jolt_area_3d.cpp 22 KB

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  1. /**************************************************************************/
  2. /* jolt_area_3d.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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 "jolt_area_3d.h"
  31. #include "../jolt_project_settings.h"
  32. #include "../misc/jolt_type_conversions.h"
  33. #include "../shapes/jolt_shape_3d.h"
  34. #include "../spaces/jolt_broad_phase_layer.h"
  35. #include "../spaces/jolt_space_3d.h"
  36. #include "jolt_body_3d.h"
  37. #include "jolt_group_filter.h"
  38. #include "jolt_soft_body_3d.h"
  39. namespace {
  40. constexpr double DEFAULT_WIND_FORCE_MAGNITUDE = 0.0;
  41. constexpr double DEFAULT_WIND_ATTENUATION_FACTOR = 0.0;
  42. const Vector3 DEFAULT_WIND_SOURCE = Vector3();
  43. const Vector3 DEFAULT_WIND_DIRECTION = Vector3();
  44. } // namespace
  45. JPH::BroadPhaseLayer JoltArea3D::_get_broad_phase_layer() const {
  46. return monitorable ? JoltBroadPhaseLayer::AREA_DETECTABLE : JoltBroadPhaseLayer::AREA_UNDETECTABLE;
  47. }
  48. JPH::ObjectLayer JoltArea3D::_get_object_layer() const {
  49. ERR_FAIL_NULL_V(space, 0);
  50. return space->map_to_object_layer(_get_broad_phase_layer(), collision_layer, collision_mask);
  51. }
  52. void JoltArea3D::_add_to_space() {
  53. jolt_shape = build_shapes(true);
  54. JPH::CollisionGroup::GroupID group_id = 0;
  55. JPH::CollisionGroup::SubGroupID sub_group_id = 0;
  56. JoltGroupFilter::encode_object(this, group_id, sub_group_id);
  57. jolt_settings->mUserData = reinterpret_cast<JPH::uint64>(this);
  58. jolt_settings->mObjectLayer = _get_object_layer();
  59. jolt_settings->mCollisionGroup = JPH::CollisionGroup(nullptr, group_id, sub_group_id);
  60. jolt_settings->mMotionType = _get_motion_type();
  61. jolt_settings->mIsSensor = true;
  62. jolt_settings->mUseManifoldReduction = false;
  63. jolt_settings->mOverrideMassProperties = JPH::EOverrideMassProperties::MassAndInertiaProvided;
  64. jolt_settings->mMassPropertiesOverride.mMass = 1.0f;
  65. jolt_settings->mMassPropertiesOverride.mInertia = JPH::Mat44::sIdentity();
  66. if (JoltProjectSettings::areas_detect_static_bodies()) {
  67. jolt_settings->mCollideKinematicVsNonDynamic = true;
  68. }
  69. jolt_settings->SetShape(jolt_shape);
  70. const JPH::BodyID new_jolt_id = space->add_rigid_body(*this, *jolt_settings);
  71. if (new_jolt_id.IsInvalid()) {
  72. return;
  73. }
  74. jolt_id = new_jolt_id;
  75. delete jolt_settings;
  76. jolt_settings = nullptr;
  77. }
  78. void JoltArea3D::_enqueue_call_queries() {
  79. if (space != nullptr) {
  80. space->enqueue_call_queries(&call_queries_element);
  81. }
  82. }
  83. void JoltArea3D::_dequeue_call_queries() {
  84. if (space != nullptr) {
  85. space->dequeue_call_queries(&call_queries_element);
  86. }
  87. }
  88. void JoltArea3D::_add_shape_pair(Overlap &p_overlap, const JPH::BodyID &p_body_id, const JPH::SubShapeID &p_other_shape_id, const JPH::SubShapeID &p_self_shape_id) {
  89. const JoltReadableBody3D other_jolt_body = space->read_body(p_body_id);
  90. const JoltShapedObject3D *other_object = other_jolt_body.as_shaped();
  91. ERR_FAIL_NULL(other_object);
