1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
|
/*************************************************************************/
/* rigid_body_bullet.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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 "rigid_body_bullet.h"
#include "btRayShape.h"
#include "bullet_physics_server.h"
#include "bullet_types_converter.h"
#include "bullet_utilities.h"
#include "godot_motion_state.h"
#include "joint_bullet.h"
#include <BulletCollision/CollisionDispatch/btGhostObject.h>
#include <BulletCollision/CollisionShapes/btConvexPointCloudShape.h>
#include <BulletDynamics/Dynamics/btRigidBody.h>
#include <btBulletCollisionCommon.h>
#include <assert.h>
/**
@author AndreaCatania
*/
BulletPhysicsDirectBodyState *BulletPhysicsDirectBodyState::singleton = NULL;
Vector3 BulletPhysicsDirectBodyState::get_total_gravity() const {
Vector3 gVec;
B_TO_G(body->btBody->getGravity(), gVec);
return gVec;
}
float BulletPhysicsDirectBodyState::get_total_angular_damp() const {
return body->btBody->getAngularDamping();
}
float BulletPhysicsDirectBodyState::get_total_linear_damp() const {
return body->btBody->getLinearDamping();
}
Vector3 BulletPhysicsDirectBodyState::get_center_of_mass() const {
Vector3 gVec;
B_TO_G(body->btBody->getCenterOfMassPosition(), gVec);
return gVec;
}
Basis BulletPhysicsDirectBodyState::get_principal_inertia_axes() const {
return Basis();
}
float BulletPhysicsDirectBodyState::get_inverse_mass() const {
return body->btBody->getInvMass();
}
Vector3 BulletPhysicsDirectBodyState::get_inverse_inertia() const {
Vector3 gVec;
B_TO_G(body->btBody->getInvInertiaDiagLocal(), gVec);
return gVec;
}
Basis BulletPhysicsDirectBodyState::get_inverse_inertia_tensor() const {
Basis gInertia;
B_TO_G(body->btBody->getInvInertiaTensorWorld(), gInertia);
return gInertia;
}
void BulletPhysicsDirectBodyState::set_linear_velocity(const Vector3 &p_velocity) {
body->set_linear_velocity(p_velocity);
}
Vector3 BulletPhysicsDirectBodyState::get_linear_velocity() const {
return body->get_linear_velocity();
}
void BulletPhysicsDirectBodyState::set_angular_velocity(const Vector3 &p_velocity) {
body->set_angular_velocity(p_velocity);
}
Vector3 BulletPhysicsDirectBodyState::get_angular_velocity() const {
return body->get_angular_velocity();
}
void BulletPhysicsDirectBodyState::set_transform(const Transform &p_transform) {
body->set_transform(p_transform);
}
Transform BulletPhysicsDirectBodyState::get_transform() const {
return body->get_transform();
}
void BulletPhysicsDirectBodyState::add_central_force(const Vector3 &p_force) {
body->apply_central_force(p_force);
}
void BulletPhysicsDirectBodyState::add_force(const Vector3 &p_force, const Vector3 &p_pos) {
body->apply_force(p_force, p_pos);
}
void BulletPhysicsDirectBodyState::add_torque(const Vector3 &p_torque) {
body->apply_torque(p_torque);
}
void BulletPhysicsDirectBodyState::apply_impulse(const Vector3 &p_pos, const Vector3 &p_j) {
body->apply_impulse(p_pos, p_j);
}
void BulletPhysicsDirectBodyState::apply_torque_impulse(const Vector3 &p_j) {
body->apply_torque_impulse(p_j);
}
void BulletPhysicsDirectBodyState::set_sleep_state(bool p_enable) {
body->set_activation_state(p_enable);
}
bool BulletPhysicsDirectBodyState::is_sleeping() const {
return !body->is_active();
}
int BulletPhysicsDirectBodyState::get_contact_count() const {
return body->collisionsCount;
}
Vector3 BulletPhysicsDirectBodyState::get_contact_local_position(int p_contact_idx) const {
return body->collisions[p_contact_idx].hitLocalLocation;
}
