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-rw-r--r--modules/bullet/SCsub14
-rw-r--r--modules/bullet/area_bullet.cpp4
-rw-r--r--modules/bullet/area_bullet.h14
-rw-r--r--modules/bullet/btRayShape.cpp8
-rw-r--r--modules/bullet/btRayShape.h10
-rw-r--r--modules/bullet/bullet_physics_server.cpp68
-rw-r--r--modules/bullet/bullet_physics_server.h43
-rw-r--r--modules/bullet/bullet_types_converter.cpp6
-rw-r--r--modules/bullet/bullet_types_converter.h4
-rw-r--r--modules/bullet/bullet_utilities.h4
-rw-r--r--modules/bullet/collision_object_bullet.cpp12
-rw-r--r--modules/bullet/collision_object_bullet.h6
-rw-r--r--modules/bullet/cone_twist_joint_bullet.cpp4
-rw-r--r--modules/bullet/cone_twist_joint_bullet.h4
-rw-r--r--modules/bullet/config.py3
-rw-r--r--modules/bullet/constraint_bullet.cpp4
-rw-r--r--modules/bullet/constraint_bullet.h4
-rw-r--r--modules/bullet/generic_6dof_joint_bullet.cpp12
-rw-r--r--modules/bullet/generic_6dof_joint_bullet.h7
-rw-r--r--modules/bullet/godot_collision_configuration.cpp4
-rw-r--r--modules/bullet/godot_collision_configuration.h4
-rw-r--r--modules/bullet/godot_collision_dispatcher.cpp8
-rw-r--r--modules/bullet/godot_collision_dispatcher.h4
-rw-r--r--modules/bullet/godot_motion_state.h6
-rw-r--r--modules/bullet/godot_ray_world_algorithm.cpp4
-rw-r--r--modules/bullet/godot_ray_world_algorithm.h6
-rw-r--r--modules/bullet/godot_result_callbacks.cpp8
-rw-r--r--modules/bullet/godot_result_callbacks.h42
-rw-r--r--modules/bullet/hinge_joint_bullet.cpp4
-rw-r--r--modules/bullet/hinge_joint_bullet.h4
-rw-r--r--modules/bullet/joint_bullet.cpp4
-rw-r--r--modules/bullet/joint_bullet.h4
-rw-r--r--modules/bullet/pin_joint_bullet.cpp4
-rw-r--r--modules/bullet/pin_joint_bullet.h4
-rw-r--r--modules/bullet/register_types.cpp4
-rw-r--r--modules/bullet/register_types.h4
-rw-r--r--modules/bullet/rid_bullet.h6
-rw-r--r--modules/bullet/rigid_body_bullet.cpp34
-rw-r--r--modules/bullet/rigid_body_bullet.h38
-rw-r--r--modules/bullet/shape_bullet.cpp14
-rw-r--r--modules/bullet/shape_bullet.h14
-rw-r--r--modules/bullet/shape_owner_bullet.cpp4
-rw-r--r--modules/bullet/shape_owner_bullet.h4
-rw-r--r--modules/bullet/slider_joint_bullet.cpp4
-rw-r--r--modules/bullet/slider_joint_bullet.h4
-rw-r--r--modules/bullet/soft_body_bullet.cpp14
-rw-r--r--modules/bullet/soft_body_bullet.h12
-rw-r--r--modules/bullet/space_bullet.cpp68
-rw-r--r--modules/bullet/space_bullet.h23
49 files changed, 300 insertions, 288 deletions
diff --git a/modules/bullet/SCsub b/modules/bullet/SCsub
index 21bdcca18e..bfac0df5b0 100644
--- a/modules/bullet/SCsub
+++ b/modules/bullet/SCsub
@@ -7,6 +7,8 @@ env_bullet = env_modules.Clone()
# Thirdparty source files
+thirdparty_obj = []
+
if env["builtin_bullet"]:
# Build only version 2 for now (as of 2.89)
# Sync file list with relevant upstream CMakeLists.txt for each folder.
@@ -208,8 +210,16 @@ if env["builtin_bullet"]:
env_thirdparty = env_bullet.Clone()
env_thirdparty.disable_warnings()
- env_thirdparty.add_source_files(env.modules_sources, thirdparty_sources)
+ env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources)
+ env.modules_sources += thirdparty_obj
# Godot source files
-env_bullet.add_source_files(env.modules_sources, "*.cpp")
+
+module_obj = []
+
+env_bullet.add_source_files(module_obj, "*.cpp")
+env.modules_sources += module_obj
+
+# Needed to force rebuilding the module files when the thirdparty library is updated.
+env.Depends(module_obj, thirdparty_obj)
diff --git a/modules/bullet/area_bullet.cpp b/modules/bullet/area_bullet.cpp
index f8f7d79a11..c3bd84c329 100644
--- a/modules/bullet/area_bullet.cpp
+++ b/modules/bullet/area_bullet.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/modules/bullet/area_bullet.h b/modules/bullet/area_bullet.h
index 152fd785c0..7cf666c119 100644
--- a/modules/bullet/area_bullet.h
+++ b/modules/bullet/area_bullet.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
@@ -80,18 +80,18 @@ public:
private:
// These are used by function callEvent. Instead to create this each call I create if one time.
Variant call_event_res[5];
- Variant *call_event_res_ptr[5];
+ Variant *call_event_res_ptr[5] = {};
- btGhostObject *btGhost;
+ btGhostObject *btGhost = nullptr;
Vector<OverlappingObjectData> overlappingObjects;
bool monitorable = true;
PhysicsServer3D::AreaSpaceOverrideMode spOv_mode = PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED;
bool spOv_gravityPoint = false;
- real_t spOv_gravityPointDistanceScale = 0;
- real_t spOv_gravityPointAttenuation = 1;
+ real_t spOv_gravityPointDistanceScale = 0.0;
+ real_t spOv_gravityPointAttenuation = 1.0;
Vector3 spOv_gravityVec = Vector3(0, -1, 0);
- real_t spOv_gravityMag = 10;
+ real_t spOv_gravityMag = 10.0;
real_t spOv_linearDump = 0.1;
real_t spOv_angularDump = 0.1;
int spOv_priority = 0;
diff --git a/modules/bullet/btRayShape.cpp b/modules/bullet/btRayShape.cpp
index a754ca6a89..109854c9dd 100644
--- a/modules/bullet/btRayShape.cpp
+++ b/modules/bullet/btRayShape.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
@@ -39,11 +39,9 @@
*/
btRayShape::btRayShape(btScalar length) :
- btConvexInternalShape(),
- m_shapeAxis(0, 0, 1) {
+ btConvexInternalShape() {
m_shapeType = CUSTOM_CONVEX_SHAPE_TYPE;
setLength(length);
- slipsOnSlope = false;
}
btRayShape::~btRayShape() {
diff --git a/modules/bullet/btRayShape.h b/modules/bullet/btRayShape.h
index d9ecde81e6..330755aa31 100644
--- a/modules/bullet/btRayShape.h
+++ b/modules/bullet/btRayShape.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
@@ -42,10 +42,10 @@
/// Ray shape around z axis
ATTRIBUTE_ALIGNED16(class)
btRayShape : public btConvexInternalShape {
- btScalar m_length;
- bool slipsOnSlope;
+ btScalar m_length = 0;
+ bool slipsOnSlope = false;
/// The default axis is the z
- btVector3 m_shapeAxis;
+ btVector3 m_shapeAxis = btVector3(0, 0, 1);
btTransform m_cacheSupportPoint;
btScalar m_cacheScaledLength;
diff --git a/modules/bullet/bullet_physics_server.cpp b/modules/bullet/bullet_physics_server.cpp
index 663ad6e3e1..7c27292e59 100644
--- a/modules/bullet/bullet_physics_server.cpp
+++ b/modules/bullet/bullet_physics_server.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
@@ -461,7 +461,7 @@ void BulletPhysicsServer3D::body_set_space(RID p_body, RID p_space) {
}
if (body->get_space() == space) {
- return; //pointles
+ return; //pointless
}
body->set_space(space);
@@ -617,22 +617,22 @@ uint32_t BulletPhysicsServer3D::body_get_collision_mask(RID p_body) const {
}
void BulletPhysicsServer3D::body_set_user_flags(RID p_body, uint32_t p_flags) {
- // This function si not currently supported
+ // This function is not currently supported
}
uint32_t BulletPhysicsServer3D::body_get_user_flags(RID p_body) const {
- // This function si not currently supported
+ // This function is not currently supported
return 0;
}
-void BulletPhysicsServer3D::body_set_param(RID p_body, BodyParameter p_param, float p_value) {
+void BulletPhysicsServer3D::body_set_param(RID p_body, BodyParameter p_param, real_t p_value) {
RigidBodyBullet *body = rigid_body_owner.getornull(p_body);
ERR_FAIL_COND(!body);
body->set_param(p_param, p_value);
}
-float BulletPhysicsServer3D::body_get_param(RID p_body, BodyParameter p_param) const {
+real_t BulletPhysicsServer3D::body_get_param(RID p_body, BodyParameter p_param) const {
RigidBodyBullet *body = rigid_body_owner.getornull(p_body);
ERR_FAIL_COND_V(!body, 0);
@@ -807,11 +807,11 @@ int BulletPhysicsServer3D::body_get_max_contacts_reported(RID p_body) const {
return body->get_max_collisions_detection();
}
-void BulletPhysicsServer3D::body_set_contacts_reported_depth_threshold(RID p_body, float p_threshold) {
+void BulletPhysicsServer3D::body_set_contacts_reported_depth_threshold(RID p_body, real_t p_threshold) {
// Not supported by bullet and even Godot
}
-float BulletPhysicsServer3D::body_get_contacts_reported_depth_threshold(RID p_body) const {
