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- /**************************************************************************/
- /* godot_space_3d.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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 "godot_space_3d.h"
- #include "godot_collision_solver_3d.h"
- #include "godot_physics_server_3d.h"
- #include "core/config/project_settings.h"
- #define TEST_MOTION_MARGIN_MIN_VALUE 0.0001
- #define TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR 0.05
- _FORCE_INLINE_ static bool _can_collide_with(GodotCollisionObject3D *p_object, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
- if (!(p_object->get_collision_layer() & p_collision_mask)) {
- return false;
- }
- if (p_object->get_type() == GodotCollisionObject3D::TYPE_AREA && !p_collide_with_areas) {
- return false;
- }
- if (p_object->get_type() == GodotCollisionObject3D::TYPE_BODY && !p_collide_with_bodies) {
- return false;
- }
- if (p_object->get_type() == GodotCollisionObject3D::TYPE_SOFT_BODY && !p_collide_with_bodies) {
- return false;
- }
- return true;
- }
- int GodotPhysicsDirectSpaceState3D::intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) {
- ERR_FAIL_COND_V(space->locked, false);
- int amount = space->broadphase->cull_point(p_parameters.position, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
- int cc = 0;
- //Transform3D ai = p_xform.affine_inverse();
- for (int i = 0; i < amount; i++) {
- if (cc >= p_result_max) {
- break;
- }
- if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
- continue;
- }
- //area can't be picked by ray (default)
- if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
- continue;
- }
- const GodotCollisionObject3D *col_obj = space->intersection_query_results[i];
- int shape_idx = space->intersection_query_subindex_results[i];
- Transform3D inv_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
- inv_xform.affine_invert();
- if (!col_obj->get_shape(shape_idx)->intersect_point(inv_xform.xform(p_parameters.position))) {
- continue;
- }
- r_results[cc].collider_id = col_obj->get_instance_id();
- if (r_results[cc].collider_id.is_valid()) {
- r_results[cc].collider = ObjectDB::get_instance(r_results[cc].collider_id);
- } else {
- r_results[cc].collider = nullptr;
- }
- r_results[cc].rid = col_obj->get_self();
- r_results[cc].shape = shape_idx;
- cc++;
- }
- return cc;
- }
- bool GodotPhysicsDirectSpaceState3D::intersect_ray(const RayParameters &p_parameters, RayResult &r_result) {
- ERR_FAIL_COND_V(space->locked, false);
- Vector3 begin, end;
- Vector3 normal;
- begin = p_parameters.from;
- end = p_parameters.to;
- normal = (end - begin).normalized();
- int amount = space->broadphase->cull_segment(begin, end, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
- //todo, create another array that references results, compute AABBs and check closest point to ray origin, sort, and stop evaluating results when beyond first collision
- bool collided = false;
- Vector3 res_point, res_normal;
- int res_face_index = -1;
- int res_shape = -1;
- const GodotCollisionObject3D *res_obj = nullptr;
- real_t min_d = 1e10;
- for (int i = 0; i < amount; i++) {
- if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
- continue;
- }
- if (p_parameters.pick_ray && !(space->intersection_query_results[i]->is_ray_pickable())) {
- continue;
- }
- if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
- continue;
- }
- const GodotCollisionObject3D *col_obj = space->intersection_query_results[i];
- int shape_idx = space->intersection_query_subindex_results[i];
- Transform3D inv_xform = col_obj->get_shape_inv_transform(shape_idx) * col_obj->get_inv_transform();
- Vector3 local_from = inv_xform.xform(begin);
- Vector3 local_to = inv_xform.xform(end);
- const GodotShape3D *shape = col_obj->get_shape(shape_idx);
- Vector3 shape_point, shape_normal;
- int shape_face_index = -1;
- if (shape->intersect_point(local_from)) {
- if (p_parameters.hit_from_inside) {
- // Hit shape at starting point.
- min_d = 0;
- res_point = begin;
- res_normal = Vector3();
- res_shape = shape_idx;
- res_obj = col_obj;
- collided = true;
- break;
- } else {
- // Ignore shape when starting inside.
- continue;
- }
- }
- if (shape->intersect_segment(local_from, local_to, shape_point, shape_normal, shape_face_index, p_parameters.hit_back_faces)) {
- Transform3D xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
- shape_point = xform.xform(shape_point);
- real_t ld = normal.dot(shape_point);
- if (ld < min_d) {
- min_d = ld;
- res_point = shape_point;
- res_normal = inv_xform.basis.xform_inv(shape_normal).normalized();
- res_face_index = shape_face_index;
- res_shape = shape_idx;
- res_obj = col_obj;
- collided = true;
- }
- }
- }
- if (!collided) {
- return false;
- }
- ERR_FAIL_NULL_V(res_obj, false); // Shouldn't happen but silences warning.
