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Diffstat (limited to 'modules/bullet/rigid_body_bullet.cpp')
-rw-r--r-- | modules/bullet/rigid_body_bullet.cpp | 1050 |
1 files changed, 0 insertions, 1050 deletions
diff --git a/modules/bullet/rigid_body_bullet.cpp b/modules/bullet/rigid_body_bullet.cpp deleted file mode 100644 index 0603963332..0000000000 --- a/modules/bullet/rigid_body_bullet.cpp +++ /dev/null @@ -1,1050 +0,0 @@ -/*************************************************************************/ -/* rigid_body_bullet.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2022 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 "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 <BulletCollision/CollisionDispatch/btGhostObject.h> -#include <BulletCollision/CollisionShapes/btConvexPointCloudShape.h> -#include <BulletDynamics/Dynamics/btRigidBody.h> -#include <btBulletCollisionCommon.h> - -BulletPhysicsDirectBodyState3D *BulletPhysicsDirectBodyState3D::singleton = nullptr; - -Vector3 BulletPhysicsDirectBodyState3D::get_total_gravity() const { - Vector3 gVec; - B_TO_G(body->btBody->getGravity(), gVec); - return gVec; -} - -real_t BulletPhysicsDirectBodyState3D::get_total_angular_damp() const { - return body->btBody->getAngularDamping(); -} - -real_t BulletPhysicsDirectBodyState3D::get_total_linear_damp() const { - return body->btBody->getLinearDamping(); -} - -Vector3 BulletPhysicsDirectBodyState3D::get_center_of_mass() const { - Vector3 gVec; - B_TO_G(body->btBody->getCenterOfMassPosition(), gVec); - return gVec; -} - -Basis BulletPhysicsDirectBodyState3D::get_principal_inertia_axes() const { - return Basis(); -} - -real_t BulletPhysicsDirectBodyState3D::get_inverse_mass() const { - return body->btBody->getInvMass(); -} - -Vector3 BulletPhysicsDirectBodyState3D::get_inverse_inertia() const { - Vector3 gVec; - B_TO_G(body->btBody->getInvInertiaDiagLocal(), gVec); - return gVec; -} - -Basis BulletPhysicsDirectBodyState3D::get_inverse_inertia_tensor() const { - Basis gInertia; - B_TO_G(body->btBody->getInvInertiaTensorWorld(), gInertia); - return gInertia; -} - -void BulletPhysicsDirectBodyState3D::set_linear_velocity(const Vector3 &p_velocity) { - body->set_linear_velocity(p_velocity); -} - -Vector3 BulletPhysicsDirectBodyState3D::get_linear_velocity() const { - return body->get_linear_velocity(); -} - -void BulletPhysicsDirectBodyState3D::set_angular_velocity(const Vector3 &p_velocity) { - body->set_angular_velocity(p_velocity); -} - -Vector3 BulletPhysicsDirectBodyState3D::get_angular_velocity() const { - return body->get_angular_velocity(); -} - -void BulletPhysicsDirectBodyState3D::set_transform(const Transform3D &p_transform) { - body->set_transform(p_transform); -} - -Transform3D BulletPhysicsDirectBodyState3D::get_transform() const { - return body->get_transform(); -} - -Vector3 BulletPhysicsDirectBodyState3D::get_velocity_at_local_position(const Vector3 &p_position) const { - btVector3 local_position; - G_TO_B(p_position, local_position); - - Vector3 velocity; - B_TO_G(body->btBody->getVelocityInLocalPoint(local_position), velocity); - - return velocity; -} - -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_position) { - body->apply_force(p_force, p_position); -} - -void BulletPhysicsDirectBodyState3D::add_torque(const Vector3 &p_torque) { - body->apply_torque(p_torque); -} - -void BulletPhysicsDirectBodyState3D::apply_central_impulse(const Vector3 &p_impulse) { - body->apply_central_impulse(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_sleep) { - body->set_activation_state(!p_sleep); -} - -bool BulletPhysicsDirectBodyState3D::is_sleeping() const { - return !body->is_active(); -} - -int BulletPhysicsDirectBodyState3D::get_contact_count() const { - return body->collisionsCount; -} - -Vector3 BulletPhysicsDirectBodyState3D::get_contact_local_position(int p_contact_idx) const { - return body->collisions[p_contact_idx].hitLocalLocation; -} - -Vector3 BulletPhysicsDirectBodyState3D::get_contact_local_normal(int p_contact_idx) const { - return body->collisions[p_contact_idx].hitNormal; -} - -real_t BulletPhysicsDirectBodyState3D::get_contact_impulse(int p_contact_idx) const { - return body->collisions[p_contact_idx].appliedImpulse; -} - -int BulletPhysicsDirectBodyState3D::get_contact_local_shape(int p_contact_idx) const { - return