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+/*************************************************************************/
+/* godot_space_3d.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 "godot_space_3d.h"
+
+#include "godot_collision_solver_3d.h"
+#include "godot_physics_server_3d.h"
+
+#include "core/config/project_settings.h"
+
+#define TEST_MOTION_MARGIN_MIN_VALUE 0.0001
+#define TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR 0.05
+
+_FORCE_INLINE_ static bool _can_collide_with(GodotCollisionObject3D *p_object, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
+ if (!(p_object->get_collision_layer() & p_collision_mask)) {
+ return false;
+ }
+
+ if (p_object->get_type() == GodotCollisionObject3D::TYPE_AREA && !p_collide_with_areas) {
+ return false;
+ }
+
+ if (p_object->get_type() == GodotCollisionObject3D::TYPE_BODY && !p_collide_with_bodies) {
+ return false;
+ }
+
+ if (p_object->get_type() == GodotCollisionObject3D::TYPE_SOFT_BODY && !p_collide_with_bodies) {
+ return false;
+ }
+
+ return true;
+}
+
+int GodotPhysicsDirectSpaceState3D::intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) {
+ ERR_FAIL_COND_V(space->locked, false);
+ int amount = space->broadphase->cull_point(p_parameters.position, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
+ int cc = 0;
+
+ //Transform3D ai = p_xform.affine_inverse();
+
+ for (int i = 0; i < amount; i++) {
+ if (cc >= p_result_max) {
+ break;
+ }
+
+ if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
+ continue;
+ }
+
+ //area can't be picked by ray (default)
+
+ if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
+ continue;
+ }
+
+ const GodotCollisionObject3D *col_obj = space->intersection_query_results[i];
+ int shape_idx = space->intersection_query_subindex_results[i];
+
+ Transform3D 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_parameters.position))) {
+ continue;
+ }
+
+ r_results[cc].collider_id = col_obj->get_instance_id();
+ if (r_results[cc].collider_id.is_valid()) {
+ r_results[cc].collider = ObjectDB::get_instance(r_results[cc].collider_id);
+ } else {
+ r_results[cc].collider = nullptr;
+ }
+ r_results[cc].rid = col_obj->get_self();
+ r_results[cc].shape = shape_idx;
+
+ cc++;
+ }
+
+ return cc;
+}
+
+bool GodotPhysicsDirectSpaceState3D::intersect_ray(const RayParameters &p_parameters, RayResult &r_result) {
+ ERR_FAIL_COND_V(space->locked, false);
+
+ Vector3 begin, end;
+ Vector3 normal;
+ begin = p_parameters.from;
+ end = p_parameters.to;
+ normal = (end - begin).normalized();
+
+ int amount = space->broadphase->cull_segment(begin, end, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
+
+ //todo, create another array that references results, compute AABBs and check closest point to ray origin, sort, and stop evaluating results when beyond first collision
+
+ bool collided = false;
+ Vector3 res_point, res_normal;
+ int res_shape;
+ const GodotCollisionObject3D *res_obj;
+ real_t min_d = 1e10;
+
+ for (int i = 0; i < amount; i++) {
+ if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
+ continue;
+ }
+
+ if (p_parameters.pick_ray && !(space->intersection_query_results[i]->is_ray_pickable())) {
+ continue;
+ }
+
+ if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
+ continue;
+ }
+
+ const GodotCollisionObject3D *col_obj = space->intersection_query_results[i];
+
+ int shape_idx = space->intersection_query_subindex_results[i];
+ Transform3D inv_xform = col_obj->get_shape_inv_transform(shape_idx) * col_obj->get_inv_transform();
+
+ Vector3 local_from = inv_xform.xform(begin);
+ Vector3 local_to = inv_xform.xform(end);
+
+ const GodotShape3D *shape = col_obj->get_shape(shape_idx);
+
+ Vector3 shape_point, shape_normal;
+
+ if (shape->intersect_point(local_from)) {
+ if (p_parameters.hit_from_inside) {
+ // Hit shape at starting point.
+ min_d = 0;
+ res_point = begin;
+ res_normal = Vector3();
+ res_shape = shape_idx;
+ res_obj = col_obj;
+ collided = true;
+ break;
+ } else {
+ // Ignore shape when starting inside.