- r_result.collider_id = res_obj->get_instance_id();
- if (r_result.collider_id.is_valid()) {
- r_result.collider = ObjectDB::get_instance(r_result.collider_id);
- } else {
- r_result.collider = nullptr;
- }
- r_result.normal = res_normal;
- r_result.face_index = res_face_index;
- r_result.position = res_point;
- r_result.rid = res_obj->get_self();
- r_result.shape = res_shape;
- return true;
- }
- int GodotPhysicsDirectSpaceState3D::intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) {
- if (p_result_max <= 0) {
- return 0;
- }
- GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
- ERR_FAIL_NULL_V(shape, 0);
- AABB aabb = p_parameters.transform.xform(shape->get_aabb());
- int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
- int cc = 0;
- //Transform3D ai = p_xform.affine_inverse();
- for (int i = 0; i < amount; i++) {
- if (cc >= p_result_max) {
- break;
- }
- if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
- continue;
- }
- //area can't be picked by ray (default)
- if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
- continue;
- }
- const GodotCollisionObject3D *col_obj = space->intersection_query_results[i];
- int shape_idx = space->intersection_query_subindex_results[i];
- if (!GodotCollisionSolver3D::solve_static(shape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), nullptr, nullptr, nullptr, p_parameters.margin, 0)) {
- continue;
- }
- if (r_results) {
- r_results[cc].collider_id = col_obj->get_instance_id();
- if (r_results[cc].collider_id.is_valid()) {
- r_results[cc].collider = ObjectDB::get_instance(r_results[cc].collider_id);
- } else {
- r_results[cc].collider = nullptr;
- }
- r_results[cc].rid = col_obj->get_self();
- r_results[cc].shape = shape_idx;
- }
- cc++;
- }
- return cc;
- }
- bool GodotPhysicsDirectSpaceState3D::cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe, ShapeRestInfo *r_info) {
- GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
- ERR_FAIL_NULL_V(shape, false);
- AABB aabb = p_parameters.transform.xform(shape->get_aabb());
- aabb = aabb.merge(AABB(aabb.position + p_parameters.motion, aabb.size)); //motion
- aabb = aabb.grow(p_parameters.margin);
- int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
- real_t best_safe = 1;
- real_t best_unsafe = 1;
- Transform3D xform_inv = p_parameters.transform.affine_inverse();
- GodotMotionShape3D mshape;
- mshape.shape = shape;
- mshape.motion = xform_inv.basis.xform(p_parameters.motion);
- bool best_first = true;
- Vector3 motion_normal = p_parameters.motion.normalized();
- Vector3 closest_A, closest_B;
- for (int i = 0; i < amount; i++) {
- if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
- continue;
- }
- if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
- continue; //ignore excluded
- }
- const GodotCollisionObject3D *col_obj = space->intersection_query_results[i];
- int shape_idx = space->intersection_query_subindex_results[i];
- Vector3 point_A, point_B;
- Vector3 sep_axis = motion_normal;
- Transform3D col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
- //test initial overlap, does it collide if going all the way?
- if (GodotCollisionSolver3D::solve_distance(&mshape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) {
- continue;
- }
- //test initial overlap, ignore objects it's inside of.
- sep_axis = motion_normal;
- if (!GodotCollisionSolver3D::solve_distance(shape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) {
- continue;
- }
- //just do kinematic solving
- real_t low = 0.0;
- real_t hi = 1.0;
- real_t fraction_coeff = 0.5;
- for (int j = 0; j < 8; j++) { //steps should be customizable..
- real_t fraction = low + (hi - low) * fraction_coeff;
- mshape.motion = xform_inv.basis.xform(p_parameters.motion * fraction);
- Vector3 lA, lB;
- Vector3 sep = motion_normal; //important optimization for this to work fast enough
- bool collided = !GodotCollisionSolver3D::solve_distance(&mshape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj_xform, lA, lB, aabb, &sep);
- if (collided) {
- hi = fraction;
- if ((j == 0) || (low > 0.0)) { // Did it not collide before?
- // When alternating or first iteration, use dichotomy.
- fraction_coeff = 0.5;
- } else {
- // When colliding again, converge faster towards low fraction
- // for more accurate results with long motions that collide near the start.
- fraction_coeff = 0.25;
- }
- } else {
- point_A = lA;
- point_B = lB;
- low = fraction;
- if ((j == 0) || (hi < 1.0)) { // Did it collide before?
- // When alternating or first iteration, use dichotomy.
- fraction_coeff = 0.5;
- } else {
- // When not colliding again, converge faster towards high fraction
- // for more accurate results with long motions that collide near the end.
