Пример #1
0
void SoftBody::set_collision_layer_bit(int p_bit, bool p_value) {
	uint32_t layer = get_collision_layer();
	if (p_value)
		layer |= 1 << p_bit;
	else
		layer &= ~(1 << p_bit);
	set_collision_layer(layer);
}
Пример #2
0
void PhysicsBody::set_collision_layer_bit(int p_bit, bool p_value) {

	uint32_t mask = get_collision_layer();
	if (p_value)
		mask |= 1 << p_bit;
	else
		mask &= ~(1 << p_bit);
	set_collision_layer(mask);
}
Пример #3
0
bool SoftBody::get_collision_layer_bit(int p_bit) const {
	return get_collision_layer() & (1 << p_bit);
}
Пример #4
0
bool Area::get_collision_layer_bit(int p_bit) const {

	return get_collision_layer() & (1 << p_bit);
}
Пример #5
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_tree(), 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 (is_shape_set_as_trigger(i))
				continue;

			if (dss->collide_shape(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), m, sr, max_shapes, res_shapes, exclude, get_collision_layer(), 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++) {

		if (is_shape_set_as_trigger(i))
			continue;

		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_collision_layer(), 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_collision_layer(), 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;
			collider_shape = rest.shape;
		}
	}

	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;
}
Пример #6
0
uint32_t PhysicsBody::_get_layers() const {

	return get_collision_layer();
}
Пример #7
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;
}