mirror of
				https://github.com/godotengine/godot.git
				synced 2025-11-03 23:21:15 +00:00 
			
		
		
		
	Apply old method for linear & angular damping in Bullet, in order to make it easier to tweak and consistent with Godot Physics.
		
			
				
	
	
		
			1462 lines
		
	
	
	
		
			57 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1462 lines
		
	
	
	
		
			57 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
 | 
						|
/*  space_bullet.cpp                                                     */
 | 
						|
/*************************************************************************/
 | 
						|
/*                       This file is part of:                           */
 | 
						|
/*                           GODOT ENGINE                                */
 | 
						|
/*                      https://godotengine.org                          */
 | 
						|
/*************************************************************************/
 | 
						|
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
 | 
						|
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 | 
						|
/*                                                                       */
 | 
						|
/* Permission is hereby granted, free of charge, to any person obtaining */
 | 
						|
/* a copy of this software and associated documentation files (the       */
 | 
						|
/* "Software"), to deal in the Software without restriction, including   */
 | 
						|
/* without limitation the rights to use, copy, modify, merge, publish,   */
 | 
						|
/* distribute, sublicense, and/or sell copies of the Software, and to    */
 | 
						|
/* permit persons to whom the Software is furnished to do so, subject to */
 | 
						|
/* the following conditions:                                             */
 | 
						|
/*                                                                       */
 | 
						|
/* The above copyright notice and this permission notice shall be        */
 | 
						|
/* included in all copies or substantial portions of the Software.       */
 | 
						|
/*                                                                       */
 | 
						|
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
 | 
						|
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
 | 
						|
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
 | 
						|
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
 | 
						|
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
 | 
						|
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
 | 
						|
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
 | 
						|
/*************************************************************************/
 | 
						|
 | 
						|
#include "space_bullet.h"
 | 
						|
 | 
						|
#include "bullet_physics_server.h"
 | 
						|
#include "bullet_types_converter.h"
 | 
						|
#include "bullet_utilities.h"
 | 
						|
#include "constraint_bullet.h"
 | 
						|
#include "core/project_settings.h"
 | 
						|
#include "core/ustring.h"
 | 
						|
#include "godot_collision_configuration.h"
 | 
						|
#include "godot_collision_dispatcher.h"
 | 
						|
#include "rigid_body_bullet.h"
 | 
						|
#include "servers/physics_server_3d.h"
 | 
						|
#include "soft_body_bullet.h"
 | 
						|
 | 
						|
#include <BulletCollision/BroadphaseCollision/btBroadphaseProxy.h>
 | 
						|
#include <BulletCollision/CollisionDispatch/btCollisionObject.h>
 | 
						|
#include <BulletCollision/CollisionDispatch/btGhostObject.h>
 | 
						|
#include <BulletCollision/NarrowPhaseCollision/btGjkEpaPenetrationDepthSolver.h>
 | 
						|
#include <BulletCollision/NarrowPhaseCollision/btGjkPairDetector.h>
 | 
						|
#include <BulletCollision/NarrowPhaseCollision/btPointCollector.h>
 | 
						|
#include <BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.h>
 | 
						|
#include <BulletSoftBody/btSoftRigidDynamicsWorld.h>
 | 
						|
#include <btBulletDynamicsCommon.h>
 | 
						|
 | 
						|
#include <assert.h>
 | 
						|
 | 
						|
/**
 | 
						|
	@author AndreaCatania
 | 
						|
*/
 | 
						|
 | 
						|
BulletPhysicsDirectSpaceState::BulletPhysicsDirectSpaceState(SpaceBullet *p_space) :
 | 
						|
		PhysicsDirectSpaceState3D(),
 | 
						|
		space(p_space) {}
 | 
						|
 | 
						|
int BulletPhysicsDirectSpaceState::intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
 | 
						|
 | 
						|
	if (p_result_max <= 0)
 | 
						|
		return 0;
 | 
						|
 | 
						|
	btVector3 bt_point;
 | 
						|
	G_TO_B(p_point, bt_point);
 | 
						|
 | 
						|
	btSphereShape sphere_point(0.001f);
 | 
						|
	btCollisionObject collision_object_point;
 | 
						|
	collision_object_point.setCollisionShape(&sphere_point);
 | 
						|
	collision_object_point.setWorldTransform(btTransform(btQuaternion::getIdentity(), bt_point));
 | 
						|
 | 
						|
	// Setup query
 | 
						|
	GodotAllContactResultCallback btResult(&collision_object_point, r_results, p_result_max, &p_exclude, p_collide_with_bodies, p_collide_with_areas);
 | 
						|
	btResult.m_collisionFilterGroup = 0;
 | 
						|
	btResult.m_collisionFilterMask = p_collision_mask;
 | 
						|
	space->dynamicsWorld->contactTest(&collision_object_point, btResult);
 | 
						|
 | 
						|
	// The results is already populated by GodotAllConvexResultCallback
 | 
						|
	return btResult.m_count;
 | 
						|
}
 | 
						|
 | 
						|
bool BulletPhysicsDirectSpaceState::intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_ray) {
 | 
						|
 | 
						|
	btVector3 btVec_from;
 | 
						|
	btVector3 btVec_to;
 | 
						|
 | 
						|
	G_TO_B(p_from, btVec_from);
 | 
						|
	G_TO_B(p_to, btVec_to);
 | 
						|
 | 
						|
	// setup query
 | 
						|
	GodotClosestRayResultCallback btResult(btVec_from, btVec_to, &p_exclude, p_collide_with_bodies, p_collide_with_areas);
 | 
						|
	btResult.m_collisionFilterGroup = 0;
 | 
						|
	btResult.m_collisionFilterMask = p_collision_mask;
 | 
						|
	btResult.m_pickRay = p_pick_ray;
 | 
						|
 | 
						|
	space->dynamicsWorld->rayTest(btVec_from, btVec_to, btResult);
 | 
						|
	if (btResult.hasHit()) {
 | 
						|
		B_TO_G(btResult.m_hitPointWorld, r_result.position);
 | 
						|
		B_TO_G(btResult.m_hitNormalWorld.normalize(), r_result.normal);
 | 
						|
		CollisionObjectBullet *gObj = static_cast<CollisionObjectBullet *>(btResult.m_collisionObject->getUserPointer());
 | 
						|
		if (gObj) {
 | 
						|
			r_result.shape = btResult.m_shapeId;
 | 
						|
			r_result.rid = gObj->get_self();
 | 
						|
			r_result.collider_id = gObj->get_instance_id();
 | 
						|
			r_result.collider = r_result.collider_id.is_null() ? nullptr : ObjectDB::get_instance(r_result.collider_id);
 | 
						|
		} else {
 | 
						|
			WARN_PRINT("The raycast performed has hit a collision object that is not part of Godot scene, please check it.");
 | 
						|
		}
 | 
						|
		return true;
 | 
						|
	} else {
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
int BulletPhysicsDirectSpaceState::intersect_shape(const RID &p_shape, const Transform &p_xform, float p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
 | 
						|
	if (p_result_max <= 0)
 | 
						|
		return 0;
 | 
						|
 | 
						|
	ShapeBullet *shape = space->get_physics_server()->get_shape_owner()->getornull(p_shape);
 | 
						|
 | 
						|
	btCollisionShape *btShape = shape->create_bt_shape(p_xform.basis.get_scale_abs(), p_margin);
 | 
						|
	if (!btShape->isConvex()) {
 | 
						|
		bulletdelete(btShape);
 | 
						|
		ERR_PRINT("The shape is not a convex shape, then is not supported: shape type: " + itos(shape->get_type()));
 | 
						|
		return 0;
 | 
						|
	}
 | 
						|
	btConvexShape *btConvex = static_cast<btConvexShape *>(btShape);
 | 
						|
 | 
						|
	btTransform bt_xform;
 | 
						|
	G_TO_B(p_xform, bt_xform);
 | 
						|
	UNSCALE_BT_BASIS(bt_xform);
 | 
						|
 | 
						|
	btCollisionObject collision_object;
 | 
						|
	collision_object.setCollisionShape(btConvex);
 | 
						|
	collision_object.setWorldTransform(bt_xform);
 | 
						|
 | 
						|
	GodotAllContactResultCallback btQuery(&collision_object, r_results, p_result_max, &p_exclude, p_collide_with_bodies, p_collide_with_areas);
 | 
						|
	btQuery.m_collisionFilterGroup = 0;
 | 
						|
	btQuery.m_collisionFilterMask = p_collision_mask;
 | 
						|
	btQuery.m_closestDistanceThreshold = 0;
 | 
						|
	space->dynamicsWorld->contactTest(&collision_object, btQuery);
 | 
						|
 | 
						|
	bulletdelete(btConvex);
 | 
						|
 | 
						|
	return btQuery.m_count;
 | 
						|
}
 | 
						|
 | 
						|
bool BulletPhysicsDirectSpaceState::cast_motion(const RID &p_shape, const Transform &p_xform, const Vector3 &p_motion, float p_margin, float &r_closest_safe, float &r_closest_unsafe, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, ShapeRestInfo *r_info) {
