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diff --git a/servers/physics_3d/space_3d_sw.cpp b/servers/physics_3d/space_3d_sw.cpp
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+/*************************************************************************/
+/* space_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 "space_3d_sw.h"
+
+#include "collision_solver_3d_sw.h"
+#include "core/project_settings.h"
+#include "physics_server_3d_sw.h"
+
+_FORCE_INLINE_ static bool _can_collide_with(CollisionObject3DSW *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() == CollisionObject3DSW::TYPE_AREA && !p_collide_with_areas)
+ return false;
+
+ if (p_object->get_type() == CollisionObject3DSW::TYPE_BODY && !p_collide_with_bodies)
+ return false;
+
+ return true;
+}
+
+int PhysicsDirectSpaceState3DSW::intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
+
+ ERR_FAIL_COND_V(space->locked, false);
+ int amount = space->broadphase->cull_point(p_point, space->intersection_query_results, Space3DSW::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 (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas))
+ continue;
+
+ //area can't be picked by ray (default)
+
+ if (p_exclude.has(space->intersection_query_results[i]->get_self()))
+ continue;
+
+ const CollisionObject3DSW *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.is_valid())
+ 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 PhysicsDirectSpaceState3DSW::intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_ray) {
+
+ ERR_FAIL_COND_V(space->locked, false);
+
+ Vector3 begin, end;
+ Vector3 normal;
+ begin = p_from;
+ end = p_to;
+ normal = (end - begin).normalized();
+
+ int amount = space->broadphase->cull_segment(begin, end, space->intersection_query_results, Space3DSW::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 CollisionObject3DSW *res_obj;
+ real_t min_d = 1e10;
+
+ for (int i = 0; i < amount; i++) {
+
+ if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas))
+ continue;
+
+ if (p_pick_ray && !(space->intersection_query_results[i]->is_ray_pickable()))
+ continue;
+
+ if (p_exclude.has(space->intersection_query_results[i]->get_self()))
+ continue;
+
+ const CollisionObject3DSW *col_obj = space->intersection_query_results[i];
+
+ int shape_idx = space->intersection_query_subindex_results[i];
+ Transform 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 Shape3DSW *shape = col_obj->get_shape(shape_idx);
+
+ Vector3 shape_point, shape_normal;
+
+ if (shape->intersect_segment(local_from, local_to, shape_point, shape_normal)) {
+
+ Transform 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 = NULL;
+ 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 PhysicsDirectSpaceState3DSW::intersect_shape(const RID &p_shape, const Transform &p_xform, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
+
+ if (p_result_max <= 0)
+ return 0;
+
+ Shape3DSW *shape = static_cast<PhysicsServer3DSW *>(PhysicsServer3D::get_singleton())->shape_owner.getornull(p_shape);
+ ERR_FAIL_COND_V(!shape, 0);
+
+ AABB aabb = p_xform.xform(shape->get_aabb());
+
+ int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space3DSW::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 (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas))
+ continue;
+
+ //area can't be picked by ray (default)
+
+ if (p_exclude.has(space->intersection_query_results[i]->get_self()))
+ continue;
+
+ const CollisionObject3DSW *col_obj = space->intersection_query_results[i];
+ int shape_idx = space->intersection_query_subindex_results[i];
+
+ if (!CollisionSolver3DSW::solve_static(shape, p_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), NULL, NULL, NULL, p_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 = NULL;
+ r_results[cc].rid = col_obj->get_self();
+ r_results[cc].shape = shape_idx;
+ }
+
+ cc++;
+ }
+
+ return cc;
+}
+
+bool PhysicsDirectSpaceState3DSW::cast_motion(const RID &p_shape, const Transform &p_xform, const Vector3 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, ShapeRestInfo *r_info) {
+
+ Shape3DSW *shape = static_cast<PhysicsServer3DSW *>(PhysicsServer3D::get_singleton())->shape_owner.getornull(p_shape);
+ ERR_FAIL_COND_V(!shape, false);
+
+ AABB aabb = p_xform.xform(shape->get_aabb());
+ aabb = aabb.merge(AABB(aabb.position + p_motion, aabb.size)); //motion
+ aabb = aabb.grow(p_margin);
+
+ int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space3DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
+
+ real_t best_safe = 1;
+ real_t best_unsafe = 1;
+
+ Transform xform_inv = p_xform.affine_inverse();
+ MotionShape3DSW mshape;
+ mshape.shape = shape;
+ mshape.motion = xform_inv.basis.xform(p_motion);
+
+ bool best_first = true;
+
+ Vector3 closest_A, closest_B;
+
+ for (int i = 0; i < amount; i++) {
+
+ if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas))
+ continue;
+
+ if (p_exclude.has(space->intersection_query_results[i]->get_self()))
+ continue; //ignore excluded
+
+ const CollisionObject3DSW *col_obj = space->intersection_query_results[i];
+ int shape_idx = space->intersection_query_subindex_results[i];
+
+ 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 (CollisionSolver3DSW::solve_distance(&mshape, p_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) {
+ continue;
+ }
+
+ //test initial overlap
+ sep_axis = p_motion.normalized();
+
+ if (!CollisionSolver3DSW::solve_distance(shape, p_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) {
+ return false;
+ }
+
+ //just do kinematic solving
+ real_t low = 0;
+ real_t hi = 1;
+ Vector3 mnormal = p_motion.normalized();
+
+ for (int j = 0; j < 8; j++) { //steps should be customizable..
