| 1 | /**************************************************************************/ | 
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| 2 | /*  godot_body_pair_2d.cpp                                                */ | 
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| 3 | /**************************************************************************/ | 
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| 4 | /*                         This file is part of:                          */ | 
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| 5 | /*                             GODOT ENGINE                               */ | 
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| 6 | /*                        https://godotengine.org                         */ | 
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| 7 | /**************************************************************************/ | 
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| 8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ | 
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| 9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */ | 
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| 10 | /*                                                                        */ | 
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| 11 | /* Permission is hereby granted, free of charge, to any person obtaining  */ | 
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| 12 | /* a copy of this software and associated documentation files (the        */ | 
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| 13 | /* "Software"), to deal in the Software without restriction, including    */ | 
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| 14 | /* without limitation the rights to use, copy, modify, merge, publish,    */ | 
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| 15 | /* distribute, sublicense, and/or sell copies of the Software, and to     */ | 
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| 16 | /* permit persons to whom the Software is furnished to do so, subject to  */ | 
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| 17 | /* the following conditions:                                              */ | 
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| 18 | /*                                                                        */ | 
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| 19 | /* The above copyright notice and this permission notice shall be         */ | 
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| 20 | /* included in all copies or substantial portions of the Software.        */ | 
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| 21 | /*                                                                        */ | 
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| 22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */ | 
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| 23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */ | 
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| 24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ | 
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| 25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */ | 
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| 26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */ | 
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| 27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */ | 
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| 28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */ | 
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| 29 | /**************************************************************************/ | 
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| 30 |  | 
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| 31 | #include "godot_body_pair_2d.h" | 
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| 32 |  | 
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| 33 | #include "godot_collision_solver_2d.h" | 
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| 34 | #include "godot_space_2d.h" | 
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| 35 |  | 
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| 36 | #define ACCUMULATE_IMPULSES | 
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| 37 |  | 
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| 38 | #define MIN_VELOCITY 0.001 | 
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| 39 | #define MAX_BIAS_ROTATION (Math_PI / 8) | 
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| 40 |  | 
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| 41 | void GodotBodyPair2D::_add_contact(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_self) { | 
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| 42 | GodotBodyPair2D *self = static_cast<GodotBodyPair2D *>(p_self); | 
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| 43 |  | 
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| 44 | self->_contact_added_callback(p_point_A, p_point_B); | 
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| 45 | } | 
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| 46 |  | 
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| 47 | void GodotBodyPair2D::_contact_added_callback(const Vector2 &p_point_A, const Vector2 &p_point_B) { | 
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| 48 | Vector2 local_A = A->get_inv_transform().basis_xform(p_point_A); | 
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| 49 | Vector2 local_B = B->get_inv_transform().basis_xform(p_point_B - offset_B); | 
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| 50 |  | 
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| 51 | int new_index = contact_count; | 
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| 52 |  | 
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| 53 | ERR_FAIL_COND(new_index >= (MAX_CONTACTS + 1)); | 
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| 54 |  | 
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| 55 | Contact contact; | 
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| 56 | contact.local_A = local_A; | 
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| 57 | contact.local_B = local_B; | 