  92. p_overlap.rid = other_object->get_rid();
  93. p_overlap.instance_id = other_object->get_instance_id();
  94. ShapeIndexPair &shape_indices = p_overlap.shape_pairs[{ p_other_shape_id, p_self_shape_id }];
  95. shape_indices.other = other_object->find_shape_index(p_other_shape_id);
  96. shape_indices.self = find_shape_index(p_self_shape_id);
  97. p_overlap.pending_added.push_back(shape_indices);
  98. _events_changed();
  99. }
  100. bool JoltArea3D::_remove_shape_pair(Overlap &p_overlap, const JPH::SubShapeID &p_other_shape_id, const JPH::SubShapeID &p_self_shape_id) {
  101. HashMap<ShapeIDPair, ShapeIndexPair, ShapeIDPair>::Iterator shape_pair = p_overlap.shape_pairs.find(ShapeIDPair(p_other_shape_id, p_self_shape_id));
  102. if (shape_pair == p_overlap.shape_pairs.end()) {
  103. return false;
  104. }
  105. p_overlap.pending_removed.push_back(shape_pair->value);
  106. p_overlap.shape_pairs.remove(shape_pair);
  107. _events_changed();
  108. return true;
  109. }
  110. void JoltArea3D::_flush_events(OverlapsById &p_objects, const Callable &p_callback) {
  111. for (OverlapsById::Iterator E = p_objects.begin(); E;) {
  112. Overlap &overlap = E->value;
  113. if (p_callback.is_valid()) {
  114. for (ShapeIndexPair &shape_indices : overlap.pending_removed) {
  115. _report_event(p_callback, PhysicsServer3D::AREA_BODY_REMOVED, overlap.rid, overlap.instance_id, shape_indices.other, shape_indices.self);
  116. }
  117. for (ShapeIndexPair &shape_indices : overlap.pending_added) {
  118. _report_event(p_callback, PhysicsServer3D::AREA_BODY_ADDED, overlap.rid, overlap.instance_id, shape_indices.other, shape_indices.self);
  119. }
  120. }
  121. overlap.pending_removed.clear();
  122. overlap.pending_added.clear();
  123. OverlapsById::Iterator next = E;
  124. ++next;
  125. if (overlap.shape_pairs.is_empty()) {
  126. p_objects.remove(E);
  127. }
  128. E = next;
  129. }
  130. }
  131. void JoltArea3D::_report_event(const Callable &p_callback, PhysicsServer3D::AreaBodyStatus p_status, const RID &p_other_rid, ObjectID p_other_instance_id, int p_other_shape_index, int p_self_shape_index) const {
  132. ERR_FAIL_COND(!p_callback.is_valid());
  133. const Variant arg1 = p_status;
  134. const Variant arg2 = p_other_rid;
  135. const Variant arg3 = p_other_instance_id;
  136. const Variant arg4 = p_other_shape_index;
  137. const Variant arg5 = p_self_shape_index;
  138. const Variant *args[5] = { &arg1, &arg2, &arg3, &arg4, &arg5 };
  139. Callable::CallError ce;
  140. Variant ret;
  141. p_callback.callp(args, 5, ret, ce);
  142. if (unlikely(ce.error != Callable::CallError::CALL_OK)) {
  143. ERR_PRINT_ONCE(vformat("Failed to call area monitor callback for '%s'. It returned the following error: '%s'.", to_string(), Variant::get_callable_error_text(p_callback, args, 5, ce)));
  144. }
  145. }
  146. void JoltArea3D::_notify_body_entered(const JPH::BodyID &p_body_id) {
  147. const JoltReadableBody3D jolt_body = space->read_body(p_body_id);
  148. JoltBody3D *body = jolt_body.as_body();
  149. if (unlikely(body == nullptr)) {
  150. return;
  151. }
  152. body->add_area(this);
  153. }
  154. void JoltArea3D::_notify_body_exited(const JPH::BodyID &p_body_id) {
