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	Apply old method for linear & angular damping in Bullet, in order to make it easier to tweak and consistent with Godot Physics.
		
			
				
	
	
		
			1076 lines
		
	
	
	
		
			34 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1076 lines
		
	
	
	
		
			34 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  rigid_body_bullet.cpp                                                */
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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) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2020 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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#include "rigid_body_bullet.h"
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#include "btRayShape.h"
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#include "bullet_physics_server.h"
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#include "bullet_types_converter.h"
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#include "bullet_utilities.h"
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#include "godot_motion_state.h"
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#include "joint_bullet.h"
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#include <BulletCollision/CollisionDispatch/btGhostObject.h>
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#include <BulletCollision/CollisionShapes/btConvexPointCloudShape.h>
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#include <BulletDynamics/Dynamics/btRigidBody.h>
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#include <btBulletCollisionCommon.h>
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#include <assert.h>
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/**
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	@author AndreaCatania
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*/
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BulletPhysicsDirectBodyState3D *BulletPhysicsDirectBodyState3D::singleton = nullptr;
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Vector3 BulletPhysicsDirectBodyState3D::get_total_gravity() const {
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	Vector3 gVec;
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	B_TO_G(body->btBody->getGravity(), gVec);
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	return gVec;
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}
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float BulletPhysicsDirectBodyState3D::get_total_angular_damp() const {
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	return body->btBody->getAngularDamping();
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}
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float BulletPhysicsDirectBodyState3D::get_total_linear_damp() const {
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	return body->btBody->getLinearDamping();
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}
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Vector3 BulletPhysicsDirectBodyState3D::get_center_of_mass() const {
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	Vector3 gVec;
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	B_TO_G(body->btBody->getCenterOfMassPosition(), gVec);
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	return gVec;
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}
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Basis BulletPhysicsDirectBodyState3D::get_principal_inertia_axes() const {
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	return Basis();
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}
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float BulletPhysicsDirectBodyState3D::get_inverse_mass() const {
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	return body->btBody->getInvMass();
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}
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Vector3 BulletPhysicsDirectBodyState3D::get_inverse_inertia() const {
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	Vector3 gVec;
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	B_TO_G(body->btBody->getInvInertiaDiagLocal(), gVec);
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	return gVec;
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}
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Basis BulletPhysicsDirectBodyState3D::get_inverse_inertia_tensor() const {
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	Basis gInertia;
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	B_TO_G(body->btBody->getInvInertiaTensorWorld(), gInertia);
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	return gInertia;
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}
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void BulletPhysicsDirectBodyState3D::set_linear_velocity(const Vector3 &p_velocity) {
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	body->set_linear_velocity(p_velocity);
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}
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Vector3 BulletPhysicsDirectBodyState3D::get_linear_velocity() const {
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	return body->get_linear_velocity();
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}
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void BulletPhysicsDirectBodyState3D::set_angular_velocity(const Vector3 &p_velocity) {
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	body->set_angular_velocity(p_velocity);
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}
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Vector3 BulletPhysicsDirectBodyState3D::get_angular_velocity() const {
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	return body->get_angular_velocity();
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}
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void BulletPhysicsDirectBodyState3D::set_transform(const Transform &p_transform) {
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	body->set_transform(p_transform);
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}
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Transform BulletPhysicsDirectBodyState3D::get_transform() const {
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	return body->get_transform();
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}
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void BulletPhysicsDirectBodyState3D::add_central_force(const Vector3 &p_force) {
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	body->apply_central_force(p_force);
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}
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void BulletPhysicsDirectBodyState3D::add_force(const Vector3 &p_force, const Vector3 &p_pos) {
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	body->apply_force(p_force, p_pos);
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}
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void BulletPhysicsDirectBodyState3D::add_torque(const Vector3 &p_torque) {
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	body->apply_torque(p_torque);
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}
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void BulletPhysicsDirectBodyState3D::apply_central_impulse(const Vector3 &p_impulse) {
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	body->apply_central_impulse(p_impulse);
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}
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void BulletPhysicsDirectBodyState3D::apply_impulse(const Vector3 &p_pos, const Vector3 &p_impulse) {
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	body->apply_impulse(p_pos, p_impulse);
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}
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void BulletPhysicsDirectBodyState3D::apply_torque_impulse(const Vector3 &p_impulse) {
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	body->apply_torque_impulse(p_impulse);
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}
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void BulletPhysicsDirectBodyState3D::set_sleep_state(bool p_sleep) {
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	body->set_activation_state(!p_sleep);
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}
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bool BulletPhysicsDirectBodyState3D::is_sleeping() const {
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	return !body->is_active();
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}
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int BulletPhysicsDirectBodyState3D::get_contact_count() const {
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	return body->collisionsCount;
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}
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Vector3 BulletPhysicsDirectBodyState3D::get_contact_local_position(int p_contact_idx) const {
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	return body->collisions[p_contact_idx].hitLocalLocation;
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}
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Vector3 BulletPhysicsDirectBodyState3D::get_contact_local_normal(int p_contact_idx) const {
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	return body->collisions[p_contact_idx].hitNormal;
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}
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float BulletPhysicsDirectBodyState3D::get_contact_impulse(int p_contact_idx) const {
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	return body->collisions[p_contact_idx].appliedImpulse;
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}
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int BulletPhysicsDirectBodyState3D::get_contact_local_shape(int p_contact_idx) const {
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	return body->collisions[p_contact_idx].local_shape;
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}