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| 58 | contact.normal = (p_point_A - p_point_B).normalized(); | 
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| 59 | contact.used = true; | 
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| 60 |  | 
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| 61 | // Attempt to determine if the contact will be reused. | 
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| 62 | real_t recycle_radius_2 = space->get_contact_recycle_radius() * space->get_contact_recycle_radius(); | 
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| 63 |  | 
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| 64 | for (int i = 0; i < contact_count; i++) { | 
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| 65 | Contact &c = contacts[i]; | 
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| 66 | if (c.local_A.distance_squared_to(local_A) < (recycle_radius_2) && | 
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| 67 | c.local_B.distance_squared_to(local_B) < (recycle_radius_2)) { | 
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| 68 | contact.acc_normal_impulse = c.acc_normal_impulse; | 
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| 69 | contact.acc_tangent_impulse = c.acc_tangent_impulse; | 
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| 70 | contact.acc_bias_impulse = c.acc_bias_impulse; | 
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| 71 | contact.acc_bias_impulse_center_of_mass = c.acc_bias_impulse_center_of_mass; | 
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| 72 | c = contact; | 
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| 73 | return; | 
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| 74 | } | 
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| 75 | } | 
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| 76 |  | 
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| 77 | // Figure out if the contact amount must be reduced to fit the new contact. | 
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| 78 | if (new_index == MAX_CONTACTS) { | 
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| 79 | // Remove the contact with the minimum depth. | 
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| 80 |  | 
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| 81 | const Transform2D &transform_A = A->get_transform(); | 
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| 82 | const Transform2D &transform_B = B->get_transform(); | 
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| 83 |  | 
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| 84 | int least_deep = -1; | 
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| 85 | real_t min_depth; | 
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| 86 |  | 
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| 87 | // Start with depth for new contact. | 
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| 88 | { | 
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| 89 | Vector2 global_A = transform_A.basis_xform(contact.local_A); | 
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| 90 | Vector2 global_B = transform_B.basis_xform(contact.local_B) + offset_B; | 
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| 91 |  | 
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| 92 | Vector2 axis = global_A - global_B; | 
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| 93 | min_depth = axis.dot(contact.normal); | 
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| 94 | } | 
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| 95 |  | 
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| 96 | for (int i = 0; i < contact_count; i++) { | 
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| 97 | const Contact &c = contacts[i]; | 
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| 98 | Vector2 global_A = transform_A.basis_xform(c.local_A); | 
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| 99 | Vector2 global_B = transform_B.basis_xform(c.local_B) + offset_B; | 
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| 100 |  | 
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| 101 | Vector2 axis = global_A - global_B; | 
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| 102 | real_t depth = axis.dot(c.normal); | 
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| 103 |  | 
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| 104 | if (depth < min_depth) { | 
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| 105 | min_depth = depth; | 
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| 106 | least_deep = i; | 
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| 107 | } | 
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| 108 | } | 
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| 109 |  | 
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| 110 | if (least_deep > -1) { | 
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| 111 | // Replace the least deep contact by the new one. | 
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| 112 | contacts[least_deep] = contact; | 
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| 113 | } | 
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| 114 |  | 
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| 115 | return; | 
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| 116 | } | 
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| 117 |  | 
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| 118 | contacts[new_index] = contact; | 
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| 119 | contact_count++; | 
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| 120 | } | 
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| 121 |  | 
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| 122 | void GodotBodyPair2D::_validate_contacts() { | 
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| 123 | // Make sure to erase contacts that are no longer valid. | 
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| 124 | real_t max_separation = space->get_contact_max_separation(); | 
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| 125 | real_t max_separation2 = max_separation * max_separation; | 
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| 126 |  | 
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| 127 | const Transform2D &transform_A = A->get_transform(); | 