+real_t BulletPhysicsServer3D::body_get_contacts_reported_depth_threshold(RID p_body) const {
// Not supported by bullet and even Godot
return 0.;
}
@@ -862,7 +862,7 @@ bool BulletPhysicsServer3D::body_test_motion(RID p_body, const Transform &p_from
return body->get_space()->test_body_motion(body, p_from, p_motion, p_infinite_inertia, r_result, p_exclude_raycast_shapes);
}
-int BulletPhysicsServer3D::body_test_ray_separation(RID p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, SeparationResult *r_results, int p_result_max, float p_margin) {
+int BulletPhysicsServer3D::body_test_ray_separation(RID p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, SeparationResult *r_results, int p_result_max, real_t p_margin) {
RigidBodyBullet *body = rigid_body_owner.getornull(p_body);
ERR_FAIL_COND_V(!body, 0);
ERR_FAIL_COND_V(!body->get_space(), 0);
@@ -898,7 +898,7 @@ void BulletPhysicsServer3D::soft_body_set_space(RID p_body, RID p_space) {
}
if (body->get_space() == space) {
- return; //pointles
+ return; //pointless
}
body->set_space(space);
@@ -1059,16 +1059,16 @@ real_t BulletPhysicsServer3D::soft_body_get_linear_stiffness(RID p_body) {
return body->get_linear_stiffness();
}
-void BulletPhysicsServer3D::soft_body_set_areaAngular_stiffness(RID p_body, real_t p_stiffness) {
+void BulletPhysicsServer3D::soft_body_set_angular_stiffness(RID p_body, real_t p_stiffness) {
SoftBodyBullet *body = soft_body_owner.getornull(p_body);
ERR_FAIL_COND(!body);
- body->set_areaAngular_stiffness(p_stiffness);
+ body->set_angular_stiffness(p_stiffness);
}
-real_t BulletPhysicsServer3D::soft_body_get_areaAngular_stiffness(RID p_body) {
+real_t BulletPhysicsServer3D::soft_body_get_angular_stiffness(RID p_body) {
SoftBodyBullet *body = soft_body_owner.getornull(p_body);
ERR_FAIL_COND_V(!body, 0.f);
- return body->get_areaAngular_stiffness();
+ return body->get_angular_stiffness();
}
void BulletPhysicsServer3D::soft_body_set_volume_stiffness(RID p_body, real_t p_stiffness) {
@@ -1221,7 +1221,7 @@ RID BulletPhysicsServer3D::joint_create_pin(RID p_body_A, const Vector3 &p_local
CreateThenReturnRID(joint_owner, joint);
}
-void BulletPhysicsServer3D::pin_joint_set_param(RID p_joint, PinJointParam p_param, float p_value) {
+void BulletPhysicsServer3D::pin_joint_set_param(RID p_joint, PinJointParam p_param, real_t p_value) {
JointBullet *joint = joint_owner.getornull(p_joint);
ERR_FAIL_COND(!joint);
ERR_FAIL_COND(joint->get_type() != JOINT_PIN);
@@ -1229,7 +1229,7 @@ void BulletPhysicsServer3D::pin_joint_set_param(RID p_joint, PinJointParam p_par
pin_joint->set_param(p_param, p_value);
}
-float BulletPhysicsServer3D::pin_joint_get_param(RID p_joint, PinJointParam p_param) const {
+real_t BulletPhysicsServer3D::pin_joint_get_param(RID p_joint, PinJointParam p_param) const {
JointBullet *joint = joint_owner.getornull(p_joint);
ERR_FAIL_COND_V(!joint, 0);
ERR_FAIL_COND_V(joint->get_type() != JOINT_PIN, 0);
@@ -1309,7 +1309,7 @@ RID BulletPhysicsServer3D::joint_create_hinge_simple(RID p_body_A, const Vector3
CreateThenReturnRID(joint_owner, joint);
}
-void BulletPhysicsServer3D::hinge_joint_set_param(RID p_joint, HingeJointParam p_param, float p_value) {
+void BulletPhysicsServer3D::hinge_joint_set_param(RID p_joint, HingeJointParam p_param, real_t p_value) {
JointBullet *joint = joint_owner.getornull(p_joint);
ERR_FAIL_COND(!joint);
ERR_FAIL_COND(joint->get_type() != JOINT_HINGE);
@@ -1317,7 +1317,7 @@ void BulletPhysicsServer3D::hinge_joint_set_param(RID p_joint, HingeJointParam p
hinge_joint->set_param(p_param, p_value);
}
-float BulletPhysicsServer3D::hinge_joint_get_param(RID p_joint, HingeJointParam p_param) const {
+real_t BulletPhysicsServer3D::hinge_joint_get_param(RID p_joint, HingeJointParam p_param) const {
JointBullet *joint = joint_owner.getornull(p_joint);
ERR_FAIL_COND_V(!joint, 0);
ERR_FAIL_COND_V(joint->get_type() != JOINT_HINGE, 0);
@@ -1361,7 +1361,7 @@ RID BulletPhysicsServer3D::joint_create_slider(RID p_body_A, const Transform &p_
CreateThenReturnRID(joint_owner, joint);
}
-void BulletPhysicsServer3D::slider_joint_set_param(RID p_joint, SliderJointParam p_param, float p_value) {
+void BulletPhysicsServer3D::slider_joint_set_param(RID p_joint, SliderJointParam p_param, real_t p_value) {
JointBullet *joint = joint_owner.getornull(p_joint);
ERR_FAIL_COND(!joint);
ERR_FAIL_COND(joint->get_type() != JOINT_SLIDER);
@@ -1369,7 +1369,7 @@ void BulletPhysicsServer3D::slider_joint_set_param(RID p_joint, SliderJointParam
slider_joint->set_param(p_param, p_value);
}
-float BulletPhysicsServer3D::slider_joint_get_param(RID p_joint, SliderJointParam p_param) const {
+real_t BulletPhysicsServer3D::slider_joint_get_param(RID p_joint, SliderJointParam p_param) const {
JointBullet *joint = joint_owner.getornull(p_joint);
ERR_FAIL_COND_V(!joint, 0);
ERR_FAIL_COND_V(joint->get_type() != JOINT_SLIDER, 0);
@@ -1395,7 +1395,7 @@ RID BulletPhysicsServer3D::joint_create_cone_twist(RID p_body_A, const Transform
CreateThenReturnRID(joint_owner, joint);
}
-void BulletPhysicsServer3D::cone_twist_joint_set_param(RID p_joint, ConeTwistJointParam p_param, float p_value) {
+void BulletPhysicsServer3D::cone_twist_joint_set_param(RID p_joint, ConeTwistJointParam p_param, real_t p_value) {
JointBullet *joint = joint_owner.getornull(p_joint);
ERR_FAIL_COND(!joint);
ERR_FAIL_COND(joint->get_type() != JOINT_CONE_TWIST);
@@ -1403,7 +1403,7 @@ void BulletPhysicsServer3D::cone_twist_joint_set_param(RID p_joint, ConeTwistJoi
coneTwist_joint->set_param(p_param, p_value);
}
-float BulletPhysicsServer3D::cone_twist_joint_get_param(RID p_joint, ConeTwistJointParam p_param) const {
+real_t BulletPhysicsServer3D::cone_twist_joint_get_param(RID p_joint, ConeTwistJointParam p_param) const {
JointBullet *joint = joint_owner.getornull(p_joint);
ERR_FAIL_COND_V(!joint, 0.);
ERR_FAIL_COND_V(joint->get_type() != JOINT_CONE_TWIST, 0.);
@@ -1431,7 +1431,7 @@ RID BulletPhysicsServer3D::joint_create_generic_6dof(RID p_body_A, const Transfo
CreateThenReturnRID(joint_owner, joint);
}
-void BulletPhysicsServer3D::generic_6dof_joint_set_param(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisParam p_param, float p_value) {
+void BulletPhysicsServer3D::generic_6dof_joint_set_param(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisParam p_param, real_t p_value) {
JointBullet *joint = joint_owner.getornull(p_joint);
ERR_FAIL_COND(!joint);
ERR_FAIL_COND(joint->get_type() != JOINT_6DOF);
@@ -1439,7 +1439,7 @@ void BulletPhysicsServer3D::generic_6dof_joint_set_param(RID p_joint, Vector3::A
generic_6dof_joint->set_param(p_axis, p_param, p_value);
}
-float BulletPhysicsServer3D::generic_6dof_joint_get_param(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisParam p_param) {
+real_t BulletPhysicsServer3D::generic_6dof_joint_get_param(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisParam p_param) {
JointBullet *joint = joint_owner.getornull(p_joint);
ERR_FAIL_COND_V(!joint, 0);
ERR_FAIL_COND_V(joint->get_type() != JOINT_6DOF, 0);
@@ -1463,22 +1463,6 @@ bool BulletPhysicsServer3D::generic_6dof_joint_get_flag(RID p_joint, Vector3::Ax
return generic_6dof_joint->get_flag(p_axis, p_flag);
}
-void BulletPhysicsServer3D::generic_6dof_joint_set_precision(RID p_joint, int p_precision) {
- JointBullet *joint = joint_owner.getornull(p_joint);
- ERR_FAIL_COND(!joint);
- ERR_FAIL_COND(joint->get_type() != JOINT_6DOF);
- Generic6DOFJointBullet *generic_6dof_joint = static_cast<Generic6DOFJointBullet *>(joint);
- generic_6dof_joint->set_precision(p_precision);
-}
-
-int BulletPhysicsServer3D::generic_6dof_joint_get_precision(RID p_joint) {
- JointBullet *joint = joint_owner.getornull(p_joint);
- ERR_FAIL_COND_V(!joint, 0);
- ERR_FAIL_COND_V(joint->get_type() != JOINT_6DOF, 0);
- Generic6DOFJointBullet *generic_6dof_joint = static_cast<Generic6DOFJointBullet *>(joint);
- return generic_6dof_joint->get_precision();
-}
-