+ continue;
+ }
+ }
+
+ if (shape->intersect_segment(local_from, local_to, shape_point, shape_normal, p_parameters.hit_back_faces)) {
+ Transform3D xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
+ shape_point = xform.xform(shape_point);
+
+ real_t ld = normal.dot(shape_point);
+
+ if (ld < min_d) {
+ min_d = ld;
+ res_point = shape_point;
+ res_normal = inv_xform.basis.xform_inv(shape_normal).normalized();
+ res_shape = shape_idx;
+ res_obj = col_obj;
+ collided = true;
+ }
+ }
+ }
+
+ if (!collided) {
+ return false;
+ }
+
+ r_result.collider_id = res_obj->get_instance_id();
+ if (r_result.collider_id.is_valid()) {
+ r_result.collider = ObjectDB::get_instance(r_result.collider_id);
+ } else {
+ r_result.collider = nullptr;
+ }
+ r_result.normal = res_normal;
+ r_result.position = res_point;
+ r_result.rid = res_obj->get_self();
+ r_result.shape = res_shape;
+
+ return true;
+}
+
+int GodotPhysicsDirectSpaceState3D::intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) {
+ if (p_result_max <= 0) {
+ return 0;
+ }
+
+ GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
+ ERR_FAIL_COND_V(!shape, 0);
+
+ AABB aabb = p_parameters.transform.xform(shape->get_aabb());
+
+ int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
+
+ int cc = 0;
+
+ //Transform3D ai = p_xform.affine_inverse();
+
+ for (int i = 0; i < amount; i++) {
+ if (cc >= p_result_max) {
+ break;
+ }
+
+ if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
+ continue;
+ }
+
+ //area can't be picked by ray (default)
+
+ if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
+ continue;
+ }
+
+ const GodotCollisionObject3D *col_obj = space->intersection_query_results[i];
+ int shape_idx = space->intersection_query_subindex_results[i];
+
+ if (!GodotCollisionSolver3D::solve_static(shape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), nullptr, nullptr, nullptr, p_parameters.margin, 0)) {
+ continue;
+ }
+
+ if (r_results) {
+ r_results[cc].collider_id = col_obj->get_instance_id();
+ if (r_results[cc].collider_id.is_valid()) {
+ r_results[cc].collider = ObjectDB::get_instance(r_results[cc].collider_id);
+ } else {
+ r_results[cc].collider = nullptr;
+ }
+ r_results[cc].rid = col_obj->get_self();
+ r_results[cc].shape = shape_idx;
+ }
+
+ cc++;
+ }
+
+ return cc;
+}
+
+bool GodotPhysicsDirectSpaceState3D::cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe, ShapeRestInfo *r_info) {
+ GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
+ ERR_FAIL_COND_V(!shape, false);
+
+ AABB aabb = p_parameters.transform.xform(shape->get_aabb());
+ aabb = aabb.merge(AABB(aabb.position + p_parameters.motion, aabb.size)); //motion
+ aabb = aabb.grow(p_parameters.margin);
+
+ int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
+
+ real_t best_safe = 1;
+ real_t best_unsafe = 1;
+
+ Transform3D xform_inv = p_parameters.transform.affine_inverse();
+ GodotMotionShape3D mshape;
+ mshape.shape = shape;
+ mshape.motion = xform_inv.basis.xform(p_parameters.motion);
+
+ bool best_first = true;
+
+ Vector3 motion_normal = p_parameters.motion.normalized();
+
+ Vector3 closest_A, closest_B;
+
+ for (int i = 0; i < amount; i++) {
+ if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
+ continue;
+ }
+
+ if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
+ continue; //ignore excluded
+ }
+
+ const GodotCollisionObject3D *col_obj = space->intersection_query_results[i];
+ int shape_idx = space->intersection_query_subindex_results[i];
+
+ Vector3 point_A, point_B;
+ Vector3 sep_axis = motion_normal;
+
+ Transform3D 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 (GodotCollisionSolver3D::solve_distance(&mshape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) {
+ continue;
+ }
+
+ //test initial overlap, ignore objects it's inside of.
+ sep_axis = motion_normal;
+
+ if (!GodotCollisionSolver3D::solve_distance(shape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) {
+ continue;
+ }
+
+ //just do kinematic solving
+ real_t low = 0.0;
+ real_t hi = 1.0;
+ real_t fraction_coeff = 0.5;
+ for (int j = 0; j < 8; j++) { //steps should be customizable..
+ real_t fraction = low + (hi - low) * fraction_coeff;
+
+ mshape.motion = xform_inv.basis.xform(p_parameters.motion * fraction);
+
+ Vector3 lA, lB;
+ Vector3 sep = motion_normal; //important optimization for this to work fast enough
+ bool collided = !GodotCollisionSolver3D::solve_distance(&mshape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj_xform, lA, lB, aabb, &sep);
+
+ if (collided) {
+ hi = fraction;
+ if ((j == 0) || (low > 0.0)) { // Did it not collide before?
+ // When alternating or first iteration, use dichotomy.
+ fraction_coeff = 0.5;
+ } else {
+ // When colliding again, converge faster towards low fraction
+ // for more accurate results with long motions that collide near the start.
+ fraction_coeff = 0.25;
+ }
+ } else {
+ point_A = lA;
+ point_B = lB;
+ low = fraction;
+ if ((j == 0) || (hi < 1.0)) { // Did it collide before?
+ // When alternating or first iteration, use dichotomy.
+ fraction_coeff = 0.5;
+ } else {
+ // When not colliding again, converge faster towards high fraction
+ // for more accurate results with long motions that collide near the end.
