godot/servers/physics/shape_sw.cpp
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

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/*************************************************************************/
/* shape_sw.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 "shape_sw.h"
#include "core/math/geometry.h"
#include "core/math/quick_hull.h"
#include "core/sort_array.h"
#define _POINT_SNAP 0.001953125
#define _EDGE_IS_VALID_SUPPORT_THRESHOLD 0.0002
#define _FACE_IS_VALID_SUPPORT_THRESHOLD 0.9998
void ShapeSW::configure(const AABB &p_aabb) {
aabb = p_aabb;
configured = true;
for (Map<ShapeOwnerSW *, int>::Element *E = owners.front(); E; E = E->next()) {
ShapeOwnerSW *co = (ShapeOwnerSW *)E->key();
co->_shape_changed();
}
}
Vector3 ShapeSW::get_support(const Vector3 &p_normal) const {
Vector3 res;
int amnt;
get_supports(p_normal, 1, &res, amnt);
return res;
}
void ShapeSW::add_owner(ShapeOwnerSW *p_owner) {
Map<ShapeOwnerSW *, int>::Element *E = owners.find(p_owner);
if (E) {
E->get()++;
} else {
owners[p_owner] = 1;
}
}
void ShapeSW::remove_owner(ShapeOwnerSW *p_owner) {
Map<ShapeOwnerSW *, int>::Element *E = owners.find(p_owner);
ERR_FAIL_COND(!E);
E->get()--;
if (E->get() == 0) {
owners.erase(E);
}
}
bool ShapeSW::is_owner(ShapeOwnerSW *p_owner) const {
return owners.has(p_owner);
}
const Map<ShapeOwnerSW *, int> &ShapeSW::get_owners() const {
return owners;
}
ShapeSW::ShapeSW() {
custom_bias = 0;
configured = false;
}
ShapeSW::~ShapeSW() {
ERR_FAIL_COND(owners.size());
}
Plane PlaneShapeSW::get_plane() const {
return plane;
}
void PlaneShapeSW::project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const {
// gibberish, a plane is infinity
r_min = -1e7;
r_max = 1e7;
}
Vector3 PlaneShapeSW::get_support(const Vector3 &p_normal) const {
return p_normal * 1e15;
}
bool PlaneShapeSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
bool inters = plane.intersects_segment(p_begin, p_end, &r_result);
if (inters)
r_normal = plane.normal;
return inters;
}
bool PlaneShapeSW::intersect_point(const Vector3 &p_point) const {
return plane.distance_to(p_point) < 0;
}
Vector3 PlaneShapeSW::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 PlaneShapeSW::get_moment_of_inertia(real_t p_mass) const {
return Vector3(); //wtf
}
void PlaneShapeSW::_setup(const Plane &p_plane) {
plane = p_plane;
configure(AABB(Vector3(-1e4, -1e4, -1e4), Vector3(1e4 * 2, 1e4 * 2, 1e4 * 2)));
}
void PlaneShapeSW::set_data(const Variant &p_data) {
_setup(p_data);
}
Variant PlaneShapeSW::get_data() const {
return plane;
}
PlaneShapeSW::PlaneShapeSW() {
}
//
real_t RayShapeSW::get_length() const {
return length;
}
bool RayShapeSW::get_slips_on_slope() const {
return slips_on_slope;
}
void RayShapeSW::project_range(const Vector3 &p_normal, const Transform &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 RayShapeSW::get_support(const Vector3 &p_normal) const {
if (p_normal.z > 0)
return Vector3(0, 0, length);
else
return Vector3(0, 0, 0);
}
void RayShapeSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount) const {
if (Math::abs(p_normal.z) < _EDGE_IS_VALID_SUPPORT_THRESHOLD) {
r_amount = 2;
r_supports[0] = Vector3(0, 0, 0);
r_supports[1] = Vector3(0, 0, length);
} else if (p_normal.z > 0) {
r_amount = 1;
*r_supports = Vector3(0, 0, length);
} else {
r_amount = 1;
*r_supports = Vector3(0, 0, 0);
}
}
bool RayShapeSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
return false; //simply not possible
}
bool RayShapeSW::intersect_point(const Vector3 &p_point) const {
return false; //simply not possible
}
Vector3 RayShapeSW::get_closest_point_to(const Vector3 &p_point) const {
Vector3 s[2] = {
Vector3(0, 0, 0),
Vector3(0, 0, length)
};
return Geometry::get_closest_point_to_segment(p_point, s);
}
Vector3 RayShapeSW::get_moment_of_inertia(real_t p_mass) const {
return Vector3();
}
void RayShapeSW::_setup(real_t p_length, bool p_slips_on_slope) {