 | 
						|
	ShapeBullet *shape = space->get_physics_server()->get_shape_owner()->getornull(p_shape);
 | 
						|
 | 
						|
	btCollisionShape *btShape = shape->create_bt_shape(p_xform.basis.get_scale(), p_margin);
 | 
						|
	if (!btShape->isConvex()) {
 | 
						|
		bulletdelete(btShape);
 | 
						|
		ERR_PRINT("The shape is not a convex shape, then is not supported: shape type: " + itos(shape->get_type()));
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
	btConvexShape *bt_convex_shape = static_cast<btConvexShape *>(btShape);
 | 
						|
 | 
						|
	btVector3 bt_motion;
 | 
						|
	G_TO_B(p_motion, bt_motion);
 | 
						|
 | 
						|
	btTransform bt_xform_from;
 | 
						|
	G_TO_B(p_xform, bt_xform_from);
 | 
						|
	UNSCALE_BT_BASIS(bt_xform_from);
 | 
						|
 | 
						|
	btTransform bt_xform_to(bt_xform_from);
 | 
						|
	bt_xform_to.getOrigin() += bt_motion;
 | 
						|
 | 
						|
	GodotClosestConvexResultCallback btResult(bt_xform_from.getOrigin(), bt_xform_to.getOrigin(), &p_exclude, p_collide_with_bodies, p_collide_with_areas);
 | 
						|
	btResult.m_collisionFilterGroup = 0;
 | 
						|
	btResult.m_collisionFilterMask = p_collision_mask;
 | 
						|
 | 
						|
	space->dynamicsWorld->convexSweepTest(bt_convex_shape, bt_xform_from, bt_xform_to, btResult, space->dynamicsWorld->getDispatchInfo().m_allowedCcdPenetration);
 | 
						|
 | 
						|
	r_closest_unsafe = 1.0;
 | 
						|
	r_closest_safe = 1.0;
 | 
						|
 | 
						|
	if (btResult.hasHit()) {
 | 
						|
		const btScalar l = bt_motion.length();
 | 
						|
		r_closest_unsafe = btResult.m_closestHitFraction;
 | 
						|
		r_closest_safe = MAX(r_closest_unsafe - (1 - ((l - 0.01) / l)), 0);
 | 
						|
		if (r_info) {
 | 
						|
			if (btCollisionObject::CO_RIGID_BODY == btResult.m_hitCollisionObject->getInternalType()) {
 | 
						|
				B_TO_G(static_cast<const btRigidBody *>(btResult.m_hitCollisionObject)->getVelocityInLocalPoint(btResult.m_hitPointWorld), r_info->linear_velocity);
 | 
						|
			}
 | 
						|
			CollisionObjectBullet *collision_object = static_cast<CollisionObjectBullet *>(btResult.m_hitCollisionObject->getUserPointer());
 | 
						|
			B_TO_G(btResult.m_hitPointWorld, r_info->point);
 | 
						|
			B_TO_G(btResult.m_hitNormalWorld, r_info->normal);
 | 
						|
			r_info->rid = collision_object->get_self();
 | 
						|
			r_info->collider_id = collision_object->get_instance_id();
 | 
						|
			r_info->shape = btResult.m_shapeId;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	bulletdelete(bt_convex_shape);
 | 
						|
	return true; // Mean success
 | 
						|
}
 | 
						|
 | 
						|
/// Returns the list of contacts pairs in this order: Local contact, other body contact
 | 
						|
bool BulletPhysicsDirectSpaceState::collide_shape(RID p_shape, const Transform &p_shape_xform, float p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
 | 
						|
	if (p_result_max <= 0)
 | 
						|
		return 0;
 | 
						|
 | 
						|
	ShapeBullet *shape = space->get_physics_server()->get_shape_owner()->getornull(p_shape);
 | 
						|
 | 
						|
	btCollisionShape *btShape = shape->create_bt_shape(p_shape_xform.basis.get_scale_abs(), p_margin);
 | 
						|
	if (!btShape->isConvex()) {
 | 
						|
		bulletdelete(btShape);
 | 
						|
		ERR_PRINT("The shape is not a convex shape, then is not supported: shape type: " + itos(shape->get_type()));
 | 
						|
		return 0;
 | 
						|
	}
 | 
						|
	btConvexShape *btConvex = static_cast<btConvexShape *>(btShape);
 | 
						|
 | 
						|
	btTransform bt_xform;
 | 
						|
	G_TO_B(p_shape_xform, bt_xform);
 | 
						|
	UNSCALE_BT_BASIS(bt_xform);
 | 
						|
 | 
						|
	btCollisionObject collision_object;
 | 
						|
	collision_object.setCollisionShape(btConvex);
 | 
						|
	collision_object.setWorldTransform(bt_xform);
 | 
						|
 | 
						|
	GodotContactPairContactResultCallback btQuery(&collision_object, r_results, p_result_max, &p_exclude, p_collide_with_bodies, p_collide_with_areas);
 | 
						|
	btQuery.m_collisionFilterGroup = 0;
 | 
						|
	btQuery.m_collisionFilterMask = p_collision_mask;
 | 
						|
	btQuery.m_closestDistanceThreshold = 0;
 | 
						|
	space->dynamicsWorld->contactTest(&collision_object, btQuery);
 | 
						|
 | 
						|
	r_result_count = btQuery.m_count;
 | 
						|
	bulletdelete(btConvex);
 | 
						|
 | 
						|
	return btQuery.m_count;
 | 
						|
}
 | 
						|
 | 
						|
bool BulletPhysicsDirectSpaceState::rest_info(RID p_shape, const Transform &p_shape_xform, float p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
 | 
						|
 | 
						|
	ShapeBullet *shape = space->get_physics_server()->get_shape_owner()->getornull(p_shape);
 | 
						|
 | 
						|
	btCollisionShape *btShape = shape->create_bt_shape(p_shape_xform.basis.get_scale_abs(), p_margin);
 | 
						|
	if (!btShape->isConvex()) {
 | 
						|
		bulletdelete(btShape);
 | 
						|
		ERR_PRINT("The shape is not a convex shape, then is not supported: shape type: " + itos(shape->get_type()));
 | 
						|
		return 0;
 | 
						|
	}
 | 
						|
	btConvexShape *btConvex = static_cast<btConvexShape *>(btShape);
 | 
						|
 | 
						|
	btTransform bt_xform;
 | 
						|
	G_TO_B(p_shape_xform, bt_xform);
 | 
						|
	UNSCALE_BT_BASIS(bt_xform);
 | 
						|
 | 
						|
	btCollisionObject collision_object;
 | 
						|
	collision_object.setCollisionShape(btConvex);
 | 
						|
	collision_object.setWorldTransform(bt_xform);
 | 
						|
 | 
						|
	GodotRestInfoContactResultCallback btQuery(&collision_object, r_info, &p_exclude, p_collide_with_bodies, p_collide_with_areas);
 | 
						|
	btQuery.m_collisionFilterGroup = 0;
 | 
						|
	btQuery.m_collisionFilterMask = p_collision_mask;
 | 
						|
	btQuery.m_closestDistanceThreshold = 0;
 | 
						|
	space->dynamicsWorld->contactTest(&collision_object, btQuery);
 | 
						|
 | 
						|
	bulletdelete(btConvex);
 | 
						|
 | 
						|
	if (btQuery.m_collided) {
 | 
						|
		if (btCollisionObject::CO_RIGID_BODY == btQuery.m_rest_info_collision_object->getInternalType()) {
 | 
						|
			B_TO_G(static_cast<const btRigidBody *>(btQuery.m_rest_info_collision_object)->getVelocityInLocalPoint(btQuery.m_rest_info_bt_point), r_info->linear_velocity);
 | 
						|
		}
 | 
						|
		B_TO_G(btQuery.m_rest_info_bt_point, r_info->point);
 | 
						|
	}
 | 
						|
 | 
						|
	return btQuery.m_collided;
 | 
						|
}
 | 
						|
 | 
						|
Vector3 BulletPhysicsDirectSpaceState::get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const {
 | 
						|
 | 
						|
	RigidCollisionObjectBullet *rigid_object = space->get_physics_server()->get_rigid_collisin_object(p_object);
 | 
						|
	ERR_FAIL_COND_V(!rigid_object, Vector3());
 | 
						|
 | 
						|
	btVector3 out_closest_point(0, 0, 0);
 | 
						|
	btScalar out_distance = 1e20;
 | 
						|
 | 
						|
	btVector3 bt_point;
 | 
						|
	G_TO_B(p_point, bt_point);
 | 
						|
 | 
						|
	btSphereShape point_shape(0.);
 | 
						|
 | 
						|
	btCollisionShape *shape;
 | 
						|
	btConvexShape *convex_shape;
 | 
						|
	btTransform child_transform;
 | 
						|
	btTransform body_transform(rigid_object->get_bt_collision_object()->getWorldTransform());
 | 
						|
 | 
						|
	btGjkPairDetector::ClosestPointInput input;
 | 
						|
	input.m_transformA.getBasis().setIdentity();
 | 
						|
	input.m_transformA.setOrigin(bt_point);
 | 
						|
 | 
						|
	bool shapes_found = false;
 | 
						|
 | 
						|
	for (int i = rigid_object->get_shape_count() - 1; 0 <= i; --i) {
 | 
						|
		shape = rigid_object->get_bt_shape(i);
 | 
						|
		if (shape->isConvex()) {
 | 
						|
			child_transform = rigid_object->get_bt_shape_transform(i);
 | 
						|
			convex_shape = static_cast<btConvexShape *>(shape);
 | 
						|
 | 
						|
			input.m_transformB = body_transform * child_transform;
 | 
						|
 | 
						|
			btPointCollector result;
 | 
						|
			btGjkPairDetector gjk_pair_detector(&point_shape, convex_shape, space->gjk_simplex_solver, space->gjk_epa_pen_solver);
 | 
						|
			gjk_pair_detector.getClosestPoints(input, result, nullptr);
 | 
						|
 | 
						|
			if (out_distance > result.m_distance) {
 | 
						|
				out_distance = result.m_distance;
 | 
						|
				out_closest_point = result.m_pointInWorld;
 | 
						|
			}
 | 
						|
		}
 | 
						|
		shapes_found = true;
 | 
						|
	}
 | 
						|
 | 
						|
	if (shapes_found) {
 | 
						|
 | 
						|
		Vector3 out;
 | 
						|
		B_TO_G(out_closest_point, out);
 | 
						|
		return out;
 | 
						|
	} else {
 | 
						|
 | 
						|
		// no shapes found, use distance to origin.