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RID BulletPhysicsDirectBodyState3D::get_contact_collider(int p_contact_idx) const {
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	return body->collisions[p_contact_idx].otherObject->get_self();
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}
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Vector3 BulletPhysicsDirectBodyState3D::get_contact_collider_position(int p_contact_idx) const {
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	return body->collisions[p_contact_idx].hitWorldLocation;
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}
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ObjectID BulletPhysicsDirectBodyState3D::get_contact_collider_id(int p_contact_idx) const {
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	return body->collisions[p_contact_idx].otherObject->get_instance_id();
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}
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int BulletPhysicsDirectBodyState3D::get_contact_collider_shape(int p_contact_idx) const {
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	return body->collisions[p_contact_idx].other_object_shape;
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}
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Vector3 BulletPhysicsDirectBodyState3D::get_contact_collider_velocity_at_position(int p_contact_idx) const {
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	RigidBodyBullet::CollisionData &colDat = body->collisions.write[p_contact_idx];
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	btVector3 hitLocation;
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	G_TO_B(colDat.hitLocalLocation, hitLocation);
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	Vector3 velocityAtPoint;
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	B_TO_G(colDat.otherObject->get_bt_rigid_body()->getVelocityInLocalPoint(hitLocation), velocityAtPoint);
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	return velocityAtPoint;
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}
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PhysicsDirectSpaceState3D *BulletPhysicsDirectBodyState3D::get_space_state() {
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	return body->get_space()->get_direct_state();
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}
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RigidBodyBullet::KinematicUtilities::KinematicUtilities(RigidBodyBullet *p_owner) :
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		owner(p_owner),
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		safe_margin(0.001) {
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}
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RigidBodyBullet::KinematicUtilities::~KinematicUtilities() {
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	just_delete_shapes(shapes.size()); // don't need to resize
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}
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void RigidBodyBullet::KinematicUtilities::setSafeMargin(btScalar p_margin) {
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	safe_margin = p_margin;
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	copyAllOwnerShapes();
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}
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void RigidBodyBullet::KinematicUtilities::copyAllOwnerShapes() {
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	const Vector<CollisionObjectBullet::ShapeWrapper> &shapes_wrappers(owner->get_shapes_wrappers());
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	const int shapes_count = shapes_wrappers.size();
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	just_delete_shapes(shapes_count);
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	const CollisionObjectBullet::ShapeWrapper *shape_wrapper;
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	btVector3 owner_scale(owner->get_bt_body_scale());
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	for (int i = shapes_count - 1; 0 <= i; --i) {
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		shape_wrapper = &shapes_wrappers[i];
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		if (!shape_wrapper->active) {
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			continue;
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		}
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		shapes.write[i].transform = shape_wrapper->transform;
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		shapes.write[i].transform.getOrigin() *= owner_scale;
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		switch (shape_wrapper->shape->get_type()) {
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			case PhysicsServer3D::SHAPE_SPHERE:
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			case PhysicsServer3D::SHAPE_BOX:
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			case PhysicsServer3D::SHAPE_CAPSULE:
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			case PhysicsServer3D::SHAPE_CYLINDER:
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			case PhysicsServer3D::SHAPE_CONVEX_POLYGON:
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			case PhysicsServer3D::SHAPE_RAY: {
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				shapes.write[i].shape = static_cast<btConvexShape *>(shape_wrapper->shape->create_bt_shape(owner_scale * shape_wrapper->scale, safe_margin));
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			} break;
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			default:
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				WARN_PRINT("This shape is not supported for kinematic collision.");
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				shapes.write[i].shape = nullptr;
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		}
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	}
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}
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void RigidBodyBullet::KinematicUtilities::just_delete_shapes(int new_size) {
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	for (int i = shapes.size() - 1; 0 <= i; --i) {
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		if (shapes[i].shape) {
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			bulletdelete(shapes.write[i].shape);
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		}
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	}
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	shapes.resize(new_size);
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}
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RigidBodyBullet::RigidBodyBullet() :
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		RigidCollisionObjectBullet(CollisionObjectBullet::TYPE_RIGID_BODY),
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		kinematic_utilities(nullptr),
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		locked_axis(0),
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		mass(1),
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		gravity_scale(1),
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		linearDamp(0),
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		angularDamp(0),
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		can_sleep(true),
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		omit_forces_integration(false),
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		can_integrate_forces(false),
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		maxCollisionsDetection(0),
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		collisionsCount(0),
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		prev_collision_count(0),
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		maxAreasWhereIam(10),
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		areaWhereIamCount(0),
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		countGravityPointSpaces(0),
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		isScratchedSpaceOverrideModificator(false),
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		previousActiveState(true),
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		force_integration_callback(nullptr) {
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	godotMotionState = bulletnew(GodotMotionState(this));
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	// Initial properties
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	const btVector3 localInertia(0, 0, 0);
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	btRigidBody::btRigidBodyConstructionInfo cInfo(mass, godotMotionState, nullptr, localInertia);
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	btBody = bulletnew(btRigidBody(cInfo));
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	reload_shapes();
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	setupBulletCollisionObject(btBody);
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	set_mode(PhysicsServer3D::BODY_MODE_RIGID);
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	reload_axis_lock();
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	areasWhereIam.resize(maxAreasWhereIam);
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	for (int i = areasWhereIam.size() - 1; 0 <= i; --i) {
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		areasWhereIam.write[i] = nullptr;
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	}
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	btBody->setSleepingThresholds(0.2, 0.2);
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	prev_collision_traces = &collision_traces_1;
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	curr_collision_traces = &collision_traces_2;
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}
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RigidBodyBullet::~RigidBodyBullet() {
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	bulletdelete(godotMotionState);
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	if (force_integration_callback)
