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diff --git a/servers/physics/body_pair_sw.cpp b/servers/physics/body_pair_sw.cpp
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+/*************************************************************************/
+/* body_pair_sw.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+#include "body_pair_sw.h"
+#include "collision_solver_sw.h"
+#include "space_sw.h"
+
+
+/*
+#define NO_ACCUMULATE_IMPULSES
+#define NO_SPLIT_IMPULSES
+
+#define NO_FRICTION
+*/
+
+#define NO_TANGENTIALS
+/* BODY PAIR */
+
+
+//#define ALLOWED_PENETRATION 0.01
+#define RELAXATION_TIMESTEPS 3
+#define MIN_VELOCITY 0.0001
+
+void BodyPairSW::_contact_added_callback(const Vector3& p_point_A,const Vector3& p_point_B,void *p_userdata) {
+
+ BodyPairSW* pair = (BodyPairSW*)p_userdata;
+ pair->contact_added_callback(p_point_A,p_point_B);
+
+}
+
+void BodyPairSW::contact_added_callback(const Vector3& p_point_A,const Vector3& p_point_B) {
+
+ // check if we already have the contact
+
+ //Vector3 local_A = A->get_inv_transform().xform(p_point_A);
+ //Vector3 local_B = B->get_inv_transform().xform(p_point_B);
+
+ Vector3 local_A = A->get_inv_transform().basis.xform(p_point_A);
+ Vector3 local_B = B->get_inv_transform().basis.xform(p_point_B-offset_B);
+
+
+
+ int new_index = contact_count;
+
+ ERR_FAIL_COND( new_index >= (MAX_CONTACTS+1) );
+
+ Contact contact;
+
+ contact.acc_normal_impulse=0;
+ contact.acc_bias_impulse=0;
+ contact.acc_tangent_impulse=Vector3();
+ contact.local_A=local_A;
+ contact.local_B=local_B;
+ contact.normal=(p_point_A-p_point_B).normalized();
+
+
+
+ // attempt to determine if the contact will be reused
+ real_t contact_recycle_radius=space->get_contact_recycle_radius();
+
+ for (int i=0;i<contact_count;i++) {
+
+ Contact& c = contacts[i];
+ if (
+ c.local_A.distance_squared_to( local_A ) < (contact_recycle_radius*contact_recycle_radius) &&
+ c.local_B.distance_squared_to( local_B ) < (contact_recycle_radius*contact_recycle_radius) ) {
+
+ contact.acc_normal_impulse=c.acc_normal_impulse;
+ contact.acc_bias_impulse=c.acc_bias_impulse;
+ contact.acc_tangent_impulse=c.acc_tangent_impulse;
+ new_index=i;
+ break;
+ }
+ }
+
+ // figure out if the contact amount must be reduced to fit the new contact
+
+ if (new_index == MAX_CONTACTS) {
+
+ // remove the contact with the minimum depth
+
+ int least_deep=-1;
+ float min_depth=1e10;
+
+ for (int i=0;i<=contact_count;i++) {
+
+ Contact& c = (i==contact_count)?contact:contacts[i];
+ Vector3 global_A = A->get_transform().basis.xform(c.local_A);
+ Vector3 global_B = B->get_transform().basis.xform(c.local_B)+offset_B;
+
+ Vector3 axis = global_A - global_B;
+ float depth = axis.dot( c.normal );
+
+ if (depth<min_depth) {
+
+ min_depth=depth;
+ least_deep=i;
+ }
+ }
+
+ ERR_FAIL_COND(least_deep==-1);
+
+ if (least_deep < contact_count) { //replace the last deep contact by the new one
+
+ contacts[least_deep]=contact;
+ }
+
+ return;
+ }
+
+ contacts[new_index]=contact;
+
+ if (new_index==contact_count) {
+
+ contact_count++;
+ }
+
+}
+
+void BodyPairSW::validate_contacts() {
+
+ //make sure to erase contacts that are no longer valid
+
+ real_t contact_max_separation=space->get_contact_max_separation();
+ for (int i=0;i<contact_count;i++) {
+
+ Contact& c = contacts[i];
+
+ Vector3 global_A = A->get_transform().basis.xform(c.local_A);
