diff options
Diffstat (limited to 'modules/bullet/space_bullet.cpp')
-rw-r--r-- | modules/bullet/space_bullet.cpp | 41 |
1 files changed, 36 insertions, 5 deletions
diff --git a/modules/bullet/space_bullet.cpp b/modules/bullet/space_bullet.cpp index 583900e6bc..a9a811c445 100644 --- a/modules/bullet/space_bullet.cpp +++ b/modules/bullet/space_bullet.cpp @@ -908,7 +908,7 @@ static Ref<StandardMaterial3D> red_mat; static Ref<StandardMaterial3D> blue_mat; #endif -bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia, PhysicsServer3D::MotionResult *r_result, bool p_exclude_raycast_shapes) { +bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia, PhysicsServer3D::MotionResult *r_result, bool p_exclude_raycast_shapes, const Set<RID> &p_exclude) { #if debug_test_motion /// Yes I know this is not good, but I've used it as fast debugging hack. /// I'm leaving it here just for speedup the other eventual debugs @@ -945,10 +945,15 @@ bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform3D &p G_TO_B(p_from, body_transform); UNSCALE_BT_BASIS(body_transform); + if (!p_body->get_kinematic_utilities()) { + p_body->init_kinematic_utilities(); + p_body->reload_kinematic_shapes(); + } + btVector3 initial_recover_motion(0, 0, 0); { /// Phase one - multi shapes depenetration using margin for (int t(RECOVERING_MOVEMENT_CYCLES); 0 < t; --t) { - if (!recover_from_penetration(p_body, body_transform, RECOVERING_MOVEMENT_SCALE, p_infinite_inertia, initial_recover_motion)) { + if (!recover_from_penetration(p_body, body_transform, RECOVERING_MOVEMENT_SCALE, p_infinite_inertia, initial_recover_motion, nullptr, p_exclude)) { break; } } @@ -958,6 +963,9 @@ bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform3D &p btVector3 motion; G_TO_B(p_motion, motion); + real_t total_length = motion.length(); + real_t unsafe_fraction = 1.0; + real_t safe_fraction = 1.0; { // Phase two - sweep test, from a secure position without margin @@ -1000,13 +1008,22 @@ bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform3D &p break; } - GodotKinClosestConvexResultCallback btResult(shape_world_from.getOrigin(), shape_world_to.getOrigin(), p_body, p_infinite_inertia); + GodotKinClosestConvexResultCallback btResult(shape_world_from.getOrigin(), shape_world_to.getOrigin(), p_body, p_infinite_inertia, &p_exclude); btResult.m_collisionFilterGroup = p_body->get_collision_layer(); btResult.m_collisionFilterMask = p_body->get_collision_mask(); dynamicsWorld->convexSweepTest(convex_shape_test, shape_world_from, shape_world_to, btResult, dynamicsWorld->getDispatchInfo().m_allowedCcdPenetration); if (btResult.hasHit()) { + if (total_length > CMP_EPSILON) { + real_t hit_fraction = btResult.m_closestHitFraction * motion.length() / total_length; + if (hit_fraction < unsafe_fraction) { + unsafe_fraction = hit_fraction; + real_t margin = p_body->get_kinematic_utilities()->safe_margin; + safe_fraction = MAX(hit_fraction - (1 - ((total_length - margin) / total_length)), 0); + } + } + /// Since for each sweep test I fix the motion of new shapes in base the recover result, /// if another shape will hit something it means that has a deepest penetration respect the previous shape motion *= btResult.m_closestHitFraction; @@ -1023,7 +1040,7 @@ bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform3D &p btVector3 __rec(0, 0, 0); RecoverResult r_recover_result; - has_penetration = recover_from_penetration(p_body, body_transform, 1, p_infinite_inertia, __rec, &r_recover_result); + has_penetration = recover_from_penetration(p_body, body_transform, 1, p_infinite_inertia, __rec, &r_recover_result, p_exclude); // Parse results if (r_result) { @@ -1043,6 +1060,9 @@ bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform3D &p r_result->collider_id = collisionObject->get_instance_id(); r_result->collider_shape = r_recover_result.other_compound_shape_index; r_result->collision_local_shape = r_recover_result.local_shape_most_recovered; + r_result->collision_depth = Math::abs(r_recover_result.penetration_distance); + r_result->collision_safe_fraction = safe_fraction; + r_result->collision_unsafe_fraction = unsafe_fraction; #if debug_test_motion Vector3 sup_line2; @@ -1067,6 +1087,11 @@ int SpaceBullet::test_ray_separation(RigidBodyBullet *p_body, const Transform3D G_TO_B(p_transform, body_transform); UNSCALE_BT_BASIS(body_transform); + if (!p_body->get_kinematic_utilities()) { + p_body->init_kinematic_utilities(); + p_body->reload_kinematic_shapes(); + } + btVector3 recover_motion(0, 0, 0); int rays_found = 0; @@ -1173,7 +1198,7 @@ public: } }; -bool SpaceBullet::recover_from_penetration(RigidBodyBullet *p_body, const btTransform &p_body_position, btScalar p_recover_movement_scale, bool p_infinite_inertia, btVector3 &r_delta_recover_movement, RecoverResult *r_recover_result) { +bool SpaceBullet::recover_from_penetration(RigidBodyBullet *p_body, const btTransform &p_body_position, btScalar p_recover_movement_scale, bool p_infinite_inertia, btVector3 &r_delta_recover_movement, RecoverResult *r_recover_result, const Set<RID> &p_exclude) { // Calculate the cumulative AABB of all shapes of the kinematic body btVector3 aabb_min, aabb_max; bool shapes_found = false; @@ -1242,6 +1267,12 @@ bool SpaceBullet::recover_from_penetration(RigidBodyBullet *p_body, const btTran for (int i = recover_broad_result.results.size() - 1; 0 <= i; --i) { btCollisionObject *otherObject = recover_broad_result.results[i].collision_object; + + CollisionObjectBullet *gObj = static_cast<CollisionObjectBullet *>(otherObject->getUserPointer()); + if (p_exclude.has(gObj->get_self())) { + continue; + } + if (p_infinite_inertia && !otherObject->isStaticOrKinematicObject()) { otherObject->activate(); // Force activation of hitten rigid, soft body continue; |