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- /*************************************************************************/
- /* space_bullet.cpp */
- /* Author: AndreaCatania */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* http://www.godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2017 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_bullet.h"
- #include "BulletCollision/CollisionDispatch/btCollisionObject.h"
- #include "BulletCollision/CollisionDispatch/btGhostObject.h"
- #include "BulletCollision/NarrowPhaseCollision/btGjkEpaPenetrationDepthSolver.h"
- #include "BulletCollision/NarrowPhaseCollision/btGjkPairDetector.h"
- #include "BulletCollision/NarrowPhaseCollision/btPointCollector.h"
- #include "BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.h"
- #include "BulletSoftBody/btSoftRigidDynamicsWorld.h"
- #include "btBulletDynamicsCommon.h"
- #include "bullet_physics_server.h"
- #include "bullet_types_converter.h"
- #include "bullet_utilities.h"
- #include "constraint_bullet.h"
- #include "godot_collision_configuration.h"
- #include "godot_collision_dispatcher.h"
- #include "rigid_body_bullet.h"
- #include "servers/physics_server.h"
- #include "soft_body_bullet.h"
- #include "ustring.h"
- #include <assert.h>
- // test only
- //#include "scene/3d/immediate_geometry.h"
- BulletPhysicsDirectSpaceState::BulletPhysicsDirectSpaceState(SpaceBullet *p_space)
- : PhysicsDirectSpaceState(), space(p_space) {}
- int BulletPhysicsDirectSpaceState::intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_layer, uint32_t p_object_type_mask) {
- if (p_result_max <= 0)
- return 0;
- btVector3 bt_point;
- G_TO_B(p_point, bt_point);
- btSphereShape sphere_point(0.f);
- btCollisionObject collision_object_point;
- collision_object_point.setCollisionShape(&sphere_point);
- collision_object_point.setWorldTransform(btTransform(btQuaternion::getIdentity(), bt_point));
- // Setup query
- GodotAllContactResultCallback btResult(&collision_object_point, r_results, p_result_max, &p_exclude);
- btResult.m_collisionFilterGroup = p_collision_layer;
- btResult.m_collisionFilterMask = p_object_type_mask;
- space->dynamicsWorld->contactTest(&collision_object_point, btResult);
- // The results is already populated by GodotAllConvexResultCallback
- return btResult.m_count;
- }
- bool BulletPhysicsDirectSpaceState::intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude, uint32_t p_collision_layer, uint32_t p_object_type_mask, bool p_pick_ray) {
- btVector3 btVec_from;
- btVector3 btVec_to;
- G_TO_B(p_from, btVec_from);
- G_TO_B(p_to, btVec_to);
- // setup query
- GodotClosestRayResultCallback btResult(btVec_from, btVec_to, &p_exclude);
- btResult.m_collisionFilterGroup = p_collision_layer;
- btResult.m_collisionFilterMask = p_object_type_mask;
- btResult.m_pickRay = p_pick_ray;
- space->dynamicsWorld->rayTest(btVec_from, btVec_to, btResult);
- if (btResult.hasHit()) {
- B_TO_G(btResult.m_hitPointWorld, r_result.position);
- B_TO_G(btResult.m_hitNormalWorld.normalize(), r_result.normal);
- CollisionObjectBullet *gObj = static_cast<CollisionObjectBullet *>(btResult.m_collisionObject->getUserPointer());
- if (gObj) {
- r_result.shape = 0;
- r_result.rid = gObj->get_self();
- r_result.collider_id = gObj->get_instance_id();
- r_result.collider = 0 == r_result.collider_id ? NULL : ObjectDB::get_instance(r_result.collider_id);
- } else {
- WARN_PRINTS("The raycast performed has hit a collision object that is not part of Godot scene, please check it.");
- }
- return true;
- } else {
- return false;
- }
- }
- int BulletPhysicsDirectSpaceState::intersect_shape(const RID &p_shape, const Transform &p_xform, float p_margin, ShapeResult *p_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_layer, uint32_t p_object_type_mask) {
- if (p_result_max <= 0)
- return 0;
- ShapeBullet *shape = space->get_physics_server()->get_shape_owner()->get(p_shape);
- btConvexShape *btConvex = dynamic_cast<btConvexShape *>(shape->create_bt_shape());
- if (!btConvex) {
- bulletdelete(btConvex);
- ERR_PRINTS("The shape is not a convex shape, then is not supported: shape type: " + itos(shape->get_type()));
- return 0;
- }
- btVector3 scale_with_margin;
- G_TO_B(p_xform.basis.get_scale(), scale_with_margin);
- btConvex->setLocalScaling(scale_with_margin);
- btTransform bt_xform;
- G_TO_B(p_xform, bt_xform);
- btCollisionObject collision_object;
- collision_object.setCollisionShape(btConvex);
- collision_object.setWorldTransform(bt_xform);
- GodotAllContactResultCallback btQuery(&collision_object, p_results, p_result_max, &p_exclude);
- btQuery.m_collisionFilterGroup = p_collision_layer;
- btQuery.m_collisionFilterMask = p_object_type_mask;
- btQuery.m_closestDistanceThreshold = p_margin;
- space->dynamicsWorld->contactTest(&collision_object, btQuery);
- bulletdelete(btConvex);
- return btQuery.m_count;
- }
- bool BulletPhysicsDirectSpaceState::cast_motion(const RID &p_shape, const Transform &p_xform, const Vector3 &p_motion, float p_margin, float &p_closest_safe, float &p_closest_unsafe, const Set<RID> &p_exclude, uint32_t p_collision_layer, uint32_t p_object_type_mask, ShapeRestInfo *r_info) {
- ShapeBullet *shape = space->get_physics_server()->get_shape_owner()->get(p_shape);
- btConvexShape *bt_convex_shape = dynamic_cast<btConvexShape *>(shape->create_bt_shape());
- if (!bt_convex_shape) {
- bulletdelete(bt_convex_shape);
- ERR_PRINTS("The shape is not a convex shape, then is not supported: shape type: " + itos(shape->get_type()));
- return 0;
- }
- btVector3 bt_motion;
- G_TO_B(p_motion, bt_motion);
- btVector3 scale_with_margin;
- G_TO_B(p_xform.basis.get_scale() + Vector3(p_margin, p_margin, p_margin), scale_with_margin);
- bt_convex_shape->setLocalScaling(scale_with_margin);
- btTransform bt_xform_from;
- G_TO_B(p_xform, bt_xform_from);
- btTransform bt_xform_to(bt_xform_from);
- bt_xform_to.getOrigin() += bt_motion;
