mirror of
https://github.com/godotengine/godot.git
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8d0d6d6921
- Flushing Areas before anything else. - Make sure to correctly fetch gravity when the integrate_forces function is used - Lazy reload body when layer and mask changes - Shapes are reloaded just before the physics step starts. - Improved some other parts of the code. - Added override keyword - Using LocalVector
1066 lines
34 KiB
C++
1066 lines
34 KiB
C++
/*************************************************************************/
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/* rigid_body_bullet.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "rigid_body_bullet.h"
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#include "btRayShape.h"
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#include "bullet_physics_server.h"
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#include "bullet_types_converter.h"
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#include "bullet_utilities.h"
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#include "godot_motion_state.h"
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#include "joint_bullet.h"
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#include <BulletCollision/CollisionDispatch/btGhostObject.h>
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#include <BulletCollision/CollisionShapes/btConvexPointCloudShape.h>
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#include <BulletDynamics/Dynamics/btRigidBody.h>
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#include <btBulletCollisionCommon.h>
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#include <assert.h>
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/**
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@author AndreaCatania
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*/
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BulletPhysicsDirectBodyState3D *BulletPhysicsDirectBodyState3D::singleton = nullptr;
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Vector3 BulletPhysicsDirectBodyState3D::get_total_gravity() const {
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return body->total_gravity;
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}
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float BulletPhysicsDirectBodyState3D::get_total_angular_damp() const {
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return body->btBody->getAngularDamping();
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}
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float BulletPhysicsDirectBodyState3D::get_total_linear_damp() const {
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return body->btBody->getLinearDamping();
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}
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Vector3 BulletPhysicsDirectBodyState3D::get_center_of_mass() const {
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Vector3 gVec;
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B_TO_G(body->btBody->getCenterOfMassPosition(), gVec);
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return gVec;
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}
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Basis BulletPhysicsDirectBodyState3D::get_principal_inertia_axes() const {
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return Basis();
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}
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float BulletPhysicsDirectBodyState3D::get_inverse_mass() const {
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return body->btBody->getInvMass();
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}
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Vector3 BulletPhysicsDirectBodyState3D::get_inverse_inertia() const {
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Vector3 gVec;
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B_TO_G(body->btBody->getInvInertiaDiagLocal(), gVec);
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return gVec;
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}
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Basis BulletPhysicsDirectBodyState3D::get_inverse_inertia_tensor() const {
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Basis gInertia;
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B_TO_G(body->btBody->getInvInertiaTensorWorld(), gInertia);
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return gInertia;
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}
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void BulletPhysicsDirectBodyState3D::set_linear_velocity(const Vector3 &p_velocity) {
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body->set_linear_velocity(p_velocity);
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}
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Vector3 BulletPhysicsDirectBodyState3D::get_linear_velocity() const {
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return body->get_linear_velocity();
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}
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void BulletPhysicsDirectBodyState3D::set_angular_velocity(const Vector3 &p_velocity) {
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body->set_angular_velocity(p_velocity);
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}
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Vector3 BulletPhysicsDirectBodyState3D::get_angular_velocity() const {
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return body->get_angular_velocity();
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}
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void BulletPhysicsDirectBodyState3D::set_transform(const Transform &p_transform) {
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body->set_transform(p_transform);
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}
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Transform BulletPhysicsDirectBodyState3D::get_transform() const {
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return body->get_transform();
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}
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void BulletPhysicsDirectBodyState3D::add_central_force(const Vector3 &p_force) {
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body->apply_central_force(p_force);
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}
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void BulletPhysicsDirectBodyState3D::add_force(const Vector3 &p_force, const Vector3 &p_position) {
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body->apply_force(p_force, p_position);
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}
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void BulletPhysicsDirectBodyState3D::add_torque(const Vector3 &p_torque) {
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body->apply_torque(p_torque);
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}
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void BulletPhysicsDirectBodyState3D::apply_central_impulse(const Vector3 &p_impulse) {
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body->apply_central_impulse(p_impulse);
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}
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void BulletPhysicsDirectBodyState3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) {
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body->apply_impulse(p_impulse, p_position);
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}
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void BulletPhysicsDirectBodyState3D::apply_torque_impulse(const Vector3 &p_impulse) {
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body->apply_torque_impulse(p_impulse);
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}
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void BulletPhysicsDirectBodyState3D::set_sleep_state(bool p_sleep) {
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body->set_activation_state(!p_sleep);
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}
