diff options
Diffstat (limited to 'modules/bullet/rigid_body_bullet.cpp')
-rw-r--r-- | modules/bullet/rigid_body_bullet.cpp | 145 |
1 files changed, 62 insertions, 83 deletions
diff --git a/modules/bullet/rigid_body_bullet.cpp b/modules/bullet/rigid_body_bullet.cpp index a4f9affa95..9aac7ba9e4 100644 --- a/modules/bullet/rigid_body_bullet.cpp +++ b/modules/bullet/rigid_body_bullet.cpp @@ -256,26 +256,7 @@ void RigidBodyBullet::KinematicUtilities::just_delete_shapes(int new_size) { } RigidBodyBullet::RigidBodyBullet() : - RigidCollisionObjectBullet(CollisionObjectBullet::TYPE_RIGID_BODY), - kinematic_utilities(nullptr), - locked_axis(0), - mass(1), - gravity_scale(1), - linearDamp(0), - angularDamp(0), - can_sleep(true), - omit_forces_integration(false), - can_integrate_forces(false), - maxCollisionsDetection(0), - collisionsCount(0), - prev_collision_count(0), - maxAreasWhereIam(10), - areaWhereIamCount(0), - countGravityPointSpaces(0), - isScratchedSpaceOverrideModificator(false), - previousActiveState(true), - force_integration_callback(nullptr) { - + RigidCollisionObjectBullet(CollisionObjectBullet::TYPE_RIGID_BODY) { godotMotionState = bulletnew(GodotMotionState(this)); // Initial properties @@ -302,8 +283,9 @@ RigidBodyBullet::RigidBodyBullet() : RigidBodyBullet::~RigidBodyBullet() { bulletdelete(godotMotionState); - if (force_integration_callback) + if (force_integration_callback) { memdelete(force_integration_callback); + } destroy_kinematic_utilities(); } @@ -328,8 +310,9 @@ void RigidBodyBullet::main_shape_changed() { void RigidBodyBullet::reload_body() { if (space) { space->remove_rigid_body(this); - if (get_main_shape()) + if (get_main_shape()) { space->add_rigid_body(this); + } } } @@ -355,9 +338,9 @@ void RigidBodyBullet::set_space(SpaceBullet *p_space) { void RigidBodyBullet::dispatch_callbacks() { /// The check isFirstTransformChanged is necessary in order to call integrated forces only when the first transform is sent if ((btBody->isKinematicObject() || btBody->isActive() || previousActiveState != btBody->isActive()) && force_integration_callback && can_integrate_forces) { - - if (omit_forces_integration) + if (omit_forces_integration) { btBody->clearForces(); + } BulletPhysicsDirectBodyState3D *bodyDirect = BulletPhysicsDirectBodyState3D::get_singleton(this); @@ -389,7 +372,6 @@ void RigidBodyBullet::dispatch_callbacks() { } void RigidBodyBullet::set_force_integration_callback(ObjectID p_id, const StringName &p_method, const Variant &p_udata) { - if (force_integration_callback) { memdelete(force_integration_callback); force_integration_callback = nullptr; @@ -416,7 +398,6 @@ void RigidBodyBullet::on_collision_filters_change() { } void RigidBodyBullet::on_collision_checker_start() { - prev_collision_count = collisionsCount; collisionsCount = 0; @@ -432,7 +413,6 @@ void RigidBodyBullet::on_collision_checker_end() { } bool RigidBodyBullet::add_collision_object(RigidBodyBullet *p_otherObject, const Vector3 &p_hitWorldLocation, const Vector3 &p_hitLocalLocation, const Vector3 &p_hitNormal, const float &p_appliedImpulse, int p_other_shape_index, int p_local_shape_index) { - if (collisionsCount >= maxCollisionsDetection) { return false; } @@ -454,8 +434,9 @@ bool RigidBodyBullet::add_collision_object(RigidBodyBullet *p_otherObject, const bool RigidBodyBullet::was_colliding(RigidBodyBullet *p_other_object) { for (int i = prev_collision_count - 1; 0 <= i; --i) { - if ((*prev_collision_traces)[i] == p_other_object) + if ((*prev_collision_traces)[i] == p_other_object) { return true; + } } return false; } @@ -464,11 +445,6 @@ void RigidBodyBullet::assert_no_constraints() { if (btBody->getNumConstraintRefs()) { WARN_PRINT("A body with a joints is destroyed. Please check the implementation in order to destroy the joint before the body."); } - /*for(int i = btBody->getNumConstraintRefs()-1; 