- GodotClosestConvexResultCallback btResult(bt_xform_from.getOrigin(), bt_xform_to.getOrigin(), &p_exclude);
- btResult.m_collisionFilterGroup = p_collision_layer;
- btResult.m_collisionFilterMask = p_object_type_mask;
- space->dynamicsWorld->convexSweepTest(bt_convex_shape, bt_xform_from, bt_xform_to, btResult);
- if (btResult.hasHit()) {
- if (btCollisionObject::CO_RIGID_BODY == btResult.m_hitCollisionObject->getInternalType()) {
- B_TO_G(static_cast<const btRigidBody *>(btResult.m_hitCollisionObject)->getVelocityInLocalPoint(btResult.m_hitPointWorld), r_info->linear_velocity);
- }
- CollisionObjectBullet *collision_object = static_cast<CollisionObjectBullet *>(btResult.m_hitCollisionObject->getUserPointer());
- p_closest_safe = p_closest_unsafe = btResult.m_closestHitFraction;
- B_TO_G(btResult.m_hitPointWorld, r_info->point);
- B_TO_G(btResult.m_hitNormalWorld, r_info->normal);
- r_info->rid = collision_object->get_self();
- r_info->collider_id = collision_object->get_instance_id();
- r_info->shape = btResult.m_shapePart;
- }
- bulletdelete(bt_convex_shape);
- return btResult.hasHit();
- }
- /// Returns the list of contacts pairs in this order: Local contact, other body contact
- bool BulletPhysicsDirectSpaceState::collide_shape(RID p_shape, const Transform &p_shape_xform, float p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude, uint32_t p_collision_layer, uint32_t p_object_type_mask) {
- if (p_result_max <= 0)
- return 0;
- ShapeBullet *shape = space->get_physics_server()->get_shape_owner()->get(p_shape);
- btConvexShape *btConvex = dynamic_cast<btConvexShape *>(shape->create_bt_shape());
- if (!btConvex) {
- bulletdelete(btConvex);
- ERR_PRINTS("The shape is not a convex shape, then is not supported: shape type: " + itos(shape->get_type()));
- return 0;
- }
- btVector3 scale_with_margin;
- G_TO_B(p_shape_xform.basis.get_scale(), scale_with_margin);
- btConvex->setLocalScaling(scale_with_margin);
- btTransform bt_xform;
- G_TO_B(p_shape_xform, bt_xform);
- btCollisionObject collision_object;
- collision_object.setCollisionShape(btConvex);
- collision_object.setWorldTransform(bt_xform);
- GodotContactPairContactResultCallback btQuery(&collision_object, r_results, p_result_max, &p_exclude);
- btQuery.m_collisionFilterGroup = p_collision_layer;
- btQuery.m_collisionFilterMask = p_object_type_mask;
- btQuery.m_closestDistanceThreshold = p_margin;
- space->dynamicsWorld->contactTest(&collision_object, btQuery);
- r_result_count = btQuery.m_count;
- bulletdelete(btConvex);
- return btQuery.m_count;
- }
- bool BulletPhysicsDirectSpaceState::rest_info(RID p_shape, const Transform &p_shape_xform, float p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude, uint32_t p_collision_layer, uint32_t p_object_type_mask) {
- ShapeBullet *shape = space->get_physics_server()->get_shape_owner()->get(p_shape);
- btConvexShape *btConvex = dynamic_cast<btConvexShape *>(shape->create_bt_shape());
- if (!btConvex) {
- bulletdelete(btConvex);
- ERR_PRINTS("The shape is not a convex shape, then is not supported: shape type: " + itos(shape->get_type()));
- return 0;
- }
- btVector3 scale_with_margin;
- G_TO_B(p_shape_xform.basis.get_scale() + Vector3(p_margin, p_margin, p_margin), scale_with_margin);
- btConvex->setLocalScaling(scale_with_margin);
- btTransform bt_xform;
- G_TO_B(p_shape_xform, bt_xform);
- btCollisionObject collision_object;
- collision_object.setCollisionShape(btConvex);
- collision_object.setWorldTransform(bt_xform);
- GodotRestInfoContactResultCallback btQuery(&collision_object, r_info, &p_exclude);
- btQuery.m_collisionFilterGroup = p_collision_layer;
- btQuery.m_collisionFilterMask = p_object_type_mask;
- btQuery.m_closestDistanceThreshold = p_margin;
- space->dynamicsWorld->contactTest(&collision_object, btQuery);
- bulletdelete(btConvex);
- if (btQuery.m_collided) {
- if (btCollisionObject::CO_RIGID_BODY == btQuery.m_rest_info_collision_object->getInternalType()) {
- B_TO_G(static_cast<const btRigidBody *>(btQuery.m_rest_info_collision_object)->getVelocityInLocalPoint(btQuery.m_rest_info_bt_point), r_info->linear_velocity);
- }
- B_TO_G(btQuery.m_rest_info_bt_point, r_info->point);
- }
- return btQuery.m_collided;
- }
- Vector3 BulletPhysicsDirectSpaceState::get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const {
- RigidCollisionObjectBullet *rigid_object = space->get_physics_server()->get_rigid_collisin_object(p_object);
- ERR_FAIL_COND_V(!rigid_object, Vector3());
- btVector3 out_closest_point(0, 0, 0);
- btScalar out_distance = 1e20;
- btVector3 bt_point;
- G_TO_B(p_point, bt_point);
- btGjkEpaPenetrationDepthSolver gjk_epa_pen_solver;
- btVoronoiSimplexSolver gjk_simplex_solver;
- gjk_simplex_solver.setEqualVertexThreshold(0.);
- btSphereShape point_shape(0.);
- btCollisionShape *shape;
- btConvexShape *convex_shape;
- btTransform child_transform;
- btTransform body_transform(rigid_object->get_bt_collision_object()->getWorldTransform());
- btGjkPairDetector::ClosestPointInput input;
- input.m_transformA.getBasis().setIdentity();
- input.m_transformA.setOrigin(bt_point);
- bool shapes_found = false;
- btCompoundShape *compound = rigid_object->get_compound_shape();
- for (int i = compound->getNumChildShapes() - 1; 0 <= i; --i) {
- shape = compound->getChildShape(i);
- if (shape->isConvex()) {
- child_transform = compound->getChildTransform(i);
- convex_shape = static_cast<btConvexShape *>(shape);
- input.m_transformB = body_transform * child_transform;
- btPointCollector result;
- btGjkPairDetector gjk_pair_detector(&point_shape, convex_shape, &gjk_simplex_solver, &gjk_epa_pen_solver);
- gjk_pair_detector.getClosestPoints(input, result, 0);
- if (out_distance > result.m_distance) {
- out_distance = result.m_distance;
- out_closest_point = result.m_pointInWorld;
- }
- }
- shapes_found = true;
- }
- if (shapes_found) {
- Vector3 out;
- B_TO_G(out_closest_point, out);
- return out;
- } else {
- // no shapes found, use distance to origin.
