diff options
Diffstat (limited to 'modules/bullet/space_bullet.cpp')
-rw-r--r-- | modules/bullet/space_bullet.cpp | 1163 |
1 files changed, 1163 insertions, 0 deletions
diff --git a/modules/bullet/space_bullet.cpp b/modules/bullet/space_bullet.cpp new file mode 100644 index 0000000000..af7f511fab --- /dev/null +++ b/modules/bullet/space_bullet.cpp @@ -0,0 +1,1163 @@ +/*************************************************************************/ +/* space_bullet.cpp */ +/* Author: AndreaCatania */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2017 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 "space_bullet.h" +#include "BulletCollision/CollisionDispatch/btCollisionObject.h" +#include "BulletCollision/CollisionDispatch/btGhostObject.h" +#include "BulletCollision/NarrowPhaseCollision/btGjkEpaPenetrationDepthSolver.h" +#include "BulletCollision/NarrowPhaseCollision/btGjkPairDetector.h" +#include "BulletCollision/NarrowPhaseCollision/btPointCollector.h" +#include "BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.h" +#include "BulletSoftBody/btSoftRigidDynamicsWorld.h" +#include "btBulletDynamicsCommon.h" +#include "bullet_physics_server.h" +#include "bullet_types_converter.h" +#include "bullet_utilities.h" +#include "constraint_bullet.h" +#include "godot_collision_configuration.h" +#include "godot_collision_dispatcher.h" +#include "rigid_body_bullet.h" +#include "servers/physics_server.h" +#include "soft_body_bullet.h" +#include "ustring.h" +#include <assert.h> + +// test only +//#include "scene/3d/immediate_geometry.h" + +BulletPhysicsDirectSpaceState::BulletPhysicsDirectSpaceState(SpaceBullet *p_space) + : PhysicsDirectSpaceState(), space(p_space) {} + +int BulletPhysicsDirectSpaceState::intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_layer, uint32_t p_object_type_mask) { + + if (p_result_max <= 0) + return 0; + + btVector3 bt_point; + G_TO_B(p_point, bt_point); + + btSphereShape sphere_point(0.f); + btCollisionObject collision_object_point; + collision_object_point.setCollisionShape(&sphere_point); + collision_object_point.setWorldTransform(btTransform(btQuaternion::getIdentity(), bt_point)); + + // Setup query + GodotAllContactResultCallback btResult(&collision_object_point, r_results, p_result_max, &p_exclude); + btResult.m_collisionFilterGroup = p_collision_layer; + btResult.m_collisionFilterMask = p_object_type_mask; + space->dynamicsWorld->contactTest(&collision_object_point, btResult); + + // The results is already populated by GodotAllConvexResultCallback + return btResult.m_count; +} + +bool BulletPhysicsDirectSpaceState::intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude, uint32_t p_collision_layer, uint32_t p_object_type_mask, bool p_pick_ray) { + + btVector3 btVec_from; + btVector3 btVec_to; + + G_TO_B(p_from, btVec_from); + G_TO_B(p_to, btVec_to); + + // setup query + GodotClosestRayResultCallback btResult(btVec_from, btVec_to, &p_exclude); + btResult.m_collisionFilterGroup = p_collision_layer; + btResult.m_collisionFilterMask = p_object_type_mask; + btResult.m_pickRay = p_pick_ray; + + space->dynamicsWorld->rayTest(btVec_from, btVec_to, btResult); + if (btResult.hasHit()) { + B_TO_G(btResult.m_hitPointWorld, r_result.position); + B_TO_G(btResult.m_hitNormalWorld.normalize(), r_result.normal); + CollisionObjectBullet *gObj = static_cast<CollisionObjectBullet *>(btResult.m_collisionObject->getUserPointer()); + if (gObj) { + r_result.shape = 0; + r_result.rid = gObj->get_self(); + r_result.collider_id = gObj->get_instance_id(); + r_result.collider = 0 == r_result.collider_id ? NULL : ObjectDB::get_instance(r_result.collider_id); + } else { + WARN_PRINTS("The raycast performed has hit a collision object that is not part of Godot scene, please check it."); + } + return true; + } else { + return false; + } +} + +int BulletPhysicsDirectSpaceState::intersect_shape(const RID &p_shape, const Transform &p_xform, float p_margin, ShapeResult *p_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_layer, uint32_t p_object_type_mask) { + if (p_result_max <= 0) + return 0; + + ShapeBullet *shape = space->get_physics_server()->get_shape_owner()->get(p_shape); + + btConvexShape *btConvex = dynamic_cast<btConvexShape *>(shape->create_bt_shape()); + if (!btConvex) { + bulletdelete(btConvex); + ERR_PRINTS("The shape is not a convex shape, then is not supported: shape type: " + itos(shape->get_type())); + return 0; + } + + btVector3 scale_with_margin; + G_TO_B(p_xform.basis.get_scale(), scale_with_margin); + btConvex->setLocalScaling(scale_with_margin); + + btTransform bt_xform; + G_TO_B(p_xform, bt_xform); + + btCollisionObject collision_object; + collision_object.setCollisionShape(btConvex); + collision_object.setWorldTransform(bt_xform); + + GodotAllContactResultCallback btQuery(&collision_object, p_results, p_result_max, &p_exclude); + btQuery.m_collisionFilterGroup = p_collision_layer; + btQuery.m_collisionFilterMask = p_object_type_mask; + btQuery.m_closestDistanceThreshold = p_margin; + space->dynamicsWorld->contactTest(&collision_object, btQuery); + + bulletdelete(btConvex); + + return btQuery.m_count; +} + +bool BulletPhysicsDirectSpaceState::cast_motion(const RID &p_shape, const Transform &p_xform, const Vector3 &p_motion, float p_margin, float &p_closest_safe, float &p_closest_unsafe, const Set<RID> &p_exclude, uint32_t p_collision_layer, uint32_t p_object_type_mask, ShapeRestInfo *r_info) { + ShapeBullet *shape = space->get_physics_server()->get_shape_owner()->get(p_shape); + + btConvexShape *bt_convex_shape = dynamic_cast<btConvexShape *>(shape->create_bt_shape()); + if (!bt_convex_shape) { + bulletdelete(bt_convex_shape); + ERR_PRINTS("The shape is not a convex shape, then is not supported: shape type: " + itos(shape->get_type())); + return 0; + } + + btVector3 bt_motion; + G_TO_B(p_motion, bt_motion); + + btVector3 scale_with_margin; + G_TO_B(p_xform.basis.get_scale() + Vector3(p_margin, p_margin, p_margin), scale_with_margin); + bt_convex_shape->setLocalScaling(scale_with_margin); + + btTransform bt_xform_from; + G_TO_B(p_xform, bt_xform_from); + + btTransform bt_xform_to(bt_xform_from); + bt_xform_to.getOrigin() += bt_motion; + + GodotClosestConvexResultCallback btResult(bt_xform_from.getOrigin(), bt_xform_to.getOrigin(), &p_exclude); + btResult.m_collisionFilterGroup = p_collision_layer; + btResult.m_collisionFilterMask = p_object_type_mask; + + space->dynamicsWorld->convexSweepTest(bt_convex_shape, bt_xform_from, bt_xform_to, btResult); + + if (btResult.hasHit()) { + if (btCollisionObject::CO_RIGID_BODY == btResult.m_hitCollisionObject->getInternalType()) { + B_TO_G(static_cast<const btRigidBody *>(btResult.m_hitCollisionObject)->getVelocityInLocalPoint(btResult.m_hitPointWorld), r_info->linear_velocity); + } + CollisionObjectBullet *collision_object = static_cast<CollisionObjectBullet *>(btResult.m_hitCollisionObject->getUserPointer()); + p_closest_safe = p_closest_unsafe = btResult.m_closestHitFraction; + B_TO_G(btResult.m_hitPointWorld, r_info->point); + B_TO_G(btResult.m_hitNormalWorld, r_info->normal); + r_info->rid = collision_object->get_self(); + r_info->collider_id = collision_object->get_instance_id(); + r_info->shape = btResult.m_shapePart; + } + + bulletdelete(bt_convex_shape); + return btResult.hasHit(); +} + +/// Returns the list of contacts pairs in this order: Local contact, other body contact +bool BulletPhysicsDirectSpaceState::collide_shape(RID p_shape, const Transform &p_shape_xform, float p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude, uint32_t p_collision_layer, uint32_t p_object_type_mask) { + if (p_result_max <= 0) + return 0; + + ShapeBullet *shape = space->get_physics_server()->get_shape_owner()->get(p_shape); + + btConvexShape *btConvex = dynamic_cast<btConvexShape *>(shape->create_bt_shape()); + if (!btConvex) { + bulletdelete(btConvex); + ERR_PRINTS("The shape is not a convex shape, then is not supported: shape type: " + itos(shape->get_type())); + return 0; + } + + btVector3 scale_with_margin; + G_TO_B(p_shape_xform.basis.get_scale(), scale_with_margin); + btConvex->setLocalScaling(scale_with_margin); + + btTransform bt_xform; + G_TO_B(p_shape_xform, bt_xform); + + btCollisionObject collision_object; + collision_object.setCollisionShape(btConvex); + collision_object.setWorldTransform(bt_xform); + + GodotContactPairContactResultCallback btQuery(&collision_object, r_results, p_result_max, &p_exclude); + btQuery.m_collisionFilterGroup = p_collision_layer; + btQuery.m_collisionFilterMask = p_object_type_mask; + btQuery.m_closestDistanceThreshold = p_margin; + space->dynamicsWorld->contactTest(&collision_object, btQuery); + + r_result_count = btQuery.m_count; + bulletdelete(btConvex); + + return btQuery.m_count; +} + +bool BulletPhysicsDirectSpaceState::rest_info(RID p_shape, const Transform &p_shape_xform, float p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude, uint32_t p_collision_layer, uint32_t p_object_type_mask) { + + ShapeBullet *shape = space->get_physics_server()->get_shape_owner()->get(p_shape); + + btConvexShape *btConvex = dynamic_cast<btConvexShape *>(shape->create_bt_shape()); + if (!btConvex) { + bulletdelete(btConvex); + ERR_PRINTS("The shape is not a convex shape, then is not supported: shape type: " + itos(shape->get_type())); + return 0; + } + + btVector3 scale_with_margin; + G_TO_B(p_shape_xform.basis.get_scale() + Vector3(p_margin, p_margin, p_margin), scale_with_margin); + btConvex->setLocalScaling(scale_with_margin); + + btTransform bt_xform; + G_TO_B(p_shape_xform, bt_xform); + + btCollisionObject collision_object; + collision_object.setCollisionShape(btConvex); + collision_object.setWorldTransform(bt_xform); + + GodotRestInfoContactResultCallback btQuery(&collision_object, r_info, &p_exclude); + btQuery.m_collisionFilterGroup = p_collision_layer; + btQuery.m_collisionFilterMask = p_object_type_mask; + btQuery.m_closestDistanceThreshold = p_margin; + space->dynamicsWorld->contactTest(&collision_object, btQuery); + + bulletdelete(btConvex); + + if (btQuery.m_collided) { + if (btCollisionObject::CO_RIGID_BODY == btQuery.m_rest_info_collision_object->getInternalType()) { + B_TO_G(static_cast<const btRigidBody *>(btQuery.m_rest_info_collision_object)->getVelocityInLocalPoint(btQuery.m_rest_info_bt_point), r_info->linear_velocity); + } + B_TO_G(btQuery.m_rest_info_bt_point, r_info->point); + } + + return btQuery.m_collided; +} + +Vector3 BulletPhysicsDirectSpaceState::get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const { + + RigidCollisionObjectBullet *rigid_object = space->get_physics_server()->get_rigid_collisin_object(p_object); + ERR_FAIL_COND_V(!rigid_object, Vector3()); + + btVector3 out_closest_point(0, 0, 0); + btScalar out_distance = 1e20; + + btVector3 bt_point; + G_TO_B(p_point, bt_point); + + btGjkEpaPenetrationDepthSolver gjk_epa_pen_solver; + btVoronoiSimplexSolver