virtualx-engine/modules/bullet/space_bullet.cpp
Daniel Rakos 6dd65c0d67 KinematicBody performance and quality improvements
With this change finally one can use compound collisions (like those created
by Gridmaps) without serious performance issues. The previous KinematicBody
code for Bullet was practically doing a whole bunch of unnecessary
calculations. Gridmaps with fairly large octant sizes (in my case 32) can get
up to 10000x speedup with this change (literally!). I expect the FPS demo to
get a fair speedup as well.

List of fixes and improvements:

- Fixed a general bug in move_and_slide that affects both GodotPhysics and
  Bullet, where ray shapes would be ignored unless the stop_on_slope parameter
  is disabled. Not sure where that came from, but looking at the 2D physics
  code it was obvious there's a difference.
- Enabled the dynamic AABB tree that Bullet uses to allow broadphase collision
  tests against individual shapes of compound shapes. This is crucial to get
  good performance with Gridmaps and in general improves the performance
  whenever a KinematicBody collides with compound collision shapes.
- Added code to the broadphase collision detection code used by the Bullet
  module for KinematicBodies to also do broadphase on the sub-shapes of
  compound collision shapes. This is possible thanks to the dynamic AABB
  tree that was previously disabled and it's the change that provides the
  biggest performance boost.
- Now broadphase test is only done once per KinematicBody in Bullet instead of
  once per each of its shapes which was completely unnecessary.
- Fixed the way how the ray separation results are populated in Bullet which
  was completely broken previously, overwriting previous results and similar
  non-sense.
- Fixed ray shapes for good now. Previously the margin set in the editor was
  not respected at all, and the KinematicBody code for ray separation was
  complete bogus, thus all previous attempts to fix it were mislead.
- Fixed an obvious bug also in GodotPhysics where an out-of-bounds index was
  used in the ray result array.

There are a whole set of other problems with the KinematicBody code of Bullet
which cost performance and may cause unexpected behavior, but those are not
addressed in this change (need to keep it "simple").

Not sure whether this fixes any outstanding Github issues but I wouldn't be
surprised.
2019-03-27 00:39:47 +01:00

1446 lines
56 KiB
C++

/*************************************************************************/
/* space_bullet.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
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/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/*************************************************************************/
#include "space_bullet.h"
#include "bullet_physics_server.h"
#include "bullet_types_converter.h"
#include "bullet_utilities.h"
#include "constraint_bullet.h"
#include "core/project_settings.h"
#include "core/ustring.h"
#include "godot_collision_configuration.h"
#include "godot_collision_dispatcher.h"
#include "rigid_body_bullet.h"
#include "servers/physics_server.h"
#include "soft_body_bullet.h"
#include <BulletCollision/CollisionDispatch/btCollisionObject.h>
#include <BulletCollision/CollisionDispatch/btGhostObject.h>
#include <BulletCollision/NarrowPhaseCollision/btGjkEpaPenetrationDepthSolver.h>
#include <BulletCollision/NarrowPhaseCollision/btGjkPairDetector.h>
#include <BulletCollision/NarrowPhaseCollision/btPointCollector.h>
#include <BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.h>
#include <BulletSoftBody/btSoftRigidDynamicsWorld.h>
#include <btBulletDynamicsCommon.h>
#include <assert.h>
/**
@author AndreaCatania
*/
BulletPhysicsDirectSpaceState::BulletPhysicsDirectSpaceState(SpaceBullet *p_space) :
PhysicsDirectSpaceState(),
space(p_space) {}
int BulletPhysicsDirectSpaceState::intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
if (p_result_max <= 0)
return 0;
btVector3 bt_point;
G_TO_B(p_point, bt_point);
btSphereShape sphere_point(0.001f);
btCollisionObject collision_object_point;
collision_object_point.setCollisionShape(&sphere_point);
collision_object_point.setWorldTransform(btTransform(btQuaternion::getIdentity(), bt_point));
// Setup query
GodotAllContactResultCallback btResult(&collision_object_point, r_results, p_result_max, &p_exclude, p_collide_with_bodies, p_collide_with_areas);
btResult.m_collisionFilterGroup = 0;
btResult.m_collisionFilterMask = p_collision_mask;
space->dynamicsWorld->contactTest(&collision_object_point, btResult);
// The results is already populated by GodotAllConvexResultCallback
return btResult.m_count;
}
bool BulletPhysicsDirectSpaceState::intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_ray) {
btVector3 btVec_from;
btVector3 btVec_to;
G_TO_B(p_from, btVec_from);
G_TO_B(p_to, btVec_to);
// setup query
GodotClosestRayResultCallback btResult(btVec_from, btVec_to, &p_exclude, p_collide_with_bodies, p_collide_with_areas);
btResult.m_collisionFilterGroup = 0;
btResult.m_collisionFilterMask = p_collision_mask;
btResult.m_pickRay = p_pick_ray;
space->dynamicsWorld->rayTest(btVec_from, btVec_to, btResult);
if (btResult.hasHit()) {
B_TO_G(btResult.m_hitPointWorld, r_result.position);
B_TO_G(btResult.m_hitNormalWorld.normalize(), r_result.normal);
CollisionObjectBullet *gObj = static_cast<CollisionObjectBullet *>(btResult.m_collisionObject->getUserPointer());
if (gObj) {
r_result.shape = btResult.m_shapeId;
r_result.rid = gObj->get_self();
r_result.collider_id = gObj->get_instance_id();
r_result.collider = 0 == r_result.collider_id ? NULL : ObjectDB::get_instance(r_result.collider_id);
} else {
WARN_PRINTS("The raycast performed has hit a collision object that is not part of Godot scene, please check it.");
}
return true;
} else {
return false;
}
}
int BulletPhysicsDirectSpaceState::intersect_shape(const RID &p_shape, const Transform &p_xform, float p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
if (p_result_max <= 0)
return 0;
ShapeBullet *shape = space->get_physics_server()->get_shape_owner()->get(p_shape);
btCollisionShape *btShape = shape->create_bt_shape(p_xform.basis.get_scale_abs(), p_margin);
if (!btShape->isConvex()) {
bulletdelete(btShape);
ERR_PRINTS("The shape is not a convex shape, then is not supported: shape type: " + itos(shape->get_type()));
return 0;
}
btConvexShape *btConvex = static_cast<btConvexShape *>(btShape);
btTransform bt_xform;
G_TO_B(p_xform, bt_xform);
UNSCALE_BT_BASIS(bt_xform);
btCollisionObject collision_object;
collision_object.setCollisionShape(btConvex);
collision_object.setWorldTransform(bt_xform);
GodotAllContactResultCallback btQuery(&collision_object, r_results, p_result_max, &p_exclude, p_collide_with_bodies, p_collide_with_areas);