- return rigid_object->get_transform().get_origin();
- }
- }
- SpaceBullet::SpaceBullet(bool p_create_soft_world)
- : broadphase(NULL),
- dispatcher(NULL),
- solver(NULL),
- collisionConfiguration(NULL),
- dynamicsWorld(NULL),
- soft_body_world_info(NULL),
- ghostPairCallback(NULL),
- godotFilterCallback(NULL),
- gravityDirection(0, -1, 0),
- gravityMagnitude(10),
- contactDebugCount(0) {
- create_empty_world(p_create_soft_world);
- direct_access = memnew(BulletPhysicsDirectSpaceState(this));
- }
- SpaceBullet::~SpaceBullet() {
- memdelete(direct_access);
- destroy_world();
- }
- void SpaceBullet::flush_queries() {
- const btCollisionObjectArray &colObjArray = dynamicsWorld->getCollisionObjectArray();
- for (int i = colObjArray.size() - 1; 0 <= i; --i) {
- static_cast<CollisionObjectBullet *>(colObjArray[i]->getUserPointer())->dispatch_callbacks();
- }
- }
- void SpaceBullet::step(real_t p_delta_time) {
- dynamicsWorld->stepSimulation(p_delta_time, 0, 0);
- }
- void SpaceBullet::set_param(PhysicsServer::AreaParameter p_param, const Variant &p_value) {
- assert(dynamicsWorld);
- switch (p_param) {
- case PhysicsServer::AREA_PARAM_GRAVITY:
- gravityMagnitude = p_value;
- update_gravity();
- break;
- case PhysicsServer::AREA_PARAM_GRAVITY_VECTOR:
- gravityDirection = p_value;
- update_gravity();
- break;
- case PhysicsServer::AREA_PARAM_LINEAR_DAMP:
- case PhysicsServer::AREA_PARAM_ANGULAR_DAMP:
- break; // No damp
- case PhysicsServer::AREA_PARAM_PRIORITY:
- // Priority is always 0, the lower
- break;
- case PhysicsServer::AREA_PARAM_GRAVITY_IS_POINT:
- case PhysicsServer::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
- case PhysicsServer::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
- break;
- default:
- WARN_PRINTS("This set parameter (" + itos(p_param) + ") is ignored, the SpaceBullet doesn't support it.");
- break;
- }
- }
- Variant SpaceBullet::get_param(PhysicsServer::AreaParameter p_param) {
- switch (p_param) {
- case PhysicsServer::AREA_PARAM_GRAVITY:
- return gravityMagnitude;
- case PhysicsServer::AREA_PARAM_GRAVITY_VECTOR:
- return gravityDirection;
- case PhysicsServer::AREA_PARAM_LINEAR_DAMP:
- case PhysicsServer::AREA_PARAM_ANGULAR_DAMP:
- return 0; // No damp
- case PhysicsServer::AREA_PARAM_PRIORITY:
- return 0; // Priority is always 0, the lower
- case PhysicsServer::AREA_PARAM_GRAVITY_IS_POINT:
- return false;
- case PhysicsServer::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
- return 0;
- case PhysicsServer::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
- return 0;
- default:
- WARN_PRINTS("This get parameter (" + itos(p_param) + ") is ignored, the SpaceBullet doesn't support it.");
- return Variant();
- }
- }
- void SpaceBullet::set_param(PhysicsServer::SpaceParameter p_param, real_t p_value) {
- switch (p_param) {
- case PhysicsServer::SPACE_PARAM_CONTACT_RECYCLE_RADIUS:
- case PhysicsServer::SPACE_PARAM_CONTACT_MAX_SEPARATION:
- case PhysicsServer::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION:
- case PhysicsServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
- case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD:
- case PhysicsServer::SPACE_PARAM_BODY_TIME_TO_SLEEP:
- case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO:
- case PhysicsServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
- default:
- WARN_PRINTS("This set parameter (" + itos(p_param) + ") is ignored, the SpaceBullet doesn't support it.");
- break;
- }
- }
- real_t SpaceBullet::get_param(PhysicsServer::SpaceParameter p_param) {
- switch (p_param) {
- case PhysicsServer::SPACE_PARAM_CONTACT_RECYCLE_RADIUS:
- case PhysicsServer::SPACE_PARAM_CONTACT_MAX_SEPARATION:
- case PhysicsServer::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION:
- case PhysicsServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
- case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD:
- case PhysicsServer::SPACE_PARAM_BODY_TIME_TO_SLEEP:
- case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO:
- case PhysicsServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
- default:
- WARN_PRINTS("The SpaceBullet doesn't support this get parameter (" + itos(p_param) + "), 0 is returned.");
- return 0.f;
- }
- }
- void SpaceBullet::add_area(AreaBullet *p_area) {
- areas.push_back(p_area);
- dynamicsWorld->addCollisionObject(p_area->get_bt_ghost(), p_area->get_collision_layer(), p_area->get_collision_mask());
- }
- void SpaceBullet::remove_area(AreaBullet *p_area) {
- areas.erase(p_area);
- dynamicsWorld->removeCollisionObject(p_area->get_bt_ghost());
- }
- void SpaceBullet::reload_collision_filters(AreaBullet *p_area) {
- // This is necessary to change collision filter
- dynamicsWorld->removeCollisionObject(p_area->get_bt_ghost());
- dynamicsWorld->addCollisionObject(p_area->get_bt_ghost(), p_area->get_collision_layer(), p_area->get_collision_mask());
- }
- void SpaceBullet::add_rigid_body(RigidBodyBullet *p_body) {
- if (p_body->is_static()) {
- dynamicsWorld->addCollisionObject(p_body->get_bt_rigid_body(), p_body->get_collision_layer(), p_body->get_collision_mask());
- } else {
