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/*************************************************************************/
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/* godot_space_3d.cpp */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/*************************************************************************/
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# include "godot_space_3d.h"
# include "godot_collision_solver_3d.h"
# include "godot_physics_server_3d.h"
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# include "core/config/project_settings.h"
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# define TEST_MOTION_MARGIN_MIN_VALUE 0.0001
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# define TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR 0.05
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_FORCE_INLINE_ static bool _can_collide_with ( GodotCollisionObject3D * p_object , uint32_t p_collision_mask , bool p_collide_with_bodies , bool p_collide_with_areas ) {
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if ( ! ( p_object - > get_collision_layer ( ) & p_collision_mask ) ) {
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return false ;
}
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if ( p_object - > get_type ( ) = = GodotCollisionObject3D : : TYPE_AREA & & ! p_collide_with_areas ) {
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return false ;
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}
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if ( p_object - > get_type ( ) = = GodotCollisionObject3D : : TYPE_BODY & & ! p_collide_with_bodies ) {
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return false ;
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}
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if ( p_object - > get_type ( ) = = GodotCollisionObject3D : : TYPE_SOFT_BODY & & ! p_collide_with_bodies ) {
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return false ;
}
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return true ;
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}
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int GodotPhysicsDirectSpaceState3D : : intersect_point ( const PointParameters & p_parameters , ShapeResult * r_results , int p_result_max ) {
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ERR_FAIL_COND_V ( space - > locked , false ) ;
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int amount = space - > broadphase - > cull_point ( p_parameters . position , space - > intersection_query_results , GodotSpace3D : : INTERSECTION_QUERY_MAX , space - > intersection_query_subindex_results ) ;
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int cc = 0 ;
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//Transform3D ai = p_xform.affine_inverse();
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for ( int i = 0 ; i < amount ; i + + ) {
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if ( cc > = p_result_max ) {
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break ;
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}
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if ( ! _can_collide_with ( space - > intersection_query_results [ i ] , p_parameters . collision_mask , p_parameters . collide_with_bodies , p_parameters . collide_with_areas ) ) {
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continue ;
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}
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//area can't be picked by ray (default)
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if ( p_parameters . exclude . has ( space - > intersection_query_results [ i ] - > get_self ( ) ) ) {
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continue ;
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}
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const GodotCollisionObject3D * col_obj = space - > intersection_query_results [ i ] ;
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int shape_idx = space - > intersection_query_subindex_results [ i ] ;
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Transform3D inv_xform = col_obj - > get_transform ( ) * col_obj - > get_shape_transform ( shape_idx ) ;
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inv_xform . affine_invert ( ) ;
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if ( ! col_obj - > get_shape ( shape_idx ) - > intersect_point ( inv_xform . xform ( p_parameters . position ) ) ) {
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continue ;
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}
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r_results [ cc ] . collider_id = col_obj - > get_instance_id ( ) ;
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if ( r_results [ cc ] . collider_id . is_valid ( ) ) {
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r_results [ cc ] . collider = ObjectDB : : get_instance ( r_results [ cc ] . collider_id ) ;
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} else {
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r_results [ cc ] . collider = nullptr ;
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}
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r_results [ cc ] . rid = col_obj - > get_self ( ) ;
r_results [ cc ] . shape = shape_idx ;
cc + + ;
}
return cc ;
}
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bool GodotPhysicsDirectSpaceState3D : : intersect_ray ( const RayParameters & p_parameters , RayResult & r_result ) {
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ERR_FAIL_COND_V ( space - > locked , false ) ;
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Vector3 begin , end ;
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Vector3 normal ;
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begin = p_parameters . from ;
end = p_parameters . to ;
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normal = ( end - begin ) . normalized ( ) ;
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int amount = space - > broadphase - > cull_segment ( begin , end , space - > intersection_query_results , GodotSpace3D : : INTERSECTION_QUERY_MAX , space - > intersection_query_subindex_results ) ;
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//todo, create another array that references results, compute AABBs and check closest point to ray origin, sort, and stop evaluating results when beyond first collision
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bool collided = false ;
Vector3 res_point , res_normal ;
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int res_shape = - 1 ;
const GodotCollisionObject3D * res_obj = nullptr ;
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real_t min_d = 1e10 ;
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for ( int i = 0 ; i < amount ; i + + ) {
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if ( ! _can_collide_with ( space - > intersection_query_results [ i ] , p_parameters . collision_mask , p_parameters . collide_with_bodies , p_parameters . collide_with_areas ) ) {
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continue ;
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}
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if ( p_parameters . pick_ray & & ! ( space - > intersection_query_results [ i ] - > is_ray_pickable ( ) ) ) {
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continue ;
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}
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if ( p_parameters . exclude . has ( space - > intersection_query_results [ i ] - > get_self ( ) ) ) {
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continue ;
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}
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const GodotCollisionObject3D * col_obj = space - > intersection_query_results [ i ] ;
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int shape_idx = space - > intersection_query_subindex_results [ i ] ;
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Transform3D inv_xform = col_obj - > get_shape_inv_transform ( shape_idx ) * col_obj - > get_inv_transform ( ) ;
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Vector3 local_from = inv_xform . xform ( begin ) ;
Vector3 local_to = inv_xform . xform ( end ) ;
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const GodotShape3D * shape = col_obj - > get_shape ( shape_idx ) ;
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Vector3 shape_point , shape_normal ;
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if ( shape - > intersect_point ( local_from ) ) {
if ( p_parameters . hit_from_inside ) {
// Hit shape at starting point.
min_d = 0 ;
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res_point = begin ;
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res_normal = Vector3 ( ) ;
res_shape = shape_idx ;
res_obj = col_obj ;
collided = true ;
break ;
} else {
// Ignore shape when starting inside.
continue ;
}
}
if ( shape - > intersect_segment ( local_from , local_to , shape_point , shape_normal , p_parameters . hit_back_faces ) ) {
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Transform3D xform = col_obj - > get_transform ( ) * col_obj - > get_shape_transform ( shape_idx ) ;
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shape_point = xform . xform ( shape_point ) ;
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real_t ld = normal . dot ( shape_point ) ;
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if ( ld < min_d ) {
min_d = ld ;
res_point = shape_point ;
res_normal = inv_xform . basis . xform_inv ( shape_normal ) . normalized ( ) ;
res_shape = shape_idx ;
res_obj = col_obj ;
collided = true ;
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}
}
}
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if ( ! collided ) {
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return false ;
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}
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ERR_FAIL_NULL_V ( res_obj , false ) ; // Shouldn't happen but silences warning.
