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- /**************************************************************************/
- /* godot_result_callbacks.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 GODOT_RESULT_CALLBACKS_H
- #define GODOT_RESULT_CALLBACKS_H
- #include "servers/physics_server.h"
- #if defined(__clang__) && (__clang_major__ >= 13)
- #pragma clang diagnostic push
- #pragma clang diagnostic ignored "-Wdeprecated-copy-with-user-provided-copy"
- #endif
- #include <BulletCollision/BroadphaseCollision/btBroadphaseProxy.h>
- #include <btBulletDynamicsCommon.h>
- #if defined(__clang__) && (__clang_major__ >= 13)
- #pragma clang diagnostic pop
- #endif
- /**
- @author AndreaCatania
- */
- class RigidBodyBullet;
- /// This callback is injected inside bullet server and allow me to smooth contacts against trimesh
- bool godotContactAddedCallback(btManifoldPoint &cp, const btCollisionObjectWrapper *colObj0Wrap, int partId0, int index0, const btCollisionObjectWrapper *colObj1Wrap, int partId1, int index1);
- /// This class is required to implement custom collision behaviour in the broadphase
- struct GodotFilterCallback : public btOverlapFilterCallback {
- static bool test_collision_filters(uint32_t body0_collision_layer, uint32_t body0_collision_mask, uint32_t body1_collision_layer, uint32_t body1_collision_mask);
- // return true when pairs need collision
- virtual bool needBroadphaseCollision(btBroadphaseProxy *proxy0, btBroadphaseProxy *proxy1) const;
- };
- /// It performs an additional check allow exclusions.
- struct GodotClosestRayResultCallback : public btCollisionWorld::ClosestRayResultCallback {
- const Set<RID> *m_exclude;
- bool m_pickRay;
- int m_shapeId;
- bool collide_with_bodies;
- bool collide_with_areas;
- public:
- GodotClosestRayResultCallback(const btVector3 &rayFromWorld, const btVector3 &rayToWorld, const Set<RID> *p_exclude, bool p_collide_with_bodies, bool p_collide_with_areas) :
- btCollisionWorld::ClosestRayResultCallback(rayFromWorld, rayToWorld),
- m_exclude(p_exclude),
- m_pickRay(false),
- m_shapeId(0),
- collide_with_bodies(p_collide_with_bodies),
- collide_with_areas(p_collide_with_areas) {}
- virtual bool needsCollision(btBroadphaseProxy *proxy0) const;
- virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult &rayResult, bool normalInWorldSpace) {
- // Triangle index is an odd name but contains the compound shape ID.
- // A shape part of -1 indicates the index is a shape index and not a triangle index.
- if (rayResult.m_localShapeInfo && rayResult.m_localShapeInfo->m_shapePart == -1) {
- m_shapeId = rayResult.m_localShapeInfo->m_triangleIndex;
- } else {
- m_shapeId = 0;
- }
- return btCollisionWorld::ClosestRayResultCallback::addSingleResult(rayResult, normalInWorldSpace);
- }
- };
- // store all colliding object
- struct GodotAllConvexResultCallback : public btCollisionWorld::ConvexResultCallback {
- public:
- PhysicsDirectSpaceState::ShapeResult *m_results;
- int m_resultMax;
- const Set<RID> *m_exclude;
- int count;
- GodotAllConvexResultCallback(PhysicsDirectSpaceState::ShapeResult *p_results, int p_resultMax, const Set<RID> *p_exclude) :
- m_results(p_results),
- m_resultMax(p_resultMax),
- m_exclude(p_exclude),
- count(0) {}
- virtual bool needsCollision(btBroadphaseProxy *proxy0) const;
- virtual btScalar addSingleResult(btCollisionWorld::LocalConvexResult &convexResult, bool normalInWorldSpace);
- };
- struct GodotKinClosestConvexResultCallback : public btCollisionWorld::ClosestConvexResultCallback {
- public:
- const RigidBodyBullet *m_self_object;
- const Set<RID> *m_exclude;
- const bool m_infinite_inertia;
- GodotKinClosestConvexResultCallback(const btVector3 &convexFromWorld, const btVector3 &convexToWorld, const RigidBodyBullet *p_self_object, bool p_infinite_inertia, const Set<RID> *p_exclude) :
- btCollisionWorld::ClosestConvexResultCallback(convexFromWorld, convexToWorld),
- m_self_object(p_self_object),
- m_exclude(p_exclude),
- m_infinite_inertia(p_infinite_inertia) {}
- virtual bool needsCollision(btBroadphaseProxy *proxy0) const;
- };
- struct GodotClosestConvexResultCallback : public btCollisionWorld::ClosestConvexResultCallback {
- public:
- const Set<RID> *m_exclude;
- int m_shapeId;
- bool collide_with_bodies;
- bool collide_with_areas;
- GodotClosestConvexResultCallback(const btVector3 &convexFromWorld, const btVector3 &convexToWorld, const Set<RID> *p_exclude, bool p_collide_with_bodies, bool p_collide_with_areas) :
