diff options
Diffstat (limited to 'servers/physics_3d')
-rw-r--r-- | servers/physics_3d/body_3d_sw.cpp | 241 | ||||
-rw-r--r-- | servers/physics_3d/body_3d_sw.h | 55 | ||||
-rw-r--r-- | servers/physics_3d/physics_server_3d_sw.cpp | 11 | ||||
-rw-r--r-- | servers/physics_3d/physics_server_3d_sw.h | 6 | ||||
-rw-r--r-- | servers/physics_3d/physics_server_3d_wrap_mt.h | 6 | ||||
-rw-r--r-- | servers/physics_3d/shape_3d_sw.cpp | 387 | ||||
-rw-r--r-- | servers/physics_3d/shape_3d_sw.h | 21 | ||||
-rw-r--r-- | servers/physics_3d/space_3d_sw.cpp | 14 | ||||
-rw-r--r-- | servers/physics_3d/space_3d_sw.h | 18 |
9 files changed, 499 insertions, 260 deletions
diff --git a/servers/physics_3d/body_3d_sw.cpp b/servers/physics_3d/body_3d_sw.cpp index 7f62e4eb85..41745545d8 100644 --- a/servers/physics_3d/body_3d_sw.cpp +++ b/servers/physics_3d/body_3d_sw.cpp @@ -34,9 +34,9 @@ #include "body_direct_state_3d_sw.h" #include "space_3d_sw.h" -void Body3DSW::_update_inertia() { - if (get_space() && !inertia_update_list.in_list()) { - get_space()->body_add_to_inertia_update_list(&inertia_update_list); +void Body3DSW::_mass_properties_changed() { + if (get_space() && !mass_properties_update_list.in_list() && (calculate_inertia || calculate_center_of_mass)) { + get_space()->body_add_to_mass_properties_update_list(&mass_properties_update_list); } } @@ -44,7 +44,7 @@ void Body3DSW::_update_transform_dependant() { center_of_mass = get_transform().basis.xform(center_of_mass_local); principal_inertia_axes = get_transform().basis * principal_inertia_axes_local; - // update inertia tensor + // Update inertia tensor. Basis tb = principal_inertia_axes; Basis tbt = tb.transposed(); Basis diag; @@ -52,74 +52,95 @@ void Body3DSW::_update_transform_dependant() { _inv_inertia_tensor = tb * diag * tbt; } -void Body3DSW::update_inertias() { +void Body3DSW::update_mass_properties() { // Update shapes and motions. switch (mode) { case PhysicsServer3D::BODY_MODE_DYNAMIC: { - // Update tensor for all shapes, not the best way but should be somehow OK. (inspired from bullet) real_t total_area = 0; - for (int i = 0; i < get_shape_count(); i++) { + if (is_shape_disabled(i)) { + continue; + } + total_area += get_shape_area(i); } - // We have to recompute the center of mass. - center_of_mass_local.zero(); + if (calculate_center_of_mass) { + // We have to recompute the center of mass. + center_of_mass_local.zero(); - if (total_area != 0.0) { - for (int i = 0; i < get_shape_count(); i++) { - real_t area = get_shape_area(i); + if (total_area != 0.0) { + for (int i = 0; i < get_shape_count(); i++) { + if (is_shape_disabled(i)) { + continue; + } - real_t mass = area * this->mass / total_area; + real_t area = get_shape_area(i); - // NOTE: we assume that the shape origin is also its center of mass. - center_of_mass_local += mass * get_shape_transform(i).origin; - } + real_t mass = area * this->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; + center_of_mass_local /= mass; + } } - // Recompute the inertia tensor. - Basis inertia_tensor; - inertia_tensor.set_zero(); - bool inertia_set = false; + if (calculate_inertia) { + // Recompute the inertia tensor. + Basis inertia_tensor; + inertia_tensor.set_zero(); + bool inertia_set = false; - for (int i = 0; i < get_shape_count(); i++) { - if (is_shape_disabled(i)) { - continue; - } + for (int i = 0; i < get_shape_count(); i++) { + if (is_shape_disabled(i)) { + continue; + } - real_t area = get_shape_area(i); - if (area == 0.0) { - continue; - } + real_t area = get_shape_area(i); + if (area == 0.0) { + continue; + } - inertia_set = true; + inertia_set = true; - const Shape3DSW *shape = get_shape(i); + const Shape3DSW *shape = get_shape(i); - real_t mass = area * this->mass / total_area; + real_t mass = area * this->mass / total_area; - Basis shape_inertia_tensor = shape->get_moment_of_inertia(mass).to_diagonal_matrix(); - Transform3D shape_transform = get_shape_transform(i); - Basis shape_basis = shape_transform.basis.orthonormalized(); + Basis shape_inertia_tensor = shape->get_moment_of_inertia(mass).to_diagonal_matrix(); + Transform3D shape_transform = get_shape_transform(i); + Basis shape_basis = shape_transform.basis.orthonormalized(); - // NOTE: we don't take the scale of collision shapes into account when computing the inertia tensor! - shape_inertia_tensor = shape_basis * shape_inertia_tensor * shape_basis.transposed(); + // NOTE: we don't take the scale of collision shapes into account when computing the inertia tensor! + 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; - } + 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; + } - // Set the inertia to a valid value when there are no valid shapes. - if (!inertia_set) { - inertia_tensor.set_diagonal(Vector3(1.0, 1.0, 1.0)); - } + // Set the inertia to a valid value when there are no valid shapes. + if (!inertia_set) { + inertia_tensor.set_diagonal(Vector3(1.0, 1.0, 1.0)); + } - // Compute the principal axes of inertia. - principal_inertia_axes_local = inertia_tensor.diagonalize().transposed(); - _inv_inertia = inertia_tensor.get_main_diagonal().inverse(); + // Handle partial custom inertia. + if (inertia.x > 0.0) { + inertia_tensor[0][0] = inertia.x; + } + if (inertia.y > 