43ff9ad86f
Apply the same logic as in test_body_motion to make sure the minimum allowed depth doesn't filter out all contacts in this case.
1253 lines
41 KiB
C++
1253 lines
41 KiB
C++
/*************************************************************************/
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/* godot_space_3d.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "godot_space_3d.h"
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#include "godot_collision_solver_3d.h"
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#include "godot_physics_server_3d.h"
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#include "core/config/project_settings.h"
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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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}
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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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}
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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();
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r_results[cc].shape = shape_idx;
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cc++;
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}
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return cc;
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}
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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;
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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;
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Vector3 res_point, res_normal;
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int res_shape;
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const GodotCollisionObject3D *res_obj;
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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);
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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)) {
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if (p_parameters.hit_from_inside) {
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// Hit shape at starting point.
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min_d = 0;
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res_point = local_from;
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res_normal = Vector3();
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res_shape = shape_idx;
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res_obj = col_obj;
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collided = true;
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break;
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} else {
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// Ignore shape when starting inside.
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continue;
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}
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}
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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) {
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min_d = ld;
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res_point = shape_point;
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res_normal = inv_xform.basis.xform_inv(shape_normal).normalized();
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res_shape = shape_idx;
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res_obj = col_obj;
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collided = true;
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}
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}
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}
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if (!collided) {
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return false;
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}
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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;
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r_result.position = res_point;
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r_result.rid = res_obj->get_self();
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r_result.shape = res_shape;
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return true;
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}
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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();
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r_results[cc].shape = shape_idx;
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}
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cc++;
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}
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return cc;
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}
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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) {
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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, false);
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AABB aabb = p_parameters.transform.xform(shape->get_aabb());
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aabb = aabb.merge(AABB(aabb.position + p_parameters.motion, aabb.size)); //motion
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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;
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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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}
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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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}
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//just do kinematic solving
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real_t low = 0.0;
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real_t hi = 1.0;
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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;
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if ((j == 0) || (low > 0.0)) { // Did it not collide before?
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// When alternating or first iteration, use dichotomy.
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fraction_coeff = 0.5;
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} else {
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// When colliding again, converge faster towards low fraction
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// for more accurate results with long motions that collide near the start.
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fraction_coeff = 0.25;
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}
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} else {
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point_A = lA;
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point_B = lB;
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low = fraction;
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if ((j == 0) || (hi < 1.0)) { // Did it collide before?
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// When alternating or first iteration, use dichotomy.
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fraction_coeff = 0.5;
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} else {
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// When not colliding again, converge faster towards high fraction
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// for more accurate results with long motions that collide near the end.
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fraction_coeff = 0.75;
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}
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}
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}