gjk_simplex_solver; + gjk_simplex_solver.setEqualVertexThreshold(0.); + + btSphereShape point_shape(0.); + + btCollisionShape *shape; + btConvexShape *convex_shape; + btTransform child_transform; + btTransform body_transform(rigid_object->get_bt_collision_object()->getWorldTransform()); + + btGjkPairDetector::ClosestPointInput input; + input.m_transformA.getBasis().setIdentity(); + input.m_transformA.setOrigin(bt_point); + + bool shapes_found = false; + + btCompoundShape *compound = rigid_object->get_compound_shape(); + for (int i = compound->getNumChildShapes() - 1; 0 <= i; --i) { + shape = compound->getChildShape(i); + if (shape->isConvex()) { + child_transform = compound->getChildTransform(i); + convex_shape = static_cast<btConvexShape *>(shape); + + input.m_transformB = body_transform * child_transform; + + btPointCollector result; + btGjkPairDetector gjk_pair_detector(&point_shape, convex_shape, &gjk_simplex_solver, &gjk_epa_pen_solver); + gjk_pair_detector.getClosestPoints(input, result, 0); + + if (out_distance > result.m_distance) { + out_distance = result.m_distance; + out_closest_point = result.m_pointInWorld; + } + } + shapes_found = true; + } + + if (shapes_found) { + + Vector3 out; + B_TO_G(out_closest_point, out); + return out; + } else { + + // no shapes found, use distance to origin. + return rigid_object->get_transform().get_origin(); + } +} + +SpaceBullet::SpaceBullet(bool p_create_soft_world) + : broadphase(NULL), + dispatcher(NULL), + solver(NULL), + collisionConfiguration(NULL), + dynamicsWorld(NULL), + soft_body_world_info(NULL), + ghostPairCallback(NULL), + godotFilterCallback(NULL), + gravityDirection(0, -1, 0), + gravityMagnitude(10), + contactDebugCount(0) { + + create_empty_world(p_create_soft_world); + direct_access = memnew(BulletPhysicsDirectSpaceState(this)); +} + +SpaceBullet::~SpaceBullet() { + memdelete(direct_access); + destroy_world(); +} + +void SpaceBullet::flush_queries() { + const btCollisionObjectArray &colObjArray = dynamicsWorld->getCollisionObjectArray(); + for (int i = colObjArray.size() - 1; 0 <= i; --i) { + static_cast<CollisionObjectBullet *>(colObjArray[i]->getUserPointer())->dispatch_callbacks(); + } +} + +void SpaceBullet::step(real_t p_delta_time) { + dynamicsWorld->stepSimulation(p_delta_time, 0, 0); +} + +void SpaceBullet::set_param(PhysicsServer::AreaParameter p_param, const Variant &p_value) { + assert(dynamicsWorld); + + switch (p_param) { + case PhysicsServer::AREA_PARAM_GRAVITY: + gravityMagnitude = p_value; + update_gravity(); + break; + case PhysicsServer::AREA_PARAM_GRAVITY_VECTOR: + gravityDirection = p_value; + update_gravity(); + break; + case PhysicsServer::AREA_PARAM_LINEAR_DAMP: + case PhysicsServer::AREA_PARAM_ANGULAR_DAMP: + break; // No damp + case PhysicsServer::AREA_PARAM_PRIORITY: + // Priority is always 0, the lower + break; + case PhysicsServer::AREA_PARAM_GRAVITY_IS_POINT: + case PhysicsServer::AREA_PARAM_GRAVITY_DISTANCE_SCALE: + case PhysicsServer::AREA_PARAM_GRAVITY_POINT_ATTENUATION: + break; + default: + WARN_PRINTS("This set parameter (" + itos(p_param) + ") is ignored, the SpaceBullet doesn't support it."); + break; + } +} + +Variant SpaceBullet::get_param(PhysicsServer::AreaParameter p_param) { + switch (p_param) { + case PhysicsServer::AREA_PARAM_GRAVITY: + return gravityMagnitude; + case PhysicsServer::AREA_PARAM_GRAVITY_VECTOR: + return gravityDirection; + case PhysicsServer::AREA_PARAM_LINEAR_DAMP: + case PhysicsServer::AREA_PARAM_ANGULAR_DAMP: + return 0; // No damp + case PhysicsServer::AREA_PARAM_PRIORITY: + return 0; // Priority is always 0, the lower + case PhysicsServer::AREA_PARAM_GRAVITY_IS_POINT: + return false; + case PhysicsServer::AREA_PARAM_GRAVITY_DISTANCE_SCALE: + return 0; + case PhysicsServer::AREA_PARAM_GRAVITY_POINT_ATTENUATION: + return 0; + default: + WARN_PRINTS("This get parameter (" + itos(p_param) + ") is ignored, the SpaceBullet doesn't support it."); + return Variant(); + } +} + +void SpaceBullet::set_param(PhysicsServer::SpaceParameter p_param, real_t p_value) { + switch (p_param) { + case PhysicsServer::SPACE_PARAM_CONTACT_RECYCLE_RADIUS: + case PhysicsServer::SPACE_PARAM_CONTACT_MAX_SEPARATION: + case PhysicsServer::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION: + case PhysicsServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD: + case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD: + case PhysicsServer::SPACE_PARAM_BODY_TIME_TO_SLEEP: + case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO: + case PhysicsServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: + default: + WARN_PRINTS("This set parameter (" + itos(p_param) + ") is ignored, the SpaceBullet doesn't support it."); + break; + } +} + +real_t SpaceBullet::get_param(PhysicsServer::SpaceParameter p_param) { + switch (p_param) { + case PhysicsServer::SPACE_PARAM_CONTACT_RECYCLE_RADIUS: + case PhysicsServer::SPACE_PARAM_CONTACT_MAX_SEPARATION: + case PhysicsServer::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION: + case PhysicsServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD: + case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD: + case PhysicsServer::SPACE_PARAM_BODY_TIME_TO_SLEEP: + case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO: + case PhysicsServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: + default: + WARN_PRINTS("The SpaceBullet doesn't support this get parameter (" + itos(p_param) + "), 0 is returned."); + return 0.f; + } +} + +void SpaceBullet::add_area(AreaBullet *p_area) { + areas.push_back(p_area); + dynamicsWorld->addCollisionObject(p_area->get_bt_ghost(), p_area->get_collision_layer(), p_area->get_collision_mask()); +} + +void SpaceBullet::remove_area(AreaBullet *p_area) { + areas.erase(p_area); + dynamicsWorld->removeCollisionObject(p_area->get_bt_ghost()); +} + +void SpaceBullet::reload_collision_filters(AreaBullet *p_area) { + // This is necessary to change collision filter + dynamicsWorld->removeCollisionObject(p_area->get_bt_ghost()); + dynamicsWorld->addCollisionObject(p_area->get_bt_ghost(), p_area->get_collision_layer(), p_area->get_collision_mask()); +} + +void SpaceBullet::add_rigid_body(RigidBodyBullet *p_body) { + if (p_body->is_static()) { + dynamicsWorld->addCollisionObject(p_body->get_bt_rigid_body(), p_body->get_collision_layer(), p_body->get_collision_mask()); + } else { + dynamicsWorld->addRigidBody(p_body->get_bt_rigid_body(), p_body->get_collision_layer(), p_body->get_collision_mask()); + } +} + +void SpaceBullet::remove_rigid_body(RigidBodyBullet *p_body) { + if (p_body->is_static()) { + dynamicsWorld->removeCollisionObject(p_body->get_bt_rigid_body()); + } else { + dynamicsWorld->removeRigidBody(p_body->get_bt_rigid_body()); + } +} + +void SpaceBullet::reload_collision_filters(RigidBodyBullet *p_body) { + // This is necessary to change collision filter + remove_rigid_body(p_body); + add_rigid_body(p_body); +} + +void SpaceBullet::add_soft_body(SoftBodyBullet *p_body) { + if (is_using_soft_world()) { + if (p_body->get_bt_soft_body()) { + static_cast<btSoftRigidDynamicsWorld *>(dynamicsWorld)->addSoftBody(p_body->get_bt_soft_body(), p_body->get_collision_layer(), p_body->get_collision_mask()); + } + } else { + ERR_PRINT("This soft body can't be added to non soft world"); + } +} + +void SpaceBullet::remove_soft_body(SoftBodyBullet *p_body) { + if (is_using_soft_world()) { + if (p_body->get_bt_soft_body()) { + static_cast<btSoftRigidDynamicsWorld *>(dynamicsWorld)->removeSoftBody(p_body->get_bt_soft_body()); + } + } +} + +void SpaceBullet::reload_collision_filters(SoftBodyBullet *p_body) { + // This is necessary to change collision filter + remove_soft_body(p_body); + add_soft_body(p_body); +} + +void SpaceBullet::add_constraint(ConstraintBullet *p_constraint, bool disableCollisionsBetweenLinkedBodies) { + p_constraint->set_space(this); + dynamicsWorld->addConstraint(p_constraint->get_bt_constraint(), disableCollisionsBetweenLinkedBodies); +} + +void SpaceBullet::remove_constraint(ConstraintBullet *p_constraint) { + dynamicsWorld->removeConstraint(p_constraint->get_bt_constraint()); +} + +int SpaceBullet::get_num_collision_objects() const { + return dynamicsWorld->getNumCollisionObjects(); +} + +void SpaceBullet::remove_all_collision_objects() { + for (int i = dynamicsWorld->getNumCollisionObjects() - 1; 0 <= i; --i) { + btCollisionObject *btObj = dynamicsWorld->getCollisionObjectArray()[i]; + CollisionObjectBullet *colObj = static_cast<CollisionObjectBullet *>(btObj->getUserPointer()); + colObj->set_space(NULL); + } +} + +void onBulletPreTickCallback(btDynamicsWorld *p_dynamicsWorld, btScalar timeStep) { + static_cast<SpaceBullet *>(p_dynamicsWorld->getWorldUserInfo())->flush_queries(); +} + +void onBulletTickCallback(btDynamicsWorld *p_dynamicsWorld, btScalar timeStep) { + + // Notify all Collision objects the collision checker is started + const btCollisionObjectArray &colObjArray = p_dynamicsWorld->getCollisionObjectArray(); + for (int i = colObjArray.size() - 1; 0 <= i; --i) { + CollisionObjectBullet *colObj = static_cast<CollisionObjectBullet *>(colObjArray[i]->getUserPointer()); + assert(NULL != colObj); + colObj->on_collision_checker_start(); + } + + SpaceBullet *sb = static_cast<SpaceBullet *>(p_dynamicsWorld->getWorldUserInfo()); + sb->check_ghost_overlaps(); + sb->check_body_collision(); +} + +BulletPhysicsDirectSpaceState *SpaceBullet::get_direct_state() { + return direct_access; +} + +btScalar calculateGodotCombinedRestitution(const btCollisionObject *body0, const btCollisionObject *body1) { + return MAX(body0->getRestitution(), body1->getRestitution()); +} + +void SpaceBullet::create_empty_world(bool p_create_soft_world) { + assert(NULL == broadphase); + assert(NULL == dispatcher); + assert(NULL == solver); + assert(NULL == collisionConfiguration); + assert(NULL == dynamicsWorld); + assert(NULL == ghostPairCallback); + assert(NULL == godotFilterCallback); + + void *world_mem; + if (p_create_soft_world) { + world_mem = malloc(sizeof(btSoftRigidDynamicsWorld)); + } else { + world_mem = malloc(sizeof(btDiscreteDynamicsWorld)); + } + + if (p_create_soft_world) { + collisionConfiguration = bulletnew(btSoftBodyRigidBodyCollisionConfiguration); + } else { + collisionConfiguration = bulletnew(GodotCollisionConfiguration(static_cast<btDiscreteDynamicsWorld *>(world_mem))); + } + + dispatcher = bulletnew(GodotCollisionDispatcher(collisionConfiguration)); + broadphase = bulletnew(btDbvtBroadphase); + solver = bulletnew(btSequentialImpulseConstraintSolver); + + if (p_create_soft_world) { + dynamicsWorld = new (world_mem) btSoftRigidDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration); + soft_body_world_info = bulletnew(btSoftBodyWorldInfo); + } else { + dynamicsWorld = new (world_mem) btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration); + } + + ghostPairCallback = bulletnew(btGhostPairCallback); + godotFilterCallback = bulletnew(GodotFilterCallback); + gCalculateCombinedRestitutionCallback = &calculateGodotCombinedRestitution; + + dynamicsWorld->setWorldUserInfo(this); + + dynamicsWorld->setInternalTickCallback(onBulletPreTickCallback, this, true); + dynamicsWorld->setInternalTickCallback(onBulletTickCallback, this, false); + dynamicsWorld->getBroadphase()->getOverlappingPairCache()->setInternalGhostPairCallback(ghostPairCallback); // Setup ghost check + dynamicsWorld->getPairCache()->setOverlapFilterCallback(godotFilterCallback); + + if (soft_body_world_info) { + soft_body_world_info->m_broadphase = broadphase; + soft_body_world_info->m_dispatcher = dispatcher; + soft_body_world_info->m_sparsesdf.Initialize(); + } + + update_gravity(); +} + +void SpaceBullet::destroy_world() { + assert(NULL != broadphase); + assert(NULL != dispatcher); + assert(NULL != solver); + assert(NULL != collisionConfiguration); + assert(NULL != dynamicsWorld); + assert(NULL != ghostPairCallback); + assert(NULL != godotFilterCallback); + + /// The world elements (like: Collision Objects, Constraints, Shapes) are managed by godot + + dynamicsWorld->getBroadphase()->getOverlappingPairCache()->setInternalGhostPairCallback(NULL); + dynamicsWorld->getPairCache()->setOverlapFilterCallback(NULL); + + bulletdelete(ghostPairCallback); + bulletdelete(godotFilterCallback); + + // Deallocate world + dynamicsWorld->~btDiscreteDynamicsWorld(); + free(dynamicsWorld); + dynamicsWorld = NULL; + + bulletdelete(solver); + bulletdelete(broadphase); + bulletdelete(dispatcher); + bulletdelete(collisionConfiguration); + bulletdelete(soft_body_world_info); +} + +void SpaceBullet::check_ghost_overlaps() { + + /// Algorith support variables + btGjkEpaPenetrationDepthSolver gjk_epa_pen_solver; + btVoronoiSimplexSolver gjk_simplex_solver; + gjk_simplex_solver.setEqualVertexThreshold(0.f); + btConvexShape *other_body_shape; + btConvexShape *area_shape; + btGjkPairDetector::ClosestPointInput gjk_input; + AreaBullet *area; + RigidCollisionObjectBullet *otherObject; + int x(-1), i(-1), y(-1), z(-1), indexOverlap(-1); + + /// For each areas + for (x = areas.size() - 1; 0 <= x; --x) { + area = areas[x]; + + if (!area->is_monitoring()) + continue; + + /// 1. Reset all states + for (i = area->overlappingObjects.size() - 1; 0 <= i; --i) { + AreaBullet::OverlappingObjectData &otherObj = area->overlappingObjects[i]; + // This check prevent the overwrite of ENTER state + // if this function is called more times before dispatchCallbacks + if (otherObj.state != AreaBullet::OVERLAP_STATE_ENTER) { + otherObj.state = AreaBullet::OVERLAP_STATE_DIRTY; + } + } + + /// 2. Check all overlapping objects using GJK + + const btAlignedObjectArray<btCollisionObject *> ghostOverlaps = area->get_bt_ghost()->getOverlappingPairs(); + + // 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)) + continue; + + otherObject = static_cast<RigidCollisionObjectBullet *>(ghostOverlaps[i]->getUserPointer()); + + bool hasOverlap = false; + + // For each area shape + for (y = area->get_compound_shape()->getNumChildShapes() - 1; 0 <= y; --y) { + if (!area->get_compound_shape()->getChildShape(y)->isConvex()) + continue; + + gjk_input.m_transformA = area->get_transform__bullet() * area->get_compound_shape()->getChildTransform(y); + area_shape = static_cast<btConvexShape *>(area->get_compound_shape()->getChildShape(y)); + + // For each other object shape + for (z = otherObject->get_compound_shape()->getNumChildShapes() - 1; 0 <= z; --z) { + + if (!otherObject->get_compound_shape()->getChildShape(z)->isConvex()) + continue; + + other_body_shape = static_cast<btConvexShape *>(otherObject->get_compound_shape()->getChildShape(z)); + gjk_input.m_transformB = otherObject->get_transform__bullet() * otherObject->get_compound_shape()->getChildTransform(z); + + btPointCollector result; + btGjkPairDetector gjk_pair_detector(area_shape, other_body_shape, &gjk_simplex_solver, &gjk_epa_pen_solver); + gjk_pair_detector.getClosestPoints(gjk_input, result, 0); + + if (0 >= result.m_distance) { + hasOverlap = true; + goto collision_found; + } + } // ~For each other object shape + } // ~For each area shape + + collision_found: + if (!hasOverlap) + continue; + + indexOverlap = area->find_overlapping_object(otherObject); + if (-1 == indexOverlap) { + // Not found + area->add_overlap(otherObject); + } else { + // Found + area->put_overlap_as_inside(indexOverlap); + } + } + + /// 3. Remove not overlapping + for (i = area->overlappingObjects.size() - 1; 0 <= i; --i) { + // If the overlap has DIRTY state it means that it's no more overlapping + if (area->overlappingObjects[i].state == AreaBullet::OVERLAP_STATE_DIRTY) { + area->put_overlap_as_exit(i); + } + } + } +} + +void SpaceBullet::check_body_collision() { +#ifdef DEBUG_ENABLED + reset_debug_contact_count(); +#endif + + const int numManifolds = dynamicsWorld->getDispatcher()->getNumManifolds(); + for (int i = 0; i < numManifolds; ++i) { + btPersistentManifold *contactManifold = dynamicsWorld->getDispatcher()->getManifoldByIndexInternal(i); + const btCollisionObject *obA = contactManifold->getBody0(); + const btCollisionObject *obB = contactManifold->getBody1(); + + if (btCollisionObject::CO_RIGID_BODY != obA->getInternalType() || btCollisionObject::CO_RIGID_BODY != obB->getInternalType()) { + // This checks is required to be sure the ghost object is skipped + // The ghost object "getUserPointer" return the BodyBullet owner so this check is required + continue; + } + + // Asserts all Godot objects are assigned + assert(NULL != obA->getUserPointer()); + assert(NULL != obB->getUserPointer()); + + // I know this static cast is a bit risky. But I'm checking its type just after it. + // This allow me to avoid a lot of other cast and checks + RigidBodyBullet *bodyA = static_cast<RigidBodyBullet *>(obA->getUserPointer()); + RigidBodyBullet *bodyB = static_cast<RigidBodyBullet *>(obB->getUserPointer()); + + if (CollisionObjectBullet::TYPE_RIGID_BODY == bodyA->getType() && CollisionObjectBullet::TYPE_RIGID_BODY == bodyB->getType()) { + if (!bodyA->can_add_collision() && !bodyB->can_add_collision()) { + continue; + } + + const int numContacts = contactManifold->getNumContacts(); +#define REPORT_ALL_CONTACTS 0 +#if REPORT_ALL_CONTACTS + for (int j = 0; j < numContacts; j++) { + btManifoldPoint &pt = contactManifold->getContactPoint(j); +#else + // Since I don't need report all contacts for these objects, I'll report only the first + if (numContacts) { + btManifoldPoint &pt = contactManifold->getContactPoint(0); +#endif + Vector3 collisionWorldPosition; + Vector3 collisionLocalPosition; + Vector3 normalOnB; + B_TO_G(pt.m_normalWorldOnB, normalOnB); + + if (bodyA->can_add_collision()) { + B_TO_G(pt.getPositionWorldOnB(), collisionWorldPosition); + /// pt.m_localPointB Doesn't report the exact point in local space + B_TO_G(pt.getPositionWorldOnB() - obB->getWorldTransform().getOrigin(), collisionLocalPosition); + bodyA->add_collision_object(bodyB, collisionWorldPosition, collisionLocalPosition, normalOnB, pt.m_index1, pt.m_index0); + } + if (bodyB->can_add_collision()) { + B_TO_G(pt.getPositionWorldOnA(), collisionWorldPosition); + /// pt.m_localPointA Doesn't report the exact point in local space + B_TO_G(pt.getPositionWorldOnA() - obA->getWorldTransform().getOrigin(), collisionLocalPosition); + bodyB->add_collision_object(bodyA, collisionWorldPosition, collisionLocalPosition, normalOnB * -1, pt.m_index0, pt.m_index1); + } + +#ifdef DEBUG_ENABLED + if (is_debugging_contacts()) { + add_debug_contact(collisionWorldPosition); + } +#endif + } + } + } +} + +void SpaceBullet::update_gravity() { + btVector3 btGravity; + G_TO_B(gravityDirection * gravityMagnitude, btGravity); + dynamicsWorld->setGravity(btGravity); + if (soft_body_world_info) { + soft_body_world_info->m_gravity = btGravity; + } +} + +/// IMPORTANT: Please don't turn it ON this is not managed correctly!! +/// I'm leaving this here just for future tests. +/// Debug motion and normal vector drawing +#define debug_test_motion 0 +#if debug_test_motion +static ImmediateGeometry *motionVec(NULL); +static ImmediateGeometry *normalLine(NULL); +static Ref<SpatialMaterial> red_mat; +static Ref<SpatialMaterial> blue_mat; +#endif + +#define IGNORE_AREAS_TRUE true +bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_from, const Vector3 &p_motion, real_t p_margin, PhysicsServer::MotionResult *r_result) { + +#if debug_test_motion + /// Yes I know this is not good, but I've used it as fast debugging. + /// I'm leaving it here just for speedup the other eventual debugs + if (!normalLine) { + motionVec = memnew(ImmediateGeometry); + normalLine = memnew(ImmediateGeometry); + SceneTree::get_singleton()->get_current_scene()->add_child(motionVec); + SceneTree::get_singleton()->get_current_scene()->add_child(normalLine); + + red_mat = Ref<SpatialMaterial>(memnew(SpatialMaterial)); + red_mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true); + red_mat->set_line_width(20.0); + red_mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true); + red_mat->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true); + red_mat->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true); + red_mat->set_albedo(Color(1, 0, 0, 1)); + motionVec->set_material_override(red_mat); + + blue_mat = Ref<SpatialMaterial>(memnew(SpatialMaterial)); + blue_mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true); + blue_mat->set_line_width(20.0); + blue_mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true); + blue_mat->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true); + blue_mat->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true); + blue_mat->set_albedo(Color(0, 0, 1, 1)); + normalLine->set_material_override(blue_mat); + } +#endif + + ///// Release all generated manifolds + //{ + // if(p_body->get_kinematic_utilities()){ + // for(int i= p_body->get_kinematic_utilities()->m_generatedManifold.size()-1; 0<=i; --i){ + // dispatcher->releaseManifold( p_body->get_kinematic_utilities()->m_generatedManifold[i] ); + // } + // p_body->get_kinematic_utilities()->m_generatedManifold.clear(); + // } + //} + + btVector3 recover_initial_position; + recover_initial_position.setZero(); + +/// I'm performing the unstack at the end of movement so I'm sure the player is unstacked even after the movement. +/// I've removed the initial unstack because this is useful just for the first tick since after the first +/// the real unstack is performed at the end of process. +/// However I'm leaving here the old code. +/// Note: It has a bug when two shapes touches something simultaneously the body is moved too much away (I'm not fixing it for the reason written above). +#define INITIAL_UNSTACK 0 +#if !INITIAL_UNSTACK + btTransform body_safe_position; + G_TO_B(p_from, body_safe_position); +//btTransform