+
+ real_t ofs = (low + hi) * 0.5;
+
+ Vector3 sep = mnormal; //important optimization for this to work fast enough
+
+ mshape.motion = xform_inv.basis.xform(p_motion * ofs);
+
+ Vector3 lA, lB;
+
+ bool collided = !CollisionSolver3DSW::solve_distance(&mshape, p_xform, col_obj->get_shape(shape_idx), col_obj_xform, lA, lB, aabb, &sep);
+
+ if (collided) {
+
+ hi = ofs;
+ } else {
+
+ point_A = lA;
+ point_B = lB;
+ low = ofs;
+ }
+ }
+
+ 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() == CollisionObject3DSW::TYPE_BODY) {
+ const Body3DSW *body = static_cast<const Body3DSW *>(col_obj);
+ r_info->linear_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(body->get_transform().origin - closest_B);
+ }
+ }
+ }
+
+ p_closest_safe = best_safe;
+ p_closest_unsafe = best_unsafe;
+
+ return true;
+}
+
+bool PhysicsDirectSpaceState3DSW::collide_shape(RID p_shape, const Transform &p_shape_xform, real_t p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
+
+ if (p_result_max <= 0)
+ return 0;
+
+ Shape3DSW *shape = static_cast<PhysicsServer3DSW *>(PhysicsServer3D::get_singleton())->shape_owner.getornull(p_shape);
+ ERR_FAIL_COND_V(!shape, 0);
+
+ AABB aabb = p_shape_xform.xform(shape->get_aabb());
+ aabb = aabb.grow(p_margin);
+
+ int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space3DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
+
+ bool collided = false;
+ r_result_count = 0;
+
+ PhysicsServer3DSW::CollCbkData cbk;
+ cbk.max = p_result_max;
+ cbk.amount = 0;
+ cbk.ptr = r_results;
+ CollisionSolver3DSW::CallbackResult cbkres = PhysicsServer3DSW::_shape_col_cbk;
+
+ PhysicsServer3DSW::CollCbkData *cbkptr = &cbk;
+
+ for (int i = 0; i < amount; i++) {
+
+ if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas))
+ continue;
+
+ const CollisionObject3DSW *col_obj = space->intersection_query_results[i];
+ int shape_idx = space->intersection_query_subindex_results[i];
+
+ if (p_exclude.has(col_obj->get_self())) {
+ continue;
+ }
+
+ if (CollisionSolver3DSW::solve_static(shape, p_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 = true;
+ }
+ }
+
+ r_result_count = cbk.amount;
+
+ return collided;
+}
+
+struct _RestCallbackData {
+
+ const CollisionObject3DSW *object;
+ const CollisionObject3DSW *best_object;
+ int shape;
+ int best_shape;
+ Vector3 best_contact;
+ Vector3 best_normal;
+ real_t best_len;
+ real_t min_allowed_depth;
+};
+
+static void _rest_cbk_result(const Vector3 &p_point_A, const Vector3 &p_point_B, void *p_userdata) {
+
+ _RestCallbackData *rd = (_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;
+ if (len <= rd->best_len)
+ return;
+
+ rd->best_len = len;
+ rd->best_contact = p_point_B;
+ rd->best_normal = contact_rel / len;
+ rd->best_object = rd->object;
+ rd->best_shape = rd->shape;
+}
+bool PhysicsDirectSpaceState3DSW::rest_info(RID p_shape, const Transform &p_shape_xform, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
+
+ Shape3DSW *shape = static_cast<PhysicsServer3DSW *>(PhysicsServer3D::get_singleton())->shape_owner.getornull(p_shape);
+ ERR_FAIL_COND_V(!shape, 0);
+
+ AABB aabb = p_shape_xform.xform(shape->get_aabb());
+ aabb = aabb.grow(p_margin);
+
+ int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space3DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
+
+ _RestCallbackData rcd;
+ rcd.best_len = 0;
+ rcd.best_object = NULL;
+ rcd.best_shape = 0;
+ rcd.min_allowed_depth = space->test_motion_min_contact_depth;
+
+ for (int i = 0; i < amount; i++) {
+
+ if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas))
+ continue;
+
+ const CollisionObject3DSW *col_obj = space->intersection_query_results[i];
+ int shape_idx = space->intersection_query_subindex_results[i];
