diff options
Diffstat (limited to 'servers/physics/space_sw.cpp')
-rw-r--r-- | servers/physics/space_sw.cpp | 425 |
1 files changed, 421 insertions, 4 deletions
diff --git a/servers/physics/space_sw.cpp b/servers/physics/space_sw.cpp index 67ac21e4f9..2d71fd6061 100644 --- a/servers/physics/space_sw.cpp +++ b/servers/physics/space_sw.cpp @@ -45,6 +45,50 @@ _FORCE_INLINE_ static bool _match_object_type_query(CollisionObjectSW *p_object, return (1 << body->get_mode()) & p_type_mask; } +int PhysicsDirectSpaceStateSW::intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_layer, uint32_t p_object_type_mask) { + + ERR_FAIL_COND_V(space->locked, false); + int amount = space->broadphase->cull_point(p_point, space->intersection_query_results, SpaceSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); + int cc = 0; + + //Transform ai = p_xform.affine_inverse(); + + for (int i = 0; i < amount; i++) { + + if (cc >= p_result_max) + break; + + if (!_match_object_type_query(space->intersection_query_results[i], p_collision_layer, p_object_type_mask)) + continue; + + //area can't be picked by ray (default) + + if (p_exclude.has(space->intersection_query_results[i]->get_self())) + continue; + + const CollisionObjectSW *col_obj = space->intersection_query_results[i]; + int shape_idx = space->intersection_query_subindex_results[i]; + + Transform inv_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx); + inv_xform.affine_invert(); + + if (!col_obj->get_shape(shape_idx)->intersect_point(inv_xform.xform(p_point))) + continue; + + r_results[cc].collider_id = col_obj->get_instance_id(); + if (r_results[cc].collider_id != 0) + r_results[cc].collider = ObjectDB::get_instance(r_results[cc].collider_id); + else + r_results[cc].collider = NULL; + r_results[cc].rid = col_obj->get_self(); + r_results[cc].shape = shape_idx; + + cc++; + } + + return cc; +} + bool PhysicsDirectSpaceStateSW::intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude, uint32_t p_collision_layer, uint32_t p_object_type_mask, bool p_pick_ray) { ERR_FAIL_COND_V(space->locked, false); @@ -428,6 +472,48 @@ bool PhysicsDirectSpaceStateSW::rest_info(RID p_shape, const Transform &p_shape_ return true; } +Vector3 PhysicsDirectSpaceStateSW::get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const { + + CollisionObjectSW *obj = NULL; + obj = PhysicsServerSW::singleton->area_owner.getornull(p_object); + if (!obj) { + obj = PhysicsServerSW::singleton->body_owner.getornull(p_object); + } + ERR_FAIL_COND_V(!obj, Vector3()); + + ERR_FAIL_COND_V(obj->get_space() != space, Vector3()); + + float min_distance = 1e20; + Vector3 min_point; + + bool shapes_found = false; + + for (int i = 0; i < obj->get_shape_count(); i++) { + + if (obj->is_shape_set_as_disabled(i)) + continue; + + Transform shape_xform = obj->get_transform() * obj->get_shape_transform(i); + ShapeSW *shape = obj->get_shape(i); + + Vector3 point = shape->get_closest_point_to(shape_xform.affine_inverse().xform(p_point)); + point = shape_xform.xform(point); + + float dist = point.distance_to(p_point); + if (dist < min_distance) { + min_distance = dist; + min_point = point; + } + shapes_found = true; + } + + if (!shapes_found) { + return obj->get_transform().origin; //no shapes found, use distance to origin. + } else { + return min_point; + } +} + PhysicsDirectSpaceStateSW::PhysicsDirectSpaceStateSW() { space = NULL; @@ -435,6 +521,337 @@ PhysicsDirectSpaceStateSW::PhysicsDirectSpaceStateSW() { //////////////////////////////////////////////////////////////////////////////////////////////////////////// +int SpaceSW::_cull_aabb_for_body(BodySW *p_body, const Rect3 &p_aabb) { + + int amount = broadphase->cull_aabb(p_aabb, intersection_query_results, INTERSECTION_QUERY_MAX, intersection_query_subindex_results); + + for (int i = 0; i < amount; i++) { + + bool keep = true; + + if (intersection_query_results[i] == p_body) + keep = false; + else if (intersection_query_results[i]->get_type() == CollisionObjectSW::TYPE_AREA) + keep = false; + else if ((static_cast<BodySW *>(intersection_query_results[i])->test_collision_mask(p_body)) == 0) + keep = false; + else if (static_cast<BodySW *>(intersection_query_results[i])->has_exception(p_body->get_self()) || p_body->has_exception(intersection_query_results[i]->get_self())) + keep = false; + else if (static_cast<BodySW *>(intersection_query_results[i])->is_shape_set_as_disabled(intersection_query_subindex_results[i])) + keep = false; + + if (!keep) { + + if (i < amount - 1) { + SWAP(intersection_query_results[i], intersection_query_results[amount - 1]); + SWAP(intersection_query_subindex_results[i], intersection_query_subindex_results[amount - 1]); + } + + amount--; + i--; + } + } + + return amount; +} + +bool SpaceSW::test_body_motion(BodySW *p_body, const Transform &p_from, const Vector3 &p_motion, real_t p_margin, PhysicsServer::MotionResult *r_result) { + + //give me back regular physics engine logic + //this is madness + //and most people using this function will think + //what it does is simpler than using physics + //this took about a week to get right.. + //but is it right? who knows at this point.. + + if (r_result) { + r_result->collider_id = 0; + r_result->collider_shape = 0; + } + Rect3 body_aabb; + + for (int i = 0; i < p_body->get_shape_count(); i++) { + + if (i == 0) + body_aabb = p_body->get_shape_aabb(i); + else + body_aabb = body_aabb.merge(p_body->get_shape_aabb(i)); + } + + // Undo the currently transform the physics server is aware of and apply the provided one + body_aabb = p_from.xform(p_body->get_inv_transform().xform(body_aabb)); + body_aabb = body_aabb.grow(p_margin); + + Transform body_transform = p_from; + + { + //STEP 1, FREE BODY IF STUCK + + const int max_results = 32; + int recover_attempts = 4; + Vector3 sr[max_results * 2]; + + do { + + PhysicsServerSW::CollCbkData cbk; + cbk.max = max_results; + cbk.amount = 0; + cbk.ptr = sr; + + CollisionSolverSW::CallbackResult cbkres = NULL; + + PhysicsServerSW::CollCbkData *cbkptr = NULL; + cbkptr = &cbk; + cbkres = PhysicsServerSW::_shape_col_cbk; + + bool collided = false; + + int amount = _cull_aabb_for_body(p_body, body_aabb); + + for (int j = 0; j < p_body->get_shape_count(); j++) { + if (p_body->is_shape_set_as_disabled(j)) + continue; + + Transform body_shape_xform = body_transform * p_body->get_shape_transform(j); + ShapeSW *body_shape = p_body->get_shape(j); + for (int i = 0; i < amount; i++) { + + const CollisionObjectSW *col_obj = intersection_query_results[i]; + int shape_idx = intersection_query_subindex_results[i]; + + if (CollisionSolverSW::solve_static(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), cbkres, cbkptr, NULL, p_margin)) { + collided = cbk.amount > 0; + } + } + } + + if (!collided) { + break; + } + + Vector3 recover_motion; + + for (int i = 0; i < cbk.amount; i++) { + + Vector3 a = sr[i * 2 + 0]; + Vector3 b = sr[i * 2 + 1]; + +#if 0 + Vector3 rel = b-a; + real_t d = rel.length(); + if (d==0) + continue; + + Vector3 n = rel/d; + real_t traveled = n.dot(recover_motion); + a+=n*traveled; + + real_t d = a.distance_to(b); + if (d<margin) + continue; +#endif + recover_motion += (b - a) * 0.4; + } + + if (recover_motion == Vector3()) { + collided = false; + break; + } + + body_transform.origin += recover_motion; + body_aabb.position += recover_motion; + + recover_attempts--; + + } while (recover_attempts); + } + + real_t safe = 1.0; + real_t unsafe = 1.0; + int best_shape = -1; + + { + // STEP 2 