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+/*************************************************************************/
+/* body_bullet.cpp */
+/* Author: AndreaCatania */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "rigid_body_bullet.h"
+#include "BulletCollision/CollisionDispatch/btGhostObject.h"
+#include "BulletCollision/CollisionShapes/btConvexPointCloudShape.h"
+#include "BulletDynamics/Dynamics/btRigidBody.h"
+#include "btBulletCollisionCommon.h"
+#include "btRayShape.h"
+#include "bullet_physics_server.h"
+#include "bullet_types_converter.h"
+#include "bullet_utilities.h"
+#include "godot_motion_state.h"
+#include "joint_bullet.h"
+#include <assert.h>
+
+BulletPhysicsDirectBodyState *BulletPhysicsDirectBodyState::singleton = NULL;
+
+Vector3 BulletPhysicsDirectBodyState::get_total_gravity() const {
+ Vector3 gVec;
+ B_TO_G(body->btBody->getGravity(), gVec);
+ return gVec;
+}
+
+float BulletPhysicsDirectBodyState::get_total_angular_damp() const {
+ return body->btBody->getAngularDamping();
+}
+
+float BulletPhysicsDirectBodyState::get_total_linear_damp() const {
+ return body->btBody->getLinearDamping();
+}
+
+Vector3 BulletPhysicsDirectBodyState::get_center_of_mass() const {
+ Vector3 gVec;
+ B_TO_G(body->btBody->getCenterOfMassPosition(), gVec);
+ return gVec;
+}
+
+Basis BulletPhysicsDirectBodyState::get_principal_inertia_axes() const {
+ return Basis();
+}
+
+float BulletPhysicsDirectBodyState::get_inverse_mass() const {
+ return body->btBody->getInvMass();
+}
+
+Vector3 BulletPhysicsDirectBodyState::get_inverse_inertia() const {
+ Vector3 gVec;
+ B_TO_G(body->btBody->getInvInertiaDiagLocal(), gVec);
+ return gVec;
+}
+
+Basis BulletPhysicsDirectBodyState::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) {
+ body->set_linear_velocity(p_velocity);
+}
+
+Vector3 BulletPhysicsDirectBodyState::get_linear_velocity() const {
+ return body->get_linear_velocity();
+}
+
+void BulletPhysicsDirectBodyState::set_angular_velocity(const Vector3 &p_velocity) {
+ body->set_angular_velocity(p_velocity);
+}
+
+Vector3 BulletPhysicsDirectBodyState::get_angular_velocity() const {
+ return body->get_angular_velocity();
+}
+
+void BulletPhysicsDirectBodyState::set_transform(const Transform &p_transform) {
+ body->set_transform(p_transform);
+}
+
+Transform BulletPhysicsDirectBodyState::get_transform() const {
+ return body->get_transform();
+}
+
+void BulletPhysicsDirectBodyState::add_force(const Vector3 &p_force, const Vector3 &p_pos) {
+ body->apply_force(p_force, p_pos);
+}
+
+void BulletPhysicsDirectBodyState::apply_impulse(const Vector3 &p_pos, const Vector3 &p_j) {
+ body->apply_impulse(p_pos, p_j);
+}
+
+void BulletPhysicsDirectBodyState::apply_torque_impulse(const Vector3 &p_j) {
+ body->apply_torque_impulse(p_j);
+}
+
+void BulletPhysicsDirectBodyState::set_sleep_state(bool p_enable) {
+ body->set_activation_state(p_enable);
+}
+
+bool BulletPhysicsDirectBodyState::is_sleeping() const {
+ return !body->is_active();
+}
+
+int BulletPhysicsDirectBodyState::get_contact_count() const {
+ return body->collisionsCount;
+}
+
+Vector3 BulletPhysicsDirectBodyState::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 {
+ return body->collisions[p_contact_idx].hitNormal;
+}
+
+int BulletPhysicsDirectBodyState::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 {
+ return body->collisions[p_contact_idx].otherObject->get_self();
+}
+
+Vector3 BulletPhysicsDirectBodyState::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 {
