diff options
Diffstat (limited to 'servers/physics_3d/godot_shape_3d.cpp')
-rw-r--r-- | servers/physics_3d/godot_shape_3d.cpp | 28 |
1 files changed, 14 insertions, 14 deletions
diff --git a/servers/physics_3d/godot_shape_3d.cpp b/servers/physics_3d/godot_shape_3d.cpp index 26fa470233..666e773c1c 100644 --- a/servers/physics_3d/godot_shape_3d.cpp +++ b/servers/physics_3d/godot_shape_3d.cpp @@ -52,11 +52,11 @@ 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; @@ -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); @@ -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; @@ -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(); @@ -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; @@ -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]; @@ -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]; |