/*************************************************************************/ /* collision_object_bullet.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "collision_object_bullet.h" #include "area_bullet.h" #include "bullet_physics_server.h" #include "bullet_types_converter.h" #include "bullet_utilities.h" #include "shape_bullet.h" #include "space_bullet.h" #include /** @author AndreaCatania */ // We enable dynamic AABB tree so that we can actually perform a broadphase on bodies with compound collision shapes. // This is crucial for the performance of kinematic bodies and for bodies with transforming shapes. #define enableDynamicAabbTree true CollisionObjectBullet::ShapeWrapper::~ShapeWrapper() {} void CollisionObjectBullet::ShapeWrapper::set_transform(const Transform &p_transform) { G_TO_B(p_transform.get_basis().get_scale_abs(), scale); G_TO_B(p_transform, transform); UNSCALE_BT_BASIS(transform); } void CollisionObjectBullet::ShapeWrapper::set_transform(const btTransform &p_transform) { transform = p_transform; } void CollisionObjectBullet::ShapeWrapper::claim_bt_shape(const btVector3 &body_scale) { if (!bt_shape) { if (active) bt_shape = shape->create_bt_shape(scale * body_scale); else bt_shape = ShapeBullet::create_shape_empty(); } } CollisionObjectBullet::CollisionObjectBullet(Type p_type) : RIDBullet(), type(p_type), instance_id(0), collisionLayer(0), collisionMask(0), collisionsEnabled(true), m_isStatic(false), ray_pickable(false), bt_collision_object(NULL), body_scale(1., 1., 1.), force_shape_reset(false), space(NULL), isTransformChanged(false) {} CollisionObjectBullet::~CollisionObjectBullet() { // Remove all overlapping, notify is not required since godot take care of it for (int i = areasOverlapped.size() - 1; 0 <= i; --i) { areasOverlapped[i]->remove_overlap(this, /*Notify*/ false); } destroyBulletCollisionObject(); } bool equal(real_t first, real_t second) { return Math::abs(first - second) <= 0.001f; } void CollisionObjectBullet::set_body_scale(const Vector3 &p_new_scale) { if (!equal(p_new_scale[0], body_scale[0]) || !equal(p_new_scale[1], body_scale[1]) || !equal(p_new_scale[2], body_scale[2])) { body_scale = p_new_scale; body_scale_changed(); } } btVector3 CollisionObjectBullet::get_bt_body_scale() const { btVector3 s; G_TO_B(body_scale, s); return s; } void CollisionObjectBullet::body_scale_changed() { force_shape_reset = true; } void CollisionObjectBullet::destroyBulletCollisionObject() { bulletdelete(bt_collision_object); } void CollisionObjectBullet::setupBulletCollisionObject(btCollisionObject *p_collisionObject) { bt_collision_object = p_collisionObject; bt_collision_object->setUserPointer(this); bt_collision_object->setUserIndex(type); // Force the enabling of collision and avoid problems set_collision_enabled(collisionsEnabled); p_collisionObject->setCollisionFlags(p_collisionObject->getCollisionFlags() | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK); } void CollisionObjectBullet::add_collision_exception(const CollisionObjectBullet *p_ignoreCollisionObject) { exceptions.insert(p_ignoreCollisionObject->get_self()); if (!bt_collision_object) return; bt_collision_object->setIgnoreCollisionCheck(p_ignoreCollisionObject->bt_collision_object, true); if (space) space->get_broadphase()->getOverlappingPairCache()->cleanProxyFromPairs(bt_collision_object->getBroadphaseHandle(), space->get_dispatcher()); } void CollisionObjectBullet::remove_collision_exception(const CollisionObjectBullet *p_ignoreCollisionObject) { exceptions.erase(p_ignoreCollisionObject->get_self()); bt_collision_object->setIgnoreCollisionCheck(p_ignoreCollisionObject->bt_collision_object, false); if (space) space->get_broadphase()->getOverlappingPairCache()->cleanProxyFromPairs(bt_collision_object->getBroadphaseHandle(), space->get_dispatcher()); } bool CollisionObjectBullet::has_collision_exception(const CollisionObjectBullet *p_otherCollisionObject) const { return !bt_collision_object->checkCollideWith(p_otherCollisionObject->bt_collision_object); } void CollisionObjectBullet::set_collision_enabled(bool p_enabled) { collisionsEnabled = p_enabled; if (collisionsEnabled) { bt_collision_object->setCollisionFlags(bt_collision_object->getCollisionFlags() & (~btCollisionObject::CF_NO_CONTACT_RESPONSE)); } else { bt_collision_object->setCollisionFlags(bt_collision_object->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE); } } bool CollisionObjectBullet::is_collisions_response_enabled() { return collisionsEnabled; } void CollisionObjectBullet::notify_new_overlap(AreaBullet *p_area) { areasOverlapped.push_back(p_area); } void CollisionObjectBullet::on_exit_area(AreaBullet *p_area) { areasOverlapped.erase(p_area); } void CollisionObjectBullet::set_godot_object_flags(int flags) { bt_collision_object->setUserIndex2(flags); } int CollisionObjectBullet::get_godot_object_flags() const { return bt_collision_object->getUserIndex2(); } void CollisionObjectBullet::set_transform(const Transform &p_global_transform) { set_body_scale(p_global_transform.basis.get_scale_abs()); btTransform bt_transform; G_TO_B(p_global_transform, bt_transform); UNSCALE_BT_BASIS(bt_transform); set_transform__bullet(bt_transform); } Transform CollisionObjectBullet::get_transform() const { Transform