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-rw-r--r--servers/physics_3d/gjk_epa.h2
-rw-r--r--servers/physics_3d/godot_area_3d.cpp18
-rw-r--r--servers/physics_3d/godot_area_3d.h6
-rw-r--r--servers/physics_3d/godot_body_3d.cpp71
-rw-r--r--servers/physics_3d/godot_body_3d.h7
-rw-r--r--servers/physics_3d/godot_body_direct_state_3d.cpp4
-rw-r--r--servers/physics_3d/godot_body_pair_3d.cpp2
-rw-r--r--servers/physics_3d/godot_collision_object_3d.h8
-rw-r--r--servers/physics_3d/godot_collision_solver_3d.cpp29
-rw-r--r--servers/physics_3d/godot_collision_solver_3d.h2
-rw-r--r--servers/physics_3d/godot_collision_solver_3d_sat.cpp65
-rw-r--r--servers/physics_3d/godot_collision_solver_3d_sat.h6
-rw-r--r--servers/physics_3d/godot_physics_server_3d.cpp37
-rw-r--r--servers/physics_3d/godot_physics_server_3d.h10
-rw-r--r--servers/physics_3d/godot_shape_3d.cpp233
-rw-r--r--servers/physics_3d/godot_shape_3d.h2
-rw-r--r--servers/physics_3d/godot_soft_body_3d.cpp9
-rw-r--r--servers/physics_3d/godot_space_3d.cpp25
-rw-r--r--servers/physics_3d/godot_step_3d.cpp11
-rw-r--r--servers/physics_3d/godot_step_3d.h4
-rw-r--r--servers/physics_3d/joints/godot_cone_twist_joint_3d.h6
-rw-r--r--servers/physics_3d/joints/godot_generic_6dof_joint_3d.cpp2
-rw-r--r--servers/physics_3d/joints/godot_generic_6dof_joint_3d.h6
-rw-r--r--servers/physics_3d/joints/godot_hinge_joint_3d.h6
-rw-r--r--servers/physics_3d/joints/godot_jacobian_entry_3d.h6
-rw-r--r--servers/physics_3d/joints/godot_pin_joint_3d.h6
-rw-r--r--servers/physics_3d/joints/godot_slider_joint_3d.h6
27 files changed, 374 insertions, 215 deletions
diff --git a/servers/physics_3d/gjk_epa.h b/servers/physics_3d/gjk_epa.h
index 01a47f222e..309af76561 100644
--- a/servers/physics_3d/gjk_epa.h
+++ b/servers/physics_3d/gjk_epa.h
@@ -37,4 +37,4 @@
bool gjk_epa_calculate_penetration(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, GodotCollisionSolver3D::CallbackResult p_result_callback, void *p_userdata, bool p_swap = false, real_t p_margin_A = 0.0, real_t p_margin_B = 0.0);
bool gjk_epa_calculate_distance(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_result_A, Vector3 &r_result_B);
-#endif
+#endif // GJK_EPA_H
diff --git a/servers/physics_3d/godot_area_3d.cpp b/servers/physics_3d/godot_area_3d.cpp
index e2ad765d62..d4d3b3e6aa 100644
--- a/servers/physics_3d/godot_area_3d.cpp
+++ b/servers/physics_3d/godot_area_3d.cpp
@@ -276,7 +276,11 @@ void GodotArea3D::call_queries() {
Callable::CallError ce;
Variant ret;
- monitor_callback.call((const Variant **)resptr, 5, ret, ce);
+ monitor_callback.callp((const Variant **)resptr, 5, ret, ce);
+
+ if (ce.error != Callable::CallError::CALL_OK) {
+ ERR_PRINT_ONCE("Error calling monitor callback method " + Variant::get_callable_error_text(monitor_callback, (const Variant **)resptr, 5, ce));
+ }
}
} else {
monitored_bodies.clear();
@@ -314,7 +318,11 @@ void GodotArea3D::call_queries() {
Callable::CallError ce;
Variant ret;
- area_monitor_callback.call((const Variant **)resptr, 5, ret, ce);
+ area_monitor_callback.callp((const Variant **)resptr, 5, ret, ce);
+
+ if (ce.error != Callable::CallError::CALL_OK) {
+ ERR_PRINT_ONCE("Error calling area monitor callback method " + Variant::get_callable_error_text(area_monitor_callback, (const Variant **)resptr, 5, ce));
+ }
}
} else {
monitored_areas.clear();
@@ -325,12 +333,12 @@ void GodotArea3D::call_queries() {
void GodotArea3D::compute_gravity(const Vector3 &p_position, Vector3 &r_gravity) const {
if (is_gravity_point()) {
- const real_t gravity_distance_scale = get_gravity_distance_scale();
+ const real_t gr_distance_scale = get_gravity_distance_scale();
Vector3 v = get_transform().xform(get_gravity_vector()) - p_position;
- if (gravity_distance_scale > 0) {
+ if (gr_distance_scale > 0) {
const real_t v_length = v.length();
if (v_length > 0) {
- const real_t v_scaled = v_length * gravity_distance_scale;
+ const real_t v_scaled = v_length * gr_distance_scale;
r_gravity = (v.normalized() * (get_gravity() / (v_scaled * v_scaled)));
} else {
r_gravity = Vector3();
diff --git a/servers/physics_3d/godot_area_3d.h b/servers/physics_3d/godot_area_3d.h
index a00451f602..51b435eb00 100644
--- a/servers/physics_3d/godot_area_3d.h
+++ b/servers/physics_3d/godot_area_3d.h
@@ -74,9 +74,9 @@ class GodotArea3D : public GodotCollisionObject3D {
static uint32_t hash(const BodyKey &p_key) {
uint32_t h = hash_one_uint64(p_key.rid.get_id());
- h = hash_djb2_one_64(p_key.instance_id, h);
- h = hash_djb2_one_32(p_key.area_shape, h);
- return hash_djb2_one_32(p_key.body_shape, h);
+ h = hash_murmur3_one_64(p_key.instance_id, h);
+ h = hash_murmur3_one_32(p_key.area_shape, h);
+ return hash_fmix32(hash_murmur3_one_32(p_key.body_shape, h));
}
_FORCE_INLINE_ bool operator==(const BodyKey &p_key) const {
diff --git a/servers/physics_3d/godot_body_3d.cpp b/servers/physics_3d/godot_body_3d.cpp
index ad97533f44..53f4ab86f9 100644
--- a/servers/physics_3d/godot_body_3d.cpp
+++ b/servers/physics_3d/godot_body_3d.cpp
@@ -56,7 +56,7 @@ void GodotBody3D::update_mass_properties() {
// Update shapes and motions.
switch (mode) {
- case PhysicsServer3D::BODY_MODE_DYNAMIC: {
+ case PhysicsServer3D::BODY_MODE_RIGID: {
real_t total_area = 0;
for (int i = 0; i < get_shape_count(); i++) {
if (is_shape_disabled(i)) {
@@ -78,10 +78,10 @@ void GodotBody3D::update_mass_properties() {
real_t area = get_shape_area(i);
- real_t mass = area * this->mass / total_area;
+ real_t mass_new = area * mass / total_area;
// NOTE: we assume that the shape origin is also its center of mass.
- center_of_mass_local += mass * get_shape_transform(i).origin;
+ center_of_mass_local += mass_new * get_shape_transform(i).origin;
}
center_of_mass_local /= mass;
@@ -108,9 +108,9 @@ void GodotBody3D::update_mass_properties() {
const GodotShape3D *shape = get_shape(i);
- real_t mass = area * this->mass / total_area;
+ real_t mass_new = area * mass / total_area;
- Basis shape_inertia_tensor = Basis::from_scale(shape->get_moment_of_inertia(mass));
+ Basis shape_inertia_tensor = Basis::from_scale(shape->get_moment_of_inertia(mass_new));
Transform3D shape_transform = get_shape_transform(i);
Basis shape_basis = shape_transform.basis.orthonormalized();
@@ -118,7 +118,7 @@ void GodotBody3D::update_mass_properties() {
shape_inertia_tensor = shape_basis * shape_inertia_tensor * shape_basis.transposed();
Vector3 shape_origin = shape_transform.origin - center_of_mass_local;
- inertia_tensor += shape_inertia_tensor + (Basis() * shape_origin.dot(shape_origin) - shape_origin.outer(shape_origin)) * mass;
+ inertia_tensor += shape_inertia_tensor + (Basis() * shape_origin.dot(shape_origin) - shape_origin.outer(shape_origin)) * mass_new;
}
// Set the inertia to a valid value when there are no valid shapes.