btQuery.m_collisionFilterGroup = 0;
btQuery.m_collisionFilterMask = p_collision_mask;
btQuery.m_closestDistanceThreshold = 0;
space->dynamicsWorld->contactTest(&collision_object, btQuery);
bulletdelete(btConvex);
return btQuery.m_count;
}
bool BulletPhysicsDirectSpaceState::cast_motion(const RID &p_shape, const Transform &p_xform, const Vector3 &p_motion, float p_margin, float &r_closest_safe, float &r_closest_unsafe, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, ShapeRestInfo *r_info) {
ShapeBullet *shape = space->get_physics_server()->get_shape_owner()->get(p_shape);
btCollisionShape *btShape = shape->create_bt_shape(p_xform.basis.get_scale(), p_margin);
if (!btShape->isConvex()) {
bulletdelete(btShape);
ERR_PRINTS("The shape is not a convex shape, then is not supported: shape type: " + itos(shape->get_type()));
return false;
}
btConvexShape *bt_convex_shape = static_cast<btConvexShape *>(btShape);
btVector3 bt_motion;
G_TO_B(p_motion, bt_motion);
btTransform bt_xform_from;
G_TO_B(p_xform, bt_xform_from);
UNSCALE_BT_BASIS(bt_xform_from);
btTransform bt_xform_to(bt_xform_from);
bt_xform_to.getOrigin() += bt_motion;
GodotClosestConvexResultCallback btResult(bt_xform_from.getOrigin(), bt_xform_to.getOrigin(), &p_exclude, p_collide_with_bodies, p_collide_with_areas);
btResult.m_collisionFilterGroup = 0;
btResult.m_collisionFilterMask = p_collision_mask;
space->dynamicsWorld->convexSweepTest(bt_convex_shape, bt_xform_from, bt_xform_to, btResult, space->dynamicsWorld->getDispatchInfo().m_allowedCcdPenetration);
r_closest_unsafe = 1.0;
r_closest_safe = 1.0;
if (btResult.hasHit()) {
const btScalar l = bt_motion.length();
r_closest_unsafe = btResult.m_closestHitFraction;
r_closest_safe = MAX(r_closest_unsafe - (1 - ((l - 0.01) / l)), 0);
if (r_info) {
if (btCollisionObject::CO_RIGID_BODY == btResult.m_hitCollisionObject->getInternalType()) {
B_TO_G(static_cast<const btRigidBody *>(btResult.m_hitCollisionObject)->getVelocityInLocalPoint(btResult.m_hitPointWorld), r_info->linear_velocity);
}
CollisionObjectBullet *collision_object = static_cast<CollisionObjectBullet *>(btResult.m_hitCollisionObject->getUserPointer());
B_TO_G(btResult.m_hitPointWorld, r_info->point);
B_TO_G(btResult.m_hitNormalWorld, r_info->normal);
r_info->rid = collision_object->get_self();
r_info->collider_id = collision_object->get_instance_id();
r_info->shape = btResult.m_shapeId;
}
}
bulletdelete(bt_convex_shape);
return true; // Mean success
}
/// Returns the list of contacts pairs in this order: Local contact, other body contact
bool BulletPhysicsDirectSpaceState::collide_shape(RID p_shape, const Transform &p_shape_xform, float p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
if (p_result_max <= 0)
return 0;
ShapeBullet *shape = space->get_physics_server()->get_shape_owner()->get(p_shape);
btCollisionShape *btShape = shape->create_bt_shape(p_shape_xform.basis.get_scale_abs(), p_margin);
if (!btShape->isConvex()) {
bulletdelete(btShape);
ERR_PRINTS("The shape is not a convex shape, then is not supported: shape type: " + itos(shape->get_type()));
return 0;
}
btConvexShape *btConvex = static_cast<btConvexShape *>(btShape);
btTransform bt_xform;
G_TO_B(p_shape_xform, bt_xform);
UNSCALE_BT_BASIS(bt_xform);
btCollisionObject collision_object;
collision_object.setCollisionShape(btConvex);
collision_object.setWorldTransform(bt_xform);
GodotContactPairContactResultCallback btQuery(&collision_object, r_results, p_result_max, &p_exclude, p_collide_with_bodies, p_collide_with_areas);
btQuery.m_collisionFilterGroup = 0;
btQuery.m_collisionFilterMask = p_collision_mask;
btQuery.m_closestDistanceThreshold = 0;
space->dynamicsWorld->contactTest(&collision_object, btQuery);
r_result_count = btQuery.m_count;
bulletdelete(btConvex);
return btQuery.m_count;
}
bool BulletPhysicsDirectSpaceState::rest_info(RID p_shape, const Transform &p_shape_xform, float p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
ShapeBullet *shape = space->get_physics_server()->get_shape_owner()->get(p_shape);
btCollisionShape *btShape = shape->create_bt_shape(p_shape_xform.basis.get_scale_abs(), p_margin);
if (!btShape->isConvex()) {
bulletdelete(btShape);
ERR_PRINTS("The shape is not a convex shape, then is not supported: shape type: " + itos(shape->get_type()));
return 0;
}
btConvexShape *btConvex = static_cast<btConvexShape *>(btShape);
btTransform bt_xform;
G_TO_B(p_shape_xform, bt_xform);
UNSCALE_BT_BASIS(bt_xform);
btCollisionObject collision_object;
collision_object.setCollisionShape(btConvex);
collision_object.setWorldTransform(bt_xform);
GodotRestInfoContactResultCallback btQuery(&collision_object, r_info, &p_exclude, p_collide_with_bodies, p_collide_with_areas);
btQuery.m_collisionFilterGroup = 0;
btQuery.m_collisionFilterMask = p_collision_mask;
btQuery.m_closestDistanceThreshold = 0;
space->dynamicsWorld->contactTest(&collision_object, btQuery);
bulletdelete(btConvex);
if (btQuery.m_collided) {
if (btCollisionObject::CO_RIGID_BODY == btQuery.m_rest_info_collision_object->getInternalType()) {
B_TO_G(static_cast<const btRigidBody *>(btQuery.m_rest_info_collision_object)->getVelocityInLocalPoint(btQuery.m_rest_info_bt_point), r_info->linear_velocity);
}
B_TO_G(btQuery.m_rest_info_bt_point, r_info->point);
}
return btQuery.m_collided;
}
Vector3 BulletPhysicsDirectSpaceState::get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const {
RigidCollisionObjectBullet *rigid_object = space->get_physics_server()->get_rigid_collisin_object(p_object);
ERR_FAIL_COND_V(!rigid_object, Vector3());
btVector3 out_closest_point(0, 0, 0);
btScalar out_distance = 1e20;
btVector3 bt_point;
G_TO_B(p_point, bt_point);
btSphereShape point_shape(0.);
btCollisionShape *shape;
btConvexShape *convex_shape;
btTransform child_transform;
btTransform body_transform(rigid_object->get_bt_collision_object()->getWorldTransform());
btGjkPairDetector::ClosestPointInput input;
input.m_transformA.getBasis().setIdentity();
input.m_transformA.setOrigin(bt_point);
bool shapes_found = false;
for (int i = rigid_object->get_shape_count() - 1; 0 <= i; --i) {
shape = rigid_object->get_bt_shape(i);
if (shape->isConvex()) {
child_transform = rigid_object->get_bt_shape_transform(i);
convex_shape = static_cast<btConvexShape *>(shape);
input.m_transformB = body_transform * child_transform;
btPointCollector result;
btGjkPairDetector gjk_pair_detector(&point_shape, convex_shape, space->gjk_simplex_solver, space->gjk_epa_pen_solver);
gjk_pair_detector.getClosestPoints(input, result, 0);
if (out_distance > result.m_distance) {
out_distance = result.m_distance;
out_closest_point = result.m_pointInWorld;
}
}
shapes_found = true;
}
if (shapes_found) {
Vector3 out;
B_TO_G(out_closest_point, out);
return out;
} else {
// no shapes found, use distance to origin.