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		memdelete(force_integration_callback);
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	destroy_kinematic_utilities();
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}
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void RigidBodyBullet::init_kinematic_utilities() {
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	kinematic_utilities = memnew(KinematicUtilities(this));
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}
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void RigidBodyBullet::destroy_kinematic_utilities() {
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	if (kinematic_utilities) {
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		memdelete(kinematic_utilities);
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		kinematic_utilities = nullptr;
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	}
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}
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void RigidBodyBullet::main_shape_changed() {
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	CRASH_COND(!get_main_shape());
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	btBody->setCollisionShape(get_main_shape());
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	set_continuous_collision_detection(is_continuous_collision_detection_enabled()); // Reset
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}
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void RigidBodyBullet::reload_body() {
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	if (space) {
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		space->remove_rigid_body(this);
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		if (get_main_shape())
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			space->add_rigid_body(this);
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	}
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}
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void RigidBodyBullet::set_space(SpaceBullet *p_space) {
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	// Clear the old space if there is one
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	if (space) {
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		can_integrate_forces = false;
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		// Remove all eventual constraints
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		assert_no_constraints();
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		// Remove this object form the physics world
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		space->remove_rigid_body(this);
 | 
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	}
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	space = p_space;
 | 
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	if (space) {
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		space->add_rigid_body(this);
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	}
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}
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void RigidBodyBullet::dispatch_callbacks() {
 | 
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	/// The check isFirstTransformChanged is necessary in order to call integrated forces only when the first transform is sent
 | 
						|
	if ((btBody->isKinematicObject() || btBody->isActive() || previousActiveState != btBody->isActive()) && force_integration_callback && can_integrate_forces) {
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 | 
						|
		if (omit_forces_integration)
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			btBody->clearForces();
 | 
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						|
		BulletPhysicsDirectBodyState3D *bodyDirect = BulletPhysicsDirectBodyState3D::get_singleton(this);
 | 
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 | 
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		Variant variantBodyDirect = bodyDirect;
 | 
						|
 | 
						|
		Object *obj = ObjectDB::get_instance(force_integration_callback->id);
 | 
						|
		if (!obj) {
 | 
						|
			// Remove integration callback
 | 
						|
			set_force_integration_callback(ObjectID(), StringName());
 | 
						|
		} else {
 | 
						|
			const Variant *vp[2] = { &variantBodyDirect, &force_integration_callback->udata };
 | 
						|
 | 
						|
			Callable::CallError responseCallError;
 | 
						|
			int argc = (force_integration_callback->udata.get_type() == Variant::NIL) ? 1 : 2;
 | 
						|
			obj->call(force_integration_callback->method, vp, argc, responseCallError);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (isScratchedSpaceOverrideModificator || 0 < countGravityPointSpaces) {
 | 
						|
		isScratchedSpaceOverrideModificator = false;
 | 
						|
		reload_space_override_modificator();
 | 
						|
	}
 | 
						|
 | 
						|
	/// Lock axis
 | 
						|
	btBody->setLinearVelocity(btBody->getLinearVelocity() * btBody->getLinearFactor());
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						|
	btBody->setAngularVelocity(btBody->getAngularVelocity() * btBody->getAngularFactor());
 | 
						|
 | 
						|
	previousActiveState = btBody->isActive();
 | 
						|
}
 | 
						|
 | 
						|
void RigidBodyBullet::set_force_integration_callback(ObjectID p_id, const StringName &p_method, const Variant &p_udata) {
 | 
						|
 | 
						|
	if (force_integration_callback) {
 | 
						|
		memdelete(force_integration_callback);
 | 
						|
		force_integration_callback = nullptr;
 | 
						|
	}
 | 
						|
 | 
						|
	if (p_id.is_valid()) {
 | 
						|
		force_integration_callback = memnew(ForceIntegrationCallback);
 | 
						|
		force_integration_callback->id = p_id;
 | 
						|
		force_integration_callback->method = p_method;
 | 
						|
		force_integration_callback->udata = p_udata;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void RigidBodyBullet::scratch_space_override_modificator() {
 | 
						|
	isScratchedSpaceOverrideModificator = true;
 | 
						|
}
 | 
						|
 | 
						|
void RigidBodyBullet::on_collision_filters_change() {
 | 
						|
	if (space) {
 | 
						|
		space->reload_collision_filters(this);
 | 
						|
	}
 | 
						|
 | 
						|
	set_activation_state(true);
 | 
						|
}
 | 
						|
 | 
						|
void RigidBodyBullet::on_collision_checker_start() {
 | 
						|
 | 
						|
	prev_collision_count = collisionsCount;
 | 
						|
	collisionsCount = 0;
 | 
						|
 | 
						|
	// Swap array
 | 
						|
	Vector<RigidBodyBullet *> *s = prev_collision_traces;
 | 
						|
	prev_collision_traces = curr_collision_traces;
 | 
						|
	curr_collision_traces = s;
 | 
						|
}
 | 
						|
 | 
						|
void RigidBodyBullet::on_collision_checker_end() {
 | 
						|
	// Always true if active and not a static or kinematic body
 | 
						|
	isTransformChanged = btBody->isActive() && !btBody->isStaticOrKinematicObject();
 | 
						|
}
 | 
						|
 | 
						|
bool RigidBodyBullet::add_collision_object(RigidBodyBullet *p_otherObject, const Vector3 &p_hitWorldLocation, const Vector3 &p_hitLocalLocation, const Vector3 &p_hitNormal, const float &p_appliedImpulse, int p_other_shape_index, int p_local_shape_index) {
 | 
						|
 | 
						|
	if (collisionsCount >= maxCollisionsDetection) {
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	CollisionData &cd = collisions.write[collisionsCount];
 | 
						|
	cd.hitLocalLocation = p_hitLocalLocation;
 | 
						|
	cd.otherObject = p_otherObject;
 | 
						|
	cd.hitWorldLocation = p_hitWorldLocation;
 | 
						|
	cd.hitNormal = p_hitNormal;
 | 
						|
	cd.appliedImpulse = p_appliedImpulse;
 | 
						|
	cd.other_object_shape = p_other_shape_index;
 | 
						|
	cd.local_shape = p_local_shape_index;
 | 
						|
 | 
						|
	curr_collision_traces->write[collisionsCount] = p_otherObject;
 | 
						|
 | 
						|
	++collisionsCount;
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
bool RigidBodyBullet::was_colliding(RigidBodyBullet *p_other_object) {
 | 
						|
	for (int i = prev_collision_count - 1; 0 <= i; --i) {
 | 
						|
		if ((*prev_collision_traces)[i] == p_other_object)
 | 
						|
			return true;
 | 
						|
	}
 | 
						|
	return false;
 | 
						|
}
 | 
						|
 | 
						|
void RigidBodyBullet::assert_no_constraints() {
 | 
						|
	if (btBody->getNumConstraintRefs()) {
 | 
						|
		WARN_PRINT("A body with a joints is destroyed. Please check the implementation in order to destroy the joint before the body.");
 | 
						|
	}
 | 
						|
	/*for(int i = btBody->getNumConstraintRefs()-1; 0<=i; --i){
 | 
						|
        btTypedConstraint* btConst = btBody->getConstraintRef(i);
 | 
						|
        JointBullet* joint = static_cast<JointBullet*>( btConst->getUserConstraintPtr() );
 | 
						|
        space->removeConstraint(joint);
 | 
						|
    }*/
 | 
						|
}
 | 
						|
 | 
						|
void RigidBodyBullet::set_activation_state(bool p_active) {
 | 
						|
	if (p_active) {
 | 
						|
		btBody->activate();
 | 
						|
	} else {
 | 
						|
		btBody->setActivationState(WANTS_DEACTIVATION);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
bool RigidBodyBullet::is_active() const {
 | 
						|
	return btBody->isActive();
 | 
						|
}
 | 
						|
 | 
						|
void RigidBodyBullet::set_omit_forces_integration(bool p_omit) {
 | 
						|
	omit_forces_integration = p_omit;
 | 
						|
}
 | 
						|
 | 
						|
void RigidBodyBullet::set_param(PhysicsServer3D::BodyParameter p_param, real_t p_value) {
 | 
						|
	switch (p_param) {
 | 
						|
		case PhysicsServer3D::BODY_PARAM_BOUNCE:
 | 
						|
			btBody->setRestitution(p_value);
 | 
						|
			break;
 | 
						|
		case PhysicsServer3D::BODY_PARAM_FRICTION:
 | 
						|
			btBody->setFriction(p_value);
 | 
						|
			break;
 | 
						|
		case PhysicsServer3D::BODY_PARAM_MASS: {
 | 
						|
			ERR_FAIL_COND(p_value < 0);
 | 
						|
			mass = p_value;
 | 
						|
			_internal_set_mass(p_value);
 | 
						|
			break;
 | 
						|
		}
 | 
						|
		case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP:
 | 
						|
			linearDamp = p_value;
 | 
						|
			// Mark for updating total linear damping.
