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authorJuan Linietsky <reduzio@gmail.com>2022-09-23 12:37:40 +0200
committerJuan Linietsky <reduzio@gmail.com>2022-10-13 19:07:53 +0200
commit71d2e38cb528c95b0b154c5c9b22b0be4f04884a (patch)
tree5cdf41318b4bd337921edd10e6453097830afad6 /servers/physics_3d
parent99bc4905cbdeec4f91673aaf501703e28180c9d9 (diff)
Optimize Convex Collision
Implements the Gauss Mapping optimization to SAT convex collision test. * Described [here](https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2013/slides/822403Gregorius_Dirk_TheSeparatingAxisTest.pdf) by Dirk Gregorius. * Requires adding of face information to edges in MeshData * Took the chance to convert MeshData to LocalVector for performance.
Diffstat (limited to 'servers/physics_3d')
-rw-r--r--servers/physics_3d/godot_collision_solver_3d_sat.cpp61
-rw-r--r--servers/physics_3d/godot_shape_3d.cpp21
2 files changed, 54 insertions, 28 deletions
diff --git a/servers/physics_3d/godot_collision_solver_3d_sat.cpp b/servers/physics_3d/godot_collision_solver_3d_sat.cpp
index 933a5e28df..96253cb452 100644
--- a/servers/physics_3d/godot_collision_solver_3d_sat.cpp
+++ b/servers/physics_3d/godot_collision_solver_3d_sat.cpp
@@ -964,8 +964,8 @@ static void _collision_sphere_convex_polygon(const GodotShape3D *p_a, const Tran
// edges of B
for (int i = 0; i < edge_count; i++) {
- Vector3 v1 = p_transform_b.xform(vertices[edges[i].a]);
- Vector3 v2 = p_transform_b.xform(vertices[edges[i].b]);
+ Vector3 v1 = p_transform_b.xform(vertices[edges[i].vertex_a]);
+ Vector3 v2 = p_transform_b.xform(vertices[edges[i].vertex_b]);
Vector3 v3 = p_transform_a.origin;
Vector3 n1 = v2 - v1;
@@ -1404,7 +1404,7 @@ static void _collision_box_convex_polygon(const GodotShape3D *p_a, const Transfo
Vector3 e1 = p_transform_a.basis.get_column(i);
for (int j = 0; j < edge_count; j++) {
- Vector3 e2 = p_transform_b.basis.xform(vertices[edges[j].a]) - p_transform_b.basis.xform(vertices[edges[j].b]);
+ Vector3 e2 = p_transform_b.basis.xform(vertices[edges[j].vertex_a]) - p_transform_b.basis.xform(vertices[edges[j].vertex_b]);
Vector3 axis = e1.cross(e2).normalized();
@@ -1460,8 +1460,8 @@ static void _collision_box_convex_polygon(const GodotShape3D *p_a, const Transfo
}
for (int e = 0; e < edge_count; e++) {
- Vector3 p1 = p_transform_b.xform(vertices[edges[e].a]);
- Vector3 p2 = p_transform_b.xform(vertices[edges[e].b]);
+ Vector3 p1 = p_transform_b.xform(vertices[edges[e].vertex_a]);
+ Vector3 p2 = p_transform_b.xform(vertices[edges[e].vertex_b]);
Vector3 n = (p2 - p1);
if (!separator.test_axis((point - p2).cross(n).cross(n).normalized())) {
@@ -1771,7 +1771,7 @@ static void _collision_capsule_convex_polygon(const GodotShape3D *p_a, const Tra
for (int i = 0; i < edge_count; i++) {
// cylinder
- Vector3 edge_axis = p_transform_b.basis.xform(vertices[edges[i].a]) - p_transform_b.basis.xform(vertices[edges[i].b]);
+ Vector3 edge_axis = p_transform_b.basis.xform(vertices[edges[i].vertex_a]) - p_transform_b.basis.xform(vertices[edges[i].vertex_b]);
Vector3 axis = edge_axis.cross(p_transform_a.basis.get_column(1)).normalized();
if (!separator.test_axis(axis)) {
@@ -1789,8 +1789,8 @@ static void _collision_capsule_convex_polygon(const GodotShape3D *p_a, const Tra
Vector3 sphere_pos = p_transform_a.origin + ((i == 0) ? capsule_axis : -capsule_axis);