@@ -154,7 +154,7 @@ void GodotBody3D::update_mass_properties() {
_inv_inertia = Vector3();
_inv_mass = 0;
} break;
- case PhysicsServer3D::BODY_MODE_DYNAMIC_LINEAR: {
+ case PhysicsServer3D::BODY_MODE_RIGID_LINEAR: {
_inv_inertia_tensor.set_zero();
_inv_mass = 1.0 / mass;
@@ -201,7 +201,7 @@ void GodotBody3D::set_param(PhysicsServer3D::BodyParameter p_param, const Varian
real_t mass_value = p_value;
ERR_FAIL_COND(mass_value <= 0);
mass = mass_value;
- if (mode >= PhysicsServer3D::BODY_MODE_DYNAMIC) {
+ if (mode >= PhysicsServer3D::BODY_MODE_RIGID) {
_mass_properties_changed();
}
} break;
@@ -209,12 +209,12 @@ void GodotBody3D::set_param(PhysicsServer3D::BodyParameter p_param, const Varian
inertia = p_value;
if ((inertia.x <= 0.0) || (inertia.y <= 0.0) || (inertia.z <= 0.0)) {
calculate_inertia = true;
- if (mode == PhysicsServer3D::BODY_MODE_DYNAMIC) {
+ if (mode == PhysicsServer3D::BODY_MODE_RIGID) {
_mass_properties_changed();
}
} else {
calculate_inertia = false;
- if (mode == PhysicsServer3D::BODY_MODE_DYNAMIC) {
+ if (mode == PhysicsServer3D::BODY_MODE_RIGID) {
principal_inertia_axes_local = Basis();
_inv_inertia = inertia.inverse();
_update_transform_dependent();
@@ -263,7 +263,7 @@ Variant GodotBody3D::get_param(PhysicsServer3D::BodyParameter p_param) const {
return mass;
} break;
case PhysicsServer3D::BODY_PARAM_INERTIA: {
- if (mode == PhysicsServer3D::BODY_MODE_DYNAMIC) {
+ if (mode == PhysicsServer3D::BODY_MODE_RIGID) {
return _inv_inertia.inverse();
} else {
return Vector3();
@@ -315,7 +315,7 @@ void GodotBody3D::set_mode(PhysicsServer3D::BodyMode p_mode) {
_update_transform_dependent();
} break;
- case PhysicsServer3D::BODY_MODE_DYNAMIC: {
+ case PhysicsServer3D::BODY_MODE_RIGID: {
_inv_mass = mass > 0 ? (1.0 / mass) : 0;
if (!calculate_inertia) {
principal_inertia_axes_local = Basis();
@@ -327,7 +327,7 @@ void GodotBody3D::set_mode(PhysicsServer3D::BodyMode p_mode) {
set_active(true);
} break;
- case PhysicsServer3D::BODY_MODE_DYNAMIC_LINEAR: {
+ case PhysicsServer3D::BODY_MODE_RIGID_LINEAR: {
_inv_mass = mass > 0 ? (1.0 / mass) : 0;
_inv_inertia = Vector3();
angular_velocity = Vector3();
@@ -407,7 +407,7 @@ void GodotBody3D::set_state(PhysicsServer3D::BodyState p_state, const Variant &p
} break;
case PhysicsServer3D::BODY_STATE_CAN_SLEEP: {
can_sleep = p_variant;
- if (mode >= PhysicsServer3D::BODY_MODE_DYNAMIC && !active && !can_sleep) {
+ if (mode >= PhysicsServer3D::BODY_MODE_RIGID && !active && !can_sleep) {
set_active(true);
}
@@ -637,14 +637,14 @@ void GodotBody3D::integrate_forces(real_t p_step) {
damp = 0;
}
- real_t angular_damp = 1.0 - p_step * total_angular_damp;
+ real_t angular_damp_new = 1.0 - p_step * total_angular_damp;
- if (angular_damp < 0) { // reached zero in the given time
- angular_damp = 0;
+ if (angular_damp_new < 0) { // reached zero in the given time
+ angular_damp_new = 0;
}
linear_velocity *= damp;
- angular_velocity *= angular_damp;
+ angular_velocity *= angular_damp_new;
linear_velocity += _inv_mass * force * p_step;
angular_velocity += _inv_inertia_tensor.xform(torque) * p_step;
@@ -674,7 +674,7 @@ void GodotBody3D::integrate_velocities(real_t p_step) {
return;
}
- if (fi_callback_data || body_state_callback) {
+ if (fi_callback_data || body_state_callback.get_object()) {
get_space()->body_add_to_state_query_list(&direct_state_query_list);
}
@@ -707,27 +707,27 @@ void GodotBody3D::integrate_velocities(real_t p_step) {
Vector3 total_angular_velocity = angular_velocity + biased_angular_velocity;
real_t ang_vel = total_angular_velocity.length();
- Transform3D transform = get_transform();
+ Transform3D transform_new = get_transform();
if (!Math::is_zero_approx(ang_vel)) {
Vector3 ang_vel_axis = total_angular_velocity / ang_vel;
Basis rot(ang_vel_axis, ang_vel * p_step);
Basis identity3(1, 0, 0, 0, 1, 0, 0, 0, 1);
- transform.origin += ((identity3 - rot) * transform.basis).xform(center_of_mass_local);
- transform.basis = rot * transform.basis;
- transform.orthonormalize();
+ transform_new.origin += ((identity3 - rot) * transform_new.basis).xform(center_of_mass_local);
+ transform_new.basis = rot * transform_new.basis;
+ transform_new.orthonormalize();
}
Vector3 total_linear_velocity = linear_velocity + biased_linear_velocity;
/*for(int i=0;i<3;i++) {
if (axis_lock&(1<<i)) {
- transform.origin[i]=0.0;
+ transform_new.origin[i]=0.0;
}
}*/
- transform.origin += total_linear_velocity * p_step;
+ transform_new.origin += total_linear_velocity * p_step;
- _set_transform(transform);
+ _set_transform(transform_new);
_set_inv_transform(get_transform().inverse());
_update_transform_dependent();
@@ -744,7 +744,7 @@ void GodotBody3D::wakeup_neighbours() {
continue;
}
GodotBody3D *b = n[i];
- if (b->mode < PhysicsServer3D::BODY_MODE_DYNAMIC) {
+ if (b->mode < PhysicsServer3D::BODY_MODE_RIGID) {
continue;
}
@@ -756,22 +756,26 @@ void GodotBody3D::wakeup_neighbours() {
}
void GodotBody3D::call_queries() {
+ Variant direct_state_variant = get_direct_state();
+
if (fi_callback_data) {
if (!fi_callback_data->callable.get_object()) {
set_force_integration_callback(Callable());
} else {
- Variant direct_state_variant = get_direct_state();
const Variant *vp[2] = { &direct_state_variant, &fi_callback_data->udata };
Callable::CallError ce;
int argc = (fi_callback_data->udata.get_type() == Variant::NIL) ? 1 : 2;
Variant rv;
- fi_callback_data->callable.call(vp, argc, rv, ce);
+ fi_callback_data->callable.callp(vp, argc, rv, ce);
}
}
- if (body_state_callback_instance) {
- (body_state_callback)(body_state_callback_instance, get_direct_state());
+ if (body_state_callback.get_object()) {
+ const Variant *vp[1] = { &direct_state_variant };
+ Callable::CallError ce;
+ Variant rv;
+ body_state_callback.callp(vp, 1, rv, ce);
}
}
@@ -792,9 +796,8 @@ bool GodotBody3D::sleep_test(real_t p_step) {
}
}
-void GodotBody3D::set_state_sync_callback(void *p_instance, PhysicsServer3D::BodyStateCallback p_callback) {
- body_state_callback_instance = p_instance;
- body_state_callback = p_callback;
+void GodotBody3D::set_state_sync_callback(const Callable &p_callable) {
+ body_state_callback = p_callable;
}
void GodotBody3D::set_force_integration_callback(const Callable &p_callable, const Variant &p_udata) {
diff --git a/servers/physics_3d/godot_body_3d.h b/servers/physics_3d/godot_body_3d.h
index 93bd5a0071..412cbebc7d 100644
--- a/servers/physics_3d/godot_body_3d.h
+++ b/servers/physics_3d/godot_body_3d.h
@@ -40,7 +40,7 @@ class GodotConstraint3D;
class GodotPhysicsDirectBodyState3D;
class GodotBody3D : public GodotCollisionObject3D {
- PhysicsServer3D::BodyMode mode = PhysicsServer3D::BODY_MODE_DYNAMIC;
+ PhysicsServer3D::BodyMode mode = PhysicsServer3D::BODY_MODE_RIGID;
Vector3 linear_velocity;
Vector3 angular_velocity;
@@ -131,8 +131,7 @@ class GodotBody3D : public GodotCollisionObject3D {
Vector<Contact> contacts; //no contacts by default
int contact_count = 0;
- void *body_state_callback_instance = nullptr;
- PhysicsServer3D::BodyStateCallback body_state_callback = nullptr;
+ Callable body_state_callback;
struct ForceIntegrationCallbackData {
Callable callable;
@@ -150,7 +149,7 @@ class GodotBody3D : public GodotCollisionObject3D {
friend class GodotPhysicsDirectBodyState3D; // i give up, too many functions to expose
public:
- void set_state_sync_callback(void *p_instance, PhysicsServer3D::BodyStateCallback p_callback);
+ void set_state_sync_callback(const Callable &p_callable);
void set_force_integration_callback(const Callable &p_callable, const Variant &p_udata = Variant());
GodotPhysicsDirectBodyState3D *get_direct_state();
diff --git a/servers/physics_3d/godot_body_direct_state_3d.cpp b/servers/physics_3d/godot_body_direct_state_3d.cpp
index a8c6086e1c..25088d33f3 100644
--- a/servers/physics_3d/godot_body_direct_state_3d.cpp
+++ b/servers/physics_3d/godot_body_direct_state_3d.cpp
@@ -145,7 +145,7 @@ void GodotPhysicsDirectBodyState3D::add_constant_torque(const Vector3 &p_torque)
}
void GodotPhysicsDirectBodyState3D::set_constant_force(const Vector3 &p_force) {
- if (!p_force.is_equal_approx(Vector3())) {
+ if (!p_force.is_zero_approx()) {
body->wakeup();
}
body->set_constant_force(p_force);
@@ -156,7 +156,7 @@ Vector3 GodotPhysicsDirectBodyState3D::get_constant_force() const {
}
void GodotPhysicsDirectBodyState3D::set_constant_torque(const Vector3 &p_torque) {
- if (!p_torque.is_equal_approx(Vector3())) {
+ if (!p_torque.is_zero_approx()) {
body->wakeup();
}
body->set_constant_torque(p_torque);
diff --git a/servers/physics_3d/godot_body_pair_3d.cpp b/servers/physics_3d/godot_body_pair_3d.cpp
index eebbe0196d..7e6cc6f834 100644
--- a/servers/physics_3d/godot_body_pair_3d.cpp
+++ b/servers/physics_3d/godot_body_pair_3d.cpp
@@ -170,7 +170,7 @@ bool GodotBodyPair3D::_test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A,
Vector3 mnormal = motion / mlen;
- real_t min, max;
+ real_t min = 0.0, max = 0.0;
p_A->get_shape(p_shape_A)->project_range(mnormal, p_xform_A, min, max);
// Did it move enough in this direction to even attempt raycast?