+ fraction_coeff = 0.75;
+ }
+ }
+ }
+
+ if (low < best_safe) {
+ best_first = true; //force reset
+ best_safe = low;
+ best_unsafe = hi;
+ }
+
+ if (r_info && (best_first || (point_A.distance_squared_to(point_B) < closest_A.distance_squared_to(closest_B) && low <= best_safe))) {
+ closest_A = point_A;
+ closest_B = point_B;
+ r_info->collider_id = col_obj->get_instance_id();
+ r_info->rid = col_obj->get_self();
+ r_info->shape = shape_idx;
+ r_info->point = closest_B;
+ r_info->normal = (closest_A - closest_B).normalized();
+ best_first = false;
+ if (col_obj->get_type() == GodotCollisionObject3D::TYPE_BODY) {
+ const GodotBody3D *body = static_cast<const GodotBody3D *>(col_obj);
+ Vector3 rel_vec = closest_B - (body->get_transform().origin + body->get_center_of_mass());
+ r_info->linear_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec);
+ }
+ }
+ }
+
+ p_closest_safe = best_safe;
+ p_closest_unsafe = best_unsafe;
+
+ return true;
+}
+
+bool GodotPhysicsDirectSpaceState3D::collide_shape(const ShapeParameters &p_parameters, Vector3 *r_results, int p_result_max, int &r_result_count) {
+ if (p_result_max <= 0) {
+ return false;
+ }
+
+ GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
+ ERR_FAIL_COND_V(!shape, 0);
+
+ AABB aabb = p_parameters.transform.xform(shape->get_aabb());
+ aabb = aabb.grow(p_parameters.margin);
+
+ int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
+
+ bool collided = false;
+ r_result_count = 0;
+
+ GodotPhysicsServer3D::CollCbkData cbk;
+ cbk.max = p_result_max;
+ cbk.amount = 0;
+ cbk.ptr = r_results;
+ GodotCollisionSolver3D::CallbackResult cbkres = GodotPhysicsServer3D::_shape_col_cbk;
+
+ GodotPhysicsServer3D::CollCbkData *cbkptr = &cbk;
+
+ for (int i = 0; i < amount; i++) {
+ if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
+ continue;
+ }
+
+ const GodotCollisionObject3D *col_obj = space->intersection_query_results[i];
+
+ if (p_parameters.exclude.has(col_obj->get_self())) {
+ continue;
+ }
+
+ int shape_idx = space->intersection_query_subindex_results[i];
+
+ if (GodotCollisionSolver3D::solve_static(shape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), cbkres, cbkptr, nullptr, p_parameters.margin)) {
+ collided = true;
+ }
+ }
+
+ r_result_count = cbk.amount;
+
+ return collided;
+}
+
+struct _RestResultData {
+ const GodotCollisionObject3D *object = nullptr;
+ int local_shape = 0;
+ int shape = 0;
+ Vector3 contact;
+ Vector3 normal;
+ real_t len = 0.0;
+};
+
+struct _RestCallbackData {
+ const GodotCollisionObject3D *object = nullptr;
+ int local_shape = 0;
+ int shape = 0;
+
+ real_t min_allowed_depth = 0.0;
+
+ _RestResultData best_result;
+
+ int max_results = 0;
+ int result_count = 0;
+ _RestResultData *other_results = nullptr;
+};
+
+static void _rest_cbk_result(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata) {
+ _RestCallbackData *rd = static_cast<_RestCallbackData *>(p_userdata);
+
+ Vector3 contact_rel = p_point_B - p_point_A;
+ real_t len = contact_rel.length();
+ if (len < rd->min_allowed_depth) {
+ return;
+ }
+
+ bool is_best_result = (len > rd->best_result.len);
+
+ if (rd->other_results && rd->result_count > 0) {
+ // Consider as new result by default.
+ int prev_result_count = rd->result_count++;
+
+ int result_index = 0;
+ real_t tested_len = is_best_result ? rd->best_result.len : len;
+ for (; result_index < prev_result_count - 1; ++result_index) {
+ if (tested_len > rd->other_results[result_index].len) {
+ // Re-using a previous result.
+ rd->result_count--;
+ break;
+ }
+ }
+
+ if (result_index < rd->max_results - 1) {
+ _RestResultData &result = rd->other_results[result_index];
+
+ if (is_best_result) {
+ // Keep the previous best result as separate result.
+ result = rd->best_result;
+ } else {
+ // Keep this result as separate result.
+ result.len = len;
+ result.contact = p_point_B;
+ result.normal = contact_rel / len;
+ result.object = rd->object;
+ result.shape = rd->shape;
+ result.local_shape = rd->local_shape;
+ }
+ } else {
+ // Discarding this result.