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bool BulletPhysicsDirectBodyState3D::is_sleeping() const {
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return !body->is_active();
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}
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int BulletPhysicsDirectBodyState3D::get_contact_count() const {
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return body->collisionsCount;
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}
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Vector3 BulletPhysicsDirectBodyState3D::get_contact_local_position(int p_contact_idx) const {
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return body->collisions[p_contact_idx].hitLocalLocation;
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}
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Vector3 BulletPhysicsDirectBodyState3D::get_contact_local_normal(int p_contact_idx) const {
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return body->collisions[p_contact_idx].hitNormal;
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}
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float BulletPhysicsDirectBodyState3D::get_contact_impulse(int p_contact_idx) const {
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return body->collisions[p_contact_idx].appliedImpulse;
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}
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int BulletPhysicsDirectBodyState3D::get_contact_local_shape(int p_contact_idx) const {
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return body->collisions[p_contact_idx].local_shape;
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}
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RID BulletPhysicsDirectBodyState3D::get_contact_collider(int p_contact_idx) const {
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return body->collisions[p_contact_idx].otherObject->get_self();
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}
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Vector3 BulletPhysicsDirectBodyState3D::get_contact_collider_position(int p_contact_idx) const {
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return body->collisions[p_contact_idx].hitWorldLocation;
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}
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ObjectID BulletPhysicsDirectBodyState3D::get_contact_collider_id(int p_contact_idx) const {
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return body->collisions[p_contact_idx].otherObject->get_instance_id();
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}
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int BulletPhysicsDirectBodyState3D::get_contact_collider_shape(int p_contact_idx) const {
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return body->collisions[p_contact_idx].other_object_shape;
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}
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Vector3 BulletPhysicsDirectBodyState3D::get_contact_collider_velocity_at_position(int p_contact_idx) const {
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RigidBodyBullet::CollisionData &colDat = body->collisions[p_contact_idx];
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btVector3 hitLocation;
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G_TO_B(colDat.hitLocalLocation, hitLocation);
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Vector3 velocityAtPoint;
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B_TO_G(colDat.otherObject->get_bt_rigid_body()->getVelocityInLocalPoint(hitLocation), velocityAtPoint);
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return velocityAtPoint;
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}
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PhysicsDirectSpaceState3D *BulletPhysicsDirectBodyState3D::get_space_state() {
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return body->get_space()->get_direct_state();
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}
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RigidBodyBullet::KinematicUtilities::KinematicUtilities(RigidBodyBullet *p_owner) :
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owner(p_owner),
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safe_margin(0.001) {
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}
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RigidBodyBullet::KinematicUtilities::~KinematicUtilities() {
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just_delete_shapes(shapes.size()); // don't need to resize
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}
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void RigidBodyBullet::KinematicUtilities::setSafeMargin(btScalar p_margin) {
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safe_margin = p_margin;
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copyAllOwnerShapes();
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}
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void RigidBodyBullet::KinematicUtilities::copyAllOwnerShapes() {
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const LocalVector<CollisionObjectBullet::ShapeWrapper> &shapes_wrappers(owner->get_shapes_wrappers());
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const int shapes_count = shapes_wrappers.size();
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just_delete_shapes(shapes_count);
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const CollisionObjectBullet::ShapeWrapper *shape_wrapper;
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btVector3 owner_scale(owner->get_bt_body_scale());
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for (int i = shapes_count - 1; 0 <= i; --i) {
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shape_wrapper = &shapes_wrappers[i];
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if (!shape_wrapper->active) {
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continue;
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}
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shapes[i].transform = shape_wrapper->transform;
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shapes[i].transform.getOrigin() *= owner_scale;
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switch (shape_wrapper->shape->get_type()) {
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case PhysicsServer3D::SHAPE_SPHERE:
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case PhysicsServer3D::SHAPE_BOX:
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case PhysicsServer3D::SHAPE_CAPSULE:
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case PhysicsServer3D::SHAPE_CYLINDER:
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case PhysicsServer3D::SHAPE_CONVEX_POLYGON:
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case PhysicsServer3D::SHAPE_RAY: {
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shapes[i].shape = static_cast<btConvexShape *>(shape_wrapper->shape->internal_create_bt_shape(owner_scale * shape_wrapper->scale, safe_margin));
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} break;
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default:
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WARN_PRINT("This shape is not supported for kinematic collision.");
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shapes[i].shape = nullptr;
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}
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}
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}
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void RigidBodyBullet::KinematicUtilities::just_delete_shapes(int new_size) {
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for (int i = shapes.size() - 1; 0 <= i; --i) {
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if (shapes[i].shape) {
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bulletdelete(shapes[i].shape);
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}
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}
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shapes.resize(new_size);