Vector3 BulletPhysicsDirectBodyState::get_contact_local_normal(int p_contact_idx) const {
return body->collisions[p_contact_idx].hitNormal;
}
int BulletPhysicsDirectBodyState::get_contact_local_shape(int p_contact_idx) const {
return body->collisions[p_contact_idx].local_shape;
}
RID BulletPhysicsDirectBodyState::get_contact_collider(int p_contact_idx) const {
return body->collisions[p_contact_idx].otherObject->get_self();
}
Vector3 BulletPhysicsDirectBodyState::get_contact_collider_position(int p_contact_idx) const {
return body->collisions[p_contact_idx].hitWorldLocation;
}
ObjectID BulletPhysicsDirectBodyState::get_contact_collider_id(int p_contact_idx) const {
return body->collisions[p_contact_idx].otherObject->get_instance_id();
}
int BulletPhysicsDirectBodyState::get_contact_collider_shape(int p_contact_idx) const {
return body->collisions[p_contact_idx].other_object_shape;
}
Vector3 BulletPhysicsDirectBodyState::get_contact_collider_velocity_at_position(int p_contact_idx) const {
RigidBodyBullet::CollisionData &colDat = body->collisions[p_contact_idx];
btVector3 hitLocation;
G_TO_B(colDat.hitLocalLocation, hitLocation);
Vector3 velocityAtPoint;
B_TO_G(colDat.otherObject->get_bt_rigid_body()->getVelocityInLocalPoint(hitLocation), velocityAtPoint);
return velocityAtPoint;
}
PhysicsDirectSpaceState *BulletPhysicsDirectBodyState::get_space_state() {
return body->get_space()->get_direct_state();
}
RigidBodyBullet::KinematicUtilities::KinematicUtilities(RigidBodyBullet *p_owner) :
owner(p_owner),
safe_margin(0.001) {
}
RigidBodyBullet::KinematicUtilities::~KinematicUtilities() {
just_delete_shapes(shapes.size()); // don't need to resize
}
void RigidBodyBullet::KinematicUtilities::setSafeMargin(btScalar p_margin) {
safe_margin = p_margin;
copyAllOwnerShapes();
}
void RigidBodyBullet::KinematicUtilities::copyAllOwnerShapes() {
const Vector<CollisionObjectBullet::ShapeWrapper> &shapes_wrappers(owner->get_shapes_wrappers());
const int shapes_count = shapes_wrappers.size();
just_delete_shapes(shapes_count);
const CollisionObjectBullet::ShapeWrapper *shape_wrapper;
btVector3 owner_scale(owner->get_bt_body_scale());
for (int i = shapes_count - 1; 0 <= i; --i) {
shape_wrapper = &shapes_wrappers[i];
if (!shape_wrapper->active) {
continue;
}
shapes[i].transform = shape_wrapper->transform;
shapes[i].transform.getOrigin() *= owner_scale;
switch (shape_wrapper->shape->get_type()) {
case PhysicsServer::SHAPE_SPHERE:
case PhysicsServer::SHAPE_BOX:
case PhysicsServer::SHAPE_CAPSULE:
case PhysicsServer::SHAPE_CYLINDER:
case PhysicsServer::SHAPE_CONVEX_POLYGON:
case PhysicsServer::SHAPE_RAY: {
shapes[i].shape = static_cast<btConvexShape *>(shape_wrapper->shape->create_bt_shape(owner_scale * shape_wrapper->scale, safe_margin));
} break;
default:
WARN_PRINT("This shape is not supported to be kinematic!");
shapes[i].shape = NULL;
}
}
}
void RigidBodyBullet::KinematicUtilities::just_delete_shapes(int new_size) {
for (int i = shapes.size() - 1; 0 <= i; --i) {
if (shapes[i].shape) {
bulletdelete(shapes[i].shape);
}
}
shapes.resize(new_size);
}
RigidBodyBullet::RigidBodyBullet() :
RigidCollisionObjectBullet(CollisionObjectBullet::TYPE_RIGID_BODY),
kinematic_utilities(NULL),
locked_axis(0),
gravity_scale(1),
mass(1),
linearDamp(0),
angularDamp(0),
can_sleep(true),
omit_forces_integration(false),
force_integration_callback(NULL),
isTransformChanged(false),
previousActiveState(true),
maxCollisionsDetection(0),
collisionsCount(0),
maxAreasWhereIam(10),
areaWhereIamCount(0),
countGravityPointSpaces(0),
isScratchedSpaceOverrideModificator(false) {