body->collisions[p_contact_idx].local_shape; -} - -RID BulletPhysicsDirectBodyState3D::get_contact_collider(int p_contact_idx) const { - return body->collisions[p_contact_idx].otherObject->get_self(); -} - -Vector3 BulletPhysicsDirectBodyState3D::get_contact_collider_position(int p_contact_idx) const { - return body->collisions[p_contact_idx].hitWorldLocation; -} - -ObjectID BulletPhysicsDirectBodyState3D::get_contact_collider_id(int p_contact_idx) const { - return body->collisions[p_contact_idx].otherObject->get_instance_id(); -} - -int BulletPhysicsDirectBodyState3D::get_contact_collider_shape(int p_contact_idx) const { - return body->collisions[p_contact_idx].other_object_shape; -} - -Vector3 BulletPhysicsDirectBodyState3D::get_contact_collider_velocity_at_position(int p_contact_idx) const { - RigidBodyBullet::CollisionData &colDat = body->collisions.write[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; -} - -PhysicsDirectSpaceState3D *BulletPhysicsDirectBodyState3D::get_space_state() { - return body->get_space()->get_direct_state(); -} - -RigidBodyBullet::KinematicUtilities::KinematicUtilities(RigidBodyBullet *p_owner) : - owner(p_owner), - safe_margin(0.001) { -} - -RigidBodyBullet::KinematicUtilities::~KinematicUtilities() { - just_delete_shapes(shapes.size()); // don't need to resize -} - -void RigidBodyBullet::KinematicUtilities::setSafeMargin(btScalar p_margin) { - safe_margin = p_margin; - copyAllOwnerShapes(); -} - -void RigidBodyBullet::KinematicUtilities::copyAllOwnerShapes() { - const Vector<CollisionObjectBullet::ShapeWrapper> &shapes_wrappers(owner->get_shapes_wrappers()); - const int shapes_count = shapes_wrappers.size(); - - just_delete_shapes(shapes_count); - - const CollisionObjectBullet::ShapeWrapper *shape_wrapper; - - btVector3 owner_scale(owner->get_bt_body_scale()); - - for (int i = shapes_count - 1; 0 <= i; --i) { - shape_wrapper = &shapes_wrappers[i]; - if (!shape_wrapper->active) { - continue; - } - - shapes.write[i].transform = shape_wrapper->transform; - shapes.write[i].transform.getOrigin() *= owner_scale; - switch (shape_wrapper->shape->get_type()) { - case PhysicsServer3D::SHAPE_SPHERE: - case PhysicsServer3D::SHAPE_BOX: - case PhysicsServer3D::SHAPE_CAPSULE: - 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)); - } break; - default: - WARN_PRINT("This shape is not supported for kinematic collision."); - shapes.write[i].shape = nullptr; - } - } -} - -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); - } - } - shapes.resize(new_size); -} - -RigidBodyBullet::RigidBodyBullet() : - RigidCollisionObjectBullet(CollisionObjectBullet::TYPE_RIGID_BODY) { - godotMotionState = bulletnew(GodotMotionState(this)); - - // Initial properties - const btVector3 localInertia(0, 0, 0); - btRigidBody::btRigidBodyConstructionInfo cInfo(mass, godotMotionState, nullptr, localInertia); - - btBody = bulletnew(btRigidBody(cInfo)); - btBody->setFriction(1.0); - reload_shapes(); - setupBulletCollisionObject(btBody); - - set_mode(PhysicsServer3D::BODY_MODE_DYNAMIC); - reload_axis_lock(); - - areasWhereIam.resize(maxAreasWhereIam); - for (int i = areasWhereIam.size() - 1; 0 <= i; --i) { - areasWhereIam.write[i] = nullptr; - } - btBody->setSleepingThresholds(0.2, 0.2); - - prev_collision_traces = &collision_traces_1; - curr_collision_traces = &collision_traces_2; -} - -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)); - reload_kinematic_shapes(); -} - -void RigidBodyBullet::destroy_kinematic_utilities() { - if (kinematic_utilities) { - memdelete(kinematic_utilities); - kinematic_utilities = nullptr; - } -} - -void RigidBodyBullet::main_shape_changed() { - CRASH_COND(!get_main_shape()); - btBody->setCollisionShape(get_main_shape()); - set_continuous_collision_detection(is_continuous_collision_detection_enabled()); // Reset -} - -void RigidBodyBullet::reload_body() { - if (space) { - space->remove_rigid_body(this); - if (get_main_shape()) { - space->add_rigid_body(this); - } - } -} - -void RigidBodyBullet::set_space(SpaceBullet *p_space) { - // Clear the old space if there is one - if (space) { - can_integrate_forces = false; - isScratchedSpaceOverrideModificator = false; - // Remove any constraints - space->remove_rigid_body_constraints(this); - // 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 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; - - Object *obj = force_integration_callback->callable.get_object(); - if (!obj) { - // Remove integration callback - set_force_integration_callback(Callable()); - } else { - const Variant *vp[2] = { &variantBodyDirect, &force_integration_callback->udata }; - - Callable::CallError responseCallError; - int argc = (force_integration_callback->udata.get_type() == Variant::NIL) ? 