 | 
						|
			scratch_space_override_modificator();
 | 
						|
			break;
 | 
						|
		case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP:
 | 
						|
			angularDamp = p_value;
 | 
						|
			// Mark for updating total angular damping.
 | 
						|
			scratch_space_override_modificator();
 | 
						|
			break;
 | 
						|
		case PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE:
 | 
						|
			gravity_scale = p_value;
 | 
						|
			// The Bullet gravity will be is set by reload_space_override_modificator.
 | 
						|
			// Mark for updating total gravity scale.
 | 
						|
			scratch_space_override_modificator();
 | 
						|
			break;
 | 
						|
		default:
 | 
						|
			WARN_PRINT("Parameter " + itos(p_param) + " not supported by bullet. Value: " + itos(p_value));
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
real_t RigidBodyBullet::get_param(PhysicsServer3D::BodyParameter p_param) const {
 | 
						|
	switch (p_param) {
 | 
						|
		case PhysicsServer3D::BODY_PARAM_BOUNCE:
 | 
						|
			return btBody->getRestitution();
 | 
						|
		case PhysicsServer3D::BODY_PARAM_FRICTION:
 | 
						|
			return btBody->getFriction();
 | 
						|
		case PhysicsServer3D::BODY_PARAM_MASS: {
 | 
						|
			const btScalar invMass = btBody->getInvMass();
 | 
						|
			return 0 == invMass ? 0 : 1 / invMass;
 | 
						|
		}
 | 
						|
		case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP:
 | 
						|
			return linearDamp;
 | 
						|
		case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP:
 | 
						|
			return angularDamp;
 | 
						|
		case PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE:
 | 
						|
			return gravity_scale;
 | 
						|
		default:
 | 
						|
			WARN_PRINT("Parameter " + itos(p_param) + " not supported by bullet");
 | 
						|
			return 0;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void RigidBodyBullet::set_mode(PhysicsServer3D::BodyMode p_mode) {
 | 
						|
	// This is necessary to block force_integration untile next move
 | 
						|
	can_integrate_forces = false;
 | 
						|
	destroy_kinematic_utilities();
 | 
						|
	// The mode change is relevant to its mass
 | 
						|
	switch (p_mode) {
 | 
						|
		case PhysicsServer3D::BODY_MODE_KINEMATIC:
 | 
						|
			mode = PhysicsServer3D::BODY_MODE_KINEMATIC;
 | 
						|
			reload_axis_lock();
 | 
						|
			_internal_set_mass(0);
 | 
						|
			init_kinematic_utilities();
 | 
						|
			break;
 | 
						|
		case PhysicsServer3D::BODY_MODE_STATIC:
 | 
						|
			mode = PhysicsServer3D::BODY_MODE_STATIC;
 | 
						|
			reload_axis_lock();
 | 
						|
			_internal_set_mass(0);
 | 
						|
			break;
 | 
						|
		case PhysicsServer3D::BODY_MODE_RIGID:
 | 
						|
			mode = PhysicsServer3D::BODY_MODE_RIGID;
 | 
						|
			reload_axis_lock();
 | 
						|
			_internal_set_mass(0 == mass ? 1 : mass);
 | 
						|
			scratch_space_override_modificator();
 | 
						|
			break;
 | 
						|
		case PhysicsServer3D::BODY_MODE_CHARACTER:
 | 
						|
			mode = PhysicsServer3D::BODY_MODE_CHARACTER;
 | 
						|
			reload_axis_lock();
 | 
						|
			_internal_set_mass(0 == mass ? 1 : mass);
 | 
						|
			scratch_space_override_modificator();
 | 
						|
			break;
 | 
						|
	}
 | 
						|
 | 
						|
	btBody->setAngularVelocity(btVector3(0, 0, 0));
 | 
						|
	btBody->setLinearVelocity(btVector3(0, 0, 0));
 | 
						|
}
 | 
						|
PhysicsServer3D::BodyMode RigidBodyBullet::get_mode() const {
 | 
						|
	return mode;
 | 
						|
}
 | 
						|
 | 
						|
void RigidBodyBullet::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant) {
 | 
						|
 | 
						|
	switch (p_state) {
 | 
						|
		case PhysicsServer3D::BODY_STATE_TRANSFORM:
 | 
						|
			set_transform(p_variant);
 | 
						|
			break;
 | 
						|
		case PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY:
 | 
						|
			set_linear_velocity(p_variant);
 | 
						|
			break;
 | 
						|
		case PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY:
 | 
						|
			set_angular_velocity(p_variant);
 | 
						|
			break;
 | 
						|
		case PhysicsServer3D::BODY_STATE_SLEEPING:
 | 
						|
			set_activation_state(!bool(p_variant));
 | 
						|
			break;
 | 
						|
		case PhysicsServer3D::BODY_STATE_CAN_SLEEP:
 | 
						|
			can_sleep = bool(p_variant);
 | 
						|
			if (!can_sleep) {
 | 
						|
				// Can't sleep
 | 
						|
				btBody->forceActivationState(DISABLE_DEACTIVATION);
 | 
						|
			} else {
 | 
						|
				btBody->forceActivationState(ACTIVE_TAG);
 | 
						|
			}
 | 
						|
			break;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