0<=i; --i){ - btTypedConstraint* btConst = btBody->getConstraintRef(i); - JointBullet* joint = static_cast<JointBullet*>( btConst->getUserConstraintPtr() ); - space->removeConstraint(joint); - }*/ } void RigidBodyBullet::set_activation_state(bool p_active) { @@ -503,15 +479,18 @@ void RigidBodyBullet::set_param(PhysicsServer3D::BodyParameter p_param, real_t p } case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP: linearDamp = p_value; - btBody->setDamping(linearDamp, angularDamp); + // Mark for updating total linear damping. + scratch_space_override_modificator(); break; case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP: angularDamp = p_value; - btBody->setDamping(linearDamp, angularDamp); + // Mark for updating total angular damping. + scratch_space_override_modificator(); break; case PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE: gravity_scale = p_value; - /// The Bullet gravity will be is set by reload_space_override_modificator + // The Bullet gravity will be is set by reload_space_override_modificator. + // Mark for updating total gravity scale. scratch_space_override_modificator(); break; default: @@ -575,12 +554,12 @@ void RigidBodyBullet::set_mode(PhysicsServer3D::BodyMode p_mode) { btBody->setAngularVelocity(btVector3(0, 0, 0)); btBody->setLinearVelocity(btVector3(0, 0, 0)); } + PhysicsServer3D::BodyMode RigidBodyBullet::get_mode() const { return mode; } void RigidBodyBullet::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant) { - switch (p_state) { case PhysicsServer3D::BODY_STATE_TRANSFORM: set_transform(p_variant); @@ -627,8 +606,9 @@ Variant RigidBodyBullet::get_state(PhysicsServer3D::BodyState p_state) const { void RigidBodyBullet::apply_central_impulse(const Vector3 &p_impulse) { btVector3 btImpu; G_TO_B(p_impulse, btImpu); - if (Vector3() != p_impulse) + if (Vector3() != p_impulse) { btBody->activate(); + } btBody->applyCentralImpulse(btImpu); } @@ -637,16 +617,18 @@ void RigidBodyBullet::apply_impulse(const Vector3 &p_pos, const Vector3 &p_impul btVector3 btPos; G_TO_B(p_impulse, btImpu); G_TO_B(p_pos, btPos); - if (Vector3() != p_impulse) + if (Vector3() != p_impulse) { btBody->activate(); + } btBody->applyImpulse(btImpu, btPos); } void RigidBodyBullet::apply_torque_impulse(const Vector3 &p_impulse) { btVector3 btImp; G_TO_B(p_impulse, btImp); - if (Vector3() != p_impulse) + if (Vector3() != p_impulse) { btBody->activate(); + } btBody->applyTorqueImpulse(btImp); } @@ -655,32 +637,36 @@ void RigidBodyBullet::apply_force(const Vector3 &p_force, const Vector3 &p_pos) btVector3 btPos; G_TO_B(p_force, btForce); G_TO_B(p_pos, btPos); - if (Vector3() != p_force) + if (Vector3() != p_force) { btBody->activate(); + } btBody->applyForce(btForce, btPos); } void RigidBodyBullet::apply_central_force(const Vector3 &p_force) { btVector3 btForce; G_TO_B(p_force, btForce); - if (Vector3() != p_force) + if (Vector3() != p_force) { btBody->activate(); + } btBody->applyCentralForce(btForce); } void RigidBodyBullet::apply_torque(const Vector3 &p_torque) { btVector3 btTorq; G_TO_B(p_torque, btTorq); - if (Vector3() != p_torque) + if (Vector3() != p_torque) { btBody->activate(); + } btBody->applyTorque(btTorq); } void RigidBodyBullet::set_applied_force(const Vector3 &p_force) { btVector3 btVec = btBody->getTotalTorque(); - if (Vector3() != p_force) + if (Vector3() != p_force) { btBody->activate(); + } btBody->clearForces(); btBody->applyTorque(btVec); @@ -698,8 +684,9 @@ Vector3 RigidBodyBullet::get_applied_force() const { void RigidBodyBullet::set_applied_torque(const Vector3 &p_torque) { btVector3 btVec = btBody->getTotalForce(); - if (Vector3() != p_torque) + if (Vector3() != p_torque) { btBody->activate(); + } btBody->clearForces(); btBody->applyCentralForce(btVec); @@ -729,7 +716,6 @@ bool RigidBodyBullet::is_axis_locked(PhysicsServer3D::BodyAxis p_axis) const { } void