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if (low < best_safe) {
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best_first = true; //force reset
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best_safe = low;
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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))) {
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closest_A = point_A;
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closest_B = point_B;
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r_info->collider_id = col_obj->get_instance_id();
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r_info->rid = col_obj->get_self();
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r_info->shape = shape_idx;
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r_info->point = closest_B;
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r_info->normal = (closest_A - closest_B).normalized();
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best_first = false;
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if (col_obj->get_type() == GodotCollisionObject3D::TYPE_BODY) {
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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());
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r_info->linear_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec);
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}
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}
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}
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p_closest_safe = best_safe;
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p_closest_unsafe = best_unsafe;
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return true;
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}
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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());
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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;
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r_result_count = 0;
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GodotPhysicsServer3D::CollCbkData cbk;
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cbk.max = p_result_max;
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cbk.amount = 0;
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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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}
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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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}
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r_result_count = cbk.amount;
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return collided;
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}
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struct _RestResultData {
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const GodotCollisionObject3D *object = nullptr;
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int local_shape = 0;
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int shape = 0;
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Vector3 contact;
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Vector3 normal;
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real_t len = 0.0;
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};
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struct _RestCallbackData {
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const GodotCollisionObject3D *object = nullptr;
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int local_shape = 0;
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int shape = 0;
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real_t min_allowed_depth = 0.0;
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_RestResultData best_result;
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int max_results = 0;
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int result_count = 0;
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_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 = (_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();
|
|
if (len < rd->min_allowed_depth) {
|
|
return;
|
|
}
|
|
|
|
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) {
|
|
return;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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);
|
|
ERR_FAIL_COND_V(!shape, 0);
|
|
|
|
AABB aabb = p_parameters.transform.xform(shape->get_aabb());
|
|
aabb = aabb.grow(p_parameters.margin);
|
|
|
|
int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
|
|
|
|
_RestCallbackData rcd;
|
|
|
|
// 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();
|
|
real_t min_contact_depth = p_parameters.margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
|
|
rcd.min_allowed_depth = MIN(motion_length, min_contact_depth);
|
|
|
|
for (int i = 0; i < amount; i++) {
|
|
if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
|
|
continue;
|
|
}
|
|
|
|
const GodotCollisionObject3D *col_obj = space->intersection_query_results[i];
|
|
|
|
if (p_parameters.exclude.has(col_obj->get_self())) {
|
|
continue;
|
|
}
|
|
|
|
int shape_idx = space->intersection_query_subindex_results[i];
|
|
|
|
rcd.object = col_obj;
|
|
rcd.shape = shape_idx;
|
|
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, p_parameters.margin);
|
|
if (!sc) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (rcd.best_result.len == 0 || !rcd.best_result.object) {
|
|
return false;
|
|
}
|
|
|
|
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();
|
|
if (rcd.best_result.object->get_type() == GodotCollisionObject3D::TYPE_BODY) {
|
|
const GodotBody3D *body = static_cast<const GodotBody3D *>(rcd.best_result.object);
|
|
Vector3 rel_vec = rcd.best_result.contact - (body->get_transform().origin + body->get_center_of_mass());
|
|
r_info->linear_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec);
|
|
|
|
} else {
|
|
r_info->linear_velocity = Vector3();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
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);
|
|
if (!obj) {
|
|
obj = GodotPhysicsServer3D::godot_singleton->body_owner.get_or_null(p_object);
|
|
}
|
|
ERR_FAIL_COND_V(!obj, Vector3());
|
|
|
|
ERR_FAIL_COND_V(obj->get_space() != space, Vector3());
|
|
|
|
real_t min_distance = 1e20;
|
|
Vector3 min_point;
|
|
|
|
bool shapes_found = false;
|
|
|
|
for (int i = 0; i < obj->get_shape_count(); i++) {
|
|
if (obj->is_shape_disabled(i)) {
|
|
continue;
|
|
}
|
|
|
|
Transform3D shape_xform = obj->get_transform() * obj->get_shape_transform(i);
|
|
GodotShape3D *shape = obj->get_shape(i);
|
|
|
|
Vector3 point = shape->get_closest_point_to(shape_xform.affine_inverse().xform(p_point));
|
|
point = shape_xform.xform(point);
|
|
|
|
real_t dist = point.distance_to(p_point);
|
|
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;
|
|
}
|
|
}
|
|
|
|
GodotPhysicsDirectSpaceState3D::GodotPhysicsDirectSpaceState3D() {
|
|
space = nullptr;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
int GodotSpace3D::_cull_aabb_for_body(GodotBody3D *p_body, const AABB &p_aabb) {
|
|
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;
|
|
|
|
if (intersection_query_results[i] == p_body) {
|
|
keep = false;
|
|
} else if (intersection_query_results[i]->get_type() == GodotCollisionObject3D::TYPE_AREA) {
|
|
keep = false;
|
|
} else if (intersection_query_results[i]->get_type() == GodotCollisionObject3D::TYPE_SOFT_BODY) {
|
|
keep = false;
|
|
} else if (!p_body->collides_with(static_cast<GodotBody3D *>(intersection_query_results[i]))) {
|
|
keep = false;
|
|
} 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())) {
|
|
keep = false;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
bool GodotSpace3D::test_body_motion(GodotBody3D *p_body, const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult *r_result) {
|
|
//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..