Variant RigidBodyBullet::get_state(PhysicsServer3D::BodyState p_state) const {
 | 
						|
	switch (p_state) {
 | 
						|
		case PhysicsServer3D::BODY_STATE_TRANSFORM:
 | 
						|
			return get_transform();
 | 
						|
		case PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY:
 | 
						|
			return get_linear_velocity();
 | 
						|
		case PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY:
 | 
						|
			return get_angular_velocity();
 | 
						|
		case PhysicsServer3D::BODY_STATE_SLEEPING:
 | 
						|
			return !is_active();
 | 
						|
		case PhysicsServer3D::BODY_STATE_CAN_SLEEP:
 | 
						|
			return can_sleep;
 | 
						|
		default:
 | 
						|
			WARN_PRINT("This state " + itos(p_state) + " is not supported by Bullet");
 | 
						|
			return Variant();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void RigidBodyBullet::apply_central_impulse(const Vector3 &p_impulse) {
 | 
						|
	btVector3 btImpu;
 | 
						|
	G_TO_B(p_impulse, btImpu);
 | 
						|
	if (Vector3() != p_impulse)
 | 
						|
		btBody->activate();
 | 
						|
	btBody->applyCentralImpulse(btImpu);
 | 
						|
}
 | 
						|
 | 
						|
void RigidBodyBullet::apply_impulse(const Vector3 &p_pos, const Vector3 &p_impulse) {
 | 
						|
	btVector3 btImpu;
 | 
						|
	btVector3 btPos;
 | 
						|
	G_TO_B(p_impulse, btImpu);
 | 
						|
	G_TO_B(p_pos, btPos);
 | 
						|
	if (Vector3() != p_impulse)
 | 
						|
		btBody->activate();
 | 
						|
	btBody->applyImpulse(btImpu, btPos);
 | 
						|
}
 | 
						|
 | 
						|
void RigidBodyBullet::apply_torque_impulse(const Vector3 &p_impulse) {
 | 
						|
	btVector3 btImp;
 | 
						|
	G_TO_B(p_impulse, btImp);
 | 
						|
	if (Vector3() != p_impulse)
 | 
						|
		btBody->activate();
 | 
						|
	btBody->applyTorqueImpulse(btImp);
 | 
						|
}
 | 
						|
 | 
						|
void RigidBodyBullet::apply_force(const Vector3 &p_force, const Vector3 &p_pos) {
 | 
						|
	btVector3 btForce;
 | 
						|
	btVector3 btPos;
 | 
						|
	G_TO_B(p_force, btForce);
 | 
						|
	G_TO_B(p_pos, btPos);
 | 
						|
	if (Vector3() != p_force)
 | 
						|
		btBody->activate();
 | 
						|
	btBody->applyForce(btForce, btPos);
 | 
						|
}
 | 
						|
 | 
						|
void RigidBodyBullet::apply_central_force(const Vector3 &p_force) {
 | 
						|
	btVector3 btForce;
 | 
						|
	G_TO_B(p_force, btForce);
 | 
						|
	if (Vector3() != p_force)
 | 
						|
		btBody->activate();
 | 
						|
	btBody->applyCentralForce(btForce);
 | 
						|
}
 | 
						|
 | 
						|
void RigidBodyBullet::apply_torque(const Vector3 &p_torque) {
 | 
						|
	btVector3 btTorq;
 | 
						|
	G_TO_B(p_torque, btTorq);
 | 
						|
	if (Vector3() != p_torque)
 | 
						|
		btBody->activate();
 | 
						|
	btBody->applyTorque(btTorq);
 | 
						|
}
 | 
						|
 | 
						|
void RigidBodyBullet::set_applied_force(const Vector3 &p_force) {
 | 
						|
	btVector3 btVec = btBody->getTotalTorque();
 | 
						|
 | 
						|
	if (Vector3() != p_force)
 | 
						|
		btBody->activate();
 | 
						|
 | 
						|
	btBody->clearForces();
 | 
						|
	btBody->applyTorque(btVec);
 | 
						|
 | 
						|
	G_TO_B(p_force, btVec);
 | 
						|
	btBody->applyCentralForce(btVec);
 | 
						|
}
 | 
						|
 | 
						|
Vector3 RigidBodyBullet::get_applied_force() const {
 | 
						|
	Vector3 gTotForc;
 | 
						|
	B_TO_G(btBody->getTotalForce(), gTotForc);
 | 
						|
	return gTotForc;
 | 
						|
}
 | 
						|
 | 
						|
void RigidBodyBullet::set_applied_torque(const Vector3 &p_torque) {
 | 
						|
	btVector3 btVec = btBody->getTotalForce();
 | 
						|
 | 
						|
	if (Vector3() != p_torque)
 | 
						|
		btBody->activate();
 | 
						|
 | 
						|
	btBody->clearForces();
 | 
						|
	btBody->applyCentralForce(btVec);
 | 
						|
 | 
						|
	G_TO_B(p_torque, btVec);
 | 
						|
	btBody->applyTorque(btVec);
 | 
						|
}
 | 
						|
 | 
						|
Vector3 RigidBodyBullet::get_applied_torque() const {
 | 
						|
	Vector3 gTotTorq;
 | 
						|
	B_TO_G(btBody->getTotalTorque(), gTotTorq);
 | 
						|
	return gTotTorq;
 | 
						|
}
 | 
						|
 | 
						|
void RigidBodyBullet::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool lock) {
 | 
						|
	if (lock) {
 | 
						|
		locked_axis |= p_axis;
 | 
						|
	} else {
 | 
						|
		locked_axis &= ~p_axis;
 | 
						|
	}
 | 
						|
 | 
						|
	reload_axis_lock();
 | 
						|
}
 | 
						|
 | 
						|
bool RigidBodyBullet::is_axis_locked(PhysicsServer3D::BodyAxis p_axis) const {
 | 
						|
	return locked_axis & p_axis;
 | 
						|
}
 | 
						|
 | 
						|
void RigidBodyBullet::reload_axis_lock() {
 | 
						|
 | 
						|