void BulletPhysicsServer3D::free(RID p_rid) {
if (shape_owner.owns(p_rid)) {
ShapeBullet *shape = shape_owner.getornull(p_rid);
@@ -1541,7 +1525,7 @@ void BulletPhysicsServer3D::init() {
BulletPhysicsDirectBodyState3D::initSingleton();
}
-void BulletPhysicsServer3D::step(float p_deltaTime) {
+void BulletPhysicsServer3D::step(real_t p_deltaTime) {
if (!active) {
return;
}
diff --git a/modules/bullet/bullet_physics_server.h b/modules/bullet/bullet_physics_server.h
index dca9339c44..97b719ae8e 100644
--- a/modules/bullet/bullet_physics_server.h
+++ b/modules/bullet/bullet_physics_server.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
@@ -207,8 +207,8 @@ public:
/// This is not supported by physics server
virtual uint32_t body_get_user_flags(RID p_body) const override;
- virtual void body_set_param(RID p_body, BodyParameter p_param, float p_value) override;
- virtual float body_get_param(RID p_body, BodyParameter p_param) const override;
+ virtual void body_set_param(RID p_body, BodyParameter p_param, real_t p_value) override;
+ virtual real_t body_get_param(RID p_body, BodyParameter p_param) const override;
virtual void body_set_kinematic_safe_margin(RID p_body, real_t p_margin) override;
virtual real_t body_get_kinematic_safe_margin(RID p_body) const override;
@@ -241,8 +241,8 @@ public:
virtual void body_set_max_contacts_reported(RID p_body, int p_contacts) override;
virtual int body_get_max_contacts_reported(RID p_body) const override;
- virtual void body_set_contacts_reported_depth_threshold(RID p_body, float p_threshold) override;
- virtual float body_get_contacts_reported_depth_threshold(RID p_body) const override;
+ virtual void body_set_contacts_reported_depth_threshold(RID p_body, real_t p_threshold) override;
+ virtual real_t body_get_contacts_reported_depth_threshold(RID p_body) const override;
virtual void body_set_omit_force_integration(RID p_body, bool p_omit) override;
virtual bool body_is_omitting_force_integration(RID p_body) const override;
@@ -256,7 +256,7 @@ public:
virtual PhysicsDirectBodyState3D *body_get_direct_state(RID p_body) override;
virtual bool body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, MotionResult *r_result = nullptr, bool p_exclude_raycast_shapes = true) override;
- virtual int body_test_ray_separation(RID p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, SeparationResult *r_results, int p_result_max, float p_margin = 0.001) override;
+ virtual int body_test_ray_separation(RID p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, SeparationResult *r_results, int p_result_max, real_t p_margin = 0.001) override;
/* SOFT BODY API */
@@ -298,8 +298,8 @@ public:
virtual void soft_body_set_linear_stiffness(RID p_body, real_t p_stiffness) override;
virtual real_t soft_body_get_linear_stiffness(RID p_body) override;
- virtual void soft_body_set_areaAngular_stiffness(RID p_body, real_t p_stiffness) override;
- virtual real_t soft_body_get_areaAngular_stiffness(RID p_body) override;
+ virtual void soft_body_set_angular_stiffness(RID p_body, real_t p_stiffness) override;
+ virtual real_t soft_body_get_angular_stiffness(RID p_body) override;
virtual void soft_body_set_volume_stiffness(RID p_body, real_t p_stiffness) override;
virtual real_t soft_body_get_volume_stiffness(RID p_body) override;
@@ -337,8 +337,8 @@ public:
virtual RID joint_create_pin(RID p_body_A, const Vector3 &p_local_A, RID p_body_B, const Vector3 &p_local_B) override;
- virtual void pin_joint_set_param(RID p_joint, PinJointParam p_param, float p_value) override;
- virtual float pin_joint_get_param(RID p_joint, PinJointParam p_param) const override;
+ virtual void pin_joint_set_param(RID p_joint, PinJointParam p_param, real_t p_value) override;
+ virtual real_t pin_joint_get_param(RID p_joint, PinJointParam p_param) const override;
virtual void pin_joint_set_local_a(RID p_joint, const Vector3 &p_A) override;
virtual Vector3 pin_joint_get_local_a(RID p_joint) const override;
@@ -349,8 +349,8 @@ public:
virtual RID joint_create_hinge(RID p_body_A, const Transform &p_hinge_A, RID p_body_B, const Transform &p_hinge_B) override;
virtual RID joint_create_hinge_simple(RID p_body_A, const Vector3 &p_pivot_A, const Vector3 &p_axis_A, RID p_body_B, const Vector3 &p_pivot_B, const Vector3 &p_axis_B) override;
- virtual void hinge_joint_set_param(RID p_joint, HingeJointParam p_param, float p_value) override;
- virtual float hinge_joint_get_param(RID p_joint, HingeJointParam p_param) const override;
+ virtual void hinge_joint_set_param(RID p_joint, HingeJointParam p_param, real_t p_value) override;
+ virtual real_t hinge_joint_get_param(RID p_joint, HingeJointParam p_param) const override;
virtual void hinge_joint_set_flag(RID p_joint, HingeJointFlag p_flag, bool p_value) override;
virtual bool hinge_joint_get_flag(RID p_joint, HingeJointFlag p_flag) const override;
@@ -358,27 +358,24 @@ public:
/// Reference frame is A
virtual RID joint_create_slider(RID p_body_A, const Transform &p_local_frame_A, RID p_body_B, const Transform &p_local_frame_B) override;
- virtual void slider_joint_set_param(RID p_joint, SliderJointParam p_param, float p_value) override;
- virtual float slider_joint_get_param(RID p_joint, SliderJointParam p_param) const override;
+ virtual void slider_joint_set_param(RID p_joint, SliderJointParam p_param, real_t p_value) override;
+ virtual real_t slider_joint_get_param(RID p_joint, SliderJointParam p_param) const override;
/// Reference frame is A
virtual RID joint_create_cone_twist(RID p_body_A, const Transform &p_local_frame_A, RID p_body_B, const Transform &p_local_frame_B) override;
- virtual void cone_twist_joint_set_param(RID p_joint, ConeTwistJointParam p_param, float p_value) override;
- virtual float cone_twist_joint_get_param(RID p_joint, ConeTwistJointParam p_param) const override;
+ virtual void cone_twist_joint_set_param(RID p_joint, ConeTwistJointParam p_param, real_t p_value) override;
+ virtual real_t cone_twist_joint_get_param(RID p_joint, ConeTwistJointParam p_param) const override;
/// Reference frame is A
virtual RID joint_create_generic_6dof(RID p_body_A, const Transform &p_local_frame_A, RID p_body_B, const Transform &p_local_frame_B) override;
- virtual void generic_6dof_joint_set_param(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisParam p_param, float p_value) override;
- virtual float generic_6dof_joint_get_param(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisParam p_param) override;
+ virtual void generic_6dof_joint_set_param(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisParam p_param, real_t p_value) override;
+ virtual real_t generic_6dof_joint_get_param(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisParam p_param) override;
virtual void generic_6dof_joint_set_flag(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisFlag p_flag, bool p_enable) override;
virtual bool generic_6dof_joint_get_flag(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisFlag p_flag) override;
- virtual void generic_6dof_joint_set_precision(RID p_joint, int precision) override;
- virtual int generic_6dof_joint_get_precision(RID p_joint) override;
-
/* MISC */
virtual void free(RID p_rid) override;
@@ -396,7 +393,7 @@ public:
}
virtual void init() override;
- virtual void step(float p_deltaTime) override;
+ virtual void step(real_t p_deltaTime) override;
virtual void flush_queries() override;
virtual void finish() override;
diff --git a/modules/bullet/bullet_types_converter.cpp b/modules/bullet/bullet_types_converter.cpp
index 09b90fe09e..19d4816372 100644
--- a/modules/bullet/bullet_types_converter.cpp
+++ b/modules/bullet/bullet_types_converter.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
@@ -116,7 +116,7 @@ void UNSCALE_BT_BASIS(btTransform &scaledBasis) {
}
} else { // Column 1 scale not fuzzy zero.
if (column2.fuzzyZero()) {
- // Create two vectors othogonal to column 1.
