summaryrefslogtreecommitdiff
path: root/servers/physics_3d
diff options
context:
space:
mode:
Diffstat (limited to 'servers/physics_3d')
-rw-r--r--servers/physics_3d/gjk_epa.cpp18
-rw-r--r--servers/physics_3d/gjk_epa.h2
-rw-r--r--servers/physics_3d/godot_area_3d.cpp66
-rw-r--r--servers/physics_3d/godot_area_3d.h33
-rw-r--r--servers/physics_3d/godot_area_pair_3d.h12
-rw-r--r--servers/physics_3d/godot_body_3d.cpp71
-rw-r--r--servers/physics_3d/godot_body_3d.h15
-rw-r--r--servers/physics_3d/godot_body_direct_state_3d.cpp4
-rw-r--r--servers/physics_3d/godot_body_pair_3d.cpp6
-rw-r--r--servers/physics_3d/godot_broad_phase_3d_bvh.cpp4
-rw-r--r--servers/physics_3d/godot_broad_phase_3d_bvh.h26
-rw-r--r--servers/physics_3d/godot_collision_object_3d.h12
-rw-r--r--servers/physics_3d/godot_collision_solver_3d.cpp75
-rw-r--r--servers/physics_3d/godot_collision_solver_3d.h2
-rw-r--r--servers/physics_3d/godot_collision_solver_3d_sat.cpp145
-rw-r--r--servers/physics_3d/godot_collision_solver_3d_sat.h6
-rw-r--r--servers/physics_3d/godot_physics_server_3d.cpp63
-rw-r--r--servers/physics_3d/godot_physics_server_3d.h14
-rw-r--r--servers/physics_3d/godot_shape_3d.cpp259
-rw-r--r--servers/physics_3d/godot_shape_3d.h6
-rw-r--r--servers/physics_3d/godot_soft_body_3d.cpp35
-rw-r--r--servers/physics_3d/godot_soft_body_3d.h14
-rw-r--r--servers/physics_3d/godot_space_3d.cpp39
-rw-r--r--servers/physics_3d/godot_space_3d.h6
-rw-r--r--servers/physics_3d/godot_step_3d.cpp21
-rw-r--r--servers/physics_3d/godot_step_3d.h4
-rw-r--r--servers/physics_3d/joints/godot_cone_twist_joint_3d.cpp10
-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.cpp12
-rw-r--r--servers/physics_3d/joints/godot_generic_6dof_joint_3d.h6
-rw-r--r--servers/physics_3d/joints/godot_hinge_joint_3d.cpp26
-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.cpp22
-rw-r--r--servers/physics_3d/joints/godot_slider_joint_3d.h6
36 files changed, 614 insertions, 450 deletions
diff --git a/servers/physics_3d/gjk_epa.cpp b/servers/physics_3d/gjk_epa.cpp
index 23c8079538..ba362740b2 100644
--- a/servers/physics_3d/gjk_epa.cpp
+++ b/servers/physics_3d/gjk_epa.cpp
@@ -113,7 +113,7 @@ struct MinkowskiDiff {
real_t margin_A = 0.0;
real_t margin_B = 0.0;
- Vector3 (*get_support)(const GodotShape3D*, const Vector3&, real_t);
+ Vector3 (*get_support)(const GodotShape3D*, const Vector3&, real_t) = nullptr;
void Initialize(const GodotShape3D* shape0, const Transform3D& wtrs0, const real_t margin0,
const GodotShape3D* shape1, const Transform3D& wtrs1, const real_t margin1) {
@@ -191,13 +191,13 @@ struct GJK
/* Fields */
tShape m_shape;
Vector3 m_ray;
- real_t m_distance;
+ real_t m_distance = 0.0f;
sSimplex m_simplices[2];
sSV m_store[4];
sSV* m_free[4];
- U m_nfree;
- U m_current;
- sSimplex* m_simplex;
+ U m_nfree = 0;
+ U m_current = 0;
+ sSimplex* m_simplex = nullptr;
eStatus::_ m_status;
/* Methods */
GJK()
@@ -548,12 +548,12 @@ struct GJK
struct sFace
{
Vector3 n;
- real_t d;
+ real_t d = 0.0f;
sSV* c[3];
sFace* f[3];
sFace* l[2];
U1 e[3];
- U1 pass;
+ U1 pass = 0;
};
struct sList
{
@@ -583,10 +583,10 @@ struct GJK
eStatus::_ m_status;
GJK::sSimplex m_result;
Vector3 m_normal;
- real_t m_depth;
+ real_t m_depth = 0.0f;
sSV m_sv_store[EPA_MAX_VERTICES];
sFace m_fc_store[EPA_MAX_FACES];
- U m_nextsv;
+ U m_nextsv = 0;
sList m_hull;
sList m_stock;
/* Methods */
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 e7df23d0d8..d4d3b3e6aa 100644
--- a/servers/physics_3d/godot_area_3d.cpp
+++ b/servers/physics_3d/godot_area_3d.cpp
@@ -254,27 +254,33 @@ void GodotArea3D::call_queries() {
resptr[i] = &res[i];
}
- for (Map<BodyKey, BodyState>::Element *E = monitored_bodies.front(); E;) {
- if (E->get().state == 0) { // Nothing happened
- Map<BodyKey, BodyState>::Element *next = E->next();
- monitored_bodies.erase(E);
+ for (HashMap<BodyKey, BodyState, BodyKey>::Iterator E = monitored_bodies.begin(); E;) {
+ if (E->value.state == 0) { // Nothing happened
+ HashMap<BodyKey, BodyState, BodyKey>::Iterator next = E;
+ ++next;
+ monitored_bodies.remove(E);
E = next;
continue;
}
- res[0] = E->get().state > 0 ? PhysicsServer3D::AREA_BODY_ADDED : PhysicsServer3D::AREA_BODY_REMOVED;
- res[1] = E->key().rid;
- res[2] = E->key().instance_id;
- res[3] = E->key().body_shape;
- res[4] = E->key().area_shape;
+ res[0] = E->value.state > 0 ? PhysicsServer3D::AREA_BODY_ADDED : PhysicsServer3D::AREA_BODY_REMOVED;
+ res[1] = E->key.rid;
+ res[2] = E->key.instance_id;
+ res[3] = E->key.body_shape;
+ res[4] = E->key.area_shape;
- Map<BodyKey, BodyState>::Element *next = E->next();
- monitored_bodies.erase(E);
+ HashMap<BodyKey, BodyState, BodyKey>::Iterator next = E;
+ ++next;
+ monitored_bodies.remove(E);
E = next;
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();
@@ -290,27 +296,33 @@ void GodotArea3D::call_queries() {
resptr[i] = &res[i];
}
- for (Map<BodyKey, BodyState>::Element *E = monitored_areas.front(); E;) {
- if (E->get().state == 0) { // Nothing happened
- Map<BodyKey, BodyState>::Element *next = E->next();
- monitored_areas.erase(E);
+ for (HashMap<BodyKey, BodyState, BodyKey>::Iterator E = monitored_areas.begin(); E;) {
+ if (E->value.state == 0) { // Nothing happened
+ HashMap<BodyKey, BodyState, BodyKey>::Iterator next = E;
+ ++next;
+ monitored_areas.remove(E);
E = next;
continue;
}
- res[0] = E->get().state > 0 ? PhysicsServer3D::AREA_BODY_ADDED : PhysicsServer3D::AREA_BODY_REMOVED;
- res[1] = E->key().rid;
- res[2] = E->key().instance_id;
- res[3] = E->key().body_shape;
- res[4] = E->key().area_shape;
+ res[0] = E->value.state > 0 ? PhysicsServer3D::AREA_BODY_ADDED : PhysicsServer3D::AREA_BODY_REMOVED;
+ res[1] = E->key.rid;
+ res[2] = E->key.instance_id;
+ res[3] = E->key.body_shape;
+ res[4] = E->key.area_shape;
- Map<BodyKey, BodyState>::Element *next = E->next();
- monitored_areas.erase(E);
+ HashMap<BodyKey, BodyState, BodyKey>::Iterator next = E;
+ ++next;
+ monitored_areas.remove(E);
E = next;
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();
@@ -321,12 +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 ce64fc802a..51b435eb00 100644
--- a/servers/physics_3d/godot_area_3d.h
+++ b/servers/physics_3d/godot_area_3d.h
@@ -72,16 +72,15 @@ class GodotArea3D : public GodotCollisionObject3D {
uint32_t body_shape = 0;
uint32_t area_shape = 0;
- _FORCE_INLINE_ bool operator<(const BodyKey &p_key) const {
- if (rid == p_key.rid) {
- if (body_shape == p_key.body_shape) {
- return area_shape < p_key.area_shape;
- } else {
- return body_shape < p_key.body_shape;
- }
- } else {
- return rid < p_key.rid;
- }
+ static uint32_t hash(const BodyKey &p_key) {
+ uint32_t h = hash_one_uint64(p_key.rid.get_id());
+ 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 {
+ return rid == p_key.rid && instance_id == p_key.instance_id && body_shape == p_key.body_shape && area_shape == p_key.area_shape;
}
_FORCE_INLINE_ BodyKey() {}
@@ -96,13 +95,13 @@ class GodotArea3D : public GodotCollisionObject3D {
_FORCE_INLINE_ void dec() { state--; }
};
- Map<BodyKey, BodyState> monitored_soft_bodies;
- Map<BodyKey, BodyState> monitored_bodies;
- Map<BodyKey, BodyState> monitored_areas;
+ HashMap<BodyKey, BodyState, BodyKey> monitored_soft_bodies;
+ HashMap<BodyKey, BodyState, BodyKey> monitored_bodies;
+ HashMap<BodyKey, BodyState, BodyKey> monitored_areas;
- Set<GodotConstraint3D *> constraints;
+ HashSet<GodotConstraint3D *> constraints;
- virtual void _shapes_changed();
+ virtual void _shapes_changed() override;
void _queue_monitor_update();
void _set_space_override_mode(PhysicsServer3D::AreaSpaceOverrideMode &r_mode, PhysicsServer3D::AreaSpaceOverrideMode p_new_mode);
@@ -164,7 +163,7 @@ public:
_FORCE_INLINE_ void add_constraint(GodotConstraint3D *p_constraint) { constraints.insert(p_constraint); }
_FORCE_INLINE_ void remove_constraint(GodotConstraint3D *p_constraint) { constraints.erase(p_constraint); }
- _FORCE_INLINE_ const Set<GodotConstraint3D *> &get_constraints() const { return constraints; }
+ _FORCE_INLINE_ const HashSet<GodotConstraint3D *> &get_constraints() const { return constraints; }
_FORCE_INLINE_ void clear_constraints() { constraints.clear(); }
void set_monitorable(bool p_monitorable);
@@ -172,7 +171,7 @@ public:
void set_transform(const Transform3D &p_transform);
- void set_space(GodotSpace3D *p_space);
+ void set_space(GodotSpace3D *p_space) override;
void call_queries();
diff --git a/servers/physics_3d/godot_area_pair_3d.h b/servers/physics_3d/godot_area_pair_3d.h
index c416477204..64b43a3b51 100644
--- a/servers/physics_3d/godot_area_pair_3d.h
+++ b/servers/physics_3d/godot_area_pair_3d.h
@@ -37,8 +37,8 @@
#include "godot_soft_body_3d.h"
class GodotAreaPair3D : public GodotConstraint3D {
- GodotBody3D *body;
- GodotArea3D *area;
+ GodotBody3D *body = nullptr;
+ GodotArea3D *area = nullptr;
int body_shape;
int area_shape;
bool colliding = false;
@@ -55,8 +55,8 @@ public:
};
class GodotArea2Pair3D : public GodotConstraint3D {
- GodotArea3D *area_a;
- GodotArea3D *area_b;
+ GodotArea3D *area_a = nullptr;
+ GodotArea3D *area_b = nullptr;
int shape_a;
int shape_b;
bool colliding_a = false;
@@ -76,8 +76,8 @@ public:
};
class GodotAreaSoftBodyPair3D : public GodotConstraint3D {
- GodotSoftBody3D *soft_body;
- GodotArea3D *area;
+ GodotSoftBody3D *soft_body = nullptr;
+ GodotArea3D *area = nullptr;
int soft_body_shape;
int area_shape;
bool colliding = false;
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 1906e8aab1..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;
