collision_object_bullet.cpp 12 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) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  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. #define enableDynamicAabbTree false
  42. CollisionObjectBullet::ShapeWrapper::~ShapeWrapper() {}
  43. void CollisionObjectBullet::ShapeWrapper::set_transform(const Transform &p_transform) {
  44. G_TO_B(p_transform.get_basis().get_scale_abs(), scale);
  45. G_TO_B(p_transform, transform);
  46. UNSCALE_BT_BASIS(transform);
  47. }
  48. void CollisionObjectBullet::ShapeWrapper::set_transform(const btTransform &p_transform) {
  49. transform = p_transform;
  50. }
  51. void CollisionObjectBullet::ShapeWrapper::claim_bt_shape(const btVector3 &body_scale) {
  52. if (!bt_shape) {
  53. if (active)
  54. bt_shape = shape->create_bt_shape(scale * body_scale);
  55. else
  56. bt_shape = ShapeBullet::create_shape_empty();
  57. }
  58. }
  59. CollisionObjectBullet::CollisionObjectBullet(Type p_type) :
  60. RIDBullet(),
  61. type(p_type),
  62. collisionsEnabled(true),
  63. m_isStatic(false),
  64. bt_collision_object(NULL),
  65. body_scale(1., 1., 1.),
  66. force_shape_reset(false),
  67. space(NULL),
  68. isTransformChanged(false) {}
  69. CollisionObjectBullet::~CollisionObjectBullet() {
  70. // Remove all overlapping, notify is not required since godot take care of it
  71. for (int i = areasOverlapped.size() - 1; 0 <= i; --i) {
  72. areasOverlapped[i]->remove_overlap(this, /*Notify*/ false);
  73. }
  74. destroyBulletCollisionObject();
  75. }
  76. bool equal(real_t first, real_t second) {
  77. return Math::abs(first - second) <= 0.001f;
  78. }
  79. void CollisionObjectBullet::set_body_scale(const Vector3 &p_new_scale) {
  80. 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])) {
  81. body_scale = p_new_scale;
  82. body_scale_changed();
  83. }
  84. }
  85. btVector3 CollisionObjectBullet::get_bt_body_scale() const {
  86. btVector3 s;
  87. G_TO_B(body_scale, s);
  88. return s;
  89. }
  90. void CollisionObjectBullet::body_scale_changed() {
  91. force_shape_reset = true;
  92. }
  93. void CollisionObjectBullet::destroyBulletCollisionObject() {
  94. bulletdelete(bt_collision_object);
  95. }
  96. void CollisionObjectBullet::setupBulletCollisionObject(btCollisionObject *p_collisionObject) {
  97. bt_collision_object = p_collisionObject;
  98. bt_collision_object->setUserPointer(this);
  99. bt_collision_object->setUserIndex(type);
  100. // Force the enabling of collision and avoid problems
  101. set_collision_enabled(collisionsEnabled);
  102. p_collisionObject->setCollisionFlags(p_collisionObject->getCollisionFlags() | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK);
  103. }
  104. void CollisionObjectBullet::add_collision_exception(const CollisionObjectBullet *p_ignoreCollisionObject) {
  105. exceptions.insert(p_ignoreCollisionObject->get_self());
  106. if (!bt_collision_object)
  107. return;
  108. bt_collision_object->setIgnoreCollisionCheck(p_ignoreCollisionObject->bt_collision_object, true);
  109. if (space)
  110. space->get_broadphase()->getOverlappingPairCache()->cleanProxyFromPairs(bt_collision_object->getBroadphaseHandle(), space->get_dispatcher());
  111. }
  112. void CollisionObjectBullet::remove_collision_exception(const CollisionObjectBullet *p_ignoreCollisionObject) {
  113. exceptions.erase(p_ignoreCollisionObject->get_self());
  114. bt_collision_object->setIgnoreCollisionCheck(p_ignoreCollisionObject->bt_collision_object, false);
  115. if (space)
  116. space->get_broadphase()->getOverlappingPairCache()->cleanProxyFromPairs(bt_collision_object->getBroadphaseHandle(), space->get_dispatcher());
  117. }
  118. bool CollisionObjectBullet::has_collision_exception(const CollisionObjectBullet *p_otherCollisionObject) const {
  119. return !bt_collision_object->checkCollideWith(p_otherCollisionObject->bt_collision_object);
  120. }
  121. void CollisionObjectBullet::set_collision_enabled(bool p_enabled) {
  122. collisionsEnabled = p_enabled;
  123. if (collisionsEnabled) {