+ Vector3 global_B = B->get_transform().basis.xform(c.local_B)+offset_B;
+ Vector3 axis = global_A - global_B;
+ float depth = axis.dot( c.normal );
+
+ if (depth < -contact_max_separation || (global_B + c.normal * depth - global_A).length() > contact_max_separation) {
+ // contact no longer needed, remove
+
+
+ if ((i+1) < contact_count) {
+ // swap with the last one
+ SWAP( contacts[i], contacts[ contact_count-1 ] );
+
+ }
+
+ i--;
+ contact_count--;
+ }
+ }
+}
+
+bool BodyPairSW::setup(float p_step) {
+
+
+ offset_B = B->get_transform().get_origin() - A->get_transform().get_origin();
+
+ validate_contacts();
+
+ Vector3 offset_A = A->get_transform().get_origin();
+ Transform xform_Au = Transform(A->get_transform().basis,Vector3());
+ Transform xform_A = xform_Au * A->get_shape_transform(shape_A);
+
+ Transform xform_Bu = B->get_transform();
+ xform_Bu.origin-=offset_A;
+ Transform xform_B = xform_Bu * B->get_shape_transform(shape_B);
+
+ ShapeSW *shape_A_ptr=A->get_shape(shape_A);
+ ShapeSW *shape_B_ptr=B->get_shape(shape_B);
+
+ bool collided = CollisionSolverSW::solve_static(shape_A_ptr,xform_A,shape_B_ptr,xform_B,_contact_added_callback,this,&sep_axis);
+ this->collided=collided;
+
+ if (!collided)
+ return false;
+
+
+ //cannot collide
+ if (A->has_exception(B->get_self()) || B->has_exception(A->get_self()) || (A->get_mode()<=PhysicsServer::BODY_MODE_STATIC_ACTIVE && B->get_mode()<=PhysicsServer::BODY_MODE_STATIC_ACTIVE)) {
+ return false;
+ }
+
+ real_t max_penetration = space->get_contact_max_allowed_penetration();
+
+ float bias = 0.3f;
+
+ if (shape_A_ptr->get_custom_bias() || shape_B_ptr->get_custom_bias()) {
+
+ if (shape_A_ptr->get_custom_bias()==0)
+ bias=shape_B_ptr->get_custom_bias();
+ else if (shape_B_ptr->get_custom_bias()==0)
+ bias=shape_A_ptr->get_custom_bias();
+ else
+ bias=(shape_B_ptr->get_custom_bias()+shape_A_ptr->get_custom_bias())*0.5;
+ }
+
+
+ real_t inv_dt = 1.0/p_step;
+
+ for(int i=0;i<contact_count;i++) {
+
+ Contact &c = contacts[i];
+ c.active=false;
+
+ Vector3 global_A = xform_Au.xform(c.local_A);
+ Vector3 global_B = xform_Bu.xform(c.local_B);
+
+ real_t depth = c.normal.dot(global_A - global_B);
+
+ if (depth<=0) {
+ c.active=false;
+ continue;
+ }
+
+ c.active=true;
+
+ int gather_A = A->can_report_contacts();
+ int gather_B = B->can_report_contacts();
+
+ c.rA = global_A;
+ c.rB = global_B-offset_B;
+
+ // contact query reporting...
+#if 0
+ if (A->get_body_type() == PhysicsServer::BODY_CHARACTER)
+ static_cast<CharacterBodySW*>(A)->report_character_contact( global_A, global_B, B );
+ if (B->get_body_type() == PhysicsServer::BODY_CHARACTER)
+ static_cast<CharacterBodySW*>(B)->report_character_contact( global_B, global_A, A );
+ if (A->has_contact_query())
+ A->report_contact( global_A, global_B, B );
+ if (B->has_contact_query())
+ B->report_contact( global_B, global_A, A );
+#endif
+
+ if (A->can_report_contacts()) {
+ Vector3 crB = A->get_angular_velocity().cross( c.rA ) + A->get_linear_velocity();
+ A->add_contact(global_A,-c.normal,depth,shape_A,global_B,shape_B,B->get_instance_id(),B->get_self(),crB);
+ }
+
+ if (B->can_report_contacts()) {
+ Vector3 crA = A->get_angular_velocity().cross( c.rB ) + A->get_linear_velocity();
+ B->add_contact(global_B,c.normal,depth,shape_B,global_A,shape_A,A->get_instance_id(),A->get_self(),crA);
+ }
+
+ c.active=true;
+
+ // Precompute normal mass, tangent mass, and bias.