return rigid_object->get_transform().get_origin();
}
}
SpaceBullet::SpaceBullet() :
broadphase(NULL),
collisionConfiguration(NULL),
dispatcher(NULL),
solver(NULL),
dynamicsWorld(NULL),
soft_body_world_info(NULL),
ghostPairCallback(NULL),
godotFilterCallback(NULL),
gravityDirection(0, -1, 0),
gravityMagnitude(10),
contactDebugCount(0),
delta_time(0.) {
create_empty_world(GLOBAL_DEF("physics/3d/active_soft_world", true));
direct_access = memnew(BulletPhysicsDirectSpaceState(this));
}
SpaceBullet::~SpaceBullet() {
memdelete(direct_access);
destroy_world();
}
void SpaceBullet::flush_queries() {
const btCollisionObjectArray &colObjArray = dynamicsWorld->getCollisionObjectArray();
for (int i = colObjArray.size() - 1; 0 <= i; --i) {
static_cast<CollisionObjectBullet *>(colObjArray[i]->getUserPointer())->dispatch_callbacks();
}
}
void SpaceBullet::step(real_t p_delta_time) {
delta_time = p_delta_time;
dynamicsWorld->stepSimulation(p_delta_time, 0, 0);
}
void SpaceBullet::set_param(PhysicsServer::AreaParameter p_param, const Variant &p_value) {
assert(dynamicsWorld);
switch (p_param) {
case PhysicsServer::AREA_PARAM_GRAVITY:
gravityMagnitude = p_value;
update_gravity();
break;
case PhysicsServer::AREA_PARAM_GRAVITY_VECTOR:
gravityDirection = p_value;
update_gravity();
break;
case PhysicsServer::AREA_PARAM_LINEAR_DAMP:
case PhysicsServer::AREA_PARAM_ANGULAR_DAMP:
break; // No damp
case PhysicsServer::AREA_PARAM_PRIORITY:
// Priority is always 0, the lower
break;
case PhysicsServer::AREA_PARAM_GRAVITY_IS_POINT:
case PhysicsServer::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
case PhysicsServer::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
break;
default:
WARN_PRINTS("This set parameter (" + itos(p_param) + ") is ignored, the SpaceBullet doesn't support it.");
break;
}
}
Variant SpaceBullet::get_param(PhysicsServer::AreaParameter p_param) {
switch (p_param) {
case PhysicsServer::AREA_PARAM_GRAVITY:
return gravityMagnitude;
case PhysicsServer::AREA_PARAM_GRAVITY_VECTOR:
return gravityDirection;
case PhysicsServer::AREA_PARAM_LINEAR_DAMP:
case PhysicsServer::AREA_PARAM_ANGULAR_DAMP:
return 0; // No damp
case PhysicsServer::AREA_PARAM_PRIORITY:
return 0; // Priority is always 0, the lower
case PhysicsServer::AREA_PARAM_GRAVITY_IS_POINT:
return false;
case PhysicsServer::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
return 0;
case PhysicsServer::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
return 0;
default:
WARN_PRINTS("This get parameter (" + itos(p_param) + ") is ignored, the SpaceBullet doesn't support it.");
return Variant();
}
}
void SpaceBullet::set_param(PhysicsServer::SpaceParameter p_param, real_t p_value) {
switch (p_param) {
case PhysicsServer::SPACE_PARAM_CONTACT_RECYCLE_RADIUS:
case PhysicsServer::SPACE_PARAM_CONTACT_MAX_SEPARATION:
case PhysicsServer::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION:
case PhysicsServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD:
case PhysicsServer::SPACE_PARAM_BODY_TIME_TO_SLEEP:
case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO:
case PhysicsServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
default:
WARN_PRINTS("This set parameter (" + itos(p_param) + ") is ignored, the SpaceBullet doesn't support it.");
break;
}
}
real_t SpaceBullet::get_param(PhysicsServer::SpaceParameter p_param) {
switch (p_param) {
case PhysicsServer::SPACE_PARAM_CONTACT_RECYCLE_RADIUS:
case PhysicsServer::SPACE_PARAM_CONTACT_MAX_SEPARATION:
case PhysicsServer::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION:
case PhysicsServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD:
case PhysicsServer::SPACE_PARAM_BODY_TIME_TO_SLEEP:
case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO:
case PhysicsServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
default:
WARN_PRINTS("The SpaceBullet doesn't support this get parameter (" + itos(p_param) + "), 0 is returned.");
return 0.f;
}
}
void SpaceBullet::add_area(AreaBullet *p_area) {
areas.push_back(p_area);
dynamicsWorld->addCollisionObject(p_area->get_bt_ghost(), p_area->get_collision_layer(), p_area->get_collision_mask());
}
void SpaceBullet::remove_area(AreaBullet *p_area) {
areas.erase(p_area);
dynamicsWorld->removeCollisionObject(p_area->get_bt_ghost());
}
void SpaceBullet::reload_collision_filters(AreaBullet *p_area) {
// This is necessary to change collision filter
dynamicsWorld->removeCollisionObject(p_area->get_bt_ghost());
dynamicsWorld->addCollisionObject(p_area->get_bt_ghost(), p_area->get_collision_layer(), p_area->get_collision_mask());
}
void SpaceBullet::add_rigid_body(RigidBodyBullet *p_body) {
if (p_body->is_static()) {
dynamicsWorld->addCollisionObject(p_body->get_bt_rigid_body(), p_body->get_collision_layer(), p_body->get_collision_mask());
} else {
dynamicsWorld->addRigidBody(p_body->get_bt_rigid_body(), p_body->get_collision_layer(), p_body->get_collision_mask());
p_body->scratch_space_override_modificator();
}
}
void SpaceBullet::remove_rigid_body(RigidBodyBullet *p_body) {
if (p_body->is_static()) {
dynamicsWorld->removeCollisionObject(p_body->get_bt_rigid_body());
} else {
dynamicsWorld->removeRigidBody(p_body->get_bt_rigid_body());
}
}
void SpaceBullet::reload_collision_filters(RigidBodyBullet *p_body) {
// This is necessary to change collision filter
remove_rigid_body(p_body);
add_rigid_body(p_body);
}
void SpaceBullet::add_soft_body(SoftBodyBullet *p_body) {
if (is_using_soft_world()) {
if (p_body->get_bt_soft_body()) {
p_body->get_bt_soft_body()->m_worldInfo = get_soft_body_world_info();
static_cast<btSoftRigidDynamicsWorld *>(dynamicsWorld)->addSoftBody(p_body->get_bt_soft_body(), p_body->get_collision_layer(), p_body->get_collision_mask());
}
} else {
ERR_PRINT("This soft body can't be added to non soft world");
}
}
void SpaceBullet::remove_soft_body(SoftBodyBullet *p_body) {
if (is_using_soft_world()) {
if (p_body->get_bt_soft_body()) {
static_cast<btSoftRigidDynamicsWorld *>(dynamicsWorld)->removeSoftBody(p_body->get_bt_soft_body());
p_body->get_bt_soft_body()->m_worldInfo = NULL;
}
}
}
void SpaceBullet::reload_collision_filters(SoftBodyBullet *p_body) {
// This is necessary to change collision filter
remove_soft_body(p_body);
add_soft_body(p_body);
}
void SpaceBullet::add_constraint(ConstraintBullet *p_constraint, bool disableCollisionsBetweenLinkedBodies) {
p_constraint->set_space(this);
dynamicsWorld->addConstraint(p_constraint->get_bt_constraint(), disableCollisionsBetweenLinkedBodies);
}
void SpaceBullet::remove_constraint(ConstraintBullet *p_constraint) {
dynamicsWorld->removeConstraint(p_constraint->get_bt_constraint());
}
int SpaceBullet::get_num_collision_objects() const {
return dynamicsWorld->getNumCollisionObjects();