|
|
|
|
ERR_FAIL_INDEX_V(p_parameters.max_collisions, PhysicsServer3D::MotionResult::MAX_COLLISIONS, false);
|
|
|
|
if (r_result) {
|
|
*r_result = PhysicsServer3D::MotionResult();
|
|
}
|
|
|
|
AABB body_aabb;
|
|
bool shapes_found = false;
|
|
|
|
for (int i = 0; i < p_body->get_shape_count(); i++) {
|
|
if (p_body->is_shape_disabled(i)) {
|
|
continue;
|
|
}
|
|
|
|
if (!shapes_found) {
|
|
body_aabb = p_body->get_shape_aabb(i);
|
|
shapes_found = true;
|
|
} else {
|
|
body_aabb = body_aabb.merge(p_body->get_shape_aabb(i));
|
|
}
|
|
}
|
|
|
|
if (!shapes_found) {
|
|
if (r_result) {
|
|
r_result->travel = p_parameters.motion;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// Undo the currently transform the physics server is aware of and apply the provided one
|
|
body_aabb = p_parameters.from.xform(p_body->get_inv_transform().xform(body_aabb));
|
|
body_aabb = body_aabb.grow(p_parameters.margin);
|
|
|
|
real_t min_contact_depth = p_parameters.margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
|
|
|
|
real_t motion_length = p_parameters.motion.length();
|
|
Vector3 motion_normal = p_parameters.motion / motion_length;
|
|
|
|
Transform3D body_transform = p_parameters.from;
|
|
|
|
bool recovered = false;
|
|
|
|
{
|
|
//STEP 1, FREE BODY IF STUCK
|
|
|
|
const int max_results = 32;
|
|
int recover_attempts = 4;
|
|
Vector3 sr[max_results * 2];
|
|
|
|
do {
|
|
GodotPhysicsServer3D::CollCbkData cbk;
|
|
cbk.max = max_results;
|
|
cbk.amount = 0;
|
|
cbk.ptr = sr;
|
|
|
|
GodotPhysicsServer3D::CollCbkData *cbkptr = &cbk;
|
|
GodotCollisionSolver3D::CallbackResult cbkres = GodotPhysicsServer3D::_shape_col_cbk;
|
|
|
|
bool collided = false;
|
|
|
|
int amount = _cull_aabb_for_body(p_body, body_aabb);
|
|
|
|
for (int j = 0; j < p_body->get_shape_count(); j++) {
|
|
if (p_body->is_shape_disabled(j)) {
|
|
continue;
|
|
}
|
|
|
|
Transform3D body_shape_xform = body_transform * p_body->get_shape_transform(j);
|
|
GodotShape3D *body_shape = p_body->get_shape(j);
|
|
|
|
for (int i = 0; i < amount; i++) {
|
|
const GodotCollisionObject3D *col_obj = intersection_query_results[i];
|
|
if (p_parameters.exclude_bodies.has(col_obj->get_self())) {
|
|
continue;
|
|
}
|
|
if (p_parameters.exclude_objects.has(col_obj->get_instance_id())) {
|
|
continue;
|
|
}
|
|
|
|
int shape_idx = intersection_query_subindex_results[i];
|
|
|
|
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, p_parameters.margin)) {
|
|
collided = cbk.amount > 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!collided) {
|
|
break;
|
|
}
|
|
|
|
recovered = true;
|
|
|
|
Vector3 recover_motion;
|
|
for (int i = 0; i < cbk.amount; i++) {
|
|
Vector3 a = sr[i * 2 + 0];
|
|
Vector3 b = sr[i * 2 + 1];
|
|
|
|
// 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;
|
|
if (depth > min_contact_depth + CMP_EPSILON) {
|
|
// Only recover if there is penetration.
