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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/modules/godot_physics_3d/godot_space_3d.cpp
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/**************************************************************************/
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/* godot_space_3d.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "godot_space_3d.h"
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#include "godot_collision_solver_3d.h"
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#include "godot_physics_server_3d.h"
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#include "core/config/project_settings.h"
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#include "godot_area_pair_3d.h"
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#include "godot_body_pair_3d.h"
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#define TEST_MOTION_MARGIN_MIN_VALUE 0.0001
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#define TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR 0.05
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_FORCE_INLINE_ static bool _can_collide_with(GodotCollisionObject3D *p_object, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
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if (!(p_object->get_collision_layer() & p_collision_mask)) {
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return false;
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}
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if (p_object->get_type() == GodotCollisionObject3D::TYPE_AREA && !p_collide_with_areas) {
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return false;
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}
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if (p_object->get_type() == GodotCollisionObject3D::TYPE_BODY && !p_collide_with_bodies) {
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return false;
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}
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if (p_object->get_type() == GodotCollisionObject3D::TYPE_SOFT_BODY && !p_collide_with_bodies) {
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return false;
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}
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return true;
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}
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int GodotPhysicsDirectSpaceState3D::intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) {
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ERR_FAIL_COND_V(space->locked, false);
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int amount = space->broadphase->cull_point(p_parameters.position, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
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int cc = 0;
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//Transform3D ai = p_xform.affine_inverse();
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for (int i = 0; i < amount; i++) {
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if (cc >= p_result_max) {
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break;
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}
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if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
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continue;
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}
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//area can't be picked by ray (default)
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if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
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continue;
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}
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const GodotCollisionObject3D *col_obj = space->intersection_query_results[i];
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int shape_idx = space->intersection_query_subindex_results[i];
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Transform3D inv_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
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inv_xform.affine_invert();
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if (!col_obj->get_shape(shape_idx)->intersect_point(inv_xform.xform(p_parameters.position))) {
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continue;
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}
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r_results[cc].collider_id = col_obj->get_instance_id();
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if (r_results[cc].collider_id.is_valid()) {
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r_results[cc].collider = ObjectDB::get_instance(r_results[cc].collider_id);
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} else {
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r_results[cc].collider = nullptr;
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}
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r_results[cc].rid = col_obj->get_self();
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r_results[cc].shape = shape_idx;
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cc++;
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}
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return cc;
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}
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bool GodotPhysicsDirectSpaceState3D::intersect_ray(const RayParameters &p_parameters, RayResult &r_result) {
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ERR_FAIL_COND_V(space->locked, false);
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Vector3 begin, end;
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Vector3 normal;
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begin = p_parameters.from;
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end = p_parameters.to;
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normal = (end - begin).normalized();
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int amount = space->broadphase->cull_segment(begin, end, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
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//todo, create another array that references results, compute AABBs and check closest point to ray origin, sort, and stop evaluating results when beyond first collision
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bool collided = false;
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Vector3 res_point, res_normal;
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int res_face_index = -1;
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int res_shape = -1;
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const GodotCollisionObject3D *res_obj = nullptr;
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real_t min_d = 1e10;
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for (int i = 0; i < amount; i++) {
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if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
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continue;
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}
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if (p_parameters.pick_ray && !(space->intersection_query_results[i]->is_ray_pickable())) {
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continue;
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}
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if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
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continue;
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}
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const GodotCollisionObject3D *col_obj = space->intersection_query_results[i];
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int shape_idx = space->intersection_query_subindex_results[i];
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Transform3D inv_xform = col_obj->get_shape_inv_transform(shape_idx) * col_obj->get_inv_transform();
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Vector3 local_from = inv_xform.xform(begin);
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Vector3 local_to = inv_xform.xform(end);
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const GodotShape3D *shape = col_obj->get_shape(shape_idx);
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Vector3 shape_point, shape_normal;
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int shape_face_index = -1;
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if (shape->intersect_point(local_from)) {
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if (p_parameters.hit_from_inside) {
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// Hit shape at starting point.
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min_d = 0;
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res_point = begin;
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res_normal = Vector3();
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res_shape = shape_idx;
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res_obj = col_obj;
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collided = true;
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break;
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} else {
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// Ignore shape when starting inside.
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continue;
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}
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}
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if (shape->intersect_segment(local_from, local_to, shape_point, shape_normal, shape_face_index, p_parameters.hit_back_faces)) {
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Transform3D xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
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shape_point = xform.xform(shape_point);
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real_t ld = normal.dot(shape_point);
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if (ld < min_d) {
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min_d = ld;
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res_point = shape_point;
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res_normal = inv_xform.basis.xform_inv(shape_normal).normalized();
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res_face_index = shape_face_index;
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res_shape = shape_idx;
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res_obj = col_obj;
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collided = true;
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}
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}
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}
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if (!collided) {
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return false;
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}
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ERR_FAIL_NULL_V(res_obj, false); // Shouldn't happen but silences warning.
