Add shape data to area overlap data.

This commit is contained in:
Marcel Admiraal 2020-10-10 16:35:40 +01:00
parent c6d2768a19
commit 6b54ac98d7
4 changed files with 171 additions and 196 deletions

View file

@ -59,8 +59,8 @@ AreaBullet::AreaBullet() :
AreaBullet::~AreaBullet() {
// signal are handled by godot, so just clear without notify
for (int i = overlappingObjects.size() - 1; 0 <= i; --i) {
overlappingObjects[i].object->on_exit_area(this);
for (int i = 0; i < overlapping_shapes.size(); i++) {
overlapping_shapes[i].other_object->on_exit_area(this);
}
}
@ -70,20 +70,26 @@ void AreaBullet::dispatch_callbacks() {
}
isScratched = false;
// Reverse order because I've to remove EXIT objects
for (int i = overlappingObjects.size() - 1; 0 <= i; --i) {
OverlappingObjectData &otherObj = overlappingObjects.write[i];
// Reverse order so items can be removed.
for (int i = overlapping_shapes.size() - 1; i >= 0; i--) {
OverlappingShapeData &overlapping_shape = overlapping_shapes.write[i];
switch (otherObj.state) {
switch (overlapping_shape.state) {
case OVERLAP_STATE_ENTER:
otherObj.state = OVERLAP_STATE_INSIDE;
call_event(otherObj.object, PhysicsServer3D::AREA_BODY_ADDED);
otherObj.object->on_enter_area(this);
overlapping_shape.state = OVERLAP_STATE_INSIDE;
call_event(overlapping_shape, PhysicsServer3D::AREA_BODY_ADDED);
if (_overlapping_shape_count(overlapping_shape.other_object) == 1) {
// This object's first shape being added.
overlapping_shape.other_object->on_enter_area(this);
}
break;
case OVERLAP_STATE_EXIT:
call_event(otherObj.object, PhysicsServer3D::AREA_BODY_REMOVED);
otherObj.object->on_exit_area(this);
overlappingObjects.remove(i); // Remove after callback
call_event(overlapping_shape, PhysicsServer3D::AREA_BODY_REMOVED);
if (_overlapping_shape_count(overlapping_shape.other_object) == 1) {
// This object's last shape being removed.
overlapping_shape.other_object->on_exit_area(this);
}
overlapping_shapes.remove(i); // Remove after callback
break;
case OVERLAP_STATE_INSIDE: {
if (otherObj.object->getType() == TYPE_RIGID_BODY) {
@ -98,8 +104,8 @@ void AreaBullet::dispatch_callbacks() {
}
}
void AreaBullet::call_event(CollisionObjectBullet *p_otherObject, PhysicsServer3D::AreaBodyStatus p_status) {
InOutEventCallback &event = eventsCallbacks[static_cast<int>(p_otherObject->getType())];
void AreaBullet::call_event(const OverlappingShapeData &p_overlapping_shape, PhysicsServer3D::AreaBodyStatus p_status) {
InOutEventCallback &event = eventsCallbacks[static_cast<int>(p_overlapping_shape.other_object->getType())];
if (!event.event_callback.is_valid()) {
event.event_callback = Callable();
@ -107,56 +113,94 @@ void AreaBullet::call_event(CollisionObjectBullet *p_otherObject, PhysicsServer3
}
call_event_res[0] = p_status;
call_event_res[1] = p_otherObject->get_self(); // Other body
call_event_res[2] = p_otherObject->get_instance_id(); // instance ID
call_event_res[3] = 0; // other_body_shape ID
call_event_res[4] = 0; // self_shape ID
call_event_res[1] = p_overlapping_shape.other_object->get_self(); // RID
call_event_res[2] = p_overlapping_shape.other_object->get_instance_id(); // Object ID
call_event_res[3] = p_overlapping_shape.other_shape_id; // Other object's shape ID
call_event_res[4] = p_overlapping_shape.our_shape_id; // This area's shape ID
Callable::CallError outResp;
Variant ret;
event.event_callback.call((const Variant **)call_event_res, 5, ret, outResp);
}
void AreaBullet::scratch() {
if (isScratched) {
return;
}
isScratched = true;
}
void AreaBullet::clear_overlaps(bool p_notify) {
for (int i = overlappingObjects.size() - 1; 0 <= i; --i) {
if (p_notify) {
call_event(overlappingObjects[i].object, PhysicsServer3D::AREA_BODY_REMOVED);
}
overlappingObjects[i].object->on_exit_area(this);
}
overlappingObjects.clear();
}
void AreaBullet::remove_overlap(CollisionObjectBullet *p_object, bool p_notify) {
for (int i = overlappingObjects.size() - 1; 0 <= i; --i) {
if (overlappingObjects[i].object == p_object) {
if (p_notify) {
call_event(overlappingObjects[i].object, PhysicsServer3D::AREA_BODY_REMOVED);
}
overlappingObjects[i].object->on_exit_area(this);