@@ -109,10 +109,10 @@ class GodotBody3D : public GodotCollisionObject3D {
bool first_time_kinematic = false;
void _mass_properties_changed();
- virtual void _shapes_changed();
+ virtual void _shapes_changed() override;
Transform3D new_transform;
- Map<GodotConstraint3D *, int> constraint_map;
+ HashMap<GodotConstraint3D *, int> constraint_map;
Vector<AreaCMP> areas;
@@ -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();
@@ -196,7 +195,7 @@ public:
_FORCE_INLINE_ void add_constraint(GodotConstraint3D *p_constraint, int p_pos) { constraint_map[p_constraint] = p_pos; }
_FORCE_INLINE_ void remove_constraint(GodotConstraint3D *p_constraint) { constraint_map.erase(p_constraint); }
- const Map<GodotConstraint3D *, int> &get_constraint_map() const { return constraint_map; }
+ const HashMap<GodotConstraint3D *, int> &get_constraint_map() const { return constraint_map; }
_FORCE_INLINE_ void clear_constraint_map() { constraint_map.clear(); }
_FORCE_INLINE_ void set_omit_force_integration(bool p_omit_force_integration) { omit_force_integration = p_omit_force_integration; }
@@ -301,7 +300,7 @@ public:
_FORCE_INLINE_ void set_continuous_collision_detection(bool p_enable) { continuous_cd = p_enable; }
_FORCE_INLINE_ bool is_continuous_collision_detection_enabled() const { return continuous_cd; }
- void set_space(GodotSpace3D *p_space);
+ void set_space(GodotSpace3D *p_space) override;
void update_mass_properties();
void reset_mass_properties();
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 89d5d59161..7e6cc6f834 100644
--- a/servers/physics_3d/godot_body_pair_3d.cpp
+++ b/servers/physics_3d/godot_body_pair_3d.cpp
@@ -39,7 +39,7 @@
#define MAX_BIAS_ROTATION (Math_PI / 8)
void GodotBodyPair3D::_contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata) {
- GodotBodyPair3D *pair = (GodotBodyPair3D *)p_userdata;
+ GodotBodyPair3D *pair = static_cast<GodotBodyPair3D *>(p_userdata);
pair->contact_added_callback(p_point_A, p_index_A, p_point_B, p_index_B);
}
@@ -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?
@@ -562,7 +562,7 @@ GodotBodyPair3D::~GodotBodyPair3D() {
}
void GodotBodySoftBodyPair3D::_contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata) {
- GodotBodySoftBodyPair3D *pair = (GodotBodySoftBodyPair3D *)p_userdata;
+ GodotBodySoftBodyPair3D *pair = static_cast<GodotBodySoftBodyPair3D *>(p_userdata);
pair->contact_added_callback(p_point_A, p_index_A, p_point_B, p_index_B);
}
diff --git a/servers/physics_3d/godot_broad_phase_3d_bvh.cpp b/servers/physics_3d/godot_broad_phase_3d_bvh.cpp
index b34f9d214f..435c1e8aec 100644
--- a/servers/physics_3d/godot_broad_phase_3d_bvh.cpp
+++ b/servers/physics_3d/godot_broad_phase_3d_bvh.cpp
@@ -87,7 +87,7 @@ int GodotBroadPhase3DBVH::cull_aabb(const AABB &p_aabb, GodotCollisionObject3D *
}
void *GodotBroadPhase3DBVH::_pair_callback(void *self, uint32_t p_A, GodotCollisionObject3D *p_object_A, int subindex_A, uint32_t p_B, GodotCollisionObject3D *p_object_B, int subindex_B) {
- GodotBroadPhase3DBVH *bpo = (GodotBroadPhase3DBVH *)(self);
+ GodotBroadPhase3DBVH *bpo = static_cast<GodotBroadPhase3DBVH *>(self);
if (!bpo->pair_callback) {
return nullptr;
}
@@ -96,7 +96,7 @@ void *GodotBroadPhase3DBVH::_pair_callback(void *self, uint32_t p_A, GodotCollis
}
void GodotBroadPhase3DBVH::_unpair_callback(void *self, uint32_t p_A, GodotCollisionObject3D *p_object_A, int subindex_A, uint32_t p_B, GodotCollisionObject3D *p_object_B, int subindex_B, void *pairdata) {
- GodotBroadPhase3DBVH *bpo = (GodotBroadPhase3DBVH *)(self);
+ GodotBroadPhase3DBVH *bpo = static_cast<GodotBroadPhase3DBVH *>(self);
if (!bpo->unpair_callback) {
return;
}
diff --git a/servers/physics_3d/godot_broad_phase_3d_bvh.h b/servers/physics_3d/godot_broad_phase_3d_bvh.h
index 7660030195..ae5a18d955 100644
--- a/servers/physics_3d/godot_broad_phase_3d_bvh.h
+++ b/servers/physics_3d/godot_broad_phase_3d_bvh.h
@@ -75,23 +75,23 @@ class GodotBroadPhase3DBVH : public GodotBroadPhase3D {
public:
// 0 is an invalid ID
- virtual ID create(GodotCollisionObject3D *p_object, int p_subindex = 0, const AABB &p_aabb = AABB(), bool p_static = false);
- virtual void move(ID p_id, const AABB &p_aabb);
- virtual void set_static(ID p_id, bool p_static);
- virtual void remove(ID p_id);
+ virtual ID create(GodotCollisionObject3D *p_object, int p_subindex = 0, const AABB &p_aabb = AABB(), bool p_static = false) override;
+ virtual void move(ID p_id, const AABB &p_aabb) override;
+ virtual void set_static(ID p_id, bool p_static) override;
+ virtual void remove(ID p_id) override;
- virtual GodotCollisionObject3D *get_object(ID p_id) const;
- virtual bool is_static(ID p_id) const;
- virtual int get_subindex(ID p_id) const;
+ virtual GodotCollisionObject3D *get_object(ID p_id) const override;
+ virtual bool is_static(ID p_id) const override;
+ virtual int get_subindex(ID p_id) const override;
- virtual int cull_point(const Vector3 &p_point, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices = nullptr);
- virtual int cull_segment(const Vector3 &p_from, const Vector3 &p_to, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices = nullptr);
- virtual int cull_aabb(const AABB &p_aabb, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices = nullptr);
+ virtual int cull_point(const Vector3 &p_point, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices = nullptr) override;
+ virtual int cull_segment(const Vector3 &p_from, const Vector3 &p_to, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices = nullptr) override;
+ virtual int cull_aabb(const AABB &p_aabb, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices = nullptr) override;
- virtual void set_pair_callback(PairCallback p_pair_callback, void *p_userdata);
- virtual void set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata);
+ virtual void set_pair_callback(PairCallback p_pair_callback, void *p_userdata) override;
+ virtual void set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) override;
- virtual void update();
+ virtual void update() override;
static GodotBroadPhase3D *_create();
GodotBroadPhase3DBVH();
diff --git a/servers/physics_3d/godot_collision_object_3d.h b/servers/physics_3d/godot_collision_object_3d.h
index 515b945564..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;
@@ -112,7 +113,7 @@ public:
_FORCE_INLINE_ void set_instance_id(const ObjectID &p_instance_id) { instance_id = p_instance_id; }
_FORCE_INLINE_ ObjectID get_instance_id() const { return instance_id; }
- void _shape_changed();
+ void _shape_changed() override;
_FORCE_INLINE_ Type get_type() const { return type; }
void add_shape(GodotShape3D *p_shape, const Transform3D &p_transform = Transform3D(), bool p_disabled = false);
@@ -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;
}
@@ -173,7 +181,7 @@ public:
return collision_layer & p_other->collision_mask || p_other->collision_layer & collision_mask;
}
- void remove_shape(GodotShape3D *p_shape);
+ void remove_shape(GodotShape3D *p_shape) override;
void remove_shape(int p_index);
virtual void set_space(GodotSpace3D *p_space) = 0;
diff --git a/servers/physics_3d/godot_collision_solver_3d.cpp b/servers/physics_3d/godot_collision_solver_3d.cpp
index 81e1a88366..ca76a819ec 100644
--- a/servers/physics_3d/godot_collision_solver_3d.cpp
+++ b/servers/physics_3d/godot_collision_solver_3d.cpp
@@ -29,6 +29,7 @@
/*************************************************************************/
#include "godot_collision_solver_3d.h"
+
#include "godot_collision_solver_3d_sat.h"
#include "godot_soft_body_3d.h"
@@ -37,7 +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;
@@ -47,7 +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) {
@@ -69,6 +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;
@@ -93,7 +95,7 @@ bool GodotCollisionSolver3D::solve_separation_ray(const GodotShape3D *p_shape_A,
const GodotSeparationRayShape3D *ray = static_cast<const GodotSeparationRayShape3D *>(p_shape_A);
Vector3 from = p_transform_A.origin;
- Vector3 to = from + p_transform_A.basis.get_axis(2) * (ray->get_length() + p_margin);
+ Vector3 to = from + p_transform_A.basis.get_column(2) * (ray->get_length() + p_margin);
Vector3 support_A = to;
Transform3D ai = p_transform_B.affine_inverse();
@@ -141,7 +143,7 @@ struct _SoftBodyContactCollisionInfo {
};
void GodotCollisionSolver3D::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) {
- _SoftBodyContactCollisionInfo &cinfo = *(_SoftBodyContactCollisionInfo *)(p_userdata);
+ _SoftBodyContactCollisionInfo &cinfo = *(static_cast<_SoftBodyContactCollisionInfo *>(p_userdata));
++cinfo.contact_count;
@@ -170,7 +172,7 @@ struct _SoftBodyQueryInfo {
};
bool GodotCollisionSolver3D::soft_body_query_callback(uint32_t p_node_index, void *p_userdata) {
- _SoftBodyQueryInfo &query_cinfo = *(_SoftBodyQueryInfo *)(p_userdata);
+ _SoftBodyQueryInfo &query_cinfo = *(static_cast<_SoftBodyQueryInfo *>(p_userdata));
Vector3 node_position = query_cinfo.soft_body->get_node_position(p_node_index);
@@ -189,7 +191,7 @@ bool GodotCollisionSolver3D::soft_body_query_callback(uint32_t p_node_index, voi
}
bool GodotCollisionSolver3D::soft_body_concave_callback(void *p_userdata, GodotShape3D *p_convex) {
- _SoftBodyQueryInfo &query_cinfo = *(_SoftBodyQueryInfo *)(p_userdata);
+ _SoftBodyQueryInfo &query_cinfo = *(static_cast<_SoftBodyQueryInfo *>(p_userdata));
query_cinfo.shape_A = p_convex;
@@ -251,7 +253,7 @@ bool GodotCollisionSolver3D::solve_soft_body(const GodotShape3D *p_shape_A, cons
// Calculate AABB for internal concave shape query (in local space).
