diff options
author | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-02-09 11:25:29 -0700 |
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committer | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-02-10 10:00:53 -0700 |
commit | 333f184734edc640b9a6f0f053124d8d05504c86 (patch) | |
tree | e4cbf5c8dc1b8dfb55a8a60a4b101f25ca09705d /core/math/geometry_3d.h | |
parent | 1808f1d76d51b67513c0cd864444f20ecf808601 (diff) |
Cylinder support in Godot Physics 3D
Cylinder collision detection uses a mix of SAT and GJKEPA.
GJKEPA is used to find the best separation axis in cases where finding
it analytically is too complex.
Changes in SAT solver:
Added support for generating separation axes for cylinder shape.
Added support for generating contact points with circle feature.
Changes in GJKEPA solver:
Updated from latest Bullet version which includes EPA fixes in some
scenarios.
Setting a lower EPA_ACCURACY to fix accuracy problems with cylinder vs.
cylinder in some cases.
Diffstat (limited to 'core/math/geometry_3d.h')
-rw-r--r-- | core/math/geometry_3d.h | 33 |
1 files changed, 21 insertions, 12 deletions
diff --git a/core/math/geometry_3d.h b/core/math/geometry_3d.h index 825817af5e..4ef9b4dbe6 100644 --- a/core/math/geometry_3d.h +++ b/core/math/geometry_3d.h @@ -252,27 +252,34 @@ public: return true; } - static inline bool segment_intersects_cylinder(const Vector3 &p_from, const Vector3 &p_to, real_t p_height, real_t p_radius, Vector3 *r_res = nullptr, Vector3 *r_norm = nullptr) { + static inline bool segment_intersects_cylinder(const Vector3 &p_from, const Vector3 &p_to, real_t p_height, real_t p_radius, Vector3 *r_res = nullptr, Vector3 *r_norm = nullptr, int p_cylinder_axis = 2) { Vector3 rel = (p_to - p_from); real_t rel_l = rel.length(); if (rel_l < CMP_EPSILON) { return false; // Both points are the same. } + ERR_FAIL_COND_V(p_cylinder_axis < 0, false); + ERR_FAIL_COND_V(p_cylinder_axis > 2, false); + Vector3 cylinder_axis; + cylinder_axis[p_cylinder_axis] = 1.0; + // First check if they are parallel. Vector3 normal = (rel / rel_l); - Vector3 crs = normal.cross(Vector3(0, 0, 1)); + Vector3 crs = normal.cross(cylinder_axis); real_t crs_l = crs.length(); - Vector3 z_dir; + Vector3 axis_dir; if (crs_l < CMP_EPSILON) { - z_dir = Vector3(1, 0, 0); // Any x/y vector OK. + Vector3 side_axis; + side_axis[(p_cylinder_axis + 1) % 3] = 1.0; // Any side axis OK. + axis_dir = side_axis; } else { - z_dir = crs / crs_l; + axis_dir = crs / crs_l; } - real_t dist = z_dir.dot(p_from); + real_t dist = axis_dir.dot(p_from); if (dist >= p_radius) { return false; // Too far away. @@ -285,10 +292,10 @@ public: } Size2 size(Math::sqrt(w2), p_height * 0.5); - Vector3 x_dir = z_dir.cross(Vector3(0, 0, 1)).normalized(); + Vector3 side_dir = axis_dir.cross(cylinder_axis).normalized(); - Vector2 from2D(x_dir.dot(p_from), p_from.z); - Vector2 to2D(x_dir.dot(p_to), p_to.z); + Vector2 from2D(side_dir.dot(p_from), p_from[p_cylinder_axis]); + Vector2 to2D(side_dir.dot(p_to), p_to[p_cylinder_axis]); real_t min = 0, max = 1; @@ -335,10 +342,12 @@ public: Vector3 res_normal = result; if (axis == 0) { - res_normal.z = 0; + res_normal[p_cylinder_axis] = 0; } else { - res_normal.x = 0; - res_normal.y = 0; + int axis_side = (p_cylinder_axis + 1) % 3; + res_normal[axis_side] = 0; + axis_side = (axis_side + 1) % 3; + res_normal[axis_side] = 0; } res_normal.normalize(); |