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}
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RigidBodyBullet::RigidBodyBullet() :
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RigidCollisionObjectBullet(CollisionObjectBullet::TYPE_RIGID_BODY) {
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godotMotionState = bulletnew(GodotMotionState(this));
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// Initial properties
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const btVector3 localInertia(0, 0, 0);
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btRigidBody::btRigidBodyConstructionInfo cInfo(mass, godotMotionState, nullptr, localInertia);
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btBody = bulletnew(btRigidBody(cInfo));
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reload_shapes();
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setupBulletCollisionObject(btBody);
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set_mode(PhysicsServer3D::BODY_MODE_RIGID);
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reload_axis_lock();
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areasWhereIam.resize(maxAreasWhereIam);
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for (uint32_t i = 0; i < areasWhereIam.size(); i += 1) {
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areasWhereIam[i] = nullptr;
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}
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btBody->setSleepingThresholds(0.2, 0.2);
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prev_collision_traces = &collision_traces_1;
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curr_collision_traces = &collision_traces_2;
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}
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RigidBodyBullet::~RigidBodyBullet() {
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bulletdelete(godotMotionState);
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if (force_integration_callback) {
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memdelete(force_integration_callback);
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}
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destroy_kinematic_utilities();
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}
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void RigidBodyBullet::init_kinematic_utilities() {
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kinematic_utilities = memnew(KinematicUtilities(this));
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}
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void RigidBodyBullet::destroy_kinematic_utilities() {
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if (kinematic_utilities) {
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memdelete(kinematic_utilities);
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kinematic_utilities = nullptr;
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}
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}
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void RigidBodyBullet::main_shape_changed() {
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CRASH_COND(!get_main_shape());
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btBody->setCollisionShape(get_main_shape());
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set_continuous_collision_detection(is_continuous_collision_detection_enabled()); // Reset
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}
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void RigidBodyBullet::do_reload_body() {
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if (space) {
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space->remove_rigid_body(this);
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if (get_main_shape()) {
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space->add_rigid_body(this);
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}
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}
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}
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void RigidBodyBullet::set_space(SpaceBullet *p_space) {
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// Clear the old space if there is one
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if (space) {
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can_integrate_forces = false;
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isScratchedSpaceOverrideModificator = false;
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// Remove all eventual constraints
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assert_no_constraints();
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// Remove this object form the physics world
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space->unregister_collision_object(this);
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space->remove_rigid_body(this);
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}
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space = p_space;
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if (space) {
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space->register_collision_object(this);
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reload_body();
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space->add_to_flush_queue(this);
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}
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}
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void RigidBodyBullet::dispatch_callbacks() {
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RigidCollisionObjectBullet::dispatch_callbacks();
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/// The check isFirstTransformChanged is necessary in order to call integrated forces only when the first transform is sent
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if ((btBody->isKinematicObject() || btBody->isActive() || previousActiveState != btBody->isActive()) && force_integration_callback && can_integrate_forces) {
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BulletPhysicsDirectBodyState3D *bodyDirect = BulletPhysicsDirectBodyState3D::get_singleton(this);
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Variant variantBodyDirect = bodyDirect;
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Object *obj = ObjectDB::get_instance(force_integration_callback->id);
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if (!obj) {
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// Remove integration callback
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set_force_integration_callback(ObjectID(), StringName());
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} else {
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const Variant *vp[2] = { &variantBodyDirect, &force_integration_callback->udata };
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Callable::CallError responseCallError;
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int argc = (force_integration_callback->udata.get_type() == Variant::NIL) ? 1 : 2;
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obj->call(force_integration_callback->method, vp, argc, responseCallError);
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}
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}
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previousActiveState = btBody->isActive();
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}
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void RigidBodyBullet::pre_process() {
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RigidCollisionObjectBullet::pre_process();
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if (isScratchedSpaceOverrideModificator || 0 < countGravityPointSpaces) {
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isScratchedSpaceOverrideModificator = false;
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reload_space_override_modificator();
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}
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if (is_active()) {
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/// Lock axis
