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-rw-r--r--servers/physics_3d/area_3d_sw.cpp10
-rw-r--r--servers/physics_3d/area_3d_sw.h31
-rw-r--r--servers/physics_3d/body_3d_sw.cpp241
-rw-r--r--servers/physics_3d/body_3d_sw.h61
-rw-r--r--servers/physics_3d/body_direct_state_3d_sw.cpp8
-rw-r--r--servers/physics_3d/body_pair_3d_sw.h20
-rw-r--r--servers/physics_3d/broad_phase_3d_bvh.cpp3
-rw-r--r--servers/physics_3d/broad_phase_3d_bvh.h8
-rw-r--r--servers/physics_3d/collision_object_3d_sw.cpp6
-rw-r--r--servers/physics_3d/collision_object_3d_sw.h18
-rw-r--r--servers/physics_3d/collision_solver_3d_sat.cpp29
-rw-r--r--servers/physics_3d/collision_solver_3d_sw.cpp28
-rw-r--r--servers/physics_3d/collision_solver_3d_sw.h4
-rw-r--r--servers/physics_3d/gjk_epa.cpp4
-rw-r--r--servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp12
-rw-r--r--servers/physics_3d/joints/cone_twist_joint_3d_sw.h38
-rw-r--r--servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp2
-rw-r--r--servers/physics_3d/joints/generic_6dof_joint_3d_sw.h81
-rw-r--r--servers/physics_3d/joints/hinge_joint_3d_sw.cpp32
-rw-r--r--servers/physics_3d/joints/hinge_joint_3d_sw.h38
-rw-r--r--servers/physics_3d/joints/jacobian_entry_3d_sw.h4
-rw-r--r--servers/physics_3d/joints/pin_joint_3d_sw.cpp7
-rw-r--r--servers/physics_3d/joints/pin_joint_3d_sw.h14
-rw-r--r--servers/physics_3d/joints/slider_joint_3d_sw.cpp39
-rw-r--r--servers/physics_3d/joints/slider_joint_3d_sw.h85
-rw-r--r--servers/physics_3d/physics_server_3d_sw.cpp25
-rw-r--r--servers/physics_3d/physics_server_3d_sw.h28
-rw-r--r--servers/physics_3d/physics_server_3d_wrap_mt.cpp3
-rw-r--r--servers/physics_3d/physics_server_3d_wrap_mt.h14
-rw-r--r--servers/physics_3d/shape_3d_sw.cpp440
-rw-r--r--servers/physics_3d/shape_3d_sw.h57
-rw-r--r--servers/physics_3d/soft_body_3d_sw.cpp2
-rw-r--r--servers/physics_3d/space_3d_sw.cpp198
-rw-r--r--servers/physics_3d/space_3d_sw.h44
-rw-r--r--servers/physics_3d/step_3d_sw.cpp2
-rw-r--r--servers/physics_3d/step_3d_sw.h2
36 files changed, 883 insertions, 755 deletions
diff --git a/servers/physics_3d/area_3d_sw.cpp b/servers/physics_3d/area_3d_sw.cpp
index c9e8bcb8ca..630ab7e229 100644
--- a/servers/physics_3d/area_3d_sw.cpp
+++ b/servers/physics_3d/area_3d_sw.cpp
@@ -329,17 +329,7 @@ Area3DSW::Area3DSW() :
monitor_query_list(this),
moved_list(this) {
_set_static(true); //areas are never active
- space_override_mode = PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED;
- gravity = 9.80665;
- gravity_vector = Vector3(0, -1, 0);
- gravity_is_point = false;
- gravity_distance_scale = 0;
- point_attenuation = 1;
- angular_damp = 0.1;
- linear_damp = 0.1;
- priority = 0;
set_ray_pickable(false);
- monitorable = false;
}
Area3DSW::~Area3DSW() {
diff --git a/servers/physics_3d/area_3d_sw.h b/servers/physics_3d/area_3d_sw.h
index d5f1e60119..af5c23949c 100644
--- a/servers/physics_3d/area_3d_sw.h
+++ b/servers/physics_3d/area_3d_sw.h
@@ -41,20 +41,20 @@ class SoftBody3DSW;
class Constraint3DSW;
class Area3DSW : public CollisionObject3DSW {
- PhysicsServer3D::AreaSpaceOverrideMode space_override_mode;
- real_t gravity;
- Vector3 gravity_vector;
- bool gravity_is_point;
- real_t gravity_distance_scale;
- real_t point_attenuation;
- real_t linear_damp;
- real_t angular_damp;
+ PhysicsServer3D::AreaSpaceOverrideMode space_override_mode = PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED;
+ real_t gravity = 9.80665;
+ Vector3 gravity_vector = Vector3(0, -1, 0);
+ bool gravity_is_point = false;
+ real_t gravity_distance_scale = 0.0;
+ real_t point_attenuation = 1.0;
+ real_t linear_damp = 0.1;
+ real_t angular_damp = 0.1;
real_t wind_force_magnitude = 0.0;
real_t wind_attenuation_factor = 0.0;
Vector3 wind_source;
Vector3 wind_direction;
- int priority;
- bool monitorable;
+ int priority = 0;
+ bool monitorable = false;
ObjectID monitor_callback_id;
StringName monitor_callback_method;
@@ -68,8 +68,8 @@ class Area3DSW : public CollisionObject3DSW {
struct BodyKey {
RID rid;
ObjectID instance_id;
- uint32_t body_shape;
- uint32_t area_shape;
+ uint32_t body_shape = 0;
+ uint32_t area_shape = 0;
_FORCE_INLINE_ bool operator<(const BodyKey &p_key) const {
if (rid == p_key.rid) {
@@ -90,10 +90,9 @@ class Area3DSW : public CollisionObject3DSW {
};
struct BodyState {
- int state;
+ int state = 0;
_FORCE_INLINE_ void inc() { state++; }
_FORCE_INLINE_ void dec() { state--; }
- _FORCE_INLINE_ BodyState() { state = 0; }
};
Map<BodyKey, BodyState> monitored_soft_bodies;
@@ -232,8 +231,8 @@ void Area3DSW::remove_area_from_query(Area3DSW *p_area, uint32_t p_area_shape, u
}
struct AreaCMP {
- Area3DSW *area;
- int refCount;
+ Area3DSW *area = nullptr;
+ int refCount = 0;
_FORCE_INLINE_ bool operator==(const AreaCMP &p_cmp) const { return area->get_self() == p_cmp.area->get_self(); }
_FORCE_INLINE_ bool operator<(const AreaCMP &p_cmp) const { return area->get_priority() < p_cmp.area->get_priority(); }
_FORCE_INLINE_ AreaCMP() {}
diff --git a/servers/physics_3d/body_3d_sw.cpp b/servers/physics_3d/body_3d_sw.cpp
index 7f62e4eb85..5924e249a5 100644
--- a/servers/physics_3d/body_3d_sw.cpp
+++ b/servers/physics_3d/body_3d_sw.cpp
@@ -34,9 +34,9 @@
#include "body_direct_state_3d_sw.h"
#include "space_3d_sw.h"
-void Body3DSW::_update_inertia() {
- if (get_space() && !inertia_update_list.in_list()) {
- get_space()->body_add_to_inertia_update_list(&inertia_update_list);
+void Body3DSW::_mass_properties_changed() {
+ if (get_space() && !mass_properties_update_list.in_list() && (calculate_inertia || calculate_center_of_mass)) {
+ get_space()->body_add_to_mass_properties_update_list(&mass_properties_update_list);
}
}
@@ -44,7 +44,7 @@ void Body3DSW::_update_transform_dependant() {
center_of_mass = get_transform().basis.xform(center_of_mass_local);
principal_inertia_axes = get_transform().basis * principal_inertia_axes_local;
- // update inertia tensor
+ // Update inertia tensor.
Basis tb = principal_inertia_axes;
Basis tbt = tb.transposed();
Basis diag;
@@ -52,74 +52,95 @@ void Body3DSW::_update_transform_dependant() {
_inv_inertia_tensor = tb * diag * tbt;
}
-void Body3DSW::update_inertias() {
+void Body3DSW::update_mass_properties() {
// Update shapes and motions.
switch (mode) {
case PhysicsServer3D::BODY_MODE_DYNAMIC: {
- // Update tensor for all shapes, not the best way but should be somehow OK. (inspired from bullet)
real_t total_area = 0;
-
for (int i = 0; i < get_shape_count(); i++) {
+ if (is_shape_disabled(i)) {
+ continue;
+ }
+
total_area += get_shape_area(i);
}
- // We have to recompute the center of mass.
- center_of_mass_local.zero();
+ if (calculate_center_of_mass) {
+ // We have to recompute the center of mass.
+ center_of_mass_local.zero();
- if (total_area != 0.0) {
- for (int i = 0; i < get_shape_count(); i++) {
- real_t area = get_shape_area(i);
+ if (total_area != 0.0) {
+ for (int i = 0; i < get_shape_count(); i++) {
+ if (is_shape_disabled(i)) {
+ continue;
+ }
- real_t mass = area * this->mass / total_area;
+ real_t area = get_shape_area(i);
- // NOTE: we assume that the shape origin is also its center of mass.
- center_of_mass_local += mass * get_shape_transform(i).origin;
- }
+ real_t mass = area * this->mass / total_area;
+
+ // NOTE: we assume that the shape origin is also its center of mass.
+ center_of_mass_local += mass * get_shape_transform(i).origin;
+ }
- center_of_mass_local /= mass;
+ center_of_mass_local /= mass;
+ }
}
- // Recompute the inertia tensor.
- Basis inertia_tensor;
- inertia_tensor.set_zero();
- bool inertia_set = false;
+ if (calculate_inertia) {
+ // Recompute the inertia tensor.
+ Basis inertia_tensor;
+ inertia_tensor.set_zero();
+ bool inertia_set = false;
- for (int i = 0; i < get_shape_count(); i++) {
- if (is_shape_disabled(i)) {
- continue;
- }
+ for (int i = 0; i < get_shape_count(); i++) {
+ if (is_shape_disabled(i)) {
+ continue;
+ }
- real_t area = get_shape_area(i);
- if (area == 0.0) {
- continue;
- }
+ real_t area = get_shape_area(i);
+ if (area == 0.0) {
+ continue;
+ }
- inertia_set = true;
+ inertia_set = true;
- const Shape3DSW *shape = get_shape(i);
+ const Shape3DSW *shape = get_shape(i);
- real_t mass = area * this->mass / total_area;
+ real_t mass = area * this->mass / total_area;
- Basis shape_inertia_tensor = shape->get_moment_of_inertia(mass).to_diagonal_matrix();
- Transform3D shape_transform = get_shape_transform(i);
- Basis shape_basis = shape_transform.basis.orthonormalized();
+ Basis shape_inertia_tensor = Basis::from_scale(shape->get_moment_of_inertia(mass));
+ Transform3D shape_transform = get_shape_transform(i);
+ Basis shape_basis = shape_transform.basis.orthonormalized();
- // NOTE: we don't take the scale of collision shapes into account when computing the inertia tensor!
- shape_inertia_tensor = shape_basis * shape_inertia_tensor * shape_basis.transposed();
+ // NOTE: we don't take the scale of collision shapes into account when computing the inertia tensor!
+ shape_inertia_tensor = shape_basis * shape_inertia_tensor * shape_basis.transposed();
- Vector3 shape_origin = shape_transform.origin - center_of_mass_local;
- inertia_tensor += shape_inertia_tensor + (Basis() * shape_origin.dot(shape_origin) - shape_origin.outer(shape_origin)) * mass;
- }
+ Vector3 shape_origin = shape_transform.origin - center_of_mass_local;
+ inertia_tensor += shape_inertia_tensor + (Basis() * shape_origin.dot(shape_origin) - shape_origin.outer(shape_origin)) * mass;
+ }
- // Set the inertia to a valid value when there are no valid shapes.
- if (!inertia_set) {
- inertia_tensor.set_diagonal(Vector3(1.0, 1.0, 1.0));
- }
+ // Set the inertia to a valid value when there are no valid shapes.
+ if (!inertia_set) {
+ inertia_tensor = Basis();
+ }
- // Compute the principal axes of inertia.
- principal_inertia_axes_local = inertia_tensor.diagonalize().transposed();
- _inv_inertia = inertia_tensor.get_main_diagonal().inverse();
+ // Handle partial custom inertia.
+ if (inertia.x > 0.0) {
+ inertia_tensor[0][0] = inertia.x;
+ }
+ if (inertia.y > 0.0) {
+ inertia_tensor[1][1] = inertia.y;
+ }
+ if (inertia.z > 0.0) {
+ inertia_tensor[2][2] = inertia.z;
+ }
+
+ // Compute the principal axes of inertia.
+ principal_inertia_axes_local = inertia_tensor.diagonalize().transposed();
+ _inv_inertia = inertia_tensor.get_main_diagonal().inverse();
+ }
if (mass) {
_inv_mass = 1.0 / mass;
@@ -128,10 +149,9 @@ void Body3DSW::update_inertias() {
}
} break;
-
case PhysicsServer3D::BODY_MODE_KINEMATIC:
case PhysicsServer3D::BODY_MODE_STATIC: {
- _inv_inertia_tensor.set_zero();
+ _inv_inertia = Vector3();
_inv_mass = 0;
} break;
case PhysicsServer3D::BODY_MODE_DYNAMIC_LOCKED: {
@@ -141,11 +161,15 @@ void Body3DSW::update_inertias() {
} break;
}
- //_update_shapes();
-
_update_transform_dependant();
}
+void Body3DSW::reset_mass_properties() {
+ calculate_inertia = true;
+ calculate_center_of_mass = true;
+ _mass_properties_changed();
+}
+
void Body3DSW::set_active(bool p_active) {
if (active == p_active) {
return;
@@ -165,7 +189,7 @@ void Body3DSW::set_active(bool p_active) {
}
}
-void Body3DSW::set_param(PhysicsServer3D::BodyParameter p_param, real_t p_value) {
+void Body3DSW::set_param(PhysicsServer3D::BodyParameter p_param, const Variant &p_value) {
switch (p_param) {
case PhysicsServer3D::BODY_PARAM_BOUNCE: {
bounce = p_value;
@@ -174,10 +198,33 @@ void Body3DSW::set_param(PhysicsServer3D::BodyParameter p_param, real_t p_value)
friction = p_value;
} break;
case PhysicsServer3D::BODY_PARAM_MASS: {
- ERR_FAIL_COND(p_value <= 0);
- mass = p_value;
- _update_inertia();
-
+ real_t mass_value = p_value;
+ ERR_FAIL_COND(mass_value <= 0);
+ mass = mass_value;
+ if (mode >= PhysicsServer3D::BODY_MODE_DYNAMIC) {
+ _mass_properties_changed();
+ }
+ } break;
+ case PhysicsServer3D::BODY_PARAM_INERTIA: {
+ inertia = p_value;
+ if ((inertia.x <= 0.0) || (inertia.y <= 0.0) || (inertia.z <= 0.0)) {
+ calculate_inertia = true;
+ if (mode == PhysicsServer3D::BODY_MODE_DYNAMIC) {
+ _mass_properties_changed();
+ }
+ } else {
+ calculate_inertia = false;
+ if (mode == PhysicsServer3D::BODY_MODE_DYNAMIC) {
+ principal_inertia_axes_local = Basis();
+ _inv_inertia = inertia.inverse();
+ _update_transform_dependant();
+ }
+ }
+ } break;
+ case PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS: {
+ calculate_center_of_mass = false;
+ center_of_mass_local = p_value;
+ _update_transform_dependant();
} break;
case PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE: {
gravity_scale = p_value;
@@ -193,7 +240,7 @@ void Body3DSW::set_param(PhysicsServer3D::BodyParameter p_param, real_t p_value)
}
}
-real_t Body3DSW::get_param(PhysicsServer3D::BodyParameter p_param) const {
+Variant Body3DSW::get_param(PhysicsServer3D::BodyParameter p_param) const {
switch (p_param) {
case PhysicsServer3D::BODY_PARAM_BOUNCE: {
return bounce;
@@ -204,6 +251,16 @@ real_t Body3DSW::get_param(PhysicsServer3D::BodyParameter p_param) const {
case PhysicsServer3D::BODY_PARAM_MASS: {
return mass;
} break;
+ case PhysicsServer3D::BODY_PARAM_INERTIA: {
+ if (mode == PhysicsServer3D::BODY_MODE_DYNAMIC) {
+ return _inv_inertia.inverse();
+ } else {
+ return Vector3();
+ }
+ } break;
+ case PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS: {
+ return center_of_mass;
+ } break;
case PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE: {
return gravity_scale;
} break;
@@ -226,40 +283,42 @@ void Body3DSW::set_mode(PhysicsServer3D::BodyMode p_mode) {
mode = p_mode;
switch (p_mode) {
- //CLEAR UP EVERYTHING IN CASE IT NOT WORKS!