0.0) { + inertia_tensor[1][1] = inertia.y; + } + if (inertia.z > 0.0) { + inertia_tensor[2][2] = inertia.z; + } + + // Compute the principal axes of inertia. + principal_inertia_axes_local = inertia_tensor.diagonalize().transposed(); + _inv_inertia = inertia_tensor.get_main_diagonal().inverse(); + } if (mass) { _inv_mass = 1.0 / mass; @@ -128,10 +149,9 @@ void Body3DSW::update_inertias() { } } break; - case PhysicsServer3D::BODY_MODE_KINEMATIC: case PhysicsServer3D::BODY_MODE_STATIC: { - _inv_inertia_tensor.set_zero(); + _inv_inertia = Vector3(); _inv_mass = 0; } break; case PhysicsServer3D::BODY_MODE_DYNAMIC_LOCKED: { @@ -141,11 +161,15 @@ void Body3DSW::update_inertias() { } break; } - //_update_shapes(); - _update_transform_dependant(); } +void Body3DSW::reset_mass_properties() { + calculate_inertia = true; + calculate_center_of_mass = true; + _mass_properties_changed(); +} + void Body3DSW::set_active(bool p_active) { if (active == p_active) { return; @@ -165,7 +189,7 @@ void Body3DSW::set_active(bool p_active) { } } -void Body3DSW::set_param(PhysicsServer3D::BodyParameter p_param, real_t p_value) { +void Body3DSW::set_param(PhysicsServer3D::BodyParameter p_param, const Variant &p_value) { switch (p_param) { case PhysicsServer3D::BODY_PARAM_BOUNCE: { bounce = p_value; @@ -174,10 +198,33 @@ void Body3DSW::set_param(PhysicsServer3D::BodyParameter p_param, real_t p_value) friction = p_value; } break; case PhysicsServer3D::BODY_PARAM_MASS: { - ERR_FAIL_COND(p_value <= 0); - mass = p_value; - _update_inertia(); - + real_t mass_value = p_value; + ERR_FAIL_COND(mass_value <= 0); + mass = mass_value; + if (mode >= PhysicsServer3D::BODY_MODE_DYNAMIC) { + _mass_properties_changed(); + } + } break; + case PhysicsServer3D::BODY_PARAM_INERTIA: { + 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) { + _mass_properties_changed(); + } + } else { + calculate_inertia = false; + if (mode == PhysicsServer3D::BODY_MODE_DYNAMIC) { + principal_inertia_axes_local.set_diagonal(Vector3(1.0, 1.0, 1.0)); + _inv_inertia = inertia.inverse(); + _update_transform_dependant(); + } + } + } break; + case PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS: { + calculate_center_of_mass = false; + center_of_mass_local = p_value; + _update_transform_dependant(); } break; case PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE: { gravity_scale = p_value; @@ -193,7 +240,7 @@ void Body3DSW::set_param(PhysicsServer3D::BodyParameter p_param, real_t p_value) } } -real_t Body3DSW::get_param(PhysicsServer3D::BodyParameter p_param) const { +Variant Body3DSW::get_param(PhysicsServer3D::BodyParameter p_param) const { switch (p_param) { case PhysicsServer3D::BODY_PARAM_BOUNCE: { return bounce; @@ -204,6 +251,16 @@ real_t Body3DSW::get_param(PhysicsServer3D::BodyParameter p_param) const { case PhysicsServer3D::BODY_PARAM_MASS: { return mass; } break; + case PhysicsServer3D::BODY_PARAM_INERTIA: { + if (mode == PhysicsServer3D::BODY_MODE_DYNAMIC) { + return _inv_inertia.inverse(); + } else { + return Vector3(); + } + } break; + case PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS: { + return center_of_mass; + } break; case PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE: { return gravity_scale; } break; @@ -226,40 +283,42 @@ void Body3DSW::set_mode(PhysicsServer3D::BodyMode p_mode) { mode = p_mode; switch (p_mode) { - //CLEAR UP EVERYTHING IN CASE IT NOT WORKS! case PhysicsServer3D::BODY_MODE_STATIC: case PhysicsServer3D::BODY_MODE_KINEMATIC: { _set_inv_transform(get_transform().affine_inverse()); _inv_mass = 0; + _inv_inertia = Vector3(); _set_static(p_mode == PhysicsServer3D::BODY_MODE_STATIC); - //set_active(p_mode==PhysicsServer3D::BODY_MODE_KINEMATIC); set_active(p_mode == PhysicsServer3D::BODY_MODE_KINEMATIC && contacts.size()); linear_velocity = Vector3(); angular_velocity = Vector3(); if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC && prev != mode) { first_time_kinematic = true; } + _update_transform_dependant(); } break; case PhysicsServer3D::BODY_MODE_DYNAMIC: { _inv_mass = mass > 0 ? (1.0 / mass) : 0; + if (!calculate_inertia) { + principal_inertia_axes_local.set_diagonal(Vector3(1.0, 1.0, 1.0)); + _inv_inertia = inertia.inverse(); + _update_transform_dependant(); + } + _mass_properties_changed(); _set_static(false); set_active(true); } break; case PhysicsServer3D::BODY_MODE_DYNAMIC_LOCKED: { _inv_mass = mass > 0 ? (1.0 / mass) : 0; + _inv_inertia = Vector3(); + angular_velocity = Vector3(); + _update_transform_dependant(); _set_static(false); set_active(true); - angular_velocity = Vector3(); - } break; + } } - - _update_inertia(); - /* - if (get_space()) - _update_queries(); - */ } PhysicsServer3D::BodyMode Body3DSW::get_mode() const { @@ -267,7 +326,7 @@ PhysicsServer3D::BodyMode Body3DSW::get_mode() const { } void Body3DSW::_shapes_changed() { - _update_inertia(); + _mass_properties_changed(); } void Body3DSW::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant) { @@ -302,10 +361,12 @@ void Body3DSW::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_va } break; case PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY: { linear_velocity = p_variant; + constant_linear_velocity = linear_velocity; wakeup(); } break; case PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY: { angular_velocity = p_variant; + constant_angular_velocity = angular_velocity; wakeup(); } break; @@ -326,7 +387,7 @@ void Body3DSW::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_va } 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_DYNAMIC && !active && !can_sleep) { set_active(true); } @@ -358,8 +419,8 @@ Variant Body3DSW::get_state(PhysicsServer3D::BodyState p_state) const { void Body3DSW::set_space(Space3DSW *p_space) { if (get_space()) { - if (inertia_update_list.in_list()) { - get_space()->body_remove_from_inertia_update_list(&inertia_update_list); + if (mass_properties_update_list.in_list()) { + get_space()->body_remove_from_mass_properties_update_list(&mass_properties_update_list); } if (active_list.in_list()) { get_space()->body_remove_from_active_list(&active_list); @@ -372,13 +433,11 @@ void Body3DSW::set_space(Space3DSW *p_space) { _set_space(p_space); if (get_space()) { - _update_inertia(); + _mass_properties_changed(); if (active) { get_space()->body_add_to_active_list(&active_list); } } - - first_integration = true; } void Body3DSW::_compute_area_gravity_and_damping(const Area3DSW *p_area) { @@ -473,7 +532,7 @@ void Body3DSW::integrate_forces(real_t p_step) { //compute motion, angular and etc. velocities from prev transform motion = new_transform.origin - get_transform().origin; do_motion = true; - linear_velocity = motion / p_step; + linear_velocity = constant_linear_velocity + motion / p_step; //compute a FAKE angular velocity, not so easy Basis rot = new_transform.basis.orthonormalized() * get_transform().basis.orthonormalized().transposed(); @@ -482,9 +541,9 @@ void Body3DSW::integrate_forces(real_t p_step) { rot.get_axis_angle(axis, angle); axis.normalize(); - angular_velocity = axis * (angle / p_step); + angular_velocity = constant_angular_velocity + axis * (angle / p_step); } else { - if (!omit_force_integration && !first_integration) { + if (!omit_force_integration) { //overridden by direct state query Vector3 force = gravity * mass; @@ -518,7 +577,6 @@ void Body3DSW::integrate_forces(real_t p_step) { applied_force = Vector3(); applied_torque = Vector3(); - first_integration = false; //motion=linear_velocity*p_step; @@ -640,7 +698,7 @@ void Body3DSW::wakeup_neighbours() { continue; } Body3DSW *b = n[i]; - if (b->mode != PhysicsServer3D::BODY_MODE_DYNAMIC) { + if (b->mode < PhysicsServer3D::BODY_MODE_DYNAMIC) { continue; } @@ -717,32 +775,9 @@ PhysicsDirectBodyState3DSW *Body3DSW::get_direct_state() { Body3DSW::Body3DSW() : CollisionObject3DSW(TYPE_BODY), active_list(this), - inertia_update_list(this), + mass_properties_update_list(this), direct_state_query_list(this) { - mode = PhysicsServer3D::BODY_MODE_DYNAMIC; - active = true; - - mass = 1; - _inv_mass = 1; - bounce = 0; - friction = 1; - omit_force_integration = false; - //applied_torque=0; - island_step = 0; - first_time_kinematic = false; - first_integration = false; _set_static(false); - - contact_count = 0; - gravity_scale = 1.0; - linear_damp = -1; - angular_damp = -1; - area_angular_damp = 0; - area_linear_damp = 0; - - still_time = 0; - continuous_cd = false; - can_sleep = true; } Body3DSW::~Body3DSW() { diff --git a/servers/physics_3d/body_3d_sw.h b/servers/physics_3d/body_3d_sw.h index f58f40652b..8b74c7e5b9 100644 --- a/servers/physics_3d/body_3d_sw.h +++ b/servers/physics_3d/body_3d_sw.h @@ -39,24 +39,28 @@ class Constraint3DSW; class PhysicsDirectBodyState3DSW; class Body3DSW : public CollisionObject3DSW { - PhysicsServer3D::BodyMode mode; + PhysicsServer3D::BodyMode mode = PhysicsServer3D::BODY_MODE_DYNAMIC; Vector3 linear_velocity; Vector3 angular_velocity; + Vector3 constant_linear_velocity; + Vector3 constant_angular_velocity; + Vector3 biased_linear_velocity; Vector3 biased_angular_velocity; - real_t mass; - real_t bounce; - real_t friction; + real_t mass = 1.0; + real_t bounce = 0.0; + real_t friction = 1.0; + Vector3 inertia; - real_t linear_damp; - real_t angular_damp; - real_t gravity_scale; + real_t linear_damp = -1.0; + real_t angular_damp = -1.0; + real_t gravity_scale = 1.0; uint16_t locked_axis = 0; - real_t _inv_mass; + real_t _inv_mass = 1.0; Vector3 _inv_inertia; // Relative to the principal axes of inertia // Relative to the local frame of reference @@ -68,30 +72,32 @@ class Body3DSW : public CollisionObject3DSW { Basis principal_inertia_axes; Vector3 center_of_mass; + bool calculate_inertia = true; + bool calculate_center_of_mass = true; + Vector3 gravity; - real_t still_time; + real_t still_time = 0.0; Vector3 applied_force; Vector3 applied_torque; - real_t area_angular_damp; - real_t area_linear_damp; + real_t area_angular_damp = 0.0; + real_t area_linear_damp = 0.0; SelfList<Body3DSW> active_list; - SelfList<Body3DSW> inertia_update_list; + SelfList<Body3DSW> mass_properties_update_list; SelfList<Body3DSW> direct_state_query_list; VSet<RID> exceptions; - bool omit_force_integration; - bool active; + bool omit_force_integration = false; + bool active = true; - bool first_integration; + bool continuous_cd = false; + bool can_sleep = true; + bool first_time_kinematic = false; - bool continuous_cd; - bool can_sleep; - bool first_time_kinematic; - void _update_inertia(); + void _mass_properties_changed(); virtual void _shapes_changed(); Transform3D new_transform; @@ -112,7 +118,7 @@ class Body3DSW : public CollisionObject3DSW { }; Vector<Contact> contacts; //no contacts by default - int contact_count; + int contact_count = 0; void *body_state_callback_instance = nullptr; PhysicsServer3D::BodyStateCallback body_state_callback = nullptr; @@ -126,7 +132,7 @@ class Body3DSW : public CollisionObject3DSW { PhysicsDirectBodyState3DSW *direct_state = nullptr; - uint64_t island_step; + uint64_t island_step = 0; _FORCE_INLINE_ void _compute_area_gravity_and_damping(const Area3DSW *p_area); @@ -251,8 +257,8 @@ public: set_active(true); } - void set_param(PhysicsServer3D::BodyParameter p_param, real_t); - real_t get_param(PhysicsServer3D::BodyParameter p_param) const; + void set_param(PhysicsServer3D::BodyParameter p_param, const Variant &p_value); + Variant get_param(PhysicsServer3D::BodyParameter p_param) const; void set_mode(PhysicsServer3D::BodyMode p_mode); PhysicsServer3D::BodyMode get_mode() const; @@ -271,7 +277,8 @@ public: void set_space(Space3DSW *p_space); - void update_inertias(); + void update_mass_properties(); + void reset_mass_properties(); _FORCE_INLINE_ real_t get_inv_mass() const { return _inv_mass; } _FORCE_INLINE_ const Vector3 &get_inv_inertia() const { return _inv_inertia; } diff --git a/servers/physics_3d/physics_server_3d_sw.cpp b/servers/physics_3d/physics_server_3d_sw.cpp index a214e80c6c..8de54c5c48 100644 --- a/servers/physics_3d/physics_server_3d_sw.cpp +++ b/servers/physics_3d/physics_server_3d_sw.cpp @@ -643,20 +643,27 @@ uint32_t PhysicsServer3DSW::body_get_user_flags(RID p_body) const { return 0; }; -void PhysicsServer3DSW::body_set_param(RID p_body, BodyParameter p_param, real_t p_value) { +void PhysicsServer3DSW::body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) { Body3DSW *body = body_owner.getornull(p_body); ERR_FAIL_COND(!body); body->set_param(p_param, p_value); }; -real_t PhysicsServer3DSW::body_get_param(RID p_body, BodyParameter p_param) const { +Variant PhysicsServer3DSW::body_get_param(RID p_body, BodyParameter p_param) const { Body3DSW *body = body_owner.getornull(p_body); ERR_FAIL_COND_V(!body, 0); return body->get_param(p_param); }; +void PhysicsServer3DSW::body_reset_mass_properties(RID p_body) { + Body3DSW *body = body_owner.getornull(p_body); + ERR_FAIL_COND(!body); + + return body->reset_mass_properties(); +} + void PhysicsServer3DSW::body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) { Body3DSW *body = body_owner.getornull(p_body); ERR_FAIL_COND(!body); diff --git a/servers/physics_3d/physics_server_3d_sw.h b/servers/physics_3d/physics_server_3d_sw.h index f283f83112..071ad0a694 100644 --- a/servers/physics_3d/physics_server_3d_sw.h +++ b/servers/physics_3d/physics_server_3d_sw.h @@ -198,8 +198,10 @@ public: 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; - virtual void body_set_param(RID p_body, BodyParameter p_param, real_t p_value) override; - virtual real_t body_get_param(RID p_body, BodyParameter p_param) const override; + virtual void body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) override; + virtual Variant body_get_param(RID p_body, BodyParameter p_param) const override; + + virtual void body_reset_mass_properties(RID p_body) override; virtual void body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) override; virtual Variant body_get_state(RID p_body, BodyState p_state) const override; diff --git a/servers/physics_3d/physics_server_3d_wrap_mt.h b/servers/physics_3d/physics_server_3d_wrap_mt.h index 8865bd4bd2..58986969d4 100644 --- a/servers/physics_3d/physics_server_3d_wrap_mt.h +++ b/servers/physics_3d/physics_server_3d_wrap_mt.h @@ -210,8 +210,10 @@ public: FUNC2(body_set_user_flags, RID, uint32_t); FUNC1RC(uint32_t, body_get_user_flags, RID); - FUNC3(body_set_param, RID, BodyParameter, real_t); - FUNC2RC(real_t, body_get_param, RID, BodyParameter); + FUNC3(body_set_param, RID, BodyParameter, const Variant &); + FUNC2RC(Variant, body_get_param, RID, BodyParameter); + + FUNC1(body_reset_mass_properties, RID); FUNC3(body_set_state, RID, BodyState, const Variant &); FUNC2RC(Variant, body_get_state, RID, BodyState); diff --git a/servers/physics_3d/shape_3d_sw.cpp b/servers/physics_3d/shape_3d_sw.cpp index b81d3272c3..945d0120be 100644 --- a/servers/physics_3d/shape_3d_sw.cpp +++ b/servers/physics_3d/shape_3d_sw.cpp @@ -1676,6 +1676,17 @@ struct _HeightmapSegmentCullParams { FaceShape3DSW *face = nullptr; }; +struct _HeightmapGridCullState { + real_t length = 0.0; + real_t length_flat = 0.0; + + real_t dist = 0.0; + real_t prev_dist = 0.0; + + int x = 0; + int z = 0; +}; + _FORCE_INLINE_ bool _heightmap_face_cull_segment(_HeightmapSegmentCullParams &p_params) { Vector3 res; Vector3 normal; @@ -1688,11 +1699,11 @@ _FORCE_INLINE_ bool _heightmap_face_cull_segment(_HeightmapSegmentCullParams &p_ return false; } -_FORCE_INLINE_ bool _heightmap_cell_cull_segment(_HeightmapSegmentCullParams &p_params, int p_x, int p_z) { +_FORCE_INLINE_ bool _heightmap_cell_cull_segment(_HeightmapSegmentCullParams &p_params, const _HeightmapGridCullState &p_state) { // First triangle. - p_params.heightmap->_get_point(p_x, p_z, p_params.face->vertex[0]); - p_params.heightmap->_get_point(p_x + 1, p_z, p_params.face->vertex[1]); - p_params.heightmap->_get_point(p_x, p_z + 1, p_params.face->vertex[2]); + p_params.heightmap->_get_point(p_state.x, p_state.z, p_params.face->vertex[0]); + p_params.heightmap->_get_point(p_state.x + 1, p_state.z, p_params.face->vertex[1]); + p_params.heightmap->_get_point(p_state.x, p_state.z + 1, p_params.face->vertex[2]); p_params.face->normal = Plane(p_params.face->vertex[0], p_params.face->vertex[1], p_params.face->vertex[2]).normal; if (_heightmap_face_cull_segment(p_params)) { return true; @@ -1700,7 +1711,7 @@ _FORCE_INLINE_ bool _heightmap_cell_cull_segment(_HeightmapSegmentCullParams &p_ // Second triangle. p_params.face->vertex[0] = p_params.face->vertex[1]; - p_params.heightmap->_get_point(p_x + 1, p_z + 1, p_params.face->vertex[1]); + p_params.heightmap->_get_point(p_state.x + 1, p_state.z + 1, p_params.face->vertex[1]); p_params.face->normal = Plane(p_params.face->vertex[0], p_params.face->vertex[1], p_params.face->vertex[2]).normal; if (_heightmap_face_cull_segment(p_params)) { return true; @@ -1709,13 +1720,51 @@ _FORCE_INLINE_ bool _heightmap_cell_cull_segment(_HeightmapSegmentCullParams &p_ return false; } -bool HeightMapShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal) const { - if (heights.is_empty()) { +_FORCE_INLINE_ bool _heightmap_chunk_cull_segment(_HeightmapSegmentCullParams &p_params, const _HeightmapGridCullState &p_state) { + const HeightMapShape3DSW::Range &chunk = p_params.heightmap->_get_bounds_chunk(p_state.x, p_state.z); + + Vector3 enter_pos; + Vector3 exit_pos; + + if (p_state.length_flat > CMP_EPSILON) { + real_t flat_to_3d = p_state.length / p_state.length_flat; + real_t enter_param = p_state.prev_dist * flat_to_3d; + real_t exit_param = p_state.dist * flat_to_3d; + enter_pos = p_params.from + p_params.dir * enter_param; + exit_pos = p_params.from + p_params.dir * exit_param; + } else { + // Consider the ray vertical. + // (though we shouldn't reach this often because there is an early check up-front) + enter_pos = p_params.from; + exit_pos = p_params.to; + } + + // Transform positions to heightmap space. + enter_pos *= HeightMapShape3DSW::BOUNDS_CHUNK_SIZE; + exit_pos *= HeightMapShape3DSW::BOUNDS_CHUNK_SIZE; + + // We did enter the flat projection of the AABB, + // but we have to check if we intersect it on the vertical axis. + if ((enter_pos.y > chunk.max) && (exit_pos.y > chunk.max)) { + return false; + } + if ((enter_pos.y < chunk.min) && (exit_pos.y < chunk.min)) { return false; } - Vector3 local_begin = p_begin + local_origin; - Vector3 local_end = p_end + local_origin; + return p_params.heightmap->_intersect_grid_segment(_heightmap_cell_cull_segment, enter_pos, exit_pos, p_params.heightmap->width, p_params.heightmap->depth, p_params.heightmap->local_origin, p_params.result, p_params.normal); +} + +template <typename ProcessFunction> +bool HeightMapShape3DSW::_intersect_grid_segment(ProcessFunction &p_process, const Vector3 &p_begin, const Vector3 &p_end, int p_width, int p_depth, const Vector3 &offset, Vector3 &r_point, Vector3 &r_normal) const { + Vector3 delta = (p_end - p_begin); + real_t length = delta.length(); + + if (length < CMP_EPSILON) { + return false; + } + + Vector3 local_begin = p_begin + offset; FaceShape3DSW face; face.backface_collision = false; @@ -1723,136 +1772,181 @@ bool HeightMapShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 _HeightmapSegmentCullParams params; params.from = p_begin; params.to = p_end; - params.dir = (p_end - p_begin).normalized(); + params.dir = delta / length; params.heightmap = this; params.face = &face; - // Quantize the ray begin/end. - int begin_x = floor(local_begin.x); - int begin_z = floor(local_begin.z); - int end_x = floor(local_end.x); - int end_z = floor(local_end.z); + _HeightmapGridCullState state; - if ((begin_x == end_x) && (begin_z == end_z)) { - // Simple case for rays that don't traverse the grid horizontally. - // Just perform a test on the given cell. - int x = CLAMP(begin_x, 0, width - 2); - int z = CLAMP(begin_z, 0, depth - 2); - if (_heightmap_cell_cull_segment(params, x, z)) { - r_point = params.result; - r_normal = params.normal; - return true; - } - } else { - // Perform grid query from projected ray. - Vector2 ray_dir_proj(local_end.x - local_begin.x, local_end.z - local_begin.z); - real_t ray_dist_proj = ray_dir_proj.length(); + // Perform grid query from projected ray. + Vector2 ray_dir_flat(delta.x, delta.z); + state.length = length; + state.length_flat = ray_dir_flat.length(); - if (ray_dist_proj < CMP_EPSILON) { - ray_dir_proj = Vector2(); - } else { - ray_dir_proj /= ray_dist_proj; - } + if (state.length_flat < CMP_EPSILON) { + ray_dir_flat = Vector2(); + } else { + ray_dir_flat /= state.length_flat; + } - const int x_step = (ray_dir_proj.x > CMP_EPSILON) ? 1 : ((ray_dir_proj.x < -CMP_EPSILON) ? -1 : 0); - const int z_step = (ray_dir_proj.y > CMP_EPSILON) ? 1 : ((ray_dir_proj.y < -CMP_EPSILON) ? -1 : 0); + const int x_step = (ray_dir_flat.x > CMP_EPSILON) ? 1 : ((ray_dir_flat.x < -CMP_EPSILON) ? -1 : 0); + const int z_step = (ray_dir_flat.y > CMP_EPSILON) ? 1 : ((ray_dir_flat.y < -CMP_EPSILON) ? -1 : 0); - const real_t infinite = 1e20; - const real_t delta_x = (x_step != 0) ? 