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- /**************************************************************************/
- /* space_bullet.h */
- /**************************************************************************/
- /* 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. */
- /**************************************************************************/
- #ifndef SPACE_BULLET_H
- #define SPACE_BULLET_H
- #include "core/variant.h"
- #include "core/vector.h"
- #include "godot_result_callbacks.h"
- #include "rid_bullet.h"
- #include "servers/physics_server.h"
- #include <BulletCollision/BroadphaseCollision/btBroadphaseProxy.h>
- #include <BulletCollision/BroadphaseCollision/btOverlappingPairCache.h>
- #include <LinearMath/btScalar.h>
- #include <LinearMath/btTransform.h>
- #include <LinearMath/btVector3.h>
- /**
- @author AndreaCatania
- */
- class AreaBullet;
- class btBroadphaseInterface;
- class btCollisionDispatcher;
- class btConstraintSolver;
- class btDefaultCollisionConfiguration;
- class btDynamicsWorld;
- class btDiscreteDynamicsWorld;
- class btEmptyShape;
- class btGhostPairCallback;
- class btSoftRigidDynamicsWorld;
- struct btSoftBodyWorldInfo;
- class ConstraintBullet;
- class CollisionObjectBullet;
- class RigidBodyBullet;
- class SpaceBullet;
- class SoftBodyBullet;
- class btGjkEpaPenetrationDepthSolver;
- extern ContactAddedCallback gContactAddedCallback;
- class BulletPhysicsDirectSpaceState : public PhysicsDirectSpaceState {
- GDCLASS(BulletPhysicsDirectSpaceState, PhysicsDirectSpaceState);
- private:
- SpaceBullet *space;
- public:
- BulletPhysicsDirectSpaceState(SpaceBullet *p_space);
- virtual int intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false);
- virtual bool intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_ray = false);
- virtual int intersect_shape(const RID &p_shape, const Transform &p_xform, float p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false);
- virtual bool cast_motion(const RID &p_shape, const Transform &p_xform, const Vector3 &p_motion, float p_margin, float &r_closest_safe, float &r_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, ShapeRestInfo *r_info = nullptr);
- /// Returns the list of contacts pairs in this order: Local contact, other body contact
- virtual bool collide_shape(RID p_shape, const Transform &p_shape_xform, float p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false);
- virtual bool rest_info(RID p_shape, const Transform &p_shape_xform, float p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false);
- virtual Vector3 get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const;
- };
- class SpaceBullet : public RIDBullet {
- friend class AreaBullet;
- friend void onBulletTickCallback(btDynamicsWorld *world, btScalar timeStep);
- friend class BulletPhysicsDirectSpaceState;
- public:
- /// IMPORTANT NOTE: These members are public to expose some bullet
- /// physics internal functionalities that are not supported or exposed
- /// through the `PhysicsServer`.
- ///
- /// One example is the unofficial module `godot-kinematic-body`:
- /// https://github.com/AndreaCatania/godot-kinematic-body/blob/3.x/kinematic_object_3d.cpp
- ///
- /// # How it works
- /// To access these members from a module, the first step is to cast the
- /// `PhysicsServer` to `BulletPhysicsServer`. This step is necessary
- /// to have access to the `space_owner` (which is a storage that holds
- /// the `SpaceBullet` objects).
- /// ```c++
- /// BulletPhysicsServer* bullet_physics_singleton = static_cast<BulletPhysicsServer *>(PhysicsServer::get_singleton());
- /// SpaceBullet* space = bullet_physics_singleton->get_space_owner()->getornull(get_world()->get_space());
- /// ```
- //
- /// Once you have access to the space, you can access the members and
- /// execute bullet physics commands:
- /// ```c++
- /// space->dynamicsWorld->convexSweepTest(
- /// p_shape,
- /// btTransform(btMatrix3x3::getIdentity(), p_position),
- /// btTransform(btMatrix3x3::getIdentity(), p_position + p_motion),
- /// result,
- /// p_margin);
- /// ```
- btBroadphaseInterface *broadphase;
- btDefaultCollisionConfiguration *collisionConfiguration;
- btCollisionDispatcher *dispatcher;
- btConstraintSolver *solver;
- btDiscreteDynamicsWorld *dynamicsWorld;
- btSoftBodyWorldInfo *soft_body_world_info;
- btGhostPairCallback *ghostPairCallback;
- GodotFilterCallback *godotFilterCallback;
- btGjkEpaPenetrationDepthSolver *gjk_epa_pen_solver;
- btVoronoiSimplexSolver *gjk_simplex_solver;
- BulletPhysicsDirectSpaceState *direct_access;
- Vector3 gravityDirection;
- real_t gravityMagnitude;
- real_t linear_damp;
- real_t angular_damp;
- Vector<AreaBullet *> areas;
- Vector<Vector3> contactDebug;
- int contactDebugCount;
- real_t delta_time;
- public:
- SpaceBullet();
- virtual ~SpaceBullet();
- void flush_queries();
- real_t get_delta_time() { return delta_time; }
- void step(real_t p_delta_time);
- _FORCE_INLINE_ btBroadphaseInterface *get_broadphase() { return broadphase; }
- _FORCE_INLINE_ btCollisionDispatcher *get_dispatcher() { return dispatcher; }
- _FORCE_INLINE_ btSoftBodyWorldInfo *get_soft_body_world_info() { return soft_body_world_info; }
- _FORCE_INLINE_ bool is_using_soft_world() { return soft_body_world_info; }
- /// Used to set some parameters to Bullet world
