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- /*************************************************************************/
- /* body_pair_2d_sw.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /*************************************************************************/
- #include "body_pair_2d_sw.h"
- #include "collision_solver_2d_sw.h"
- #include "space_2d_sw.h"
- #define POSITION_CORRECTION
- #define ACCUMULATE_IMPULSES
- void BodyPair2DSW::_add_contact(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_self) {
- BodyPair2DSW *self = (BodyPair2DSW *)p_self;
- self->_contact_added_callback(p_point_A, p_point_B);
- }
- void BodyPair2DSW::_contact_added_callback(const Vector2 &p_point_A, const Vector2 &p_point_B) {
- // check if we already have the contact
- Vector2 local_A = A->get_inv_transform().basis_xform(p_point_A);
- Vector2 local_B = B->get_inv_transform().basis_xform(p_point_B - offset_B);
- int new_index = contact_count;
- ERR_FAIL_COND(new_index >= (MAX_CONTACTS + 1));
- Contact contact;
- contact.acc_normal_impulse = 0;
- contact.acc_bias_impulse = 0;
- contact.acc_tangent_impulse = 0;
- contact.local_A = local_A;
- contact.local_B = local_B;
- contact.reused = true;
- contact.normal = (p_point_A - p_point_B).normalized();
- contact.mass_normal = 0; // will be computed in setup()
- // attempt to determine if the contact will be reused
- real_t recycle_radius_2 = space->get_contact_recycle_radius() * space->get_contact_recycle_radius();
- for (int i = 0; i < contact_count; i++) {
- Contact &c = contacts[i];
- if (
- c.local_A.distance_squared_to(local_A) < (recycle_radius_2) &&
- c.local_B.distance_squared_to(local_B) < (recycle_radius_2)) {
- contact.acc_normal_impulse = c.acc_normal_impulse;
- contact.acc_tangent_impulse = c.acc_tangent_impulse;
- contact.acc_bias_impulse = c.acc_bias_impulse;
- new_index = i;
- break;
- }
- }
- // figure out if the contact amount must be reduced to fit the new contact
- if (new_index == MAX_CONTACTS) {
- // remove the contact with the minimum depth
- int least_deep = -1;
- real_t min_depth = 1e10;
- for (int i = 0; i <= contact_count; i++) {
- Contact &c = (i == contact_count) ? contact : contacts[i];
- Vector2 global_A = A->get_transform().basis_xform(c.local_A);
- Vector2 global_B = B->get_transform().basis_xform(c.local_B) + offset_B;
- Vector2 axis = global_A - global_B;
- real_t depth = axis.dot(c.normal);
- if (depth < min_depth) {
- min_depth = depth;
- least_deep = i;
- }
- }
- ERR_FAIL_COND(least_deep == -1);
- if (least_deep < contact_count) { //replace the last deep contact by the new one
- contacts[least_deep] = contact;
- }
- return;
- }
- contacts[new_index] = contact;
- if (new_index == contact_count) {
- contact_count++;
- }
- }
- void BodyPair2DSW::_validate_contacts() {
- //make sure to erase contacts that are no longer valid
- real_t max_separation = space->get_contact_max_separation();
- real_t max_separation2 = max_separation * max_separation;
- for (int i = 0; i < contact_count; i++) {
- Contact &c = contacts[i];
- bool erase = false;
- if (!c.reused) {
- //was left behind in previous frame
- erase = true;
- } else {
- c.reused = false;
- Vector2 global_A = A->get_transform().basis_xform(c.local_A);
- Vector2 global_B = B->get_transform().basis_xform(c.local_B) + offset_B;
- Vector2 axis = global_A - global_B;
- real_t depth = axis.dot(c.normal);
- if (depth < -max_separation || (global_B + c.normal * depth - global_A).length_squared() > max_separation2) {
- erase = true;
- }
- }
- if (erase) {
- // contact no longer needed, remove
- if ((i + 1) < contact_count) {
- // swap with the last one