+ return body->collisions[p_contact_idx].otherObject->get_instance_id();
+}
+
+int BulletPhysicsDirectBodyState::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 {
+ RigidBodyBullet::CollisionData &colDat = body->collisions[p_contact_idx];
+
+ btVector3 hitLocation;
+ G_TO_B(colDat.hitLocalLocation, hitLocation);
+
+ Vector3 velocityAtPoint;
+ B_TO_G(colDat.otherObject->get_bt_rigid_body()->getVelocityInLocalPoint(hitLocation), velocityAtPoint);
+
+ return velocityAtPoint;
+}
+
+PhysicsDirectSpaceState *BulletPhysicsDirectBodyState::get_space_state() {
+ return body->get_space()->get_direct_state();
+}
+
+RigidBodyBullet::KinematicUtilities::KinematicUtilities(RigidBodyBullet *p_owner)
+ : m_owner(p_owner), m_margin(0.01) // Godot default margin 0.001
+{
+ m_ghostObject = bulletnew(btPairCachingGhostObject);
+
+ int clearedCurrentFlags = m_ghostObject->getCollisionFlags();
+ clearedCurrentFlags &= ~(btCollisionObject::CF_KINEMATIC_OBJECT | btCollisionObject::CF_STATIC_OBJECT);
+
+ m_ghostObject->setCollisionFlags(clearedCurrentFlags | btCollisionObject::CF_KINEMATIC_OBJECT);
+ m_ghostObject->setUserPointer(p_owner);
+ m_ghostObject->setUserIndex(TYPE_KINEMATIC_GHOST_BODY);
+
+ resetDefShape();
+}
+
+RigidBodyBullet::KinematicUtilities::~KinematicUtilities() {
+ just_delete_shapes(m_shapes.size()); // don't need to resize
+ bulletdelete(m_ghostObject);
+}
+
+void RigidBodyBullet::KinematicUtilities::resetDefShape() {
+ m_ghostObject->setCollisionShape(BulletPhysicsServer::get_empty_shape());
+}
+
+void RigidBodyBullet::KinematicUtilities::copyAllOwnerShapes() {
+ const Vector<CollisionObjectBullet::ShapeWrapper> &shapes_wrappers(m_owner->get_shapes_wrappers());
+ const int shapes_count = shapes_wrappers.size();
+
+ just_delete_shapes(shapes_count);
+
+ const CollisionObjectBullet::ShapeWrapper *shape_wrapper;
+
+ for (int i = shapes_count - 1; 0 <= i; --i) {
+ shape_wrapper = &shapes_wrappers[i];
+ if (!shape_wrapper->active) {
+ continue;
+ }
+ m_shapes[i].transform = shape_wrapper->transform;
+
+ btConvexShape *&kin_shape_ref = m_shapes[i].shape;
+
+ switch (shape_wrapper->shape->get_type()) {
+ case PhysicsServer::SHAPE_SPHERE: {
+ SphereShapeBullet *sphere = static_cast<SphereShapeBullet *>(shape_wrapper->shape);
+ kin_shape_ref = ShapeBullet::create_shape_sphere(sphere->get_radius() * m_owner->body_scale[0] + m_margin);
+ break;
+ }
+ case PhysicsServer::SHAPE_BOX: {
+ BoxShapeBullet *box = static_cast<BoxShapeBullet *>(shape_wrapper->shape);
+ kin_shape_ref = ShapeBullet::create_shape_box((box->get_half_extents() * m_owner->body_scale) + btVector3(m_margin, m_margin, m_margin));
+ break;
+ }
+ case PhysicsServer::SHAPE_CAPSULE: {
+ CapsuleShapeBullet *capsule = static_cast<CapsuleShapeBullet *>(shape_wrapper->shape);
+ kin_shape_ref = ShapeBullet::create_shape_capsule(capsule->get_radius() * m_owner->body_scale[0] + m_margin, capsule->get_height() * m_owner->body_scale[1] + m_margin);
+ break;
+ }
+ case PhysicsServer::SHAPE_CONVEX_POLYGON: {
+ ConvexPolygonShapeBullet *godot_convex = static_cast<ConvexPolygonShapeBullet *>(shape_wrapper->shape);
+ kin_shape_ref = ShapeBullet::create_shape_convex(godot_convex->vertices);
+ kin_shape_ref->setLocalScaling(m_owner->body_scale + btVector3(m_margin, m_margin, m_margin));
+ break;
+ }
+ case PhysicsServer::SHAPE_RAY: {
+ RayShapeBullet *godot_ray = static_cast<RayShapeBullet *>(shape_wrapper->shape);
+ kin_shape_ref = ShapeBullet::create_shape_ray(godot_ray->length * m_owner->body_scale[1] + m_margin);
+ break;
+ }
+ default:
+ WARN_PRINT("This shape is not supported to be kinematic!");
+ kin_shape_ref = NULL;
+ }
+ }
+}
+
+void RigidBodyBullet::KinematicUtilities::just_delete_shapes(int new_size) {
+ for (int i = m_shapes.size() - 1; 0 <= i; --i) {
+ if (m_shapes[i].shape) {
+ bulletdelete(m_shapes[i].shape);
+ }
+ }
+ m_shapes.resize(new_size);
+}
+
+RigidBodyBullet::RigidBodyBullet()
+ : RigidCollisionObjectBullet(CollisionObjectBullet::TYPE_RIGID_BODY),
+ kinematic_utilities(NULL),
+ gravity_scale(1),
+ mass(1),
+ linearDamp(0),
+ angularDamp(0),
+ can_sleep(true),
+ force_integration_callback(NULL),
+ isTransformChanged(false),
+ maxCollisionsDetection(0),
+ collisionsCount(0),
+ maxAreasWhereIam(10),
+ areaWhereIamCount(0),
+ countGravityPointSpaces(0),
+ isScratchedSpaceOverrideModificator(false) {
+
+ godotMotionState = bulletnew(GodotMotionState(this));
+
+ // Initial properties
+ const btVector3 localInertia(0, 0, 0);
+ btRigidBody::btRigidBodyConstructionInfo cInfo(mass, godotMotionState, compoundShape, localInertia);
+
+ btBody = bulletnew(btRigidBody(cInfo));
+ setupBulletCollisionObject(btBody);
+
+ set_mode(PhysicsServer::BODY_MODE_RIGID);
+ set_axis_lock(PhysicsServer::BODY_AXIS_LOCK_DISABLED);
+
+ areasWhereIam.resize(maxAreasWhereIam);
+ for (int i = areasWhereIam.size() - 1; 0 <= i; --i) {
+ areasWhereIam[i] = NULL;
+ }
+}
+
+RigidBodyBullet::~RigidBodyBullet() {
+ bulletdelete(godotMotionState);
+
+ if (force_integration_callback)
+ memdelete(force_integration_callback);
+
+ destroy_kinematic_utilities();
+}
+
+void RigidBodyBullet::init_kinematic_utilities() {
+ kinematic_utilities = memnew(KinematicUtilities(this));
+}
+
+void RigidBodyBullet::destroy_kinematic_utilities() {
+ if (kinematic_utilities) {
+ memdelete(kinematic_utilities);
+ kinematic_utilities = NULL;
+ }
+}
+
+void RigidBodyBullet::reload_body() {
+ if (space) {
+ space->remove_rigid_body(this);
+ space->add_rigid_body(this);
+ }
+}
+
+void RigidBodyBullet::set_space(SpaceBullet *p_space) {
+ // Clear the old space if there is one
+ if (space) {
+ isTransformChanged = false;
+
+ // Remove all eventual constraints
+ assert_no_constraints();
+
+ // Remove this object form the physics world
+ space->remove_rigid_body(this);
+ }
+
+ space = p_space;
+
+ if (space) {
+ space->add_rigid_body(this);
+ }
+}
+
+void RigidBodyBullet::dispatch_callbacks() {
+ /// The check isTransformChanged is necessary in order to call integrated forces only when the first transform is sent
+ if (btBody->isActive() && force_integration_callback && isTransformChanged) {
+
+ BulletPhysicsDirectBodyState *bodyDirect = BulletPhysicsDirectBodyState::get_singleton(this);
+
+ Variant variantBodyDirect = bodyDirect;
+
+ Object *obj = ObjectDB::get_instance(force_integration_callback->id);
+ if (!obj) {
+ // Remove integration callback
+ set_force_integration_callback(0, StringName());
+ } else {
+ const Variant *vp[2] = { &variantBodyDirect, &force_integration_callback->udata };
+
+ Variant::CallError responseCallError;
+ int argc = (force_integration_callback->udata.get_type() == Variant::NIL) ? 1 : 2;
+ obj->call(force_integration_callback->method, vp, argc, responseCallError);
+ }
+ }
+
+ if (isScratchedSpaceOverrideModificator || 0 < countGravityPointSpaces) {
+ isScratchedSpaceOverrideModificator = false;
+ reload_space_override_modificator();
+ }
+
+ /// 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 = NULL;
+ }
+
+ if (p_id != 0) {
+ force_integration_callback = memnew(ForceIntegrationCallback);
+ force_integration_callback->id = p_id;