	btBody->setLinearFactor(btVector3(float(!is_axis_locked(PhysicsServer3D::BODY_AXIS_LINEAR_X)), float(!is_axis_locked(PhysicsServer3D::BODY_AXIS_LINEAR_Y)), float(!is_axis_locked(PhysicsServer3D::BODY_AXIS_LINEAR_Z))));
 | 
						|
	if (PhysicsServer3D::BODY_MODE_CHARACTER == mode) {
 | 
						|
		/// When character angular is always locked
 | 
						|
		btBody->setAngularFactor(btVector3(0., 0., 0.));
 | 
						|
	} else {
 | 
						|
		btBody->setAngularFactor(btVector3(float(!is_axis_locked(PhysicsServer3D::BODY_AXIS_ANGULAR_X)), float(!is_axis_locked(PhysicsServer3D::BODY_AXIS_ANGULAR_Y)), float(!is_axis_locked(PhysicsServer3D::BODY_AXIS_ANGULAR_Z))));
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void RigidBodyBullet::set_continuous_collision_detection(bool p_enable) {
 | 
						|
	if (p_enable) {
 | 
						|
		// This threshold enable CCD if the object moves more than
 | 
						|
		// 1 meter in one simulation frame
 | 
						|
		btBody->setCcdMotionThreshold(1e-7);
 | 
						|
 | 
						|
		/// Calculate using the rule writte below the CCD swept sphere radius
 | 
						|
		///     CCD works on an embedded sphere of radius, make sure this radius
 | 
						|
		///     is embedded inside the convex objects, preferably smaller:
 | 
						|
		///     for an object of dimensions 1 meter, try 0.2
 | 
						|
		btScalar radius(1.0);
 | 
						|
		if (btBody->getCollisionShape()) {
 | 
						|
			btVector3 center;
 | 
						|
			btBody->getCollisionShape()->getBoundingSphere(center, radius);
 | 
						|
		}
 | 
						|
		btBody->setCcdSweptSphereRadius(radius * 0.2);
 | 
						|
	} else {
 | 
						|
		btBody->setCcdMotionThreshold(10000.0);
 | 
						|
		btBody->setCcdSweptSphereRadius(0.);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
bool RigidBodyBullet::is_continuous_collision_detection_enabled() const {
 | 
						|
	return 0. < btBody->getCcdMotionThreshold();
 | 
						|
}
 | 
						|
 | 
						|
void RigidBodyBullet::set_linear_velocity(const Vector3 &p_velocity) {
 | 
						|
	btVector3 btVec;
 | 
						|
	G_TO_B(p_velocity, btVec);
 | 
						|
	if (Vector3() != p_velocity)
 | 
						|
		btBody->activate();
 | 
						|
	btBody->setLinearVelocity(btVec);
 | 
						|
}
 | 
						|
 | 
						|
Vector3 RigidBodyBullet::get_linear_velocity() const {
 | 
						|
	Vector3 gVec;
 | 
						|
	B_TO_G(btBody->getLinearVelocity(), gVec);
 | 
						|
	return gVec;
 | 
						|
}
 | 
						|
 | 
						|
void RigidBodyBullet::set_angular_velocity(const Vector3 &p_velocity) {
 | 
						|
	btVector3 btVec;
 | 
						|
	G_TO_B(p_velocity, btVec);
 | 
						|
	if (Vector3() != p_velocity)
 | 
						|
		btBody->activate();
 | 
						|
	btBody->setAngularVelocity(btVec);
 | 
						|
}
 | 
						|
 | 
						|
Vector3 RigidBodyBullet::get_angular_velocity() const {
 | 
						|
	Vector3 gVec;
 | 
						|
	B_TO_G(btBody->getAngularVelocity(), gVec);
 | 
						|
	return gVec;
 | 
						|
}
 | 
						|
 | 
						|
void RigidBodyBullet::set_transform__bullet(const btTransform &p_global_transform) {
 | 
						|
	if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC) {
 | 
						|
		if (space && space->get_delta_time() != 0)
 | 
						|
			btBody->setLinearVelocity((p_global_transform.getOrigin() - btBody->getWorldTransform().getOrigin()) / space->get_delta_time());
 | 
						|
		// The kinematic use MotionState class
 | 
						|
		godotMotionState->moveBody(p_global_transform);
 | 
						|
	} else {
 | 
						|
		// Is necessary to avoid wrong location on the rendering side on the next frame
 | 
						|
		godotMotionState->setWorldTransform(p_global_transform);
 | 
						|
	}
 | 
						|
	CollisionObjectBullet::set_transform__bullet(p_global_transform);
 | 
						|
}
 | 
						|
 | 
						|
const btTransform &RigidBodyBullet::get_transform__bullet() const {
 | 
						|
	if (is_static()) {
 | 
						|
 | 
						|
		return RigidCollisionObjectBullet::get_transform__bullet();
 | 
						|
	} else {
 | 
						|
 | 
						|
		return godotMotionState->getCurrentWorldTransform();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void RigidBodyBullet::reload_shapes() {
 | 
						|
	RigidCollisionObjectBullet::reload_shapes();
 | 
						|
 | 
						|
	const btScalar invMass = btBody->getInvMass();
 | 
						|
	const btScalar mass = invMass == 0 ? 0 : 1 / invMass;
 | 
						|
 | 
						|
	if (mainShape) {
 | 
						|
		// inertia initialised zero here because some of bullet's collision
 | 
						|
		// shapes incorrectly do not set the vector in calculateLocalIntertia.
 | 
						|
		// Arbitrary zero is preferable to undefined behaviour.
