diff options
-rw-r--r-- | doc/classes/float.xml | 8 | ||||
-rw-r--r-- | doc/classes/int.xml | 2 | ||||
-rw-r--r-- | methods.py | 9 | ||||
-rw-r--r-- | modules/bullet/space_bullet.cpp | 25 |
4 files changed, 40 insertions, 4 deletions
diff --git a/doc/classes/float.xml b/doc/classes/float.xml index 60878eb0bd..4bf04fe25f 100644 --- a/doc/classes/float.xml +++ b/doc/classes/float.xml @@ -4,9 +4,13 @@ Float built-in type. </brief_description> <description> - Float built-in type. + The [float] built-in type is a 64-bit double-precision floating-point number, equivalent to [code]double[/code] in C++. This type has 14 reliable decimal digits of precision. The [float] type can be stored in [Variant], which is the generic type used by the engine. The maximum value of [float] is approximately [code]1.79769e308[/code], and the minimum is approximately [code]-1.79769e308[/code]. + Many methods and properties in the engine use 32-bit single-precision floating-point numbers instead, equivalent to [code]float[/code] in C++, which have 6 reliable decimal digits of precision. For data structures such as [Vector2] and [Vector3], Godot uses 32-bit floating-point numbers by default, but it can be changed to use 64-bit doubles if Godot is compiled with the [code]float=64[/code] option. + Math done using the [float] type is not guaranteed to be exact or deterministic, and will often result in small errors. You should usually use the [method @GlobalScope.is_equal_approx] and [method @GlobalScope.is_zero_approx] methods instead of [code]==[/code] to compare [float] values for equality. </description> <tutorials> + <link title="Wikipedia: Double-precision floating-point format">https://en.wikipedia.org/wiki/Double-precision_floating-point_format</link> + <link title="Wikipedia: Single-precision floating-point format">https://en.wikipedia.org/wiki/Single-precision_floating-point_format</link> </tutorials> <methods> <method name="float" qualifiers="constructor"> @@ -231,11 +235,13 @@ <method name="operator unary+" qualifiers="operator"> <return type="float" /> <description> + Returns the same value as if the [code]+[/code] was not there. Unary [code]+[/code] does nothing, but sometimes it can make your code more readable. </description> </method> <method name="operator unary-" qualifiers="operator"> <return type="float" /> <description> + Returns the negative value of the [float]. If positive, turns the number negative. If negative, turns the number positive. With floats, the number zero can be either positive or negative. </description> </method> </methods> diff --git a/doc/classes/int.xml b/doc/classes/int.xml index 84a01aa0d0..32b5fe1012 100644 --- a/doc/classes/int.xml +++ b/doc/classes/int.xml @@ -327,11 +327,13 @@ <method name="operator unary+" qualifiers="operator"> <return type="int" /> <description> + Returns the same value as if the [code]+[/code] was not there. Unary [code]+[/code] does nothing, but sometimes it can make your code more readable. </description> </method> <method name="operator unary-" qualifiers="operator"> <return type="int" /> <description> + Returns the negated value of the [int]. If positive, turns the number negative. If negative, turns the number positive. If zero, does nothing. </description> </method> <method name="operator |" qualifiers="operator"> diff --git a/methods.py b/methods.py index 970bd10aa3..86a802bf5f 100644 --- a/methods.py +++ b/methods.py @@ -934,9 +934,12 @@ def show_progress(env): def progress_finish(target, source, env): nonlocal node_count, progressor - with open(node_count_fname, "w") as f: - f.write("%d\n" % node_count) - progressor.delete(progressor.file_list()) + try: + with open(node_count_fname, "w") as f: + f.write("%d\n" % node_count) + progressor.delete(progressor.file_list()) + except Exception: + pass try: with open(node_count_fname) as f: diff --git a/modules/bullet/space_bullet.cpp b/modules/bullet/space_bullet.cpp index c6d835742d..a9a811c445 100644 --- a/modules/bullet/space_bullet.cpp +++ b/modules/bullet/space_bullet.cpp @@ -945,6 +945,11 @@ bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform3D &p G_TO_B(p_from, body_transform); UNSCALE_BT_BASIS(body_transform); + if (!p_body->get_kinematic_utilities()) { + p_body->init_kinematic_utilities(); + p_body->reload_kinematic_shapes(); + } + btVector3 initial_recover_motion(0, 0, 0); { /// Phase one - multi shapes depenetration using margin for (int t(RECOVERING_MOVEMENT_CYCLES); 0 < t; --t) { @@ -958,6 +963,9 @@ bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform3D &p btVector3 motion; G_TO_B(p_motion, motion); + real_t total_length = motion.length(); + real_t unsafe_fraction = 1.0; + real_t safe_fraction = 1.0; { // Phase two - sweep test, from a secure position without margin @@ -1007,6 +1015,15 @@ bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform3D &p dynamicsWorld->convexSweepTest(convex_shape_test, shape_world_from, shape_world_to, btResult, dynamicsWorld->getDispatchInfo().m_allowedCcdPenetration); if (btResult.hasHit()) { + if (total_length > CMP_EPSILON) { + real_t hit_fraction = btResult.m_closestHitFraction * motion.length() / total_length; + if (hit_fraction < unsafe_fraction) { + unsafe_fraction = hit_fraction; + real_t margin = p_body->get_kinematic_utilities()->safe_margin; + safe_fraction = MAX(hit_fraction - (1 - ((total_length - margin) / total_length)), 0); + } + } + /// Since for each sweep test I fix the motion of new shapes in base the recover result, /// if another shape will hit something it means that has a deepest penetration respect the previous shape motion *= btResult.m_closestHitFraction; @@ -1043,6 +1060,9 @@ bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform3D &p r_result->collider_id = collisionObject->get_instance_id(); r_result->collider_shape = r_recover_result.other_compound_shape_index; r_result->collision_local_shape = r_recover_result.local_shape_most_recovered; + r_result->collision_depth = Math::abs(r_recover_result.penetration_distance); + r_result->collision_safe_fraction = safe_fraction; + r_result->collision_unsafe_fraction = unsafe_fraction; #if debug_test_motion Vector3 sup_line2; @@ -1067,6 +1087,11 @@ int SpaceBullet::test_ray_separation(RigidBodyBullet *p_body, const Transform3D G_TO_B(p_transform, body_transform); UNSCALE_BT_BASIS(body_transform); + if (!p_body->get_kinematic_utilities()) { + p_body->init_kinematic_utilities(); + p_body->reload_kinematic_shapes(); + } + btVector3 recover_motion(0, 0, 0); int rays_found = 0; |