godotMotionState = bulletnew(GodotMotionState(this));
// Initial properties
const btVector3 localInertia(0, 0, 0);
btRigidBody::btRigidBodyConstructionInfo cInfo(mass, godotMotionState, compoundShape, localInertia);
btBody = bulletnew(btRigidBody(cInfo));
setupBulletCollisionObject(btBody);
set_mode(PhysicsServer::BODY_MODE_RIGID);
reload_axis_lock();
areasWhereIam.resize(maxAreasWhereIam);
for (int i = areasWhereIam.size() - 1; 0 <= i; --i) {
areasWhereIam[i] = NULL;
}
btBody->setSleepingThresholds(0.2, 0.2);
}
RigidBodyBullet::~RigidBodyBullet() {
bulletdelete(godotMotionState);
if (force_integration_callback)
memdelete(force_integration_callback);
destroy_kinematic_utilities();
}
void RigidBodyBullet::init_kinematic_utilities() {
kinematic_utilities = memnew(KinematicUtilities(this));
}
void RigidBodyBullet::destroy_kinematic_utilities() {
if (kinematic_utilities) {
memdelete(kinematic_utilities);
kinematic_utilities = NULL;
}
}
void RigidBodyBullet::reload_body() {
if (space) {
space->remove_rigid_body(this);
space->add_rigid_body(this);
}
}
void RigidBodyBullet::set_space(SpaceBullet *p_space) {
// Clear the old space if there is one
if (space) {
isTransformChanged = false;
// Remove all eventual constraints
assert_no_constraints();
// Remove this object form the physics world
space->remove_rigid_body(this);
}
space = p_space;
if (space) {
space->add_rigid_body(this);
}
}
void RigidBodyBullet::dispatch_callbacks() {
/// The check isTransformChanged is necessary in order to call integrated forces only when the first transform is sent
if ((btBody->isActive() || previousActiveState != btBody->isActive()) && force_integration_callback && isTransformChanged) {
if (omit_forces_integration)
btBody->clearForces();
BulletPhysicsDirectBodyState *bodyDirect = BulletPhysicsDirectBodyState::get_singleton(this);
Variant variantBodyDirect = bodyDirect;
Object *obj = ObjectDB::get_instance(force_integration_callback->id);
if (!obj) {
// Remove integration callback
set_force_integration_callback(0, StringName());
} else {
const Variant *vp[2] = { &variantBodyDirect, &force_integration_callback->udata };
Variant::CallError responseCallError;
int argc = (force_integration_callback->udata.get_type() == Variant::NIL) ? 1 : 2;
obj->call(force_integration_callback->method, vp, argc, responseCallError);
}
}
if (isScratchedSpaceOverrideModificator || 0 < countGravityPointSpaces) {
isScratchedSpaceOverrideModificator = false;
reload_space_override_modificator();
}
/// Lock axis
btBody->setLinearVelocity(btBody->getLinearVelocity() * btBody->getLinearFactor());
btBody->setAngularVelocity(btBody->getAngularVelocity() * btBody->getAngularFactor());
previousActiveState = btBody->isActive();
}
void RigidBodyBullet::set_force_integration_callback(ObjectID p_id, const StringName &p_method, const Variant &p_udata) {
if (force_integration_callback) {
memdelete(force_integration_callback);
force_integration_callback = NULL;
}
if (p_id != 0) {
force_integration_callback = memnew(ForceIntegrationCallback);
force_integration_callback->id = p_id;
force_integration_callback->method = p_method;
force_integration_callback->udata = p_udata;
}
}
void RigidBodyBullet::scratch() {
isTransformChanged = true;
}
void RigidBodyBullet::scratch_space_override_modificator() {
isScratchedSpaceOverrideModificator = true;
}
void RigidBodyBullet::on_collision_filters_change() {
if (space) {
space->reload_collision_filters(this);
}
}
void RigidBodyBullet::on_collision_checker_start() {
collisionsCount = 0;
}
