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-/*************************************************************************/
-/* space_bullet.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 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. */
-/*************************************************************************/
-
-#ifndef SPACE_BULLET_H
-#define SPACE_BULLET_H
-
-#include "core/templates/vector.h"
-#include "core/variant/variant.h"
-#include "godot_result_callbacks.h"
-#include "rid_bullet.h"
-#include "servers/physics_server_3d.h"
-
-#include <BulletCollision/BroadphaseCollision/btBroadphaseProxy.h>
-#include <BulletCollision/BroadphaseCollision/btOverlappingPairCache.h>
-#include <LinearMath/btScalar.h>
-#include <LinearMath/btTransform.h>
-#include <LinearMath/btVector3.h>
-
-/**
- @author AndreaCatania
-*/
-
-class AreaBullet;
-class btBroadphaseInterface;
-class btCollisionDispatcher;
-class btConstraintSolver;
-class btDefaultCollisionConfiguration;
-class btDynamicsWorld;
-class btDiscreteDynamicsWorld;
-class btEmptyShape;
-class btGhostPairCallback;
-class btSoftRigidDynamicsWorld;
-struct btSoftBodyWorldInfo;
-class ConstraintBullet;
-class CollisionObjectBullet;
-class RigidBodyBullet;
-class SpaceBullet;
-class SoftBodyBullet;
-class btGjkEpaPenetrationDepthSolver;
-
-extern ContactAddedCallback gContactAddedCallback;
-
-class BulletPhysicsDirectSpaceState : public PhysicsDirectSpaceState3D {
- GDCLASS(BulletPhysicsDirectSpaceState, PhysicsDirectSpaceState3D);
-
-private:
- SpaceBullet *space;
-
-public:
- BulletPhysicsDirectSpaceState(SpaceBullet *p_space);
-
- virtual int intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
- virtual bool intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_ray = false) override;
- virtual int intersect_shape(const RID &p_shape, const Transform3D &p_xform, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
- virtual bool cast_motion(const RID &p_shape, const Transform3D &p_xform, const Vector3 &p_motion, real_t p_margin, real_t &r_closest_safe, real_t &r_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, ShapeRestInfo *r_info = nullptr) override;
- /// Returns the list of contacts pairs in this order: Local contact, other body contact
- virtual bool collide_shape(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
- virtual bool rest_info(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
- virtual Vector3 get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const override;
-};
-
-class SpaceBullet : public RIDBullet {
- friend class AreaBullet;
- friend void onBulletTickCallback(btDynamicsWorld *world, btScalar timeStep);
- friend class BulletPhysicsDirectSpaceState;
-
- btBroadphaseInterface *broadphase = nullptr;
- btDefaultCollisionConfiguration *collisionConfiguration = nullptr;
- btCollisionDispatcher *dispatcher = nullptr;
- btConstraintSolver *solver = nullptr;
- btDiscreteDynamicsWorld *dynamicsWorld = nullptr;
- btSoftBodyWorldInfo *soft_body_world_info = nullptr;
- btGhostPairCallback *ghostPairCallback = nullptr;
- GodotFilterCallback *godotFilterCallback = nullptr;
-
- btGjkEpaPenetrationDepthSolver *gjk_epa_pen_solver = nullptr;
- btVoronoiSimplexSolver *gjk_simplex_solver = nullptr;
-
- BulletPhysicsDirectSpaceState *direct_access;
- Vector3 gravityDirection = Vector3(0, -1, 0);
- real_t gravityMagnitude = 10.0;
-
- real_t linear_damp = 0.0;
- real_t angular_damp = 0.0;
-
- Vector<AreaBullet *> areas;
-
- Vector<Vector3> contactDebug;
- int contactDebugCount = 0;
- real_t delta_time = 0.;
-
-public:
- SpaceBullet();
- virtual ~SpaceBullet();
-
- void flush_queries();
- real_t get_delta_time() { return delta_time; }
- void step(real_t p_delta_time);
-
- _FORCE_INLINE_ btBroadphaseInterface *get_broadphase() const { return broadphase; }
- _FORCE_INLINE_ btDefaultCollisionConfiguration *get_collision_configuration() const { return collisionConfiguration; }
- _FORCE_INLINE_ btCollisionDispatcher *get_dispatcher() const { return dispatcher; }
- _FORCE_INLINE_ btConstraintSolver *get_solver() const { return solver; }
- _FORCE_INLINE_ btDiscreteDynamicsWorld *get_dynamic_world() const { return dynamicsWorld; }
- _FORCE_INLINE_ btSoftBodyWorldInfo *get_soft_body_world_info() const { return soft_body_world_info; }
- _FORCE_INLINE_ bool is_using_soft_world() { return soft_body_world_info; }
-
- /// Used to set some parameters to Bullet world
- /// @param p_param:
- /// AREA_PARAM_GRAVITY to set the gravity magnitude of entire world
- /// AREA_PARAM_GRAVITY_VECTOR to set the gravity direction of entire world
- void set_param(PhysicsServer3D::AreaParameter p_param, const Variant &p_value);
- /// Used to get some parameters to Bullet world
- /// @param p_param:
- /// AREA_PARAM_GRAVITY to get the gravity magnitude of entire world