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r_result . collider_id = res_obj - > get_instance_id ( ) ;
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if ( r_result . collider_id . is_valid ( ) ) {
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r_result . collider = ObjectDB : : get_instance ( r_result . collider_id ) ;
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} else {
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r_result . collider = nullptr ;
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}
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r_result . normal = res_normal ;
r_result . position = res_point ;
r_result . rid = res_obj - > get_self ( ) ;
r_result . shape = res_shape ;
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return true ;
}
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int GodotPhysicsDirectSpaceState3D : : intersect_shape ( const ShapeParameters & p_parameters , ShapeResult * r_results , int p_result_max ) {
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if ( p_result_max < = 0 ) {
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return 0 ;
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}
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GodotShape3D * shape = GodotPhysicsServer3D : : godot_singleton - > shape_owner . get_or_null ( p_parameters . shape_rid ) ;
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ERR_FAIL_COND_V ( ! shape , 0 ) ;
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AABB aabb = p_parameters . transform . xform ( shape - > get_aabb ( ) ) ;
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int amount = space - > broadphase - > cull_aabb ( aabb , space - > intersection_query_results , GodotSpace3D : : INTERSECTION_QUERY_MAX , space - > intersection_query_subindex_results ) ;
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int cc = 0 ;
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//Transform3D ai = p_xform.affine_inverse();
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for ( int i = 0 ; i < amount ; i + + ) {
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if ( cc > = p_result_max ) {
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break ;
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}
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if ( ! _can_collide_with ( space - > intersection_query_results [ i ] , p_parameters . collision_mask , p_parameters . collide_with_bodies , p_parameters . collide_with_areas ) ) {
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continue ;
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}
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//area can't be picked by ray (default)
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if ( p_parameters . exclude . has ( space - > intersection_query_results [ i ] - > get_self ( ) ) ) {
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continue ;
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}
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const GodotCollisionObject3D * col_obj = space - > intersection_query_results [ i ] ;
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int shape_idx = space - > intersection_query_subindex_results [ i ] ;
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if ( ! GodotCollisionSolver3D : : solve_static ( shape , p_parameters . transform , col_obj - > get_shape ( shape_idx ) , col_obj - > get_transform ( ) * col_obj - > get_shape_transform ( shape_idx ) , nullptr , nullptr , nullptr , p_parameters . margin , 0 ) ) {
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continue ;
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}
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if ( r_results ) {
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r_results [ cc ] . collider_id = col_obj - > get_instance_id ( ) ;
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if ( r_results [ cc ] . collider_id . is_valid ( ) ) {
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r_results [ cc ] . collider = ObjectDB : : get_instance ( r_results [ cc ] . collider_id ) ;
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} else {
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r_results [ cc ] . collider = nullptr ;
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}
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r_results [ cc ] . rid = col_obj - > get_self ( ) ;
r_results [ cc ] . shape = shape_idx ;
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}
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cc + + ;
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}
return cc ;
}
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bool GodotPhysicsDirectSpaceState3D : : cast_motion ( const ShapeParameters & p_parameters , real_t & p_closest_safe , real_t & p_closest_unsafe , ShapeRestInfo * r_info ) {
GodotShape3D * shape = GodotPhysicsServer3D : : godot_singleton - > shape_owner . get_or_null ( p_parameters . shape_rid ) ;
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ERR_FAIL_COND_V ( ! shape , false ) ;
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AABB aabb = p_parameters . transform . xform ( shape - > get_aabb ( ) ) ;
aabb = aabb . merge ( AABB ( aabb . position + p_parameters . motion , aabb . size ) ) ; //motion
aabb = aabb . grow ( p_parameters . margin ) ;
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int amount = space - > broadphase - > cull_aabb ( aabb , space - > intersection_query_results , GodotSpace3D : : INTERSECTION_QUERY_MAX , space - > intersection_query_subindex_results ) ;
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real_t best_safe = 1 ;
real_t best_unsafe = 1 ;
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Transform3D xform_inv = p_parameters . transform . affine_inverse ( ) ;
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GodotMotionShape3D mshape ;
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mshape . shape = shape ;
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mshape . motion = xform_inv . basis . xform ( p_parameters . motion ) ;
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bool best_first = true ;
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Vector3 motion_normal = p_parameters . motion . normalized ( ) ;
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Vector3 closest_A , closest_B ;
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for ( int i = 0 ; i < amount ; i + + ) {
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if ( ! _can_collide_with ( space - > intersection_query_results [ i ] , p_parameters . collision_mask , p_parameters . collide_with_bodies , p_parameters . collide_with_areas ) ) {
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continue ;
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}
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if ( p_parameters . exclude . has ( space - > intersection_query_results [ i ] - > get_self ( ) ) ) {
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continue ; //ignore excluded
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}
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const GodotCollisionObject3D * col_obj = space - > intersection_query_results [ i ] ;
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int shape_idx = space - > intersection_query_subindex_results [ i ] ;
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Vector3 point_A , point_B ;
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Vector3 sep_axis = motion_normal ;
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Transform3D col_obj_xform = col_obj - > get_transform ( ) * col_obj - > get_shape_transform ( shape_idx ) ;
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//test initial overlap, does it collide if going all the way?
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if ( GodotCollisionSolver3D : : solve_distance ( & mshape , p_parameters . transform , col_obj - > get_shape ( shape_idx ) , col_obj_xform , point_A , point_B , aabb , & sep_axis ) ) {
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continue ;
}
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//test initial overlap, ignore objects it's inside of.
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sep_axis = motion_normal ;
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if ( ! GodotCollisionSolver3D : : solve_distance ( shape , p_parameters . transform , col_obj - > get_shape ( shape_idx ) , col_obj_xform , point_A , point_B , aabb , & sep_axis ) ) {
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continue ;
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}
//just do kinematic solving
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real_t low = 0.0 ;
real_t hi = 1.0 ;
real_t fraction_coeff = 0.5 ;
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for ( int j = 0 ; j < 8 ; j + + ) { //steps should be customizable..
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real_t fraction = low + ( hi - low ) * fraction_coeff ;
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mshape . motion = xform_inv . basis . xform ( p_parameters . motion * fraction ) ;
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Vector3 lA , lB ;
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Vector3 sep = motion_normal ; //important optimization for this to work fast enough
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bool collided = ! GodotCollisionSolver3D : : solve_distance ( & mshape , p_parameters . transform , col_obj - > get_shape ( shape_idx ) , col_obj_xform , lA , lB , aabb , & sep ) ;
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if ( collided ) {
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hi = fraction ;
if ( ( j = = 0 ) | | ( low > 0.0 ) ) { // Did it not collide before?
// When alternating or first iteration, use dichotomy.
fraction_coeff = 0.5 ;
} else {
// When colliding again, converge faster towards low fraction
// for more accurate results with long motions that collide near the start.
fraction_coeff = 0.25 ;
}
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} else {
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point_A = lA ;
point_B = lB ;
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low = fraction ;
if ( ( j = = 0 ) | | ( hi < 1.0 ) ) { // Did it collide before?