+ force_integration_callback->method = p_method;
+ force_integration_callback->udata = p_udata;
+ }
+}
+
+void RigidBodyBullet::scratch() {
+ isTransformChanged = true;
+}
+
+void RigidBodyBullet::scratch_space_override_modificator() {
+ isScratchedSpaceOverrideModificator = true;
+}
+
+void RigidBodyBullet::on_collision_filters_change() {
+ if (space) {
+ space->reload_collision_filters(this);
+ }
+}
+
+void RigidBodyBullet::on_collision_checker_start() {
+ collisionsCount = 0;
+}
+
+bool RigidBodyBullet::add_collision_object(RigidBodyBullet *p_otherObject, const Vector3 &p_hitWorldLocation, const Vector3 &p_hitLocalLocation, const Vector3 &p_hitNormal, int p_other_shape_index, int p_local_shape_index) {
+
+ if (collisionsCount >= maxCollisionsDetection) {
+ return false;
+ }
+
+ CollisionData &cd = collisions[collisionsCount];
+ cd.hitLocalLocation = p_hitLocalLocation;
+ cd.otherObject = p_otherObject;
+ cd.hitWorldLocation = p_hitWorldLocation;
+ cd.hitNormal = p_hitNormal;
+ cd.other_object_shape = p_other_shape_index;
+ cd.local_shape = p_local_shape_index;
+
+ ++collisionsCount;
+ return true;
+}
+
+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) {
+ if (p_active) {
+ btBody->setActivationState(ACTIVE_TAG);
+ } else {
+ btBody->setActivationState(WANTS_DEACTIVATION);
+ }
+}
+
+bool RigidBodyBullet::is_active() const {
+ return btBody->isActive();
+}
+
+void RigidBodyBullet::set_param(PhysicsServer::BodyParameter p_param, real_t p_value) {
+ switch (p_param) {
+ case PhysicsServer::BODY_PARAM_BOUNCE:
+ btBody->setRestitution(p_value);
+ break;
+ case PhysicsServer::BODY_PARAM_FRICTION:
+ btBody->setFriction(p_value);
+ break;
+ case PhysicsServer::BODY_PARAM_MASS: {
+ ERR_FAIL_COND(p_value < 0);
+ mass = p_value;
+ _internal_set_mass(p_value);
+ break;
+ }
+ case PhysicsServer::BODY_PARAM_LINEAR_DAMP:
+ linearDamp = p_value;
+ btBody->setDamping(linearDamp, angularDamp);
+ break;
+ case PhysicsServer::BODY_PARAM_ANGULAR_DAMP:
+ angularDamp = p_value;
+ btBody->setDamping(linearDamp, angularDamp);
+ break;
+ case PhysicsServer::BODY_PARAM_GRAVITY_SCALE:
+ gravity_scale = p_value;
+ /// The Bullet gravity will be is set by reload_space_override_modificator
+ scratch_space_override_modificator();
+ break;
+ default:
+ WARN_PRINTS("Parameter " + itos(p_param) + " not supported by bullet. Value: " + itos(p_value));
+ }
+}
+
+real_t RigidBodyBullet::get_param(PhysicsServer::BodyParameter p_param) const {
+ switch (p_param) {
+ case PhysicsServer::BODY_PARAM_BOUNCE:
+ return btBody->getRestitution();
+ case PhysicsServer::BODY_PARAM_FRICTION:
+ return btBody->getFriction();
+ case PhysicsServer::BODY_PARAM_MASS: {
+ const btScalar invMass = btBody->getInvMass();
+ return 0 == invMass ? 0 : 1 / invMass;
+ }
+ case PhysicsServer::BODY_PARAM_LINEAR_DAMP:
+ return linearDamp;
+ case PhysicsServer::BODY_PARAM_ANGULAR_DAMP:
+ return angularDamp;
+ case PhysicsServer::BODY_PARAM_GRAVITY_SCALE:
+ return gravity_scale;
+ default:
+ WARN_PRINTS("Parameter " + itos(p_param) + " not supported by bullet");
+ return 0;
+ }
+}
+
+void RigidBodyBullet::set_mode(PhysicsServer::BodyMode p_mode) {
+ // This is necessary to block force_integration untile next move
+ isTransformChanged = false;
+ destroy_kinematic_utilities();
+ // The mode change is relevant to its mass
+ switch (p_mode) {
+ case PhysicsServer::BODY_MODE_KINEMATIC:
+ mode = PhysicsServer::BODY_MODE_KINEMATIC;
+ set_axis_lock(axis_lock); // Reload axis lock
+ _internal_set_mass(0);