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| 128 | const Transform2D &transform_B = B->get_transform(); | 
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| 129 |  | 
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| 130 | for (int i = 0; i < contact_count; i++) { | 
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| 131 | Contact &c = contacts[i]; | 
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| 132 |  | 
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| 133 | bool erase = false; | 
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| 134 | if (!c.used) { | 
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| 135 | // Was left behind in previous frame. | 
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| 136 | erase = true; | 
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| 137 | } else { | 
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| 138 | c.used = false; | 
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| 139 |  | 
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| 140 | Vector2 global_A = transform_A.basis_xform(c.local_A); | 
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| 141 | Vector2 global_B = transform_B.basis_xform(c.local_B) + offset_B; | 
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| 142 | Vector2 axis = global_A - global_B; | 
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| 143 | real_t depth = axis.dot(c.normal); | 
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| 144 |  | 
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| 145 | if (depth < -max_separation || (global_B + c.normal * depth - global_A).length_squared() > max_separation2) { | 
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| 146 | erase = true; | 
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| 147 | } | 
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| 148 | } | 
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| 149 |  | 
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| 150 | if (erase) { | 
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| 151 | // Contact no longer needed, remove. | 
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| 152 |  | 
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| 153 | if ((i + 1) < contact_count) { | 
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| 154 | // Swap with the last one. | 
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| 155 | SWAP(contacts[i], contacts[contact_count - 1]); | 
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| 156 | } | 
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| 157 |  | 
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| 158 | i--; | 
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| 159 | contact_count--; | 
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| 160 | } | 
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| 161 | } | 
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| 162 | } | 
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| 163 |  | 
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| 164 | // _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) | 
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| 165 | // Warning: the way velocity is adjusted down to cause a collision means the momentum will be weaker than it should for a bounce! | 
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| 166 | // Process: only proceed if body A's motion is high relative to its size. | 
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| 167 | // cast forward along motion vector to see if A is going to enter/pass B's collider next frame, only proceed if it does. | 
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| 168 | // adjust the velocity of A down so that it will just slightly intersect the collider instead of blowing right past it. | 
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| 169 | bool GodotBodyPair2D::_test_ccd(real_t p_step, GodotBody2D *p_A, int p_shape_A, const Transform2D &p_xform_A, GodotBody2D *p_B, int p_shape_B, const Transform2D &p_xform_B) { | 
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| 170 | Vector2 motion = p_A->get_linear_velocity() * p_step; | 
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| 171 | real_t mlen = motion.length(); | 
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| 172 | if (mlen < CMP_EPSILON) { | 
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| 173 | return false; | 
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| 174 | } | 
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| 175 |  | 
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| 176 | Vector2 mnormal = motion / mlen; | 
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| 177 |  | 
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| 178 | real_t min = 0.0, max = 0.0; | 
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| 179 | p_A->get_shape(p_shape_A)->project_rangev(mnormal, p_xform_A, min, max); | 
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| 180 |  | 
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| 181 | // Did it move enough in this direction to even attempt raycast? | 
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| 182 | // Let's say it should move more than 1/3 the size of the object in that axis. | 
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| 183 | bool fast_object = mlen > (max - min) * 0.3; | 
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| 184 | if (!fast_object) { | 
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| 185 | return false; | 
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| 186 | } | 
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| 187 |  | 
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| 188 | // A is moving fast enough that tunneling might occur. See if it's really about to collide. | 
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| 189 |  | 
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| 190 | // Roughly predict body B's position in the next frame (ignoring collisions). | 
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| 191 | Transform2D predicted_xform_B = p_xform_B.translated(p_B->get_linear_velocity() * p_step); | 
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| 192 |  | 
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| 193 | // Cast a segment from support in motion normal, in the same direction of motion by motion length. | 
