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-rw-r--r--modules/bmp/image_loader_bmp.cpp67
-rw-r--r--modules/gdscript/language_server/gdscript_extend_parser.h4
-rw-r--r--modules/godot_physics_3d/SCsub7
-rw-r--r--modules/godot_physics_3d/config.py6
-rw-r--r--modules/godot_physics_3d/gjk_epa.cpp1025
-rw-r--r--modules/godot_physics_3d/gjk_epa.h40
-rw-r--r--modules/godot_physics_3d/godot_area_3d.cpp346
-rw-r--r--modules/godot_physics_3d/godot_area_3d.h240
-rw-r--r--modules/godot_physics_3d/godot_area_pair_3d.cpp294
-rw-r--r--modules/godot_physics_3d/godot_area_pair_3d.h98
-rw-r--r--modules/godot_physics_3d/godot_body_3d.cpp841
-rw-r--r--modules/godot_physics_3d/godot_body_3d.h396
-rw-r--r--modules/godot_physics_3d/godot_body_direct_state_3d.cpp237
-rw-r--r--modules/godot_physics_3d/godot_body_direct_state_3d.h107
-rw-r--r--modules/godot_physics_3d/godot_body_pair_3d.cpp988
-rw-r--r--modules/godot_physics_3d/godot_body_pair_3d.h147
-rw-r--r--modules/godot_physics_3d/godot_broad_phase_3d.cpp36
-rw-r--r--modules/godot_physics_3d/godot_broad_phase_3d.h72
-rw-r--r--modules/godot_physics_3d/godot_broad_phase_3d_bvh.cpp128
-rw-r--r--modules/godot_physics_3d/godot_broad_phase_3d_bvh.h100
-rw-r--r--modules/godot_physics_3d/godot_collision_object_3d.cpp242
-rw-r--r--modules/godot_physics_3d/godot_collision_object_3d.h194
-rw-r--r--modules/godot_physics_3d/godot_collision_solver_3d.cpp589
-rw-r--r--modules/godot_physics_3d/godot_collision_solver_3d.h57
-rw-r--r--modules/godot_physics_3d/godot_collision_solver_3d_sat.cpp2417
-rw-r--r--modules/godot_physics_3d/godot_collision_solver_3d_sat.h38
-rw-r--r--modules/godot_physics_3d/godot_constraint_3d.h81
-rw-r--r--modules/godot_physics_3d/godot_joint_3d.h101
-rw-r--r--modules/godot_physics_3d/godot_physics_server_3d.cpp1773
-rw-r--r--modules/godot_physics_3d/godot_physics_server_3d.h385
-rw-r--r--modules/godot_physics_3d/godot_shape_3d.cpp2265
-rw-r--r--modules/godot_physics_3d/godot_shape_3d.h514
-rw-r--r--modules/godot_physics_3d/godot_soft_body_3d.cpp1295
-rw-r--r--modules/godot_physics_3d/godot_soft_body_3d.h276
-rw-r--r--modules/godot_physics_3d/godot_space_3d.cpp1277
-rw-r--r--modules/godot_physics_3d/godot_space_3d.h218
-rw-r--r--modules/godot_physics_3d/godot_step_3d.cpp418
-rw-r--r--modules/godot_physics_3d/godot_step_3d.h61
-rw-r--r--modules/godot_physics_3d/joints/SCsub5
-rw-r--r--modules/godot_physics_3d/joints/godot_cone_twist_joint_3d.cpp326
-rw-r--r--modules/godot_physics_3d/joints/godot_cone_twist_joint_3d.h142
-rw-r--r--modules/godot_physics_3d/joints/godot_generic_6dof_joint_3d.cpp675
-rw-r--r--modules/godot_physics_3d/joints/godot_generic_6dof_joint_3d.h322
-rw-r--r--modules/godot_physics_3d/joints/godot_hinge_joint_3d.cpp441
-rw-r--r--modules/godot_physics_3d/joints/godot_hinge_joint_3d.h116
-rw-r--r--modules/godot_physics_3d/joints/godot_jacobian_entry_3d.h169
-rw-r--r--modules/godot_physics_3d/joints/godot_pin_joint_3d.cpp181
-rw-r--r--modules/godot_physics_3d/joints/godot_pin_joint_3d.h95
-rw-r--r--modules/godot_physics_3d/joints/godot_slider_joint_3d.cpp478
-rw-r--r--modules/godot_physics_3d/joints/godot_slider_joint_3d.h246
-rw-r--r--modules/godot_physics_3d/register_types.cpp61
-rw-r--r--modules/godot_physics_3d/register_types.h39
-rw-r--r--modules/mono/csharp_script.cpp41
-rw-r--r--modules/mono/editor/GodotTools/GodotTools.OpenVisualStudio/GodotTools.OpenVisualStudio.csproj1
-rw-r--r--modules/mono/editor/GodotTools/GodotTools/GodotSharpEditor.cs3
-rw-r--r--modules/mono/editor/bindings_generator.cpp50
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs4
-rw-r--r--modules/navigation/nav_base.h2
-rw-r--r--modules/openxr/extensions/platform/openxr_opengl_extension.cpp4
-rw-r--r--modules/openxr/openxr_api.cpp2
-rw-r--r--modules/raycast/godot_update_embree.py14
-rw-r--r--modules/text_server_adv/text_server_adv.h2
-rw-r--r--modules/text_server_fb/text_server_fb.h2
-rw-r--r--modules/webxr/webxr_interface_js.cpp4
64 files changed, 20693 insertions, 112 deletions
diff --git a/modules/bmp/image_loader_bmp.cpp b/modules/bmp/image_loader_bmp.cpp
index 72b540496d..1804d73a69 100644
--- a/modules/bmp/image_loader_bmp.cpp
+++ b/modules/bmp/image_loader_bmp.cpp
@@ -59,30 +59,6 @@ Error ImageLoaderBMP::convert_to_image(Ref<Image> p_image,
size_t height = (size_t)p_header.bmp_info_header.bmp_height;
size_t bits_per_pixel = (size_t)p_header.bmp_info_header.bmp_bit_count;
- // Check whether we can load it
-
- if (bits_per_pixel == 1) {
- // Requires bit unpacking...
- ERR_FAIL_COND_V_MSG(width % 8 != 0, ERR_UNAVAILABLE,
- vformat("1-bpp BMP images must have a width that is a multiple of 8, but the imported BMP is %d pixels wide.", int(width)));
- ERR_FAIL_COND_V_MSG(height % 8 != 0, ERR_UNAVAILABLE,
- vformat("1-bpp BMP images must have a height that is a multiple of 8, but the imported BMP is %d pixels tall.", int(height)));
-
- } else if (bits_per_pixel == 2) {
- // Requires bit unpacking...
- ERR_FAIL_COND_V_MSG(width % 4 != 0, ERR_UNAVAILABLE,
- vformat("2-bpp BMP images must have a width that is a multiple of 4, but the imported BMP is %d pixels wide.", int(width)));
- ERR_FAIL_COND_V_MSG(height % 4 != 0, ERR_UNAVAILABLE,
- vformat("2-bpp BMP images must have a height that is a multiple of 4, but the imported BMP is %d pixels tall.", int(height)));
-
- } else if (bits_per_pixel == 4) {
- // Requires bit unpacking...
- ERR_FAIL_COND_V_MSG(width % 2 != 0, ERR_UNAVAILABLE,
- vformat("4-bpp BMP images must have a width that is a multiple of 2, but the imported BMP is %d pixels wide.", int(width)));
- ERR_FAIL_COND_V_MSG(height % 2 != 0, ERR_UNAVAILABLE,
- vformat("4-bpp BMP images must have a height that is a multiple of 2, but the imported BMP is %d pixels tall.", int(height)));
- }
-
// Image data (might be indexed)
Vector<uint8_t> data;
int data_len = 0;
@@ -98,55 +74,32 @@ Error ImageLoaderBMP::convert_to_image(Ref<Image> p_image,
uint8_t *data_w = data.ptrw();
uint8_t *write_buffer = data_w;
- const uint32_t width_bytes = width * bits_per_pixel / 8;
- const uint32_t line_width = (width_bytes + 3) & ~3;
+ const uint32_t width_bytes = (width * bits_per_pixel + 7) / 8;
+ const uint32_t line_width = (width_bytes + 3) & ~3; // Padded to 4 bytes.
- // The actual data traversal is determined by
- // the data width in case of 8/4/2/1 bit images
- const uint32_t w = bits_per_pixel >= 16 ? width : width_bytes;
const uint8_t *line = p_buffer + (line_width * (height - 1));
const uint8_t *end_buffer = p_buffer + p_header.bmp_file_header.bmp_file_size - p_header.bmp_file_header.bmp_file_offset;
+ ERR_FAIL_COND_V(line + line_width > end_buffer, ERR_FILE_CORRUPT);
for (uint64_t i = 0; i < height; i++) {
const uint8_t *line_ptr = line;
- for (unsigned int j = 0; j < w; j++) {
- ERR_FAIL_COND_V(line_ptr >= end_buffer, ERR_FILE_CORRUPT);
+ for (unsigned int j = 0; j < width; j++) {
switch (bits_per_pixel) {
case 1: {
- uint8_t color_index = *line_ptr;
+ write_buffer[index] = (line[(j * bits_per_pixel) / 8] >> (8 - bits_per_pixel * (1 + j % 8))) & 0x01;
- write_buffer[index + 0] = (color_index >> 7) & 1;
- write_buffer[index + 1] = (color_index >> 6) & 1;
- write_buffer[index + 2] = (color_index >> 5) & 1;
- write_buffer[index + 3] = (color_index >> 4) & 1;
- write_buffer[index + 4] = (color_index >> 3) & 1;
- write_buffer[index + 5] = (color_index >> 2) & 1;
- write_buffer[index + 6] = (color_index >> 1) & 1;
- write_buffer[index + 7] = (color_index >> 0) & 1;
-
- index += 8;
- line_ptr += 1;
+ index++;
} break;
case 2: {
- uint8_t color_index = *line_ptr;
+ write_buffer[index] = (line[(j * bits_per_pixel) / 8] >> (8 - bits_per_pixel * (1 + j % 4))) & 0x03;
- write_buffer[index + 0] = (color_index >> 6) & 3;
- write_buffer[index + 1] = (color_index >> 4) & 3;
- write_buffer[index + 2] = (color_index >> 2) & 3;
- write_buffer[index + 3] = color_index & 3;
-
- index += 4;
- line_ptr += 1;
+ index++;
} break;
case 4: {
- uint8_t color_index = *line_ptr;
-
- write_buffer[index + 0] = (color_index >> 4) & 0x0f;
- write_buffer[index + 1] = color_index & 0x0f;
+ write_buffer[index] = (line[(j * bits_per_pixel) / 8] >> (8 - bits_per_pixel * (1 + j % 2))) & 0x0f;
- index += 2;
- line_ptr += 1;
+ index++;
} break;
case 8: {
uint8_t color_index = *line_ptr;
diff --git a/modules/gdscript/language_server/gdscript_extend_parser.h b/modules/gdscript/language_server/gdscript_extend_parser.h
index a808f19e5b..239f7d9f43 100644
--- a/modules/gdscript/language_server/gdscript_extend_parser.h
+++ b/modules/gdscript/language_server/gdscript_extend_parser.h
@@ -37,10 +37,10 @@
#include "core/variant/variant.h"
#ifndef LINE_NUMBER_TO_INDEX
-#define LINE_NUMBER_TO_INDEX(p_line) ((p_line)-1)
+#define LINE_NUMBER_TO_INDEX(p_line) ((p_line) - 1)
#endif
#ifndef COLUMN_NUMBER_TO_INDEX
-#define COLUMN_NUMBER_TO_INDEX(p_column) ((p_column)-1)
+#define COLUMN_NUMBER_TO_INDEX(p_column) ((p_column) - 1)
#endif
#ifndef SYMBOL_SEPERATOR
diff --git a/modules/godot_physics_3d/SCsub b/modules/godot_physics_3d/SCsub
new file mode 100644
index 0000000000..41a59cd24e
--- /dev/null
+++ b/modules/godot_physics_3d/SCsub
@@ -0,0 +1,7 @@
+#!/usr/bin/env python
+
+Import('env')
+
+env.add_source_files(env.modules_sources, "*.cpp")
+
+SConscript("joints/SCsub")
diff --git a/modules/godot_physics_3d/config.py b/modules/godot_physics_3d/config.py
new file mode 100644
index 0000000000..a42f27fbe1
--- /dev/null
+++ b/modules/godot_physics_3d/config.py
@@ -0,0 +1,6 @@
+def can_build(env, platform):
+ return not env["disable_3d"]
+
+
+def configure(env):
+ pass
diff --git a/modules/godot_physics_3d/gjk_epa.cpp b/modules/godot_physics_3d/gjk_epa.cpp
new file mode 100644
index 0000000000..e5678914fe
--- /dev/null
+++ b/modules/godot_physics_3d/gjk_epa.cpp
@@ -0,0 +1,1025 @@
+/**************************************************************************/
+/* gjk_epa.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#include "gjk_epa.h"
+
+/* Disabling formatting for thirdparty code snippet */
+/* clang-format off */
+
+/*************** Bullet's GJK-EPA2 IMPLEMENTATION *******************/
+
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2008 Erwin Coumans http://continuousphysics.com/Bullet/
+
+This software is provided 'as-is', without any express or implied warranty.
+In no event will the authors be held liable for any damages arising from the
+use of this software.
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it
+freely,
+subject to the following restrictions:
+
+1. The origin of this software must not be misrepresented; you must not
+claim that you wrote the original software. If you use this software in a
+product, an acknowledgment in the product documentation would be appreciated
+but is not required.
+2. Altered source versions must be plainly marked as such, and must not be
+misrepresented as being the original software.
+3. This notice may not be removed or altered from any source distribution.
+*/
+
+/*
+GJK-EPA collision solver by Nathanael Presson, 2008
+*/
+
+ // Config
+
+/* GJK */
+#define GJK_MAX_ITERATIONS 128
+#define GJK_ACCURACY ((real_t)0.0001)
+#define GJK_MIN_DISTANCE ((real_t)0.0001)
+#define GJK_DUPLICATED_EPS ((real_t)0.0001)
+#define GJK_SIMPLEX2_EPS ((real_t)0.0)
+#define GJK_SIMPLEX3_EPS ((real_t)0.0)
+#define GJK_SIMPLEX4_EPS ((real_t)0.0)
+
+/* EPA */
+#define EPA_MAX_VERTICES 128
+#define EPA_MAX_FACES (EPA_MAX_VERTICES*2)
+#define EPA_MAX_ITERATIONS 255
+// -- GODOT start --
+//#define EPA_ACCURACY ((real_t)0.0001)
+#define EPA_ACCURACY ((real_t)0.00001)
+// -- GODOT end --
+#define EPA_FALLBACK (10*EPA_ACCURACY)
+#define EPA_PLANE_EPS ((real_t)0.00001)
+#define EPA_INSIDE_EPS ((real_t)0.01)
+
+namespace GjkEpa2 {
+
+
+struct sResults {
+ enum eStatus {
+ Separated, /* Shapes doesn't penetrate */
+ Penetrating, /* Shapes are penetrating */
+ GJK_Failed, /* GJK phase fail, no big issue, shapes are probably just 'touching' */
+ EPA_Failed /* EPA phase fail, bigger problem, need to save parameters, and debug */
+ } status;
+
+ Vector3 witnesses[2];
+ Vector3 normal;
+ real_t distance = 0.0;
+};
+
+// Shorthands
+typedef unsigned int U;
+typedef unsigned char U1;
+
+// MinkowskiDiff
+struct MinkowskiDiff {
+ const GodotShape3D* m_shapes[2];
+
+ Transform3D transform_A;
+ Transform3D transform_B;
+
+ real_t margin_A = 0.0;
+ real_t margin_B = 0.0;
+
+ Vector3 (*get_support)(const GodotShape3D*, const Vector3&, real_t) = nullptr;
+
+ void Initialize(const GodotShape3D* shape0, const Transform3D& wtrs0, const real_t margin0,
+ const GodotShape3D* shape1, const Transform3D& wtrs1, const real_t margin1) {
+ m_shapes[0] = shape0;
+ m_shapes[1] = shape1;
+ transform_A = wtrs0;
+ transform_B = wtrs1;
+ margin_A = margin0;
+ margin_B = margin1;
+
+ if ((margin0 > 0.0) || (margin1 > 0.0)) {
+ get_support = get_support_with_margin;
+ } else {
+ get_support = get_support_without_margin;
+ }
+ }
+
+ static Vector3 get_support_without_margin(const GodotShape3D* p_shape, const Vector3& p_dir, real_t p_margin) {
+ return p_shape->get_support(p_dir.normalized());
+ }
+
+ static Vector3 get_support_with_margin(const GodotShape3D* p_shape, const Vector3& p_dir, real_t p_margin) {
+ Vector3 local_dir_norm = p_dir;
+ if (local_dir_norm.length_squared() < CMP_EPSILON2) {
+ local_dir_norm = Vector3(-1.0, -1.0, -1.0);
+ }
+ local_dir_norm.normalize();
+
+ return p_shape->get_support(local_dir_norm) + p_margin * local_dir_norm;
+ }
+
+ // i wonder how this could be sped up... if it can
+ _FORCE_INLINE_ Vector3 Support0(const Vector3& d) const {
+ return transform_A.xform(get_support(m_shapes[0], transform_A.basis.xform_inv(d), margin_A));
+ }
+
+ _FORCE_INLINE_ Vector3 Support1(const Vector3& d) const {
+ return transform_B.xform(get_support(m_shapes[1], transform_B.basis.xform_inv(d), margin_B));
+ }
+
+ _FORCE_INLINE_ Vector3 Support (const Vector3& d) const {
+ return (Support0(d) - Support1(-d));
+ }
+
+ _FORCE_INLINE_ Vector3 Support(const Vector3& d, U index) const {
+ if (index) {
+ return Support1(d);
+ } else {
+ return Support0(d);
+ }
+ }
+};
+
+typedef MinkowskiDiff tShape;
+
+
+// GJK
+struct GJK
+{
+ /* Types */
+ struct sSV
+ {
+ Vector3 d,w;
+ };
+ struct sSimplex
+ {
+ sSV* c[4];
+ real_t p[4];
+ U rank;
+ };
+ struct eStatus { enum _ {
+ Valid,
+ Inside,
+ Failed };};
+ /* Fields */
+ tShape m_shape;
+ Vector3 m_ray;
+ real_t m_distance = 0.0f;
+ sSimplex m_simplices[2];
+ sSV m_store[4];
+ sSV* m_free[4];
+ U m_nfree = 0;
+ U m_current = 0;
+ sSimplex* m_simplex = nullptr;
+ eStatus::_ m_status;
+ /* Methods */
+ GJK()
+ {
+ Initialize();
+ }
+ void Initialize()
+ {
+ m_ray = Vector3(0,0,0);
+ m_nfree = 0;
+ m_status = eStatus::Failed;
+ m_current = 0;
+ m_distance = 0;
+ }
+ eStatus::_ Evaluate(const tShape& shapearg,const Vector3& guess)
+ {
+ U iterations=0;
+ real_t sqdist=0;
+ real_t alpha=0;
+ Vector3 lastw[4];
+ U clastw=0;
+ /* Initialize solver */
+ m_free[0] = &m_store[0];
+ m_free[1] = &m_store[1];
+ m_free[2] = &m_store[2];
+ m_free[3] = &m_store[3];
+ m_nfree = 4;
+ m_current = 0;
+ m_status = eStatus::Valid;
+ m_shape = shapearg;
+ m_distance = 0;
+ /* Initialize simplex */
+ m_simplices[0].rank = 0;
+ m_ray = guess;
+ const real_t sqrl= m_ray.length_squared();
+ appendvertice(m_simplices[0],sqrl>0?-m_ray:Vector3(1,0,0));
+ m_simplices[0].p[0] = 1;
+ m_ray = m_simplices[0].c[0]->w;
+ sqdist = sqrl;
+ lastw[0] =
+ lastw[1] =
+ lastw[2] =
+ lastw[3] = m_ray;
+ /* Loop */
+ do {
+ const U next=1-m_current;
+ sSimplex& cs=m_simplices[m_current];
+ sSimplex& ns=m_simplices[next];
+ /* Check zero */
+ const real_t rl=m_ray.length();
+ if(rl<GJK_MIN_DISTANCE)
+ {/* Touching or inside */
+ m_status=eStatus::Inside;
+ break;
+ }
+ /* Append new vertice in -'v' direction */
+ appendvertice(cs,-m_ray);
+ const Vector3& w=cs.c[cs.rank-1]->w;
+ bool found=false;
+ for(U i=0;i<4;++i)
+ {
+ if((w-lastw[i]).length_squared()<GJK_DUPLICATED_EPS)
+ { found=true;break; }
+ }
+ if(found)
+ {/* Return old simplex */
+ removevertice(m_simplices[m_current]);
+ break;
+ }
+ else
+ {/* Update lastw */
+ lastw[clastw=(clastw+1)&3]=w;
+ }
+ /* Check for termination */
+ const real_t omega=vec3_dot(m_ray,w)/rl;
+ alpha=MAX(omega,alpha);
+ if(((rl-alpha)-(GJK_ACCURACY*rl))<=0)
+ {/* Return old simplex */
+ removevertice(m_simplices[m_current]);
+ break;
+ }
+ /* Reduce simplex */
+ real_t weights[4];
+ U mask=0;
+ switch(cs.rank)
+ {
+ case 2: sqdist=projectorigin( cs.c[0]->w,
+ cs.c[1]->w,
+ weights,mask);break;
+ case 3: sqdist=projectorigin( cs.c[0]->w,
+ cs.c[1]->w,
+ cs.c[2]->w,
+ weights,mask);break;
+ case 4: sqdist=projectorigin( cs.c[0]->w,
+ cs.c[1]->w,
+ cs.c[2]->w,
+ cs.c[3]->w,
+ weights,mask);break;
+ }
+ if(sqdist>=0)
+ {/* Valid */
+ ns.rank = 0;
+ m_ray = Vector3(0,0,0);
+ m_current = next;
+ for(U i=0,ni=cs.rank;i<ni;++i)
+ {
+ if(mask&(1<<i))
+ {
+ ns.c[ns.rank] = cs.c[i];
+ ns.p[ns.rank++] = weights[i];
+ m_ray += cs.c[i]->w*weights[i];
+ }
+ else
+ {
+ m_free[m_nfree++] = cs.c[i];
+ }
+ }
+ if(mask==15) { m_status=eStatus::Inside;
+}
+ }
+ else
+ {/* Return old simplex */
+ removevertice(m_simplices[m_current]);
+ break;
+ }
+ m_status=((++iterations)<GJK_MAX_ITERATIONS)?m_status:eStatus::Failed;
+ } while(m_status==eStatus::Valid);
+ m_simplex=&m_simplices[m_current];
+ switch(m_status)
+ {
+ case eStatus::Valid: m_distance=m_ray.length();break;
+ case eStatus::Inside: m_distance=0;break;
+ default: {}
+ }
+ return(m_status);
+ }
+ bool EncloseOrigin()
+ {
+ switch(m_simplex->rank)
+ {
+ case 1:
+ {
+ for(U i=0;i<3;++i)
+ {
+ Vector3 axis=Vector3(0,0,0);
+ axis[i]=1;
+ appendvertice(*m_simplex, axis);
+ if(EncloseOrigin()) { return(true);
+}
+ removevertice(*m_simplex);
+ appendvertice(*m_simplex,-axis);
+ if(EncloseOrigin()) { return(true);
+}
+ removevertice(*m_simplex);
+ }
+ }
+ break;
+ case 2:
+ {
+ const Vector3 d=m_simplex->c[1]->w-m_simplex->c[0]->w;
+ for(U i=0;i<3;++i)
+ {
+ Vector3 axis=Vector3(0,0,0);
+ axis[i]=1;
+ const Vector3 p=vec3_cross(d,axis);
+ if(p.length_squared()>0)
+ {
+ appendvertice(*m_simplex, p);
+ if(EncloseOrigin()) { return(true);
+}
+ removevertice(*m_simplex);
+ appendvertice(*m_simplex,-p);
+ if(EncloseOrigin()) { return(true);
+}
+ removevertice(*m_simplex);
+ }
+ }
+ }
+ break;
+ case 3:
+ {
+ const Vector3 n=vec3_cross(m_simplex->c[1]->w-m_simplex->c[0]->w,
+ m_simplex->c[2]->w-m_simplex->c[0]->w);
+ if(n.length_squared()>0)
+ {
+ appendvertice(*m_simplex,n);
+ if(EncloseOrigin()) { return(true);
+}
+ removevertice(*m_simplex);
+ appendvertice(*m_simplex,-n);
+ if(EncloseOrigin()) { return(true);
+}
+ removevertice(*m_simplex);
+ }
+ }
+ break;
+ case 4:
+ {
+ if(Math::abs(det( m_simplex->c[0]->w-m_simplex->c[3]->w,
+ m_simplex->c[1]->w-m_simplex->c[3]->w,
+ m_simplex->c[2]->w-m_simplex->c[3]->w))>0) {
+ return(true);
+}
+ }
+ break;
+ }
+ return(false);
+ }
+ /* Internals */
+ void getsupport(const Vector3& d,sSV& sv) const
+ {
+ sv.d = d/d.length();
+ sv.w = m_shape.Support(sv.d);
+ }
+ void removevertice(sSimplex& simplex)
+ {
+ m_free[m_nfree++]=simplex.c[--simplex.rank];
+ }
+ void appendvertice(sSimplex& simplex,const Vector3& v)
+ {
+ simplex.p[simplex.rank]=0;
+ simplex.c[simplex.rank]=m_free[--m_nfree];
+ getsupport(v,*simplex.c[simplex.rank++]);
+ }
+ static real_t det(const Vector3& a,const Vector3& b,const Vector3& c)
+ {
+ return( a.y*b.z*c.x+a.z*b.x*c.y-
+ a.x*b.z*c.y-a.y*b.x*c.z+
+ a.x*b.y*c.z-a.z*b.y*c.x);
+ }
+ static real_t projectorigin( const Vector3& a,
+ const Vector3& b,
+ real_t* w,U& m)
+ {
+ const Vector3 d=b-a;
+ const real_t l=d.length_squared();
+ if(l>GJK_SIMPLEX2_EPS)
+ {
+ const real_t t(l>0?-vec3_dot(a,d)/l:0);
+ if(t>=1) { w[0]=0;w[1]=1;m=2;return(b.length_squared()); }
+ else if(t<=0) { w[0]=1;w[1]=0;m=1;return(a.length_squared()); }
+ else { w[0]=1-(w[1]=t);m=3;return((a+d*t).length_squared()); }
+ }
+ return(-1);
+ }
+ static real_t projectorigin( const Vector3& a,
+ const Vector3& b,
+ const Vector3& c,
+ real_t* w,U& m)
+ {
+ static const U imd3[]={1,2,0};
+ const Vector3* vt[]={&a,&b,&c};
+ const Vector3 dl[]={a-b,b-c,c-a};
+ const Vector3 n=vec3_cross(dl[0],dl[1]);
+ const real_t l=n.length_squared();
+ if(l>GJK_SIMPLEX3_EPS)
+ {
+ real_t mindist=-1;
+ real_t subw[2] = { 0 , 0};
+ U subm = 0;
+ for(U i=0;i<3;++i)
+ {
+ if(vec3_dot(*vt[i],vec3_cross(dl[i],n))>0)
+ {
+ const U j=imd3[i];
+ const real_t subd(projectorigin(*vt[i],*vt[j],subw,subm));
+ if((mindist<0)||(subd<mindist))
+ {
+ mindist = subd;
+ m = static_cast<U>(((subm&1)?1<<i:0)+((subm&2)?1<<j:0));
+ w[i] = subw[0];
+ w[j] = subw[1];
+ w[imd3[j]] = 0;
+ }
+ }
+ }
+ if(mindist<0)
+ {
+ const real_t d=vec3_dot(a,n);
+ const real_t s=Math::sqrt(l);
+ const Vector3 p=n*(d/l);
+ mindist = p.length_squared();
+ m = 7;
+ w[0] = (vec3_cross(dl[1],b-p)).length()/s;
+ w[1] = (vec3_cross(dl[2],c-p)).length()/s;
+ w[2] = 1-(w[0]+w[1]);
+ }
+ return(mindist);
+ }
+ return(-1);
+ }
+ static real_t projectorigin( const Vector3& a,
+ const Vector3& b,
+ const Vector3& c,
+ const Vector3& d,
+ real_t* w,U& m)
+ {
+ static const U imd3[]={1,2,0};
+ const Vector3* vt[]={&a,&b,&c,&d};
+ const Vector3 dl[]={a-d,b-d,c-d};
+ const real_t vl=det(dl[0],dl[1],dl[2]);
+ const bool ng=(vl*vec3_dot(a,vec3_cross(b-c,a-b)))<=0;
+ if(ng&&(Math::abs(vl)>GJK_SIMPLEX4_EPS))
+ {
+ real_t mindist=-1;
+ real_t subw[3] = {0.f, 0.f, 0.f};
+ U subm=0;
+ for(U i=0;i<3;++i)
+ {
+ const U j=imd3[i];
+ const real_t s=vl*vec3_dot(d,vec3_cross(dl[i],dl[j]));
+ if(s>0)
+ {
+ const real_t subd=projectorigin(*vt[i],*vt[j],d,subw,subm);
+ if((mindist<0)||(subd<mindist))
+ {
+ mindist = subd;
+ m = static_cast<U>((subm&1?1<<i:0)+
+ (subm&2?1<<j:0)+
+ (subm&4?8:0));
+ w[i] = subw[0];
+ w[j] = subw[1];
+ w[imd3[j]] = 0;
+ w[3] = subw[2];
+ }
+ }
+ }
+ if(mindist<0)
+ {
+ mindist = 0;
+ m = 15;
+ w[0] = det(c,b,d)/vl;
+ w[1] = det(a,c,d)/vl;
+ w[2] = det(b,a,d)/vl;
+ w[3] = 1-(w[0]+w[1]+w[2]);
+ }
+ return(mindist);
+ }
+ return(-1);
+ }
+};
+
+ // EPA
+ struct EPA
+ {
+ /* Types */
+ typedef GJK::sSV sSV;
+ struct sFace
+ {
+ Vector3 n;
+ real_t d = 0.0f;
+ sSV* c[3];
+ sFace* f[3];
+ sFace* l[2];
+ U1 e[3];
+ U1 pass = 0;
+ };
+ struct sList
+ {
+ sFace* root = nullptr;
+ U count = 0;
+ sList() {}
+ };
+ struct sHorizon
+ {
+ sFace* cf = nullptr;
+ sFace* ff = nullptr;
+ U nf = 0;
+ sHorizon() {}
+ };
+ struct eStatus { enum _ {
+ Valid,
+ Touching,
+ Degenerated,
+ NonConvex,
+ InvalidHull,
+ OutOfFaces,
+ OutOfVertices,
+ AccuraryReached,
+ FallBack,
+ Failed };};
+ /* Fields */
+ eStatus::_ m_status;
+ GJK::sSimplex m_result;
+ Vector3 m_normal;
+ real_t m_depth = 0.0f;
+ sSV m_sv_store[EPA_MAX_VERTICES];
+ sFace m_fc_store[EPA_MAX_FACES];
+ U m_nextsv = 0;
+ sList m_hull;
+ sList m_stock;
+ /* Methods */
+ EPA()
+ {
+ Initialize();
+ }
+
+
+ static inline void bind(sFace* fa,U ea,sFace* fb,U eb)
+ {
+ fa->e[ea]=(U1)eb;fa->f[ea]=fb;
+ fb->e[eb]=(U1)ea;fb->f[eb]=fa;
+ }
+ static inline void append(sList& list,sFace* face)
+ {
+ face->l[0] = nullptr;
+ face->l[1] = list.root;
+ if(list.root) { list.root->l[0]=face;
+}
+ list.root = face;
+ ++list.count;
+ }
+ static inline void remove(sList& list,sFace* face)
+ {
+ if(face->l[1]) { face->l[1]->l[0]=face->l[0];
+}
+ if(face->l[0]) { face->l[0]->l[1]=face->l[1];
+}
+ if(face==list.root) { list.root=face->l[1];
+}
+ --list.count;
+ }
+
+
+ void Initialize()
+ {
+ m_status = eStatus::Failed;
+ m_normal = Vector3(0,0,0);
+ m_depth = 0;
+ m_nextsv = 0;
+ for(U i=0;i<EPA_MAX_FACES;++i)
+ {
+ append(m_stock,&m_fc_store[EPA_MAX_FACES-i-1]);
+ }
+ }
+ eStatus::_ Evaluate(GJK& gjk,const Vector3& guess)
+ {
+ GJK::sSimplex& simplex=*gjk.m_simplex;
+ if((simplex.rank>1)&&gjk.EncloseOrigin())
+ {
+ /* Clean up */
+ while(m_hull.root)
+ {
+ sFace* f = m_hull.root;
+ remove(m_hull,f);
+ append(m_stock,f);
+ }
+ m_status = eStatus::Valid;
+ m_nextsv = 0;
+ /* Orient simplex */
+ if(gjk.det( simplex.c[0]->w-simplex.c[3]->w,
+ simplex.c[1]->w-simplex.c[3]->w,
+ simplex.c[2]->w-simplex.c[3]->w)<0)
+ {
+ SWAP(simplex.c[0],simplex.c[1]);
+ SWAP(simplex.p[0],simplex.p[1]);
+ }
+ /* Build initial hull */
+ sFace* tetra[]={newface(simplex.c[0],simplex.c[1],simplex.c[2],true),
+ newface(simplex.c[1],simplex.c[0],simplex.c[3],true),
+ newface(simplex.c[2],simplex.c[1],simplex.c[3],true),
+ newface(simplex.c[0],simplex.c[2],simplex.c[3],true)};
+ if(m_hull.count==4)
+ {
+ sFace* best=findbest();
+ sFace outer=*best;
+ U pass=0;
+ U iterations=0;
+ bind(tetra[0],0,tetra[1],0);
+ bind(tetra[0],1,tetra[2],0);
+ bind(tetra[0],2,tetra[3],0);
+ bind(tetra[1],1,tetra[3],2);
+ bind(tetra[1],2,tetra[2],1);
+ bind(tetra[2],2,tetra[3],1);
+ m_status=eStatus::Valid;
+ for(;iterations<EPA_MAX_ITERATIONS;++iterations)
+ {
+ if(m_nextsv<EPA_MAX_VERTICES)
+ {
+ sHorizon horizon;
+ sSV* w=&m_sv_store[m_nextsv++];
+ bool valid=true;
+ best->pass = (U1)(++pass);
+ gjk.getsupport(best->n,*w);
+ const real_t wdist=vec3_dot(best->n,w->w)-best->d;
+ if(wdist>EPA_ACCURACY)
+ {
+ for(U j=0;(j<3)&&valid;++j)
+ {
+ valid&=expand( pass,w,
+ best->f[j],best->e[j],
+ horizon);
+ }
+ if(valid&&(horizon.nf>=3))
+ {
+ bind(horizon.cf,1,horizon.ff,2);
+ remove(m_hull,best);
+ append(m_stock,best);
+ best=findbest();
+ outer=*best;
+ } else { m_status=eStatus::InvalidHull;break; }
+ } else { m_status=eStatus::AccuraryReached;break; }
+ } else { m_status=eStatus::OutOfVertices;break; }
+ }
+ const Vector3 projection=outer.n*outer.d;
+ m_normal = outer.n;
+ m_depth = outer.d;
+ m_result.rank = 3;
+ m_result.c[0] = outer.c[0];
+ m_result.c[1] = outer.c[1];
+ m_result.c[2] = outer.c[2];
+ m_result.p[0] = vec3_cross( outer.c[1]->w-projection,
+ outer.c[2]->w-projection).length();
+ m_result.p[1] = vec3_cross( outer.c[2]->w-projection,
+ outer.c[0]->w-projection).length();
+ m_result.p[2] = vec3_cross( outer.c[0]->w-projection,
+ outer.c[1]->w-projection).length();
+ const real_t sum=m_result.p[0]+m_result.p[1]+m_result.p[2];
+ m_result.p[0] /= sum;
+ m_result.p[1] /= sum;
+ m_result.p[2] /= sum;
+ return(m_status);
+ }
+ }
+ /* Fallback */
+ m_status = eStatus::FallBack;
+ m_normal = -guess;
+ const real_t nl = m_normal.length();
+ if (nl > 0) {
+ m_normal = m_normal/nl;
+ } else {
+ m_normal = Vector3(1,0,0);
+ }
+ m_depth = 0;
+ m_result.rank=1;
+ m_result.c[0]=simplex.c[0];
+ m_result.p[0]=1;
+ return(m_status);
+ }
+
+ bool getedgedist(sFace* face, sSV* a, sSV* b, real_t& dist)
+ {
+ const Vector3 ba = b->w - a->w;
+ const Vector3 n_ab = vec3_cross(ba, face->n); // Outward facing edge normal direction, on triangle plane
+ const real_t a_dot_nab = vec3_dot(a->w, n_ab); // Only care about the sign to determine inside/outside, so not normalization required
+
+ if (a_dot_nab < 0) {
+ // Outside of edge a->b
+ const real_t ba_l2 = ba.length_squared();
+ const real_t a_dot_ba = vec3_dot(a->w, ba);
+ const real_t b_dot_ba = vec3_dot(b->w, ba);
+
+ if (a_dot_ba > 0) {
+ // Pick distance vertex a
+ dist = a->w.length();
+ } else if (b_dot_ba < 0) {
+ // Pick distance vertex b
+ dist = b->w.length();
+ } else {
+ // Pick distance to edge a->b
+ const real_t a_dot_b = vec3_dot(a->w, b->w);
+ dist = Math::sqrt(MAX((a->w.length_squared() * b->w.length_squared() - a_dot_b * a_dot_b) / ba_l2, 0.0));
+ }
+
+ return true;
+ }
+
+ return false;
+ }
+
+ sFace* newface(sSV* a,sSV* b,sSV* c,bool forced)
+ {
+ if (m_stock.root) {
+ sFace* face=m_stock.root;
+ remove(m_stock,face);
+ append(m_hull,face);
+ face->pass = 0;
+ face->c[0] = a;
+ face->c[1] = b;
+ face->c[2] = c;
+ face->n = vec3_cross(b->w-a->w,c->w-a->w);
+ const real_t l=face->n.length();
+ const bool v=l>EPA_ACCURACY;
+ if (v) {
+ if (!(getedgedist(face, a, b, face->d) ||
+ getedgedist(face, b, c, face->d) ||
+ getedgedist(face, c, a, face->d))) {
+ // Origin projects to the interior of the triangle
+ // Use distance to triangle plane
+ face->d = vec3_dot(a->w, face->n) / l;
+ }
+ face->n /= l;
+ if (forced||(face->d>=-EPA_PLANE_EPS)) {
+ return(face);
+ } else {
+ m_status=eStatus::NonConvex;
+ }
+ } else {
+ m_status=eStatus::Degenerated;
+ }
+ remove(m_hull,face);
+ append(m_stock,face);
+ return(nullptr);
+ }
+ // -- GODOT start --
+ //m_status=m_stock.root?eStatus::OutOfVertices:eStatus::OutOfFaces;
+ m_status=eStatus::OutOfFaces;
+ // -- GODOT end --
+ return(nullptr);
+ }
+ sFace* findbest()
+ {
+ sFace* minf=m_hull.root;
+ real_t mind=minf->d*minf->d;
+ for(sFace* f=minf->l[1];f;f=f->l[1])
+ {
+ const real_t sqd=f->d*f->d;
+ if(sqd<mind)
+ {
+ minf=f;
+ mind=sqd;
+ }
+ }
+ return(minf);
+ }
+ bool expand(U pass,sSV* w,sFace* f,U e,sHorizon& horizon)
+ {
+ static const U i1m3[]={1,2,0};
+ static const U i2m3[]={2,0,1};
+ if(f->pass!=pass)
+ {
+ const U e1=i1m3[e];
+ if((vec3_dot(f->n,w->w)-f->d)<-EPA_PLANE_EPS)
+ {
+ sFace* nf=newface(f->c[e1],f->c[e],w,false);
+ if(nf)
+ {
+ bind(nf,0,f,e);
+ if(horizon.cf) { bind(horizon.cf,1,nf,2); } else { horizon.ff=nf;
+}
+ horizon.cf=nf;
+ ++horizon.nf;
+ return(true);
+ }
+ }
+ else
+ {
+ const U e2=i2m3[e];
+ f->pass = (U1)pass;
+ if( expand(pass,w,f->f[e1],f->e[e1],horizon)&&
+ expand(pass,w,f->f[e2],f->e[e2],horizon))
+ {
+ remove(m_hull,f);
+ append(m_stock,f);
+ return(true);
+ }
+ }
+ }
+ return(false);
+ }
+
+ };
+
+ //
+ static void Initialize( const GodotShape3D* shape0, const Transform3D& wtrs0, real_t margin0,
+ const GodotShape3D* shape1, const Transform3D& wtrs1, real_t margin1,
+ sResults& results,
+ tShape& shape)
+ {
+ /* Results */
+ results.witnesses[0] = Vector3(0,0,0);
+ results.witnesses[1] = Vector3(0,0,0);
+ results.status = sResults::Separated;
+ /* Shape */
+ shape.Initialize(shape0, wtrs0, margin0, shape1, wtrs1, margin1);
+ }
+
+
+
+//
+// Api
+//
+
+//
+
+//
+bool Distance( const GodotShape3D* shape0,
+ const Transform3D& wtrs0,
+ real_t margin0,
+ const GodotShape3D* shape1,
+ const Transform3D& wtrs1,
+ real_t margin1,
+ const Vector3& guess,
+ sResults& results)
+{
+ tShape shape;
+ Initialize(shape0, wtrs0, margin0, shape1, wtrs1, margin1, results, shape);
+ GJK gjk;
+ GJK::eStatus::_ gjk_status=gjk.Evaluate(shape,guess);
+ if(gjk_status==GJK::eStatus::Valid)
+ {
+ Vector3 w0=Vector3(0,0,0);
+ Vector3 w1=Vector3(0,0,0);
+ for(U i=0;i<gjk.m_simplex->rank;++i)
+ {
+ const real_t p=gjk.m_simplex->p[i];
+ w0+=shape.Support( gjk.m_simplex->c[i]->d,0)*p;
+ w1+=shape.Support(-gjk.m_simplex->c[i]->d,1)*p;
+ }
+ results.witnesses[0] = w0;
+ results.witnesses[1] = w1;
+ results.normal = w0-w1;
+ results.distance = results.normal.length();
+ results.normal /= results.distance>GJK_MIN_DISTANCE?results.distance:1;
+ return(true);
+ }
+ else
+ {
+ results.status = gjk_status==GJK::eStatus::Inside?
+ sResults::Penetrating :
+ sResults::GJK_Failed;
+ return(false);
+ }
+}
+
+
+//
+bool Penetration( const GodotShape3D* shape0,
+ const Transform3D& wtrs0,
+ real_t margin0,
+ const GodotShape3D* shape1,
+ const Transform3D& wtrs1,
+ real_t margin1,
+ const Vector3& guess,
+ sResults& results
+ )
+{
+ tShape shape;
+ Initialize(shape0, wtrs0, margin0, shape1, wtrs1, margin1, results, shape);
+ GJK gjk;
+ GJK::eStatus::_ gjk_status=gjk.Evaluate(shape,-guess);
+ switch(gjk_status)
+ {
+ case GJK::eStatus::Inside:
+ {
+ EPA epa;
+ EPA::eStatus::_ epa_status=epa.Evaluate(gjk,-guess);
+ if(epa_status!=EPA::eStatus::Failed)
+ {
+ Vector3 w0=Vector3(0,0,0);
+ for(U i=0;i<epa.m_result.rank;++i)
+ {
+ w0+=shape.Support(epa.m_result.c[i]->d,0)*epa.m_result.p[i];
+ }
+ results.status = sResults::Penetrating;
+ results.witnesses[0] = w0;
+ results.witnesses[1] = w0-epa.m_normal*epa.m_depth;
+ results.normal = -epa.m_normal;
+ results.distance = -epa.m_depth;
+ return(true);
+ } else { results.status=sResults::EPA_Failed;
+}
+ }
+ break;
+ case GJK::eStatus::Failed:
+ results.status=sResults::GJK_Failed;
+ break;
+ default: {}
+ }
+ return(false);
+}
+
+
+
+/* Symbols cleanup */
+
+#undef GJK_MAX_ITERATIONS
+#undef GJK_ACCURARY
+#undef GJK_MIN_DISTANCE
+#undef GJK_DUPLICATED_EPS
+#undef GJK_SIMPLEX2_EPS
+#undef GJK_SIMPLEX3_EPS
+#undef GJK_SIMPLEX4_EPS
+
+#undef EPA_MAX_VERTICES
+#undef EPA_MAX_FACES
+#undef EPA_MAX_ITERATIONS
+#undef EPA_ACCURACY
+#undef EPA_FALLBACK
+#undef EPA_PLANE_EPS
+#undef EPA_INSIDE_EPS
+} // end of namespace
+
+/* clang-format on */
+
+bool gjk_epa_calculate_distance(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_result_A, Vector3 &r_result_B) {
+ GjkEpa2::sResults res;
+
+ if (GjkEpa2::Distance(p_shape_A, p_transform_A, 0.0, p_shape_B, p_transform_B, 0.0, p_transform_B.origin - p_transform_A.origin, res)) {
+ r_result_A = res.witnesses[0];
+ r_result_B = res.witnesses[1];
+ return true;
+ }
+
+ return false;
+}
+
+bool gjk_epa_calculate_penetration(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, GodotCollisionSolver3D::CallbackResult p_result_callback, void *p_userdata, bool p_swap, real_t p_margin_A, real_t p_margin_B) {
+ GjkEpa2::sResults res;
+
+ if (GjkEpa2::Penetration(p_shape_A, p_transform_A, p_margin_A, p_shape_B, p_transform_B, p_margin_B, p_transform_B.origin - p_transform_A.origin, res)) {
+ if (p_result_callback) {
+ if (p_swap) {
+ Vector3 normal = (res.witnesses[1] - res.witnesses[0]).normalized();
+ p_result_callback(res.witnesses[1], 0, res.witnesses[0], 0, normal, p_userdata);
+ } else {
+ Vector3 normal = (res.witnesses[0] - res.witnesses[1]).normalized();
+ p_result_callback(res.witnesses[0], 0, res.witnesses[1], 0, normal, p_userdata);
+ }
+ }
+ return true;
+ }
+
+ return false;
+}
diff --git a/modules/godot_physics_3d/gjk_epa.h b/modules/godot_physics_3d/gjk_epa.h
new file mode 100644
index 0000000000..48fda9969f
--- /dev/null
+++ b/modules/godot_physics_3d/gjk_epa.h
@@ -0,0 +1,40 @@
+/**************************************************************************/
+/* gjk_epa.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef GJK_EPA_H
+#define GJK_EPA_H
+
+#include "godot_collision_solver_3d.h"
+#include "godot_shape_3d.h"
+
+bool gjk_epa_calculate_penetration(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, GodotCollisionSolver3D::CallbackResult p_result_callback, void *p_userdata, bool p_swap = false, real_t p_margin_A = 0.0, real_t p_margin_B = 0.0);
+bool gjk_epa_calculate_distance(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_result_A, Vector3 &r_result_B);
+
+#endif // GJK_EPA_H
diff --git a/modules/godot_physics_3d/godot_area_3d.cpp b/modules/godot_physics_3d/godot_area_3d.cpp
new file mode 100644
index 0000000000..d0b287b058
--- /dev/null
+++ b/modules/godot_physics_3d/godot_area_3d.cpp
@@ -0,0 +1,346 @@
+/**************************************************************************/
+/* godot_area_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#include "godot_area_3d.h"
+
+#include "godot_body_3d.h"
+#include "godot_soft_body_3d.h"
+#include "godot_space_3d.h"
+
+GodotArea3D::BodyKey::BodyKey(GodotSoftBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
+ rid = p_body->get_self();
+ instance_id = p_body->get_instance_id();
+ body_shape = p_body_shape;
+ area_shape = p_area_shape;
+}
+
+GodotArea3D::BodyKey::BodyKey(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
+ rid = p_body->get_self();
+ instance_id = p_body->get_instance_id();
+ body_shape = p_body_shape;
+ area_shape = p_area_shape;
+}
+
+GodotArea3D::BodyKey::BodyKey(GodotArea3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
+ rid = p_body->get_self();
+ instance_id = p_body->get_instance_id();
+ body_shape = p_body_shape;
+ area_shape = p_area_shape;
+}
+
+void GodotArea3D::_shapes_changed() {
+ if (!moved_list.in_list() && get_space()) {
+ get_space()->area_add_to_moved_list(&moved_list);
+ }
+}
+
+void GodotArea3D::set_transform(const Transform3D &p_transform) {
+ if (!moved_list.in_list() && get_space()) {
+ get_space()->area_add_to_moved_list(&moved_list);
+ }
+
+ _set_transform(p_transform);
+ _set_inv_transform(p_transform.affine_inverse());
+}
+
+void GodotArea3D::set_space(GodotSpace3D *p_space) {
+ if (get_space()) {
+ if (monitor_query_list.in_list()) {
+ get_space()->area_remove_from_monitor_query_list(&monitor_query_list);
+ }
+ if (moved_list.in_list()) {
+ get_space()->area_remove_from_moved_list(&moved_list);
+ }
+ }
+
+ monitored_bodies.clear();
+ monitored_areas.clear();
+
+ _set_space(p_space);
+}
+
+void GodotArea3D::set_monitor_callback(const Callable &p_callback) {
+ _unregister_shapes();
+
+ monitor_callback = p_callback;
+
+ monitored_bodies.clear();
+ monitored_areas.clear();
+
+ _shape_changed();
+
+ if (!moved_list.in_list() && get_space()) {
+ get_space()->area_add_to_moved_list(&moved_list);
+ }
+}
+
+void GodotArea3D::set_area_monitor_callback(const Callable &p_callback) {
+ _unregister_shapes();
+
+ area_monitor_callback = p_callback;
+
+ monitored_bodies.clear();
+ monitored_areas.clear();
+
+ _shape_changed();
+
+ if (!moved_list.in_list() && get_space()) {
+ get_space()->area_add_to_moved_list(&moved_list);
+ }
+}
+
+void GodotArea3D::_set_space_override_mode(PhysicsServer3D::AreaSpaceOverrideMode &r_mode, PhysicsServer3D::AreaSpaceOverrideMode p_new_mode) {
+ bool do_override = p_new_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED;
+ if (do_override == (r_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED)) {
+ return;
+ }
+ _unregister_shapes();
+ r_mode = p_new_mode;
+ _shape_changed();
+}
+
+void GodotArea3D::set_param(PhysicsServer3D::AreaParameter p_param, const Variant &p_value) {
+ switch (p_param) {
+ case PhysicsServer3D::AREA_PARAM_GRAVITY_OVERRIDE_MODE:
+ _set_space_override_mode(gravity_override_mode, (PhysicsServer3D::AreaSpaceOverrideMode)(int)p_value);
+ break;
+ case PhysicsServer3D::AREA_PARAM_GRAVITY:
+ gravity = p_value;
+ break;
+ case PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR:
+ gravity_vector = p_value;
+ break;
+ case PhysicsServer3D::AREA_PARAM_GRAVITY_IS_POINT:
+ gravity_is_point = p_value;
+ break;
+ case PhysicsServer3D::AREA_PARAM_GRAVITY_POINT_UNIT_DISTANCE:
+ gravity_point_unit_distance = p_value;
+ break;
+ case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE:
+ _set_space_override_mode(linear_damping_override_mode, (PhysicsServer3D::AreaSpaceOverrideMode)(int)p_value);
+ break;
+ case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP:
+ linear_damp = p_value;
+ break;
+ case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE:
+ _set_space_override_mode(angular_damping_override_mode, (PhysicsServer3D::AreaSpaceOverrideMode)(int)p_value);
+ break;
+ case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP:
+ angular_damp = p_value;
+ break;
+ case PhysicsServer3D::AREA_PARAM_PRIORITY:
+ priority = p_value;
+ break;
+ case PhysicsServer3D::AREA_PARAM_WIND_FORCE_MAGNITUDE:
+ ERR_FAIL_COND_MSG(wind_force_magnitude < 0, "Wind force magnitude must be a non-negative real number, but a negative number was specified.");
+ wind_force_magnitude = p_value;
+ break;
+ case PhysicsServer3D::AREA_PARAM_WIND_SOURCE:
+ wind_source = p_value;
+ break;
+ case PhysicsServer3D::AREA_PARAM_WIND_DIRECTION:
+ wind_direction = p_value;
+ break;
+ case PhysicsServer3D::AREA_PARAM_WIND_ATTENUATION_FACTOR:
+ ERR_FAIL_COND_MSG(wind_attenuation_factor < 0, "Wind attenuation factor must be a non-negative real number, but a negative number was specified.");
+ wind_attenuation_factor = p_value;
+ break;
+ }
+}
+
+Variant GodotArea3D::get_param(PhysicsServer3D::AreaParameter p_param) const {
+ switch (p_param) {
+ case PhysicsServer3D::AREA_PARAM_GRAVITY_OVERRIDE_MODE:
+ return gravity_override_mode;
+ case PhysicsServer3D::AREA_PARAM_GRAVITY:
+ return gravity;
+ case PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR:
+ return gravity_vector;
+ case PhysicsServer3D::AREA_PARAM_GRAVITY_IS_POINT:
+ return gravity_is_point;
+ case PhysicsServer3D::AREA_PARAM_GRAVITY_POINT_UNIT_DISTANCE:
+ return gravity_point_unit_distance;
+ case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE:
+ return linear_damping_override_mode;
+ case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP:
+ return linear_damp;
+ case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE:
+ return angular_damping_override_mode;
+ case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP:
+ return angular_damp;
+ case PhysicsServer3D::AREA_PARAM_PRIORITY:
+ return priority;
+ case PhysicsServer3D::AREA_PARAM_WIND_FORCE_MAGNITUDE:
+ return wind_force_magnitude;
+ case PhysicsServer3D::AREA_PARAM_WIND_SOURCE:
+ return wind_source;
+ case PhysicsServer3D::AREA_PARAM_WIND_DIRECTION:
+ return wind_direction;
+ case PhysicsServer3D::AREA_PARAM_WIND_ATTENUATION_FACTOR:
+ return wind_attenuation_factor;
+ }
+
+ return Variant();
+}
+
+void GodotArea3D::_queue_monitor_update() {
+ ERR_FAIL_NULL(get_space());
+
+ if (!monitor_query_list.in_list()) {
+ get_space()->area_add_to_monitor_query_list(&monitor_query_list);
+ }
+}
+
+void GodotArea3D::set_monitorable(bool p_monitorable) {
+ if (monitorable == p_monitorable) {
+ return;
+ }
+
+ monitorable = p_monitorable;
+ _set_static(!monitorable);
+ _shapes_changed();
+}
+
+void GodotArea3D::call_queries() {
+ if (!monitor_callback.is_null() && !monitored_bodies.is_empty()) {
+ if (monitor_callback.is_valid()) {
+ Variant res[5];
+ Variant *resptr[5];
+ for (int i = 0; i < 5; i++) {
+ resptr[i] = &res[i];
+ }
+
+ for (HashMap<BodyKey, BodyState, BodyKey>::Iterator E = monitored_bodies.begin(); E;) {
+ if (E->value.state == 0) { // Nothing happened
+ HashMap<BodyKey, BodyState, BodyKey>::Iterator next = E;
+ ++next;
+ monitored_bodies.remove(E);
+ E = next;
+ continue;
+ }
+
+ res[0] = E->value.state > 0 ? PhysicsServer3D::AREA_BODY_ADDED : PhysicsServer3D::AREA_BODY_REMOVED;
+ res[1] = E->key.rid;
+ res[2] = E->key.instance_id;
+ res[3] = E->key.body_shape;
+ res[4] = E->key.area_shape;
+
+ HashMap<BodyKey, BodyState, BodyKey>::Iterator next = E;
+ ++next;
+ monitored_bodies.remove(E);
+ E = next;
+
+ Callable::CallError ce;
+ Variant ret;
+ monitor_callback.callp((const Variant **)resptr, 5, ret, ce);
+
+ if (ce.error != Callable::CallError::CALL_OK) {
+ ERR_PRINT_ONCE("Error calling monitor callback method " + Variant::get_callable_error_text(monitor_callback, (const Variant **)resptr, 5, ce));
+ }
+ }
+ } else {
+ monitored_bodies.clear();
+ monitor_callback = Callable();
+ }
+ }
+
+ if (!area_monitor_callback.is_null() && !monitored_areas.is_empty()) {
+ if (area_monitor_callback.is_valid()) {
+ Variant res[5];
+ Variant *resptr[5];
+ for (int i = 0; i < 5; i++) {
+ resptr[i] = &res[i];
+ }
+
+ for (HashMap<BodyKey, BodyState, BodyKey>::Iterator E = monitored_areas.begin(); E;) {
+ if (E->value.state == 0) { // Nothing happened
+ HashMap<BodyKey, BodyState, BodyKey>::Iterator next = E;
+ ++next;
+ monitored_areas.remove(E);
+ E = next;
+ continue;
+ }
+
+ res[0] = E->value.state > 0 ? PhysicsServer3D::AREA_BODY_ADDED : PhysicsServer3D::AREA_BODY_REMOVED;
+ res[1] = E->key.rid;
+ res[2] = E->key.instance_id;
+ res[3] = E->key.body_shape;
+ res[4] = E->key.area_shape;
+
+ HashMap<BodyKey, BodyState, BodyKey>::Iterator next = E;
+ ++next;
+ monitored_areas.remove(E);
+ E = next;
+
+ Callable::CallError ce;
+ Variant ret;
+ area_monitor_callback.callp((const Variant **)resptr, 5, ret, ce);
+
+ if (ce.error != Callable::CallError::CALL_OK) {
+ ERR_PRINT_ONCE("Error calling area monitor callback method " + Variant::get_callable_error_text(area_monitor_callback, (const Variant **)resptr, 5, ce));
+ }
+ }
+ } else {
+ monitored_areas.clear();
+ area_monitor_callback = Callable();
+ }
+ }
+}
+
+void GodotArea3D::compute_gravity(const Vector3 &p_position, Vector3 &r_gravity) const {
+ if (is_gravity_point()) {
+ const real_t gr_unit_dist = get_gravity_point_unit_distance();
+ Vector3 v = get_transform().xform(get_gravity_vector()) - p_position;
+ if (gr_unit_dist > 0) {
+ const real_t v_length_sq = v.length_squared();
+ if (v_length_sq > 0) {
+ const real_t gravity_strength = get_gravity() * gr_unit_dist * gr_unit_dist / v_length_sq;
+ r_gravity = v.normalized() * gravity_strength;
+ } else {
+ r_gravity = Vector3();
+ }
+ } else {
+ r_gravity = v.normalized() * get_gravity();
+ }
+ } else {
+ r_gravity = get_gravity_vector() * get_gravity();
+ }
+}
+
+GodotArea3D::GodotArea3D() :
+ GodotCollisionObject3D(TYPE_AREA),
+ monitor_query_list(this),
+ moved_list(this) {
+ _set_static(true); //areas are never active
+ set_ray_pickable(false);
+}
+
+GodotArea3D::~GodotArea3D() {
+}
diff --git a/modules/godot_physics_3d/godot_area_3d.h b/modules/godot_physics_3d/godot_area_3d.h
new file mode 100644
index 0000000000..2c1a782630
--- /dev/null
+++ b/modules/godot_physics_3d/godot_area_3d.h
@@ -0,0 +1,240 @@
+/**************************************************************************/
+/* godot_area_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef GODOT_AREA_3D_H
+#define GODOT_AREA_3D_H
+
+#include "godot_collision_object_3d.h"
+
+#include "core/templates/self_list.h"
+#include "servers/physics_server_3d.h"
+
+class GodotSpace3D;
+class GodotBody3D;
+class GodotSoftBody3D;
+class GodotConstraint3D;
+
+class GodotArea3D : public GodotCollisionObject3D {
+ PhysicsServer3D::AreaSpaceOverrideMode gravity_override_mode = PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED;
+ PhysicsServer3D::AreaSpaceOverrideMode linear_damping_override_mode = PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED;
+ PhysicsServer3D::AreaSpaceOverrideMode angular_damping_override_mode = PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED;
+
+ real_t gravity = 9.80665;
+ Vector3 gravity_vector = Vector3(0, -1, 0);
+ bool gravity_is_point = false;
+ real_t gravity_point_unit_distance = 0.0;
+ real_t linear_damp = 0.1;
+ real_t angular_damp = 0.1;
+ real_t wind_force_magnitude = 0.0;
+ real_t wind_attenuation_factor = 0.0;
+ Vector3 wind_source;
+ Vector3 wind_direction;
+ int priority = 0;
+ bool monitorable = false;
+
+ Callable monitor_callback;
+ Callable area_monitor_callback;
+
+ SelfList<GodotArea3D> monitor_query_list;
+ SelfList<GodotArea3D> moved_list;
+
+ struct BodyKey {
+ RID rid;
+ ObjectID instance_id;
+ uint32_t body_shape = 0;
+ uint32_t area_shape = 0;
+
+ static uint32_t hash(const BodyKey &p_key) {
+ uint32_t h = hash_one_uint64(p_key.rid.get_id());
+ h = hash_murmur3_one_64(p_key.instance_id, h);
+ h = hash_murmur3_one_32(p_key.area_shape, h);
+ return hash_fmix32(hash_murmur3_one_32(p_key.body_shape, h));
+ }
+
+ _FORCE_INLINE_ bool operator==(const BodyKey &p_key) const {
+ return rid == p_key.rid && instance_id == p_key.instance_id && body_shape == p_key.body_shape && area_shape == p_key.area_shape;
+ }
+
+ _FORCE_INLINE_ BodyKey() {}
+ BodyKey(GodotSoftBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
+ BodyKey(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
+ BodyKey(GodotArea3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
+ };
+
+ struct BodyState {
+ int state = 0;
+ _FORCE_INLINE_ void inc() { state++; }
+ _FORCE_INLINE_ void dec() { state--; }
+ };
+
+ HashMap<BodyKey, BodyState, BodyKey> monitored_soft_bodies;
+ HashMap<BodyKey, BodyState, BodyKey> monitored_bodies;
+ HashMap<BodyKey, BodyState, BodyKey> monitored_areas;
+
+ HashSet<GodotConstraint3D *> constraints;
+
+ virtual void _shapes_changed() override;
+ void _queue_monitor_update();
+
+ void _set_space_override_mode(PhysicsServer3D::AreaSpaceOverrideMode &r_mode, PhysicsServer3D::AreaSpaceOverrideMode p_new_mode);
+
+public:
+ void set_monitor_callback(const Callable &p_callback);
+ _FORCE_INLINE_ bool has_monitor_callback() const { return monitor_callback.is_valid(); }
+
+ void set_area_monitor_callback(const Callable &p_callback);
+ _FORCE_INLINE_ bool has_area_monitor_callback() const { return area_monitor_callback.is_valid(); }
+
+ _FORCE_INLINE_ void add_body_to_query(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
+ _FORCE_INLINE_ void remove_body_from_query(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
+
+ _FORCE_INLINE_ void add_soft_body_to_query(GodotSoftBody3D *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape);
+ _FORCE_INLINE_ void remove_soft_body_from_query(GodotSoftBody3D *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape);
+
+ _FORCE_INLINE_ void add_area_to_query(GodotArea3D *p_area, uint32_t p_area_shape, uint32_t p_self_shape);
+ _FORCE_INLINE_ void remove_area_from_query(GodotArea3D *p_area, uint32_t p_area_shape, uint32_t p_self_shape);
+
+ void set_param(PhysicsServer3D::AreaParameter p_param, const Variant &p_value);
+ Variant get_param(PhysicsServer3D::AreaParameter p_param) const;
+
+ _FORCE_INLINE_ void set_gravity(real_t p_gravity) { gravity = p_gravity; }
+ _FORCE_INLINE_ real_t get_gravity() const { return gravity; }
+
+ _FORCE_INLINE_ void set_gravity_vector(const Vector3 &p_gravity) { gravity_vector = p_gravity; }
+ _FORCE_INLINE_ Vector3 get_gravity_vector() const { return gravity_vector; }
+
+ _FORCE_INLINE_ void set_gravity_as_point(bool p_enable) { gravity_is_point = p_enable; }
+ _FORCE_INLINE_ bool is_gravity_point() const { return gravity_is_point; }
+
+ _FORCE_INLINE_ void set_gravity_point_unit_distance(real_t scale) { gravity_point_unit_distance = scale; }
+ _FORCE_INLINE_ real_t get_gravity_point_unit_distance() const { return gravity_point_unit_distance; }
+
+ _FORCE_INLINE_ void set_linear_damp(real_t p_linear_damp) { linear_damp = p_linear_damp; }
+ _FORCE_INLINE_ real_t get_linear_damp() const { return linear_damp; }
+
+ _FORCE_INLINE_ void set_angular_damp(real_t p_angular_damp) { angular_damp = p_angular_damp; }
+ _FORCE_INLINE_ real_t get_angular_damp() const { return angular_damp; }
+
+ _FORCE_INLINE_ void set_priority(int p_priority) { priority = p_priority; }
+ _FORCE_INLINE_ int get_priority() const { return priority; }
+
+ _FORCE_INLINE_ void set_wind_force_magnitude(real_t p_wind_force_magnitude) { wind_force_magnitude = p_wind_force_magnitude; }
+ _FORCE_INLINE_ real_t get_wind_force_magnitude() const { return wind_force_magnitude; }
+
+ _FORCE_INLINE_ void set_wind_attenuation_factor(real_t p_wind_attenuation_factor) { wind_attenuation_factor = p_wind_attenuation_factor; }
+ _FORCE_INLINE_ real_t get_wind_attenuation_factor() const { return wind_attenuation_factor; }
+
+ _FORCE_INLINE_ void set_wind_source(const Vector3 &p_wind_source) { wind_source = p_wind_source; }
+ _FORCE_INLINE_ const Vector3 &get_wind_source() const { return wind_source; }
+
+ _FORCE_INLINE_ void set_wind_direction(const Vector3 &p_wind_direction) { wind_direction = p_wind_direction; }
+ _FORCE_INLINE_ const Vector3 &get_wind_direction() const { return wind_direction; }
+
+ _FORCE_INLINE_ void add_constraint(GodotConstraint3D *p_constraint) { constraints.insert(p_constraint); }
+ _FORCE_INLINE_ void remove_constraint(GodotConstraint3D *p_constraint) { constraints.erase(p_constraint); }
+ _FORCE_INLINE_ const HashSet<GodotConstraint3D *> &get_constraints() const { return constraints; }
+ _FORCE_INLINE_ void clear_constraints() { constraints.clear(); }
+
+ void set_monitorable(bool p_monitorable);
+ _FORCE_INLINE_ bool is_monitorable() const { return monitorable; }
+
+ void set_transform(const Transform3D &p_transform);
+
+ void set_space(GodotSpace3D *p_space) override;
+
+ void call_queries();
+
+ void compute_gravity(const Vector3 &p_position, Vector3 &r_gravity) const;
+
+ GodotArea3D();
+ ~GodotArea3D();
+};
+
+void GodotArea3D::add_soft_body_to_query(GodotSoftBody3D *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape) {
+ BodyKey bk(p_soft_body, p_soft_body_shape, p_area_shape);
+ monitored_soft_bodies[bk].inc();
+ if (!monitor_query_list.in_list()) {
+ _queue_monitor_update();
+ }
+}
+
+void GodotArea3D::remove_soft_body_from_query(GodotSoftBody3D *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape) {
+ BodyKey bk(p_soft_body, p_soft_body_shape, p_area_shape);
+ monitored_soft_bodies[bk].dec();
+ if (get_space() && !monitor_query_list.in_list()) {
+ _queue_monitor_update();
+ }
+}
+
+void GodotArea3D::add_body_to_query(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
+ BodyKey bk(p_body, p_body_shape, p_area_shape);
+ monitored_bodies[bk].inc();
+ if (!monitor_query_list.in_list()) {
+ _queue_monitor_update();
+ }
+}
+
+void GodotArea3D::remove_body_from_query(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
+ BodyKey bk(p_body, p_body_shape, p_area_shape);
+ monitored_bodies[bk].dec();
+ if (get_space() && !monitor_query_list.in_list()) {
+ _queue_monitor_update();
+ }
+}
+
+void GodotArea3D::add_area_to_query(GodotArea3D *p_area, uint32_t p_area_shape, uint32_t p_self_shape) {
+ BodyKey bk(p_area, p_area_shape, p_self_shape);
+ monitored_areas[bk].inc();
+ if (!monitor_query_list.in_list()) {
+ _queue_monitor_update();
+ }
+}
+
+void GodotArea3D::remove_area_from_query(GodotArea3D *p_area, uint32_t p_area_shape, uint32_t p_self_shape) {
+ BodyKey bk(p_area, p_area_shape, p_self_shape);
+ monitored_areas[bk].dec();
+ if (get_space() && !monitor_query_list.in_list()) {
+ _queue_monitor_update();
+ }
+}
+
+struct AreaCMP {
+ GodotArea3D *area = nullptr;
+ int refCount = 0;
+ _FORCE_INLINE_ bool operator==(const AreaCMP &p_cmp) const { return area->get_self() == p_cmp.area->get_self(); }
+ _FORCE_INLINE_ bool operator<(const AreaCMP &p_cmp) const { return area->get_priority() < p_cmp.area->get_priority(); }
+ _FORCE_INLINE_ AreaCMP() {}
+ _FORCE_INLINE_ AreaCMP(GodotArea3D *p_area) {
+ area = p_area;
+ refCount = 1;
+ }
+};
+
+#endif // GODOT_AREA_3D_H
diff --git a/modules/godot_physics_3d/godot_area_pair_3d.cpp b/modules/godot_physics_3d/godot_area_pair_3d.cpp
new file mode 100644
index 0000000000..aaa96f5a28
--- /dev/null
+++ b/modules/godot_physics_3d/godot_area_pair_3d.cpp
@@ -0,0 +1,294 @@
+/**************************************************************************/
+/* godot_area_pair_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#include "godot_area_pair_3d.h"
+
+#include "godot_collision_solver_3d.h"
+
+bool GodotAreaPair3D::setup(real_t p_step) {
+ bool result = false;
+ if (area->collides_with(body) && GodotCollisionSolver3D::solve_static(body->get_shape(body_shape), body->get_transform() * body->get_shape_transform(body_shape), area->get_shape(area_shape), area->get_transform() * area->get_shape_transform(area_shape), nullptr, this)) {
+ result = true;
+ }
+
+ process_collision = false;
+ has_space_override = false;
+ if (result != colliding) {
+ if ((int)area->get_param(PhysicsServer3D::AREA_PARAM_GRAVITY_OVERRIDE_MODE) != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
+ has_space_override = true;
+ } else if ((int)area->get_param(PhysicsServer3D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE) != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
+ has_space_override = true;
+ } else if ((int)area->get_param(PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE) != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
+ has_space_override = true;
+ }
+ process_collision = has_space_override;
+
+ if (area->has_monitor_callback()) {
+ process_collision = true;
+ }
+
+ colliding = result;
+ }
+
+ return process_collision;
+}
+
+bool GodotAreaPair3D::pre_solve(real_t p_step) {
+ if (!process_collision) {
+ return false;
+ }
+
+ if (colliding) {
+ if (has_space_override) {
+ body_has_attached_area = true;
+ body->add_area(area);
+ }
+
+ if (area->has_monitor_callback()) {
+ area->add_body_to_query(body, body_shape, area_shape);
+ }
+ } else {
+ if (has_space_override) {
+ body_has_attached_area = false;
+ body->remove_area(area);
+ }
+
+ if (area->has_monitor_callback()) {
+ area->remove_body_from_query(body, body_shape, area_shape);
+ }
+ }
+
+ return false; // Never do any post solving.
+}
+
+void GodotAreaPair3D::solve(real_t p_step) {
+ // Nothing to do.
+}
+
+GodotAreaPair3D::GodotAreaPair3D(GodotBody3D *p_body, int p_body_shape, GodotArea3D *p_area, int p_area_shape) {
+ body = p_body;
+ area = p_area;
+ body_shape = p_body_shape;
+ area_shape = p_area_shape;
+ body->add_constraint(this, 0);
+ area->add_constraint(this);
+ if (p_body->get_mode() == PhysicsServer3D::BODY_MODE_KINEMATIC) {
+ p_body->set_active(true);
+ }
+}
+
+GodotAreaPair3D::~GodotAreaPair3D() {
+ if (colliding) {
+ if (body_has_attached_area) {
+ body_has_attached_area = false;
+ body->remove_area(area);
+ }
+ if (area->has_monitor_callback()) {
+ area->remove_body_from_query(body, body_shape, area_shape);
+ }
+ }
+ body->remove_constraint(this);
+ area->remove_constraint(this);
+}
+
+////////////////////////////////////////////////////
+
+bool GodotArea2Pair3D::setup(real_t p_step) {
+ bool result_a = area_a->collides_with(area_b);
+ bool result_b = area_b->collides_with(area_a);
+ if ((result_a || result_b) && !GodotCollisionSolver3D::solve_static(area_a->get_shape(shape_a), area_a->get_transform() * area_a->get_shape_transform(shape_a), area_b->get_shape(shape_b), area_b->get_transform() * area_b->get_shape_transform(shape_b), nullptr, this)) {
+ result_a = false;
+ result_b = false;
+ }
+
+ bool process_collision = false;
+
+ process_collision_a = false;
+ if (result_a != colliding_a) {
+ if (area_a->has_area_monitor_callback() && area_b_monitorable) {
+ process_collision_a = true;
+ process_collision = true;
+ }
+ colliding_a = result_a;
+ }
+
+ process_collision_b = false;
+ if (result_b != colliding_b) {
+ if (area_b->has_area_monitor_callback() && area_a_monitorable) {
+ process_collision_b = true;
+ process_collision = true;
+ }
+ colliding_b = result_b;
+ }
+
+ return process_collision;
+}
+
+bool GodotArea2Pair3D::pre_solve(real_t p_step) {
+ if (process_collision_a) {
+ if (colliding_a) {
+ area_a->add_area_to_query(area_b, shape_b, shape_a);
+ } else {
+ area_a->remove_area_from_query(area_b, shape_b, shape_a);
+ }
+ }
+
+ if (process_collision_b) {
+ if (colliding_b) {
+ area_b->add_area_to_query(area_a, shape_a, shape_b);
+ } else {
+ area_b->remove_area_from_query(area_a, shape_a, shape_b);
+ }
+ }
+
+ return false; // Never do any post solving.
+}
+
+void GodotArea2Pair3D::solve(real_t p_step) {
+ // Nothing to do.
+}
+
+GodotArea2Pair3D::GodotArea2Pair3D(GodotArea3D *p_area_a, int p_shape_a, GodotArea3D *p_area_b, int p_shape_b) {
+ area_a = p_area_a;
+ area_b = p_area_b;
+ shape_a = p_shape_a;
+ shape_b = p_shape_b;
+ area_a_monitorable = area_a->is_monitorable();
+ area_b_monitorable = area_b->is_monitorable();
+ area_a->add_constraint(this);
+ area_b->add_constraint(this);
+}
+
+GodotArea2Pair3D::~GodotArea2Pair3D() {
+ if (colliding_a) {
+ if (area_a->has_area_monitor_callback() && area_b_monitorable) {
+ area_a->remove_area_from_query(area_b, shape_b, shape_a);
+ }
+ }
+
+ if (colliding_b) {
+ if (area_b->has_area_monitor_callback() && area_a_monitorable) {
+ area_b->remove_area_from_query(area_a, shape_a, shape_b);
+ }
+ }
+
+ area_a->remove_constraint(this);
+ area_b->remove_constraint(this);
+}
+
+////////////////////////////////////////////////////
+
+bool GodotAreaSoftBodyPair3D::setup(real_t p_step) {
+ bool result = false;
+ if (
+ area->collides_with(soft_body) &&
+ GodotCollisionSolver3D::solve_static(
+ soft_body->get_shape(soft_body_shape),
+ soft_body->get_transform() * soft_body->get_shape_transform(soft_body_shape),
+ area->get_shape(area_shape),
+ area->get_transform() * area->get_shape_transform(area_shape),
+ nullptr,
+ this)) {
+ result = true;
+ }
+
+ process_collision = false;
+ has_space_override = false;
+ if (result != colliding) {
+ if ((int)area->get_param(PhysicsServer3D::AREA_PARAM_GRAVITY_OVERRIDE_MODE) != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
+ has_space_override = true;
+ } else if (area->get_wind_force_magnitude() > CMP_EPSILON) {
+ has_space_override = true;
+ }
+
+ if (area->has_monitor_callback()) {
+ process_collision = true;
+ }
+
+ colliding = result;
+ }
+
+ return process_collision;
+}
+
+bool GodotAreaSoftBodyPair3D::pre_solve(real_t p_step) {
+ if (!process_collision) {
+ return false;
+ }
+
+ if (colliding) {
+ if (has_space_override) {
+ body_has_attached_area = true;
+ soft_body->add_area(area);
+ }
+
+ if (area->has_monitor_callback()) {
+ area->add_soft_body_to_query(soft_body, soft_body_shape, area_shape);
+ }
+ } else {
+ if (has_space_override) {
+ body_has_attached_area = false;
+ soft_body->remove_area(area);
+ }
+
+ if (area->has_monitor_callback()) {
+ area->remove_soft_body_from_query(soft_body, soft_body_shape, area_shape);
+ }
+ }
+
+ return false; // Never do any post solving.
+}
+
+void GodotAreaSoftBodyPair3D::solve(real_t p_step) {
+ // Nothing to do.
+}
+
+GodotAreaSoftBodyPair3D::GodotAreaSoftBodyPair3D(GodotSoftBody3D *p_soft_body, int p_soft_body_shape, GodotArea3D *p_area, int p_area_shape) {
+ soft_body = p_soft_body;
+ area = p_area;
+ soft_body_shape = p_soft_body_shape;
+ area_shape = p_area_shape;
+ soft_body->add_constraint(this);
+ area->add_constraint(this);
+}
+
+GodotAreaSoftBodyPair3D::~GodotAreaSoftBodyPair3D() {
+ if (colliding) {
+ if (body_has_attached_area) {
+ body_has_attached_area = false;
+ soft_body->remove_area(area);
+ }
+ if (area->has_monitor_callback()) {
+ area->remove_soft_body_from_query(soft_body, soft_body_shape, area_shape);
+ }
+ }
+ soft_body->remove_constraint(this);
+ area->remove_constraint(this);
+}
diff --git a/modules/godot_physics_3d/godot_area_pair_3d.h b/modules/godot_physics_3d/godot_area_pair_3d.h
new file mode 100644
index 0000000000..a2c5df0f7a
--- /dev/null
+++ b/modules/godot_physics_3d/godot_area_pair_3d.h
@@ -0,0 +1,98 @@
+/**************************************************************************/
+/* godot_area_pair_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef GODOT_AREA_PAIR_3D_H
+#define GODOT_AREA_PAIR_3D_H
+
+#include "godot_area_3d.h"
+#include "godot_body_3d.h"
+#include "godot_constraint_3d.h"
+#include "godot_soft_body_3d.h"
+
+class GodotAreaPair3D : public GodotConstraint3D {
+ GodotBody3D *body = nullptr;
+ GodotArea3D *area = nullptr;
+ int body_shape;
+ int area_shape;
+ bool colliding = false;
+ bool process_collision = false;
+ bool has_space_override = false;
+ bool body_has_attached_area = false;
+
+public:
+ virtual bool setup(real_t p_step) override;
+ virtual bool pre_solve(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
+
+ GodotAreaPair3D(GodotBody3D *p_body, int p_body_shape, GodotArea3D *p_area, int p_area_shape);
+ ~GodotAreaPair3D();
+};
+
+class GodotArea2Pair3D : public GodotConstraint3D {
+ GodotArea3D *area_a = nullptr;
+ GodotArea3D *area_b = nullptr;
+ int shape_a;
+ int shape_b;
+ bool colliding_a = false;
+ bool colliding_b = false;
+ bool process_collision_a = false;
+ bool process_collision_b = false;
+ bool area_a_monitorable;
+ bool area_b_monitorable;
+
+public:
+ virtual bool setup(real_t p_step) override;
+ virtual bool pre_solve(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
+
+ GodotArea2Pair3D(GodotArea3D *p_area_a, int p_shape_a, GodotArea3D *p_area_b, int p_shape_b);
+ ~GodotArea2Pair3D();
+};
+
+class GodotAreaSoftBodyPair3D : public GodotConstraint3D {
+ GodotSoftBody3D *soft_body = nullptr;
+ GodotArea3D *area = nullptr;
+ int soft_body_shape;
+ int area_shape;
+ bool colliding = false;
+ bool process_collision = false;
+ bool has_space_override = false;
+ bool body_has_attached_area = false;
+
+public:
+ virtual bool setup(real_t p_step) override;
+ virtual bool pre_solve(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
+
+ GodotAreaSoftBodyPair3D(GodotSoftBody3D *p_sof_body, int p_soft_body_shape, GodotArea3D *p_area, int p_area_shape);
+ ~GodotAreaSoftBodyPair3D();
+};
+
+#endif // GODOT_AREA_PAIR_3D_H
diff --git a/modules/godot_physics_3d/godot_body_3d.cpp b/modules/godot_physics_3d/godot_body_3d.cpp
new file mode 100644
index 0000000000..669c4b985b
--- /dev/null
+++ b/modules/godot_physics_3d/godot_body_3d.cpp
@@ -0,0 +1,841 @@
+/**************************************************************************/
+/* godot_body_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#include "godot_body_3d.h"
+
+#include "godot_area_3d.h"
+#include "godot_body_direct_state_3d.h"
+#include "godot_space_3d.h"
+
+void GodotBody3D::_mass_properties_changed() {
+ if (get_space() && !mass_properties_update_list.in_list()) {
+ get_space()->body_add_to_mass_properties_update_list(&mass_properties_update_list);
+ }
+}
+
+void GodotBody3D::_update_transform_dependent() {
+ center_of_mass = get_transform().basis.xform(center_of_mass_local);
+ principal_inertia_axes = get_transform().basis * principal_inertia_axes_local;
+
+ // Update inertia tensor.
+ Basis tb = principal_inertia_axes;
+ Basis tbt = tb.transposed();
+ Basis diag;
+ diag.scale(_inv_inertia);
+ _inv_inertia_tensor = tb * diag * tbt;
+}
+
+void GodotBody3D::update_mass_properties() {
+ // Update shapes and motions.
+
+ switch (mode) {
+ case PhysicsServer3D::BODY_MODE_RIGID: {
+ real_t total_area = 0;
+ for (int i = 0; i < get_shape_count(); i++) {
+ if (is_shape_disabled(i)) {
+ continue;
+ }
+
+ total_area += get_shape_area(i);
+ }
+
+ if (calculate_center_of_mass) {
+ // We have to recompute the center of mass.
+ center_of_mass_local.zero();
+
+ if (total_area != 0.0) {
+ for (int i = 0; i < get_shape_count(); i++) {
+ if (is_shape_disabled(i)) {
+ continue;
+ }
+
+ real_t area = get_shape_area(i);
+
+ real_t mass_new = area * mass / total_area;
+
+ // NOTE: we assume that the shape origin is also its center of mass.
+ center_of_mass_local += mass_new * get_shape_transform(i).origin;
+ }
+
+ center_of_mass_local /= mass;
+ }
+ }
+
+ if (calculate_inertia) {
+ // Recompute the inertia tensor.
+ Basis inertia_tensor;
+ inertia_tensor.set_zero();
+ bool inertia_set = false;
+
+ for (int i = 0; i < get_shape_count(); i++) {
+ if (is_shape_disabled(i)) {
+ continue;
+ }
+
+ real_t area = get_shape_area(i);
+ if (area == 0.0) {
+ continue;
+ }
+
+ inertia_set = true;
+
+ const GodotShape3D *shape = get_shape(i);
+
+ real_t mass_new = area * mass / total_area;
+
+ Basis shape_inertia_tensor = Basis::from_scale(shape->get_moment_of_inertia(mass_new));
+ Transform3D shape_transform = get_shape_transform(i);
+ Basis shape_basis = shape_transform.basis.orthonormalized();
+
+ // NOTE: we don't take the scale of collision shapes into account when computing the inertia tensor!
+ shape_inertia_tensor = shape_basis * shape_inertia_tensor * shape_basis.transposed();
+
+ Vector3 shape_origin = shape_transform.origin - center_of_mass_local;
+ inertia_tensor += shape_inertia_tensor + (Basis() * shape_origin.dot(shape_origin) - shape_origin.outer(shape_origin)) * mass_new;
+ }
+
+ // Set the inertia to a valid value when there are no valid shapes.
+ if (!inertia_set) {
+ inertia_tensor = Basis();
+ }
+
+ // Handle partial custom inertia.
+ if (inertia.x > 0.0) {
+ inertia_tensor[0][0] = inertia.x;
+ }
+ if (inertia.y > 0.0) {
+ inertia_tensor[1][1] = inertia.y;
+ }
+ if (inertia.z > 0.0) {
+ inertia_tensor[2][2] = inertia.z;
+ }
+
+ // Compute the principal axes of inertia.
+ principal_inertia_axes_local = inertia_tensor.diagonalize().transposed();
+ _inv_inertia = inertia_tensor.get_main_diagonal().inverse();
+ }
+
+ if (mass) {
+ _inv_mass = 1.0 / mass;
+ } else {
+ _inv_mass = 0;
+ }
+
+ } break;
+ case PhysicsServer3D::BODY_MODE_KINEMATIC:
+ case PhysicsServer3D::BODY_MODE_STATIC: {
+ _inv_inertia = Vector3();
+ _inv_mass = 0;
+ } break;
+ case PhysicsServer3D::BODY_MODE_RIGID_LINEAR: {
+ _inv_inertia_tensor.set_zero();
+ _inv_mass = 1.0 / mass;
+
+ } break;
+ }
+
+ _update_transform_dependent();
+}
+
+void GodotBody3D::reset_mass_properties() {
+ calculate_inertia = true;
+ calculate_center_of_mass = true;
+ _mass_properties_changed();
+}
+
+void GodotBody3D::set_active(bool p_active) {
+ if (active == p_active) {
+ return;
+ }
+
+ active = p_active;
+
+ if (active) {
+ if (mode == PhysicsServer3D::BODY_MODE_STATIC) {
+ // Static bodies can't be active.
+ active = false;
+ } else if (get_space()) {
+ get_space()->body_add_to_active_list(&active_list);
+ }
+ } else if (get_space()) {
+ get_space()->body_remove_from_active_list(&active_list);
+ }
+}
+
+void GodotBody3D::set_param(PhysicsServer3D::BodyParameter p_param, const Variant &p_value) {
+ switch (p_param) {
+ case PhysicsServer3D::BODY_PARAM_BOUNCE: {
+ bounce = p_value;
+ } break;
+ case PhysicsServer3D::BODY_PARAM_FRICTION: {
+ friction = p_value;
+ } break;
+ case PhysicsServer3D::BODY_PARAM_MASS: {
+ real_t mass_value = p_value;
+ ERR_FAIL_COND(mass_value <= 0);
+ mass = mass_value;
+ if (mode >= PhysicsServer3D::BODY_MODE_RIGID) {
+ _mass_properties_changed();
+ }
+ } break;
+ case PhysicsServer3D::BODY_PARAM_INERTIA: {
+ inertia = p_value;
+ if ((inertia.x <= 0.0) || (inertia.y <= 0.0) || (inertia.z <= 0.0)) {
+ calculate_inertia = true;
+ if (mode == PhysicsServer3D::BODY_MODE_RIGID) {
+ _mass_properties_changed();
+ }
+ } else {
+ calculate_inertia = false;
+ if (mode == PhysicsServer3D::BODY_MODE_RIGID) {
+ principal_inertia_axes_local = Basis();
+ _inv_inertia = inertia.inverse();
+ _update_transform_dependent();
+ }
+ }
+ } break;
+ case PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS: {
+ calculate_center_of_mass = false;
+ center_of_mass_local = p_value;
+ _update_transform_dependent();
+ } break;
+ case PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE: {
+ if (Math::is_zero_approx(gravity_scale)) {
+ wakeup();
+ }
+ gravity_scale = p_value;
+ } break;
+ case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP_MODE: {
+ int mode_value = p_value;
+ linear_damp_mode = (PhysicsServer3D::BodyDampMode)mode_value;
+ } break;
+ case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP_MODE: {
+ int mode_value = p_value;
+ angular_damp_mode = (PhysicsServer3D::BodyDampMode)mode_value;
+ } break;
+ case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP: {
+ linear_damp = p_value;
+ } break;
+ case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP: {
+ angular_damp = p_value;
+ } break;
+ default: {
+ }
+ }
+}
+
+Variant GodotBody3D::get_param(PhysicsServer3D::BodyParameter p_param) const {
+ switch (p_param) {
+ case PhysicsServer3D::BODY_PARAM_BOUNCE: {
+ return bounce;
+ } break;
+ case PhysicsServer3D::BODY_PARAM_FRICTION: {
+ return friction;
+ } break;
+ case PhysicsServer3D::BODY_PARAM_MASS: {
+ return mass;
+ } break;
+ case PhysicsServer3D::BODY_PARAM_INERTIA: {
+ if (mode == PhysicsServer3D::BODY_MODE_RIGID) {
+ return _inv_inertia.inverse();
+ } else {
+ return Vector3();
+ }
+ } break;
+ case PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS: {
+ return center_of_mass_local;
+ } break;
+ case PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE: {
+ return gravity_scale;
+ } break;
+ case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP_MODE: {
+ return linear_damp_mode;
+ }
+ case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP_MODE: {
+ return angular_damp_mode;
+ }
+ case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP: {
+ return linear_damp;
+ } break;
+ case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP: {
+ return angular_damp;
+ } break;
+
+ default: {
+ }
+ }
+
+ return 0;
+}
+
+void GodotBody3D::set_mode(PhysicsServer3D::BodyMode p_mode) {
+ PhysicsServer3D::BodyMode prev = mode;
+ mode = p_mode;
+
+ switch (p_mode) {
+ case PhysicsServer3D::BODY_MODE_STATIC:
+ case PhysicsServer3D::BODY_MODE_KINEMATIC: {
+ _set_inv_transform(get_transform().affine_inverse());
+ _inv_mass = 0;
+ _inv_inertia = Vector3();
+ _set_static(p_mode == PhysicsServer3D::BODY_MODE_STATIC);
+ set_active(p_mode == PhysicsServer3D::BODY_MODE_KINEMATIC && contacts.size());
+ linear_velocity = Vector3();
+ angular_velocity = Vector3();
+ if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC && prev != mode) {
+ first_time_kinematic = true;
+ }
+ _update_transform_dependent();
+
+ } break;
+ case PhysicsServer3D::BODY_MODE_RIGID: {
+ _inv_mass = mass > 0 ? (1.0 / mass) : 0;
+ if (!calculate_inertia) {
+ principal_inertia_axes_local = Basis();
+ _inv_inertia = inertia.inverse();
+ _update_transform_dependent();
+ }
+ _mass_properties_changed();
+ _set_static(false);
+ set_active(true);
+
+ } break;
+ case PhysicsServer3D::BODY_MODE_RIGID_LINEAR: {
+ _inv_mass = mass > 0 ? (1.0 / mass) : 0;
+ _inv_inertia = Vector3();
+ angular_velocity = Vector3();
+ _update_transform_dependent();
+ _set_static(false);
+ set_active(true);
+ }
+ }
+}
+
+PhysicsServer3D::BodyMode GodotBody3D::get_mode() const {
+ return mode;
+}
+
+void GodotBody3D::_shapes_changed() {
+ _mass_properties_changed();
+ wakeup();
+ wakeup_neighbours();
+}
+
+void GodotBody3D::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant) {
+ switch (p_state) {
+ case PhysicsServer3D::BODY_STATE_TRANSFORM: {
+ if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC) {
+ new_transform = p_variant;
+ //wakeup_neighbours();
+ set_active(true);
+ if (first_time_kinematic) {
+ _set_transform(p_variant);
+ _set_inv_transform(get_transform().affine_inverse());
+ first_time_kinematic = false;
+ }
+
+ } else if (mode == PhysicsServer3D::BODY_MODE_STATIC) {
+ _set_transform(p_variant);
+ _set_inv_transform(get_transform().affine_inverse());
+ wakeup_neighbours();
+ } else {
+ Transform3D t = p_variant;
+ t.orthonormalize();
+ new_transform = get_transform(); //used as old to compute motion
+ if (new_transform == t) {
+ break;
+ }
+ _set_transform(t);
+ _set_inv_transform(get_transform().inverse());
+ _update_transform_dependent();
+ }
+ wakeup();
+
+ } break;
+ case PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY: {
+ linear_velocity = p_variant;
+ constant_linear_velocity = linear_velocity;
+ wakeup();
+ } break;
+ case PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY: {
+ angular_velocity = p_variant;
+ constant_angular_velocity = angular_velocity;
+ wakeup();
+
+ } break;
+ case PhysicsServer3D::BODY_STATE_SLEEPING: {
+ if (mode == PhysicsServer3D::BODY_MODE_STATIC || mode == PhysicsServer3D::BODY_MODE_KINEMATIC) {
+ break;
+ }
+ bool do_sleep = p_variant;
+ if (do_sleep) {
+ linear_velocity = Vector3();
+ //biased_linear_velocity=Vector3();
+ angular_velocity = Vector3();
+ //biased_angular_velocity=Vector3();
+ set_active(false);
+ } else {
+ set_active(true);
+ }
+ } break;
+ case PhysicsServer3D::BODY_STATE_CAN_SLEEP: {
+ can_sleep = p_variant;
+ if (mode >= PhysicsServer3D::BODY_MODE_RIGID && !active && !can_sleep) {
+ set_active(true);
+ }
+
+ } break;
+ }
+}
+
+Variant GodotBody3D::get_state(PhysicsServer3D::BodyState p_state) const {
+ switch (p_state) {
+ case PhysicsServer3D::BODY_STATE_TRANSFORM: {
+ return get_transform();
+ } break;
+ case PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY: {
+ return linear_velocity;
+ } break;
+ case PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY: {
+ return angular_velocity;
+ } break;
+ case PhysicsServer3D::BODY_STATE_SLEEPING: {
+ return !is_active();
+ } break;
+ case PhysicsServer3D::BODY_STATE_CAN_SLEEP: {
+ return can_sleep;
+ } break;
+ }
+
+ return Variant();
+}
+
+void GodotBody3D::set_space(GodotSpace3D *p_space) {
+ if (get_space()) {
+ if (mass_properties_update_list.in_list()) {
+ get_space()->body_remove_from_mass_properties_update_list(&mass_properties_update_list);
+ }
+ if (active_list.in_list()) {
+ get_space()->body_remove_from_active_list(&active_list);
+ }
+ if (direct_state_query_list.in_list()) {
+ get_space()->body_remove_from_state_query_list(&direct_state_query_list);
+ }
+ }
+
+ _set_space(p_space);
+
+ if (get_space()) {
+ _mass_properties_changed();
+
+ if (active && !active_list.in_list()) {
+ get_space()->body_add_to_active_list(&active_list);
+ }
+ }
+}
+
+void GodotBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool lock) {
+ if (lock) {
+ locked_axis |= p_axis;
+ } else {
+ locked_axis &= ~p_axis;
+ }
+}
+
+bool GodotBody3D::is_axis_locked(PhysicsServer3D::BodyAxis p_axis) const {
+ return locked_axis & p_axis;
+}
+
+void GodotBody3D::integrate_forces(real_t p_step) {
+ if (mode == PhysicsServer3D::BODY_MODE_STATIC) {
+ return;
+ }
+
+ ERR_FAIL_NULL(get_space());
+
+ int ac = areas.size();
+
+ bool gravity_done = false;
+ bool linear_damp_done = false;
+ bool angular_damp_done = false;
+
+ bool stopped = false;
+
+ gravity = Vector3(0, 0, 0);
+
+ total_linear_damp = 0.0;
+ total_angular_damp = 0.0;
+
+ // Combine gravity and damping from overlapping areas in priority order.
