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-rw-r--r--modules/bullet/rigid_body_bullet.cpp231
1 files changed, 105 insertions, 126 deletions
diff --git a/modules/bullet/rigid_body_bullet.cpp b/modules/bullet/rigid_body_bullet.cpp
index b92166e653..9aac7ba9e4 100644
--- a/modules/bullet/rigid_body_bullet.cpp
+++ b/modules/bullet/rigid_body_bullet.cpp
@@ -48,141 +48,141 @@
@author AndreaCatania
*/
-BulletPhysicsDirectBodyState *BulletPhysicsDirectBodyState::singleton = NULL;
+BulletPhysicsDirectBodyState3D *BulletPhysicsDirectBodyState3D::singleton = nullptr;
-Vector3 BulletPhysicsDirectBodyState::get_total_gravity() const {
+Vector3 BulletPhysicsDirectBodyState3D::get_total_gravity() const {
Vector3 gVec;
B_TO_G(body->btBody->getGravity(), gVec);
return gVec;
}
-float BulletPhysicsDirectBodyState::get_total_angular_damp() const {
+float BulletPhysicsDirectBodyState3D::get_total_angular_damp() const {
return body->btBody->getAngularDamping();
}
-float BulletPhysicsDirectBodyState::get_total_linear_damp() const {
+float BulletPhysicsDirectBodyState3D::get_total_linear_damp() const {
return body->btBody->getLinearDamping();
}
-Vector3 BulletPhysicsDirectBodyState::get_center_of_mass() const {
+Vector3 BulletPhysicsDirectBodyState3D::get_center_of_mass() const {
Vector3 gVec;
B_TO_G(body->btBody->getCenterOfMassPosition(), gVec);
return gVec;
}
-Basis BulletPhysicsDirectBodyState::get_principal_inertia_axes() const {
+Basis BulletPhysicsDirectBodyState3D::get_principal_inertia_axes() const {
return Basis();
}
-float BulletPhysicsDirectBodyState::get_inverse_mass() const {
+float BulletPhysicsDirectBodyState3D::get_inverse_mass() const {
return body->btBody->getInvMass();
}
-Vector3 BulletPhysicsDirectBodyState::get_inverse_inertia() const {
+Vector3 BulletPhysicsDirectBodyState3D::get_inverse_inertia() const {
Vector3 gVec;
B_TO_G(body->btBody->getInvInertiaDiagLocal(), gVec);
return gVec;
}
-Basis BulletPhysicsDirectBodyState::get_inverse_inertia_tensor() const {
+Basis BulletPhysicsDirectBodyState3D::get_inverse_inertia_tensor() const {
Basis gInertia;
B_TO_G(body->btBody->getInvInertiaTensorWorld(), gInertia);
return gInertia;
}
-void BulletPhysicsDirectBodyState::set_linear_velocity(const Vector3 &p_velocity) {
+void BulletPhysicsDirectBodyState3D::set_linear_velocity(const Vector3 &p_velocity) {
body->set_linear_velocity(p_velocity);
}
-Vector3 BulletPhysicsDirectBodyState::get_linear_velocity() const {
+Vector3 BulletPhysicsDirectBodyState3D::get_linear_velocity() const {
return body->get_linear_velocity();
}
-void BulletPhysicsDirectBodyState::set_angular_velocity(const Vector3 &p_velocity) {
+void BulletPhysicsDirectBodyState3D::set_angular_velocity(const Vector3 &p_velocity) {
body->set_angular_velocity(p_velocity);
}
-Vector3 BulletPhysicsDirectBodyState::get_angular_velocity() const {
+Vector3 BulletPhysicsDirectBodyState3D::get_angular_velocity() const {
return body->get_angular_velocity();
}
-void BulletPhysicsDirectBodyState::set_transform(const Transform &p_transform) {
+void BulletPhysicsDirectBodyState3D::set_transform(const Transform &p_transform) {
body->set_transform(p_transform);
}
-Transform BulletPhysicsDirectBodyState::get_transform() const {
+Transform BulletPhysicsDirectBodyState3D::get_transform() const {
return body->get_transform();
}
-void BulletPhysicsDirectBodyState::add_central_force(const Vector3 &p_force) {
+void BulletPhysicsDirectBodyState3D::add_central_force(const Vector3 &p_force) {
