collision_object_bullet.cpp 13 KB

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  1. /**************************************************************************/
  2. /* collision_object_bullet.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "collision_object_bullet.h"
  31. #include "area_bullet.h"
  32. #include "bullet_physics_server.h"
  33. #include "bullet_types_converter.h"
  34. #include "bullet_utilities.h"
  35. #include "shape_bullet.h"
  36. #include "space_bullet.h"
  37. #include <btBulletCollisionCommon.h>
  38. /**
  39. @author AndreaCatania
  40. */
  41. // We enable dynamic AABB tree so that we can actually perform a broadphase on bodies with compound collision shapes.
  42. // This is crucial for the performance of kinematic bodies and for bodies with transforming shapes.
  43. #define enableDynamicAabbTree true
  44. CollisionObjectBullet::ShapeWrapper::~ShapeWrapper() {}
  45. void CollisionObjectBullet::ShapeWrapper::set_transform(const Transform &p_transform) {
  46. G_TO_B(p_transform.get_basis().get_scale_abs(), scale);
  47. G_TO_B(p_transform, transform);
  48. UNSCALE_BT_BASIS(transform);
  49. }
  50. void CollisionObjectBullet::ShapeWrapper::set_transform(const btTransform &p_transform) {
  51. transform = p_transform;
  52. }
  53. btTransform CollisionObjectBullet::ShapeWrapper::get_adjusted_transform() const {
  54. if (shape->get_type() == PhysicsServer::SHAPE_HEIGHTMAP) {
  55. const HeightMapShapeBullet *hm_shape = (const HeightMapShapeBullet *)shape; // should be safe to cast now
  56. btTransform adjusted_transform;
  57. // Bullet centers our heightmap:
  58. // https://github.com/bulletphysics/bullet3/blob/master/src/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h#L33
  59. // This is really counter intuitive so we're adjusting for it
  60. adjusted_transform.setIdentity();
  61. adjusted_transform.setOrigin(btVector3(0.0, hm_shape->min_height + ((hm_shape->max_height - hm_shape->min_height) * 0.5), 0.0));
  62. adjusted_transform *= transform;
  63. return adjusted_transform;
  64. } else {
  65. return transform;
  66. }
  67. }
  68. void CollisionObjectBullet::ShapeWrapper::claim_bt_shape(const btVector3 &body_scale) {
  69. if (!bt_shape) {
  70. if (active) {
  71. bt_shape = shape->create_bt_shape(scale * body_scale);
  72. } else {
  73. bt_shape = ShapeBullet::create_shape_empty();
  74. }
  75. }
  76. }
  77. CollisionObjectBullet::CollisionObjectBullet(Type p_type) :
  78. RIDBullet(),
  79. type(p_type),
  80. instance_id(0),
  81. collisionLayer(0),
  82. collisionMask(0),
  83. collisionsEnabled(true),
  84. m_isStatic(false),
  85. ray_pickable(false),
  86. bt_collision_object(nullptr),
  87. body_scale(1., 1., 1.),
  88. force_shape_reset(false),
  89. space(nullptr) {}
  90. CollisionObjectBullet::~CollisionObjectBullet() {
  91. for (int i = 0; i < areasOverlapped.size(); i++) {
  92. areasOverlapped[i]->remove_object_overlaps(this);
  93. }
  94. destroyBulletCollisionObject();
  95. }
  96. bool equal(real_t first, real_t second) {
  97. return Math::abs(first - second) <= 0.001f;
  98. }
  99. void CollisionObjectBullet::set_body_scale(const Vector3 &p_new_scale) {
  100. if (!equal(p_new_scale[0], body_scale[0]) || !equal(p_new_scale[1], body_scale[1]) || !equal(p_new_scale[2], body_scale[2])) {