+ if (ac) {
+ areas.sort();
+ const AreaCMP *aa = &areas[0];
+ for (int i = ac - 1; i >= 0 && !stopped; i--) {
+ if (!gravity_done) {
+ PhysicsServer3D::AreaSpaceOverrideMode area_gravity_mode = (PhysicsServer3D::AreaSpaceOverrideMode)(int)aa[i].area->get_param(PhysicsServer3D::AREA_PARAM_GRAVITY_OVERRIDE_MODE);
+ if (area_gravity_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
+ Vector3 area_gravity;
+ aa[i].area->compute_gravity(get_transform().get_origin(), area_gravity);
+ switch (area_gravity_mode) {
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE:
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
+ gravity += area_gravity;
+ gravity_done = area_gravity_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
+ } break;
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE:
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
+ gravity = area_gravity;
+ gravity_done = area_gravity_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE;
+ } break;
+ default: {
+ }
+ }
+ }
+ }
+ if (!linear_damp_done) {
+ PhysicsServer3D::AreaSpaceOverrideMode area_linear_damp_mode = (PhysicsServer3D::AreaSpaceOverrideMode)(int)aa[i].area->get_param(PhysicsServer3D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE);
+ if (area_linear_damp_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
+ real_t area_linear_damp = aa[i].area->get_linear_damp();
+ switch (area_linear_damp_mode) {
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE:
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
+ total_linear_damp += area_linear_damp;
+ linear_damp_done = area_linear_damp_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
+ } break;
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE:
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
+ total_linear_damp = area_linear_damp;
+ linear_damp_done = area_linear_damp_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE;
+ } break;
+ default: {
+ }
+ }
+ }
+ }
+ if (!angular_damp_done) {
+ PhysicsServer3D::AreaSpaceOverrideMode area_angular_damp_mode = (PhysicsServer3D::AreaSpaceOverrideMode)(int)aa[i].area->get_param(PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE);
+ if (area_angular_damp_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
+ real_t area_angular_damp = aa[i].area->get_angular_damp();
+ switch (area_angular_damp_mode) {
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE:
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
+ total_angular_damp += area_angular_damp;
+ angular_damp_done = area_angular_damp_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
+ } break;
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE:
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
+ total_angular_damp = area_angular_damp;
+ angular_damp_done = area_angular_damp_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE;
+ } break;
+ default: {
+ }
+ }
+ }
+ }
+ stopped = gravity_done && linear_damp_done && angular_damp_done;
+ }
+ }
+
+ // Add default gravity and damping from space area.
+ if (!stopped) {
+ GodotArea3D *default_area = get_space()->get_default_area();
+ ERR_FAIL_NULL(default_area);
+
+ if (!gravity_done) {
+ Vector3 default_gravity;
+ default_area->compute_gravity(get_transform().get_origin(), default_gravity);
+ gravity += default_gravity;
+ }
+
+ if (!linear_damp_done) {
+ total_linear_damp += default_area->get_linear_damp();
+ }
+
+ if (!angular_damp_done) {
+ total_angular_damp += default_area->get_angular_damp();
+ }
+ }
+
+ // Override linear damping with body's value.
+ switch (linear_damp_mode) {
+ case PhysicsServer3D::BODY_DAMP_MODE_COMBINE: {
+ total_linear_damp += linear_damp;
+ } break;
+ case PhysicsServer3D::BODY_DAMP_MODE_REPLACE: {
+ total_linear_damp = linear_damp;
+ } break;
+ }
+
+ // Override angular damping with body's value.
+ switch (angular_damp_mode) {
+ case PhysicsServer3D::BODY_DAMP_MODE_COMBINE: {
+ total_angular_damp += angular_damp;
+ } break;
+ case PhysicsServer3D::BODY_DAMP_MODE_REPLACE: {
+ total_angular_damp = angular_damp;
+ } break;
+ }
+
+ gravity *= gravity_scale;
+
+ prev_linear_velocity = linear_velocity;
+ prev_angular_velocity = angular_velocity;
+
+ Vector3 motion;
+ bool do_motion = false;
+
+ if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC) {
+ //compute motion, angular and etc. velocities from prev transform
+ motion = new_transform.origin - get_transform().origin;
+ do_motion = true;
+ linear_velocity = constant_linear_velocity + motion / p_step;
+
+ //compute a FAKE angular velocity, not so easy
+ Basis rot = new_transform.basis.orthonormalized() * get_transform().basis.orthonormalized().transposed();
+ Vector3 axis;
+ real_t angle;
+
+ rot.get_axis_angle(axis, angle);
+ axis.normalize();
+ angular_velocity = constant_angular_velocity + axis * (angle / p_step);
+ } else {
+ if (!omit_force_integration) {
+ //overridden by direct state query
+
+ Vector3 force = gravity * mass + applied_force + constant_force;
+ Vector3 torque = applied_torque + constant_torque;
+
+ real_t damp = 1.0 - p_step * total_linear_damp;
+
+ if (damp < 0) { // reached zero in the given time
+ damp = 0;
+ }
+
+ real_t angular_damp_new = 1.0 - p_step * total_angular_damp;
+
+ if (angular_damp_new < 0) { // reached zero in the given time
+ angular_damp_new = 0;
+ }
+
+ linear_velocity *= damp;
+ angular_velocity *= angular_damp_new;
+
+ linear_velocity += _inv_mass * force * p_step;
+ angular_velocity += _inv_inertia_tensor.xform(torque) * p_step;
+ }
+
+ if (continuous_cd) {
+ motion = linear_velocity * p_step;
+ do_motion = true;
+ }
+ }
+
+ applied_force = Vector3();
+ applied_torque = Vector3();
+
+ biased_angular_velocity = Vector3();
+ biased_linear_velocity = Vector3();
+
+ if (do_motion) { //shapes temporarily extend for raycast
+ _update_shapes_with_motion(motion);
+ }
+
+ contact_count = 0;
+}
+
+void GodotBody3D::integrate_velocities(real_t p_step) {
+ if (mode == PhysicsServer3D::BODY_MODE_STATIC) {
+ return;
+ }
+
+ ERR_FAIL_NULL(get_space());
+
+ if (fi_callback_data || body_state_callback.is_valid()) {
+ get_space()->body_add_to_state_query_list(&direct_state_query_list);
+ }
+
+ //apply axis lock linear
+ for (int i = 0; i < 3; i++) {
+ if (is_axis_locked((PhysicsServer3D::BodyAxis)(1 << i))) {
+ linear_velocity[i] = 0;
+ biased_linear_velocity[i] = 0;
+ new_transform.origin[i] = get_transform().origin[i];
+ }
+ }
+ //apply axis lock angular
+ for (int i = 0; i < 3; i++) {
+ if (is_axis_locked((PhysicsServer3D::BodyAxis)(1 << (i + 3)))) {
+ angular_velocity[i] = 0;
+ biased_angular_velocity[i] = 0;
+ }
+ }
+
+ if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC) {
+ _set_transform(new_transform, false);
+ _set_inv_transform(new_transform.affine_inverse());
+ if (contacts.size() == 0 && linear_velocity == Vector3() && angular_velocity == Vector3()) {
+ set_active(false); //stopped moving, deactivate
+ }
+
+ return;
+ }
+
+ Vector3 total_angular_velocity = angular_velocity + biased_angular_velocity;
+
+ real_t ang_vel = total_angular_velocity.length();
+ Transform3D transform_new = get_transform();
+
+ if (!Math::is_zero_approx(ang_vel)) {
+ Vector3 ang_vel_axis = total_angular_velocity / ang_vel;
+ Basis rot(ang_vel_axis, ang_vel * p_step);
+ Basis identity3(1, 0, 0, 0, 1, 0, 0, 0, 1);
+ transform_new.origin += ((identity3 - rot) * transform_new.basis).xform(center_of_mass_local);
+ transform_new.basis = rot * transform_new.basis;
+ transform_new.orthonormalize();
+ }
+
+ Vector3 total_linear_velocity = linear_velocity + biased_linear_velocity;
+ /*for(int i=0;i<3;i++) {
+ if (axis_lock&(1<<i)) {
+ transform_new.origin[i]=0.0;
+ }
+ }*/
+
+ transform_new.origin += total_linear_velocity * p_step;
+
+ _set_transform(transform_new);
+ _set_inv_transform(get_transform().inverse());
+
+ _update_transform_dependent();
+}
+
+void GodotBody3D::wakeup_neighbours() {
+ for (const KeyValue<GodotConstraint3D *, int> &E : constraint_map) {
+ const GodotConstraint3D *c = E.key;
+ GodotBody3D **n = c->get_body_ptr();
+ int bc = c->get_body_count();
+
+ for (int i = 0; i < bc; i++) {
+ if (i == E.value) {
+ continue;
+ }
+ GodotBody3D *b = n[i];
+ if (b->mode < PhysicsServer3D::BODY_MODE_RIGID) {
+ continue;
+ }
+
+ if (!b->is_active()) {
+ b->set_active(true);
+ }
+ }
+ }
+}
+
+void GodotBody3D::call_queries() {
+ Variant direct_state_variant = get_direct_state();
+
+ if (fi_callback_data) {
+ if (!fi_callback_data->callable.is_valid()) {
+ set_force_integration_callback(Callable());
+ } else {
+ const Variant *vp[2] = { &direct_state_variant, &fi_callback_data->udata };
+
+ Callable::CallError ce;
+ int argc = (fi_callback_data->udata.get_type() == Variant::NIL) ? 1 : 2;
+ Variant rv;
+ fi_callback_data->callable.callp(vp, argc, rv, ce);
+ }
+ }
+
+ if (body_state_callback.is_valid()) {
+ body_state_callback.call(direct_state_variant);
+ }
+}
+
+bool GodotBody3D::sleep_test(real_t p_step) {
+ if (mode == PhysicsServer3D::BODY_MODE_STATIC || mode == PhysicsServer3D::BODY_MODE_KINEMATIC) {
+ return true;
+ } else if (!can_sleep) {
+ return false;
+ }
+
+ ERR_FAIL_NULL_V(get_space(), true);
+
+ if (Math::abs(angular_velocity.length()) < get_space()->get_body_angular_velocity_sleep_threshold() && Math::abs(linear_velocity.length_squared()) < get_space()->get_body_linear_velocity_sleep_threshold() * get_space()->get_body_linear_velocity_sleep_threshold()) {
+ still_time += p_step;
+
+ return still_time > get_space()->get_body_time_to_sleep();
+ } else {
+ still_time = 0; //maybe this should be set to 0 on set_active?
+ return false;
+ }
+}
+
+void GodotBody3D::set_state_sync_callback(const Callable &p_callable) {
+ body_state_callback = p_callable;
+}
+
+void GodotBody3D::set_force_integration_callback(const Callable &p_callable, const Variant &p_udata) {
+ if (p_callable.is_valid()) {
+ if (!fi_callback_data) {
+ fi_callback_data = memnew(ForceIntegrationCallbackData);
+ }
+ fi_callback_data->callable = p_callable;
+ fi_callback_data->udata = p_udata;
+ } else if (fi_callback_data) {
+ memdelete(fi_callback_data);
+ fi_callback_data = nullptr;
+ }
+}
+
+GodotPhysicsDirectBodyState3D *GodotBody3D::get_direct_state() {
+ if (!direct_state) {
+ direct_state = memnew(GodotPhysicsDirectBodyState3D);
+ direct_state->body = this;
+ }
+ return direct_state;
+}
+
+GodotBody3D::GodotBody3D() :
+ GodotCollisionObject3D(TYPE_BODY),
+ active_list(this),
+ mass_properties_update_list(this),
+ direct_state_query_list(this) {
+ _set_static(false);
+}
+
+GodotBody3D::~GodotBody3D() {
+ if (fi_callback_data) {
+ memdelete(fi_callback_data);
+ }
+ if (direct_state) {
+ memdelete(direct_state);
+ }
+}
diff --git a/modules/godot_physics_3d/godot_body_3d.h b/modules/godot_physics_3d/godot_body_3d.h
new file mode 100644
index 0000000000..81b668122a
--- /dev/null
+++ b/modules/godot_physics_3d/godot_body_3d.h
@@ -0,0 +1,396 @@
+/**************************************************************************/
+/* godot_body_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef GODOT_BODY_3D_H
+#define GODOT_BODY_3D_H
+
+#include "godot_area_3d.h"
+#include "godot_collision_object_3d.h"
+
+#include "core/templates/vset.h"
+
+class GodotConstraint3D;
+class GodotPhysicsDirectBodyState3D;
+
+class GodotBody3D : public GodotCollisionObject3D {
+ PhysicsServer3D::BodyMode mode = PhysicsServer3D::BODY_MODE_RIGID;
+
+ Vector3 linear_velocity;
+ Vector3 angular_velocity;
+
+ Vector3 prev_linear_velocity;
+ Vector3 prev_angular_velocity;
+
+ Vector3 constant_linear_velocity;
+ Vector3 constant_angular_velocity;
+
+ Vector3 biased_linear_velocity;
+ Vector3 biased_angular_velocity;
+ real_t mass = 1.0;
+ real_t bounce = 0.0;
+ real_t friction = 1.0;
+ Vector3 inertia;
+
+ PhysicsServer3D::BodyDampMode linear_damp_mode = PhysicsServer3D::BODY_DAMP_MODE_COMBINE;
+ PhysicsServer3D::BodyDampMode angular_damp_mode = PhysicsServer3D::BODY_DAMP_MODE_COMBINE;
+
+ real_t linear_damp = 0.0;
+ real_t angular_damp = 0.0;
+
+ real_t total_linear_damp = 0.0;
+ real_t total_angular_damp = 0.0;
+
+ real_t gravity_scale = 1.0;
+
+ uint16_t locked_axis = 0;
+
+ real_t _inv_mass = 1.0;
+ Vector3 _inv_inertia; // Relative to the principal axes of inertia
+
+ // Relative to the local frame of reference
+ Basis principal_inertia_axes_local;
+ Vector3 center_of_mass_local;
+
+ // In world orientation with local origin
+ Basis _inv_inertia_tensor;
+ Basis principal_inertia_axes;
+ Vector3 center_of_mass;
+
+ bool calculate_inertia = true;
+ bool calculate_center_of_mass = true;
+
+ Vector3 gravity;
+
+ real_t still_time = 0.0;
+
+ Vector3 applied_force;
+ Vector3 applied_torque;
+
+ Vector3 constant_force;
+ Vector3 constant_torque;
+
+ SelfList<GodotBody3D> active_list;
+ SelfList<GodotBody3D> mass_properties_update_list;
+ SelfList<GodotBody3D> direct_state_query_list;
+
+ VSet<RID> exceptions;
+ bool omit_force_integration = false;
+ bool active = true;
+
+ bool continuous_cd = false;
+ bool can_sleep = true;
+ bool first_time_kinematic = false;
+
+ void _mass_properties_changed();
+ virtual void _shapes_changed() override;
+ Transform3D new_transform;
+
+ HashMap<GodotConstraint3D *, int> constraint_map;
+
+ Vector<AreaCMP> areas;
+
+ struct Contact {
+ Vector3 local_pos;
+ Vector3 local_normal;
+ Vector3 local_velocity_at_pos;
+ real_t depth = 0.0;
+ int local_shape = 0;
+ Vector3 collider_pos;
+ int collider_shape = 0;
+ ObjectID collider_instance_id;
+ RID collider;
+ Vector3 collider_velocity_at_pos;
+ Vector3 impulse;
+ };
+
+ Vector<Contact> contacts; //no contacts by default
+ int contact_count = 0;
+
+ Callable body_state_callback;
+
+ struct ForceIntegrationCallbackData {
+ Callable callable;
+ Variant udata;
+ };
+
+ ForceIntegrationCallbackData *fi_callback_data = nullptr;
+
+ GodotPhysicsDirectBodyState3D *direct_state = nullptr;
+
+ uint64_t island_step = 0;
+
+ void _update_transform_dependent();
+
+ friend class GodotPhysicsDirectBodyState3D; // i give up, too many functions to expose
+
+public:
+ void set_state_sync_callback(const Callable &p_callable);
+ void set_force_integration_callback(const Callable &p_callable, const Variant &p_udata = Variant());
+
+ GodotPhysicsDirectBodyState3D *get_direct_state();
+
+ _FORCE_INLINE_ void add_area(GodotArea3D *p_area) {
+ int index = areas.find(AreaCMP(p_area));
+ if (index > -1) {
+ areas.write[index].refCount += 1;
+ } else {
+ areas.ordered_insert(AreaCMP(p_area));
+ }
+ }
+
+ _FORCE_INLINE_ void remove_area(GodotArea3D *p_area) {
+ int index = areas.find(AreaCMP(p_area));
+ if (index > -1) {
+ areas.write[index].refCount -= 1;
+ if (areas[index].refCount < 1) {
+ areas.remove_at(index);
+ }
+ }
+ }
+
+ _FORCE_INLINE_ void set_max_contacts_reported(int p_size) {
+ contacts.resize(p_size);
+ contact_count = 0;
+ if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC && p_size) {
+ set_active(true);
+ }
+ }
+ _FORCE_INLINE_ int get_max_contacts_reported() const { return contacts.size(); }
+
+ _FORCE_INLINE_ bool can_report_contacts() const { return !contacts.is_empty(); }
+ _FORCE_INLINE_ void add_contact(const Vector3 &p_local_pos, const Vector3 &p_local_normal, real_t p_depth, int p_local_shape, const Vector3 &p_local_velocity_at_pos, const Vector3 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector3 &p_collider_velocity_at_pos, const Vector3 &p_impulse);
+
+ _FORCE_INLINE_ void add_exception(const RID &p_exception) { exceptions.insert(p_exception); }
+ _FORCE_INLINE_ void remove_exception(const RID &p_exception) { exceptions.erase(p_exception); }
+ _FORCE_INLINE_ bool has_exception(const RID &p_exception) const { return exceptions.has(p_exception); }
+ _FORCE_INLINE_ const VSet<RID> &get_exceptions() const { return exceptions; }
+
+ _FORCE_INLINE_ uint64_t get_island_step() const { return island_step; }
+ _FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; }
+
+ _FORCE_INLINE_ void add_constraint(GodotConstraint3D *p_constraint, int p_pos) { constraint_map[p_constraint] = p_pos; }
+ _FORCE_INLINE_ void remove_constraint(GodotConstraint3D *p_constraint) { constraint_map.erase(p_constraint); }
+ const HashMap<GodotConstraint3D *, int> &get_constraint_map() const { return constraint_map; }
+ _FORCE_INLINE_ void clear_constraint_map() { constraint_map.clear(); }
+
+ _FORCE_INLINE_ void set_omit_force_integration(bool p_omit_force_integration) { omit_force_integration = p_omit_force_integration; }
+ _FORCE_INLINE_ bool get_omit_force_integration() const { return omit_force_integration; }
+
+ _FORCE_INLINE_ Basis get_principal_inertia_axes() const { return principal_inertia_axes; }
+ _FORCE_INLINE_ Vector3 get_center_of_mass() const { return center_of_mass; }
+ _FORCE_INLINE_ Vector3 get_center_of_mass_local() const { return center_of_mass_local; }
+ _FORCE_INLINE_ Vector3 xform_local_to_principal(const Vector3 &p_pos) const { return principal_inertia_axes_local.xform(p_pos - center_of_mass_local); }
+
+ _FORCE_INLINE_ void set_linear_velocity(const Vector3 &p_velocity) { linear_velocity = p_velocity; }
+ _FORCE_INLINE_ Vector3 get_linear_velocity() const { return linear_velocity; }
+
+ _FORCE_INLINE_ void set_angular_velocity(const Vector3 &p_velocity) { angular_velocity = p_velocity; }
+ _FORCE_INLINE_ Vector3 get_angular_velocity() const { return angular_velocity; }
+
+ _FORCE_INLINE_ Vector3 get_prev_linear_velocity() const { return prev_linear_velocity; }
+ _FORCE_INLINE_ Vector3 get_prev_angular_velocity() const { return prev_angular_velocity; }
+
+ _FORCE_INLINE_ const Vector3 &get_biased_linear_velocity() const { return biased_linear_velocity; }
+ _FORCE_INLINE_ const Vector3 &get_biased_angular_velocity() const { return biased_angular_velocity; }
+
+ _FORCE_INLINE_ void apply_central_impulse(const Vector3 &p_impulse) {
+ linear_velocity += p_impulse * _inv_mass;
+ }
+
+ _FORCE_INLINE_ void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3()) {
+ linear_velocity += p_impulse * _inv_mass;
+ angular_velocity += _inv_inertia_tensor.xform((p_position - center_of_mass).cross(p_impulse));
+ }
+
+ _FORCE_INLINE_ void apply_torque_impulse(const Vector3 &p_impulse) {
+ angular_velocity += _inv_inertia_tensor.xform(p_impulse);
+ }
+
+ _FORCE_INLINE_ void apply_bias_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3(), real_t p_max_delta_av = -1.0) {
+ biased_linear_velocity += p_impulse * _inv_mass;
+ if (p_max_delta_av != 0.0) {
+ Vector3 delta_av = _inv_inertia_tensor.xform((p_position - center_of_mass).cross(p_impulse));
+ if (p_max_delta_av > 0 && delta_av.length() > p_max_delta_av) {
+ delta_av = delta_av.normalized() * p_max_delta_av;
+ }
+ biased_angular_velocity += delta_av;
+ }
+ }
+
+ _FORCE_INLINE_ void apply_bias_torque_impulse(const Vector3 &p_impulse) {
+ biased_angular_velocity += _inv_inertia_tensor.xform(p_impulse);
+ }
+
+ _FORCE_INLINE_ void apply_central_force(const Vector3 &p_force) {
+ applied_force += p_force;
+ }
+
+ _FORCE_INLINE_ void apply_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) {
+ applied_force += p_force;
+ applied_torque += (p_position - center_of_mass).cross(p_force);
+ }
+
+ _FORCE_INLINE_ void apply_torque(const Vector3 &p_torque) {
+ applied_torque += p_torque;
+ }
+
+ _FORCE_INLINE_ void add_constant_central_force(const Vector3 &p_force) {
+ constant_force += p_force;
+ }
+
+ _FORCE_INLINE_ void add_constant_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) {
+ constant_force += p_force;
+ constant_torque += (p_position - center_of_mass).cross(p_force);
+ }
+
+ _FORCE_INLINE_ void add_constant_torque(const Vector3 &p_torque) {
+ constant_torque += p_torque;
+ }
+
+ void set_constant_force(const Vector3 &p_force) { constant_force = p_force; }
+ Vector3 get_constant_force() const { return constant_force; }
+
+ void set_constant_torque(const Vector3 &p_torque) { constant_torque = p_torque; }
+ Vector3 get_constant_torque() const { return constant_torque; }
+
+ void set_active(bool p_active);
+ _FORCE_INLINE_ bool is_active() const { return active; }
+
+ _FORCE_INLINE_ void wakeup() {
+ if ((!get_space()) || mode == PhysicsServer3D::BODY_MODE_STATIC || mode == PhysicsServer3D::BODY_MODE_KINEMATIC) {
+ return;
+ }
+ set_active(true);
+ }
+
+ void set_param(PhysicsServer3D::BodyParameter p_param, const Variant &p_value);
+ Variant get_param(PhysicsServer3D::BodyParameter p_param) const;
+
+ void set_mode(PhysicsServer3D::BodyMode p_mode);
+ PhysicsServer3D::BodyMode get_mode() const;
+
+ void set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant);
+ Variant get_state(PhysicsServer3D::BodyState p_state) const;
+
+ _FORCE_INLINE_ void set_continuous_collision_detection(bool p_enable) { continuous_cd = p_enable; }
+ _FORCE_INLINE_ bool is_continuous_collision_detection_enabled() const { return continuous_cd; }
+
+ void set_space(GodotSpace3D *p_space) override;
+
+ void update_mass_properties();
+ void reset_mass_properties();
+
+ _FORCE_INLINE_ real_t get_inv_mass() const { return _inv_mass; }
+ _FORCE_INLINE_ const Vector3 &get_inv_inertia() const { return _inv_inertia; }
+ _FORCE_INLINE_ const Basis &get_inv_inertia_tensor() const { return _inv_inertia_tensor; }
+ _FORCE_INLINE_ real_t get_friction() const { return friction; }
+ _FORCE_INLINE_ real_t get_bounce() const { return bounce; }
+
+ void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool lock);
+ bool is_axis_locked(PhysicsServer3D::BodyAxis p_axis) const;
+
+ void integrate_forces(real_t p_step);
+ void integrate_velocities(real_t p_step);
+
+ _FORCE_INLINE_ Vector3 get_velocity_in_local_point(const Vector3 &rel_pos) const {
+ return linear_velocity + angular_velocity.cross(rel_pos - center_of_mass);
+ }
+
+ _FORCE_INLINE_ real_t compute_impulse_denominator(const Vector3 &p_pos, const Vector3 &p_normal) const {
+ Vector3 r0 = p_pos - get_transform().origin - center_of_mass;
+
+ Vector3 c0 = (r0).cross(p_normal);
+
+ Vector3 vec = (_inv_inertia_tensor.xform_inv(c0)).cross(r0);
+
+ return _inv_mass + p_normal.dot(vec);
+ }
+
+ _FORCE_INLINE_ real_t compute_angular_impulse_denominator(const Vector3 &p_axis) const {
+ return p_axis.dot(_inv_inertia_tensor.xform_inv(p_axis));
+ }
+
+ //void simulate_motion(const Transform3D& p_xform,real_t p_step);
+ void call_queries();
+ void wakeup_neighbours();
+
+ bool sleep_test(real_t p_step);
+
+ GodotBody3D();
+ ~GodotBody3D();
+};
+
+//add contact inline
+
+void GodotBody3D::add_contact(const Vector3 &p_local_pos, const Vector3 &p_local_normal, real_t p_depth, int p_local_shape, const Vector3 &p_local_velocity_at_pos, const Vector3 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector3 &p_collider_velocity_at_pos, const Vector3 &p_impulse) {
+ int c_max = contacts.size();
+
+ if (c_max == 0) {
+ return;
+ }
+
+ Contact *c = contacts.ptrw();
+
+ int idx = -1;
+
+ if (contact_count < c_max) {
+ idx = contact_count++;
+ } else {
+ real_t least_depth = 1e20;
+ int least_deep = -1;
+ for (int i = 0; i < c_max; i++) {
+ if (i == 0 || c[i].depth < least_depth) {
+ least_deep = i;
+ least_depth = c[i].depth;
+ }
+ }
+
+ if (least_deep >= 0 && least_depth < p_depth) {
+ idx = least_deep;
+ }
+ if (idx == -1) {
+ return; //none least deepe than this
+ }
+ }
+
+ c[idx].local_pos = p_local_pos;
+ c[idx].local_normal = p_local_normal;
+ c[idx].local_velocity_at_pos = p_local_velocity_at_pos;
+ c[idx].depth = p_depth;
+ c[idx].local_shape = p_local_shape;
+ c[idx].collider_pos = p_collider_pos;
+ c[idx].collider_shape = p_collider_shape;
+ c[idx].collider_instance_id = p_collider_instance_id;
+ c[idx].collider = p_collider;
+ c[idx].collider_velocity_at_pos = p_collider_velocity_at_pos;
+ c[idx].impulse = p_impulse;
+}
+
+#endif // GODOT_BODY_3D_H
diff --git a/modules/godot_physics_3d/godot_body_direct_state_3d.cpp b/modules/godot_physics_3d/godot_body_direct_state_3d.cpp
new file mode 100644
index 0000000000..0af746c68d
--- /dev/null
+++ b/modules/godot_physics_3d/godot_body_direct_state_3d.cpp
@@ -0,0 +1,237 @@
+/**************************************************************************/
+/* godot_body_direct_state_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#include "godot_body_direct_state_3d.h"
+
+#include "godot_body_3d.h"
+#include "godot_space_3d.h"
+
+Vector3 GodotPhysicsDirectBodyState3D::get_total_gravity() const {
+ return body->gravity;
+}
+
+real_t GodotPhysicsDirectBodyState3D::get_total_angular_damp() const {
+ return body->total_angular_damp;
+}
+
+real_t GodotPhysicsDirectBodyState3D::get_total_linear_damp() const {
+ return body->total_linear_damp;
+}
+
+Vector3 GodotPhysicsDirectBodyState3D::get_center_of_mass() const {
+ return body->get_center_of_mass();
+}
+
+Vector3 GodotPhysicsDirectBodyState3D::get_center_of_mass_local() const {
+ return body->get_center_of_mass_local();
+}
+
+Basis GodotPhysicsDirectBodyState3D::get_principal_inertia_axes() const {
+ return body->get_principal_inertia_axes();
+}
+
+real_t GodotPhysicsDirectBodyState3D::get_inverse_mass() const {
+ return body->get_inv_mass();
+}
+
+Vector3 GodotPhysicsDirectBodyState3D::get_inverse_inertia() const {
+ return body->get_inv_inertia();
+}
+
+Basis GodotPhysicsDirectBodyState3D::get_inverse_inertia_tensor() const {
+ return body->get_inv_inertia_tensor();
+}
+
+void GodotPhysicsDirectBodyState3D::set_linear_velocity(const Vector3 &p_velocity) {
+ body->wakeup();
+ body->set_linear_velocity(p_velocity);
+}
+
+Vector3 GodotPhysicsDirectBodyState3D::get_linear_velocity() const {
+ return body->get_linear_velocity();
+}
+
+void GodotPhysicsDirectBodyState3D::set_angular_velocity(const Vector3 &p_velocity) {
+ body->wakeup();
+ body->set_angular_velocity(p_velocity);
+}
+
+Vector3 GodotPhysicsDirectBodyState3D::get_angular_velocity() const {
+ return body->get_angular_velocity();
+}
+
+void GodotPhysicsDirectBodyState3D::set_transform(const Transform3D &p_transform) {
+ body->set_state(PhysicsServer3D::BODY_STATE_TRANSFORM, p_transform);
+}
+
+Transform3D GodotPhysicsDirectBodyState3D::get_transform() const {
+ return body->get_transform();
+}
+
+Vector3 GodotPhysicsDirectBodyState3D::get_velocity_at_local_position(const Vector3 &p_position) const {
+ return body->get_velocity_in_local_point(p_position);
+}
+
+void GodotPhysicsDirectBodyState3D::apply_central_impulse(const Vector3 &p_impulse) {
+ body->wakeup();
+ body->apply_central_impulse(p_impulse);
+}
+
+void GodotPhysicsDirectBodyState3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) {
+ body->wakeup();
+ body->apply_impulse(p_impulse, p_position);
+}
+
+void GodotPhysicsDirectBodyState3D::apply_torque_impulse(const Vector3 &p_impulse) {
+ body->wakeup();
+ body->apply_torque_impulse(p_impulse);
+}
+
+void GodotPhysicsDirectBodyState3D::apply_central_force(const Vector3 &p_force) {
+ body->wakeup();
+ body->apply_central_force(p_force);
+}
+
+void GodotPhysicsDirectBodyState3D::apply_force(const Vector3 &p_force, const Vector3 &p_position) {
+ body->wakeup();
+ body->apply_force(p_force, p_position);
+}
+
+void GodotPhysicsDirectBodyState3D::apply_torque(const Vector3 &p_torque) {
+ body->wakeup();
+ body->apply_torque(p_torque);
+}
+
+void GodotPhysicsDirectBodyState3D::add_constant_central_force(const Vector3 &p_force) {
+ body->wakeup();
+ body->add_constant_central_force(p_force);
+}
+
+void GodotPhysicsDirectBodyState3D::add_constant_force(const Vector3 &p_force, const Vector3 &p_position) {
+ body->wakeup();
+ body->add_constant_force(p_force, p_position);
+}
+
+void GodotPhysicsDirectBodyState3D::add_constant_torque(const Vector3 &p_torque) {
+ body->wakeup();
+ body->add_constant_torque(p_torque);
+}
+
+void GodotPhysicsDirectBodyState3D::set_constant_force(const Vector3 &p_force) {
+ if (!p_force.is_zero_approx()) {
+ body->wakeup();
+ }
+ body->set_constant_force(p_force);
+}
+
+Vector3 GodotPhysicsDirectBodyState3D::get_constant_force() const {
+ return body->get_constant_force();
+}
+
+void GodotPhysicsDirectBodyState3D::set_constant_torque(const Vector3 &p_torque) {
+ if (!p_torque.is_zero_approx()) {
+ body->wakeup();
+ }
+ body->set_constant_torque(p_torque);
+}
+
+Vector3 GodotPhysicsDirectBodyState3D::get_constant_torque() const {
+ return body->get_constant_torque();
+}
+
+void GodotPhysicsDirectBodyState3D::set_sleep_state(bool p_sleep) {
+ body->set_active(!p_sleep);
+}
+
+bool GodotPhysicsDirectBodyState3D::is_sleeping() const {
+ return !body->is_active();
+}
+
+int GodotPhysicsDirectBodyState3D::get_contact_count() const {
+ return body->contact_count;
+}
+
+Vector3 GodotPhysicsDirectBodyState3D::get_contact_local_position(int p_contact_idx) const {
+ ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
+ return body->contacts[p_contact_idx].local_pos;
+}
+
+Vector3 GodotPhysicsDirectBodyState3D::get_contact_local_normal(int p_contact_idx) const {
+ ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
+ return body->contacts[p_contact_idx].local_normal;
+}
+
+Vector3 GodotPhysicsDirectBodyState3D::get_contact_impulse(int p_contact_idx) const {
+ ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
+ return body->contacts[p_contact_idx].impulse;
+}
+
+Vector3 GodotPhysicsDirectBodyState3D::get_contact_local_velocity_at_position(int p_contact_idx) const {
+ ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
+ return body->contacts[p_contact_idx].local_velocity_at_pos;
+}
+
+int GodotPhysicsDirectBodyState3D::get_contact_local_shape(int p_contact_idx) const {
+ ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, -1);
+ return body->contacts[p_contact_idx].local_shape;
+}
+
+RID GodotPhysicsDirectBodyState3D::get_contact_collider(int p_contact_idx) const {
+ ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, RID());
+ return body->contacts[p_contact_idx].collider;
+}
+
+Vector3 GodotPhysicsDirectBodyState3D::get_contact_collider_position(int p_contact_idx) const {
+ ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
+ return body->contacts[p_contact_idx].collider_pos;
+}
+
+ObjectID GodotPhysicsDirectBodyState3D::get_contact_collider_id(int p_contact_idx) const {
+ ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, ObjectID());
+ return body->contacts[p_contact_idx].collider_instance_id;
+}
+
+int GodotPhysicsDirectBodyState3D::get_contact_collider_shape(int p_contact_idx) const {
+ ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, 0);
+ return body->contacts[p_contact_idx].collider_shape;
+}
+
+Vector3 GodotPhysicsDirectBodyState3D::get_contact_collider_velocity_at_position(int p_contact_idx) const {
+ ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
+ return body->contacts[p_contact_idx].collider_velocity_at_pos;
+}
+
+PhysicsDirectSpaceState3D *GodotPhysicsDirectBodyState3D::get_space_state() {
+ return body->get_space()->get_direct_state();
+}
+
+real_t GodotPhysicsDirectBodyState3D::get_step() const {
+ return body->get_space()->get_last_step();
+}
diff --git a/modules/godot_physics_3d/godot_body_direct_state_3d.h b/modules/godot_physics_3d/godot_body_direct_state_3d.h
new file mode 100644
index 0000000000..8066050c9f
--- /dev/null
+++ b/modules/godot_physics_3d/godot_body_direct_state_3d.h
@@ -0,0 +1,107 @@
+/**************************************************************************/
+/* godot_body_direct_state_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef GODOT_BODY_DIRECT_STATE_3D_H
+#define GODOT_BODY_DIRECT_STATE_3D_H
+
+#include "servers/physics_server_3d.h"
+
+class GodotBody3D;
+
+class GodotPhysicsDirectBodyState3D : public PhysicsDirectBodyState3D {
+ GDCLASS(GodotPhysicsDirectBodyState3D, PhysicsDirectBodyState3D);
+
+public:
+ GodotBody3D *body = nullptr;
+
+ virtual Vector3 get_total_gravity() const override;
+ virtual real_t get_total_angular_damp() const override;
+ virtual real_t get_total_linear_damp() const override;
+
+ virtual Vector3 get_center_of_mass() const override;
+ virtual Vector3 get_center_of_mass_local() const override;
+ virtual Basis get_principal_inertia_axes() const override;
+
+ virtual real_t get_inverse_mass() const override;
+ virtual Vector3 get_inverse_inertia() const override;
+ virtual Basis get_inverse_inertia_tensor() const override;
+
+ virtual void set_linear_velocity(const Vector3 &p_velocity) override;
+ virtual Vector3 get_linear_velocity() const override;
+
+ virtual void set_angular_velocity(const Vector3 &p_velocity) override;
+ virtual Vector3 get_angular_velocity() const override;
+
+ virtual void set_transform(const Transform3D &p_transform) override;
+ virtual Transform3D get_transform() const override;
+
+ virtual Vector3 get_velocity_at_local_position(const Vector3 &p_position) const override;
+
+ virtual void apply_central_impulse(const Vector3 &p_impulse) override;
+ virtual void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3()) override;
+ virtual void apply_torque_impulse(const Vector3 &p_impulse) override;
+
+ virtual void apply_central_force(const Vector3 &p_force) override;
+ virtual void apply_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) override;
+ virtual void apply_torque(const Vector3 &p_torque) override;
+
+ virtual void add_constant_central_force(const Vector3 &p_force) override;
+ virtual void add_constant_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) override;
+ virtual void add_constant_torque(const Vector3 &p_torque) override;
+
+ virtual void set_constant_force(const Vector3 &p_force) override;
+ virtual Vector3 get_constant_force() const override;
+
+ virtual void set_constant_torque(const Vector3 &p_torque) override;
+ virtual Vector3 get_constant_torque() const override;
+
+ virtual void set_sleep_state(bool p_sleep) override;
+ virtual bool is_sleeping() const override;
+
+ virtual int get_contact_count() const override;
+
+ virtual Vector3 get_contact_local_position(int p_contact_idx) const override;
+ virtual Vector3 get_contact_local_normal(int p_contact_idx) const override;
+ virtual Vector3 get_contact_impulse(int p_contact_idx) const override;
+ virtual int get_contact_local_shape(int p_contact_idx) const override;
+ virtual Vector3 get_contact_local_velocity_at_position(int p_contact_idx) const override;
+
+ virtual RID get_contact_collider(int p_contact_idx) const override;
+ virtual Vector3 get_contact_collider_position(int p_contact_idx) const override;
+ virtual ObjectID get_contact_collider_id(int p_contact_idx) const override;
+ virtual int get_contact_collider_shape(int p_contact_idx) const override;
+ virtual Vector3 get_contact_collider_velocity_at_position(int p_contact_idx) const override;
+
+ virtual PhysicsDirectSpaceState3D *get_space_state() override;
+
+ virtual real_t get_step() const override;
+};
+
+#endif // GODOT_BODY_DIRECT_STATE_3D_H
diff --git a/modules/godot_physics_3d/godot_body_pair_3d.cpp b/modules/godot_physics_3d/godot_body_pair_3d.cpp
new file mode 100644
index 0000000000..84fae73616
--- /dev/null
+++ b/modules/godot_physics_3d/godot_body_pair_3d.cpp
@@ -0,0 +1,988 @@
+/**************************************************************************/
+/* godot_body_pair_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#include "godot_body_pair_3d.h"
+
+#include "godot_collision_solver_3d.h"
+#include "godot_space_3d.h"
+
+#include "core/os/os.h"
+
+#define MIN_VELOCITY 0.0001
+#define MAX_BIAS_ROTATION (Math_PI / 8)
+
+void GodotBodyPair3D::_contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal, void *p_userdata) {
+ GodotBodyPair3D *pair = static_cast<GodotBodyPair3D *>(p_userdata);
+ pair->contact_added_callback(p_point_A, p_index_A, p_point_B, p_index_B, normal);
+}
+
+void GodotBodyPair3D::contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal) {
+ Vector3 local_A = A->get_inv_transform().basis.xform(p_point_A);
+ Vector3 local_B = B->get_inv_transform().basis.xform(p_point_B - offset_B);
+
+ int new_index = contact_count;
+
+ ERR_FAIL_COND(new_index >= (MAX_CONTACTS + 1));
+
+ Contact contact;
+ contact.index_A = p_index_A;
+ contact.index_B = p_index_B;
+ contact.local_A = local_A;
+ contact.local_B = local_B;
+ contact.normal = (p_point_A - p_point_B).normalized();
+ contact.used = true;
+
+ // Attempt to determine if the contact will be reused.
+ real_t contact_recycle_radius = space->get_contact_recycle_radius();
+
+ for (int i = 0; i < contact_count; i++) {
+ Contact &c = contacts[i];
+ if (c.local_A.distance_squared_to(local_A) < (contact_recycle_radius * contact_recycle_radius) &&
+ c.local_B.distance_squared_to(local_B) < (contact_recycle_radius * contact_recycle_radius)) {
+ contact.acc_normal_impulse = c.acc_normal_impulse;
+ contact.acc_bias_impulse = c.acc_bias_impulse;
+ contact.acc_bias_impulse_center_of_mass = c.acc_bias_impulse_center_of_mass;
+ contact.acc_tangent_impulse = c.acc_tangent_impulse;
+ c = contact;
+ return;
+ }
+ }
+
+ // Figure out if the contact amount must be reduced to fit the new contact.
+ if (new_index == MAX_CONTACTS) {
+ // Remove the contact with the minimum depth.
+
+ const Basis &basis_A = A->get_transform().basis;
+ const Basis &basis_B = B->get_transform().basis;
+
+ int least_deep = -1;
+ real_t min_depth;
+
+ // Start with depth for new contact.
+ {
+ Vector3 global_A = basis_A.xform(contact.local_A);
+ Vector3 global_B = basis_B.xform(contact.local_B) + offset_B;
+
+ Vector3 axis = global_A - global_B;
+ min_depth = axis.dot(contact.normal);
+ }
+
+ for (int i = 0; i < contact_count; i++) {
+ const Contact &c = contacts[i];
+ Vector3 global_A = basis_A.xform(c.local_A);
+ Vector3 global_B = basis_B.xform(c.local_B) + offset_B;
+
+ Vector3 axis = global_A - global_B;
+ real_t depth = axis.dot(c.normal);
+
+ if (depth < min_depth) {
+ min_depth = depth;
+ least_deep = i;
+ }
+ }
+
+ if (least_deep > -1) {
+ // Replace the least deep contact by the new one.
+ contacts[least_deep] = contact;
+ }
+
+ return;
+ }
+
+ contacts[new_index] = contact;
+ contact_count++;
+}
+
+void GodotBodyPair3D::validate_contacts() {
+ // Make sure to erase contacts that are no longer valid.
+ real_t max_separation = space->get_contact_max_separation();
+ real_t max_separation2 = max_separation * max_separation;
+
+ const Basis &basis_A = A->get_transform().basis;
+ const Basis &basis_B = B->get_transform().basis;
+
+ for (int i = 0; i < contact_count; i++) {
+ Contact &c = contacts[i];
+
+ bool erase = false;
+ if (!c.used) {
+ // Was left behind in previous frame.
+ erase = true;
+ } else {
+ c.used = false;
+
+ Vector3 global_A = basis_A.xform(c.local_A);
+ Vector3 global_B = basis_B.xform(c.local_B) + offset_B;
+ Vector3 axis = global_A - global_B;
+ real_t depth = axis.dot(c.normal);
+
+ if (depth < -max_separation || (global_B + c.normal * depth - global_A).length_squared() > max_separation2) {
+ erase = true;
+ }
+ }
+
+ if (erase) {
+ // Contact no longer needed, remove.
+ if ((i + 1) < contact_count) {
+ // Swap with the last one.
+ SWAP(contacts[i], contacts[contact_count - 1]);
+ }
+
+ i--;
+ contact_count--;
+ }
+ }
+}
+
+// _test_ccd prevents tunneling by slowing down a high velocity body that is about to collide so that next frame it will be at an appropriate location to collide (i.e. slight overlap)
+// Warning: the way velocity is adjusted down to cause a collision means the momentum will be weaker than it should for a bounce!
+// Process: only proceed if body A's motion is high relative to its size.
+// cast forward along motion vector to see if A is going to enter/pass B's collider next frame, only proceed if it does.
+// adjust the velocity of A down so that it will just slightly intersect the collider instead of blowing right past it.
+bool GodotBodyPair3D::_test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A, const Transform3D &p_xform_A, GodotBody3D *p_B, int p_shape_B, const Transform3D &p_xform_B) {
+ GodotShape3D *shape_A_ptr = p_A->get_shape(p_shape_A);
+
+ Vector3 motion = p_A->get_linear_velocity() * p_step;
+ real_t mlen = motion.length();
+ if (mlen < CMP_EPSILON) {
+ return false;
+ }
+
+ Vector3 mnormal = motion / mlen;
+
+ real_t min = 0.0, max = 0.0;
+ shape_A_ptr->project_range(mnormal, p_xform_A, min, max);
+
+ // Did it move enough in this direction to even attempt raycast?
+ // Let's say it should move more than 1/3 the size of the object in that axis.
+ bool fast_object = mlen > (max - min) * 0.3;
+ if (!fast_object) {
+ return false; // moving slow enough that there's no chance of tunneling.
+ }
+
+ // A is moving fast enough that tunneling might occur. See if it's really about to collide.
+
+ // Roughly predict body B's position in the next frame (ignoring collisions).
+ Transform3D predicted_xform_B = p_xform_B.translated(p_B->get_linear_velocity() * p_step);
+
+ // Support points are the farthest forward points on A in the direction of the motion vector.
+ // i.e. the candidate points of which one should hit B first if any collision does occur.
+ static const int max_supports = 16;
+ Vector3 supports_A[max_supports];
+ int support_count_A;
+ GodotShape3D::FeatureType support_type_A;
+ // Convert mnormal into body A's local xform because get_supports requires (and returns) local coordinates.
+ shape_A_ptr->get_supports(p_xform_A.basis.xform_inv(mnormal).normalized(), max_supports, supports_A, support_count_A, support_type_A);
+
+ // Cast a segment from each support point of A in the motion direction.
+ int segment_support_idx = -1;
+ float segment_hit_length = FLT_MAX;
+ Vector3 segment_hit_local;
+ for (int i = 0; i < support_count_A; i++) {
+ supports_A[i] = p_xform_A.xform(supports_A[i]);
+
+ Vector3 from = supports_A[i];
+ Vector3 to = from + motion;
+
+ Transform3D from_inv = predicted_xform_B.affine_inverse();
+
+ // Back up 10% of the per-frame motion behind the support point and use that as the beginning of our cast.
+ // At high speeds, this may mean we're actually casting from well behind the body instead of inside it, which is odd.
+ // But it still works out.
+ Vector3 local_from = from_inv.xform(from - motion * 0.1);
+ Vector3 local_to = from_inv.xform(to);
+
+ Vector3 rpos, rnorm;
+ int fi = -1;
+ if (p_B->get_shape(p_shape_B)->intersect_segment(local_from, local_to, rpos, rnorm, fi, true)) {
+ float hit_length = local_from.distance_to(rpos);
+ if (hit_length < segment_hit_length) {
+ segment_support_idx = i;
+ segment_hit_length = hit_length;
+ segment_hit_local = rpos;
+ }
+ }
+ }
+
+ if (segment_support_idx == -1) {
+ // There was no hit. Since the segment is the length of per-frame motion, this means the bodies will not
+ // actually collide yet on next frame. We'll probably check again next frame once they're closer.
+ return false;
+ }
+
+ Vector3 hitpos = predicted_xform_B.xform(segment_hit_local);
+
+ real_t newlen = hitpos.distance_to(supports_A[segment_support_idx]);
+ // Adding 1% of body length to the distance between collision and support point
+ // should cause body A's support point to arrive just within B's collider next frame.
+ newlen += (max - min) * 0.01;
+ // FIXME: This doesn't always work well when colliding with a triangle face of a trimesh shape.
+
+ p_A->set_linear_velocity((mnormal * newlen) / p_step);
+
+ return true;
+}
+
+real_t combine_bounce(GodotBody3D *A, GodotBody3D *B) {
+ return CLAMP(A->get_bounce() + B->get_bounce(), 0, 1);
+}
+
+real_t combine_friction(GodotBody3D *A, GodotBody3D *B) {
+ return ABS(MIN(A->get_friction(), B->get_friction()));
+}
+
+bool GodotBodyPair3D::setup(real_t p_step) {
+ check_ccd = false;
+
+ if (!A->interacts_with(B) || A->has_exception(B->get_self()) || B->has_exception(A->get_self())) {
+ collided = false;
+ return false;
+ }
+
+ collide_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC) && A->collides_with(B);
+ collide_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC) && B->collides_with(A);
+
+ report_contacts_only = false;
+ if (!collide_A && !collide_B) {
+ if ((A->get_max_contacts_reported() > 0) || (B->get_max_contacts_reported() > 0)) {
+ report_contacts_only = true;
+ } else {
+ collided = false;
+ return false;
+ }
+ }
+
+ offset_B = B->get_transform().get_origin() - A->get_transform().get_origin();
+
+ validate_contacts();
+
+ const Vector3 &offset_A = A->get_transform().get_origin();
+ Transform3D xform_Au = Transform3D(A->get_transform().basis, Vector3());
+ Transform3D xform_A = xform_Au * A->get_shape_transform(shape_A);
+
+ Transform3D xform_Bu = B->get_transform();
+ xform_Bu.origin -= offset_A;
+ Transform3D xform_B = xform_Bu * B->get_shape_transform(shape_B);
+
+ GodotShape3D *shape_A_ptr = A->get_shape(shape_A);
+ GodotShape3D *shape_B_ptr = B->get_shape(shape_B);
+
+ collided = GodotCollisionSolver3D::solve_static(shape_A_ptr, xform_A, shape_B_ptr, xform_B, _contact_added_callback, this, &sep_axis);
+
+ if (!collided) {
+ if (A->is_continuous_collision_detection_enabled() && collide_A) {
+ check_ccd = true;
+ return true;
+ }
+
+ if (B->is_continuous_collision_detection_enabled() && collide_B) {
+ check_ccd = true;
+ return true;
+ }
+
+ return false;
+ }
+
+ return true;
+}
+
+bool GodotBodyPair3D::pre_solve(real_t p_step) {
+ if (!collided) {
+ if (check_ccd) {
+ const Vector3 &offset_A = A->get_transform().get_origin();
+ Transform3D xform_Au = Transform3D(A->get_transform().basis, Vector3());
+ Transform3D xform_A = xform_Au * A->get_shape_transform(shape_A);
+
+ Transform3D xform_Bu = B->get_transform();
+ xform_Bu.origin -= offset_A;
+ Transform3D xform_B = xform_Bu * B->get_shape_transform(shape_B);
+
+ if (A->is_continuous_collision_detection_enabled() && collide_A) {
+ _test_ccd(p_step, A, shape_A, xform_A, B, shape_B, xform_B);
+ }
+
+ if (B->is_continuous_collision_detection_enabled() && collide_B) {
+ _test_ccd(p_step, B, shape_B, xform_B, A, shape_A, xform_A);
+ }
+ }
+
+ return false;
+ }
+
+ real_t max_penetration = space->get_contact_max_allowed_penetration();
+
+ real_t bias = 0.8;
+
+ GodotShape3D *shape_A_ptr = A->get_shape(shape_A);
+ GodotShape3D *shape_B_ptr = B->get_shape(shape_B);
+
+ if (shape_A_ptr->get_custom_bias() || shape_B_ptr->get_custom_bias()) {
+ if (shape_A_ptr->get_custom_bias() == 0) {
+ bias = shape_B_ptr->get_custom_bias();
+ } else if (shape_B_ptr->get_custom_bias() == 0) {
+ bias = shape_A_ptr->get_custom_bias();
+ } else {
+ bias = (shape_B_ptr->get_custom_bias() + shape_A_ptr->get_custom_bias()) * 0.5;
+ }
+ }
+
+ real_t inv_dt = 1.0 / p_step;
+
+ bool do_process = false;
+
+ const Vector3 &offset_A = A->get_transform().get_origin();
+
+ const Basis &basis_A = A->get_transform().basis;
+ const Basis &basis_B = B->get_transform().basis;
+
+ Basis zero_basis;
+ zero_basis.set_zero();
+
+ const Basis &inv_inertia_tensor_A = collide_A ? A->get_inv_inertia_tensor() : zero_basis;
+ const Basis &inv_inertia_tensor_B = collide_B ? B->get_inv_inertia_tensor() : zero_basis;
+
+ real_t inv_mass_A = collide_A ? A->get_inv_mass() : 0.0;
+ real_t inv_mass_B = collide_B ? B->get_inv_mass() : 0.0;
+
+ for (int i = 0; i < contact_count; i++) {
+ Contact &c = contacts[i];
+ c.active = false;
+
+ Vector3 global_A = basis_A.xform(c.local_A);
+ Vector3 global_B = basis_B.xform(c.local_B) + offset_B;
+
+ Vector3 axis = global_A - global_B;
+ real_t depth = axis.dot(c.normal);
+
+ if (depth <= 0.0) {
+ continue;
+ }
+
+#ifdef DEBUG_ENABLED
+ if (space->is_debugging_contacts()) {
+ space->add_debug_contact(global_A + offset_A);
+ space->add_debug_contact(global_B + offset_A);
+ }
+#endif
+
+ c.rA = global_A - A->get_center_of_mass();
+ c.rB = global_B - B->get_center_of_mass() - offset_B;
+
+ // Precompute normal mass, tangent mass, and bias.
+ Vector3 inertia_A = inv_inertia_tensor_A.xform(c.rA.cross(c.normal));
+ Vector3 inertia_B = inv_inertia_tensor_B.xform(c.rB.cross(c.normal));
+ real_t kNormal = inv_mass_A + inv_mass_B;
+ kNormal += c.normal.dot(inertia_A.cross(c.rA)) + c.normal.dot(inertia_B.cross(c.rB));
+ c.mass_normal = 1.0f / kNormal;
+
+ c.bias = -bias * inv_dt * MIN(0.0f, -depth + max_penetration);
+ c.depth = depth;
+
+ Vector3 j_vec = c.normal * c.acc_normal_impulse + c.acc_tangent_impulse;
+
+ c.acc_impulse -= j_vec;
+
+ // contact query reporting...
+
+ if (A->can_report_contacts() || B->can_report_contacts()) {
+ Vector3 crB = B->get_angular_velocity().cross(c.rB) + B->get_linear_velocity();
+ Vector3 crA = A->get_angular_velocity().cross(c.rA) + A->get_linear_velocity();
+
+ if (A->can_report_contacts()) {
+ A->add_contact(global_A + offset_A, -c.normal, depth, shape_A, crA, global_B + offset_A, shape_B, B->get_instance_id(), B->get_self(), crB, c.acc_impulse);
+ }
+
+ if (B->can_report_contacts()) {
+ B->add_contact(global_B + offset_A, c.normal, depth, shape_B, crB, global_A + offset_A, shape_A, A->get_instance_id(), A->get_self(), crA, -c.acc_impulse);
+ }
+ }
+
+ if (report_contacts_only) {
+ collided = false;
+ continue;
+ }
+
+ c.active = true;
+ do_process = true;
+
+ if (collide_A) {
+ A->apply_impulse(-j_vec, c.rA + A->get_center_of_mass());
+ }
+ if (collide_B) {
+ B->apply_impulse(j_vec, c.rB + B->get_center_of_mass());
+ }
+
+ c.bounce = combine_bounce(A, B);
+ if (c.bounce) {
+ Vector3 crA = A->get_prev_angular_velocity().cross(c.rA);
+ Vector3 crB = B->get_prev_angular_velocity().cross(c.rB);
+ Vector3 dv = B->get_prev_linear_velocity() + crB - A->get_prev_linear_velocity() - crA;
+ c.bounce = c.bounce * dv.dot(c.normal);
+ }
+ }
+
+ return do_process;
+}
+
+void GodotBodyPair3D::solve(real_t p_step) {
+ if (!collided) {
+ return;
+ }
+
+ const real_t max_bias_av = MAX_BIAS_ROTATION / p_step;
+
+ Basis zero_basis;
+ zero_basis.set_zero();
+
+ const Basis &inv_inertia_tensor_A = collide_A ? A->get_inv_inertia_tensor() : zero_basis;
+ const Basis &inv_inertia_tensor_B = collide_B ? B->get_inv_inertia_tensor() : zero_basis;
+
+ real_t inv_mass_A = collide_A ? A->get_inv_mass() : 0.0;
+ real_t inv_mass_B = collide_B ? B->get_inv_mass() : 0.0;
+
+ for (int i = 0; i < contact_count; i++) {
+ Contact &c = contacts[i];
+ if (!c.active) {
+ continue;
+ }
+
+ c.active = false; //try to deactivate, will activate itself if still needed
+
+ //bias impulse
+
+ Vector3 crbA = A->get_biased_angular_velocity().cross(c.rA);
+ Vector3 crbB = B->get_biased_angular_velocity().cross(c.rB);
+ Vector3 dbv = B->get_biased_linear_velocity() + crbB - A->get_biased_linear_velocity() - crbA;
+
+ real_t vbn = dbv.dot(c.normal);
+
+ if (Math::abs(-vbn + c.bias) > MIN_VELOCITY) {
+ real_t jbn = (-vbn + c.bias) * c.mass_normal;
+ real_t jbnOld = c.acc_bias_impulse;
+ c.acc_bias_impulse = MAX(jbnOld + jbn, 0.0f);
+
+ Vector3 jb = c.normal * (c.acc_bias_impulse - jbnOld);
+
+ if (collide_A) {
+ A->apply_bias_impulse(-jb, c.rA + A->get_center_of_mass(), max_bias_av);
+ }
+ if (collide_B) {
+ B->apply_bias_impulse(jb, c.rB + B->get_center_of_mass(), max_bias_av);
+ }
+
+ crbA = A->get_biased_angular_velocity().cross(c.rA);
+ crbB = B->get_biased_angular_velocity().cross(c.rB);
+ dbv = B->get_biased_linear_velocity() + crbB - A->get_biased_linear_velocity() - crbA;
+
+ vbn = dbv.dot(c.normal);
+
+ if (Math::abs(-vbn + c.bias) > MIN_VELOCITY) {
+ real_t jbn_com = (-vbn + c.bias) / (inv_mass_A + inv_mass_B);
+ real_t jbnOld_com = c.acc_bias_impulse_center_of_mass;
+ c.acc_bias_impulse_center_of_mass = MAX(jbnOld_com + jbn_com, 0.0f);
+
+ Vector3 jb_com = c.normal * (c.acc_bias_impulse_center_of_mass - jbnOld_com);
+
+ if (collide_A) {
+ A->apply_bias_impulse(-jb_com, A->get_center_of_mass(), 0.0f);
+ }
+ if (collide_B) {
+ B->apply_bias_impulse(jb_com, B->get_center_of_mass(), 0.0f);
+ }
+ }
+
+ c.active = true;
+ }
+
+ Vector3 crA = A->get_angular_velocity().cross(c.rA);
+ Vector3 crB = B->get_angular_velocity().cross(c.rB);
+ Vector3 dv = B->get_linear_velocity() + crB - A->get_linear_velocity() - crA;
+
+ //normal impulse
+ real_t vn = dv.dot(c.normal);
+
+ if (Math::abs(vn) > MIN_VELOCITY) {
+ real_t jn = -(c.bounce + vn) * c.mass_normal;
+ real_t jnOld = c.acc_normal_impulse;
+ c.acc_normal_impulse = MAX(jnOld + jn, 0.0f);
+
+ Vector3 j = c.normal * (c.acc_normal_impulse - jnOld);
+
+ if (collide_A) {
+ A->apply_impulse(-j, c.rA + A->get_center_of_mass());
+ }
+ if (collide_B) {
+ B->apply_impulse(j, c.rB + B->get_center_of_mass());
+ }
+ c.acc_impulse -= j;
+
+ c.active = true;
+ }
+
+ //friction impulse
+
+ real_t friction = combine_friction(A, B);
+
+ Vector3 lvA = A->get_linear_velocity() + A->get_angular_velocity().cross(c.rA);
+ Vector3 lvB = B->get_linear_velocity() + B->get_angular_velocity().cross(c.rB);
+
+ Vector3 dtv = lvB - lvA;
+ real_t tn = c.normal.dot(dtv);
+
+ // tangential velocity
+ Vector3 tv = dtv - c.normal * tn;
+ real_t tvl = tv.length();
+
+ if (tvl > MIN_VELOCITY) {
+ tv /= tvl;
+
+ Vector3 temp1 = inv_inertia_tensor_A.xform(c.rA.cross(tv));
+ Vector3 temp2 = inv_inertia_tensor_B.xform(c.rB.cross(tv));
+
+ real_t t = -tvl / (inv_mass_A + inv_mass_B + tv.dot(temp1.cross(c.rA) + temp2.cross(c.rB)));
+
+ Vector3 jt = t * tv;
+
+ Vector3 jtOld = c.acc_tangent_impulse;
+ c.acc_tangent_impulse += jt;
+
+ real_t fi_len = c.acc_tangent_impulse.length();
+ real_t jtMax = c.acc_normal_impulse * friction;
+
+ if (fi_len > CMP_EPSILON && fi_len > jtMax) {
+ c.acc_tangent_impulse *= jtMax / fi_len;
+ }
+
+ jt = c.acc_tangent_impulse - jtOld;
+
+ if (collide_A) {
+ A->apply_impulse(-jt, c.rA + A->get_center_of_mass());
+ }
+ if (collide_B) {
+ B->apply_impulse(jt, c.rB + B->get_center_of_mass());
+ }
+ c.acc_impulse -= jt;
+
+ c.active = true;
+ }
+ }
+}
+
+GodotBodyPair3D::GodotBodyPair3D(GodotBody3D *p_A, int p_shape_A, GodotBody3D *p_B, int p_shape_B) :
+ GodotBodyContact3D(_arr, 2) {
+ A = p_A;
+ B = p_B;
+ shape_A = p_shape_A;
+ shape_B = p_shape_B;
+ space = A->get_space();
+ A->add_constraint(this, 0);
+ B->add_constraint(this, 1);
+}
+
+GodotBodyPair3D::~GodotBodyPair3D() {
+ A->remove_constraint(this);
+ B->remove_constraint(this);
+}
+
+void GodotBodySoftBodyPair3D::_contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal, void *p_userdata) {
+ GodotBodySoftBodyPair3D *pair = static_cast<GodotBodySoftBodyPair3D *>(p_userdata);
+ pair->contact_added_callback(p_point_A, p_index_A, p_point_B, p_index_B, normal);
+}
+
+void GodotBodySoftBodyPair3D::contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal) {
+ Vector3 local_A = body->get_inv_transform().xform(p_point_A);
+ Vector3 local_B = p_point_B - soft_body->get_node_position(p_index_B);
+
+ Contact contact;
+ contact.index_A = p_index_A;
+ contact.index_B = p_index_B;
+ contact.local_A = local_A;
+ contact.local_B = local_B;
+ contact.normal = (normal.dot((p_point_A - p_point_B)) < 0 ? -normal : normal);
+ contact.used = true;
+
+ // Attempt to determine if the contact will be reused.
+ real_t contact_recycle_radius = space->get_contact_recycle_radius();
+
+ uint32_t contact_count = contacts.size();
+ for (uint32_t contact_index = 0; contact_index < contact_count; ++contact_index) {
+ Contact &c = contacts[contact_index];
+ if (c.index_B == p_index_B) {
+ if (c.local_A.distance_squared_to(local_A) < (contact_recycle_radius * contact_recycle_radius) &&
+ c.local_B.distance_squared_to(local_B) < (contact_recycle_radius * contact_recycle_radius)) {
+ contact.acc_normal_impulse = c.acc_normal_impulse;
+ contact.acc_bias_impulse = c.acc_bias_impulse;
+ contact.acc_bias_impulse_center_of_mass = c.acc_bias_impulse_center_of_mass;
+ contact.acc_tangent_impulse = c.acc_tangent_impulse;
+ }
+ c = contact;
+ return;
+ }
+ }
+
+ contacts.push_back(contact);
+}
+
+void GodotBodySoftBodyPair3D::validate_contacts() {
+ // Make sure to erase contacts that are no longer valid.
+ real_t max_separation = space->get_contact_max_separation();
+ real_t max_separation2 = max_separation * max_separation;
+
+ const Transform3D &transform_A = body->get_transform();
+
+ uint32_t contact_count = contacts.size();
+ for (uint32_t contact_index = 0; contact_index < contact_count; ++contact_index) {
+ Contact &c = contacts[contact_index];
+
+ bool erase = false;
+ if (!c.used) {
+ // Was left behind in previous frame.
+ erase = true;
+ } else {
+ c.used = false;
+
+ Vector3 global_A = transform_A.xform(c.local_A);
+ Vector3 global_B = soft_body->get_node_position(c.index_B) + c.local_B;
+ Vector3 axis = global_A - global_B;
+ real_t depth = axis.dot(c.normal);
+
+ if (depth < -max_separation || (global_B + c.normal * depth - global_A).length_squared() > max_separation2) {
+ erase = true;
+ }
+ }
+
+ if (erase) {
+ // Contact no longer needed, remove.
+ if ((contact_index + 1) < contact_count) {
+ // Swap with the last one.
+ SWAP(c, contacts[contact_count - 1]);
+ }
+
+ contact_index--;
+ contact_count--;
+ }
+ }
+
+ contacts.resize(contact_count);
+}
+
+bool GodotBodySoftBodyPair3D::setup(real_t p_step) {
+ if (!body->interacts_with(soft_body) || body->has_exception(soft_body->get_self()) || soft_body->has_exception(body->get_self())) {
+ collided = false;
+ return false;
+ }
+
+ body_collides = (body->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC) && body->collides_with(soft_body);
+ soft_body_collides = soft_body->collides_with(body);
+
+ if (!body_collides && !soft_body_collides) {
+ if (body->get_max_contacts_reported() > 0) {
+ report_contacts_only = true;
+ } else {
+ collided = false;
+ return false;
+ }
+ }
+
+ const Transform3D &xform_Au = body->get_transform();
+ Transform3D xform_A = xform_Au * body->get_shape_transform(body_shape);
+
+ Transform3D xform_Bu = soft_body->get_transform();
+ Transform3D xform_B = xform_Bu * soft_body->get_shape_transform(0);
+
+ validate_contacts();
+
+ GodotShape3D *shape_A_ptr = body->get_shape(body_shape);
+ GodotShape3D *shape_B_ptr = soft_body->get_shape(0);
+
+ collided = GodotCollisionSolver3D::solve_static(shape_A_ptr, xform_A, shape_B_ptr, xform_B, _contact_added_callback, this, &sep_axis);
+
+ return collided;
+}
+
+bool GodotBodySoftBodyPair3D::pre_solve(real_t p_step) {
+ if (!collided) {
+ return false;
+ }
+
+ real_t max_penetration = space->get_contact_max_allowed_penetration();
+
+ real_t bias = space->get_contact_bias();
+
+ GodotShape3D *shape_A_ptr = body->get_shape(body_shape);
+
+ if (shape_A_ptr->get_custom_bias()) {
+ bias = shape_A_ptr->get_custom_bias();
+ }
+
+ real_t inv_dt = 1.0 / p_step;
+
+ bool do_process = false;
+
+ const Transform3D &transform_A = body->get_transform();
+
+ Basis zero_basis;
+ zero_basis.set_zero();
+
+ const Basis &body_inv_inertia_tensor = body_collides ? body->get_inv_inertia_tensor() : zero_basis;
+
+ real_t body_inv_mass = body_collides ? body->get_inv_mass() : 0.0;
+
+ uint32_t contact_count = contacts.size();
+ for (uint32_t contact_index = 0; contact_index < contact_count; ++contact_index) {
+ Contact &c = contacts[contact_index];
+ c.active = false;
+
+ real_t node_inv_mass = soft_body_collides ? soft_body->get_node_inv_mass(c.index_B) : 0.0;
+ if ((node_inv_mass == 0.0) && (body_inv_mass == 0.0)) {
+ continue;
+ }
+
+ Vector3 global_A = transform_A.xform(c.local_A);
+ Vector3 global_B = soft_body->get_node_position(c.index_B) + c.local_B;
+ Vector3 axis = global_A - global_B;
+ real_t depth = axis.dot(c.normal);
+
+ if (depth <= 0.0) {
+ continue;
+ }
+
+#ifdef DEBUG_ENABLED
+ if (space->is_debugging_contacts()) {
+ space->add_debug_contact(global_A);
+ space->add_debug_contact(global_B);
+ }
+#endif
+
+ c.rA = global_A - transform_A.origin - body->get_center_of_mass();
+ c.rB = global_B;
+
+ // Precompute normal mass, tangent mass, and bias.
+ Vector3 inertia_A = body_inv_inertia_tensor.xform(c.rA.cross(c.normal));
+ real_t kNormal = body_inv_mass + node_inv_mass;
+ kNormal += c.normal.dot(inertia_A.cross(c.rA));
+ c.mass_normal = 1.0f / kNormal;
+
+ c.bias = -bias * inv_dt * MIN(0.0f, -depth + max_penetration);
+ c.depth = depth;
+
+ Vector3 j_vec = c.normal * c.acc_normal_impulse + c.acc_tangent_impulse;
+ if (body_collides) {
+ body->apply_impulse(-j_vec, c.rA + body->get_center_of_mass());
+ }
+ if (soft_body_collides) {
+ soft_body->apply_node_impulse(c.index_B, j_vec);
+ }
+ c.acc_impulse -= j_vec;
+
+ if (body->can_report_contacts()) {
+ Vector3 crA = body->get_angular_velocity().cross(c.rA) + body->get_linear_velocity();
+ Vector3 crB = soft_body->get_node_velocity(c.index_B);
+ body->add_contact(global_A, -c.normal, depth, body_shape, crA, global_B, 0, soft_body->get_instance_id(), soft_body->get_self(), crB, c.acc_impulse);
+ }
+ if (report_contacts_only) {
+ collided = false;
+ continue;
+ }
+
+ c.active = true;
+ do_process = true;
+
+ if (body_collides) {
+ body->set_active(true);
+ }
+
+ c.bounce = body->get_bounce();
+
+ if (c.bounce) {
+ Vector3 crA = body->get_angular_velocity().cross(c.rA);
+ Vector3 dv = soft_body->get_node_velocity(c.index_B) - body->get_linear_velocity() - crA;
+
+ // Normal impulse.
+ c.bounce = c.bounce * dv.dot(c.normal);
+ }
+ }
+
+ return do_process;
+}
+
+void GodotBodySoftBodyPair3D::solve(real_t p_step) {
+ if (!collided) {
+ return;
+ }
+
+ const real_t max_bias_av = MAX_BIAS_ROTATION / p_step;
+
+ Basis zero_basis;
+ zero_basis.set_zero();
+
+ const Basis &body_inv_inertia_tensor = body_collides ? body->get_inv_inertia_tensor() : zero_basis;
+
+ real_t body_inv_mass = body_collides ? body->get_inv_mass() : 0.0;
+
+ uint32_t contact_count = contacts.size();
+ for (uint32_t contact_index = 0; contact_index < contact_count; ++contact_index) {
+ Contact &c = contacts[contact_index];
+ if (!c.active) {
+ continue;
+ }
+
+ c.active = false;
+
+ real_t node_inv_mass = soft_body_collides ? soft_body->get_node_inv_mass(c.index_B) : 0.0;
+
+ // Bias impulse.
+ Vector3 crbA = body->get_biased_angular_velocity().cross(c.rA);
+ Vector3 dbv = soft_body->get_node_biased_velocity(c.index_B) - body->get_biased_linear_velocity() - crbA;
+
+ real_t vbn = dbv.dot(c.normal);
+
+ if (Math::abs(-vbn + c.bias) > MIN_VELOCITY) {
+ real_t jbn = (-vbn + c.bias) * c.mass_normal;
+ real_t jbnOld = c.acc_bias_impulse;
+ c.acc_bias_impulse = MAX(jbnOld + jbn, 0.0f);
+
+ Vector3 jb = c.normal * (c.acc_bias_impulse - jbnOld);
+
+ if (body_collides) {
+ body->apply_bias_impulse(-jb, c.rA + body->get_center_of_mass(), max_bias_av);
+ }
+ if (soft_body_collides) {
+ soft_body->apply_node_bias_impulse(c.index_B, jb);
+ }
+
+ crbA = body->get_biased_angular_velocity().cross(c.rA);
+ dbv = soft_body->get_node_biased_velocity(c.index_B) - body->get_biased_linear_velocity() - crbA;
+
+ vbn = dbv.dot(c.normal);
+
+ if (Math::abs(-vbn + c.bias) > MIN_VELOCITY) {
+ real_t jbn_com = (-vbn + c.bias) / (body_inv_mass + node_inv_mass);
+ real_t jbnOld_com = c.acc_bias_impulse_center_of_mass;
+ c.acc_bias_impulse_center_of_mass = MAX(jbnOld_com + jbn_com, 0.0f);
+
+ Vector3 jb_com = c.normal * (c.acc_bias_impulse_center_of_mass - jbnOld_com);
+
+ if (body_collides) {
+ body->apply_bias_impulse(-jb_com, body->get_center_of_mass(), 0.0f);
+ }
+ if (soft_body_collides) {
+ soft_body->apply_node_bias_impulse(c.index_B, jb_com);
+ }
+ }
+
+ c.active = true;
+ }
+
+ Vector3 crA = body->get_angular_velocity().cross(c.rA);
+ Vector3 dv = soft_body->get_node_velocity(c.index_B) - body->get_linear_velocity() - crA;
+
+ // Normal impulse.
+ real_t vn = dv.dot(c.normal);
+
+ if (Math::abs(vn) > MIN_VELOCITY) {
+ real_t jn = -(c.bounce + vn) * c.mass_normal;
+ real_t jnOld = c.acc_normal_impulse;
+ c.acc_normal_impulse = MAX(jnOld + jn, 0.0f);
+
+ Vector3 j = c.normal * (c.acc_normal_impulse - jnOld);
+
+ if (body_collides) {
+ body->apply_impulse(-j, c.rA + body->get_center_of_mass());
+ }
+ if (soft_body_collides) {
+ soft_body->apply_node_impulse(c.index_B, j);
+ }
+ c.acc_impulse -= j;
+
+ c.active = true;
+ }
+
+ // Friction impulse.
+ real_t friction = body->get_friction();
+
+ Vector3 lvA = body->get_linear_velocity() + body->get_angular_velocity().cross(c.rA);
+ Vector3 lvB = soft_body->get_node_velocity(c.index_B);
+ Vector3 dtv = lvB - lvA;
+
+ real_t tn = c.normal.dot(dtv);
+
+ // Tangential velocity.
+ Vector3 tv = dtv - c.normal * tn;
+ real_t tvl = tv.length();
+
+ if (tvl > MIN_VELOCITY) {
+ tv /= tvl;
+
+ Vector3 temp1 = body_inv_inertia_tensor.xform(c.rA.cross(tv));
+
+ real_t t = -tvl / (body_inv_mass + node_inv_mass + tv.dot(temp1.cross(c.rA)));
+
+ Vector3 jt = t * tv;
+
+ Vector3 jtOld = c.acc_tangent_impulse;
+ c.acc_tangent_impulse += jt;
+
+ real_t fi_len = c.acc_tangent_impulse.length();
+ real_t jtMax = c.acc_normal_impulse * friction;
+
+ if (fi_len > CMP_EPSILON && fi_len > jtMax) {
+ c.acc_tangent_impulse *= jtMax / fi_len;
+ }
+
+ jt = c.acc_tangent_impulse - jtOld;
+
+ if (body_collides) {
+ body->apply_impulse(-jt, c.rA + body->get_center_of_mass());
+ }
+ if (soft_body_collides) {
+ soft_body->apply_node_impulse(c.index_B, jt);
+ }
+ c.acc_impulse -= jt;
+
+ c.active = true;
+ }
+ }
+}
+
+GodotBodySoftBodyPair3D::GodotBodySoftBodyPair3D(GodotBody3D *p_A, int p_shape_A, GodotSoftBody3D *p_B) :
+ GodotBodyContact3D(&body, 1) {
+ body = p_A;
+ soft_body = p_B;
+ body_shape = p_shape_A;
+ space = p_A->get_space();
+ body->add_constraint(this, 0);
+ soft_body->add_constraint(this);
+}
+
+GodotBodySoftBodyPair3D::~GodotBodySoftBodyPair3D() {
+ body->remove_constraint(this);
+ soft_body->remove_constraint(this);
+}
diff --git a/modules/godot_physics_3d/godot_body_pair_3d.h b/modules/godot_physics_3d/godot_body_pair_3d.h
new file mode 100644
index 0000000000..a8f5180dd5
--- /dev/null
+++ b/modules/godot_physics_3d/godot_body_pair_3d.h
@@ -0,0 +1,147 @@
+/**************************************************************************/
+/* godot_body_pair_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef GODOT_BODY_PAIR_3D_H
+#define GODOT_BODY_PAIR_3D_H
+
+#include "godot_body_3d.h"
+#include "godot_constraint_3d.h"
+#include "godot_soft_body_3d.h"
+
+#include "core/templates/local_vector.h"
+
+class GodotBodyContact3D : public GodotConstraint3D {
+protected:
+ struct Contact {
+ Vector3 position;
+ Vector3 normal;
+ int index_A = 0, index_B = 0;
+ Vector3 local_A, local_B;
+ Vector3 acc_impulse; // accumulated impulse - only one of the object's impulse is needed as impulse_a == -impulse_b
+ real_t acc_normal_impulse = 0.0; // accumulated normal impulse (Pn)
+ Vector3 acc_tangent_impulse; // accumulated tangent impulse (Pt)
+ real_t acc_bias_impulse = 0.0; // accumulated normal impulse for position bias (Pnb)
+ real_t acc_bias_impulse_center_of_mass = 0.0; // accumulated normal impulse for position bias applied to com
+ real_t mass_normal = 0.0;
+ real_t bias = 0.0;
+ real_t bounce = 0.0;
+
+ real_t depth = 0.0;
+ bool active = false;
+ bool used = false;
+ Vector3 rA, rB; // Offset in world orientation with respect to center of mass
+ };
+
+ Vector3 sep_axis;
+ bool collided = false;
+ bool check_ccd = false;
+
+ GodotSpace3D *space = nullptr;
+
+ GodotBodyContact3D(GodotBody3D **p_body_ptr = nullptr, int p_body_count = 0) :
+ GodotConstraint3D(p_body_ptr, p_body_count) {
+ }
+};
+
+class GodotBodyPair3D : public GodotBodyContact3D {
+ enum {
+ MAX_CONTACTS = 4
+ };
+
+ union {
+ struct {
+ GodotBody3D *A;
+ GodotBody3D *B;
+ };
+
+ GodotBody3D *_arr[2] = { nullptr, nullptr };
+ };
+
+ int shape_A = 0;
+ int shape_B = 0;
+
+ bool collide_A = false;
+ bool collide_B = false;
+
+ bool report_contacts_only = false;
+
+ Vector3 offset_B; //use local A coordinates to avoid numerical issues on collision detection
+
+ Contact contacts[MAX_CONTACTS];
+ int contact_count = 0;
+
+ static void _contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal, void *p_userdata);
+
+ void contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal);
+
+ void validate_contacts();
+ bool _test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A, const Transform3D &p_xform_A, GodotBody3D *p_B, int p_shape_B, const Transform3D &p_xform_B);
+
+public:
+ virtual bool setup(real_t p_step) override;
+ virtual bool pre_solve(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
+
+ GodotBodyPair3D(GodotBody3D *p_A, int p_shape_A, GodotBody3D *p_B, int p_shape_B);
+ ~GodotBodyPair3D();
+};
+
+class GodotBodySoftBodyPair3D : public GodotBodyContact3D {
+ GodotBody3D *body = nullptr;
+ GodotSoftBody3D *soft_body = nullptr;
+
+ int body_shape = 0;
+
+ bool body_collides = false;
+ bool soft_body_collides = false;
+
+ bool report_contacts_only = false;
+
+ LocalVector<Contact> contacts;
+
+ static void _contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal, void *p_userdata);
+
+ void contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal);
+
+ void validate_contacts();
+
+public:
+ virtual bool setup(real_t p_step) override;
+ virtual bool pre_solve(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
+
+ virtual GodotSoftBody3D *get_soft_body_ptr(int p_index) const override { return soft_body; }
+ virtual int get_soft_body_count() const override { return 1; }
+
+ GodotBodySoftBodyPair3D(GodotBody3D *p_A, int p_shape_A, GodotSoftBody3D *p_B);
+ ~GodotBodySoftBodyPair3D();
+};
+
+#endif // GODOT_BODY_PAIR_3D_H
diff --git a/modules/godot_physics_3d/godot_broad_phase_3d.cpp b/modules/godot_physics_3d/godot_broad_phase_3d.cpp
new file mode 100644
index 0000000000..ebd11fb51f
--- /dev/null
+++ b/modules/godot_physics_3d/godot_broad_phase_3d.cpp
@@ -0,0 +1,36 @@
+/**************************************************************************/
+/* godot_broad_phase_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#include "godot_broad_phase_3d.h"
+
+GodotBroadPhase3D::CreateFunction GodotBroadPhase3D::create_func = nullptr;
+
+GodotBroadPhase3D::~GodotBroadPhase3D() {
+}
diff --git a/modules/godot_physics_3d/godot_broad_phase_3d.h b/modules/godot_physics_3d/godot_broad_phase_3d.h
new file mode 100644
index 0000000000..f70321be64
--- /dev/null
+++ b/modules/godot_physics_3d/godot_broad_phase_3d.h
@@ -0,0 +1,72 @@
+/**************************************************************************/
+/* godot_broad_phase_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef GODOT_BROAD_PHASE_3D_H
+#define GODOT_BROAD_PHASE_3D_H
+
+#include "core/math/aabb.h"
+#include "core/math/math_funcs.h"
+
+class GodotCollisionObject3D;
+
+class GodotBroadPhase3D {
+public:
+ typedef GodotBroadPhase3D *(*CreateFunction)();
+
+ static CreateFunction create_func;
+
+ typedef uint32_t ID;
+
+ typedef void *(*PairCallback)(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_userdata);
+ typedef void (*UnpairCallback)(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_data, void *p_userdata);
+
+ // 0 is an invalid ID
+ virtual ID create(GodotCollisionObject3D *p_object_, int p_subindex = 0, const AABB &p_aabb = AABB(), bool p_static = false) = 0;
+ virtual void move(ID p_id, const AABB &p_aabb) = 0;
+ virtual void set_static(ID p_id, bool p_static) = 0;
+ virtual void remove(ID p_id) = 0;
+
+ virtual GodotCollisionObject3D *get_object(ID p_id) const = 0;
+ virtual bool is_static(ID p_id) const = 0;
+ virtual int get_subindex(ID p_id) const = 0;
+
+ virtual int cull_point(const Vector3 &p_point, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices = nullptr) = 0;
+ virtual int cull_segment(const Vector3 &p_from, const Vector3 &p_to, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices = nullptr) = 0;
+ virtual int cull_aabb(const AABB &p_aabb, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices = nullptr) = 0;
+
+ virtual void set_pair_callback(PairCallback p_pair_callback, void *p_userdata) = 0;
+ virtual void set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) = 0;
+
+ virtual void update() = 0;
+
+ virtual ~GodotBroadPhase3D();
+};
+
+#endif // GODOT_BROAD_PHASE_3D_H
diff --git a/modules/godot_physics_3d/godot_broad_phase_3d_bvh.cpp b/modules/godot_physics_3d/godot_broad_phase_3d_bvh.cpp
new file mode 100644
index 0000000000..0faa56b52e
--- /dev/null
+++ b/modules/godot_physics_3d/godot_broad_phase_3d_bvh.cpp
@@ -0,0 +1,128 @@
+/**************************************************************************/
+/* godot_broad_phase_3d_bvh.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#include "godot_broad_phase_3d_bvh.h"
+
+#include "godot_collision_object_3d.h"
+
+GodotBroadPhase3DBVH::ID GodotBroadPhase3DBVH::create(GodotCollisionObject3D *p_object, int p_subindex, const AABB &p_aabb, bool p_static) {
+ uint32_t tree_id = p_static ? TREE_STATIC : TREE_DYNAMIC;
+ uint32_t tree_collision_mask = p_static ? TREE_FLAG_DYNAMIC : (TREE_FLAG_STATIC | TREE_FLAG_DYNAMIC);
+ ID oid = bvh.create(p_object, true, tree_id, tree_collision_mask, p_aabb, p_subindex); // Pair everything, don't care?
+ return oid + 1;
+}
+
+void GodotBroadPhase3DBVH::move(ID p_id, const AABB &p_aabb) {
+ ERR_FAIL_COND(!p_id);
+ bvh.move(p_id - 1, p_aabb);
+}
+
+void GodotBroadPhase3DBVH::set_static(ID p_id, bool p_static) {
+ ERR_FAIL_COND(!p_id);
+ uint32_t tree_id = p_static ? TREE_STATIC : TREE_DYNAMIC;
+ uint32_t tree_collision_mask = p_static ? TREE_FLAG_DYNAMIC : (TREE_FLAG_STATIC | TREE_FLAG_DYNAMIC);
+ bvh.set_tree(p_id - 1, tree_id, tree_collision_mask, false);
+}
+
+void GodotBroadPhase3DBVH::remove(ID p_id) {
+ ERR_FAIL_COND(!p_id);
+ bvh.erase(p_id - 1);
+}
+
+GodotCollisionObject3D *GodotBroadPhase3DBVH::get_object(ID p_id) const {
+ ERR_FAIL_COND_V(!p_id, nullptr);
+ GodotCollisionObject3D *it = bvh.get(p_id - 1);
+ ERR_FAIL_NULL_V(it, nullptr);
+ return it;
+}
+
+bool GodotBroadPhase3DBVH::is_static(ID p_id) const {
+ ERR_FAIL_COND_V(!p_id, false);
+ uint32_t tree_id = bvh.get_tree_id(p_id - 1);
+ return tree_id == 0;
+}
+
+int GodotBroadPhase3DBVH::get_subindex(ID p_id) const {
+ ERR_FAIL_COND_V(!p_id, 0);
+ return bvh.get_subindex(p_id - 1);
+}
+
+int GodotBroadPhase3DBVH::cull_point(const Vector3 &p_point, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices) {
+ return bvh.cull_point(p_point, p_results, p_max_results, nullptr, 0xFFFFFFFF, p_result_indices);
+}
+
+int GodotBroadPhase3DBVH::cull_segment(const Vector3 &p_from, const Vector3 &p_to, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices) {
+ return bvh.cull_segment(p_from, p_to, p_results, p_max_results, nullptr, 0xFFFFFFFF, p_result_indices);
+}
+
+int GodotBroadPhase3DBVH::cull_aabb(const AABB &p_aabb, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices) {
+ return bvh.cull_aabb(p_aabb, p_results, p_max_results, nullptr, 0xFFFFFFFF, p_result_indices);
+}
+
+void *GodotBroadPhase3DBVH::_pair_callback(void *self, uint32_t p_A, GodotCollisionObject3D *p_object_A, int subindex_A, uint32_t p_B, GodotCollisionObject3D *p_object_B, int subindex_B) {
+ GodotBroadPhase3DBVH *bpo = static_cast<GodotBroadPhase3DBVH *>(self);
+ if (!bpo->pair_callback) {
+ return nullptr;
+ }
+
+ return bpo->pair_callback(p_object_A, subindex_A, p_object_B, subindex_B, bpo->pair_userdata);
+}
+
+void GodotBroadPhase3DBVH::_unpair_callback(void *self, uint32_t p_A, GodotCollisionObject3D *p_object_A, int subindex_A, uint32_t p_B, GodotCollisionObject3D *p_object_B, int subindex_B, void *pairdata) {
+ GodotBroadPhase3DBVH *bpo = static_cast<GodotBroadPhase3DBVH *>(self);
+ if (!bpo->unpair_callback) {
+ return;
+ }
+
+ bpo->unpair_callback(p_object_A, subindex_A, p_object_B, subindex_B, pairdata, bpo->unpair_userdata);
+}
+
+void GodotBroadPhase3DBVH::set_pair_callback(PairCallback p_pair_callback, void *p_userdata) {
+ pair_callback = p_pair_callback;
+ pair_userdata = p_userdata;
+}
+
+void GodotBroadPhase3DBVH::set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) {
+ unpair_callback = p_unpair_callback;
+ unpair_userdata = p_userdata;
+}
+
+void GodotBroadPhase3DBVH::update() {
+ bvh.update();
+}
+
+GodotBroadPhase3D *GodotBroadPhase3DBVH::_create() {
+ return memnew(GodotBroadPhase3DBVH);
+}
+
+GodotBroadPhase3DBVH::GodotBroadPhase3DBVH() {
+ bvh.set_pair_callback(_pair_callback, this);
+ bvh.set_unpair_callback(_unpair_callback, this);
+}
diff --git a/modules/godot_physics_3d/godot_broad_phase_3d_bvh.h b/modules/godot_physics_3d/godot_broad_phase_3d_bvh.h
new file mode 100644
index 0000000000..63968dea64
--- /dev/null
+++ b/modules/godot_physics_3d/godot_broad_phase_3d_bvh.h
@@ -0,0 +1,100 @@
+/**************************************************************************/
+/* godot_broad_phase_3d_bvh.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef GODOT_BROAD_PHASE_3D_BVH_H
+#define GODOT_BROAD_PHASE_3D_BVH_H
+
+#include "godot_broad_phase_3d.h"
+
+#include "core/math/bvh.h"
+
+class GodotBroadPhase3DBVH : public GodotBroadPhase3D {
+ template <typename T>
+ class UserPairTestFunction {
+ public:
+ static bool user_pair_check(const T *p_a, const T *p_b) {
+ // return false if no collision, decided by masks etc
+ return p_a->interacts_with(p_b);
+ }
+ };
+
+ template <typename T>
+ class UserCullTestFunction {
+ public:
+ static bool user_cull_check(const T *p_a, const T *p_b) {
+ return true;
+ }
+ };
+
+ enum Tree {
+ TREE_STATIC = 0,
+ TREE_DYNAMIC = 1,
+ };
+
+ enum TreeFlag {
+ TREE_FLAG_STATIC = 1 << TREE_STATIC,
+ TREE_FLAG_DYNAMIC = 1 << TREE_DYNAMIC,
+ };
+
+ BVH_Manager<GodotCollisionObject3D, 2, true, 128, UserPairTestFunction<GodotCollisionObject3D>, UserCullTestFunction<GodotCollisionObject3D>> bvh;
+
+ static void *_pair_callback(void *, uint32_t, GodotCollisionObject3D *, int, uint32_t, GodotCollisionObject3D *, int);
+ static void _unpair_callback(void *, uint32_t, GodotCollisionObject3D *, int, uint32_t, GodotCollisionObject3D *, int, void *);
+
+ PairCallback pair_callback = nullptr;
+ void *pair_userdata = nullptr;
+ UnpairCallback unpair_callback = nullptr;
+ void *unpair_userdata = nullptr;
+
+public:
+ // 0 is an invalid ID
+ virtual ID create(GodotCollisionObject3D *p_object, int p_subindex = 0, const AABB &p_aabb = AABB(), bool p_static = false) override;
+ virtual void move(ID p_id, const AABB &p_aabb) override;
+ virtual void set_static(ID p_id, bool p_static) override;
+ virtual void remove(ID p_id) override;
+
+ virtual GodotCollisionObject3D *get_object(ID p_id) const override;
+ virtual bool is_static(ID p_id) const override;
+ virtual int get_subindex(ID p_id) const override;
+
+ virtual int cull_point(const Vector3 &p_point, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices = nullptr) override;
+ virtual int cull_segment(const Vector3 &p_from, const Vector3 &p_to, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices = nullptr) override;
+ virtual int cull_aabb(const AABB &p_aabb, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices = nullptr) override;
+
+ virtual void set_pair_callback(PairCallback p_pair_callback, void *p_userdata) override;
+ virtual void set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) override;
+
+ virtual void update() override;
+
+ static GodotBroadPhase3D *_create();
+ GodotBroadPhase3DBVH();
+};
+
+#endif // GODOT_BROAD_PHASE_3D_BVH_H
diff --git a/modules/godot_physics_3d/godot_collision_object_3d.cpp b/modules/godot_physics_3d/godot_collision_object_3d.cpp
new file mode 100644
index 0000000000..283614a43d
--- /dev/null
+++ b/modules/godot_physics_3d/godot_collision_object_3d.cpp
@@ -0,0 +1,242 @@
+/**************************************************************************/
+/* godot_collision_object_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#include "godot_collision_object_3d.h"
+
+#include "godot_physics_server_3d.h"
+#include "godot_space_3d.h"
+
+void GodotCollisionObject3D::add_shape(GodotShape3D *p_shape, const Transform3D &p_transform, bool p_disabled) {
+ Shape s;
+ s.shape = p_shape;
+ s.xform = p_transform;
+ s.xform_inv = s.xform.affine_inverse();
+ s.bpid = 0; //needs update
+ s.disabled = p_disabled;
+ shapes.push_back(s);
+ p_shape->add_owner(this);
+
+ if (!pending_shape_update_list.in_list()) {
+ GodotPhysicsServer3D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list);
+ }
+}
+
+void GodotCollisionObject3D::set_shape(int p_index, GodotShape3D *p_shape) {
+ ERR_FAIL_INDEX(p_index, shapes.size());
+ shapes[p_index].shape->remove_owner(this);
+ shapes.write[p_index].shape = p_shape;
+
+ p_shape->add_owner(this);
+ if (!pending_shape_update_list.in_list()) {
+ GodotPhysicsServer3D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list);
+ }
+}
+
+void GodotCollisionObject3D::set_shape_transform(int p_index, const Transform3D &p_transform) {
+ ERR_FAIL_INDEX(p_index, shapes.size());
+
+ shapes.write[p_index].xform = p_transform;
+ shapes.write[p_index].xform_inv = p_transform.affine_inverse();
+ if (!pending_shape_update_list.in_list()) {
+ GodotPhysicsServer3D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list);
+ }
+}
+
+void GodotCollisionObject3D::set_shape_disabled(int p_idx, bool p_disabled) {
+ ERR_FAIL_INDEX(p_idx, shapes.size());
+
+ GodotCollisionObject3D::Shape &shape = shapes.write[p_idx];
+ if (shape.disabled == p_disabled) {
+ return;
+ }
+
+ shape.disabled = p_disabled;
+
+ if (!space) {
+ return;
+ }
+
+ if (p_disabled && shape.bpid != 0) {
+ space->get_broadphase()->remove(shape.bpid);
+ shape.bpid = 0;
+ if (!pending_shape_update_list.in_list()) {
+ GodotPhysicsServer3D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list);
+ }
+ } else if (!p_disabled && shape.bpid == 0) {
+ if (!pending_shape_update_list.in_list()) {
+ GodotPhysicsServer3D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list);
+ }
+ }
+}
+
+void GodotCollisionObject3D::remove_shape(GodotShape3D *p_shape) {
+ //remove a shape, all the times it appears
+ for (int i = 0; i < shapes.size(); i++) {
+ if (shapes[i].shape == p_shape) {
+ remove_shape(i);
+ i--;
+ }
+ }
+}
+
+void GodotCollisionObject3D::remove_shape(int p_index) {
+ //remove anything from shape to be erased to end, so subindices don't change
+ ERR_FAIL_INDEX(p_index, shapes.size());
+ for (int i = p_index; i < shapes.size(); i++) {
+ if (shapes[i].bpid == 0) {
+ continue;
+ }
+ //should never get here with a null owner
+ space->get_broadphase()->remove(shapes[i].bpid);
+ shapes.write[i].bpid = 0;
+ }
+ shapes[p_index].shape->remove_owner(this);
+ shapes.remove_at(p_index);
+
+ if (!pending_shape_update_list.in_list()) {
+ GodotPhysicsServer3D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list);
+ }
+}
+
+void GodotCollisionObject3D::_set_static(bool p_static) {
+ if (_static == p_static) {
+ return;
+ }
+ _static = p_static;
+
+ if (!space) {
+ return;
+ }
+ for (int i = 0; i < get_shape_count(); i++) {
+ const Shape &s = shapes[i];
+ if (s.bpid > 0) {
+ space->get_broadphase()->set_static(s.bpid, _static);
+ }
+ }
+}
+
+void GodotCollisionObject3D::_unregister_shapes() {
+ for (int i = 0; i < shapes.size(); i++) {
+ Shape &s = shapes.write[i];
+ if (s.bpid > 0) {
+ space->get_broadphase()->remove(s.bpid);
+ s.bpid = 0;
+ }
+ }
+}
+
+void GodotCollisionObject3D::_update_shapes() {
+ if (!space) {
+ return;
+ }
+
+ for (int i = 0; i < shapes.size(); i++) {
+ Shape &s = shapes.write[i];
+ if (s.disabled) {
+ continue;
+ }
+
+ //not quite correct, should compute the next matrix..