- /// AREA_PARAM_GRAVITY_VECTOR to get the gravity direction of entire world
- Variant get_param(PhysicsServer3D::AreaParameter p_param);
-
- void set_param(PhysicsServer3D::SpaceParameter p_param, real_t p_value);
- real_t get_param(PhysicsServer3D::SpaceParameter p_param);
-
- void add_area(AreaBullet *p_area);
- void remove_area(AreaBullet *p_area);
- void reload_collision_filters(AreaBullet *p_area);
-
- void add_rigid_body(RigidBodyBullet *p_body);
- void remove_rigid_body_constraints(RigidBodyBullet *p_body);
- void remove_rigid_body(RigidBodyBullet *p_body);
- void reload_collision_filters(RigidBodyBullet *p_body);
-
- void add_soft_body(SoftBodyBullet *p_body);
- void remove_soft_body(SoftBodyBullet *p_body);
- void reload_collision_filters(SoftBodyBullet *p_body);
-
- void add_constraint(ConstraintBullet *p_constraint, bool disableCollisionsBetweenLinkedBodies = false);
- void remove_constraint(ConstraintBullet *p_constraint);
-
- int get_num_collision_objects() const;
- void remove_all_collision_objects();
-
- BulletPhysicsDirectSpaceState *get_direct_state();
-
- void set_debug_contacts(int p_amount) { contactDebug.resize(p_amount); }
- _FORCE_INLINE_ bool is_debugging_contacts() const { return !contactDebug.is_empty(); }
- _FORCE_INLINE_ void reset_debug_contact_count() {
- contactDebugCount = 0;
- }
- _FORCE_INLINE_ void add_debug_contact(const Vector3 &p_contact) {
- if (contactDebugCount < contactDebug.size()) {
- contactDebug.write[contactDebugCount++] = p_contact;
- }
- }
- _FORCE_INLINE_ Vector<Vector3> get_debug_contacts() { return contactDebug; }
- _FORCE_INLINE_ int get_debug_contact_count() { return contactDebugCount; }
-
- const Vector3 &get_gravity_direction() const { return gravityDirection; }
- real_t get_gravity_magnitude() const { return gravityMagnitude; }
-
- void update_gravity();
-
- real_t get_linear_damp() const { return linear_damp; }
- real_t get_angular_damp() const { return angular_damp; }
-
- bool test_body_motion(RigidBodyBullet *p_body, const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia, PhysicsServer3D::MotionResult *r_result, bool p_exclude_raycast_shapes, const Set<RID> &p_exclude = Set<RID>());
- int test_ray_separation(RigidBodyBullet *p_body, const Transform3D &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, PhysicsServer3D::SeparationResult *r_results, int p_result_max, real_t p_margin);
-
-private:
- void create_empty_world(bool p_create_soft_world);
- void destroy_world();
- void check_ghost_overlaps();
- void check_body_collision();
-
- struct RecoverResult {
- bool hasPenetration = false;
- btVector3 normal = btVector3(0, 0, 0);
- btVector3 pointWorld = btVector3(0, 0, 0);
- btScalar penetration_distance = 1e20; // Negative mean penetration
- int other_compound_shape_index = 0;
- const btCollisionObject *other_collision_object = nullptr;
- int local_shape_most_recovered = 0;
-
- RecoverResult() {}
- };
-
- bool recover_from_penetration(RigidBodyBullet *p_body, const btTransform &p_body_position, btScalar p_recover_movement_scale, bool p_infinite_inertia, btVector3 &r_delta_recover_movement, RecoverResult *r_recover_result = nullptr, const Set<RID> &p_exclude = Set<RID>());
- /// This is an API that recover a kinematic object from penetration
- /// This allow only Convex Convex test and it always use GJK algorithm, With this API we don't benefit of Bullet special accelerated functions
- bool RFP_convex_convex_test(const btConvexShape *p_shapeA, const btConvexShape *p_shapeB, btCollisionObject *p_objectB, int p_shapeId_A, int p_shapeId_B, const btTransform &p_transformA, const btTransform &p_transformB, btScalar p_recover_movement_scale, btVector3 &r_delta_recover_movement, RecoverResult *r_recover_result = nullptr);
- /// This is an API that recover a kinematic object from penetration
- /// Using this we leave Bullet to select the best algorithm, For example GJK in case we have Convex Convex, or a Bullet accelerated algorithm
- bool RFP_convex_world_test(const btConvexShape *p_shapeA, const btCollisionShape *p_shapeB, btCollisionObject *p_objectA, btCollisionObject *p_objectB, int p_shapeId_A, int p_shapeId_B, const btTransform &p_transformA, const btTransform &p_transformB, btScalar p_recover_movement_scale, btVector3 &r_delta_recover_movement, RecoverResult *r_recover_result = nullptr);
-
- int add_separation_result(PhysicsServer3D::SeparationResult *r_results, const SpaceBullet::RecoverResult &p_recover_result, int p_shape_id, const btCollisionObject *p_other_object) const;
- int recover_from_penetration_ray(RigidBodyBullet *p_body, const btTransform &p_body_position, btScalar p_recover_movement_scale, bool p_infinite_inertia, int p_result_max, btVector3 &r_delta_recover_movement, PhysicsServer3D::SeparationResult *r_results);
-};
-#endif