AABB local_aabb;
for (int i = 0; i < 3; i++) {
- Vector3 axis(p_transform_A.basis.get_axis(i));
+ Vector3 axis(p_transform_A.basis.get_column(i));
real_t axis_scale = 1.0 / axis.length();
real_t smin = soft_body_aabb.position[i];
@@ -276,23 +278,24 @@ bool GodotCollisionSolver3D::solve_soft_body(const GodotShape3D *p_shape_A, cons
}
struct _ConcaveCollisionInfo {
- const Transform3D *transform_A;
- const GodotShape3D *shape_A;
- const Transform3D *transform_B;
- GodotCollisionSolver3D::CallbackResult result_callback;
- void *userdata;
- bool swap_result;
- bool collided;
- int aabb_tests;
- int collisions;
- bool tested;
- real_t margin_A;
- real_t margin_B;
- Vector3 close_A, close_B;
+ const Transform3D *transform_A = nullptr;
+ const GodotShape3D *shape_A = nullptr;
+ const Transform3D *transform_B = nullptr;
+ GodotCollisionSolver3D::CallbackResult result_callback = nullptr;
+ void *userdata = nullptr;
+ bool swap_result = false;
+ bool collided = false;
+ int aabb_tests = 0;
+ int collisions = 0;
+ bool tested = false;
+ real_t margin_A = 0.0f;
+ real_t margin_B = 0.0f;
+ Vector3 close_A;
+ Vector3 close_B;
};
bool GodotCollisionSolver3D::concave_callback(void *p_userdata, GodotShape3D *p_convex) {
- _ConcaveCollisionInfo &cinfo = *(_ConcaveCollisionInfo *)(p_userdata);
+ _ConcaveCollisionInfo &cinfo = *(static_cast<_ConcaveCollisionInfo *>(p_userdata));
cinfo.aabb_tests++;
bool collided = collision_solver(cinfo.shape_A, *cinfo.transform_A, p_convex, *cinfo.transform_B, cinfo.result_callback, cinfo.userdata, cinfo.swap_result, nullptr, cinfo.margin_A, cinfo.margin_B);
@@ -331,11 +334,11 @@ bool GodotCollisionSolver3D::solve_concave(const GodotShape3D *p_shape_A, const
AABB local_aabb;
for (int i = 0; i < 3; i++) {
- Vector3 axis(p_transform_B.basis.get_axis(i));
+ Vector3 axis(p_transform_B.basis.get_column(i));
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;
@@ -367,23 +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;
}
@@ -395,7 +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;
}
@@ -407,6 +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;
}
@@ -422,7 +430,7 @@ bool GodotCollisionSolver3D::solve_static(const GodotShape3D *p_shape_A, const T
}
bool GodotCollisionSolver3D::concave_distance_callback(void *p_userdata, GodotShape3D *p_convex) {
- _ConcaveCollisionInfo &cinfo = *(_ConcaveCollisionInfo *)(p_userdata);
+ _ConcaveCollisionInfo &cinfo = *(static_cast<_ConcaveCollisionInfo *>(p_userdata));
cinfo.aabb_tests++;
Vector3 close_A, close_B;
@@ -454,8 +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);
@@ -540,7 +557,7 @@ bool GodotCollisionSolver3D::solve_distance(const GodotShape3D *p_shape_A, const
AABB local_aabb;
for (int i = 0; i < 3; i++) {
- Vector3 axis(p_transform_B.basis.get_axis(i));
+ Vector3 axis(p_transform_B.basis.get_column(i));
real_t axis_scale = ((real_t)1.0) / axis.length();
axis *= axis_scale;
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 ca429040f5..96253cb452 100644
--- a/servers/physics_3d/godot_collision_solver_3d_sat.cpp
+++ b/servers/physics_3d/godot_collision_solver_3d_sat.cpp
@@ -68,7 +68,7 @@
*************************************************************************/
struct _CollectorCallback {
- GodotCollisionSolver3D::CallbackResult callback;
+ GodotCollisionSolver3D::CallbackResult callback = nullptr;
void *userdata = nullptr;
bool swap = false;
bool collided = false;
@@ -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);
@@ -792,7 +792,7 @@ static void _collision_sphere_box(const GodotShape3D *p_a, const Transform3D &p_
// test faces
for (int i = 0; i < 3; i++) {
- Vector3 axis = p_transform_b.basis.get_axis(i).normalized();
+ Vector3 axis = p_transform_b.basis.get_column(i).normalized();
if (!separator.test_axis(axis)) {
return;
@@ -819,7 +819,7 @@ static void _collision_sphere_box(const GodotShape3D *p_a, const Transform3D &p_
// test edges
for (int i = 0; i < 3; i++) {
- Vector3 axis = point_axis.cross(p_transform_b.basis.get_axis(i)).cross(p_transform_b.basis.get_axis(i)).normalized();
+ Vector3 axis = point_axis.cross(p_transform_b.basis.get_column(i)).cross(p_transform_b.basis.get_column(i)).normalized();
if (!separator.test_axis(axis)) {
return;
@@ -842,7 +842,7 @@ static void _collision_sphere_capsule(const GodotShape3D *p_a, const Transform3D
//capsule sphere 1, sphere
- Vector3 capsule_axis = p_transform_b.basis.get_axis(1) * (capsule_B->get_height() * 0.5 - capsule_B->get_radius());
+ Vector3 capsule_axis = p_transform_b.basis.get_column(1) * (capsule_B->get_height() * 0.5 - capsule_B->get_radius());
Vector3 capsule_ball_1 = p_transform_b.origin + capsule_axis;
@@ -883,7 +883,7 @@ static void _collision_sphere_cylinder(const GodotShape3D *p_a, const Transform3
}
// Cylinder B end caps.
- Vector3 cylinder_B_axis = p_transform_b.basis.get_axis(1).normalized();
+ Vector3 cylinder_B_axis = p_transform_b.basis.get_column(1).normalized();
if (!separator.test_axis(cylinder_B_axis)) {
return;
}
@@ -897,8 +897,8 @@ static void _collision_sphere_cylinder(const GodotShape3D *p_a, const Transform3
// Closest point to cylinder caps.