1.f / Math::abs(ray_dir_proj.x) : infinite; - const real_t delta_z = (z_step != 0) ? 1.f / Math::abs(ray_dir_proj.y) : infinite; + const real_t infinite = 1e20; + const real_t delta_x = (x_step != 0) ? 1.f / Math::abs(ray_dir_flat.x) : infinite; + const real_t delta_z = (z_step != 0) ? 1.f / Math::abs(ray_dir_flat.y) : infinite; - real_t cross_x; // At which value of `param` we will cross a x-axis lane? - real_t cross_z; // At which value of `param` we will cross a z-axis lane? + real_t cross_x; // At which value of `param` we will cross a x-axis lane? + real_t cross_z; // At which value of `param` we will cross a z-axis lane? - // X initialization. - if (x_step != 0) { - if (x_step == 1) { - cross_x = (ceil(local_begin.x) - local_begin.x) * delta_x; - } else { - cross_x = (local_begin.x - floor(local_begin.x)) * delta_x; - } + // X initialization. + if (x_step != 0) { + if (x_step == 1) { + cross_x = (Math::ceil(local_begin.x) - local_begin.x) * delta_x; } else { - cross_x = infinite; // Will never cross on X. + cross_x = (local_begin.x - Math::floor(local_begin.x)) * delta_x; } + } else { + cross_x = infinite; // Will never cross on X. + } - // Z initialization. - if (z_step != 0) { - if (z_step == 1) { - cross_z = (ceil(local_begin.z) - local_begin.z) * delta_z; - } else { - cross_z = (local_begin.z - floor(local_begin.z)) * delta_z; - } + // Z initialization. + if (z_step != 0) { + if (z_step == 1) { + cross_z = (Math::ceil(local_begin.z) - local_begin.z) * delta_z; } else { - cross_z = infinite; // Will never cross on Z. + cross_z = (local_begin.z - Math::floor(local_begin.z)) * delta_z; } + } else { + cross_z = infinite; // Will never cross on Z. + } - int x = floor(local_begin.x); - int z = floor(local_begin.z); + int x = Math::floor(local_begin.x); + int z = Math::floor(local_begin.z); - // Workaround cases where the ray starts at an integer position. - if (Math::is_zero_approx(cross_x)) { - cross_x += delta_x; - // If going backwards, we should ignore the position we would get by the above flooring, - // because the ray is not heading in that direction. - if (x_step == -1) { - x -= 1; - } + // Workaround cases where the ray starts at an integer position. + if (Math::is_zero_approx(cross_x)) { + cross_x += delta_x; + // If going backwards, we should ignore the position we would get by the above flooring, + // because the ray is not heading in that direction. + if (x_step == -1) { + x -= 1; } + } - if (Math::is_zero_approx(cross_z)) { - cross_z += delta_z; - if (z_step == -1) { - z -= 1; - } + if (Math::is_zero_approx(cross_z)) { + cross_z += delta_z; + if (z_step == -1) { + z -= 1; } + } + + // Start inside the grid. + int x_start = MAX(MIN(x, p_width - 2), 0); + int z_start = MAX(MIN(z, p_depth - 2), 0); - // Start inside the grid. - int x_start = CLAMP(x, 0, width - 2); - int z_start = CLAMP(z, 0, depth - 2); + // Adjust initial cross values. + cross_x += delta_x * x_step * (x_start - x); + cross_z += delta_z * z_step * (z_start - z); - // Adjust initial cross values. - cross_x += delta_x * x_step * (x_start - x); - cross_z += delta_z * z_step * (z_start - z); + x = x_start; + z = z_start; - x = x_start; - z = z_start; + while (true) { + state.prev_dist = state.dist; + state.x = x; + state.z = z; - if (_heightmap_cell_cull_segment(params, x, z)) { + if (cross_x < cross_z) { + // X lane. + x += x_step; + // Assign before advancing the param, + // to be in sync with the initialization step. + state.dist = cross_x; + cross_x += delta_x; + } else { + // Z lane. + z += z_step; + state.dist = cross_z; + cross_z += delta_z; + } + + if (state.dist > state.length_flat) { + state.dist = state.length_flat; + if (p_process(params, state)) { + r_point = params.result; + r_normal = params.normal; + return true; + } + break; + } + + if (p_process(params, state)) { r_point = params.result; r_normal = params.normal; return true; } - real_t dist = 0.0; - while (true) { - if (cross_x < cross_z) { - // X lane. - x += x_step; - // Assign before advancing the param, - // to be in sync with the initialization step. - dist = cross_x; - cross_x += delta_x; - } else { - // Z lane. - z += z_step; - dist = cross_z; - cross_z += delta_z; - } + // Stop when outside the grid. + if ((x < 0) || (z < 0) || (x >= p_width - 1) || (z >= p_depth - 1)) { + break; + } + } - // Stop when outside the grid. - if ((x < 0) || (z < 0) || (x >= width - 1) || (z >= depth - 1)) { - break; - } + return false; +} - if (_heightmap_cell_cull_segment(params, x, z)) { - r_point = params.result; - r_normal = params.normal; - return true; - } +bool HeightMapShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal) const { + if (heights.is_empty()) { + return false; + } - if (dist > ray_dist_proj) { - break; - } + Vector3 local_begin = p_begin + local_origin; + Vector3 local_end = p_end + local_origin; + + // Quantize the ray begin/end. + int begin_x = Math::floor(local_begin.x); + int begin_z = Math::floor(local_begin.z); + int end_x = Math::floor(local_end.x); + int end_z = Math::floor(local_end.z); + + if ((begin_x == end_x) && (begin_z == end_z)) { + // Simple case for rays that don't traverse the grid horizontally. + // Just