Esempio n. 1
0
bool PhysicsDirectSpaceStateSW::cast_motion(const RID& p_shape, const Transform& p_xform,const Vector3& p_motion,float p_margin,float &p_closest_safe,float &p_closest_unsafe, const Set<RID>& p_exclude,uint32_t p_layer_mask,uint32_t p_object_type_mask,ShapeRestInfo *r_info) {



	ShapeSW *shape = static_cast<PhysicsServerSW*>(PhysicsServer::get_singleton())->shape_owner.get(p_shape);
	ERR_FAIL_COND_V(!shape,false);

	Rect3 aabb = p_xform.xform(shape->get_aabb());
	aabb=aabb.merge(Rect3(aabb.pos+p_motion,aabb.size)); //motion
	aabb=aabb.grow(p_margin);

	/*
	if (p_motion!=Vector3())
		print_line(p_motion);
	*/

	int amount = space->broadphase->cull_aabb(aabb,space->intersection_query_results,SpaceSW::INTERSECTION_QUERY_MAX,space->intersection_query_subindex_results);

	float best_safe=1;
	float best_unsafe=1;

	Transform xform_inv = p_xform.affine_inverse();
	MotionShapeSW mshape;
	mshape.shape=shape;
	mshape.motion=xform_inv.basis.xform(p_motion);

	bool best_first=true;

	Vector3 closest_A,closest_B;

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


		if (!_match_object_type_query(space->intersection_query_results[i],p_layer_mask,p_object_type_mask))
			continue;

		if (p_exclude.has( space->intersection_query_results[i]->get_self()))
			continue; //ignore excluded


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

		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,p_xform,col_obj->get_shape(shape_idx),col_obj_xform,point_A,point_B,aabb,&sep_axis)) {
			//print_line("failed motion cast (no collision)");
			continue;
		}


		//test initial overlap
#if 0
		if (CollisionSolverSW::solve_static(shape,p_xform,col_obj->get_shape(shape_idx),col_obj_xform,NULL,NULL,&sep_axis)) {
			print_line("failed initial cast (collision at begining)");
			return false;
		}
#else
		sep_axis=p_motion.normalized();

		if (!CollisionSolverSW::solve_distance(shape,p_xform,col_obj->get_shape(shape_idx),col_obj_xform,point_A,point_B,aabb,&sep_axis)) {
			//print_line("failed motion cast (no collision)");
			return false;
		}
#endif


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

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

			float ofs = (low+hi)*0.5;

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

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

			Vector3 lA,lB;

			bool collided = !CollisionSolverSW::solve_distance(&mshape,p_xform,col_obj->get_shape(shape_idx),col_obj_xform,lA,lB,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_first=true; //force reset
			best_safe=low;
			best_unsafe=hi;
		}

		if (r_info && (best_first || (point_A.distance_squared_to(point_B) < closest_A.distance_squared_to(closest_B) && low<=best_safe))) {
			closest_A=point_A;
			closest_B=point_B;
			r_info->collider_id=col_obj->get_instance_id();
			r_info->rid=col_obj->get_self();
			r_info->shape=shape_idx;
			r_info->point=closest_B;
			r_info->normal=(closest_A-closest_B).normalized();
			best_first=false;
			if (col_obj->get_type()==CollisionObjectSW::TYPE_BODY) {
				const BodySW *body=static_cast<const BodySW*>(col_obj);
				r_info->linear_velocity= body->get_linear_velocity() + (body->get_angular_velocity()).cross(body->get_transform().origin - closest_B);
			}

		}


	}

	p_closest_safe=best_safe;
	p_closest_unsafe=best_unsafe;

	return true;
}