length = p_length;
slips_on_slope = p_slips_on_slope;
configure(AABB(Vector3(0, 0, 0), Vector3(0.1, 0.1, length)));
}
void RayShapeSW::set_data(const Variant &p_data) {
Dictionary d = p_data;
_setup(d["length"], d["slips_on_slope"]);
}
Variant RayShapeSW::get_data() const {
Dictionary d;
d["length"] = length;
d["slips_on_slope"] = slips_on_slope;
return d;
}
RayShapeSW::RayShapeSW() {
length = 1;
slips_on_slope = false;
}
/********** SPHERE *************/
real_t SphereShapeSW::get_radius() const {
return radius;
}
void SphereShapeSW::project_range(const Vector3 &p_normal, const Transform &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 SphereShapeSW::get_support(const Vector3 &p_normal) const {
return p_normal * radius;
}
void SphereShapeSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount) const {
*r_supports = p_normal * radius;
r_amount = 1;
}
bool SphereShapeSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
return Geometry::segment_intersects_sphere(p_begin, p_end, Vector3(), radius, &r_result, &r_normal);
}
bool SphereShapeSW::intersect_point(const Vector3 &p_point) const {
return p_point.length() < radius;
}
Vector3 SphereShapeSW::get_closest_point_to(const Vector3 &p_point) const {
Vector3 p = p_point;
float l = p.length();
if (l < radius)
return p_point;
return (p / l) * radius;
}
Vector3 SphereShapeSW::get_moment_of_inertia(real_t p_mass) const {
real_t s = 0.4 * p_mass * radius * radius;
return Vector3(s, s, s);
}
void SphereShapeSW::_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 SphereShapeSW::set_data(const Variant &p_data) {
_setup(p_data);
}
Variant SphereShapeSW::get_data() const {
return radius;
}
SphereShapeSW::SphereShapeSW() {
radius = 0;
}
/********** BOX *************/
void BoxShapeSW::project_range(const Vector3 &p_normal, const Transform &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 BoxShapeSW::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 BoxShapeSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount) 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_IS_VALID_SUPPORT_THRESHOLD) {
//Vector3 axis_b;
bool neg = dot < 0;
r_amount = 4;
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_IS_VALID_SUPPORT_THRESHOLD) {
r_amount = 2;
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_supports[0] = point;
}
bool BoxShapeSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
AABB aabb(-half_extents, half_extents * 2.0);
return aabb.intersects_segment(p_begin, p_end, &r_result, &r_normal);
}
bool BoxShapeSW::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 BoxShapeSW::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] = SGN(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
float 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 = Geometry::get_closest_point_to_segment(p_point, s);
float d = p_point.distance_to(closest_edge);
if (d < min_distance) {
min_point = closest_edge;
min_distance = d;
}
}
return min_point;
}
Vector3 BoxShapeSW::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 BoxShapeSW::_setup(const Vector3 &p_half_extents) {
half_extents = p_half_extents.abs();
configure(AABB(-half_extents, half_extents * 2));
}
void BoxShapeSW::set_data(const Variant &p_data) {
_setup(p_data);
}
Variant BoxShapeSW::get_data() const {
return half_extents;
}
BoxShapeSW::BoxShapeSW() {
}
/********** CAPSULE *************/
void CapsuleShapeSW::project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const {
Vector3 n = p_transform.basis.xform_inv(p_normal).normalized();
real_t h = (n.z > 0) ? height : -height;
n *= radius;
n.z += h * 0.5;
r_max = p_normal.dot(p_transform.xform(n));
r_min = p_normal.dot(p_transform.xform(-n));
}
Vector3 CapsuleShapeSW::get_support(const Vector3 &p_normal) const {
Vector3 n = p_normal;
real_t h = (n.z > 0) ? height : -height;
n *= radius;
n.z += h * 0.5;
return n;
}
void CapsuleShapeSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount) const {
Vector3 n = p_normal;
real_t d = n.z;
if (Math::abs(d) < _EDGE_IS_VALID_SUPPORT_THRESHOLD) {
// make it flat
n.z = 0.0;
n.normalize();
n *= radius;
r_amount = 2;
r_supports[0] = n;
r_supports[0].z += height * 0.5;
r_supports[1] = n;
r_supports[1].z -= height * 0.5;
} else {
real_t h = (d > 0) ? height : -height;
n *= radius;
n.z += h * 0.5;
r_amount = 1;
*r_supports = n;
}
}
bool CapsuleShapeSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) 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 = Geometry::segment_intersects_cylinder(p_begin, p_end, height, 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 = Geometry::segment_intersects_sphere(p_begin, p_end, Vector3(0, 0, height * 0.5), 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 = Geometry::segment_intersects_sphere(p_begin, p_end, Vector3(0, 0, height * -0.5), 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 CapsuleShapeSW::intersect_point(const Vector3 &p_point) const {
if (Math::abs(p_point.z) < height * 0.5) {
return Vector3(p_point.x, p_point.y, 0).length() < radius;
} else {
Vector3 p = p_point;
p.z = Math::abs(p.z) - height * 0.5;
return p.length() < radius;
}
}
Vector3 CapsuleShapeSW::get_closest_point_to(const Vector3 &p_point) const {
Vector3 s[2] = {
Vector3(0, 0, -height * 0.5),
Vector3(0, 0, height * 0.5),
};
Vector3 p = Geometry::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 CapsuleShapeSW::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.y * extents.y + extents.y * extents.y));
}
void CapsuleShapeSW::_setup(real_t p_height, real_t p_radius) {
height = p_height;
radius = p_radius;
configure(AABB(Vector3(-radius, -radius, -height * 0.5 - radius), Vector3(radius * 2, radius * 2, height + radius * 2.0)));
}
void CapsuleShapeSW::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 CapsuleShapeSW::get_data() const {
Dictionary d;
d["radius"] = radius;
d["height"] = height;
return d;
}
CapsuleShapeSW::CapsuleShapeSW() {
height = radius = 0;
}
/********** CONVEX POLYGON *************/
void ConvexPolygonShapeSW::project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const {
int vertex_count = mesh.vertices.size();
if (vertex_count == 0)
return;
const Vector3 *vrts = &mesh.vertices[0];
for (int 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 ConvexPolygonShapeSW::get_support(const Vector3 &p_normal) const {
Vector3 n = p_normal;
int vert_support_idx = -1;
real_t support_max = 0;
int vertex_count = mesh.vertices.size();
if (vertex_count == 0)
return Vector3();
const Vector3 *vrts = &mesh.vertices[0];
for (int i = 0; i < vertex_count; i++) {
real_t d = n.dot(vrts[i]);
if (i == 0 || d > support_max) {
support_max = d;
vert_support_idx = i;
}
}
return vrts[vert_support_idx];
}
void ConvexPolygonShapeSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount) const {
const Geometry::MeshData::Face *faces = mesh.faces.ptr();
int fc = mesh.faces.size();
const Geometry::MeshData::Edge *edges = mesh.edges.ptr();
int ec = mesh.edges.size();
const Vector3 *vertices = mesh.vertices.ptr();
int vc = mesh.vertices.size();
//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_IS_VALID_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;
return;
}
}
for (int i = 0; i < ec; i++) {
real_t dot = (vertices[edges[i].a] - vertices[edges[i].b]).normalized().dot(p_normal);
dot = ABS(dot);
if (dot < _EDGE_IS_VALID_SUPPORT_THRESHOLD && (edges[i].a == vtx || edges[i].b == vtx)) {
r_amount = 2;
r_supports[0] = vertices[edges[i].a];
r_supports[1] = vertices[edges[i].b];
return;
}
}
r_supports[0] = vertices[vtx];
r_amount = 1;
}
bool ConvexPolygonShapeSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
const Geometry::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 ConvexPolygonShapeSW::intersect_point(const Vector3 &p_point) const {