diff --git a/servers/physics_3d/godot_collision_object_3d.h b/servers/physics_3d/godot_collision_object_3d.h
index 0f09f21962..2d342f65f3 100644
--- a/servers/physics_3d/godot_collision_object_3d.h
+++ b/servers/physics_3d/godot_collision_object_3d.h
@@ -59,6 +59,7 @@ private:
ObjectID instance_id;
uint32_t collision_layer = 1;
uint32_t collision_mask = 1;
+ real_t collision_priority = 1.0;
struct Shape {
Transform3D xform;
@@ -165,6 +166,13 @@ public:
}
_FORCE_INLINE_ uint32_t get_collision_mask() const { return collision_mask; }
+ _FORCE_INLINE_ void set_collision_priority(real_t p_priority) {
+ ERR_FAIL_COND_MSG(p_priority <= 0, "Priority must be greater than 0.");
+ collision_priority = p_priority;
+ _shape_changed();
+ }
+ _FORCE_INLINE_ real_t get_collision_priority() const { return collision_priority; }
+
_FORCE_INLINE_ bool collides_with(GodotCollisionObject3D *p_other) const {
return p_other->collision_layer & collision_mask;
}
diff --git a/servers/physics_3d/godot_collision_solver_3d.cpp b/servers/physics_3d/godot_collision_solver_3d.cpp
index b2d3e4d876..ca76a819ec 100644
--- a/servers/physics_3d/godot_collision_solver_3d.cpp
+++ b/servers/physics_3d/godot_collision_solver_3d.cpp
@@ -38,7 +38,7 @@
#define collision_solver sat_calculate_penetration
//#define collision_solver gjk_epa_calculate_penetration
-bool GodotCollisionSolver3D::solve_static_world_boundary(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result) {
+bool GodotCollisionSolver3D::solve_static_world_boundary(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin) {
const GodotWorldBoundaryShape3D *world_boundary = static_cast<const GodotWorldBoundaryShape3D *>(p_shape_A);
if (p_shape_B->get_type() == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) {
return false;
@@ -48,7 +48,7 @@ bool GodotCollisionSolver3D::solve_static_world_boundary(const GodotShape3D *p_s
static const int max_supports = 16;
Vector3 supports[max_supports];
int support_count;
- GodotShape3D::FeatureType support_type;
+ GodotShape3D::FeatureType support_type = GodotShape3D::FeatureType::FEATURE_POINT;
p_shape_B->get_supports(p_transform_B.basis.xform_inv(-p.normal).normalized(), max_supports, supports, support_count, support_type);
if (support_type == GodotShape3D::FEATURE_CIRCLE) {
@@ -70,6 +70,7 @@ bool GodotCollisionSolver3D::solve_static_world_boundary(const GodotShape3D *p_s
bool found = false;
for (int i = 0; i < support_count; i++) {
+ supports[i] += p_margin * supports[i].normalized();
supports[i] = p_transform_B.xform(supports[i]);
if (p.distance_to(supports[i]) >= 0) {
continue;
@@ -337,7 +338,7 @@ bool GodotCollisionSolver3D::solve_concave(const GodotShape3D *p_shape_A, const
real_t axis_scale = 1.0 / axis.length();
axis *= axis_scale;
- real_t smin, smax;
+ real_t smin = 0.0, smax = 0.0;
p_shape_A->project_range(axis, rel_transform, smin, smax);
smin -= p_margin_A;
smax += p_margin_A;
@@ -369,23 +370,27 @@ bool GodotCollisionSolver3D::solve_static(const GodotShape3D *p_shape_A, const T
if (type_A == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) {
if (type_B == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) {
+ WARN_PRINT_ONCE("Collisions between world boundaries are not supported.");
return false;
}
if (type_B == PhysicsServer3D::SHAPE_SEPARATION_RAY) {
+ WARN_PRINT_ONCE("Collisions between world boundaries and rays are not supported.");
return false;
}
if (type_B == PhysicsServer3D::SHAPE_SOFT_BODY) {
+ WARN_PRINT_ONCE("Collisions between world boundaries and soft bodies are not supported.");
return false;
}
if (swap) {
- return solve_static_world_boundary(p_shape_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true);
+ return solve_static_world_boundary(p_shape_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true, p_margin_A);
} else {
- return solve_static_world_boundary(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false);
+ return solve_static_world_boundary(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false, p_margin_B);
}
} else if (type_A == PhysicsServer3D::SHAPE_SEPARATION_RAY) {
if (type_B == PhysicsServer3D::SHAPE_SEPARATION_RAY) {
+ WARN_PRINT_ONCE("Collisions between rays are not supported.");
return false;
}
@@ -397,7 +402,7 @@ bool GodotCollisionSolver3D::solve_static(const GodotShape3D *p_shape_A, const T
} else if (type_B == PhysicsServer3D::SHAPE_SOFT_BODY) {
if (type_A == PhysicsServer3D::SHAPE_SOFT_BODY) {
- // Soft Body / Soft Body not supported.
+ WARN_PRINT_ONCE("Collisions between soft bodies are not supported.");
return false;
}
@@ -409,6 +414,7 @@ bool GodotCollisionSolver3D::solve_static(const GodotShape3D *p_shape_A, const T
} else if (concave_B) {
if (concave_A) {
+ WARN_PRINT_ONCE("Collisions between two concave shapes are not supported.");
return false;
}
@@ -456,8 +462,17 @@ bool GodotCollisionSolver3D::solve_distance_world_boundary(const GodotShape3D *p
Vector3 supports[max_supports];
int support_count;
GodotShape3D::FeatureType support_type;
+ Vector3 support_direction = p_transform_B.basis.xform_inv(-p.normal).normalized();
- p_shape_B->get_supports(p_transform_B.basis.xform_inv(-p.normal).normalized(), max_supports, supports, support_count, support_type);
+ p_shape_B->get_supports(support_direction, max_supports, supports, support_count, support_type);
+
+ if (support_count == 0) { // This is a poor man's way to detect shapes that don't implement get_supports, such as GodotMotionShape3D.
