595 lines
18 KiB
C++
595 lines
18 KiB
C++
/*************************************************************************/
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/* shape_bullet.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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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 "shape_bullet.h"
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#include "btRayShape.h"
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#include "bullet_physics_server.h"
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#include "bullet_types_converter.h"
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#include "bullet_utilities.h"
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#include "core/project_settings.h"
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#include "shape_owner_bullet.h"
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#include <BulletCollision/CollisionDispatch/btInternalEdgeUtility.h>
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#include <BulletCollision/CollisionShapes/btConvexPointCloudShape.h>
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#include <BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h>
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#include <btBulletCollisionCommon.h>
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/**
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@author AndreaCatania
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*/
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ShapeBullet::ShapeBullet() :
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margin(0.04) {}
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ShapeBullet::~ShapeBullet() {}
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btCollisionShape *ShapeBullet::create_bt_shape(const Vector3 &p_implicit_scale, real_t p_extra_edge) {
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btVector3 s;
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G_TO_B(p_implicit_scale, s);
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return create_bt_shape(s, p_extra_edge);
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}
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btCollisionShape *ShapeBullet::prepare(btCollisionShape *p_btShape) const {
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p_btShape->setUserPointer(const_cast<ShapeBullet *>(this));
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p_btShape->setMargin(margin);
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return p_btShape;
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}
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void ShapeBullet::notifyShapeChanged() {
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for (Map<ShapeOwnerBullet *, int>::Element *E = owners.front(); E; E = E->next()) {
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ShapeOwnerBullet *owner = static_cast<ShapeOwnerBullet *>(E->key());
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owner->shape_changed(owner->find_shape(this));
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}
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}
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void ShapeBullet::add_owner(ShapeOwnerBullet *p_owner) {
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Map<ShapeOwnerBullet *, int>::Element *E = owners.find(p_owner);
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if (E) {
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E->get()++;
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} else {
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owners[p_owner] = 1; // add new owner
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}
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}
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void ShapeBullet::remove_owner(ShapeOwnerBullet *p_owner, bool p_permanentlyFromThisBody) {
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Map<ShapeOwnerBullet *, int>::Element *E = owners.find(p_owner);
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if (!E) return;
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E->get()--;
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if (p_permanentlyFromThisBody || 0 >= E->get()) {
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owners.erase(E);
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}
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}
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bool ShapeBullet::is_owner(ShapeOwnerBullet *p_owner) const {
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return owners.has(p_owner);
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}
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const Map<ShapeOwnerBullet *, int> &ShapeBullet::get_owners() const {
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return owners;
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}
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void ShapeBullet::set_margin(real_t p_margin) {
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margin = p_margin;
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notifyShapeChanged();
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}
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real_t ShapeBullet::get_margin() const {
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return margin;
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}
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btEmptyShape *ShapeBullet::create_shape_empty() {
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return bulletnew(btEmptyShape);
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}
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btStaticPlaneShape *ShapeBullet::create_shape_plane(const btVector3 &planeNormal, btScalar planeConstant) {
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return bulletnew(btStaticPlaneShape(planeNormal, planeConstant));
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}
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btSphereShape *ShapeBullet::create_shape_sphere(btScalar radius) {
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return bulletnew(btSphereShape(radius));
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}
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btBoxShape *ShapeBullet::create_shape_box(const btVector3 &boxHalfExtents) {
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return bulletnew(btBoxShape(boxHalfExtents));
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}
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btCapsuleShape *ShapeBullet::create_shape_capsule(btScalar radius, btScalar height) {
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return bulletnew(btCapsuleShape(radius, height));
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}
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btCylinderShape *ShapeBullet::create_shape_cylinder(btScalar radius, btScalar height) {
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return bulletnew(btCylinderShape(btVector3(radius, height / 2.0, radius)));
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}
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btConvexPointCloudShape *ShapeBullet::create_shape_convex(btAlignedObjectArray<btVector3> &p_vertices, const btVector3 &p_local_scaling) {
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return bulletnew(btConvexPointCloudShape(&p_vertices[0], p_vertices.size(), p_local_scaling));
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}
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btScaledBvhTriangleMeshShape *ShapeBullet::create_shape_concave(btBvhTriangleMeshShape *p_mesh_shape, const btVector3 &p_local_scaling) {
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if (p_mesh_shape) {
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return bulletnew(btScaledBvhTriangleMeshShape(p_mesh_shape, p_local_scaling));
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} else {
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return nullptr;
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}
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}
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btHeightfieldTerrainShape *ShapeBullet::create_shape_height_field(Vector<real_t> &p_heights, int p_width, int p_depth, real_t p_min_height, real_t p_max_height) {
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const btScalar ignoredHeightScale(1);