bool RigidBodyBullet::add_collision_object(RigidBodyBullet *p_otherObject, const Vector3 &p_hitWorldLocation, const Vector3 &p_hitLocalLocation, const Vector3 &p_hitNormal, int p_other_shape_index, int p_local_shape_index) {
if (collisionsCount >= maxCollisionsDetection) {
return false;
}
CollisionData &cd = collisions[collisionsCount];
cd.hitLocalLocation = p_hitLocalLocation;
cd.otherObject = p_otherObject;
cd.hitWorldLocation = p_hitWorldLocation;
cd.hitNormal = p_hitNormal;
cd.other_object_shape = p_other_shape_index;
cd.local_shape = p_local_shape_index;
++collisionsCount;
return true;
}
void RigidBodyBullet::assert_no_constraints() {
if (btBody->getNumConstraintRefs()) {
WARN_PRINT("A body with a joints is destroyed. Please check the implementation in order to destroy the joint before the body.");
}
/*for(int i = btBody->getNumConstraintRefs()-1; 0<=i; --i){
btTypedConstraint* btConst = btBody->getConstraintRef(i);
JointBullet* joint = static_cast<JointBullet*>( btConst->getUserConstraintPtr() );
space->removeConstraint(joint);
}*/
}
void RigidBodyBullet::set_activation_state(bool p_active) {
if (p_active) {
btBody->setActivationState(ACTIVE_TAG);
} else {
btBody->setActivationState(WANTS_DEACTIVATION);
}
}
bool RigidBodyBullet::is_active() const {
return btBody->isActive();
}
void RigidBodyBullet::set_omit_forces_integration(bool p_omit) {
omit_forces_integration = p_omit;
}
void RigidBodyBullet::set_param(PhysicsServer::BodyParameter p_param, real_t p_value) {
switch (p_param) {
case PhysicsServer::BODY_PARAM_BOUNCE:
btBody->setRestitution(p_value);
break;
case PhysicsServer::BODY_PARAM_FRICTION:
btBody->setFriction(p_value);
break;
case PhysicsServer::BODY_PARAM_MASS: {
ERR_FAIL_COND(p_value < 0);
mass = p_value;
_internal_set_mass(p_value);
break;
}
case PhysicsServer::BODY_PARAM_LINEAR_DAMP:
linearDamp = p_value;
btBody->setDamping(linearDamp, angularDamp);
break;
case PhysicsServer::BODY_PARAM_ANGULAR_DAMP:
angularDamp = p_value;
btBody->setDamping(linearDamp, angularDamp);
break;
case PhysicsServer::BODY_PARAM_GRAVITY_SCALE:
gravity_scale = p_value;
/// The Bullet gravity will be is set by reload_space_override_modificator
scratch_space_override_modificator();
break;
default:
WARN_PRINTS("Parameter " + itos(p_param) + " not supported by bullet. Value: " + itos(p_value));
}
}
real_t RigidBodyBullet::get_param(PhysicsServer::BodyParameter p_param) const {
switch (p_param) {
case PhysicsServer::BODY_PARAM_BOUNCE:
return btBody->getRestitution();
case PhysicsServer::BODY_PARAM_FRICTION:
return btBody->getFriction();
case PhysicsServer::BODY_PARAM_MASS: {
const btScalar invMass = btBody->getInvMass();
return 0 == invMass ? 0 : 1 / invMass;
}
case PhysicsServer::BODY_PARAM_LINEAR_DAMP:
return linearDamp;
case PhysicsServer::BODY_PARAM_ANGULAR_DAMP:
return angularDamp;
case PhysicsServer::BODY_PARAM_GRAVITY_SCALE:
return gravity_scale;
default:
WARN_PRINTS("Parameter " + itos(p_param) + " not supported by bullet");
return 0;
}
}
void RigidBodyBullet::set_mode(PhysicsServer::BodyMode p_mode) {
// This is necessary to block force_integration untile next move
isTransformChanged = false;
destroy_kinematic_utilities();
// The mode change is relevant to its mass
switch (p_mode) {
case PhysicsServer::BODY_MODE_KINEMATIC:
mode = PhysicsServer::BODY_MODE_KINEMATIC;
reload_axis_lock();
_internal_set_mass(0);
init_kinematic_utilities();
break;
case PhysicsServer::BODY_MODE_STATIC:
mode = PhysicsServer::BODY_MODE_STATIC;
reload_axis_lock();
_internal_set_mass(0);
break;
case PhysicsServer::BODY_MODE_RIGID: {
mode = PhysicsServer::BODY_MODE_RIGID;
