Add shape data to area overlap data.
This commit is contained in:
parent
c6d2768a19
commit
6b54ac98d7
4 changed files with 171 additions and 196 deletions
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@ -59,8 +59,8 @@ AreaBullet::AreaBullet() :
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AreaBullet::~AreaBullet() {
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// signal are handled by godot, so just clear without notify
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for (int i = overlappingObjects.size() - 1; 0 <= i; --i) {
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overlappingObjects[i].object->on_exit_area(this);
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for (int i = 0; i < overlapping_shapes.size(); i++) {
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overlapping_shapes[i].other_object->on_exit_area(this);
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}
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}
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@ -70,20 +70,26 @@ void AreaBullet::dispatch_callbacks() {
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}
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isScratched = false;
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// Reverse order because I've to remove EXIT objects
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for (int i = overlappingObjects.size() - 1; 0 <= i; --i) {
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OverlappingObjectData &otherObj = overlappingObjects.write[i];
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// Reverse order so items can be removed.
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for (int i = overlapping_shapes.size() - 1; i >= 0; i--) {
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OverlappingShapeData &overlapping_shape = overlapping_shapes.write[i];
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switch (otherObj.state) {
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switch (overlapping_shape.state) {
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case OVERLAP_STATE_ENTER:
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otherObj.state = OVERLAP_STATE_INSIDE;
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call_event(otherObj.object, PhysicsServer3D::AREA_BODY_ADDED);
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otherObj.object->on_enter_area(this);
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overlapping_shape.state = OVERLAP_STATE_INSIDE;
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call_event(overlapping_shape, PhysicsServer3D::AREA_BODY_ADDED);
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if (_overlapping_shape_count(overlapping_shape.other_object) == 1) {
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// This object's first shape being added.
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overlapping_shape.other_object->on_enter_area(this);
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}
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break;
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case OVERLAP_STATE_EXIT:
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call_event(otherObj.object, PhysicsServer3D::AREA_BODY_REMOVED);
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otherObj.object->on_exit_area(this);
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overlappingObjects.remove(i); // Remove after callback
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call_event(overlapping_shape, PhysicsServer3D::AREA_BODY_REMOVED);
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if (_overlapping_shape_count(overlapping_shape.other_object) == 1) {
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// This object's last shape being removed.
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overlapping_shape.other_object->on_exit_area(this);
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}
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overlapping_shapes.remove(i); // Remove after callback
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break;
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case OVERLAP_STATE_INSIDE: {
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if (otherObj.object->getType() == TYPE_RIGID_BODY) {
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@ -98,8 +104,8 @@ void AreaBullet::dispatch_callbacks() {
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}
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}
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void AreaBullet::call_event(CollisionObjectBullet *p_otherObject, PhysicsServer3D::AreaBodyStatus p_status) {
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InOutEventCallback &event = eventsCallbacks[static_cast<int>(p_otherObject->getType())];
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void AreaBullet::call_event(const OverlappingShapeData &p_overlapping_shape, PhysicsServer3D::AreaBodyStatus p_status) {
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InOutEventCallback &event = eventsCallbacks[static_cast<int>(p_overlapping_shape.other_object->getType())];
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if (!event.event_callback.is_valid()) {
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event.event_callback = Callable();
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@ -107,56 +113,94 @@ void AreaBullet::call_event(CollisionObjectBullet *p_otherObject, PhysicsServer3
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}
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call_event_res[0] = p_status;
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call_event_res[1] = p_otherObject->get_self(); // Other body
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call_event_res[2] = p_otherObject->get_instance_id(); // instance ID
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call_event_res[3] = 0; // other_body_shape ID
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call_event_res[4] = 0; // self_shape ID
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call_event_res[1] = p_overlapping_shape.other_object->get_self(); // RID
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call_event_res[2] = p_overlapping_shape.other_object->get_instance_id(); // Object ID
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call_event_res[3] = p_overlapping_shape.other_shape_id; // Other object's shape ID
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call_event_res[4] = p_overlapping_shape.our_shape_id; // This area's shape ID
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Callable::CallError outResp;
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Variant ret;
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event.event_callback.call((const Variant **)call_event_res, 5, ret, outResp);
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}
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void AreaBullet::scratch() {
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if (isScratched) {
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return;
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}
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isScratched = true;
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}