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btBody->setLinearVelocity(btBody->getLinearVelocity() * btBody->getLinearFactor());
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btBody->setAngularVelocity(btBody->getAngularVelocity() * btBody->getAngularFactor());
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}
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}
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void RigidBodyBullet::set_force_integration_callback(ObjectID p_id, const StringName &p_method, const Variant &p_udata) {
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if (force_integration_callback) {
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memdelete(force_integration_callback);
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force_integration_callback = nullptr;
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}
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if (p_id.is_valid()) {
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force_integration_callback = memnew(ForceIntegrationCallback);
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force_integration_callback->id = p_id;
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force_integration_callback->method = p_method;
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force_integration_callback->udata = p_udata;
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}
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}
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void RigidBodyBullet::scratch_space_override_modificator() {
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isScratchedSpaceOverrideModificator = true;
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}
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void RigidBodyBullet::do_reload_collision_filters() {
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if (space) {
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space->reload_collision_filters(this);
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}
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set_activation_state(true);
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}
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void RigidBodyBullet::on_collision_checker_start() {
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prev_collision_count = collisionsCount;
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collisionsCount = 0;
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// Swap array
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SWAP(prev_collision_traces, curr_collision_traces);
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}
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void RigidBodyBullet::on_collision_checker_end() {
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// Always true if active and not a static or kinematic body
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isTransformChanged = btBody->isActive() && !btBody->isStaticOrKinematicObject();
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if (isTransformChanged && space != nullptr) {
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space->add_to_flush_queue(this);
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}
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}
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bool RigidBodyBullet::add_collision_object(RigidBodyBullet *p_otherObject, const Vector3 &p_hitWorldLocation, const Vector3 &p_hitLocalLocation, const Vector3 &p_hitNormal, const float &p_appliedImpulse, int p_other_shape_index, int p_local_shape_index) {
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if (collisionsCount >= maxCollisionsDetection) {
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return false;
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}
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CollisionData &cd = collisions[collisionsCount];
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cd.hitLocalLocation = p_hitLocalLocation;
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cd.otherObject = p_otherObject;
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cd.hitWorldLocation = p_hitWorldLocation;
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cd.hitNormal = p_hitNormal;
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cd.appliedImpulse = p_appliedImpulse;
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cd.other_object_shape = p_other_shape_index;
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cd.local_shape = p_local_shape_index;
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(*curr_collision_traces)[collisionsCount] = p_otherObject;
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++collisionsCount;
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return true;
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}
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bool RigidBodyBullet::was_colliding(RigidBodyBullet *p_other_object) {
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for (int i = prev_collision_count - 1; 0 <= i; --i) {
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if ((*prev_collision_traces)[i] == p_other_object) {
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return true;
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}
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}
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return false;
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}
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void RigidBodyBullet::assert_no_constraints() {
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if (btBody->getNumConstraintRefs()) {
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WARN_PRINT("A body with a joints is destroyed. Please check the implementation in order to destroy the joint before the body.");
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}
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}
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void RigidBodyBullet::set_activation_state(bool p_active) {
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if (p_active) {
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btBody->activate();
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} else {
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btBody->setActivationState(WANTS_DEACTIVATION);
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}
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}
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bool RigidBodyBullet::is_active() const {
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return btBody->isActive();
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}
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void RigidBodyBullet::set_omit_forces_integration(bool p_omit) {
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omit_forces_integration = p_omit;
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scratch_space_override_modificator();
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}
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void RigidBodyBullet::set_param(PhysicsServer3D::BodyParameter p_param, real_t p_value) {
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switch (p_param) {
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case PhysicsServer3D::BODY_PARAM_BOUNCE:
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btBody->setRestitution(p_value);
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break;
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case PhysicsServer3D::BODY_PARAM_FRICTION:
|
|
btBody->setFriction(p_value);
|
|
break;
|
|
case PhysicsServer3D::BODY_PARAM_MASS: {
|
|
ERR_FAIL_COND(p_value < 0);
|
|
mass = p_value;
|
|
_internal_set_mass(p_value);
|
|
break;
|
|
}
|
|
case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP:
|
|
linearDamp = p_value;
|
|
// Mark for updating total linear damping.
|
|
scratch_space_override_modificator();
|
|
break;
|
|
case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP:
|
|
angularDamp = p_value;
|
|
// Mark for updating total angular damping.