- fraction_coeff = 0.75;
- }
- }
- }
- if (low < best_safe) {
- best_first = true; //force reset
- best_safe = low;
- best_unsafe = hi;
- }
- if (r_info && (best_first || (point_A.distance_squared_to(point_B) < closest_A.distance_squared_to(closest_B) && low <= best_safe))) {
- closest_A = point_A;
- closest_B = point_B;
- r_info->collider_id = col_obj->get_instance_id();
- r_info->rid = col_obj->get_self();
- r_info->shape = shape_idx;
- r_info->point = closest_B;
- r_info->normal = (closest_A - closest_B).normalized();
- best_first = false;
- if (col_obj->get_type() == GodotCollisionObject3D::TYPE_BODY) {
- const GodotBody3D *body = static_cast<const GodotBody3D *>(col_obj);
- Vector3 rel_vec = closest_B - (body->get_transform().origin + body->get_center_of_mass());
- r_info->linear_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec);
- }
- }
- }
- p_closest_safe = best_safe;
- p_closest_unsafe = best_unsafe;
- return true;
- }
- bool GodotPhysicsDirectSpaceState3D::collide_shape(const ShapeParameters &p_parameters, Vector3 *r_results, int p_result_max, int &r_result_count) {
- if (p_result_max <= 0) {
- return false;
- }
- GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
- ERR_FAIL_NULL_V(shape, false);
- AABB aabb = p_parameters.transform.xform(shape->get_aabb());
- aabb = aabb.grow(p_parameters.margin);
- int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
- bool collided = false;
- r_result_count = 0;
- GodotPhysicsServer3D::CollCbkData cbk;
- cbk.max = p_result_max;
- cbk.amount = 0;
- cbk.ptr = r_results;
- GodotCollisionSolver3D::CallbackResult cbkres = GodotPhysicsServer3D::_shape_col_cbk;
- GodotPhysicsServer3D::CollCbkData *cbkptr = &cbk;
- for (int i = 0; i < amount; i++) {
- if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
- continue;
- }
- const GodotCollisionObject3D *col_obj = space->intersection_query_results[i];
- if (p_parameters.exclude.has(col_obj->get_self())) {
- continue;
- }
- int shape_idx = space->intersection_query_subindex_results[i];
- if (GodotCollisionSolver3D::solve_static(shape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), cbkres, cbkptr, nullptr, p_parameters.margin)) {
- collided = true;
- }
- }
- r_result_count = cbk.amount;
- return collided;
- }
- struct _RestResultData {
- const GodotCollisionObject3D *object = nullptr;
- int local_shape = 0;
- int shape = 0;
- Vector3 contact;
- Vector3 normal;
- real_t len = 0.0;
- };
- struct _RestCallbackData {
- const GodotCollisionObject3D *object = nullptr;
- int local_shape = 0;
- int shape = 0;
- real_t min_allowed_depth = 0.0;
- _RestResultData best_result;
- int max_results = 0;
- int result_count = 0;
- _RestResultData *other_results = nullptr;
- };
- static void _rest_cbk_result(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal, void *p_userdata) {
- _RestCallbackData *rd = static_cast<_RestCallbackData *>(p_userdata);
- Vector3 contact_rel = p_point_B - p_point_A;
- real_t len = contact_rel.length();
- if (len < rd->min_allowed_depth) {
- return;
- }
- bool is_best_result = (len > rd->best_result.len);
- if (rd->other_results && rd->result_count > 0) {
- // Consider as new result by default.
- int prev_result_count = rd->result_count++;
- int result_index = 0;
- real_t tested_len = is_best_result ? rd->best_result.len : len;
- for (; result_index < prev_result_count - 1; ++result_index) {
- if (tested_len > rd->other_results[result_index].len) {
- // Re-using a previous result.
- rd->result_count--;
- break;
- }
- }
- if (result_index < rd->max_results - 1) {
- _RestResultData &result = rd->other_results[result_index];
- if (is_best_result) {
- // Keep the previous best result as separate result.
- result = rd->best_result;
- } else {
- // Keep this result as separate result.
- result.len = len;
- result.contact = p_point_B;
- result.normal = normal;
- result.object = rd->object;
- result.shape = rd->shape;
- result.local_shape = rd->local_shape;
- }
- } else {
- // Discarding this result.
- rd->result_count--;
- }
- } else if (is_best_result) {
- rd->result_count = 1;
- }
- if (!is_best_result) {
- return;
- }
- rd->best_result.len = len;
- rd->best_result.contact = p_point_B;
- rd->best_result.normal = normal;
- rd->best_result.object = rd->object;
- rd->best_result.shape = rd->shape;
- rd->best_result.local_shape = rd->local_shape;
- }
- bool GodotPhysicsDirectSpaceState3D::rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) {
- GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
- ERR_FAIL_NULL_V(shape, false);
- real_t margin = MAX(p_parameters.margin, TEST_MOTION_MARGIN_MIN_VALUE);
- AABB aabb = p_parameters.transform.xform(shape->get_aabb());
- aabb = aabb.grow(margin);
- int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
- _RestCallbackData rcd;
- // Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
- real_t motion_length = p_parameters.motion.length();
- real_t min_contact_depth = margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
- rcd.min_allowed_depth = MIN(motion_length, min_contact_depth);