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r_result.collider_id = res_obj->get_instance_id();
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if (r_result.collider_id.is_valid()) {
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r_result.collider = ObjectDB::get_instance(r_result.collider_id);
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} else {
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r_result.collider = nullptr;
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}
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r_result.normal = res_normal;
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r_result.face_index = res_face_index;
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r_result.position = res_point;
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r_result.rid = res_obj->get_self();
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r_result.shape = res_shape;
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return true;
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}
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int GodotPhysicsDirectSpaceState3D::intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) {
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if (p_result_max <= 0) {
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return 0;
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}
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GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
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ERR_FAIL_NULL_V(shape, 0);
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AABB aabb = p_parameters.transform.xform(shape->get_aabb());
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int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
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int cc = 0;
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//Transform3D ai = p_xform.affine_inverse();
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for (int i = 0; i < amount; i++) {
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if (cc >= p_result_max) {
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break;
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}
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if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
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continue;
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}
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//area can't be picked by ray (default)
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if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
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continue;
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}
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const GodotCollisionObject3D *col_obj = space->intersection_query_results[i];
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int shape_idx = space->intersection_query_subindex_results[i];
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if (!GodotCollisionSolver3D::solve_static(shape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), nullptr, nullptr, nullptr, p_parameters.margin, 0)) {
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continue;
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}
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if (r_results) {
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r_results[cc].collider_id = col_obj->get_instance_id();
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if (r_results[cc].collider_id.is_valid()) {
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r_results[cc].collider = ObjectDB::get_instance(r_results[cc].collider_id);
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} else {
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r_results[cc].collider = nullptr;
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}
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r_results[cc].rid = col_obj->get_self();
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r_results[cc].shape = shape_idx;
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}
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cc++;
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}
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return cc;
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}
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bool GodotPhysicsDirectSpaceState3D::cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe, ShapeRestInfo *r_info) {
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GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
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ERR_FAIL_NULL_V(shape, false);
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AABB aabb = p_parameters.transform.xform(shape->get_aabb());
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aabb = aabb.merge(AABB(aabb.position + p_parameters.motion, aabb.size)); //motion
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aabb = aabb.grow(p_parameters.margin);
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int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
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real_t best_safe = 1;
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real_t best_unsafe = 1;
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Transform3D xform_inv = p_parameters.transform.affine_inverse();
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GodotMotionShape3D mshape;
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mshape.shape = shape;
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mshape.motion = xform_inv.basis.xform(p_parameters.motion);
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bool best_first = true;
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Vector3 motion_normal = p_parameters.motion.normalized();
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Vector3 closest_A, closest_B;
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for (int i = 0; i < amount; i++) {
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if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
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continue;
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}
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if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
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continue; //ignore excluded
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}
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const GodotCollisionObject3D *col_obj = space->intersection_query_results[i];
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int shape_idx = space->intersection_query_subindex_results[i];
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Vector3 point_A, point_B;
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Vector3 sep_axis = motion_normal;
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Transform3D col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
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//test initial overlap, does it collide if going all the way?
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if (GodotCollisionSolver3D::solve_distance(&mshape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) {
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continue;
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}
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//test initial overlap, ignore objects it's inside of.
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sep_axis = motion_normal;
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if (!GodotCollisionSolver3D::solve_distance(shape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) {
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continue;
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}
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//just do kinematic solving
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real_t low = 0.0;
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real_t hi = 1.0;
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real_t fraction_coeff = 0.5;
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for (int j = 0; j < 8; j++) { //steps should be customizable..
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real_t fraction = low + (hi - low) * fraction_coeff;
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mshape.motion = xform_inv.basis.xform(p_parameters.motion * fraction);
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Vector3 lA, lB;
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Vector3 sep = motion_normal; //important optimization for this to work fast enough
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bool collided = !GodotCollisionSolver3D::solve_distance(&mshape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj_xform, lA, lB, aabb, &sep);
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if (collided) {
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hi = fraction;
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if ((j == 0) || (low > 0.0)) { // Did it not collide before?
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// When alternating or first iteration, use dichotomy.
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fraction_coeff = 0.5;
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} else {
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// When colliding again, converge faster towards low fraction
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// for more accurate results with long motions that collide near the start.
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fraction_coeff = 0.25;
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}
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} else {
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point_A = lA;
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point_B = lB;
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low = fraction;
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if ((j == 0) || (hi < 1.0)) { // Did it collide before?
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// When alternating or first iteration, use dichotomy.
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fraction_coeff = 0.5;
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} else {
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// When not colliding again, converge faster towards high fraction
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// for more accurate results with long motions that collide near the end.
