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			227 lines
		
	
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			227 lines
		
	
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  space_bullet.h                                                       */
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| /*************************************************************************/
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| /*                       This file is part of:                           */
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| /*                           GODOT ENGINE                                */
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| /*                      https://godotengine.org                          */
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| /*************************************************************************/
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| /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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| /*                                                                       */
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| /* Permission is hereby granted, free of charge, to any person obtaining */
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| /* a copy of this software and associated documentation files (the       */
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| /* "Software"), to deal in the Software without restriction, including   */
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| /* without limitation the rights to use, copy, modify, merge, publish,   */
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| /* distribute, sublicense, and/or sell copies of the Software, and to    */
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| /* permit persons to whom the Software is furnished to do so, subject to */
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| /* the following conditions:                                             */
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| /*                                                                       */
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| /* The above copyright notice and this permission notice shall be        */
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| /* included in all copies or substantial portions of the Software.       */
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| /*                                                                       */
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| /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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| /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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| /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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| /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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| /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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| /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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| /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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| /*************************************************************************/
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| 
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| #ifndef SPACE_BULLET_H
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| #define SPACE_BULLET_H
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| 
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| #include "core/variant.h"
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| #include "core/vector.h"
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| #include "godot_result_callbacks.h"
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| #include "rid_bullet.h"
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| #include "servers/physics_server.h"
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| 
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| #include <BulletCollision/BroadphaseCollision/btBroadphaseProxy.h>
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| #include <BulletCollision/BroadphaseCollision/btOverlappingPairCache.h>
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| #include <LinearMath/btScalar.h>
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| #include <LinearMath/btTransform.h>
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| #include <LinearMath/btVector3.h>
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| 
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| /**
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| 	@author AndreaCatania
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| */
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| 
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| class AreaBullet;
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| class btBroadphaseInterface;
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| class btCollisionDispatcher;
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| class btConstraintSolver;
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| class btDefaultCollisionConfiguration;
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| class btDynamicsWorld;
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| class btDiscreteDynamicsWorld;
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| class btEmptyShape;
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| class btGhostPairCallback;
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| class btSoftRigidDynamicsWorld;
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| struct btSoftBodyWorldInfo;
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| class ConstraintBullet;
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| class CollisionObjectBullet;
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| class RigidBodyBullet;
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| class SpaceBullet;
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| class SoftBodyBullet;
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| class btGjkEpaPenetrationDepthSolver;
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| 
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| extern ContactAddedCallback gContactAddedCallback;
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| 
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| class BulletPhysicsDirectSpaceState : public PhysicsDirectSpaceState {
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| 	GDCLASS(BulletPhysicsDirectSpaceState, PhysicsDirectSpaceState);
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| 
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| private:
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| 	SpaceBullet *space;
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| 
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| public:
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| 	BulletPhysicsDirectSpaceState(SpaceBullet *p_space);
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| 
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| 	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);
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| 	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);
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| 	virtual int intersect_shape(const RID &p_shape, const Transform &p_xform, float 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);
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| 	virtual bool cast_motion(const RID &p_shape, const Transform &p_xform, const Vector3 &p_motion, float p_margin, float &r_closest_safe, float &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);
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| 	/// Returns the list of contacts pairs in this order: Local contact, other body contact
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| 	virtual bool 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 = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false);
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| 	virtual bool rest_info(RID p_shape, const Transform &p_shape_xform, float 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);
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| 	virtual Vector3 get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const;
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| };
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| 
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| class SpaceBullet : public RIDBullet {
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| 	friend class AreaBullet;
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| 	friend void onBulletTickCallback(btDynamicsWorld *world, btScalar timeStep);
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| 	friend class BulletPhysicsDirectSpaceState;
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| 
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| 	btBroadphaseInterface *broadphase;
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| 	btDefaultCollisionConfiguration *collisionConfiguration;
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| 	btCollisionDispatcher *dispatcher;
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| 	btConstraintSolver *solver;
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| 	btDiscreteDynamicsWorld *dynamicsWorld;
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| 	btSoftBodyWorldInfo *soft_body_world_info;
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| 	btGhostPairCallback *ghostPairCallback;
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| 	GodotFilterCallback *godotFilterCallback;
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| 
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| 	btGjkEpaPenetrationDepthSolver *gjk_epa_pen_solver;
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| 	btVoronoiSimplexSolver *gjk_simplex_solver;
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| 
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| 	BulletPhysicsDirectSpaceState *direct_access;
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| 	Vector3 gravityDirection;
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| 	real_t gravityMagnitude;
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| 
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| 	real_t linear_damp;
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| 	real_t angular_damp;
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| 
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| 	Vector<AreaBullet *> areas;
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| 
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| 	Vector<Vector3> contactDebug;
