Merge pull request #14965 from AndreaCatania/intshap
Fixed bullet intersect_shape crash, Fixed bullet sleeping
This commit is contained in:
commit
5463b5e348
3 changed files with 33 additions and 12 deletions
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@ -142,6 +142,9 @@ bool GodotAllContactResultCallback::needsCollision(btBroadphaseProxy *proxy0) co
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btScalar GodotAllContactResultCallback::addSingleResult(btManifoldPoint &cp, const btCollisionObjectWrapper *colObj0Wrap, int partId0, int index0, const btCollisionObjectWrapper *colObj1Wrap, int partId1, int index1) {
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btScalar GodotAllContactResultCallback::addSingleResult(btManifoldPoint &cp, const btCollisionObjectWrapper *colObj0Wrap, int partId0, int index0, const btCollisionObjectWrapper *colObj1Wrap, int partId1, int index1) {
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if (m_count >= m_resultMax)
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return cp.getDistance();
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if (cp.getDistance() <= 0) {
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if (cp.getDistance() <= 0) {
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PhysicsDirectSpaceState::ShapeResult &result = m_results[m_count];
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PhysicsDirectSpaceState::ShapeResult &result = m_results[m_count];
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@ -165,7 +168,7 @@ btScalar GodotAllContactResultCallback::addSingleResult(btManifoldPoint &cp, con
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++m_count;
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++m_count;
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}
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}
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return m_count < m_resultMax;
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return cp.getDistance();
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}
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}
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bool GodotContactPairContactResultCallback::needsCollision(btBroadphaseProxy *proxy0) const {
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bool GodotContactPairContactResultCallback::needsCollision(btBroadphaseProxy *proxy0) const {
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@ -264,6 +264,7 @@ RigidBodyBullet::RigidBodyBullet() :
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can_sleep(true),
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can_sleep(true),
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force_integration_callback(NULL),
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force_integration_callback(NULL),
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isTransformChanged(false),
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isTransformChanged(false),
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previousActiveState(true),
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maxCollisionsDetection(0),
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maxCollisionsDetection(0),
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collisionsCount(0),
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collisionsCount(0),
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maxAreasWhereIam(10),
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maxAreasWhereIam(10),
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@ -287,6 +288,7 @@ RigidBodyBullet::RigidBodyBullet() :
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for (int i = areasWhereIam.size() - 1; 0 <= i; --i) {
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for (int i = areasWhereIam.size() - 1; 0 <= i; --i) {
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areasWhereIam[i] = NULL;
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areasWhereIam[i] = NULL;
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}
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}
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btBody->setSleepingThresholds(0.2, 0.2);
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}
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}
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RigidBodyBullet::~RigidBodyBullet() {
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RigidBodyBullet::~RigidBodyBullet() {
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@ -337,7 +339,7 @@ void RigidBodyBullet::set_space(SpaceBullet *p_space) {
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void RigidBodyBullet::dispatch_callbacks() {
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void RigidBodyBullet::dispatch_callbacks() {
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/// The check isTransformChanged is necessary in order to call integrated forces only when the first transform is sent
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/// The check isTransformChanged is necessary in order to call integrated forces only when the first transform is sent
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if (btBody->isActive() && force_integration_callback && isTransformChanged) {
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if (previousActiveState != btBody->isActive() && force_integration_callback && isTransformChanged) {
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BulletPhysicsDirectBodyState *bodyDirect = BulletPhysicsDirectBodyState::get_singleton(this);
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BulletPhysicsDirectBodyState *bodyDirect = BulletPhysicsDirectBodyState::get_singleton(this);
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@ -364,6 +366,8 @@ void RigidBodyBullet::dispatch_callbacks() {
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/// Lock axis
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/// Lock axis
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btBody->setLinearVelocity(btBody->getLinearVelocity() * btBody->getLinearFactor());
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btBody->setLinearVelocity(btBody->getLinearVelocity() * btBody->getLinearFactor());
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btBody->setAngularVelocity(btBody->getAngularVelocity() * btBody->getAngularFactor());
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btBody->setAngularVelocity(btBody->getAngularVelocity() * btBody->getAngularFactor());
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previousActiveState = btBody->isActive();
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}
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}