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fraction_coeff = 0.75;
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}
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}
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}
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if (low < best_safe) {
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best_first = true; //force reset
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best_safe = low;
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best_unsafe = hi;
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}
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if (r_info && (best_first || (point_A.distance_squared_to(point_B) < closest_A.distance_squared_to(closest_B) && low <= best_safe))) {
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closest_A = point_A;
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closest_B = point_B;
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r_info->collider_id = col_obj->get_instance_id();
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r_info->rid = col_obj->get_self();
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r_info->shape = shape_idx;
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r_info->point = closest_B;
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r_info->normal = (closest_A - closest_B).normalized();
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best_first = false;
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if (col_obj->get_type() == GodotCollisionObject3D::TYPE_BODY) {
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const GodotBody3D *body = static_cast<const GodotBody3D *>(col_obj);
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Vector3 rel_vec = closest_B - (body->get_transform().origin + body->get_center_of_mass());
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r_info->linear_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec);
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}
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}
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}
377
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p_closest_safe = best_safe;
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p_closest_unsafe = best_unsafe;
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return true;
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}
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bool GodotPhysicsDirectSpaceState3D::collide_shape(const ShapeParameters &p_parameters, Vector3 *r_results, int p_result_max, int &r_result_count) {
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if (p_result_max <= 0) {
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return false;
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}
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GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
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ERR_FAIL_NULL_V(shape, false);
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AABB aabb = p_parameters.transform.xform(shape->get_aabb());
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aabb = aabb.grow(p_parameters.margin);
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int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
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bool collided = false;
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r_result_count = 0;
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GodotPhysicsServer3D::CollCbkData cbk;
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cbk.max = p_result_max;
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cbk.amount = 0;
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cbk.ptr = r_results;
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GodotCollisionSolver3D::CallbackResult cbkres = GodotPhysicsServer3D::_shape_col_cbk;
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GodotPhysicsServer3D::CollCbkData *cbkptr = &cbk;
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for (int i = 0; i < amount; i++) {
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if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
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continue;
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}
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const GodotCollisionObject3D *col_obj = space->intersection_query_results[i];
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if (p_parameters.exclude.has(col_obj->get_self())) {
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continue;
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}
418
419
int shape_idx = space->intersection_query_subindex_results[i];
420
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if (GodotCollisionSolver3D::solve_static(shape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), cbkres, cbkptr, nullptr, p_parameters.margin)) {
422
collided = true;
423
}
424
}
425
426
r_result_count = cbk.amount;
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return collided;
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}
430
431
struct _RestResultData {
432
const GodotCollisionObject3D *object = nullptr;
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int local_shape = 0;
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int shape = 0;
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Vector3 contact;
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Vector3 normal;
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real_t len = 0.0;
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};
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struct _RestCallbackData {
441
const GodotCollisionObject3D *object = nullptr;
442
int local_shape = 0;
443
int shape = 0;
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real_t min_allowed_depth = 0.0;
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_RestResultData best_result;
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449
int max_results = 0;
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int result_count = 0;
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_RestResultData *other_results = nullptr;
452
};
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static void _rest_cbk_result(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal, void *p_userdata) {
455
_RestCallbackData *rd = static_cast<_RestCallbackData *>(p_userdata);
456
457
Vector3 contact_rel = p_point_B - p_point_A;
458
real_t len = contact_rel.length();
459
if (len < rd->min_allowed_depth) {
460
return;
461
}
462
463
bool is_best_result = (len > rd->best_result.len);
464
465
if (rd->other_results && rd->result_count > 0) {
466
// Consider as new result by default.
467
int prev_result_count = rd->result_count++;
468
469
int result_index = 0;
470
real_t tested_len = is_best_result ? rd->best_result.len : len;
471
for (; result_index < prev_result_count - 1; ++result_index) {
472
if (tested_len > rd->other_results[result_index].len) {
473
// Reusing a previous result.
474
rd->result_count--;
475
break;
476
}
477
}
478
479
if (result_index < rd->max_results - 1) {
480
_RestResultData &result = rd->other_results[result_index];
481
482
if (is_best_result) {
483
// Keep the previous best result as separate result.
484
result = rd->best_result;
485
} else {
486
// Keep this result as separate result.
487
result.len = len;
488
result.contact = p_point_B;
489
result.normal = normal;
490
result.object = rd->object;
491
result.shape = rd->shape;
492
result.local_shape = rd->local_shape;
493
}
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} else {
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// Discarding this result.
496
rd->result_count--;
497
}
498
} else if (is_best_result) {
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rd->result_count = 1;
500
}
501
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if (!is_best_result) {
503
return;
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}
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rd->best_result.len = len;
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rd->best_result.contact = p_point_B;
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rd->best_result.normal = normal;
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rd->best_result.object = rd->object;
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rd->best_result.shape = rd->shape;
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rd->best_result.local_shape = rd->local_shape;
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}
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bool GodotPhysicsDirectSpaceState3D::rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) {
515
GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
516
ERR_FAIL_NULL_V(shape, false);
517
518
real_t margin = MAX(p_parameters.margin, TEST_MOTION_MARGIN_MIN_VALUE);
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AABB aabb = p_parameters.transform.xform(shape->get_aabb());
521
aabb = aabb.grow(margin);
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int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
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_RestCallbackData rcd;
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// Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
528
real_t motion_length = p_parameters.motion.length();
529
real_t min_contact_depth = margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
530
rcd.min_allowed_depth = MIN(motion_length, min_contact_depth);
531
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for (int i = 0; i < amount; i++) {
533
if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
534
continue;
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}
536
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const GodotCollisionObject3D *col_obj = space->intersection_query_results[i];
538
539
if (p_parameters.exclude.has(col_obj->get_self())) {
540
continue;
541
}
542
543
int shape_idx = space->intersection_query_subindex_results[i];
544
545
rcd.object = col_obj;
546
rcd.shape = shape_idx;
547
bool sc = GodotCollisionSolver3D::solve_static(shape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), _rest_cbk_result, &rcd, nullptr, margin);
548
if (!sc) {
549
continue;
550
}
551
}
552
553
if (rcd.best_result.len == 0 || !rcd.best_result.object) {
554
return false;
555
}
556
557
r_info->collider_id = rcd.best_result.object->get_instance_id();
558
r_info->shape = rcd.best_result.shape;
559
r_info->normal = rcd.best_result.normal;
560
r_info->point = rcd.best_result.contact;
561
r_info->rid = rcd.best_result.object->get_self();
562
if (rcd.best_result.object->get_type() == GodotCollisionObject3D::TYPE_BODY) {
563
const GodotBody3D *body = static_cast<const GodotBody3D *>(rcd.best_result.object);
564
Vector3 rel_vec = rcd.best_result.contact - (body->get_transform().origin + body->get_center_of_mass());
565
r_info->linear_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec);
566
567
} else {
568
r_info->linear_velocity = Vector3();
569
}
570
571
return true;
572
}
573
574
Vector3 GodotPhysicsDirectSpaceState3D::get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const {
575
GodotCollisionObject3D *obj = GodotPhysicsServer3D::godot_singleton->area_owner.get_or_null(p_object);
576
if (!obj) {
577
obj = GodotPhysicsServer3D::godot_singleton->body_owner.get_or_null(p_object);
578
}
579
ERR_FAIL_NULL_V(obj, Vector3());
580
581
ERR_FAIL_COND_V(obj->get_space() != space, Vector3());
582
583
real_t min_distance = 1e20;
584
Vector3 min_point;
585
586
bool shapes_found = false;
587
588
for (int i = 0; i < obj->get_shape_count(); i++) {
589
if (obj->is_shape_disabled(i)) {
590
continue;
591
}
592
593
Transform3D shape_xform = obj->get_transform() * obj->get_shape_transform(i);
594
GodotShape3D *shape = obj->get_shape(i);
595
596
Vector3 point = shape->get_closest_point_to(shape_xform.affine_inverse().xform(p_point));
597
point = shape_xform.xform(point);
598
599
real_t dist = point.distance_to(p_point);
600
if (dist < min_distance) {
601
min_distance = dist;
602
min_point = point;
603
}
604
shapes_found = true;
605
}
606
607
if (!shapes_found) {
608
return obj->get_transform().origin; //no shapes found, use distance to origin.
