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- /**************************************************************************/
- /* godot_shape_3d.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #include "godot_shape_3d.h"
- #include "core/io/image.h"
- #include "core/math/convex_hull.h"
- #include "core/math/geometry_3d.h"
- #include "core/templates/sort_array.h"
- // GodotHeightMapShape3D is based on Bullet btHeightfieldTerrainShape.
- /*
- Bullet Continuous Collision Detection and Physics Library
- Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
- This software is provided 'as-is', without any express or implied warranty.
- In no event will the authors be held liable for any damages arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it freely,
- subject to the following restrictions:
- 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- const double edge_support_threshold = 0.99999998;
- const double edge_support_threshold_lower = Math::sqrt(1.0 - edge_support_threshold * edge_support_threshold);
- // For a unit normal vector n, the horizontality condition
- // sqrt(n.x * n.x + n.z * n.z) > edge_support_threshold
- // is equivalent to the condition
- // abs(n.y) < edge_support_threshold_lower,
- // which is cheaper to test.
- const double face_support_threshold = 0.9998;
- const double cylinder_edge_support_threshold = 0.999998;
- const double cylinder_edge_support_threshold_lower = Math::sqrt(1.0 - cylinder_edge_support_threshold * cylinder_edge_support_threshold);
- const double cylinder_face_support_threshold = 0.999;
- void GodotShape3D::configure(const AABB &p_aabb) {
- aabb = p_aabb;
- configured = true;
- for (const KeyValue<GodotShapeOwner3D *, int> &E : owners) {
- GodotShapeOwner3D *co = const_cast<GodotShapeOwner3D *>(E.key);
- co->_shape_changed();
- }
- }
- Vector3 GodotShape3D::get_support(const Vector3 &p_normal) const {
- Vector3 res;
- int amnt;
- FeatureType type;
- get_supports(p_normal, 1, &res, amnt, type);
- return res;
- }
- void GodotShape3D::add_owner(GodotShapeOwner3D *p_owner) {
- HashMap<GodotShapeOwner3D *, int>::Iterator E = owners.find(p_owner);
- if (E) {
- E->value++;
- } else {
- owners[p_owner] = 1;
- }
- }
- void GodotShape3D::remove_owner(GodotShapeOwner3D *p_owner) {
- HashMap<GodotShapeOwner3D *, int>::Iterator E = owners.find(p_owner);
- ERR_FAIL_COND(!E);
- E->value--;
- if (E->value == 0) {
- owners.remove(E);
- }
- }
- bool GodotShape3D::is_owner(GodotShapeOwner3D *p_owner) const {
- return owners.has(p_owner);
- }
- const HashMap<GodotShapeOwner3D *, int> &GodotShape3D::get_owners() const {
- return owners;
- }
- GodotShape3D::~GodotShape3D() {
- ERR_FAIL_COND(owners.size());
- }
- Plane GodotWorldBoundaryShape3D::get_plane() const {
- return plane;
- }
- void GodotWorldBoundaryShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
- // gibberish, a plane is infinity
- r_min = -1e7;
- r_max = 1e7;
- }
- Vector3 GodotWorldBoundaryShape3D::get_support(const Vector3 &p_normal) const {
- return p_normal * 1e15;
- }
- bool GodotWorldBoundaryShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const {
- bool inters = plane.intersects_segment(p_begin, p_end, &r_result);
- if (inters) {
- r_normal = plane.normal;
- }
- return inters;
- }
- bool GodotWorldBoundaryShape3D::intersect_point(const Vector3 &p_point) const {
- return plane.distance_to(p_point) < 0;
- }
- Vector3 GodotWorldBoundaryShape3D::get_closest_point_to(const Vector3 &p_point) const {
- if (plane.is_point_over(p_point)) {
- return plane.project(p_point);
- } else {
- return p_point;
- }
- }
- Vector3 GodotWorldBoundaryShape3D::get_moment_of_inertia(real_t p_mass) const {
- return Vector3(); // not applicable.
- }
- void GodotWorldBoundaryShape3D::_setup(const Plane &p_plane) {
- plane = p_plane;
- configure(AABB(Vector3(-1e15, -1e15, -1e15), Vector3(1e15 * 2, 1e15 * 2, 1e15 * 2)));
- }
- void GodotWorldBoundaryShape3D::set_data(const Variant &p_data) {
- _setup(p_data);
- }
- Variant GodotWorldBoundaryShape3D::get_data() const {
- return plane;
- }
- GodotWorldBoundaryShape3D::GodotWorldBoundaryShape3D() {
- }
- //
- real_t GodotSeparationRayShape3D::get_length() const {
- return length;
- }
- bool GodotSeparationRayShape3D::get_slide_on_slope() const {
- return slide_on_slope;
- }
- void GodotSeparationRayShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
- // don't think this will be even used
- r_min = 0;
- r_max = 1;
- }
- Vector3 GodotSeparationRayShape3D::get_support(const Vector3 &p_normal) const {
- if (p_normal.z > 0) {
- return Vector3(0, 0, length);
- } else {
- return Vector3(0, 0, 0);
- }
- }
- void GodotSeparationRayShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
- if (Math::abs(p_normal.z) < edge_support_threshold_lower) {
- r_amount = 2;
- r_type = FEATURE_EDGE;
- r_supports[0] = Vector3(0, 0, 0);
- r_supports[1] = Vector3(0, 0, length);
- } else if (p_normal.z > 0) {
- r_amount = 1;
- r_type = FEATURE_POINT;
- *r_supports = Vector3(0, 0, length);
- } else {
- r_amount = 1;
- r_type = FEATURE_POINT;
- *r_supports = Vector3(0, 0, 0);
- }
- }
- bool GodotSeparationRayShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const {
- return false; //simply not possible
- }
- bool GodotSeparationRayShape3D::intersect_point(const Vector3 &p_point) const {
- return false; //simply not possible
- }
- Vector3 GodotSeparationRayShape3D::get_closest_point_to(const Vector3 &p_point) const {
- Vector3 s[2] = {
- Vector3(0, 0, 0),
- Vector3(0, 0, length)
- };
- return Geometry3D::get_closest_point_to_segment(p_point, s);
- }
- Vector3 GodotSeparationRayShape3D::get_moment_of_inertia(real_t p_mass) const {
- return Vector3();
- }
- void GodotSeparationRayShape3D::_setup(real_t p_length, bool p_slide_on_slope) {
- length = p_length;
- slide_on_slope = p_slide_on_slope;
- configure(AABB(Vector3(0, 0, 0), Vector3(0.1, 0.1, length)));
- }
- void GodotSeparationRayShape3D::set_data(const Variant &p_data) {
- Dictionary d = p_data;
- _setup(d["length"], d["slide_on_slope"]);
- }
- Variant GodotSeparationRayShape3D::get_data() const {
- Dictionary d;
- d["length"] = length;
- d["slide_on_slope"] = slide_on_slope;
- return d;
- }
- GodotSeparationRayShape3D::GodotSeparationRayShape3D() {}