+ // Create two vectors orthogonal to column 1.
// Ensure that a default basis is created if column 1 = <0, 1, 0>
column0 = btVector3(column1[1], -column1[0], 0);
column2 = column0.cross(column1);
diff --git a/modules/bullet/bullet_types_converter.h b/modules/bullet/bullet_types_converter.h
index fef07c55b7..ca9b7175dd 100644
--- a/modules/bullet/bullet_types_converter.h
+++ b/modules/bullet/bullet_types_converter.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/modules/bullet/bullet_utilities.h b/modules/bullet/bullet_utilities.h
index a5e33d9829..a7c0fafbea 100644
--- a/modules/bullet/bullet_utilities.h
+++ b/modules/bullet/bullet_utilities.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/modules/bullet/collision_object_bullet.cpp b/modules/bullet/collision_object_bullet.cpp
index a3158a15e5..d9f5beb5a1 100644
--- a/modules/bullet/collision_object_bullet.cpp
+++ b/modules/bullet/collision_object_bullet.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
@@ -148,6 +148,9 @@ void CollisionObjectBullet::add_collision_exception(const CollisionObjectBullet
void CollisionObjectBullet::remove_collision_exception(const CollisionObjectBullet *p_ignoreCollisionObject) {
exceptions.erase(p_ignoreCollisionObject->get_self());
+ if (!bt_collision_object) {
+ return;
+ }
bt_collision_object->setIgnoreCollisionCheck(p_ignoreCollisionObject->bt_collision_object, false);
if (space) {
space->get_broadphase()->getOverlappingPairCache()->cleanProxyFromPairs(bt_collision_object->getBroadphaseHandle(), space->get_dispatcher());
@@ -155,11 +158,14 @@ void CollisionObjectBullet::remove_collision_exception(const CollisionObjectBull
}
bool CollisionObjectBullet::has_collision_exception(const CollisionObjectBullet *p_otherCollisionObject) const {
- return !bt_collision_object->checkCollideWith(p_otherCollisionObject->bt_collision_object);
+ return exceptions.has(p_otherCollisionObject->get_self());
}
void CollisionObjectBullet::set_collision_enabled(bool p_enabled) {
collisionsEnabled = p_enabled;
+ if (!bt_collision_object) {
+ return;
+ }
if (collisionsEnabled) {
bt_collision_object->setCollisionFlags(bt_collision_object->getCollisionFlags() & (~btCollisionObject::CF_NO_CONTACT_RESPONSE));
} else {
diff --git a/modules/bullet/collision_object_bullet.h b/modules/bullet/collision_object_bullet.h
index e2d05f2c38..c8081a53f1 100644
--- a/modules/bullet/collision_object_bullet.h
+++ b/modules/bullet/collision_object_bullet.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
@@ -110,7 +110,7 @@ public:
};
protected:
- Type type;
+ Type type = TYPE_AREA;
ObjectID instance_id;
uint32_t collisionLayer = 0;
uint32_t collisionMask = 0;
diff --git a/modules/bullet/cone_twist_joint_bullet.cpp b/modules/bullet/cone_twist_joint_bullet.cpp
index b4735fa9e9..e785780c5b 100644
--- a/modules/bullet/cone_twist_joint_bullet.cpp
+++ b/modules/bullet/cone_twist_joint_bullet.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/modules/bullet/cone_twist_joint_bullet.h b/modules/bullet/cone_twist_joint_bullet.h
index ed4baa9d1b..7d6bafd292 100644
--- a/modules/bullet/cone_twist_joint_bullet.h
+++ b/modules/bullet/cone_twist_joint_bullet.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/modules/bullet/config.py b/modules/bullet/config.py
index d22f9454ed..be7cf74f6f 100644
--- a/modules/bullet/config.py
+++ b/modules/bullet/config.py
@@ -1,5 +1,6 @@
def can_build(env, platform):
- return True
+ # API Changed and bullet is disabled at the moment
+ return False
def configure(env):
diff --git a/modules/bullet/constraint_bullet.cpp b/modules/bullet/constraint_bullet.cpp
index c47a23e75f..e610727685 100644
--- a/modules/bullet/constraint_bullet.cpp
+++ b/modules/bullet/constraint_bullet.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/modules/bullet/constraint_bullet.h b/modules/bullet/constraint_bullet.h
index 538808be51..6afd8c9b52 100644
--- a/modules/bullet/constraint_bullet.h
+++ b/modules/bullet/constraint_bullet.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/modules/bullet/generic_6dof_joint_bullet.cpp b/modules/bullet/generic_6dof_joint_bullet.cpp
index 56a66dba45..43ad6c56d5 100644
--- a/modules/bullet/generic_6dof_joint_bullet.cpp
+++ b/modules/bullet/generic_6dof_joint_bullet.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
@@ -273,11 +273,3 @@ bool Generic6DOFJointBullet::get_flag(Vector3::Axis p_axis, PhysicsServer3D::G6D
ERR_FAIL_INDEX_V(p_axis, 3, false);
return flags[p_axis][p_flag];
}
-
-void Generic6DOFJointBullet::set_precision(int p_precision) {
- sixDOFConstraint->setOverrideNumSolverIterations(MAX(1, p_precision));
-}
-
-int Generic6DOFJointBullet::get_precision() const {
- return sixDOFConstraint->getOverrideNumSolverIterations();
-}
diff --git a/modules/bullet/generic_6dof_joint_bullet.h b/modules/bullet/generic_6dof_joint_bullet.h
index 316708bb11..62b8e85a81 100644
--- a/modules/bullet/generic_6dof_joint_bullet.h
+++ b/modules/bullet/generic_6dof_joint_bullet.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
@@ -68,9 +68,6 @@ public:
void set_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisFlag p_flag, bool p_value);
bool get_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisFlag p_flag) const;
-
- void set_precision(int p_precision);
- int get_precision() const;
};
#endif
diff --git a/modules/bullet/godot_collision_configuration.cpp b/modules/bullet/godot_collision_configuration.cpp
index ec7a1dbd9a..94f150b712 100644
--- a/modules/bullet/godot_collision_configuration.cpp
+++ b/modules/bullet/godot_collision_configuration.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/modules/bullet/godot_collision_configuration.h b/modules/bullet/godot_collision_configuration.h
index ffad1b1bda..8ed55cb1da 100644
--- a/modules/bullet/godot_collision_configuration.h
+++ b/modules/bullet/godot_collision_configuration.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/modules/bullet/godot_collision_dispatcher.cpp b/modules/bullet/godot_collision_dispatcher.cpp
index d919c85469..423166c408 100644
--- a/modules/bullet/godot_collision_dispatcher.cpp
+++ b/modules/bullet/godot_collision_dispatcher.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
@@ -43,7 +43,7 @@ GodotCollisionDispatcher::GodotCollisionDispatcher(btCollisionConfiguration *col
bool GodotCollisionDispatcher::needsCollision(const btCollisionObject *body0, const btCollisionObject *body1) {
if (body0->getUserIndex() == CASTED_TYPE_AREA || body1->getUserIndex() == CASTED_TYPE_AREA) {
- // Avoide area narrow phase
+ // Avoid area narrow phase
return false;
}
return btCollisionDispatcher::needsCollision(body0, body1);
@@ -51,7 +51,7 @@ bool GodotCollisionDispatcher::needsCollision(const btCollisionObject *body0, co
bool GodotCollisionDispatcher::needsResponse(const btCollisionObject *body0, const btCollisionObject *body1) {
if (body0->getUserIndex() == CASTED_TYPE_AREA || body1->getUserIndex() == CASTED_TYPE_AREA) {
- // Avoide area narrow phase
+ // Avoid area narrow phase
return false;
}
return btCollisionDispatcher::needsResponse(body0, body1);
diff --git a/modules/bullet/godot_collision_dispatcher.h b/modules/bullet/godot_collision_dispatcher.h
index 13e7255abf..77472a9432 100644
--- a/modules/bullet/godot_collision_dispatcher.h
+++ b/modules/bullet/godot_collision_dispatcher.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/modules/bullet/godot_motion_state.h b/modules/bullet/godot_motion_state.h
index 90d1614a77..ca17349130 100644
--- a/modules/bullet/godot_motion_state.h
+++ b/modules/bullet/godot_motion_state.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
@@ -51,7 +51,7 @@ class GodotMotionState : public btMotionState {
/// This data is used to store last world position
btTransform bodyCurrentWorldTransform;
- RigidBodyBullet *owner;
+ RigidBodyBullet *owner = nullptr;
public:
GodotMotionState(RigidBodyBullet *p_owner) :
diff --git a/modules/bullet/godot_ray_world_algorithm.cpp b/modules/bullet/godot_ray_world_algorithm.cpp
index a84f3511ba..a8291d4ab4 100644
--- a/modules/bullet/godot_ray_world_algorithm.cpp
+++ b/modules/bullet/godot_ray_world_algorithm.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/modules/bullet/godot_ray_world_algorithm.h b/modules/bullet/godot_ray_world_algorithm.h
index 9786732d40..25798aecb4 100644
--- a/modules/bullet/godot_ray_world_algorithm.h
+++ b/modules/bullet/godot_ray_world_algorithm.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
@@ -45,7 +45,7 @@ class GodotRayWorldAlgorithm : public btActivatingCollisionAlgorithm {
const btDiscreteDynamicsWorld *m_world;
btPersistentManifold *m_manifoldPtr;
bool m_ownManifold = false;