609
} else {
610
return min_point;
611
}
612
}
613
614
GodotPhysicsDirectSpaceState3D::GodotPhysicsDirectSpaceState3D() {
615
space = nullptr;
616
}
617
618
////////////////////////////////////////////////////////////////////////////////////////////////////////////
619
620
int GodotSpace3D::_cull_aabb_for_body(GodotBody3D *p_body, const AABB &p_aabb) {
621
int amount = broadphase->cull_aabb(p_aabb, intersection_query_results, INTERSECTION_QUERY_MAX, intersection_query_subindex_results);
622
623
for (int i = 0; i < amount; i++) {
624
bool keep = true;
625
626
if (intersection_query_results[i] == p_body) {
627
keep = false;
628
} else if (intersection_query_results[i]->get_type() == GodotCollisionObject3D::TYPE_AREA) {
629
keep = false;
630
} else if (intersection_query_results[i]->get_type() == GodotCollisionObject3D::TYPE_SOFT_BODY) {
631
keep = false;
632
} else if (!p_body->collides_with(static_cast<GodotBody3D *>(intersection_query_results[i]))) {
633
keep = false;
634
} else if (static_cast<GodotBody3D *>(intersection_query_results[i])->has_exception(p_body->get_self()) || p_body->has_exception(intersection_query_results[i]->get_self())) {
635
keep = false;
636
}
637
638
if (!keep) {
639
if (i < amount - 1) {
640
SWAP(intersection_query_results[i], intersection_query_results[amount - 1]);
641
SWAP(intersection_query_subindex_results[i], intersection_query_subindex_results[amount - 1]);
642
}
643
644
amount--;
645
i--;
646
}
647
}
648
649
return amount;
650
}
651
652
bool GodotSpace3D::test_body_motion(GodotBody3D *p_body, const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult *r_result) {
653
//give me back regular physics engine logic
654
//this is madness
655
//and most people using this function will think
656
//what it does is simpler than using physics
657
//this took about a week to get right..
658
//but is it right? who knows at this point..
659
660
ERR_FAIL_COND_V(p_parameters.max_collisions < 0 || p_parameters.max_collisions > PhysicsServer3D::MotionResult::MAX_COLLISIONS, false);
661
662
if (r_result) {
663
*r_result = PhysicsServer3D::MotionResult();
664
}
665
666
AABB body_aabb;
667
bool shapes_found = false;
668
669
for (int i = 0; i < p_body->get_shape_count(); i++) {
670
if (p_body->is_shape_disabled(i)) {
671
continue;
672
}
673
674
if (!shapes_found) {
675
body_aabb = p_body->get_shape_aabb(i);
676
shapes_found = true;
677
} else {
678
body_aabb = body_aabb.merge(p_body->get_shape_aabb(i));
679
}
680
}
681
682
if (!shapes_found) {
683
if (r_result) {
684
r_result->travel = p_parameters.motion;
685
}
686
687
return false;
688
}
689
690
real_t margin = MAX(p_parameters.margin, TEST_MOTION_MARGIN_MIN_VALUE);
691
692
// Undo the currently transform the physics server is aware of and apply the provided one
693
body_aabb = p_parameters.from.xform(p_body->get_inv_transform().xform(body_aabb));
694
body_aabb = body_aabb.grow(margin);
695
696
real_t min_contact_depth = margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
697
698
real_t motion_length = p_parameters.motion.length();
699
Vector3 motion_normal = p_parameters.motion / motion_length;
700
701
Transform3D body_transform = p_parameters.from;
702
703
bool recovered = false;
704
705
{
706
//STEP 1, FREE BODY IF STUCK
707
708
const int max_results = 32;
709
int recover_attempts = 4;
710
Vector3 sr[max_results * 2];
711
real_t priorities[max_results];
712
713
do {
714
GodotPhysicsServer3D::CollCbkData cbk;
715
cbk.max = max_results;
716
cbk.amount = 0;
717
cbk.ptr = sr;
718
719
GodotPhysicsServer3D::CollCbkData *cbkptr = &cbk;
720
GodotCollisionSolver3D::CallbackResult cbkres = GodotPhysicsServer3D::_shape_col_cbk;
721
int priority_amount = 0;
722
723
bool collided = false;
724
725
int amount = _cull_aabb_for_body(p_body, body_aabb);
726
727
for (int j = 0; j < p_body->get_shape_count(); j++) {
728
if (p_body->is_shape_disabled(j)) {
729
continue;
730
}
731
732
Transform3D body_shape_xform = body_transform * p_body->get_shape_transform(j);
733
GodotShape3D *body_shape = p_body->get_shape(j);
734
735
for (int i = 0; i < amount; i++) {
736
const GodotCollisionObject3D *col_obj = intersection_query_results[i];
737
if (p_parameters.exclude_bodies.has(col_obj->get_self())) {
738
continue;
739
}
740
if (p_parameters.exclude_objects.has(col_obj->get_instance_id())) {
741
continue;
742
}
743
744
int shape_idx = intersection_query_subindex_results[i];
745
746
if (GodotCollisionSolver3D::solve_static(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), cbkres, cbkptr, nullptr, margin)) {
747
collided = cbk.amount > 0;
748
}
749
while (cbk.amount > priority_amount) {
750
priorities[priority_amount] = col_obj->get_collision_priority();
751
priority_amount++;
752
}
753
}
754
}
755
756
if (!collided) {
757
break;
758
}
759
760
real_t inv_total_weight = 0.0;
761
for (int i = 0; i < cbk.amount; i++) {
762
inv_total_weight += priorities[i];
763
}
764
inv_total_weight = Math::is_zero_approx(inv_total_weight) ? 1.0 : (real_t)cbk.amount / inv_total_weight;
765
766
recovered = true;
767
768
Vector3 recover_motion;
769
for (int i = 0; i < cbk.amount; i++) {
770
Vector3 a = sr[i * 2 + 0];
771
Vector3 b = sr[i * 2 + 1];
772
773
// Compute plane on b towards a.