// When alternating or first iteration, use dichotomy.
fraction_coeff = 0.5 ;
} else {
// When not colliding again, converge faster towards high fraction
// for more accurate results with long motions that collide near the end.
fraction_coeff = 0.75 ;
}
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}
}
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if ( low < best_safe ) {
best_first = true ; //force reset
best_safe = low ;
best_unsafe = hi ;
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}
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if ( r_info & & ( best_first | | ( point_A . distance_squared_to ( point_B ) < closest_A . distance_squared_to ( closest_B ) & & low < = best_safe ) ) ) {
closest_A = point_A ;
closest_B = point_B ;
r_info - > collider_id = col_obj - > get_instance_id ( ) ;
r_info - > rid = col_obj - > get_self ( ) ;
r_info - > shape = shape_idx ;
r_info - > point = closest_B ;
r_info - > normal = ( closest_A - closest_B ) . normalized ( ) ;
best_first = false ;
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if ( col_obj - > get_type ( ) = = GodotCollisionObject3D : : TYPE_BODY ) {
const GodotBody3D * body = static_cast < const GodotBody3D * > ( col_obj ) ;
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Vector3 rel_vec = closest_B - ( body - > get_transform ( ) . origin + body - > get_center_of_mass ( ) ) ;
r_info - > linear_velocity = body - > get_linear_velocity ( ) + ( body - > get_angular_velocity ( ) ) . cross ( rel_vec ) ;
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}
}
}
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p_closest_safe = best_safe ;
p_closest_unsafe = best_unsafe ;
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return true ;
}
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bool GodotPhysicsDirectSpaceState3D : : collide_shape ( const ShapeParameters & p_parameters , Vector3 * r_results , int p_result_max , int & r_result_count ) {
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if ( p_result_max < = 0 ) {
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return false ;
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}
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GodotShape3D * shape = GodotPhysicsServer3D : : godot_singleton - > shape_owner . get_or_null ( p_parameters . shape_rid ) ;
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ERR_FAIL_COND_V ( ! shape , 0 ) ;
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AABB aabb = p_parameters . transform . xform ( shape - > get_aabb ( ) ) ;
aabb = aabb . grow ( p_parameters . margin ) ;
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int amount = space - > broadphase - > cull_aabb ( aabb , space - > intersection_query_results , GodotSpace3D : : INTERSECTION_QUERY_MAX , space - > intersection_query_subindex_results ) ;
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bool collided = false ;
r_result_count = 0 ;
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GodotPhysicsServer3D : : CollCbkData cbk ;
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cbk . max = p_result_max ;
cbk . amount = 0 ;
cbk . ptr = r_results ;
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GodotCollisionSolver3D : : CallbackResult cbkres = GodotPhysicsServer3D : : _shape_col_cbk ;
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GodotPhysicsServer3D : : CollCbkData * cbkptr = & cbk ;
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for ( int i = 0 ; i < amount ; i + + ) {
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if ( ! _can_collide_with ( space - > intersection_query_results [ i ] , p_parameters . collision_mask , p_parameters . collide_with_bodies , p_parameters . collide_with_areas ) ) {
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continue ;
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}
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const GodotCollisionObject3D * col_obj = space - > intersection_query_results [ i ] ;
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if ( p_parameters . exclude . has ( col_obj - > get_self ( ) ) ) {
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continue ;
}
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int shape_idx = space - > intersection_query_subindex_results [ i ] ;
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if ( GodotCollisionSolver3D : : solve_static ( shape , p_parameters . transform , col_obj - > get_shape ( shape_idx ) , col_obj - > get_transform ( ) * col_obj - > get_shape_transform ( shape_idx ) , cbkres , cbkptr , nullptr , p_parameters . margin ) ) {
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collided = true ;
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}
}
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r_result_count = cbk . amount ;
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return collided ;
}
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struct _RestResultData {
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const GodotCollisionObject3D * object = nullptr ;
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int local_shape = 0 ;
int shape = 0 ;
Vector3 contact ;
Vector3 normal ;
real_t len = 0.0 ;
} ;
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struct _RestCallbackData {
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const GodotCollisionObject3D * object = nullptr ;
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int local_shape = 0 ;
int shape = 0 ;
real_t min_allowed_depth = 0.0 ;
_RestResultData best_result ;
int max_results = 0 ;
int result_count = 0 ;
_RestResultData * other_results = nullptr ;
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} ;
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static void _rest_cbk_result ( const Vector3 & p_point_A , int p_index_A , const Vector3 & p_point_B , int p_index_B , void * p_userdata ) {
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_RestCallbackData * rd = static_cast < _RestCallbackData * > ( p_userdata ) ;
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Vector3 contact_rel = p_point_B - p_point_A ;
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real_t len = contact_rel . length ( ) ;
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if ( len < rd - > min_allowed_depth ) {
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return ;
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}
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bool is_best_result = ( len > rd - > best_result . len ) ;
if ( rd - > other_results & & rd - > result_count > 0 ) {
// Consider as new result by default.
int prev_result_count = rd - > result_count + + ;
int result_index = 0 ;
real_t tested_len = is_best_result ? rd - > best_result . len : len ;
for ( ; result_index < prev_result_count - 1 ; + + result_index ) {
if ( tested_len > rd - > other_results [ result_index ] . len ) {
// Re-using a previous result.
rd - > result_count - - ;
break ;
}
}
if ( result_index < rd - > max_results - 1 ) {
_RestResultData & result = rd - > other_results [ result_index ] ;
if ( is_best_result ) {
// Keep the previous best result as separate result.
result = rd - > best_result ;
} else {
// Keep this result as separate result.
result . len = len ;
result . contact = p_point_B ;
result . normal = contact_rel / len ;
result . object = rd - > object ;
result . shape = rd - > shape ;
result . local_shape = rd - > local_shape ;
}
} else {
// Discarding this result.