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const int YAxis = 1; // 0=X, 1=Y, 2=Z
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const bool flipQuadEdges = false;
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const void *heightsPtr = p_heights.ptr();
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btHeightfieldTerrainShape *heightfield = bulletnew(btHeightfieldTerrainShape(p_width, p_depth, heightsPtr, ignoredHeightScale, p_min_height, p_max_height, YAxis, PHY_FLOAT, flipQuadEdges));
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// The shape can be created without params when you do PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_HEIGHTMAP)
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if (heightsPtr)
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heightfield->buildAccelerator(16);
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return heightfield;
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}
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btRayShape *ShapeBullet::create_shape_ray(real_t p_length, bool p_slips_on_slope) {
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btRayShape *r(bulletnew(btRayShape(p_length)));
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r->setSlipsOnSlope(p_slips_on_slope);
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return r;
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}
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/* PLANE */
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PlaneShapeBullet::PlaneShapeBullet() :
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ShapeBullet() {}
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void PlaneShapeBullet::set_data(const Variant &p_data) {
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setup(p_data);
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}
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Variant PlaneShapeBullet::get_data() const {
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return plane;
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}
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PhysicsServer3D::ShapeType PlaneShapeBullet::get_type() const {
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return PhysicsServer3D::SHAPE_PLANE;
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}
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void PlaneShapeBullet::setup(const Plane &p_plane) {
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plane = p_plane;
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notifyShapeChanged();
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}
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btCollisionShape *PlaneShapeBullet::create_bt_shape(const btVector3 &p_implicit_scale, real_t p_extra_edge) {
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btVector3 btPlaneNormal;
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G_TO_B(plane.normal, btPlaneNormal);
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return prepare(PlaneShapeBullet::create_shape_plane(btPlaneNormal, plane.d));
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}
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/* Sphere */
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SphereShapeBullet::SphereShapeBullet() :
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ShapeBullet() {}
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void SphereShapeBullet::set_data(const Variant &p_data) {
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setup(p_data);
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}
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Variant SphereShapeBullet::get_data() const {
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return radius;
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}
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PhysicsServer3D::ShapeType SphereShapeBullet::get_type() const {
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return PhysicsServer3D::SHAPE_SPHERE;
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}
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void SphereShapeBullet::setup(real_t p_radius) {
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radius = p_radius;
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notifyShapeChanged();
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}
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btCollisionShape *SphereShapeBullet::create_bt_shape(const btVector3 &p_implicit_scale, real_t p_extra_edge) {
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return prepare(ShapeBullet::create_shape_sphere(radius * p_implicit_scale[0] + p_extra_edge));
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}
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/* Box */
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BoxShapeBullet::BoxShapeBullet() :
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ShapeBullet() {}
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void BoxShapeBullet::set_data(const Variant &p_data) {
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setup(p_data);
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}
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Variant BoxShapeBullet::get_data() const {
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Vector3 g_half_extents;
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B_TO_G(half_extents, g_half_extents);
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return g_half_extents;
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}
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PhysicsServer3D::ShapeType BoxShapeBullet::get_type() const {
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return PhysicsServer3D::SHAPE_BOX;
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}
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void BoxShapeBullet::setup(const Vector3 &p_half_extents) {
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G_TO_B(p_half_extents, half_extents);
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notifyShapeChanged();
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}
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btCollisionShape *BoxShapeBullet::create_bt_shape(const btVector3 &p_implicit_scale, real_t p_extra_edge) {
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return prepare(ShapeBullet::create_shape_box((half_extents * p_implicit_scale) + btVector3(p_extra_edge, p_extra_edge, p_extra_edge)));
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}
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/* Capsule */
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CapsuleShapeBullet::CapsuleShapeBullet() :
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ShapeBullet() {}
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void CapsuleShapeBullet::set_data(const Variant &p_data) {
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Dictionary d = p_data;
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ERR_FAIL_COND(!d.has("radius"));
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ERR_FAIL_COND(!d.has("height"));
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setup(d["height"], d["radius"]);
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}
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Variant CapsuleShapeBullet::get_data() const {
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Dictionary d;
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d["radius"] = radius;
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d["height"] = height;
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return d;
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}
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PhysicsServer3D::ShapeType CapsuleShapeBullet::get_type() const {
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return PhysicsServer3D::SHAPE_CAPSULE;
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}
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void CapsuleShapeBullet::setup(real_t p_height, real_t p_radius) {
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radius = p_radius;
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height = p_height;
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notifyShapeChanged();
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}
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btCollisionShape *CapsuleShapeBullet::create_bt_shape(const btVector3 &p_implicit_scale, real_t p_extra_edge) {
