godot/modules/bullet/btRayShape.h
Daniel Rakos 6dd65c0d67 KinematicBody performance and quality improvements
With this change finally one can use compound collisions (like those created
by Gridmaps) without serious performance issues. The previous KinematicBody
code for Bullet was practically doing a whole bunch of unnecessary
calculations. Gridmaps with fairly large octant sizes (in my case 32) can get
up to 10000x speedup with this change (literally!). I expect the FPS demo to
get a fair speedup as well.

List of fixes and improvements:

- Fixed a general bug in move_and_slide that affects both GodotPhysics and
  Bullet, where ray shapes would be ignored unless the stop_on_slope parameter
  is disabled. Not sure where that came from, but looking at the 2D physics
  code it was obvious there's a difference.
- Enabled the dynamic AABB tree that Bullet uses to allow broadphase collision
  tests against individual shapes of compound shapes. This is crucial to get
  good performance with Gridmaps and in general improves the performance
  whenever a KinematicBody collides with compound collision shapes.
- Added code to the broadphase collision detection code used by the Bullet
  module for KinematicBodies to also do broadphase on the sub-shapes of
  compound collision shapes. This is possible thanks to the dynamic AABB
  tree that was previously disabled and it's the change that provides the
  biggest performance boost.
- Now broadphase test is only done once per KinematicBody in Bullet instead of
  once per each of its shapes which was completely unnecessary.
- Fixed the way how the ray separation results are populated in Bullet which
  was completely broken previously, overwriting previous results and similar
  non-sense.
- Fixed ray shapes for good now. Previously the margin set in the editor was
  not respected at all, and the KinematicBody code for ray separation was
  complete bogus, thus all previous attempts to fix it were mislead.
- Fixed an obvious bug also in GodotPhysics where an out-of-bounds index was
  used in the ray result array.

There are a whole set of other problems with the KinematicBody code of Bullet
which cost performance and may cause unexpected behavior, but those are not
addressed in this change (need to keep it "simple").

Not sure whether this fixes any outstanding Github issues but I wouldn't be
surprised.
2019-03-27 00:39:47 +01:00

97 lines
4.1 KiB
C++

/*************************************************************************/
/* btRayShape.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 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 */
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/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
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/* The above copyright notice and this permission notice shall be */
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/*************************************************************************/
/// IMPORTANT The class name and filename was created by following Bullet writing rules for an easy (eventually) porting to bullet
/// This shape is a custom shape that is not present to Bullet physics engine
#ifndef BTRAYSHAPE_H
#define BTRAYSHAPE_H
#include <BulletCollision/CollisionShapes/btConvexInternalShape.h>
/**
@author AndreaCatania
*/
/// Ray shape around z axis
ATTRIBUTE_ALIGNED16(class)
btRayShape : public btConvexInternalShape {
btScalar m_length;
bool slipsOnSlope;
/// The default axis is the z
btVector3 m_shapeAxis;
btTransform m_cacheSupportPoint;
btScalar m_cacheScaledLength;
public:
BT_DECLARE_ALIGNED_ALLOCATOR();
btRayShape(btScalar length);
virtual ~btRayShape();
void setLength(btScalar p_length);
btScalar getLength() const { return m_length; }
virtual void setMargin(btScalar margin);
void setSlipsOnSlope(bool p_slipOnSlope);
bool getSlipsOnSlope() const { return slipsOnSlope; }
const btTransform &getSupportPoint() const { return m_cacheSupportPoint; }
const btScalar &getScaledLength() const { return m_cacheScaledLength; }
virtual btVector3 localGetSupportingVertex(const btVector3 &vec) const;
#ifndef __SPU__
virtual btVector3 localGetSupportingVertexWithoutMargin(const btVector3 &vec) const;
#endif //#ifndef __SPU__
virtual void batchedUnitVectorGetSupportingVertexWithoutMargin(const btVector3 *vectors, btVector3 *supportVerticesOut, int numVectors) const;
///getAabb returns the axis aligned bounding box in the coordinate frame of the given transform t.
virtual void getAabb(const btTransform &t, btVector3 &aabbMin, btVector3 &aabbMax) const;
#ifndef __SPU__
virtual void calculateLocalInertia(btScalar mass, btVector3 & inertia) const;
virtual const char *getName() const {
return "RayZ";
}
#endif //__SPU__
virtual int getNumPreferredPenetrationDirections() const;
virtual void getPreferredPenetrationDirection(int index, btVector3 &penetrationVector) const;
private:
void reload_cache();
};
#endif // BTRAYSHAPE_H