- for (int i = 0; i < amount; i++) {
- if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
- continue;
- }
- const GodotCollisionObject3D *col_obj = space->intersection_query_results[i];
- if (p_parameters.exclude.has(col_obj->get_self())) {
- continue;
- }
- int shape_idx = space->intersection_query_subindex_results[i];
- rcd.object = col_obj;
- rcd.shape = shape_idx;
- bool sc = GodotCollisionSolver3D::solve_static(shape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), _rest_cbk_result, &rcd, nullptr, margin);
- if (!sc) {
- continue;
- }
- }
- if (rcd.best_result.len == 0 || !rcd.best_result.object) {
- return false;
- }
- r_info->collider_id = rcd.best_result.object->get_instance_id();
- r_info->shape = rcd.best_result.shape;
- r_info->normal = rcd.best_result.normal;
- r_info->point = rcd.best_result.contact;
- r_info->rid = rcd.best_result.object->get_self();
- if (rcd.best_result.object->get_type() == GodotCollisionObject3D::TYPE_BODY) {
- const GodotBody3D *body = static_cast<const GodotBody3D *>(rcd.best_result.object);
- Vector3 rel_vec = rcd.best_result.contact - (body->get_transform().origin + body->get_center_of_mass());
- r_info->linear_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec);
- } else {
- r_info->linear_velocity = Vector3();
- }
- return true;
- }
- Vector3 GodotPhysicsDirectSpaceState3D::get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const {
- GodotCollisionObject3D *obj = GodotPhysicsServer3D::godot_singleton->area_owner.get_or_null(p_object);
- if (!obj) {
- obj = GodotPhysicsServer3D::godot_singleton->body_owner.get_or_null(p_object);
- }
- ERR_FAIL_NULL_V(obj, Vector3());
- ERR_FAIL_COND_V(obj->get_space() != space, Vector3());
- real_t min_distance = 1e20;
- Vector3 min_point;
- bool shapes_found = false;
- for (int i = 0; i < obj->get_shape_count(); i++) {
- if (obj->is_shape_disabled(i)) {
- continue;
- }
- Transform3D shape_xform = obj->get_transform() * obj->get_shape_transform(i);
- GodotShape3D *shape = obj->get_shape(i);
- Vector3 point = shape->get_closest_point_to(shape_xform.affine_inverse().xform(p_point));
- point = shape_xform.xform(point);
- real_t dist = point.distance_to(p_point);
- if (dist < min_distance) {
- min_distance = dist;
- min_point = point;
- }
- shapes_found = true;
- }
- if (!shapes_found) {
- return obj->get_transform().origin; //no shapes found, use distance to origin.
- } else {
- return min_point;
- }
- }
- GodotPhysicsDirectSpaceState3D::GodotPhysicsDirectSpaceState3D() {
- space = nullptr;
- }
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////
- int GodotSpace3D::_cull_aabb_for_body(GodotBody3D *p_body, const AABB &p_aabb) {
- int amount = broadphase->cull_aabb(p_aabb, intersection_query_results, INTERSECTION_QUERY_MAX, intersection_query_subindex_results);
- for (int i = 0; i < amount; i++) {
- bool keep = true;
- if (intersection_query_results[i] == p_body) {
- keep = false;
- } else if (intersection_query_results[i]->get_type() == GodotCollisionObject3D::TYPE_AREA) {
- keep = false;
- } else if (intersection_query_results[i]->get_type() == GodotCollisionObject3D::TYPE_SOFT_BODY) {
- keep = false;
- } else if (!p_body->collides_with(static_cast<GodotBody3D *>(intersection_query_results[i]))) {
- keep = false;
- } else if (static_cast<GodotBody3D *>(intersection_query_results[i])->has_exception(p_body->get_self()) || p_body->has_exception(intersection_query_results[i]->get_self())) {
- keep = false;
- }
- if (!keep) {
- if (i < amount - 1) {
- SWAP(intersection_query_results[i], intersection_query_results[amount - 1]);
- SWAP(intersection_query_subindex_results[i], intersection_query_subindex_results[amount - 1]);
- }
- amount--;
- i--;
- }
- }
- return amount;
- }
- bool GodotSpace3D::test_body_motion(GodotBody3D *p_body, const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult *r_result) {
- //give me back regular physics engine logic
- //this is madness
- //and most people using this function will think
- //what it does is simpler than using physics
- //this took about a week to get right..
- //but is it right? who knows at this point..
- ERR_FAIL_COND_V(p_parameters.max_collisions < 0 || p_parameters.max_collisions > PhysicsServer3D::MotionResult::MAX_COLLISIONS, false);
- if (r_result) {
- *r_result = PhysicsServer3D::MotionResult();
- }
- AABB body_aabb;
- bool shapes_found = false;
- for (int i = 0; i < p_body->get_shape_count(); i++) {
- if (p_body->is_shape_disabled(i)) {
- continue;
- }
- if (!shapes_found) {
- body_aabb = p_body->get_shape_aabb(i);
- shapes_found = true;
- } else {
- body_aabb = body_aabb.merge(p_body->get_shape_aabb(i));
- }
- }
- if (!shapes_found) {
- if (r_result) {
- r_result->travel = p_parameters.motion;
- }
- return false;
- }
- real_t margin = MAX(p_parameters.margin, TEST_MOTION_MARGIN_MIN_VALUE);
- // Undo the currently transform the physics server is aware of and apply the provided one
- body_aabb = p_parameters.from.xform(p_body->get_inv_transform().xform(body_aabb));
