diff options
Diffstat (limited to 'modules/bullet/rigid_body_bullet.cpp')
-rw-r--r-- | modules/bullet/rigid_body_bullet.cpp | 292 |
1 files changed, 140 insertions, 152 deletions
diff --git a/modules/bullet/rigid_body_bullet.cpp b/modules/bullet/rigid_body_bullet.cpp index fc4e1d57de..32c3240a35 100644 --- a/modules/bullet/rigid_body_bullet.cpp +++ b/modules/bullet/rigid_body_bullet.cpp @@ -51,9 +51,7 @@ BulletPhysicsDirectBodyState3D *BulletPhysicsDirectBodyState3D::singleton = nullptr; Vector3 BulletPhysicsDirectBodyState3D::get_total_gravity() const { - Vector3 gVec; - B_TO_G(body->btBody->getGravity(), gVec); - return gVec; + return body->total_gravity; } float BulletPhysicsDirectBodyState3D::get_total_angular_damp() const { @@ -118,8 +116,8 @@ void BulletPhysicsDirectBodyState3D::add_central_force(const Vector3 &p_force) { body->apply_central_force(p_force); } -void BulletPhysicsDirectBodyState3D::add_force(const Vector3 &p_force, const Vector3 &p_pos) { - body->apply_force(p_force, p_pos); +void BulletPhysicsDirectBodyState3D::add_force(const Vector3 &p_force, const Vector3 &p_position) { + body->apply_force(p_force, p_position); } void BulletPhysicsDirectBodyState3D::add_torque(const Vector3 &p_torque) { @@ -130,16 +128,16 @@ void BulletPhysicsDirectBodyState3D::apply_central_impulse(const Vector3 &p_impu body->apply_central_impulse(p_impulse); } -void BulletPhysicsDirectBodyState3D::apply_impulse(const Vector3 &p_pos, const Vector3 &p_impulse) { - body->apply_impulse(p_pos, p_impulse); +void BulletPhysicsDirectBodyState3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) { + body->apply_impulse(p_impulse, p_position); } void BulletPhysicsDirectBodyState3D::apply_torque_impulse(const Vector3 &p_impulse) { body->apply_torque_impulse(p_impulse); } -void BulletPhysicsDirectBodyState3D::set_sleep_state(bool p_enable) { - body->set_activation_state(p_enable); +void BulletPhysicsDirectBodyState3D::set_sleep_state(bool p_sleep) { + body->set_activation_state(!p_sleep); } bool BulletPhysicsDirectBodyState3D::is_sleeping() const { @@ -183,7 +181,7 @@ int BulletPhysicsDirectBodyState3D::get_contact_collider_shape(int p_contact_idx } Vector3 BulletPhysicsDirectBodyState3D::get_contact_collider_velocity_at_position(int p_contact_idx) const { - RigidBodyBullet::CollisionData &colDat = body->collisions.write[p_contact_idx]; + RigidBodyBullet::CollisionData &colDat = body->collisions[p_contact_idx]; btVector3 hitLocation; G_TO_B(colDat.hitLocalLocation, hitLocation); @@ -213,7 +211,7 @@ void RigidBodyBullet::KinematicUtilities::setSafeMargin(btScalar p_margin) { } void RigidBodyBullet::KinematicUtilities::copyAllOwnerShapes() { - const Vector<CollisionObjectBullet::ShapeWrapper> &shapes_wrappers(owner->get_shapes_wrappers()); + const LocalVector<CollisionObjectBullet::ShapeWrapper> &shapes_wrappers(owner->get_shapes_wrappers()); const int shapes_count = shapes_wrappers.size(); just_delete_shapes(shapes_count); @@ -228,8 +226,8 @@ void RigidBodyBullet::KinematicUtilities::copyAllOwnerShapes() { continue; } - shapes.write[i].transform = shape_wrapper->transform; - shapes.write[i].transform.getOrigin() *= owner_scale; + shapes[i].transform = shape_wrapper->transform; + shapes[i].transform.getOrigin() *= owner_scale; switch (shape_wrapper->shape->get_type()) { case PhysicsServer3D::SHAPE_SPHERE: case PhysicsServer3D::SHAPE_BOX: @@ -237,11 +235,11 @@ void RigidBodyBullet::KinematicUtilities::copyAllOwnerShapes() { case PhysicsServer3D::SHAPE_CYLINDER: case PhysicsServer3D::SHAPE_CONVEX_POLYGON: case PhysicsServer3D::SHAPE_RAY: { - shapes.write[i].shape = static_cast<btConvexShape *>(shape_wrapper->shape->create_bt_shape(owner_scale * shape_wrapper->scale, safe_margin)); + shapes[i].shape = static_cast<btConvexShape *>(shape_wrapper->shape->internal_create_bt_shape(owner_scale * shape_wrapper->scale, safe_margin)); } break; default: WARN_PRINT("This shape is not supported for kinematic collision."); - shapes.write[i].shape = nullptr; + shapes[i].shape = nullptr; } } } @@ -249,33 +247,14 @@ void RigidBodyBullet::KinematicUtilities::copyAllOwnerShapes() { void RigidBodyBullet::KinematicUtilities::just_delete_shapes(int new_size) { for (int i = shapes.size() - 1; 0 <= i; --i) { if (shapes[i].shape) { - bulletdelete(shapes.write[i].shape); + bulletdelete(shapes[i].shape); } } shapes.resize(new_size); } RigidBodyBullet::RigidBodyBullet() : - RigidCollisionObjectBullet(CollisionObjectBullet::TYPE_RIGID_BODY), - kinematic_utilities(nullptr), - locked_axis(0), - mass(1), - gravity_scale(1), - linearDamp(0), - angularDamp(0), - can_sleep(true), - omit_forces_integration(false), - can_integrate_forces(false), - maxCollisionsDetection(0), - collisionsCount(0), - prev_collision_count(0), - maxAreasWhereIam(10), - areaWhereIamCount(0), - countGravityPointSpaces(0), - isScratchedSpaceOverrideModificator(false), - previousActiveState(true), - force_integration_callback(nullptr) { - + RigidCollisionObjectBullet(CollisionObjectBullet::TYPE_RIGID_BODY) { godotMotionState = bulletnew(GodotMotionState(this)); // Initial properties @@ -290,8 +269,8 @@ RigidBodyBullet::RigidBodyBullet() : reload_axis_lock(); areasWhereIam.resize(maxAreasWhereIam); - for (int i = areasWhereIam.size() - 1; 0 <= i; --i) { - areasWhereIam.write[i] = nullptr; + for (uint32_t i = 0; i < areasWhereIam.size(); i += 1) { + areasWhereIam[i] = nullptr; } btBody->setSleepingThresholds(0.2, 0.2); @@ -302,8 +281,9 @@ RigidBodyBullet::RigidBodyBullet() : RigidBodyBullet::~RigidBodyBullet() { bulletdelete(godotMotionState); - if (force_integration_callback) + if (force_integration_callback) { memdelete(force_integration_callback); + } destroy_kinematic_utilities(); } @@ -325,11 +305,12 @@ void RigidBodyBullet::main_shape_changed() { set_continuous_collision_detection(is_continuous_collision_detection_enabled()); // Reset } -void RigidBodyBullet::reload_body() { +void RigidBodyBullet::do_reload_body() { if (space) { space->remove_rigid_body(this); - if (get_main_shape()) + if (get_main_shape()) { space->add_rigid_body(this); + } } } @@ -337,28 +318,30 @@ void RigidBodyBullet::set_space(SpaceBullet *p_space) { // Clear the old space if there is one if (space) { can_integrate_forces = false; + isScratchedSpaceOverrideModificator = false; // Remove all eventual constraints assert_no_constraints(); // Remove this object form the physics world + space->unregister_collision_object(this); space->remove_rigid_body(this); } space = p_space; if (space) { - space->add_rigid_body(this); + space->register_collision_object(this); + reload_body(); + space->add_to_flush_queue(this); } } void RigidBodyBullet::dispatch_callbacks() { + RigidCollisionObjectBullet::dispatch_callbacks(); + /// The check isFirstTransformChanged is necessary in order to call integrated forces only when the first transform is sent if ((btBody->isKinematicObject() || btBody->isActive() || previousActiveState != btBody->isActive()) && force_integration_callback && can_integrate_forces) { - - if (omit_forces_integration) - btBody->clearForces(); - BulletPhysicsDirectBodyState3D *bodyDirect = BulletPhysicsDirectBodyState3D::get_singleton(this); Variant variantBodyDirect = bodyDirect; @@ -376,20 +359,25 @@ void RigidBodyBullet::dispatch_callbacks() { } } + previousActiveState = btBody->isActive(); +} + +void RigidBodyBullet::pre_process() { + RigidCollisionObjectBullet::pre_process(); + if (isScratchedSpaceOverrideModificator || 0 < countGravityPointSpaces) { isScratchedSpaceOverrideModificator = false; reload_space_override_modificator(); } - /// Lock axis - btBody->setLinearVelocity(btBody->getLinearVelocity() * btBody->getLinearFactor()); - btBody->setAngularVelocity(btBody->getAngularVelocity() * btBody->getAngularFactor()); - - previousActiveState = btBody->isActive(); + if (is_active()) { + /// Lock axis + btBody->setLinearVelocity(btBody->getLinearVelocity() * btBody->getLinearFactor()); + btBody->setAngularVelocity(btBody->getAngularVelocity() * btBody->getAngularFactor()); + } } void RigidBodyBullet::set_force_integration_callback(ObjectID p_id, const StringName &p_method, const Variant &p_udata) { - if (force_integration_callback) { memdelete(force_integration_callback); force_integration_callback = nullptr; @@ -407,7 +395,7 @@ void RigidBodyBullet::scratch_space_override_modificator() { isScratchedSpaceOverrideModificator = true; } -void RigidBodyBullet::on_collision_filters_change() { +void RigidBodyBullet::do_reload_collision_filters() { if (space) { space->reload_collision_filters(this); } @@ -416,28 +404,27 @@ void RigidBodyBullet::on_collision_filters_change() { } void RigidBodyBullet::on_collision_checker_start() { - prev_collision_count = collisionsCount; collisionsCount = 0; // Swap array - Vector<RigidBodyBullet *> *s = prev_collision_traces; - prev_collision_traces = curr_collision_traces; - curr_collision_traces = s; + SWAP(prev_collision_traces, curr_collision_traces); } void RigidBodyBullet::on_collision_checker_end() { // Always true if active and not a static or kinematic body isTransformChanged = btBody->isActive() && !btBody->isStaticOrKinematicObject(); + if (isTransformChanged && space != nullptr) { + space->add_to_flush_queue(this); + } } bool RigidBodyBullet::add_collision_object(RigidBodyBullet *p_otherObject, const Vector3 &p_hitWorldLocation, const Vector3 &p_hitLocalLocation, const Vector3 &p_hitNormal, const float &p_appliedImpulse, int p_other_shape_index, int p_local_shape_index) { - if (collisionsCount >= maxCollisionsDetection) { return false; } - CollisionData &cd = collisions.write[collisionsCount]; + CollisionData &cd = collisions[collisionsCount]; cd.hitLocalLocation = p_hitLocalLocation; cd.otherObject = p_otherObject; cd.hitWorldLocation = p_hitWorldLocation; @@ -446,7 +433,7 @@ bool RigidBodyBullet::add_collision_object(RigidBodyBullet *p_otherObject, const cd.other_object_shape = p_other_shape_index; cd.local_shape = p_local_shape_index; - curr_collision_traces->write[collisionsCount] = p_otherObject; + (*curr_collision_traces)[collisionsCount] = p_otherObject; ++collisionsCount; return true; @@ -454,8 +441,9 @@ bool RigidBodyBullet::add_collision_object(RigidBodyBullet *p_otherObject, const bool RigidBodyBullet::was_colliding(RigidBodyBullet *p_other_object) { for (int i = prev_collision_count - 1; 0 <= i; --i) { - if ((*prev_collision_traces)[i] == p_other_object) + if ((*prev_collision_traces)[i] == p_other_object) { return true; + } } return false; } @@ -464,11 +452,6 @@ void RigidBodyBullet::assert_no_constraints() { if (btBody->getNumConstraintRefs()) { WARN_PRINT("A body with a joints is destroyed. Please check the implementation in order to destroy the joint before the body."); } - /*for(int i = btBody->getNumConstraintRefs()-1; 0<=i; --i){ - btTypedConstraint* btConst = btBody->getConstraintRef(i); - JointBullet* joint = static_cast<JointBullet*>( btConst->getUserConstraintPtr() ); - space->removeConstraint(joint); - }*/ } void RigidBodyBullet::set_activation_state(bool p_active) { @@ -485,6 +468,7 @@ bool RigidBodyBullet::is_active() const { void RigidBodyBullet::set_omit_forces_integration(bool p_omit) { omit_forces_integration = p_omit; + scratch_space_override_modificator(); } void RigidBodyBullet::set_param(PhysicsServer3D::BodyParameter p_param, real_t p_value) { @@ -503,15 +487,18 @@ void RigidBodyBullet::set_param(PhysicsServer3D::BodyParameter p_param, real_t p } case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP: linearDamp = p_value; - btBody->setDamping(linearDamp, angularDamp); + // Mark for updating total linear damping. + scratch_space_override_modificator(); break; case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP: angularDamp = p_value; - btBody->setDamping(linearDamp, angularDamp); + // Mark for updating total angular damping. + scratch_space_override_modificator(); break; case PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE: gravity_scale = p_value; - /// The Bullet gravity will be is set by reload_space_override_modificator + // The Bullet gravity will be is set by reload_space_override_modificator. + // Mark for updating total gravity scale. scratch_space_override_modificator(); break; default: @@ -575,12 +562,12 @@ void RigidBodyBullet::set_mode(PhysicsServer3D::BodyMode p_mode) { btBody->setAngularVelocity(btVector3(0, 0, 0)); btBody->setLinearVelocity(btVector3(0, 0, 0)); } + PhysicsServer3D::BodyMode RigidBodyBullet::get_mode() const { return mode; } void RigidBodyBullet::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant) { - switch (p_state) { case PhysicsServer3D::BODY_STATE_TRANSFORM: set_transform(p_variant); @@ -625,62 +612,69 @@ Variant RigidBodyBullet::get_state(PhysicsServer3D::BodyState p_state) const { } void RigidBodyBullet::apply_central_impulse(const Vector3 &p_impulse) { - btVector3 btImpu; - G_TO_B(p_impulse, btImpu); - if (Vector3() != p_impulse) + btVector3 btImpulse; + G_TO_B(p_impulse, btImpulse); + if (Vector3() != p_impulse) { btBody->activate(); - btBody->applyCentralImpulse(btImpu); + } + btBody->applyCentralImpulse(btImpulse); } -void RigidBodyBullet::apply_impulse(const Vector3 &p_pos, const Vector3 &p_impulse) { - btVector3 btImpu; - btVector3 btPos; - G_TO_B(p_impulse, btImpu); - G_TO_B(p_pos, btPos); - if (Vector3() != p_impulse) +void RigidBodyBullet::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) { + btVector3 btImpulse; + btVector3 btPosition; + G_TO_B(p_impulse, btImpulse); + G_TO_B(p_position, btPosition); + if (Vector3() != p_impulse) { btBody->activate(); - btBody->applyImpulse(btImpu, btPos); + } + btBody->applyImpulse(btImpulse, btPosition); } void RigidBodyBullet::apply_torque_impulse(const Vector3 &p_impulse) { btVector3 btImp; G_TO_B(p_impulse, btImp); - if (Vector3() != p_impulse) + if (Vector3() != p_impulse) { btBody->activate(); + } btBody->applyTorqueImpulse(btImp); } -void RigidBodyBullet::apply_force(const Vector3 &p_force, const Vector3 &p_pos) { +void RigidBodyBullet::apply_force(const Vector3 &p_force, const Vector3 &p_position) { btVector3 btForce; - btVector3 btPos; + btVector3 btPosition; G_TO_B(p_force, btForce); - G_TO_B(p_pos, btPos); - if (Vector3() != p_force) + G_TO_B(p_position, btPosition); + if (Vector3() != p_force) { btBody->activate(); - btBody->applyForce(btForce, btPos); + } + btBody->applyForce(btForce, btPosition); } void RigidBodyBullet::apply_central_force(const Vector3 &p_force) { btVector3 btForce; G_TO_B(p_force, btForce); - if (Vector3() != p_force) + if (Vector3() != p_force) { btBody->activate(); + } btBody->applyCentralForce(btForce); } void