case PhysicsServer3D::BODY_MODE_STATIC:
case PhysicsServer3D::BODY_MODE_KINEMATIC: {
_set_inv_transform(get_transform().affine_inverse());
_inv_mass = 0;
+ _inv_inertia = Vector3();
_set_static(p_mode == PhysicsServer3D::BODY_MODE_STATIC);
- //set_active(p_mode==PhysicsServer3D::BODY_MODE_KINEMATIC);
set_active(p_mode == PhysicsServer3D::BODY_MODE_KINEMATIC && contacts.size());
linear_velocity = Vector3();
angular_velocity = Vector3();
if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC && prev != mode) {
first_time_kinematic = true;
}
+ _update_transform_dependant();
} break;
case PhysicsServer3D::BODY_MODE_DYNAMIC: {
_inv_mass = mass > 0 ? (1.0 / mass) : 0;
+ if (!calculate_inertia) {
+ principal_inertia_axes_local = Basis();
+ _inv_inertia = inertia.inverse();
+ _update_transform_dependant();
+ }
+ _mass_properties_changed();
_set_static(false);
set_active(true);
} break;
case PhysicsServer3D::BODY_MODE_DYNAMIC_LOCKED: {
_inv_mass = mass > 0 ? (1.0 / mass) : 0;
+ _inv_inertia = Vector3();
+ angular_velocity = Vector3();
+ _update_transform_dependant();
_set_static(false);
set_active(true);
- angular_velocity = Vector3();
- } break;
+ }
}
-
- _update_inertia();
- /*
- if (get_space())
- _update_queries();
- */
}
PhysicsServer3D::BodyMode Body3DSW::get_mode() const {
@@ -267,7 +326,7 @@ PhysicsServer3D::BodyMode Body3DSW::get_mode() const {
}
void Body3DSW::_shapes_changed() {
- _update_inertia();
+ _mass_properties_changed();
}
void Body3DSW::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant) {
@@ -302,10 +361,12 @@ void Body3DSW::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_va
} break;
case PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY: {
linear_velocity = p_variant;
+ constant_linear_velocity = linear_velocity;
wakeup();
} break;
case PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY: {
angular_velocity = p_variant;
+ constant_angular_velocity = angular_velocity;
wakeup();
} break;
@@ -326,7 +387,7 @@ void Body3DSW::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_va
} break;
case PhysicsServer3D::BODY_STATE_CAN_SLEEP: {
can_sleep = p_variant;
- if (mode == PhysicsServer3D::BODY_MODE_DYNAMIC && !active && !can_sleep) {
+ if (mode >= PhysicsServer3D::BODY_MODE_DYNAMIC && !active && !can_sleep) {
set_active(true);
}
@@ -358,8 +419,8 @@ Variant Body3DSW::get_state(PhysicsServer3D::BodyState p_state) const {
void Body3DSW::set_space(Space3DSW *p_space) {
if (get_space()) {
- if (inertia_update_list.in_list()) {
- get_space()->body_remove_from_inertia_update_list(&inertia_update_list);
+ if (mass_properties_update_list.in_list()) {
+ get_space()->body_remove_from_mass_properties_update_list(&mass_properties_update_list);
}
if (active_list.in_list()) {
get_space()->body_remove_from_active_list(&active_list);
@@ -372,13 +433,11 @@ void Body3DSW::set_space(Space3DSW *p_space) {
_set_space(p_space);
if (get_space()) {
- _update_inertia();
+ _mass_properties_changed();
if (active) {
get_space()->body_add_to_active_list(&active_list);
}
}
-
- first_integration = true;
}
void Body3DSW::_compute_area_gravity_and_damping(const Area3DSW *p_area) {
@@ -473,7 +532,7 @@ void Body3DSW::integrate_forces(real_t p_step) {
//compute motion, angular and etc. velocities from prev transform
motion = new_transform.origin - get_transform().origin;
do_motion = true;
- linear_velocity = motion / p_step;
+ linear_velocity = constant_linear_velocity + motion / p_step;
//compute a FAKE angular velocity, not so easy
Basis rot = new_transform.basis.orthonormalized() * get_transform().basis.orthonormalized().transposed();
@@ -482,9 +541,9 @@ void Body3DSW::integrate_forces(real_t p_step) {
rot.get_axis_angle(axis, angle);
axis.normalize();
- angular_velocity = axis * (angle / p_step);
+ angular_velocity = constant_angular_velocity + axis * (angle / p_step);
} else {
- if (!omit_force_integration && !first_integration) {
+ if (!omit_force_integration) {
//overridden by direct state query
Vector3 force = gravity * mass;
@@ -518,7 +577,6 @@ void Body3DSW::integrate_forces(real_t p_step) {
applied_force = Vector3();
applied_torque = Vector3();
- first_integration = false;
//motion=linear_velocity*p_step;
@@ -640,7 +698,7 @@ void Body3DSW::wakeup_neighbours() {
continue;
}
Body3DSW *b = n[i];
- if (b->mode != PhysicsServer3D::BODY_MODE_DYNAMIC) {
+ if (b->mode < PhysicsServer3D::BODY_MODE_DYNAMIC) {
continue;
}
@@ -717,32 +775,9 @@ PhysicsDirectBodyState3DSW *Body3DSW::get_direct_state() {
Body3DSW::Body3DSW() :
CollisionObject3DSW(TYPE_BODY),
active_list(this),
- inertia_update_list(this),
+ mass_properties_update_list(this),
direct_state_query_list(this) {
- mode = PhysicsServer3D::BODY_MODE_DYNAMIC;
- active = true;
-
- mass = 1;
- _inv_mass = 1;
- bounce = 0;
- friction = 1;
- omit_force_integration = false;
- //applied_torque=0;
- island_step = 0;
- first_time_kinematic = false;
- first_integration = false;
_set_static(false);
-
- contact_count = 0;
- gravity_scale = 1.0;
- linear_damp = -1;
- angular_damp = -1;
- area_angular_damp = 0;
- area_linear_damp = 0;
-
- still_time = 0;
- continuous_cd = false;
- can_sleep = true;
}
Body3DSW::~Body3DSW() {
diff --git a/servers/physics_3d/body_3d_sw.h b/servers/physics_3d/body_3d_sw.h
index f58f40652b..fc47040389 100644
--- a/servers/physics_3d/body_3d_sw.h
+++ b/servers/physics_3d/body_3d_sw.h
@@ -39,24 +39,28 @@ class Constraint3DSW;
class PhysicsDirectBodyState3DSW;
class Body3DSW : public CollisionObject3DSW {
- PhysicsServer3D::BodyMode mode;
+ PhysicsServer3D::BodyMode mode = PhysicsServer3D::BODY_MODE_DYNAMIC;
Vector3 linear_velocity;
Vector3 angular_velocity;
+ Vector3 constant_linear_velocity;
+ Vector3 constant_angular_velocity;
+
Vector3 biased_linear_velocity;
Vector3 biased_angular_velocity;
- real_t mass;
- real_t bounce;
- real_t friction;
+ real_t mass = 1.0;
+ real_t bounce = 0.0;
+ real_t friction = 1.0;
+ Vector3 inertia;
- real_t linear_damp;
- real_t angular_damp;
- real_t gravity_scale;
+ real_t linear_damp = -1.0;
+ real_t angular_damp = -1.0;
+ real_t gravity_scale = 1.0;
uint16_t locked_axis = 0;
- real_t _inv_mass;
+ real_t _inv_mass = 1.0;
Vector3 _inv_inertia; // Relative to the principal axes of inertia
// Relative to the local frame of reference
@@ -68,30 +72,32 @@ class Body3DSW : public CollisionObject3DSW {
Basis principal_inertia_axes;
Vector3 center_of_mass;
+ bool calculate_inertia = true;
+ bool calculate_center_of_mass = true;
+
Vector3 gravity;
- real_t still_time;
+ real_t still_time = 0.0;
Vector3 applied_force;
Vector3 applied_torque;
- real_t area_angular_damp;
- real_t area_linear_damp;
+ real_t area_angular_damp = 0.0;
+ real_t area_linear_damp = 0.0;
SelfList<Body3DSW> active_list;
- SelfList<Body3DSW> inertia_update_list;
+ SelfList<Body3DSW> mass_properties_update_list;
SelfList<Body3DSW> direct_state_query_list;
VSet<RID> exceptions;
- bool omit_force_integration;
- bool active;
+ bool omit_force_integration = false;
+ bool active = true;
- bool first_integration;
+ bool continuous_cd = false;
+ bool can_sleep = true;
+ bool first_time_kinematic = false;
- bool continuous_cd;
- bool can_sleep;
- bool first_time_kinematic;
- void _update_inertia();
+ void _mass_properties_changed();
virtual void _shapes_changed();
Transform3D new_transform;
@@ -102,17 +108,17 @@ class Body3DSW : public CollisionObject3DSW {
struct Contact {
Vector3 local_pos;
Vector3 local_normal;
- real_t depth;
- int local_shape;
+ real_t depth = 0.0;
+ int local_shape = 0;
Vector3 collider_pos;
- int collider_shape;
+ int collider_shape = 0;
ObjectID collider_instance_id;
RID collider;
Vector3 collider_velocity_at_pos;
};
Vector<Contact> contacts; //no contacts by default
- int contact_count;
+ int contact_count = 0;
void *body_state_callback_instance = nullptr;
PhysicsServer3D::BodyStateCallback body_state_callback = nullptr;
@@ -126,7 +132,7 @@ class Body3DSW : public CollisionObject3DSW {
PhysicsDirectBodyState3DSW *direct_state = nullptr;
- uint64_t island_step;
+ uint64_t island_step = 0;
_FORCE_INLINE_ void _compute_area_gravity_and_damping(const Area3DSW *p_area);
@@ -251,8 +257,8 @@ public:
set_active(true);
}
- void set_param(PhysicsServer3D::BodyParameter p_param, real_t);
- real_t get_param(PhysicsServer3D::BodyParameter p_param) const;
+ void set_param(PhysicsServer3D::BodyParameter p_param, const Variant &p_value);
+ Variant get_param(PhysicsServer3D::BodyParameter p_param) const;
void set_mode(PhysicsServer3D::BodyMode p_mode);
PhysicsServer3D::BodyMode get_mode() const;
@@ -271,7 +277,8 @@ public:
void set_space(Space3DSW *p_space);
- void update_inertias();
+ void update_mass_properties();
+ void reset_mass_properties();
_FORCE_INLINE_ real_t get_inv_mass() const { return _inv_mass; }
_FORCE_INLINE_ const Vector3 &get_inv_inertia() const { return _inv_inertia; }
diff --git a/servers/physics_3d/body_direct_state_3d_sw.cpp b/servers/physics_3d/body_direct_state_3d_sw.cpp
index d197dd288d..e74baefc3a 100644
--- a/servers/physics_3d/body_direct_state_3d_sw.cpp
+++ b/servers/physics_3d/body_direct_state_3d_sw.cpp
@@ -66,6 +66,7 @@ Basis PhysicsDirectBodyState3DSW::get_inverse_inertia_tensor() const {
}
void PhysicsDirectBodyState3DSW::set_linear_velocity(const Vector3 &p_velocity) {
+ body->set_active(true);
body->set_linear_velocity(p_velocity);
}
@@ -74,6 +75,7 @@ Vector3 PhysicsDirectBodyState3DSW::get_linear_velocity() const {
}
void PhysicsDirectBodyState3DSW::set_angular_velocity(const Vector3 &p_velocity) {
+ body->set_active(true);
body->set_angular_velocity(p_velocity);
}
@@ -94,26 +96,32 @@ Vector3 PhysicsDirectBodyState3DSW::get_velocity_at_local_position(const Vector3
}
void PhysicsDirectBodyState3DSW::add_central_force(const Vector3 &p_force) {
+ body->set_active(true);
body->add_central_force(p_force);
}
void PhysicsDirectBodyState3DSW::add_force(const Vector3 &p_force, const Vector3 &p_position) {
+ body->set_active(true);
body->add_force(p_force, p_position);
}
void PhysicsDirectBodyState3DSW::add_torque(const Vector3 &p_torque) {
+ body->set_active(true);
body->add_torque(p_torque);
}
void PhysicsDirectBodyState3DSW::apply_central_impulse(const Vector3 &p_impulse) {
+ body->set_active(true);
body->apply_central_impulse(p_impulse);
}
void PhysicsDirectBodyState3DSW::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) {
+ body->set_active(true);
body->apply_impulse(p_impulse, p_position);
}
void PhysicsDirectBodyState3DSW::apply_torque_impulse(const Vector3 &p_impulse) {
+ body->set_active(true);
body->apply_torque_impulse(p_impulse);
}
diff --git a/servers/physics_3d/body_pair_3d_sw.h b/servers/physics_3d/body_pair_3d_sw.h
index 19d6a46880..01afb07e13 100644
--- a/servers/physics_3d/body_pair_3d_sw.h
+++ b/servers/physics_3d/body_pair_3d_sw.h
@@ -41,18 +41,18 @@ protected:
struct Contact {
Vector3 position;
Vector3 normal;
- int index_A, index_B;
+ int index_A = 0, index_B = 0;
Vector3 local_A, local_B;
- real_t acc_normal_impulse; // accumulated normal impulse (Pn)
+ real_t acc_normal_impulse = 0.0; // accumulated normal impulse (Pn)
Vector3 acc_tangent_impulse; // accumulated tangent impulse (Pt)
- real_t acc_bias_impulse; // accumulated normal impulse for position bias (Pnb)
- real_t acc_bias_impulse_center_of_mass; // accumulated normal impulse for position bias applied to com
- real_t mass_normal;
- real_t bias;
- real_t bounce;
-
- real_t depth;
- bool active;
+ real_t acc_bias_impulse = 0.0; // accumulated normal impulse for position bias (Pnb)
+ real_t acc_bias_impulse_center_of_mass = 0.0; // accumulated normal impulse for position bias applied to com
+ real_t mass_normal = 0.0;
+ real_t bias = 0.0;
+ real_t bounce = 0.0;
+
+ real_t depth = 0.0;
+ bool active = false;
Vector3 rA, rB; // Offset in world orientation with respect to center of mass
};
diff --git a/servers/physics_3d/broad_phase_3d_bvh.cpp b/servers/physics_3d/broad_phase_3d_bvh.cpp
index f9f64f786d..d89e0e1f6d 100644
--- a/servers/physics_3d/broad_phase_3d_bvh.cpp
+++ b/servers/physics_3d/broad_phase_3d_bvh.cpp
@@ -114,7 +114,4 @@ BroadPhase3DSW *BroadPhase3DBVH::_create() {
BroadPhase3DBVH::BroadPhase3DBVH() {
bvh.set_pair_callback(_pair_callback, this);
bvh.set_unpair_callback(_unpair_callback, this);
- pair_callback = nullptr;
- pair_userdata = nullptr;
- unpair_userdata = nullptr;
}
diff --git a/servers/physics_3d/broad_phase_3d_bvh.h b/servers/physics_3d/broad_phase_3d_bvh.h
index 30b8b7f2aa..03131c9db2 100644
--- a/servers/physics_3d/broad_phase_3d_bvh.h
+++ b/servers/physics_3d/broad_phase_3d_bvh.h
@@ -40,10 +40,10 @@ class BroadPhase3DBVH : public BroadPhase3DSW {
static void *_pair_callback(void *, uint32_t, CollisionObject3DSW *, int, uint32_t, CollisionObject3DSW *, int);
static void _unpair_callback(void *, uint32_t, CollisionObject3DSW *, int, uint32_t, CollisionObject3DSW *, int, void *);
- PairCallback pair_callback;
- void *pair_userdata;
- UnpairCallback unpair_callback;
- void *unpair_userdata;