- body_aabb = body_aabb.grow(margin);
- real_t min_contact_depth = margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
- real_t motion_length = p_parameters.motion.length();
- Vector3 motion_normal = p_parameters.motion / motion_length;
- Transform3D body_transform = p_parameters.from;
- bool recovered = false;
- {
- //STEP 1, FREE BODY IF STUCK
- const int max_results = 32;
- int recover_attempts = 4;
- Vector3 sr[max_results * 2];
- real_t priorities[max_results];
- do {
- GodotPhysicsServer3D::CollCbkData cbk;
- cbk.max = max_results;
- cbk.amount = 0;
- cbk.ptr = sr;
- GodotPhysicsServer3D::CollCbkData *cbkptr = &cbk;
- GodotCollisionSolver3D::CallbackResult cbkres = GodotPhysicsServer3D::_shape_col_cbk;
- int priority_amount = 0;
- bool collided = false;
- int amount = _cull_aabb_for_body(p_body, body_aabb);
- for (int j = 0; j < p_body->get_shape_count(); j++) {
- if (p_body->is_shape_disabled(j)) {
- continue;
- }
- Transform3D body_shape_xform = body_transform * p_body->get_shape_transform(j);
- GodotShape3D *body_shape = p_body->get_shape(j);
- for (int i = 0; i < amount; i++) {
- const GodotCollisionObject3D *col_obj = intersection_query_results[i];
- if (p_parameters.exclude_bodies.has(col_obj->get_self())) {
- continue;
- }
- if (p_parameters.exclude_objects.has(col_obj->get_instance_id())) {
- continue;
- }
- int shape_idx = intersection_query_subindex_results[i];
- if (GodotCollisionSolver3D::solve_static(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), cbkres, cbkptr, nullptr, margin)) {
- collided = cbk.amount > 0;
- }
- while (cbk.amount > priority_amount) {
- priorities[priority_amount] = col_obj->get_collision_priority();
- priority_amount++;
- }
- }
- }
- if (!collided) {
- break;
- }
- real_t inv_total_weight = 0.0;
- for (int i = 0; i < cbk.amount; i++) {
- inv_total_weight += priorities[i];
- }
- inv_total_weight = Math::is_zero_approx(inv_total_weight) ? 1.0 : (real_t)cbk.amount / inv_total_weight;
- recovered = true;
- Vector3 recover_motion;
- for (int i = 0; i < cbk.amount; i++) {
- Vector3 a = sr[i * 2 + 0];
- Vector3 b = sr[i * 2 + 1];
- // Compute plane on b towards a.
- Vector3 n = (a - b).normalized();
- real_t d = n.dot(b);
- // Compute depth on recovered motion.
- real_t depth = n.dot(a + recover_motion) - d;
- if (depth > min_contact_depth + CMP_EPSILON) {
- // Only recover if there is penetration.
- recover_motion -= n * (depth - min_contact_depth) * 0.4 * priorities[i] * inv_total_weight;
- }
- }
- if (recover_motion == Vector3()) {
- collided = false;
- break;
- }
- body_transform.origin += recover_motion;
- body_aabb.position += recover_motion;
- recover_attempts--;
- } while (recover_attempts);
- }
- real_t safe = 1.0;
- real_t unsafe = 1.0;
- int best_shape = -1;
- {
- // STEP 2 ATTEMPT MOTION
- AABB motion_aabb = body_aabb;
- motion_aabb.position += p_parameters.motion;
- motion_aabb = motion_aabb.merge(body_aabb);
- int amount = _cull_aabb_for_body(p_body, motion_aabb);
- for (int j = 0; j < p_body->get_shape_count(); j++) {
- if (p_body->is_shape_disabled(j)) {
- continue;
- }
- GodotShape3D *body_shape = p_body->get_shape(j);
- // Colliding separation rays allows to properly snap to the ground,
- // otherwise it's not needed in regular motion.
- if (!p_parameters.collide_separation_ray && (body_shape->get_type() == PhysicsServer3D::SHAPE_SEPARATION_RAY)) {
- // When slide on slope is on, separation ray shape acts like a regular shape.
- if (!static_cast<GodotSeparationRayShape3D *>(body_shape)->get_slide_on_slope()) {
- continue;
- }
- }
- Transform3D body_shape_xform = body_transform * p_body->get_shape_transform(j);
- Transform3D body_shape_xform_inv = body_shape_xform.affine_inverse();
- GodotMotionShape3D mshape;
- mshape.shape = body_shape;
- mshape.motion = body_shape_xform_inv.basis.xform(p_parameters.motion);
- bool stuck = false;
- real_t best_safe = 1;
- real_t best_unsafe = 1;
- for (int i = 0; i < amount; i++) {
- const GodotCollisionObject3D *col_obj = intersection_query_results[i];
- if (p_parameters.exclude_bodies.has(col_obj->get_self())) {
- continue;
- }
- if (p_parameters.exclude_objects.has(col_obj->get_instance_id())) {
- continue;
- }
- int shape_idx = intersection_query_subindex_results[i];
- //test initial overlap, does it collide if going all the way?
- Vector3 point_A, point_B;
- Vector3 sep_axis = motion_normal;
- Transform3D col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
- //test initial overlap, does it collide if going all the way?
- if (GodotCollisionSolver3D::solve_distance(&mshape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, motion_aabb, &sep_axis)) {
- continue;
- }
- sep_axis = motion_normal;
- if (!GodotCollisionSolver3D::solve_distance(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, motion_aabb, &sep_axis)) {
- stuck = true;
- break;
- }
- //just do kinematic solving
- real_t low = 0.0;
- real_t hi = 1.0;
- real_t fraction_coeff = 0.5;
- for (int k = 0; k < 8; k++) { //steps should be customizable..