+ rd->result_count--;
+ }
+ } else if (is_best_result) {
+ rd->result_count = 1;
+ }
+
+ if (!is_best_result) {
+ return;
+ }
+
+ rd->best_result.len = len;
+ rd->best_result.contact = p_point_B;
+ rd->best_result.normal = contact_rel / len;
+ rd->best_result.object = rd->object;
+ rd->best_result.shape = rd->shape;
+ rd->best_result.local_shape = rd->local_shape;
+}
+
+bool GodotPhysicsDirectSpaceState3D::rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) {
+ GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
+ ERR_FAIL_COND_V(!shape, 0);
+
+ real_t margin = MAX(p_parameters.margin, TEST_MOTION_MARGIN_MIN_VALUE);
+
+ AABB aabb = p_parameters.transform.xform(shape->get_aabb());
+ aabb = aabb.grow(margin);
+
+ int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
+
+ _RestCallbackData rcd;
+
+ // Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
+ real_t motion_length = p_parameters.motion.length();
+ real_t min_contact_depth = margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
+ rcd.min_allowed_depth = MIN(motion_length, min_contact_depth);
+
+ for (int i = 0; i < amount; i++) {
+ if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
+ continue;
+ }
+
+ const GodotCollisionObject3D *col_obj = space->intersection_query_results[i];
+
+ if (p_parameters.exclude.has(col_obj->get_self())) {
+ continue;
+ }
+
+ int shape_idx = space->intersection_query_subindex_results[i];
+
+ rcd.object = col_obj;
+ rcd.shape = shape_idx;
+ bool sc = GodotCollisionSolver3D::solve_static(shape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), _rest_cbk_result, &rcd, nullptr, margin);
+ if (!sc) {
+ continue;
+ }
+ }
+
+ if (rcd.best_result.len == 0 || !rcd.best_result.object) {
+ return false;
+ }
+
+ r_info->collider_id = rcd.best_result.object->get_instance_id();
+ r_info->shape = rcd.best_result.shape;
+ r_info->normal = rcd.best_result.normal;
+ r_info->point = rcd.best_result.contact;
+ r_info->rid = rcd.best_result.object->get_self();
+ if (rcd.best_result.object->get_type() == GodotCollisionObject3D::TYPE_BODY) {
+ const GodotBody3D *body = static_cast<const GodotBody3D *>(rcd.best_result.object);
+ Vector3 rel_vec = rcd.best_result.contact - (body->get_transform().origin + body->get_center_of_mass());
+ r_info->linear_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec);
+
+ } else {
+ r_info->linear_velocity = Vector3();
+ }
+
+ return true;
+}
+
+Vector3 GodotPhysicsDirectSpaceState3D::get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const {
+ GodotCollisionObject3D *obj = GodotPhysicsServer3D::godot_singleton->area_owner.get_or_null(p_object);
+ if (!obj) {
+ obj = GodotPhysicsServer3D::godot_singleton->body_owner.get_or_null(p_object);
+ }
+ ERR_FAIL_COND_V(!obj, Vector3());
+
+ ERR_FAIL_COND_V(obj->get_space() != space, Vector3());
+
+ real_t min_distance = 1e20;
+ Vector3 min_point;
+
+ bool shapes_found = false;
+
+ for (int i = 0; i < obj->get_shape_count(); i++) {
+ if (obj->is_shape_disabled(i)) {
+ continue;
+ }
+
+ Transform3D shape_xform = obj->get_transform() * obj->get_shape_transform(i);
+ GodotShape3D *shape = obj->get_shape(i);
+
+ Vector3 point = shape->get_closest_point_to(shape_xform.affine_inverse().xform(p_point));
+ point = shape_xform.xform(point);
+
+ real_t 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;
+ }
+}
+
+GodotPhysicsDirectSpaceState3D::GodotPhysicsDirectSpaceState3D() {
+ space = nullptr;
+}
+
+////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+int GodotSpace3D::_cull_aabb_for_body(GodotBody3D *p_body, const AABB &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() == GodotCollisionObject3D::TYPE_AREA) {
+ keep = false;
+ } else if (intersection_query_results[i]->get_type() == GodotCollisionObject3D::TYPE_SOFT_BODY) {
+ keep = false;
+ } else if (!p_body->collides_with(static_cast<GodotBody3D *>(intersection_query_results[i]))) {
+ keep = false;
+ } else if (static_cast<GodotBody3D *>(intersection_query_results[i])->has_exception(p_body->get_self()) || p_body->has_exception(intersection_query_results[i]->get_self())) {
+ 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 GodotSpace3D::test_body_motion(GodotBody3D *p_body, const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::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..
+
+ ERR_FAIL_INDEX_V(p_parameters.max_collisions, PhysicsServer3D::MotionResult::MAX_COLLISIONS, false);
+
+ if (r_result) {
+ *r_result = PhysicsServer3D::MotionResult();
+ }
+
+ AABB body_aabb;
+ bool shapes_found = false;
+
+ for (int i = 0; i < p_body->get_shape_count(); i++) {
+ if (p_body->is_shape_disabled(i)) {
+ continue;
+ }
+
+ if (!shapes_found) {
+ body_aabb = p_body->get_shape_aabb(i);
+ shapes_found = true;
+ } else {
+ body_aabb = body_aabb.merge(p_body->get_shape_aabb(i));
+ }
+ }
+
+ if (!shapes_found) {
+ if (r_result) {
+ r_result->travel = p_parameters.motion;
+ }
+
+ return false;
+ }
+
+ real_t margin = MAX(p_parameters.margin, TEST_MOTION_MARGIN_MIN_VALUE);
+
+ // Undo the currently transform the physics server is aware of and apply the provided one
+ body_aabb = p_parameters.from.xform(p_body->get_inv_transform().xform(body_aabb));
+ body_aabb = body_aabb.grow(margin);
+
+ real_t min_contact_depth = margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
+
+ real_t motion_length = p_parameters.motion.length();
+ Vector3 motion_normal = p_parameters.motion / motion_length;
+
+ Transform3D body_transform = p_parameters.from;
+
+ bool recovered = false;
+
+ {
+ //STEP 1, FREE BODY IF STUCK
+
+ const int max_results = 32;
+ int recover_attempts = 4;
+ Vector3 sr[max_results * 2];
+
+ do {
+ GodotPhysicsServer3D::CollCbkData cbk;
+ cbk.max = max_results;
+ cbk.amount = 0;
+ cbk.ptr = sr;
+
+ GodotPhysicsServer3D::CollCbkData *cbkptr = &cbk;
+ GodotCollisionSolver3D::CallbackResult cbkres = GodotPhysicsServer3D::_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_disabled(j)) {
+ continue;
+ }
+
+ Transform3D body_shape_xform = body_transform * p_body->get_shape_transform(j);
+ GodotShape3D *body_shape = p_body->get_shape(j);
+
+ for (int i = 0; i < amount; i++) {
+ const GodotCollisionObject3D *col_obj = intersection_query_results[i];
+ if (p_parameters.exclude_bodies.has(col_obj->get_self())) {
+ continue;
+ }
+ if (p_parameters.exclude_objects.has(col_obj->get_instance_id())) {
+ continue;
+ }
+
+ int shape_idx = intersection_query_subindex_results[i];
+
+ if (GodotCollisionSolver3D::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, nullptr, margin)) {
+ collided = cbk.amount > 0;
+ }
+ }
+ }
+
+ if (!collided) {
+ break;
+ }
+
+ recovered = true;
+
+ Vector3 recover_motion;
+ for (int i = 0; i < cbk.amount; i++) {
+ Vector3 a = sr[i * 2 + 0];
+ Vector3 b = sr[i * 2 + 1];
+
+ // Compute plane on b towards a.