+ PairCallback pair_callback = nullptr;
+ void *pair_userdata = nullptr;
+ UnpairCallback unpair_callback = nullptr;
+ void *unpair_userdata = nullptr;
public:
// 0 is an invalid ID
diff --git a/servers/physics_3d/collision_object_3d_sw.cpp b/servers/physics_3d/collision_object_3d_sw.cpp
index 24c7d7b85c..098f627d11 100644
--- a/servers/physics_3d/collision_object_3d_sw.cpp
+++ b/servers/physics_3d/collision_object_3d_sw.cpp
@@ -236,11 +236,5 @@ void CollisionObject3DSW::_shape_changed() {
CollisionObject3DSW::CollisionObject3DSW(Type p_type) :
pending_shape_update_list(this) {
- _static = true;
type = p_type;
- space = nullptr;
-
- collision_layer = 1;
- collision_mask = 1;
- ray_pickable = true;
}
diff --git a/servers/physics_3d/collision_object_3d_sw.h b/servers/physics_3d/collision_object_3d_sw.h
index 6ffab54645..3aa48946b7 100644
--- a/servers/physics_3d/collision_object_3d_sw.h
+++ b/servers/physics_3d/collision_object_3d_sw.h
@@ -56,26 +56,24 @@ private:
Type type;
RID self;
ObjectID instance_id;
- uint32_t collision_layer;
- uint32_t collision_mask;
+ uint32_t collision_layer = 1;
+ uint32_t collision_mask = 1;
struct Shape {
Transform3D xform;
Transform3D xform_inv;
BroadPhase3DSW::ID bpid;
AABB aabb_cache; //for rayqueries
- real_t area_cache;
- Shape3DSW *shape;
- bool disabled;
-
- Shape() { disabled = false; }
+ real_t area_cache = 0.0;
+ Shape3DSW *shape = nullptr;
+ bool disabled = false;
};
Vector<Shape> shapes;
- Space3DSW *space;
+ Space3DSW *space = nullptr;
Transform3D transform;
Transform3D inv_transform;
- bool _static;
+ bool _static = true;
SelfList<CollisionObject3DSW> pending_shape_update_list;
@@ -102,7 +100,7 @@ protected:
virtual void _shapes_changed() = 0;
void _set_space(Space3DSW *p_space);
- bool ray_pickable;
+ bool ray_pickable = true;
CollisionObject3DSW(Type p_type);
diff --git a/servers/physics_3d/collision_solver_3d_sat.cpp b/servers/physics_3d/collision_solver_3d_sat.cpp
index de81348b4e..76738bb746 100644
--- a/servers/physics_3d/collision_solver_3d_sat.cpp
+++ b/servers/physics_3d/collision_solver_3d_sat.cpp
@@ -66,11 +66,11 @@
struct _CollectorCallback {
CollisionSolver3DSW::CallbackResult callback;
- void *userdata;
- bool swap;
- bool collided;
+ void *userdata = nullptr;
+ bool swap = false;
+ bool collided = false;
Vector3 normal;
- Vector3 *prev_axis;
+ Vector3 *prev_axis = nullptr;
_FORCE_INLINE_ void call(const Vector3 &p_point_A, const Vector3 &p_point_B) {
if (swap) {
@@ -606,15 +606,15 @@ static void _generate_contacts_from_supports(const Vector3 *p_points_A, int p_po
template <class ShapeA, class ShapeB, bool withMargin = false>
class SeparatorAxisTest {
- const ShapeA *shape_A;
- const ShapeB *shape_B;
- const Transform3D *transform_A;
- const Transform3D *transform_B;
- real_t best_depth;
+ const ShapeA *shape_A = nullptr;
+ const ShapeB *shape_B = nullptr;
+ const Transform3D *transform_A = nullptr;
+ const Transform3D *transform_B = nullptr;
+ real_t best_depth = 1e15;
Vector3 best_axis;
- _CollectorCallback *callback;
- real_t margin_A;
- real_t margin_B;
+ _CollectorCallback *callback = nullptr;
+ real_t margin_A = 0.0;
+ real_t margin_B = 0.0;
Vector3 separator_axis;
public:
@@ -749,7 +749,6 @@ public:
}
_FORCE_INLINE_ SeparatorAxisTest(const ShapeA *p_shape_A, const Transform3D &p_transform_A, const ShapeB *p_shape_B, const Transform3D &p_transform_B, _CollectorCallback *p_callback, real_t p_margin_A = 0, real_t p_margin_B = 0) {
- best_depth = 1e15;
shape_A = p_shape_A;
shape_B = p_shape_B;
transform_A = &p_transform_A;
@@ -2272,13 +2271,13 @@ static void _collision_convex_polygon_face(const Shape3DSW *p_a, const Transform
bool sat_calculate_penetration(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CollisionSolver3DSW::CallbackResult p_result_callback, void *p_userdata, bool p_swap, Vector3 *r_prev_axis, real_t p_margin_a, real_t p_margin_b) {
PhysicsServer3D::ShapeType type_A = p_shape_A->get_type();
- ERR_FAIL_COND_V(type_A == PhysicsServer3D::SHAPE_PLANE, false);
+ ERR_FAIL_COND_V(type_A == PhysicsServer3D::SHAPE_WORLD_BOUNDARY, false);
ERR_FAIL_COND_V(type_A == PhysicsServer3D::SHAPE_SEPARATION_RAY, false);
ERR_FAIL_COND_V(p_shape_A->is_concave(), false);
PhysicsServer3D::ShapeType type_B = p_shape_B->get_type();
- ERR_FAIL_COND_V(type_B == PhysicsServer3D::SHAPE_PLANE, false);
+ ERR_FAIL_COND_V(type_B == PhysicsServer3D::SHAPE_WORLD_BOUNDARY, false);
ERR_FAIL_COND_V(type_B == PhysicsServer3D::SHAPE_SEPARATION_RAY, false);
ERR_FAIL_COND_V(p_shape_B->is_concave(), false);
diff --git a/servers/physics_3d/collision_solver_3d_sw.cpp b/servers/physics_3d/collision_solver_3d_sw.cpp
index 4a4a8164d3..dcc363638e 100644
--- a/servers/physics_3d/collision_solver_3d_sw.cpp
+++ b/servers/physics_3d/collision_solver_3d_sw.cpp
@@ -37,12 +37,12 @@
#define collision_solver sat_calculate_penetration
//#define collision_solver gjk_epa_calculate_penetration
-bool CollisionSolver3DSW::solve_static_plane(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result) {
- const PlaneShape3DSW *plane = static_cast<const PlaneShape3DSW *>(p_shape_A);
- if (p_shape_B->get_type() == PhysicsServer3D::SHAPE_PLANE) {
+bool CollisionSolver3DSW::solve_static_world_boundary(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result) {
+ const WorldBoundaryShape3DSW *world_boundary = static_cast<const WorldBoundaryShape3DSW *>(p_shape_A);
+ if (p_shape_B->get_type() == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) {
return false;
}
- Plane p = p_transform_A.xform(plane->get_plane());
+ Plane p = p_transform_A.xform(world_boundary->get_plane());
static const int max_supports = 16;
Vector3 supports[max_supports];
@@ -365,8 +365,8 @@ bool CollisionSolver3DSW::solve_static(const Shape3DSW *p_shape_A, const Transfo
swap = true;
}
- if (type_A == PhysicsServer3D::SHAPE_PLANE) {
- if (type_B == PhysicsServer3D::SHAPE_PLANE) {
+ if (type_A == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) {
+ if (type_B == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) {
return false;
}
if (type_B == PhysicsServer3D::SHAPE_SEPARATION_RAY) {
@@ -377,9 +377,9 @@ bool CollisionSolver3DSW::solve_static(const Shape3DSW *p_shape_A, const Transfo
}
if (swap) {
- return solve_static_plane(p_shape_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true);
+ return solve_static_world_boundary(p_shape_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true);
} else {
- return solve_static_plane(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false);
+ return solve_static_world_boundary(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false);
}
} else if (type_A == PhysicsServer3D::SHAPE_SEPARATION_RAY) {
@@ -443,12 +443,12 @@ bool CollisionSolver3DSW::concave_distance_callback(void *p_userdata, Shape3DSW
return false;
}
-bool CollisionSolver3DSW::solve_distance_plane(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B) {
- const PlaneShape3DSW *plane = static_cast<const PlaneShape3DSW *>(p_shape_A);
- if (p_shape_B->get_type() == PhysicsServer3D::SHAPE_PLANE) {
+bool CollisionSolver3DSW::solve_distance_world_boundary(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B) {
+ const WorldBoundaryShape3DSW *world_boundary = static_cast<const WorldBoundaryShape3DSW *>(p_shape_A);
+ if (p_shape_B->get_type() == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) {
return false;
}
- Plane p = p_transform_A.xform(plane->get_plane());
+ Plane p = p_transform_A.xform(world_boundary->get_plane());
static const int max_supports = 16;
Vector3 supports[max_supports];
@@ -500,9 +500,9 @@ bool CollisionSolver3DSW::solve_distance(const Shape3DSW *p_shape_A, const Trans
return false;
}
- if (p_shape_B->get_type() == PhysicsServer3D::SHAPE_PLANE) {
+ if (p_shape_B->get_type() == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) {
Vector3 a, b;
- bool col = solve_distance_plane(p_shape_B, p_transform_B, p_shape_A, p_transform_A, a, b);
+ bool col = solve_distance_world_boundary(p_shape_B, p_transform_B, p_shape_A, p_transform_A, a, b);
r_point_A = b;
r_point_B = a;
return !col;
diff --git a/servers/physics_3d/collision_solver_3d_sw.h b/servers/physics_3d/collision_solver_3d_sw.h
index c13614ab3e..0a9ea7c0eb 100644
--- a/servers/physics_3d/collision_solver_3d_sw.h
+++ b/servers/physics_3d/collision_solver_3d_sw.h
@@ -42,12 +42,12 @@ private:
static void soft_body_contact_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata);
static bool soft_body_concave_callback(void *p_userdata, Shape3DSW *p_convex);
static bool concave_callback(void *p_userdata, Shape3DSW *p_convex);
- static bool solve_static_plane(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result);
+ static bool solve_static_world_boundary(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result);
static bool solve_separation_ray(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin = 0);
static bool solve_soft_body(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result);
static bool solve_concave(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin_A = 0, real_t p_margin_B = 0);
static bool concave_distance_callback(void *p_userdata, Shape3DSW *p_convex);
- static bool solve_distance_plane(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B);
+ static bool solve_distance_world_boundary(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B);
public:
static bool solve_static(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, Vector3 *r_sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0);
diff --git a/servers/physics_3d/gjk_epa.cpp b/servers/physics_3d/gjk_epa.cpp
index f2f712193a..a1dbdd0a70 100644
--- a/servers/physics_3d/gjk_epa.cpp
+++ b/servers/physics_3d/gjk_epa.cpp
@@ -37,7 +37,7 @@
/*
Bullet Continuous Collision Detection and Physics Library
-Copyright (c) 2003-2008 Erwin Coumans https://bulletphysics.org
+Copyright (c) 2003-2008 Erwin Coumans http://continuousphysics.com/Bullet/
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the
@@ -96,7 +96,7 @@ struct sResults {
Vector3 witnesses[2];
Vector3 normal;
- real_t distance;
+ real_t distance = 0.0;
};
// Shorthands
diff --git a/servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp b/servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp
index 7315e9c709..bb9cc1bf67 100644
--- a/servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp
+++ b/servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp
@@ -92,20 +92,8 @@ ConeTwistJoint3DSW::ConeTwistJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Trans
m_rbAFrame = rbAFrame;
m_rbBFrame = rbBFrame;
- m_swingSpan1 = Math_TAU / 8.0;
- m_swingSpan2 = Math_TAU / 8.0;
- m_twistSpan = Math_TAU;
- m_biasFactor = 0.3f;
- m_relaxationFactor = 1.0f;
-
- m_angularOnly = false;
- m_solveTwistLimit = false;
- m_solveSwingLimit = false;
-
A->add_constraint(this, 0);
B->add_constraint(this, 1);
-
- m_appliedImpulse = 0;
}
bool ConeTwistJoint3DSW::setup(real_t p_timestep) {
diff --git a/servers/physics_3d/joints/cone_twist_joint_3d_sw.h b/servers/physics_3d/joints/cone_twist_joint_3d_sw.h
index 608847352c..bf7e593820 100644
--- a/servers/physics_3d/joints/cone_twist_joint_3d_sw.h
+++ b/servers/physics_3d/joints/cone_twist_joint_3d_sw.h
@@ -67,39 +67,39 @@ public:
Body3DSW *B;
};
- Body3DSW *_arr[2];
+ Body3DSW *_arr[2] = { nullptr, nullptr };
};
- JacobianEntry3DSW m_jac[3]; //3 orthogonal linear constraints
+ JacobianEntry3DSW m_jac[3] = {}; //3 orthogonal linear constraints
- real_t m_appliedImpulse;
+ real_t m_appliedImpulse = 0.0;
Transform3D m_rbAFrame;
Transform3D m_rbBFrame;
- real_t m_limitSoftness;
- real_t m_biasFactor;
- real_t m_relaxationFactor;
+ real_t m_limitSoftness = 0.0;
+ real_t m_biasFactor = 0.3;
+ real_t m_relaxationFactor = 1.0;
- real_t m_swingSpan1;
- real_t m_swingSpan2;
- real_t m_twistSpan;
+ real_t m_swingSpan1 = Math_TAU / 8.0;
+ real_t m_swingSpan2 = 0.0;
+ real_t m_twistSpan = 0.0;
Vector3 m_swingAxis;
Vector3 m_twistAxis;
- real_t m_kSwing;
- real_t m_kTwist;
+ real_t m_kSwing = 0.0;
+ real_t m_kTwist = 0.0;
- real_t m_twistLimitSign;
- real_t m_swingCorrection;
- real_t m_twistCorrection;
+ real_t m_twistLimitSign = 0.0;
+ real_t m_swingCorrection = 0.0;
+ real_t m_twistCorrection = 0.0;
- real_t m_accSwingLimitImpulse;
- real_t m_accTwistLimitImpulse;
+ real_t m_accSwingLimitImpulse = 0.0;
+ real_t m_accTwistLimitImpulse = 0.0;
- bool m_angularOnly;
- bool m_solveTwistLimit;
- bool m_solveSwingLimit;
+ bool m_angularOnly = false;
+ bool m_solveTwistLimit = false;
+ bool m_solveSwingLimit = false;
public:
virtual PhysicsServer3D::JointType get_type() const override { return PhysicsServer3D::JOINT_TYPE_CONE_TWIST; }
diff --git a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp b/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp
index d2b64ce6e3..56aba24b42 100644
--- a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp
+++ b/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp
@@ -34,7 +34,7 @@ Adapted to Godot from the Bullet library.