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| 194 | // Support point will the farthest forward collision point along the movement vector. | 
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| 195 | // i.e. the point that should hit B first if any collision does occur. | 
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| 196 |  | 
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| 197 | // convert mnormal into body A's local xform because get_support requires (and returns) local coordinates. | 
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| 198 | int a; | 
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| 199 | Vector2 s[2]; | 
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| 200 | p_A->get_shape(p_shape_A)->get_supports(p_xform_A.basis_xform_inv(mnormal).normalized(), s, a); | 
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| 201 | Vector2 from = p_xform_A.xform(s[0]); | 
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| 202 | // Back up 10% of the per-frame motion behind the support point and use that as the beginning of our cast. | 
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| 203 | // This should ensure the calculated new velocity will really cause a bit of overlap instead of just getting us very close. | 
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| 204 | Vector2 to = from + motion; | 
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| 205 |  | 
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| 206 | Transform2D from_inv = predicted_xform_B.affine_inverse(); | 
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| 207 |  | 
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| 208 | // Back up 10% of the per-frame motion behind the support point and use that as the beginning of our cast. | 
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| 209 | // 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. | 
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| 210 | Vector2 local_from = from_inv.xform(from - motion * 0.1); | 
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| 211 | Vector2 local_to = from_inv.xform(to); | 
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| 212 |  | 
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| 213 | Vector2 rpos, rnorm; | 
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| 214 | if (!p_B->get_shape(p_shape_B)->intersect_segment(local_from, local_to, rpos, rnorm)) { | 
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| 215 | // there was no hit. Since the segment is the length of per-frame motion, this means the bodies will not | 
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| 216 | // actually collide yet on next frame. We'll probably check again next frame once they're closer. | 
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| 217 | return false; | 
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| 218 | } | 
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| 219 |  | 
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| 220 | // Check one-way collision based on motion direction. | 
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| 221 | if (p_A->get_shape(p_shape_A)->allows_one_way_collision() && p_B->is_shape_set_as_one_way_collision(p_shape_B)) { | 
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| 222 | Vector2 direction = predicted_xform_B.columns[1].normalized(); | 
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| 223 | if (direction.dot(mnormal) < CMP_EPSILON) { | 
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| 224 | collided = false; | 
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| 225 | oneway_disabled = true; | 
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| 226 | return false; | 
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| 227 | } | 
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| 228 | } | 
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| 229 |  | 
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| 230 | // Shorten the linear velocity so it does not hit, but gets close enough, | 
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| 231 | // next frame will hit softly or soft enough. | 
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| 232 | Vector2 hitpos = predicted_xform_B.xform(rpos); | 
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| 233 |  | 
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| 234 | real_t newlen = hitpos.distance_to(from) + (max - min) * 0.01; // 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. | 
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| 235 | p_A->set_linear_velocity(mnormal * (newlen / p_step)); | 
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| 236 |  | 
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| 237 | return true; | 
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| 238 | } | 
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| 239 |  | 
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| 240 | real_t combine_bounce(GodotBody2D *A, GodotBody2D *B) { | 
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| 241 | return CLAMP(A->get_bounce() + B->get_bounce(), 0, 1); | 
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| 242 | } | 
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| 243 |  | 
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| 244 | real_t combine_friction(GodotBody2D *A, GodotBody2D *B) { | 
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| 245 | return ABS(MIN(A->get_friction(), B->get_friction())); | 
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| 246 | } | 
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| 247 |  | 
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| 248 | bool GodotBodyPair2D::setup(real_t p_step) { | 
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| 249 | check_ccd = false; | 
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| 250 |  | 
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| 251 | if (!A->interacts_with(B) || A->has_exception(B->get_self()) || B->has_exception(A->get_self())) { | 
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| 252 | collided = false; | 
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| 253 | return false; | 
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| 254 | } | 