  155. const JoltReadableBody3D jolt_body = space->read_body(p_body_id);
  156. JoltBody3D *body = jolt_body.as_body();
  157. if (unlikely(body == nullptr)) {
  158. return;
  159. }
  160. body->remove_area(this);
  161. }
  162. void JoltArea3D::_force_bodies_entered() {
  163. for (KeyValue<JPH::BodyID, Overlap> &E : bodies_by_id) {
  164. Overlap &body = E.value;
  165. if (unlikely(body.shape_pairs.is_empty())) {
  166. continue;
  167. }
  168. for (const KeyValue<ShapeIDPair, ShapeIndexPair> &P : body.shape_pairs) {
  169. body.pending_removed.erase(P.value);
  170. body.pending_added.push_back(P.value);
  171. }
  172. _events_changed();
  173. }
  174. }
  175. void JoltArea3D::_force_bodies_exited(bool p_remove) {
  176. for (KeyValue<JPH::BodyID, Overlap> &E : bodies_by_id) {
  177. const JPH::BodyID &id = E.key;
  178. Overlap &body = E.value;
  179. if (unlikely(body.shape_pairs.is_empty())) {
  180. continue;
  181. }
  182. for (const KeyValue<ShapeIDPair, ShapeIndexPair> &P : body.shape_pairs) {
  183. body.pending_added.erase(P.value);
  184. body.pending_removed.push_back(P.value);
  185. }
  186. _events_changed();
  187. if (p_remove) {
  188. body.shape_pairs.clear();
  189. _notify_body_exited(id);
  190. }
  191. }
  192. }
  193. void JoltArea3D::_force_areas_entered() {
  194. for (KeyValue<JPH::BodyID, Overlap> &E : areas_by_id) {
  195. Overlap &area = E.value;
  196. if (unlikely(area.shape_pairs.is_empty())) {
  197. continue;
  198. }
  199. for (const KeyValue<ShapeIDPair, ShapeIndexPair> &P : area.shape_pairs) {
  200. area.pending_removed.erase(P.value);
  201. area.pending_added.push_back(P.value);
  202. }
  203. _events_changed();
  204. }
  205. }
  206. void JoltArea3D::_force_areas_exited(bool p_remove) {
  207. for (KeyValue<JPH::BodyID, Overlap> &E : areas_by_id) {
  208. Overlap &area = E.value;
  209. if (unlikely(area.shape_pairs.is_empty())) {
  210. continue;
  211. }
  212. for (const KeyValue<ShapeIDPair, ShapeIndexPair> &P : area.shape_pairs) {
  213. area.pending_added.erase(P.value);
  214. area.pending_removed.push_back(P.value);
  215. }
  216. _events_changed();
  217. if (p_remove) {
  218. area.shape_pairs.clear();
  219. }
  220. }
  221. }
  222. void JoltArea3D::_update_group_filter() {
  223. if (!in_space()) {
  224. return;
  225. }
  226. const JoltWritableBody3D body = space->write_body(jolt_id);
  227. ERR_FAIL_COND(body.is_invalid());
  228. body->GetCollisionGroup().SetGroupFilter(JoltGroupFilter::instance);
  229. }
  230. void JoltArea3D::_update_default_gravity() {
  231. if (is_default_area()) {
  232. space->get_physics_system().SetGravity(to_jolt(gravity_vector) * gravity);
  233. }
  234. }
  235. void JoltArea3D::_space_changing() {
  236. JoltShapedObject3D::_space_changing();
  237. if (space != nullptr) {
  238. // Ideally we would rely on our contact listener to report all the exits when we move
  239. // between (or out of) spaces, but because our Jolt body is going to be destroyed when we
  240. // leave this space the contact listener won't be able to retrieve the corresponding area
  241. // and as such cannot report any exits, so we're forced to do it manually instead.