reload_axis_lock();
_internal_set_mass(0 == mass ? 1 : mass);
scratch_space_override_modificator();
break;
}
case PhysicsServer::BODY_MODE_CHARACTER: {
mode = PhysicsServer::BODY_MODE_CHARACTER;
reload_axis_lock();
_internal_set_mass(0 == mass ? 1 : mass);
scratch_space_override_modificator();
break;
}
}
btBody->setAngularVelocity(btVector3(0, 0, 0));
btBody->setLinearVelocity(btVector3(0, 0, 0));
}
PhysicsServer::BodyMode RigidBodyBullet::get_mode() const {
return mode;
}
void RigidBodyBullet::set_state(PhysicsServer::BodyState p_state, const Variant &p_variant) {
switch (p_state) {
case PhysicsServer::BODY_STATE_TRANSFORM:
set_transform(p_variant);
break;
case PhysicsServer::BODY_STATE_LINEAR_VELOCITY:
set_linear_velocity(p_variant);
break;
case PhysicsServer::BODY_STATE_ANGULAR_VELOCITY:
set_angular_velocity(p_variant);
break;
case PhysicsServer::BODY_STATE_SLEEPING:
set_activation_state(!bool(p_variant));
break;
case PhysicsServer::BODY_STATE_CAN_SLEEP:
can_sleep = bool(p_variant);
if (!can_sleep) {
// Can't sleep
btBody->forceActivationState(DISABLE_DEACTIVATION);
}
break;
}
}
Variant RigidBodyBullet::get_state(PhysicsServer::BodyState p_state) const {
switch (p_state) {
case PhysicsServer::BODY_STATE_TRANSFORM:
return get_transform();
case PhysicsServer::BODY_STATE_LINEAR_VELOCITY:
return get_linear_velocity();
case PhysicsServer::BODY_STATE_ANGULAR_VELOCITY:
return get_angular_velocity();
case PhysicsServer::BODY_STATE_SLEEPING:
return !is_active();
case PhysicsServer::BODY_STATE_CAN_SLEEP:
return can_sleep;
default:
WARN_PRINTS("This state " + itos(p_state) + " is not supported by Bullet");
return Variant();
}
}
void RigidBodyBullet::apply_central_impulse(const Vector3 &p_impulse) {
btVector3 btImpu;
G_TO_B(p_impulse, btImpu);
if (Vector3() != p_impulse)
btBody->activate();
btBody->applyCentralImpulse(btImpu);
}
void RigidBodyBullet::apply_impulse(const Vector3 &p_pos, const Vector3 &p_impulse) {
btVector3 btImpu;
btVector3 btPos;
G_TO_B(p_impulse, btImpu);
G_TO_B(p_pos, btPos);
if (Vector3() != p_impulse)
btBody->activate();
btBody->applyImpulse(btImpu, btPos);
}
void RigidBodyBullet::apply_torque_impulse(const Vector3 &p_impulse) {
btVector3 btImp;
G_TO_B(p_impulse, btImp);
if (Vector3() != p_impulse)
btBody->activate();
btBody->applyTorqueImpulse(btImp);
}
void RigidBodyBullet::apply_force(const Vector3 &p_force, const Vector3 &p_pos) {
btVector3 btForce;
btVector3 btPos;
G_TO_B(p_force, btForce);
G_TO_B(p_pos, btPos);
if (Vector3() != p_force)
btBody->activate();
btBody->applyForce(btForce, btPos);
}
void RigidBodyBullet::apply_central_force(const Vector3 &p_force) {
btVector3 btForce;
G_TO_B(p_force, btForce);
if (Vector3() != p_force)
btBody->activate();
btBody->applyCentralForce(btForce);
}
void RigidBodyBullet::apply_torque(const Vector3 &p_torque) {
btVector3 btTorq;
G_TO_B(p_torque, btTorq);
if (Vector3() != p_torque)
btBody->activate();
btBody->applyTorque(btTorq);
}
void RigidBodyBullet::set_applied_force(const Vector3 &p_force) {
btVector3 btVec = btBody->getTotalTorque();
if (Vector3() != p_force)
btBody->activate();
btBody->clearForces();
btBody->applyTorque(btVec);
G_TO_B(p_force, btVec);
btBody->applyCentralForce(btVec);
}
Vector3 RigidBodyBullet::get_applied_force() const {
Vector3 gTotForc;
B_TO_G(btBody->getTotalForce(), gTotForc);
return gTotForc;
}
void RigidBodyBullet::set_applied_torque(const Vector3 &p_torque) {
btVector3 btVec = btBody->getTotalForce();
if (Vector3() != p_torque)
btBody->activate();
btBody->clearForces();
btBody->applyCentralForce(btVec);
G_TO_B(p_torque, btVec);