- /// @param p_param:
- /// AREA_PARAM_GRAVITY to set the gravity magnitude of entire world
- /// AREA_PARAM_GRAVITY_VECTOR to set the gravity direction of entire world
- void set_param(PhysicsServer::AreaParameter p_param, const Variant &p_value);
- /// Used to get some parameters to Bullet world
- /// @param p_param:
- /// AREA_PARAM_GRAVITY to get the gravity magnitude of entire world
- /// AREA_PARAM_GRAVITY_VECTOR to get the gravity direction of entire world
- Variant get_param(PhysicsServer::AreaParameter p_param);
- void set_param(PhysicsServer::SpaceParameter p_param, real_t p_value);
- real_t get_param(PhysicsServer::SpaceParameter p_param);
- void add_area(AreaBullet *p_area);
- void remove_area(AreaBullet *p_area);
- void reload_collision_filters(AreaBullet *p_area);
- void add_rigid_body(RigidBodyBullet *p_body);
- void remove_rigid_body_constraints(RigidBodyBullet *p_body);
- void remove_rigid_body(RigidBodyBullet *p_body);
- void reload_collision_filters(RigidBodyBullet *p_body);
- void add_soft_body(SoftBodyBullet *p_body);
- void remove_soft_body(SoftBodyBullet *p_body);
- void reload_collision_filters(SoftBodyBullet *p_body);
- void add_constraint(ConstraintBullet *p_constraint, bool disableCollisionsBetweenLinkedBodies = false);
- void remove_constraint(ConstraintBullet *p_constraint);
- int get_num_collision_objects() const;
- void remove_all_collision_objects();
- BulletPhysicsDirectSpaceState *get_direct_state();
- void set_debug_contacts(int p_amount) { contactDebug.resize(p_amount); }
- _FORCE_INLINE_ bool is_debugging_contacts() const { return !contactDebug.empty(); }
- _FORCE_INLINE_ void reset_debug_contact_count() {
- contactDebugCount = 0;
- }
- _FORCE_INLINE_ void add_debug_contact(const Vector3 &p_contact) {
- if (contactDebugCount < contactDebug.size()) {
- contactDebug.write[contactDebugCount++] = p_contact;
- }
- }
- _FORCE_INLINE_ Vector<Vector3> get_debug_contacts() { return contactDebug; }
- _FORCE_INLINE_ int get_debug_contact_count() { return contactDebugCount; }
- const Vector3 &get_gravity_direction() const { return gravityDirection; }
- real_t get_gravity_magnitude() const { return gravityMagnitude; }
- void update_gravity();
- real_t get_linear_damp() const { return linear_damp; }
- real_t get_angular_damp() const { return angular_damp; }
- bool test_body_motion(RigidBodyBullet *p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, PhysicsServer::MotionResult *r_result, bool p_exclude_raycast_shapes, const Set<RID> &p_exclude = Set<RID>());
- int test_ray_separation(RigidBodyBullet *p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, PhysicsServer::SeparationResult *r_results, int p_result_max, float p_margin);
- private:
- void create_empty_world(bool p_create_soft_world);
- void destroy_world();
- void check_ghost_overlaps();
- void check_body_collision();
- public:
- struct RecoverResult {
- bool hasPenetration;
- btVector3 normal;
- btVector3 pointWorld;
- btScalar penetration_distance; // Negative mean penetration
- int other_compound_shape_index;
- const btCollisionObject *other_collision_object;
- int local_shape_most_recovered;
- RecoverResult() :
- hasPenetration(false),
- normal(0, 0, 0),
- pointWorld(0, 0, 0),
- penetration_distance(1e20),
- other_compound_shape_index(0),
- other_collision_object(nullptr),
- local_shape_most_recovered(0) {}
- };
- private:
- bool recover_from_penetration(RigidBodyBullet *p_body, const btTransform &p_body_position, btScalar p_recover_movement_scale, bool p_infinite_inertia, btVector3 &r_delta_recover_movement, RecoverResult *r_recover_result = nullptr, const Set<RID> &p_exclude = Set<RID>());
- /// This is an API that recover a kinematic object from penetration
- /// This allow only Convex Convex test and it always use GJK algorithm, With this API we don't benefit of Bullet special accelerated functions
- bool RFP_convex_convex_test(const btConvexShape *p_shapeA, const btConvexShape *p_shapeB, btCollisionObject *p_objectB, int p_shapeId_A, int p_shapeId_B, const btTransform &p_transformA, const btTransform &p_transformB, btScalar p_recover_movement_scale, btVector3 &r_delta_recover_movement, RecoverResult *r_recover_result = nullptr);
- /// This is an API that recover a kinematic object from penetration
- /// Using this we leave Bullet to select the best algorithm, For example GJK in case we have Convex Convex, or a Bullet accelerated algorithm
- bool RFP_convex_world_test(const btConvexShape *p_shapeA, const btCollisionShape *p_shapeB, btCollisionObject *p_objectA, btCollisionObject *p_objectB, int p_shapeId_A, int p_shapeId_B, const btTransform &p_transformA, const btTransform &p_transformB, btScalar p_recover_movement_scale, btVector3 &r_delta_recover_movement, RecoverResult *r_recover_result = nullptr);
- int add_separation_result(PhysicsServer::SeparationResult *r_results, const SpaceBullet::RecoverResult &p_recover_result, int p_shape_id, const btCollisionObject *p_other_object) const;
- int recover_from_penetration_ray(RigidBodyBullet *p_body, const btTransform &p_body_position, btScalar p_recover_movement_scale, bool p_infinite_inertia, int p_result_max, btVector3 &r_delta_recover_movement, PhysicsServer::SeparationResult *r_results);
- };
- #endif // SPACE_BULLET_H
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