}
void SpaceBullet::remove_all_collision_objects() {
for (int i = dynamicsWorld->getNumCollisionObjects() - 1; 0 <= i; --i) {
btCollisionObject *btObj = dynamicsWorld->getCollisionObjectArray()[i];
CollisionObjectBullet *colObj = static_cast<CollisionObjectBullet *>(btObj->getUserPointer());
colObj->set_space(NULL);
}
}
void onBulletPreTickCallback(btDynamicsWorld *p_dynamicsWorld, btScalar timeStep) {
static_cast<SpaceBullet *>(p_dynamicsWorld->getWorldUserInfo())->flush_queries();
}
void onBulletTickCallback(btDynamicsWorld *p_dynamicsWorld, btScalar timeStep) {
const btCollisionObjectArray &colObjArray = p_dynamicsWorld->getCollisionObjectArray();
// Notify all Collision objects the collision checker is started
for (int i = colObjArray.size() - 1; 0 <= i; --i) {
static_cast<CollisionObjectBullet *>(colObjArray[i]->getUserPointer())->on_collision_checker_start();
}
SpaceBullet *sb = static_cast<SpaceBullet *>(p_dynamicsWorld->getWorldUserInfo());
sb->check_ghost_overlaps();
sb->check_body_collision();
for (int i = colObjArray.size() - 1; 0 <= i; --i) {
static_cast<CollisionObjectBullet *>(colObjArray[i]->getUserPointer())->on_collision_checker_end();
}
}
BulletPhysicsDirectSpaceState *SpaceBullet::get_direct_state() {
return direct_access;
}
btScalar calculateGodotCombinedRestitution(const btCollisionObject *body0, const btCollisionObject *body1) {
return CLAMP(body0->getRestitution() + body1->getRestitution(), 0, 1);
}
btScalar calculateGodotCombinedFriction(const btCollisionObject *body0, const btCollisionObject *body1) {
return ABS(MIN(body0->getFriction(), body1->getFriction()));
}
void SpaceBullet::create_empty_world(bool p_create_soft_world) {
gjk_epa_pen_solver = bulletnew(btGjkEpaPenetrationDepthSolver);
gjk_simplex_solver = bulletnew(btVoronoiSimplexSolver);
void *world_mem;
if (p_create_soft_world) {
world_mem = malloc(sizeof(btSoftRigidDynamicsWorld));
} else {
world_mem = malloc(sizeof(btDiscreteDynamicsWorld));
}
if (p_create_soft_world) {
collisionConfiguration = bulletnew(GodotSoftCollisionConfiguration(static_cast<btDiscreteDynamicsWorld *>(world_mem)));
} else {
collisionConfiguration = bulletnew(GodotCollisionConfiguration(static_cast<btDiscreteDynamicsWorld *>(world_mem)));
}
dispatcher = bulletnew(GodotCollisionDispatcher(collisionConfiguration));
broadphase = bulletnew(btDbvtBroadphase);
solver = bulletnew(btSequentialImpulseConstraintSolver);
if (p_create_soft_world) {
dynamicsWorld = new (world_mem) btSoftRigidDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);
soft_body_world_info = bulletnew(btSoftBodyWorldInfo);
} else {
dynamicsWorld = new (world_mem) btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);
}
ghostPairCallback = bulletnew(btGhostPairCallback);
godotFilterCallback = bulletnew(GodotFilterCallback);
gCalculateCombinedRestitutionCallback = &calculateGodotCombinedRestitution;
gCalculateCombinedFrictionCallback = &calculateGodotCombinedFriction;
gContactAddedCallback = &godotContactAddedCallback;
dynamicsWorld->setWorldUserInfo(this);
dynamicsWorld->setInternalTickCallback(onBulletPreTickCallback, this, true);
dynamicsWorld->setInternalTickCallback(onBulletTickCallback, this, false);
dynamicsWorld->getBroadphase()->getOverlappingPairCache()->setInternalGhostPairCallback(ghostPairCallback); // Setup ghost check
dynamicsWorld->getPairCache()->setOverlapFilterCallback(godotFilterCallback);
if (soft_body_world_info) {
soft_body_world_info->m_broadphase = broadphase;
soft_body_world_info->m_dispatcher = dispatcher;
soft_body_world_info->m_sparsesdf.Initialize();
}
update_gravity();
}
void SpaceBullet::destroy_world() {
/// The world elements (like: Collision Objects, Constraints, Shapes) are managed by godot
dynamicsWorld->getBroadphase()->getOverlappingPairCache()->setInternalGhostPairCallback(NULL);
dynamicsWorld->getPairCache()->setOverlapFilterCallback(NULL);
bulletdelete(ghostPairCallback);
bulletdelete(godotFilterCallback);
// Deallocate world
dynamicsWorld->~btDiscreteDynamicsWorld();
free(dynamicsWorld);
dynamicsWorld = NULL;
bulletdelete(solver);
bulletdelete(broadphase);
bulletdelete(dispatcher);
bulletdelete(collisionConfiguration);
bulletdelete(soft_body_world_info);
bulletdelete(gjk_simplex_solver);
bulletdelete(gjk_epa_pen_solver);
}
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());
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;
}
}
/// 2. Check all overlapping objects using GJK
const btAlignedObjectArray<btCollisionObject *> ghostOverlaps = area->get_bt_ghost()->getOverlappingPairs();
// 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_transform_changed() && !otherObject->is_transform_changed()) {
hasOverlap = -1 != area->find_overlapping_object(otherObject);
goto collision_found;
}
if (overlapped_bt_co->getUserIndex() == CollisionObjectBullet::TYPE_AREA) {
if (!static_cast<AreaBullet *>(overlapped_bt_co->getUserPointer())->is_monitorable())
continue;
} else if (overlapped_bt_co->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())
continue;
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));
// 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));
if (other_body_shape->isConcave())
continue;
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()) {
btPointCollector result;
btGjkPairDetector gjk_pair_detector(
area_shape,
static_cast<btConvexShape *>(other_body_shape),
gjk_simplex_solver,
gjk_epa_pen_solver);
gjk_pair_detector.getClosestPoints(gjk_input, result, 0);
if (0 >= result.m_distance) {
hasOverlap = true;
goto collision_found;
}
} else {
btCollisionObjectWrapper obA(NULL, area_shape, area->get_bt_ghost(), gjk_input.m_transformA, -1, y);
btCollisionObjectWrapper obB(NULL, other_body_shape, otherObject->get_bt_collision_object(), gjk_input.m_transformB, -1, z);
btCollisionAlgorithm *algorithm = dispatcher->findAlgorithm(&obA, &obB, NULL, BT_CONTACT_POINT_ALGORITHMS);
if (!algorithm)
continue;
GodotDeepPenetrationContactResultCallback contactPointResult(&obA, &obB);
algorithm->processCollision(&obA, &obB, dynamicsWorld->getDispatchInfo(), &contactPointResult);
algorithm->~btCollisionAlgorithm();
dispatcher->freeCollisionAlgorithm(algorithm);
if (contactPointResult.hasHit()) {
hasOverlap = true;
goto collision_found;
}
}
} // ~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);
}
}
}
}
void SpaceBullet::check_body_collision() {
#ifdef DEBUG_ENABLED
reset_debug_contact_count();
#endif
const int numManifolds = dynamicsWorld->getDispatcher()->getNumManifolds();
for (int i = 0; i < numManifolds; ++i) {
btPersistentManifold *contactManifold = dynamicsWorld->getDispatcher()->getManifoldByIndexInternal(i);
// I know this static cast is a bit risky. But I'm checking its type just after it.
