diff options
Diffstat (limited to 'servers/physics_3d/godot_body_pair_3d.cpp')
| -rw-r--r-- | servers/physics_3d/godot_body_pair_3d.cpp | 130 |
1 files changed, 73 insertions, 57 deletions
diff --git a/servers/physics_3d/godot_body_pair_3d.cpp b/servers/physics_3d/godot_body_pair_3d.cpp index 8a701466ed..5c25ba9537 100644 --- a/servers/physics_3d/godot_body_pair_3d.cpp +++ b/servers/physics_3d/godot_body_pair_3d.cpp @@ -44,11 +44,6 @@ void GodotBodyPair3D::_contact_added_callback(const Vector3 &p_point_A, int p_in } void GodotBodyPair3D::contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B) { - // check if we already have the contact - - //Vector3 local_A = A->get_inv_transform().xform(p_point_A); - //Vector3 local_B = B->get_inv_transform().xform(p_point_B); - 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); @@ -57,19 +52,14 @@ void GodotBodyPair3D::contact_added_callback(const Vector3 &p_point_A, int p_ind ERR_FAIL_COND(new_index >= (MAX_CONTACTS + 1)); Contact contact; - - contact.acc_normal_impulse = 0; - contact.acc_bias_impulse = 0; - contact.acc_bias_impulse_center_of_mass = 0; - contact.acc_tangent_impulse = Vector3(); 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.mass_normal = 0; // will be computed in setup() + contact.used = true; - // attempt to determine if the contact will be reused + // 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++) { @@ -80,23 +70,34 @@ void GodotBodyPair3D::contact_added_callback(const Vector3 &p_point_A, int p_ind 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; - new_index = i; - break; + c = contact; + return; } } - // figure out if the contact amount must be reduced to fit the new contact - + // 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 + // 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 = 1e10; + 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++) { - Contact &c = (i == contact_count) ? contact : contacts[i]; - Vector3 global_A = A->get_transform().basis.xform(c.local_A); - Vector3 global_B = B->get_transform().basis.xform(c.local_B) + offset_B; + 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); @@ -107,10 +108,8 @@ void GodotBodyPair3D::contact_added_callback(const Vector3 &p_point_A, int p_ind } } - ERR_FAIL_COND(least_deep == -1); - - if (least_deep < contact_count) { //replace the last deep contact by the new one - + if (least_deep > -1) { + // Replace the least deep contact by the new one. contacts[least_deep] = contact; } @@ -118,29 +117,41 @@ void GodotBodyPair3D::contact_added_callback(const Vector3 &p_point_A, int p_ind } contacts[new_index] = contact; - - if (new_index == contact_count) { - contact_count++; - } + contact_count++; } void GodotBodyPair3D::validate_contacts() { - //make sure to erase contacts that are no longer valid + // 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; - real_t contact_max_separation = space->get_contact_max_separation(); for (int i = 0; i < contact_count; i++) { Contact &c = contacts[i]; - Vector3 global_A = A->get_transform().basis.xform(c.local_A); - Vector3 global_B = B->get_transform().basis.xform(c.local_B) + offset_B; - Vector3 axis = global_A - global_B; - real_t depth = axis.dot(c.normal); + 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 < -contact_max_separation || (global_B + c.normal * depth - global_A).length() > contact_max_separation) { - // contact no longer needed, remove + 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 with the last one. SWAP(contacts[i], contacts[contact_count - 1]); } @@ -260,7 +271,7 @@ bool GodotBodyPair3D::pre_solve(real_t p_step) { real_t max_penetration = space->get_contact_max_allowed_penetration(); - real_t bias = (real_t)0.3; + real_t bias = 0.8; GodotShape3D *shape_A_ptr = A->get_shape(shape_A); GodotShape3D *shape_B_ptr = B->get_shape(shape_B); @@ -353,8 +364,6 @@ bool GodotBodyPair3D::pre_solve(real_t p_step) { if (collide_B) { B->apply_impulse(j_vec, c.rB + B->get_center_of_mass()); } - c.acc_bias_impulse = 0; - c.acc_bias_impulse_center_of_mass = 0; c.bounce = combine_bounce(A, B); if (c.bounce) { @@ -538,14 +547,10 @@ void GodotBodySoftBodyPair3D::contact_added_callback(const Vector3 &p_point_A, i Contact contact; contact.index_A = p_index_A; contact.index_B = p_index_B; - contact.acc_normal_impulse = 0; - contact.acc_bias_impulse = 0; - contact.acc_bias_impulse_center_of_mass = 0; - contact.acc_tangent_impulse = Vector3(); contact.local_A = local_A; contact.local_B = local_B; contact.normal = (p_point_A - p_point_B).normalized(); - contact.mass_normal = 0; + contact.used = true; // Attempt to determine if the contact will be reused. real_t contact_recycle_radius = space->get_contact_recycle_radius(); @@ -571,20 +576,33 @@ void GodotBodySoftBodyPair3D::contact_added_callback(const Vector3 &p_point_A, i void GodotBodySoftBodyPair3D::validate_contacts() { // Make sure to erase contacts that are no longer valid. - const Transform3D &transform_A = body->get_transform(); + real_t max_separation = space->get_contact_max_separation(); + real_t max_separation2 = max_separation * max_separation; - real_t contact_max_separation = space->get_contact_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]; - 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); + 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 (depth < -contact_max_separation || (global_B + c.normal * depth - global_A).length() > contact_max_separation) { + if (erase) { // Contact no longer needed, remove. if ((contact_index + 1) < contact_count) { // Swap with the last one. @@ -640,7 +658,7 @@ bool GodotBodySoftBodyPair3D::pre_solve(real_t p_step) { real_t max_penetration = space->get_contact_max_allowed_penetration(); - real_t bias = (real_t)0.3; + real_t bias = space->get_contact_bias(); GodotShape3D *shape_A_ptr = body->get_shape(body_shape); @@ -723,8 +741,6 @@ bool GodotBodySoftBodyPair3D::pre_solve(real_t p_step) { if (soft_body_collides) { soft_body->apply_node_impulse(c.index_B, j_vec); } - c.acc_bias_impulse = 0; - c.acc_bias_impulse_center_of_mass = 0; c.bounce = body->get_bounce(); |