+ init_kinematic_utilities();
+ break;
+ case PhysicsServer::BODY_MODE_STATIC:
+ mode = PhysicsServer::BODY_MODE_STATIC;
+ set_axis_lock(axis_lock); // Reload axis lock
+ _internal_set_mass(0);
+ break;
+ case PhysicsServer::BODY_MODE_RIGID: {
+ mode = PhysicsServer::BODY_MODE_RIGID;
+ set_axis_lock(axis_lock); // Reload axis lock
+ _internal_set_mass(0 == mass ? 1 : mass);
+ break;
+ }
+ case PhysicsServer::BODY_MODE_CHARACTER: {
+ mode = PhysicsServer::BODY_MODE_CHARACTER;
+ set_axis_lock(axis_lock); // Reload axis lock
+ _internal_set_mass(0 == mass ? 1 : mass);
+ break;
+ }
+ }
+
+ btBody->setAngularVelocity(btVector3(0, 0, 0));
+ btBody->setLinearVelocity(btVector3(0, 0, 0));
+}
+PhysicsServer::BodyMode RigidBodyBullet::get_mode() const {
+ return mode;
+}
+
+void RigidBodyBullet::set_state(PhysicsServer::BodyState p_state, const Variant &p_variant) {
+
+ switch (p_state) {
+ case PhysicsServer::BODY_STATE_TRANSFORM:
+ set_transform(p_variant);
+ break;
+ case PhysicsServer::BODY_STATE_LINEAR_VELOCITY:
+ set_linear_velocity(p_variant);
+ break;
+ case PhysicsServer::BODY_STATE_ANGULAR_VELOCITY:
+ set_angular_velocity(p_variant);
+ break;
+ case PhysicsServer::BODY_STATE_SLEEPING:
+ set_activation_state(!bool(p_variant));
+ break;
+ case PhysicsServer::BODY_STATE_CAN_SLEEP:
+ can_sleep = bool(p_variant);
+ if (!can_sleep) {
+ // Can't sleep
+ btBody->forceActivationState(DISABLE_DEACTIVATION);
+ }
+ break;
+ }
+}
+
+Variant RigidBodyBullet::get_state(PhysicsServer::BodyState p_state) const {
+ switch (p_state) {
+ case PhysicsServer::BODY_STATE_TRANSFORM:
+ return get_transform();
+ case PhysicsServer::BODY_STATE_LINEAR_VELOCITY:
+ return get_linear_velocity();
+ case PhysicsServer::BODY_STATE_ANGULAR_VELOCITY:
+ return get_angular_velocity();
+ case PhysicsServer::BODY_STATE_SLEEPING:
+ return !is_active();
+ case PhysicsServer::BODY_STATE_CAN_SLEEP:
+ return can_sleep;
+ default:
+ WARN_PRINTS("This state " + itos(p_state) + " is not supported by Bullet");
+ return Variant();
+ }
+}
+
+void RigidBodyBullet::apply_central_impulse(const Vector3 &p_impulse) {
+ btVector3 btImpu;
+ G_TO_B(p_impulse, btImpu);
+ btBody->activate();
+ btBody->applyCentralImpulse(btImpu);
+}
+
+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);
+ btBody->activate();
+ btBody->applyImpulse(btImpu, btPos);
+}
+
+void RigidBodyBullet::apply_torque_impulse(const Vector3 &p_impulse) {
+ btVector3 btImp;
+ G_TO_B(p_impulse, btImp);
+ btBody->activate();
+ btBody->applyTorqueImpulse(btImp);
+}
+
+void RigidBodyBullet::apply_force(const Vector3 &p_force, const Vector3 &p_pos) {
+ btVector3 btForce;
+ btVector3 btPos;
+ G_TO_B(p_force, btForce);
+ G_TO_B(p_pos, btPos);
+ btBody->activate();
+ btBody->applyForce(btForce, btPos);
+}
+
+void RigidBodyBullet::apply_central_force(const Vector3 &p_force) {
+ btVector3 btForce;
+ G_TO_B(p_force, btForce);
+ btBody->activate();
+ btBody->applyCentralForce(btForce);
+}
+
+void RigidBodyBullet::apply_torque(const Vector3 &p_torque) {
+ btVector3 btTorq;
+ G_TO_B(p_torque, btTorq);
+ btBody->activate();
+ btBody->applyTorque(btTorq);
+}
+
+void RigidBodyBullet::set_applied_force(const Vector3 &p_force) {
+ btVector3 btVec = btBody->getTotalTorque();
+
+ btBody->activate();
+
+ btBody->clearForces();
+ btBody->applyTorque(btVec);
+
+ G_TO_B(p_force, btVec);
+ btBody->applyCentralForce(btVec);
+}
+
+Vector3 RigidBodyBullet::get_applied_force() const {
+ Vector3 gTotForc;
+ B_TO_G(btBody->getTotalForce(), gTotForc);
+ return gTotForc;
+}
+