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| 255 |  | 
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| 256 | collide_A = (A->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC) && A->collides_with(B); | 
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| 257 | collide_B = (B->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC) && B->collides_with(A); | 
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| 258 |  | 
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| 259 | report_contacts_only = false; | 
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| 260 | if (!collide_A && !collide_B) { | 
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| 261 | if ((A->get_max_contacts_reported() > 0) || (B->get_max_contacts_reported() > 0)) { | 
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| 262 | report_contacts_only = true; | 
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| 263 | } else { | 
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| 264 | collided = false; | 
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| 265 | return false; | 
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| 266 | } | 
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| 267 | } | 
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| 268 |  | 
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| 269 | //use local A coordinates to avoid numerical issues on collision detection | 
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| 270 | offset_B = B->get_transform().get_origin() - A->get_transform().get_origin(); | 
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| 271 |  | 
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| 272 | _validate_contacts(); | 
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| 273 |  | 
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| 274 | const Vector2 &offset_A = A->get_transform().get_origin(); | 
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| 275 | Transform2D xform_Au = A->get_transform().untranslated(); | 
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| 276 | Transform2D xform_A = xform_Au * A->get_shape_transform(shape_A); | 
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| 277 |  | 
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| 278 | Transform2D xform_Bu = B->get_transform(); | 
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| 279 | xform_Bu.columns[2] -= offset_A; | 
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| 280 | Transform2D xform_B = xform_Bu * B->get_shape_transform(shape_B); | 
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| 281 |  | 
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| 282 | GodotShape2D *shape_A_ptr = A->get_shape(shape_A); | 
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| 283 | GodotShape2D *shape_B_ptr = B->get_shape(shape_B); | 
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| 284 |  | 
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| 285 | Vector2 motion_A, motion_B; | 
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| 286 |  | 
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| 287 | if (A->get_continuous_collision_detection_mode() == PhysicsServer2D::CCD_MODE_CAST_SHAPE) { | 
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| 288 | motion_A = A->get_motion(); | 
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| 289 | } | 
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| 290 | if (B->get_continuous_collision_detection_mode() == PhysicsServer2D::CCD_MODE_CAST_SHAPE) { | 
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| 291 | motion_B = B->get_motion(); | 
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| 292 | } | 
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| 293 |  | 
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| 294 | bool prev_collided = collided; | 
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| 295 |  | 
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| 296 | collided = GodotCollisionSolver2D::solve(shape_A_ptr, xform_A, motion_A, shape_B_ptr, xform_B, motion_B, _add_contact, this, &sep_axis); | 
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| 297 | if (!collided) { | 
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| 298 | oneway_disabled = false; | 
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| 299 |  | 
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| 300 | if (A->get_continuous_collision_detection_mode() == PhysicsServer2D::CCD_MODE_CAST_RAY && collide_A) { | 
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| 301 | check_ccd = true; | 
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| 302 | return true; | 
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| 303 | } | 
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| 304 |  | 
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| 305 | if (B->get_continuous_collision_detection_mode() == PhysicsServer2D::CCD_MODE_CAST_RAY && collide_B) { | 
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| 306 | check_ccd = true; | 
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| 307 | return true; | 
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| 308 | } | 
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| 309 |  | 
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| 310 | return false; | 
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| 311 | } | 
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| 312 |  | 
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| 313 | if (oneway_disabled) { | 
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| 314 | return false; | 
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| 315 | } | 
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| 316 |  | 
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| 317 | if (!prev_collided) { | 
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| 318 | if (shape_B_ptr->allows_one_way_collision() && A->is_shape_set_as_one_way_collision(shape_A)) { | 
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| 319 | Vector2 direction = xform_A.columns[1].normalized(); | 
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| 320 | bool valid = false; | 
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| 321 | for (int i = 0; i < contact_count; i++) { | 