|
|
scratch_space_override_modificator();
|
|
break;
|
|
case PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE:
|
|
gravity_scale = p_value;
|
|
// The Bullet gravity will be is set by reload_space_override_modificator.
|
|
// Mark for updating total gravity scale.
|
|
scratch_space_override_modificator();
|
|
break;
|
|
default:
|
|
WARN_PRINT("Parameter " + itos(p_param) + " not supported by bullet. Value: " + itos(p_value));
|
|
}
|
|
}
|
|
|
|
real_t RigidBodyBullet::get_param(PhysicsServer3D::BodyParameter p_param) const {
|
|
switch (p_param) {
|
|
case PhysicsServer3D::BODY_PARAM_BOUNCE:
|
|
return btBody->getRestitution();
|
|
case PhysicsServer3D::BODY_PARAM_FRICTION:
|
|
return btBody->getFriction();
|
|
case PhysicsServer3D::BODY_PARAM_MASS: {
|
|
const btScalar invMass = btBody->getInvMass();
|
|
return 0 == invMass ? 0 : 1 / invMass;
|
|
}
|
|
case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP:
|
|
return linearDamp;
|
|
case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP:
|
|
return angularDamp;
|
|
case PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE:
|
|
return gravity_scale;
|
|
default:
|
|
WARN_PRINT("Parameter " + itos(p_param) + " not supported by bullet");
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
void RigidBodyBullet::set_mode(PhysicsServer3D::BodyMode p_mode) {
|
|
// This is necessary to block force_integration untile next move
|
|
can_integrate_forces = false;
|
|
destroy_kinematic_utilities();
|
|
// The mode change is relevant to its mass
|
|
switch (p_mode) {
|
|
case PhysicsServer3D::BODY_MODE_KINEMATIC:
|
|
mode = PhysicsServer3D::BODY_MODE_KINEMATIC;
|
|
reload_axis_lock();
|
|
_internal_set_mass(0);
|
|
init_kinematic_utilities();
|
|
break;
|
|
case PhysicsServer3D::BODY_MODE_STATIC:
|
|
mode = PhysicsServer3D::BODY_MODE_STATIC;
|
|
reload_axis_lock();
|
|
_internal_set_mass(0);
|
|
break;
|
|
case PhysicsServer3D::BODY_MODE_RIGID:
|
|
mode = PhysicsServer3D::BODY_MODE_RIGID;
|
|
reload_axis_lock();
|
|
_internal_set_mass(0 == mass ? 1 : mass);
|
|
scratch_space_override_modificator();
|
|
break;
|
|
case PhysicsServer3D::BODY_MODE_CHARACTER:
|
|
mode = PhysicsServer3D::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));
|
|
}
|
|
|
|
PhysicsServer3D::BodyMode RigidBodyBullet::get_mode() const {
|
|
return mode;
|
|
}
|
|
|
|
void RigidBodyBullet::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant) {
|
|
switch (p_state) {
|
|
case PhysicsServer3D::BODY_STATE_TRANSFORM:
|
|
set_transform(p_variant);
|
|
break;
|
|
case PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY:
|
|
set_linear_velocity(p_variant);
|
|
break;
|
|
case PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY:
|
|
set_angular_velocity(p_variant);
|
|
break;
|
|
case PhysicsServer3D::BODY_STATE_SLEEPING:
|
|
set_activation_state(!bool(p_variant));
|
|
break;
|
|
case PhysicsServer3D::BODY_STATE_CAN_SLEEP:
|
|
can_sleep = bool(p_variant);
|
|
if (!can_sleep) {
|
|
// Can't sleep
|
|
btBody->forceActivationState(DISABLE_DEACTIVATION);
|
|
} else {
|
|
btBody->forceActivationState(ACTIVE_TAG);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
Variant RigidBodyBullet::get_state(PhysicsServer3D::BodyState p_state) const {
|
|
switch (p_state) {
|
|
case PhysicsServer3D::BODY_STATE_TRANSFORM:
|
|
return get_transform();
|
|
case PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY:
|
|
return get_linear_velocity();
|
|
case PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY:
|
|
return get_angular_velocity();
|
|
case PhysicsServer3D::BODY_STATE_SLEEPING:
|
|
return !is_active();
|
|
case PhysicsServer3D::BODY_STATE_CAN_SLEEP:
|
|
return can_sleep;