+void RigidBodyBullet::set_applied_torque(const Vector3 &p_torque) {
+ btVector3 btVec = btBody->getTotalForce();
+
+ btBody->activate();
+
+ btBody->clearForces();
+ btBody->applyCentralForce(btVec);
+
+ G_TO_B(p_torque, btVec);
+ btBody->applyTorque(btVec);
+}
+
+Vector3 RigidBodyBullet::get_applied_torque() const {
+ Vector3 gTotTorq;
+ B_TO_G(btBody->getTotalTorque(), gTotTorq);
+ return gTotTorq;
+}
+
+void RigidBodyBullet::set_axis_lock(PhysicsServer::BodyAxisLock p_lock) {
+ axis_lock = p_lock;
+
+ if (PhysicsServer::BODY_AXIS_LOCK_DISABLED == axis_lock) {
+ btBody->setLinearFactor(btVector3(1., 1., 1.));
+ btBody->setAngularFactor(btVector3(1., 1., 1.));
+ } else if (PhysicsServer::BODY_AXIS_LOCK_X == axis_lock) {
+ btBody->setLinearFactor(btVector3(0., 1., 1.));
+ btBody->setAngularFactor(btVector3(1., 0., 0.));
+ } else if (PhysicsServer::BODY_AXIS_LOCK_Y == axis_lock) {
+ btBody->setLinearFactor(btVector3(1., 0., 1.));
+ btBody->setAngularFactor(btVector3(0., 1., 0.));
+ } else if (PhysicsServer::BODY_AXIS_LOCK_Z == axis_lock) {
+ btBody->setLinearFactor(btVector3(1., 1., 0.));
+ btBody->setAngularFactor(btVector3(0., 0., 1.));
+ }
+
+ if (PhysicsServer::BODY_MODE_CHARACTER == mode) {
+ /// When character lock angular
+ btBody->setAngularFactor(btVector3(0., 0., 0.));
+ }
+}
+
+PhysicsServer::BodyAxisLock RigidBodyBullet::get_axis_lock() const {
+ btVector3 vec = btBody->getLinearFactor();
+ if (0. == vec.x()) {
+ return PhysicsServer::BODY_AXIS_LOCK_X;
+ } else if (0. == vec.y()) {
+ return PhysicsServer::BODY_AXIS_LOCK_Y;
+ } else if (0. == vec.z()) {
+ return PhysicsServer::BODY_AXIS_LOCK_Z;
+ } else {
+ return PhysicsServer::BODY_AXIS_LOCK_DISABLED;
+ }
+}
+
+void RigidBodyBullet::set_continuous_collision_detection(bool p_enable) {
+ if (p_enable) {
+ // This threshold enable CCD if the object moves more than
+ // 1 meter in one simulation frame
+ btBody->setCcdMotionThreshold(1);
+
+ /// Calculate using the rule writte below the CCD swept sphere radius
+ /// CCD works on an embedded sphere of radius, make sure this radius
+ /// is embedded inside the convex objects, preferably smaller:
+ /// for an object of dimentions 1 meter, try 0.2
+ btVector3 center;
+ btScalar radius;
+ btBody->getCollisionShape()->getBoundingSphere(center, radius);
+ btBody->setCcdSweptSphereRadius(radius * 0.2);
+ } else {
+ btBody->setCcdMotionThreshold(0.);
+ btBody->setCcdSweptSphereRadius(0.);
+ }
+}
+
+bool RigidBodyBullet::is_continuous_collision_detection_enabled() const {
+ return 0. != btBody->getCcdMotionThreshold();
+}
+
+void RigidBodyBullet::set_linear_velocity(const Vector3 &p_velocity) {
+ btVector3 btVec;
+ G_TO_B(p_velocity, btVec);
+ btBody->activate();
+ btBody->setLinearVelocity(btVec);
+}
+
+Vector3 RigidBodyBullet::get_linear_velocity() const {
+ Vector3 gVec;
+ B_TO_G(btBody->getLinearVelocity(), gVec);
+ return gVec;
+}
+
+void RigidBodyBullet::set_angular_velocity(const Vector3 &p_velocity) {
+ btVector3 btVec;
+ G_TO_B(p_velocity, btVec);
+ btBody->activate();
+ btBody->setAngularVelocity(btVec);
+}
+
+Vector3 RigidBodyBullet::get_angular_velocity() const {
+ Vector3 gVec;
+ B_TO_G(btBody->getAngularVelocity(), gVec);
+ return gVec;
+}
+
+void RigidBodyBullet::set_transform__bullet(const btTransform &p_global_transform) {
+ if (mode == PhysicsServer::BODY_MODE_KINEMATIC) {
+ // The kinematic use MotionState class
+ godotMotionState->moveBody(p_global_transform);
+ }
+ btBody->setWorldTransform(p_global_transform);
+}
+
+const btTransform &RigidBodyBullet::get_transform__bullet() const {