  101. body_scale = p_new_scale;
  102. body_scale_changed();
  103. }
  104. }
  105. btVector3 CollisionObjectBullet::get_bt_body_scale() const {
  106. btVector3 s;
  107. G_TO_B(body_scale, s);
  108. return s;
  109. }
  110. void CollisionObjectBullet::body_scale_changed() {
  111. force_shape_reset = true;
  112. }
  113. void CollisionObjectBullet::destroyBulletCollisionObject() {
  114. bulletdelete(bt_collision_object);
  115. }
  116. void CollisionObjectBullet::setupBulletCollisionObject(btCollisionObject *p_collisionObject) {
  117. bt_collision_object = p_collisionObject;
  118. bt_collision_object->setUserPointer(this);
  119. bt_collision_object->setUserIndex(type);
  120. // Force the enabling of collision and avoid problems
  121. set_collision_enabled(collisionsEnabled);
  122. p_collisionObject->setCollisionFlags(p_collisionObject->getCollisionFlags() | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK);
  123. }
  124. void CollisionObjectBullet::add_collision_exception(const CollisionObjectBullet *p_ignoreCollisionObject) {
  125. exceptions.insert(p_ignoreCollisionObject->get_self());
  126. if (!bt_collision_object) {
  127. return;
  128. }
  129. bt_collision_object->setIgnoreCollisionCheck(p_ignoreCollisionObject->bt_collision_object, true);
  130. if (space) {
  131. space->get_broadphase()->getOverlappingPairCache()->cleanProxyFromPairs(bt_collision_object->getBroadphaseHandle(), space->get_dispatcher());
  132. }
  133. }
  134. void CollisionObjectBullet::remove_collision_exception(const CollisionObjectBullet *p_ignoreCollisionObject) {
  135. exceptions.erase(p_ignoreCollisionObject->get_self());
  136. if (!bt_collision_object) {
  137. return;
  138. }
  139. bt_collision_object->setIgnoreCollisionCheck(p_ignoreCollisionObject->bt_collision_object, false);
  140. if (space) {
  141. space->get_broadphase()->getOverlappingPairCache()->cleanProxyFromPairs(bt_collision_object->getBroadphaseHandle(), space->get_dispatcher());
  142. }
  143. }
  144. bool CollisionObjectBullet::has_collision_exception(const CollisionObjectBullet *p_otherCollisionObject) const {
  145. return exceptions.has(p_otherCollisionObject->get_self());
  146. }
  147. void CollisionObjectBullet::set_collision_enabled(bool p_enabled) {
  148. collisionsEnabled = p_enabled;
  149. if (!bt_collision_object) {
  150. return;
  151. }
  152. if (collisionsEnabled) {
  153. bt_collision_object->setCollisionFlags(bt_collision_object->getCollisionFlags() & (~btCollisionObject::CF_NO_CONTACT_RESPONSE));
  154. } else {
  155. bt_collision_object->setCollisionFlags(bt_collision_object->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE);
  156. }
  157. }
  158. bool CollisionObjectBullet::is_collisions_response_enabled() {
  159. return collisionsEnabled;
  160. }
  161. void CollisionObjectBullet::notify_new_overlap(AreaBullet *p_area) {
  162. if (areasOverlapped.find(p_area) == -1) {
  163. areasOverlapped.push_back(p_area);
  164. }
  165. }
  166. void CollisionObjectBullet::on_exit_area(AreaBullet *p_area) {
  167. areasOverlapped.erase(p_area);
  168. }
  169. void CollisionObjectBullet::set_godot_object_flags(int flags) {
  170. bt_collision_object->setUserIndex2(flags);
  171. updated = true;
  172. }
  173. int CollisionObjectBullet::get_godot_object_flags() const {