774
Vector3 n = (a - b).normalized();
775
real_t d = n.dot(b);
776
777
// Compute depth on recovered motion.
778
real_t depth = n.dot(a + recover_motion) - d;
779
if (depth > min_contact_depth + CMP_EPSILON) {
780
// Only recover if there is penetration.
781
recover_motion -= n * (depth - min_contact_depth) * 0.4 * priorities[i] * inv_total_weight;
782
}
783
}
784
785
if (recover_motion == Vector3()) {
786
collided = false;
787
break;
788
}
789
790
body_transform.origin += recover_motion;
791
body_aabb.position += recover_motion;
792
793
recover_attempts--;
794
795
} while (recover_attempts);
796
}
797
798
real_t safe = 1.0;
799
real_t unsafe = 1.0;
800
int best_shape = -1;
801
802
{
803
// STEP 2 ATTEMPT MOTION
804
805
AABB motion_aabb = body_aabb;
806
motion_aabb.position += p_parameters.motion;
807
motion_aabb = motion_aabb.merge(body_aabb);
808
809
int amount = _cull_aabb_for_body(p_body, motion_aabb);
810
811
for (int j = 0; j < p_body->get_shape_count(); j++) {
812
if (p_body->is_shape_disabled(j)) {
813
continue;
814
}
815
816
GodotShape3D *body_shape = p_body->get_shape(j);
817
818
// Colliding separation rays allows to properly snap to the ground,
819
// otherwise it's not needed in regular motion.
820
if (!p_parameters.collide_separation_ray && (body_shape->get_type() == PhysicsServer3D::SHAPE_SEPARATION_RAY)) {
821
// When slide on slope is on, separation ray shape acts like a regular shape.
822
if (!static_cast<GodotSeparationRayShape3D *>(body_shape)->get_slide_on_slope()) {
823
continue;
824
}
825
}
826
827
Transform3D body_shape_xform = body_transform * p_body->get_shape_transform(j);
828
829
Transform3D body_shape_xform_inv = body_shape_xform.affine_inverse();
830
GodotMotionShape3D mshape;
831
mshape.shape = body_shape;
832
mshape.motion = body_shape_xform_inv.basis.xform(p_parameters.motion);
833
834
bool stuck = false;
835
836
real_t best_safe = 1;
837
real_t best_unsafe = 1;
838
839
for (int i = 0; i < amount; i++) {
840
const GodotCollisionObject3D *col_obj = intersection_query_results[i];
841
if (p_parameters.exclude_bodies.has(col_obj->get_self())) {
842
continue;
843
}
844
if (p_parameters.exclude_objects.has(col_obj->get_instance_id())) {
845
continue;
846
}
847
848
int shape_idx = intersection_query_subindex_results[i];
849
850
//test initial overlap, does it collide if going all the way?
851
Vector3 point_A, point_B;
852
Vector3 sep_axis = motion_normal;
853
854
Transform3D col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
855
//test initial overlap, does it collide if going all the way?
856
if (GodotCollisionSolver3D::solve_distance(&mshape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, motion_aabb, &sep_axis)) {
857
continue;
858
}
859
sep_axis = motion_normal;
860
861
if (!GodotCollisionSolver3D::solve_distance(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, motion_aabb, &sep_axis)) {
862
stuck = true;
863
break;
864
}
865
866
//just do kinematic solving
867
real_t low = 0.0;
868
real_t hi = 1.0;
869
real_t fraction_coeff = 0.5;
870
for (int k = 0; k < 8; k++) { //steps should be customizable..
871
real_t fraction = low + (hi - low) * fraction_coeff;
872
873
mshape.motion = body_shape_xform_inv.basis.xform(p_parameters.motion * fraction);
874
875
Vector3 lA, lB;
876
Vector3 sep = motion_normal; //important optimization for this to work fast enough
877
bool collided = !GodotCollisionSolver3D::solve_distance(&mshape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, lA, lB, motion_aabb, &sep);
878
879
if (collided) {
880
hi = fraction;
881
if ((k == 0) || (low > 0.0)) { // Did it not collide before?