/*
Bullet Continuous Collision Detection and Physics Library
-Copyright (c) 2003-2006 Erwin Coumans https://bulletphysics.org
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
diff --git a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.h b/servers/physics_3d/joints/generic_6dof_joint_3d_sw.h
index c2a0443aff..6492e40393 100644
--- a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.h
+++ b/servers/physics_3d/joints/generic_6dof_joint_3d_sw.h
@@ -40,7 +40,7 @@ Adapted to Godot from the Bullet library.
/*
Bullet Continuous Collision Detection and Physics Library
-Copyright (c) 2003-2006 Erwin Coumans https://bulletphysics.org
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
@@ -65,43 +65,28 @@ class G6DOFRotationalLimitMotor3DSW {
public:
//! limit_parameters
//!@{
- real_t m_loLimit; //!< joint limit
- real_t m_hiLimit; //!< joint limit
- real_t m_targetVelocity; //!< target motor velocity
- real_t m_maxMotorForce; //!< max force on motor
- real_t m_maxLimitForce; //!< max force on limit
- real_t m_damping; //!< Damping.
- real_t m_limitSoftness; //! Relaxation factor
- real_t m_ERP; //!< Error tolerance factor when joint is at limit
- real_t m_bounce; //!< restitution factor
- bool m_enableMotor;
- bool m_enableLimit;
+ real_t m_loLimit = -1e30; //!< joint limit
+ real_t m_hiLimit = 1e30; //!< joint limit
+ real_t m_targetVelocity = 0.0; //!< target motor velocity
+ real_t m_maxMotorForce = 0.1; //!< max force on motor
+ real_t m_maxLimitForce = 300.0; //!< max force on limit
+ real_t m_damping = 1.0; //!< Damping.
+ real_t m_limitSoftness = 0.5; //! Relaxation factor
+ real_t m_ERP = 0.5; //!< Error tolerance factor when joint is at limit
+ real_t m_bounce = 0.0; //!< restitution factor
+ bool m_enableMotor = false;
+ bool m_enableLimit = false;
//!@}
//! temp_variables
//!@{
- real_t m_currentLimitError; //!< How much is violated this limit
- int m_currentLimit; //!< 0=free, 1=at lo limit, 2=at hi limit
- real_t m_accumulatedImpulse;
+ real_t m_currentLimitError = 0.0; //!< How much is violated this limit
+ int m_currentLimit = 0; //!< 0=free, 1=at lo limit, 2=at hi limit
+ real_t m_accumulatedImpulse = 0.0;
//!@}
- G6DOFRotationalLimitMotor3DSW() {
- m_accumulatedImpulse = 0.f;
- m_targetVelocity = 0;
- m_maxMotorForce = 0.1f;
- m_maxLimitForce = 300.0f;
- m_loLimit = -1e30;
- m_hiLimit = 1e30;
- m_ERP = 0.5f;
- m_bounce = 0.0f;
- m_damping = 1.0f;
- m_limitSoftness = 0.5f;
- m_currentLimit = 0;
- m_currentLimitError = 0;
- m_enableMotor = false;
- m_enableLimit = false;
- }
+ G6DOFRotationalLimitMotor3DSW() {}
//! Is limited
bool isLimited() {
@@ -125,30 +110,16 @@ public:
class G6DOFTranslationalLimitMotor3DSW {
public:
- Vector3 m_lowerLimit; //!< the constraint lower limits
- Vector3 m_upperLimit; //!< the constraint upper limits
- Vector3 m_accumulatedImpulse;
+ Vector3 m_lowerLimit = Vector3(0.0, 0.0, 0.0); //!< the constraint lower limits
+ Vector3 m_upperLimit = Vector3(0.0, 0.0, 0.0); //!< the constraint upper limits
+ Vector3 m_accumulatedImpulse = Vector3(0.0, 0.0, 0.0);
//! Linear_Limit_parameters
//!@{
- Vector3 m_limitSoftness; //!< Softness for linear limit
- Vector3 m_damping; //!< Damping for linear limit
- Vector3 m_restitution; //! Bounce parameter for linear limit
+ Vector3 m_limitSoftness = Vector3(0.7, 0.7, 0.7); //!< Softness for linear limit
+ Vector3 m_damping = Vector3(1.0, 1.0, 1.0); //!< Damping for linear limit
+ Vector3 m_restitution = Vector3(0.5, 0.5, 0.5); //! Bounce parameter for linear limit
//!@}
- bool enable_limit[3];
-
- G6DOFTranslationalLimitMotor3DSW() {
- m_lowerLimit = Vector3(0.f, 0.f, 0.f);
- m_upperLimit = Vector3(0.f, 0.f, 0.f);
- m_accumulatedImpulse = Vector3(0.f, 0.f, 0.f);
-
- m_limitSoftness = Vector3(1, 1, 1) * 0.7f;
- m_damping = Vector3(1, 1, 1) * real_t(1.0f);
- m_restitution = Vector3(1, 1, 1) * real_t(0.5f);
-
- enable_limit[0] = true;
- enable_limit[1] = true;
- enable_limit[2] = true;
- }
+ bool enable_limit[3] = { true, true, true };
//! Test limit
/*!
@@ -180,7 +151,7 @@ protected:
Body3DSW *B;
};
- Body3DSW *_arr[2];
+ Body3DSW *_arr[2] = { nullptr, nullptr };
};
//! relative_frames
@@ -208,7 +179,7 @@ protected:
protected:
//! temporal variables
//!@{
- real_t m_timeStep;
+ real_t m_timeStep = 0.0;
Transform3D m_calculatedTransformA;
Transform3D m_calculatedTransformB;
Vector3 m_calculatedAxisAngleDiff;
@@ -216,7 +187,7 @@ protected:
Vector3 m_AnchorPos; // point between pivots of bodies A and B to solve linear axes
- bool m_useLinearReferenceFrameA;
+ bool m_useLinearReferenceFrameA = false;
//!@}
diff --git a/servers/physics_3d/joints/hinge_joint_3d_sw.cpp b/servers/physics_3d/joints/hinge_joint_3d_sw.cpp
index e2bf2845fe..a45fcf7eb5 100644
--- a/servers/physics_3d/joints/hinge_joint_3d_sw.cpp
+++ b/servers/physics_3d/joints/hinge_joint_3d_sw.cpp
@@ -34,7 +34,7 @@ Adapted to Godot from the Bullet library.
/*
Bullet Continuous Collision Detection and Physics Library
-Copyright (c) 2003-2006 Erwin Coumans https://bulletphysics.org
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
@@ -79,21 +79,6 @@ HingeJoint3DSW::HingeJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D &
m_rbBFrame.basis[1][2] *= real_t(-1.);
m_rbBFrame.basis[2][2] *= real_t(-1.);
- //start with free
- m_lowerLimit = Math_PI;
- m_upperLimit = -Math_PI;
-
- m_useLimit = false;
- m_biasFactor = 0.3f;
- m_relaxationFactor = 1.0f;
- m_limitSoftness = 0.9f;
- m_solveLimit = false;
-
- tau = 0.3;
-
- m_angularOnly = false;
- m_enableAngularMotor = false;
-
A->add_constraint(this, 0);
B->add_constraint(this, 1);
}
@@ -135,21 +120,6 @@ HingeJoint3DSW::HingeJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Vector3 &pivo
rbAxisB1.y, rbAxisB2.y, -axisInB.y,
rbAxisB1.z, rbAxisB2.z, -axisInB.z);
- //start with free
- m_lowerLimit = Math_PI;
- m_upperLimit = -Math_PI;
-
- m_useLimit = false;
- m_biasFactor = 0.3f;
- m_relaxationFactor = 1.0f;
- m_limitSoftness = 0.9f;
- m_solveLimit = false;
-
- tau = 0.3;
-
- m_angularOnly = false;
- m_enableAngularMotor = false;
-
A->add_constraint(this, 0);
B->add_constraint(this, 1);
}
diff --git a/servers/physics_3d/joints/hinge_joint_3d_sw.h b/servers/physics_3d/joints/hinge_joint_3d_sw.h
index 572c35266f..a4ceff9ffe 100644
--- a/servers/physics_3d/joints/hinge_joint_3d_sw.h
+++ b/servers/physics_3d/joints/hinge_joint_3d_sw.h
@@ -40,7 +40,7 @@ Adapted to Godot from the Bullet library.
/*
Bullet Continuous Collision Detection and Physics Library
-Copyright (c) 2003-2006 Erwin Coumans https://bulletphysics.org
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
@@ -60,7 +60,7 @@ class HingeJoint3DSW : public Joint3DSW {
Body3DSW *B;
};
- Body3DSW *_arr[2];
+ Body3DSW *_arr[2] = {};
};
JacobianEntry3DSW m_jac[3]; //3 orthogonal linear constraints
@@ -69,31 +69,31 @@ class HingeJoint3DSW : public Joint3DSW {
Transform3D m_rbAFrame; // constraint axii. Assumes z is hinge axis.
Transform3D m_rbBFrame;
- real_t m_motorTargetVelocity;
- real_t m_maxMotorImpulse;
+ real_t m_motorTargetVelocity = 0.0;
+ real_t m_maxMotorImpulse = 0.0;
- real_t m_limitSoftness;
- real_t m_biasFactor;
- real_t m_relaxationFactor;
+ real_t m_limitSoftness = 0.9;
+ real_t m_biasFactor = 0.3;
+ real_t m_relaxationFactor = 1.0;
- real_t m_lowerLimit;
- real_t m_upperLimit;
+ real_t m_lowerLimit = Math_PI;
+ real_t m_upperLimit = -Math_PI;
- real_t m_kHinge;
+ real_t m_kHinge = 0.0;
- real_t m_limitSign;
- real_t m_correction;
+ real_t m_limitSign = 0.0;
+ real_t m_correction = 0.0;
- real_t m_accLimitImpulse;
+ real_t m_accLimitImpulse = 0.0;
- real_t tau;
+ real_t tau = 0.3;
- bool m_useLimit;
- bool m_angularOnly;
- bool m_enableAngularMotor;
- bool m_solveLimit;
+ bool m_useLimit = false;
+ bool m_angularOnly = false;
+ bool m_enableAngularMotor = false;
+ bool m_solveLimit = false;
- real_t m_appliedImpulse;
+ real_t m_appliedImpulse = 0.0;
public:
virtual PhysicsServer3D::JointType get_type() const override { return PhysicsServer3D::JOINT_TYPE_HINGE; }
diff --git a/servers/physics_3d/joints/jacobian_entry_3d_sw.h b/servers/physics_3d/joints/jacobian_entry_3d_sw.h
index 30c80db23f..7294ff78e3 100644
--- a/servers/physics_3d/joints/jacobian_entry_3d_sw.h
+++ b/servers/physics_3d/joints/jacobian_entry_3d_sw.h
@@ -37,7 +37,7 @@ Adapted to Godot from the Bullet library.
/*
Bullet Continuous Collision Detection and Physics Library
-Copyright (c) 2003-2006 Erwin Coumans https://bulletphysics.org
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
@@ -163,7 +163,7 @@ public:
Vector3 m_0MinvJt;
Vector3 m_1MinvJt;
//Optimization: can be stored in the w/last component of one of the vectors
- real_t m_Adiag;
+ real_t m_Adiag = 1.0;
};
#endif // JACOBIAN_ENTRY_SW_H
diff --git a/servers/physics_3d/joints/pin_joint_3d_sw.cpp b/servers/physics_3d/joints/pin_joint_3d_sw.cpp
index 7a713c1161..f41151ec0e 100644
--- a/servers/physics_3d/joints/pin_joint_3d_sw.cpp
+++ b/servers/physics_3d/joints/pin_joint_3d_sw.cpp
@@ -34,7 +34,7 @@ Adapted to Godot from the Bullet library.
/*
Bullet Continuous Collision Detection and Physics Library
-Copyright (c) 2003-2006 Erwin Coumans https://bulletphysics.org
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
@@ -171,11 +171,6 @@ PinJoint3DSW::PinJoint3DSW(Body3DSW *p_body_a, const Vector3 &p_pos_a, Body3DSW
m_pivotInA = p_pos_a;
m_pivotInB = p_pos_b;
- m_tau = 0.3;
- m_damping = 1;
- m_impulseClamp = 0;
- m_appliedImpulse = 0;
-
A->add_constraint(this, 0);
B->add_constraint(this, 1);
}
diff --git a/servers/physics_3d/joints/pin_joint_3d_sw.h b/servers/physics_3d/joints/pin_joint_3d_sw.h
index 09deefc5c4..79af48f2a5 100644
--- a/servers/physics_3d/joints/pin_joint_3d_sw.h
+++ b/servers/physics_3d/joints/pin_joint_3d_sw.h
@@ -40,7 +40,7 @@ Adapted to Godot from the Bullet library.
/*
Bullet Continuous Collision Detection and Physics Library
-Copyright (c) 2003-2006 Erwin Coumans https://bulletphysics.org
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
@@ -60,15 +60,15 @@ class PinJoint3DSW : public Joint3DSW {
Body3DSW *B;
};
- Body3DSW *_arr[2];
+ Body3DSW *_arr[2] = {};
};
- real_t m_tau; //bias
- real_t m_damping;
- real_t m_impulseClamp;
- real_t m_appliedImpulse;
+ real_t m_tau = 0.3; //bias
+ real_t m_damping = 1.0;
+ real_t m_impulseClamp = 0.0;
+ real_t m_appliedImpulse = 0.0;
- JacobianEntry3DSW m_jac[3]; //3 orthogonal linear constraints
+ JacobianEntry3DSW m_jac[3] = {}; //3 orthogonal linear constraints
Vector3 m_pivotInA;
Vector3 m_pivotInB;
diff --git a/servers/physics_3d/joints/slider_joint_3d_sw.cpp b/servers/physics_3d/joints/slider_joint_3d_sw.cpp
index 9f01196c30..e10ed436d5 100644
--- a/servers/physics_3d/joints/slider_joint_3d_sw.cpp
+++ b/servers/physics_3d/joints/slider_joint_3d_sw.cpp
@@ -34,7 +34,7 @@ Adapted to Godot from the Bullet library.