  174. return bt_collision_object->getUserIndex2();
  175. }
  176. void CollisionObjectBullet::set_transform(const Transform &p_global_transform) {
  177. set_body_scale(p_global_transform.basis.get_scale_abs());
  178. btTransform bt_transform;
  179. G_TO_B(p_global_transform, bt_transform);
  180. UNSCALE_BT_BASIS(bt_transform);
  181. set_transform__bullet(bt_transform);
  182. }
  183. Transform CollisionObjectBullet::get_transform() const {
  184. Transform t;
  185. B_TO_G(get_transform__bullet(), t);
  186. t.basis.scale(body_scale);
  187. return t;
  188. }
  189. void CollisionObjectBullet::set_transform__bullet(const btTransform &p_global_transform) {
  190. bt_collision_object->setWorldTransform(p_global_transform);
  191. notify_transform_changed();
  192. }
  193. const btTransform &CollisionObjectBullet::get_transform__bullet() const {
  194. return bt_collision_object->getWorldTransform();
  195. }
  196. void CollisionObjectBullet::notify_transform_changed() {
  197. updated = true;
  198. }
  199. RigidCollisionObjectBullet::RigidCollisionObjectBullet(Type p_type) :
  200. CollisionObjectBullet(p_type),
  201. mainShape(nullptr) {
  202. }
  203. RigidCollisionObjectBullet::~RigidCollisionObjectBullet() {
  204. remove_all_shapes(true, true);
  205. if (mainShape && mainShape->isCompound()) {
  206. bulletdelete(mainShape);
  207. }
  208. }
  209. void RigidCollisionObjectBullet::add_shape(ShapeBullet *p_shape, const Transform &p_transform, bool p_disabled) {
  210. shapes.push_back(ShapeWrapper(p_shape, p_transform, !p_disabled));
  211. p_shape->add_owner(this);
  212. reload_shapes();
  213. }
  214. void RigidCollisionObjectBullet::set_shape(int p_index, ShapeBullet *p_shape) {
  215. ShapeWrapper &shp = shapes.write[p_index];
  216. shp.shape->remove_owner(this);
  217. p_shape->add_owner(this);
  218. shp.shape = p_shape;
  219. reload_shapes();
  220. }
  221. int RigidCollisionObjectBullet::get_shape_count() const {
  222. return shapes.size();
  223. }
  224. ShapeBullet *RigidCollisionObjectBullet::get_shape(int p_index) const {
  225. return shapes[p_index].shape;
  226. }
  227. btCollisionShape *RigidCollisionObjectBullet::get_bt_shape(int p_index) const {
  228. return shapes[p_index].bt_shape;
  229. }
  230. int RigidCollisionObjectBullet::find_shape(ShapeBullet *p_shape) const {
  231. const int size = shapes.size();
  232. for (int i = 0; i < size; ++i) {
  233. if (shapes[i].shape == p_shape) {
  234. return i;
  235. }
  236. }
  237. return -1;
  238. }
  239. void RigidCollisionObjectBullet::remove_shape_full(ShapeBullet *p_shape) {
  240. // Remove the shape, all the times it appears
  241. // Reverse order required for delete.
  242. for (int i = shapes.size() - 1; 0 <= i; --i) {
  243. if (p_shape == shapes[i].shape) {
  244. internal_shape_destroy(i);
  245. shapes.remove(i);
  246. }
  247. }
  248. reload_shapes();
  249. }
  250. void RigidCollisionObjectBullet::remove_shape_full(int p_index) {
  251. ERR_FAIL_INDEX(p_index, get_shape_count());
  252. internal_shape_destroy(p_index);
  253. shapes.remove(p_index);
  254. reload_shapes();
  255. }
  256. void RigidCollisionObjectBullet::remove_all_shapes(bool p_permanentlyFromThisBody, bool p_force_not_reload) {
  257. // Reverse order required for delete.