- dynamicsWorld->addRigidBody(p_body->get_bt_rigid_body(), p_body->get_collision_layer(), p_body->get_collision_mask());
- }
- }
- void SpaceBullet::remove_rigid_body(RigidBodyBullet *p_body) {
- if (p_body->is_static()) {
- dynamicsWorld->removeCollisionObject(p_body->get_bt_rigid_body());
- } else {
- dynamicsWorld->removeRigidBody(p_body->get_bt_rigid_body());
- }
- }
- void SpaceBullet::reload_collision_filters(RigidBodyBullet *p_body) {
- // This is necessary to change collision filter
- remove_rigid_body(p_body);
- add_rigid_body(p_body);
- }
- void SpaceBullet::add_soft_body(SoftBodyBullet *p_body) {
- if (is_using_soft_world()) {
- if (p_body->get_bt_soft_body()) {
- static_cast<btSoftRigidDynamicsWorld *>(dynamicsWorld)->addSoftBody(p_body->get_bt_soft_body(), p_body->get_collision_layer(), p_body->get_collision_mask());
- }
- } else {
- ERR_PRINT("This soft body can't be added to non soft world");
- }
- }
- void SpaceBullet::remove_soft_body(SoftBodyBullet *p_body) {
- if (is_using_soft_world()) {
- if (p_body->get_bt_soft_body()) {
- static_cast<btSoftRigidDynamicsWorld *>(dynamicsWorld)->removeSoftBody(p_body->get_bt_soft_body());
- }
- }
- }
- void SpaceBullet::reload_collision_filters(SoftBodyBullet *p_body) {
- // This is necessary to change collision filter
- remove_soft_body(p_body);
- add_soft_body(p_body);
- }
- void SpaceBullet::add_constraint(ConstraintBullet *p_constraint, bool disableCollisionsBetweenLinkedBodies) {
- p_constraint->set_space(this);
- dynamicsWorld->addConstraint(p_constraint->get_bt_constraint(), disableCollisionsBetweenLinkedBodies);
- }
- void SpaceBullet::remove_constraint(ConstraintBullet *p_constraint) {
- dynamicsWorld->removeConstraint(p_constraint->get_bt_constraint());
- }
- int SpaceBullet::get_num_collision_objects() const {
- return dynamicsWorld->getNumCollisionObjects();
- }
- void SpaceBullet::remove_all_collision_objects() {
- for (int i = dynamicsWorld->getNumCollisionObjects() - 1; 0 <= i; --i) {
- btCollisionObject *btObj = dynamicsWorld->getCollisionObjectArray()[i];
- CollisionObjectBullet *colObj = static_cast<CollisionObjectBullet *>(btObj->getUserPointer());
- colObj->set_space(NULL);
- }
- }
- void onBulletPreTickCallback(btDynamicsWorld *p_dynamicsWorld, btScalar timeStep) {
- static_cast<SpaceBullet *>(p_dynamicsWorld->getWorldUserInfo())->flush_queries();
- }
- void onBulletTickCallback(btDynamicsWorld *p_dynamicsWorld, btScalar timeStep) {
- // Notify all Collision objects the collision checker is started
- const btCollisionObjectArray &colObjArray = p_dynamicsWorld->getCollisionObjectArray();
- for (int i = colObjArray.size() - 1; 0 <= i; --i) {
- CollisionObjectBullet *colObj = static_cast<CollisionObjectBullet *>(colObjArray[i]->getUserPointer());
- assert(NULL != colObj);
- colObj->on_collision_checker_start();
- }
- SpaceBullet *sb = static_cast<SpaceBullet *>(p_dynamicsWorld->getWorldUserInfo());
- sb->check_ghost_overlaps();
- sb->check_body_collision();
- }
- BulletPhysicsDirectSpaceState *SpaceBullet::get_direct_state() {
- return direct_access;
- }
- btScalar calculateGodotCombinedRestitution(const btCollisionObject *body0, const btCollisionObject *body1) {
- return MAX(body0->getRestitution(), body1->getRestitution());
- }
- void SpaceBullet::create_empty_world(bool p_create_soft_world) {
- assert(NULL == broadphase);
- assert(NULL == dispatcher);
- assert(NULL == solver);
- assert(NULL == collisionConfiguration);
- assert(NULL == dynamicsWorld);
- assert(NULL == ghostPairCallback);
- assert(NULL == godotFilterCallback);
- void *world_mem;
- if (p_create_soft_world) {
- world_mem = malloc(sizeof(btSoftRigidDynamicsWorld));
- } else {
- world_mem = malloc(sizeof(btDiscreteDynamicsWorld));
- }
- if (p_create_soft_world) {
- collisionConfiguration = bulletnew(btSoftBodyRigidBodyCollisionConfiguration);
- } else {
- collisionConfiguration = bulletnew(GodotCollisionConfiguration(static_cast<btDiscreteDynamicsWorld *>(world_mem)));
- }
- dispatcher = bulletnew(GodotCollisionDispatcher(collisionConfiguration));
- broadphase = bulletnew(btDbvtBroadphase);
- solver = bulletnew(btSequentialImpulseConstraintSolver);
- if (p_create_soft_world) {
- dynamicsWorld = new (world_mem) btSoftRigidDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);
- soft_body_world_info = bulletnew(btSoftBodyWorldInfo);
- } else {
- dynamicsWorld = new (world_mem) btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);
- }
- ghostPairCallback = bulletnew(btGhostPairCallback);
- godotFilterCallback = bulletnew(GodotFilterCallback);
- gCalculateCombinedRestitutionCallback = &calculateGodotCombinedRestitution;
- dynamicsWorld->setWorldUserInfo(this);
- dynamicsWorld->setInternalTickCallback(onBulletPreTickCallback, this, true);
- dynamicsWorld->setInternalTickCallback(onBulletTickCallback, this, false);
- dynamicsWorld->getBroadphase()->getOverlappingPairCache()->setInternalGhostPairCallback(ghostPairCallback); // Setup ghost check
- dynamicsWorld->getPairCache()->setOverlapFilterCallback(godotFilterCallback);
- if (soft_body_world_info) {
- soft_body_world_info->m_broadphase = broadphase;
- soft_body_world_info->m_dispatcher = dispatcher;