+
+ if (p_exclude.has(col_obj->get_self()))
+ continue;
+
+ rcd.object = col_obj;
+ rcd.shape = shape_idx;
+ bool sc = CollisionSolver3DSW::solve_static(shape, p_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 || !rcd.best_object)
+ return false;
+
+ r_info->collider_id = rcd.best_object->get_instance_id();
+ r_info->shape = rcd.best_shape;
+ r_info->normal = rcd.best_normal;
+ r_info->point = rcd.best_contact;
+ r_info->rid = rcd.best_object->get_self();
+ if (rcd.best_object->get_type() == CollisionObject3DSW::TYPE_BODY) {
+
+ const Body3DSW *body = static_cast<const Body3DSW *>(rcd.best_object);
+ r_info->linear_velocity = body->get_linear_velocity() +
+ (body->get_angular_velocity()).cross(body->get_transform().origin - rcd.best_contact); // * mPos);
+
+ } else {
+ r_info->linear_velocity = Vector3();
+ }
+
+ return true;
+}
+
+Vector3 PhysicsDirectSpaceState3DSW::get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const {
+
+ CollisionObject3DSW *obj = PhysicsServer3DSW::singleton->area_owner.getornull(p_object);
+ if (!obj) {
+ obj = PhysicsServer3DSW::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);
+ Shape3DSW *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;
+ }
+}
+
+PhysicsDirectSpaceState3DSW::PhysicsDirectSpaceState3DSW() {
+
+ space = NULL;
+}
+
+////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+int Space3DSW::_cull_aabb_for_body(Body3DSW *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() == CollisionObject3DSW::TYPE_AREA)
+ keep = false;
+ else if ((static_cast<Body3DSW *>(intersection_query_results[i])->test_collision_mask(p_body)) == 0)
+ keep = false;
+ else if (static_cast<Body3DSW *>(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<Body3DSW *>(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;
+}
+
+int Space3DSW::test_body_ray_separation(Body3DSW *p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, PhysicsServer3D::SeparationResult *r_results, int p_result_max, real_t p_margin) {
+
+ AABB body_aabb;
+
+ bool shapes_found = false;
+
+ for (int i = 0; i < p_body->get_shape_count(); i++) {
+
+ if (p_body->is_shape_set_as_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) {
+ return 0;
+ }
+ // Undo the currently transform the physics server is aware of and apply the provided one
+ body_aabb = p_transform.xform(p_body->get_inv_transform().xform(body_aabb));
+ body_aabb = body_aabb.grow(p_margin);
+
+ Transform body_transform = p_transform;
+
+ for (int i = 0; i < p_result_max; i++) {
+ //reset results
+ r_results[i].collision_depth = 0;
+ }
+
+ int rays_found = 0;
+
+ {
+ // raycast AND separate
+
+ const int max_results = 32;
+ int recover_attempts = 4;
+ Vector3 sr[max_results * 2];
+ PhysicsServer3DSW::CollCbkData cbk;
+ cbk.max = max_results;
+ PhysicsServer3DSW::CollCbkData *cbkptr = &cbk;
+ CollisionSolver3DSW::CallbackResult cbkres = PhysicsServer3DSW::_shape_col_cbk;
+
+ do {
+
+ Vector3 recover_motion;
+
+ 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;
+
+ Shape3DSW *body_shape = p_body->get_shape(j);
+
+ if (body_shape->get_type() != PhysicsServer3D::SHAPE_RAY)
+ continue;
+
+ Transform body_shape_xform = body_transform * p_body->get_shape_transform(j);
+
+ for (int i = 0; i < amount; i++) {
+
+ const CollisionObject3DSW *col_obj = intersection_query_results[i];
+ int shape_idx = intersection_query_subindex_results[i];
+
+ cbk.amount = 0;
+ cbk.ptr = sr;
+
+ if (CollisionObject3DSW::TYPE_BODY == col_obj->get_type()) {
+ const Body3DSW *b = static_cast<const Body3DSW *>(col_obj);
+ if (p_infinite_inertia && PhysicsServer3D::BODY_MODE_STATIC != b->get_mode() && PhysicsServer3D::BODY_MODE_KINEMATIC != b->get_mode()) {