/*
Bullet Continuous Collision Detection and Physics Library
-Copyright (c) 2003-2006 Erwin Coumans https://bulletphysics.org
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
@@ -72,41 +72,6 @@ static _FORCE_INLINE_ real_t atan2fast(real_t y, real_t x) {
return (y < 0.0f) ? -angle : angle;
}
-void SliderJoint3DSW::initParams() {
- m_lowerLinLimit = real_t(1.0);
- m_upperLinLimit = real_t(-1.0);
- m_lowerAngLimit = real_t(0.);
- m_upperAngLimit = real_t(0.);
- m_softnessDirLin = SLIDER_CONSTRAINT_DEF_SOFTNESS;
- m_restitutionDirLin = SLIDER_CONSTRAINT_DEF_RESTITUTION;
- m_dampingDirLin = real_t(0.);
- m_softnessDirAng = SLIDER_CONSTRAINT_DEF_SOFTNESS;
- m_restitutionDirAng = SLIDER_CONSTRAINT_DEF_RESTITUTION;
- m_dampingDirAng = real_t(0.);
- m_softnessOrthoLin = SLIDER_CONSTRAINT_DEF_SOFTNESS;
- m_restitutionOrthoLin = SLIDER_CONSTRAINT_DEF_RESTITUTION;
- m_dampingOrthoLin = SLIDER_CONSTRAINT_DEF_DAMPING;
- m_softnessOrthoAng = SLIDER_CONSTRAINT_DEF_SOFTNESS;
- m_restitutionOrthoAng = SLIDER_CONSTRAINT_DEF_RESTITUTION;
- m_dampingOrthoAng = SLIDER_CONSTRAINT_DEF_DAMPING;
- m_softnessLimLin = SLIDER_CONSTRAINT_DEF_SOFTNESS;
- m_restitutionLimLin = SLIDER_CONSTRAINT_DEF_RESTITUTION;
- m_dampingLimLin = SLIDER_CONSTRAINT_DEF_DAMPING;
- m_softnessLimAng = SLIDER_CONSTRAINT_DEF_SOFTNESS;
- m_restitutionLimAng = SLIDER_CONSTRAINT_DEF_RESTITUTION;
- m_dampingLimAng = SLIDER_CONSTRAINT_DEF_DAMPING;
-
- m_poweredLinMotor = false;
- m_targetLinMotorVelocity = real_t(0.);
- m_maxLinMotorForce = real_t(0.);
- m_accumulatedLinMotorImpulse = real_t(0.0);
-
- m_poweredAngMotor = false;
- m_targetAngMotorVelocity = real_t(0.);
- m_maxAngMotorForce = real_t(0.);
- m_accumulatedAngMotorImpulse = real_t(0.0);
-} // SliderJointSW::initParams()
-
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
@@ -120,8 +85,6 @@ SliderJoint3DSW::SliderJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D
A->add_constraint(this, 0);
B->add_constraint(this, 1);
-
- initParams();
} // SliderJointSW::SliderJointSW()
//-----------------------------------------------------------------------------
diff --git a/servers/physics_3d/joints/slider_joint_3d_sw.h b/servers/physics_3d/joints/slider_joint_3d_sw.h
index f09476f570..d32ad9469e 100644
--- a/servers/physics_3d/joints/slider_joint_3d_sw.h
+++ b/servers/physics_3d/joints/slider_joint_3d_sw.h
@@ -40,7 +40,7 @@ Adapted to Godot from the Bullet library.
/*
Bullet Continuous Collision Detection and Physics Library
-Copyright (c) 2003-2006 Erwin Coumans https://bulletphysics.org
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
@@ -73,53 +73,53 @@ protected:
Body3DSW *B;
};
- Body3DSW *_arr[2];
+ Body3DSW *_arr[2] = { nullptr, nullptr };
};
Transform3D m_frameInA;
Transform3D m_frameInB;
// linear limits
- real_t m_lowerLinLimit;
- real_t m_upperLinLimit;
+ real_t m_lowerLinLimit = 1.0;
+ real_t m_upperLinLimit = -1.0;
// angular limits
- real_t m_lowerAngLimit;
- real_t m_upperAngLimit;
+ real_t m_lowerAngLimit = 0.0;
+ real_t m_upperAngLimit = 0.0;
// softness, restitution and damping for different cases
// DirLin - moving inside linear limits
// LimLin - hitting linear limit
// DirAng - moving inside angular limits
// LimAng - hitting angular limit
// OrthoLin, OrthoAng - against constraint axis
- real_t m_softnessDirLin;
- real_t m_restitutionDirLin;
- real_t m_dampingDirLin;
- real_t m_softnessDirAng;
- real_t m_restitutionDirAng;
- real_t m_dampingDirAng;
- real_t m_softnessLimLin;
- real_t m_restitutionLimLin;
- real_t m_dampingLimLin;
- real_t m_softnessLimAng;
- real_t m_restitutionLimAng;
- real_t m_dampingLimAng;
- real_t m_softnessOrthoLin;
- real_t m_restitutionOrthoLin;
- real_t m_dampingOrthoLin;
- real_t m_softnessOrthoAng;
- real_t m_restitutionOrthoAng;
- real_t m_dampingOrthoAng;
+ real_t m_softnessDirLin = SLIDER_CONSTRAINT_DEF_SOFTNESS;
+ real_t m_restitutionDirLin = SLIDER_CONSTRAINT_DEF_RESTITUTION;
+ real_t m_dampingDirLin = 0.0;
+ real_t m_softnessDirAng = SLIDER_CONSTRAINT_DEF_SOFTNESS;
+ real_t m_restitutionDirAng = SLIDER_CONSTRAINT_DEF_RESTITUTION;
+ real_t m_dampingDirAng = 0.0;
+ real_t m_softnessLimLin = SLIDER_CONSTRAINT_DEF_SOFTNESS;
+ real_t m_restitutionLimLin = SLIDER_CONSTRAINT_DEF_RESTITUTION;
+ real_t m_dampingLimLin = SLIDER_CONSTRAINT_DEF_DAMPING;
+ real_t m_softnessLimAng = SLIDER_CONSTRAINT_DEF_SOFTNESS;
+ real_t m_restitutionLimAng = SLIDER_CONSTRAINT_DEF_RESTITUTION;
+ real_t m_dampingLimAng = SLIDER_CONSTRAINT_DEF_DAMPING;
+ real_t m_softnessOrthoLin = SLIDER_CONSTRAINT_DEF_SOFTNESS;
+ real_t m_restitutionOrthoLin = SLIDER_CONSTRAINT_DEF_RESTITUTION;
+ real_t m_dampingOrthoLin = SLIDER_CONSTRAINT_DEF_DAMPING;
+ real_t m_softnessOrthoAng = SLIDER_CONSTRAINT_DEF_SOFTNESS;
+ real_t m_restitutionOrthoAng = SLIDER_CONSTRAINT_DEF_RESTITUTION;
+ real_t m_dampingOrthoAng = SLIDER_CONSTRAINT_DEF_DAMPING;
// for interlal use
- bool m_solveLinLim;
- bool m_solveAngLim;
+ bool m_solveLinLim = false;
+ bool m_solveAngLim = false;
- JacobianEntry3DSW m_jacLin[3];
- real_t m_jacLinDiagABInv[3];
+ JacobianEntry3DSW m_jacLin[3] = {};
+ real_t m_jacLinDiagABInv[3] = {};
- JacobianEntry3DSW m_jacAng[3];
+ JacobianEntry3DSW m_jacAng[3] = {};
- real_t m_timeStep;
+ real_t m_timeStep = 0.0;
Transform3D m_calculatedTransformA;
Transform3D m_calculatedTransformB;
@@ -132,23 +132,20 @@ protected:
Vector3 m_relPosA;
Vector3 m_relPosB;
- real_t m_linPos;
+ real_t m_linPos = 0.0;
- real_t m_angDepth;
- real_t m_kAngle;
+ real_t m_angDepth = 0.0;
+ real_t m_kAngle = 0.0;
- bool m_poweredLinMotor;
- real_t m_targetLinMotorVelocity;
- real_t m_maxLinMotorForce;
- real_t m_accumulatedLinMotorImpulse;
+ bool m_poweredLinMotor = false;
+ real_t m_targetLinMotorVelocity = 0.0;
+ real_t m_maxLinMotorForce = 0.0;
+ real_t m_accumulatedLinMotorImpulse = 0.0;
- bool m_poweredAngMotor;
- real_t m_targetAngMotorVelocity;
- real_t m_maxAngMotorForce;
- real_t m_accumulatedAngMotorImpulse;
-
- //------------------------
- void initParams();
+ bool m_poweredAngMotor = false;
+ real_t m_targetAngMotorVelocity = 0.0;
+ real_t m_maxAngMotorForce = 0.0;
+ real_t m_accumulatedAngMotorImpulse = 0.0;
public:
// constructors
diff --git a/servers/physics_3d/physics_server_3d_sw.cpp b/servers/physics_3d/physics_server_3d_sw.cpp
index a214e80c6c..8fbb0ba477 100644
--- a/servers/physics_3d/physics_server_3d_sw.cpp
+++ b/servers/physics_3d/physics_server_3d_sw.cpp
@@ -43,8 +43,8 @@
#define FLUSH_QUERY_CHECK(m_object) \
ERR_FAIL_COND_MSG(m_object->get_space() && flushing_queries, "Can't change this state while flushing queries. Use call_deferred() or set_deferred() to change monitoring state instead.");
-RID PhysicsServer3DSW::plane_shape_create() {
- Shape3DSW *shape = memnew(PlaneShape3DSW);
+RID PhysicsServer3DSW::world_boundary_shape_create() {
+ Shape3DSW *shape = memnew(WorldBoundaryShape3DSW);
RID rid = shape_owner.make_rid(shape);
shape->set_self(rid);
return rid;
@@ -643,20 +643,27 @@ uint32_t PhysicsServer3DSW::body_get_user_flags(RID p_body) const {
return 0;
};
-void PhysicsServer3DSW::body_set_param(RID p_body, BodyParameter p_param, real_t p_value) {
+void PhysicsServer3DSW::body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) {
Body3DSW *body = body_owner.getornull(p_body);
ERR_FAIL_COND(!body);
body->set_param(p_param, p_value);
};
-real_t PhysicsServer3DSW::body_get_param(RID p_body, BodyParameter p_param) const {
+Variant PhysicsServer3DSW::body_get_param(RID p_body, BodyParameter p_param) const {
Body3DSW *body = body_owner.getornull(p_body);
ERR_FAIL_COND_V(!body, 0);
return body->get_param(p_param);
};
+void PhysicsServer3DSW::body_reset_mass_properties(RID p_body) {
+ Body3DSW *body = body_owner.getornull(p_body);
+ ERR_FAIL_COND(!body);
+
+ return body->reset_mass_properties();
+}
+
void PhysicsServer3DSW::body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) {
Body3DSW *body = body_owner.getornull(p_body);
ERR_FAIL_COND(!body);
@@ -861,7 +868,7 @@ void PhysicsServer3DSW::body_set_ray_pickable(RID p_body, bool p_enable) {
body->set_ray_pickable(p_enable);
}
-bool PhysicsServer3DSW::body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, real_t p_margin, MotionResult *r_result, bool p_collide_separation_ray, const Set<RID> &p_exclude) {
+bool PhysicsServer3DSW::body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, real_t p_margin, MotionResult *r_result, int p_max_collisions, bool p_collide_separation_ray, const Set<RID> &p_exclude) {
Body3DSW *body = body_owner.getornull(p_body);
ERR_FAIL_COND_V(!body, false);
ERR_FAIL_COND_V(!body->get_space(), false);
@@ -869,7 +876,7 @@ bool PhysicsServer3DSW::body_test_motion(RID p_body, const Transform3D &p_from,
_update_shapes();
- return body->get_space()->test_body_motion(body, p_from, p_motion, p_margin, r_result, p_collide_separation_ray, p_exclude);
+ return body->get_space()->test_body_motion(body, p_from, p_motion, p_margin, r_result, p_max_collisions, p_collide_separation_ray, p_exclude);
}
PhysicsDirectBodyState3D *PhysicsServer3DSW::body_get_direct_state(RID p_body) {
@@ -1737,11 +1744,5 @@ PhysicsServer3DSW::PhysicsServer3DSW(bool p_using_threads) {
singletonsw = this;
BroadPhase3DSW::create_func = BroadPhase3DBVH::_create;
- island_count = 0;
- active_objects = 0;
- collision_pairs = 0;
using_threads = p_using_threads;
- active = true;
- flushing_queries = false;
- doing_sync = false;
};
diff --git a/servers/physics_3d/physics_server_3d_sw.h b/servers/physics_3d/physics_server_3d_sw.h
index f283f83112..357bfba1d7 100644
--- a/servers/physics_3d/physics_server_3d_sw.h
+++ b/servers/physics_3d/physics_server_3d_sw.h
@@ -42,18 +42,18 @@ class PhysicsServer3DSW : public PhysicsServer3D {
GDCLASS(PhysicsServer3DSW, PhysicsServer3D);
friend class PhysicsDirectSpaceState3DSW;
- bool active;
- int iterations;
+ bool active = true;
+ int iterations = 0;
- int island_count;
- int active_objects;
- int collision_pairs;
+ int island_count = 0;
+ int active_objects = 0;
+ int collision_pairs = 0;
- bool using_threads;
- bool doing_sync;
- bool flushing_queries;
+ bool using_threads = false;
+ bool doing_sync = false;
+ bool flushing_queries = false;
- Step3DSW *stepper;
+ Step3DSW *stepper = nullptr;
Set<const Space3DSW *> active_spaces;
mutable RID_PtrOwner<Shape3DSW, true> shape_owner;
@@ -79,7 +79,7 @@ public:
static void _shape_col_cbk(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata);
- virtual RID plane_shape_create() override;
+ virtual RID world_boundary_shape_create() override;
virtual RID separation_ray_shape_create() override;
virtual RID sphere_shape_create() override;
virtual RID box_shape_create() override;
@@ -198,8 +198,10 @@ public:
virtual void body_set_user_flags(RID p_body, uint32_t p_flags) override;
virtual uint32_t body_get_user_flags(RID p_body) const override;
- virtual void body_set_param(RID p_body, BodyParameter p_param, real_t p_value) override;
- virtual real_t body_get_param(RID p_body, BodyParameter p_param) const override;
+ virtual void body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) override;
+ virtual Variant body_get_param(RID p_body, BodyParameter p_param) const override;
+
+ virtual void body_reset_mass_properties(RID p_body) override;
virtual void body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) override;
virtual Variant body_get_state(RID p_body, BodyState p_state) const override;
@@ -240,7 +242,7 @@ public:
virtual void body_set_ray_pickable(RID p_body, bool p_enable) override;
- virtual bool body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, real_t p_margin = 0.001, MotionResult *r_result = nullptr, bool p_collide_separation_ray = false, const Set<RID> &p_exclude = Set<RID>()) override;
+ virtual bool body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, real_t p_margin = 0.001, MotionResult *r_result = nullptr, int p_max_collisions = 1, bool p_collide_separation_ray = false, const Set<RID> &p_exclude = Set<RID>()) override;
// this function only works on physics process, errors and returns null otherwise
virtual PhysicsDirectBodyState3D *body_get_direct_state(RID p_body) override;
diff --git a/servers/physics_3d/physics_server_3d_wrap_mt.cpp b/servers/physics_3d/physics_server_3d_wrap_mt.cpp
index 0a89c1a9c9..c424100bba 100644
--- a/servers/physics_3d/physics_server_3d_wrap_mt.cpp
+++ b/servers/physics_3d/physics_server_3d_wrap_mt.cpp
@@ -119,8 +119,6 @@ PhysicsServer3DWrapMT::PhysicsServer3DWrapMT(PhysicsServer3D *p_contained, bool
command_queue(p_create_thread) {
physics_3d_server = p_contained;
create_thread = p_create_thread;
- step_pending = 0;
- step_thread_up = false;
pool_max_size = GLOBAL_GET("memory/limits/multithreaded_server/rid_pool_prealloc");
@@ -131,7 +129,6 @@ PhysicsServer3DWrapMT::PhysicsServer3DWrapMT(PhysicsServer3D *p_contained, bool
}
main_thread = Thread::get_caller_id();
- first_frame = true;
}
PhysicsServer3DWrapMT::~PhysicsServer3DWrapMT() {