+ Vector3 n = (a - b).normalized();
+ real_t d = n.dot(b);
+
+ // Compute depth on recovered motion.
+ real_t depth = n.dot(a + recover_motion) - d;
+ if (depth > min_contact_depth + CMP_EPSILON) {
+ // Only recover if there is penetration.
+ recover_motion -= n * (depth - min_contact_depth) * 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
+
+ AABB motion_aabb = body_aabb;
+ motion_aabb.position += p_parameters.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_disabled(j)) {
+ continue;
+ }
+
+ GodotShape3D *body_shape = p_body->get_shape(j);
+
+ // Colliding separation rays allows to properly snap to the ground,
+ // otherwise it's not needed in regular motion.
+ if (!p_parameters.collide_separation_ray && (body_shape->get_type() == PhysicsServer3D::SHAPE_SEPARATION_RAY)) {
+ // When slide on slope is on, separation ray shape acts like a regular shape.
+ if (!static_cast<GodotSeparationRayShape3D *>(body_shape)->get_slide_on_slope()) {
+ continue;
+ }
+ }
+
+ Transform3D body_shape_xform = body_transform * p_body->get_shape_transform(j);
+
+ Transform3D body_shape_xform_inv = body_shape_xform.affine_inverse();
+ GodotMotionShape3D mshape;
+ mshape.shape = body_shape;
+ mshape.motion = body_shape_xform_inv.basis.xform(p_parameters.motion);
+
+ bool stuck = false;
+
+ real_t best_safe = 1;
+ real_t best_unsafe = 1;
+
+ for (int i = 0; i < amount; i++) {
+ const GodotCollisionObject3D *col_obj = intersection_query_results[i];
+ if (p_parameters.exclude_bodies.has(col_obj->get_self())) {
+ continue;
+ }
+ if (p_parameters.exclude_objects.has(col_obj->get_instance_id())) {
+ continue;
+ }
+
+ 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 = motion_normal;
+
+ Transform3D 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 (GodotCollisionSolver3D::solve_distance(&mshape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, motion_aabb, &sep_axis)) {
+ continue;
+ }
+ sep_axis = motion_normal;
+
+ if (!GodotCollisionSolver3D::solve_distance(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, motion_aabb, &sep_axis)) {
+ stuck = true;
+ break;
+ }
+
+ //just do kinematic solving
+ real_t low = 0.0;
+ real_t hi = 1.0;
+ real_t fraction_coeff = 0.5;
+ for (int k = 0; k < 8; k++) { //steps should be customizable..
+ real_t fraction = low + (hi - low) * fraction_coeff;
+
+ mshape.motion = body_shape_xform_inv.basis.xform(p_parameters.motion * fraction);
+
+ Vector3 lA, lB;
+ Vector3 sep = motion_normal; //important optimization for this to work fast enough
+ bool collided = !GodotCollisionSolver3D::solve_distance(&mshape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, lA, lB, motion_aabb, &sep);
+
+ if (collided) {
+ hi = fraction;
+ if ((k == 0) || (low > 0.0)) { // Did it not collide before?
+ // When alternating or first iteration, use dichotomy.
+ fraction_coeff = 0.5;
+ } else {
+ // When colliding again, converge faster towards low fraction
+ // for more accurate results with long motions that collide near the start.
+ fraction_coeff = 0.25;
+ }
+ } else {
+ point_A = lA;
+ point_B = lB;
+ low = fraction;
+ if ((k == 0) || (hi < 1.0)) { // Did it collide before?
+ // When alternating or first iteration, use dichotomy.
+ fraction_coeff = 0.5;
+ } else {
+ // When not colliding again, converge faster towards high fraction
+ // for more accurate results with long motions that collide near the end.
