summaryrefslogtreecommitdiff
path: root/servers/physics/shape_sw.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'servers/physics/shape_sw.cpp')
-rw-r--r--servers/physics/shape_sw.cpp229
1 files changed, 229 insertions, 0 deletions
diff --git a/servers/physics/shape_sw.cpp b/servers/physics/shape_sw.cpp
index a5cea8aff7..b4004c8c94 100644
--- a/servers/physics/shape_sw.cpp
+++ b/servers/physics/shape_sw.cpp
@@ -117,6 +117,20 @@ bool PlaneShapeSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_en
return inters;
}
+bool PlaneShapeSW::intersect_point(const Vector3 &p_point) const {
+
+ return plane.distance_to(p_point) < 0;
+}
+
+Vector3 PlaneShapeSW::get_closest_point_to(const Vector3 &p_point) const {
+
+ if (plane.is_point_over(p_point)) {
+ return plane.project(p_point);
+ } else {
+ return p_point;
+ }
+}
+
Vector3 PlaneShapeSW::get_moment_of_inertia(real_t p_mass) const {
return Vector3(); //wtf
@@ -184,6 +198,21 @@ bool RayShapeSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end,
return false; //simply not possible
}
+bool RayShapeSW::intersect_point(const Vector3 &p_point) const {
+
+ return false; //simply not possible
+}
+
+Vector3 RayShapeSW::get_closest_point_to(const Vector3 &p_point) const {
+
+ Vector3 s[2] = {
+ Vector3(0, 0, 0),
+ Vector3(0, 0, length)
+ };
+
+ return Geometry::get_closest_point_to_segment(p_point, s);
+}
+
Vector3 RayShapeSW::get_moment_of_inertia(real_t p_mass) const {
return Vector3();
@@ -245,6 +274,20 @@ bool SphereShapeSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_e
return Geometry::segment_intersects_sphere(p_begin, p_end, Vector3(), radius, &r_result, &r_normal);
}
+bool SphereShapeSW::intersect_point(const Vector3 &p_point) const {
+
+ return p_point.length() < radius;
+}
+
+Vector3 SphereShapeSW::get_closest_point_to(const Vector3 &p_point) const {
+
+ Vector3 p = p_point;
+ float l = p.length();
+ if (l < radius)
+ return p_point;
+ return (p / l) * radius;
+}
+
Vector3 SphereShapeSW::get_moment_of_inertia(real_t p_mass) const {
real_t s = 0.4 * p_mass * radius * radius;
@@ -390,6 +433,62 @@ bool BoxShapeSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end,
return aabb.intersects_segment(p_begin, p_end, &r_result, &r_normal);
}
+bool BoxShapeSW::intersect_point(const Vector3 &p_point) const {
+
+ return (Math::abs(p_point.x) < half_extents.x && Math::abs(p_point.y) < half_extents.y && Math::abs(p_point.z) < half_extents.z);
+}
+
+Vector3 BoxShapeSW::get_closest_point_to(const Vector3 &p_point) const {
+
+ int outside = 0;
+ Vector3 min_point;
+
+ for (int i = 0; i < 3; i++) {
+
+ if (Math::abs(p_point[i]) > half_extents[i]) {
+ outside++;
+ if (outside == 1) {
+ //use plane if only one side matches
+ Vector3 n;
+ n[i] = SGN(p_point[i]);
+
+ Plane p(n, half_extents[i]);
+ min_point = p.project(p_point);
+ }
+ }
+ }
+
+ if (!outside)
+ return p_point; //it's inside, don't do anything else
+
+ if (outside == 1) //if only above one plane, this plane clearly wins
+ return min_point;
+
+ //check segments
+ float min_distance = 1e20;
+ Vector3 closest_vertex = half_extents * p_point.sign();
+ Vector3 s[2] = {
+ closest_vertex,
+ closest_vertex
+ };
+
+ for (int i = 0; i < 3; i++) {
+
+ s[1] = closest_vertex;
+ s[1][i] = -s[1][i]; //edge
+
+ Vector3 closest_edge = Geometry::get_closest_point_to_segment(p_point, s);
+
+ float d = p_point.distance_to(closest_edge);
+ if (d < min_distance) {
+ min_point = closest_edge;
+ min_distance = d;
+ }
+ }
+
+ return min_point;
+}
+
Vector3 BoxShapeSW::get_moment_of_inertia(real_t p_mass) const {
real_t lx = half_extents.x;
@@ -542,6 +641,32 @@ bool CapsuleShapeSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_
return collision;
}
+bool CapsuleShapeSW::intersect_point(const Vector3 &p_point) const {
+
+ if (Math::abs(p_point.z) < height * 0.5) {
