diff options
Diffstat (limited to 'modules/bullet/space_bullet.cpp')
-rw-r--r-- | modules/bullet/space_bullet.cpp | 113 |
1 files changed, 50 insertions, 63 deletions
diff --git a/modules/bullet/space_bullet.cpp b/modules/bullet/space_bullet.cpp index e20a79f667..971fd39509 100644 --- a/modules/bullet/space_bullet.cpp +++ b/modules/bullet/space_bullet.cpp @@ -122,7 +122,7 @@ int BulletPhysicsDirectSpaceState::intersect_shape(const RID &p_shape, const Tra ShapeBullet *shape = space->get_physics_server()->get_shape_owner()->get(p_shape); - btCollisionShape *btShape = shape->create_bt_shape(p_xform.basis.get_scale(), p_margin); + btCollisionShape *btShape = shape->create_bt_shape(p_xform.basis.get_scale_abs(), p_margin); if (!btShape->isConvex()) { bulletdelete(btShape); ERR_PRINTS("The shape is not a convex shape, then is not supported: shape type: " + itos(shape->get_type())); @@ -202,7 +202,7 @@ bool BulletPhysicsDirectSpaceState::collide_shape(RID p_shape, const Transform & ShapeBullet *shape = space->get_physics_server()->get_shape_owner()->get(p_shape); - btCollisionShape *btShape = shape->create_bt_shape(p_shape_xform.basis.get_scale(), p_margin); + btCollisionShape *btShape = shape->create_bt_shape(p_shape_xform.basis.get_scale_abs(), p_margin); if (!btShape->isConvex()) { bulletdelete(btShape); ERR_PRINTS("The shape is not a convex shape, then is not supported: shape type: " + itos(shape->get_type())); @@ -234,7 +234,7 @@ bool BulletPhysicsDirectSpaceState::rest_info(RID p_shape, const Transform &p_sh ShapeBullet *shape = space->get_physics_server()->get_shape_owner()->get(p_shape); - btCollisionShape *btShape = shape->create_bt_shape(p_shape_xform.basis.get_scale(), p_margin); + btCollisionShape *btShape = shape->create_bt_shape(p_shape_xform.basis.get_scale_abs(), p_margin); if (!btShape->isConvex()) { bulletdelete(btShape); ERR_PRINTS("The shape is not a convex shape, then is not supported: shape type: " + itos(shape->get_type())); @@ -660,7 +660,10 @@ void SpaceBullet::check_ghost_overlaps() { // For each overlapping for (i = ghostOverlaps.size() - 1; 0 <= i; --i) { - if (!(ghostOverlaps[i]->getUserIndex() == CollisionObjectBullet::TYPE_RIGID_BODY || ghostOverlaps[i]->getUserIndex() == CollisionObjectBullet::TYPE_AREA)) + if (ghostOverlaps[i]->getUserIndex() == CollisionObjectBullet::TYPE_AREA) { + if (!static_cast<AreaBullet *>(ghostOverlaps[i]->getUserPointer())->is_monitorable()) + continue; + } else if (ghostOverlaps[i]->getUserIndex() != CollisionObjectBullet::TYPE_RIGID_BODY) continue; otherObject = static_cast<RigidCollisionObjectBullet *>(ghostOverlaps[i]->getUserPointer()); @@ -790,7 +793,7 @@ void SpaceBullet::update_gravity() { /// I'm leaving this here just for future tests. /// Debug motion and normal vector drawing #define debug_test_motion 0 -#define PERFORM_INITIAL_UNSTACK 0 + #define RECOVERING_MOVEMENT_SCALE 0.4 #define RECOVERING_MOVEMENT_CYCLES 4 @@ -838,23 +841,20 @@ bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_f } #endif - btTransform body_safe_position; - G_TO_B(p_from, body_safe_position); - UNSCALE_BT_BASIS(body_safe_position); + btTransform body_transform; + G_TO_B(p_from, body_transform); + UNSCALE_BT_BASIS(body_transform); -#if PERFORM_INITIAL_UNSTACK - btVector3 recover_initial_position(0, 0, 0); + 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_safe_position, RECOVERING_MOVEMENT_SCALE, p_infinite_inertia, recover_initial_position)) { + if (!recover_from_penetration(p_body, body_transform, RECOVERING_MOVEMENT_SCALE, p_infinite_inertia, initial_recover_motion)) { break; } } - // Add recover movement in order to make it safe - body_safe_position.getOrigin() += recover_initial_position; + body_transform.getOrigin() += initial_recover_motion; } -#endif btVector3 motion; G_TO_B(p_motion, motion); @@ -884,7 +884,7 @@ bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_f } btConvexShape *convex_shape_test(static_cast<btConvexShape *>(p_body->get_bt_shape(shIndex))); - btTransform shape_world_from = body_safe_position * p_body->get_kinematic_utilities()->shapes[shIndex].transform; + btTransform shape_world_from = body_transform * p_body->get_kinematic_utilities()->shapes[shIndex].transform; btTransform shape_world_to(shape_world_from); shape_world_to.getOrigin() += motion; @@ -893,7 +893,7 @@ bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_f 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, 0.002); + dynamicsWorld->convexSweepTest(convex_shape_test, shape_world_from, shape_world_to, btResult, dynamicsWorld->getDispatchInfo().m_allowedCcdPenetration); if (btResult.hasHit()) { /// Since for each sweep test I fix the motion of new shapes in base the recover result, @@ -902,65 +902,49 @@ bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_f } } - body_safe_position.getOrigin() += motion; + body_transform.getOrigin() += motion; } bool has_penetration = false; - { /// Phase three - Recover + contact test with margin + { /// Phase three - contact test with margin - btVector3 