+ fraction_coeff = 0.75;
+ }
+ }
+ }
+
+ 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 ((p_parameters.recovery_as_collision && recovered) || (safe < 1)) {
+ if (safe >= 1) {
+ best_shape = -1; //no best shape with cast, reset to -1
+ }
+
+ //it collided, let's get the rest info in unsafe advance
+ Transform3D ugt = body_transform;
+ ugt.origin += p_parameters.motion * unsafe;
+
+ _RestResultData results[PhysicsServer3D::MotionResult::MAX_COLLISIONS];
+
+ _RestCallbackData rcd;
+ if (p_parameters.max_collisions > 1) {
+ rcd.max_results = p_parameters.max_collisions;
+ rcd.other_results = results;
+ }
+
+ // Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
+ rcd.min_allowed_depth = MIN(motion_length, min_contact_depth);
+
+ body_aabb.position += p_parameters.motion * unsafe;
+ int amount = _cull_aabb_for_body(p_body, body_aabb);
+
+ int from_shape = best_shape != -1 ? best_shape : 0;
+ int to_shape = best_shape != -1 ? best_shape + 1 : p_body->get_shape_count();
+
+ for (int j = from_shape; j < to_shape; j++) {
+ if (p_body->is_shape_disabled(j)) {
+ continue;
+ }
+
+ Transform3D body_shape_xform = ugt * p_body->get_shape_transform(j);
+ GodotShape3D *body_shape = p_body->get_shape(j);
+
+ for (int i = 0; i < amount; i++) {
+ const GodotCollisionObject3D *col_obj = intersection_query_results[i];
+ if (p_parameters.exclude_bodies.has(col_obj->get_self())) {
+ continue;
+ }
+ if (p_parameters.exclude_objects.has(col_obj->get_instance_id())) {
+ continue;
+ }
+
+ int shape_idx = intersection_query_subindex_results[i];
+
+ rcd.object = col_obj;
+ rcd.shape = shape_idx;
+ bool sc = GodotCollisionSolver3D::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, nullptr, margin);
+ if (!sc) {
+ continue;
+ }
+ }
+ }
+
+ if (rcd.result_count > 0) {
+ if (r_result) {
+ for (int collision_index = 0; collision_index < rcd.result_count; ++collision_index) {
+ const _RestResultData &result = (collision_index > 0) ? rcd.other_results[collision_index - 1] : rcd.best_result;
+
+ PhysicsServer3D::MotionCollision &collision = r_result->collisions[collision_index];
+
+ collision.collider = result.object->get_self();
+ collision.collider_id = result.object->get_instance_id();
+ collision.collider_shape = result.shape;
+ collision.local_shape = result.local_shape;
+ collision.normal = result.normal;
+ collision.position = result.contact;
+ collision.depth = result.len;
+
+ const GodotBody3D *body = static_cast<const GodotBody3D *>(result.object);
+
+ Vector3 rel_vec = result.contact - (body->get_transform().origin + body->get_center_of_mass());
+ collision.collider_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec);
+ }
+
+ r_result->travel = safe * p_parameters.motion;
+ r_result->remainder = p_parameters.motion - safe * p_parameters.motion;
+ r_result->travel += (body_transform.get_origin() - p_parameters.from.get_origin());
+
+ r_result->collision_safe_fraction = safe;
+ r_result->collision_unsafe_fraction = unsafe;
+
+ r_result->collision_count = rcd.result_count;
+ r_result->collision_depth = rcd.best_result.len;
+ }
+
+ collided = true;
+ }
+ }
+
+ if (!collided && r_result) {
+ r_result->travel = p_parameters.motion;
+ r_result->remainder = Vector3();
+ r_result->travel += (body_transform.get_origin() - p_parameters.from.get_origin());
+
+ r_result->collision_safe_fraction = 1.0;
+ r_result->collision_unsafe_fraction = 1.0;
+ r_result->collision_depth = 0.0;
+ }
+
+ return collided;
+}
+
+// Assumes a valid collision pair, this should have been checked beforehand in the BVH or octree.
