diff options
Diffstat (limited to 'servers/physics_3d/godot_shape_3d.cpp')
-rw-r--r-- | servers/physics_3d/godot_shape_3d.cpp | 104 |
1 files changed, 50 insertions, 54 deletions
diff --git a/servers/physics_3d/godot_shape_3d.cpp b/servers/physics_3d/godot_shape_3d.cpp index 4c12a5a948..5e310670a5 100644 --- a/servers/physics_3d/godot_shape_3d.cpp +++ b/servers/physics_3d/godot_shape_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* 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 */ @@ -52,17 +52,17 @@ subject to the following restrictions: 3. This notice may not be removed or altered from any source distribution. */ -#define _EDGE_IS_VALID_SUPPORT_THRESHOLD 0.0002 -#define _FACE_IS_VALID_SUPPORT_THRESHOLD 0.9998 +constexpr double edge_support_threshold = 0.0002; +constexpr double face_support_threshold = 0.9998; -#define _CYLINDER_EDGE_IS_VALID_SUPPORT_THRESHOLD 0.002 -#define _CYLINDER_FACE_IS_VALID_SUPPORT_THRESHOLD 0.999 +constexpr double cylinder_edge_support_threshold = 0.002; +constexpr double cylinder_face_support_threshold = 0.999; void GodotShape3D::configure(const AABB &p_aabb) { aabb = p_aabb; configured = true; for (const KeyValue<GodotShapeOwner3D *, int> &E : owners) { - GodotShapeOwner3D *co = (GodotShapeOwner3D *)E.key; + GodotShapeOwner3D *co = const_cast<GodotShapeOwner3D *>(E.key); co->_shape_changed(); } } @@ -76,20 +76,20 @@ Vector3 GodotShape3D::get_support(const Vector3 &p_normal) const { } void GodotShape3D::add_owner(GodotShapeOwner3D *p_owner) { - Map<GodotShapeOwner3D *, int>::Element *E = owners.find(p_owner); + HashMap<GodotShapeOwner3D *, int>::Iterator E = owners.find(p_owner); if (E) { - E->get()++; + E->value++; } else { owners[p_owner] = 1; } } void GodotShape3D::remove_owner(GodotShapeOwner3D *p_owner) { - Map<GodotShapeOwner3D *, int>::Element *E = owners.find(p_owner); + HashMap<GodotShapeOwner3D *, int>::Iterator E = owners.find(p_owner); ERR_FAIL_COND(!E); - E->get()--; - if (E->get() == 0) { - owners.erase(E); + E->value--; + if (E->value == 0) { + owners.remove(E); } } @@ -97,7 +97,7 @@ bool GodotShape3D::is_owner(GodotShapeOwner3D *p_owner) const { return owners.has(p_owner); } -const Map<GodotShapeOwner3D *, int> &GodotShape3D::get_owners() const { +const HashMap<GodotShapeOwner3D *, int> &GodotShape3D::get_owners() const { return owners; } @@ -119,7 +119,7 @@ Vector3 GodotWorldBoundaryShape3D::get_support(const Vector3 &p_normal) const { return p_normal * 1e15; } -bool GodotWorldBoundaryShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const { +bool GodotWorldBoundaryShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { bool inters = plane.intersects_segment(p_begin, p_end, &r_result); if (inters) { r_normal = plane.normal; @@ -184,7 +184,7 @@ Vector3 GodotSeparationRayShape3D::get_support(const Vector3 &p_normal) const { } void GodotSeparationRayShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const { - if (Math::abs(p_normal.z) < _EDGE_IS_VALID_SUPPORT_THRESHOLD) { + if (Math::abs(p_normal.z) < edge_support_threshold) { r_amount = 2; r_type = FEATURE_EDGE; r_supports[0] = Vector3(0, 0, 0); @@ -200,7 +200,7 @@ void GodotSeparationRayShape3D::get_supports(const Vector3 &p_normal, int p_max, } } -bool GodotSeparationRayShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const { +bool GodotSeparationRayShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { return false; //simply not possible } @@ -268,7 +268,7 @@ void GodotSphereShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector r_type = FEATURE_POINT; } -bool GodotSphereShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const { +bool GodotSphereShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { return Geometry3D::segment_intersects_sphere(p_begin, p_end, Vector3(), radius, &r_result, &r_normal); } @@ -335,7 +335,7 @@ void GodotBoxShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 * Vector3 axis; axis[i] = 1.0; real_t dot = p_normal.dot(axis); - if (Math::abs(dot) > _FACE_IS_VALID_SUPPORT_THRESHOLD) { + if (Math::abs(dot) > face_support_threshold) { //Vector3 axis_b; bool neg = dot < 0; @@ -376,7 +376,7 @@ void GodotBoxShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 * Vector3 axis; axis[i] = 1.0; - if (Math::abs(p_normal.dot(axis)) < _EDGE_IS_VALID_SUPPORT_THRESHOLD) { + if (Math::abs(p_normal.dot(axis)) < edge_support_threshold) { r_amount = 2; r_type = FEATURE_EDGE; @@ -410,7 +410,7 @@ void GodotBoxShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 * r_supports[0] = point; } -bool GodotBoxShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const { +bool GodotBoxShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { AABB aabb(-half_extents, half_extents * 2.0); return aabb.intersects_segment(p_begin, p_end, &r_result, &r_normal); @@ -430,7 +430,7 @@ Vector3 GodotBoxShape3D::get_closest_point_to(const Vector3 &p_point) const { if (outside == 1) { //use plane if only one side matches Vector3 n; - n[i] = SGN(p_point[i]); + n[i] = SIGN(p_point[i]); Plane p(n, half_extents[i]); min_point = p.project(p_point); @@ -522,7 +522,7 @@ void GodotCapsuleShape3D::get_supports(const Vector3 &p_normal, int p_max, Vecto real_t d = n.y; - if (Math::abs(d) < _EDGE_IS_VALID_SUPPORT_THRESHOLD) { + if (Math::abs(d) < edge_support_threshold) { // make it flat n.y = 0.0; n.normalize(); @@ -546,7 +546,7 @@ void GodotCapsuleShape3D::get_supports(const Vector3 &p_normal, int p_max, Vecto } } -bool GodotCapsuleShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const { +bool GodotCapsuleShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { Vector3 norm = (p_end - p_begin).normalized(); real_t min_d = 1e20; @@ -662,7 +662,7 @@ GodotCapsuleShape3D::GodotCapsuleShape3D() {} /********** CYLINDER *************/ void GodotCylinderShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const { - Vector3 cylinder_axis = p_transform.basis.get_axis(1).normalized(); + Vector3 cylinder_axis = p_transform.basis.get_column(1).normalized(); real_t axis_dot = cylinder_axis.dot(p_normal); Vector3 local_normal = p_transform.basis.xform_inv(p_normal); @@ -703,7 +703,7 @@ Vector3 GodotCylinderShape3D::get_support(const Vector3 &p_normal) const { void GodotCylinderShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const { real_t d = p_normal.y; - if (Math::abs(d) > _CYLINDER_FACE_IS_VALID_SUPPORT_THRESHOLD) { + if (Math::abs(d) > cylinder_face_support_threshold) { real_t h = (d > 0) ? height : -height; Vector3 n = p_normal; @@ -718,7 +718,7 @@ void GodotCylinderShape3D::get_supports(const Vector3 &p_normal, int p_max, Vect r_supports[1].x += radius; r_supports[2] = n; r_supports[2].z += radius; - } else if (Math::abs(d) < _CYLINDER_EDGE_IS_VALID_SUPPORT_THRESHOLD) { + } else if (Math::abs(d) < cylinder_edge_support_threshold) { // make it flat Vector3 n = p_normal; n.y = 0.0; @@ -761,7 +761,7 @@ void GodotCylinderShape3D::get_supports(const Vector3 &p_normal, int p_max, Vect } } -bool GodotCylinderShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const { +bool GodotCylinderShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { return Geometry3D::segment_intersects_cylinder(p_begin, p_end, height, radius, &r_result, &r_normal, 1); } @@ -911,7 +911,7 @@ void GodotConvexPolygonShape3D::get_supports(const