  242. _force_bodies_exited(true);
  243. _force_areas_exited(true);
  244. }
  245. _dequeue_call_queries();
  246. }
  247. void JoltArea3D::_space_changed() {
  248. JoltShapedObject3D::_space_changed();
  249. _update_group_filter();
  250. _update_default_gravity();
  251. }
  252. void JoltArea3D::_events_changed() {
  253. _enqueue_call_queries();
  254. }
  255. void JoltArea3D::_body_monitoring_changed() {
  256. if (has_body_monitor_callback()) {
  257. _force_bodies_entered();
  258. } else {
  259. _force_bodies_exited(false);
  260. }
  261. }
  262. void JoltArea3D::_area_monitoring_changed() {
  263. if (has_area_monitor_callback()) {
  264. _force_areas_entered();
  265. } else {
  266. _force_areas_exited(false);
  267. }
  268. }
  269. void JoltArea3D::_monitorable_changed() {
  270. _update_object_layer();
  271. }
  272. void JoltArea3D::_gravity_changed() {
  273. _update_default_gravity();
  274. }
  275. JoltArea3D::JoltArea3D() :
  276. JoltShapedObject3D(OBJECT_TYPE_AREA),
  277. call_queries_element(this) {
  278. }
  279. bool JoltArea3D::is_default_area() const {
  280. return space != nullptr && space->get_default_area() == this;
  281. }
  282. void JoltArea3D::set_default_area(bool p_value) {
  283. if (p_value) {
  284. _update_default_gravity();
  285. }
  286. }
  287. void JoltArea3D::set_transform(Transform3D p_transform) {
  288. JOLT_ENSURE_SCALE_NOT_ZERO(p_transform, vformat("An invalid transform was passed to area '%s'.", to_string()));
  289. const Vector3 new_scale = p_transform.basis.get_scale();
  290. // Ideally we would do an exact comparison here, but due to floating-point precision this would be invalidated very often.
  291. if (!scale.is_equal_approx(new_scale)) {
  292. scale = new_scale;
  293. _shapes_changed();
  294. }
  295. p_transform.basis.orthonormalize();
  296. if (!in_space()) {
  297. jolt_settings->mPosition = to_jolt_r(p_transform.origin);
  298. jolt_settings->mRotation = to_jolt(p_transform.basis);
  299. } else {
  300. space->get_body_iface().SetPositionAndRotation(jolt_id, to_jolt_r(p_transform.origin), to_jolt(p_transform.basis), JPH::EActivation::DontActivate);
  301. }
  302. }
  303. Variant JoltArea3D::get_param(PhysicsServer3D::AreaParameter p_param) const {
  304. switch (p_param) {
  305. case PhysicsServer3D::AREA_PARAM_GRAVITY_OVERRIDE_MODE: {
  306. return get_gravity_mode();
  307. }
  308. case PhysicsServer3D::AREA_PARAM_GRAVITY: {
  309. return get_gravity();
  310. }
  311. case PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR: {
  312. return get_gravity_vector();
  313. }
  314. case PhysicsServer3D::AREA_PARAM_GRAVITY_IS_POINT: {
  315. return is_point_gravity();
  316. }
  317. case PhysicsServer3D::AREA_PARAM_GRAVITY_POINT_UNIT_DISTANCE: {
  318. return get_point_gravity_distance();
  319. }
  320. case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE: {
  321. return get_linear_damp_mode();
  322. }
  323. case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP: {
  324. return get_linear_damp();
  325. }
  326. case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE: {
  327. return get_angular_damp_mode();
  328. }
  329. case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP: {
  330. return get_angular_damp();
  331. }
  332. case PhysicsServer3D::AREA_PARAM_PRIORITY: {
