virtualx-engine/servers/physics_2d/body_pair_2d_sw.cpp
Juan Linietsky b324ff7ea5 A bit of everything:
-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM.
-New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally.
-Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept.
-Several fixes and improvements to SurfaceTool.
-Anti Aliasing added to WorldEnvironment effects (using FXAA)
-2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which.
-2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before)
-Viewport render target textures can now be filtered.
-Few fixes in GDscript make it easier to work with static functions and class members.
-Several and many bugfixes.
2014-05-14 01:22:15 -03:00

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14 KiB
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/*************************************************************************/
/* body_pair_2d_sw.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
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/* */
/* 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 */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/*************************************************************************/
#include "body_pair_2d_sw.h"
#include "collision_solver_2d_sw.h"
#include "space_2d_sw.h"
#define POSITION_CORRECTION
#define ACCUMULATE_IMPULSES
void BodyPair2DSW::_add_contact(const Vector2& p_point_A,const Vector2& p_point_B,void *p_self) {
BodyPair2DSW *self = (BodyPair2DSW *)p_self;
self->_contact_added_callback(p_point_A,p_point_B);
}
void BodyPair2DSW::_contact_added_callback(const Vector2& p_point_A,const Vector2& p_point_B) {
// check if we already have the contact
Vector2 local_A = A->get_inv_transform().basis_xform(p_point_A);
Vector2 local_B = B->get_inv_transform().basis_xform(p_point_B-offset_B);
int new_index = contact_count;
ERR_FAIL_COND( new_index >= (MAX_CONTACTS+1) );
Contact contact;
contact.acc_normal_impulse=0;
contact.acc_bias_impulse=0;
contact.acc_tangent_impulse=0;
contact.local_A=local_A;
contact.local_B=local_B;
contact.reused=true;
contact.normal=(p_point_A-p_point_B).normalized();
// attempt to determine if the contact will be reused
real_t recycle_radius_2 = space->get_contact_recycle_radius() * space->get_contact_recycle_radius();
for (int i=0;i<contact_count;i++) {
Contact& c = contacts[i];
if (
c.local_A.distance_squared_to( local_A ) < (recycle_radius_2) &&
c.local_B.distance_squared_to( local_B ) < (recycle_radius_2) ) {
contact.acc_normal_impulse=c.acc_normal_impulse;
contact.acc_tangent_impulse=c.acc_tangent_impulse;
contact.acc_bias_impulse=c.acc_bias_impulse;
new_index=i;
break;
}
}
// figure out if the contact amount must be reduced to fit the new contact
if (new_index == MAX_CONTACTS) {
// remove the contact with the minimum depth
int least_deep=-1;
real_t min_depth=1e10;
for (int i=0;i<=contact_count;i++) {
Contact& c = (i==contact_count)?contact:contacts[i];
Vector2 global_A = A->get_transform().basis_xform(c.local_A);
Vector2 global_B = B->get_transform().basis_xform(c.local_B)+offset_B;
Vector2 axis = global_A - global_B;
float depth = axis.dot( c.normal );
if (depth<min_depth) {
min_depth=depth;
least_deep=i;
}
}
ERR_FAIL_COND(least_deep==-1);
if (least_deep < contact_count) { //replace the last deep contact by the new one
contacts[least_deep]=contact;
}
return;
}
contacts[new_index]=contact;
if (new_index==contact_count) {
contact_count++;
}
}
void BodyPair2DSW::_validate_contacts() {
//make sure to erase contacts that are no longer valid