Vector3 &p_normal, int p_max, } for (int i = 0; i < fc; i++) { - if (faces[i].plane.normal.dot(p_normal) > _FACE_IS_VALID_SUPPORT_THRESHOLD) { + if (faces[i].plane.normal.dot(p_normal) > face_support_threshold) { int ic = faces[i].indices.size(); const int *ind = faces[i].indices.ptr(); @@ -940,7 +940,7 @@ 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); dot = ABS(dot); - if (dot < _EDGE_IS_VALID_SUPPORT_THRESHOLD && (edges[i].a == vtx || edges[i].b == vtx)) { + if (dot < edge_support_threshold && (edges[i].a == vtx || edges[i].b == vtx)) { r_amount = 2; r_type = FEATURE_EDGE; r_supports[0] = vertices[edges[i].a]; @@ -954,7 +954,7 @@ void GodotConvexPolygonShape3D::get_supports(const Vector3 &p_normal, int p_max, r_type = FEATURE_POINT; } -bool GodotConvexPolygonShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const { +bool GodotConvexPolygonShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { const Geometry3D::MeshData::Face *faces = mesh.faces.ptr(); int fc = mesh.faces.size(); @@ -1140,7 +1140,7 @@ void GodotFaceShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 Vector3 n = p_normal; /** TEST FACE AS SUPPORT **/ - if (Math::abs(normal.dot(n)) > _FACE_IS_VALID_SUPPORT_THRESHOLD) { + if (Math::abs(normal.dot(n)) > face_support_threshold) { r_amount = 3; r_type = FEATURE_FACE; for (int i = 0; i < 3; i++) { @@ -1174,7 +1174,7 @@ void GodotFaceShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 // check if edge is valid as a support real_t dot = (vertex[i] - vertex[nx]).normalized().dot(n); dot = ABS(dot); - if (dot < _EDGE_IS_VALID_SUPPORT_THRESHOLD) { + if (dot < edge_support_threshold) { r_amount = 2; r_type = FEATURE_EDGE; r_supports[0] = vertex[i]; @@ -1188,12 +1188,12 @@ void GodotFaceShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 r_supports[0] = vertex[vert_support_idx]; } -bool GodotFaceShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const { +bool GodotFaceShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { bool c = Geometry3D::segment_intersects_triangle(p_begin, p_end, vertex[0], vertex[1], vertex[2], &r_result); if (c) { r_normal = Plane(vertex[0], vertex[1], vertex[2]).normal; if (r_normal.dot(p_end - p_begin) > 0) { - if (backface_collision) { + if (backface_collision && p_hit_back_faces) { r_normal = -r_normal; } else { c = false; @@ -1284,12 +1284,6 @@ Vector3 GodotConcavePolygonShape3D::get_support(const Vector3 &p_normal) const { void GodotConcavePolygonShape3D::_cull_segment(int p_idx, _SegmentCullParams *p_params) const { const BVH *bvh = &p_params->bvh[p_idx]; - /* - if (p_params->dir.dot(bvh->aabb.get_support(-p_params->dir))>p_params->min_d) - return; //test against whole AABB, which isn't very costly - */ - - //printf("addr: %p\n",bvh); if (!bvh->aabb.intersects_segment(p_params->from, p_params->to)) { return; } @@ -1304,7 +1298,7 @@ void GodotConcavePolygonShape3D::_cull_segment(int p_idx, _SegmentCullParams *p_ Vector3 res; Vector3 normal; - if (face->intersect_segment(p_params->from, p_params->to, res, normal)) { + if (face->intersect_segment(p_params->from, p_params->to, res, normal, true)) { real_t d = p_params->dir.dot(res) - p_params->dir.dot(p_params->from); if ((d > 0) && (d < p_params->min_d)) { p_params->min_d = d; @@ -1323,7 +1317,7 @@ void GodotConcavePolygonShape3D::_cull_segment(int p_idx, _SegmentCullParams *p_ } } -bool GodotConcavePolygonShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const { +bool GodotConcavePolygonShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { if (faces.size() == 0) { return false; } @@ -1334,7 +1328,7 @@ bool