- soft_body_world_info->m_sparsesdf.Initialize();
- }
- update_gravity();
- }
- void SpaceBullet::destroy_world() {
- assert(NULL != broadphase);
- assert(NULL != dispatcher);
- assert(NULL != solver);
- assert(NULL != collisionConfiguration);
- assert(NULL != dynamicsWorld);
- assert(NULL != ghostPairCallback);
- assert(NULL != godotFilterCallback);
- /// The world elements (like: Collision Objects, Constraints, Shapes) are managed by godot
- dynamicsWorld->getBroadphase()->getOverlappingPairCache()->setInternalGhostPairCallback(NULL);
- dynamicsWorld->getPairCache()->setOverlapFilterCallback(NULL);
- bulletdelete(ghostPairCallback);
- bulletdelete(godotFilterCallback);
- // Deallocate world
- dynamicsWorld->~btDiscreteDynamicsWorld();
- free(dynamicsWorld);
- dynamicsWorld = NULL;
- bulletdelete(solver);
- bulletdelete(broadphase);
- bulletdelete(dispatcher);
- bulletdelete(collisionConfiguration);
- bulletdelete(soft_body_world_info);
- }
- void SpaceBullet::check_ghost_overlaps() {
- /// Algorith support variables
- btGjkEpaPenetrationDepthSolver gjk_epa_pen_solver;
- btVoronoiSimplexSolver gjk_simplex_solver;
- gjk_simplex_solver.setEqualVertexThreshold(0.f);
- btConvexShape *other_body_shape;
- btConvexShape *area_shape;
- btGjkPairDetector::ClosestPointInput gjk_input;
- AreaBullet *area;
- RigidCollisionObjectBullet *otherObject;
- int x(-1), i(-1), y(-1), z(-1), indexOverlap(-1);
- /// For each areas
- for (x = areas.size() - 1; 0 <= x; --x) {
- area = areas[x];
- if (!area->is_monitoring())
- continue;
- /// 1. Reset all states
- for (i = area->overlappingObjects.size() - 1; 0 <= i; --i) {
- AreaBullet::OverlappingObjectData &otherObj = area->overlappingObjects[i];
- // This check prevent the overwrite of ENTER state
- // if this function is called more times before dispatchCallbacks
- if (otherObj.state != AreaBullet::OVERLAP_STATE_ENTER) {
- otherObj.state = AreaBullet::OVERLAP_STATE_DIRTY;
- }
- }
- /// 2. Check all overlapping objects using GJK
- const btAlignedObjectArray<btCollisionObject *> ghostOverlaps = area->get_bt_ghost()->getOverlappingPairs();
- // For each overlapping
- for (i = ghostOverlaps.size() - 1; 0 <= i; --i) {
- if (!(ghostOverlaps[i]->getUserIndex() == CollisionObjectBullet::TYPE_RIGID_BODY || ghostOverlaps[i]->getUserIndex() == CollisionObjectBullet::TYPE_AREA))
- continue;
- otherObject = static_cast<RigidCollisionObjectBullet *>(ghostOverlaps[i]->getUserPointer());
- bool hasOverlap = false;
- // For each area shape
- for (y = area->get_compound_shape()->getNumChildShapes() - 1; 0 <= y; --y) {
- if (!area->get_compound_shape()->getChildShape(y)->isConvex())
- continue;
- gjk_input.m_transformA = area->get_transform__bullet() * area->get_compound_shape()->getChildTransform(y);
- area_shape = static_cast<btConvexShape *>(area->get_compound_shape()->getChildShape(y));
- // For each other object shape
- for (z = otherObject->get_compound_shape()->getNumChildShapes() - 1; 0 <= z; --z) {
- if (!otherObject->get_compound_shape()->getChildShape(z)->isConvex())
- continue;
- other_body_shape = static_cast<btConvexShape *>(otherObject->get_compound_shape()->getChildShape(z));
- gjk_input.m_transformB = otherObject->get_transform__bullet() * otherObject->get_compound_shape()->getChildTransform(z);
- btPointCollector result;
- btGjkPairDetector gjk_pair_detector(area_shape, other_body_shape, &gjk_simplex_solver, &gjk_epa_pen_solver);
- gjk_pair_detector.getClosestPoints(gjk_input, result, 0);
- if (0 >= result.m_distance) {
- hasOverlap = true;
- goto collision_found;
- }
- } // ~For each other object shape
- } // ~For each area shape
- collision_found:
- if (!hasOverlap)
- continue;
- indexOverlap = area->find_overlapping_object(otherObject);
- if (-1 == indexOverlap) {
- // Not found
- area->add_overlap(otherObject);
- } else {
- // Found
- area->put_overlap_as_inside(indexOverlap);
- }
- }
- /// 3. Remove not overlapping
- for (i = area->overlappingObjects.size() - 1; 0 <= i; --i) {
- // If the overlap has DIRTY state it means that it's no more overlapping
- if (area->overlappingObjects[i].state == AreaBullet::OVERLAP_STATE_DIRTY) {
- area->put_overlap_as_exit(i);
- }
- }
- }
- }
- void SpaceBullet::check_body_collision() {
- #ifdef DEBUG_ENABLED
- reset_debug_contact_count();
- #endif
- const int numManifolds = dynamicsWorld->getDispatcher()->getNumManifolds();
- for (int i = 0; i < numManifolds; ++i) {
- btPersistentManifold *contactManifold = dynamicsWorld->getDispatcher()->getManifoldByIndexInternal(i);
- const btCollisionObject *obA = contactManifold->getBody0();
- const btCollisionObject *obB = contactManifold->getBody1();
- if (btCollisionObject::CO_RIGID_BODY != obA->getInternalType() || btCollisionObject::CO_RIGID_BODY != obB->getInternalType()) {
- // This checks is required to be sure the ghost object is skipped
- // The ghost object "getUserPointer" return the BodyBullet owner so this check is required
- continue;
- }
- // Asserts all Godot objects are assigned
- assert(NULL != obA->getUserPointer());
- assert(NULL != obB->getUserPointer());
- // I know this static cast is a bit risky. But I'm checking its type just after it.