const Vector3 &sphere_center = p_transform_a.origin;
- Vector3 cyl_axis = p_transform_b.basis.get_axis(1);
- Vector3 cap_axis = p_transform_b.basis.get_axis(0);
+ Vector3 cyl_axis = p_transform_b.basis.get_column(1);
+ Vector3 cap_axis = p_transform_b.basis.get_column(0);
real_t height_scale = cyl_axis.length();
real_t cap_dist = cylinder_B->get_height() * 0.5 * height_scale;
cyl_axis /= height_scale;
@@ -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;
@@ -1063,7 +1063,7 @@ static void _collision_box_box(const GodotShape3D *p_a, const Transform3D &p_tra
// test faces of A
for (int i = 0; i < 3; i++) {
- Vector3 axis = p_transform_a.basis.get_axis(i).normalized();
+ Vector3 axis = p_transform_a.basis.get_column(i).normalized();
if (!separator.test_axis(axis)) {
return;
@@ -1073,7 +1073,7 @@ static void _collision_box_box(const GodotShape3D *p_a, const Transform3D &p_tra
// test faces of B
for (int i = 0; i < 3; i++) {
- Vector3 axis = p_transform_b.basis.get_axis(i).normalized();
+ Vector3 axis = p_transform_b.basis.get_column(i).normalized();
if (!separator.test_axis(axis)) {
return;
@@ -1083,7 +1083,7 @@ static void _collision_box_box(const GodotShape3D *p_a, const Transform3D &p_tra
// test combined edges
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
- Vector3 axis = p_transform_a.basis.get_axis(i).cross(p_transform_b.basis.get_axis(j));
+ Vector3 axis = p_transform_a.basis.get_column(i).cross(p_transform_b.basis.get_column(j));
if (Math::is_zero_approx(axis.length_squared())) {
continue;
@@ -1129,14 +1129,14 @@ static void _collision_box_box(const GodotShape3D *p_a, const Transform3D &p_tra
for (int i = 0; i < 3; i++) {
//a ->b
- Vector3 axis_a = p_transform_a.basis.get_axis(i);
+ Vector3 axis_a = p_transform_a.basis.get_column(i);
if (!separator.test_axis(axis_ab.cross(axis_a).cross(axis_a).normalized())) {
return;
}
//b ->a
- Vector3 axis_b = p_transform_b.basis.get_axis(i);
+ Vector3 axis_b = p_transform_b.basis.get_column(i);
if (!separator.test_axis(axis_ab.cross(axis_b).cross(axis_b).normalized())) {
return;
@@ -1160,20 +1160,20 @@ static void _collision_box_capsule(const GodotShape3D *p_a, const Transform3D &p
// faces of A
for (int i = 0; i < 3; i++) {
- Vector3 axis = p_transform_a.basis.get_axis(i).normalized();
+ Vector3 axis = p_transform_a.basis.get_column(i).normalized();
if (!separator.test_axis(axis)) {
return;
}
}
- Vector3 cyl_axis = p_transform_b.basis.get_axis(1).normalized();
+ Vector3 cyl_axis = p_transform_b.basis.get_column(1).normalized();
// edges of A, capsule cylinder
for (int i = 0; i < 3; i++) {
// cylinder
- Vector3 box_axis = p_transform_a.basis.get_axis(i);
+ Vector3 box_axis = p_transform_a.basis.get_column(i);
Vector3 axis = box_axis.cross(cyl_axis);
if (Math::is_zero_approx(axis.length_squared())) {
continue;
@@ -1196,7 +1196,7 @@ static void _collision_box_capsule(const GodotShape3D *p_a, const Transform3D &p
he.z *= (k * 2 - 1);
Vector3 point = p_transform_a.origin;
for (int l = 0; l < 3; l++) {
- point += p_transform_a.basis.get_axis(l) * he[l];
+ point += p_transform_a.basis.get_column(l) * he[l];
}
//Vector3 axis = (point - cyl_axis * cyl_axis.dot(point)).normalized();
@@ -1212,7 +1212,7 @@ static void _collision_box_capsule(const GodotShape3D *p_a, const Transform3D &p
// capsule balls, edges of A
for (int i = 0; i < 2; i++) {
- Vector3 capsule_axis = p_transform_b.basis.get_axis(1) * (capsule_B->get_height() * 0.5 - capsule_B->get_radius());
+ Vector3 capsule_axis = p_transform_b.basis.get_column(1) * (capsule_B->get_height() * 0.5 - capsule_B->get_radius());
Vector3 sphere_pos = p_transform_b.origin + ((i == 0) ? capsule_axis : -capsule_axis);
@@ -1234,7 +1234,7 @@ static void _collision_box_capsule(const GodotShape3D *p_a, const Transform3D &p
// test edges of A
for (int j = 0; j < 3; j++) {
- Vector3 axis = point_axis.cross(p_transform_a.basis.get_axis(j)).cross(p_transform_a.basis.get_axis(j)).normalized();
+ Vector3 axis = point_axis.cross(p_transform_a.basis.get_column(j)).cross(p_transform_a.basis.get_column(j)).normalized();
if (!separator.test_axis(axis)) {
return;
@@ -1258,14 +1258,14 @@ static void _collision_box_cylinder(const GodotShape3D *p_a, const Transform3D &
// Faces of A.
for (int i = 0; i < 3; i++) {
- Vector3 axis = p_transform_a.basis.get_axis(i).normalized();
+ Vector3 axis = p_transform_a.basis.get_column(i).normalized();
if (!separator.test_axis(axis)) {
return;
}
}
- Vector3 cyl_axis = p_transform_b.basis.get_axis(1).normalized();
+ Vector3 cyl_axis = p_transform_b.basis.get_column(1).normalized();
// Cylinder end caps.
{
@@ -1276,7 +1276,7 @@ static void _collision_box_cylinder(const GodotShape3D *p_a, const Transform3D &
// Edges of A, cylinder lateral surface.
for (int i = 0; i < 3; i++) {
- Vector3 box_axis = p_transform_a.basis.get_axis(i);
+ Vector3 box_axis = p_transform_a.basis.get_column(i);
Vector3 axis = box_axis.cross(cyl_axis);
if (Math::is_zero_approx(axis.length_squared())) {
continue;
@@ -1300,7 +1300,7 @@ static void _collision_box_cylinder(const GodotShape3D *p_a, const Transform3D &
Vector3 &point = vertices_A[i * 2 * 2 + j * 2 + k];
point = p_transform_a.origin;
for (int l = 0; l < 3; l++) {
- point += p_transform_a.basis.get_axis(l) * extent[l];
+ point += p_transform_a.basis.get_column(l) * extent[l];
}
}
}
@@ -1380,7 +1380,7 @@ static void _collision_box_convex_polygon(const GodotShape3D *p_a, const Transfo
// faces of A
for (int i = 0; i < 3; i++) {
- Vector3 axis = p_transform_a.basis.get_axis(i).normalized();
+ Vector3 axis = p_transform_a.basis.get_column(i).normalized();
if (!separator.test_axis(axis)) {
return;
@@ -1401,10 +1401,10 @@ static void _collision_box_convex_polygon(const GodotShape3D *p_a, const Transfo
// A<->B edges
for (int i = 0; i < 3; i++) {
- Vector3 e1 = p_transform_a.basis.get_axis(i);
+ 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();
@@ -1438,7 +1438,7 @@ static void _collision_box_convex_polygon(const GodotShape3D *p_a, const Transfo
for (int i = 0; i < 3; i++) {
//a ->b
- Vector3 axis_a = p_transform_a.basis.get_axis(i);
+ Vector3 axis_a = p_transform_a.basis.get_column(i);
if (!separator.test_axis(axis_ab.cross(axis_a).cross(axis_a).normalized())) {
return;
@@ -1456,12 +1456,12 @@ static void _collision_box_convex_polygon(const GodotShape3D *p_a, const Transfo
he.z *= (k * 2 - 1);
Vector3 point = p_transform_a.origin;
for (int l = 0; l < 3; l++) {
- point += p_transform_a.basis.get_axis(l) * he[l];
+ point += p_transform_a.basis.get_column(l) * he[l];
}
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())) {
@@ -1497,7 +1497,7 @@ static void _collision_box_face(const GodotShape3D *p_a, const Transform3D &p_tr
// faces of A
for (int i = 0; i < 3; i++) {
- Vector3 axis = p_transform_a.basis.get_axis(i).normalized();
+ Vector3 axis = p_transform_a.basis.get_column(i).normalized();
if (axis.dot(normal) < 0.0) {
axis *= -1.0;
}
@@ -1513,7 +1513,7 @@ static void _collision_box_face(const GodotShape3D *p_a, const Transform3D &p_tr
Vector3 e = vertex[i] - vertex[(i + 1) % 3];
for (int j = 0; j < 3; j++) {
- Vector3 axis = e.cross(p_transform_a.basis.get_axis(j)).normalized();
+ Vector3 axis = e.cross(p_transform_a.basis.get_column(j)).normalized();
if (axis.dot(normal) < 0.0) {
axis *= -1.0;
}
@@ -1550,7 +1550,7 @@ static void _collision_box_face(const GodotShape3D *p_a, const Transform3D &p_tr
for (int i = 0; i < 3; i++) {
//a ->b
- Vector3 axis_a = p_transform_a.basis.get_axis(i);
+ Vector3 axis_a = p_transform_a.basis.get_column(i);
Vector3 axis = axis_ab.cross(axis_a).cross(axis_a).normalized();
if (axis.dot(normal) < 0.0) {
@@ -1573,7 +1573,7 @@ static void _collision_box_face(const GodotShape3D *p_a, const Transform3D &p_tr
he.z *= (k * 2 - 1);
Vector3 point = p_transform_a.origin;
for (int l = 0; l < 3; l++) {
- point += p_transform_a.basis.get_axis(l) * he[l];
+ point += p_transform_a.basis.get_column(l) * he[l];
}
for (int e = 0; e < 3; e++) {
@@ -1623,8 +1623,8 @@ static void _collision_capsule_capsule(const GodotShape3D *p_a, const Transform3
// some values
- Vector3 capsule_A_axis = p_transform_a.basis.get_axis(1) * (capsule_A->get_height() * 0.5 - capsule_A->get_radius());
- Vector3 capsule_B_axis = p_transform_b.basis.get_axis(1) * (capsule_B->get_height() * 0.5 - capsule_B->get_radius());
+ Vector3 capsule_A_axis = p_transform_a.basis.get_column(1) * (capsule_A->get_height() * 0.5 - capsule_A->get_radius());
+ Vector3 capsule_B_axis = p_transform_b.basis.get_column(1) * (capsule_B->get_height() * 0.5 - capsule_B->get_radius());
Vector3 capsule_A_ball_1 = p_transform_a.origin + capsule_A_axis;
Vector3 capsule_A_ball_2 = p_transform_a.origin - capsule_A_axis;
@@ -1686,14 +1686,14 @@ static void _collision_capsule_cylinder(const GodotShape3D *p_a, const Transform
}
// Cylinder B end caps.
- Vector3 cylinder_B_axis = p_transform_b.basis.get_axis(1).normalized();
+ Vector3 cylinder_B_axis = p_transform_b.basis.get_column(1).normalized();
if (!separator.test_axis(cylinder_B_axis)) {
return;
}
// Cylinder edge against capsule balls.