body->apply_central_force(p_force);
}
-void BulletPhysicsDirectBodyState::add_force(const Vector3 &p_force, const Vector3 &p_pos) {
+void BulletPhysicsDirectBodyState3D::add_force(const Vector3 &p_force, const Vector3 &p_pos) {
body->apply_force(p_force, p_pos);
}
-void BulletPhysicsDirectBodyState::add_torque(const Vector3 &p_torque) {
+void BulletPhysicsDirectBodyState3D::add_torque(const Vector3 &p_torque) {
body->apply_torque(p_torque);
}
-void BulletPhysicsDirectBodyState::apply_central_impulse(const Vector3 &p_impulse) {
+void BulletPhysicsDirectBodyState3D::apply_central_impulse(const Vector3 &p_impulse) {
body->apply_central_impulse(p_impulse);
}
-void BulletPhysicsDirectBodyState::apply_impulse(const Vector3 &p_pos, const Vector3 &p_impulse) {
+void BulletPhysicsDirectBodyState3D::apply_impulse(const Vector3 &p_pos, const Vector3 &p_impulse) {
body->apply_impulse(p_pos, p_impulse);
}
-void BulletPhysicsDirectBodyState::apply_torque_impulse(const Vector3 &p_impulse) {
+void BulletPhysicsDirectBodyState3D::apply_torque_impulse(const Vector3 &p_impulse) {
body->apply_torque_impulse(p_impulse);
}
-void BulletPhysicsDirectBodyState::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 BulletPhysicsDirectBodyState::is_sleeping() const {
+bool BulletPhysicsDirectBodyState3D::is_sleeping() const {
return !body->is_active();
}
-int BulletPhysicsDirectBodyState::get_contact_count() const {
+int BulletPhysicsDirectBodyState3D::get_contact_count() const {
return body->collisionsCount;
}
-Vector3 BulletPhysicsDirectBodyState::get_contact_local_position(int p_contact_idx) const {
+Vector3 BulletPhysicsDirectBodyState3D::get_contact_local_position(int p_contact_idx) const {
return body->collisions[p_contact_idx].hitLocalLocation;
}
-Vector3 BulletPhysicsDirectBodyState::get_contact_local_normal(int p_contact_idx) const {
+Vector3 BulletPhysicsDirectBodyState3D::get_contact_local_normal(int p_contact_idx) const {
return body->collisions[p_contact_idx].hitNormal;
}
-float BulletPhysicsDirectBodyState::get_contact_impulse(int p_contact_idx) const {
+float BulletPhysicsDirectBodyState3D::get_contact_impulse(int p_contact_idx) const {
return body->collisions[p_contact_idx].appliedImpulse;
}
-int BulletPhysicsDirectBodyState::get_contact_local_shape(int p_contact_idx) const {
+int BulletPhysicsDirectBodyState3D::get_contact_local_shape(int p_contact_idx) const {
return body->collisions[p_contact_idx].local_shape;
}
-RID BulletPhysicsDirectBodyState::get_contact_collider(int p_contact_idx) const {
+RID BulletPhysicsDirectBodyState3D::get_contact_collider(int p_contact_idx) const {
return body->collisions[p_contact_idx].otherObject->get_self();
}
-Vector3 BulletPhysicsDirectBodyState::get_contact_collider_position(int p_contact_idx) const {
+Vector3 BulletPhysicsDirectBodyState3D::get_contact_collider_position(int p_contact_idx) const {
return body->collisions[p_contact_idx].hitWorldLocation;
}
-ObjectID BulletPhysicsDirectBodyState::get_contact_collider_id(int p_contact_idx) const {
+ObjectID BulletPhysicsDirectBodyState3D::get_contact_collider_id(int p_contact_idx) const {
return body->collisions[p_contact_idx].otherObject->get_instance_id();
}
-int BulletPhysicsDirectBodyState::get_contact_collider_shape(int p_contact_idx) const {
+int BulletPhysicsDirectBodyState3D::get_contact_collider_shape(int p_contact_idx) const {
return body->collisions[p_contact_idx].other_object_shape;
}
-Vector3 BulletPhysicsDirectBodyState::get_contact_collider_velocity_at_position(int p_contact_idx) const {
