diff options
Diffstat (limited to 'servers/physics_3d/godot_shape_3d.cpp')
-rw-r--r-- | servers/physics_3d/godot_shape_3d.cpp | 189 |
1 files changed, 131 insertions, 58 deletions
diff --git a/servers/physics_3d/godot_shape_3d.cpp b/servers/physics_3d/godot_shape_3d.cpp index cd61ceab62..300dca4e08 100644 --- a/servers/physics_3d/godot_shape_3d.cpp +++ b/servers/physics_3d/godot_shape_3d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_shape_3d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_shape_3d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ #include "godot_shape_3d.h" @@ -521,8 +521,9 @@ void GodotCapsuleShape3D::get_supports(const Vector3 &p_normal, int p_max, Vecto Vector3 n = p_normal; real_t d = n.y; + real_t h = height * 0.5 - radius; // half-height of the cylinder part - if (Math::abs(d) < edge_support_threshold) { + if (h > 0 && Math::abs(d) < edge_support_threshold) { // make it flat n.y = 0.0; n.normalize(); @@ -531,13 +532,10 @@ void GodotCapsuleShape3D::get_supports(const Vector3 &p_normal, int p_max, Vecto r_amount = 2; r_type = FEATURE_EDGE; r_supports[0] = n; - r_supports[0].y += height * 0.5 - radius; + r_supports[0].y += h; r_supports[1] = n; - r_supports[1].y -= height * 0.5 - radius; - + r_supports[1].y -= h; } else { - real_t h = height * 0.5 - radius; - n *= radius; n.y += (d > 0) ? h : -h; r_amount = 1; @@ -817,48 +815,87 @@ GodotCylinderShape3D::GodotCylinderShape3D() {} /********** CONVEX POLYGON *************/ void GodotConvexPolygonShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const { - int vertex_count = mesh.vertices.size(); + uint32_t vertex_count = mesh.vertices.size(); if (vertex_count == 0) { return; } const Vector3 *vrts = &mesh.vertices[0]; - for (int i = 0; i < vertex_count; i++) { - real_t d = p_normal.dot(p_transform.xform(vrts[i])); + if (vertex_count > 3 * extreme_vertices.size()) { + // For a large mesh, two calls to get_support() is faster than a full + // scan over all vertices. - if (i == 0 || d > r_max) { - r_max = d; - } - if (i == 0 || d < r_min) { - r_min = d; + Vector3 n = p_transform.basis.xform_inv(p_normal).normalized(); + r_min = p_normal.dot(p_transform.xform(get_support(-n))); + r_max = p_normal.dot(p_transform.xform(get_support(n))); + } else { + for (uint32_t i = 0; i < vertex_count; i++) { + real_t d = p_normal.dot(p_transform.xform(vrts[i])); + + if (i == 0 || d > r_max) { + r_max = d; + } + if (i == 0 || d < r_min) { + r_min = d; + } } } } Vector3 GodotConvexPolygonShape3D::get_support(const Vector3 &p_normal) const { - Vector3 n = p_normal; - - int vert_support_idx = -1; - real_t support_max = 0; - - int vertex_count = mesh.vertices.size(); - if (vertex_count == 0) { + // Skip if there are no vertices in the mesh + if (mesh.vertices.size() == 0) { return Vector3(); } - const Vector3 *vrts = &mesh.vertices[0]; + // Get the array of vertices + const Vector3 *const vertices_array = mesh.vertices.ptr(); - for (int i = 0; i < vertex_count; i++) { - real_t d = n.dot(vrts[i]); + // Start with an initial assumption of the first extreme vertex. + int best_vertex = extreme_vertices[0]; + real_t max_support = p_normal.dot(vertices_array[best_vertex]); - if (i == 0 || d > support_max) { - support_max = d; - vert_support_idx = i; + // Check the remaining extreme vertices for a better vertex. + for (const int &vert : extreme_vertices) { + real_t s = p_normal.dot(vertices_array[vert]); + if (s > max_support) { + best_vertex = vert; + max_support = s; } } - return vrts[vert_support_idx]; + // If we checked all vertices in the mesh then we're done. + if (extreme_vertices.size() == mesh.vertices.size()) { + return vertices_array[best_vertex]; + } + + // Move along the surface until we reach the true support vertex. + int last_vertex = -1; + while (true) { + int next_vertex = -1; + + // Iterate over all the neighbors checking for a better vertex. + for (const int &vert : vertex_neighbors[best_vertex]) { + if (vert != last_vertex) { + real_t s = p_normal.dot(vertices_array[vert]); + if (s > max_support) { + next_vertex = vert; + max_support = s; + break; + } + } + } + + // No better vertex found, we have the best + if (next_vertex == -1) { + return vertices_array[best_vertex]; + } + + // Move to the better vertex and try again + last_vertex = best_vertex; + best_vertex = next_vertex; + } } void GodotConvexPolygonShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const { @@ -1067,6 +1104,42 @@ void GodotConvexPolygonShape3D::_setup(const Vector<Vector3> &p_vertices) { } configure(_aabb); + + // Pre-compute the extreme vertices in 26 directions. This will be used + // to speed up get_support() by letting us quickly get a good guess for + // the support vertex. + + for (int x = -1; x < 2; x++) { + for (int y = -1; y < 2; y++) { + for (int z = -1; z < 2; z++) { + if (x != 0 || y != 0 || z != 0) { + Vector3 dir(x, y, z); + dir.normalize(); + real_t max_support = 0.0; + int best_vertex = -1; + for (uint32_t i = 0; i < mesh.vertices.size(); i++) { + real_t s = dir.dot(mesh.vertices[i]); + if (best_vertex == -1 || s > max_support) { + best_vertex = i; + max_support = s; + } + } + if (extreme_vertices.find(best_vertex) == -1) + extreme_vertices.push_back(best_vertex); + } + } + } + } + + // Record all the neighbors of each vertex. This is used in get_support(). + + if (extreme_vertices.size() < mesh.vertices.size()) { + vertex_neighbors.resize(mesh.vertices.size()); + for (Geometry3D::MeshData::Edge &edge : mesh.edges) { + vertex_neighbors[edge.vertex_a].push_back(edge.vertex_b); + vertex_neighbors[edge.vertex_b].push_back(edge.vertex_a); + } + } } void GodotConvexPolygonShape3D::set_data(const Variant &p_data) { @@ -1931,7 +2004,7 @@ void GodotHeightMapShape3D::_get_cell(const Vector3 &p_point, int &r_x, int &r_y Vector3 clamped_point(p_point); clamped_point.x = CLAMP(p_point.x, pos_local.x, pos_local.x + shape_aabb.size.x); clamped_point.y = CLAMP(p_point.y, pos_local.y, pos_local.y + shape_aabb.size.y); - clamped_point.z = CLAMP(p_point.z, pos_local.z, pos_local.x + shape_aabb.size.z); + clamped_point.z = CLAMP(p_point.z, pos_local.z, pos_local.z + shape_aabb.size.z); r_x = (clamped_point.x < 0.0) ? (clamped_point.x - 0.5) : (clamped_point.x + 0.5); r_y = (clamped_point.y < 0.0) ? (clamped_point.y - 0.5) : (clamped_point.y + 0.5); |