// This allow me to avoid a lot of other cast and checks
RigidBodyBullet *bodyA = static_cast<RigidBodyBullet *>(contactManifold->getBody0()->getUserPointer());
RigidBodyBullet *bodyB = static_cast<RigidBodyBullet *>(contactManifold->getBody1()->getUserPointer());
if (CollisionObjectBullet::TYPE_RIGID_BODY == bodyA->getType() && CollisionObjectBullet::TYPE_RIGID_BODY == bodyB->getType()) {
if (!bodyA->can_add_collision() && !bodyB->can_add_collision()) {
continue;
}
const int numContacts = contactManifold->getNumContacts();
/// Since I don't need report all contacts for these objects,
/// So report only the first
#define REPORT_ALL_CONTACTS 0
#if REPORT_ALL_CONTACTS
for (int j = 0; j < numContacts; j++) {
btManifoldPoint &pt = contactManifold->getContactPoint(j);
#else
if (numContacts) {
btManifoldPoint &pt = contactManifold->getContactPoint(0);
#endif
if (
pt.getDistance() <= 0.0 ||
bodyA->was_colliding(bodyB) ||
bodyB->was_colliding(bodyA)) {
Vector3 collisionWorldPosition;
Vector3 collisionLocalPosition;
Vector3 normalOnB;
float appliedImpulse = pt.m_appliedImpulse;
B_TO_G(pt.m_normalWorldOnB, normalOnB);
if (bodyA->can_add_collision()) {
B_TO_G(pt.getPositionWorldOnB(), collisionWorldPosition);
/// pt.m_localPointB Doesn't report the exact point in local space
B_TO_G(pt.getPositionWorldOnB() - contactManifold->getBody1()->getWorldTransform().getOrigin(), collisionLocalPosition);
bodyA->add_collision_object(bodyB, collisionWorldPosition, collisionLocalPosition, normalOnB, appliedImpulse, pt.m_index1, pt.m_index0);
}
if (bodyB->can_add_collision()) {
B_TO_G(pt.getPositionWorldOnA(), collisionWorldPosition);
/// pt.m_localPointA Doesn't report the exact point in local space
B_TO_G(pt.getPositionWorldOnA() - contactManifold->getBody0()->getWorldTransform().getOrigin(), collisionLocalPosition);
bodyB->add_collision_object(bodyA, collisionWorldPosition, collisionLocalPosition, normalOnB * -1, appliedImpulse * -1, pt.m_index0, pt.m_index1);
}
#ifdef DEBUG_ENABLED
if (is_debugging_contacts()) {
add_debug_contact(collisionWorldPosition);
}
#endif
}
}
}
}
}
void SpaceBullet::update_gravity() {
btVector3 btGravity;
G_TO_B(gravityDirection * gravityMagnitude, btGravity);
//dynamicsWorld->setGravity(btGravity);
dynamicsWorld->setGravity(btVector3(0, 0, 0));
if (soft_body_world_info) {
soft_body_world_info->m_gravity = btGravity;
}
}
/// IMPORTANT: Please don't turn it ON this is not managed correctly!!
/// I'm leaving this here just for future tests.
/// Debug motion and normal vector drawing
#define debug_test_motion 0
#define RECOVERING_MOVEMENT_SCALE 0.4
#define RECOVERING_MOVEMENT_CYCLES 4
#if debug_test_motion
#include "scene/3d/immediate_geometry.h"
static ImmediateGeometry *motionVec(NULL);
static ImmediateGeometry *normalLine(NULL);
static Ref<SpatialMaterial> red_mat;
static Ref<SpatialMaterial> blue_mat;
#endif
bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, PhysicsServer::MotionResult *r_result, bool p_exclude_raycast_shapes) {
#if debug_test_motion
/// Yes I know this is not good, but I've used it as fast debugging hack.