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return prepare(ShapeBullet::create_shape_capsule(radius * p_implicit_scale[0] + p_extra_edge, height * p_implicit_scale[1] + p_extra_edge));
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}
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/* Cylinder */
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CylinderShapeBullet::CylinderShapeBullet() :
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ShapeBullet() {}
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void CylinderShapeBullet::set_data(const Variant &p_data) {
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Dictionary d = p_data;
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ERR_FAIL_COND(!d.has("radius"));
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ERR_FAIL_COND(!d.has("height"));
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setup(d["height"], d["radius"]);
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}
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Variant CylinderShapeBullet::get_data() const {
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Dictionary d;
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d["radius"] = radius;
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d["height"] = height;
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return d;
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}
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PhysicsServer3D::ShapeType CylinderShapeBullet::get_type() const {
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return PhysicsServer3D::SHAPE_CYLINDER;
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}
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void CylinderShapeBullet::setup(real_t p_height, real_t p_radius) {
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radius = p_radius;
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height = p_height;
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notifyShapeChanged();
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}
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btCollisionShape *CylinderShapeBullet::create_bt_shape(const btVector3 &p_implicit_scale, real_t p_margin) {
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return prepare(ShapeBullet::create_shape_cylinder(radius * p_implicit_scale[0] + p_margin, height * p_implicit_scale[1] + p_margin));
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}
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/* Convex polygon */
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ConvexPolygonShapeBullet::ConvexPolygonShapeBullet() :
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ShapeBullet() {}
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void ConvexPolygonShapeBullet::set_data(const Variant &p_data) {
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setup(p_data);
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}
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void ConvexPolygonShapeBullet::get_vertices(Vector<Vector3> &out_vertices) {
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const int n_of_vertices = vertices.size();
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out_vertices.resize(n_of_vertices);
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for (int i = n_of_vertices - 1; 0 <= i; --i) {
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B_TO_G(vertices[i], out_vertices.write[i]);
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}
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}
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Variant ConvexPolygonShapeBullet::get_data() const {
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ConvexPolygonShapeBullet *variable_self = const_cast<ConvexPolygonShapeBullet *>(this);
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Vector<Vector3> out_vertices;
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variable_self->get_vertices(out_vertices);
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return out_vertices;
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}
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PhysicsServer3D::ShapeType ConvexPolygonShapeBullet::get_type() const {
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return PhysicsServer3D::SHAPE_CONVEX_POLYGON;
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}
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void ConvexPolygonShapeBullet::setup(const Vector<Vector3> &p_vertices) {
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// Make a copy of vertices
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const int n_of_vertices = p_vertices.size();
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vertices.resize(n_of_vertices);
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for (int i = n_of_vertices - 1; 0 <= i; --i) {
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G_TO_B(p_vertices[i], vertices[i]);
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}
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notifyShapeChanged();
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}
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btCollisionShape *ConvexPolygonShapeBullet::create_bt_shape(const btVector3 &p_implicit_scale, real_t p_extra_edge) {
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if (!vertices.size())
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// This is necessary since 0 vertices
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return prepare(ShapeBullet::create_shape_empty());
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btCollisionShape *cs(ShapeBullet::create_shape_convex(vertices));
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cs->setLocalScaling(p_implicit_scale);
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prepare(cs);
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return cs;
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}
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/* Concave polygon */
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ConcavePolygonShapeBullet::ConcavePolygonShapeBullet() :
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ShapeBullet(),
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meshShape(nullptr) {}
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ConcavePolygonShapeBullet::~ConcavePolygonShapeBullet() {
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if (meshShape) {
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delete meshShape->getMeshInterface();
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delete meshShape->getTriangleInfoMap();
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bulletdelete(meshShape);
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}
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faces = Vector<Vector3>();
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}
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void ConcavePolygonShapeBullet::set_data(const Variant &p_data) {
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setup(p_data);
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}
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Variant ConcavePolygonShapeBullet::get_data() const {
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return faces;
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}
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PhysicsServer3D::ShapeType ConcavePolygonShapeBullet::get_type() const {
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return PhysicsServer3D::SHAPE_CONCAVE_POLYGON;
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}
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void ConcavePolygonShapeBullet::setup(Vector<Vector3> p_faces) {
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faces = p_faces;
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if (meshShape) {
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/// Clear previous created shape
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delete meshShape->getMeshInterface();
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delete meshShape->getTriangleInfoMap();
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bulletdelete(meshShape);
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}
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int src_face_count = faces.size();
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if (0 < src_face_count) {
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// It counts the faces and assert the array contains the correct number of vertices.