+ Vector3 support_B = p_transform_B.xform(p_shape_B->get_support(support_direction));
+ r_point_A = p.project(support_B);
+ r_point_B = support_B;
+ bool collided = p.distance_to(support_B) <= 0;
+ return collided;
+ }
if (support_type == GodotShape3D::FEATURE_CIRCLE) {
ERR_FAIL_COND_V(support_count != 3, false);
diff --git a/servers/physics_3d/godot_collision_solver_3d.h b/servers/physics_3d/godot_collision_solver_3d.h
index a6a0ebfead..e7d67903e9 100644
--- a/servers/physics_3d/godot_collision_solver_3d.h
+++ b/servers/physics_3d/godot_collision_solver_3d.h
@@ -42,7 +42,7 @@ private:
static void soft_body_contact_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata);
static bool soft_body_concave_callback(void *p_userdata, GodotShape3D *p_convex);
static bool concave_callback(void *p_userdata, GodotShape3D *p_convex);
- static bool solve_static_world_boundary(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result);
+ static bool solve_static_world_boundary(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin = 0);
static bool solve_separation_ray(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin = 0);
static bool solve_soft_body(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result);
static bool solve_concave(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin_A = 0, real_t p_margin_B = 0);
diff --git a/servers/physics_3d/godot_collision_solver_3d_sat.cpp b/servers/physics_3d/godot_collision_solver_3d_sat.cpp
index 20e9300778..96253cb452 100644
--- a/servers/physics_3d/godot_collision_solver_3d_sat.cpp
+++ b/servers/physics_3d/godot_collision_solver_3d_sat.cpp
@@ -629,12 +629,12 @@ public:
_FORCE_INLINE_ bool test_axis(const Vector3 &p_axis) {
Vector3 axis = p_axis;
- if (axis.is_equal_approx(Vector3())) {
+ if (axis.is_zero_approx()) {
// strange case, try an upwards separator
axis = Vector3(0.0, 1.0, 0.0);
}
- real_t min_A, max_A, min_B, max_B;
+ real_t min_A = 0.0, max_A = 0.0, min_B = 0.0, max_B = 0.0;
shape_A->project_range(axis, *transform_A, min_A, max_A);
shape_B->project_range(axis, *transform_B, min_B, max_B);
@@ -964,8 +964,8 @@ static void _collision_sphere_convex_polygon(const GodotShape3D *p_a, const Tran
// edges of B
for (int i = 0; i < edge_count; i++) {
- Vector3 v1 = p_transform_b.xform(vertices[edges[i].a]);
- Vector3 v2 = p_transform_b.xform(vertices[edges[i].b]);
+ Vector3 v1 = p_transform_b.xform(vertices[edges[i].vertex_a]);
+ Vector3 v2 = p_transform_b.xform(vertices[edges[i].vertex_b]);
Vector3 v3 = p_transform_a.origin;
Vector3 n1 = v2 - v1;
@@ -1404,7 +1404,7 @@ static void _collision_box_convex_polygon(const GodotShape3D *p_a, const Transfo
Vector3 e1 = p_transform_a.basis.get_column(i);
for (int j = 0; j < edge_count; j++) {
- Vector3 e2 = p_transform_b.basis.xform(vertices[edges[j].a]) - p_transform_b.basis.xform(vertices[edges[j].b]);
+ Vector3 e2 = p_transform_b.basis.xform(vertices[edges[j].vertex_a]) - p_transform_b.basis.xform(vertices[edges[j].vertex_b]);
Vector3 axis = e1.cross(e2).normalized();
@@ -1460,8 +1460,8 @@ static void _collision_box_convex_polygon(const GodotShape3D *p_a, const Transfo
}
for (int e = 0; e < edge_count; e++) {
- Vector3 p1 = p_transform_b.xform(vertices[edges[e].a]);
- Vector3 p2 = p_transform_b.xform(vertices[edges[e].b]);
+ Vector3 p1 = p_transform_b.xform(vertices[edges[e].vertex_a]);
+ Vector3 p2 = p_transform_b.xform(vertices[edges[e].vertex_b]);
Vector3 n = (p2 - p1);
if (!separator.test_axis((point - p2).cross(n).cross(n).normalized())) {
@@ -1771,7 +1771,7 @@ static void _collision_capsule_convex_polygon(const GodotShape3D *p_a, const Tra
for (int i = 0; i < edge_count; i++) {
// cylinder
- Vector3 edge_axis = p_transform_b.basis.xform(vertices[edges[i].a]) - p_transform_b.basis.xform(vertices[edges[i].b]);
+ Vector3 edge_axis = p_transform_b.basis.xform(vertices[edges[i].vertex_a]) - p_transform_b.basis.xform(vertices[edges[i].vertex_b]);
Vector3 axis = edge_axis.cross(p_transform_a.basis.get_column(1)).normalized();
if (!separator.test_axis(axis)) {
@@ -1789,8 +1789,8 @@ static void _collision_capsule_convex_polygon(const GodotShape3D *p_a, const Tra
Vector3 sphere_pos = p_transform_a.origin + ((i == 0) ? capsule_axis : -capsule_axis);
for (int j = 0; j < edge_count; j++) {
- Vector3 n1 = sphere_pos - p_transform_b.xform(vertices[edges[j].a]);
- Vector3 n2 = p_transform_b.basis.xform(vertices[edges[j].a]) - p_transform_b.basis.xform(vertices[edges[j].b]);
+ Vector3 n1 = sphere_pos - p_transform_b.xform(vertices[edges[j].vertex_a]);
+ Vector3 n2 = p_transform_b.basis.xform(vertices[edges[j].vertex_a]) - p_transform_b.basis.xform(vertices[edges[j].vertex_b]);
Vector3 axis = n1.cross(n2).cross(n2).normalized();
@@ -2075,6 +2075,16 @@ static void _collision_cylinder_face(const GodotShape3D *p_a, const Transform3D
separator.generate_contacts();
}
+static _FORCE_INLINE_ bool is_minkowski_face(const Vector3 &A, const Vector3 &B, const Vector3 &B_x_A, const Vector3 &C, const Vector3 &D, const Vector3 &D_x_C) {
+ // Test if arcs AB and CD intersect on the unit sphere
+ real_t CBA = C.dot(B_x_A);
+ real_t DBA = D.dot(B_x_A);
+ real_t ADC = A.dot(D_x_C);
+ real_t BDC = B.dot(D_x_C);
+
+ return (CBA * DBA < 0.0f) && (ADC * BDC < 0.0f) && (CBA * BDC > 0.0f);
+}
+
template <bool withMargin>
static void _collision_convex_polygon_convex_polygon(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) {
const GodotConvexPolygonShape3D *convex_polygon_A = static_cast<const GodotConvexPolygonShape3D *>(p_a);
@@ -2129,16 +2139,27 @@ static void _collision_convex_polygon_convex_polygon(const GodotShape3D *p_a, co
}
// A<->B edges
+
for (int i = 0; i < edge_count_A; i++) {
- Vector3 e1 = p_transform_a.basis.xform(vertices_A[edges_A[i].a]) - p_transform_a.basis.xform(vertices_A[edges_A[i].b]);
+ Vector3 p1 = p_transform_a.xform(vertices_A[edges_A[i].vertex_a]);
+ Vector3 q1 = p_transform_a.xform(vertices_A[edges_A[i].vertex_b]);
+ Vector3 e1 = q1 - p1;
+ Vector3 u1 = p_transform_a.basis.xform(faces_A[edges_A[i].face_a].plane.normal).normalized();
+ Vector3 v1 = p_transform_a.basis.xform(faces_A[edges_A[i].face_b].plane.normal).normalized();
for (int j = 0; j < edge_count_B; j++) {
- Vector3 e2 = p_transform_b.basis.xform(vertices_B[edges_B[j].a]) - p_transform_b.basis.xform(vertices_B[edges_B[j].b]);
+ Vector3 p2 = p_transform_b.xform(vertices_B[edges_B[j].vertex_a]);
+ Vector3 q2 = p_transform_b.xform(vertices_B[edges_B[j].vertex_b]);
+ Vector3 e2 = q2 - p2;
+ Vector3 u2 = p_transform_b.basis.xform(faces_B[edges_B[j].face_a].plane.normal).normalized();
+ Vector3 v2 = p_transform_b.basis.xform(faces_B[edges_B[j].face_b].plane.normal).normalized();
- Vector3 axis = e1.cross(e2).normalized();
+ if (is_minkowski_face(u1, v1, -e1, -u2, -v2, -e2)) {
+ Vector3 axis = e1.cross(e2).normalized();
- if (!separator.test_axis(axis)) {
- return;
+ if (!separator.test_axis(axis)) {
+ return;
+ }
}
}
}
@@ -2157,8 +2178,8 @@ static void _collision_convex_polygon_convex_polygon(const GodotShape3D *p_a, co
//edge-vertex (shell)
for (int i = 0; i < edge_count_A; i++) {
- Vector3 e1 = p_transform_a.basis.xform(vertices_A[edges_A[i].a]);
- Vector3 e2 = p_transform_a.basis.xform(vertices_A[edges_A[i].b]);
+ Vector3 e1 = p_transform_a.basis.xform(vertices_A[edges_A[i].vertex_a]);
+ Vector3 e2 = p_transform_a.basis.xform(vertices_A[edges_A[i].vertex_b]);
Vector3 n = (e2 - e1);
for (int j = 0; j < vertex_count_B; j++) {
@@ -2171,8 +2192,8 @@ static void _collision_convex_polygon_convex_polygon(const GodotShape3D *p_a, co
}
for (int i = 0; i < edge_count_B; i++) {
- Vector3 e1 = p_transform_b.basis.xform(vertices_B[edges_B[i].a]);
- Vector3 e2 = p_transform_b.basis.xform(vertices_B[edges_B[i].b]);
+ Vector3 e1 = p_transform_b.basis.xform(vertices_B[edges_B[i].vertex_a]);
+ Vector3 e2 = p_transform_b.basis.xform(vertices_B[edges_B[i].vertex_b]);
Vector3 n = (e2 - e1);
for (int j = 0; j < vertex_count_A; j++) {