 | 
						|
		return rigid_object->get_transform().get_origin();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
SpaceBullet::SpaceBullet() :
 | 
						|
		broadphase(nullptr),
 | 
						|
		collisionConfiguration(nullptr),
 | 
						|
		dispatcher(nullptr),
 | 
						|
		solver(nullptr),
 | 
						|
		dynamicsWorld(nullptr),
 | 
						|
		soft_body_world_info(nullptr),
 | 
						|
		ghostPairCallback(nullptr),
 | 
						|
		godotFilterCallback(nullptr),
 | 
						|
		gravityDirection(0, -1, 0),
 | 
						|
		gravityMagnitude(10),
 | 
						|
		linear_damp(0.0),
 | 
						|
		angular_damp(0.0),
 | 
						|
		contactDebugCount(0),
 | 
						|
		delta_time(0.) {
 | 
						|
 | 
						|
	create_empty_world(GLOBAL_DEF("physics/3d/active_soft_world", true));
 | 
						|
	direct_access = memnew(BulletPhysicsDirectSpaceState(this));
 | 
						|
}
 | 
						|
 | 
						|
SpaceBullet::~SpaceBullet() {
 | 
						|
	memdelete(direct_access);
 | 
						|
	destroy_world();
 | 
						|
}
 | 
						|
 | 
						|
void SpaceBullet::flush_queries() {
 | 
						|
	const btCollisionObjectArray &colObjArray = dynamicsWorld->getCollisionObjectArray();
 | 
						|
	for (int i = colObjArray.size() - 1; 0 <= i; --i) {
 | 
						|
		static_cast<CollisionObjectBullet *>(colObjArray[i]->getUserPointer())->dispatch_callbacks();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void SpaceBullet::step(real_t p_delta_time) {
 | 
						|
	delta_time = p_delta_time;
 | 
						|
	dynamicsWorld->stepSimulation(p_delta_time, 0, 0);
 | 
						|
}
 | 
						|
 | 
						|
void SpaceBullet::set_param(PhysicsServer3D::AreaParameter p_param, const Variant &p_value) {
 | 
						|
	assert(dynamicsWorld);
 | 
						|
 | 
						|
	switch (p_param) {
 | 
						|
		case PhysicsServer3D::AREA_PARAM_GRAVITY:
 | 
						|
			gravityMagnitude = p_value;
 | 
						|
			update_gravity();
 | 
						|
			break;
 | 
						|
		case PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR:
 | 
						|
			gravityDirection = p_value;
 | 
						|
			update_gravity();
 | 
						|
			break;
 | 
						|
		case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP:
 | 
						|
			linear_damp = p_value;
 | 
						|
			break;
 | 
						|
		case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP:
 | 
						|
			angular_damp = p_value;
 | 
						|
			break;
 | 
						|
		case PhysicsServer3D::AREA_PARAM_PRIORITY:
 | 
						|
			// Priority is always 0, the lower
 | 
						|
			break;
 | 
						|
		case PhysicsServer3D::AREA_PARAM_GRAVITY_IS_POINT:
 | 
						|
		case PhysicsServer3D::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
 | 
						|
		case PhysicsServer3D::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
 | 
						|
			break;
 | 
						|
		default:
 | 
						|
			WARN_PRINT("This set parameter (" + itos(p_param) + ") is ignored, the SpaceBullet doesn't support it.");
 | 
						|
			break;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
Variant SpaceBullet::get_param(PhysicsServer3D::AreaParameter p_param) {
 | 
						|
	switch (p_param) {
 | 
						|
		case PhysicsServer3D::AREA_PARAM_GRAVITY:
 | 
						|
			return gravityMagnitude;
 | 
						|
		case PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR:
 | 
						|
			return gravityDirection;
 | 
						|
		case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP:
 | 
						|
			return linear_damp;
 | 
						|
		case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP:
 | 
						|
			return angular_damp;
 | 
						|
		case PhysicsServer3D::AREA_PARAM_PRIORITY:
 | 
						|
			return 0; // Priority is always 0, the lower
 | 
						|
		case PhysicsServer3D::AREA_PARAM_GRAVITY_IS_POINT:
 | 
						|
			return false;
 | 
						|
		case PhysicsServer3D::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
 | 
						|
			return 0;
 | 
						|
		case PhysicsServer3D::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
 | 
						|
			return 0;
 | 
						|
		default:
 | 
						|
			WARN_PRINT("This get parameter (" + itos(p_param) + ") is ignored, the SpaceBullet doesn't support it.");
 | 
						|
			return Variant();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void SpaceBullet::set_param(PhysicsServer3D::SpaceParameter p_param, real_t p_value) {
 | 
						|
	switch (p_param) {
 | 
						|
		case PhysicsServer3D::SPACE_PARAM_CONTACT_RECYCLE_RADIUS:
 | 
						|
		case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_SEPARATION:
 | 
						|
		case PhysicsServer3D::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION:
 | 
						|
		case PhysicsServer3D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
 | 
						|
		case PhysicsServer3D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD:
 | 
						|
		case PhysicsServer3D::SPACE_PARAM_BODY_TIME_TO_SLEEP:
 | 
						|
		case PhysicsServer3D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO:
 | 
						|
		case PhysicsServer3D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
 | 
						|
		default:
 | 
						|
			WARN_PRINT("This set parameter (" + itos(p_param) + ") is ignored, the SpaceBullet doesn't support it.");
 | 
						|
			break;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
real_t SpaceBullet::get_param(PhysicsServer3D::SpaceParameter p_param) {
 | 
						|
	switch (p_param) {
 | 
						|
		case PhysicsServer3D::SPACE_PARAM_CONTACT_RECYCLE_RADIUS:
 | 
						|
		case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_SEPARATION:
 | 
						|
		case PhysicsServer3D::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION:
 | 
						|
		case PhysicsServer3D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
 | 
						|
		case PhysicsServer3D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD:
 | 
						|
		case PhysicsServer3D::SPACE_PARAM_BODY_TIME_TO_SLEEP:
 | 
						|
		case PhysicsServer3D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO:
 | 
						|
		case PhysicsServer3D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
 | 
						|
		default:
 | 
						|
			WARN_PRINT("The SpaceBullet  doesn't support this get parameter (" + itos(p_param) + "), 0 is returned.");
 | 
						|
			return 0.f;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void SpaceBullet::add_area(AreaBullet *p_area) {
 | 
						|
	areas.push_back(p_area);
 | 
						|
	dynamicsWorld->addCollisionObject(p_area->get_bt_ghost(), p_area->get_collision_layer(), p_area->get_collision_mask());
 | 
						|
}
 | 
						|
 | 
						|
void SpaceBullet::remove_area(AreaBullet *p_area) {
 | 
						|
	areas.erase(p_area);
 | 
						|
	dynamicsWorld->removeCollisionObject(p_area->get_bt_ghost());
 | 
						|
}
 | 
						|
 | 
						|
void SpaceBullet::reload_collision_filters(AreaBullet *p_area) {
 | 
						|
	btGhostObject *ghost_object = p_area->get_bt_ghost();
 | 
						|
 | 
						|
	btBroadphaseProxy *ghost_proxy = ghost_object->getBroadphaseHandle();
 | 
						|
	ghost_proxy->m_collisionFilterGroup = p_area->get_collision_layer();
 | 
						|
	ghost_proxy->m_collisionFilterMask = p_area->get_collision_mask();
 | 
						|
 | 
						|
	dynamicsWorld->refreshBroadphaseProxy(ghost_object);
 | 
						|
}
 | 
						|
 | 
						|
void SpaceBullet::add_rigid_body(RigidBodyBullet *p_body) {
 | 
						|
	if (p_body->is_static()) {
 | 
						|
		dynamicsWorld->addCollisionObject(p_body->get_bt_rigid_body(), p_body->get_collision_layer(), p_body->get_collision_mask());
 | 
						|
	} else {
 | 
						|
		dynamicsWorld->addRigidBody(p_body->get_bt_rigid_body(), p_body->get_collision_layer(), p_body->get_collision_mask());
 | 
						|
		p_body->scratch_space_override_modificator();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void SpaceBullet::remove_rigid_body(RigidBodyBullet *p_body) {
 | 
						|
	if (p_body->is_static()) {
 | 
						|
		dynamicsWorld->removeCollisionObject(p_body->get_bt_rigid_body());
 | 
						|
	} else {
 | 
						|
		dynamicsWorld->removeRigidBody(p_body->get_bt_rigid_body());
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void SpaceBullet::reload_collision_filters(RigidBodyBullet *p_body) {
 | 
						|
	btRigidBody *rigid_body = p_body->get_bt_rigid_body();
 | 
						|
 | 
						|
	btBroadphaseProxy *body_proxy = rigid_body->getBroadphaseProxy();
 | 
						|
	body_proxy->m_collisionFilterGroup = p_body->get_collision_layer();
 | 
						|
	body_proxy->m_collisionFilterMask = p_body->get_collision_mask();
 | 
						|
 | 
						|
	dynamicsWorld->refreshBroadphaseProxy(rigid_body);
 | 
						|
}
 | 
						|
 | 
						|
void SpaceBullet::add_soft_body(SoftBodyBullet *p_body) {
 | 
						|
	if (is_using_soft_world()) {
 | 
						|
		if (p_body->get_bt_soft_body()) {
 | 
						|
			p_body->get_bt_soft_body()->m_worldInfo = get_soft_body_world_info();
 | 
						|
			static_cast<btSoftRigidDynamicsWorld *>(dynamicsWorld)->addSoftBody(p_body->get_bt_soft_body(), p_body->get_collision_layer(), p_body->get_collision_mask());
 | 
						|
		}
 | 
						|
	} else {
 | 
						|
		ERR_PRINT("This soft body can't be added to non soft world");
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void SpaceBullet::remove_soft_body(SoftBodyBullet *p_body) {