- bool m_isSwapped;
+ bool m_isSwapped = false;
public:
GodotRayWorldAlgorithm(const btDiscreteDynamicsWorld *world, btPersistentManifold *mf, const btCollisionAlgorithmConstructionInfo &ci, const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, bool isSwapped);
diff --git a/modules/bullet/godot_result_callbacks.cpp b/modules/bullet/godot_result_callbacks.cpp
index f82648d6ff..e92b6c189c 100644
--- a/modules/bullet/godot_result_callbacks.cpp
+++ b/modules/bullet/godot_result_callbacks.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
@@ -113,7 +113,7 @@ btScalar GodotAllConvexResultCallback::addSingleResult(btCollisionWorld::LocalCo
PhysicsDirectSpaceState3D::ShapeResult &result = m_results[count];
- result.shape = convexResult.m_localShapeInfo->m_triangleIndex; // "m_triangleIndex" Is a odd name but contains the compound shape ID
+ result.shape = convexResult.m_localShapeInfo->m_triangleIndex; // "m_triangleIndex" Is an odd name but contains the compound shape ID
result.rid = gObj->get_self();
result.collider_id = gObj->get_instance_id();
result.collider = result.collider_id.is_null() ? nullptr : ObjectDB::get_instance(result.collider_id);
@@ -176,7 +176,7 @@ bool GodotClosestConvexResultCallback::needsCollision(btBroadphaseProxy *proxy0)
btScalar GodotClosestConvexResultCallback::addSingleResult(btCollisionWorld::LocalConvexResult &convexResult, bool normalInWorldSpace) {
if (convexResult.m_localShapeInfo) {
- m_shapeId = convexResult.m_localShapeInfo->m_triangleIndex; // "m_triangleIndex" Is a odd name but contains the compound shape ID
+ m_shapeId = convexResult.m_localShapeInfo->m_triangleIndex; // "m_triangleIndex" Is an odd name but contains the compound shape ID
} else {
m_shapeId = 0;
}
diff --git a/modules/bullet/godot_result_callbacks.h b/modules/bullet/godot_result_callbacks.h
index 1325542973..f92665f3e4 100644
--- a/modules/bullet/godot_result_callbacks.h
+++ b/modules/bullet/godot_result_callbacks.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
@@ -59,8 +59,8 @@ struct GodotClosestRayResultCallback : public btCollisionWorld::ClosestRayResult
bool m_pickRay = false;
int m_shapeId = 0;
- bool collide_with_bodies;
- bool collide_with_areas;
+ bool collide_with_bodies = false;
+ bool collide_with_areas = false;
public:
GodotClosestRayResultCallback(const btVector3 &rayFromWorld, const btVector3 &rayToWorld, const Set<RID> *p_exclude, bool p_collide_with_bodies, bool p_collide_with_areas) :
@@ -84,8 +84,8 @@ public:
// store all colliding object
struct GodotAllConvexResultCallback : public btCollisionWorld::ConvexResultCallback {
public:
- PhysicsDirectSpaceState3D::ShapeResult *m_results;
- int m_resultMax;
+ PhysicsDirectSpaceState3D::ShapeResult *m_results = nullptr;
+ int m_resultMax = 0;
const Set<RID> *m_exclude;
int count = 0;
@@ -117,8 +117,8 @@ public:
const Set<RID> *m_exclude;
int m_shapeId = 0;
- bool collide_with_bodies;
- bool collide_with_areas;
+ bool collide_with_bodies = false;
+ bool collide_with_areas = false;
GodotClosestConvexResultCallback(const btVector3 &convexFromWorld, const btVector3 &convexToWorld, const Set<RID> *p_exclude, bool p_collide_with_bodies, bool p_collide_with_areas) :
btCollisionWorld::ClosestConvexResultCallback(convexFromWorld, convexToWorld),
@@ -134,13 +134,13 @@ public:
struct GodotAllContactResultCallback : public btCollisionWorld::ContactResultCallback {
public:
const btCollisionObject *m_self_object;
- PhysicsDirectSpaceState3D::ShapeResult *m_results;
- int m_resultMax;
+ PhysicsDirectSpaceState3D::ShapeResult *m_results = nullptr;
+ int m_resultMax = 0;
const Set<RID> *m_exclude;
int m_count = 0;
- bool collide_with_bodies;
- bool collide_with_areas;
+ bool collide_with_bodies = false;
+ bool collide_with_areas = false;
GodotAllContactResultCallback(btCollisionObject *p_self_object, PhysicsDirectSpaceState3D::ShapeResult *p_results, int p_resultMax, const Set<RID> *p_exclude, bool p_collide_with_bodies, bool p_collide_with_areas) :
m_self_object(p_self_object),
@@ -159,13 +159,13 @@ public:
struct GodotContactPairContactResultCallback : public btCollisionWorld::ContactResultCallback {
public:
const btCollisionObject *m_self_object;
- Vector3 *m_results;
- int m_resultMax;
+ Vector3 *m_results = nullptr;
+ int m_resultMax = 0;
const Set<RID> *m_exclude;
int m_count = 0;
- bool collide_with_bodies;
- bool collide_with_areas;
+ bool collide_with_bodies = false;
+ bool collide_with_areas = false;
GodotContactPairContactResultCallback(btCollisionObject *p_self_object, Vector3 *p_results, int p_resultMax, const Set<RID> *p_exclude, bool p_collide_with_bodies, bool p_collide_with_areas) :
m_self_object(p_self_object),
@@ -183,14 +183,14 @@ public:
struct GodotRestInfoContactResultCallback : public btCollisionWorld::ContactResultCallback {
public:
const btCollisionObject *m_self_object;
- PhysicsDirectSpaceState3D::ShapeRestInfo *m_result;
+ PhysicsDirectSpaceState3D::ShapeRestInfo *m_result = nullptr;
const Set<RID> *m_exclude;
bool m_collided = false;
- real_t m_min_distance = 0;
- const btCollisionObject *m_rest_info_collision_object;
+ real_t m_min_distance = 0.0;
+ const btCollisionObject *m_rest_info_collision_object = nullptr;
btVector3 m_rest_info_bt_point;
- bool collide_with_bodies;
- bool collide_with_areas;
+ bool collide_with_bodies = false;
+ bool collide_with_areas = false;
GodotRestInfoContactResultCallback(btCollisionObject *p_self_object, PhysicsDirectSpaceState3D::ShapeRestInfo *p_result, const Set<RID> *p_exclude, bool p_collide_with_bodies, bool p_collide_with_areas) :
m_self_object(p_self_object),
diff --git a/modules/bullet/hinge_joint_bullet.cpp b/modules/bullet/hinge_joint_bullet.cpp
index 2338277565..4ceb98729f 100644
--- a/modules/bullet/hinge_joint_bullet.cpp
+++ b/modules/bullet/hinge_joint_bullet.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/modules/bullet/hinge_joint_bullet.h b/modules/bullet/hinge_joint_bullet.h
index 120c40e5c0..06a95be374 100644
--- a/modules/bullet/hinge_joint_bullet.h
+++ b/modules/bullet/hinge_joint_bullet.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/modules/bullet/joint_bullet.cpp b/modules/bullet/joint_bullet.cpp
index 6257ff0058..ac371658f5 100644
--- a/modules/bullet/joint_bullet.cpp
+++ b/modules/bullet/joint_bullet.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/modules/bullet/joint_bullet.h b/modules/bullet/joint_bullet.h
index c70cea817e..5bb8b50961 100644
--- a/modules/bullet/joint_bullet.h
+++ b/modules/bullet/joint_bullet.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/modules/bullet/pin_joint_bullet.cpp b/modules/bullet/pin_joint_bullet.cpp
index 1cfbc65c78..8e8ff57f11 100644
--- a/modules/bullet/pin_joint_bullet.cpp
+++ b/modules/bullet/pin_joint_bullet.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/modules/bullet/pin_joint_bullet.h b/modules/bullet/pin_joint_bullet.h
index e7d05f34d4..6fbb6f7e02 100644
--- a/modules/bullet/pin_joint_bullet.h
+++ b/modules/bullet/pin_joint_bullet.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/modules/bullet/register_types.cpp b/modules/bullet/register_types.cpp
index d29b699ecd..b5ad5749a6 100644
--- a/modules/bullet/register_types.cpp
+++ b/modules/bullet/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/modules/bullet/register_types.h b/modules/bullet/register_types.h
index 5a01a1422e..e405996705 100644
--- a/modules/bullet/register_types.h
+++ b/modules/bullet/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/modules/bullet/rid_bullet.h b/modules/bullet/rid_bullet.h
index 0db09b2b78..face6b4861 100644
--- a/modules/bullet/rid_bullet.h
+++ b/modules/bullet/rid_bullet.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
@@ -41,7 +41,7 @@ class BulletPhysicsServer3D;
class RIDBullet {
RID self;
- BulletPhysicsServer3D *physicsServer;
+ BulletPhysicsServer3D *physicsServer = nullptr;
public:
_FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; }
diff --git a/modules/bullet/rigid_body_bullet.cpp b/modules/bullet/rigid_body_bullet.cpp
index 0c64c3640f..433bff8c38 100644
--- a/modules/bullet/rigid_body_bullet.cpp
+++ b/modules/bullet/rigid_body_bullet.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
@@ -56,11 +56,11 @@ Vector3 BulletPhysicsDirectBodyState3D::get_total_gravity() const {
return gVec;
}
-float BulletPhysicsDirectBodyState3D::get_total_angular_damp() const {
+real_t BulletPhysicsDirectBodyState3D::get_total_angular_damp() const {
return body->btBody->getAngularDamping();
}
-float BulletPhysicsDirectBodyState3D::get_total_linear_damp() const {
+real_t BulletPhysicsDirectBodyState3D::get_total_linear_damp() const {