overlappingObjects.remove(i);
break;
int AreaBullet::_overlapping_shape_count(CollisionObjectBullet *p_other_object) {
int count = 0;
for (int i = 0; i < overlapping_shapes.size(); i++) {
if (overlapping_shapes[i].other_object == p_other_object) {
count++;
}
}
return count;
}
int AreaBullet::find_overlapping_object(CollisionObjectBullet *p_colObj) {
const int size = overlappingObjects.size();
for (int i = 0; i < size; ++i) {
if (overlappingObjects[i].object == p_colObj) {
int AreaBullet::_find_overlapping_shape(CollisionObjectBullet *p_other_object, uint32_t p_other_shape_id, uint32_t p_our_shape_id) {
for (int i = 0; i < overlapping_shapes.size(); i++) {
const OverlappingShapeData &overlapping_shape = overlapping_shapes[i];
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) {
return i;
}
}
return -1;
}
void AreaBullet::mark_all_overlaps_dirty() {
OverlappingShapeData *overlapping_shapes_w = overlapping_shapes.ptrw();
for (int i = 0; i < overlapping_shapes.size(); i++) {
// Don't overwrite OVERLAP_STATE_ENTER state.
if (overlapping_shapes_w[i].state != OVERLAP_STATE_ENTER) {
overlapping_shapes_w[i].state = OVERLAP_STATE_DIRTY;
}
}
}
void AreaBullet::mark_object_overlaps_inside(CollisionObjectBullet *p_other_object) {
OverlappingShapeData *overlapping_shapes_w = overlapping_shapes.ptrw();
for (int i = 0; i < overlapping_shapes.size(); i++) {
if (overlapping_shapes_w[i].other_object == p_other_object && overlapping_shapes_w[i].state == OVERLAP_STATE_DIRTY) {
overlapping_shapes_w[i].state = OVERLAP_STATE_INSIDE;
}
}
}
void AreaBullet::set_overlap(CollisionObjectBullet *p_other_object, uint32_t p_other_shape_id, uint32_t p_our_shape_id) {
int i = _find_overlapping_shape(p_other_object, p_other_shape_id, p_our_shape_id);
if (i == -1) { // Not found, create new one.
OverlappingShapeData overlapping_shape(p_other_object, OVERLAP_STATE_ENTER, p_other_shape_id, p_our_shape_id);
overlapping_shapes.push_back(overlapping_shape);
p_other_object->notify_new_overlap(this);
isScratched = true;
} else {
overlapping_shapes.ptrw()[i].state = OVERLAP_STATE_INSIDE;
}
}
void AreaBullet::mark_all_dirty_overlaps_as_exit() {
OverlappingShapeData *overlapping_shapes_w = overlapping_shapes.ptrw();
for (int i = 0; i < overlapping_shapes.size(); i++) {
if (overlapping_shapes[i].state == OVERLAP_STATE_DIRTY) {
overlapping_shapes_w[i].state = OVERLAP_STATE_EXIT;
isScratched = true;
}
}
}
void AreaBullet::remove_object_overlaps(CollisionObjectBullet *p_object) {
// Reverse order so items can be removed.
for (int i = overlapping_shapes.size() - 1; i >= 0; i--) {
if (overlapping_shapes[i].other_object == p_object) {
overlapping_shapes.remove(i);
}
}
}
void AreaBullet::clear_overlaps() {
for (int i = 0; i < overlapping_shapes.size(); i++) {
call_event(overlapping_shapes[i], PhysicsServer3D::AREA_BODY_REMOVED);
overlapping_shapes[i].other_object->on_exit_area(this);
}
overlapping_shapes.clear();
}
void AreaBullet::set_monitorable(bool p_monitorable) {
monitorable = p_monitorable;
updated = true;
@ -182,7 +226,7 @@ void AreaBullet::reload_body() {
void AreaBullet::set_space(SpaceBullet *p_space) {
// Clear the old space if there is one
if (space) {
clear_overlaps(false);
clear_overlaps();
isScratched = false;
// Remove this object form the physics world
@ -203,24 +247,6 @@ void AreaBullet::on_collision_filters_change() {
updated = true;
}
void AreaBullet::add_overlap(CollisionObjectBullet *p_otherObject) {
scratch();
overlappingObjects.push_back(OverlappingObjectData(p_otherObject, OVERLAP_STATE_ENTER));
p_otherObject->notify_new_overlap(this);
}
void AreaBullet::put_overlap_as_exit(int p_index) {
scratch();
overlappingObjects.write[p_index].state = OVERLAP_STATE_EXIT;
}
void AreaBullet::put_overlap_as_inside(int p_index) {
// This check is required to be sure this body was inside
if (OVERLAP_STATE_DIRTY == overlappingObjects[p_index].state) {
overlappingObjects.write[p_index].state = OVERLAP_STATE_INSIDE;
}
}
void AreaBullet::set_param(PhysicsServer3D::AreaParameter p_param, const Variant &p_value) {
switch (p_param) {
case PhysicsServer3D::AREA_PARAM_GRAVITY:

View file

@ -43,8 +43,6 @@
class btGhostObject;
class AreaBullet : public RigidCollisionObjectBullet {
friend void SpaceBullet::check_ghost_overlaps();
public:
struct InOutEventCallback {
Callable event_callback;
@ -59,21 +57,19 @@ public:
OVERLAP_STATE_EXIT // Mark ended overlaps
};
struct OverlappingObjectData {
CollisionObjectBullet *object = nullptr;
OverlapState state = OVERLAP_STATE_ENTER;
struct OverlappingShapeData {
CollisionObjectBullet *other_object = nullptr;
OverlapState state = OVERLAP_STATE_DIRTY;
uint32_t other_shape_id = 0;
uint32_t our_shape_id = 0;
OverlappingObjectData() {}
OverlappingObjectData(CollisionObjectBullet *p_object, OverlapState p_state) :
object(p_object),
state(p_state) {}
OverlappingObjectData(const OverlappingObjectData &other) {
operator=(other);
}
void operator=(const OverlappingObjectData &other) {
object = other.object;
state = other.state;
}
OverlappingShapeData() {}
OverlappingShapeData(CollisionObjectBullet *p_other_object, OverlapState p_state, uint32_t p_other_shape_id, uint32_t p_our_shape_id) :
other_object(p_other_object),
state(p_state),
other_shape_id(p_other_shape_id),
our_shape_id(p_our_shape_id) {}
};
private:
@ -82,7 +78,9 @@ private:
Variant *call_event_res_ptr[5] = {};
btGhostObject *btGhost = nullptr;
Vector<OverlappingObjectData> overlappingObjects;
Vector<OverlappingShapeData> overlapping_shapes;
int _overlapping_shape_count(CollisionObjectBullet *p_other_object);
int _find_overlapping_shape(CollisionObjectBullet *p_other_object, uint32_t p_other_shape_id, uint32_t p_our_shape_id);
bool monitorable = true;
PhysicsServer3D::AreaSpaceOverrideMode spOv_mode = PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED;
@ -104,7 +102,6 @@ public:
~AreaBullet();
_FORCE_INLINE_ btGhostObject *get_bt_ghost() const { return btGhost; }
int find_overlapping_object(CollisionObjectBullet *p_colObj);
void set_monitorable(bool p_monitorable);
_FORCE_INLINE_ bool is_monitorable() const { return monitorable; }
@ -143,20 +140,18 @@ public:
virtual void set_space(SpaceBullet *p_space);
virtual void dispatch_callbacks();
void call_event(CollisionObjectBullet *p_otherObject, PhysicsServer3D::AreaBodyStatus p_status);
void scratch();
void clear_overlaps(bool p_notify);
// Dispatch the callbacks and removes from overlapping list
void remove_overlap(CollisionObjectBullet *p_object, bool p_notify);
void call_event(const OverlappingShapeData &p_overlapping_shape, PhysicsServer3D::AreaBodyStatus p_status);
virtual void on_collision_filters_change();
virtual void on_collision_checker_start() {}
virtual void on_collision_checker_end() { updated = false; }
void add_overlap(CollisionObjectBullet *p_otherObject);
void put_overlap_as_exit(int p_index);
void put_overlap_as_inside(int p_index);
void mark_all_overlaps_dirty();
void mark_object_overlaps_inside(CollisionObjectBullet *p_other_object);
void set_overlap(CollisionObjectBullet *p_other_object, uint32_t p_other_shape_id, uint32_t p_our_shape_id);
void mark_all_dirty_overlaps_as_exit();
void remove_object_overlaps(CollisionObjectBullet *p_object);
void clear_overlaps();
void set_param(PhysicsServer3D::AreaParameter p_param, const Variant &p_value);
Variant get_param(PhysicsServer3D::AreaParameter p_param) const;