|
|
recover_motion -= n * (depth - min_contact_depth) * 0.4;
|
|
}
|
|
}
|
|
|
|
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
|
|
|
|
AABB motion_aabb = body_aabb;
|
|
motion_aabb.position += p_parameters.motion;
|
|
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++) {
|
|
if (p_body->is_shape_disabled(j)) {
|
|
continue;
|
|
}
|
|
|
|
GodotShape3D *body_shape = p_body->get_shape(j);
|
|
|
|
// Colliding separation rays allows to properly snap to the ground,
|
|
// otherwise it's not needed in regular motion.
|
|
if (!p_parameters.collide_separation_ray && (body_shape->get_type() == PhysicsServer3D::SHAPE_SEPARATION_RAY)) {
|
|
// When slide on slope is on, separation ray shape acts like a regular shape.
|
|
if (!static_cast<GodotSeparationRayShape3D *>(body_shape)->get_slide_on_slope()) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
Transform3D body_shape_xform = body_transform * p_body->get_shape_transform(j);
|
|
|
|
Transform3D body_shape_xform_inv = body_shape_xform.affine_inverse();
|
|
GodotMotionShape3D mshape;
|
|
mshape.shape = body_shape;
|
|
mshape.motion = body_shape_xform_inv.basis.xform(p_parameters.motion);
|
|
|
|
bool stuck = false;
|
|
|
|
real_t best_safe = 1;
|
|
real_t best_unsafe = 1;
|
|
|
|
for (int i = 0; i < amount; i++) {
|
|
const GodotCollisionObject3D *col_obj = intersection_query_results[i];
|
|
if (p_parameters.exclude_bodies.has(col_obj->get_self())) {
|
|
continue;
|
|
}
|
|
if (p_parameters.exclude_objects.has(col_obj->get_instance_id())) {
|
|
continue;
|
|
}
|
|
|
|
int shape_idx = intersection_query_subindex_results[i];
|
|
|
|
//test initial overlap, does it collide if going all the way?
|
|
Vector3 point_A, point_B;
|
|
Vector3 sep_axis = motion_normal;
|
|
|
|
Transform3D col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
|
|
//test initial overlap, does it collide if going all the way?
|
|
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)) {
|
|
continue;
|
|
}
|
|
sep_axis = motion_normal;
|
|
|
|
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)) {
|
|
stuck = true;
|
|
break;
|
|
}
|
|
|
|
//just do kinematic solving
|
|
real_t low = 0.0;
|
|
real_t hi = 1.0;
|
|
real_t fraction_coeff = 0.5;
|
|
for (int k = 0; k < 8; k++) { //steps should be customizable..
|
|
real_t fraction = low + (hi - low) * fraction_coeff;
|
|
|
|
mshape.motion = body_shape_xform_inv.basis.xform(p_parameters.motion * fraction);
|
|
|
|
Vector3 lA, lB;
|
|
Vector3 sep = motion_normal; //important optimization for this to work fast enough
|
|
bool collided = !GodotCollisionSolver3D::solve_distance(&mshape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, lA, lB, motion_aabb, &sep);
|
|
|
|
if (collided) {
|
|
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;
|
|
}
|
|
} else {
|
|
point_A = lA;
|
|
point_B = lB;
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
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;
|
|
if (recovered || (safe < 1)) {
|
|
if (safe >= 1) {
|
|
best_shape = -1; //no best shape with cast, reset to -1
|
|
}
|
|
|
|
//it collided, let's get the rest info in unsafe advance
|
|
Transform3D ugt = body_transform;
|
|
ugt.origin += p_parameters.motion * unsafe;
|
|
|
|
_RestResultData results[PhysicsServer3D::MotionResult::MAX_COLLISIONS];
|
|
|
|
_RestCallbackData rcd;
|
|
if (p_parameters.max_collisions > 1) {
|
|
rcd.max_results = p_parameters.max_collisions;
|
|