- real_t fraction = low + (hi - low) * fraction_coeff;
- mshape.motion = body_shape_xform_inv.basis.xform(p_parameters.motion * fraction);
- Vector3 lA, lB;
- Vector3 sep = motion_normal; //important optimization for this to work fast enough
- bool collided = !GodotCollisionSolver3D::solve_distance(&mshape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, lA, lB, motion_aabb, &sep);
- if (collided) {
- hi = fraction;
- if ((k == 0) || (low > 0.0)) { // Did it not collide before?
- // When alternating or first iteration, use dichotomy.
- fraction_coeff = 0.5;
- } else {
- // When colliding again, converge faster towards low fraction
- // for more accurate results with long motions that collide near the start.
- fraction_coeff = 0.25;
- }
- } else {
- point_A = lA;
- point_B = lB;
- low = fraction;
- if ((k == 0) || (hi < 1.0)) { // Did it collide before?
- // When alternating or first iteration, use dichotomy.
- fraction_coeff = 0.5;
- } else {
- // When not colliding again, converge faster towards high fraction
- // for more accurate results with long motions that collide near the end.
- fraction_coeff = 0.75;
- }
- }
- }
- if (low < best_safe) {
- best_safe = low;
- best_unsafe = hi;
- }
- }
- if (stuck) {
- safe = 0;
- unsafe = 0;
- best_shape = j; //sadly it's the best
- break;
- }
- if (best_safe == 1.0) {
- continue;
- }
- if (best_safe < safe) {
- safe = best_safe;
- unsafe = best_unsafe;
- best_shape = j;
- }
- }
- }
- bool collided = false;
- if ((p_parameters.recovery_as_collision && recovered) || (safe < 1)) {
- if (safe >= 1) {
- best_shape = -1; //no best shape with cast, reset to -1
- }
- //it collided, let's get the rest info in unsafe advance
- Transform3D ugt = body_transform;
- ugt.origin += p_parameters.motion * unsafe;
- _RestResultData results[PhysicsServer3D::MotionResult::MAX_COLLISIONS];
- _RestCallbackData rcd;
- if (p_parameters.max_collisions > 1) {
- rcd.max_results = p_parameters.max_collisions;
- rcd.other_results = results;
- }
- // Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
- rcd.min_allowed_depth = MIN(motion_length, min_contact_depth);
- body_aabb.position += p_parameters.motion * unsafe;
- int amount = _cull_aabb_for_body(p_body, body_aabb);
- int from_shape = best_shape != -1 ? best_shape : 0;
- int to_shape = best_shape != -1 ? best_shape + 1 : p_body->get_shape_count();
- for (int j = from_shape; j < to_shape; j++) {
- if (p_body->is_shape_disabled(j)) {
- continue;
- }
- Transform3D body_shape_xform = ugt * p_body->get_shape_transform(j);
- GodotShape3D *body_shape = p_body->get_shape(j);
- for (int i = 0; i < amount; i++) {
- const GodotCollisionObject3D *col_obj = intersection_query_results[i];
- if (p_parameters.exclude_bodies.has(col_obj->get_self())) {
- continue;
- }
- if (p_parameters.exclude_objects.has(col_obj->get_instance_id())) {
- continue;
- }
- int shape_idx = intersection_query_subindex_results[i];
- rcd.object = col_obj;
- rcd.shape = shape_idx;
- bool sc = GodotCollisionSolver3D::solve_static(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), _rest_cbk_result, &rcd, nullptr, margin);
- if (!sc) {
- continue;
- }
- }
- }
- if (rcd.result_count > 0) {
- if (r_result) {
- for (int collision_index = 0; collision_index < rcd.result_count; ++collision_index) {
- const _RestResultData &result = (collision_index > 0) ? rcd.other_results[collision_index - 1] : rcd.best_result;
- PhysicsServer3D::MotionCollision &collision = r_result->collisions[collision_index];
- collision.collider = result.object->get_self();
- collision.collider_id = result.object->get_instance_id();
- collision.collider_shape = result.shape;
- collision.local_shape = result.local_shape;
- collision.normal = result.normal;
- collision.position = result.contact;
- collision.depth = result.len;
- const GodotBody3D *body = static_cast<const GodotBody3D *>(result.object);
- Vector3 rel_vec = result.contact - (body->get_transform().origin + body->get_center_of_mass());
- collision.collider_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec);
- collision.collider_angular_velocity = body->get_angular_velocity();
- }
- r_result->travel = safe * p_parameters.motion;
- r_result->remainder = p_parameters.motion - safe * p_parameters.motion;
- r_result->travel += (body_transform.get_origin() - p_parameters.from.get_origin());
- r_result->collision_safe_fraction = safe;
- r_result->collision_unsafe_fraction = unsafe;
- r_result->collision_count = rcd.result_count;
- r_result->collision_depth = rcd.best_result.len;
- }
- collided = true;
- }
- }
- if (!collided && r_result) {
- r_result->travel = p_parameters.motion;
- r_result->remainder = Vector3();
- r_result->travel += (body_transform.get_origin() - p_parameters.from.get_origin());
- r_result->collision_safe_fraction = 1.0;
- r_result->collision_unsafe_fraction = 1.0;
- r_result->collision_depth = 0.0;
- }
- return collided;
- }
- // Assumes a valid collision pair, this should have been checked beforehand in the BVH or octree.
