diff options
Diffstat (limited to 'servers/physics_3d/shape_3d_sw.cpp')
-rw-r--r-- | servers/physics_3d/shape_3d_sw.cpp | 506 |
1 files changed, 414 insertions, 92 deletions
diff --git a/servers/physics_3d/shape_3d_sw.cpp b/servers/physics_3d/shape_3d_sw.cpp index 5bac4f19b9..2ffab0c923 100644 --- a/servers/physics_3d/shape_3d_sw.cpp +++ b/servers/physics_3d/shape_3d_sw.cpp @@ -30,10 +30,28 @@ #include "shape_3d_sw.h" +#include "core/io/image.h" +#include "core/math/convex_hull.h" #include "core/math/geometry_3d.h" -#include "core/math/quick_hull.h" #include "core/templates/sort_array.h" +// HeightMapShape3DSW is based on Bullet btHeightfieldTerrainShape. + +/* +Bullet Continuous Collision Detection and Physics Library +Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org + +This software is provided 'as-is', without any express or implied warranty. +In no event will the authors be held liable for any damages arising from the use of this software. +Permission is granted to anyone to use this software for any purpose, +including commercial applications, and to alter it and redistribute it freely, +subject to the following restrictions: + +1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. +2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. +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 @@ -96,7 +114,7 @@ Plane PlaneShape3DSW::get_plane() const { return plane; } -void PlaneShape3DSW::project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const { +void PlaneShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const { // gibberish, a plane is infinity r_min = -1e7; r_max = 1e7; @@ -156,7 +174,7 @@ bool RayShape3DSW::get_slips_on_slope() const { return slips_on_slope; } -void RayShape3DSW::project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const { +void RayShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const { // don't think this will be even used r_min = 0; r_max = 1; @@ -237,7 +255,7 @@ real_t SphereShape3DSW::get_radius() const { return radius; } -void SphereShape3DSW::project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const { +void SphereShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const { real_t d = p_normal.dot(p_transform.origin); // figure out scale at point @@ -299,7 +317,7 @@ SphereShape3DSW::SphereShape3DSW() { /********** BOX *************/ -void BoxShape3DSW::project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const { +void BoxShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const { // no matter the angle, the box is mirrored anyway Vector3 local_normal = p_transform.basis.xform_inv(p_normal); @@ -489,12 +507,12 @@ BoxShape3DSW::BoxShape3DSW() { /********** CAPSULE *************/ -void CapsuleShape3DSW::project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const { +void CapsuleShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const { Vector3 n = p_transform.basis.xform_inv(p_normal).normalized(); - real_t h = (n.z > 0) ? height : -height; + real_t h = (n.y > 0) ? height : -height; n *= radius; - n.z += h * 0.5; + n.y += h * 0.5; r_max = p_normal.dot(p_transform.xform(n)); r_min = p_normal.dot(p_transform.xform(-n)); @@ -503,36 +521,36 @@ void CapsuleShape3DSW::project_range(const Vector3 &p_normal, const Transform &p Vector3 CapsuleShape3DSW::get_support(const Vector3 &p_normal) const { Vector3 n = p_normal; - real_t h = (n.z > 0) ? height : -height; + real_t h = (n.y > 0) ? height : -height; n *= radius; - n.z += h * 0.5; + n.y += h * 0.5; return n; } void CapsuleShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const { Vector3 n = p_normal; - real_t d = n.z; + real_t d = n.y; if (Math::abs(d) < _EDGE_IS_VALID_SUPPORT_THRESHOLD) { // make it