+Vector3 BulletPhysicsDirectBodyState3D::get_contact_collider_velocity_at_position(int p_contact_idx) const {
RigidBodyBullet::CollisionData &colDat = body->collisions.write[p_contact_idx];
btVector3 hitLocation;
@@ -194,7 +194,7 @@ Vector3 BulletPhysicsDirectBodyState::get_contact_collider_velocity_at_position(
return velocityAtPoint;
}
-PhysicsDirectSpaceState3D *BulletPhysicsDirectBodyState::get_space_state() {
+PhysicsDirectSpaceState3D *BulletPhysicsDirectBodyState3D::get_space_state() {
return body->get_space()->get_direct_state();
}
@@ -241,7 +241,7 @@ void RigidBodyBullet::KinematicUtilities::copyAllOwnerShapes() {
} break;
default:
WARN_PRINT("This shape is not supported for kinematic collision.");
- shapes.write[i].shape = NULL;
+ shapes.write[i].shape = nullptr;
}
}
}
@@ -256,31 +256,12 @@ void RigidBodyBullet::KinematicUtilities::just_delete_shapes(int new_size) {
}
RigidBodyBullet::RigidBodyBullet() :
- RigidCollisionObjectBullet(CollisionObjectBullet::TYPE_RIGID_BODY),
- kinematic_utilities(NULL),
- 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(NULL) {
-
+ RigidCollisionObjectBullet(CollisionObjectBullet::TYPE_RIGID_BODY) {
godotMotionState = bulletnew(GodotMotionState(this));
// Initial properties
const btVector3 localInertia(0, 0, 0);
- btRigidBody::btRigidBodyConstructionInfo cInfo(mass, godotMotionState, NULL, localInertia);
+ btRigidBody::btRigidBodyConstructionInfo cInfo(mass, godotMotionState, nullptr, localInertia);
btBody = bulletnew(btRigidBody(cInfo));
reload_shapes();
@@ -291,7 +272,7 @@ RigidBodyBullet::RigidBodyBullet() :
areasWhereIam.resize(maxAreasWhereIam);
for (int i = areasWhereIam.size() - 1; 0 <= i; --i) {
- areasWhereIam.write[i] = NULL;
+ areasWhereIam.write[i] = nullptr;
}
btBody->setSleepingThresholds(0.2, 0.2);
@@ -302,8 +283,9 @@ RigidBodyBullet::RigidBodyBullet() :
RigidBodyBullet::~RigidBodyBullet() {
bulletdelete(godotMotionState);
- if (force_integration_callback)
+ if (force_integration_callback) {
memdelete(force_integration_callback);
+ }
destroy_kinematic_utilities();
}
@@ -315,7 +297,7 @@ void RigidBodyBullet::init_kinematic_utilities() {
void RigidBodyBullet::destroy_kinematic_utilities() {
if (kinematic_utilities) {
memdelete(kinematic_utilities);
- kinematic_utilities = NULL;
+ kinematic_utilities = nullptr;
}
}
@@ -328,8 +310,9 @@ void RigidBodyBullet::main_shape_changed() {
void RigidBodyBullet::reload_body() {
if (space) {
space->remove_rigid_body(this);
- if (get_main_shape())
+ if (get_main_shape()) {
space->add_rigid_body(this);
+ }
}
}
@@ -355,11 +338,11 @@ void RigidBodyBullet::set_space(SpaceBullet *p_space) {
void RigidBodyBullet::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)
+ if (omit_forces_integration) {
btBody->clearForces();
+ }
- BulletPhysicsDirectBodyState *bodyDirect = BulletPhysicsDirectBodyState::get_singleton(this);
+ BulletPhysicsDirectBodyState3D *bodyDirect = BulletPhysicsDirectBodyState3D::get_singleton(this);
Variant variantBodyDirect = bodyDirect;
@@ -389,10 +372,9 @@ void RigidBodyBullet::dispatch_callbacks() {
}
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 = NULL;
+ force_integration_callback = nullptr;
}
if (p_id.is_valid()) {
@@ -416,7 +398,6 @@ void RigidBodyBullet::on_collision_filters_change() {
}
void RigidBodyBullet::on_collision_checker_start() {
-
prev_collision_count = collisionsCount;
collisionsCount = 0;
@@ -432,7 +413,6 @@ void RigidBodyBullet::on_collision_checker_end() {
}