rd - > result_count - - ;
}
} else if ( is_best_result ) {
rd - > result_count = 1 ;
}
if ( ! is_best_result ) {
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return ;
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}
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rd - > best_result . len = len ;
rd - > best_result . contact = p_point_B ;
rd - > best_result . normal = contact_rel / len ;
rd - > best_result . object = rd - > object ;
rd - > best_result . shape = rd - > shape ;
rd - > best_result . local_shape = rd - > local_shape ;
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}
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bool GodotPhysicsDirectSpaceState3D : : rest_info ( const ShapeParameters & p_parameters , ShapeRestInfo * r_info ) {
GodotShape3D * shape = GodotPhysicsServer3D : : godot_singleton - > shape_owner . get_or_null ( p_parameters . shape_rid ) ;
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ERR_FAIL_COND_V ( ! shape , 0 ) ;
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real_t margin = MAX ( p_parameters . margin , TEST_MOTION_MARGIN_MIN_VALUE ) ;
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AABB aabb = p_parameters . transform . xform ( shape - > get_aabb ( ) ) ;
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aabb = aabb . grow ( margin ) ;
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int amount = space - > broadphase - > cull_aabb ( aabb , space - > intersection_query_results , GodotSpace3D : : INTERSECTION_QUERY_MAX , space - > intersection_query_subindex_results ) ;
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_RestCallbackData rcd ;
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// Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
real_t motion_length = p_parameters . motion . length ( ) ;
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real_t min_contact_depth = margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR ;
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rcd . min_allowed_depth = MIN ( motion_length , min_contact_depth ) ;
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for ( int i = 0 ; i < amount ; i + + ) {
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if ( ! _can_collide_with ( space - > intersection_query_results [ i ] , p_parameters . collision_mask , p_parameters . collide_with_bodies , p_parameters . collide_with_areas ) ) {
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continue ;
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}
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const GodotCollisionObject3D * col_obj = space - > intersection_query_results [ i ] ;
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if ( p_parameters . exclude . has ( col_obj - > get_self ( ) ) ) {
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continue ;
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}
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int shape_idx = space - > intersection_query_subindex_results [ i ] ;
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rcd . object = col_obj ;
rcd . shape = shape_idx ;
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bool sc = GodotCollisionSolver3D : : solve_static ( shape , p_parameters . transform , col_obj - > get_shape ( shape_idx ) , col_obj - > get_transform ( ) * col_obj - > get_shape_transform ( shape_idx ) , _rest_cbk_result , & rcd , nullptr , margin ) ;
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if ( ! sc ) {
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continue ;
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}
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}
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if ( rcd . best_result . len = = 0 | | ! rcd . best_result . object ) {
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return false ;
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}
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r_info - > collider_id = rcd . best_result . object - > get_instance_id ( ) ;
r_info - > shape = rcd . best_result . shape ;
r_info - > normal = rcd . best_result . normal ;
r_info - > point = rcd . best_result . contact ;
r_info - > rid = rcd . best_result . object - > get_self ( ) ;
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if ( rcd . best_result . object - > get_type ( ) = = GodotCollisionObject3D : : TYPE_BODY ) {
const GodotBody3D * body = static_cast < const GodotBody3D * > ( rcd . best_result . object ) ;
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Vector3 rel_vec = rcd . best_result . contact - ( body - > get_transform ( ) . origin + body - > get_center_of_mass ( ) ) ;
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r_info - > linear_velocity = body - > get_linear_velocity ( ) + ( body - > get_angular_velocity ( ) ) . cross ( rel_vec ) ;
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} else {
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r_info - > linear_velocity = Vector3 ( ) ;
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}
return true ;
}
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Vector3 GodotPhysicsDirectSpaceState3D : : get_closest_point_to_object_volume ( RID p_object , const Vector3 p_point ) const {
GodotCollisionObject3D * obj = GodotPhysicsServer3D : : godot_singleton - > area_owner . get_or_null ( p_object ) ;
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if ( ! obj ) {
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obj = GodotPhysicsServer3D : : godot_singleton - > body_owner . get_or_null ( p_object ) ;
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}
ERR_FAIL_COND_V ( ! obj , Vector3 ( ) ) ;
ERR_FAIL_COND_V ( obj - > get_space ( ) ! = space , Vector3 ( ) ) ;
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real_t min_distance = 1e20 ;
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Vector3 min_point ;
bool shapes_found = false ;
for ( int i = 0 ; i < obj - > get_shape_count ( ) ; i + + ) {
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if ( obj - > is_shape_disabled ( i ) ) {
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continue ;
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}
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Transform3D shape_xform = obj - > get_transform ( ) * obj - > get_shape_transform ( i ) ;
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GodotShape3D * shape = obj - > get_shape ( i ) ;
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Vector3 point = shape - > get_closest_point_to ( shape_xform . affine_inverse ( ) . xform ( p_point ) ) ;
point = shape_xform . xform ( point ) ;
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real_t dist = point . distance_to ( p_point ) ;
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if ( dist < min_distance ) {
min_distance = dist ;
min_point = point ;
}
shapes_found = true ;
}
if ( ! shapes_found ) {
return obj - > get_transform ( ) . origin ; //no shapes found, use distance to origin.
} else {
return min_point ;
}
}
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GodotPhysicsDirectSpaceState3D : : GodotPhysicsDirectSpaceState3D ( ) {
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space = nullptr ;
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}
////////////////////////////////////////////////////////////////////////////////////////////////////////////
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int GodotSpace3D : : _cull_aabb_for_body ( GodotBody3D * p_body , const AABB & p_aabb ) {
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int amount = broadphase - > cull_aabb ( p_aabb , intersection_query_results , INTERSECTION_QUERY_MAX , intersection_query_subindex_results ) ;
for ( int i = 0 ; i < amount ; i + + ) {
bool keep = true ;
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if ( intersection_query_results [ i ] = = p_body ) {
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keep = false ;
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} else if ( intersection_query_results [ i ] - > get_type ( ) = = GodotCollisionObject3D : : TYPE_AREA ) {
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keep = false ;
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} else if ( intersection_query_results [ i ] - > get_type ( ) = = GodotCollisionObject3D : : TYPE_SOFT_BODY ) {
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keep = false ;
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} else if ( ! p_body - > collides_with ( static_cast < GodotBody3D * > ( intersection_query_results [ i ] ) ) ) {
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keep = false ;
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} else if ( static_cast < GodotBody3D * > ( intersection_query_results [ i ] ) - > has_exception ( p_body - > get_self ( ) ) | | p_body - > has_exception ( intersection_query_results [ i ] - > get_self ( ) ) ) {
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keep = false ;
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}
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if ( ! keep ) {
if ( i < amount - 1 ) {
SWAP ( intersection_query_results [ i ] , intersection_query_results [ amount - 1 ] ) ;
SWAP ( intersection_query_subindex_results [ i ] , intersection_query_subindex_results [ amount - 1 ] ) ;
}
amount - - ;
i - - ;
}
}
return amount ;
}
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bool GodotSpace3D : : test_body_motion ( GodotBody3D * p_body , const PhysicsServer3D : : MotionParameters & p_parameters , PhysicsServer3D : : MotionResult * r_result ) {
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//give me back regular physics engine logic
//this is madness
//and most people using this function will think
//what it does is simpler than using physics
//this took about a week to get right..
//but is it right? who knows at this point..