- /********** SPHERE *************/
- real_t GodotSphereShape3D::get_radius() const {
- return radius;
- }
- void GodotSphereShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
- real_t d = p_normal.dot(p_transform.origin);
- // figure out scale at point
- Vector3 local_normal = p_transform.basis.xform_inv(p_normal);
- real_t scale = local_normal.length();
- r_min = d - (radius)*scale;
- r_max = d + (radius)*scale;
- }
- Vector3 GodotSphereShape3D::get_support(const Vector3 &p_normal) const {
- return p_normal * radius;
- }
- void GodotSphereShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
- *r_supports = p_normal * radius;
- r_amount = 1;
- r_type = FEATURE_POINT;
- }
- bool GodotSphereShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const {
- return Geometry3D::segment_intersects_sphere(p_begin, p_end, Vector3(), radius, &r_result, &r_normal);
- }
- bool GodotSphereShape3D::intersect_point(const Vector3 &p_point) const {
- return p_point.length() < radius;
- }
- Vector3 GodotSphereShape3D::get_closest_point_to(const Vector3 &p_point) const {
- Vector3 p = p_point;
- real_t l = p.length();
- if (l < radius) {
- return p_point;
- }
- return (p / l) * radius;
- }
- Vector3 GodotSphereShape3D::get_moment_of_inertia(real_t p_mass) const {
- real_t s = 0.4 * p_mass * radius * radius;
- return Vector3(s, s, s);
- }
- void GodotSphereShape3D::_setup(real_t p_radius) {
- radius = p_radius;
- configure(AABB(Vector3(-radius, -radius, -radius), Vector3(radius * 2.0, radius * 2.0, radius * 2.0)));
- }
- void GodotSphereShape3D::set_data(const Variant &p_data) {
- _setup(p_data);
- }
- Variant GodotSphereShape3D::get_data() const {
- return radius;
- }
- GodotSphereShape3D::GodotSphereShape3D() {}
- /********** BOX *************/
- void GodotBoxShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
- // no matter the angle, the box is mirrored anyway
- Vector3 local_normal = p_transform.basis.xform_inv(p_normal);
- real_t length = local_normal.abs().dot(half_extents);
- real_t distance = p_normal.dot(p_transform.origin);
- r_min = distance - length;
- r_max = distance + length;
- }
- Vector3 GodotBoxShape3D::get_support(const Vector3 &p_normal) const {
- Vector3 point(
- (p_normal.x < 0) ? -half_extents.x : half_extents.x,
- (p_normal.y < 0) ? -half_extents.y : half_extents.y,
- (p_normal.z < 0) ? -half_extents.z : half_extents.z);
- return point;
- }
- void GodotBoxShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
- static const int next[3] = { 1, 2, 0 };
- static const int next2[3] = { 2, 0, 1 };
- for (int i = 0; i < 3; i++) {
- Vector3 axis;
- axis[i] = 1.0;
- real_t dot = p_normal.dot(axis);
- if (Math::abs(dot) > face_support_threshold) {
- //Vector3 axis_b;
- bool neg = dot < 0;
- r_amount = 4;
- r_type = FEATURE_FACE;
- Vector3 point;
- point[i] = half_extents[i];
- int i_n = next[i];
- int i_n2 = next2[i];
- static const real_t sign[4][2] = {
- { -1.0, 1.0 },
- { 1.0, 1.0 },
- { 1.0, -1.0 },
- { -1.0, -1.0 },
- };
- for (int j = 0; j < 4; j++) {
- point[i_n] = sign[j][0] * half_extents[i_n];
- point[i_n2] = sign[j][1] * half_extents[i_n2];
- r_supports[j] = neg ? -point : point;
- }
- if (neg) {
- SWAP(r_supports[1], r_supports[2]);
- SWAP(r_supports[0], r_supports[3]);
- }
- return;
- }
- r_amount = 0;
- }
- for (int i = 0; i < 3; i++) {
- Vector3 axis;
- axis[i] = 1.0;
- if (Math::abs(p_normal.dot(axis)) < edge_support_threshold_lower) {
- r_amount = 2;
- r_type = FEATURE_EDGE;
- int i_n = next[i];
- int i_n2 = next2[i];
- Vector3 point = half_extents;
- if (p_normal[i_n] < 0) {
- point[i_n] = -point[i_n];
- }
- if (p_normal[i_n2] < 0) {
- point[i_n2] = -point[i_n2];
- }
- r_supports[0] = point;
- point[i] = -point[i];
- r_supports[1] = point;
- return;
- }
- }
- /* USE POINT */
- Vector3 point(
- (p_normal.x < 0) ? -half_extents.x : half_extents.x,
- (p_normal.y < 0) ? -half_extents.y : half_extents.y,
- (p_normal.z < 0) ? -half_extents.z : half_extents.z);
- r_amount = 1;
- r_type = FEATURE_POINT;
- r_supports[0] = point;
- }
- bool GodotBoxShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const {
- AABB aabb_ext(-half_extents, half_extents * 2.0);
- return aabb_ext.intersects_segment(p_begin, p_end, &r_result, &r_normal);
- }
- bool GodotBoxShape3D::intersect_point(const Vector3 &p_point) const {
- return (Math::abs(p_point.x) < half_extents.x && Math::abs(p_point.y) < half_extents.y && Math::abs(p_point.z) < half_extents.z);
- }
- Vector3 GodotBoxShape3D::get_closest_point_to(const Vector3 &p_point) const {
- int outside = 0;
- Vector3 min_point;
- for (int i = 0; i < 3; i++) {
- if (Math::abs(p_point[i]) > half_extents[i]) {
- outside++;
- if (outside == 1) {
- //use plane if only one side matches
- Vector3 n;
- n[i] = SIGN(p_point[i]);
- Plane p(n, half_extents[i]);
- min_point = p.project(p_point);
- }
- }
- }
- if (!outside) {
- return p_point; //it's inside, don't do anything else
- }
- if (outside == 1) { //if only above one plane, this plane clearly wins
- return min_point;
- }
- //check segments
- real_t min_distance = 1e20;
- Vector3 closest_vertex = half_extents * p_point.sign();
- Vector3 s[2] = {
- closest_vertex,
- closest_vertex
- };
- for (int i = 0; i < 3; i++) {
- s[1] = closest_vertex;
- s[1][i] = -s[1][i]; //edge
- Vector3 closest_edge = Geometry3D::get_closest_point_to_segment(p_point, s);
- real_t d = p_point.distance_to(closest_edge);
- if (d < min_distance) {
- min_point = closest_edge;
- min_distance = d;
- }
- }
- return min_point;
- }
- Vector3 GodotBoxShape3D::get_moment_of_inertia(real_t p_mass) const {
- real_t lx = half_extents.x;
- real_t ly = half_extents.y;
- real_t lz = half_extents.z;
- return Vector3((p_mass / 3.0) * (ly * ly + lz * lz), (p_mass / 3.0) * (lx * lx + lz * lz), (p_mass / 3.0) * (lx * lx + ly * ly));
- }
- void GodotBoxShape3D::_setup(const Vector3 &p_half_extents) {
- half_extents = p_half_extents.abs();
- configure(AABB(-half_extents, half_extents * 2));
- }
- void GodotBoxShape3D::set_data(const Variant &p_data) {
- _setup(p_data);
- }
- Variant GodotBoxShape3D::get_data() const {
- return half_extents;
- }
- GodotBoxShape3D::GodotBoxShape3D() {}
- /********** CAPSULE *************/