const Geometry::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 ConvexPolygonShapeSW::get_closest_point_to(const Vector3 &p_point) const {
const Geometry::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(a, n).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;
}
float min_distance = 1e20;
Vector3 min_point;
//check edges
const Geometry::MeshData::Edge *edges = mesh.edges.ptr();
int ec = mesh.edges.size();
for (int i = 0; i < ec; i++) {
Vector3 s[2] = {
vertices[edges[i].a],
vertices[edges[i].b]
};
Vector3 closest = Geometry::get_closest_point_to_segment(p_point, s);
float d = closest.distance_to(p_point);
if (d < min_distance) {
min_distance = d;
min_point = closest;
}
}
return min_point;
}
Vector3 ConvexPolygonShapeSW::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.y * extents.y + extents.y * extents.y));
}
void ConvexPolygonShapeSW::_setup(const Vector<Vector3> &p_vertices) {
Error err = QuickHull::build(p_vertices, mesh);
if (err != OK)
ERR_PRINT("Failed to build QuickHull");
AABB _aabb;
for (int i = 0; i < mesh.vertices.size(); i++) {
if (i == 0)
_aabb.position = mesh.vertices[i];
else
_aabb.expand_to(mesh.vertices[i]);
}
configure(_aabb);
}
void ConvexPolygonShapeSW::set_data(const Variant &p_data) {
_setup(p_data);
}
Variant ConvexPolygonShapeSW::get_data() const {
return mesh.vertices;
}
ConvexPolygonShapeSW::ConvexPolygonShapeSW() {
}
/********** FACE POLYGON *************/
void FaceShapeSW::project_range(const Vector3 &p_normal, const Transform &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 FaceShapeSW::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 FaceShapeSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount) const {
Vector3 n = p_normal;
/** TEST FACE AS SUPPORT **/
if (normal.dot(n) > _FACE_IS_VALID_SUPPORT_THRESHOLD) {
r_amount = 3;
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_IS_VALID_SUPPORT_THRESHOLD) {
r_amount = 2;
r_supports[0] = vertex[i];
r_supports[1] = vertex[nx];
return;
}
}
r_amount = 1;
r_supports[0] = vertex[vert_support_idx];
}
bool FaceShapeSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
bool c = Geometry::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) {
r_normal = -r_normal;
}
}
return c;
}
bool FaceShapeSW::intersect_point(const Vector3 &p_point) const {
return false; //face is flat
}
Vector3 FaceShapeSW::get_closest_point_to(const Vector3 &p_point) const {
return Face3(vertex[0], vertex[1], vertex[2]).get_closest_point_to(p_point);
}
Vector3 FaceShapeSW::get_moment_of_inertia(real_t p_mass) const {
return Vector3(); // Sorry, but i don't think anyone cares, FaceShape!
}
FaceShapeSW::FaceShapeSW() {
configure(AABB());
}
PoolVector<Vector3> ConcavePolygonShapeSW::get_faces() const {
PoolVector<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 ConcavePolygonShapeSW::project_range(const Vector3 &p_normal, const Transform &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;
}
PoolVector<Vector3>::Read r = vertices.read();
const Vector3 *vptr = r.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 ConcavePolygonShapeSW::get_support(const Vector3 &p_normal) const {
int count = vertices.size();
if (count == 0)
return Vector3();
PoolVector<Vector3>::Read r = vertices.read();
const Vector3 *vptr = r.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 ConcavePolygonShapeSW::_cull_segment(int p_idx, _SegmentCullParams *p_params) const {
const BVH *bvh = &p_params->bvh[p_idx];
/*
if (p_params->dir.dot(bvh->aabb.get_support(-p_params->dir))>p_params->min_d)
return; //test against whole AABB, which isn't very costly
*/
//printf("addr: %p\n",bvh);
if (!bvh->aabb.intersects_segment(p_params->from, p_params->to)) {
return;
}
if (bvh->face_index >= 0) {
Vector3 res;
Vector3 vertices[3] = {
p_params->vertices[p_params->faces[bvh->face_index].indices[0]],
p_params->vertices[p_params->faces[bvh->face_index].indices[1]],