diff --git a/servers/physics_3d/physics_server_3d_wrap_mt.h b/servers/physics_3d/physics_server_3d_wrap_mt.h
index 8865bd4bd2..6869484f8c 100644
--- a/servers/physics_3d/physics_server_3d_wrap_mt.h
+++ b/servers/physics_3d/physics_server_3d_wrap_mt.h
@@ -58,7 +58,7 @@ class PhysicsServer3DWrapMT : public PhysicsServer3D {
bool create_thread = false;
Semaphore step_sem;
- int step_pending;
+ int step_pending = 0;
void thread_step(real_t p_delta);
void thread_flush();
@@ -78,7 +78,7 @@ public:
#include "servers/server_wrap_mt_common.h"
//FUNC1RID(shape,ShapeType); todo fix
- FUNCRID(plane_shape)
+ FUNCRID(world_boundary_shape)
FUNCRID(separation_ray_shape)
FUNCRID(sphere_shape)
FUNCRID(box_shape)
@@ -210,8 +210,10 @@ public:
FUNC2(body_set_user_flags, RID, uint32_t);
FUNC1RC(uint32_t, body_get_user_flags, RID);
- FUNC3(body_set_param, RID, BodyParameter, real_t);
- FUNC2RC(real_t, body_get_param, RID, BodyParameter);
+ FUNC3(body_set_param, RID, BodyParameter, const Variant &);
+ FUNC2RC(Variant, body_get_param, RID, BodyParameter);
+
+ FUNC1(body_reset_mass_properties, RID);
FUNC3(body_set_state, RID, BodyState, const Variant &);
FUNC2RC(Variant, body_get_state, RID, BodyState);
@@ -251,9 +253,9 @@ public:
FUNC2(body_set_ray_pickable, RID, bool);
- bool body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, real_t p_margin = 0.001, MotionResult *r_result = nullptr, bool p_collide_separation_ray = false, const Set<RID> &p_exclude = Set<RID>()) override {
+ bool body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, real_t p_margin = 0.001, MotionResult *r_result = nullptr, int p_max_collisions = 1, bool p_collide_separation_ray = false, const Set<RID> &p_exclude = Set<RID>()) override {
ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), false);
- return physics_3d_server->body_test_motion(p_body, p_from, p_motion, p_margin, r_result, p_collide_separation_ray, p_exclude);
+ return physics_3d_server->body_test_motion(p_body, p_from, p_motion, p_margin, r_result, p_max_collisions, p_collide_separation_ray, p_exclude);
}
// this function only works on physics process, errors and returns null otherwise
diff --git a/servers/physics_3d/shape_3d_sw.cpp b/servers/physics_3d/shape_3d_sw.cpp
index b81d3272c3..7deddb000e 100644
--- a/servers/physics_3d/shape_3d_sw.cpp
+++ b/servers/physics_3d/shape_3d_sw.cpp
@@ -39,7 +39,7 @@
/*
Bullet Continuous Collision Detection and Physics Library
-Copyright (c) 2003-2009 Erwin Coumans https://bulletphysics.org
+Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
@@ -101,30 +101,25 @@ const Map<ShapeOwner3DSW *, int> &Shape3DSW::get_owners() const {
return owners;
}
-Shape3DSW::Shape3DSW() {
- custom_bias = 0;
- configured = false;
-}
-
Shape3DSW::~Shape3DSW() {
ERR_FAIL_COND(owners.size());
}
-Plane PlaneShape3DSW::get_plane() const {
+Plane WorldBoundaryShape3DSW::get_plane() const {
return plane;
}
-void PlaneShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
+void WorldBoundaryShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
// gibberish, a plane is infinity
r_min = -1e7;
r_max = 1e7;
}
-Vector3 PlaneShape3DSW::get_support(const Vector3 &p_normal) const {
+Vector3 WorldBoundaryShape3DSW::get_support(const Vector3 &p_normal) const {
return p_normal * 1e15;
}
-bool PlaneShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
+bool WorldBoundaryShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
bool inters = plane.intersects_segment(p_begin, p_end, &r_result);
if (inters) {
r_normal = plane.normal;
@@ -132,11 +127,11 @@ bool PlaneShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_
return inters;
}
-bool PlaneShape3DSW::intersect_point(const Vector3 &p_point) const {
+bool WorldBoundaryShape3DSW::intersect_point(const Vector3 &p_point) const {
return plane.distance_to(p_point) < 0;
}
-Vector3 PlaneShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
+Vector3 WorldBoundaryShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
if (plane.is_point_over(p_point)) {
return plane.project(p_point);
} else {
@@ -144,24 +139,24 @@ Vector3 PlaneShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
}
}
-Vector3 PlaneShape3DSW::get_moment_of_inertia(real_t p_mass) const {
- return Vector3(); //wtf
+Vector3 WorldBoundaryShape3DSW::get_moment_of_inertia(real_t p_mass) const {
+ return Vector3(); // not applicable.
}
-void PlaneShape3DSW::_setup(const Plane &p_plane) {
+void WorldBoundaryShape3DSW::_setup(const Plane &p_plane) {
plane = p_plane;
configure(AABB(Vector3(-1e4, -1e4, -1e4), Vector3(1e4 * 2, 1e4 * 2, 1e4 * 2)));
}
-void PlaneShape3DSW::set_data(const Variant &p_data) {
+void WorldBoundaryShape3DSW::set_data(const Variant &p_data) {
_setup(p_data);
}
-Variant PlaneShape3DSW::get_data() const {
+Variant WorldBoundaryShape3DSW::get_data() const {
return plane;
}
-PlaneShape3DSW::PlaneShape3DSW() {
+WorldBoundaryShape3DSW::WorldBoundaryShape3DSW() {
}
//
@@ -244,10 +239,7 @@ Variant SeparationRayShape3DSW::get_data() const {
return d;
}
-SeparationRayShape3DSW::SeparationRayShape3DSW() {
- length = 1;
- slide_on_slope = false;
-}
+SeparationRayShape3DSW::SeparationRayShape3DSW() {}
/********** SPHERE *************/
@@ -311,9 +303,7 @@ Variant SphereShape3DSW::get_data() const {
return radius;
}
-SphereShape3DSW::SphereShape3DSW() {
- radius = 0;
-}
+SphereShape3DSW::SphereShape3DSW() {}
/********** BOX *************/
@@ -502,8 +492,7 @@ Variant BoxShape3DSW::get_data() const {
return half_extents;
}
-BoxShape3DSW::BoxShape3DSW() {
-}
+BoxShape3DSW::BoxShape3DSW() {}
/********** CAPSULE *************/
@@ -668,9 +657,7 @@ Variant CapsuleShape3DSW::get_data() const {
return d;
}
-CapsuleShape3DSW::CapsuleShape3DSW() {
- height = radius = 0;
-}
+CapsuleShape3DSW::CapsuleShape3DSW() {}
/********** CYLINDER *************/
@@ -848,9 +835,7 @@ Variant CylinderShape3DSW::get_data() const {
return d;
}
-CylinderShape3DSW::CylinderShape3DSW() {
- height = radius = 0;
-}
+CylinderShape3DSW::CylinderShape3DSW() {}
/********** CONVEX POLYGON *************/
@@ -1591,7 +1576,7 @@ void ConcavePolygonShape3DSW::_setup(const Vector<Vector3> &p_faces, bool p_back
Face3 face(facesr[i * 3 + 0], facesr[i * 3 + 1], facesr[i * 3 + 2]);
bvh_arrayw[i].aabb = face.get_aabb();
- bvh_arrayw[i].center = bvh_arrayw[i].aabb.position + bvh_arrayw[i].aabb.size * 0.5;
+ bvh_arrayw[i].center = bvh_arrayw[i].aabb.get_center();
bvh_arrayw[i].face_index = i;
facesw[i].indices[0] = i * 3 + 0;
facesw[i].indices[1] = i * 3 + 1;
@@ -1676,6 +1661,17 @@ struct _HeightmapSegmentCullParams {
FaceShape3DSW *face = nullptr;
};
+struct _HeightmapGridCullState {
+ real_t length = 0.0;
+ real_t length_flat = 0.0;
+
+ real_t dist = 0.0;
+ real_t prev_dist = 0.0;
+
+ int x = 0;
+ int z = 0;
+};
+
_FORCE_INLINE_ bool _heightmap_face_cull_segment(_HeightmapSegmentCullParams &p_params) {
Vector3 res;
Vector3 normal;
@@ -1688,11 +1684,11 @@ _FORCE_INLINE_ bool _heightmap_face_cull_segment(_HeightmapSegmentCullParams &p_
return false;
}
-_FORCE_INLINE_ bool _heightmap_cell_cull_segment(_HeightmapSegmentCullParams &p_params, int p_x, int p_z) {
+_FORCE_INLINE_ bool _heightmap_cell_cull_segment(_HeightmapSegmentCullParams &p_params, const _HeightmapGridCullState &p_state) {
// First triangle.
- p_params.heightmap->_get_point(p_x, p_z, p_params.face->vertex[0]);
- p_params.heightmap->_get_point(p_x + 1, p_z, p_params.face->vertex[1]);
- p_params.heightmap->_get_point(p_x, p_z + 1, p_params.face->vertex[2]);
+ p_params.heightmap->_get_point(p_state.x, p_state.z, p_params.face->vertex[0]);
+ p_params.heightmap->_get_point(p_state.x + 1, p_state.z, p_params.face->vertex[1]);
+ p_params.heightmap->_get_point(p_state.x, p_state.z + 1, p_params.face->vertex[2]);
p_params.face->normal = Plane(p_params.face->vertex[0], p_params.face->vertex[1], p_params.face->vertex[2]).normal;
if (_heightmap_face_cull_segment(p_params)) {
return true;
@@ -1700,7 +1696,7 @@ _FORCE_INLINE_ bool _heightmap_cell_cull_segment(_HeightmapSegmentCullParams &p_
// Second triangle.
p_params.face->vertex[0] = p_params.face->vertex[1];
- p_params.heightmap->_get_point(p_x + 1, p_z + 1, p_params.face->vertex[1]);
+ p_params.heightmap->_get_point(p_state.x + 1, p_state.z + 1, p_params.face->vertex[1]);
p_params.face->normal = Plane(p_params.face->vertex[0], p_params.face->vertex[1], p_params.face->vertex[2]).normal;
if (_heightmap_face_cull_segment(p_params)) {
return true;
@@ -1709,13 +1705,51 @@ _FORCE_INLINE_ bool _heightmap_cell_cull_segment(_HeightmapSegmentCullParams &p_
return false;
}
-bool HeightMapShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal) const {
- if (heights.is_empty()) {
+_FORCE_INLINE_ bool _heightmap_chunk_cull_segment(_HeightmapSegmentCullParams &p_params, const _HeightmapGridCullState &p_state) {
+ const HeightMapShape3DSW::Range &chunk = p_params.heightmap->_get_bounds_chunk(p_state.x, p_state.z);
+
+ Vector3 enter_pos;
+ Vector3 exit_pos;
+
+ if (p_state.length_flat > CMP_EPSILON) {
+ real_t flat_to_3d = p_state.length / p_state.length_flat;
+ real_t enter_param = p_state.prev_dist * flat_to_3d;
+ real_t exit_param = p_state.dist * flat_to_3d;
+ enter_pos = p_params.from + p_params.dir * enter_param;
+ exit_pos = p_params.from + p_params.dir * exit_param;
+ } else {
+ // Consider the ray vertical.
+ // (though we shouldn't reach this often because there is an early check up-front)
+ enter_pos = p_params.from;
+ exit_pos = p_params.to;
+ }
+
+ // Transform positions to heightmap space.
+ enter_pos *= HeightMapShape3DSW::BOUNDS_CHUNK_SIZE;
+ exit_pos *= HeightMapShape3DSW::BOUNDS_CHUNK_SIZE;
+
+ // We did enter the flat projection of the AABB,
+ // but we have to check if we intersect it on the vertical axis.
+ if ((enter_pos.y > chunk.max) && (exit_pos.y > chunk.max)) {
+ return false;
+ }
+ if ((enter_pos.y < chunk.min) && (exit_pos.y < chunk.min)) {
return false;
}
- Vector3 local_begin = p_begin + local_origin;
- Vector3 local_end = p_end + local_origin;
+ return p_params.heightmap->_intersect_grid_segment(_heightmap_cell_cull_segment, enter_pos, exit_pos, p_params.heightmap->width, p_params.heightmap->depth, p_params.heightmap->local_origin, p_params.result, p_params.normal);
+}
+
+template <typename ProcessFunction>
+bool HeightMapShape3DSW::_intersect_grid_segment(ProcessFunction &p_process, const Vector3 &p_begin, const Vector3 &p_end, int p_width, int p_depth, const Vector3 &offset, Vector3 &r_point, Vector3 &r_normal) const {
+ Vector3 delta = (p_end - p_begin);
+ real_t length = delta.length();
+
+ if (length < CMP_EPSILON) {
+ return false;
+ }
+
+ Vector3 local_begin = p_begin + offset;
FaceShape3DSW face;
face.backface_collision = false;
@@ -1723,136 +1757,181 @@ bool HeightMapShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3
_HeightmapSegmentCullParams params;
params.from = p_begin;
params.to = p_end;
- params.dir = (p_end - p_begin).normalized();
+ params.dir = delta / length;
params.heightmap = this;
params.face = &face;
- // Quantize the ray begin/end.
- int begin_x = floor(local_begin.x);
- int begin_z = floor(local_begin.z);
- int end_x = floor(local_end.x);
- int end_z = floor(local_end.z);
+ _HeightmapGridCullState state;
- if ((begin_x == end_x) && (begin_z == end_z)) {
- // Simple case for rays that don't traverse the grid horizontally.
- // Just perform a test on the given cell.
- int x = CLAMP(begin_x, 0, width - 2);
- int z = CLAMP(begin_z, 0, depth - 2);
- if (_heightmap_cell_cull_segment(params, x, z)) {
- r_point = params.result;
- r_normal = params.normal;
- return true;
- }
- } else {
- // Perform grid query from projected ray.
- Vector2 ray_dir_proj(local_end.x - local_begin.x, local_end.z - local_begin.z);
- real_t ray_dist_proj = ray_dir_proj.length();
+ // Perform grid query from projected ray.
+ Vector2 ray_dir_flat(delta.x, delta.z);
+ state.length = length;
+ state.length_flat = ray_dir_flat.length();
- if (ray_dist_proj < CMP_EPSILON) {
- ray_dir_proj = Vector2();
- } else {
- ray_dir_proj /= ray_dist_proj;
- }
+ if (state.length_flat < CMP_EPSILON) {
+ ray_dir_flat = Vector2();
+ } else {
+ ray_dir_flat /= state.length_flat;
+ }
- const int x_step = (ray_dir_proj.x > CMP_EPSILON) ? 1 : ((ray_dir_proj.x < -CMP_EPSILON) ? -1 : 0);
- const int z_step = (ray_dir_proj.y > CMP_EPSILON) ? 1 : ((ray_dir_proj.y < -CMP_EPSILON) ? -1 : 0);
+ const int x_step = (ray_dir_flat.x > CMP_EPSILON) ? 1 : ((ray_dir_flat.x < -CMP_EPSILON) ? -1 : 0);
+ const int z_step = (ray_dir_flat.y > CMP_EPSILON) ? 1 : ((ray_dir_flat.y < -CMP_EPSILON) ? -1 : 0);
- const real_t infinite = 1e20;
- const real_t delta_x = (x_step != 0) ? 1.f / Math::abs(ray_dir_proj.x) : infinite;
- const real_t delta_z = (z_step != 0) ? 1.f / Math::abs(ray_dir_proj.y) : infinite;
+ const real_t infinite = 1e20;
+ const real_t delta_x = (x_step != 0) ? 1.f / Math::abs(ray_dir_flat.x) : infinite;
+ const real_t delta_z = (z_step != 0) ? 1.f / Math::abs(ray_dir_flat.y) : infinite;
- real_t cross_x; // At which value of `param` we will cross a x-axis lane?