/// I'm leaving it here just for speedup the other eventual debugs
if (!normalLine) {
motionVec = memnew(ImmediateGeometry);
normalLine = memnew(ImmediateGeometry);
SceneTree::get_singleton()->get_current_scene()->add_child(motionVec);
SceneTree::get_singleton()->get_current_scene()->add_child(normalLine);
motionVec->set_as_toplevel(true);
normalLine->set_as_toplevel(true);
red_mat = Ref<SpatialMaterial>(memnew(SpatialMaterial));
red_mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
red_mat->set_line_width(20.0);
red_mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
red_mat->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
red_mat->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
red_mat->set_albedo(Color(1, 0, 0, 1));
motionVec->set_material_override(red_mat);
blue_mat = Ref<SpatialMaterial>(memnew(SpatialMaterial));
blue_mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
blue_mat->set_line_width(20.0);
blue_mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
blue_mat->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
blue_mat->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
blue_mat->set_albedo(Color(0, 0, 1, 1));
normalLine->set_material_override(blue_mat);
}
#endif
btTransform body_transform;
G_TO_B(p_from, body_transform);
UNSCALE_BT_BASIS(body_transform);
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_transform, RECOVERING_MOVEMENT_SCALE, p_infinite_inertia, initial_recover_motion)) {
break;
}
}
// Add recover movement in order to make it safe
body_transform.getOrigin() += initial_recover_motion;
}
btVector3 motion;
G_TO_B(p_motion, motion);
{ /// phase two - sweep test, from a secure position without margin
const int shape_count(p_body->get_shape_count());
#if debug_test_motion
Vector3 sup_line;
B_TO_G(body_safe_position.getOrigin(), sup_line);
motionVec->clear();
motionVec->begin(Mesh::PRIMITIVE_LINES, NULL);
motionVec->add_vertex(sup_line);
motionVec->add_vertex(sup_line + p_motion * 10);
motionVec->end();
#endif
for (int shIndex = 0; shIndex < shape_count; ++shIndex) {
if (p_body->is_shape_disabled(shIndex)) {
continue;
}
if (!p_body->get_bt_shape(shIndex)->isConvex()) {
// Skip no convex shape
continue;
}
if (p_exclude_raycast_shapes && p_body->get_bt_shape(shIndex)->getShapeType() == CUSTOM_CONVEX_SHAPE_TYPE) {
// Skip rayshape in order to implement custom separation process
continue;
}
btConvexShape *convex_shape_test(static_cast<btConvexShape *>(p_body->get_bt_shape(shIndex)));
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;
GodotKinClosestConvexResultCallback btResult(shape_world_from.getOrigin(), shape_world_to.getOrigin(), p_body, p_infinite_inertia);
btResult.m_collisionFilterGroup = p_body->get_collision_layer();
btResult.m_collisionFilterMask = p_body->get_collision_mask();
dynamicsWorld->convexSweepTest(convex_shape_test, shape_world_from, shape_world_to, btResult, dynamicsWorld->getDispatchInfo().m_allowedCcdPenetration);
if (btResult.hasHit()) {
/// Since for each sweep test I fix the motion of new shapes in base the recover result,
/// if another shape will hit something it means that has a deepest penetration respect the previous shape
motion *= btResult.m_closestHitFraction;
}
}
body_transform.getOrigin() += motion;
}
bool has_penetration = false;
{ /// Phase three - contact test with margin
btVector3 __rec(0, 0, 0);
RecoverResult r_recover_result;
has_penetration = recover_from_penetration(p_body, body_transform, 1, p_infinite_inertia, __rec, &r_recover_result);
// Parse results
if (r_result) {
B_TO_G(motion + initial_recover_motion + __rec, r_result->motion);
if (has_penetration) {
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(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();
#endif
} else {
r_result->remainder = Vector3();
}
}
}
return has_penetration;
}
int SpaceBullet::test_ray_separation(RigidBodyBullet *p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, PhysicsServer::SeparationResult *r_results, int p_result_max, float p_margin) {
btTransform body_transform;
G_TO_B(p_transform, body_transform);
UNSCALE_BT_BASIS(body_transform);
btVector3 recover_motion(0, 0, 0);
int rays_found = 0;
int rays_found_this_round = 0;
for (int t(RECOVERING_MOVEMENT_CYCLES); 0 < t; --t) {
PhysicsServer::SeparationResult *next_results = &r_results[rays_found];
rays_found_this_round = recover_from_penetration_ray(p_body, body_transform, RECOVERING_MOVEMENT_SCALE, p_infinite_inertia, p_result_max - rays_found, recover_motion, next_results);
rays_found += rays_found_this_round;
if (rays_found_this_round == 0) {
body_transform.getOrigin() += recover_motion;
break;
}
}
B_TO_G(recover_motion, r_recover_motion);
return rays_found;
}
struct RecoverPenetrationBroadPhaseCallback : public btBroadphaseAabbCallback {
private:
btDbvtVolume bounds;
const btCollisionObject *self_collision_object;
uint32_t collision_layer;
uint32_t collision_mask;
struct CompoundLeafCallback : btDbvt::ICollide {
private:
RecoverPenetrationBroadPhaseCallback *parent_callback;
btCollisionObject *collision_object;
public:
CompoundLeafCallback(RecoverPenetrationBroadPhaseCallback *p_parent_callback, btCollisionObject *p_collision_object) :
parent_callback(p_parent_callback),
collision_object(p_collision_object) {
}
void Process(const btDbvtNode *leaf) {
BroadphaseResult result;
result.collision_object = collision_object;
result.compound_child_index = leaf->dataAsInt;
parent_callback->results.push_back(result);
}
};
public:
struct BroadphaseResult {
btCollisionObject *collision_object;
int compound_child_index;
};
Vector<BroadphaseResult> results;
public:
RecoverPenetrationBroadPhaseCallback(const btCollisionObject *p_self_collision_object, uint32_t p_collision_layer, uint32_t p_collision_mask, btVector3 p_aabb_min, btVector3 p_aabb_max) :
self_collision_object(p_self_collision_object),
collision_layer(p_collision_layer),
collision_mask(p_collision_mask) {
bounds = btDbvtVolume::FromMM(p_aabb_min, p_aabb_max);
}
virtual ~RecoverPenetrationBroadPhaseCallback() {}
virtual bool process(const btBroadphaseProxy *proxy) {
btCollisionObject *co = static_cast<btCollisionObject *>(proxy->m_clientObject);
if (co->getInternalType() <= btCollisionObject::CO_RIGID_BODY) {
if (self_collision_object != proxy->m_clientObject && GodotFilterCallback::test_collision_filters(collision_layer, collision_mask, proxy->m_collisionFilterGroup, proxy->m_collisionFilterMask)) {
if (co->getCollisionShape()->isCompound()) {
const btCompoundShape *cs = static_cast<btCompoundShape *>(co->getCollisionShape());
if (cs->getNumChildShapes() > 1) {
const btDbvt *tree = cs->getDynamicAabbTree();
ERR_FAIL_COND_V(tree == NULL, true);
// Transform bounds into compound shape local space
const btTransform other_in_compound_space = co->getWorldTransform().inverse();
const btMatrix3x3 abs_b = other_in_compound_space.getBasis().absolute();
const btVector3 local_center = other_in_compound_space(bounds.Center());