- void GodotCapsuleShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
- Vector3 n = p_transform.basis.xform_inv(p_normal).normalized();
- real_t h = height * 0.5 - radius;
- n *= radius;
- n.y += (n.y > 0) ? h : -h;
- r_max = p_normal.dot(p_transform.xform(n));
- r_min = p_normal.dot(p_transform.xform(-n));
- }
- Vector3 GodotCapsuleShape3D::get_support(const Vector3 &p_normal) const {
- Vector3 n = p_normal;
- real_t h = height * 0.5 - radius;
- n *= radius;
- n.y += (n.y > 0) ? h : -h;
- return n;
- }
- void GodotCapsuleShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
- Vector3 n = p_normal;
- real_t d = n.y;
- real_t h = height * 0.5 - radius; // half-height of the cylinder part
- if (h > 0 && Math::abs(d) < edge_support_threshold_lower) {
- // make it flat
- n.y = 0.0;
- n.normalize();
- n *= radius;
- r_amount = 2;
- r_type = FEATURE_EDGE;
- r_supports[0] = n;
- r_supports[0].y += h;
- r_supports[1] = n;
- r_supports[1].y -= h;
- } else {
- n *= radius;
- n.y += (d > 0) ? h : -h;
- r_amount = 1;
- r_type = FEATURE_POINT;
- *r_supports = n;
- }
- }
- bool GodotCapsuleShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const {
- Vector3 norm = (p_end - p_begin).normalized();
- real_t min_d = 1e20;
- Vector3 res, n;
- bool collision = false;
- Vector3 auxres, auxn;
- bool collided;
- // test against cylinder and spheres :-|
- collided = Geometry3D::segment_intersects_cylinder(p_begin, p_end, height - radius * 2.0, radius, &auxres, &auxn, 1);
- if (collided) {
- real_t d = norm.dot(auxres);
- if (d < min_d) {
- min_d = d;
- res = auxres;
- n = auxn;
- collision = true;
- }
- }
- collided = Geometry3D::segment_intersects_sphere(p_begin, p_end, Vector3(0, height * 0.5 - radius, 0), radius, &auxres, &auxn);
- if (collided) {
- real_t d = norm.dot(auxres);
- if (d < min_d) {
- min_d = d;
- res = auxres;
- n = auxn;
- collision = true;
- }
- }
- collided = Geometry3D::segment_intersects_sphere(p_begin, p_end, Vector3(0, height * -0.5 + radius, 0), radius, &auxres, &auxn);
- if (collided) {
- real_t d = norm.dot(auxres);
- if (d < min_d) {
- min_d = d;
- res = auxres;
- n = auxn;
- collision = true;
- }
- }
- if (collision) {
- r_result = res;
- r_normal = n;
- }
- return collision;
- }
- bool GodotCapsuleShape3D::intersect_point(const Vector3 &p_point) const {
- if (Math::abs(p_point.y) < height * 0.5 - radius) {
- return Vector3(p_point.x, 0, p_point.z).length() < radius;
- } else {
- Vector3 p = p_point;
- p.y = Math::abs(p.y) - height * 0.5 + radius;
- return p.length() < radius;
- }
- }
- Vector3 GodotCapsuleShape3D::get_closest_point_to(const Vector3 &p_point) const {
- Vector3 s[2] = {
- Vector3(0, -height * 0.5 + radius, 0),
- Vector3(0, height * 0.5 - radius, 0),
- };
- Vector3 p = Geometry3D::get_closest_point_to_segment(p_point, s);
- if (p.distance_to(p_point) < radius) {
- return p_point;
- }
- return p + (p_point - p).normalized() * radius;
- }
- Vector3 GodotCapsuleShape3D::get_moment_of_inertia(real_t p_mass) const {
- // use bad AABB approximation
- Vector3 extents = get_aabb().size * 0.5;
- return Vector3(
- (p_mass / 3.0) * (extents.y * extents.y + extents.z * extents.z),
- (p_mass / 3.0) * (extents.x * extents.x + extents.z * extents.z),
- (p_mass / 3.0) * (extents.x * extents.x + extents.y * extents.y));
- }
- void GodotCapsuleShape3D::_setup(real_t p_height, real_t p_radius) {
- height = p_height;
- radius = p_radius;
- configure(AABB(Vector3(-radius, -height * 0.5, -radius), Vector3(radius * 2, height, radius * 2)));
- }
- void GodotCapsuleShape3D::set_data(const Variant &p_data) {
- Dictionary d = p_data;
- ERR_FAIL_COND(!d.has("radius"));
- ERR_FAIL_COND(!d.has("height"));
- _setup(d["height"], d["radius"]);
- }
- Variant GodotCapsuleShape3D::get_data() const {
- Dictionary d;
- d["radius"] = radius;
- d["height"] = height;
- return d;
- }
- 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_column(1).normalized();
- real_t axis_dot = cylinder_axis.dot(p_normal);
- Vector3 local_normal = p_transform.basis.xform_inv(p_normal);
- real_t scale = local_normal.length();
- real_t scaled_radius = radius * scale;
- real_t scaled_height = height * scale;
- real_t length;
- if (Math::abs(axis_dot) > 1.0) {
- length = scaled_height * 0.5;
- } else {
- length = Math::abs(axis_dot * scaled_height * 0.5) + scaled_radius * Math::sqrt(1.0 - axis_dot * axis_dot);
- }
- real_t distance = p_normal.dot(p_transform.origin);
- r_min = distance - length;
- r_max = distance + length;
- }
- Vector3 GodotCylinderShape3D::get_support(const Vector3 &p_normal) const {
- Vector3 n = p_normal;
- real_t h = (n.y > 0) ? height : -height;
- real_t s = Math::sqrt(n.x * n.x + n.z * n.z);
- if (Math::is_zero_approx(s)) {
- n.x = radius;
- n.y = h * 0.5;
- n.z = 0.0;
- } else {
- real_t d = radius / s;
- n.x = n.x * d;
- n.y = h * 0.5;
- n.z = n.z * d;
- }
- return n;
- }
- void GodotCylinderShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
- real_t d = p_normal.y;
- if (Math::abs(d) > cylinder_face_support_threshold) {
- real_t h = (d > 0) ? height : -height;
- Vector3 n = p_normal;
- n.x = 0.0;
- n.z = 0.0;
- n.y = h * 0.5;
- r_amount = 3;
- r_type = FEATURE_CIRCLE;
- r_supports[0] = n;
- r_supports[1] = n;
- r_supports[1].x += radius;
- r_supports[2] = n;
- r_supports[2].z += radius;
- } else if (Math::abs(d) < cylinder_edge_support_threshold_lower) {
- // make it flat
- Vector3 n = p_normal;
- n.y = 0.0;
- n.normalize();
- n *= radius;
- r_amount = 2;
- r_type = FEATURE_EDGE;
- r_supports[0] = n;
- r_supports[0].y += height * 0.5;
- r_supports[1] = n;
- r_supports[1].y -= height * 0.5;
- } else {
- r_amount = 1;
- r_type = FEATURE_POINT;
- r_supports[0] = get_support(p_normal);
- }
- }
- bool GodotCylinderShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const {
- return Geometry3D::segment_intersects_cylinder(p_begin, p_end, height, radius, &r_result, &r_normal, 1);
- }
- bool GodotCylinderShape3D::intersect_point(const Vector3 &p_point) const {
- if (Math::abs(p_point.y) < height * 0.5) {
- return Vector3(p_point.x, 0, p_point.z).length() < radius;
- }
- return false;
- }
- Vector3 GodotCylinderShape3D::get_closest_point_to(const Vector3 &p_point) const {
- if (Math::absf(p_point.y) > height * 0.5) {
- // Project point to top disk.