|
|
default:
|
|
WARN_PRINT("This state " + itos(p_state) + " is not supported by Bullet");
|
|
return Variant();
|
|
}
|
|
}
|
|
|
|
void RigidBodyBullet::apply_central_impulse(const Vector3 &p_impulse) {
|
|
btVector3 btImpulse;
|
|
G_TO_B(p_impulse, btImpulse);
|
|
if (Vector3() != p_impulse) {
|
|
btBody->activate();
|
|
}
|
|
btBody->applyCentralImpulse(btImpulse);
|
|
}
|
|
|
|
void RigidBodyBullet::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) {
|
|
btVector3 btImpulse;
|
|
btVector3 btPosition;
|
|
G_TO_B(p_impulse, btImpulse);
|
|
G_TO_B(p_position, btPosition);
|
|
if (Vector3() != p_impulse) {
|
|
btBody->activate();
|
|
}
|
|
btBody->applyImpulse(btImpulse, btPosition);
|
|
}
|
|
|
|
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_position) {
|
|
btVector3 btForce;
|
|
btVector3 btPosition;
|
|
G_TO_B(p_force, btForce);
|
|
G_TO_B(p_position, btPosition);
|
|
if (Vector3() != p_force) {
|
|
btBody->activate();
|
|
}
|
|
btBody->applyForce(btForce, btPosition);
|
|
}
|
|
|
|
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(PhysicsServer3D::BodyAxis p_axis, bool lock) {
|
|
if (lock) {
|
|
locked_axis |= p_axis;
|
|
} else {
|
|
locked_axis &= ~p_axis;
|
|
}
|
|
|
|
reload_axis_lock();
|
|
}
|
|
|
|
bool RigidBodyBullet::is_axis_locked(PhysicsServer3D::BodyAxis p_axis) const {
|
|
return locked_axis & p_axis;
|
|
}
|
|
|
|
void RigidBodyBullet::reload_axis_lock() {
|
|
btBody->setLinearFactor(btVector3(float(!is_axis_locked(PhysicsServer3D::BODY_AXIS_LINEAR_X)), float(!is_axis_locked(PhysicsServer3D::BODY_AXIS_LINEAR_Y)), float(!is_axis_locked(PhysicsServer3D::BODY_AXIS_LINEAR_Z))));
|
|
if (PhysicsServer3D::BODY_MODE_CHARACTER == mode) {
|
|
/// When character angular is always locked
|
|
btBody->setAngularFactor(btVector3(0., 0., 0.));
|
|
} else {
|
|
btBody->setAngularFactor(btVector3(float(!is_axis_locked(PhysicsServer3D::BODY_AXIS_ANGULAR_X)), float(!is_axis_locked(PhysicsServer3D::BODY_AXIS_ANGULAR_Y)), float(!is_axis_locked(PhysicsServer3D::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(1e-7);
|
|
|
|
/// 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
|
|
btScalar radius(1.0);
|
|
if (btBody->getCollisionShape()) {
|
|
btVector3 center;
|
|
btBody->getCollisionShape()->getBoundingSphere(center, radius);
|
|
}
|
|
btBody->setCcdSweptSphereRadius(radius * 0.2);
|
|
} else {
|
|
btBody->setCcdMotionThreshold(10000.0);
|
|
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 == PhysicsServer3D::BODY_MODE_KINEMATIC) {
|
|
if (space && space->get_delta_time() != 0) {
|
|
btBody->setLinearVelocity((p_global_transform.getOrigin() - btBody->getWorldTransform().getOrigin()) / space->get_delta_time());
|
|
}
|
|
// The kinematic use MotionState class
|
|
godotMotionState->moveBody(p_global_transform);
|
|
} else {
|
|
// Is necessary to avoid wrong location on the rendering side on the next frame
|
|
godotMotionState->setWorldTransform(p_global_transform);
|
|
}
|
|
CollisionObjectBullet::set_transform__bullet(p_global_transform);
|
|
}
|
|
|
|
const btTransform &RigidBodyBullet::get_transform__bullet() const {
|
|
if (is_static()) {
|
|
return RigidCollisionObjectBullet::get_transform__bullet();
|
|
} else {
|
|
return godotMotionState->getCurrentWorldTransform();
|
|
}
|
|
}
|
|
|
|
void RigidBodyBullet::do_reload_shapes() {
|
|
RigidCollisionObjectBullet::do_reload_shapes();
|
|
|
|
const btScalar invMass = btBody->getInvMass();
|
|
const btScalar mass = invMass == 0 ? 0 : 1 / invMass;
|
|
|
|
if (mainShape) {
|
|
// inertia initialised zero here because some of bullet's collision
|
|
// shapes incorrectly do not set the vector in calculateLocalIntertia.