+ continue;
+ }
+ }
+
+ Shape3DSW *against_shape = col_obj->get_shape(shape_idx);
+ if (CollisionSolver3DSW::solve_static(body_shape, body_shape_xform, against_shape, col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), cbkres, cbkptr, NULL, p_margin)) {
+ if (cbk.amount > 0) {
+ collided = true;
+ }
+
+ int ray_index = -1; //reuse shape
+ for (int k = 0; k < rays_found; k++) {
+ if (r_results[k].collision_local_shape == j) {
+ ray_index = k;
+ }
+ }
+
+ if (ray_index == -1 && rays_found < p_result_max) {
+ ray_index = rays_found;
+ rays_found++;
+ }
+
+ if (ray_index != -1) {
+ PhysicsServer3D::SeparationResult &result = r_results[ray_index];
+
+ for (int k = 0; k < cbk.amount; k++) {
+ Vector3 a = sr[k * 2 + 0];
+ Vector3 b = sr[k * 2 + 1];
+
+ recover_motion += (b - a) * 0.4;
+
+ float depth = a.distance_to(b);
+ if (depth > result.collision_depth) {
+
+ result.collision_depth = depth;
+ result.collision_point = b;
+ result.collision_normal = (b - a).normalized();
+ result.collision_local_shape = j;
+ result.collider = col_obj->get_self();
+ result.collider_id = col_obj->get_instance_id();
+ result.collider_shape = shape_idx;
+ //result.collider_metadata = col_obj->get_shape_metadata(shape_idx);
+ if (col_obj->get_type() == CollisionObject3DSW::TYPE_BODY) {
+ Body3DSW *body = (Body3DSW *)col_obj;
+
+ Vector3 rel_vec = b - body->get_transform().get_origin();
+ //result.collider_velocity = Vector3(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity();
+ result.collider_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(body->get_transform().origin - rel_vec); // * mPos);
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+
+ if (!collided || recover_motion == Vector3()) {
+ break;
+ }
+
+ body_transform.origin += recover_motion;
+ body_aabb.position += recover_motion;
+
+ recover_attempts--;
+ } while (recover_attempts);
+ }
+
+ //optimize results (remove non colliding)
+ for (int i = 0; i < rays_found; i++) {
+ if (r_results[i].collision_depth == 0) {
+ rays_found--;
+ SWAP(r_results[i], r_results[rays_found]);
+ }
+ }
+
+ r_recover_motion = body_transform.origin - p_transform.origin;
+ return rays_found;
+}
+
+bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, real_t p_margin, PhysicsServer3D::MotionResult *r_result, bool p_exclude_raycast_shapes) {
+
+ //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 = ObjectID();
+ r_result->collider_shape = 0;
+ }
+ AABB body_aabb;
+ bool shapes_found = false;
+
+ for (int i = 0; i < p_body->get_shape_count(); i++) {
+
+ if (p_body->is_shape_set_as_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 = PhysicsServer3D::MotionResult();
+ r_result->motion = p_motion;
+ }
+
+ return false;
+ }
+
+ // 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 {
+
+ PhysicsServer3DSW::CollCbkData cbk;
+ cbk.max = max_results;
+ cbk.amount = 0;
+ cbk.ptr = sr;
+
+ PhysicsServer3DSW::CollCbkData *cbkptr = &cbk;
+ CollisionSolver3DSW::CallbackResult cbkres = PhysicsServer3DSW::_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);
+ Shape3DSW *body_shape = p_body->get_shape(j);
+ if (p_exclude_raycast_shapes && body_shape->get_type() == PhysicsServer3D::SHAPE_RAY) {
+ continue;
+ }
+
+ for (int i = 0; i < amount; i++) {
+
+ const CollisionObject3DSW *col_obj = intersection_query_results[i];
+ int shape_idx = intersection_query_subindex_results[i];
+
+ if (CollisionSolver3DSW::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];
+ 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
+
+ AABB 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);
+ Shape3DSW *body_shape = p_body->get_shape(j);
+
+ if (p_exclude_raycast_shapes && body_shape->get_type() == PhysicsServer3D::SHAPE_RAY) {