real_t max_separation = space->get_contact_max_separation();
real_t max_separation2 = max_separation*max_separation;
for (int i=0;i<contact_count;i++) {
Contact& c = contacts[i];
bool erase=false;
if (c.reused==false) {
//was left behind in previous frame
erase=true;
} else {
c.reused=false;
Vector2 global_A = A->get_transform().basis_xform(c.local_A);
Vector2 global_B = B->get_transform().basis_xform(c.local_B)+offset_B;
Vector2 axis = global_A - global_B;
float depth = axis.dot( c.normal );
if (depth < -max_separation || (global_B + c.normal * depth - global_A).length_squared() > max_separation2) {
erase=true;
}
}
if (erase) {
// contact no longer needed, remove
if ((i+1) < contact_count) {
// swap with the last one
SWAP( contacts[i], contacts[ contact_count-1 ] );
}
i--;
contact_count--;
}
}
}
bool BodyPair2DSW::_test_ccd(float p_step,Body2DSW *p_A, int p_shape_A,const Matrix32& p_xform_A,Body2DSW *p_B, int p_shape_B,const Matrix32& p_xform_B,bool p_swap_result) {
Vector2 motion = p_A->get_linear_velocity()*p_step;
real_t mlen = motion.length();
if (mlen<CMP_EPSILON)
return false;
Vector2 mnormal = motion / mlen;
real_t min,max;
p_A->get_shape(p_shape_A)->project_rangev(mnormal,p_xform_A,min,max);
bool fast_object = mlen > (max-min)*0.3; //going too fast in that direction
if (fast_object) { //did it move enough in this direction to even attempt raycast? let's say it should move more than 1/3 the size of the object in that axis
return false;
}
//cast a segment from support in motion normal, in the same direction of motion by motion length
//support is the worst case collision point, so real collision happened before
int a;
Vector2 s[2];
p_A->get_shape(p_shape_A)->get_supports(p_xform_A.basis_xform(mnormal).normalized(),s,a);
Vector2 from = p_xform_A.xform(s[0]);
Vector2 to = from + motion;
Matrix32 from_inv = p_xform_B.affine_inverse();
Vector2 local_from = from_inv.xform(from-mnormal*mlen*0.1); //start from a little inside the bounding box
Vector2 local_to = from_inv.xform(to);
Vector2 rpos,rnorm;
if (!p_B->get_shape(p_shape_B)->intersect_segment(local_from,local_to,rpos,rnorm))
return false;
//ray hit something
Vector2 hitpos = p_xform_B.xform(rpos);
Vector2 contact_A = to;
Vector2 contact_B = hitpos;
//create a contact
if (p_swap_result)
_contact_added_callback(contact_B,contact_A);
else
_contact_added_callback(contact_A,contact_B);
return true;
}
bool BodyPair2DSW::setup(float p_step) {
//cannot collide
if ((A->get_layer_mask()&B->get_layer_mask())==0 || A->has_exception(B->get_self()) || B->has_exception(A->get_self()) || (A->get_mode()<=Physics2DServer::BODY_MODE_KINEMATIC && B->get_mode()<=Physics2DServer::BODY_MODE_KINEMATIC)) {
collided=false;
return false;
}
//use local A coordinates to avoid numerical issues on collision detection
offset_B = B->get_transform().get_origin() - A->get_transform().get_origin();
_validate_contacts();
Vector2 offset_A = A->get_transform().get_origin();
Matrix32 xform_Au = A->get_transform().untranslated();
Matrix32 xform_A = xform_Au * A->get_shape_transform(shape_A);
Matrix32 xform_Bu = B->get_transform();
xform_Bu.elements[2]-=A->get_transform().get_origin();
Matrix32 xform_B = xform_Bu * B->get_shape_transform(shape_B);
Shape2DSW *shape_A_ptr=A->get_shape(shape_A);
Shape2DSW *shape_B_ptr=B->get_shape(shape_B);
Vector2 motion_A,motion_B;
if (A->get_continuous_collision_detection_mode()==Physics2DServer::CCD_MODE_CAST_SHAPE) {
motion_A=A->get_motion();
}
if (B->get_continuous_collision_detection_mode()==Physics2DServer::CCD_MODE_CAST_SHAPE) {
motion_B=B->get_motion();
}
//faster to set than to check..