- real_t dir = p_point.y > 0.0 ? 1.0 : -1.0;
- Vector3 circle_pos(0.0, dir * height * 0.5, 0.0);
- Plane circle_plane(Vector3(0.0, dir, 0.0), circle_pos);
- Vector3 proj_point = circle_plane.project(p_point);
- // Clip position.
- Vector3 delta_point_1 = proj_point - circle_pos;
- real_t dist_point_1 = delta_point_1.length_squared();
- if (!Math::is_zero_approx(dist_point_1)) {
- dist_point_1 = Math::sqrt(dist_point_1);
- proj_point = circle_pos + delta_point_1 * MIN(dist_point_1, radius) / dist_point_1;
- }
- return proj_point;
- } else {
- Vector3 s[2] = {
- Vector3(0, -height * 0.5, 0),
- Vector3(0, height * 0.5, 0),
- };
- Vector3 p = Geometry3D::get_closest_point_to_segment(p_point, s);
- if (p.distance_to(p_point) < radius) {
- return p_point;
- }
- return p + (p_point - p).normalized() * radius;
- }
- }
- Vector3 GodotCylinderShape3D::get_moment_of_inertia(real_t p_mass) const {
- // use bad AABB approximation
- Vector3 extents = get_aabb().size * 0.5;
- return Vector3(
- (p_mass / 3.0) * (extents.y * extents.y + extents.z * extents.z),
- (p_mass / 3.0) * (extents.x * extents.x + extents.z * extents.z),
- (p_mass / 3.0) * (extents.x * extents.x + extents.y * extents.y));
- }
- void GodotCylinderShape3D::_setup(real_t p_height, real_t p_radius) {
- height = p_height;
- radius = p_radius;
- configure(AABB(Vector3(-radius, -height * 0.5, -radius), Vector3(radius * 2.0, height, radius * 2.0)));
- }
- void GodotCylinderShape3D::set_data(const Variant &p_data) {
- Dictionary d = p_data;
- ERR_FAIL_COND(!d.has("radius"));
- ERR_FAIL_COND(!d.has("height"));
- _setup(d["height"], d["radius"]);
- }
- Variant GodotCylinderShape3D::get_data() const {
- Dictionary d;
- d["radius"] = radius;
- d["height"] = height;
- return d;
- }
- 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 {
- uint32_t vertex_count = mesh.vertices.size();
- if (vertex_count == 0) {
- return;
- }
- const Vector3 *vrts = &mesh.vertices[0];
- 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.
- 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 {
- // Skip if there are no vertices in the mesh
- if (mesh.vertices.size() == 0) {
- return Vector3();
- }
- // Get the array of vertices
- const Vector3 *const vertices_array = mesh.vertices.ptr();
- // Start with an initial assumption of the first extreme vertex.
- int best_vertex = extreme_vertices[0];
- real_t max_support = p_normal.dot(vertices_array[best_vertex]);
- // Check the remaining extreme vertices for a better vertex.
- for (const int &vert : extreme_vertices) {
- real_t s = p_normal.dot(vertices_array[vert]);
- if (s > max_support) {
- best_vertex = vert;
- max_support = s;
- }
- }
- // If we checked all vertices in the mesh then we're done.
- if (extreme_vertices.size() == mesh.vertices.size()) {
- return vertices_array[best_vertex];
- }
- // Move along the surface until we reach the true support vertex.
- int last_vertex = -1;
- while (true) {
- int next_vertex = -1;
- // Iterate over all the neighbors checking for a better vertex.
- for (const int &vert : vertex_neighbors[best_vertex]) {
- if (vert != last_vertex) {
- real_t s = p_normal.dot(vertices_array[vert]);
- if (s > max_support) {
- next_vertex = vert;
- max_support = s;
- break;
- }
- }
- }
- // No better vertex found, we have the best
- if (next_vertex == -1) {
- return vertices_array[best_vertex];
- }
- // Move to the better vertex and try again
- 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 {
- const Geometry3D::MeshData::Face *faces = mesh.faces.ptr();
- int fc = mesh.faces.size();
- const Geometry3D::MeshData::Edge *edges = mesh.edges.ptr();
- int ec = mesh.edges.size();
- const Vector3 *vertices = mesh.vertices.ptr();
- int vc = mesh.vertices.size();
- r_amount = 0;
- ERR_FAIL_COND_MSG(vc == 0, "Convex polygon shape has no vertices.");
- //find vertex first
- real_t max = 0;
- int vtx = 0;
- for (int i = 0; i < vc; i++) {
- real_t d = p_normal.dot(vertices[i]);
- if (i == 0 || d > max) {
- max = d;
- vtx = i;
- }
- }
- for (int i = 0; i < fc; i++) {
- if (faces[i].plane.normal.dot(p_normal) > face_support_threshold) {
- int ic = faces[i].indices.size();
- const int *ind = faces[i].indices.ptr();
- bool valid = false;
- for (int j = 0; j < ic; j++) {
- if (ind[j] == vtx) {
- valid = true;
- break;
- }
- }
- if (!valid) {
- continue;
- }
- int m = MIN(p_max, ic);
- for (int j = 0; j < m; j++) {
- r_supports[j] = vertices[ind[j]];
- }
- r_amount = m;
- r_type = FEATURE_FACE;
- return;
- }
- }
- for (int i = 0; i < ec; i++) {
- 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_lower && (edges[i].vertex_a == vtx || edges[i].vertex_b == vtx)) {
- r_amount = 2;
- r_type = FEATURE_EDGE;
- r_supports[0] = vertices[edges[i].vertex_a];
- r_supports[1] = vertices[edges[i].vertex_b];
- return;
- }
- }
- r_supports[0] = vertices[vtx];
- r_amount = 1;
- r_type = FEATURE_POINT;
- }
- bool GodotConvexPolygonShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const {
- const Geometry3D::MeshData::Face *faces = mesh.faces.ptr();
- int fc = mesh.faces.size();
- const Vector3 *vertices = mesh.vertices.ptr();
- Vector3 n = p_end - p_begin;
- real_t min = 1e20;
- bool col = false;
- for (int i = 0; i < fc; i++) {
- if (faces[i].plane.normal.dot(n) > 0) {
- continue; //opposing face
- }
- int ic = faces[i].indices.size();
- const int *ind = faces[i].indices.ptr();
- for (int j = 1; j < ic - 1; j++) {
- Face3 f(vertices[ind[0]], vertices[ind[j]], vertices[ind[j + 1]]);
- Vector3 result;
- if (f.intersects_segment(p_begin, p_end, &result)) {
- real_t d = n.dot(result);