+ AABB shape_aabb = s.shape->get_aabb();
+ Transform3D xform = transform * s.xform;
+ shape_aabb = xform.xform(shape_aabb);
+ shape_aabb.grow_by((s.aabb_cache.size.x + s.aabb_cache.size.y) * 0.5 * 0.05);
+ s.aabb_cache = shape_aabb;
+
+ Vector3 scale = xform.get_basis().get_scale();
+ s.area_cache = s.shape->get_volume() * scale.x * scale.y * scale.z;
+
+ if (s.bpid == 0) {
+ s.bpid = space->get_broadphase()->create(this, i, shape_aabb, _static);
+ space->get_broadphase()->set_static(s.bpid, _static);
+ }
+
+ space->get_broadphase()->move(s.bpid, shape_aabb);
+ }
+}
+
+void GodotCollisionObject3D::_update_shapes_with_motion(const Vector3 &p_motion) {
+ if (!space) {
+ return;
+ }
+
+ for (int i = 0; i < shapes.size(); i++) {
+ Shape &s = shapes.write[i];
+ if (s.disabled) {
+ continue;
+ }
+
+ //not quite correct, should compute the next matrix..
+ AABB shape_aabb = s.shape->get_aabb();
+ Transform3D xform = transform * s.xform;
+ shape_aabb = xform.xform(shape_aabb);
+ shape_aabb.merge_with(AABB(shape_aabb.position + p_motion, shape_aabb.size)); //use motion
+ s.aabb_cache = shape_aabb;
+
+ if (s.bpid == 0) {
+ s.bpid = space->get_broadphase()->create(this, i, shape_aabb, _static);
+ space->get_broadphase()->set_static(s.bpid, _static);
+ }
+
+ space->get_broadphase()->move(s.bpid, shape_aabb);
+ }
+}
+
+void GodotCollisionObject3D::_set_space(GodotSpace3D *p_space) {
+ GodotSpace3D *old_space = space;
+ space = p_space;
+
+ if (old_space) {
+ old_space->remove_object(this);
+
+ for (int i = 0; i < shapes.size(); i++) {
+ Shape &s = shapes.write[i];
+ if (s.bpid) {
+ old_space->get_broadphase()->remove(s.bpid);
+ s.bpid = 0;
+ }
+ }
+ }
+
+ if (space) {
+ space->add_object(this);
+ _update_shapes();
+ }
+}
+
+void GodotCollisionObject3D::_shape_changed() {
+ _update_shapes();
+ _shapes_changed();
+}
+
+GodotCollisionObject3D::GodotCollisionObject3D(Type p_type) :
+ pending_shape_update_list(this) {
+ type = p_type;
+}
diff --git a/modules/godot_physics_3d/godot_collision_object_3d.h b/modules/godot_physics_3d/godot_collision_object_3d.h
new file mode 100644
index 0000000000..bf28bcc45a
--- /dev/null
+++ b/modules/godot_physics_3d/godot_collision_object_3d.h
@@ -0,0 +1,194 @@
+/**************************************************************************/
+/* godot_collision_object_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef GODOT_COLLISION_OBJECT_3D_H
+#define GODOT_COLLISION_OBJECT_3D_H
+
+#include "godot_broad_phase_3d.h"
+#include "godot_shape_3d.h"
+
+#include "core/templates/self_list.h"
+#include "servers/physics_server_3d.h"
+
+#ifdef DEBUG_ENABLED
+#define MAX_OBJECT_DISTANCE 3.1622776601683791e+18
+
+#define MAX_OBJECT_DISTANCE_X2 (MAX_OBJECT_DISTANCE * MAX_OBJECT_DISTANCE)
+#endif
+
+class GodotSpace3D;
+
+class GodotCollisionObject3D : public GodotShapeOwner3D {
+public:
+ enum Type {
+ TYPE_AREA,
+ TYPE_BODY,
+ TYPE_SOFT_BODY,
+ };
+
+private:
+ Type type;
+ RID self;
+ ObjectID instance_id;
+ uint32_t collision_layer = 1;
+ uint32_t collision_mask = 1;
+ real_t collision_priority = 1.0;
+
+ struct Shape {
+ Transform3D xform;
+ Transform3D xform_inv;
+ GodotBroadPhase3D::ID bpid;
+ AABB aabb_cache; //for rayqueries
+ real_t area_cache = 0.0;
+ GodotShape3D *shape = nullptr;
+ bool disabled = false;
+ };
+
+ Vector<Shape> shapes;
+ GodotSpace3D *space = nullptr;
+ Transform3D transform;
+ Transform3D inv_transform;
+ bool _static = true;
+
+ SelfList<GodotCollisionObject3D> pending_shape_update_list;
+
+ void _update_shapes();
+
+protected:
+ void _update_shapes_with_motion(const Vector3 &p_motion);
+ void _unregister_shapes();
+
+ _FORCE_INLINE_ void _set_transform(const Transform3D &p_transform, bool p_update_shapes = true) {
+#ifdef DEBUG_ENABLED
+
+ ERR_FAIL_COND_MSG(p_transform.origin.length_squared() > MAX_OBJECT_DISTANCE_X2, "Object went too far away (more than '" + itos(MAX_OBJECT_DISTANCE) + "' units from origin).");
+#endif
+
+ transform = p_transform;
+ if (p_update_shapes) {
+ _update_shapes();
+ }
+ }
+ _FORCE_INLINE_ void _set_inv_transform(const Transform3D &p_transform) { inv_transform = p_transform; }
+ void _set_static(bool p_static);
+
+ virtual void _shapes_changed() = 0;
+ void _set_space(GodotSpace3D *p_space);
+
+ bool ray_pickable = true;
+
+ GodotCollisionObject3D(Type p_type);
+
+public:
+ _FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; }
+ _FORCE_INLINE_ RID get_self() const { return self; }
+
+ _FORCE_INLINE_ void set_instance_id(const ObjectID &p_instance_id) { instance_id = p_instance_id; }
+ _FORCE_INLINE_ ObjectID get_instance_id() const { return instance_id; }
+
+ void _shape_changed() override;
+
+ _FORCE_INLINE_ Type get_type() const { return type; }
+ void add_shape(GodotShape3D *p_shape, const Transform3D &p_transform = Transform3D(), bool p_disabled = false);
+ void set_shape(int p_index, GodotShape3D *p_shape);
+ void set_shape_transform(int p_index, const Transform3D &p_transform);
+ _FORCE_INLINE_ int get_shape_count() const { return shapes.size(); }
+ _FORCE_INLINE_ GodotShape3D *get_shape(int p_index) const {
+ CRASH_BAD_INDEX(p_index, shapes.size());
+ return shapes[p_index].shape;
+ }
+ _FORCE_INLINE_ const Transform3D &get_shape_transform(int p_index) const {
+ CRASH_BAD_INDEX(p_index, shapes.size());
+ return shapes[p_index].xform;
+ }
+ _FORCE_INLINE_ const Transform3D &get_shape_inv_transform(int p_index) const {
+ CRASH_BAD_INDEX(p_index, shapes.size());
+ return shapes[p_index].xform_inv;
+ }
+ _FORCE_INLINE_ const AABB &get_shape_aabb(int p_index) const {
+ CRASH_BAD_INDEX(p_index, shapes.size());
+ return shapes[p_index].aabb_cache;
+ }
+ _FORCE_INLINE_ real_t get_shape_area(int p_index) const {
+ CRASH_BAD_INDEX(p_index, shapes.size());
+ return shapes[p_index].area_cache;
+ }
+
+ _FORCE_INLINE_ const Transform3D &get_transform() const { return transform; }
+ _FORCE_INLINE_ const Transform3D &get_inv_transform() const { return inv_transform; }
+ _FORCE_INLINE_ GodotSpace3D *get_space() const { return space; }
+
+ _FORCE_INLINE_ void set_ray_pickable(bool p_enable) { ray_pickable = p_enable; }
+ _FORCE_INLINE_ bool is_ray_pickable() const { return ray_pickable; }
+
+ void set_shape_disabled(int p_idx, bool p_disabled);
+ _FORCE_INLINE_ bool is_shape_disabled(int p_idx) const {
+ ERR_FAIL_INDEX_V(p_idx, shapes.size(), false);
+ return shapes[p_idx].disabled;
+ }
+
+ _FORCE_INLINE_ void set_collision_layer(uint32_t p_layer) {
+ collision_layer = p_layer;
+ _shape_changed();
+ }
+ _FORCE_INLINE_ uint32_t get_collision_layer() const { return collision_layer; }
+
+ _FORCE_INLINE_ void set_collision_mask(uint32_t p_mask) {
+ collision_mask = p_mask;
+ _shape_changed();
+ }
+ _FORCE_INLINE_ uint32_t get_collision_mask() const { return collision_mask; }
+
+ _FORCE_INLINE_ void set_collision_priority(real_t p_priority) {
+ ERR_FAIL_COND_MSG(p_priority <= 0, "Priority must be greater than 0.");
+ collision_priority = p_priority;
+ _shape_changed();
+ }
+ _FORCE_INLINE_ real_t get_collision_priority() const { return collision_priority; }
+
+ _FORCE_INLINE_ bool collides_with(GodotCollisionObject3D *p_other) const {
+ return p_other->collision_layer & collision_mask;
+ }
+
+ _FORCE_INLINE_ bool interacts_with(const GodotCollisionObject3D *p_other) const {
+ return collision_layer & p_other->collision_mask || p_other->collision_layer & collision_mask;
+ }
+
+ void remove_shape(GodotShape3D *p_shape) override;
+ void remove_shape(int p_index);
+
+ virtual void set_space(GodotSpace3D *p_space) = 0;
+
+ _FORCE_INLINE_ bool is_static() const { return _static; }
+
+ virtual ~GodotCollisionObject3D() {}
+};
+
+#endif // GODOT_COLLISION_OBJECT_3D_H
diff --git a/modules/godot_physics_3d/godot_collision_solver_3d.cpp b/modules/godot_physics_3d/godot_collision_solver_3d.cpp
new file mode 100644
index 0000000000..db48111eea
--- /dev/null
+++ b/modules/godot_physics_3d/godot_collision_solver_3d.cpp
@@ -0,0 +1,589 @@
+/**************************************************************************/
+/* godot_collision_solver_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#include "godot_collision_solver_3d.h"
+
+#include "godot_collision_solver_3d_sat.h"
+#include "godot_soft_body_3d.h"
+
+#include "gjk_epa.h"
+
+#define collision_solver sat_calculate_penetration
+//#define collision_solver gjk_epa_calculate_penetration
+
+bool GodotCollisionSolver3D::solve_static_world_boundary(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin) {
+ const GodotWorldBoundaryShape3D *world_boundary = static_cast<const GodotWorldBoundaryShape3D *>(p_shape_A);
+ if (p_shape_B->get_type() == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) {
+ return false;
+ }
+ Plane p = p_transform_A.xform(world_boundary->get_plane());
+
+ static const int max_supports = 16;
+ Vector3 supports[max_supports];
+ int support_count;
+ GodotShape3D::FeatureType support_type = GodotShape3D::FeatureType::FEATURE_POINT;
+ p_shape_B->get_supports(p_transform_B.basis.xform_inv(-p.normal).normalized(), max_supports, supports, support_count, support_type);
+
+ if (support_type == GodotShape3D::FEATURE_CIRCLE) {
+ ERR_FAIL_COND_V(support_count != 3, false);
+
+ Vector3 circle_pos = supports[0];
+ Vector3 circle_axis_1 = supports[1] - circle_pos;
+ Vector3 circle_axis_2 = supports[2] - circle_pos;
+
+ // Use 3 equidistant points on the circle.
+ for (int i = 0; i < 3; ++i) {
+ Vector3 vertex_pos = circle_pos;
+ vertex_pos += circle_axis_1 * Math::cos(2.0 * Math_PI * i / 3.0);
+ vertex_pos += circle_axis_2 * Math::sin(2.0 * Math_PI * i / 3.0);
+ supports[i] = vertex_pos;
+ }
+ }
+
+ bool found = false;
+
+ for (int i = 0; i < support_count; i++) {
+ supports[i] += p_margin * supports[i].normalized();
+ supports[i] = p_transform_B.xform(supports[i]);
+ if (p.distance_to(supports[i]) >= 0) {
+ continue;
+ }
+ found = true;
+
+ Vector3 support_A = p.project(supports[i]);
+
+ if (p_result_callback) {
+ if (p_swap_result) {
+ Vector3 normal = (support_A - supports[i]).normalized();
+ p_result_callback(supports[i], 0, support_A, 0, normal, p_userdata);
+ } else {
+ Vector3 normal = (supports[i] - support_A).normalized();
+ p_result_callback(support_A, 0, supports[i], 0, normal, p_userdata);
+ }
+ }
+ }
+
+ return found;
+}
+
+bool GodotCollisionSolver3D::solve_separation_ray(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin) {
+ const GodotSeparationRayShape3D *ray = static_cast<const GodotSeparationRayShape3D *>(p_shape_A);
+
+ Vector3 from = p_transform_A.origin;
+ Vector3 to = from + p_transform_A.basis.get_column(2) * (ray->get_length() + p_margin);
+ Vector3 support_A = to;
+
+ Transform3D ai = p_transform_B.affine_inverse();
+
+ from = ai.xform(from);
+ to = ai.xform(to);
+
+ Vector3 p, n;
+ int fi = -1;
+ if (!p_shape_B->intersect_segment(from, to, p, n, fi, true)) {
+ return false;
+ }
+
+ // Discard contacts when the ray is fully contained inside the shape.
+ if (n == Vector3()) {
+ return false;
+ }
+
+ // Discard contacts in the wrong direction.
+ if (n.dot(from - to) < CMP_EPSILON) {
+ return false;
+ }
+
+ Vector3 support_B = p_transform_B.xform(p);
+ if (ray->get_slide_on_slope()) {
+ Vector3 global_n = ai.basis.xform_inv(n).normalized();
+ support_B = support_A + (support_B - support_A).length() * global_n;
+ }
+
+ if (p_result_callback) {
+ Vector3 normal = (support_B - support_A).normalized();
+ if (p_swap_result) {
+ p_result_callback(support_B, 0, support_A, 0, -normal, p_userdata);
+ } else {
+ p_result_callback(support_A, 0, support_B, 0, normal, p_userdata);
+ }
+ }
+ return true;
+}
+
+struct _SoftBodyContactCollisionInfo {
+ int node_index = 0;
+ GodotCollisionSolver3D::CallbackResult result_callback = nullptr;
+ void *userdata = nullptr;
+ bool swap_result = false;
+ int contact_count = 0;
+};
+
+void GodotCollisionSolver3D::soft_body_contact_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal, void *p_userdata) {
+ _SoftBodyContactCollisionInfo &cinfo = *(static_cast<_SoftBodyContactCollisionInfo *>(p_userdata));
+
+ ++cinfo.contact_count;
+
+ if (!cinfo.result_callback) {
+ return;
+ }
+
+ if (cinfo.swap_result) {
+ cinfo.result_callback(p_point_B, cinfo.node_index, p_point_A, p_index_A, -normal, cinfo.userdata);
+ } else {
+ cinfo.result_callback(p_point_A, p_index_A, p_point_B, cinfo.node_index, normal, cinfo.userdata);
+ }
+}
+
+struct _SoftBodyQueryInfo {
+ GodotSoftBody3D *soft_body = nullptr;
+ const GodotShape3D *shape_A = nullptr;
+ const GodotShape3D *shape_B = nullptr;
+ Transform3D transform_A;
+ Transform3D node_transform;
+ _SoftBodyContactCollisionInfo contact_info;
+#ifdef DEBUG_ENABLED
+ int node_query_count = 0;
+ int convex_query_count = 0;
+#endif
+};
+
+bool GodotCollisionSolver3D::soft_body_query_callback(uint32_t p_node_index, void *p_userdata) {
+ _SoftBodyQueryInfo &query_cinfo = *(static_cast<_SoftBodyQueryInfo *>(p_userdata));
+
+ Vector3 node_position = query_cinfo.soft_body->get_node_position(p_node_index);
+
+ Transform3D transform_B;
+ transform_B.origin = query_cinfo.node_transform.xform(node_position);
+
+ query_cinfo.contact_info.node_index = p_node_index;
+ bool collided = solve_static(query_cinfo.shape_A, query_cinfo.transform_A, query_cinfo.shape_B, transform_B, soft_body_contact_callback, &query_cinfo.contact_info);
+
+#ifdef DEBUG_ENABLED
+ ++query_cinfo.node_query_count;
+#endif
+
+ // Stop at first collision if contacts are not needed.
+ return (collided && !query_cinfo.contact_info.result_callback);
+}
+
+bool GodotCollisionSolver3D::soft_body_concave_callback(void *p_userdata, GodotShape3D *p_convex) {
+ _SoftBodyQueryInfo &query_cinfo = *(static_cast<_SoftBodyQueryInfo *>(p_userdata));
+
+ query_cinfo.shape_A = p_convex;
+
+ // Calculate AABB for internal soft body query (in world space).
+ AABB shape_aabb;
+ for (int i = 0; i < 3; i++) {
+ Vector3 axis;
+ axis[i] = 1.0;
+
+ real_t smin, smax;
+ p_convex->project_range(axis, query_cinfo.transform_A, smin, smax);
+
+ shape_aabb.position[i] = smin;
+ shape_aabb.size[i] = smax - smin;
+ }
+
+ shape_aabb.grow_by(query_cinfo.soft_body->get_collision_margin());
+
+ query_cinfo.soft_body->query_aabb(shape_aabb, soft_body_query_callback, &query_cinfo);
+
+ bool collided = (query_cinfo.contact_info.contact_count > 0);
+
+#ifdef DEBUG_ENABLED
+ ++query_cinfo.convex_query_count;
+#endif
+
+ // Stop at first collision if contacts are not needed.
+ return (collided && !query_cinfo.contact_info.result_callback);
+}
+
+bool GodotCollisionSolver3D::solve_soft_body(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result) {
+ const GodotSoftBodyShape3D *soft_body_shape_B = static_cast<const GodotSoftBodyShape3D *>(p_shape_B);
+
+ GodotSoftBody3D *soft_body = soft_body_shape_B->get_soft_body();
+ const Transform3D &world_to_local = soft_body->get_inv_transform();
+
+ const real_t collision_margin = soft_body->get_collision_margin();
+
+ GodotSphereShape3D sphere_shape;
+ sphere_shape.set_data(collision_margin);
+
+ _SoftBodyQueryInfo query_cinfo;
+ query_cinfo.contact_info.result_callback = p_result_callback;
+ query_cinfo.contact_info.userdata = p_userdata;
+ query_cinfo.contact_info.swap_result = p_swap_result;
+ query_cinfo.soft_body = soft_body;
+ query_cinfo.node_transform = p_transform_B * world_to_local;
+ query_cinfo.shape_A = p_shape_A;
+ query_cinfo.transform_A = p_transform_A;
+ query_cinfo.shape_B = &sphere_shape;
+
+ if (p_shape_A->is_concave()) {
+ // In case of concave shape, query convex shapes first.
+ const GodotConcaveShape3D *concave_shape_A = static_cast<const GodotConcaveShape3D *>(p_shape_A);
+
+ AABB soft_body_aabb = soft_body->get_bounds();
+ soft_body_aabb.grow_by(collision_margin);
+
+ // Calculate AABB for internal concave shape query (in local space).
+ AABB local_aabb;
+ for (int i = 0; i < 3; i++) {
+ Vector3 axis(p_transform_A.basis.get_column(i));
+ real_t axis_scale = 1.0 / axis.length();
+
+ real_t smin = soft_body_aabb.position[i];
+ real_t smax = smin + soft_body_aabb.size[i];
+
+ smin *= axis_scale;
+ smax *= axis_scale;
+
+ local_aabb.position[i] = smin;
+ local_aabb.size[i] = smax - smin;
+ }
+
+ concave_shape_A->cull(local_aabb, soft_body_concave_callback, &query_cinfo, true);
+ } else {
+ AABB shape_aabb = p_transform_A.xform(p_shape_A->get_aabb());
+ shape_aabb.grow_by(collision_margin);
+
+ soft_body->query_aabb(shape_aabb, soft_body_query_callback, &query_cinfo);
+ }
+
+ return (query_cinfo.contact_info.contact_count > 0);
+}
+
+struct _ConcaveCollisionInfo {
+ const Transform3D *transform_A = nullptr;
+ const GodotShape3D *shape_A = nullptr;
+ const Transform3D *transform_B = nullptr;
+ GodotCollisionSolver3D::CallbackResult result_callback = nullptr;
+ void *userdata = nullptr;
+ bool swap_result = false;
+ bool collided = false;
+ int aabb_tests = 0;
+ int collisions = 0;
+ bool tested = false;
+ real_t margin_A = 0.0f;
+ real_t margin_B = 0.0f;
+ Vector3 close_A;
+ Vector3 close_B;
+};
+
+bool GodotCollisionSolver3D::concave_callback(void *p_userdata, GodotShape3D *p_convex) {
+ _ConcaveCollisionInfo &cinfo = *(static_cast<_ConcaveCollisionInfo *>(p_userdata));
+ cinfo.aabb_tests++;
+
+ bool collided = collision_solver(cinfo.shape_A, *cinfo.transform_A, p_convex, *cinfo.transform_B, cinfo.result_callback, cinfo.userdata, cinfo.swap_result, nullptr, cinfo.margin_A, cinfo.margin_B);
+ if (!collided) {
+ return false;
+ }
+
+ cinfo.collided = true;
+ cinfo.collisions++;
+
+ // Stop at first collision if contacts are not needed.
+ return !cinfo.result_callback;
+}
+
+bool GodotCollisionSolver3D::solve_concave(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin_A, real_t p_margin_B) {
+ const GodotConcaveShape3D *concave_B = static_cast<const GodotConcaveShape3D *>(p_shape_B);
+
+ _ConcaveCollisionInfo cinfo;
+ cinfo.transform_A = &p_transform_A;
+ cinfo.shape_A = p_shape_A;
+ cinfo.transform_B = &p_transform_B;
+ cinfo.result_callback = p_result_callback;
+ cinfo.userdata = p_userdata;
+ cinfo.swap_result = p_swap_result;
+ cinfo.collided = false;
+ cinfo.collisions = 0;
+ cinfo.margin_A = p_margin_A;
+ cinfo.margin_B = p_margin_B;
+
+ cinfo.aabb_tests = 0;
+
+ Transform3D rel_transform = p_transform_A;
+ rel_transform.origin -= p_transform_B.origin;
+
+ //quickly compute a local AABB
+
+ AABB local_aabb;
+ for (int i = 0; i < 3; i++) {
+ Vector3 axis(p_transform_B.basis.get_column(i));
+ real_t axis_scale = 1.0 / axis.length();
+ axis *= axis_scale;
+
+ real_t smin = 0.0, smax = 0.0;
+ p_shape_A->project_range(axis, rel_transform, smin, smax);
+ smin -= p_margin_A;
+ smax += p_margin_A;
+ smin *= axis_scale;
+ smax *= axis_scale;
+
+ local_aabb.position[i] = smin;
+ local_aabb.size[i] = smax - smin;
+ }
+
+ concave_B->cull(local_aabb, concave_callback, &cinfo, false);
+
+ return cinfo.collided;
+}
+
+bool GodotCollisionSolver3D::solve_static(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, Vector3 *r_sep_axis, real_t p_margin_A, real_t p_margin_B) {
+ PhysicsServer3D::ShapeType type_A = p_shape_A->get_type();
+ PhysicsServer3D::ShapeType type_B = p_shape_B->get_type();
+ bool concave_A = p_shape_A->is_concave();
+ bool concave_B = p_shape_B->is_concave();
+
+ bool swap = false;
+
+ if (type_A > type_B) {
+ SWAP(type_A, type_B);
+ SWAP(concave_A, concave_B);
+ swap = true;
+ }
+
+ if (type_A == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) {
+ if (type_B == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) {
+ WARN_PRINT_ONCE("Collisions between world boundaries are not supported.");
+ return false;
+ }
+ if (type_B == PhysicsServer3D::SHAPE_SEPARATION_RAY) {
+ WARN_PRINT_ONCE("Collisions between world boundaries and rays are not supported.");
+ return false;
+ }
+ if (type_B == PhysicsServer3D::SHAPE_SOFT_BODY) {
+ WARN_PRINT_ONCE("Collisions between world boundaries and soft bodies are not supported.");
+ return false;
+ }
+
+ if (swap) {
+ return solve_static_world_boundary(p_shape_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true, p_margin_A);
+ } else {
+ return solve_static_world_boundary(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false, p_margin_B);
+ }
+
+ } else if (type_A == PhysicsServer3D::SHAPE_SEPARATION_RAY) {
+ if (type_B == PhysicsServer3D::SHAPE_SEPARATION_RAY) {
+ WARN_PRINT_ONCE("Collisions between rays are not supported.");
+ return false;
+ }
+
+ if (swap) {
+ return solve_separation_ray(p_shape_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true, p_margin_B);
+ } else {
+ return solve_separation_ray(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false, p_margin_A);
+ }
+
+ } else if (type_B == PhysicsServer3D::SHAPE_SOFT_BODY) {
+ if (type_A == PhysicsServer3D::SHAPE_SOFT_BODY) {
+ WARN_PRINT_ONCE("Collisions between soft bodies are not supported.");
+ return false;
+ }
+
+ if (swap) {
+ return solve_soft_body(p_shape_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true);
+ } else {
+ return solve_soft_body(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false);
+ }
+
+ } else if (concave_B) {
+ if (concave_A) {
+ WARN_PRINT_ONCE("Collisions between two concave shapes are not supported.");
+ return false;
+ }
+
+ if (!swap) {
+ return solve_concave(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false, p_margin_A, p_margin_B);
+ } else {
+ return solve_concave(p_shape_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true, p_margin_A, p_margin_B);
+ }
+
+ } else {
+ return collision_solver(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false, r_sep_axis, p_margin_A, p_margin_B);
+ }
+}
+
+bool GodotCollisionSolver3D::concave_distance_callback(void *p_userdata, GodotShape3D *p_convex) {
+ _ConcaveCollisionInfo &cinfo = *(static_cast<_ConcaveCollisionInfo *>(p_userdata));
+ cinfo.aabb_tests++;
+
+ Vector3 close_A, close_B;
+ cinfo.collided = !gjk_epa_calculate_distance(cinfo.shape_A, *cinfo.transform_A, p_convex, *cinfo.transform_B, close_A, close_B);
+
+ if (cinfo.collided) {
+ // No need to process any more result.
+ return true;
+ }
+
+ if (!cinfo.tested || close_A.distance_squared_to(close_B) < cinfo.close_A.distance_squared_to(cinfo.close_B)) {
+ cinfo.close_A = close_A;
+ cinfo.close_B = close_B;
+ cinfo.tested = true;
+ }
+
+ cinfo.collisions++;
+ return false;
+}
+
+bool GodotCollisionSolver3D::solve_distance_world_boundary(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B) {
+ const GodotWorldBoundaryShape3D *world_boundary = static_cast<const GodotWorldBoundaryShape3D *>(p_shape_A);
+ if (p_shape_B->get_type() == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) {
+ return false;
+ }
+ Plane p = p_transform_A.xform(world_boundary->get_plane());
+
+ static const int max_supports = 16;
+ Vector3 supports[max_supports];
+ int support_count;
+ GodotShape3D::FeatureType support_type;
+ Vector3 support_direction = p_transform_B.basis.xform_inv(-p.normal).normalized();
+
+ p_shape_B->get_supports(support_direction, max_supports, supports, support_count, support_type);
+
+ if (support_count == 0) { // This is a poor man's way to detect shapes that don't implement get_supports, such as GodotMotionShape3D.
+ Vector3 support_B = p_transform_B.xform(p_shape_B->get_support(support_direction));
+ r_point_A = p.project(support_B);
+ r_point_B = support_B;
+ bool collided = p.distance_to(support_B) <= 0;
+ return collided;
+ }
+
+ if (support_type == GodotShape3D::FEATURE_CIRCLE) {
+ ERR_FAIL_COND_V(support_count != 3, false);
+
+ Vector3 circle_pos = supports[0];
+ Vector3 circle_axis_1 = supports[1] - circle_pos;
+ Vector3 circle_axis_2 = supports[2] - circle_pos;
+
+ // Use 3 equidistant points on the circle.
+ for (int i = 0; i < 3; ++i) {
+ Vector3 vertex_pos = circle_pos;
+ vertex_pos += circle_axis_1 * Math::cos(2.0 * Math_PI * i / 3.0);
+ vertex_pos += circle_axis_2 * Math::sin(2.0 * Math_PI * i / 3.0);
+ supports[i] = vertex_pos;
+ }
+ }
+
+ bool collided = false;
+ Vector3 closest;
+ real_t closest_d = 0;
+
+ for (int i = 0; i < support_count; i++) {
+ supports[i] = p_transform_B.xform(supports[i]);
+ real_t d = p.distance_to(supports[i]);
+ if (i == 0 || d < closest_d) {
+ closest = supports[i];
+ closest_d = d;
+ if (d <= 0) {
+ collided = true;
+ }
+ }
+ }
+
+ r_point_A = p.project(closest);
+ r_point_B = closest;
+
+ return collided;
+}
+
+bool GodotCollisionSolver3D::solve_distance(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B, const AABB &p_concave_hint, Vector3 *r_sep_axis) {
+ if (p_shape_B->get_type() == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) {
+ Vector3 a, b;
+ bool col = solve_distance_world_boundary(p_shape_B, p_transform_B, p_shape_A, p_transform_A, a, b);
+ r_point_A = b;
+ r_point_B = a;
+ return !col;
+
+ } else if (p_shape_B->is_concave()) {
+ if (p_shape_A->is_concave()) {
+ return false;
+ }
+
+ const GodotConcaveShape3D *concave_B = static_cast<const GodotConcaveShape3D *>(p_shape_B);
+
+ _ConcaveCollisionInfo cinfo;
+ cinfo.transform_A = &p_transform_A;
+ cinfo.shape_A = p_shape_A;
+ cinfo.transform_B = &p_transform_B;
+ cinfo.result_callback = nullptr;
+ cinfo.userdata = nullptr;
+ cinfo.swap_result = false;
+ cinfo.collided = false;
+ cinfo.collisions = 0;
+ cinfo.aabb_tests = 0;
+ cinfo.tested = false;
+
+ Transform3D rel_transform = p_transform_A;
+ rel_transform.origin -= p_transform_B.origin;
+
+ //quickly compute a local AABB
+
+ bool use_cc_hint = p_concave_hint != AABB();
+ AABB cc_hint_aabb;
+ if (use_cc_hint) {
+ cc_hint_aabb = p_concave_hint;
+ cc_hint_aabb.position -= p_transform_B.origin;
+ }
+
+ AABB local_aabb;
+ for (int i = 0; i < 3; i++) {
+ Vector3 axis(p_transform_B.basis.get_column(i));
+ real_t axis_scale = ((real_t)1.0) / axis.length();
+ axis *= axis_scale;
+
+ real_t smin, smax;
+
+ if (use_cc_hint) {
+ cc_hint_aabb.project_range_in_plane(Plane(axis), smin, smax);
+ } else {
+ p_shape_A->project_range(axis, rel_transform, smin, smax);
+ }
+
+ smin *= axis_scale;
+ smax *= axis_scale;
+
+ local_aabb.position[i] = smin;
+ local_aabb.size[i] = smax - smin;
+ }
+
+ concave_B->cull(local_aabb, concave_distance_callback, &cinfo, false);
+ if (!cinfo.collided) {
+ r_point_A = cinfo.close_A;
+ r_point_B = cinfo.close_B;
+ }
+
+ return !cinfo.collided;
+ } else {
+ return gjk_epa_calculate_distance(p_shape_A, p_transform_A, p_shape_B, p_transform_B, r_point_A, r_point_B); //should pass sepaxis..
+ }
+}
diff --git a/modules/godot_physics_3d/godot_collision_solver_3d.h b/modules/godot_physics_3d/godot_collision_solver_3d.h
new file mode 100644
index 0000000000..36ea79576e
--- /dev/null
+++ b/modules/godot_physics_3d/godot_collision_solver_3d.h
@@ -0,0 +1,57 @@
+/**************************************************************************/
+/* godot_collision_solver_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef GODOT_COLLISION_SOLVER_3D_H
+#define GODOT_COLLISION_SOLVER_3D_H
+
+#include "godot_shape_3d.h"
+
+class GodotCollisionSolver3D {
+public:
+ typedef void (*CallbackResult)(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal, void *p_userdata);
+
+private:
+ static bool soft_body_query_callback(uint32_t p_node_index, void *p_userdata);
+ static void soft_body_contact_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal, void *p_userdata);
+ static bool soft_body_concave_callback(void *p_userdata, GodotShape3D *p_convex);
+ static bool concave_callback(void *p_userdata, GodotShape3D *p_convex);
+ static bool solve_static_world_boundary(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin = 0);
+ static bool solve_separation_ray(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin = 0);
+ static bool solve_soft_body(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result);
+ static bool solve_concave(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin_A = 0, real_t p_margin_B = 0);
+ static bool concave_distance_callback(void *p_userdata, GodotShape3D *p_convex);
+ static bool solve_distance_world_boundary(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B);
+
+public:
+ static bool solve_static(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, Vector3 *r_sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0);
+ static bool solve_distance(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B, const AABB &p_concave_hint, Vector3 *r_sep_axis = nullptr);
+};
+
+#endif // GODOT_COLLISION_SOLVER_3D_H
diff --git a/modules/godot_physics_3d/godot_collision_solver_3d_sat.cpp b/modules/godot_physics_3d/godot_collision_solver_3d_sat.cpp
new file mode 100644
index 0000000000..c53c8481f4
--- /dev/null
+++ b/modules/godot_physics_3d/godot_collision_solver_3d_sat.cpp
@@ -0,0 +1,2417 @@
+/**************************************************************************/
+/* godot_collision_solver_3d_sat.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#include "godot_collision_solver_3d_sat.h"
+
+#include "gjk_epa.h"
+
+#include "core/math/geometry_3d.h"
+
+#define fallback_collision_solver gjk_epa_calculate_penetration
+
+#define _BACKFACE_NORMAL_THRESHOLD -0.0002
+
+// Cylinder SAT analytic methods and face-circle contact points for cylinder-trimesh and cylinder-box collision are based on ODE colliders.
+
+/*
+ * Cylinder-trimesh and Cylinder-box colliders by Alen Ladavac
+ * Ported to ODE by Nguyen Binh
+ */
+
+/*************************************************************************
+ * *
+ * Open Dynamics Engine, Copyright (C) 2001-2003 Russell L. Smith. *
+ * All rights reserved. Email: russ@q12.org Web: www.q12.org *
+ * *
+ * This library is free software; you can redistribute it and/or *
+ * modify it under the terms of EITHER: *
+ * (1) The GNU Lesser General Public License as published by the Free *
+ * Software Foundation; either version 2.1 of the License, or (at *
+ * your option) any later version. The text of the GNU Lesser *
+ * General Public License is included with this library in the *
+ * file LICENSE.TXT. *
+ * (2) The BSD-style license that is included with this library in *
+ * the file LICENSE-BSD.TXT. *
+ * *
+ * This library is distributed in the hope that it will be useful, *
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of *
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files *
+ * LICENSE.TXT and LICENSE-BSD.TXT for more details. *
+ * *
+ *************************************************************************/
+
+struct _CollectorCallback {
+ GodotCollisionSolver3D::CallbackResult callback = nullptr;
+ void *userdata = nullptr;
+ bool swap = false;
+ bool collided = false;
+ Vector3 normal;
+ Vector3 *prev_axis = nullptr;
+
+ _FORCE_INLINE_ void call(const Vector3 &p_point_A, const Vector3 &p_point_B, Vector3 p_normal) {
+ if (p_normal.dot(p_point_B - p_point_A) < 0)
+ p_normal = -p_normal;
+ if (swap) {
+ callback(p_point_B, 0, p_point_A, 0, -p_normal, userdata);
+ } else {
+ callback(p_point_A, 0, p_point_B, 0, p_normal, userdata);
+ }
+ }
+};
+
+typedef void (*GenerateContactsFunc)(const Vector3 *, int, const Vector3 *, int, _CollectorCallback *);
+
+static void _generate_contacts_point_point(const Vector3 *p_points_A, int p_point_count_A, const Vector3 *p_points_B, int p_point_count_B, _CollectorCallback *p_callback) {
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND(p_point_count_A != 1);
+ ERR_FAIL_COND(p_point_count_B != 1);
+#endif
+
+ p_callback->call(*p_points_A, *p_points_B, p_callback->normal);
+}
+
+static void _generate_contacts_point_edge(const Vector3 *p_points_A, int p_point_count_A, const Vector3 *p_points_B, int p_point_count_B, _CollectorCallback *p_callback) {
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND(p_point_count_A != 1);
+ ERR_FAIL_COND(p_point_count_B != 2);
+#endif
+
+ Vector3 closest_B = Geometry3D::get_closest_point_to_segment_uncapped(*p_points_A, p_points_B);
+ p_callback->call(*p_points_A, closest_B, p_callback->normal);
+}
+
+static void _generate_contacts_point_face(const Vector3 *p_points_A, int p_point_count_A, const Vector3 *p_points_B, int p_point_count_B, _CollectorCallback *p_callback) {
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND(p_point_count_A != 1);
+ ERR_FAIL_COND(p_point_count_B < 3);
+#endif
+
+ Plane plane(p_points_B[0], p_points_B[1], p_points_B[2]);
+ Vector3 closest_B = plane.project(*p_points_A);
+ p_callback->call(*p_points_A, closest_B, plane.get_normal());
+}
+
+static void _generate_contacts_point_circle(const Vector3 *p_points_A, int p_point_count_A, const Vector3 *p_points_B, int p_point_count_B, _CollectorCallback *p_callback) {
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND(p_point_count_A != 1);
+ ERR_FAIL_COND(p_point_count_B != 3);
+#endif
+
+ Plane plane(p_points_B[0], p_points_B[1], p_points_B[2]);
+ Vector3 closest_B = plane.project(*p_points_A);
+ p_callback->call(*p_points_A, closest_B, plane.get_normal());
+}
+
+static void _generate_contacts_edge_edge(const Vector3 *p_points_A, int p_point_count_A, const Vector3 *p_points_B, int p_point_count_B, _CollectorCallback *p_callback) {
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND(p_point_count_A != 2);
+ ERR_FAIL_COND(p_point_count_B != 2); // circle is actually a 4x3 matrix
+#endif
+
+ Vector3 rel_A = p_points_A[1] - p_points_A[0];
+ Vector3 rel_B = p_points_B[1] - p_points_B[0];
+
+ Vector3 c = rel_A.cross(rel_B).cross(rel_B);
+
+ if (Math::is_zero_approx(rel_A.dot(c))) {
+ // should handle somehow..
+ //ERR_PRINT("TODO FIX");
+ //return;
+
+ Vector3 axis = rel_A.normalized(); //make an axis
+ Vector3 base_A = p_points_A[0] - axis * axis.dot(p_points_A[0]);
+ Vector3 base_B = p_points_B[0] - axis * axis.dot(p_points_B[0]);
+
+ //sort all 4 points in axis
+ real_t dvec[4] = { axis.dot(p_points_A[0]), axis.dot(p_points_A[1]), axis.dot(p_points_B[0]), axis.dot(p_points_B[1]) };
+
+ SortArray<real_t> sa;
+ sa.sort(dvec, 4);
+
+ //use the middle ones as contacts
+ p_callback->call(base_A + axis * dvec[1], base_B + axis * dvec[1], p_callback->normal);
+ p_callback->call(base_A + axis * dvec[2], base_B + axis * dvec[2], p_callback->normal);
+
+ return;
+ }
+
+ real_t d = (c.dot(p_points_B[0]) - p_points_A[0].dot(c)) / rel_A.dot(c);
+
+ if (d < 0.0) {
+ d = 0.0;
+ } else if (d > 1.0) {
+ d = 1.0;
+ }
+
+ Vector3 closest_A = p_points_A[0] + rel_A * d;
+ Vector3 closest_B = Geometry3D::get_closest_point_to_segment_uncapped(closest_A, p_points_B);
+ // The normal should be perpendicular to both edges.
+ Vector3 normal = rel_A.cross(rel_B);
+ real_t normal_len = normal.length();
+ if (normal_len > 1e-3)
+ normal /= normal_len;
+ else
+ normal = p_callback->normal;
+ p_callback->call(closest_A, closest_B, normal);
+}
+
+static void _generate_contacts_edge_circle(const Vector3 *p_points_A, int p_point_count_A, const Vector3 *p_points_B, int p_point_count_B, _CollectorCallback *p_callback) {
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND(p_point_count_A != 2);
+ ERR_FAIL_COND(p_point_count_B != 3);
+#endif
+
+ const Vector3 &circle_B_pos = p_points_B[0];
+ Vector3 circle_B_line_1 = p_points_B[1] - circle_B_pos;
+ Vector3 circle_B_line_2 = p_points_B[2] - circle_B_pos;
+
+ real_t circle_B_radius = circle_B_line_1.length();
+ Vector3 circle_B_normal = circle_B_line_1.cross(circle_B_line_2).normalized();
+
+ Plane circle_plane(circle_B_normal, circle_B_pos);
+
+ static const int max_clip = 2;
+ Vector3 contact_points[max_clip];
+ int num_points = 0;
+
+ // Project edge point in circle plane.
+ const Vector3 &edge_A_1 = p_points_A[0];
+ Vector3 proj_point_1 = circle_plane.project(edge_A_1);
+
+ Vector3 dist_vec = proj_point_1 - circle_B_pos;
+ real_t dist_sq = dist_vec.length_squared();
+
+ // Point 1 is inside disk, add as contact point.
+ if (dist_sq <= circle_B_radius * circle_B_radius) {
+ contact_points[num_points] = edge_A_1;
+ ++num_points;
+ }
+
+ const Vector3 &edge_A_2 = p_points_A[1];
+ Vector3 proj_point_2 = circle_plane.project(edge_A_2);
+
+ Vector3 dist_vec_2 = proj_point_2 - circle_B_pos;
+ real_t dist_sq_2 = dist_vec_2.length_squared();
+
+ // Point 2 is inside disk, add as contact point.
+ if (dist_sq_2 <= circle_B_radius * circle_B_radius) {
+ contact_points[num_points] = edge_A_2;
+ ++num_points;
+ }
+
+ if (num_points < 2) {
+ Vector3 line_vec = proj_point_2 - proj_point_1;
+ real_t line_length_sq = line_vec.length_squared();
+
+ // Create a quadratic formula of the form ax^2 + bx + c = 0
+ real_t a, b, c;
+
+ a = line_length_sq;
+ b = 2.0 * dist_vec.dot(line_vec);
+ c = dist_sq - circle_B_radius * circle_B_radius;
+
+ // Solve for t.
+ real_t sqrtterm = b * b - 4.0 * a * c;
+
+ // If the term we intend to square root is less than 0 then the answer won't be real,
+ // so the line doesn't intersect.
+ if (sqrtterm >= 0) {
+ sqrtterm = Math::sqrt(sqrtterm);
+
+ Vector3 edge_dir = edge_A_2 - edge_A_1;
+
+ real_t fraction_1 = (-b - sqrtterm) / (2.0 * a);
+ if ((fraction_1 > 0.0) && (fraction_1 < 1.0)) {
+ Vector3 face_point_1 = edge_A_1 + fraction_1 * edge_dir;
+ ERR_FAIL_COND(num_points >= max_clip);
+ contact_points[num_points] = face_point_1;
+ ++num_points;
+ }
+
+ real_t fraction_2 = (-b + sqrtterm) / (2.0 * a);
+ if ((fraction_2 > 0.0) && (fraction_2 < 1.0) && !Math::is_equal_approx(fraction_1, fraction_2)) {
+ Vector3 face_point_2 = edge_A_1 + fraction_2 * edge_dir;
+ ERR_FAIL_COND(num_points >= max_clip);
+ contact_points[num_points] = face_point_2;
+ ++num_points;
+ }
+ }
+ }
+
+ // Generate contact points.
+ for (int i = 0; i < num_points; i++) {
+ const Vector3 &contact_point_A = contact_points[i];
+
+ real_t d = circle_plane.distance_to(contact_point_A);
+ Vector3 closest_B = contact_point_A - circle_plane.normal * d;
+
+ if (p_callback->normal.dot(contact_point_A) >= p_callback->normal.dot(closest_B)) {
+ continue;
+ }
+
+ p_callback->call(contact_point_A, closest_B, circle_plane.get_normal());
+ }
+}
+
+static void _generate_contacts_face_face(const Vector3 *p_points_A, int p_point_count_A, const Vector3 *p_points_B, int p_point_count_B, _CollectorCallback *p_callback) {
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND(p_point_count_A < 2);
+ ERR_FAIL_COND(p_point_count_B < 3);
+#endif
+
+ static const int max_clip = 32;
+
+ Vector3 _clipbuf1[max_clip];
+ Vector3 _clipbuf2[max_clip];
+ Vector3 *clipbuf_src = _clipbuf1;
+ Vector3 *clipbuf_dst = _clipbuf2;
+ int clipbuf_len = p_point_count_A;
+
+ // copy A points to clipbuf_src
+ for (int i = 0; i < p_point_count_A; i++) {
+ clipbuf_src[i] = p_points_A[i];
+ }
+
+ Plane plane_B(p_points_B[0], p_points_B[1], p_points_B[2]);
+
+ // go through all of B points
+ for (int i = 0; i < p_point_count_B; i++) {
+ int i_n = (i + 1) % p_point_count_B;
+
+ Vector3 edge0_B = p_points_B[i];
+ Vector3 edge1_B = p_points_B[i_n];
+
+ Vector3 clip_normal = (edge0_B - edge1_B).cross(plane_B.normal).normalized();
+ // make a clip plane
+
+ Plane clip(clip_normal, edge0_B);
+ // avoid double clip if A is edge
+ int dst_idx = 0;
+ bool edge = clipbuf_len == 2;
+ for (int j = 0; j < clipbuf_len; j++) {
+ int j_n = (j + 1) % clipbuf_len;
+
+ Vector3 edge0_A = clipbuf_src[j];
+ Vector3 edge1_A = clipbuf_src[j_n];
+
+ real_t dist0 = clip.distance_to(edge0_A);
+ real_t dist1 = clip.distance_to(edge1_A);
+
+ if (dist0 <= 0) { // behind plane
+
+ ERR_FAIL_COND(dst_idx >= max_clip);
+ clipbuf_dst[dst_idx++] = clipbuf_src[j];
+ }
+
+ // check for different sides and non coplanar
+ //if ( (dist0*dist1) < -CMP_EPSILON && !(edge && j)) {
+ if ((dist0 * dist1) < 0 && !(edge && j)) {
+ // calculate intersection
+ Vector3 rel = edge1_A - edge0_A;
+ real_t den = clip.normal.dot(rel);
+ real_t dist = -(clip.normal.dot(edge0_A) - clip.d) / den;
+ Vector3 inters = edge0_A + rel * dist;
+
+ ERR_FAIL_COND(dst_idx >= max_clip);
+ clipbuf_dst[dst_idx] = inters;
+ dst_idx++;
+ }
+ }
+
+ clipbuf_len = dst_idx;
+ SWAP(clipbuf_src, clipbuf_dst);
+ }
+
+ // generate contacts
+ //Plane plane_A(p_points_A[0],p_points_A[1],p_points_A[2]);
+
+ for (int i = 0; i < clipbuf_len; i++) {
+ real_t d = plane_B.distance_to(clipbuf_src[i]);
+
+ Vector3 closest_B = clipbuf_src[i] - plane_B.normal * d;
+
+ if (p_callback->normal.dot(clipbuf_src[i]) >= p_callback->normal.dot(closest_B)) {
+ continue;
+ }
+
+ p_callback->call(clipbuf_src[i], closest_B, plane_B.get_normal());
+ }
+}
+
+static void _generate_contacts_face_circle(const Vector3 *p_points_A, int p_point_count_A, const Vector3 *p_points_B, int p_point_count_B, _CollectorCallback *p_callback) {
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND(p_point_count_A < 3);
+ ERR_FAIL_COND(p_point_count_B != 3);
+#endif
+
+ const Vector3 &circle_B_pos = p_points_B[0];
+ Vector3 circle_B_line_1 = p_points_B[1] - circle_B_pos;
+ Vector3 circle_B_line_2 = p_points_B[2] - circle_B_pos;
+
+ // Clip face with circle segments.
+ static const int circle_segments = 8;
+ Vector3 circle_points[circle_segments];
+
+ real_t angle_delta = 2.0 * Math_PI / circle_segments;
+
+ for (int i = 0; i < circle_segments; ++i) {
+ Vector3 point_pos = circle_B_pos;
+ point_pos += circle_B_line_1 * Math::cos(i * angle_delta);
+ point_pos += circle_B_line_2 * Math::sin(i * angle_delta);
+ circle_points[i] = point_pos;
+ }
+
+ _generate_contacts_face_face(p_points_A, p_point_count_A, circle_points, circle_segments, p_callback);
+
+ // Clip face with circle plane.
+ Vector3 circle_B_normal = circle_B_line_1.cross(circle_B_line_2).normalized();
+
+ Plane circle_plane(circle_B_normal, circle_B_pos);
+
+ static const int max_clip = 32;
+ Vector3 contact_points[max_clip];
+ int num_points = 0;
+
+ for (int i = 0; i < p_point_count_A; i++) {
+ int i_n = (i + 1) % p_point_count_A;
+
+ const Vector3 &edge0_A = p_points_A[i];
+ const Vector3 &edge1_A = p_points_A[i_n];
+
+ real_t dist0 = circle_plane.distance_to(edge0_A);
+ real_t dist1 = circle_plane.distance_to(edge1_A);
+
+ // First point in front of plane, generate contact point.
+ if (dist0 * circle_plane.d >= 0) {
+ ERR_FAIL_COND(num_points >= max_clip);
+ contact_points[num_points] = edge0_A;
+ ++num_points;
+ }
+
+ // Points on different sides, generate contact point.
+ if (dist0 * dist1 < 0) {
+ // calculate intersection
+ Vector3 rel = edge1_A - edge0_A;
+ real_t den = circle_plane.normal.dot(rel);
+ real_t dist = -(circle_plane.normal.dot(edge0_A) - circle_plane.d) / den;
+ Vector3 inters = edge0_A + rel * dist;
+
+ ERR_FAIL_COND(num_points >= max_clip);
+ contact_points[num_points] = inters;
+ ++num_points;
+ }
+ }
+
+ // Generate contact points.
+ for (int i = 0; i < num_points; i++) {
+ const Vector3 &contact_point_A = contact_points[i];
+
+ real_t d = circle_plane.distance_to(contact_point_A);
+ Vector3 closest_B = contact_point_A - circle_plane.normal * d;
+
+ if (p_callback->normal.dot(contact_point_A) >= p_callback->normal.dot(closest_B)) {
+ continue;
+ }
+
+ p_callback->call(contact_point_A, closest_B, circle_plane.get_normal());
+ }
+}
+
+static void _generate_contacts_circle_circle(const Vector3 *p_points_A, int p_point_count_A, const Vector3 *p_points_B, int p_point_count_B, _CollectorCallback *p_callback) {
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND(p_point_count_A != 3);
+ ERR_FAIL_COND(p_point_count_B != 3);
+#endif
+
+ const Vector3 &circle_A_pos = p_points_A[0];
+ Vector3 circle_A_line_1 = p_points_A[1] - circle_A_pos;
+ Vector3 circle_A_line_2 = p_points_A[2] - circle_A_pos;
+
+ real_t circle_A_radius = circle_A_line_1.length();
+ Vector3 circle_A_normal = circle_A_line_1.cross(circle_A_line_2).normalized();
+
+ const Vector3 &circle_B_pos = p_points_B[0];
+ Vector3 circle_B_line_1 = p_points_B[1] - circle_B_pos;
+ Vector3 circle_B_line_2 = p_points_B[2] - circle_B_pos;
+
+ real_t circle_B_radius = circle_B_line_1.length();
+ Vector3 circle_B_normal = circle_B_line_1.cross(circle_B_line_2).normalized();
+
+ static const int max_clip = 4;
+ Vector3 contact_points[max_clip];
+ int num_points = 0;
+
+ Vector3 centers_diff = circle_B_pos - circle_A_pos;
+ Vector3 norm_proj = circle_A_normal.dot(centers_diff) * circle_A_normal;
+ Vector3 comp_proj = centers_diff - norm_proj;
+ real_t proj_dist = comp_proj.length();
+ if (!Math::is_zero_approx(proj_dist)) {
+ comp_proj /= proj_dist;
+ if ((proj_dist > circle_A_radius - circle_B_radius) && (proj_dist > circle_B_radius - circle_A_radius)) {
+ // Circles are overlapping, use the 2 points of intersection as contacts.
+ real_t radius_a_sqr = circle_A_radius * circle_A_radius;
+ real_t radius_b_sqr = circle_B_radius * circle_B_radius;
+ real_t d_sqr = proj_dist * proj_dist;
+ real_t s = (1.0 + (radius_a_sqr - radius_b_sqr) / d_sqr) * 0.5;
+ real_t h = Math::sqrt(MAX(radius_a_sqr - d_sqr * s * s, 0.0));
+ Vector3 midpoint = circle_A_pos + s * comp_proj * proj_dist;
+ Vector3 h_vec = h * circle_A_normal.cross(comp_proj);
+
+ Vector3 point_A = midpoint + h_vec;
+ contact_points[num_points] = point_A;
+ ++num_points;
+
+ point_A = midpoint - h_vec;
+ contact_points[num_points] = point_A;
+ ++num_points;
+
+ // Add 2 points from circle A and B along the line between the centers.
+ point_A = circle_A_pos + comp_proj * circle_A_radius;
+ contact_points[num_points] = point_A;
+ ++num_points;
+
+ point_A = circle_B_pos - comp_proj * circle_B_radius - norm_proj;
+ contact_points[num_points] = point_A;
+ ++num_points;
+ } // Otherwise one circle is inside the other one, use 3 arbitrary equidistant points.
+ } // Otherwise circles are concentric, use 3 arbitrary equidistant points.
+
+ if (num_points == 0) {
+ // Generate equidistant points.
+ if (circle_A_radius < circle_B_radius) {
+ // Circle A inside circle B.
+ for (int i = 0; i < 3; ++i) {
+ Vector3 circle_A_point = circle_A_pos;
+ circle_A_point += circle_A_line_1 * Math::cos(2.0 * Math_PI * i / 3.0);
+ circle_A_point += circle_A_line_2 * Math::sin(2.0 * Math_PI * i / 3.0);
+
+ contact_points[num_points] = circle_A_point;
+ ++num_points;
+ }
+ } else {
+ // Circle B inside circle A.
+ for (int i = 0; i < 3; ++i) {
+ Vector3 circle_B_point = circle_B_pos;
+ circle_B_point += circle_B_line_1 * Math::cos(2.0 * Math_PI * i / 3.0);
+ circle_B_point += circle_B_line_2 * Math::sin(2.0 * Math_PI * i / 3.0);
+
+ Vector3 circle_A_point = circle_B_point - norm_proj;
+
+ contact_points[num_points] = circle_A_point;
+ ++num_points;
+ }
+ }
+ }
+
+ Plane circle_B_plane(circle_B_normal, circle_B_pos);
+
+ // Generate contact points.
+ for (int i = 0; i < num_points; i++) {
+ const Vector3 &contact_point_A = contact_points[i];
+
+ real_t d = circle_B_plane.distance_to(contact_point_A);
+ Vector3 closest_B = contact_point_A - circle_B_plane.normal * d;
+
+ if (p_callback->normal.dot(contact_point_A) >= p_callback->normal.dot(closest_B)) {
+ continue;
+ }
+
+ p_callback->call(contact_point_A, closest_B, circle_B_plane.get_normal());
+ }
+}
+
+static void _generate_contacts_from_supports(const Vector3 *p_points_A, int p_point_count_A, GodotShape3D::FeatureType p_feature_type_A, const Vector3 *p_points_B, int p_point_count_B, GodotShape3D::FeatureType p_feature_type_B, _CollectorCallback *p_callback) {
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND(p_point_count_A < 1);
+ ERR_FAIL_COND(p_point_count_B < 1);
+#endif
+
+ static const GenerateContactsFunc generate_contacts_func_table[4][4] = {
+ {
+ _generate_contacts_point_point,
+ _generate_contacts_point_edge,
+ _generate_contacts_point_face,
+ _generate_contacts_point_circle,
+ },
+ {
+ nullptr,
+ _generate_contacts_edge_edge,
+ _generate_contacts_face_face,
+ _generate_contacts_edge_circle,
+ },
+ {
+ nullptr,
+ nullptr,
+ _generate_contacts_face_face,
+ _generate_contacts_face_circle,
+ },
+ {
+ nullptr,
+ nullptr,
+ nullptr,
+ _generate_contacts_circle_circle,
+ },
+ };
+
+ int pointcount_B;
+ int pointcount_A;
+ const Vector3 *points_A;
+ const Vector3 *points_B;
+ int version_A;
+ int version_B;
+
+ if (p_feature_type_A > p_feature_type_B) {
+ //swap
+ p_callback->swap = !p_callback->swap;
+ p_callback->normal = -p_callback->normal;
+
+ pointcount_B = p_point_count_A;
+ pointcount_A = p_point_count_B;
+ points_A = p_points_B;
+ points_B = p_points_A;
+ version_A = p_feature_type_B;
+ version_B = p_feature_type_A;
+ } else {
+ pointcount_B = p_point_count_B;
+ pointcount_A = p_point_count_A;
+ points_A = p_points_A;
+ points_B = p_points_B;
+ version_A = p_feature_type_A;
+ version_B = p_feature_type_B;
+ }
+
+ GenerateContactsFunc contacts_func = generate_contacts_func_table[version_A][version_B];
+ ERR_FAIL_NULL(contacts_func);
+ contacts_func(points_A, pointcount_A, points_B, pointcount_B, p_callback);
+}
+
+template <typename ShapeA, typename ShapeB, bool withMargin = false>
+class SeparatorAxisTest {
+ const ShapeA *shape_A = nullptr;
+ const ShapeB *shape_B = nullptr;
+ const Transform3D *transform_A = nullptr;
+ const Transform3D *transform_B = nullptr;
+ real_t best_depth = 1e15;
+ _CollectorCallback *callback = nullptr;
+ real_t margin_A = 0.0;
+ real_t margin_B = 0.0;
+ Vector3 separator_axis;
+
+public:
+ Vector3 best_axis;
+
+ _FORCE_INLINE_ bool test_previous_axis() {
+ if (callback && callback->prev_axis && *callback->prev_axis != Vector3()) {
+ return test_axis(*callback->prev_axis);
+ } else {
+ return true;
+ }
+ }
+
+ _FORCE_INLINE_ bool test_axis(const Vector3 &p_axis) {
+ Vector3 axis = p_axis;
+
+ if (axis.is_zero_approx()) {
+ // strange case, try an upwards separator
+ axis = Vector3(0.0, 1.0, 0.0);
+ }
+
+ real_t min_A = 0.0, max_A = 0.0, min_B = 0.0, max_B = 0.0;
+
+ shape_A->project_range(axis, *transform_A, min_A, max_A);
+ shape_B->project_range(axis, *transform_B, min_B, max_B);
+
+ if (withMargin) {
+ min_A -= margin_A;
+ max_A += margin_A;
+ min_B -= margin_B;
+ max_B += margin_B;
+ }
+
+ min_B -= (max_A - min_A) * 0.5;
+ max_B += (max_A - min_A) * 0.5;
+
+ min_B -= (min_A + max_A) * 0.5;
+ max_B -= (min_A + max_A) * 0.5;
+
+ if (min_B > 0.0 || max_B < 0.0) {
+ separator_axis = axis;
+ return false; // doesn't contain 0
+ }
+
+ //use the smallest depth
+
+ if (min_B < 0.0) { // could be +0.0, we don't want it to become -0.0
+ min_B = -min_B;
+ }
+
+ if (max_B < min_B) {
+ if (max_B < best_depth) {
+ best_depth = max_B;
+ best_axis = axis;
+ }
+ } else {
+ if (min_B < best_depth) {
+ best_depth = min_B;
+ best_axis = -axis; // keep it as A axis
+ }
+ }
+
+ return true;
+ }
+
+ static _FORCE_INLINE_ void test_contact_points(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal, void *p_userdata) {
+ SeparatorAxisTest<ShapeA, ShapeB, withMargin> *separator = (SeparatorAxisTest<ShapeA, ShapeB, withMargin> *)p_userdata;
+ Vector3 axis = (p_point_B - p_point_A);
+ real_t depth = axis.length();
+
+ // Filter out bogus directions with a threshold and re-testing axis.
+ if (separator->best_depth - depth > 0.001) {
+ separator->test_axis(axis / depth);
+ }
+ }
+
+ _FORCE_INLINE_ void generate_contacts() {
+ // nothing to do, don't generate
+ if (best_axis == Vector3(0.0, 0.0, 0.0)) {
+ return;
+ }
+
+ if (!callback->callback) {
+ //just was checking intersection?
+ callback->collided = true;
+ if (callback->prev_axis) {
+ *callback->prev_axis = best_axis;
+ }
+ return;
+ }
+
+ static const int max_supports = 16;
+
+ Vector3 supports_A[max_supports];
+ int support_count_A;
+ GodotShape3D::FeatureType support_type_A;
+ shape_A->get_supports(transform_A->basis.xform_inv(-best_axis).normalized(), max_supports, supports_A, support_count_A, support_type_A);
+ for (int i = 0; i < support_count_A; i++) {
+ supports_A[i] = transform_A->xform(supports_A[i]);
+ }
+
+ if (withMargin) {
+ for (int i = 0; i < support_count_A; i++) {
+ supports_A[i] += -best_axis * margin_A;
+ }
+ }
+
+ Vector3 supports_B[max_supports];
+ int support_count_B;
+ GodotShape3D::FeatureType support_type_B;
+ shape_B->get_supports(transform_B->basis.xform_inv(best_axis).normalized(), max_supports, supports_B, support_count_B, support_type_B);
+ for (int i = 0; i < support_count_B; i++) {
+ supports_B[i] = transform_B->xform(supports_B[i]);
+ }
+
+ if (withMargin) {
+ for (int i = 0; i < support_count_B; i++) {
+ supports_B[i] += best_axis * margin_B;
+ }
+ }
+
+ callback->normal = best_axis;
+ if (callback->prev_axis) {
+ *callback->prev_axis = best_axis;
+ }
+ _generate_contacts_from_supports(supports_A, support_count_A, support_type_A, supports_B, support_count_B, support_type_B, callback);
+
+ callback->collided = true;
+ }
+
+ _FORCE_INLINE_ SeparatorAxisTest(const ShapeA *p_shape_A, const Transform3D &p_transform_A, const ShapeB *p_shape_B, const Transform3D &p_transform_B, _CollectorCallback *p_callback, real_t p_margin_A = 0, real_t p_margin_B = 0) {
+ shape_A = p_shape_A;
+ shape_B = p_shape_B;
+ transform_A = &p_transform_A;
+ transform_B = &p_transform_B;
+ callback = p_callback;
+ margin_A = p_margin_A;
+ margin_B = p_margin_B;
+ }
+};
+
+/****** SAT TESTS *******/
+
+typedef void (*CollisionFunc)(const GodotShape3D *, const Transform3D &, const GodotShape3D *, const Transform3D &, _CollectorCallback *p_callback, real_t, real_t);
+
+// Perform analytic sphere-sphere collision and report results to collector
+template <bool withMargin>
+static void analytic_sphere_collision(const Vector3 &p_origin_a, real_t p_radius_a, const Vector3 &p_origin_b, real_t p_radius_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ // Expand the spheres by the margins if enabled
+ if (withMargin) {
+ p_radius_a += p_margin_a;
+ p_radius_b += p_margin_b;
+ }
+
+ // Get the vector from sphere B to A
+ Vector3 b_to_a = p_origin_a - p_origin_b;
+
+ // Get the length from B to A
+ real_t b_to_a_len = b_to_a.length();
+
+ // Calculate the sphere overlap, and bail if not overlapping
+ real_t overlap = p_radius_a + p_radius_b - b_to_a_len;
+ if (overlap < 0)
+ return;
+
+ // Report collision
+ p_collector->collided = true;
+
+ // Bail if there is no callback to receive the A and B collision points.
+ if (!p_collector->callback) {
+ return;
+ }
+
+ // Normalize the B to A vector
+ if (b_to_a_len < CMP_EPSILON) {
+ b_to_a = Vector3(0, 1, 0); // Spheres coincident, use arbitrary direction
+ } else {
+ b_to_a /= b_to_a_len;
+ }
+
+ // Report collision points. The operations below are intended to minimize
+ // floating-point precision errors. This is done by calculating the first
+ // collision point from the smaller sphere, and then jumping across to
+ // the larger spheres collision point using the overlap distance. This
+ // jump is usually small even if the large sphere is massive, and so the
+ // second point will not suffer from precision errors.
+ if (p_radius_a < p_radius_b) {
+ Vector3 point_a = p_origin_a - b_to_a * p_radius_a;
+ Vector3 point_b = point_a + b_to_a * overlap;
+ p_collector->call(point_a, point_b, b_to_a); // Consider adding b_to_a vector
+ } else {
+ Vector3 point_b = p_origin_b + b_to_a * p_radius_b;
+ Vector3 point_a = point_b - b_to_a * overlap;
+ p_collector->call(point_a, point_b, b_to_a); // Consider adding b_to_a vector
+ }
+}
+
+template <bool withMargin>
+static void _collision_sphere_sphere(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotSphereShape3D *sphere_A = static_cast<const GodotSphereShape3D *>(p_a);
+ const GodotSphereShape3D *sphere_B = static_cast<const GodotSphereShape3D *>(p_b);
+
+ // Perform an analytic sphere collision between the two spheres
+ analytic_sphere_collision<withMargin>(
+ p_transform_a.origin,
+ sphere_A->get_radius() * p_transform_a.basis[0].length(),
+ p_transform_b.origin,
+ sphere_B->get_radius() * p_transform_b.basis[0].length(),
+ p_collector,
+ p_margin_a,
+ p_margin_b);
+}
+
+template <bool withMargin>
+static void _collision_sphere_box(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotSphereShape3D *sphere_A = static_cast<const GodotSphereShape3D *>(p_a);
+ const GodotBoxShape3D *box_B = static_cast<const GodotBoxShape3D *>(p_b);
+
+ // Find the point on the box nearest to the center of the sphere.
+
+ Vector3 center = p_transform_b.affine_inverse().xform(p_transform_a.origin);
+ Vector3 extents = box_B->get_half_extents();
+ Vector3 nearest(MIN(MAX(center.x, -extents.x), extents.x),
+ MIN(MAX(center.y, -extents.y), extents.y),
+ MIN(MAX(center.z, -extents.z), extents.z));
+ nearest = p_transform_b.xform(nearest);
+
+ // See if it is inside the sphere.
+
+ Vector3 delta = nearest - p_transform_a.origin;
+ real_t length = delta.length();
+ real_t radius = sphere_A->get_radius() * p_transform_a.basis[0].length();
+ if (length > radius + p_margin_a + p_margin_b) {
+ return;
+ }
+ p_collector->collided = true;
+ if (!p_collector->callback) {
+ return;
+ }
+ Vector3 axis;
+ if (length == 0) {
+ // The box passes through the sphere center. Select an axis based on the box's center.
+ axis = (p_transform_b.origin - nearest).normalized();
+ } else {
+ axis = delta / length;
+ }
+ Vector3 point_a = p_transform_a.origin + (radius + p_margin_a) * axis;
+ Vector3 point_b = (withMargin ? nearest - p_margin_b * axis : nearest);
+ p_collector->call(point_a, point_b, axis);
+}
+
+template <bool withMargin>
+static void _collision_sphere_capsule(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotSphereShape3D *sphere_A = static_cast<const GodotSphereShape3D *>(p_a);
+ const GodotCapsuleShape3D *capsule_B = static_cast<const GodotCapsuleShape3D *>(p_b);
+
+ real_t scale_A = p_transform_a.basis[0].length();
+ real_t scale_B = p_transform_b.basis[0].length();
+
+ // Construct the capsule segment (ball-center to ball-center)
+ Vector3 capsule_segment[2];
+ Vector3 capsule_axis = p_transform_b.basis.get_column(1) * (capsule_B->get_height() * 0.5 - capsule_B->get_radius());
+ capsule_segment[0] = p_transform_b.origin + capsule_axis;
+ capsule_segment[1] = p_transform_b.origin - capsule_axis;
+
+ // Get the capsules closest segment-point to the sphere
+ Vector3 capsule_closest = Geometry3D::get_closest_point_to_segment(p_transform_a.origin, capsule_segment);
+
+ // Perform an analytic sphere collision between the sphere and the sphere-collider in the capsule
+ analytic_sphere_collision<withMargin>(
+ p_transform_a.origin,
+ sphere_A->get_radius() * scale_A,
+ capsule_closest,
+ capsule_B->get_radius() * scale_B,
+ p_collector,
+ p_margin_a,
+ p_margin_b);
+}
+
+template <bool withMargin>
+static void analytic_sphere_cylinder_collision(real_t p_radius_a, real_t p_radius_b, real_t p_height_b, const Transform3D &p_transform_a, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ // Find the point on the cylinder nearest to the center of the sphere.
+
+ Vector3 center = p_transform_b.affine_inverse().xform(p_transform_a.origin);
+ Vector3 nearest = center;
+ real_t scale_A = p_transform_a.basis[0].length();
+ real_t r = Math::sqrt(center.x * center.x + center.z * center.z);
+ if (r > p_radius_b) {
+ real_t scale = p_radius_b / r;
+ nearest.x *= scale;
+ nearest.z *= scale;
+ }
+ real_t half_height = p_height_b / 2;
+ nearest.y = MIN(MAX(center.y, -half_height), half_height);
+ nearest = p_transform_b.xform(nearest);
+
+ // See if it is inside the sphere.
+
+ Vector3 delta = nearest - p_transform_a.origin;
+ real_t length = delta.length();
+ if (length > p_radius_a * scale_A + p_margin_a + p_margin_b) {
+ return;
+ }
+ p_collector->collided = true;
+ if (!p_collector->callback) {
+ return;
+ }
+ Vector3 axis;
+ if (length == 0) {
+ // The cylinder passes through the sphere center. Select an axis based on the cylinder's center.
+ axis = (p_transform_b.origin - nearest).normalized();
+ } else {
+ axis = delta / length;
+ }
+ Vector3 point_a = p_transform_a.origin + (p_radius_a * scale_A + p_margin_a) * axis;
+ Vector3 point_b = (withMargin ? nearest - p_margin_b * axis : nearest);
+ p_collector->call(point_a, point_b, axis);
+}
+
+template <bool withMargin>
+static void _collision_sphere_cylinder(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotSphereShape3D *sphere_A = static_cast<const GodotSphereShape3D *>(p_a);
+ const GodotCylinderShape3D *cylinder_B = static_cast<const GodotCylinderShape3D *>(p_b);
+
+ analytic_sphere_cylinder_collision<withMargin>(sphere_A->get_radius(), cylinder_B->get_radius(), cylinder_B->get_height(), p_transform_a, p_transform_b, p_collector, p_margin_a, p_margin_b);
+}
+
+template <bool withMargin>
+static void _collision_sphere_convex_polygon(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotSphereShape3D *sphere_A = static_cast<const GodotSphereShape3D *>(p_a);
+ const GodotConvexPolygonShape3D *convex_polygon_B = static_cast<const GodotConvexPolygonShape3D *>(p_b);
+
+ SeparatorAxisTest<GodotSphereShape3D, GodotConvexPolygonShape3D, withMargin> separator(sphere_A, p_transform_a, convex_polygon_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+
+ if (!separator.test_previous_axis()) {
+ return;
+ }
+
+ const Geometry3D::MeshData &mesh = convex_polygon_B->get_mesh();
+
+ const Geometry3D::MeshData::Face *faces = mesh.faces.ptr();
+ int face_count = mesh.faces.size();
+ const Geometry3D::MeshData::Edge *edges = mesh.edges.ptr();
+ int edge_count = mesh.edges.size();
+ const Vector3 *vertices = mesh.vertices.ptr();
+ int vertex_count = mesh.vertices.size();
+
+ // Precalculating this makes the transforms faster.
+ Basis b_xform_normal = p_transform_b.basis.inverse().transposed();
+
+ // faces of B
+ for (int i = 0; i < face_count; i++) {
+ Vector3 axis = b_xform_normal.xform(faces[i].plane.normal).normalized();
+
+ if (!separator.test_axis(axis)) {
+ return;
+ }
+ }
+
+ // edges of B
+ for (int i = 0; i < edge_count; i++) {
+ Vector3 v1 = p_transform_b.xform(vertices[edges[i].vertex_a]);
+ Vector3 v2 = p_transform_b.xform(vertices[edges[i].vertex_b]);
+ Vector3 v3 = p_transform_a.origin;
+
+ Vector3 n1 = v2 - v1;
+ Vector3 n2 = v2 - v3;
+
+ Vector3 axis = n1.cross(n2).cross(n1).normalized();
+
+ if (!separator.test_axis(axis)) {
+ return;
+ }
+ }
+
+ // vertices of B
+ for (int i = 0; i < vertex_count; i++) {
+ Vector3 v1 = p_transform_b.xform(vertices[i]);
+ Vector3 v2 = p_transform_a.origin;
+
+ Vector3 axis = (v2 - v1).normalized();
+
+ if (!separator.test_axis(axis)) {
+ return;
+ }
+ }
+
+ separator.generate_contacts();
+}
+
+template <bool withMargin>
+static void _collision_sphere_face(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotSphereShape3D *sphere_A = static_cast<const GodotSphereShape3D *>(p_a);
+ const GodotFaceShape3D *face_B = static_cast<const GodotFaceShape3D *>(p_b);
+
+ SeparatorAxisTest<GodotSphereShape3D, GodotFaceShape3D, withMargin> separator(sphere_A, p_transform_a, face_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+
+ Vector3 vertex[3] = {
+ p_transform_b.xform(face_B->vertex[0]),
+ p_transform_b.xform(face_B->vertex[1]),
+ p_transform_b.xform(face_B->vertex[2]),
+ };
+
+ Vector3 normal = (vertex[0] - vertex[2]).cross(vertex[0] - vertex[1]).normalized();
+
+ if (!separator.test_axis(normal)) {
+ return;
+ }
+
+ // edges and points of B
+ for (int i = 0; i < 3; i++) {
+ Vector3 n1 = vertex[i] - p_transform_a.origin;
+ if (n1.dot(normal) < 0.0) {
+ n1 *= -1.0;
+ }
+
+ if (!separator.test_axis(n1.normalized())) {
+ return;
+ }
+
+ Vector3 n2 = vertex[(i + 1) % 3] - vertex[i];
+
+ Vector3 axis = n1.cross(n2).cross(n2).normalized();
+ if (axis.dot(normal) < 0.0) {
+ axis *= -1.0;
+ }
+
+ if (!separator.test_axis(axis)) {
+ return;
+ }
+ }
+
+ if (!face_B->backface_collision) {
+ if (separator.best_axis.dot(normal) < _BACKFACE_NORMAL_THRESHOLD) {
+ if (face_B->invert_backface_collision) {
+ separator.best_axis = separator.best_axis.bounce(normal);
+ } else {
+ // Just ignore backface collision.
+ return;
+ }
+ }
+ }
+
+ separator.generate_contacts();
+}
+
+template <bool withMargin>
+static void _collision_box_box(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotBoxShape3D *box_A = static_cast<const GodotBoxShape3D *>(p_a);
+ const GodotBoxShape3D *box_B = static_cast<const GodotBoxShape3D *>(p_b);
+
+ SeparatorAxisTest<GodotBoxShape3D, GodotBoxShape3D, withMargin> separator(box_A, p_transform_a, box_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+
+ if (!separator.test_previous_axis()) {
+ return;
+ }
+
+ // test faces of A
+
+ for (int i = 0; i < 3; i++) {
+ Vector3 axis = p_transform_a.basis.get_column(i).normalized();
+
+ if (!separator.test_axis(axis)) {
+ return;
+ }
+ }
+
+ // test faces of B
+
+ for (int i = 0; i < 3; i++) {
+ Vector3 axis = p_transform_b.basis.get_column(i).normalized();
+
+ if (!separator.test_axis(axis)) {
+ return;
+ }
+ }
+
+ // test combined edges
+ for (int i = 0; i < 3; i++) {
+ for (int j = 0; j < 3; j++) {
+ Vector3 axis = p_transform_a.basis.get_column(i).cross(p_transform_b.basis.get_column(j));
+
+ if (Math::is_zero_approx(axis.length_squared())) {
+ continue;
+ }
+ axis.normalize();
+
+ if (!separator.test_axis(axis)) {
+ return;
+ }
+ }
+ }
+
+ if (withMargin) {
+ //add endpoint test between closest vertices and edges
+
+ // calculate closest point to sphere
+
+ Vector3 ab_vec = p_transform_b.origin - p_transform_a.origin;
+
+ Vector3 cnormal_a = p_transform_a.basis.xform_inv(ab_vec);
+
+ Vector3 support_a = p_transform_a.xform(Vector3(
+
+ (cnormal_a.x < 0) ? -box_A->get_half_extents().x : box_A->get_half_extents().x,
+ (cnormal_a.y < 0) ? -box_A->get_half_extents().y : box_A->get_half_extents().y,
+ (cnormal_a.z < 0) ? -box_A->get_half_extents().z : box_A->get_half_extents().z));
+
+ Vector3 cnormal_b = p_transform_b.basis.xform_inv(-ab_vec);
+
+ Vector3 support_b = p_transform_b.xform(Vector3(
+
+ (cnormal_b.x < 0) ? -box_B->get_half_extents().x : box_B->get_half_extents().x,
+ (cnormal_b.y < 0) ? -box_B->get_half_extents().y : box_B->get_half_extents().y,
+ (cnormal_b.z < 0) ? -box_B->get_half_extents().z : box_B->get_half_extents().z));
+
+ Vector3 axis_ab = (support_a - support_b);
+
+ if (!separator.test_axis(axis_ab.normalized())) {
+ return;
+ }
+
+ //now try edges, which become cylinders!
+
+ for (int i = 0; i < 3; i++) {
+ //a ->b
+ Vector3 axis_a = p_transform_a.basis.get_column(i);
+
+ if (!separator.test_axis(axis_ab.cross(axis_a).cross(axis_a).normalized())) {
+ return;
+ }
+
+ //b ->a
+ Vector3 axis_b = p_transform_b.basis.get_column(i);
+
+ if (!separator.test_axis(axis_ab.cross(axis_b).cross(axis_b).normalized())) {
+ return;
+ }
+ }
+ }
+
+ separator.generate_contacts();
+}
+
+template <bool withMargin>
+static void _collision_box_capsule(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotBoxShape3D *box_A = static_cast<const GodotBoxShape3D *>(p_a);
+ const GodotCapsuleShape3D *capsule_B = static_cast<const GodotCapsuleShape3D *>(p_b);
+
+ SeparatorAxisTest<GodotBoxShape3D, GodotCapsuleShape3D, withMargin> separator(box_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+
+ if (!separator.test_previous_axis()) {
+ return;
+ }
+
+ // faces of A
+ for (int i = 0; i < 3; i++) {
+ Vector3 axis = p_transform_a.basis.get_column(i).normalized();
+
+ if (!separator.test_axis(axis)) {
+ return;
+ }
+ }
+
+ Vector3 cyl_axis = p_transform_b.basis.get_column(1).normalized();
+
+ // edges of A, capsule cylinder
+
+ for (int i = 0; i < 3; i++) {
+ // cylinder
+ Vector3 box_axis = p_transform_a.basis.get_column(i);
+ Vector3 axis = box_axis.cross(cyl_axis);
+ if (Math::is_zero_approx(axis.length_squared())) {
+ continue;
+ }
+
+ if (!separator.test_axis(axis.normalized())) {
+ return;
+ }
+ }
+
+ // points of A, capsule cylinder
+ // this sure could be made faster somehow..
+
+ for (int i = 0; i < 2; i++) {
+ for (int j = 0; j < 2; j++) {
+ for (int k = 0; k < 2; k++) {
+ Vector3 he = box_A->get_half_extents();
+ he.x *= (i * 2 - 1);
+ he.y *= (j * 2 - 1);
+ he.z *= (k * 2 - 1);
+ Vector3 point = p_transform_a.origin;
+ for (int l = 0; l < 3; l++) {
+ point += p_transform_a.basis.get_column(l) * he[l];
+ }
+
+ //Vector3 axis = (point - cyl_axis * cyl_axis.dot(point)).normalized();
+ Vector3 axis = Plane(cyl_axis).project(point).normalized();
+
+ if (!separator.test_axis(axis)) {
+ return;
+ }
+ }
+ }
+ }
+
+ // capsule balls, edges of A
+
+ for (int i = 0; i < 2; i++) {
+ Vector3 capsule_axis = p_transform_b.basis.get_column(1) * (capsule_B->get_height() * 0.5 - capsule_B->get_radius());
+
+ Vector3 sphere_pos = p_transform_b.origin + ((i == 0) ? capsule_axis : -capsule_axis);
+
+ Vector3 cnormal = p_transform_a.xform_inv(sphere_pos);
+
+ Vector3 cpoint = p_transform_a.xform(Vector3(
+
+ (cnormal.x < 0) ? -box_A->get_half_extents().x : box_A->get_half_extents().x,
+ (cnormal.y < 0) ? -box_A->get_half_extents().y : box_A->get_half_extents().y,
+ (cnormal.z < 0) ? -box_A->get_half_extents().z : box_A->get_half_extents().z));
+
+ // use point to test axis
+ Vector3 point_axis = (sphere_pos - cpoint).normalized();
+
+ if (!separator.test_axis(point_axis)) {
+ return;
+ }
+
+ // test edges of A
+
+ for (int j = 0; j < 3; j++) {
+ Vector3 axis = point_axis.cross(p_transform_a.basis.get_column(j)).cross(p_transform_a.basis.get_column(j)).normalized();
+
+ if (!separator.test_axis(axis)) {
+ return;
+ }
+ }
+ }
+
+ separator.generate_contacts();
+}
+
+template <bool withMargin>
+static void _collision_box_cylinder(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotBoxShape3D *box_A = static_cast<const GodotBoxShape3D *>(p_a);
+ const GodotCylinderShape3D *cylinder_B = static_cast<const GodotCylinderShape3D *>(p_b);
+
+ SeparatorAxisTest<GodotBoxShape3D, GodotCylinderShape3D, withMargin> separator(box_A, p_transform_a, cylinder_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+
+ if (!separator.test_previous_axis()) {
+ return;
+ }
+
+ // Faces of A.
+ for (int i = 0; i < 3; i++) {
+ Vector3 axis = p_transform_a.basis.get_column(i).normalized();
+
+ if (!separator.test_axis(axis)) {
+ return;
+ }
+ }
+
+ Vector3 cyl_axis = p_transform_b.basis.get_column(1).normalized();
+
+ // Cylinder end caps.
+ {
+ if (!separator.test_axis(cyl_axis)) {
+ return;
+ }
+ }
+
+ // Edges of A, cylinder lateral surface.
+ for (int i = 0; i < 3; i++) {
+ Vector3 box_axis = p_transform_a.basis.get_column(i);
+ Vector3 axis = box_axis.cross(cyl_axis);
+ if (Math::is_zero_approx(axis.length_squared())) {
+ continue;
+ }
+
+ if (!separator.test_axis(axis.normalized())) {
+ return;
+ }
+ }
+
+ // Gather points of A.
+ Vector3 vertices_A[8];
+ Vector3 box_extent = box_A->get_half_extents();
+ for (int i = 0; i < 2; i++) {
+ for (int j = 0; j < 2; j++) {
+ for (int k = 0; k < 2; k++) {
+ Vector3 extent = box_extent;
+ extent.x *= (i * 2 - 1);
+ extent.y *= (j * 2 - 1);
+ extent.z *= (k * 2 - 1);
+ Vector3 &point = vertices_A[i * 2 * 2 + j * 2 + k];
+ point = p_transform_a.origin;
+ for (int l = 0; l < 3; l++) {
+ point += p_transform_a.basis.get_column(l) * extent[l];
+ }
+ }
+ }
+ }
+
+ // Points of A, cylinder lateral surface.
+ for (int i = 0; i < 8; i++) {
+ const Vector3 &point = vertices_A[i];
+ Vector3 axis = Plane(cyl_axis).project(point).normalized();
+
+ if (!separator.test_axis(axis)) {
+ return;
+ }
+ }
+
+ // Edges of A, cylinder end caps rim.
+ int edges_start_A[12] = { 0, 2, 4, 6, 0, 1, 4, 5, 0, 1, 2, 3 };
+ int edges_end_A[12] = { 1, 3, 5, 7, 2, 3, 6, 7, 4, 5, 6, 7 };
+
+ Vector3 cap_axis = cyl_axis * (cylinder_B->get_height() * 0.5);
+
+ for (int i = 0; i < 2; i++) {
+ Vector3 cap_pos = p_transform_b.origin + ((i == 0) ? cap_axis : -cap_axis);
+
+ for (int e = 0; e < 12; e++) {
+ const Vector3 &edge_start = vertices_A[edges_start_A[e]];
+ const Vector3 &edge_end = vertices_A[edges_end_A[e]];
+
+ Vector3 edge_dir = (edge_end - edge_start);
+ edge_dir.normalize();
+
+ real_t edge_dot = edge_dir.dot(cyl_axis);
+ if (Math::is_zero_approx(edge_dot)) {
+ // Edge is perpendicular to cylinder axis.
+ continue;
+ }
+
+ // Calculate intersection between edge and circle plane.
+ Vector3 edge_diff = cap_pos - edge_start;
+ real_t diff_dot = edge_diff.dot(cyl_axis);
+ Vector3 intersection = edge_start + edge_dir * diff_dot / edge_dot;
+
+ // Calculate tangent that touches intersection.
+ Vector3 tangent = (cap_pos - intersection).cross(cyl_axis);
+
+ // Axis is orthogonal both to tangent and edge direction.
+ Vector3 axis = tangent.cross(edge_dir);
+
+ if (!separator.test_axis(axis.normalized())) {
+ return;
+ }
+ }
+ }
+
+ separator.generate_contacts();
+}
+
+template <bool withMargin>
+static void _collision_box_convex_polygon(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotBoxShape3D *box_A = static_cast<const GodotBoxShape3D *>(p_a);
+ const GodotConvexPolygonShape3D *convex_polygon_B = static_cast<const GodotConvexPolygonShape3D *>(p_b);
+
+ SeparatorAxisTest<GodotBoxShape3D, GodotConvexPolygonShape3D, withMargin> separator(box_A, p_transform_a, convex_polygon_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+
+ if (!separator.test_previous_axis()) {
+ return;
+ }
+
+ const Geometry3D::MeshData &mesh = convex_polygon_B->get_mesh();
+
+ const Geometry3D::MeshData::Face *faces = mesh.faces.ptr();
+ int face_count = mesh.faces.size();
+ const Geometry3D::MeshData::Edge *edges = mesh.edges.ptr();
+ int edge_count = mesh.edges.size();
+ const Vector3 *vertices = mesh.vertices.ptr();
+ int vertex_count = mesh.vertices.size();
+
+ // faces of A
+ for (int i = 0; i < 3; i++) {
+ Vector3 axis = p_transform_a.basis.get_column(i).normalized();
+
+ if (!separator.test_axis(axis)) {
+ return;
+ }
+ }
+
+ // Precalculating this makes the transforms faster.
+ Basis b_xform_normal = p_transform_b.basis.inverse().transposed();
+
+ // faces of B
+ for (int i = 0; i < face_count; i++) {
+ Vector3 axis = b_xform_normal.xform(faces[i].plane.normal).normalized();
+
+ if (!separator.test_axis(axis)) {
+ return;
+ }
+ }
+
+ // A<->B edges
+ for (int i = 0; i < 3; i++) {
+ Vector3 e1 = p_transform_a.basis.get_column(i);
+
+ for (int j = 0; j < edge_count; j++) {
+ Vector3 e2 = p_transform_b.basis.xform(vertices[edges[j].vertex_a]) - p_transform_b.basis.xform(vertices[edges[j].vertex_b]);
+
+ Vector3 axis = e1.cross(e2).normalized();
+
+ if (!separator.test_axis(axis)) {
+ return;
+ }
+ }
+ }
+
+ if (withMargin) {
+ // calculate closest points between vertices and box edges
+ for (int v = 0; v < vertex_count; v++) {
+ Vector3 vtxb = p_transform_b.xform(vertices[v]);
+ Vector3 ab_vec = vtxb - p_transform_a.origin;
+
+ Vector3 cnormal_a = p_transform_a.basis.xform_inv(ab_vec);
+
+ Vector3 support_a = p_transform_a.xform(Vector3(
+
+ (cnormal_a.x < 0) ? -box_A->get_half_extents().x : box_A->get_half_extents().x,
+ (cnormal_a.y < 0) ? -box_A->get_half_extents().y : box_A->get_half_extents().y,
+ (cnormal_a.z < 0) ? -box_A->get_half_extents().z : box_A->get_half_extents().z));
+
+ Vector3 axis_ab = support_a - vtxb;
+
+ if (!separator.test_axis(axis_ab.normalized())) {
+ return;
+ }
+
+ //now try edges, which become cylinders!
