virtualx-engine/servers/physics/collision_object_sw.cpp
PouleyKetchoupp 10fdd196b7 Fix and clean disabled shapes handling in godot physics servers
In 3D, disabled shapes are now not added to the broadphase anymore.
Since they are removed right away when disabled, no need to check for
disabled shapes for any query that comes from the broadphase.
Also Fixes raycast queries returning disabled shapes.

In 2D, disabled shapes where already not added to the broadphase.
Remove the same unnecessary checks as in 3D.

Overall harmonized API for disabled shapes in the physics servers and
removed duplicate method.
2021-06-22 16:48:24 -07:00

245 lines
7.6 KiB
C++

/*************************************************************************/
/* collision_object_sw.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
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#include "collision_object_sw.h"
#include "servers/physics/physics_server_sw.h"
#include "space_sw.h"
void CollisionObjectSW::add_shape(ShapeSW *p_shape, const Transform &p_transform, bool p_disabled) {
Shape s;
s.shape = p_shape;
s.xform = p_transform;
s.xform_inv = s.xform.affine_inverse();
s.bpid = 0; //needs update
s.disabled = p_disabled;
shapes.push_back(s);
p_shape->add_owner(this);
if (!pending_shape_update_list.in_list()) {
PhysicsServerSW::singleton->pending_shape_update_list.add(&pending_shape_update_list);
}
}
void CollisionObjectSW::set_shape(int p_index, ShapeSW *p_shape) {
ERR_FAIL_INDEX(p_index, shapes.size());
shapes[p_index].shape->remove_owner(this);
shapes.write[p_index].shape = p_shape;
p_shape->add_owner(this);
if (!pending_shape_update_list.in_list()) {
PhysicsServerSW::singleton->pending_shape_update_list.add(&pending_shape_update_list);
}
}
void CollisionObjectSW::set_shape_transform(int p_index, const Transform &p_transform) {
ERR_FAIL_INDEX(p_index, shapes.size());
shapes.write[p_index].xform = p_transform;
shapes.write[p_index].xform_inv = p_transform.affine_inverse();
if (!pending_shape_update_list.in_list()) {
PhysicsServerSW::singleton->pending_shape_update_list.add(&pending_shape_update_list);
}
}
void CollisionObjectSW::set_shape_disabled(int p_idx, bool p_disabled) {
ERR_FAIL_INDEX(p_idx, shapes.size());
CollisionObjectSW::Shape &shape = shapes.write[p_idx];
if (shape.disabled == p_disabled) {
return;
}
shape.disabled = p_disabled;
if (!space) {
return;
}
if (p_disabled && shape.bpid != 0) {
space->get_broadphase()->remove(shape.bpid);
shape.bpid = 0;
if (!pending_shape_update_list.in_list()) {
PhysicsServerSW::singleton->pending_shape_update_list.add(&pending_shape_update_list);
}
} else if (!p_disabled && shape.bpid == 0) {
if (!pending_shape_update_list.in_list()) {
PhysicsServerSW::singleton->pending_shape_update_list.add(&pending_shape_update_list);
}
}
}
void CollisionObjectSW::remove_shape(ShapeSW *p_shape) {
//remove a shape, all the times it appears
for (int i = 0; i < shapes.size(); i++) {
if (shapes[i].shape == p_shape) {
remove_shape(i);
i--;
}
}
}
void CollisionObjectSW::remove_shape(int p_index) {
//remove anything from shape to be erased to end, so subindices don't change
ERR_FAIL_INDEX(p_index, shapes.size());
for (int i = p_index; i < shapes.size(); i++) {
if (shapes[i].bpid == 0) {
continue;
}
//should never get here with a null owner
space->get_broadphase()->remove(shapes[i].bpid);
shapes.write[i].bpid = 0;
}
shapes[p_index].shape->remove_owner(this);
shapes.remove(p_index);
if (!pending_shape_update_list.in_list()) {
PhysicsServerSW::singleton->pending_shape_update_list.add(&pending_shape_update_list);
}
}
void CollisionObjectSW::_set_static(bool p_static) {
if (_static == p_static) {
return;
}
_static = p_static;
if (!space) {
return;
}
for (int i = 0; i < get_shape_count(); i++) {
const Shape &s = shapes[i];
if (s.bpid > 0) {
space->get_broadphase()->set_static(s.bpid, _static);
}
}
}
void CollisionObjectSW::_unregister_shapes() {
for (int i = 0; i < shapes.size(); i++) {
Shape &s = shapes.write[i];
if (s.bpid > 0) {
space->get_broadphase()->remove(s.bpid);
s.bpid = 0;
}
}
}
void CollisionObjectSW::_update_shapes() {
if (!space) {
return;
}
for (int i = 0; i < shapes.size(); i++) {
Shape &s = shapes.write[i];
if (s.disabled) {
continue;
}
//not quite correct, should compute the next matrix..
AABB shape_aabb = s.shape->get_aabb();
Transform xform = transform * s.xform;
shape_aabb = xform.xform(shape_aabb);
shape_aabb.grow_by((s.aabb_cache.size.x + s.aabb_cache.size.y) * 0.5 * 0.05);
s.aabb_cache = shape_aabb;
Vector3 scale = xform.get_basis().get_scale();
s.area_cache = s.shape->get_area() * scale.x * scale.y * scale.z;
if (s.bpid == 0) {
s.bpid = space->get_broadphase()->create(this, i, shape_aabb, _static);
space->get_broadphase()->set_static(s.bpid, _static);
}
space->get_broadphase()->move(s.bpid, shape_aabb);
}
}
void CollisionObjectSW::_update_shapes_with_motion(const Vector3 &p_motion) {
if (!space) {
return;
}
for (int i = 0; i < shapes.size(); i++) {
Shape &s = shapes.write[i];
if (s.disabled) {
continue;
}
//not quite correct, should compute the next matrix..
AABB shape_aabb = s.shape->get_aabb();
Transform xform = transform * s.xform;
shape_aabb = xform.xform(shape_aabb);
shape_aabb.merge_with(AABB(shape_aabb.position + p_motion, shape_aabb.size)); //use motion
s.aabb_cache = shape_aabb;
if (s.bpid == 0) {
s.bpid = space->get_broadphase()->create(this, i, shape_aabb, _static);
space->get_broadphase()->set_static(s.bpid, _static);
}
space->get_broadphase()->move(s.bpid, shape_aabb);
}
}
void CollisionObjectSW::_set_space(SpaceSW *p_space) {
if (space) {
space->remove_object(this);
for (int i = 0; i < shapes.size(); i++) {
Shape &s = shapes.write[i];
if (s.bpid) {
space->get_broadphase()->remove(s.bpid);
s.bpid = 0;
}
}
}
space = p_space;
if (space) {
space->add_object(this);
_update_shapes();
}
}
void CollisionObjectSW::_shape_changed() {
_update_shapes();
_shapes_changed();
}
CollisionObjectSW::CollisionObjectSW(Type p_type) :
pending_shape_update_list(this) {
_static = true;
type = p_type;
space = nullptr;
instance_id = 0;
collision_layer = 1;
collision_mask = 1;
ray_pickable = true;
}