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+/*************************************************************************/
+/* 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;
+}