diff options
author | RĂ©mi Verschelde <remi@verschelde.fr> | 2022-10-13 20:34:00 +0200 |
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committer | GitHub <noreply@github.com> | 2022-10-13 20:34:00 +0200 |
commit | 46a1b92bb7756ff3934c643ecf49d86982ff754d (patch) | |
tree | fd00d7d2c0118d209c3de9841d7c8a1debd3bcb8 /servers | |
parent | 01ae26d31befb6679ecd92cd3c73aa5a76162e95 (diff) | |
parent | 71d2e38cb528c95b0b154c5c9b22b0be4f04884a (diff) |
Merge pull request #66294 from reduz/optimize-convex-collision
Diffstat (limited to 'servers')
-rw-r--r-- | servers/physics_3d/godot_collision_solver_3d_sat.cpp | 61 | ||||
-rw-r--r-- | servers/physics_3d/godot_shape_3d.cpp | 21 | ||||
-rw-r--r-- | servers/rendering_server.cpp | 4 |
3 files changed, 56 insertions, 30 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() { diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp index e12c4fc79a..cf13118451 100644 --- a/servers/rendering_server.cpp +++ b/servers/rendering_server.cpp @@ -2791,10 +2791,10 @@ void RenderingServer::mesh_add_surface_from_mesh_data(RID p_mesh, const Geometry Vector<Vector3> vertices; Vector<Vector3> normals; - for (int i = 0; i < p_mesh_data.faces.size(); i++) { + for (uint32_t i = 0; i < p_mesh_data.faces.size(); i++) { const Geometry3D::MeshData::Face &f = p_mesh_data.faces[i]; - for (int j = 2; j < f.indices.size(); j++) { + for (uint32_t j = 2; j < f.indices.size(); j++) { vertices.push_back(p_mesh_data.vertices[f.indices[0]]); normals.push_back(f.plane.normal); |