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ERR_FAIL_INDEX_V ( p_parameters . max_collisions , PhysicsServer3D : : MotionResult : : MAX_COLLISIONS , false ) ;
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if ( r_result ) {
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* r_result = PhysicsServer3D : : MotionResult ( ) ;
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}
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AABB body_aabb ;
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bool shapes_found = false ;
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for ( int i = 0 ; i < p_body - > get_shape_count ( ) ; i + + ) {
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if ( p_body - > is_shape_disabled ( i ) ) {
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continue ;
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}
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if ( ! shapes_found ) {
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body_aabb = p_body - > get_shape_aabb ( i ) ;
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shapes_found = true ;
} else {
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body_aabb = body_aabb . merge ( p_body - > get_shape_aabb ( i ) ) ;
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}
}
if ( ! shapes_found ) {
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if ( r_result ) {
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r_result - > travel = p_parameters . motion ;
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}
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return false ;
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}
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real_t margin = MAX ( p_parameters . margin , TEST_MOTION_MARGIN_MIN_VALUE ) ;
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// Undo the currently transform the physics server is aware of and apply the provided one
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body_aabb = p_parameters . from . xform ( p_body - > get_inv_transform ( ) . xform ( body_aabb ) ) ;
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body_aabb = body_aabb . grow ( margin ) ;
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real_t min_contact_depth = margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR ;
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real_t motion_length = p_parameters . motion . length ( ) ;
Vector3 motion_normal = p_parameters . motion / motion_length ;
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Transform3D body_transform = p_parameters . from ;
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bool recovered = false ;
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{
//STEP 1, FREE BODY IF STUCK
const int max_results = 32 ;
int recover_attempts = 4 ;
Vector3 sr [ max_results * 2 ] ;
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real_t priorities [ max_results ] ;
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do {
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GodotPhysicsServer3D : : CollCbkData cbk ;
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cbk . max = max_results ;
cbk . amount = 0 ;
cbk . ptr = sr ;
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GodotPhysicsServer3D : : CollCbkData * cbkptr = & cbk ;
GodotCollisionSolver3D : : CallbackResult cbkres = GodotPhysicsServer3D : : _shape_col_cbk ;
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int priority_amount = 0 ;
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bool collided = false ;
int amount = _cull_aabb_for_body ( p_body , body_aabb ) ;
for ( int j = 0 ; j < p_body - > get_shape_count ( ) ; j + + ) {
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if ( p_body - > is_shape_disabled ( j ) ) {
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continue ;
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}
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Transform3D body_shape_xform = body_transform * p_body - > get_shape_transform ( j ) ;
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GodotShape3D * body_shape = p_body - > get_shape ( j ) ;
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for ( int i = 0 ; i < amount ; i + + ) {
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const GodotCollisionObject3D * col_obj = intersection_query_results [ i ] ;
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if ( p_parameters . exclude_bodies . has ( col_obj - > get_self ( ) ) ) {
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continue ;
}
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if ( p_parameters . exclude_objects . has ( col_obj - > get_instance_id ( ) ) ) {
continue ;
}
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int shape_idx = intersection_query_subindex_results [ i ] ;
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if ( GodotCollisionSolver3D : : solve_static ( body_shape , body_shape_xform , col_obj - > get_shape ( shape_idx ) , col_obj - > get_transform ( ) * col_obj - > get_shape_transform ( shape_idx ) , cbkres , cbkptr , nullptr , margin ) ) {
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collided = cbk . amount > 0 ;
}
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while ( cbk . amount > priority_amount ) {
priorities [ priority_amount ] = col_obj - > get_collision_priority ( ) ;
priority_amount + + ;
}
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}
}
if ( ! collided ) {
break ;
}
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real_t inv_total_weight = 0.0 ;
for ( int i = 0 ; i < cbk . amount ; i + + ) {
inv_total_weight + = priorities [ i ] ;
}
inv_total_weight = Math : : is_zero_approx ( inv_total_weight ) ? 1.0 : ( real_t ) cbk . amount / inv_total_weight ;
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recovered = true ;
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Vector3 recover_motion ;
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for ( int i = 0 ; i < cbk . amount ; i + + ) {
Vector3 a = sr [ i * 2 + 0 ] ;
Vector3 b = sr [ i * 2 + 1 ] ;
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// Compute plane on b towards a.
Vector3 n = ( a - b ) . normalized ( ) ;
real_t d = n . dot ( b ) ;
// Compute depth on recovered motion.
real_t depth = n . dot ( a + recover_motion ) - d ;
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if ( depth > min_contact_depth + CMP_EPSILON ) {
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// Only recover if there is penetration.
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recover_motion - = n * ( depth - min_contact_depth ) * 0.4 * priorities [ i ] * inv_total_weight ;
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}
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}
if ( recover_motion = = Vector3 ( ) ) {
collided = false ;
break ;
}
body_transform . origin + = recover_motion ;
body_aabb . position + = recover_motion ;
recover_attempts - - ;
} while ( recover_attempts ) ;
}
real_t safe = 1.0 ;
real_t unsafe = 1.0 ;
int best_shape = - 1 ;
{
// STEP 2 ATTEMPT MOTION
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AABB motion_aabb = body_aabb ;
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motion_aabb . position + = p_parameters . motion ;
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motion_aabb = motion_aabb . merge ( body_aabb ) ;
int amount = _cull_aabb_for_body ( p_body , motion_aabb ) ;
for ( int j = 0 ; j < p_body - > get_shape_count ( ) ; j + + ) {
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if ( p_body - > is_shape_disabled ( j ) ) {
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continue ;
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}
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GodotShape3D * body_shape = p_body - > get_shape ( j ) ;
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// Colliding separation rays allows to properly snap to the ground,
// otherwise it's not needed in regular motion.
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if ( ! p_parameters . collide_separation_ray & & ( body_shape - > get_type ( ) = = PhysicsServer3D : : SHAPE_SEPARATION_RAY ) ) {
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// When slide on slope is on, separation ray shape acts like a regular shape.
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if ( ! static_cast < GodotSeparationRayShape3D * > ( body_shape ) - > get_slide_on_slope ( ) ) {
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continue ;
}
}
Transform3D body_shape_xform = body_transform * p_body - > get_shape_transform ( j ) ;
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Transform3D body_shape_xform_inv = body_shape_xform . affine_inverse ( ) ;
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GodotMotionShape3D mshape ;
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mshape . shape = body_shape ;
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mshape . motion = body_shape_xform_inv . basis . xform ( p_parameters . motion ) ;
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bool stuck = false ;
real_t best_safe = 1 ;
real_t best_unsafe = 1 ;
for ( int i = 0 ; i < amount ; i + + ) {
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const GodotCollisionObject3D * col_obj = intersection_query_results [ i ] ;
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if ( p_parameters . exclude_bodies . has ( col_obj - > get_self ( ) ) ) {
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continue ;
}
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if ( p_parameters . exclude_objects . has ( col_obj - > get_instance_id ( ) ) ) {
continue ;
}
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int shape_idx = intersection_query_subindex_results [ i ] ;
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//test initial overlap, does it collide if going all the way?
Vector3 point_A , point_B ;
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Vector3 sep_axis = motion_normal ;
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Transform3D col_obj_xform = col_obj - > get_transform ( ) * col_obj - > get_shape_transform ( shape_idx ) ;
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//test initial overlap, does it collide if going all the way?