+ return Vector3(p_point.x, p_point.y, 0).length() < radius;
+ } else {
+ Vector3 p = p_point;
+ p.z = Math::abs(p.z) - height * 0.5;
+ return p.length() < radius;
+ }
+}
+
+Vector3 CapsuleShapeSW::get_closest_point_to(const Vector3 &p_point) const {
+
+ Vector3 s[2] = {
+ Vector3(0, 0, -height * 0.5),
+ Vector3(0, 0, height * 0.5),
+ };
+
+ Vector3 p = Geometry::get_closest_point_to_segment(p_point, s);
+
+ if (p.distance_to(p_point) < radius)
+ return p_point;
+
+ return p + (p_point - p).normalized() * radius;
+}
+
Vector3 CapsuleShapeSW::get_moment_of_inertia(real_t p_mass) const {
// use crappy AABB approximation
@@ -738,6 +863,81 @@ bool ConvexPolygonShapeSW::intersect_segment(const Vector3 &p_begin, const Vecto
return col;
}
+bool ConvexPolygonShapeSW::intersect_point(const Vector3 &p_point) const {
+
+ const Geometry::MeshData::Face *faces = mesh.faces.ptr();
+ int fc = mesh.faces.size();
+
+ for (int i = 0; i < fc; i++) {
+
+ if (faces[i].plane.distance_to(p_point) >= 0)
+ return false;
+ }
+
+ return true;
+}
+
+Vector3 ConvexPolygonShapeSW::get_closest_point_to(const Vector3 &p_point) const {
+
+ const Geometry::MeshData::Face *faces = mesh.faces.ptr();
+ int fc = mesh.faces.size();
+ const Vector3 *vertices = mesh.vertices.ptr();
+
+ bool all_inside = true;
+ for (int i = 0; i < fc; i++) {
+
+ if (!faces[i].plane.is_point_over(p_point))
+ continue;
+
+ all_inside = false;
+ bool is_inside = true;
+ int ic = faces[i].indices.size();
+ const int *indices = faces[i].indices.ptr();
+
+ for (int j = 0; j < ic; j++) {
+
+ Vector3 a = vertices[indices[j]];
+ Vector3 b = vertices[indices[(j + 1) % ic]];
+ Vector3 n = (a - b).cross(faces[i].plane.normal).normalized();
+ if (Plane(a, n).is_point_over(p_point)) {
+ is_inside = false;
+ break;
+ }
+ }
+
+ if (is_inside) {
+ return faces[i].plane.project(p_point);
+ }
+ }
+
+ if (all_inside) {
+ return p_point;
+ }
+
+ float min_distance = 1e20;
+ Vector3 min_point;
+
+ //check edges
+ const Geometry::MeshData::Edge *edges = mesh.edges.ptr();
+ int ec = mesh.edges.size();
+ for (int i = 0; i < ec; i++) {
+
+ Vector3 s[2] = {
+ vertices[edges[i].a],
+ vertices[edges[i].b]
+ };
+
+ Vector3 closest = Geometry::get_closest_point_to_segment(p_point, s);
+ float d = closest.distance_to(p_point);
+ if (d < min_distance) {
+ min_distance = d;
+ min_point = closest;
+ }
+ }
+
+ return min_point;
+}
+
Vector3 ConvexPolygonShapeSW::get_moment_of_inertia(real_t p_mass) const {
// use crappy AABB approximation
@@ -880,6 +1080,16 @@ bool FaceShapeSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end
return c;
}
+bool FaceShapeSW::intersect_point(const Vector3 &p_point) const {
+
+ return false; //face is flat
+}
+
+Vector3 FaceShapeSW::get_closest_point_to(const Vector3 &p_point) const {
+
+ return Face3(vertex[0], vertex[1], vertex[2]).get_closest_point_to(p_point);
+}
+
Vector3 FaceShapeSW::get_moment_of_inertia(real_t p_mass) const {
return Vector3(); // Sorry, but i don't think anyone cares, FaceShape!
@@ -1046,6 +1256,16 @@ bool ConcavePolygonShapeSW::intersect_segment(const Vector3 &p_begin, const Vect
}
}
+bool ConcavePolygonShapeSW::intersect_point(const Vector3 &p_point) const {
+
+ return false; //face is flat
+}
+
+Vector3 ConcavePolygonShapeSW::get_closest_point_to(const Vector3 &p_point) const {
+
+ return Vector3();
+}
+
void ConcavePolygonShapeSW::_cull(int p_idx, _CullParams *p_params) const {
const BVH *bvh = &p_params->bvh[p_idx];
@@ -1471,6 +1691,15 @@ bool HeightMapShapeSW::intersect_segment(const Vector3 &p_begin, const Vector3 &
return false;
}
+bool HeightMapShapeSW::intersect_point(const Vector3 &p_point) const {
+ return false;
+}
+
+Vector3 HeightMapShapeSW::get_closest_point_to(const Vector3 &p_point) const {
+
+ return Vector3();
+}
+
void HeightMapShapeSW::cull(const Rect3 &p_local_aabb, Callback p_callback, void *p_userdata) const {
}