RigidBodyBullet::apply_torque(const Vector3 &p_torque) { btVector3 btTorq; G_TO_B(p_torque, btTorq); - if (Vector3() != p_torque) + if (Vector3() != p_torque) { btBody->activate(); + } btBody->applyTorque(btTorq); } void RigidBodyBullet::set_applied_force(const Vector3 &p_force) { btVector3 btVec = btBody->getTotalTorque(); - if (Vector3() != p_force) + if (Vector3() != p_force) { btBody->activate(); + } btBody->clearForces(); btBody->applyTorque(btVec); @@ -698,8 +692,9 @@ Vector3 RigidBodyBullet::get_applied_force() const { void RigidBodyBullet::set_applied_torque(const Vector3 &p_torque) { btVector3 btVec = btBody->getTotalForce(); - if (Vector3() != p_torque) + if (Vector3() != p_torque) { btBody->activate(); + } btBody->clearForces(); btBody->applyCentralForce(btVec); @@ -729,7 +724,6 @@ bool RigidBodyBullet::is_axis_locked(PhysicsServer3D::BodyAxis p_axis) const { } void RigidBodyBullet::reload_axis_lock() { - btBody->setLinearFactor(btVector3(float(!is_axis_locked(PhysicsServer3D::BODY_AXIS_LINEAR_X)), float(!is_axis_locked(PhysicsServer3D::BODY_AXIS_LINEAR_Y)), float(!is_axis_locked(PhysicsServer3D::BODY_AXIS_LINEAR_Z)))); if (PhysicsServer3D::BODY_MODE_CHARACTER == mode) { /// When character angular is always locked @@ -768,8 +762,9 @@ bool RigidBodyBullet::is_continuous_collision_detection_enabled() const { void RigidBodyBullet::set_linear_velocity(const Vector3 &p_velocity) { btVector3 btVec; G_TO_B(p_velocity, btVec); - if (Vector3() != p_velocity) + if (Vector3() != p_velocity) { btBody->activate(); + } btBody->setLinearVelocity(btVec); } @@ -782,8 +777,9 @@ Vector3 RigidBodyBullet::get_linear_velocity() const { void RigidBodyBullet::set_angular_velocity(const Vector3 &p_velocity) { btVector3 btVec; G_TO_B(p_velocity, btVec); - if (Vector3() != p_velocity) + if (Vector3() != p_velocity) { btBody->activate(); + } btBody->setAngularVelocity(btVec); } @@ -795,8 +791,9 @@ Vector3 RigidBodyBullet::get_angular_velocity() const { void RigidBodyBullet::set_transform__bullet(const btTransform &p_global_transform) { if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC) { - if (space && space->get_delta_time() != 0) + if (space && space->get_delta_time() != 0) { btBody->setLinearVelocity((p_global_transform.getOrigin() - btBody->getWorldTransform().getOrigin()) / space->get_delta_time()); + } // The kinematic use MotionState class godotMotionState->moveBody(p_global_transform); } else { @@ -808,16 +805,14 @@ void RigidBodyBullet::set_transform__bullet(const btTransform &p_global_transfor const btTransform &RigidBodyBullet::get_transform__bullet() const { if (is_static()) { - return RigidCollisionObjectBullet::get_transform__bullet(); } else { - return godotMotionState->getCurrentWorldTransform(); } } -void RigidBodyBullet::reload_shapes() { - RigidCollisionObjectBullet::reload_shapes(); +void RigidBodyBullet::do_reload_shapes() { + RigidCollisionObjectBullet::do_reload_shapes(); const btScalar invMass = btBody->getInvMass(); const btScalar mass = invMass == 0 ? 0 : 1 / invMass; @@ -827,8 +822,9 @@ void RigidBodyBullet::reload_shapes() { // shapes incorrectly do not set the vector in calculateLocalIntertia. // Arbitrary zero is preferable to undefined behaviour. btVector3 inertia(0, 0, 0); - if (EMPTY_SHAPE_PROXYTYPE != mainShape->getShapeType()) // Necessary to avoid assertion of the empty shape + if (EMPTY_SHAPE_PROXYTYPE != mainShape->getShapeType()) { // Necessary to avoid assertion of the empty shape mainShape->calculateLocalInertia(mass, inertia); + } btBody->setMassProps(mass, inertia); } btBody->updateInertiaTensor(); @@ -846,18 +842,17 @@ void RigidBodyBullet::on_enter_area(AreaBullet *p_area) { return; } for (int i = 0; i < areaWhereIamCount; ++i) { - if (nullptr == areasWhereIam[i]) { // This area has the highest priority - areasWhereIam.write[i] = p_area; + areasWhereIam[i] = p_area; break; } else { if (areasWhereIam[i]->get_spOv_priority() > p_area->get_spOv_priority()) { // The position was found, just shift all elements for (int j = i; j < areaWhereIamCount; ++j) { - areasWhereIam.write[j + 1] = areasWhereIam[j]; + areasWhereIam[j + 1] = areasWhereIam[j]; } - areasWhereIam.write[i] = p_area; + areasWhereIam[i] = p_area; break; } } @@ -881,7 +876,7 @@ void RigidBodyBullet::on_exit_area(AreaBullet *p_area) { if (p_area == areasWhereIam[i]) { // The area was found, just shift down all elements for (int j = i; j < areaWhereIamCount; ++j) { - areasWhereIam.write[j] = areasWhereIam[j + 1]; + areasWhereIam[j] = areasWhereIam[j + 1]; } wasTheAreaFound = true; break; @@ -894,7 +889,7 @@ void RigidBodyBullet::on_exit_area(AreaBullet *p_area) { } --areaWhereIamCount; - areasWhereIam.write[areaWhereIamCount] = nullptr; // Even if this is not required, I clear the last element to be safe + areasWhereIam[areaWhereIamCount] = nullptr; // Even if this is not required, I clear the last element to be safe if (PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED != p_area->get_spOv_mode()) { scratch_space_override_modificator(); } @@ -902,43 +897,35 @@ void RigidBodyBullet::on_exit_area(AreaBullet *p_area) { } void RigidBodyBullet::reload_space_override_modificator() { - - // Make sure that kinematic bodies have their total gravity calculated - if (!is_active() && PhysicsServer3D::BODY_MODE_KINEMATIC != mode) + if (mode == PhysicsServer3D::BODY_MODE_STATIC) { return; + } - Vector3 newGravity(space->get_gravity_direction() * space->get_gravity_magnitude()); - real_t newLinearDamp(linearDamp); - real_t newAngularDamp(angularDamp); - - AreaBullet *currentArea; - // Variable used to calculate new gravity for gravity point areas, it is pointed by currentGravity pointer - Vector3 support_gravity(0, 0, 0); - - int countCombined(0); - for (int i = areaWhereIamCount - 1; 0 <= i; --i) { + Vector3 newGravity; + real_t newLinearDamp = MAX(0.0, linearDamp); + real_t newAngularDamp = MAX(0.0, angularDamp); - currentArea = areasWhereIam[i]; + bool stopped = false; + for (int i = 0; i < areaWhereIamCount && !stopped; i += 1) { + AreaBullet *currentArea = areasWhereIam[i]; if (!currentArea || PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED == currentArea->get_spOv_mode()) { continue; } + Vector3 support_gravity; + /// Here is calculated the gravity if (currentArea->is_spOv_gravityPoint()) { - /// It calculates the direction of new gravity support_gravity = currentArea->get_transform().xform(currentArea->get_spOv_gravityVec()) - get_transform().get_origin(); - real_t distanceMag = support_gravity.length(); + + const real_t distanceMag = support_gravity.length(); // Normalized in this way to avoid the double call of function "length()" if (distanceMag == 0) { - support_gravity.x = 0; - support_gravity.y = 0; - support_gravity.z = 0; + support_gravity = Vector3(); } else { - support_gravity.x /= distanceMag; - support_gravity.y /= distanceMag; - support_gravity.z /= distanceMag; + support_gravity /= distanceMag; } /// Here is calculated the final gravity @@ -965,7 +952,6 @@ void RigidBodyBullet::reload_space_override_modificator() { newGravity += support_gravity; newLinearDamp += currentArea->get_spOv_linearDamp(); newAngularDamp += currentArea->get_spOv_angularDamp(); - ++countCombined; break; case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: /// This area