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void AreaBullet::clear_overlaps(bool p_notify) {
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for (int i = overlappingObjects.size() - 1; 0 <= i; --i) {
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if (p_notify) {
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call_event(overlappingObjects[i].object, PhysicsServer3D::AREA_BODY_REMOVED);
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}
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overlappingObjects[i].object->on_exit_area(this);
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}
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overlappingObjects.clear();
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}
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void AreaBullet::remove_overlap(CollisionObjectBullet *p_object, bool p_notify) {
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for (int i = overlappingObjects.size() - 1; 0 <= i; --i) {
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if (overlappingObjects[i].object == p_object) {
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if (p_notify) {
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call_event(overlappingObjects[i].object, PhysicsServer3D::AREA_BODY_REMOVED);
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}
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overlappingObjects[i].object->on_exit_area(this);
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overlappingObjects.remove(i);
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break;
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int AreaBullet::_overlapping_shape_count(CollisionObjectBullet *p_other_object) {
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int count = 0;
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for (int i = 0; i < overlapping_shapes.size(); i++) {
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if (overlapping_shapes[i].other_object == p_other_object) {
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count++;
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}
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}
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return count;
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}
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int AreaBullet::find_overlapping_object(CollisionObjectBullet *p_colObj) {
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const int size = overlappingObjects.size();
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for (int i = 0; i < size; ++i) {
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if (overlappingObjects[i].object == p_colObj) {
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int AreaBullet::_find_overlapping_shape(CollisionObjectBullet *p_other_object, uint32_t p_other_shape_id, uint32_t p_our_shape_id) {
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for (int i = 0; i < overlapping_shapes.size(); i++) {
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const OverlappingShapeData &overlapping_shape = overlapping_shapes[i];
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if (overlapping_shape.other_object == p_other_object && overlapping_shape.other_shape_id == p_other_shape_id && overlapping_shape.our_shape_id == p_our_shape_id) {
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return i;
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}
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}
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return -1;
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}
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void AreaBullet::mark_all_overlaps_dirty() {
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OverlappingShapeData *overlapping_shapes_w = overlapping_shapes.ptrw();
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for (int i = 0; i < overlapping_shapes.size(); i++) {
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// Don't overwrite OVERLAP_STATE_ENTER state.
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if (overlapping_shapes_w[i].state != OVERLAP_STATE_ENTER) {
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overlapping_shapes_w[i].state = OVERLAP_STATE_DIRTY;
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}
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}
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}
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void AreaBullet::mark_object_overlaps_inside(CollisionObjectBullet *p_other_object) {
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OverlappingShapeData *overlapping_shapes_w = overlapping_shapes.ptrw();
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for (int i = 0; i < overlapping_shapes.size(); i++) {
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if (overlapping_shapes_w[i].other_object == p_other_object && overlapping_shapes_w[i].state == OVERLAP_STATE_DIRTY) {
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overlapping_shapes_w[i].state = OVERLAP_STATE_INSIDE;
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}
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}
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}
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void AreaBullet::set_overlap(CollisionObjectBullet *p_other_object, uint32_t p_other_shape_id, uint32_t p_our_shape_id) {
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int i = _find_overlapping_shape(p_other_object, p_other_shape_id, p_our_shape_id);
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if (i == -1) { // Not found, create new one.
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OverlappingShapeData overlapping_shape(p_other_object, OVERLAP_STATE_ENTER, p_other_shape_id, p_our_shape_id);
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overlapping_shapes.push_back(overlapping_shape);
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p_other_object->notify_new_overlap(this);
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isScratched = true;
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} else {
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overlapping_shapes.ptrw()[i].state = OVERLAP_STATE_INSIDE;
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}
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}
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void AreaBullet::mark_all_dirty_overlaps_as_exit() {
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OverlappingShapeData *overlapping_shapes_w = overlapping_shapes.ptrw();
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for (int i = 0; i < overlapping_shapes.size(); i++) {
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if (overlapping_shapes[i].state == OVERLAP_STATE_DIRTY) {
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overlapping_shapes_w[i].state = OVERLAP_STATE_EXIT;
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isScratched = true;
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}
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}
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}
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void AreaBullet::remove_object_overlaps(CollisionObjectBullet *p_object) {
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// Reverse order so items can be removed.