View file

@ -93,11 +93,9 @@ CollisionObjectBullet::CollisionObjectBullet(Type p_type) :
type(p_type) {}
CollisionObjectBullet::~CollisionObjectBullet() {
// Remove all overlapping, notify is not required since godot take care of it
for (int i = areasOverlapped.size() - 1; 0 <= i; --i) {
areasOverlapped[i]->remove_overlap(this, /*Notify*/ false);
for (int i = 0; i < areasOverlapped.size(); i++) {
areasOverlapped[i]->remove_object_overlaps(this);
}
destroyBulletCollisionObject();
}
@ -178,7 +176,9 @@ bool CollisionObjectBullet::is_collisions_response_enabled() {
}
void CollisionObjectBullet::notify_new_overlap(AreaBullet *p_area) {
areasOverlapped.push_back(p_area);
if (areasOverlapped.find(p_area) == -1) {
areasOverlapped.push_back(p_area);
}
}
void CollisionObjectBullet::on_exit_area(AreaBullet *p_area) {

View file

@ -662,101 +662,77 @@ void SpaceBullet::destroy_world() {
}
void SpaceBullet::check_ghost_overlaps() {
/// Algorithm support variables
btCollisionShape *other_body_shape;
btConvexShape *area_shape;
btGjkPairDetector::ClosestPointInput gjk_input;
AreaBullet *area;
int x(-1), i(-1), y(-1), z(-1), indexOverlap(-1);
/// For each areas
for (x = areas.size() - 1; 0 <= x; --x) {
area = areas[x];
btVector3 area_scale(area->get_bt_body_scale());
// For each area
for (int area_idx = 0; area_idx < areas.size(); area_idx++) {
AreaBullet *area = areas[area_idx];
if (!area->is_monitoring()) {
continue;
}
/// 1. Reset all states
for (i = area->overlappingObjects.size() - 1; 0 <= i; --i) {
AreaBullet::OverlappingObjectData &otherObj = area->overlappingObjects.write[i];
// This check prevent the overwrite of ENTER state
// if this function is called more times before dispatchCallbacks
if (otherObj.state != AreaBullet::OVERLAP_STATE_ENTER) {
otherObj.state = AreaBullet::OVERLAP_STATE_DIRTY;
}
}
btGhostObject *bt_ghost = area->get_bt_ghost();
const btTransform &area_transform = area->get_transform__bullet();
const btVector3 &area_scale(area->get_bt_body_scale());
/// 2. Check all overlapping objects using GJK
// Mark all current overlapping shapes dirty.
area->mark_all_overlaps_dirty();
const btAlignedObjectArray<btCollisionObject *> ghostOverlaps = area->get_bt_ghost()->getOverlappingPairs();
// Broadphase
const btAlignedObjectArray<btCollisionObject *> overlapping_pairs = bt_ghost->getOverlappingPairs();
// Narrowphase
for (int pair_idx = 0; pair_idx < overlapping_pairs.size(); pair_idx++) {
btCollisionObject *other_bt_collision_object = overlapping_pairs[pair_idx];
RigidCollisionObjectBullet *other_object = static_cast<RigidCollisionObjectBullet *>(other_bt_collision_object->getUserPointer());
const btTransform &other_transform = other_object->get_transform__bullet();
const btVector3 &other_scale(other_object->get_bt_body_scale());
// For each overlapping
for (i = ghostOverlaps.size() - 1; 0 <= i; --i) {
bool hasOverlap = false;
btCollisionObject *overlapped_bt_co = ghostOverlaps[i];
RigidCollisionObjectBullet *otherObject = static_cast<RigidCollisionObjectBullet *>(overlapped_bt_co->getUserPointer());
btVector3 other_body_scale(otherObject->get_bt_body_scale());
if (!area->is_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() {