btBody->applyTorque(btVec);
}
Vector3 RigidBodyBullet::get_applied_torque() const {
Vector3 gTotTorq;
B_TO_G(btBody->getTotalTorque(), gTotTorq);
return gTotTorq;
}
void RigidBodyBullet::set_axis_lock(PhysicsServer::BodyAxis p_axis, bool lock) {
if (lock) {
locked_axis |= p_axis;
} else {
locked_axis &= ~p_axis;
}
reload_axis_lock();
}
bool RigidBodyBullet::is_axis_locked(PhysicsServer::BodyAxis p_axis) const {
return locked_axis & p_axis;
}
void RigidBodyBullet::reload_axis_lock() {
btBody->setLinearFactor(btVector3(!is_axis_locked(PhysicsServer::BODY_AXIS_LINEAR_X), !is_axis_locked(PhysicsServer::BODY_AXIS_LINEAR_Y), !is_axis_locked(PhysicsServer::BODY_AXIS_LINEAR_Z)));
if (PhysicsServer::BODY_MODE_CHARACTER == mode) {
/// When character angular is always locked
btBody->setAngularFactor(btVector3(0., 0., 0.));
} else {
btBody->setAngularFactor(btVector3(!is_axis_locked(PhysicsServer::BODY_AXIS_ANGULAR_X), !is_axis_locked(PhysicsServer::BODY_AXIS_ANGULAR_Y), !is_axis_locked(PhysicsServer::BODY_AXIS_ANGULAR_Z)));
}
}
void RigidBodyBullet::set_continuous_collision_detection(bool p_enable) {
if (p_enable) {
// This threshold enable CCD if the object moves more than
// 1 meter in one simulation frame
btBody->setCcdMotionThreshold(1);
/// Calculate using the rule writte below the CCD swept sphere radius
/// CCD works on an embedded sphere of radius, make sure this radius
/// is embedded inside the convex objects, preferably smaller:
/// for an object of dimensions 1 meter, try 0.2
btVector3 center;
btScalar radius;
btBody->getCollisionShape()->getBoundingSphere(center, radius);
btBody->setCcdSweptSphereRadius(radius * 0.2);
} else {
btBody->setCcdMotionThreshold(0.);
btBody->setCcdSweptSphereRadius(0.);
}
}
bool RigidBodyBullet::is_continuous_collision_detection_enabled() const {
return 0. != btBody->getCcdMotionThreshold();
}
void RigidBodyBullet::set_linear_velocity(const Vector3 &p_velocity) {
btVector3 btVec;
G_TO_B(p_velocity, btVec);
if (Vector3() != p_velocity)
btBody->activate();
btBody->setLinearVelocity(btVec);
}
Vector3 RigidBodyBullet::get_linear_velocity() const {
Vector3 gVec;
B_TO_G(btBody->getLinearVelocity(), gVec);
return gVec;
}
void RigidBodyBullet::set_angular_velocity(const Vector3 &p_velocity) {
btVector3 btVec;
G_TO_B(p_velocity, btVec);
if (Vector3() != p_velocity)
btBody->activate();
btBody->setAngularVelocity(btVec);
}
Vector3 RigidBodyBullet::get_angular_velocity() const {
Vector3 gVec;
B_TO_G(btBody->getAngularVelocity(), gVec);
return gVec;
}
void RigidBodyBullet::set_transform__bullet(const btTransform &p_global_transform) {
if (mode == PhysicsServer::BODY_MODE_KINEMATIC) {
// The kinematic use MotionState class
godotMotionState->moveBody(p_global_transform);
}
btBody->setWorldTransform(p_global_transform);
}
const btTransform &RigidBodyBullet::get_transform__bullet() const {
if (is_static()) {
return RigidCollisionObjectBullet::get_transform__bullet();
} else {
return godotMotionState->getCurrentWorldTransform();
}
}
void RigidBodyBullet::on_shapes_changed() {
RigidCollisionObjectBullet::on_shapes_changed();
const btScalar invMass = btBody->getInvMass();
const btScalar mass = invMass == 0 ? 0 : 1 / invMass;
btVector3 inertia;
btBody->getCollisionShape()->calculateLocalInertia(mass, inertia);
btBody->setMassProps(mass, inertia);
btBody->updateInertiaTensor();
reload_kinematic_shapes();
reload_body();
}
void RigidBodyBullet::on_enter_area(AreaBullet *p_area) {
/// Add this area to the array in an ordered way
++areaWhereIamCount;
if (areaWhereIamCount >= maxAreasWhereIam) {