delta_recover_movement(0, 0, 0); + btVector3 __rec(0, 0, 0); RecoverResult r_recover_result; - bool l_has_penetration; - real_t l_penetration_distance = 1e20; - for (int t(RECOVERING_MOVEMENT_CYCLES); 0 < t; --t) { - l_has_penetration = recover_from_penetration(p_body, body_safe_position, RECOVERING_MOVEMENT_SCALE, p_infinite_inertia, delta_recover_movement, &r_recover_result); + has_penetration = recover_from_penetration(p_body, body_transform, 0, p_infinite_inertia, __rec, &r_recover_result); - if (r_result) { -#if PERFORM_INITIAL_UNSTACK - B_TO_G(motion + delta_recover_movement + recover_initial_position, r_result->motion); -#else - B_TO_G(motion + delta_recover_movement, r_result->motion); -#endif - if (l_has_penetration) { - has_penetration = true; - if (l_penetration_distance <= r_recover_result.penetration_distance) { - continue; - } + // Parse results + if (r_result) { + B_TO_G(motion + initial_recover_motion, r_result->motion); - l_penetration_distance = r_recover_result.penetration_distance; + if (has_penetration) { - const btRigidBody *btRigid = static_cast<const btRigidBody *>(r_recover_result.other_collision_object); - CollisionObjectBullet *collisionObject = static_cast<CollisionObjectBullet *>(btRigid->getUserPointer()); + const btRigidBody *btRigid = static_cast<const btRigidBody *>(r_recover_result.other_collision_object); + CollisionObjectBullet *collisionObject = static_cast<CollisionObjectBullet *>(btRigid->getUserPointer()); - B_TO_G(motion, r_result->remainder); // is the remaining movements - r_result->remainder = p_motion - r_result->remainder; - B_TO_G(r_recover_result.pointWorld, r_result->collision_point); - B_TO_G(r_recover_result.normal, r_result->collision_normal); - B_TO_G(btRigid->getVelocityInLocalPoint(r_recover_result.pointWorld - btRigid->getWorldTransform().getOrigin()), r_result->collider_velocity); // It calculates velocity at point and assign it using special function Bullet_to_Godot - r_result->collider = collisionObject->get_self(); - 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; + B_TO_G(motion, r_result->remainder); // is the remaining movements + r_result->remainder = p_motion - r_result->remainder; + + B_TO_G(r_recover_result.pointWorld, r_result->collision_point); + B_TO_G(r_recover_result.normal, r_result->collision_normal); + B_TO_G(btRigid->getVelocityInLocalPoint(r_recover_result.pointWorld - btRigid->getWorldTransform().getOrigin()), r_result->collider_velocity); // It calculates velocity at point and assign it using special function Bullet_to_Godot + r_result->collider = collisionObject->get_self(); + 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; #if debug_test_motion - Vector3 sup_line2; - B_TO_G(motion, sup_line2); - normalLine->clear(); - normalLine->begin(Mesh::PRIMITIVE_LINES, NULL); - normalLine->add_vertex(r_result->collision_point); - normalLine->add_vertex(r_result->collision_point + r_result->collision_normal * 10); - normalLine->end(); + Vector3 sup_line2; + B_TO_G(motion, sup_line2); + normalLine->clear(); + normalLine->begin(Mesh::PRIMITIVE_LINES, NULL); + normalLine->add_vertex(r_result->collision_point); + normalLine->add_vertex(r_result->collision_point + r_result->collision_normal * 10); + normalLine->end(); #endif - } else { - r_result->remainder = Vector3(); - } } else { - if (!l_has_penetration) - break; - else - has_penetration = true; + r_result->remainder = Vector3(); } } } @@ -998,7 +982,7 @@ public: } void reset() { - result_collision_objects.empty(); + result_collision_objects.clear(); } }; @@ -1033,7 +1017,10 @@ bool SpaceBullet::recover_from_penetration(RigidBodyBullet *p_body, const btTran for (int i = recover_broad_result.result_collision_objects.size() - 1; 0 <= i; --i) { btCollisionObject *otherObject = recover_broad_result.result_collision_objects[i]; - if (!p_body->get_bt_collision_object()->checkCollideWith(otherObject) || !otherObject->checkCollideWith(p_body->get_bt_collision_object()) || (p_infinite_inertia && !otherObject->isStaticOrKinematicObject())) + if (p_infinite_inertia && !otherObject->isStaticOrKinematicObject()) { + otherObject->activate(); // Force activation of hitten rigid, soft body + continue; + } else if (!p_body->get_bt_collision_object()->checkCollideWith(otherObject) || !otherObject->checkCollideWith(p_body->get_bt_collision_object())) continue; if (otherObject->getCollisionShape()->isCompound()) { @@ -1112,7 +1099,7 @@ bool SpaceBullet::RFP_convex_world_test(const btConvexShape *p_shapeA, const btC btCollisionObjectWrapper obA(NULL, p_shapeA, p_objectA, tA, -1, p_shapeId_A); btCollisionObjectWrapper obB(NULL, p_shapeB, p_objectB, p_transformB, -1, p_shapeId_B); - btCollisionAlgorithm *algorithm = dispatcher->findAlgorithm(&obA, &obB, NULL, BT_CLOSEST_POINT_ALGORITHMS); + btCollisionAlgorithm *algorithm = dispatcher->findAlgorithm(&obA, &obB, NULL, BT_CONTACT_POINT_ALGORITHMS); if (algorithm) { GodotDeepPenetrationContactResultCallback contactPointResult(&obA, &obB); //discrete collision detection query |