for (int j = 0; j < edge_count; j++) {
- Vector3 n1 = sphere_pos - p_transform_b.xform(vertices[edges[j].a]);
- Vector3 n2 = p_transform_b.basis.xform(vertices[edges[j].a]) - p_transform_b.basis.xform(vertices[edges[j].b]);
+ Vector3 n1 = sphere_pos - p_transform_b.xform(vertices[edges[j].vertex_a]);
+ Vector3 n2 = p_transform_b.basis.xform(vertices[edges[j].vertex_a]) - p_transform_b.basis.xform(vertices[edges[j].vertex_b]);
Vector3 axis = n1.cross(n2).cross(n2).normalized();
@@ -2075,6 +2075,16 @@ static void _collision_cylinder_face(const GodotShape3D *p_a, const Transform3D
separator.generate_contacts();
}
+static _FORCE_INLINE_ bool is_minkowski_face(const Vector3 &A, const Vector3 &B, const Vector3 &B_x_A, const Vector3 &C, const Vector3 &D, const Vector3 &D_x_C) {
+ // Test if arcs AB and CD intersect on the unit sphere
+ real_t CBA = C.dot(B_x_A);
+ real_t DBA = D.dot(B_x_A);
+ real_t ADC = A.dot(D_x_C);
+ real_t BDC = B.dot(D_x_C);
+
+ return (CBA * DBA < 0.0f) && (ADC * BDC < 0.0f) && (CBA * BDC > 0.0f);
+}
+
template <bool withMargin>
static void _collision_convex_polygon_convex_polygon(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
const GodotConvexPolygonShape3D *convex_polygon_A = static_cast<const GodotConvexPolygonShape3D *>(p_a);
@@ -2129,16 +2139,27 @@ static void _collision_convex_polygon_convex_polygon(const GodotShape3D *p_a, co
}
// A<->B edges
+
for (int i = 0; i < edge_count_A; i++) {
- Vector3 e1 = p_transform_a.basis.xform(vertices_A[edges_A[i].a]) - p_transform_a.basis.xform(vertices_A[edges_A[i].b]);
+ Vector3 p1 = p_transform_a.xform(vertices_A[edges_A[i].vertex_a]);
+ Vector3 q1 = p_transform_a.xform(vertices_A[edges_A[i].vertex_b]);
+ Vector3 e1 = q1 - p1;
+ Vector3 u1 = p_transform_a.basis.xform(faces_A[edges_A[i].face_a].plane.normal).normalized();
+ Vector3 v1 = p_transform_a.basis.xform(faces_A[edges_A[i].face_b].plane.normal).normalized();
for (int j = 0; j < edge_count_B; j++) {
- Vector3 e2 = p_transform_b.basis.xform(vertices_B[edges_B[j].a]) - p_transform_b.basis.xform(vertices_B[edges_B[j].b]);
+ Vector3 p2 = p_transform_b.xform(vertices_B[edges_B[j].vertex_a]);
+ Vector3 q2 = p_transform_b.xform(vertices_B[edges_B[j].vertex_b]);
+ Vector3 e2 = q2 - p2;
+ Vector3 u2 = p_transform_b.basis.xform(faces_B[edges_B[j].face_a].plane.normal).normalized();
+ Vector3 v2 = p_transform_b.basis.xform(faces_B[edges_B[j].face_b].plane.normal).normalized();
- Vector3 axis = e1.cross(e2).normalized();
+ if (is_minkowski_face(u1, v1, -e1, -u2, -v2, -e2)) {
+ Vector3 axis = e1.cross(e2).normalized();
- if (!separator.test_axis(axis)) {
- return;
+ if (!separator.test_axis(axis)) {
+ return;
+ }
}
}
}
@@ -2157,8 +2178,8 @@ static void _collision_convex_polygon_convex_polygon(const GodotShape3D *p_a, co
//edge-vertex (shell)
for (int i = 0; i < edge_count_A; i++) {
- Vector3 e1 = p_transform_a.basis.xform(vertices_A[edges_A[i].a]);
- Vector3 e2 = p_transform_a.basis.xform(vertices_A[edges_A[i].b]);
+ Vector3 e1 = p_transform_a.basis.xform(vertices_A[edges_A[i].vertex_a]);
+ Vector3 e2 = p_transform_a.basis.xform(vertices_A[edges_A[i].vertex_b]);
Vector3 n = (e2 - e1);
for (int j = 0; j < vertex_count_B; j++) {
@@ -2171,8 +2192,8 @@ static void _collision_convex_polygon_convex_polygon(const GodotShape3D *p_a, co
}
