diff options
author | RĂ©mi Verschelde <remi@verschelde.fr> | 2021-07-13 20:41:09 +0200 |
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committer | GitHub <noreply@github.com> | 2021-07-13 20:41:09 +0200 |
commit | bc6ea717718bfbc94065462e9cc3f560442fd0c3 (patch) | |
tree | a1bbcb6722500d27a392c6139761f1fd8f13a315 /servers | |
parent | 7bc52e56c093342255c389fcc652eda2ced40b39 (diff) | |
parent | cf1ddfdb90c33564e6c7b240dc75ab4c04aa99b7 (diff) |
Merge pull request #50063 from nekomatata/more-accurate-move-and-slide
Make move_and_slide collision detection more accurate
Diffstat (limited to 'servers')
-rw-r--r-- | servers/physics_2d/space_2d_sw.cpp | 63 | ||||
-rw-r--r-- | servers/physics_3d/space_3d_sw.cpp | 77 |
2 files changed, 99 insertions, 41 deletions
diff --git a/servers/physics_2d/space_2d_sw.cpp b/servers/physics_2d/space_2d_sw.cpp index 4b123b2d46..cbde7144b7 100644 --- a/servers/physics_2d/space_2d_sw.cpp +++ b/servers/physics_2d/space_2d_sw.cpp @@ -283,22 +283,38 @@ bool PhysicsDirectSpaceState2DSW::cast_motion(const RID &p_shape, const Transfor continue; } - //just do kinematic solving - real_t low = 0; - real_t hi = 1; Vector2 mnormal = p_motion.normalized(); + //just do kinematic solving + real_t low = 0.0; + real_t hi = 1.0; + real_t fraction_coeff = 0.5; for (int j = 0; j < 8; j++) { //steps should be customizable.. - - real_t ofs = (low + hi) * 0.5; + real_t fraction = low + (hi - low) * fraction_coeff; Vector2 sep = mnormal; //important optimization for this to work fast enough - bool collided = CollisionSolver2DSW::solve(shape, p_xform, p_motion * ofs, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, &sep, p_margin); + bool collided = CollisionSolver2DSW::solve(shape, p_xform, p_motion * fraction, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, &sep, p_margin); if (collided) { - hi = ofs; + hi = fraction; + if ((j == 0) || (low > 0.0)) { // Did it not collide before? + // When alternating or first iteration, use dichotomy. + fraction_coeff = 0.5; + } else { + // When colliding again, converge faster towards low fraction + // for more accurate results with long motions that collide near the start. + fraction_coeff = 0.25; + } } else { - low = ofs; + low = fraction; + if ((j == 0) || (hi < 1.0)) { // Did it collide before? + // When alternating or first iteration, use dichotomy. + fraction_coeff = 0.5; + } else { + // When not colliding again, converge faster towards high fraction + // for more accurate results with long motions that collide near the end. + fraction_coeff = 0.75; + } } } @@ -957,20 +973,35 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co } //just do kinematic solving - real_t low = 0; - real_t hi = 1; - + real_t low = 0.0; + real_t hi = 1.0; + real_t fraction_coeff = 0.5; for (int k = 0; k < 8; k++) { //steps should be customizable.. - - real_t ofs = (low + hi) * 0.5; + real_t fraction = low + (hi - low) * fraction_coeff; Vector2 sep = motion_normal; //important optimization for this to work fast enough - bool collided = CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_motion * ofs, against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, &sep, 0); + bool collided = CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_motion * fraction, against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, &sep, 0); if (collided) { - hi = ofs; + hi = fraction; + if ((k == 0) || (low > 0.0)) { // Did it not collide before? + // When alternating or first iteration, use dichotomy. + fraction_coeff = 0.5; + } else { + // When colliding again, converge faster towards low fraction + // for more accurate results with long motions that collide near the start. + fraction_coeff = 0.25; + } } else { - low = ofs; + low = fraction; + if ((k == 0) || (hi < 1.0)) { // Did it collide before? + // When alternating or first iteration, use dichotomy. + fraction_coeff = 0.5; + } else { + // When not colliding again, converge faster towards high fraction + // for more accurate results with long motions that collide near the end. + fraction_coeff = 0.75; + } } } diff --git a/servers/physics_3d/space_3d_sw.cpp b/servers/physics_3d/space_3d_sw.cpp index eff480396d..cdae744ead 100644 --- a/servers/physics_3d/space_3d_sw.cpp +++ b/servers/physics_3d/space_3d_sw.cpp @@ -255,6 +255,8 @@ bool PhysicsDirectSpaceState3DSW::cast_motion(const RID &p_shape, const Transfor bool best_first = true; + Vector3 motion_normal = p_motion.normalized(); + Vector3 closest_A, closest_B; for (int i = 0; i < amount; i++) { @@ -270,7 +272,7 @@ bool PhysicsDirectSpaceState3DSW::cast_motion(const RID &p_shape, const Transfor int shape_idx = space->intersection_query_subindex_results[i]; Vector3 point_A, point_B; - Vector3 sep_axis = p_motion.normalized(); + Vector3 sep_axis = motion_normal; Transform3D col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx); //test initial overlap, does it collide if going all the way? @@ -279,35 +281,47 @@ bool PhysicsDirectSpaceState3DSW::cast_motion(const RID &p_shape, const Transfor } //test initial overlap, ignore objects it's inside of. - sep_axis = p_motion.normalized(); + sep_axis = motion_normal; if (!CollisionSolver3DSW::solve_distance(shape, p_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) { continue; } //just do kinematic solving - real_t low = 0; - real_t hi = 1; - Vector3 mnormal = p_motion.normalized(); - + real_t low = 0.0; + real_t hi = 1.0; + real_t fraction_coeff = 0.5; for (int j = 0; j < 8; j++) { //steps should be customizable.. + real_t fraction = low + (hi - low) * fraction_coeff; - real_t ofs = (low + hi) * 0.5; - - Vector3 sep = mnormal; //important optimization for this to work fast enough - - mshape.motion = xform_inv.basis.xform(p_motion * ofs); + mshape.motion = xform_inv.basis.xform(p_motion * fraction); Vector3 lA, lB; - + Vector3 sep = motion_normal; //important optimization for this to work fast enough bool collided = !CollisionSolver3DSW::solve_distance(&mshape, p_xform, col_obj->get_shape(shape_idx), col_obj_xform, lA, lB, aabb, &sep); if (collided) { - hi = ofs; + hi = fraction; + if ((j == 0) || (low > 0.0)) { // Did it not collide before? + // When alternating or first iteration, use dichotomy. + fraction_coeff = 0.5; + } else { + // When colliding again, converge faster towards low fraction + // for more accurate results with long motions that collide near the start. + fraction_coeff = 0.25; + } } else { point_A = lA; point_B = lB; - low = ofs; + low = fraction; + if ((j == 0) || (hi < 1.0)) { // Did it collide before? + // When alternating or first iteration, use dichotomy. + fraction_coeff = 0.5; + } else { + // When not colliding again, converge faster towards high fraction + // for more accurate results with long motions that collide near the end. + fraction_coeff = 0.75; + } } } @@ -902,27 +916,40 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co } //just do kinematic solving - real_t low = 0; - real_t hi = 1; - + real_t low = 0.0; + real_t hi = 1.0; + real_t fraction_coeff = 0.5; for (int k = 0; k < 8; k++) { //steps should be customizable.. + real_t fraction = low + (hi - low) * fraction_coeff; - real_t ofs = (low + hi) * 0.5; - - Vector3 sep = motion_normal; //important optimization for this to work fast enough - - mshape.motion = body_shape_xform_inv.basis.xform(p_motion * ofs); + mshape.motion = body_shape_xform_inv.basis.xform(p_motion * fraction); Vector3 lA, lB; - + Vector3 sep = motion_normal; //important optimization for this to work fast enough bool collided = !CollisionSolver3DSW::solve_distance(&mshape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, lA, lB, motion_aabb, &sep); if (collided) { - hi = ofs; + hi = fraction; + if ((k == 0) || (low > 0.0)) { // Did it not collide before? + // When alternating or first iteration, use dichotomy. + fraction_coeff = 0.5; + } else { + // When colliding again, converge faster towards low fraction + // for more accurate results with long motions that collide near the start. + fraction_coeff = 0.25; + } } else { point_A = lA; point_B = lB; - low = ofs; + low = fraction; + if ((k == 0) || (hi < 1.0)) { // Did it collide before? + // When alternating or first iteration, use dichotomy. + fraction_coeff = 0.5; + } else { + // When not colliding again, converge faster towards high fraction + // for more accurate results with long motions that collide near the end. + fraction_coeff = 0.75; + } } } |