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| 322 | Contact &c = contacts[i]; | 
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| 323 | if (c.normal.dot(direction) > -CMP_EPSILON) { // Greater (normal inverted). | 
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| 324 | continue; | 
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| 325 | } | 
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| 326 | valid = true; | 
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| 327 | break; | 
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| 328 | } | 
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| 329 | if (!valid) { | 
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| 330 | collided = false; | 
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| 331 | oneway_disabled = true; | 
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| 332 | return false; | 
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| 333 | } | 
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| 334 | } | 
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| 335 |  | 
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| 336 | if (shape_A_ptr->allows_one_way_collision() && B->is_shape_set_as_one_way_collision(shape_B)) { | 
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| 337 | Vector2 direction = xform_B.columns[1].normalized(); | 
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| 338 | bool valid = false; | 
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| 339 | for (int i = 0; i < contact_count; i++) { | 
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| 340 | Contact &c = contacts[i]; | 
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| 341 | if (c.normal.dot(direction) < CMP_EPSILON) { // Less (normal ok). | 
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| 342 | continue; | 
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| 343 | } | 
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| 344 | valid = true; | 
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| 345 | break; | 
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| 346 | } | 
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| 347 | if (!valid) { | 
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| 348 | collided = false; | 
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| 349 | oneway_disabled = true; | 
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| 350 | return false; | 
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| 351 | } | 
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| 352 | } | 
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| 353 | } | 
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| 354 |  | 
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| 355 | return true; | 
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| 356 | } | 
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| 357 |  | 
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| 358 | bool GodotBodyPair2D::pre_solve(real_t p_step) { | 
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| 359 | if (oneway_disabled) { | 
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| 360 | return false; | 
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| 361 | } | 
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| 362 |  | 
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| 363 | if (!collided) { | 
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| 364 | if (check_ccd) { | 
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| 365 | const Vector2 &offset_A = A->get_transform().get_origin(); | 
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| 366 | Transform2D xform_Au = A->get_transform().untranslated(); | 
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| 367 | Transform2D xform_A = xform_Au * A->get_shape_transform(shape_A); | 
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| 368 |  | 
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| 369 | Transform2D xform_Bu = B->get_transform(); | 
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| 370 | xform_Bu.columns[2] -= offset_A; | 
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| 371 | Transform2D xform_B = xform_Bu * B->get_shape_transform(shape_B); | 
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| 372 |  | 
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| 373 | if (A->get_continuous_collision_detection_mode() == PhysicsServer2D::CCD_MODE_CAST_RAY && collide_A) { | 
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| 374 | _test_ccd(p_step, A, shape_A, xform_A, B, shape_B, xform_B); | 
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| 375 | } | 
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| 376 |  | 
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| 377 | if (B->get_continuous_collision_detection_mode() == PhysicsServer2D::CCD_MODE_CAST_RAY && collide_B) { | 
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| 378 | _test_ccd(p_step, B, shape_B, xform_B, A, shape_A, xform_A); | 
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| 379 | } | 
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| 380 | } | 
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| 381 |  | 
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| 382 | return false; | 
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| 383 | } | 
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| 384 |  | 
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| 385 | real_t max_penetration = space->get_contact_max_allowed_penetration(); | 
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| 386 |  | 
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| 387 | real_t bias = space->get_contact_bias(); | 
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| 388 |  | 
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| 389 | GodotShape2D *shape_A_ptr = A->get_shape(shape_A); | 
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| 390 | GodotShape2D *shape_B_ptr = B->get_shape(shape_B); | 
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| 391 |  | 
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| 392 | if (shape_A_ptr->get_custom_bias() || shape_B_ptr->get_custom_bias()) { | 
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| 393 | if (shape_A_ptr->get_custom_bias() == 0) { | 