return body->btBody->getLinearDamping();
}
@@ -74,7 +74,7 @@ Basis BulletPhysicsDirectBodyState3D::get_principal_inertia_axes() const {
return Basis();
}
-float BulletPhysicsDirectBodyState3D::get_inverse_mass() const {
+real_t BulletPhysicsDirectBodyState3D::get_inverse_mass() const {
return body->btBody->getInvMass();
}
@@ -158,7 +158,7 @@ Vector3 BulletPhysicsDirectBodyState3D::get_contact_local_normal(int p_contact_i
return body->collisions[p_contact_idx].hitNormal;
}
-float BulletPhysicsDirectBodyState3D::get_contact_impulse(int p_contact_idx) const {
+real_t BulletPhysicsDirectBodyState3D::get_contact_impulse(int p_contact_idx) const {
return body->collisions[p_contact_idx].appliedImpulse;
}
@@ -322,10 +322,8 @@ void RigidBodyBullet::set_space(SpaceBullet *p_space) {
if (space) {
can_integrate_forces = false;
isScratchedSpaceOverrideModificator = false;
-
- // Remove all eventual constraints
- assert_no_constraints();
-
+ // Remove any constraints
+ space->remove_rigid_body_constraints(this);
// Remove this object form the physics world
space->remove_rigid_body(this);
}
@@ -414,7 +412,7 @@ void RigidBodyBullet::on_collision_checker_end() {
isTransformChanged = btBody->isActive() && !btBody->isStaticOrKinematicObject();
}
-bool RigidBodyBullet::add_collision_object(RigidBodyBullet *p_otherObject, const Vector3 &p_hitWorldLocation, const Vector3 &p_hitLocalLocation, const Vector3 &p_hitNormal, const float &p_appliedImpulse, int p_other_shape_index, int p_local_shape_index) {
+bool RigidBodyBullet::add_collision_object(RigidBodyBullet *p_otherObject, const Vector3 &p_hitWorldLocation, const Vector3 &p_hitLocalLocation, const Vector3 &p_hitNormal, const real_t &p_appliedImpulse, int p_other_shape_index, int p_local_shape_index) {
if (collisionsCount >= maxCollisionsDetection) {
return false;
}
@@ -443,12 +441,6 @@ bool RigidBodyBullet::was_colliding(RigidBodyBullet *p_other_object) {
return false;
}
-void RigidBodyBullet::assert_no_constraints() {
- if (btBody->getNumConstraintRefs()) {
- WARN_PRINT("A body with a joints is destroyed. Please check the implementation in order to destroy the joint before the body.");
- }
-}
-
void RigidBodyBullet::set_activation_state(bool p_active) {
if (p_active) {
btBody->activate();
@@ -523,7 +515,7 @@ real_t RigidBodyBullet::get_param(PhysicsServer3D::BodyParameter p_param) const
}
void RigidBodyBullet::set_mode(PhysicsServer3D::BodyMode p_mode) {
- // This is necessary to block force_integration untile next move
+ // This is necessary to block force_integration until next move
can_integrate_forces = false;
destroy_kinematic_utilities();
// The mode change is relevant to its mass
@@ -718,12 +710,12 @@ bool RigidBodyBullet::is_axis_locked(PhysicsServer3D::BodyAxis p_axis) const {
}
void RigidBodyBullet::reload_axis_lock() {
- btBody->setLinearFactor(btVector3(float(!is_axis_locked(PhysicsServer3D::BODY_AXIS_LINEAR_X)), float(!is_axis_locked(PhysicsServer3D::BODY_AXIS_LINEAR_Y)), float(!is_axis_locked(PhysicsServer3D::BODY_AXIS_LINEAR_Z))));
+ btBody->setLinearFactor(btVector3(btScalar(!is_axis_locked(PhysicsServer3D::BODY_AXIS_LINEAR_X)), btScalar(!is_axis_locked(PhysicsServer3D::BODY_AXIS_LINEAR_Y)), btScalar(!is_axis_locked(PhysicsServer3D::BODY_AXIS_LINEAR_Z))));
if (PhysicsServer3D::BODY_MODE_CHARACTER == mode) {
/// When character angular is always locked
btBody->setAngularFactor(btVector3(0., 0., 0.));
} else {
- btBody->setAngularFactor(btVector3(float(!is_axis_locked(PhysicsServer3D::BODY_AXIS_ANGULAR_X)), float(!is_axis_locked(PhysicsServer3D::BODY_AXIS_ANGULAR_Y)), float(!is_axis_locked(PhysicsServer3D::BODY_AXIS_ANGULAR_Z))));
+ btBody->setAngularFactor(btVector3(btScalar(!is_axis_locked(PhysicsServer3D::BODY_AXIS_ANGULAR_X)), btScalar(!is_axis_locked(PhysicsServer3D::BODY_AXIS_ANGULAR_Y)), btScalar(!is_axis_locked(PhysicsServer3D::BODY_AXIS_ANGULAR_Z))));
}
}
@@ -733,7 +725,7 @@ void RigidBodyBullet::set_continuous_collision_detection(bool p_enable) {
// 1 meter in one simulation frame
btBody->setCcdMotionThreshold(1e-7);
- /// Calculate using the rule writte below the CCD swept sphere radius
+ /// Calculate using the rule write below the CCD swept sphere radius
/// CCD works on an embedded sphere of radius, make sure this radius
/// is embedded inside the convex objects, preferably smaller:
/// for an object of dimensions 1 meter, try 0.2
diff --git a/modules/bullet/rigid_body_bullet.h b/modules/bullet/rigid_body_bullet.h
index c643611397..a4be7f9e07 100644
--- a/modules/bullet/rigid_body_bullet.h
+++ b/modules/bullet/rigid_body_bullet.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
@@ -81,21 +81,21 @@ public:
}
public:
- RigidBodyBullet *body;
- real_t deltaTime;
+ RigidBodyBullet *body = nullptr;
+ real_t deltaTime = 0.0;
private:
BulletPhysicsDirectBodyState3D() {}
public:
virtual Vector3 get_total_gravity() const override;
- virtual float get_total_angular_damp() const override;
- virtual float get_total_linear_damp() const override;
+ virtual real_t get_total_angular_damp() const override;
+ virtual real_t get_total_linear_damp() const override;
virtual Vector3 get_center_of_mass() const override;
virtual Basis get_principal_inertia_axes() const override;
// get the mass
- virtual float get_inverse_mass() const override;
+ virtual real_t get_inverse_mass() const override;
// get density of this body space
virtual Vector3 get_inverse_inertia() const override;
// get density of this body space
@@ -124,7 +124,7 @@ public:
virtual Vector3 get_contact_local_position(int p_contact_idx) const override;
virtual Vector3 get_contact_local_normal(int p_contact_idx) const override;
- virtual float get_contact_impulse(int p_contact_idx) const override;
+ virtual real_t get_contact_impulse(int p_contact_idx) const override;
virtual int get_contact_local_shape(int p_contact_idx) const override;
virtual RID get_contact_collider(int p_contact_idx) const override;
@@ -144,13 +144,13 @@ public:
class RigidBodyBullet : public RigidCollisionObjectBullet {
public:
struct CollisionData {
- RigidBodyBullet *otherObject;
- int other_object_shape;
- int local_shape;
+ RigidBodyBullet *otherObject = nullptr;
+ int other_object_shape = 0;
+ int local_shape = 0;
Vector3 hitLocalLocation;
Vector3 hitWorldLocation;
Vector3 hitNormal;
- float appliedImpulse;
+ real_t appliedImpulse = 0.0;
};
struct ForceIntegrationCallback {
@@ -169,7 +169,7 @@ public:
};
struct KinematicUtilities {
- RigidBodyBullet *owner;
+ RigidBodyBullet *owner = nullptr;
btScalar safe_margin;
Vector<KinematicShape> shapes;
@@ -194,10 +194,10 @@ private:
GodotMotionState *godotMotionState;
btRigidBody *btBody;
uint16_t locked_axis = 0;
- real_t mass = 1;
- real_t gravity_scale = 1;
- real_t linearDamp = 0;
- real_t angularDamp = 0;
+ real_t mass = 1.0;
+ real_t gravity_scale = 1.0;
+ real_t linearDamp = 0.0;
+ real_t angularDamp = 0.0;
bool can_sleep = true;
bool omit_forces_integration = false;
bool can_integrate_forces = false;
@@ -264,11 +264,9 @@ public:
}
bool can_add_collision() { return collisionsCount < maxCollisionsDetection; }
- bool add_collision_object(RigidBodyBullet *p_otherObject, const Vector3 &p_hitWorldLocation, const Vector3 &p_hitLocalLocation, const Vector3 &p_hitNormal, const float &p_appliedImpulse, int p_other_shape_index, int p_local_shape_index);
+ bool add_collision_object(RigidBodyBullet *p_otherObject, const Vector3 &p_hitWorldLocation, const Vector3 &p_hitLocalLocation, const Vector3 &p_hitNormal, const real_t &p_appliedImpulse, int p_other_shape_index, int p_local_shape_index);
bool was_colliding(RigidBodyBullet *p_other_object);
- void assert_no_constraints();
-
void set_activation_state(bool p_active);
bool is_active() const;
diff --git a/modules/bullet/shape_bullet.cpp b/modules/bullet/shape_bullet.cpp
index c7b761e92a..82876ab77c 100644
--- a/modules/bullet/shape_bullet.cpp
+++ b/modules/bullet/shape_bullet.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
@@ -480,7 +480,11 @@ void HeightMapShapeBullet::set_data(const Variant &p_data) {
Vector<real_t> l_heights;
Variant l_heights_v = d["heights"];
+#ifdef REAL_T_IS_DOUBLE
+ if (l_heights_v.get_type() == Variant::PACKED_FLOAT64_ARRAY) {
+#else
if (l_heights_v.get_type() == Variant::PACKED_FLOAT32_ARRAY) {
+#endif
// Ready-to-use heights can be passed
l_heights = l_heights_v;
@@ -503,7 +507,7 @@ void HeightMapShapeBullet::set_data(const Variant &p_data) {
real_t *w = l_heights.ptrw();
const uint8_t *r = im_data.ptr();
- float *rp = (float *)r;
+ real_t *rp = (real_t *)r;
// At this point, `rp` could be used directly for Bullet, but I don't know how safe it would be.