flat - n.z = 0.0; + n.y = 0.0; n.normalize(); n *= radius; r_amount = 2; r_type = FEATURE_EDGE; r_supports[0] = n; - r_supports[0].z += height * 0.5; + r_supports[0].y += height * 0.5; r_supports[1] = n; - r_supports[1].z -= height * 0.5; + r_supports[1].y -= height * 0.5; } else { real_t h = (d > 0) ? height : -height; n *= radius; - n.z += h * 0.5; + n.y += h * 0.5; r_amount = 1; r_type = FEATURE_POINT; *r_supports = n; @@ -551,7 +569,7 @@ bool CapsuleShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 & // test against cylinder and spheres :-| - collided = Geometry3D::segment_intersects_cylinder(p_begin, p_end, height, radius, &auxres, &auxn); + collided = Geometry3D::segment_intersects_cylinder(p_begin, p_end, height, radius, &auxres, &auxn, 1); if (collided) { real_t d = norm.dot(auxres); @@ -563,7 +581,7 @@ bool CapsuleShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 & } } - collided = Geometry3D::segment_intersects_sphere(p_begin, p_end, Vector3(0, 0, height * 0.5), radius, &auxres, &auxn); + collided = Geometry3D::segment_intersects_sphere(p_begin, p_end, Vector3(0, height * 0.5, 0), radius, &auxres, &auxn); if (collided) { real_t d = norm.dot(auxres); @@ -575,7 +593,7 @@ bool CapsuleShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 & } } - collided = Geometry3D::segment_intersects_sphere(p_begin, p_end, Vector3(0, 0, height * -0.5), radius, &auxres, &auxn); + collided = Geometry3D::segment_intersects_sphere(p_begin, p_end, Vector3(0, height * -0.5, 0), radius, &auxres, &auxn); if (collided) { real_t d = norm.dot(auxres); @@ -596,19 +614,19 @@ bool CapsuleShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 & } bool CapsuleShape3DSW::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; + if (Math::abs(p_point.y) < height * 0.5) { + return Vector3(p_point.x, 0, p_point.z).length() < radius; } else { Vector3 p = p_point; - p.z = Math::abs(p.z) - height * 0.5; + p.y = Math::abs(p.y) - height * 0.5; return p.length() < radius; } } Vector3 CapsuleShape3DSW::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(0, -height * 0.5, 0), + Vector3(0, height * 0.5, 0), }; Vector3 p = Geometry3D::get_closest_point_to_segment(p_point, s); @@ -627,13 +645,13 @@ Vector3 CapsuleShape3DSW::get_moment_of_inertia(real_t p_mass) const { return Vector3( (p_mass / 3.0) * (extents.y * extents.y + extents.z * extents.z), (p_mass / 3.0) * (extents.x * extents.x + extents.z * extents.z), - (p_mass / 3.0) * (extents.y * extents.y + extents.y * extents.y)); + (p_mass / 3.0) * (extents.x * extents.x + extents.y * extents.y)); } void CapsuleShape3DSW::_setup(real_t p_height, real_t p_radius) { height = p_height; radius = p_radius; - configure(AABB(Vector3(-radius, -radius, -height * 0.5 - radius), Vector3(radius * 2, radius * 2, height + radius * 2.0))); + configure(AABB(Vector3(-radius, -height * 0.5 - radius, -radius), Vector3(radius * 2, height + radius * 2.0, radius * 2))); } void CapsuleShape3DSW::set_data(const Variant &p_data) { @@ -656,7 +674,7 @@ CapsuleShape3DSW::CapsuleShape3DSW() { /********** CYLINDER *************/ -void CylinderShape3DSW::project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const { +void CylinderShape3DSW::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(); real_t axis_dot = cylinder_axis.dot(p_normal); @@ -807,7 +825,7 @@ Vector3 CylinderShape3DSW::get_moment_of_inertia(real_t p_mass) const { return Vector3( (p_mass / 3.0) * (extents.y * extents.y + extents.z * extents.z), (p_mass / 3.0) * (extents.x * extents.x + extents.z * extents.z), - (p_mass / 3.0) * (extents.y * extents.y + extents.y * extents.y)); + (p_mass / 3.0) * (extents.x * extents.x + extents.y * extents.y)); } void CylinderShape3DSW::_setup(real_t