mirror of
				https://github.com/godotengine/godot.git
				synced 2025-10-31 05:31:01 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			2267 lines
		
	
	
	
		
			62 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			2267 lines
		
	
	
	
		
			62 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /**************************************************************************/
 | |
| /*  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(-1e4, -1e4, -1e4), Vector3(1e4 * 2, 1e4 * 2, 1e4 * 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.find(best_vertex) == -1)
 | |
| 						extreme_vertices.push_back(best_vertex);
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// Record all the neighbors of each vertex.  This is used in get_support().
 | |
| 
 | |
| 	if (extreme_vertices.size() < mesh.vertices.size()) {
 | |
| 		vertex_neighbors.resize(mesh.vertices.size());
 | |
| 		for (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;
 | |
| 			return _intersect_grid_segment(_heightmap_chunk_cull_segment, bounds_from, bounds_to, bounds_grid_width, bounds_grid_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.x = CLAMP(p_point.x, pos_local.x, pos_local.x + shape_aabb.size.x);
 | |
| 	clamped_point.y = CLAMP(p_point.y, pos_local.y, pos_local.y + shape_aabb.size.y);
 | |
| 	clamped_point.z = CLAMP(p_point.z, pos_local.z, pos_local.z + shape_aabb.size.z);
 | |
| 
 | |
| 	r_x = (clamped_point.x < 0.0) ? (clamped_point.x - 0.5) : (clamped_point.x + 0.5);
 | |
| 	r_y = (clamped_point.y < 0.0) ? (clamped_point.y - 0.5) : (clamped_point.y + 0.5);
 | |
| 	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() {
 | |
| }
 | 