const btVector3 local_extent = bounds.Extents().dot3(abs_b[0], abs_b[1], abs_b[2]);
const btVector3 local_aabb_min = local_center - local_extent;
const btVector3 local_aabb_max = local_center + local_extent;
const btDbvtVolume local_bounds = btDbvtVolume::FromMM(local_aabb_min, local_aabb_max);
// Test collision against compound child shapes using its AABB tree
CompoundLeafCallback compound_leaf_callback(this, co);
tree->collideTV(tree->m_root, local_bounds, compound_leaf_callback);
} else {
// If there's only a single child shape then there's no need to search any more, we know which child overlaps
BroadphaseResult result;
result.collision_object = co;
result.compound_child_index = 0;
results.push_back(result);
}
} else {
BroadphaseResult result;
result.collision_object = co;
result.compound_child_index = -1;
results.push_back(result);
}
return true;
}
}
return false;
}
};
bool SpaceBullet::recover_from_penetration(RigidBodyBullet *p_body, const btTransform &p_body_position, btScalar p_recover_movement_scale, bool p_infinite_inertia, btVector3 &r_delta_recover_movement, RecoverResult *r_recover_result) {
// Calculate the cummulative AABB of all shapes of the kinematic body
btVector3 aabb_min, aabb_max;
bool shapes_found = false;
for (int kinIndex = p_body->get_kinematic_utilities()->shapes.size() - 1; 0 <= kinIndex; --kinIndex) {
const RigidBodyBullet::KinematicShape &kin_shape(p_body->get_kinematic_utilities()->shapes[kinIndex]);
if (!kin_shape.is_active()) {
continue;
}
if (kin_shape.shape->getShapeType() == CUSTOM_CONVEX_SHAPE_TYPE) {
// Skip rayshape in order to implement custom separation process
continue;
}
btTransform shape_transform = p_body_position * kin_shape.transform;
shape_transform.getOrigin() += r_delta_recover_movement;
btVector3 shape_aabb_min, shape_aabb_max;
kin_shape.shape->getAabb(shape_transform, shape_aabb_min, shape_aabb_max);
if (!shapes_found) {
aabb_min = shape_aabb_min;
aabb_max = shape_aabb_max;
shapes_found = true;
} else {
aabb_min.setX((aabb_min.x() < shape_aabb_min.x()) ? aabb_min.x() : shape_aabb_min.x());
aabb_min.setY((aabb_min.y() < shape_aabb_min.y()) ? aabb_min.y() : shape_aabb_min.y());
aabb_min.setZ((aabb_min.z() < shape_aabb_min.z()) ? aabb_min.z() : shape_aabb_min.z());
aabb_max.setX((aabb_max.x() > shape_aabb_max.x()) ? aabb_max.x() : shape_aabb_max.x());
aabb_max.setY((aabb_max.y() > shape_aabb_max.y()) ? aabb_max.y() : shape_aabb_max.y());
aabb_max.setZ((aabb_max.z() > shape_aabb_max.z()) ? aabb_max.z() : shape_aabb_max.z());
}
}
// If there are no shapes then there is no penetration either
if (!shapes_found) {
return false;
}
// Perform broadphase test
RecoverPenetrationBroadPhaseCallback recover_broad_result(p_body->get_bt_collision_object(), p_body->get_collision_layer(), p_body->get_collision_mask(), aabb_min, aabb_max);
dynamicsWorld->getBroadphase()->aabbTest(aabb_min, aabb_max, recover_broad_result);
bool penetration = false;
// Perform narrowphase per shape
for (int kinIndex = p_body->get_kinematic_utilities()->shapes.size() - 1; 0 <= kinIndex; --kinIndex) {
const RigidBodyBullet::KinematicShape &kin_shape(p_body->get_kinematic_utilities()->shapes[kinIndex]);
if (!kin_shape.is_active()) {
continue;
}
if (kin_shape.shape->getShapeType() == CUSTOM_CONVEX_SHAPE_TYPE) {
// Skip rayshape in order to implement custom separation process
continue;
}
btTransform shape_transform = p_body_position * kin_shape.transform;
shape_transform.getOrigin() += r_delta_recover_movement;
for (int i = recover_broad_result.results.size() - 1; 0 <= i; --i) {
btCollisionObject *otherObject = recover_broad_result.results[i].collision_object;
if (p_infinite_inertia && !otherObject->isStaticOrKinematicObject()) {
otherObject->activate(); // Force activation of hitten rigid, soft body
continue;
} else if (!p_body->get_bt_collision_object()->checkCollideWith(otherObject) || !otherObject->checkCollideWith(p_body->get_bt_collision_object()))
continue;
if (otherObject->getCollisionShape()->isCompound()) {
const btCompoundShape *cs = static_cast<const btCompoundShape *>(otherObject->getCollisionShape());
int shape_idx = recover_broad_result.results[i].compound_child_index;
ERR_FAIL_COND_V(shape_idx < 0 || shape_idx >= cs->getNumChildShapes(), false);
if (cs->getChildShape(shape_idx)->isConvex()) {
if (RFP_convex_convex_test(kin_shape.shape, static_cast<const btConvexShape *>(cs->getChildShape(shape_idx)), otherObject, shape_idx, shape_transform, otherObject->getWorldTransform() * cs->getChildTransform(shape_idx), p_recover_movement_scale, r_delta_recover_movement, r_recover_result)) {
penetration = true;
}
} else {
if (RFP_convex_world_test(kin_shape.shape, cs->getChildShape(shape_idx), p_body->get_bt_collision_object(), otherObject, kinIndex, shape_idx, shape_transform, otherObject->getWorldTransform() * cs->getChildTransform(shape_idx), p_recover_movement_scale, r_delta_recover_movement, r_recover_result)) {
penetration = true;
}
}
} else if (otherObject->getCollisionShape()->isConvex()) { /// Execute GJK test against object shape
if (RFP_convex_convex_test(kin_shape.shape, static_cast<const btConvexShape *>(otherObject->getCollisionShape()), otherObject, 0, shape_transform, otherObject->getWorldTransform(), p_recover_movement_scale, r_delta_recover_movement, r_recover_result)) {
penetration = true;
}
} else {
if (RFP_convex_world_test(kin_shape.shape, otherObject->getCollisionShape(), p_body->get_bt_collision_object(), otherObject, kinIndex, 0, shape_transform, otherObject->getWorldTransform(), p_recover_movement_scale, r_delta_recover_movement, r_recover_result)) {
penetration = true;
}
}
}
}
return penetration;
}
bool SpaceBullet::RFP_convex_convex_test(const btConvexShape *p_shapeA, const btConvexShape *p_shapeB, btCollisionObject *p_objectB, int p_shapeId_B, const btTransform &p_transformA, const btTransform &p_transformB, btScalar p_recover_movement_scale, btVector3 &r_delta_recover_movement, RecoverResult *r_recover_result) {
// Initialize GJK input
btGjkPairDetector::ClosestPointInput gjk_input;
gjk_input.m_transformA = p_transformA;
gjk_input.m_transformB = p_transformB;
// Perform GJK test
btPointCollector result;
btGjkPairDetector gjk_pair_detector(p_shapeA, p_shapeB, gjk_simplex_solver, gjk_epa_pen_solver);
gjk_pair_detector.getClosestPoints(gjk_input, result, 0);
if (0 > result.m_distance) {
// Has penetration
r_delta_recover_movement += result.m_normalOnBInWorld * (result.m_distance * -1 * p_recover_movement_scale);
if (r_recover_result) {
if (result.m_distance < r_recover_result->penetration_distance) {
r_recover_result->hasPenetration = true;
r_recover_result->other_collision_object = p_objectB;
r_recover_result->other_compound_shape_index = p_shapeId_B;
r_recover_result->penetration_distance = result.m_distance;
r_recover_result->pointWorld = result.m_pointInWorld;
r_recover_result->normal = result.m_normalOnBInWorld;
}
}
return true;
}
return false;
}