+
+ for (int i = 0; i < 3; i++) {
+ //a ->b
+ Vector3 axis_a = p_transform_a.basis.get_column(i);
+
+ if (!separator.test_axis(axis_ab.cross(axis_a).cross(axis_a).normalized())) {
+ return;
+ }
+ }
+ }
+
+ //convex edges and box points
+ for (int i = 0; i < 2; i++) {
+ for (int j = 0; j < 2; j++) {
+ for (int k = 0; k < 2; k++) {
+ Vector3 he = box_A->get_half_extents();
+ he.x *= (i * 2 - 1);
+ he.y *= (j * 2 - 1);
+ he.z *= (k * 2 - 1);
+ Vector3 point = p_transform_a.origin;
+ for (int l = 0; l < 3; l++) {
+ point += p_transform_a.basis.get_column(l) * he[l];
+ }
+
+ for (int e = 0; e < edge_count; e++) {
+ Vector3 p1 = p_transform_b.xform(vertices[edges[e].vertex_a]);
+ Vector3 p2 = p_transform_b.xform(vertices[edges[e].vertex_b]);
+ Vector3 n = (p2 - p1);
+
+ if (!separator.test_axis((point - p2).cross(n).cross(n).normalized())) {
+ return;
+ }
+ }
+ }
+ }
+ }
+ }
+
+ separator.generate_contacts();
+}
+
+template <bool withMargin>
+static void _collision_box_face(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotBoxShape3D *box_A = static_cast<const GodotBoxShape3D *>(p_a);
+ const GodotFaceShape3D *face_B = static_cast<const GodotFaceShape3D *>(p_b);
+
+ SeparatorAxisTest<GodotBoxShape3D, GodotFaceShape3D, withMargin> separator(box_A, p_transform_a, face_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+
+ Vector3 vertex[3] = {
+ p_transform_b.xform(face_B->vertex[0]),
+ p_transform_b.xform(face_B->vertex[1]),
+ p_transform_b.xform(face_B->vertex[2]),
+ };
+
+ Vector3 normal = (vertex[0] - vertex[2]).cross(vertex[0] - vertex[1]).normalized();
+
+ if (!separator.test_axis(normal)) {
+ return;
+ }
+
+ // faces of A
+ for (int i = 0; i < 3; i++) {
+ Vector3 axis = p_transform_a.basis.get_column(i).normalized();
+ if (axis.dot(normal) < 0.0) {
+ axis *= -1.0;
+ }
+
+ if (!separator.test_axis(axis)) {
+ return;
+ }
+ }
+
+ // combined edges
+
+ for (int i = 0; i < 3; i++) {
+ Vector3 e = vertex[i] - vertex[(i + 1) % 3];
+
+ for (int j = 0; j < 3; j++) {
+ Vector3 axis = e.cross(p_transform_a.basis.get_column(j)).normalized();
+ if (axis.dot(normal) < 0.0) {
+ axis *= -1.0;
+ }
+
+ if (!separator.test_axis(axis)) {
+ return;
+ }
+ }
+ }
+
+ if (withMargin) {
+ // calculate closest points between vertices and box edges
+ for (int v = 0; v < 3; v++) {
+ Vector3 ab_vec = vertex[v] - p_transform_a.origin;
+
+ Vector3 cnormal_a = p_transform_a.basis.xform_inv(ab_vec);
+
+ Vector3 support_a = p_transform_a.xform(Vector3(
+
+ (cnormal_a.x < 0) ? -box_A->get_half_extents().x : box_A->get_half_extents().x,
+ (cnormal_a.y < 0) ? -box_A->get_half_extents().y : box_A->get_half_extents().y,
+ (cnormal_a.z < 0) ? -box_A->get_half_extents().z : box_A->get_half_extents().z));
+
+ Vector3 axis_ab = support_a - vertex[v];
+ if (axis_ab.dot(normal) < 0.0) {
+ axis_ab *= -1.0;
+ }
+
+ if (!separator.test_axis(axis_ab.normalized())) {
+ return;
+ }
+
+ //now try edges, which become cylinders!
+
+ for (int i = 0; i < 3; i++) {
+ //a ->b
+ Vector3 axis_a = p_transform_a.basis.get_column(i);
+
+ Vector3 axis = axis_ab.cross(axis_a).cross(axis_a).normalized();
+ if (axis.dot(normal) < 0.0) {
+ axis *= -1.0;
+ }
+
+ if (!separator.test_axis(axis)) {
+ return;
+ }
+ }
+ }
+
+ //convex edges and box points, there has to be a way to speed up this (get closest point?)
+ for (int i = 0; i < 2; i++) {
+ for (int j = 0; j < 2; j++) {
+ for (int k = 0; k < 2; k++) {
+ Vector3 he = box_A->get_half_extents();
+ he.x *= (i * 2 - 1);
+ he.y *= (j * 2 - 1);
+ he.z *= (k * 2 - 1);
+ Vector3 point = p_transform_a.origin;
+ for (int l = 0; l < 3; l++) {
+ point += p_transform_a.basis.get_column(l) * he[l];
+ }
+
+ for (int e = 0; e < 3; e++) {
+ Vector3 p1 = vertex[e];
+ Vector3 p2 = vertex[(e + 1) % 3];
+
+ Vector3 n = (p2 - p1);
+
+ Vector3 axis = (point - p2).cross(n).cross(n).normalized();
+ if (axis.dot(normal) < 0.0) {
+ axis *= -1.0;
+ }
+
+ if (!separator.test_axis(axis)) {
+ return;
+ }
+ }
+ }
+ }
+ }
+ }
+
+ if (!face_B->backface_collision) {
+ if (separator.best_axis.dot(normal) < _BACKFACE_NORMAL_THRESHOLD) {
+ if (face_B->invert_backface_collision) {
+ separator.best_axis = separator.best_axis.bounce(normal);
+ } else {
+ // Just ignore backface collision.
+ return;
+ }
+ }
+ }
+
+ separator.generate_contacts();
+}
+
+template <bool withMargin>
+static void _collision_capsule_capsule(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotCapsuleShape3D *capsule_A = static_cast<const GodotCapsuleShape3D *>(p_a);
+ const GodotCapsuleShape3D *capsule_B = static_cast<const GodotCapsuleShape3D *>(p_b);
+
+ real_t scale_A = p_transform_a.basis[0].length();
+ real_t scale_B = p_transform_b.basis[0].length();
+
+ // Get the closest points between the capsule segments
+ Vector3 capsule_A_closest;
+ Vector3 capsule_B_closest;
+ Vector3 capsule_A_axis = p_transform_a.basis.get_column(1) * (capsule_A->get_height() * 0.5 - capsule_A->get_radius());
+ Vector3 capsule_B_axis = p_transform_b.basis.get_column(1) * (capsule_B->get_height() * 0.5 - capsule_B->get_radius());
+ Geometry3D::get_closest_points_between_segments(
+ p_transform_a.origin + capsule_A_axis,
+ p_transform_a.origin - capsule_A_axis,
+ p_transform_b.origin + capsule_B_axis,
+ p_transform_b.origin - capsule_B_axis,
+ capsule_A_closest,
+ capsule_B_closest);
+
+ // Perform the analytic collision between the two closest capsule spheres
+ analytic_sphere_collision<withMargin>(
+ capsule_A_closest,
+ capsule_A->get_radius() * scale_A,
+ capsule_B_closest,
+ capsule_B->get_radius() * scale_B,
+ p_collector,
+ p_margin_a,
+ p_margin_b);
+}
+
+template <bool withMargin>
+static void _collision_capsule_cylinder(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotCapsuleShape3D *capsule_A = static_cast<const GodotCapsuleShape3D *>(p_a);
+ const GodotCylinderShape3D *cylinder_B = static_cast<const GodotCylinderShape3D *>(p_b);
+
+ // Find the closest points between the axes of the two objects.
+
+ Vector3 capsule_A_closest;
+ Vector3 cylinder_B_closest;
+ Vector3 capsule_A_axis = p_transform_a.basis.get_column(1) * (capsule_A->get_height() * 0.5 - capsule_A->get_radius());
+ Vector3 cylinder_B_axis = p_transform_b.basis.get_column(1) * (cylinder_B->get_height() * 0.5);
+ Geometry3D::get_closest_points_between_segments(
+ p_transform_a.origin + capsule_A_axis,
+ p_transform_a.origin - capsule_A_axis,
+ p_transform_b.origin + cylinder_B_axis,
+ p_transform_b.origin - cylinder_B_axis,
+ capsule_A_closest,
+ cylinder_B_closest);
+
+ // Perform the collision test between the cylinder and the nearest sphere on the capsule axis.
+
+ Transform3D sphere_transform(p_transform_a.basis, capsule_A_closest);
+ analytic_sphere_cylinder_collision<withMargin>(capsule_A->get_radius(), cylinder_B->get_radius(), cylinder_B->get_height(), sphere_transform, p_transform_b, p_collector, p_margin_a, p_margin_b);
+}
+
+template <bool withMargin>
+static void _collision_capsule_convex_polygon(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotCapsuleShape3D *capsule_A = static_cast<const GodotCapsuleShape3D *>(p_a);
+ const GodotConvexPolygonShape3D *convex_polygon_B = static_cast<const GodotConvexPolygonShape3D *>(p_b);
+
+ SeparatorAxisTest<GodotCapsuleShape3D, GodotConvexPolygonShape3D, withMargin> separator(capsule_A, p_transform_a, convex_polygon_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+
+ if (!separator.test_previous_axis()) {
+ return;
+ }
+
+ const Geometry3D::MeshData &mesh = convex_polygon_B->get_mesh();
+
+ const Geometry3D::MeshData::Face *faces = mesh.faces.ptr();
+ int face_count = mesh.faces.size();
+ const Geometry3D::MeshData::Edge *edges = mesh.edges.ptr();
+ int edge_count = mesh.edges.size();
+ const Vector3 *vertices = mesh.vertices.ptr();
+
+ // Precalculating this makes the transforms faster.
+ Basis b_xform_normal = p_transform_b.basis.inverse().transposed();
+
+ // faces of B
+ for (int i = 0; i < face_count; i++) {
+ Vector3 axis = b_xform_normal.xform(faces[i].plane.normal).normalized();
+
+ if (!separator.test_axis(axis)) {
+ return;
+ }
+ }
+
+ // edges of B, capsule cylinder
+
+ for (int i = 0; i < edge_count; i++) {
+ // cylinder
+ Vector3 edge_axis = p_transform_b.basis.xform(vertices[edges[i].vertex_a]) - p_transform_b.basis.xform(vertices[edges[i].vertex_b]);
+ Vector3 axis = edge_axis.cross(p_transform_a.basis.get_column(1)).normalized();
+
+ if (!separator.test_axis(axis)) {
+ return;
+ }
+ }
+
+ // capsule balls, edges of B
+
+ for (int i = 0; i < 2; i++) {
+ // edges of B, capsule cylinder
+
+ Vector3 capsule_axis = p_transform_a.basis.get_column(1) * (capsule_A->get_height() * 0.5 - capsule_A->get_radius());
+
+ Vector3 sphere_pos = p_transform_a.origin + ((i == 0) ? capsule_axis : -capsule_axis);
+
+ for (int j = 0; j < edge_count; j++) {
+ Vector3 n1 = sphere_pos - p_transform_b.xform(vertices[edges[j].vertex_a]);
+ Vector3 n2 = p_transform_b.basis.xform(vertices[edges[j].vertex_a]) - p_transform_b.basis.xform(vertices[edges[j].vertex_b]);
+
+ Vector3 axis = n1.cross(n2).cross(n2).normalized();
+
+ if (!separator.test_axis(axis)) {
+ return;
+ }
+ }
+ }
+
+ separator.generate_contacts();
+}
+
+template <bool withMargin>
+static void _collision_capsule_face(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotCapsuleShape3D *capsule_A = static_cast<const GodotCapsuleShape3D *>(p_a);
+ const GodotFaceShape3D *face_B = static_cast<const GodotFaceShape3D *>(p_b);
+
+ SeparatorAxisTest<GodotCapsuleShape3D, GodotFaceShape3D, withMargin> separator(capsule_A, p_transform_a, face_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+
+ Vector3 vertex[3] = {
+ p_transform_b.xform(face_B->vertex[0]),
+ p_transform_b.xform(face_B->vertex[1]),
+ p_transform_b.xform(face_B->vertex[2]),
+ };
+
+ Vector3 normal = (vertex[0] - vertex[2]).cross(vertex[0] - vertex[1]).normalized();
+
+ if (!separator.test_axis(normal)) {
+ return;
+ }
+
+ // edges of B, capsule cylinder
+
+ Vector3 capsule_axis = p_transform_a.basis.get_column(1) * (capsule_A->get_height() * 0.5 - capsule_A->get_radius());
+
+ for (int i = 0; i < 3; i++) {
+ // edge-cylinder
+ Vector3 edge_axis = vertex[i] - vertex[(i + 1) % 3];
+
+ Vector3 axis = edge_axis.cross(capsule_axis).normalized();
+ if (axis.dot(normal) < 0.0) {
+ axis *= -1.0;
+ }
+
+ if (!separator.test_axis(axis)) {
+ return;
+ }
+
+ Vector3 dir_axis = (p_transform_a.origin - vertex[i]).cross(capsule_axis).cross(capsule_axis).normalized();
+ if (dir_axis.dot(normal) < 0.0) {
+ dir_axis *= -1.0;
+ }
+
+ if (!separator.test_axis(dir_axis)) {
+ return;
+ }
+
+ for (int j = 0; j < 2; j++) {
+ // point-spheres
+ Vector3 sphere_pos = p_transform_a.origin + ((j == 0) ? capsule_axis : -capsule_axis);
+
+ Vector3 n1 = sphere_pos - vertex[i];
+ if (n1.dot(normal) < 0.0) {
+ n1 *= -1.0;
+ }
+
+ if (!separator.test_axis(n1.normalized())) {
+ return;
+ }
+
+ Vector3 n2 = edge_axis;
+
+ axis = n1.cross(n2).cross(n2);
+ if (axis.dot(normal) < 0.0) {
+ axis *= -1.0;
+ }
+
+ if (!separator.test_axis(axis.normalized())) {
+ return;
+ }
+ }
+ }
+
+ if (!face_B->backface_collision) {
+ if (separator.best_axis.dot(normal) < _BACKFACE_NORMAL_THRESHOLD) {
+ if (face_B->invert_backface_collision) {
+ separator.best_axis = separator.best_axis.bounce(normal);
+ } else {
+ // Just ignore backface collision.
+ return;
+ }
+ }
+ }
+
+ separator.generate_contacts();
+}
+
+template <bool withMargin>
+static void _collision_cylinder_cylinder(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotCylinderShape3D *cylinder_A = static_cast<const GodotCylinderShape3D *>(p_a);
+ const GodotCylinderShape3D *cylinder_B = static_cast<const GodotCylinderShape3D *>(p_b);
+
+ SeparatorAxisTest<GodotCylinderShape3D, GodotCylinderShape3D, withMargin> separator(cylinder_A, p_transform_a, cylinder_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+
+ Vector3 cylinder_A_axis = p_transform_a.basis.get_column(1);
+ Vector3 cylinder_B_axis = p_transform_b.basis.get_column(1);
+
+ if (!separator.test_previous_axis()) {
+ return;
+ }
+
+ // Cylinder A end caps.
+ if (!separator.test_axis(cylinder_A_axis.normalized())) {
+ return;
+ }
+
+ // Cylinder B end caps.
+ if (!separator.test_axis(cylinder_B_axis.normalized())) {
+ return;
+ }
+
+ Vector3 cylinder_diff = p_transform_b.origin - p_transform_a.origin;
+
+ // Cylinder A lateral surface.
+ if (!separator.test_axis(cylinder_A_axis.cross(cylinder_diff).cross(cylinder_A_axis).normalized())) {
+ return;
+ }
+
+ // Cylinder B lateral surface.
+ if (!separator.test_axis(cylinder_B_axis.cross(cylinder_diff).cross(cylinder_B_axis).normalized())) {
+ return;
+ }
+
+ real_t proj = cylinder_A_axis.cross(cylinder_B_axis).cross(cylinder_B_axis).dot(cylinder_A_axis);
+ if (Math::is_zero_approx(proj)) {
+ // Parallel cylinders, handle with specific axes only.
+ // Note: GJKEPA with no margin can lead to degenerate cases in this situation.
+ separator.generate_contacts();
+ return;
+ }
+
+ GodotCollisionSolver3D::CallbackResult callback = SeparatorAxisTest<GodotCylinderShape3D, GodotCylinderShape3D, withMargin>::test_contact_points;
+
+ // Fallback to generic algorithm to find the best separating axis.
+ if (!fallback_collision_solver(p_a, p_transform_a, p_b, p_transform_b, callback, &separator, false, p_margin_a, p_margin_b)) {
+ return;
+ }
+
+ separator.generate_contacts();
+}
+
+template <bool withMargin>
+static void _collision_cylinder_convex_polygon(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotCylinderShape3D *cylinder_A = static_cast<const GodotCylinderShape3D *>(p_a);
+ const GodotConvexPolygonShape3D *convex_polygon_B = static_cast<const GodotConvexPolygonShape3D *>(p_b);
+
+ SeparatorAxisTest<GodotCylinderShape3D, GodotConvexPolygonShape3D, withMargin> separator(cylinder_A, p_transform_a, convex_polygon_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+
+ GodotCollisionSolver3D::CallbackResult callback = SeparatorAxisTest<GodotCylinderShape3D, GodotConvexPolygonShape3D, withMargin>::test_contact_points;
+
+ // Fallback to generic algorithm to find the best separating axis.
+ if (!fallback_collision_solver(p_a, p_transform_a, p_b, p_transform_b, callback, &separator, false, p_margin_a, p_margin_b)) {
+ return;
+ }
+
+ separator.generate_contacts();
+}
+
+template <bool withMargin>
+static void _collision_cylinder_face(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotCylinderShape3D *cylinder_A = static_cast<const GodotCylinderShape3D *>(p_a);
+ const GodotFaceShape3D *face_B = static_cast<const GodotFaceShape3D *>(p_b);
+
+ SeparatorAxisTest<GodotCylinderShape3D, GodotFaceShape3D, withMargin> separator(cylinder_A, p_transform_a, face_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+
+ if (!separator.test_previous_axis()) {
+ return;
+ }
+
+ Vector3 vertex[3] = {
+ p_transform_b.xform(face_B->vertex[0]),
+ p_transform_b.xform(face_B->vertex[1]),
+ p_transform_b.xform(face_B->vertex[2]),
+ };
+
+ Vector3 normal = (vertex[0] - vertex[2]).cross(vertex[0] - vertex[1]).normalized();
+
+ // Face B normal.
+ if (!separator.test_axis(normal)) {
+ return;
+ }
+
+ Vector3 cyl_axis = p_transform_a.basis.get_column(1).normalized();
+ if (cyl_axis.dot(normal) < 0.0) {
+ cyl_axis *= -1.0;
+ }
+
+ // Cylinder end caps.
+ if (!separator.test_axis(cyl_axis)) {
+ return;
+ }
+
+ // Edges of B, cylinder lateral surface.
+ for (int i = 0; i < 3; i++) {
+ Vector3 edge_axis = vertex[i] - vertex[(i + 1) % 3];
+ Vector3 axis = edge_axis.cross(cyl_axis);
+ if (Math::is_zero_approx(axis.length_squared())) {
+ continue;
+ }
+
+ if (axis.dot(normal) < 0.0) {
+ axis *= -1.0;
+ }
+
+ if (!separator.test_axis(axis.normalized())) {
+ return;
+ }
+ }
+
+ // Points of B, cylinder lateral surface.
+ for (int i = 0; i < 3; i++) {
+ const Vector3 point = vertex[i] - p_transform_a.origin;
+ Vector3 axis = Plane(cyl_axis).project(point).normalized();
+ if (axis.dot(normal) < 0.0) {
+ axis *= -1.0;
+ }
+
+ if (!separator.test_axis(axis)) {
+ return;
+ }
+ }
+
+ // Edges of B, cylinder end caps rim.
+ Vector3 cap_axis = cyl_axis * (cylinder_A->get_height() * 0.5);
+
+ for (int i = 0; i < 2; i++) {
+ Vector3 cap_pos = p_transform_a.origin + ((i == 0) ? cap_axis : -cap_axis);
+
+ for (int j = 0; j < 3; j++) {
+ const Vector3 &edge_start = vertex[j];
+ const Vector3 &edge_end = vertex[(j + 1) % 3];
+ Vector3 edge_dir = edge_end - edge_start;
+ edge_dir.normalize();
+
+ real_t edge_dot = edge_dir.dot(cyl_axis);
+ if (Math::is_zero_approx(edge_dot)) {
+ // Edge is perpendicular to cylinder axis.
+ continue;
+ }
+
+ // Calculate intersection between edge and circle plane.
+ Vector3 edge_diff = cap_pos - edge_start;
+ real_t diff_dot = edge_diff.dot(cyl_axis);
+ Vector3 intersection = edge_start + edge_dir * diff_dot / edge_dot;
+
+ // Calculate tangent that touches intersection.
+ Vector3 tangent = (cap_pos - intersection).cross(cyl_axis);
+
+ // Axis is orthogonal both to tangent and edge direction.
+ Vector3 axis = tangent.cross(edge_dir);
+ if (axis.dot(normal) < 0.0) {
+ axis *= -1.0;
+ }
+
+ if (!separator.test_axis(axis.normalized())) {
+ return;
+ }
+ }
+ }
+
+ if (!face_B->backface_collision) {
+ if (separator.best_axis.dot(normal) < _BACKFACE_NORMAL_THRESHOLD) {
+ if (face_B->invert_backface_collision) {
+ separator.best_axis = separator.best_axis.bounce(normal);
+ } else {
+ // Just ignore backface collision.
+ return;
+ }
+ }
+ }
+
+ separator.generate_contacts();
+}
+
+static _FORCE_INLINE_ bool is_minkowski_face(const Vector3 &A, const Vector3 &B, const Vector3 &B_x_A, const Vector3 &C, const Vector3 &D, const Vector3 &D_x_C) {
+ // Test if arcs AB and CD intersect on the unit sphere
+ real_t CBA = C.dot(B_x_A);
+ real_t DBA = D.dot(B_x_A);
+ real_t ADC = A.dot(D_x_C);
+ real_t BDC = B.dot(D_x_C);
+
+ return (CBA * DBA < 0.0f) && (ADC * BDC < 0.0f) && (CBA * BDC > 0.0f);
+}
+
+template <bool withMargin>
+static void _collision_convex_polygon_convex_polygon(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotConvexPolygonShape3D *convex_polygon_A = static_cast<const GodotConvexPolygonShape3D *>(p_a);
+ const GodotConvexPolygonShape3D *convex_polygon_B = static_cast<const GodotConvexPolygonShape3D *>(p_b);
+
+ SeparatorAxisTest<GodotConvexPolygonShape3D, GodotConvexPolygonShape3D, withMargin> separator(convex_polygon_A, p_transform_a, convex_polygon_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+
+ if (!separator.test_previous_axis()) {
+ return;
+ }
+
+ const Geometry3D::MeshData &mesh_A = convex_polygon_A->get_mesh();
+
+ const Geometry3D::MeshData::Face *faces_A = mesh_A.faces.ptr();
+ int face_count_A = mesh_A.faces.size();
+ const Geometry3D::MeshData::Edge *edges_A = mesh_A.edges.ptr();
+ int edge_count_A = mesh_A.edges.size();
+ const Vector3 *vertices_A = mesh_A.vertices.ptr();
+ int vertex_count_A = mesh_A.vertices.size();
+
+ const Geometry3D::MeshData &mesh_B = convex_polygon_B->get_mesh();
+
+ const Geometry3D::MeshData::Face *faces_B = mesh_B.faces.ptr();
+ int face_count_B = mesh_B.faces.size();
+ const Geometry3D::MeshData::Edge *edges_B = mesh_B.edges.ptr();
+ int edge_count_B = mesh_B.edges.size();
+ const Vector3 *vertices_B = mesh_B.vertices.ptr();
+ int vertex_count_B = mesh_B.vertices.size();
+
+ // Precalculating this makes the transforms faster.
+ Basis a_xform_normal = p_transform_a.basis.inverse().transposed();
+
+ // faces of A
+ for (int i = 0; i < face_count_A; i++) {
+ Vector3 axis = a_xform_normal.xform(faces_A[i].plane.normal).normalized();
+
+ if (!separator.test_axis(axis)) {
+ return;
+ }
+ }
+
+ // Precalculating this makes the transforms faster.
+ Basis b_xform_normal = p_transform_b.basis.inverse().transposed();
+
+ // faces of B
+ for (int i = 0; i < face_count_B; i++) {
+ Vector3 axis = b_xform_normal.xform(faces_B[i].plane.normal).normalized();
+
+ if (!separator.test_axis(axis)) {
+ return;
+ }
+ }
+
+ // A<->B edges
+
+ for (int i = 0; i < edge_count_A; i++) {
+ Vector3 p1 = p_transform_a.xform(vertices_A[edges_A[i].vertex_a]);
+ Vector3 q1 = p_transform_a.xform(vertices_A[edges_A[i].vertex_b]);
+ Vector3 e1 = q1 - p1;
+ Vector3 u1 = p_transform_a.basis.xform(faces_A[edges_A[i].face_a].plane.normal).normalized();
+ Vector3 v1 = p_transform_a.basis.xform(faces_A[edges_A[i].face_b].plane.normal).normalized();
+
+ for (int j = 0; j < edge_count_B; j++) {
+ Vector3 p2 = p_transform_b.xform(vertices_B[edges_B[j].vertex_a]);
+ Vector3 q2 = p_transform_b.xform(vertices_B[edges_B[j].vertex_b]);
+ Vector3 e2 = q2 - p2;
+ Vector3 u2 = p_transform_b.basis.xform(faces_B[edges_B[j].face_a].plane.normal).normalized();
+ Vector3 v2 = p_transform_b.basis.xform(faces_B[edges_B[j].face_b].plane.normal).normalized();
+
+ if (is_minkowski_face(u1, v1, -e1, -u2, -v2, -e2)) {
+ Vector3 axis = e1.cross(e2).normalized();
+
+ if (!separator.test_axis(axis)) {
+ return;
+ }
+ }
+ }
+ }
+
+ if (withMargin) {
+ //vertex-vertex
+ for (int i = 0; i < vertex_count_A; i++) {
+ Vector3 va = p_transform_a.xform(vertices_A[i]);
+
+ for (int j = 0; j < vertex_count_B; j++) {
+ if (!separator.test_axis((va - p_transform_b.xform(vertices_B[j])).normalized())) {
+ return;
+ }
+ }
+ }
+ //edge-vertex (shell)
+
+ for (int i = 0; i < edge_count_A; i++) {
+ Vector3 e1 = p_transform_a.basis.xform(vertices_A[edges_A[i].vertex_a]);
+ Vector3 e2 = p_transform_a.basis.xform(vertices_A[edges_A[i].vertex_b]);
+ Vector3 n = (e2 - e1);
+
+ for (int j = 0; j < vertex_count_B; j++) {
+ Vector3 e3 = p_transform_b.xform(vertices_B[j]);
+
+ if (!separator.test_axis((e1 - e3).cross(n).cross(n).normalized())) {
+ return;
+ }
+ }
+ }
+
+ for (int i = 0; i < edge_count_B; i++) {
+ Vector3 e1 = p_transform_b.basis.xform(vertices_B[edges_B[i].vertex_a]);
+ Vector3 e2 = p_transform_b.basis.xform(vertices_B[edges_B[i].vertex_b]);
+ Vector3 n = (e2 - e1);
+
+ for (int j = 0; j < vertex_count_A; j++) {
+ Vector3 e3 = p_transform_a.xform(vertices_A[j]);
+
+ if (!separator.test_axis((e1 - e3).cross(n).cross(n).normalized())) {
+ return;
+ }
+ }
+ }
+ }
+
+ separator.generate_contacts();
+}
+
+template <bool withMargin>
+static void _collision_convex_polygon_face(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
+ const GodotConvexPolygonShape3D *convex_polygon_A = static_cast<const GodotConvexPolygonShape3D *>(p_a);
+ const GodotFaceShape3D *face_B = static_cast<const GodotFaceShape3D *>(p_b);
+
+ SeparatorAxisTest<GodotConvexPolygonShape3D, GodotFaceShape3D, withMargin> separator(convex_polygon_A, p_transform_a, face_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+
+ const Geometry3D::MeshData &mesh = convex_polygon_A->get_mesh();
+
+ const Geometry3D::MeshData::Face *faces = mesh.faces.ptr();
+ int face_count = mesh.faces.size();
+ const Geometry3D::MeshData::Edge *edges = mesh.edges.ptr();
+ int edge_count = mesh.edges.size();
+ const Vector3 *vertices = mesh.vertices.ptr();
+ int vertex_count = mesh.vertices.size();
+
+ Vector3 vertex[3] = {
+ p_transform_b.xform(face_B->vertex[0]),
+ p_transform_b.xform(face_B->vertex[1]),
+ p_transform_b.xform(face_B->vertex[2]),
+ };
+
+ Vector3 normal = (vertex[0] - vertex[2]).cross(vertex[0] - vertex[1]).normalized();
+
+ if (!separator.test_axis(normal)) {
+ return;
+ }
+
+ // faces of A
+ for (int i = 0; i < face_count; i++) {
+ //Vector3 axis = p_transform_a.xform( faces[i].plane ).normal;
+ Vector3 axis = p_transform_a.basis.xform(faces[i].plane.normal).normalized();
+ if (axis.dot(normal) < 0.0) {
+ axis *= -1.0;
+ }
+
+ if (!separator.test_axis(axis)) {
+ return;
+ }
+ }
+
+ // A<->B edges
+ for (int i = 0; i < edge_count; i++) {
+ Vector3 e1 = p_transform_a.xform(vertices[edges[i].vertex_a]) - p_transform_a.xform(vertices[edges[i].vertex_b]);
+
+ for (int j = 0; j < 3; j++) {
+ Vector3 e2 = vertex[j] - vertex[(j + 1) % 3];
+
+ Vector3 axis = e1.cross(e2).normalized();
+ if (axis.dot(normal) < 0.0) {
+ axis *= -1.0;
+ }
+
+ if (!separator.test_axis(axis)) {
+ return;
+ }
+ }
+ }
+
+ if (withMargin) {
+ //vertex-vertex
+ for (int i = 0; i < vertex_count; i++) {
+ Vector3 va = p_transform_a.xform(vertices[i]);
+
+ for (int j = 0; j < 3; j++) {
+ Vector3 axis = (va - vertex[j]).normalized();
+ if (axis.dot(normal) < 0.0) {
+ axis *= -1.0;
+ }
+
+ if (!separator.test_axis(axis)) {
+ return;
+ }
+ }
+ }
+ //edge-vertex (shell)
+
+ for (int i = 0; i < edge_count; i++) {
+ Vector3 e1 = p_transform_a.basis.xform(vertices[edges[i].vertex_a]);
+ Vector3 e2 = p_transform_a.basis.xform(vertices[edges[i].vertex_b]);
+ Vector3 n = (e2 - e1);
+
+ for (int j = 0; j < 3; j++) {
+ Vector3 e3 = vertex[j];
+
+ Vector3 axis = (e1 - e3).cross(n).cross(n).normalized();
+ if (axis.dot(normal) < 0.0) {
+ axis *= -1.0;
+ }
+
+ if (!separator.test_axis(axis)) {
+ return;
+ }
+ }
+ }
+
+ for (int i = 0; i < 3; i++) {
+ Vector3 e1 = vertex[i];
+ Vector3 e2 = vertex[(i + 1) % 3];
+ Vector3 n = (e2 - e1);
+
+ for (int j = 0; j < vertex_count; j++) {
+ Vector3 e3 = p_transform_a.xform(vertices[j]);
+
+ Vector3 axis = (e1 - e3).cross(n).cross(n).normalized();
+ if (axis.dot(normal) < 0.0) {
+ axis *= -1.0;
+ }
+
+ if (!separator.test_axis(axis)) {
+ return;
+ }
+ }
+ }
+ }
+
+ if (!face_B->backface_collision) {
+ if (separator.best_axis.dot(normal) < _BACKFACE_NORMAL_THRESHOLD) {
+ if (face_B->invert_backface_collision) {
+ separator.best_axis = separator.best_axis.bounce(normal);
+ } else {
+ // Just ignore backface collision.
+ return;
+ }
+ }
+ }
+
+ separator.generate_contacts();
+}
+
+bool sat_calculate_penetration(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, GodotCollisionSolver3D::CallbackResult p_result_callback, void *p_userdata, bool p_swap, Vector3 *r_prev_axis, real_t p_margin_a, real_t p_margin_b) {
+ PhysicsServer3D::ShapeType type_A = p_shape_A->get_type();
+
+ ERR_FAIL_COND_V(type_A == PhysicsServer3D::SHAPE_WORLD_BOUNDARY, false);
+ ERR_FAIL_COND_V(type_A == PhysicsServer3D::SHAPE_SEPARATION_RAY, false);
+ ERR_FAIL_COND_V(p_shape_A->is_concave(), false);
+
+ PhysicsServer3D::ShapeType type_B = p_shape_B->get_type();
+
+ ERR_FAIL_COND_V(type_B == PhysicsServer3D::SHAPE_WORLD_BOUNDARY, false);
+ ERR_FAIL_COND_V(type_B == PhysicsServer3D::SHAPE_SEPARATION_RAY, false);
+ ERR_FAIL_COND_V(p_shape_B->is_concave(), false);
+
+ static const CollisionFunc collision_table[6][6] = {
+ { _collision_sphere_sphere<false>,
+ _collision_sphere_box<false>,
+ _collision_sphere_capsule<false>,
+ _collision_sphere_cylinder<false>,
+ _collision_sphere_convex_polygon<false>,
+ _collision_sphere_face<false> },
+ { nullptr,
+ _collision_box_box<false>,
+ _collision_box_capsule<false>,
+ _collision_box_cylinder<false>,
+ _collision_box_convex_polygon<false>,
+ _collision_box_face<false> },
+ { nullptr,
+ nullptr,
+ _collision_capsule_capsule<false>,
+ _collision_capsule_cylinder<false>,
+ _collision_capsule_convex_polygon<false>,
+ _collision_capsule_face<false> },
+ { nullptr,
+ nullptr,
+ nullptr,
+ _collision_cylinder_cylinder<false>,
+ _collision_cylinder_convex_polygon<false>,
+ _collision_cylinder_face<false> },
+ { nullptr,
+ nullptr,
+ nullptr,
+ nullptr,
+ _collision_convex_polygon_convex_polygon<false>,
+ _collision_convex_polygon_face<false> },
+ { nullptr,
+ nullptr,
+ nullptr,
+ nullptr,
+ nullptr,
+ nullptr },
+ };
+
+ static const CollisionFunc collision_table_margin[6][6] = {
+ { _collision_sphere_sphere<true>,
+ _collision_sphere_box<true>,
+ _collision_sphere_capsule<true>,
+ _collision_sphere_cylinder<true>,
+ _collision_sphere_convex_polygon<true>,
+ _collision_sphere_face<true> },
+ { nullptr,
+ _collision_box_box<true>,
+ _collision_box_capsule<true>,
+ _collision_box_cylinder<true>,
+ _collision_box_convex_polygon<true>,
+ _collision_box_face<true> },
+ { nullptr,
+ nullptr,
+ _collision_capsule_capsule<true>,
+ _collision_capsule_cylinder<true>,
+ _collision_capsule_convex_polygon<true>,
+ _collision_capsule_face<true> },
+ { nullptr,
+ nullptr,
+ nullptr,
+ _collision_cylinder_cylinder<true>,
+ _collision_cylinder_convex_polygon<true>,
+ _collision_cylinder_face<true> },
+ { nullptr,
+ nullptr,
+ nullptr,
+ nullptr,
+ _collision_convex_polygon_convex_polygon<true>,
+ _collision_convex_polygon_face<true> },
+ { nullptr,
+ nullptr,
+ nullptr,
+ nullptr,
+ nullptr,
+ nullptr },
+ };
+
+ _CollectorCallback callback;
+ callback.callback = p_result_callback;
+ callback.swap = p_swap;
+ callback.userdata = p_userdata;
+ callback.collided = false;
+ callback.prev_axis = r_prev_axis;
+
+ const GodotShape3D *A = p_shape_A;
+ const GodotShape3D *B = p_shape_B;
+ const Transform3D *transform_A = &p_transform_A;
+ const Transform3D *transform_B = &p_transform_B;
+ real_t margin_A = p_margin_a;
+ real_t margin_B = p_margin_b;
+
+ if (type_A > type_B) {
+ SWAP(A, B);
+ SWAP(transform_A, transform_B);
+ SWAP(type_A, type_B);
+ SWAP(margin_A, margin_B);
+ callback.swap = !callback.swap;
+ }
+
+ CollisionFunc collision_func;
+ if (margin_A != 0.0 || margin_B != 0.0) {
+ collision_func = collision_table_margin[type_A - 2][type_B - 2];
+
+ } else {
+ collision_func = collision_table[type_A - 2][type_B - 2];
+ }
+ ERR_FAIL_NULL_V(collision_func, false);
+
+ collision_func(A, *transform_A, B, *transform_B, &callback, margin_A, margin_B);
+
+ return callback.collided;
+}
diff --git a/modules/godot_physics_3d/godot_collision_solver_3d_sat.h b/modules/godot_physics_3d/godot_collision_solver_3d_sat.h
new file mode 100644
index 0000000000..49fcab3933
--- /dev/null
+++ b/modules/godot_physics_3d/godot_collision_solver_3d_sat.h
@@ -0,0 +1,38 @@
+/**************************************************************************/
+/* godot_collision_solver_3d_sat.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef GODOT_COLLISION_SOLVER_3D_SAT_H
+#define GODOT_COLLISION_SOLVER_3D_SAT_H
+
+#include "godot_collision_solver_3d.h"
+
+bool sat_calculate_penetration(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, GodotCollisionSolver3D::CallbackResult p_result_callback, void *p_userdata, bool p_swap = false, Vector3 *r_prev_axis = nullptr, real_t p_margin_a = 0, real_t p_margin_b = 0);
+
+#endif // GODOT_COLLISION_SOLVER_3D_SAT_H
diff --git a/modules/godot_physics_3d/godot_constraint_3d.h b/modules/godot_physics_3d/godot_constraint_3d.h
new file mode 100644
index 0000000000..a833aba93f
--- /dev/null
+++ b/modules/godot_physics_3d/godot_constraint_3d.h
@@ -0,0 +1,81 @@
+/**************************************************************************/
+/* godot_constraint_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef GODOT_CONSTRAINT_3D_H
+#define GODOT_CONSTRAINT_3D_H
+
+class GodotBody3D;
+class GodotSoftBody3D;
+
+class GodotConstraint3D {
+ GodotBody3D **_body_ptr;
+ int _body_count;
+ uint64_t island_step;
+ int priority;
+ bool disabled_collisions_between_bodies;
+
+ RID self;
+
+protected:
+ GodotConstraint3D(GodotBody3D **p_body_ptr = nullptr, int p_body_count = 0) {
+ _body_ptr = p_body_ptr;
+ _body_count = p_body_count;
+ island_step = 0;
+ priority = 1;
+ disabled_collisions_between_bodies = true;
+ }
+
+public:
+ _FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; }
+ _FORCE_INLINE_ RID get_self() const { return self; }
+
+ _FORCE_INLINE_ uint64_t get_island_step() const { return island_step; }
+ _FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; }
+
+ _FORCE_INLINE_ GodotBody3D **get_body_ptr() const { return _body_ptr; }
+ _FORCE_INLINE_ int get_body_count() const { return _body_count; }
+
+ virtual GodotSoftBody3D *get_soft_body_ptr(int p_index) const { return nullptr; }
+ virtual int get_soft_body_count() const { return 0; }
+
+ _FORCE_INLINE_ void set_priority(int p_priority) { priority = p_priority; }
+ _FORCE_INLINE_ int get_priority() const { return priority; }
+
+ _FORCE_INLINE_ void disable_collisions_between_bodies(const bool p_disabled) { disabled_collisions_between_bodies = p_disabled; }
+ _FORCE_INLINE_ bool is_disabled_collisions_between_bodies() const { return disabled_collisions_between_bodies; }
+
+ virtual bool setup(real_t p_step) = 0;
+ virtual bool pre_solve(real_t p_step) = 0;
+ virtual void solve(real_t p_step) = 0;
+
+ virtual ~GodotConstraint3D() {}
+};
+
+#endif // GODOT_CONSTRAINT_3D_H
diff --git a/modules/godot_physics_3d/godot_joint_3d.h b/modules/godot_physics_3d/godot_joint_3d.h
new file mode 100644
index 0000000000..3207723cb4
--- /dev/null
+++ b/modules/godot_physics_3d/godot_joint_3d.h
@@ -0,0 +1,101 @@
+/**************************************************************************/
+/* godot_joint_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef GODOT_JOINT_3D_H
+#define GODOT_JOINT_3D_H
+
+#include "godot_body_3d.h"
+#include "godot_constraint_3d.h"
+
+class GodotJoint3D : public GodotConstraint3D {
+protected:
+ bool dynamic_A = false;
+ bool dynamic_B = false;
+
+ void plane_space(const Vector3 &n, Vector3 &p, Vector3 &q) {
+ if (Math::abs(n.z) > Math_SQRT12) {
+ // choose p in y-z plane
+ real_t a = n[1] * n[1] + n[2] * n[2];
+ real_t k = 1.0 / Math::sqrt(a);
+ p = Vector3(0, -n[2] * k, n[1] * k);
+ // set q = n x p
+ q = Vector3(a * k, -n[0] * p[2], n[0] * p[1]);
+ } else {
+ // choose p in x-y plane
+ real_t a = n.x * n.x + n.y * n.y;
+ real_t k = 1.0 / Math::sqrt(a);
+ p = Vector3(-n.y * k, n.x * k, 0);
+ // set q = n x p
+ q = Vector3(-n.z * p.y, n.z * p.x, a * k);
+ }
+ }
+
+ _FORCE_INLINE_ real_t atan2fast(real_t y, real_t x) {
+ real_t coeff_1 = Math_PI / 4.0f;
+ real_t coeff_2 = 3.0f * coeff_1;
+ real_t abs_y = Math::abs(y);
+ real_t angle;
+ if (x >= 0.0f) {
+ real_t r = (x - abs_y) / (x + abs_y);
+ angle = coeff_1 - coeff_1 * r;
+ } else {
+ real_t r = (x + abs_y) / (abs_y - x);
+ angle = coeff_2 - coeff_1 * r;
+ }
+ return (y < 0.0f) ? -angle : angle;
+ }
+
+public:
+ virtual bool setup(real_t p_step) override { return false; }
+ virtual bool pre_solve(real_t p_step) override { return true; }
+ virtual void solve(real_t p_step) override {}
+
+ void copy_settings_from(GodotJoint3D *p_joint) {
+ set_self(p_joint->get_self());
+ set_priority(p_joint->get_priority());
+ disable_collisions_between_bodies(p_joint->is_disabled_collisions_between_bodies());
+ }
+
+ virtual PhysicsServer3D::JointType get_type() const { return PhysicsServer3D::JOINT_TYPE_MAX; }
+ _FORCE_INLINE_ GodotJoint3D(GodotBody3D **p_body_ptr = nullptr, int p_body_count = 0) :
+ GodotConstraint3D(p_body_ptr, p_body_count) {
+ }
+
+ virtual ~GodotJoint3D() {
+ for (int i = 0; i < get_body_count(); i++) {
+ GodotBody3D *body = get_body_ptr()[i];
+ if (body) {
+ body->remove_constraint(this);
+ }
+ }
+ }
+};
+
+#endif // GODOT_JOINT_3D_H
diff --git a/modules/godot_physics_3d/godot_physics_server_3d.cpp b/modules/godot_physics_3d/godot_physics_server_3d.cpp
new file mode 100644
index 0000000000..6d0949acbe
--- /dev/null
+++ b/modules/godot_physics_3d/godot_physics_server_3d.cpp
@@ -0,0 +1,1773 @@
+/**************************************************************************/
+/* godot_physics_server_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#include "godot_physics_server_3d.h"
+
+#include "godot_body_direct_state_3d.h"
+#include "godot_broad_phase_3d_bvh.h"
+#include "joints/godot_cone_twist_joint_3d.h"
+#include "joints/godot_generic_6dof_joint_3d.h"
+#include "joints/godot_hinge_joint_3d.h"
+#include "joints/godot_pin_joint_3d.h"
+#include "joints/godot_slider_joint_3d.h"
+
+#include "core/debugger/engine_debugger.h"
+#include "core/os/os.h"
+
+#define FLUSH_QUERY_CHECK(m_object) \
+ ERR_FAIL_COND_MSG(m_object->get_space() && flushing_queries, "Can't change this state while flushing queries. Use call_deferred() or set_deferred() to change monitoring state instead.");
+
+RID GodotPhysicsServer3D::world_boundary_shape_create() {
+ GodotShape3D *shape = memnew(GodotWorldBoundaryShape3D);
+ RID rid = shape_owner.make_rid(shape);
+ shape->set_self(rid);
+ return rid;
+}
+RID GodotPhysicsServer3D::separation_ray_shape_create() {
+ GodotShape3D *shape = memnew(GodotSeparationRayShape3D);
+ RID rid = shape_owner.make_rid(shape);
+ shape->set_self(rid);
+ return rid;
+}
+RID GodotPhysicsServer3D::sphere_shape_create() {
+ GodotShape3D *shape = memnew(GodotSphereShape3D);
+ RID rid = shape_owner.make_rid(shape);
+ shape->set_self(rid);
+ return rid;
+}
+RID GodotPhysicsServer3D::box_shape_create() {
+ GodotShape3D *shape = memnew(GodotBoxShape3D);
+ RID rid = shape_owner.make_rid(shape);
+ shape->set_self(rid);
+ return rid;
+}
+RID GodotPhysicsServer3D::capsule_shape_create() {
+ GodotShape3D *shape = memnew(GodotCapsuleShape3D);
+ RID rid = shape_owner.make_rid(shape);
+ shape->set_self(rid);
+ return rid;
+}
+RID GodotPhysicsServer3D::cylinder_shape_create() {
+ GodotShape3D *shape = memnew(GodotCylinderShape3D);
+ RID rid = shape_owner.make_rid(shape);
+ shape->set_self(rid);
+ return rid;
+}
+RID GodotPhysicsServer3D::convex_polygon_shape_create() {
+ GodotShape3D *shape = memnew(GodotConvexPolygonShape3D);
+ RID rid = shape_owner.make_rid(shape);
+ shape->set_self(rid);
+ return rid;
+}
+RID GodotPhysicsServer3D::concave_polygon_shape_create() {
+ GodotShape3D *shape = memnew(GodotConcavePolygonShape3D);
+ RID rid = shape_owner.make_rid(shape);
+ shape->set_self(rid);
+ return rid;
+}
+RID GodotPhysicsServer3D::heightmap_shape_create() {
+ GodotShape3D *shape = memnew(GodotHeightMapShape3D);
+ RID rid = shape_owner.make_rid(shape);
+ shape->set_self(rid);
+ return rid;
+}
+RID GodotPhysicsServer3D::custom_shape_create() {
+ ERR_FAIL_V(RID());
+}
+
+void GodotPhysicsServer3D::shape_set_data(RID p_shape, const Variant &p_data) {
+ GodotShape3D *shape = shape_owner.get_or_null(p_shape);
+ ERR_FAIL_NULL(shape);
+ shape->set_data(p_data);
+};
+
+void GodotPhysicsServer3D::shape_set_custom_solver_bias(RID p_shape, real_t p_bias) {
+ GodotShape3D *shape = shape_owner.get_or_null(p_shape);
+ ERR_FAIL_NULL(shape);
+ shape->set_custom_bias(p_bias);
+}
+
+PhysicsServer3D::ShapeType GodotPhysicsServer3D::shape_get_type(RID p_shape) const {
+ const GodotShape3D *shape = shape_owner.get_or_null(p_shape);
+ ERR_FAIL_NULL_V(shape, SHAPE_CUSTOM);
+ return shape->get_type();
+};
+
+Variant GodotPhysicsServer3D::shape_get_data(RID p_shape) const {
+ const GodotShape3D *shape = shape_owner.get_or_null(p_shape);
+ ERR_FAIL_NULL_V(shape, Variant());
+ ERR_FAIL_COND_V(!shape->is_configured(), Variant());
+ return shape->get_data();
+};
+
+void GodotPhysicsServer3D::shape_set_margin(RID p_shape, real_t p_margin) {
+}
+
+real_t GodotPhysicsServer3D::shape_get_margin(RID p_shape) const {
+ return 0.0;
+}
+
+real_t GodotPhysicsServer3D::shape_get_custom_solver_bias(RID p_shape) const {
+ const GodotShape3D *shape = shape_owner.get_or_null(p_shape);
+ ERR_FAIL_NULL_V(shape, 0);
+ return shape->get_custom_bias();
+}
+
+RID GodotPhysicsServer3D::space_create() {
+ GodotSpace3D *space = memnew(GodotSpace3D);
+ RID id = space_owner.make_rid(space);
+ space->set_self(id);
+ RID area_id = area_create();
+ GodotArea3D *area = area_owner.get_or_null(area_id);
+ ERR_FAIL_NULL_V(area, RID());
+ space->set_default_area(area);
+ area->set_space(space);
+ area->set_priority(-1);
+ RID sgb = body_create();
+ body_set_space(sgb, id);
+ body_set_mode(sgb, BODY_MODE_STATIC);
+ space->set_static_global_body(sgb);
+
+ return id;
+};
+
+void GodotPhysicsServer3D::space_set_active(RID p_space, bool p_active) {
+ GodotSpace3D *space = space_owner.get_or_null(p_space);
+ ERR_FAIL_NULL(space);
+ if (p_active) {
+ active_spaces.insert(space);
+ } else {
+ active_spaces.erase(space);
+ }
+}
+
+bool GodotPhysicsServer3D::space_is_active(RID p_space) const {
+ const GodotSpace3D *space = space_owner.get_or_null(p_space);
+ ERR_FAIL_NULL_V(space, false);
+
+ return active_spaces.has(space);
+}
+
+void GodotPhysicsServer3D::space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) {
+ GodotSpace3D *space = space_owner.get_or_null(p_space);
+ ERR_FAIL_NULL(space);
+
+ space->set_param(p_param, p_value);
+}
+
+real_t GodotPhysicsServer3D::space_get_param(RID p_space, SpaceParameter p_param) const {
+ const GodotSpace3D *space = space_owner.get_or_null(p_space);
+ ERR_FAIL_NULL_V(space, 0);
+ return space->get_param(p_param);
+}
+
+PhysicsDirectSpaceState3D *GodotPhysicsServer3D::space_get_direct_state(RID p_space) {
+ GodotSpace3D *space = space_owner.get_or_null(p_space);
+ ERR_FAIL_NULL_V(space, nullptr);
+ ERR_FAIL_COND_V_MSG((using_threads && !doing_sync) || space->is_locked(), nullptr, "Space state is inaccessible right now, wait for iteration or physics process notification.");
+
+ return space->get_direct_state();
+}
+
+void GodotPhysicsServer3D::space_set_debug_contacts(RID p_space, int p_max_contacts) {
+ GodotSpace3D *space = space_owner.get_or_null(p_space);
+ ERR_FAIL_NULL(space);
+ space->set_debug_contacts(p_max_contacts);
+}
+
+Vector<Vector3> GodotPhysicsServer3D::space_get_contacts(RID p_space) const {
+ GodotSpace3D *space = space_owner.get_or_null(p_space);
+ ERR_FAIL_NULL_V(space, Vector<Vector3>());
+ return space->get_debug_contacts();
+}
+
+int GodotPhysicsServer3D::space_get_contact_count(RID p_space) const {
+ GodotSpace3D *space = space_owner.get_or_null(p_space);
+ ERR_FAIL_NULL_V(space, 0);
+ return space->get_debug_contact_count();
+}
+
+RID GodotPhysicsServer3D::area_create() {
+ GodotArea3D *area = memnew(GodotArea3D);
+ RID rid = area_owner.make_rid(area);
+ area->set_self(rid);
+ return rid;
+}
+
+void GodotPhysicsServer3D::area_set_space(RID p_area, RID p_space) {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_NULL(area);
+
+ GodotSpace3D *space = nullptr;
+ if (p_space.is_valid()) {
+ space = space_owner.get_or_null(p_space);
+ ERR_FAIL_NULL(space);
+ }
+
+ if (area->get_space() == space) {
+ return; //pointless
+ }
+
+ area->clear_constraints();
+ area->set_space(space);
+}
+
+RID GodotPhysicsServer3D::area_get_space(RID p_area) const {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_NULL_V(area, RID());
+
+ GodotSpace3D *space = area->get_space();
+ if (!space) {
+ return RID();
+ }
+ return space->get_self();
+}
+
+void GodotPhysicsServer3D::area_add_shape(RID p_area, RID p_shape, const Transform3D &p_transform, bool p_disabled) {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_NULL(area);
+
+ GodotShape3D *shape = shape_owner.get_or_null(p_shape);
+ ERR_FAIL_NULL(shape);
+
+ area->add_shape(shape, p_transform, p_disabled);
+}
+
+void GodotPhysicsServer3D::area_set_shape(RID p_area, int p_shape_idx, RID p_shape) {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_NULL(area);
+
+ GodotShape3D *shape = shape_owner.get_or_null(p_shape);
+ ERR_FAIL_NULL(shape);
+ ERR_FAIL_COND(!shape->is_configured());
+
+ area->set_shape(p_shape_idx, shape);
+}
+
+void GodotPhysicsServer3D::area_set_shape_transform(RID p_area, int p_shape_idx, const Transform3D &p_transform) {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_NULL(area);
+
+ area->set_shape_transform(p_shape_idx, p_transform);
+}
+
+int GodotPhysicsServer3D::area_get_shape_count(RID p_area) const {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_NULL_V(area, -1);
+
+ return area->get_shape_count();
+}
+
+RID GodotPhysicsServer3D::area_get_shape(RID p_area, int p_shape_idx) const {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_NULL_V(area, RID());
+
+ GodotShape3D *shape = area->get_shape(p_shape_idx);
+ ERR_FAIL_NULL_V(shape, RID());
+
+ return shape->get_self();
+}
+
+Transform3D GodotPhysicsServer3D::area_get_shape_transform(RID p_area, int p_shape_idx) const {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_NULL_V(area, Transform3D());
+
+ return area->get_shape_transform(p_shape_idx);
+}
+
+void GodotPhysicsServer3D::area_remove_shape(RID p_area, int p_shape_idx) {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_NULL(area);
+
+ area->remove_shape(p_shape_idx);
+}
+
+void GodotPhysicsServer3D::area_clear_shapes(RID p_area) {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_NULL(area);
+
+ while (area->get_shape_count()) {
+ area->remove_shape(0);
+ }
+}
+
+void GodotPhysicsServer3D::area_set_shape_disabled(RID p_area, int p_shape_idx, bool p_disabled) {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_NULL(area);
+ ERR_FAIL_INDEX(p_shape_idx, area->get_shape_count());
+ FLUSH_QUERY_CHECK(area);
+ area->set_shape_disabled(p_shape_idx, p_disabled);
+}
+
+void GodotPhysicsServer3D::area_attach_object_instance_id(RID p_area, ObjectID p_id) {
+ if (space_owner.owns(p_area)) {
+ GodotSpace3D *space = space_owner.get_or_null(p_area);
+ p_area = space->get_default_area()->get_self();
+ }
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_NULL(area);
+ area->set_instance_id(p_id);
+}
+
+ObjectID GodotPhysicsServer3D::area_get_object_instance_id(RID p_area) const {
+ if (space_owner.owns(p_area)) {
+ GodotSpace3D *space = space_owner.get_or_null(p_area);
+ p_area = space->get_default_area()->get_self();
+ }
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_NULL_V(area, ObjectID());
+ return area->get_instance_id();
+}
+
+void GodotPhysicsServer3D::area_set_param(RID p_area, AreaParameter p_param, const Variant &p_value) {
+ if (space_owner.owns(p_area)) {
+ GodotSpace3D *space = space_owner.get_or_null(p_area);
+ p_area = space->get_default_area()->get_self();
+ }
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_NULL(area);
+ area->set_param(p_param, p_value);
+};
+
+void GodotPhysicsServer3D::area_set_transform(RID p_area, const Transform3D &p_transform) {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_NULL(area);
+ area->set_transform(p_transform);
+};
+
+Variant GodotPhysicsServer3D::area_get_param(RID p_area, AreaParameter p_param) const {
+ if (space_owner.owns(p_area)) {
+ GodotSpace3D *space = space_owner.get_or_null(p_area);
+ p_area = space->get_default_area()->get_self();
+ }
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_NULL_V(area, Variant());
+
+ return area->get_param(p_param);
+};
+
+Transform3D GodotPhysicsServer3D::area_get_transform(RID p_area) const {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_NULL_V(area, Transform3D());
+
+ return area->get_transform();
+};
+
+void GodotPhysicsServer3D::area_set_collision_layer(RID p_area, uint32_t p_layer) {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_NULL(area);
+
+ area->set_collision_layer(p_layer);
+}
+
+uint32_t GodotPhysicsServer3D::area_get_collision_layer(RID p_area) const {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_NULL_V(area, 0);
+
+ return area->get_collision_layer();
+}
+
+void GodotPhysicsServer3D::area_set_collision_mask(RID p_area, uint32_t p_mask) {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_NULL(area);
+
+ area->set_collision_mask(p_mask);
+}
+
+uint32_t GodotPhysicsServer3D::area_get_collision_mask(RID p_area) const {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_NULL_V(area, 0);
+
+ return area->get_collision_mask();
+}
+
+void GodotPhysicsServer3D::area_set_monitorable(RID p_area, bool p_monitorable) {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_NULL(area);
+ FLUSH_QUERY_CHECK(area);
+
+ area->set_monitorable(p_monitorable);
+}
+
+void GodotPhysicsServer3D::area_set_monitor_callback(RID p_area, const Callable &p_callback) {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_NULL(area);
+
+ area->set_monitor_callback(p_callback.is_valid() ? p_callback : Callable());
+}
+
+void GodotPhysicsServer3D::area_set_ray_pickable(RID p_area, bool p_enable) {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_NULL(area);
+
+ area->set_ray_pickable(p_enable);
+}
+
+void GodotPhysicsServer3D::area_set_area_monitor_callback(RID p_area, const Callable &p_callback) {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_NULL(area);
+
+ area->set_area_monitor_callback(p_callback.is_valid() ? p_callback : Callable());
+}
+
+/* BODY API */
+
+RID GodotPhysicsServer3D::body_create() {
+ GodotBody3D *body = memnew(GodotBody3D);
+ RID rid = body_owner.make_rid(body);
+ body->set_self(rid);
+ return rid;
+};
+
+void GodotPhysicsServer3D::body_set_space(RID p_body, RID p_space) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+
+ GodotSpace3D *space = nullptr;
+ if (p_space.is_valid()) {
+ space = space_owner.get_or_null(p_space);
+ ERR_FAIL_NULL(space);
+ }
+
+ if (body->get_space() == space) {
+ return; //pointless
+ }
+
+ body->clear_constraint_map();
+ body->set_space(space);
+};
+
+RID GodotPhysicsServer3D::body_get_space(RID p_body) const {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL_V(body, RID());
+
+ GodotSpace3D *space = body->get_space();
+ if (!space) {
+ return RID();
+ }
+ return space->get_self();
+};
+
+void GodotPhysicsServer3D::body_set_mode(RID p_body, BodyMode p_mode) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+
+ body->set_mode(p_mode);
+};
+
+PhysicsServer3D::BodyMode GodotPhysicsServer3D::body_get_mode(RID p_body) const {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL_V(body, BODY_MODE_STATIC);
+
+ return body->get_mode();
+};
+
+void GodotPhysicsServer3D::body_add_shape(RID p_body, RID p_shape, const Transform3D &p_transform, bool p_disabled) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+
+ GodotShape3D *shape = shape_owner.get_or_null(p_shape);
+ ERR_FAIL_NULL(shape);
+
+ body->add_shape(shape, p_transform, p_disabled);
+}
+
+void GodotPhysicsServer3D::body_set_shape(RID p_body, int p_shape_idx, RID p_shape) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+
+ GodotShape3D *shape = shape_owner.get_or_null(p_shape);
+ ERR_FAIL_NULL(shape);
+ ERR_FAIL_COND(!shape->is_configured());
+
+ body->set_shape(p_shape_idx, shape);
+}
+void GodotPhysicsServer3D::body_set_shape_transform(RID p_body, int p_shape_idx, const Transform3D &p_transform) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+
+ body->set_shape_transform(p_shape_idx, p_transform);
+}
+
+int GodotPhysicsServer3D::body_get_shape_count(RID p_body) const {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL_V(body, -1);
+
+ return body->get_shape_count();
+}
+
+RID GodotPhysicsServer3D::body_get_shape(RID p_body, int p_shape_idx) const {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL_V(body, RID());
+
+ GodotShape3D *shape = body->get_shape(p_shape_idx);
+ ERR_FAIL_NULL_V(shape, RID());
+
+ return shape->get_self();
+}
+
+void GodotPhysicsServer3D::body_set_shape_disabled(RID p_body, int p_shape_idx, bool p_disabled) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+ ERR_FAIL_INDEX(p_shape_idx, body->get_shape_count());
+ FLUSH_QUERY_CHECK(body);
+
+ body->set_shape_disabled(p_shape_idx, p_disabled);
+}
+
+Transform3D GodotPhysicsServer3D::body_get_shape_transform(RID p_body, int p_shape_idx) const {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL_V(body, Transform3D());
+
+ return body->get_shape_transform(p_shape_idx);
+}
+
+void GodotPhysicsServer3D::body_remove_shape(RID p_body, int p_shape_idx) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+
+ body->remove_shape(p_shape_idx);
+}
+
+void GodotPhysicsServer3D::body_clear_shapes(RID p_body) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+
+ while (body->get_shape_count()) {
+ body->remove_shape(0);
+ }
+}
+
+void GodotPhysicsServer3D::body_set_enable_continuous_collision_detection(RID p_body, bool p_enable) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+
+ body->set_continuous_collision_detection(p_enable);
+}
+
+bool GodotPhysicsServer3D::body_is_continuous_collision_detection_enabled(RID p_body) const {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL_V(body, false);
+
+ return body->is_continuous_collision_detection_enabled();
+}
+
+void GodotPhysicsServer3D::body_set_collision_layer(RID p_body, uint32_t p_layer) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+
+ body->set_collision_layer(p_layer);
+}
+
+uint32_t GodotPhysicsServer3D::body_get_collision_layer(RID p_body) const {
+ const GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL_V(body, 0);
+
+ return body->get_collision_layer();
+}
+
+void GodotPhysicsServer3D::body_set_collision_mask(RID p_body, uint32_t p_mask) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+
+ body->set_collision_mask(p_mask);
+}
+
+uint32_t GodotPhysicsServer3D::body_get_collision_mask(RID p_body) const {
+ const GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL_V(body, 0);
+
+ return body->get_collision_mask();
+}
+
+void GodotPhysicsServer3D::body_set_collision_priority(RID p_body, real_t p_priority) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+
+ body->set_collision_priority(p_priority);
+}
+
+real_t GodotPhysicsServer3D::body_get_collision_priority(RID p_body) const {
+ const GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL_V(body, 0);
+
+ return body->get_collision_priority();
+}
+
+void GodotPhysicsServer3D::body_attach_object_instance_id(RID p_body, ObjectID p_id) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ if (body) {
+ body->set_instance_id(p_id);
+ return;
+ }
+
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ if (soft_body) {
+ soft_body->set_instance_id(p_id);
+ return;
+ }
+
+ ERR_FAIL_MSG("Invalid ID.");
+}
+
+ObjectID GodotPhysicsServer3D::body_get_object_instance_id(RID p_body) const {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL_V(body, ObjectID());
+
+ return body->get_instance_id();
+}
+
+void GodotPhysicsServer3D::body_set_user_flags(RID p_body, uint32_t p_flags) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+}
+
+uint32_t GodotPhysicsServer3D::body_get_user_flags(RID p_body) const {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL_V(body, 0);
+
+ return 0;
+}
+
+void GodotPhysicsServer3D::body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+
+ body->set_param(p_param, p_value);
+}
+
+Variant GodotPhysicsServer3D::body_get_param(RID p_body, BodyParameter p_param) const {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL_V(body, 0);
+
+ return body->get_param(p_param);
+}
+
+void GodotPhysicsServer3D::body_reset_mass_properties(RID p_body) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+
+ return body->reset_mass_properties();
+}
+
+void GodotPhysicsServer3D::body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+
+ body->set_state(p_state, p_variant);
+}
+
+Variant GodotPhysicsServer3D::body_get_state(RID p_body, BodyState p_state) const {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL_V(body, Variant());
+
+ return body->get_state(p_state);
+}
+
+void GodotPhysicsServer3D::body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+
+ _update_shapes();
+
+ body->apply_central_impulse(p_impulse);
+ body->wakeup();
+}
+
+void GodotPhysicsServer3D::body_apply_impulse(RID p_body, const Vector3 &p_impulse, const Vector3 &p_position) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+
+ _update_shapes();
+
+ body->apply_impulse(p_impulse, p_position);
+ body->wakeup();
+}
+
+void GodotPhysicsServer3D::body_apply_torque_impulse(RID p_body, const Vector3 &p_impulse) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+
+ _update_shapes();
+
+ body->apply_torque_impulse(p_impulse);
+ body->wakeup();
+}
+
+void GodotPhysicsServer3D::body_apply_central_force(RID p_body, const Vector3 &p_force) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+
+ body->apply_central_force(p_force);
+ body->wakeup();
+}
+
+void GodotPhysicsServer3D::body_apply_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+
+ body->apply_force(p_force, p_position);
+ body->wakeup();
+}
+
+void GodotPhysicsServer3D::body_apply_torque(RID p_body, const Vector3 &p_torque) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+
+ body->apply_torque(p_torque);
+ body->wakeup();
+}
+
+void GodotPhysicsServer3D::body_add_constant_central_force(RID p_body, const Vector3 &p_force) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+
+ body->add_constant_central_force(p_force);
+ body->wakeup();
+}
+
+void GodotPhysicsServer3D::body_add_constant_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+
+ body->add_constant_force(p_force, p_position);
+ body->wakeup();
+}
+
+void GodotPhysicsServer3D::body_add_constant_torque(RID p_body, const Vector3 &p_torque) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+
+ body->add_constant_torque(p_torque);
+ body->wakeup();
+}
+
+void GodotPhysicsServer3D::body_set_constant_force(RID p_body, const Vector3 &p_force) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+
+ body->set_constant_force(p_force);
+ if (!p_force.is_zero_approx()) {
+ body->wakeup();
+ }
+}
+
+Vector3 GodotPhysicsServer3D::body_get_constant_force(RID p_body) const {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL_V(body, Vector3());
+ return body->get_constant_force();
+}
+
+void GodotPhysicsServer3D::body_set_constant_torque(RID p_body, const Vector3 &p_torque) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+
+ body->set_constant_torque(p_torque);
+ if (!p_torque.is_zero_approx()) {
+ body->wakeup();
+ }
+}
+
+Vector3 GodotPhysicsServer3D::body_get_constant_torque(RID p_body) const {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL_V(body, Vector3());
+
+ return body->get_constant_torque();
+}
+
+void GodotPhysicsServer3D::body_set_axis_velocity(RID p_body, const Vector3 &p_axis_velocity) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+
+ _update_shapes();
+
+ Vector3 v = body->get_linear_velocity();
+ Vector3 axis = p_axis_velocity.normalized();
+ v -= axis * axis.dot(v);
+ v += p_axis_velocity;
+ body->set_linear_velocity(v);
+ body->wakeup();
+}
+
+void GodotPhysicsServer3D::body_set_axis_lock(RID p_body, BodyAxis p_axis, bool p_lock) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+
+ body->set_axis_lock(p_axis, p_lock);
+ body->wakeup();
+}
+
+bool GodotPhysicsServer3D::body_is_axis_locked(RID p_body, BodyAxis p_axis) const {
+ const GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL_V(body, 0);
+ return body->is_axis_locked(p_axis);
+}
+
+void GodotPhysicsServer3D::body_add_collision_exception(RID p_body, RID p_body_b) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+
+ body->add_exception(p_body_b);
+ body->wakeup();
+};
+
+void GodotPhysicsServer3D::body_remove_collision_exception(RID p_body, RID p_body_b) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+
+ body->remove_exception(p_body_b);
+ body->wakeup();
+};
+
+void GodotPhysicsServer3D::body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+
+ for (int i = 0; i < body->get_exceptions().size(); i++) {
+ p_exceptions->push_back(body->get_exceptions()[i]);
+ }
+};
+
+void GodotPhysicsServer3D::body_set_contacts_reported_depth_threshold(RID p_body, real_t p_threshold) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+};
+
+real_t GodotPhysicsServer3D::body_get_contacts_reported_depth_threshold(RID p_body) const {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL_V(body, 0);
+ return 0;
+};
+
+void GodotPhysicsServer3D::body_set_omit_force_integration(RID p_body, bool p_omit) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+
+ body->set_omit_force_integration(p_omit);
+};
+
+bool GodotPhysicsServer3D::body_is_omitting_force_integration(RID p_body) const {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL_V(body, false);
+ return body->get_omit_force_integration();
+};
+
+void GodotPhysicsServer3D::body_set_max_contacts_reported(RID p_body, int p_contacts) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+ body->set_max_contacts_reported(p_contacts);
+}
+
+int GodotPhysicsServer3D::body_get_max_contacts_reported(RID p_body) const {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL_V(body, -1);
+ return body->get_max_contacts_reported();
+}
+
+void GodotPhysicsServer3D::body_set_state_sync_callback(RID p_body, const Callable &p_callable) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+ body->set_state_sync_callback(p_callable);
+}
+
+void GodotPhysicsServer3D::body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+ body->set_force_integration_callback(p_callable, p_udata);
+}
+
+void GodotPhysicsServer3D::body_set_ray_pickable(RID p_body, bool p_enable) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(body);
+ body->set_ray_pickable(p_enable);
+}
+
+bool GodotPhysicsServer3D::body_test_motion(RID p_body, const MotionParameters &p_parameters, MotionResult *r_result) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL_V(body, false);
+ ERR_FAIL_NULL_V(body->get_space(), false);
+ ERR_FAIL_COND_V(body->get_space()->is_locked(), false);
+
+ _update_shapes();
+
+ return body->get_space()->test_body_motion(body, p_parameters, r_result);
+}
+
+PhysicsDirectBodyState3D *GodotPhysicsServer3D::body_get_direct_state(RID p_body) {
+ ERR_FAIL_COND_V_MSG((using_threads && !doing_sync), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification.");
+
+ if (!body_owner.owns(p_body)) {
+ return nullptr;
+ }
+
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL_V(body, nullptr);
+
+ if (!body->get_space()) {
+ return nullptr;
+ }
+
+ ERR_FAIL_COND_V_MSG(body->get_space()->is_locked(), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification.");
+
+ return body->get_direct_state();
+}
+
+/* SOFT BODY */
+
+RID GodotPhysicsServer3D::soft_body_create() {
+ GodotSoftBody3D *soft_body = memnew(GodotSoftBody3D);
+ RID rid = soft_body_owner.make_rid(soft_body);
+ soft_body->set_self(rid);
+ return rid;
+}
+
+void GodotPhysicsServer3D::soft_body_update_rendering_server(RID p_body, PhysicsServer3DRenderingServerHandler *p_rendering_server_handler) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(soft_body);
+
+ soft_body->update_rendering_server(p_rendering_server_handler);
+}
+
+void GodotPhysicsServer3D::soft_body_set_space(RID p_body, RID p_space) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(soft_body);
+
+ GodotSpace3D *space = nullptr;
+ if (p_space.is_valid()) {
+ space = space_owner.get_or_null(p_space);
+ ERR_FAIL_NULL(space);
+ }
+
+ if (soft_body->get_space() == space) {
+ return;
+ }
+
+ soft_body->set_space(space);
+}
+
+RID GodotPhysicsServer3D::soft_body_get_space(RID p_body) const {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL_V(soft_body, RID());
+
+ GodotSpace3D *space = soft_body->get_space();
+ if (!space) {
+ return RID();
+ }
+ return space->get_self();
+}
+
+void GodotPhysicsServer3D::soft_body_set_collision_layer(RID p_body, uint32_t p_layer) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(soft_body);
+
+ soft_body->set_collision_layer(p_layer);
+}
+
+uint32_t GodotPhysicsServer3D::soft_body_get_collision_layer(RID p_body) const {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL_V(soft_body, 0);
+
+ return soft_body->get_collision_layer();
+}
+
+void GodotPhysicsServer3D::soft_body_set_collision_mask(RID p_body, uint32_t p_mask) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(soft_body);
+
+ soft_body->set_collision_mask(p_mask);
+}
+
+uint32_t GodotPhysicsServer3D::soft_body_get_collision_mask(RID p_body) const {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL_V(soft_body, 0);
+
+ return soft_body->get_collision_mask();
+}
+
+void GodotPhysicsServer3D::soft_body_add_collision_exception(RID p_body, RID p_body_b) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(soft_body);
+
+ soft_body->add_exception(p_body_b);
+}
+
+void GodotPhysicsServer3D::soft_body_remove_collision_exception(RID p_body, RID p_body_b) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(soft_body);
+
+ soft_body->remove_exception(p_body_b);
+}
+
+void GodotPhysicsServer3D::soft_body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(soft_body);
+
+ for (int i = 0; i < soft_body->get_exceptions().size(); i++) {
+ p_exceptions->push_back(soft_body->get_exceptions()[i]);
+ }
+}
+
+void GodotPhysicsServer3D::soft_body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(soft_body);
+
+ soft_body->set_state(p_state, p_variant);
+}
+
+Variant GodotPhysicsServer3D::soft_body_get_state(RID p_body, BodyState p_state) const {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL_V(soft_body, Variant());
+
+ return soft_body->get_state(p_state);
+}
+
+void GodotPhysicsServer3D::soft_body_set_transform(RID p_body, const Transform3D &p_transform) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(soft_body);
+
+ soft_body->set_state(BODY_STATE_TRANSFORM, p_transform);
+}
+
+void GodotPhysicsServer3D::soft_body_set_ray_pickable(RID p_body, bool p_enable) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(soft_body);
+
+ soft_body->set_ray_pickable(p_enable);
+}
+
+void GodotPhysicsServer3D::soft_body_set_simulation_precision(RID p_body, int p_simulation_precision) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(soft_body);
+
+ soft_body->set_iteration_count(p_simulation_precision);
+}
+
+int GodotPhysicsServer3D::soft_body_get_simulation_precision(RID p_body) const {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL_V(soft_body, 0.f);
+
+ return soft_body->get_iteration_count();
+}
+
+void GodotPhysicsServer3D::soft_body_set_total_mass(RID p_body, real_t p_total_mass) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(soft_body);
+
+ soft_body->set_total_mass(p_total_mass);
+}
+
+real_t GodotPhysicsServer3D::soft_body_get_total_mass(RID p_body) const {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL_V(soft_body, 0.f);
+
+ return soft_body->get_total_mass();
+}
+
+void GodotPhysicsServer3D::soft_body_set_linear_stiffness(RID p_body, real_t p_stiffness) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(soft_body);
+
+ soft_body->set_linear_stiffness(p_stiffness);
+}
+
+real_t GodotPhysicsServer3D::soft_body_get_linear_stiffness(RID p_body) const {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL_V(soft_body, 0.f);
+
+ return soft_body->get_linear_stiffness();
+}
+
+void GodotPhysicsServer3D::soft_body_set_pressure_coefficient(RID p_body, real_t p_pressure_coefficient) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(soft_body);
+
+ soft_body->set_pressure_coefficient(p_pressure_coefficient);
+}
+
+real_t GodotPhysicsServer3D::soft_body_get_pressure_coefficient(RID p_body) const {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL_V(soft_body, 0.f);
+
+ return soft_body->get_pressure_coefficient();
+}
+
+void GodotPhysicsServer3D::soft_body_set_damping_coefficient(RID p_body, real_t p_damping_coefficient) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(soft_body);
+
+ soft_body->set_damping_coefficient(p_damping_coefficient);
+}
+
+real_t GodotPhysicsServer3D::soft_body_get_damping_coefficient(RID p_body) const {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL_V(soft_body, 0.f);
+
+ return soft_body->get_damping_coefficient();
+}
+
+void GodotPhysicsServer3D::soft_body_set_drag_coefficient(RID p_body, real_t p_drag_coefficient) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(soft_body);
+
+ soft_body->set_drag_coefficient(p_drag_coefficient);
+}
+
+real_t GodotPhysicsServer3D::soft_body_get_drag_coefficient(RID p_body) const {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL_V(soft_body, 0.f);
+
+ return soft_body->get_drag_coefficient();
+}
+
+void GodotPhysicsServer3D::soft_body_set_mesh(RID p_body, RID p_mesh) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(soft_body);
+
+ soft_body->set_mesh(p_mesh);
+}
+
+AABB GodotPhysicsServer3D::soft_body_get_bounds(RID p_body) const {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL_V(soft_body, AABB());
+
+ return soft_body->get_bounds();
+}
+
+void GodotPhysicsServer3D::soft_body_move_point(RID p_body, int p_point_index, const Vector3 &p_global_position) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(soft_body);
+
+ soft_body->set_vertex_position(p_point_index, p_global_position);
+}
+
+Vector3 GodotPhysicsServer3D::soft_body_get_point_global_position(RID p_body, int p_point_index) const {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL_V(soft_body, Vector3());
+
+ return soft_body->get_vertex_position(p_point_index);
+}
+
+void GodotPhysicsServer3D::soft_body_remove_all_pinned_points(RID p_body) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(soft_body);
+
+ soft_body->unpin_all_vertices();
+}
+
+void GodotPhysicsServer3D::soft_body_pin_point(RID p_body, int p_point_index, bool p_pin) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL(soft_body);
+
+ if (p_pin) {
+ soft_body->pin_vertex(p_point_index);
+ } else {
+ soft_body->unpin_vertex(p_point_index);
+ }
+}
+
+bool GodotPhysicsServer3D::soft_body_is_point_pinned(RID p_body, int p_point_index) const {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL_V(soft_body, false);
+
+ return soft_body->is_vertex_pinned(p_point_index);
+}
+
+/* JOINT API */
+
+RID GodotPhysicsServer3D::joint_create() {
+ GodotJoint3D *joint = memnew(GodotJoint3D);
+ RID rid = joint_owner.make_rid(joint);
+ joint->set_self(rid);
+ return rid;
+}
+
+void GodotPhysicsServer3D::joint_clear(RID p_joint) {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_NULL(joint);
+ if (joint->get_type() != JOINT_TYPE_MAX) {
+ GodotJoint3D *empty_joint = memnew(GodotJoint3D);
+ empty_joint->copy_settings_from(joint);
+
+ joint_owner.replace(p_joint, empty_joint);
+ memdelete(joint);
+ }
+}
+
+void GodotPhysicsServer3D::joint_make_pin(RID p_joint, RID p_body_A, const Vector3 &p_local_A, RID p_body_B, const Vector3 &p_local_B) {
+ GodotBody3D *body_A = body_owner.get_or_null(p_body_A);
+ ERR_FAIL_NULL(body_A);
+
+ if (!p_body_B.is_valid()) {
+ ERR_FAIL_NULL(body_A->get_space());
+ p_body_B = body_A->get_space()->get_static_global_body();
+ }
+
+ GodotBody3D *body_B = body_owner.get_or_null(p_body_B);
+ ERR_FAIL_NULL(body_B);
+
+ ERR_FAIL_COND(body_A == body_B);
+
+ GodotJoint3D *prev_joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_NULL(prev_joint);
+
+ GodotJoint3D *joint = memnew(GodotPinJoint3D(body_A, p_local_A, body_B, p_local_B));
+
+ joint->copy_settings_from(prev_joint);
+ joint_owner.replace(p_joint, joint);
+ memdelete(prev_joint);
+}
+
+void GodotPhysicsServer3D::pin_joint_set_param(RID p_joint, PinJointParam p_param, real_t p_value) {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_NULL(joint);
+ ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_PIN);
+ GodotPinJoint3D *pin_joint = static_cast<GodotPinJoint3D *>(joint);
+ pin_joint->set_param(p_param, p_value);
+}
+
+real_t GodotPhysicsServer3D::pin_joint_get_param(RID p_joint, PinJointParam p_param) const {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_NULL_V(joint, 0);
+ ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_PIN, 0);
+ GodotPinJoint3D *pin_joint = static_cast<GodotPinJoint3D *>(joint);
+ return pin_joint->get_param(p_param);
+}
+
+void GodotPhysicsServer3D::pin_joint_set_local_a(RID p_joint, const Vector3 &p_A) {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_NULL(joint);
+ ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_PIN);
+ GodotPinJoint3D *pin_joint = static_cast<GodotPinJoint3D *>(joint);
+ pin_joint->set_pos_a(p_A);
+}
+
+Vector3 GodotPhysicsServer3D::pin_joint_get_local_a(RID p_joint) const {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_NULL_V(joint, Vector3());
+ ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_PIN, Vector3());
+ GodotPinJoint3D *pin_joint = static_cast<GodotPinJoint3D *>(joint);
+ return pin_joint->get_position_a();
+}
+
+void GodotPhysicsServer3D::pin_joint_set_local_b(RID p_joint, const Vector3 &p_B) {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_NULL(joint);
+ ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_PIN);
+ GodotPinJoint3D *pin_joint = static_cast<GodotPinJoint3D *>(joint);
+ pin_joint->set_pos_b(p_B);
+}
+
+Vector3 GodotPhysicsServer3D::pin_joint_get_local_b(RID p_joint) const {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_NULL_V(joint, Vector3());
+ ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_PIN, Vector3());
+ GodotPinJoint3D *pin_joint = static_cast<GodotPinJoint3D *>(joint);
+ return pin_joint->get_position_b();
+}
+
+void GodotPhysicsServer3D::joint_make_hinge(RID p_joint, RID p_body_A, const Transform3D &p_frame_A, RID p_body_B, const Transform3D &p_frame_B) {
+ GodotBody3D *body_A = body_owner.get_or_null(p_body_A);
+ ERR_FAIL_NULL(body_A);
+
+ if (!p_body_B.is_valid()) {
+ ERR_FAIL_NULL(body_A->get_space());
+ p_body_B = body_A->get_space()->get_static_global_body();
+ }
+
+ GodotBody3D *body_B = body_owner.get_or_null(p_body_B);
+ ERR_FAIL_NULL(body_B);
+
+ ERR_FAIL_COND(body_A == body_B);
+
+ GodotJoint3D *prev_joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_NULL(prev_joint);
+
+ GodotJoint3D *joint = memnew(GodotHingeJoint3D(body_A, body_B, p_frame_A, p_frame_B));
+
+ joint->copy_settings_from(prev_joint);
+ joint_owner.replace(p_joint, joint);
+ memdelete(prev_joint);
+}
+
+void GodotPhysicsServer3D::joint_make_hinge_simple(RID p_joint, RID p_body_A, const Vector3 &p_pivot_A, const Vector3 &p_axis_A, RID p_body_B, const Vector3 &p_pivot_B, const Vector3 &p_axis_B) {
+ GodotBody3D *body_A = body_owner.get_or_null(p_body_A);
+ ERR_FAIL_NULL(body_A);
+
+ if (!p_body_B.is_valid()) {
+ ERR_FAIL_NULL(body_A->get_space());
+ p_body_B = body_A->get_space()->get_static_global_body();
+ }
+
+ GodotBody3D *body_B = body_owner.get_or_null(p_body_B);
+ ERR_FAIL_NULL(body_B);
+
+ ERR_FAIL_COND(body_A == body_B);
+
+ GodotJoint3D *prev_joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_NULL(prev_joint);
+
+ GodotJoint3D *joint = memnew(GodotHingeJoint3D(body_A, body_B, p_pivot_A, p_pivot_B, p_axis_A, p_axis_B));
+
+ joint->copy_settings_from(prev_joint);
+ joint_owner.replace(p_joint, joint);
+ memdelete(prev_joint);
+}
+
+void GodotPhysicsServer3D::hinge_joint_set_param(RID p_joint, HingeJointParam p_param, real_t p_value) {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_NULL(joint);
+ ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_HINGE);
+ GodotHingeJoint3D *hinge_joint = static_cast<GodotHingeJoint3D *>(joint);
+ hinge_joint->set_param(p_param, p_value);
+}
+
+real_t GodotPhysicsServer3D::hinge_joint_get_param(RID p_joint, HingeJointParam p_param) const {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_NULL_V(joint, 0);
+ ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_HINGE, 0);
+ GodotHingeJoint3D *hinge_joint = static_cast<GodotHingeJoint3D *>(joint);
+ return hinge_joint->get_param(p_param);
+}
+
+void GodotPhysicsServer3D::hinge_joint_set_flag(RID p_joint, HingeJointFlag p_flag, bool p_enabled) {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_NULL(joint);
+ ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_HINGE);
+ GodotHingeJoint3D *hinge_joint = static_cast<GodotHingeJoint3D *>(joint);
+ hinge_joint->set_flag(p_flag, p_enabled);
+}
+
+bool GodotPhysicsServer3D::hinge_joint_get_flag(RID p_joint, HingeJointFlag p_flag) const {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_NULL_V(joint, false);
+ ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_HINGE, false);
+ GodotHingeJoint3D *hinge_joint = static_cast<GodotHingeJoint3D *>(joint);
+ return hinge_joint->get_flag(p_flag);
+}
+
+void GodotPhysicsServer3D::joint_set_solver_priority(RID p_joint, int p_priority) {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_NULL(joint);
+ joint->set_priority(p_priority);
+}
+
+int GodotPhysicsServer3D::joint_get_solver_priority(RID p_joint) const {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_NULL_V(joint, 0);
+ return joint->get_priority();
+}
+
+void GodotPhysicsServer3D::joint_disable_collisions_between_bodies(RID p_joint, bool p_disable) {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_NULL(joint);
+
+ joint->disable_collisions_between_bodies(p_disable);
+
+ if (2 == joint->get_body_count()) {
+ GodotBody3D *body_a = *joint->get_body_ptr();
+ GodotBody3D *body_b = *(joint->get_body_ptr() + 1);
+
+ if (p_disable) {
+ body_add_collision_exception(body_a->get_self(), body_b->get_self());
+ body_add_collision_exception(body_b->get_self(), body_a->get_self());
+ } else {
+ body_remove_collision_exception(body_a->get_self(), body_b->get_self());
+ body_remove_collision_exception(body_b->get_self(), body_a->get_self());
+ }
+ }
+}
+
+bool GodotPhysicsServer3D::joint_is_disabled_collisions_between_bodies(RID p_joint) const {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_NULL_V(joint, true);
+
+ return joint->is_disabled_collisions_between_bodies();
+}
+
+GodotPhysicsServer3D::JointType GodotPhysicsServer3D::joint_get_type(RID p_joint) const {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_NULL_V(joint, JOINT_TYPE_PIN);
+ return joint->get_type();
+}
+
+void GodotPhysicsServer3D::joint_make_slider(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) {
+ GodotBody3D *body_A = body_owner.get_or_null(p_body_A);
+ ERR_FAIL_NULL(body_A);
+
+ if (!p_body_B.is_valid()) {
+ ERR_FAIL_NULL(body_A->get_space());
+ p_body_B = body_A->get_space()->get_static_global_body();
+ }
+
+ GodotBody3D *body_B = body_owner.get_or_null(p_body_B);
+ ERR_FAIL_NULL(body_B);
+
+ ERR_FAIL_COND(body_A == body_B);
+
+ GodotJoint3D *prev_joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_NULL(prev_joint);
+
+ GodotJoint3D *joint = memnew(GodotSliderJoint3D(body_A, body_B, p_local_frame_A, p_local_frame_B));
+
+ joint->copy_settings_from(prev_joint);
+ joint_owner.replace(p_joint, joint);
+ memdelete(prev_joint);
+}
+
+void GodotPhysicsServer3D::slider_joint_set_param(RID p_joint, SliderJointParam p_param, real_t p_value) {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_NULL(joint);
+ ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_SLIDER);
+ GodotSliderJoint3D *slider_joint = static_cast<GodotSliderJoint3D *>(joint);
+ slider_joint->set_param(p_param, p_value);
+}
+
+real_t GodotPhysicsServer3D::slider_joint_get_param(RID p_joint, SliderJointParam p_param) const {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_NULL_V(joint, 0);
+ ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_CONE_TWIST, 0);
+ GodotSliderJoint3D *slider_joint = static_cast<GodotSliderJoint3D *>(joint);
+ return slider_joint->get_param(p_param);
+}
+
+void GodotPhysicsServer3D::joint_make_cone_twist(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) {
+ GodotBody3D *body_A = body_owner.get_or_null(p_body_A);
+ ERR_FAIL_NULL(body_A);
+
+ if (!p_body_B.is_valid()) {
+ ERR_FAIL_NULL(body_A->get_space());
+ p_body_B = body_A->get_space()->get_static_global_body();
+ }
+
+ GodotBody3D *body_B = body_owner.get_or_null(p_body_B);
+ ERR_FAIL_NULL(body_B);
+
+ ERR_FAIL_COND(body_A == body_B);
+
+ GodotJoint3D *prev_joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_NULL(prev_joint);
+
+ GodotJoint3D *joint = memnew(GodotConeTwistJoint3D(body_A, body_B, p_local_frame_A, p_local_frame_B));
+
+ joint->copy_settings_from(prev_joint);
+ joint_owner.replace(p_joint, joint);
+ memdelete(prev_joint);
+}
+
+void GodotPhysicsServer3D::cone_twist_joint_set_param(RID p_joint, ConeTwistJointParam p_param, real_t p_value) {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_NULL(joint);
+ ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_CONE_TWIST);
+ GodotConeTwistJoint3D *cone_twist_joint = static_cast<GodotConeTwistJoint3D *>(joint);
+ cone_twist_joint->set_param(p_param, p_value);
+}
+
+real_t GodotPhysicsServer3D::cone_twist_joint_get_param(RID p_joint, ConeTwistJointParam p_param) const {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_NULL_V(joint, 0);
+ ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_CONE_TWIST, 0);
+ GodotConeTwistJoint3D *cone_twist_joint = static_cast<GodotConeTwistJoint3D *>(joint);
+ return cone_twist_joint->get_param(p_param);
+}
+
+void GodotPhysicsServer3D::joint_make_generic_6dof(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) {
+ GodotBody3D *body_A = body_owner.get_or_null(p_body_A);
+ ERR_FAIL_NULL(body_A);
+
+ if (!p_body_B.is_valid()) {
+ ERR_FAIL_NULL(body_A->get_space());
+ p_body_B = body_A->get_space()->get_static_global_body();
+ }
+
+ GodotBody3D *body_B = body_owner.get_or_null(p_body_B);
+ ERR_FAIL_NULL(body_B);
+
+ ERR_FAIL_COND(body_A == body_B);
+
+ GodotJoint3D *prev_joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_NULL(prev_joint);
+
+ GodotJoint3D *joint = memnew(GodotGeneric6DOFJoint3D(body_A, body_B, p_local_frame_A, p_local_frame_B, true));
+
+ joint->copy_settings_from(prev_joint);
+ joint_owner.replace(p_joint, joint);
+ memdelete(prev_joint);
+}
+
+void GodotPhysicsServer3D::generic_6dof_joint_set_param(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisParam p_param, real_t p_value) {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_NULL(joint);
+ ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_6DOF);
+ GodotGeneric6DOFJoint3D *generic_6dof_joint = static_cast<GodotGeneric6DOFJoint3D *>(joint);
+ generic_6dof_joint->set_param(p_axis, p_param, p_value);
+}
+
+real_t GodotPhysicsServer3D::generic_6dof_joint_get_param(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisParam p_param) const {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_NULL_V(joint, 0);
+ ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_6DOF, 0);
+ GodotGeneric6DOFJoint3D *generic_6dof_joint = static_cast<GodotGeneric6DOFJoint3D *>(joint);
+ return generic_6dof_joint->get_param(p_axis, p_param);
+}
+
+void GodotPhysicsServer3D::generic_6dof_joint_set_flag(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisFlag p_flag, bool p_enable) {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_NULL(joint);
+ ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_6DOF);
+ GodotGeneric6DOFJoint3D *generic_6dof_joint = static_cast<GodotGeneric6DOFJoint3D *>(joint);
+ generic_6dof_joint->set_flag(p_axis, p_flag, p_enable);
+}
+
+bool GodotPhysicsServer3D::generic_6dof_joint_get_flag(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisFlag p_flag) const {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_NULL_V(joint, false);
+ ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_6DOF, false);
+ GodotGeneric6DOFJoint3D *generic_6dof_joint = static_cast<GodotGeneric6DOFJoint3D *>(joint);
+ return generic_6dof_joint->get_flag(p_axis, p_flag);
+}
+
+void GodotPhysicsServer3D::free(RID p_rid) {
+ _update_shapes(); //just in case
+
+ if (shape_owner.owns(p_rid)) {
+ GodotShape3D *shape = shape_owner.get_or_null(p_rid);
+
+ while (shape->get_owners().size()) {
+ GodotShapeOwner3D *so = shape->get_owners().begin()->key;
+ so->remove_shape(shape);
+ }
+
+ shape_owner.free(p_rid);
+ memdelete(shape);
+ } else if (body_owner.owns(p_rid)) {
+ GodotBody3D *body = body_owner.get_or_null(p_rid);
+
+ body->set_space(nullptr);
+
+ while (body->get_shape_count()) {
+ body->remove_shape(0);
+ }
+
+ body_owner.free(p_rid);
+ memdelete(body);
+ } else if (soft_body_owner.owns(p_rid)) {
+ GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_rid);
+
+ soft_body->set_space(nullptr);
+
+ soft_body_owner.free(p_rid);
+ memdelete(soft_body);
+ } else if (area_owner.owns(p_rid)) {
+ GodotArea3D *area = area_owner.get_or_null(p_rid);
+
+ area->set_space(nullptr);
+
+ while (area->get_shape_count()) {
+ area->remove_shape(0);
+ }
+
+ area_owner.free(p_rid);
+ memdelete(area);
+ } else if (space_owner.owns(p_rid)) {
+ GodotSpace3D *space = space_owner.get_or_null(p_rid);
+
+ while (space->get_objects().size()) {
+ GodotCollisionObject3D *co = static_cast<GodotCollisionObject3D *>(*space->get_objects().begin());
+ co->set_space(nullptr);
+ }
+
+ active_spaces.erase(space);
+ free(space->get_default_area()->get_self());
+ free(space->get_static_global_body());
+
+ space_owner.free(p_rid);
+ memdelete(space);
+ } else if (joint_owner.owns(p_rid)) {
+ GodotJoint3D *joint = joint_owner.get_or_null(p_rid);
+
+ joint_owner.free(p_rid);
+ memdelete(joint);
+
+ } else {
+ ERR_FAIL_MSG("Invalid ID.");
+ }
+}
+
+void GodotPhysicsServer3D::set_active(bool p_active) {
+ active = p_active;
+}
+
+void GodotPhysicsServer3D::init() {
+ stepper = memnew(GodotStep3D);
+}
+
+void GodotPhysicsServer3D::step(real_t p_step) {
+ if (!active) {
+ return;
+ }
+
+ _update_shapes();
+
+ island_count = 0;
+ active_objects = 0;
+ collision_pairs = 0;
+ for (const GodotSpace3D *E : active_spaces) {
+ stepper->step(const_cast<GodotSpace3D *>(E), p_step);
+ island_count += E->get_island_count();
+ active_objects += E->get_active_objects();
+ collision_pairs += E->get_collision_pairs();
+ }
+}
+
+void GodotPhysicsServer3D::sync() {
+ doing_sync = true;
+}
+
+void GodotPhysicsServer3D::flush_queries() {
+ if (!active) {
+ return;
+ }
+
+ flushing_queries = true;
+
+ uint64_t time_beg = OS::get_singleton()->get_ticks_usec();
+
+ for (const GodotSpace3D *E : active_spaces) {
+ GodotSpace3D *space = const_cast<GodotSpace3D *>(E);
+ space->call_queries();
+ }
+
+ flushing_queries = false;
+
+ if (EngineDebugger::is_profiling("servers")) {
+ uint64_t total_time[GodotSpace3D::ELAPSED_TIME_MAX];
+ static const char *time_name[GodotSpace3D::ELAPSED_TIME_MAX] = {
+ "integrate_forces",
+ "generate_islands",
+ "setup_constraints",
+ "solve_constraints",
+ "integrate_velocities"
+ };
+
+ for (int i = 0; i < GodotSpace3D::ELAPSED_TIME_MAX; i++) {
+ total_time[i] = 0;
+ }
+
+ for (const GodotSpace3D *E : active_spaces) {
+ for (int i = 0; i < GodotSpace3D::ELAPSED_TIME_MAX; i++) {
+ total_time[i] += E->get_elapsed_time(GodotSpace3D::ElapsedTime(i));
+ }
+ }
+
+ Array values;
+ values.resize(GodotSpace3D::ELAPSED_TIME_MAX * 2);
+ for (int i = 0; i < GodotSpace3D::ELAPSED_TIME_MAX; i++) {
+ values[i * 2 + 0] = time_name[i];
+ values[i * 2 + 1] = USEC_TO_SEC(total_time[i]);
+ }
+ values.push_back("flush_queries");
+ values.push_back(USEC_TO_SEC(OS::get_singleton()->get_ticks_usec() - time_beg));
+
+ values.push_front("physics_3d");
+ EngineDebugger::profiler_add_frame_data("servers", values);
+ }
+}
+
+void GodotPhysicsServer3D::end_sync() {
+ doing_sync = false;
+}
+
+void GodotPhysicsServer3D::finish() {
+ memdelete(stepper);
+}
+
+int GodotPhysicsServer3D::get_process_info(ProcessInfo p_info) {
+ switch (p_info) {
+ case INFO_ACTIVE_OBJECTS: {
+ return active_objects;
+ } break;
+ case INFO_COLLISION_PAIRS: {
+ return collision_pairs;
+ } break;
+ case INFO_ISLAND_COUNT: {
+ return island_count;
+ } break;
+ }
+
+ return 0;
+}
+
+void GodotPhysicsServer3D::_update_shapes() {
+ while (pending_shape_update_list.first()) {
+ pending_shape_update_list.first()->self()->_shape_changed();
+ pending_shape_update_list.remove(pending_shape_update_list.first());
+ }
+}
+
+void GodotPhysicsServer3D::_shape_col_cbk(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal, void *p_userdata) {
+ CollCbkData *cbk = static_cast<CollCbkData *>(p_userdata);
+
+ if (cbk->max == 0) {
+ return;
+ }
+
+ if (cbk->amount == cbk->max) {
+ //find least deep
+ real_t min_depth = 1e20;
+ int min_depth_idx = 0;
+ for (int i = 0; i < cbk->amount; i++) {
+ real_t d = cbk->ptr[i * 2 + 0].distance_squared_to(cbk->ptr[i * 2 + 1]);
+ if (d < min_depth) {
+ min_depth = d;
+ min_depth_idx = i;
+ }
+ }
+
+ real_t d = p_point_A.distance_squared_to(p_point_B);
+ if (d < min_depth) {
+ return;
+ }
+ cbk->ptr[min_depth_idx * 2 + 0] = p_point_A;
+ cbk->ptr[min_depth_idx * 2 + 1] = p_point_B;
+
+ } else {
+ cbk->ptr[cbk->amount * 2 + 0] = p_point_A;
+ cbk->ptr[cbk->amount * 2 + 1] = p_point_B;
+ cbk->amount++;
+ }
+}
+
+GodotPhysicsServer3D *GodotPhysicsServer3D::godot_singleton = nullptr;
+GodotPhysicsServer3D::GodotPhysicsServer3D(bool p_using_threads) {
+ godot_singleton = this;
+ GodotBroadPhase3D::create_func = GodotBroadPhase3DBVH::_create;
+
+ using_threads = p_using_threads;
+};
diff --git a/modules/godot_physics_3d/godot_physics_server_3d.h b/modules/godot_physics_3d/godot_physics_server_3d.h
new file mode 100644
index 0000000000..040e673dcd
--- /dev/null
+++ b/modules/godot_physics_3d/godot_physics_server_3d.h
@@ -0,0 +1,385 @@
+/**************************************************************************/
+/* godot_physics_server_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef GODOT_PHYSICS_SERVER_3D_H
+#define GODOT_PHYSICS_SERVER_3D_H
+
+#include "godot_joint_3d.h"
+#include "godot_shape_3d.h"
+#include "godot_space_3d.h"
+#include "godot_step_3d.h"
+
+#include "core/templates/rid_owner.h"
+#include "servers/physics_server_3d.h"
+
+class GodotPhysicsServer3D : public PhysicsServer3D {
+ GDCLASS(GodotPhysicsServer3D, PhysicsServer3D);
+
+ friend class GodotPhysicsDirectSpaceState3D;
+ bool active = true;
+
+ int island_count = 0;
+ int active_objects = 0;
+ int collision_pairs = 0;
+
+ bool using_threads = false;
+ bool doing_sync = false;
+ bool flushing_queries = false;
+
+ GodotStep3D *stepper = nullptr;
+ HashSet<const GodotSpace3D *> active_spaces;
+
+ mutable RID_PtrOwner<GodotShape3D, true> shape_owner;
+ mutable RID_PtrOwner<GodotSpace3D, true> space_owner;
+ mutable RID_PtrOwner<GodotArea3D, true> area_owner;
+ mutable RID_PtrOwner<GodotBody3D, true> body_owner;
+ mutable RID_PtrOwner<GodotSoftBody3D, true> soft_body_owner;
+ mutable RID_PtrOwner<GodotJoint3D, true> joint_owner;
+
+ //void _clear_query(QuerySW *p_query);
+ friend class GodotCollisionObject3D;
+ SelfList<GodotCollisionObject3D>::List pending_shape_update_list;
+ void _update_shapes();
+
+ static GodotPhysicsServer3D *godot_singleton;
+
+public:
+ struct CollCbkData {
+ int max;
+ int amount;
+ Vector3 *ptr = nullptr;
+ };
+
+ static void _shape_col_cbk(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal, void *p_userdata);
+
+ virtual RID world_boundary_shape_create() override;
+ virtual RID separation_ray_shape_create() override;
+ virtual RID sphere_shape_create() override;
+ virtual RID box_shape_create() override;
+ virtual RID capsule_shape_create() override;
+ virtual RID cylinder_shape_create() override;
+ virtual RID convex_polygon_shape_create() override;
+ virtual RID concave_polygon_shape_create() override;
+ virtual RID heightmap_shape_create() override;
+ virtual RID custom_shape_create() override;
+
+ virtual void shape_set_data(RID p_shape, const Variant &p_data) override;
+ virtual void shape_set_custom_solver_bias(RID p_shape, real_t p_bias) override;
+
+ virtual ShapeType shape_get_type(RID p_shape) const override;
+ virtual Variant shape_get_data(RID p_shape) const override;
+
+ virtual void shape_set_margin(RID p_shape, real_t p_margin) override;
+ virtual real_t shape_get_margin(RID p_shape) const override;
+
+ virtual real_t shape_get_custom_solver_bias(RID p_shape) const override;
+
+ /* SPACE API */
+
+ virtual RID space_create() override;
+ virtual void space_set_active(RID p_space, bool p_active) override;
+ virtual bool space_is_active(RID p_space) const override;
+
+ virtual void space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) override;
+ virtual real_t space_get_param(RID p_space, SpaceParameter p_param) const override;
+
+ // this function only works on physics process, errors and returns null otherwise
+ virtual PhysicsDirectSpaceState3D *space_get_direct_state(RID p_space) override;
+
+ virtual void space_set_debug_contacts(RID p_space, int p_max_contacts) override;
+ virtual Vector<Vector3> space_get_contacts(RID p_space) const override;
+ virtual int space_get_contact_count(RID p_space) const override;
+
+ /* AREA API */
+
+ virtual RID area_create() override;
+
+ virtual void area_set_space(RID p_area, RID p_space) override;
+ virtual RID area_get_space(RID p_area) const override;
+
+ virtual void area_add_shape(RID p_area, RID p_shape, const Transform3D &p_transform = Transform3D(), bool p_disabled = false) override;
+ virtual void area_set_shape(RID p_area, int p_shape_idx, RID p_shape) override;
+ virtual void area_set_shape_transform(RID p_area, int p_shape_idx, const Transform3D &p_transform) override;
+
+ virtual int area_get_shape_count(RID p_area) const override;
+ virtual RID area_get_shape(RID p_area, int p_shape_idx) const override;
+ virtual Transform3D area_get_shape_transform(RID p_area, int p_shape_idx) const override;
+
+ virtual void area_remove_shape(RID p_area, int p_shape_idx) override;
+ virtual void area_clear_shapes(RID p_area) override;
+
+ virtual void area_set_shape_disabled(RID p_area, int p_shape_idx, bool p_disabled) override;
+
+ virtual void area_attach_object_instance_id(RID p_area, ObjectID p_id) override;
+ virtual ObjectID area_get_object_instance_id(RID p_area) const override;
+
+ virtual void area_set_param(RID p_area, AreaParameter p_param, const Variant &p_value) override;
+ virtual void area_set_transform(RID p_area, const Transform3D &p_transform) override;
+
+ virtual Variant area_get_param(RID p_area, AreaParameter p_param) const override;
+ virtual Transform3D area_get_transform(RID p_area) const override;
+
+ virtual void area_set_ray_pickable(RID p_area, bool p_enable) override;
+
+ virtual void area_set_collision_layer(RID p_area, uint32_t p_layer) override;
+ virtual uint32_t area_get_collision_layer(RID p_area) const override;
+
+ virtual void area_set_collision_mask(RID p_area, uint32_t p_mask) override;
+ virtual uint32_t area_get_collision_mask(RID p_area) const override;
+
+ virtual void area_set_monitorable(RID p_area, bool p_monitorable) override;
+
+ virtual void area_set_monitor_callback(RID p_area, const Callable &p_callback) override;
+ virtual void area_set_area_monitor_callback(RID p_area, const Callable &p_callback) override;
+
+ /* BODY API */
+
+ // create a body of a given type
+ virtual RID body_create() override;
+
+ virtual void body_set_space(RID p_body, RID p_space) override;
+ virtual RID body_get_space(RID p_body) const override;
+
+ virtual void body_set_mode(RID p_body, BodyMode p_mode) override;
+ virtual BodyMode body_get_mode(RID p_body) const override;
+
+ virtual void body_add_shape(RID p_body, RID p_shape, const Transform3D &p_transform = Transform3D(), bool p_disabled = false) override;
+ virtual void body_set_shape(RID p_body, int p_shape_idx, RID p_shape) override;
+ virtual void body_set_shape_transform(RID p_body, int p_shape_idx, const Transform3D &p_transform) override;
+
+ virtual int body_get_shape_count(RID p_body) const override;
+ virtual RID body_get_shape(RID p_body, int p_shape_idx) const override;
+ virtual Transform3D body_get_shape_transform(RID p_body, int p_shape_idx) const override;
+
+ virtual void body_set_shape_disabled(RID p_body, int p_shape_idx, bool p_disabled) override;
+
+ virtual void body_remove_shape(RID p_body, int p_shape_idx) override;
+ virtual void body_clear_shapes(RID p_body) override;
+
+ virtual void body_attach_object_instance_id(RID p_body, ObjectID p_id) override;
+ virtual ObjectID body_get_object_instance_id(RID p_body) const override;
+
+ virtual void body_set_enable_continuous_collision_detection(RID p_body, bool p_enable) override;
+ virtual bool body_is_continuous_collision_detection_enabled(RID p_body) const override;
+
+ virtual void body_set_collision_layer(RID p_body, uint32_t p_layer) override;
+ virtual uint32_t body_get_collision_layer(RID p_body) const override;
+
+ virtual void body_set_collision_mask(RID p_body, uint32_t p_mask) override;
+ virtual uint32_t body_get_collision_mask(RID p_body) const override;
+
+ virtual void body_set_collision_priority(RID p_body, real_t p_priority) override;
+ virtual real_t body_get_collision_priority(RID p_body) const override;
+
+ virtual void body_set_user_flags(RID p_body, uint32_t p_flags) override;
+ virtual uint32_t body_get_user_flags(RID p_body) const override;
+
+ virtual void body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) override;
+ virtual Variant body_get_param(RID p_body, BodyParameter p_param) const override;
+
+ virtual void body_reset_mass_properties(RID p_body) override;
+
+ virtual void body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) override;
+ virtual Variant body_get_state(RID p_body, BodyState p_state) const override;
+
+ virtual void body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) override;
+ virtual void body_apply_impulse(RID p_body, const Vector3 &p_impulse, const Vector3 &p_position = Vector3()) override;
+ virtual void body_apply_torque_impulse(RID p_body, const Vector3 &p_impulse) override;
+
+ virtual void body_apply_central_force(RID p_body, const Vector3 &p_force) override;
+ virtual void body_apply_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position = Vector3()) override;
+ virtual void body_apply_torque(RID p_body, const Vector3 &p_torque) override;
+
+ virtual void body_add_constant_central_force(RID p_body, const Vector3 &p_force) override;
+ virtual void body_add_constant_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position = Vector3()) override;
+ virtual void body_add_constant_torque(RID p_body, const Vector3 &p_torque) override;
+
+ virtual void body_set_constant_force(RID p_body, const Vector3 &p_force) override;
+ virtual Vector3 body_get_constant_force(RID p_body) const override;
+
+ virtual void body_set_constant_torque(RID p_body, const Vector3 &p_torque) override;
+ virtual Vector3 body_get_constant_torque(RID p_body) const override;
+
+ virtual void body_set_axis_velocity(RID p_body, const Vector3 &p_axis_velocity) override;
+
+ virtual void body_set_axis_lock(RID p_body, BodyAxis p_axis, bool p_lock) override;
+ virtual bool body_is_axis_locked(RID p_body, BodyAxis p_axis) const override;
+
+ virtual void body_add_collision_exception(RID p_body, RID p_body_b) override;
+ virtual void body_remove_collision_exception(RID p_body, RID p_body_b) override;
+ virtual void body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) override;
+
+ virtual void body_set_contacts_reported_depth_threshold(RID p_body, real_t p_threshold) override;
+ virtual real_t body_get_contacts_reported_depth_threshold(RID p_body) const override;
+
+ virtual void body_set_omit_force_integration(RID p_body, bool p_omit) override;
+ virtual bool body_is_omitting_force_integration(RID p_body) const override;
+
+ virtual void body_set_max_contacts_reported(RID p_body, int p_contacts) override;
+ virtual int body_get_max_contacts_reported(RID p_body) const override;
+
+ virtual void body_set_state_sync_callback(RID p_body, const Callable &p_callable) override;
+ virtual void body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata = Variant()) override;
+
+ virtual void body_set_ray_pickable(RID p_body, bool p_enable) override;
+
+ virtual bool body_test_motion(RID p_body, const MotionParameters &p_parameters, MotionResult *r_result = nullptr) override;
+
+ // this function only works on physics process, errors and returns null otherwise
+ virtual PhysicsDirectBodyState3D *body_get_direct_state(RID p_body) override;
+
+ /* SOFT BODY */
+
+ virtual RID soft_body_create() override;
+
+ virtual void soft_body_update_rendering_server(RID p_body, PhysicsServer3DRenderingServerHandler *p_rendering_server_handler) override;
+
+ virtual void soft_body_set_space(RID p_body, RID p_space) override;
+ virtual RID soft_body_get_space(RID p_body) const override;
+
+ virtual void soft_body_set_collision_layer(RID p_body, uint32_t p_layer) override;
+ virtual uint32_t soft_body_get_collision_layer(RID p_body) const override;
+
+ virtual void soft_body_set_collision_mask(RID p_body, uint32_t p_mask) override;
+ virtual uint32_t soft_body_get_collision_mask(RID p_body) const override;
+
+ virtual void soft_body_add_collision_exception(RID p_body, RID p_body_b) override;
+ virtual void soft_body_remove_collision_exception(RID p_body, RID p_body_b) override;
+ virtual void soft_body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) override;
+
+ virtual void soft_body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) override;
+ virtual Variant soft_body_get_state(RID p_body, BodyState p_state) const override;
+
+ virtual void soft_body_set_transform(RID p_body, const Transform3D &p_transform) override;
+
+ virtual void soft_body_set_ray_pickable(RID p_body, bool p_enable) override;
+
+ virtual void soft_body_set_simulation_precision(RID p_body, int p_simulation_precision) override;
+ virtual int soft_body_get_simulation_precision(RID p_body) const override;
+
+ virtual void soft_body_set_total_mass(RID p_body, real_t p_total_mass) override;
+ virtual real_t soft_body_get_total_mass(RID p_body) const override;
+
+ virtual void soft_body_set_linear_stiffness(RID p_body, real_t p_stiffness) override;
+ virtual real_t soft_body_get_linear_stiffness(RID p_body) const override;
+
+ virtual void soft_body_set_pressure_coefficient(RID p_body, real_t p_pressure_coefficient) override;
+ virtual real_t soft_body_get_pressure_coefficient(RID p_body) const override;
+
+ virtual void soft_body_set_damping_coefficient(RID p_body, real_t p_damping_coefficient) override;
+ virtual real_t soft_body_get_damping_coefficient(RID p_body) const override;
+
+ virtual void soft_body_set_drag_coefficient(RID p_body, real_t p_drag_coefficient) override;
+ virtual real_t soft_body_get_drag_coefficient(RID p_body) const override;
+
+ virtual void soft_body_set_mesh(RID p_body, RID p_mesh) override;
+
+ virtual AABB soft_body_get_bounds(RID p_body) const override;
+
+ virtual void soft_body_move_point(RID p_body, int p_point_index, const Vector3 &p_global_position) override;
+ virtual Vector3 soft_body_get_point_global_position(RID p_body, int p_point_index) const override;
+
+ virtual void soft_body_remove_all_pinned_points(RID p_body) override;
+ virtual void soft_body_pin_point(RID p_body, int p_point_index, bool p_pin) override;
+ virtual bool soft_body_is_point_pinned(RID p_body, int p_point_index) const override;
+
+ /* JOINT API */
+
+ virtual RID joint_create() override;
+
+ virtual void joint_clear(RID p_joint) override; //resets type
+
+ virtual void joint_make_pin(RID p_joint, RID p_body_A, const Vector3 &p_local_A, RID p_body_B, const Vector3 &p_local_B) override;
+
+ virtual void pin_joint_set_param(RID p_joint, PinJointParam p_param, real_t p_value) override;
+ virtual real_t pin_joint_get_param(RID p_joint, PinJointParam p_param) const override;
+
+ virtual void pin_joint_set_local_a(RID p_joint, const Vector3 &p_A) override;
+ virtual Vector3 pin_joint_get_local_a(RID p_joint) const override;
+
+ virtual void pin_joint_set_local_b(RID p_joint, const Vector3 &p_B) override;
+ virtual Vector3 pin_joint_get_local_b(RID p_joint) const override;
+
+ virtual void joint_make_hinge(RID p_joint, RID p_body_A, const Transform3D &p_frame_A, RID p_body_B, const Transform3D &p_frame_B) override;
+ virtual void joint_make_hinge_simple(RID p_joint, RID p_body_A, const Vector3 &p_pivot_A, const Vector3 &p_axis_A, RID p_body_B, const Vector3 &p_pivot_B, const Vector3 &p_axis_B) override;
+
+ virtual void hinge_joint_set_param(RID p_joint, HingeJointParam p_param, real_t p_value) override;
+ virtual real_t hinge_joint_get_param(RID p_joint, HingeJointParam p_param) const override;
+
+ virtual void hinge_joint_set_flag(RID p_joint, HingeJointFlag p_flag, bool p_value) override;
+ virtual bool hinge_joint_get_flag(RID p_joint, HingeJointFlag p_flag) const override;
+
+ virtual void joint_make_slider(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) override; //reference frame is A
+
+ virtual void slider_joint_set_param(RID p_joint, SliderJointParam p_param, real_t p_value) override;
+ virtual real_t slider_joint_get_param(RID p_joint, SliderJointParam p_param) const override;
+
+ virtual void joint_make_cone_twist(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) override; //reference frame is A
+
+ virtual void cone_twist_joint_set_param(RID p_joint, ConeTwistJointParam p_param, real_t p_value) override;
+ virtual real_t cone_twist_joint_get_param(RID p_joint, ConeTwistJointParam p_param) const override;
+
+ virtual void joint_make_generic_6dof(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) override; //reference frame is A
+
+ virtual void generic_6dof_joint_set_param(RID p_joint, Vector3::Axis, G6DOFJointAxisParam p_param, real_t p_value) override;
+ virtual real_t generic_6dof_joint_get_param(RID p_joint, Vector3::Axis, G6DOFJointAxisParam p_param) const override;
+
+ virtual void generic_6dof_joint_set_flag(RID p_joint, Vector3::Axis, G6DOFJointAxisFlag p_flag, bool p_enable) override;
+ virtual bool generic_6dof_joint_get_flag(RID p_joint, Vector3::Axis, G6DOFJointAxisFlag p_flag) const override;
+
+ virtual JointType joint_get_type(RID p_joint) const override;
+
+ virtual void joint_set_solver_priority(RID p_joint, int p_priority) override;
+ virtual int joint_get_solver_priority(RID p_joint) const override;
+
+ virtual void joint_disable_collisions_between_bodies(RID p_joint, bool p_disable) override;
+ virtual bool joint_is_disabled_collisions_between_bodies(RID p_joint) const override;
+
+ /* MISC */
+
+ virtual void free(RID p_rid) override;
+
+ virtual void set_active(bool p_active) override;
+ virtual void init() override;
+ virtual void step(real_t p_step) override;
+ virtual void sync() override;
+ virtual void flush_queries() override;
+ virtual void end_sync() override;
+ virtual void finish() override;
+
+ virtual bool is_flushing_queries() const override { return flushing_queries; }
+
+ int get_process_info(ProcessInfo p_info) override;
+
+ GodotPhysicsServer3D(bool p_using_threads = false);
+ ~GodotPhysicsServer3D() {}
+};
+
+#endif // GODOT_PHYSICS_SERVER_3D_H
diff --git a/modules/godot_physics_3d/godot_shape_3d.cpp b/modules/godot_physics_3d/godot_shape_3d.cpp
new file mode 100644
index 0000000000..70b6bcf19e
--- /dev/null
+++ b/modules/godot_physics_3d/godot_shape_3d.cpp
@@ -0,0 +1,2265 @@
+/**************************************************************************/
+/* godot_shape_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#include "godot_shape_3d.h"
+
+#include "core/io/image.h"
+#include "core/math/convex_hull.h"
+#include "core/math/geometry_3d.h"
+#include "core/templates/sort_array.h"
+
+// GodotHeightMapShape3D is based on Bullet btHeightfieldTerrainShape.