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| 394 | bias = shape_B_ptr->get_custom_bias(); | 
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| 395 | } else if (shape_B_ptr->get_custom_bias() == 0) { | 
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| 396 | bias = shape_A_ptr->get_custom_bias(); | 
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| 397 | } else { | 
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| 398 | bias = (shape_B_ptr->get_custom_bias() + shape_A_ptr->get_custom_bias()) * 0.5; | 
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| 399 | } | 
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| 400 | } | 
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| 401 |  | 
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| 402 | real_t inv_dt = 1.0 / p_step; | 
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| 403 |  | 
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| 404 | bool do_process = false; | 
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| 405 |  | 
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| 406 | const Vector2 &offset_A = A->get_transform().get_origin(); | 
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| 407 | const Transform2D &transform_A = A->get_transform(); | 
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| 408 | const Transform2D &transform_B = B->get_transform(); | 
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| 409 |  | 
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| 410 | real_t inv_inertia_A = collide_A ? A->get_inv_inertia() : 0.0; | 
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| 411 | real_t inv_inertia_B = collide_B ? B->get_inv_inertia() : 0.0; | 
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| 412 |  | 
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| 413 | real_t inv_mass_A = collide_A ? A->get_inv_mass() : 0.0; | 
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| 414 | real_t inv_mass_B = collide_B ? B->get_inv_mass() : 0.0; | 
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| 415 |  | 
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| 416 | for (int i = 0; i < contact_count; i++) { | 
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| 417 | Contact &c = contacts[i]; | 
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| 418 | c.active = false; | 
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| 419 |  | 
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| 420 | Vector2 global_A = transform_A.basis_xform(c.local_A); | 
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| 421 | Vector2 global_B = transform_B.basis_xform(c.local_B) + offset_B; | 
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| 422 |  | 
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| 423 | Vector2 axis = global_A - global_B; | 
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| 424 | real_t depth = axis.dot(c.normal); | 
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| 425 |  | 
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| 426 | if (depth <= 0.0) { | 
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| 427 | continue; | 
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| 428 | } | 
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| 429 |  | 
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| 430 | #ifdef DEBUG_ENABLED | 
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| 431 | if (space->is_debugging_contacts()) { | 
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| 432 | space->add_debug_contact(global_A + offset_A); | 
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| 433 | space->add_debug_contact(global_B + offset_A); | 
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| 434 | } | 
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| 435 | #endif | 
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| 436 |  | 
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| 437 | c.rA = global_A - A->get_center_of_mass(); | 
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| 438 | c.rB = global_B - B->get_center_of_mass() - offset_B; | 
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| 439 |  | 
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| 440 | // Precompute normal mass, tangent mass, and bias. | 
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| 441 | real_t rnA = c.rA.dot(c.normal); | 
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| 442 | real_t rnB = c.rB.dot(c.normal); | 
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| 443 | real_t kNormal = inv_mass_A + inv_mass_B; | 
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| 444 | kNormal += inv_inertia_A * (c.rA.dot(c.rA) - rnA * rnA) + inv_inertia_B * (c.rB.dot(c.rB) - rnB * rnB); | 
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| 445 | c.mass_normal = 1.0f / kNormal; | 
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| 446 |  | 
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| 447 | Vector2 tangent = c.normal.orthogonal(); | 
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| 448 | real_t rtA = c.rA.dot(tangent); | 
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| 449 | real_t rtB = c.rB.dot(tangent); | 
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| 450 | real_t kTangent = inv_mass_A + inv_mass_B; | 
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| 451 | kTangent += inv_inertia_A * (c.rA.dot(c.rA) - rtA * rtA) + inv_inertia_B * (c.rB.dot(c.rB) - rtB * rtB); | 
|---|
| 452 | c.mass_tangent = 1.0f / kTangent; | 
|---|
| 453 |  | 
|---|
| 454 | c.bias = -bias * inv_dt * MIN(0.0f, -depth + max_penetration); | 
|---|
| 455 | c.depth = depth; | 
|---|
| 456 |  | 
|---|
| 457 | Vector2 P = c.acc_normal_impulse * c.normal + c.acc_tangent_impulse * tangent; | 
|---|
| 458 |  | 
|---|
| 459 | c.acc_impulse -= P; | 
|---|
| 460 |  | 
|---|
| 461 | if (A->can_report_contacts() || B->can_report_contacts()) { | 
|---|
| 462 | Vector2 crB = Vector2(-B->get_angular_velocity() * c.rB.y, B->get_angular_velocity() * c.rB.x) + B->get_linear_velocity(); | 
|---|
| 463 | Vector2 crA = Vector2(-A->get_angular_velocity() * c.rA.y, A->get_angular_velocity() * c.rA.x) + A->get_linear_velocity(); | 
|---|
| 464 | if (A->can_report_contacts()) { | 
|---|
| 465 | 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); | 
|---|
| 466 | } | 
|---|
| 467 | if (B->can_report_contacts()) { | 
|---|