+ Vector3 inertia_A = A->get_inv_inertia_tensor().xform( c.rA.cross( c.normal ) );
+ Vector3 inertia_B = B->get_inv_inertia_tensor().xform( c.rB.cross( c.normal ) );
+ real_t kNormal = A->get_inv_mass() + B->get_inv_mass();
+ kNormal += c.normal.dot( inertia_A.cross(c.rA ) ) + c.normal.dot( inertia_B.cross( c.rB ));
+ c.mass_normal = 1.0f / kNormal;
+
+#if 1
+ c.bias = -bias * inv_dt * MIN(0.0f, -depth + max_penetration);
+
+#else
+ if (depth > max_penetration) {
+ c.bias = (depth - max_penetration) * (1.0/(p_step*(1.0/RELAXATION_TIMESTEPS)));
+ } else {
+ float approach = -0.1f * (depth - max_penetration) / (CMP_EPSILON + max_penetration);
+ approach = CLAMP( approach, CMP_EPSILON, 1.0 );
+ c.bias = approach * (depth - max_penetration) * (1.0/p_step);
+ }
+#endif
+ c.depth=depth;
+
+ Vector3 j_vec = c.normal * c.acc_normal_impulse + c.acc_tangent_impulse;
+ A->apply_impulse( c.rA, -j_vec );
+ B->apply_impulse( c.rB, j_vec );
+ c.acc_bias_impulse=0;
+ Vector3 jb_vec = c.normal * c.acc_bias_impulse;
+ A->apply_bias_impulse( c.rA, -jb_vec );
+ B->apply_bias_impulse( c.rB, jb_vec );
+
+ }
+
+ return true;
+}
+
+void BodyPairSW::solve(float p_step) {
+
+ if (!collided)
+ return;
+
+
+ for(int i=0;i<contact_count;i++) {
+
+ Contact &c = contacts[i];
+ if (!c.active)
+ continue;
+
+ c.active=false; //try to deactivate, will activate itself if still needed
+
+ //bias impule
+
+ Vector3 crbA = A->get_biased_angular_velocity().cross( c.rA );
+ Vector3 crbB = B->get_biased_angular_velocity().cross( c.rB );
+ Vector3 dbv = B->get_biased_linear_velocity() + crbB - A->get_biased_linear_velocity() - crbA;
+
+ real_t vbn = dbv.dot(c.normal);
+
+ if (Math::abs(-vbn+c.bias)>MIN_VELOCITY) {
+
+ real_t jbn = (-vbn + c.bias)*c.mass_normal;
+ real_t jbnOld = c.acc_bias_impulse;
+ c.acc_bias_impulse = MAX(jbnOld + jbn, 0.0f);
+
+ Vector3 jb = c.normal * (c.acc_bias_impulse - jbnOld);
+
+
+ A->apply_bias_impulse(c.rA,-jb);
+ B->apply_bias_impulse(c.rB, jb);
+
+ c.active=true;
+ }
+
+
+ Vector3 crA = A->get_angular_velocity().cross( c.rA );
+ Vector3 crB = B->get_angular_velocity().cross( c.rB );
+ Vector3 dv = B->get_linear_velocity() + crB - A->get_linear_velocity() - crA;
+
+ //normal impule
+ real_t vn = dv.dot(c.normal);
+
+ if (Math::abs(vn)>MIN_VELOCITY) {
+
+ real_t bounce=0;
+ real_t jn = (-bounce -vn)*c.mass_normal;
+ real_t jnOld = c.acc_normal_impulse;
+ c.acc_normal_impulse = MAX(jnOld + jn, 0.0f);
+
+
+ Vector3 j =c.normal * (c.acc_normal_impulse - jnOld);
+
+
+ A->apply_impulse(c.rA,-j);
+ B->apply_impulse(c.rB, j);
+
+ c.active=true;
+ }
+
+ //friction impule
+
+ real_t friction = A->get_friction() * B->get_friction();
+
+ Vector3 lvA = A->get_linear_velocity() + A->get_angular_velocity().cross( c.rA );
+ Vector3 lvB = B->get_linear_velocity() + B->get_angular_velocity().cross( c.rB );
+
+ Vector3 dtv = lvB - lvA;
+ real_t tn = c.normal.dot(dtv);
+
+ // tangential velocity
+ Vector3 tv = dtv - c.normal * tn;
+ real_t tvl = tv.length();
+
+ if (tvl > MIN_VELOCITY) {
+
+ tv /= tvl;
+
+ Vector3 temp1 = A->get_inv_inertia_tensor().xform( c.rA.cross( tv ) );
+ Vector3 temp2 = B->get_inv_inertia_tensor().xform( c.rB.cross( tv ) );
+
+ real_t t = -tvl /
+ (A->get_inv_mass() + B->get_inv_mass() + tv.dot(temp1.cross(c.rA) + temp2.cross(c.rB)));
+
+ Vector3 jt = t * tv;
+
+
+ Vector3 jtOld = c.acc_tangent_impulse;
+ c.acc_tangent_impulse += jt;
+
+ real_t fi_len = c.acc_tangent_impulse.length();
+ real_t jtMax = c.acc_normal_impulse * friction;
+
+ if (fi_len > CMP_EPSILON && fi_len > jtMax) {
+
+ c.acc_tangent_impulse*=jtMax / fi_len;
+ }
+
+ jt = c.acc_tangent_impulse - jtOld;
+
+
+ A->apply_impulse( c.rA, -jt );
+ B->apply_impulse( c.rB, jt );
+
+ c.active=true;
+
+ }
+
+
+ }
+
+}
+
+
+
+
+
+BodyPairSW::BodyPairSW(BodySW *p_A, int p_shape_A,BodySW *p_B, int p_shape_B) : ConstraintSW(_arr,2) {
+
+ A=p_A;
+ B=p_B;
+ shape_A=p_shape_A;
+ shape_B=p_shape_B;
+ space=A->get_space();
+ A->add_constraint(this,0);
+ B->add_constraint(this,1);
+ contact_count=0;
+ collided=false;
+
+}
+
+
+BodyPairSW::~BodyPairSW() {
+
+ A->remove_constraint(this);
+ B->remove_constraint(this);
+
+}