 | 
						|
		btVector3 inertia(0, 0, 0);
 | 
						|
		if (EMPTY_SHAPE_PROXYTYPE != mainShape->getShapeType()) // Necessary to avoid assertion of the empty shape
 | 
						|
			mainShape->calculateLocalInertia(mass, inertia);
 | 
						|
		btBody->setMassProps(mass, inertia);
 | 
						|
	}
 | 
						|
	btBody->updateInertiaTensor();
 | 
						|
 | 
						|
	reload_kinematic_shapes();
 | 
						|
	set_continuous_collision_detection(btBody->getCcdMotionThreshold() < 9998.0);
 | 
						|
	reload_body();
 | 
						|
}
 | 
						|
 | 
						|
void RigidBodyBullet::on_enter_area(AreaBullet *p_area) {
 | 
						|
	/// Add this area to the array in an ordered way
 | 
						|
	++areaWhereIamCount;
 | 
						|
	if (areaWhereIamCount >= maxAreasWhereIam) {
 | 
						|
		--areaWhereIamCount;
 | 
						|
		return;
 | 
						|
	}
 | 
						|
	for (int i = 0; i < areaWhereIamCount; ++i) {
 | 
						|
 | 
						|
		if (nullptr == areasWhereIam[i]) {
 | 
						|
			// This area has the highest priority
 | 
						|
			areasWhereIam.write[i] = p_area;
 | 
						|
			break;
 | 
						|
		} else {
 | 
						|
			if (areasWhereIam[i]->get_spOv_priority() > p_area->get_spOv_priority()) {
 | 
						|
				// The position was found, just shift all elements
 | 
						|
				for (int j = i; j < areaWhereIamCount; ++j) {
 | 
						|
					areasWhereIam.write[j + 1] = areasWhereIam[j];
 | 
						|
				}
 | 
						|
				areasWhereIam.write[i] = p_area;
 | 
						|
				break;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
	if (PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED != p_area->get_spOv_mode()) {
 | 
						|
		scratch_space_override_modificator();
 | 
						|
	}
 | 
						|
 | 
						|
	if (p_area->is_spOv_gravityPoint()) {
 | 
						|
		++countGravityPointSpaces;
 | 
						|
		ERR_FAIL_COND(countGravityPointSpaces <= 0);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void RigidBodyBullet::on_exit_area(AreaBullet *p_area) {
 | 
						|
	RigidCollisionObjectBullet::on_exit_area(p_area);
 | 
						|
	/// Remove this area and keep the order
 | 
						|
	/// N.B. Since I don't want resize the array I can't use the "erase" function
 | 
						|
	bool wasTheAreaFound = false;
 | 
						|
	for (int i = 0; i < areaWhereIamCount; ++i) {
 | 
						|
		if (p_area == areasWhereIam[i]) {
 | 
						|
			// The area was found, just shift down all elements
 | 
						|
			for (int j = i; j < areaWhereIamCount; ++j) {
 | 
						|
				areasWhereIam.write[j] = areasWhereIam[j + 1];
 | 
						|
			}
 | 
						|
			wasTheAreaFound = true;
 | 
						|
			break;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	if (wasTheAreaFound) {
 | 
						|
		if (p_area->is_spOv_gravityPoint()) {
 | 
						|
			--countGravityPointSpaces;
 | 
						|
			ERR_FAIL_COND(countGravityPointSpaces < 0);
 | 
						|
		}
 | 
						|
 | 
						|
		--areaWhereIamCount;
 | 
						|
		areasWhereIam.write[areaWhereIamCount] = nullptr; // Even if this is not required, I clear the last element to be safe
 | 
						|
		if (PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED != p_area->get_spOv_mode()) {
 | 
						|
			scratch_space_override_modificator();
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void RigidBodyBullet::reload_space_override_modificator() {
 | 
						|
	// Make sure that kinematic bodies have their total gravity calculated
 | 
						|
	if (!is_active() && PhysicsServer3D::BODY_MODE_KINEMATIC != mode)
 | 
						|
		return;
 | 
						|
 | 
						|
	Vector3 newGravity(0.0, 0.0, 0.0);
 | 
						|
	real_t newLinearDamp = MAX(0.0, linearDamp);
 | 
						|
	real_t newAngularDamp = MAX(0.0, angularDamp);
 | 
						|
 | 
						|
	AreaBullet *currentArea;
 | 
						|
	// Variable used to calculate new gravity for gravity point areas, it is pointed by currentGravity pointer
 | 
						|
	Vector3 support_gravity(0, 0, 0);
 | 
						|
 | 
						|
	bool stopped = false;
 | 
						|
	for (int i = areaWhereIamCount - 1; (0 <= i) && !stopped; --i) {
 | 
						|
 | 
						|
		currentArea = areasWhereIam[i];
 | 
						|
 | 
						|
		if (!currentArea || PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED == currentArea->get_spOv_mode()) {
 | 
						|
			continue;
 | 
						|
		}
 | 
						|
 | 
						|
		/// Here is calculated the gravity
 | 
						|
		if (currentArea->is_spOv_gravityPoint()) {
 | 
						|
 | 
						|
			/// It calculates the direction of new gravity
 | 
						|
			support_gravity = currentArea->get_transform().xform(currentArea->get_spOv_gravityVec()) - get_transform().get_origin();
 | 
						|
			real_t distanceMag = support_gravity.length();
 | 
						|
			// Normalized in this way to avoid the double call of function "length()"
 | 
						|
			if (distanceMag == 0) {
 | 
						|
				support_gravity.x = 0;
 | 
						|
				support_gravity.y = 0;
 | 
						|
				support_gravity.z = 0;
 | 
						|
			} else {
 | 
						|
				support_gravity.x /= distanceMag;
 | 
						|
				support_gravity.y /= distanceMag;
 | 
						|
				support_gravity.z /= distanceMag;
 | 
						|
			}
 | 
						|
 | 
						|
			/// Here is calculated the final gravity
 | 
						|
			if (currentArea->get_spOv_gravityPointDistanceScale() > 0) {
 | 
						|
				// Scaled gravity by distance
 | 
						|
				support_gravity *= currentArea->get_spOv_gravityMag() / Math::pow(distanceMag * currentArea->get_spOv_gravityPointDistanceScale() + 1, 2);
 | 
						|
			} else {
 | 
						|
				// Unscaled gravity
 | 
						|
				support_gravity *= currentArea->get_spOv_gravityMag();
 | 
						|
			}
 | 
						|
		} else {
 | 
						|
			support_gravity = currentArea->get_spOv_gravityVec() * currentArea->get_spOv_gravityMag();
 | 
						|
		}
 | 
						|
 | 
						|
		switch (currentArea->get_spOv_mode()) {
 | 
						|
			case PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED:
 | 
						|
				/// This area does not affect gravity/damp. These are generally areas
 | 
						|
				/// that exist only to detect collisions, and objects entering or exiting them.
