Improved kinematic test_body_motion code

This commit is contained in:
Andrea Catania 2018-05-27 14:55:52 +02:00
parent a71b0830ab
commit 97a1011ba1

View file

@ -841,20 +841,19 @@ bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_f
}
#endif
btTransform body_safe_position;
G_TO_B(p_from, body_safe_position);
UNSCALE_BT_BASIS(body_safe_position);
btTransform body_transform;
G_TO_B(p_from, body_transform);
UNSCALE_BT_BASIS(body_transform);
btVector3 recover_initial_position(0, 0, 0);
btVector3 initial_recover_motion(0, 0, 0);
{ /// Phase one - multi shapes depenetration using margin
for (int t(RECOVERING_MOVEMENT_CYCLES); 0 < t; --t) {
if (!recover_from_penetration(p_body, body_safe_position, RECOVERING_MOVEMENT_SCALE, p_infinite_inertia, recover_initial_position)) {
if (!recover_from_penetration(p_body, body_transform, RECOVERING_MOVEMENT_SCALE, p_infinite_inertia, initial_recover_motion)) {
break;
}
}
// Add recover movement in order to make it safe
body_safe_position.getOrigin() += recover_initial_position;
body_transform.getOrigin() += initial_recover_motion;
}
btVector3 motion;
@ -885,7 +884,7 @@ bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_f
}
btConvexShape *convex_shape_test(static_cast<btConvexShape *>(p_body->get_bt_shape(shIndex)));
btTransform shape_world_from = body_safe_position * p_body->get_kinematic_utilities()->shapes[shIndex].transform;
btTransform shape_world_from = body_transform * p_body->get_kinematic_utilities()->shapes[shIndex].transform;
btTransform shape_world_to(shape_world_from);
shape_world_to.getOrigin() += motion;
@ -903,62 +902,49 @@ bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_f
}
}
body_safe_position.getOrigin() += motion;
body_transform.getOrigin() += motion;
}
bool has_penetration = false;
{ /// Phase three - Recover + contact test with margin
{ /// Phase three - contact test with margin
btVector3 delta_recover_movement(0, 0, 0);
btVector3 __rec(0, 0, 0);
RecoverResult r_recover_result;
bool l_has_penetration;
real_t l_penetration_distance = 1e20;
for (int t(RECOVERING_MOVEMENT_CYCLES); 0 < t; --t) {
l_has_penetration = recover_from_penetration(p_body, body_safe_position, RECOVERING_MOVEMENT_SCALE, p_infinite_inertia, delta_recover_movement, &r_recover_result);
has_penetration = recover_from_penetration(p_body, body_transform, 0, p_infinite_inertia, __rec, &r_recover_result);
if (r_result) {
B_TO_G(motion + delta_recover_movement + recover_initial_position, r_result->motion);
// Parse results
if (r_result) {
B_TO_G(motion + initial_recover_motion, r_result->motion);
if (l_has_penetration) {
has_penetration = true;
if (l_penetration_distance <= r_recover_result.penetration_distance) {
continue;
}
if (has_penetration) {
l_penetration_distance = r_recover_result.penetration_distance;
const btRigidBody *btRigid = static_cast<const btRigidBody *>(r_recover_result.other_collision_object);
CollisionObjectBullet *collisionObject = static_cast<CollisionObjectBullet *>(btRigid->getUserPointer());
const btRigidBody *btRigid = static_cast<const btRigidBody *>(r_recover_result.other_collision_object);
CollisionObjectBullet *collisionObject = static_cast<CollisionObjectBullet *>(btRigid->getUserPointer());
B_TO_G(motion, r_result->remainder); // is the remaining movements
r_result->remainder = p_motion - r_result->remainder;
B_TO_G(motion, r_result->remainder); // is the remaining movements
r_result->remainder = p_motion - r_result->remainder;
B_TO_G(r_recover_result.pointWorld, r_result->collision_point);
B_TO_G(r_recover_result.normal, r_result->collision_normal);
B_TO_G(btRigid->getVelocityInLocalPoint(r_recover_result.pointWorld - btRigid->getWorldTransform().getOrigin()), r_result->collider_velocity); // It calculates velocity at point and assign it using special function Bullet_to_Godot
r_result->collider = collisionObject->get_self();
r_result->collider_id = collisionObject->get_instance_id();
r_result->collider_shape = r_recover_result.other_compound_shape_index;
r_result->collision_local_shape = r_recover_result.local_shape_most_recovered;
B_TO_G(r_recover_result.pointWorld, r_result->collision_point);
B_TO_G(r_recover_result.normal, r_result->collision_normal);
B_TO_G(btRigid->getVelocityInLocalPoint(r_recover_result.pointWorld - btRigid->getWorldTransform().getOrigin()), r_result->collider_velocity); // It calculates velocity at point and assign it using special function Bullet_to_Godot
r_result->collider = collisionObject->get_self();
r_result->collider_id = collisionObject->get_instance_id();
r_result->collider_shape = r_recover_result.other_compound_shape_index;
r_result->collision_local_shape = r_recover_result.local_shape_most_recovered;
#if debug_test_motion
Vector3 sup_line2;
B_TO_G(motion, sup_line2);
normalLine->clear();
normalLine->begin(Mesh::PRIMITIVE_LINES, NULL);
normalLine->add_vertex(r_result->collision_point);
normalLine->add_vertex(r_result->collision_point + r_result->collision_normal * 10);
normalLine->end();
Vector3 sup_line2;
B_TO_G(motion, sup_line2);
normalLine->clear();
normalLine->begin(Mesh::PRIMITIVE_LINES, NULL);
normalLine->add_vertex(r_result->collision_point);
normalLine->add_vertex(r_result->collision_point + r_result->collision_normal * 10);
normalLine->end();
#endif
} else {
r_result->remainder = Vector3();
}
} else {
if (!l_has_penetration)
break;
else
has_penetration = true;
r_result->remainder = Vector3();
}
}
}