- if (d < min) {
- min = d;
- r_result = result;
- r_normal = faces[i].plane.normal;
- col = true;
- }
- break;
- }
- }
- }
- return col;
- }
- bool GodotConvexPolygonShape3D::intersect_point(const Vector3 &p_point) const {
- const Geometry3D::MeshData::Face *faces = mesh.faces.ptr();
- int fc = mesh.faces.size();
- for (int i = 0; i < fc; i++) {
- if (faces[i].plane.distance_to(p_point) >= 0) {
- return false;
- }
- }
- return true;
- }
- Vector3 GodotConvexPolygonShape3D::get_closest_point_to(const Vector3 &p_point) const {
- const Geometry3D::MeshData::Face *faces = mesh.faces.ptr();
- int fc = mesh.faces.size();
- const Vector3 *vertices = mesh.vertices.ptr();
- bool all_inside = true;
- for (int i = 0; i < fc; i++) {
- if (!faces[i].plane.is_point_over(p_point)) {
- continue;
- }
- all_inside = false;
- bool is_inside = true;
- int ic = faces[i].indices.size();
- const int *indices = faces[i].indices.ptr();
- for (int j = 0; j < ic; j++) {
- Vector3 a = vertices[indices[j]];
- Vector3 b = vertices[indices[(j + 1) % ic]];
- Vector3 n = (a - b).cross(faces[i].plane.normal).normalized();
- if (Plane(n, a).is_point_over(p_point)) {
- is_inside = false;
- break;
- }
- }
- if (is_inside) {
- return faces[i].plane.project(p_point);
- }
- }
- if (all_inside) {
- return p_point;
- }
- real_t min_distance = 1e20;
- Vector3 min_point;
- //check edges
- const Geometry3D::MeshData::Edge *edges = mesh.edges.ptr();
- int ec = mesh.edges.size();
- for (int i = 0; i < ec; i++) {
- Vector3 s[2] = {
- vertices[edges[i].vertex_a],
- vertices[edges[i].vertex_b]
- };
- Vector3 closest = Geometry3D::get_closest_point_to_segment(p_point, s);
- real_t d = closest.distance_to(p_point);
- if (d < min_distance) {
- min_distance = d;
- min_point = closest;
- }
- }
- return min_point;
- }
- Vector3 GodotConvexPolygonShape3D::get_moment_of_inertia(real_t p_mass) const {
- // use bad AABB approximation
- Vector3 extents = get_aabb().size * 0.5;
- return Vector3(
- (p_mass / 3.0) * (extents.y * extents.y + extents.z * extents.z),
- (p_mass / 3.0) * (extents.x * extents.x + extents.z * extents.z),
- (p_mass / 3.0) * (extents.x * extents.x + extents.y * extents.y));
- }
- void GodotConvexPolygonShape3D::_setup(const Vector<Vector3> &p_vertices) {
- Error err = ConvexHullComputer::convex_hull(p_vertices, mesh);
- if (err != OK) {
- ERR_PRINT("Failed to build convex hull");
- }
- extreme_vertices.resize(0);
- vertex_neighbors.resize(0);
- AABB _aabb;
- for (uint32_t i = 0; i < mesh.vertices.size(); i++) {
- if (i == 0) {
- _aabb.position = mesh.vertices[i];
- } else {
- _aabb.expand_to(mesh.vertices[i]);
- }
- }
- 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.has(best_vertex)) {
- 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 (Geometry3D::MeshData::Edge &edge : mesh.edges) {
- 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) {
- _setup(p_data);
- }
- Variant GodotConvexPolygonShape3D::get_data() const {
- 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() {
- }
- /********** FACE POLYGON *************/
- void GodotFaceShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
- for (int i = 0; i < 3; i++) {
- Vector3 v = p_transform.xform(vertex[i]);
- real_t d = p_normal.dot(v);
- if (i == 0 || d > r_max) {
- r_max = d;
- }
- if (i == 0 || d < r_min) {
- r_min = d;
- }
- }
- }
- Vector3 GodotFaceShape3D::get_support(const Vector3 &p_normal) const {
- int vert_support_idx = -1;
- real_t support_max = 0;
- for (int i = 0; i < 3; i++) {
- real_t d = p_normal.dot(vertex[i]);
- if (i == 0 || d > support_max) {
- support_max = d;
- vert_support_idx = i;
- }
- }
- return vertex[vert_support_idx];
- }
- void GodotFaceShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
- Vector3 n = p_normal;
- /** TEST FACE AS SUPPORT **/
- if (Math::abs(normal.dot(n)) > face_support_threshold) {
- r_amount = 3;
- r_type = FEATURE_FACE;
- for (int i = 0; i < 3; i++) {
- r_supports[i] = vertex[i];
- }
- return;
- }
- /** FIND SUPPORT VERTEX **/
- int vert_support_idx = -1;
- real_t support_max = 0;
- for (int i = 0; i < 3; i++) {
- real_t d = n.dot(vertex[i]);
- if (i == 0 || d > support_max) {
- support_max = d;
- vert_support_idx = i;
- }
- }
- /** TEST EDGES AS SUPPORT **/
- for (int i = 0; i < 3; i++) {
- int nx = (i + 1) % 3;
- if (i != vert_support_idx && nx != vert_support_idx) {
- continue;
- }
- // check if edge is valid as a support
- real_t dot = (vertex[i] - vertex[nx]).normalized().dot(n);
- dot = ABS(dot);
- if (dot < edge_support_threshold_lower) {
- r_amount = 2;
- r_type = FEATURE_EDGE;
- r_supports[0] = vertex[i];
- r_supports[1] = vertex[nx];
- return;
- }
- }
- r_amount = 1;
- r_type = FEATURE_POINT;
- r_supports[0] = vertex[vert_support_idx];
- }
- bool GodotFaceShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const {
- bool c = Geometry3D::segment_intersects_triangle(p_begin, p_end, vertex[0], vertex[1], vertex[2], &r_result);
- if (c) {
- r_normal = Plane(vertex[0], vertex[1], vertex[2]).normal;
- if (r_normal.dot(p_end - p_begin) > 0) {
- if (backface_collision && p_hit_back_faces) {
- r_normal = -r_normal;
- } else {
- c = false;
- }
- }
- }
- return c;
- }
- bool GodotFaceShape3D::intersect_point(const Vector3 &p_point) const {
- return false; //face is flat
- }
- Vector3 GodotFaceShape3D::get_closest_point_to(const Vector3 &p_point) const {
- return Face3(vertex[0], vertex[1], vertex[2]).get_closest_point_to(p_point);
- }
- Vector3 GodotFaceShape3D::get_moment_of_inertia(real_t p_mass) const {
- return Vector3(); // Sorry, but i don't think anyone cares, FaceShape!