+
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
+
+This software is provided 'as-is', without any express or implied warranty.
+In no event will the authors be held liable for any damages arising from the use of this software.
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it freely,
+subject to the following restrictions:
+
+1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
+2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
+3. This notice may not be removed or altered from any source distribution.
+*/
+
+const double edge_support_threshold = 0.99999998;
+const double edge_support_threshold_lower = Math::sqrt(1.0 - edge_support_threshold * edge_support_threshold);
+// For a unit normal vector n, the horizontality condition
+// sqrt(n.x * n.x + n.z * n.z) > edge_support_threshold
+// is equivalent to the condition
+// abs(n.y) < edge_support_threshold_lower,
+// which is cheaper to test.
+const double face_support_threshold = 0.9998;
+
+const double cylinder_edge_support_threshold = 0.999998;
+const double cylinder_edge_support_threshold_lower = Math::sqrt(1.0 - cylinder_edge_support_threshold * cylinder_edge_support_threshold);
+const double cylinder_face_support_threshold = 0.999;
+
+void GodotShape3D::configure(const AABB &p_aabb) {
+ aabb = p_aabb;
+ configured = true;
+ for (const KeyValue<GodotShapeOwner3D *, int> &E : owners) {
+ GodotShapeOwner3D *co = const_cast<GodotShapeOwner3D *>(E.key);
+ co->_shape_changed();
+ }
+}
+
+Vector3 GodotShape3D::get_support(const Vector3 &p_normal) const {
+ Vector3 res;
+ int amnt;
+ FeatureType type;
+ get_supports(p_normal, 1, &res, amnt, type);
+ return res;
+}
+
+void GodotShape3D::add_owner(GodotShapeOwner3D *p_owner) {
+ HashMap<GodotShapeOwner3D *, int>::Iterator E = owners.find(p_owner);
+ if (E) {
+ E->value++;
+ } else {
+ owners[p_owner] = 1;
+ }
+}
+
+void GodotShape3D::remove_owner(GodotShapeOwner3D *p_owner) {
+ HashMap<GodotShapeOwner3D *, int>::Iterator E = owners.find(p_owner);
+ ERR_FAIL_COND(!E);
+ E->value--;
+ if (E->value == 0) {
+ owners.remove(E);
+ }
+}
+
+bool GodotShape3D::is_owner(GodotShapeOwner3D *p_owner) const {
+ return owners.has(p_owner);
+}
+
+const HashMap<GodotShapeOwner3D *, int> &GodotShape3D::get_owners() const {
+ return owners;
+}
+
+GodotShape3D::~GodotShape3D() {
+ ERR_FAIL_COND(owners.size());
+}
+
+Plane GodotWorldBoundaryShape3D::get_plane() const {
+ return plane;
+}
+
+void GodotWorldBoundaryShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
+ // gibberish, a plane is infinity
+ r_min = -1e7;
+ r_max = 1e7;
+}
+
+Vector3 GodotWorldBoundaryShape3D::get_support(const Vector3 &p_normal) const {
+ return p_normal * 1e15;
+}
+
+bool GodotWorldBoundaryShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const {
+ bool inters = plane.intersects_segment(p_begin, p_end, &r_result);
+ if (inters) {
+ r_normal = plane.normal;
+ }
+ return inters;
+}
+
+bool GodotWorldBoundaryShape3D::intersect_point(const Vector3 &p_point) const {
+ return plane.distance_to(p_point) < 0;
+}
+
+Vector3 GodotWorldBoundaryShape3D::get_closest_point_to(const Vector3 &p_point) const {
+ if (plane.is_point_over(p_point)) {
+ return plane.project(p_point);
+ } else {
+ return p_point;
+ }
+}
+
+Vector3 GodotWorldBoundaryShape3D::get_moment_of_inertia(real_t p_mass) const {
+ return Vector3(); // not applicable.
+}
+
+void GodotWorldBoundaryShape3D::_setup(const Plane &p_plane) {
+ plane = p_plane;
+ configure(AABB(Vector3(-1e15, -1e15, -1e15), Vector3(1e15 * 2, 1e15 * 2, 1e15 * 2)));
+}
+
+void GodotWorldBoundaryShape3D::set_data(const Variant &p_data) {
+ _setup(p_data);
+}
+
+Variant GodotWorldBoundaryShape3D::get_data() const {
+ return plane;
+}
+
+GodotWorldBoundaryShape3D::GodotWorldBoundaryShape3D() {
+}
+
+//
+
+real_t GodotSeparationRayShape3D::get_length() const {
+ return length;
+}
+
+bool GodotSeparationRayShape3D::get_slide_on_slope() const {
+ return slide_on_slope;
+}
+
+void GodotSeparationRayShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
+ // don't think this will be even used
+ r_min = 0;
+ r_max = 1;
+}
+
+Vector3 GodotSeparationRayShape3D::get_support(const Vector3 &p_normal) const {
+ if (p_normal.z > 0) {
+ return Vector3(0, 0, length);
+ } else {
+ return Vector3(0, 0, 0);
+ }
+}
+
+void GodotSeparationRayShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
+ if (Math::abs(p_normal.z) < edge_support_threshold_lower) {
+ r_amount = 2;
+ r_type = FEATURE_EDGE;
+ r_supports[0] = Vector3(0, 0, 0);
+ r_supports[1] = Vector3(0, 0, length);
+ } else if (p_normal.z > 0) {
+ r_amount = 1;
+ r_type = FEATURE_POINT;
+ *r_supports = Vector3(0, 0, length);
+ } else {
+ r_amount = 1;
+ r_type = FEATURE_POINT;
+ *r_supports = Vector3(0, 0, 0);
+ }
+}
+
+bool GodotSeparationRayShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const {
+ return false; //simply not possible
+}
+
+bool GodotSeparationRayShape3D::intersect_point(const Vector3 &p_point) const {
+ return false; //simply not possible
+}
+
+Vector3 GodotSeparationRayShape3D::get_closest_point_to(const Vector3 &p_point) const {
+ Vector3 s[2] = {
+ Vector3(0, 0, 0),
+ Vector3(0, 0, length)
+ };
+
+ return Geometry3D::get_closest_point_to_segment(p_point, s);
+}
+
+Vector3 GodotSeparationRayShape3D::get_moment_of_inertia(real_t p_mass) const {
+ return Vector3();
+}
+
+void GodotSeparationRayShape3D::_setup(real_t p_length, bool p_slide_on_slope) {
+ length = p_length;
+ slide_on_slope = p_slide_on_slope;
+ configure(AABB(Vector3(0, 0, 0), Vector3(0.1, 0.1, length)));
+}
+
+void GodotSeparationRayShape3D::set_data(const Variant &p_data) {
+ Dictionary d = p_data;
+ _setup(d["length"], d["slide_on_slope"]);
+}
+
+Variant GodotSeparationRayShape3D::get_data() const {
+ Dictionary d;
+ d["length"] = length;
+ d["slide_on_slope"] = slide_on_slope;
+ return d;
+}
+
+GodotSeparationRayShape3D::GodotSeparationRayShape3D() {}
+
+/********** SPHERE *************/
+
+real_t GodotSphereShape3D::get_radius() const {
+ return radius;
+}
+
+void GodotSphereShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
+ real_t d = p_normal.dot(p_transform.origin);
+
+ // figure out scale at point
+ Vector3 local_normal = p_transform.basis.xform_inv(p_normal);
+ real_t scale = local_normal.length();
+
+ r_min = d - (radius)*scale;
+ r_max = d + (radius)*scale;
+}
+
+Vector3 GodotSphereShape3D::get_support(const Vector3 &p_normal) const {
+ return p_normal * radius;
+}
+
+void GodotSphereShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
+ *r_supports = p_normal * radius;
+ r_amount = 1;
+ r_type = FEATURE_POINT;
+}
+
+bool GodotSphereShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const {
+ return Geometry3D::segment_intersects_sphere(p_begin, p_end, Vector3(), radius, &r_result, &r_normal);
+}
+
+bool GodotSphereShape3D::intersect_point(const Vector3 &p_point) const {
+ return p_point.length() < radius;
+}
+
+Vector3 GodotSphereShape3D::get_closest_point_to(const Vector3 &p_point) const {
+ Vector3 p = p_point;
+ real_t l = p.length();
+ if (l < radius) {
+ return p_point;
+ }
+ return (p / l) * radius;
+}
+
+Vector3 GodotSphereShape3D::get_moment_of_inertia(real_t p_mass) const {
+ real_t s = 0.4 * p_mass * radius * radius;
+ return Vector3(s, s, s);
+}
+
+void GodotSphereShape3D::_setup(real_t p_radius) {
+ radius = p_radius;
+ configure(AABB(Vector3(-radius, -radius, -radius), Vector3(radius * 2.0, radius * 2.0, radius * 2.0)));
+}
+
+void GodotSphereShape3D::set_data(const Variant &p_data) {
+ _setup(p_data);
+}
+
+Variant GodotSphereShape3D::get_data() const {
+ return radius;
+}
+
+GodotSphereShape3D::GodotSphereShape3D() {}
+
+/********** BOX *************/
+
+void GodotBoxShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
+ // no matter the angle, the box is mirrored anyway
+ Vector3 local_normal = p_transform.basis.xform_inv(p_normal);
+
+ real_t length = local_normal.abs().dot(half_extents);
+ real_t distance = p_normal.dot(p_transform.origin);
+
+ r_min = distance - length;
+ r_max = distance + length;
+}
+
+Vector3 GodotBoxShape3D::get_support(const Vector3 &p_normal) const {
+ Vector3 point(
+ (p_normal.x < 0) ? -half_extents.x : half_extents.x,
+ (p_normal.y < 0) ? -half_extents.y : half_extents.y,
+ (p_normal.z < 0) ? -half_extents.z : half_extents.z);
+
+ return point;
+}
+
+void GodotBoxShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
+ static const int next[3] = { 1, 2, 0 };
+ static const int next2[3] = { 2, 0, 1 };
+
+ for (int i = 0; i < 3; i++) {
+ Vector3 axis;
+ axis[i] = 1.0;
+ real_t dot = p_normal.dot(axis);
+ if (Math::abs(dot) > face_support_threshold) {
+ //Vector3 axis_b;
+
+ bool neg = dot < 0;
+ r_amount = 4;
+ r_type = FEATURE_FACE;
+
+ Vector3 point;
+ point[i] = half_extents[i];
+
+ int i_n = next[i];
+ int i_n2 = next2[i];
+
+ static const real_t sign[4][2] = {
+ { -1.0, 1.0 },
+ { 1.0, 1.0 },
+ { 1.0, -1.0 },
+ { -1.0, -1.0 },
+ };
+
+ for (int j = 0; j < 4; j++) {
+ point[i_n] = sign[j][0] * half_extents[i_n];
+ point[i_n2] = sign[j][1] * half_extents[i_n2];
+ r_supports[j] = neg ? -point : point;
+ }
+
+ if (neg) {
+ SWAP(r_supports[1], r_supports[2]);
+ SWAP(r_supports[0], r_supports[3]);
+ }
+
+ return;
+ }
+
+ r_amount = 0;
+ }
+
+ for (int i = 0; i < 3; i++) {
+ Vector3 axis;
+ axis[i] = 1.0;
+
+ if (Math::abs(p_normal.dot(axis)) < edge_support_threshold_lower) {
+ r_amount = 2;
+ r_type = FEATURE_EDGE;
+
+ int i_n = next[i];
+ int i_n2 = next2[i];
+
+ Vector3 point = half_extents;
+
+ if (p_normal[i_n] < 0) {
+ point[i_n] = -point[i_n];
+ }
+ if (p_normal[i_n2] < 0) {
+ point[i_n2] = -point[i_n2];
+ }
+
+ r_supports[0] = point;
+ point[i] = -point[i];
+ r_supports[1] = point;
+ return;
+ }
+ }
+ /* USE POINT */
+
+ Vector3 point(
+ (p_normal.x < 0) ? -half_extents.x : half_extents.x,
+ (p_normal.y < 0) ? -half_extents.y : half_extents.y,
+ (p_normal.z < 0) ? -half_extents.z : half_extents.z);
+
+ r_amount = 1;
+ r_type = FEATURE_POINT;
+ r_supports[0] = point;
+}
+
+bool GodotBoxShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const {
+ AABB aabb_ext(-half_extents, half_extents * 2.0);
+
+ return aabb_ext.intersects_segment(p_begin, p_end, &r_result, &r_normal);
+}
+
+bool GodotBoxShape3D::intersect_point(const Vector3 &p_point) const {
+ return (Math::abs(p_point.x) < half_extents.x && Math::abs(p_point.y) < half_extents.y && Math::abs(p_point.z) < half_extents.z);
+}
+
+Vector3 GodotBoxShape3D::get_closest_point_to(const Vector3 &p_point) const {
+ int outside = 0;
+ Vector3 min_point;
+
+ for (int i = 0; i < 3; i++) {
+ if (Math::abs(p_point[i]) > half_extents[i]) {
+ outside++;
+ if (outside == 1) {
+ //use plane if only one side matches
+ Vector3 n;
+ n[i] = SIGN(p_point[i]);
+
+ Plane p(n, half_extents[i]);
+ min_point = p.project(p_point);
+ }
+ }
+ }
+
+ if (!outside) {
+ return p_point; //it's inside, don't do anything else
+ }
+
+ if (outside == 1) { //if only above one plane, this plane clearly wins
+ return min_point;
+ }
+
+ //check segments
+ real_t min_distance = 1e20;
+ Vector3 closest_vertex = half_extents * p_point.sign();
+ Vector3 s[2] = {
+ closest_vertex,
+ closest_vertex
+ };
+
+ for (int i = 0; i < 3; i++) {
+ s[1] = closest_vertex;
+ s[1][i] = -s[1][i]; //edge
+
+ Vector3 closest_edge = Geometry3D::get_closest_point_to_segment(p_point, s);
+
+ real_t d = p_point.distance_to(closest_edge);
+ if (d < min_distance) {
+ min_point = closest_edge;
+ min_distance = d;
+ }
+ }
+
+ return min_point;
+}
+
+Vector3 GodotBoxShape3D::get_moment_of_inertia(real_t p_mass) const {
+ real_t lx = half_extents.x;
+ real_t ly = half_extents.y;
+ real_t lz = half_extents.z;
+
+ return Vector3((p_mass / 3.0) * (ly * ly + lz * lz), (p_mass / 3.0) * (lx * lx + lz * lz), (p_mass / 3.0) * (lx * lx + ly * ly));
+}
+
+void GodotBoxShape3D::_setup(const Vector3 &p_half_extents) {
+ half_extents = p_half_extents.abs();
+
+ configure(AABB(-half_extents, half_extents * 2));
+}
+
+void GodotBoxShape3D::set_data(const Variant &p_data) {
+ _setup(p_data);
+}
+
+Variant GodotBoxShape3D::get_data() const {
+ return half_extents;
+}
+
+GodotBoxShape3D::GodotBoxShape3D() {}
+
+/********** CAPSULE *************/
+
+void GodotCapsuleShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
+ Vector3 n = p_transform.basis.xform_inv(p_normal).normalized();
+ real_t h = height * 0.5 - radius;
+
+ n *= radius;
+ n.y += (n.y > 0) ? h : -h;
+
+ r_max = p_normal.dot(p_transform.xform(n));
+ r_min = p_normal.dot(p_transform.xform(-n));
+}
+
+Vector3 GodotCapsuleShape3D::get_support(const Vector3 &p_normal) const {
+ Vector3 n = p_normal;
+
+ real_t h = height * 0.5 - radius;
+
+ n *= radius;
+ n.y += (n.y > 0) ? h : -h;
+ return n;
+}
+
+void GodotCapsuleShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
+ Vector3 n = p_normal;
+
+ real_t d = n.y;
+ real_t h = height * 0.5 - radius; // half-height of the cylinder part
+
+ if (h > 0 && Math::abs(d) < edge_support_threshold_lower) {
+ // make it flat
+ n.y = 0.0;
+ n.normalize();
+ n *= radius;
+
+ r_amount = 2;
+ r_type = FEATURE_EDGE;
+ r_supports[0] = n;
+ r_supports[0].y += h;
+ r_supports[1] = n;
+ r_supports[1].y -= h;
+ } else {
+ n *= radius;
+ n.y += (d > 0) ? h : -h;
+ r_amount = 1;
+ r_type = FEATURE_POINT;
+ *r_supports = n;
+ }
+}
+
+bool GodotCapsuleShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const {
+ Vector3 norm = (p_end - p_begin).normalized();
+ real_t min_d = 1e20;
+
+ Vector3 res, n;
+ bool collision = false;
+
+ Vector3 auxres, auxn;
+ bool collided;
+
+ // test against cylinder and spheres :-|
+
+ collided = Geometry3D::segment_intersects_cylinder(p_begin, p_end, height - radius * 2.0, radius, &auxres, &auxn, 1);
+
+ if (collided) {
+ real_t d = norm.dot(auxres);
+ if (d < min_d) {
+ min_d = d;
+ res = auxres;
+ n = auxn;
+ collision = true;
+ }
+ }
+
+ collided = Geometry3D::segment_intersects_sphere(p_begin, p_end, Vector3(0, height * 0.5 - radius, 0), radius, &auxres, &auxn);
+
+ if (collided) {
+ real_t d = norm.dot(auxres);
+ if (d < min_d) {
+ min_d = d;
+ res = auxres;
+ n = auxn;
+ collision = true;
+ }
+ }
+
+ collided = Geometry3D::segment_intersects_sphere(p_begin, p_end, Vector3(0, height * -0.5 + radius, 0), radius, &auxres, &auxn);
+
+ if (collided) {
+ real_t d = norm.dot(auxres);
+
+ if (d < min_d) {
+ min_d = d;
+ res = auxres;
+ n = auxn;
+ collision = true;
+ }
+ }
+
+ if (collision) {
+ r_result = res;
+ r_normal = n;
+ }
+ return collision;
+}
+
+bool GodotCapsuleShape3D::intersect_point(const Vector3 &p_point) const {
+ if (Math::abs(p_point.y) < height * 0.5 - radius) {
+ return Vector3(p_point.x, 0, p_point.z).length() < radius;
+ } else {
+ Vector3 p = p_point;
+ p.y = Math::abs(p.y) - height * 0.5 + radius;
+ return p.length() < radius;
+ }
+}
+
+Vector3 GodotCapsuleShape3D::get_closest_point_to(const Vector3 &p_point) const {
+ Vector3 s[2] = {
+ Vector3(0, -height * 0.5 + radius, 0),
+ Vector3(0, height * 0.5 - radius, 0),
+ };
+
+ Vector3 p = Geometry3D::get_closest_point_to_segment(p_point, s);
+
+ if (p.distance_to(p_point) < radius) {
+ return p_point;
+ }
+
+ return p + (p_point - p).normalized() * radius;
+}
+
+Vector3 GodotCapsuleShape3D::get_moment_of_inertia(real_t p_mass) const {
+ // use bad AABB approximation
+ Vector3 extents = get_aabb().size * 0.5;
+
+ return Vector3(
+ (p_mass / 3.0) * (extents.y * extents.y + extents.z * extents.z),
+ (p_mass / 3.0) * (extents.x * extents.x + extents.z * extents.z),
+ (p_mass / 3.0) * (extents.x * extents.x + extents.y * extents.y));
+}
+
+void GodotCapsuleShape3D::_setup(real_t p_height, real_t p_radius) {
+ height = p_height;
+ radius = p_radius;
+ configure(AABB(Vector3(-radius, -height * 0.5, -radius), Vector3(radius * 2, height, radius * 2)));
+}
+
+void GodotCapsuleShape3D::set_data(const Variant &p_data) {
+ Dictionary d = p_data;
+ ERR_FAIL_COND(!d.has("radius"));
+ ERR_FAIL_COND(!d.has("height"));
+ _setup(d["height"], d["radius"]);
+}
+
+Variant GodotCapsuleShape3D::get_data() const {
+ Dictionary d;
+ d["radius"] = radius;
+ d["height"] = height;
+ return d;
+}
+
+GodotCapsuleShape3D::GodotCapsuleShape3D() {}
+
+/********** CYLINDER *************/
+
+void GodotCylinderShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
+ Vector3 cylinder_axis = p_transform.basis.get_column(1).normalized();
+ real_t axis_dot = cylinder_axis.dot(p_normal);
+
+ Vector3 local_normal = p_transform.basis.xform_inv(p_normal);
+ real_t scale = local_normal.length();
+ real_t scaled_radius = radius * scale;
+ real_t scaled_height = height * scale;
+
+ real_t length;
+ if (Math::abs(axis_dot) > 1.0) {
+ length = scaled_height * 0.5;
+ } else {
+ length = Math::abs(axis_dot * scaled_height * 0.5) + scaled_radius * Math::sqrt(1.0 - axis_dot * axis_dot);
+ }
+
+ real_t distance = p_normal.dot(p_transform.origin);
+
+ r_min = distance - length;
+ r_max = distance + length;
+}
+
+Vector3 GodotCylinderShape3D::get_support(const Vector3 &p_normal) const {
+ Vector3 n = p_normal;
+ real_t h = (n.y > 0) ? height : -height;
+ real_t s = Math::sqrt(n.x * n.x + n.z * n.z);
+ if (Math::is_zero_approx(s)) {
+ n.x = radius;
+ n.y = h * 0.5;
+ n.z = 0.0;
+ } else {
+ real_t d = radius / s;
+ n.x = n.x * d;
+ n.y = h * 0.5;
+ n.z = n.z * d;
+ }
+
+ return n;
+}
+
+void GodotCylinderShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
+ real_t d = p_normal.y;
+ if (Math::abs(d) > cylinder_face_support_threshold) {
+ real_t h = (d > 0) ? height : -height;
+
+ Vector3 n = p_normal;
+ n.x = 0.0;
+ n.z = 0.0;
+ n.y = h * 0.5;
+
+ r_amount = 3;
+ r_type = FEATURE_CIRCLE;
+ r_supports[0] = n;
+ r_supports[1] = n;
+ r_supports[1].x += radius;
+ r_supports[2] = n;
+ r_supports[2].z += radius;
+ } else if (Math::abs(d) < cylinder_edge_support_threshold_lower) {
+ // make it flat
+ Vector3 n = p_normal;
+ n.y = 0.0;
+ n.normalize();
+ n *= radius;
+
+ r_amount = 2;
+ r_type = FEATURE_EDGE;
+ r_supports[0] = n;
+ r_supports[0].y += height * 0.5;
+ r_supports[1] = n;
+ r_supports[1].y -= height * 0.5;
+ } else {
+ r_amount = 1;
+ r_type = FEATURE_POINT;
+ r_supports[0] = get_support(p_normal);
+ }
+}
+
+bool GodotCylinderShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const {
+ return Geometry3D::segment_intersects_cylinder(p_begin, p_end, height, radius, &r_result, &r_normal, 1);
+}
+
+bool GodotCylinderShape3D::intersect_point(const Vector3 &p_point) const {
+ if (Math::abs(p_point.y) < height * 0.5) {
+ return Vector3(p_point.x, 0, p_point.z).length() < radius;
+ }
+ return false;
+}
+
+Vector3 GodotCylinderShape3D::get_closest_point_to(const Vector3 &p_point) const {
+ if (Math::absf(p_point.y) > height * 0.5) {
+ // Project point to top disk.
+ real_t dir = p_point.y > 0.0 ? 1.0 : -1.0;
+ Vector3 circle_pos(0.0, dir * height * 0.5, 0.0);
+ Plane circle_plane(Vector3(0.0, dir, 0.0), circle_pos);
+ Vector3 proj_point = circle_plane.project(p_point);
+
+ // Clip position.
+ Vector3 delta_point_1 = proj_point - circle_pos;
+ real_t dist_point_1 = delta_point_1.length_squared();
+ if (!Math::is_zero_approx(dist_point_1)) {
+ dist_point_1 = Math::sqrt(dist_point_1);
+ proj_point = circle_pos + delta_point_1 * MIN(dist_point_1, radius) / dist_point_1;
+ }
+
+ return proj_point;
+ } else {
+ Vector3 s[2] = {
+ Vector3(0, -height * 0.5, 0),
+ Vector3(0, height * 0.5, 0),
+ };
+
+ Vector3 p = Geometry3D::get_closest_point_to_segment(p_point, s);
+
+ if (p.distance_to(p_point) < radius) {
+ return p_point;
+ }
+
+ return p + (p_point - p).normalized() * radius;
+ }
+}
+
+Vector3 GodotCylinderShape3D::get_moment_of_inertia(real_t p_mass) const {
+ // use bad AABB approximation
+ Vector3 extents = get_aabb().size * 0.5;
+
+ return Vector3(
+ (p_mass / 3.0) * (extents.y * extents.y + extents.z * extents.z),
+ (p_mass / 3.0) * (extents.x * extents.x + extents.z * extents.z),
+ (p_mass / 3.0) * (extents.x * extents.x + extents.y * extents.y));
+}
+
+void GodotCylinderShape3D::_setup(real_t p_height, real_t p_radius) {
+ height = p_height;
+ radius = p_radius;
+ configure(AABB(Vector3(-radius, -height * 0.5, -radius), Vector3(radius * 2.0, height, radius * 2.0)));
+}
+
+void GodotCylinderShape3D::set_data(const Variant &p_data) {
+ Dictionary d = p_data;
+ ERR_FAIL_COND(!d.has("radius"));
+ ERR_FAIL_COND(!d.has("height"));
+ _setup(d["height"], d["radius"]);
+}
+
+Variant GodotCylinderShape3D::get_data() const {
+ Dictionary d;
+ d["radius"] = radius;
+ d["height"] = height;
+ return d;
+}
+
+GodotCylinderShape3D::GodotCylinderShape3D() {}
+
+/********** CONVEX POLYGON *************/
+
+void GodotConvexPolygonShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
+ uint32_t vertex_count = mesh.vertices.size();
+ if (vertex_count == 0) {
+ return;
+ }
+
+ const Vector3 *vrts = &mesh.vertices[0];
+
+ if (vertex_count > 3 * extreme_vertices.size()) {
+ // For a large mesh, two calls to get_support() is faster than a full
+ // scan over all vertices.
+
+ Vector3 n = p_transform.basis.xform_inv(p_normal).normalized();
+ r_min = p_normal.dot(p_transform.xform(get_support(-n)));
+ r_max = p_normal.dot(p_transform.xform(get_support(n)));
+ } else {
+ for (uint32_t i = 0; i < vertex_count; i++) {
+ real_t d = p_normal.dot(p_transform.xform(vrts[i]));
+
+ if (i == 0 || d > r_max) {
+ r_max = d;
+ }
+ if (i == 0 || d < r_min) {
+ r_min = d;
+ }
+ }
+ }
+}
+
+Vector3 GodotConvexPolygonShape3D::get_support(const Vector3 &p_normal) const {
+ // Skip if there are no vertices in the mesh
+ if (mesh.vertices.size() == 0) {
+ return Vector3();
+ }
+
+ // Get the array of vertices
+ const Vector3 *const vertices_array = mesh.vertices.ptr();
+
+ // Start with an initial assumption of the first extreme vertex.
+ int best_vertex = extreme_vertices[0];
+ real_t max_support = p_normal.dot(vertices_array[best_vertex]);
+
+ // Check the remaining extreme vertices for a better vertex.
+ for (const int &vert : extreme_vertices) {
+ real_t s = p_normal.dot(vertices_array[vert]);
+ if (s > max_support) {
+ best_vertex = vert;
+ max_support = s;
+ }
+ }
+
+ // If we checked all vertices in the mesh then we're done.
+ if (extreme_vertices.size() == mesh.vertices.size()) {
+ return vertices_array[best_vertex];
+ }
+
+ // Move along the surface until we reach the true support vertex.
+ int last_vertex = -1;
+ while (true) {
+ int next_vertex = -1;
+
+ // Iterate over all the neighbors checking for a better vertex.
+ for (const int &vert : vertex_neighbors[best_vertex]) {
+ if (vert != last_vertex) {
+ real_t s = p_normal.dot(vertices_array[vert]);
+ if (s > max_support) {
+ next_vertex = vert;
+ max_support = s;
+ break;
+ }
+ }
+ }
+
+ // No better vertex found, we have the best
+ if (next_vertex == -1) {
+ return vertices_array[best_vertex];
+ }
+
+ // Move to the better vertex and try again
+ last_vertex = best_vertex;
+ best_vertex = next_vertex;
+ }
+}
+
+void GodotConvexPolygonShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
+ const Geometry3D::MeshData::Face *faces = mesh.faces.ptr();
+ int fc = mesh.faces.size();
+
+ const Geometry3D::MeshData::Edge *edges = mesh.edges.ptr();
+ int ec = mesh.edges.size();
+
+ const Vector3 *vertices = mesh.vertices.ptr();
+ int vc = mesh.vertices.size();
+
+ r_amount = 0;
+ ERR_FAIL_COND_MSG(vc == 0, "Convex polygon shape has no vertices.");
+
+ //find vertex first
+ real_t max = 0;
+ int vtx = 0;
+
+ for (int i = 0; i < vc; i++) {
+ real_t d = p_normal.dot(vertices[i]);
+
+ if (i == 0 || d > max) {
+ max = d;
+ vtx = i;
+ }
+ }
+
+ for (int i = 0; i < fc; i++) {
+ if (faces[i].plane.normal.dot(p_normal) > face_support_threshold) {
+ int ic = faces[i].indices.size();
+ const int *ind = faces[i].indices.ptr();
+
+ bool valid = false;
+ for (int j = 0; j < ic; j++) {
+ if (ind[j] == vtx) {
+ valid = true;
+ break;
+ }
+ }
+
+ if (!valid) {
+ continue;
+ }
+
+ int m = MIN(p_max, ic);
+ for (int j = 0; j < m; j++) {
+ r_supports[j] = vertices[ind[j]];
+ }
+ r_amount = m;
+ r_type = FEATURE_FACE;
+ return;
+ }
+ }
+
+ for (int i = 0; i < ec; i++) {
+ real_t dot = (vertices[edges[i].vertex_a] - vertices[edges[i].vertex_b]).normalized().dot(p_normal);
+ dot = ABS(dot);
+ if (dot < edge_support_threshold_lower && (edges[i].vertex_a == vtx || edges[i].vertex_b == vtx)) {
+ r_amount = 2;
+ r_type = FEATURE_EDGE;
+ r_supports[0] = vertices[edges[i].vertex_a];
+ r_supports[1] = vertices[edges[i].vertex_b];
+ return;
+ }
+ }
+
+ r_supports[0] = vertices[vtx];
+ r_amount = 1;
+ r_type = FEATURE_POINT;
+}
+
+bool GodotConvexPolygonShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const {
+ const Geometry3D::MeshData::Face *faces = mesh.faces.ptr();
+ int fc = mesh.faces.size();
+
+ const Vector3 *vertices = mesh.vertices.ptr();
+
+ Vector3 n = p_end - p_begin;
+ real_t min = 1e20;
+ bool col = false;
+
+ for (int i = 0; i < fc; i++) {
+ if (faces[i].plane.normal.dot(n) > 0) {
+ continue; //opposing face
+ }
+
+ int ic = faces[i].indices.size();
+ const int *ind = faces[i].indices.ptr();
+
+ for (int j = 1; j < ic - 1; j++) {
+ Face3 f(vertices[ind[0]], vertices[ind[j]], vertices[ind[j + 1]]);
+ Vector3 result;
+ if (f.intersects_segment(p_begin, p_end, &result)) {
+ real_t d = n.dot(result);
+ if (d < min) {
+ min = d;
+ r_result = result;
+ r_normal = faces[i].plane.normal;
+ col = true;
+ }
+
+ break;
+ }
+ }
+ }
+
+ return col;
+}
+
+bool GodotConvexPolygonShape3D::intersect_point(const Vector3 &p_point) const {
+ const Geometry3D::MeshData::Face *faces = mesh.faces.ptr();
+ int fc = mesh.faces.size();
+
+ for (int i = 0; i < fc; i++) {
+ if (faces[i].plane.distance_to(p_point) >= 0) {
+ return false;
+ }
+ }
+
+ return true;
+}
+
+Vector3 GodotConvexPolygonShape3D::get_closest_point_to(const Vector3 &p_point) const {
+ const Geometry3D::MeshData::Face *faces = mesh.faces.ptr();
+ int fc = mesh.faces.size();
+ const Vector3 *vertices = mesh.vertices.ptr();
+
+ bool all_inside = true;
+ for (int i = 0; i < fc; i++) {
+ if (!faces[i].plane.is_point_over(p_point)) {
+ continue;
+ }
+
+ all_inside = false;
+ bool is_inside = true;
+ int ic = faces[i].indices.size();
+ const int *indices = faces[i].indices.ptr();
+
+ for (int j = 0; j < ic; j++) {
+ Vector3 a = vertices[indices[j]];
+ Vector3 b = vertices[indices[(j + 1) % ic]];
+ Vector3 n = (a - b).cross(faces[i].plane.normal).normalized();
+ if (Plane(n, a).is_point_over(p_point)) {
+ is_inside = false;
+ break;
+ }
+ }
+
+ if (is_inside) {
+ return faces[i].plane.project(p_point);
+ }
+ }
+
+ if (all_inside) {
+ return p_point;
+ }
+
+ real_t min_distance = 1e20;
+ Vector3 min_point;
+
+ //check edges
+ const Geometry3D::MeshData::Edge *edges = mesh.edges.ptr();
+ int ec = mesh.edges.size();
+ for (int i = 0; i < ec; i++) {
+ Vector3 s[2] = {
+ vertices[edges[i].vertex_a],
+ vertices[edges[i].vertex_b]
+ };
+
+ Vector3 closest = Geometry3D::get_closest_point_to_segment(p_point, s);
+ real_t d = closest.distance_to(p_point);
+ if (d < min_distance) {
+ min_distance = d;
+ min_point = closest;
+ }
+ }
+
+ return min_point;
+}
+
+Vector3 GodotConvexPolygonShape3D::get_moment_of_inertia(real_t p_mass) const {
+ // use bad AABB approximation
+ Vector3 extents = get_aabb().size * 0.5;
+
+ return Vector3(
+ (p_mass / 3.0) * (extents.y * extents.y + extents.z * extents.z),
+ (p_mass / 3.0) * (extents.x * extents.x + extents.z * extents.z),
+ (p_mass / 3.0) * (extents.x * extents.x + extents.y * extents.y));
+}
+
+void GodotConvexPolygonShape3D::_setup(const Vector<Vector3> &p_vertices) {
+ Error err = ConvexHullComputer::convex_hull(p_vertices, mesh);
+ if (err != OK) {
+ ERR_PRINT("Failed to build convex hull");
+ }
+ extreme_vertices.resize(0);
+ vertex_neighbors.resize(0);
+
+ AABB _aabb;
+
+ for (uint32_t i = 0; i < mesh.vertices.size(); i++) {
+ if (i == 0) {
+ _aabb.position = mesh.vertices[i];
+ } else {
+ _aabb.expand_to(mesh.vertices[i]);
+ }
+ }
+
+ configure(_aabb);
+
+ // Pre-compute the extreme vertices in 26 directions. This will be used
+ // to speed up get_support() by letting us quickly get a good guess for
+ // the support vertex.
+
+ for (int x = -1; x < 2; x++) {
+ for (int y = -1; y < 2; y++) {
+ for (int z = -1; z < 2; z++) {
+ if (x != 0 || y != 0 || z != 0) {
+ Vector3 dir(x, y, z);
+ dir.normalize();
+ real_t max_support = 0.0;
+ int best_vertex = -1;
+ for (uint32_t i = 0; i < mesh.vertices.size(); i++) {
+ real_t s = dir.dot(mesh.vertices[i]);
+ if (best_vertex == -1 || s > max_support) {
+ best_vertex = i;
+ max_support = s;
+ }
+ }
+ if (!extreme_vertices.has(best_vertex))
+ extreme_vertices.push_back(best_vertex);
+ }
+ }
+ }
+ }
+
+ // Record all the neighbors of each vertex. This is used in get_support().
+
+ if (extreme_vertices.size() < mesh.vertices.size()) {
+ vertex_neighbors.resize(mesh.vertices.size());
+ for (Geometry3D::MeshData::Edge &edge : mesh.edges) {
+ vertex_neighbors[edge.vertex_a].push_back(edge.vertex_b);
+ vertex_neighbors[edge.vertex_b].push_back(edge.vertex_a);
+ }
+ }
+}
+
+void GodotConvexPolygonShape3D::set_data(const Variant &p_data) {
+ _setup(p_data);
+}
+
+Variant GodotConvexPolygonShape3D::get_data() const {
+ Vector<Vector3> vertices;
+ vertices.resize(mesh.vertices.size());
+ for (uint32_t i = 0; i < mesh.vertices.size(); i++) {
+ vertices.write[i] = mesh.vertices[i];
+ }
+ return vertices;
+}
+
+GodotConvexPolygonShape3D::GodotConvexPolygonShape3D() {
+}
+
+/********** FACE POLYGON *************/
+
+void GodotFaceShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
+ for (int i = 0; i < 3; i++) {
+ Vector3 v = p_transform.xform(vertex[i]);
+ real_t d = p_normal.dot(v);
+
+ if (i == 0 || d > r_max) {
+ r_max = d;
+ }
+
+ if (i == 0 || d < r_min) {
+ r_min = d;
+ }
+ }
+}
+
+Vector3 GodotFaceShape3D::get_support(const Vector3 &p_normal) const {
+ int vert_support_idx = -1;
+ real_t support_max = 0;
+
+ for (int i = 0; i < 3; i++) {
+ real_t d = p_normal.dot(vertex[i]);
+
+ if (i == 0 || d > support_max) {
+ support_max = d;
+ vert_support_idx = i;
+ }
+ }
+
+ return vertex[vert_support_idx];
+}
+
+void GodotFaceShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
+ Vector3 n = p_normal;
+
+ /** TEST FACE AS SUPPORT **/
+ if (Math::abs(normal.dot(n)) > face_support_threshold) {
+ r_amount = 3;
+ r_type = FEATURE_FACE;
+ for (int i = 0; i < 3; i++) {
+ r_supports[i] = vertex[i];
+ }
+ return;
+ }
+
+ /** FIND SUPPORT VERTEX **/
+
+ int vert_support_idx = -1;
+ real_t support_max = 0;
+
+ for (int i = 0; i < 3; i++) {
+ real_t d = n.dot(vertex[i]);
+
+ if (i == 0 || d > support_max) {
+ support_max = d;
+ vert_support_idx = i;
+ }
+ }
+
+ /** TEST EDGES AS SUPPORT **/
+
+ for (int i = 0; i < 3; i++) {
+ int nx = (i + 1) % 3;
+ if (i != vert_support_idx && nx != vert_support_idx) {
+ continue;
+ }
+
+ // check if edge is valid as a support
+ real_t dot = (vertex[i] - vertex[nx]).normalized().dot(n);
+ dot = ABS(dot);
+ if (dot < edge_support_threshold_lower) {
+ r_amount = 2;
+ r_type = FEATURE_EDGE;
+ r_supports[0] = vertex[i];
+ r_supports[1] = vertex[nx];
+ return;
+ }
+ }
+
+ r_amount = 1;
+ r_type = FEATURE_POINT;
+ r_supports[0] = vertex[vert_support_idx];
+}
+
+bool GodotFaceShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const {
+ bool c = Geometry3D::segment_intersects_triangle(p_begin, p_end, vertex[0], vertex[1], vertex[2], &r_result);
+ if (c) {
+ r_normal = Plane(vertex[0], vertex[1], vertex[2]).normal;
+ if (r_normal.dot(p_end - p_begin) > 0) {
+ if (backface_collision && p_hit_back_faces) {
+ r_normal = -r_normal;
+ } else {
+ c = false;
+ }
+ }
+ }
+
+ return c;
+}
+
+bool GodotFaceShape3D::intersect_point(const Vector3 &p_point) const {
+ return false; //face is flat
+}
+
+Vector3 GodotFaceShape3D::get_closest_point_to(const Vector3 &p_point) const {
+ return Face3(vertex[0], vertex[1], vertex[2]).get_closest_point_to(p_point);
+}
+
+Vector3 GodotFaceShape3D::get_moment_of_inertia(real_t p_mass) const {
+ return Vector3(); // Sorry, but i don't think anyone cares, FaceShape!
+}
+
+GodotFaceShape3D::GodotFaceShape3D() {
+ configure(AABB());
+}
+
+Vector<Vector3> GodotConcavePolygonShape3D::get_faces() const {
+ Vector<Vector3> rfaces;
+ rfaces.resize(faces.size() * 3);
+
+ for (int i = 0; i < faces.size(); i++) {
+ Face f = faces.get(i);
+
+ for (int j = 0; j < 3; j++) {
+ rfaces.set(i * 3 + j, vertices.get(f.indices[j]));
+ }
+ }
+
+ return rfaces;
+}
+
+void GodotConcavePolygonShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
+ int count = vertices.size();
+ if (count == 0) {
+ r_min = 0;
+ r_max = 0;
+ return;
+ }
+ const Vector3 *vptr = vertices.ptr();
+
+ for (int i = 0; i < count; i++) {
+ real_t d = p_normal.dot(p_transform.xform(vptr[i]));
+
+ if (i == 0 || d > r_max) {
+ r_max = d;
+ }
+ if (i == 0 || d < r_min) {
+ r_min = d;
+ }
+ }
+}
+
+Vector3 GodotConcavePolygonShape3D::get_support(const Vector3 &p_normal) const {
+ int count = vertices.size();
+ if (count == 0) {
+ return Vector3();
+ }
+
+ const Vector3 *vptr = vertices.ptr();
+
+ Vector3 n = p_normal;
+
+ int vert_support_idx = -1;
+ real_t support_max = 0;
+
+ for (int i = 0; i < count; i++) {
+ real_t d = n.dot(vptr[i]);
+
+ if (i == 0 || d > support_max) {
+ support_max = d;
+ vert_support_idx = i;
+ }
+ }
+
+ return vptr[vert_support_idx];
+}
+
+void GodotConcavePolygonShape3D::_cull_segment(int p_idx, _SegmentCullParams *p_params) const {
+ const BVH *params_bvh = &p_params->bvh[p_idx];
+
+ if (!params_bvh->aabb.intersects_segment(p_params->from, p_params->to)) {
+ return;
+ }
+
+ if (params_bvh->face_index >= 0) {
+ const Face *f = &p_params->faces[params_bvh->face_index];
+ GodotFaceShape3D *face = p_params->face;
+ face->normal = f->normal;
+ face->vertex[0] = p_params->vertices[f->indices[0]];
+ face->vertex[1] = p_params->vertices[f->indices[1]];
+ face->vertex[2] = p_params->vertices[f->indices[2]];
+
+ Vector3 res;
+ Vector3 normal;
+ int face_index = params_bvh->face_index;
+ if (face->intersect_segment(p_params->from, p_params->to, res, normal, face_index, true)) {
+ real_t d = p_params->dir.dot(res) - p_params->dir.dot(p_params->from);
+ if ((d > 0) && (d < p_params->min_d)) {
+ p_params->min_d = d;
+ p_params->result = res;
+ p_params->normal = normal;
+ p_params->face_index = face_index;
+ p_params->collisions++;
+ }
+ }
+ } else {
+ if (params_bvh->left >= 0) {
+ _cull_segment(params_bvh->left, p_params);
+ }
+ if (params_bvh->right >= 0) {
+ _cull_segment(params_bvh->right, p_params);
+ }
+ }
+}
+
+bool GodotConcavePolygonShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const {
+ if (faces.size() == 0) {
+ return false;
+ }
+
+ // unlock data
+ const Face *fr = faces.ptr();
+ const Vector3 *vr = vertices.ptr();
+ const BVH *br = bvh.ptr();
+
+ GodotFaceShape3D face;
+ face.backface_collision = backface_collision && p_hit_back_faces;
+
+ _SegmentCullParams params;
+ params.from = p_begin;
+ params.to = p_end;
+ params.dir = (p_end - p_begin).normalized();
+
+ params.faces = fr;
+ params.vertices = vr;
+ params.bvh = br;
+
+ params.face = &face;
+
+ // cull
+ _cull_segment(0, &params);
+
+ if (params.collisions > 0) {
+ r_result = params.result;
+ r_normal = params.normal;
+ r_face_index = params.face_index;
+ return true;
+ } else {
+ return false;
+ }
+}
+
+bool GodotConcavePolygonShape3D::intersect_point(const Vector3 &p_point) const {
+ return false; //face is flat
+}
+
+Vector3 GodotConcavePolygonShape3D::get_closest_point_to(const Vector3 &p_point) const {
+ return Vector3();
+}
+
+bool GodotConcavePolygonShape3D::_cull(int p_idx, _CullParams *p_params) const {
+ const BVH *params_bvh = &p_params->bvh[p_idx];
+
+ if (!p_params->aabb.intersects(params_bvh->aabb)) {
+ return false;
+ }
+
+ if (params_bvh->face_index >= 0) {
+ const Face *f = &p_params->faces[params_bvh->face_index];
+ GodotFaceShape3D *face = p_params->face;
+ face->normal = f->normal;
+ face->vertex[0] = p_params->vertices[f->indices[0]];
+ face->vertex[1] = p_params->vertices[f->indices[1]];
+ face->vertex[2] = p_params->vertices[f->indices[2]];
+ if (p_params->callback(p_params->userdata, face)) {
+ return true;
+ }
+ } else {
+ if (params_bvh->left >= 0) {
+ if (_cull(params_bvh->left, p_params)) {
+ return true;
+ }
+ }
+
+ if (params_bvh->right >= 0) {
+ if (_cull(params_bvh->right, p_params)) {
+ return true;
+ }
+ }
+ }
+
+ return false;
+}
+
+void GodotConcavePolygonShape3D::cull(const AABB &p_local_aabb, QueryCallback p_callback, void *p_userdata, bool p_invert_backface_collision) const {
+ // make matrix local to concave
+ if (faces.size() == 0) {
+ return;
+ }
+
+ AABB local_aabb = p_local_aabb;
+
+ // unlock data
+ const Face *fr = faces.ptr();
+ const Vector3 *vr = vertices.ptr();
+ const BVH *br = bvh.ptr();
+
+ GodotFaceShape3D face; // use this to send in the callback
+ face.backface_collision = backface_collision;
+ face.invert_backface_collision = p_invert_backface_collision;
+
+ _CullParams params;
+ params.aabb = local_aabb;
+ params.face = &face;
+ params.faces = fr;
+ params.vertices = vr;
+ params.bvh = br;
+ params.callback = p_callback;
+ params.userdata = p_userdata;
+
+ // cull
+ _cull(0, &params);
+}
+
+Vector3 GodotConcavePolygonShape3D::get_moment_of_inertia(real_t p_mass) const {
+ // use bad AABB approximation
+ Vector3 extents = get_aabb().size * 0.5;
+
+ return Vector3(
+ (p_mass / 3.0) * (extents.y * extents.y + extents.z * extents.z),
+ (p_mass / 3.0) * (extents.x * extents.x + extents.z * extents.z),
+ (p_mass / 3.0) * (extents.x * extents.x + extents.y * extents.y));
+}
+
+struct _Volume_BVH_Element {
+ AABB aabb;
+ Vector3 center;
+ int face_index = 0;
+};
+
+struct _Volume_BVH_CompareX {
+ _FORCE_INLINE_ bool operator()(const _Volume_BVH_Element &a, const _Volume_BVH_Element &b) const {
+ return a.center.x < b.center.x;
+ }
+};
+
+struct _Volume_BVH_CompareY {
+ _FORCE_INLINE_ bool operator()(const _Volume_BVH_Element &a, const _Volume_BVH_Element &b) const {
+ return a.center.y < b.center.y;
+ }
+};
+
+struct _Volume_BVH_CompareZ {
+ _FORCE_INLINE_ bool operator()(const _Volume_BVH_Element &a, const _Volume_BVH_Element &b) const {
+ return a.center.z < b.center.z;
+ }
+};
+
+struct _Volume_BVH {
+ AABB aabb;
+ _Volume_BVH *left = nullptr;
+ _Volume_BVH *right = nullptr;
+
+ int face_index = 0;
+};
+
+_Volume_BVH *_volume_build_bvh(_Volume_BVH_Element *p_elements, int p_size, int &count) {
+ _Volume_BVH *bvh = memnew(_Volume_BVH);
+
+ if (p_size == 1) {
+ //leaf
+ bvh->aabb = p_elements[0].aabb;
+ bvh->left = nullptr;
+ bvh->right = nullptr;
+ bvh->face_index = p_elements->face_index;
+ count++;
+ return bvh;
+ } else {
+ bvh->face_index = -1;
+ }
+
+ AABB aabb;
+ for (int i = 0; i < p_size; i++) {
+ if (i == 0) {
+ aabb = p_elements[i].aabb;
+ } else {
+ aabb.merge_with(p_elements[i].aabb);
+ }
+ }
+ bvh->aabb = aabb;
+ switch (aabb.get_longest_axis_index()) {
+ case 0: {
+ SortArray<_Volume_BVH_Element, _Volume_BVH_CompareX> sort_x;
+ sort_x.sort(p_elements, p_size);
+
+ } break;
+ case 1: {
+ SortArray<_Volume_BVH_Element, _Volume_BVH_CompareY> sort_y;
+ sort_y.sort(p_elements, p_size);
+ } break;
+ case 2: {
+ SortArray<_Volume_BVH_Element, _Volume_BVH_CompareZ> sort_z;
+ sort_z.sort(p_elements, p_size);
+ } break;
+ }
+
+ int split = p_size / 2;
+ bvh->left = _volume_build_bvh(p_elements, split, count);
+ bvh->right = _volume_build_bvh(&p_elements[split], p_size - split, count);
+
+ //printf("branch at %p - %i: %i\n",bvh,count,bvh->face_index);
+ count++;
+ return bvh;
+}
+
+void GodotConcavePolygonShape3D::_fill_bvh(_Volume_BVH *p_bvh_tree, BVH *p_bvh_array, int &p_idx) {
+ int idx = p_idx;
+
+ p_bvh_array[idx].aabb = p_bvh_tree->aabb;
+ p_bvh_array[idx].face_index = p_bvh_tree->face_index;
+ //printf("%p - %i: %i(%p) -- %p:%p\n",%p_bvh_array[idx],p_idx,p_bvh_array[i]->face_index,&p_bvh_tree->face_index,p_bvh_tree->left,p_bvh_tree->right);
+
+ if (p_bvh_tree->left) {
+ p_bvh_array[idx].left = ++p_idx;
+ _fill_bvh(p_bvh_tree->left, p_bvh_array, p_idx);
+
+ } else {
+ p_bvh_array[p_idx].left = -1;
+ }
+
+ if (p_bvh_tree->right) {
+ p_bvh_array[idx].right = ++p_idx;
+ _fill_bvh(p_bvh_tree->right, p_bvh_array, p_idx);
+
+ } else {
+ p_bvh_array[p_idx].right = -1;
+ }
+
+ memdelete(p_bvh_tree);
+}
+
+void GodotConcavePolygonShape3D::_setup(const Vector<Vector3> &p_faces, bool p_backface_collision) {
+ int src_face_count = p_faces.size();
+ if (src_face_count == 0) {
+ configure(AABB());
+ return;
+ }
+ ERR_FAIL_COND(src_face_count % 3);
+ src_face_count /= 3;
+
+ const Vector3 *facesr = p_faces.ptr();
+
+ Vector<_Volume_BVH_Element> bvh_array;
+ bvh_array.resize(src_face_count);
+
+ _Volume_BVH_Element *bvh_arrayw = bvh_array.ptrw();
+
+ faces.resize(src_face_count);
+ Face *facesw = faces.ptrw();
+
+ vertices.resize(src_face_count * 3);
+
+ Vector3 *verticesw = vertices.ptrw();
+
+ AABB _aabb;
+
+ for (int i = 0; i < src_face_count; i++) {
+ Face3 face(facesr[i * 3 + 0], facesr[i * 3 + 1], facesr[i * 3 + 2]);
+
+ bvh_arrayw[i].aabb = face.get_aabb();
+ bvh_arrayw[i].center = bvh_arrayw[i].aabb.get_center();
+ bvh_arrayw[i].face_index = i;
+ facesw[i].indices[0] = i * 3 + 0;
+ facesw[i].indices[1] = i * 3 + 1;
+ facesw[i].indices[2] = i * 3 + 2;
+ facesw[i].normal = face.get_plane().normal;
+ verticesw[i * 3 + 0] = face.vertex[0];
+ verticesw[i * 3 + 1] = face.vertex[1];
+ verticesw[i * 3 + 2] = face.vertex[2];
+ if (i == 0) {
+ _aabb = bvh_arrayw[i].aabb;
+ } else {
+ _aabb.merge_with(bvh_arrayw[i].aabb);
+ }
+ }
+
+ int count = 0;
+ _Volume_BVH *bvh_tree = _volume_build_bvh(bvh_arrayw, src_face_count, count);
+
+ bvh.resize(count + 1);
+
+ BVH *bvh_arrayw2 = bvh.ptrw();
+
+ int idx = 0;
+ _fill_bvh(bvh_tree, bvh_arrayw2, idx);
+
+ backface_collision = p_backface_collision;
+
+ configure(_aabb); // this type of shape has no margin
+}
+
+void GodotConcavePolygonShape3D::set_data(const Variant &p_data) {
+ Dictionary d = p_data;
+ ERR_FAIL_COND(!d.has("faces"));
+
+ _setup(d["faces"], d["backface_collision"]);
+}
+
+Variant GodotConcavePolygonShape3D::get_data() const {
+ Dictionary d;
+ d["faces"] = get_faces();
+ d["backface_collision"] = backface_collision;
+
+ return d;
+}
+
+GodotConcavePolygonShape3D::GodotConcavePolygonShape3D() {
+}
+
+/* HEIGHT MAP SHAPE */
+
+Vector<real_t> GodotHeightMapShape3D::get_heights() const {
+ return heights;
+}
+
+int GodotHeightMapShape3D::get_width() const {
+ return width;
+}
+
+int GodotHeightMapShape3D::get_depth() const {
+ return depth;
+}
+
+void GodotHeightMapShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
+ //not very useful, but not very used either
+ p_transform.xform(get_aabb()).project_range_in_plane(Plane(p_normal), r_min, r_max);
+}
+
+Vector3 GodotHeightMapShape3D::get_support(const Vector3 &p_normal) const {
+ //not very useful, but not very used either
+ return get_aabb().get_support(p_normal);
+}
+
+struct _HeightmapSegmentCullParams {
+ Vector3 from;
+ Vector3 to;
+ Vector3 dir;
+
+ Vector3 result;
+ Vector3 normal;
+
+ const GodotHeightMapShape3D *heightmap = nullptr;
+ GodotFaceShape3D *face = nullptr;
+};
+
+struct _HeightmapGridCullState {
+ real_t length = 0.0;
+ real_t length_flat = 0.0;
+
+ real_t dist = 0.0;
+ real_t prev_dist = 0.0;
+
+ int x = 0;
+ int z = 0;
+};
+
+_FORCE_INLINE_ bool _heightmap_face_cull_segment(_HeightmapSegmentCullParams &p_params) {
+ Vector3 res;
+ Vector3 normal;
+ int fi = -1;
+ if (p_params.face->intersect_segment(p_params.from, p_params.to, res, normal, fi, true)) {
+ p_params.result = res;
+ p_params.normal = normal;
+
+ return true;
+ }
+
+ return false;
+}
+
+_FORCE_INLINE_ bool _heightmap_cell_cull_segment(_HeightmapSegmentCullParams &p_params, const _HeightmapGridCullState &p_state) {
+ // First triangle.
+ p_params.heightmap->_get_point(p_state.x, p_state.z, p_params.face->vertex[0]);
+ p_params.heightmap->_get_point(p_state.x + 1, p_state.z, p_params.face->vertex[1]);
+ p_params.heightmap->_get_point(p_state.x, p_state.z + 1, p_params.face->vertex[2]);
+ p_params.face->normal = Plane(p_params.face->vertex[0], p_params.face->vertex[1], p_params.face->vertex[2]).normal;
+ if (_heightmap_face_cull_segment(p_params)) {
+ return true;
+ }
+
+ // Second triangle.
+ p_params.face->vertex[0] = p_params.face->vertex[1];
+ p_params.heightmap->_get_point(p_state.x + 1, p_state.z + 1, p_params.face->vertex[1]);
+ p_params.face->normal = Plane(p_params.face->vertex[0], p_params.face->vertex[1], p_params.face->vertex[2]).normal;
+ if (_heightmap_face_cull_segment(p_params)) {
+ return true;
+ }
+
+ return false;
+}
+
+_FORCE_INLINE_ bool _heightmap_chunk_cull_segment(_HeightmapSegmentCullParams &p_params, const _HeightmapGridCullState &p_state) {
+ const GodotHeightMapShape3D::Range &chunk = p_params.heightmap->_get_bounds_chunk(p_state.x, p_state.z);
+
+ Vector3 enter_pos;
+ Vector3 exit_pos;
+
+ if (p_state.length_flat > CMP_EPSILON) {
+ real_t flat_to_3d = p_state.length / p_state.length_flat;
+ real_t enter_param = p_state.prev_dist * flat_to_3d;
+ real_t exit_param = p_state.dist * flat_to_3d;
+ enter_pos = p_params.from + p_params.dir * enter_param;
+ exit_pos = p_params.from + p_params.dir * exit_param;
+ } else {
+ // Consider the ray vertical.
+ // (though we shouldn't reach this often because there is an early check up-front)
+ enter_pos = p_params.from;
+ exit_pos = p_params.to;
+ }
+
+ // Transform positions to heightmap space.
+ enter_pos *= GodotHeightMapShape3D::BOUNDS_CHUNK_SIZE;
+ exit_pos *= GodotHeightMapShape3D::BOUNDS_CHUNK_SIZE;
+
+ // We did enter the flat projection of the AABB,
+ // but we have to check if we intersect it on the vertical axis.
+ if ((enter_pos.y > chunk.max) && (exit_pos.y > chunk.max)) {
+ return false;
+ }
+ if ((enter_pos.y < chunk.min) && (exit_pos.y < chunk.min)) {
+ return false;
+ }
+
+ return p_params.heightmap->_intersect_grid_segment(_heightmap_cell_cull_segment, enter_pos, exit_pos, p_params.heightmap->width, p_params.heightmap->depth, p_params.heightmap->local_origin, p_params.result, p_params.normal);
+}
+
+template <typename ProcessFunction>
+bool GodotHeightMapShape3D::_intersect_grid_segment(ProcessFunction &p_process, const Vector3 &p_begin, const Vector3 &p_end, int p_width, int p_depth, const Vector3 &offset, Vector3 &r_point, Vector3 &r_normal) const {
+ Vector3 delta = (p_end - p_begin);
+ real_t length = delta.length();
+
+ if (length < CMP_EPSILON) {
+ return false;
+ }
+
+ Vector3 local_begin = p_begin + offset;
+
+ GodotFaceShape3D face;
+ face.backface_collision = false;
+
+ _HeightmapSegmentCullParams params;
+ params.from = p_begin;
+ params.to = p_end;
+ params.dir = delta / length;
+ params.heightmap = this;
+ params.face = &face;
+
+ _HeightmapGridCullState state;
+
+ // Perform grid query from projected ray.
+ Vector2 ray_dir_flat(delta.x, delta.z);
+ state.length = length;
+ state.length_flat = ray_dir_flat.length();
+
+ if (state.length_flat < CMP_EPSILON) {
+ ray_dir_flat = Vector2();
+ } else {
+ ray_dir_flat /= state.length_flat;
+ }
+
+ const int x_step = (ray_dir_flat.x > CMP_EPSILON) ? 1 : ((ray_dir_flat.x < -CMP_EPSILON) ? -1 : 0);
+ const int z_step = (ray_dir_flat.y > CMP_EPSILON) ? 1 : ((ray_dir_flat.y < -CMP_EPSILON) ? -1 : 0);
+
+ const real_t infinite = 1e20;
+ const real_t delta_x = (x_step != 0) ? 1.f / Math::abs(ray_dir_flat.x) : infinite;
+ const real_t delta_z = (z_step != 0) ? 1.f / Math::abs(ray_dir_flat.y) : infinite;
+
+ real_t cross_x; // At which value of `param` we will cross a x-axis lane?
+ real_t cross_z; // At which value of `param` we will cross a z-axis lane?
+
+ // X initialization.
+ if (x_step != 0) {
+ if (x_step == 1) {
+ cross_x = (Math::ceil(local_begin.x) - local_begin.x) * delta_x;
+ } else {
+ cross_x = (local_begin.x - Math::floor(local_begin.x)) * delta_x;
+ }
+ } else {
+ cross_x = infinite; // Will never cross on X.
+ }
+
+ // Z initialization.
+ if (z_step != 0) {
+ if (z_step == 1) {
+ cross_z = (Math::ceil(local_begin.z) - local_begin.z) * delta_z;
+ } else {
+ cross_z = (local_begin.z - Math::floor(local_begin.z)) * delta_z;
+ }
+ } else {
+ cross_z = infinite; // Will never cross on Z.
+ }
+
+ int x = Math::floor(local_begin.x);
+ int z = Math::floor(local_begin.z);
+
+ // Workaround cases where the ray starts at an integer position.
+ if (Math::is_zero_approx(cross_x)) {
+ cross_x += delta_x;
+ // If going backwards, we should ignore the position we would get by the above flooring,
+ // because the ray is not heading in that direction.
+ if (x_step == -1) {
+ x -= 1;
+ }
+ }
+
+ if (Math::is_zero_approx(cross_z)) {
+ cross_z += delta_z;
+ if (z_step == -1) {
+ z -= 1;
+ }
+ }
+
+ // Start inside the grid.
+ int x_start = MAX(MIN(x, p_width - 2), 0);
+ int z_start = MAX(MIN(z, p_depth - 2), 0);
+
+ // Adjust initial cross values.
+ cross_x += delta_x * x_step * (x_start - x);
+ cross_z += delta_z * z_step * (z_start - z);
+
+ x = x_start;
+ z = z_start;
+
+ while (true) {
+ state.prev_dist = state.dist;
+ state.x = x;
+ state.z = z;
+
+ if (cross_x < cross_z) {
+ // X lane.
+ x += x_step;
+ // Assign before advancing the param,
+ // to be in sync with the initialization step.
+ state.dist = cross_x;
+ cross_x += delta_x;
+ } else {
+ // Z lane.
+ z += z_step;
+ state.dist = cross_z;
+ cross_z += delta_z;
+ }
+
+ if (state.dist > state.length_flat) {
+ state.dist = state.length_flat;
+ if (p_process(params, state)) {
+ r_point = params.result;
+ r_normal = params.normal;
+ return true;
+ }
+ break;
+ }
+
+ if (p_process(params, state)) {
+ r_point = params.result;
+ r_normal = params.normal;
+ return true;
+ }
+
+ // Stop when outside the grid.
+ if ((x < 0) || (z < 0) || (x >= p_width - 1) || (z >= p_depth - 1)) {
+ break;
+ }
+ }
+
+ return false;
+}
+
+bool GodotHeightMapShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const {
+ if (heights.is_empty()) {
+ return false;
+ }
+
+ Vector3 local_begin = p_begin + local_origin;
+ Vector3 local_end = p_end + local_origin;
+
+ // Quantize the ray begin/end.
+ int begin_x = Math::floor(local_begin.x);
+ int begin_z = Math::floor(local_begin.z);
+ int end_x = Math::floor(local_end.x);
+ int end_z = Math::floor(local_end.z);
+
+ if ((begin_x == end_x) && (begin_z == end_z)) {
+ // Simple case for rays that don't traverse the grid horizontally.
+ // Just perform a test on the given cell.
+ GodotFaceShape3D face;
+ face.backface_collision = p_hit_back_faces;
+
+ _HeightmapSegmentCullParams params;
+ params.from = p_begin;
+ params.to = p_end;
+ params.dir = (p_end - p_begin).normalized();
+
+ params.heightmap = this;
+ params.face = &face;
+
+ _HeightmapGridCullState state;
+ state.x = MAX(MIN(begin_x, width - 2), 0);
+ state.z = MAX(MIN(begin_z, depth - 2), 0);
+ if (_heightmap_cell_cull_segment(params, state)) {
+ r_point = params.result;
+ r_normal = params.normal;
+ return true;
+ }
+ } else if (bounds_grid.is_empty()) {
+ // Process all cells intersecting the flat projection of the ray.
+ return _intersect_grid_segment(_heightmap_cell_cull_segment, p_begin, p_end, width, depth, local_origin, r_point, r_normal);
+ } else {
+ Vector3 ray_diff = (p_end - p_begin);
+ real_t length_flat_sqr = ray_diff.x * ray_diff.x + ray_diff.z * ray_diff.z;
+ if (length_flat_sqr < BOUNDS_CHUNK_SIZE * BOUNDS_CHUNK_SIZE) {
+ // Don't use chunks, the ray is too short in the plane.
+ return _intersect_grid_segment(_heightmap_cell_cull_segment, p_begin, p_end, width, depth, local_origin, r_point, r_normal);
+ } else {
+ // The ray is long, run raycast on a higher-level grid.
+ Vector3 bounds_from = p_begin / BOUNDS_CHUNK_SIZE;
+ Vector3 bounds_to = p_end / BOUNDS_CHUNK_SIZE;
+ Vector3 bounds_offset = local_origin / BOUNDS_CHUNK_SIZE;
+ return _intersect_grid_segment(_heightmap_chunk_cull_segment, bounds_from, bounds_to, bounds_grid_width, bounds_grid_depth, bounds_offset, r_point, r_normal);
+ }
+ }
+
+ return false;
+}
+
+bool GodotHeightMapShape3D::intersect_point(const Vector3 &p_point) const {
+ return false;
+}
+
+Vector3 GodotHeightMapShape3D::get_closest_point_to(const Vector3 &p_point) const {
+ return Vector3();
+}
+
+void GodotHeightMapShape3D::_get_cell(const Vector3 &p_point, int &r_x, int &r_y, int &r_z) const {
+ const AABB &shape_aabb = get_aabb();
+
+ Vector3 pos_local = shape_aabb.position + local_origin;
+
+ Vector3 clamped_point(p_point);
+ clamped_point = p_point.clamp(pos_local, pos_local + shape_aabb.size);
+
+ r_x = (clamped_point.x < 0.0) ? (clamped_point.x - 0.5) : (clamped_point.x + 0.5);
+ r_y = (clamped_point.y < 0.0) ? (clamped_point.y - 0.5) : (clamped_point.y + 0.5);
+ r_z = (clamped_point.z < 0.0) ? (clamped_point.z - 0.5) : (clamped_point.z + 0.5);
+}
+
+void GodotHeightMapShape3D::cull(const AABB &p_local_aabb, QueryCallback p_callback, void *p_userdata, bool p_invert_backface_collision) const {
+ if (heights.is_empty()) {
+ return;
+ }
+
+ AABB local_aabb = p_local_aabb;
+ local_aabb.position += local_origin;
+
+ // Quantize the aabb, and adjust the start/end ranges.
+ int aabb_min[3];
+ int aabb_max[3];
+ _get_cell(local_aabb.position, aabb_min[0], aabb_min[1], aabb_min[2]);
+ _get_cell(local_aabb.position + local_aabb.size, aabb_max[0], aabb_max[1], aabb_max[2]);
+
+ // Expand the min/max quantized values.
+ // This is to catch the case where the input aabb falls between grid points.
+ for (int i = 0; i < 3; ++i) {
+ aabb_min[i]--;
+ aabb_max[i]++;
+ }
+
+ int start_x = MAX(0, aabb_min[0]);
+ int end_x = MIN(width - 1, aabb_max[0]);
+ int start_z = MAX(0, aabb_min[2]);
+ int end_z = MIN(depth - 1, aabb_max[2]);
+
+ GodotFaceShape3D face;
+ face.backface_collision = !p_invert_backface_collision;
+ face.invert_backface_collision = p_invert_backface_collision;
+
+ for (int z = start_z; z < end_z; z++) {
+ for (int x = start_x; x < end_x; x++) {
+ // First triangle.