  124. bt_collision_object->setCollisionFlags(bt_collision_object->getCollisionFlags() & (~btCollisionObject::CF_NO_CONTACT_RESPONSE));
  125. } else {
  126. bt_collision_object->setCollisionFlags(bt_collision_object->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE);
  127. }
  128. }
  129. bool CollisionObjectBullet::is_collisions_response_enabled() {
  130. return collisionsEnabled;
  131. }
  132. void CollisionObjectBullet::notify_new_overlap(AreaBullet *p_area) {
  133. areasOverlapped.push_back(p_area);
  134. }
  135. void CollisionObjectBullet::on_exit_area(AreaBullet *p_area) {
  136. areasOverlapped.erase(p_area);
  137. }
  138. void CollisionObjectBullet::set_godot_object_flags(int flags) {
  139. bt_collision_object->setUserIndex2(flags);
  140. }
  141. int CollisionObjectBullet::get_godot_object_flags() const {
  142. return bt_collision_object->getUserIndex2();
  143. }
  144. void CollisionObjectBullet::set_transform(const Transform &p_global_transform) {
  145. set_body_scale(p_global_transform.basis.get_scale_abs());
  146. btTransform bt_transform;
  147. G_TO_B(p_global_transform, bt_transform);
  148. UNSCALE_BT_BASIS(bt_transform);
  149. set_transform__bullet(bt_transform);
  150. }
  151. Transform CollisionObjectBullet::get_transform() const {
  152. Transform t;
  153. B_TO_G(get_transform__bullet(), t);
  154. t.basis.scale(body_scale);
  155. return t;
  156. }
  157. void CollisionObjectBullet::set_transform__bullet(const btTransform &p_global_transform) {
  158. bt_collision_object->setWorldTransform(p_global_transform);
  159. notify_transform_changed();
  160. }
  161. const btTransform &CollisionObjectBullet::get_transform__bullet() const {
  162. return bt_collision_object->getWorldTransform();
  163. }
  164. void CollisionObjectBullet::notify_transform_changed() {
  165. isTransformChanged = true;
  166. }
  167. RigidCollisionObjectBullet::RigidCollisionObjectBullet(Type p_type) :
  168. CollisionObjectBullet(p_type),
  169. mainShape(NULL) {
  170. }
  171. RigidCollisionObjectBullet::~RigidCollisionObjectBullet() {
  172. remove_all_shapes(true, true);
  173. if (mainShape && mainShape->isCompound()) {
  174. bulletdelete(mainShape);
  175. }
  176. }
  177. void RigidCollisionObjectBullet::add_shape(ShapeBullet *p_shape, const Transform &p_transform) {
  178. shapes.push_back(ShapeWrapper(p_shape, p_transform, true));
  179. p_shape->add_owner(this);
  180. reload_shapes();
  181. }
  182. void RigidCollisionObjectBullet::set_shape(int p_index, ShapeBullet *p_shape) {
  183. ShapeWrapper &shp = shapes.write[p_index];
  184. shp.shape->remove_owner(this);
  185. p_shape->add_owner(this);
  186. shp.shape = p_shape;
  187. reload_shapes();
  188. }
  189. int RigidCollisionObjectBullet::get_shape_count() const {
  190. return shapes.size();
  191. }
  192. ShapeBullet *RigidCollisionObjectBullet::get_shape(int p_index) const {
  193. return shapes[p_index].shape;
  194. }
  195. btCollisionShape *RigidCollisionObjectBullet::get_bt_shape(int p_index) const {
  196. return shapes[p_index].bt_shape;
  197. }
  198. int RigidCollisionObjectBullet::find_shape(ShapeBullet *p_shape) const {
  199. const int size = shapes.size();
  200. for (int i = 0; i < size; ++i) {
  201. if (shapes[i].shape == p_shape)
  202. return i;
  203. }
  204. return -1;
  205. }
  206. void RigidCollisionObjectBullet::remove_shape_full(ShapeBullet *p_shape) {
  207. // Remove the shape, all the times it appears
  208. // Reverse order required for delete.
  209. for (int i = shapes.size() - 1; 0 <= i; --i) {
  210. if (p_shape == shapes[i].shape) {
  211. internal_shape_destroy(i);
  212. shapes.remove(i);
  213. }
  214. }
  215. reload_shapes();
  216. }
  217. void RigidCollisionObjectBullet::remove_shape_full(int p_index) {
  218. ERR_FAIL_INDEX(p_index, get_shape_count());
  219. internal_shape_destroy(p_index);
  220. shapes.remove(p_index);
  221. reload_shapes();
  222. }
  223. void RigidCollisionObjectBullet::remove_all_shapes(bool p_permanentlyFromThisBody, bool p_force_not_reload) {
  224. // Reverse order required for delete.
  225. for (int i = shapes.size() - 1; 0 <= i; --i) {
  226. internal_shape_destroy(i, p_permanentlyFromThisBody);
  227. }
  228. shapes.clear();
  229. if (!p_force_not_reload)
  230. reload_shapes();
  231. }
  232. void RigidCollisionObjectBullet::set_shape_transform(int p_index, const Transform &p_transform) {
  233. ERR_FAIL_INDEX(p_index, get_shape_count());
  234. shapes.write[p_index].set_transform(p_transform);
  235. // Note, enableDynamicAabbTree is false because on transform change compound is destroyed
  236. reload_shapes();
  237. }
  238. const btTransform &RigidCollisionObjectBullet::get_bt_shape_transform(int p_index) const {
  239. return shapes[p_index].transform;
  240. }
  241. Transform RigidCollisionObjectBullet::get_shape_transform(int p_index) const {
  242. Transform trs;
  243. B_TO_G(shapes[p_index].transform, trs);
  244. return trs;
  245. }
  246. void RigidCollisionObjectBullet::set_shape_disabled(int p_index, bool p_disabled) {
  247. shapes.write[p_index].active = !p_disabled;
  248. shape_changed(p_index);
  249. }
  250. bool RigidCollisionObjectBullet::is_shape_disabled(int p_index) {
  251. return !shapes[p_index].active;
  252. }
  253. void RigidCollisionObjectBullet::shape_changed(int p_shape_index) {
  254. ShapeWrapper &shp = shapes.write[p_shape_index];
  255. if (shp.bt_shape == mainShape) {
  256. mainShape = NULL;
  257. }
  258. bulletdelete(shp.bt_shape);
  259. reload_shapes();
  260. }
  261. void RigidCollisionObjectBullet::reload_shapes() {
  262. if (mainShape && mainShape->isCompound()) {
  263. // Destroy compound
  264. bulletdelete(mainShape);
  265. }
  266. mainShape = NULL;
  267. ShapeWrapper *shpWrapper;
  268. const int shape_count = shapes.size();
  269. // Reset shape if required
  270. if (force_shape_reset) {
  271. for (int i(0); i < shape_count; ++i) {
  272. shpWrapper = &shapes.write[i];
  273. bulletdelete(shpWrapper->bt_shape);
  274. }
  275. force_shape_reset = false;
  276. }
  277. const btVector3 body_scale(get_bt_body_scale());
  278. // Try to optimize by not using compound
  279. if (1 == shape_count) {
  280. shpWrapper = &shapes.write[0];
  281. if (shpWrapper->transform.getOrigin().isZero() && shpWrapper->transform.getBasis() == shpWrapper->transform.getBasis().getIdentity()) {
  282. shpWrapper->claim_bt_shape(body_scale);
  283. mainShape = shpWrapper->bt_shape;
  284. main_shape_changed();
  285. return;
  286. }
  287. }
  288. // Optimization not possible use a compound shape
  289. btCompoundShape *compoundShape = bulletnew(btCompoundShape(enableDynamicAabbTree, shape_count));
  290. for (int i(0); i < shape_count; ++i) {
  291. shpWrapper = &shapes.write[i];
  292. shpWrapper->claim_bt_shape(body_scale);
  293. btTransform scaled_shape_transform(shpWrapper->transform);
  294. scaled_shape_transform.getOrigin() *= body_scale;
  295. compoundShape->addChildShape(scaled_shape_transform, shpWrapper->bt_shape);
  296. }
  297. compoundShape->recalculateLocalAabb();
  298. mainShape = compoundShape;
  299. main_shape_changed();
  300. }
  301. void RigidCollisionObjectBullet::body_scale_changed() {
  302. CollisionObjectBullet::body_scale_changed();
  303. reload_shapes();
  304. }
  305. void RigidCollisionObjectBullet::internal_shape_destroy(int p_index, bool p_permanentlyFromThisBody) {
  306. ShapeWrapper &shp = shapes.write[p_index];
  307. shp.shape->remove_owner(this, p_permanentlyFromThisBody);
  308. if (shp.bt_shape == mainShape) {
  309. mainShape = NULL;
  310. }
  311. bulletdelete(shp.bt_shape);
  312. }