- void *GodotSpace3D::_broadphase_pair(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_self) {
- GodotCollisionObject3D::Type type_A = A->get_type();
- GodotCollisionObject3D::Type type_B = B->get_type();
- if (type_A > type_B) {
- SWAP(A, B);
- SWAP(p_subindex_A, p_subindex_B);
- SWAP(type_A, type_B);
- }
- GodotSpace3D *self = static_cast<GodotSpace3D *>(p_self);
- self->collision_pairs++;
- if (type_A == GodotCollisionObject3D::TYPE_AREA) {
- GodotArea3D *area = static_cast<GodotArea3D *>(A);
- if (type_B == GodotCollisionObject3D::TYPE_AREA) {
- GodotArea3D *area_b = static_cast<GodotArea3D *>(B);
- GodotArea2Pair3D *area2_pair = memnew(GodotArea2Pair3D(area_b, p_subindex_B, area, p_subindex_A));
- return area2_pair;
- } else if (type_B == GodotCollisionObject3D::TYPE_SOFT_BODY) {
- GodotSoftBody3D *softbody = static_cast<GodotSoftBody3D *>(B);
- GodotAreaSoftBodyPair3D *soft_area_pair = memnew(GodotAreaSoftBodyPair3D(softbody, p_subindex_B, area, p_subindex_A));
- return soft_area_pair;
- } else {
- GodotBody3D *body = static_cast<GodotBody3D *>(B);
- GodotAreaPair3D *area_pair = memnew(GodotAreaPair3D(body, p_subindex_B, area, p_subindex_A));
- return area_pair;
- }
- } else if (type_A == GodotCollisionObject3D::TYPE_BODY) {
- if (type_B == GodotCollisionObject3D::TYPE_SOFT_BODY) {
- GodotBodySoftBodyPair3D *soft_pair = memnew(GodotBodySoftBodyPair3D(static_cast<GodotBody3D *>(A), p_subindex_A, static_cast<GodotSoftBody3D *>(B)));
- return soft_pair;
- } else {
- GodotBodyPair3D *b = memnew(GodotBodyPair3D(static_cast<GodotBody3D *>(A), p_subindex_A, static_cast<GodotBody3D *>(B), p_subindex_B));
- return b;
- }
- } else {
- // Soft Body/Soft Body, not supported.
- }
- return nullptr;
- }
- void GodotSpace3D::_broadphase_unpair(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_data, void *p_self) {
- if (!p_data) {
- return;
- }
- GodotSpace3D *self = static_cast<GodotSpace3D *>(p_self);
- self->collision_pairs--;
- GodotConstraint3D *c = static_cast<GodotConstraint3D *>(p_data);
- memdelete(c);
- }
- const SelfList<GodotBody3D>::List &GodotSpace3D::get_active_body_list() const {
- return active_list;
- }
- void GodotSpace3D::body_add_to_active_list(SelfList<GodotBody3D> *p_body) {
- active_list.add(p_body);
- }
- void GodotSpace3D::body_remove_from_active_list(SelfList<GodotBody3D> *p_body) {
- active_list.remove(p_body);
- }
- void GodotSpace3D::body_add_to_mass_properties_update_list(SelfList<GodotBody3D> *p_body) {
- mass_properties_update_list.add(p_body);
- }
- void GodotSpace3D::body_remove_from_mass_properties_update_list(SelfList<GodotBody3D> *p_body) {
- mass_properties_update_list.remove(p_body);
- }
- GodotBroadPhase3D *GodotSpace3D::get_broadphase() {
- return broadphase;
- }
- void GodotSpace3D::add_object(GodotCollisionObject3D *p_object) {
- ERR_FAIL_COND(objects.has(p_object));
- objects.insert(p_object);
- }
- void GodotSpace3D::remove_object(GodotCollisionObject3D *p_object) {
- ERR_FAIL_COND(!objects.has(p_object));
- objects.erase(p_object);
- }
- const HashSet<GodotCollisionObject3D *> &GodotSpace3D::get_objects() const {
- return objects;
- }
- void GodotSpace3D::body_add_to_state_query_list(SelfList<GodotBody3D> *p_body) {
- state_query_list.add(p_body);
- }
- void GodotSpace3D::body_remove_from_state_query_list(SelfList<GodotBody3D> *p_body) {
- state_query_list.remove(p_body);
- }
- void GodotSpace3D::area_add_to_monitor_query_list(SelfList<GodotArea3D> *p_area) {
- monitor_query_list.add(p_area);
- }
- void GodotSpace3D::area_remove_from_monitor_query_list(SelfList<GodotArea3D> *p_area) {
- monitor_query_list.remove(p_area);
- }
- void GodotSpace3D::area_add_to_moved_list(SelfList<GodotArea3D> *p_area) {
- area_moved_list.add(p_area);
- }
- void GodotSpace3D::area_remove_from_moved_list(SelfList<GodotArea3D> *p_area) {
- area_moved_list.remove(p_area);
- }
- const SelfList<GodotArea3D>::List &GodotSpace3D::get_moved_area_list() const {
- return area_moved_list;
- }
- const SelfList<GodotSoftBody3D>::List &GodotSpace3D::get_active_soft_body_list() const {
- return active_soft_body_list;
- }
- void GodotSpace3D::soft_body_add_to_active_list(SelfList<GodotSoftBody3D> *p_soft_body) {