--areaWhereIamCount;
return;
}
for (int i = 0; i < areaWhereIamCount; ++i) {
if (NULL == areasWhereIam[i]) {
// This area has the highest priority
areasWhereIam[i] = p_area;
break;
} else {
if (areasWhereIam[i]->get_spOv_priority() > p_area->get_spOv_priority()) {
// The position was found, just shift all elements
for (int j = i; j < areaWhereIamCount; ++j) {
areasWhereIam[j + 1] = areasWhereIam[j];
}
areasWhereIam[i] = p_area;
break;
}
}
}
if (PhysicsServer::AREA_SPACE_OVERRIDE_DISABLED != p_area->get_spOv_mode()) {
scratch_space_override_modificator();
}
if (p_area->is_spOv_gravityPoint()) {
++countGravityPointSpaces;
assert(0 < countGravityPointSpaces);
}
}
void RigidBodyBullet::on_exit_area(AreaBullet *p_area) {
RigidCollisionObjectBullet::on_exit_area(p_area);
/// Remove this area and keep the order
/// N.B. Since I don't want resize the array I can't use the "erase" function
bool wasTheAreaFound = false;
for (int i = 0; i < areaWhereIamCount; ++i) {
if (p_area == areasWhereIam[i]) {
// The area was fount, just shift down all elements
for (int j = i; j < areaWhereIamCount; ++j) {
areasWhereIam[j] = areasWhereIam[j + 1];
}
wasTheAreaFound = true;
break;
}
}
if (wasTheAreaFound) {
if (p_area->is_spOv_gravityPoint()) {
--countGravityPointSpaces;
assert(0 <= countGravityPointSpaces);
}
--areaWhereIamCount;
areasWhereIam[areaWhereIamCount] = NULL; // Even if this is not required, I clear the last element to be safe
if (PhysicsServer::AREA_SPACE_OVERRIDE_DISABLED != p_area->get_spOv_mode()) {
scratch_space_override_modificator();
}
}
}
void RigidBodyBullet::reload_space_override_modificator() {
// Make sure that kinematic bodies have their total gravity calculated
if (!is_active() && PhysicsServer::BODY_MODE_KINEMATIC != mode)
return;
Vector3 newGravity(space->get_gravity_direction() * space->get_gravity_magnitude());
real_t newLinearDamp(linearDamp);
real_t newAngularDamp(angularDamp);
AreaBullet *currentArea;
// Variable used to calculate new gravity for gravity point areas, it is pointed by currentGravity pointer
Vector3 support_gravity(0, 0, 0);
int countCombined(0);
for (int i = areaWhereIamCount - 1; 0 <= i; --i) {
currentArea = areasWhereIam[i];
if (PhysicsServer::AREA_SPACE_OVERRIDE_DISABLED == currentArea->get_spOv_mode()) {
continue;
}
/// Here is calculated the gravity
if (currentArea->is_spOv_gravityPoint()) {
/// It calculates the direction of new gravity
support_gravity = currentArea->get_transform().xform(currentArea->get_spOv_gravityVec()) - get_transform().get_origin();
real_t distanceMag = support_gravity.length();
// Normalized in this way to avoid the double call of function "length()"
if (distanceMag == 0) {
support_gravity.x = 0;
support_gravity.y = 0;
support_gravity.z = 0;
} else {
support_gravity.x /= distanceMag;
support_gravity.y /= distanceMag;
support_gravity.z /= distanceMag;
}
/// Here is calculated the final gravity
if (currentArea->get_spOv_gravityPointDistanceScale() > 0) {
// Scaled gravity by distance
support_gravity *= currentArea->get_spOv_gravityMag() / Math::pow(distanceMag * currentArea->get_spOv_gravityPointDistanceScale() + 1, 2);
} else {
// Unscaled gravity
support_gravity *= currentArea->get_spOv_gravityMag();
}
} else {
support_gravity = currentArea->get_spOv_gravityVec() * currentArea->get_spOv_gravityMag();
}
switch (currentArea->get_spOv_mode()) {
///case PhysicsServer::AREA_SPACE_OVERRIDE_DISABLED:
/// This area does not affect gravity/damp. These are generally areas
/// that exist only to detect collisions, and objects entering or exiting them.
