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-/*************************************************************************/
-/* body_pair_sw.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#include "body_pair_sw.h"
-
-#include "collision_solver_sw.h"
-#include "core/os/os.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
-#define MAX_BIAS_ROTATION (Math_PI / 8)
-
-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_bias_impulse_center_of_mass = 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();
- contact.mass_normal = 0; // will be computed in setup()
-
- // 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_bias_impulse_center_of_mass = c.acc_bias_impulse_center_of_mass;
- 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;
- real_t 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;
- real_t 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;
- real_t 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::_test_ccd(real_t p_step, BodySW *p_A, int p_shape_A, const Transform &p_xform_A, BodySW *p_B, int p_shape_B, const Transform &p_xform_B) {
-
- Vector3 motion = p_A->get_linear_velocity() * p_step;
- real_t mlen = motion.length();
- if (mlen < CMP_EPSILON)
- return false;
-
- Vector3 mnormal = motion / mlen;
-
- real_t min, max;
- p_A->get_shape(p_shape_A)->project_range(mnormal, p_xform_A, min, max);
- bool fast_object = mlen > (max - min) * 0.3; //going too fast in that direction
-
- if (!fast_object) { //did it move enough in this direction to even attempt raycast? let's say it should move more than 1/3 the size of the object in that axis
- return false;
- }
-
- //cast a segment from support in motion normal, in the same direction of motion by motion length
- //support is the worst case collision point, so real collision happened before
- Vector3 s = p_A->get_shape(p_shape_A)->get_support(p_xform_A.basis.xform(mnormal).normalized());
- Vector3 from = p_xform_A.xform(s);
- Vector3 to = from + motion;
-
- Transform from_inv = p_xform_B.affine_inverse();
-
- Vector3 local_from = from_inv.xform(from - mnormal * mlen * 0.1); //start from a little inside the bounding box
- Vector3 local_to = from_inv.xform(to);
-
- Vector3 rpos, rnorm;
- if (!p_B->get_shape(p_shape_B)->intersect_segment(local_from, local_to, rpos, rnorm)) {
- return false;
- }
-
- //shorten the linear velocity so it does not hit, but gets close enough, next frame will hit softly or soft enough
- Vector3 hitpos = p_xform_B.xform(rpos);
-
- real_t newlen = hitpos.distance_to(from) - (max - min) * 0.01;
- p_A->set_linear_velocity((mnormal * newlen) / p_step);
-
- return true;
-}
-
-real_t combine_bounce(BodySW *A, BodySW *B) {
- return CLAMP(A->get_bounce() + B->get_bounce(), 0, 1);
-}
-
-real_t combine_friction(BodySW *A, BodySW *B) {
- return ABS(MIN(A->get_friction(), B->get_friction()));
-}
-
-bool BodyPairSW::setup(real_t p_step) {
-
- //cannot collide
- if (!A->test_collision_mask(B) || A->has_exception(B->get_self()) || B->has_exception(A->get_self()) || (A->get_mode() <= PhysicsServer::BODY_MODE_KINEMATIC && B->get_mode() <= PhysicsServer::BODY_MODE_KINEMATIC && A->get_max_contacts_reported() == 0 && B->get_max_contacts_reported() == 0)) {
- collided = false;
- return false;
- }
-
- if (A->is_shape_set_as_disabled(shape_A) || B->is_shape_set_as_disabled(shape_B)) {
- collided = false;
- return false;
- }
-
- 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) {
-
- //test ccd (currently just a raycast)
-
- if (A->is_continuous_collision_detection_enabled() && A->get_mode() > PhysicsServer::BODY_MODE_KINEMATIC && B->get_mode() <= PhysicsServer::BODY_MODE_KINEMATIC) {
- _test_ccd(p_step, A, shape_A, xform_A, B, shape_B, xform_B);
- }
-
- if (B->is_continuous_collision_detection_enabled() && B->get_mode() > PhysicsServer::BODY_MODE_KINEMATIC && A->get_mode() <= PhysicsServer::BODY_MODE_KINEMATIC) {
- _test_ccd(p_step, B, shape_B, xform_B, A, shape_A, xform_A);
- }
-
- return false;
- }
-
- real_t max_penetration = space->get_contact_max_allowed_penetration();
-
- real_t bias = (real_t)0.3;
-
- 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;
-
-#ifdef DEBUG_ENABLED
-
- if (space->is_debugging_contacts()) {
- space->add_debug_contact(global_A + offset_A);
- space->add_debug_contact(global_B + offset_A);
- }
-#endif
-
- c.rA = global_A - A->get_center_of_mass();
- c.rB = global_B - B->get_center_of_mass() - offset_B;
-
- // contact query reporting...
-
- if (A->can_report_contacts()) {
- Vector3 crA = 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(), crA);
- }
-
- if (B->can_report_contacts()) {
- Vector3 crB = B->get_angular_velocity().cross(c.rB) + B->get_linear_velocity();
- B->add_contact(global_B, c.normal, depth, shape_B, global_A, shape_A, A->get_instance_id(), A->get_self(), crB);
- }
-
- 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;
-
- c.bias = -bias * inv_dt * MIN(0.0f, -depth + max_penetration);
- c.depth = depth;
-
- Vector3 j_vec = c.normal * c.acc_normal_impulse + c.acc_tangent_impulse;
- A->apply_impulse(c.rA + A->get_center_of_mass(), -j_vec);
- B->apply_impulse(c.rB + B->get_center_of_mass(), j_vec);
- c.acc_bias_impulse = 0;
- c.acc_bias_impulse_center_of_mass = 0;
-
- c.bounce = combine_bounce(A, B);
- if (c.bounce) {
-
- 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
- c.bounce = c.bounce * dv.dot(c.normal);
- }
- }
-
- return true;
-}
-
-void BodyPairSW::solve(real_t 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 impulse
-
- 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 + A->get_center_of_mass(), -jb, MAX_BIAS_ROTATION / p_step);
- B->apply_bias_impulse(c.rB + B->get_center_of_mass(), jb, MAX_BIAS_ROTATION / p_step);
-
- crbA = A->get_biased_angular_velocity().cross(c.rA);
- crbB = B->get_biased_angular_velocity().cross(c.rB);
- dbv = B->get_biased_linear_velocity() + crbB - A->get_biased_linear_velocity() - crbA;
-
- vbn = dbv.dot(c.normal);
-
- if (Math::abs(-vbn + c.bias) > MIN_VELOCITY) {
-
- real_t jbn_com = (-vbn + c.bias) / (A->get_inv_mass() + B->get_inv_mass());
- real_t jbnOld_com = c.acc_bias_impulse_center_of_mass;
- c.acc_bias_impulse_center_of_mass = MAX(jbnOld_com + jbn_com, 0.0f);
-
- Vector3 jb_com = c.normal * (c.acc_bias_impulse_center_of_mass - jbnOld_com);
-
- A->apply_bias_impulse(A->get_center_of_mass(), -jb_com, 0.0f);
- B->apply_bias_impulse(B->get_center_of_mass(), jb_com, 0.0f);
- }
-
- 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 impulse
- real_t vn = dv.dot(c.normal);
-
- if (Math::abs(vn) > MIN_VELOCITY) {
-
- real_t jn = -(c.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 + A->get_center_of_mass(), -j);
- B->apply_impulse(c.rB + B->get_center_of_mass(), j);
-
- c.active = true;
- }
-
- //friction impulse
-
- real_t friction = combine_friction(A, B);
-
- 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 + A->get_center_of_mass(), -jt);
- B->apply_impulse(c.rB + B->get_center_of_mass(), 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);
-}