for (int i = 0; i < l_heights.size(); ++i) {
@@ -511,7 +515,11 @@ void HeightMapShapeBullet::set_data(const Variant &p_data) {
}
} else {
+#ifdef REAL_T_IS_DOUBLE
+ ERR_FAIL_MSG("Expected PackedFloat64Array or float Image.");
+#else
ERR_FAIL_MSG("Expected PackedFloat32Array or float Image.");
+#endif
}
ERR_FAIL_COND(l_width <= 0);
diff --git a/modules/bullet/shape_bullet.h b/modules/bullet/shape_bullet.h
index 1c29dc1b1f..bfd95747eb 100644
--- a/modules/bullet/shape_bullet.h
+++ b/modules/bullet/shape_bullet.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
@@ -213,10 +213,10 @@ private:
class HeightMapShapeBullet : public ShapeBullet {
public:
Vector<real_t> heights;
- int width;
- int depth;
- real_t min_height;
- real_t max_height;
+ int width = 0;
+ int depth = 0;
+ real_t min_height = 0.0;
+ real_t max_height = 0.0;
HeightMapShapeBullet();
@@ -231,7 +231,7 @@ private:
class RayShapeBullet : public ShapeBullet {
public:
- real_t length = 1;
+ real_t length = 1.0;
bool slips_on_slope = false;
RayShapeBullet();
diff --git a/modules/bullet/shape_owner_bullet.cpp b/modules/bullet/shape_owner_bullet.cpp
index d63096d9a3..ea8821eaec 100644
--- a/modules/bullet/shape_owner_bullet.cpp
+++ b/modules/bullet/shape_owner_bullet.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/modules/bullet/shape_owner_bullet.h b/modules/bullet/shape_owner_bullet.h
index f909632c99..4bd583e096 100644
--- a/modules/bullet/shape_owner_bullet.h
+++ b/modules/bullet/shape_owner_bullet.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/modules/bullet/slider_joint_bullet.cpp b/modules/bullet/slider_joint_bullet.cpp
index 6d5d95d07a..45c892851b 100644
--- a/modules/bullet/slider_joint_bullet.cpp
+++ b/modules/bullet/slider_joint_bullet.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/modules/bullet/slider_joint_bullet.h b/modules/bullet/slider_joint_bullet.h
index 6410b952ed..90964671c2 100644
--- a/modules/bullet/slider_joint_bullet.h
+++ b/modules/bullet/slider_joint_bullet.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
diff --git a/modules/bullet/soft_body_bullet.cpp b/modules/bullet/soft_body_bullet.cpp
index 6794d6c313..a8980984a7 100644
--- a/modules/bullet/soft_body_bullet.cpp
+++ b/modules/bullet/soft_body_bullet.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
@@ -259,10 +259,10 @@ void SoftBodyBullet::set_linear_stiffness(real_t p_val) {
}
}
-void SoftBodyBullet::set_areaAngular_stiffness(real_t p_val) {
- areaAngular_stiffness = p_val;
+void SoftBodyBullet::set_angular_stiffness(real_t p_val) {
+ angular_stiffness = p_val;
if (bt_soft_body) {
- mat0->m_kAST = areaAngular_stiffness;
+ mat0->m_kAST = angular_stiffness;
}
}
@@ -336,7 +336,7 @@ void SoftBodyBullet::set_trimesh_body_shape(Vector<int> p_indices, Vector<Vector
Map<Vector3, int>::Element *e = unique_vertices.find(p_vertices_read[vs_vertex_index]);
int vertex_id;
if (e) {
- // Already rxisting
+ // Already existing
vertex_id = e->value();
} else {
// Create new one
@@ -409,7 +409,7 @@ void SoftBodyBullet::setup_soft_body() {
bt_soft_body->generateBendingConstraints(2, mat0);
mat0->m_kLST = linear_stiffness;
- mat0->m_kAST = areaAngular_stiffness;
+ mat0->m_kAST = angular_stiffness;
mat0->m_kVST = volume_stiffness;
// Clusters allow to have Soft vs Soft collision but doesn't work well right now
diff --git a/modules/bullet/soft_body_bullet.h b/modules/bullet/soft_body_bullet.h
index da8a2412ed..23f6fba9a6 100644
--- a/modules/bullet/soft_body_bullet.h
+++ b/modules/bullet/soft_body_bullet.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
@@ -59,7 +59,7 @@ class SoftBodyBullet : public CollisionObjectBullet {
private:
btSoftBody *bt_soft_body = nullptr;
Vector<Vector<int>> indices_table;
- btSoftBody::Material *mat0; // This is just a copy of pointer managed by btSoftBody
+ btSoftBody::Material *mat0 = nullptr; // This is just a copy of pointer managed by btSoftBody
bool isScratched = false;
Ref<Mesh> soft_mesh;
@@ -67,7 +67,7 @@ private:
int simulation_precision = 5;
real_t total_mass = 1.;
real_t linear_stiffness = 0.5; // [0,1]
- real_t areaAngular_stiffness = 0.5; // [0,1]
+ real_t angular_stiffness = 0.5; // [0,1]
real_t volume_stiffness = 0.5; // [0,1]
real_t pressure_coefficient = 0.; // [-inf,+inf]
real_t pose_matching_coefficient = 0.; // [0,1]
@@ -129,8 +129,8 @@ public:
void set_linear_stiffness(real_t p_val);
_FORCE_INLINE_ real_t get_linear_stiffness() const { return linear_stiffness; }
- void set_areaAngular_stiffness(real_t p_val);
- _FORCE_INLINE_ real_t get_areaAngular_stiffness() const { return areaAngular_stiffness; }
+ void set_angular_stiffness(real_t p_val);
+ _FORCE_INLINE_ real_t get_angular_stiffness() const { return angular_stiffness; }
void set_volume_stiffness(real_t p_val);
_FORCE_INLINE_ real_t get_volume_stiffness() const { return volume_stiffness; }
diff --git a/modules/bullet/space_bullet.cpp b/modules/bullet/space_bullet.cpp
index abad1beacb..ceae3be8bc 100644
--- a/modules/bullet/space_bullet.cpp
+++ b/modules/bullet/space_bullet.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
@@ -81,7 +81,7 @@ int BulletPhysicsDirectSpaceState::intersect_point(const Vector3 &p_point, Shape
btResult.m_collisionFilterMask = p_collision_mask;
space->dynamicsWorld->contactTest(&collision_object_point, btResult);
- // The results is already populated by GodotAllConvexResultCallback
+ // The results are already populated by GodotAllConvexResultCallback
return btResult.m_count;
}
@@ -117,7 +117,7 @@ bool BulletPhysicsDirectSpaceState::intersect_ray(const Vector3 &p_from, const V
}
}
-int BulletPhysicsDirectSpaceState::intersect_shape(const RID &p_shape, const Transform &p_xform, float p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
+int BulletPhysicsDirectSpaceState::intersect_shape(const RID &p_shape, const Transform &p_xform, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
if (p_result_max <= 0) {
return 0;
}
@@ -152,7 +152,7 @@ int BulletPhysicsDirectSpaceState::intersect_shape(const RID &p_shape, const Tra
return btQuery.m_count;
}
-bool BulletPhysicsDirectSpaceState::cast_motion(const RID &p_shape, const Transform &p_xform, const Vector3 &p_motion, float p_margin, float &r_closest_safe, float &r_closest_unsafe, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, ShapeRestInfo *r_info) {
+bool BulletPhysicsDirectSpaceState::cast_motion(const RID &p_shape, const Transform &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, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, ShapeRestInfo *r_info) {
r_closest_safe = 0.0f;
r_closest_unsafe = 0.0f;
btVector3 bt_motion;
@@ -177,8 +177,10 @@ bool BulletPhysicsDirectSpaceState::cast_motion(const RID &p_shape, const Transf
bt_xform_to.getOrigin() += bt_motion;
if ((bt_xform_to.getOrigin() - bt_xform_from.getOrigin()).fuzzyZero()) {
+ r_closest_safe = 1.0f;
+ r_closest_unsafe = 1.0f;
bulletdelete(btShape);
- return false;
+ return true;
}
GodotClosestConvexResultCallback btResult(bt_xform_from.getOrigin(), bt_xform_to.getOrigin(), &p_exclude, p_collide_with_bodies, p_collide_with_areas);
@@ -212,7 +214,7 @@ bool BulletPhysicsDirectSpaceState::cast_motion(const RID &p_shape, const Transf
}
/// 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_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
+bool BulletPhysicsDirectSpaceState::collide_shape(RID p_shape, const Transform &p_shape_xform, real_t p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
if (p_result_max <= 0) {
return false;
}
@@ -248,7 +250,7 @@ bool BulletPhysicsDirectSpaceState::collide_shape(RID p_shape, const Transform &
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_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