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ERR_FAIL_COND(src_face_count % 3);
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btTriangleMesh *shapeInterface = bulletnew(btTriangleMesh);
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src_face_count /= 3;
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const Vector3 *r = p_faces.ptr();
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const Vector3 *facesr = r;
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btVector3 supVec_0;
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btVector3 supVec_1;
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btVector3 supVec_2;
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for (int i = 0; i < src_face_count; ++i) {
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G_TO_B(facesr[i * 3 + 0], supVec_0);
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G_TO_B(facesr[i * 3 + 1], supVec_1);
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G_TO_B(facesr[i * 3 + 2], supVec_2);
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// Inverted from standard godot otherwise btGenerateInternalEdgeInfo generates wrong edge info
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shapeInterface->addTriangle(supVec_2, supVec_1, supVec_0);
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}
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const bool useQuantizedAabbCompression = true;
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meshShape = bulletnew(btBvhTriangleMeshShape(shapeInterface, useQuantizedAabbCompression));
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if (GLOBAL_DEF("physics/3d/smooth_trimesh_collision", false)) {
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btTriangleInfoMap *triangleInfoMap = new btTriangleInfoMap();
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btGenerateInternalEdgeInfo(meshShape, triangleInfoMap);
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}
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} else {
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meshShape = nullptr;
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ERR_PRINT("The faces count are 0, the mesh shape cannot be created");
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}
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notifyShapeChanged();
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}
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btCollisionShape *ConcavePolygonShapeBullet::create_bt_shape(const btVector3 &p_implicit_scale, real_t p_extra_edge) {
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btCollisionShape *cs = ShapeBullet::create_shape_concave(meshShape);
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if (!cs)
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// This is necessary since if 0 faces the creation of concave return null
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cs = ShapeBullet::create_shape_empty();
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cs->setLocalScaling(p_implicit_scale);
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prepare(cs);
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cs->setMargin(0);
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return cs;
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}
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/* Height map shape */
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HeightMapShapeBullet::HeightMapShapeBullet() :
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ShapeBullet() {}
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void HeightMapShapeBullet::set_data(const Variant &p_data) {
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ERR_FAIL_COND(p_data.get_type() != Variant::DICTIONARY);
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Dictionary d = p_data;
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ERR_FAIL_COND(!d.has("width"));
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ERR_FAIL_COND(!d.has("depth"));
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ERR_FAIL_COND(!d.has("heights"));
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real_t l_min_height = 0.0;
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real_t l_max_height = 0.0;
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// If specified, min and max height will be used as precomputed values
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if (d.has("min_height"))
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l_min_height = d["min_height"];
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if (d.has("max_height"))
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l_max_height = d["max_height"];
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ERR_FAIL_COND(l_min_height > l_max_height);
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int l_width = d["width"];
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int l_depth = d["depth"];
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// TODO This code will need adjustments if real_t is set to `double`,
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// because that precision is unnecessary for a heightmap and Bullet doesn't support it...
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Vector<real_t> l_heights;
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Variant l_heights_v = d["heights"];
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if (l_heights_v.get_type() == Variant::PACKED_FLOAT32_ARRAY) {
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// Ready-to-use heights can be passed
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l_heights = l_heights_v;
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} else if (l_heights_v.get_type() == Variant::OBJECT) {
|
|
// If an image is passed, we have to convert it to a format Bullet supports.
|
|
// this would be expensive to do with a script, so it's nice to have it here.
|
|
|
|
Ref<Image> l_image = l_heights_v;
|
|
ERR_FAIL_COND(l_image.is_null());
|
|
|
|
// Float is the only common format between Godot and Bullet that can be used for decent collision.
|
|
// (Int16 would be nice too but we still don't have it)
|
|
// We could convert here automatically but it's better to not be intrusive and let the caller do it if necessary.