|
|
// Arbitrary zero is preferable to undefined behaviour.
|
|
btVector3 inertia(0, 0, 0);
|
|
if (EMPTY_SHAPE_PROXYTYPE != mainShape->getShapeType()) { // Necessary to avoid assertion of the empty shape
|
|
mainShape->calculateLocalInertia(mass, inertia);
|
|
}
|
|
btBody->setMassProps(mass, inertia);
|
|
}
|
|
btBody->updateInertiaTensor();
|
|
|
|
reload_kinematic_shapes();
|
|
set_continuous_collision_detection(btBody->getCcdMotionThreshold() < 9998.0);
|
|
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 (nullptr == 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 (PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED != p_area->get_spOv_mode()) {
|
|
scratch_space_override_modificator();
|
|
}
|
|
|
|
if (p_area->is_spOv_gravityPoint()) {
|
|
++countGravityPointSpaces;
|
|
ERR_FAIL_COND(countGravityPointSpaces <= 0);
|
|
}
|
|
}
|
|
|
|
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 found, 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;
|
|
ERR_FAIL_COND(countGravityPointSpaces < 0);
|
|
}
|
|
|
|
--areaWhereIamCount;
|
|
areasWhereIam[areaWhereIamCount] = nullptr; // Even if this is not required, I clear the last element to be safe
|
|
if (PhysicsServer3D::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() && PhysicsServer3D::BODY_MODE_KINEMATIC != mode) {
|
|
return;
|
|
}
|
|
|
|
Vector3 newGravity;
|
|
real_t newLinearDamp = MAX(0.0, linearDamp);
|
|
real_t newAngularDamp = MAX(0.0, angularDamp);
|
|
|
|
bool stopped = false;
|
|
for (int i = 0; i < areaWhereIamCount && !stopped; i += 1) {
|
|
AreaBullet *currentArea = areasWhereIam[i];
|
|
|
|
if (!currentArea || PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED == currentArea->get_spOv_mode()) {
|
|
continue;
|
|
}
|
|
|
|
Vector3 support_gravity;
|
|
|
|
/// 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();
|
|
|
|
const real_t distanceMag = support_gravity.length();
|
|
// Normalized in this way to avoid the double call of function "length()"
|
|
if (distanceMag == 0) {
|
|
support_gravity = Vector3();
|
|
} else {
|
|
support_gravity /= 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 PhysicsServer3D::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 PhysicsServer3D::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();
|
|
break;
|
|
case PhysicsServer3D::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();
|
|
stopped = true;
|
|
break;
|
|
case PhysicsServer3D::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();
|
|
stopped = true;
|
|
break;
|
|
case PhysicsServer3D::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();
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Add default gravity and damping from space.
|
|
if (!stopped) {
|
|
newGravity += space->get_gravity_direction() * space->get_gravity_magnitude();
|
|
newLinearDamp += space->get_linear_damp();
|
|
newAngularDamp += space->get_angular_damp();
|
|
}
|
|
|
|
total_gravity = newGravity;
|
|
|
|
if (omit_forces_integration) {
|
|
// Custom behaviour.
|
|
btBody->setGravity(btVector3(0, 0, 0));
|
|
} else {
|
|
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::notify_transform_changed() {
|
|
RigidCollisionObjectBullet::notify_transform_changed();
|
|
can_integrate_forces = true;
|
|
}
|
|
|
|
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 (PhysicsServer3D::BODY_MODE_RIGID != mode && PhysicsServer3D::BODY_MODE_CHARACTER != mode) {
|
|
return;
|
|
}
|
|
|
|
m_isStatic = false;
|
|
if (mainShape) {
|
|
mainShape->calculateLocalInertia(p_mass, localInertia);
|
|
}
|
|
|
|
if (PhysicsServer3D::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 (PhysicsServer3D::BODY_MODE_STATIC != mode && PhysicsServer3D::BODY_MODE_KINEMATIC != mode) {
|
|
return;
|
|
}
|
|
|
|
m_isStatic = true;
|
|
if (PhysicsServer3D::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();
|
|
}
|