+ continue;
+ }
+
+ Transform body_shape_xform_inv = body_shape_xform.affine_inverse();
+ MotionShape3DSW 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 CollisionObject3DSW *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 (CollisionSolver3DSW::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 = p_motion.normalized();
+
+ if (!CollisionSolver3DSW::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;
+ real_t hi = 1;
+ Vector3 mnormal = p_motion.normalized();
+
+ for (int k = 0; k < 8; k++) { //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 = !CollisionSolver3DSW::solve_distance(&mshape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, lA, lB, motion_aabb, &sep);
+
+ if (collided) {
+
+ 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;
+ rcd.min_allowed_depth = test_motion_min_contact_depth;
+
+ Transform body_shape_xform = ugt * p_body->get_shape_transform(best_shape);
+ Shape3DSW *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 CollisionObject3DSW *col_obj = intersection_query_results[i];
+ int shape_idx = intersection_query_subindex_results[i];
+
+ rcd.object = col_obj;
+ rcd.shape = shape_idx;
+ bool sc = CollisionSolver3DSW::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 Body3DSW *body = static_cast<const Body3DSW *>(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 *Space3DSW::_broadphase_pair(CollisionObject3DSW *A, int p_subindex_A, CollisionObject3DSW *B, int p_subindex_B, void *p_self) {
+
+ CollisionObject3DSW::Type type_A = A->get_type();
+ CollisionObject3DSW::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);
+ }
+
+ Space3DSW *self = (Space3DSW *)p_self;
+
+ self->collision_pairs++;
+
+ if (type_A == CollisionObject3DSW::TYPE_AREA) {
+
+ Area3DSW *area = static_cast<Area3DSW *>(A);
+ if (type_B == CollisionObject3DSW::TYPE_AREA) {
+
+ Area3DSW *area_b = static_cast<Area3DSW *>(B);
+ Area2Pair3DSW *area2_pair = memnew(Area2Pair3DSW(area_b, p_subindex_B, area, p_subindex_A));
+ return area2_pair;
+ } else {
+
+ Body3DSW *body = static_cast<Body3DSW *>(B);
+ AreaPair3DSW *area_pair = memnew(AreaPair3DSW(body, p_subindex_B, area, p_subindex_A));
+ return area_pair;
+ }
+ } else {
+
+ BodyPair3DSW *b = memnew(BodyPair3DSW((Body3DSW *)A, p_subindex_A, (Body3DSW *)B, p_subindex_B));
+ return b;
+ }
+
+ return NULL;
+}
+
+void Space3DSW::_broadphase_unpair(CollisionObject3DSW *A, int p_subindex_A, CollisionObject3DSW *B, int p_subindex_B, void *p_data, void *p_self) {
+
+ Space3DSW *self = (Space3DSW *)p_self;
+ self->collision_pairs--;
+ Constraint3DSW *c = (Constraint3DSW *)p_data;
+ memdelete(c);
+}
+
+const SelfList<Body3DSW>::List &Space3DSW::get_active_body_list() const {
+
+ return active_list;
+}
+void Space3DSW::body_add_to_active_list(SelfList<Body3DSW> *p_body) {
+
+ active_list.add(p_body);
+}
+void Space3DSW::body_remove_from_active_list(SelfList<Body3DSW> *p_body) {
+
+ active_list.remove(p_body);
+}
+
+void Space3DSW::body_add_to_inertia_update_list(SelfList<Body3DSW> *p_body) {
+
+ inertia_update_list.add(p_body);
+}
+
+void Space3DSW::body_remove_from_inertia_update_list(SelfList<Body3DSW> *p_body) {
+
+ inertia_update_list.remove(p_body);
+}
+
+BroadPhase3DSW *Space3DSW::get_broadphase() {
+
+ return broadphase;
+}
+
+void Space3DSW::add_object(CollisionObject3DSW *p_object) {
+
+ ERR_FAIL_COND(objects.has(p_object));
+ objects.insert(p_object);
+}
+
+void Space3DSW::remove_object(CollisionObject3DSW *p_object) {
+
+ ERR_FAIL_COND(!objects.has(p_object));
+ objects.erase(p_object);
+}
+
+const Set<CollisionObject3DSW *> &Space3DSW::get_objects() const {
+
+ return objects;
+}
+