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if ( GodotCollisionSolver3D : : solve_distance ( & mshape , body_shape_xform , col_obj - > get_shape ( shape_idx ) , col_obj_xform , point_A , point_B , motion_aabb , & sep_axis ) ) {
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continue ;
}
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sep_axis = motion_normal ;
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if ( ! GodotCollisionSolver3D : : solve_distance ( body_shape , body_shape_xform , col_obj - > get_shape ( shape_idx ) , col_obj_xform , point_A , point_B , motion_aabb , & sep_axis ) ) {
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stuck = true ;
break ;
}
//just do kinematic solving
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real_t low = 0.0 ;
real_t hi = 1.0 ;
real_t fraction_coeff = 0.5 ;
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for ( int k = 0 ; k < 8 ; k + + ) { //steps should be customizable..
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real_t fraction = low + ( hi - low ) * fraction_coeff ;
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mshape . motion = body_shape_xform_inv . basis . xform ( p_parameters . motion * fraction ) ;
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Vector3 lA , lB ;
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Vector3 sep = motion_normal ; //important optimization for this to work fast enough
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bool collided = ! GodotCollisionSolver3D : : solve_distance ( & mshape , body_shape_xform , col_obj - > get_shape ( shape_idx ) , col_obj_xform , lA , lB , motion_aabb , & sep ) ;
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if ( collided ) {
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hi = fraction ;
if ( ( k = = 0 ) | | ( low > 0.0 ) ) { // Did it not collide before?
// When alternating or first iteration, use dichotomy.
fraction_coeff = 0.5 ;
} else {
// When colliding again, converge faster towards low fraction
// for more accurate results with long motions that collide near the start.
fraction_coeff = 0.25 ;
}
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} else {
point_A = lA ;
point_B = lB ;
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low = fraction ;
if ( ( k = = 0 ) | | ( hi < 1.0 ) ) { // Did it collide before?
// When alternating or first iteration, use dichotomy.
fraction_coeff = 0.5 ;
} else {
// When not colliding again, converge faster towards high fraction
// for more accurate results with long motions that collide near the end.
fraction_coeff = 0.75 ;
}
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}
}
if ( low < best_safe ) {
best_safe = low ;
best_unsafe = hi ;
}
}
if ( stuck ) {
safe = 0 ;
unsafe = 0 ;
best_shape = j ; //sadly it's the best
break ;
}
if ( best_safe = = 1.0 ) {
continue ;
}
if ( best_safe < safe ) {
safe = best_safe ;
unsafe = best_unsafe ;
best_shape = j ;
}
}
}
bool collided = false ;
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if ( ( p_parameters . recovery_as_collision & & recovered ) | | ( safe < 1 ) ) {
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if ( safe > = 1 ) {
best_shape = - 1 ; //no best shape with cast, reset to -1
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}
//it collided, let's get the rest info in unsafe advance
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Transform3D ugt = body_transform ;
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ugt . origin + = p_parameters . motion * unsafe ;
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_RestResultData results [ PhysicsServer3D : : MotionResult : : MAX_COLLISIONS ] ;
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_RestCallbackData rcd ;
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if ( p_parameters . max_collisions > 1 ) {
rcd . max_results = p_parameters . max_collisions ;
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rcd . other_results = results ;
}
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// Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
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rcd . min_allowed_depth = MIN ( motion_length , min_contact_depth ) ;
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body_aabb . position + = p_parameters . motion * unsafe ;
int amount = _cull_aabb_for_body ( p_body , body_aabb ) ;
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int from_shape = best_shape ! = - 1 ? best_shape : 0 ;
int to_shape = best_shape ! = - 1 ? best_shape + 1 : p_body - > get_shape_count ( ) ;
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for ( int j = from_shape ; j < to_shape ; j + + ) {
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if ( p_body - > is_shape_disabled ( j ) ) {
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continue ;
}
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Transform3D body_shape_xform = ugt * p_body - > get_shape_transform ( j ) ;
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GodotShape3D * body_shape = p_body - > get_shape ( j ) ;
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for ( int i = 0 ; i < amount ; i + + ) {
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const GodotCollisionObject3D * col_obj = intersection_query_results [ i ] ;
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if ( p_parameters . exclude_bodies . has ( col_obj - > get_self ( ) ) ) {
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continue ;
}
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if ( p_parameters . exclude_objects . has ( col_obj - > get_instance_id ( ) ) ) {
continue ;
}
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int shape_idx = intersection_query_subindex_results [ i ] ;
rcd . object = col_obj ;
rcd . shape = shape_idx ;
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bool sc = GodotCollisionSolver3D : : solve_static ( body_shape , body_shape_xform , col_obj - > get_shape ( shape_idx ) , col_obj - > get_transform ( ) * col_obj - > get_shape_transform ( shape_idx ) , _rest_cbk_result , & rcd , nullptr , margin ) ;
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if ( ! sc ) {
continue ;
}
}
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}
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if ( rcd . result_count > 0 ) {
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if ( r_result ) {
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for ( int collision_index = 0 ; collision_index < rcd . result_count ; + + collision_index ) {
const _RestResultData & result = ( collision_index > 0 ) ? rcd . other_results [ collision_index - 1 ] : rcd . best_result ;
PhysicsServer3D : : MotionCollision & collision = r_result - > collisions [ collision_index ] ;
collision . collider = result . object - > get_self ( ) ;
collision . collider_id = result . object - > get_instance_id ( ) ;
collision . collider_shape = result . shape ;
collision . local_shape = result . local_shape ;
collision . normal = result . normal ;
collision . position = result . contact ;
collision . depth = result . len ;
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const GodotBody3D * body = static_cast < const GodotBody3D * > ( result . object ) ;
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Vector3 rel_vec = result . contact - ( body - > get_transform ( ) . origin + body - > get_center_of_mass ( ) ) ;
collision . collider_velocity = body - > get_linear_velocity ( ) + ( body - > get_angular_velocity ( ) ) . cross ( rel_vec ) ;
}
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r_result - > travel = safe * p_parameters . motion ;
r_result - > remainder = p_parameters . motion - safe * p_parameters . motion ;
r_result - > travel + = ( body_transform . get_origin ( ) - p_parameters . from . get_origin ( ) ) ;
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r_result - > collision_safe_fraction = safe ;
r_result - > collision_unsafe_fraction = unsafe ;
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r_result - > collision_count = rcd . result_count ;
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r_result - > collision_depth = rcd . best_result . len ;
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}
collided = true ;
}
}
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if ( ! collided & & r_result ) {
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r_result - > travel = p_parameters . motion ;
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r_result - > remainder = Vector3 ( ) ;
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r_result - > travel + = ( body_transform . get_origin ( ) - p_parameters . from . get_origin ( ) ) ;
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r_result - > collision_safe_fraction = 1.0 ;
r_result - > collision_unsafe_fraction = 1.0 ;
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r_result - > collision_depth = 0.0 ;
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}
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return collided ;
}
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// Assumes a valid collision pair, this should have been checked beforehand in the BVH or octree.
