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-rw-r--r--servers/physics_3d/godot_shape_3d.cpp55
1 files changed, 39 insertions, 16 deletions
diff --git a/servers/physics_3d/godot_shape_3d.cpp b/servers/physics_3d/godot_shape_3d.cpp
index 8d6381a520..8aacfa929f 100644
--- a/servers/physics_3d/godot_shape_3d.cpp
+++ b/servers/physics_3d/godot_shape_3d.cpp
@@ -844,36 +844,55 @@ void GodotConvexPolygonShape3D::project_range(const Vector3 &p_normal, const Tra
}
Vector3 GodotConvexPolygonShape3D::get_support(const Vector3 &p_normal) const {
+ // Skip if there are no vertices in the mesh
if (mesh.vertices.size() == 0) {
return Vector3();
}
- // Find an initial guess for the support vertex by checking the ones we
- // found in _setup().
+ // Get the array of vertices
+ const Vector3 *const vertices_array = mesh.vertices.ptr();
- 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];
+ // Get the array of extreme vertices
+ const int *const extreme_array = extreme_vertices.ptr();
+ const uint32_t extreme_size = extreme_vertices.size();
+
+ // Start with an initial assumption of the first extreme vertex
+ int best_vertex = extreme_array[0];
+ real_t max_support = p_normal.dot(vertices_array[best_vertex]);
+
+ // Check the remaining extreme vertices for a better vertex
+ for (uint32_t i = 0; i < extreme_size; ++i) {
+ int vert = extreme_array[i];
+ real_t s = p_normal.dot(vertices_array[vert]);
+ if (s > max_support) {
+ best_vertex = vert;
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];
+
+ // If we checked all vertices in the mesh then we're done
+ if (extreme_size == mesh.vertices.size()) {
+ return vertices_array[best_vertex];
}
- // Move along the surface until we reach the true support vertex.
+ // Get the array of neighbor arrays for each vertex
+ const LocalVector<int> *const vertex_neighbors_array = vertex_neighbors.ptr();
+ // Move along the surface until we reach the true support vertex.
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];
+
+ // Get the array of neighbors around the best vertex
+ const LocalVector<int> &neighbors = vertex_neighbors_array[best_vertex];
+ const int *const neighbors_array = neighbors.ptr();
+ const uint32_t neighbors_size = neighbors.size();
+
+ // Iterate over all the neighbors checking for a better vertex
+ for (uint32_t i = 0; i < neighbors_size; ++i) {
+ int vert = neighbors_array[i];
if (vert != last_vertex) {
- real_t s = p_normal.dot(mesh.vertices[vert]);
+ real_t s = p_normal.dot(vertices_array[vert]);
if (s > max_support) {
next_vertex = vert;
max_support = s;
@@ -881,9 +900,13 @@ Vector3 GodotConvexPolygonShape3D::get_support(const Vector3 &p_normal) const {
}
}
}
+
+ // No better vertex found, we have the best
if (next_vertex == -1) {
- return mesh.vertices[best_vertex];
+ return vertices_array[best_vertex];
}
+
+ // Move to the better vertex and try again
last_vertex = best_vertex;
best_vertex = next_vertex;
}