+ _get_point(x, z, face.vertex[0]);
+ _get_point(x + 1, z, face.vertex[1]);
+ _get_point(x, z + 1, face.vertex[2]);
+ face.normal = Plane(face.vertex[0], face.vertex[1], face.vertex[2]).normal;
+ if (p_callback(p_userdata, &face)) {
+ return;
+ }
+
+ // Second triangle.
+ face.vertex[0] = face.vertex[1];
+ _get_point(x + 1, z + 1, face.vertex[1]);
+ face.normal = Plane(face.vertex[0], face.vertex[1], face.vertex[2]).normal;
+ if (p_callback(p_userdata, &face)) {
+ return;
+ }
+ }
+ }
+}
+
+Vector3 GodotHeightMapShape3D::get_moment_of_inertia(real_t p_mass) const {
+ // use bad AABB approximation
+ Vector3 extents = get_aabb().size * 0.5;
+
+ return Vector3(
+ (p_mass / 3.0) * (extents.y * extents.y + extents.z * extents.z),
+ (p_mass / 3.0) * (extents.x * extents.x + extents.z * extents.z),
+ (p_mass / 3.0) * (extents.x * extents.x + extents.y * extents.y));
+}
+
+void GodotHeightMapShape3D::_build_accelerator() {
+ bounds_grid.clear();
+
+ bounds_grid_width = width / BOUNDS_CHUNK_SIZE;
+ bounds_grid_depth = depth / BOUNDS_CHUNK_SIZE;
+
+ if (width % BOUNDS_CHUNK_SIZE > 0) {
+ ++bounds_grid_width; // In case terrain size isn't dividable by chunk size.
+ }
+
+ if (depth % BOUNDS_CHUNK_SIZE > 0) {
+ ++bounds_grid_depth;
+ }
+
+ uint32_t bound_grid_size = (uint32_t)(bounds_grid_width * bounds_grid_depth);
+
+ if (bound_grid_size < 2) {
+ // Grid is empty or just one chunk.
+ return;
+ }
+
+ bounds_grid.resize(bound_grid_size);
+
+ // Compute min and max height for all chunks.
+ for (int cz = 0; cz < bounds_grid_depth; ++cz) {
+ int z0 = cz * BOUNDS_CHUNK_SIZE;
+
+ for (int cx = 0; cx < bounds_grid_width; ++cx) {
+ int x0 = cx * BOUNDS_CHUNK_SIZE;
+
+ Range r;
+
+ r.min = _get_height(x0, z0);
+ r.max = r.min;
+
+ // Compute min and max height for this chunk.
+ // We have to include one extra cell to account for neighbors.
+ // Here is why:
+ // Say we have a flat terrain, and a plateau that fits a chunk perfectly.
+ //
+ // Left Right
+ // 0---0---0---1---1---1
+ // | | | | | |
+ // 0---0---0---1---1---1
+ // | | | | | |
+ // 0---0---0---1---1---1
+ // x
+ //
+ // If the AABB for the Left chunk did not share vertices with the Right,
+ // then we would fail collision tests at x due to a gap.
+ //
+ int z_max = MIN(z0 + BOUNDS_CHUNK_SIZE + 1, depth);
+ int x_max = MIN(x0 + BOUNDS_CHUNK_SIZE + 1, width);
+ for (int z = z0; z < z_max; ++z) {
+ for (int x = x0; x < x_max; ++x) {
+ real_t height = _get_height(x, z);
+ if (height < r.min) {
+ r.min = height;
+ } else if (height > r.max) {
+ r.max = height;
+ }
+ }
+ }
+
+ bounds_grid[cx + cz * bounds_grid_width] = r;
+ }
+ }
+}
+
+void GodotHeightMapShape3D::_setup(const Vector<real_t> &p_heights, int p_width, int p_depth, real_t p_min_height, real_t p_max_height) {
+ heights = p_heights;
+ width = p_width;
+ depth = p_depth;
+
+ // Initialize aabb.
+ AABB aabb_new;
+ aabb_new.position = Vector3(0.0, p_min_height, 0.0);
+ aabb_new.size = Vector3(p_width - 1, p_max_height - p_min_height, p_depth - 1);
+
+ // Initialize origin as the aabb center.
+ local_origin = aabb_new.position + 0.5 * aabb_new.size;
+ local_origin.y = 0.0;
+
+ aabb_new.position -= local_origin;
+
+ _build_accelerator();
+
+ configure(aabb_new);
+}
+
+void GodotHeightMapShape3D::set_data(const Variant &p_data) {
+ ERR_FAIL_COND(p_data.get_type() != Variant::DICTIONARY);
+
+ Dictionary d = p_data;
+ ERR_FAIL_COND(!d.has("width"));
+ ERR_FAIL_COND(!d.has("depth"));
+ ERR_FAIL_COND(!d.has("heights"));
+
+ int width_new = d["width"];
+ int depth_new = d["depth"];
+
+ ERR_FAIL_COND(width_new <= 0.0);
+ ERR_FAIL_COND(depth_new <= 0.0);
+
+ Variant heights_variant = d["heights"];
+ Vector<real_t> heights_buffer;
+#ifdef REAL_T_IS_DOUBLE
+ if (heights_variant.get_type() == Variant::PACKED_FLOAT64_ARRAY) {
+#else
+ if (heights_variant.get_type() == Variant::PACKED_FLOAT32_ARRAY) {
+#endif
+ // Ready-to-use heights can be passed.
+ heights_buffer = heights_variant;
+ } else if (heights_variant.get_type() == Variant::OBJECT) {
+ // If an image is passed, we have to convert it.
+ // This would be expensive to do with a script, so it's nice to have it here.
+ Ref<Image> image = heights_variant;
+ ERR_FAIL_COND(image.is_null());
+ ERR_FAIL_COND(image->get_format() != Image::FORMAT_RF);
+
+ PackedByteArray im_data = image->get_data();
+ heights_buffer.resize(image->get_width() * image->get_height());
+
+ real_t *w = heights_buffer.ptrw();
+ real_t *rp = (real_t *)im_data.ptr();
+ for (int i = 0; i < heights_buffer.size(); ++i) {
+ w[i] = rp[i];
+ }
+ } else {
+#ifdef REAL_T_IS_DOUBLE
+ ERR_FAIL_MSG("Expected PackedFloat64Array or float Image.");
+#else
+ ERR_FAIL_MSG("Expected PackedFloat32Array or float Image.");
+#endif
+ }
+
+ // Compute min and max heights or use precomputed values.
+ real_t min_height = 0.0;
+ real_t max_height = 0.0;
+ if (d.has("min_height") && d.has("max_height")) {
+ min_height = d["min_height"];
+ max_height = d["max_height"];
+ } else {
+ int heights_size = heights.size();
+ for (int i = 0; i < heights_size; ++i) {
+ real_t h = heights[i];
+ if (h < min_height) {
+ min_height = h;
+ } else if (h > max_height) {
+ max_height = h;
+ }
+ }
+ }
+
+ ERR_FAIL_COND(min_height > max_height);
+
+ ERR_FAIL_COND(heights_buffer.size() != (width_new * depth_new));
+
+ // If specified, min and max height will be used as precomputed values.
+ _setup(heights_buffer, width_new, depth_new, min_height, max_height);
+}
+
+Variant GodotHeightMapShape3D::get_data() const {
+ Dictionary d;
+ d["width"] = width;
+ d["depth"] = depth;
+
+ const AABB &shape_aabb = get_aabb();
+ d["min_height"] = shape_aabb.position.y;
+ d["max_height"] = shape_aabb.position.y + shape_aabb.size.y;
+
+ d["heights"] = heights;
+
+ return d;
+}
+
+GodotHeightMapShape3D::GodotHeightMapShape3D() {
+}
diff --git a/modules/godot_physics_3d/godot_shape_3d.h b/modules/godot_physics_3d/godot_shape_3d.h
new file mode 100644
index 0000000000..dbd58ead68
--- /dev/null
+++ b/modules/godot_physics_3d/godot_shape_3d.h
@@ -0,0 +1,514 @@
+/**************************************************************************/
+/* godot_shape_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef GODOT_SHAPE_3D_H
+#define GODOT_SHAPE_3D_H
+
+#include "core/math/geometry_3d.h"
+#include "core/templates/local_vector.h"
+#include "servers/physics_server_3d.h"
+
+class GodotShape3D;
+
+class GodotShapeOwner3D {
+public:
+ virtual void _shape_changed() = 0;
+ virtual void remove_shape(GodotShape3D *p_shape) = 0;
+
+ virtual ~GodotShapeOwner3D() {}
+};
+
+class GodotShape3D {
+ RID self;
+ AABB aabb;
+ bool configured = false;
+ real_t custom_bias = 0.0;
+
+ HashMap<GodotShapeOwner3D *, int> owners;
+
+protected:
+ void configure(const AABB &p_aabb);
+
+public:
+ enum FeatureType {
+ FEATURE_POINT,
+ FEATURE_EDGE,
+ FEATURE_FACE,
+ FEATURE_CIRCLE,
+ };
+
+ virtual real_t get_volume() const { return aabb.get_volume(); }
+
+ _FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; }
+ _FORCE_INLINE_ RID get_self() const { return self; }
+
+ virtual PhysicsServer3D::ShapeType get_type() const = 0;
+
+ _FORCE_INLINE_ const AABB &get_aabb() const { return aabb; }
+ _FORCE_INLINE_ bool is_configured() const { return configured; }
+
+ virtual bool is_concave() const { return false; }
+
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const = 0;
+ virtual Vector3 get_support(const Vector3 &p_normal) const;
+ virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const = 0;
+ virtual Vector3 get_closest_point_to(const Vector3 &p_point) const = 0;
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const = 0;
+ virtual bool intersect_point(const Vector3 &p_point) const = 0;
+ virtual Vector3 get_moment_of_inertia(real_t p_mass) const = 0;
+
+ virtual void set_data(const Variant &p_data) = 0;
+ virtual Variant get_data() const = 0;
+
+ _FORCE_INLINE_ void set_custom_bias(real_t p_bias) { custom_bias = p_bias; }
+ _FORCE_INLINE_ real_t get_custom_bias() const { return custom_bias; }
+
+ void add_owner(GodotShapeOwner3D *p_owner);
+ void remove_owner(GodotShapeOwner3D *p_owner);
+ bool is_owner(GodotShapeOwner3D *p_owner) const;
+ const HashMap<GodotShapeOwner3D *, int> &get_owners() const;
+
+ GodotShape3D() {}
+ virtual ~GodotShape3D();
+};
+
+class GodotConcaveShape3D : public GodotShape3D {
+public:
+ virtual bool is_concave() const override { return true; }
+ virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override { r_amount = 0; }
+
+ // Returns true to stop the query.
+ typedef bool (*QueryCallback)(void *p_userdata, GodotShape3D *p_convex);
+
+ virtual void cull(const AABB &p_local_aabb, QueryCallback p_callback, void *p_userdata, bool p_invert_backface_collision) const = 0;
+
+ GodotConcaveShape3D() {}
+};
+
+class GodotWorldBoundaryShape3D : public GodotShape3D {
+ Plane plane;
+
+ void _setup(const Plane &p_plane);
+
+public:
+ Plane get_plane() const;
+
+ virtual real_t get_volume() const override { return INFINITY; }
+ virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_WORLD_BOUNDARY; }
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
+ virtual Vector3 get_support(const Vector3 &p_normal) const override;
+ virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override { r_amount = 0; }
+
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override;
+ virtual bool intersect_point(const Vector3 &p_point) const override;
+ virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
+ virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
+
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
+
+ GodotWorldBoundaryShape3D();
+};
+
+class GodotSeparationRayShape3D : public GodotShape3D {
+ real_t length = 1.0;
+ bool slide_on_slope = false;
+
+ void _setup(real_t p_length, bool p_slide_on_slope);
+
+public:
+ real_t get_length() const;
+ bool get_slide_on_slope() const;
+
+ virtual real_t get_volume() const override { return 0.0; }
+ virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_SEPARATION_RAY; }
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
+ virtual Vector3 get_support(const Vector3 &p_normal) const override;
+ virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
+
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override;
+ virtual bool intersect_point(const Vector3 &p_point) const override;
+ virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
+
+ virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
+
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
+
+ GodotSeparationRayShape3D();
+};
+
+class GodotSphereShape3D : public GodotShape3D {
+ real_t radius = 0.0;
+
+ void _setup(real_t p_radius);
+
+public:
+ real_t get_radius() const;
+
+ virtual real_t get_volume() const override { return 4.0 / 3.0 * Math_PI * radius * radius * radius; }
+
+ virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_SPHERE; }
+
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
+ virtual Vector3 get_support(const Vector3 &p_normal) const override;
+ virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override;
+ virtual bool intersect_point(const Vector3 &p_point) const override;
+ virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
+
+ virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
+
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
+
+ GodotSphereShape3D();
+};
+
+class GodotBoxShape3D : public GodotShape3D {
+ Vector3 half_extents;
+ void _setup(const Vector3 &p_half_extents);
+
+public:
+ _FORCE_INLINE_ Vector3 get_half_extents() const { return half_extents; }
+ virtual real_t get_volume() const override { return 8 * half_extents.x * half_extents.y * half_extents.z; }
+
+ virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_BOX; }
+
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
+ virtual Vector3 get_support(const Vector3 &p_normal) const override;
+ virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override;
+ virtual bool intersect_point(const Vector3 &p_point) const override;
+ virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
+
+ virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
+
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
+
+ GodotBoxShape3D();
+};
+
+class GodotCapsuleShape3D : public GodotShape3D {
+ real_t height = 0.0;
+ real_t radius = 0.0;
+
+ void _setup(real_t p_height, real_t p_radius);
+
+public:
+ _FORCE_INLINE_ real_t get_height() const { return height; }
+ _FORCE_INLINE_ real_t get_radius() const { return radius; }
+
+ virtual real_t get_volume() const override { return 4.0 / 3.0 * Math_PI * radius * radius * radius + (height - radius * 2.0) * Math_PI * radius * radius; }
+
+ virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_CAPSULE; }
+
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
+ virtual Vector3 get_support(const Vector3 &p_normal) const override;
+ virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override;
+ virtual bool intersect_point(const Vector3 &p_point) const override;
+ virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
+
+ virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
+
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
+
+ GodotCapsuleShape3D();
+};
+
+class GodotCylinderShape3D : public GodotShape3D {
+ real_t height = 0.0;
+ real_t radius = 0.0;
+
+ void _setup(real_t p_height, real_t p_radius);
+
+public:
+ _FORCE_INLINE_ real_t get_height() const { return height; }
+ _FORCE_INLINE_ real_t get_radius() const { return radius; }
+
+ virtual real_t get_volume() const override { return height * Math_PI * radius * radius; }
+
+ virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_CYLINDER; }
+
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
+ virtual Vector3 get_support(const Vector3 &p_normal) const override;
+ virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override;
+ virtual bool intersect_point(const Vector3 &p_point) const override;
+ virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
+
+ virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
+
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
+
+ GodotCylinderShape3D();
+};
+
+struct GodotConvexPolygonShape3D : public GodotShape3D {
+ Geometry3D::MeshData mesh;
+ LocalVector<int> extreme_vertices;
+ LocalVector<LocalVector<int>> vertex_neighbors;
+
+ void _setup(const Vector<Vector3> &p_vertices);
+
+public:
+ const Geometry3D::MeshData &get_mesh() const { return mesh; }
+
+ virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_CONVEX_POLYGON; }
+
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
+ virtual Vector3 get_support(const Vector3 &p_normal) const override;
+ virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override;
+ virtual bool intersect_point(const Vector3 &p_point) const override;
+ virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
+
+ virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
+
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
+
+ GodotConvexPolygonShape3D();
+};
+
+struct _Volume_BVH;
+struct GodotFaceShape3D;
+
+struct GodotConcavePolygonShape3D : public GodotConcaveShape3D {
+ // always a trimesh
+
+ struct Face {
+ Vector3 normal;
+ int indices[3] = {};
+ };
+
+ Vector<Face> faces;
+ Vector<Vector3> vertices;
+
+ struct BVH {
+ AABB aabb;
+ int left = 0;
+ int right = 0;
+
+ int face_index = 0;
+ };
+
+ Vector<BVH> bvh;
+
+ struct _CullParams {
+ AABB aabb;
+ QueryCallback callback = nullptr;
+ void *userdata = nullptr;
+ const Face *faces = nullptr;
+ const Vector3 *vertices = nullptr;
+ const BVH *bvh = nullptr;
+ GodotFaceShape3D *face = nullptr;
+ };
+
+ struct _SegmentCullParams {
+ Vector3 from;
+ Vector3 to;
+ Vector3 dir;
+ const Face *faces = nullptr;
+ const Vector3 *vertices = nullptr;
+ const BVH *bvh = nullptr;
+ GodotFaceShape3D *face = nullptr;
+
+ Vector3 result;
+ Vector3 normal;
+ int face_index = -1;
+ real_t min_d = 1e20;
+ int collisions = 0;
+ };
+
+ bool backface_collision = false;
+
+ void _cull_segment(int p_idx, _SegmentCullParams *p_params) const;
+ bool _cull(int p_idx, _CullParams *p_params) const;
+
+ void _fill_bvh(_Volume_BVH *p_bvh_tree, BVH *p_bvh_array, int &p_idx);
+
+ void _setup(const Vector<Vector3> &p_faces, bool p_backface_collision);
+
+public:
+ Vector<Vector3> get_faces() const;
+
+ virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_CONCAVE_POLYGON; }
+
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
+ virtual Vector3 get_support(const Vector3 &p_normal) const override;
+
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override;
+ virtual bool intersect_point(const Vector3 &p_point) const override;
+ virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
+
+ virtual void cull(const AABB &p_local_aabb, QueryCallback p_callback, void *p_userdata, bool p_invert_backface_collision) const override;
+
+ virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
+
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
+
+ GodotConcavePolygonShape3D();
+};
+
+struct GodotHeightMapShape3D : public GodotConcaveShape3D {
+ Vector<real_t> heights;
+ int width = 0;
+ int depth = 0;
+ Vector3 local_origin;
+
+ // Accelerator.
+ struct Range {
+ real_t min = 0.0;
+ real_t max = 0.0;
+ };
+ LocalVector<Range> bounds_grid;
+ int bounds_grid_width = 0;
+ int bounds_grid_depth = 0;
+
+ static const int BOUNDS_CHUNK_SIZE = 16;
+
+ _FORCE_INLINE_ const Range &_get_bounds_chunk(int p_x, int p_z) const {
+ return bounds_grid[(p_z * bounds_grid_width) + p_x];
+ }
+
+ _FORCE_INLINE_ real_t _get_height(int p_x, int p_z) const {
+ return heights[(p_z * width) + p_x];
+ }
+
+ _FORCE_INLINE_ void _get_point(int p_x, int p_z, Vector3 &r_point) const {
+ r_point.x = p_x - 0.5 * (width - 1.0);
+ r_point.y = _get_height(p_x, p_z);
+ r_point.z = p_z - 0.5 * (depth - 1.0);
+ }
+
+ void _get_cell(const Vector3 &p_point, int &r_x, int &r_y, int &r_z) const;
+
+ void _build_accelerator();
+
+ template <typename ProcessFunction>
+ bool _intersect_grid_segment(ProcessFunction &p_process, const Vector3 &p_begin, const Vector3 &p_end, int p_width, int p_depth, const Vector3 &offset, Vector3 &r_point, Vector3 &r_normal) const;
+
+ void _setup(const Vector<real_t> &p_heights, int p_width, int p_depth, real_t p_min_height, real_t p_max_height);
+
+public:
+ Vector<real_t> get_heights() const;
+ int get_width() const;
+ int get_depth() const;
+
+ virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_HEIGHTMAP; }
+
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
+ virtual Vector3 get_support(const Vector3 &p_normal) const override;
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override;
+ virtual bool intersect_point(const Vector3 &p_point) const override;
+
+ virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
+ virtual void cull(const AABB &p_local_aabb, QueryCallback p_callback, void *p_userdata, bool p_invert_backface_collision) const override;
+
+ virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
+
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
+
+ GodotHeightMapShape3D();
+};
+
+//used internally
+struct GodotFaceShape3D : public GodotShape3D {
+ Vector3 normal; //cache
+ Vector3 vertex[3];
+ bool backface_collision = false;
+ bool invert_backface_collision = false;
+
+ virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_CONCAVE_POLYGON; }
+
+ const Vector3 &get_vertex(int p_idx) const { return vertex[p_idx]; }
+
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
+ virtual Vector3 get_support(const Vector3 &p_normal) const override;
+ virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override;
+ virtual bool intersect_point(const Vector3 &p_point) const override;
+ virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
+
+ virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
+
+ virtual void set_data(const Variant &p_data) override {}
+ virtual Variant get_data() const override { return Variant(); }
+
+ GodotFaceShape3D();
+};
+
+struct GodotMotionShape3D : public GodotShape3D {
+ GodotShape3D *shape = nullptr;
+ Vector3 motion;
+
+ virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_CONVEX_POLYGON; }
+
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override {
+ Vector3 cast = p_transform.basis.xform(motion);
+ real_t mina, maxa;
+ real_t minb, maxb;
+ Transform3D ofsb = p_transform;
+ ofsb.origin += cast;
+ shape->project_range(p_normal, p_transform, mina, maxa);
+ shape->project_range(p_normal, ofsb, minb, maxb);
+ r_min = MIN(mina, minb);
+ r_max = MAX(maxa, maxb);
+ }
+
+ virtual Vector3 get_support(const Vector3 &p_normal) const override {
+ Vector3 support = shape->get_support(p_normal);
+ if (p_normal.dot(motion) > 0) {
+ support += motion;
+ }
+ return support;
+ }
+
+ virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override { r_amount = 0; }
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override { return false; }
+ virtual bool intersect_point(const Vector3 &p_point) const override { return false; }
+ virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override { return p_point; }
+
+ virtual Vector3 get_moment_of_inertia(real_t p_mass) const override { return Vector3(); }
+
+ virtual void set_data(const Variant &p_data) override {}
+ virtual Variant get_data() const override { return Variant(); }
+
+ GodotMotionShape3D() { configure(AABB()); }
+};
+
+#endif // GODOT_SHAPE_3D_H
diff --git a/modules/godot_physics_3d/godot_soft_body_3d.cpp b/modules/godot_physics_3d/godot_soft_body_3d.cpp
new file mode 100644
index 0000000000..7284076a47
--- /dev/null
+++ b/modules/godot_physics_3d/godot_soft_body_3d.cpp
@@ -0,0 +1,1295 @@
+/**************************************************************************/
+/* godot_soft_body_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#include "godot_soft_body_3d.h"
+
+#include "godot_space_3d.h"
+
+#include "core/math/geometry_3d.h"
+#include "core/templates/rb_map.h"
+#include "servers/rendering_server.h"
+
+// Based on Bullet soft body.
+
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+
+This software is provided 'as-is', without any express or implied warranty.
+In no event will the authors be held liable for any damages arising from the use of this software.
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it freely,
+subject to the following restrictions:
+
+1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
+2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
+3. This notice may not be removed or altered from any source distribution.
+*/
+///btSoftBody implementation by Nathanael Presson
+
+GodotSoftBody3D::GodotSoftBody3D() :
+ GodotCollisionObject3D(TYPE_SOFT_BODY),
+ active_list(this) {
+ _set_static(false);
+}
+
+void GodotSoftBody3D::_shapes_changed() {
+}
+
+void GodotSoftBody3D::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant) {
+ switch (p_state) {
+ case PhysicsServer3D::BODY_STATE_TRANSFORM: {
+ _set_transform(p_variant);
+ _set_inv_transform(get_transform().inverse());
+
+ apply_nodes_transform(get_transform());
+
+ } break;
+ case PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY: {
+ // Not supported.
+ ERR_FAIL_MSG("Linear velocity is not supported for Soft bodies.");
+ } break;
+ case PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY: {
+ ERR_FAIL_MSG("Angular velocity is not supported for Soft bodies.");
+ } break;
+ case PhysicsServer3D::BODY_STATE_SLEEPING: {
+ ERR_FAIL_MSG("Sleeping state is not supported for Soft bodies.");
+ } break;
+ case PhysicsServer3D::BODY_STATE_CAN_SLEEP: {
+ ERR_FAIL_MSG("Sleeping state is not supported for Soft bodies.");
+ } break;
+ }
+}
+
+Variant GodotSoftBody3D::get_state(PhysicsServer3D::BodyState p_state) const {
+ switch (p_state) {
+ case PhysicsServer3D::BODY_STATE_TRANSFORM: {
+ return get_transform();
+ } break;
+ case PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY: {
+ ERR_FAIL_V_MSG(Vector3(), "Linear velocity is not supported for Soft bodies.");
+ } break;
+ case PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY: {
+ ERR_FAIL_V_MSG(Vector3(), "Angular velocity is not supported for Soft bodies.");
+ } break;
+ case PhysicsServer3D::BODY_STATE_SLEEPING: {
+ ERR_FAIL_V_MSG(false, "Sleeping state is not supported for Soft bodies.");
+ } break;
+ case PhysicsServer3D::BODY_STATE_CAN_SLEEP: {
+ ERR_FAIL_V_MSG(false, "Sleeping state is not supported for Soft bodies.");
+ } break;
+ }
+
+ return Variant();
+}
+
+void GodotSoftBody3D::set_space(GodotSpace3D *p_space) {
+ if (get_space()) {
+ get_space()->soft_body_remove_from_active_list(&active_list);
+
+ deinitialize_shape();
+ }
+
+ _set_space(p_space);
+
+ if (get_space()) {
+ get_space()->soft_body_add_to_active_list(&active_list);
+
+ if (bounds != AABB()) {
+ initialize_shape(true);
+ }
+ }
+}
+
+void GodotSoftBody3D::set_mesh(RID p_mesh) {
+ destroy();
+
+ soft_mesh = p_mesh;
+
+ if (soft_mesh.is_null()) {
+ return;
+ }
+
+ Array arrays = RenderingServer::get_singleton()->mesh_surface_get_arrays(soft_mesh, 0);
+ ERR_FAIL_COND(arrays.is_empty());
+
+ const Vector<int> &indices = arrays[RenderingServer::ARRAY_INDEX];
+ const Vector<Vector3> &vertices = arrays[RenderingServer::ARRAY_VERTEX];
+ ERR_FAIL_COND_MSG(indices.is_empty(), "Soft body's mesh needs to have indices");
+ ERR_FAIL_COND_MSG(vertices.is_empty(), "Soft body's mesh needs to have vertices");
+
+ bool success = create_from_trimesh(indices, vertices);
+ if (!success) {
+ destroy();
+ }
+}
+
+void GodotSoftBody3D::update_rendering_server(PhysicsServer3DRenderingServerHandler *p_rendering_server_handler) {
+ if (soft_mesh.is_null()) {
+ return;
+ }
+
+ const uint32_t vertex_count = map_visual_to_physics.size();
+ for (uint32_t i = 0; i < vertex_count; ++i) {
+ const uint32_t node_index = map_visual_to_physics[i];
+ const Node &node = nodes[node_index];
+
+ p_rendering_server_handler->set_vertex(i, node.x);
+ p_rendering_server_handler->set_normal(i, node.n);
+ }
+
+ p_rendering_server_handler->set_aabb(bounds);
+}
+
+void GodotSoftBody3D::update_normals_and_centroids() {
+ for (Node &node : nodes) {
+ node.n = Vector3();
+ }
+
+ for (Face &face : faces) {
+ const Vector3 n = vec3_cross(face.n[0]->x - face.n[2]->x, face.n[0]->x - face.n[1]->x);
+ face.n[0]->n += n;
+ face.n[1]->n += n;
+ face.n[2]->n += n;
+ face.normal = n;
+ face.normal.normalize();
+ face.centroid = 0.33333333333 * (face.n[0]->x + face.n[1]->x + face.n[2]->x);
+ }
+
+ for (Node &node : nodes) {
+ real_t len = node.n.length();
+ if (len > CMP_EPSILON) {
+ node.n /= len;
+ }
+ }
+}
+
+void GodotSoftBody3D::update_bounds() {
+ AABB prev_bounds = bounds;
+ prev_bounds.grow_by(collision_margin);
+
+ bounds = AABB();
+
+ const uint32_t nodes_count = nodes.size();
+ if (nodes_count == 0) {
+ deinitialize_shape();
+ return;
+ }
+
+ bool first = true;
+ bool moved = false;
+ for (uint32_t node_index = 0; node_index < nodes_count; ++node_index) {
+ const Node &node = nodes[node_index];
+ if (!prev_bounds.has_point(node.x)) {
+ moved = true;
+ }
+ if (first) {
+ bounds.position = node.x;
+ first = false;
+ } else {
+ bounds.expand_to(node.x);
+ }
+ }
+
+ if (get_space()) {
+ initialize_shape(moved);
+ }
+}
+
+void GodotSoftBody3D::update_constants() {
+ reset_link_rest_lengths();
+ update_link_constants();
+ update_area();
+}
+
+void GodotSoftBody3D::update_area() {
+ int i, ni;
+
+ // Face area.
+ for (Face &face : faces) {
+ const Vector3 &x0 = face.n[0]->x;
+ const Vector3 &x1 = face.n[1]->x;
+ const Vector3 &x2 = face.n[2]->x;
+
+ const Vector3 a = x1 - x0;
+ const Vector3 b = x2 - x0;
+ const Vector3 cr = vec3_cross(a, b);
+ face.ra = cr.length() * 0.5;
+ }
+
+ // Node area.
+ LocalVector<int> counts;
+ if (nodes.size() > 0) {
+ counts.resize(nodes.size());
+ memset(counts.ptr(), 0, counts.size() * sizeof(int));
+ }
+
+ for (Node &node : nodes) {
+ node.area = 0.0;
+ }
+
+ for (const Face &face : faces) {
+ for (int j = 0; j < 3; ++j) {
+ const int index = (int)(face.n[j] - &nodes[0]);
+ counts[index]++;
+ face.n[j]->area += Math::abs(face.ra);
+ }
+ }
+
+ for (i = 0, ni = nodes.size(); i < ni; ++i) {
+ if (counts[i] > 0) {
+ nodes[i].area /= (real_t)counts[i];
+ } else {
+ nodes[i].area = 0.0;
+ }
+ }
+}
+
+void GodotSoftBody3D::reset_link_rest_lengths() {
+ for (Link &link : links) {
+ link.rl = (link.n[0]->x - link.n[1]->x).length();
+ link.c1 = link.rl * link.rl;
+ }
+}
+
+void GodotSoftBody3D::update_link_constants() {
+ real_t inv_linear_stiffness = 1.0 / linear_stiffness;
+ for (Link &link : links) {
+ link.c0 = (link.n[0]->im + link.n[1]->im) * inv_linear_stiffness;
+ }
+}
+
+void GodotSoftBody3D::apply_nodes_transform(const Transform3D &p_transform) {
+ if (soft_mesh.is_null()) {
+ return;
+ }
+
+ uint32_t node_count = nodes.size();
+ Vector3 leaf_size = Vector3(collision_margin, collision_margin, collision_margin) * 2.0;
+ for (uint32_t node_index = 0; node_index < node_count; ++node_index) {
+ Node &node = nodes[node_index];
+
+ node.x = p_transform.xform(node.x);
+ node.q = node.x;
+ node.v = Vector3();
+ node.bv = Vector3();
+
+ AABB node_aabb(node.x, leaf_size);
+ node_tree.update(node.leaf, node_aabb);
+ }
+
+ face_tree.clear();
+
+ update_normals_and_centroids();
+ update_bounds();
+ update_constants();
+}
+
+Vector3 GodotSoftBody3D::get_vertex_position(int p_index) const {
+ ERR_FAIL_COND_V(p_index < 0, Vector3());
+
+ if (soft_mesh.is_null()) {
+ return Vector3();
+ }
+
+ ERR_FAIL_COND_V(p_index >= (int)map_visual_to_physics.size(), Vector3());
+ uint32_t node_index = map_visual_to_physics[p_index];
+
+ ERR_FAIL_COND_V(node_index >= nodes.size(), Vector3());
+ return nodes[node_index].x;
+}
+
+void GodotSoftBody3D::set_vertex_position(int p_index, const Vector3 &p_position) {
+ ERR_FAIL_COND(p_index < 0);
+
+ if (soft_mesh.is_null()) {
+ return;
+ }
+
+ ERR_FAIL_COND(p_index >= (int)map_visual_to_physics.size());
+ uint32_t node_index = map_visual_to_physics[p_index];
+
+ ERR_FAIL_COND(node_index >= nodes.size());
+ Node &node = nodes[node_index];
+ node.q = node.x;
+ node.x = p_position;
+}
+
+void GodotSoftBody3D::pin_vertex(int p_index) {
+ ERR_FAIL_COND(p_index < 0);
+
+ if (is_vertex_pinned(p_index)) {
+ return;
+ }
+
+ pinned_vertices.push_back(p_index);
+
+ if (!soft_mesh.is_null()) {
+ ERR_FAIL_COND(p_index >= (int)map_visual_to_physics.size());
+ uint32_t node_index = map_visual_to_physics[p_index];
+
+ ERR_FAIL_COND(node_index >= nodes.size());
+ Node &node = nodes[node_index];
+ node.im = 0.0;
+ }
+}
+
+void GodotSoftBody3D::unpin_vertex(int p_index) {
+ ERR_FAIL_COND(p_index < 0);
+
+ uint32_t pinned_count = pinned_vertices.size();
+ for (uint32_t i = 0; i < pinned_count; ++i) {
+ if (p_index == pinned_vertices[i]) {
+ pinned_vertices.remove_at(i);
+
+ if (!soft_mesh.is_null()) {
+ ERR_FAIL_COND(p_index >= (int)map_visual_to_physics.size());
+ uint32_t node_index = map_visual_to_physics[p_index];
+
+ ERR_FAIL_COND(node_index >= nodes.size());
+ real_t inv_node_mass = nodes.size() * inv_total_mass;
+
+ Node &node = nodes[node_index];
+ node.im = inv_node_mass;
+ }
+
+ return;
+ }
+ }
+}
+
+void GodotSoftBody3D::unpin_all_vertices() {
+ if (!soft_mesh.is_null()) {
+ real_t inv_node_mass = nodes.size() * inv_total_mass;
+ uint32_t pinned_count = pinned_vertices.size();
+ for (uint32_t i = 0; i < pinned_count; ++i) {
+ int pinned_vertex = pinned_vertices[i];
+
+ ERR_CONTINUE(pinned_vertex >= (int)map_visual_to_physics.size());
+ uint32_t node_index = map_visual_to_physics[pinned_vertex];
+
+ ERR_CONTINUE(node_index >= nodes.size());
+ Node &node = nodes[node_index];
+ node.im = inv_node_mass;
+ }
+ }
+
+ pinned_vertices.clear();
+}
+
+bool GodotSoftBody3D::is_vertex_pinned(int p_index) const {
+ ERR_FAIL_COND_V(p_index < 0, false);
+
+ uint32_t pinned_count = pinned_vertices.size();
+ for (uint32_t i = 0; i < pinned_count; ++i) {
+ if (p_index == pinned_vertices[i]) {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+uint32_t GodotSoftBody3D::get_node_count() const {
+ return nodes.size();
+}
+
+real_t GodotSoftBody3D::get_node_inv_mass(uint32_t p_node_index) const {
+ ERR_FAIL_UNSIGNED_INDEX_V(p_node_index, nodes.size(), 0.0);
+ return nodes[p_node_index].im;
+}
+
+Vector3 GodotSoftBody3D::get_node_position(uint32_t p_node_index) const {
+ ERR_FAIL_UNSIGNED_INDEX_V(p_node_index, nodes.size(), Vector3());
+ return nodes[p_node_index].x;
+}
+
+Vector3 GodotSoftBody3D::get_node_velocity(uint32_t p_node_index) const {
+ ERR_FAIL_UNSIGNED_INDEX_V(p_node_index, nodes.size(), Vector3());
+ return nodes[p_node_index].v;
+}
+
+Vector3 GodotSoftBody3D::get_node_biased_velocity(uint32_t p_node_index) const {
+ ERR_FAIL_UNSIGNED_INDEX_V(p_node_index, nodes.size(), Vector3());
+ return nodes[p_node_index].bv;
+}
+
+void GodotSoftBody3D::apply_node_impulse(uint32_t p_node_index, const Vector3 &p_impulse) {
+ ERR_FAIL_UNSIGNED_INDEX(p_node_index, nodes.size());
+ Node &node = nodes[p_node_index];
+ node.v += p_impulse * node.im;
+}
+
+void GodotSoftBody3D::apply_node_bias_impulse(uint32_t p_node_index, const Vector3 &p_impulse) {
+ ERR_FAIL_UNSIGNED_INDEX(p_node_index, nodes.size());
+ Node &node = nodes[p_node_index];
+ node.bv += p_impulse * node.im;
+}
+
+uint32_t GodotSoftBody3D::get_face_count() const {
+ return faces.size();
+}
+
+void GodotSoftBody3D::get_face_points(uint32_t p_face_index, Vector3 &r_point_1, Vector3 &r_point_2, Vector3 &r_point_3) const {
+ ERR_FAIL_UNSIGNED_INDEX(p_face_index, faces.size());
+ const Face &face = faces[p_face_index];
+ r_point_1 = face.n[0]->x;
+ r_point_2 = face.n[1]->x;
+ r_point_3 = face.n[2]->x;
+}
+
+Vector3 GodotSoftBody3D::get_face_normal(uint32_t p_face_index) const {
+ ERR_FAIL_UNSIGNED_INDEX_V(p_face_index, faces.size(), Vector3());
+ return faces[p_face_index].normal;
+}
+
+bool GodotSoftBody3D::create_from_trimesh(const Vector<int> &p_indices, const Vector<Vector3> &p_vertices) {
+ ERR_FAIL_COND_V(p_indices.is_empty(), false);
+ ERR_FAIL_COND_V(p_vertices.is_empty(), false);
+
+ uint32_t node_count = 0;
+ LocalVector<Vector3> vertices;
+ const int visual_vertex_count(p_vertices.size());
+
+ LocalVector<int> triangles;
+ const uint32_t triangle_count(p_indices.size() / 3);
+ triangles.resize(triangle_count * 3);
+
+ // Merge all overlapping vertices and create a map of physical vertices to visual vertices.
+ {
+ // Process vertices.
+ {
+ uint32_t vertex_count = 0;
+ HashMap<Vector3, uint32_t> unique_vertices;
+
+ vertices.resize(visual_vertex_count);
+ map_visual_to_physics.resize(visual_vertex_count);
+
+ for (int visual_vertex_index = 0; visual_vertex_index < visual_vertex_count; ++visual_vertex_index) {
+ const Vector3 &vertex = p_vertices[visual_vertex_index];
+
+ HashMap<Vector3, uint32_t>::Iterator e = unique_vertices.find(vertex);
+ uint32_t vertex_id;
+ if (e) {
+ // Already existing.
+ vertex_id = e->value;
+ } else {
+ // Create new one.
+ vertex_id = vertex_count++;
+ unique_vertices[vertex] = vertex_id;
+ vertices[vertex_id] = vertex;
+ }
+
+ map_visual_to_physics[visual_vertex_index] = vertex_id;
+ }
+
+ vertices.resize(vertex_count);
+ }
+
+ // Process triangles.
+ {
+ for (uint32_t triangle_index = 0; triangle_index < triangle_count; ++triangle_index) {
+ for (int i = 0; i < 3; ++i) {
+ int visual_index = 3 * triangle_index + i;
+ int physics_index = map_visual_to_physics[p_indices[visual_index]];
+ triangles[visual_index] = physics_index;
+ node_count = MAX((int)node_count, physics_index);
+ }
+ }
+ }
+ }
+
+ ++node_count;
+
+ // Create nodes from vertices.
+ nodes.resize(node_count);
+ real_t inv_node_mass = node_count * inv_total_mass;
+ Vector3 leaf_size = Vector3(collision_margin, collision_margin, collision_margin) * 2.0;
+ for (uint32_t i = 0; i < node_count; ++i) {
+ Node &node = nodes[i];
+ node.s = vertices[i];
+ node.x = node.s;
+ node.q = node.s;
+ node.im = inv_node_mass;
+
+ AABB node_aabb(node.x, leaf_size);
+ node.leaf = node_tree.insert(node_aabb, &node);
+
+ node.index = i;
+ }
+
+ // Create links and faces from triangles.
+ LocalVector<bool> chks;
+ chks.resize(node_count * node_count);
+ memset(chks.ptr(), 0, chks.size() * sizeof(bool));
+
+ for (uint32_t i = 0; i < triangle_count * 3; i += 3) {
+ const int idx[] = { triangles[i], triangles[i + 1], triangles[i + 2] };
+
+ for (int j = 2, k = 0; k < 3; j = k++) {
+ int chk = idx[k] * node_count + idx[j];
+ if (!chks[chk]) {
+ chks[chk] = true;
+ int inv_chk = idx[j] * node_count + idx[k];
+ chks[inv_chk] = true;
+
+ append_link(idx[j], idx[k]);
+ }
+ }
+
+ append_face(idx[0], idx[1], idx[2]);
+ }
+
+ // Set pinned nodes.
+ uint32_t pinned_count = pinned_vertices.size();
+ for (uint32_t i = 0; i < pinned_count; ++i) {
+ int pinned_vertex = pinned_vertices[i];
+
+ ERR_CONTINUE(pinned_vertex >= visual_vertex_count);
+ uint32_t node_index = map_visual_to_physics[pinned_vertex];
+
+ ERR_CONTINUE(node_index >= node_count);
+ Node &node = nodes[node_index];
+ node.im = 0.0;
+ }
+
+ generate_bending_constraints(2);
+ reoptimize_link_order();
+
+ update_constants();
+ update_normals_and_centroids();
+ update_bounds();
+
+ return true;
+}
+
+void GodotSoftBody3D::generate_bending_constraints(int p_distance) {
+ uint32_t i, j;
+
+ if (p_distance > 1) {
+ // Build graph.
+ const uint32_t n = nodes.size();
+ const unsigned inf = (~(unsigned)0) >> 1;
+ const uint32_t adj_size = n * n;
+ unsigned *adj = memnew_arr(unsigned, adj_size);
+
+#define IDX(_x_, _y_) ((_y_) * n + (_x_))
+ for (j = 0; j < n; ++j) {
+ for (i = 0; i < n; ++i) {
+ int idx_ij = j * n + i;
+ int idx_ji = i * n + j;
+ if (i != j) {
+ adj[idx_ij] = adj[idx_ji] = inf;
+ } else {
+ adj[idx_ij] = adj[idx_ji] = 0;
+ }
+ }
+ }
+ for (Link &link : links) {
+ const int ia = (int)(link.n[0] - &nodes[0]);
+ const int ib = (int)(link.n[1] - &nodes[0]);
+ int idx = ib * n + ia;
+ int idx_inv = ia * n + ib;
+ adj[idx] = 1;
+ adj[idx_inv] = 1;
+ }
+
+ // Special optimized case for distance == 2.
+ if (p_distance == 2) {
+ LocalVector<LocalVector<int>> node_links;
+
+ // Build node links.
+ node_links.resize(nodes.size());
+
+ for (Link &link : links) {
+ const int ia = (int)(link.n[0] - &nodes[0]);
+ const int ib = (int)(link.n[1] - &nodes[0]);
+ if (!node_links[ia].has(ib)) {
+ node_links[ia].push_back(ib);
+ }
+
+ if (!node_links[ib].has(ia)) {
+ node_links[ib].push_back(ia);
+ }
+ }
+ for (uint32_t ii = 0; ii < node_links.size(); ii++) {
+ for (uint32_t jj = 0; jj < node_links[ii].size(); jj++) {
+ int k = node_links[ii][jj];
+ for (const int &l : node_links[k]) {
+ if ((int)ii != l) {
+ int idx_ik = k * n + ii;
+ int idx_kj = l * n + k;
+ const unsigned sum = adj[idx_ik] + adj[idx_kj];
+ ERR_FAIL_COND(sum != 2);
+ int idx_ij = l * n + ii;
+ if (adj[idx_ij] > sum) {
+ int idx_ji = l * n + ii;
+ adj[idx_ij] = adj[idx_ji] = sum;
+ }
+ }
+ }
+ }
+ }
+ } else {
+ // Generic Floyd's algorithm.
+ for (uint32_t k = 0; k < n; ++k) {
+ for (j = 0; j < n; ++j) {
+ for (i = j + 1; i < n; ++i) {
+ int idx_ik = k * n + i;
+ int idx_kj = j * n + k;
+ const unsigned sum = adj[idx_ik] + adj[idx_kj];
+ int idx_ij = j * n + i;
+ if (adj[idx_ij] > sum) {
+ int idx_ji = j * n + i;
+ adj[idx_ij] = adj[idx_ji] = sum;
+ }
+ }
+ }
+ }
+ }
+
+ // Build links.
+ for (j = 0; j < n; ++j) {
+ for (i = j + 1; i < n; ++i) {
+ int idx_ij = j * n + i;
+ if (adj[idx_ij] == (unsigned)p_distance) {
+ append_link(i, j);
+ }
+ }
+ }
+ memdelete_arr(adj);
+ }
+}
+
+//===================================================================
+//
+//
+// This function takes in a list of interdependent Links and tries
+// to maximize the distance between calculation
+// of dependent links. This increases the amount of parallelism that can
+// be exploited by out-of-order instruction processors with large but
+// (inevitably) finite instruction windows.
+//
+//===================================================================
+
+// A small structure to track lists of dependent link calculations.
+class LinkDeps {
+public:
+ // A link calculation that is dependent on this one.
+ // Positive values = "input A" while negative values = "input B".
+ int value;
+ // Next dependence in the list.
+ LinkDeps *next;
+};
+typedef LinkDeps *LinkDepsPtr;
+
+void GodotSoftBody3D::reoptimize_link_order() {
+ const int reop_not_dependent = -1;
+ const int reop_node_complete = -2;
+
+ uint32_t link_count = links.size();
+ uint32_t node_count = nodes.size();
+
+ if (link_count < 1 || node_count < 2) {
+ return;
+ }
+
+ uint32_t i;
+ Link *lr;
+ int ar, br;
+ Node *node0 = &(nodes[0]);
+ Node *node1 = &(nodes[1]);
+ LinkDepsPtr link_dep;
+ int ready_list_head, ready_list_tail, link_num, link_dep_frees, dep_link;
+
+ // Allocate temporary buffers.
+ int *node_written_at = memnew_arr(int, node_count + 1); // What link calculation produced this node's current values?
+ int *link_dep_A = memnew_arr(int, link_count); // Link calculation input is dependent upon prior calculation #N
+ int *link_dep_B = memnew_arr(int, link_count);
+ int *ready_list = memnew_arr(int, link_count); // List of ready-to-process link calculations (# of links, maximum)
+ LinkDeps *link_dep_free_list = memnew_arr(LinkDeps, 2 * link_count); // Dependent-on-me list elements (2x# of links, maximum)
+ LinkDepsPtr *link_dep_list_starts = memnew_arr(LinkDepsPtr, link_count); // Start nodes of dependent-on-me lists, one for each link
+
+ // Copy the original, unsorted links to a side buffer.
+ Link *link_buffer = memnew_arr(Link, link_count);
+ memcpy(link_buffer, &(links[0]), sizeof(Link) * link_count);
+
+ // Clear out the node setup and ready list.
+ for (i = 0; i < node_count + 1; i++) {
+ node_written_at[i] = reop_not_dependent;
+ }
+ for (i = 0; i < link_count; i++) {
+ link_dep_list_starts[i] = nullptr;
+ }
+ ready_list_head = ready_list_tail = link_dep_frees = 0;
+
+ // Initial link analysis to set up data structures.
+ for (i = 0; i < link_count; i++) {
+ // Note which prior link calculations we are dependent upon & build up dependence lists.
+ lr = &(links[i]);
+ ar = (lr->n[0] - node0) / (node1 - node0);
+ br = (lr->n[1] - node0) / (node1 - node0);
+ if (node_written_at[ar] > reop_not_dependent) {
+ link_dep_A[i] = node_written_at[ar];
+ link_dep = &link_dep_free_list[link_dep_frees++];
+ link_dep->value = i;
+ link_dep->next = link_dep_list_starts[node_written_at[ar]];
+ link_dep_list_starts[node_written_at[ar]] = link_dep;
+ } else {
+ link_dep_A[i] = reop_not_dependent;
+ }
+ if (node_written_at[br] > reop_not_dependent) {
+ link_dep_B[i] = node_written_at[br];
+ link_dep = &link_dep_free_list[link_dep_frees++];
+ link_dep->value = -(int)(i + 1);
+ link_dep->next = link_dep_list_starts[node_written_at[br]];
+ link_dep_list_starts[node_written_at[br]] = link_dep;
+ } else {
+ link_dep_B[i] = reop_not_dependent;
+ }
+
+ // Add this link to the initial ready list, if it is not dependent on any other links.
+ if ((link_dep_A[i] == reop_not_dependent) && (link_dep_B[i] == reop_not_dependent)) {
+ ready_list[ready_list_tail++] = i;
+ link_dep_A[i] = link_dep_B[i] = reop_node_complete; // Probably not needed now.
+ }
+
+ // Update the nodes to mark which ones are calculated by this link.
+ node_written_at[ar] = node_written_at[br] = i;
+ }
+
+ // Process the ready list and create the sorted list of links:
+ // -- By treating the ready list as a queue, we maximize the distance between any
+ // inter-dependent node calculations.
+ // -- All other (non-related) nodes in the ready list will automatically be inserted
+ // in between each set of inter-dependent link calculations by this loop.
+ i = 0;
+ while (ready_list_head != ready_list_tail) {
+ // Use ready list to select the next link to process.
+ link_num = ready_list[ready_list_head++];
+ // Copy the next-to-calculate link back into the original link array.
+ links[i++] = link_buffer[link_num];
+
+ // Free up any link inputs that are dependent on this one.
+ link_dep = link_dep_list_starts[link_num];
+ while (link_dep) {
+ dep_link = link_dep->value;
+ if (dep_link >= 0) {
+ link_dep_A[dep_link] = reop_not_dependent;
+ } else {
+ dep_link = -dep_link - 1;
+ link_dep_B[dep_link] = reop_not_dependent;
+ }
+ // Add this dependent link calculation to the ready list if *both* inputs are clear.
+ if ((link_dep_A[dep_link] == reop_not_dependent) && (link_dep_B[dep_link] == reop_not_dependent)) {
+ ready_list[ready_list_tail++] = dep_link;
+ link_dep_A[dep_link] = link_dep_B[dep_link] = reop_node_complete; // Probably not needed now.
+ }
+ link_dep = link_dep->next;
+ }
+ }
+
+ // Delete the temporary buffers.
+ memdelete_arr(node_written_at);
+ memdelete_arr(link_dep_A);
+ memdelete_arr(link_dep_B);
+ memdelete_arr(ready_list);
+ memdelete_arr(link_dep_free_list);
+ memdelete_arr(link_dep_list_starts);
+ memdelete_arr(link_buffer);
+}
+
+void GodotSoftBody3D::append_link(uint32_t p_node1, uint32_t p_node2) {
+ if (p_node1 == p_node2) {
+ return;
+ }
+
+ Node *node1 = &nodes[p_node1];
+ Node *node2 = &nodes[p_node2];
+
+ Link link;
+ link.n[0] = node1;
+ link.n[1] = node2;
+ link.rl = (node1->x - node2->x).length();
+
+ links.push_back(link);
+}
+
+void GodotSoftBody3D::append_face(uint32_t p_node1, uint32_t p_node2, uint32_t p_node3) {
+ if (p_node1 == p_node2) {
+ return;
+ }
+ if (p_node1 == p_node3) {
+ return;
+ }
+ if (p_node2 == p_node3) {
+ return;
+ }
+
+ Node *node1 = &nodes[p_node1];
+ Node *node2 = &nodes[p_node2];
+ Node *node3 = &nodes[p_node3];
+
+ Face face;
+ face.n[0] = node1;
+ face.n[1] = node2;
+ face.n[2] = node3;
+
+ face.index = faces.size();
+
+ faces.push_back(face);
+}
+
+void GodotSoftBody3D::set_iteration_count(int p_val) {
+ iteration_count = p_val;
+}
+
+void GodotSoftBody3D::set_total_mass(real_t p_val) {
+ ERR_FAIL_COND(p_val < 0.0);
+
+ inv_total_mass = 1.0 / p_val;
+ real_t mass_factor = total_mass * inv_total_mass;
+ total_mass = p_val;
+
+ uint32_t node_count = nodes.size();
+ for (uint32_t node_index = 0; node_index < node_count; ++node_index) {
+ Node &node = nodes[node_index];
+ node.im *= mass_factor;
+ }
+
+ update_constants();
+}
+
+void GodotSoftBody3D::set_collision_margin(real_t p_val) {
+ collision_margin = p_val;
+}
+
+void GodotSoftBody3D::set_linear_stiffness(real_t p_val) {
+ linear_stiffness = p_val;
+}
+
+void GodotSoftBody3D::set_pressure_coefficient(real_t p_val) {
+ pressure_coefficient = p_val;
+}
+
+void GodotSoftBody3D::set_damping_coefficient(real_t p_val) {
+ damping_coefficient = p_val;
+}
+
+void GodotSoftBody3D::set_drag_coefficient(real_t p_val) {
+ drag_coefficient = p_val;
+}
+
+void GodotSoftBody3D::add_velocity(const Vector3 &p_velocity) {
+ for (Node &node : nodes) {
+ if (node.im > 0) {
+ node.v += p_velocity;
+ }
+ }
+}
+
+void GodotSoftBody3D::apply_forces(const LocalVector<GodotArea3D *> &p_wind_areas) {
+ if (nodes.is_empty()) {
+ return;
+ }
+
+ int32_t j;
+
+ real_t volume = 0.0;
+ const Vector3 &org = nodes[0].x;
+
+ // Iterate over faces (try not to iterate elsewhere if possible).
+ for (const Face &face : faces) {
+ Vector3 wind_force(0, 0, 0);
+
+ // Compute volume.
+ volume += vec3_dot(face.n[0]->x - org, vec3_cross(face.n[1]->x - org, face.n[2]->x - org));
+
+ // Compute nodal forces from area winds.
+ if (!p_wind_areas.is_empty()) {
+ for (const GodotArea3D *area : p_wind_areas) {
+ wind_force += _compute_area_windforce(area, &face);
+ }
+
+ for (j = 0; j < 3; j++) {
+ Node *current_node = face.n[j];
+ current_node->f += wind_force;
+ }
+ }
+ }
+ volume /= 6.0;
+
+ // Apply nodal pressure forces.
+ if (pressure_coefficient > CMP_EPSILON) {
+ real_t ivolumetp = 1.0 / Math::abs(volume) * pressure_coefficient;
+ for (Node &node : nodes) {
+ if (node.im > 0) {
+ node.f += node.n * (node.area * ivolumetp);
+ }
+ }
+ }
+}
+
+Vector3 GodotSoftBody3D::_compute_area_windforce(const GodotArea3D *p_area, const Face *p_face) {
+ real_t wfm = p_area->get_wind_force_magnitude();
+ real_t waf = p_area->get_wind_attenuation_factor();
+ const Vector3 &wd = p_area->get_wind_direction();
+ const Vector3 &ws = p_area->get_wind_source();
+ real_t projection_on_tri_normal = vec3_dot(p_face->normal, wd);
+ real_t projection_toward_centroid = vec3_dot(p_face->centroid - ws, wd);
+ real_t attenuation_over_distance = pow(projection_toward_centroid, -waf);
+ real_t nodal_force_magnitude = wfm * 0.33333333333 * p_face->ra * projection_on_tri_normal * attenuation_over_distance;
+ return nodal_force_magnitude * p_face->normal;
+}
+
+void GodotSoftBody3D::predict_motion(real_t p_delta) {
+ const real_t inv_delta = 1.0 / p_delta;
+
+ ERR_FAIL_NULL(get_space());
+
+ bool gravity_done = false;
+ Vector3 gravity;
+
+ LocalVector<GodotArea3D *> wind_areas;
+
+ int ac = areas.size();
+ if (ac) {
+ areas.sort();
+ const AreaCMP *aa = &areas[0];
+ for (int i = ac - 1; i >= 0; i--) {
+ if (!gravity_done) {
+ PhysicsServer3D::AreaSpaceOverrideMode area_gravity_mode = (PhysicsServer3D::AreaSpaceOverrideMode)(int)aa[i].area->get_param(PhysicsServer3D::AREA_PARAM_GRAVITY_OVERRIDE_MODE);
+ if (area_gravity_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
+ Vector3 area_gravity;
+ aa[i].area->compute_gravity(get_transform().get_origin(), area_gravity);
+ switch (area_gravity_mode) {
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE:
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
+ gravity += area_gravity;
+ gravity_done = area_gravity_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
+ } break;
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE:
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
+ gravity = area_gravity;
+ gravity_done = area_gravity_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE;
+ } break;
+ default: {
+ }
+ }
+ }
+ }
+
+ if (aa[i].area->get_wind_force_magnitude() > CMP_EPSILON) {
+ wind_areas.push_back(aa[i].area);
+ }
+ }
+ }
+
+ // Add default gravity and damping from space area.
+ if (!gravity_done) {
+ GodotArea3D *default_area = get_space()->get_default_area();
+ ERR_FAIL_NULL(default_area);
+
+ Vector3 default_gravity;
+ default_area->compute_gravity(get_transform().get_origin(), default_gravity);
+ gravity += default_gravity;
+ }
+
+ // Apply forces.
+ add_velocity(gravity * p_delta);
+ if (pressure_coefficient > CMP_EPSILON || !wind_areas.is_empty()) {
+ apply_forces(wind_areas);
+ }
+
+ // Avoid soft body from 'exploding' so use some upper threshold of maximum motion
+ // that a node can travel per frame.
+ const real_t max_displacement = 1000.0;
+ real_t clamp_delta_v = max_displacement * inv_delta;
+
+ // Integrate.
+ for (Node &node : nodes) {
+ node.q = node.x;
+ Vector3 delta_v = node.f * node.im * p_delta;
+ for (int c = 0; c < 3; c++) {
+ delta_v[c] = CLAMP(delta_v[c], -clamp_delta_v, clamp_delta_v);
+ }
+ node.v += delta_v;
+ node.x += node.v * p_delta;
+ node.f = Vector3();
+ }
+
+ // Bounds and tree update.
+ update_bounds();
+
+ // Node tree update.
+ for (const Node &node : nodes) {
+ AABB node_aabb(node.x, Vector3());
+ node_aabb.expand_to(node.x + node.v * p_delta);
+ node_aabb.grow_by(collision_margin);
+
+ node_tree.update(node.leaf, node_aabb);
+ }
+
+ // Face tree update.
+ if (!face_tree.is_empty()) {
+ update_face_tree(p_delta);
+ }
+
+ // Optimize node tree.
+ node_tree.optimize_incremental(1);
+ face_tree.optimize_incremental(1);
+}
+
+void GodotSoftBody3D::solve_constraints(real_t p_delta) {
+ const real_t inv_delta = 1.0 / p_delta;
+
+ for (Link &link : links) {
+ link.c3 = link.n[1]->q - link.n[0]->q;
+ link.c2 = 1 / (link.c3.length_squared() * link.c0);
+ }
+
+ // Solve velocities.
+ for (Node &node : nodes) {
+ node.x = node.q + node.v * p_delta;
+ }
+
+ // Solve positions.
+ for (int isolve = 0; isolve < iteration_count; ++isolve) {
+ const real_t ti = isolve / (real_t)iteration_count;
+ solve_links(1.0, ti);
+ }
+ const real_t vc = (1.0 - damping_coefficient) * inv_delta;
+ for (Node &node : nodes) {
+ node.x += node.bv * p_delta;
+ node.bv = Vector3();
+
+ node.v = (node.x - node.q) * vc;
+
+ node.q = node.x;
+ }
+
+ update_normals_and_centroids();
+}
+
+void GodotSoftBody3D::solve_links(real_t kst, real_t ti) {
+ for (Link &link : links) {
+ if (link.c0 > 0) {
+ Node &node_a = *link.n[0];
+ Node &node_b = *link.n[1];
+ const Vector3 del = node_b.x - node_a.x;
+ const real_t len = del.length_squared();
+ if (link.c1 + len > CMP_EPSILON) {
+ const real_t k = ((link.c1 - len) / (link.c0 * (link.c1 + len))) * kst;
+ node_a.x -= del * (k * node_a.im);
+ node_b.x += del * (k * node_b.im);
+ }
+ }
+ }
+}
+
+struct AABBQueryResult {
+ const GodotSoftBody3D *soft_body = nullptr;
+ void *userdata = nullptr;
+ GodotSoftBody3D::QueryResultCallback result_callback = nullptr;
+
+ _FORCE_INLINE_ bool operator()(void *p_data) {
+ return result_callback(soft_body->get_node_index(p_data), userdata);
+ };
+};
+
+void GodotSoftBody3D::query_aabb(const AABB &p_aabb, GodotSoftBody3D::QueryResultCallback p_result_callback, void *p_userdata) {
+ AABBQueryResult query_result;
+ query_result.soft_body = this;
+ query_result.result_callback = p_result_callback;
+ query_result.userdata = p_userdata;
+
+ node_tree.aabb_query(p_aabb, query_result);
+}
+
+struct RayQueryResult {
+ const GodotSoftBody3D *soft_body = nullptr;
+ void *userdata = nullptr;
+ GodotSoftBody3D::QueryResultCallback result_callback = nullptr;
+
+ _FORCE_INLINE_ bool operator()(void *p_data) {
+ return result_callback(soft_body->get_face_index(p_data), userdata);
+ };
+};
+
+void GodotSoftBody3D::query_ray(const Vector3 &p_from, const Vector3 &p_to, GodotSoftBody3D::QueryResultCallback p_result_callback, void *p_userdata) {
+ if (face_tree.is_empty()) {
+ initialize_face_tree();
+ }
+
+ RayQueryResult query_result;
+ query_result.soft_body = this;
+ query_result.result_callback = p_result_callback;
+ query_result.userdata = p_userdata;
+
+ face_tree.ray_query(p_from, p_to, query_result);
+}
+
+void GodotSoftBody3D::initialize_face_tree() {
+ face_tree.clear();
+ for (Face &face : faces) {
+ AABB face_aabb;
+
+ face_aabb.position = face.n[0]->x;
+ face_aabb.expand_to(face.n[1]->x);
+ face_aabb.expand_to(face.n[2]->x);
+
+ face_aabb.grow_by(collision_margin);
+
+ face.leaf = face_tree.insert(face_aabb, &face);
+ }
+}
+
+void GodotSoftBody3D::update_face_tree(real_t p_delta) {
+ for (const Face &face : faces) {
+ AABB face_aabb;
+
+ const Node *node0 = face.n[0];
+ face_aabb.position = node0->x;
+ face_aabb.expand_to(node0->x + node0->v * p_delta);
+
+ const Node *node1 = face.n[1];
+ face_aabb.expand_to(node1->x);
+ face_aabb.expand_to(node1->x + node1->v * p_delta);
+
+ const Node *node2 = face.n[2];
+ face_aabb.expand_to(node2->x);
+ face_aabb.expand_to(node2->x + node2->v * p_delta);
+
+ face_aabb.grow_by(collision_margin);
+
+ face_tree.update(face.leaf, face_aabb);
+ }
+}
+
+void GodotSoftBody3D::initialize_shape(bool p_force_move) {
+ if (get_shape_count() == 0) {
+ GodotSoftBodyShape3D *soft_body_shape = memnew(GodotSoftBodyShape3D(this));
+ add_shape(soft_body_shape);
+ } else if (p_force_move) {
+ GodotSoftBodyShape3D *soft_body_shape = static_cast<GodotSoftBodyShape3D *>(get_shape(0));
+ soft_body_shape->update_bounds();
+ }
+}
+
+void GodotSoftBody3D::deinitialize_shape() {
+ if (get_shape_count() > 0) {
+ GodotShape3D *shape = get_shape(0);
+ remove_shape(shape);
+ memdelete(shape);
+ }
+}
+
+void GodotSoftBody3D::destroy() {
+ soft_mesh = RID();
+
+ map_visual_to_physics.clear();
+
+ node_tree.clear();
+ face_tree.clear();
+
+ nodes.clear();
+ links.clear();
+ faces.clear();
+
+ bounds = AABB();
+ deinitialize_shape();
+}
+
+void GodotSoftBodyShape3D::update_bounds() {
+ ERR_FAIL_NULL(soft_body);
+
+ AABB collision_aabb = soft_body->get_bounds();
+ collision_aabb.grow_by(soft_body->get_collision_margin());
+ configure(collision_aabb);
+}
+
+GodotSoftBodyShape3D::GodotSoftBodyShape3D(GodotSoftBody3D *p_soft_body) {
+ soft_body = p_soft_body;
+ update_bounds();
+}
+
+struct _SoftBodyIntersectSegmentInfo {
+ const GodotSoftBody3D *soft_body = nullptr;
+ Vector3 from;
+ Vector3 dir;
+ Vector3 hit_position;
+ uint32_t hit_face_index = -1;
+ real_t hit_dist_sq = INFINITY;
+
+ static bool process_hit(uint32_t p_face_index, void *p_userdata) {
+ _SoftBodyIntersectSegmentInfo &query_info = *(static_cast<_SoftBodyIntersectSegmentInfo *>(p_userdata));
+
+ Vector3 points[3];
+ query_info.soft_body->get_face_points(p_face_index, points[0], points[1], points[2]);
+
+ Vector3 result;
+ if (Geometry3D::ray_intersects_triangle(query_info.from, query_info.dir, points[0], points[1], points[2], &result)) {
+ real_t dist_sq = query_info.from.distance_squared_to(result);
+ if (dist_sq < query_info.hit_dist_sq) {
+ query_info.hit_dist_sq = dist_sq;
+ query_info.hit_position = result;
+ query_info.hit_face_index = p_face_index;
+ }
+ }
+
+ // Continue with the query.
+ return false;
+ }
+};
+
+bool GodotSoftBodyShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const {
+ _SoftBodyIntersectSegmentInfo query_info;
+ query_info.soft_body = soft_body;
+ query_info.from = p_begin;
+ query_info.dir = (p_end - p_begin).normalized();
+
+ soft_body->query_ray(p_begin, p_end, _SoftBodyIntersectSegmentInfo::process_hit, &query_info);
+
+ if (query_info.hit_dist_sq != INFINITY) {
+ r_result = query_info.hit_position;
+ r_normal = soft_body->get_face_normal(query_info.hit_face_index);
+ return true;
+ }
+
+ return false;
+}
+
+bool GodotSoftBodyShape3D::intersect_point(const Vector3 &p_point) const {
+ return false;
+}
+
+Vector3 GodotSoftBodyShape3D::get_closest_point_to(const Vector3 &p_point) const {
+ ERR_FAIL_V_MSG(Vector3(), "Get closest point is not supported for soft bodies.");
+}
diff --git a/modules/godot_physics_3d/godot_soft_body_3d.h b/modules/godot_physics_3d/godot_soft_body_3d.h
new file mode 100644
index 0000000000..e23f4bb9f5
--- /dev/null
+++ b/modules/godot_physics_3d/godot_soft_body_3d.h
@@ -0,0 +1,276 @@
+/**************************************************************************/
+/* godot_soft_body_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef GODOT_SOFT_BODY_3D_H
+#define GODOT_SOFT_BODY_3D_H
+
+#include "godot_area_3d.h"
+#include "godot_collision_object_3d.h"
+
+#include "core/math/aabb.h"
+#include "core/math/dynamic_bvh.h"
+#include "core/math/vector3.h"
+#include "core/templates/hash_set.h"
+#include "core/templates/local_vector.h"
+#include "core/templates/vset.h"
+
+class GodotConstraint3D;
+
+class GodotSoftBody3D : public GodotCollisionObject3D {
+ RID soft_mesh;
+
+ struct Node {
+ Vector3 s; // Source position
+ Vector3 x; // Position
+ Vector3 q; // Previous step position/Test position
+ Vector3 f; // Force accumulator
+ Vector3 v; // Velocity
+ Vector3 bv; // Biased Velocity
+ Vector3 n; // Normal
+ real_t area = 0.0; // Area
+ real_t im = 0.0; // 1/mass
+ DynamicBVH::ID leaf; // Leaf data
+ uint32_t index = 0;
+ };
+
+ struct Link {
+ Vector3 c3; // gradient
+ Node *n[2] = { nullptr, nullptr }; // Node pointers
+ real_t rl = 0.0; // Rest length
+ real_t c0 = 0.0; // (ima+imb)*kLST
+ real_t c1 = 0.0; // rl^2
+ real_t c2 = 0.0; // |gradient|^2/c0
+ };
+
+ struct Face {
+ Vector3 centroid;
+ Node *n[3] = { nullptr, nullptr, nullptr }; // Node pointers
+ Vector3 normal; // Normal
+ real_t ra = 0.0; // Rest area
+ DynamicBVH::ID leaf; // Leaf data
+ uint32_t index = 0;
+ };
+
+ LocalVector<Node> nodes;
+ LocalVector<Link> links;
+ LocalVector<Face> faces;
+
+ DynamicBVH node_tree;
+ DynamicBVH face_tree;
+
+ LocalVector<uint32_t> map_visual_to_physics;
+
+ AABB bounds;
+
+ real_t collision_margin = 0.05;
+
+ real_t total_mass = 1.0;
+ real_t inv_total_mass = 1.0;
+
+ int iteration_count = 5;
+ real_t linear_stiffness = 0.5; // [0,1]
+ real_t pressure_coefficient = 0.0; // [-inf,+inf]
+ real_t damping_coefficient = 0.01; // [0,1]
+ real_t drag_coefficient = 0.0; // [0,1]
+ LocalVector<int> pinned_vertices;
+
+ SelfList<GodotSoftBody3D> active_list;
+
+ HashSet<GodotConstraint3D *> constraints;
+
+ Vector<AreaCMP> areas;
+
+ VSet<RID> exceptions;
+
+ uint64_t island_step = 0;
+
+ _FORCE_INLINE_ Vector3 _compute_area_windforce(const GodotArea3D *p_area, const Face *p_face);
+
+public:
+ GodotSoftBody3D();
+
+ const AABB &get_bounds() const { return bounds; }
+
+ void set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant);
+ Variant get_state(PhysicsServer3D::BodyState p_state) const;
+
+ _FORCE_INLINE_ void add_constraint(GodotConstraint3D *p_constraint) { constraints.insert(p_constraint); }
+ _FORCE_INLINE_ void remove_constraint(GodotConstraint3D *p_constraint) { constraints.erase(p_constraint); }
+ _FORCE_INLINE_ const HashSet<GodotConstraint3D *> &get_constraints() const { return constraints; }
+ _FORCE_INLINE_ void clear_constraints() { constraints.clear(); }
+
+ _FORCE_INLINE_ void add_exception(const RID &p_exception) { exceptions.insert(p_exception); }
+ _FORCE_INLINE_ void remove_exception(const RID &p_exception) { exceptions.erase(p_exception); }
+ _FORCE_INLINE_ bool has_exception(const RID &p_exception) const { return exceptions.has(p_exception); }
+ _FORCE_INLINE_ const VSet<RID> &get_exceptions() const { return exceptions; }
+
+ _FORCE_INLINE_ uint64_t get_island_step() const { return island_step; }
+ _FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; }
+
+ _FORCE_INLINE_ void add_area(GodotArea3D *p_area) {
+ int index = areas.find(AreaCMP(p_area));
+ if (index > -1) {
+ areas.write[index].refCount += 1;
+ } else {
+ areas.ordered_insert(AreaCMP(p_area));
+ }
+ }
+
+ _FORCE_INLINE_ void remove_area(GodotArea3D *p_area) {
+ int index = areas.find(AreaCMP(p_area));
+ if (index > -1) {
+ areas.write[index].refCount -= 1;
+ if (areas[index].refCount < 1) {
+ areas.remove_at(index);
+ }
+ }
+ }
+
+ virtual void set_space(GodotSpace3D *p_space) override;
+
+ void set_mesh(RID p_mesh);
+
+ void update_rendering_server(PhysicsServer3DRenderingServerHandler *p_rendering_server_handler);
+
+ Vector3 get_vertex_position(int p_index) const;
+ void set_vertex_position(int p_index, const Vector3 &p_position);
+
+ void pin_vertex(int p_index);
+ void unpin_vertex(int p_index);
+ void unpin_all_vertices();
+ bool is_vertex_pinned(int p_index) const;
+
+ uint32_t get_node_count() const;
+ real_t get_node_inv_mass(uint32_t p_node_index) const;
+ Vector3 get_node_position(uint32_t p_node_index) const;
+ Vector3 get_node_velocity(uint32_t p_node_index) const;
+ Vector3 get_node_biased_velocity(uint32_t p_node_index) const;
+ void apply_node_impulse(uint32_t p_node_index, const Vector3 &p_impulse);
+ void apply_node_bias_impulse(uint32_t p_node_index, const Vector3 &p_impulse);
+
+ uint32_t get_face_count() const;
+ void get_face_points(uint32_t p_face_index, Vector3 &r_point_1, Vector3 &r_point_2, Vector3 &r_point_3) const;
+ Vector3 get_face_normal(uint32_t p_face_index) const;
+
+ void set_iteration_count(int p_val);
+ _FORCE_INLINE_ real_t get_iteration_count() const { return iteration_count; }
+
+ void set_total_mass(real_t p_val);
+ _FORCE_INLINE_ real_t get_total_mass() const { return total_mass; }
+ _FORCE_INLINE_ real_t get_total_inv_mass() const { return inv_total_mass; }
+
+ void set_collision_margin(real_t p_val);
+ _FORCE_INLINE_ real_t get_collision_margin() const { return collision_margin; }
+
+ void set_linear_stiffness(real_t p_val);
+ _FORCE_INLINE_ real_t get_linear_stiffness() const { return linear_stiffness; }
+
+ void set_pressure_coefficient(real_t p_val);
+ _FORCE_INLINE_ real_t get_pressure_coefficient() const { return pressure_coefficient; }
+
+ void set_damping_coefficient(real_t p_val);
+ _FORCE_INLINE_ real_t get_damping_coefficient() const { return damping_coefficient; }
+
+ void set_drag_coefficient(real_t p_val);
+ _FORCE_INLINE_ real_t get_drag_coefficient() const { return drag_coefficient; }
+
+ void predict_motion(real_t p_delta);
+ void solve_constraints(real_t p_delta);
+
+ _FORCE_INLINE_ uint32_t get_node_index(void *p_node) const { return static_cast<Node *>(p_node)->index; }
+ _FORCE_INLINE_ uint32_t get_face_index(void *p_face) const { return static_cast<Face *>(p_face)->index; }
+
+ // Return true to stop the query.
+ // p_index is the node index for AABB query, face index for Ray query.
+ typedef bool (*QueryResultCallback)(uint32_t p_index, void *p_userdata);
+
+ void query_aabb(const AABB &p_aabb, QueryResultCallback p_result_callback, void *p_userdata);
+ void query_ray(const Vector3 &p_from, const Vector3 &p_to, QueryResultCallback p_result_callback, void *p_userdata);
+
+protected:
+ virtual void _shapes_changed() override;
+
+private:
+ void update_normals_and_centroids();
+ void update_bounds();
+ void update_constants();
+ void update_area();
+ void reset_link_rest_lengths();
+ void update_link_constants();
+
+ void apply_nodes_transform(const Transform3D &p_transform);
+
+ void add_velocity(const Vector3 &p_velocity);
+
+ void apply_forces(const LocalVector<GodotArea3D *> &p_wind_areas);
+
+ bool create_from_trimesh(const Vector<int> &p_indices, const Vector<Vector3> &p_vertices);
+ void generate_bending_constraints(int p_distance);
+ void reoptimize_link_order();
+ void append_link(uint32_t p_node1, uint32_t p_node2);
+ void append_face(uint32_t p_node1, uint32_t p_node2, uint32_t p_node3);
+
+ void solve_links(real_t kst, real_t ti);
+
+ void initialize_face_tree();
+ void update_face_tree(real_t p_delta);
+
+ void initialize_shape(bool p_force_move = true);
+ void deinitialize_shape();
+
+ void destroy();
+};
+
+class GodotSoftBodyShape3D : public GodotShape3D {
+ GodotSoftBody3D *soft_body = nullptr;
+
+public:
+ GodotSoftBody3D *get_soft_body() const { return soft_body; }
+
+ virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_SOFT_BODY; }
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override { r_min = r_max = 0.0; }
+ virtual Vector3 get_support(const Vector3 &p_normal) const override { return Vector3(); }
+ virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override { r_amount = 0; }
+
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override;
+ virtual bool intersect_point(const Vector3 &p_point) const override;
+ virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
+ virtual Vector3 get_moment_of_inertia(real_t p_mass) const override { return Vector3(); }
+
+ virtual void set_data(const Variant &p_data) override {}
+ virtual Variant get_data() const override { return Variant(); }
+
+ void update_bounds();
+
+ GodotSoftBodyShape3D(GodotSoftBody3D *p_soft_body);
+ ~GodotSoftBodyShape3D() {}
+};
+
+#endif // GODOT_SOFT_BODY_3D_H
diff --git a/modules/godot_physics_3d/godot_space_3d.cpp b/modules/godot_physics_3d/godot_space_3d.cpp
new file mode 100644
index 0000000000..9a6ba776b4
--- /dev/null
+++ b/modules/godot_physics_3d/godot_space_3d.cpp
@@ -0,0 +1,1277 @@
+/**************************************************************************/
+/* godot_space_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#include "godot_space_3d.h"
+
+#include "godot_collision_solver_3d.h"
+#include "godot_physics_server_3d.h"
+
+#include "core/config/project_settings.h"
+
+#define TEST_MOTION_MARGIN_MIN_VALUE 0.0001
+#define TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR 0.05
+
+_FORCE_INLINE_ static bool _can_collide_with(GodotCollisionObject3D *p_object, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
+ if (!(p_object->get_collision_layer() & p_collision_mask)) {
+ return false;
+ }
+
+ if (p_object->get_type() == GodotCollisionObject3D::TYPE_AREA && !p_collide_with_areas) {
+ return false;
+ }
+
+ if (p_object->get_type() == GodotCollisionObject3D::TYPE_BODY && !p_collide_with_bodies) {
+ return false;
+ }
+
+ if (p_object->get_type() == GodotCollisionObject3D::TYPE_SOFT_BODY && !p_collide_with_bodies) {
+ return false;
+ }
+
+ return true;
+}
+
+int GodotPhysicsDirectSpaceState3D::intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) {
+ ERR_FAIL_COND_V(space->locked, false);
+ int amount = space->broadphase->cull_point(p_parameters.position, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
+ int cc = 0;
+
+ //Transform3D ai = p_xform.affine_inverse();
+
+ for (int i = 0; i < amount; i++) {
+ if (cc >= p_result_max) {
+ break;
+ }
+
+ if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
+ continue;
+ }
+
+ //area can't be picked by ray (default)
+
+ if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
+ continue;
+ }
+
+ const GodotCollisionObject3D *col_obj = space->intersection_query_results[i];
+ int shape_idx = space->intersection_query_subindex_results[i];
+
+ Transform3D inv_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
+ inv_xform.affine_invert();
+
+ if (!col_obj->get_shape(shape_idx)->intersect_point(inv_xform.xform(p_parameters.position))) {
+ continue;
+ }
+
+ r_results[cc].collider_id = col_obj->get_instance_id();
+ if (r_results[cc].collider_id.is_valid()) {
+ r_results[cc].collider = ObjectDB::get_instance(r_results[cc].collider_id);
+ } else {
+ r_results[cc].collider = nullptr;
+ }
+ r_results[cc].rid = col_obj->get_self();
+ r_results[cc].shape = shape_idx;
+
+ cc++;
+ }
+
+ return cc;
+}
+
+bool GodotPhysicsDirectSpaceState3D::intersect_ray(const RayParameters &p_parameters, RayResult &r_result) {
+ ERR_FAIL_COND_V(space->locked, false);
+
+ Vector3 begin, end;
+ Vector3 normal;
+ begin = p_parameters.from;
+ end = p_parameters.to;
+ normal = (end - begin).normalized();
+
+ int amount = space->broadphase->cull_segment(begin, end, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
+
+ //todo, create another array that references results, compute AABBs and check closest point to ray origin, sort, and stop evaluating results when beyond first collision
+
+ bool collided = false;
+ Vector3 res_point, res_normal;
+ int res_face_index = -1;
+ int res_shape = -1;
+ const GodotCollisionObject3D *res_obj = nullptr;
+ real_t min_d = 1e10;
+
+ for (int i = 0; i < amount; i++) {
+ if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
+ continue;
+ }
+
+ if (p_parameters.pick_ray && !(space->intersection_query_results[i]->is_ray_pickable())) {
+ continue;
+ }
+
+ if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
+ continue;
+ }
+
+ const GodotCollisionObject3D *col_obj = space->intersection_query_results[i];
+
+ int shape_idx = space->intersection_query_subindex_results[i];
+ Transform3D inv_xform = col_obj->get_shape_inv_transform(shape_idx) * col_obj->get_inv_transform();
+
+ Vector3 local_from = inv_xform.xform(begin);
+ Vector3 local_to = inv_xform.xform(end);
+
+ const GodotShape3D *shape = col_obj->get_shape(shape_idx);
+
+ Vector3 shape_point, shape_normal;
+ int shape_face_index = -1;
+
+ if (shape->intersect_point(local_from)) {
+ if (p_parameters.hit_from_inside) {
+ // Hit shape at starting point.
+ min_d = 0;
+ res_point = begin;
+ res_normal = Vector3();
+ res_shape = shape_idx;
+ res_obj = col_obj;
+ collided = true;
+ break;
+ } else {
+ // Ignore shape when starting inside.
+ continue;
+ }
+ }
+
+ if (shape->intersect_segment(local_from, local_to, shape_point, shape_normal, shape_face_index, p_parameters.hit_back_faces)) {
+ Transform3D xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
+ shape_point = xform.xform(shape_point);
+
+ real_t ld = normal.dot(shape_point);
+
+ if (ld < min_d) {
+ min_d = ld;
+ res_point = shape_point;
+ res_normal = inv_xform.basis.xform_inv(shape_normal).normalized();
+ res_face_index = shape_face_index;
+ res_shape = shape_idx;
+ res_obj = col_obj;
+ collided = true;
+ }
+ }
+ }
+
+ if (!collided) {
+ return false;
+ }
+ ERR_FAIL_NULL_V(res_obj, false); // Shouldn't happen but silences warning.
+
+ r_result.collider_id = res_obj->get_instance_id();
+ if (r_result.collider_id.is_valid()) {
+ r_result.collider = ObjectDB::get_instance(r_result.collider_id);
+ } else {
+ r_result.collider = nullptr;
+ }
+ r_result.normal = res_normal;
+ r_result.face_index = res_face_index;
+ r_result.position = res_point;
+ r_result.rid = res_obj->get_self();
+ r_result.shape = res_shape;
+
+ return true;
+}
+
+int GodotPhysicsDirectSpaceState3D::intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) {
+ if (p_result_max <= 0) {
+ return 0;
+ }
+
+ GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
+ ERR_FAIL_NULL_V(shape, 0);
+
+ AABB aabb = p_parameters.transform.xform(shape->get_aabb());
+
+ int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
+
+ int cc = 0;
+
+ //Transform3D ai = p_xform.affine_inverse();
+
+ for (int i = 0; i < amount; i++) {
+ if (cc >= p_result_max) {
+ break;
+ }
+
+ if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
+ continue;
+ }
+
+ //area can't be picked by ray (default)
+
+ if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
+ continue;
+ }
+
+ const GodotCollisionObject3D *col_obj = space->intersection_query_results[i];
+ int shape_idx = space->intersection_query_subindex_results[i];
+
+ if (!GodotCollisionSolver3D::solve_static(shape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), nullptr, nullptr, nullptr, p_parameters.margin, 0)) {
+ continue;
+ }
+
+ if (r_results) {
+ r_results[cc].collider_id = col_obj->get_instance_id();
+ if (r_results[cc].collider_id.is_valid()) {
+ r_results[cc].collider = ObjectDB::get_instance(r_results[cc].collider_id);
+ } else {
+ r_results[cc].collider = nullptr;
+ }
+ r_results[cc].rid = col_obj->get_self();
+ r_results[cc].shape = shape_idx;
+ }
+
+ cc++;
+ }
+
+ return cc;
+}
+
+bool GodotPhysicsDirectSpaceState3D::cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe, ShapeRestInfo *r_info) {
+ GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
+ ERR_FAIL_NULL_V(shape, false);
+
+ AABB aabb = p_parameters.transform.xform(shape->get_aabb());
+ aabb = aabb.merge(AABB(aabb.position + p_parameters.motion, aabb.size)); //motion
+ aabb = aabb.grow(p_parameters.margin);
+
+ int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
+
+ real_t best_safe = 1;
+ real_t best_unsafe = 1;
+
+ Transform3D xform_inv = p_parameters.transform.affine_inverse();
+ GodotMotionShape3D mshape;
+ mshape.shape = shape;
+ mshape.motion = xform_inv.basis.xform(p_parameters.motion);
+
+ bool best_first = true;
+
+ Vector3 motion_normal = p_parameters.motion.normalized();
+
+ Vector3 closest_A, closest_B;
+
+ for (int i = 0; i < amount; i++) {
+ if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
+ continue;
+ }
+
+ if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) {
+ continue; //ignore excluded
+ }
+
+ const GodotCollisionObject3D *col_obj = space->intersection_query_results[i];
+ int shape_idx = space->intersection_query_subindex_results[i];
+
+ Vector3 point_A, point_B;
+ Vector3 sep_axis = motion_normal;
+
+ Transform3D 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 (GodotCollisionSolver3D::solve_distance(&mshape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) {
+ continue;
+ }
+
+ //test initial overlap, ignore objects it's inside of.
+ sep_axis = motion_normal;
+
+ if (!GodotCollisionSolver3D::solve_distance(shape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) {
+ continue;
+ }
+
+ //just do kinematic solving
+ real_t low = 0.0;
+ real_t hi = 1.0;
+ real_t fraction_coeff = 0.5;
+ for (int j = 0; j < 8; j++) { //steps should be customizable..
+ real_t fraction = low + (hi - low) * fraction_coeff;
+
+ mshape.motion = xform_inv.basis.xform(p_parameters.motion * fraction);
+
+ Vector3 lA, lB;
+ Vector3 sep = motion_normal; //important optimization for this to work fast enough
+ bool collided = !GodotCollisionSolver3D::solve_distance(&mshape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj_xform, lA, lB, aabb, &sep);
+
+ if (collided) {
+ hi = fraction;
+ if ((j == 0) || (low > 0.0)) { // Did it not collide before?
+ // When alternating or first iteration, use dichotomy.
+ fraction_coeff = 0.5;
+ } else {
+ // When colliding again, converge faster towards low fraction
+ // for more accurate results with long motions that collide near the start.
+ fraction_coeff = 0.25;
+ }
+ } else {
+ point_A = lA;
+ point_B = lB;
+ low = fraction;
+ if ((j == 0) || (hi < 1.0)) { // Did it collide before?
+ // When alternating or first iteration, use dichotomy.
+ fraction_coeff = 0.5;
+ } else {
+ // When not colliding again, converge faster towards high fraction
+ // for more accurate results with long motions that collide near the end.
+ fraction_coeff = 0.75;
+ }
+ }
+ }
+
+ 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() == GodotCollisionObject3D::TYPE_BODY) {
+ const GodotBody3D *body = static_cast<const GodotBody3D *>(col_obj);
+ Vector3 rel_vec = closest_B - (body->get_transform().origin + body->get_center_of_mass());
+ r_info->linear_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec);
+ }
+ }
+ }
+
+ p_closest_safe = best_safe;
+ p_closest_unsafe = best_unsafe;
+
+ return true;
+}
+
+bool GodotPhysicsDirectSpaceState3D::collide_shape(const ShapeParameters &p_parameters, Vector3 *r_results, int p_result_max, int &r_result_count) {
+ if (p_result_max <= 0) {
+ return false;
+ }
+
+ GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
+ ERR_FAIL_NULL_V(shape, 0);
+
+ AABB aabb = p_parameters.transform.xform(shape->get_aabb());
+ aabb = aabb.grow(p_parameters.margin);
+
+ int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
+
+ bool collided = false;
+ r_result_count = 0;
+
+ GodotPhysicsServer3D::CollCbkData cbk;
+ cbk.max = p_result_max;
+ cbk.amount = 0;
+ cbk.ptr = r_results;
+ GodotCollisionSolver3D::CallbackResult cbkres = GodotPhysicsServer3D::_shape_col_cbk;
+
+ GodotPhysicsServer3D::CollCbkData *cbkptr = &cbk;
+
+ for (int i = 0; i < amount; i++) {
+ if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
+ continue;
+ }
+
+ const GodotCollisionObject3D *col_obj = space->intersection_query_results[i];
+
+ if (p_parameters.exclude.has(col_obj->get_self())) {
+ continue;
+ }
+
+ int shape_idx = space->intersection_query_subindex_results[i];
+
+ if (GodotCollisionSolver3D::solve_static(shape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), cbkres, cbkptr, nullptr, p_parameters.margin)) {
+ collided = true;
+ }
+ }
+
+ r_result_count = cbk.amount;
+
+ return collided;
+}
+
+struct _RestResultData {
+ const GodotCollisionObject3D *object = nullptr;
+ int local_shape = 0;
+ int shape = 0;
+ Vector3 contact;
+ Vector3 normal;
+ real_t len = 0.0;
+};
+
+struct _RestCallbackData {
+ const GodotCollisionObject3D *object = nullptr;
+ int local_shape = 0;
+ int shape = 0;
+
+ real_t min_allowed_depth = 0.0;
+
+ _RestResultData best_result;
+
+ int max_results = 0;
+ int result_count = 0;
+ _RestResultData *other_results = nullptr;
+};
+
+static void _rest_cbk_result(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal, void *p_userdata) {
+ _RestCallbackData *rd = static_cast<_RestCallbackData *>(p_userdata);
+
+ Vector3 contact_rel = p_point_B - p_point_A;
+ real_t len = contact_rel.length();
+ if (len < rd->min_allowed_depth) {
+ return;
+ }
+
+ bool is_best_result = (len > rd->best_result.len);
+
+ if (rd->other_results && rd->result_count > 0) {
+ // Consider as new result by default.
+ int prev_result_count = rd->result_count++;
+
+ int result_index = 0;
+ real_t tested_len = is_best_result ? rd->best_result.len : len;
+ for (; result_index < prev_result_count - 1; ++result_index) {
+ if (tested_len > rd->other_results[result_index].len) {
+ // Re-using a previous result.
+ rd->result_count--;
+ break;
+ }
+ }
+
+ if (result_index < rd->max_results - 1) {
+ _RestResultData &result = rd->other_results[result_index];
+
+ if (is_best_result) {
+ // Keep the previous best result as separate result.
+ result = rd->best_result;
+ } else {
+ // Keep this result as separate result.
+ result.len = len;
+ result.contact = p_point_B;
+ result.normal = normal;
+ result.object = rd->object;
+ result.shape = rd->shape;
+ result.local_shape = rd->local_shape;
+ }
+ } else {
+ // Discarding this result.
+ rd->result_count--;
+ }
+ } else if (is_best_result) {
+ rd->result_count = 1;
+ }
+
+ if (!is_best_result) {
+ return;
+ }
+
+ rd->best_result.len = len;
+ rd->best_result.contact = p_point_B;
+ rd->best_result.normal = normal;
+ rd->best_result.object = rd->object;
+ rd->best_result.shape = rd->shape;
+ rd->best_result.local_shape = rd->local_shape;
+}
+
+bool GodotPhysicsDirectSpaceState3D::rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) {
+ GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid);
+ ERR_FAIL_NULL_V(shape, 0);
+
+ real_t margin = MAX(p_parameters.margin, TEST_MOTION_MARGIN_MIN_VALUE);
+
+ AABB aabb = p_parameters.transform.xform(shape->get_aabb());
+ aabb = aabb.grow(margin);
+
+ int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
+
+ _RestCallbackData rcd;
+
+ // Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
+ real_t motion_length = p_parameters.motion.length();
+ real_t min_contact_depth = margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
+ rcd.min_allowed_depth = MIN(motion_length, min_contact_depth);
+
+ for (int i = 0; i < amount; i++) {
+ if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) {
+ continue;
+ }
+
+ const GodotCollisionObject3D *col_obj = space->intersection_query_results[i];
+
+ if (p_parameters.exclude.has(col_obj->get_self())) {
+ continue;
+ }
+
+ int shape_idx = space->intersection_query_subindex_results[i];
+
+ rcd.object = col_obj;
+ rcd.shape = shape_idx;
+ bool sc = GodotCollisionSolver3D::solve_static(shape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), _rest_cbk_result, &rcd, nullptr, margin);
+ if (!sc) {
+ continue;
+ }
+ }
+
+ if (rcd.best_result.len == 0 || !rcd.best_result.object) {
+ return false;
+ }
+
+ r_info->collider_id = rcd.best_result.object->get_instance_id();
+ r_info->shape = rcd.best_result.shape;
+ r_info->normal = rcd.best_result.normal;
+ r_info->point = rcd.best_result.contact;
+ r_info->rid = rcd.best_result.object->get_self();
+ if (rcd.best_result.object->get_type() == GodotCollisionObject3D::TYPE_BODY) {
+ const GodotBody3D *body = static_cast<const GodotBody3D *>(rcd.best_result.object);
+ Vector3 rel_vec = rcd.best_result.contact - (body->get_transform().origin + body->get_center_of_mass());
+ r_info->linear_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec);
+
+ } else {
+ r_info->linear_velocity = Vector3();
+ }
+
+ return true;
+}
+
+Vector3 GodotPhysicsDirectSpaceState3D::get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const {
+ GodotCollisionObject3D *obj = GodotPhysicsServer3D::godot_singleton->area_owner.get_or_null(p_object);
+ if (!obj) {
+ obj = GodotPhysicsServer3D::godot_singleton->body_owner.get_or_null(p_object);
+ }
+ ERR_FAIL_NULL_V(obj, Vector3());
+
+ ERR_FAIL_COND_V(obj->get_space() != space, Vector3());
+
+ real_t min_distance = 1e20;
+ Vector3 min_point;
+
+ bool shapes_found = false;
+
+ for (int i = 0; i < obj->get_shape_count(); i++) {
+ if (obj->is_shape_disabled(i)) {
+ continue;
+ }
+
+ Transform3D shape_xform = obj->get_transform() * obj->get_shape_transform(i);
+ GodotShape3D *shape = obj->get_shape(i);
+
+ Vector3 point = shape->get_closest_point_to(shape_xform.affine_inverse().xform(p_point));
+ point = shape_xform.xform(point);
+
+ real_t dist = point.distance_to(p_point);
+ if (dist < min_distance) {
+ min_distance = dist;
+ min_point = point;
+ }
+ shapes_found = true;
+ }
+
+ if (!shapes_found) {
+ return obj->get_transform().origin; //no shapes found, use distance to origin.