 | 
						|
	if (is_using_soft_world()) {
 | 
						|
		if (p_body->get_bt_soft_body()) {
 | 
						|
			static_cast<btSoftRigidDynamicsWorld *>(dynamicsWorld)->removeSoftBody(p_body->get_bt_soft_body());
 | 
						|
			p_body->get_bt_soft_body()->m_worldInfo = nullptr;
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void SpaceBullet::reload_collision_filters(SoftBodyBullet *p_body) {
 | 
						|
	// This is necessary to change collision filter
 | 
						|
	remove_soft_body(p_body);
 | 
						|
	add_soft_body(p_body);
 | 
						|
}
 | 
						|
 | 
						|
void SpaceBullet::add_constraint(ConstraintBullet *p_constraint, bool disableCollisionsBetweenLinkedBodies) {
 | 
						|
	p_constraint->set_space(this);
 | 
						|
	dynamicsWorld->addConstraint(p_constraint->get_bt_constraint(), disableCollisionsBetweenLinkedBodies);
 | 
						|
}
 | 
						|
 | 
						|
void SpaceBullet::remove_constraint(ConstraintBullet *p_constraint) {
 | 
						|
	dynamicsWorld->removeConstraint(p_constraint->get_bt_constraint());
 | 
						|
}
 | 
						|
 | 
						|
int SpaceBullet::get_num_collision_objects() const {
 | 
						|
	return dynamicsWorld->getNumCollisionObjects();
 | 
						|
}
 | 
						|
 | 
						|
void SpaceBullet::remove_all_collision_objects() {
 | 
						|
	for (int i = dynamicsWorld->getNumCollisionObjects() - 1; 0 <= i; --i) {
 | 
						|
		btCollisionObject *btObj = dynamicsWorld->getCollisionObjectArray()[i];
 | 
						|
		CollisionObjectBullet *colObj = static_cast<CollisionObjectBullet *>(btObj->getUserPointer());
 | 
						|
		colObj->set_space(nullptr);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void onBulletPreTickCallback(btDynamicsWorld *p_dynamicsWorld, btScalar timeStep) {
 | 
						|
	static_cast<SpaceBullet *>(p_dynamicsWorld->getWorldUserInfo())->flush_queries();
 | 
						|
}
 | 
						|
 | 
						|
void onBulletTickCallback(btDynamicsWorld *p_dynamicsWorld, btScalar timeStep) {
 | 
						|
 | 
						|
	const btCollisionObjectArray &colObjArray = p_dynamicsWorld->getCollisionObjectArray();
 | 
						|
 | 
						|
	// Notify all Collision objects the collision checker is started
 | 
						|
	for (int i = colObjArray.size() - 1; 0 <= i; --i) {
 | 
						|
		static_cast<CollisionObjectBullet *>(colObjArray[i]->getUserPointer())->on_collision_checker_start();
 | 
						|
	}
 | 
						|
 | 
						|
	SpaceBullet *sb = static_cast<SpaceBullet *>(p_dynamicsWorld->getWorldUserInfo());
 | 
						|
	sb->check_ghost_overlaps();
 | 
						|
	sb->check_body_collision();
 | 
						|
 | 
						|
	for (int i = colObjArray.size() - 1; 0 <= i; --i) {
 | 
						|
		static_cast<CollisionObjectBullet *>(colObjArray[i]->getUserPointer())->on_collision_checker_end();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
BulletPhysicsDirectSpaceState *SpaceBullet::get_direct_state() {
 | 
						|
	return direct_access;
 | 
						|
}
 | 
						|
 | 
						|
btScalar calculateGodotCombinedRestitution(const btCollisionObject *body0, const btCollisionObject *body1) {
 | 
						|
 | 
						|
	return CLAMP(body0->getRestitution() + body1->getRestitution(), 0, 1);
 | 
						|
}
 | 
						|
 | 
						|
btScalar calculateGodotCombinedFriction(const btCollisionObject *body0, const btCollisionObject *body1) {
 | 
						|
 | 
						|
	return ABS(MIN(body0->getFriction(), body1->getFriction()));
 | 
						|
}
 | 
						|
 | 
						|
void SpaceBullet::create_empty_world(bool p_create_soft_world) {
 | 
						|
 | 
						|
	gjk_epa_pen_solver = bulletnew(btGjkEpaPenetrationDepthSolver);
 | 
						|
	gjk_simplex_solver = bulletnew(btVoronoiSimplexSolver);
 | 
						|
 | 
						|
	void *world_mem;
 | 
						|
	if (p_create_soft_world) {
 | 
						|
		world_mem = malloc(sizeof(btSoftRigidDynamicsWorld));
 | 
						|
	} else {
 | 
						|
		world_mem = malloc(sizeof(btDiscreteDynamicsWorld));
 | 
						|
	}
 | 
						|
 | 
						|
	ERR_FAIL_COND_MSG(!world_mem, "Out of memory.");
 | 
						|
 | 
						|
	if (p_create_soft_world) {
 | 
						|
		collisionConfiguration = bulletnew(GodotSoftCollisionConfiguration(static_cast<btDiscreteDynamicsWorld *>(world_mem)));
 | 
						|
	} else {
 | 
						|
		collisionConfiguration = bulletnew(GodotCollisionConfiguration(static_cast<btDiscreteDynamicsWorld *>(world_mem)));
 | 
						|
	}
 | 
						|
 | 
						|
	dispatcher = bulletnew(GodotCollisionDispatcher(collisionConfiguration));
 | 
						|
	broadphase = bulletnew(btDbvtBroadphase);
 | 
						|
	solver = bulletnew(btSequentialImpulseConstraintSolver);
 | 
						|
 | 
						|
	if (p_create_soft_world) {
 | 
						|
		dynamicsWorld = new (world_mem) btSoftRigidDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);
 | 
						|
		soft_body_world_info = bulletnew(btSoftBodyWorldInfo);
 | 
						|
	} else {
 | 
						|
		dynamicsWorld = new (world_mem) btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);
 | 
						|
	}
 | 
						|
 | 
						|
	ghostPairCallback = bulletnew(btGhostPairCallback);
 | 
						|
	godotFilterCallback = bulletnew(GodotFilterCallback);
 | 
						|
	gCalculateCombinedRestitutionCallback = &calculateGodotCombinedRestitution;
 | 
						|
	gCalculateCombinedFrictionCallback = &calculateGodotCombinedFriction;
 | 
						|
	gContactAddedCallback = &godotContactAddedCallback;
 | 
						|
 | 
						|
	dynamicsWorld->setWorldUserInfo(this);
 | 
						|
 | 
						|
	dynamicsWorld->setInternalTickCallback(onBulletPreTickCallback, this, true);
 | 
						|
	dynamicsWorld->setInternalTickCallback(onBulletTickCallback, this, false);
 | 
						|
	dynamicsWorld->getBroadphase()->getOverlappingPairCache()->setInternalGhostPairCallback(ghostPairCallback); // Setup ghost check
 | 
						|
	dynamicsWorld->getPairCache()->setOverlapFilterCallback(godotFilterCallback);
 | 
						|
 | 
						|
	if (soft_body_world_info) {
 | 
						|
		soft_body_world_info->m_broadphase = broadphase;
 | 
						|
		soft_body_world_info->m_dispatcher = dispatcher;
 | 
						|
		soft_body_world_info->m_sparsesdf.Initialize();
 | 
						|
	}
 | 
						|
 | 
						|
	update_gravity();
 | 
						|
}
 | 
						|
 | 
						|
void SpaceBullet::destroy_world() {
 | 
						|
 | 
						|
	/// The world elements (like: Collision Objects, Constraints, Shapes) are managed by godot
 | 
						|
 | 
						|
	dynamicsWorld->getBroadphase()->getOverlappingPairCache()->setInternalGhostPairCallback(nullptr);
 | 
						|
	dynamicsWorld->getPairCache()->setOverlapFilterCallback(nullptr);
 | 
						|
 | 
						|
	bulletdelete(ghostPairCallback);
 | 
						|
	bulletdelete(godotFilterCallback);
 | 
						|
 | 
						|
	// Deallocate world
 | 
						|
	dynamicsWorld->~btDiscreteDynamicsWorld();
 | 
						|
	free(dynamicsWorld);
 | 
						|
	dynamicsWorld = nullptr;
 | 
						|
 | 
						|
	bulletdelete(solver);
 | 
						|
	bulletdelete(broadphase);
 | 
						|
	bulletdelete(dispatcher);
 | 
						|
	bulletdelete(collisionConfiguration);
 | 
						|
	bulletdelete(soft_body_world_info);
 | 
						|
	bulletdelete(gjk_simplex_solver);
 | 
						|
	bulletdelete(gjk_epa_pen_solver);
 | 
						|
}
 | 
						|
 | 
						|
void SpaceBullet::check_ghost_overlaps() {
 | 
						|
 | 
						|
	/// Algorithm support variables
 | 
						|
	btCollisionShape *other_body_shape;
 | 
						|
	btConvexShape *area_shape;
 | 
						|
	btGjkPairDetector::ClosestPointInput gjk_input;
 | 
						|
	AreaBullet *area;
 | 
						|
	int x(-1), i(-1), y(-1), z(-1), indexOverlap(-1);
 | 
						|
 | 
						|
	/// For each areas
 | 
						|
	for (x = areas.size() - 1; 0 <= x; --x) {
 | 
						|
		area = areas[x];
 | 
						|
 | 
						|
		btVector3 area_scale(area->get_bt_body_scale());
 | 
						|
 | 
						|
		if (!area->is_monitoring())
 | 
						|
			continue;
 | 
						|
 | 
						|
		/// 1. Reset all states
 | 
						|
		for (i = area->overlappingObjects.size() - 1; 0 <= i; --i) {
 | 
						|
			AreaBullet::OverlappingObjectData &otherObj = area->overlappingObjects.write[i];
 | 
						|
			// This check prevent the overwrite of ENTER state
 | 
						|
			// if this function is called more times before dispatchCallbacks
 | 
						|
			if (otherObj.state != AreaBullet::OVERLAP_STATE_ENTER) {
 | 
						|
				otherObj.state = AreaBullet::OVERLAP_STATE_DIRTY;
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		/// 2. Check all overlapping objects using GJK
 | 
						|
 | 
						|
		const btAlignedObjectArray<btCollisionObject *> ghostOverlaps = area->get_bt_ghost()->getOverlappingPairs();
 | 
						|
 | 
						|
		// For each overlapping
 | 
						|
		for (i = ghostOverlaps.size() - 1; 0 <= i; --i) {
 | 
						|
 | 
						|
			bool hasOverlap = false;
 | 
						|
			btCollisionObject *overlapped_bt_co = ghostOverlaps[i];
 | 
						|
			RigidCollisionObjectBullet *otherObject = static_cast<RigidCollisionObjectBullet *>(overlapped_bt_co->getUserPointer());
 | 
						|
			btVector3 other_body_scale(otherObject->get_bt_body_scale());
 | 
						|
 | 
						|
			if (!area->is_transform_changed() && !otherObject->is_transform_changed()) {
 | 
						|