collided = CollisionSolver2DSW::solve(shape_A_ptr,xform_A,motion_A,shape_B_ptr,xform_B,motion_B,_add_contact,this,&sep_axis);
if (!collided) {
//test ccd (currently just a raycast)
if (A->get_continuous_collision_detection_mode()==Physics2DServer::CCD_MODE_CAST_RAY && A->get_mode()>Physics2DServer::BODY_MODE_KINEMATIC) {
if (_test_ccd(p_step,A,shape_A,xform_A,B,shape_B,xform_B))
collided=true;
}
if (B->get_continuous_collision_detection_mode()==Physics2DServer::CCD_MODE_CAST_RAY && B->get_mode()>Physics2DServer::BODY_MODE_KINEMATIC) {
if (_test_ccd(p_step,B,shape_B,xform_B,A,shape_A,xform_A,true))
collided=true;
}
if (!collided)
return false;
}
real_t max_penetration = space->get_contact_max_allowed_penetration();
float bias = 0.3f;
if (shape_A_ptr->get_custom_bias() || shape_B_ptr->get_custom_bias()) {
if (shape_A_ptr->get_custom_bias()==0)
bias=shape_B_ptr->get_custom_bias();
else if (shape_B_ptr->get_custom_bias()==0)
bias=shape_A_ptr->get_custom_bias();
else
bias=(shape_B_ptr->get_custom_bias()+shape_A_ptr->get_custom_bias())*0.5;
}
cc=0;
real_t inv_dt = 1.0/p_step;
for (int i = 0; i < contact_count; i++) {
Contact& c = contacts[i];
Vector2 global_A = xform_Au.xform(c.local_A);
Vector2 global_B = xform_Bu.xform(c.local_B);
real_t depth = c.normal.dot(global_A - global_B);
if (depth<=0 || !c.reused) {
c.active=false;
continue;
}
c.active=true;
int gather_A = A->can_report_contacts();
int gather_B = B->can_report_contacts();
c.rA = global_A;
c.rB = global_B-offset_B;
if (gather_A | gather_B) {
//Vector2 crB( -B->get_angular_velocity() * c.rB.y, B->get_angular_velocity() * c.rB.x );
global_A+=offset_A;
global_B+=offset_A;
if (gather_A) {
Vector2 crB( -B->get_angular_velocity() * c.rB.y, B->get_angular_velocity() * c.rB.x );
A->add_contact(global_A,-c.normal,depth,shape_A,global_B,shape_B,B->get_instance_id(),B->get_self(),crB+B->get_linear_velocity());
}
if (gather_B) {
Vector2 crA( -A->get_angular_velocity() * c.rA.y, A->get_angular_velocity() * c.rA.x );
B->add_contact(global_B,c.normal,depth,shape_B,global_A,shape_A,A->get_instance_id(),A->get_self(),crA+A->get_linear_velocity());
}
}
if (A->is_shape_set_as_trigger(shape_A) || B->is_shape_set_as_trigger(shape_B)) {
c.active=false;
collided=false;
}
// Precompute normal mass, tangent mass, and bias.
