Beispiel #1
0
bool Space2DSW::test_body_motion(Body2DSW *p_body,const Vector2&p_motion,float p_margin,Physics2DServer::MotionResult *r_result) {

    //give me back regular physics engine logic
    //this is madness
    //and most people using this function will think
    //what it does is simpler than using physics
    //this took about a week to get right..
    //but is it right? who knows at this point..

    Rect2 body_aabb;

    for(int i=0; i<p_body->get_shape_count(); i++) {

        if (i==0)
            body_aabb=p_body->get_shape_aabb(i);
        else
            body_aabb=body_aabb.merge(p_body->get_shape_aabb(i));
    }

    body_aabb=body_aabb.grow(p_margin);


    Matrix32 body_transform = p_body->get_transform();

    {
        //STEP 1, FREE BODY IF STUCK

        const int max_results = 32;
        int recover_attempts=4;
        Vector2 sr[max_results*2];

        do {

            Physics2DServerSW::CollCbkData cbk;
            cbk.max=max_results;
            cbk.amount=0;
            cbk.ptr=sr;


            CollisionSolver2DSW::CallbackResult cbkres=NULL;

            Physics2DServerSW::CollCbkData *cbkptr=NULL;
            cbkptr=&cbk;
            cbkres=Physics2DServerSW::_shape_col_cbk;

            bool collided=false;

            int amount = _cull_aabb_for_body(p_body,body_aabb);

            for(int j=0; j<p_body->get_shape_count(); j++) {
                if (p_body->is_shape_set_as_trigger(j))
                    continue;

                Matrix32 body_shape_xform = body_transform * p_body->get_shape_transform(j);
                Shape2DSW *body_shape = p_body->get_shape(j);
                for(int i=0; i<amount; i++) {

                    const CollisionObject2DSW *col_obj=intersection_query_results[i];
                    int shape_idx=intersection_query_subindex_results[i];

                    if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) {

                        const Body2DSW *body=static_cast<const Body2DSW*>(col_obj);

                        Vector2 cdir = body->get_one_way_collision_direction();
                        //if (cdir!=Vector2() && p_motion.dot(cdir)<0)
                        //	continue;

                        cbk.valid_dir=cdir;
                        cbk.valid_depth=body->get_one_way_collision_max_depth();
                    } else {
                        cbk.valid_dir=Vector2();
                        cbk.valid_depth=0;
                    }

                    if (CollisionSolver2DSW::solve(body_shape,body_shape_xform,Vector2(),col_obj->get_shape(shape_idx),col_obj->get_transform() * col_obj->get_shape_transform(shape_idx),Vector2(),cbkres,cbkptr,NULL,p_margin)) {
                        collided=cbk.amount>0;
                    }
                }
            }


            if (!collided)
                break;

            Vector2 recover_motion;

            for(int i=0; i<cbk.amount; i++) {

                Vector2 a = sr[i*2+0];
                Vector2 b = sr[i*2+1];

                //	float d = a.distance_to(b);

                //if (d<margin)
                ///	continue;
                recover_motion+=(b-a)*0.4;
            }

            if (recover_motion==Vector2()) {
                collided=false;
                break;
            }

            body_transform.elements[2]+=recover_motion;
            body_aabb.pos+=recover_motion;

            recover_attempts--;

        } while (recover_attempts);
    }



    float safe = 1.0;
    float unsafe = 1.0;
    int best_shape=-1;

    {
        // STEP 2 ATTEMPT MOTION

        Rect2 motion_aabb=body_aabb;
        motion_aabb.pos+=p_motion;
        motion_aabb=motion_aabb.merge(body_aabb);

        int amount = _cull_aabb_for_body(p_body,motion_aabb);

        for(int j=0; j<p_body->get_shape_count(); j++) {

            if (p_body->is_shape_set_as_trigger(j))
                continue;

            Matrix32 body_shape_xform = body_transform * p_body->get_shape_transform(j);
            Shape2DSW *body_shape = p_body->get_shape(j);

            bool stuck=false;

            float best_safe=1;
            float best_unsafe=1;

            for(int i=0; i<amount; i++) {

                const CollisionObject2DSW *col_obj=intersection_query_results[i];
                int shape_idx=intersection_query_subindex_results[i];


                Matrix32 col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
                //test initial overlap, does it collide if going all the way?
                if (!CollisionSolver2DSW::solve(body_shape,body_shape_xform,p_motion,col_obj->get_shape(shape_idx),col_obj_xform,Vector2() ,NULL,NULL,NULL,0)) {
                    continue;
                }


                //test initial overlap
                if (CollisionSolver2DSW::solve(body_shape,body_shape_xform,Vector2(),col_obj->get_shape(shape_idx),col_obj_xform,Vector2() ,NULL,NULL,NULL,0)) {

                    if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) {
                        //if one way collision direction ignore initial overlap
                        const Body2DSW *body=static_cast<const Body2DSW*>(col_obj);
                        if (body->get_one_way_collision_direction()!=Vector2()) {
                            continue;
                        }
                    }

                    stuck=true;
                    break;
                }


                //just do kinematic solving
                float low=0;
                float hi=1;
                Vector2 mnormal=p_motion.normalized();

                for(int i=0; i<8; i++) { //steps should be customizable..

                    //Matrix32 xfa = p_xform;
                    float ofs = (low+hi)*0.5;

                    Vector2 sep=mnormal; //important optimization for this to work fast enough
                    bool collided = CollisionSolver2DSW::solve(body_shape,body_shape_xform,p_motion*ofs,col_obj->get_shape(shape_idx),col_obj_xform,Vector2(),NULL,NULL,&sep,0);

                    if (collided) {

                        hi=ofs;
                    } else {

                        low=ofs;
                    }
                }

                if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) {

                    const Body2DSW *body=static_cast<const Body2DSW*>(col_obj);
                    if (body->get_one_way_collision_direction()!=Vector2()) {

                        Vector2 cd[2];
                        Physics2DServerSW::CollCbkData cbk;
                        cbk.max=1;
                        cbk.amount=0;
                        cbk.ptr=cd;
                        cbk.valid_dir=body->get_one_way_collision_direction();
                        cbk.valid_depth=body->get_one_way_collision_max_depth();

                        Vector2 sep=mnormal; //important optimization for this to work fast enough
                        bool collided = CollisionSolver2DSW::solve(body_shape,body_shape_xform,p_motion*(hi+contact_max_allowed_penetration),col_obj->get_shape(shape_idx),col_obj_xform,Vector2(),Physics2DServerSW::_shape_col_cbk,&cbk,&sep,0);
                        if (!collided || cbk.amount==0) {
                            continue;
                        }

                    }
                }


                if (low<best_safe) {
                    best_safe=low;
                    best_unsafe=hi;
                }
            }

            if (stuck) {

                safe=0;
                unsafe=0;
                best_shape=j; //sadly it's the best
                break;
            }
            if (best_safe==1.0) {
                continue;
            }
            if (best_safe < safe) {

                safe=best_safe;
                unsafe=best_unsafe;
                best_shape=j;
            }
        }
    }

    bool collided=false;
    if (safe>=1) {
        //not collided
        collided=false;
        if (r_result) {

            r_result->motion=p_motion+(body_transform.elements[2]-p_body->get_transform().elements[2]);
            r_result->remainder=Vector2();
        }

    } else {

        //it collided, let's get the rest info in unsafe advance
        Matrix32 ugt = body_transform;
        ugt.elements[2]+=p_motion*unsafe;

        _RestCallbackData2D rcd;
        rcd.best_len=0;
        rcd.best_object=NULL;
        rcd.best_shape=0;

        Matrix32 body_shape_xform = ugt * p_body->get_shape_transform(best_shape);
        Shape2DSW *body_shape = p_body->get_shape(best_shape);

        body_aabb.pos+=p_motion*unsafe;

        int amount = _cull_aabb_for_body(p_body,body_aabb);


        for(int i=0; i<amount; i++) {


            const CollisionObject2DSW *col_obj=intersection_query_results[i];
            int shape_idx=intersection_query_subindex_results[i];

            if (col_obj->get_type()==CollisionObject2DSW::TYPE_BODY) {

                const Body2DSW *body=static_cast<const Body2DSW*>(col_obj);
                rcd.valid_dir=body->get_one_way_collision_direction();
                rcd.valid_depth=body->get_one_way_collision_max_depth();
            } else {
                rcd.valid_dir=Vector2();
                rcd.valid_depth=0;
            }


            rcd.object=col_obj;
            rcd.shape=shape_idx;
            bool sc = CollisionSolver2DSW::solve(body_shape,body_shape_xform,Vector2(),col_obj->get_shape(shape_idx),col_obj->get_transform() * col_obj->get_shape_transform(shape_idx),Vector2() ,_rest_cbk_result,&rcd,NULL,p_margin);
            if (!sc)
                continue;

        }

        if (rcd.best_len!=0) {

            if (r_result) {
                r_result->collider=rcd.best_object->get_self();
                r_result->collider_id=rcd.best_object->get_instance_id();
                r_result->collider_shape=rcd.best_shape;
                r_result->collision_normal=rcd.best_normal;
                r_result->collision_point=rcd.best_contact;
                r_result->collider_metadata=rcd.best_object->get_shape_metadata(rcd.best_shape);

                const Body2DSW *body = static_cast<const Body2DSW*>(rcd.best_object);
                Vector2 rel_vec = r_result->collision_point-body->get_transform().get_origin();
                r_result->collider_velocity = Vector2(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity();

                r_result->motion=safe*p_motion+(body_transform.elements[2]-p_body->get_transform().elements[2]);
                r_result->remainder=p_motion - safe * p_motion;
            }

            collided=true;
        } else {
            if (r_result) {

                r_result->motion=p_motion+(body_transform.elements[2]-p_body->get_transform().elements[2]);
                r_result->remainder=Vector2();
            }

            collided=false;

        }
    }

    return collided;


#if 0
    //give me back regular physics engine logic
    //this is madness
    //and most people using this function will think
    //what it does is simpler than using physics
    //this took about a week to get right..
    //but is it right? who knows at this point..


    colliding=false;
    ERR_FAIL_COND_V(!is_inside_tree(),Vector2());
    Physics2DDirectSpaceState *dss = Physics2DServer::get_singleton()->space_get_direct_state(get_world_2d()->get_space());
    ERR_FAIL_COND_V(!dss,Vector2());
    const int max_shapes=32;
    Vector2 sr[max_shapes*2];
    int res_shapes;

    Set<RID> exclude;
    exclude.insert(get_rid());


    //recover first
    int recover_attempts=4;

    bool collided=false;
    uint32_t mask=0;
    if (collide_static)
        mask|=Physics2DDirectSpaceState::TYPE_MASK_STATIC_BODY;
    if (collide_kinematic)
        mask|=Physics2DDirectSpaceState::TYPE_MASK_KINEMATIC_BODY;
    if (collide_rigid)
        mask|=Physics2DDirectSpaceState::TYPE_MASK_RIGID_BODY;
    if (collide_character)
        mask|=Physics2DDirectSpaceState::TYPE_MASK_CHARACTER_BODY;

//	print_line("motion: "+p_motion+" margin: "+rtos(margin));

    //print_line("margin: "+rtos(margin));
    do {

        //motion recover
        for(int i=0; i<get_shape_count(); i++) {

            if (is_shape_set_as_trigger(i))
                continue;
            if (dss->collide_shape(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i),Vector2(),margin,sr,max_shapes,res_shapes,exclude,get_layer_mask(),mask))
                collided=true;

        }

        if (!collided)
            break;

        Vector2 recover_motion;

        for(int i=0; i<res_shapes; i++) {

            Vector2 a = sr[i*2+0];
            Vector2 b = sr[i*2+1];

            float d = a.distance_to(b);

            //if (d<margin)
            ///	continue;
            recover_motion+=(b-a)*0.4;
        }

        if (recover_motion==Vector2()) {
            collided=false;
            break;
        }

        Matrix32 gt = get_global_transform();
        gt.elements[2]+=recover_motion;
        set_global_transform(gt);

        recover_attempts--;

    } while (recover_attempts);


    //move second
    float safe = 1.0;
    float unsafe = 1.0;
    int best_shape=-1;

    for(int i=0; i<get_shape_count(); i++) {

        if (is_shape_set_as_trigger(i))
            continue;

        float lsafe,lunsafe;
        bool valid = dss->cast_motion(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), p_motion, 0,lsafe,lunsafe,exclude,get_layer_mask(),mask);
        //print_line("shape: "+itos(i)+" travel:"+rtos(ltravel));
        if (!valid) {

            safe=0;
            unsafe=0;
            best_shape=i; //sadly it's the best
            break;
        }
        if (lsafe==1.0) {
            continue;
        }
        if (lsafe < safe) {

            safe=lsafe;
            unsafe=lunsafe;
            best_shape=i;
        }
    }


    //print_line("best shape: "+itos(best_shape)+" motion "+p_motion);

    if (safe>=1) {
        //not collided
        colliding=false;
    } else {

        //it collided, let's get the rest info in unsafe advance
        Matrix32 ugt = get_global_transform();
        ugt.elements[2]+=p_motion*unsafe;
        Physics2DDirectSpaceState::ShapeRestInfo rest_info;
        bool c2 = dss->rest_info(get_shape(best_shape)->get_rid(), ugt*get_shape_transform(best_shape), Vector2(), margin,&rest_info,exclude,get_layer_mask(),mask);
        if (!c2) {
            //should not happen, but floating point precision is so weird..

            colliding=false;
        } else {


            //print_line("Travel: "+rtos(travel));
            colliding=true;
            collision=rest_info.point;
            normal=rest_info.normal;
            collider=rest_info.collider_id;
            collider_vel=rest_info.linear_velocity;
            collider_shape=rest_info.shape;
            collider_metadata=rest_info.metadata;
        }

    }

    Vector2 motion=p_motion*safe;
    Matrix32 gt = get_global_transform();
    gt.elements[2]+=motion;
    set_global_transform(gt);

    return p_motion-motion;

#endif
    return false;
}
Beispiel #2
0
int Space2DSW::test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_transform, bool p_infinite_inertia, Vector2 &r_recover_motion, Physics2DServer::SeparationResult *r_results, int p_result_max, real_t p_margin) {

	Rect2 body_aabb;

	for (int i = 0; i < p_body->get_shape_count(); i++) {

		if (i == 0)
			body_aabb = p_body->get_shape_aabb(i);
		else
			body_aabb = body_aabb.merge(p_body->get_shape_aabb(i));
	}

	// Undo the currently transform the physics server is aware of and apply the provided one
	body_aabb = p_transform.xform(p_body->get_inv_transform().xform(body_aabb));
	body_aabb = body_aabb.grow(p_margin);

	Transform2D body_transform = p_transform;

	for (int i = 0; i < p_result_max; i++) {
		//reset results
		r_results[i].collision_depth = 0;
	}

	int rays_found = 0;

	{
		// raycast AND separate

		const int max_results = 32;
		int recover_attempts = 4;
		Vector2 sr[max_results * 2];
		Physics2DServerSW::CollCbkData cbk;
		cbk.max = max_results;
		Physics2DServerSW::CollCbkData *cbkptr = &cbk;
		CollisionSolver2DSW::CallbackResult cbkres = Physics2DServerSW::_shape_col_cbk;

		do {

			Vector2 recover_motion;

			bool collided = false;

			int amount = _cull_aabb_for_body(p_body, body_aabb);
			int ray_index = 0;

			for (int j = 0; j < p_body->get_shape_count(); j++) {
				if (p_body->is_shape_set_as_disabled(j))
					continue;

				Shape2DSW *body_shape = p_body->get_shape(j);

				if (body_shape->get_type() != Physics2DServer::SHAPE_RAY)
					continue;

				Transform2D body_shape_xform = body_transform * p_body->get_shape_transform(j);

				for (int i = 0; i < amount; i++) {

					const CollisionObject2DSW *col_obj = intersection_query_results[i];
					int shape_idx = intersection_query_subindex_results[i];

					cbk.amount = 0;
					cbk.ptr = sr;
					cbk.invalid_by_dir = 0;

					if (CollisionObject2DSW::TYPE_BODY == col_obj->get_type()) {
						const Body2DSW *b = static_cast<const Body2DSW *>(col_obj);
						if (p_infinite_inertia && Physics2DServer::BODY_MODE_STATIC != b->get_mode() && Physics2DServer::BODY_MODE_KINEMATIC != b->get_mode()) {
							continue;
						}
					}

					if (col_obj->is_shape_set_as_one_way_collision(shape_idx)) {

						cbk.valid_dir = body_shape_xform.get_axis(1).normalized();
						cbk.valid_depth = p_margin; //only valid depth is the collision margin
						cbk.invalid_by_dir = 0;

					} else {
						cbk.valid_dir = Vector2();
						cbk.valid_depth = 0;
						cbk.invalid_by_dir = 0;
					}

					Shape2DSW *against_shape = col_obj->get_shape(shape_idx);
					if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), cbkres, cbkptr, NULL, p_margin)) {
						if (cbk.amount > 0) {
							collided = true;
						}

						if (ray_index < p_result_max) {
							Physics2DServer::SeparationResult &result = r_results[ray_index];

							for (int k = 0; k < cbk.amount; k++) {
								Vector2 a = sr[k * 2 + 0];
								Vector2 b = sr[k * 2 + 1];

								recover_motion += (b - a) * 0.4;

								float depth = a.distance_to(b);
								if (depth > result.collision_depth) {

									result.collision_depth = depth;
									result.collision_point = b;
									result.collision_normal = (b - a).normalized();
									result.collision_local_shape = shape_idx;
									result.collider = col_obj->get_self();
									result.collider_id = col_obj->get_instance_id();
									result.collider_metadata = col_obj->get_shape_metadata(shape_idx);
									if (col_obj->get_type() == CollisionObject2DSW::TYPE_BODY) {
										Body2DSW *body = (Body2DSW *)col_obj;

										Vector2 rel_vec = b - body->get_transform().get_origin();
										result.collider_velocity = Vector2(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity();
									}
								}
							}
						}
					}
				}

				ray_index++;
			}

			rays_found = MAX(ray_index, rays_found);

			if (!collided || recover_motion == Vector2()) {
				break;
			}

			body_transform.elements[2] += recover_motion;
			body_aabb.position += recover_motion;

			recover_attempts--;
		} while (recover_attempts);
	}

	//optimize results (remove non colliding)
	for (int i = 0; i < rays_found; i++) {
		if (r_results[i].collision_depth == 0) {
			rays_found--;
			SWAP(r_results[i], r_results[rays_found]);
		}
	}

	r_recover_motion = body_transform.elements[2] - p_transform.elements[2];
	return rays_found;
}
Beispiel #3
0
bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, const Vector2 &p_motion, real_t p_margin, Physics2DServer::MotionResult *r_result) {

	//give me back regular physics engine logic
	//this is madness
	//and most people using this function will think
	//what it does is simpler than using physics
	//this took about a week to get right..
	//but is it right? who knows at this point..

	if (r_result) {
		r_result->collider_id = 0;
		r_result->collider_shape = 0;
	}
	Rect2 body_aabb;

	for (int i = 0; i < p_body->get_shape_count(); i++) {

		if (i == 0)
			body_aabb = p_body->get_shape_aabb(i);
		else
			body_aabb = body_aabb.merge(p_body->get_shape_aabb(i));
	}

	// Undo the currently transform the physics server is aware of and apply the provided one
	body_aabb = p_from.xform(p_body->get_inv_transform().xform(body_aabb));
	body_aabb = body_aabb.grow(p_margin);

	Transform2D body_transform = p_from;

	{
		//STEP 1, FREE BODY IF STUCK

		const int max_results = 32;
		int recover_attempts = 4;
		Vector2 sr[max_results * 2];

		do {

			Physics2DServerSW::CollCbkData cbk;
			cbk.max = max_results;
			cbk.amount = 0;
			cbk.ptr = sr;

			Physics2DServerSW::CollCbkData *cbkptr = &cbk;
			CollisionSolver2DSW::CallbackResult cbkres = Physics2DServerSW::_shape_col_cbk;

			bool collided = false;

			int amount = _cull_aabb_for_body(p_body, body_aabb);

			for (int j = 0; j < p_body->get_shape_count(); j++) {
				if (p_body->is_shape_set_as_disabled(j))
					continue;

				Transform2D body_shape_xform = body_transform * p_body->get_shape_transform(j);
				Shape2DSW *body_shape = p_body->get_shape(j);
				for (int i = 0; i < amount; i++) {

					const CollisionObject2DSW *col_obj = intersection_query_results[i];
					int shape_idx = intersection_query_subindex_results[i];

					if (col_obj->is_shape_set_as_one_way_collision(shape_idx)) {

						cbk.valid_dir = body_shape_xform.get_axis(1).normalized();
						cbk.valid_depth = p_margin; //only valid depth is the collision margin
					} else {
						cbk.valid_dir = Vector2();
						cbk.valid_depth = 0;
					}

					if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), cbkres, cbkptr, NULL, p_margin)) {
						collided = cbk.amount > 0;
					}
				}
			}

			if (!collided) {
				break;
			}

			Vector2 recover_motion;

			for (int i = 0; i < cbk.amount; i++) {

				Vector2 a = sr[i * 2 + 0];
				Vector2 b = sr[i * 2 + 1];

#if 0
				Vector2 rel = b-a;
				real_t d = rel.length();
				if (d==0)
					continue;

				Vector2 n = rel/d;
				real_t traveled = n.dot(recover_motion);
				a+=n*traveled;

				real_t d = a.distance_to(b);
				if (d<margin)
					continue;
#endif
				recover_motion += (b - a) * 0.4;
			}

			if (recover_motion == Vector2()) {
				collided = false;
				break;
			}

			body_transform.elements[2] += recover_motion;
			body_aabb.position += recover_motion;

			recover_attempts--;

		} while (recover_attempts);
	}

	real_t safe = 1.0;
	real_t unsafe = 1.0;
	int best_shape = -1;

	{
		// STEP 2 ATTEMPT MOTION

		Rect2 motion_aabb = body_aabb;
		motion_aabb.position += p_motion;
		motion_aabb = motion_aabb.merge(body_aabb);

		int amount = _cull_aabb_for_body(p_body, motion_aabb);

		for (int j = 0; j < p_body->get_shape_count(); j++) {

			if (p_body->is_shape_set_as_disabled(j))
				continue;

			Transform2D body_shape_xform = body_transform * p_body->get_shape_transform(j);
			Shape2DSW *body_shape = p_body->get_shape(j);

			bool stuck = false;

			real_t best_safe = 1;
			real_t best_unsafe = 1;

			for (int i = 0; i < amount; i++) {

				const CollisionObject2DSW *col_obj = intersection_query_results[i];
				int shape_idx = intersection_query_subindex_results[i];

				Transform2D col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
				//test initial overlap, does it collide if going all the way?
				if (!CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_motion, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), NULL, NULL, NULL, 0)) {
					continue;
				}

				//test initial overlap
				if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), NULL, NULL, NULL, 0)) {

					if (col_obj->is_shape_set_as_one_way_collision(j)) {
						continue;
					}

					stuck = true;
					break;
				}

				//just do kinematic solving
				real_t low = 0;
				real_t hi = 1;
				Vector2 mnormal = p_motion.normalized();

				for (int k = 0; k < 8; k++) { //steps should be customizable..

					real_t ofs = (low + hi) * 0.5;

					Vector2 sep = mnormal; //important optimization for this to work fast enough
					bool collided = CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_motion * ofs, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), NULL, NULL, &sep, 0);

					if (collided) {

						hi = ofs;
					} else {

						low = ofs;
					}
				}

				if (col_obj->is_shape_set_as_one_way_collision(j)) {

					Vector2 cd[2];
					Physics2DServerSW::CollCbkData cbk;
					cbk.max = 1;
					cbk.amount = 0;
					cbk.ptr = cd;
					cbk.valid_dir = body_shape_xform.get_axis(1).normalized();
					;
					cbk.valid_depth = 10e20;

					Vector2 sep = mnormal; //important optimization for this to work fast enough
					bool collided = CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_motion * (hi + contact_max_allowed_penetration), col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), Physics2DServerSW::_shape_col_cbk, &cbk, &sep, 0);
					if (!collided || cbk.amount == 0) {
						continue;
					}
				}

				if (low < best_safe) {
					best_safe = low;
					best_unsafe = hi;
				}
			}

			if (stuck) {

				safe = 0;
				unsafe = 0;
				best_shape = j; //sadly it's the best
				break;
			}
			if (best_safe == 1.0) {
				continue;
			}
			if (best_safe < safe) {

				safe = best_safe;
				unsafe = best_unsafe;
				best_shape = j;
			}
		}
	}

	bool collided = false;
	if (safe >= 1) {
		//not collided
		collided = false;
		if (r_result) {

			r_result->motion = p_motion;
			r_result->remainder = Vector2();
			r_result->motion += (body_transform.get_origin() - p_from.get_origin());
		}

	} else {

		//it collided, let's get the rest info in unsafe advance
		Transform2D ugt = body_transform;
		ugt.elements[2] += p_motion * unsafe;

		_RestCallbackData2D rcd;
		rcd.best_len = 0;
		rcd.best_object = NULL;
		rcd.best_shape = 0;

		Transform2D body_shape_xform = ugt * p_body->get_shape_transform(best_shape);
		Shape2DSW *body_shape = p_body->get_shape(best_shape);

		body_aabb.position += p_motion * unsafe;

		int amount = _cull_aabb_for_body(p_body, body_aabb);

		for (int i = 0; i < amount; i++) {

			const CollisionObject2DSW *col_obj = intersection_query_results[i];
			int shape_idx = intersection_query_subindex_results[i];

			if (col_obj->is_shape_set_as_one_way_collision(shape_idx)) {

				rcd.valid_dir = body_shape_xform.get_axis(1).normalized();
				rcd.valid_depth = 10e20;
			} else {
				rcd.valid_dir = Vector2();
				rcd.valid_depth = 0;
			}

			rcd.object = col_obj;
			rcd.shape = shape_idx;
			bool sc = CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), _rest_cbk_result, &rcd, NULL, p_margin);
			if (!sc)
				continue;
		}

		if (rcd.best_len != 0) {

			if (r_result) {
				r_result->collider = rcd.best_object->get_self();
				r_result->collider_id = rcd.best_object->get_instance_id();
				r_result->collider_shape = rcd.best_shape;
				r_result->collision_local_shape = best_shape;
				r_result->collision_normal = rcd.best_normal;
				r_result->collision_point = rcd.best_contact;
				r_result->collider_metadata = rcd.best_object->get_shape_metadata(rcd.best_shape);

				const Body2DSW *body = static_cast<const Body2DSW *>(rcd.best_object);
				Vector2 rel_vec = r_result->collision_point - body->get_transform().get_origin();
				r_result->collider_velocity = Vector2(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity();

				r_result->motion = safe * p_motion;
				r_result->remainder = p_motion - safe * p_motion;
				r_result->motion += (body_transform.get_origin() - p_from.get_origin());
			}

			collided = true;
		} else {
			if (r_result) {

				r_result->motion = p_motion;
				r_result->remainder = Vector2();
				r_result->motion += (body_transform.get_origin() - p_from.get_origin());
			}

			collided = false;
		}
	}

	return collided;
}
Beispiel #4
0
bool SpaceSW::test_body_motion(BodySW *p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, real_t p_margin, PhysicsServer::MotionResult *r_result) {

	//give me back regular physics engine logic
	//this is madness
	//and most people using this function will think
	//what it does is simpler than using physics
	//this took about a week to get right..
	//but is it right? who knows at this point..

	if (r_result) {
		r_result->collider_id = 0;
		r_result->collider_shape = 0;
	}
	AABB body_aabb;

	for (int i = 0; i < p_body->get_shape_count(); i++) {

		if (i == 0)
			body_aabb = p_body->get_shape_aabb(i);
		else
			body_aabb = body_aabb.merge(p_body->get_shape_aabb(i));
	}

	// Undo the currently transform the physics server is aware of and apply the provided one
	body_aabb = p_from.xform(p_body->get_inv_transform().xform(body_aabb));
	body_aabb = body_aabb.grow(p_margin);

	Transform body_transform = p_from;

	{
		//STEP 1, FREE BODY IF STUCK

		const int max_results = 32;
		int recover_attempts = 4;
		Vector3 sr[max_results * 2];

		do {

			PhysicsServerSW::CollCbkData cbk;
			cbk.max = max_results;
			cbk.amount = 0;
			cbk.ptr = sr;

			PhysicsServerSW::CollCbkData *cbkptr = &cbk;
			CollisionSolverSW::CallbackResult cbkres = PhysicsServerSW::_shape_col_cbk;

			bool collided = false;

			int amount = _cull_aabb_for_body(p_body, body_aabb);

			for (int j = 0; j < p_body->get_shape_count(); j++) {
				if (p_body->is_shape_set_as_disabled(j))
					continue;

				Transform body_shape_xform = body_transform * p_body->get_shape_transform(j);
				ShapeSW *body_shape = p_body->get_shape(j);
				for (int i = 0; i < amount; i++) {

					const CollisionObjectSW *col_obj = intersection_query_results[i];
					int shape_idx = intersection_query_subindex_results[i];

					if (CollisionSolverSW::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, NULL, p_margin)) {
						collided = cbk.amount > 0;
					}
				}
			}

			if (!collided) {
				break;
			}

			Vector3 recover_motion;

			for (int i = 0; i < cbk.amount; i++) {

				Vector3 a = sr[i * 2 + 0];
				Vector3 b = sr[i * 2 + 1];
				recover_motion += (b - a) * 0.4;
			}

			if (recover_motion == Vector3()) {
				collided = false;
				break;
			}

			body_transform.origin += recover_motion;
			body_aabb.position += recover_motion;

			recover_attempts--;

		} while (recover_attempts);
	}

	real_t safe = 1.0;
	real_t unsafe = 1.0;
	int best_shape = -1;

	{
		// STEP 2 ATTEMPT MOTION

		AABB motion_aabb = body_aabb;
		motion_aabb.position += p_motion;
		motion_aabb = motion_aabb.merge(body_aabb);

		int amount = _cull_aabb_for_body(p_body, motion_aabb);

		for (int j = 0; j < p_body->get_shape_count(); j++) {

			if (p_body->is_shape_set_as_disabled(j))
				continue;

			Transform body_shape_xform = body_transform * p_body->get_shape_transform(j);
			ShapeSW *body_shape = p_body->get_shape(j);