  333. return get_priority();
  334. }
  335. case PhysicsServer3D::AREA_PARAM_WIND_FORCE_MAGNITUDE: {
  336. return DEFAULT_WIND_FORCE_MAGNITUDE;
  337. }
  338. case PhysicsServer3D::AREA_PARAM_WIND_SOURCE: {
  339. return DEFAULT_WIND_SOURCE;
  340. }
  341. case PhysicsServer3D::AREA_PARAM_WIND_DIRECTION: {
  342. return DEFAULT_WIND_DIRECTION;
  343. }
  344. case PhysicsServer3D::AREA_PARAM_WIND_ATTENUATION_FACTOR: {
  345. return DEFAULT_WIND_ATTENUATION_FACTOR;
  346. }
  347. default: {
  348. ERR_FAIL_V_MSG(Variant(), vformat("Unhandled area parameter: '%d'. This should not happen. Please report this.", p_param));
  349. }
  350. }
  351. }
  352. void JoltArea3D::set_param(PhysicsServer3D::AreaParameter p_param, const Variant &p_value) {
  353. switch (p_param) {
  354. case PhysicsServer3D::AREA_PARAM_GRAVITY_OVERRIDE_MODE: {
  355. set_gravity_mode((OverrideMode)(int)p_value);
  356. } break;
  357. case PhysicsServer3D::AREA_PARAM_GRAVITY: {
  358. set_gravity(p_value);
  359. } break;
  360. case PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR: {
  361. set_gravity_vector(p_value);
  362. } break;
  363. case PhysicsServer3D::AREA_PARAM_GRAVITY_IS_POINT: {
  364. set_point_gravity(p_value);
  365. } break;
  366. case PhysicsServer3D::AREA_PARAM_GRAVITY_POINT_UNIT_DISTANCE: {
  367. set_point_gravity_distance(p_value);
  368. } break;
  369. case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE: {
  370. set_linear_damp_mode((OverrideMode)(int)p_value);
  371. } break;
  372. case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP: {
  373. set_area_linear_damp(p_value);
  374. } break;
  375. case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE: {
  376. set_angular_damp_mode((OverrideMode)(int)p_value);
  377. } break;
  378. case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP: {
  379. set_area_angular_damp(p_value);
  380. } break;
  381. case PhysicsServer3D::AREA_PARAM_PRIORITY: {
  382. set_priority(p_value);
  383. } break;
  384. case PhysicsServer3D::AREA_PARAM_WIND_FORCE_MAGNITUDE: {
  385. if (!Math::is_equal_approx((double)p_value, DEFAULT_WIND_FORCE_MAGNITUDE)) {
  386. WARN_PRINT(vformat("Invalid wind force magnitude for '%s'. Area wind force magnitude is not supported when using Jolt Physics. Any such value will be ignored.", to_string()));
  387. }
  388. } break;
  389. case PhysicsServer3D::AREA_PARAM_WIND_SOURCE: {
  390. if (!((Vector3)p_value).is_equal_approx(DEFAULT_WIND_SOURCE)) {
  391. WARN_PRINT(vformat("Invalid wind source for '%s'. Area wind source is not supported when using Jolt Physics. Any such value will be ignored.", to_string()));
  392. }
  393. } break;
  394. case PhysicsServer3D::AREA_PARAM_WIND_DIRECTION: {
  395. if (!((Vector3)p_value).is_equal_approx(DEFAULT_WIND_DIRECTION)) {
  396. WARN_PRINT(vformat("Invalid wind direction for '%s'. Area wind direction is not supported when using Jolt Physics. Any such value will be ignored.", to_string()));
  397. }
  398. } break;
  399. case PhysicsServer3D::AREA_PARAM_WIND_ATTENUATION_FACTOR: {
  400. if (!Math::is_equal_approx((double)p_value, DEFAULT_WIND_ATTENUATION_FACTOR)) {
  401. WARN_PRINT(vformat("Invalid wind attenuation for '%s'. Area wind attenuation is not supported when using Jolt Physics. Any such value will be ignored.", to_string()));