				hasOverlap = -1 != area->find_overlapping_object(otherObject);
 | 
						|
				goto collision_found;
 | 
						|
			}
 | 
						|
 | 
						|
			if (overlapped_bt_co->getUserIndex() == CollisionObjectBullet::TYPE_AREA) {
 | 
						|
				if (!static_cast<AreaBullet *>(overlapped_bt_co->getUserPointer())->is_monitorable())
 | 
						|
					continue;
 | 
						|
			} else if (overlapped_bt_co->getUserIndex() != CollisionObjectBullet::TYPE_RIGID_BODY)
 | 
						|
				continue;
 | 
						|
 | 
						|
			// For each area shape
 | 
						|
			for (y = area->get_shape_count() - 1; 0 <= y; --y) {
 | 
						|
				if (!area->get_bt_shape(y)->isConvex())
 | 
						|
					continue;
 | 
						|
 | 
						|
				btTransform area_shape_treansform(area->get_bt_shape_transform(y));
 | 
						|
				area_shape_treansform.getOrigin() *= area_scale;
 | 
						|
 | 
						|
				gjk_input.m_transformA =
 | 
						|
						area->get_transform__bullet() *
 | 
						|
						area_shape_treansform;
 | 
						|
 | 
						|
				area_shape = static_cast<btConvexShape *>(area->get_bt_shape(y));
 | 
						|
 | 
						|
				// For each other object shape
 | 
						|
				for (z = otherObject->get_shape_count() - 1; 0 <= z; --z) {
 | 
						|
 | 
						|
					other_body_shape = static_cast<btCollisionShape *>(otherObject->get_bt_shape(z));
 | 
						|
 | 
						|
					btTransform other_shape_transform(otherObject->get_bt_shape_transform(z));
 | 
						|
					other_shape_transform.getOrigin() *= other_body_scale;
 | 
						|
 | 
						|
					gjk_input.m_transformB =
 | 
						|
							otherObject->get_transform__bullet() *
 | 
						|
							other_shape_transform;
 | 
						|
 | 
						|
					if (other_body_shape->isConvex()) {
 | 
						|
 | 
						|
						btPointCollector result;
 | 
						|
						btGjkPairDetector gjk_pair_detector(
 | 
						|
								area_shape,
 | 
						|
								static_cast<btConvexShape *>(other_body_shape),
 | 
						|
								gjk_simplex_solver,
 | 
						|
								gjk_epa_pen_solver);
 | 
						|
						gjk_pair_detector.getClosestPoints(gjk_input, result, nullptr);
 | 
						|
 | 
						|
						if (0 >= result.m_distance) {
 | 
						|
							hasOverlap = true;
 | 
						|
							goto collision_found;
 | 
						|
						}
 | 
						|
 | 
						|
					} else {
 | 
						|
 | 
						|
						btCollisionObjectWrapper obA(nullptr, area_shape, area->get_bt_ghost(), gjk_input.m_transformA, -1, y);
 | 
						|
						btCollisionObjectWrapper obB(nullptr, other_body_shape, otherObject->get_bt_collision_object(), gjk_input.m_transformB, -1, z);
 | 
						|
 | 
						|
						btCollisionAlgorithm *algorithm = dispatcher->findAlgorithm(&obA, &obB, nullptr, BT_CONTACT_POINT_ALGORITHMS);
 | 
						|
 | 
						|
						if (!algorithm)
 | 
						|
							continue;
 | 
						|
 | 
						|
						GodotDeepPenetrationContactResultCallback contactPointResult(&obA, &obB);
 | 
						|
						algorithm->processCollision(&obA, &obB, dynamicsWorld->getDispatchInfo(), &contactPointResult);
 | 
						|
 | 
						|
						algorithm->~btCollisionAlgorithm();
 | 
						|
						dispatcher->freeCollisionAlgorithm(algorithm);
 | 
						|
 | 
						|
						if (contactPointResult.hasHit()) {
 | 
						|
							hasOverlap = true;
 | 
						|
							goto collision_found;
 | 
						|
						}
 | 
						|
					}
 | 
						|
 | 
						|
				} // ~For each other object shape
 | 
						|
			} // ~For each area shape
 | 
						|
 | 
						|
		collision_found:
 | 
						|
			if (!hasOverlap)
 | 
						|
				continue;
 | 
						|
 | 
						|
			indexOverlap = area->find_overlapping_object(otherObject);
 | 
						|
			if (-1 == indexOverlap) {
 | 
						|
				// Not found
 | 
						|
				area->add_overlap(otherObject);
 | 
						|
			} else {
 | 
						|
				// Found
 | 
						|
				area->put_overlap_as_inside(indexOverlap);
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		/// 3. Remove not overlapping
 | 
						|
		for (i = area->overlappingObjects.size() - 1; 0 <= i; --i) {
 | 
						|
			// If the overlap has DIRTY state it means that it's no more overlapping
 | 
						|
			if (area->overlappingObjects[i].state == AreaBullet::OVERLAP_STATE_DIRTY) {
 | 
						|
				area->put_overlap_as_exit(i);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void SpaceBullet::check_body_collision() {
 | 
						|
#ifdef DEBUG_ENABLED
 | 
						|
	reset_debug_contact_count();
 | 
						|
#endif
 | 
						|
 | 
						|
	const int numManifolds = dynamicsWorld->getDispatcher()->getNumManifolds();
 | 
						|
	for (int i = 0; i < numManifolds; ++i) {
 | 
						|
		btPersistentManifold *contactManifold = dynamicsWorld->getDispatcher()->getManifoldByIndexInternal(i);
 | 
						|
 | 
						|
		// I know this static cast is a bit risky. But I'm checking its type just after it.
 | 
						|
		// This allow me to avoid a lot of other cast and checks
 | 
						|
		RigidBodyBullet *bodyA = static_cast<RigidBodyBullet *>(contactManifold->getBody0()->getUserPointer());
 | 
						|
		RigidBodyBullet *bodyB = static_cast<RigidBodyBullet *>(contactManifold->getBody1()->getUserPointer());
 | 
						|
 | 
						|
		if (CollisionObjectBullet::TYPE_RIGID_BODY == bodyA->getType() && CollisionObjectBullet::TYPE_RIGID_BODY == bodyB->getType()) {
 | 
						|
			if (!bodyA->can_add_collision() && !bodyB->can_add_collision()) {
 | 
						|
				continue;
 | 
						|
			}
 | 
						|
 | 
						|
			const int numContacts = contactManifold->getNumContacts();
 | 
						|
 | 
						|
			/// Since I don't need report all contacts for these objects,
 | 
						|
			/// So report only the first
 | 
						|
#define REPORT_ALL_CONTACTS 0
 | 
						|
#if REPORT_ALL_CONTACTS
 | 
						|
			for (int j = 0; j < numContacts; j++) {
 | 
						|
				btManifoldPoint &pt = contactManifold->getContactPoint(j);
 | 
						|
#else
 | 
						|
			if (numContacts) {
 | 
						|
				btManifoldPoint &pt = contactManifold->getContactPoint(0);
 | 
						|
#endif
 | 
						|
				if (
 | 
						|
						pt.getDistance() <= 0.0 ||
 | 
						|
						bodyA->was_colliding(bodyB) ||
 | 
						|
						bodyB->was_colliding(bodyA)) {
 | 
						|
 | 
						|
					Vector3 collisionWorldPosition;
 | 
						|
					Vector3 collisionLocalPosition;
 | 
						|
					Vector3 normalOnB;
 | 
						|
					float appliedImpulse = pt.m_appliedImpulse;
 | 
						|
					B_TO_G(pt.m_normalWorldOnB, normalOnB);
 | 
						|
 | 
						|
					if (bodyA->can_add_collision()) {
 | 
						|
						B_TO_G(pt.getPositionWorldOnB(), collisionWorldPosition);
 | 
						|
						/// pt.m_localPointB Doesn't report the exact point in local space
 | 
						|
						B_TO_G(pt.getPositionWorldOnB() - contactManifold->getBody1()->getWorldTransform().getOrigin(), collisionLocalPosition);
 | 
						|
						bodyA->add_collision_object(bodyB, collisionWorldPosition, collisionLocalPosition, normalOnB, appliedImpulse, pt.m_index1, pt.m_index0);
 | 
						|
					}
 | 
						|
					if (bodyB->can_add_collision()) {
 | 
						|
						B_TO_G(pt.getPositionWorldOnA(), collisionWorldPosition);
 | 
						|
						/// pt.m_localPointA Doesn't report the exact point in local space
 | 
						|
						B_TO_G(pt.getPositionWorldOnA() - contactManifold->getBody0()->getWorldTransform().getOrigin(), collisionLocalPosition);
 | 
						|
						bodyB->add_collision_object(bodyA, collisionWorldPosition, collisionLocalPosition, normalOnB * -1, appliedImpulse * -1, pt.m_index0, pt.m_index1);
 | 
						|
					}
 | 
						|
 | 
						|
#ifdef DEBUG_ENABLED
 | 
						|
					if (is_debugging_contacts()) {
 | 
						|
						add_debug_contact(collisionWorldPosition);
 | 
						|
					}
 | 
						|
#endif
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void SpaceBullet::update_gravity() {
 | 
						|
	btVector3 btGravity;
 | 
						|
	G_TO_B(gravityDirection * gravityMagnitude, btGravity);
 | 
						|
	//dynamicsWorld->setGravity(btGravity);
 | 
						|
	dynamicsWorld->setGravity(btVector3(0, 0, 0));
 | 
						|
	if (soft_body_world_info) {
 | 
						|
		soft_body_world_info->m_gravity = btGravity;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/// IMPORTANT: Please don't turn it ON this is not managed correctly!!
 | 
						|
/// I'm leaving this here just for future tests.
 | 
						|
/// Debug motion and normal vector drawing
 | 
						|
#define debug_test_motion 0
 | 
						|
 | 
						|
#define RECOVERING_MOVEMENT_SCALE 0.4
 | 
						|
#define RECOVERING_MOVEMENT_CYCLES 4
 | 
						|
 | 
						|
#if debug_test_motion
 | 
						|
 | 
						|
#include "scene/3d/immediate_geometry.h"
 | 
						|
 | 
						|
static ImmediateGeometry3D *motionVec(nullptr);
 | 
						|
static ImmediateGeometry3D *normalLine(nullptr);
 | 
						|
static Ref<StandardMaterial3D> red_mat;
 | 
						|
static Ref<StandardMaterial3D> blue_mat;
 | 
						|
#endif
 | 
						|
 | 
						|
bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, PhysicsServer3D::MotionResult *r_result, bool p_exclude_raycast_shapes) {
 | 
						|
 | 
						|
#if debug_test_motion
 | 
						|
	/// Yes I know this is not good, but I've used it as fast debugging hack.