			Transform body_shape_xform_inv = body_shape_xform.affine_inverse();
			MotionShapeSW mshape;
			mshape.shape = body_shape;
			mshape.motion = body_shape_xform_inv.basis.xform(p_motion);

			bool stuck = false;

			real_t best_safe = 1;
			real_t best_unsafe = 1;

			for (int i = 0; i < amount; i++) {

				const CollisionObjectSW *col_obj = intersection_query_results[i];
				int shape_idx = intersection_query_subindex_results[i];

				//test initial overlap, does it collide if going all the way?
				Vector3 point_A, point_B;
				Vector3 sep_axis = p_motion.normalized();

				Transform col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
				//test initial overlap, does it collide if going all the way?
				if (CollisionSolverSW::solve_distance(&mshape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, motion_aabb, &sep_axis)) {
					//print_line("failed motion cast (no collision)");
					continue;
				}
				sep_axis = p_motion.normalized();

				if (!CollisionSolverSW::solve_distance(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, motion_aabb, &sep_axis)) {
					//print_line("failed motion cast (no collision)");
					stuck = true;
					break;
				}

				//just do kinematic solving
				real_t low = 0;
				real_t hi = 1;
				Vector3 mnormal = p_motion.normalized();

				for (int i = 0; i < 8; i++) { //steps should be customizable..

					real_t ofs = (low + hi) * 0.5;

					Vector3 sep = mnormal; //important optimization for this to work fast enough

					mshape.motion = body_shape_xform_inv.basis.xform(p_motion * ofs);

					Vector3 lA, lB;

					bool collided = !CollisionSolverSW::solve_distance(&mshape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, lA, lB, motion_aabb, &sep);

					if (collided) {

						//print_line(itos(i)+": "+rtos(ofs));
						hi = ofs;
					} else {

						point_A = lA;
						point_B = lB;
						low = ofs;
					}
				}

				if (low < best_safe) {
					best_safe = low;
					best_unsafe = hi;
				}
			}

			if (stuck) {

				safe = 0;
				unsafe = 0;
				best_shape = j; //sadly it's the best
				break;
			}
			if (best_safe == 1.0) {
				continue;
			}
			if (best_safe < safe) {

				safe = best_safe;
				unsafe = best_unsafe;
				best_shape = j;
			}
		}
	}

	bool collided = false;
	if (safe >= 1) {
		//not collided
		collided = false;
		if (r_result) {

			r_result->motion = p_motion;
			r_result->remainder = Vector3();
			r_result->motion += (body_transform.get_origin() - p_from.get_origin());
		}

	} else {

		//it collided, let's get the rest info in unsafe advance
		Transform ugt = body_transform;
		ugt.origin += p_motion * unsafe;

		_RestCallbackData rcd;
		rcd.best_len = 0;
		rcd.best_object = NULL;
		rcd.best_shape = 0;

		Transform body_shape_xform = ugt * p_body->get_shape_transform(best_shape);
		ShapeSW *body_shape = p_body->get_shape(best_shape);

		body_aabb.position += p_motion * unsafe;

		int amount = _cull_aabb_for_body(p_body, body_aabb);

		for (int i = 0; i < amount; i++) {

			const CollisionObjectSW *col_obj = intersection_query_results[i];
			int shape_idx = intersection_query_subindex_results[i];

			rcd.object = col_obj;
			rcd.shape = shape_idx;
			bool sc = CollisionSolverSW::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, NULL, p_margin);
			if (!sc)
				continue;
		}

		if (rcd.best_len != 0) {

			if (r_result) {
				r_result->collider = rcd.best_object->get_self();
				r_result->collider_id = rcd.best_object->get_instance_id();
				r_result->collider_shape = rcd.best_shape;
				r_result->collision_local_shape = best_shape;
				r_result->collision_normal = rcd.best_normal;
				r_result->collision_point = rcd.best_contact;
				//r_result->collider_metadata = rcd.best_object->get_shape_metadata(rcd.best_shape);

				const BodySW *body = static_cast<const BodySW *>(rcd.best_object);
				//Vector3 rel_vec = r_result->collision_point - body->get_transform().get_origin();
				//				r_result->collider_velocity = Vector3(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity();
				r_result->collider_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(body->get_transform().origin - rcd.best_contact); // * mPos);

				r_result->motion = safe * p_motion;
				r_result->remainder = p_motion - safe * p_motion;
				r_result->motion += (body_transform.get_origin() - p_from.get_origin());
			}

			collided = true;
		} else {
			if (r_result) {

				r_result->motion = p_motion;
				r_result->remainder = Vector3();
				r_result->motion += (body_transform.get_origin() - p_from.get_origin());
			}

			collided = false;
		}
	}

	return collided;
}