ATTEMPT MOTION + + Rect3 motion_aabb = body_aabb; + motion_aabb.position += p_motion; + motion_aabb = motion_aabb.merge(body_aabb); + + int amount = _cull_aabb_for_body(p_body, motion_aabb); + + for (int j = 0; j < p_body->get_shape_count(); j++) { + + if (p_body->is_shape_set_as_disabled(j)) + continue; + + Transform body_shape_xform = body_transform * p_body->get_shape_transform(j); + ShapeSW *body_shape = p_body->get_shape(j); + + Transform body_shape_xform_inv = body_shape_xform.affine_inverse(); + MotionShapeSW mshape; + mshape.shape = body_shape; + mshape.motion = body_shape_xform_inv.basis.xform(p_motion); + + bool stuck = false; + + real_t best_safe = 1; + real_t best_unsafe = 1; + + for (int i = 0; i < amount; i++) { + + const CollisionObjectSW *col_obj = intersection_query_results[i]; + int shape_idx = intersection_query_subindex_results[i]; + + //test initial overlap, does it collide if going all the way? + Vector3 point_A, point_B; + Vector3 sep_axis = p_motion.normalized(); + + Transform col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx); + //test initial overlap, does it collide if going all the way? + if (CollisionSolverSW::solve_distance(&mshape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, motion_aabb, &sep_axis)) { + //print_line("failed motion cast (no collision)"); + continue; + } + sep_axis = p_motion.normalized(); + + if (!CollisionSolverSW::solve_distance(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, motion_aabb, &sep_axis)) { + //print_line("failed motion cast (no collision)"); + stuck = true; + break; + } + + //just do kinematic solving + real_t low = 0; + real_t hi = 1; + Vector3 mnormal = p_motion.normalized(); + + for (int i = 0; i < 8; i++) { //steps should be customizable.. + + real_t ofs = (low + hi) * 0.5; + + Vector3 sep = mnormal; //important optimization for this to work fast enough + + mshape.motion = body_shape_xform_inv.basis.xform(p_motion * ofs); + + Vector3 lA, lB; + + bool collided = !CollisionSolverSW::solve_distance(&mshape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, lA, lB, motion_aabb, &sep); + + if (collided) { + + //print_line(itos(i)+": "+rtos(ofs)); + hi = ofs; + } else { + + point_A = lA; + point_B = lB; + low = ofs; + } + } + + if (low < best_safe) { + best_safe = low; + best_unsafe = hi; + } + } + + if (stuck) { + + safe = 0; + unsafe = 0; + best_shape = j; //sadly it's the best + break; + } + if (best_safe == 1.0) { + continue; + } + if (best_safe < safe) { + + safe = best_safe; + unsafe = best_unsafe; + best_shape = j; + } + } + } + + bool collided = false; + if (safe >= 1) { + //not collided + collided = false; + if (r_result) { + + r_result->motion = p_motion; + r_result->remainder = Vector3(); + r_result->motion += (body_transform.get_origin() - p_from.get_origin()); + } + + } else { + + //it collided, let's get the rest info in unsafe advance + Transform ugt = body_transform; + ugt.origin += p_motion * unsafe; + + _RestCallbackData rcd; + rcd.best_len = 0; + rcd.best_object = NULL; + rcd.best_shape = 0; + + Transform body_shape_xform = ugt * p_body->get_shape_transform(best_shape); + ShapeSW *body_shape = p_body->get_shape(best_shape); + + body_aabb.position += p_motion * unsafe; + + int amount = _cull_aabb_for_body(p_body, body_aabb); + + for (int i = 0; i < amount; i++) { + + const CollisionObjectSW *col_obj = intersection_query_results[i]; + int shape_idx = intersection_query_subindex_results[i]; + + rcd.object = col_obj; + rcd.shape = shape_idx; + bool sc = CollisionSolverSW::solve_static(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), _rest_cbk_result, &rcd, NULL, p_margin); + if (!sc) + continue; + } + + if (rcd.best_len != 0) { + + if (r_result) { + r_result->collider = rcd.best_object->get_self(); + r_result->collider_id = rcd.best_object->get_instance_id(); + r_result->collider_shape = rcd.best_shape; + r_result->collision_local_shape = best_shape; + r_result->collision_normal = rcd.best_normal; + r_result->collision_point = rcd.best_contact; + //r_result->collider_metadata = rcd.best_object->get_shape_metadata(rcd.best_shape); + + const BodySW *body = static_cast<const BodySW *>(rcd.best_object); + //Vector3 rel_vec = r_result->collision_point - body->get_transform().get_origin(); + // r_result->collider_velocity = Vector3(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity(); + r_result->collider_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(body->get_transform().origin - rcd.best_contact); // * mPos); + + r_result->motion = safe * p_motion; + r_result->remainder = p_motion - safe * p_motion; + r_result->motion += (body_transform.get_origin() - p_from.get_origin()); + } + + collided = true; + } else { + if (r_result) { + + r_result->motion = p_motion; + r_result->remainder = Vector3(); + r_result->motion += (body_transform.get_origin() - p_from.get_origin()); + } + + collided = false; + } + } + + return collided; +} + void *SpaceSW::_broadphase_pair(CollisionObjectSW *A, int p_subindex_A, CollisionObjectSW *B, int p_subindex_B, void *p_self) { CollisionObjectSW::Type type_A = A->get_type(); @@ -597,8 +1014,8 @@ void SpaceSW::set_param(PhysicsServer::SpaceParameter p_param, real_t p_value) { case PhysicsServer::SPACE_PARAM_CONTACT_RECYCLE_RADIUS: contact_recycle_radius = p_value; break; case PhysicsServer::SPACE_PARAM_CONTACT_MAX_SEPARATION: contact_max_separation = p_value; break; case PhysicsServer::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION: contact_max_allowed_penetration = p_value; break; - case PhysicsServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_TRESHOLD: body_linear_velocity_sleep_threshold = p_value; break; - case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_TRESHOLD: body_angular_velocity_sleep_threshold = p_value; break; + case PhysicsServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD: body_linear_velocity_sleep_threshold = p_value; break; + case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD: body_angular_velocity_sleep_threshold = p_value; break; case PhysicsServer::SPACE_PARAM_BODY_TIME_TO_SLEEP: body_time_to_sleep = p_value; break; case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO: body_angular_velocity_damp_ratio = p_value; break; case PhysicsServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: constraint_bias = p_value; break; @@ -612,8 +1029,8 @@ real_t SpaceSW::get_param(PhysicsServer::SpaceParameter p_param) const { case PhysicsServer::SPACE_PARAM_CONTACT_RECYCLE_RADIUS: return contact_recycle_radius; case PhysicsServer::SPACE_PARAM_CONTACT_MAX_SEPARATION: return contact_max_separation; case PhysicsServer::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION: return contact_max_allowed_penetration; - case PhysicsServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_TRESHOLD: return body_linear_velocity_sleep_threshold; - case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_TRESHOLD: return body_angular_velocity_sleep_threshold; + case PhysicsServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD: return body_linear_velocity_sleep_threshold; + case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD: return body_angular_velocity_sleep_threshold; case PhysicsServer::SPACE_PARAM_BODY_TIME_TO_SLEEP: return body_time_to_sleep; case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO: return body_angular_velocity_damp_ratio; case PhysicsServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: return constraint_bias; |