+ if (is_static()) {
+
+ return RigidCollisionObjectBullet::get_transform__bullet();
+ } else {
+
+ return godotMotionState->getCurrentWorldTransform();
+ }
+}
+
+void RigidBodyBullet::on_shapes_changed() {
+ RigidCollisionObjectBullet::on_shapes_changed();
+
+ const btScalar invMass = btBody->getInvMass();
+ const btScalar mass = invMass == 0 ? 0 : 1 / invMass;
+
+ btVector3 inertia;
+ btBody->getCollisionShape()->calculateLocalInertia(mass, inertia);
+ btBody->setMassProps(mass, inertia);
+ btBody->updateInertiaTensor();
+
+ reload_kinematic_shapes();
+
+ reload_body();
+}
+
+void RigidBodyBullet::on_enter_area(AreaBullet *p_area) {
+ /// Add this area to the array in an ordered way
+ ++areaWhereIamCount;
+ if (areaWhereIamCount >= maxAreasWhereIam) {
+ --areaWhereIamCount;
+ return;
+ }
+ for (int i = 0; i < areaWhereIamCount; ++i) {
+
+ if (NULL == areasWhereIam[i]) {
+ // This area has the highest priority
+ 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[j + 1] = areasWhereIam[j];
+ }
+ areasWhereIam[i] = p_area;
+ break;
+ }
+ }
+ }
+ if (PhysicsServer::AREA_SPACE_OVERRIDE_DISABLED != p_area->get_spOv_mode()) {
+ scratch_space_override_modificator();
+ }
+
+ if (p_area->is_spOv_gravityPoint()) {
+ ++countGravityPointSpaces;
+ assert(0 < countGravityPointSpaces);
+ }
+}
+
+void RigidBodyBullet::on_exit_area(AreaBullet *p_area) {
+ RigidCollisionObjectBullet::on_exit_area(p_area);
+ /// Remove this area and keep the order
+ /// N.B. Since I don't want resize the array I can't use the "erase" function
+ bool wasTheAreaFound = false;
+ for (int i = 0; i < areaWhereIamCount; ++i) {
+ if (p_area == areasWhereIam[i]) {
+ // The area was fount, just shift down all elements
+ for (int j = i; j < areaWhereIamCount; ++j) {
+ areasWhereIam[j] = areasWhereIam[j + 1];
+ }
+ wasTheAreaFound = true;
+ break;
+ }
+ }
+ if (wasTheAreaFound) {
+ if (p_area->is_spOv_gravityPoint()) {
+ --countGravityPointSpaces;
+ assert(0 <= countGravityPointSpaces);
+ }
+
+ --areaWhereIamCount;
+ areasWhereIam[areaWhereIamCount] = NULL; // Even if this is not required, I clear the last element to be safe
+ if (PhysicsServer::AREA_SPACE_OVERRIDE_DISABLED != p_area->get_spOv_mode()) {
+ scratch_space_override_modificator();
+ }
+ }
+}
+
+void RigidBodyBullet::reload_space_override_modificator() {
+
+ 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) {
+
+ currentArea = areasWhereIam[i];
+
+ if (PhysicsServer::AREA_SPACE_OVERRIDE_DISABLED == currentArea->get_spOv_mode()) {
+ continue;
+ }
+
+ /// 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();
+ // 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;
+ } else {
+ support_gravity.x /= distanceMag;
+ support_gravity.y /= distanceMag;
+ support_gravity.z /= distanceMag;
+ }
+
+ /// Here is calculated the final gravity
+ if (currentArea->get_spOv_gravityPointDistanceScale() > 0) {
+ // Scaled gravity by distance
+ support_gravity *= currentArea->get_spOv_gravityMag() / Math::pow(distanceMag * currentArea->get_spOv_gravityPointDistanceScale() + 1, 2);
+ } else {
+ // Unscaled gravity
+ support_gravity *= currentArea->get_spOv_gravityMag();
+ }
+ } else {
+ support_gravity = currentArea->get_spOv_gravityVec() * currentArea->get_spOv_gravityMag();
+ }
+
+ switch (currentArea->get_spOv_mode()) {
+ ///case PhysicsServer::AREA_SPACE_OVERRIDE_DISABLED:
+ /// This area does not affect gravity/damp. These are generally areas
+ /// that exist only to detect collisions, and objects entering or exiting them.
