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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_3d_sw.h"
+
+#include "collision_solver_3d_sw.h"
+#include "core/os/os.h"
+#include "space_3d_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 BodyPair3DSW::_contact_added_callback(const Vector3 &p_point_A, const Vector3 &p_point_B, void *p_userdata) {
+
+ BodyPair3DSW *pair = (BodyPair3DSW *)p_userdata;
+ pair->contact_added_callback(p_point_A, p_point_B);
+}
+
+void BodyPair3DSW::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 BodyPair3DSW::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 BodyPair3DSW::_test_ccd(real_t p_step, Body3DSW *p_A, int p_shape_A, const Transform &p_xform_A, Body3DSW *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(Body3DSW *A, Body3DSW *B) {
+ return CLAMP(A->get_bounce() + B->get_bounce(), 0, 1);
+}
+
+real_t combine_friction(Body3DSW *A, Body3DSW *B) {
+ return ABS(MIN(A->get_friction(), B->get_friction()));
+}
+
+bool BodyPair3DSW::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() <= PhysicsServer3D::BODY_MODE_KINEMATIC && B->get_mode() <= PhysicsServer3D::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);
+
+ Shape3DSW *shape_A_ptr = A->get_shape(shape_A);
+ Shape3DSW *shape_B_ptr = B->get_shape(shape_B);
+
+ bool collided = CollisionSolver3DSW::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() > PhysicsServer3D::BODY_MODE_KINEMATIC && B->get_mode() <= PhysicsServer3D::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() > PhysicsServer3D::BODY_MODE_KINEMATIC && A->get_mode() <= PhysicsServer3D::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 BodyPair3DSW::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;
+ }
+ }
+}
+
+BodyPair3DSW::BodyPair3DSW(Body3DSW *p_A, int p_shape_A, Body3DSW *p_B, int p_shape_B) :
+ Constraint3DSW(_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;
+}
+
+BodyPair3DSW::~BodyPair3DSW() {
+
+ A->remove_constraint(this);
+ B->remove_constraint(this);
+}