- Vector3 capsule_A_axis = p_transform_a.basis.get_axis(1);
+ Vector3 capsule_A_axis = p_transform_a.basis.get_column(1);
Vector3 capsule_A_ball_1 = p_transform_a.origin + capsule_A_axis * (capsule_A->get_height() * 0.5 - capsule_A->get_radius());
Vector3 capsule_A_ball_2 = p_transform_a.origin - capsule_A_axis * (capsule_A->get_height() * 0.5 - capsule_A->get_radius());
@@ -1771,8 +1771,8 @@ 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 axis = edge_axis.cross(p_transform_a.basis.get_axis(1)).normalized();
+ 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)) {
return;
@@ -1784,13 +1784,13 @@ static void _collision_capsule_convex_polygon(const GodotShape3D *p_a, const Tra
for (int i = 0; i < 2; i++) {
// edges of B, capsule cylinder
- Vector3 capsule_axis = p_transform_a.basis.get_axis(1) * (capsule_A->get_height() * 0.5 - capsule_A->get_radius());
+ Vector3 capsule_axis = p_transform_a.basis.get_column(1) * (capsule_A->get_height() * 0.5 - capsule_A->get_radius());
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();
@@ -1824,7 +1824,7 @@ static void _collision_capsule_face(const GodotShape3D *p_a, const Transform3D &
// edges of B, capsule cylinder
- Vector3 capsule_axis = p_transform_a.basis.get_axis(1) * (capsule_A->get_height() * 0.5 - capsule_A->get_radius());
+ Vector3 capsule_axis = p_transform_a.basis.get_column(1) * (capsule_A->get_height() * 0.5 - capsule_A->get_radius());
for (int i = 0; i < 3; i++) {
// edge-cylinder
@@ -1895,8 +1895,8 @@ static void _collision_cylinder_cylinder(const GodotShape3D *p_a, const Transfor
SeparatorAxisTest<GodotCylinderShape3D, GodotCylinderShape3D, withMargin> separator(cylinder_A, p_transform_a, cylinder_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
- Vector3 cylinder_A_axis = p_transform_a.basis.get_axis(1);
- Vector3 cylinder_B_axis = p_transform_b.basis.get_axis(1);
+ Vector3 cylinder_A_axis = p_transform_a.basis.get_column(1);
+ Vector3 cylinder_B_axis = p_transform_b.basis.get_column(1);
if (!separator.test_previous_axis()) {
return;
@@ -1983,7 +1983,7 @@ static void _collision_cylinder_face(const GodotShape3D *p_a, const Transform3D
return;
}
- Vector3 cyl_axis = p_transform_a.basis.get_axis(1).normalized();
+ Vector3 cyl_axis = p_transform_a.basis.get_column(1).normalized();
if (cyl_axis.dot(normal) < 0.0) {
cyl_axis *= -1.0;
}
@@ -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 f7270713e0..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);
@@ -1531,7 +1560,7 @@ void GodotPhysicsServer3D::free(RID p_rid) {
GodotShape3D *shape = shape_owner.get_or_null(p_rid);
while (shape->get_owners().size()) {
- GodotShapeOwner3D *so = shape->get_owners().front()->key();
+ GodotShapeOwner3D *so = shape->get_owners().begin()->key;
so->remove_shape(shape);
}
@@ -1570,7 +1599,7 @@ void GodotPhysicsServer3D::free(RID p_rid) {
GodotSpace3D *space = space_owner.get_or_null(p_rid);
while (space->get_objects().size()) {
- GodotCollisionObject3D *co = (GodotCollisionObject3D *)space->get_objects().front()->get();
+ GodotCollisionObject3D *co = static_cast<GodotCollisionObject3D *>(*space->get_objects().begin());
co->set_space(nullptr);
}
@@ -1611,11 +1640,11 @@ void GodotPhysicsServer3D::step(real_t p_step) {
island_count = 0;
active_objects = 0;
collision_pairs = 0;
- for (Set<const GodotSpace3D *>::Element *E = active_spaces.front(); E; E = E->next()) {
- stepper->step((GodotSpace3D *)E->get(), p_step);
- island_count += E->get()->get_island_count();
- active_objects += E->get()->get_active_objects();
- collision_pairs += E->get()->get_collision_pairs();
+ for (const GodotSpace3D *E : active_spaces) {
+ stepper->step(const_cast<GodotSpace3D *>(E), p_step);
+ island_count += E->get_island_count();
+ active_objects += E->get_active_objects();
+ collision_pairs += E->get_collision_pairs();
}
#endif
}
@@ -1635,8 +1664,8 @@ void GodotPhysicsServer3D::flush_queries() {
uint64_t time_beg = OS::get_singleton()->get_ticks_usec();
- for (Set<const GodotSpace3D *>::Element *E = active_spaces.front(); E; E = E->next()) {
- GodotSpace3D *space = (GodotSpace3D *)E->get();
+ for (const GodotSpace3D *E : active_spaces) {
+ GodotSpace3D *space = const_cast<GodotSpace3D *>(E);
space->call_queries();
}
@@ -1656,9 +1685,9 @@ void GodotPhysicsServer3D::flush_queries() {
total_time[i] = 0;
}
- for (Set<const GodotSpace3D *>::Element *E = active_spaces.front(); E; E = E->next()) {
+ for (const GodotSpace3D *E : active_spaces) {
for (int i = 0; i < GodotSpace3D::ELAPSED_TIME_MAX; i++) {
- total_time[i] += E->get()->get_elapsed_time(GodotSpace3D::ElapsedTime(i));
+ total_time[i] += E->get_elapsed_time(GodotSpace3D::ElapsedTime(i));
}
}
@@ -1671,7 +1700,7 @@ void GodotPhysicsServer3D::flush_queries() {
values.push_back("flush_queries");
values.push_back(USEC_TO_SEC(OS::get_singleton()->get_ticks_usec() - time_beg));
- values.push_front("physics");
+ values.push_front("physics_3d");
EngineDebugger::profiler_add_frame_data("servers", values);
}
#endif
@@ -1709,7 +1738,7 @@ void GodotPhysicsServer3D::_update_shapes() {
}
void GodotPhysicsServer3D::_shape_col_cbk(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata) {
- CollCbkData *cbk = (CollCbkData *)p_userdata;
+ CollCbkData *cbk = static_cast<CollCbkData *>(p_userdata);
if (cbk->max == 0) {
return;
diff --git a/servers/physics_3d/godot_physics_server_3d.h b/servers/physics_3d/godot_physics_server_3d.h
index 00ed763e01..e3e649da57 100644
--- a/servers/physics_3d/godot_physics_server_3d.h
+++ b/servers/physics_3d/godot_physics_server_3d.h
@@ -54,7 +54,7 @@ class GodotPhysicsServer3D : public PhysicsServer3D {
bool flushing_queries = false;
GodotStep3D *stepper = nullptr;
- Set<const GodotSpace3D *> active_spaces;
+ HashSet<const GodotSpace3D *> active_spaces;
mutable RID_PtrOwner<GodotShape3D, true> shape_owner;
mutable RID_PtrOwner<GodotSpace3D, true> space_owner;
@@ -74,7 +74,7 @@ public:
struct CollCbkData {
int max;
int amount;
- Vector3 *ptr;
+ Vector3 *ptr = nullptr;
};
static void _shape_col_cbk(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata);
@@ -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 7762c4829e..1443cd166b 100644
--- a/servers/physics_3d/godot_shape_3d.cpp
+++ b/servers/physics_3d/godot_shape_3d.cpp
@@ -62,7 +62,7 @@ void GodotShape3D::configure(const AABB &p_aabb) {
aabb = p_aabb;
configured = true;
for (const KeyValue<GodotShapeOwner3D *, int> &E : owners) {
- GodotShapeOwner3D *co = (GodotShapeOwner3D *)E.key;
+ GodotShapeOwner3D *co = const_cast<GodotShapeOwner3D *>(E.key);
co->_shape_changed();
}
}
@@ -76,20 +76,20 @@ Vector3 GodotShape3D::get_support(const Vector3 &p_normal) const {
}
void GodotShape3D::add_owner(GodotShapeOwner3D *p_owner) {
- Map<GodotShapeOwner3D *, int>::Element *E = owners.find(p_owner);
+ HashMap<GodotShapeOwner3D *, int>::Iterator E = owners.find(p_owner);
if (E) {
- E->get()++;
+ E->value++;
} else {
owners[p_owner] = 1;
}
}
void GodotShape3D::remove_owner(GodotShapeOwner3D *p_owner) {
- Map<GodotShapeOwner3D *, int>::Element *E = owners.find(p_owner);
+ HashMap<GodotShapeOwner3D *, int>::Iterator E = owners.find(p_owner);
ERR_FAIL_COND(!E);
- E->get()--;
- if (E->get() == 0) {
- owners.erase(E);
+ E->value--;
+ if (E->value == 0) {
+ owners.remove(E);
}
}
@@ -97,7 +97,7 @@ bool GodotShape3D::is_owner(GodotShapeOwner3D *p_owner) const {
return owners.has(p_owner);
}
-const Map<GodotShapeOwner3D *, int> &GodotShape3D::get_owners() const {
+const HashMap<GodotShapeOwner3D *, int> &GodotShape3D::get_owners() const {
return owners;
}
@@ -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 {
@@ -662,7 +662,7 @@ GodotCapsuleShape3D::GodotCapsuleShape3D() {}
/********** CYLINDER *************/
void GodotCylinderShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
- Vector3 cylinder_axis = p_transform.basis.get_axis(1).normalized();
+ Vector3 cylinder_axis = p_transform.basis.get_column(1).normalized();
real_t axis_dot = cylinder_axis.dot(p_normal);
Vector3 local_normal = p_transform.basis.xform_inv(p_normal);
@@ -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;
}
}
@@ -1438,7 +1487,7 @@ Vector3 GodotConcavePolygonShape3D::get_moment_of_inertia(real_t p_mass) const {
struct _Volume_BVH_Element {
AABB aabb;
Vector3 center;
- int face_index;
+ int face_index = 0;
};
struct _Volume_BVH_CompareX {
@@ -1461,10 +1510,10 @@ struct _Volume_BVH_CompareZ {
struct _Volume_BVH {
AABB aabb;
- _Volume_BVH *left;
- _Volume_BVH *right;
+ _Volume_BVH *left = nullptr;
+ _Volume_BVH *right = nullptr;
- int face_index;
+ int face_index = 0;
};
_Volume_BVH *_volume_build_bvh(_Volume_BVH_Element *p_elements, int p_size, int &count) {
@@ -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 9d171c3928..dc8e34e2bc 100644
--- a/servers/physics_3d/godot_shape_3d.h
+++ b/servers/physics_3d/godot_shape_3d.h
@@ -51,7 +51,7 @@ class GodotShape3D {
bool configured = false;
real_t custom_bias = 0.0;
- Map<GodotShapeOwner3D *, int> owners;
+ HashMap<GodotShapeOwner3D *, int> owners;
protected:
void configure(const AABB &p_aabb);
@@ -93,7 +93,7 @@ public:
void add_owner(GodotShapeOwner3D *p_owner);
void remove_owner(GodotShapeOwner3D *p_owner);
bool is_owner(GodotShapeOwner3D *p_owner) const;
- const Map<GodotShapeOwner3D *, int> &get_owners() const;
+ const HashMap<GodotShapeOwner3D *, int> &get_owners() const;
GodotShape3D() {}
virtual ~GodotShape3D();
@@ -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 f09da92cae..77110c5fbc 100644
--- a/servers/physics_3d/godot_soft_body_3d.cpp
+++ b/servers/physics_3d/godot_soft_body_3d.cpp
@@ -33,7 +33,7 @@
#include "godot_space_3d.h"
#include "core/math/geometry_3d.h"
-#include "core/templates/map.h"
+#include "core/templates/rb_map.h"
#include "servers/rendering_server.h"
// Based on Bullet soft body.