adds its gravity/damp values to whatever has been calculated @@ -974,38 +960,44 @@ void RigidBodyBullet::reload_space_override_modificator() { newGravity += support_gravity; newLinearDamp += currentArea->get_spOv_linearDamp(); newAngularDamp += currentArea->get_spOv_angularDamp(); - ++countCombined; - goto endAreasCycle; + stopped = true; + break; case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE: /// This area replaces any gravity/damp, even the default one, and /// stops taking into account the rest of the areas. newGravity = support_gravity; newLinearDamp = currentArea->get_spOv_linearDamp(); newAngularDamp = currentArea->get_spOv_angularDamp(); - countCombined = 1; - goto endAreasCycle; + stopped = true; + break; case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: /// This area replaces any gravity/damp calculated so far, but keeps /// calculating the rest of the areas, down to the default one. newGravity = support_gravity; newLinearDamp = currentArea->get_spOv_linearDamp(); newAngularDamp = currentArea->get_spOv_angularDamp(); - countCombined = 1; break; } } -endAreasCycle: - if (1 < countCombined) { - newGravity /= countCombined; - newLinearDamp /= countCombined; - newAngularDamp /= countCombined; + // Add default gravity and damping from space. + if (!stopped) { + newGravity += space->get_gravity_direction() * space->get_gravity_magnitude(); + newLinearDamp += space->get_linear_damp(); + newAngularDamp += space->get_angular_damp(); } - btVector3 newBtGravity; - G_TO_B(newGravity * gravity_scale, newBtGravity); + total_gravity = newGravity; + + if (omit_forces_integration) { + // Custom behaviour. + btBody->setGravity(btVector3(0, 0, 0)); + } else { + btVector3 newBtGravity; + G_TO_B(newGravity * gravity_scale, newBtGravity); + btBody->setGravity(newBtGravity); + } - btBody->setGravity(newBtGravity); btBody->setDamping(newLinearDamp, newAngularDamp); } @@ -1022,7 +1014,6 @@ void RigidBodyBullet::notify_transform_changed() { } void RigidBodyBullet::_internal_set_mass(real_t p_mass) { - btVector3 localInertia(0, 0, 0); int clearedCurrentFlags = btBody->getCollisionFlags(); @@ -1031,19 +1022,18 @@ void RigidBodyBullet::_internal_set_mass(real_t p_mass) { // Rigidbody is dynamic if and only if mass is non Zero, otherwise static const bool isDynamic = p_mass != 0.f; if (isDynamic) { - - if (PhysicsServer3D::BODY_MODE_RIGID != mode && PhysicsServer3D::BODY_MODE_CHARACTER != mode) + if (PhysicsServer3D::BODY_MODE_RIGID != mode && PhysicsServer3D::BODY_MODE_CHARACTER != mode) { return; + } m_isStatic = false; - if (mainShape) + if (mainShape) { mainShape->calculateLocalInertia(p_mass, localInertia); + } if (PhysicsServer3D::BODY_MODE_RIGID == mode) { - btBody->setCollisionFlags(clearedCurrentFlags); // Just set the flags without Kin and Static } else { - btBody->setCollisionFlags(clearedCurrentFlags | btCollisionObject::CF_CHARACTER_OBJECT); } @@ -1053,16 +1043,14 @@ void RigidBodyBullet::_internal_set_mass(real_t p_mass) { btBody->forceActivationState(DISABLE_DEACTIVATION); // DISABLE_DEACTIVATION 4 } } else { - - if (PhysicsServer3D::BODY_MODE_STATIC != mode && PhysicsServer3D::BODY_MODE_KINEMATIC != mode) + if (PhysicsServer3D::BODY_MODE_STATIC != mode && PhysicsServer3D::BODY_MODE_KINEMATIC != mode) { return; + } m_isStatic = true; if (PhysicsServer3D::BODY_MODE_STATIC == mode) { - btBody->setCollisionFlags(clearedCurrentFlags | btCollisionObject::CF_STATIC_OBJECT); } else { - btBody->setCollisionFlags(clearedCurrentFlags | btCollisionObject::CF_KINEMATIC_OBJECT); set_transform__bullet(btBody->getWorldTransform()); // Set current Transform using kinematic method } |