@@ -2231,7 +2252,7 @@ static void _collision_convex_polygon_face(const GodotShape3D *p_a, const Transf
// A<->B edges
for (int i = 0; i < edge_count; i++) {
- Vector3 e1 = p_transform_a.xform(vertices[edges[i].a]) - p_transform_a.xform(vertices[edges[i].b]);
+ Vector3 e1 = p_transform_a.xform(vertices[edges[i].vertex_a]) - p_transform_a.xform(vertices[edges[i].vertex_b]);
for (int j = 0; j < 3; j++) {
Vector3 e2 = vertex[j] - vertex[(j + 1) % 3];
@@ -2266,8 +2287,8 @@ static void _collision_convex_polygon_face(const GodotShape3D *p_a, const Transf
//edge-vertex (shell)
for (int i = 0; i < edge_count; i++) {
- Vector3 e1 = p_transform_a.basis.xform(vertices[edges[i].a]);
- Vector3 e2 = p_transform_a.basis.xform(vertices[edges[i].b]);
+ Vector3 e1 = p_transform_a.basis.xform(vertices[edges[i].vertex_a]);
+ Vector3 e2 = p_transform_a.basis.xform(vertices[edges[i].vertex_b]);
Vector3 n = (e2 - e1);
for (int j = 0; j < 3; j++) {
diff --git a/servers/physics_3d/godot_collision_solver_3d_sat.h b/servers/physics_3d/godot_collision_solver_3d_sat.h
index 3eb7aa4c9e..46c5ec3254 100644
--- a/servers/physics_3d/godot_collision_solver_3d_sat.h
+++ b/servers/physics_3d/godot_collision_solver_3d_sat.h
@@ -28,11 +28,11 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef GODOT_COLLISION_SOLVER_SAT_H
-#define GODOT_COLLISION_SOLVER_SAT_H
+#ifndef GODOT_COLLISION_SOLVER_3D_SAT_H
+#define GODOT_COLLISION_SOLVER_3D_SAT_H
#include "godot_collision_solver_3d.h"
bool sat_calculate_penetration(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, GodotCollisionSolver3D::CallbackResult p_result_callback, void *p_userdata, bool p_swap = false, Vector3 *r_prev_axis = nullptr, real_t p_margin_a = 0, real_t p_margin_b = 0);
-#endif // GODOT_COLLISION_SOLVER_SAT_H
+#endif // GODOT_COLLISION_SOLVER_3D_SAT_H
diff --git a/servers/physics_3d/godot_physics_server_3d.cpp b/servers/physics_3d/godot_physics_server_3d.cpp
index b735283ebe..68db5df144 100644
--- a/servers/physics_3d/godot_physics_server_3d.cpp
+++ b/servers/physics_3d/godot_physics_server_3d.cpp
@@ -387,6 +387,13 @@ void GodotPhysicsServer3D::area_set_collision_layer(RID p_area, uint32_t p_layer
area->set_collision_layer(p_layer);
}
+uint32_t GodotPhysicsServer3D::area_get_collision_layer(RID p_area) const {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND_V(!area, 0);
+
+ return area->get_collision_layer();
+}
+
void GodotPhysicsServer3D::area_set_collision_mask(RID p_area, uint32_t p_mask) {
GodotArea3D *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
@@ -394,6 +401,13 @@ void GodotPhysicsServer3D::area_set_collision_mask(RID p_area, uint32_t p_mask)
area->set_collision_mask(p_mask);
}
+uint32_t GodotPhysicsServer3D::area_get_collision_mask(RID p_area) const {
+ GodotArea3D *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND_V(!area, 0);
+
+ return area->get_collision_mask();
+}
+
void GodotPhysicsServer3D::area_set_monitorable(RID p_area, bool p_monitorable) {
GodotArea3D *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
@@ -593,6 +607,20 @@ uint32_t GodotPhysicsServer3D::body_get_collision_mask(RID p_body) const {
return body->get_collision_mask();
}
+void GodotPhysicsServer3D::body_set_collision_priority(RID p_body, real_t p_priority) {
+ GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ body->set_collision_priority(p_priority);
+}
+
+real_t GodotPhysicsServer3D::body_get_collision_priority(RID p_body) const {
+ const GodotBody3D *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, 0);
+
+ return body->get_collision_priority();
+}
+
void GodotPhysicsServer3D::body_attach_object_instance_id(RID p_body, ObjectID p_id) {
GodotBody3D *body = body_owner.get_or_null(p_body);
if (body) {
@@ -746,7 +774,7 @@ void GodotPhysicsServer3D::body_set_constant_force(RID p_body, const Vector3 &p_
ERR_FAIL_COND(!body);
body->set_constant_force(p_force);
- if (!p_force.is_equal_approx(Vector3())) {
+ if (!p_force.is_zero_approx()) {
body->wakeup();
}
}
@@ -762,7 +790,7 @@ void GodotPhysicsServer3D::body_set_constant_torque(RID p_body, const Vector3 &p
ERR_FAIL_COND(!body);
body->set_constant_torque(p_torque);
- if (!p_torque.is_equal_approx(Vector3())) {
+ if (!p_torque.is_zero_approx()) {
body->wakeup();
}
}
@@ -863,10 +891,10 @@ int GodotPhysicsServer3D::body_get_max_contacts_reported(RID p_body) const {
return body->get_max_contacts_reported();
}
-void GodotPhysicsServer3D::body_set_state_sync_callback(RID p_body, void *p_instance, BodyStateCallback p_callback) {
+void GodotPhysicsServer3D::body_set_state_sync_callback(RID p_body, const Callable &p_callable) {
GodotBody3D *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
- body->set_state_sync_callback(p_instance, p_callback);
+ body->set_state_sync_callback(p_callable);
}
void GodotPhysicsServer3D::body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata) {
@@ -1182,6 +1210,7 @@ RID GodotPhysicsServer3D::joint_create() {
void GodotPhysicsServer3D::joint_clear(RID p_joint) {
GodotJoint3D *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_NULL(joint);
if (joint->get_type() != JOINT_TYPE_MAX) {
GodotJoint3D *empty_joint = memnew(GodotJoint3D);
empty_joint->copy_settings_from(joint);
diff --git a/servers/physics_3d/godot_physics_server_3d.h b/servers/physics_3d/godot_physics_server_3d.h
index 1d57451925..e3e649da57 100644
--- a/servers/physics_3d/godot_physics_server_3d.h
+++ b/servers/physics_3d/godot_physics_server_3d.h
@@ -148,8 +148,11 @@ public:
virtual void area_set_ray_pickable(RID p_area, bool p_enable) override;
- virtual void area_set_collision_mask(RID p_area, uint32_t p_mask) override;
virtual void area_set_collision_layer(RID p_area, uint32_t p_layer) override;
+ virtual uint32_t area_get_collision_layer(RID p_area) const override;
+
+ virtual void area_set_collision_mask(RID p_area, uint32_t p_mask) override;
+ virtual uint32_t area_get_collision_mask(RID p_area) const override;
virtual void area_set_monitorable(RID p_area, bool p_monitorable) override;
@@ -192,6 +195,9 @@ public:
virtual void body_set_collision_mask(RID p_body, uint32_t p_mask) override;
virtual uint32_t body_get_collision_mask(RID p_body) const override;
+ virtual void body_set_collision_priority(RID p_body, real_t p_priority) override;
+ virtual real_t body_get_collision_priority(RID p_body) const override;
+
virtual void body_set_user_flags(RID p_body, uint32_t p_flags) override;
virtual uint32_t body_get_user_flags(RID p_body) const override;
@@ -239,7 +245,7 @@ public:
virtual void body_set_max_contacts_reported(RID p_body, int p_contacts) override;
virtual int body_get_max_contacts_reported(RID p_body) const override;
- virtual void body_set_state_sync_callback(RID p_body, void *p_instance, BodyStateCallback p_callback) override;
+ virtual void body_set_state_sync_callback(RID p_body, const Callable &p_callable) override;
virtual void body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata = Variant()) override;
virtual void body_set_ray_pickable(RID p_body, bool p_enable) override;
diff --git a/servers/physics_3d/godot_shape_3d.cpp b/servers/physics_3d/godot_shape_3d.cpp
index 5e310670a5..1443cd166b 100644
--- a/servers/physics_3d/godot_shape_3d.cpp
+++ b/servers/physics_3d/godot_shape_3d.cpp
@@ -411,9 +411,9 @@ void GodotBoxShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *
}
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);
+ AABB aabb_ext(-half_extents, half_extents * 2.0);
- return aabb.intersects_segment(p_begin, p_end, &r_result, &r_normal);
+ return aabb_ext.intersects_segment(p_begin, p_end, &r_result, &r_normal);
}
bool GodotBoxShape3D::intersect_point(const Vector3 &p_point) const {
@@ -735,29 +735,6 @@ void GodotCylinderShape3D::get_supports(const Vector3 &p_normal, int p_max, Vect
r_amount = 1;
r_type = FEATURE_POINT;
r_supports[0] = get_support(p_normal);
- return;
-
- Vector3 n = p_normal;
- real_t h = n.y * Math::sqrt(0.25 * height * height + radius * radius);
- if (Math::abs(h) > 1.0) {
- // Top or bottom surface.