+ /// break;
+ case PhysicsServer::AREA_SPACE_OVERRIDE_COMBINE:
+ /// This area adds its gravity/damp values to whatever has been
+ /// calculated so far. This way, many overlapping areas can combine
+ /// their physics to make interesting
+ newGravity += support_gravity;
+ newLinearDamp += currentArea->get_spOv_linearDamp();
+ newAngularDamp += currentArea->get_spOv_angularDamp();
+ ++countCombined;
+ break;
+ case PhysicsServer::AREA_SPACE_OVERRIDE_COMBINE_REPLACE:
+ /// This area adds its gravity/damp values to whatever has been calculated
+ /// so far. Then stops taking into account the rest of the areas, even the
+ /// default one.
+ newGravity += support_gravity;
+ newLinearDamp += currentArea->get_spOv_linearDamp();
+ newAngularDamp += currentArea->get_spOv_angularDamp();
+ ++countCombined;
+ goto endAreasCycle;
+ case PhysicsServer::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;
+ case PhysicsServer::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;
+ }
+
+ btVector3 newBtGravity;
+ G_TO_B(newGravity * gravity_scale, newBtGravity);
+
+ btBody->setGravity(newBtGravity);
+ btBody->setDamping(newLinearDamp, newAngularDamp);
+}
+
+void RigidBodyBullet::reload_kinematic_shapes() {
+ if (!kinematic_utilities) {
+ return;
+ }
+ kinematic_utilities->copyAllOwnerShapes();
+}
+
+void RigidBodyBullet::_internal_set_mass(real_t p_mass) {
+
+ btVector3 localInertia(0, 0, 0);
+
+ int clearedCurrentFlags = btBody->getCollisionFlags();
+ clearedCurrentFlags &= ~(btCollisionObject::CF_KINEMATIC_OBJECT | btCollisionObject::CF_STATIC_OBJECT | btCollisionObject::CF_CHARACTER_OBJECT);
+
+ // Rigidbody is dynamic if and only if mass is non Zero, otherwise static
+ const bool isDynamic = p_mass != 0.f;
+ if (isDynamic) {
+
+ ERR_FAIL_COND(PhysicsServer::BODY_MODE_RIGID != mode && PhysicsServer::BODY_MODE_CHARACTER != mode);
+
+ m_isStatic = false;
+ compoundShape->calculateLocalInertia(p_mass, localInertia);
+
+ if (PhysicsServer::BODY_MODE_RIGID == mode) {
+
+ btBody->setCollisionFlags(clearedCurrentFlags); // Just set the flags without Kin and Static
+ } else {
+
+ btBody->setCollisionFlags(clearedCurrentFlags | btCollisionObject::CF_CHARACTER_OBJECT);
+ }
+
+ if (can_sleep) {
+ btBody->forceActivationState(ACTIVE_TAG); // ACTIVE_TAG 1
+ } else {
+ btBody->forceActivationState(DISABLE_DEACTIVATION); // DISABLE_DEACTIVATION 4
+ }
+ } else {
+
+ ERR_FAIL_COND(PhysicsServer::BODY_MODE_STATIC != mode && PhysicsServer::BODY_MODE_KINEMATIC != mode);
+
+ m_isStatic = true;
+ if (PhysicsServer::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
+ }
+ btBody->forceActivationState(DISABLE_SIMULATION); // DISABLE_SIMULATION 5
+ }
+
+ btBody->setMassProps(p_mass, localInertia);
+ btBody->updateInertiaTensor();
+
+ reload_body();
+}