- // This allow me to avoid a lot of other cast and checks
- RigidBodyBullet *bodyA = static_cast<RigidBodyBullet *>(obA->getUserPointer());
- RigidBodyBullet *bodyB = static_cast<RigidBodyBullet *>(obB->getUserPointer());
- if (CollisionObjectBullet::TYPE_RIGID_BODY == bodyA->getType() && CollisionObjectBullet::TYPE_RIGID_BODY == bodyB->getType()) {
- if (!bodyA->can_add_collision() && !bodyB->can_add_collision()) {
- continue;
- }
- const int numContacts = contactManifold->getNumContacts();
- #define REPORT_ALL_CONTACTS 0
- #if REPORT_ALL_CONTACTS
- for (int j = 0; j < numContacts; j++) {
- btManifoldPoint &pt = contactManifold->getContactPoint(j);
- #else
- // Since I don't need report all contacts for these objects, I'll report only the first
- if (numContacts) {
- btManifoldPoint &pt = contactManifold->getContactPoint(0);
- #endif
- Vector3 collisionWorldPosition;
- Vector3 collisionLocalPosition;
- Vector3 normalOnB;
- B_TO_G(pt.m_normalWorldOnB, normalOnB);
- if (bodyA->can_add_collision()) {
- B_TO_G(pt.getPositionWorldOnB(), collisionWorldPosition);
- /// pt.m_localPointB Doesn't report the exact point in local space
- B_TO_G(pt.getPositionWorldOnB() - obB->getWorldTransform().getOrigin(), collisionLocalPosition);
- bodyA->add_collision_object(bodyB, collisionWorldPosition, collisionLocalPosition, normalOnB, pt.m_index1, pt.m_index0);
- }
- if (bodyB->can_add_collision()) {
- B_TO_G(pt.getPositionWorldOnA(), collisionWorldPosition);
- /// pt.m_localPointA Doesn't report the exact point in local space
- B_TO_G(pt.getPositionWorldOnA() - obA->getWorldTransform().getOrigin(), collisionLocalPosition);
- bodyB->add_collision_object(bodyA, collisionWorldPosition, collisionLocalPosition, normalOnB * -1, pt.m_index0, pt.m_index1);
- }
- #ifdef DEBUG_ENABLED
- if (is_debugging_contacts()) {
- add_debug_contact(collisionWorldPosition);
- }
- #endif
- }
- }
- }
- }
- void SpaceBullet::update_gravity() {
- btVector3 btGravity;
- G_TO_B(gravityDirection * gravityMagnitude, btGravity);
- dynamicsWorld->setGravity(btGravity);
- if (soft_body_world_info) {
- soft_body_world_info->m_gravity = btGravity;
- }
- }
- /// IMPORTANT: Please don't turn it ON this is not managed correctly!!
- /// I'm leaving this here just for future tests.
- /// Debug motion and normal vector drawing
- #define debug_test_motion 0
- #if debug_test_motion
- static ImmediateGeometry *motionVec(NULL);
- static ImmediateGeometry *normalLine(NULL);
- static Ref<SpatialMaterial> red_mat;
- static Ref<SpatialMaterial> blue_mat;
- #endif
- #define IGNORE_AREAS_TRUE true
- bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_from, const Vector3 &p_motion, real_t p_margin, PhysicsServer::MotionResult *r_result) {
- #if debug_test_motion
- /// Yes I know this is not good, but I've used it as fast debugging.
- /// I'm leaving it here just for speedup the other eventual debugs
- if (!normalLine) {
- motionVec = memnew(ImmediateGeometry);
- normalLine = memnew(ImmediateGeometry);
- SceneTree::get_singleton()->get_current_scene()->add_child(motionVec);
- SceneTree::get_singleton()->get_current_scene()->add_child(normalLine);
- red_mat = Ref<SpatialMaterial>(memnew(SpatialMaterial));
- red_mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
- red_mat->set_line_width(20.0);
- red_mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
- red_mat->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
- red_mat->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
- red_mat->set_albedo(Color(1, 0, 0, 1));
- motionVec->set_material_override(red_mat);
- blue_mat = Ref<SpatialMaterial>(memnew(SpatialMaterial));
- blue_mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
- blue_mat->set_line_width(20.0);
- blue_mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
- blue_mat->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
- blue_mat->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
- blue_mat->set_albedo(Color(0, 0, 1, 1));
- normalLine->set_material_override(blue_mat);
- }
- #endif
- ///// Release all generated manifolds
- //{
- // if(p_body->get_kinematic_utilities()){
- // for(int i= p_body->get_kinematic_utilities()->m_generatedManifold.size()-1; 0<=i; --i){
- // dispatcher->releaseManifold( p_body->get_kinematic_utilities()->m_generatedManifold[i] );
- // }
- // p_body->get_kinematic_utilities()->m_generatedManifold.clear();
- // }
- //}
- btVector3 recover_initial_position;
- recover_initial_position.setZero();
- /// I'm performing the unstack at the end of movement so I'm sure the player is unstacked even after the movement.
- /// I've removed the initial unstack because this is useful just for the first tick since after the first
- /// the real unstack is performed at the end of process.
- /// However I'm leaving here the old code.
- /// Note: It has a bug when two shapes touches something simultaneously the body is moved too much away (I'm not fixing it for the reason written above).