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for (int i = overlapping_shapes.size() - 1; i >= 0; i--) {
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if (overlapping_shapes[i].other_object == p_object) {
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overlapping_shapes.remove(i);
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}
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}
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}
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void AreaBullet::clear_overlaps() {
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for (int i = 0; i < overlapping_shapes.size(); i++) {
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call_event(overlapping_shapes[i], PhysicsServer3D::AREA_BODY_REMOVED);
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overlapping_shapes[i].other_object->on_exit_area(this);
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}
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overlapping_shapes.clear();
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}
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void AreaBullet::set_monitorable(bool p_monitorable) {
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monitorable = p_monitorable;
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updated = true;
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@ -182,7 +226,7 @@ void AreaBullet::reload_body() {
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void AreaBullet::set_space(SpaceBullet *p_space) {
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// Clear the old space if there is one
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if (space) {
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clear_overlaps(false);
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clear_overlaps();
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isScratched = false;
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// Remove this object form the physics world
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@ -203,24 +247,6 @@ void AreaBullet::on_collision_filters_change() {
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updated = true;
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}
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void AreaBullet::add_overlap(CollisionObjectBullet *p_otherObject) {
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scratch();
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overlappingObjects.push_back(OverlappingObjectData(p_otherObject, OVERLAP_STATE_ENTER));
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p_otherObject->notify_new_overlap(this);
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}
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void AreaBullet::put_overlap_as_exit(int p_index) {
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scratch();
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overlappingObjects.write[p_index].state = OVERLAP_STATE_EXIT;
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}
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void AreaBullet::put_overlap_as_inside(int p_index) {
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// This check is required to be sure this body was inside
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if (OVERLAP_STATE_DIRTY == overlappingObjects[p_index].state) {
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overlappingObjects.write[p_index].state = OVERLAP_STATE_INSIDE;
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}
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}
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void AreaBullet::set_param(PhysicsServer3D::AreaParameter p_param, const Variant &p_value) {
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switch (p_param) {
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case PhysicsServer3D::AREA_PARAM_GRAVITY:
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@ -43,8 +43,6 @@
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class btGhostObject;
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class AreaBullet : public RigidCollisionObjectBullet {
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friend void SpaceBullet::check_ghost_overlaps();
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public:
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struct InOutEventCallback {
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Callable event_callback;
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@ -59,21 +57,19 @@ public:
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OVERLAP_STATE_EXIT // Mark ended overlaps
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};
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struct OverlappingObjectData {
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CollisionObjectBullet *object = nullptr;
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OverlapState state = OVERLAP_STATE_ENTER;
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struct OverlappingShapeData {
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CollisionObjectBullet *other_object = nullptr;
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OverlapState state = OVERLAP_STATE_DIRTY;
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uint32_t other_shape_id = 0;
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uint32_t our_shape_id = 0;
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OverlappingObjectData() {}
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OverlappingObjectData(CollisionObjectBullet *p_object, OverlapState p_state) :
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object(p_object),
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state(p_state) {}
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OverlappingObjectData(const OverlappingObjectData &other) {
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operator=(other);
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}
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void operator=(const OverlappingObjectData &other) {
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object = other.object;
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state = other.state;
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}
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OverlappingShapeData() {}
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OverlappingShapeData(CollisionObjectBullet *p_other_object, OverlapState p_state, uint32_t p_other_shape_id, uint32_t p_our_shape_id) :
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other_object(p_other_object),
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state(p_state),
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other_shape_id(p_other_shape_id),
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our_shape_id(p_our_shape_id) {}
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};
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private:
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@ -82,7 +78,9 @@ private:
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Variant *call_event_res_ptr[5] = {};
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btGhostObject *btGhost = nullptr;
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Vector<OverlappingObjectData> overlappingObjects;
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Vector<OverlappingShapeData> overlapping_shapes;
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int _overlapping_shape_count(CollisionObjectBullet *p_other_object);
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int _find_overlapping_shape(CollisionObjectBullet *p_other_object, uint32_t p_other_shape_id, uint32_t p_our_shape_id);
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bool monitorable = true;
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PhysicsServer3D::AreaSpaceOverrideMode spOv_mode = PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED;