p_params->vertices[p_params->faces[bvh->face_index].indices[2]]
};
if (Geometry::segment_intersects_triangle(
p_params->from,
p_params->to,
vertices[0],
vertices[1],
vertices[2],
&res)) {
real_t d = p_params->dir.dot(res) - p_params->dir.dot(p_params->from);
//TODO, seems segmen/triangle intersection is broken :(
if (d > 0 && d < p_params->min_d) {
p_params->min_d = d;
p_params->result = res;
p_params->normal = Plane(vertices[0], vertices[1], vertices[2]).normal;
p_params->collisions++;
}
}
} else {
if (bvh->left >= 0)
_cull_segment(bvh->left, p_params);
if (bvh->right >= 0)
_cull_segment(bvh->right, p_params);
}
}
bool ConcavePolygonShapeSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
if (faces.size() == 0)
return false;
// unlock data
PoolVector<Face>::Read fr = faces.read();
PoolVector<Vector3>::Read vr = vertices.read();
PoolVector<BVH>::Read br = bvh.read();
_SegmentCullParams params;
params.from = p_begin;
params.to = p_end;
params.collisions = 0;
params.dir = (p_end - p_begin).normalized();
params.faces = fr.ptr();
params.vertices = vr.ptr();
params.bvh = br.ptr();
params.min_d = 1e20;
// cull
_cull_segment(0, &params);
if (params.collisions > 0) {
r_result = params.result;
r_normal = params.normal;
return true;
} else {
return false;
}
}
bool ConcavePolygonShapeSW::intersect_point(const Vector3 &p_point) const {
return false; //face is flat
}
Vector3 ConcavePolygonShapeSW::get_closest_point_to(const Vector3 &p_point) const {
return Vector3();
}
void ConcavePolygonShapeSW::_cull(int p_idx, _CullParams *p_params) const {
const BVH *bvh = &p_params->bvh[p_idx];
if (!p_params->aabb.intersects(bvh->aabb))
return;
if (bvh->face_index >= 0) {
const Face *f = &p_params->faces[bvh->face_index];
FaceShapeSW *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]];
p_params->callback(p_params->userdata, face);
} else {
if (bvh->left >= 0) {
_cull(bvh->left, p_params);
}
if (bvh->right >= 0) {
_cull(bvh->right, p_params);
}
}
}
void ConcavePolygonShapeSW::cull(const AABB &p_local_aabb, Callback p_callback, void *p_userdata) const {
// make matrix local to concave
if (faces.size() == 0)
return;
AABB local_aabb = p_local_aabb;
// unlock data
PoolVector<Face>::Read fr = faces.read();
PoolVector<Vector3>::Read vr = vertices.read();
PoolVector<BVH>::Read br = bvh.read();
FaceShapeSW face; // use this to send in the callback
_CullParams params;
params.aabb = local_aabb;
params.face = &face;
params.faces = fr.ptr();
params.vertices = vr.ptr();
params.bvh = br.ptr();
params.callback = p_callback;
params.userdata = p_userdata;
// cull
_cull(0, &params);
}
Vector3 ConcavePolygonShapeSW::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.y * extents.y + extents.y * extents.y));
}
struct _VolumeSW_BVH_Element {
AABB aabb;
Vector3 center;
int face_index;
};
struct _VolumeSW_BVH_CompareX {
_FORCE_INLINE_ bool operator()(const _VolumeSW_BVH_Element &a, const _VolumeSW_BVH_Element &b) const {
return a.center.x < b.center.x;
}
};
struct _VolumeSW_BVH_CompareY {
_FORCE_INLINE_ bool operator()(const _VolumeSW_BVH_Element &a, const _VolumeSW_BVH_Element &b) const {
return a.center.y < b.center.y;
}
};
struct _VolumeSW_BVH_CompareZ {
_FORCE_INLINE_ bool operator()(const _VolumeSW_BVH_Element &a, const _VolumeSW_BVH_Element &b) const {
return a.center.z < b.center.z;
}
};
struct _VolumeSW_BVH {
AABB aabb;
_VolumeSW_BVH *left;
_VolumeSW_BVH *right;
int face_index;
};
_VolumeSW_BVH *_volume_sw_build_bvh(_VolumeSW_BVH_Element *p_elements, int p_size, int &count) {
_VolumeSW_BVH *bvh = memnew(_VolumeSW_BVH);
if (p_size == 1) {
//leaf
bvh->aabb = p_elements[0].aabb;
bvh->left = NULL;
bvh->right = NULL;
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<_VolumeSW_BVH_Element, _VolumeSW_BVH_CompareX> sort_x;
sort_x.sort(p_elements, p_size);
} break;
case 1: {
SortArray<_VolumeSW_BVH_Element, _VolumeSW_BVH_CompareY> sort_y;
