback;
  63. class BulletPhysicsDirectSpaceState : public PhysicsDirectSpaceState3D {
  64. GDCLASS(BulletPhysicsDirectSpaceState, PhysicsDirectSpaceState3D);
  65. private:
  66. SpaceBullet *space;
  67. public:
  68. BulletPhysicsDirectSpaceState(SpaceBullet *p_space);
  69. virtual int intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
  70. virtual bool intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_ray = false) override;
  71. virtual int 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 = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
  72. virtual bool cast_motion(const RID &p_shape, const Transform &p_xform, const Vector3 &p_motion, real_t p_margin, real_t &r_closest_safe, real_t &r_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, ShapeRestInfo *r_info = nullptr) override;
  73. /// Returns the list of contacts pairs in this order: Local contact, other body contact
  74. virtual bool 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 = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
  75. virtual bool rest_info(RID p_shape, const Transform &p_shape_xform, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
  76. virtual Vector3 get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const override;
  77. };
  78. class SpaceBullet : public RIDBullet {
  79. friend class AreaBullet;
  80. friend void onBulletTickCallback(btDynamicsWorld *world, btScalar timeStep);
  81. friend class BulletPhysicsDirectSpaceState;
  82. btBroadphaseInterface *broadphase = nullptr;
  83. btDefaultCollisionConfiguration *collisionConfiguration = nullptr;
  84. btCollisionDispatcher *dispatcher = nullptr;
  85. btConstraintSolver *solver = nullptr;
  86. btDiscreteDynamicsWorld *dynamicsWorld = nullptr;
  87. btSoftBodyWorldInfo *soft_body_world_info = nullptr;
  88. btGhostPairCallback *ghostPairCallback = nullptr;
  89. GodotFilterCallback *godotFilterCallback = nullptr;
  90. btGjkEpaPenetrationDepthSolver *gjk_epa_pen_solver = nullptr;
  91. btVoronoiSimplexSolver *gjk_simplex_solver = nullptr;
  92. BulletPhysicsDirectSpaceState *direct_access;
  93. Vector3 gravityDirection = Vector3(0, -1, 0);
  94. real_t gravityMagnitude = 10.0;
  95. real_t linear_damp = 0.0;
  96. real_t angular_damp = 0.0;
  97. Vector<AreaBullet *> areas;
  98. Vector<Vector3> contactDebug;
  99. int contactDebugCount = 0;
  100. real_t delta_time = 0.;
  101. public:
  102. SpaceBullet();
  103. virtual ~SpaceBullet();
  104. void flush_queries();
  105. real_t get_delta_time() { return delta_time; }
  106. void step(real_t p_delta_time);
  107. _FORCE_INLINE_ btBroadphaseInterface *get_broadphase() const { return broadphase; }
  108. _FORCE_INLINE_ btDefaultCollisionConfiguration *get_collision_configuration() const { return collisionConfiguration; }
  109. _FORCE_INLINE_ btCollisionDispatcher *get_dispatcher() const { return dispatcher; }
  110. _FORCE_INLINE_ btConstraintSolver *get_solver() const { return solver; }
  111. _FORCE_INLINE_ btDiscreteDynamicsWorld *get_dynamic_world() const { return dynamicsWorld; }
  112. _FORCE_INLINE_ btSoftBodyWorldInfo *get_soft_body_world_info() const { return soft_body_world_info; }
  113. _FORCE_INLINE_ bool is_using_soft_world() { return soft_body_world_info; }
  114. /// Used to set some parameters to Bullet world
  115. /// @param p_param:
  116. /// AREA_PARAM_GRAVITY to set the gravity magnitude of entire world
  117. /// AREA_PARAM_GRAVITY_VECTOR to set the gravity direction of entire world
  118. void set_param(PhysicsServer3D::AreaParameter p_param, const Variant &p_value);
  119. /// Used to get some parameters to Bullet world
  120. /// @param p_param:
  121. /// AREA_PARAM_GRAVITY to get the gravity magnitude of entire world
  122. /// AREA_PARAM_GRAVITY_VECTOR to get the gravity direction of entire world
  123. Variant get_param(PhysicsServer3D::AreaParameter p_param);
  124. void set_param(PhysicsServer3D::SpaceParameter p_param, real_t p_value);
  125. real_t get_param(PhysicsServer3D::SpaceParameter p_param);
  126. void add_area(AreaBullet *p_area);
  127. void remove_area(AreaBullet *p_area);
  128. void reload_collision_filters(AreaBullet *p_area);
  129. void add_rigid_body(RigidBodyBullet *p_body);
  130. void remove_rigid_body_constraints(RigidBodyBullet *p_body);
  131. void remove_rigid_body(RigidBodyBullet *p_body);