+void *GodotSpace3D::_broadphase_pair(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_self) {
+ GodotCollisionObject3D::Type type_A = A->get_type();
+ GodotCollisionObject3D::Type type_B = B->get_type();
+ if (type_A > type_B) {
+ SWAP(A, B);
+ SWAP(p_subindex_A, p_subindex_B);
+ SWAP(type_A, type_B);
+ }
+
+ GodotSpace3D *self = static_cast<GodotSpace3D *>(p_self);
+
+ self->collision_pairs++;
+
+ if (type_A == GodotCollisionObject3D::TYPE_AREA) {
+ GodotArea3D *area = static_cast<GodotArea3D *>(A);
+ if (type_B == GodotCollisionObject3D::TYPE_AREA) {
+ GodotArea3D *area_b = static_cast<GodotArea3D *>(B);
+ GodotArea2Pair3D *area2_pair = memnew(GodotArea2Pair3D(area_b, p_subindex_B, area, p_subindex_A));
+ return area2_pair;
+ } else if (type_B == GodotCollisionObject3D::TYPE_SOFT_BODY) {
+ GodotSoftBody3D *softbody = static_cast<GodotSoftBody3D *>(B);
+ GodotAreaSoftBodyPair3D *soft_area_pair = memnew(GodotAreaSoftBodyPair3D(softbody, p_subindex_B, area, p_subindex_A));
+ return soft_area_pair;
+ } else {
+ GodotBody3D *body = static_cast<GodotBody3D *>(B);
+ GodotAreaPair3D *area_pair = memnew(GodotAreaPair3D(body, p_subindex_B, area, p_subindex_A));
+ return area_pair;
+ }
+ } else if (type_A == GodotCollisionObject3D::TYPE_BODY) {
+ if (type_B == GodotCollisionObject3D::TYPE_SOFT_BODY) {
+ GodotBodySoftBodyPair3D *soft_pair = memnew(GodotBodySoftBodyPair3D(static_cast<GodotBody3D *>(A), p_subindex_A, static_cast<GodotSoftBody3D *>(B)));
+ return soft_pair;
+ } else {
+ GodotBodyPair3D *b = memnew(GodotBodyPair3D(static_cast<GodotBody3D *>(A), p_subindex_A, static_cast<GodotBody3D *>(B), p_subindex_B));
+ return b;
+ }
+ } else {
+ // Soft Body/Soft Body, not supported.
+ }
+
+ return nullptr;
+}
+
+void GodotSpace3D::_broadphase_unpair(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_data, void *p_self) {
+ if (!p_data) {
+ return;
+ }
+
+ GodotSpace3D *self = static_cast<GodotSpace3D *>(p_self);
+ self->collision_pairs--;
+ GodotConstraint3D *c = static_cast<GodotConstraint3D *>(p_data);
+ memdelete(c);
+}
+
+const SelfList<GodotBody3D>::List &GodotSpace3D::get_active_body_list() const {
+ return active_list;
+}
+
+void GodotSpace3D::body_add_to_active_list(SelfList<GodotBody3D> *p_body) {
+ active_list.add(p_body);
+}
+
+void GodotSpace3D::body_remove_from_active_list(SelfList<GodotBody3D> *p_body) {
+ active_list.remove(p_body);
+}
+
+void GodotSpace3D::body_add_to_mass_properties_update_list(SelfList<GodotBody3D> *p_body) {
+ mass_properties_update_list.add(p_body);
+}
+
+void GodotSpace3D::body_remove_from_mass_properties_update_list(SelfList<GodotBody3D> *p_body) {
+ mass_properties_update_list.remove(p_body);
+}
+
+GodotBroadPhase3D *GodotSpace3D::get_broadphase() {
+ return broadphase;
+}
+
+void GodotSpace3D::add_object(GodotCollisionObject3D *p_object) {
+ ERR_FAIL_COND(objects.has(p_object));
+ objects.insert(p_object);
+}
+
+void GodotSpace3D::remove_object(GodotCollisionObject3D *p_object) {
+ ERR_FAIL_COND(!objects.has(p_object));
+ objects.erase(p_object);
+}
+
+const HashSet<GodotCollisionObject3D *> &GodotSpace3D::get_objects() const {
+ return objects;
+}
+
+void GodotSpace3D::body_add_to_state_query_list(SelfList<GodotBody3D> *p_body) {
+ state_query_list.add(p_body);
+}
+
+void GodotSpace3D::body_remove_from_state_query_list(SelfList<GodotBody3D> *p_body) {
+ state_query_list.remove(p_body);
+}
+
+void GodotSpace3D::area_add_to_monitor_query_list(SelfList<GodotArea3D> *p_area) {
+ monitor_query_list.add(p_area);
+}
+
+void GodotSpace3D::area_remove_from_monitor_query_list(SelfList<GodotArea3D> *p_area) {
+ monitor_query_list.remove(p_area);
+}
+
+void GodotSpace3D::area_add_to_moved_list(SelfList<GodotArea3D> *p_area) {
+ area_moved_list.add(p_area);
+}
+
+void GodotSpace3D::area_remove_from_moved_list(SelfList<GodotArea3D> *p_area) {
+ area_moved_list.remove(p_area);
+}
+
+const SelfList<GodotArea3D>::List &GodotSpace3D::get_moved_area_list() const {
+ return area_moved_list;
+}
+
+const SelfList<GodotSoftBody3D>::List &GodotSpace3D::get_active_soft_body_list() const {
+ return active_soft_body_list;
+}
+
+void GodotSpace3D::soft_body_add_to_active_list(SelfList<GodotSoftBody3D> *p_soft_body) {
+ active_soft_body_list.add(p_soft_body);
+}
+
+void GodotSpace3D::soft_body_remove_from_active_list(SelfList<GodotSoftBody3D> *p_soft_body) {
+ active_soft_body_list.remove(p_soft_body);
+}
+
+void GodotSpace3D::call_queries() {
+ while (state_query_list.first()) {
+ GodotBody3D *b = state_query_list.first()->self();
+ state_query_list.remove(state_query_list.first());
+ b->call_queries();
+ }
+
+ while (monitor_query_list.first()) {
+ GodotArea3D *a = monitor_query_list.first()->self();
+ monitor_query_list.remove(monitor_query_list.first());
+ a->call_queries();
+ }
+}
+