rcd.other_results = results;
|
|
}
|
|
|
|
// Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
|
|
rcd.min_allowed_depth = MIN(motion_length, min_contact_depth);
|
|
|
|
int from_shape = best_shape != -1 ? best_shape : 0;
|
|
int to_shape = best_shape != -1 ? best_shape + 1 : p_body->get_shape_count();
|
|
|
|
for (int j = from_shape; j < to_shape; j++) {
|
|
if (p_body->is_shape_disabled(j)) {
|
|
continue;
|
|
}
|
|
|
|
Transform3D body_shape_xform = ugt * p_body->get_shape_transform(j);
|
|
GodotShape3D *body_shape = p_body->get_shape(j);
|
|
|
|
body_aabb.position += p_parameters.motion * unsafe;
|
|
|
|
int amount = _cull_aabb_for_body(p_body, body_aabb);
|
|
|
|
for (int i = 0; i < amount; i++) {
|
|
const GodotCollisionObject3D *col_obj = intersection_query_results[i];
|
|
if (p_parameters.exclude_bodies.has(col_obj->get_self())) {
|
|
continue;
|
|
}
|
|
if (p_parameters.exclude_objects.has(col_obj->get_instance_id())) {
|
|
continue;
|
|
}
|
|
|
|
int shape_idx = intersection_query_subindex_results[i];
|
|
|
|
rcd.object = col_obj;
|
|
rcd.shape = shape_idx;
|
|
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, p_parameters.margin);
|
|
if (!sc) {
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (rcd.result_count > 0) {
|
|
if (r_result) {
|
|
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;
|
|
|
|
const GodotBody3D *body = static_cast<const GodotBody3D *>(result.object);
|
|
|
|
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);
|
|
}
|
|
|
|
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());
|
|
|
|
r_result->collision_safe_fraction = safe;
|
|
r_result->collision_unsafe_fraction = unsafe;
|
|
|
|
r_result->collision_count = rcd.result_count;
|
|
}
|
|
|
|
collided = true;
|
|
}
|
|
}
|
|
|
|
if (!collided && r_result) {
|
|
r_result->travel = p_parameters.motion;
|
|
r_result->remainder = Vector3();
|
|
r_result->travel += (body_transform.get_origin() - p_parameters.from.get_origin());
|
|
|
|
r_result->collision_safe_fraction = 1.0;
|
|
r_result->collision_unsafe_fraction = 1.0;
|
|
}
|
|
|
|
return collided;
|
|
}
|
|
|
|
void *GodotSpace3D::_broadphase_pair(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_self) {
|
|
if (!A->interacts_with(B)) {
|
|
return nullptr;
|
|
}
|
|
|
|
GodotCollisionObject3D::Type type_A = A->get_type();
|
|
GodotCollisionObject3D::Type type_B = B->get_type();
|
|
if (type_A > type_B) {
|
|
SWAP(A, B);
|
|
SWAP(p_subindex_A, p_subindex_B);
|
|
SWAP(type_A, type_B);
|
|
}
|
|
|
|
GodotSpace3D *self = (GodotSpace3D *)p_self;
|
|
|
|
self->collision_pairs++;
|
|
|
|
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));
|
|
return area2_pair;
|
|
} 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));
|
|
return soft_area_pair;
|
|
} else {
|
|
GodotBody3D *body = static_cast<GodotBody3D *>(B);
|
|
GodotAreaPair3D *area_pair = memnew(GodotAreaPair3D(body, p_subindex_B, area, p_subindex_A));
|
|
return area_pair;
|
|
}
|
|
} else if (type_A == GodotCollisionObject3D::TYPE_BODY) {
|
|
if (type_B == GodotCollisionObject3D::TYPE_SOFT_BODY) {
|
|
GodotBodySoftBodyPair3D *soft_pair = memnew(GodotBodySoftBodyPair3D((GodotBody3D *)A, p_subindex_A, (GodotSoftBody3D *)B));
|
|
return soft_pair;
|
|
} else {
|
|
GodotBodyPair3D *b = memnew(GodotBodyPair3D((GodotBody3D *)A, p_subindex_A, (GodotBody3D *)B, p_subindex_B));
|
|
return b;
|
|
}
|
|
} else {
|
|
// Soft Body/Soft Body, not supported.