body_unsafe_positino; +//G_TO_B(p_from, body_unsafe_positino); +#else + btTransform body_safe_position; + btTransform body_unsafe_positino; + { /// Phase one - multi shapes depenetration using margin + G_TO_B(p_from, body_safe_position); + G_TO_B(p_from, body_unsafe_positino); + + // MAX_PENETRATION_DEPTH Is useful have the ghost a bit penetrated so I can detect the floor easily + recover_from_penetration(p_body, body_safe_position, MAX_PENETRATION_DEPTH, /* p_depenetration_speed */ 1, recover_initial_position); + + /// Not required if I put p_depenetration_speed = 1 + //for(int t = 0; t<4; ++t){ + // if(!recover_from_penetration(p_body, body_safe_position, MAX_PENETRATION_DEPTH, /* p_depenetration_speed */0.2, recover_initial_position)){ + // break; + // } + //} + + // Add recover position to "From" and "To" transforms + body_safe_position.getOrigin() += recover_initial_position; + } +#endif + + int shape_most_recovered(-1); + btVector3 recovered_motion; + G_TO_B(p_motion, recovered_motion); + const int shape_count(p_body->get_shape_count()); + + { /// phase two - sweep test, from a secure position without margin + +#if debug_test_motion + Vector3 sup_line; + B_TO_G(body_safe_position.getOrigin(), sup_line); + motionVec->clear(); + motionVec->begin(Mesh::PRIMITIVE_LINES, NULL); + motionVec->add_vertex(sup_line); + motionVec->add_vertex(sup_line + p_motion * 10); + motionVec->end(); +#endif + + for (int shIndex = 0; shIndex < shape_count; ++shIndex) { + if (p_body->is_shape_disabled(shIndex)) { + continue; + } + + btConvexShape *convex_shape_test(dynamic_cast<btConvexShape *>(p_body->get_bt_shape(shIndex))); + if (!convex_shape_test) { + // Skip no convex shape + continue; + } + + btTransform shape_xform_from; + G_TO_B(p_body->get_shape_transform(shIndex), shape_xform_from); + //btTransform shape_xform_to(shape_xform_from); + + // Add local shape transform + shape_xform_from.getOrigin() += body_safe_position.getOrigin(); + shape_xform_from.getBasis() *= body_safe_position.getBasis(); + + btTransform shape_xform_to(shape_xform_from); + //shape_xform_to.getOrigin() += body_unsafe_positino.getOrigin(); + //shape_xform_to.getBasis() *= body_unsafe_positino.getBasis(); + shape_xform_to.getOrigin() += recovered_motion; + + GodotKinClosestConvexResultCallback btResult(shape_xform_from.getOrigin(), shape_xform_to.getOrigin(), p_body, IGNORE_AREAS_TRUE); + btResult.m_collisionFilterGroup = p_body->get_collision_layer(); + btResult.m_collisionFilterMask = p_body->get_collision_mask(); + + dynamicsWorld->convexSweepTest(convex_shape_test, shape_xform_from, shape_xform_to, btResult); + + if (btResult.hasHit()) { + //recovered_motion *= btResult.m_closestHitFraction; + /// 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 recovering respect the previous shape + shape_most_recovered = shIndex; + } + } + } + + bool hasHit = false; + + { /// Phase three - contact test with margin + + btGhostObject *ghost = p_body->get_kinematic_utilities()->m_ghostObject; + + GodotRecoverAndClosestContactResultCallback result_callabck; + + if (false && 0 <= shape_most_recovered) { + result_callabck.m_self_object = p_body; + result_callabck.m_ignore_areas = IGNORE_AREAS_TRUE; + result_callabck.m_collisionFilterGroup = p_body->get_collision_layer(); + result_callabck.m_collisionFilterMask = p_body->get_collision_mask(); + + const RigidBodyBullet::KinematicShape &kin(p_body->get_kinematic_utilities()->m_shapes[shape_most_recovered]); + ghost->setCollisionShape(kin.shape); + ghost->setWorldTransform(body_safe_position); + + ghost->getWorldTransform().getOrigin() += recovered_motion; + ghost->getWorldTransform().getOrigin() += kin.transform.getOrigin(); + ghost->getWorldTransform().getBasis() *= kin.transform.getBasis(); + + dynamicsWorld->contactTest(ghost, result_callabck); + + recovered_motion += result_callabck.m_recover_penetration; // Required to avoid all kind of penetration + + } else { + // The sweep result does not return a penetrated shape, so I've to check all shapes + // Then return the most penetrated shape + + GodotRecoverAndClosestContactResultCallback iter_result_callabck(p_body, IGNORE_AREAS_TRUE); + iter_result_callabck.m_collisionFilterGroup = p_body->get_collision_layer(); + iter_result_callabck.m_collisionFilterMask = p_body->get_collision_mask(); + + btScalar max_penetration(99999999999); + for (int i = 0; i < shape_count; ++i) { + + const RigidBodyBullet::KinematicShape &kin(p_body->get_kinematic_utilities()->m_shapes[i]); + if (!kin.is_active()) { + continue; + } + + // reset callback each function + iter_result_callabck.reset(); + + ghost->setCollisionShape(kin.shape); + ghost->setWorldTransform(body_safe_position); + ghost->getWorldTransform().getOrigin() += recovered_motion; + ghost->getWorldTransform().getOrigin() += kin.transform.getOrigin(); + ghost->getWorldTransform().getBasis() *= kin.transform.getBasis(); + + dynamicsWorld->contactTest(ghost, iter_result_callabck); + + if (iter_result_callabck.hasHit()) { + if (max_penetration > iter_result_callabck.m_penetration_distance) { + max_penetration = iter_result_callabck.m_penetration_distance; + shape_most_recovered = i; + // This is more penetrated + result_callabck.m_pointCollisionObject = iter_result_callabck.m_pointCollisionObject; + result_callabck.m_pointNormalWorld = iter_result_callabck.m_pointNormalWorld; + result_callabck.m_pointWorld = iter_result_callabck.m_pointWorld; + result_callabck.m_penetration_distance = iter_result_callabck.m_penetration_distance; + result_callabck.m_other_compound_shape_index = iter_result_callabck.m_other_compound_shape_index; + + recovered_motion += iter_result_callabck.m_recover_penetration; // Required to avoid all kind of penetration + } + } + } + } + + hasHit = result_callabck.hasHit(); + + if (r_result) { + + B_TO_G(recovered_motion + recover_initial_position, r_result->motion); + + if (hasHit) { + + if (btCollisionObject::CO_RIGID_BODY != result_callabck.m_pointCollisionObject->getInternalType()) { + ERR_PRINT("The collision is not against a rigid body. Please check what's going on."); + goto EndExecution; + } + const btRigidBody *btRigid = static_cast<const btRigidBody *>(result_callabck.m_pointCollisionObject); + CollisionObjectBullet *collisionObject = static_cast<CollisionObjectBullet *>(btRigid->getUserPointer()); + + r_result->remainder = p_motion - r_result->motion; // is the remaining movements + B_TO_G(result_callabck.m_pointWorld, r_result->collision_point); + B_TO_G(result_callabck.m_pointNormalWorld, r_result->collision_normal); + B_TO_G(btRigid->getVelocityInLocalPoint(result_callabck.m_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 = result_callabck.m_other_compound_shape_index; + r_result->collision_local_shape = shape_most_recovered; + +//{ /// Add manifold point to manage collisions +// btPersistentManifold* manifold = dynamicsWorld->getDispatcher()->getNewManifold(p_body->getBtBody(), btRigid); +// btManifoldPoint manifoldPoint(result_callabck.m_pointWorld, result_callabck.m_pointWorld, result_callabck.m_pointNormalWorld, result_callabck.m_penetration_distance); +// manifoldPoint.m_index0 = r_result->collision_local_shape; +// manifoldPoint.m_index1 = r_result->collider_shape; +// manifold->addManifoldPoint(manifoldPoint); +// p_body->get_kinematic_utilities()->m_generatedManifold.push_back(manifold); +//} + +#if debug_test_motion + Vector3 sup_line2; + B_TO_G(recovered_motion, sup_line2); + //Vector3 sup_pos; + //B_TO_G( pt.getPositionWorldOnB(), sup_pos); + 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(); + } + } + } + +EndExecution: + p_body->get_kinematic_utilities()->resetDefShape(); + return hasHit; +} + +/// Note: It has a bug when two shapes touches something simultaneously the body is moved too much away +/// (I'm not fixing it because I don't use it). +bool SpaceBullet::recover_from_penetration(RigidBodyBullet *p_body, const btTransform &p_from, btScalar p_maxPenetrationDepth, btScalar p_depenetration_speed, btVector3 &out_recover_position) { + + bool penetration = false; + btPairCachingGhostObject *ghost = p_body->get_kinematic_utilities()->m_ghostObject; + + for (int kinIndex = p_body->get_kinematic_utilities()->m_shapes.size() - 1; 0 <= kinIndex; --kinIndex) { + const RigidBodyBullet::KinematicShape &kin_shape(p_body->get_kinematic_utilities()->m_shapes[kinIndex]); + if (!kin_shape.is_active()) { + continue; + } + + btConvexShape *convexShape = kin_shape.shape; + btTransform shape_xform(kin_shape.transform); + + // from local to world + shape_xform.getOrigin() += p_from.getOrigin(); + shape_xform.getBasis() *= p_from.getBasis(); + + // Apply last recovery to avoid doubling the recovering + shape_xform.getOrigin() += out_recover_position; + + ghost->setCollisionShape(convexShape); + ghost->setWorldTransform(shape_xform); + + btVector3 minAabb, maxAabb; + convexShape->getAabb(shape_xform, minAabb, maxAabb); + dynamicsWorld->getBroadphase()->setAabb(ghost->getBroadphaseHandle(), + minAabb, + maxAabb, + dynamicsWorld->getDispatcher()); + + dynamicsWorld->getDispatcher()->dispatchAllCollisionPairs(ghost->getOverlappingPairCache(), dynamicsWorld->getDispatchInfo(), dynamicsWorld->getDispatcher()); + + for (int i = 0; i < ghost->getOverlappingPairCache()->getNumOverlappingPairs(); ++i) { + p_body->get_kinematic_utilities()->m_manifoldArray.resize(0); + + btBroadphasePair *collisionPair = &ghost->getOverlappingPairCache()->getOverlappingPairArray()[i]; + + btCollisionObject *obj0 = static_cast<btCollisionObject *>(collisionPair->m_pProxy0->m_clientObject); + btCollisionObject *obj1 = static_cast<btCollisionObject *>(collisionPair->m_pProxy1->m_clientObject); + + if ((obj0 && !obj0->hasContactResponse()) || (obj1 && !obj1->hasContactResponse())) + continue; + + // This is not required since the dispatched does all the job + //if (!needsCollision(obj0, obj1)) + // continue; + + if (collisionPair->m_algorithm) + collisionPair->m_algorithm->getAllContactManifolds(p_body->get_kinematic_utilities()->m_manifoldArray); + + for (int j = 0; j < p_body->get_kinematic_utilities()->m_manifoldArray.size(); ++j) { + + btPersistentManifold *manifold = p_body->get_kinematic_utilities()->m_manifoldArray[j]; + btScalar directionSign = manifold->getBody0() == ghost ? btScalar(-1.0) : btScalar(1.0); + for (int p = 0; p < manifold->getNumContacts(); ++p) { + const btManifoldPoint &pt = manifold->getContactPoint(p); + + btScalar dist = pt.getDistance(); + if (dist < -p_maxPenetrationDepth) { + penetration = true; + out_recover_position += pt.m_normalWorldOnB * directionSign * (dist + p_maxPenetrationDepth) * p_depenetration_speed; + //print_line("penetrate distance: " + rtos(dist)); + } + //else { + // print_line("touching distance: " + rtos(dist)); + //} + } + } + } + } + + p_body->get_kinematic_utilities()->resetDefShape(); + return penetration; +} |