perform a test on the given cell. + FaceShape3DSW face; + face.backface_collision = false; + + _HeightmapSegmentCullParams params; + params.from = p_begin; + params.to = p_end; + params.dir = (p_end - p_begin).normalized(); + + params.heightmap = this; + params.face = &face; + + _HeightmapGridCullState state; + state.x = MAX(MIN(begin_x, width - 2), 0); + state.z = MAX(MIN(begin_z, depth - 2), 0); + if (_heightmap_cell_cull_segment(params, state)) { + r_point = params.result; + r_normal = params.normal; + return true; + } + } else if (bounds_grid.is_empty()) { + // Process all cells intersecting the flat projection of the ray. + return _intersect_grid_segment(_heightmap_cell_cull_segment, p_begin, p_end, width, depth, local_origin, r_point, r_normal); + } else { + Vector3 ray_diff = (p_end - p_begin); + real_t length_flat_sqr = ray_diff.x * ray_diff.x + ray_diff.z * ray_diff.z; + if (length_flat_sqr < BOUNDS_CHUNK_SIZE * BOUNDS_CHUNK_SIZE) { + // Don't use chunks, the ray is too short in the plane. + return _intersect_grid_segment(_heightmap_cell_cull_segment, p_begin, p_end, width, depth, local_origin, r_point, r_normal); + } else { + // The ray is long, run raycast on a higher-level grid. + Vector3 bounds_from = p_begin / BOUNDS_CHUNK_SIZE; + Vector3 bounds_to = p_end / BOUNDS_CHUNK_SIZE; + Vector3 bounds_offset = local_origin / BOUNDS_CHUNK_SIZE; + return _intersect_grid_segment(_heightmap_chunk_cull_segment, bounds_from, bounds_to, bounds_grid_width, bounds_grid_depth, bounds_offset, r_point, r_normal); } } @@ -1917,7 +2011,7 @@ void HeightMapShape3DSW::cull(const AABB &p_local_aabb, QueryCallback p_callback _get_point(x, z, face.vertex[0]); _get_point(x + 1, z, face.vertex[1]); _get_point(x, z + 1, face.vertex[2]); - face.normal = Plane(face.vertex[0], face.vertex[2], face.vertex[1]).normal; + face.normal = Plane(face.vertex[0], face.vertex[1], face.vertex[2]).normal; if (p_callback(p_userdata, &face)) { return; } @@ -1925,7 +2019,7 @@ void HeightMapShape3DSW::cull(const AABB &p_local_aabb, QueryCallback p_callback // Second triangle. face.vertex[0] = face.vertex[1]; _get_point(x + 1, z + 1, face.vertex[1]); - face.normal = Plane(face.vertex[0], face.vertex[2], face.vertex[1]).normal; + face.normal = Plane(face.vertex[0], face.vertex[1], face.vertex[2]).normal; if (p_callback(p_userdata, &face)) { return; } @@ -1943,6 +2037,75 @@ Vector3 HeightMapShape3DSW::get_moment_of_inertia(real_t p_mass) const { (p_mass / 3.0) * (extents.x * extents.x + extents.y * extents.y)); } +void HeightMapShape3DSW::_build_accelerator() { + bounds_grid.clear(); + + bounds_grid_width = width / BOUNDS_CHUNK_SIZE; + bounds_grid_depth = depth / BOUNDS_CHUNK_SIZE; + + if (width % BOUNDS_CHUNK_SIZE > 0) { + ++bounds_grid_width; // In case terrain size isn't dividable by chunk size. + } + + if (depth % BOUNDS_CHUNK_SIZE > 0) { + ++bounds_grid_depth; + } + + uint32_t bound_grid_size = (uint32_t)(bounds_grid_width * bounds_grid_depth); + + if (bound_grid_size < 2) { + // Grid is empty or just one chunk. + return; + } + + bounds_grid.resize(bound_grid_size); + + // Compute min and max height for all chunks. + for (int cz = 0; cz < bounds_grid_depth; ++cz) { + int z0 = cz * BOUNDS_CHUNK_SIZE; + + for (int cx = 0; cx < bounds_grid_width; ++cx) { + int x0 = cx * BOUNDS_CHUNK_SIZE; + + Range r; + + r.min = _get_height(x0, z0); + r.max = r.min; + + // Compute min and max height for this chunk. + // We have to include one extra cell to account for neighbors. + // Here is why: + // Say we have a flat terrain, and a plateau that fits a chunk perfectly. + // + // Left Right + // 0---0---0---1---1---1 + // | | | | | | + // 0---0---0---1---1---1 + // | | | | | | + // 0---0---0---1---1---1 + // x + // + // If the AABB for the Left chunk did not share vertices with the Right, + // then we would fail collision tests at x due to a gap. + // + int z_max = MIN(z0 + BOUNDS_CHUNK_SIZE + 1, depth); + int x_max = MIN(x0 + BOUNDS_CHUNK_SIZE + 1, width); + for (int z = z0; z < z_max; ++z) { + for (int x = x0; x < x_max; ++x) { + real_t height = _get_height(x, z); + if (height < r.min) { + r.min = height; + } else if (height > r.max) { + r.max = height; + } + } + } + + bounds_grid[cx + cz * bounds_grid_width] = r; + } + } +} + void HeightMapShape3DSW::_setup(const Vector<real_t> &p_heights, int p_width, int p_depth, real_t p_min_height, real_t p_max_height) { heights = p_heights; width = p_width; @@ -1959,6 +2122,8 @@ void HeightMapShape3DSW::_setup(const Vector<real_t> &p_heights, int p_width, in aabb.position -= local_origin; + _build_accelerator(); + configure(aabb); } @@ -2017,7 +2182,7 @@ void HeightMapShape3DSW::set_data(const Variant &p_data) { } else { int heights_size = heights.size(); for (int i = 0; i < heights_size; ++i) { - float h = heights[i]; + real_t h = heights[i]; if (h < min_height) { min_height = h; } else if (h > max_height) { diff --git a/servers/physics_3d/shape_3d_sw.h b/servers/physics_3d/shape_3d_sw.h index b05f65f268..73eddc469c 100644 --- a/servers/physics_3d/shape_3d_sw.h +++ b/servers/physics_3d/shape_3d_sw.h @@ -32,6 +32,7 @@ #define SHAPE_SW_H #include "core/math/geometry_3d.h" +#include "core/templates/local_vector.h" #include "servers/physics_server_3d.h" class