- }
- GodotFaceShape3D::GodotFaceShape3D() {
- configure(AABB());
- }
- Vector<Vector3> GodotConcavePolygonShape3D::get_faces() const {
- Vector<Vector3> rfaces;
- rfaces.resize(faces.size() * 3);
- for (int i = 0; i < faces.size(); i++) {
- Face f = faces.get(i);
- for (int j = 0; j < 3; j++) {
- rfaces.set(i * 3 + j, vertices.get(f.indices[j]));
- }
- }
- return rfaces;
- }
- void GodotConcavePolygonShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
- int count = vertices.size();
- if (count == 0) {
- r_min = 0;
- r_max = 0;
- return;
- }
- const Vector3 *vptr = vertices.ptr();
- for (int i = 0; i < count; i++) {
- real_t d = p_normal.dot(p_transform.xform(vptr[i]));
- if (i == 0 || d > r_max) {
- r_max = d;
- }
- if (i == 0 || d < r_min) {
- r_min = d;
- }
- }
- }
- Vector3 GodotConcavePolygonShape3D::get_support(const Vector3 &p_normal) const {
- int count = vertices.size();
- if (count == 0) {
- return Vector3();
- }
- const Vector3 *vptr = vertices.ptr();
- Vector3 n = p_normal;
- int vert_support_idx = -1;
- real_t support_max = 0;
- for (int i = 0; i < count; i++) {
- real_t d = n.dot(vptr[i]);
- if (i == 0 || d > support_max) {
- support_max = d;
- vert_support_idx = i;
- }
- }
- return vptr[vert_support_idx];
- }
- void GodotConcavePolygonShape3D::_cull_segment(int p_idx, _SegmentCullParams *p_params) const {
- const BVH *params_bvh = &p_params->bvh[p_idx];
- if (!params_bvh->aabb.intersects_segment(p_params->from, p_params->to)) {
- return;
- }
- 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]];
- face->vertex[1] = p_params->vertices[f->indices[1]];
- face->vertex[2] = p_params->vertices[f->indices[2]];
- Vector3 res;
- Vector3 normal;
- int face_index = params_bvh->face_index;
- if (face->intersect_segment(p_params->from, p_params->to, res, normal, face_index, true)) {
- real_t d = p_params->dir.dot(res) - p_params->dir.dot(p_params->from);
- if ((d > 0) && (d < p_params->min_d)) {
- p_params->min_d = d;
- p_params->result = res;
- p_params->normal = normal;
- p_params->face_index = face_index;
- p_params->collisions++;
- }
- }
- } else {
- if (params_bvh->left >= 0) {
- _cull_segment(params_bvh->left, p_params);
- }
- if (params_bvh->right >= 0) {
- _cull_segment(params_bvh->right, p_params);
- }
- }
- }
- bool GodotConcavePolygonShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const {
- if (faces.size() == 0) {
- return false;
- }
- // unlock data
- const Face *fr = faces.ptr();
- const Vector3 *vr = vertices.ptr();
- const BVH *br = bvh.ptr();
- GodotFaceShape3D face;
- face.backface_collision = backface_collision && p_hit_back_faces;
- _SegmentCullParams params;
- params.from = p_begin;
- params.to = p_end;
- params.dir = (p_end - p_begin).normalized();
- params.faces = fr;
- params.vertices = vr;
- params.bvh = br;
- params.face = &face;
- // cull
- _cull_segment(0, ¶ms);
- if (params.collisions > 0) {
- r_result = params.result;
- r_normal = params.normal;
- r_face_index = params.face_index;
- return true;
- } else {
- return false;
- }
- }
- bool GodotConcavePolygonShape3D::intersect_point(const Vector3 &p_point) const {
- return false; //face is flat
- }
- Vector3 GodotConcavePolygonShape3D::get_closest_point_to(const Vector3 &p_point) const {
- return Vector3();
- }
- bool GodotConcavePolygonShape3D::_cull(int p_idx, _CullParams *p_params) const {
- const BVH *params_bvh = &p_params->bvh[p_idx];
- if (!p_params->aabb.intersects(params_bvh->aabb)) {
- return false;
- }
- 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]];
- face->vertex[1] = p_params->vertices[f->indices[1]];
- face->vertex[2] = p_params->vertices[f->indices[2]];
- if (p_params->callback(p_params->userdata, face)) {
- return true;
- }
- } else {
- if (params_bvh->left >= 0) {
- if (_cull(params_bvh->left, p_params)) {
- return true;
- }
- }
- if (params_bvh->right >= 0) {
- if (_cull(params_bvh->right, p_params)) {
- return true;
- }
- }
- }
- return false;
- }
- void GodotConcavePolygonShape3D::cull(const AABB &p_local_aabb, QueryCallback p_callback, void *p_userdata, bool p_invert_backface_collision) const {
- // make matrix local to concave
- if (faces.size() == 0) {
- return;
- }
- AABB local_aabb = p_local_aabb;
- // unlock data
- const Face *fr = faces.ptr();
- const Vector3 *vr = vertices.ptr();
- const BVH *br = bvh.ptr();
- GodotFaceShape3D face; // use this to send in the callback
- face.backface_collision = backface_collision;
- face.invert_backface_collision = p_invert_backface_collision;
- _CullParams params;
- params.aabb = local_aabb;
- params.face = &face;
- params.faces = fr;
- params.vertices = vr;
- params.bvh = br;
- params.callback = p_callback;
- params.userdata = p_userdata;
- // cull
- _cull(0, ¶ms);
- }
- Vector3 GodotConcavePolygonShape3D::get_moment_of_inertia(real_t p_mass) const {
- // use bad AABB approximation
- Vector3 extents = get_aabb().size * 0.5;
- return Vector3(
- (p_mass / 3.0) * (extents.y * extents.y + extents.z * extents.z),
- (p_mass / 3.0) * (extents.x * extents.x + extents.z * extents.z),
- (p_mass / 3.0) * (extents.x * extents.x + extents.y * extents.y));
- }
- struct _Volume_BVH_Element {
- AABB aabb;
- Vector3 center;
- int face_index = 0;
- };
- struct _Volume_BVH_CompareX {
- _FORCE_INLINE_ bool operator()(const _Volume_BVH_Element &a, const _Volume_BVH_Element &b) const {
- return a.center.x < b.center.x;
- }
- };
- struct _Volume_BVH_CompareY {
- _FORCE_INLINE_ bool operator()(const _Volume_BVH_Element &a, const _Volume_BVH_Element &b) const {
- return a.center.y < b.center.y;
- }
- };
- struct _Volume_BVH_CompareZ {
- _FORCE_INLINE_ bool operator()(const _Volume_BVH_Element &a, const _Volume_BVH_Element &b) const {
- return a.center.z < b.center.z;
- }
- };
- struct _Volume_BVH {
- AABB aabb;
- _Volume_BVH *left = nullptr;
- _Volume_BVH *right = nullptr;
- int face_index = 0;
- };
- _Volume_BVH *_volume_build_bvh(_Volume_BVH_Element *p_elements, int p_size, int &count) {
- _Volume_BVH *bvh = memnew(_Volume_BVH);
- if (p_size == 1) {
- //leaf
- bvh->aabb = p_elements[0].aabb;
- bvh->left = nullptr;
- bvh->right = nullptr;
- bvh->face_index = p_elements->face_index;
- count++;
- return bvh;
- } else {
- bvh->face_index = -1;
- }
- AABB aabb;
- for (int i = 0; i < p_size; i++) {
- if (i == 0) {
- aabb = p_elements[i].aabb;
- } else {
- aabb.merge_with(p_elements[i].aabb);
- }
- }
- bvh->aabb = aabb;
- switch (aabb.get_longest_axis_index()) {
- case 0: {
- SortArray<_Volume_BVH_Element, _Volume_BVH_CompareX> sort_x;
- sort_x.sort(p_elements, p_size);
- } break;
- case 1: {