sort_y.sort(p_elements, p_size);
} break;
case 2: {
SortArray<_VolumeSW_BVH_Element, _VolumeSW_BVH_CompareZ> sort_z;
sort_z.sort(p_elements, p_size);
} break;
}
int split = p_size / 2;
bvh->left = _volume_sw_build_bvh(p_elements, split, count);
bvh->right = _volume_sw_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 ConcavePolygonShapeSW::_fill_bvh(_VolumeSW_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 ConcavePolygonShapeSW::_setup(PoolVector<Vector3> p_faces) {
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;
PoolVector<Vector3>::Read r = p_faces.read();
const Vector3 *facesr = r.ptr();
PoolVector<_VolumeSW_BVH_Element> bvh_array;
bvh_array.resize(src_face_count);
PoolVector<_VolumeSW_BVH_Element>::Write bvhw = bvh_array.write();
_VolumeSW_BVH_Element *bvh_arrayw = bvhw.ptr();
faces.resize(src_face_count);
PoolVector<Face>::Write w = faces.write();
Face *facesw = w.ptr();
vertices.resize(src_face_count * 3);
PoolVector<Vector3>::Write vw = vertices.write();
Vector3 *verticesw = vw.ptr();
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.position + bvh_arrayw[i].aabb.size * 0.5;
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);
}
w.release();
vw.release();
int count = 0;
_VolumeSW_BVH *bvh_tree = _volume_sw_build_bvh(bvh_arrayw, src_face_count, count);
bvh.resize(count + 1);
PoolVector<BVH>::Write bvhw2 = bvh.write();
BVH *bvh_arrayw2 = bvhw2.ptr();
int idx = 0;
_fill_bvh(bvh_tree, bvh_arrayw2, idx);
configure(_aabb); // this type of shape has no margin
}
void ConcavePolygonShapeSW::set_data(const Variant &p_data) {
_setup(p_data);
}
Variant ConcavePolygonShapeSW::get_data() const {
return get_faces();
}
ConcavePolygonShapeSW::ConcavePolygonShapeSW() {
}
/* HEIGHT MAP SHAPE */
PoolVector<real_t> HeightMapShapeSW::get_heights() const {
return heights;
}
int HeightMapShapeSW::get_width() const {
return width;
}
int HeightMapShapeSW::get_depth() const {
return depth;
}
real_t HeightMapShapeSW::get_cell_size() const {
return cell_size;
}
void HeightMapShapeSW::project_range(const Vector3 &p_normal, const Transform &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, 0), r_min, r_max);
}
Vector3 HeightMapShapeSW::get_support(const Vector3 &p_normal) const {
//not very useful, but not very used either
return get_aabb().get_support(p_normal);
}
bool HeightMapShapeSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal) const {
return false;
}
bool HeightMapShapeSW::intersect_point(const Vector3 &p_point) const {
return false;
}
Vector3 HeightMapShapeSW::get_closest_point_to(const Vector3 &p_point) const {
return Vector3();
}
void HeightMapShapeSW::cull(const AABB &p_local_aabb, Callback p_callback, void *p_userdata) const {
}
Vector3 HeightMapShapeSW::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.y * extents.y + extents.y * extents.y));
}
void HeightMapShapeSW::_setup(PoolVector<real_t> p_heights, int p_width, int p_depth, real_t p_cell_size) {
heights = p_heights;
width = p_width;
depth = p_depth;
cell_size = p_cell_size;
PoolVector<real_t>::Read r = heights.read();
AABB aabb;
for (int i = 0; i < depth; i++) {
for (int j = 0; j < width; j++) {
real_t h = r[i * width + j];
Vector3 pos(j * cell_size, h, i * cell_size);
if (i == 0 || j == 0)
aabb.position = pos;
else
aabb.expand_to(pos);
}
}
configure(aabb);
}
void HeightMapShapeSW::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("cell_size"));
ERR_FAIL_COND(!d.has("heights"));
int width = d["width"];
int depth = d["depth"];
real_t cell_size = d["cell_size"];
PoolVector<real_t> heights = d["heights"];
ERR_FAIL_COND(width <= 0);
ERR_FAIL_COND(depth <= 0);
ERR_FAIL_COND(cell_size <= CMP_EPSILON);
ERR_FAIL_COND(heights.size() != (width * depth));
_setup(heights, width, depth, cell_size);
}
Variant HeightMapShapeSW::get_data() const {
ERR_FAIL_V(Variant());
}
HeightMapShapeSW::HeightMapShapeSW() {
width = 0;
depth = 0;
cell_size = 0;
}