+bool BulletPhysicsDirectSpaceState::rest_info(RID p_shape, const Transform &p_shape_xform, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
ShapeBullet *shape = space->get_physics_server()->get_shape_owner()->getornull(p_shape);
ERR_FAIL_COND_V(!shape, false);
@@ -477,11 +479,25 @@ void SpaceBullet::add_rigid_body(RigidBodyBullet *p_body) {
}
}
+void SpaceBullet::remove_rigid_body_constraints(RigidBodyBullet *p_body) {
+ btRigidBody *btBody = p_body->get_bt_rigid_body();
+
+ int constraints = btBody->getNumConstraintRefs();
+ if (constraints > 0) {
+ ERR_PRINT("A body connected to joints was removed.");
+ for (int i = 0; i < constraints; i++) {
+ dynamicsWorld->removeConstraint(btBody->getConstraintRef(i));
+ }
+ }
+}
+
void SpaceBullet::remove_rigid_body(RigidBodyBullet *p_body) {
+ btRigidBody *btBody = p_body->get_bt_rigid_body();
+
if (p_body->is_static()) {
- dynamicsWorld->removeCollisionObject(p_body->get_bt_rigid_body());
+ dynamicsWorld->removeCollisionObject(btBody);
} else {
- dynamicsWorld->removeRigidBody(p_body->get_bt_rigid_body());
+ dynamicsWorld->removeRigidBody(btBody);
}
}
@@ -825,20 +841,32 @@ void SpaceBullet::check_body_collision() {
Vector3 collisionWorldPosition;
Vector3 collisionLocalPosition;
Vector3 normalOnB;
- float appliedImpulse = pt.m_appliedImpulse;
+ real_t appliedImpulse = pt.m_appliedImpulse;
B_TO_G(pt.m_normalWorldOnB, normalOnB);
+ // The pt.m_index only contains the shape index when more than one collision shape is used
+ // and only if the collision shape is not a concave collision shape.
+ // A value of -1 in pt.m_partId indicates the pt.m_index is a shape index.
+ int shape_index_a = 0;
+ if (bodyA->get_shape_count() > 1 && pt.m_partId0 == -1) {
+ shape_index_a = pt.m_index0;
+ }
+ int shape_index_b = 0;
+ if (bodyB->get_shape_count() > 1 && pt.m_partId1 == -1) {
+ shape_index_b = pt.m_index1;
+ }
+
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() - contactManifold->getBody1()->getWorldTransform().getOrigin(), collisionLocalPosition);
- bodyA->add_collision_object(bodyB, collisionWorldPosition, collisionLocalPosition, normalOnB, appliedImpulse, pt.m_index1, pt.m_index0);
+ bodyA->add_collision_object(bodyB, collisionWorldPosition, collisionLocalPosition, normalOnB, appliedImpulse, shape_index_b, shape_index_a);
}
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() - contactManifold->getBody0()->getWorldTransform().getOrigin(), collisionLocalPosition);
- bodyB->add_collision_object(bodyA, collisionWorldPosition, collisionLocalPosition, normalOnB * -1, appliedImpulse * -1, pt.m_index0, pt.m_index1);
+ bodyB->add_collision_object(bodyA, collisionWorldPosition, collisionLocalPosition, normalOnB * -1, appliedImpulse * -1, shape_index_a, shape_index_b);
}
#ifdef DEBUG_ENABLED
@@ -1034,7 +1062,7 @@ bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_f
return has_penetration;
}
-int SpaceBullet::test_ray_separation(RigidBodyBullet *p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, PhysicsServer3D::SeparationResult *r_results, int p_result_max, float p_margin) {
+int SpaceBullet::test_ray_separation(RigidBodyBullet *p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, PhysicsServer3D::SeparationResult *r_results, int p_result_max, real_t p_margin) {
btTransform body_transform;
G_TO_B(p_transform, body_transform);
UNSCALE_BT_BASIS(body_transform);
@@ -1064,13 +1092,13 @@ private:
btDbvtVolume bounds;
const btCollisionObject *self_collision_object;
- uint32_t collision_layer;
- uint32_t collision_mask;
+ uint32_t collision_layer = 0;
+ uint32_t collision_mask = 0;
struct CompoundLeafCallback : btDbvt::ICollide {
private:
- RecoverPenetrationBroadPhaseCallback *parent_callback;
- btCollisionObject *collision_object;
+ RecoverPenetrationBroadPhaseCallback *parent_callback = nullptr;
+ btCollisionObject *collision_object = nullptr;
public:
CompoundLeafCallback(RecoverPenetrationBroadPhaseCallback *p_parent_callback, btCollisionObject *p_collision_object) :
@@ -1088,8 +1116,8 @@ private:
public:
struct BroadphaseResult {
- btCollisionObject *collision_object;
- int compound_child_index;
+ btCollisionObject *collision_object = nullptr;
+ int compound_child_index = 0;
};
Vector<BroadphaseResult> results;
diff --git a/modules/bullet/space_bullet.h b/modules/bullet/space_bullet.h
index e362f27d39..87aa2b9e93 100644
--- a/modules/bullet/space_bullet.h
+++ b/modules/bullet/space_bullet.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
@@ -78,11 +78,11 @@ public:
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 = 0xFFFFFFFF, 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 = 0xFFFFFFFF, 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 Transform &p_xform, float p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
- virtual bool cast_motion(const RID &p_shape, const Transform &p_xform, const Vector3 &p_motion, float p_margin, float &r_closest_safe, float &r_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, ShapeRestInfo *r_info = nullptr) override;
+ virtual int intersect_shape(const RID &p_shape, const Transform &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 = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
+ virtual bool cast_motion(const RID &p_shape, const Transform &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 = 0xFFFFFFFF, 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 Transform &p_shape_xform, float 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 = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
- virtual bool rest_info(RID p_shape, const Transform &p_shape_xform, float p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
+ virtual bool collide_shape(RID p_shape, const Transform &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 = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
+ virtual bool rest_info(RID p_shape, const Transform &p_shape_xform, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, 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;
};
@@ -100,12 +100,12 @@ class SpaceBullet : public RIDBullet {
btGhostPairCallback *ghostPairCallback = nullptr;
GodotFilterCallback *godotFilterCallback = nullptr;
- btGjkEpaPenetrationDepthSolver *gjk_epa_pen_solver;
- btVoronoiSimplexSolver *gjk_simplex_solver;
+ btGjkEpaPenetrationDepthSolver *gjk_epa_pen_solver = nullptr;
+ btVoronoiSimplexSolver *gjk_simplex_solver = nullptr;
BulletPhysicsDirectSpaceState *direct_access;
Vector3 gravityDirection = Vector3(0, -1, 0);
- real_t gravityMagnitude = 10;
+ real_t gravityMagnitude = 10.0;
real_t linear_damp = 0.0;
real_t angular_damp = 0.0;
@@ -151,6 +151,7 @@ public:
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);
@@ -167,7 +168,7 @@ public:
BulletPhysicsDirectSpaceState *get_direct_state();
void set_debug_contacts(int p_amount) { contactDebug.resize(p_amount); }
- _FORCE_INLINE_ bool is_debugging_contacts() const { return !contactDebug.empty(); }
+ _FORCE_INLINE_ bool is_debugging_contacts() const { return !contactDebug.is_empty(); }
_FORCE_INLINE_ void reset_debug_contact_count() {
contactDebugCount = 0;
}
@@ -188,7 +189,7 @@ public:
real_t get_angular_damp() const { return angular_damp; }
bool test_body_motion(RigidBodyBullet *p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, PhysicsServer3D::MotionResult *r_result, bool p_exclude_raycast_shapes);
- int test_ray_separation(RigidBodyBullet *p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, PhysicsServer3D::SeparationResult *r_results, int p_result_max, float p_margin);
+ int test_ray_separation(RigidBodyBullet *p_body, const Transform &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);