+ } else {
+ return min_point;
+ }
+}
+
+GodotPhysicsDirectSpaceState3D::GodotPhysicsDirectSpaceState3D() {
+ space = nullptr;
+}
+
+////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+int GodotSpace3D::_cull_aabb_for_body(GodotBody3D *p_body, const AABB &p_aabb) {
+ int amount = broadphase->cull_aabb(p_aabb, intersection_query_results, INTERSECTION_QUERY_MAX, intersection_query_subindex_results);
+
+ for (int i = 0; i < amount; i++) {
+ bool keep = true;
+
+ if (intersection_query_results[i] == p_body) {
+ keep = false;
+ } else if (intersection_query_results[i]->get_type() == GodotCollisionObject3D::TYPE_AREA) {
+ keep = false;
+ } else if (intersection_query_results[i]->get_type() == GodotCollisionObject3D::TYPE_SOFT_BODY) {
+ keep = false;
+ } else if (!p_body->collides_with(static_cast<GodotBody3D *>(intersection_query_results[i]))) {
+ keep = false;
+ } else if (static_cast<GodotBody3D *>(intersection_query_results[i])->has_exception(p_body->get_self()) || p_body->has_exception(intersection_query_results[i]->get_self())) {
+ keep = false;
+ }
+
+ if (!keep) {
+ if (i < amount - 1) {
+ SWAP(intersection_query_results[i], intersection_query_results[amount - 1]);
+ SWAP(intersection_query_subindex_results[i], intersection_query_subindex_results[amount - 1]);
+ }
+
+ amount--;
+ i--;
+ }
+ }
+
+ return amount;
+}
+
+bool GodotSpace3D::test_body_motion(GodotBody3D *p_body, const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::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..
+
+ ERR_FAIL_COND_V(p_parameters.max_collisions < 0 || p_parameters.max_collisions > PhysicsServer3D::MotionResult::MAX_COLLISIONS, false);
+
+ if (r_result) {
+ *r_result = PhysicsServer3D::MotionResult();
+ }
+
+ AABB body_aabb;
+ bool shapes_found = false;
+
+ for (int i = 0; i < p_body->get_shape_count(); i++) {
+ if (p_body->is_shape_disabled(i)) {
+ continue;
+ }
+
+ if (!shapes_found) {
+ body_aabb = p_body->get_shape_aabb(i);
+ shapes_found = true;
+ } else {
+ body_aabb = body_aabb.merge(p_body->get_shape_aabb(i));
+ }
+ }
+
+ if (!shapes_found) {
+ if (r_result) {
+ r_result->travel = p_parameters.motion;
+ }
+
+ return false;
+ }
+
+ real_t margin = MAX(p_parameters.margin, TEST_MOTION_MARGIN_MIN_VALUE);
+
+ // Undo the currently transform the physics server is aware of and apply the provided one
+ body_aabb = p_parameters.from.xform(p_body->get_inv_transform().xform(body_aabb));
+ body_aabb = body_aabb.grow(margin);
+
+ real_t min_contact_depth = margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
+
+ real_t motion_length = p_parameters.motion.length();
+ Vector3 motion_normal = p_parameters.motion / motion_length;
+
+ Transform3D body_transform = p_parameters.from;
+
+ bool recovered = false;
+
+ {
+ //STEP 1, FREE BODY IF STUCK
+
+ const int max_results = 32;
+ int recover_attempts = 4;
+ Vector3 sr[max_results * 2];
+ real_t priorities[max_results];
+
+ do {
+ GodotPhysicsServer3D::CollCbkData cbk;
+ cbk.max = max_results;
+ cbk.amount = 0;
+ cbk.ptr = sr;
+
+ GodotPhysicsServer3D::CollCbkData *cbkptr = &cbk;
+ GodotCollisionSolver3D::CallbackResult cbkres = GodotPhysicsServer3D::_shape_col_cbk;
+ int priority_amount = 0;
+
+ 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_disabled(j)) {
+ continue;
+ }
+
+ Transform3D body_shape_xform = body_transform * p_body->get_shape_transform(j);
+ GodotShape3D *body_shape = p_body->get_shape(j);
+
+ for (int i = 0; i < amount; i++) {
+ const GodotCollisionObject3D *col_obj = intersection_query_results[i];
+ if (p_parameters.exclude_bodies.has(col_obj->get_self())) {
+ continue;
+ }
+ if (p_parameters.exclude_objects.has(col_obj->get_instance_id())) {
+ continue;
+ }
+
+ int shape_idx = intersection_query_subindex_results[i];
+
+ if (GodotCollisionSolver3D::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, nullptr, margin)) {
+ collided = cbk.amount > 0;
+ }
+ while (cbk.amount > priority_amount) {
+ priorities[priority_amount] = col_obj->get_collision_priority();
+ priority_amount++;
+ }
+ }
+ }
+
+ if (!collided) {
+ break;
+ }
+
+ real_t inv_total_weight = 0.0;
+ for (int i = 0; i < cbk.amount; i++) {
+ inv_total_weight += priorities[i];
+ }
+ inv_total_weight = Math::is_zero_approx(inv_total_weight) ? 1.0 : (real_t)cbk.amount / inv_total_weight;
+
+ recovered = true;
+
+ Vector3 recover_motion;
+ for (int i = 0; i < cbk.amount; i++) {
+ Vector3 a = sr[i * 2 + 0];
+ Vector3 b = sr[i * 2 + 1];
+
+ // Compute plane on b towards a.
+ Vector3 n = (a - b).normalized();
+ real_t d = n.dot(b);
+
+ // Compute depth on recovered motion.
+ real_t depth = n.dot(a + recover_motion) - d;
+ if (depth > min_contact_depth + CMP_EPSILON) {
+ // Only recover if there is penetration.
+ recover_motion -= n * (depth - min_contact_depth) * 0.4 * priorities[i] * inv_total_weight;
+ }
+ }
+
+ 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_parameters.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_disabled(j)) {
+ continue;
+ }
+
+ GodotShape3D *body_shape = p_body->get_shape(j);
+
+ // Colliding separation rays allows to properly snap to the ground,
+ // otherwise it's not needed in regular motion.
+ if (!p_parameters.collide_separation_ray && (body_shape->get_type() == PhysicsServer3D::SHAPE_SEPARATION_RAY)) {
+ // When slide on slope is on, separation ray shape acts like a regular shape.
+ if (!static_cast<GodotSeparationRayShape3D *>(body_shape)->get_slide_on_slope()) {
+ continue;
+ }
+ }
+
+ Transform3D body_shape_xform = body_transform * p_body->get_shape_transform(j);
+
+ Transform3D body_shape_xform_inv = body_shape_xform.affine_inverse();
+ GodotMotionShape3D mshape;
+ mshape.shape = body_shape;
+ mshape.motion = body_shape_xform_inv.basis.xform(p_parameters.motion);
+
+ bool stuck = false;
+
+ real_t best_safe = 1;
+ real_t best_unsafe = 1;
+
+ for (int i = 0; i < amount; i++) {
+ const GodotCollisionObject3D *col_obj = intersection_query_results[i];
+ if (p_parameters.exclude_bodies.has(col_obj->get_self())) {
+ continue;
+ }
+ if (p_parameters.exclude_objects.has(col_obj->get_instance_id())) {
+ continue;
+ }
+
+ 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 = motion_normal;
+
+ Transform3D 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 (GodotCollisionSolver3D::solve_distance(&mshape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, motion_aabb, &sep_axis)) {
+ continue;
+ }
+ sep_axis = motion_normal;
+
+ if (!GodotCollisionSolver3D::solve_distance(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, motion_aabb, &sep_axis)) {
+ stuck = true;
+ break;
+ }
+
+ //just do kinematic solving
+ real_t low = 0.0;
+ real_t hi = 1.0;
+ real_t fraction_coeff = 0.5;
+ for (int k = 0; k < 8; k++) { //steps should be customizable..
+ real_t fraction = low + (hi - low) * fraction_coeff;
+
+ mshape.motion = body_shape_xform_inv.basis.xform(p_parameters.motion * fraction);
+
+ Vector3 lA, lB;
+ Vector3 sep = motion_normal; //important optimization for this to work fast enough
+ bool collided = !GodotCollisionSolver3D::solve_distance(&mshape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, lA, lB, motion_aabb, &sep);
+
+ if (collided) {
+ hi = fraction;
+ if ((k == 0) || (low > 0.0)) { // Did it not collide before?
+ // When alternating or first iteration, use dichotomy.
+ fraction_coeff = 0.5;
+ } else {
+ // When colliding again, converge faster towards low fraction
+ // for more accurate results with long motions that collide near the start.
+ fraction_coeff = 0.25;
+ }
+ } else {
+ point_A = lA;
+ point_B = lB;
+ low = fraction;
+ if ((k == 0) || (hi < 1.0)) { // Did it collide before?
+ // When alternating or first iteration, use dichotomy.
+ fraction_coeff = 0.5;
+ } else {
+ // When not colliding again, converge faster towards high fraction
+ // for more accurate results with long motions that collide near the end.
+ fraction_coeff = 0.75;
+ }
+ }
+ }
+
+ 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 ((p_parameters.recovery_as_collision && recovered) || (safe < 1)) {
+ if (safe >= 1) {
+ best_shape = -1; //no best shape with cast, reset to -1
+ }
+
+ //it collided, let's get the rest info in unsafe advance
+ Transform3D ugt = body_transform;
+ ugt.origin += p_parameters.motion * unsafe;
+
+ _RestResultData results[PhysicsServer3D::MotionResult::MAX_COLLISIONS];
+
+ _RestCallbackData rcd;
+ if (p_parameters.max_collisions > 1) {
+ rcd.max_results = p_parameters.max_collisions;
+ rcd.other_results = results;
+ }
+
+ // Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
+ rcd.min_allowed_depth = MIN(motion_length, min_contact_depth);
+
+ body_aabb.position += p_parameters.motion * unsafe;
+ int amount = _cull_aabb_for_body(p_body, body_aabb);
+
+ int from_shape = best_shape != -1 ? best_shape : 0;
+ int to_shape = best_shape != -1 ? best_shape + 1 : p_body->get_shape_count();
+
+ for (int j = from_shape; j < to_shape; j++) {
+ if (p_body->is_shape_disabled(j)) {
+ continue;
+ }
+
+ Transform3D body_shape_xform = ugt * p_body->get_shape_transform(j);
+ GodotShape3D *body_shape = p_body->get_shape(j);
+
+ for (int i = 0; i < amount; i++) {
+ const GodotCollisionObject3D *col_obj = intersection_query_results[i];
+ if (p_parameters.exclude_bodies.has(col_obj->get_self())) {
+ continue;
+ }
+ if (p_parameters.exclude_objects.has(col_obj->get_instance_id())) {
+ continue;
+ }
+
+ int shape_idx = intersection_query_subindex_results[i];
+
+ rcd.object = col_obj;
+ rcd.shape = shape_idx;
+ bool sc = GodotCollisionSolver3D::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, nullptr, margin);
+ if (!sc) {
+ continue;
+ }
+ }
+ }
+
+ if (rcd.result_count > 0) {
+ if (r_result) {
+ for (int collision_index = 0; collision_index < rcd.result_count; ++collision_index) {
+ const _RestResultData &result = (collision_index > 0) ? rcd.other_results[collision_index - 1] : rcd.best_result;
+
+ PhysicsServer3D::MotionCollision &collision = r_result->collisions[collision_index];
+
+ collision.collider = result.object->get_self();
+ collision.collider_id = result.object->get_instance_id();
+ collision.collider_shape = result.shape;
+ collision.local_shape = result.local_shape;
+ collision.normal = result.normal;
+ collision.position = result.contact;
+ collision.depth = result.len;
+
+ const GodotBody3D *body = static_cast<const GodotBody3D *>(result.object);
+
+ Vector3 rel_vec = result.contact - (body->get_transform().origin + body->get_center_of_mass());
+ collision.collider_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec);
+ collision.collider_angular_velocity = body->get_angular_velocity();
+ }
+
+ r_result->travel = safe * p_parameters.motion;
+ r_result->remainder = p_parameters.motion - safe * p_parameters.motion;
+ r_result->travel += (body_transform.get_origin() - p_parameters.from.get_origin());
+
+ r_result->collision_safe_fraction = safe;
+ r_result->collision_unsafe_fraction = unsafe;
+
+ r_result->collision_count = rcd.result_count;
+ r_result->collision_depth = rcd.best_result.len;
+ }
+
+ collided = true;
+ }
+ }
+
+ if (!collided && r_result) {
+ r_result->travel = p_parameters.motion;
+ r_result->remainder = Vector3();
+ r_result->travel += (body_transform.get_origin() - p_parameters.from.get_origin());
+
+ r_result->collision_safe_fraction = 1.0;
+ r_result->collision_unsafe_fraction = 1.0;
+ r_result->collision_depth = 0.0;
+ }
+
+ return collided;
+}
+
+// Assumes a valid collision pair, this should have been checked beforehand in the BVH or octree.
+void *GodotSpace3D::_broadphase_pair(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_self) {
+ GodotCollisionObject3D::Type type_A = A->get_type();
+ GodotCollisionObject3D::Type type_B = B->get_type();
+ if (type_A > type_B) {
+ SWAP(A, B);
+ SWAP(p_subindex_A, p_subindex_B);
+ SWAP(type_A, type_B);
+ }
+
+ GodotSpace3D *self = static_cast<GodotSpace3D *>(p_self);
+
+ self->collision_pairs++;
+
+ if (type_A == GodotCollisionObject3D::TYPE_AREA) {
+ GodotArea3D *area = static_cast<GodotArea3D *>(A);
+ if (type_B == GodotCollisionObject3D::TYPE_AREA) {
+ GodotArea3D *area_b = static_cast<GodotArea3D *>(B);
+ GodotArea2Pair3D *area2_pair = memnew(GodotArea2Pair3D(area_b, p_subindex_B, area, p_subindex_A));
+ return area2_pair;
+ } else if (type_B == GodotCollisionObject3D::TYPE_SOFT_BODY) {
+ GodotSoftBody3D *softbody = static_cast<GodotSoftBody3D *>(B);
+ GodotAreaSoftBodyPair3D *soft_area_pair = memnew(GodotAreaSoftBodyPair3D(softbody, p_subindex_B, area, p_subindex_A));
+ return soft_area_pair;
+ } else {
+ GodotBody3D *body = static_cast<GodotBody3D *>(B);
+ GodotAreaPair3D *area_pair = memnew(GodotAreaPair3D(body, p_subindex_B, area, p_subindex_A));
+ return area_pair;
+ }
+ } else if (type_A == GodotCollisionObject3D::TYPE_BODY) {
+ if (type_B == GodotCollisionObject3D::TYPE_SOFT_BODY) {
+ GodotBodySoftBodyPair3D *soft_pair = memnew(GodotBodySoftBodyPair3D(static_cast<GodotBody3D *>(A), p_subindex_A, static_cast<GodotSoftBody3D *>(B)));
+ return soft_pair;
+ } else {
+ GodotBodyPair3D *b = memnew(GodotBodyPair3D(static_cast<GodotBody3D *>(A), p_subindex_A, static_cast<GodotBody3D *>(B), p_subindex_B));
+ return b;
+ }
+ } else {
+ // Soft Body/Soft Body, not supported.
+ }
+
+ return nullptr;
+}
+
+void GodotSpace3D::_broadphase_unpair(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_data, void *p_self) {
+ if (!p_data) {
+ return;
+ }
+
+ GodotSpace3D *self = static_cast<GodotSpace3D *>(p_self);
+ self->collision_pairs--;
+ GodotConstraint3D *c = static_cast<GodotConstraint3D *>(p_data);
+ memdelete(c);
+}
+
+const SelfList<GodotBody3D>::List &GodotSpace3D::get_active_body_list() const {
+ return active_list;
+}
+
+void GodotSpace3D::body_add_to_active_list(SelfList<GodotBody3D> *p_body) {
+ active_list.add(p_body);
+}
+
+void GodotSpace3D::body_remove_from_active_list(SelfList<GodotBody3D> *p_body) {
+ active_list.remove(p_body);
+}
+
+void GodotSpace3D::body_add_to_mass_properties_update_list(SelfList<GodotBody3D> *p_body) {
+ mass_properties_update_list.add(p_body);
+}
+
+void GodotSpace3D::body_remove_from_mass_properties_update_list(SelfList<GodotBody3D> *p_body) {
+ mass_properties_update_list.remove(p_body);
+}
+
+GodotBroadPhase3D *GodotSpace3D::get_broadphase() {
+ return broadphase;
+}
+
+void GodotSpace3D::add_object(GodotCollisionObject3D *p_object) {
+ ERR_FAIL_COND(objects.has(p_object));
+ objects.insert(p_object);
+}
+
+void GodotSpace3D::remove_object(GodotCollisionObject3D *p_object) {
+ ERR_FAIL_COND(!objects.has(p_object));
+ objects.erase(p_object);
+}
+
+const HashSet<GodotCollisionObject3D *> &GodotSpace3D::get_objects() const {
+ return objects;
+}
+
+void GodotSpace3D::body_add_to_state_query_list(SelfList<GodotBody3D> *p_body) {
+ state_query_list.add(p_body);
+}
+
+void GodotSpace3D::body_remove_from_state_query_list(SelfList<GodotBody3D> *p_body) {
+ state_query_list.remove(p_body);
+}
+
+void GodotSpace3D::area_add_to_monitor_query_list(SelfList<GodotArea3D> *p_area) {
+ monitor_query_list.add(p_area);
+}
+
+void GodotSpace3D::area_remove_from_monitor_query_list(SelfList<GodotArea3D> *p_area) {
+ monitor_query_list.remove(p_area);
+}
+
+void GodotSpace3D::area_add_to_moved_list(SelfList<GodotArea3D> *p_area) {
+ area_moved_list.add(p_area);
+}
+
+void GodotSpace3D::area_remove_from_moved_list(SelfList<GodotArea3D> *p_area) {
+ area_moved_list.remove(p_area);
+}
+
+const SelfList<GodotArea3D>::List &GodotSpace3D::get_moved_area_list() const {
+ return area_moved_list;
+}
+
+const SelfList<GodotSoftBody3D>::List &GodotSpace3D::get_active_soft_body_list() const {
+ return active_soft_body_list;
+}
+
+void GodotSpace3D::soft_body_add_to_active_list(SelfList<GodotSoftBody3D> *p_soft_body) {
+ active_soft_body_list.add(p_soft_body);
+}
+
+void GodotSpace3D::soft_body_remove_from_active_list(SelfList<GodotSoftBody3D> *p_soft_body) {
+ active_soft_body_list.remove(p_soft_body);
+}
+
+void GodotSpace3D::call_queries() {
+ while (state_query_list.first()) {
+ GodotBody3D *b = state_query_list.first()->self();
+ state_query_list.remove(state_query_list.first());
+ b->call_queries();
+ }
+
+ while (monitor_query_list.first()) {
+ GodotArea3D *a = monitor_query_list.first()->self();
+ monitor_query_list.remove(monitor_query_list.first());
+ a->call_queries();
+ }
+}
+
+void GodotSpace3D::setup() {
+ contact_debug_count = 0;
+ while (mass_properties_update_list.first()) {
+ mass_properties_update_list.first()->self()->update_mass_properties();
+ mass_properties_update_list.remove(mass_properties_update_list.first());
+ }
+}
+
+void GodotSpace3D::update() {
+ broadphase->update();
+}
+
+void GodotSpace3D::set_param(PhysicsServer3D::SpaceParameter p_param, real_t p_value) {
+ switch (p_param) {
+ case PhysicsServer3D::SPACE_PARAM_CONTACT_RECYCLE_RADIUS:
+ contact_recycle_radius = p_value;
+ break;
+ case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_SEPARATION:
+ contact_max_separation = p_value;
+ break;
+ case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION:
+ contact_max_allowed_penetration = p_value;
+ break;
+ case PhysicsServer3D::SPACE_PARAM_CONTACT_DEFAULT_BIAS:
+ contact_bias = p_value;
+ break;
+ case PhysicsServer3D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
+ body_linear_velocity_sleep_threshold = p_value;
+ break;
+ case PhysicsServer3D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD:
+ body_angular_velocity_sleep_threshold = p_value;
+ break;
+ case PhysicsServer3D::SPACE_PARAM_BODY_TIME_TO_SLEEP:
+ body_time_to_sleep = p_value;
+ break;
+ case PhysicsServer3D::SPACE_PARAM_SOLVER_ITERATIONS:
+ solver_iterations = p_value;
+ break;
+ }
+}
+
+real_t GodotSpace3D::get_param(PhysicsServer3D::SpaceParameter p_param) const {
+ switch (p_param) {
+ case PhysicsServer3D::SPACE_PARAM_CONTACT_RECYCLE_RADIUS:
+ return contact_recycle_radius;
+ case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_SEPARATION:
+ return contact_max_separation;
+ case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION:
+ return contact_max_allowed_penetration;
+ case PhysicsServer3D::SPACE_PARAM_CONTACT_DEFAULT_BIAS:
+ return contact_bias;
+ case PhysicsServer3D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
+ return body_linear_velocity_sleep_threshold;
+ case PhysicsServer3D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD:
+ return body_angular_velocity_sleep_threshold;
+ case PhysicsServer3D::SPACE_PARAM_BODY_TIME_TO_SLEEP:
+ return body_time_to_sleep;
+ case PhysicsServer3D::SPACE_PARAM_SOLVER_ITERATIONS:
+ return solver_iterations;
+ }
+ return 0;
+}
+
+void GodotSpace3D::lock() {
+ locked = true;
+}
+
+void GodotSpace3D::unlock() {
+ locked = false;
+}
+
+bool GodotSpace3D::is_locked() const {
+ return locked;
+}
+
+GodotPhysicsDirectSpaceState3D *GodotSpace3D::get_direct_state() {
+ return direct_access;
+}
+
+GodotSpace3D::GodotSpace3D() {
+ body_linear_velocity_sleep_threshold = GLOBAL_GET("physics/3d/sleep_threshold_linear");
+ body_angular_velocity_sleep_threshold = GLOBAL_GET("physics/3d/sleep_threshold_angular");
+ body_time_to_sleep = GLOBAL_GET("physics/3d/time_before_sleep");
+ solver_iterations = GLOBAL_GET("physics/3d/solver/solver_iterations");
+ contact_recycle_radius = GLOBAL_GET("physics/3d/solver/contact_recycle_radius");
+ contact_max_separation = GLOBAL_GET("physics/3d/solver/contact_max_separation");
+ contact_max_allowed_penetration = GLOBAL_GET("physics/3d/solver/contact_max_allowed_penetration");
+ contact_bias = GLOBAL_GET("physics/3d/solver/default_contact_bias");
+
+ broadphase = GodotBroadPhase3D::create_func();
+ broadphase->set_pair_callback(_broadphase_pair, this);
+ broadphase->set_unpair_callback(_broadphase_unpair, this);
+
+ direct_access = memnew(GodotPhysicsDirectSpaceState3D);
+ direct_access->space = this;
+}
+
+GodotSpace3D::~GodotSpace3D() {
+ memdelete(broadphase);
+ memdelete(direct_access);
+}
diff --git a/modules/godot_physics_3d/godot_space_3d.h b/modules/godot_physics_3d/godot_space_3d.h
new file mode 100644
index 0000000000..f476be5934
--- /dev/null
+++ b/modules/godot_physics_3d/godot_space_3d.h
@@ -0,0 +1,218 @@
+/**************************************************************************/
+/* godot_space_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef GODOT_SPACE_3D_H
+#define GODOT_SPACE_3D_H
+
+#include "godot_area_3d.h"
+#include "godot_area_pair_3d.h"
+#include "godot_body_3d.h"
+#include "godot_body_pair_3d.h"
+#include "godot_broad_phase_3d.h"
+#include "godot_collision_object_3d.h"
+#include "godot_soft_body_3d.h"
+
+#include "core/config/project_settings.h"
+#include "core/templates/hash_map.h"
+#include "core/typedefs.h"
+
+class GodotPhysicsDirectSpaceState3D : public PhysicsDirectSpaceState3D {
+ GDCLASS(GodotPhysicsDirectSpaceState3D, PhysicsDirectSpaceState3D);
+
+public:
+ GodotSpace3D *space = nullptr;
+
+ virtual int intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) override;
+ virtual bool intersect_ray(const RayParameters &p_parameters, RayResult &r_result) override;
+ virtual int intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) override;
+ virtual bool cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe, ShapeRestInfo *r_info = nullptr) override;
+ virtual bool collide_shape(const ShapeParameters &p_parameters, Vector3 *r_results, int p_result_max, int &r_result_count) override;
+ virtual bool rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) override;
+ virtual Vector3 get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const override;
+
+ GodotPhysicsDirectSpaceState3D();
+};
+
+class GodotSpace3D {
+public:
+ enum ElapsedTime {
+ ELAPSED_TIME_INTEGRATE_FORCES,
+ ELAPSED_TIME_GENERATE_ISLANDS,
+ ELAPSED_TIME_SETUP_CONSTRAINTS,
+ ELAPSED_TIME_SOLVE_CONSTRAINTS,
+ ELAPSED_TIME_INTEGRATE_VELOCITIES,
+ ELAPSED_TIME_MAX
+
+ };
+
+private:
+ uint64_t elapsed_time[ELAPSED_TIME_MAX] = {};
+
+ GodotPhysicsDirectSpaceState3D *direct_access = nullptr;
+ RID self;
+
+ GodotBroadPhase3D *broadphase = nullptr;
+ SelfList<GodotBody3D>::List active_list;
+ SelfList<GodotBody3D>::List mass_properties_update_list;
+ SelfList<GodotBody3D>::List state_query_list;
+ SelfList<GodotArea3D>::List monitor_query_list;
+ SelfList<GodotArea3D>::List area_moved_list;
+ SelfList<GodotSoftBody3D>::List active_soft_body_list;
+
+ static void *_broadphase_pair(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_self);
+ static void _broadphase_unpair(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_data, void *p_self);
+
+ HashSet<GodotCollisionObject3D *> objects;
+
+ GodotArea3D *area = nullptr;
+
+ int solver_iterations = 0;
+
+ real_t contact_recycle_radius = 0.0;
+ real_t contact_max_separation = 0.0;
+ real_t contact_max_allowed_penetration = 0.0;
+ real_t contact_bias = 0.0;
+
+ enum {
+ INTERSECTION_QUERY_MAX = 2048
+ };
+
+ GodotCollisionObject3D *intersection_query_results[INTERSECTION_QUERY_MAX];
+ int intersection_query_subindex_results[INTERSECTION_QUERY_MAX];
+
+ real_t body_linear_velocity_sleep_threshold = 0.0;
+ real_t body_angular_velocity_sleep_threshold = 0.0;
+ real_t body_time_to_sleep = 0.0;
+
+ bool locked = false;
+
+ real_t last_step = 0.001;
+
+ int island_count = 0;
+ int active_objects = 0;
+ int collision_pairs = 0;
+
+ RID static_global_body;
+
+ Vector<Vector3> contact_debug;
+ int contact_debug_count = 0;
+
+ friend class GodotPhysicsDirectSpaceState3D;
+
+ int _cull_aabb_for_body(GodotBody3D *p_body, const AABB &p_aabb);
+
+public:
+ _FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; }
+ _FORCE_INLINE_ RID get_self() const { return self; }
+
+ void set_default_area(GodotArea3D *p_area) { area = p_area; }
+ GodotArea3D *get_default_area() const { return area; }
+
+ const SelfList<GodotBody3D>::List &get_active_body_list() const;
+ void body_add_to_active_list(SelfList<GodotBody3D> *p_body);
+ void body_remove_from_active_list(SelfList<GodotBody3D> *p_body);
+ void body_add_to_mass_properties_update_list(SelfList<GodotBody3D> *p_body);
+ void body_remove_from_mass_properties_update_list(SelfList<GodotBody3D> *p_body);
+
+ void body_add_to_state_query_list(SelfList<GodotBody3D> *p_body);
+ void body_remove_from_state_query_list(SelfList<GodotBody3D> *p_body);
+
+ void area_add_to_monitor_query_list(SelfList<GodotArea3D> *p_area);
+ void area_remove_from_monitor_query_list(SelfList<GodotArea3D> *p_area);
+ void area_add_to_moved_list(SelfList<GodotArea3D> *p_area);
+ void area_remove_from_moved_list(SelfList<GodotArea3D> *p_area);
+ const SelfList<GodotArea3D>::List &get_moved_area_list() const;
+
+ const SelfList<GodotSoftBody3D>::List &get_active_soft_body_list() const;
+ void soft_body_add_to_active_list(SelfList<GodotSoftBody3D> *p_soft_body);
+ void soft_body_remove_from_active_list(SelfList<GodotSoftBody3D> *p_soft_body);
+
+ GodotBroadPhase3D *get_broadphase();
+
+ void add_object(GodotCollisionObject3D *p_object);
+ void remove_object(GodotCollisionObject3D *p_object);
+ const HashSet<GodotCollisionObject3D *> &get_objects() const;
+
+ _FORCE_INLINE_ int get_solver_iterations() const { return solver_iterations; }
+ _FORCE_INLINE_ real_t get_contact_recycle_radius() const { return contact_recycle_radius; }
+ _FORCE_INLINE_ real_t get_contact_max_separation() const { return contact_max_separation; }
+ _FORCE_INLINE_ real_t get_contact_max_allowed_penetration() const { return contact_max_allowed_penetration; }
+ _FORCE_INLINE_ real_t get_contact_bias() const { return contact_bias; }
+ _FORCE_INLINE_ real_t get_body_linear_velocity_sleep_threshold() const { return body_linear_velocity_sleep_threshold; }
+ _FORCE_INLINE_ real_t get_body_angular_velocity_sleep_threshold() const { return body_angular_velocity_sleep_threshold; }
+ _FORCE_INLINE_ real_t get_body_time_to_sleep() const { return body_time_to_sleep; }
+
+ void update();
+ void setup();
+ void call_queries();
+
+ bool is_locked() const;
+ void lock();
+ void unlock();
+
+ real_t get_last_step() const { return last_step; }
+ void set_last_step(real_t p_step) { last_step = p_step; }
+
+ void set_param(PhysicsServer3D::SpaceParameter p_param, real_t p_value);
+ real_t get_param(PhysicsServer3D::SpaceParameter p_param) const;
+
+ void set_island_count(int p_island_count) { island_count = p_island_count; }
+ int get_island_count() const { return island_count; }
+
+ void set_active_objects(int p_active_objects) { active_objects = p_active_objects; }
+ int get_active_objects() const { return active_objects; }
+
+ int get_collision_pairs() const { return collision_pairs; }
+
+ GodotPhysicsDirectSpaceState3D *get_direct_state();
+
+ void set_debug_contacts(int p_amount) { contact_debug.resize(p_amount); }
+ _FORCE_INLINE_ bool is_debugging_contacts() const { return !contact_debug.is_empty(); }
+ _FORCE_INLINE_ void add_debug_contact(const Vector3 &p_contact) {
+ if (contact_debug_count < contact_debug.size()) {
+ contact_debug.write[contact_debug_count++] = p_contact;
+ }
+ }
+ _FORCE_INLINE_ Vector<Vector3> get_debug_contacts() { return contact_debug; }
+ _FORCE_INLINE_ int get_debug_contact_count() { return contact_debug_count; }
+
+ void set_static_global_body(RID p_body) { static_global_body = p_body; }
+ RID get_static_global_body() { return static_global_body; }
+
+ void set_elapsed_time(ElapsedTime p_time, uint64_t p_msec) { elapsed_time[p_time] = p_msec; }
+ uint64_t get_elapsed_time(ElapsedTime p_time) const { return elapsed_time[p_time]; }
+
+ bool test_body_motion(GodotBody3D *p_body, const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult *r_result);
+
+ GodotSpace3D();
+ ~GodotSpace3D();
+};
+
+#endif // GODOT_SPACE_3D_H
diff --git a/modules/godot_physics_3d/godot_step_3d.cpp b/modules/godot_physics_3d/godot_step_3d.cpp
new file mode 100644
index 0000000000..d09a3b4e6d
--- /dev/null
+++ b/modules/godot_physics_3d/godot_step_3d.cpp
@@ -0,0 +1,418 @@
+/**************************************************************************/
+/* godot_step_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#include "godot_step_3d.h"
+
+#include "godot_joint_3d.h"
+
+#include "core/object/worker_thread_pool.h"
+#include "core/os/os.h"
+
+#define BODY_ISLAND_COUNT_RESERVE 128
+#define BODY_ISLAND_SIZE_RESERVE 512
+#define ISLAND_COUNT_RESERVE 128
+#define ISLAND_SIZE_RESERVE 512
+#define CONSTRAINT_COUNT_RESERVE 1024
+
+void GodotStep3D::_populate_island(GodotBody3D *p_body, LocalVector<GodotBody3D *> &p_body_island, LocalVector<GodotConstraint3D *> &p_constraint_island) {
+ p_body->set_island_step(_step);
+
+ if (p_body->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC) {
+ // Only rigid bodies are tested for activation.
+ p_body_island.push_back(p_body);
+ }
+
+ for (const KeyValue<GodotConstraint3D *, int> &E : p_body->get_constraint_map()) {
+ GodotConstraint3D *constraint = const_cast<GodotConstraint3D *>(E.key);
+ if (constraint->get_island_step() == _step) {
+ continue; // Already processed.
+ }
+ constraint->set_island_step(_step);
+ p_constraint_island.push_back(constraint);
+
+ all_constraints.push_back(constraint);
+
+ // Find connected rigid bodies.
+ for (int i = 0; i < constraint->get_body_count(); i++) {
+ if (i == E.value) {
+ continue;
+ }
+ GodotBody3D *other_body = constraint->get_body_ptr()[i];
+ if (other_body->get_island_step() == _step) {
+ continue; // Already processed.
+ }
+ if (other_body->get_mode() == PhysicsServer3D::BODY_MODE_STATIC) {
+ continue; // Static bodies don't connect islands.
+ }
+ _populate_island(other_body, p_body_island, p_constraint_island);
+ }
+
+ // Find connected soft bodies.
+ for (int i = 0; i < constraint->get_soft_body_count(); i++) {
+ GodotSoftBody3D *soft_body = constraint->get_soft_body_ptr(i);
+ if (soft_body->get_island_step() == _step) {
+ continue; // Already processed.
+ }
+ _populate_island_soft_body(soft_body, p_body_island, p_constraint_island);
+ }
+ }
+}
+
+void GodotStep3D::_populate_island_soft_body(GodotSoftBody3D *p_soft_body, LocalVector<GodotBody3D *> &p_body_island, LocalVector<GodotConstraint3D *> &p_constraint_island) {
+ p_soft_body->set_island_step(_step);
+
+ for (const GodotConstraint3D *E : p_soft_body->get_constraints()) {
+ GodotConstraint3D *constraint = const_cast<GodotConstraint3D *>(E);
+ if (constraint->get_island_step() == _step) {
+ continue; // Already processed.
+ }
+ constraint->set_island_step(_step);
+ p_constraint_island.push_back(constraint);
+
+ all_constraints.push_back(constraint);
+
+ // Find connected rigid bodies.
+ for (int i = 0; i < constraint->get_body_count(); i++) {
+ GodotBody3D *body = constraint->get_body_ptr()[i];
+ if (body->get_island_step() == _step) {
+ continue; // Already processed.
+ }
+ if (body->get_mode() == PhysicsServer3D::BODY_MODE_STATIC) {
+ continue; // Static bodies don't connect islands.
+ }
+ _populate_island(body, p_body_island, p_constraint_island);
+ }
+ }
+}
+
+void GodotStep3D::_setup_constraint(uint32_t p_constraint_index, void *p_userdata) {
+ GodotConstraint3D *constraint = all_constraints[p_constraint_index];
+ constraint->setup(delta);
+}
+
+void GodotStep3D::_pre_solve_island(LocalVector<GodotConstraint3D *> &p_constraint_island) const {
+ uint32_t constraint_count = p_constraint_island.size();
+ uint32_t valid_constraint_count = 0;
+ for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) {
+ GodotConstraint3D *constraint = p_constraint_island[constraint_index];
+ if (p_constraint_island[constraint_index]->pre_solve(delta)) {
+ // Keep this constraint for solving.
+ p_constraint_island[valid_constraint_count++] = constraint;
+ }
+ }
+ p_constraint_island.resize(valid_constraint_count);
+}
+
+void GodotStep3D::_solve_island(uint32_t p_island_index, void *p_userdata) {
+ LocalVector<GodotConstraint3D *> &constraint_island = constraint_islands[p_island_index];
+
+ int current_priority = 1;
+
+ uint32_t constraint_count = constraint_island.size();
+ while (constraint_count > 0) {
+ for (int i = 0; i < iterations; i++) {
+ // Go through all iterations.
+ for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) {
+ constraint_island[constraint_index]->solve(delta);
+ }
+ }
+
+ // Check priority to keep only higher priority constraints.
+ uint32_t priority_constraint_count = 0;
+ ++current_priority;
+ for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) {
+ GodotConstraint3D *constraint = constraint_island[constraint_index];
+ if (constraint->get_priority() >= current_priority) {
+ // Keep this constraint for the next iteration.
+ constraint_island[priority_constraint_count++] = constraint;
+ }
+ }
+ constraint_count = priority_constraint_count;
+ }
+}
+
+void GodotStep3D::_check_suspend(const LocalVector<GodotBody3D *> &p_body_island) const {
+ bool can_sleep = true;
+
+ uint32_t body_count = p_body_island.size();
+ for (uint32_t body_index = 0; body_index < body_count; ++body_index) {
+ GodotBody3D *body = p_body_island[body_index];
+
+ if (!body->sleep_test(delta)) {
+ can_sleep = false;
+ }
+ }
+
+ // Put all to sleep or wake up everyone.
+ for (uint32_t body_index = 0; body_index < body_count; ++body_index) {
+ GodotBody3D *body = p_body_island[body_index];
+
+ bool active = body->is_active();
+
+ if (active == can_sleep) {
+ body->set_active(!can_sleep);
+ }
+ }
+}
+
+void GodotStep3D::step(GodotSpace3D *p_space, real_t p_delta) {
+ p_space->lock(); // can't access space during this
+
+ p_space->setup(); //update inertias, etc
+
+ p_space->set_last_step(p_delta);
+
+ iterations = p_space->get_solver_iterations();
+ delta = p_delta;
+
+ const SelfList<GodotBody3D>::List *body_list = &p_space->get_active_body_list();
+
+ const SelfList<GodotSoftBody3D>::List *soft_body_list = &p_space->get_active_soft_body_list();
+
+ /* INTEGRATE FORCES */
+
+ uint64_t profile_begtime = OS::get_singleton()->get_ticks_usec();
+ uint64_t profile_endtime = 0;
+
+ int active_count = 0;
+
+ const SelfList<GodotBody3D> *b = body_list->first();
+ while (b) {
+ b->self()->integrate_forces(p_delta);
+ b = b->next();
+ active_count++;
+ }
+
+ /* UPDATE SOFT BODY MOTION */
+
+ const SelfList<GodotSoftBody3D> *sb = soft_body_list->first();
+ while (sb) {
+ sb->self()->predict_motion(p_delta);
+ sb = sb->next();
+ active_count++;
+ }
+
+ p_space->set_active_objects(active_count);
+
+ // Update the broadphase to register collision pairs.
+ p_space->update();
+
+ { //profile
+ profile_endtime = OS::get_singleton()->get_ticks_usec();
+ p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_INTEGRATE_FORCES, profile_endtime - profile_begtime);
+ profile_begtime = profile_endtime;
+ }
+
+ /* GENERATE CONSTRAINT ISLANDS FOR MOVING AREAS */
+
+ uint32_t island_count = 0;
+
+ const SelfList<GodotArea3D>::List &aml = p_space->get_moved_area_list();
+
+ while (aml.first()) {
+ for (GodotConstraint3D *E : aml.first()->self()->get_constraints()) {
+ GodotConstraint3D *constraint = E;
+ if (constraint->get_island_step() == _step) {
+ continue;
+ }
+ constraint->set_island_step(_step);
+
+ // Each constraint can be on a separate island for areas as there's no solving phase.
+ ++island_count;
+ if (constraint_islands.size() < island_count) {
+ constraint_islands.resize(island_count);
+ }
+ LocalVector<GodotConstraint3D *> &constraint_island = constraint_islands[island_count - 1];
+ constraint_island.clear();
+
+ all_constraints.push_back(constraint);
+ constraint_island.push_back(constraint);
+ }
+ p_space->area_remove_from_moved_list((SelfList<GodotArea3D> *)aml.first()); //faster to remove here
+ }
+
+ /* GENERATE CONSTRAINT ISLANDS FOR ACTIVE RIGID BODIES */
+
+ b = body_list->first();
+
+ uint32_t body_island_count = 0;
+
+ while (b) {
+ GodotBody3D *body = b->self();
+
+ if (body->get_island_step() != _step) {
+ ++body_island_count;
+ if (body_islands.size() < body_island_count) {
+ body_islands.resize(body_island_count);
+ }
+ LocalVector<GodotBody3D *> &body_island = body_islands[body_island_count - 1];
+ body_island.clear();
+ body_island.reserve(BODY_ISLAND_SIZE_RESERVE);
+
+ ++island_count;
+ if (constraint_islands.size() < island_count) {
+ constraint_islands.resize(island_count);
+ }
+ LocalVector<GodotConstraint3D *> &constraint_island = constraint_islands[island_count - 1];
+ constraint_island.clear();
+ constraint_island.reserve(ISLAND_SIZE_RESERVE);
+
+ _populate_island(body, body_island, constraint_island);
+
+ if (body_island.is_empty()) {
+ --body_island_count;
+ }
+
+ if (constraint_island.is_empty()) {
+ --island_count;
+ }
+ }
+ b = b->next();
+ }
+
+ /* GENERATE CONSTRAINT ISLANDS FOR ACTIVE SOFT BODIES */
+
+ sb = soft_body_list->first();
+ while (sb) {
+ GodotSoftBody3D *soft_body = sb->self();
+
+ if (soft_body->get_island_step() != _step) {
+ ++body_island_count;
+ if (body_islands.size() < body_island_count) {
+ body_islands.resize(body_island_count);
+ }
+ LocalVector<GodotBody3D *> &body_island = body_islands[body_island_count - 1];
+ body_island.clear();
+ body_island.reserve(BODY_ISLAND_SIZE_RESERVE);
+
+ ++island_count;
+ if (constraint_islands.size() < island_count) {
+ constraint_islands.resize(island_count);
+ }
+ LocalVector<GodotConstraint3D *> &constraint_island = constraint_islands[island_count - 1];
+ constraint_island.clear();
+ constraint_island.reserve(ISLAND_SIZE_RESERVE);
+
+ _populate_island_soft_body(soft_body, body_island, constraint_island);
+
+ if (body_island.is_empty()) {
+ --body_island_count;
+ }
+
+ if (constraint_island.is_empty()) {
+ --island_count;
+ }
+ }
+ sb = sb->next();
+ }
+
+ p_space->set_island_count((int)island_count);
+
+ { //profile
+ profile_endtime = OS::get_singleton()->get_ticks_usec();
+ p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_GENERATE_ISLANDS, profile_endtime - profile_begtime);
+ profile_begtime = profile_endtime;
+ }
+
+ /* SETUP CONSTRAINTS / PROCESS COLLISIONS */
+
+ uint32_t total_constraint_count = all_constraints.size();
+ WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &GodotStep3D::_setup_constraint, nullptr, total_constraint_count, -1, true, SNAME("Physics3DConstraintSetup"));
+ WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
+
+ { //profile
+ profile_endtime = OS::get_singleton()->get_ticks_usec();
+ p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_SETUP_CONSTRAINTS, profile_endtime - profile_begtime);
+ profile_begtime = profile_endtime;
+ }
+
+ /* PRE-SOLVE CONSTRAINT ISLANDS */
+
+ // Warning: This doesn't run on threads, because it involves thread-unsafe processing.
+ for (uint32_t island_index = 0; island_index < island_count; ++island_index) {
+ _pre_solve_island(constraint_islands[island_index]);
+ }
+
+ /* SOLVE CONSTRAINT ISLANDS */
+
+ // Warning: _solve_island modifies the constraint islands for optimization purpose,
+ // their content is not reliable after these calls and shouldn't be used anymore.
+ group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &GodotStep3D::_solve_island, nullptr, island_count, -1, true, SNAME("Physics3DConstraintSolveIslands"));
+ WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
+
+ { //profile
+ profile_endtime = OS::get_singleton()->get_ticks_usec();
+ p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_SOLVE_CONSTRAINTS, profile_endtime - profile_begtime);
+ profile_begtime = profile_endtime;
+ }
+
+ /* INTEGRATE VELOCITIES */
+
+ b = body_list->first();
+ while (b) {
+ const SelfList<GodotBody3D> *n = b->next();
+ b->self()->integrate_velocities(p_delta);
+ b = n;
+ }
+
+ /* SLEEP / WAKE UP ISLANDS */
+
+ for (uint32_t island_index = 0; island_index < body_island_count; ++island_index) {
+ _check_suspend(body_islands[island_index]);
+ }
+
+ /* UPDATE SOFT BODY CONSTRAINTS */
+
+ sb = soft_body_list->first();
+ while (sb) {
+ sb->self()->solve_constraints(p_delta);
+ sb = sb->next();
+ }
+
+ { //profile
+ profile_endtime = OS::get_singleton()->get_ticks_usec();
+ p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_INTEGRATE_VELOCITIES, profile_endtime - profile_begtime);
+ profile_begtime = profile_endtime;
+ }
+
+ all_constraints.clear();
+
+ p_space->unlock();
+ _step++;
+}
+
+GodotStep3D::GodotStep3D() {
+ body_islands.reserve(BODY_ISLAND_COUNT_RESERVE);
+ constraint_islands.reserve(ISLAND_COUNT_RESERVE);
+ all_constraints.reserve(CONSTRAINT_COUNT_RESERVE);
+}
+
+GodotStep3D::~GodotStep3D() {
+}
diff --git a/modules/godot_physics_3d/godot_step_3d.h b/modules/godot_physics_3d/godot_step_3d.h
new file mode 100644
index 0000000000..1c9b0af422
--- /dev/null
+++ b/modules/godot_physics_3d/godot_step_3d.h
@@ -0,0 +1,61 @@
+/**************************************************************************/
+/* godot_step_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef GODOT_STEP_3D_H
+#define GODOT_STEP_3D_H
+
+#include "godot_space_3d.h"
+
+#include "core/templates/local_vector.h"
+
+class GodotStep3D {
+ uint64_t _step = 1;
+
+ int iterations = 0;
+ real_t delta = 0.0;
+
+ LocalVector<LocalVector<GodotBody3D *>> body_islands;
+ LocalVector<LocalVector<GodotConstraint3D *>> constraint_islands;
+ LocalVector<GodotConstraint3D *> all_constraints;
+
+ void _populate_island(GodotBody3D *p_body, LocalVector<GodotBody3D *> &p_body_island, LocalVector<GodotConstraint3D *> &p_constraint_island);
+ void _populate_island_soft_body(GodotSoftBody3D *p_soft_body, LocalVector<GodotBody3D *> &p_body_island, LocalVector<GodotConstraint3D *> &p_constraint_island);
+ void _setup_constraint(uint32_t p_constraint_index, void *p_userdata = nullptr);
+ void _pre_solve_island(LocalVector<GodotConstraint3D *> &p_constraint_island) const;
+ void _solve_island(uint32_t p_island_index, void *p_userdata = nullptr);
+ void _check_suspend(const LocalVector<GodotBody3D *> &p_body_island) const;
+
+public:
+ void step(GodotSpace3D *p_space, real_t p_delta);
+ GodotStep3D();
+ ~GodotStep3D();
+};
+
+#endif // GODOT_STEP_3D_H
diff --git a/modules/godot_physics_3d/joints/SCsub b/modules/godot_physics_3d/joints/SCsub
new file mode 100644
index 0000000000..5d93da5ecf
--- /dev/null
+++ b/modules/godot_physics_3d/joints/SCsub
@@ -0,0 +1,5 @@
+#!/usr/bin/env python
+
+Import('env')
+
+env.add_source_files(env.modules_sources, "*.cpp")
diff --git a/modules/godot_physics_3d/joints/godot_cone_twist_joint_3d.cpp b/modules/godot_physics_3d/joints/godot_cone_twist_joint_3d.cpp
new file mode 100644
index 0000000000..4091422789
--- /dev/null
+++ b/modules/godot_physics_3d/joints/godot_cone_twist_joint_3d.cpp
@@ -0,0 +1,326 @@
+/**************************************************************************/
+/* godot_cone_twist_joint_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+/*
+Adapted to Godot from the Bullet library.
+*/
+
+/*
+Bullet Continuous Collision Detection and Physics Library
+ConeTwistJointSW is Copyright (c) 2007 Starbreeze Studios
+
+This software is provided 'as-is', without any express or implied warranty.
+In no event will the authors be held liable for any damages arising from the use of this software.
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it freely,
+subject to the following restrictions:
+
+1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
+2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
+3. This notice may not be removed or altered from any source distribution.
+
+Written by: Marcus Hennix
+*/
+
+#include "godot_cone_twist_joint_3d.h"
+
+GodotConeTwistJoint3D::GodotConeTwistJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &rbAFrame, const Transform3D &rbBFrame) :
+ GodotJoint3D(_arr, 2) {
+ A = rbA;
+ B = rbB;
+
+ m_rbAFrame = rbAFrame;
+ m_rbBFrame = rbBFrame;
+
+ A->add_constraint(this, 0);
+ B->add_constraint(this, 1);
+}
+
+bool GodotConeTwistJoint3D::setup(real_t p_timestep) {
+ dynamic_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
+ dynamic_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
+
+ if (!dynamic_A && !dynamic_B) {
+ return false;
+ }
+
+ m_appliedImpulse = real_t(0.);
+
+ //set bias, sign, clear accumulator
+ m_swingCorrection = real_t(0.);
+ m_twistLimitSign = real_t(0.);
+ m_solveTwistLimit = false;
+ m_solveSwingLimit = false;
+ m_accTwistLimitImpulse = real_t(0.);
+ m_accSwingLimitImpulse = real_t(0.);
+
+ if (!m_angularOnly) {
+ Vector3 pivotAInW = A->get_transform().xform(m_rbAFrame.origin);
+ Vector3 pivotBInW = B->get_transform().xform(m_rbBFrame.origin);
+ Vector3 relPos = pivotBInW - pivotAInW;
+
+ Vector3 normal[3];
+ if (Math::is_zero_approx(relPos.length_squared())) {
+ normal[0] = Vector3(real_t(1.0), 0, 0);
+ } else {
+ normal[0] = relPos.normalized();
+ }
+
+ plane_space(normal[0], normal[1], normal[2]);
+
+ for (int i = 0; i < 3; i++) {
+ memnew_placement(
+ &m_jac[i],
+ GodotJacobianEntry3D(
+ A->get_principal_inertia_axes().transposed(),
+ B->get_principal_inertia_axes().transposed(),
+ pivotAInW - A->get_transform().origin - A->get_center_of_mass(),
+ pivotBInW - B->get_transform().origin - B->get_center_of_mass(),
+ normal[i],
+ A->get_inv_inertia(),
+ A->get_inv_mass(),
+ B->get_inv_inertia(),
+ B->get_inv_mass()));
+ }
+ }
+
+ Vector3 b1Axis1, b1Axis2, b1Axis3;
+ Vector3 b2Axis1, b2Axis2;
+
+ b1Axis1 = A->get_transform().basis.xform(m_rbAFrame.basis.get_column(0));
+ b2Axis1 = B->get_transform().basis.xform(m_rbBFrame.basis.get_column(0));
+
+ real_t swing1 = real_t(0.), swing2 = real_t(0.);
+
+ real_t swx = real_t(0.), swy = real_t(0.);
+ real_t thresh = real_t(10.);
+ real_t fact;
+
+ // Get Frame into world space
+ if (m_swingSpan1 >= real_t(0.05f)) {
+ b1Axis2 = A->get_transform().basis.xform(m_rbAFrame.basis.get_column(1));
+ //swing1 = btAtan2Fast( b2Axis1.dot(b1Axis2),b2Axis1.dot(b1Axis1) );
+ swx = b2Axis1.dot(b1Axis1);
+ swy = b2Axis1.dot(b1Axis2);
+ swing1 = atan2fast(swy, swx);
+ fact = (swy * swy + swx * swx) * thresh * thresh;
+ fact = fact / (fact + real_t(1.0));
+ swing1 *= fact;
+ }
+
+ if (m_swingSpan2 >= real_t(0.05f)) {
+ b1Axis3 = A->get_transform().basis.xform(m_rbAFrame.basis.get_column(2));
+ //swing2 = btAtan2Fast( b2Axis1.dot(b1Axis3),b2Axis1.dot(b1Axis1) );
+ swx = b2Axis1.dot(b1Axis1);
+ swy = b2Axis1.dot(b1Axis3);
+ swing2 = atan2fast(swy, swx);
+ fact = (swy * swy + swx * swx) * thresh * thresh;
+ fact = fact / (fact + real_t(1.0));
+ swing2 *= fact;
+ }
+
+ real_t RMaxAngle1Sq = 1.0f / (m_swingSpan1 * m_swingSpan1);
+ real_t RMaxAngle2Sq = 1.0f / (m_swingSpan2 * m_swingSpan2);
+ real_t EllipseAngle = Math::abs(swing1 * swing1) * RMaxAngle1Sq + Math::abs(swing2 * swing2) * RMaxAngle2Sq;
+
+ if (EllipseAngle > 1.0f) {
+ m_swingCorrection = EllipseAngle - 1.0f;
+ m_solveSwingLimit = true;
+
+ // Calculate necessary axis & factors
+ m_swingAxis = b2Axis1.cross(b1Axis2 * b2Axis1.dot(b1Axis2) + b1Axis3 * b2Axis1.dot(b1Axis3));
+ m_swingAxis.normalize();
+
+ real_t swingAxisSign = (b2Axis1.dot(b1Axis1) >= 0.0f) ? 1.0f : -1.0f;
+ m_swingAxis *= swingAxisSign;
+
+ m_kSwing = real_t(1.) / (A->compute_angular_impulse_denominator(m_swingAxis) + B->compute_angular_impulse_denominator(m_swingAxis));
+ }
+
+ // Twist limits
+ if (m_twistSpan >= real_t(0.)) {
+ Vector3 b2Axis22 = B->get_transform().basis.xform(m_rbBFrame.basis.get_column(1));
+ Quaternion rotationArc = Quaternion(b2Axis1, b1Axis1);
+ Vector3 TwistRef = rotationArc.xform(b2Axis22);
+ real_t twist = atan2fast(TwistRef.dot(b1Axis3), TwistRef.dot(b1Axis2));
+
+ real_t lockedFreeFactor = (m_twistSpan > real_t(0.05f)) ? m_limitSoftness : real_t(0.);
+ if (twist <= -m_twistSpan * lockedFreeFactor) {
+ m_twistCorrection = -(twist + m_twistSpan);
+ m_solveTwistLimit = true;
+
+ m_twistAxis = (b2Axis1 + b1Axis1) * 0.5f;
+ m_twistAxis.normalize();
+ m_twistAxis *= -1.0f;
+
+ m_kTwist = real_t(1.) / (A->compute_angular_impulse_denominator(m_twistAxis) + B->compute_angular_impulse_denominator(m_twistAxis));
+
+ } else if (twist > m_twistSpan * lockedFreeFactor) {
+ m_twistCorrection = (twist - m_twistSpan);
+ m_solveTwistLimit = true;
+
+ m_twistAxis = (b2Axis1 + b1Axis1) * 0.5f;
+ m_twistAxis.normalize();
+
+ m_kTwist = real_t(1.) / (A->compute_angular_impulse_denominator(m_twistAxis) + B->compute_angular_impulse_denominator(m_twistAxis));
+ }
+ }
+
+ return true;
+}
+
+void GodotConeTwistJoint3D::solve(real_t p_timestep) {
+ Vector3 pivotAInW = A->get_transform().xform(m_rbAFrame.origin);
+ Vector3 pivotBInW = B->get_transform().xform(m_rbBFrame.origin);
+
+ real_t tau = real_t(0.3);
+
+ //linear part
+ if (!m_angularOnly) {
+ Vector3 rel_pos1 = pivotAInW - A->get_transform().origin;
+ Vector3 rel_pos2 = pivotBInW - B->get_transform().origin;
+
+ Vector3 vel1 = A->get_velocity_in_local_point(rel_pos1);
+ Vector3 vel2 = B->get_velocity_in_local_point(rel_pos2);
+ Vector3 vel = vel1 - vel2;
+
+ for (int i = 0; i < 3; i++) {
+ const Vector3 &normal = m_jac[i].m_linearJointAxis;
+ real_t jacDiagABInv = real_t(1.) / m_jac[i].getDiagonal();
+
+ real_t rel_vel;
+ rel_vel = normal.dot(vel);
+ //positional error (zeroth order error)
+ real_t depth = -(pivotAInW - pivotBInW).dot(normal); //this is the error projected on the normal
+ real_t impulse = depth * tau / p_timestep * jacDiagABInv - rel_vel * jacDiagABInv;
+ m_appliedImpulse += impulse;
+ Vector3 impulse_vector = normal * impulse;
+ if (dynamic_A) {
+ A->apply_impulse(impulse_vector, pivotAInW - A->get_transform().origin);
+ }
+ if (dynamic_B) {
+ B->apply_impulse(-impulse_vector, pivotBInW - B->get_transform().origin);
+ }
+ }
+ }
+
+ {
+ ///solve angular part
+ const Vector3 &angVelA = A->get_angular_velocity();
+ const Vector3 &angVelB = B->get_angular_velocity();
+
+ // solve swing limit
+ if (m_solveSwingLimit) {
+ real_t amplitude = ((angVelB - angVelA).dot(m_swingAxis) * m_relaxationFactor * m_relaxationFactor + m_swingCorrection * (real_t(1.) / p_timestep) * m_biasFactor);
+ real_t impulseMag = amplitude * m_kSwing;
+
+ // Clamp the accumulated impulse
+ real_t temp = m_accSwingLimitImpulse;
+ m_accSwingLimitImpulse = MAX(m_accSwingLimitImpulse + impulseMag, real_t(0.0));
+ impulseMag = m_accSwingLimitImpulse - temp;
+
+ Vector3 impulse = m_swingAxis * impulseMag;
+
+ if (dynamic_A) {
+ A->apply_torque_impulse(impulse);
+ }
+ if (dynamic_B) {
+ B->apply_torque_impulse(-impulse);
+ }
+ }
+
+ // solve twist limit
+ if (m_solveTwistLimit) {
+ real_t amplitude = ((angVelB - angVelA).dot(m_twistAxis) * m_relaxationFactor * m_relaxationFactor + m_twistCorrection * (real_t(1.) / p_timestep) * m_biasFactor);
+ real_t impulseMag = amplitude * m_kTwist;
+
+ // Clamp the accumulated impulse
+ real_t temp = m_accTwistLimitImpulse;
+ m_accTwistLimitImpulse = MAX(m_accTwistLimitImpulse + impulseMag, real_t(0.0));
+ impulseMag = m_accTwistLimitImpulse - temp;
+
+ Vector3 impulse = m_twistAxis * impulseMag;
+
+ if (dynamic_A) {
+ A->apply_torque_impulse(impulse);
+ }
+ if (dynamic_B) {
+ B->apply_torque_impulse(-impulse);
+ }
+ }
+ }
+}
+
+void GodotConeTwistJoint3D::set_param(PhysicsServer3D::ConeTwistJointParam p_param, real_t p_value) {
+ switch (p_param) {
+ case PhysicsServer3D::CONE_TWIST_JOINT_SWING_SPAN: {
+ m_swingSpan1 = p_value;
+ m_swingSpan2 = p_value;
+ } break;
+ case PhysicsServer3D::CONE_TWIST_JOINT_TWIST_SPAN: {
+ m_twistSpan = p_value;
+ } break;
+ case PhysicsServer3D::CONE_TWIST_JOINT_BIAS: {
+ m_biasFactor = p_value;
+ } break;
+ case PhysicsServer3D::CONE_TWIST_JOINT_SOFTNESS: {
+ m_limitSoftness = p_value;
+ } break;
+ case PhysicsServer3D::CONE_TWIST_JOINT_RELAXATION: {
+ m_relaxationFactor = p_value;
+ } break;
+ case PhysicsServer3D::CONE_TWIST_MAX:
+ break; // Can't happen, but silences warning
+ }
+}
+
+real_t GodotConeTwistJoint3D::get_param(PhysicsServer3D::ConeTwistJointParam p_param) const {
+ switch (p_param) {
+ case PhysicsServer3D::CONE_TWIST_JOINT_SWING_SPAN: {
+ return m_swingSpan1;
+ } break;
+ case PhysicsServer3D::CONE_TWIST_JOINT_TWIST_SPAN: {
+ return m_twistSpan;
+ } break;
+ case PhysicsServer3D::CONE_TWIST_JOINT_BIAS: {
+ return m_biasFactor;
+ } break;
+ case PhysicsServer3D::CONE_TWIST_JOINT_SOFTNESS: {
+ return m_limitSoftness;
+ } break;
+ case PhysicsServer3D::CONE_TWIST_JOINT_RELAXATION: {
+ return m_relaxationFactor;
+ } break;
+ case PhysicsServer3D::CONE_TWIST_MAX:
+ break; // Can't happen, but silences warning
+ }
+
+ return 0;
+}
diff --git a/modules/godot_physics_3d/joints/godot_cone_twist_joint_3d.h b/modules/godot_physics_3d/joints/godot_cone_twist_joint_3d.h
new file mode 100644
index 0000000000..f3b683a8f3
--- /dev/null
+++ b/modules/godot_physics_3d/joints/godot_cone_twist_joint_3d.h
@@ -0,0 +1,142 @@
+/**************************************************************************/
+/* godot_cone_twist_joint_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef GODOT_CONE_TWIST_JOINT_3D_H
+#define GODOT_CONE_TWIST_JOINT_3D_H
+
+/*
+Adapted to Godot from the Bullet library.
+*/
+
+/*
+Bullet Continuous Collision Detection and Physics Library
+GodotConeTwistJoint3D is Copyright (c) 2007 Starbreeze Studios
+
+This software is provided 'as-is', without any express or implied warranty.
+In no event will the authors be held liable for any damages arising from the use of this software.
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it freely,
+subject to the following restrictions:
+
+1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
+2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
+3. This notice may not be removed or altered from any source distribution.
+
+Written by: Marcus Hennix
+*/
+
+#include "../godot_joint_3d.h"
+#include "godot_jacobian_entry_3d.h"
+
+// GodotConeTwistJoint3D can be used to simulate ragdoll joints (upper arm, leg etc).
+class GodotConeTwistJoint3D : public GodotJoint3D {
+#ifdef IN_PARALLELL_SOLVER
+public:
+#endif
+
+ union {
+ struct {
+ GodotBody3D *A;
+ GodotBody3D *B;
+ };
+
+ GodotBody3D *_arr[2] = { nullptr, nullptr };
+ };
+
+ GodotJacobianEntry3D m_jac[3] = {}; //3 orthogonal linear constraints
+
+ real_t m_appliedImpulse = 0.0;
+ Transform3D m_rbAFrame;
+ Transform3D m_rbBFrame;
+
+ real_t m_limitSoftness = 0.0;
+ real_t m_biasFactor = 0.3;
+ real_t m_relaxationFactor = 1.0;
+
+ real_t m_swingSpan1 = Math_TAU / 8.0;
+ real_t m_swingSpan2 = 0.0;
+ real_t m_twistSpan = 0.0;
+
+ Vector3 m_swingAxis;
+ Vector3 m_twistAxis;
+
+ real_t m_kSwing = 0.0;
+ real_t m_kTwist = 0.0;
+
+ real_t m_twistLimitSign = 0.0;
+ real_t m_swingCorrection = 0.0;
+ real_t m_twistCorrection = 0.0;
+
+ real_t m_accSwingLimitImpulse = 0.0;
+ real_t m_accTwistLimitImpulse = 0.0;
+
+ bool m_angularOnly = false;
+ bool m_solveTwistLimit = false;
+ bool m_solveSwingLimit = false;
+
+public:
+ virtual PhysicsServer3D::JointType get_type() const override { return PhysicsServer3D::JOINT_TYPE_CONE_TWIST; }
+
+ virtual bool setup(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
+
+ GodotConeTwistJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &rbAFrame, const Transform3D &rbBFrame);
+
+ void setAngularOnly(bool angularOnly) {
+ m_angularOnly = angularOnly;
+ }
+
+ void setLimit(real_t _swingSpan1, real_t _swingSpan2, real_t _twistSpan, real_t _softness = 0.8f, real_t _biasFactor = 0.3f, real_t _relaxationFactor = 1.0f) {
+ m_swingSpan1 = _swingSpan1;
+ m_swingSpan2 = _swingSpan2;
+ m_twistSpan = _twistSpan;
+
+ m_limitSoftness = _softness;
+ m_biasFactor = _biasFactor;
+ m_relaxationFactor = _relaxationFactor;
+ }
+
+ inline int getSolveTwistLimit() {
+ return m_solveTwistLimit;
+ }
+
+ inline int getSolveSwingLimit() {
+ return m_solveTwistLimit;
+ }
+
+ inline real_t getTwistLimitSign() {
+ return m_twistLimitSign;
+ }
+
+ void set_param(PhysicsServer3D::ConeTwistJointParam p_param, real_t p_value);
+ real_t get_param(PhysicsServer3D::ConeTwistJointParam p_param) const;
+};
+
+#endif // GODOT_CONE_TWIST_JOINT_3D_H
diff --git a/modules/godot_physics_3d/joints/godot_generic_6dof_joint_3d.cpp b/modules/godot_physics_3d/joints/godot_generic_6dof_joint_3d.cpp
new file mode 100644
index 0000000000..226f8a0f7f
--- /dev/null
+++ b/modules/godot_physics_3d/joints/godot_generic_6dof_joint_3d.cpp
@@ -0,0 +1,675 @@
+/**************************************************************************/
+/* godot_generic_6dof_joint_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+/*
+Adapted to Godot from the Bullet library.
+*/
+
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+
+This software is provided 'as-is', without any express or implied warranty.
+In no event will the authors be held liable for any damages arising from the use of this software.
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it freely,
+subject to the following restrictions:
+
+1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
+2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
+3. This notice may not be removed or altered from any source distribution.
+*/
+
+/*
+2007-09-09
+GodotGeneric6DOFJoint3D Refactored by Francisco Le?n
+email: projectileman@yahoo.com
+http://gimpact.sf.net
+*/
+
+#include "godot_generic_6dof_joint_3d.h"
+
+#define GENERIC_D6_DISABLE_WARMSTARTING 1
+
+//////////////////////////// GodotG6DOFRotationalLimitMotor3D ////////////////////////////////////
+
+int GodotG6DOFRotationalLimitMotor3D::testLimitValue(real_t test_value) {
+ if (m_loLimit > m_hiLimit) {
+ m_currentLimit = 0; //Free from violation
+ return 0;
+ }
+
+ if (test_value < m_loLimit) {
+ m_currentLimit = 1; //low limit violation
+ m_currentLimitError = test_value - m_loLimit;
+ return 1;
+ } else if (test_value > m_hiLimit) {
+ m_currentLimit = 2; //High limit violation
+ m_currentLimitError = test_value - m_hiLimit;
+ return 2;
+ };
+
+ m_currentLimit = 0; //Free from violation
+ return 0;
+}
+
+real_t GodotG6DOFRotationalLimitMotor3D::solveAngularLimits(
+ real_t timeStep, Vector3 &axis, real_t jacDiagABInv,
+ GodotBody3D *body0, GodotBody3D *body1, bool p_body0_dynamic, bool p_body1_dynamic) {
+ if (!needApplyTorques()) {
+ return 0.0f;
+ }
+
+ real_t target_velocity = m_targetVelocity;
+ real_t maxMotorForce = m_maxMotorForce;
+
+ //current error correction
+ if (m_currentLimit != 0) {
+ target_velocity = -m_ERP * m_currentLimitError / (timeStep);
+ maxMotorForce = m_maxLimitForce;
+ }
+
+ maxMotorForce *= timeStep;
+
+ // current velocity difference
+ Vector3 vel_diff = body0->get_angular_velocity();
+ if (body1) {
+ vel_diff -= body1->get_angular_velocity();
+ }
+
+ real_t rel_vel = axis.dot(vel_diff);
+
+ // correction velocity
+ real_t motor_relvel = m_limitSoftness * (target_velocity - m_damping * rel_vel);
+
+ if (Math::is_zero_approx(motor_relvel)) {
+ return 0.0f; //no need for applying force
+ }
+
+ // correction impulse
+ real_t unclippedMotorImpulse = (1 + m_bounce) * motor_relvel * jacDiagABInv;
+
+ // clip correction impulse
+ real_t clippedMotorImpulse;
+
+ ///@todo: should clip against accumulated impulse
+ if (unclippedMotorImpulse > 0.0f) {
+ clippedMotorImpulse = unclippedMotorImpulse > maxMotorForce ? maxMotorForce : unclippedMotorImpulse;
+ } else {
+ clippedMotorImpulse = unclippedMotorImpulse < -maxMotorForce ? -maxMotorForce : unclippedMotorImpulse;
+ }
+
+ // sort with accumulated impulses
+ real_t lo = real_t(-1e30);
+ real_t hi = real_t(1e30);
+
+ real_t oldaccumImpulse = m_accumulatedImpulse;
+ real_t sum = oldaccumImpulse + clippedMotorImpulse;
+ m_accumulatedImpulse = sum > hi ? real_t(0.) : (sum < lo ? real_t(0.) : sum);
+
+ clippedMotorImpulse = m_accumulatedImpulse - oldaccumImpulse;
+
+ Vector3 motorImp = clippedMotorImpulse * axis;
+
+ if (p_body0_dynamic) {
+ body0->apply_torque_impulse(motorImp);
+ }
+ if (body1 && p_body1_dynamic) {
+ body1->apply_torque_impulse(-motorImp);
+ }
+
+ return clippedMotorImpulse;
+}
+
+//////////////////////////// GodotG6DOFTranslationalLimitMotor3D ////////////////////////////////////
+
+real_t GodotG6DOFTranslationalLimitMotor3D::solveLinearAxis(
+ real_t timeStep,
+ real_t jacDiagABInv,
+ GodotBody3D *body1, const Vector3 &pointInA,
+ GodotBody3D *body2, const Vector3 &pointInB,
+ bool p_body1_dynamic, bool p_body2_dynamic,
+ int limit_index,
+ const Vector3 &axis_normal_on_a,
+ const Vector3 &anchorPos) {
+ ///find relative velocity
+ // Vector3 rel_pos1 = pointInA - body1->get_transform().origin;
+ // Vector3 rel_pos2 = pointInB - body2->get_transform().origin;
+ Vector3 rel_pos1 = anchorPos - body1->get_transform().origin;
+ Vector3 rel_pos2 = anchorPos - body2->get_transform().origin;
+
+ Vector3 vel1 = body1->get_velocity_in_local_point(rel_pos1);
+ Vector3 vel2 = body2->get_velocity_in_local_point(rel_pos2);
+ Vector3 vel = vel1 - vel2;
+
+ real_t rel_vel = axis_normal_on_a.dot(vel);
+
+ /// apply displacement correction
+
+ //positional error (zeroth order error)
+ real_t depth = -(pointInA - pointInB).dot(axis_normal_on_a);
+ real_t lo = real_t(-1e30);
+ real_t hi = real_t(1e30);
+
+ real_t minLimit = m_lowerLimit[limit_index];
+ real_t maxLimit = m_upperLimit[limit_index];
+
+ //handle the limits
+ if (minLimit < maxLimit) {
+ {
+ if (depth > maxLimit) {
+ depth -= maxLimit;
+ lo = real_t(0.);
+
+ } else {
+ if (depth < minLimit) {
+ depth -= minLimit;
+ hi = real_t(0.);
+ } else {
+ return 0.0f;
+ }
+ }
+ }
+ }
+
+ real_t normalImpulse = m_limitSoftness[limit_index] * (m_restitution[limit_index] * depth / timeStep - m_damping[limit_index] * rel_vel) * jacDiagABInv;
+
+ real_t oldNormalImpulse = m_accumulatedImpulse[limit_index];
+ real_t sum = oldNormalImpulse + normalImpulse;
+ m_accumulatedImpulse[limit_index] = sum > hi ? real_t(0.) : (sum < lo ? real_t(0.) : sum);
+ normalImpulse = m_accumulatedImpulse[limit_index] - oldNormalImpulse;
+
+ Vector3 impulse_vector = axis_normal_on_a * normalImpulse;
+ if (p_body1_dynamic) {
+ body1->apply_impulse(impulse_vector, rel_pos1);
+ }
+ if (p_body2_dynamic) {
+ body2->apply_impulse(-impulse_vector, rel_pos2);
+ }
+ return normalImpulse;
+}
+
+//////////////////////////// GodotGeneric6DOFJoint3D ////////////////////////////////////
+
+GodotGeneric6DOFJoint3D::GodotGeneric6DOFJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &frameInA, const Transform3D &frameInB, bool useLinearReferenceFrameA) :
+ GodotJoint3D(_arr, 2),
+ m_frameInA(frameInA),
+ m_frameInB(frameInB),
+ m_useLinearReferenceFrameA(useLinearReferenceFrameA) {
+ A = rbA;
+ B = rbB;
+ A->add_constraint(this, 0);
+ B->add_constraint(this, 1);
+}
+
+void GodotGeneric6DOFJoint3D::calculateAngleInfo() {
+ Basis relative_frame = m_calculatedTransformB.basis.inverse() * m_calculatedTransformA.basis;
+
+ m_calculatedAxisAngleDiff = relative_frame.get_euler(EulerOrder::XYZ);
+
+ // in euler angle mode we do not actually constrain the angular velocity
+ // along the axes axis[0] and axis[2] (although we do use axis[1]) :
+ //
+ // to get constrain w2-w1 along ...not
+ // ------ --------------------- ------
+ // d(angle[0])/dt = 0 ax[1] x ax[2] ax[0]
+ // d(angle[1])/dt = 0 ax[1]
+ // d(angle[2])/dt = 0 ax[0] x ax[1] ax[2]
+ //
+ // constraining w2-w1 along an axis 'a' means that a'*(w2-w1)=0.
+ // to prove the result for angle[0], write the expression for angle[0] from
+ // GetInfo1 then take the derivative. to prove this for angle[2] it is
+ // easier to take the euler rate expression for d(angle[2])/dt with respect
+ // to the components of w and set that to 0.
+
+ Vector3 axis0 = m_calculatedTransformB.basis.get_column(0);
+ Vector3 axis2 = m_calculatedTransformA.basis.get_column(2);
+
+ m_calculatedAxis[1] = axis2.cross(axis0);
+ m_calculatedAxis[0] = m_calculatedAxis[1].cross(axis2);
+ m_calculatedAxis[2] = axis0.cross(m_calculatedAxis[1]);
+
+ /*
+ if(m_debugDrawer)
+ {
+ char buff[300];
+ sprintf(buff,"\n X: %.2f ; Y: %.2f ; Z: %.2f ",
+ m_calculatedAxisAngleDiff[0],
+ m_calculatedAxisAngleDiff[1],
+ m_calculatedAxisAngleDiff[2]);
+ m_debugDrawer->reportErrorWarning(buff);
+ }
+ */
+}
+
+void GodotGeneric6DOFJoint3D::calculateTransforms() {
+ m_calculatedTransformA = A->get_transform() * m_frameInA;
+ m_calculatedTransformB = B->get_transform() * m_frameInB;
+
+ calculateAngleInfo();
+}
+
+void GodotGeneric6DOFJoint3D::buildLinearJacobian(
+ GodotJacobianEntry3D &jacLinear, const Vector3 &normalWorld,
+ const Vector3 &pivotAInW, const Vector3 &pivotBInW) {
+ memnew_placement(
+ &jacLinear,
+ GodotJacobianEntry3D(
+ A->get_principal_inertia_axes().transposed(),
+ B->get_principal_inertia_axes().transposed(),
+ pivotAInW - A->get_transform().origin - A->get_center_of_mass(),
+ pivotBInW - B->get_transform().origin - B->get_center_of_mass(),
+ normalWorld,
+ A->get_inv_inertia(),
+ A->get_inv_mass(),
+ B->get_inv_inertia(),
+ B->get_inv_mass()));
+}
+
+void GodotGeneric6DOFJoint3D::buildAngularJacobian(
+ GodotJacobianEntry3D &jacAngular, const Vector3 &jointAxisW) {
+ memnew_placement(
+ &jacAngular,
+ GodotJacobianEntry3D(
+ jointAxisW,
+ A->get_principal_inertia_axes().transposed(),
+ B->get_principal_inertia_axes().transposed(),
+ A->get_inv_inertia(),
+ B->get_inv_inertia()));
+}
+
+bool GodotGeneric6DOFJoint3D::testAngularLimitMotor(int axis_index) {
+ real_t angle = m_calculatedAxisAngleDiff[axis_index];
+
+ //test limits
+ m_angularLimits[axis_index].testLimitValue(angle);
+ return m_angularLimits[axis_index].needApplyTorques();
+}
+
+bool GodotGeneric6DOFJoint3D::setup(real_t p_timestep) {
+ dynamic_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
+ dynamic_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
+
+ if (!dynamic_A && !dynamic_B) {
+ return false;
+ }
+
+ // Clear accumulated impulses for the next simulation step
+ m_linearLimits.m_accumulatedImpulse = Vector3(real_t(0.), real_t(0.), real_t(0.));
+ int i;
+ for (i = 0; i < 3; i++) {
+ m_angularLimits[i].m_accumulatedImpulse = real_t(0.);
+ }
+ //calculates transform
+ calculateTransforms();
+
+ // const Vector3& pivotAInW = m_calculatedTransformA.origin;
+ // const Vector3& pivotBInW = m_calculatedTransformB.origin;
+ calcAnchorPos();
+ Vector3 pivotAInW = m_AnchorPos;
+ Vector3 pivotBInW = m_AnchorPos;
+
+ // not used here
+ // Vector3 rel_pos1 = pivotAInW - A->get_transform().origin;
+ // Vector3 rel_pos2 = pivotBInW - B->get_transform().origin;
+
+ Vector3 normalWorld;
+ //linear part
+ for (i = 0; i < 3; i++) {
+ if (m_linearLimits.enable_limit[i] && m_linearLimits.isLimited(i)) {
+ if (m_useLinearReferenceFrameA) {
+ normalWorld = m_calculatedTransformA.basis.get_column(i);
+ } else {
+ normalWorld = m_calculatedTransformB.basis.get_column(i);
+ }
+
+ buildLinearJacobian(
+ m_jacLinear[i], normalWorld,
+ pivotAInW, pivotBInW);
+ }
+ }
+
+ // angular part
+ for (i = 0; i < 3; i++) {
+ //calculates error angle
+ if (m_angularLimits[i].m_enableLimit && testAngularLimitMotor(i)) {
+ normalWorld = getAxis(i);
+ // Create angular atom
+ buildAngularJacobian(m_jacAng[i], normalWorld);
+ }
+ }
+
+ return true;
+}
+
+void GodotGeneric6DOFJoint3D::solve(real_t p_timestep) {
+ m_timeStep = p_timestep;
+
+ //calculateTransforms();
+
+ int i;
+
+ // linear
+
+ Vector3 pointInA = m_calculatedTransformA.origin;
+ Vector3 pointInB = m_calculatedTransformB.origin;
+
+ real_t jacDiagABInv;
+ Vector3 linear_axis;
+ for (i = 0; i < 3; i++) {
+ if (m_linearLimits.enable_limit[i] && m_linearLimits.isLimited(i)) {
+ jacDiagABInv = real_t(1.) / m_jacLinear[i].getDiagonal();
+
+ if (m_useLinearReferenceFrameA) {
+ linear_axis = m_calculatedTransformA.basis.get_column(i);
+ } else {
+ linear_axis = m_calculatedTransformB.basis.get_column(i);
+ }
+
+ m_linearLimits.solveLinearAxis(
+ m_timeStep,
+ jacDiagABInv,
+ A, pointInA,
+ B, pointInB,
+ dynamic_A, dynamic_B,
+ i, linear_axis, m_AnchorPos);
+ }
+ }
+
+ // angular
+ Vector3 angular_axis;
+ real_t angularJacDiagABInv;
+ for (i = 0; i < 3; i++) {
+ if (m_angularLimits[i].m_enableLimit && m_angularLimits[i].needApplyTorques()) {
+ // get axis
+ angular_axis = getAxis(i);
+
+ angularJacDiagABInv = real_t(1.) / m_jacAng[i].getDiagonal();
+
+ m_angularLimits[i].solveAngularLimits(m_timeStep, angular_axis, angularJacDiagABInv, A, B, dynamic_A, dynamic_B);
+ }
+ }
+}
+
+void GodotGeneric6DOFJoint3D::updateRHS(real_t timeStep) {
+ (void)timeStep;
+}
+
+Vector3 GodotGeneric6DOFJoint3D::getAxis(int axis_index) const {
+ return m_calculatedAxis[axis_index];
+}
+
+real_t GodotGeneric6DOFJoint3D::getAngle(int axis_index) const {
+ return m_calculatedAxisAngleDiff[axis_index];
+}
+
+void GodotGeneric6DOFJoint3D::calcAnchorPos() {
+ real_t imA = A->get_inv_mass();
+ real_t imB = B->get_inv_mass();
+ real_t weight;
+ if (imB == real_t(0.0)) {
+ weight = real_t(1.0);
+ } else {
+ weight = imA / (imA + imB);
+ }
+ const Vector3 &pA = m_calculatedTransformA.origin;
+ const Vector3 &pB = m_calculatedTransformB.origin;
+ m_AnchorPos = pA * weight + pB * (real_t(1.0) - weight);
+}
+
+void GodotGeneric6DOFJoint3D::set_param(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisParam p_param, real_t p_value) {
+ ERR_FAIL_INDEX(p_axis, 3);
+ switch (p_param) {
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_LOWER_LIMIT: {
+ m_linearLimits.m_lowerLimit[p_axis] = p_value;
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_UPPER_LIMIT: {
+ m_linearLimits.m_upperLimit[p_axis] = p_value;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS: {
+ m_linearLimits.m_limitSoftness[p_axis] = p_value;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_RESTITUTION: {
+ m_linearLimits.m_restitution[p_axis] = p_value;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_DAMPING: {
+ m_linearLimits.m_damping[p_axis] = p_value;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_LOWER_LIMIT: {
+ m_angularLimits[p_axis].m_loLimit = p_value;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_UPPER_LIMIT: {
+ m_angularLimits[p_axis].m_hiLimit = p_value;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS: {
+ m_angularLimits[p_axis].m_limitSoftness = p_value;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_DAMPING: {
+ m_angularLimits[p_axis].m_damping = p_value;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_RESTITUTION: {
+ m_angularLimits[p_axis].m_bounce = p_value;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_FORCE_LIMIT: {
+ m_angularLimits[p_axis].m_maxLimitForce = p_value;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_ERP: {
+ m_angularLimits[p_axis].m_ERP = p_value;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_MOTOR_TARGET_VELOCITY: {
+ m_angularLimits[p_axis].m_targetVelocity = p_value;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_MOTOR_FORCE_LIMIT: {
+ m_angularLimits[p_axis].m_maxLimitForce = p_value;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_DAMPING: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_DAMPING: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_MAX:
+ break; // Can't happen, but silences warning
+ }
+}
+
+real_t GodotGeneric6DOFJoint3D::get_param(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisParam p_param) const {
+ ERR_FAIL_INDEX_V(p_axis, 3, 0);
+ switch (p_param) {
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_LOWER_LIMIT: {
+ return m_linearLimits.m_lowerLimit[p_axis];
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_UPPER_LIMIT: {
+ return m_linearLimits.m_upperLimit[p_axis];
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS: {
+ return m_linearLimits.m_limitSoftness[p_axis];
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_RESTITUTION: {
+ return m_linearLimits.m_restitution[p_axis];
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_DAMPING: {
+ return m_linearLimits.m_damping[p_axis];
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_LOWER_LIMIT: {
+ return m_angularLimits[p_axis].m_loLimit;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_UPPER_LIMIT: {
+ return m_angularLimits[p_axis].m_hiLimit;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS: {
+ return m_angularLimits[p_axis].m_limitSoftness;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_DAMPING: {
+ return m_angularLimits[p_axis].m_damping;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_RESTITUTION: {
+ return m_angularLimits[p_axis].m_bounce;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_FORCE_LIMIT: {
+ return m_angularLimits[p_axis].m_maxLimitForce;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_ERP: {
+ return m_angularLimits[p_axis].m_ERP;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_MOTOR_TARGET_VELOCITY: {
+ return m_angularLimits[p_axis].m_targetVelocity;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_MOTOR_FORCE_LIMIT: {
+ return m_angularLimits[p_axis].m_maxMotorForce;
+
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_DAMPING: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_DAMPING: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_MAX:
+ break; // Can't happen, but silences warning
+ }
+ return 0;
+}
+
+void GodotGeneric6DOFJoint3D::set_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisFlag p_flag, bool p_value) {
+ ERR_FAIL_INDEX(p_axis, 3);
+
+ switch (p_flag) {
+ case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT: {
+ m_linearLimits.enable_limit[p_axis] = p_value;
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT: {
+ m_angularLimits[p_axis].m_enableLimit = p_value;
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_MOTOR: {
+ m_angularLimits[p_axis].m_enableMotor = p_value;
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_FLAG_MAX:
+ break; // Can't happen, but silences warning
+ }
+}
+
+bool GodotGeneric6DOFJoint3D::get_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisFlag p_flag) const {
+ ERR_FAIL_INDEX_V(p_axis, 3, 0);
+ switch (p_flag) {
+ case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT: {
+ return m_linearLimits.enable_limit[p_axis];
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT: {
+ return m_angularLimits[p_axis].m_enableLimit;
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_MOTOR: {
+ return m_angularLimits[p_axis].m_enableMotor;
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING: {
+ // Not implemented in GodotPhysics3D backend
+ } break;
+ case PhysicsServer3D::G6DOF_JOINT_FLAG_MAX:
+ break; // Can't happen, but silences warning
+ }
+
+ return false;
+}
diff --git a/modules/godot_physics_3d/joints/godot_generic_6dof_joint_3d.h b/modules/godot_physics_3d/joints/godot_generic_6dof_joint_3d.h
new file mode 100644
index 0000000000..9ee6dd2791
--- /dev/null
+++ b/modules/godot_physics_3d/joints/godot_generic_6dof_joint_3d.h
@@ -0,0 +1,322 @@
+/**************************************************************************/
+/* godot_generic_6dof_joint_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef GODOT_GENERIC_6DOF_JOINT_3D_H
+#define GODOT_GENERIC_6DOF_JOINT_3D_H
+
+/*
+Adapted to Godot from the Bullet library.
+*/
+
+#include "../godot_joint_3d.h"
+#include "godot_jacobian_entry_3d.h"
+
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+
+This software is provided 'as-is', without any express or implied warranty.
+In no event will the authors be held liable for any damages arising from the use of this software.
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it freely,
+subject to the following restrictions:
+
+1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
+2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
+3. This notice may not be removed or altered from any source distribution.
+*/
+
+/*
+2007-09-09
+GodotGeneric6DOFJoint3D Refactored by Francisco Le?n
+email: projectileman@yahoo.com
+http://gimpact.sf.net
+*/
+
+//! Rotation Limit structure for generic joints
+class GodotG6DOFRotationalLimitMotor3D {
+public:
+ //! limit_parameters
+ //!@{
+ real_t m_loLimit = -1e30; //!< joint limit
+ real_t m_hiLimit = 1e30; //!< joint limit
+ real_t m_targetVelocity = 0.0; //!< target motor velocity
+ real_t m_maxMotorForce = 0.1; //!< max force on motor
+ real_t m_maxLimitForce = 300.0; //!< max force on limit
+ real_t m_damping = 1.0; //!< Damping.
+ real_t m_limitSoftness = 0.5; //! Relaxation factor
+ real_t m_ERP = 0.5; //!< Error tolerance factor when joint is at limit
+ real_t m_bounce = 0.0; //!< restitution factor
+ bool m_enableMotor = false;
+ bool m_enableLimit = false;
+
+ //!@}
+
+ //! temp_variables
+ //!@{
+ real_t m_currentLimitError = 0.0; //!< How much is violated this limit
+ int m_currentLimit = 0; //!< 0=free, 1=at lo limit, 2=at hi limit
+ real_t m_accumulatedImpulse = 0.0;
+ //!@}
+
+ GodotG6DOFRotationalLimitMotor3D() {}
+
+ bool isLimited() {
+ return (m_loLimit < m_hiLimit);
+ }
+
+ // Need apply correction.
+ bool needApplyTorques() {
+ return (m_enableMotor || m_currentLimit != 0);
+ }
+
+ // Calculates m_currentLimit and m_currentLimitError.
+ int testLimitValue(real_t test_value);
+
+ // Apply the correction impulses for two bodies.
+ real_t solveAngularLimits(real_t timeStep, Vector3 &axis, real_t jacDiagABInv, GodotBody3D *body0, GodotBody3D *body1, bool p_body0_dynamic, bool p_body1_dynamic);
+};
+
+class GodotG6DOFTranslationalLimitMotor3D {
+public:
+ Vector3 m_lowerLimit = Vector3(0.0, 0.0, 0.0); //!< the constraint lower limits
+ Vector3 m_upperLimit = Vector3(0.0, 0.0, 0.0); //!< the constraint upper limits
+ Vector3 m_accumulatedImpulse = Vector3(0.0, 0.0, 0.0);
+ //! Linear_Limit_parameters
+ //!@{
+ Vector3 m_limitSoftness = Vector3(0.7, 0.7, 0.7); //!< Softness for linear limit
+ Vector3 m_damping = Vector3(1.0, 1.0, 1.0); //!< Damping for linear limit
+ Vector3 m_restitution = Vector3(0.5, 0.5, 0.5); //! Bounce parameter for linear limit
+ //!@}
+ bool enable_limit[3] = { true, true, true };
+
+ //! Test limit
+ /*!
+ * - free means upper < lower,
+ * - locked means upper == lower
+ * - limited means upper > lower
+ * - limitIndex: first 3 are linear, next 3 are angular
+ */
+ inline bool isLimited(int limitIndex) {
+ return (m_upperLimit[limitIndex] >= m_lowerLimit[limitIndex]);
+ }
+
+ real_t solveLinearAxis(
+ real_t timeStep,
+ real_t jacDiagABInv,
+ GodotBody3D *body1, const Vector3 &pointInA,
+ GodotBody3D *body2, const Vector3 &pointInB,
+ bool p_body1_dynamic, bool p_body2_dynamic,
+ int limit_index,
+ const Vector3 &axis_normal_on_a,
+ const Vector3 &anchorPos);
+};
+
+class GodotGeneric6DOFJoint3D : public GodotJoint3D {
+protected:
+ union {
+ struct {
+ GodotBody3D *A;
+ GodotBody3D *B;
+ };
+
+ GodotBody3D *_arr[2] = { nullptr, nullptr };
+ };
+
+ //! relative_frames
+ //!@{
+ Transform3D m_frameInA; //!< the constraint space w.r.t body A
+ Transform3D m_frameInB; //!< the constraint space w.r.t body B
+ //!@}
+
+ //! Jacobians
+ //!@{
+ GodotJacobianEntry3D m_jacLinear[3]; //!< 3 orthogonal linear constraints
+ GodotJacobianEntry3D m_jacAng[3]; //!< 3 orthogonal angular constraints
+ //!@}
+
+ //! Linear_Limit_parameters
+ //!@{
+ GodotG6DOFTranslationalLimitMotor3D m_linearLimits;
+ //!@}
+
+ //! hinge_parameters
+ //!@{
+ GodotG6DOFRotationalLimitMotor3D m_angularLimits[3];
+ //!@}
+
+protected:
+ //! temporal variables
+ //!@{
+ real_t m_timeStep = 0.0;
+ Transform3D m_calculatedTransformA;
+ Transform3D m_calculatedTransformB;
+ Vector3 m_calculatedAxisAngleDiff;
+ Vector3 m_calculatedAxis[3];
+
+ Vector3 m_AnchorPos; // point between pivots of bodies A and B to solve linear axes
+
+ bool m_useLinearReferenceFrameA = false;
+
+ //!@}
+
+ GodotGeneric6DOFJoint3D(GodotGeneric6DOFJoint3D const &) = delete;
+ void operator=(GodotGeneric6DOFJoint3D const &) = delete;
+
+ void buildLinearJacobian(
+ GodotJacobianEntry3D &jacLinear, const Vector3 &normalWorld,
+ const Vector3 &pivotAInW, const Vector3 &pivotBInW);
+
+ void buildAngularJacobian(GodotJacobianEntry3D &jacAngular, const Vector3 &jointAxisW);
+
+ //! calcs the euler angles between the two bodies.