1 : 2; - Variant rv; - force_integration_callback->callable.call(vp, argc, rv, 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()); - - previousActiveState = btBody->isActive(); -} - -void RigidBodyBullet::set_force_integration_callback(const Callable &p_callable, const Variant &p_udata) { - if (force_integration_callback) { - memdelete(force_integration_callback); - force_integration_callback = nullptr; - } - - if (p_callable.get_object()) { - force_integration_callback = memnew(ForceIntegrationCallback); - force_integration_callback->callable = p_callable; - force_integration_callback->udata = p_udata; - } -} - -void RigidBodyBullet::scratch_space_override_modificator() { - isScratchedSpaceOverrideModificator = true; -} - -void RigidBodyBullet::on_collision_filters_change() { - if (space) { - space->reload_collision_filters(this); - } - - set_activation_state(true); -} - -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; -} - -void RigidBodyBullet::on_collision_checker_end() { - // Always true if active and not a static or kinematic body - updated = btBody->isActive() && !btBody->isStaticOrKinematicObject(); -} - -bool RigidBodyBullet::add_collision_object(RigidBodyBullet *p_otherObject, const Vector3 &p_hitWorldLocation, const Vector3 &p_hitLocalLocation, const Vector3 &p_hitNormal, const real_t &p_appliedImpulse, int p_other_shape_index, int p_local_shape_index) { - if (collisionsCount >= maxCollisionsDetection) { - return false; - } - - CollisionData &cd = collisions.write[collisionsCount]; - cd.hitLocalLocation = p_hitLocalLocation; - cd.otherObject = p_otherObject; - cd.hitWorldLocation = p_hitWorldLocation; - cd.hitNormal = p_hitNormal; - cd.appliedImpulse = p_appliedImpulse; - cd.other_object_shape = p_other_shape_index; - cd.local_shape = p_local_shape_index; - - curr_collision_traces->write[collisionsCount] = p_otherObject; - - ++collisionsCount; - return true; -} - -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) { - return true; - } - } - return false; -} - -void RigidBodyBullet::set_activation_state(bool p_active) { - if (p_active) { - btBody->activate(); - } else { - btBody->setActivationState(WANTS_DEACTIVATION); - } -} - -bool RigidBodyBullet::is_active() const { - return btBody->isActive(); -} - -void RigidBodyBullet::set_omit_forces_integration(bool p_omit) { - omit_forces_integration = p_omit; -} - -void RigidBodyBullet::set_param(PhysicsServer3D::BodyParameter p_param, real_t p_value) { - switch (p_param) { - case PhysicsServer3D::BODY_PARAM_BOUNCE: - btBody->setRestitution(p_value); - break; - case PhysicsServer3D::BODY_PARAM_FRICTION: - btBody->setFriction(p_value); - break; - case PhysicsServer3D::BODY_PARAM_MASS: { - ERR_FAIL_COND(p_value < 0); - mass = p_value; - _internal_set_mass(p_value); - break; - } - case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP: - linearDamp = p_value; - // Mark for updating total linear damping. - scratch_space_override_modificator(); - break; - case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP: - angularDamp = p_value; - // 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. - // Mark for updating total gravity scale. - scratch_space_override_modificator(); - break; - default: - WARN_PRINT("Parameter " + itos(p_param) + " not supported by bullet. Value: " + itos(p_value)); - } -} - -real_t RigidBodyBullet::get_param(PhysicsServer3D::BodyParameter p_param) const { - switch (p_param) { - case PhysicsServer3D::BODY_PARAM_BOUNCE: - return btBody->getRestitution(); - case PhysicsServer3D::BODY_PARAM_FRICTION: - return btBody->getFriction(); - case PhysicsServer3D::BODY_PARAM_MASS: { - const btScalar invMass = btBody->getInvMass(); - return 0 == invMass ? 