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@ -104,7 +102,6 @@ public:
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~AreaBullet();
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_FORCE_INLINE_ btGhostObject *get_bt_ghost() const { return btGhost; }
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int find_overlapping_object(CollisionObjectBullet *p_colObj);
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void set_monitorable(bool p_monitorable);
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_FORCE_INLINE_ bool is_monitorable() const { return monitorable; }
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@ -143,20 +140,18 @@ public:
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virtual void set_space(SpaceBullet *p_space);
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virtual void dispatch_callbacks();
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void call_event(CollisionObjectBullet *p_otherObject, PhysicsServer3D::AreaBodyStatus p_status);
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void scratch();
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void clear_overlaps(bool p_notify);
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// Dispatch the callbacks and removes from overlapping list
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void remove_overlap(CollisionObjectBullet *p_object, bool p_notify);
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void call_event(const OverlappingShapeData &p_overlapping_shape, PhysicsServer3D::AreaBodyStatus p_status);
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virtual void on_collision_filters_change();
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virtual void on_collision_checker_start() {}
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virtual void on_collision_checker_end() { updated = false; }
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void add_overlap(CollisionObjectBullet *p_otherObject);
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void put_overlap_as_exit(int p_index);
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void put_overlap_as_inside(int p_index);
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void mark_all_overlaps_dirty();
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void mark_object_overlaps_inside(CollisionObjectBullet *p_other_object);
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void set_overlap(CollisionObjectBullet *p_other_object, uint32_t p_other_shape_id, uint32_t p_our_shape_id);
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void mark_all_dirty_overlaps_as_exit();
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void remove_object_overlaps(CollisionObjectBullet *p_object);
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void clear_overlaps();
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void set_param(PhysicsServer3D::AreaParameter p_param, const Variant &p_value);
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Variant get_param(PhysicsServer3D::AreaParameter p_param) const;
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@ -93,11 +93,9 @@ CollisionObjectBullet::CollisionObjectBullet(Type p_type) :
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type(p_type) {}
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CollisionObjectBullet::~CollisionObjectBullet() {
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// Remove all overlapping, notify is not required since godot take care of it
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for (int i = areasOverlapped.size() - 1; 0 <= i; --i) {
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areasOverlapped[i]->remove_overlap(this, /*Notify*/ false);
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for (int i = 0; i < areasOverlapped.size(); i++) {
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areasOverlapped[i]->remove_object_overlaps(this);
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}
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destroyBulletCollisionObject();
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}
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@ -178,7 +176,9 @@ bool CollisionObjectBullet::is_collisions_response_enabled() {
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}
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void CollisionObjectBullet::notify_new_overlap(AreaBullet *p_area) {
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areasOverlapped.push_back(p_area);
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if (areasOverlapped.find(p_area) == -1) {
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areasOverlapped.push_back(p_area);
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}
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}
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void CollisionObjectBullet::on_exit_area(AreaBullet *p_area) {
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@ -662,101 +662,77 @@ void SpaceBullet::destroy_world() {
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}
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void SpaceBullet::check_ghost_overlaps() {
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/// Algorithm support variables
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btCollisionShape *other_body_shape;
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btConvexShape *area_shape;
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btGjkPairDetector::ClosestPointInput gjk_input;
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AreaBullet *area;
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int x(-1), i(-1), y(-1), z(-1), indexOverlap(-1);
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/// For each areas
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for (x = areas.size() - 1; 0 <= x; --x) {
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area = areas[x];
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btVector3 area_scale(area->get_bt_body_scale());
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// For each area
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for (int area_idx = 0; area_idx < areas.size(); area_idx++) {
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AreaBullet *area = areas[area_idx];
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if (!area->is_monitoring()) {
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continue;
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}
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/// 1. Reset all states
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for (i = area->overlappingObjects.size() - 1; 0 <= i; --i) {
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AreaBullet::OverlappingObjectData &otherObj = area->overlappingObjects.write[i];
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// This check prevent the overwrite of ENTER state
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// if this function is called more times before dispatchCallbacks
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if (otherObj.state != AreaBullet::OVERLAP_STATE_ENTER) {
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otherObj.state = AreaBullet::OVERLAP_STATE_DIRTY;
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}
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}
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btGhostObject *bt_ghost = area->get_bt_ghost();
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const btTransform &area_transform = area->get_transform__bullet();
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const btVector3 &area_scale(area->get_bt_body_scale());
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/// 2. Check all overlapping objects using GJK
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// Mark all current overlapping shapes dirty.