- real_t cross_z; // At which value of `param` we will cross a z-axis lane?
+ real_t cross_x; // At which value of `param` we will cross a x-axis lane?
+ real_t cross_z; // At which value of `param` we will cross a z-axis lane?
- // X initialization.
- if (x_step != 0) {
- if (x_step == 1) {
- cross_x = (ceil(local_begin.x) - local_begin.x) * delta_x;
- } else {
- cross_x = (local_begin.x - floor(local_begin.x)) * delta_x;
- }
+ // X initialization.
+ if (x_step != 0) {
+ if (x_step == 1) {
+ cross_x = (Math::ceil(local_begin.x) - local_begin.x) * delta_x;
} else {
- cross_x = infinite; // Will never cross on X.
+ cross_x = (local_begin.x - Math::floor(local_begin.x)) * delta_x;
}
+ } else {
+ cross_x = infinite; // Will never cross on X.
+ }
- // Z initialization.
- if (z_step != 0) {
- if (z_step == 1) {
- cross_z = (ceil(local_begin.z) - local_begin.z) * delta_z;
- } else {
- cross_z = (local_begin.z - floor(local_begin.z)) * delta_z;
- }
+ // Z initialization.
+ if (z_step != 0) {
+ if (z_step == 1) {
+ cross_z = (Math::ceil(local_begin.z) - local_begin.z) * delta_z;
} else {
- cross_z = infinite; // Will never cross on Z.
+ cross_z = (local_begin.z - Math::floor(local_begin.z)) * delta_z;
}
+ } else {
+ cross_z = infinite; // Will never cross on Z.
+ }
- int x = floor(local_begin.x);
- int z = floor(local_begin.z);
+ int x = Math::floor(local_begin.x);
+ int z = Math::floor(local_begin.z);
- // Workaround cases where the ray starts at an integer position.
- if (Math::is_zero_approx(cross_x)) {
- cross_x += delta_x;
- // If going backwards, we should ignore the position we would get by the above flooring,
- // because the ray is not heading in that direction.
- if (x_step == -1) {
- x -= 1;
- }
+ // Workaround cases where the ray starts at an integer position.
+ if (Math::is_zero_approx(cross_x)) {
+ cross_x += delta_x;
+ // If going backwards, we should ignore the position we would get by the above flooring,
+ // because the ray is not heading in that direction.
+ if (x_step == -1) {
+ x -= 1;
}
+ }
- if (Math::is_zero_approx(cross_z)) {
- cross_z += delta_z;
- if (z_step == -1) {
- z -= 1;
- }
+ if (Math::is_zero_approx(cross_z)) {
+ cross_z += delta_z;
+ if (z_step == -1) {
+ z -= 1;
}
+ }
+
+ // Start inside the grid.
+ int x_start = MAX(MIN(x, p_width - 2), 0);
+ int z_start = MAX(MIN(z, p_depth - 2), 0);
- // Start inside the grid.
- int x_start = CLAMP(x, 0, width - 2);
- int z_start = CLAMP(z, 0, depth - 2);
+ // Adjust initial cross values.
+ cross_x += delta_x * x_step * (x_start - x);
+ cross_z += delta_z * z_step * (z_start - z);
- // Adjust initial cross values.
- cross_x += delta_x * x_step * (x_start - x);
- cross_z += delta_z * z_step * (z_start - z);
+ x = x_start;
+ z = z_start;
+
+ while (true) {
+ state.prev_dist = state.dist;
+ state.x = x;
+ state.z = z;
+
+ if (cross_x < cross_z) {
+ // X lane.
+ x += x_step;
+ // Assign before advancing the param,
+ // to be in sync with the initialization step.
+ state.dist = cross_x;
+ cross_x += delta_x;
+ } else {
+ // Z lane.
+ z += z_step;
+ state.dist = cross_z;
+ cross_z += delta_z;
+ }
- x = x_start;
- z = z_start;
+ if (state.dist > state.length_flat) {
+ state.dist = state.length_flat;
+ if (p_process(params, state)) {
+ r_point = params.result;
+ r_normal = params.normal;
+ return true;
+ }
+ break;
+ }
- if (_heightmap_cell_cull_segment(params, x, z)) {
+ if (p_process(params, state)) {
r_point = params.result;
r_normal = params.normal;
return true;
}
- real_t dist = 0.0;
- while (true) {
- if (cross_x < cross_z) {
- // X lane.
- x += x_step;
- // Assign before advancing the param,
- // to be in sync with the initialization step.
- dist = cross_x;
- cross_x += delta_x;
- } else {
- // Z lane.
- z += z_step;
- dist = cross_z;
- cross_z += delta_z;
- }
+ // Stop when outside the grid.
+ if ((x < 0) || (z < 0) || (x >= p_width - 1) || (z >= p_depth - 1)) {
+ break;
+ }
+ }
- // Stop when outside the grid.
- if ((x < 0) || (z < 0) || (x >= width - 1) || (z >= depth - 1)) {
- break;
- }
+ return false;
+}
- if (_heightmap_cell_cull_segment(params, x, z)) {
- r_point = params.result;
- r_normal = params.normal;
- return true;
- }
+bool HeightMapShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal) const {
+ if (heights.is_empty()) {
+ return false;
+ }
- if (dist > ray_dist_proj) {
- break;
- }
+ Vector3 local_begin = p_begin + local_origin;
+ Vector3 local_end = p_end + local_origin;
+
+ // Quantize the ray begin/end.
+ int begin_x = Math::floor(local_begin.x);
+ int begin_z = Math::floor(local_begin.z);
+ int end_x = Math::floor(local_end.x);
+ int end_z = Math::floor(local_end.z);
+
+ if ((begin_x == end_x) && (begin_z == end_z)) {
+ // Simple case for rays that don't traverse the grid horizontally.
+ // Just perform a test on the given cell.
+ FaceShape3DSW face;
+ face.backface_collision = false;
+
+ _HeightmapSegmentCullParams params;
+ params.from = p_begin;
+ params.to = p_end;
+ params.dir = (p_end - p_begin).normalized();
+
+ params.heightmap = this;
+ params.face = &face;
+
+ _HeightmapGridCullState state;
+ state.x = MAX(MIN(begin_x, width - 2), 0);
+ state.z = MAX(MIN(begin_z, depth - 2), 0);
+ if (_heightmap_cell_cull_segment(params, state)) {
+ r_point = params.result;
+ r_normal = params.normal;
+ return true;
+ }
+ } else if (bounds_grid.is_empty()) {
+ // Process all cells intersecting the flat projection of the ray.
+ return _intersect_grid_segment(_heightmap_cell_cull_segment, p_begin, p_end, width, depth, local_origin, r_point, r_normal);
+ } else {
+ Vector3 ray_diff = (p_end - p_begin);
+ real_t length_flat_sqr = ray_diff.x * ray_diff.x + ray_diff.z * ray_diff.z;
+ if (length_flat_sqr < BOUNDS_CHUNK_SIZE * BOUNDS_CHUNK_SIZE) {
+ // Don't use chunks, the ray is too short in the plane.
+ return _intersect_grid_segment(_heightmap_cell_cull_segment, p_begin, p_end, width, depth, local_origin, r_point, r_normal);
+ } else {
+ // The ray is long, run raycast on a higher-level grid.
+ Vector3 bounds_from = p_begin / BOUNDS_CHUNK_SIZE;
+ Vector3 bounds_to = p_end / BOUNDS_CHUNK_SIZE;
+ Vector3 bounds_offset = local_origin / BOUNDS_CHUNK_SIZE;
+ return _intersect_grid_segment(_heightmap_chunk_cull_segment, bounds_from, bounds_to, bounds_grid_width, bounds_grid_depth, bounds_offset, r_point, r_normal);
}
}
@@ -1917,7 +1996,7 @@ void HeightMapShape3DSW::cull(const AABB &p_local_aabb, QueryCallback p_callback
_get_point(x, z, face.vertex[0]);
_get_point(x + 1, z, face.vertex[1]);
_get_point(x, z + 1, face.vertex[2]);
- face.normal = Plane(face.vertex[0], face.vertex[2], face.vertex[1]).normal;
+ face.normal = Plane(face.vertex[0], face.vertex[1], face.vertex[2]).normal;
if (p_callback(p_userdata, &face)) {
return;
}
@@ -1925,7 +2004,7 @@ void HeightMapShape3DSW::cull(const AABB &p_local_aabb, QueryCallback p_callback
// Second triangle.
face.vertex[0] = face.vertex[1];
_get_point(x + 1, z + 1, face.vertex[1]);
- face.normal = Plane(face.vertex[0], face.vertex[2], face.vertex[1]).normal;
+ face.normal = Plane(face.vertex[0], face.vertex[1], face.vertex[2]).normal;
if (p_callback(p_userdata, &face)) {
return;
}
@@ -1943,6 +2022,75 @@ Vector3 HeightMapShape3DSW::get_moment_of_inertia(real_t p_mass) const {
(p_mass / 3.0) * (extents.x * extents.x + extents.y * extents.y));
}
+void HeightMapShape3DSW::_build_accelerator() {
+ bounds_grid.clear();
+
+ bounds_grid_width = width / BOUNDS_CHUNK_SIZE;
+ bounds_grid_depth = depth / BOUNDS_CHUNK_SIZE;
+
+ if (width % BOUNDS_CHUNK_SIZE > 0) {
+ ++bounds_grid_width; // In case terrain size isn't dividable by chunk size.
+ }
+
+ if (depth % BOUNDS_CHUNK_SIZE > 0) {
+ ++bounds_grid_depth;
+ }
+
+ uint32_t bound_grid_size = (uint32_t)(bounds_grid_width * bounds_grid_depth);
+
+ if (bound_grid_size < 2) {
+ // Grid is empty or just one chunk.
+ return;
+ }
+
+ bounds_grid.resize(bound_grid_size);
+
+ // Compute min and max height for all chunks.
+ for (int cz = 0; cz < bounds_grid_depth; ++cz) {
+ int z0 = cz * BOUNDS_CHUNK_SIZE;
+
+ for (int cx = 0; cx < bounds_grid_width; ++cx) {
+ int x0 = cx * BOUNDS_CHUNK_SIZE;
+
+ Range r;
+
+ r.min = _get_height(x0, z0);
+ r.max = r.min;
+
+ // Compute min and max height for this chunk.
+ // We have to include one extra cell to account for neighbors.
+ // Here is why:
+ // Say we have a flat terrain, and a plateau that fits a chunk perfectly.
+ //
+ // Left Right
+ // 0---0---0---1---1---1
+ // | | | | | |
+ // 0---0---0---1---1---1
+ // | | | | | |
+ // 0---0---0---1---1---1
+ // x
+ //
+ // If the AABB for the Left chunk did not share vertices with the Right,
+ // then we would fail collision tests at x due to a gap.
+ //
+ int z_max = MIN(z0 + BOUNDS_CHUNK_SIZE + 1, depth);
+ int x_max = MIN(x0 + BOUNDS_CHUNK_SIZE + 1, width);
+ for (int z = z0; z < z_max; ++z) {
+ for (int x = x0; x < x_max; ++x) {
+ real_t height = _get_height(x, z);
+ if (height < r.min) {
+ r.min = height;
+ } else if (height > r.max) {
+ r.max = height;
+ }
+ }
+ }
+
+ bounds_grid[cx + cz * bounds_grid_width] = r;
+ }
+ }
+}
+
void HeightMapShape3DSW::_setup(const Vector<real_t> &p_heights, int p_width, int p_depth, real_t p_min_height, real_t p_max_height) {
heights = p_heights;
width = p_width;
@@ -1959,6 +2107,8 @@ void HeightMapShape3DSW::_setup(const Vector<real_t> &p_heights, int p_width, in
aabb.position -= local_origin;
+ _build_accelerator();
+
configure(aabb);
}
@@ -2017,7 +2167,7 @@ void HeightMapShape3DSW::set_data(const Variant &p_data) {
} else {
int heights_size = heights.size();
for (int i = 0; i < heights_size; ++i) {
- float h = heights[i];
+ real_t h = heights[i];
if (h < min_height) {
min_height = h;
} else if (h > max_height) {
diff --git a/servers/physics_3d/shape_3d_sw.h b/servers/physics_3d/shape_3d_sw.h
index b05f65f268..061d66a085 100644
--- a/servers/physics_3d/shape_3d_sw.h
+++ b/servers/physics_3d/shape_3d_sw.h
@@ -32,6 +32,7 @@
#define SHAPE_SW_H
#include "core/math/geometry_3d.h"
+#include "core/templates/local_vector.h"
#include "servers/physics_server_3d.h"
class Shape3DSW;
@@ -47,8 +48,8 @@ public:
class Shape3DSW {
RID self;
AABB aabb;
- bool configured;
- real_t custom_bias;
+ bool configured = false;
+ real_t custom_bias = 0.0;
Map<ShapeOwner3DSW *, int> owners;
@@ -94,7 +95,7 @@ public:
bool is_owner(ShapeOwner3DSW *p_owner) const;
const Map<ShapeOwner3DSW *, int> &get_owners() const;
- Shape3DSW();
+ Shape3DSW() {}
virtual ~Shape3DSW();
};
@@ -111,7 +112,7 @@ public:
ConcaveShape3DSW() {}
};
-class PlaneShape3DSW : public Shape3DSW {
+class WorldBoundaryShape3DSW : public Shape3DSW {
Plane plane;
void _setup(const Plane &p_plane);
@@ -120,7 +121,7 @@ public:
Plane get_plane() const;
virtual real_t get_area() const override { return INFINITY; }
- virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_PLANE; }
+ virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_WORLD_BOUNDARY; }
virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
virtual Vector3 get_support(const Vector3 &p_normal) const override;
virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override { r_amount = 0; }
@@ -133,12 +134,12 @@ public:
virtual void set_data(const Variant &p_data) override;
virtual Variant get_data() const override;
- PlaneShape3DSW();
+ WorldBoundaryShape3DSW();
};
class SeparationRayShape3DSW : public Shape3DSW {
- real_t length;
- bool slide_on_slope;
+ real_t length = 1.0;
+ bool slide_on_slope = false;
void _setup(real_t p_length, bool p_slide_on_slope);
@@ -165,7 +166,7 @@ public:
};
class SphereShape3DSW : public Shape3DSW {
- real_t radius;
+ real_t radius = 0.0;
void _setup(real_t p_radius);
@@ -217,8 +218,8 @@ public:
};
class CapsuleShape3DSW : public Shape3DSW {
- real_t height;
- real_t radius;
+ real_t height = 0.0;
+ real_t radius = 0.0;
void _setup(real_t p_height, real_t p_radius);
@@ -246,8 +247,8 @@ public:
};
class CylinderShape3DSW : public Shape3DSW {
- real_t height;
- real_t radius;
+ real_t height = 0.0;
+ real_t radius = 0.0;
void _setup(real_t p_height, real_t p_radius);
@@ -307,7 +308,7 @@ struct ConcavePolygonShape3DSW : public ConcaveShape3DSW {
struct Face {
Vector3 normal;
- int indices[3];
+ int indices[3] = {};
};
Vector<Face> faces;
@@ -315,10 +316,10 @@ struct ConcavePolygonShape3DSW : public ConcaveShape3DSW {
struct BVH {
AABB aabb;
- int left;
- int right;
+ int left = 0;
+ int right = 0;
- int face_index;
+ int face_index = 0;
};
Vector<BVH> bvh;
@@ -385,6 +386,21 @@ struct HeightMapShape3DSW : public ConcaveShape3DSW {
int depth = 0;
Vector3 local_origin;
+ // Accelerator.