Shape3DSW; @@ -385,6 +386,21 @@ struct HeightMapShape3DSW : public ConcaveShape3DSW { int depth = 0; Vector3 local_origin; + // Accelerator. + struct Range { + real_t min = 0.0; + real_t max = 0.0; + }; + LocalVector<Range> bounds_grid; + int bounds_grid_width = 0; + int bounds_grid_depth = 0; + + static const int BOUNDS_CHUNK_SIZE = 16; + + _FORCE_INLINE_ const Range &_get_bounds_chunk(int p_x, int p_z) const { + return bounds_grid[(p_z * bounds_grid_width) + p_x]; + } + _FORCE_INLINE_ real_t _get_height(int p_x, int p_z) const { return heights[(p_z * width) + p_x]; } @@ -397,6 +413,11 @@ struct HeightMapShape3DSW : public ConcaveShape3DSW { void _get_cell(const Vector3 &p_point, int &r_x, int &r_y, int &r_z) const; + void _build_accelerator(); + + template <typename ProcessFunction> + bool _intersect_grid_segment(ProcessFunction &p_process, const Vector3 &p_begin, const Vector3 &p_end, int p_width, int p_depth, const Vector3 &offset, Vector3 &r_point, Vector3 &r_normal) const; + void _setup(const Vector<real_t> &p_heights, int p_width, int p_depth, real_t p_min_height, real_t p_max_height); public: diff --git a/servers/physics_3d/space_3d_sw.cpp b/servers/physics_3d/space_3d_sw.cpp index 37dee436df..3b08184e00 100644 --- a/servers/physics_3d/space_3d_sw.cpp +++ b/servers/physics_3d/space_3d_sw.cpp @@ -977,12 +977,12 @@ void Space3DSW::body_remove_from_active_list(SelfList<Body3DSW> *p_body) { active_list.remove(p_body); } -void Space3DSW::body_add_to_inertia_update_list(SelfList<Body3DSW> *p_body) { - inertia_update_list.add(p_body); +void Space3DSW::body_add_to_mass_properties_update_list(SelfList<Body3DSW> *p_body) { + mass_properties_update_list.add(p_body); } -void Space3DSW::body_remove_from_inertia_update_list(SelfList<Body3DSW> *p_body) { - inertia_update_list.remove(p_body); +void Space3DSW::body_remove_from_mass_properties_update_list(SelfList<Body3DSW> *p_body) { + mass_properties_update_list.remove(p_body); } BroadPhase3DSW *Space3DSW::get_broadphase() { @@ -1059,9 +1059,9 @@ void Space3DSW::call_queries() { void Space3DSW::setup() { contact_debug_count = 0; - while (inertia_update_list.first()) { - inertia_update_list.first()->self()->update_inertias(); - inertia_update_list.remove(inertia_update_list.first()); + while (mass_properties_update_list.first()) { + mass_properties_update_list.first()->self()->update_mass_properties(); + mass_properties_update_list.remove(mass_properties_update_list.first()); } } diff --git a/servers/physics_3d/space_3d_sw.h b/servers/physics_3d/space_3d_sw.h index eff494a7bc..98c335cb80 100644 --- a/servers/physics_3d/space_3d_sw.h +++ b/servers/physics_3d/space_3d_sw.h @@ -48,12 +48,12 @@ class PhysicsDirectSpaceState3DSW : public PhysicsDirectSpaceState3D { public: Space3DSW *space; - virtual int intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override; - virtual bool intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_ray = false) override; - virtual int intersect_shape(const RID &p_shape, const Transform3D &p_xform, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override; - virtual bool cast_motion(const RID &p_shape, const Transform3D &p_xform, const Vector3 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, ShapeRestInfo *r_info = nullptr) override; - virtual bool collide_shape(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override; - virtual bool rest_info(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override; + virtual int intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override; + virtual bool intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_ray = false) override; + virtual int intersect_shape(const RID &p_shape, const Transform3D &p_xform, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override; + virtual bool cast_motion(const RID &p_shape, const Transform3D &p_xform, const Vector3 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, ShapeRestInfo *r_info = nullptr) override; + virtual bool collide_shape(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override; + virtual bool rest_info(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override; virtual Vector3 get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const override; PhysicsDirectSpaceState3DSW(); @@ -79,7 +79,7 @@ private: BroadPhase3DSW *broadphase; SelfList<Body3DSW>::List active_list; - SelfList<Body3DSW>::List inertia_update_list; + SelfList<Body3DSW>::List mass_properties_update_list; SelfList<Body3DSW>::List state_query_list; SelfList<Area3DSW>::List monitor_query_list; SelfList<Area3DSW>::List area_moved_list; @@ -137,8 +137,8 @@ public: const SelfList<Body3DSW>::List &get_active_body_list() const; void body_add_to_active_list(SelfList<Body3DSW> *p_body); void body_remove_from_active_list(SelfList<Body3DSW> *p_body); - void body_add_to_inertia_update_list(SelfList<Body3DSW> *p_body); - void body_remove_from_inertia_update_list(SelfList<Body3DSW> *p_body); + void body_add_to_mass_properties_update_list(SelfList<Body3DSW> *p_body); + void body_remove_from_mass_properties_update_list(SelfList<Body3DSW> *p_body); void body_add_to_state_query_list(SelfList<Body3DSW> *p_body); void body_remove_from_state_query_list(SelfList<Body3DSW> *p_body); |