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| 	int contactDebugCount;
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| 	real_t delta_time;
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| 
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| public:
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| 	SpaceBullet();
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| 	virtual ~SpaceBullet();
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| 
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| 	void flush_queries();
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| 	real_t get_delta_time() { return delta_time; }
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| 	void step(real_t p_delta_time);
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| 
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| 	_FORCE_INLINE_ btBroadphaseInterface *get_broadphase() { return broadphase; }
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| 	_FORCE_INLINE_ btCollisionDispatcher *get_dispatcher() { return dispatcher; }
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| 	_FORCE_INLINE_ btSoftBodyWorldInfo *get_soft_body_world_info() { return soft_body_world_info; }
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| 	_FORCE_INLINE_ bool is_using_soft_world() { return soft_body_world_info; }
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| 
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| 	/// Used to set some parameters to Bullet world
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| 	/// @param p_param:
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| 	///     AREA_PARAM_GRAVITY          to set the gravity magnitude of entire world
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| 	///     AREA_PARAM_GRAVITY_VECTOR   to set the gravity direction of entire world
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| 	void set_param(PhysicsServer::AreaParameter p_param, const Variant &p_value);
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| 	/// Used to get some parameters to Bullet world
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| 	/// @param p_param:
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| 	///     AREA_PARAM_GRAVITY          to get the gravity magnitude of entire world
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| 	///     AREA_PARAM_GRAVITY_VECTOR   to get the gravity direction of entire world
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| 	Variant get_param(PhysicsServer::AreaParameter p_param);
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| 
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| 	void set_param(PhysicsServer::SpaceParameter p_param, real_t p_value);
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| 	real_t get_param(PhysicsServer::SpaceParameter p_param);
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| 
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| 	void add_area(AreaBullet *p_area);
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| 	void remove_area(AreaBullet *p_area);
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| 	void reload_collision_filters(AreaBullet *p_area);
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| 
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| 	void add_rigid_body(RigidBodyBullet *p_body);
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| 	void remove_rigid_body_constraints(RigidBodyBullet *p_body);
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| 	void remove_rigid_body(RigidBodyBullet *p_body);
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| 	void reload_collision_filters(RigidBodyBullet *p_body);
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| 
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| 	void add_soft_body(SoftBodyBullet *p_body);
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| 	void remove_soft_body(SoftBodyBullet *p_body);
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| 	void reload_collision_filters(SoftBodyBullet *p_body);
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| 
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| 	void add_constraint(ConstraintBullet *p_constraint, bool disableCollisionsBetweenLinkedBodies = false);
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| 	void remove_constraint(ConstraintBullet *p_constraint);
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| 
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| 	int get_num_collision_objects() const;
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| 	void remove_all_collision_objects();
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| 
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| 	BulletPhysicsDirectSpaceState *get_direct_state();
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| 
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| 	void set_debug_contacts(int p_amount) { contactDebug.resize(p_amount); }
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| 	_FORCE_INLINE_ bool is_debugging_contacts() const { return !contactDebug.empty(); }
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| 	_FORCE_INLINE_ void reset_debug_contact_count() {
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| 		contactDebugCount = 0;
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| 	}
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| 	_FORCE_INLINE_ void add_debug_contact(const Vector3 &p_contact) {
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| 		if (contactDebugCount < contactDebug.size()) {
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| 			contactDebug.write[contactDebugCount++] = p_contact;
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| 		}
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| 	}
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| 	_FORCE_INLINE_ Vector<Vector3> get_debug_contacts() { return contactDebug; }
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| 	_FORCE_INLINE_ int get_debug_contact_count() { return contactDebugCount; }
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| 
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| 	const Vector3 &get_gravity_direction() const { return gravityDirection; }
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| 	real_t get_gravity_magnitude() const { return gravityMagnitude; }
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| 
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| 	void update_gravity();
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| 
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| 	real_t get_linear_damp() const { return linear_damp; }
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| 	real_t get_angular_damp() const { return angular_damp; }
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| 
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| 	bool test_body_motion(RigidBodyBullet *p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, PhysicsServer::MotionResult *r_result, bool p_exclude_raycast_shapes, const Set<RID> &p_exclude = Set<RID>());
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| 	int test_ray_separation(RigidBodyBullet *p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, PhysicsServer::SeparationResult *r_results, int p_result_max, float p_margin);
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| 
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| private:
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| 	void create_empty_world(bool p_create_soft_world);
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| 	void destroy_world();
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| 	void check_ghost_overlaps();
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| 	void check_body_collision();
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| 
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| 	struct RecoverResult {
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| 		bool hasPenetration;
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| 		btVector3 normal;
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| 		btVector3 pointWorld;
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| 		btScalar penetration_distance; // Negative mean penetration
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| 		int other_compound_shape_index;
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| 		const btCollisionObject *other_collision_object;
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| 		int local_shape_most_recovered;
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| 
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| 		RecoverResult() :
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| 				hasPenetration(false),
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| 				normal(0, 0, 0),
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| 				pointWorld(0, 0, 0),
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| 				penetration_distance(1e20),
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| 				other_compound_shape_index(0),
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| 				other_collision_object(nullptr),
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| 				local_shape_most_recovered(0) {}
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| 	};
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| 
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| 	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, const Set<RID> &p_exclude = Set<RID>());
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| 	/// This is an API that recover a kinematic object from penetration
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| 	/// This allow only Convex Convex test and it always use GJK algorithm, With this API we don't benefit of Bullet special accelerated functions
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| 	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);
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| 	/// This is an API that recover a kinematic object from penetration
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| 	/// Using this we leave Bullet to select the best algorithm, For example GJK in case we have Convex Convex, or a Bullet accelerated algorithm
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| 	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);
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| 
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| 	int add_separation_result(PhysicsServer::SeparationResult *r_results, const SpaceBullet::RecoverResult &p_recover_result, int p_shape_id, const btCollisionObject *p_other_object) const;
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| 	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, PhysicsServer::SeparationResult *r_results);
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| };
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| #endif
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