  132. void reload_collision_filters(RigidBodyBullet *p_body);
  133. void add_soft_body(SoftBodyBullet *p_body);
  134. void remove_soft_body(SoftBodyBullet *p_body);
  135. void reload_collision_filters(SoftBodyBullet *p_body);
  136. void add_constraint(ConstraintBullet *p_constraint, bool disableCollisionsBetweenLinkedBodies = false);
  137. void remove_constraint(ConstraintBullet *p_constraint);
  138. int get_num_collision_objects() const;
  139. void remove_all_collision_objects();
  140. BulletPhysicsDirectSpaceState *get_direct_state();
  141. void set_debug_contacts(int p_amount) { contactDebug.resize(p_amount); }
  142. _FORCE_INLINE_ bool is_debugging_contacts() const { return !contactDebug.is_empty(); }
  143. _FORCE_INLINE_ void reset_debug_contact_count() {
  144. contactDebugCount = 0;
  145. }
  146. _FORCE_INLINE_ void add_debug_contact(const Vector3 &p_contact) {
  147. if (contactDebugCount < contactDebug.size()) {
  148. contactDebug.write[contactDebugCount++] = p_contact;
  149. }
  150. }
  151. _FORCE_INLINE_ Vector<Vector3> get_debug_contacts() { return contactDebug; }
  152. _FORCE_INLINE_ int get_debug_contact_count() { return contactDebugCount; }
  153. const Vector3 &get_gravity_direction() const { return gravityDirection; }
  154. real_t get_gravity_magnitude() const { return gravityMagnitude; }
  155. void update_gravity();
  156. real_t get_linear_damp() const { return linear_damp; }
  157. real_t get_angular_damp() const { return angular_damp; }
  158. bool test_body_motion(RigidBodyBullet *p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, PhysicsServer3D::MotionResult *r_result, bool p_exclude_raycast_shapes);
  159. int test_ray_separation(RigidBodyBullet *p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, PhysicsServer3D::SeparationResult *r_results, int p_result_max, real_t p_margin);
  160. private:
  161. void create_empty_world(bool p_create_soft_world);
  162. void destroy_world();
  163. void check_ghost_overlaps();
  164. void check_body_collision();
  165. struct RecoverResult {
  166. bool hasPenetration = false;
  167. btVector3 normal = btVector3(0, 0, 0);
  168. btVector3 pointWorld = btVector3(0, 0, 0);
  169. btScalar penetration_distance = 1e20; // Negative mean penetration
  170. int other_compound_shape_index = 0;
  171. const btCollisionObject *other_collision_object = nullptr;
  172. int local_shape_most_recovered = 0;
  173. RecoverResult() {}
  174. };
  175. bool recover_from_penetration(RigidBodyBullet *p_body, const btTransform &p_body_position, btScalar p_recover_movement_scale, bool p_infinite_inertia, btVector3 &r_delta_recover_movement, RecoverResult *r_recover_result = nullptr);
  176. /// This is an API that recover a kinematic object from penetration
  177. /// This allow only Convex Convex test and it always use GJK algorithm, With this API we don't benefit of Bullet special accelerated functions
  178. bool RFP_convex_convex_test(const btConvexShape *p_shapeA, const btConvexShape *p_shapeB, btCollisionObject *p_objectB, int p_shapeId_A, int p_shapeId_B, const btTransform &p_transformA, const btTransform &p_transformB, btScalar p_recover_movement_scale, btVector3 &r_delta_recover_movement, RecoverResult *r_recover_result = nullptr);
  179. /// This is an API that recover a kinematic object from penetration
  180. /// Using this we leave Bullet to select the best algorithm, For example GJK in case we have Convex Convex, or a Bullet accelerated algorithm
  181. bool RFP_convex_world_test(const btConvexShape *p_shapeA, const btCollisionShape *p_shapeB, btCollisionObject *p_objectA, btCollisionObject *p_objectB, int p_shapeId_A, int p_shapeId_B, const btTransform &p_transformA, const btTransform &p_transformB, btScalar p_recover_movement_scale, btVector3 &r_delta_recover_movement, RecoverResult *r_recover_result = nullptr);
  182. int add_separation_result(PhysicsServer3D::SeparationResult *r_results, const SpaceBullet::RecoverResult &p_recover_result, int p_shape_id, const btCollisionObject *p_other_object) const;
  183. int recover_from_penetration_ray(RigidBodyBullet *p_body, const btTransform &p_body_position, btScalar p_recover_movement_scale, bool p_infinite_inertia, int p_result_max, btVector3 &r_delta_recover_movement, PhysicsServer3D::SeparationResult *r_results);
  184. };
  185. #endif