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void * GodotSpace3D : : _broadphase_pair ( GodotCollisionObject3D * A , int p_subindex_A , GodotCollisionObject3D * B , int p_subindex_B , void * p_self ) {
GodotCollisionObject3D : : Type type_A = A - > get_type ( ) ;
GodotCollisionObject3D : : Type type_B = B - > get_type ( ) ;
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if ( type_A > type_B ) {
SWAP ( A , B ) ;
SWAP ( p_subindex_A , p_subindex_B ) ;
SWAP ( type_A , type_B ) ;
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}
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GodotSpace3D * self = static_cast < GodotSpace3D * > ( p_self ) ;
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self - > collision_pairs + + ;
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if ( type_A = = GodotCollisionObject3D : : TYPE_AREA ) {
GodotArea3D * area = static_cast < GodotArea3D * > ( A ) ;
if ( type_B = = GodotCollisionObject3D : : TYPE_AREA ) {
GodotArea3D * area_b = static_cast < GodotArea3D * > ( B ) ;
GodotArea2Pair3D * area2_pair = memnew ( GodotArea2Pair3D ( area_b , p_subindex_B , area , p_subindex_A ) ) ;
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return area2_pair ;
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} else if ( type_B = = GodotCollisionObject3D : : TYPE_SOFT_BODY ) {
GodotSoftBody3D * softbody = static_cast < GodotSoftBody3D * > ( B ) ;
GodotAreaSoftBodyPair3D * soft_area_pair = memnew ( GodotAreaSoftBodyPair3D ( softbody , p_subindex_B , area , p_subindex_A ) ) ;
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return soft_area_pair ;
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} else {
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GodotBody3D * body = static_cast < GodotBody3D * > ( B ) ;
GodotAreaPair3D * area_pair = memnew ( GodotAreaPair3D ( body , p_subindex_B , area , p_subindex_A ) ) ;
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return area_pair ;
}
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} else if ( type_A = = GodotCollisionObject3D : : TYPE_BODY ) {
if ( type_B = = GodotCollisionObject3D : : TYPE_SOFT_BODY ) {
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GodotBodySoftBodyPair3D * soft_pair = memnew ( GodotBodySoftBodyPair3D ( static_cast < GodotBody3D * > ( A ) , p_subindex_A , static_cast < GodotSoftBody3D * > ( B ) ) ) ;
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return soft_pair ;
} else {
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GodotBodyPair3D * b = memnew ( GodotBodyPair3D ( static_cast < GodotBody3D * > ( A ) , p_subindex_A , static_cast < GodotBody3D * > ( B ) , p_subindex_B ) ) ;
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return b ;
}
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} else {
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// Soft Body/Soft Body, not supported.
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}
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return nullptr ;
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}
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void GodotSpace3D : : _broadphase_unpair ( GodotCollisionObject3D * A , int p_subindex_A , GodotCollisionObject3D * B , int p_subindex_B , void * p_data , void * p_self ) {
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if ( ! p_data ) {
return ;
}
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GodotSpace3D * self = static_cast < GodotSpace3D * > ( p_self ) ;
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self - > collision_pairs - - ;
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GodotConstraint3D * c = static_cast < GodotConstraint3D * > ( p_data ) ;
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memdelete ( c ) ;
}
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const SelfList < GodotBody3D > : : List & GodotSpace3D : : get_active_body_list ( ) const {
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return active_list ;
}
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void GodotSpace3D : : body_add_to_active_list ( SelfList < GodotBody3D > * p_body ) {
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active_list . add ( p_body ) ;
}
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void GodotSpace3D : : body_remove_from_active_list ( SelfList < GodotBody3D > * p_body ) {
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active_list . remove ( p_body ) ;
}
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void GodotSpace3D : : body_add_to_mass_properties_update_list ( SelfList < GodotBody3D > * p_body ) {
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mass_properties_update_list . add ( p_body ) ;
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}
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void GodotSpace3D : : body_remove_from_mass_properties_update_list ( SelfList < GodotBody3D > * p_body ) {
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mass_properties_update_list . remove ( p_body ) ;
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}
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GodotBroadPhase3D * GodotSpace3D : : get_broadphase ( ) {
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return broadphase ;
}
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void GodotSpace3D : : add_object ( GodotCollisionObject3D * p_object ) {
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ERR_FAIL_COND ( objects . has ( p_object ) ) ;
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objects . insert ( p_object ) ;
}
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void GodotSpace3D : : remove_object ( GodotCollisionObject3D * p_object ) {
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ERR_FAIL_COND ( ! objects . has ( p_object ) ) ;
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objects . erase ( p_object ) ;
}
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const HashSet < GodotCollisionObject3D * > & GodotSpace3D : : get_objects ( ) const {
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return objects ;
}
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void GodotSpace3D : : body_add_to_state_query_list ( SelfList < GodotBody3D > * p_body ) {
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state_query_list . add ( p_body ) ;
}
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void GodotSpace3D : : body_remove_from_state_query_list ( SelfList < GodotBody3D > * p_body ) {
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state_query_list . remove ( p_body ) ;
}
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void GodotSpace3D : : area_add_to_monitor_query_list ( SelfList < GodotArea3D > * p_area ) {
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monitor_query_list . add ( p_area ) ;
}
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void GodotSpace3D : : area_remove_from_monitor_query_list ( SelfList < GodotArea3D > * p_area ) {
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monitor_query_list . remove ( p_area ) ;
}
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void GodotSpace3D : : area_add_to_moved_list ( SelfList < GodotArea3D > * p_area ) {
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area_moved_list . add ( p_area ) ;
}
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void GodotSpace3D : : area_remove_from_moved_list ( SelfList < GodotArea3D > * p_area ) {
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area_moved_list . remove ( p_area ) ;
}
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const SelfList < GodotArea3D > : : List & GodotSpace3D : : get_moved_area_list ( ) const {
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return area_moved_list ;
}
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const SelfList < GodotSoftBody3D > : : List & GodotSpace3D : : get_active_soft_body_list ( ) const {
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return active_soft_body_list ;
}
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void GodotSpace3D : : soft_body_add_to_active_list ( SelfList < GodotSoftBody3D > * p_soft_body ) {
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active_soft_body_list . add ( p_soft_body ) ;
}
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void GodotSpace3D : : soft_body_remove_from_active_list ( SelfList < GodotSoftBody3D > * p_soft_body ) {
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active_soft_body_list . remove ( p_soft_body ) ;
}
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void GodotSpace3D : : call_queries ( ) {
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while ( state_query_list . first ( ) ) {