0 : 1 / invMass; - } - case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP: - return linearDamp; - case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP: - return angularDamp; - case PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE: - return gravity_scale; - default: - WARN_PRINT("Parameter " + itos(p_param) + " not supported by bullet"); - return 0; - } -} - -void RigidBodyBullet::set_mode(PhysicsServer3D::BodyMode p_mode) { - // This is necessary to block force_integration until next move - can_integrate_forces = false; - destroy_kinematic_utilities(); - // The mode change is relevant to its mass - mode = p_mode; - switch (p_mode) { - case PhysicsServer3D::BODY_MODE_KINEMATIC: - reload_axis_lock(); - _internal_set_mass(0); - init_kinematic_utilities(); - break; - case PhysicsServer3D::BODY_MODE_STATIC: - reload_axis_lock(); - _internal_set_mass(0); - break; - case PhysicsServer3D::BODY_MODE_DYNAMIC: - reload_axis_lock(); - _internal_set_mass(0 == mass ? 1 : mass); - scratch_space_override_modificator(); - break; - case PhysicsServer3D::MODE_DYNAMIC_LINEAR: - reload_axis_lock(); - _internal_set_mass(0 == mass ? 1 : mass); - scratch_space_override_modificator(); - break; - } - - 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); - break; - case PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY: - set_linear_velocity(p_variant); - break; - case PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY: - set_angular_velocity(p_variant); - break; - case PhysicsServer3D::BODY_STATE_SLEEPING: - set_activation_state(!bool(p_variant)); - break; - case PhysicsServer3D::BODY_STATE_CAN_SLEEP: - can_sleep = bool(p_variant); - if (!can_sleep) { - // Can't sleep - btBody->forceActivationState(DISABLE_DEACTIVATION); - } else { - btBody->forceActivationState(ACTIVE_TAG); - } - break; - } -} - -Variant RigidBodyBullet::get_state(PhysicsServer3D::BodyState p_state) const { - switch (p_state) { - case PhysicsServer3D::BODY_STATE_TRANSFORM: - return get_transform(); - case PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY: - return get_linear_velocity(); - case PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY: - return get_angular_velocity(); - case PhysicsServer3D::BODY_STATE_SLEEPING: - return !is_active(); - case PhysicsServer3D::BODY_STATE_CAN_SLEEP: - return can_sleep; - default: - WARN_PRINT("This state " + itos(p_state) + " is not supported by Bullet"); - return Variant(); - } -} - -void RigidBodyBullet::apply_central_impulse(const Vector3 &p_impulse) { - btVector3 btImpulse; - G_TO_B(p_impulse, btImpulse); - if (Vector3() != p_impulse) { - btBody->activate(); - } - btBody->applyCentralImpulse(btImpulse); -} - -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(btImpulse, btPosition); -} - -void RigidBodyBullet::apply_torque_impulse(const Vector3 &p_impulse) { - btVector3 btImp; - G_TO_B(p_impulse, btImp); - if (Vector3() != p_impulse) { - btBody->activate(); - } - btBody->applyTorqueImpulse(btImp); -} - -void RigidBodyBullet::apply_force(const Vector3 &p_force, const Vector3 &p_position) { - btVector3 btForce; - btVector3 btPosition; - G_TO_B(p_force, btForce); - G_TO_B(p_position, btPosition); - if (Vector3() != p_force) { - btBody->activate(); - } - 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) { - 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) { - btBody->activate(); - } - btBody->applyTorque(btTorq); -} - -void RigidBodyBullet::set_applied_force(const Vector3 &p_force) { - btVector3 btVec = btBody->getTotalTorque(); - - if (Vector3() != p_force) { - 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(); - - if (Vector3() != p_torque) { - 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(PhysicsServer3D::BodyAxis p_axis, bool lock) { - if (lock) { - locked_axis |= p_axis; - } else { - locked_axis &= ~p_axis; - } - - reload_axis_lock(); -} - -bool RigidBodyBullet::is_axis_locked(PhysicsServer3D::BodyAxis p_axis) const { - return locked_axis & p_axis; -} - -void RigidBodyBullet::reload_axis_lock() { - btBody->setLinearFactor(btVector3(btScalar(!is_axis_locked(PhysicsServer3D::BODY_AXIS_LINEAR_X)), btScalar(!is_axis_locked(PhysicsServer3D::BODY_AXIS_LINEAR_Y)), btScalar(!is_axis_locked(PhysicsServer3D::BODY_AXIS_LINEAR_Z)))); - if (PhysicsServer3D::MODE_DYNAMIC_LINEAR == mode) { - /// When character angular is always locked - btBody->setAngularFactor(btVector3(0., 0., 0.)); - } else { - btBody->setAngularFactor(btVector3(btScalar(!is_axis_locked(PhysicsServer3D::BODY_AXIS_ANGULAR_X)), btScalar(!is_axis_locked(PhysicsServer3D::BODY_AXIS_ANGULAR_Y)), btScalar(!is_axis_locked(PhysicsServer3D::BODY_AXIS_ANGULAR_Z)))); - } -} - -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(1e-7); - - /// Calculate using the rule write 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 dimensions 1 meter, try 0.2 - btScalar radius(1.0); - if (btBody->getCollisionShape()) { - btVector3 center; - 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); - if (Vector3() != p_velocity) { - 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); - if (Vector3() != p_velocity) { - 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 == PhysicsServer3D::BODY_MODE_KINEMATIC) { - 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 { - // Is necessary to avoid wrong location on the rendering side on the next frame - godotMotionState->setWorldTransform(p_global_transform); - } - CollisionObjectBullet::set_transform__bullet(p_global_transform); -} - -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(); - - const btScalar invMass = btBody->getInvMass(); - const btScalar mass = invMass == 0 ? 0 : 1 / invMass; - - if (mainShape) { - // inertia initialised zero here because some of bullet's collision - // 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 - mainShape->calculateLocalInertia(mass, inertia); - } - btBody->setMassProps(mass, inertia); - } - btBody->updateInertiaTensor(); - - reload_kinematic_shapes(); - set_continuous_collision_detection(is_continuous_collision_detection_enabled()); - 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 (nullptr == areasWhereIam[i]) { - // This area has the highest priority - areasWhereIam.write[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 = areaWhereIamCount; j > i; j--) { - areasWhereIam.write[j] = areasWhereIam[j - 1]; - } - areasWhereIam.write[i] = p_area; - break; - } - } - } - if (PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED != p_area->get_spOv_mode()) { - scratch_space_override_modificator(); - } - - if (p_area->is_spOv_gravityPoint()) { - ++countGravityPointSpaces; - ERR_FAIL_COND(countGravityPointSpaces <= 0); - } -} - -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 found, just shift down all elements - for (int j = i; j < areaWhereIamCount; ++j) { - areasWhereIam.write[j] = areasWhereIam[j + 1]; - } - wasTheAreaFound = true; - break; - } - } - if (wasTheAreaFound) { - if (p_area->is_spOv_gravityPoint()) { - --countGravityPointSpaces; - ERR_FAIL_COND(countGravityPointSpaces < 0); - } - - --areaWhereIamCount; - 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(); - } - } -} - -void RigidBodyBullet::reload_space_override_modificator() { - if (mode == PhysicsServer3D::BODY_MODE_STATIC) { - return; - } - - 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); - - 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()) { - 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 PhysicsServer3D::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 PhysicsServer3D::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(); - break; - case PhysicsServer3D::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(); - 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(); - 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(); - break; - } - } - - // 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); - - btBody->setGravity(newBtGravity); - btBody->setDamping(newLinearDamp, newAngularDamp); -} - -void RigidBodyBullet::reload_kinematic_shapes() { - if (!kinematic_utilities) { - return; - } - kinematic_utilities->copyAllOwnerShapes(); -} - -void RigidBodyBullet::notify_transform_changed() { - RigidCollisionObjectBullet::notify_transform_changed(); - can_integrate_forces = true; -} - -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) { - if (PhysicsServer3D::BODY_MODE_DYNAMIC != mode && PhysicsServer3D::MODE_DYNAMIC_LINEAR != mode) { - return; - } - - m_isStatic = false; - if (mainShape) { - mainShape->calculateLocalInertia(p_mass, localInertia); - } - - if (PhysicsServer3D::BODY_MODE_DYNAMIC == 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 { - 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 - } - btBody->forceActivationState(DISABLE_SIMULATION); // DISABLE_SIMULATION 5 - } - - btBody->setMassProps(p_mass, localInertia); - btBody->updateInertiaTensor(); - - reload_body(); -} |