@@ -429,33 +429,33 @@ uint32_t GodotSoftBody3D::get_node_count() const {
}
real_t GodotSoftBody3D::get_node_inv_mass(uint32_t p_node_index) const {
- ERR_FAIL_COND_V(p_node_index >= nodes.size(), 0.0);
+ ERR_FAIL_UNSIGNED_INDEX_V(p_node_index, nodes.size(), 0.0);
return nodes[p_node_index].im;
}
Vector3 GodotSoftBody3D::get_node_position(uint32_t p_node_index) const {
- ERR_FAIL_COND_V(p_node_index >= nodes.size(), Vector3());
+ ERR_FAIL_UNSIGNED_INDEX_V(p_node_index, nodes.size(), Vector3());
return nodes[p_node_index].x;
}
Vector3 GodotSoftBody3D::get_node_velocity(uint32_t p_node_index) const {
- ERR_FAIL_COND_V(p_node_index >= nodes.size(), Vector3());
+ ERR_FAIL_UNSIGNED_INDEX_V(p_node_index, nodes.size(), Vector3());
return nodes[p_node_index].v;
}
Vector3 GodotSoftBody3D::get_node_biased_velocity(uint32_t p_node_index) const {
- ERR_FAIL_COND_V(p_node_index >= nodes.size(), Vector3());
+ ERR_FAIL_UNSIGNED_INDEX_V(p_node_index, nodes.size(), Vector3());
return nodes[p_node_index].bv;
}
void GodotSoftBody3D::apply_node_impulse(uint32_t p_node_index, const Vector3 &p_impulse) {
- ERR_FAIL_COND(p_node_index >= nodes.size());
+ ERR_FAIL_UNSIGNED_INDEX(p_node_index, nodes.size());
Node &node = nodes[p_node_index];
node.v += p_impulse * node.im;
}
void GodotSoftBody3D::apply_node_bias_impulse(uint32_t p_node_index, const Vector3 &p_impulse) {
- ERR_FAIL_COND(p_node_index >= nodes.size());
+ ERR_FAIL_UNSIGNED_INDEX(p_node_index, nodes.size());
Node &node = nodes[p_node_index];
node.bv += p_impulse * node.im;
}
@@ -465,7 +465,7 @@ uint32_t GodotSoftBody3D::get_face_count() const {
}
void GodotSoftBody3D::get_face_points(uint32_t p_face_index, Vector3 &r_point_1, Vector3 &r_point_2, Vector3 &r_point_3) const {
- ERR_FAIL_COND(p_face_index >= faces.size());
+ ERR_FAIL_UNSIGNED_INDEX(p_face_index, faces.size());
const Face &face = faces[p_face_index];
r_point_1 = face.n[0]->x;
r_point_2 = face.n[1]->x;
@@ -473,7 +473,7 @@ void GodotSoftBody3D::get_face_points(uint32_t p_face_index, Vector3 &r_point_1,
}
Vector3 GodotSoftBody3D::get_face_normal(uint32_t p_face_index) const {
- ERR_FAIL_COND_V(p_face_index >= faces.size(), Vector3());
+ ERR_FAIL_UNSIGNED_INDEX_V(p_face_index, faces.size(), Vector3());
return faces[p_face_index].normal;
}
@@ -494,7 +494,7 @@ bool GodotSoftBody3D::create_from_trimesh(const Vector<int> &p_indices, const Ve
// Process vertices.
{
uint32_t vertex_count = 0;
- Map<Vector3, uint32_t> unique_vertices;
+ HashMap<Vector3, uint32_t> unique_vertices;
vertices.resize(visual_vertex_count);
map_visual_to_physics.resize(visual_vertex_count);
@@ -502,11 +502,11 @@ bool GodotSoftBody3D::create_from_trimesh(const Vector<int> &p_indices, const Ve
for (int visual_vertex_index = 0; visual_vertex_index < visual_vertex_count; ++visual_vertex_index) {
const Vector3 &vertex = p_vertices[visual_vertex_index];
- Map<Vector3, uint32_t>::Element *e = unique_vertices.find(vertex);
+ HashMap<Vector3, uint32_t>::Iterator e = unique_vertices.find(vertex);
uint32_t vertex_id;
if (e) {
// Already existing.
- vertex_id = e->value();
+ vertex_id = e->value;
} else {
// Create new one.
vertex_id = vertex_count++;
@@ -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]);
@@ -1272,7 +1279,7 @@ struct _SoftBodyIntersectSegmentInfo {
real_t hit_dist_sq = INFINITY;
static bool process_hit(uint32_t p_face_index, void *p_userdata) {
- _SoftBodyIntersectSegmentInfo &query_info = *(_SoftBodyIntersectSegmentInfo *)(p_userdata);
+ _SoftBodyIntersectSegmentInfo &query_info = *(static_cast<_SoftBodyIntersectSegmentInfo *>(p_userdata));
Vector3 points[3];
query_info.soft_body->get_face_points(p_face_index, points[0], points[1], points[2]);
diff --git a/servers/physics_3d/godot_soft_body_3d.h b/servers/physics_3d/godot_soft_body_3d.h
index d9f5078313..86f73c366b 100644
--- a/servers/physics_3d/godot_soft_body_3d.h
+++ b/servers/physics_3d/godot_soft_body_3d.h
@@ -37,8 +37,8 @@
#include "core/math/aabb.h"
#include "core/math/dynamic_bvh.h"
#include "core/math/vector3.h"
+#include "core/templates/hash_set.h"
#include "core/templates/local_vector.h"
-#include "core/templates/set.h"
#include "core/templates/vset.h"
class GodotConstraint3D;
@@ -103,7 +103,7 @@ class GodotSoftBody3D : public GodotCollisionObject3D {
SelfList<GodotSoftBody3D> active_list;
- Set<GodotConstraint3D *> constraints;
+ HashSet<GodotConstraint3D *> constraints;
Vector<AreaCMP> areas;
@@ -123,7 +123,7 @@ public:
_FORCE_INLINE_ void add_constraint(GodotConstraint3D *p_constraint) { constraints.insert(p_constraint); }
_FORCE_INLINE_ void remove_constraint(GodotConstraint3D *p_constraint) { constraints.erase(p_constraint); }
- _FORCE_INLINE_ const Set<GodotConstraint3D *> &get_constraints() const { return constraints; }
+ _FORCE_INLINE_ const HashSet<GodotConstraint3D *> &get_constraints() const { return constraints; }
_FORCE_INLINE_ void clear_constraints() { constraints.clear(); }
_FORCE_INLINE_ void add_exception(const RID &p_exception) { exceptions.insert(p_exception); }
@@ -153,7 +153,7 @@ public:
}
}
- virtual void set_space(GodotSpace3D *p_space);
+ virtual void set_space(GodotSpace3D *p_space) override;
void set_mesh(RID p_mesh);
@@ -204,8 +204,8 @@ public:
void predict_motion(real_t p_delta);
void solve_constraints(real_t p_delta);
- _FORCE_INLINE_ uint32_t get_node_index(void *p_node) const { return ((Node *)p_node)->index; }
- _FORCE_INLINE_ uint32_t get_face_index(void *p_face) const { return ((Face *)p_face)->index; }
+ _FORCE_INLINE_ uint32_t get_node_index(void *p_node) const { return static_cast<Node *>(p_node)->index; }
+ _FORCE_INLINE_ uint32_t get_face_index(void *p_face) const { return static_cast<Face *>(p_face)->index; }
// Return true to stop the query.
// p_index is the node index for AABB query, face index for Ray query.