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void RigidBodyBullet::set_force_integration_callback(ObjectID p_id, const StringName &p_method, const Variant &p_udata) {
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void RigidBodyBullet::set_force_integration_callback(ObjectID p_id, const StringName &p_method, const Variant &p_udata) {
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@ -580,6 +584,7 @@ Variant RigidBodyBullet::get_state(PhysicsServer::BodyState p_state) const {
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void RigidBodyBullet::apply_central_impulse(const Vector3 &p_impulse) {
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void RigidBodyBullet::apply_central_impulse(const Vector3 &p_impulse) {
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btVector3 btImpu;
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btVector3 btImpu;
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G_TO_B(p_impulse, btImpu);
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G_TO_B(p_impulse, btImpu);
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if (Vector3() != p_impulse)
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btBody->activate();
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btBody->activate();
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btBody->applyCentralImpulse(btImpu);
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btBody->applyCentralImpulse(btImpu);
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}
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}
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@ -589,6 +594,7 @@ void RigidBodyBullet::apply_impulse(const Vector3 &p_pos, const Vector3 &p_impul
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btVector3 btPos;
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btVector3 btPos;
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G_TO_B(p_impulse, btImpu);
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G_TO_B(p_impulse, btImpu);
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G_TO_B(p_pos, btPos);
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G_TO_B(p_pos, btPos);
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if (Vector3() != p_impulse)
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btBody->activate();
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btBody->activate();
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btBody->applyImpulse(btImpu, btPos);
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btBody->applyImpulse(btImpu, btPos);
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}
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}
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@ -596,6 +602,7 @@ void RigidBodyBullet::apply_impulse(const Vector3 &p_pos, const Vector3 &p_impul
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void RigidBodyBullet::apply_torque_impulse(const Vector3 &p_impulse) {
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void RigidBodyBullet::apply_torque_impulse(const Vector3 &p_impulse) {
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btVector3 btImp;
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btVector3 btImp;
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G_TO_B(p_impulse, btImp);
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G_TO_B(p_impulse, btImp);
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if (Vector3() != p_impulse)
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btBody->activate();
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btBody->activate();
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btBody->applyTorqueImpulse(btImp);
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btBody->applyTorqueImpulse(btImp);
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}
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}
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@ -605,6 +612,7 @@ void RigidBodyBullet::apply_force(const Vector3 &p_force, const Vector3 &p_pos)
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btVector3 btPos;
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btVector3 btPos;
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G_TO_B(p_force, btForce);
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G_TO_B(p_force, btForce);
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G_TO_B(p_pos, btPos);
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G_TO_B(p_pos, btPos);
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if (Vector3() != p_force)
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btBody->activate();
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btBody->activate();
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btBody->applyForce(btForce, btPos);
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btBody->applyForce(btForce, btPos);
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}
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}
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@ -612,6 +620,7 @@ void RigidBodyBullet::apply_force(const Vector3 &p_force, const Vector3 &p_pos)
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void RigidBodyBullet::apply_central_force(const Vector3 &p_force) {
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void RigidBodyBullet::apply_central_force(const Vector3 &p_force) {
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btVector3 btForce;
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btVector3 btForce;
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G_TO_B(p_force, btForce);
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G_TO_B(p_force, btForce);
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if (Vector3() != p_force)
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btBody->activate();
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btBody->activate();
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btBody->applyCentralForce(btForce);
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btBody->applyCentralForce(btForce);
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}
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}
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@ -619,6 +628,7 @@ void RigidBodyBullet::apply_central_force(const Vector3 &p_force) {
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void RigidBodyBullet::apply_torque(const Vector3 &p_torque) {
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void RigidBodyBullet::apply_torque(const Vector3 &p_torque) {
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btVector3 btTorq;
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btVector3 btTorq;
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G_TO_B(p_torque, btTorq);