GodotConcavePolygonShape3D::intersect_segment(const Vector3 &p_begin, const const BVH *br = bvh.ptr(); GodotFaceShape3D face; - face.backface_collision = backface_collision; + face.backface_collision = backface_collision && p_hit_back_faces; _SegmentCullParams params; params.from = p_begin; @@ -1401,7 +1395,7 @@ bool GodotConcavePolygonShape3D::_cull(int p_idx, _CullParams *p_params) const { return false; } -void GodotConcavePolygonShape3D::cull(const AABB &p_local_aabb, QueryCallback p_callback, void *p_userdata) const { +void GodotConcavePolygonShape3D::cull(const AABB &p_local_aabb, QueryCallback p_callback, void *p_userdata, bool p_invert_backface_collision) const { // make matrix local to concave if (faces.size() == 0) { return; @@ -1416,6 +1410,7 @@ void GodotConcavePolygonShape3D::cull(const AABB &p_local_aabb, QueryCallback p_ GodotFaceShape3D face; // use this to send in the callback face.backface_collision = backface_collision; + face.invert_backface_collision = p_invert_backface_collision; _CullParams params; params.aabb = local_aabb; @@ -1443,7 +1438,7 @@ Vector3 GodotConcavePolygonShape3D::get_moment_of_inertia(real_t p_mass) const { struct _Volume_BVH_Element { AABB aabb; Vector3 center; - int face_index; + int face_index = 0; }; struct _Volume_BVH_CompareX { @@ -1466,10 +1461,10 @@ struct _Volume_BVH_CompareZ { struct _Volume_BVH { AABB aabb; - _Volume_BVH *left; - _Volume_BVH *right; + _Volume_BVH *left = nullptr; + _Volume_BVH *right = nullptr; - int face_index; + int face_index = 0; }; _Volume_BVH *_volume_build_bvh(_Volume_BVH_Element *p_elements, int p_size, int &count) { @@ -1675,7 +1670,7 @@ struct _HeightmapGridCullState { _FORCE_INLINE_ bool _heightmap_face_cull_segment(_HeightmapSegmentCullParams &p_params) { Vector3 res; Vector3 normal; - if (p_params.face->intersect_segment(p_params.from, p_params.to, res, normal)) { + if (p_params.face->intersect_segment(p_params.from, p_params.to, res, normal, true)) { p_params.result = res; p_params.normal = normal; return true; @@ -1881,7 +1876,7 @@ bool GodotHeightMapShape3D::_intersect_grid_segment(ProcessFunction &p_process, return false; } -bool GodotHeightMapShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal) const { +bool GodotHeightMapShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, bool p_hit_back_faces) const { if (heights.is_empty()) { return false; } @@ -1899,7 +1894,7 @@ bool GodotHeightMapShape3D::intersect_segment(const Vector3 &p_begin, const Vect // Simple case for rays that don't traverse the grid horizontally. // Just perform a test on the given cell. GodotFaceShape3D face; - face.backface_collision = false; + face.backface_collision = p_hit_back_faces; _HeightmapSegmentCullParams params; params.from = p_begin; @@ -1961,7 +1956,7 @@ void GodotHeightMapShape3D::_get_cell(const Vector3 &p_point, int &r_x, int &r_y r_z = (clamped_point.z < 0.0) ? (clamped_point.z - 0.5) : (clamped_point.z + 0.5); } -void GodotHeightMapShape3D::cull(const AABB &p_local_aabb, QueryCallback p_callback, void *p_userdata) const { +void GodotHeightMapShape3D::cull(const AABB &p_local_aabb, QueryCallback p_callback, void *p_userdata, bool p_invert_backface_collision) const { if (heights.is_empty()) { return; } @@ -1988,7 +1983,8 @@ void GodotHeightMapShape3D::cull(const AABB &p_local_aabb, QueryCallback p_callb int end_z = MIN(depth - 1, aabb_max[2]); GodotFaceShape3D face; - face.backface_collision = true; + face.backface_collision = !p_invert_backface_collision; + face.invert_backface_collision = p_invert_backface_collision; for (int z = start_z; z < end_z; z++) { for (int x = start_x; x < end_x; x++) { |