summaryrefslogtreecommitdiff
path: root/modules/bullet/rigid_body_bullet.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'modules/bullet/rigid_body_bullet.cpp')
-rw-r--r--modules/bullet/rigid_body_bullet.cpp1050
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();
-}