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
void GodotSpace3D::_broadphase_unpair(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_data, void *p_self) {
|
|
if (!p_data) {
|
|
return;
|
|
}
|
|
|
|
GodotSpace3D *self = (GodotSpace3D *)p_self;
|
|
self->collision_pairs--;
|
|
GodotConstraint3D *c = (GodotConstraint3D *)p_data;
|
|
memdelete(c);
|
|
}
|
|
|
|
const SelfList<GodotBody3D>::List &GodotSpace3D::get_active_body_list() const {
|
|
return active_list;
|
|
}
|
|
|
|
void GodotSpace3D::body_add_to_active_list(SelfList<GodotBody3D> *p_body) {
|
|
active_list.add(p_body);
|
|
}
|
|
|
|
void GodotSpace3D::body_remove_from_active_list(SelfList<GodotBody3D> *p_body) {
|
|
active_list.remove(p_body);
|
|
}
|
|
|
|
void GodotSpace3D::body_add_to_mass_properties_update_list(SelfList<GodotBody3D> *p_body) {
|
|
mass_properties_update_list.add(p_body);
|
|
}
|
|
|
|
void GodotSpace3D::body_remove_from_mass_properties_update_list(SelfList<GodotBody3D> *p_body) {
|
|
mass_properties_update_list.remove(p_body);
|
|
}
|
|
|
|
GodotBroadPhase3D *GodotSpace3D::get_broadphase() {
|
|
return broadphase;
|
|
}
|
|
|
|
void GodotSpace3D::add_object(GodotCollisionObject3D *p_object) {
|
|
ERR_FAIL_COND(objects.has(p_object));
|
|
objects.insert(p_object);
|
|
}
|
|
|
|
void GodotSpace3D::remove_object(GodotCollisionObject3D *p_object) {
|
|
ERR_FAIL_COND(!objects.has(p_object));
|
|
objects.erase(p_object);
|
|
}
|
|
|
|
const Set<GodotCollisionObject3D *> &GodotSpace3D::get_objects() const {
|
|
return objects;
|
|
}
|
|
|
|
void GodotSpace3D::body_add_to_state_query_list(SelfList<GodotBody3D> *p_body) {
|
|
state_query_list.add(p_body);
|
|
}
|
|
|
|
void GodotSpace3D::body_remove_from_state_query_list(SelfList<GodotBody3D> *p_body) {
|
|
state_query_list.remove(p_body);
|
|
}
|
|
|
|
void GodotSpace3D::area_add_to_monitor_query_list(SelfList<GodotArea3D> *p_area) {
|
|
monitor_query_list.add(p_area);
|
|
}
|
|
|
|
void GodotSpace3D::area_remove_from_monitor_query_list(SelfList<GodotArea3D> *p_area) {
|
|
monitor_query_list.remove(p_area);
|
|
}
|
|
|
|
void GodotSpace3D::area_add_to_moved_list(SelfList<GodotArea3D> *p_area) {
|
|
area_moved_list.add(p_area);
|
|
}
|
|
|
|
void GodotSpace3D::area_remove_from_moved_list(SelfList<GodotArea3D> *p_area) {
|
|
area_moved_list.remove(p_area);
|
|
}
|
|
|
|
const SelfList<GodotArea3D>::List &GodotSpace3D::get_moved_area_list() const {
|
|
return area_moved_list;
|
|
}
|
|
|
|
const SelfList<GodotSoftBody3D>::List &GodotSpace3D::get_active_soft_body_list() const {
|
|
return active_soft_body_list;
|
|
}
|
|
|
|
void GodotSpace3D::soft_body_add_to_active_list(SelfList<GodotSoftBody3D> *p_soft_body) {
|
|
active_soft_body_list.add(p_soft_body);
|
|
}
|
|
|
|
void GodotSpace3D::soft_body_remove_from_active_list(SelfList<GodotSoftBody3D> *p_soft_body) {
|
|
active_soft_body_list.remove(p_soft_body);
|
|
}
|
|
|
|
void GodotSpace3D::call_queries() {
|
|
while (state_query_list.first()) {
|
|
GodotBody3D *b = state_query_list.first()->self();