real_t rnA = c.rA.dot(c.normal);
real_t rnB = c.rB.dot(c.normal);
real_t kNormal = A->get_inv_mass() + B->get_inv_mass();
kNormal += A->get_inv_inertia() * (c.rA.dot(c.rA) - rnA * rnA) + B->get_inv_inertia() * (c.rB.dot(c.rB) - rnB * rnB);
c.mass_normal = 1.0f / kNormal;
Vector2 tangent = c.normal.tangent();
real_t rtA = c.rA.dot(tangent);
real_t rtB = c.rB.dot(tangent);
real_t kTangent = A->get_inv_mass() + B->get_inv_mass();
kTangent += A->get_inv_inertia() * (c.rA.dot(c.rA) - rtA * rtA) + B->get_inv_inertia() * (c.rB.dot(c.rB) - rtB * rtB);
c.mass_tangent = 1.0f / kTangent;
c.bias = -bias * inv_dt * MIN(0.0f, -depth + max_penetration);
c.depth=depth;
//c.acc_bias_impulse=0;
#ifdef ACCUMULATE_IMPULSES
{
// Apply normal + friction impulse
Vector2 P = c.acc_normal_impulse * c.normal + c.acc_tangent_impulse * tangent;
A->apply_impulse(c.rA,-P);
B->apply_impulse(c.rB, P);
}
#endif
c.bounce=MAX(A->get_bounce(),B->get_bounce());
if (c.bounce) {
Vector2 crA( -A->get_angular_velocity() * c.rA.y, A->get_angular_velocity() * c.rA.x );
Vector2 crB( -B->get_angular_velocity() * c.rB.y, B->get_angular_velocity() * c.rB.x );
Vector2 dv = B->get_linear_velocity() + crB - A->get_linear_velocity() - crA;
c.bounce = c.bounce * dv.dot(c.normal);
}
}
return true;
}
void BodyPair2DSW::solve(float p_step) {
if (!collided)
return;
for (int i = 0; i < contact_count; ++i) {
Contact& c = contacts[i];
cc++;
if (!c.active)
continue;
// Relative velocity at contact
Vector2 crA( -A->get_angular_velocity() * c.rA.y, A->get_angular_velocity() * c.rA.x );
Vector2 crB( -B->get_angular_velocity() * c.rB.y, B->get_angular_velocity() * c.rB.x );
Vector2 dv = B->get_linear_velocity() + crB - A->get_linear_velocity() - crA;
Vector2 crbA( -A->get_biased_angular_velocity() * c.rA.y, A->get_biased_angular_velocity() * c.rA.x );
Vector2 crbB( -B->get_biased_angular_velocity() * c.rB.y, B->get_biased_angular_velocity() * c.rB.x );
Vector2 dbv = B->get_biased_linear_velocity() + crbB - A->get_biased_linear_velocity() - crbA;
real_t vn = dv.dot(c.normal);
real_t vbn = dbv.dot(c.normal);
Vector2 tangent = c.normal.tangent();
real_t vt = dv.dot(tangent);
real_t jbn = (c.bias - vbn)*c.mass_normal;
real_t jbnOld = c.acc_bias_impulse;
c.acc_bias_impulse = MAX(jbnOld + jbn, 0.0f);
Vector2 jb = c.normal * (c.acc_bias_impulse - jbnOld);
A->apply_bias_impulse(c.rA,-jb);
B->apply_bias_impulse(c.rB, jb);
real_t jn = -(c.bounce + vn)*c.mass_normal;
real_t jnOld = c.acc_normal_impulse;
c.acc_normal_impulse = MAX(jnOld + jn, 0.0f);
real_t friction = A->get_friction() * B->get_friction();
real_t jtMax = friction*c.acc_normal_impulse;
real_t jt = -vt*c.mass_tangent;
real_t jtOld = c.acc_tangent_impulse;
c.acc_tangent_impulse = CLAMP(jtOld + jt, -jtMax, jtMax);
Vector2 j =c.normal * (c.acc_normal_impulse - jnOld) + tangent * ( c.acc_tangent_impulse - jtOld );
A->apply_impulse(c.rA,-j);
B->apply_impulse(c.rB, j);
}
}
BodyPair2DSW::BodyPair2DSW(Body2DSW *p_A, int p_shape_A,Body2DSW *p_B, int p_shape_B) : Constraint2DSW(_arr,2) {
A=p_A;
B=p_B;
shape_A=p_shape_A;
shape_B=p_shape_B;
space=A->get_space();
A->add_constraint(this,0);
B->add_constraint(this,1);
contact_count=0;
collided=false;
}
BodyPair2DSW::~BodyPair2DSW() {
A->remove_constraint(this);
B->remove_constraint(this);
}