 | 
						|
				break;
 | 
						|
			case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE:
 | 
						|
				/// This area adds its gravity/damp values to whatever has been
 | 
						|
				/// calculated so far. This way, many overlapping areas can combine
 | 
						|
				/// their physics to make interesting
 | 
						|
				newGravity += support_gravity;
 | 
						|
				newLinearDamp += currentArea->get_spOv_linearDamp();
 | 
						|
				newAngularDamp += currentArea->get_spOv_angularDamp();
 | 
						|
				break;
 | 
						|
			case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE:
 | 
						|
				/// This area adds its gravity/damp values to whatever has been calculated
 | 
						|
				/// so far. Then stops taking into account the rest of the areas, even the
 | 
						|
				/// default one.
 | 
						|
				newGravity += support_gravity;
 | 
						|
				newLinearDamp += currentArea->get_spOv_linearDamp();
 | 
						|
				newAngularDamp += currentArea->get_spOv_angularDamp();
 | 
						|
				stopped = true;
 | 
						|
				break;
 | 
						|
			case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE:
 | 
						|
				/// This area replaces any gravity/damp, even the default one, and
 | 
						|
				/// stops taking into account the rest of the areas.
 | 
						|
				newGravity = support_gravity;
 | 
						|
				newLinearDamp = currentArea->get_spOv_linearDamp();
 | 
						|
				newAngularDamp = currentArea->get_spOv_angularDamp();
 | 
						|
				stopped = true;
 | 
						|
				break;
 | 
						|
			case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE:
 | 
						|
				/// This area replaces any gravity/damp calculated so far, but keeps
 | 
						|
				/// calculating the rest of the areas, down to the default one.
 | 
						|
				newGravity = support_gravity;
 | 
						|
				newLinearDamp = currentArea->get_spOv_linearDamp();
 | 
						|
				newAngularDamp = currentArea->get_spOv_angularDamp();
 | 
						|
				break;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	// Add default gravity and damping from space.
 | 
						|
	if (!stopped) {
 | 
						|
		newGravity += space->get_gravity_direction() * space->get_gravity_magnitude();
 | 
						|
		newLinearDamp += space->get_linear_damp();
 | 
						|
		newAngularDamp += space->get_angular_damp();
 | 
						|
	}
 | 
						|
 | 
						|
	btVector3 newBtGravity;
 | 
						|
	G_TO_B(newGravity * gravity_scale, newBtGravity);
 | 
						|
 | 
						|
	btBody->setGravity(newBtGravity);
 | 
						|
	btBody->setDamping(newLinearDamp, newAngularDamp);
 | 
						|
}
 | 
						|
 | 
						|
void RigidBodyBullet::reload_kinematic_shapes() {
 | 
						|
	if (!kinematic_utilities) {
 | 
						|
		return;
 | 
						|
	}
 | 
						|
	kinematic_utilities->copyAllOwnerShapes();
 | 
						|
}
 | 
						|
 | 
						|
void RigidBodyBullet::notify_transform_changed() {
 | 
						|
	RigidCollisionObjectBullet::notify_transform_changed();
 | 
						|
	can_integrate_forces = true;
 | 
						|
}
 | 
						|
 | 
						|
void RigidBodyBullet::_internal_set_mass(real_t p_mass) {
 | 
						|
 | 
						|
	btVector3 localInertia(0, 0, 0);
 | 
						|
 | 
						|
	int clearedCurrentFlags = btBody->getCollisionFlags();
 | 
						|
	clearedCurrentFlags &= ~(btCollisionObject::CF_KINEMATIC_OBJECT | btCollisionObject::CF_STATIC_OBJECT | btCollisionObject::CF_CHARACTER_OBJECT);
 | 
						|
 | 
						|
	// Rigidbody is dynamic if and only if mass is non Zero, otherwise static
 | 
						|
	const bool isDynamic = p_mass != 0.f;
 | 
						|
	if (isDynamic) {
 | 
						|
 | 
						|
		if (PhysicsServer3D::BODY_MODE_RIGID != mode && PhysicsServer3D::BODY_MODE_CHARACTER != mode)
 | 
						|
			return;
 | 
						|
 | 
						|
		m_isStatic = false;
 | 
						|
		if (mainShape)
 | 
						|
			mainShape->calculateLocalInertia(p_mass, localInertia);
 | 
						|
 | 
						|
		if (PhysicsServer3D::BODY_MODE_RIGID == mode) {
 | 
						|
 | 
						|
			btBody->setCollisionFlags(clearedCurrentFlags); // Just set the flags without Kin and Static
 | 
						|
		} else {
 | 
						|
 | 
						|
			btBody->setCollisionFlags(clearedCurrentFlags | btCollisionObject::CF_CHARACTER_OBJECT);
 | 
						|
		}
 | 
						|
 | 
						|
		if (can_sleep) {
 | 
						|
			btBody->forceActivationState(ACTIVE_TAG); // ACTIVE_TAG 1
 | 
						|
		} else {
 | 
						|
			btBody->forceActivationState(DISABLE_DEACTIVATION); // DISABLE_DEACTIVATION 4
 | 
						|
		}
 | 
						|
	} else {
 | 
						|
 | 
						|
		if (PhysicsServer3D::BODY_MODE_STATIC != mode && PhysicsServer3D::BODY_MODE_KINEMATIC != mode)
 | 
						|
			return;
 | 
						|
 | 
						|
		m_isStatic = true;
 | 
						|
		if (PhysicsServer3D::BODY_MODE_STATIC == mode) {
 | 
						|
 | 
						|
			btBody->setCollisionFlags(clearedCurrentFlags | btCollisionObject::CF_STATIC_OBJECT);
 | 
						|
		} else {
 | 
						|
 | 
						|
			btBody->setCollisionFlags(clearedCurrentFlags | btCollisionObject::CF_KINEMATIC_OBJECT);
 | 
						|
			set_transform__bullet(btBody->getWorldTransform()); // Set current Transform using kinematic method
 | 
						|
		}
 | 
						|
		btBody->forceActivationState(DISABLE_SIMULATION); // DISABLE_SIMULATION 5
 | 
						|
	}
 | 
						|
 | 
						|
	btBody->setMassProps(p_mass, localInertia);
 | 
						|
	btBody->updateInertiaTensor();
 | 
						|
 | 
						|
	reload_body();
 | 
						|
}
 |