- SWAP(contacts[i], contacts[contact_count - 1]);
- }
- i--;
- contact_count--;
- }
- }
- }
- bool BodyPair2DSW::_test_ccd(real_t p_step, Body2DSW *p_A, int p_shape_A, const Transform2D &p_xform_A, Body2DSW *p_B, int p_shape_B, const Transform2D &p_xform_B, bool p_swap_result) {
- Vector2 motion = p_A->get_linear_velocity() * p_step;
- real_t mlen = motion.length();
- if (mlen < CMP_EPSILON)
- return false;
- Vector2 mnormal = motion / mlen;
- real_t min, max;
- p_A->get_shape(p_shape_A)->project_rangev(mnormal, p_xform_A, min, max);
- bool fast_object = mlen > (max - min) * 0.3; //going too fast in that direction
- if (!fast_object) { //did it move enough in this direction to even attempt raycast? let's say it should move more than 1/3 the size of the object in that axis
- return false;
- }
- //cast a segment from support in motion normal, in the same direction of motion by motion length
- //support is the worst case collision point, so real collision happened before
- int a;
- Vector2 s[2];
- p_A->get_shape(p_shape_A)->get_supports(p_xform_A.basis_xform(mnormal).normalized(), s, a);
- Vector2 from = p_xform_A.xform(s[0]);
- Vector2 to = from + motion;
- Transform2D from_inv = p_xform_B.affine_inverse();
- Vector2 local_from = from_inv.xform(from - mnormal * mlen * 0.1); //start from a little inside the bounding box
- Vector2 local_to = from_inv.xform(to);
- Vector2 rpos, rnorm;
- if (!p_B->get_shape(p_shape_B)->intersect_segment(local_from, local_to, rpos, rnorm))
- return false;
- //ray hit something
- Vector2 hitpos = p_xform_B.xform(rpos);
- Vector2 contact_A = to;
- Vector2 contact_B = hitpos;
- //create a contact
- if (p_swap_result)
- _contact_added_callback(contact_B, contact_A);
- else
- _contact_added_callback(contact_A, contact_B);
- return true;
- }
- real_t combine_bounce(Body2DSW *A, Body2DSW *B) {
- return CLAMP(A->get_bounce() + B->get_bounce(), 0, 1);
- }
- real_t combine_friction(Body2DSW *A, Body2DSW *B) {
- return ABS(MIN(A->get_friction(), B->get_friction()));
- }
- bool BodyPair2DSW::setup(real_t p_step) {
- //cannot collide
- if (!A->test_collision_mask(B) || A->has_exception(B->get_self()) || B->has_exception(A->get_self()) || (A->get_mode() <= Physics2DServer::BODY_MODE_KINEMATIC && B->get_mode() <= Physics2DServer::BODY_MODE_KINEMATIC && A->get_max_contacts_reported() == 0 && B->get_max_contacts_reported() == 0)) {
- collided = false;
- return false;
- }
- if (A->is_shape_set_as_disabled(shape_A) || B->is_shape_set_as_disabled(shape_B)) {
- collided = false;
- return false;
- }
- //use local A coordinates to avoid numerical issues on collision detection
- offset_B = B->get_transform().get_origin() - A->get_transform().get_origin();
- _validate_contacts();
- Vector2 offset_A = A->get_transform().get_origin();
- Transform2D xform_Au = A->get_transform().untranslated();
- Transform2D xform_A = xform_Au * A->get_shape_transform(shape_A);
- Transform2D xform_Bu = B->get_transform();
- xform_Bu.elements[2] -= A->get_transform().get_origin();
- Transform2D xform_B = xform_Bu * B->get_shape_transform(shape_B);
- Shape2DSW *shape_A_ptr = A->get_shape(shape_A);
- Shape2DSW *shape_B_ptr = B->get_shape(shape_B);
- Vector2 motion_A, motion_B;
- if (A->get_continuous_collision_detection_mode() == Physics2DServer::CCD_MODE_CAST_SHAPE) {
- motion_A = A->get_motion();
- }
- if (B->get_continuous_collision_detection_mode() == Physics2DServer::CCD_MODE_CAST_SHAPE) {
- motion_B = B->get_motion();
- }
- bool prev_collided = collided;
- collided = CollisionSolver2DSW::solve(shape_A_ptr, xform_A, motion_A, shape_B_ptr, xform_B, motion_B, _add_contact, this, &sep_axis);
- if (!collided) {