/// break;
case PhysicsServer::AREA_SPACE_OVERRIDE_COMBINE:
/// This area adds its gravity/damp values to whatever has been
/// calculated so far. This way, many overlapping areas can combine
/// their physics to make interesting
newGravity += support_gravity;
newLinearDamp += currentArea->get_spOv_linearDamp();
newAngularDamp += currentArea->get_spOv_angularDamp();
++countCombined;
break;
case PhysicsServer::AREA_SPACE_OVERRIDE_COMBINE_REPLACE:
/// This area adds its gravity/damp values to whatever has been calculated
/// so far. Then stops taking into account the rest of the areas, even the
/// default one.
newGravity += support_gravity;
newLinearDamp += currentArea->get_spOv_linearDamp();
newAngularDamp += currentArea->get_spOv_angularDamp();
++countCombined;
goto endAreasCycle;
case PhysicsServer::AREA_SPACE_OVERRIDE_REPLACE:
/// This area replaces any gravity/damp, even the default one, and
/// stops taking into account the rest of the areas.
newGravity = support_gravity;
newLinearDamp = currentArea->get_spOv_linearDamp();
newAngularDamp = currentArea->get_spOv_angularDamp();
countCombined = 1;
goto endAreasCycle;
case PhysicsServer::AREA_SPACE_OVERRIDE_REPLACE_COMBINE:
/// This area replaces any gravity/damp calculated so far, but keeps
/// calculating the rest of the areas, down to the default one.
newGravity = support_gravity;
newLinearDamp = currentArea->get_spOv_linearDamp();
newAngularDamp = currentArea->get_spOv_angularDamp();
countCombined = 1;
break;
}
}
endAreasCycle:
if (1 < countCombined) {
newGravity /= countCombined;
newLinearDamp /= countCombined;
newAngularDamp /= countCombined;
}
btVector3 newBtGravity;
G_TO_B(newGravity * gravity_scale, newBtGravity);
btBody->setGravity(newBtGravity);
btBody->setDamping(newLinearDamp, newAngularDamp);
}
void RigidBodyBullet::reload_kinematic_shapes() {
if (!kinematic_utilities) {
return;
}
kinematic_utilities->copyAllOwnerShapes();
}
void RigidBodyBullet::_internal_set_mass(real_t p_mass) {
btVector3 localInertia(0, 0, 0);
int clearedCurrentFlags = btBody->getCollisionFlags();
clearedCurrentFlags &= ~(btCollisionObject::CF_KINEMATIC_OBJECT | btCollisionObject::CF_STATIC_OBJECT | btCollisionObject::CF_CHARACTER_OBJECT);
// Rigidbody is dynamic if and only if mass is non Zero, otherwise static
const bool isDynamic = p_mass != 0.f;
if (isDynamic) {
if (PhysicsServer::BODY_MODE_RIGID != mode && PhysicsServer::BODY_MODE_CHARACTER != mode)
return;
m_isStatic = false;
compoundShape->calculateLocalInertia(p_mass, localInertia);
if (PhysicsServer::BODY_MODE_RIGID == mode) {
btBody->setCollisionFlags(clearedCurrentFlags); // Just set the flags without Kin and Static
} else {
btBody->setCollisionFlags(clearedCurrentFlags | btCollisionObject::CF_CHARACTER_OBJECT);
}
if (can_sleep) {
btBody->forceActivationState(ACTIVE_TAG); // ACTIVE_TAG 1
} else {
btBody->forceActivationState(DISABLE_DEACTIVATION); // DISABLE_DEACTIVATION 4
}
} else {
if (PhysicsServer::BODY_MODE_STATIC != mode && PhysicsServer::BODY_MODE_KINEMATIC != mode)
return;
m_isStatic = true;
if (PhysicsServer::BODY_MODE_STATIC == mode) {
btBody->setCollisionFlags(clearedCurrentFlags | btCollisionObject::CF_STATIC_OBJECT);
} else {
btBody->setCollisionFlags(clearedCurrentFlags | btCollisionObject::CF_KINEMATIC_OBJECT);
set_transform__bullet(btBody->getWorldTransform()); // Set current Transform using kinematic method
}
btBody->forceActivationState(DISABLE_SIMULATION); // DISABLE_SIMULATION 5
}
btBody->setMassProps(p_mass, localInertia);
btBody->updateInertiaTensor();
reload_body();
}
|