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G_TO_B(p_torque, btTorq);
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if (Vector3() != p_torque)
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btBody->activate();
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btBody->activate();
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btBody->applyTorque(btTorq);
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btBody->applyTorque(btTorq);
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}
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}
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@ -626,6 +636,7 @@ void RigidBodyBullet::apply_torque(const Vector3 &p_torque) {
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void RigidBodyBullet::set_applied_force(const Vector3 &p_force) {
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void RigidBodyBullet::set_applied_force(const Vector3 &p_force) {
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btVector3 btVec = btBody->getTotalTorque();
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btVector3 btVec = btBody->getTotalTorque();
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if (Vector3() != p_force)
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btBody->activate();
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btBody->activate();
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btBody->clearForces();
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btBody->clearForces();
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@ -644,6 +655,7 @@ Vector3 RigidBodyBullet::get_applied_force() const {
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void RigidBodyBullet::set_applied_torque(const Vector3 &p_torque) {
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void RigidBodyBullet::set_applied_torque(const Vector3 &p_torque) {
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btVector3 btVec = btBody->getTotalForce();
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btVector3 btVec = btBody->getTotalForce();
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if (Vector3() != p_torque)
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btBody->activate();
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btBody->activate();
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btBody->clearForces();
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btBody->clearForces();
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@ -711,6 +723,7 @@ bool RigidBodyBullet::is_continuous_collision_detection_enabled() const {
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void RigidBodyBullet::set_linear_velocity(const Vector3 &p_velocity) {
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void RigidBodyBullet::set_linear_velocity(const Vector3 &p_velocity) {
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btVector3 btVec;
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btVector3 btVec;
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G_TO_B(p_velocity, btVec);
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G_TO_B(p_velocity, btVec);
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if (Vector3() != p_velocity)
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btBody->activate();
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btBody->activate();
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btBody->setLinearVelocity(btVec);
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btBody->setLinearVelocity(btVec);
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}
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}
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@ -724,6 +737,7 @@ Vector3 RigidBodyBullet::get_linear_velocity() const {
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void RigidBodyBullet::set_angular_velocity(const Vector3 &p_velocity) {
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void RigidBodyBullet::set_angular_velocity(const Vector3 &p_velocity) {
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btVector3 btVec;
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btVector3 btVec;
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G_TO_B(p_velocity, btVec);
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G_TO_B(p_velocity, btVec);
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if (Vector3() != p_velocity)
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btBody->activate();
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btBody->activate();
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btBody->setAngularVelocity(btVec);
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btBody->setAngularVelocity(btVec);
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}
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}
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@ -833,6 +847,9 @@ void RigidBodyBullet::on_exit_area(AreaBullet *p_area) {
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void RigidBodyBullet::reload_space_override_modificator() {
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void RigidBodyBullet::reload_space_override_modificator() {
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if (!is_active())
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return;
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Vector3 newGravity(space->get_gravity_direction() * space->get_gravity_magnitude());
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Vector3 newGravity(space->get_gravity_direction() * space->get_gravity_magnitude());
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real_t newLinearDamp(linearDamp);
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real_t newLinearDamp(linearDamp);
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real_t newAngularDamp(angularDamp);
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real_t newAngularDamp(angularDamp);
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@ -207,6 +207,7 @@ private:
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bool isScratchedSpaceOverrideModificator;
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bool isScratchedSpaceOverrideModificator;
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bool isTransformChanged;
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bool isTransformChanged;
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bool previousActiveState; // Last check state
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ForceIntegrationCallback *force_integration_callback;
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ForceIntegrationCallback *force_integration_callback;
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