 | 
						|
	/// I'm leaving it here just for speedup the other eventual debugs
 | 
						|
	if (!normalLine) {
 | 
						|
		motionVec = memnew(ImmediateGeometry3D);
 | 
						|
		normalLine = memnew(ImmediateGeometry3D);
 | 
						|
		SceneTree::get_singleton()->get_current_scene()->add_child(motionVec);
 | 
						|
		SceneTree::get_singleton()->get_current_scene()->add_child(normalLine);
 | 
						|
 | 
						|
		motionVec->set_as_toplevel(true);
 | 
						|
		normalLine->set_as_toplevel(true);
 | 
						|
 | 
						|
		red_mat = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
 | 
						|
		red_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
 | 
						|
		red_mat->set_line_width(20.0);
 | 
						|
		red_mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
 | 
						|
		red_mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
 | 
						|
		red_mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
 | 
						|
		red_mat->set_albedo(Color(1, 0, 0, 1));
 | 
						|
		motionVec->set_material_override(red_mat);
 | 
						|
 | 
						|
		blue_mat = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
 | 
						|
		blue_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
 | 
						|
		blue_mat->set_line_width(20.0);
 | 
						|
		blue_mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
 | 
						|
		blue_mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
 | 
						|
		blue_mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
 | 
						|
		blue_mat->set_albedo(Color(0, 0, 1, 1));
 | 
						|
		normalLine->set_material_override(blue_mat);
 | 
						|
	}
 | 
						|
#endif
 | 
						|
 | 
						|
	btTransform body_transform;
 | 
						|
	G_TO_B(p_from, body_transform);
 | 
						|
	UNSCALE_BT_BASIS(body_transform);
 | 
						|
 | 
						|
	btVector3 initial_recover_motion(0, 0, 0);
 | 
						|
	{ /// Phase one - multi shapes depenetration using margin
 | 
						|
		for (int t(RECOVERING_MOVEMENT_CYCLES); 0 < t; --t) {
 | 
						|
			if (!recover_from_penetration(p_body, body_transform, RECOVERING_MOVEMENT_SCALE, p_infinite_inertia, initial_recover_motion)) {
 | 
						|
				break;
 | 
						|
			}
 | 
						|
		}
 | 
						|
		// Add recover movement in order to make it safe
 | 
						|
		body_transform.getOrigin() += initial_recover_motion;
 | 
						|
	}
 | 
						|
 | 
						|
	btVector3 motion;
 | 
						|
	G_TO_B(p_motion, motion);
 | 
						|
	{
 | 
						|
		// Phase two - sweep test, from a secure position without margin
 | 
						|
 | 
						|
		const int shape_count(p_body->get_shape_count());
 | 
						|
 | 
						|
#if debug_test_motion
 | 
						|
		Vector3 sup_line;
 | 
						|
		B_TO_G(body_safe_position.getOrigin(), sup_line);
 | 
						|
		motionVec->clear();
 | 
						|
		motionVec->begin(Mesh::PRIMITIVE_LINES, nullptr);
 | 
						|
		motionVec->add_vertex(sup_line);
 | 
						|
		motionVec->add_vertex(sup_line + p_motion * 10);
 | 
						|
		motionVec->end();
 | 
						|
#endif
 | 
						|
 | 
						|
		for (int shIndex = 0; shIndex < shape_count && !motion.fuzzyZero(); ++shIndex) {
 | 
						|
			if (p_body->is_shape_disabled(shIndex)) {
 | 
						|
				continue;
 | 
						|
			}
 | 
						|
 | 
						|
			if (!p_body->get_bt_shape(shIndex)->isConvex()) {
 | 
						|
				// Skip no convex shape
 | 
						|
				continue;
 | 
						|
			}
 | 
						|
 | 
						|
			if (p_exclude_raycast_shapes && p_body->get_bt_shape(shIndex)->getShapeType() == CUSTOM_CONVEX_SHAPE_TYPE) {
 | 
						|
				// Skip rayshape in order to implement custom separation process
 | 
						|
				continue;
 | 
						|
			}
 | 
						|
 | 
						|
			btConvexShape *convex_shape_test(static_cast<btConvexShape *>(p_body->get_bt_shape(shIndex)));
 | 
						|
 | 
						|
			btTransform shape_world_from = body_transform * p_body->get_kinematic_utilities()->shapes[shIndex].transform;
 | 
						|
 | 
						|
			btTransform shape_world_to(shape_world_from);
 | 
						|
			shape_world_to.getOrigin() += motion;
 | 
						|
 | 
						|
			GodotKinClosestConvexResultCallback btResult(shape_world_from.getOrigin(), shape_world_to.getOrigin(), p_body, p_infinite_inertia);
 | 
						|
			btResult.m_collisionFilterGroup = p_body->get_collision_layer();
 | 
						|
			btResult.m_collisionFilterMask = p_body->get_collision_mask();
 | 
						|
 | 
						|
			dynamicsWorld->convexSweepTest(convex_shape_test, shape_world_from, shape_world_to, btResult, dynamicsWorld->getDispatchInfo().m_allowedCcdPenetration);
 | 
						|
 | 
						|
			if (btResult.hasHit()) {
 | 
						|
				/// Since for each sweep test I fix the motion of new shapes in base the recover result,
 | 
						|
				/// if another shape will hit something it means that has a deepest penetration respect the previous shape
 | 
						|
				motion *= btResult.m_closestHitFraction;
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		body_transform.getOrigin() += motion;
 | 
						|
	}
 | 
						|
 | 
						|
	bool has_penetration = false;
 | 
						|
 | 
						|
	{ /// Phase three - contact test with margin
 | 
						|
 | 
						|
		btVector3 __rec(0, 0, 0);
 | 
						|
		RecoverResult r_recover_result;
 | 
						|
 | 
						|
		has_penetration = recover_from_penetration(p_body, body_transform, 1, p_infinite_inertia, __rec, &r_recover_result);
 | 
						|
 | 
						|
		// Parse results
 | 
						|
		if (r_result) {
 | 
						|
			B_TO_G(motion + initial_recover_motion + __rec, r_result->motion);
 | 
						|
 | 
						|
			if (has_penetration) {
 | 
						|
 | 
						|
				const btRigidBody *btRigid = static_cast<const btRigidBody *>(r_recover_result.other_collision_object);
 | 
						|
				CollisionObjectBullet *collisionObject = static_cast<CollisionObjectBullet *>(btRigid->getUserPointer());
 | 
						|
 | 
						|
				B_TO_G(motion, r_result->remainder); // is the remaining movements
 | 
						|
				r_result->remainder = p_motion - r_result->remainder;
 | 
						|
 | 
						|
				B_TO_G(r_recover_result.pointWorld, r_result->collision_point);
 | 
						|
				B_TO_G(r_recover_result.normal, r_result->collision_normal);
 | 
						|
				B_TO_G(btRigid->getVelocityInLocalPoint(r_recover_result.pointWorld - btRigid->getWorldTransform().getOrigin()), r_result->collider_velocity); // It calculates velocity at point and assign it using special function Bullet_to_Godot
 | 
						|
				r_result->collider = collisionObject->get_self();
 | 
						|
				r_result->collider_id = collisionObject->get_instance_id();
 | 
						|
				r_result->collider_shape = r_recover_result.other_compound_shape_index;
 | 
						|
				r_result->collision_local_shape = r_recover_result.local_shape_most_recovered;
 | 
						|
 | 
						|
#if debug_test_motion
 | 
						|
				Vector3 sup_line2;
 | 
						|
				B_TO_G(motion, sup_line2);
 | 
						|
				normalLine->clear();
 | 
						|
				normalLine->begin(Mesh::PRIMITIVE_LINES, nullptr);
 | 
						|
				normalLine->add_vertex(r_result->collision_point);
 | 
						|
				normalLine->add_vertex(r_result->collision_point + r_result->collision_normal * 10);
 | 
						|
				normalLine->end();
 | 
						|
#endif
 | 
						|
			} else {
 | 
						|
				r_result->remainder = Vector3();
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	return has_penetration;
 | 
						|
}
 | 
						|
 | 
						|
int SpaceBullet::test_ray_separation(RigidBodyBullet *p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, PhysicsServer3D::SeparationResult *r_results, int p_result_max, float p_margin) {
 | 
						|
 | 
						|
	btTransform body_transform;
 | 
						|
	G_TO_B(p_transform, body_transform);
 | 
						|
	UNSCALE_BT_BASIS(body_transform);
 | 
						|
 | 
						|
	btVector3 recover_motion(0, 0, 0);
 | 
						|
 | 
						|
	int rays_found = 0;
 | 
						|
	int rays_found_this_round = 0;
 | 
						|
 | 
						|
	for (int t(RECOVERING_MOVEMENT_CYCLES); 0 < t; --t) {
 | 
						|
		PhysicsServer3D::SeparationResult *next_results = &r_results[rays_found];
 | 
						|
		rays_found_this_round = recover_from_penetration_ray(p_body, body_transform, RECOVERING_MOVEMENT_SCALE, p_infinite_inertia, p_result_max - rays_found, recover_motion, next_results);
 | 
						|
 | 
						|
		rays_found += rays_found_this_round;
 | 
						|
		if (rays_found_this_round == 0) {
 | 
						|
			body_transform.getOrigin() += recover_motion;
 | 
						|
			break;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	B_TO_G(recover_motion, r_recover_motion);
 | 
						|
	return rays_found;
 | 
						|
}
 | 
						|
 | 
						|
struct RecoverPenetrationBroadPhaseCallback : public btBroadphaseAabbCallback {
 | 
						|
private:
 | 
						|
	btDbvtVolume bounds;
 | 
						|
 | 
						|
	const btCollisionObject *self_collision_object;
 | 
						|
	uint32_t collision_layer;
 | 
						|
	uint32_t collision_mask;
 | 
						|
 | 
						|
	struct CompoundLeafCallback : btDbvt::ICollide {
 | 
						|
	private:
 | 
						|
		RecoverPenetrationBroadPhaseCallback *parent_callback;
 | 
						|
		btCollisionObject *collision_object;
 | 
						|
 | 
						|
	public:
 | 
						|
		CompoundLeafCallback(RecoverPenetrationBroadPhaseCallback *p_parent_callback, btCollisionObject *p_collision_object) :
 | 
						|
				parent_callback(p_parent_callback),
 | 
						|
				collision_object(p_collision_object) {
 | 
						|
		}
 | 
						|
 | 
						|
		void Process(const btDbvtNode *leaf) {
 | 
						|
			BroadphaseResult result;
 | 
						|
			result.collision_object = collision_object;
 | 
						|
			result.compound_child_index = leaf->dataAsInt;
 | 
						|
			parent_callback->results.push_back(result);
 | 
						|
		}
 | 
						|
	};
 | 
						|
 | 
						|
public:
 | 
						|
	struct BroadphaseResult {
 | 
						|
		btCollisionObject *collision_object;
 | 
						|
		int compound_child_index;
 | 
						|
	};
 | 
						|