+void Space3DSW::body_add_to_state_query_list(SelfList<Body3DSW> *p_body) {
+
+ state_query_list.add(p_body);
+}
+void Space3DSW::body_remove_from_state_query_list(SelfList<Body3DSW> *p_body) {
+
+ state_query_list.remove(p_body);
+}
+
+void Space3DSW::area_add_to_monitor_query_list(SelfList<Area3DSW> *p_area) {
+
+ monitor_query_list.add(p_area);
+}
+void Space3DSW::area_remove_from_monitor_query_list(SelfList<Area3DSW> *p_area) {
+
+ monitor_query_list.remove(p_area);
+}
+
+void Space3DSW::area_add_to_moved_list(SelfList<Area3DSW> *p_area) {
+
+ area_moved_list.add(p_area);
+}
+
+void Space3DSW::area_remove_from_moved_list(SelfList<Area3DSW> *p_area) {
+
+ area_moved_list.remove(p_area);
+}
+
+const SelfList<Area3DSW>::List &Space3DSW::get_moved_area_list() const {
+
+ return area_moved_list;
+}
+
+void Space3DSW::call_queries() {
+
+ while (state_query_list.first()) {
+
+ Body3DSW *b = state_query_list.first()->self();
+ state_query_list.remove(state_query_list.first());
+ b->call_queries();
+ }
+
+ while (monitor_query_list.first()) {
+
+ Area3DSW *a = monitor_query_list.first()->self();
+ monitor_query_list.remove(monitor_query_list.first());
+ a->call_queries();
+ }
+}
+
+void Space3DSW::setup() {
+
+ contact_debug_count = 0;
+ while (inertia_update_list.first()) {
+ inertia_update_list.first()->self()->update_inertias();
+ inertia_update_list.remove(inertia_update_list.first());
+ }
+}
+
+void Space3DSW::update() {
+
+ broadphase->update();
+}
+
+void Space3DSW::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_BODY_MAX_ALLOWED_PENETRATION: contact_max_allowed_penetration = 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_BODY_ANGULAR_VELOCITY_DAMP_RATIO: body_angular_velocity_damp_ratio = p_value; break;
+ case PhysicsServer3D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: constraint_bias = p_value; break;
+ case PhysicsServer3D::SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH: test_motion_min_contact_depth = p_value; break;
+ }
+}
+
+real_t Space3DSW::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_BODY_MAX_ALLOWED_PENETRATION: return contact_max_allowed_penetration;
+ 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_BODY_ANGULAR_VELOCITY_DAMP_RATIO: return body_angular_velocity_damp_ratio;
+ case PhysicsServer3D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: return constraint_bias;
+ case PhysicsServer3D::SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH: return test_motion_min_contact_depth;
+ }
+ return 0;
+}
+
+void Space3DSW::lock() {
+
+ locked = true;
+}
+
+void Space3DSW::unlock() {
+
+ locked = false;
+}
+
+bool Space3DSW::is_locked() const {
+
+ return locked;
+}
+
+PhysicsDirectSpaceState3DSW *Space3DSW::get_direct_state() {
+
+ return direct_access;
+}
+
+Space3DSW::Space3DSW() {
+
+ collision_pairs = 0;
+ active_objects = 0;
+ island_count = 0;
+ contact_debug_count = 0;
+
+ locked = false;
+ contact_recycle_radius = 0.01;
+ contact_max_separation = 0.05;
+ contact_max_allowed_penetration = 0.01;
+ test_motion_min_contact_depth = 0.00001;
+
+ constraint_bias = 0.01;
+ 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", (8.0 / 180.0 * Math_PI));
+ 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"));
+ body_angular_velocity_damp_ratio = 10;
+
+ broadphase = BroadPhase3DSW::create_func();
+ broadphase->set_pair_callback(_broadphase_pair, this);
+ broadphase->set_unpair_callback(_broadphase_unpair, this);
+ area = NULL;
+
+ direct_access = memnew(PhysicsDirectSpaceState3DSW);
+ direct_access->space = this;
+
+ for (int i = 0; i < ELAPSED_TIME_MAX; i++)
+ elapsed_time[i] = 0;
+}
+
+Space3DSW::~Space3DSW() {
+
+ memdelete(broadphase);
+ memdelete(direct_access);
+}