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authorRĂ©mi Verschelde <remi@verschelde.fr>2021-11-11 18:22:53 +0100
committerGitHub <noreply@github.com>2021-11-11 18:22:53 +0100
commit86460db2319b463b5a30663df6e0913788039390 (patch)
treebc6f40c4d9b77e5c1128298fd54e9a6523151c47 /servers/physics_3d/godot_shape_3d.cpp
parentc0fdbf16c97d1e688d3bfa644528efc5f9478f25 (diff)
parentc3ae7ddedd8526fff273237cb61ebb866a723af5 (diff)
Merge pull request #54857 from nekomatata/raycast-hit-from-inside
Diffstat (limited to 'servers/physics_3d/godot_shape_3d.cpp')
-rw-r--r--servers/physics_3d/godot_shape_3d.cpp30
1 files changed, 15 insertions, 15 deletions
diff --git a/servers/physics_3d/godot_shape_3d.cpp b/servers/physics_3d/godot_shape_3d.cpp
index 4c12a5a948..b520ee45c7 100644
--- a/servers/physics_3d/godot_shape_3d.cpp
+++ b/servers/physics_3d/godot_shape_3d.cpp
@@ -119,7 +119,7 @@ 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) const {
+bool GodotWorldBoundaryShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const {
bool inters = plane.intersects_segment(p_begin, p_end, &r_result);
if (inters) {
r_normal = plane.normal;
@@ -200,7 +200,7 @@ void GodotSeparationRayShape3D::get_supports(const Vector3 &p_normal, int p_max,
}
}
-bool GodotSeparationRayShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
+bool GodotSeparationRayShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const {
return false; //simply not possible
}
@@ -268,7 +268,7 @@ void GodotSphereShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector
r_type = FEATURE_POINT;
}
-bool GodotSphereShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
+bool GodotSphereShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const {
return Geometry3D::segment_intersects_sphere(p_begin, p_end, Vector3(), radius, &r_result, &r_normal);
}
@@ -410,7 +410,7 @@ void GodotBoxShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *
r_supports[0] = point;
}
-bool GodotBoxShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
+bool GodotBoxShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const {
AABB aabb(-half_extents, half_extents * 2.0);
return aabb.intersects_segment(p_begin, p_end, &r_result, &r_normal);
@@ -546,7 +546,7 @@ void GodotCapsuleShape3D::get_supports(const Vector3 &p_normal, int p_max, Vecto
}
}
-bool GodotCapsuleShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
+bool GodotCapsuleShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const {
Vector3 norm = (p_end - p_begin).normalized();
real_t min_d = 1e20;
@@ -761,7 +761,7 @@ void GodotCylinderShape3D::get_supports(const Vector3 &p_normal, int p_max, Vect
}
}
-bool GodotCylinderShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
+bool GodotCylinderShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const {
return Geometry3D::segment_intersects_cylinder(p_begin, p_end, height, radius, &r_result, &r_normal, 1);
}
@@ -954,7 +954,7 @@ void GodotConvexPolygonShape3D::get_supports(const Vector3 &p_normal, int p_max,
r_type = FEATURE_POINT;
}
-bool GodotConvexPolygonShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
+bool GodotConvexPolygonShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const {
const Geometry3D::MeshData::Face *faces = mesh.faces.ptr();
int fc = mesh.faces.size();
@@ -1188,12 +1188,12 @@ void GodotFaceShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3
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) const {
+bool GodotFaceShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, 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) {
+ if (backface_collision && p_hit_back_faces) {
r_normal = -r_normal;
} else {
c = false;
@@ -1304,7 +1304,7 @@ void GodotConcavePolygonShape3D::_cull_segment(int p_idx, _SegmentCullParams *p_
Vector3 res;
Vector3 normal;
- if (face->intersect_segment(p_params->from, p_params->to, res, normal)) {
+ if (face->intersect_segment(p_params->from, p_params->to, res, normal, 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;
@@ -1323,7 +1323,7 @@ void GodotConcavePolygonShape3D::_cull_segment(int p_idx, _SegmentCullParams *p_
}
}
-bool GodotConcavePolygonShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
+bool GodotConcavePolygonShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const {
if (faces.size() == 0) {
return false;
}
@@ -1334,7 +1334,7 @@ bool GodotConcavePolygonShape3D::intersect_segment(const Vector3 &p_begin, const
const BVH *br = bvh.ptr();
GodotFaceShape3D face;
- face.backface_collision = backface_collision;
+ face.backface_collision = backface_collision && p_hit_back_faces;
_SegmentCullParams params;
params.from = p_begin;
@@ -1675,7 +1675,7 @@ struct _HeightmapGridCullState {
_FORCE_INLINE_ bool _heightmap_face_cull_segment(_HeightmapSegmentCullParams &p_params) {
Vector3 res;
Vector3 normal;
- if (p_params.face->intersect_segment(p_params.from, p_params.to, res, normal)) {
+ if (p_params.face->intersect_segment(p_params.from, p_params.to, res, normal, true)) {
p_params.result = res;
p_params.normal = normal;
return true;
@@ -1881,7 +1881,7 @@ bool GodotHeightMapShape3D::_intersect_grid_segment(ProcessFunction &p_process,
return false;
}
-bool GodotHeightMapShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal) const {
+bool GodotHeightMapShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, bool p_hit_back_faces) const {
if (heights.is_empty()) {
return false;
}
@@ -1899,7 +1899,7 @@ bool GodotHeightMapShape3D::intersect_segment(const Vector3 &p_begin, const Vect
// Simple case for rays that don't traverse the grid horizontally.
// Just perform a test on the given cell.
GodotFaceShape3D face;
- face.backface_collision = false;
+ face.backface_collision = p_hit_back_faces;
_HeightmapSegmentCullParams params;
params.from = p_begin;