+void GodotSpace3D::setup() {
+ contact_debug_count = 0;
+ while (mass_properties_update_list.first()) {
+ mass_properties_update_list.first()->self()->update_mass_properties();
+ mass_properties_update_list.remove(mass_properties_update_list.first());
+ }
+}
+
+void GodotSpace3D::update() {
+ broadphase->update();
+}
+
+void GodotSpace3D::set_param(PhysicsServer3D::SpaceParameter p_param, real_t p_value) {
+ switch (p_param) {
+ case PhysicsServer3D::SPACE_PARAM_CONTACT_RECYCLE_RADIUS:
+ contact_recycle_radius = p_value;
+ break;
+ case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_SEPARATION:
+ contact_max_separation = p_value;
+ break;
+ case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION:
+ contact_max_allowed_penetration = p_value;
+ break;
+ case PhysicsServer3D::SPACE_PARAM_CONTACT_DEFAULT_BIAS:
+ contact_bias = p_value;
+ break;
+ case PhysicsServer3D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
+ body_linear_velocity_sleep_threshold = p_value;
+ break;
+ case PhysicsServer3D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD:
+ body_angular_velocity_sleep_threshold = p_value;
+ break;
+ case PhysicsServer3D::SPACE_PARAM_BODY_TIME_TO_SLEEP:
+ body_time_to_sleep = p_value;
+ break;
+ case PhysicsServer3D::SPACE_PARAM_SOLVER_ITERATIONS:
+ solver_iterations = p_value;
+ break;
+ }
+}
+
+real_t GodotSpace3D::get_param(PhysicsServer3D::SpaceParameter p_param) const {
+ switch (p_param) {
+ case PhysicsServer3D::SPACE_PARAM_CONTACT_RECYCLE_RADIUS:
+ return contact_recycle_radius;
+ case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_SEPARATION:
+ return contact_max_separation;
+ case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION:
+ return contact_max_allowed_penetration;
+ case PhysicsServer3D::SPACE_PARAM_CONTACT_DEFAULT_BIAS:
+ return contact_bias;
+ case PhysicsServer3D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
+ return body_linear_velocity_sleep_threshold;
+ case PhysicsServer3D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD:
+ return body_angular_velocity_sleep_threshold;
+ case PhysicsServer3D::SPACE_PARAM_BODY_TIME_TO_SLEEP:
+ return body_time_to_sleep;
+ case PhysicsServer3D::SPACE_PARAM_SOLVER_ITERATIONS:
+ return solver_iterations;
+ }
+ return 0;
+}
+
+void GodotSpace3D::lock() {
+ locked = true;
+}
+
+void GodotSpace3D::unlock() {
+ locked = false;
+}
+
+bool GodotSpace3D::is_locked() const {
+ return locked;
+}
+
+GodotPhysicsDirectSpaceState3D *GodotSpace3D::get_direct_state() {
+ return direct_access;
+}
+
+GodotSpace3D::GodotSpace3D() {
+ body_linear_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_linear", 0.1);
+ body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_angular", Math::deg2rad(8.0));
+ body_time_to_sleep = GLOBAL_DEF("physics/3d/time_before_sleep", 0.5);
+ ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/time_before_sleep", PropertyInfo(Variant::FLOAT, "physics/3d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater"));
+
+ solver_iterations = GLOBAL_DEF("physics/3d/solver/solver_iterations", 16);
+ ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/solver/solver_iterations", PropertyInfo(Variant::INT, "physics/3d/solver/solver_iterations", PROPERTY_HINT_RANGE, "1,32,1,or_greater"));
+
+ contact_recycle_radius = GLOBAL_DEF("physics/3d/solver/contact_recycle_radius", 0.01);
+ ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/solver/contact_recycle_radius", PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_max_separation", PROPERTY_HINT_RANGE, "0,0.1,0.01,or_greater"));
+
+ contact_max_separation = GLOBAL_DEF("physics/3d/solver/contact_max_separation", 0.05);
+ ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/solver/contact_max_separation", PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_max_separation", PROPERTY_HINT_RANGE, "0,0.1,0.01,or_greater"));
+
+ contact_max_allowed_penetration = GLOBAL_DEF("physics/3d/solver/contact_max_allowed_penetration", 0.01);
+ ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/solver/contact_max_allowed_penetration", PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_max_allowed_penetration", PROPERTY_HINT_RANGE, "0,0.1,0.01,or_greater"));
+
+ contact_bias = GLOBAL_DEF("physics/3d/solver/default_contact_bias", 0.8);
+ ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/solver/default_contact_bias", PropertyInfo(Variant::FLOAT, "physics/3d/solver/default_contact_bias", PROPERTY_HINT_RANGE, "0,1,0.01"));
+
+ broadphase = GodotBroadPhase3D::create_func();
+ broadphase->set_pair_callback(_broadphase_pair, this);
+ broadphase->set_unpair_callback(_broadphase_unpair, this);
+
+ direct_access = memnew(GodotPhysicsDirectSpaceState3D);
+ direct_access->space = this;
+}
+
+GodotSpace3D::~GodotSpace3D() {
+ memdelete(broadphase);
+ memdelete(direct_access);
+}