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GodotBody3D * b = state_query_list . first ( ) - > self ( ) ;
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state_query_list . remove ( state_query_list . first ( ) ) ;
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b - > call_queries ( ) ;
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}
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while ( monitor_query_list . first ( ) ) {
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GodotArea3D * a = monitor_query_list . first ( ) - > self ( ) ;
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monitor_query_list . remove ( monitor_query_list . first ( ) ) ;
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a - > call_queries ( ) ;
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}
}
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void GodotSpace3D : : setup ( ) {
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contact_debug_count = 0 ;
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while ( mass_properties_update_list . first ( ) ) {
mass_properties_update_list . first ( ) - > self ( ) - > update_mass_properties ( ) ;
mass_properties_update_list . remove ( mass_properties_update_list . first ( ) ) ;
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}
}
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void GodotSpace3D : : update ( ) {
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broadphase - > update ( ) ;
}
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void GodotSpace3D : : set_param ( PhysicsServer3D : : SpaceParameter p_param , real_t p_value ) {
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switch ( p_param ) {
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case PhysicsServer3D : : SPACE_PARAM_CONTACT_RECYCLE_RADIUS :
contact_recycle_radius = p_value ;
break ;
case PhysicsServer3D : : SPACE_PARAM_CONTACT_MAX_SEPARATION :
contact_max_separation = p_value ;
break ;
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case PhysicsServer3D : : SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION :
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contact_max_allowed_penetration = p_value ;
break ;
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case PhysicsServer3D : : SPACE_PARAM_CONTACT_DEFAULT_BIAS :
contact_bias = p_value ;
break ;
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case PhysicsServer3D : : SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD :
body_linear_velocity_sleep_threshold = p_value ;
break ;
case PhysicsServer3D : : SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD :
body_angular_velocity_sleep_threshold = p_value ;
break ;
case PhysicsServer3D : : SPACE_PARAM_BODY_TIME_TO_SLEEP :
body_time_to_sleep = p_value ;
break ;
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case PhysicsServer3D : : SPACE_PARAM_SOLVER_ITERATIONS :
solver_iterations = p_value ;
break ;
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}
}
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real_t GodotSpace3D : : get_param ( PhysicsServer3D : : SpaceParameter p_param ) const {
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switch ( p_param ) {
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case PhysicsServer3D : : SPACE_PARAM_CONTACT_RECYCLE_RADIUS :
return contact_recycle_radius ;
case PhysicsServer3D : : SPACE_PARAM_CONTACT_MAX_SEPARATION :
return contact_max_separation ;
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case PhysicsServer3D : : SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION :
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return contact_max_allowed_penetration ;
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case PhysicsServer3D : : SPACE_PARAM_CONTACT_DEFAULT_BIAS :
return contact_bias ;
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case PhysicsServer3D : : SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD :
return body_linear_velocity_sleep_threshold ;
case PhysicsServer3D : : SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD :
return body_angular_velocity_sleep_threshold ;
case PhysicsServer3D : : SPACE_PARAM_BODY_TIME_TO_SLEEP :
return body_time_to_sleep ;
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case PhysicsServer3D : : SPACE_PARAM_SOLVER_ITERATIONS :
return solver_iterations ;
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}
return 0 ;
}
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void GodotSpace3D : : lock ( ) {
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locked = true ;
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}
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void GodotSpace3D : : unlock ( ) {
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locked = false ;
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}
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bool GodotSpace3D : : is_locked ( ) const {
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return locked ;
}
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GodotPhysicsDirectSpaceState3D * GodotSpace3D : : get_direct_state ( ) {
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return direct_access ;
}
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GodotSpace3D : : GodotSpace3D ( ) {
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body_linear_velocity_sleep_threshold = GLOBAL_DEF ( " physics/3d/sleep_threshold_linear " , 0.1 ) ;
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body_angular_velocity_sleep_threshold = GLOBAL_DEF ( " physics/3d/sleep_threshold_angular " , Math : : deg_to_rad ( 8.0 ) ) ;
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body_time_to_sleep = GLOBAL_DEF ( " physics/3d/time_before_sleep " , 0.5 ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
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ProjectSettings : : get_singleton ( ) - > set_custom_property_info ( " physics/3d/time_before_sleep " , PropertyInfo ( Variant : : FLOAT , " physics/3d/time_before_sleep " , PROPERTY_HINT_RANGE , " 0,5,0.01,or_greater " ) ) ;
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solver_iterations = GLOBAL_DEF ( " physics/3d/solver/solver_iterations " , 16 ) ;
ProjectSettings : : get_singleton ( ) - > set_custom_property_info ( " physics/3d/solver/solver_iterations " , PropertyInfo ( Variant : : INT , " physics/3d/solver/solver_iterations " , PROPERTY_HINT_RANGE , " 1,32,1,or_greater " ) ) ;
contact_recycle_radius = GLOBAL_DEF ( " physics/3d/solver/contact_recycle_radius " , 0.01 ) ;
ProjectSettings : : get_singleton ( ) - > set_custom_property_info ( " physics/3d/solver/contact_recycle_radius " , PropertyInfo ( Variant : : FLOAT , " physics/3d/solver/contact_max_separation " , PROPERTY_HINT_RANGE , " 0,0.1,0.01,or_greater " ) ) ;
contact_max_separation = GLOBAL_DEF ( " physics/3d/solver/contact_max_separation " , 0.05 ) ;
ProjectSettings : : get_singleton ( ) - > set_custom_property_info ( " physics/3d/solver/contact_max_separation " , PropertyInfo ( Variant : : FLOAT , " physics/3d/solver/contact_max_separation " , PROPERTY_HINT_RANGE , " 0,0.1,0.01,or_greater " ) ) ;
contact_max_allowed_penetration = GLOBAL_DEF ( " physics/3d/solver/contact_max_allowed_penetration " , 0.01 ) ;
ProjectSettings : : get_singleton ( ) - > set_custom_property_info ( " physics/3d/solver/contact_max_allowed_penetration " , PropertyInfo ( Variant : : FLOAT , " physics/3d/solver/contact_max_allowed_penetration " , PROPERTY_HINT_RANGE , " 0,0.1,0.01,or_greater " ) ) ;
contact_bias = GLOBAL_DEF ( " physics/3d/solver/default_contact_bias " , 0.8 ) ;
ProjectSettings : : get_singleton ( ) - > set_custom_property_info ( " physics/3d/solver/default_contact_bias " , PropertyInfo ( Variant : : FLOAT , " physics/3d/solver/default_contact_bias " , PROPERTY_HINT_RANGE , " 0,1,0.01 " ) ) ;
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broadphase = GodotBroadPhase3D : : create_func ( ) ;
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broadphase - > set_pair_callback ( _broadphase_pair , this ) ;
broadphase - > set_unpair_callback ( _broadphase_unpair , this ) ;
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direct_access = memnew ( GodotPhysicsDirectSpaceState3D ) ;
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direct_access - > space = this ;
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}
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GodotSpace3D : : ~ GodotSpace3D ( ) {
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memdelete ( broadphase ) ;
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memdelete ( direct_access ) ;
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}