  258. for (int i = shapes.size() - 1; 0 <= i; --i) {
  259. internal_shape_destroy(i, p_permanentlyFromThisBody);
  260. }
  261. shapes.clear();
  262. if (!p_force_not_reload) {
  263. reload_shapes();
  264. }
  265. }
  266. void RigidCollisionObjectBullet::set_shape_transform(int p_index, const Transform &p_transform) {
  267. ERR_FAIL_INDEX(p_index, get_shape_count());
  268. shapes.write[p_index].set_transform(p_transform);
  269. shape_changed(p_index);
  270. }
  271. const btTransform &RigidCollisionObjectBullet::get_bt_shape_transform(int p_index) const {
  272. return shapes[p_index].transform;
  273. }
  274. Transform RigidCollisionObjectBullet::get_shape_transform(int p_index) const {
  275. Transform trs;
  276. B_TO_G(shapes[p_index].transform, trs);
  277. return trs;
  278. }
  279. void RigidCollisionObjectBullet::set_shape_disabled(int p_index, bool p_disabled) {
  280. if (shapes[p_index].active != p_disabled) {
  281. return;
  282. }
  283. shapes.write[p_index].active = !p_disabled;
  284. shape_changed(p_index);
  285. }
  286. bool RigidCollisionObjectBullet::is_shape_disabled(int p_index) {
  287. return !shapes[p_index].active;
  288. }
  289. void RigidCollisionObjectBullet::shape_changed(int p_shape_index) {
  290. ShapeWrapper &shp = shapes.write[p_shape_index];
  291. if (shp.bt_shape == mainShape) {
  292. mainShape = nullptr;
  293. }
  294. bulletdelete(shp.bt_shape);
  295. reload_shapes();
  296. }
  297. void RigidCollisionObjectBullet::reload_shapes() {
  298. if (mainShape && mainShape->isCompound()) {
  299. // Destroy compound
  300. bulletdelete(mainShape);
  301. }
  302. mainShape = nullptr;
  303. ShapeWrapper *shpWrapper;
  304. const int shape_count = shapes.size();
  305. // Reset shape if required
  306. if (force_shape_reset) {
  307. for (int i(0); i < shape_count; ++i) {
  308. shpWrapper = &shapes.write[i];
  309. bulletdelete(shpWrapper->bt_shape);
  310. }
  311. force_shape_reset = false;
  312. }
  313. const btVector3 body_scale(get_bt_body_scale());
  314. // Try to optimize by not using compound
  315. if (1 == shape_count) {
  316. shpWrapper = &shapes.write[0];
  317. btTransform transform = shpWrapper->get_adjusted_transform();
  318. if (transform.getOrigin().isZero() && transform.getBasis() == transform.getBasis().getIdentity()) {
  319. shpWrapper->claim_bt_shape(body_scale);
  320. mainShape = shpWrapper->bt_shape;
  321. main_shape_changed();
  322. return;
  323. }
  324. }
  325. // Optimization not possible use a compound shape
  326. btCompoundShape *compoundShape = bulletnew(btCompoundShape(enableDynamicAabbTree, shape_count));
  327. for (int i(0); i < shape_count; ++i) {
  328. shpWrapper = &shapes.write[i];
  329. shpWrapper->claim_bt_shape(body_scale);
  330. btTransform scaled_shape_transform(shpWrapper->get_adjusted_transform());
  331. scaled_shape_transform.getOrigin() *= body_scale;
  332. compoundShape->addChildShape(scaled_shape_transform, shpWrapper->bt_shape);
  333. }
  334. compoundShape->recalculateLocalAabb();
  335. mainShape = compoundShape;
  336. main_shape_changed();
  337. }
  338. void RigidCollisionObjectBullet::body_scale_changed() {
  339. CollisionObjectBullet::body_scale_changed();
  340. reload_shapes();
  341. }
  342. void RigidCollisionObjectBullet::internal_shape_destroy(int p_index, bool p_permanentlyFromThisBody) {
  343. ShapeWrapper &shp = shapes.write[p_index];
  344. shp.shape->remove_owner(this, p_permanentlyFromThisBody);
  345. if (shp.bt_shape == mainShape) {
  346. mainShape = nullptr;
  347. }
  348. bulletdelete(shp.bt_shape);
  349. }