  402. }
  403. } break;
  404. default: {
  405. ERR_FAIL_MSG(vformat("Unhandled area parameter: '%d'. This should not happen. Please report this.", p_param));
  406. } break;
  407. }
  408. }
  409. void JoltArea3D::set_body_monitor_callback(const Callable &p_callback) {
  410. if (p_callback == body_monitor_callback) {
  411. return;
  412. }
  413. body_monitor_callback = p_callback;
  414. _body_monitoring_changed();
  415. }
  416. void JoltArea3D::set_area_monitor_callback(const Callable &p_callback) {
  417. if (p_callback == area_monitor_callback) {
  418. return;
  419. }
  420. area_monitor_callback = p_callback;
  421. _area_monitoring_changed();
  422. }
  423. void JoltArea3D::set_monitorable(bool p_monitorable) {
  424. if (p_monitorable == monitorable) {
  425. return;
  426. }
  427. monitorable = p_monitorable;
  428. _monitorable_changed();
  429. }
  430. bool JoltArea3D::can_monitor(const JoltBody3D &p_other) const {
  431. return (collision_mask & p_other.get_collision_layer()) != 0;
  432. }
  433. bool JoltArea3D::can_monitor(const JoltSoftBody3D &p_other) const {
  434. return false;
  435. }
  436. bool JoltArea3D::can_monitor(const JoltArea3D &p_other) const {
  437. return p_other.is_monitorable() && (collision_mask & p_other.get_collision_layer()) != 0;
  438. }
  439. bool JoltArea3D::can_interact_with(const JoltBody3D &p_other) const {
  440. return can_monitor(p_other);
  441. }
  442. bool JoltArea3D::can_interact_with(const JoltSoftBody3D &p_other) const {
  443. return false;
  444. }
  445. bool JoltArea3D::can_interact_with(const JoltArea3D &p_other) const {
  446. return can_monitor(p_other) || p_other.can_monitor(*this);
  447. }
  448. Vector3 JoltArea3D::get_velocity_at_position(const Vector3 &p_position) const {
  449. return Vector3();
  450. }
  451. void JoltArea3D::set_point_gravity(bool p_enabled) {
  452. if (point_gravity == p_enabled) {
  453. return;
  454. }
  455. point_gravity = p_enabled;
  456. _gravity_changed();
  457. }
  458. void JoltArea3D::set_gravity(float p_gravity) {
  459. if (gravity == p_gravity) {
  460. return;
  461. }
  462. gravity = p_gravity;
  463. _gravity_changed();
  464. }
  465. void JoltArea3D::set_point_gravity_distance(float p_distance) {
  466. if (point_gravity_distance == p_distance) {
  467. return;
  468. }
  469. point_gravity_distance = p_distance;
  470. _gravity_changed();
  471. }
  472. void JoltArea3D::set_gravity_mode(OverrideMode p_mode) {
  473. if (gravity_mode == p_mode) {
  474. return;
  475. }
  476. gravity_mode = p_mode;
  477. _gravity_changed();
  478. }
  479. void JoltArea3D::set_gravity_vector(const Vector3 &p_vector) {
  480. if (gravity_vector == p_vector) {
  481. return;
  482. }
  483. gravity_vector = p_vector;
  484. _gravity_changed();
  485. }
  486. Vector3 JoltArea3D::compute_gravity(const Vector3 &p_position) const {
  487. if (!point_gravity) {
  488. return gravity_vector * gravity;
  489. }
  490. const Vector3 point = get_transform_scaled().xform(gravity_vector);
  491. const Vector3 to_point = point - p_position;
  492. const real_t to_point_dist_sq = MAX(to_point.length_squared(), (real_t)CMP_EPSILON);
  493. const Vector3 to_point_dir = to_point / Math::sqrt(to_point_dist_sq);
  494. if (point_gravity_distance == 0.0f) {
  495. return to_point_dir * gravity;
