godot/modules/bullet/btRayShape.cpp
Daniel Rakos f7511511b1 Fix RayShape collision when used with a KinematicBody (Bullet Physics)
- Added code handling non-compound collision to recover_from_penetration_ray()
  which is now needed due to the optimization avoiding the use of compound
  collisions when only a single collision shape is used.
- Removed arbitrary margin applied in the collision algorithm of RayShapes
  which causes jittered movement. For lack of a better replacement and for
  lack of any explanation on why it has been introduced, it's now using the
  shape's margin property instead which is small enough to not show visible
  jitter.
- Tried to get rid of inconsistent uses of the collision margin.
- Removed hack from GodotDeepPenetrationContactResultCallback::addContactPoint
  for RayShape collision as it's no longer needed as the collision algorithm
  of RayShapes correctly calculates the contact normal for a while now.

Fixes #25227.
2019-02-19 11:16:05 +01:00

105 lines
4.1 KiB
C++

/*************************************************************************/
/* btRayShape.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/*************************************************************************/
#include "btRayShape.h"
#include "core/math/math_funcs.h"
#include <LinearMath/btAabbUtil2.h>
/**
@author AndreaCatania
*/
btRayShape::btRayShape(btScalar length) :
btConvexInternalShape(),
m_shapeAxis(0, 0, 1) {
m_shapeType = CUSTOM_CONVEX_SHAPE_TYPE;
setLength(length);
}
btRayShape::~btRayShape() {
}
void btRayShape::setLength(btScalar p_length) {
m_length = p_length;
reload_cache();
}
void btRayShape::setSlipsOnSlope(bool p_slipsOnSlope) {
slipsOnSlope = p_slipsOnSlope;
}
btVector3 btRayShape::localGetSupportingVertex(const btVector3 &vec) const {
return localGetSupportingVertexWithoutMargin(vec) + (m_shapeAxis * m_collisionMargin);
}
btVector3 btRayShape::localGetSupportingVertexWithoutMargin(const btVector3 &vec) const {
if (vec.z() > 0)
return m_shapeAxis * m_cacheScaledLength;
else
return btVector3(0, 0, 0);
}
void btRayShape::batchedUnitVectorGetSupportingVertexWithoutMargin(const btVector3 *vectors, btVector3 *supportVerticesOut, int numVectors) const {
for (int i = 0; i < numVectors; ++i) {
supportVerticesOut[i] = localGetSupportingVertexWithoutMargin(vectors[i]);
}
}
void btRayShape::getAabb(const btTransform &t, btVector3 &aabbMin, btVector3 &aabbMax) const {
#define MARGIN_BROADPHASE 0.1
btVector3 localAabbMin(0, 0, 0);
btVector3 localAabbMax(m_shapeAxis * (m_cacheScaledLength + m_collisionMargin));
btTransformAabb(localAabbMin, localAabbMax, MARGIN_BROADPHASE, t, aabbMin, aabbMax);
}
void btRayShape::calculateLocalInertia(btScalar mass, btVector3 &inertia) const {
inertia.setZero();
}
int btRayShape::getNumPreferredPenetrationDirections() const {
return 0;
}
void btRayShape::getPreferredPenetrationDirection(int index, btVector3 &penetrationVector) const {
penetrationVector.setZero();
}
void btRayShape::reload_cache() {
m_cacheScaledLength = m_length * m_localScaling[2];
m_cacheSupportPoint.setIdentity();
m_cacheSupportPoint.setOrigin(m_shapeAxis * (m_cacheScaledLength + m_collisionMargin));
}