- SortArray<_Volume_BVH_Element, _Volume_BVH_CompareY> sort_y;
- sort_y.sort(p_elements, p_size);
- } break;
- case 2: {
- SortArray<_Volume_BVH_Element, _Volume_BVH_CompareZ> sort_z;
- sort_z.sort(p_elements, p_size);
- } break;
- }
- int split = p_size / 2;
- bvh->left = _volume_build_bvh(p_elements, split, count);
- bvh->right = _volume_build_bvh(&p_elements[split], p_size - split, count);
- //printf("branch at %p - %i: %i\n",bvh,count,bvh->face_index);
- count++;
- return bvh;
- }
- void GodotConcavePolygonShape3D::_fill_bvh(_Volume_BVH *p_bvh_tree, BVH *p_bvh_array, int &p_idx) {
- int idx = p_idx;
- p_bvh_array[idx].aabb = p_bvh_tree->aabb;
- p_bvh_array[idx].face_index = p_bvh_tree->face_index;
- //printf("%p - %i: %i(%p) -- %p:%p\n",%p_bvh_array[idx],p_idx,p_bvh_array[i]->face_index,&p_bvh_tree->face_index,p_bvh_tree->left,p_bvh_tree->right);
- if (p_bvh_tree->left) {
- p_bvh_array[idx].left = ++p_idx;
- _fill_bvh(p_bvh_tree->left, p_bvh_array, p_idx);
- } else {
- p_bvh_array[p_idx].left = -1;
- }
- if (p_bvh_tree->right) {
- p_bvh_array[idx].right = ++p_idx;
- _fill_bvh(p_bvh_tree->right, p_bvh_array, p_idx);
- } else {
- p_bvh_array[p_idx].right = -1;
- }
- memdelete(p_bvh_tree);
- }
- void GodotConcavePolygonShape3D::_setup(const Vector<Vector3> &p_faces, bool p_backface_collision) {
- int src_face_count = p_faces.size();
- if (src_face_count == 0) {
- configure(AABB());
- return;
- }
- ERR_FAIL_COND(src_face_count % 3);
- src_face_count /= 3;
- const Vector3 *facesr = p_faces.ptr();
- Vector<_Volume_BVH_Element> bvh_array;
- bvh_array.resize(src_face_count);
- _Volume_BVH_Element *bvh_arrayw = bvh_array.ptrw();
- faces.resize(src_face_count);
- Face *facesw = faces.ptrw();
- vertices.resize(src_face_count * 3);
- Vector3 *verticesw = vertices.ptrw();
- AABB _aabb;
- for (int i = 0; i < src_face_count; i++) {
- Face3 face(facesr[i * 3 + 0], facesr[i * 3 + 1], facesr[i * 3 + 2]);
- bvh_arrayw[i].aabb = face.get_aabb();
- bvh_arrayw[i].center = bvh_arrayw[i].aabb.get_center();
- bvh_arrayw[i].face_index = i;
- facesw[i].indices[0] = i * 3 + 0;
- facesw[i].indices[1] = i * 3 + 1;
- facesw[i].indices[2] = i * 3 + 2;
- facesw[i].normal = face.get_plane().normal;
- verticesw[i * 3 + 0] = face.vertex[0];
- verticesw[i * 3 + 1] = face.vertex[1];
- verticesw[i * 3 + 2] = face.vertex[2];
- if (i == 0) {
- _aabb = bvh_arrayw[i].aabb;
- } else {
- _aabb.merge_with(bvh_arrayw[i].aabb);
- }
- }
- int count = 0;
- _Volume_BVH *bvh_tree = _volume_build_bvh(bvh_arrayw, src_face_count, count);
- bvh.resize(count + 1);
- BVH *bvh_arrayw2 = bvh.ptrw();
- int idx = 0;
- _fill_bvh(bvh_tree, bvh_arrayw2, idx);
- backface_collision = p_backface_collision;
- configure(_aabb); // this type of shape has no margin
- }
- void GodotConcavePolygonShape3D::set_data(const Variant &p_data) {
- Dictionary d = p_data;
- ERR_FAIL_COND(!d.has("faces"));
- _setup(d["faces"], d["backface_collision"]);
- }
- Variant GodotConcavePolygonShape3D::get_data() const {
- Dictionary d;
- d["faces"] = get_faces();
- d["backface_collision"] = backface_collision;
- return d;
- }
- GodotConcavePolygonShape3D::GodotConcavePolygonShape3D() {
- }
- /* HEIGHT MAP SHAPE */
- Vector<real_t> GodotHeightMapShape3D::get_heights() const {
- return heights;
- }
- int GodotHeightMapShape3D::get_width() const {
- return width;
- }
- int GodotHeightMapShape3D::get_depth() const {
- return depth;
- }
- void GodotHeightMapShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
- //not very useful, but not very used either
- p_transform.xform(get_aabb()).project_range_in_plane(Plane(p_normal), r_min, r_max);
- }
- Vector3 GodotHeightMapShape3D::get_support(const Vector3 &p_normal) const {
- //not very useful, but not very used either
- return get_aabb().get_support(p_normal);
- }
- struct _HeightmapSegmentCullParams {
- Vector3 from;
- Vector3 to;
- Vector3 dir;
- Vector3 result;
- Vector3 normal;
- const GodotHeightMapShape3D *heightmap = nullptr;
- GodotFaceShape3D *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;
- int fi = -1;
- if (p_params.face->intersect_segment(p_params.from, p_params.to, res, normal, fi, true)) {
- p_params.result = res;
- p_params.normal = normal;
- return true;
- }
- return false;
- }
- _FORCE_INLINE_ bool _heightmap_cell_cull_segment(_HeightmapSegmentCullParams &p_params, const _HeightmapGridCullState &p_state) {
- // First triangle.
- 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;
- }
- // Second triangle.
- p_params.face->vertex[0] = 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;
- }
- return false;
- }
- _FORCE_INLINE_ bool _heightmap_chunk_cull_segment(_HeightmapSegmentCullParams &p_params, const _HeightmapGridCullState &p_state) {
- const GodotHeightMapShape3D::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 *= GodotHeightMapShape3D::BOUNDS_CHUNK_SIZE;
- exit_pos *= GodotHeightMapShape3D::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;
- }
- 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 GodotHeightMapShape3D::_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;
- GodotFaceShape3D face;
- face.backface_collision = false;
- _HeightmapSegmentCullParams params;
- params.from = p_begin;
- params.to = p_end;
- params.dir = delta / length;
- params.heightmap = this;
- params.face = &face;
- _HeightmapGridCullState state;
- // 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 (state.length_flat < CMP_EPSILON) {
- ray_dir_flat = Vector2();
- } else {
- ray_dir_flat /= state.length_flat;
- }
- 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_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?
- // 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 = (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 = (Math::ceil(local_begin.z) - local_begin.z) * delta_z;
- } else {
- cross_z = (local_begin.z - Math::floor(local_begin.z)) * delta_z;
- }
- } else {
- cross_z = infinite; // Will never cross on 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;
- }
- }
- 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);
- // 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;
- while (true) {
- state.prev_dist = state.dist;
- state.x = x;
- state.z = 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;
- }
- // Stop when outside the grid.
- if ((x < 0) || (z < 0) || (x >= p_width - 1) || (z >= p_depth - 1)) {
- break;
- }
- }
- return false;
- }
- bool GodotHeightMapShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const {
- if (heights.is_empty()) {
- return false;
- }
- 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.