@@ -215,7 +215,7 @@ public:
void query_ray(const Vector3 &p_from, const Vector3 &p_to, QueryResultCallback p_result_callback, void *p_userdata);
protected:
- virtual void _shapes_changed();
+ virtual void _shapes_changed() override;
private:
void update_normals_and_centroids();
diff --git a/servers/physics_3d/godot_space_3d.cpp b/servers/physics_3d/godot_space_3d.cpp
index e8af2d7283..c23485279d 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()) {
@@ -445,7 +446,7 @@ struct _RestCallbackData {
};
static void _rest_cbk_result(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata) {
- _RestCallbackData *rd = (_RestCallbackData *)p_userdata;
+ _RestCallbackData *rd = static_cast<_RestCallbackData *>(p_userdata);
Vector3 contact_rel = p_point_B - p_point_A;
real_t len = contact_rel.length();
@@ -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;
}
}
@@ -906,7 +919,7 @@ bool GodotSpace3D::test_body_motion(GodotBody3D *p_body, const PhysicsServer3D::
}
bool collided = false;
- if (recovered || (safe < 1)) {
+ if ((p_parameters.recovery_as_collision && recovered) || (safe < 1)) {
if (safe >= 1) {
best_shape = -1; //no best shape with cast, reset to -1
}
@@ -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;
@@ -1017,7 +1032,7 @@ void *GodotSpace3D::_broadphase_pair(GodotCollisionObject3D *A, int p_subindex_A
SWAP(type_A, type_B);
}
- GodotSpace3D *self = (GodotSpace3D *)p_self;
+ GodotSpace3D *self = static_cast<GodotSpace3D *>(p_self);
self->collision_pairs++;
@@ -1038,10 +1053,10 @@ void *GodotSpace3D::_broadphase_pair(GodotCollisionObject3D *A, int p_subindex_A
}
} else if (type_A == GodotCollisionObject3D::TYPE_BODY) {
if (type_B == GodotCollisionObject3D::TYPE_SOFT_BODY) {
- GodotBodySoftBodyPair3D *soft_pair = memnew(GodotBodySoftBodyPair3D((GodotBody3D *)A, p_subindex_A, (GodotSoftBody3D *)B));
+ GodotBodySoftBodyPair3D *soft_pair = memnew(GodotBodySoftBodyPair3D(static_cast<GodotBody3D *>(A), p_subindex_A, static_cast<GodotSoftBody3D *>(B)));
return soft_pair;
} else {
- GodotBodyPair3D *b = memnew(GodotBodyPair3D((GodotBody3D *)A, p_subindex_A, (GodotBody3D *)B, p_subindex_B));
+ GodotBodyPair3D *b = memnew(GodotBodyPair3D(static_cast<GodotBody3D *>(A), p_subindex_A, static_cast<GodotBody3D *>(B), p_subindex_B));
return b;
}
} else {
@@ -1056,9 +1071,9 @@ void GodotSpace3D::_broadphase_unpair(GodotCollisionObject3D *A, int p_subindex_
return;
}
- GodotSpace3D *self = (GodotSpace3D *)p_self;
+ GodotSpace3D *self = static_cast<GodotSpace3D *>(p_self);
self->collision_pairs--;
- GodotConstraint3D *c = (GodotConstraint3D *)p_data;
+ GodotConstraint3D *c = static_cast<GodotConstraint3D *>(p_data);
memdelete(c);
}
@@ -1096,7 +1111,7 @@ void GodotSpace3D::remove_object(GodotCollisionObject3D *p_object) {
objects.erase(p_object);
}
-const Set<GodotCollisionObject3D *> &GodotSpace3D::get_objects() const {
+const HashSet<GodotCollisionObject3D *> &GodotSpace3D::get_objects() const {
return objects;
}
@@ -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"));
diff --git a/servers/physics_3d/godot_space_3d.h b/servers/physics_3d/godot_space_3d.h
index ac54c8bf69..df7315e96d 100644
--- a/servers/physics_3d/godot_space_3d.h
+++ b/servers/physics_3d/godot_space_3d.h
@@ -47,7 +47,7 @@ class GodotPhysicsDirectSpaceState3D : public PhysicsDirectSpaceState3D {
GDCLASS(GodotPhysicsDirectSpaceState3D, PhysicsDirectSpaceState3D);
public:
- GodotSpace3D *space;
+ GodotSpace3D *space = nullptr;
virtual int intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) override;
virtual bool intersect_ray(const RayParameters &p_parameters, RayResult &r_result) override;
@@ -89,7 +89,7 @@ private:
static void *_broadphase_pair(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_self);
static void _broadphase_unpair(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_data, void *p_self);
- Set<GodotCollisionObject3D *> objects;
+ HashSet<GodotCollisionObject3D *> objects;
GodotArea3D *area = nullptr;
@@ -158,7 +158,7 @@ public:
void add_object(GodotCollisionObject3D *p_object);
void remove_object(GodotCollisionObject3D *p_object);
- const Set<GodotCollisionObject3D *> &get_objects() const;
+ const HashSet<GodotCollisionObject3D *> &get_objects() const;
_FORCE_INLINE_ int get_solver_iterations() const { return solver_iterations; }
_FORCE_INLINE_ real_t get_contact_recycle_radius() const { return contact_recycle_radius; }
diff --git a/servers/physics_3d/godot_step_3d.cpp b/servers/physics_3d/godot_step_3d.cpp
index 63635b224b..bfedcd29c0 100644
--- a/servers/physics_3d/godot_step_3d.cpp
+++ b/servers/physics_3d/godot_step_3d.cpp
@@ -44,12 +44,12 @@ 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);
}
for (const KeyValue<GodotConstraint3D *, int> &E : p_body->get_constraint_map()) {
- GodotConstraint3D *constraint = (GodotConstraint3D *)E.key;
+ GodotConstraint3D *constraint = const_cast<GodotConstraint3D *>(E.key);
if (constraint->get_island_step() == _step) {
continue; // Already processed.
}
@@ -87,8 +87,8 @@ void GodotStep3D::_populate_island(GodotBody3D *p_body, LocalVector<GodotBody3D
void GodotStep3D::_populate_island_soft_body(GodotSoftBody3D *p_soft_body, LocalVector<GodotBody3D *> &p_body_island, LocalVector<GodotConstraint3D *> &p_constraint_island) {
p_soft_body->set_island_step(_step);
- for (Set<GodotConstraint3D *>::Element *E = p_soft_body->get_constraints().front(); E; E = E->next()) {
- GodotConstraint3D *constraint = (GodotConstraint3D *)E->get();
+ for (const GodotConstraint3D *E : p_soft_body->get_constraints()) {
+ GodotConstraint3D *constraint = const_cast<GodotConstraint3D *>(E);
if (constraint->get_island_step() == _step) {
continue; // Already processed.
}
@@ -236,8 +236,8 @@ void GodotStep3D::step(GodotSpace3D *p_space, real_t p_delta) {
const SelfList<GodotArea3D>::List &aml = p_space->get_moved_area_list();
while (aml.first()) {
- for (const Set<GodotConstraint3D *>::Element *E = aml.first()->self()->get_constraints().front(); E; E = E->next()) {
- GodotConstraint3D *constraint = E->get();
+ for (GodotConstraint3D *E : aml.first()->self()->get_constraints()) {
+ GodotConstraint3D *constraint = E;
if (constraint->get_island_step() == _step) {
continue;
}
@@ -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.cpp b/servers/physics_3d/joints/godot_cone_twist_joint_3d.cpp
index dc4858ff9a..28cc064a1e 100644
--- a/servers/physics_3d/joints/godot_cone_twist_joint_3d.cpp
+++ b/servers/physics_3d/joints/godot_cone_twist_joint_3d.cpp
@@ -147,8 +147,8 @@ bool GodotConeTwistJoint3D::setup(real_t p_timestep) {
Vector3 b1Axis1, b1Axis2, b1Axis3;
Vector3 b2Axis1, b2Axis2;
- b1Axis1 = A->get_transform().basis.xform(this->m_rbAFrame.basis.get_axis(0));
- b2Axis1 = B->get_transform().basis.xform(this->m_rbBFrame.basis.get_axis(0));
+ b1Axis1 = A->get_transform().basis.xform(this->m_rbAFrame.basis.get_column(0));
+ b2Axis1 = B->get_transform().basis.xform(this->m_rbBFrame.basis.get_column(0));
real_t swing1 = real_t(0.), swing2 = real_t(0.);
@@ -158,7 +158,7 @@ bool GodotConeTwistJoint3D::setup(real_t p_timestep) {
// Get Frame into world space
if (m_swingSpan1 >= real_t(0.05f)) {
- b1Axis2 = A->get_transform().basis.xform(this->m_rbAFrame.basis.get_axis(1));
+ b1Axis2 = A->get_transform().basis.xform(this->m_rbAFrame.basis.get_column(1));
//swing1 = btAtan2Fast( b2Axis1.dot(b1Axis2),b2Axis1.dot(b1Axis1) );
swx = b2Axis1.dot(b1Axis1);
swy = b2Axis1.dot(b1Axis2);
@@ -169,7 +169,7 @@ bool GodotConeTwistJoint3D::setup(real_t p_timestep) {
}
if (m_swingSpan2 >= real_t(0.05f)) {
- b1Axis3 = A->get_transform().basis.xform(this->m_rbAFrame.basis.get_axis(2));
+ b1Axis3 = A->get_transform().basis.xform(this->m_rbAFrame.basis.get_column(2));
//swing2 = btAtan2Fast( b2Axis1.dot(b1Axis3),b2Axis1.dot(b1Axis1) );
swx = b2Axis1.dot(b1Axis1);
swy = b2Axis1.dot(b1Axis3);
@@ -199,7 +199,7 @@ bool GodotConeTwistJoint3D::setup(real_t p_timestep) {
// Twist limits
if (m_twistSpan >= real_t(0.)) {
- Vector3 b2Axis22 = B->get_transform().basis.xform(this->m_rbBFrame.basis.get_axis(1));
+ Vector3 b2Axis22 = B->get_transform().basis.xform(this->m_rbBFrame.basis.get_column(1));
Quaternion rotationArc = Quaternion(b2Axis1, b1Axis1);
Vector3 TwistRef = rotationArc.xform(b2Axis22);
real_t twist = atan2fast(TwistRef.dot(b1Axis3), TwistRef.dot(b1Axis2));
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 41e9bf06bb..e0fa940104 100644
--- a/servers/physics_3d/joints/godot_generic_6dof_joint_3d.cpp
+++ b/servers/physics_3d/joints/godot_generic_6dof_joint_3d.cpp
@@ -249,8 +249,8 @@ void GodotGeneric6DOFJoint3D::calculateAngleInfo() {
// easier to take the euler rate expression for d(angle[2])/dt with respect
// to the components of w and set that to 0.