+ struct Range {
+ real_t min = 0.0;
+ real_t max = 0.0;
+ };
+ LocalVector<Range> bounds_grid;
+ int bounds_grid_width = 0;
+ int bounds_grid_depth = 0;
+
+ static const int BOUNDS_CHUNK_SIZE = 16;
+
+ _FORCE_INLINE_ const Range &_get_bounds_chunk(int p_x, int p_z) const {
+ return bounds_grid[(p_z * bounds_grid_width) + p_x];
+ }
+
_FORCE_INLINE_ real_t _get_height(int p_x, int p_z) const {
return heights[(p_z * width) + p_x];
}
@@ -397,6 +413,11 @@ struct HeightMapShape3DSW : public ConcaveShape3DSW {
void _get_cell(const Vector3 &p_point, int &r_x, int &r_y, int &r_z) const;
+ void _build_accelerator();
+
+ template <typename ProcessFunction>
+ bool _intersect_grid_segment(ProcessFunction &p_process, const Vector3 &p_begin, const Vector3 &p_end, int p_width, int p_depth, const Vector3 &offset, Vector3 &r_point, Vector3 &r_normal) const;
+
void _setup(const Vector<real_t> &p_heights, int p_width, int p_depth, real_t p_min_height, real_t p_max_height);
public:
@@ -448,7 +469,7 @@ struct FaceShape3DSW : public Shape3DSW {
};
struct MotionShape3DSW : public Shape3DSW {
- Shape3DSW *shape;
+ Shape3DSW *shape = nullptr;
Vector3 motion;
virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_CONVEX_POLYGON; }
diff --git a/servers/physics_3d/soft_body_3d_sw.cpp b/servers/physics_3d/soft_body_3d_sw.cpp
index d7e13867bf..5f6e202c73 100644
--- a/servers/physics_3d/soft_body_3d_sw.cpp
+++ b/servers/physics_3d/soft_body_3d_sw.cpp
@@ -38,7 +38,7 @@
/*
Bullet Continuous Collision Detection and Physics Library
-Copyright (c) 2003-2006 Erwin Coumans https://bulletphysics.org
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
diff --git a/servers/physics_3d/space_3d_sw.cpp b/servers/physics_3d/space_3d_sw.cpp
index 37dee436df..cc4eab1f0b 100644
--- a/servers/physics_3d/space_3d_sw.cpp
+++ b/servers/physics_3d/space_3d_sw.cpp
@@ -401,17 +401,27 @@ bool PhysicsDirectSpaceState3DSW::collide_shape(RID p_shape, const Transform3D &
return collided;
}
+struct _RestResultData {
+ const CollisionObject3DSW *object = nullptr;
+ int local_shape = 0;
+ int shape = 0;
+ Vector3 contact;
+ Vector3 normal;
+ real_t len = 0.0;
+};
+
struct _RestCallbackData {
- const CollisionObject3DSW *object;
- const CollisionObject3DSW *best_object;
- int local_shape;
- int best_local_shape;
- int shape;
- int best_shape;
- Vector3 best_contact;
- Vector3 best_normal;
- real_t best_len;
- real_t min_allowed_depth;
+ const CollisionObject3DSW *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) {
@@ -422,16 +432,56 @@ static void _rest_cbk_result(const Vector3 &p_point_A, int p_index_A, const Vect
if (len < rd->min_allowed_depth) {
return;
}
- if (len <= rd->best_len) {
+
+ 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_len = len;
- rd->best_contact = p_point_B;
- rd->best_normal = contact_rel / len;
- rd->best_object = rd->object;
- rd->best_shape = rd->shape;
- rd->best_local_shape = rd->local_shape;
+ 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 PhysicsDirectSpaceState3DSW::rest_info(RID p_shape, const Transform3D &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) {
@@ -444,9 +494,6 @@ bool PhysicsDirectSpaceState3DSW::rest_info(RID p_shape, const Transform3D &p_sh
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 = nullptr;
- rcd.best_shape = 0;
rcd.min_allowed_depth = space->test_motion_min_contact_depth;
for (int i = 0; i < amount; i++) {
@@ -470,18 +517,18 @@ bool PhysicsDirectSpaceState3DSW::rest_info(RID p_shape, const Transform3D &p_sh
}
}
- if (rcd.best_len == 0 || !rcd.best_object) {
+ if (rcd.best_result.len == 0 || !rcd.best_result.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);
- Vector3 rel_vec = rcd.best_contact - (body->get_transform().origin + body->get_center_of_mass());
+ 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() == CollisionObject3DSW::TYPE_BODY) {
+ const Body3DSW *body = static_cast<const Body3DSW *>(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 {
@@ -569,7 +616,7 @@ int Space3DSW::_cull_aabb_for_body(Body3DSW *p_body, const AABB &p_aabb) {
return amount;
}
-bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, const Vector3 &p_motion, real_t p_margin, PhysicsServer3D::MotionResult *r_result, bool p_collide_separation_ray, const Set<RID> &p_exclude) {
+bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, const Vector3 &p_motion, real_t p_margin, PhysicsServer3D::MotionResult *r_result, int p_max_collisions, bool p_collide_separation_ray, const Set<RID> &p_exclude) {
//give me back regular physics engine logic
//this is madness
//and most people using this function will think
@@ -577,10 +624,12 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co
//this took about a week to get right..
//but is it right? who knows at this point..
+ ERR_FAIL_INDEX_V(p_max_collisions, PhysicsServer3D::MotionResult::MAX_COLLISIONS, false);
+
if (r_result) {
- r_result->collider_id = ObjectID();
- r_result->collider_shape = 0;
+ *r_result = PhysicsServer3D::MotionResult();
}
+
AABB body_aabb;
bool shapes_found = false;
@@ -599,7 +648,6 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co
if (!shapes_found) {
if (r_result) {
- *r_result = PhysicsServer3D::MotionResult();
r_result->travel = p_motion;
}
@@ -832,10 +880,13 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co
Transform3D ugt = body_transform;
ugt.origin += p_motion * unsafe;
+ _RestResultData results[PhysicsServer3D::MotionResult::MAX_COLLISIONS];
+
_RestCallbackData rcd;
- rcd.best_len = 0;
- rcd.best_object = nullptr;
- rcd.best_shape = 0;
+ if (p_max_collisions > 1) {
+ rcd.max_results = p_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, test_motion_min_contact_depth);
@@ -871,27 +922,36 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co
}
}
- if (rcd.best_len != 0) {
+ if (rcd.result_count > 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 = rcd.best_local_shape;
- r_result->collision_normal = rcd.best_normal;
- r_result->collision_point = rcd.best_contact;
- r_result->collision_depth = rcd.best_len;
- r_result->collision_safe_fraction = safe;
- r_result->collision_unsafe_fraction = unsafe;
- //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 = rcd.best_contact - (body->get_transform().origin + body->get_center_of_mass());
- r_result->collider_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec);
+ 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;
+ //r_result->collider_metadata = result.object->get_shape_metadata(result.shape);
+
+ const Body3DSW *body = static_cast<const Body3DSW *>(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_motion;
r_result->remainder = p_motion - safe * p_motion;
r_result->travel += (body_transform.get_origin() - p_from.get_origin());
+
+ r_result->safe_fraction = safe;
+ r_result->unsafe_fraction = unsafe;
+
+ r_result->collision_count = rcd.result_count;
}
collided = true;
@@ -902,6 +962,9 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co
r_result->travel = p_motion;
r_result->remainder = Vector3();
r_result->travel += (body_transform.get_origin() - p_from.get_origin());
+
+ r_result->safe_fraction = 1.0;
+ r_result->unsafe_fraction = 1.0;
}
return collided;
@@ -977,12 +1040,12 @@ 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_add_to_mass_properties_update_list(SelfList<Body3DSW> *p_body) {
+ mass_properties_update_list.add(p_body);
}
-void Space3DSW::body_remove_from_inertia_update_list(SelfList<Body3DSW> *p_body) {
- inertia_update_list.remove(p_body);
+void Space3DSW::body_remove_from_mass_properties_update_list(SelfList<Body3DSW> *p_body) {
+ mass_properties_update_list.remove(p_body);
}
BroadPhase3DSW *Space3DSW::get_broadphase() {
@@ -1059,9 +1122,9 @@ void Space3DSW::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());
+ 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());
}
}
@@ -1142,18 +1205,6 @@ PhysicsDirectSpaceState3DSW *Space3DSW::get_direct_state() {
}
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", Math::deg2rad(8.0));
body_time_to_sleep = GLOBAL_DEF("physics/3d/time_before_sleep", 0.5);
@@ -1163,14 +1214,9 @@ Space3DSW::Space3DSW() {
broadphase = BroadPhase3DSW::create_func();
broadphase->set_pair_callback(_broadphase_pair, this);
broadphase->set_unpair_callback(_broadphase_unpair, this);
- area = nullptr;
direct_access = memnew(PhysicsDirectSpaceState3DSW);
direct_access->space = this;
-
- for (int i = 0; i < ELAPSED_TIME_MAX; i++) {
- elapsed_time[i] = 0;
- }
}
Space3DSW::~Space3DSW() {
diff --git a/servers/physics_3d/space_3d_sw.h b/servers/physics_3d/space_3d_sw.h
index eff494a7bc..fc2a7d304d 100644
--- a/servers/physics_3d/space_3d_sw.h
+++ b/servers/physics_3d/space_3d_sw.h
@@ -48,12 +48,12 @@ class PhysicsDirectSpaceState3DSW : public PhysicsDirectSpaceState3D {
public:
Space3DSW *space;
- virtual int intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
- virtual bool intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_ray = false) override;
- virtual int intersect_shape(const RID &p_shape, const Transform3D &p_xform, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
- virtual bool cast_motion(const RID &p_shape, const Transform3D &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 = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, ShapeRestInfo *r_info = nullptr) override;
- virtual bool collide_shape(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
- virtual bool rest_info(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
+ virtual int intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
+ virtual bool intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_ray = false) override;
+ virtual int intersect_shape(const RID &p_shape, const Transform3D &p_xform, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
+ virtual bool cast_motion(const RID &p_shape, const Transform3D &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 = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, ShapeRestInfo *r_info = nullptr) override;
+ virtual bool collide_shape(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
+ virtual bool rest_info(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
virtual Vector3 get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const override;
PhysicsDirectSpaceState3DSW();
@@ -72,14 +72,14 @@ public:
};
private:
- uint64_t elapsed_time[ELAPSED_TIME_MAX];
+ uint64_t elapsed_time[ELAPSED_TIME_MAX] = {};
PhysicsDirectSpaceState3DSW *direct_access;
RID self;
BroadPhase3DSW *broadphase;
SelfList<Body3DSW>::List active_list;
- SelfList<Body3DSW>::List inertia_update_list;
+ SelfList<Body3DSW>::List mass_properties_update_list;
SelfList<Body3DSW>::List state_query_list;
SelfList<Area3DSW>::List monitor_query_list;
SelfList<Area3DSW>::List area_moved_list;
@@ -90,13 +90,13 @@ private:
Set<CollisionObject3DSW *> objects;
- Area3DSW *area;
+ Area3DSW *area = nullptr;
- real_t contact_recycle_radius;
- real_t contact_max_separation;
- real_t contact_max_allowed_penetration;
- real_t constraint_bias;
- real_t test_motion_min_contact_depth;
+ real_t contact_recycle_radius = 0.01;
+ real_t contact_max_separation = 0.05;
+ real_t contact_max_allowed_penetration = 0.01;
+ real_t constraint_bias = 0.01;
+ real_t test_motion_min_contact_depth = 0.00001;
enum {
INTERSECTION_QUERY_MAX = 2048
@@ -110,18 +110,18 @@ private:
real_t body_time_to_sleep;
real_t body_angular_velocity_damp_ratio;
- bool locked;
+ bool locked = false;
real_t last_step = 0.001;
- int island_count;
- int active_objects;
- int collision_pairs;
+ int island_count = 0;
+ int active_objects = 0;
+ int collision_pairs = 0;
RID static_global_body;
Vector<Vector3> contact_debug;
- int contact_debug_count;
+ int contact_debug_count = 0;
friend class PhysicsDirectSpaceState3DSW;
@@ -137,8 +137,8 @@ public:
const SelfList<Body3DSW>::List &get_active_body_list() const;
void body_add_to_active_list(SelfList<Body3DSW> *p_body);
void body_remove_from_active_list(SelfList<Body3DSW> *p_body);
- void body_add_to_inertia_update_list(SelfList<Body3DSW> *p_body);
- void body_remove_from_inertia_update_list(SelfList<Body3DSW> *p_body);
+ void body_add_to_mass_properties_update_list(SelfList<Body3DSW> *p_body);
+ void body_remove_from_mass_properties_update_list(SelfList<Body3DSW> *p_body);
void body_add_to_state_query_list(SelfList<Body3DSW> *p_body);
void body_remove_from_state_query_list(SelfList<Body3DSW> *p_body);
@@ -208,7 +208,7 @@ public:
void set_elapsed_time(ElapsedTime p_time, uint64_t p_msec) { elapsed_time[p_time] = p_msec; }
uint64_t get_elapsed_time(ElapsedTime p_time) const { return elapsed_time[p_time]; }
- bool test_body_motion(Body3DSW *p_body, const Transform3D &p_from, const Vector3 &p_motion, real_t p_margin, PhysicsServer3D::MotionResult *r_result, bool p_collide_separation_ray = false, const Set<RID> &p_exclude = Set<RID>());
+ bool test_body_motion(Body3DSW *p_body, const Transform3D &p_from, const Vector3 &p_motion, real_t p_margin, PhysicsServer3D::MotionResult *r_result, int p_max_collisions = 1, bool p_collide_separation_ray = false, const Set<RID> &p_exclude = Set<RID>());
Space3DSW();
~Space3DSW();
diff --git a/servers/physics_3d/step_3d_sw.cpp b/servers/physics_3d/step_3d_sw.cpp
index d0604b0aa0..7c18944b4d 100644
--- a/servers/physics_3d/step_3d_sw.cpp
+++ b/servers/physics_3d/step_3d_sw.cpp
@@ -407,8 +407,6 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) {
}
Step3DSW::Step3DSW() {
- _step = 1;
-
body_islands.reserve(BODY_ISLAND_COUNT_RESERVE);
constraint_islands.reserve(ISLAND_COUNT_RESERVE);
all_constraints.reserve(CONSTRAINT_COUNT_RESERVE);
diff --git a/servers/physics_3d/step_3d_sw.h b/servers/physics_3d/step_3d_sw.h
index 9c60004b24..f2f879104a 100644
--- a/servers/physics_3d/step_3d_sw.h
+++ b/servers/physics_3d/step_3d_sw.h
@@ -37,7 +37,7 @@
#include "core/templates/thread_work_pool.h"
class Step3DSW {
- uint64_t _step;
+ uint64_t _step = 1;
int iterations = 0;
real_t delta = 0.0;