882
// When alternating or first iteration, use dichotomy.
883
fraction_coeff = 0.5;
884
} else {
885
// When colliding again, converge faster towards low fraction
886
// for more accurate results with long motions that collide near the start.
887
fraction_coeff = 0.25;
888
}
889
} else {
890
point_A = lA;
891
point_B = lB;
892
low = fraction;
893
if ((k == 0) || (hi < 1.0)) { // Did it collide before?
894
// When alternating or first iteration, use dichotomy.
895
fraction_coeff = 0.5;
896
} else {
897
// When not colliding again, converge faster towards high fraction
898
// for more accurate results with long motions that collide near the end.
899
fraction_coeff = 0.75;
900
}
901
}
902
}
903
904
if (low < best_safe) {
905
best_safe = low;
906
best_unsafe = hi;
907
}
908
}
909
910
if (stuck) {
911
safe = 0;
912
unsafe = 0;
913
best_shape = j; //sadly it's the best
914
break;
915
}
916
if (best_safe == 1.0) {
917
continue;
918
}
919
if (best_safe < safe) {
920
safe = best_safe;
921
unsafe = best_unsafe;
922
best_shape = j;
923
}
924
}
925
}
926
927
bool collided = false;
928
if ((p_parameters.recovery_as_collision && recovered) || (safe < 1)) {
929
if (safe >= 1) {
930
best_shape = -1; //no best shape with cast, reset to -1
931
}
932
933
//it collided, let's get the rest info in unsafe advance
934
Transform3D ugt = body_transform;
935
ugt.origin += p_parameters.motion * unsafe;
936
937
_RestResultData results[PhysicsServer3D::MotionResult::MAX_COLLISIONS];
938
939
_RestCallbackData rcd;
940
if (p_parameters.max_collisions > 1) {
941
rcd.max_results = p_parameters.max_collisions;
942
rcd.other_results = results;
943
}
944
945
// Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
946
rcd.min_allowed_depth = MIN(motion_length, min_contact_depth);
947
948
body_aabb.position += p_parameters.motion * unsafe;
949
int amount = _cull_aabb_for_body(p_body, body_aabb);
950
951
int from_shape = best_shape != -1 ? best_shape : 0;
952
int to_shape = best_shape != -1 ? best_shape + 1 : p_body->get_shape_count();
953
954
for (int j = from_shape; j < to_shape; j++) {
955
if (p_body->is_shape_disabled(j)) {
956
continue;
957
}
958
959
Transform3D body_shape_xform = ugt * p_body->get_shape_transform(j);
960
GodotShape3D *body_shape = p_body->get_shape(j);
961
962
for (int i = 0; i < amount; i++) {
963
const GodotCollisionObject3D *col_obj = intersection_query_results[i];
964
if (p_parameters.exclude_bodies.has(col_obj->get_self())) {
965
continue;
966
}
967
if (p_parameters.exclude_objects.has(col_obj->get_instance_id())) {
968
continue;
969
}
970
971
int shape_idx = intersection_query_subindex_results[i];
972
973
rcd.object = col_obj;
974
rcd.shape = shape_idx;
975
rcd.local_shape = j;
976
bool sc = GodotCollisionSolver3D::solve_static(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), _rest_cbk_result, &rcd, nullptr, margin);
977
if (!sc) {
978
continue;
979
}
980
}
981
}
982
983
if (rcd.result_count > 0) {
984
if (r_result) {
985
for (int collision_index = 0; collision_index < rcd.result_count; ++collision_index) {
986
const _RestResultData &result = (collision_index > 0) ? rcd.other_results[collision_index - 1] : rcd.best_result;
987
988
PhysicsServer3D::MotionCollision &collision = r_result->collisions[collision_index];
989
990
collision.collider = result.object->get_self();
991
collision.collider_id = result.object->get_instance_id();
992
collision.collider_shape = result.shape;
993
collision.local_shape = result.local_shape;
994
collision.normal = result.normal;
995
collision.position = result.contact;
996
collision.depth = result.len;
997
998
const GodotBody3D *body = static_cast<const GodotBody3D *>(result.object);
999
1000
Vector3 rel_vec = result.contact - (body->get_transform().origin + body->get_center_of_mass());
1001
collision.collider_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec);
1002
collision.collider_angular_velocity = body->get_angular_velocity();
1003
}
1004
1005
r_result->travel = safe * p_parameters.motion;
1006
r_result->remainder = p_parameters.motion - safe * p_parameters.motion;
1007
r_result->travel += (body_transform.get_origin() - p_parameters.from.get_origin());
1008
1009
r_result->collision_safe_fraction = safe;
1010
r_result->collision_unsafe_fraction = unsafe;
1011
1012
r_result->collision_count = rcd.result_count;
1013
r_result->collision_depth = rcd.best_result.len;
1014
}
1015
1016
collided = true;
1017
}
1018
}
1019
1020
if (!collided && r_result) {
1021
r_result->travel = p_parameters.motion;
1022
r_result->remainder = Vector3();
1023
r_result->travel += (body_transform.get_origin() - p_parameters.from.get_origin());
1024
1025
r_result->collision_safe_fraction = 1.0;
1026
r_result->collision_unsafe_fraction = 1.0;
1027
r_result->collision_depth = 0.0;
1028
}
1029
1030
return collided;
1031
}
1032
1033
// Assumes a valid collision pair, this should have been checked beforehand in the BVH or octree.