- n.y = (n.y > 0.0) ? height * 0.5 : -height * 0.5;
- } else {
- // Lateral surface.
- n.y = height * 0.5 * h;
- }
-
- real_t s = Math::sqrt(n.x * n.x + n.z * n.z);
- if (Math::is_zero_approx(s)) {
- n.x = 0.0;
- n.z = 0.0;
- } else {
- real_t scaled_radius = radius / s;
- n.x = n.x * scaled_radius;
- n.z = n.z * scaled_radius;
- }
-
- r_supports[0] = n;
}
}
@@ -840,48 +817,78 @@ 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) {
+ if (mesh.vertices.size() == 0) {
return Vector3();
}
- const Vector3 *vrts = &mesh.vertices[0];
+ // Find an initial guess for the support vertex by checking the ones we
+ // found in _setup().
- for (int i = 0; i < vertex_count; i++) {
- real_t d = n.dot(vrts[i]);
-
- if (i == 0 || d > support_max) {
- support_max = d;
- vert_support_idx = i;
+ int best_vertex = -1;
+ real_t max_support = 0.0;
+ for (uint32_t i = 0; i < extreme_vertices.size(); i++) {
+ real_t s = p_normal.dot(mesh.vertices[extreme_vertices[i]]);
+ if (best_vertex == -1 || s > max_support) {
+ best_vertex = extreme_vertices[i];
+ max_support = s;
}
}
+ if (extreme_vertices.size() == mesh.vertices.size()) {
+ // We've already checked every vertex, so we can return now.
+ return mesh.vertices[best_vertex];
+ }
+
+ // Move along the surface until we reach the true support vertex.
- return vrts[vert_support_idx];
+ int last_vertex = -1;
+ while (true) {
+ int next_vertex = -1;
+ for (uint32_t i = 0; i < vertex_neighbors[best_vertex].size(); i++) {
+ int vert = vertex_neighbors[best_vertex][i];
+ if (vert != last_vertex) {
+ real_t s = p_normal.dot(mesh.vertices[vert]);
+ if (s > max_support) {
+ next_vertex = vert;
+ max_support = s;
+ break;
+ }
+ }
+ }
+ if (next_vertex == -1) {
+ return mesh.vertices[best_vertex];
+ }
+ 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 {
@@ -938,13 +945,13 @@ 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);
+ real_t dot = (vertices[edges[i].vertex_a] - vertices[edges[i].vertex_b]).normalized().dot(p_normal);
dot = ABS(dot);
- if (dot < edge_support_threshold && (edges[i].a == vtx || edges[i].b == vtx)) {
+ if (dot < edge_support_threshold && (edges[i].vertex_a == vtx || edges[i].vertex_b == vtx)) {
r_amount = 2;
r_type = FEATURE_EDGE;
- r_supports[0] = vertices[edges[i].a];
- r_supports[1] = vertices[edges[i].b];
+ r_supports[0] = vertices[edges[i].vertex_a];
+ r_supports[1] = vertices[edges[i].vertex_b];
return;
}
}
@@ -1048,8 +1055,8 @@ Vector3 GodotConvexPolygonShape3D::get_closest_point_to(const Vector3 &p_point)
int ec = mesh.edges.size();
for (int i = 0; i < ec; i++) {
Vector3 s[2] = {
- vertices[edges[i].a],
- vertices[edges[i].b]
+ vertices[edges[i].vertex_a],
+ vertices[edges[i].vertex_b]
};
Vector3 closest = Geometry3D::get_closest_point_to_segment(p_point, s);
@@ -1081,7 +1088,7 @@ void GodotConvexPolygonShape3D::_setup(const Vector<Vector3> &p_vertices) {
AABB _aabb;
- for (int i = 0; i < mesh.vertices.size(); i++) {
+ for (uint32_t i = 0; i < mesh.vertices.size(); i++) {
if (i == 0) {
_aabb.position = mesh.vertices[i];
} else {
@@ -1090,6 +1097,43 @@ 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 (uint32_t i = 0; i < mesh.edges.size(); i++) {
+ Geometry3D::MeshData::Edge &edge = mesh.edges[i];
+ 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) {
@@ -1097,7 +1141,12 @@ void GodotConvexPolygonShape3D::set_data(const Variant &p_data) {
}
Variant GodotConvexPolygonShape3D::get_data() const {
- return mesh.vertices;
+ Vector<Vector3> vertices;
+ vertices.resize(mesh.vertices.size());
+ for (uint32_t i = 0; i < mesh.vertices.size(); i++) {
+ vertices.write[i] = mesh.vertices[i];
+ }
+ return vertices;
}
GodotConvexPolygonShape3D::GodotConvexPolygonShape3D() {
@@ -1282,14 +1331,14 @@ 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];
+ const BVH *params_bvh = &p_params->bvh[p_idx];
- if (!bvh->aabb.intersects_segment(p_params->from, p_params->to)) {
+ if (!params_bvh->aabb.intersects_segment(p_params->from, p_params->to)) {
return;
}
- if (bvh->face_index >= 0) {
- const Face *f = &p_params->faces[bvh->face_index];
+ if (params_bvh->face_index >= 0) {
+ const Face *f = &p_params->faces[params_bvh->face_index];
GodotFaceShape3D *face = p_params->face;
face->normal = f->normal;
face->vertex[0] = p_params->vertices[f->indices[0]];
@@ -1308,11 +1357,11 @@ void GodotConcavePolygonShape3D::_cull_segment(int p_idx, _SegmentCullParams *p_
}
}
} else {
- if (bvh->left >= 0) {
- _cull_segment(bvh->left, p_params);
+ if (params_bvh->left >= 0) {
+ _cull_segment(params_bvh->left, p_params);
}
- if (bvh->right >= 0) {
- _cull_segment(bvh->right, p_params);
+ if (params_bvh->right >= 0) {
+ _cull_segment(params_bvh->right, p_params);
}
}
}
@@ -1362,14 +1411,14 @@ Vector3 GodotConcavePolygonShape3D::get_closest_point_to(const Vector3 &p_point)
}
bool GodotConcavePolygonShape3D::_cull(int p_idx, _CullParams *p_params) const {
- const BVH *bvh = &p_params->bvh[p_idx];
+ const BVH *params_bvh = &p_params->bvh[p_idx];
- if (!p_params->aabb.intersects(bvh->aabb)) {
+ if (!p_params->aabb.intersects(params_bvh->aabb)) {
return false;
}
- if (bvh->face_index >= 0) {
- const Face *f = &p_params->faces[bvh->face_index];
+ if (params_bvh->face_index >= 0) {
+ const Face *f = &p_params->faces[params_bvh->face_index];
GodotFaceShape3D *face = p_params->face;
face->normal = f->normal;
face->vertex[0] = p_params->vertices[f->indices[0]];
@@ -1379,14 +1428,14 @@ bool GodotConcavePolygonShape3D::_cull(int p_idx, _CullParams *p_params) const {
return true;
}
} else {
- if (bvh->left >= 0) {
- if (_cull(bvh->left, p_params)) {
+ if (params_bvh->left >= 0) {
+ if (_cull(params_bvh->left, p_params)) {
return true;
}
}
- if (bvh->right >= 0) {
- if (_cull(bvh->right, p_params)) {
+ if (params_bvh->right >= 0) {
+ if (_cull(params_bvh->right, p_params)) {
return true;
}
}
@@ -1942,14 +1991,14 @@ Vector3 GodotHeightMapShape3D::get_closest_point_to(const Vector3 &p_point) cons
}
void GodotHeightMapShape3D::_get_cell(const Vector3 &p_point, int &r_x, int &r_y, int &r_z) const {
- const AABB &aabb = get_aabb();
+ const AABB &shape_aabb = get_aabb();
- Vector3 pos_local = aabb.position + local_origin;
+ Vector3 pos_local = shape_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);
+ 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);
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);
@@ -2093,19 +2142,19 @@ void GodotHeightMapShape3D::_setup(const Vector<real_t> &p_heights, int p_width,
depth = p_depth;
// 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);
+ AABB aabb_new;
+ aabb_new.position = Vector3(0.0, p_min_height, 0.0);
+ aabb_new.size = Vector3(p_width - 1, p_max_height - p_min_height, p_depth - 1);
// Initialize origin as the aabb center.