RigidBodyBullet::reload_axis_lock() { - btBody->setLinearFactor(btVector3(float(!is_axis_locked(PhysicsServer3D::BODY_AXIS_LINEAR_X)), float(!is_axis_locked(PhysicsServer3D::BODY_AXIS_LINEAR_Y)), float(!is_axis_locked(PhysicsServer3D::BODY_AXIS_LINEAR_Z)))); if (PhysicsServer3D::BODY_MODE_CHARACTER == mode) { /// When character angular is always locked @@ -768,8 +754,9 @@ bool RigidBodyBullet::is_continuous_collision_detection_enabled() const { void RigidBodyBullet::set_linear_velocity(const Vector3 &p_velocity) { btVector3 btVec; G_TO_B(p_velocity, btVec); - if (Vector3() != p_velocity) + if (Vector3() != p_velocity) { btBody->activate(); + } btBody->setLinearVelocity(btVec); } @@ -782,8 +769,9 @@ Vector3 RigidBodyBullet::get_linear_velocity() const { void RigidBodyBullet::set_angular_velocity(const Vector3 &p_velocity) { btVector3 btVec; G_TO_B(p_velocity, btVec); - if (Vector3() != p_velocity) + if (Vector3() != p_velocity) { btBody->activate(); + } btBody->setAngularVelocity(btVec); } @@ -795,8 +783,9 @@ Vector3 RigidBodyBullet::get_angular_velocity() const { void RigidBodyBullet::set_transform__bullet(const btTransform &p_global_transform) { if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC) { - if (space && space->get_delta_time() != 0) + if (space && space->get_delta_time() != 0) { btBody->setLinearVelocity((p_global_transform.getOrigin() - btBody->getWorldTransform().getOrigin()) / space->get_delta_time()); + } // The kinematic use MotionState class godotMotionState->moveBody(p_global_transform); } else { @@ -808,10 +797,8 @@ void RigidBodyBullet::set_transform__bullet(const btTransform &p_global_transfor const btTransform &RigidBodyBullet::get_transform__bullet() const { if (is_static()) { - return RigidCollisionObjectBullet::get_transform__bullet(); } else { - return godotMotionState->getCurrentWorldTransform(); } } @@ -827,8 +814,9 @@ void RigidBodyBullet::reload_shapes() { // shapes incorrectly do not set the vector in calculateLocalIntertia. // Arbitrary zero is preferable to undefined behaviour. btVector3 inertia(0, 0, 0); - if (EMPTY_SHAPE_PROXYTYPE != mainShape->getShapeType()) // Necessary to avoid assertion of the empty shape + if (EMPTY_SHAPE_PROXYTYPE != mainShape->getShapeType()) { // Necessary to avoid assertion of the empty shape mainShape->calculateLocalInertia(mass, inertia); + } btBody->setMassProps(mass, inertia); } btBody->updateInertiaTensor(); @@ -846,7 +834,6 @@ void RigidBodyBullet::on_enter_area(AreaBullet *p_area) { return; } for (int i = 0; i < areaWhereIamCount; ++i) { - if (nullptr == areasWhereIam[i]) { // This area has the highest priority areasWhereIam.write[i] = p_area; @@ -902,22 +889,21 @@ void RigidBodyBullet::on_exit_area(AreaBullet *p_area) { } void RigidBodyBullet::reload_space_override_modificator() { - // Make sure that kinematic bodies have their total gravity calculated - if (!is_active() && PhysicsServer3D::BODY_MODE_KINEMATIC != mode) + if (!is_active() && PhysicsServer3D::BODY_MODE_KINEMATIC != mode) { return; + } - Vector3 newGravity(space->get_gravity_direction() * space->get_gravity_magnitude()); - real_t newLinearDamp(linearDamp); - real_t newAngularDamp(angularDamp); + Vector3 newGravity(0.0, 0.0, 0.0); + real_t newLinearDamp = MAX(0.0, linearDamp); + real_t newAngularDamp = MAX(0.0, angularDamp); AreaBullet *currentArea; // Variable used to calculate new gravity for gravity point areas, it is pointed by currentGravity pointer Vector3 support_gravity(0, 0, 0); - int countCombined(0); - for (int i = areaWhereIamCount - 1; 0 <= i; --i) { - + bool stopped = false; + for (int i = areaWhereIamCount - 1; (0 <= i) && !stopped; --i) { currentArea = areasWhereIam[i]; if (!currentArea || PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED == currentArea->get_spOv_mode()) { @@ -926,7 +912,6 @@ void RigidBodyBullet::reload_space_override_modificator() { /// Here