1034
void *GodotSpace3D::_broadphase_pair(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_self) {
1035
GodotCollisionObject3D::Type type_A = A->get_type();
1036
GodotCollisionObject3D::Type type_B = B->get_type();
1037
if (type_A > type_B) {
1038
SWAP(A, B);
1039
SWAP(p_subindex_A, p_subindex_B);
1040
SWAP(type_A, type_B);
1041
}
1042
1043
GodotSpace3D *self = static_cast<GodotSpace3D *>(p_self);
1044
1045
self->collision_pairs++;
1046
1047
if (type_A == GodotCollisionObject3D::TYPE_AREA) {
1048
GodotArea3D *area = static_cast<GodotArea3D *>(A);
1049
if (type_B == GodotCollisionObject3D::TYPE_AREA) {
1050
GodotArea3D *area_b = static_cast<GodotArea3D *>(B);
1051
GodotArea2Pair3D *area2_pair = memnew(GodotArea2Pair3D(area_b, p_subindex_B, area, p_subindex_A));
1052
return area2_pair;
1053
} else if (type_B == GodotCollisionObject3D::TYPE_SOFT_BODY) {
1054
GodotSoftBody3D *softbody = static_cast<GodotSoftBody3D *>(B);
1055
GodotAreaSoftBodyPair3D *soft_area_pair = memnew(GodotAreaSoftBodyPair3D(softbody, p_subindex_B, area, p_subindex_A));
1056
return soft_area_pair;
1057
} else {
1058
GodotBody3D *body = static_cast<GodotBody3D *>(B);
1059
GodotAreaPair3D *area_pair = memnew(GodotAreaPair3D(body, p_subindex_B, area, p_subindex_A));
1060
return area_pair;
1061
}
1062
} else if (type_A == GodotCollisionObject3D::TYPE_BODY) {
1063
if (type_B == GodotCollisionObject3D::TYPE_SOFT_BODY) {
1064
GodotBodySoftBodyPair3D *soft_pair = memnew(GodotBodySoftBodyPair3D(static_cast<GodotBody3D *>(A), p_subindex_A, static_cast<GodotSoftBody3D *>(B)));
1065
return soft_pair;
1066
} else {
1067
GodotBodyPair3D *b = memnew(GodotBodyPair3D(static_cast<GodotBody3D *>(A), p_subindex_A, static_cast<GodotBody3D *>(B), p_subindex_B));
1068
return b;
1069
}
1070
} else {
1071
// Soft Body/Soft Body, not supported.
1072
}
1073
1074
return nullptr;
1075
}
1076
1077
void GodotSpace3D::_broadphase_unpair(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_data, void *p_self) {
1078
if (!p_data) {
1079
return;
1080
}
1081
1082
GodotSpace3D *self = static_cast<GodotSpace3D *>(p_self);
1083
self->collision_pairs--;
1084
GodotConstraint3D *c = static_cast<GodotConstraint3D *>(p_data);
1085
memdelete(c);
1086
}
1087
1088
const SelfList<GodotBody3D>::List &GodotSpace3D::get_active_body_list() const {
1089
return active_list;
1090
}
1091
1092
void GodotSpace3D::body_add_to_active_list(SelfList<GodotBody3D> *p_body) {
1093
active_list.add(p_body);
1094
}
1095
1096
void GodotSpace3D::body_remove_from_active_list(SelfList<GodotBody3D> *p_body) {
1097
active_list.remove(p_body);
1098
}
1099
1100
void GodotSpace3D::body_add_to_mass_properties_update_list(SelfList<GodotBody3D> *p_body) {
1101
mass_properties_update_list.add(p_body);
1102
}
1103
1104
void GodotSpace3D::body_remove_from_mass_properties_update_list(SelfList<GodotBody3D> *p_body) {
1105
mass_properties_update_list.remove(p_body);
1106
}
1107
1108
GodotBroadPhase3D *GodotSpace3D::get_broadphase() {
1109
return broadphase;
1110
}
1111
1112
void GodotSpace3D::add_object(GodotCollisionObject3D *p_object) {
1113
ERR_FAIL_COND(objects.has(p_object));
1114
objects.insert(p_object);
1115
}
1116
1117
void GodotSpace3D::remove_object(GodotCollisionObject3D *p_object) {
1118
ERR_FAIL_COND(!objects.has(p_object));
1119
objects.erase(p_object);
1120
}
1121
1122
const HashSet<GodotCollisionObject3D *> &GodotSpace3D::get_objects() const {
1123
return objects;
1124
}
1125
1126
void GodotSpace3D::body_add_to_state_query_list(SelfList<GodotBody3D> *p_body) {
1127
state_query_list.add(p_body);
1128
}
1129
1130
void GodotSpace3D::body_remove_from_state_query_list(SelfList<GodotBody3D> *p_body) {
1131
state_query_list.remove(p_body);
1132
}
1133
1134
void GodotSpace3D::area_add_to_monitor_query_list(SelfList<GodotArea3D> *p_area) {
1135
monitor_query_list.add(p_area);
1136
}
1137
1138
void GodotSpace3D::area_remove_from_monitor_query_list(SelfList<GodotArea3D> *p_area) {
1139
monitor_query_list.remove(p_area);
1140
}
1141
1142
void GodotSpace3D::area_add_to_moved_list(SelfList<GodotArea3D> *p_area) {
1143
area_moved_list.add(p_area);
1144
}
1145
1146
void GodotSpace3D::area_remove_from_moved_list(SelfList<GodotArea3D> *p_area) {
1147
area_moved_list.remove(p_area);
1148
}
1149
1150
const SelfList<GodotArea3D>::List &GodotSpace3D::get_moved_area_list() const {
1151
return area_moved_list;
1152
}
1153
1154
const SelfList<GodotSoftBody3D>::List &GodotSpace3D::get_active_soft_body_list() const {
1155
return active_soft_body_list;
1156
}
1157
1158
void GodotSpace3D::soft_body_add_to_active_list(SelfList<GodotSoftBody3D> *p_soft_body) {