- local_origin = aabb.position + 0.5 * aabb.size;
+ local_origin = aabb_new.position + 0.5 * aabb_new.size;
local_origin.y = 0.0;
- aabb.position -= local_origin;
+ aabb_new.position -= local_origin;
_build_accelerator();
- configure(aabb);
+ configure(aabb_new);
}
void GodotHeightMapShape3D::set_data(const Variant &p_data) {
@@ -2116,11 +2165,11 @@ void GodotHeightMapShape3D::set_data(const Variant &p_data) {
ERR_FAIL_COND(!d.has("depth"));
ERR_FAIL_COND(!d.has("heights"));
- int width = d["width"];
- int depth = d["depth"];
+ int width_new = d["width"];
+ int depth_new = d["depth"];
- ERR_FAIL_COND(width <= 0.0);
- ERR_FAIL_COND(depth <= 0.0);
+ ERR_FAIL_COND(width_new <= 0.0);
+ ERR_FAIL_COND(depth_new <= 0.0);
Variant heights_variant = d["heights"];
Vector<real_t> heights_buffer;
@@ -2174,10 +2223,10 @@ void GodotHeightMapShape3D::set_data(const Variant &p_data) {
ERR_FAIL_COND(min_height > max_height);
- ERR_FAIL_COND(heights_buffer.size() != (width * depth));
+ ERR_FAIL_COND(heights_buffer.size() != (width_new * depth_new));
// If specified, min and max height will be used as precomputed values.
- _setup(heights_buffer, width, depth, min_height, max_height);
+ _setup(heights_buffer, width_new, depth_new, min_height, max_height);
}
Variant GodotHeightMapShape3D::get_data() const {
@@ -2185,9 +2234,9 @@ Variant GodotHeightMapShape3D::get_data() const {
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;
+ const AABB &shape_aabb = get_aabb();
+ d["min_height"] = shape_aabb.position.y;
+ d["max_height"] = shape_aabb.position.y + shape_aabb.size.y;
d["heights"] = heights;
diff --git a/servers/physics_3d/godot_shape_3d.h b/servers/physics_3d/godot_shape_3d.h
index 1fc8f7c711..dc8e34e2bc 100644
--- a/servers/physics_3d/godot_shape_3d.h
+++ b/servers/physics_3d/godot_shape_3d.h
@@ -277,6 +277,8 @@ public:
struct GodotConvexPolygonShape3D : public GodotShape3D {
Geometry3D::MeshData mesh;
+ LocalVector<int> extreme_vertices;
+ LocalVector<LocalVector<int>> vertex_neighbors;
void _setup(const Vector<Vector3> &p_vertices);
diff --git a/servers/physics_3d/godot_soft_body_3d.cpp b/servers/physics_3d/godot_soft_body_3d.cpp
index 173843072a..77110c5fbc 100644
--- a/servers/physics_3d/godot_soft_body_3d.cpp
+++ b/servers/physics_3d/godot_soft_body_3d.cpp
@@ -722,7 +722,14 @@ void GodotSoftBody3D::reoptimize_link_order() {
const int reop_not_dependent = -1;
const int reop_node_complete = -2;
- uint32_t i, link_count = links.size(), node_count = nodes.size();
+ uint32_t link_count = links.size();
+ uint32_t node_count = nodes.size();
+
+ if (link_count < 1 || node_count < 2) {
+ return;
+ }
+
+ uint32_t i;
Link *lr;
int ar, br;
Node *node0 = &(nodes[0]);
diff --git a/servers/physics_3d/godot_space_3d.cpp b/servers/physics_3d/godot_space_3d.cpp
index 533d7605ce..c98409e2c4 100644
--- a/servers/physics_3d/godot_space_3d.cpp
+++ b/servers/physics_3d/godot_space_3d.cpp
@@ -120,8 +120,8 @@ bool GodotPhysicsDirectSpaceState3D::intersect_ray(const RayParameters &p_parame
bool collided = false;
Vector3 res_point, res_normal;
- int res_shape;
- const GodotCollisionObject3D *res_obj;
+ int res_shape = -1;
+ const GodotCollisionObject3D *res_obj = nullptr;
real_t min_d = 1e10;
for (int i = 0; i < amount; i++) {
@@ -185,6 +185,7 @@ bool GodotPhysicsDirectSpaceState3D::intersect_ray(const RayParameters &p_parame
if (!collided) {
return false;
}
+ ERR_FAIL_NULL_V(res_obj, false); // Shouldn't happen but silences warning.
r_result.collider_id = res_obj->get_instance_id();
if (r_result.collider_id.is_valid()) {
@@ -701,6 +702,7 @@ bool GodotSpace3D::test_body_motion(GodotBody3D *p_body, const PhysicsServer3D::
const int max_results = 32;
int recover_attempts = 4;
Vector3 sr[max_results * 2];
+ real_t priorities[max_results];
do {
GodotPhysicsServer3D::CollCbkData cbk;
@@ -710,6 +712,7 @@ bool GodotSpace3D::test_body_motion(GodotBody3D *p_body, const PhysicsServer3D::
GodotPhysicsServer3D::CollCbkData *cbkptr = &cbk;
GodotCollisionSolver3D::CallbackResult cbkres = GodotPhysicsServer3D::_shape_col_cbk;
+ int priority_amount = 0;
bool collided = false;
@@ -737,6 +740,10 @@ bool GodotSpace3D::test_body_motion(GodotBody3D *p_body, const PhysicsServer3D::
if (GodotCollisionSolver3D::solve_static(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), cbkres, cbkptr, nullptr, margin)) {
collided = cbk.amount > 0;
}
+ while (cbk.amount > priority_amount) {
+ priorities[priority_amount] = col_obj->get_collision_priority();
+ priority_amount++;
+ }
}
}
@@ -744,6 +751,12 @@ bool GodotSpace3D::test_body_motion(GodotBody3D *p_body, const PhysicsServer3D::
break;
}
+ real_t inv_total_weight = 0.0;
+ for (int i = 0; i < cbk.amount; i++) {
+ inv_total_weight += priorities[i];
+ }
+ inv_total_weight = Math::is_zero_approx(inv_total_weight) ? 1.0 : (real_t)cbk.amount / inv_total_weight;
+
recovered = true;
Vector3 recover_motion;
@@ -759,7 +772,7 @@ bool GodotSpace3D::test_body_motion(GodotBody3D *p_body, const PhysicsServer3D::
real_t depth = n.dot(a + recover_motion) - d;
if (depth > min_contact_depth + CMP_EPSILON) {
// Only recover if there is penetration.
- recover_motion -= n * (depth - min_contact_depth) * 0.4;
+ recover_motion -= n * (depth - min_contact_depth) * 0.4 * priorities[i] * inv_total_weight;
}
}
@@ -989,6 +1002,7 @@ bool GodotSpace3D::test_body_motion(GodotBody3D *p_body, const PhysicsServer3D::
r_result->collision_unsafe_fraction = unsafe;
r_result->collision_count = rcd.result_count;
+ r_result->collision_depth = rcd.best_result.len;
}
collided = true;
@@ -1002,6 +1016,7 @@ bool GodotSpace3D::test_body_motion(GodotBody3D *p_body, const PhysicsServer3D::
r_result->collision_safe_fraction = 1.0;
r_result->collision_unsafe_fraction = 1.0;
+ r_result->collision_depth = 0.0;
}
return collided;
@@ -1235,7 +1250,7 @@ GodotPhysicsDirectSpaceState3D *GodotSpace3D::get_direct_state() {
GodotSpace3D::GodotSpace3D() {
body_linear_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_linear", 0.1);
- body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_angular", Math::deg2rad(8.0));
+ body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_angular", Math::deg_to_rad(8.0));
body_time_to_sleep = GLOBAL_DEF("physics/3d/time_before_sleep", 0.5);
ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/time_before_sleep", PropertyInfo(Variant::FLOAT, "physics/3d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater"));
@@ -1243,7 +1258,7 @@ GodotSpace3D::GodotSpace3D() {
ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/solver/solver_iterations", PropertyInfo(Variant::INT, "physics/3d/solver/solver_iterations", PROPERTY_HINT_RANGE, "1,32,1,or_greater"));
contact_recycle_radius = GLOBAL_DEF("physics/3d/solver/contact_recycle_radius", 0.01);
- ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/solver/contact_recycle_radius", PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_max_separation", PROPERTY_HINT_RANGE, "0,0.1,0.01,or_greater"));
+ ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/solver/contact_recycle_radius", PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_recycle_radius", PROPERTY_HINT_RANGE, "0,0.1,0.01,or_greater"));
contact_max_separation = GLOBAL_DEF("physics/3d/solver/contact_max_separation", 0.05);
ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/solver/contact_max_separation", PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_max_separation", PROPERTY_HINT_RANGE, "0,0.1,0.01,or_greater"));
diff --git a/servers/physics_3d/godot_step_3d.cpp b/servers/physics_3d/godot_step_3d.cpp
index 99656d01a0..bfedcd29c0 100644
--- a/servers/physics_3d/godot_step_3d.cpp
+++ b/servers/physics_3d/godot_step_3d.cpp
@@ -44,7 +44,7 @@ void GodotStep3D::_populate_island(GodotBody3D *p_body, LocalVector<GodotBody3D
p_body->set_island_step(_step);
if (p_body->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC) {
- // Only dynamic bodies are tested for activation.