p_height, real_t p_radius) { @@ -836,7 +854,7 @@ CylinderShape3DSW::CylinderShape3DSW() { /********** CONVEX POLYGON *************/ -void ConvexPolygonShape3DSW::project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const { +void ConvexPolygonShape3DSW::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(); if (vertex_count == 0) { return; @@ -891,6 +909,9 @@ void ConvexPolygonShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Ve const Vector3 *vertices = mesh.vertices.ptr(); int vc = mesh.vertices.size(); + r_amount = 0; + ERR_FAIL_COND_MSG(vc == 0, "Convex polygon shape has no vertices."); + //find vertex first real_t max = 0; int vtx = 0; @@ -1064,13 +1085,13 @@ Vector3 ConvexPolygonShape3DSW::get_moment_of_inertia(real_t p_mass) const { return Vector3( (p_mass / 3.0) * (extents.y * extents.y + extents.z * extents.z), (p_mass / 3.0) * (extents.x * extents.x + extents.z * extents.z), - (p_mass / 3.0) * (extents.y * extents.y + extents.y * extents.y)); + (p_mass / 3.0) * (extents.x * extents.x + extents.y * extents.y)); } void ConvexPolygonShape3DSW::_setup(const Vector<Vector3> &p_vertices) { - Error err = QuickHull::build(p_vertices, mesh); + Error err = ConvexHullComputer::convex_hull(p_vertices, mesh); if (err != OK) { - ERR_PRINT("Failed to build QuickHull"); + ERR_PRINT("Failed to build convex hull"); } AABB _aabb; @@ -1099,7 +1120,7 @@ ConvexPolygonShape3DSW::ConvexPolygonShape3DSW() { /********** FACE POLYGON *************/ -void FaceShape3DSW::project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const { +void FaceShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const { for (int i = 0; i < 3; i++) { Vector3 v = p_transform.xform(vertex[i]); real_t d = p_normal.dot(v); @@ -1134,7 +1155,7 @@ void FaceShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_ Vector3 n = p_normal; /** TEST FACE AS SUPPORT **/ - if (normal.dot(n) > _FACE_IS_VALID_SUPPORT_THRESHOLD) { + if (Math::abs(normal.dot(n)) > _FACE_IS_VALID_SUPPORT_THRESHOLD) { r_amount = 3; r_type = FEATURE_FACE; for (int i = 0; i < 3; i++) { @@ -1187,7 +1208,11 @@ bool FaceShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_e if (c) { r_normal = Plane(vertex[0], vertex[1], vertex[2]).normal; if (r_normal.dot(p_end - p_begin) > 0) { - r_normal = -r_normal; + if (backface_collision) { + r_normal = -r_normal; + } else { + c = false; + } } } @@ -1225,7 +1250,7 @@ Vector<Vector3> ConcavePolygonShape3DSW::get_faces() const { return rfaces; } -void ConcavePolygonShape3DSW::project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const { +void ConcavePolygonShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const { int count = vertices.size(); if (count == 0) { r_min = 0; @@ -1285,30 +1310,24 @@ void ConcavePolygonShape3DSW::_cull_segment(int p_idx, _SegmentCullParams *p_par } if (bvh->face_index >= 0) { - Vector3 res; - Vector3 vertices[3] = { - p_params->vertices[p_params->faces[bvh->face_index].indices[0]], - p_params->vertices[p_params->faces[bvh->face_index].indices[1]], - p_params->vertices[p_params->faces[bvh->face_index].indices[2]] - }; + const Face *f = &p_params->faces[bvh->face_index]; + FaceShape3DSW *face = p_params->face; + face->normal = f->normal; + face->vertex[0] = p_params->vertices[f->indices[0]]; + face->vertex[1] = p_params->vertices[f->indices[1]]; + face->vertex[2] = p_params->vertices[f->indices[2]]; - if (Geometry3D::segment_intersects_triangle( - p_params->from, - p_params->to, - vertices[0], - vertices[1], - vertices[2], - &res)) { + Vector3 res; + Vector3 normal; + if (face->intersect_segment(p_params->from, p_params->to, res, normal)) { real_t d = p_params->dir.dot(res) - p_params->dir.dot(p_params->from); - //TODO, seems