1159
active_soft_body_list.add(p_soft_body);
1160
}
1161
1162
void GodotSpace3D::soft_body_remove_from_active_list(SelfList<GodotSoftBody3D> *p_soft_body) {
1163
active_soft_body_list.remove(p_soft_body);
1164
}
1165
1166
void GodotSpace3D::call_queries() {
1167
while (state_query_list.first()) {
1168
GodotBody3D *b = state_query_list.first()->self();
1169
state_query_list.remove(state_query_list.first());
1170
b->call_queries();
1171
}
1172
1173
while (monitor_query_list.first()) {
1174
GodotArea3D *a = monitor_query_list.first()->self();
1175
monitor_query_list.remove(monitor_query_list.first());
1176
a->call_queries();
1177
}
1178
}
1179
1180
void GodotSpace3D::setup() {
1181
contact_debug_count = 0;
1182
while (mass_properties_update_list.first()) {
1183
mass_properties_update_list.first()->self()->update_mass_properties();
1184
mass_properties_update_list.remove(mass_properties_update_list.first());
1185
}
1186
}
1187
1188
void GodotSpace3D::update() {
1189
broadphase->update();
1190
}
1191
1192
void GodotSpace3D::set_param(PhysicsServer3D::SpaceParameter p_param, real_t p_value) {
1193
switch (p_param) {
1194
case PhysicsServer3D::SPACE_PARAM_CONTACT_RECYCLE_RADIUS:
1195
contact_recycle_radius = p_value;
1196
break;
1197
case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_SEPARATION:
1198
contact_max_separation = p_value;
1199
break;
1200
case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION:
1201
contact_max_allowed_penetration = p_value;
1202
break;
1203
case PhysicsServer3D::SPACE_PARAM_CONTACT_DEFAULT_BIAS:
1204
contact_bias = p_value;
1205
break;
1206
case PhysicsServer3D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
1207
body_linear_velocity_sleep_threshold = p_value;
1208
break;
1209
case PhysicsServer3D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD:
1210
body_angular_velocity_sleep_threshold = p_value;
1211
break;
1212
case PhysicsServer3D::SPACE_PARAM_BODY_TIME_TO_SLEEP:
1213
body_time_to_sleep = p_value;
1214
break;
1215
case PhysicsServer3D::SPACE_PARAM_SOLVER_ITERATIONS:
1216
solver_iterations = p_value;
1217
break;
1218
}
1219
}
1220
1221
real_t GodotSpace3D::get_param(PhysicsServer3D::SpaceParameter p_param) const {
1222
switch (p_param) {
1223
case PhysicsServer3D::SPACE_PARAM_CONTACT_RECYCLE_RADIUS:
1224
return contact_recycle_radius;
1225
case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_SEPARATION:
1226
return contact_max_separation;
1227
case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION:
1228
return contact_max_allowed_penetration;
1229
case PhysicsServer3D::SPACE_PARAM_CONTACT_DEFAULT_BIAS:
1230
return contact_bias;
1231
case PhysicsServer3D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
1232
return body_linear_velocity_sleep_threshold;
1233
case PhysicsServer3D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD:
1234
return body_angular_velocity_sleep_threshold;
1235
case PhysicsServer3D::SPACE_PARAM_BODY_TIME_TO_SLEEP:
1236
return body_time_to_sleep;
1237
case PhysicsServer3D::SPACE_PARAM_SOLVER_ITERATIONS:
1238
return solver_iterations;
1239
}
1240
return 0;
1241
}
1242
1243
void GodotSpace3D::lock() {
1244
locked = true;
1245
}
1246
1247
void GodotSpace3D::unlock() {
1248
locked = false;
1249
}
1250
1251
bool GodotSpace3D::is_locked() const {
1252
return locked;
1253
}
1254
1255
GodotPhysicsDirectSpaceState3D *GodotSpace3D::get_direct_state() {
1256
return direct_access;
1257
}
1258
1259
GodotSpace3D::GodotSpace3D() {
1260
body_linear_velocity_sleep_threshold = GLOBAL_GET("physics/3d/sleep_threshold_linear");
1261
body_angular_velocity_sleep_threshold = GLOBAL_GET("physics/3d/sleep_threshold_angular");
1262
body_time_to_sleep = GLOBAL_GET("physics/3d/time_before_sleep");
1263
solver_iterations = GLOBAL_GET("physics/3d/solver/solver_iterations");
1264
contact_recycle_radius = GLOBAL_GET("physics/3d/solver/contact_recycle_radius");
1265
contact_max_separation = GLOBAL_GET("physics/3d/solver/contact_max_separation");
1266
contact_max_allowed_penetration = GLOBAL_GET("physics/3d/solver/contact_max_allowed_penetration");
1267
contact_bias = GLOBAL_GET("physics/3d/solver/default_contact_bias");
1268
1269
broadphase = GodotBroadPhase3D::create_func();
1270
broadphase->set_pair_callback(_broadphase_pair, this);
1271
broadphase->set_unpair_callback(_broadphase_unpair, this);
1272
1273
direct_access = memnew(GodotPhysicsDirectSpaceState3D);
1274
direct_access->space = this;
1275
}
1276
1277
GodotSpace3D::~GodotSpace3D() {
1278
memdelete(broadphase);
1279
memdelete(direct_access);
1280
}
1281
1282