- btCollisionWorld::ClosestConvexResultCallback(convexFromWorld, convexToWorld),
- m_exclude(p_exclude),
- m_shapeId(0),
- collide_with_bodies(p_collide_with_bodies),
- collide_with_areas(p_collide_with_areas) {}
- virtual bool needsCollision(btBroadphaseProxy *proxy0) const;
- virtual btScalar addSingleResult(btCollisionWorld::LocalConvexResult &convexResult, bool normalInWorldSpace);
- };
- struct GodotAllContactResultCallback : public btCollisionWorld::ContactResultCallback {
- public:
- const btCollisionObject *m_self_object;
- PhysicsDirectSpaceState::ShapeResult *m_results;
- int m_resultMax;
- const Set<RID> *m_exclude;
- int m_count;
- bool collide_with_bodies;
- bool collide_with_areas;
- GodotAllContactResultCallback(btCollisionObject *p_self_object, PhysicsDirectSpaceState::ShapeResult *p_results, int p_resultMax, const Set<RID> *p_exclude, bool p_collide_with_bodies, bool p_collide_with_areas) :
- m_self_object(p_self_object),
- m_results(p_results),
- m_resultMax(p_resultMax),
- m_exclude(p_exclude),
- m_count(0),
- collide_with_bodies(p_collide_with_bodies),
- collide_with_areas(p_collide_with_areas) {}
- virtual bool needsCollision(btBroadphaseProxy *proxy0) const;
- virtual btScalar addSingleResult(btManifoldPoint &cp, const btCollisionObjectWrapper *colObj0Wrap, int partId0, int index0, const btCollisionObjectWrapper *colObj1Wrap, int partId1, int index1);
- };
- /// Returns the list of contacts pairs in this order: Local contact, other body contact
- struct GodotContactPairContactResultCallback : public btCollisionWorld::ContactResultCallback {
- public:
- const btCollisionObject *m_self_object;
- Vector3 *m_results;
- int m_resultMax;
- const Set<RID> *m_exclude;
- int m_count;
- bool collide_with_bodies;
- bool collide_with_areas;
- GodotContactPairContactResultCallback(btCollisionObject *p_self_object, Vector3 *p_results, int p_resultMax, const Set<RID> *p_exclude, bool p_collide_with_bodies, bool p_collide_with_areas) :
- m_self_object(p_self_object),
- m_results(p_results),
- m_resultMax(p_resultMax),
- m_exclude(p_exclude),
- m_count(0),
- collide_with_bodies(p_collide_with_bodies),
- collide_with_areas(p_collide_with_areas) {}
- virtual bool needsCollision(btBroadphaseProxy *proxy0) const;
- virtual btScalar addSingleResult(btManifoldPoint &cp, const btCollisionObjectWrapper *colObj0Wrap, int partId0, int index0, const btCollisionObjectWrapper *colObj1Wrap, int partId1, int index1);
- };
- struct GodotRestInfoContactResultCallback : public btCollisionWorld::ContactResultCallback {
- public:
- const btCollisionObject *m_self_object;
- PhysicsDirectSpaceState::ShapeRestInfo *m_result;
- const Set<RID> *m_exclude;
- bool m_collided;
- real_t m_min_distance;
- const btCollisionObject *m_rest_info_collision_object;
- btVector3 m_rest_info_bt_point;
- bool collide_with_bodies;
- bool collide_with_areas;
- GodotRestInfoContactResultCallback(btCollisionObject *p_self_object, PhysicsDirectSpaceState::ShapeRestInfo *p_result, const Set<RID> *p_exclude, bool p_collide_with_bodies, bool p_collide_with_areas) :
- m_self_object(p_self_object),
- m_result(p_result),
- m_exclude(p_exclude),
- m_collided(false),
- m_min_distance(0),
- collide_with_bodies(p_collide_with_bodies),
- collide_with_areas(p_collide_with_areas) {}
- virtual bool needsCollision(btBroadphaseProxy *proxy0) const;
- virtual btScalar addSingleResult(btManifoldPoint &cp, const btCollisionObjectWrapper *colObj0Wrap, int partId0, int index0, const btCollisionObjectWrapper *colObj1Wrap, int partId1, int index1);
- };
- struct GodotDeepPenetrationContactResultCallback : public btManifoldResult {
- btVector3 m_pointNormalWorld;
- btVector3 m_pointWorld;
- btScalar m_penetration_distance;
- int m_other_compound_shape_index;
- GodotDeepPenetrationContactResultCallback(const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap) :
- btManifoldResult(body0Wrap, body1Wrap),
- m_penetration_distance(0),
- m_other_compound_shape_index(0) {}
- void reset() {
- m_penetration_distance = 0;
- }
- bool hasHit() {
- return m_penetration_distance < 0;
- }
- virtual void addContactPoint(const btVector3 &normalOnBInWorld, const btVector3 &pointInWorldOnB, btScalar depth);
- };
- #endif // GODOT_RESULT_CALLBACKS_H
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