segmen/triangle intersection is broken :( - if (d > 0 && d < p_params->min_d) { + if ((d > 0) && (d < p_params->min_d)) { p_params->min_d = d; p_params->result = res; - p_params->normal = Plane(vertices[0], vertices[1], vertices[2]).normal; + p_params->normal = normal; p_params->collisions++; } } - } else { if (bvh->left >= 0) { _cull_segment(bvh->left, p_params); @@ -1329,17 +1348,20 @@ bool ConcavePolygonShape3DSW::intersect_segment(const Vector3 &p_begin, const Ve const Vector3 *vr = vertices.ptr(); const BVH *br = bvh.ptr(); + FaceShape3DSW face; + face.backface_collision = backface_collision; + _SegmentCullParams params; params.from = p_begin; params.to = p_end; - params.collisions = 0; params.dir = (p_end - p_begin).normalized(); params.faces = fr; params.vertices = vr; params.bvh = br; - params.min_d = 1e20; + params.face = &face; + // cull _cull_segment(0, ¶ms); @@ -1401,6 +1423,7 @@ void ConcavePolygonShape3DSW::cull(const AABB &p_local_aabb, Callback p_callback const BVH *br = bvh.ptr(); FaceShape3DSW face; // use this to send in the callback + face.backface_collision = backface_collision; _CullParams params; params.aabb = local_aabb; @@ -1422,7 +1445,7 @@ Vector3 ConcavePolygonShape3DSW::get_moment_of_inertia(real_t p_mass) const { return Vector3( (p_mass / 3.0) * (extents.y * extents.y + extents.z * extents.z), (p_mass / 3.0) * (extents.x * extents.x + extents.z * extents.z), - (p_mass / 3.0) * (extents.y * extents.y + extents.y * extents.y)); + (p_mass / 3.0) * (extents.x * extents.x + extents.y * extents.y)); } struct _VolumeSW_BVH_Element { @@ -1532,7 +1555,7 @@ void ConcavePolygonShape3DSW::_fill_bvh(_VolumeSW_BVH *p_bvh_tree, BVH *p_bvh_ar memdelete(p_bvh_tree); } -void ConcavePolygonShape3DSW::_setup(Vector<Vector3> p_faces) { +void ConcavePolygonShape3DSW::_setup(const Vector<Vector3> &p_faces, bool p_backface_collision) { int src_face_count = p_faces.size(); if (src_face_count == 0) { configure(AABB()); @@ -1587,15 +1610,24 @@ void ConcavePolygonShape3DSW::_setup(Vector<Vector3> p_faces) { int idx = 0; _fill_bvh(bvh_tree, bvh_arrayw2, idx); + backface_collision = p_backface_collision; + configure(_aabb); // this type of shape has no margin } void ConcavePolygonShape3DSW::set_data(const Variant &p_data) { - _setup(p_data); + Dictionary d = p_data; + ERR_FAIL_COND(!d.has("faces")); + + _setup(d["faces"], d["backface_collision"]); } Variant ConcavePolygonShape3DSW::get_data() const { - return get_faces(); + Dictionary d; + d["faces"] = get_faces(); + d["backface_collision"] = backface_collision; + + return d; } ConcavePolygonShape3DSW::ConcavePolygonShape3DSW() { @@ -1603,7 +1635,7 @@ ConcavePolygonShape3DSW::ConcavePolygonShape3DSW() { /* HEIGHT MAP SHAPE */ -Vector<real_t> HeightMapShape3DSW::get_heights() const { +Vector<float> HeightMapShape3DSW::get_heights() const { return heights; } @@ -1615,11 +1647,7 @@ int HeightMapShape3DSW::get_depth() const { return depth; } -real_t HeightMapShape3DSW::get_cell_size() const { - return cell_size; -} - -void HeightMapShape3DSW::project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const { +void HeightMapShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const { //not very useful, but not very used either p_transform.xform(get_aabb()).project_range_in_plane(Plane(p_normal, 0), r_min, r_max); } @@ -1629,7 +1657,198 @@ Vector3 HeightMapShape3DSW::get_support(const Vector3 &p_normal) const { return get_aabb().get_support(p_normal); } +struct _HeightmapSegmentCullParams { + Vector3 from; + Vector3 to; + Vector3 dir; + + Vector3 result; + Vector3 normal; + + const HeightMapShape3DSW *heightmap = nullptr; + FaceShape3DSW *face = nullptr; +}; + +_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)) { + p_params.result = res; + p_params.normal = normal; + return true; + } + + return false; +} + +_FORCE_INLINE_ bool _heightmap_cell_cull_segment(_HeightmapSegmentCullParams &p_params, int p_x, int p_z) { + // First triangle. + p_params.heightmap->_get_point(p_x, p_z, p_params.face->vertex[0]); + p_params.heightmap->_get_point(p_x + 1, p_z, p_params.face->vertex[1]); + p_params.heightmap->_get_point(p_x, p_z + 1, p_params.face->vertex[2]); + p_params.face->normal = Plane(p_params.face->vertex[0], p_params.face->vertex[1], p_params.face->vertex[2]).normal; + if (_heightmap_face_cull_segment(p_params)) { + return true; + } + + // Second triangle. + p_params.face->vertex[0] = p_params.face->vertex[1]; + p_params.heightmap->_get_point(p_x + 1, p_z + 1, p_params.face->vertex[1]); + p_params.face->normal = Plane(p_params.face->vertex[0], p_params.face->vertex[1], p_params.face->vertex[2]).normal; + if (_heightmap_face_cull_segment(p_params)) { + return true; + } + + return false; +} + bool HeightMapShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal) const { + if (heights.is_empty()) { + return false; + } + + Vector3 local_begin = p_begin + local_origin; + Vector3 local_end = p_end + local_origin; + + FaceShape3DSW face; + face.backface_collision = false; + + _HeightmapSegmentCullParams params; + params.from = p_begin; + params.to = p_end; + params.dir = (p_end - p_begin).normalized(); + params.heightmap = this; + params.face = &face; + + // Quantize the ray begin/end. + int begin_x = floor(local_begin.x); + int begin_z = floor(local_begin.z); + int end_x = floor(local_end.x); + int end_z = floor(local_end.z); + + if ((begin_x == end_x) && (begin_z == end_z)) { + // Simple case for rays that don't traverse the grid horizontally. + // Just perform a test on the given cell. + int x = CLAMP(begin_x, 0, width - 2); + int z = CLAMP(begin_z, 0, depth - 2); + if (_heightmap_cell_cull_segment(params, x, z)) { + r_point = params.result; + r_normal = params.normal; + return true; + } + } else { + // Perform grid query from projected ray. + Vector2 ray_dir_proj(local_end.x - local_begin.x, local_end.z - local_begin.z); + real_t ray_dist_proj = ray_dir_proj.length(); + + if (ray_dist_proj < CMP_EPSILON) { + ray_dir_proj = Vector2(); + } else { + ray_dir_proj /= ray_dist_proj; + } + + const int x_step = (ray_dir_proj.x > CMP_EPSILON) ? 1 : ((ray_dir_proj.x < -CMP_EPSILON) ? -1 : 0); + const int z_step = (ray_dir_proj.y > CMP_EPSILON) ? 1 : ((ray_dir_proj.y < -CMP_EPSILON) ? -1 : 0); + + const real_t infinite = 1e20; + const real_t delta_x = (x_step != 0) ? 1.f / Math::abs(ray_dir_proj.x) : infinite; + const real_t delta_z = (z_step != 0) ? 1.f / Math::abs(ray_dir_proj.y) : infinite; + + real_t cross_x; // At which value of `param` we will cross a x-axis lane? + real_t cross_z; // At which value of `param` we will cross a z-axis lane? + + // X initialization. + if (x_step != 0) { + if (x_step == 1) { + cross_x = (ceil(local_begin.x) - local_begin.x) * delta_x; + } else { + cross_x = (local_begin.x - floor(local_begin.x)) * delta_x; + } + } else { + cross_x = infinite; // Will never cross on X. + } + + // Z initialization. + if (z_step != 0) { + if (z_step == 1) { + cross_z = (ceil(local_begin.z) - local_begin.z) * delta_z; + } else { + cross_z = (local_begin.z - floor(local_begin.z)) * delta_z; + } + } else { + cross_z = infinite; // Will never cross on Z. + } + + int x = floor(local_begin.x); + int z = floor(local_begin.z); + + // Workaround cases where the ray starts at an integer position. + if (Math::abs(cross_x) < CMP_EPSILON) { + cross_x += delta_x; + // If going backwards, we should ignore the position we would get by the above