for (int i = 0; i < edge_count_B; i++) {
- Vector3 e1 = p_transform_b.basis.xform(vertices_B[edges_B[i].a]);
- Vector3 e2 = p_transform_b.basis.xform(vertices_B[edges_B[i].b]);
+ Vector3 e1 = p_transform_b.basis.xform(vertices_B[edges_B[i].vertex_a]);
+ Vector3 e2 = p_transform_b.basis.xform(vertices_B[edges_B[i].vertex_b]);
Vector3 n = (e2 - e1);
for (int j = 0; j < vertex_count_A; j++) {
@@ -2231,7 +2252,7 @@ static void _collision_convex_polygon_face(const GodotShape3D *p_a, const Transf
// A<->B edges
for (int i = 0; i < edge_count; i++) {
- Vector3 e1 = p_transform_a.xform(vertices[edges[i].a]) - p_transform_a.xform(vertices[edges[i].b]);
+ Vector3 e1 = p_transform_a.xform(vertices[edges[i].vertex_a]) - p_transform_a.xform(vertices[edges[i].vertex_b]);
for (int j = 0; j < 3; j++) {
Vector3 e2 = vertex[j] - vertex[(j + 1) % 3];
@@ -2266,8 +2287,8 @@ static void _collision_convex_polygon_face(const GodotShape3D *p_a, const Transf
//edge-vertex (shell)
for (int i = 0; i < edge_count; i++) {
- Vector3 e1 = p_transform_a.basis.xform(vertices[edges[i].a]);
- Vector3 e2 = p_transform_a.basis.xform(vertices[edges[i].b]);
+ Vector3 e1 = p_transform_a.basis.xform(vertices[edges[i].vertex_a]);
+ Vector3 e2 = p_transform_a.basis.xform(vertices[edges[i].vertex_b]);
Vector3 n = (e2 - e1);
for (int j = 0; j < 3; j++) {
diff --git a/servers/physics_3d/godot_shape_3d.cpp b/servers/physics_3d/godot_shape_3d.cpp
index e051c688fa..cd61ceab62 100644
--- a/servers/physics_3d/godot_shape_3d.cpp
+++ b/servers/physics_3d/godot_shape_3d.cpp
@@ -915,13 +915,13 @@ void GodotConvexPolygonShape3D::get_supports(const Vector3 &p_normal, int p_max,
}
for (int i = 0; i < ec; i++) {
- real_t dot = (vertices[edges[i].a] - vertices[edges[i].b]).normalized().dot(p_normal);
+ real_t dot = (vertices[edges[i].vertex_a] - vertices[edges[i].vertex_b]).normalized().dot(p_normal);
dot = ABS(dot);
- if (dot < edge_support_threshold && (edges[i].a == vtx || edges[i].b == vtx)) {
+ if (dot < edge_support_threshold && (edges[i].vertex_a == vtx || edges[i].vertex_b == vtx)) {
r_amount = 2;
r_type = FEATURE_EDGE;
- r_supports[0] = vertices[edges[i].a];
- r_supports[1] = vertices[edges[i].b];
+ r_supports[0] = vertices[edges[i].vertex_a];
+ r_supports[1] = vertices[edges[i].vertex_b];
return;
}
}
@@ -1025,8 +1025,8 @@ Vector3 GodotConvexPolygonShape3D::get_closest_point_to(const Vector3 &p_point)
int ec = mesh.edges.size();
for (int i = 0; i < ec; i++) {
Vector3 s[2] = {
- vertices[edges[i].a],
- vertices[edges[i].b]
+ vertices[edges[i].vertex_a],
+ vertices[edges[i].vertex_b]
};
Vector3 closest = Geometry3D::get_closest_point_to_segment(p_point, s);
@@ -1058,7 +1058,7 @@ void GodotConvexPolygonShape3D::_setup(const Vector<Vector3> &p_vertices) {
AABB _aabb;
- for (int i = 0; i < mesh.vertices.size(); i++) {
+ for (uint32_t i = 0; i < mesh.vertices.size(); i++) {
if (i == 0) {
_aabb.position = mesh.vertices[i];
} else {
@@ -1074,7 +1074,12 @@ void GodotConvexPolygonShape3D::set_data(const Variant &p_data) {
}
Variant GodotConvexPolygonShape3D::get_data() const {
- return mesh.vertices;
+ Vector<Vector3> vertices;
+ vertices.resize(mesh.vertices.size());
+ for (uint32_t i = 0; i < mesh.vertices.size(); i++) {
+ vertices.write[i] = mesh.vertices[i];
+ }
+ return vertices;
}
GodotConvexPolygonShape3D::GodotConvexPolygonShape3D() {