- #define INITIAL_UNSTACK 0
- #if !INITIAL_UNSTACK
- btTransform body_safe_position;
- G_TO_B(p_from, body_safe_position);
- //btTransform body_unsafe_positino;
- //G_TO_B(p_from, body_unsafe_positino);
- #else
- btTransform body_safe_position;
- btTransform body_unsafe_positino;
- { /// Phase one - multi shapes depenetration using margin
- G_TO_B(p_from, body_safe_position);
- G_TO_B(p_from, body_unsafe_positino);
- // MAX_PENETRATION_DEPTH Is useful have the ghost a bit penetrated so I can detect the floor easily
- recover_from_penetration(p_body, body_safe_position, MAX_PENETRATION_DEPTH, /* p_depenetration_speed */ 1, recover_initial_position);
- /// Not required if I put p_depenetration_speed = 1
- //for(int t = 0; t<4; ++t){
- // if(!recover_from_penetration(p_body, body_safe_position, MAX_PENETRATION_DEPTH, /* p_depenetration_speed */0.2, recover_initial_position)){
- // break;
- // }
- //}
- // Add recover position to "From" and "To" transforms
- body_safe_position.getOrigin() += recover_initial_position;
- }
- #endif
- int shape_most_recovered(-1);
- btVector3 recovered_motion;
- G_TO_B(p_motion, recovered_motion);
- const int shape_count(p_body->get_shape_count());
- { /// phase two - sweep test, from a secure position without margin
- #if debug_test_motion
- Vector3 sup_line;
- B_TO_G(body_safe_position.getOrigin(), sup_line);
- motionVec->clear();
- motionVec->begin(Mesh::PRIMITIVE_LINES, NULL);
- motionVec->add_vertex(sup_line);
- motionVec->add_vertex(sup_line + p_motion * 10);
- motionVec->end();
- #endif
- for (int shIndex = 0; shIndex < shape_count; ++shIndex) {
- if (p_body->is_shape_disabled(shIndex)) {
- continue;
- }
- btConvexShape *convex_shape_test(dynamic_cast<btConvexShape *>(p_body->get_bt_shape(shIndex)));
- if (!convex_shape_test) {
- // Skip no convex shape
- continue;
- }
- btTransform shape_xform_from;
- G_TO_B(p_body->get_shape_transform(shIndex), shape_xform_from);
- //btTransform shape_xform_to(shape_xform_from);
- // Add local shape transform
- shape_xform_from.getOrigin() += body_safe_position.getOrigin();
- shape_xform_from.getBasis() *= body_safe_position.getBasis();
- btTransform shape_xform_to(shape_xform_from);
- //shape_xform_to.getOrigin() += body_unsafe_positino.getOrigin();
- //shape_xform_to.getBasis() *= body_unsafe_positino.getBasis();
- shape_xform_to.getOrigin() += recovered_motion;
- GodotKinClosestConvexResultCallback btResult(shape_xform_from.getOrigin(), shape_xform_to.getOrigin(), p_body, IGNORE_AREAS_TRUE);
- btResult.m_collisionFilterGroup = p_body->get_collision_layer();
- btResult.m_collisionFilterMask = p_body->get_collision_mask();
- dynamicsWorld->convexSweepTest(convex_shape_test, shape_xform_from, shape_xform_to, btResult);
- if (btResult.hasHit()) {
- //recovered_motion *= btResult.m_closestHitFraction;
- /// Since for each sweep test I fix the motion of new shapes in base the recover result,
- /// if another shape will hit something it means that has a deepest recovering respect the previous shape
- shape_most_recovered = shIndex;
- }
- }
- }
- bool hasHit = false;
- { /// Phase three - contact test with margin
- btGhostObject *ghost = p_body->get_kinematic_utilities()->m_ghostObject;
- GodotRecoverAndClosestContactResultCallback result_callabck;
- if (false && 0 <= shape_most_recovered) {
- result_callabck.m_self_object = p_body;
- result_callabck.m_ignore_areas = IGNORE_AREAS_TRUE;
- result_callabck.m_collisionFilterGroup = p_body->get_collision_layer();
- result_callabck.m_collisionFilterMask = p_body->get_collision_mask();
- const RigidBodyBullet::KinematicShape &kin(p_body->get_kinematic_utilities()->m_shapes[shape_most_recovered]);
- ghost->setCollisionShape(kin.shape);
- ghost->setWorldTransform(body_safe_position);
- ghost->getWorldTransform().getOrigin() += recovered_motion;
- ghost->getWorldTransform().getOrigin() += kin.transform.getOrigin();
- ghost->getWorldTransform().getBasis() *= kin.transform.getBasis();
- dynamicsWorld->contactTest(ghost, result_callabck);
- recovered_motion += result_callabck.m_recover_penetration; // Required to avoid all kind of penetration
- } else {
- // The sweep result does not return a penetrated shape, so I've to check all shapes
- // Then return the most penetrated shape
- GodotRecoverAndClosestContactResultCallback iter_result_callabck(p_body, IGNORE_AREAS_TRUE);
- iter_result_callabck.m_collisionFilterGroup = p_body->get_collision_layer();
- iter_result_callabck.m_collisionFilterMask = p_body->get_collision_mask();
- btScalar max_penetration(99999999999);
- for (int i = 0; i < shape_count; ++i) {
- const RigidBodyBullet::KinematicShape &kin(p_body->get_kinematic_utilities()->m_shapes[i]);
- if (!kin.is_active()) {
- continue;
- }
- // reset callback each function
- iter_result_callabck.reset();
- ghost->setCollisionShape(kin.shape);
- ghost->setWorldTransform(body_safe_position);
- ghost->getWorldTransform().getOrigin() += recovered_motion;
- ghost->getWorldTransform().getOrigin() += kin.transform.getOrigin();
- ghost->getWorldTransform().getBasis() *= kin.transform.getBasis();
- dynamicsWorld->contactTest(ghost, iter_result_callabck);
- if (iter_result_callabck.hasHit()) {
- if (max_penetration > iter_result_callabck.m_penetration_distance) {
- max_penetration = iter_result_callabck.m_penetration_distance;
- shape_most_recovered = i;
- // This is more penetrated
- result_callabck.m_pointCollisionObject = iter_result_callabck.m_pointCollisionObject;
- result_callabck.m_pointNormalWorld = iter_result_callabck.m_pointNormalWorld;
- result_callabck.m_pointWorld = iter_result_callabck.m_pointWorld;
- result_callabck.m_penetration_distance = iter_result_callabck.m_penetration_distance;
- result_callabck.m_other_compound_shape_index = iter_result_callabck.m_other_compound_shape_index;