|
|
ERR_FAIL_COND(l_image->get_format() != Image::FORMAT_RF);
|
|
|
|
PackedByteArray im_data = l_image->get_data();
|
|
|
|
l_heights.resize(l_image->get_width() * l_image->get_height());
|
|
|
|
real_t *w = l_heights.ptrw();
|
|
const uint8_t *r = im_data.ptr();
|
|
float *rp = (float *)r;
|
|
// At this point, `rp` could be used directly for Bullet, but I don't know how safe it would be.
|
|
|
|
for (int i = 0; i < l_heights.size(); ++i) {
|
|
w[i] = rp[i];
|
|
}
|
|
|
|
} else {
|
|
ERR_FAIL_MSG("Expected PackedFloat32Array or float Image.");
|
|
}
|
|
|
|
ERR_FAIL_COND(l_width <= 0);
|
|
ERR_FAIL_COND(l_depth <= 0);
|
|
ERR_FAIL_COND(l_heights.size() != (l_width * l_depth));
|
|
|
|
// Compute min and max heights if not specified.
|
|
if (!d.has("min_height") && !d.has("max_height")) {
|
|
|
|
const real_t *r = l_heights.ptr();
|
|
int heights_size = l_heights.size();
|
|
|
|
for (int i = 0; i < heights_size; ++i) {
|
|
real_t h = r[i];
|
|
|
|
if (h < l_min_height) {
|
|
l_min_height = h;
|
|
} else if (h > l_max_height) {
|
|
l_max_height = h;
|
|
}
|
|
}
|
|
}
|
|
|
|
setup(l_heights, l_width, l_depth, l_min_height, l_max_height);
|
|
}
|
|
|
|
Variant HeightMapShapeBullet::get_data() const {
|
|
ERR_FAIL_V(Variant());
|
|
}
|
|
|
|
PhysicsServer3D::ShapeType HeightMapShapeBullet::get_type() const {
|
|
return PhysicsServer3D::SHAPE_HEIGHTMAP;
|
|
}
|
|
|
|
void HeightMapShapeBullet::setup(Vector<real_t> &p_heights, int p_width, int p_depth, real_t p_min_height, real_t p_max_height) {
|
|
// TODO cell size must be tweaked using localScaling, which is a shared property for all Bullet shapes
|
|
|
|
// If this array is resized outside of here, it should be preserved due to CoW
|
|
heights = p_heights;
|
|
|
|
width = p_width;
|
|
depth = p_depth;
|
|
min_height = p_min_height;
|
|
max_height = p_max_height;
|
|
notifyShapeChanged();
|
|
}
|
|
|
|
btCollisionShape *HeightMapShapeBullet::create_bt_shape(const btVector3 &p_implicit_scale, real_t p_extra_edge) {
|
|
btCollisionShape *cs(ShapeBullet::create_shape_height_field(heights, width, depth, min_height, max_height));
|
|
cs->setLocalScaling(p_implicit_scale);
|
|
prepare(cs);
|
|
return cs;
|
|
}
|
|
|
|
/* Ray shape */
|
|
RayShapeBullet::RayShapeBullet() :
|
|
ShapeBullet(),
|
|
length(1),
|
|
slips_on_slope(false) {}
|
|
|
|
void RayShapeBullet::set_data(const Variant &p_data) {
|
|
|
|
Dictionary d = p_data;
|
|
setup(d["length"], d["slips_on_slope"]);
|
|
}
|
|
|
|
Variant RayShapeBullet::get_data() const {
|
|
|
|
Dictionary d;
|
|
d["length"] = length;
|
|
d["slips_on_slope"] = slips_on_slope;
|
|
return d;
|
|
}
|
|
|
|
PhysicsServer3D::ShapeType RayShapeBullet::get_type() const {
|
|
return PhysicsServer3D::SHAPE_RAY;
|
|
}
|
|
|
|
void RayShapeBullet::setup(real_t p_length, bool p_slips_on_slope) {
|
|
length = p_length;
|
|
slips_on_slope = p_slips_on_slope;
|
|
notifyShapeChanged();
|
|
}
|
|
|
|
btCollisionShape *RayShapeBullet::create_bt_shape(const btVector3 &p_implicit_scale, real_t p_extra_edge) {
|
|
return prepare(ShapeBullet::create_shape_ray(length * p_implicit_scale[1] + p_extra_edge, slips_on_slope));
|
|
}
|