bool SpaceBullet::RFP_convex_world_test(const btConvexShape *p_shapeA, const btCollisionShape *p_shapeB, btCollisionObject *p_objectA, btCollisionObject *p_objectB, int p_shapeId_A, int p_shapeId_B, const btTransform &p_transformA, const btTransform &p_transformB, btScalar p_recover_movement_scale, btVector3 &r_delta_recover_movement, RecoverResult *r_recover_result) {
/// Contact test
btTransform tA(p_transformA);
btCollisionObjectWrapper obA(NULL, p_shapeA, p_objectA, tA, -1, p_shapeId_A);
btCollisionObjectWrapper obB(NULL, p_shapeB, p_objectB, p_transformB, -1, p_shapeId_B);
btCollisionAlgorithm *algorithm = dispatcher->findAlgorithm(&obA, &obB, NULL, BT_CONTACT_POINT_ALGORITHMS);
if (algorithm) {
GodotDeepPenetrationContactResultCallback contactPointResult(&obA, &obB);
//discrete collision detection query
algorithm->processCollision(&obA, &obB, dynamicsWorld->getDispatchInfo(), &contactPointResult);
algorithm->~btCollisionAlgorithm();
dispatcher->freeCollisionAlgorithm(algorithm);
if (contactPointResult.hasHit()) {
r_delta_recover_movement += contactPointResult.m_pointNormalWorld * (contactPointResult.m_penetration_distance * -1 * p_recover_movement_scale);
if (r_recover_result) {
if (contactPointResult.m_penetration_distance < r_recover_result->penetration_distance) {
r_recover_result->hasPenetration = true;
r_recover_result->other_collision_object = p_objectB;
r_recover_result->other_compound_shape_index = p_shapeId_B;
r_recover_result->penetration_distance = contactPointResult.m_penetration_distance;
r_recover_result->pointWorld = contactPointResult.m_pointWorld;
r_recover_result->normal = contactPointResult.m_pointNormalWorld;
}
}
return true;
}
}
return false;
}
int SpaceBullet::add_separation_result(PhysicsServer::SeparationResult *r_result, const SpaceBullet::RecoverResult &p_recover_result, int p_shape_id, const btCollisionObject *p_other_object) const {
// optimize results (ignore non-colliding)
if (p_recover_result.penetration_distance < 0.0) {
const btRigidBody *btRigid = static_cast<const btRigidBody *>(p_other_object);
CollisionObjectBullet *collisionObject = static_cast<CollisionObjectBullet *>(p_other_object->getUserPointer());
r_result->collision_depth = p_recover_result.penetration_distance;
B_TO_G(p_recover_result.pointWorld, r_result->collision_point);
B_TO_G(p_recover_result.normal, r_result->collision_normal);
B_TO_G(btRigid->getVelocityInLocalPoint(p_recover_result.pointWorld - btRigid->getWorldTransform().getOrigin()), r_result->collider_velocity);
r_result->collision_local_shape = p_shape_id;
r_result->collider_id = collisionObject->get_instance_id();
r_result->collider = collisionObject->get_self();
r_result->collider_shape = p_recover_result.other_compound_shape_index;
return 1;
} else {
return 0;
}
}
int SpaceBullet::recover_from_penetration_ray(RigidBodyBullet *p_body, const btTransform &p_body_position, btScalar p_recover_movement_scale, bool p_infinite_inertia, int p_result_max, btVector3 &r_delta_recover_movement, PhysicsServer::SeparationResult *r_results) {
// Calculate the cummulative AABB of all shapes of the kinematic body
btVector3 aabb_min, aabb_max;
bool shapes_found = false;
for (int kinIndex = p_body->get_kinematic_utilities()->shapes.size() - 1; 0 <= kinIndex; --kinIndex) {
const RigidBodyBullet::KinematicShape &kin_shape(p_body->get_kinematic_utilities()->shapes[kinIndex]);
if (!kin_shape.is_active()) {
continue;
}
if (kin_shape.shape->getShapeType() != CUSTOM_CONVEX_SHAPE_TYPE) {
continue;
}
btTransform shape_transform = p_body_position * kin_shape.transform;
shape_transform.getOrigin() += r_delta_recover_movement;
btVector3 shape_aabb_min, shape_aabb_max;
kin_shape.shape->getAabb(shape_transform, shape_aabb_min, shape_aabb_max);
if (!shapes_found) {
aabb_min = shape_aabb_min;
aabb_max = shape_aabb_max;
shapes_found = true;
} else {
aabb_min.setX((aabb_min.x() < shape_aabb_min.x()) ? aabb_min.x() : shape_aabb_min.x());
aabb_min.setY((aabb_min.y() < shape_aabb_min.y()) ? aabb_min.y() : shape_aabb_min.y());
aabb_min.setZ((aabb_min.z() < shape_aabb_min.z()) ? aabb_min.z() : shape_aabb_min.z());
aabb_max.setX((aabb_max.x() > shape_aabb_max.x()) ? aabb_max.x() : shape_aabb_max.x());
aabb_max.setY((aabb_max.y() > shape_aabb_max.y()) ? aabb_max.y() : shape_aabb_max.y());
aabb_max.setZ((aabb_max.z() > shape_aabb_max.z()) ? aabb_max.z() : shape_aabb_max.z());
}
}
// If there are no shapes then there is no penetration either
if (!shapes_found) {
return 0;
}
// Perform broadphase test
RecoverPenetrationBroadPhaseCallback recover_broad_result(p_body->get_bt_collision_object(), p_body->get_collision_layer(), p_body->get_collision_mask(), aabb_min, aabb_max);
dynamicsWorld->getBroadphase()->aabbTest(aabb_min, aabb_max, recover_broad_result);
int ray_count = 0;
// Perform narrowphase per shape
for (int kinIndex = p_body->get_kinematic_utilities()->shapes.size() - 1; 0 <= kinIndex; --kinIndex) {
if (ray_count >= p_result_max) {
break;
}
const RigidBodyBullet::KinematicShape &kin_shape(p_body->get_kinematic_utilities()->shapes[kinIndex]);
if (!kin_shape.is_active()) {
continue;
}
if (kin_shape.shape->getShapeType() != CUSTOM_CONVEX_SHAPE_TYPE) {
continue;
}
btTransform shape_transform = p_body_position * kin_shape.transform;
shape_transform.getOrigin() += r_delta_recover_movement;
for (int i = recover_broad_result.results.size() - 1; 0 <= i; --i) {
btCollisionObject *otherObject = recover_broad_result.results[i].collision_object;
if (p_infinite_inertia && !otherObject->isStaticOrKinematicObject()) {
otherObject->activate(); // Force activation of hitten rigid, soft body
continue;
} else if (!p_body->get_bt_collision_object()->checkCollideWith(otherObject) || !otherObject->checkCollideWith(p_body->get_bt_collision_object()))
continue;
if (otherObject->getCollisionShape()->isCompound()) {
const btCompoundShape *cs = static_cast<const btCompoundShape *>(otherObject->getCollisionShape());
int shape_idx = recover_broad_result.results[i].compound_child_index;
ERR_FAIL_COND_V(shape_idx < 0 || shape_idx >= cs->getNumChildShapes(), false);
RecoverResult recover_result;
if (RFP_convex_world_test(kin_shape.shape, cs->getChildShape(shape_idx), p_body->get_bt_collision_object(), otherObject, kinIndex, shape_idx, shape_transform, otherObject->getWorldTransform() * cs->getChildTransform(shape_idx), p_recover_movement_scale, r_delta_recover_movement, &recover_result)) {
ray_count = add_separation_result(&r_results[ray_count], recover_result, kinIndex, otherObject);
}
} else {
RecoverResult recover_result;
if (RFP_convex_world_test(kin_shape.shape, otherObject->getCollisionShape(), p_body->get_bt_collision_object(), otherObject, kinIndex, 0, shape_transform, otherObject->getWorldTransform(), p_recover_movement_scale, r_delta_recover_movement, &recover_result)) {
ray_count = add_separation_result(&r_results[ray_count], recover_result, kinIndex, otherObject);
}
}
}
}
return ray_count;
}