Merge pull request #45970 from lawnjelly/bvh_fix_mesh_visible

BVH - fix deferred visible mesh collision check
This commit is contained in:
Rémi Verschelde 2021-02-14 11:02:34 +01:00 committed by GitHub
commit ab252c3723
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
3 changed files with 41 additions and 1 deletions

View file

@ -137,6 +137,12 @@ public:
erase(h);
}
void force_collision_check(uint32_t p_handle) {
BVHHandle h;
h.set(p_handle);
force_collision_check(h);
}
bool activate(uint32_t p_handle, const AABB &p_aabb, bool p_delay_collision_check = false) {
BVHHandle h;
h.set(p_handle);
@ -195,6 +201,23 @@ public:
_check_for_collisions(true);
}
// use in conjunction with activate if you have deferred the collision check, and
// set pairable has never been called.
// (deferred collision checks are a workaround for visual server for historical reasons)
void force_collision_check(BVHHandle p_handle) {
if (USE_PAIRS) {
// the aabb should already be up to date in the BVH
AABB aabb;
item_get_AABB(p_handle, aabb);
// add it as changed even if aabb not different
_add_changed_item(p_handle, aabb, false);
// force an immediate full collision check, much like calls to set_pairable
_check_for_collisions(true);
}
}
// these should be read as set_visible for render trees,
// but generically this makes items add or remove from the
// tree internally, to speed things up by ignoring inactive items

View file

@ -132,6 +132,10 @@ void VisualServerScene::SpatialPartitioningScene_BVH::deactivate(SpatialPartitio
_bvh.deactivate(p_handle - 1);
}
void VisualServerScene::SpatialPartitioningScene_BVH::force_collision_check(SpatialPartitionID p_handle) {
_bvh.force_collision_check(p_handle - 1);
}
void VisualServerScene::SpatialPartitioningScene_BVH::update() {
_bvh.update();
}
@ -782,7 +786,13 @@ void VisualServerScene::instance_set_visible(RID p_instance, bool p_visible) {
// give the opportunity for the spatial paritioning scene to use a special implementation of visibility
// for efficiency (supported in BVH but not octree)
if (instance->spatial_partition_id) {
// slightly bug prone optimization here - we want to avoid doing a collision check twice
// once when activating, and once when calling set_pairable. We do this by deferring the collision check.
// However, in some cases (notably meshes), set_pairable never gets called. So we want to catch this case
// and force a collision check (see later in this function).
// This is only done in two stages to maintain compatibility with the octree.
if (instance->spatial_partition_id && instance->scenario) {
if (p_visible) {
instance->scenario->sps->activate(instance->spatial_partition_id, instance->transformed_aabb);
} else {
@ -828,6 +838,11 @@ void VisualServerScene::instance_set_visible(RID p_instance, bool p_visible) {
} break;
default: {
// if we haven't called set_pairable, we STILL need to do a collision check
// for activated items because we deferred it earlier in the call to activate.
if (instance->spatial_partition_id && instance->scenario && p_visible) {
instance->scenario->sps->force_collision_check(instance->spatial_partition_id);
}
}
}
}

View file

@ -119,6 +119,7 @@ public:
virtual void move(SpatialPartitionID p_handle, const AABB &p_aabb) = 0;
virtual void activate(SpatialPartitionID p_handle, const AABB &p_aabb) {}
virtual void deactivate(SpatialPartitionID p_handle) {}
virtual void force_collision_check(SpatialPartitionID p_handle) {}
virtual void update() {}
virtual void update_collisions() {}
virtual void set_pairable(SpatialPartitionID p_handle, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask) = 0;
@ -168,6 +169,7 @@ public:
void move(SpatialPartitionID p_handle, const AABB &p_aabb);
void activate(SpatialPartitionID p_handle, const AABB &p_aabb);
void deactivate(SpatialPartitionID p_handle);
void force_collision_check(SpatialPartitionID p_handle);
void update();
void update_collisions();
void set_pairable(SpatialPartitionID p_handle, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask);