void Spatial::look_at_from_pos(const Vector3 &p_pos, const Vector3 &p_target, const Vector3 &p_up_normal) { Transform lookat; lookat.origin = p_pos; lookat = lookat.looking_at(p_target, p_up_normal); set_global_transform(lookat); }
void Camera::look_at(const Vector3& p_target, const Vector3& p_up_normal) { Transform lookat; lookat.origin=get_global_transform().origin; lookat=lookat.looking_at(p_target,p_up_normal); set_global_transform(lookat); }
void Spatial::global_rotate(const Vector3 &p_normal, float p_radians) { Matrix3 rotation(p_normal, p_radians); Transform t = get_global_transform(); t.basis = rotation * t.basis; set_global_transform(t); }
void InterpolatedCamera::_notification(int p_what) { switch(p_what) { case NOTIFICATION_ENTER_SCENE: { if (get_scene()->is_editor_hint() && enabled) set_fixed_process(false); } break; case NOTIFICATION_PROCESS: { if (!enabled) break; if (has_node(target)) { Spatial *node = get_node(target)->cast_to<Spatial>(); if (!node) break; float delta = speed*get_process_delta_time(); Transform target_xform = node->get_global_transform(); Transform local_transform = get_transform(); local_transform = local_transform.interpolate_with(target_xform,delta); set_global_transform(local_transform); if (node->cast_to<Camera>()) { Camera *cam = node->cast_to<Camera>(); if (cam->get_projection()==get_projection()) { float new_near = Math::lerp(get_znear(),cam->get_znear(),delta); float new_far = Math::lerp(get_zfar(),cam->get_zfar(),delta); if (cam->get_projection()==PROJECTION_ORTHOGONAL) { float size = Math::lerp(get_size(),cam->get_size(),delta); set_orthogonal(size,new_near,new_far); } else { float fov = Math::lerp(get_fov(),cam->get_fov(),delta); set_perspective(fov,new_near,new_far); } } } } } break; } }
void Spatial::look_at(const Vector3 &p_target, const Vector3 &p_up_normal) { Transform lookat; lookat.origin = get_global_transform().origin; if (lookat.origin == p_target) { ERR_EXPLAIN("Node origin and target are in the same position, look_at() failed"); ERR_FAIL(); } if (p_up_normal.cross(p_target - lookat.origin) == Vector3()) { ERR_EXPLAIN("Up vector and direction between node origin and target are aligned, look_at() failed"); ERR_FAIL(); } lookat = lookat.looking_at(p_target, p_up_normal); set_global_transform(lookat); }
void StaticBody::_state_notify(Object *p_object) { if (!pre_xform) return; PhysicsDirectBodyState *p2d = (PhysicsDirectBodyState*)p_object; setting=true; Transform new_xform = p2d->get_transform(); *pre_xform=new_xform; set_ignore_transform_notification(true); set_global_transform(new_xform); set_ignore_transform_notification(false); setting=false; }
void StaticBody2D::_update_xform() { if (!pre_xform || !pending) return; setting=true; Matrix32 new_xform = get_global_transform(); //obtain the new one set_block_transform_notify(true); Physics2DServer::get_singleton()->body_set_state(get_rid(),Physics2DServer::BODY_STATE_TRANSFORM,*pre_xform); //then simulate motion! set_global_transform(*pre_xform); //but restore state to previous one in both visual and physics set_block_transform_notify(false); Physics2DServer::get_singleton()->body_static_simulate_motion(get_rid(),new_xform); //then simulate motion! setting=false; pending=false; }
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; }
void RigidBody::_direct_state_changed(Object *p_state) { //eh.. f**k #ifdef DEBUG_ENABLED state=p_state->cast_to<PhysicsDirectBodyState>(); #else state=(PhysicsDirectBodyState*)p_state; //trust it #endif if (contact_monitor) { //untag all int rc=0; for( Map<ObjectID,BodyState>::Element *E=contact_monitor->body_map.front();E;E=E->next()) { for(int i=0;i<E->get().shapes.size();i++) { E->get().shapes[i].tagged=false; rc++; } } _RigidBodyInOut *toadd=(_RigidBodyInOut*)alloca(state->get_contact_count()*sizeof(_RigidBodyInOut)); int toadd_count=0;//state->get_contact_count(); RigidBody_RemoveAction *toremove=(RigidBody_RemoveAction*)alloca(rc*sizeof(RigidBody_RemoveAction)); int toremove_count=0; //put the ones to add for(int i=0;i<state->get_contact_count();i++) { ObjectID obj = state->get_contact_collider_id(i); int local_shape = state->get_contact_local_shape(i); int shape = state->get_contact_collider_shape(i); toadd[i].local_shape=local_shape; toadd[i].id=obj; toadd[i].shape=shape; bool found=false; Map<ObjectID,BodyState>::Element *E=contact_monitor->body_map.find(obj); if (!E) { toadd_count++; continue; } ShapePair sp( shape,local_shape ); int idx = E->get().shapes.find(sp); if (idx==-1) { toadd_count++; continue; } E->get().shapes[idx].tagged=true; } //put the ones to remove for( Map<ObjectID,BodyState>::Element *E=contact_monitor->body_map.front();E;E=E->next()) { for(int i=0;i<E->get().shapes.size();i++) { if (!E->get().shapes[i].tagged) { toremove[toremove_count].body_id=E->key(); toremove[toremove_count].pair=E->get().shapes[i]; toremove_count++; } } } //process remotions for(int i=0;i<toremove_count;i++) { _body_inout(0,toremove[i].body_id,toremove[i].pair.body_shape,toremove[i].pair.local_shape); } //process aditions for(int i=0;i<toadd_count;i++) { _body_inout(1,toadd[i].id,toadd[i].shape,toadd[i].local_shape); } } set_ignore_transform_notification(true); set_global_transform(state->get_transform()); linear_velocity=state->get_linear_velocity(); angular_velocity=state->get_angular_velocity(); sleeping=state->is_sleeping(); if (get_script_instance()) get_script_instance()->call("_integrate_forces",state); set_ignore_transform_notification(false); state=NULL; }
Vector2 KinematicBody2D::move(const Vector2& 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(),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 { //fill exclude list.. 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),Vector2(),margin,sr,max_shapes,res_shapes,exclude,0,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)*0.2; } 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++) { 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,0,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,0,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; } } Vector2 motion=p_motion*safe; Matrix32 gt = get_global_transform(); gt.elements[2]+=motion; set_global_transform(gt); return p_motion-motion; }
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; }
void Spatial::global_translate(const Vector3 &p_offset) { Transform t = get_global_transform(); t.origin += p_offset; set_global_transform(t); }
void VehicleBody::_direct_state_changed(Object *p_state) { PhysicsDirectBodyState *s = p_state->cast_to<PhysicsDirectBodyState>(); set_ignore_transform_notification(true); set_global_transform(s->get_transform()); set_ignore_transform_notification(false); float step = s->get_step(); for(int i=0;i<wheels.size();i++) { _update_wheel(i,s); } for(int i=0;i<wheels.size();i++) { _ray_cast(i,s); wheels[i]->set_transform(s->get_transform().inverse() * wheels[i]->m_worldTransform); } _update_suspension(s); for(int i=0;i<wheels.size();i++) { //apply suspension force VehicleWheel& wheel = *wheels[i]; real_t suspensionForce = wheel.m_wheelsSuspensionForce; if (suspensionForce > wheel.m_maxSuspensionForce) { suspensionForce = wheel.m_maxSuspensionForce; } Vector3 impulse = wheel.m_raycastInfo.m_contactNormalWS * suspensionForce * step; Vector3 relpos = wheel.m_raycastInfo.m_contactPointWS - s->get_transform().origin; s->apply_impulse(relpos,impulse); //getRigidBody()->applyImpulse(impulse, relpos); } _update_friction(s); for (int i=0;i<wheels.size();i++) { VehicleWheel& wheel = *wheels[i]; Vector3 relpos = wheel.m_raycastInfo.m_hardPointWS - s->get_transform().origin; Vector3 vel = s->get_linear_velocity() + (s->get_angular_velocity()).cross(relpos);// * mPos); if (wheel.m_raycastInfo.m_isInContact) { const Transform& chassisWorldTransform = s->get_transform(); Vector3 fwd ( chassisWorldTransform.basis[0][Vector3::AXIS_Z], chassisWorldTransform.basis[1][Vector3::AXIS_Z], chassisWorldTransform.basis[2][Vector3::AXIS_Z]); real_t proj = fwd.dot(wheel.m_raycastInfo.m_contactNormalWS); fwd -= wheel.m_raycastInfo.m_contactNormalWS * proj; real_t proj2 = fwd.dot(vel); wheel.m_deltaRotation = (proj2 * step) / (wheel.m_wheelRadius); wheel.m_rotation += wheel.m_deltaRotation; } else { wheel.m_rotation += wheel.m_deltaRotation; } wheel.m_deltaRotation *= real_t(0.99);//damping of rotation when not in contact } linear_velocity = s->get_linear_velocity(); }
void Spatial::global_scale(const Vector3 &p_scale) { Transform t = get_global_transform(); t.basis.scale(p_scale); set_global_transform(t); }
void Spatial::global_rotate(const Vector3 &p_axis, float p_angle) { Transform t = get_global_transform(); t.basis.rotate(p_axis, p_angle); set_global_transform(t); }