| 468 | 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); | 
|---|
| 469 | } | 
|---|
| 470 | } | 
|---|
| 471 |  | 
|---|
| 472 | if (report_contacts_only) { | 
|---|
| 473 | collided = false; | 
|---|
| 474 | continue; | 
|---|
| 475 | } | 
|---|
| 476 |  | 
|---|
| 477 | #ifdef ACCUMULATE_IMPULSES | 
|---|
| 478 | { | 
|---|
| 479 | // Apply normal + friction impulse | 
|---|
| 480 | if (collide_A) { | 
|---|
| 481 | A->apply_impulse(-P, c.rA + A->get_center_of_mass()); | 
|---|
| 482 | } | 
|---|
| 483 | if (collide_B) { | 
|---|
| 484 | B->apply_impulse(P, c.rB + B->get_center_of_mass()); | 
|---|
| 485 | } | 
|---|
| 486 | } | 
|---|
| 487 | #endif | 
|---|
| 488 |  | 
|---|
| 489 | c.bounce = combine_bounce(A, B); | 
|---|
| 490 | if (c.bounce) { | 
|---|
| 491 | Vector2 crA(-A->get_prev_angular_velocity() * c.rA.y, A->get_prev_angular_velocity() * c.rA.x); | 
|---|
| 492 | Vector2 crB(-B->get_prev_angular_velocity() * c.rB.y, B->get_prev_angular_velocity() * c.rB.x); | 
|---|
| 493 | Vector2 dv = B->get_prev_linear_velocity() + crB - A->get_prev_linear_velocity() - crA; | 
|---|
| 494 | c.bounce = c.bounce * dv.dot(c.normal); | 
|---|
| 495 | } | 
|---|
| 496 |  | 
|---|
| 497 | c.active = true; | 
|---|
| 498 | do_process = true; | 
|---|
| 499 | } | 
|---|
| 500 |  | 
|---|
| 501 | return do_process; | 
|---|
| 502 | } | 
|---|
| 503 |  | 
|---|
| 504 | void GodotBodyPair2D::solve(real_t p_step) { | 
|---|
| 505 | if (!collided || oneway_disabled) { | 
|---|
| 506 | return; | 
|---|
| 507 | } | 
|---|
| 508 |  | 
|---|
| 509 | const real_t max_bias_av = MAX_BIAS_ROTATION / p_step; | 
|---|
| 510 |  | 
|---|
| 511 | real_t inv_mass_A = collide_A ? A->get_inv_mass() : 0.0; | 
|---|
| 512 | real_t inv_mass_B = collide_B ? B->get_inv_mass() : 0.0; | 
|---|
| 513 |  | 
|---|
| 514 | for (int i = 0; i < contact_count; ++i) { | 
|---|
| 515 | Contact &c = contacts[i]; | 
|---|
| 516 |  | 
|---|
| 517 | if (!c.active) { | 
|---|
| 518 | continue; | 
|---|
| 519 | } | 
|---|
| 520 |  | 
|---|
| 521 | // Relative velocity at contact | 
|---|
| 522 |  | 
|---|
| 523 | Vector2 crA(-A->get_angular_velocity() * c.rA.y, A->get_angular_velocity() * c.rA.x); | 
|---|
| 524 | Vector2 crB(-B->get_angular_velocity() * c.rB.y, B->get_angular_velocity() * c.rB.x); | 
|---|
| 525 | Vector2 dv = B->get_linear_velocity() + crB - A->get_linear_velocity() - crA; | 
|---|
| 526 |  | 
|---|
| 527 | Vector2 crbA(-A->get_biased_angular_velocity() * c.rA.y, A->get_biased_angular_velocity() * c.rA.x); | 
|---|
| 528 | Vector2 crbB(-B->get_biased_angular_velocity() * c.rB.y, B->get_biased_angular_velocity() * c.rB.x); | 
|---|
| 529 | Vector2 dbv = B->get_biased_linear_velocity() + crbB - A->get_biased_linear_velocity() - crbA; | 
|---|
| 530 |  | 
|---|
| 531 | real_t vn = dv.dot(c.normal); | 
|---|
| 532 | real_t vbn = dbv.dot(c.normal); | 
|---|
| 533 |  | 
|---|
| 534 | Vector2 tangent = c.normal.orthogonal(); | 
|---|
| 535 | real_t vt = dv.dot(tangent); | 
|---|
| 536 |  | 
|---|
| 537 | real_t jbn = (c.bias - vbn) * c.mass_normal; | 
|---|
| 538 | real_t jbnOld = c.acc_bias_impulse; | 
|---|
| 539 | c.acc_bias_impulse = MAX(jbnOld + jbn, 0.0f); | 
|---|
| 540 |  | 
|---|
| 541 | Vector2 jb = c.normal * (c.acc_bias_impulse - jbnOld); | 
|---|
| 542 |  | 
|---|
| 543 | if (collide_A) { | 
|---|
| 544 | A->apply_bias_impulse(-jb, c.rA + A->get_center_of_mass(), max_bias_av); | 
|---|
| 545 | } | 
|---|
| 546 | if (collide_B) { | 
|---|
| 547 | B->apply_bias_impulse(jb, c.rB + B->get_center_of_mass(), max_bias_av); | 
|---|
| 548 | } | 
|---|
| 549 |  | 
|---|
| 550 | crbA = Vector2(-A->get_biased_angular_velocity() * c.rA.y, A->get_biased_angular_velocity() * c.rA.x); | 
|---|
| 551 | crbB = Vector2(-B->get_biased_angular_velocity() * c.rB.y, B->get_biased_angular_velocity() * c.rB.x); | 
|---|
| 552 | dbv = B->get_biased_linear_velocity() + crbB - A->get_biased_linear_velocity() - crbA; | 
|---|
| 553 |  | 
|---|
| 554 | vbn = dbv.dot(c.normal); | 
|---|
| 555 |  | 
|---|
| 556 | if (Math::abs(-vbn + c.bias) > MIN_VELOCITY) { | 
|---|
| 557 | real_t jbn_com = (-vbn + c.bias) / (inv_mass_A + inv_mass_B); | 
|---|
| 558 | real_t jbnOld_com = c.acc_bias_impulse_center_of_mass; | 
|---|
| 559 | c.acc_bias_impulse_center_of_mass = MAX(jbnOld_com + jbn_com, 0.0f); | 
|---|
| 560 |  | 
|---|
| 561 | Vector2 jb_com = c.normal * (c.acc_bias_impulse_center_of_mass - jbnOld_com); | 
|---|
| 562 |  | 
|---|
| 563 | if (collide_A) { | 
|---|
| 564 | A->apply_bias_impulse(-jb_com, A->get_center_of_mass(), 0.0f); | 
|---|
| 565 | } | 
|---|
| 566 | if (collide_B) { | 
|---|
| 567 | B->apply_bias_impulse(jb_com, B->get_center_of_mass(), 0.0f); | 
|---|
| 568 | } | 
|---|
| 569 | } | 
|---|
| 570 |  | 
|---|
| 571 | real_t jn = -(c.bounce + vn) * c.mass_normal; | 
|---|
| 572 | real_t jnOld = c.acc_normal_impulse; | 
|---|
| 573 | c.acc_normal_impulse = MAX(jnOld + jn, 0.0f); | 
|---|
| 574 |  | 
|---|
| 575 | real_t friction = combine_friction(A, B); | 
|---|
| 576 |  | 
|---|
| 577 | real_t jtMax = friction * c.acc_normal_impulse; | 
|---|
| 578 | real_t jt = -vt * c.mass_tangent; | 
|---|
| 579 | real_t jtOld = c.acc_tangent_impulse; | 
|---|
| 580 | c.acc_tangent_impulse = CLAMP(jtOld + jt, -jtMax, jtMax); | 
|---|
| 581 |  | 
|---|
| 582 | Vector2 j = c.normal * (c.acc_normal_impulse - jnOld) + tangent * (c.acc_tangent_impulse - jtOld); | 
|---|
| 583 |  | 
|---|
| 584 | if (collide_A) { | 
|---|
| 585 | A->apply_impulse(-j, c.rA + A->get_center_of_mass()); | 
|---|
| 586 | } | 
|---|
| 587 | if (collide_B) { | 
|---|
| 588 | B->apply_impulse(j, c.rB + B->get_center_of_mass()); | 
|---|
| 589 | } | 
|---|
| 590 | c.acc_impulse -= j; | 
|---|
| 591 | } | 
|---|
| 592 | } | 
|---|
| 593 |  | 
|---|
| 594 | GodotBodyPair2D::GodotBodyPair2D(GodotBody2D *p_A, int p_shape_A, GodotBody2D *p_B, int p_shape_B) : | 
|---|
| 595 | GodotConstraint2D(_arr, 2) { | 
|---|
| 596 | A = p_A; | 
|---|
| 597 | B = p_B; | 
|---|
| 598 | shape_A = p_shape_A; | 
|---|
| 599 | shape_B = p_shape_B; | 
|---|
| 600 | space = A->get_space(); | 
|---|
| 601 | A->add_constraint(this, 0); | 
|---|
| 602 | B->add_constraint(this, 1); | 
|---|
| 603 | } | 
|---|
| 604 |  | 
|---|
| 605 | GodotBodyPair2D::~GodotBodyPair2D() { | 
|---|
| 606 | A->remove_constraint(this, 0); | 
|---|
| 607 | B->remove_constraint(this, 1); | 
|---|
| 608 | } | 
|---|
| 609 |  | 
|---|