t; B_TO_G(get_transform__bullet(), t); t.basis.scale(body_scale); return t; } void CollisionObjectBullet::set_transform__bullet(const btTransform &p_global_transform) { bt_collision_object->setWorldTransform(p_global_transform); notify_transform_changed(); } const btTransform &CollisionObjectBullet::get_transform__bullet() const { return bt_collision_object->getWorldTransform(); } void CollisionObjectBullet::notify_transform_changed() { isTransformChanged = true; } RigidCollisionObjectBullet::RigidCollisionObjectBullet(Type p_type) : CollisionObjectBullet(p_type), mainShape(NULL) { } RigidCollisionObjectBullet::~RigidCollisionObjectBullet() { remove_all_shapes(true, true); if (mainShape && mainShape->isCompound()) { bulletdelete(mainShape); } } void RigidCollisionObjectBullet::add_shape(ShapeBullet *p_shape, const Transform &p_transform, bool p_disabled) { shapes.push_back(ShapeWrapper(p_shape, p_transform, !p_disabled)); p_shape->add_owner(this); reload_shapes(); } void RigidCollisionObjectBullet::set_shape(int p_index, ShapeBullet *p_shape) { ShapeWrapper &shp = shapes.write[p_index]; shp.shape->remove_owner(this); p_shape->add_owner(this); shp.shape = p_shape; reload_shapes(); } int RigidCollisionObjectBullet::get_shape_count() const { return shapes.size(); } ShapeBullet *RigidCollisionObjectBullet::get_shape(int p_index) const { return shapes[p_index].shape; } btCollisionShape *RigidCollisionObjectBullet::get_bt_shape(int p_index) const { return shapes[p_index].bt_shape; } int RigidCollisionObjectBullet::find_shape(ShapeBullet *p_shape) const { const int size = shapes.size(); for (int i = 0; i < size; ++i) { if (shapes[i].shape == p_shape) return i; } return -1; } void RigidCollisionObjectBullet::remove_shape_full(ShapeBullet *p_shape) { // Remove the shape, all the times it appears // Reverse order required for delete. for (int i = shapes.size() - 1; 0 <= i; --i) { if (p_shape == shapes[i].shape) { internal_shape_destroy(i); shapes.remove(i); } } reload_shapes(); } void RigidCollisionObjectBullet::remove_shape_full(int p_index) { ERR_FAIL_INDEX(p_index, get_shape_count()); internal_shape_destroy(p_index); shapes.remove(p_index); reload_shapes(); } void RigidCollisionObjectBullet::remove_all_shapes(bool p_permanentlyFromThisBody, bool p_force_not_reload) { // Reverse order required for delete. for (int i = shapes.size() - 1; 0 <= i; --i) { internal_shape_destroy(i, p_permanentlyFromThisBody); } shapes.clear(); if (!p_force_not_reload) reload_shapes(); } void RigidCollisionObjectBullet::set_shape_transform(int p_index, const Transform &p_transform) { ERR_FAIL_INDEX(p_index, get_shape_count()); shapes.write[p_index].set_transform(p_transform); reload_shapes(); } const btTransform &RigidCollisionObjectBullet::get_bt_shape_transform(int p_index) const { return shapes[p_index].transform; } Transform RigidCollisionObjectBullet::get_shape_transform(int p_index) const { Transform trs; B_TO_G(shapes[p_index].transform, trs); return trs; } void RigidCollisionObjectBullet::set_shape_disabled(int p_index, bool p_disabled) { if (shapes[p_index].active != p_disabled) return; shapes.write[p_index].active = !p_disabled; shape_changed(p_index); } bool RigidCollisionObjectBullet::is_shape_disabled(int p_index) { return !shapes[p_index].active; } void RigidCollisionObjectBullet::shape_changed(int p_shape_index) { ShapeWrapper &shp = shapes.write[p_shape_index]; if (shp.bt_shape == mainShape) { mainShape = NULL; } bulletdelete(shp.bt_shape); reload_shapes(); } void RigidCollisionObjectBullet::reload_shapes() { if (mainShape && mainShape->isCompound()) { // Destroy compound bulletdelete(mainShape); } mainShape = NULL; ShapeWrapper *shpWrapper; const int shape_count = shapes.size(); // Reset shape if required if (force_shape_reset) { for (int i(0); i < shape_count; ++i) { shpWrapper = &shapes.write[i]; bulletdelete(shpWrapper->bt_shape); } force_shape_reset = false; } const btVector3 body_scale(get_bt_body_scale()); // Try to optimize by not using compound if (1 == shape_count) { shpWrapper = &shapes.write[0]; if (shpWrapper->transform.getOrigin().isZero() && shpWrapper->transform.getBasis() == shpWrapper->transform.getBasis().getIdentity()) { shpWrapper->claim_bt_shape(body_scale); mainShape = shpWrapper->bt_shape; main_shape_changed(); return; } } // Optimization not possible use a compound shape btCompoundShape *compoundShape = bulletnew(btCompoundShape(enableDynamicAabbTree, shape_count)); for (int i(0); i < shape_count; ++i) { shpWrapper = &shapes.write[i]; shpWrapper->claim_bt_shape(body_scale); btTransform scaled_shape_transform(shpWrapper->transform); scaled_shape_transform.getOrigin() *= body_scale; compoundShape->addChildShape(scaled_shape_transform, shpWrapper->bt_shape); } compoundShape->recalculateLocalAabb(); mainShape = compoundShape; main_shape_changed(); } void RigidCollisionObjectBullet::body_scale_changed() { CollisionObjectBullet::body_scale_changed(); reload_shapes(); } void RigidCollisionObjectBullet::internal_shape_destroy(int p_index, bool p_permanentlyFromThisBody) { ShapeWrapper &shp = shapes.write[p_index]; shp.shape->remove_owner(this, p_permanentlyFromThisBody); if (shp.bt_shape == mainShape) { mainShape = NULL; } bulletdelete(shp.bt_shape); }