- //test ccd (currently just a raycast)
- if (A->get_continuous_collision_detection_mode() == Physics2DServer::CCD_MODE_CAST_RAY && A->get_mode() > Physics2DServer::BODY_MODE_KINEMATIC) {
- if (_test_ccd(p_step, A, shape_A, xform_A, B, shape_B, xform_B))
- collided = true;
- }
- if (B->get_continuous_collision_detection_mode() == Physics2DServer::CCD_MODE_CAST_RAY && B->get_mode() > Physics2DServer::BODY_MODE_KINEMATIC) {
- if (_test_ccd(p_step, B, shape_B, xform_B, A, shape_A, xform_A, true))
- collided = true;
- }
- if (!collided) {
- oneway_disabled = false;
- return false;
- }
- }
- if (oneway_disabled)
- return false;
- if (!prev_collided) {
- if (A->is_shape_set_as_one_way_collision(shape_A)) {
- Vector2 direction = xform_A.get_axis(1).normalized();
- bool valid = false;
- if (B->get_linear_velocity().dot(direction) >= 0) {
- for (int i = 0; i < contact_count; i++) {
- Contact &c = contacts[i];
- if (!c.reused)
- continue;
- if (c.normal.dot(direction) > 0) //greater (normal inverted)
- continue;
- valid = true;
- break;
- }
- }
- if (!valid) {
- collided = false;
- oneway_disabled = true;
- return false;
- }
- }
- if (B->is_shape_set_as_one_way_collision(shape_B)) {
- Vector2 direction = xform_B.get_axis(1).normalized();
- bool valid = false;
- if (A->get_linear_velocity().dot(direction) >= 0) {
- for (int i = 0; i < contact_count; i++) {
- Contact &c = contacts[i];
- if (!c.reused)
- continue;
- if (c.normal.dot(direction) < 0) //less (normal ok)
- continue;
- valid = true;
- break;
- }
- }
- if (!valid) {
- collided = false;
- oneway_disabled = true;
- return false;
- }
- }
- }
- real_t max_penetration = space->get_contact_max_allowed_penetration();
- real_t bias = 0.3;
- if (shape_A_ptr->get_custom_bias() || shape_B_ptr->get_custom_bias()) {
- if (shape_A_ptr->get_custom_bias() == 0)
- bias = shape_B_ptr->get_custom_bias();
- else if (shape_B_ptr->get_custom_bias() == 0)
- bias = shape_A_ptr->get_custom_bias();
- else
- bias = (shape_B_ptr->get_custom_bias() + shape_A_ptr->get_custom_bias()) * 0.5;
- }
- cc = 0;
- real_t inv_dt = 1.0 / p_step;
- bool do_process = false;
- for (int i = 0; i < contact_count; i++) {
- Contact &c = contacts[i];
- Vector2 global_A = xform_Au.xform(c.local_A);
- Vector2 global_B = xform_Bu.xform(c.local_B);
- real_t depth = c.normal.dot(global_A - global_B);
- if (depth <= 0 || !c.reused) {
- c.active = false;
- continue;
- }
- c.active = true;
- #ifdef DEBUG_ENABLED
- if (space->is_debugging_contacts()) {
- space->add_debug_contact(global_A + offset_A);
- space->add_debug_contact(global_B + offset_A);
- }
- #endif
- int gather_A = A->can_report_contacts();
- int gather_B = B->can_report_contacts();
- c.rA = global_A;
- c.rB = global_B - offset_B;
- if (gather_A | gather_B) {
- //Vector2 crB( -B->get_angular_velocity() * c.rB.y, B->get_angular_velocity() * c.rB.x );
- global_A += offset_A;
- global_B += offset_A;
- if (gather_A) {
- Vector2 crB(-B->get_angular_velocity() * c.rB.y, B->get_angular_velocity() * c.rB.x);
- A->add_contact(global_A, -c.normal, depth, shape_A, global_B, shape_B, B->get_instance_id(), B->get_self(), crB + B->get_linear_velocity());
- }
- if (gather_B) {
- Vector2 crA(-A->get_angular_velocity() * c.rA.y, A->get_angular_velocity() * c.rA.x);
- B->add_contact(global_B, c.normal, depth, shape_B, global_A, shape_A, A->get_instance_id(), A->get_self(), crA + A->get_linear_velocity());
- }
- }
- if ((A->get_mode() <= Physics2DServer::BODY_MODE_KINEMATIC && B->get_mode() <= Physics2DServer::BODY_MODE_KINEMATIC)) {
- c.active = false;
- collided = false;
- continue;
- }
- // Precompute normal mass, tangent mass, and bias.