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area->mark_all_overlaps_dirty();
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const btAlignedObjectArray<btCollisionObject *> ghostOverlaps = area->get_bt_ghost()->getOverlappingPairs();
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// Broadphase
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const btAlignedObjectArray<btCollisionObject *> overlapping_pairs = bt_ghost->getOverlappingPairs();
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// Narrowphase
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for (int pair_idx = 0; pair_idx < overlapping_pairs.size(); pair_idx++) {
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btCollisionObject *other_bt_collision_object = overlapping_pairs[pair_idx];
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RigidCollisionObjectBullet *other_object = static_cast<RigidCollisionObjectBullet *>(other_bt_collision_object->getUserPointer());
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const btTransform &other_transform = other_object->get_transform__bullet();
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const btVector3 &other_scale(other_object->get_bt_body_scale());
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// For each overlapping
|
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for (i = ghostOverlaps.size() - 1; 0 <= i; --i) {
|
||||
bool hasOverlap = false;
|
||||
btCollisionObject *overlapped_bt_co = ghostOverlaps[i];
|
||||
RigidCollisionObjectBullet *otherObject = static_cast<RigidCollisionObjectBullet *>(overlapped_bt_co->getUserPointer());
|
||||
btVector3 other_body_scale(otherObject->get_bt_body_scale());
|
||||
|
||||
if (!area->is_updated() && !otherObject->is_updated()) {
|
||||
hasOverlap = -1 != area->find_overlapping_object(otherObject);
|
||||
goto collision_found;
|
||||
if (!area->is_updated() && !other_object->is_updated()) {
|
||||
area->mark_object_overlaps_inside(other_object);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (overlapped_bt_co->getUserIndex() == CollisionObjectBullet::TYPE_AREA) {
|
||||
if (!static_cast<AreaBullet *>(overlapped_bt_co->getUserPointer())->is_monitorable()) {
|
||||
if (other_bt_collision_object->getUserIndex() == CollisionObjectBullet::TYPE_AREA) {
|
||||
if (!static_cast<AreaBullet *>(other_bt_collision_object->getUserPointer())->is_monitorable()) {
|
||||
continue;
|
||||
}
|
||||
} else if (overlapped_bt_co->getUserIndex() != CollisionObjectBullet::TYPE_RIGID_BODY) {
|
||||
} else if (other_bt_collision_object->getUserIndex() != CollisionObjectBullet::TYPE_RIGID_BODY) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// For each area shape
|
||||
for (y = area->get_shape_count() - 1; 0 <= y; --y) {
|
||||
if (!area->get_bt_shape(y)->isConvex()) {
|
||||
for (int our_shape_id = 0; our_shape_id < area->get_shape_count(); our_shape_id++) {
|
||||
btCollisionShape *area_shape = area->get_bt_shape(our_shape_id);
|
||||
if (!area_shape->isConvex()) {
|
||||
continue;
|
||||
}
|
||||
btConvexShape *area_convex_shape = static_cast<btConvexShape *>(area_shape);
|
||||
|
||||
btTransform area_shape_treansform(area->get_bt_shape_transform(y));
|
||||
area_shape_treansform.getOrigin() *= area_scale;
|
||||
|
||||
gjk_input.m_transformA =
|
||||
area->get_transform__bullet() *
|
||||
area_shape_treansform;
|
||||
|
||||
area_shape = static_cast<btConvexShape *>(area->get_bt_shape(y));
|
||||
btTransform area_shape_transform(area->get_bt_shape_transform(our_shape_id));
|
||||
area_shape_transform.getOrigin() *= area_scale;
|
||||
btGjkPairDetector::ClosestPointInput gjk_input;
|
||||
gjk_input.m_transformA = area_transform * area_shape_transform;
|
||||
|
||||
// For each other object shape
|
||||
for (z = otherObject->get_shape_count() - 1; 0 <= z; --z) {
|
||||