is calculated the gravity if (currentArea->is_spOv_gravityPoint()) { - /// It calculates the direction of new gravity support_gravity = currentArea->get_transform().xform(currentArea->get_spOv_gravityVec()) - get_transform().get_origin(); real_t distanceMag = support_gravity.length(); @@ -965,7 +950,6 @@ void RigidBodyBullet::reload_space_override_modificator() { newGravity += support_gravity; newLinearDamp += currentArea->get_spOv_linearDamp(); newAngularDamp += currentArea->get_spOv_angularDamp(); - ++countCombined; break; case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: /// This area adds its gravity/damp values to whatever has been calculated @@ -974,32 +958,31 @@ void RigidBodyBullet::reload_space_override_modificator() { newGravity += support_gravity; newLinearDamp += currentArea->get_spOv_linearDamp(); newAngularDamp += currentArea->get_spOv_angularDamp(); - ++countCombined; - goto endAreasCycle; + stopped = true; + break; case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE: /// This area replaces any gravity/damp, even the default one, and /// stops taking into account the rest of the areas. newGravity = support_gravity; newLinearDamp = currentArea->get_spOv_linearDamp(); newAngularDamp = currentArea->get_spOv_angularDamp(); - countCombined = 1; - goto endAreasCycle; + stopped = true; + break; case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: /// This area replaces any gravity/damp calculated so far, but keeps /// calculating the rest of the areas, down to the default one. newGravity = support_gravity; newLinearDamp = currentArea->get_spOv_linearDamp(); newAngularDamp = currentArea->get_spOv_angularDamp(); - countCombined = 1; break; } } -endAreasCycle: - if (1 < countCombined) { - newGravity /= countCombined; - newLinearDamp /= countCombined; - newAngularDamp /= countCombined; + // Add default gravity and damping from space. + if (!stopped) { + newGravity += space->get_gravity_direction() * space->get_gravity_magnitude(); + newLinearDamp += space->get_linear_damp(); + newAngularDamp += space->get_angular_damp(); } btVector3 newBtGravity; @@ -1022,7 +1005,6 @@ void RigidBodyBullet::notify_transform_changed() { } void RigidBodyBullet::_internal_set_mass(real_t p_mass) { - btVector3 localInertia(0, 0, 0); int clearedCurrentFlags = btBody->getCollisionFlags(); @@ -1031,19 +1013,18 @@ void RigidBodyBullet::_internal_set_mass(real_t p_mass) { // Rigidbody is dynamic if and only if mass is non Zero, otherwise static const bool isDynamic = p_mass != 0.f; if (isDynamic) { - - if (PhysicsServer3D::BODY_MODE_RIGID != mode && PhysicsServer3D::BODY_MODE_CHARACTER != mode) + if (PhysicsServer3D::BODY_MODE_RIGID != mode && PhysicsServer3D::BODY_MODE_CHARACTER != mode) { return; + } m_isStatic = false; - if (mainShape) + if (mainShape) { mainShape->calculateLocalInertia(p_mass, localInertia); + } if (PhysicsServer3D::BODY_MODE_RIGID == mode) { - btBody->setCollisionFlags(clearedCurrentFlags); // Just set the flags without Kin and Static } else { - btBody->setCollisionFlags(clearedCurrentFlags | btCollisionObject::CF_CHARACTER_OBJECT); } @@ -1053,16 +1034,14 @@ void RigidBodyBullet::_internal_set_mass(real_t p_mass) { btBody->forceActivationState(DISABLE_DEACTIVATION); // DISABLE_DEACTIVATION 4 } } else { - - if (PhysicsServer3D::BODY_MODE_STATIC != mode && PhysicsServer3D::BODY_MODE_KINEMATIC != mode) + if (PhysicsServer3D::BODY_MODE_STATIC != mode && PhysicsServer3D::BODY_MODE_KINEMATIC != mode) { return; + } m_isStatic = true; if (PhysicsServer3D::BODY_MODE_STATIC == mode) { - btBody->setCollisionFlags(clearedCurrentFlags | btCollisionObject::CF_STATIC_OBJECT); } else { - btBody->setCollisionFlags(clearedCurrentFlags | btCollisionObject::CF_KINEMATIC_OBJECT); set_transform__bullet(btBody->getWorldTransform()); // Set current Transform using kinematic method } |