- active_soft_body_list.add(p_soft_body);
- }
- void GodotSpace3D::soft_body_remove_from_active_list(SelfList<GodotSoftBody3D> *p_soft_body) {
- active_soft_body_list.remove(p_soft_body);
- }
- void GodotSpace3D::call_queries() {
- while (state_query_list.first()) {
- GodotBody3D *b = state_query_list.first()->self();
- state_query_list.remove(state_query_list.first());
- b->call_queries();
- }
- while (monitor_query_list.first()) {
- GodotArea3D *a = monitor_query_list.first()->self();
- monitor_query_list.remove(monitor_query_list.first());
- a->call_queries();
- }
- }
- void GodotSpace3D::setup() {
- contact_debug_count = 0;
- while (mass_properties_update_list.first()) {
- mass_properties_update_list.first()->self()->update_mass_properties();
- mass_properties_update_list.remove(mass_properties_update_list.first());
- }
- }
- void GodotSpace3D::update() {
- broadphase->update();
- }
- void GodotSpace3D::set_param(PhysicsServer3D::SpaceParameter p_param, real_t p_value) {
- switch (p_param) {
- case PhysicsServer3D::SPACE_PARAM_CONTACT_RECYCLE_RADIUS:
- contact_recycle_radius = p_value;
- break;
- case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_SEPARATION:
- contact_max_separation = p_value;
- break;
- case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION:
- contact_max_allowed_penetration = p_value;
- break;
- case PhysicsServer3D::SPACE_PARAM_CONTACT_DEFAULT_BIAS:
- contact_bias = p_value;
- break;
- case PhysicsServer3D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
- body_linear_velocity_sleep_threshold = p_value;
- break;
- case PhysicsServer3D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD:
- body_angular_velocity_sleep_threshold = p_value;
- break;
- case PhysicsServer3D::SPACE_PARAM_BODY_TIME_TO_SLEEP:
- body_time_to_sleep = p_value;
- break;
- case PhysicsServer3D::SPACE_PARAM_SOLVER_ITERATIONS:
- solver_iterations = p_value;
- break;
- }
- }
- real_t GodotSpace3D::get_param(PhysicsServer3D::SpaceParameter p_param) const {
- switch (p_param) {
- case PhysicsServer3D::SPACE_PARAM_CONTACT_RECYCLE_RADIUS:
- return contact_recycle_radius;
- case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_SEPARATION:
- return contact_max_separation;
- case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION:
- return contact_max_allowed_penetration;
- case PhysicsServer3D::SPACE_PARAM_CONTACT_DEFAULT_BIAS:
- return contact_bias;
- case PhysicsServer3D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
- return body_linear_velocity_sleep_threshold;
- case PhysicsServer3D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD:
- return body_angular_velocity_sleep_threshold;
- case PhysicsServer3D::SPACE_PARAM_BODY_TIME_TO_SLEEP:
- return body_time_to_sleep;
- case PhysicsServer3D::SPACE_PARAM_SOLVER_ITERATIONS:
- return solver_iterations;
- }
- return 0;
- }
- void GodotSpace3D::lock() {
- locked = true;
- }
- void GodotSpace3D::unlock() {
- locked = false;
- }
- bool GodotSpace3D::is_locked() const {
- return locked;
- }
- GodotPhysicsDirectSpaceState3D *GodotSpace3D::get_direct_state() {
- return direct_access;
- }
- GodotSpace3D::GodotSpace3D() {
- body_linear_velocity_sleep_threshold = GLOBAL_GET("physics/3d/sleep_threshold_linear");
- body_angular_velocity_sleep_threshold = GLOBAL_GET("physics/3d/sleep_threshold_angular");
- body_time_to_sleep = GLOBAL_GET("physics/3d/time_before_sleep");
- solver_iterations = GLOBAL_GET("physics/3d/solver/solver_iterations");
- contact_recycle_radius = GLOBAL_GET("physics/3d/solver/contact_recycle_radius");
- contact_max_separation = GLOBAL_GET("physics/3d/solver/contact_max_separation");
- contact_max_allowed_penetration = GLOBAL_GET("physics/3d/solver/contact_max_allowed_penetration");
- contact_bias = GLOBAL_GET("physics/3d/solver/default_contact_bias");
- broadphase = GodotBroadPhase3D::create_func();
- broadphase->set_pair_callback(_broadphase_pair, this);
- broadphase->set_unpair_callback(_broadphase_unpair, this);
- direct_access = memnew(GodotPhysicsDirectSpaceState3D);
- direct_access->space = this;
- }
- GodotSpace3D::~GodotSpace3D() {
- memdelete(broadphase);
- memdelete(direct_access);
- }
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