+ void calculateAngleInfo();
+
+public:
+ GodotGeneric6DOFJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &frameInA, const Transform3D &frameInB, bool useLinearReferenceFrameA);
+
+ virtual PhysicsServer3D::JointType get_type() const override { return PhysicsServer3D::JOINT_TYPE_6DOF; }
+
+ virtual bool setup(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
+
+ // Calcs the global transform for the joint offset for body A an B, and also calcs the angle differences between the bodies.
+ void calculateTransforms();
+
+ // Gets the global transform of the offset for body A.
+ const Transform3D &getCalculatedTransformA() const {
+ return m_calculatedTransformA;
+ }
+
+ // Gets the global transform of the offset for body B.
+ const Transform3D &getCalculatedTransformB() const {
+ return m_calculatedTransformB;
+ }
+
+ const Transform3D &getFrameOffsetA() const {
+ return m_frameInA;
+ }
+
+ const Transform3D &getFrameOffsetB() const {
+ return m_frameInB;
+ }
+
+ Transform3D &getFrameOffsetA() {
+ return m_frameInA;
+ }
+
+ Transform3D &getFrameOffsetB() {
+ return m_frameInB;
+ }
+
+ // Performs Jacobian calculation, and also calculates angle differences and axis.
+ void updateRHS(real_t timeStep);
+
+ // Get the rotation axis in global coordinates.
+ Vector3 getAxis(int axis_index) const;
+
+ // Get the relative Euler angle.
+ real_t getAngle(int axis_index) const;
+
+ // Calculates angular correction and returns true if limit needs to be corrected.
+ bool testAngularLimitMotor(int axis_index);
+
+ void setLinearLowerLimit(const Vector3 &linearLower) {
+ m_linearLimits.m_lowerLimit = linearLower;
+ }
+
+ void setLinearUpperLimit(const Vector3 &linearUpper) {
+ m_linearLimits.m_upperLimit = linearUpper;
+ }
+
+ void setAngularLowerLimit(const Vector3 &angularLower) {
+ m_angularLimits[0].m_loLimit = angularLower.x;
+ m_angularLimits[1].m_loLimit = angularLower.y;
+ m_angularLimits[2].m_loLimit = angularLower.z;
+ }
+
+ void setAngularUpperLimit(const Vector3 &angularUpper) {
+ m_angularLimits[0].m_hiLimit = angularUpper.x;
+ m_angularLimits[1].m_hiLimit = angularUpper.y;
+ m_angularLimits[2].m_hiLimit = angularUpper.z;
+ }
+
+ // Retrieves the angular limit information.
+ GodotG6DOFRotationalLimitMotor3D *getRotationalLimitMotor(int index) {
+ return &m_angularLimits[index];
+ }
+
+ // Retrieves the limit information.
+ GodotG6DOFTranslationalLimitMotor3D *getTranslationalLimitMotor() {
+ return &m_linearLimits;
+ }
+
+ // First 3 are linear, next 3 are angular.
+ void setLimit(int axis, real_t lo, real_t hi) {
+ if (axis < 3) {
+ m_linearLimits.m_lowerLimit[axis] = lo;
+ m_linearLimits.m_upperLimit[axis] = hi;
+ } else {
+ m_angularLimits[axis - 3].m_loLimit = lo;
+ m_angularLimits[axis - 3].m_hiLimit = hi;
+ }
+ }
+
+ //! Test limit
+ /*!
+ * - free means upper < lower,
+ * - locked means upper == lower
+ * - limited means upper > lower
+ * - limitIndex: first 3 are linear, next 3 are angular
+ */
+ bool isLimited(int limitIndex) {
+ if (limitIndex < 3) {
+ return m_linearLimits.isLimited(limitIndex);
+ }
+ return m_angularLimits[limitIndex - 3].isLimited();
+ }
+
+ const GodotBody3D *getRigidBodyA() const {
+ return A;
+ }
+ const GodotBody3D *getRigidBodyB() const {
+ return B;
+ }
+
+ virtual void calcAnchorPos(); // overridable
+
+ void set_param(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisParam p_param, real_t p_value);
+ real_t get_param(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisParam p_param) const;
+
+ void set_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisFlag p_flag, bool p_value);
+ bool get_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisFlag p_flag) const;
+};
+
+#endif // GODOT_GENERIC_6DOF_JOINT_3D_H
diff --git a/modules/godot_physics_3d/joints/godot_hinge_joint_3d.cpp b/modules/godot_physics_3d/joints/godot_hinge_joint_3d.cpp
new file mode 100644
index 0000000000..3d423f70e2
--- /dev/null
+++ b/modules/godot_physics_3d/joints/godot_hinge_joint_3d.cpp
@@ -0,0 +1,441 @@
+/**************************************************************************/
+/* godot_hinge_joint_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+/*
+Adapted to Godot from the Bullet library.
+*/
+
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+
+This software is provided 'as-is', without any express or implied warranty.
+In no event will the authors be held liable for any damages arising from the use of this software.
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it freely,
+subject to the following restrictions:
+
+1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
+2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
+3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include "godot_hinge_joint_3d.h"
+
+GodotHingeJoint3D::GodotHingeJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &frameA, const Transform3D &frameB) :
+ GodotJoint3D(_arr, 2) {
+ A = rbA;
+ B = rbB;
+
+ m_rbAFrame = frameA;
+ m_rbBFrame = frameB;
+ // flip axis
+ m_rbBFrame.basis[0][2] *= real_t(-1.);
+ m_rbBFrame.basis[1][2] *= real_t(-1.);
+ m_rbBFrame.basis[2][2] *= real_t(-1.);
+
+ A->add_constraint(this, 0);
+ B->add_constraint(this, 1);
+}
+
+GodotHingeJoint3D::GodotHingeJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Vector3 &pivotInA, const Vector3 &pivotInB,
+ const Vector3 &axisInA, const Vector3 &axisInB) :
+ GodotJoint3D(_arr, 2) {
+ A = rbA;
+ B = rbB;
+
+ m_rbAFrame.origin = pivotInA;
+
+ // since no frame is given, assume this to be zero angle and just pick rb transform axis
+ Vector3 rbAxisA1 = rbA->get_transform().basis.get_column(0);
+
+ Vector3 rbAxisA2;
+ real_t projection = axisInA.dot(rbAxisA1);
+ if (projection >= 1.0f - CMP_EPSILON) {
+ rbAxisA1 = -rbA->get_transform().basis.get_column(2);
+ rbAxisA2 = rbA->get_transform().basis.get_column(1);
+ } else if (projection <= -1.0f + CMP_EPSILON) {
+ rbAxisA1 = rbA->get_transform().basis.get_column(2);
+ rbAxisA2 = rbA->get_transform().basis.get_column(1);
+ } else {
+ rbAxisA2 = axisInA.cross(rbAxisA1);
+ rbAxisA1 = rbAxisA2.cross(axisInA);
+ }
+
+ m_rbAFrame.basis = Basis(rbAxisA1.x, rbAxisA2.x, axisInA.x,
+ rbAxisA1.y, rbAxisA2.y, axisInA.y,
+ rbAxisA1.z, rbAxisA2.z, axisInA.z);
+
+ Quaternion rotationArc = Quaternion(axisInA, axisInB);
+ Vector3 rbAxisB1 = rotationArc.xform(rbAxisA1);
+ Vector3 rbAxisB2 = axisInB.cross(rbAxisB1);
+
+ m_rbBFrame.origin = pivotInB;
+ m_rbBFrame.basis = Basis(rbAxisB1.x, rbAxisB2.x, -axisInB.x,
+ rbAxisB1.y, rbAxisB2.y, -axisInB.y,
+ rbAxisB1.z, rbAxisB2.z, -axisInB.z);
+
+ A->add_constraint(this, 0);
+ B->add_constraint(this, 1);
+}
+
+bool GodotHingeJoint3D::setup(real_t p_step) {
+ dynamic_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
+ dynamic_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
+
+ if (!dynamic_A && !dynamic_B) {
+ return false;
+ }
+
+ m_appliedImpulse = real_t(0.);
+
+ if (!m_angularOnly) {
+ Vector3 pivotAInW = A->get_transform().xform(m_rbAFrame.origin);
+ Vector3 pivotBInW = B->get_transform().xform(m_rbBFrame.origin);
+ Vector3 relPos = pivotBInW - pivotAInW;
+
+ Vector3 normal[3];
+ if (Math::is_zero_approx(relPos.length_squared())) {
+ normal[0] = Vector3(real_t(1.0), 0, 0);
+ } else {
+ normal[0] = relPos.normalized();
+ }
+
+ plane_space(normal[0], normal[1], normal[2]);
+
+ for (int i = 0; i < 3; i++) {
+ memnew_placement(
+ &m_jac[i],
+ GodotJacobianEntry3D(
+ A->get_principal_inertia_axes().transposed(),
+ B->get_principal_inertia_axes().transposed(),
+ pivotAInW - A->get_transform().origin - A->get_center_of_mass(),
+ pivotBInW - B->get_transform().origin - B->get_center_of_mass(),
+ normal[i],
+ A->get_inv_inertia(),
+ A->get_inv_mass(),
+ B->get_inv_inertia(),
+ B->get_inv_mass()));
+ }
+ }
+
+ //calculate two perpendicular jointAxis, orthogonal to hingeAxis
+ //these two jointAxis require equal angular velocities for both bodies
+
+ //this is unused for now, it's a todo
+ Vector3 jointAxis0local;
+ Vector3 jointAxis1local;
+
+ plane_space(m_rbAFrame.basis.get_column(2), jointAxis0local, jointAxis1local);
+
+ Vector3 jointAxis0 = A->get_transform().basis.xform(jointAxis0local);
+ Vector3 jointAxis1 = A->get_transform().basis.xform(jointAxis1local);
+ Vector3 hingeAxisWorld = A->get_transform().basis.xform(m_rbAFrame.basis.get_column(2));
+
+ memnew_placement(
+ &m_jacAng[0],
+ GodotJacobianEntry3D(
+ jointAxis0,
+ A->get_principal_inertia_axes().transposed(),
+ B->get_principal_inertia_axes().transposed(),
+ A->get_inv_inertia(),
+ B->get_inv_inertia()));
+
+ memnew_placement(
+ &m_jacAng[1],
+ GodotJacobianEntry3D(
+ jointAxis1,
+ A->get_principal_inertia_axes().transposed(),
+ B->get_principal_inertia_axes().transposed(),
+ A->get_inv_inertia(),
+ B->get_inv_inertia()));
+
+ memnew_placement(
+ &m_jacAng[2],
+ GodotJacobianEntry3D(
+ hingeAxisWorld,
+ A->get_principal_inertia_axes().transposed(),
+ B->get_principal_inertia_axes().transposed(),
+ A->get_inv_inertia(),
+ B->get_inv_inertia()));
+
+ // Compute limit information
+ real_t hingeAngle = get_hinge_angle();
+
+ //set bias, sign, clear accumulator
+ m_correction = real_t(0.);
+ m_limitSign = real_t(0.);
+ m_solveLimit = false;
+ m_accLimitImpulse = real_t(0.);
+
+ if (m_useLimit && m_lowerLimit <= m_upperLimit) {
+ if (hingeAngle <= m_lowerLimit) {
+ m_correction = (m_lowerLimit - hingeAngle);
+ m_limitSign = 1.0f;
+ m_solveLimit = true;
+ } else if (hingeAngle >= m_upperLimit) {
+ m_correction = m_upperLimit - hingeAngle;
+ m_limitSign = -1.0f;
+ m_solveLimit = true;
+ }
+ }
+
+ //Compute K = J*W*J' for hinge axis
+ Vector3 axisA = A->get_transform().basis.xform(m_rbAFrame.basis.get_column(2));
+ m_kHinge = 1.0f / (A->compute_angular_impulse_denominator(axisA) + B->compute_angular_impulse_denominator(axisA));
+
+ return true;
+}
+
+void GodotHingeJoint3D::solve(real_t p_step) {
+ Vector3 pivotAInW = A->get_transform().xform(m_rbAFrame.origin);
+ Vector3 pivotBInW = B->get_transform().xform(m_rbBFrame.origin);
+
+ //real_t tau = real_t(0.3);
+
+ //linear part
+ if (!m_angularOnly) {
+ Vector3 rel_pos1 = pivotAInW - A->get_transform().origin;
+ Vector3 rel_pos2 = pivotBInW - B->get_transform().origin;
+
+ Vector3 vel1 = A->get_velocity_in_local_point(rel_pos1);
+ Vector3 vel2 = B->get_velocity_in_local_point(rel_pos2);
+ Vector3 vel = vel1 - vel2;
+
+ for (int i = 0; i < 3; i++) {
+ const Vector3 &normal = m_jac[i].m_linearJointAxis;
+ real_t jacDiagABInv = real_t(1.) / m_jac[i].getDiagonal();
+
+ real_t rel_vel;
+ rel_vel = normal.dot(vel);
+ //positional error (zeroth order error)
+ real_t depth = -(pivotAInW - pivotBInW).dot(normal); //this is the error projected on the normal
+ real_t impulse = depth * tau / p_step * jacDiagABInv - rel_vel * jacDiagABInv;
+ m_appliedImpulse += impulse;
+ Vector3 impulse_vector = normal * impulse;
+ if (dynamic_A) {
+ A->apply_impulse(impulse_vector, pivotAInW - A->get_transform().origin);
+ }
+ if (dynamic_B) {
+ B->apply_impulse(-impulse_vector, pivotBInW - B->get_transform().origin);
+ }
+ }
+ }
+
+ {
+ ///solve angular part
+
+ // get axes in world space
+ Vector3 axisA = A->get_transform().basis.xform(m_rbAFrame.basis.get_column(2));
+ Vector3 axisB = B->get_transform().basis.xform(m_rbBFrame.basis.get_column(2));
+
+ const Vector3 &angVelA = A->get_angular_velocity();
+ const Vector3 &angVelB = B->get_angular_velocity();
+
+ Vector3 angVelAroundHingeAxisA = axisA * axisA.dot(angVelA);
+ Vector3 angVelAroundHingeAxisB = axisB * axisB.dot(angVelB);
+
+ Vector3 angAorthog = angVelA - angVelAroundHingeAxisA;
+ Vector3 angBorthog = angVelB - angVelAroundHingeAxisB;
+ Vector3 velrelOrthog = angAorthog - angBorthog;
+ {
+ //solve orthogonal angular velocity correction
+ real_t relaxation = real_t(1.);
+ real_t len = velrelOrthog.length();
+ if (len > real_t(0.00001)) {
+ Vector3 normal = velrelOrthog.normalized();
+ real_t denom = A->compute_angular_impulse_denominator(normal) +
+ B->compute_angular_impulse_denominator(normal);
+ // scale for mass and relaxation
+ velrelOrthog *= (real_t(1.) / denom) * m_relaxationFactor;
+ }
+
+ //solve angular positional correction
+ Vector3 angularError = -axisA.cross(axisB) * (real_t(1.) / p_step);
+ real_t len2 = angularError.length();
+ if (len2 > real_t(0.00001)) {
+ Vector3 normal2 = angularError.normalized();
+ real_t denom2 = A->compute_angular_impulse_denominator(normal2) +
+ B->compute_angular_impulse_denominator(normal2);
+ angularError *= (real_t(1.) / denom2) * relaxation;
+ }
+
+ if (dynamic_A) {
+ A->apply_torque_impulse(-velrelOrthog + angularError);
+ }
+ if (dynamic_B) {
+ B->apply_torque_impulse(velrelOrthog - angularError);
+ }
+
+ // solve limit
+ if (m_solveLimit) {
+ real_t amplitude = ((angVelB - angVelA).dot(axisA) * m_relaxationFactor + m_correction * (real_t(1.) / p_step) * m_biasFactor) * m_limitSign;
+
+ real_t impulseMag = amplitude * m_kHinge;
+
+ // Clamp the accumulated impulse
+ real_t temp = m_accLimitImpulse;
+ m_accLimitImpulse = MAX(m_accLimitImpulse + impulseMag, real_t(0));
+ impulseMag = m_accLimitImpulse - temp;
+
+ Vector3 impulse = axisA * impulseMag * m_limitSign;
+ if (dynamic_A) {
+ A->apply_torque_impulse(impulse);
+ }
+ if (dynamic_B) {
+ B->apply_torque_impulse(-impulse);
+ }
+ }
+ }
+
+ //apply motor
+ if (m_enableAngularMotor) {
+ //todo: add limits too
+ Vector3 angularLimit(0, 0, 0);
+
+ Vector3 velrel = angVelAroundHingeAxisA - angVelAroundHingeAxisB;
+ real_t projRelVel = velrel.dot(axisA);
+
+ real_t desiredMotorVel = m_motorTargetVelocity;
+ real_t motor_relvel = desiredMotorVel - projRelVel;
+
+ real_t unclippedMotorImpulse = m_kHinge * motor_relvel;
+ //todo: should clip against accumulated impulse
+ real_t clippedMotorImpulse = unclippedMotorImpulse > m_maxMotorImpulse ? m_maxMotorImpulse : unclippedMotorImpulse;
+ clippedMotorImpulse = clippedMotorImpulse < -m_maxMotorImpulse ? -m_maxMotorImpulse : clippedMotorImpulse;
+ Vector3 motorImp = clippedMotorImpulse * axisA;
+
+ if (dynamic_A) {
+ A->apply_torque_impulse(motorImp + angularLimit);
+ }
+ if (dynamic_B) {
+ B->apply_torque_impulse(-motorImp - angularLimit);
+ }
+ }
+ }
+}
+
+/*
+void HingeJointSW::updateRHS(real_t timeStep)
+{
+ (void)timeStep;
+}
+
+*/
+
+real_t GodotHingeJoint3D::get_hinge_angle() {
+ const Vector3 refAxis0 = A->get_transform().basis.xform(m_rbAFrame.basis.get_column(0));
+ const Vector3 refAxis1 = A->get_transform().basis.xform(m_rbAFrame.basis.get_column(1));
+ const Vector3 swingAxis = B->get_transform().basis.xform(m_rbBFrame.basis.get_column(1));
+
+ return atan2fast(swingAxis.dot(refAxis0), swingAxis.dot(refAxis1));
+}
+
+void GodotHingeJoint3D::set_param(PhysicsServer3D::HingeJointParam p_param, real_t p_value) {
+ switch (p_param) {
+ case PhysicsServer3D::HINGE_JOINT_BIAS:
+ tau = p_value;
+ break;
+ case PhysicsServer3D::HINGE_JOINT_LIMIT_UPPER:
+ m_upperLimit = p_value;
+ break;
+ case PhysicsServer3D::HINGE_JOINT_LIMIT_LOWER:
+ m_lowerLimit = p_value;
+ break;
+ case PhysicsServer3D::HINGE_JOINT_LIMIT_BIAS:
+ m_biasFactor = p_value;
+ break;
+ case PhysicsServer3D::HINGE_JOINT_LIMIT_SOFTNESS:
+ m_limitSoftness = p_value;
+ break;
+ case PhysicsServer3D::HINGE_JOINT_LIMIT_RELAXATION:
+ m_relaxationFactor = p_value;
+ break;
+ case PhysicsServer3D::HINGE_JOINT_MOTOR_TARGET_VELOCITY:
+ m_motorTargetVelocity = p_value;
+ break;
+ case PhysicsServer3D::HINGE_JOINT_MOTOR_MAX_IMPULSE:
+ m_maxMotorImpulse = p_value;
+ break;
+ case PhysicsServer3D::HINGE_JOINT_MAX:
+ break; // Can't happen, but silences warning
+ }
+}
+
+real_t GodotHingeJoint3D::get_param(PhysicsServer3D::HingeJointParam p_param) const {
+ switch (p_param) {
+ case PhysicsServer3D::HINGE_JOINT_BIAS:
+ return tau;
+ case PhysicsServer3D::HINGE_JOINT_LIMIT_UPPER:
+ return m_upperLimit;
+ case PhysicsServer3D::HINGE_JOINT_LIMIT_LOWER:
+ return m_lowerLimit;
+ case PhysicsServer3D::HINGE_JOINT_LIMIT_BIAS:
+ return m_biasFactor;
+ case PhysicsServer3D::HINGE_JOINT_LIMIT_SOFTNESS:
+ return m_limitSoftness;
+ case PhysicsServer3D::HINGE_JOINT_LIMIT_RELAXATION:
+ return m_relaxationFactor;
+ case PhysicsServer3D::HINGE_JOINT_MOTOR_TARGET_VELOCITY:
+ return m_motorTargetVelocity;
+ case PhysicsServer3D::HINGE_JOINT_MOTOR_MAX_IMPULSE:
+ return m_maxMotorImpulse;
+ case PhysicsServer3D::HINGE_JOINT_MAX:
+ break; // Can't happen, but silences warning
+ }
+
+ return 0;
+}
+
+void GodotHingeJoint3D::set_flag(PhysicsServer3D::HingeJointFlag p_flag, bool p_value) {
+ switch (p_flag) {
+ case PhysicsServer3D::HINGE_JOINT_FLAG_USE_LIMIT:
+ m_useLimit = p_value;
+ break;
+ case PhysicsServer3D::HINGE_JOINT_FLAG_ENABLE_MOTOR:
+ m_enableAngularMotor = p_value;
+ break;
+ case PhysicsServer3D::HINGE_JOINT_FLAG_MAX:
+ break; // Can't happen, but silences warning
+ }
+}
+
+bool GodotHingeJoint3D::get_flag(PhysicsServer3D::HingeJointFlag p_flag) const {
+ switch (p_flag) {
+ case PhysicsServer3D::HINGE_JOINT_FLAG_USE_LIMIT:
+ return m_useLimit;
+ case PhysicsServer3D::HINGE_JOINT_FLAG_ENABLE_MOTOR:
+ return m_enableAngularMotor;
+ case PhysicsServer3D::HINGE_JOINT_FLAG_MAX:
+ break; // Can't happen, but silences warning
+ }
+
+ return false;
+}
diff --git a/modules/godot_physics_3d/joints/godot_hinge_joint_3d.h b/modules/godot_physics_3d/joints/godot_hinge_joint_3d.h
new file mode 100644
index 0000000000..7f83509468
--- /dev/null
+++ b/modules/godot_physics_3d/joints/godot_hinge_joint_3d.h
@@ -0,0 +1,116 @@
+/**************************************************************************/
+/* godot_hinge_joint_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef GODOT_HINGE_JOINT_3D_H
+#define GODOT_HINGE_JOINT_3D_H
+
+/*
+Adapted to Godot from the Bullet library.
+*/
+
+#include "../godot_joint_3d.h"
+#include "godot_jacobian_entry_3d.h"
+
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+
+This software is provided 'as-is', without any express or implied warranty.
+In no event will the authors be held liable for any damages arising from the use of this software.
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it freely,
+subject to the following restrictions:
+
+1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
+2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
+3. This notice may not be removed or altered from any source distribution.
+*/
+
+class GodotHingeJoint3D : public GodotJoint3D {
+ union {
+ struct {
+ GodotBody3D *A;
+ GodotBody3D *B;
+ };
+
+ GodotBody3D *_arr[2] = {};
+ };
+
+ GodotJacobianEntry3D m_jac[3]; //3 orthogonal linear constraints
+ GodotJacobianEntry3D m_jacAng[3]; //2 orthogonal angular constraints+ 1 for limit/motor
+
+ Transform3D m_rbAFrame; // constraint axii. Assumes z is hinge axis.
+ Transform3D m_rbBFrame;
+
+ real_t m_motorTargetVelocity = 0.0;
+ real_t m_maxMotorImpulse = 0.0;
+
+ real_t m_limitSoftness = 0.9;
+ real_t m_biasFactor = 0.3;
+ real_t m_relaxationFactor = 1.0;
+
+ real_t m_lowerLimit = Math_PI;
+ real_t m_upperLimit = -Math_PI;
+
+ real_t m_kHinge = 0.0;
+
+ real_t m_limitSign = 0.0;
+ real_t m_correction = 0.0;
+
+ real_t m_accLimitImpulse = 0.0;
+
+ real_t tau = 0.3;
+
+ bool m_useLimit = false;
+ bool m_angularOnly = false;
+ bool m_enableAngularMotor = false;
+ bool m_solveLimit = false;
+
+ real_t m_appliedImpulse = 0.0;
+
+public:
+ virtual PhysicsServer3D::JointType get_type() const override { return PhysicsServer3D::JOINT_TYPE_HINGE; }
+
+ virtual bool setup(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
+
+ real_t get_hinge_angle();
+
+ void set_param(PhysicsServer3D::HingeJointParam p_param, real_t p_value);
+ real_t get_param(PhysicsServer3D::HingeJointParam p_param) const;
+
+ void set_flag(PhysicsServer3D::HingeJointFlag p_flag, bool p_value);
+ bool get_flag(PhysicsServer3D::HingeJointFlag p_flag) const;
+
+ GodotHingeJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &frameA, const Transform3D &frameB);
+ GodotHingeJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Vector3 &pivotInA, const Vector3 &pivotInB, const Vector3 &axisInA, const Vector3 &axisInB);
+};
+
+#endif // GODOT_HINGE_JOINT_3D_H
diff --git a/modules/godot_physics_3d/joints/godot_jacobian_entry_3d.h b/modules/godot_physics_3d/joints/godot_jacobian_entry_3d.h
new file mode 100644
index 0000000000..d0c3c48ae6
--- /dev/null
+++ b/modules/godot_physics_3d/joints/godot_jacobian_entry_3d.h
@@ -0,0 +1,169 @@
+/**************************************************************************/
+/* godot_jacobian_entry_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef GODOT_JACOBIAN_ENTRY_3D_H
+#define GODOT_JACOBIAN_ENTRY_3D_H
+
+/*
+Adapted to Godot from the Bullet library.
+*/
+
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+
+This software is provided 'as-is', without any express or implied warranty.
+In no event will the authors be held liable for any damages arising from the use of this software.
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it freely,
+subject to the following restrictions:
+
+1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
+2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
+3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include "core/math/transform_3d.h"
+
+class GodotJacobianEntry3D {
+public:
+ GodotJacobianEntry3D() {}
+ //constraint between two different rigidbodies
+ GodotJacobianEntry3D(
+ const Basis &world2A,
+ const Basis &world2B,
+ const Vector3 &rel_pos1, const Vector3 &rel_pos2,
+ const Vector3 &jointAxis,
+ const Vector3 &inertiaInvA,
+ const real_t massInvA,
+ const Vector3 &inertiaInvB,
+ const real_t massInvB) :
+ m_linearJointAxis(jointAxis) {
+ m_aJ = world2A.xform(rel_pos1.cross(m_linearJointAxis));
+ m_bJ = world2B.xform(rel_pos2.cross(-m_linearJointAxis));
+ m_0MinvJt = inertiaInvA * m_aJ;
+ m_1MinvJt = inertiaInvB * m_bJ;
+ m_Adiag = massInvA + m_0MinvJt.dot(m_aJ) + massInvB + m_1MinvJt.dot(m_bJ);
+
+ ERR_FAIL_COND(m_Adiag <= real_t(0.0));
+ }
+
+ //angular constraint between two different rigidbodies
+ GodotJacobianEntry3D(const Vector3 &jointAxis,
+ const Basis &world2A,
+ const Basis &world2B,
+ const Vector3 &inertiaInvA,
+ const Vector3 &inertiaInvB) :
+ m_linearJointAxis(Vector3(real_t(0.), real_t(0.), real_t(0.))) {
+ m_aJ = world2A.xform(jointAxis);
+ m_bJ = world2B.xform(-jointAxis);
+ m_0MinvJt = inertiaInvA * m_aJ;
+ m_1MinvJt = inertiaInvB * m_bJ;
+ m_Adiag = m_0MinvJt.dot(m_aJ) + m_1MinvJt.dot(m_bJ);
+
+ ERR_FAIL_COND(m_Adiag <= real_t(0.0));
+ }
+
+ //angular constraint between two different rigidbodies
+ GodotJacobianEntry3D(const Vector3 &axisInA,
+ const Vector3 &axisInB,
+ const Vector3 &inertiaInvA,
+ const Vector3 &inertiaInvB) :
+ m_linearJointAxis(Vector3(real_t(0.), real_t(0.), real_t(0.))),
+ m_aJ(axisInA),
+ m_bJ(-axisInB) {
+ m_0MinvJt = inertiaInvA * m_aJ;
+ m_1MinvJt = inertiaInvB * m_bJ;
+ m_Adiag = m_0MinvJt.dot(m_aJ) + m_1MinvJt.dot(m_bJ);
+
+ ERR_FAIL_COND(m_Adiag <= real_t(0.0));
+ }
+
+ //constraint on one rigidbody
+ GodotJacobianEntry3D(
+ const Basis &world2A,
+ const Vector3 &rel_pos1, const Vector3 &rel_pos2,
+ const Vector3 &jointAxis,
+ const Vector3 &inertiaInvA,
+ const real_t massInvA) :
+ m_linearJointAxis(jointAxis) {
+ m_aJ = world2A.xform(rel_pos1.cross(jointAxis));
+ m_bJ = world2A.xform(rel_pos2.cross(-jointAxis));
+ m_0MinvJt = inertiaInvA * m_aJ;
+ m_1MinvJt = Vector3(real_t(0.), real_t(0.), real_t(0.));
+ m_Adiag = massInvA + m_0MinvJt.dot(m_aJ);
+
+ ERR_FAIL_COND(m_Adiag <= real_t(0.0));
+ }
+
+ real_t getDiagonal() const { return m_Adiag; }
+
+ // for two constraints on the same rigidbody (for example vehicle friction)
+ real_t getNonDiagonal(const GodotJacobianEntry3D &jacB, const real_t massInvA) const {
+ const GodotJacobianEntry3D &jacA = *this;
+ real_t lin = massInvA * jacA.m_linearJointAxis.dot(jacB.m_linearJointAxis);
+ real_t ang = jacA.m_0MinvJt.dot(jacB.m_aJ);
+ return lin + ang;
+ }
+
+ // for two constraints on sharing two same rigidbodies (for example two contact points between two rigidbodies)
+ real_t getNonDiagonal(const GodotJacobianEntry3D &jacB, const real_t massInvA, const real_t massInvB) const {
+ const GodotJacobianEntry3D &jacA = *this;
+ Vector3 lin = jacA.m_linearJointAxis * jacB.m_linearJointAxis;
+ Vector3 ang0 = jacA.m_0MinvJt * jacB.m_aJ;
+ Vector3 ang1 = jacA.m_1MinvJt * jacB.m_bJ;
+ Vector3 lin0 = massInvA * lin;
+ Vector3 lin1 = massInvB * lin;
+ Vector3 sum = ang0 + ang1 + lin0 + lin1;
+ return sum[0] + sum[1] + sum[2];
+ }
+
+ real_t getRelativeVelocity(const Vector3 &linvelA, const Vector3 &angvelA, const Vector3 &linvelB, const Vector3 &angvelB) {
+ Vector3 linrel = linvelA - linvelB;
+ Vector3 angvela = angvelA * m_aJ;
+ Vector3 angvelb = angvelB * m_bJ;
+ linrel *= m_linearJointAxis;
+ angvela += angvelb;
+ angvela += linrel;
+ real_t rel_vel2 = angvela[0] + angvela[1] + angvela[2];
+ return rel_vel2 + CMP_EPSILON;
+ }
+ //private:
+
+ Vector3 m_linearJointAxis;
+ Vector3 m_aJ;
+ Vector3 m_bJ;
+ Vector3 m_0MinvJt;
+ Vector3 m_1MinvJt;
+ //Optimization: can be stored in the w/last component of one of the vectors
+ real_t m_Adiag = 1.0;
+};
+
+#endif // GODOT_JACOBIAN_ENTRY_3D_H
diff --git a/modules/godot_physics_3d/joints/godot_pin_joint_3d.cpp b/modules/godot_physics_3d/joints/godot_pin_joint_3d.cpp
new file mode 100644
index 0000000000..05ae0839e4
--- /dev/null
+++ b/modules/godot_physics_3d/joints/godot_pin_joint_3d.cpp
@@ -0,0 +1,181 @@
+/**************************************************************************/
+/* godot_pin_joint_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+/*
+Adapted to Godot from the Bullet library.
+*/
+
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+
+This software is provided 'as-is', without any express or implied warranty.
+In no event will the authors be held liable for any damages arising from the use of this software.
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it freely,
+subject to the following restrictions:
+
+1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
+2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
+3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include "godot_pin_joint_3d.h"
+
+bool GodotPinJoint3D::setup(real_t p_step) {
+ dynamic_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
+ dynamic_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
+
+ if (!dynamic_A && !dynamic_B) {
+ return false;
+ }
+
+ m_appliedImpulse = real_t(0.);
+
+ Vector3 normal(0, 0, 0);
+
+ for (int i = 0; i < 3; i++) {
+ normal[i] = 1;
+ memnew_placement(
+ &m_jac[i],
+ GodotJacobianEntry3D(
+ A->get_principal_inertia_axes().transposed(),
+ B->get_principal_inertia_axes().transposed(),
+ A->get_transform().xform(m_pivotInA) - A->get_transform().origin - A->get_center_of_mass(),
+ B->get_transform().xform(m_pivotInB) - B->get_transform().origin - B->get_center_of_mass(),
+ normal,
+ A->get_inv_inertia(),
+ A->get_inv_mass(),
+ B->get_inv_inertia(),
+ B->get_inv_mass()));
+ normal[i] = 0;
+ }
+
+ return true;
+}
+
+void GodotPinJoint3D::solve(real_t p_step) {
+ Vector3 pivotAInW = A->get_transform().xform(m_pivotInA);
+ Vector3 pivotBInW = B->get_transform().xform(m_pivotInB);
+
+ Vector3 normal(0, 0, 0);
+
+ //Vector3 angvelA = A->get_transform().origin.getBasis().transpose() * A->getAngularVelocity();
+ //Vector3 angvelB = B->get_transform().origin.getBasis().transpose() * B->getAngularVelocity();
+
+ for (int i = 0; i < 3; i++) {
+ normal[i] = 1;
+ real_t jacDiagABInv = real_t(1.) / m_jac[i].getDiagonal();
+
+ Vector3 rel_pos1 = pivotAInW - A->get_transform().origin;
+ Vector3 rel_pos2 = pivotBInW - B->get_transform().origin;
+ //this jacobian entry could be re-used for all iterations
+
+ Vector3 vel1 = A->get_velocity_in_local_point(rel_pos1);
+ Vector3 vel2 = B->get_velocity_in_local_point(rel_pos2);
+ Vector3 vel = vel1 - vel2;
+
+ real_t rel_vel;
+ rel_vel = normal.dot(vel);
+
+ /*
+ //velocity error (first order error)
+ real_t rel_vel = m_jac[i].getRelativeVelocity(A->getLinearVelocity(),angvelA,
+ B->getLinearVelocity(),angvelB);
+ */
+
+ //positional error (zeroth order error)
+ real_t depth = -(pivotAInW - pivotBInW).dot(normal); //this is the error projected on the normal
+
+ real_t impulse = depth * m_tau / p_step * jacDiagABInv - m_damping * rel_vel * jacDiagABInv;
+
+ real_t impulseClamp = m_impulseClamp;
+ if (impulseClamp > 0) {
+ if (impulse < -impulseClamp) {
+ impulse = -impulseClamp;
+ }
+ if (impulse > impulseClamp) {
+ impulse = impulseClamp;
+ }
+ }
+
+ m_appliedImpulse += impulse;
+ Vector3 impulse_vector = normal * impulse;
+ if (dynamic_A) {
+ A->apply_impulse(impulse_vector, pivotAInW - A->get_transform().origin);
+ }
+ if (dynamic_B) {
+ B->apply_impulse(-impulse_vector, pivotBInW - B->get_transform().origin);
+ }
+
+ normal[i] = 0;
+ }
+}
+
+void GodotPinJoint3D::set_param(PhysicsServer3D::PinJointParam p_param, real_t p_value) {
+ switch (p_param) {
+ case PhysicsServer3D::PIN_JOINT_BIAS:
+ m_tau = p_value;
+ break;
+ case PhysicsServer3D::PIN_JOINT_DAMPING:
+ m_damping = p_value;
+ break;
+ case PhysicsServer3D::PIN_JOINT_IMPULSE_CLAMP:
+ m_impulseClamp = p_value;
+ break;
+ }
+}
+
+real_t GodotPinJoint3D::get_param(PhysicsServer3D::PinJointParam p_param) const {
+ switch (p_param) {
+ case PhysicsServer3D::PIN_JOINT_BIAS:
+ return m_tau;
+ case PhysicsServer3D::PIN_JOINT_DAMPING:
+ return m_damping;
+ case PhysicsServer3D::PIN_JOINT_IMPULSE_CLAMP:
+ return m_impulseClamp;
+ }
+
+ return 0;
+}
+
+GodotPinJoint3D::GodotPinJoint3D(GodotBody3D *p_body_a, const Vector3 &p_pos_a, GodotBody3D *p_body_b, const Vector3 &p_pos_b) :
+ GodotJoint3D(_arr, 2) {
+ A = p_body_a;
+ B = p_body_b;
+ m_pivotInA = p_pos_a;
+ m_pivotInB = p_pos_b;
+
+ A->add_constraint(this, 0);
+ B->add_constraint(this, 1);
+}
+
+GodotPinJoint3D::~GodotPinJoint3D() {
+}
diff --git a/modules/godot_physics_3d/joints/godot_pin_joint_3d.h b/modules/godot_physics_3d/joints/godot_pin_joint_3d.h
new file mode 100644
index 0000000000..62d3068e09
--- /dev/null
+++ b/modules/godot_physics_3d/joints/godot_pin_joint_3d.h
@@ -0,0 +1,95 @@
+/**************************************************************************/
+/* godot_pin_joint_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef GODOT_PIN_JOINT_3D_H
+#define GODOT_PIN_JOINT_3D_H
+
+/*
+Adapted to Godot from the Bullet library.
+*/
+
+#include "../godot_joint_3d.h"
+#include "godot_jacobian_entry_3d.h"
+
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+
+This software is provided 'as-is', without any express or implied warranty.
+In no event will the authors be held liable for any damages arising from the use of this software.
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it freely,
+subject to the following restrictions:
+
+1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
+2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
+3. This notice may not be removed or altered from any source distribution.
+*/
+
+class GodotPinJoint3D : public GodotJoint3D {
+ union {
+ struct {
+ GodotBody3D *A;
+ GodotBody3D *B;
+ };
+
+ GodotBody3D *_arr[2] = {};
+ };
+
+ real_t m_tau = 0.3; //bias
+ real_t m_damping = 1.0;
+ real_t m_impulseClamp = 0.0;
+ real_t m_appliedImpulse = 0.0;
+
+ GodotJacobianEntry3D m_jac[3] = {}; //3 orthogonal linear constraints
+
+ Vector3 m_pivotInA;
+ Vector3 m_pivotInB;
+
+public:
+ virtual PhysicsServer3D::JointType get_type() const override { return PhysicsServer3D::JOINT_TYPE_PIN; }
+
+ virtual bool setup(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
+
+ void set_param(PhysicsServer3D::PinJointParam p_param, real_t p_value);
+ real_t get_param(PhysicsServer3D::PinJointParam p_param) const;
+
+ void set_pos_a(const Vector3 &p_pos) { m_pivotInA = p_pos; }
+ void set_pos_b(const Vector3 &p_pos) { m_pivotInB = p_pos; }
+
+ Vector3 get_position_a() { return m_pivotInA; }
+ Vector3 get_position_b() { return m_pivotInB; }
+
+ GodotPinJoint3D(GodotBody3D *p_body_a, const Vector3 &p_pos_a, GodotBody3D *p_body_b, const Vector3 &p_pos_b);
+ ~GodotPinJoint3D();
+};
+
+#endif // GODOT_PIN_JOINT_3D_H
diff --git a/modules/godot_physics_3d/joints/godot_slider_joint_3d.cpp b/modules/godot_physics_3d/joints/godot_slider_joint_3d.cpp
new file mode 100644
index 0000000000..b9dca94b37
--- /dev/null
+++ b/modules/godot_physics_3d/joints/godot_slider_joint_3d.cpp
@@ -0,0 +1,478 @@
+/**************************************************************************/
+/* godot_slider_joint_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+/*
+Adapted to Godot from the Bullet library.
+*/
+
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+
+This software is provided 'as-is', without any express or implied warranty.
+In no event will the authors be held liable for any damages arising from the use of this software.
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it freely,
+subject to the following restrictions:
+
+1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
+2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
+3. This notice may not be removed or altered from any source distribution.
+*/
+
+/*
+Added by Roman Ponomarev (rponom@gmail.com)
+April 04, 2008
+
+*/
+
+#include "godot_slider_joint_3d.h"
+
+//-----------------------------------------------------------------------------
+
+GodotSliderJoint3D::GodotSliderJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &frameInA, const Transform3D &frameInB) :
+ GodotJoint3D(_arr, 2),
+ m_frameInA(frameInA),
+ m_frameInB(frameInB) {
+ A = rbA;
+ B = rbB;
+
+ A->add_constraint(this, 0);
+ B->add_constraint(this, 1);
+}
+
+//-----------------------------------------------------------------------------
+
+bool GodotSliderJoint3D::setup(real_t p_step) {
+ dynamic_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
+ dynamic_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
+
+ if (!dynamic_A && !dynamic_B) {
+ return false;
+ }
+
+ //calculate transforms
+ m_calculatedTransformA = A->get_transform() * m_frameInA;
+ m_calculatedTransformB = B->get_transform() * m_frameInB;
+ m_realPivotAInW = m_calculatedTransformA.origin;
+ m_realPivotBInW = m_calculatedTransformB.origin;
+ m_sliderAxis = m_calculatedTransformA.basis.get_column(0); // along X
+ m_delta = m_realPivotBInW - m_realPivotAInW;
+ m_projPivotInW = m_realPivotAInW + m_sliderAxis.dot(m_delta) * m_sliderAxis;
+ m_relPosA = m_projPivotInW - A->get_transform().origin;
+ m_relPosB = m_realPivotBInW - B->get_transform().origin;
+ Vector3 normalWorld;
+ int i;
+ //linear part
+ for (i = 0; i < 3; i++) {
+ normalWorld = m_calculatedTransformA.basis.get_column(i);
+ memnew_placement(
+ &m_jacLin[i],
+ GodotJacobianEntry3D(
+ A->get_principal_inertia_axes().transposed(),
+ B->get_principal_inertia_axes().transposed(),
+ m_relPosA - A->get_center_of_mass(),
+ m_relPosB - B->get_center_of_mass(),
+ normalWorld,
+ A->get_inv_inertia(),
+ A->get_inv_mass(),
+ B->get_inv_inertia(),
+ B->get_inv_mass()));
+ m_jacLinDiagABInv[i] = real_t(1.) / m_jacLin[i].getDiagonal();
+ m_depth[i] = m_delta.dot(normalWorld);
+ }
+ testLinLimits();
+ // angular part
+ for (i = 0; i < 3; i++) {
+ normalWorld = m_calculatedTransformA.basis.get_column(i);
+ memnew_placement(
+ &m_jacAng[i],
+ GodotJacobianEntry3D(
+ normalWorld,
+ A->get_principal_inertia_axes().transposed(),
+ B->get_principal_inertia_axes().transposed(),
+ A->get_inv_inertia(),
+ B->get_inv_inertia()));
+ }
+ testAngLimits();
+ Vector3 axisA = m_calculatedTransformA.basis.get_column(0);
+ m_kAngle = real_t(1.0) / (A->compute_angular_impulse_denominator(axisA) + B->compute_angular_impulse_denominator(axisA));
+ // clear accumulator for motors
+ m_accumulatedLinMotorImpulse = real_t(0.0);
+ m_accumulatedAngMotorImpulse = real_t(0.0);
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+
+void GodotSliderJoint3D::solve(real_t p_step) {
+ int i;
+ // linear
+ Vector3 velA = A->get_velocity_in_local_point(m_relPosA);
+ Vector3 velB = B->get_velocity_in_local_point(m_relPosB);
+ Vector3 vel = velA - velB;
+ for (i = 0; i < 3; i++) {
+ const Vector3 &normal = m_jacLin[i].m_linearJointAxis;
+ real_t rel_vel = normal.dot(vel);
+ // calculate positional error
+ real_t depth = m_depth[i];
+ // get parameters
+ real_t softness = (i) ? m_softnessOrthoLin : (m_solveLinLim ? m_softnessLimLin : m_softnessDirLin);
+ real_t restitution = (i) ? m_restitutionOrthoLin : (m_solveLinLim ? m_restitutionLimLin : m_restitutionDirLin);
+ real_t damping = (i) ? m_dampingOrthoLin : (m_solveLinLim ? m_dampingLimLin : m_dampingDirLin);
+ // Calculate and apply impulse.
+ real_t normalImpulse = softness * (restitution * depth / p_step - damping * rel_vel) * m_jacLinDiagABInv[i];
+ Vector3 impulse_vector = normal * normalImpulse;
+ if (dynamic_A) {
+ A->apply_impulse(impulse_vector, m_relPosA);
+ }
+ if (dynamic_B) {
+ B->apply_impulse(-impulse_vector, m_relPosB);
+ }
+ if (m_poweredLinMotor && (!i)) { // apply linear motor
+ if (m_accumulatedLinMotorImpulse < m_maxLinMotorForce) {
+ real_t desiredMotorVel = m_targetLinMotorVelocity;
+ real_t motor_relvel = desiredMotorVel + rel_vel;
+ normalImpulse = -motor_relvel * m_jacLinDiagABInv[i];
+ // clamp accumulated impulse
+ real_t new_acc = m_accumulatedLinMotorImpulse + Math::abs(normalImpulse);
+ if (new_acc > m_maxLinMotorForce) {
+ new_acc = m_maxLinMotorForce;
+ }
+ real_t del = new_acc - m_accumulatedLinMotorImpulse;
+ if (normalImpulse < real_t(0.0)) {
+ normalImpulse = -del;
+ } else {
+ normalImpulse = del;
+ }
+ m_accumulatedLinMotorImpulse = new_acc;
+ // apply clamped impulse
+ impulse_vector = normal * normalImpulse;
+ if (dynamic_A) {
+ A->apply_impulse(impulse_vector, m_relPosA);
+ }
+ if (dynamic_B) {
+ B->apply_impulse(-impulse_vector, m_relPosB);
+ }
+ }
+ }
+ }
+ // angular
+ // get axes in world space
+ Vector3 axisA = m_calculatedTransformA.basis.get_column(0);
+ Vector3 axisB = m_calculatedTransformB.basis.get_column(0);
+
+ const Vector3 &angVelA = A->get_angular_velocity();
+ const Vector3 &angVelB = B->get_angular_velocity();
+
+ Vector3 angVelAroundAxisA = axisA * axisA.dot(angVelA);
+ Vector3 angVelAroundAxisB = axisB * axisB.dot(angVelB);
+
+ Vector3 angAorthog = angVelA - angVelAroundAxisA;
+ Vector3 angBorthog = angVelB - angVelAroundAxisB;
+ Vector3 velrelOrthog = angAorthog - angBorthog;
+ //solve orthogonal angular velocity correction
+ real_t len = velrelOrthog.length();
+ if (len > real_t(0.00001)) {
+ Vector3 normal = velrelOrthog.normalized();
+ real_t denom = A->compute_angular_impulse_denominator(normal) + B->compute_angular_impulse_denominator(normal);
+ velrelOrthog *= (real_t(1.) / denom) * m_dampingOrthoAng * m_softnessOrthoAng;
+ }
+ //solve angular positional correction
+ Vector3 angularError = axisA.cross(axisB) * (real_t(1.) / p_step);
+ real_t len2 = angularError.length();
+ if (len2 > real_t(0.00001)) {
+ Vector3 normal2 = angularError.normalized();
+ real_t denom2 = A->compute_angular_impulse_denominator(normal2) + B->compute_angular_impulse_denominator(normal2);
+ angularError *= (real_t(1.) / denom2) * m_restitutionOrthoAng * m_softnessOrthoAng;
+ }
+ // apply impulse
+ if (dynamic_A) {
+ A->apply_torque_impulse(-velrelOrthog + angularError);
+ }
+ if (dynamic_B) {
+ B->apply_torque_impulse(velrelOrthog - angularError);
+ }
+ real_t impulseMag;
+ //solve angular limits
+ if (m_solveAngLim) {
+ impulseMag = (angVelB - angVelA).dot(axisA) * m_dampingLimAng + m_angDepth * m_restitutionLimAng / p_step;
+ impulseMag *= m_kAngle * m_softnessLimAng;
+ } else {
+ impulseMag = (angVelB - angVelA).dot(axisA) * m_dampingDirAng + m_angDepth * m_restitutionDirAng / p_step;
+ impulseMag *= m_kAngle * m_softnessDirAng;
+ }
+ Vector3 impulse = axisA * impulseMag;
+ if (dynamic_A) {
+ A->apply_torque_impulse(impulse);
+ }
+ if (dynamic_B) {
+ B->apply_torque_impulse(-impulse);
+ }
+ //apply angular motor
+ if (m_poweredAngMotor) {
+ if (m_accumulatedAngMotorImpulse < m_maxAngMotorForce) {
+ Vector3 velrel = angVelAroundAxisA - angVelAroundAxisB;
+ real_t projRelVel = velrel.dot(axisA);
+
+ real_t desiredMotorVel = m_targetAngMotorVelocity;
+ real_t motor_relvel = desiredMotorVel - projRelVel;
+
+ real_t angImpulse = m_kAngle * motor_relvel;
+ // clamp accumulated impulse
+ real_t new_acc = m_accumulatedAngMotorImpulse + Math::abs(angImpulse);
+ if (new_acc > m_maxAngMotorForce) {
+ new_acc = m_maxAngMotorForce;
+ }
+ real_t del = new_acc - m_accumulatedAngMotorImpulse;
+ if (angImpulse < real_t(0.0)) {
+ angImpulse = -del;
+ } else {
+ angImpulse = del;
+ }
+ m_accumulatedAngMotorImpulse = new_acc;
+ // apply clamped impulse
+ Vector3 motorImp = angImpulse * axisA;
+ if (dynamic_A) {
+ A->apply_torque_impulse(motorImp);
+ }
+ if (dynamic_B) {
+ B->apply_torque_impulse(-motorImp);
+ }
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+
+void GodotSliderJoint3D::calculateTransforms() {
+ m_calculatedTransformA = A->get_transform() * m_frameInA;
+ m_calculatedTransformB = B->get_transform() * m_frameInB;
+ m_realPivotAInW = m_calculatedTransformA.origin;
+ m_realPivotBInW = m_calculatedTransformB.origin;
+ m_sliderAxis = m_calculatedTransformA.basis.get_column(0); // along X
+ m_delta = m_realPivotBInW - m_realPivotAInW;
+ m_projPivotInW = m_realPivotAInW + m_sliderAxis.dot(m_delta) * m_sliderAxis;
+ Vector3 normalWorld;
+ int i;
+ //linear part
+ for (i = 0; i < 3; i++) {
+ normalWorld = m_calculatedTransformA.basis.get_column(i);
+ m_depth[i] = m_delta.dot(normalWorld);
+ }
+}
+
+//-----------------------------------------------------------------------------
+
+void GodotSliderJoint3D::testLinLimits() {
+ m_solveLinLim = false;
+ m_linPos = m_depth[0];
+ if (m_lowerLinLimit <= m_upperLinLimit) {
+ if (m_depth[0] > m_upperLinLimit) {
+ m_depth[0] -= m_upperLinLimit;
+ m_solveLinLim = true;
+ } else if (m_depth[0] < m_lowerLinLimit) {
+ m_depth[0] -= m_lowerLinLimit;
+ m_solveLinLim = true;
+ } else {
+ m_depth[0] = real_t(0.);
+ }
+ } else {
+ m_depth[0] = real_t(0.);
+ }
+}
+
+//-----------------------------------------------------------------------------
+
+void GodotSliderJoint3D::testAngLimits() {
+ m_angDepth = real_t(0.);
+ m_solveAngLim = false;
+ if (m_lowerAngLimit <= m_upperAngLimit) {
+ const Vector3 axisA0 = m_calculatedTransformA.basis.get_column(1);
+ const Vector3 axisA1 = m_calculatedTransformA.basis.get_column(2);
+ const Vector3 axisB0 = m_calculatedTransformB.basis.get_column(1);
+ real_t rot = atan2fast(axisB0.dot(axisA1), axisB0.dot(axisA0));
+ if (rot < m_lowerAngLimit) {
+ m_angDepth = rot - m_lowerAngLimit;
+ m_solveAngLim = true;
+ } else if (rot > m_upperAngLimit) {
+ m_angDepth = rot - m_upperAngLimit;
+ m_solveAngLim = true;
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+
+Vector3 GodotSliderJoint3D::getAncorInA() {
+ Vector3 ancorInA;
+ ancorInA = m_realPivotAInW + (m_lowerLinLimit + m_upperLinLimit) * real_t(0.5) * m_sliderAxis;
+ ancorInA = A->get_transform().inverse().xform(ancorInA);
+ return ancorInA;
+}
+
+//-----------------------------------------------------------------------------
+
+Vector3 GodotSliderJoint3D::getAncorInB() {
+ Vector3 ancorInB;
+ ancorInB = m_frameInB.origin;
+ return ancorInB;
+}
+
+void GodotSliderJoint3D::set_param(PhysicsServer3D::SliderJointParam p_param, real_t p_value) {
+ switch (p_param) {
+ case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_UPPER:
+ m_upperLinLimit = p_value;
+ break;
+ case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_LOWER:
+ m_lowerLinLimit = p_value;
+ break;
+ case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS:
+ m_softnessLimLin = p_value;
+ break;
+ case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION:
+ m_restitutionLimLin = p_value;
+ break;
+ case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_DAMPING:
+ m_dampingLimLin = p_value;
+ break;
+ case PhysicsServer3D::SLIDER_JOINT_LINEAR_MOTION_SOFTNESS:
+ m_softnessDirLin = p_value;
+ break;
+ case PhysicsServer3D::SLIDER_JOINT_LINEAR_MOTION_RESTITUTION:
+ m_restitutionDirLin = p_value;
+ break;
+ case PhysicsServer3D::SLIDER_JOINT_LINEAR_MOTION_DAMPING:
+ m_dampingDirLin = p_value;
+ break;
+ case PhysicsServer3D::SLIDER_JOINT_LINEAR_ORTHOGONAL_SOFTNESS:
+ m_softnessOrthoLin = p_value;
+ break;
+ case PhysicsServer3D::SLIDER_JOINT_LINEAR_ORTHOGONAL_RESTITUTION:
+ m_restitutionOrthoLin = p_value;
+ break;
+ case PhysicsServer3D::SLIDER_JOINT_LINEAR_ORTHOGONAL_DAMPING:
+ m_dampingOrthoLin = p_value;
+ break;
+
+ case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_UPPER:
+ m_upperAngLimit = p_value;
+ break;
+ case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_LOWER:
+ m_lowerAngLimit = p_value;
+ break;
+ case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS:
+ m_softnessLimAng = p_value;
+ break;
+ case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_RESTITUTION:
+ m_restitutionLimAng = p_value;
+ break;
+ case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_DAMPING:
+ m_dampingLimAng = p_value;
+ break;
+ case PhysicsServer3D::SLIDER_JOINT_ANGULAR_MOTION_SOFTNESS:
+ m_softnessDirAng = p_value;
+ break;
+ case PhysicsServer3D::SLIDER_JOINT_ANGULAR_MOTION_RESTITUTION:
+ m_restitutionDirAng = p_value;
+ break;
+ case PhysicsServer3D::SLIDER_JOINT_ANGULAR_MOTION_DAMPING:
+ m_dampingDirAng = p_value;
+ break;
+ case PhysicsServer3D::SLIDER_JOINT_ANGULAR_ORTHOGONAL_SOFTNESS:
+ m_softnessOrthoAng = p_value;
+ break;
+ case PhysicsServer3D::SLIDER_JOINT_ANGULAR_ORTHOGONAL_RESTITUTION:
+ m_restitutionOrthoAng = p_value;
+ break;
+ case PhysicsServer3D::SLIDER_JOINT_ANGULAR_ORTHOGONAL_DAMPING:
+ m_dampingOrthoAng = p_value;
+ break;
+
+ case PhysicsServer3D::SLIDER_JOINT_MAX:
+ break; // Can't happen, but silences warning
+ }
+}
+
+real_t GodotSliderJoint3D::get_param(PhysicsServer3D::SliderJointParam p_param) const {
+ switch (p_param) {
+ case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_UPPER:
+ return m_upperLinLimit;
+ case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_LOWER:
+ return m_lowerLinLimit;
+ case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS:
+ return m_softnessLimLin;
+ case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION:
+ return m_restitutionLimLin;
+ case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_DAMPING:
+ return m_dampingLimLin;
+ case PhysicsServer3D::SLIDER_JOINT_LINEAR_MOTION_SOFTNESS:
+ return m_softnessDirLin;
+ case PhysicsServer3D::SLIDER_JOINT_LINEAR_MOTION_RESTITUTION:
+ return m_restitutionDirLin;
+ case PhysicsServer3D::SLIDER_JOINT_LINEAR_MOTION_DAMPING:
+ return m_dampingDirLin;
+ case PhysicsServer3D::SLIDER_JOINT_LINEAR_ORTHOGONAL_SOFTNESS:
+ return m_softnessOrthoLin;
+ case PhysicsServer3D::SLIDER_JOINT_LINEAR_ORTHOGONAL_RESTITUTION:
+ return m_restitutionOrthoLin;
+ case PhysicsServer3D::SLIDER_JOINT_LINEAR_ORTHOGONAL_DAMPING:
+ return m_dampingOrthoLin;
+
+ case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_UPPER:
+ return m_upperAngLimit;
+ case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_LOWER:
+ return m_lowerAngLimit;
+ case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS:
+ return m_softnessLimAng;
+ case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_RESTITUTION:
+ return m_restitutionLimAng;
+ case PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_DAMPING:
+ return m_dampingLimAng;
+ case PhysicsServer3D::SLIDER_JOINT_ANGULAR_MOTION_SOFTNESS:
+ return m_softnessDirAng;
+ case PhysicsServer3D::SLIDER_JOINT_ANGULAR_MOTION_RESTITUTION:
+ return m_restitutionDirAng;
+ case PhysicsServer3D::SLIDER_JOINT_ANGULAR_MOTION_DAMPING:
+ return m_dampingDirAng;
+ case PhysicsServer3D::SLIDER_JOINT_ANGULAR_ORTHOGONAL_SOFTNESS:
+ return m_softnessOrthoAng;
+ case PhysicsServer3D::SLIDER_JOINT_ANGULAR_ORTHOGONAL_RESTITUTION:
+ return m_restitutionOrthoAng;
+ case PhysicsServer3D::SLIDER_JOINT_ANGULAR_ORTHOGONAL_DAMPING:
+ return m_dampingOrthoAng;
+
+ case PhysicsServer3D::SLIDER_JOINT_MAX:
+ break; // Can't happen, but silences warning
+ }
+
+ return 0;
+}
diff --git a/modules/godot_physics_3d/joints/godot_slider_joint_3d.h b/modules/godot_physics_3d/joints/godot_slider_joint_3d.h
new file mode 100644
index 0000000000..99fabf8638
--- /dev/null
+++ b/modules/godot_physics_3d/joints/godot_slider_joint_3d.h
@@ -0,0 +1,246 @@
+/**************************************************************************/
+/* godot_slider_joint_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef GODOT_SLIDER_JOINT_3D_H
+#define GODOT_SLIDER_JOINT_3D_H
+
+/*
+Adapted to Godot from the Bullet library.
+*/
+
+#include "../godot_joint_3d.h"
+#include "godot_jacobian_entry_3d.h"
+
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+
+This software is provided 'as-is', without any express or implied warranty.
+In no event will the authors be held liable for any damages arising from the use of this software.
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it freely,
+subject to the following restrictions:
+
+1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
+2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
+3. This notice may not be removed or altered from any source distribution.
+*/
+
+/*
+Added by Roman Ponomarev (rponom@gmail.com)
+April 04, 2008
+
+*/
+
+#define SLIDER_CONSTRAINT_DEF_SOFTNESS (real_t(1.0))
+#define SLIDER_CONSTRAINT_DEF_DAMPING (real_t(1.0))
+#define SLIDER_CONSTRAINT_DEF_RESTITUTION (real_t(0.7))
+
+//-----------------------------------------------------------------------------
+
+class GodotSliderJoint3D : public GodotJoint3D {
+protected:
+ union {
+ struct {
+ GodotBody3D *A;
+ GodotBody3D *B;
+ };
+
+ GodotBody3D *_arr[2] = { nullptr, nullptr };
+ };
+
+ Transform3D m_frameInA;
+ Transform3D m_frameInB;
+
+ // linear limits
+ real_t m_lowerLinLimit = 1.0;
+ real_t m_upperLinLimit = -1.0;
+ // angular limits
+ real_t m_lowerAngLimit = 0.0;
+ real_t m_upperAngLimit = 0.0;
+ // softness, restitution and damping for different cases
+ // DirLin - moving inside linear limits
+ // LimLin - hitting linear limit
+ // DirAng - moving inside angular limits
+ // LimAng - hitting angular limit
+ // OrthoLin, OrthoAng - against constraint axis
+ real_t m_softnessDirLin = SLIDER_CONSTRAINT_DEF_SOFTNESS;
+ real_t m_restitutionDirLin = SLIDER_CONSTRAINT_DEF_RESTITUTION;
+ real_t m_dampingDirLin = 0.0;
+ real_t m_softnessDirAng = SLIDER_CONSTRAINT_DEF_SOFTNESS;
+ real_t m_restitutionDirAng = SLIDER_CONSTRAINT_DEF_RESTITUTION;
+ real_t m_dampingDirAng = 0.0;
+ real_t m_softnessLimLin = SLIDER_CONSTRAINT_DEF_SOFTNESS;
+ real_t m_restitutionLimLin = SLIDER_CONSTRAINT_DEF_RESTITUTION;
+ real_t m_dampingLimLin = SLIDER_CONSTRAINT_DEF_DAMPING;
+ real_t m_softnessLimAng = SLIDER_CONSTRAINT_DEF_SOFTNESS;
+ real_t m_restitutionLimAng = SLIDER_CONSTRAINT_DEF_RESTITUTION;
+ real_t m_dampingLimAng = SLIDER_CONSTRAINT_DEF_DAMPING;
+ real_t m_softnessOrthoLin = SLIDER_CONSTRAINT_DEF_SOFTNESS;
+ real_t m_restitutionOrthoLin = SLIDER_CONSTRAINT_DEF_RESTITUTION;
+ real_t m_dampingOrthoLin = SLIDER_CONSTRAINT_DEF_DAMPING;
+ real_t m_softnessOrthoAng = SLIDER_CONSTRAINT_DEF_SOFTNESS;
+ real_t m_restitutionOrthoAng = SLIDER_CONSTRAINT_DEF_RESTITUTION;
+ real_t m_dampingOrthoAng = SLIDER_CONSTRAINT_DEF_DAMPING;
+
+ // for interlal use
+ bool m_solveLinLim = false;
+ bool m_solveAngLim = false;
+
+ GodotJacobianEntry3D m_jacLin[3] = {};
+ real_t m_jacLinDiagABInv[3] = {};
+
+ GodotJacobianEntry3D m_jacAng[3] = {};
+
+ real_t m_timeStep = 0.0;
+ Transform3D m_calculatedTransformA;
+ Transform3D m_calculatedTransformB;
+
+ Vector3 m_sliderAxis;
+ Vector3 m_realPivotAInW;
+ Vector3 m_realPivotBInW;
+ Vector3 m_projPivotInW;
+ Vector3 m_delta;
+ Vector3 m_depth;
+ Vector3 m_relPosA;
+ Vector3 m_relPosB;
+
+ real_t m_linPos = 0.0;
+
+ real_t m_angDepth = 0.0;
+ real_t m_kAngle = 0.0;
+
+ bool m_poweredLinMotor = false;
+ real_t m_targetLinMotorVelocity = 0.0;
+ real_t m_maxLinMotorForce = 0.0;
+ real_t m_accumulatedLinMotorImpulse = 0.0;
+
+ bool m_poweredAngMotor = false;
+ real_t m_targetAngMotorVelocity = 0.0;
+ real_t m_maxAngMotorForce = 0.0;
+ real_t m_accumulatedAngMotorImpulse = 0.0;
+
+public:
+ // constructors
+ GodotSliderJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &frameInA, const Transform3D &frameInB);
+ //SliderJointSW();
+ // overrides
+
+ // access
+ const GodotBody3D *getRigidBodyA() const { return A; }
+ const GodotBody3D *getRigidBodyB() const { return B; }
+ const Transform3D &getCalculatedTransformA() const { return m_calculatedTransformA; }
+ const Transform3D &getCalculatedTransformB() const { return m_calculatedTransformB; }
+ const Transform3D &getFrameOffsetA() const { return m_frameInA; }
+ const Transform3D &getFrameOffsetB() const { return m_frameInB; }
+ Transform3D &getFrameOffsetA() { return m_frameInA; }
+ Transform3D &getFrameOffsetB() { return m_frameInB; }
+ real_t getLowerLinLimit() { return m_lowerLinLimit; }
+ void setLowerLinLimit(real_t lowerLimit) { m_lowerLinLimit = lowerLimit; }
+ real_t getUpperLinLimit() { return m_upperLinLimit; }
+ void setUpperLinLimit(real_t upperLimit) { m_upperLinLimit = upperLimit; }
+ real_t getLowerAngLimit() { return m_lowerAngLimit; }
+ void setLowerAngLimit(real_t lowerLimit) { m_lowerAngLimit = lowerLimit; }
+ real_t getUpperAngLimit() { return m_upperAngLimit; }
+ void setUpperAngLimit(real_t upperLimit) { m_upperAngLimit = upperLimit; }
+
+ real_t getSoftnessDirLin() { return m_softnessDirLin; }
+ real_t getRestitutionDirLin() { return m_restitutionDirLin; }
+ real_t getDampingDirLin() { return m_dampingDirLin; }
+ real_t getSoftnessDirAng() { return m_softnessDirAng; }
+ real_t getRestitutionDirAng() { return m_restitutionDirAng; }
+ real_t getDampingDirAng() { return m_dampingDirAng; }
+ real_t getSoftnessLimLin() { return m_softnessLimLin; }
+ real_t getRestitutionLimLin() { return m_restitutionLimLin; }
+ real_t getDampingLimLin() { return m_dampingLimLin; }
+ real_t getSoftnessLimAng() { return m_softnessLimAng; }
+ real_t getRestitutionLimAng() { return m_restitutionLimAng; }
+ real_t getDampingLimAng() { return m_dampingLimAng; }
+ real_t getSoftnessOrthoLin() { return m_softnessOrthoLin; }
+ real_t getRestitutionOrthoLin() { return m_restitutionOrthoLin; }
+ real_t getDampingOrthoLin() { return m_dampingOrthoLin; }
+ real_t getSoftnessOrthoAng() { return m_softnessOrthoAng; }
+ real_t getRestitutionOrthoAng() { return m_restitutionOrthoAng; }
+ real_t getDampingOrthoAng() { return m_dampingOrthoAng; }
+ void setSoftnessDirLin(real_t softnessDirLin) { m_softnessDirLin = softnessDirLin; }
+ void setRestitutionDirLin(real_t restitutionDirLin) { m_restitutionDirLin = restitutionDirLin; }
+ void setDampingDirLin(real_t dampingDirLin) { m_dampingDirLin = dampingDirLin; }
+ void setSoftnessDirAng(real_t softnessDirAng) { m_softnessDirAng = softnessDirAng; }
+ void setRestitutionDirAng(real_t restitutionDirAng) { m_restitutionDirAng = restitutionDirAng; }
+ void setDampingDirAng(real_t dampingDirAng) { m_dampingDirAng = dampingDirAng; }
+ void setSoftnessLimLin(real_t softnessLimLin) { m_softnessLimLin = softnessLimLin; }
+ void setRestitutionLimLin(real_t restitutionLimLin) { m_restitutionLimLin = restitutionLimLin; }
+ void setDampingLimLin(real_t dampingLimLin) { m_dampingLimLin = dampingLimLin; }
+ void setSoftnessLimAng(real_t softnessLimAng) { m_softnessLimAng = softnessLimAng; }
+ void setRestitutionLimAng(real_t restitutionLimAng) { m_restitutionLimAng = restitutionLimAng; }
+ void setDampingLimAng(real_t dampingLimAng) { m_dampingLimAng = dampingLimAng; }
+ void setSoftnessOrthoLin(real_t softnessOrthoLin) { m_softnessOrthoLin = softnessOrthoLin; }
+ void setRestitutionOrthoLin(real_t restitutionOrthoLin) { m_restitutionOrthoLin = restitutionOrthoLin; }
+ void setDampingOrthoLin(real_t dampingOrthoLin) { m_dampingOrthoLin = dampingOrthoLin; }
+ void setSoftnessOrthoAng(real_t softnessOrthoAng) { m_softnessOrthoAng = softnessOrthoAng; }
+ void setRestitutionOrthoAng(real_t restitutionOrthoAng) { m_restitutionOrthoAng = restitutionOrthoAng; }
+ void setDampingOrthoAng(real_t dampingOrthoAng) { m_dampingOrthoAng = dampingOrthoAng; }
+ void setPoweredLinMotor(bool onOff) { m_poweredLinMotor = onOff; }
+ bool getPoweredLinMotor() { return m_poweredLinMotor; }
+ void setTargetLinMotorVelocity(real_t targetLinMotorVelocity) { m_targetLinMotorVelocity = targetLinMotorVelocity; }
+ real_t getTargetLinMotorVelocity() { return m_targetLinMotorVelocity; }
+ void setMaxLinMotorForce(real_t maxLinMotorForce) { m_maxLinMotorForce = maxLinMotorForce; }
+ real_t getMaxLinMotorForce() { return m_maxLinMotorForce; }
+ void setPoweredAngMotor(bool onOff) { m_poweredAngMotor = onOff; }
+ bool getPoweredAngMotor() { return m_poweredAngMotor; }
+ void setTargetAngMotorVelocity(real_t targetAngMotorVelocity) { m_targetAngMotorVelocity = targetAngMotorVelocity; }
+ real_t getTargetAngMotorVelocity() { return m_targetAngMotorVelocity; }
+ void setMaxAngMotorForce(real_t maxAngMotorForce) { m_maxAngMotorForce = maxAngMotorForce; }
+ real_t getMaxAngMotorForce() { return m_maxAngMotorForce; }
+ real_t getLinearPos() { return m_linPos; }
+
+ // access for ODE solver
+ bool getSolveLinLimit() { return m_solveLinLim; }
+ real_t getLinDepth() { return m_depth[0]; }
+ bool getSolveAngLimit() { return m_solveAngLim; }
+ real_t getAngDepth() { return m_angDepth; }
+ // shared code used by ODE solver
+ void calculateTransforms();
+ void testLinLimits();
+ void testAngLimits();
+ // access for PE Solver
+ Vector3 getAncorInA();
+ Vector3 getAncorInB();
+
+ void set_param(PhysicsServer3D::SliderJointParam p_param, real_t p_value);
+ real_t get_param(PhysicsServer3D::SliderJointParam p_param) const;
+
+ virtual bool setup(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
+
+ virtual PhysicsServer3D::JointType get_type() const override { return PhysicsServer3D::JOINT_TYPE_SLIDER; }
+};
+
+#endif // GODOT_SLIDER_JOINT_3D_H
diff --git a/modules/godot_physics_3d/register_types.cpp b/modules/godot_physics_3d/register_types.cpp
new file mode 100644
index 0000000000..1b1690cf59
--- /dev/null
+++ b/modules/godot_physics_3d/register_types.cpp
@@ -0,0 +1,61 @@
+/**************************************************************************/
+/* register_types.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#include "register_types.h"
+
+#include "godot_physics_server_3d.h"
+#include "servers/physics_server_3d.h"
+#include "servers/physics_server_3d_wrap_mt.h"
+
+static PhysicsServer3D *_createGodotPhysics3DCallback() {
+#ifdef THREADS_ENABLED
+ bool using_threads = GLOBAL_GET("physics/3d/run_on_separate_thread");
+#else
+ bool using_threads = false;
+#endif
+
+ PhysicsServer3D *physics_server_3d = memnew(GodotPhysicsServer3D(using_threads));
+
+ return memnew(PhysicsServer3DWrapMT(physics_server_3d, using_threads));
+}
+
+void initialize_godot_physics_3d_module(ModuleInitializationLevel p_level) {
+ if (p_level != MODULE_INITIALIZATION_LEVEL_SERVERS) {
+ return;
+ }
+ PhysicsServer3DManager::get_singleton()->register_server("GodotPhysics3D", callable_mp_static(_createGodotPhysics3DCallback));
+ PhysicsServer3DManager::get_singleton()->set_default_server("GodotPhysics3D");
+}
+
+void uninitialize_godot_physics_3d_module(ModuleInitializationLevel p_level) {
+ if (p_level != MODULE_INITIALIZATION_LEVEL_SERVERS) {
+ return;
+ }
+}
diff --git a/modules/godot_physics_3d/register_types.h b/modules/godot_physics_3d/register_types.h
new file mode 100644
index 0000000000..998fb4a1ee
--- /dev/null
+++ b/modules/godot_physics_3d/register_types.h
@@ -0,0 +1,39 @@
+/**************************************************************************/
+/* register_types.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef GODOT_PHYSICS_3D_REGISTER_TYPES_H
+#define GODOT_PHYSICS_3D_REGISTER_TYPES_H
+
+#include "modules/register_module_types.h"
+
+void initialize_godot_physics_3d_module(ModuleInitializationLevel p_level);
+void uninitialize_godot_physics_3d_module(ModuleInitializationLevel p_level);
+
+#endif // GODOT_PHYSICS_3D_REGISTER_TYPES_H
diff --git a/modules/mono/csharp_script.cpp b/modules/mono/csharp_script.cpp
index f47e6d209a..3d12994469 100644
--- a/modules/mono/csharp_script.cpp
+++ b/modules/mono/csharp_script.cpp
@@ -1497,11 +1497,23 @@ bool CSharpInstance::get(const StringName &p_name, Variant &r_ret) const {
void CSharpInstance::get_property_list(List<PropertyInfo> *p_properties) const {
List<PropertyInfo> props;
- script->get_script_property_list(&props);
+ ERR_FAIL_COND(!script.is_valid());
+#ifdef TOOLS_ENABLED
+ for (const PropertyInfo &prop : script->exported_members_cache) {
+ props.push_back(prop);
+ }
+#else
+ for (const KeyValue<StringName, PropertyInfo> &E : script->member_info) {
+ props.push_front(E.value);
+ }
+#endif
- // Call _get_property_list
+ for (PropertyInfo &prop : props) {
+ validate_property(prop);
+ p_properties->push_back(prop);
+ }
- ERR_FAIL_COND(!script.is_valid());
+ // Call _get_property_list
StringName method = SNAME("_get_property_list");
@@ -1524,10 +1536,25 @@ void CSharpInstance::get_property_list(List<PropertyInfo> *p_properties) const {
}
}
- props.reverse();
- for (PropertyInfo &prop : props) {
- validate_property(prop);
- p_properties->push_front(prop);
+ CSharpScript *top = script.ptr()->base_script.ptr();
+ while (top != nullptr) {
+ props.clear();
+#ifdef TOOLS_ENABLED
+ for (const PropertyInfo &prop : top->exported_members_cache) {
+ props.push_back(prop);
+ }
+#else
+ for (const KeyValue<StringName, PropertyInfo> &E : top->member_info) {
+ props.push_front(E.value);
+ }
+#endif
+
+ for (PropertyInfo &prop : props) {
+ validate_property(prop);
+ p_properties->push_back(prop);
+ }
+
+ top = top->base_script.ptr();
}
}
diff --git a/modules/mono/editor/GodotTools/GodotTools.OpenVisualStudio/GodotTools.OpenVisualStudio.csproj b/modules/mono/editor/GodotTools/GodotTools.OpenVisualStudio/GodotTools.OpenVisualStudio.csproj
index f23f2b9a8c..208e6d8f41 100644
--- a/modules/mono/editor/GodotTools/GodotTools.OpenVisualStudio/GodotTools.OpenVisualStudio.csproj
+++ b/modules/mono/editor/GodotTools/GodotTools.OpenVisualStudio/GodotTools.OpenVisualStudio.csproj
@@ -5,7 +5,6 @@
<TargetFramework>net6.0-windows</TargetFramework>
<LangVersion>10</LangVersion>
<Nullable>enable</Nullable>
- <RuntimeIdentifier>win-x86</RuntimeIdentifier>
<SelfContained>False</SelfContained>
<RollForward>LatestMajor</RollForward>
</PropertyGroup>
diff --git a/modules/mono/editor/GodotTools/GodotTools/GodotSharpEditor.cs b/modules/mono/editor/GodotTools/GodotTools/GodotSharpEditor.cs
index d3899c809a..e84b4e92c7 100644
--- a/modules/mono/editor/GodotTools/GodotTools/GodotSharpEditor.cs
+++ b/modules/mono/editor/GodotTools/GodotTools/GodotSharpEditor.cs
@@ -259,11 +259,12 @@ namespace GodotTools
var args = new List<string>
{
+ Path.Combine(GodotSharpDirs.DataEditorToolsDir, "GodotTools.OpenVisualStudio.dll"),
GodotSharpDirs.ProjectSlnPath,
line >= 0 ? $"{scriptPath};{line + 1};{col + 1}" : scriptPath
};
- string command = Path.Combine(GodotSharpDirs.DataEditorToolsDir, "GodotTools.OpenVisualStudio.exe");
+ string command = DotNetFinder.FindDotNetExe() ?? "dotnet";
try
{
diff --git a/modules/mono/editor/bindings_generator.cpp b/modules/mono/editor/bindings_generator.cpp
index 3222c58c4e..8081c21ea0 100644
--- a/modules/mono/editor/bindings_generator.cpp
+++ b/modules/mono/editor/bindings_generator.cpp
@@ -1452,7 +1452,7 @@ Error BindingsGenerator::_populate_method_icalls_table(const TypeInterface &p_it
}
const TypeInterface *return_type = _get_type_or_null(imethod.return_type);
- ERR_FAIL_NULL_V(return_type, ERR_BUG); // Return type not found
+ ERR_FAIL_NULL_V_MSG(return_type, ERR_BUG, "Return type '" + imethod.return_type.cname + "' was not found.");
String im_unique_sig = get_ret_unique_sig(return_type) + ",CallMethodBind";
@@ -1463,7 +1463,7 @@ Error BindingsGenerator::_populate_method_icalls_table(const TypeInterface &p_it
// Get arguments information
for (const ArgumentInterface &iarg : imethod.arguments) {
const TypeInterface *arg_type = _get_type_or_null(iarg.type);
- ERR_FAIL_NULL_V(arg_type, ERR_BUG); // Argument type not found
+ ERR_FAIL_NULL_V_MSG(arg_type, ERR_BUG, "Argument type '" + iarg.type.cname + "' was not found.");
im_unique_sig += ",";
im_unique_sig += get_arg_unique_sig(*arg_type);
@@ -2313,7 +2313,7 @@ Error BindingsGenerator::_generate_cs_type(const TypeInterface &itype, const Str
const ArgumentInterface &iarg = *itr;
const TypeInterface *arg_type = _get_type_or_null(iarg.type);
- ERR_FAIL_NULL_V(arg_type, ERR_BUG); // Argument type not found
+ ERR_FAIL_NULL_V_MSG(arg_type, ERR_BUG, "Argument type '" + iarg.type.cname + "' was not found.");
if (i != 0) {
output << ", ";
@@ -2333,7 +2333,7 @@ Error BindingsGenerator::_generate_cs_type(const TypeInterface &itype, const Str
if (imethod.return_type.cname != name_cache.type_void) {
const TypeInterface *return_type = _get_type_or_null(imethod.return_type);
- ERR_FAIL_NULL_V(return_type, ERR_BUG); // Return type not found
+ ERR_FAIL_NULL_V_MSG(return_type, ERR_BUG, "Return type '" + imethod.return_type.cname + "' was not found.");
output << INDENT3 "ret = "
<< sformat(return_type->cs_managed_to_variant, "callRet", return_type->cs_type, return_type->name)
@@ -2552,7 +2552,7 @@ Error BindingsGenerator::_generate_cs_property(const BindingsGenerator::TypeInte
const TypeReference &proptype_name = getter ? getter->return_type : setter->arguments.back()->get().type;
const TypeInterface *prop_itype = _get_type_or_singleton_or_null(proptype_name);
- ERR_FAIL_NULL_V(prop_itype, ERR_BUG); // Property type not found
+ ERR_FAIL_NULL_V_MSG(prop_itype, ERR_BUG, "Property type '" + proptype_name.cname + "' was not found.");
ERR_FAIL_COND_V_MSG(prop_itype->is_singleton, ERR_BUG,
"Property type is a singleton: '" + p_itype.name + "." + String(p_iprop.cname) + "'.");
@@ -2651,7 +2651,7 @@ Error BindingsGenerator::_generate_cs_property(const BindingsGenerator::TypeInte
Error BindingsGenerator::_generate_cs_method(const BindingsGenerator::TypeInterface &p_itype, const BindingsGenerator::MethodInterface &p_imethod, int &p_method_bind_count, StringBuilder &p_output) {
const TypeInterface *return_type = _get_type_or_singleton_or_null(p_imethod.return_type);
- ERR_FAIL_NULL_V(return_type, ERR_BUG); // Return type not found
+ ERR_FAIL_NULL_V_MSG(return_type, ERR_BUG, "Return type '" + p_imethod.return_type.cname + "' was not found.");
ERR_FAIL_COND_V_MSG(return_type->is_singleton, ERR_BUG,
"Method return type is a singleton: '" + p_itype.name + "." + p_imethod.name + "'.");
@@ -2690,7 +2690,7 @@ Error BindingsGenerator::_generate_cs_method(const BindingsGenerator::TypeInterf
const ArgumentInterface &first = p_imethod.arguments.front()->get();
for (const ArgumentInterface &iarg : p_imethod.arguments) {
const TypeInterface *arg_type = _get_type_or_singleton_or_null(iarg.type);
- ERR_FAIL_NULL_V(arg_type, ERR_BUG); // Argument type not found
+ ERR_FAIL_NULL_V_MSG(arg_type, ERR_BUG, "Argument type '" + iarg.type.cname + "' was not found.");
ERR_FAIL_COND_V_MSG(arg_type->is_singleton, ERR_BUG,
"Argument type is a singleton: '" + iarg.name + "' of method '" + p_itype.name + "." + p_imethod.name + "'.");
@@ -2934,17 +2934,12 @@ Error BindingsGenerator::_generate_cs_method(const BindingsGenerator::TypeInterf
Error BindingsGenerator::_generate_cs_signal(const BindingsGenerator::TypeInterface &p_itype, const BindingsGenerator::SignalInterface &p_isignal, StringBuilder &p_output) {
String arguments_sig;
- String delegate_type_params;
-
- if (!p_isignal.arguments.is_empty()) {
- delegate_type_params += "<";
- }
// Retrieve information from the arguments
const ArgumentInterface &first = p_isignal.arguments.front()->get();
for (const ArgumentInterface &iarg : p_isignal.arguments) {
const TypeInterface *arg_type = _get_type_or_singleton_or_null(iarg.type);
- ERR_FAIL_NULL_V(arg_type, ERR_BUG); // Argument type not found
+ ERR_FAIL_NULL_V_MSG(arg_type, ERR_BUG, "Argument type '" + iarg.type.cname + "' was not found.");
ERR_FAIL_COND_V_MSG(arg_type->is_singleton, ERR_BUG,
"Argument type is a singleton: '" + iarg.name + "' of signal '" + p_itype.name + "." + p_isignal.name + "'.");
@@ -2959,18 +2954,13 @@ Error BindingsGenerator::_generate_cs_signal(const BindingsGenerator::TypeInterf
if (&iarg != &first) {
arguments_sig += ", ";
- delegate_type_params += ", ";
}
- arguments_sig += arg_type->cs_type;
+ String arg_cs_type = arg_type->cs_type + _get_generic_type_parameters(*arg_type, iarg.type.generic_type_parameters);
+
+ arguments_sig += arg_cs_type;
arguments_sig += " ";
arguments_sig += iarg.name;
-
- delegate_type_params += arg_type->cs_type;
- }
-
- if (!p_isignal.arguments.is_empty()) {
- delegate_type_params += ">";
}
// Generate signal
@@ -3013,14 +3003,20 @@ Error BindingsGenerator::_generate_cs_signal(const BindingsGenerator::TypeInterf
int idx = 0;
for (const ArgumentInterface &iarg : p_isignal.arguments) {
const TypeInterface *arg_type = _get_type_or_null(iarg.type);
- ERR_FAIL_NULL_V(arg_type, ERR_BUG); // Argument type not found
+ ERR_FAIL_NULL_V_MSG(arg_type, ERR_BUG, "Argument type '" + iarg.type.cname + "' was not found.");
if (idx != 0) {
p_output << ", ";
}
- p_output << sformat(arg_type->cs_variant_to_managed,
- "args[" + itos(idx) + "]", arg_type->cs_type, arg_type->name);
+ if (arg_type->cname == name_cache.type_Array_generic || arg_type->cname == name_cache.type_Dictionary_generic) {
+ String arg_cs_type = arg_type->cs_type + _get_generic_type_parameters(*arg_type, iarg.type.generic_type_parameters);
+
+ p_output << "new " << arg_cs_type << "(" << sformat(arg_type->cs_variant_to_managed, "args[" + itos(idx) + "]", arg_type->cs_type, arg_type->name) << ")";
+ } else {
+ p_output << sformat(arg_type->cs_variant_to_managed,
+ "args[" + itos(idx) + "]", arg_type->cs_type, arg_type->name);
+ }
idx++;
}
@@ -3113,7 +3109,7 @@ Error BindingsGenerator::_generate_cs_native_calls(const InternalCall &p_icall,
bool ret_void = p_icall.return_type.cname == name_cache.type_void;
const TypeInterface *return_type = _get_type_or_null(p_icall.return_type);
- ERR_FAIL_NULL_V(return_type, ERR_BUG); // Return type not found
+ ERR_FAIL_NULL_V_MSG(return_type, ERR_BUG, "Return type '" + p_icall.return_type.cname + "' was not found.");
StringBuilder c_func_sig;
StringBuilder c_in_statements;
@@ -3129,7 +3125,7 @@ Error BindingsGenerator::_generate_cs_native_calls(const InternalCall &p_icall,
int i = 0;
for (const TypeReference &arg_type_ref : p_icall.argument_types) {
const TypeInterface *arg_type = _get_type_or_null(arg_type_ref);
- ERR_FAIL_NULL_V(arg_type, ERR_BUG); // Return type not found
+ ERR_FAIL_NULL_V_MSG(arg_type, ERR_BUG, "Argument type '" + arg_type_ref.cname + "' was not found.");
String c_param_name = "arg" + itos(i + 1);
@@ -3389,7 +3385,7 @@ const String BindingsGenerator::_get_generic_type_parameters(const TypeInterface
String params = "<";
for (const TypeReference &param_type : p_generic_type_parameters) {
const TypeInterface *param_itype = _get_type_or_singleton_or_null(param_type);
- ERR_FAIL_NULL_V(param_itype, ""); // Parameter type not found
+ ERR_FAIL_NULL_V_MSG(param_itype, "", "Parameter type '" + param_type.cname + "' was not found.");
ERR_FAIL_COND_V_MSG(param_itype->is_singleton, "",
"Generic type parameter is a singleton: '" + param_itype->name + "'.");
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs
index 0f534d477f..0dc143edea 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs
@@ -468,8 +468,8 @@ namespace Godot
{
for (int j = 0; j < 3; j++)
{
- real_t e = transform.Basis[i][j] * min[j];
- real_t f = transform.Basis[i][j] * max[j];
+ real_t e = transform.Basis[j][i] * min[j];
+ real_t f = transform.Basis[j][i] * max[j];
if (e < f)
{
tmin[i] += e;
diff --git a/modules/navigation/nav_base.h b/modules/navigation/nav_base.h
index c28392acf7..d2308abfaf 100644
--- a/modules/navigation/nav_base.h
+++ b/modules/navigation/nav_base.h
@@ -64,7 +64,7 @@ public:
void set_owner_id(ObjectID p_owner_id) { owner_id = p_owner_id; }
ObjectID get_owner_id() const { return owner_id; }
- virtual ~NavBase(){};
+ virtual ~NavBase() {}
};
#endif // NAV_BASE_H
diff --git a/modules/openxr/extensions/platform/openxr_opengl_extension.cpp b/modules/openxr/extensions/platform/openxr_opengl_extension.cpp
index de4a9e4b8e..caded14ca7 100644
--- a/modules/openxr/extensions/platform/openxr_opengl_extension.cpp
+++ b/modules/openxr/extensions/platform/openxr_opengl_extension.cpp
@@ -240,8 +240,8 @@ bool OpenXROpenGLExtension::get_swapchain_image_data(XrSwapchain p_swapchain, in
Vector<RID> texture_rids;
for (uint64_t i = 0; i < swapchain_length; i++) {
- RID texture_rid = texture_storage->texture_create_external(
- p_array_size == 1 ? GLES3::Texture::TYPE_2D : GLES3::Texture::TYPE_LAYERED,
+ RID texture_rid = texture_storage->texture_create_from_native_handle(
+ p_array_size == 1 ? RS::TEXTURE_TYPE_2D : RS::TEXTURE_TYPE_LAYERED,
format,
images[i].image,
p_width,
diff --git a/modules/openxr/openxr_api.cpp b/modules/openxr/openxr_api.cpp
index 73b6f6c1c9..c67be5a2b3 100644
--- a/modules/openxr/openxr_api.cpp
+++ b/modules/openxr/openxr_api.cpp
@@ -1247,7 +1247,7 @@ bool OpenXRAPI::create_main_swapchains(Size2i p_size) {
return false;
}
- set_object_name(XR_OBJECT_TYPE_SWAPCHAIN, uint64_t(render_state.main_swapchains[OPENXR_SWAPCHAIN_COLOR].get_swapchain()), "Main depth swapchain");
+ set_object_name(XR_OBJECT_TYPE_SWAPCHAIN, uint64_t(render_state.main_swapchains[OPENXR_SWAPCHAIN_DEPTH].get_swapchain()), "Main depth swapchain");
}
// We create our velocity swapchain if:
diff --git a/modules/raycast/godot_update_embree.py b/modules/raycast/godot_update_embree.py
index c179060365..c4fff330c9 100644
--- a/modules/raycast/godot_update_embree.py
+++ b/modules/raycast/godot_update_embree.py
@@ -4,8 +4,8 @@ import re
import shutil
import stat
import subprocess
-from types import TracebackType
-from typing import Any, Callable, Tuple, Type
+import sys
+from typing import Any, Callable
git_tag = "v4.3.1"
@@ -100,9 +100,7 @@ subprocess.run(["git", "checkout", git_tag])
commit_hash = str(subprocess.check_output(["git", "rev-parse", "HEAD"], universal_newlines=True)).strip()
-def on_rm_error(
- function: Callable[..., Any], path: str, excinfo: Tuple[Type[Exception], Exception, TracebackType]
-) -> None:
+def on_rm_error(function: Callable[..., Any], path: str, excinfo: Exception) -> None:
"""
Error handler for `shutil.rmtree()`.
@@ -113,10 +111,12 @@ def on_rm_error(
os.unlink(path)
-# 3.12 Python and beyond should replace `onerror` with `onexc`.
# We remove the .git directory because it contains
# a lot of read-only files that are problematic on Windows.
-shutil.rmtree(".git", onerror=on_rm_error)
+if sys.version_info >= (3, 12):
+ shutil.rmtree(".git", onexc=on_rm_error)
+else:
+ shutil.rmtree(".git", onerror=on_rm_error) # type: ignore
all_files = set(cpp_files)
diff --git a/modules/text_server_adv/text_server_adv.h b/modules/text_server_adv/text_server_adv.h
index 448be9ebe4..c63389b1c6 100644
--- a/modules/text_server_adv/text_server_adv.h
+++ b/modules/text_server_adv/text_server_adv.h
@@ -705,7 +705,7 @@ class TextServerAdvanced : public TextServerExtension {
};
protected:
- static void _bind_methods(){};
+ static void _bind_methods() {}
void full_copy(ShapedTextDataAdvanced *p_shaped);
void invalidate(ShapedTextDataAdvanced *p_shaped, bool p_text = false);
diff --git a/modules/text_server_fb/text_server_fb.h b/modules/text_server_fb/text_server_fb.h
index ee1f72401f..7f12ad593b 100644
--- a/modules/text_server_fb/text_server_fb.h
+++ b/modules/text_server_fb/text_server_fb.h
@@ -574,7 +574,7 @@ class TextServerFallback : public TextServerExtension {
Mutex ft_mutex;
protected:
- static void _bind_methods(){};
+ static void _bind_methods() {}
void full_copy(ShapedTextDataFallback *p_shaped);
void invalidate(ShapedTextDataFallback *p_shaped);
diff --git a/modules/webxr/webxr_interface_js.cpp b/modules/webxr/webxr_interface_js.cpp
index 78a9db9b19..352d495dd4 100644
--- a/modules/webxr/webxr_interface_js.cpp
+++ b/modules/webxr/webxr_interface_js.cpp
@@ -561,8 +561,8 @@ RID WebXRInterfaceJS::_get_texture(unsigned int p_texture_id) {
uint32_t view_count = godot_webxr_get_view_count();
Size2 texture_size = get_render_target_size();
- RID texture = texture_storage->texture_create_external(
- view_count == 1 ? GLES3::Texture::TYPE_2D : GLES3::Texture::TYPE_LAYERED,
+ RID texture = texture_storage->texture_create_from_native_handle(
+ view_count == 1 ? RS::TEXTURE_TYPE_2D : RS::TEXTURE_TYPE_LAYERED,
Image::FORMAT_RGBA8,
p_texture_id,
(int)texture_size.width,