other_body_shape = static_cast<btCollisionShape *>(otherObject->get_bt_shape(z));
|
||||
for (int other_shape_id = 0; other_shape_id < other_object->get_shape_count(); other_shape_id++) {
|
||||
btCollisionShape *other_shape = other_object->get_bt_shape(other_shape_id);
|
||||
btTransform other_shape_transform(other_object->get_bt_shape_transform(other_shape_id));
|
||||
other_shape_transform.getOrigin() *= other_scale;
|
||||
gjk_input.m_transformB = other_transform * other_shape_transform;
|
||||
|
||||
btTransform other_shape_transform(otherObject->get_bt_shape_transform(z));
|
||||
other_shape_transform.getOrigin() *= other_body_scale;
|
||||
|
||||
gjk_input.m_transformB =
|
||||
otherObject->get_transform__bullet() *
|
||||
other_shape_transform;
|
||||
|
||||
if (other_body_shape->isConvex()) {
|
||||
if (other_shape->isConvex()) {
|
||||
btPointCollector result;
|
||||
btGjkPairDetector gjk_pair_detector(
|
||||
area_shape,
|
||||
static_cast<btConvexShape *>(other_body_shape),
|
||||
area_convex_shape,
|
||||
static_cast<btConvexShape *>(other_shape),
|
||||
gjk_simplex_solver,
|
||||
gjk_epa_pen_solver);
|
||||
|
||||
gjk_pair_detector.getClosestPoints(gjk_input, result, nullptr);
|
||||
|
||||
if (0 >= result.m_distance) {
|
||||
hasOverlap = true;
|
||||
goto collision_found;
|
||||
if (result.m_distance <= 0) {
|
||||
area->set_overlap(other_object, other_shape_id, our_shape_id);
|
||||
}
|
||||
|
||||
} else {
|
||||
btCollisionObjectWrapper obA(nullptr, area_shape, area->get_bt_ghost(), gjk_input.m_transformA, -1, y);
|
||||
btCollisionObjectWrapper obB(nullptr, other_body_shape, otherObject->get_bt_collision_object(), gjk_input.m_transformB, -1, z);
|
||||
|
||||
} else { // Other shape is not convex.
|
||||
btCollisionObjectWrapper obA(nullptr, area_convex_shape, bt_ghost, gjk_input.m_transformA, -1, our_shape_id);
|
||||
btCollisionObjectWrapper obB(nullptr, other_shape, other_bt_collision_object, gjk_input.m_transformB, -1, other_shape_id);
|
||||
btCollisionAlgorithm *algorithm = dispatcher->findAlgorithm(&obA, &obB, nullptr, BT_CONTACT_POINT_ALGORITHMS);
|
||||
|
||||
if (!algorithm) {
|
||||
|
@ -765,42 +741,20 @@ void SpaceBullet::check_ghost_overlaps() {
|
|||
|
||||
GodotDeepPenetrationContactResultCallback contactPointResult(&obA, &obB);
|
||||
algorithm->processCollision(&obA, &obB, dynamicsWorld->getDispatchInfo(), &contactPointResult);
|
||||
|
||||
algorithm->~btCollisionAlgorithm();
|
||||
dispatcher->freeCollisionAlgorithm(algorithm);
|
||||
|
||||
if (contactPointResult.hasHit()) {
|
||||
hasOverlap = true;
|
||||
goto collision_found;
|
||||
area->set_overlap(other_object, our_shape_id, other_shape_id);
|
||||
}
|
||||
}
|
||||
} // End for each other object shape
|
||||
} // End for each area shape
|
||||
} // End for each overlapping pair
|
||||
|
||||
} // ~For each other object shape
|
||||
} // ~For each area shape
|
||||
|
||||
collision_found:
|
||||
if (!hasOverlap) {
|
||||
continue;
|
||||
}
|
||||
|
||||
indexOverlap = area->find_overlapping_object(otherObject);
|
||||
if (-1 == indexOverlap) {
|
||||
// Not found
|
||||
area->add_overlap(otherObject);
|
||||
} else {
|
||||
// Found
|
||||
area->put_overlap_as_inside(indexOverlap);
|
||||
}
|
||||
}
|
||||
|
||||
/// 3. Remove not overlapping
|
||||
for (i = area->overlappingObjects.size() - 1; 0 <= i; --i) {
|
||||
// If the overlap has DIRTY state it means that it's no more overlapping
|
||||
if (area->overlappingObjects[i].state == AreaBullet::OVERLAP_STATE_DIRTY) {
|
||||
area->put_overlap_as_exit(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
// All overlapping shapes still marked dirty must have exited.
|
||||
area->mark_all_dirty_overlaps_as_exit();
|
||||
} // End for each area
|
||||
}
|
||||
|
||||
void SpaceBullet::check_body_collision() {
|
||||
|
|
Loading…
Reference in a new issue