  496. }
  497. const float gravity_dist_sq = point_gravity_distance * point_gravity_distance;
  498. return to_point_dir * (gravity * gravity_dist_sq / to_point_dist_sq);
  499. }
  500. void JoltArea3D::body_shape_entered(const JPH::BodyID &p_body_id, const JPH::SubShapeID &p_other_shape_id, const JPH::SubShapeID &p_self_shape_id) {
  501. Overlap &overlap = bodies_by_id[p_body_id];
  502. if (overlap.shape_pairs.is_empty()) {
  503. _notify_body_entered(p_body_id);
  504. }
  505. _add_shape_pair(overlap, p_body_id, p_other_shape_id, p_self_shape_id);
  506. }
  507. bool JoltArea3D::body_shape_exited(const JPH::BodyID &p_body_id, const JPH::SubShapeID &p_other_shape_id, const JPH::SubShapeID &p_self_shape_id) {
  508. Overlap *overlap = bodies_by_id.getptr(p_body_id);
  509. if (overlap == nullptr) {
  510. return false;
  511. }
  512. if (!_remove_shape_pair(*overlap, p_other_shape_id, p_self_shape_id)) {
  513. return false;
  514. }
  515. if (overlap->shape_pairs.is_empty()) {
  516. _notify_body_exited(p_body_id);
  517. }
  518. return true;
  519. }
  520. void JoltArea3D::area_shape_entered(const JPH::BodyID &p_body_id, const JPH::SubShapeID &p_other_shape_id, const JPH::SubShapeID &p_self_shape_id) {
  521. _add_shape_pair(areas_by_id[p_body_id], p_body_id, p_other_shape_id, p_self_shape_id);
  522. }
  523. bool JoltArea3D::area_shape_exited(const JPH::BodyID &p_body_id, const JPH::SubShapeID &p_other_shape_id, const JPH::SubShapeID &p_self_shape_id) {
  524. Overlap *overlap = areas_by_id.getptr(p_body_id);
  525. if (overlap == nullptr) {
  526. return false;
  527. }
  528. return _remove_shape_pair(*overlap, p_other_shape_id, p_self_shape_id);
  529. }
  530. bool JoltArea3D::shape_exited(const JPH::BodyID &p_body_id, const JPH::SubShapeID &p_other_shape_id, const JPH::SubShapeID &p_self_shape_id) {
  531. return body_shape_exited(p_body_id, p_other_shape_id, p_self_shape_id) || area_shape_exited(p_body_id, p_other_shape_id, p_self_shape_id);
  532. }
  533. void JoltArea3D::body_exited(const JPH::BodyID &p_body_id, bool p_notify) {
  534. Overlap *overlap = bodies_by_id.getptr(p_body_id);
  535. if (unlikely(overlap == nullptr)) {
  536. return;
  537. }
  538. if (unlikely(overlap->shape_pairs.is_empty())) {
  539. return;
  540. }
  541. for (const KeyValue<ShapeIDPair, ShapeIndexPair> &E : overlap->shape_pairs) {
  542. overlap->pending_added.erase(E.value);
  543. overlap->pending_removed.push_back(E.value);
  544. }
  545. _events_changed();
  546. overlap->shape_pairs.clear();
  547. if (p_notify) {
  548. _notify_body_exited(p_body_id);
  549. }
  550. }
  551. void JoltArea3D::area_exited(const JPH::BodyID &p_body_id) {
  552. Overlap *overlap = areas_by_id.getptr(p_body_id);
  553. if (unlikely(overlap == nullptr)) {
  554. return;
  555. }
  556. if (unlikely(overlap->shape_pairs.is_empty())) {
  557. return;
  558. }
  559. for (const KeyValue<ShapeIDPair, ShapeIndexPair> &E : overlap->shape_pairs) {
  560. overlap->pending_added.erase(E.value);
  561. overlap->pending_removed.push_back(E.value);
  562. }
  563. _events_changed();
  564. overlap->shape_pairs.clear();
  565. }
  566. void JoltArea3D::call_queries() {
  567. _flush_events(bodies_by_id, body_monitor_callback);
  568. _flush_events(areas_by_id, area_monitor_callback);
  569. }