|
|
state_query_list.remove(state_query_list.first());
|
|
b->call_queries();
|
|
}
|
|
|
|
while (monitor_query_list.first()) {
|
|
GodotArea3D *a = monitor_query_list.first()->self();
|
|
monitor_query_list.remove(monitor_query_list.first());
|
|
a->call_queries();
|
|
}
|
|
}
|
|
|
|
void GodotSpace3D::setup() {
|
|
contact_debug_count = 0;
|
|
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());
|
|
}
|
|
}
|
|
|
|
void GodotSpace3D::update() {
|
|
broadphase->update();
|
|
}
|
|
|
|
void GodotSpace3D::set_param(PhysicsServer3D::SpaceParameter p_param, real_t p_value) {
|
|
switch (p_param) {
|
|
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;
|
|
case PhysicsServer3D::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION:
|
|
contact_max_allowed_penetration = p_value;
|
|
break;
|
|
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;
|
|
case PhysicsServer3D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO:
|
|
body_angular_velocity_damp_ratio = p_value;
|
|
break;
|
|
case PhysicsServer3D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
|
|
constraint_bias = p_value;
|
|
break;
|
|
}
|
|
}
|
|
|
|
real_t GodotSpace3D::get_param(PhysicsServer3D::SpaceParameter p_param) const {
|
|
switch (p_param) {
|
|
case PhysicsServer3D::SPACE_PARAM_CONTACT_RECYCLE_RADIUS:
|
|
return contact_recycle_radius;
|
|
case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_SEPARATION:
|
|
return contact_max_separation;
|
|
case PhysicsServer3D::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION:
|
|
return contact_max_allowed_penetration;
|
|
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;
|
|
case PhysicsServer3D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO:
|
|
return body_angular_velocity_damp_ratio;
|
|
case PhysicsServer3D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
|
|
return constraint_bias;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
void GodotSpace3D::lock() {
|
|
locked = true;
|
|
}
|
|
|
|
void GodotSpace3D::unlock() {
|
|
locked = false;
|
|
}
|
|
|
|
bool GodotSpace3D::is_locked() const {
|
|
return locked;
|
|
}
|
|
|
|
GodotPhysicsDirectSpaceState3D *GodotSpace3D::get_direct_state() {
|
|
return direct_access;
|
|
}
|
|
|
|
GodotSpace3D::GodotSpace3D() {
|
|
body_linear_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_linear", 0.1);
|
|
body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_angular", Math::deg2rad(8.0));
|
|
body_time_to_sleep = GLOBAL_DEF("physics/3d/time_before_sleep", 0.5);
|
|
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"));
|
|
body_angular_velocity_damp_ratio = 10;
|
|
|
|
broadphase = GodotBroadPhase3D::create_func();
|
|
broadphase->set_pair_callback(_broadphase_pair, this);
|
|
broadphase->set_unpair_callback(_broadphase_unpair, this);
|
|
|
|
direct_access = memnew(GodotPhysicsDirectSpaceState3D);
|
|
direct_access->space = this;
|
|
}
|
|
|
|
GodotSpace3D::~GodotSpace3D() {
|
|
memdelete(broadphase);
|
|
memdelete(direct_access);
|
|
}
|