- GodotFaceShape3D face;
- face.backface_collision = p_hit_back_faces;
- _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;
- // Plus 1 here to width and depth of the chunk because _intersect_grid_segment() is used by cell level as well,
- // and in _intersect_grid_segment() the loop will exit 1 early because for cell point triangle lookup, it dose x + 1, z + 1 etc for the vertex.
- int bounds_width = bounds_grid_width + 1;
- int bounds_depth = bounds_grid_depth + 1;
- return _intersect_grid_segment(_heightmap_chunk_cull_segment, bounds_from, bounds_to, bounds_width, bounds_depth, bounds_offset, r_point, r_normal);
- }
- }
- return false;
- }
- bool GodotHeightMapShape3D::intersect_point(const Vector3 &p_point) const {
- return false;
- }
- Vector3 GodotHeightMapShape3D::get_closest_point_to(const Vector3 &p_point) const {
- return Vector3();
- }
- void GodotHeightMapShape3D::_get_cell(const Vector3 &p_point, int &r_x, int &r_y, int &r_z) const {
- const AABB &shape_aabb = get_aabb();
- Vector3 pos_local = shape_aabb.position + local_origin;
- Vector3 clamped_point(p_point);
- clamped_point = p_point.clamp(pos_local, pos_local + shape_aabb.size);
- r_x = (clamped_point.x < 0.0) ? (clamped_point.x - 0.5) : (clamped_point.x + 0.5);
- r_y = (clamped_point.y < 0.0) ? (clamped_point.y - 0.5) : (clamped_point.y + 0.5);
- r_z = (clamped_point.z < 0.0) ? (clamped_point.z - 0.5) : (clamped_point.z + 0.5);
- }
- void GodotHeightMapShape3D::cull(const AABB &p_local_aabb, QueryCallback p_callback, void *p_userdata, bool p_invert_backface_collision) const {
- if (heights.is_empty()) {
- return;
- }
- AABB local_aabb = p_local_aabb;
- local_aabb.position += local_origin;
- // Quantize the aabb, and adjust the start/end ranges.
- int aabb_min[3];
- int aabb_max[3];
- _get_cell(local_aabb.position, aabb_min[0], aabb_min[1], aabb_min[2]);
- _get_cell(local_aabb.position + local_aabb.size, aabb_max[0], aabb_max[1], aabb_max[2]);
- // Expand the min/max quantized values.
- // This is to catch the case where the input aabb falls between grid points.
- for (int i = 0; i < 3; ++i) {
- aabb_min[i]--;
- aabb_max[i]++;
- }
- int start_x = MAX(0, aabb_min[0]);
- int end_x = MIN(width - 1, aabb_max[0]);
- int start_z = MAX(0, aabb_min[2]);
- int end_z = MIN(depth - 1, aabb_max[2]);
- GodotFaceShape3D face;
- face.backface_collision = !p_invert_backface_collision;
- face.invert_backface_collision = p_invert_backface_collision;
- for (int z = start_z; z < end_z; z++) {
- for (int x = start_x; x < end_x; x++) {
- // First triangle.
- _get_point(x, z, face.vertex[0]);
- _get_point(x + 1, z, face.vertex[1]);
- _get_point(x, z + 1, face.vertex[2]);
- face.normal = Plane(face.vertex[0], face.vertex[1], face.vertex[2]).normal;
- if (p_callback(p_userdata, &face)) {
- return;
- }
- // 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[1], face.vertex[2]).normal;
- if (p_callback(p_userdata, &face)) {
- return;
- }
- }
- }
- }
- Vector3 GodotHeightMapShape3D::get_moment_of_inertia(real_t p_mass) const {
- // use bad AABB approximation
- Vector3 extents = get_aabb().size * 0.5;
- return Vector3(
- (p_mass / 3.0) * (extents.y * extents.y + extents.z * extents.z),
- (p_mass / 3.0) * (extents.x * extents.x + extents.z * extents.z),
- (p_mass / 3.0) * (extents.x * extents.x + extents.y * extents.y));
- }
- void GodotHeightMapShape3D::_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 GodotHeightMapShape3D::_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;
- depth = p_depth;
- // Initialize aabb.
- 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_new.position + 0.5 * aabb_new.size;
- local_origin.y = 0.0;
- aabb_new.position -= local_origin;
- _build_accelerator();
- configure(aabb_new);
- }
- void GodotHeightMapShape3D::set_data(const Variant &p_data) {
- ERR_FAIL_COND(p_data.get_type() != Variant::DICTIONARY);
- Dictionary d = p_data;
- ERR_FAIL_COND(!d.has("width"));
- ERR_FAIL_COND(!d.has("depth"));
- ERR_FAIL_COND(!d.has("heights"));
- int width_new = d["width"];
- int depth_new = d["depth"];
- ERR_FAIL_COND(width_new <= 0.0);
- ERR_FAIL_COND(depth_new <= 0.0);
- Variant heights_variant = d["heights"];
- Vector<real_t> heights_buffer;
- #ifdef REAL_T_IS_DOUBLE
- if (heights_variant.get_type() == Variant::PACKED_FLOAT64_ARRAY) {
- #else
- if (heights_variant.get_type() == Variant::PACKED_FLOAT32_ARRAY) {
- #endif
- // Ready-to-use heights can be passed.
- heights_buffer = heights_variant;
- } else if (heights_variant.get_type() == Variant::OBJECT) {
- // If an image is passed, we have to convert it.
- // This would be expensive to do with a script, so it's nice to have it here.
- Ref<Image> image = heights_variant;
- ERR_FAIL_COND(image.is_null());
- ERR_FAIL_COND(image->get_format() != Image::FORMAT_RF);
- PackedByteArray im_data = image->get_data();
- heights_buffer.resize(image->get_width() * image->get_height());
- real_t *w = heights_buffer.ptrw();
- real_t *rp = (real_t *)im_data.ptr();
- for (int i = 0; i < heights_buffer.size(); ++i) {
- w[i] = rp[i];
- }
- } else {
- #ifdef REAL_T_IS_DOUBLE
- ERR_FAIL_MSG("Expected PackedFloat64Array or float Image.");
- #else
- ERR_FAIL_MSG("Expected PackedFloat32Array or float Image.");
- #endif
- }
- // Compute min and max heights or use precomputed values.
- real_t min_height = 0.0;
- real_t max_height = 0.0;
- if (d.has("min_height") && d.has("max_height")) {
- min_height = d["min_height"];
- max_height = d["max_height"];
- } else {
- int heights_size = heights.size();
- for (int i = 0; i < heights_size; ++i) {
- real_t h = heights[i];
- if (h < min_height) {
- min_height = h;
- } else if (h > max_height) {
- max_height = h;
- }
- }
- }
- ERR_FAIL_COND(min_height > max_height);
- ERR_FAIL_COND(heights_buffer.size() != (width_new * depth_new));
- // If specified, min and max height will be used as precomputed values.
- _setup(heights_buffer, width_new, depth_new, min_height, max_height);
- }
- Variant GodotHeightMapShape3D::get_data() const {
- Dictionary d;
- d["width"] = width;
- d["depth"] = depth;
- 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;
- return d;
- }
- GodotHeightMapShape3D::GodotHeightMapShape3D() {
- }
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