 | 
						|
	Vector<BroadphaseResult> results;
 | 
						|
 | 
						|
public:
 | 
						|
	RecoverPenetrationBroadPhaseCallback(const btCollisionObject *p_self_collision_object, uint32_t p_collision_layer, uint32_t p_collision_mask, btVector3 p_aabb_min, btVector3 p_aabb_max) :
 | 
						|
			self_collision_object(p_self_collision_object),
 | 
						|
			collision_layer(p_collision_layer),
 | 
						|
			collision_mask(p_collision_mask) {
 | 
						|
 | 
						|
		bounds = btDbvtVolume::FromMM(p_aabb_min, p_aabb_max);
 | 
						|
	}
 | 
						|
 | 
						|
	virtual ~RecoverPenetrationBroadPhaseCallback() {}
 | 
						|
 | 
						|
	virtual bool process(const btBroadphaseProxy *proxy) {
 | 
						|
 | 
						|
		btCollisionObject *co = static_cast<btCollisionObject *>(proxy->m_clientObject);
 | 
						|
		if (co->getInternalType() <= btCollisionObject::CO_RIGID_BODY) {
 | 
						|
			if (self_collision_object != proxy->m_clientObject && GodotFilterCallback::test_collision_filters(collision_layer, collision_mask, proxy->m_collisionFilterGroup, proxy->m_collisionFilterMask)) {
 | 
						|
				if (co->getCollisionShape()->isCompound()) {
 | 
						|
					const btCompoundShape *cs = static_cast<btCompoundShape *>(co->getCollisionShape());
 | 
						|
 | 
						|
					if (cs->getNumChildShapes() > 1) {
 | 
						|
						const btDbvt *tree = cs->getDynamicAabbTree();
 | 
						|
						ERR_FAIL_COND_V(tree == nullptr, true);
 | 
						|
 | 
						|
						// Transform bounds into compound shape local space
 | 
						|
						const btTransform other_in_compound_space = co->getWorldTransform().inverse();
 | 
						|
						const btMatrix3x3 abs_b = other_in_compound_space.getBasis().absolute();
 | 
						|
						const btVector3 local_center = other_in_compound_space(bounds.Center());
 | 
						|
						const btVector3 local_extent = bounds.Extents().dot3(abs_b[0], abs_b[1], abs_b[2]);
 | 
						|
						const btVector3 local_aabb_min = local_center - local_extent;
 | 
						|
						const btVector3 local_aabb_max = local_center + local_extent;
 | 
						|
						const btDbvtVolume local_bounds = btDbvtVolume::FromMM(local_aabb_min, local_aabb_max);
 | 
						|
 | 
						|
						// Test collision against compound child shapes using its AABB tree
 | 
						|
						CompoundLeafCallback compound_leaf_callback(this, co);
 | 
						|
						tree->collideTV(tree->m_root, local_bounds, compound_leaf_callback);
 | 
						|
					} else {
 | 
						|
						// If there's only a single child shape then there's no need to search any more, we know which child overlaps
 | 
						|
						BroadphaseResult result;
 | 
						|
						result.collision_object = co;
 | 
						|
						result.compound_child_index = 0;
 | 
						|
						results.push_back(result);
 | 
						|
					}
 | 
						|
				} else {
 | 
						|
					BroadphaseResult result;
 | 
						|
					result.collision_object = co;
 | 
						|
					result.compound_child_index = -1;
 | 
						|
					results.push_back(result);
 | 
						|
				}
 | 
						|
				return true;
 | 
						|
			}
 | 
						|
		}
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
};
 | 
						|
 | 
						|
bool SpaceBullet::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) {
 | 
						|
 | 
						|
	// Calculate the cumulative AABB of all shapes of the kinematic body
 | 
						|
	btVector3 aabb_min, aabb_max;
 | 
						|
	bool shapes_found = false;
 | 
						|
 | 
						|
	for (int kinIndex = p_body->get_kinematic_utilities()->shapes.size() - 1; 0 <= kinIndex; --kinIndex) {
 | 
						|
 | 
						|
		const RigidBodyBullet::KinematicShape &kin_shape(p_body->get_kinematic_utilities()->shapes[kinIndex]);
 | 
						|
		if (!kin_shape.is_active()) {
 | 
						|
			continue;
 | 
						|
		}
 | 
						|
 | 
						|
		if (kin_shape.shape->getShapeType() == CUSTOM_CONVEX_SHAPE_TYPE) {
 | 
						|
			// Skip rayshape in order to implement custom separation process
 | 
						|
			continue;
 | 
						|
		}
 | 
						|
 | 
						|
		btTransform shape_transform = p_body_position * kin_shape.transform;
 | 
						|
		shape_transform.getOrigin() += r_delta_recover_movement;
 | 
						|
 | 
						|
		btVector3 shape_aabb_min, shape_aabb_max;
 | 
						|
		kin_shape.shape->getAabb(shape_transform, shape_aabb_min, shape_aabb_max);
 | 
						|
 | 
						|
		if (!shapes_found) {
 | 
						|
			aabb_min = shape_aabb_min;
 | 
						|
			aabb_max = shape_aabb_max;
 | 
						|
			shapes_found = true;
 | 
						|
		} else {
 | 
						|
			aabb_min.setX((aabb_min.x() < shape_aabb_min.x()) ? aabb_min.x() : shape_aabb_min.x());
 | 
						|
			aabb_min.setY((aabb_min.y() < shape_aabb_min.y()) ? aabb_min.y() : shape_aabb_min.y());
 | 
						|
			aabb_min.setZ((aabb_min.z() < shape_aabb_min.z()) ? aabb_min.z() : shape_aabb_min.z());
 | 
						|
 | 
						|
			aabb_max.setX((aabb_max.x() > shape_aabb_max.x()) ? aabb_max.x() : shape_aabb_max.x());
 | 
						|
			aabb_max.setY((aabb_max.y() > shape_aabb_max.y()) ? aabb_max.y() : shape_aabb_max.y());
 | 
						|
			aabb_max.setZ((aabb_max.z() > shape_aabb_max.z()) ? aabb_max.z() : shape_aabb_max.z());
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	// If there are no shapes then there is no penetration either
 | 
						|
	if (!shapes_found) {
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	// Perform broadphase test
 | 
						|
	RecoverPenetrationBroadPhaseCallback recover_broad_result(p_body->get_bt_collision_object(), p_body->get_collision_layer(), p_body->get_collision_mask(), aabb_min, aabb_max);
 | 
						|
	dynamicsWorld->getBroadphase()->aabbTest(aabb_min, aabb_max, recover_broad_result);
 | 
						|
 | 
						|
	bool penetration = false;
 | 
						|
 | 
						|
	// Perform narrowphase per shape
 | 
						|
	for (int kinIndex = p_body->get_kinematic_utilities()->shapes.size() - 1; 0 <= kinIndex; --kinIndex) {
 | 
						|
 | 
						|
		const RigidBodyBullet::KinematicShape &kin_shape(p_body->get_kinematic_utilities()->shapes[kinIndex]);
 | 
						|
		if (!kin_shape.is_active()) {
 | 
						|
			continue;
 | 
						|
		}
 | 
						|
 | 
						|
		if (kin_shape.shape->getShapeType() == CUSTOM_CONVEX_SHAPE_TYPE) {
 | 
						|
			// Skip rayshape in order to implement custom separation process
 | 
						|
			continue;
 | 
						|
		}
 | 
						|
 | 
						|
		btTransform shape_transform = p_body_position * kin_shape.transform;
 | 
						|
		shape_transform.getOrigin() += r_delta_recover_movement;
 | 
						|
 | 
						|
		for (int i = recover_broad_result.results.size() - 1; 0 <= i; --i) {
 | 
						|
			btCollisionObject *otherObject = recover_broad_result.results[i].collision_object;
 | 
						|
			if (p_infinite_inertia && !otherObject->isStaticOrKinematicObject()) {
 | 
						|
				otherObject->activate(); // Force activation of hitten rigid, soft body
 | 
						|
				continue;
 | 
						|
			} else if (!p_body->get_bt_collision_object()->checkCollideWith(otherObject) || !otherObject->checkCollideWith(p_body->get_bt_collision_object()))
 | 
						|
				continue;
 | 
						|
 | 
						|
			if (otherObject->getCollisionShape()->isCompound()) {
 | 
						|
				const btCompoundShape *cs = static_cast<const btCompoundShape *>(otherObject->getCollisionShape());
 | 
						|
				int shape_idx = recover_broad_result.results[i].compound_child_index;
 | 
						|
				ERR_FAIL_COND_V(shape_idx < 0 || shape_idx >= cs->getNumChildShapes(), false);
 | 
						|
 | 
						|
				if (cs->getChildShape(shape_idx)->isConvex()) {
 | 
						|
					if (RFP_convex_convex_test(kin_shape.shape, static_cast<const btConvexShape *>(cs->getChildShape(shape_idx)), otherObject, kinIndex, shape_idx, shape_transform, otherObject->getWorldTransform() * cs->getChildTransform(shape_idx), p_recover_movement_scale, r_delta_recover_movement, r_recover_result)) {
 | 
						|
 | 
						|
						penetration = true;
 | 
						|
					}
 | 
						|
				} else {
 | 
						|
					if (RFP_convex_world_test(kin_shape.shape, cs->getChildShape(shape_idx), p_body->get_bt_collision_object(), otherObject, kinIndex, shape_idx, shape_transform, otherObject->getWorldTransform() * cs->getChildTransform(shape_idx), p_recover_movement_scale, r_delta_recover_movement, r_recover_result)) {
 | 
						|
 | 
						|
						penetration = true;
 | 
						|
					}
 | 
						|
				}
 | 
						|
			} else if (otherObject->getCollisionShape()->isConvex()) { /// Execute GJK test against object shape
 | 
						|
				if (RFP_convex_convex_test(kin_shape.shape, static_cast<const btConvexShape *>(otherObject->getCollisionShape()), otherObject, kinIndex, 0, shape_transform, otherObject->getWorldTransform(), p_recover_movement_scale, r_delta_recover_movement, r_recover_result)) {
 | 
						|
 | 
						|
					penetration = true;
 | 
						|
				}
 | 
						|
			} else {
 | 
						|
				if (RFP_convex_world_test(kin_shape.shape, otherObject->getCollisionShape(), p_body->get_bt_collision_object(), otherObject, kinIndex, 0, shape_transform, otherObject->getWorldTransform(), p_recover_movement_scale, r_delta_recover_movement, r_recover_result)) {
 | 
						|
 | 
						|
					penetration = true;
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	return penetration;
 | 
						|
}
 | 
						|
 | 
						|
bool SpaceBullet::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) {
 | 
						|
 | 
						|
	// Initialize GJK input
 | 
						|
	btGjkPairDetector::ClosestPointInput gjk_input;
 | 
						|
	gjk_input.m_transformA = p_transformA;
 | 
						|
	gjk_input.m_transformB = p_transformB;
 | 
						|
 | 
						|
	// Perform GJK test
 | 
						|
	btPointCollector result;
 | 
						|
	btGjkPairDetector gjk_pair_detector(p_shapeA, p_shapeB, gjk_simplex_solver, gjk_epa_pen_solver);
 | 
						|
	gjk_pair_detector.getClosestPoints(gjk_input, result, nullptr);
 | 
						|