- Vector3 axis0 = m_calculatedTransformB.basis.get_axis(0);
- Vector3 axis2 = m_calculatedTransformA.basis.get_axis(2);
+ Vector3 axis0 = m_calculatedTransformB.basis.get_column(0);
+ Vector3 axis2 = m_calculatedTransformA.basis.get_column(2);
m_calculatedAxis[1] = axis2.cross(axis0);
m_calculatedAxis[0] = m_calculatedAxis[1].cross(axis2);
@@ -345,9 +345,9 @@ bool GodotGeneric6DOFJoint3D::setup(real_t p_timestep) {
for (i = 0; i < 3; i++) {
if (m_linearLimits.enable_limit[i] && m_linearLimits.isLimited(i)) {
if (m_useLinearReferenceFrameA) {
- normalWorld = m_calculatedTransformA.basis.get_axis(i);
+ normalWorld = m_calculatedTransformA.basis.get_column(i);
} else {
- normalWorld = m_calculatedTransformB.basis.get_axis(i);
+ normalWorld = m_calculatedTransformB.basis.get_column(i);
}
buildLinearJacobian(
@@ -388,9 +388,9 @@ void GodotGeneric6DOFJoint3D::solve(real_t p_timestep) {
jacDiagABInv = real_t(1.) / m_jacLinear[i].getDiagonal();
if (m_useLinearReferenceFrameA) {
- linear_axis = m_calculatedTransformA.basis.get_axis(i);
+ linear_axis = m_calculatedTransformA.basis.get_column(i);
} else {
- linear_axis = m_calculatedTransformB.basis.get_axis(i);
+ linear_axis = m_calculatedTransformB.basis.get_column(i);
}
m_linearLimits.solveLinearAxis(
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.cpp b/servers/physics_3d/joints/godot_hinge_joint_3d.cpp
index 1c4d5dec23..01c59395c8 100644
--- a/servers/physics_3d/joints/godot_hinge_joint_3d.cpp
+++ b/servers/physics_3d/joints/godot_hinge_joint_3d.cpp
@@ -92,16 +92,16 @@ GodotHingeJoint3D::GodotHingeJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const V
m_rbAFrame.origin = pivotInA;
// since no frame is given, assume this to be zero angle and just pick rb transform axis
- Vector3 rbAxisA1 = rbA->get_transform().basis.get_axis(0);
+ Vector3 rbAxisA1 = rbA->get_transform().basis.get_column(0);
Vector3 rbAxisA2;
real_t projection = axisInA.dot(rbAxisA1);
if (projection >= 1.0f - CMP_EPSILON) {
- rbAxisA1 = -rbA->get_transform().basis.get_axis(2);
- rbAxisA2 = rbA->get_transform().basis.get_axis(1);
+ rbAxisA1 = -rbA->get_transform().basis.get_column(2);
+ rbAxisA2 = rbA->get_transform().basis.get_column(1);
} else if (projection <= -1.0f + CMP_EPSILON) {
- rbAxisA1 = rbA->get_transform().basis.get_axis(2);
- rbAxisA2 = rbA->get_transform().basis.get_axis(1);
+ rbAxisA1 = rbA->get_transform().basis.get_column(2);
+ rbAxisA2 = rbA->get_transform().basis.get_column(1);
} else {
rbAxisA2 = axisInA.cross(rbAxisA1);
rbAxisA1 = rbAxisA2.cross(axisInA);
@@ -171,11 +171,11 @@ bool GodotHingeJoint3D::setup(real_t p_step) {
Vector3 jointAxis0local;
Vector3 jointAxis1local;
- plane_space(m_rbAFrame.basis.get_axis(2), jointAxis0local, jointAxis1local);
+ plane_space(m_rbAFrame.basis.get_column(2), jointAxis0local, jointAxis1local);
Vector3 jointAxis0 = A->get_transform().basis.xform(jointAxis0local);
Vector3 jointAxis1 = A->get_transform().basis.xform(jointAxis1local);
- Vector3 hingeAxisWorld = A->get_transform().basis.xform(m_rbAFrame.basis.get_axis(2));
+ Vector3 hingeAxisWorld = A->get_transform().basis.xform(m_rbAFrame.basis.get_column(2));
memnew_placement(
&m_jacAng[0],
@@ -226,7 +226,7 @@ bool GodotHingeJoint3D::setup(real_t p_step) {
}
//Compute K = J*W*J' for hinge axis
- Vector3 axisA = A->get_transform().basis.xform(m_rbAFrame.basis.get_axis(2));
+ Vector3 axisA = A->get_transform().basis.xform(m_rbAFrame.basis.get_column(2));
m_kHinge = 1.0f / (A->compute_angular_impulse_denominator(axisA) + B->compute_angular_impulse_denominator(axisA));
return true;
@@ -271,8 +271,8 @@ void GodotHingeJoint3D::solve(real_t p_step) {
///solve angular part
// get axes in world space
- Vector3 axisA = A->get_transform().basis.xform(m_rbAFrame.basis.get_axis(2));
- Vector3 axisB = B->get_transform().basis.xform(m_rbBFrame.basis.get_axis(2));
+ Vector3 axisA = A->get_transform().basis.xform(m_rbAFrame.basis.get_column(2));
+ Vector3 axisB = B->get_transform().basis.xform(m_rbBFrame.basis.get_column(2));
const Vector3 &angVelA = A->get_angular_velocity();
const Vector3 &angVelB = B->get_angular_velocity();
@@ -384,9 +384,9 @@ static _FORCE_INLINE_ real_t atan2fast(real_t y, real_t x) {
}
real_t GodotHingeJoint3D::get_hinge_angle() {
- const Vector3 refAxis0 = A->get_transform().basis.xform(m_rbAFrame.basis.get_axis(0));
- const Vector3 refAxis1 = A->get_transform().basis.xform(m_rbAFrame.basis.get_axis(1));
- const Vector3 swingAxis = B->get_transform().basis.xform(m_rbBFrame.basis.get_axis(1));
+ const Vector3 refAxis0 = A->get_transform().basis.xform(m_rbAFrame.basis.get_column(0));
+ const Vector3 refAxis1 = A->get_transform().basis.xform(m_rbAFrame.basis.get_column(1));
+ const Vector3 swingAxis = B->get_transform().basis.xform(m_rbBFrame.basis.get_column(1));
return atan2fast(swingAxis.dot(refAxis0), swingAxis.dot(refAxis1));
}
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.cpp b/servers/physics_3d/joints/godot_slider_joint_3d.cpp
index f175421304..4539be21e3 100644
--- a/servers/physics_3d/joints/godot_slider_joint_3d.cpp
+++ b/servers/physics_3d/joints/godot_slider_joint_3d.cpp
@@ -102,7 +102,7 @@ bool GodotSliderJoint3D::setup(real_t p_step) {
m_calculatedTransformB = B->get_transform() * m_frameInB;
m_realPivotAInW = m_calculatedTransformA.origin;
m_realPivotBInW = m_calculatedTransformB.origin;
- m_sliderAxis = m_calculatedTransformA.basis.get_axis(0); // along X
+ m_sliderAxis = m_calculatedTransformA.basis.get_column(0); // along X
m_delta = m_realPivotBInW - m_realPivotAInW;
m_projPivotInW = m_realPivotAInW + m_sliderAxis.dot(m_delta) * m_sliderAxis;
m_relPosA = m_projPivotInW - A->get_transform().origin;
@@ -111,7 +111,7 @@ bool GodotSliderJoint3D::setup(real_t p_step) {
int i;
//linear part
for (i = 0; i < 3; i++) {
- normalWorld = m_calculatedTransformA.basis.get_axis(i);
+ normalWorld = m_calculatedTransformA.basis.get_column(i);
memnew_placement(
&m_jacLin[i],
GodotJacobianEntry3D(
@@ -130,7 +130,7 @@ bool GodotSliderJoint3D::setup(real_t p_step) {
testLinLimits();
// angular part
for (i = 0; i < 3; i++) {
- normalWorld = m_calculatedTransformA.basis.get_axis(i);
+ normalWorld = m_calculatedTransformA.basis.get_column(i);
memnew_placement(
&m_jacAng[i],
GodotJacobianEntry3D(
@@ -141,7 +141,7 @@ bool GodotSliderJoint3D::setup(real_t p_step) {
B->get_inv_inertia()));
}
testAngLimits();
- Vector3 axisA = m_calculatedTransformA.basis.get_axis(0);
+ Vector3 axisA = m_calculatedTransformA.basis.get_column(0);
m_kAngle = real_t(1.0) / (A->compute_angular_impulse_denominator(axisA) + B->compute_angular_impulse_denominator(axisA));
// clear accumulator for motors
m_accumulatedLinMotorImpulse = real_t(0.0);
@@ -206,8 +206,8 @@ void GodotSliderJoint3D::solve(real_t p_step) {
}
// angular
// get axes in world space
- Vector3 axisA = m_calculatedTransformA.basis.get_axis(0);
- Vector3 axisB = m_calculatedTransformB.basis.get_axis(0);
+ Vector3 axisA = m_calculatedTransformA.basis.get_column(0);
+ Vector3 axisB = m_calculatedTransformB.basis.get_column(0);
const Vector3 &angVelA = A->get_angular_velocity();
const Vector3 &angVelB = B->get_angular_velocity();
@@ -297,14 +297,14 @@ void GodotSliderJoint3D::calculateTransforms() {
m_calculatedTransformB = B->get_transform() * m_frameInB;
m_realPivotAInW = m_calculatedTransformA.origin;
m_realPivotBInW = m_calculatedTransformB.origin;
- m_sliderAxis = m_calculatedTransformA.basis.get_axis(0); // along X
+ m_sliderAxis = m_calculatedTransformA.basis.get_column(0); // along X
m_delta = m_realPivotBInW - m_realPivotAInW;
m_projPivotInW = m_realPivotAInW + m_sliderAxis.dot(m_delta) * m_sliderAxis;
Vector3 normalWorld;
int i;
//linear part
for (i = 0; i < 3; i++) {
- normalWorld = m_calculatedTransformA.basis.get_axis(i);
+ normalWorld = m_calculatedTransformA.basis.get_column(i);
m_depth[i] = m_delta.dot(normalWorld);
}
}
@@ -335,9 +335,9 @@ void GodotSliderJoint3D::testAngLimits() {
m_angDepth = real_t(0.);
m_solveAngLim = false;
if (m_lowerAngLimit <= m_upperAngLimit) {
- const Vector3 axisA0 = m_calculatedTransformA.basis.get_axis(1);
- const Vector3 axisA1 = m_calculatedTransformA.basis.get_axis(2);
- const Vector3 axisB0 = m_calculatedTransformB.basis.get_axis(1);
+ const Vector3 axisA0 = m_calculatedTransformA.basis.get_column(1);
+ const Vector3 axisA1 = m_calculatedTransformA.basis.get_column(2);
+ const Vector3 axisB0 = m_calculatedTransformB.basis.get_column(1);
real_t rot = atan2fast(axisB0.dot(axisA1), axisB0.dot(axisA0));
if (rot < m_lowerAngLimit) {
m_angDepth = rot - m_lowerAngLimit;
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"