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;
}
@@ -454,8 +434,9 @@ 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 +445,6 @@ 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) {
@@ -503,15 +479,18 @@ 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 +554,12 @@ 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);
@@ -627,8 +606,9 @@ 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)
+ if (Vector3() != p_impulse) {
btBody->activate();
+ }
btBody->applyCentralImpulse(btImpu);
}
@@ -637,16 +617,18 @@ void RigidBodyBullet::apply_impulse(const Vector3 &p_pos, const Vector3 &p_impul
btVector3 btPos;
G_TO_B(p_impulse, btImpu);
G_TO_B(p_pos, btPos);
- if (Vector3() != p_impulse)
+ if (Vector3() != p_impulse) {
btBody->activate();
+ }
btBody->applyImpulse(btImpu, btPos);
}
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);
}
@@ -655,32 +637,36 @@ void RigidBodyBullet::apply_force(const Vector3 &p_force, const Vector3 &p_pos)
btVector3 btPos;
G_TO_B(p_force, btForce);
G_TO_B(p_pos, btPos);
- if (Vector3() != p_force)
+ if (Vector3() != p_force) {
btBody->activate();
+ }
btBody->applyForce(btForce, btPos);
}
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 +684,9 @@ 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 +716,6 @@ 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 +754,9 @@ 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 +769,9 @@ 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 +783,9 @@ 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 {
@@ -808,10 +797,8 @@ 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();
}
}
@@ -827,8 +814,9 @@ 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();
@@ -846,8 +834,7 @@ void RigidBodyBullet::on_enter_area(AreaBullet *p_area) {
return;
}
for (int i = 0; i < areaWhereIamCount; ++i) {
-
- if (NULL == areasWhereIam[i]) {
+ if (nullptr == areasWhereIam[i]) {
// This area has the highest priority
areasWhereIam.write[i] = p_area;
break;
@@ -894,7 +881,7 @@ void RigidBodyBullet::on_exit_area(AreaBullet *p_area) {
}
--areaWhereIamCount;
- areasWhereIam.write[areaWhereIamCount] = NULL; // Even if this is not required, I clear the last element to be safe
+ areasWhereIam.write[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();
}
@@ -902,22 +889,21 @@ 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 (!is_active() && PhysicsServer3D::BODY_MODE_KINEMATIC != mode) {
return;
+ }
- Vector3 newGravity(space->get_gravity_direction() * space->get_gravity_magnitude());
- real_t newLinearDamp(linearDamp);
- real_t newAngularDamp(angularDamp);
+ Vector3 newGravity(0.0, 0.0, 0.0);
+ real_t newLinearDamp = MAX(0.0, linearDamp);
+ real_t newAngularDamp = MAX(0.0, 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) {
-
+ bool stopped = false;
+ for (int i = areaWhereIamCount - 1; (0 <= i) && !stopped; --i) {
currentArea = areasWhereIam[i];
if (!currentArea || PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED == currentArea->get_spOv_mode()) {
@@ -926,7 +912,6 @@ void RigidBodyBullet::reload_space_override_modificator() {
/// 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();
@@ -965,7 +950,6 @@ 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
@@ -974,32 +958,31 @@ 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;
@@ -1022,7 +1005,6 @@ 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 +1013,18 @@ 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 +1034,14 @@ 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
}