	if (0 > result.m_distance) {
 | 
						|
		// Has penetration
 | 
						|
		r_delta_recover_movement += result.m_normalOnBInWorld * (result.m_distance * -1 * p_recover_movement_scale);
 | 
						|
 | 
						|
		if (r_recover_result) {
 | 
						|
			if (result.m_distance < r_recover_result->penetration_distance) {
 | 
						|
				r_recover_result->hasPenetration = true;
 | 
						|
				r_recover_result->local_shape_most_recovered = p_shapeId_A;
 | 
						|
				r_recover_result->other_collision_object = p_objectB;
 | 
						|
				r_recover_result->other_compound_shape_index = p_shapeId_B;
 | 
						|
				r_recover_result->penetration_distance = result.m_distance;
 | 
						|
				r_recover_result->pointWorld = result.m_pointInWorld;
 | 
						|
				r_recover_result->normal = result.m_normalOnBInWorld;
 | 
						|
			}
 | 
						|
		}
 | 
						|
		return true;
 | 
						|
	}
 | 
						|
	return false;
 | 
						|
}
 | 
						|
 | 
						|
bool SpaceBullet::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) {
 | 
						|
 | 
						|
	/// Contact test
 | 
						|
 | 
						|
	btTransform tA(p_transformA);
 | 
						|
 | 
						|
	btCollisionObjectWrapper obA(nullptr, p_shapeA, p_objectA, tA, -1, p_shapeId_A);
 | 
						|
	btCollisionObjectWrapper obB(nullptr, p_shapeB, p_objectB, p_transformB, -1, p_shapeId_B);
 | 
						|
 | 
						|
	btCollisionAlgorithm *algorithm = dispatcher->findAlgorithm(&obA, &obB, nullptr, BT_CONTACT_POINT_ALGORITHMS);
 | 
						|
	if (algorithm) {
 | 
						|
		GodotDeepPenetrationContactResultCallback contactPointResult(&obA, &obB);
 | 
						|
		//discrete collision detection query
 | 
						|
		algorithm->processCollision(&obA, &obB, dynamicsWorld->getDispatchInfo(), &contactPointResult);
 | 
						|
 | 
						|
		algorithm->~btCollisionAlgorithm();
 | 
						|
		dispatcher->freeCollisionAlgorithm(algorithm);
 | 
						|
 | 
						|
		if (contactPointResult.hasHit()) {
 | 
						|
			r_delta_recover_movement += contactPointResult.m_pointNormalWorld * (contactPointResult.m_penetration_distance * -1 * p_recover_movement_scale);
 | 
						|
			if (r_recover_result) {
 | 
						|
				if (contactPointResult.m_penetration_distance < r_recover_result->penetration_distance) {
 | 
						|
					r_recover_result->hasPenetration = true;
 | 
						|
					r_recover_result->local_shape_most_recovered = p_shapeId_A;
 | 
						|
					r_recover_result->other_collision_object = p_objectB;
 | 
						|
					r_recover_result->other_compound_shape_index = p_shapeId_B;
 | 
						|
					r_recover_result->penetration_distance = contactPointResult.m_penetration_distance;
 | 
						|
					r_recover_result->pointWorld = contactPointResult.m_pointWorld;
 | 
						|
					r_recover_result->normal = contactPointResult.m_pointNormalWorld;
 | 
						|
				}
 | 
						|
			}
 | 
						|
			return true;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	return false;
 | 
						|
}
 | 
						|
 | 
						|
int SpaceBullet::add_separation_result(PhysicsServer3D::SeparationResult *r_result, const SpaceBullet::RecoverResult &p_recover_result, int p_shape_id, const btCollisionObject *p_other_object) const {
 | 
						|
 | 
						|
	// optimize results (ignore non-colliding)
 | 
						|
	if (p_recover_result.penetration_distance < 0.0) {
 | 
						|
		const btRigidBody *btRigid = static_cast<const btRigidBody *>(p_other_object);
 | 
						|
		CollisionObjectBullet *collisionObject = static_cast<CollisionObjectBullet *>(p_other_object->getUserPointer());
 | 
						|
 | 
						|
		r_result->collision_depth = p_recover_result.penetration_distance;
 | 
						|
		B_TO_G(p_recover_result.pointWorld, r_result->collision_point);
 | 
						|
		B_TO_G(p_recover_result.normal, r_result->collision_normal);
 | 
						|
		B_TO_G(btRigid->getVelocityInLocalPoint(p_recover_result.pointWorld - btRigid->getWorldTransform().getOrigin()), r_result->collider_velocity);
 | 
						|
		r_result->collision_local_shape = p_shape_id;
 | 
						|
		r_result->collider_id = collisionObject->get_instance_id();
 | 
						|
		r_result->collider = collisionObject->get_self();
 | 
						|
		r_result->collider_shape = p_recover_result.other_compound_shape_index;
 | 
						|
 | 
						|
		return 1;
 | 
						|
	} else {
 | 
						|
		return 0;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
int SpaceBullet::recover_from_penetration_ray(RigidBodyBullet *p_body, const btTransform &p_body_position, btScalar p_recover_movement_scale, bool p_infinite_inertia, int p_result_max, btVector3 &r_delta_recover_movement, PhysicsServer3D::SeparationResult *r_results) {
 | 
						|
 | 
						|
	// Calculate the cumulative AABB of all shapes of the kinematic body
 | 
						|
	btVector3 aabb_min, aabb_max;
 | 
						|
	bool shapes_found = false;
 | 
						|
 | 
						|
	for (int kinIndex = p_body->get_kinematic_utilities()->shapes.size() - 1; 0 <= kinIndex; --kinIndex) {
 | 
						|
 | 
						|
		const RigidBodyBullet::KinematicShape &kin_shape(p_body->get_kinematic_utilities()->shapes[kinIndex]);
 | 
						|
		if (!kin_shape.is_active()) {
 | 
						|
			continue;
 | 
						|
		}
 | 
						|
 | 
						|
		if (kin_shape.shape->getShapeType() != CUSTOM_CONVEX_SHAPE_TYPE) {
 | 
						|
			continue;
 | 
						|
		}
 | 
						|
 | 
						|
		btTransform shape_transform = p_body_position * kin_shape.transform;
 | 
						|
		shape_transform.getOrigin() += r_delta_recover_movement;
 | 
						|
 | 
						|
		btVector3 shape_aabb_min, shape_aabb_max;
 | 
						|
		kin_shape.shape->getAabb(shape_transform, shape_aabb_min, shape_aabb_max);
 | 
						|
 | 
						|
		if (!shapes_found) {
 | 
						|
			aabb_min = shape_aabb_min;
 | 
						|
			aabb_max = shape_aabb_max;
 | 
						|
			shapes_found = true;
 | 
						|
		} else {
 | 
						|
			aabb_min.setX((aabb_min.x() < shape_aabb_min.x()) ? aabb_min.x() : shape_aabb_min.x());
 | 
						|
			aabb_min.setY((aabb_min.y() < shape_aabb_min.y()) ? aabb_min.y() : shape_aabb_min.y());
 | 
						|
			aabb_min.setZ((aabb_min.z() < shape_aabb_min.z()) ? aabb_min.z() : shape_aabb_min.z());
 | 
						|
 | 
						|
			aabb_max.setX((aabb_max.x() > shape_aabb_max.x()) ? aabb_max.x() : shape_aabb_max.x());
 | 
						|
			aabb_max.setY((aabb_max.y() > shape_aabb_max.y()) ? aabb_max.y() : shape_aabb_max.y());
 | 
						|
			aabb_max.setZ((aabb_max.z() > shape_aabb_max.z()) ? aabb_max.z() : shape_aabb_max.z());
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	// If there are no shapes then there is no penetration either
 | 
						|
	if (!shapes_found) {
 | 
						|
		return 0;
 | 
						|
	}
 | 
						|
 | 
						|
	// Perform broadphase test
 | 
						|
	RecoverPenetrationBroadPhaseCallback recover_broad_result(p_body->get_bt_collision_object(), p_body->get_collision_layer(), p_body->get_collision_mask(), aabb_min, aabb_max);
 | 
						|
	dynamicsWorld->getBroadphase()->aabbTest(aabb_min, aabb_max, recover_broad_result);
 | 
						|
 | 
						|
	int ray_count = 0;
 | 
						|
 | 
						|
	// Perform narrowphase per shape
 | 
						|
	for (int kinIndex = p_body->get_kinematic_utilities()->shapes.size() - 1; 0 <= kinIndex; --kinIndex) {
 | 
						|
 | 
						|
		if (ray_count >= p_result_max) {
 | 
						|
			break;
 | 
						|
		}
 | 
						|
 | 
						|
		const RigidBodyBullet::KinematicShape &kin_shape(p_body->get_kinematic_utilities()->shapes[kinIndex]);
 | 
						|
		if (!kin_shape.is_active()) {
 | 
						|
			continue;
 | 
						|
		}
 | 
						|
 | 
						|
		if (kin_shape.shape->getShapeType() != CUSTOM_CONVEX_SHAPE_TYPE) {
 | 
						|
			continue;
 | 
						|
		}
 | 
						|
 | 
						|
		btTransform shape_transform = p_body_position * kin_shape.transform;
 | 
						|
		shape_transform.getOrigin() += r_delta_recover_movement;
 | 
						|
 | 
						|
		for (int i = recover_broad_result.results.size() - 1; 0 <= i; --i) {
 | 
						|
			btCollisionObject *otherObject = recover_broad_result.results[i].collision_object;
 | 
						|
			if (p_infinite_inertia && !otherObject->isStaticOrKinematicObject()) {
 | 
						|
				otherObject->activate(); // Force activation of hitten rigid, soft body
 | 
						|
				continue;
 | 
						|
			} else if (!p_body->get_bt_collision_object()->checkCollideWith(otherObject) || !otherObject->checkCollideWith(p_body->get_bt_collision_object()))
 | 
						|
				continue;
 | 
						|
 | 
						|
			if (otherObject->getCollisionShape()->isCompound()) {
 | 
						|
				const btCompoundShape *cs = static_cast<const btCompoundShape *>(otherObject->getCollisionShape());
 | 
						|
				int shape_idx = recover_broad_result.results[i].compound_child_index;
 | 
						|
				ERR_FAIL_COND_V(shape_idx < 0 || shape_idx >= cs->getNumChildShapes(), false);
 | 
						|
 | 
						|
				RecoverResult recover_result;
 | 
						|
				if (RFP_convex_world_test(kin_shape.shape, cs->getChildShape(shape_idx), p_body->get_bt_collision_object(), otherObject, kinIndex, shape_idx, shape_transform, otherObject->getWorldTransform() * cs->getChildTransform(shape_idx), p_recover_movement_scale, r_delta_recover_movement, &recover_result)) {
 | 
						|
 | 
						|
					ray_count = add_separation_result(&r_results[ray_count], recover_result, kinIndex, otherObject);
 | 
						|
				}
 | 
						|
			} else {
 | 
						|
 | 
						|
				RecoverResult recover_result;
 | 
						|
				if (RFP_convex_world_test(kin_shape.shape, otherObject->getCollisionShape(), p_body->get_bt_collision_object(), otherObject, kinIndex, 0, shape_transform, otherObject->getWorldTransform(), p_recover_movement_scale, r_delta_recover_movement, &recover_result)) {
 | 
						|
 | 
						|
					ray_count = add_separation_result(&r_results[ray_count], recover_result, kinIndex, otherObject);
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	return ray_count;
 | 
						|
}
 |