- real_t rnA = c.rA.dot(c.normal);
- real_t rnB = c.rB.dot(c.normal);
- real_t kNormal = A->get_inv_mass() + B->get_inv_mass();
- kNormal += A->get_inv_inertia() * (c.rA.dot(c.rA) - rnA * rnA) + B->get_inv_inertia() * (c.rB.dot(c.rB) - rnB * rnB);
- c.mass_normal = 1.0f / kNormal;
- Vector2 tangent = c.normal.tangent();
- real_t rtA = c.rA.dot(tangent);
- real_t rtB = c.rB.dot(tangent);
- real_t kTangent = A->get_inv_mass() + B->get_inv_mass();
- kTangent += A->get_inv_inertia() * (c.rA.dot(c.rA) - rtA * rtA) + B->get_inv_inertia() * (c.rB.dot(c.rB) - rtB * rtB);
- c.mass_tangent = 1.0f / kTangent;
- c.bias = -bias * inv_dt * MIN(0.0f, -depth + max_penetration);
- c.depth = depth;
- //c.acc_bias_impulse=0;
- #ifdef ACCUMULATE_IMPULSES
- {
- // Apply normal + friction impulse
- Vector2 P = c.acc_normal_impulse * c.normal + c.acc_tangent_impulse * tangent;
- A->apply_impulse(c.rA, -P);
- B->apply_impulse(c.rB, P);
- }
- #endif
- c.bounce = combine_bounce(A, B);
- if (c.bounce) {
- Vector2 crA(-A->get_angular_velocity() * c.rA.y, A->get_angular_velocity() * c.rA.x);
- Vector2 crB(-B->get_angular_velocity() * c.rB.y, B->get_angular_velocity() * c.rB.x);
- Vector2 dv = B->get_linear_velocity() + crB - A->get_linear_velocity() - crA;
- c.bounce = c.bounce * dv.dot(c.normal);
- }
- do_process = true;
- }
- return do_process;
- }
- void BodyPair2DSW::solve(real_t p_step) {
- if (!collided)
- return;
- for (int i = 0; i < contact_count; ++i) {
- Contact &c = contacts[i];
- cc++;
- if (!c.active)
- continue;
- // Relative velocity at contact
- Vector2 crA(-A->get_angular_velocity() * c.rA.y, A->get_angular_velocity() * c.rA.x);
- Vector2 crB(-B->get_angular_velocity() * c.rB.y, B->get_angular_velocity() * c.rB.x);
- Vector2 dv = B->get_linear_velocity() + crB - A->get_linear_velocity() - crA;
- Vector2 crbA(-A->get_biased_angular_velocity() * c.rA.y, A->get_biased_angular_velocity() * c.rA.x);
- Vector2 crbB(-B->get_biased_angular_velocity() * c.rB.y, B->get_biased_angular_velocity() * c.rB.x);
- Vector2 dbv = B->get_biased_linear_velocity() + crbB - A->get_biased_linear_velocity() - crbA;
- real_t vn = dv.dot(c.normal);
- real_t vbn = dbv.dot(c.normal);
- Vector2 tangent = c.normal.tangent();
- real_t vt = dv.dot(tangent);
- real_t jbn = (c.bias - vbn) * c.mass_normal;
- real_t jbnOld = c.acc_bias_impulse;
- c.acc_bias_impulse = MAX(jbnOld + jbn, 0.0f);
- Vector2 jb = c.normal * (c.acc_bias_impulse - jbnOld);
- A->apply_bias_impulse(c.rA, -jb);
- B->apply_bias_impulse(c.rB, jb);
- real_t jn = -(c.bounce + vn) * c.mass_normal;
- real_t jnOld = c.acc_normal_impulse;
- c.acc_normal_impulse = MAX(jnOld + jn, 0.0f);
- real_t friction = combine_friction(A, B);
- real_t jtMax = friction * c.acc_normal_impulse;
- real_t jt = -vt * c.mass_tangent;
- real_t jtOld = c.acc_tangent_impulse;
- c.acc_tangent_impulse = CLAMP(jtOld + jt, -jtMax, jtMax);
- Vector2 j = c.normal * (c.acc_normal_impulse - jnOld) + tangent * (c.acc_tangent_impulse - jtOld);
- A->apply_impulse(c.rA, -j);
- B->apply_impulse(c.rB, j);
- }
- }
- BodyPair2DSW::BodyPair2DSW(Body2DSW *p_A, int p_shape_A, Body2DSW *p_B, int p_shape_B) :
- Constraint2DSW(_arr, 2) {
- A = p_A;
- B = p_B;
- shape_A = p_shape_A;
- shape_B = p_shape_B;
- space = A->get_space();
- A->add_constraint(this, 0);
- B->add_constraint(this, 1);
- contact_count = 0;
- collided = false;
- oneway_disabled = false;
- }
- BodyPair2DSW::~BodyPair2DSW() {
- A->remove_constraint(this);
- B->remove_constraint(this);
- }
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