flooring, + // because the ray is not heading in that direction. + if (x_step == -1) { + x -= 1; + } + } + + if (Math::abs(cross_z) < CMP_EPSILON) { + cross_z += delta_z; + if (z_step == -1) { + z -= 1; + } + } + + // Start inside the grid. + int x_start = CLAMP(x, 0, width - 2); + int z_start = CLAMP(z, 0, depth - 2); + + // Adjust initial cross values. + cross_x += delta_x * x_step * (x_start - x); + cross_z += delta_z * z_step * (z_start - z); + + x = x_start; + z = z_start; + + if (_heightmap_cell_cull_segment(params, x, z)) { + r_point = params.result; + r_normal = params.normal; + return true; + } + + real_t dist = 0.0; + while (true) { + if (cross_x < cross_z) { + // X lane. + x += x_step; + // Assign before advancing the param, + // to be in sync with the initialization step. + dist = cross_x; + cross_x += delta_x; + } else { + // Z lane. + z += z_step; + dist = cross_z; + cross_z += delta_z; + } + + // Stop when outside the grid. + if ((x < 0) || (z < 0) || (x >= width - 1) || (z >= depth - 1)) { + break; + } + + if (_heightmap_cell_cull_segment(params, x, z)) { + r_point = params.result; + r_normal = params.normal; + return true; + } + + if (dist > ray_dist_proj) { + break; + } + } + } + return false; } @@ -1641,7 +1860,66 @@ Vector3 HeightMapShape3DSW::get_closest_point_to(const Vector3 &p_point) const { return Vector3(); } +void HeightMapShape3DSW::_get_cell(const Vector3 &p_point, int &r_x, int &r_y, int &r_z) const { + const AABB &aabb = get_aabb(); + + Vector3 pos_local = aabb.position + local_origin; + + Vector3 clamped_point(p_point); + clamped_point.x = CLAMP(p_point.x, pos_local.x, pos_local.x + aabb.size.x); + clamped_point.y = CLAMP(p_point.y, pos_local.y, pos_local.y + aabb.size.y); + clamped_point.z = CLAMP(p_point.z, pos_local.z, pos_local.x + 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); + r_z = (clamped_point.z < 0.0) ? (clamped_point.z - 0.5) : (clamped_point.z + 0.5); +} + void HeightMapShape3DSW::cull(const AABB &p_local_aabb, Callback p_callback, void *p_userdata) const { + if (heights.is_empty()) { + return; + } + + AABB local_aabb = p_local_aabb; + local_aabb.position += local_origin; + + // Quantize the aabb, and adjust the start/end ranges. + int aabb_min[3]; + int aabb_max[3]; + _get_cell(local_aabb.position, aabb_min[0], aabb_min[1], aabb_min[2]); + _get_cell(local_aabb.position + local_aabb.size, aabb_max[0], aabb_max[1], aabb_max[2]); + + // Expand the min/max quantized values. + // This is to catch the case where the input aabb falls between grid points. + for (int i = 0; i < 3; ++i) { + aabb_min[i]--; + aabb_max[i]++; + } + + int start_x = MAX(0, aabb_min[0]); + int end_x = MIN(width - 1, aabb_max[0]); + int start_z = MAX(0, aabb_min[2]); + int end_z = MIN(depth - 1, aabb_max[2]); + + FaceShape3DSW face; + face.backface_collision = true; + + for (int z = start_z; z < end_z; z++) { + for (int x = start_x; x < end_x; x++) { + // First triangle. + _get_point(x, z, face.vertex[0]); + _get_point(x + 1, z, face.vertex[1]); + _get_point(x, z + 1, face.vertex[2]); + face.normal = Plane(face.vertex[0], face.vertex[2], face.vertex[1]).normal; + p_callback(p_userdata, &face); + + // Second triangle. + face.vertex[0] = face.vertex[1]; + _get_point(x + 1, z + 1, face.vertex[1]); + face.normal = Plane(face.vertex[0], face.vertex[2], face.vertex[1]).normal; + p_callback(p_userdata, &face); + } + } } Vector3 HeightMapShape3DSW::get_moment_of_inertia(real_t p_mass) const { @@ -1651,61 +1929,105 @@ Vector3 HeightMapShape3DSW::get_moment_of_inertia(real_t p_mass) const { return Vector3( (p_mass / 3.0) * (extents.y * extents.y + extents.z * extents.z), (p_mass / 3.0) * (extents.x * extents.x + extents.z * extents.z), - (p_mass / 3.0) * (extents.y * extents.y + extents.y * extents.y)); + (p_mass / 3.0) * (extents.x * extents.x + extents.y * extents.y)); } -void HeightMapShape3DSW::_setup(Vector<real_t> p_heights, int p_width, int p_depth, real_t p_cell_size) { +void HeightMapShape3DSW::_setup(const Vector<float> &p_heights, int p_width, int p_depth, real_t p_min_height, real_t p_max_height) { heights = p_heights; width = p_width; depth = p_depth; - cell_size = p_cell_size; - - const real_t *r = heights.ptr(); + // Initialize aabb. AABB aabb; + aabb.position = Vector3(0.0, p_min_height, 0.0); + aabb.size = Vector3(p_width - 1, p_max_height - p_min_height, p_depth - 1); - for (int i = 0; i < depth; i++) { - for (int j = 0; j < width; j++) { - real_t h = r[i * width + j]; + // Initialize origin as the aabb center. + local_origin = aabb.position + 0.5 * aabb.size; + local_origin.y = 0.0; - Vector3 pos(j * cell_size, h, i * cell_size); - if (i == 0 || j == 0) { - aabb.position = pos; - } else { - aabb.expand_to(pos); - } - } - } + aabb.position -= local_origin; configure(aabb); } void HeightMapShape3DSW::set_data(const Variant &p_data) { ERR_FAIL_COND(p_data.get_type() != Variant::DICTIONARY); + Dictionary d = p_data; ERR_FAIL_COND(!d.has("width")); ERR_FAIL_COND(!d.has("depth")); - ERR_FAIL_COND(!d.has("cell_size")); ERR_FAIL_COND(!d.has("heights")); int width = d["width"]; int depth = d["depth"]; - real_t cell_size = d["cell_size"]; - Vector<real_t> heights = d["heights"]; - ERR_FAIL_COND(width <= 0); - ERR_FAIL_COND(depth <= 0); - ERR_FAIL_COND(cell_size <= CMP_EPSILON); - ERR_FAIL_COND(heights.size() != (width * depth)); - _setup(heights, width, depth, cell_size); + ERR_FAIL_COND(width <= 0.0); + ERR_FAIL_COND(depth <= 0.0); + + Variant heights_variant = d["heights"]; + Vector<float> heights_buffer; + if (heights_variant.get_type() == Variant::PACKED_FLOAT32_ARRAY) { + // Ready-to-use heights can be passed. + heights_buffer = heights_variant; + } else if (heights_variant.get_type() == Variant::OBJECT) { + // If an image is passed, we have to convert it. + // This would be expensive to do with a script, so it's nice to have it here. + Ref<Image> image = heights_variant; + ERR_FAIL_COND(image.is_null()); + ERR_FAIL_COND(image->get_format() != Image::FORMAT_RF); + + PackedByteArray im_data = image->get_data(); + heights_buffer.resize(image->get_width() * image->get_height()); + + float *w = heights_buffer.ptrw(); + float *rp = (float *)im_data.ptr(); + for (int i = 0; i < heights_buffer.size(); ++i) { + w[i] = rp[i]; + } + } else { + ERR_FAIL_MSG("Expected PackedFloat32Array or float Image."); + } + + // Compute min and max heights or use precomputed values. + real_t min_height = 0.0; + real_t max_height = 0.0; + if (d.has("min_height") && d.has("max_height")) { + min_height = d["min_height"]; + max_height = d["max_height"]; + } else { + int heights_size = heights.size(); + for (int i = 0; i < heights_size; ++i) { + float h = heights[i]; + if (h < min_height) { + min_height = h; + } else if (h > max_height) { + max_height = h; + } + } + } + + ERR_FAIL_COND(min_height > max_height); + + ERR_FAIL_COND(heights_buffer.size() != (width * depth)); + + // If specified, min and max height will be used as precomputed values. + _setup(heights_buffer, width, depth, min_height, max_height); } Variant HeightMapShape3DSW::get_data() const { - ERR_FAIL_V(Variant()); + Dictionary d; + d["width"] = width; + d["depth"] = depth; + + const AABB &aabb = get_aabb(); + d["min_height"] = aabb.position.y; + d["max_height"] = aabb.position.y + aabb.size.y; + + d["heights"] = heights; + + return d; } HeightMapShape3DSW::HeightMapShape3DSW() { - width = 0; - depth = 0; - cell_size = 0; } |