- recovered_motion += iter_result_callabck.m_recover_penetration; // Required to avoid all kind of penetration
- }
- }
- }
- }
- hasHit = result_callabck.hasHit();
- if (r_result) {
- B_TO_G(recovered_motion + recover_initial_position, r_result->motion);
- if (hasHit) {
- if (btCollisionObject::CO_RIGID_BODY != result_callabck.m_pointCollisionObject->getInternalType()) {
- ERR_PRINT("The collision is not against a rigid body. Please check what's going on.");
- goto EndExecution;
- }
- const btRigidBody *btRigid = static_cast<const btRigidBody *>(result_callabck.m_pointCollisionObject);
- CollisionObjectBullet *collisionObject = static_cast<CollisionObjectBullet *>(btRigid->getUserPointer());
- r_result->remainder = p_motion - r_result->motion; // is the remaining movements
- B_TO_G(result_callabck.m_pointWorld, r_result->collision_point);
- B_TO_G(result_callabck.m_pointNormalWorld, r_result->collision_normal);
- B_TO_G(btRigid->getVelocityInLocalPoint(result_callabck.m_pointWorld - btRigid->getWorldTransform().getOrigin()), r_result->collider_velocity); // It calculates velocity at point and assign it using special function Bullet_to_Godot
- r_result->collider = collisionObject->get_self();
- r_result->collider_id = collisionObject->get_instance_id();
- r_result->collider_shape = result_callabck.m_other_compound_shape_index;
- r_result->collision_local_shape = shape_most_recovered;
- //{ /// Add manifold point to manage collisions
- // btPersistentManifold* manifold = dynamicsWorld->getDispatcher()->getNewManifold(p_body->getBtBody(), btRigid);
- // btManifoldPoint manifoldPoint(result_callabck.m_pointWorld, result_callabck.m_pointWorld, result_callabck.m_pointNormalWorld, result_callabck.m_penetration_distance);
- // manifoldPoint.m_index0 = r_result->collision_local_shape;
- // manifoldPoint.m_index1 = r_result->collider_shape;
- // manifold->addManifoldPoint(manifoldPoint);
- // p_body->get_kinematic_utilities()->m_generatedManifold.push_back(manifold);
- //}
- #if debug_test_motion
- Vector3 sup_line2;
- B_TO_G(recovered_motion, sup_line2);
- //Vector3 sup_pos;
- //B_TO_G( pt.getPositionWorldOnB(), sup_pos);
- normalLine->clear();
- normalLine->begin(Mesh::PRIMITIVE_LINES, NULL);
- normalLine->add_vertex(r_result->collision_point);
- normalLine->add_vertex(r_result->collision_point + r_result->collision_normal * 10);
- normalLine->end();
- #endif
- } else {
- r_result->remainder = Vector3();
- }
- }
- }
- EndExecution:
- p_body->get_kinematic_utilities()->resetDefShape();
- return hasHit;
- }
- /// Note: It has a bug when two shapes touches something simultaneously the body is moved too much away
- /// (I'm not fixing it because I don't use it).
- bool SpaceBullet::recover_from_penetration(RigidBodyBullet *p_body, const btTransform &p_from, btScalar p_maxPenetrationDepth, btScalar p_depenetration_speed, btVector3 &out_recover_position) {
- bool penetration = false;
- btPairCachingGhostObject *ghost = p_body->get_kinematic_utilities()->m_ghostObject;
- for (int kinIndex = p_body->get_kinematic_utilities()->m_shapes.size() - 1; 0 <= kinIndex; --kinIndex) {
- const RigidBodyBullet::KinematicShape &kin_shape(p_body->get_kinematic_utilities()->m_shapes[kinIndex]);
- if (!kin_shape.is_active()) {
- continue;
- }
- btConvexShape *convexShape = kin_shape.shape;
- btTransform shape_xform(kin_shape.transform);
- // from local to world
- shape_xform.getOrigin() += p_from.getOrigin();
- shape_xform.getBasis() *= p_from.getBasis();
- // Apply last recovery to avoid doubling the recovering
- shape_xform.getOrigin() += out_recover_position;
- ghost->setCollisionShape(convexShape);
- ghost->setWorldTransform(shape_xform);
- btVector3 minAabb, maxAabb;
- convexShape->getAabb(shape_xform, minAabb, maxAabb);
- dynamicsWorld->getBroadphase()->setAabb(ghost->getBroadphaseHandle(),
- minAabb,
- maxAabb,
- dynamicsWorld->getDispatcher());
- dynamicsWorld->getDispatcher()->dispatchAllCollisionPairs(ghost->getOverlappingPairCache(), dynamicsWorld->getDispatchInfo(), dynamicsWorld->getDispatcher());
- for (int i = 0; i < ghost->getOverlappingPairCache()->getNumOverlappingPairs(); ++i) {
- p_body->get_kinematic_utilities()->m_manifoldArray.resize(0);
- btBroadphasePair *collisionPair = &ghost->getOverlappingPairCache()->getOverlappingPairArray()[i];
- btCollisionObject *obj0 = static_cast<btCollisionObject *>(collisionPair->m_pProxy0->m_clientObject);
- btCollisionObject *obj1 = static_cast<btCollisionObject *>(collisionPair->m_pProxy1->m_clientObject);
- if ((obj0 && !obj0->hasContactResponse()) || (obj1 && !obj1->hasContactResponse()))
- continue;
- // This is not required since the dispatched does all the job
- //if (!needsCollision(obj0, obj1))
- // continue;
- if (collisionPair->m_algorithm)
- collisionPair->m_algorithm->getAllContactManifolds(p_body->get_kinematic_utilities()->m_manifoldArray);
- for (int j = 0; j < p_body->get_kinematic_utilities()->m_manifoldArray.size(); ++j) {
- btPersistentManifold *manifold = p_body->get_kinematic_utilities()->m_manifoldArray[j];
- btScalar directionSign = manifold->getBody0() == ghost ? btScalar(-1.0) : btScalar(1.0);
- for (int p = 0; p < manifold->getNumContacts(); ++p) {
- const btManifoldPoint &pt = manifold->getContactPoint(p);
- btScalar dist = pt.getDistance();
- if (dist < -p_maxPenetrationDepth) {
- penetration = true;
- out_recover_position += pt.m_normalWorldOnB * directionSign * (dist + p_maxPenetrationDepth) * p_depenetration_speed;
- //print_line("penetrate distance: " + rtos(dist));
- }
- //else {
- // print_line("touching distance: " + rtos(dist));
- //}
- }
- }
- }
- }
- p_body->get_kinematic_utilities()->resetDefShape();
- return penetration;
- }
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