+ // Only rigid bodies are tested for activation.
p_body_island.push_back(p_body);
}
@@ -343,7 +343,8 @@ void GodotStep3D::step(GodotSpace3D *p_space, real_t p_delta) {
/* SETUP CONSTRAINTS / PROCESS COLLISIONS */
uint32_t total_contraint_count = all_constraints.size();
- work_pool.do_work(total_contraint_count, this, &GodotStep3D::_setup_contraint, nullptr);
+ WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &GodotStep3D::_setup_contraint, nullptr, total_contraint_count, -1, true, SNAME("Physics3DConstraintSetup"));
+ WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
{ //profile
profile_endtime = OS::get_singleton()->get_ticks_usec();
@@ -362,7 +363,8 @@ void GodotStep3D::step(GodotSpace3D *p_space, real_t p_delta) {
// Warning: _solve_island modifies the constraint islands for optimization purpose,
// their content is not reliable after these calls and shouldn't be used anymore.
- work_pool.do_work(island_count, this, &GodotStep3D::_solve_island, nullptr);
+ group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &GodotStep3D::_solve_island, nullptr, island_count, -1, true, SNAME("Physics3DConstraintSolveIslands"));
+ WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
{ //profile
profile_endtime = OS::get_singleton()->get_ticks_usec();
@@ -409,10 +411,7 @@ GodotStep3D::GodotStep3D() {
body_islands.reserve(BODY_ISLAND_COUNT_RESERVE);
constraint_islands.reserve(ISLAND_COUNT_RESERVE);
all_constraints.reserve(CONSTRAINT_COUNT_RESERVE);
-
- work_pool.init();
}
GodotStep3D::~GodotStep3D() {
- work_pool.finish();
}
diff --git a/servers/physics_3d/godot_step_3d.h b/servers/physics_3d/godot_step_3d.h
index 6d975b0dd3..189487757f 100644
--- a/servers/physics_3d/godot_step_3d.h
+++ b/servers/physics_3d/godot_step_3d.h
@@ -33,8 +33,8 @@
#include "godot_space_3d.h"
+#include "core/object/worker_thread_pool.h"
#include "core/templates/local_vector.h"
-#include "core/templates/thread_work_pool.h"
class GodotStep3D {
uint64_t _step = 1;
@@ -42,8 +42,6 @@ class GodotStep3D {
int iterations = 0;
real_t delta = 0.0;
- ThreadWorkPool work_pool;
-
LocalVector<LocalVector<GodotBody3D *>> body_islands;
LocalVector<LocalVector<GodotConstraint3D *>> constraint_islands;
LocalVector<GodotConstraint3D *> all_constraints;
diff --git a/servers/physics_3d/joints/godot_cone_twist_joint_3d.h b/servers/physics_3d/joints/godot_cone_twist_joint_3d.h
index fdcc2ceea3..1651d34916 100644
--- a/servers/physics_3d/joints/godot_cone_twist_joint_3d.h
+++ b/servers/physics_3d/joints/godot_cone_twist_joint_3d.h
@@ -28,6 +28,9 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+#ifndef GODOT_CONE_TWIST_JOINT_3D_H
+#define GODOT_CONE_TWIST_JOINT_3D_H
+
/*
Adapted to Godot from the Bullet library.
*/
@@ -49,9 +52,6 @@ subject to the following restrictions:
Written by: Marcus Hennix
*/
-#ifndef GODOT_CONE_TWIST_JOINT_3D_H
-#define GODOT_CONE_TWIST_JOINT_3D_H
-
#include "servers/physics_3d/godot_joint_3d.h"
#include "servers/physics_3d/joints/godot_jacobian_entry_3d.h"
diff --git a/servers/physics_3d/joints/godot_generic_6dof_joint_3d.cpp b/servers/physics_3d/joints/godot_generic_6dof_joint_3d.cpp
index e0fa940104..dfe2bfa4d3 100644
--- a/servers/physics_3d/joints/godot_generic_6dof_joint_3d.cpp
+++ b/servers/physics_3d/joints/godot_generic_6dof_joint_3d.cpp
@@ -232,7 +232,7 @@ GodotGeneric6DOFJoint3D::GodotGeneric6DOFJoint3D(GodotBody3D *rbA, GodotBody3D *
void GodotGeneric6DOFJoint3D::calculateAngleInfo() {
Basis relative_frame = m_calculatedTransformB.basis.inverse() * m_calculatedTransformA.basis;
- m_calculatedAxisAngleDiff = relative_frame.get_euler(Basis::EULER_ORDER_XYZ);
+ m_calculatedAxisAngleDiff = relative_frame.get_euler(EulerOrder::XYZ);
// in euler angle mode we do not actually constrain the angular velocity
// along the axes axis[0] and axis[2] (although we do use axis[1]) :
diff --git a/servers/physics_3d/joints/godot_generic_6dof_joint_3d.h b/servers/physics_3d/joints/godot_generic_6dof_joint_3d.h
index bcf2d18647..6a0ab81461 100644
--- a/servers/physics_3d/joints/godot_generic_6dof_joint_3d.h
+++ b/servers/physics_3d/joints/godot_generic_6dof_joint_3d.h
@@ -28,13 +28,13 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+#ifndef GODOT_GENERIC_6DOF_JOINT_3D_H
+#define GODOT_GENERIC_6DOF_JOINT_3D_H
+
/*
Adapted to Godot from the Bullet library.
*/
-#ifndef GODOT_GENERIC_6DOF_JOINT_3D_H
-#define GODOT_GENERIC_6DOF_JOINT_3D_H
-
#include "servers/physics_3d/godot_joint_3d.h"
#include "servers/physics_3d/joints/godot_jacobian_entry_3d.h"
diff --git a/servers/physics_3d/joints/godot_hinge_joint_3d.h b/servers/physics_3d/joints/godot_hinge_joint_3d.h
index b934540e8d..f1187771af 100644
--- a/servers/physics_3d/joints/godot_hinge_joint_3d.h
+++ b/servers/physics_3d/joints/godot_hinge_joint_3d.h
@@ -28,13 +28,13 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+#ifndef GODOT_HINGE_JOINT_3D_H
+#define GODOT_HINGE_JOINT_3D_H
+
/*
Adapted to Godot from the Bullet library.
*/
-#ifndef GODOT_HINGE_JOINT_3D_H
-#define GODOT_HINGE_JOINT_3D_H
-
#include "servers/physics_3d/godot_joint_3d.h"
#include "servers/physics_3d/joints/godot_jacobian_entry_3d.h"
diff --git a/servers/physics_3d/joints/godot_jacobian_entry_3d.h b/servers/physics_3d/joints/godot_jacobian_entry_3d.h
index 0fe15751d5..a46ce830ec 100644
--- a/servers/physics_3d/joints/godot_jacobian_entry_3d.h
+++ b/servers/physics_3d/joints/godot_jacobian_entry_3d.h
@@ -28,13 +28,13 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+#ifndef GODOT_JACOBIAN_ENTRY_3D_H
+#define GODOT_JACOBIAN_ENTRY_3D_H
+
/*
Adapted to Godot from the Bullet library.
*/
-#ifndef GODOT_JACOBIAN_ENTRY_3D_H
-#define GODOT_JACOBIAN_ENTRY_3D_H
-
/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
diff --git a/servers/physics_3d/joints/godot_pin_joint_3d.h b/servers/physics_3d/joints/godot_pin_joint_3d.h
index eeeaa650bd..b3e2389d5a 100644
--- a/servers/physics_3d/joints/godot_pin_joint_3d.h
+++ b/servers/physics_3d/joints/godot_pin_joint_3d.h
@@ -28,13 +28,13 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+#ifndef GODOT_PIN_JOINT_3D_H
+#define GODOT_PIN_JOINT_3D_H
+
/*
Adapted to Godot from the Bullet library.
*/
-#ifndef GODOT_PIN_JOINT_3D_H
-#define GODOT_PIN_JOINT_3D_H
-
#include "servers/physics_3d/godot_joint_3d.h"
#include "servers/physics_3d/joints/godot_jacobian_entry_3d.h"
diff --git a/servers/physics_3d/joints/godot_slider_joint_3d.h b/servers/physics_3d/joints/godot_slider_joint_3d.h
index f596c9ff75..29d19be0d7 100644
--- a/servers/physics_3d/joints/godot_slider_joint_3d.h
+++ b/servers/physics_3d/joints/godot_slider_joint_3d.h
@@ -28,13 +28,13 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+#ifndef GODOT_SLIDER_JOINT_3D_H
+#define GODOT_SLIDER_JOINT_3D_H
+
/*
Adapted to Godot from the Bullet library.
*/
-#ifndef GODOT_SLIDER_JOINT_3D_H
-#define GODOT_SLIDER_JOINT_3D_H
-
#include "servers/physics_3d/godot_joint_3d.h"
#include "servers/physics_3d/joints/godot_jacobian_entry_3d.h"