Exemple #1
0
bool KinematicBody::can_teleport_to(const Vector3 &p_position) {

	ERR_FAIL_COND_V(!is_inside_tree(), false);
	PhysicsDirectSpaceState *dss = PhysicsServer::get_singleton()->space_get_direct_state(get_world()->get_space());
	ERR_FAIL_COND_V(!dss, false);

	uint32_t mask = 0;
	if (collide_static)
		mask |= PhysicsDirectSpaceState::TYPE_MASK_STATIC_BODY;
	if (collide_kinematic)
		mask |= PhysicsDirectSpaceState::TYPE_MASK_KINEMATIC_BODY;
	if (collide_rigid)
		mask |= PhysicsDirectSpaceState::TYPE_MASK_RIGID_BODY;
	if (collide_character)
		mask |= PhysicsDirectSpaceState::TYPE_MASK_CHARACTER_BODY;

	Transform xform = get_global_transform();
	xform.origin = p_position;

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

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

		if (is_shape_set_as_trigger(i))
			continue;

		bool col = dss->intersect_shape(get_shape(i)->get_rid(), xform * get_shape_transform(i), 0, NULL, 1, exclude, get_collision_layer(), mask);
		if (col)
			return false;
	}

	return true;
}
Exemple #2
0
void RayCast::_notification(int p_what) {

	switch(p_what) {

		case NOTIFICATION_ENTER_TREE: {

			if (enabled && !get_tree()->is_editor_hint()) {
				set_fixed_process(true);
			} else
				set_fixed_process(false);



		} break;
		case NOTIFICATION_EXIT_TREE: {

			if (enabled) {
				set_fixed_process(false);
			}


		} break;
		case NOTIFICATION_FIXED_PROCESS: {

			if (!enabled)
				break;



			Ref<World> w3d = get_world();
			ERR_BREAK( w3d.is_null() );

			PhysicsDirectSpaceState *dss = PhysicsServer::get_singleton()->space_get_direct_state(w3d->get_space());
			ERR_BREAK( !dss );

			Transform gt = get_global_transform();

			Vector3 to = cast_to;
			if (to==Vector3())
				to=Vector3(0,0.01,0);

			PhysicsDirectSpaceState::RayResult rr;

			if (dss->intersect_ray(gt.get_origin(),gt.xform(to),rr,exclude)) {

				collided=true;
				against=rr.collider_id;
				collision_point=rr.position;
				collision_normal=rr.normal;
				against_shape=rr.shape;
			} else {
				collided=false;
			}



		} break;
	}
}
Exemple #3
0
bool KinematicBody::can_move_to(const Vector3& p_position, bool p_discrete) {

	ERR_FAIL_COND_V(!is_inside_scene(),false);
	PhysicsDirectSpaceState *dss = PhysicsServer::get_singleton()->space_get_direct_state(get_world()->get_space());
	ERR_FAIL_COND_V(!dss,false);

	uint32_t mask=0;
	if (collide_static)
		mask|=PhysicsDirectSpaceState::TYPE_MASK_STATIC_BODY;
	if (collide_kinematic)
		mask|=PhysicsDirectSpaceState::TYPE_MASK_KINEMATIC_BODY;
	if (collide_rigid)
		mask|=PhysicsDirectSpaceState::TYPE_MASK_RIGID_BODY;
	if (collide_character)
		mask|=PhysicsDirectSpaceState::TYPE_MASK_CHARACTER_BODY;

	Vector3 motion = p_position-get_global_transform().origin;
	Transform xform=get_global_transform();

	if (true || p_discrete) {

		xform.origin+=motion;
		motion=Vector3();
	}

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

	//fill exclude list..
	for(int i=0;i<get_shape_count();i++) {


		bool col = dss->intersect_shape(get_shape(i)->get_rid(), xform * get_shape_transform(i),0,NULL,0,exclude,get_layer_mask(),mask);
		if (col)
			return false;
	}

	return true;
}
Exemple #4
0
Vector3 KinematicBody::move(const Vector3& p_motion) {

	//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_scene(),Vector3());
	PhysicsDirectSpaceState *dss = PhysicsServer::get_singleton()->space_get_direct_state(get_world()->get_space());
	ERR_FAIL_COND_V(!dss,Vector3());
	const int max_shapes=32;
	Vector3 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|=PhysicsDirectSpaceState::TYPE_MASK_STATIC_BODY;
	if (collide_kinematic)
		mask|=PhysicsDirectSpaceState::TYPE_MASK_KINEMATIC_BODY;
	if (collide_rigid)
		mask|=PhysicsDirectSpaceState::TYPE_MASK_RIGID_BODY;
	if (collide_character)
		mask|=PhysicsDirectSpaceState::TYPE_MASK_CHARACTER_BODY;

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

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

	float m = margin;
	//m=0.001;

	do {

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


			if (dss->collide_shape(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i),m,sr,max_shapes,res_shapes,exclude,get_layer_mask(),mask)) {
				collided=true;
			}

		}



		if (!collided)
			break;

		//print_line("have to recover");
		Vector3 recover_motion;
		bool all_outside=true;
		for(int j=0;j<8;j++) {
			for(int i=0;i<res_shapes;i++) {

				Vector3 a = sr[i*2+0];
				Vector3 b = sr[i*2+1];
				//print_line(String()+a+" -> "+b);
#if 0
				float d = a.distance_to(b);

				//if (d<margin)
				///	continue;
	   ///
	   ///
				recover_motion+=(b-a)*0.2;
#else
				float dist = a.distance_to(b);
				if (dist>CMP_EPSILON) {
					Vector3 norm = (b-a).normalized();
					if (dist>margin*0.5)
						all_outside=false;
					float adv = norm.dot(recover_motion);
					//print_line(itos(i)+" dist: "+rtos(dist)+" adv: "+rtos(adv));
					recover_motion+=norm*MAX(dist-adv,0)*0.4;
				}
#endif

			}
		}


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

		//print_line("**** RECOVER: "+recover_motion);

		Transform gt = get_global_transform();
		gt.origin+=recover_motion;
		set_global_transform(gt);

		recover_attempts--;

		if (all_outside)
			break;

	} while (recover_attempts);


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

	PhysicsDirectSpaceState::ShapeRestInfo rest;

	//print_line("pos: "+get_global_transform().origin);
	//print_line("motion: "+p_motion);


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



		float lsafe,lunsafe;
		PhysicsDirectSpaceState::ShapeRestInfo lrest;
		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,&lrest);
		//print_line("shape: "+itos(i)+" travel:"+rtos(ltravel));
		if (!valid) {
			safe=0;
			unsafe=0;
			best_shape=i; //sadly it's the best
			//print_line("initial stuck");

			break;
		}
		if (lsafe==1.0) {
			//print_line("initial free");
			continue;
		}
		if (lsafe < safe) {

			//print_line("initial at "+rtos(lsafe));
			safe=lsafe;
			safe=MAX(0,lsafe-0.01);
			unsafe=lunsafe;
			best_shape=i;
			rest=lrest;
		}
	}


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

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

		colliding=true;

		if (true || (safe==0 && unsafe==0)) { //use it always because it's more precise than GJK
			//no advance, use rest info from collision
			Transform ugt = get_global_transform();
			ugt.origin+=p_motion*unsafe;

			PhysicsDirectSpaceState::ShapeRestInfo rest_info;
			bool c2 = dss->rest_info(get_shape(best_shape)->get_rid(), ugt*get_shape_transform(best_shape), m,&rest,exclude,get_layer_mask(),mask);
			if (!c2) {
				//should not happen, but floating point precision is so weird..
				colliding=false;
			}

		//	print_line("Rest Travel: "+rest.normal);

		}

		if (colliding) {

			collision=rest.point;
			normal=rest.normal;
			collider=rest.collider_id;
			collider_vel=rest.linear_velocity;
		}
	}

	Vector3 motion=p_motion*safe;
	//if (colliding)
	//	motion+=normal*0.001;
	Transform gt = get_global_transform();
	gt.origin+=motion;
	set_global_transform(gt);

	return p_motion-motion;

}
Exemple #5
0
real_t VehicleBody::_ray_cast(int p_idx, PhysicsDirectBodyState *s) {

	VehicleWheel &wheel = *wheels[p_idx];

	_update_wheel_transform(wheel, s);

	real_t depth = -1;

	real_t raylen = wheel.m_suspensionRestLength + wheel.m_wheelRadius;

	Vector3 rayvector = wheel.m_raycastInfo.m_wheelDirectionWS * (raylen);
	Vector3 source = wheel.m_raycastInfo.m_hardPointWS;
	wheel.m_raycastInfo.m_contactPointWS = source + rayvector;
	const Vector3 &target = wheel.m_raycastInfo.m_contactPointWS;
	source -= wheel.m_wheelRadius * wheel.m_raycastInfo.m_wheelDirectionWS;

	real_t param = real_t(0.);

	PhysicsDirectSpaceState::RayResult rr;

	PhysicsDirectSpaceState *ss = s->get_space_state();

	bool col = ss->intersect_ray(source, target, rr, exclude);

	wheel.m_raycastInfo.m_groundObject = 0;

	if (col) {
		param = source.distance_to(rr.position) / source.distance_to(target);
		depth = raylen * param;
		wheel.m_raycastInfo.m_contactNormalWS = rr.normal;

		wheel.m_raycastInfo.m_isInContact = true;
		if (rr.collider)
			wheel.m_raycastInfo.m_groundObject = Object::cast_to<PhysicsBody>(rr.collider);

		real_t hitDistance = param * raylen;
		wheel.m_raycastInfo.m_suspensionLength = hitDistance - wheel.m_wheelRadius;
		//clamp on max suspension travel

		real_t minSuspensionLength = wheel.m_suspensionRestLength - wheel.m_maxSuspensionTravelCm * real_t(0.01);
		real_t maxSuspensionLength = wheel.m_suspensionRestLength + wheel.m_maxSuspensionTravelCm * real_t(0.01);
		if (wheel.m_raycastInfo.m_suspensionLength < minSuspensionLength) {
			wheel.m_raycastInfo.m_suspensionLength = minSuspensionLength;
		}
		if (wheel.m_raycastInfo.m_suspensionLength > maxSuspensionLength) {
			wheel.m_raycastInfo.m_suspensionLength = maxSuspensionLength;
		}

		wheel.m_raycastInfo.m_contactPointWS = rr.position;

		real_t denominator = wheel.m_raycastInfo.m_contactNormalWS.dot(wheel.m_raycastInfo.m_wheelDirectionWS);

		Vector3 chassis_velocity_at_contactPoint;
		//Vector3 relpos = wheel.m_raycastInfo.m_contactPointWS-getRigidBody()->getCenterOfMassPosition();

		//chassis_velocity_at_contactPoint = getRigidBody()->getVelocityInLocalPoint(relpos);

		chassis_velocity_at_contactPoint = s->get_linear_velocity() +
										   (s->get_angular_velocity()).cross(wheel.m_raycastInfo.m_contactPointWS - s->get_transform().origin); // * mPos);

		real_t projVel = wheel.m_raycastInfo.m_contactNormalWS.dot(chassis_velocity_at_contactPoint);

		if (denominator >= real_t(-0.1)) {
			wheel.m_suspensionRelativeVelocity = real_t(0.0);
			wheel.m_clippedInvContactDotSuspension = real_t(1.0) / real_t(0.1);
		} else {
			real_t inv = real_t(-1.) / denominator;
			wheel.m_suspensionRelativeVelocity = projVel * inv;
			wheel.m_clippedInvContactDotSuspension = inv;
		}

	} else {
		wheel.m_raycastInfo.m_isInContact = false;
		//put wheel info as in rest position
		wheel.m_raycastInfo.m_suspensionLength = wheel.m_suspensionRestLength;
		wheel.m_suspensionRelativeVelocity = real_t(0.0);
		wheel.m_raycastInfo.m_contactNormalWS = -wheel.m_raycastInfo.m_wheelDirectionWS;
		wheel.m_clippedInvContactDotSuspension = real_t(1.0);
	}

	return depth;
}